view orpg/mapper/region.py @ 220:9611ba80cf99 alpha

Traipse Alpha 'OpenRPG' {100501-01} 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 (Patch-2) Moving to Beta!! New Features: New Namespace method with two new syntaxes New Namespace Internal is context sensitive, always! New Namespace External is 'as narrow as you make it' New Namespace FutureCheck helps ensure you don't receive an incorrect node New PluginDB access for URL2Link plugin New to Forms, they now show their content in Design Mode New to Update Manager, checks Repo for updates on software start New to Mini Lin node, change title in design mode New to Game Tree, never lose a node, appends a number to the end of corrupted trees New to Server GUI, Traipse Suite's Debug Console Updates: Update to White Board layer, uses a pencil image for color button Update to Grid Layer, uses a grid image for color button Update to Chat Window, size of drop down menus Update to default lobby message Update to template Text node Update to 4e PC Sheet node Fixes: Fix to Server GUI startup errors Fix to Server GUI Rooms tab updating Fix to Chat and Settings if non existant die roller is picked Fix to Dieroller and .open() used with .vs(). Successes are correctly calculated Fix to Alias Lib's Export to Tree, Open, Save features Fix to alias node, now works properly Fix to Splitter node, minor GUI cleanup Fix to Backgrounds not loading through remote loader Fix to Node name errors Fix to rolling dice in chat Whispers Fix to Splitters Sizing issues Fix to URL2Link plugin, modified regex compilation should remove memory leak Fix to mapy.py, a roll back due to zoomed grid issues Fix to whiteboard_handler, Circles work by you clicking the center of the circle Fix to Servers parse_incoming_dom which was outdated and did not respect XML Fix to a broken link in the server welcome message Fix to InterParse and logger requiring traceback Fix to Update Manager Status Bar Fix to failed image and erroneous pop up Fix to Mini Lib node that was preventing use Fix to plugins that parce dice but did not call InterParse Fix to nodes for name changing by double click Fix to Game Tree, node ordering on drag and drop corrected Fix to Game Tree, corrupted error message was not showing Fix to Update Manager, checks for internet connection Fix to Update Manager, Auto Update corrections
author sirebral
date Sat, 01 May 2010 03:21:26 -0500
parents b633f4c64aae
children
line wrap: on
line source

# 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