hedgewars/uLandGenTemplateBased.pas
changeset 10200 edc2fe0ca03f
parent 10199 fdb689b57b1b
child 10201 9bee9541edf1
equal deleted inserted replaced
10199:fdb689b57b1b 10200:edc2fe0ca03f
     4 uses uLandTemplates;
     4 uses uLandTemplates;
     5 
     5 
     6 procedure GenTemplated(var Template: TEdgeTemplate);
     6 procedure GenTemplated(var Template: TEdgeTemplate);
     7 
     7 
     8 implementation
     8 implementation
     9 uses uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom, SDLh;
     9 uses uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom, SDLh, math;
    10 
    10 
    11 
    11 
    12 procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray);
    12 procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray);
    13 var i: LongInt;
    13 var i: LongInt;
    14 begin
    14 begin
    93         RandomizePoints(pa);
    93         RandomizePoints(pa);
    94     BezierizeEdge(pa, _0_1);
    94     BezierizeEdge(pa, _0_1);
    95 end;
    95 end;
    96 
    96 
    97 
    97 
    98 procedure FindLimits(si: LongInt; var pa: TPixAr);
    98 procedure FindPoint(si: LongInt; var newPoint: TPoint; var pa: TPixAr);
       
    99 const mapBorderMargin = 0;
    99 var p1, p2, mp, ap: TPoint;
   100 var p1, p2, mp, ap: TPoint;
   100     i, t1, t2, a, b, p, q, iy, ix, aqpb: LongInt;
   101     i, t1, t2, a, b, p, q, iy, ix, aqpb: LongInt;
       
   102     dab, d, distL, distR: LongInt;
   101 begin
   103 begin
   102     // [p1, p2] is segment we're trying to divide
   104     // [p1, p2] is segment we're trying to divide
   103     p1:= pa.ar[si];
   105     p1:= pa.ar[si];
   104     p2:= pa.ar[si + 1];
   106     p2:= pa.ar[si + 1];
       
   107 
       
   108     if (p1.x = NTPX) or (p2.x = NTPX) then
       
   109     begin
       
   110         newPoint:= p1;
       
   111         exit;
       
   112     end;
   105 
   113 
   106     // its middle point
   114     // its middle point
   107     mp.x:= (p1.x + p2.x) div 2;
   115     mp.x:= (p1.x + p2.x) div 2;
   108     mp.y:= (p1.y + p2.y) div 2;
   116     mp.y:= (p1.y + p2.y) div 2;
   109     // another point on the perpendicular bisector
   117     // another point on the perpendicular bisector
   110     ap.x:= mp.x + p2.y - p1.y;
   118     ap.x:= mp.x + p2.y - p1.y;
   111     ap.y:= mp.y + p1.x - p2.x;
   119     ap.y:= mp.y + p1.x - p2.x;
   112 
   120     // vector between these points
   113     for i:= 0 to pa.Count - 1 do
   121     a:= p2.y - p1.y;
   114         if i <> si then
   122     b:= p1.x - p2.x;
       
   123 
       
   124     // find distances to map borders
       
   125     if a <> 0 then
       
   126     begin
       
   127         // left border
       
   128         iy:= (mapBorderMargin - mp.x) * b div a + mp.y;
       
   129         d:= DistanceI(mp.x - mapBorderMargin, mp.y - iy).Round;
       
   130         t1:= a * (mp.x - mapBorderMargin) + b * (mp.y - iy);
       
   131         if t1 > 0 then distL:= d else distR:= d;
       
   132                     writeln('====== Left border: ', mapBorderMargin, '; ', mp.y - iy, ', distance = ', d);
       
   133                     writeln(a, ' ', -b);
       
   134                     writeln(t1);
       
   135                     writeln(mp.x - mapBorderMargin, ' ', mp.y - iy);
       
   136                     writeln('MP: ', mp.x, ' ', mp.y);
       
   137                     writeln('L: ', distL, '; R: ', distR);
       
   138 
       
   139         // right border
       
   140         iy:= (LAND_WIDTH - mapBorderMargin - mp.x) * b div a + mp.y;
       
   141         d:= DistanceI(mp.x - LAND_WIDTH + mapBorderMargin, mp.y - iy).Round;
       
   142         if t1 > 0 then distR:= d else distL:= d;
       
   143     end;
       
   144 
       
   145     if b <> 0 then
       
   146     begin
       
   147         // top border
       
   148         ix:= (mapBorderMargin - mp.y) * a div b + mp.x;
       
   149         d:= DistanceI(mp.y - mapBorderMargin, mp.x - ix).Round;
       
   150         t2:= b * (mp.y - mapBorderMargin) + a * (mp.x - ix);
       
   151         if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
       
   152 
       
   153         // bottom border
       
   154         ix:= (LAND_HEIGHT - mapBorderMargin - mp.y) * a div b + mp.x;
       
   155         d:= DistanceI(mp.y - LAND_HEIGHT + mapBorderMargin, mp.x - ix).Round;
       
   156         if t2 > 0 then distR:= min(d, distR) else distL:= min(d, distL);
       
   157                     writeln('====== Bottom border: ', ix, '; ', LAND_HEIGHT - mapBorderMargin, ', distance = ', d);
       
   158                     writeln(a, ' ', -b);
       
   159                     writeln(t2);
       
   160                     writeln(mp.x - ix, ' ', mp.y - LAND_HEIGHT + mapBorderMargin);
       
   161                     writeln('L: ', distL, '; R: ', distR);
       
   162     end;
       
   163 
       
   164     // now go through all other segments
       
   165     for i:= 0 to pa.Count - 2 do
       
   166         if (i <> si) and (pa.ar[i].x <> NTPX) and (pa.ar[i + 1].x <> NTPX) then
   115         begin
   167         begin
   116             // check if it intersects
   168             // check if it intersects
   117             t1:= (mp.x - pa.ar[i].x) * (mp.y - ap.y) - (mp.x - ap.x) * (mp.y - pa.ar[i].y);
   169             t1:= (mp.x - pa.ar[i].x) * b - a * (mp.y - pa.ar[i].y);
   118             t2:= (mp.x - pa.ar[i + 1].x) * (mp.y - ap.y) - (mp.x - ap.x) * (mp.y - pa.ar[i + 1].y);
   170             t2:= (mp.x - pa.ar[i + 1].x) * b - a * (mp.y - pa.ar[i + 1].y);
   119 
   171 
   120             if (t1 > 0) <> (t2 > 0) then // yes it does, hard arith follows
   172             if (t1 > 0) <> (t2 > 0) then // yes it does, hard arith follows
   121             begin
   173             begin
   122                 a:= p2.y - p1.y;
       
   123                 b:= p1.x - p2.x;
       
   124                 p:= pa.ar[i + 1].x - pa.ar[i].x;
   174                 p:= pa.ar[i + 1].x - pa.ar[i].x;
   125                 q:= pa.ar[i + 1].y - pa.ar[i].y;
   175                 q:= pa.ar[i + 1].y - pa.ar[i].y;
   126                 aqpb:= a * q - p * b;
   176                 aqpb:= a * q - p * b;
   127 
   177 
   128                 if (aqpb <> 0) then
   178                 if (aqpb <> 0) then
   129                 begin
   179                 begin
   130                     // (ix; iy) is intersection point
   180                     // (ix; iy) is intersection point
   131                     iy:= (((pa.ar[i].x - mp.x) * b + mp.y * a) * q - pa.ar[i].y * p * b);
   181                     iy:= (((pa.ar[i].x - mp.x) * b + mp.y * a) * q - pa.ar[i].y * p * b);
   132                     if b <> 0 then
   182                     if b <> 0 then
   133                         ix:= (iy - mp.y * aqpb) * a div b div aqpb + mp.x;
   183                         ix:= (iy - mp.y * aqpb) * a div b div aqpb + mp.x
   134                     else
   184                     else
   135                         ix:= (iy - pa.ar[i].y * aqpb) * p div q div aqpb + pa.ar[i].x;
   185                         ix:= (iy - pa.ar[i].y * aqpb) * p div q div aqpb + pa.ar[i].x;
   136                     iy:= iy div aqpb;
   186                     iy:= iy div aqpb;
   137 
   187 
   138                     writeln('>>>     Intersection     <<<');
   188                     d:= DistanceI(mp.y - iy, mp.x - ix).Round;
   139                     writeln(p1.x, '; ', p1.y, ' - ', p2.x, '; ', p2.y);
   189                     writeln('====== Intersection: ', ix, '; ', iy, ', distance = ', d);
   140                     writeln(pa.ar[i].x, '; ', pa.ar[i].y, ' - ', pa.ar[i + 1].x, '; ', pa.ar[i + 1].y);
   190                     t1:= b * (mp.y - iy) + a * (mp.x - ix);
   141                     writeln('== ', ix, '; ', iy);
   191                     writeln(a, ' ', -b);
       
   192                     writeln(t1);
       
   193                     writeln(mp.y - iy, ' ', mp.x - ix);
       
   194                     if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
       
   195                     writeln('L: ', distL, '; R: ', distR);
   142                 end;
   196                 end;
   143             end;
   197             end;
   144         end;
   198         end;
       
   199 
       
   200     if distR + distL < 40 then
       
   201     begin
       
   202         // limits are too narrow, leave point alone
       
   203         newPoint:= p1
       
   204     end
       
   205     else
       
   206     begin
       
   207         // select distance within [-distL; distR]
       
   208         d:= -distL;
       
   209         //d:= distR;
       
   210 
       
   211         // calculate new point
       
   212         dab:= DistanceI(a, b).Round;
       
   213 
       
   214         newPoint.x:= mp.x + a * d div dab;
       
   215         newPoint.y:= mp.y + b * d div dab;
       
   216 
       
   217         writeln('Middle Point ', mp.x, '; ', mp.y);
       
   218         writeln('New Point ', newPoint.x, '; ', newPoint.y);
       
   219     end;
   145 end;
   220 end;
   146 
   221 
   147 procedure DivideEdges(var pa: TPixAr);
   222 procedure DivideEdges(var pa: TPixAr);
   148 var npa: TPixAr;
   223 var npa: TPixAr;
   149     i: LongInt;
   224     i: LongInt;
       
   225     newPoint: TPoint;
   150 begin
   226 begin
   151     i:= 0;
   227     i:= 0;
   152     npa.Count:= 0;
   228     npa.Count:= 0;
   153     while i < pa.Count do
   229     while i < pa.Count do
   154     begin
   230     begin
   155         if i = 0 then
   231         npa.ar[npa.Count]:= pa.ar[i];
   156         begin
   232         inc(npa.Count);
   157             FindLimits(0, pa);
   233 
   158             npa.ar[npa.Count]:= pa.ar[i];
   234         if i < 1 then
   159             pa.ar[i].y:= 300;
   235         begin
   160             npa.ar[npa.Count + 1]:= pa.ar[i];
   236             FindPoint(i, newPoint, pa);
   161             inc(npa.Count, 2)
   237             if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then
   162         end else
   238             begin
   163         begin
   239             npa.ar[npa.Count]:= newPoint;
   164             npa.ar[npa.Count]:= pa.ar[i];
       
   165             inc(npa.Count)
   240             inc(npa.Count)
       
   241             end;
   166         end;
   242         end;
   167 
   243 
   168         inc(i)
   244         inc(i)
   169     end;
   245     end;
   170 
   246