# HG changeset patch # User unc0rr # Date 1395002505 -14400 # Node ID edc2fe0ca03f4dfe6172b3d65a0ec6963a59eeda # Parent fdb689b57b1bccb3bf5005a85d1c9f46367c4e09 More math, implementation is nearly complete, just still have an issue to resolve diff -r fdb689b57b1b -r edc2fe0ca03f hedgewars/uLandGenTemplateBased.pas --- a/hedgewars/uLandGenTemplateBased.pas Sun Mar 16 00:47:18 2014 +0400 +++ b/hedgewars/uLandGenTemplateBased.pas Mon Mar 17 00:41:45 2014 +0400 @@ -6,7 +6,7 @@ procedure GenTemplated(var Template: TEdgeTemplate); implementation -uses uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom, SDLh; +uses uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom, SDLh, math; procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray); @@ -95,32 +95,82 @@ end; -procedure FindLimits(si: LongInt; var pa: TPixAr); +procedure FindPoint(si: LongInt; var newPoint: TPoint; var pa: TPixAr); +const mapBorderMargin = 0; var p1, p2, mp, ap: TPoint; i, t1, t2, a, b, p, q, iy, ix, aqpb: LongInt; + dab, d, distL, distR: LongInt; begin // [p1, p2] is segment we're trying to divide p1:= pa.ar[si]; p2:= pa.ar[si + 1]; + if (p1.x = NTPX) or (p2.x = NTPX) then + begin + newPoint:= p1; + exit; + end; + // its middle point mp.x:= (p1.x + p2.x) div 2; mp.y:= (p1.y + p2.y) div 2; // another point on the perpendicular bisector ap.x:= mp.x + p2.y - p1.y; ap.y:= mp.y + p1.x - p2.x; + // vector between these points + a:= p2.y - p1.y; + b:= p1.x - p2.x; - for i:= 0 to pa.Count - 1 do - if i <> si then + // find distances to map borders + if a <> 0 then + begin + // left border + iy:= (mapBorderMargin - mp.x) * b div a + mp.y; + d:= DistanceI(mp.x - mapBorderMargin, mp.y - iy).Round; + t1:= a * (mp.x - mapBorderMargin) + b * (mp.y - iy); + if t1 > 0 then distL:= d else distR:= d; + writeln('====== Left border: ', mapBorderMargin, '; ', mp.y - iy, ', distance = ', d); + writeln(a, ' ', -b); + writeln(t1); + writeln(mp.x - mapBorderMargin, ' ', mp.y - iy); + writeln('MP: ', mp.x, ' ', mp.y); + writeln('L: ', distL, '; R: ', distR); + + // right border + iy:= (LAND_WIDTH - mapBorderMargin - mp.x) * b div a + mp.y; + d:= DistanceI(mp.x - LAND_WIDTH + mapBorderMargin, mp.y - iy).Round; + if t1 > 0 then distR:= d else distL:= d; + end; + + if b <> 0 then + begin + // top border + ix:= (mapBorderMargin - mp.y) * a div b + mp.x; + d:= DistanceI(mp.y - mapBorderMargin, mp.x - ix).Round; + t2:= b * (mp.y - mapBorderMargin) + a * (mp.x - ix); + if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR); + + // bottom border + ix:= (LAND_HEIGHT - mapBorderMargin - mp.y) * a div b + mp.x; + d:= DistanceI(mp.y - LAND_HEIGHT + mapBorderMargin, mp.x - ix).Round; + if t2 > 0 then distR:= min(d, distR) else distL:= min(d, distL); + writeln('====== Bottom border: ', ix, '; ', LAND_HEIGHT - mapBorderMargin, ', distance = ', d); + writeln(a, ' ', -b); + writeln(t2); + writeln(mp.x - ix, ' ', mp.y - LAND_HEIGHT + mapBorderMargin); + writeln('L: ', distL, '; R: ', distR); + end; + + // now go through all other segments + for i:= 0 to pa.Count - 2 do + if (i <> si) and (pa.ar[i].x <> NTPX) and (pa.ar[i + 1].x <> NTPX) then begin // check if it intersects - t1:= (mp.x - pa.ar[i].x) * (mp.y - ap.y) - (mp.x - ap.x) * (mp.y - pa.ar[i].y); - t2:= (mp.x - pa.ar[i + 1].x) * (mp.y - ap.y) - (mp.x - ap.x) * (mp.y - pa.ar[i + 1].y); + t1:= (mp.x - pa.ar[i].x) * b - a * (mp.y - pa.ar[i].y); + t2:= (mp.x - pa.ar[i + 1].x) * b - a * (mp.y - pa.ar[i + 1].y); if (t1 > 0) <> (t2 > 0) then // yes it does, hard arith follows begin - a:= p2.y - p1.y; - b:= p1.x - p2.x; p:= pa.ar[i + 1].x - pa.ar[i].x; q:= pa.ar[i + 1].y - pa.ar[i].y; aqpb:= a * q - p * b; @@ -130,39 +180,65 @@ // (ix; iy) is intersection point iy:= (((pa.ar[i].x - mp.x) * b + mp.y * a) * q - pa.ar[i].y * p * b); if b <> 0 then - ix:= (iy - mp.y * aqpb) * a div b div aqpb + mp.x; + ix:= (iy - mp.y * aqpb) * a div b div aqpb + mp.x else ix:= (iy - pa.ar[i].y * aqpb) * p div q div aqpb + pa.ar[i].x; iy:= iy div aqpb; - writeln('>>> Intersection <<<'); - writeln(p1.x, '; ', p1.y, ' - ', p2.x, '; ', p2.y); - writeln(pa.ar[i].x, '; ', pa.ar[i].y, ' - ', pa.ar[i + 1].x, '; ', pa.ar[i + 1].y); - writeln('== ', ix, '; ', iy); + d:= DistanceI(mp.y - iy, mp.x - ix).Round; + writeln('====== Intersection: ', ix, '; ', iy, ', distance = ', d); + t1:= b * (mp.y - iy) + a * (mp.x - ix); + writeln(a, ' ', -b); + writeln(t1); + writeln(mp.y - iy, ' ', mp.x - ix); + if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR); + writeln('L: ', distL, '; R: ', distR); end; end; end; + + if distR + distL < 40 then + begin + // limits are too narrow, leave point alone + newPoint:= p1 + end + else + begin + // select distance within [-distL; distR] + d:= -distL; + //d:= distR; + + // calculate new point + dab:= DistanceI(a, b).Round; + + newPoint.x:= mp.x + a * d div dab; + newPoint.y:= mp.y + b * d div dab; + + writeln('Middle Point ', mp.x, '; ', mp.y); + writeln('New Point ', newPoint.x, '; ', newPoint.y); + end; end; procedure DivideEdges(var pa: TPixAr); var npa: TPixAr; i: LongInt; + newPoint: TPoint; begin i:= 0; npa.Count:= 0; while i < pa.Count do begin - if i = 0 then + npa.ar[npa.Count]:= pa.ar[i]; + inc(npa.Count); + + if i < 1 then begin - FindLimits(0, pa); - npa.ar[npa.Count]:= pa.ar[i]; - pa.ar[i].y:= 300; - npa.ar[npa.Count + 1]:= pa.ar[i]; - inc(npa.Count, 2) - end else - begin - npa.ar[npa.Count]:= pa.ar[i]; + 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; end; inc(i)