I'm working on programming my own little game which should have a visibility effect as described here. My world consists of Polygons which each have a list of Edges (sorted CW). I now want (as described in the article) to cast Rays towards the Edges of the polygons, find the intersections and retrieve a Polygon that defines the visible area.
So I wrote a classes for Vectors, Points, Edges and Polygons and adjusted the intersection-algorithm so it works with my code.
I then tested it and everything worked fine, but as I ran the Intersection algorithm in a for-loop to simulate a large amount of Edges processed(starting with 100, until 1000) the fps dropped drastically, with 100 Edges "only" 300fps (3000 before), and with 300 it dropped below 60 i think. This seems to be way to much drop for me as i wanted to reuse this code for my Lightsources and then i think i would quickly come up with processing way more than 300 Edges and it should run fast on way less powerful processors(i got an xeon e1230v3).
I figured out that only calling the EdgeIntersection the program runs many times faster, but I definitely need to loop through the Edges in my polygons so this is no option.
My Source-Code:
Vector.h/.cpp: Basic Vector class with two floats(X,Y), getters&setters, rotating
Vertex.h/.cpp: Basic Point class with a Position Vector, getters&setters and a boolean that indicates whether it is a Intersection Vertex
Edge.h/.cpp Basic Edge class with start/end-Verticies, getters&setters and rotating function(uses Vector.rotate())
Polygon.h:
#pragma once
#include <vector>
#include "Edge.h"
namespace geo
{
class Polygon
{
private:
std::vector<Edge> edges;
public:
Polygon();
Polygon(std::vector<Edge> edges);
~Polygon();
std::vector<Edge> getEdges();
Edge getEdge(int index);
int getEdgeCount();
void setEdges(std::vector<Edge> edges);
void setEdge(Edge e, int index);
void addEdge(Edge e);
void removeEdge(int index);
};
}
Ray.h:
#pragma once
#include "Vertex.h"
class Ray
{
private:
geo::Vertex origin;
geo::Vector dir;
public:
Ray();
Ray(geo::Vertex origin, geo::Vector dir);
~Ray();
geo::Vertex getOrigin();
geo::Vector getDirection();
void setOrigin(geo::Vertex origin);
void setDirection(geo::Vector dir);
};
LightModule.h:
#pragma once
#include "Polygon.h"
#include "Ray.h"
class LightModule
{
private:
//List of blocking Polygons
std::vector<geo::Polygon>* blockingPolygons;
std::vector<Ray> rays;
geo::Polygon bounds;
geo::Polygon visible;
/*geo::Polygon blocked;*/
//HitDetection Class later
geo::Vertex getIntersection(Ray r, geo::Edge* e);
geo::Vertex getClosestIntersection(Ray r, geo::Polygon *p);
public:
LightModule();
LightModule(std::vector<geo::Polygon>* blockingPolygons);
~LightModule();
//Set the Blocking Polygons
void setBlockingPolygons(std::vector<geo::Polygon>* blockingPolygons);
geo::Vertex callCI(Ray r, geo::Polygon* p);
geo::Vertex callI(Ray r, geo::Edge* e);
//Cast Rays towards Vertecies and store them in rays
void updateRays();
//Update Visibility Polygon
void updateVisible();
//Return Visibility Polygon
geo::Polygon* getVisible();
};
LightMModule.cpp:
#include "LightModule.h"
LightModule::LightModule()
{
rays.clear();
}
LightModule::LightModule(std::vector<geo::Polygon>* blockingPolygons)
{
this->blockingPolygons = blockingPolygons;
rays.clear();
}
LightModule::~LightModule()
{
}
void LightModule::setBlockingPolygons(std::vector<geo::Polygon>* blockingPolygons)
{
this->blockingPolygons = blockingPolygons;
}
//Test-cast a Ray (will follow mouse in the Test)
void LightModule::updateRays()
{
Ray r(geo::Vertex(geo::Vector(200, 100)), geo::Vector(-100, 0));
rays.push_back(r);
}
void LightModule::updateVisible()
{
}
//Both for Testing will later be part of a seperate class
geo::Vertex LightModule::callCI(Ray r, geo::Polygon *p)
{
return this->getClosestIntersection(r, p);
}
geo::Vertex LightModule::callI(Ray r, geo::Edge* e)
{
return this->getIntersection(r, e);
}
//TEST
geo::Vertex LightModule::getIntersection(Ray r, geo::Edge* e)
{
geo::Vertex v;
v.setIntersectVert(false);
float r_px = r.getOrigin().getPosition().getX();
float r_py = r.getOrigin().getPosition().getY();
float r_dx = r.getDirection().getX();
float r_dy = r.getDirection().getY();
float s_px = e->getOrigin().getPosition().getX();
float s_py = e->getOrigin().getPosition().getY();
float s_dx = e->getDirection().getX();
float s_dy = e->getDirection().getY();
float r_mag = sqrt(r_dx*r_dx + r_dy*r_dy);
float s_mag = sqrt(s_dx*s_dx + s_dy*s_dy);
if (r_dx / r_mag == s_dx / s_mag && r_dy / r_mag == s_dy / s_mag)
{
return v;
}
float T2 = (r_dx*(s_py - r_py) + r_dy*(r_px - s_px)) / (s_dx*r_dy - s_dy*r_dx);
float T1 = (s_px + s_dx*T2 - r_px) / r_dx;
if (T1 < 0 /*|| T1 > 1 For Lines*/)
{
return v;
}
if (T2 < 0 || T2 > 1)
{
return v;
}
v.setIntersectVert(true);
v.setPosition(geo::Vector(r_px + r_dx*T1, r_py + r_dy*T1));
return v;
}
geo::Vertex LightModule::getClosestIntersection(Ray r, geo::Polygon *p)
{
geo::Vertex v;
v.setIntersectVert(false);
geo::Vertex v_nearest(geo::Vector(0, 0));
v_nearest.setIntersectVert(false);
geo::Vector h1;
geo::Vector h2;
for (int i = 0; i < p->getEdges().size(); i++)
{
v = this->getIntersection(r, &p->getEdges().at(i));
h1.setX(v.getPosition().getX() - r.getOrigin().getPosition().getX());
h1.setY(v.getPosition().getY() - r.getOrigin().getPosition().getY());
h2.setX(v_nearest.getPosition().getX() - r.getOrigin().getPosition().getX());
h2.setY(v_nearest.getPosition().getY() - r.getOrigin().getPosition().getY());
if (i < 1)
v_nearest = v;
else if (v.isIntersectVert() == true && h1.getLength() < h2.getLength())
{
v_nearest = v;
}
}
return v_nearest;
}
For the Testing i create a Polygon a LightModule and call updateRays and then call the helper-Function callCI(). I know my code gets pretty messy when i have to cascade my getters and setters, ill have to fix that but for the Rest i hope everything is understandable and if not feel free to ask. And just to have mentioned it, I Test-draw my Objects with Vertex-Arrays but I don't need Graphical output of the intersection process, i just need the visible polygon.
Just to point out again: I need a faster way of finding the Intersection-Point between a Ray and a Polygon and as I didn't know if i did something wrong in my code I posted it all here so someone can maybe help me making my code more efficient or show me a different method to solve my problem.
Have a nice day and thank you for your answers :) Paul
EDIT: Would it be meaningfully faster to first triangulate my polygons and then do a Ray-Triangle intersection Test?