Major refactoring - moved constants around, made graph class more graphy, put things where they belong. Simplified a lot of code that I wrote when I wasn't thinking clearly, apparently.
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54
graph.cpp
54
graph.cpp
@ -1,9 +1,6 @@
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#include "graph.h"
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#include "debug.h"
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#include "mathutils.h"
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int Graph::MAX_MOVE_DISTANCE = 100;
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Graph::Graph()
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{
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current_vertex = NULL;
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@ -19,41 +16,23 @@ Graph::~Graph()
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}
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}
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bool Graph::vertex_present(int x, int y, int size)
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bool Graph::vertex_present(int x, int y, int r)
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{
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int delta = size / 2;
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int x_min = x - delta;
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int x_max = x + delta;
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int y_min = y - delta;
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int y_max = y + delta;
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for (list<Vertex*>::iterator cursor = vertices.begin();
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cursor != vertices.end(); cursor++)
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{
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Vertex v = *(*cursor);
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if (((x_min >= v.x_min && x_min <= v.x_max) &&
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((y_min >= v.y_min && y_min <= v.y_max) ||
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(y_max >= v.y_min && y_max <= v.y_max))) ||
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((x_max >= v.x_min && x_max <= v.x_max) &&
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((y_min >= v.y_min && y_min <= v.y_max) ||
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(y_max >= v.y_min && y_max <= v.y_max))))
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{
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#ifdef DEBUG
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cerr << "debug: Graph::vertex_present(): vertex present at x=" << v.x << ", y=" << v.y << "\n";
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#endif
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return true;
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}
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Vertex* v = *cursor;
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if (MathUtils::distance(v->x, v->y, x, y) <= v->r) return true;
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}
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return false;
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}
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void Graph::do_vertex(int x, int y, int size)
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void Graph::do_vertex(int x, int y, int r)
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{
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if (vertex_present(x, y, size)) select_vertex(x, y);
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else add_vertex(x, y, size);
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if (vertex_present(x, y, r)) select_vertex(x, y);
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else add_vertex(x, y, r);
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}
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@ -63,7 +42,7 @@ void Graph::select_vertex(int x, int y)
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cursor != vertices.end(); cursor++)
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{
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Vertex* v = *cursor;
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if (x >= v->x_min && x <= v->x_max && y >= v->y_min && y <= v->y_max)
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if (MathUtils::distance(v->x, v->y, x, y) <= v->r)
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{
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current_vertex = v;
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return;
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@ -72,23 +51,12 @@ void Graph::select_vertex(int x, int y)
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}
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void Graph::add_vertex(int x, int y, int size)
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void Graph::add_vertex(int x, int y, int r)
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{
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if (current_vertex != NULL &&
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(MathUtils::distance(static_cast<float>(current_vertex->x),
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static_cast<float>(current_vertex->y),
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static_cast<float>(x),
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static_cast<float>(y))
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> MAX_MOVE_DISTANCE))
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return;
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Vertex* v = new Vertex(x, y, r);
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Vertex* v = new Vertex(x, y);
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v->x_min = x - size/2;
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v->x_max = x + size/2;
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v->y_min = y - size/2;
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v->y_max = y + size/2;
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if (vertex_present(v->x, v->y, 25)) return;
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// Make sure the nodes won't overlap
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if (vertex_present(v->x, v->y, v->r + r)) return;
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vertices.push_back(v);
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