scummvm/engines/sword25/math/region.cpp
2010-10-13 15:41:00 +00:00

355 lines
10 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/math/region.h"
#include "sword25/math/walkregion.h"
#include "sword25/math/regionregistry.h"
#define BS_LOG_PREFIX "REGION"
namespace Sword25 {
Region::Region() : _valid(false), _type(RT_REGION) {
RegionRegistry::instance().registerObject(this);
}
Region::Region(InputPersistenceBlock &reader, uint handle) : _valid(false), _type(RT_REGION) {
RegionRegistry::instance().registerObject(this, handle);
unpersist(reader);
}
uint Region::create(REGION_TYPE type) {
Region *regionPtr = NULL;
switch (type) {
case RT_REGION:
regionPtr = new Region();
break;
case RT_WALKREGION:
regionPtr = new WalkRegion();
break;
default:
BS_ASSERT(true);
}
return RegionRegistry::instance().resolvePtr(regionPtr);
}
uint Region::create(InputPersistenceBlock &reader, uint handle) {
// Read type
uint type;
reader.read(type);
// Depending on the type, create a new BS_Region or BS_WalkRegion object
Region *regionPtr = NULL;
if (type == RT_REGION) {
regionPtr = new Region(reader, handle);
} else if (type == RT_WALKREGION) {
regionPtr = new WalkRegion(reader, handle);
} else {
BS_ASSERT(false);
}
return RegionRegistry::instance().resolvePtr(regionPtr);
}
Region::~Region() {
RegionRegistry::instance().deregisterObject(this);
}
bool Region::init(const Polygon &contour, const Common::Array<Polygon> *pHoles) {
// Reset object state
_valid = false;
_position = Vertex(0, 0);
_polygons.clear();
// Reserve sufficient space for countour and holes in the polygon list
if (pHoles)
_polygons.reserve(1 + pHoles->size());
else
_polygons.reserve(1);
// The first polygon will be the contour
_polygons.push_back(Polygon());
_polygons[0].init(contour.vertexCount, contour.vertices);
// Make sure that the Vertecies in the Contour are arranged in a clockwise direction
_polygons[0].ensureCWOrder();
// Place the hole polygons in the following positions
if (pHoles) {
for (uint i = 0; i < pHoles->size(); ++i) {
_polygons.push_back(Polygon());
_polygons[i + 1].init((*pHoles)[i].vertexCount, (*pHoles)[i].vertices);
_polygons[i + 1].ensureCWOrder();
}
}
// Initialise bounding box
updateBoundingBox();
_valid = true;
return true;
}
void Region::updateBoundingBox() {
if (_polygons[0].vertexCount) {
int minX = _polygons[0].vertices[0].x;
int maxX = _polygons[0].vertices[0].x;
int minY = _polygons[0].vertices[0].y;
int maxY = _polygons[0].vertices[0].y;
for (int i = 1; i < _polygons[0].vertexCount; i++) {
if (_polygons[0].vertices[i].x < minX) minX = _polygons[0].vertices[i].x;
else if (_polygons[0].vertices[i].x > maxX) maxX = _polygons[0].vertices[i].x;
if (_polygons[0].vertices[i].y < minY) minY = _polygons[0].vertices[i].y;
else if (_polygons[0].vertices[i].y > maxY) maxY = _polygons[0].vertices[i].y;
}
_boundingBox = Common::Rect(minX, minY, maxX + 1, maxY + 1);
}
}
// Position Changes
void Region::setPos(int x, int y) {
// Calculate the difference between the old and new position
Vertex delta(x - _position.x, y - _position.y);
// Save the new position
_position = Vertex(x, y);
// Move all the vertecies
for (uint i = 0; i < _polygons.size(); ++i) {
_polygons[i] += delta;
}
// Update the bounding box
updateBoundingBox();
}
void Region::setPosX(int x) {
setPos(x, _position.y);
}
void Region::setPosY(int y) {
setPos(_position.x, y);
}
// Point-Region Tests
bool Region::isPointInRegion(int x, int y) const {
// Test whether the point is in the bounding box
if (_boundingBox.contains(x, y)) {
// Test whether the point is in the contour
if (_polygons[0].isPointInPolygon(x, y, true)) {
// Test whether the point is in a hole
for (uint i = 1; i < _polygons.size(); i++) {
if (_polygons[i].isPointInPolygon(x, y, false))
return false;
}
return true;
}
}
return false;
}
bool Region::isPointInRegion(const Vertex &vertex) const {
return isPointInRegion(vertex.x, vertex.y);
}
Vertex Region::findClosestRegionPoint(const Vertex &point) const {
// Determine whether the point is inside a hole. If that is the case, the closest
// point on the edge of the hole is determined
int polygonIdx = 0;
{
for (uint i = 1; i < _polygons.size(); ++i) {
if (_polygons[i].isPointInPolygon(point)) {
polygonIdx = i;
break;
}
}
}
const Polygon &polygon = _polygons[polygonIdx];
BS_ASSERT(polygon.vertexCount > 1);
// For each line of the polygon, calculate the point that is cloest to the given point
// The point of this set with the smallest distance to the given point is the result.
Vertex closestVertex = findClosestPointOnLine(polygon.vertices[0], polygon.vertices[1], point);
int closestVertexDistance2 = closestVertex.distance(point);
for (int i = 1; i < polygon.vertexCount; ++i) {
int j = (i + 1) % polygon.vertexCount;
Vertex curVertex = findClosestPointOnLine(polygon.vertices[i], polygon.vertices[j], point);
if (curVertex.distance(point) < closestVertexDistance2) {
closestVertex = curVertex;
closestVertexDistance2 = curVertex.distance(point);
}
}
// Determine whether the point is really within the region. This must not be so, as a result of rounding
// errors can occur at the edge of polygons
if (isPointInRegion(closestVertex))
return closestVertex;
else {
// Try to construct a point within the region - 8 points are tested in the immediate vacinity
// of the point
if (isPointInRegion(closestVertex + Vertex(-2, -2)))
return closestVertex + Vertex(-2, -2);
else if (isPointInRegion(closestVertex + Vertex(0, -2)))
return closestVertex + Vertex(0, -2);
else if (isPointInRegion(closestVertex + Vertex(2, -2)))
return closestVertex + Vertex(2, -2);
else if (isPointInRegion(closestVertex + Vertex(-2, 0)))
return closestVertex + Vertex(-2, 0);
else if (isPointInRegion(closestVertex + Vertex(0, 2)))
return closestVertex + Vertex(0, 2);
else if (isPointInRegion(closestVertex + Vertex(-2, 2)))
return closestVertex + Vertex(-2, 2);
else if (isPointInRegion(closestVertex + Vertex(-2, 0)))
return closestVertex + Vertex(2, 2);
else if (isPointInRegion(closestVertex + Vertex(2, 2)))
return closestVertex + Vertex(2, 2);
// If no point could be found that way that lies within the region, find the next point
closestVertex = polygon.vertices[0];
int shortestVertexDistance2 = polygon.vertices[0].distance2(point);
{
for (int i = 1; i < polygon.vertexCount; i++) {
int curDistance2 = polygon.vertices[i].distance2(point);
if (curDistance2 < shortestVertexDistance2) {
closestVertex = polygon.vertices[i];
shortestVertexDistance2 = curDistance2;
}
}
}
BS_LOG_WARNINGLN("Clostest vertex forced because edgepoint was outside region.");
return closestVertex;
}
}
Vertex Region::findClosestPointOnLine(const Vertex &lineStart, const Vertex &lineEnd, const Vertex point) const {
float vector1X = static_cast<float>(point.x - lineStart.x);
float vector1Y = static_cast<float>(point.y - lineStart.y);
float vector2X = static_cast<float>(lineEnd.x - lineStart.x);
float vector2Y = static_cast<float>(lineEnd.y - lineStart.y);
float vector2Length = sqrtf(vector2X * vector2X + vector2Y * vector2Y);
vector2X /= vector2Length;
vector2Y /= vector2Length;
float distance = sqrtf(static_cast<float>((lineStart.x - lineEnd.x) * (lineStart.x - lineEnd.x) +
(lineStart.y - lineEnd.y) * (lineStart.y - lineEnd.y)));
float dot = vector1X * vector2X + vector1Y * vector2Y;
if (dot <= 0)
return lineStart;
if (dot >= distance)
return lineEnd;
Vertex vector3(static_cast<int>(vector2X * dot + 0.5f), static_cast<int>(vector2Y * dot + 0.5f));
return lineStart + vector3;
}
// Line of Sight
bool Region::isLineOfSight(const Vertex &a, const Vertex &b) const {
BS_ASSERT(_polygons.size());
// The line must be within the contour polygon, and outside of any hole polygons
Common::Array<Polygon>::const_iterator iter = _polygons.begin();
if (!(*iter).isLineInterior(a, b)) return false;
for (iter++; iter != _polygons.end(); iter++)
if (!(*iter).isLineExterior(a, b)) return false;
return true;
}
// Persistence
bool Region::persist(OutputPersistenceBlock &writer) {
bool Result = true;
writer.write(static_cast<uint>(_type));
writer.write(_valid);
writer.write(_position.x);
writer.write(_position.y);
writer.write(_polygons.size());
Common::Array<Polygon>::iterator It = _polygons.begin();
while (It != _polygons.end()) {
Result &= It->persist(writer);
++It;
}
writer.write(_boundingBox.left);
writer.write(_boundingBox.top);
writer.write(_boundingBox.right);
writer.write(_boundingBox.bottom);
return Result;
}
bool Region::unpersist(InputPersistenceBlock &reader) {
reader.read(_valid);
reader.read(_position.x);
reader.read(_position.y);
_polygons.clear();
uint PolygonCount;
reader.read(PolygonCount);
for (uint i = 0; i < PolygonCount; ++i) {
_polygons.push_back(Polygon(reader));
}
reader.read(_boundingBox.left);
reader.read(_boundingBox.top);
reader.read(_boundingBox.right);
reader.read(_boundingBox.bottom);
return reader.isGood();
}
Vertex Region::getCentroid() const {
if (_polygons.size() > 0)
return _polygons[0].getCentroid();
return
Vertex();
}
} // End of namespace Sword25