Mercurial > traipse_dev
view orpg/mapper/region.py @ 193:6debef714365 beta
Traipse Beta 'OpenRPG' {100201-02}
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 (Beta)
New Features:
New Bookmarks Feature
New 'boot' command to remote admin
New confirmation window for sent nodes
Miniatures Layer pop up box allows users to turn off Mini labels, from FlexiRPG
New Zoom Mouse plugin added
New Images added to Plugin UI
Switching to Element Tree
New Map efficiency, from FlexiRPG
New Status Bar to Update Manager
New TrueDebug Class in orpg_log (See documentation for usage)
New Portable Mercurial
New Tip of the Day, from Core and community
New Reference Syntax added for custom PC sheets
New Child Reference for gametree
New Parent Reference for gametree
New Gametree Recursion method, mapping, context sensitivity, and effeciency..
New Features node with bonus nodes and Node Referencing help added
New Dieroller structure from Core
New DieRoller portability for odd Dice
New 7th Sea die roller; ie [7k3] = [7d10.takeHighest(3).open(10)]
New 'Mythos' System die roller added
New vs. die roller method for WoD; ie [3v3] = [3d10.vs(3)]. Included for Mythos
roller also
New Warhammer FRPG Die Roller (Special thanks to Puu-san for the support)
New EZ_Tree Reference system. Push a button, Traipse the tree, get a reference
(Beta!)
New Grids act more like Spreadsheets in Use mode, with Auto Calc
Fixes:
Fix to allow for portability to an OpenSUSE linux OS
Fix to mplay_client for Fedora and OpenSUSE
Fix to Text based Server
Fix to Remote Admin Commands
Fix to Pretty Print, from Core
Fix to Splitter Nodes not being created
Fix to massive amounts of images loading, from Core
Fix to Map from gametree not showing to all clients
Fix to gametree about menus
Fix to Password Manager check on startup
Fix to PC Sheets from tool nodes. They now use the tabber_panel
Fix to Whiteboard ID to prevent random line or text deleting.
Fixes to Server, Remote Server, and Server GUI
Fix to Update Manager; cleaner clode for saved repositories
Fixes made to Settings Panel and now reactive settings when Ok is pressed
Fixes to Alternity roller's attack roll. Uses a simple Tuple instead of a Splice
Fix to Use panel of Forms and Tabbers. Now longer enters design mode
Fix made Image Fetching. New fetching image and new failed image
Fix to whiteboard ID's to prevent non updated clients from ruining the fix.
default_manifest.xml renamed to default_upmana.xml
author | sirebral |
---|---|
date | Mon, 01 Feb 2010 14:22:20 -0600 |
parents | dcae32e219f1 |
children |
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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 Traipse 'Ornery-Orc' prof.ebral Exp $ # __version__ = "$Id: region.py,v Traipse 'Ornery-Orc' prof.ebral 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