hedgewars/uLandOutline.pas
author koda
Sat, 09 Mar 2013 00:57:09 +0100
changeset 8702 a28966180a29
parent 8145 6408c0ba4ba1
child 8330 aaefa587e277
permissions -rw-r--r--
have fpc work in the right directory instead of passing the full path of the main module (avoids having full paths in debug build backtraces for the first module only)

unit uLandOutline;

interface

uses uConsts, SDLh, uFloat;

type TPixAr = record
              Count: Longword;
              ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
              end;

procedure DrawEdge(var pa: TPixAr; Color: Longword);
procedure FillLand(x, y: LongInt);
procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
procedure RandomizePoints(var pa: TPixAr);

implementation

uses uLandGraphics, uDebug, uVariables, uLandTemplates, uRandom, uUtils;



var Stack: record
           Count: Longword;
           points: array[0..8192] of record
                                     xl, xr, y, dir: LongInt;
                                     end
           end;

const
    cMaxEdgePoints = 16384;

procedure Push(_xl, _xr, _y, _dir: LongInt);
begin
    TryDo(Stack.Count <= 8192, 'FillLand: stack overflow', true);
    _y:= _y + _dir;
    if (_y < 0) or (_y >= LAND_HEIGHT) then
        exit;
    with Stack.points[Stack.Count] do
        begin
        xl:= _xl;
        xr:= _xr;
        y:= _y;
        dir:= _dir
        end;
    inc(Stack.Count)
end;

procedure Pop(var _xl, _xr, _y, _dir: LongInt);
begin
    dec(Stack.Count);
    with Stack.points[Stack.Count] do
        begin
        _xl:= xl;
        _xr:= xr;
        _y:= y;
        _dir:= dir
        end
end;

procedure FillLand(x, y: LongInt);
var xl, xr, dir: LongInt;
begin
    Stack.Count:= 0;
    xl:= x - 1;
    xr:= x;
    Push(xl, xr, y, -1);
    Push(xl, xr, y,  1);
    dir:= 0;
    while Stack.Count > 0 do
        begin
        Pop(xl, xr, y, dir);
        while (xl > 0) and (Land[y, xl] <> 0) do
            dec(xl);
        while (xr < LAND_WIDTH - 1) and (Land[y, xr] <> 0) do
            inc(xr);
        while (xl < xr) do
            begin
            while (xl <= xr) and (Land[y, xl] = 0) do
                inc(xl);
            x:= xl;
            while (xl <= xr) and (Land[y, xl] <> 0) do
                begin
                Land[y, xl]:= 0;
                inc(xl)
                end;
            if x < xl then
                begin
                Push(x, Pred(xl), y, dir);
                Push(x, Pred(xl), y,-dir);
                end;
            end;
        end;
end;

procedure DrawEdge(var pa: TPixAr; Color: Longword);
var i: LongInt;
begin
    i:= 0;
    with pa do
        while i < LongInt(Count) - 1 do
            if (ar[i + 1].X = NTPX) then 
                inc(i, 2)
            else 
                begin
                DrawLine(ar[i].x, ar[i].y, ar[i + 1].x, ar[i + 1].y, Color);
                inc(i)
                end
end;


procedure Vector(p1, p2, p3: TPoint; var Vx, Vy: hwFloat);
var d1, d2, d: hwFloat;
begin
    Vx:= int2hwFloat(p1.X - p3.X);
    Vy:= int2hwFloat(p1.Y - p3.Y);

    d:= DistanceI(p2.X - p1.X, p2.Y - p1.Y);
    d1:= DistanceI(p2.X - p3.X, p2.Y - p3.Y);
    d2:= Distance(Vx, Vy);

    if d1 < d then
        d:= d1;
    if d2 < d then
        d:= d2;

    d:= d * _1div3;

    if d2.QWordValue = 0 then
        begin
        Vx:= _0;
        Vy:= _0
        end 
    else
        begin
        d2:= _1 / d2;
        Vx:= Vx * d2;
        Vy:= Vy * d2;

        Vx:= Vx * d;
        Vy:= Vy * d
        end
end;

procedure AddLoopPoints(var pa, opa: TPixAr; StartI, EndI: LongInt; Delta: hwFloat);
var i, pi, ni: LongInt;
    NVx, NVy, PVx, PVy: hwFloat;
    x1, x2, y1, y2: LongInt;
    tsq, tcb, t, r1, r2, r3, cx1, cx2, cy1, cy2: hwFloat;
    X, Y: LongInt;
begin
pi:= EndI;
i:= StartI;
ni:= Succ(StartI);
{$HINTS OFF}
Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
{$HINTS ON}
repeat
    inc(pi);
    if pi > EndI then
        pi:= StartI;
    inc(i);
    if i > EndI then
        i:= StartI;
    inc(ni);
    if ni > EndI then
        ni:= StartI;
    PVx:= NVx;
    PVy:= NVy;
    Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);

    x1:= opa.ar[pi].x;
    y1:= opa.ar[pi].y;
    x2:= opa.ar[i].x;
    y2:= opa.ar[i].y;
    cx1:= int2hwFloat(x1) - PVx;
    cy1:= int2hwFloat(y1) - PVy;
    cx2:= int2hwFloat(x2) + NVx;
    cy2:= int2hwFloat(y2) + NVy;
    t:= _0;
    while t.Round = 0 do
        begin
        tsq:= t * t;
        tcb:= tsq * t;
        r1:= (_1 - t*3 + tsq*3 - tcb);
        r2:= (     t*3 - tsq*6 + tcb*3);
        r3:= (           tsq*3 - tcb*3);
        X:= hwRound(r1 * x1 + r2 * cx1 + r3 * cx2 + tcb * x2);
        Y:= hwRound(r1 * y1 + r2 * cy1 + r3 * cy2 + tcb * y2);
        t:= t + Delta;
        pa.ar[pa.Count].x:= X;
        pa.ar[pa.Count].y:= Y;
        inc(pa.Count);
        TryDo(pa.Count <= cMaxEdgePoints, 'Edge points overflow', true)
        end;
until i = StartI;
pa.ar[pa.Count].x:= opa.ar[StartI].X;
pa.ar[pa.Count].y:= opa.ar[StartI].Y;
inc(pa.Count)
end;

procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
var i, StartLoop: LongInt;
    opa: TPixAr;
begin
opa:= pa;
pa.Count:= 0;
i:= 0;
StartLoop:= 0;
while i < LongInt(opa.Count) do
    if (opa.ar[i + 1].X = NTPX) then
        begin
        AddLoopPoints(pa, opa, StartLoop, i, Delta);
        inc(i, 2);
        StartLoop:= i;
        pa.ar[pa.Count].X:= NTPX;
        pa.ar[pa.Count].Y:= 0;
        inc(pa.Count);
        end else inc(i)
end;


function CheckIntersect(V1, V2, V3, V4: TPoint): boolean;
var c1, c2, dm: LongInt;
begin
    CheckIntersect:= false;
    dm:= (V4.y - V3.y) * (V2.x - V1.x) - (V4.x - V3.x) * (V2.y - V1.y);
    c1:= (V4.x - V3.x) * (V1.y - V3.y) - (V4.y - V3.y) * (V1.x - V3.x);
    if dm = 0 then
        exit;

    CheckIntersect:= true;
    c2:= (V2.x - V3.x) * (V1.y - V3.y) - (V2.y - V3.y) * (V1.x - V3.x);
    if dm > 0 then
    begin
        if (c1 < 0) or (c1 > dm) then
            CheckIntersect:= false
        else if (c2 < 0) or (c2 > dm) then
            CheckIntersect:= false;
    end 
    else
    begin
        if (c1 > 0) or (c1 < dm) then
            CheckIntersect:= false
        else if (c2 > 0) or (c2 < dm) then
            CheckIntersect:= false;
    end;

    //AddFileLog('1  (' + inttostr(V1.x) + ',' + inttostr(V1.y) + ')x(' + inttostr(V2.x) + ',' + inttostr(V2.y) + ')');
    //AddFileLog('2  (' + inttostr(V3.x) + ',' + inttostr(V3.y) + ')x(' + inttostr(V4.x) + ',' + inttostr(V4.y) + ')');
end;


function CheckSelfIntersect(var pa: TPixAr; ind: Longword): boolean;
var i: Longword;
begin
    CheckSelfIntersect:= false;
    if (ind <= 0) or (ind >= Pred(pa.Count)) then
        exit;

    CheckSelfIntersect:= true;
    for i:= 1 to pa.Count - 3 do
        if (i <= ind - 1) or (i >= ind + 2) then
        begin
            if (i <> ind - 1) and CheckIntersect(pa.ar[ind], pa.ar[ind - 1], pa.ar[i], pa.ar[i - 1]) then
                exit;
            if (i <> ind + 2) and CheckIntersect(pa.ar[ind], pa.ar[ind + 1], pa.ar[i], pa.ar[i - 1]) then
                exit;
        end;
    CheckSelfIntersect:= false
end;

procedure RandomizePoints(var pa: TPixAr);
const cEdge = 55;
      cMinDist = 8;
var radz: array[0..Pred(cMaxEdgePoints)] of LongInt;
    i, k, dist, px, py: LongInt;
begin
    for i:= 0 to Pred(pa.Count) do
    begin
    radz[i]:= 0;
        with pa.ar[i] do
            if x <> NTPX then
            begin
            radz[i]:= Min(Max(x - cEdge, 0), Max(LAND_WIDTH - cEdge - x, 0));
            radz[i]:= Min(radz[i], Min(Max(y - cEdge, 0), Max(LAND_HEIGHT - cEdge - y, 0)));
            if radz[i] > 0 then
                for k:= 0 to Pred(i) do
                begin
                dist:= Max(abs(x - pa.ar[k].x), abs(y - pa.ar[k].y));
                radz[k]:= Max(0, Min((dist - cMinDist) div 2, radz[k]));
                radz[i]:= Max(0, Min(dist - radz[k] - cMinDist, radz[i]))
                end
            end;
    end;

    for i:= 0 to Pred(pa.Count) do
        with pa.ar[i] do
            if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
            begin
            px:= x;
            py:= y;
            x:= x + LongInt(GetRandom(7) - 3) * (radz[i] * 5 div 7) div 3;
            y:= y + LongInt(GetRandom(7) - 3) * (radz[i] * 5 div 7) div 3;
            if CheckSelfIntersect(pa, i) then
                begin
                x:= px;
                y:= py
                end;
            end
end;


end.