/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #include "sword25/kernel/inputpersistenceblock.h" #include "sword25/kernel/outputpersistenceblock.h" #include "sword25/math/region.h" #include "sword25/math/walkregion.h" #include "sword25/math/regionregistry.h" namespace Sword25 { Region::Region() : _valid(false), _type(RT_REGION) { RegionRegistry::instance().registerObject(this); } Region::Region(InputPersistenceBlock &reader, uint handle) : _valid(false), _type(RT_REGION) { RegionRegistry::instance().registerObject(this, handle); unpersist(reader); } uint Region::create(REGION_TYPE type) { Region *regionPtr = NULL; switch (type) { case RT_REGION: regionPtr = new Region(); break; case RT_WALKREGION: regionPtr = new WalkRegion(); break; default: assert(true); } return RegionRegistry::instance().resolvePtr(regionPtr); } uint Region::create(InputPersistenceBlock &reader, uint handle) { // Read type uint32 type; reader.read(type); // Depending on the type, create a new BS_Region or BS_WalkRegion object Region *regionPtr = NULL; if (type == RT_REGION) { regionPtr = new Region(reader, handle); } else if (type == RT_WALKREGION) { regionPtr = new WalkRegion(reader, handle); } else { assert(false); } return RegionRegistry::instance().resolvePtr(regionPtr); } Region::~Region() { RegionRegistry::instance().deregisterObject(this); } bool Region::init(const Polygon &contour, const Common::Array *pHoles) { // Reset object state _valid = false; _position = Vertex(0, 0); _polygons.clear(); // Reserve sufficient space for countour and holes in the polygon list if (pHoles) _polygons.reserve(1 + pHoles->size()); else _polygons.reserve(1); // The first polygon will be the contour _polygons.push_back(Polygon()); _polygons[0].init(contour.vertexCount, contour.vertices); // Make sure that the Vertecies in the Contour are arranged in a clockwise direction _polygons[0].ensureCWOrder(); // Place the hole polygons in the following positions if (pHoles) { for (uint i = 0; i < pHoles->size(); ++i) { _polygons.push_back(Polygon()); _polygons[i + 1].init((*pHoles)[i].vertexCount, (*pHoles)[i].vertices); _polygons[i + 1].ensureCWOrder(); } } // Initialize bounding box updateBoundingBox(); _valid = true; return true; } void Region::updateBoundingBox() { if (_polygons[0].vertexCount) { int minX = _polygons[0].vertices[0].x; int maxX = _polygons[0].vertices[0].x; int minY = _polygons[0].vertices[0].y; int maxY = _polygons[0].vertices[0].y; for (int i = 1; i < _polygons[0].vertexCount; i++) { if (_polygons[0].vertices[i].x < minX) minX = _polygons[0].vertices[i].x; else if (_polygons[0].vertices[i].x > maxX) maxX = _polygons[0].vertices[i].x; if (_polygons[0].vertices[i].y < minY) minY = _polygons[0].vertices[i].y; else if (_polygons[0].vertices[i].y > maxY) maxY = _polygons[0].vertices[i].y; } _boundingBox = Common::Rect(minX, minY, maxX + 1, maxY + 1); } } // Position Changes void Region::setPos(int x, int y) { // Calculate the difference between the old and new position Vertex delta(x - _position.x, y - _position.y); // Save the new position _position = Vertex(x, y); // Move all the vertecies for (uint i = 0; i < _polygons.size(); ++i) { _polygons[i] += delta; } // Update the bounding box updateBoundingBox(); } void Region::setPosX(int x) { setPos(x, _position.y); } void Region::setPosY(int y) { setPos(_position.x, y); } // Point-Region Tests bool Region::isPointInRegion(int x, int y) const { // Test whether the point is in the bounding box if (_boundingBox.contains(x, y)) { // Test whether the point is in the contour if (_polygons[0].isPointInPolygon(x, y, true)) { // Test whether the point is in a hole for (uint i = 1; i < _polygons.size(); i++) { if (_polygons[i].isPointInPolygon(x, y, false)) return false; } return true; } } return false; } bool Region::isPointInRegion(const Vertex &vertex) const { return isPointInRegion(vertex.x, vertex.y); } Vertex Region::findClosestRegionPoint(const Vertex &point) const { // Determine whether the point is inside a hole. If that is the case, the closest // point on the edge of the hole is determined int polygonIdx = 0; { for (uint i = 1; i < _polygons.size(); ++i) { if (_polygons[i].isPointInPolygon(point)) { polygonIdx = i; break; } } } const Polygon &polygon = _polygons[polygonIdx]; assert(polygon.vertexCount > 1); // For each line of the polygon, calculate the point that is cloest to the given point // The point of this set with the smallest distance to the given point is the result. Vertex closestVertex = findClosestPointOnLine(polygon.vertices[0], polygon.vertices[1], point); int closestVertexDistance2 = closestVertex.distance(point); for (int i = 1; i < polygon.vertexCount; ++i) { int j = (i + 1) % polygon.vertexCount; Vertex curVertex = findClosestPointOnLine(polygon.vertices[i], polygon.vertices[j], point); if (curVertex.distance(point) < closestVertexDistance2) { closestVertex = curVertex; closestVertexDistance2 = curVertex.distance(point); } } // Determine whether the point is really within the region. This must not be so, as a result of rounding // errors can occur at the edge of polygons if (isPointInRegion(closestVertex)) return closestVertex; else { // Try to construct a point within the region - 8 points are tested in the immediate vacinity // of the point if (isPointInRegion(closestVertex + Vertex(-2, -2))) return closestVertex + Vertex(-2, -2); else if (isPointInRegion(closestVertex + Vertex(0, -2))) return closestVertex + Vertex(0, -2); else if (isPointInRegion(closestVertex + Vertex(2, -2))) return closestVertex + Vertex(2, -2); else if (isPointInRegion(closestVertex + Vertex(-2, 0))) return closestVertex + Vertex(-2, 0); else if (isPointInRegion(closestVertex + Vertex(0, 2))) return closestVertex + Vertex(0, 2); else if (isPointInRegion(closestVertex + Vertex(-2, 2))) return closestVertex + Vertex(-2, 2); else if (isPointInRegion(closestVertex + Vertex(-2, 0))) return closestVertex + Vertex(2, 2); else if (isPointInRegion(closestVertex + Vertex(2, 2))) return closestVertex + Vertex(2, 2); // If no point could be found that way that lies within the region, find the next point closestVertex = polygon.vertices[0]; int shortestVertexDistance2 = polygon.vertices[0].sqrDist(point); { for (int i = 1; i < polygon.vertexCount; i++) { int curDistance2 = polygon.vertices[i].sqrDist(point); if (curDistance2 < shortestVertexDistance2) { closestVertex = polygon.vertices[i]; shortestVertexDistance2 = curDistance2; } } } warning("Clostest vertex forced because edgepoint was outside region."); return closestVertex; } } Vertex Region::findClosestPointOnLine(const Vertex &lineStart, const Vertex &lineEnd, const Vertex point) const { float vector1X = static_cast(point.x - lineStart.x); float vector1Y = static_cast(point.y - lineStart.y); float vector2X = static_cast(lineEnd.x - lineStart.x); float vector2Y = static_cast(lineEnd.y - lineStart.y); float vector2Length = sqrt(vector2X * vector2X + vector2Y * vector2Y); vector2X /= vector2Length; vector2Y /= vector2Length; float distance = sqrt(static_cast((lineStart.x - lineEnd.x) * (lineStart.x - lineEnd.x) + (lineStart.y - lineEnd.y) * (lineStart.y - lineEnd.y))); float dot = vector1X * vector2X + vector1Y * vector2Y; if (dot <= 0) return lineStart; if (dot >= distance) return lineEnd; Vertex vector3(static_cast(vector2X * dot + 0.5f), static_cast(vector2Y * dot + 0.5f)); return lineStart + vector3; } // Line of Sight bool Region::isLineOfSight(const Vertex &a, const Vertex &b) const { assert(_polygons.size()); // The line must be within the contour polygon, and outside of any hole polygons Common::Array::const_iterator iter = _polygons.begin(); if (!(*iter).isLineInterior(a, b)) return false; for (iter++; iter != _polygons.end(); iter++) if (!(*iter).isLineExterior(a, b)) return false; return true; } // Persistence bool Region::persist(OutputPersistenceBlock &writer) { bool Result = true; writer.write(static_cast(_type)); writer.write(_valid); writer.write((int32)_position.x); writer.write((int32)_position.y); writer.write((uint32)_polygons.size()); Common::Array::iterator It = _polygons.begin(); while (It != _polygons.end()) { Result &= It->persist(writer); ++It; } writer.write((int32)_boundingBox.left); writer.write((int32)_boundingBox.top); writer.write((int32)_boundingBox.right); writer.write((int32)_boundingBox.bottom); return Result; } bool Region::unpersist(InputPersistenceBlock &reader) { reader.read(_valid); reader.read(_position.x); reader.read(_position.y); _polygons.clear(); uint32 PolygonCount; reader.read(PolygonCount); for (uint i = 0; i < PolygonCount; ++i) { _polygons.push_back(Polygon(reader)); } reader.read(_boundingBox.left); reader.read(_boundingBox.top); reader.read(_boundingBox.right); reader.read(_boundingBox.bottom); return reader.isGood(); } Vertex Region::getCentroid() const { if (_polygons.size() > 0) return _polygons[0].getCentroid(); return Vertex(); } } // End of namespace Sword25