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- #include "Model2D.h"
- #include "Bild.h"
- #include "FrameworkMath.h"
- #include "Mat3.h"
- #include "MausEreignis.h"
- #include "Textur2D.h"
- using namespace Framework;
- // Inhalt der Model2DData Klasse aus Model2D.h
- // Konstruktor
- Model2DData::Model2DData()
- : ReferenceCounter(),
- polygons(0),
- vListen(0),
- minP(0, 0),
- maxP(0, 0)
- {}
- // Destruktor
- Model2DData::~Model2DData()
- {
- if (polygons)
- {
- int anz = polygons->getEintragAnzahl();
- for (int i = 0; i < anz; i++)
- {
- if (polygons->get(i).name) polygons->get(i).name->release();
- if (polygons->get(i).tKordinaten)
- polygons->get(i).tKordinaten->release();
- if (polygons->get(i).vertex) polygons->get(i).vertex->release();
- if (polygons->get(i).schwerpunkt)
- delete polygons->get(i).schwerpunkt;
- }
- polygons = (Array<Polygon2D>*)polygons->release();
- }
- if (vListen) vListen->release();
- }
- // privat
- bool Model2DData::istPunktInnen(Vertex p, int polygonId) const
- {
- if (p < minP || p > maxP || !polygons) return 0;
- int num = 0;
- auto outListP = outList.begin();
- for (auto polygon = polygons->begin(); polygon;
- polygon++, num++, outListP++)
- {
- if (polygonId >= 0 && num != polygonId) continue;
- int anz = polygon._.vertex->getEintragAnzahl();
- bool c = 0;
- int j = anz - 1;
- for (auto outListPP = outListP->begin(); outListPP; outListPP++)
- {
- Punkt out = outListPP;
- if (out.x < out.y && j > out.x && j < out.y) j = out.x;
- if (out.x > out.y && (j > out.x || j < out.y)) j = out.x;
- }
- auto point = polygon._.vertex->begin();
- for (int i = 0; i < anz; i++, point++)
- {
- bool cont = 0;
- for (auto outListPP = outListP->begin(); outListPP; outListPP++)
- {
- Punkt out = outListPP;
- if (out.x < out.y && i > out.x && i < out.y) cont = 1;
- if (out.x > out.y && (i > out.x || i < out.y)) cont = 1;
- }
- if (cont) continue;
- Vertex a = point;
- Vertex b = polygon._.vertex->get(j);
- 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))
- c = !c;
- j = i;
- }
- if (c) return 1;
- }
- return 0;
- }
- bool Model2DData::istLinieInnen(Vertex a, Vertex b, int polygonId) const
- {
- if (!polygons) return 0;
- int pAnz = polygons->getEintragAnzahl();
- for (int p = 0; p < pAnz; p++)
- {
- if (polygonId >= 0 && p != polygonId) continue;
- int ola = outList.z(p)->getEintragAnzahl();
- int anz = polygons->get(p).vertex->getEintragAnzahl();
- int j = anz - 1;
- for (int k = 0; k < ola; k++)
- {
- Punkt out = outList.z(p)->get(k);
- if (out.x < out.y && j > out.x && j < out.y) j = out.x;
- if (out.x > out.y && (j > out.x || j < out.y)) j = out.x;
- }
- for (int i = 0; i < anz; i++)
- {
- bool cont = 0;
- for (int k = 0; k < ola; k++)
- {
- Punkt out = outList.z(p)->get(k);
- if (out.x < out.y && i > out.x && i < out.y) cont = 1;
- if (out.x > out.y && (i > out.x || i < out.y)) cont = 1;
- }
- if (cont) continue;
- Punkt va = polygons->get(p).vertex->get(i);
- Punkt vb = polygons->get(p).vertex->get(j);
- if ((Punkt)a == va && (Punkt)b == vb) return 1;
- if ((Punkt)a == vb && (Punkt)b == va) return 1;
- j = i;
- }
- Vertex len = b - a;
- Vertex speed(len.x > 0 ? 1 : -1.f, len.y > 0 ? 1 : -1.f);
- int mLen = 0;
- if (fabs(len.x) > fabs(len.y))
- {
- mLen = (int)fabs(len.x);
- speed.y = len.y / (float)fabs(len.x);
- }
- else
- {
- mLen = (int)fabs(len.y);
- speed.x = len.x / (float)fabs(len.y);
- }
- int i = 1;
- bool inside = 1;
- for (Vertex vp = speed + a;
- (Punkt)vp != (Punkt)(b - speed) && inside && i < mLen - 1;
- vp += speed, i++)
- inside &= istPunktInnen(vp, p);
- if (inside) return 1;
- }
- return 0;
- }
- // nicht constant
- bool Model2DData::erstelleModell(Array<Polygon2D>* polygons)
- {
- removeModell();
- if (!polygons || !polygons->getEintragAnzahl())
- {
- this->polygons = polygons;
- vListen = new RCArray<RCArray<DreieckListe<Vertex>>>();
- return 1;
- }
- this->polygons = polygons;
- int pAnz = polygons->getEintragAnzahl();
- vListen = new RCArray<RCArray<DreieckListe<Vertex>>>();
- for (int p = 0; p < pAnz; p++)
- {
- Polygon2D pg = polygons->get(p);
- if (!pg.vertex || pg.vertex->getEintragAnzahl() < 3) continue;
- vListen->add(new RCArray<DreieckListe<Vertex>>());
- outList.add(new Array<Punkt>);
- int vAnz = pg.vertex->getEintragAnzahl();
- bool textur = pg.tKordinaten != 0;
- for (int i = 0; i < vAnz && textur; i++)
- textur &= pg.tKordinaten->hat(i);
- for (int i = 0; i < vAnz; i++)
- {
- if ((float)maxP.x < fabs(pg.vertex->get(i).x))
- {
- maxP.x = abs((int)pg.vertex->get(i).x) + 1;
- maxP.y = abs((int)pg.vertex->get(i).x) + 1;
- }
- if ((float)maxP.y < fabs(pg.vertex->get(i).y))
- {
- maxP.x = abs((int)pg.vertex->get(i).y) + 1;
- maxP.y = abs((int)pg.vertex->get(i).y) + 1;
- }
- }
- minP = -maxP;
- if (!textur)
- {
- if (pg.tKordinaten) pg.tKordinaten->leeren();
- }
- RCArray<RCArray<DreieckListe<Vertex>>> lists;
- int lauf = 0;
- while (1)
- {
- lists.add(new RCArray<DreieckListe<Vertex>>());
- outList.z(p)->add(Punkt(0, 0));
- bool fertig = 0;
- Vertex a;
- Vertex b;
- Array<Punkt> tmpOutList;
- for (int i = 0; i < vAnz; i++)
- {
- bool cont = 0;
- int vorher = i - 1;
- int nachher = i + 1;
- if (nachher >= vAnz) nachher = 0;
- if (vorher < 0) vorher = vAnz - 1;
- int ola = outList.z(p)->getEintragAnzahl();
- for (int j = 0; j < ola; j++)
- {
- Punkt out = outList.z(p)->get(j);
- if (out.x < out.y)
- {
- if (nachher > out.x && nachher < out.y) nachher = out.y;
- if (vorher > out.x && vorher < out.y) vorher = out.x;
- }
- if (out.x > out.y)
- {
- if (nachher > out.x || nachher < out.y) nachher = out.y;
- if (vorher > out.x || vorher < out.y) vorher = out.x;
- }
- if (out.x < out.y && i > out.x && i < out.y) cont = 1;
- if (out.x > out.y && (i > out.x || i < out.y)) cont = 1;
- }
- if (cont) continue;
- if (vorher < 0)
- a = pg.vertex->get(vAnz + vorher);
- else
- a = pg.vertex->get(vorher);
- if (nachher > vAnz - 1)
- b = pg.vertex->get(nachher - vAnz + 1);
- else
- b = pg.vertex->get(nachher);
- if (istLinieInnen(a, b, p))
- {
- DreieckListe<Vertex>* lowL = new DreieckListe<Vertex>();
- DreieckListe<Vertex>* heightL = new DreieckListe<Vertex>();
- lowL->addPunkt(new Vertex(pg.vertex->get(i)),
- textur ? new Vertex(pg.tKordinaten->get(i)) : 0);
- heightL->addPunkt(new Vertex(pg.vertex->get(i)),
- textur ? new Vertex(pg.tKordinaten->get(i)) : 0);
- int height = i + 1;
- int low = i - 1;
- Punkt outL(0, 0);
- Punkt outH(0, 0);
- for (int k = 0; k < 2; k++)
- {
- bool lowp = !k;
- while (1)
- {
- if (height >= vAnz) height = 0;
- if (low < 0) low = vAnz - 1;
- for (int j = 0; j <= lauf; j++)
- {
- Punkt out = outList.z(p)->get(j);
- if (out.x < out.y)
- {
- if (height > out.x && height < out.y)
- height = out.y;
- if (low > out.x && low < out.y) low = out.x;
- }
- if (out.x > out.y)
- {
- if (height > out.x || height < out.y)
- height = out.y;
- if (low > out.x || low < out.y) low = out.x;
- }
- }
- Vertex a = pg.vertex->get(height);
- Vertex b = pg.vertex->get(low);
- if (low == height)
- {
- fertig = 1;
- outList.z(p)->set(Punkt(0, 0), lauf);
- if (!k)
- lowL->addPunkt(new Vertex(b),
- textur ? new Vertex(
- pg.tKordinaten->get(low))
- : 0);
- else
- heightL->addPunkt(new Vertex(b),
- textur ? new Vertex(
- pg.tKordinaten->get(low))
- : 0);
- break;
- }
- bool inside = istLinieInnen(a, b, p);
- if (inside)
- {
- if (!k)
- outL = Punkt(low, height);
- else
- outH = Punkt(low, height);
- outList.z(p)->set(Punkt(low, height), lauf);
- }
- if (lowp)
- {
- if (!k)
- lowL->addPunkt(new Vertex(b),
- textur ? new Vertex(
- pg.tKordinaten->get(low))
- : 0);
- else
- heightL->addPunkt(new Vertex(b),
- textur ? new Vertex(
- pg.tKordinaten->get(low))
- : 0);
- low--;
- }
- else
- {
- if (!k)
- lowL->addPunkt(new Vertex(a),
- textur ? new Vertex(
- pg.tKordinaten->get(height))
- : 0);
- else
- heightL->addPunkt(new Vertex(a),
- textur ? new Vertex(
- pg.tKordinaten->get(height))
- : 0);
- height++;
- }
- lowp = !lowp;
- if (!inside)
- {
- height = i + 1;
- low = i - 1;
- outList.z(p)->set(Punkt(0, 0), lauf);
- break;
- }
- }
- if (fertig) break;
- }
- if (lowL->getDreieckAnzahl() > heightL->getDreieckAnzahl())
- {
- lists.z(lauf)->add(lowL);
- tmpOutList.add(outL);
- heightL->release();
- }
- else
- {
- lists.z(lauf)->add(heightL);
- tmpOutList.add(outH);
- lowL->release();
- }
- }
- else
- lists.z(lauf)->add(new DreieckListe<Vertex>());
- if (fertig) break;
- }
- int maxP = -1;
- int max = 0;
- for (int i = 0; i < vAnz; i++)
- {
- if (lists.z(lauf)->hat(i)
- && lists.z(lauf)->z(i)->getDreieckAnzahl() > max)
- {
- max = lists.z(lauf)->z(i)->getDreieckAnzahl();
- maxP = i;
- }
- }
- if (!max || maxP < 0) break;
- vListen->z(p)->add(lists.z(lauf)->get(maxP));
- outList.z(p)->set(tmpOutList.get(maxP), lauf);
- if (fertig) break;
- lauf++;
- }
- outList.z(p)->leeren();
- }
- return 1;
- }
- void Model2DData::removeModell() // setzt die Vertex daten zurück
- {
- if (polygons)
- {
- int anz = polygons->getEintragAnzahl();
- for (int i = 0; i < anz; i++)
- {
- if (polygons->get(i).name) polygons->get(i).name->release();
- if (polygons->get(i).tKordinaten)
- polygons->get(i).tKordinaten->release();
- if (polygons->get(i).vertex) polygons->get(i).vertex->release();
- if (polygons->get(i).schwerpunkt)
- delete polygons->get(i).schwerpunkt;
- }
- polygons = (Array<Polygon2D>*)polygons->release();
- }
- if (vListen)
- vListen = (RCArray<RCArray<DreieckListe<Vertex>>>*)vListen->release();
- outList.leeren();
- minP = Punkt(0, 0);
- maxP = Punkt(0, 0);
- }
- bool Model2DData::calcHitPoint(Vertex pos,
- Vertex dir,
- const char* polygonName,
- Vertex& hitpoint,
- Vertex& moveSpeed,
- float& rotSpeed) const
- {
- if (dir.x == 0 && dir.y == 0) return 0;
- bool ret = 0;
- for (Polygon2D polygon : *polygons)
- {
- if (polygon.name->istGleich(polygonName))
- {
- int anz = polygon.vertex->getEintragAnzahl();
- for (int i = 0; i < anz; i++)
- {
- Vertex a = polygon.vertex->get(i);
- Vertex b = polygon.vertex->get((i + 1) % anz);
- b -= a;
- float offset = 0;
- if (dir.y != 0 && dir.x != 0)
- offset = ((a.y - pos.y) / dir.y - (a.x - pos.x) / dir.x)
- / (b.x / dir.x
- - b.y / dir.y); // solve hitpoint equasion
- else if (dir.y == 0)
- {
- if (b.y == 0) continue;
- offset = (pos.y - a.y) / b.y;
- }
- else if (dir.x == 0)
- {
- if (b.x == 0) continue;
- offset = (pos.x - a.x) / b.x;
- }
- Vertex point = a + (b * offset);
- if (offset >= 0 && offset <= 1)
- {
- float f = (point.x - pos.x) / dir.x;
- if (!dir.x) f = (point.y - pos.y) / dir.y;
- if ((!ret
- || (hitpoint - pos).getLengthSq()
- > (point - pos).getLengthSq())
- && f > 0)
- {
- Vertex normal = b.CW90().normalize();
- Vertex kNorm = Vertex(dir).normalize();
- moveSpeed = normal * (normal * kNorm) * dir.getLength();
- normal
- = (point - *polygon.schwerpunkt).CW90().normalize();
- Vertex rotKraft
- = normal * (normal * kNorm) * dir.getLength();
- rotSpeed
- = ((float)sqrt(
- rotKraft.getLength()
- * (point - *polygon.schwerpunkt).getLength())
- / 180.f)
- * 3.14f * (normal * kNorm);
- hitpoint = point;
- if (isnan(moveSpeed.x) || isnan(moveSpeed.y)
- || isnan(rotSpeed))
- return 0;
- ret = 1;
- }
- }
- }
- }
- }
- return ret;
- }
- bool Model2DData::split(Vertex pos,
- Vertex dir,
- char* polygonName,
- Polygon2D& partA,
- Polygon2D& partB,
- Punkt& posA,
- Punkt& posB,
- std::function<double()> random) const
- {
- Vertex originalDir = dir;
- bool ret = 0;
- int num = 0;
- for (Polygon2D polygon : *polygons)
- {
- if (polygon.name->istGleich(polygonName))
- {
- while (istPunktInnen(pos, num))
- {
- pos -= dir;
- }
- int anz = polygon.vertex->getEintragAnzahl();
- Vertex startPoint;
- Vertex texturSP;
- int leftI = 0;
- int rightI = 0;
- Vertex txtChpPix(0, 0);
- for (int i = 0; i < anz; i++)
- {
- Vertex a = polygon.vertex->get(i);
- Vertex b = polygon.vertex->get((i + 1) % anz);
- b -= a;
- if ((txtChpPix.x == 0 || txtChpPix.y == 0) && b.x != 0
- && b.y != 0)
- {
- Vertex ta = polygon.tKordinaten->get(i);
- Vertex tb = polygon.tKordinaten->get((i + 1) % anz);
- tb -= ta;
- txtChpPix = Vertex(tb.x / b.x, tb.y / b.y);
- }
- float offset = 0;
- if (dir.y != 0 && dir.x != 0)
- offset = ((a.y - pos.y) / dir.y - (a.x - pos.x) / dir.x)
- / (b.x / dir.x
- - b.y / dir.y); // solve hitpoint equasion
- else if (dir.y == 0)
- offset = (pos.y - a.y) / b.y;
- else if (dir.x == 0)
- offset = (pos.x - a.x) / b.x;
- Vertex point = a + (b * offset);
- if (offset >= 0 && offset <= 1)
- {
- if (!ret
- || (startPoint - pos).getLengthSq()
- > (point - pos).getLengthSq())
- {
- leftI = i;
- rightI = (i + 1) % anz;
- startPoint = point;
- texturSP = polygon.tKordinaten->get(i)
- + (polygon.tKordinaten->get((i + 1) % anz)
- - polygon.tKordinaten->get(i))
- * offset;
- }
- ret = 1;
- }
- }
- if (ret)
- {
- partA.transparent = polygon.transparent;
- partA.schwerpunkt = new Vertex(0, 0);
- partA.tKordinaten = new Array<Vertex>();
- partA.name = new Text(polygon.name->getText());
- partA.vertex = new Array<Vertex>();
- partB.transparent = polygon.transparent;
- partB.schwerpunkt = new Vertex(0, 0);
- partB.tKordinaten = new Array<Vertex>();
- partB.name = new Text(polygon.name->getText());
- partB.vertex = new Array<Vertex>();
- *partA.schwerpunkt += startPoint;
- *partB.schwerpunkt += startPoint;
- partA.vertex->add(startPoint);
- partB.vertex->add(startPoint);
- partA.tKordinaten->add(texturSP);
- partB.tKordinaten->add(texturSP);
- int leftIE = 0;
- int rightIE = 0;
- while (1)
- {
- pos = startPoint;
- Vertex next = startPoint + dir;
- Vertex nextT
- = texturSP
- + Vertex(dir.x * txtChpPix.x, dir.y * txtChpPix.y);
- ret = 0;
- bool needOne = !istPunktInnen(next);
- int bestI = -1;
- float bo1 = 1000;
- float bo2 = 1000;
- for (int i = 0; i < anz; i++)
- {
- if (i == leftI) continue;
- Vertex a = polygon.vertex->get(i);
- Vertex b = polygon.vertex->get((i + 1) % anz);
- b -= a;
- float offset1 = 0;
- if (dir.y != 0 && dir.x != 0)
- offset1
- = ((a.y - pos.y) / dir.y
- - (a.x - pos.x) / dir.x)
- / (b.x / dir.x
- - b.y / dir.y); // solve hitpoint equasion
- else if (dir.y == 0)
- offset1 = (pos.y - a.y) / b.y;
- else if (dir.x == 0)
- offset1 = (pos.x - a.x) / b.x;
- Vertex point = a + (b * offset1);
- float offset2 = 0;
- if (dir.x != 0)
- offset2 = (point.x - pos.x) / dir.x;
- else
- offset2 = (point.y - pos.y) / dir.y;
- 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)))
- {
- bo1 = offset1;
- bo2 = offset2;
- bestI = i;
- }
- if (offset1 >= 0 && offset1 <= 1 && offset2 >= 0
- && offset2 <= 1)
- {
- if (!ret
- || (startPoint - pos).getLengthSq()
- > (point - pos).getLengthSq())
- {
- leftIE = i;
- rightIE = (i + 1) % anz;
- startPoint = point;
- texturSP
- = polygon.tKordinaten->get(i)
- + (polygon.tKordinaten->get((i + 1) % anz)
- - polygon.tKordinaten->get(i))
- * offset1;
- }
- ret = 1;
- }
- }
- if (needOne && !ret)
- {
- Vertex a = polygon.vertex->get(bestI);
- Vertex b = polygon.vertex->get((bestI + 1) % anz);
- b -= a;
- leftIE = bestI;
- rightIE = (bestI + 1) % anz;
- startPoint = a + (b * bo1);
- texturSP = polygon.tKordinaten->get(bestI)
- + (polygon.tKordinaten->get((bestI + 1) % anz)
- - polygon.tKordinaten->get(bestI))
- * bo1;
- ret = 1;
- }
- if (ret) break;
- *partA.schwerpunkt += next;
- *partB.schwerpunkt += next;
- partA.vertex->add(next);
- partB.vertex->add(next);
- partA.tKordinaten->add(nextT);
- partB.tKordinaten->add(nextT);
- startPoint = next;
- texturSP = nextT;
- dir = originalDir.rotation((float)(random() - 0.5));
- }
- *partA.schwerpunkt += startPoint;
- *partB.schwerpunkt += startPoint;
- partA.vertex->add(startPoint);
- partB.vertex->add(startPoint);
- partA.tKordinaten->add(texturSP);
- partB.tKordinaten->add(texturSP);
- for (int i = rightIE; i != leftI; i++)
- {
- i = i % anz;
- if (i == leftI) break;
- *partA.schwerpunkt += polygon.vertex->get(i);
- partA.vertex->add(polygon.vertex->get(i));
- partA.tKordinaten->add(polygon.tKordinaten->get(i));
- }
- *partA.schwerpunkt += polygon.vertex->get(leftI);
- partA.vertex->add(polygon.vertex->get(leftI));
- partA.tKordinaten->add(polygon.tKordinaten->get(leftI));
- for (int i = leftIE; i != rightI; i--)
- {
- if (i < 0) i += anz;
- if (i == rightI) break;
- *partB.schwerpunkt += polygon.vertex->get(i);
- partB.vertex->add(polygon.vertex->get(i));
- partB.tKordinaten->add(polygon.tKordinaten->get(i));
- }
- *partB.schwerpunkt += polygon.vertex->get(rightI);
- partB.vertex->add(polygon.vertex->get(rightI));
- partB.tKordinaten->add(polygon.tKordinaten->get(rightI));
- *partA.schwerpunkt /= (float)partA.vertex->getEintragAnzahl();
- *partB.schwerpunkt /= (float)partB.vertex->getEintragAnzahl();
- posA = (Punkt)*partA.schwerpunkt;
- posB = (Punkt)*partB.schwerpunkt;
- for (int i = 0; i < partA.vertex->getEintragAnzahl(); i++)
- partA.vertex->set(
- partA.vertex->get(i) - *partA.schwerpunkt, i);
- for (int i = 0; i < partB.vertex->getEintragAnzahl(); i++)
- partB.vertex->set(
- partB.vertex->get(i) - *partB.schwerpunkt, i);
- *partA.schwerpunkt = Vertex(0, 0);
- *partB.schwerpunkt = Vertex(0, 0);
- }
- }
- num++;
- }
- return ret;
- }
- float Model2DData::getMasse() const
- {
- float m = 0;
- for (Polygon2D p : *polygons)
- {
- if (p.transparent) continue;
- int anz = p.vertex->getEintragAnzahl();
- if (anz < 3) continue;
- Vertex p1 = p.vertex->get(anz - 1);
- Vertex p2 = p.vertex->get(0);
- m += (p1.y + p2.y) * (p1.x - p2.x);
- for (int i = 1; i < anz; i++)
- {
- p1 = p.vertex->get(i - 1);
- p2 = p.vertex->get(i);
- m += (p1.y + p2.y) * (p1.x - p2.x);
- }
- }
- m *= 0.5f;
- return m;
- }
- // Inhalt der Model2D Klasse aus Model2D.h
- // Konstruktor
- Model2DObject::Model2DObject()
- : Object2D()
- {
- rData = 0;
- textur = new RCArray<Textur2D>();
- }
- // Destruktor
- Model2DObject::~Model2DObject()
- {
- if (rData) rData->release();
- textur->release();
- }
- // nicht constant
- void Model2DObject::setModel(Model2DData* mdl)
- {
- if (rData) rData->release();
- rData = mdl;
- }
- void Model2DObject::setTextur(Textur2D* t)
- {
- if (rData)
- {
- textur->leeren();
- for (int i = 0; i < rData->polygons->getEintragAnzahl(); i++)
- textur->add(dynamic_cast<Textur2D*>(t->getThis()));
- }
- t->release();
- }
- void Model2DObject::impuls(Vertex start, Vertex speed, float strength)
- {
- start = getObjectPos(start);
- speed = getObjectDir(speed);
- if (rData)
- {
- Vertex resSpeed;
- float resRotSpeed = 0;
- Vertex hp;
- Vertex mSpeed;
- float rSpeed;
- float dist = INFINITY;
- for (Polygon2D p : *rData->polygons)
- {
- if (!p.transparent
- && rData->calcHitPoint(
- start, speed, p.name->getText(), hp, mSpeed, rSpeed))
- {
- float f = (hp.x - start.x) / speed.x;
- if (!speed.x) f = (hp.y - start.y) / speed.y;
- if ((hp - start).getLengthSq() < dist && f > 0)
- {
- resSpeed = mSpeed.rotation(rotation);
- resRotSpeed = rSpeed;
- dist = (hp - start).getLengthSq();
- }
- }
- }
- // TODO schleife über alle polygone und translation von start und speed
- // in Object koordinaten
- if (dist < INFINITY)
- {
- this->speed += resSpeed * strength;
- this->rSpeed += resRotSpeed * strength;
- }
- }
- }
- void Model2DObject::setTextur(Textur2D* t, const char* polygonName)
- {
- int index = 0;
- for (Polygon2D i : *rData->polygons)
- {
- if (i.name->istGleich(polygonName))
- textur->set(dynamic_cast<Textur2D*>(t->getThis()), index);
- index++;
- }
- t->release();
- }
- void Model2DObject::render(
- Mat3<float>& kamMat, Bild& zRObj, const char* kamName)
- {
- if (!rData || !rData->polygons || !textur) return;
- int num = 0;
- for (auto p : *rData->vListen)
- {
- Mat3<float> mat = kamMat * getObjectMatrix();
- if (textur->hat(num))
- {
- Bild* txt = textur->z(num)->zTextur();
- for (auto i = p->begin(); i && txt; i++)
- {
- for (auto j = i->zListe()->begin();
- j.hasNext() && j.next().hasNext();
- j++)
- {
- Vertex a = mat * *j->punkt;
- Vertex b = mat * *j.next()->punkt;
- Vertex c = mat * *j.next().next()->punkt;
- Punkt ta = (Punkt)Vertex(
- j->textur->x * (float)(txt->getBreite() - 1),
- j->textur->y * (float)(txt->getHeight() - 1));
- Punkt tb = (Punkt)Vertex(
- j.next()->textur->x * (float)(txt->getBreite() - 1),
- j.next()->textur->y * (float)(txt->getHeight() - 1));
- Punkt tc
- = (Punkt)Vertex(j.next().next()->textur->x
- * (float)(txt->getBreite() - 1),
- j.next().next()->textur->y
- * (float)(txt->getHeight() - 1));
- zRObj.drawDreieckTexturAlpha(a, b, c, ta, tb, tc, *txt);
- }
- }
- }
- num++;
- }
- /* Draws 2D Mesh
- for( auto *p = &rData->vListen->getIterator(); p && p->set; p = p->next,
- num++ )
- {
- Mat3< float > mat = kamMat * getObjectMatrix();
- for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
- {
- for( auto *j = &i->var->zListe()->getArray(); j->next->next &&
- j->next->next->set; j = j->next )
- {
- Vertex a = mat * *j->var->punkt;
- Vertex b = mat * *j->next->var->punkt;
- Vertex c = mat * *j->next->next->var->punkt;
- zRObj.drawLinie( a, b, 0xFFFFFFFF );
- zRObj.drawLinie( a, c, 0xFFFFFFFF );
- zRObj.drawLinie( b, c, 0xFFFFFFFF );
- }
- }
- }
- */
- }
- // constant
- bool Model2DObject::istPunktInnen(Vertex p, bool ignoreTransparent) const
- {
- if (!rData) return 0;
- p -= position;
- if (p < Mat3<float>::scaling(size) * rData->minP
- || p > Mat3<float>::scaling(size) * rData->maxP || !rData->polygons)
- return 0;
- Mat3<float> mat
- = Mat3<float>::rotation(-rotation) * Mat3<float>::scaling(1 / size);
- p = mat * p;
- for (Polygon2D polygon : *rData->polygons)
- {
- if (polygon.transparent && !ignoreTransparent) continue;
- bool c = 0;
- for (auto point = polygon.vertex->begin(); point; point++)
- {
- Vertex a;
- if (point.next())
- a = point.next();
- else
- a = polygon.vertex->get(0);
- Vertex b = point;
- 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))
- c = !c;
- }
- if (c) return 1;
- }
- return 0;
- }
- bool Model2DObject::istLinieInnen(
- Vertex a, Vertex b, bool ignoreTransparent) const
- {
- if (!rData || !rData->polygons) return 0;
- int pAnz = rData->polygons->getEintragAnzahl();
- for (int p = 0; p < pAnz; p++)
- {
- if (rData->polygons->get(p).transparent && !ignoreTransparent) continue;
- Mat3<float> mat
- = Mat3<float>::rotation(rotation) * Mat3<float>::scaling(size);
- int anz = rData->polygons->get(p).vertex->getEintragAnzahl();
- int j = anz - 1;
- for (int i = 0; i < anz; i++)
- {
- Punkt va = mat * rData->polygons->get(p).vertex->get(i);
- Punkt vb = mat * rData->polygons->get(p).vertex->get(j);
- if ((Punkt)a == position + va && (Punkt)b == position + vb)
- return 1;
- if ((Punkt)a == position + vb && (Punkt)b == position + va)
- return 1;
- j = i;
- }
- Vertex len = b - a;
- Vertex speed(len.x > 0 ? 1 : -1.f, len.y > 0 ? 1 : -1.f);
- int mLen = 0;
- if (fabs(len.x) > fabs(len.y))
- {
- mLen = (int)fabs(len.x);
- speed.y = len.y / (float)fabs(len.x);
- }
- else
- {
- mLen = (int)fabs(len.y);
- speed.x = len.x / (float)fabs(len.y);
- }
- int i = 1;
- bool inside = 1;
- for (Vertex vp = speed + a;
- (Punkt)vp != (Punkt)(b - speed) && inside && i < mLen - 1;
- vp += speed, i++)
- inside &= istPunktInnen(vp, ignoreTransparent);
- if (inside) return 1;
- }
- return 0;
- }
- bool Model2DObject::istModelInnen(
- const Object2D* zObj, Vertex* sp, bool end, bool ignoreTransparent) const
- {
- if (!end)
- {
- if (!getBoundingBox().collidesWith(zObj->getBoundingBox())) return 0;
- }
- Mat3<float> mat = getObjectMatrix();
- for (Polygon2D polygon : *rData->polygons)
- {
- if (polygon.transparent && !ignoreTransparent) continue;
- int anz = polygon.vertex->getEintragAnzahl();
- for (int i = 0; i < anz; i++)
- {
- if (zObj->istPunktInnen(
- mat * polygon.vertex->get(i), ignoreTransparent))
- {
- if (sp) *sp = mat * polygon.vertex->get(i);
- return 1;
- }
- }
- }
- if (end) return 0;
- return zObj->istModelInnen(this, sp, 1, ignoreTransparent);
- }
- Rect2<float> Model2DObject::getBoundingBox() const
- {
- if (rData)
- return Rect2<float>{(Vertex)rData->minP * size + position,
- (Vertex)rData->maxP * size + position};
- return Rect2<float>();
- }
- bool Model2DObject::calcHitPoint(Vertex pos, Vertex dir, Vertex& hitpoint) const
- {
- pos = getObjectPos(pos);
- dir = getObjectDir(dir);
- Vertex ms;
- Vertex hp;
- float rs;
- float dist = INFINITY;
- if (rData)
- {
- for (Polygon2D p : *rData->polygons)
- {
- if (!p.transparent
- && rData->calcHitPoint(pos, dir, p.name->getText(), hp, ms, rs))
- {
- float f = (hp.x - pos.x) / dir.x;
- if (!speed.x) f = (hp.y - pos.y) / dir.y;
- if ((hp - pos).getLengthSq() < dist && f > 0)
- {
- hitpoint = getObjectMatrix() * hp;
- dist = (hp - pos).getLengthSq();
- }
- }
- }
- if (dist < INFINITY) return 1;
- }
- return 0;
- }
- float Model2DObject::getLuftWiederstand() const
- {
- if (!rData) return 0;
- float angle = speed.angle(Vertex(1, 0));
- float faktor = -1;
- if (getDrehung() > PI) faktor = -faktor;
- if (getDrehung() < -PI) faktor = -faktor;
- Mat3<float> m = Mat3<float>::rotation(rotation + faktor * angle)
- * Mat3<float>::scaling(size);
- float yMin = INFINITY;
- float yMax = -INFINITY;
- for (Polygon2D p : *rData->polygons)
- {
- if (p.transparent) continue;
- for (Vertex point : *p.vertex)
- {
- Vertex v = m * point;
- if (v.y > yMax) yMax = v.y;
- if (v.y < yMin) yMin = v.y;
- }
- }
- if (yMin != INFINITY)
- {
- return yMax - yMin;
- }
- return 0;
- }
- float Model2DObject::getMasse() const
- {
- if (!rData) return 0;
- return abs(rData->getMasse() * size * size);
- }
- // Gibt die Textur des ersten Polygons zurück
- Textur2D* Model2DObject::getTextur() const
- {
- return textur->get(0);
- }
- // Gibt die Textur eines Polygons zurück
- // polygonName: Der Name des Polygons
- Textur2D* Model2DObject::getTextur(const char* polygonName) const
- {
- int index = 0;
- for (Polygon2D p : *rData->polygons)
- {
- if (p.name->istGleich(polygonName)) return textur->get(index);
- index++;
- }
- return 0;
- }
- // Gibt die Textur des ersten Polygons ohne erhöhten Reference Counter zurück
- Textur2D* Model2DObject::zTextur() const
- {
- return textur->z(0);
- }
- // Gibt die Textur eines Polygons ohne erhöhten Reference Counter zurück
- // polygonName: Der Name des Polygons
- Textur2D* Model2DObject::zTextur(const char* polygonName) const
- {
- int index = 0;
- for (Polygon2D p : *rData->polygons)
- {
- if (p.name->istGleich(polygonName)) return textur->z(index);
- index++;
- }
- return 0;
- }
- Model2DData* Model2DObject::getModel() const
- {
- return rData ? dynamic_cast<Model2DData*>(rData->getThis()) : 0;
- }
- Model2DData* Model2DObject::zModel() const
- {
- return rData;
- }
- // Inhalt der Model2D Klasse aus Model2D.h
- // Konstruktor
- Model2D::Model2D()
- : Zeichnung()
- {
- farbe = 0;
- style = 0;
- rData = 0;
- drehung = 0;
- size = 1;
- textur = new RCArray<Textur2D>;
- }
- // Destruktor
- Model2D::~Model2D()
- {
- if (rData) rData->release();
- textur->release();
- }
- // nicht constant
- void Model2D::setModel(Model2DData* mdl)
- {
- if (rData) rData->release();
- rData = mdl;
- }
- void Model2D::setDrehung(float drehung)
- {
- this->drehung = drehung;
- while (this->drehung > PI * 2)
- this->drehung -= (float)PI * 2;
- while (this->drehung < 0)
- this->drehung += (float)PI * 2;
- rend = 1;
- }
- void Model2D::addDrehung(float drehung)
- {
- this->drehung += drehung;
- while (this->drehung > PI * 2)
- this->drehung -= (float)PI * 2;
- while (this->drehung < 0)
- this->drehung += (float)PI * 2;
- rend = 1;
- }
- void Model2D::setSize(float size)
- {
- this->size = size;
- rend = 1;
- }
- void Model2D::addSize(float size)
- {
- this->size += size;
- rend = 1;
- }
- void Model2D::setTextur(Textur2D* t)
- {
- if (rData)
- {
- for (int i = 0; i < rData->polygons->getEintragAnzahl(); i++)
- textur->set(dynamic_cast<Textur2D*>(t->getThis()), i);
- }
- t->release();
- }
- void Model2D::setTextur(Textur2D* t, const char* polygonName)
- {
- int index = 0;
- for (Polygon2D p : *rData->polygons)
- {
- if (p.name->istGleich(polygonName))
- textur->set(dynamic_cast<Textur2D*>(t->getThis()), index);
- index++;
- }
- t->release();
- }
- void Model2D::setFarbe(int f)
- {
- farbe = f;
- rend = 1;
- }
- bool Model2D::tick(double tickVal)
- {
- return Zeichnung::tick(tickVal);
- }
- void Model2D::render(Bild& zRObj)
- {
- if (!rData || hatStyleNicht(Model2D::Style::Sichtbar) || !rData->polygons)
- return;
- Zeichnung::render(zRObj);
- int num = 0;
- for (auto p : *rData->vListen)
- {
- Mat3<float> mat = Mat3<float>::translation(pos)
- * Mat3<float>::rotation(drehung)
- * Mat3<float>::scaling(size);
- if (hatStyle(Model2D::Style::Textur))
- {
- if (!textur || !textur->z(num) || !textur->z(num)->zTextur()
- || !rData->polygons->get(num).tKordinaten)
- {
- for (auto i : *p)
- {
- for (auto j = i->zListe()->begin();
- j.hasNext() && j.next().hasNext();
- j++)
- {
- Vertex a = mat * *j->punkt;
- Vertex b = mat * *j.next()->punkt;
- Vertex c = mat * *j.next().next()->punkt;
- if (hatStyle(Model2D::Style::Alpha))
- zRObj.drawDreieckAlpha(a, b, c, farbe);
- else
- zRObj.drawDreieck(a, b, c, farbe);
- }
- }
- }
- else
- {
- Bild* txt = textur->z(num)->zTextur();
- for (auto i : *p)
- {
- for (auto j = i->zListe()->begin();
- j.hasNext() && j.next().hasNext();
- j++)
- {
- Vertex a = mat * *j->punkt;
- Vertex b = mat * *j.next()->punkt;
- Vertex c = mat * *j.next().next()->punkt;
- Punkt ta = (Punkt)Vertex(
- j->textur->x * (float)(txt->getBreite() - 1),
- j->textur->y * (float)(txt->getHeight() - 1));
- Punkt tb = (Punkt)Vertex(
- j.next()->textur->x * (float)(txt->getBreite() - 1),
- j.next()->textur->y
- * (float)(txt->getHeight() - 1));
- Punkt tc
- = (Punkt)Vertex(j.next().next()->textur->x
- * (float)(txt->getBreite() - 1),
- j.next().next()->textur->y
- * (float)(txt->getHeight() - 1));
- if (hatStyle(Model2D::Style::Alpha))
- zRObj.drawDreieckTexturAlpha(
- a, b, c, ta, tb, tc, *txt);
- else
- zRObj.drawDreieckTextur(a, b, c, ta, tb, tc, *txt);
- }
- }
- }
- }
- if (hatStyle(Model2D::Style::Mesh))
- {
- for (auto i : *p)
- {
- for (auto j = i->zListe()->begin();
- j.hasNext() && j.next().hasNext();
- j++)
- {
- Vertex a = mat * *j->punkt;
- Vertex b = mat * *j.next()->punkt;
- Vertex c = mat * *j.next().next()->punkt;
- if (hatStyle(Model2D::Style::Alpha))
- {
- zRObj.drawLinieAlpha(a, b, farbe);
- zRObj.drawLinieAlpha(b, c, farbe);
- zRObj.drawLinieAlpha(c, a, farbe);
- }
- else
- {
- zRObj.drawLinie(a, b, farbe);
- zRObj.drawLinie(b, c, farbe);
- zRObj.drawLinie(c, a, farbe);
- }
- }
- }
- }
- if (hatStyle(Model2D::Style::Rahmen))
- {
- auto beg = rData->polygons->get(num).vertex->begin();
- if (beg)
- {
- Vertex letzter;
- for (auto e = beg; e && e.hasNext(); e++)
- {
- if (hatStyle(Model2D::Style::Alpha))
- zRObj.drawLinieAlpha(
- mat * e._, mat * e.next()._, farbe);
- else
- zRObj.drawLinie(mat * e._, mat * e.next()._, farbe);
- letzter = e.next();
- }
- if (beg.hasNext())
- {
- if (hatStyle(Model2D::Style::Alpha))
- zRObj.drawLinieAlpha(mat * letzter, mat * beg._, farbe);
- else
- zRObj.drawLinie(mat * letzter, mat * beg._, farbe);
- }
- }
- }
- num++;
- }
- }
- // constant
- float Model2D::getDrehung() const
- {
- return drehung;
- }
- float Model2D::getSize() const
- {
- return size;
- }
- // Gibt zurück, ob ein Punkt in dem Model enthalten ist
- // p: Der Punkt
- bool Model2D::istPunktInnen(int x, int y) const
- {
- return istPunktInnen(Vertex((float)x, (float)y));
- }
- bool Model2D::istPunktInnen(Vertex p) const
- {
- if (!rData) return 0;
- p -= pos;
- if (p < Mat3<float>::scaling(size) * rData->minP
- || p > Mat3<float>::scaling(size) * rData->maxP || !rData->polygons)
- return 0;
- for (Polygon2D polygon : *rData->polygons)
- {
- if (polygon.transparent) continue;
- Mat3<float> mat
- = Mat3<float>::rotation(drehung) * Mat3<float>::scaling(size);
- int anz = polygon.vertex->getEintragAnzahl();
- bool c = 0;
- int j = anz - 1;
- for (int i = 0; i < anz; i++)
- {
- Vertex a = mat * polygon.vertex->get(i);
- Vertex b = mat * polygon.vertex->get(j);
- 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))
- c = !c;
- j = i;
- }
- if (c) return 1;
- }
- return 0;
- }
- bool Model2D::istLinieInnen(Vertex a, Vertex b) const
- {
- if (!rData || !rData->polygons) return 0;
- int pAnz = rData->polygons->getEintragAnzahl();
- for (int p = 0; p < pAnz; p++)
- {
- if (rData->polygons->get(p).transparent) continue;
- Mat3<float> mat
- = Mat3<float>::rotation(drehung) * Mat3<float>::scaling(size);
- int anz = rData->polygons->get(p).vertex->getEintragAnzahl();
- int j = anz - 1;
- for (int i = 0; i < anz; i++)
- {
- Punkt va = mat * rData->polygons->get(p).vertex->get(i);
- Punkt vb = mat * rData->polygons->get(p).vertex->get(j);
- if ((Punkt)a == pos + va && (Punkt)b == pos + vb) return 1;
- if ((Punkt)a == pos + vb && (Punkt)b == pos + va) return 1;
- j = i;
- }
- Vertex len = b - a;
- Vertex speed(len.x > 0 ? 1 : -1.f, len.y > 0 ? 1 : -1.f);
- int mLen = 0;
- if (fabs(len.x) > fabs(len.y))
- {
- mLen = (int)fabs(len.x);
- speed.y = len.y / (float)fabs(len.x);
- }
- else
- {
- mLen = (int)fabs(len.y);
- speed.x = len.x / (float)fabs(len.y);
- }
- int i = 1;
- bool inside = 1;
- for (Vertex vp = speed + a;
- (Punkt)vp != (Punkt)(b - speed) && inside && i < mLen - 1;
- vp += speed, i++)
- inside &= istPunktInnen(vp);
- if (inside) return 1;
- }
- return 0;
- }
- bool Model2D::istModelInnen(const Model2D* zMdl, bool end) const
- {
- if (!end)
- {
- Vertex min = (Vertex)rData->minP * size + pos;
- Vertex max = (Vertex)rData->maxP * size + pos;
- Vertex min2 = (Vertex)zMdl->zModel()->minP * zMdl->getSize()
- + zMdl->getPosition();
- Vertex max2 = (Vertex)zMdl->zModel()->maxP * zMdl->getSize()
- + zMdl->getPosition();
- if (max.x < min2.x || min.x > max2.x || max.y < min2.y
- || min.y > max2.y)
- return 0;
- }
- Mat3<float> mat = Mat3<float>::translation(pos)
- * Mat3<float>::rotation(drehung)
- * Mat3<float>::scaling(size);
- for (Polygon2D polygon : *rData->polygons)
- {
- if (polygon.transparent) continue;
- int anz = polygon.vertex->getEintragAnzahl();
- for (int i = 0; i < anz; i++)
- {
- if (zMdl->istPunktInnen(mat * polygon.vertex->get(i))) return 1;
- }
- }
- if (end) return 0;
- return zMdl->istModelInnen(this, 1);
- }
- Model2DData* Model2D::getModel() const
- {
- return rData ? dynamic_cast<Model2DData*>(rData->getThis()) : 0;
- }
- Model2DData* Model2D::zModel() const
- {
- return rData;
- }
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