Replace my brute-force algorithm in face_text_pos with a more complex

but faster and more mathematically sensible one.

[originally from svn r9156]
This commit is contained in:
Simon Tatham
2011-04-23 11:44:41 +00:00
parent 079e0d1328
commit 0a547b2451

566
loopy.c
View File

@ -3401,13 +3401,62 @@ static void grid_to_screen(const game_drawstate *ds, const grid *g,
*y += BORDER(ds->tilesize); *y += BORDER(ds->tilesize);
} }
static int solve_2x2_matrix(double mx[4], double vin[2], double vout[2])
{
double inv[4];
double det;
det = (mx[0]*mx[3] - mx[1]*mx[2]);
if (det == 0)
return FALSE;
inv[0] = mx[3] / det;
inv[1] = -mx[1] / det;
inv[2] = -mx[2] / det;
inv[3] = mx[0] / det;
vout[0] = inv[0]*vin[0] + inv[1]*vin[1];
vout[1] = inv[2]*vin[0] + inv[3]*vin[1];
return TRUE;
}
static int solve_3x3_matrix(double mx[9], double vin[3], double vout[3])
{
double inv[9];
double det;
det = (mx[0]*mx[4]*mx[8] + mx[1]*mx[5]*mx[6] + mx[2]*mx[3]*mx[7] -
mx[0]*mx[5]*mx[7] - mx[1]*mx[3]*mx[8] - mx[2]*mx[4]*mx[6]);
if (det == 0)
return FALSE;
inv[0] = (mx[4]*mx[8] - mx[5]*mx[7]) / det;
inv[1] = (mx[2]*mx[7] - mx[1]*mx[8]) / det;
inv[2] = (mx[1]*mx[5] - mx[2]*mx[4]) / det;
inv[3] = (mx[5]*mx[6] - mx[3]*mx[8]) / det;
inv[4] = (mx[0]*mx[8] - mx[2]*mx[6]) / det;
inv[5] = (mx[2]*mx[3] - mx[0]*mx[5]) / det;
inv[6] = (mx[3]*mx[7] - mx[4]*mx[6]) / det;
inv[7] = (mx[1]*mx[6] - mx[0]*mx[7]) / det;
inv[8] = (mx[0]*mx[4] - mx[1]*mx[3]) / det;
vout[0] = inv[0]*vin[0] + inv[1]*vin[1] + inv[2]*vin[2];
vout[1] = inv[3]*vin[0] + inv[4]*vin[1] + inv[5]*vin[2];
vout[2] = inv[6]*vin[0] + inv[7]*vin[1] + inv[8]*vin[2];
return TRUE;
}
/* Returns (into x,y) position of centre of face for rendering the text clue. /* Returns (into x,y) position of centre of face for rendering the text clue.
*/ */
static void face_text_pos(const game_drawstate *ds, const grid *g, static void face_text_pos(const game_drawstate *ds, const grid *g,
const grid_face *f, int *xret, int *yret) const grid_face *f, int *xret, int *yret)
{ {
int x, y, x0, y0, x1, y1, xbest, ybest, i, shift; double xbest, ybest, bestdist;
long bestdist; int i, j, k, m;
grid_dot *edgedot1[3], *edgedot2[3];
grid_dot *dots[3];
int nedges, ndots;
int faceindex = f - g->faces; int faceindex = f - g->faces;
/* /*
@ -3424,151 +3473,422 @@ static void face_text_pos(const game_drawstate *ds, const grid *g,
* Otherwise, try to find the point in the polygon with the * Otherwise, try to find the point in the polygon with the
* maximum distance to any edge or corner. * maximum distance to any edge or corner.
* *
* Start by working out the face's bounding box, in grid * This point must be in contact with at least three edges and/or
* coordinates. * vertices; so we iterate through all combinations of three of
* those, and find candidate points in each set.
*
* We don't actually iterate literally over _edges_, in the sense
* of grid_edge structures. Instead, we fill in edgedot1[] and
* edgedot2[] with a pair of dots adjacent in the face's list of
* vertices. This ensures that we get the edges in consistent
* orientation, which we could not do from the grid structure
* alone. (A moment's consideration of an order-3 vertex should
* make it clear that if a notional arrow was written on each
* edge, _at least one_ of the three faces bordering that vertex
* would have to have the two arrows tip-to-tip or tail-to-tail
* rather than tip-to-tail.)
*/ */
x0 = x1 = f->dots[0]->x; nedges = ndots = 0;
y0 = y1 = f->dots[0]->y; bestdist = 0;
for (i = 1; i < f->order; i++) { xbest = ybest = 0;
if (x0 > f->dots[i]->x) x0 = f->dots[i]->x;
if (x1 < f->dots[i]->x) x1 = f->dots[i]->x;
if (y0 > f->dots[i]->y) y0 = f->dots[i]->y;
if (y1 < f->dots[i]->y) y1 = f->dots[i]->y;
}
/* for (i = 0; i+2 < 2*f->order; i++) {
* If the grid is at excessive resolution, decide on a scaling if (i < f->order) {
* factor to bring it within reasonable bounds so we don't have to edgedot1[nedges] = f->dots[i];
* think too hard or suffer integer overflow. edgedot2[nedges++] = f->dots[(i+1)%f->order];
*/ } else
shift = 0; dots[ndots++] = f->dots[i - f->order];
while (x1 - x0 > 128 || y1 - y0 > 128) {
shift++;
x0 >>= 1;
x1 >>= 1;
y0 >>= 1;
y1 >>= 1;
}
/* for (j = i+1; j+1 < 2*f->order; j++) {
* Now iterate over every point in that bounding box. if (j < f->order) {
*/ edgedot1[nedges] = f->dots[j];
xbest = ybest = -1; edgedot2[nedges++] = f->dots[(j+1)%f->order];
bestdist = -1; } else
for (y = y0; y <= y1; y++) { dots[ndots++] = f->dots[j - f->order];
for (x = x0; x <= x1; x++) {
/*
* First, disqualify the point if it's not inside the
* polygon, which we work out by counting the edges to the
* right of the point. (For tiebreaking purposes when
* edges start or end on our y-coordinate or go right
* through it, we consider our point to be offset by a
* small _positive_ epsilon in both the x- and
* y-direction.)
*/
int in = 0;
for (i = 0; i < f->order; i++) {
int xs = f->edges[i]->dot1->x >> shift;
int xe = f->edges[i]->dot2->x >> shift;
int ys = f->edges[i]->dot1->y >> shift;
int ye = f->edges[i]->dot2->y >> shift;
if ((y >= ys && y < ye) || (y >= ye && y < ys)) {
/*
* The line goes past our y-position. Now we need
* to know if its x-coordinate when it does so is
* to our right.
*
* The x-coordinate in question is mathematically
* (y - ys) * (xe - xs) / (ye - ys), and we want
* to know whether (x - xs) >= that. Of course we
* avoid the division, so we can work in integers;
* to do this we must multiply both sides of the
* inequality by ye - ys, which means we must
* first check that's not negative.
*/
int num = xe - xs, denom = ye - ys;
if (denom < 0) {
num = -num;
denom = -denom;
}
if ((x - xs) * denom >= (y - ys) * num)
in ^= 1;
}
}
if (in) { for (k = j+1; k < 2*f->order; k++) {
long mindist = LONG_MAX; double cx[2], cy[2]; /* candidate positions */
int cn = 0; /* number of candidates */
if (k < f->order) {
edgedot1[nedges] = f->dots[k];
edgedot2[nedges++] = f->dots[(k+1)%f->order];
} else
dots[ndots++] = f->dots[k - f->order];
/* /*
* This point is inside the polygon, so now we check * Find a point, or pair of points, equidistant from
* its minimum distance to every edge and corner. * all the specified edges and/or vertices.
* First the corners ...
*/ */
for (i = 0; i < f->order; i++) { if (nedges == 3) {
int xp = f->dots[i]->x >> shift;
int yp = f->dots[i]->y >> shift;
int dx = x - xp, dy = y - yp;
long dist = (long)dx*dx + (long)dy*dy;
if (mindist > dist)
mindist = dist;
}
/*
* ... and now also check the perpendicular distance
* to every edge, if the perpendicular lies between
* the edge's endpoints.
*/
for (i = 0; i < f->order; i++) {
int xs = f->edges[i]->dot1->x >> shift;
int xe = f->edges[i]->dot2->x >> shift;
int ys = f->edges[i]->dot1->y >> shift;
int ye = f->edges[i]->dot2->y >> shift;
/* /*
* If s and e are our endpoints, and p our * Three edges. This is a linear matrix equation:
* candidate circle centre, the foot of a * each row of the matrix represents the fact that
* perpendicular from p to the line se lies * the point (x,y) we seek is at distance r from
* between s and e if and only if (p-s).(e-s) lies * that edge, and we solve three of those
* strictly between 0 and (e-s).(e-s). * simultaneously to obtain x,y,r. (We ignore r.)
*/ */
int edx = xe - xs, edy = ye - ys; double matrix[9], vector[3], vector2[3];
int pdx = x - xs, pdy = y - ys; int m;
long pde = (long)pdx * edx + (long)pdy * edy;
long ede = (long)edx * edx + (long)edy * edy; for (m = 0; m < 3; m++) {
if (0 < pde && pde < ede) { int x1 = edgedot1[m]->x, x2 = edgedot2[m]->x;
int y1 = edgedot1[m]->y, y2 = edgedot2[m]->y;
int dx = x2-x1, dy = y2-y1;
/* /*
* Yes, the nearest point on this edge is * ((x,y) - (x1,y1)) . (dy,-dx) = r |(dx,dy)|
* closer than either endpoint, so we must *
* take it into account by measuring the * => x dy - y dx - r |(dx,dy)| = (x1 dy - y1 dx)
* perpendicular distance to the edge and
* checking its square against mindist.
*/ */
matrix[3*m+0] = dy;
matrix[3*m+1] = -dx;
matrix[3*m+2] = -sqrt((double)dx*dx+(double)dy*dy);
vector[m] = (double)x1*dy - (double)y1*dx;
}
long pdre = (long)pdx * edy - (long)pdy * edx; if (solve_3x3_matrix(matrix, vector, vector2)) {
long sqlen = pdre * pdre / ede; cx[cn] = vector2[0];
cy[cn] = vector2[1];
cn++;
}
} else if (nedges == 2) {
/*
* Two edges and a dot. This will end up in a
* quadratic equation.
*
* First, look at the two edges. Having our point
* be some distance r from both of them gives rise
* to a pair of linear equations in x,y,r of the
* form
*
* (x-x1) dy - (y-y1) dx = r sqrt(dx^2+dy^2)
*
* We eliminate r between those equations to give
* us a single linear equation in x,y describing
* the locus of points equidistant from both lines
* - i.e. the angle bisector.
*
* We then choose one of x,y to be a parameter t,
* and derive linear formulae for x,y,r in terms
* of t. This enables us to write down the
* circular equation (x-xd)^2+(y-yd)^2=r^2 as a
* quadratic in t; solving that and substituting
* in for x,y gives us two candidate points.
*/
double eqs[2][4]; /* a,b,c,d : ax+by+cr=d */
double eq[3]; /* a,b,c: ax+by=c */
double xt[2], yt[2], rt[2]; /* a,b: {x,y,r}=at+b */
double q[3]; /* a,b,c: at^2+bt+c=0 */
double disc;
if (mindist > sqlen) /* Find equations of the two input lines. */
mindist = sqlen; for (m = 0; m < 2; m++) {
int x1 = edgedot1[m]->x, x2 = edgedot2[m]->x;
int y1 = edgedot1[m]->y, y2 = edgedot2[m]->y;
int dx = x2-x1, dy = y2-y1;
eqs[m][0] = dy;
eqs[m][1] = -dx;
eqs[m][2] = -sqrt(dx*dx+dy*dy);
eqs[m][3] = x1*dy - y1*dx;
}
/* Derive the angle bisector by eliminating r. */
eq[0] = eqs[0][0]*eqs[1][2] - eqs[1][0]*eqs[0][2];
eq[1] = eqs[0][1]*eqs[1][2] - eqs[1][1]*eqs[0][2];
eq[2] = eqs[0][3]*eqs[1][2] - eqs[1][3]*eqs[0][2];
/* Parametrise x and y in terms of some t. */
if (abs(eq[0]) < abs(eq[1])) {
/* Parameter is x. */
xt[0] = 1; xt[1] = 0;
yt[0] = -eq[0]/eq[1]; yt[1] = eq[2]/eq[1];
} else {
/* Parameter is y. */
yt[0] = 1; yt[1] = 0;
xt[0] = -eq[1]/eq[0]; xt[1] = eq[2]/eq[0];
}
/* Find a linear representation of r using eqs[0]. */
rt[0] = -(eqs[0][0]*xt[0] + eqs[0][1]*yt[0])/eqs[0][2];
rt[1] = (eqs[0][3] - eqs[0][0]*xt[1] -
eqs[0][1]*yt[1])/eqs[0][2];
/* Construct the quadratic equation. */
q[0] = -rt[0]*rt[0];
q[1] = -2*rt[0]*rt[1];
q[2] = -rt[1]*rt[1];
q[0] += xt[0]*xt[0];
q[1] += 2*xt[0]*(xt[1]-dots[0]->x);
q[2] += (xt[1]-dots[0]->x)*(xt[1]-dots[0]->x);
q[0] += yt[0]*yt[0];
q[1] += 2*yt[0]*(yt[1]-dots[0]->y);
q[2] += (yt[1]-dots[0]->y)*(yt[1]-dots[0]->y);
/* And solve it. */
disc = q[1]*q[1] - 4*q[0]*q[2];
if (disc >= 0) {
double t;
disc = sqrt(disc);
t = (-q[1] + disc) / (2*q[0]);
cx[cn] = xt[0]*t + xt[1];
cy[cn] = yt[0]*t + yt[1];
cn++;
t = (-q[1] - disc) / (2*q[0]);
cx[cn] = xt[0]*t + xt[1];
cy[cn] = yt[0]*t + yt[1];
cn++;
}
} else if (nedges == 1) {
/*
* Two dots and an edge. This one's another
* quadratic equation.
*
* The point we want must lie on the perpendicular
* bisector of the two dots; that much is obvious.
* So we can construct a parametrisation of that
* bisecting line, giving linear formulae for x,y
* in terms of t. We can also express the distance
* from the edge as such a linear formula.
*
* Then we set that equal to the radius of the
* circle passing through the two points, which is
* a Pythagoras exercise; that gives rise to a
* quadratic in t, which we solve.
*/
double xt[2], yt[2], rt[2]; /* a,b: {x,y,r}=at+b */
double q[3]; /* a,b,c: at^2+bt+c=0 */
double disc;
double halfsep;
/* Find parametric formulae for x,y. */
{
int x1 = dots[0]->x, x2 = dots[1]->x;
int y1 = dots[0]->y, y2 = dots[1]->y;
int dx = x2-x1, dy = y2-y1;
double d = sqrt((double)dx*dx + (double)dy*dy);
xt[1] = (x1+x2)/2.0;
yt[1] = (y1+y2)/2.0;
/* It's convenient if we have t at standard scale. */
xt[0] = -dy/d;
yt[0] = dx/d;
/* Also note down half the separation between
* the dots, for use in computing the circle radius. */
halfsep = 0.5*d;
}
/* Find a parametric formula for r. */
{
int x1 = edgedot1[0]->x, x2 = edgedot2[0]->x;
int y1 = edgedot1[0]->y, y2 = edgedot2[0]->y;
int dx = x2-x1, dy = y2-y1;
double d = sqrt((double)dx*dx + (double)dy*dy);
rt[0] = (xt[0]*dy - yt[0]*dx) / d;
rt[1] = ((xt[1]-x1)*dy - (yt[1]-y1)*dx) / d;
}
/* Construct the quadratic equation. */
q[0] = rt[0]*rt[0];
q[1] = 2*rt[0]*rt[1];
q[2] = rt[1]*rt[1];
q[0] -= 1;
q[2] -= halfsep*halfsep;
/* And solve it. */
disc = q[1]*q[1] - 4*q[0]*q[2];
if (disc >= 0) {
double t;
disc = sqrt(disc);
t = (-q[1] + disc) / (2*q[0]);
cx[cn] = xt[0]*t + xt[1];
cy[cn] = yt[0]*t + yt[1];
cn++;
t = (-q[1] - disc) / (2*q[0]);
cx[cn] = xt[0]*t + xt[1];
cy[cn] = yt[0]*t + yt[1];
cn++;
}
} else if (nedges == 0) {
/*
* Three dots. This is another linear matrix
* equation, this time with each row of the matrix
* representing the perpendicular bisector between
* two of the points. Of course we only need two
* such lines to find their intersection, so we
* need only solve a 2x2 matrix equation.
*/
double matrix[4], vector[2], vector2[2];
int m;
for (m = 0; m < 2; m++) {
int x1 = dots[m]->x, x2 = dots[m+1]->x;
int y1 = dots[m]->y, y2 = dots[m+1]->y;
int dx = x2-x1, dy = y2-y1;
/*
* ((x,y) - (x1,y1)) . (dx,dy) = 1/2 |(dx,dy)|^2
*
* => 2x dx + 2y dy = dx^2+dy^2 + (2 x1 dx + 2 y1 dy)
*/
matrix[2*m+0] = 2*dx;
matrix[2*m+1] = 2*dy;
vector[m] = ((double)dx*dx + (double)dy*dy +
2.0*x1*dx + 2.0*y1*dy);
}
if (solve_2x2_matrix(matrix, vector, vector2)) {
cx[cn] = vector2[0];
cy[cn] = vector2[1];
cn++;
} }
} }
/* /*
* Right. Now we know the biggest circle around this * Now go through our candidate points and see if any
* point, so we can check it against bestdist. * of them are better than what we've got so far.
*/ */
if (bestdist < mindist) { for (m = 0; m < cn; m++) {
bestdist = mindist; double x = cx[m], y = cy[m];
xbest = x;
ybest = y; /*
* First, disqualify the point if it's not inside
* the polygon, which we work out by counting the
* edges to the right of the point. (For
* tiebreaking purposes when edges start or end on
* our y-coordinate or go right through it, we
* consider our point to be offset by a small
* _positive_ epsilon in both the x- and
* y-direction.)
*/
int e, in = 0;
for (e = 0; e < f->order; e++) {
int xs = f->edges[e]->dot1->x;
int xe = f->edges[e]->dot2->x;
int ys = f->edges[e]->dot1->y;
int ye = f->edges[e]->dot2->y;
if ((y >= ys && y < ye) || (y >= ye && y < ys)) {
/*
* The line goes past our y-position. Now we need
* to know if its x-coordinate when it does so is
* to our right.
*
* The x-coordinate in question is mathematically
* (y - ys) * (xe - xs) / (ye - ys), and we want
* to know whether (x - xs) >= that. Of course we
* avoid the division, so we can work in integers;
* to do this we must multiply both sides of the
* inequality by ye - ys, which means we must
* first check that's not negative.
*/
int num = xe - xs, denom = ye - ys;
if (denom < 0) {
num = -num;
denom = -denom;
}
if ((x - xs) * denom >= (y - ys) * num)
in ^= 1;
}
}
if (in) {
double mindist = HUGE_VAL;
int e, d;
/*
* This point is inside the polygon, so now we check
* its minimum distance to every edge and corner.
* First the corners ...
*/
for (d = 0; d < f->order; d++) {
int xp = f->dots[d]->x;
int yp = f->dots[d]->y;
double dx = x - xp, dy = y - yp;
double dist = dx*dx + dy*dy;
if (mindist > dist)
mindist = dist;
}
/*
* ... and now also check the perpendicular distance
* to every edge, if the perpendicular lies between
* the edge's endpoints.
*/
for (e = 0; e < f->order; e++) {
int xs = f->edges[e]->dot1->x;
int xe = f->edges[e]->dot2->x;
int ys = f->edges[e]->dot1->y;
int ye = f->edges[e]->dot2->y;
/*
* If s and e are our endpoints, and p our
* candidate circle centre, the foot of a
* perpendicular from p to the line se lies
* between s and e if and only if (p-s).(e-s) lies
* strictly between 0 and (e-s).(e-s).
*/
int edx = xe - xs, edy = ye - ys;
double pdx = x - xs, pdy = y - ys;
double pde = pdx * edx + pdy * edy;
long ede = (long)edx * edx + (long)edy * edy;
if (0 < pde && pde < ede) {
/*
* Yes, the nearest point on this edge is
* closer than either endpoint, so we must
* take it into account by measuring the
* perpendicular distance to the edge and
* checking its square against mindist.
*/
double pdre = pdx * edy - pdy * edx;
double sqlen = pdre * pdre / ede;
if (mindist > sqlen)
mindist = sqlen;
}
}
/*
* Right. Now we know the biggest circle around this
* point, so we can check it against bestdist.
*/
if (bestdist < mindist) {
bestdist = mindist;
xbest = x;
ybest = y;
}
}
} }
if (k < f->order)
nedges--;
else
ndots--;
} }
if (j < f->order)
nedges--;
else
ndots--;
} }
if (i < f->order)
nedges--;
else
ndots--;
} }
assert(bestdist >= 0); assert(bestdist > 0);
/* convert to screen coordinates */ /* convert to screen coordinates. Round doubles to nearest. */
grid_to_screen(ds, g, xbest << shift, ybest << shift, grid_to_screen(ds, g, xbest+0.5, ybest+0.5,
&ds->textx[faceindex], &ds->texty[faceindex]); &ds->textx[faceindex], &ds->texty[faceindex]);
*xret = ds->textx[faceindex]; *xret = ds->textx[faceindex];