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New TriangleSplitter #194
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New TriangleSplitter #194
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// if the final edge is degenerate then we haven't intersected | ||
if ( target.distance() < EPS ) { |
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I have been trying to get this to work for us locally and I believe this will fail if the triangles only intersect at a single point:
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Since they are intersecting at that point you still need to insert it into your graph, otherwise the graph will not know about that point
This logic then needs to be moved to the two places you call getTriangleLineIntersection and choose to add a point if it is a single point edge.
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Causes the issue in the fiddle here:
#210
for ( let j = 0, l = _edgesToSwap.length; j < l; j ++ ) { | ||
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const other = _edgesToSwap[ j ]; | ||
this.swapEdge( other ); |
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Another issue we ran into.
Swapping this edge can lead to one of the triangles to be a 0 area triangle, which then makes it not able to clean up.
I'm not sure if there is a downstream place to fix it, but we discovered this would lead to some invalid geometry.
If I check if the resulting triangles are not 0 area this ends up not being a problem
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Actually I looked into this more and the problem is a bit more generic.
This function swaps edges, which can lead to an invalid triangle or a flipped triangle.
So we need to detect if the swapped edge will interect or flip over the none change edge for both of the attached triangles:
I can improve this by adding this to swapEdge
const otherEdgeIndex = ( t0SwapIndex + 1 ) % 3;
const otherEdgeIndexReverse = ( t1SwapIndex + 1 ) % 3;
const otherEdge = triangle.edges[ otherEdgeIndex ].edge;
const otherEdgeReverse = reverseTriangle.edges[ otherEdgeIndexReverse ].edge;
const travlingEdge = { start: triangle.points[ t0SwapIndex ], end: reverseTriangle.points[ t1SwapIndex ] };
const res = { x: NaN, y: NaN };
const resReverse = { x: NaN, y: NaN };
closestPointLineToLine( otherEdge, travlingEdge, res );
if ( res.x <= 0 || res.x >= 1 ) {
edge.required = true;
return false;
}
closestPointLineToLine( otherEdgeReverse, travlingEdge, resReverse );
if ( resReverse.x <= EPSILON || resReverse.x >= 1 - EPSILON ) {
edge.required = true;
return false;
}
```
I have started using this branch and overall its a huge improvement over the old triangle splitter. I was able to find a couple small issues. I made three fixes:
I ended up finding most of these issues using various orientations of coplanar Boxes and TextGeomtery which gives a whole bunch of orientations |
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const containingTriangle = triangles.findIndex( t => { | ||
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return t.getArea() !== 0 && t.containsPoint( point ); |
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This should probably check > EPSILON
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// try for a few iterations to swap edges until they work | ||
for ( let i = 0; i < SWAP_ITERATIONS; i ++ ) { |
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Could you explain why 3 was chosen? I ended up with a case where I needed a few more iterations, and _edgesToSwapLength ended up being enough
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I think 3 is just the number I was using for my testing at the time.
Thanks for taking a deeper look @ToyboxZach. As mentioned in #210 - there are still some issues with this approach. Specifically just "swapping edges" isn't good enough to generate a good topology. The paper referenced in the original comment instead requires that something like earcut triangulation be performed when we find that edges need to be swapped. Unfortunately the defacto javascript earch implementation (from MapboxGL) isn't robust to some scenarios and will produce bad triangulation. I think a CDL implementation (referenced in #210) would be easier to work with. |
Related to #51, #97
TODO
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