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var RegionList = (function(){
var RegionList = {}
var regions = RegionList.regions
RegionList.build = function(){
var segments = RegionList.getSortedSegments()
var rooms = []
var seen_rooms = {}
var open_segments = []
var closed_segments = []
var segment, open_segment, x_segment, y_segments, overlapped, seen_segments
for (var i = 0; i < segments.length; i++) {
segment = segments[i]
if (! segment.isVertical()) {
continue
}
overlapped = false
for (var j = 0; j < open_segments.length; j++) {
open_segment = open_segments[j]
if (segment.y.overlaps(open_segment.y)) {
overlapped = true
closed_segments.push(open_segments[j])
open_segments.splice(j--, 1)
x_segment = new vec2( open_segment.x.a, segment.x.b )
y_segments = open_segment.y.split(segment.y, 0, 0)
seen_segments = {}
y_segments.forEach(function(seg){
seen_segments[ seg[0]+"" ] = true
var room = new Rect( x_segment, seg[0] )
if (seen_rooms[ room+"" ]) return
seen_rooms[ room+"" ] = true
room.sides = 0
rooms.push(room)
var new_seg = new Rect( segment.x, seg[0] )
open_segments.unshift(new_seg)
j++
})
y_segments = segment.y.split(open_segment.y, TOP, BOTTOM)
y_segments.forEach(function(seg){
if (seen_segments[ seg[0]+"" ]) return;
var new_seg = new Rect( segment.x, seg[0] )
open_segments.unshift(new_seg)
j++
})
}
}
if (overlapped) {
open_segments = open_segments.sort(function(a,b){
if (a.y.a < b.y.a) { return -1 }
if (a.y.a == b.y.a) { return 0 }
if (a.y.a > b.y.a) { return 1 }
})
if (open_segments.length < 2) { continue }
for (var k = 1; k < open_segments.length; k++) {
if (open_segments[k-1].y.containsVec(open_segments[k].y)) {
open_segments.splice(k--, 1)
}
else if (open_segments[k-1].y.overlaps(open_segments[k].y)) {
open_segments[k].y = open_segments[k].y.clone()
open_segments[k].y.a = open_segments[k-1].y.b
}
}
}
else {
open_segments.push(segment)
}
}
var splits, splitter
for (var i = 0; i < segments.length; i++) {
segment = segments[i]
var horizontal = segment.isHorizontal(), vertical = segment.isVertical()
for (var r = 0; r < rooms.length; r++){
room = rooms[r]
if (vertical) {
if (segment.y.containsVec(room.y)) {
if (segment.x.a == room.x.a) {
room.sides |= LEFT
}
if (segment.x.a == room.x.b) {
room.sides |= RIGHT
}
}
}
if (horizontal) {
if (segment.x.containsVec(room.x)) {
if (segment.y.a == room.y.a) {
room.sides |= FRONT
}
if (segment.y.a == room.y.b) {
room.sides |= BACK
}
}
else if (segment.y.a == room.y.a || segment.y.a == room.y.b) {
if (room.x.overlaps(segment.x)) {
splits = room.x.split(segment.x, room.sides & LEFT, room.sides & RIGHT)
rooms.splice(r--, 1)
console.log(splits)
for (var k = 0; k < splits.length; k++) {
splitter = splits[k]
var new_room = new Rect( splitter[0], room.y )
new_room.sides = 0
new_room.sides |= splitter[1] | ( room.sides & FRONT_BACK )
if (segment.x.overlaps( splitter[0] )) {
if (segment.y.a == new_room.y.a) {
new_room.sides |= FRONT
}
if (segment.y.a == new_room.y.b) {
new_room.sides |= BACK
}
}
rooms.unshift(new_room)
r++
}
}
}
}
}
}
return { rooms: rooms }
}
RegionList.getSortedSegments = function(){
// get a list of all segments from these polylines
var segments = shapes.getAllSegments()
// re-orient them so they're either facing up or right and make them into rects
segments = segments.map(function(segment){
// vertical
if (segment[0].a == segment[1].a) {
if (segment[0].b > segment[1].b) {
segment.push(segment.shift())
}
}
// horizontal
else if (segment[0].b == segment[1].b) {
if (segment[0].a > segment[1].a) {
segment.push(segment.shift())
}
}
return new Rect( segment[0].a, segment[0].b, segment[1].a, segment[1].b )
})
return sort.rects_by_position(segments)
}
return RegionList
})()
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