Model2D.cpp 46 KB

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  1. #include "Model2D.h"
  2. #include "Textur2D.h"
  3. #include "FrameworkMath.h"
  4. #include "Mat3.h"
  5. #include "MausEreignis.h"
  6. #include "Bild.h"
  7. using namespace Framework;
  8. // Inhalt der Model2DData Klasse aus Model2D.h
  9. // Konstruktor
  10. Model2DData::Model2DData()
  11. : polygons( 0 ),
  12. vListen( 0 ),
  13. minP( 0, 0 ),
  14. maxP( 0, 0 )
  15. {
  16. ref = 1;
  17. }
  18. // Destruktor
  19. Model2DData::~Model2DData()
  20. {
  21. if( polygons )
  22. {
  23. int anz = polygons->getEintragAnzahl();
  24. for( int i = 0; i < anz; i++ )
  25. {
  26. if( polygons->get( i ).name )
  27. polygons->get( i ).name->release();
  28. if( polygons->get( i ).tKordinaten )
  29. polygons->get( i ).tKordinaten->release();
  30. if( polygons->get( i ).vertex )
  31. polygons->get( i ).vertex->release();
  32. if( polygons->get( i ).schwerpunkt )
  33. delete polygons->get( i ).schwerpunkt;
  34. }
  35. polygons = polygons->release();
  36. }
  37. if( vListen )
  38. vListen->release();
  39. }
  40. // privat
  41. bool Model2DData::istPunktInnen( Vertex p, int polygonId ) const
  42. {
  43. if( p < minP || p > maxP || !polygons )
  44. return 0;
  45. int num = 0;
  46. for( auto *polygon = &polygons->getArray(); polygon && polygon->set; polygon = polygon->next, num++ )
  47. {
  48. if( polygonId >= 0 && num != polygonId )
  49. continue;
  50. int anz = polygon->var.vertex->getEintragAnzahl();
  51. int ola = outList.z( num )->getEintragAnzahl();
  52. bool c = 0;
  53. int j = anz - 1;
  54. for( int k = 0; k < ola; k++ )
  55. {
  56. Punkt out = outList.z( num )->get( k );
  57. if( out.x < out.y && j > out.x && j < out.y )
  58. j = out.x;
  59. if( out.x > out.y && ( j > out.x || j < out.y ) )
  60. j = out.x;
  61. }
  62. for( int i = 0; i < anz; i++ )
  63. {
  64. bool cont = 0;
  65. for( int k = 0; k < ola; k++ )
  66. {
  67. Punkt out = outList.z( num )->get( k );
  68. if( out.x < out.y && i > out.x && i < out.y )
  69. cont = 1;
  70. if( out.x > out.y && ( i > out.x || i < out.y ) )
  71. cont = 1;
  72. }
  73. if( cont )
  74. continue;
  75. Vertex a = polygon->var.vertex->get( i );
  76. Vertex b = polygon->var.vertex->get( j );
  77. if( ( ( a.y >= p.y ) != ( b.y >= p.y ) ) && ( p.x <= ( b.x - a.x ) * ( p.y - a.y ) / (float)( b.y - a.y ) + a.x ) )
  78. c = !c;
  79. j = i;
  80. }
  81. if( c )
  82. return 1;
  83. }
  84. return 0;
  85. }
  86. bool Model2DData::istLinieInnen( Vertex a, Vertex b, int polygonId ) const
  87. {
  88. if( !polygons )
  89. return 0;
  90. int pAnz = polygons->getEintragAnzahl();
  91. for( int p = 0; p < pAnz; p++ )
  92. {
  93. if( polygonId >= 0 && p != polygonId )
  94. continue;
  95. int ola = outList.z( p )->getEintragAnzahl();
  96. int anz = polygons->get( p ).vertex->getEintragAnzahl();
  97. int j = anz - 1;
  98. for( int k = 0; k < ola; k++ )
  99. {
  100. Punkt out = outList.z( p )->get( k );
  101. if( out.x < out.y && j > out.x && j < out.y )
  102. j = out.x;
  103. if( out.x > out.y && ( j > out.x || j < out.y ) )
  104. j = out.x;
  105. }
  106. for( int i = 0; i < anz; i++ )
  107. {
  108. bool cont = 0;
  109. for( int k = 0; k < ola; k++ )
  110. {
  111. Punkt out = outList.z( p )->get( k );
  112. if( out.x < out.y && i > out.x && i < out.y )
  113. cont = 1;
  114. if( out.x > out.y && ( i > out.x || i < out.y ) )
  115. cont = 1;
  116. }
  117. if( cont )
  118. continue;
  119. Punkt va = polygons->get( p ).vertex->get( i );
  120. Punkt vb = polygons->get( p ).vertex->get( j );
  121. if( (Punkt)a == va && (Punkt)b == vb )
  122. return 1;
  123. if( (Punkt)a == vb && (Punkt)b == va )
  124. return 1;
  125. j = i;
  126. }
  127. Vertex len = b - a;
  128. Vertex speed( len.x > 0 ? 1 : -1.f, len.y > 0 ? 1 : -1.f );
  129. int mLen = 0;
  130. if( fabs( len.x ) > fabs( len.y ) )
  131. {
  132. mLen = (int)fabs( len.x );
  133. speed.y = len.y / (float)fabs( len.x );
  134. }
  135. else
  136. {
  137. mLen = (int)fabs( len.y );
  138. speed.x = len.x / (float)fabs( len.y );
  139. }
  140. int i = 1;
  141. bool inside = 1;
  142. for( Vertex vp = speed + a; (Punkt)vp != (Punkt)( b - speed ) && inside && i < mLen - 1; vp += speed, i++ )
  143. inside &= istPunktInnen( vp, p );
  144. if( inside )
  145. return 1;
  146. }
  147. return 0;
  148. }
  149. // nicht constant
  150. bool Model2DData::erstelleModell( Array< Polygon2D > *polygons )
  151. {
  152. removeModell();
  153. if( !polygons || !polygons->getEintragAnzahl() )
  154. {
  155. this->polygons = polygons;
  156. vListen = new RCArray< RCArray< DreieckListe< Vertex > > >();
  157. return 1;
  158. }
  159. this->polygons = polygons;
  160. int pAnz = polygons->getEintragAnzahl();
  161. vListen = new RCArray< RCArray< DreieckListe< Vertex > > >();
  162. for( int p = 0; p < pAnz; p++ )
  163. {
  164. Polygon2D pg = polygons->get( p );
  165. if( !pg.vertex || pg.vertex->getEintragAnzahl() < 3 )
  166. continue;
  167. vListen->add( new RCArray< DreieckListe< Vertex > >() );
  168. outList.set( new Array< Punkt >, p );
  169. int vAnz = pg.vertex->getEintragAnzahl();
  170. bool textur = pg.tKordinaten != 0;
  171. for( int i = 0; i < vAnz && textur; i++ )
  172. textur &= pg.tKordinaten->hat( i );
  173. for( int i = 0; i < vAnz; i++ )
  174. {
  175. if( maxP.x < fabs( pg.vertex->get( i ).x ) )
  176. {
  177. maxP.x = abs( (int)pg.vertex->get( i ).x ) + 1;
  178. maxP.y = abs( (int)pg.vertex->get( i ).x ) + 1;
  179. }
  180. if( maxP.y < fabs( pg.vertex->get( i ).y ) )
  181. {
  182. maxP.x = abs( (int)pg.vertex->get( i ).y ) + 1;
  183. maxP.y = abs( (int)pg.vertex->get( i ).y ) + 1;
  184. }
  185. }
  186. minP = -maxP;
  187. if( !textur )
  188. {
  189. if( pg.tKordinaten )
  190. pg.tKordinaten->leeren();
  191. }
  192. RCArray< RCArray< DreieckListe< Vertex > > > lists;
  193. int lauf = 0;
  194. while( 1 )
  195. {
  196. lists.set( new RCArray< DreieckListe< Vertex > >(), lauf );
  197. outList.z( p )->set( Punkt( 0, 0 ), lauf );
  198. bool fertig = 0;
  199. Vertex a;
  200. Vertex b;
  201. Array< Punkt > tmpOutList;
  202. for( int i = 0; i < vAnz; i++ )
  203. {
  204. bool cont = 0;
  205. int vorher = i - 1;
  206. int nachher = i + 1;
  207. if( nachher >= vAnz )
  208. nachher = 0;
  209. if( vorher < 0 )
  210. vorher = vAnz - 1;
  211. int ola = outList.z( p )->getEintragAnzahl();
  212. for( int j = 0; j < ola; j++ )
  213. {
  214. Punkt out = outList.z( p )->get( j );
  215. if( out.x < out.y )
  216. {
  217. if( nachher > out.x && nachher < out.y )
  218. nachher = out.y;
  219. if( vorher > out.x && vorher < out.y )
  220. vorher = out.x;
  221. }
  222. if( out.x > out.y )
  223. {
  224. if( nachher > out.x || nachher < out.y )
  225. nachher = out.y;
  226. if( vorher > out.x || vorher < out.y )
  227. vorher = out.x;
  228. }
  229. if( out.x < out.y && i > out.x && i < out.y )
  230. cont = 1;
  231. if( out.x > out.y && ( i > out.x || i < out.y ) )
  232. cont = 1;
  233. }
  234. if( cont )
  235. continue;
  236. if( vorher < 0 )
  237. a = pg.vertex->get( vAnz + vorher );
  238. else
  239. a = pg.vertex->get( vorher );
  240. if( nachher > vAnz - 1 )
  241. b = pg.vertex->get( nachher - vAnz + 1 );
  242. else
  243. b = pg.vertex->get( nachher );
  244. if( istLinieInnen( a, b, p ) )
  245. {
  246. DreieckListe< Vertex > *lowL = new DreieckListe< Vertex >();
  247. DreieckListe< Vertex > *heightL = new DreieckListe< Vertex >();
  248. lowL->addPunkt( new Vertex( pg.vertex->get( i ) ), textur ? new Vertex( pg.tKordinaten->get( i ) ) : 0 );
  249. heightL->addPunkt( new Vertex( pg.vertex->get( i ) ), textur ? new Vertex( pg.tKordinaten->get( i ) ) : 0 );
  250. int height = i + 1;
  251. int low = i - 1;
  252. Punkt outL( 0, 0 );
  253. Punkt outH( 0, 0 );
  254. for( int k = 0; k < 2; k++ )
  255. {
  256. bool lowp = !k;
  257. while( 1 )
  258. {
  259. if( height >= vAnz )
  260. height = 0;
  261. if( low < 0 )
  262. low = vAnz - 1;
  263. for( int j = 0; j <= lauf; j++ )
  264. {
  265. Punkt out = outList.z( p )->get( j );
  266. if( out.x < out.y )
  267. {
  268. if( height > out.x && height < out.y )
  269. height = out.y;
  270. if( low > out.x && low < out.y )
  271. low = out.x;
  272. }
  273. if( out.x > out.y )
  274. {
  275. if( height > out.x || height < out.y )
  276. height = out.y;
  277. if( low > out.x || low < out.y )
  278. low = out.x;
  279. }
  280. }
  281. Vertex a = pg.vertex->get( height );
  282. Vertex b = pg.vertex->get( low );
  283. if( low == height )
  284. {
  285. fertig = 1;
  286. outList.z( p )->set( Punkt( 0, 0 ), lauf );
  287. if( !k )
  288. lowL->addPunkt( new Vertex( b ), textur ? new Vertex( pg.tKordinaten->get( low ) ) : 0 );
  289. else
  290. heightL->addPunkt( new Vertex( b ), textur ? new Vertex( pg.tKordinaten->get( low ) ) : 0 );
  291. break;
  292. }
  293. bool inside = istLinieInnen( a, b, p );
  294. if( inside )
  295. {
  296. if( !k )
  297. outL = Punkt( low, height );
  298. else
  299. outH = Punkt( low, height );
  300. outList.z( p )->set( Punkt( low, height ), lauf );
  301. }
  302. if( lowp )
  303. {
  304. if( !k )
  305. lowL->addPunkt( new Vertex( b ), textur ? new Vertex( pg.tKordinaten->get( low ) ) : 0 );
  306. else
  307. heightL->addPunkt( new Vertex( b ), textur ? new Vertex( pg.tKordinaten->get( low ) ) : 0 );
  308. low--;
  309. }
  310. else
  311. {
  312. if( !k )
  313. lowL->addPunkt( new Vertex( a ), textur ? new Vertex( pg.tKordinaten->get( height ) ) : 0 );
  314. else
  315. heightL->addPunkt( new Vertex( a ), textur ? new Vertex( pg.tKordinaten->get( height ) ) : 0 );
  316. height++;
  317. }
  318. lowp = !lowp;
  319. if( !inside )
  320. {
  321. height = i + 1;
  322. low = i - 1;
  323. outList.z( p )->set( Punkt( 0, 0 ), lauf );
  324. break;
  325. }
  326. }
  327. if( fertig )
  328. break;
  329. }
  330. if( lowL->getDreieckAnzahl() > heightL->getDreieckAnzahl() )
  331. {
  332. lists.z( lauf )->set( lowL, i );
  333. tmpOutList.set( outL, i );
  334. heightL->release();
  335. }
  336. else
  337. {
  338. lists.z( lauf )->set( heightL, i );
  339. tmpOutList.set( outH, i );
  340. lowL->release();
  341. }
  342. }
  343. else
  344. lists.z( lauf )->set( new DreieckListe< Vertex >(), i );
  345. if( fertig )
  346. break;
  347. }
  348. int maxP = -1;
  349. int max = 0;
  350. for( int i = 0; i < vAnz; i++ )
  351. {
  352. if( lists.z( lauf )->z( i ) && lists.z( lauf )->z( i )->getDreieckAnzahl() > max )
  353. {
  354. max = lists.z( lauf )->z( i )->getDreieckAnzahl();
  355. maxP = i;
  356. }
  357. }
  358. if( !max || maxP < 0 )
  359. break;
  360. vListen->z( p )->add( lists.z( lauf )->get( maxP ) );
  361. outList.z( p )->set( tmpOutList.get( maxP ), lauf );
  362. if( fertig )
  363. break;
  364. lauf++;
  365. }
  366. outList.z( p )->leeren();
  367. }
  368. return 1;
  369. }
  370. void Model2DData::removeModell() // setzt die Vertex daten zurück
  371. {
  372. if( polygons )
  373. {
  374. int anz = polygons->getEintragAnzahl();
  375. for( int i = 0; i < anz; i++ )
  376. {
  377. if( polygons->get( i ).name )
  378. polygons->get( i ).name->release();
  379. if( polygons->get( i ).tKordinaten )
  380. polygons->get( i ).tKordinaten->release();
  381. if( polygons->get( i ).vertex )
  382. polygons->get( i ).vertex->release();
  383. if( polygons->get( i ).schwerpunkt )
  384. delete polygons->get( i ).schwerpunkt;
  385. }
  386. polygons = polygons->release();
  387. }
  388. if( vListen )
  389. vListen = vListen->release();
  390. outList.leeren();
  391. minP = Punkt( 0, 0 );
  392. maxP = Punkt( 0, 0 );
  393. }
  394. bool Model2DData::calcHitPoint( Vertex pos, Vertex dir, const char *polygonName, Vertex &hitpoint, Vertex &moveSpeed, float &rotSpeed ) const
  395. {
  396. bool ret = 0;
  397. for( auto *polygon = &polygons->getArray(); polygon && polygon->set; polygon = polygon->next )
  398. {
  399. if( polygon->var.name->istGleich( polygonName ) )
  400. {
  401. int anz = polygon->var.vertex->getEintragAnzahl();
  402. for( int i = 0; i < anz; i++ )
  403. {
  404. Vertex a = polygon->var.vertex->get( i );
  405. Vertex b = polygon->var.vertex->get( ( i + 1 ) % anz );
  406. b -= a;
  407. float offset = 0;
  408. if( dir.y != 0 && dir.x != 0 )
  409. offset = ( ( a.y - pos.y ) / dir.y - ( a.x - pos.x ) / dir.x ) / ( b.x / dir.x - b.y / dir.y ); // solve hitpoint equasion
  410. else if( dir.y == 0 )
  411. offset = ( pos.y - a.y ) / b.y;
  412. else if( dir.x == 0 )
  413. offset = ( pos.x - a.x ) / b.x;
  414. Vertex point = a + ( b * offset );
  415. if( offset >= 0 && offset <= 1 )
  416. {
  417. float f = ( point.x - pos.x ) / dir.x;
  418. if( !dir.x )
  419. f = ( point.y - pos.y ) / dir.y;
  420. if( ( !ret || ( hitpoint - pos ).getLengthSq() > ( point - pos ).getLengthSq() ) && f > 0 )
  421. {
  422. Vertex normal = b.CW90().normalize();
  423. Vertex kNorm = Vertex( dir ).normalize();
  424. moveSpeed = normal * ( normal * kNorm ) * dir.getLength();
  425. normal = ( point - *polygon->var.schwerpunkt ).CW90().normalize();
  426. Vertex rotKraft = normal * ( normal * kNorm ) * dir.getLength();
  427. rotSpeed = ( (float)sqrt( rotKraft.getLength() * ( point - *polygon->var.schwerpunkt ).getLength() ) / 180.f ) * 3.14f * ( normal * kNorm );
  428. hitpoint = point;
  429. }
  430. ret = 1;
  431. }
  432. }
  433. }
  434. }
  435. return ret;
  436. }
  437. bool Model2DData::split( Vertex pos, Vertex dir, char *polygonName, Polygon2D &partA, Polygon2D &partB, Punkt &posA, Punkt &posB, std::function< double() > random ) const
  438. {
  439. Vertex originalDir = dir;
  440. bool ret = 0;
  441. int num = 0;
  442. for( auto *polygon = &polygons->getArray(); polygon && polygon->set; polygon = polygon->next, num++ )
  443. {
  444. if( polygon->var.name->istGleich( polygonName ) )
  445. {
  446. while( istPunktInnen( pos, num ) )
  447. {
  448. pos -= dir;
  449. }
  450. int anz = polygon->var.vertex->getEintragAnzahl();
  451. Vertex startPoint;
  452. Vertex texturSP;
  453. int leftI = 0;
  454. int rightI = 0;
  455. Vertex txtChpPix( 0, 0 );
  456. for( int i = 0; i < anz; i++ )
  457. {
  458. Vertex a = polygon->var.vertex->get( i );
  459. Vertex b = polygon->var.vertex->get( ( i + 1 ) % anz );
  460. b -= a;
  461. if( ( txtChpPix.x == 0 || txtChpPix.y == 0 ) && b.x != 0 && b.y != 0 )
  462. {
  463. Vertex ta = polygon->var.tKordinaten->get( i );
  464. Vertex tb = polygon->var.tKordinaten->get( ( i + 1 ) % anz );
  465. tb -= ta;
  466. txtChpPix = Vertex( tb.x / b.x, tb.y / b.y );
  467. }
  468. float offset = 0;
  469. if( dir.y != 0 && dir.x != 0 )
  470. offset = ( ( a.y - pos.y ) / dir.y - ( a.x - pos.x ) / dir.x ) / ( b.x / dir.x - b.y / dir.y ); // solve hitpoint equasion
  471. else if( dir.y == 0 )
  472. offset = ( pos.y - a.y ) / b.y;
  473. else if( dir.x == 0 )
  474. offset = ( pos.x - a.x ) / b.x;
  475. Vertex point = a + ( b * offset );
  476. if( offset >= 0 && offset <= 1 )
  477. {
  478. if( !ret || ( startPoint - pos ).getLengthSq() > ( point - pos ).getLengthSq() )
  479. {
  480. leftI = i;
  481. rightI = ( i + 1 ) % anz;
  482. startPoint = point;
  483. texturSP = polygon->var.tKordinaten->get( i ) + ( polygon->var.tKordinaten->get( ( i + 1 ) % anz ) - polygon->var.tKordinaten->get( i ) ) * offset;
  484. }
  485. ret = 1;
  486. }
  487. }
  488. if( ret )
  489. {
  490. partA.transparent = polygon->var.transparent;
  491. partA.schwerpunkt = new Vertex( 0, 0 );
  492. partA.tKordinaten = new Array< Vertex >();
  493. partA.name = new Text( polygon->var.name->getText() );
  494. partA.vertex = new Array< Vertex >();
  495. partB.transparent = polygon->var.transparent;
  496. partB.schwerpunkt = new Vertex( 0, 0 );
  497. partB.tKordinaten = new Array< Vertex >();
  498. partB.name = new Text( polygon->var.name->getText() );
  499. partB.vertex = new Array< Vertex >();
  500. *partA.schwerpunkt += startPoint;
  501. *partB.schwerpunkt += startPoint;
  502. partA.vertex->add( startPoint );
  503. partB.vertex->add( startPoint );
  504. partA.tKordinaten->add( texturSP );
  505. partB.tKordinaten->add( texturSP );
  506. int leftIE = 0;
  507. int rightIE = 0;
  508. while( 1 )
  509. {
  510. pos = startPoint;
  511. Vertex next = startPoint + dir;
  512. Vertex nextT = texturSP + Vertex( dir.x * txtChpPix.x, dir.y * txtChpPix.y );
  513. ret = 0;
  514. bool needOne = !istPunktInnen( next );
  515. int bestI = -1;
  516. float bo1 = 1000;
  517. float bo2 = 1000;
  518. for( int i = 0; i < anz; i++ )
  519. {
  520. if( i == leftI )
  521. continue;
  522. Vertex a = polygon->var.vertex->get( i );
  523. Vertex b = polygon->var.vertex->get( ( i + 1 ) % anz );
  524. b -= a;
  525. float offset1 = 0;
  526. if( dir.y != 0 && dir.x != 0 )
  527. offset1 = ( ( a.y - pos.y ) / dir.y - ( a.x - pos.x ) / dir.x ) / ( b.x / dir.x - b.y / dir.y ); // solve hitpoint equasion
  528. else if( dir.y == 0 )
  529. offset1 = ( pos.y - a.y ) / b.y;
  530. else if( dir.x == 0 )
  531. offset1 = ( pos.x - a.x ) / b.x;
  532. Vertex point = a + ( b * offset1 );
  533. float offset2 = 0;
  534. if( dir.x != 0 )
  535. offset2 = ( point.x - pos.x ) / dir.x;
  536. else
  537. offset2 = ( point.y - pos.y ) / dir.y;
  538. if( needOne && MIN( abs( bo1 ), abs( bo1 - 1 ) ) + MIN( abs( bo2 ), bo2 - 1 ) > MIN( abs( offset1 ), abs( offset1 - 1 ) ) + MIN( abs( offset2 ), abs( offset2 - 1 ) ) )
  539. {
  540. bo1 = offset1;
  541. bo2 = offset2;
  542. bestI = i;
  543. }
  544. if( offset1 >= 0 && offset1 <= 1 && offset2 >= 0 && offset2 <= 1 )
  545. {
  546. if( !ret || ( startPoint - pos ).getLengthSq() > ( point - pos ).getLengthSq() )
  547. {
  548. leftIE = i;
  549. rightIE = ( i + 1 ) % anz;
  550. startPoint = point;
  551. texturSP = polygon->var.tKordinaten->get( i ) + ( polygon->var.tKordinaten->get( ( i + 1 ) % anz ) - polygon->var.tKordinaten->get( i ) ) * offset1;
  552. }
  553. ret = 1;
  554. }
  555. }
  556. if( needOne && !ret )
  557. {
  558. Vertex a = polygon->var.vertex->get( bestI );
  559. Vertex b = polygon->var.vertex->get( ( bestI + 1 ) % anz );
  560. b -= a;
  561. leftIE = bestI;
  562. rightIE = ( bestI + 1 ) % anz;
  563. startPoint = a + ( b * bo1 );
  564. texturSP = polygon->var.tKordinaten->get( bestI ) + ( polygon->var.tKordinaten->get( ( bestI + 1 ) % anz ) - polygon->var.tKordinaten->get( bestI ) ) * bo1;
  565. ret = 1;
  566. }
  567. if( ret )
  568. break;
  569. *partA.schwerpunkt += next;
  570. *partB.schwerpunkt += next;
  571. partA.vertex->add( next );
  572. partB.vertex->add( next );
  573. partA.tKordinaten->add( nextT );
  574. partB.tKordinaten->add( nextT );
  575. startPoint = next;
  576. texturSP = nextT;
  577. dir = originalDir.rotation( (float)(random() - 0.5) );
  578. }
  579. *partA.schwerpunkt += startPoint;
  580. *partB.schwerpunkt += startPoint;
  581. partA.vertex->add( startPoint );
  582. partB.vertex->add( startPoint );
  583. partA.tKordinaten->add( texturSP );
  584. partB.tKordinaten->add( texturSP );
  585. for( int i = rightIE; i != leftI; i++ )
  586. {
  587. i = i % anz;
  588. if( i == leftI )
  589. break;
  590. *partA.schwerpunkt += polygon->var.vertex->get( i );
  591. partA.vertex->add( polygon->var.vertex->get( i ) );
  592. partA.tKordinaten->add( polygon->var.tKordinaten->get( i ) );
  593. }
  594. *partA.schwerpunkt += polygon->var.vertex->get( leftI );
  595. partA.vertex->add( polygon->var.vertex->get( leftI ) );
  596. partA.tKordinaten->add( polygon->var.tKordinaten->get( leftI ) );
  597. for( int i = leftIE; i != rightI; i-- )
  598. {
  599. if( i < 0 )
  600. i += anz;
  601. if( i == rightI )
  602. break;
  603. *partB.schwerpunkt += polygon->var.vertex->get( i );
  604. partB.vertex->add( polygon->var.vertex->get( i ) );
  605. partB.tKordinaten->add( polygon->var.tKordinaten->get( i ) );
  606. }
  607. *partB.schwerpunkt += polygon->var.vertex->get( rightI );
  608. partB.vertex->add( polygon->var.vertex->get( rightI ) );
  609. partB.tKordinaten->add( polygon->var.tKordinaten->get( rightI ) );
  610. *partA.schwerpunkt /= (float)partA.vertex->getEintragAnzahl();
  611. *partB.schwerpunkt /= (float)partB.vertex->getEintragAnzahl();
  612. posA = (Punkt)*partA.schwerpunkt;
  613. posB = (Punkt)*partB.schwerpunkt;
  614. for( int i = 0; i < partA.vertex->getEintragAnzahl(); i++ )
  615. partA.vertex->set( partA.vertex->get( i ) - *partA.schwerpunkt, i );
  616. for( int i = 0; i < partB.vertex->getEintragAnzahl(); i++ )
  617. partB.vertex->set( partB.vertex->get( i ) - *partB.schwerpunkt, i );
  618. *partA.schwerpunkt = Vertex( 0, 0 );
  619. *partB.schwerpunkt = Vertex( 0, 0 );
  620. }
  621. }
  622. }
  623. return ret;
  624. }
  625. float Model2DData::getMasse() const
  626. {
  627. float m = 0;
  628. for( auto p = polygons->getArray(); p.set; p++ )
  629. {
  630. if( p.var.transparent )
  631. continue;
  632. int anz = p.var.vertex->getEintragAnzahl();
  633. if( anz < 3 )
  634. continue;
  635. Vertex p1 = p.var.vertex->get( anz - 1 );
  636. Vertex p2 = p.var.vertex->get( 0 );
  637. m += ( p1.y + p2.y ) * ( p1.x - p2.x );
  638. for( int i = 1; i < anz; i++ )
  639. {
  640. p1 = p.var.vertex->get( i - 1 );
  641. p2 = p.var.vertex->get( i );
  642. m += 0.5f * ( p1.y + p2.y ) * ( p1.x - p2.x );
  643. }
  644. }
  645. m *= 0.5f;
  646. return m;
  647. }
  648. // Reference Counting
  649. Model2DData *Model2DData::getThis()
  650. {
  651. ref++;
  652. return this;
  653. }
  654. Model2DData *Model2DData::release()
  655. {
  656. ref--;
  657. if( !ref )
  658. delete this;
  659. return 0;
  660. }
  661. // Inhalt der Model2D Klasse aus Model2D.h
  662. // Konstruktor
  663. Model2DObject::Model2DObject()
  664. : Object2D()
  665. {
  666. rData = 0;
  667. textur = new RCArray< Textur2D >;
  668. ref = 1;
  669. }
  670. // Destruktor
  671. Model2DObject::~Model2DObject()
  672. {
  673. if( rData )
  674. rData->release();
  675. textur->release();
  676. }
  677. // nicht constant
  678. void Model2DObject::setModel( Model2DData *mdl )
  679. {
  680. if( rData )
  681. rData->release();
  682. rData = mdl;
  683. }
  684. void Model2DObject::setTextur( Textur2D *t )
  685. {
  686. int index = 0;
  687. if( rData )
  688. {
  689. for( auto i = rData->polygons->getArray(); i.set; i++ )
  690. textur->set( t->getThis(), index++ );
  691. }
  692. t->release();
  693. }
  694. void Model2DObject::impuls( Vertex start, Vertex speed )
  695. {
  696. start = getObjectPos( start );
  697. speed = getObjectDir( speed );
  698. if( rData )
  699. {
  700. Vertex resSpeed;
  701. float resRotSpeed = 0;
  702. Vertex hp;
  703. Vertex mSpeed;
  704. float rSpeed;
  705. float dist = INFINITY;
  706. for( auto p = rData->polygons->getArray(); p.set; p++ )
  707. {
  708. if( !p.var.transparent && rData->calcHitPoint( start, speed, p.var.name->getText(), hp, mSpeed, rSpeed ) )
  709. {
  710. float f = ( hp.x - start.x ) / speed.x;
  711. if( !speed.x )
  712. f = ( hp.y - start.y ) / speed.y;
  713. if( ( hp - start ).getLengthSq() < dist && f > 0 )
  714. {
  715. resSpeed = mSpeed.rotation( rotation );
  716. resRotSpeed = rSpeed;
  717. dist = ( hp - start ).getLengthSq();
  718. }
  719. }
  720. }
  721. // TODO schleife über alle polygone und translation von start und speed in Object koordinaten
  722. if( dist < INFINITY )
  723. {
  724. this->speed += resSpeed;
  725. this->rSpeed += resRotSpeed;
  726. }
  727. }
  728. }
  729. void Model2DObject::setTextur( Textur2D *t, const char *polygonName )
  730. {
  731. int index = 0;
  732. for( auto i = rData->polygons->getArray(); i.set; i++, index++ )
  733. {
  734. if( i.var.name->istGleich( polygonName ) )
  735. textur->set( t->getThis(), index );
  736. }
  737. t->release();
  738. }
  739. void Model2DObject::render( Mat3< float > &kamMat, Bild &zRObj )
  740. {
  741. if( !rData || !rData->polygons || !textur )
  742. return;
  743. int num = 0;
  744. for( auto *p = &rData->vListen->getArray(); p && p->set; p = p->next, num++ )
  745. {
  746. Mat3< float > mat = kamMat * getObjectMatrix();
  747. if( textur->z( num ) )
  748. {
  749. Bild *txt = textur->z( num )->zTextur();
  750. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  751. {
  752. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  753. {
  754. Vertex a = mat * *j->var->punkt;
  755. Vertex b = mat * *j->next->var->punkt;
  756. Vertex c = mat * *j->next->next->var->punkt;
  757. Punkt ta = (Punkt)Vertex( j->var->textur->x * (float)txt->getBreite(), j->var->textur->y * (float)txt->getHeight() );
  758. Punkt tb = (Punkt)Vertex( j->next->var->textur->x * (float)txt->getBreite(), j->next->var->textur->y * (float)txt->getHeight() );
  759. Punkt tc = (Punkt)Vertex( j->next->next->var->textur->x * (float)txt->getBreite(), j->next->next->var->textur->y * (float)txt->getHeight() );
  760. zRObj.drawDreieckTexturAlpha( a, b, c, ta, tb, tc, *txt );
  761. }
  762. }
  763. }
  764. }
  765. }
  766. // constant
  767. bool Model2DObject::istPunktInnen( Vertex p ) const
  768. {
  769. if( !rData )
  770. return 0;
  771. p -= position;
  772. if( p < Mat3< float >::scaling( size ) * rData->minP || p > Mat3< float >::scaling( size ) * rData->maxP || !rData->polygons )
  773. return 0;
  774. int num = 0;
  775. for( auto *polygon = &rData->polygons->getArray(); polygon && polygon->set; polygon = polygon->next, num++ )
  776. {
  777. if( polygon->var.transparent )
  778. continue;
  779. Mat3< float > mat = Mat3< float >::rotation( rotation ) * Mat3< float >::scaling( size );
  780. int anz = polygon->var.vertex->getEintragAnzahl();
  781. bool c = 0;
  782. int j = anz - 1;
  783. for( int i = 0; i < anz; i++ )
  784. {
  785. Vertex a = mat * polygon->var.vertex->get( i );
  786. Vertex b = mat * polygon->var.vertex->get( j );
  787. if( ( ( a.y >= p.y ) != ( b.y >= p.y ) ) && ( p.x <= ( b.x - a.x ) * ( p.y - a.y ) / (float)( b.y - a.y ) + a.x ) )
  788. c = !c;
  789. j = i;
  790. }
  791. if( c )
  792. return 1;
  793. }
  794. return 0;
  795. }
  796. bool Model2DObject::istLinieInnen( Vertex a, Vertex b ) const
  797. {
  798. if( !rData || !rData->polygons )
  799. return 0;
  800. int pAnz = rData->polygons->getEintragAnzahl();
  801. for( int p = 0; p < pAnz; p++ )
  802. {
  803. if( rData->polygons->get( p ).transparent )
  804. continue;
  805. Mat3< float > mat = Mat3< float >::rotation( rotation ) * Mat3< float >::scaling( size );
  806. int anz = rData->polygons->get( p ).vertex->getEintragAnzahl();
  807. int j = anz - 1;
  808. for( int i = 0; i < anz; i++ )
  809. {
  810. Punkt va = mat * rData->polygons->get( p ).vertex->get( i );
  811. Punkt vb = mat * rData->polygons->get( p ).vertex->get( j );
  812. if( (Punkt)a == position + va && (Punkt)b == position + vb )
  813. return 1;
  814. if( (Punkt)a == position + vb && (Punkt)b == position + va )
  815. return 1;
  816. j = i;
  817. }
  818. Vertex len = b - a;
  819. Vertex speed( len.x > 0 ? 1 : -1.f, len.y > 0 ? 1 : -1.f );
  820. int mLen = 0;
  821. if( fabs( len.x ) > fabs( len.y ) )
  822. {
  823. mLen = (int)fabs( len.x );
  824. speed.y = len.y / (float)fabs( len.x );
  825. }
  826. else
  827. {
  828. mLen = (int)fabs( len.y );
  829. speed.x = len.x / (float)fabs( len.y );
  830. }
  831. int i = 1;
  832. bool inside = 1;
  833. for( Vertex vp = speed + a; (Punkt)vp != (Punkt)( b - speed ) && inside && i < mLen - 1; vp += speed, i++ )
  834. inside &= istPunktInnen( vp );
  835. if( inside )
  836. return 1;
  837. }
  838. return 0;
  839. }
  840. bool Model2DObject::istModelInnen( const Object2D *zObj, Vertex *sp, bool end ) const
  841. {
  842. if( !end )
  843. {
  844. if( !getBoundingBox().collidesWith( zObj->getBoundingBox() ) )
  845. return 0;
  846. }
  847. Mat3< float > mat = getObjectMatrix();
  848. for( auto *polygon = &rData->polygons->getArray(); polygon && polygon->set; polygon = polygon->next )
  849. {
  850. if( polygon->var.transparent )
  851. continue;
  852. int anz = polygon->var.vertex->getEintragAnzahl();
  853. for( int i = 0; i < anz; i++ )
  854. {
  855. if( zObj->istPunktInnen( mat * polygon->var.vertex->get( i ) ) )
  856. {
  857. if( sp )
  858. *sp = mat * polygon->var.vertex->get( i );
  859. return 1;
  860. }
  861. }
  862. }
  863. if( end )
  864. return 0;
  865. return zObj->istModelInnen( this, sp, 1 );
  866. }
  867. Rect2< float > Model2DObject::getBoundingBox() const
  868. {
  869. if( rData )
  870. return Rect2< float >{ (Vertex)rData->minP * size + position, (Vertex)rData->maxP * size + position };
  871. return Rect2< float >();
  872. }
  873. bool Model2DObject::calcHitPoint( Vertex pos, Vertex dir, Vertex &hitpoint ) const
  874. {
  875. pos = getObjectPos( pos );
  876. dir = getObjectDir( dir );
  877. Vertex ms;
  878. Vertex hp;
  879. float rs;
  880. float dist = INFINITY;
  881. if( rData )
  882. {
  883. for( auto p = rData->polygons->getArray(); p.set; p++ )
  884. {
  885. if( !p.var.transparent && rData->calcHitPoint( pos, dir, p.var.name->getText(), hp, ms, rs ) )
  886. {
  887. float f = ( hp.x - pos.x ) / dir.x;
  888. if( !speed.x )
  889. f = ( hp.y - pos.y ) / dir.y;
  890. if( ( hp - pos ).getLengthSq() < dist && f > 0 )
  891. {
  892. hitpoint = getObjectMatrix() * hp;
  893. dist = ( hp - pos ).getLengthSq();
  894. }
  895. }
  896. }
  897. if( dist < INFINITY )
  898. return 1;
  899. }
  900. return 0;
  901. }
  902. float Model2DObject::getLuftWiederstand() const
  903. {
  904. if( !rData )
  905. return 0;
  906. float angle = speed.angle( Vertex( 1, 0 ) );
  907. float faktor = -1;
  908. if( getDrehung() > PI )
  909. faktor = -faktor;
  910. if( getDrehung() < -PI )
  911. faktor = -faktor;
  912. Mat3< float > m = Mat3< float >::rotation( rotation + faktor * angle ) * Mat3< float >::scaling( size );
  913. float yMin = INFINITY;
  914. float yMax = -INFINITY;
  915. for( auto p = rData->polygons->getArray(); p.set; p++ )
  916. {
  917. if( p.var.transparent )
  918. continue;
  919. for( auto point = p.var.vertex->getArray(); point.set; point++ )
  920. {
  921. Vertex v = m * point.var;
  922. if( v.y > yMax )
  923. yMax = v.y;
  924. if( v.y < yMin )
  925. yMin = v.y;
  926. }
  927. }
  928. if( yMin != INFINITY )
  929. {
  930. return yMax - yMin;
  931. }
  932. return 0;
  933. }
  934. float Model2DObject::getMasse() const
  935. {
  936. if( !rData )
  937. return 0;
  938. return rData->getMasse() * size * size;
  939. }
  940. Model2DData *Model2DObject::getModel() const
  941. {
  942. return rData ? rData->getThis() : 0;
  943. }
  944. Model2DData *Model2DObject::zModel() const
  945. {
  946. return rData;
  947. }
  948. // Inhalt der Model2D Klasse aus Model2D.h
  949. // Konstruktor
  950. Model2D::Model2D()
  951. : Zeichnung()
  952. {
  953. farbe = 0;
  954. style = 0;
  955. rData = 0;
  956. drehung = 0;
  957. size = 1;
  958. textur = new RCArray< Textur2D >;
  959. ref = 1;
  960. }
  961. // Destruktor
  962. Model2D::~Model2D()
  963. {
  964. if( rData )
  965. rData->release();
  966. textur->release();
  967. }
  968. // nicht constant
  969. void Model2D::setModel( Model2DData *mdl )
  970. {
  971. if( rData )
  972. rData->release();
  973. rData = mdl;
  974. }
  975. void Model2D::setDrehung( float drehung )
  976. {
  977. this->drehung = drehung;
  978. while( this->drehung > PI * 2 )
  979. this->drehung -= (float)PI * 2;
  980. while( this->drehung < 0 )
  981. this->drehung += (float)PI * 2;
  982. rend = 1;
  983. }
  984. void Model2D::addDrehung( float drehung )
  985. {
  986. this->drehung += drehung;
  987. while( this->drehung > PI * 2 )
  988. this->drehung -= (float)PI * 2;
  989. while( this->drehung < 0 )
  990. this->drehung += (float)PI * 2;
  991. rend = 1;
  992. }
  993. void Model2D::setSize( float size )
  994. {
  995. this->size = size;
  996. rend = 1;
  997. }
  998. void Model2D::addSize( float size )
  999. {
  1000. this->size += size;
  1001. rend = 1;
  1002. }
  1003. void Model2D::setTextur( Textur2D *t )
  1004. {
  1005. int index = 0;
  1006. if( rData )
  1007. {
  1008. for( auto i = rData->polygons->getArray(); i.set; i++ )
  1009. textur->set( t->getThis(), index++ );
  1010. }
  1011. t->release();
  1012. }
  1013. void Model2D::setTextur( Textur2D *t, const char *polygonName )
  1014. {
  1015. int index = 0;
  1016. for( auto i = rData->polygons->getArray(); i.set; i++, index++ )
  1017. {
  1018. if( i.var.name->istGleich( polygonName ) )
  1019. textur->set( t->getThis(), index );
  1020. }
  1021. t->release();
  1022. }
  1023. void Model2D::setFarbe( int f )
  1024. {
  1025. farbe = f;
  1026. rend = 1;
  1027. }
  1028. void Model2D::doMausEreignis( MausEreignis &me )
  1029. {
  1030. if( !mak || me.verarbeitet || !istPunktInnen( Punkt( me.mx, me.my ) ) )
  1031. return;
  1032. me.mx -= pos.x;
  1033. me.my -= pos.y;
  1034. mak( makParam, this, me );
  1035. me.mx += pos.x;
  1036. me.my += pos.y;
  1037. me.verarbeitet = 1;
  1038. }
  1039. bool Model2D::tick( double tickVal )
  1040. {
  1041. bool ret = rend;
  1042. rend = 0;
  1043. return ret;
  1044. }
  1045. void Model2D::render( Bild &zRObj )
  1046. {
  1047. if( !rData || hatStyleNicht( Model2D::Style::Sichtbar ) || !rData->polygons )
  1048. return;
  1049. Zeichnung::render( zRObj );
  1050. int num = 0;
  1051. for( auto *p = &rData->vListen->getArray(); p && p->set; p = p->next, num++ )
  1052. {
  1053. Mat3< float > mat = Mat3< float >::translation( pos ) * Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  1054. if( hatStyle( Model2D::Style::Textur ) )
  1055. {
  1056. if( !textur || !textur->z( num ) || !textur->z( num )->zTextur() || !rData->polygons->get( num ).tKordinaten )
  1057. {
  1058. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  1059. {
  1060. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  1061. {
  1062. Vertex a = mat * *j->var->punkt;
  1063. Vertex b = mat * *j->next->var->punkt;
  1064. Vertex c = mat * *j->next->next->var->punkt;
  1065. if( hatStyle( Model2D::Style::Alpha ) )
  1066. zRObj.drawDreieckAlpha( a, b, c, farbe );
  1067. else
  1068. zRObj.drawDreieck( a, b, c, farbe );
  1069. }
  1070. }
  1071. }
  1072. else
  1073. {
  1074. Bild *txt = textur->z( num )->zTextur();
  1075. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  1076. {
  1077. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  1078. {
  1079. Vertex a = mat * *j->var->punkt;
  1080. Vertex b = mat * *j->next->var->punkt;
  1081. Vertex c = mat * *j->next->next->var->punkt;
  1082. Punkt ta = (Punkt)Vertex( j->var->textur->x * (float)txt->getBreite(), j->var->textur->y * (float)txt->getHeight() );
  1083. Punkt tb = (Punkt)Vertex( j->next->var->textur->x * (float)txt->getBreite(), j->next->var->textur->y * (float)txt->getHeight() );
  1084. Punkt tc = (Punkt)Vertex( j->next->next->var->textur->x * (float)txt->getBreite(), j->next->next->var->textur->y * (float)txt->getHeight() );
  1085. if( hatStyle( Model2D::Style::Alpha ) )
  1086. zRObj.drawDreieckTexturAlpha( a, b, c, ta, tb, tc, *txt );
  1087. else
  1088. zRObj.drawDreieckTextur( a, b, c, ta, tb, tc, *txt );
  1089. }
  1090. }
  1091. }
  1092. }
  1093. if( hatStyle( Model2D::Style::Mesh ) )
  1094. {
  1095. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  1096. {
  1097. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  1098. {
  1099. Vertex a = mat * *j->var->punkt;
  1100. Vertex b = mat * *j->next->var->punkt;
  1101. Vertex c = mat * *j->next->next->var->punkt;
  1102. if( hatStyle( Model2D::Style::Alpha ) )
  1103. {
  1104. zRObj.drawLinieAlpha( a, b, farbe );
  1105. zRObj.drawLinieAlpha( b, c, farbe );
  1106. zRObj.drawLinieAlpha( c, a, farbe );
  1107. }
  1108. else
  1109. {
  1110. zRObj.drawLinie( a, b, farbe );
  1111. zRObj.drawLinie( b, c, farbe );
  1112. zRObj.drawLinie( c, a, farbe );
  1113. }
  1114. }
  1115. }
  1116. }
  1117. if( hatStyle( Model2D::Style::Rahmen ) )
  1118. {
  1119. ArrayEintrag< Vertex > &beg = rData->polygons->get( num ).vertex->getArray();
  1120. if( beg.set )
  1121. {
  1122. ArrayEintrag< Vertex > *letzter = 0;
  1123. for( ArrayEintrag< Vertex > *e = &beg; e && e->next && e->set && e->next->set; e = e->next )
  1124. {
  1125. if( hatStyle( Model2D::Style::Alpha ) )
  1126. zRObj.drawLinieAlpha( mat * e->var, mat * e->next->var, farbe );
  1127. else
  1128. zRObj.drawLinie( mat * e->var, mat * e->next->var, farbe );
  1129. letzter = e->next;
  1130. }
  1131. if( letzter && letzter->set )
  1132. {
  1133. if( hatStyle( Model2D::Style::Alpha ) )
  1134. zRObj.drawLinieAlpha( mat * letzter->var, mat * beg.var, farbe );
  1135. else
  1136. zRObj.drawLinie( mat * letzter->var, mat * beg.var, farbe );
  1137. }
  1138. }
  1139. }
  1140. }
  1141. }
  1142. // constant
  1143. float Model2D::getDrehung() const
  1144. {
  1145. return drehung;
  1146. }
  1147. float Model2D::getSize() const
  1148. {
  1149. return size;
  1150. }
  1151. bool Model2D::istPunktInnen( Vertex p ) const
  1152. {
  1153. if( !rData )
  1154. return 0;
  1155. p -= pos;
  1156. if( p < Mat3< float >::scaling( size ) * rData->minP || p > Mat3< float >::scaling( size ) * rData->maxP || !rData->polygons )
  1157. return 0;
  1158. int num = 0;
  1159. for( auto *polygon = &rData->polygons->getArray(); polygon && polygon->set; polygon = polygon->next, num++ )
  1160. {
  1161. if( polygon->var.transparent )
  1162. continue;
  1163. Mat3< float > mat = Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  1164. int anz = polygon->var.vertex->getEintragAnzahl();
  1165. bool c = 0;
  1166. int j = anz - 1;
  1167. for( int i = 0; i < anz; i++ )
  1168. {
  1169. Vertex a = mat * polygon->var.vertex->get( i );
  1170. Vertex b = mat * polygon->var.vertex->get( j );
  1171. if( ( ( a.y >= p.y ) != ( b.y >= p.y ) ) && ( p.x <= ( b.x - a.x ) * ( p.y - a.y ) / (float)( b.y - a.y ) + a.x ) )
  1172. c = !c;
  1173. j = i;
  1174. }
  1175. if( c )
  1176. return 1;
  1177. }
  1178. return 0;
  1179. }
  1180. bool Model2D::istLinieInnen( Vertex a, Vertex b ) const
  1181. {
  1182. if( !rData || !rData->polygons )
  1183. return 0;
  1184. int pAnz = rData->polygons->getEintragAnzahl();
  1185. for( int p = 0; p < pAnz; p++ )
  1186. {
  1187. if( rData->polygons->get( p ).transparent )
  1188. continue;
  1189. Mat3< float > mat = Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  1190. int anz = rData->polygons->get( p ).vertex->getEintragAnzahl();
  1191. int j = anz - 1;
  1192. for( int i = 0; i < anz; i++ )
  1193. {
  1194. Punkt va = mat * rData->polygons->get( p ).vertex->get( i );
  1195. Punkt vb = mat * rData->polygons->get( p ).vertex->get( j );
  1196. if( (Punkt)a == pos + va && (Punkt)b == pos + vb )
  1197. return 1;
  1198. if( (Punkt)a == pos + vb && (Punkt)b == pos + va )
  1199. return 1;
  1200. j = i;
  1201. }
  1202. Vertex len = b - a;
  1203. Vertex speed( len.x > 0 ? 1 : -1.f, len.y > 0 ? 1 : -1.f );
  1204. int mLen = 0;
  1205. if( fabs( len.x ) > fabs( len.y ) )
  1206. {
  1207. mLen = (int)fabs( len.x );
  1208. speed.y = len.y / (float)fabs( len.x );
  1209. }
  1210. else
  1211. {
  1212. mLen = (int)fabs( len.y );
  1213. speed.x = len.x / (float)fabs( len.y );
  1214. }
  1215. int i = 1;
  1216. bool inside = 1;
  1217. for( Vertex vp = speed + a; (Punkt)vp != (Punkt)( b - speed ) && inside && i < mLen - 1; vp += speed, i++ )
  1218. inside &= istPunktInnen( vp );
  1219. if( inside )
  1220. return 1;
  1221. }
  1222. return 0;
  1223. }
  1224. bool Model2D::istModelInnen( const Model2D *zMdl, bool end ) const
  1225. {
  1226. if( !end )
  1227. {
  1228. Vertex min = (Vertex)rData->minP * size + pos;
  1229. Vertex max = (Vertex)rData->maxP * size + pos;
  1230. Vertex min2 = (Vertex)zMdl->zModel()->minP * zMdl->getSize() + zMdl->getPosition();
  1231. Vertex max2 = (Vertex)zMdl->zModel()->maxP * zMdl->getSize() + zMdl->getPosition();
  1232. if( max.x < min2.x || min.x > max2.x || max.y < min2.y || min.y > max2.y )
  1233. return 0;
  1234. }
  1235. Mat3< float > mat = Mat3< float >::translation( pos ) * Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  1236. for( auto *polygon = &rData->polygons->getArray(); polygon && polygon->set; polygon = polygon->next )
  1237. {
  1238. if( polygon->var.transparent )
  1239. continue;
  1240. int anz = polygon->var.vertex->getEintragAnzahl();
  1241. for( int i = 0; i < anz; i++ )
  1242. {
  1243. if( zMdl->istPunktInnen( mat * polygon->var.vertex->get( i ) ) )
  1244. return 1;
  1245. }
  1246. }
  1247. if( end )
  1248. return 0;
  1249. return zMdl->istModelInnen( this, 1 );
  1250. }
  1251. Model2DData *Model2D::getModel() const
  1252. {
  1253. return rData ? rData->getThis() : 0;
  1254. }
  1255. Model2DData *Model2D::zModel() const
  1256. {
  1257. return rData;
  1258. }
  1259. // Reference Counting
  1260. Model2D *Model2D::getThis()
  1261. {
  1262. ++ref;
  1263. return this;
  1264. }
  1265. Model2D *Model2D::release()
  1266. {
  1267. --ref;
  1268. if( !ref )
  1269. delete this;
  1270. return 0;
  1271. }