optimized getMultiTilePolygon to do less swapping
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1225 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -1,5 +1,5 @@
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//
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// $Id: IsoUtil.java,v 1.28 2002/04/09 04:37:38 ray Exp $
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// $Id: IsoUtil.java,v 1.29 2002/04/09 17:02:50 ray Exp $
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package com.threerings.miso.scene.util;
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@@ -483,45 +483,37 @@ public class IsoUtil
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public static Polygon getMultiTilePolygon (IsoSceneViewModel model,
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Point sp1, Point sp2)
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{
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Point temp;
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int minx, maxx, miny, maxy;
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Point[] p = new Point[4];
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for (int ii=0; ii < p.length; ii++) {
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p[ii] = new Point();
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}
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// randomly assign all tile combinations to these points
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IsoUtil.tileToScreen(model, sp1.x, sp1.y, p[0]);
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IsoUtil.tileToScreen(model, sp2.x, sp2.y, p[1]);
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IsoUtil.tileToScreen(model, sp1.x, sp2.y, p[2]);
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IsoUtil.tileToScreen(model, sp2.x, sp1.y, p[3]);
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// load in all possible screen coords
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IsoUtil.tileToScreen(model, sp1.x, sp1.y, p[0] = new Point());
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IsoUtil.tileToScreen(model, sp2.x, sp2.y, p[1] = new Point());
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IsoUtil.tileToScreen(model, sp1.x, sp2.y, p[2] = new Point());
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IsoUtil.tileToScreen(model, sp2.x, sp1.y, p[3] = new Point());
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// let's put the minimum X in spot 0.
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// locate the indexes of min/max for x and y
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minx = maxx = miny = maxy = 0;
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for (int ii=1; ii < 4; ii++) {
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if (p[0].x > p[ii].x) {
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temp = p[0]; p[0] = p[ii]; p[ii] = temp;
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if (p[ii].x < p[minx].x) {
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minx = ii;
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} else if (p[ii].x > p[maxx].x) {
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maxx = ii;
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}
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if (p[ii].y < p[miny].y) {
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miny = ii;
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} else if (p[ii].y > p[maxy].y) {
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maxy = ii;
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}
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}
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// and the minimum Y in spot 1.
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for (int ii=2; ii < 4; ii++) {
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if (p[1].y > p[ii].y) {
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temp = p[1]; p[1] = p[ii]; p[ii] = temp;
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}
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}
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// and the maximum X in spot 2.
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if (p[2].x < p[3].x) {
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temp = p[2]; p[2] = p[3]; p[3] = temp;
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}
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// and of course the maximum Y ends up in spot 3.
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// now make the polygon! Whoo!
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Polygon poly = new SmartPolygon();
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poly.addPoint(p[0].x, p[0].y + model.tilehhei);
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poly.addPoint(p[1].x + model.tilehwid, p[1].y);
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poly.addPoint(p[2].x + model.tilewid, p[2].y + model.tilehhei);
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poly.addPoint(p[3].x + model.tilehwid, p[3].y + model.tilehei);
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poly.addPoint(p[minx].x, p[minx].y + model.tilehhei);
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poly.addPoint(p[miny].x + model.tilehwid, p[miny].y);
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poly.addPoint(p[maxx].x + model.tilewid, p[maxx].y + model.tilehhei);
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poly.addPoint(p[maxy].x + model.tilehwid, p[maxy].y + model.tilehei);
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return poly;
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}
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