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|
' Copyright (c) 2006 Ian Cowburn
'
' Permission is hereby granted, free of charge, to any person obtaining a copy of
' this software and associated documentation files (the "Software"), to deal in
' the Software without restriction, including without limitation the rights to
' use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
' of the Software, and to permit persons to whom the Software is furnished to do
' so, subject to the following conditions:
'
' The above copyright notice and this permission notice shall be included in all
' copies or substantial portions of the Software.
'
' THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
' IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
' FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
' AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
' LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
' OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
' SOFTWARE.
'
' $Id$
'
Rem
bbdoc: noddybox.vectorgfx
EndRem
Module noddybox.vectorgfx
ModuleInfo "Framework: 2D Vector Graphics classes"
ModuleInfo "Copyright: Ian Cowburn -- released under the MIT License"
ModuleInfo "Author: Ian Cowburn"
ModuleInfo "Version: $Revision$"
Import brl.linkedlist
Import brl.math
Import brl.endianstream
Import brl.max2d
Import noddybox.vector
Import noddybox.algorithm
Rem
bbdoc: Wibble
about: Wobble
EndRem
Rem
bbdoc: Defines a method for drawing vector lines
about: For an example of creating a line drawing routine view the LineSolid type in the private section of this module.
EndRem
Type TVectorGfxLineStyle Abstract
Rem
bbdoc: Draws a vector line using IDs and @TVectorGfxCollisionMap method.
returns: The or'ed mask of all collision IDs overwritten in @colmap by this line, or zero if @colmap is null.
about: This routine must draw a line from @x1, @y1 to @x2, @y2 using the colour @r,@g,@b.
about: @id, @obj and @line must be written into the collision map @colmap if @colmap is not null and @actor is false.
about: If @colmap is set and @actor true, then collisions must be returned but no points written into the collision map.
about: If @colmap is set, @actor is true and @list is not null then any collisions should be recorded into this list
about: (no requirement for duplicate checking).
EndRem
Method LineToCollisionMap:Int(x1:Int, y1:Int, x2:Int, y2:Int, r:Int, g:Int, b:Int, id:Int, obj:TVectorGfxObject, line:Int, colmap:TVectorGfxCollisionMap, actor:Int, list:TList) Abstract
Rem
bbdoc: Draws a vector line using the point list method.
about: This routine must draw a line from @x1, @y1 to @x2, @y2 using the colour @r,@g,@b.
about: If list is not null, then the points drawn must be stored in the list as @TVectorGfxPoint objects.
about: For an example of creating a line drawing routine view the LineSolid type in the private section of this module.
EndRem
Method LineToPointList:Int(x1:Int, y1:Int, x2:Int, y2:Int, r:Int, g:Int, b:Int, list:TList) Abstract
End Type
Rem
bbdoc: Set to use solid lines for drawing.
about: This mode draws vector lines as solid colour lines using the current alpha, and is the default mode.
EndRem
Function VectorGfxSetSolid()
Static.linedraw=New LineSolid
End Function
Rem
bbdoc: Set to use a custom drawing method.
EndRem
Function VectorGfxSetCustom(linedraw:TVectorGfxLineStyle)
Static.linedraw=linedraw
End Function
Rem
bbdoc: Defines a point in the vector graphics collision map.
EndRem
Type TVectorGfxCollision
Rem
bbdoc: The X co-ordinate of this collision (in the object co-ordinate space).
EndRem
Field x:Int
Rem
bbdoc: The Y co-ordinate of this collision (in the object co-ordinate space).
EndRem
Field y:Int
Rem
bbdoc: The collision masks at this point.
EndRem
Field mask:Int
Rem
bbdoc: The last vector object that wrote at this point.
EndRem
Field obj:TVectorGfxObject
Rem
bbdoc: The index of the line in the last vector object that wrote at this point.
EndRem
Field line:Int
Function Create:TVectorGfxCollision(x:Int, y:Int, mask:Int, obj:TVectorGfxObject, line:Int)
Local o:TVectorGfxCollision=New TVectorGfxCollision
o.x=x
o.y=y
o.mask=mask
o.obj=obj
o.line=line
Return o
End Function
End Type
Rem
bbdoc: Defines a vector graphics collision map.
about: Collisions using this method in the library are defined using a bitmask (allowing 32 collision masks).
EndRem
Type TVectorGfxCollisionMap
Field width:Int
Field height:Int
Field xoff:Int
Field yoff:Int
Field data:TVectorGfxCollision[,]
Rem
bbdoc: Create a collision map.
returns: The created collision map.
about: @width and @height are the size of the collision map.
EndRem
Function Create:TVectorGfxCollisionMap(width:Int, height:Int)
Local o:TVectorGfxCollisionMap=New TVectorGfxCollisionMap
o.width=width
o.height=height
o.xoff=0
o.yoff=0
o.Clear()
Return o
End Function
Rem
bbdoc: Set the offset of the collision map.
about: @x and @y are the offsets into the co-ordinate space where the collision map lives.
EndRem
Method SetOffset(x:Int, y:Int)
xoff=x
yoff=y
End Method
Rem
bbdoc: Get a collision point.
returns: The collision point, or null if nothing drawn there.
about: @x and @y are the co-ordinates (in the objects co-ordinate space, not the collision map space)
EndRem
Method GetCollision:TVectorGfxCollision(x:Int, y:Int)
If x<xoff Or x>=xoff+width Or y<yoff Or y>=yoff+height
Return Null
Else
Return data[x-xoff,y-yoff]
EndIf
End Method
Rem
bbdoc: Set a collision point.
returns: The current collision mask for that point, or zero if the point is out of the map's range.
about: @x and @y are the co-ordinates (in the objects co-ordinate space, not the collision map space)
EndRem
Method SetCollision:Int(x:Int, y:Int, id:Int, obj:TVectorGfxObject, line:Int)
If x<xoff Or x>=xoff+width Or y<yoff Or y>=yoff+height
Return 0
EndIf
Local ax:Int=x-xoff
Local ay:Int=y-yoff
Local cur:TVectorGfxCollision=data[ax,ay]
If Not cur
cur=TVectorGfxCollision.Create(x,y,id,obj,line)
data[ax,ay]=cur
Else
cur.mask:|id
cur.obj=obj
cur.line=line
EndIf
Return cur.mask
End Method
Rem
bbdoc: Clear the collision map
EndRem
Method Clear()
data=New TVectorGfxCollision[width,height]
End Method
End Type
Rem
bbdoc: Defines a 2D vector graphics object
EndRem
Type TVectorGfxObject
Rem
bbdoc: The points making up this object
EndRem
Field points:TVectorGfxPoint[]
Rem
bbdoc: The lines making up this object
EndRem
Field lines:TVectorGfxLine[]
Rem
bbdoc: The X co-ordinate of the object
EndRem
Field x:Int
Rem
bbdoc: The Y co-ordinate of the object
EndRem
Field y:Int
Rem
bbdoc: The minimum X co-ordinate of the object. Only valid after a call to SetPoints().
EndRem
Field min_x:Int
Rem
bbdoc: The maximum X co-ordinate of the object. Only valid after a call to SetPoints().
EndRem
Field max_x:Int
Rem
bbdoc: The minimum Y co-ordinate of the object. Only valid after a call to SetPoints().
EndRem
Field min_y:Int
Rem
bbdoc: The maximum Y co-ordinate of the object. Only valid after a call to SetPoints().
EndRem
Field max_y:Int
Rem
bbdoc: The width of the object. Only valid after a call to SetPoints().
EndRem
Field width:Int
Rem
bbdoc: The height of the object. Only valid after a call to SetPoints().
EndRem
Field height:Int
Rem
bbdoc: The angle of the object, as degrees*10. Must be within the range 0-3599 inclusive.
EndRem
Field ang:Int
Rem
bbdoc: The scale of the object.
EndRem
Field scale:Double
Field rotated:TVectorGfxPoint[]
Rem
bbdoc: Creates a new empty object
returns: The created object.
EndRem
Method New()
points=Null
lines=Null
rotated=Null
x=0
y=0
min_x=9999999
min_y=9999999
max_x=-9999999
max_y=-9999999
width=0
height=0
ang=0
scale=1
End Method
Rem
bbdoc: Clones this object
about: Returns a copy of this object, with its own copy of the line and points.
EndRem
Method Clone:TVectorGfxObject()
Local o:TVectorGfxObject=New TVectorGfxObject
o.x=x
o.y=y
o.min_x=min_x
o.min_y=min_y
o.max_x=max_x
o.max_y=max_y
o.width=width
o.height=height
o.ang=ang
o.scale=scale
o.SetPoints(points)
o.SetLines(lines)
Return o
End Method
Rem
bbdoc: Sets the points for this object
about: @pa is an array of points for this object.
EndRem
Method SetPoints(pa:Object[])
points=New TVectorGfxPoint[pa.length]
For Local f:Int=0 Until pa.length
points[f]=TVectorGfxPoint(pa[f])
min_x=Min(min_x,points[f].x)
min_y=Min(min_y,points[f].y)
max_x=Max(max_x,points[f].x)
max_y=Max(max_y,points[f].y)
Next
width=max_x-min_x
height=max_y-min_y
End Method
Rem
bbdoc: Sets the lines for this object.
about: @la is the array of lines for this object.
EndRem
Method SetLines(la:Object[])
lines=New TVectorGfxLine[la.length]
For Local f:Int=0 Until la.length
lines[f]=TVectorGfxLine(la[f])
Next
End Method
Rem
bbdoc: Whether a point is inside the object
returns: True if the point lies inside the object. The object is assumed to be a closed polygon for this test.
about: @cx, @cy is the point to test.
about: This routine is based on code from comp.graphics.algorithms FAQ 2.03
EndRem
Method IsInside:Int(cx:Int, cy:Int)
If rotated=Null
Return False
EndIf
Local cross:Int=False
For Local l:TVectorGfxLine=EachIn lines
Local x1:Int=x+rotated[l.i1].x
Local y1:Int=y+rotated[l.i1].y
Local x2:Int=x+rotated[l.i2].x
Local y2:Int=y+rotated[l.i2].y
If ((((y1<=cy) And (cy<y2)) Or ((y2<=cy) And (cy<y1))) And (cx < (x2 - x1) * (cy - y1) / (y2 - y1) + x1))
cross=Not cross
EndIf
Next
Return cross
End Method
Rem
bbdoc: A line's adjusted co-ordinates.
returns: The rotated and scaled points (in object co-ordinates) of the line.
about: @i is the index of the line to return the points for.
about: Calling it before drawing the object will return null.
EndRem
Method AdjustedCoords:TVectorGfxPoint[](i:Int)
If rotated=Null
Return Null
EndIf
Local p:TVectorGfxPoint[]=New TVectorGfxPoint[2]
Local l:TVectorGfxLine=lines[i]
p[0]=rotated[l.i1]
p[1]=rotated[l.i2]
Return p
End Method
Rem
bbdoc: A line's normal.
returns: The normal of the selected line.
about: @i is the index of the line to return the normal of. This will return the normal due to the rotation of the object after the object is drawn.
about: Calling it before drawing the object will return null.
EndRem
Method Normal:TVector(i:Int)
If rotated=Null
Return Null
EndIf
Local l:TVectorGfxLine=lines[i]
Local v:TVector=TVector.Create(rotated[l.i2].y-rotated[l.i1].y,rotated[l.i1].x-rotated[l.i2].x)
v.Normalise()
Return v
End Method
Rem
bbdoc: Loads the object from the supplied @filename.
returns: The loaded object, or null if the file could not be opened.
EndRem
Function Load:TVectorGfxObject(filename:String)
Local s:TStream=ReadStream(filename)
If Not s
Return Null
EndIf
s=LittleEndianStream(s)
Local o:TVectorGfxObject=New TVectorGfxObject
o.x=s.ReadInt()
o.y=s.ReadInt()
o.ang=s.ReadInt()
Local l:TList=CreateList()
Local i:Int=s.ReadInt()
For Local f=0 Until i
l.AddLast(TVectorGfxPoint.Load(s))
Next
o.SetPoints(l.ToArray())
l.Clear()
i=s.ReadInt()
For Local f=0 Until i
l.AddLast(TVectorGfxLine.Load(s))
Next
o.SetLines(l.ToArray())
s.Close()
Return o
End Function
Rem
bbdoc: Saves the object to the supplied @filename.
EndRem
Method Save(filename:String)
Local s:TStream=WriteStream(filename)
If Not s
Return Null
EndIf
s=LittleEndianStream(s)
s.WriteInt(x)
s.WriteInt(y)
s.WriteInt(ang)
s.WriteInt(points.length)
For Local p:TVectorGfxPoint=EachIn points
p.Save(s)
Next
s.WriteInt(lines.length)
For Local l:TVectorGfxLine=EachIn lines
l.Save(s)
Next
s.Close()
End Method
Rem
bbdoc: Draw the object, not bothering about collisions.
EndRem
Method Draw()
rotated=New TVectorGfxPoint[points.length]
For Local f:Int=0 Until points.length
Local p:TAlgoPointD=DoRotateD(points[f].x*scale,points[f].y*scale,ang)
rotated[f]=TVectorGfxPoint.Create(p.x,p.y)
Next
For Local l:TVectorGfxLine=EachIn lines
Static.linedraw.LineToCollisionMap(x+rotated[l.i1].x,y+rotated[l.i1].y,x+rotated[l.i2].x,y+rotated[l.i2].y,l.r,l.g,l.b,0,Self,0,Null,True,Null)
Next
End Method
Rem
bbdoc: Draw the object, using the collision map routines.
returns: A bitmask of collisions.
about: Draws the object. If @colmap is null then no collision processing takes place.
about: If @actor is true then collision processing takes place, but the object will
about: not write into the collision map.
about: If @list is not null then any collisions will be written into this list. This only applies if @colmap is set and @actor true.
EndRem
Method DrawToCollisionMap:Int(colmap:TVectorGfxCollisionMap=Null, actor:Int=False, list:TList=Null)
Local col:Int=0
rotated=New TVectorGfxPoint[points.length]
For Local f:Int=0 Until points.length
Local p:TAlgoPointD=DoRotateD(points[f].x*scale,points[f].y*scale,ang)
rotated[f]=TVectorGfxPoint.Create(p.x,p.y)
Next
Local i:Int=0
For Local l:TVectorGfxLine=EachIn lines
col:|Static.linedraw.LineToCollisionMap(x+rotated[l.i1].x,y+rotated[l.i1].y,x+rotated[l.i2].x,y+rotated[l.i2].y,l.r,l.g,l.b,l.id,Self,i,colmap,actor,list)
i:+1
Next
Return col
End Method
Rem
bbdoc: Draw the object, using returning a point list.
returns: The list of points plotted as @TVectorGfxPoint objects.
EndRem
Method DrawToPointList:TList()
Local list:TList=CreateList()
Local col:Int=0
rotated=New TVectorGfxPoint[points.length]
For Local f:Int=0 Until points.length
Local p:TAlgoPointD=DoRotateD(points[f].x*scale,points[f].y*scale,ang)
rotated[f]=TVectorGfxPoint.Create(p.x,p.y)
Next
Local i:Int=0
For Local l:TVectorGfxLine=EachIn lines
col:|Static.linedraw.LineToPointList(x+rotated[l.i1].x,y+rotated[l.i1].y,x+rotated[l.i2].x,y+rotated[l.i2].y,l.r,l.g,l.b,list)
i:+1
Next
Return list
End Method
End Type
Rem
bbdoc: Defines a point
EndRem
Type TVectorGfxPoint
Rem
bbdoc: The X co-ordinate of the point
EndRem
Field x:Int
Rem
bbdoc: The Y co-ordinate of the point
EndRem
Field y:Int
Rem
bbdoc: Create a point.
returns: The created point.
about: @x and @y are the co-ordinates of the point.
EndRem
Function Create:TVectorGfxPoint(x:Int, y:Int)
Local o:TVectorGfxPoint=New TVectorGfxPoint
o.x=x
o.y=y
Return o
End Function
Function Load:TVectorGfxPoint(s:TStream)
Local o:TVectorGfxPoint
o=New TVectorGfxPoint
o.x=s.ReadInt()
o.y=s.ReadInt()
Return o
End Function
Method Save(s:TStream)
s.WriteInt(x)
s.WriteInt(y)
End Method
End Type
Rem
bbdoc: Defines a line
EndRem
Type TVectorGfxLine
Field i1:Int
Field i2:Int
Field id:Int
Field r:Int
Field g:Int
Field b:Int
Rem
bbdoc: Create a line.
returns: The created line.
about: @i1 and @i2 are the indexes into the point list. @r, @g and @b is the line's colour. @id is the collision map mask for the line.
EndRem
Function Create:TVectorGfxLine(i1:Int, i2:Int, r:Int, g:Int, b:Int, id:Int)
Local o:TVectorGfxLine=New TVectorGfxLine
o.i1=i1
o.i2=i2
o.r=r
o.g=g
o.b=b
o.id=id
Return o
End Function
Function Load:TVectorGfxLine(s:TStream)
Local o:TVectorGfxLine
o=New TVectorGfxLine
o.i1=s.ReadInt()
o.i2=s.ReadInt()
o.r=s.ReadInt()
o.g=s.ReadInt()
o.b=s.ReadInt()
o.id=s.ReadInt()
Return o
End Function
Method Save:TVectorGfxLine(s:TStream)
s.WriteInt(i1)
s.WriteInt(i2)
s.WriteInt(r)
s.WriteInt(g)
s.WriteInt(b)
s.WriteInt(id)
End Method
End Type
Private
Type Static
Global linedraw:TVectorGfxLineStyle
Function Init()
linedraw=New LineSolid
End Function
End Type
Type LineSolid Extends TVectorGfxLineStyle
Method LineToCollisionMap:Int(x1:Int, y1:Int, x2:Int, y2:Int, r:Int, g:Int, b:Int, id:Int, obj:TVectorGfxObject, line:Int, colmap:TVectorGfxCollisionMap, actor:Int, list:TList)
Local mask:Int=0
Local lp:TList=DoLine(x1,y1,x2,y2)
SetColor(r,g,b)
For Local p:TAlgoPoint=EachIn lp
If colmap
If actor
Local c:TVectorGfxCollision=colmap.GetCollision(p.x,p.y)
If c
mask:|c.mask
If list
list.AddLast(c)
EndIf
EndIf
Else
mask:|colmap.SetCollision(p.x,p.y,id,obj,line)
EndIf
EndIf
Plot(p.x,p.y)
Next
Return mask
End Method
Method LineToPointList:Int(x1:Int, y1:Int, x2:Int, y2:Int, r:Int, g:Int, b:Int, list:TList)
Local mask:Int=0
Local lp:TList=DoLine(x1,y1,x2,y2)
SetColor(r,g,b)
For Local p:TAlgoPoint=EachIn lp
Plot(p.x,p.y)
list.AddLast(TVectorGfxPoint.Create(p.x,p.y))
Next
Return mask
End Method
End Type
Static.Init()
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