netfishing/tests/shoreline_ribbon_validation.gd

97 lines
2.7 KiB
GDScript

extends SceneTree
const ShorelineMesh: ArrayMesh = preload(
"res://world/generated/shorelines/starter_ocean_shoreline.tres"
)
const GEOMETRY_EPSILON := 0.0001
const CROSSING_NEIGHBORHOOD := 32
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
assert(ShorelineMesh.get_surface_count() == 1)
var arrays := ShorelineMesh.surface_get_arrays(0)
var vertices := arrays[Mesh.ARRAY_VERTEX] as PackedVector3Array
var indices := arrays[Mesh.ARRAY_INDEX] as PackedInt32Array
assert(not vertices.is_empty())
assert(vertices.size() % 2 == 0)
assert(indices.size() == vertices.size() * 3)
var point_count := vertices.size() / 2
var land_edge := PackedVector2Array()
var water_edge := PackedVector2Array()
for index: int in point_count:
var land := vertices[index * 2]
var water := vertices[index * 2 + 1]
land_edge.append(Vector2(land.x, land.z))
water_edge.append(Vector2(water.x, water.z))
var ribbon_width := land.distance_to(water)
assert(ribbon_width >= 0.34)
assert(ribbon_width <= 1.5)
var crossing_count := (
_count_local_crossings(water_edge)
+ _count_local_crossings(land_edge)
)
if crossing_count > 0:
push_error(
"Shoreline ribbon contains %d local edge crossings."
% crossing_count
)
quit(1)
return
print("Shoreline ribbon validation: PASS")
quit()
func _count_local_crossings(points: PackedVector2Array) -> int:
var crossing_count := 0
for first: int in points.size():
var first_next := (first + 1) % points.size()
var checked_neighbors := mini(
CROSSING_NEIGHBORHOOD,
points.size() - 2,
)
for offset: int in range(2, checked_neighbors + 1):
var second := (first + offset) % points.size()
var second_next := (second + 1) % points.size()
if second_next == first:
continue
if _segments_cross(
points[first],
points[first_next],
points[second],
points[second_next],
):
crossing_count += 1
return crossing_count
func _segments_cross(
a: Vector2,
b: Vector2,
c: Vector2,
d: Vector2,
) -> bool:
if (
maxf(a.x, b.x) < minf(c.x, d.x) - GEOMETRY_EPSILON
or maxf(c.x, d.x) < minf(a.x, b.x) - GEOMETRY_EPSILON
or maxf(a.y, b.y) < minf(c.y, d.y) - GEOMETRY_EPSILON
or maxf(c.y, d.y) < minf(a.y, b.y) - GEOMETRY_EPSILON
):
return false
var first_direction := b - a
var second_direction := d - c
var denominator := first_direction.cross(second_direction)
if absf(denominator) <= GEOMETRY_EPSILON:
return false
var offset := c - a
var first_amount := offset.cross(second_direction) / denominator
var second_amount := offset.cross(first_direction) / denominator
return (
first_amount > GEOMETRY_EPSILON
and first_amount < 1.0 - GEOMETRY_EPSILON
and second_amount > GEOMETRY_EPSILON
and second_amount < 1.0 - GEOMETRY_EPSILON
)