--- 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)