game.models.half-edge words for walking half-edge model representation
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Joe Groff
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USING: accessors game.models.half-edge kernel sequences
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tools.test ;
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IN: game.models.half-edge.tests
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CONSTANT: cube-edges
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{
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T{ edge { face 0 } { vertex 0 } { opposite-edge 6 } { next-edge 1 } }
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T{ edge { face 0 } { vertex 1 } { opposite-edge 19 } { next-edge 2 } }
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T{ edge { face 0 } { vertex 3 } { opposite-edge 12 } { next-edge 3 } }
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T{ edge { face 0 } { vertex 2 } { opposite-edge 21 } { next-edge 0 } }
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T{ edge { face 1 } { vertex 4 } { opposite-edge 10 } { next-edge 5 } }
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T{ edge { face 1 } { vertex 5 } { opposite-edge 16 } { next-edge 6 } }
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T{ edge { face 1 } { vertex 1 } { opposite-edge 0 } { next-edge 7 } }
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T{ edge { face 1 } { vertex 0 } { opposite-edge 20 } { next-edge 4 } }
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T{ edge { face 2 } { vertex 6 } { opposite-edge 14 } { next-edge 9 } }
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T{ edge { face 2 } { vertex 7 } { opposite-edge 17 } { next-edge 10 } }
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T{ edge { face 2 } { vertex 5 } { opposite-edge 4 } { next-edge 11 } }
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T{ edge { face 2 } { vertex 4 } { opposite-edge 23 } { next-edge 8 } }
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T{ edge { face 3 } { vertex 2 } { opposite-edge 2 } { next-edge 13 } }
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T{ edge { face 3 } { vertex 3 } { opposite-edge 22 } { next-edge 14 } }
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T{ edge { face 3 } { vertex 7 } { opposite-edge 8 } { next-edge 15 } }
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T{ edge { face 3 } { vertex 6 } { opposite-edge 18 } { next-edge 12 } }
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T{ edge { face 4 } { vertex 1 } { opposite-edge 5 } { next-edge 17 } }
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T{ edge { face 4 } { vertex 5 } { opposite-edge 9 } { next-edge 18 } }
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T{ edge { face 4 } { vertex 7 } { opposite-edge 13 } { next-edge 19 } }
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T{ edge { face 4 } { vertex 3 } { opposite-edge 1 } { next-edge 16 } }
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T{ edge { face 5 } { vertex 4 } { opposite-edge 7 } { next-edge 21 } }
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T{ edge { face 5 } { vertex 0 } { opposite-edge 3 } { next-edge 22 } }
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T{ edge { face 5 } { vertex 2 } { opposite-edge 15 } { next-edge 23 } }
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T{ edge { face 5 } { vertex 6 } { opposite-edge 11 } { next-edge 20 } }
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}
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: connect-cube-edges ( -- )
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cube-edges [
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[ cube-edges nth ] change-opposite-edge
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[ cube-edges nth ] change-next-edge
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drop
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] each ;
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connect-cube-edges
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[ 0 1 ]
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[ cube-edges first edge-vertices ] unit-test
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[ { 0 0 0 } ]
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[ cube-edges first vertex-edges [ vertex>> ] map ] unit-test
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[ 3 ]
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[ cube-edges first vertex-valence ] unit-test
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[ { 0 1 3 2 } ]
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[ cube-edges first face-edges [ vertex>> ] map ] unit-test
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[ 4 ]
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[ cube-edges first face-sides ] unit-test
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[ { 1 4 2 } ]
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[ cube-edges first vertex-neighbors ] unit-test
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[ { 1 4 3 5 } ]
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[ cube-edges first face-neighbors ] unit-test
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! (c)2010 Joe Groff bsd license
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USING: accessors arrays fry kernel locals math sequences ;
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IN: game.models.half-edge
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TUPLE: edge < identity-tuple face vertex opposite-edge next-edge ;
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: edge-vertices ( edge -- start end )
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[ vertex>> ] [ opposite-edge>> vertex>> ] bi ;
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! building blocks for edge loop iteration
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: (collect) ( in quot iterator -- out )
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[ collector ] dip dip >array ; inline
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: (reduce) ( in initial quot iterator -- accum )
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[ swap ] 2dip call ; inline
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: (count) ( in iterator -- count )
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[ 0 [ drop 1 + ] ] dip (reduce) ; inline
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: edge-loop ( ..a edge quot: ( ..a edge -- ..b ) next-edge-quot: ( ..b edge -- ..a edge' ) -- ..a )
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pick '[ _ _ bi dup _ eq? not ] loop drop ; inline
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! iterate over related edges
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: each-vertex-edge ( ... edge quot: ( ... edge -- ... ) -- ... )
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[ opposite-edge>> next-edge>> ] edge-loop ; inline
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: each-face-edge ( ... edge quot: ( ... edge -- ... ) -- ... )
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[ next-edge>> ] edge-loop ; inline
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!
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: vertex-edges ( edge -- edges )
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[ ] [ each-vertex-edge ] (collect) ;
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: vertex-neighbors ( edge -- edges )
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[ opposite-edge>> vertex>> ] [ each-vertex-edge ] (collect) ;
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: vertex-valence ( edge -- count )
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[ each-vertex-edge ] (count) ;
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: face-edges ( edge -- edges )
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[ ] [ each-face-edge ] (collect) ;
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: face-neighbors ( edge -- edges )
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[ opposite-edge>> face>> ] [ each-face-edge ] (collect) ;
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: face-sides ( edge -- count )
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[ each-face-edge ] (count) ;
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Iterators for half-edge geometry structures
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