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veclav talica 2024-02-10 22:38:35 +05:00
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commit 760f947c00
8 changed files with 482 additions and 1 deletions

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**/__pycache__/* **/__pycache__/*
html/ html/
**/.*/ ./.*/
[articles/**/.static/]
articles/**/.dynamic/
articles/**/.temp/
**/*.jpg/ **/*.jpg/
**/*.png/ **/*.png/
**/*.upload-checksum **/*.upload-checksum

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extends Node
class_name Visibility2D
# Based on: https://www.redblobgames.com/articles/visibility/Visibility.hx
# Limitations:
# - Segments cant intersect each other, splitting is required for such cases.
# todo: Make it extend plain object, handle lifetime manually.
class EndPoint:
var point: Vector2
var begin: bool
var segment: int
var angle: float
static func sort(p_a: EndPoint, p_b: EndPoint) -> bool:
if p_a.angle > p_b.angle: return true
elif p_a.angle < p_b.angle: return false
elif not p_a.begin and p_b.begin: return true
else: return false
var _endpoints: Array # of EndPoint
var _sorted_endpoints: Array # of EndPoint
var _open: PoolIntArray # of Segment indices
var center: Vector2
var output: PoolVector2Array
# todo: Ability to cache builder state for static geometry.
class Builder:
var target
func view_point(p_point: Vector2) -> Builder:
target.center = p_point
return self
# todo: Use it to cull out endpoints out of working region.
func bounds(p_area: Rect2) -> Builder:
target._add_segment(p_area.position, Vector2(p_area.end.x, p_area.position.y))
target._add_segment(Vector2(p_area.end.x, p_area.position.y), p_area.end)
target._add_segment(p_area.end, Vector2(p_area.position.x, p_area.end.y))
target._add_segment(Vector2(p_area.position.x, p_area.end.y), p_area.position)
return self
func line(p_line: Line2D) -> Builder:
for i in range(0, p_line.points.size() - 1):
target._add_segment(p_line.position + p_line.points[i],
p_line.position + p_line.points[i + 1])
return self
func polygon(p_polygon: Polygon2D) -> Builder:
var points := p_polygon.polygon
for i in range(0, points.size() - 1):
target._add_segment(p_polygon.position + points[i],
p_polygon.position + points[i + 1])
target._add_segment(p_polygon.position + points[points.size() - 1],
p_polygon.position + points[0])
return self
func occluder(p_object: Object) -> Builder:
if p_object is Line2D:
return line(p_object)
elif p_object is Polygon2D:
return polygon(p_object)
else:
push_error("Unknown occluder type")
return self
func finalize():
target._finalize()
func _add_segment(p_point0: Vector2, p_point1: Vector2):
var point0 := EndPoint.new()
var point1 := EndPoint.new()
point0.segment = _endpoints.size()
point1.segment = _endpoints.size()
point0.point = p_point0
point1.point = p_point1
_endpoints.append(point0)
_endpoints.append(point1)
func init_builder() -> Builder:
# todo: Reuse
_endpoints.resize(0)
var result := Builder.new()
result.target = self
return result
func _finalize():
# todo: Only needs to be done when endpoints or center is changed.
for segment in range(0, _endpoints.size(), 2):
var p1 := _endpoints[segment] as EndPoint
var p2 := _endpoints[segment + 1] as EndPoint
p1.angle = (p1.point - center).angle()
p2.angle = (p2.point - center).angle()
# todo: Simplify to one expression.
var da := p2.angle - p1.angle
if da <= PI: da += TAU
if da > PI: da -= TAU
p1.begin = da > 0.0
p2.begin = not p1.begin
func _is_segment_in_front(p_segment1: int, p_segment2: int) -> bool:
var s1p1 := _endpoints[p_segment1].point as Vector2
var s1p2 := _endpoints[p_segment1 + 1].point as Vector2
var s2p1 := _endpoints[p_segment2].point as Vector2
var s2p2 := _endpoints[p_segment2 + 1].point as Vector2
# todo: Can we use something simpler than interpolation?
var d := s1p2 - s1p1
var p := s2p1.linear_interpolate(s2p2, 0.01)
var a1 := (d.x * (p.y - s1p1.y) \
- d.y * (p.x - s1p1.x)) < 0.0
p = s2p2.linear_interpolate(s2p1, 0.01)
var a2 := (d.x * (p.y - s1p1.y) \
- d.y * (p.x - s1p1.x)) < 0.0
var a3 := (d.x * (center.y - s1p1.y) \
- d.y * (center.x - s1p1.x)) < 0.0
if a1 == a2 and a2 == a3: return true
d = s2p2 - s2p1
p = s1p1.linear_interpolate(s1p2, 0.01)
var b1 := (d.x * (p.y - s2p1.y) \
- d.y * (p.x - s2p1.x)) < 0.0
p = s1p2.linear_interpolate(s1p1, 0.01)
var b2 := (d.x * (p.y - s2p1.y) \
- d.y * (p.x - s2p1.x)) < 0.0
var b3 := (d.x * (center.y - s2p1.y) \
- d.y * (center.x - s2p1.x)) < 0.0
return b1 == b2 and b2 != b3
func sweep() -> PoolVector2Array:
output.resize(0)
# todo: Only duplicate and sort on change.
_sorted_endpoints = _endpoints.duplicate()
_sorted_endpoints.sort_custom(EndPoint, "sort")
var start_angle := 0.0
# todo: Inline passes.
for n_pass in range(2):
for p_idx in range(_sorted_endpoints.size() - 1, -1, -1):
var p := _sorted_endpoints[p_idx] as EndPoint
var old := -1 if _open.empty() else _open[0]
if p.begin:
var idx := 0
while idx < _open.size() and _is_segment_in_front(p.segment, _open[idx]):
idx += 1
# warning-ignore:return_value_discarded
_open.insert(idx, p.segment)
else:
var idx := _open.rfind(p.segment)
if idx != -1: _open.remove(idx)
# todo: Second pass can assume that it will be found.
# _open.remove(_open.rfind(p.segment))
if old != (-1 if _open.empty() else _open[0]):
if n_pass == 1:
# todo: Distance should be configurable.
var p3 := _endpoints[old].point as Vector2 if old != -1 else \
center + Vector2(cos(start_angle), sin(start_angle)) * 500.0
var t2 := Vector2(cos(p.angle), sin(p.angle))
var p4 := p3.direction_to(_endpoints[old + 1].point) if old != -1 else t2
var l = Geometry.line_intersects_line_2d(p3, p4, center,
Vector2(cos(start_angle), sin(start_angle)))
if l != null: output.append(l)
l = Geometry.line_intersects_line_2d(p3, p4, center, t2)
if l != null: output.append(l)
start_angle = p.angle
_open.resize(0)
return output

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//! Based on: https://www.cs.umd.edu/class/spring2020/cmsc754/Lects/lect13-delaun-alg.pdf
//! Optimizations involved:
//! - Cached neighbors for traversal.
//! - Minimal memory footprint.
//! - Cached circumferences.
//! - No circumference calculations for new subdivisions, - circumferences of neighbors are used instead.
//! - Lazy circumference calculation, as some places might not be neighboring new subdivisions.
//! - Extensive use of vectorization.
//! - Care given to linear access of memory.
// todo: This method allows zero area triangles, we need to eliminate them.
// Points that lie on edges can be detected in pointRelation function by == 0 comparison.
const std = @import("std");
// Could be redefined as pleased, but i consider these to be most sensical for given implementation.
pub const VertexComponent = f32;
pub const Vertex = @Vector(2, VertexComponent);
pub const Index = u15;
pub const Area = GenericArea(VertexComponent);
pub const Builder = struct {
triangles: std.ArrayList(Triangle),
vertices: std.ArrayList(Vertex),
allocator: std.mem.Allocator,
// todo: init with expected amount of points to preallocate beforehand.
pub fn init(allocator: std.mem.Allocator, area: Area) !@This() {
var triangles = try std.ArrayList(Triangle).initCapacity(allocator, 2);
errdefer triangles.deinit();
var vertices = try std.ArrayList(Vertex).initCapacity(allocator, 4);
errdefer vertices.deinit();
try vertices.ensureUnusedCapacity(4);
try triangles.ensureUnusedCapacity(2);
for (area.corners()) |corner|
vertices.append(corner) catch unreachable;
triangles.append(Triangle{
.points = [3]Index{ 0, 2, 1 },
.neighbors = [3]?Index{ null, 1, null },
}) catch unreachable;
triangles.append(Triangle{
.points = [3]Index{ 3, 1, 2 },
.neighbors = [3]?Index{ null, 0, null },
}) catch unreachable;
return .{
.triangles = triangles,
.vertices = vertices,
.allocator = allocator,
};
}
pub fn insertAtRandom(self: *@This(), point: Vertex, generator: std.rand.Random) !void {
// Find a triangle the point lies starting from some random triangle.
var abc_index: Index = @intCast(generator.int(Index) % self.triangles.items.len);
var abc = &self.triangles.items[abc_index];
var relation = abc.pointRelation(self.vertices, point);
while (relation != .contained) {
abc_index = abc.neighbors[@intCast(@intFromEnum(relation))].?;
abc = &self.triangles.items[abc_index];
relation = abc.pointRelation(self.vertices, point);
}
// Allocate two new triangles, as well as new vertex.
const new_vertex_index: Index = @intCast(self.vertices.items.len);
try self.vertices.append(point);
const pbc_index: Index = @intCast(self.triangles.items.len);
const apc_index: Index = @intCast(self.triangles.items.len + 1);
try self.triangles.ensureUnusedCapacity(2);
// Divide the abc triangle into three.
abc = &self.triangles.items[abc_index];
// Insert pbc.
self.triangles.append(Triangle{
.points = [3]Index{ new_vertex_index, abc.points[1], abc.points[2] },
.neighbors = [3]?Index{ abc_index, abc.neighbors[1], apc_index },
}) catch unreachable;
// Insert apc.
self.triangles.append(Triangle{
.points = [3]Index{ abc.points[0], new_vertex_index, abc.points[2] },
.neighbors = [3]?Index{ abc_index, pbc_index, abc.neighbors[2] },
}) catch unreachable;
// Update neighbors to be aware of new triangles.
inline for (abc.neighbors[1..], [2]Index{ pbc_index, apc_index }) |n, e|
if (n) |i| {
const p = &self.triangles.items[i];
p.neighbors[p.neighborPosition(abc_index)] = e;
};
// Existing abc is reused.
abc.points[2] = new_vertex_index;
abc.neighbors[1] = pbc_index;
abc.neighbors[2] = apc_index;
abc.circumference = null;
// Recursively adjust edges of triangles so that circumferences are only encasing 3 points at a time.
// todo: Try inlining initial calls via @call(.always_inline, ...).
self.trySwapping(abc_index, 0);
self.trySwapping(pbc_index, 1);
self.trySwapping(apc_index, 2);
}
fn trySwapping(self: @This(), triangle_index: Index, edge: u2) void {
// First find opposite to edge point that lies in neighbor.
const triangle = &self.triangles.items[triangle_index];
const neighbor_index = triangle.neighbors[edge];
if (neighbor_index == null)
return;
const neighbor = &self.triangles.items[neighbor_index.?];
if (neighbor.circumference == null)
neighbor.circumference = Triangle.Circumference.init(neighbor.*, self.vertices);
// Position of neighbor's point opposide to shared with triangle edge.
const point_order = neighbor.nextAfter(triangle.points[edge]);
const point_index = neighbor.points[point_order];
const prev_edge = if (edge == 0) 2 else edge - 1;
if (neighbor.doesFailIncircleTest(self.vertices.items[triangle.points[prev_edge]])) {
// Incircle test failed, swap edges of two triangles and then try swapping newly swapped ones.
const next_edge = (edge + 1) % 3;
const next_point_order = (point_order + 1) % 3;
const prev_point_order = if (point_order == 0) 2 else point_order - 1;
// Update neighbors of triangles in which edge was swapped.
if (triangle.neighbors[next_edge]) |i| {
const n = &self.triangles.items[i];
n.neighbors[n.neighborPosition(triangle_index)] = neighbor_index.?;
}
if (neighbor.neighbors[prev_point_order]) |i| {
const n = &self.triangles.items[i];
n.neighbors[n.neighborPosition(neighbor_index.?)] = triangle_index;
}
const neighbor_prev_point_order_neighbor_index_cache = neighbor.neighbors[prev_point_order];
neighbor.points[prev_point_order] = triangle.points[prev_edge];
neighbor.neighbors[next_point_order] = triangle.neighbors[next_edge];
neighbor.neighbors[prev_point_order] = triangle_index;
neighbor.circumference = null;
triangle.points[next_edge] = point_index;
triangle.neighbors[next_edge] = neighbor_index.?;
triangle.neighbors[edge] = neighbor_prev_point_order_neighbor_index_cache;
triangle.circumference = null;
self.trySwapping(triangle_index, edge);
self.trySwapping(neighbor_index.?, point_order);
}
}
};
const Triangle = struct {
// References to vertices it's composed of, named abc, in CCW orientation.
points: [3]Index,
// References to triangles that are on other side of any edge, if any.
// Order is: ab, bc, ca
neighbors: [3]?Index,
// Lazily calculated and cached for incircle tests.
circumference: ?Circumference = null,
pub const Circumference = struct {
center: Vertex,
radius_squared: VertexComponent, // todo: Way to get a type capable of holding squared values.
pub fn init(triangle: Triangle, vertices: std.ArrayList(Vertex)) @This() {
const a = vertices.items[triangle.points[0]];
const b = vertices.items[triangle.points[1]];
const c = vertices.items[triangle.points[2]];
const ab: Vertex = @splat(magnitudeSquared(a));
const cd: Vertex = @splat(magnitudeSquared(b));
const ef: Vertex = @splat(magnitudeSquared(c));
const cmb = @shuffle(VertexComponent, c - b, undefined, [2]i32{ 1, 0 });
const amc = @shuffle(VertexComponent, a - c, undefined, [2]i32{ 1, 0 });
const bma = @shuffle(VertexComponent, b - a, undefined, [2]i32{ 1, 0 });
const center = ((ab * cmb + cd * amc + ef * bma) / (a * cmb + b * amc + c * bma)) / @as(Vertex, @splat(2));
return .{
.center = center,
.radius_squared = magnitudeSquared(a - center),
};
}
};
// todo: Try perpendicular dot product approach.
pub fn pointRelation(self: @This(), vertices: std.ArrayList(Vertex), point: Vertex) enum(u2) {
outside_ab = 0,
outside_bc = 1,
outside_ca = 2,
contained = 3,
} {
const a = vertices.items[self.points[0]];
const b = vertices.items[self.points[1]];
const c = vertices.items[self.points[2]];
// https://stackoverflow.com/questions/1560492/how-to-tell-whether-a-point-is-to-the-right-or-left-side-of-a-line
const p = point;
// Calculate cross products for all edges at once.
const q = @Vector(12, VertexComponent){ b[0], b[1], c[0], c[1], a[0], a[1], p[1], p[0], p[1], p[0], p[1], p[0] };
const w = @Vector(12, VertexComponent){ a[0], a[1], b[0], b[1], c[0], c[1], a[1], a[0], b[1], b[0], c[1], c[0] };
const e = q - w;
const r = @shuffle(VertexComponent, e, undefined, [6]i32{ 0, 1, 2, 3, 4, 5 });
const t = @shuffle(VertexComponent, e, undefined, [6]i32{ 6, 7, 8, 9, 10, 11 });
const y = r * t;
const u = @shuffle(VertexComponent, y, undefined, [3]i32{ 0, 2, 4 });
const i = @shuffle(VertexComponent, y, undefined, [3]i32{ 1, 3, 5 });
const o = (u - i) > @Vector(3, VertexComponent){ 0, 0, 0 };
// const o = (u - i) <= @Vector(3, VertexComponent){ 0, 0, 0 };
// if (@reduce(.And, o))
// return .contained
// else if (!o[0])
// return .outside_ab
// else if (!o[1])
// return .outside_bc
// else
// return .outside_ca;
const mask = @as(u3, @intFromBool(o[0])) << 2 | @as(u3, @intFromBool(o[1])) << 1 | @as(u3, @intFromBool(o[2]));
return @enumFromInt(@clz(mask));
}
pub inline fn doesFailIncircleTest(self: @This(), point: Vertex) bool {
return magnitudeSquared(self.circumference.?.center - point) < self.circumference.?.radius_squared;
}
// todo: Shouldn't be here.
pub inline fn magnitudeSquared(p: Vertex) VertexComponent {
return @reduce(.Add, p * p);
}
// Finds which point comes after given one, by index, CCW.
// Used to translate point names when traveling between neighbors.
pub inline fn nextAfter(self: @This(), point_index: Index) u2 {
inline for (self.points, 0..) |p, i|
if (point_index == p)
return @intCast((i + 1) % 3);
unreachable;
}
pub inline fn neighborPosition(self: @This(), triangle_index: Index) usize {
inline for (self.neighbors, 0..) |n, i|
if (triangle_index == n)
return i;
unreachable;
}
};
pub fn GenericArea(comptime T: type) type {
return struct {
// note: Upper-left origin is assumed, if second point lies left or up of first it willn't work.
xyxy: @Vector(4, T),
/// Order: Upperleft, upperright, bottomleft, bottomright.
pub fn corners(self: @This()) [4]@Vector(2, T) {
return [4]@Vector(2, T){
@Vector(2, T){ self.xyxy[0], self.xyxy[1] },
@Vector(2, T){ self.xyxy[2], self.xyxy[1] },
@Vector(2, T){ self.xyxy[0], self.xyxy[3] },
@Vector(2, T){ self.xyxy[2], self.xyxy[3] },
};
}
};
}

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