Model2D.cpp 44 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. if( !ret || ( hitpoint - pos ).getLengthSq() > ( point - pos ).getLengthSq() )
  418. {
  419. Vertex normal = b.CW90().normalize();
  420. Vertex kNorm = Vertex( dir ).normalize();
  421. moveSpeed = normal * ( normal * kNorm ) * dir.getLengthSq();
  422. normal = ( point - *polygon->var.schwerpunkt ).CW90().normalize();
  423. Vertex rotKraft = normal * ( normal * kNorm ) * dir.getLength();
  424. rotSpeed = ( ( rotKraft.getLength() * ( point - *polygon->var.schwerpunkt ).getLength() ) / 180.f ) * 3.14f;
  425. if( point.x >= polygon->var.schwerpunkt->x )
  426. {
  427. if( point.y >= polygon->var.schwerpunkt->y && rotKraft.x > 0 && rotKraft.y < 0 )
  428. rotSpeed = -rotSpeed;
  429. if( point.y < polygon->var.schwerpunkt->y && rotKraft.x < 0 && rotKraft.y < 0 )
  430. rotSpeed = -rotSpeed;
  431. }
  432. else
  433. {
  434. if( point.y >= polygon->var.schwerpunkt->y && rotKraft.x > 0 && rotKraft.y > 0 )
  435. rotSpeed = -rotSpeed;
  436. if( point.y < polygon->var.schwerpunkt->y && rotKraft.x < 0 && rotKraft.y > 0 )
  437. rotSpeed = -rotSpeed;
  438. }
  439. hitpoint = point;
  440. }
  441. ret = 1;
  442. }
  443. }
  444. }
  445. }
  446. return ret;
  447. }
  448. bool Model2DData::split( Vertex pos, Vertex dir, char *polygonName, Polygon2D &partA, Polygon2D &partB, Punkt &posA, Punkt &posB, std::function< double() > random ) const
  449. {
  450. Vertex originalDir = dir;
  451. bool ret = 0;
  452. int num = 0;
  453. for( auto *polygon = &polygons->getArray(); polygon && polygon->set; polygon = polygon->next, num++ )
  454. {
  455. if( polygon->var.name->istGleich( polygonName ) )
  456. {
  457. while( istPunktInnen( pos, num ) )
  458. {
  459. pos -= dir;
  460. }
  461. int anz = polygon->var.vertex->getEintragAnzahl();
  462. Vertex startPoint;
  463. Vertex texturSP;
  464. int leftI = 0;
  465. int rightI = 0;
  466. Vertex txtChpPix( 0, 0 );
  467. for( int i = 0; i < anz; i++ )
  468. {
  469. Vertex a = polygon->var.vertex->get( i );
  470. Vertex b = polygon->var.vertex->get( ( i + 1 ) % anz );
  471. b -= a;
  472. if( ( txtChpPix.x == 0 || txtChpPix.y == 0 ) && b.x != 0 && b.y != 0 )
  473. {
  474. Vertex ta = polygon->var.tKordinaten->get( i );
  475. Vertex tb = polygon->var.tKordinaten->get( ( i + 1 ) % anz );
  476. tb -= ta;
  477. txtChpPix = Vertex( tb.x / b.x, tb.y / b.y );
  478. }
  479. float offset = 0;
  480. if( dir.y != 0 && dir.x != 0 )
  481. offset = ( ( a.y - pos.y ) / dir.y - ( a.x - pos.x ) / dir.x ) / ( b.x / dir.x - b.y / dir.y ); // solve hitpoint equasion
  482. else if( dir.y == 0 )
  483. offset = ( pos.y - a.y ) / b.y;
  484. else if( dir.x == 0 )
  485. offset = ( pos.x - a.x ) / b.x;
  486. Vertex point = a + ( b * offset );
  487. if( offset >= 0 && offset <= 1 )
  488. {
  489. if( !ret || ( startPoint - pos ).getLengthSq() > ( point - pos ).getLengthSq() )
  490. {
  491. leftI = i;
  492. rightI = ( i + 1 ) % anz;
  493. startPoint = point;
  494. texturSP = polygon->var.tKordinaten->get( i ) + ( polygon->var.tKordinaten->get( ( i + 1 ) % anz ) - polygon->var.tKordinaten->get( i ) ) * offset;
  495. }
  496. ret = 1;
  497. }
  498. }
  499. if( ret )
  500. {
  501. partA.transparent = polygon->var.transparent;
  502. partA.schwerpunkt = new Vertex( 0, 0 );
  503. partA.tKordinaten = new Array< Vertex >();
  504. partA.name = new Text( polygon->var.name->getText() );
  505. partA.vertex = new Array< Vertex >();
  506. partB.transparent = polygon->var.transparent;
  507. partB.schwerpunkt = new Vertex( 0, 0 );
  508. partB.tKordinaten = new Array< Vertex >();
  509. partB.name = new Text( polygon->var.name->getText() );
  510. partB.vertex = new Array< Vertex >();
  511. *partA.schwerpunkt += startPoint;
  512. *partB.schwerpunkt += startPoint;
  513. partA.vertex->add( startPoint );
  514. partB.vertex->add( startPoint );
  515. partA.tKordinaten->add( texturSP );
  516. partB.tKordinaten->add( texturSP );
  517. int leftIE = 0;
  518. int rightIE = 0;
  519. while( 1 )
  520. {
  521. pos = startPoint;
  522. Vertex next = startPoint + dir;
  523. Vertex nextT = texturSP + Vertex( dir.x * txtChpPix.x, dir.y * txtChpPix.y );
  524. ret = 0;
  525. bool needOne = !istPunktInnen( next );
  526. int bestI = -1;
  527. float bo1 = 1000;
  528. float bo2 = 1000;
  529. for( int i = 0; i < anz; i++ )
  530. {
  531. if( i == leftI )
  532. continue;
  533. Vertex a = polygon->var.vertex->get( i );
  534. Vertex b = polygon->var.vertex->get( ( i + 1 ) % anz );
  535. b -= a;
  536. float offset1 = 0;
  537. if( dir.y != 0 && dir.x != 0 )
  538. offset1 = ( ( a.y - pos.y ) / dir.y - ( a.x - pos.x ) / dir.x ) / ( b.x / dir.x - b.y / dir.y ); // solve hitpoint equasion
  539. else if( dir.y == 0 )
  540. offset1 = ( pos.y - a.y ) / b.y;
  541. else if( dir.x == 0 )
  542. offset1 = ( pos.x - a.x ) / b.x;
  543. Vertex point = a + ( b * offset1 );
  544. float offset2 = 0;
  545. if( dir.x != 0 )
  546. offset2 = ( point.x - pos.x ) / dir.x;
  547. else
  548. offset2 = ( point.y - pos.y ) / dir.y;
  549. 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 ) ) )
  550. {
  551. bo1 = offset1;
  552. bo2 = offset2;
  553. bestI = i;
  554. }
  555. if( offset1 >= 0 && offset1 <= 1 && offset2 >= 0 && offset2 <= 1 )
  556. {
  557. if( !ret || ( startPoint - pos ).getLengthSq() > ( point - pos ).getLengthSq() )
  558. {
  559. leftIE = i;
  560. rightIE = ( i + 1 ) % anz;
  561. startPoint = point;
  562. texturSP = polygon->var.tKordinaten->get( i ) + ( polygon->var.tKordinaten->get( ( i + 1 ) % anz ) - polygon->var.tKordinaten->get( i ) ) * offset1;
  563. }
  564. ret = 1;
  565. }
  566. }
  567. if( needOne && !ret )
  568. {
  569. Vertex a = polygon->var.vertex->get( bestI );
  570. Vertex b = polygon->var.vertex->get( ( bestI + 1 ) % anz );
  571. b -= a;
  572. leftIE = bestI;
  573. rightIE = ( bestI + 1 ) % anz;
  574. startPoint = a + ( b * bo1 );
  575. texturSP = polygon->var.tKordinaten->get( bestI ) + ( polygon->var.tKordinaten->get( ( bestI + 1 ) % anz ) - polygon->var.tKordinaten->get( bestI ) ) * bo1;
  576. ret = 1;
  577. }
  578. if( ret )
  579. break;
  580. *partA.schwerpunkt += next;
  581. *partB.schwerpunkt += next;
  582. partA.vertex->add( next );
  583. partB.vertex->add( next );
  584. partA.tKordinaten->add( nextT );
  585. partB.tKordinaten->add( nextT );
  586. startPoint = next;
  587. texturSP = nextT;
  588. dir = originalDir.rotation( (float)(random() - 0.5) );
  589. }
  590. *partA.schwerpunkt += startPoint;
  591. *partB.schwerpunkt += startPoint;
  592. partA.vertex->add( startPoint );
  593. partB.vertex->add( startPoint );
  594. partA.tKordinaten->add( texturSP );
  595. partB.tKordinaten->add( texturSP );
  596. for( int i = rightIE; i != leftI; i++ )
  597. {
  598. i = i % anz;
  599. if( i == leftI )
  600. break;
  601. *partA.schwerpunkt += polygon->var.vertex->get( i );
  602. partA.vertex->add( polygon->var.vertex->get( i ) );
  603. partA.tKordinaten->add( polygon->var.tKordinaten->get( i ) );
  604. }
  605. *partA.schwerpunkt += polygon->var.vertex->get( leftI );
  606. partA.vertex->add( polygon->var.vertex->get( leftI ) );
  607. partA.tKordinaten->add( polygon->var.tKordinaten->get( leftI ) );
  608. for( int i = leftIE; i != rightI; i-- )
  609. {
  610. if( i < 0 )
  611. i += anz;
  612. if( i == rightI )
  613. break;
  614. *partB.schwerpunkt += polygon->var.vertex->get( i );
  615. partB.vertex->add( polygon->var.vertex->get( i ) );
  616. partB.tKordinaten->add( polygon->var.tKordinaten->get( i ) );
  617. }
  618. *partB.schwerpunkt += polygon->var.vertex->get( rightI );
  619. partB.vertex->add( polygon->var.vertex->get( rightI ) );
  620. partB.tKordinaten->add( polygon->var.tKordinaten->get( rightI ) );
  621. *partA.schwerpunkt /= (float)partA.vertex->getEintragAnzahl();
  622. *partB.schwerpunkt /= (float)partB.vertex->getEintragAnzahl();
  623. posA = (Punkt)*partA.schwerpunkt;
  624. posB = (Punkt)*partB.schwerpunkt;
  625. for( int i = 0; i < partA.vertex->getEintragAnzahl(); i++ )
  626. partA.vertex->set( partA.vertex->get( i ) - *partA.schwerpunkt, i );
  627. for( int i = 0; i < partB.vertex->getEintragAnzahl(); i++ )
  628. partB.vertex->set( partB.vertex->get( i ) - *partB.schwerpunkt, i );
  629. *partA.schwerpunkt = Vertex( 0, 0 );
  630. *partB.schwerpunkt = Vertex( 0, 0 );
  631. }
  632. }
  633. }
  634. return ret;
  635. }
  636. // Reference Counting
  637. Model2DData *Model2DData::getThis()
  638. {
  639. ref++;
  640. return this;
  641. }
  642. Model2DData *Model2DData::release()
  643. {
  644. ref--;
  645. if( !ref )
  646. delete this;
  647. return 0;
  648. }
  649. // Inhalt der Model2D Klasse aus Model2D.h
  650. // Konstruktor
  651. Model2DObject::Model2DObject()
  652. : Object2D()
  653. {
  654. rData = 0;
  655. textur = new RCArray< Textur2D >;
  656. ref = 1;
  657. }
  658. // Destruktor
  659. Model2DObject::~Model2DObject()
  660. {
  661. if( rData )
  662. rData->release();
  663. textur->release();
  664. }
  665. // nicht constant
  666. void Model2DObject::setModel( Model2DData *mdl )
  667. {
  668. if( rData )
  669. rData->release();
  670. rData = mdl;
  671. }
  672. void Model2DObject::setTextur( Textur2D *t )
  673. {
  674. int index = 0;
  675. if( rData )
  676. {
  677. for( auto i = rData->polygons->getArray(); i.set; i++ )
  678. textur->set( t->getThis(), index++ );
  679. }
  680. t->release();
  681. }
  682. void Model2DObject::impuls( Vertex start, Vertex speed )
  683. {
  684. if( rData )
  685. {
  686. Vertex hp;
  687. Vertex mSpeed;
  688. float rSpeed;
  689. if( rData->calcHitPoint( start, speed, "", hp, mSpeed, rSpeed ) )
  690. {
  691. this->speed += mSpeed;
  692. this->rSpeed += rSpeed;
  693. }
  694. }
  695. }
  696. void Model2DObject::setTextur( Textur2D *t, const char *polygonName )
  697. {
  698. int index = 0;
  699. for( auto i = rData->polygons->getArray(); i.set; i++, index++ )
  700. {
  701. if( i.var.name->istGleich( polygonName ) )
  702. textur->set( t->getThis(), index );
  703. }
  704. t->release();
  705. }
  706. void Model2DObject::render( Mat3< float > &kamMat, Bild &zRObj )
  707. {
  708. if( !rData || !rData->polygons || !textur )
  709. return;
  710. int num = 0;
  711. for( auto *p = &rData->vListen->getArray(); p && p->set; p = p->next, num++ )
  712. {
  713. Mat3< float > mat = kamMat * getObjectMatrix();
  714. if( textur->z( num ) )
  715. {
  716. Bild *txt = textur->z( num )->zTextur();
  717. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  718. {
  719. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  720. {
  721. Vertex a = mat * *j->var->punkt;
  722. Vertex b = mat * *j->next->var->punkt;
  723. Vertex c = mat * *j->next->next->var->punkt;
  724. Punkt ta = (Punkt)Vertex( j->var->textur->x * (float)txt->getBreite(), j->var->textur->y * (float)txt->getHeight() );
  725. Punkt tb = (Punkt)Vertex( j->next->var->textur->x * (float)txt->getBreite(), j->next->var->textur->y * (float)txt->getHeight() );
  726. Punkt tc = (Punkt)Vertex( j->next->next->var->textur->x * (float)txt->getBreite(), j->next->next->var->textur->y * (float)txt->getHeight() );
  727. zRObj.drawDreieckTexturAlpha( a, b, c, ta, tb, tc, *txt );
  728. }
  729. }
  730. }
  731. }
  732. }
  733. // constant
  734. bool Model2DObject::istPunktInnen( Vertex p ) const
  735. {
  736. if( !rData )
  737. return 0;
  738. p -= position;
  739. if( p < Mat3< float >::scaling( size ) * rData->minP || p > Mat3< float >::scaling( size ) * rData->maxP || !rData->polygons )
  740. return 0;
  741. int num = 0;
  742. for( auto *polygon = &rData->polygons->getArray(); polygon && polygon->set; polygon = polygon->next, num++ )
  743. {
  744. if( polygon->var.transparent )
  745. continue;
  746. Mat3< float > mat = Mat3< float >::rotation( rotation ) * Mat3< float >::scaling( size );
  747. int anz = polygon->var.vertex->getEintragAnzahl();
  748. bool c = 0;
  749. int j = anz - 1;
  750. for( int i = 0; i < anz; i++ )
  751. {
  752. Vertex a = mat * polygon->var.vertex->get( i );
  753. Vertex b = mat * polygon->var.vertex->get( j );
  754. 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 ) )
  755. c = !c;
  756. j = i;
  757. }
  758. if( c )
  759. return 1;
  760. }
  761. return 0;
  762. }
  763. bool Model2DObject::istLinieInnen( Vertex a, Vertex b ) const
  764. {
  765. if( !rData || !rData->polygons )
  766. return 0;
  767. int pAnz = rData->polygons->getEintragAnzahl();
  768. for( int p = 0; p < pAnz; p++ )
  769. {
  770. if( rData->polygons->get( p ).transparent )
  771. continue;
  772. Mat3< float > mat = Mat3< float >::rotation( rotation ) * Mat3< float >::scaling( size );
  773. int anz = rData->polygons->get( p ).vertex->getEintragAnzahl();
  774. int j = anz - 1;
  775. for( int i = 0; i < anz; i++ )
  776. {
  777. Punkt va = mat * rData->polygons->get( p ).vertex->get( i );
  778. Punkt vb = mat * rData->polygons->get( p ).vertex->get( j );
  779. if( (Punkt)a == position + va && (Punkt)b == position + vb )
  780. return 1;
  781. if( (Punkt)a == position + vb && (Punkt)b == position + va )
  782. return 1;
  783. j = i;
  784. }
  785. Vertex len = b - a;
  786. Vertex speed( len.x > 0 ? 1 : -1.f, len.y > 0 ? 1 : -1.f );
  787. int mLen = 0;
  788. if( fabs( len.x ) > fabs( len.y ) )
  789. {
  790. mLen = (int)fabs( len.x );
  791. speed.y = len.y / (float)fabs( len.x );
  792. }
  793. else
  794. {
  795. mLen = (int)fabs( len.y );
  796. speed.x = len.x / (float)fabs( len.y );
  797. }
  798. int i = 1;
  799. bool inside = 1;
  800. for( Vertex vp = speed + a; (Punkt)vp != (Punkt)( b - speed ) && inside && i < mLen - 1; vp += speed, i++ )
  801. inside &= istPunktInnen( vp );
  802. if( inside )
  803. return 1;
  804. }
  805. return 0;
  806. }
  807. bool Model2DObject::istModelInnen( const Model2DObject *zMdl, bool end ) const
  808. {
  809. if( !end )
  810. {
  811. Vertex min = (Vertex)rData->minP * size + position;
  812. Vertex max = (Vertex)rData->maxP * size + position;
  813. Vertex min2 = (Vertex)zMdl->zModel()->minP * zMdl->getSize() + zMdl->getPosition();
  814. Vertex max2 = (Vertex)zMdl->zModel()->maxP * zMdl->getSize() + zMdl->getPosition();
  815. if( max.x < min2.x || min.x > max2.x || max.y < min2.y || min.y > max2.y )
  816. return 0;
  817. }
  818. Mat3< float > mat = getObjectMatrix();
  819. for( auto *polygon = &rData->polygons->getArray(); polygon && polygon->set; polygon = polygon->next )
  820. {
  821. if( polygon->var.transparent )
  822. continue;
  823. int anz = polygon->var.vertex->getEintragAnzahl();
  824. for( int i = 0; i < anz; i++ )
  825. {
  826. if( zMdl->istPunktInnen( mat * polygon->var.vertex->get( i ) ) )
  827. return 1;
  828. }
  829. }
  830. if( end )
  831. return 0;
  832. return zMdl->istModelInnen( this, 1 );
  833. }
  834. Rect< float > Model2DObject::getBoundingBox() const
  835. {
  836. if( rData )
  837. return Rect< float >{ (Vertex)rData->minP * size + position, (Vertex)rData->maxP * size + position };
  838. return Rect< float >();
  839. }
  840. Model2DData *Model2DObject::getModel() const
  841. {
  842. return rData ? rData->getThis() : 0;
  843. }
  844. Model2DData *Model2DObject::zModel() const
  845. {
  846. return rData;
  847. }
  848. // Inhalt der Model2D Klasse aus Model2D.h
  849. // Konstruktor
  850. Model2D::Model2D()
  851. : Zeichnung()
  852. {
  853. farbe = 0;
  854. style = 0;
  855. rData = 0;
  856. drehung = 0;
  857. size = 1;
  858. textur = new RCArray< Textur2D >;
  859. ref = 1;
  860. }
  861. // Destruktor
  862. Model2D::~Model2D()
  863. {
  864. if( rData )
  865. rData->release();
  866. textur->release();
  867. }
  868. // nicht constant
  869. void Model2D::setModel( Model2DData *mdl )
  870. {
  871. if( rData )
  872. rData->release();
  873. rData = mdl;
  874. }
  875. void Model2D::setDrehung( float drehung )
  876. {
  877. this->drehung = drehung;
  878. while( this->drehung > PI * 2 )
  879. this->drehung -= (float)PI * 2;
  880. while( this->drehung < 0 )
  881. this->drehung += (float)PI * 2;
  882. rend = 1;
  883. }
  884. void Model2D::addDrehung( float drehung )
  885. {
  886. this->drehung += drehung;
  887. while( this->drehung > PI * 2 )
  888. this->drehung -= (float)PI * 2;
  889. while( this->drehung < 0 )
  890. this->drehung += (float)PI * 2;
  891. rend = 1;
  892. }
  893. void Model2D::setSize( float size )
  894. {
  895. this->size = size;
  896. rend = 1;
  897. }
  898. void Model2D::addSize( float size )
  899. {
  900. this->size += size;
  901. rend = 1;
  902. }
  903. void Model2D::setTextur( Textur2D *t )
  904. {
  905. int index = 0;
  906. if( rData )
  907. {
  908. for( auto i = rData->polygons->getArray(); i.set; i++ )
  909. textur->set( t->getThis(), index++ );
  910. }
  911. t->release();
  912. }
  913. void Model2D::setTextur( Textur2D *t, const char *polygonName )
  914. {
  915. int index = 0;
  916. for( auto i = rData->polygons->getArray(); i.set; i++, index++ )
  917. {
  918. if( i.var.name->istGleich( polygonName ) )
  919. textur->set( t->getThis(), index );
  920. }
  921. t->release();
  922. }
  923. void Model2D::setFarbe( int f )
  924. {
  925. farbe = f;
  926. rend = 1;
  927. }
  928. void Model2D::doMausEreignis( MausEreignis &me )
  929. {
  930. if( !mak || me.verarbeitet || !istPunktInnen( Punkt( me.mx, me.my ) ) )
  931. return;
  932. me.mx -= pos.x;
  933. me.my -= pos.y;
  934. mak( makParam, this, me );
  935. me.mx += pos.x;
  936. me.my += pos.y;
  937. me.verarbeitet = 1;
  938. }
  939. bool Model2D::tick( double tickVal )
  940. {
  941. bool ret = rend;
  942. rend = 0;
  943. return ret;
  944. }
  945. void Model2D::render( Bild &zRObj )
  946. {
  947. if( !rData || hatStyleNicht( Model2D::Style::Sichtbar ) || !rData->polygons )
  948. return;
  949. Zeichnung::render( zRObj );
  950. int num = 0;
  951. for( auto *p = &rData->vListen->getArray(); p && p->set; p = p->next, num++ )
  952. {
  953. Mat3< float > mat = Mat3< float >::translation( pos ) * Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  954. if( hatStyle( Model2D::Style::Textur ) )
  955. {
  956. if( !textur || !textur->z( num ) || !textur->z( num )->zTextur() || !rData->polygons->get( num ).tKordinaten )
  957. {
  958. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  959. {
  960. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  961. {
  962. Vertex a = mat * *j->var->punkt;
  963. Vertex b = mat * *j->next->var->punkt;
  964. Vertex c = mat * *j->next->next->var->punkt;
  965. if( hatStyle( Model2D::Style::Alpha ) )
  966. zRObj.drawDreieckAlpha( a, b, c, farbe );
  967. else
  968. zRObj.drawDreieck( a, b, c, farbe );
  969. }
  970. }
  971. }
  972. else
  973. {
  974. Bild *txt = textur->z( num )->zTextur();
  975. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  976. {
  977. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  978. {
  979. Vertex a = mat * *j->var->punkt;
  980. Vertex b = mat * *j->next->var->punkt;
  981. Vertex c = mat * *j->next->next->var->punkt;
  982. Punkt ta = (Punkt)Vertex( j->var->textur->x * (float)txt->getBreite(), j->var->textur->y * (float)txt->getHeight() );
  983. Punkt tb = (Punkt)Vertex( j->next->var->textur->x * (float)txt->getBreite(), j->next->var->textur->y * (float)txt->getHeight() );
  984. Punkt tc = (Punkt)Vertex( j->next->next->var->textur->x * (float)txt->getBreite(), j->next->next->var->textur->y * (float)txt->getHeight() );
  985. if( hatStyle( Model2D::Style::Alpha ) )
  986. zRObj.drawDreieckTexturAlpha( a, b, c, ta, tb, tc, *txt );
  987. else
  988. zRObj.drawDreieckTextur( a, b, c, ta, tb, tc, *txt );
  989. }
  990. }
  991. }
  992. }
  993. if( hatStyle( Model2D::Style::Mesh ) )
  994. {
  995. for( auto *i = &p->var->getArray(); i && i->set; i = i->next )
  996. {
  997. for( auto *j = &i->var->zListe()->getArray(); j->next->next && j->next->next->set; j = j->next )
  998. {
  999. Vertex a = mat * *j->var->punkt;
  1000. Vertex b = mat * *j->next->var->punkt;
  1001. Vertex c = mat * *j->next->next->var->punkt;
  1002. if( hatStyle( Model2D::Style::Alpha ) )
  1003. {
  1004. zRObj.drawLinieAlpha( a, b, farbe );
  1005. zRObj.drawLinieAlpha( b, c, farbe );
  1006. zRObj.drawLinieAlpha( c, a, farbe );
  1007. }
  1008. else
  1009. {
  1010. zRObj.drawLinie( a, b, farbe );
  1011. zRObj.drawLinie( b, c, farbe );
  1012. zRObj.drawLinie( c, a, farbe );
  1013. }
  1014. }
  1015. }
  1016. }
  1017. if( hatStyle( Model2D::Style::Rahmen ) )
  1018. {
  1019. ArrayEintrag< Vertex > &beg = rData->polygons->get( num ).vertex->getArray();
  1020. if( beg.set )
  1021. {
  1022. ArrayEintrag< Vertex > *letzter = 0;
  1023. for( ArrayEintrag< Vertex > *e = &beg; e && e->next && e->set && e->next->set; e = e->next )
  1024. {
  1025. if( hatStyle( Model2D::Style::Alpha ) )
  1026. zRObj.drawLinieAlpha( mat * e->var, mat * e->next->var, farbe );
  1027. else
  1028. zRObj.drawLinie( mat * e->var, mat * e->next->var, farbe );
  1029. letzter = e->next;
  1030. }
  1031. if( letzter && letzter->set )
  1032. {
  1033. if( hatStyle( Model2D::Style::Alpha ) )
  1034. zRObj.drawLinieAlpha( mat * letzter->var, mat * beg.var, farbe );
  1035. else
  1036. zRObj.drawLinie( mat * letzter->var, mat * beg.var, farbe );
  1037. }
  1038. }
  1039. }
  1040. }
  1041. }
  1042. // constant
  1043. float Model2D::getDrehung() const
  1044. {
  1045. return drehung;
  1046. }
  1047. float Model2D::getSize() const
  1048. {
  1049. return size;
  1050. }
  1051. bool Model2D::istPunktInnen( Vertex p ) const
  1052. {
  1053. if( !rData )
  1054. return 0;
  1055. p -= pos;
  1056. if( p < Mat3< float >::scaling( size ) * rData->minP || p > Mat3< float >::scaling( size ) * rData->maxP || !rData->polygons )
  1057. return 0;
  1058. int num = 0;
  1059. for( auto *polygon = &rData->polygons->getArray(); polygon && polygon->set; polygon = polygon->next, num++ )
  1060. {
  1061. if( polygon->var.transparent )
  1062. continue;
  1063. Mat3< float > mat = Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  1064. int anz = polygon->var.vertex->getEintragAnzahl();
  1065. bool c = 0;
  1066. int j = anz - 1;
  1067. for( int i = 0; i < anz; i++ )
  1068. {
  1069. Vertex a = mat * polygon->var.vertex->get( i );
  1070. Vertex b = mat * polygon->var.vertex->get( j );
  1071. 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 ) )
  1072. c = !c;
  1073. j = i;
  1074. }
  1075. if( c )
  1076. return 1;
  1077. }
  1078. return 0;
  1079. }
  1080. bool Model2D::istLinieInnen( Vertex a, Vertex b ) const
  1081. {
  1082. if( !rData || !rData->polygons )
  1083. return 0;
  1084. int pAnz = rData->polygons->getEintragAnzahl();
  1085. for( int p = 0; p < pAnz; p++ )
  1086. {
  1087. if( rData->polygons->get( p ).transparent )
  1088. continue;
  1089. Mat3< float > mat = Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  1090. int anz = rData->polygons->get( p ).vertex->getEintragAnzahl();
  1091. int j = anz - 1;
  1092. for( int i = 0; i < anz; i++ )
  1093. {
  1094. Punkt va = mat * rData->polygons->get( p ).vertex->get( i );
  1095. Punkt vb = mat * rData->polygons->get( p ).vertex->get( j );
  1096. if( (Punkt)a == pos + va && (Punkt)b == pos + vb )
  1097. return 1;
  1098. if( (Punkt)a == pos + vb && (Punkt)b == pos + va )
  1099. return 1;
  1100. j = i;
  1101. }
  1102. Vertex len = b - a;
  1103. Vertex speed( len.x > 0 ? 1 : -1.f, len.y > 0 ? 1 : -1.f );
  1104. int mLen = 0;
  1105. if( fabs( len.x ) > fabs( len.y ) )
  1106. {
  1107. mLen = (int)fabs( len.x );
  1108. speed.y = len.y / (float)fabs( len.x );
  1109. }
  1110. else
  1111. {
  1112. mLen = (int)fabs( len.y );
  1113. speed.x = len.x / (float)fabs( len.y );
  1114. }
  1115. int i = 1;
  1116. bool inside = 1;
  1117. for( Vertex vp = speed + a; (Punkt)vp != (Punkt)( b - speed ) && inside && i < mLen - 1; vp += speed, i++ )
  1118. inside &= istPunktInnen( vp );
  1119. if( inside )
  1120. return 1;
  1121. }
  1122. return 0;
  1123. }
  1124. bool Model2D::istModelInnen( const Model2D *zMdl, bool end ) const
  1125. {
  1126. if( !end )
  1127. {
  1128. Vertex min = (Vertex)rData->minP * size + pos;
  1129. Vertex max = (Vertex)rData->maxP * size + pos;
  1130. Vertex min2 = (Vertex)zMdl->zModel()->minP * zMdl->getSize() + zMdl->getPosition();
  1131. Vertex max2 = (Vertex)zMdl->zModel()->maxP * zMdl->getSize() + zMdl->getPosition();
  1132. if( max.x < min2.x || min.x > max2.x || max.y < min2.y || min.y > max2.y )
  1133. return 0;
  1134. }
  1135. Mat3< float > mat = Mat3< float >::translation( pos ) * Mat3< float >::rotation( drehung ) * Mat3< float >::scaling( size );
  1136. for( auto *polygon = &rData->polygons->getArray(); polygon && polygon->set; polygon = polygon->next )
  1137. {
  1138. if( polygon->var.transparent )
  1139. continue;
  1140. int anz = polygon->var.vertex->getEintragAnzahl();
  1141. for( int i = 0; i < anz; i++ )
  1142. {
  1143. if( zMdl->istPunktInnen( mat * polygon->var.vertex->get( i ) ) )
  1144. return 1;
  1145. }
  1146. }
  1147. if( end )
  1148. return 0;
  1149. return zMdl->istModelInnen( this, 1 );
  1150. }
  1151. Model2DData *Model2D::getModel() const
  1152. {
  1153. return rData ? rData->getThis() : 0;
  1154. }
  1155. Model2DData *Model2D::zModel() const
  1156. {
  1157. return rData;
  1158. }
  1159. // Reference Counting
  1160. Model2D *Model2D::getThis()
  1161. {
  1162. ++ref;
  1163. return this;
  1164. }
  1165. Model2D *Model2D::release()
  1166. {
  1167. --ref;
  1168. if( !ref )
  1169. delete this;
  1170. return 0;
  1171. }