Mercurial > traipse_dev
view orpg/mapper/region.py @ 104:15e32ec131cb alpha
Traipse Alpha 'OpenRPG' {091006-02}
Traipse is a distribution of OpenRPG that is designed to be easy to setup and go. Traipse also makes it easy for developers to work on
code without fear of sacrifice. 'Ornery-Orc' continues the trend of 'Grumpy' and adds fixes to the code. 'Ornery-Orc's main goal is to
offer more advanced features and enhance the productivity of the user.
Update Summary:
00:
Adds Bookmarks (Alpha) with cool Smiley Star and Plus Symbol images!
01:
Forgot the default_server_bookmarks.xml; added.
02:
Bookmarks working with no errors now! Sweet!
author | sirebral |
---|---|
date | Tue, 06 Oct 2009 06:22:23 -0500 |
parents | 449a8900f9ac |
children | dcae32e219f1 |
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# Copyright (C) 2000-2001 The OpenRPG Project # # openrpg-dev@lists.sourceforge.net # # 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., 675 Mass Ave, Cambridge, MA 02139, USA. # -- # # File: mapper/region.py # Author: Mark Tarrabain # Maintainer: # Version: # $Id: region.py,v 1.10 2006/11/04 21:24:21 digitalxero Exp $ # __version__ = "$Id: region.py,v 1.10 2006/11/04 21:24:21 digitalxero Exp $" import sys # This class manages the edge of a polygon # it is employed by scan_convert to trace each edge of the polygon as the # scan converter advances past each Y coordinate # A bresenham-type of algorithm is used to avoid expensive computation during # use - no floating point arithmetic is needed. class Edge: def __init__(self,start,end): self.startx=start.X self.starty=start.Y self.endx=end.X self.endy=end.Y self.dy=self.endy-self.starty self.cx=self.startx self.bottom=0 self.dir = 0 if self.endx>self.startx: self.dx = int((self.endx-self.startx)/self.dy) else: self.dx = -int((self.startx-self.endx)/self.dy) self.error = 0 if self.endx >= self.startx: self.inc = (self.endx-self.startx)%self.dy else: self.inc = (self.startx-self.endx)%self.dy def advance(self): self.cx += self.dx self.error += self.inc if (self.error>=self.dy): if (self.endx<self.startx): self.cx -= 1 else: self.cx += 1 self.error -= self.dy # Utilitarian class for describing a coordinate in 2D space class IPoint: def __init__(self): X=0 Y=0 def __str__(self): return "(X:" + str(self.X) + ", Y:" + str(self.Y) + ")" def pluseq(self,b): self.X += b.X self.Y += b.Y def minuseq(self,b): self.X -= b.X self.Y -= b.Y def make(self,x,y): self.X=x self.Y=y return self def equals(self,b): if self.X==b.X and self.Y==b.Y: return 1 return 0 def less(self,b): if self.Y<b.Y or (self.Y==b.Y and self.X<b.X): return 1 return 0 def greater(self,b): if self.Y>b.Y or (self.Y==b.Y and self.X>b.X): return 1 return 0 # generic rectangle class class IRect: def __init__(self): #initializes to an invalid rectangle self.left=999999 self.top=999999 self.right=-999999 self.bottom=-999999 def __str__(self): return "[ left:"+str(self.left)+", top:"+str(self.top)+", right:"+str(self.right)+", bottom:"+str(self.bottom)+" ]" def ToPoly(self): thelist = [] thelist.append(IPoint().make(self.left,self.top)) thelist.append(IPoint().make(self.right,self.top)) thelist.append(IPoint().make(self.right,self.bottom)) thelist.append(IPoint().make(self.left,self.bottom)) return thelist def Width(self): return self.right-self.left+1 def Height(self): return self.bottom-self.top+1 def GetX(self): return self.left def GetY(self): return self.top def GetW(self): return self.right-self.left+1 def GetH(self): return self.bottom-self.top+1 def Size(self): return IPoint().make(self.right-self.left+1,self.bottom-self.top+1) def TopLeft(self): return IPoint().make(self.left,self.top) def BottomRight(self): return IPoint().make(self.right,self.bottom) def Bounds(self): return IRect().make(0,0,self.right-self.left,self.bottom-self.top) def Resize(self,nL,nT,nR,nB): self.left+=nL self.top+=nT self.right+=nR sel.bottom+=nB def IsValid(self): if (self.left<=self.right and self.top<=self.bottom): return 1 return 0 def add(self,pt): return IRect().make(self.left+pt.X,self.top+pt.Y,self.right+pt.X,self.bottom+pt.Y) def subtract(self,pt): return IRect().make(self.left+pt.X,self.top+pt.Y,self.right+pt.X,self.bottom+pt.Y) def intersect(self,rect): return IRect().make(max(self.left,rect.left), max(self.top,rect.top),min(self.right,rect.right), min(self.bottom,rect.bottom)) def union(self,rect): return IRect().make(min(self.left,rect.left), min(self.top,rect.top),max(self.right,rect.right), max(self.bottom,rect.bottom)) def equals(self,rect): if (self.top==rect.top and self.bottom==rect.bottom and self.left==rect.left and self.right==rect.right): return 1 return 0 def make(self,l,t,r,b): self.left=l self.right=r self.top=t self.bottom=b return self # A span is a single, contiguous horizontal line. The routine scan_convert # returns a list of these that describe the polygon class ISpan: def __init__(self,x1,x2,ypos): self.left=x1 self.right=x2 self.y=ypos def __str__(self): return "(" + str(self.left) + " to " + str(self.right) + " at " + str(self.y) + ")" # clipping rectangle class -- this class is a single node in a linked list # of rectangles that describe a region class ClipRect: def __init__(self): self.next=None self.prev=None self.bounds=IRect().make(0,0,0,0) # cliprectlist -- the container class that manages a list of cliprects class ClipRectList: def __init__(self): self.first=None self.last=None self.count=0 def __str__(self): x="[" for y in self.GetList(): x+=" "+str(y.bounds)+" " x+="]" return x #remove all rectangles from list def Clear(self): while(self.first): rect=self.first self.first=self.first.next del rect self.last=None self.count=0 #add a new clipping rectangle to list def AddRect(self,rect): rect.prev=None rect.next=self.first if not (self.first is None): self.first.prev=rect self.first=rect if self.last is None: self.last=rect self.count += 1 #removes the passed clipping rectangle from the list def RemoveRect(self,rect): if not (rect.prev is None): rect.prev.next=rect.next else: self.first=rect.next if not (rect.next is None): rect.next.prev=rect.prev else: self.last=rect.prev self.count -= 1 # find the clipping rectangle at the the beginning of the list, remove it, # and return it def RemoveHead(self): if self.count==0: return None rect=self.first self.first=rect.next if (self.first is None): self.last=None self.count -= 1 return rect # stealrects -- appends the list of clipping rectangles in pclist to the current # list. removes the entries from pclist def StealRects(self,pclist): if pclist.first is None: return if self.first is None: self.first=pclist.first self.last=pclist.last else: self.last.next=pclist.first pclist.first.prev=self.last self.last=pclist.last self.count += pclist.count pclist.first = None pclist.last = None pclist.count = 0 # utilitarian procedure to return all clipping rectangles as a Python list def GetList(self): result=[] f = self.first while f: result.append(f) f = f.next return result # some utility procedures, defined outside the scope of any class to ensure # efficiency def _hSortCmp(rect1,rect2): if (rect1.bounds.left<rect2.bounds.left): return -1 if (rect1.bounds.left>rect2.bounds.left): return 1 if (rect1.bounds.top<rect2.bounds.top): return -1 if (rect1.bounds.top>rect2.bounds.top): return 1 return 0 def _vSortCmp(rect1,rect2): if (rect1.bounds.top<rect2.bounds.top): return -1 if (rect1.bounds.top>rect2.bounds.top): return 1 if (rect1.bounds.left<rect2.bounds.left): return -1 if (rect1.bounds.left>rect2.bounds.left): return 1 return 0 # this is the class for which this whole source file is designed! # a Region is maintained as an optimal set of non-intersecting rectangles # whose union is the 2D area of interest. At the end of each of the public # procedures that may alter the region's structure, the set of rectangles is # passed through an optimization phase, that joins any rectangles that are found # to be adjacent and can be combined into a single, larger rectangle class IRegion: def __init__(self): self.crects=ClipRectList() self.firstclip=None def __AllocClipRect(self): return ClipRect() def __FreeClipRect(self,p): del p def Clear(self): self.crects.Clear() def isEmpty(self): if self.crects.first: return 0 return 1 def Copy(self,dest): dest.Clear() p=self.crects.first while p: dest.__AddRect(p.bounds) p=p.next def __AddRect(self,rect): cr=self.__AllocClipRect() cr.bounds=IRect().make(rect.left,rect.top,rect.right,rect.bottom) self.crects.AddRect(cr) return cr # This is the magic procedure that always makes it possible to merge adjacent # rectangles later. It is called once for each rectangle to be combined # with the current region. Basically, it dices the current region into # horizontal bands where any rectangle is found to be beside the one being # examined. This tends to leave more rectangles than necessary in the region, # but they can be culled during the optimization phase when they are combined # with adjacent rectangles. def __Examine(self,rect): newlist = ClipRectList() while not (self.crects.first is None): p = self.crects.RemoveHead() if (p.bounds.right+1==rect.left or p.bounds.left==rect.right+1): if (p.bounds.top<rect.top and p.bounds.bottom>rect.bottom): cnew=[IRect().make(p.bounds.left,p.bounds.top,p.bounds.right,rect.top-1), IRect().make(p.bounds.left,rect.top,p.bounds.right,rect.bottom), IRect().make(p.bounds.left,rect.bottom+1,p.bounds.right,p.bounds.bottom)] elif (p.bounds.top<rect.top and p.bounds.bottom>rect.top): cnew=[IRect().make(p.bounds.left,p.bounds.top,p.bounds.right,rect.top-1), IRect().make(p.bounds.left,rect.top,p.bounds.right,p.bounds.bottom)] elif (p.bounds.top<rect.bottom and p.bounds.bottom>rect.bottom): cnew=[IRect().make(p.bounds.left,p.bounds.top,p.bounds.right,rect.bottom), IRect().make(p.bounds.left,rect.bottom+1,p.bounds.right,p.bounds.bottom)] else: cnew=[IRect().make(p.bounds.left,p.bounds.top,p.bounds.right,p.bounds.bottom)] self.__FreeClipRect(p) for i in cnew: if (i.IsValid()): newclip=self.__AllocClipRect() newclip.bounds=i newlist.AddRect(newclip) else: newlist.AddRect(p) self.crects.StealRects(newlist) def __IncludeRect(self,rect): tmprg=IRegion() tmprg.__AddRect(rect) p = self.crects.first while p: tmprg.__ExcludeRect(p.bounds) p = p.next self.crects.StealRects(tmprg.crects) def IncludeRect(self,rect): tmprg = IRegion() tmprg.Clear() tmprg.__AddRect(rect) self.__Examine(rect) p= self.crects.first while p: tmprg.__Examine(p.bounds) p=p.next p=tmprg.crects.first while p: self.__IncludeRect(p.bounds) p=p.next self.Optimize() def IncludeRegion(self,regn): tmprg = IRegion() regn.Copy(tmprg) p = self.crects.first while p: tmprg.__Examine(p.bounds) p=p.next p = tmprg.crects.first while p: self.__Examine(p.bounds) self.__IncludeRect(p.bounds) p = p.next self.Optimize() def __ExcludeRect(self,rect): newlist=ClipRectList() while not (self.crects.first is None): pcclip=self.crects.RemoveHead() hide=rect.intersect(pcclip.bounds) if not hide.IsValid(): newlist.AddRect(pcclip) else: #make 4 new rectangles to replace the one taken out # # AAAAAAAAAAAA # AAAAAAAAAAAA # BBBB CCCC # BBBB CCCC # DDDDDDDDDDDD # DDDDDDDDDDDD # the center rectangle is the one to remove, rectangles A,B,C and D # get created. If the rectangle is not in the middle, then the # corresponding rectangle that should have been on "that side" of # the current rectangle will have IsValid==False, so it will be # rejected. cnew=[IRect().make(pcclip.bounds.left,hide.top,hide.left-1,hide.bottom), IRect().make(hide.right+1,hide.top,pcclip.bounds.right,hide.bottom), IRect().make(pcclip.bounds.left,hide.bottom+1,pcclip.bounds.right,pcclip.bounds.bottom), IRect().make(pcclip.bounds.left,pcclip.bounds.top,pcclip.bounds.right,hide.top-1) ] self.__FreeClipRect(pcclip) for i in cnew: if (i.IsValid()): newclip=self.__AllocClipRect() newclip.bounds=i newlist.AddRect(newclip) self.crects.last=None self.crects.StealRects(newlist) self.Optimize() def ExcludeRect(self,rect): self.__ExcludeRect(rect) self.Optimize() def ExcludeRegion(self,reg): pclist = reg.crects.first while pclist: self.__ExcludeRect(pclist.bounds) pclist = pclist.next self.Optimize() def __IntersectRect(self,rect): newlist=ClipRectList() while not self.crects.first is None: pcclip=self.crects.RemoveHead() hide=rect.intersect(pcclip.bounds) if not hide.IsValid(): newlist.AddRect(pcclip) else: cnew=[IRect().make(pcclip.bounds.left,hide.top,hide.left-1,hide.bottom), IRect().make(hide.right+1,hide.top,pcclip.bounds.right,hide.bottom), IRect().make(pcclip.bounds.left,hide.bottom+1,pcclip.bounds.right,pcclip.bounds.bottom), IRect().make(pcclip.bounds.left,pcclip.bounds.top,pcclip.bounds.right,hide.top-1) ] self.__FreeClipRect(pcclip) for i in cnew: if (i.IsValid()): newclip=self.__AllocClipRect() newclip.bounds=i newlist.AddRect(newclip) self.crects.last = None self.crects.StealRects(newlist) def IntersectRect(self,rect): self.__IntersectRect(rect) self.Optimize() def IntersectRegion(self,reg): clist=ClipRectList() pcvclip = reg.crects.first while pcvclip: pchclip = self.crects.first while pchclip: crect=pcvclip.bounds.intersect(pchclip.bounds) if crect.IsValid(): newclip=self.__AllocClipRect() newclip.bounds=crect clist.AddRect(newclip) pchclip = pchclip.next pcvclip = pcvclip.next self.Clear() self.crects.StealRects(clist) self.Optimize() def GetBounds(self): bounds=IRect() pcclip = self.crects.first while pcclip: bounds=bounds.union(pcclip.bounds) pcclip = pcclip.next return bounds def Optimize(self): clist=self.crects.GetList() removed=[] keepgoing = 1 while len(clist)>1 and keepgoing: keepgoing=0 clist.sort(lambda a,b:_vSortCmp(a,b)) keys=range(len(clist)-1) keys.reverse() for i in keys: if (clist[i].bounds.right==clist[i+1].bounds.left-1 and clist[i].bounds.top==clist[i+1].bounds.top and clist[i].bounds.bottom==clist[i+1].bounds.bottom): clist[i].bounds.right=clist[i+1].bounds.right x=clist[i+1] del clist[i+1] self.crects.RemoveRect(x) self.__FreeClipRect(x) keepgoing=1 if len(clist)<=1: break clist.sort(lambda a,b:_hSortCmp(a,b)) keys=range(len(clist)-1) keys.reverse() for i in keys: if (clist[i].bounds.bottom==clist[i+1].bounds.top-1 and clist[i].bounds.left==clist[i+1].bounds.left and clist[i].bounds.right==clist[i+1].bounds.right): clist[i].bounds.bottom=clist[i+1].bounds.bottom x=clist[i+1] del clist[i+1] self.crects.RemoveRect(x) self.__FreeClipRect(x) keepgoing=1 def FromPolygon(self,polypt,mode): thelist=self.scan_Convert(polypt) for i in thelist: r=IRect().make(i.left,i.y,i.right,i.y) if mode: self.__Examine(r) self.__IncludeRect(r) else: self.__ExcludeRect(r) self.Optimize() def GetRectList(self): result=[] i = self.crects.first while i: result.append(i.bounds) i = i.next return result #Portable implementation to scan-convert a polygon #from algoritm described in Section 3.6.3 of Foley, et al #returns a (possibly redundant) list of spans that comprise the polygon #this routine does not manipulate the current region in any way, but #is enclosed in this class to isolate its name from the global namespace #invoke via IRegion().scan_Convert(polypt) def scan_Convert(self,polypt): result=[] ET = {} # edge table i = 0 size = len(polypt) polylines=[] # list of lines in polygon y = -1 for i in xrange(size): n = (i+1) % size if polypt[i].Y < polypt[n].Y: e = Edge(polypt[i],polypt[n]) e.dir = 1 #moving top to bottom polylines.append(e) elif polypt[i].Y > polypt[n].Y: e = Edge(polypt[n],polypt[i]) e.dir = -1 #moving bottom to top polylines.append(e) elif polypt[i].X != polypt[n].X: # any horizontal lines just get added directly sx = min(polypt[i].X,polypt[n].X) ex = max(polypt[i].X,polypt[n].X) result.append(ISpan(sx,ex,polypt[i].Y)) size = len(polylines) for i in xrange(size): if i == 0 and polylines[i].dir == -1: n = size-1 elif (polylines[i].dir == -1): n = i-1 else: n = (i+1) % size if (polylines[i].dir != polylines[n].dir): polylines[i].bottom = 1 if i == 0 or polylines[i].starty < y: y = polylines[i].starty if not ET.has_key(polylines[i].starty): ET[polylines[i].starty] = [] ET[polylines[i].starty].append(polylines[i]) #add to edge table, indexed by smaller y coordinate AET = [] #active edge table while len(AET) > 0 or len(ET) > 0: if ET.has_key(y): #if current y value has entries in edge tabe AET.extend(ET[y]) # add them to active edge table del ET[y] #and delete the entries in the edge table i = len(AET)-1 vals = [] while i >= 0: if (AET[i].endy == y): #if at the end of this edge's run if (AET[i].bottom): #check and see if we need one more point vals.append(AET[i].cx) #we do, add it del AET[i] # y=end of edge, so remove it i -= 1 i = 0 while i < len(AET): # for every edge in AET vals.append(AET[i].cx) # add x intercept AET[i].advance() #and advance the edge one down i += 1 vals.sort() i = 0 while i < len(vals)-1: #split vals[] array into pairs and output them result.append(ISpan(vals[i],vals[i+1],y)) i += 2 y += 1 return result