diff -r 9bee9541edf1 -r f7c8cb11a70e hedgewars/uLandGenTemplateBased.pas --- a/hedgewars/uLandGenTemplateBased.pas Tue Mar 18 00:01:52 2014 +0400 +++ b/hedgewars/uLandGenTemplateBased.pas Wed Mar 19 00:28:52 2014 +0400 @@ -94,7 +94,6 @@ BezierizeEdge(pa, _0_1); end; - procedure FindPoint(si: LongInt; var newPoint: TPoint; var pa: TPixAr); const mapBorderMargin = 30; minDistance = 20; @@ -105,7 +104,6 @@ // [p1, p2] is segment we're trying to divide p1:= pa.ar[si]; p2:= pa.ar[si + 1]; - writeln('====================== ', p1.x, '; ', p1.y, ' --- ', p2.x, '; ', p2.y); // perpendicular vector a:= p2.y - p1.y; @@ -181,9 +179,58 @@ end; end; + // go through all points + for i:= 0 to pa.Count - 2 do + // if this point isn't on current segment + if (si <> i) and (i <> si + 1) then + begin + // also check intersection with rays through pa.ar[i] if this point is good + t1:= (p1.x - pa.ar[i].x) * b - a * (p1.y - pa.ar[i].y); + t2:= (p2.x - pa.ar[i].x) * b - a * (p2.y - pa.ar[i].y); + if (t1 > 0) <> (t2 > 0) then + begin + // ray from p1 + p:= pa.ar[i].x - p1.x; + q:= pa.ar[i].y - p1.y; + aqpb:= a * q - p * b; - // don't move new point for more than 3/4 length of initial segment - d:= dab * 3 div 4; + if (aqpb <> 0) then + begin + // (ix; iy) is intersection point + iy:= (((p1.x - mp.x) * b + mp.y * a) * q - p1.y * p * b) div aqpb; + if abs(b) > abs(q) then + ix:= (iy - mp.y) * a div b + mp.x + else + ix:= (iy - p1.y) * p div q + p1.x; + + d:= DistanceI(mp.y - iy, mp.x - ix).Round; + t1:= b * (mp.y - iy) + a * (mp.x - ix); + if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR); + end; + + // and ray from p2 + p:= pa.ar[i].x - p2.x; + q:= pa.ar[i].y - p2.y; + aqpb:= a * q - p * b; + + if (aqpb <> 0) then + begin + // (ix; iy) is intersection point + iy:= (((p2.x - mp.x) * b + mp.y * a) * q - p2.y * p * b) div aqpb; + if abs(b) > abs(q) then + ix:= (iy - mp.y) * a div b + mp.x + else + ix:= (iy - p2.y) * p div q + p2.x; + + d:= DistanceI(mp.y - iy, mp.x - ix).Round; + t2:= b * (mp.y - iy) + a * (mp.x - ix); + if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR); + end; + end; + end; + + // don't move new point for more than length of initial segment + d:= dab; if distL > d then distL:= d; if distR > d then distR:= d; @@ -197,41 +244,33 @@ // select distance within [-distL; distR] d:= -distL + minDistance + GetRandom(distR + distL - minDistance * 2); //d:= distR - minDistance; + //d:= - distL + minDistance; // calculate new point newPoint.x:= mp.x + a * d div dab; newPoint.y:= mp.y + b * d div dab; - - writeln('New Point ', newPoint.x, '; ', newPoint.y); end; end; procedure DivideEdges(var pa: TPixAr); -var npa: TPixAr; - i: LongInt; +var i, t: LongInt; newPoint: TPoint; begin i:= 0; - npa.Count:= 0; - while i < pa.Count do + + while i < pa.Count - 1 do begin - npa.ar[npa.Count]:= pa.ar[i]; - inc(npa.Count); - - if i < pa.Count - 1 then + FindPoint(i, newPoint, pa); + if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then begin - FindPoint(i, newPoint, pa); - if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then - begin - npa.ar[npa.Count]:= newPoint; - inc(npa.Count) - end; + for t:= pa.Count downto i + 2 do + pa.ar[t]:= pa.ar[t - 1]; + inc(pa.Count); + pa.ar[i + 1]:= newPoint; + inc(i) end; - inc(i) end; - - pa:= npa; end; procedure Distort2(var Template: TEdgeTemplate; var pa: TPixAr); @@ -267,7 +306,7 @@ SetPoints(Template, pa, @fps); {$HINTS ON} - Distort1(Template, pa); + Distort2(Template, pa); DrawEdge(pa, 0);