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- #include "Model2D.h"
- #include "Textur2D.h"
- #include "FrameworkMath.h"
- #include "Mat3.h"
- #include "MausEreignis.h"
- #include "Bild.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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