mirror of
https://github.com/amyinspace/MagicSetEditor2.git
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cf91f9c43b
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@1438 0fc631ac-6414-0410-93d0-97cfa31319b6
250 lines
9.5 KiB
C++
250 lines
9.5 KiB
C++
//+----------------------------------------------------------------------------+
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//| Description: Magic Set Editor - Program to make Magic (tm) cards |
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//| Copyright: (C) 2001 - 2010 Twan van Laarhoven and Sean Hunt |
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//| License: GNU General Public License 2 or later (see file COPYING) |
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//+----------------------------------------------------------------------------+
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// ----------------------------------------------------------------------------- : Includes
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#include <util/prec.hpp>
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#include <util/rotation.hpp>
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#include <gfx/bezier.hpp>
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#include <gfx/polynomial.hpp>
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// ----------------------------------------------------------------------------- : Evaluation
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BezierCurve::BezierCurve(const Vector2D& p0, const Vector2D& p1, const Vector2D& p2, const Vector2D& p3) {
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// calculate coefficients
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c = (p1 - p0) * 3.0;
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b = (p2 - p1) * 3.0 - c;
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a = (p3 - p0) - c - b;
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d = p0;
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}
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BezierCurve::BezierCurve(const ControlPoint& p0, const ControlPoint& p3) {
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// calculate coefficients
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c = p0.delta_after * 3.0;
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b = (p3.pos + p3.delta_before - p0.pos - p0.delta_after) * 3.0 - c;
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a = (p3.pos - p0.pos) - c - b;
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d = p0.pos;
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}
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void deCasteljau(Vector2D a1, Vector2D a2, Vector2D a3, Vector2D a4,
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Vector2D& b2, Vector2D& b3, Vector2D& b4c1,
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Vector2D& c2, Vector2D& c3, double t)
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{
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b2 = a1 + (a2 - a1) * t;
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Vector2D mid23 = a2 + (a3 - a2) * t;
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c3 = a3 + (a4 - a3) * t;
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b3 = b2 + (mid23 - b2) * t;
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c2 = mid23 + (c3 - mid23) * t;
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b4c1 = b3 + (c2 - b3) * t;
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}
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void deCasteljau(ControlPoint& a, ControlPoint& b, double t, ControlPoint& mid) {
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deCasteljau(a.pos, a.delta_after, b.delta_before, b.pos, t, mid);
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}
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void deCasteljau(const Vector2D& a1, Vector2D& a21, Vector2D& a34, const Vector2D& a4, double t, ControlPoint& out) {
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Vector2D half21 = a21 * t;
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Vector2D half34 = a34 * (1-t);
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Vector2D mid23 = (a1 + a21) * (1-t) + (a34 + a4) * t;
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Vector2D mid23h21 = (a1 + half21) * (1-t) + mid23 * t;
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Vector2D mid23h34 = (a4 + half34) * t + mid23 * (1-t);
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out.pos = mid23h21 * (1-t) + mid23h34 * t;
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out.delta_before = mid23h21 - out.pos;
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out.delta_after = mid23h34 - out.pos;
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a21 = half21;
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a34 = half34;
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}
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// ----------------------------------------------------------------------------- : Drawing
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void curve_subdivide(const BezierCurve& c, const Vector2D& p0, const Vector2D& p1, double t0, double t1, const Vector2D& origin, const Matrix2D& m, vector<wxPoint>& out, UInt level) {
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if (level <= 0) return;
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double midtime = (t0+t1) * 0.5f;
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Vector2D midpoint = c.pointAt(midtime);
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Vector2D d0 = p0 - midpoint;
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Vector2D d1 = midpoint - p1;
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// Determine treshold for subdivision, greater angle -> subdivide
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// greater size -> subdivide
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double treshold = fabs( atan2(d0.x,d0.y) - atan2(d1.x,d1.y)) * (p0-p1).lengthSqr();
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bool subdivide = treshold >= .0001;
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// subdivide left
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curve_subdivide(c, p0, midpoint, t0, midtime, origin, m, out, level - 1);
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// add midpoint
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if (subdivide) {
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out.push_back(origin + midpoint * m);
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}
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// subdivide right
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curve_subdivide(c, midpoint, p1, midtime, t1, origin, m, out, level - 1);
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}
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void segment_subdivide(const ControlPoint& p0, const ControlPoint& p1, const Vector2D& origin, const Matrix2D& m, vector<wxPoint>& out) {
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assert(p0.segment_after == p1.segment_before);
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// always the start
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out.push_back(origin + p0.pos * m);
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if (p0.segment_after == SEGMENT_CURVE) {
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// need more points?
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BezierCurve curve(p0,p1);
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curve_subdivide(curve, p0.pos, p1.pos, 0, 1, origin, m, out, 5);
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}
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}
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// ----------------------------------------------------------------------------- : Bounds
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Bounds segment_bounds(const Vector2D& origin, const Matrix2D& m, const ControlPoint& p1, const ControlPoint& p2) {
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assert(p1.segment_after == p2.segment_before);
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if (p1.segment_after == SEGMENT_LINE) {
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return line_bounds (origin, m, p1.pos, p2.pos);
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} else {
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return bezier_bounds(origin, m, p1, p2);
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}
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}
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Bounds bezier_bounds(const Vector2D& origin, const Matrix2D& m, const ControlPoint& p1, const ControlPoint& p2) {
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assert(p1.segment_after == SEGMENT_CURVE);
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// Transform the control points
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Vector2D r1 = origin + p1.pos * m;
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Vector2D r2 = origin + (p1.pos + p1.delta_after) * m;
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Vector2D r3 = origin + (p2.pos + p2.delta_before) * m;
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Vector2D r4 = origin + p2.pos * m;
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// First of all, the corners should be in the bounding box
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Bounds bounds(r1);
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bounds.update(r4);
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// Solve the derivative of the bezier curve to find its extremes
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// It's only a quadtratic equation :)
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BezierCurve curve(r1,r2,r3,r4);
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double roots[4];
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UInt count;
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count = solve_quadratic(3*curve.a.x, 2*curve.b.x, curve.c.x, roots);
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count += solve_quadratic(3*curve.a.y, 2*curve.b.y, curve.c.y, roots + count);
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// now check them for min/max
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for (UInt i = 0 ; i < count ; ++i) {
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double t = roots[i];
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if (t >=0 && t <= 1) {
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bounds.update(curve.pointAt(t));
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}
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}
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return bounds;
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}
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Bounds line_bounds(const Vector2D& origin, const Matrix2D& m, const Vector2D& p1, const Vector2D& p2) {
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Bounds bounds(origin + p1 * m);
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bounds.update(origin + p2 * m);
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return bounds;
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}
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// ----------------------------------------------------------------------------- : Point tests
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// Is a point inside a symbol shape?
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bool point_in_shape(const Vector2D& pos, const SymbolShape& shape) {
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// Step 1. compare bounding box of the part
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if (!shape.bounds.contains(pos)) return false;
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// Step 2. trace ray outward, count intersections
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int count = 0;
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size_t size = shape.points.size();
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for(size_t i = 0 ; i < size ; ++i) {
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ControlPointP p1 = shape.getPoint((int) i);
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ControlPointP p2 = shape.getPoint((int) i + 1);
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if (p1->segment_after == SEGMENT_LINE) {
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count += intersect_line_ray (p1->pos, p2->pos, pos);
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} else {
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count += intersect_bezier_ray(*p1, *p2, pos);
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}
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}
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return count & 1; // odd number of intersections
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}
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// ----------------------------------------------------------------------------- : Finding points
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bool pos_on_segment(const Vector2D& pos, double range, const ControlPoint& p1, const ControlPoint& p2, Vector2D& pOut, double& tOut) {
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if (p1.segment_after == SEGMENT_CURVE) {
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return pos_on_bezier(pos, range, p1, p2, pOut, tOut);
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} else {
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return pos_on_line (pos, range, p1.pos, p2.pos, pOut, tOut);
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}
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}
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bool pos_on_bezier(const Vector2D& pos, double range, const ControlPoint& p1, const ControlPoint& p2, Vector2D& pOut, double& tOut) {
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assert(p1.segment_after == SEGMENT_CURVE);
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// Find intersections with the horizontal and vertical lines through p0
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// theoretically we would need to check in all directions, but this covers enough
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BezierCurve curve(p1, p2);
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double roots[6];
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UInt count;
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count = solve_cubic(curve.a.y, curve.b.y, curve.c.y, curve.d.y - pos.y, roots);
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count += solve_cubic(curve.a.x, curve.b.x, curve.c.x, curve.d.x - pos.x, roots + count); // append intersections
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// take the best intersection point
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double bestDistSqr = std::numeric_limits<double>::max(); //infinity
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for(UInt i = 0 ; i < count ; ++i) {
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double t = roots[i];
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if (t >= 0 && t < 1) {
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Vector2D pnt = curve.pointAt(t);
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double distSqr = (pnt - pos).lengthSqr();
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if (distSqr < bestDistSqr) {
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bestDistSqr = distSqr;
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pOut = pnt;
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tOut = t;
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}
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}
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}
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return bestDistSqr <= range * range;
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}
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bool pos_on_line(const Vector2D& pos, double range, const Vector2D& p1, const Vector2D& p2, Vector2D& pOut, double& t) {
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Vector2D p21 = p2 - p1;
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double p21len = p21.lengthSqr();
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if (p21len < 0.00001) return false; // line is too short
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t = dot(p21, pos - p1) / p21len; // 'time' on line p1->p2
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if (t < 0 || t > 1) return false; // outside segment
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pOut = p1 + p21 * t; // point on line
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Vector2D dist = pOut - pos; // distance to line
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return dist.lengthSqr() <= range * range; // in range?
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}
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// ----------------------------------------------------------------------------- : Intersection
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UInt intersect_bezier_ray(const ControlPoint& p1, const ControlPoint& p2, const Vector2D& pos) {
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// Looking only at the y coordinate
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// we can use the cubic formula to find roots, points where the horizontal line
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// through pos intersects the (extended) curve
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BezierCurve curve(p1,p2);
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double roots[3];
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UInt count = solve_cubic(curve.a.y, curve.b.y, curve.c.y, curve.d.y - pos.y, roots);
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// now check if the solutions are left of pos.x
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UInt solsInRange = 0;
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for(UInt i = 0 ; i < count ; ++i) {
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double t = roots[i];
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if (t >= 0 && t < 1 && curve.pointAt(t).x < pos.x) {
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solsInRange += 1;
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}
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}
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return solsInRange;
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}
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bool intersect_line_ray(const Vector2D& p1, const Vector2D& p2, const Vector2D& pos) {
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// Vector2D intersection = p1 + t * (p2 - p1)
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// intersection.y == pos.y
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// == p1.y + t * (p2.y - p1.y)
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// => t == (pos.y - p1.y) / (p2.y - p1.y)
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// intersection.x == p1.x + t * (p2.x - p1.x)
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// == p1.x + (pos.y - p1.y) * (p2.x - p1.x) / (p2.y - p1.y)
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double dy = p2.y - p1.y;
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if (fabs(dy) < 0.0000000001) {
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// horizontal line
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return (p1.x > pos.x || p2.x > pos.x) && // starts to the left of pos
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fabs(p1.y - pos.y) < 0.0000000001; // same y as pos
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} else {
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double dx = p2.x - p1.x;
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double t = (pos.y - p1.y) / dy;
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if (t < 0.0 || t >= 1.0) return false;
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double intersectX = p1.x + t * dx;
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return intersectX <= pos.x; // intersection is left of pos
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}
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}
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