Model2D.cpp 25 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. }
  33. polygons = polygons->release();
  34. }
  35. if( vListen )
  36. vListen->release();
  37. }
  38. // privat
  39. bool Model2DData::istPunktInnen( Vertex p, int polygonId ) const
  40. {
  41. if( p < minP || p > maxP || !polygons )
  42. return 0;
  43. int num = 0;
  44. for( auto *polygon = &polygons->getArray(); polygon && polygon->set; polygon = polygon->next, num++ )
  45. {
  46. if( polygonId >= 0 && num != polygonId )
  47. continue;
  48. int anz = polygon->var.vertex->getEintragAnzahl();
  49. int ola = outList.z( num )->getEintragAnzahl();
  50. bool c = 0;
  51. int j = anz - 1;
  52. for( int k = 0; k < ola; k++ )
  53. {
  54. Punkt out = outList.z( num )->get( k );
  55. if( out.x < out.y && j > out.x && j < out.y )
  56. j = out.x;
  57. if( out.x > out.y && ( j > out.x || j < out.y ) )
  58. j = out.x;
  59. }
  60. for( int i = 0; i < anz; i++ )
  61. {
  62. bool cont = 0;
  63. for( int k = 0; k < ola; k++ )
  64. {
  65. Punkt out = outList.z( num )->get( k );
  66. if( out.x < out.y && i > out.x && i < out.y )
  67. cont = 1;
  68. if( out.x > out.y && ( i > out.x || i < out.y ) )
  69. cont = 1;
  70. }
  71. if( cont )
  72. continue;
  73. Vertex a = polygon->var.vertex->get( i );
  74. Vertex b = polygon->var.vertex->get( j );
  75. 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 ) )
  76. c = !c;
  77. j = i;
  78. }
  79. if( c )
  80. return 1;
  81. }
  82. return 0;
  83. }
  84. bool Model2DData::istLinieInnen( Vertex a, Vertex b, int polygonId ) const
  85. {
  86. if( !polygons )
  87. return 0;
  88. int pAnz = polygons->getEintragAnzahl();
  89. for( int p = 0; p < pAnz; p++ )
  90. {
  91. if( polygonId >= 0 && p != polygonId )
  92. continue;
  93. int ola = outList.z( p )->getEintragAnzahl();
  94. int anz = polygons->get( p ).vertex->getEintragAnzahl();
  95. int j = anz - 1;
  96. for( int k = 0; k < ola; k++ )
  97. {
  98. Punkt out = outList.z( p )->get( k );
  99. if( out.x < out.y && j > out.x && j < out.y )
  100. j = out.x;
  101. if( out.x > out.y && ( j > out.x || j < out.y ) )
  102. j = out.x;
  103. }
  104. for( int i = 0; i < anz; i++ )
  105. {
  106. bool cont = 0;
  107. for( int k = 0; k < ola; k++ )
  108. {
  109. Punkt out = outList.z( p )->get( k );
  110. if( out.x < out.y && i > out.x && i < out.y )
  111. cont = 1;
  112. if( out.x > out.y && ( i > out.x || i < out.y ) )
  113. cont = 1;
  114. }
  115. if( cont )
  116. continue;
  117. Punkt va = polygons->get( p ).vertex->get( i );
  118. Punkt vb = polygons->get( p ).vertex->get( j );
  119. if( (Punkt)a == va && (Punkt)b == vb )
  120. return 1;
  121. if( (Punkt)a == vb && (Punkt)b == va )
  122. return 1;
  123. j = i;
  124. }
  125. Vertex len = b - a;
  126. Vertex speed( len.x > 0 ? 1 : -1.f, len.y > 0 ? 1 : -1.f );
  127. int mLen = 0;
  128. if( fabs( len.x ) > fabs( len.y ) )
  129. {
  130. mLen = (int)fabs( len.x );
  131. speed.y = len.y / (float)fabs( len.x );
  132. }
  133. else
  134. {
  135. mLen = (int)fabs( len.y );
  136. speed.x = len.x / (float)fabs( len.y );
  137. }
  138. int i = 1;
  139. bool inside = 1;
  140. for( Vertex vp = speed + a; (Punkt)vp != (Punkt)( b - speed ) && inside && i < mLen - 1; vp += speed, i++ )
  141. inside &= istPunktInnen( vp, p );
  142. if( inside )
  143. return 1;
  144. }
  145. return 0;
  146. }
  147. // nicht constant
  148. bool Model2DData::erstelleModell( Array< Polygon2D > *polygons )
  149. {
  150. removeModell();
  151. if( !polygons || !polygons->getEintragAnzahl() )
  152. {
  153. this->polygons = polygons;
  154. vListen = new RCArray< RCArray< DreieckListe< Vertex > > >();
  155. return 1;
  156. }
  157. this->polygons = polygons;
  158. int pAnz = polygons->getEintragAnzahl();
  159. vListen = new RCArray< RCArray< DreieckListe< Vertex > > >();
  160. for( int p = 0; p < pAnz; p++ )
  161. {
  162. Polygon2D pg = polygons->get( p );
  163. if( !pg.vertex || pg.vertex->getEintragAnzahl() < 3 )
  164. continue;
  165. vListen->add( new RCArray< DreieckListe< Vertex > >() );
  166. outList.set( new Array< Punkt >, p );
  167. int vAnz = pg.vertex->getEintragAnzahl();
  168. bool textur = pg.tKordinaten != 0;
  169. for( int i = 0; i < vAnz && textur; i++ )
  170. textur &= pg.tKordinaten->hat( i );
  171. for( int i = 0; i < vAnz; i++ )
  172. {
  173. if( maxP.x < fabs( pg.vertex->get( i ).x ) )
  174. maxP.x = abs( (int)pg.vertex->get( i ).x ) + 1;
  175. if( maxP.y < fabs( pg.vertex->get( i ).y ) )
  176. maxP.y = abs( (int)pg.vertex->get( i ).y ) + 1;
  177. }
  178. minP = -maxP;
  179. if( !textur )
  180. {
  181. if( pg.tKordinaten )
  182. pg.tKordinaten->leeren();
  183. }
  184. RCArray< RCArray< DreieckListe< Vertex > > > lists;
  185. int lauf = 0;
  186. while( 1 )
  187. {
  188. lists.set( new RCArray< DreieckListe< Vertex > >(), lauf );
  189. outList.z( p )->set( Punkt( 0, 0 ), lauf );
  190. bool fertig = 0;
  191. Vertex a;
  192. Vertex b;
  193. Array< Punkt > tmpOutList;
  194. for( int i = 0; i < vAnz; i++ )
  195. {
  196. bool cont = 0;
  197. int vorher = i - 1;
  198. int nachher = i + 1;
  199. if( nachher >= vAnz )
  200. nachher = 0;
  201. if( vorher < 0 )
  202. vorher = vAnz - 1;
  203. int ola = outList.z( p )->getEintragAnzahl();
  204. for( int j = 0; j < ola; j++ )
  205. {
  206. Punkt out = outList.z( p )->get( j );
  207. if( out.x < out.y )
  208. {
  209. if( nachher > out.x && nachher < out.y )
  210. nachher = out.y;
  211. if( vorher > out.x && vorher < out.y )
  212. vorher = out.x;
  213. }
  214. if( out.x > out.y )
  215. {
  216. if( nachher > out.x || nachher < out.y )
  217. nachher = out.y;
  218. if( vorher > out.x || vorher < out.y )
  219. vorher = out.x;
  220. }
  221. if( out.x < out.y && i > out.x && i < out.y )
  222. cont = 1;
  223. if( out.x > out.y && ( i > out.x || i < out.y ) )
  224. cont = 1;
  225. }
  226. if( cont )
  227. continue;
  228. if( vorher < 0 )
  229. a = pg.vertex->get( vAnz + vorher );
  230. else
  231. a = pg.vertex->get( vorher );
  232. if( nachher > vAnz - 1 )
  233. b = pg.vertex->get( nachher - vAnz + 1 );
  234. else
  235. b = pg.vertex->get( nachher );
  236. if( istLinieInnen( a, b, p ) )
  237. {
  238. DreieckListe< Vertex > *lowL = new DreieckListe< Vertex >();
  239. DreieckListe< Vertex > *heightL = new DreieckListe< Vertex >();
  240. lowL->addPunkt( new Vertex( pg.vertex->get( i ) ), textur ? new Vertex( pg.tKordinaten->get( i ) ) : 0 );
  241. heightL->addPunkt( new Vertex( pg.vertex->get( i ) ), textur ? new Vertex( pg.tKordinaten->get( i ) ) : 0 );
  242. int height = i + 1;
  243. int low = i - 1;
  244. Punkt outL( 0, 0 );
  245. Punkt outH( 0, 0 );
  246. for( int k = 0; k < 2; k++ )
  247. {
  248. bool lowp = !k;
  249. while( 1 )
  250. {
  251. if( height >= vAnz )
  252. height = 0;
  253. if( low < 0 )
  254. low = vAnz - 1;
  255. for( int j = 0; j <= lauf; j++ )
  256. {
  257. Punkt out = outList.z( p )->get( j );
  258. if( out.x < out.y )
  259. {
  260. if( height > out.x && height < out.y )
  261. height = out.y;
  262. if( low > out.x && low < out.y )
  263. low = out.x;
  264. }
  265. if( out.x > out.y )
  266. {
  267. if( height > out.x || height < out.y )
  268. height = out.y;
  269. if( low > out.x || low < out.y )
  270. low = out.x;
  271. }
  272. }
  273. Vertex a = pg.vertex->get( height );
  274. Vertex b = pg.vertex->get( low );
  275. if( low == height )
  276. {
  277. fertig = 1;
  278. outList.z( p )->set( Punkt( 0, 0 ), lauf );
  279. if( !k )
  280. lowL->addPunkt( new Vertex( b ), textur ? new Vertex( pg.tKordinaten->get( low ) ) : 0 );
  281. else
  282. heightL->addPunkt( new Vertex( b ), textur ? new Vertex( pg.tKordinaten->get( low ) ) : 0 );
  283. break;
  284. }
  285. bool inside = istLinieInnen( a, b, p );
  286. if( inside )
  287. {
  288. if( !k )
  289. outL = Punkt( low, height );
  290. else
  291. outH = Punkt( low, height );
  292. outList.z( p )->set( Punkt( low, height ), lauf );
  293. }
  294. if( lowp )
  295. {
  296. if( !k )
  297. lowL->addPunkt( new Vertex( b ), textur ? new Vertex( pg.tKordinaten->get( low ) ) : 0 );
  298. else
  299. heightL->addPunkt( new Vertex( b ), textur ? new Vertex( pg.tKordinaten->get( low ) ) : 0 );
  300. low--;
  301. }
  302. else
  303. {
  304. if( !k )
  305. lowL->addPunkt( new Vertex( a ), textur ? new Vertex( pg.tKordinaten->get( height ) ) : 0 );
  306. else
  307. heightL->addPunkt( new Vertex( a ), textur ? new Vertex( pg.tKordinaten->get( height ) ) : 0 );
  308. height++;
  309. }
  310. lowp = !lowp;
  311. if( !inside )
  312. {
  313. height = i + 1;
  314. low = i - 1;
  315. outList.z( p )->set( Punkt( 0, 0 ), lauf );
  316. break;
  317. }
  318. }
  319. if( fertig )
  320. break;
  321. }
  322. if( lowL->getDreieckAnzahl() > heightL->getDreieckAnzahl() )
  323. {
  324. lists.z( lauf )->set( lowL, i );
  325. tmpOutList.set( outL, i );
  326. heightL->release();
  327. }
  328. else
  329. {
  330. lists.z( lauf )->set( heightL, i );
  331. tmpOutList.set( outH, i );
  332. lowL->release();
  333. }
  334. }
  335. else
  336. lists.z( lauf )->set( new DreieckListe< Vertex >(), i );
  337. if( fertig )
  338. break;
  339. }
  340. int maxP = -1;
  341. int max = 0;
  342. for( int i = 0; i < vAnz; i++ )
  343. {
  344. if( lists.z( lauf )->z( i ) && lists.z( lauf )->z( i )->getDreieckAnzahl() > max )
  345. {
  346. max = lists.z( lauf )->z( i )->getDreieckAnzahl();
  347. maxP = i;
  348. }
  349. }
  350. if( !max || maxP < 0 )
  351. break;
  352. vListen->z( p )->add( lists.z( lauf )->get( maxP ) );
  353. outList.z( p )->set( tmpOutList.get( maxP ), lauf );
  354. if( fertig )
  355. break;
  356. lauf++;
  357. }
  358. outList.z( p )->leeren();
  359. }
  360. return 1;
  361. }
  362. void Model2DData::removeModell() // setzt die Vertex daten zurück
  363. {
  364. if( polygons )
  365. {
  366. int anz = polygons->getEintragAnzahl();
  367. for( int i = 0; i < anz; i++ )
  368. {
  369. if( polygons->get( i ).name )
  370. polygons->get( i ).name->release();
  371. if( polygons->get( i ).tKordinaten )
  372. polygons->get( i ).tKordinaten->release();
  373. if( polygons->get( i ).vertex )
  374. polygons->get( i ).vertex->release();
  375. }
  376. polygons = polygons->release();
  377. }
  378. if( vListen )
  379. vListen = vListen->release();
  380. outList.leeren();
  381. minP = Punkt( 0, 0 );
  382. maxP = Punkt( 0, 0 );
  383. }
  384. // Reference Counting
  385. Model2DData *Model2DData::getThis()
  386. {
  387. ref++;
  388. return this;
  389. }
  390. Model2DData *Model2DData::release()
  391. {
  392. ref--;
  393. if( !ref )
  394. delete this;
  395. return 0;
  396. }
  397. // Inhalt der Model2D Klasse aus Model2D.h
  398. // Konstruktor
  399. Model2D::Model2D()
  400. : Zeichnung()
  401. {
  402. farbe = 0;
  403. style = 0;
  404. rData = 0;
  405. drehung = 0;
  406. size = 1;
  407. textur = new RCArray< Textur2D >;
  408. ref = 1;
  409. }
  410. // Destruktor
  411. Model2D::~Model2D()
  412. {
  413. if( rData )
  414. rData->release();
  415. textur->release();
  416. }
  417. // nicht constant
  418. void Model2D::setModel( Model2DData *mdl )
  419. {
  420. if( rData )
  421. rData->release();
  422. rData = mdl;
  423. }
  424. void Model2D::setDrehung( float drehung )
  425. {
  426. this->drehung = drehung;
  427. while( this->drehung > PI * 2 )
  428. this->drehung -= (float)PI * 2;
  429. while( this->drehung < 0 )
  430. this->drehung += (float)PI * 2;
  431. rend = 1;
  432. }
  433. void Model2D::addDrehung( float drehung )
  434. {
  435. this->drehung += drehung;
  436. while( this->drehung > PI * 2 )
  437. this->drehung -= (float)PI * 2;
  438. while( this->drehung < 0 )
  439. this->drehung += (float)PI * 2;
  440. rend = 1;
  441. }
  442. void Model2D::setSize( float size )
  443. {
  444. this->size = size;
  445. rend = 1;
  446. }
  447. void Model2D::addSize( float size )
  448. {
  449. this->size += size;
  450. rend = 1;
  451. }
  452. void Model2D::setTextur( Textur2D *t )
  453. {
  454. int index = 0;
  455. if( rData )
  456. {
  457. for( auto i = rData->polygons->getArray(); i.set; i++ )
  458. textur->set( t->getThis(), index++ );
  459. }
  460. t->release();
  461. }
  462. void Model2D::setTextur( Textur2D *t, const char *polygonName )
  463. {
  464. int index = 0;
  465. for( auto i = rData->polygons->getArray(); i.set; i++, index++ )
  466. {
  467. if( i.var.name->istGleich( polygonName ) )
  468. textur->set( t->getThis(), index );
  469. }
  470. t->release();
  471. }
  472. void Model2D::setFarbe( int f )
  473. {
  474. farbe = f;
  475. rend = 1;
  476. }
  477. void Model2D::doMausEreignis( MausEreignis &me )
  478. {
  479. if( !mak || me.verarbeitet || !istPunktInnen( Punkt( me.mx, me.my ) ) )
  480. return;
  481. me.mx -= pos.x;
  482. me.my -= pos.y;
  483. mak( makParam, this, me );
  484. me.mx += pos.x;
  485. me.my += pos.y;
  486. me.verarbeitet = 1;
  487. }
  488. bool Model2D::tick( double tickVal )
  489. {
  490. bool ret = rend;
  491. rend = 0;
  492. return ret;
  493. }
  494. void Model2D::render( Bild &zRObj )
  495. {
  496. if( !rData || hatStyleNicht( Model2D::Style::Sichtbar ) || !rData->polygons )
  497. return;
  498. Zeichnung::render( zRObj );
  499. int num = 0;
  500. for( auto *p = &rData->vListen->getArray(); p && p->set; p = p->next, num++ )
  501. {
  502. Mat3< float > mat = Mat3< float >::translation( pos ) * Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  503. if( hatStyle( Model2D::Style::Textur ) )
  504. {
  505. if( !textur || !textur->z( num ) || !textur->z( num )->zTextur() || !rData->polygons->get( num ).tKordinaten )
  506. {
  507. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  508. {
  509. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  510. {
  511. Vertex a = mat * *j->var->punkt;
  512. Vertex b = mat * *j->next->var->punkt;
  513. Vertex c = mat * *j->next->next->var->punkt;
  514. if( hatStyle( Model2D::Style::Alpha ) )
  515. zRObj.drawDreieckAlpha( a, b, c, farbe );
  516. else
  517. zRObj.drawDreieck( a, b, c, farbe );
  518. }
  519. }
  520. }
  521. else
  522. {
  523. Bild *txt = textur->z( num )->zTextur();
  524. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  525. {
  526. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  527. {
  528. Vertex a = mat * *j->var->punkt;
  529. Vertex b = mat * *j->next->var->punkt;
  530. Vertex c = mat * *j->next->next->var->punkt;
  531. Punkt ta = (Punkt)Vertex( j->var->textur->x * (float)txt->getBreite(), j->var->textur->y * (float)txt->getHeight() );
  532. Punkt tb = (Punkt)Vertex( j->next->var->textur->x * (float)txt->getBreite(), j->next->var->textur->y * (float)txt->getHeight() );
  533. Punkt tc = (Punkt)Vertex( j->next->next->var->textur->x * (float)txt->getBreite(), j->next->next->var->textur->y * (float)txt->getHeight() );
  534. if( hatStyle( Model2D::Style::Alpha ) )
  535. zRObj.drawDreieckTexturAlpha( a, b, c, ta, tb, tc, *txt );
  536. else
  537. zRObj.drawDreieckTextur( a, b, c, ta, tb, tc, *txt );
  538. }
  539. }
  540. }
  541. }
  542. if( hatStyle( Model2D::Style::Mesh ) )
  543. {
  544. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  545. {
  546. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  547. {
  548. Vertex a = mat * *j->var->punkt;
  549. Vertex b = mat * *j->next->var->punkt;
  550. Vertex c = mat * *j->next->next->var->punkt;
  551. if( hatStyle( Model2D::Style::Alpha ) )
  552. {
  553. zRObj.drawLinieAlpha( a, b, farbe );
  554. zRObj.drawLinieAlpha( b, c, farbe );
  555. zRObj.drawLinieAlpha( c, a, farbe );
  556. }
  557. else
  558. {
  559. zRObj.drawLinie( a, b, farbe );
  560. zRObj.drawLinie( b, c, farbe );
  561. zRObj.drawLinie( c, a, farbe );
  562. }
  563. }
  564. }
  565. }
  566. if( hatStyle( Model2D::Style::Rahmen ) )
  567. {
  568. ArrayEintrag< Vertex > &beg = rData->polygons->get( num ).vertex->getArray();
  569. if( beg.set )
  570. {
  571. ArrayEintrag< Vertex > *letzter = 0;
  572. for( ArrayEintrag< Vertex > *e = &beg; e && e->next && e->set && e->next->set; e = e->next )
  573. {
  574. if( hatStyle( Model2D::Style::Alpha ) )
  575. zRObj.drawLinieAlpha( mat * e->var, mat * e->next->var, farbe );
  576. else
  577. zRObj.drawLinie( mat * e->var, mat * e->next->var, farbe );
  578. letzter = e->next;
  579. }
  580. if( letzter && letzter->set )
  581. {
  582. if( hatStyle( Model2D::Style::Alpha ) )
  583. zRObj.drawLinieAlpha( mat * letzter->var, mat * beg.var, farbe );
  584. else
  585. zRObj.drawLinie( mat * letzter->var, mat * beg.var, farbe );
  586. }
  587. }
  588. }
  589. }
  590. }
  591. // constant
  592. float Model2D::getDrehung() const
  593. {
  594. return drehung;
  595. }
  596. float Model2D::getSize() const
  597. {
  598. return size;
  599. }
  600. bool Model2D::istPunktInnen( Vertex p ) const
  601. {
  602. if( !rData )
  603. return 0;
  604. p -= pos;
  605. if( p < Mat3< float >::scaling( size ) * rData->minP || p > Mat3< float >::scaling( size ) * rData->maxP || !rData->polygons )
  606. return 0;
  607. int num = 0;
  608. for( auto *polygon = &rData->polygons->getArray(); polygon && polygon->set; polygon = polygon->next, num++ )
  609. {
  610. if( polygon->var.transparent )
  611. continue;
  612. Mat3< float > mat = Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  613. int anz = polygon->var.vertex->getEintragAnzahl();
  614. bool c = 0;
  615. int j = anz - 1;
  616. for( int i = 0; i < anz; i++ )
  617. {
  618. Vertex a = mat * polygon->var.vertex->get( i );
  619. Vertex b = mat * polygon->var.vertex->get( j );
  620. 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 ) )
  621. c = !c;
  622. j = i;
  623. }
  624. if( c )
  625. return 1;
  626. }
  627. return 0;
  628. }
  629. bool Model2D::istLinieInnen( Vertex a, Vertex b ) const
  630. {
  631. if( !rData || !rData->polygons )
  632. return 0;
  633. int pAnz = rData->polygons->getEintragAnzahl();
  634. for( int p = 0; p < pAnz; p++ )
  635. {
  636. if( rData->polygons->get( p ).transparent )
  637. continue;
  638. Mat3< float > mat = Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  639. int anz = rData->polygons->get( p ).vertex->getEintragAnzahl();
  640. int j = anz - 1;
  641. for( int i = 0; i < anz; i++ )
  642. {
  643. Punkt va = mat * rData->polygons->get( p ).vertex->get( i );
  644. Punkt vb = mat * rData->polygons->get( p ).vertex->get( j );
  645. if( (Punkt)a == pos + va && (Punkt)b == pos + vb )
  646. return 1;
  647. if( (Punkt)a == pos + vb && (Punkt)b == pos + va )
  648. return 1;
  649. j = i;
  650. }
  651. Vertex len = b - a;
  652. Vertex speed( len.x > 0 ? 1 : -1.f, len.y > 0 ? 1 : -1.f );
  653. int mLen = 0;
  654. if( fabs( len.x ) > fabs( len.y ) )
  655. {
  656. mLen = (int)fabs( len.x );
  657. speed.y = len.y / (float)fabs( len.x );
  658. }
  659. else
  660. {
  661. mLen = (int)fabs( len.y );
  662. speed.x = len.x / (float)fabs( len.y );
  663. }
  664. int i = 1;
  665. bool inside = 1;
  666. for( Vertex vp = speed + a; (Punkt)vp != (Punkt)( b - speed ) && inside && i < mLen - 1; vp += speed, i++ )
  667. inside &= istPunktInnen( vp );
  668. if( inside )
  669. return 1;
  670. }
  671. return 0;
  672. }
  673. bool Model2D::istModelInnen( const Model2D *zMdl, bool end ) const
  674. {
  675. if( !end )
  676. {
  677. Vertex min = (Vertex)rData->minP * size + pos;
  678. Vertex max = (Vertex)rData->maxP * size + pos;
  679. Vertex min2 = (Vertex)zMdl->zModel()->minP * zMdl->getSize() + zMdl->getPosition();
  680. Vertex max2 = (Vertex)zMdl->zModel()->maxP * zMdl->getSize() + zMdl->getPosition();
  681. if( max.x < min2.x || min.x > max2.x || max.y < min2.y || min.y > max2.y )
  682. return 0;
  683. }
  684. Mat3< float > mat = Mat3< float >::translation( pos ) * Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  685. for( auto *polygon = &rData->polygons->getArray(); polygon && polygon->set; polygon = polygon->next )
  686. {
  687. if( polygon->var.transparent )
  688. continue;
  689. int anz = polygon->var.vertex->getEintragAnzahl();
  690. for( int i = 0; i < anz; i++ )
  691. {
  692. if( zMdl->istPunktInnen( mat * polygon->var.vertex->get( i ) ) )
  693. return 1;
  694. }
  695. }
  696. if( end )
  697. return 0;
  698. return zMdl->istModelInnen( this, 1 );
  699. }
  700. Model2DData *Model2D::getModel() const
  701. {
  702. return rData ? rData->getThis() : 0;
  703. }
  704. Model2DData *Model2D::zModel() const
  705. {
  706. return rData;
  707. }
  708. // Reference Counting
  709. Model2D *Model2D::getThis()
  710. {
  711. ++ref;
  712. return this;
  713. }
  714. Model2D *Model2D::release()
  715. {
  716. --ref;
  717. if( !ref )
  718. delete this;
  719. return 0;
  720. }