Drawing what the map screen draws never was going to give a map. Nearly every placement in every track is one piece, cn3, and its gauge image is two 25x5 bars at x 19.5..44.5 and -44.5..-19.5 - not a wall along the route but a wall across it with a 39 unit gate in the middle. The collision solid agrees exactly. A few hundred of those is a row of ticks. The gate is the point: cn3's origin sits in the opening, so every placement marks somewhere the race passes through. Walking the gates nearest to nearest, from the end furthest out, draws the track itself - Brewer's Bane comes out as its L with the junction chambers, Zaxxis as a circuit, and the small arena as the maze it always was. Guarded, because chaining nearest neighbours across a regular grid invents a maze-like path out of nothing but visit order. Each track is tested first on how many neighbours a gate has within 1.6x the typical spacing: a corridor gives 2, a floor of obstacles gives 4 or more. The separation is not close - seventeen tracks score 1 or 2, the demolition arena scores 8 on an exact 100 unit grid and keeps its wall blocks. Most of the arcade tracks really are near-straight canyon runs, a few hundred units wide and several thousand long. The plans say so now rather than implying otherwise.
261 lines
10 KiB
Python
261 lines
10 KiB
Python
"""Recreate the map display's own overhead track drawing.
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NavDisplay::DrawStatic (RP_L4/RPL4GAUG.cpp) walks the static entities, looks
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up each one's L4GaugeImage by resource id, and draws it through
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localToWorld x worldToView. An entity with no gauge image is skipped. This
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does the same thing offline: same outlines, same placements, straight down.
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GaugeImage stream (MUNGA_L4/L4GAUIMA.cpp):
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int vertexCount
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Point3D vertices[vertexCount]
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int LODCount
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Scalar LODScales[LODCount]
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per LOD: int primitiveCount
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per primitive: int type, int colour, int attributes,
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int indexCount, int indices[indexCount]
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"""
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import math, re, statistics, struct
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def resource_table(res, listing):
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rows = []
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for line in open(listing, encoding='latin1'):
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m = re.match(r'\s*(\d+)\s+(\d+)?\s*(.*)$', line.rstrip('\n'))
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if m and m.group(3).strip():
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rows.append((int(m.group(1)), m.group(3).strip()))
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walk, o, n = [], res.find(b'StaticAudioStream\x00') - 8, len(res)
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while o + 0x38 <= n:
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name = res[o + 8:o + 0x28].split(b'\x00')[0].decode('latin1', 'replace')
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addr, size = struct.unpack_from('<II', res, o + 0x30)
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if addr != o + 0x38 or addr + size > n:
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break
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walk.append((name, addr, size))
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o = addr + size
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table, i = {}, 0
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for rid, desc in rows:
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if desc == 'Not Used':
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continue
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if i < len(walk):
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nm, addr, size = walk[i]
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table[rid] = {'name': nm, 'addr': addr, 'size': size, 'desc': desc}
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i += 1
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return table
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def read_gauge_image(res, addr, size):
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"""-> (vertices, [polyline of (x,y,z) ...]) using the finest LOD."""
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o = addr
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def i32():
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nonlocal o
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v = struct.unpack_from('<i', res, o)[0]; o += 4; return v
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def f32():
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nonlocal o
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v = struct.unpack_from('<f', res, o)[0]; o += 4; return v
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vcount = i32()
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if not (0 < vcount < 100000):
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return None
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verts = []
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for _ in range(vcount):
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verts.append((f32(), f32(), f32()))
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lods = i32()
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if not (0 < lods < 64):
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return None
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scales = [f32() for _ in range(lods)]
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lines = []
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for lod in range(lods):
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pcount = i32()
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if not (0 < pcount < 100000):
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return None
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prims = []
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for _ in range(pcount):
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ptype = i32(); i32(); i32() # type, colour, attributes
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n = i32()
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if not (0 < n <= vcount * 4):
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return None
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idx = [i32() for _ in range(n)]
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prims.append(idx)
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if lod == 0: # finest detail
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lines = prims
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if o > addr + size:
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return None
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return verts, lines
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def instances(res, addr, size, count, gauge_ids):
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"""Map instance records: 76 bytes, model gauge-image id at +44,
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position at +48, unit quaternion at +60. The quaternion validates the
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record; a record whose +44 is not a gauge image is simply not drawn,
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exactly as DrawStatic skips it."""
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out, o, end = [], addr + 4, addr + size
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while len(out) < count and o + 76 <= end:
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pos = struct.unpack_from('<3f', res, o + 48)
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q = struct.unpack_from('<4f', res, o + 60)
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if abs(sum(v * v for v in q) - 1.0) < 0.02 and all(abs(v) < 1e5 for v in pos):
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gid = struct.unpack_from('<i', res, o + 44)[0]
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out.append((gid if gid in gauge_ids else None, pos, q))
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o += 76
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else:
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o += 4
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return out
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def gate_positions(res, table, map_addr, map_size, map_count, snap=20.0):
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"""Where the course goes, one point per gate.
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cn3 is not a wall along the route - it is a wall ACROSS it, spanning
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x -44.5..44.5 with a 39 unit opening in the middle, and the collision
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solid agrees exactly. The piece's own origin sits in that opening, so
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every placement marks a point the course passes through. Walls stacked
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for height repeat the same opening, hence the snap."""
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gauge = {rid for rid, r in table.items() if r['desc'].endswith(': GaugeImage')}
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seen, out = set(), []
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for gid, pos, q in instances(res, map_addr, map_size, map_count, gauge):
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if gid is None:
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continue
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key = (round(pos[0] / snap), round(pos[2] / snap))
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if key not in seen:
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seen.add(key)
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out.append((pos[0], pos[2]))
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return [a for a in out
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if any(b is not a and math.dist(a, b) < 200 for b in out)]
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def route_lines(res, table, map_addr, map_size, map_count):
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"""-> (chains, kind). Walk the gates in the order the course visits them.
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kind is 'route' when the gates really do form a course and 'field' when
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they do not. The test is how many neighbours a gate has within 1.6x the
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typical spacing: a corridor gives each gate the one ahead and the one
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behind, a floor of obstacles gives it four or more. The two cases are
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nowhere near each other - seventeen tracks score 1 or 2, and the
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demolition arena scores 8 on an exact 100 unit grid. That matters,
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because chaining nearest neighbours across a grid invents a maze-like
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path out of nothing but the order they happened to be visited in, and
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a drawing has no business inventing a track layout."""
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P = gate_positions(res, table, map_addr, map_size, map_count)
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if len(P) < 3:
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return [], 'field'
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spacing = statistics.median(
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min(math.dist(a, b) for b in P if b is not a) for a in P)
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if spacing <= 0:
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return [], 'field'
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radius = spacing * 1.6
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degree = statistics.median(
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sum(1 for b in P if b is not a and math.dist(a, b) <= radius) for a in P)
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if degree > 2.5:
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return [], 'field'
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# Nearest neighbour from the end furthest out, restarting when the next
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# gate is too far to be the next gate. Restarting rather than forcing one
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# line is what keeps a branch or a separate loop honest.
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maxlink = max(260.0, spacing * 4)
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left, chains = set(P), []
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while left:
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cx = sum(p[0] for p in left) / len(left)
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cz = sum(p[1] for p in left) / len(left)
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cur = max(left, key=lambda p: math.dist(p, (cx, cz)))
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left.discard(cur)
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path = [cur]
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while left:
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nxt = min(left, key=lambda p: math.dist(path[-1], p))
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if math.dist(path[-1], nxt) > maxlink:
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break
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path.append(nxt)
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left.discard(nxt)
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if len(path) > 1:
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chains.append(path)
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return chains, 'route'
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def spine(seg):
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"""A track is built almost entirely from one model, cn3: a wall bar
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drawn as two closed 25x5 rectangles. Five metres of wall thickness is
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below the map's own resolution, so drawing the rectangle puts two
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parallel lines and two end caps where the wall is one line - and a few
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hundred bars of that is the hatching that swamps the plan. Collapse a
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thin closed quad to the centreline joining its two short edges: the
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same wall, drawn as the single stroke it reads as."""
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p = seg[:-1] if len(seg) >= 5 and seg[0] == seg[-1] else None
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if not p or len(p) != 4:
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return [seg]
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edge = [math.hypot(p[(i + 1) % 4][0] - p[i][0],
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p[(i + 1) % 4][2] - p[i][2]) for i in range(4)]
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if max(edge) == 0 or min(edge) / max(edge) > 0.5:
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return [seg] # not a bar - leave it alone
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lo = min(range(4), key=lambda i: edge[i])
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a, b = p[lo], p[(lo + 1) % 4]
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c, d = p[(lo + 2) % 4], p[(lo + 3) % 4]
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mid = lambda u, v: tuple((u[k] + v[k]) / 2 for k in range(3))
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return [[mid(a, b), mid(c, d)]]
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def rotate(q, p):
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"""Quaternion (x,y,z,w) applied to a point."""
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qx, qy, qz, qw = q
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x, y, z = p
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tx = 2.0 * (qy * z - qz * y)
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ty = 2.0 * (qz * x - qx * z)
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tz = 2.0 * (qx * y - qy * x)
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return (x + qw * tx + qy * tz - qz * ty,
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y + qw * ty + qz * tx - qx * tz,
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z + qw * tz + qx * ty - qy * tx)
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def track_lines(res, table, map_addr, map_size, map_count):
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"""Every drawn outline in the track, in world space, flattened to XZ."""
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gauge = {}
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for rid, r in table.items():
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if r['desc'].endswith(': GaugeImage'):
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gauge[rid] = r
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segs = []
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drawn = skipped = 0
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placed = instances(res, map_addr, map_size, map_count, set(gauge))
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# Fourteen of the eighteen tracks carry a single bar parked at exactly
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# (1200, 0, 0), well off the course; the four that don't are the four
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# that always framed correctly. One stray placement drags the bounding
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# box out to twelve times the width of the course and squeezes the
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# track into a sliver, so drop placements that stand alone. A real
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# branch - Paingod's second canyon is sixty bars out at x=-400 - has
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# neighbours and stays.
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def isolated(i):
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x, _, z = placed[i][1]
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for j, (g, p, _) in enumerate(placed):
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if j != i and g is not None and (p[0] - x) ** 2 + (p[2] - z) ** 2 < 200 ** 2:
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return False
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return True
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for i, (gid, pos, q) in enumerate(placed):
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if gid is None:
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skipped += 1
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continue
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if isolated(i):
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skipped += 1
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continue
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r = gauge[gid]
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img = read_gauge_image(res, r['addr'], r['size'])
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if img is None:
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skipped += 1
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continue
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verts, prims = img
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drawn += 1
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for idx in prims:
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pts = []
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for k in idx:
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if 0 <= k < len(verts):
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wx, wy, wz = rotate(q, verts[k])
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pts.append((wx + pos[0], wy + pos[1], wz + pos[2]))
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if len(pts) > 1:
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segs.extend(spine(pts))
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# Walls are stacked to build height. Seen from above those copies land
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# on each other exactly, so draw each distinct wall once.
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seen, out = set(), []
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for s in segs:
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key = tuple(round(v, 1) for p in s for v in (p[0], p[2]))
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if key not in seen:
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seen.add(key)
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out.append(s)
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return out, drawn, skipped
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