From 275ec4af3b1d877eff6e3fefa5b0dfc4ac8c3008 Mon Sep 17 00:00:00 2001 From: HybridDog Date: Fri, 27 Mar 2020 18:30:19 +0100 Subject: [PATCH] Remove unused vector.triangle code and try to make it a bit faster --- init.lua | 66 +++++++++++--------------------------------------------- 1 file changed, 13 insertions(+), 53 deletions(-) diff --git a/init.lua b/init.lua index b2cd9d4..74a56bc 100644 --- a/init.lua +++ b/init.lua @@ -1023,63 +1023,18 @@ function funcs.triangle(pos1, pos2, pos3) z = {"y", "x"}, } local other_dirs = all_other_dirs[dir] - -- Sort the positions along the other directions - --[[ - local sorteds = {} - for i = 1,2 do - local odir = other_dirs[i] - local ps = {} - if pos1[odir] < pos2[odir] then - if pos1[odir] < pos3[odir] then - ps[1] = pos1 - if pos2[odir] < pos3[odir] then - ps[2] = pos2 - ps[3] = pos3 - else - ps[3] = pos2 - ps[2] = pos3 - end - else - ps[1] = pos3 - ps[2] = pos1 - ps[3] = pos2 - end - elseif pos1[odir] < pos3[odir] then - ps[1] = pos2 - ps[2] = pos1 - ps[3] = pos3 - else - ps[3] = pos1 - if pos2[odir] < pos3[odir] then - ps[1] = pos2 - ps[2] = pos3 - else - ps[1] = pos3 - ps[2] = pos2 - end - end - sorteds[i] = ps - end - --~ p1[i] = sorteds[odir][1][odir] - --~ p2[i] = sorteds[odir][3][odir] - --]] - -- The boundaries of the 2D AABB along other_dirs local odir1, odir2 = other_dirs[1], other_dirs[2] + local pos1_2d = {pos1[odir1], pos1[odir2]} local pos2_2d = {pos2[odir1], pos2[odir2]} local pos3_2d = {pos3[odir1], pos3[odir2]} + -- The boundaries of the 2D AABB along other_dirs local p1 = {} local p2 = {} for i = 1,2 do p1[i] = math.floor(math.min(pos1_2d[i], pos2_2d[i], pos3_2d[i])) p2[i] = math.ceil(math.max(pos1_2d[i], pos2_2d[i], pos3_2d[i])) end - -- The lines along the triangle boundaries - --~ local lines = {} - --~ local ps2 = sorteds[2] - --~ local s = {ps2[1][other_dirs[1]], ps2[1][other_dirs[2]]} - --~ local e = {ps2[2][other_dirs[1]], ps2[2][other_dirs[2]]} - --~ local line_left = {s[1], s[2], e[1] - s[1], e[2] - s[2]} -- https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/rasterization-stage local function edgefunc(p1, p2, pos) @@ -1087,25 +1042,30 @@ function funcs.triangle(pos1, pos2, pos3) - (pos[2] - p1[2]) * (p2[1] - p1[1]) end local a_all_inv = 1.0 / edgefunc(pos1_2d, pos2_2d, pos3_2d) + local step_k3 = - (pos2_2d[1] - pos1_2d[1]) * a_all_inv + local step_k1 = - (pos3_2d[1] - pos2_2d[1]) * a_all_inv -- Calculate the triangle points local points = {} local barycentric_coords = {} local n = 0 + -- It is possible to further optimize this for v1 = p1[1], p2[1] do - for v2 = p1[2], p2[2] do - -- Not optimized - local p = {v1, v2} - local k3 = edgefunc(pos1_2d, pos2_2d, p) * a_all_inv - local k1 = edgefunc(pos2_2d, pos3_2d, p) * a_all_inv + local p = {v1, p1[2]} + local k3 = edgefunc(pos1_2d, pos2_2d, p) * a_all_inv + local k1 = edgefunc(pos2_2d, pos3_2d, p) * a_all_inv + for _ = p1[2], p2[2] do local k2 = 1 - k1 - k3 if k1 >= 0 and k2 >= 0 and k3 >= 0 then -- On triangle local h = math.floor(k1 * pos1[dir] + k2 * pos2[dir] + k3 * pos3[dir] + 0.5) n = n+1 - points[n] = {[odir1] = v1, [odir2] = v2, [dir] = h} + points[n] = {[odir1] = v1, [odir2] = p[2], [dir] = h} barycentric_coords[n] = {k1, k2, k3} end + p[2] = p[2]+1 + k3 = k3 + step_k3 + k1 = k1 + step_k1 end end return points, n, barycentric_coords