--- a/hedgewars/uLandGenTemplateBased.pas Fri Mar 14 19:59:34 2014 +0400
+++ b/hedgewars/uLandGenTemplateBased.pas Sun Mar 16 00:47:18 2014 +0400
@@ -6,7 +6,7 @@
procedure GenTemplated(var Template: TEdgeTemplate);
implementation
-uses uTypes, uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom;
+uses uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom, SDLh;
procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray);
@@ -19,7 +19,7 @@
begin
pa.ar[i].x:= BasePoints^[i].x + LongInt(GetRandom(BasePoints^[i].w));
if pa.ar[i].x <> NTPX then
- pa.ar[i].x:= pa.ar[i].x + ((LAND_WIDTH - Template.TemplateWidth) div 2);
+ pa.ar[i].x:= pa.ar[i].x + ((LAND_WIDTH - Template.TemplateWidth) div 2);
pa.ar[i].y:= BasePoints^[i].y + LongInt(GetRandom(BasePoints^[i].h)) + LAND_HEIGHT - LongInt(Template.TemplateHeight)
end;
@@ -78,7 +78,115 @@
end;
end
end;
-
+
+
+procedure Distort1(var Template: TEdgeTemplate; var pa: TPixAr);
+var i: Longword;
+begin
+ for i:= 1 to Template.BezierizeCount do
+ begin
+ BezierizeEdge(pa, _0_5);
+ RandomizePoints(pa);
+ RandomizePoints(pa)
+ end;
+ for i:= 1 to Template.RandPassesCount do
+ RandomizePoints(pa);
+ BezierizeEdge(pa, _0_1);
+end;
+
+
+procedure FindLimits(si: LongInt; var pa: TPixAr);
+var p1, p2, mp, ap: TPoint;
+ i, t1, t2, a, b, p, q, iy, ix, aqpb: LongInt;
+begin
+ // [p1, p2] is segment we're trying to divide
+ p1:= pa.ar[si];
+ p2:= pa.ar[si + 1];
+
+ // 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;
+
+ for i:= 0 to pa.Count - 1 do
+ if i <> si 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);
+
+ 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;
+
+ if (aqpb <> 0) then
+ begin
+ // (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;
+ 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);
+ end;
+ end;
+ end;
+end;
+
+procedure DivideEdges(var pa: TPixAr);
+var npa: TPixAr;
+ i: LongInt;
+begin
+ i:= 0;
+ npa.Count:= 0;
+ while i < pa.Count do
+ begin
+ if i = 0 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];
+ inc(npa.Count)
+ end;
+
+ inc(i)
+ end;
+
+ pa:= npa;
+end;
+
+procedure Distort2(var Template: TEdgeTemplate; var pa: TPixAr);
+//var i: Longword;
+begin
+ DivideEdges(pa);
+ {for i:= 1 to Template.BezierizeCount do
+ begin
+ BezierizeEdge(pa, _0_5);
+ RandomizePoints(pa);
+ RandomizePoints(pa)
+ end;
+ for i:= 1 to Template.RandPassesCount do
+ RandomizePoints(pa);}
+ BezierizeEdge(pa, _0_9);
+end;
+
+
procedure GenTemplated(var Template: TEdgeTemplate);
var pa: TPixAr;
i: Longword;
@@ -93,17 +201,8 @@
{$HINTS OFF}
SetPoints(Template, pa, @fps);
{$HINTS ON}
-
- for i:= 1 to Template.BezierizeCount do
- begin
- BezierizeEdge(pa, _0_5);
- RandomizePoints(pa);
- RandomizePoints(pa)
- end;
- for i:= 1 to Template.RandPassesCount do
- RandomizePoints(pa);
- BezierizeEdge(pa, _0_1);
+ Distort1(Template, pa);
DrawEdge(pa, 0);