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// This algorithm takes the polylines from ShapeList as input and produces
// a set of Rooms which can be used by the existing V1 mover and editor.
// The algorithm assumes that
// 1) all angles are orthogonal
// 2) all polylines are closed
var RegionList = (function(){
var RegionList = {}
var regions = RegionList.regions
// Build a list of regions from the existing shapes.
// Operates on all the shapes at once.
RegionList.build = function(){
var segments = RegionList.getSortedSegments()
return RegionList.buildRoomsFromSegments(segments)
}
// Build a list of regions from the individual shapes.
// Same, but operates on the shapes individually
RegionList.buildByShape = function(){
var shapes = RegionList.getSortedSegmentsByShape()
var region_lists = shapes.map(function(shape){
return RegionList.buildRoomsFromSegments(shape.segments)
})
var regions = []
return regions.concat.apply(regions, region_lists);
}
RegionList.buildRoomsFromSegments = function(segments){
var rooms = []
var seen_rooms = {}
var open_segments = []
var segment, open_segment, x_segment, y_segments, overlapped, seen_segments
// first pass: generate rooms from the vertical segments only
for (var i = 0; i < segments.length; i++) {
segment = segments[i]
if (! segment.isVertical()) {
continue
}
// check all the "open segments" we know about, i.e. rooms where we've only found
// the right wall.
overlapped = false
for (var j = 0; j < open_segments.length; j++) {
open_segment = open_segments[j]
// if these two segments overlap each other, then there is a room between them.
if (segment.y.overlaps(open_segment.y)) {
overlapped = true
open_segments.splice(j--, 1)
// the X part of the room will be the span between these two vertical segments'
// X components. the Y part of the room is the "split" or subdivision between
// the two horizontal vectors.
// the split function is non-commutative,
// so we need to call A split B and B split A,
// then dedupe the segments we got back..
x_segment = new vec2( open_segment.x.a, segment.x.b )
y_segments = open_segment.y.split(segment.y, 0, 0)
seen_segments = {}
// check each of the splits.. if the two segments overlap, then we definitely
// have a room here.
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++
})
// splitting the other way..
y_segments = segment.y.split(open_segment.y, 0, 0)
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 we have overlap, then re-sort the open segments Y-wise
// and (again) dedupe..
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
}
}
}
// if we don't have any overlap, then this is a new open segment.
else {
open_segments.push(segment)
}
}
var splits, splitter
// second pass: now that we have a bunch of rooms, assign sides to all of them.
// sides are used in the "mover" script to do bounds checking.
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]
// vertical segments determine the left and right edges of the room, fairly simply.
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
}
}
}
// horizontal segments determine the front and back edges of the room.
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
}
}
// however, since we did not split on horizontal segments, our rooms may
// only have partial overlap with these segments, in which case we need to
// split the rooms apart.
else if ((segment.y.a == room.y.a || segment.y.a == room.y.b) && room.x.overlaps(segment.x)) {
// split the room across the segment. preserve whether or not we know the
// room borders a segment on the left or right.
splits = room.x.split(segment.x, room.sides & LEFT, room.sides & RIGHT)
rooms.splice(r--, 1)
for (var k = 0; k < splits.length; k++) {
splitter = splits[k]
var new_room = new Rect( splitter[0], room.y )
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
}
// Gets a list of polylines from the ShapeList and sorts the segments.
RegionList.getSortedSegments = function(){
// get a list of all segments from these polylines
var segments = shapes.getAllSegments()
segments = segments.map(RegionList.segmentsToRects)
return sort.rects_by_position(segments)
}
RegionList.getSortedSegmentsByShape = function(){
return shapes.getAllShapeSegments().map(function(shape){
var segments = shape.map(RegionList.segmentsToRects)
return {
shape: shape,
segments: sort.rects_by_position(segments)
}
})
}
// re-orient a segment so it's either facing up or right and make it into a rect
RegionList.segmentsToRects = 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 RegionList
})()
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