author | sheepluva |
Thu, 12 Jun 2014 20:47:11 +0200 | |
changeset 10289 | c3a77ff02a23 |
parent 10226 | cb63617a0c2f |
child 10387 | cb17b79844b5 |
permissions | -rw-r--r-- |
10198 | 1 |
unit uLandGenTemplateBased; |
2 |
interface |
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3 |
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4 |
uses uLandTemplates; |
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5 |
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6 |
procedure GenTemplated(var Template: TEdgeTemplate); |
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7 |
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8 |
implementation |
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9 |
uses uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom, SDLh, math; |
10198 | 10 |
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11 |
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12 |
procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray); |
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13 |
var i: LongInt; |
|
14 |
begin |
|
15 |
with Template do |
|
16 |
begin |
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17 |
pa.Count:= BasePointsCount; |
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18 |
for i:= 0 to pred(pa.Count) do |
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19 |
begin |
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20 |
pa.ar[i].x:= BasePoints^[i].x + LongInt(GetRandom(BasePoints^[i].w)); |
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21 |
if pa.ar[i].x <> NTPX then |
|
10199 | 22 |
pa.ar[i].x:= pa.ar[i].x + ((LAND_WIDTH - Template.TemplateWidth) div 2); |
10198 | 23 |
pa.ar[i].y:= BasePoints^[i].y + LongInt(GetRandom(BasePoints^[i].h)) + LAND_HEIGHT - LongInt(Template.TemplateHeight) |
24 |
end; |
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25 |
||
26 |
if canMirror then |
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27 |
if getrandom(2) = 0 then |
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28 |
begin |
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for i:= 0 to pred(BasePointsCount) do |
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30 |
if pa.ar[i].x <> NTPX then |
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pa.ar[i].x:= LAND_WIDTH - 1 - pa.ar[i].x; |
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32 |
for i:= 0 to pred(FillPointsCount) do |
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33 |
fps^[i].x:= LAND_WIDTH - 1 - fps^[i].x; |
|
34 |
end; |
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35 |
||
36 |
(* Experiment in making this option more useful |
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if ((not isNegative) and (cTemplateFilter = 4)) or |
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38 |
(canFlip and (getrandom(2) = 0)) then |
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39 |
begin |
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40 |
for i:= 0 to pred(BasePointsCount) do |
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41 |
begin |
|
42 |
pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y + (LAND_HEIGHT - TemplateHeight) * 2; |
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if pa.ar[i].y > LAND_HEIGHT - 1 then |
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pa.ar[i].y:= LAND_HEIGHT - 1; |
|
45 |
end; |
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for i:= 0 to pred(FillPointsCount) do |
|
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begin |
|
48 |
FillPoints^[i].y:= LAND_HEIGHT - 1 - FillPoints^[i].y + (LAND_HEIGHT - TemplateHeight) * 2; |
|
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if FillPoints^[i].y > LAND_HEIGHT - 1 then |
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FillPoints^[i].y:= LAND_HEIGHT - 1; |
|
51 |
end; |
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52 |
end; |
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53 |
end |
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54 |
*) |
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55 |
// template recycling. Pull these off the floor a bit |
|
56 |
if (not isNegative) and (cTemplateFilter = 4) then |
|
57 |
begin |
|
58 |
for i:= 0 to pred(BasePointsCount) do |
|
59 |
begin |
|
60 |
dec(pa.ar[i].y, 100); |
|
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if pa.ar[i].y < 0 then |
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62 |
pa.ar[i].y:= 0; |
|
63 |
end; |
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64 |
for i:= 0 to pred(FillPointsCount) do |
|
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begin |
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66 |
dec(fps^[i].y, 100); |
|
67 |
if fps^[i].y < 0 then |
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68 |
fps^[i].y:= 0; |
|
69 |
end; |
|
70 |
end; |
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71 |
||
72 |
if (canFlip and (getrandom(2) = 0)) then |
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begin |
|
74 |
for i:= 0 to pred(BasePointsCount) do |
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75 |
pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y; |
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76 |
for i:= 0 to pred(FillPointsCount) do |
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fps^[i].y:= LAND_HEIGHT - 1 - fps^[i].y; |
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78 |
end; |
|
79 |
end |
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80 |
end; |
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10199 | 81 |
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82 |
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procedure Distort1(var Template: TEdgeTemplate; var pa: TPixAr); |
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84 |
var i: Longword; |
|
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begin |
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86 |
for i:= 1 to Template.BezierizeCount do |
|
87 |
begin |
|
88 |
BezierizeEdge(pa, _0_5); |
|
89 |
RandomizePoints(pa); |
|
90 |
RandomizePoints(pa) |
|
91 |
end; |
|
92 |
for i:= 1 to Template.RandPassesCount do |
|
93 |
RandomizePoints(pa); |
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BezierizeEdge(pa, _0_1); |
|
95 |
end; |
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96 |
||
10209 | 97 |
procedure FindPoint(si: LongInt; fillPointsCount: LongWord; var newPoint: TPoint; var pa: TPixAr); |
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98 |
const mapBorderMargin = 40; |
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minDistance = 32; // adjust/parametrize this for different details size |
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100 |
var p1, p2, p4, fp, mp: TPoint; |
10226 | 101 |
i, t1, t2, iy, ix, aqpb: LongInt; |
102 |
a, b, p, q: LongInt; |
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103 |
dab, d, distL, distR: LongInt; |
10199 | 104 |
begin |
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105 |
// [p1, p2] is the segment we're trying to divide |
10199 | 106 |
p1:= pa.ar[si]; |
107 |
p2:= pa.ar[si + 1]; |
|
108 |
||
10206 | 109 |
if p2.x = NTPX then |
110 |
// it is segment from last to first point, so need to find first point |
|
111 |
begin |
|
112 |
i:= si - 2; |
|
113 |
while (i >= 0) and (pa.ar[i].x <> NTPX) do |
|
114 |
dec(i); |
|
115 |
p2:= pa.ar[i + 1] |
|
116 |
end; |
|
117 |
||
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118 |
// perpendicular vector |
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119 |
a:= p2.y - p1.y; |
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120 |
b:= p1.x - p2.x; |
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121 |
dab:= DistanceI(a, b).Round; |
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122 |
|
10206 | 123 |
// its middle point |
124 |
mp.x:= (p1.x + p2.x) div 2; |
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125 |
mp.y:= (p1.y + p2.y) div 2; |
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126 |
||
127 |
// don't process too short segments or those which are too close to map borders |
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if (p1.x = NTPX) |
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129 |
or (dab < minDistance * 3) |
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10209 | 130 |
or (mp.x < LongInt(leftX) + mapBorderMargin) |
131 |
or (mp.x > LongInt(rightX) - mapBorderMargin) |
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or (mp.y < LongInt(topY) + mapBorderMargin) |
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or (mp.y > LongInt(LAND_HEIGHT) - mapBorderMargin) |
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10206 | 134 |
then |
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begin |
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136 |
newPoint:= p1; |
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137 |
exit; |
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138 |
end; |
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139 |
|
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// find distances to map borders |
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if a <> 0 then |
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begin |
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// left border |
10209 | 144 |
iy:= (LongInt(leftX) + mapBorderMargin - mp.x) * b div a + mp.y; |
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145 |
d:= DistanceI(mp.x - leftX - mapBorderMargin, mp.y - iy).Round; |
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t1:= a * (mp.x - mapBorderMargin) + b * (mp.y - iy); |
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if t1 > 0 then distL:= d else distR:= d; |
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148 |
|
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// right border |
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150 |
iy:= (rightX - mapBorderMargin - mp.x) * b div a + mp.y; |
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151 |
d:= DistanceI(mp.x - rightX + mapBorderMargin, mp.y - iy).Round; |
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if t1 > 0 then distR:= d else distL:= d; |
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153 |
end; |
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154 |
|
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if b <> 0 then |
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begin |
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157 |
// top border |
10209 | 158 |
ix:= (LongInt(topY) + mapBorderMargin - mp.y) * a div b + mp.x; |
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159 |
d:= DistanceI(mp.y - topY - mapBorderMargin, mp.x - ix).Round; |
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160 |
t2:= b * (mp.y - mapBorderMargin) + a * (mp.x - ix); |
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161 |
if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR); |
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162 |
|
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// bottom border |
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164 |
ix:= (LAND_HEIGHT - mapBorderMargin - mp.y) * a div b + mp.x; |
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165 |
d:= DistanceI(mp.y - LAND_HEIGHT + mapBorderMargin, mp.x - ix).Round; |
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166 |
if t2 > 0 then distR:= min(d, distR) else distL:= min(d, distL); |
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167 |
end; |
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168 |
|
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169 |
// now go through all other segments |
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170 |
fp:= pa.ar[0]; |
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171 |
for i:= 0 to pa.Count - 2 do |
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172 |
if pa.ar[i].x = NTPX then |
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173 |
fp:= pa.ar[i + 1] |
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174 |
else if (i <> si) then |
10199 | 175 |
begin |
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176 |
p4:= pa.ar[i + 1]; |
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177 |
if p4.x = NTPX then |
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178 |
p4:= fp; |
10206 | 179 |
|
10199 | 180 |
// check if it intersects |
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181 |
t1:= (mp.x - pa.ar[i].x) * b - a * (mp.y - pa.ar[i].y); |
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182 |
t2:= (mp.x - p4.x) * b - a * (mp.y - p4.y); |
10199 | 183 |
|
184 |
if (t1 > 0) <> (t2 > 0) then // yes it does, hard arith follows |
|
185 |
begin |
|
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186 |
p:= p4.x - pa.ar[i].x; |
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|
187 |
q:= p4.y - pa.ar[i].y; |
10199 | 188 |
aqpb:= a * q - p * b; |
189 |
||
190 |
if (aqpb <> 0) then |
|
191 |
begin |
|
192 |
// (ix; iy) is intersection point |
|
10226 | 193 |
iy:= ((Int64(pa.ar[i].x - mp.x) * b + Int64(mp.y) * a) * q - Int64(pa.ar[i].y) * p * b) div aqpb; |
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194 |
if abs(b) > abs(q) then |
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195 |
ix:= (iy - mp.y) * a div b + mp.x |
10199 | 196 |
else |
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197 |
ix:= (iy - pa.ar[i].y) * p div q + pa.ar[i].x; |
10199 | 198 |
|
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199 |
d:= DistanceI(mp.y - iy, mp.x - ix).Round; |
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200 |
t1:= b * (mp.y - iy) + a * (mp.x - ix); |
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201 |
if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR); |
10199 | 202 |
end; |
203 |
end; |
|
204 |
end; |
|
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205 |
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206 |
// go through all points, including fill points |
10209 | 207 |
for i:= 0 to Pred(pa.Count + fillPointsCount) do |
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208 |
// if this point isn't on current segment |
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209 |
if (si <> i) and (i <> si + 1) and (pa.ar[i].x <> NTPX) then |
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210 |
begin |
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211 |
// also check intersection with rays through pa.ar[i] if this point is good |
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212 |
t1:= (p1.x - pa.ar[i].x) * b - a * (p1.y - pa.ar[i].y); |
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213 |
t2:= (p2.x - pa.ar[i].x) * b - a * (p2.y - pa.ar[i].y); |
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214 |
if (t1 > 0) <> (t2 > 0) then |
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215 |
begin |
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216 |
// ray from p1 |
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217 |
p:= pa.ar[i].x - p1.x; |
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10201
diff
changeset
|
218 |
q:= pa.ar[i].y - p1.y; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
219 |
aqpb:= a * q - p * b; |
10201
9bee9541edf1
Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
unc0rr
parents:
10200
diff
changeset
|
220 |
|
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
221 |
if (aqpb <> 0) then |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
222 |
begin |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
223 |
// (ix; iy) is intersection point |
10226 | 224 |
iy:= ((Int64(p1.x - mp.x) * b + Int64(mp.y) * a) * q - Int64(p1.y) * p * b) div aqpb; |
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
225 |
if abs(b) > abs(q) then |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
226 |
ix:= (iy - mp.y) * a div b + mp.x |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
227 |
else |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
228 |
ix:= (iy - p1.y) * p div q + p1.x; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
229 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
230 |
d:= DistanceI(mp.y - iy, mp.x - ix).Round; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
231 |
t1:= b * (mp.y - iy) + a * (mp.x - ix); |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
232 |
if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR); |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
233 |
end; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
234 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
235 |
// and ray from p2 |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
236 |
p:= pa.ar[i].x - p2.x; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
237 |
q:= pa.ar[i].y - p2.y; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
238 |
aqpb:= a * q - p * b; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
239 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
240 |
if (aqpb <> 0) then |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
241 |
begin |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
242 |
// (ix; iy) is intersection point |
10226 | 243 |
iy:= ((Int64(p2.x - mp.x) * b + Int64(mp.y) * a) * q - Int64(p2.y) * p * b) div aqpb; |
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
244 |
if abs(b) > abs(q) then |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
245 |
ix:= (iy - mp.y) * a div b + mp.x |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
246 |
else |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
247 |
ix:= (iy - p2.y) * p div q + p2.x; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
248 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
249 |
d:= DistanceI(mp.y - iy, mp.x - ix).Round; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
250 |
t2:= b * (mp.y - iy) + a * (mp.x - ix); |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
251 |
if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR); |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
252 |
end; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
253 |
end; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
254 |
end; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
255 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
256 |
// don't move new point for more than length of initial segment |
10207
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
257 |
// adjust/parametrize for more flat surfaces (try values 3/4, 1/2 of dab, or even 1/4) |
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
258 |
d:= dab; |
10201
9bee9541edf1
Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
unc0rr
parents:
10200
diff
changeset
|
259 |
if distL > d then distL:= d; |
9bee9541edf1
Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
unc0rr
parents:
10200
diff
changeset
|
260 |
if distR > d then distR:= d; |
9bee9541edf1
Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
unc0rr
parents:
10200
diff
changeset
|
261 |
|
10204 | 262 |
if distR + distL < minDistance * 2 + 10 then |
10200
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
263 |
begin |
10225 | 264 |
// limits are too narrow, just divide |
265 |
newPoint.x:= mp.x; |
|
266 |
newPoint.y:= mp.y; |
|
10200
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
267 |
end |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
268 |
else |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
269 |
begin |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
270 |
// select distance within [-distL; distR] |
10209 | 271 |
d:= -distL + minDistance + LongInt(GetRandom(distR + distL - minDistance * 2)); |
10201
9bee9541edf1
Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
unc0rr
parents:
10200
diff
changeset
|
272 |
//d:= distR - minDistance; |
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
273 |
//d:= - distL + minDistance; |
10200
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
274 |
|
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
275 |
// calculate new point |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
276 |
newPoint.x:= mp.x + a * d div dab; |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
277 |
newPoint.y:= mp.y + b * d div dab; |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
278 |
end; |
10199 | 279 |
end; |
280 |
||
10209 | 281 |
procedure DivideEdges(fillPointsCount: LongWord; var pa: TPixAr); |
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
282 |
var i, t: LongInt; |
10200
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
283 |
newPoint: TPoint; |
10199 | 284 |
begin |
10209 | 285 |
newPoint.x:= 0; |
286 |
newPoint.y:= 0; |
|
10199 | 287 |
i:= 0; |
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
288 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
289 |
while i < pa.Count - 1 do |
10199 | 290 |
begin |
10207
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
291 |
FindPoint(i, fillPointsCount, newPoint, pa); |
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
292 |
|
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
293 |
if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then |
10199 | 294 |
begin |
10207
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
295 |
// point found, free a slot for it in array, don't forget to move appended fill points |
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
296 |
for t:= pa.Count + fillPointsCount downto i + 2 do |
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
297 |
pa.ar[t]:= pa.ar[t - 1]; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
298 |
inc(pa.Count); |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
299 |
pa.ar[i + 1]:= newPoint; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
300 |
inc(i) |
10199 | 301 |
end; |
302 |
inc(i) |
|
303 |
end; |
|
304 |
end; |
|
305 |
||
10207
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
306 |
procedure Distort2(var Template: TEdgeTemplate; fps: PPointArray; var pa: TPixAr); |
10201
9bee9541edf1
Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
unc0rr
parents:
10200
diff
changeset
|
307 |
var i: Longword; |
10199 | 308 |
begin |
10207
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
309 |
// append fill points to ensure distortion won't move them to other side of segment |
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
310 |
for i:= 0 to pred(Template.FillPointsCount) do |
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
311 |
begin |
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
312 |
pa.ar[pa.Count + i].x:= fps^[i].x; |
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
313 |
pa.ar[pa.Count + i].y:= fps^[i].y; |
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
314 |
end; |
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
315 |
|
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
316 |
// divide while it divides |
10203 | 317 |
repeat |
318 |
i:= pa.Count; |
|
10207
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
319 |
DivideEdges(Template.FillPointsCount, pa) |
10203 | 320 |
until i = pa.Count; |
10201
9bee9541edf1
Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
unc0rr
parents:
10200
diff
changeset
|
321 |
|
10207
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
322 |
// make it smooth |
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
323 |
BezierizeEdge(pa, _0_2); |
10199 | 324 |
end; |
325 |
||
326 |
||
10198 | 327 |
procedure GenTemplated(var Template: TEdgeTemplate); |
328 |
var pa: TPixAr; |
|
329 |
i: Longword; |
|
330 |
y, x: Longword; |
|
331 |
fps: TPointArray; |
|
332 |
begin |
|
333 |
fps:=Template.FillPoints^; |
|
334 |
ResizeLand(Template.TemplateWidth, Template.TemplateHeight); |
|
335 |
for y:= 0 to LAND_HEIGHT - 1 do |
|
336 |
for x:= 0 to LAND_WIDTH - 1 do |
|
337 |
Land[y, x]:= lfBasic; |
|
10208
f04fdb35fc33
- Limit outline to leftX/rightX/topY instead of LAND_WIDTH/LAND_HEIGHT
unc0rr
parents:
10207
diff
changeset
|
338 |
|
f04fdb35fc33
- Limit outline to leftX/rightX/topY instead of LAND_WIDTH/LAND_HEIGHT
unc0rr
parents:
10207
diff
changeset
|
339 |
MaxHedgehogs:= Template.MaxHedgehogs; |
f04fdb35fc33
- Limit outline to leftX/rightX/topY instead of LAND_WIDTH/LAND_HEIGHT
unc0rr
parents:
10207
diff
changeset
|
340 |
hasGirders:= Template.hasGirders; |
f04fdb35fc33
- Limit outline to leftX/rightX/topY instead of LAND_WIDTH/LAND_HEIGHT
unc0rr
parents:
10207
diff
changeset
|
341 |
playHeight:= Template.TemplateHeight; |
f04fdb35fc33
- Limit outline to leftX/rightX/topY instead of LAND_WIDTH/LAND_HEIGHT
unc0rr
parents:
10207
diff
changeset
|
342 |
playWidth:= Template.TemplateWidth; |
f04fdb35fc33
- Limit outline to leftX/rightX/topY instead of LAND_WIDTH/LAND_HEIGHT
unc0rr
parents:
10207
diff
changeset
|
343 |
leftX:= (LAND_WIDTH - playWidth) div 2; |
10209 | 344 |
rightX:= Pred(leftX + playWidth); |
10208
f04fdb35fc33
- Limit outline to leftX/rightX/topY instead of LAND_WIDTH/LAND_HEIGHT
unc0rr
parents:
10207
diff
changeset
|
345 |
topY:= LAND_HEIGHT - playHeight; |
f04fdb35fc33
- Limit outline to leftX/rightX/topY instead of LAND_WIDTH/LAND_HEIGHT
unc0rr
parents:
10207
diff
changeset
|
346 |
|
10198 | 347 |
{$HINTS OFF} |
348 |
SetPoints(Template, pa, @fps); |
|
349 |
{$HINTS ON} |
|
350 |
||
10207
9dd3a44805a1
- Make sure distortion doesn't move fill point to other side of segment, this prevents corrupted maps
unc0rr
parents:
10206
diff
changeset
|
351 |
Distort2(Template, @fps, pa); |
10198 | 352 |
|
353 |
DrawEdge(pa, 0); |
|
354 |
||
355 |
with Template do |
|
356 |
for i:= 0 to pred(FillPointsCount) do |
|
357 |
with fps[i] do |
|
358 |
FillLand(x, y, 0, 0); |
|
359 |
||
360 |
DrawEdge(pa, lfBasic); |
|
361 |
||
362 |
// HACK: force to only cavern even if a cavern map is invertable if cTemplateFilter = 4 ? |
|
363 |
if (cTemplateFilter = 4) |
|
364 |
or (Template.canInvert and (getrandom(2) = 0)) |
|
365 |
or (not Template.canInvert and Template.isNegative) then |
|
366 |
begin |
|
367 |
hasBorder:= true; |
|
368 |
for y:= 0 to LAND_HEIGHT - 1 do |
|
369 |
for x:= 0 to LAND_WIDTH - 1 do |
|
370 |
if (y < topY) or (x < leftX) or (x > rightX) then |
|
371 |
Land[y, x]:= 0 |
|
372 |
else |
|
373 |
begin |
|
374 |
if Land[y, x] = 0 then |
|
375 |
Land[y, x]:= lfBasic |
|
376 |
else if Land[y, x] = lfBasic then |
|
377 |
Land[y, x]:= 0; |
|
378 |
end; |
|
379 |
end; |
|
380 |
end; |
|
381 |
||
382 |
||
383 |
end. |