author | unc0rr |
Wed, 19 Mar 2014 00:34:14 +0400 | |
changeset 10203 | adeab6c21fe5 |
parent 10202 | f7c8cb11a70e |
child 10204 | 50e52e511300 |
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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uses uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom, SDLh, math; |
10198 | 10 |
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11 |
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procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray); |
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13 |
var i: LongInt; |
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begin |
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with Template do |
|
16 |
begin |
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17 |
pa.Count:= BasePointsCount; |
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for i:= 0 to pred(pa.Count) do |
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begin |
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20 |
pa.ar[i].x:= BasePoints^[i].x + LongInt(GetRandom(BasePoints^[i].w)); |
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if pa.ar[i].x <> NTPX then |
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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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||
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if canMirror then |
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if getrandom(2) = 0 then |
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begin |
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for i:= 0 to pred(BasePointsCount) do |
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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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for i:= 0 to pred(FillPointsCount) do |
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fps^[i].x:= LAND_WIDTH - 1 - fps^[i].x; |
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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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(canFlip and (getrandom(2) = 0)) then |
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begin |
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for i:= 0 to pred(BasePointsCount) do |
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begin |
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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; |
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45 |
end; |
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for i:= 0 to pred(FillPointsCount) do |
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begin |
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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; |
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end; |
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end; |
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53 |
end |
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54 |
*) |
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// template recycling. Pull these off the floor a bit |
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if (not isNegative) and (cTemplateFilter = 4) then |
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begin |
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58 |
for i:= 0 to pred(BasePointsCount) do |
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59 |
begin |
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60 |
dec(pa.ar[i].y, 100); |
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if pa.ar[i].y < 0 then |
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pa.ar[i].y:= 0; |
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63 |
end; |
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for i:= 0 to pred(FillPointsCount) do |
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begin |
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66 |
dec(fps^[i].y, 100); |
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if fps^[i].y < 0 then |
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fps^[i].y:= 0; |
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69 |
end; |
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70 |
end; |
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71 |
||
72 |
if (canFlip and (getrandom(2) = 0)) then |
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begin |
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for i:= 0 to pred(BasePointsCount) do |
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pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y; |
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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; |
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79 |
end |
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80 |
end; |
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10199 | 81 |
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procedure Distort1(var Template: TEdgeTemplate; var pa: TPixAr); |
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var i: Longword; |
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begin |
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for i:= 1 to Template.BezierizeCount do |
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87 |
begin |
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88 |
BezierizeEdge(pa, _0_5); |
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89 |
RandomizePoints(pa); |
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90 |
RandomizePoints(pa) |
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91 |
end; |
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for i:= 1 to Template.RandPassesCount do |
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RandomizePoints(pa); |
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BezierizeEdge(pa, _0_1); |
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end; |
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||
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procedure FindPoint(si: LongInt; var newPoint: TPoint; var pa: TPixAr); |
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const mapBorderMargin = 30; |
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minDistance = 20; |
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100 |
var p1, p2, mp: TPoint; |
10199 | 101 |
i, t1, t2, a, b, p, q, iy, ix, aqpb: LongInt; |
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dab, d, distL, distR: LongInt; |
10199 | 103 |
begin |
104 |
// [p1, p2] is segment we're trying to divide |
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105 |
p1:= pa.ar[si]; |
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106 |
p2:= pa.ar[si + 1]; |
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107 |
||
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108 |
// perpendicular vector |
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109 |
a:= p2.y - p1.y; |
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110 |
b:= p1.x - p2.x; |
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111 |
dab:= DistanceI(a, b).Round; |
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112 |
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113 |
if (p1.x = NTPX) or (p2.x = NTPX) or (dab < minDistance * 3) then |
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114 |
begin |
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115 |
newPoint:= p1; |
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116 |
exit; |
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117 |
end; |
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10199 | 119 |
// its middle point |
120 |
mp.x:= (p1.x + p2.x) div 2; |
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121 |
mp.y:= (p1.y + p2.y) div 2; |
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122 |
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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 |
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iy:= (mapBorderMargin - mp.x) * b div a + mp.y; |
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128 |
d:= DistanceI(mp.x - mapBorderMargin, mp.y - iy).Round; |
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129 |
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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131 |
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// right border |
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iy:= (LAND_WIDTH - mapBorderMargin - mp.x) * b div a + mp.y; |
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d:= DistanceI(mp.x - LAND_WIDTH + mapBorderMargin, mp.y - iy).Round; |
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if t1 > 0 then distR:= d else distL:= d; |
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136 |
end; |
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137 |
|
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if b <> 0 then |
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begin |
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// top border |
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141 |
ix:= (mapBorderMargin - mp.y) * a div b + mp.x; |
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d:= DistanceI(mp.y - mapBorderMargin, mp.x - ix).Round; |
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t2:= b * (mp.y - mapBorderMargin) + a * (mp.x - ix); |
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if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR); |
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145 |
|
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// bottom border |
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ix:= (LAND_HEIGHT - mapBorderMargin - mp.y) * a div b + mp.x; |
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d:= DistanceI(mp.y - LAND_HEIGHT + mapBorderMargin, mp.x - ix).Round; |
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149 |
if t2 > 0 then distR:= min(d, distR) else distL:= min(d, distL); |
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150 |
end; |
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151 |
|
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// now go through all other segments |
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153 |
for i:= 0 to pa.Count - 2 do |
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154 |
if (i <> si) and (pa.ar[i].x <> NTPX) and (pa.ar[i + 1].x <> NTPX) then |
10199 | 155 |
begin |
156 |
// check if it intersects |
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157 |
t1:= (mp.x - pa.ar[i].x) * b - a * (mp.y - pa.ar[i].y); |
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158 |
t2:= (mp.x - pa.ar[i + 1].x) * b - a * (mp.y - pa.ar[i + 1].y); |
10199 | 159 |
|
160 |
if (t1 > 0) <> (t2 > 0) then // yes it does, hard arith follows |
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begin |
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162 |
p:= pa.ar[i + 1].x - pa.ar[i].x; |
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163 |
q:= pa.ar[i + 1].y - pa.ar[i].y; |
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164 |
aqpb:= a * q - p * b; |
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165 |
||
166 |
if (aqpb <> 0) then |
|
167 |
begin |
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168 |
// (ix; iy) is intersection point |
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169 |
iy:= (((pa.ar[i].x - mp.x) * b + mp.y * a) * q - pa.ar[i].y * p * b) div aqpb; |
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170 |
if abs(b) > abs(q) then |
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171 |
ix:= (iy - mp.y) * a div b + mp.x |
10199 | 172 |
else |
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173 |
ix:= (iy - pa.ar[i].y) * p div q + pa.ar[i].x; |
10199 | 174 |
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175 |
d:= DistanceI(mp.y - iy, mp.x - ix).Round; |
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176 |
t1:= b * (mp.y - iy) + a * (mp.x - ix); |
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177 |
if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR); |
10199 | 178 |
end; |
179 |
end; |
|
180 |
end; |
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181 |
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182 |
// go through all points |
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183 |
for i:= 0 to pa.Count - 2 do |
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184 |
// if this point isn't on current segment |
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185 |
if (si <> i) and (i <> si + 1) then |
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186 |
begin |
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187 |
// also check intersection with rays through pa.ar[i] if this point is good |
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188 |
t1:= (p1.x - pa.ar[i].x) * b - a * (p1.y - pa.ar[i].y); |
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189 |
t2:= (p2.x - pa.ar[i].x) * b - a * (p2.y - pa.ar[i].y); |
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190 |
if (t1 > 0) <> (t2 > 0) then |
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191 |
begin |
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// ray from p1 |
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p:= pa.ar[i].x - p1.x; |
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194 |
q:= pa.ar[i].y - p1.y; |
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195 |
aqpb:= a * q - p * b; |
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196 |
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if (aqpb <> 0) then |
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198 |
begin |
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199 |
// (ix; iy) is intersection point |
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200 |
iy:= (((p1.x - mp.x) * b + mp.y * a) * q - p1.y * p * b) div aqpb; |
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if abs(b) > abs(q) then |
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ix:= (iy - mp.y) * a div b + mp.x |
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203 |
else |
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changeset
|
204 |
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
|
205 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
206 |
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
|
207 |
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
|
208 |
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
|
209 |
end; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
210 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
211 |
// and ray from p2 |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
212 |
p:= pa.ar[i].x - p2.x; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
213 |
q:= pa.ar[i].y - p2.y; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
214 |
aqpb:= a * q - p * b; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
215 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
216 |
if (aqpb <> 0) then |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
217 |
begin |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
218 |
// (ix; iy) is intersection point |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
219 |
iy:= (((p2.x - mp.x) * b + mp.y * a) * q - p2.y * p * b) div aqpb; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
220 |
if abs(b) > abs(q) then |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
221 |
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
|
222 |
else |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
223 |
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
|
224 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
225 |
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
|
226 |
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
|
227 |
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
|
228 |
end; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
229 |
end; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
230 |
end; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
231 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
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diff
changeset
|
232 |
// don't move new point for more than length of initial segment |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
233 |
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
|
234 |
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
|
235 |
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:
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diff
changeset
|
236 |
|
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
|
237 |
if distR + distL < minDistance * 2 then |
10200
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
238 |
begin |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
239 |
// limits are too narrow, leave point alone |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
240 |
newPoint:= p1 |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
241 |
end |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
242 |
else |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
243 |
begin |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
244 |
// select distance within [-distL; distR] |
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
|
245 |
d:= -distL + minDistance + GetRandom(distR + distL - minDistance * 2); |
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
|
246 |
//d:= distR - minDistance; |
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
247 |
//d:= - distL + minDistance; |
10200
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
248 |
|
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
249 |
// calculate new point |
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
250 |
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
|
251 |
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
|
252 |
end; |
10199 | 253 |
end; |
254 |
||
255 |
procedure DivideEdges(var pa: TPixAr); |
|
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
256 |
var i, t: LongInt; |
10200
edc2fe0ca03f
More math, implementation is nearly complete, just still have an issue to resolve
unc0rr
parents:
10199
diff
changeset
|
257 |
newPoint: TPoint; |
10199 | 258 |
begin |
259 |
i:= 0; |
|
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
260 |
|
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
261 |
while i < pa.Count - 1 do |
10199 | 262 |
begin |
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
263 |
FindPoint(i, newPoint, pa); |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
264 |
if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then |
10199 | 265 |
begin |
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
266 |
for t:= pa.Count downto i + 2 do |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
267 |
pa.ar[t]:= pa.ar[t - 1]; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
268 |
inc(pa.Count); |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
269 |
pa.ar[i + 1]:= newPoint; |
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
270 |
inc(i) |
10199 | 271 |
end; |
272 |
inc(i) |
|
273 |
end; |
|
274 |
end; |
|
275 |
||
276 |
procedure Distort2(var Template: TEdgeTemplate; 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
|
277 |
var i: Longword; |
10199 | 278 |
begin |
10203 | 279 |
//for i:= 1 to Template.BezierizeCount do |
280 |
// DivideEdges(pa); |
|
281 |
repeat |
|
282 |
i:= pa.Count; |
|
283 |
DivideEdges(pa) |
|
284 |
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
|
285 |
|
10199 | 286 |
{for i:= 1 to Template.BezierizeCount do |
287 |
begin |
|
288 |
BezierizeEdge(pa, _0_5); |
|
289 |
RandomizePoints(pa); |
|
290 |
RandomizePoints(pa) |
|
291 |
end; |
|
292 |
for i:= 1 to Template.RandPassesCount do |
|
293 |
RandomizePoints(pa);} |
|
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
|
294 |
BezierizeEdge(pa, _0_1); |
10199 | 295 |
end; |
296 |
||
297 |
||
10198 | 298 |
procedure GenTemplated(var Template: TEdgeTemplate); |
299 |
var pa: TPixAr; |
|
300 |
i: Longword; |
|
301 |
y, x: Longword; |
|
302 |
fps: TPointArray; |
|
303 |
begin |
|
304 |
fps:=Template.FillPoints^; |
|
305 |
ResizeLand(Template.TemplateWidth, Template.TemplateHeight); |
|
306 |
for y:= 0 to LAND_HEIGHT - 1 do |
|
307 |
for x:= 0 to LAND_WIDTH - 1 do |
|
308 |
Land[y, x]:= lfBasic; |
|
309 |
{$HINTS OFF} |
|
310 |
SetPoints(Template, pa, @fps); |
|
311 |
{$HINTS ON} |
|
312 |
||
10202
f7c8cb11a70e
No self intersections, except for weirdness between first and last point
unc0rr
parents:
10201
diff
changeset
|
313 |
Distort2(Template, pa); |
10198 | 314 |
|
315 |
DrawEdge(pa, 0); |
|
316 |
||
317 |
with Template do |
|
318 |
for i:= 0 to pred(FillPointsCount) do |
|
319 |
with fps[i] do |
|
320 |
FillLand(x, y, 0, 0); |
|
321 |
||
322 |
DrawEdge(pa, lfBasic); |
|
323 |
||
324 |
MaxHedgehogs:= Template.MaxHedgehogs; |
|
325 |
hasGirders:= Template.hasGirders; |
|
326 |
playHeight:= Template.TemplateHeight; |
|
327 |
playWidth:= Template.TemplateWidth; |
|
328 |
leftX:= ((LAND_WIDTH - playWidth) div 2); |
|
329 |
rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1; |
|
330 |
topY:= LAND_HEIGHT - playHeight; |
|
331 |
||
332 |
// HACK: force to only cavern even if a cavern map is invertable if cTemplateFilter = 4 ? |
|
333 |
if (cTemplateFilter = 4) |
|
334 |
or (Template.canInvert and (getrandom(2) = 0)) |
|
335 |
or (not Template.canInvert and Template.isNegative) then |
|
336 |
begin |
|
337 |
hasBorder:= true; |
|
338 |
for y:= 0 to LAND_HEIGHT - 1 do |
|
339 |
for x:= 0 to LAND_WIDTH - 1 do |
|
340 |
if (y < topY) or (x < leftX) or (x > rightX) then |
|
341 |
Land[y, x]:= 0 |
|
342 |
else |
|
343 |
begin |
|
344 |
if Land[y, x] = 0 then |
|
345 |
Land[y, x]:= lfBasic |
|
346 |
else if Land[y, x] = lfBasic then |
|
347 |
Land[y, x]:= 0; |
|
348 |
end; |
|
349 |
end; |
|
350 |
end; |
|
351 |
||
352 |
||
353 |
end. |