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