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hyperrogue/geometry.cpp

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// Hyperbolic Rogue -- basic geometry
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file geometry.cpp
* \brief Calculation of basic, and less basic, constants in each geometry
*/
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#include "hyper.h"
namespace hr {
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#if HDR
struct usershapelayer {
vector<hyperpoint> list;
bool sym;
int rots;
color_t color;
hyperpoint shift, spin;
ld zlevel;
int texture_offset;
PPR prio;
};
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extern int usershape_changes;
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static const int USERLAYERS = 32;
struct usershape { usershapelayer d[USERLAYERS]; };
struct hpcshape {
int s, e;
PPR prio;
int flags;
hyperpoint intester;
struct basic_textureinfo *tinf;
int texture_offset;
int shs, she;
void clear() { s = e = shs = she = texture_offset = 0; prio = PPR::ZERO; tinf = NULL; flags = 0; }
};
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#define SIDE_SLEV 0
#define SIDE_WTS3 3
#define SIDE_WALL 4
#define SIDE_LAKE 5
#define SIDE_LTOB 6
#define SIDE_BTOI 7
#define SIDE_SKY 8
#define SIDE_HIGH 9
#define SIDE_HIGH2 10
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#define SIDE_ASHA 11
#define SIDE_BSHA 12
#define SIDEPARS 13
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#define BADMODEL 0
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static const int WINGS = (BADMODEL ? 1 : 4);
typedef array<hpcshape, WINGS+1> hpcshape_animated;
extern vector<hpcshape> shPlainWall3D, shWireframe3D, shWall3D, shMiniWall3D;
struct floorshape {
bool is_plain;
int shapeid;
int id;
int pstrength; // pattern strength in 3D
int fstrength; // frame strength in 3D
PPR prio;
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vector<hpcshape> b, shadow, side[SIDEPARS], levels[SIDEPARS], cone[2];
vector<vector<hpcshape>> gpside[SIDEPARS];
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floorshape() { prio = PPR::FLOOR; pstrength = fstrength = 10; }
};
struct plain_floorshape : floorshape {
ld rad0, rad1;
void configure(ld r0, ld r1) { rad0 = r0; rad1 = r1; }
};
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extern vector<ld> equal_weights;
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// noftype: 0 (shapeid2 is heptagonal or just use shapeid1), 1 (shapeid2 is pure heptagonal), 2 (shapeid2 is Euclidean), 3 (shapeid2 is hexagonal)
struct escher_floorshape : floorshape {
int shapeid0, shapeid1, noftype, shapeid2;
ld scale;
};
struct basic_textureinfo {
int texture_id;
vector<glvertex> tvertices;
};
/** basic geometry parameters */
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struct geometry_information {
/** distance from heptagon center to another heptagon center */
ld tessf;
/** distance from heptagon center to adjacent cell center (either hcrossf or tessf) */
ld crossf;
/** distance from heptagon center to small heptagon vertex */
ld hexf;
/** distance from heptagon center to big heptagon vertex */
ld hcrossf;
/** distance between adjacent hexagon vertices */
ld hexhexdist;
/** distance between hexagon vertex and hexagon center */
ld hexvdist;
/** distance between heptagon vertex and hexagon center (either hcrossf or something else) */
ld hepvdist;
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/** distance from heptagon center to heptagon vertex (either hexf or hcrossf) */
ld rhexf;
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/** basic parameters for 3D geometries */
map<int, int> close_distances;
int loop;
int face;
vector<hyperpoint> cellshape;
vector<hyperpoint> vertices_only;
transmatrix spins[12], adjmoves[12];
ld adjcheck;
ld strafedist;
bool dirs_adjacent[16][16];
/** \brief for adjacent directions a,b, next_dir[a][b] is the next direction adjacent to a, in (counter?)clockwise order from b */
int next_dir[16][16];
vector<pair<string, string> > rels;
int xp_order, r_order, rx_order;
transmatrix full_X, full_R, full_P;
/** for 2D geometries */
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vector<transmatrix> heptmove, hexmove, invhexmove;
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int base_distlimit;
/** size of the Sword (from Orb of the Sword), used in the shmup mode */
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ld sword_size;
/** scale factor for the graphics of most things*/
ld scalefactor;
ld orbsize, floorrad0, floorrad1, zhexf;
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ld corner_bonus;
ld hexshift;
ld asteroid_size[8];
ld wormscale;
ld tentacle_length;
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/** level in product geometries */
ld plevel;
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/** level for a z-step */
int single_step;
/** the number of levels in SL2 */
int steps;
/** for binary tilings */
transmatrix direct_tmatrix[14];
transmatrix inverse_tmatrix[14];
/** a bitmask for hr::bt::use_direct_for */
int use_direct;
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/** various parameters related to the 3D view */
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ld INFDEEP, BOTTOM, HELLSPIKE, LAKE, WALL, FLOOR, STUFF,
SLEV[4], FLATEYE,
LEG0, LEG1, LEG, LEG3, GROIN, GROIN1, GHOST,
BODY, BODY1, BODY2, BODY3,
NECK1, NECK, NECK3, HEAD, HEAD1, HEAD2, HEAD3,
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ALEG0, ALEG, ABODY, AHEAD, BIRD, LOWSKY, SKY, HIGH, HIGH2,
SHALLOW;
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ld human_height, slev;
ld eyelevel_familiar, eyelevel_human, eyelevel_dog;
#if CAP_SHAPES
hpcshape
shSemiFloorSide[SIDEPARS],
shBFloor[2],
shWave[8][2],
shCircleFloor,
shBarrel,
shWall[2], shMineMark[2], shBigMineMark[2], shFan,
shZebra[5],
shSwitchDisk,
shTower[11],
shEmeraldFloor[6],
shSemiFeatherFloor[2],
shSemiFloor[2], shSemiBFloor[2], shSemiFloorShadow,
shMercuryBridge[2],
shTriheptaSpecial[14],
shCross, shGiantStar[2], shLake, shMirror,
shHalfFloor[6], shHalfMirror[3],
shGem[2], shStar, shDisk, shDiskT, shDiskS, shDiskM, shDiskSq, shRing,
shTinyBird, shTinyShark,
shEgg,
shSpikedRing, shTargetRing, shSawRing, shGearRing, shPeaceRing, shHeptaRing,
shSpearRing, shLoveRing,
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shFrogRing, shReserved1, shReserved2,
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shDaisy, shTriangle, shNecro, shStatue, shKey, shWindArrow,
shGun,
shFigurine, shTreat,
shElementalShard,
// shBranch,
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shIBranch, shTentacle, shTentacleX, shILeaf[3],
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shMovestar,
shWolf, shYeti, shDemon, shGDemon, shEagle, shGargoyleWings, shGargoyleBody,
shFoxTail1, shFoxTail2,
shDogBody, shDogHead, shDogFrontLeg, shDogRearLeg, shDogFrontPaw, shDogRearPaw,
shDogTorso,
shHawk,
shCatBody, shCatLegs, shCatHead, shFamiliarHead, shFamiliarEye,
shWolf1, shWolf2, shWolf3,
shRatEye1, shRatEye2, shRatEye3,
shDogStripes,
shPBody, shPSword, shPKnife,
shFerocityM, shFerocityF,
shHumanFoot, shHumanLeg, shHumanGroin, shHumanNeck, shSkeletalFoot, shYetiFoot,
shMagicSword, shMagicShovel, shSeaTentacle, shKrakenHead, shKrakenEye, shKrakenEye2,
shArrow,
shPHead, shPFace, shGolemhead, shHood, shArmor,
shAztecHead, shAztecCap,
shSabre, shTurban1, shTurban2, shVikingHelmet, shRaiderHelmet, shRaiderArmor, shRaiderBody, shRaiderShirt,
shWestHat1, shWestHat2, shGunInHand,
shKnightArmor, shKnightCloak, shWightCloak,
shGhost, shEyes, shSlime, shJelly, shJoint, shWormHead, shTentHead, shShark, shWormSegment, shSmallWormSegment, shWormTail, shSmallWormTail,
shSlimeEyes, shDragonEyes, shWormEyes, shGhostEyes,
shMiniGhost, shMiniEyes,
shHedgehogBlade, shHedgehogBladePlayer,
shWolfBody, shWolfHead, shWolfLegs, shWolfEyes,
shWolfFrontLeg, shWolfRearLeg, shWolfFrontPaw, shWolfRearPaw,
shFemaleBody, shFemaleHair, shFemaleDress, shWitchDress,
shWitchHair, shBeautyHair, shFlowerHair, shFlowerHand, shSuspenders, shTrophy,
shBugBody, shBugArmor, shBugLeg, shBugAntenna,
shPickAxe, shPike, shFlailBall, shFlailTrunk, shFlailChain, shHammerHead,
shBook, shBookCover, shGrail,
shBoatOuter, shBoatInner, shCompass1, shCompass2, shCompass3,
shKnife, shTongue, shFlailMissile, shTrapArrow,
shPirateHook, shPirateHood, shEyepatch, shPirateX,
// shScratch,
shHeptaMarker, shSnowball, shSun, shNightStar, shEuclideanSky,
shSkeletonBody, shSkull, shSkullEyes, shFatBody, shWaterElemental,
shPalaceGate, shFishTail,
shMouse, shMouseLegs, shMouseEyes,
shPrincessDress, shPrinceDress,
shWizardCape1, shWizardCape2,
shBigCarpet1, shBigCarpet2, shBigCarpet3,
shGoatHead, shRose, shRoseItem, shThorns,
shRatHead, shRatTail, shRatEyes, shRatCape1, shRatCape2,
shWizardHat1, shWizardHat2,
shTortoise[13][6],
shDragonLegs, shDragonTail, shDragonHead, shDragonSegment, shDragonNostril,
shDragonWings,
shSolidBranch, shWeakBranch, shBead0, shBead1,
shBatWings, shBatBody, shBatMouth, shBatFang, shBatEye,
shParticle[16], shAsteroid[8],
shReptile[5][4],
shReptileBody, shReptileHead, shReptileFrontFoot, shReptileRearFoot,
shReptileFrontLeg, shReptileRearLeg, shReptileTail, shReptileEye,
shTrylobite, shTrylobiteHead, shTrylobiteBody,
shTrylobiteFrontLeg, shTrylobiteRearLeg, shTrylobiteFrontClaw, shTrylobiteRearClaw,
shBullBody, shBullHead, shBullHorn, shBullRearHoof, shBullFrontHoof,
shButterflyBody, shButterflyWing, shGadflyBody, shGadflyWing, shGadflyEye,
shTerraArmor1, shTerraArmor2, shTerraArmor3, shTerraHead, shTerraFace,
shJiangShi, shJiangShiDress, shJiangShiCap1, shJiangShiCap2,
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shPikeBody, shPikeEye,
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shAsymmetric,
shPBodyOnly, shPBodyArm, shPBodyHand, shPHeadOnly,
shDodeca;
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hpcshape shFrogRearFoot, shFrogFrontFoot, shFrogRearLeg, shFrogFrontLeg, shFrogRearLeg2, shFrogBody, shFrogEye, shFrogStripe, shFrogJumpFoot, shFrogJumpLeg;
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hpcshape_animated
shAnimatedEagle, shAnimatedTinyEagle, shAnimatedGadfly, shAnimatedHawk, shAnimatedButterfly,
shAnimatedGargoyle, shAnimatedGargoyle2, shAnimatedBat, shAnimatedBat2;
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map<int, hpcshape> shPipe;
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vector<hpcshape> shPlainWall3D, shWireframe3D, shWall3D, shMiniWall3D;
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vector<hyperpoint> walltester;
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vector<int> wallstart;
vector<transmatrix> raywall;
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vector<struct plain_floorshape*> all_plain_floorshapes;
vector<struct escher_floorshape*> all_escher_floorshapes;
plain_floorshape
shFloor,
shMFloor, shMFloor2, shMFloor3, shMFloor4, shFullFloor,
shBigTriangle, shTriheptaFloor, shBigHepta;
escher_floorshape
shStarFloor, shCloudFloor, shCrossFloor, shChargedFloor,
shSStarFloor, shOverFloor, shTriFloor, shFeatherFloor,
shBarrowFloor, shNewFloor, shTrollFloor, shButterflyFloor,
shLavaFloor, shLavaSeabed, shSeabed, shCloudSeabed,
shCaveSeabed, shPalaceFloor, shDemonFloor, shCaveFloor,
shDesertFloor, shPowerFloor, shRoseFloor, shSwitchFloor,
shTurtleFloor, shRedRockFloor[3], shDragonFloor;
ld dlow_table[SIDEPARS], dhi_table[SIDEPARS], dfloor_table[SIDEPARS];
int prehpc;
vector<hyperpoint> hpc;
bool first;
bool validsidepar[SIDEPARS];
vector<glvertex> ourshape;
#endif
hpcshape shFullCross[2];
hpcshape *last;
int SD3, SD6, SD7, S12, S14, S21, S28, S42, S36, S84;
vector<int> walloffsets;
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vector<array<int, 3>> symmetriesAt;
struct cellrotation_t {
transmatrix M;
vector<int> mapping;
int inverse_id;
};
vector<cellrotation_t> cellrotations;
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#ifndef SCALETUNER
static constexpr
#endif
double bscale7 = 1, brot7 = 0, bscale6 = 1, brot6 = 0;
vector<hpcshape*> allshapes;
transmatrix shadowmulmatrix;
map<usershapelayer*, hpcshape> ushr;
void prepare_basics();
void prepare_compute3();
void prepare_shapes();
void prepare_usershapes();
void hpcpush(hyperpoint h);
void hpcsquare(hyperpoint h1, hyperpoint h2, hyperpoint h3, hyperpoint h4);
void chasmifyPoly(double fac, double fac2, int k);
void shift(hpcshape& sh, double dx, double dy, double dz);
void initPolyForGL();
void extra_vertices();
transmatrix ddi(int a, ld x);
void drawTentacle(hpcshape &h, ld rad, ld var, ld divby);
hyperpoint hpxyzsc(double x, double y, double z);
hyperpoint turtlevertex(int u, double x, double y, double z);
void bshape(hpcshape& sh, PPR prio);
void finishshape();
void bshape(hpcshape& sh, PPR prio, double shzoom, int shapeid, double bonus = 0, flagtype flags = 0);
void copyshape(hpcshape& sh, hpcshape& orig, PPR prio);
void zoomShape(hpcshape& old, hpcshape& newsh, double factor, PPR prio);
void pushShape(usershapelayer& ds);
void make_sidewalls();
void procedural_shapes();
void make_wall(int id, const vector<hyperpoint> vertices, vector<ld> weights = equal_weights);
void reserve_wall3d(int i);
void compute_cornerbonus();
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void create_wall3d();
void configure_floorshapes();
void init_floorshapes();
void bshape2(hpcshape& sh, PPR prio, int shapeid, struct matrixlist& m);
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void bshape_regular(floorshape &fsh, int id, int sides, ld shift, ld size, cell *model);
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void generate_floorshapes_for(int id, cell *c, int siid, int sidir);
void generate_floorshapes();
void make_floor_textures_here();
vector<hyperpoint> get_shape(hpcshape sh);
void add_cone(ld z0, const vector<hyperpoint>& vh, ld z1);
void add_prism_sync(ld z0, vector<hyperpoint> vh0, ld z1, vector<hyperpoint> vh1);
void add_prism(ld z0, vector<hyperpoint> vh0, ld z1, vector<hyperpoint> vh1);
void shift_last(ld z);
void shift_shape(hpcshape& sh, ld z);
void shift_shape_orthogonally(hpcshape& sh, ld z);
void add_texture(hpcshape& sh);
void make_ha_3d(hpcshape& sh, bool isarmor, ld scale);
void make_humanoid_3d(hpcshape& sh);
void addtri(array<hyperpoint, 3> hs, int kind);
void make_armor_3d(hpcshape& sh, int kind = 1);
void make_foot_3d(hpcshape& sh);
void make_head_only();
void make_head_3d(hpcshape& sh);
void make_paw_3d(hpcshape& sh, hpcshape& legsh);
void make_abody_3d(hpcshape& sh, ld tail);
void make_ahead_3d(hpcshape& sh);
void make_skeletal(hpcshape& sh, ld push = 0);
void make_revolution(hpcshape& sh, int mx = 180, ld push = 0);
void make_revolution_cut(hpcshape &sh, int each = 180, ld push = 0, ld width = 99);
void clone_shape(hpcshape& sh, hpcshape& target);
void animate_bird(hpcshape& orig, hpcshape_animated& animated, ld body);
void slimetriangle(hyperpoint a, hyperpoint b, hyperpoint c, ld rad, int lev);
void balltriangle(hyperpoint a, hyperpoint b, hyperpoint c, ld rad, int lev);
void make_ball(hpcshape& sh, ld rad, int lev);
void make_star(hpcshape& sh, ld rad);
void make_euclidean_sky();
void adjust_eye(hpcshape& eye, hpcshape head, ld shift_eye, ld shift_head, int q, ld zoom=1);
void shift_last_straight(ld z);
void queueball(const transmatrix& V, ld rad, color_t col, eItem what);
void make_shadow(hpcshape& sh);
void make_3d_models();
/* Goldberg parameters */
#if CAP_GP
struct gpdata_t {
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vector<array<array<array<transmatrix, 6>, 32>, 32>> Tf;
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transmatrix corners;
ld alpha;
int area;
};
shared_ptr<gpdata_t> gpdata;
#endif
int state;
int usershape_state;
/** contains the texture point coordinates for 3D models */
basic_textureinfo models_texture;
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geometry_information() { last = NULL; state = usershape_state = 0; gpdata = NULL; }
void require_basics() { if(state & 1) return; state |= 1; prepare_basics(); }
void require_shapes() { if(state & 2) return; state |= 2; prepare_shapes(); }
void require_usershapes() { if(usershape_state == usershape_changes) return; usershape_state = usershape_changes; prepare_usershapes(); }
int timestamp;
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hpcshape& generate_pipe(ld length, ld width);
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};
#endif
/** values of hcrossf and hexf for the standard geometry. Since polygons are
* usually drawn in this geometry, the scale in other geometries is usually
* based on comparing these values to the values in the other geometry.
*/
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#if HDR
static const ld hcrossf7 = 0.620672, hexf7 = 0.378077, tessf7 = 1.090550, hexhexdist7 = 0.566256;
#endif
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EX bool scale_used() { return (shmup::on && geometry == gNormal && BITRUNCATED) ? (cheater || autocheat) : true; }
void geometry_information::prepare_basics() {
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DEBBI(DF_INIT | DF_POLY | DF_GEOM, ("prepare_basics"));
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hexshift = 0;
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ld ALPHA = 2 * M_PI / S7;
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ld fmin, fmax;
if(arcm::in() && !prod)
ginf[gArchimedean].cclass = gcHyperbolic;
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if(hybri) {
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auto t = this;
ld d = prod ? 1 : 2;
hybrid::in_underlying_geometry([&] {
t->rhexf = cgi.rhexf / d;
t->hexf = cgi.hexf / d;
t->crossf = cgi.crossf / d;
t->hcrossf = cgi.crossf / d;
t->tessf = cgi.tessf / d;
t->hexvdist = cgi.hexvdist / d;
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t->hexhexdist = hdist(xpush0(cgi.hcrossf), xspinpush0(M_PI*2/S7, cgi.hcrossf)) / d;
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t->base_distlimit = cgi.base_distlimit-1;
});
goto hybrid_finish;
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}
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if((sphere || hyperbolic) && WDIM == 3 && !bt::in()) {
rhexf = hexf = 0.378077;
crossf = hcrossf = 0.620672;
tessf = 1.090550;
hexhexdist = 0.566256;
goto finish;
}
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tessf = euclid ? 1 : edge_of_triangle_with_angles(S3 >= OINF ? 0 : 2*M_PI/S3, M_PI/S7, M_PI/S7);
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if(elliptic && S7 == 4) tessf = M_PI/2;
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hcrossf = euclid ? (S3 == 3 ? sqrt(3)/3 : sqrt(2)/2) : edge_of_triangle_with_angles(M_PI/2, M_PI/S7, M_PI/S3);
crossf = BITRUNCATED ? hcrossf : tessf;
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fmin = 0, fmax = tessf;
for(int p=0; p<100; p++) {
ld f = (fmin+fmax) / 2;
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hyperpoint H = xpush0(f);
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hyperpoint H1 = spin(2*M_PI/S7) * H;
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hyperpoint H2 = xpush0(tessf-f);
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ld v1 = intval(H, H1), v2 = intval(H, H2);
if(v1 < v2) fmin = f; else fmax = f;
}
hexf = fmin;
rhexf = BITRUNCATED ? hexf : hcrossf;
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if(BITRUNCATED && !(S7&1))
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hexshift = ALPHA/2 + ALPHA * ((S7-1)/2) + M_PI;
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finish:
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heptmove.resize(S7);
hexmove.resize(S7);
invhexmove.resize(S7);
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for(int d=0; d<S7; d++)
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heptmove[d] = spin(-d * ALPHA) * xpush(tessf) * spin(M_PI);
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for(int d=0; d<S7; d++)
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hexmove[d] = spin(hexshift-d * ALPHA) * xpush(-crossf)* spin(M_PI);
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for(int d=0; d<S7; d++) invhexmove[d] = inverse(hexmove[d]);
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hexhexdist = hdist(xpush0(crossf), xspinpush0(M_PI*2/S7, crossf));
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hexvdist = hdist(xpush0(hexf), xspinpush0(ALPHA/2, hcrossf));
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DEBB(DF_GEOM | DF_POLY,
(format("S7=%d S6=%d hexf = " LDF" hcross = " LDF" tessf = " LDF" hexshift = " LDF " hexhex = " LDF " hexv = " LDF "\n", S7, S6, hexf, hcrossf, tessf, hexshift,
hexhexdist, hexvdist)));
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base_distlimit = ginf[geometry].distlimit[!BITRUNCATED];
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#if CAP_GP
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gp::compute_geometry();
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#endif
#if CAP_IRR
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irr::compute_geometry();
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#endif
#if CAP_ARCM
if(arcm::in()) {
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arcm::current.compute_geometry();
crossf = hcrossf7 * arcm::current.scale();
hexvdist = arcm::current.scale() * .5;
rhexf = arcm::current.scale() * .5;
}
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#endif
#if CAP_BT
if(bt::in()) hexvdist = rhexf = 1, tessf = 1, scalefactor = 1, crossf = hcrossf7;
if(geometry == gHoroRec || kite::in() || sol || nil || nih) hexvdist = rhexf = .5, tessf = .5, scalefactor = .5, crossf = hcrossf7/2;
if(bt::in()) scalefactor *= min<ld>(vid.binary_width, 1), crossf *= min<ld>(vid.binary_width, 1);
#endif
#if CAP_BT && MAXMDIM >= 4
if(bt::in()) bt::build_tmatrix();
#endif
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#if MAXMDIM >= 4
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if(reg3::in()) reg3::generate();
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#endif
hybrid_finish:
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scalefactor = crossf / hcrossf7;
orbsize = crossf;
if(scale_used()) scalefactor *= vid.creature_scale;
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zhexf = BITRUNCATED ? hexf : crossf* .55;
if(scale_used()) zhexf *= vid.creature_scale;
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if(WDIM == 2 && GDIM == 3) zhexf *= 1.5, orbsize *= 1.2;
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floorrad0 = hexvdist* (GDIM == 3 ? 1 : 0.92);
floorrad1 = rhexf * (GDIM == 3 ? 1 : 0.94);
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if(euc::in(2,4)) {
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if(!BITRUNCATED)
floorrad0 = floorrad1 = rhexf * (GDIM == 3 ? 1 : .94);
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else
floorrad0 = hexvdist * (GDIM == 3 ? 1 : .9),
floorrad1 = rhexf * (GDIM == 3 ? 1 : .8);
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}
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plevel = vid.plevel_factor * scalefactor;
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steps = product::csteps;
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single_step = 1;
if(hybri && !prod) {
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if(hybrid::underlying == gArchimedean)
arcm::current.get_step_values(steps, single_step);
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else {
single_step = S3 * S7 - 2 * S7 - 2 * S3;
steps = 2 * S7;
if(BITRUNCATED) steps *= S3;
if(single_step < 0) single_step = -single_step;
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}
DEBB(DF_GEOM | DF_POLY, ("steps = ", steps, " / ", single_step));
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plevel = M_PI * single_step / steps;
}
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if(hybri) {
/* we do not want too short creatures, better make the scale factor smaller */
scalefactor = min(scalefactor, cgi.plevel * 1.8 / vid.height_width);
}
set_sibling_limit();
prepare_compute3();
if(hyperbolic && &currfp != &fieldpattern::fp_invalid)
currfp.analyze();
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}
EX transmatrix xspinpush(ld dir, ld dist) {
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if(euclid)
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return eupush(cos(dir) * dist, -sin(dir) * dist);
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else
return spin(dir) * xpush(dist) * spin(-dir);
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}
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EX purehookset hooks_swapdim;
EX namespace geom3 {
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// Here we convert between the following parameters:
// abslev: level below the plane
// lev: level above the world (abslev = depth-lev)
// projection: projection parameter
// factor: zoom factor
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ld abslev_to_projection(ld abslev) {
if(sphere || euclid) return vid.camera+abslev;
return tanh(abslev) / tanh(vid.camera);
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}
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ld projection_to_abslev(ld proj) {
if(sphere || euclid) return proj-vid.camera;
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// tanh(abslev) / tanh(camera) = proj
return atanh(proj * tanh(vid.camera));
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}
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ld lev_to_projection(ld lev) {
return abslev_to_projection(vid.depth - lev);
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}
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ld projection_to_factor(ld proj) {
return lev_to_projection(0) / proj;
}
EX ld factor_to_projection(ld fac) {
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return lev_to_projection(0) / fac;
}
EX ld lev_to_factor(ld lev) {
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if(prod) return -lev;
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if(WDIM == 3) return lev;
if(GDIM == 3) return vid.depth - lev;
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return projection_to_factor(lev_to_projection(lev));
}
EX ld factor_to_lev(ld fac) {
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if(prod) return -fac;
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if(GDIM == 3) return fac;
return vid.depth - projection_to_abslev(factor_to_projection(fac));
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}
EX void do_auto_eye() {
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if(!vid.auto_eye) return;
auto& cs = getcs();
if(cs.charid < 4)
vid.eye = cgi.eyelevel_human;
else if(cs.charid < 8)
vid.eye = cgi.eyelevel_dog;
else if(cs.charid == 8)
vid.eye = cgi.eyelevel_familiar;
}
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// how should we scale at level lev
EX ld scale_at_lev(ld lev) {
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if(sphere || euclid) return 1;
return cosh(vid.depth - lev);
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}
EX string invalid;
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EX ld actual_wall_height() {
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if(hybri) return cgi.plevel;
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#if CAP_GP
if(GOLDBERG && vid.gp_autoscale_heights)
return vid.wall_height * min<ld>(4 / hypot_d(2, gp::next), 1);
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#endif
return vid.wall_height;
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}
EX }
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void geometry_information::prepare_compute3() {
using namespace geom3;
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DEBBI(DF_INIT | DF_POLY | DF_GEOM, ("geom3::compute"));
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// tanh(depth) / tanh(camera) == vid.alpha
invalid = "";
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if(GDIM == 3) ;
else if(vid.tc_alpha < vid.tc_depth && vid.tc_alpha < vid.tc_camera)
vid.alpha = tan_auto(vid.depth) / tan_auto(vid.camera);
else if(vid.tc_depth < vid.tc_alpha && vid.tc_depth < vid.tc_camera) {
ld v = vid.alpha * tan_auto(vid.camera);
if(hyperbolic && (v<1e-6-12 || v>1-1e-12)) invalid = "cannot adjust depth", vid.depth = vid.camera;
else vid.depth = atan_auto(v);
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}
else {
ld v = tan_auto(vid.depth) / vid.alpha;
if(hyperbolic && (v<1e-12-1 || v>1-1e-12)) invalid = "cannot adjust camera", vid.camera = vid.depth;
else vid.camera = atan_auto(v);
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}
if(fabs(vid.alpha) < 1e-6) invalid = "does not work with perfect Klein";
if(invalid != "") {
INFDEEP = .7;
BOTTOM = .8;
HELLSPIKE = .85;
LAKE = .9;
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FLOOR = 1;
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WALL = 1.25;
SLEV[0] = 1;
SLEV[1] = 1.08;
SLEV[2] = 1.16;
SLEV[3] = 1.24;
FLATEYE = 1.03;
LEG1 = 1.025;
LEG = 1.05;
LEG3 = 1.075;
GROIN = 1.09;
GROIN1 = 1.105;
GHOST = 1.1;
BODY = 1.15;
BODY1 = 1.151;
BODY2 = 1.152;
BODY3 = 1.153;
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NECK1 = 1.16;
NECK = 1.17;
NECK3 = 1.18;
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HEAD = 1.188;
HEAD1= 1.189;
HEAD2= 1.190;
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HEAD3= 1.191;
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ABODY = 1.08;
AHEAD = 1.12;
BIRD = 1.20;
}
else {
INFDEEP = GDIM == 3 ? (sphere ? M_PI/2 : +5) : (euclid || sphere) ? 0.01 : lev_to_projection(0) * tanh(vid.camera);
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ld wh = actual_wall_height();
WALL = lev_to_factor(wh);
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FLOOR = lev_to_factor(0);
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human_height = vid.human_wall_ratio * wh;
if(WDIM == 3) human_height = scalefactor * vid.height_width / 2;
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if(hybri) human_height = min(human_height, cgi.plevel * .9);
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ld reduce = (WDIM == 3 ? human_height / 2 : 0);
LEG0 = lev_to_factor(human_height * .0 - reduce);
LEG1 = lev_to_factor(human_height * .1 - reduce);
LEG = lev_to_factor(human_height * .2 - reduce);
LEG3 = lev_to_factor(human_height * .3 - reduce);
GROIN = lev_to_factor(human_height * .4 - reduce);
GROIN1= lev_to_factor(human_height * .5 - reduce);
BODY = lev_to_factor(human_height * .6 - reduce);
BODY1 = lev_to_factor(human_height * .61 - reduce);
BODY2 = lev_to_factor(human_height * .62 - reduce);
BODY3 = lev_to_factor(human_height * .63 - reduce);
NECK1 = lev_to_factor(human_height * .7 - reduce);
NECK = lev_to_factor(human_height * .8 - reduce);
NECK3 = lev_to_factor(human_height * .9 - reduce);
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HEAD = lev_to_factor(human_height * .97 - reduce);
HEAD1 = lev_to_factor(human_height * .98 - reduce);
HEAD2 = lev_to_factor(human_height * .99 - reduce);
HEAD3 = lev_to_factor(human_height - reduce);
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reduce = (GDIM == 3 ? human_height * .3 : 0);
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STUFF = lev_to_factor(0) - max(orbsize * 0.3, zhexf * .6);
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ABODY = lev_to_factor(human_height * .4 - reduce);
ALEG0 = lev_to_factor(human_height * .0 - reduce);
ALEG = lev_to_factor(human_height * .2 - reduce);
AHEAD = lev_to_factor(human_height * .6 - reduce);
BIRD = lev_to_factor(WDIM == 3 ? 0 : (vid.human_wall_ratio+1)/2 * wh * .8);
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GHOST = lev_to_factor(WDIM == 3 ? 0 : human_height * .5);
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FLATEYE = lev_to_factor(human_height * .15);
slev = vid.rock_wall_ratio * wh / 3;
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for(int s=0; s<=3; s++)
SLEV[s] = lev_to_factor(vid.rock_wall_ratio * wh * s/3);
LAKE = lev_to_factor(-vid.lake_top);
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SHALLOW = lev_to_factor(-.4);
HELLSPIKE = lev_to_factor(-(vid.lake_top+vid.lake_bottom)/2);
BOTTOM = lev_to_factor(-vid.lake_bottom);
LOWSKY = lev_to_factor(2 * wh);
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HIGH = LOWSKY;
HIGH2 = lev_to_factor(3 * wh);
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SKY = LOWSKY - 5;
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}
}
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EX namespace geom3 {
EX void apply_always3() {
for(geometryinfo& gi: ginf) {
auto &g = gi.g;
if(vid.always3 && g.gameplay_dimension == 2 && g.graphical_dimension == 2) {
g.graphical_dimension++;
g.homogeneous_dimension++;
g.sig[3] = g.sig[2];
g.sig[2] = g.sig[1];
}
if(!vid.always3 && g.gameplay_dimension == 2 && g.graphical_dimension == 3) {
g.graphical_dimension--;
g.homogeneous_dimension--;
g.sig[1] = g.sig[2];
g.sig[2] = g.sig[3];
}
}
}
#if MAXMDIM >= 4
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EX void switch_always3() {
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if(dual::split(switch_always3)) return;
if(rug::rugged) rug::close();
vid.always3 = !vid.always3;
apply_always3();
swapmatrix(View);
callhooks(hooks_swapdim);
}
#endif
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EX void switch_tpp() {
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if(dual::split(switch_fpp)) return;
if(pmodel == mdDisk && vid.camera_angle) {
vid.yshift = 0;
vid.camera_angle = 0;
vid.xposition = 0;
vid.yposition = 0;
vid.scale = 1;
vid.fixed_facing = false;
}
else {
vid.yshift = -0.3;
vid.camera_angle = -45;
vid.scale = 18/16. * vid.xres / vid.yres / multi::players;
vid.xposition = 0;
vid.yposition = -0.9;
vid.fixed_facing = true;
vid.fixed_facing_dir = 90;
}
}
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EX void switch_fpp() {
#if MAXMDIM >= 4
if(rug::rugged) rug::close();
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if(dual::split(switch_fpp)) return;
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check_cgi(); cgi.require_basics();
View = inverse(models::rotmatrix()) * View;
if(!vid.always3) {
vid.always3 = true;
apply_always3();
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ld ms = min<ld>(cgi.scalefactor, 1);
vid.wall_height = 1.5 * ms;
if(sphere) {
vid.depth = M_PI / 6;
vid.wall_height = M_PI / 3;
}
vid.human_wall_ratio = 0.8;
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if(euclid && allowIncreasedSight() && vid.use_smart_range == 0) {
genrange_bonus = gamerange_bonus = sightrange_bonus = cgi.base_distlimit * 3/2;
}
vid.camera = 0;
vid.depth = ms;
if(pmodel == mdDisk) pmodel = mdPerspective;
swapmatrix(View);
callhooks(hooks_swapdim);
#if CAP_RACING
racing::player_relative = true;
#endif
}
else {
vid.always3 = false;
apply_always3();
vid.wall_height = .3;
vid.human_wall_ratio = .7;
vid.camera = 1;
vid.depth = 1;
if(pmodel == mdPerspective) pmodel = mdDisk;
swapmatrix(View);
callhooks(hooks_swapdim);
}
View = models::rotmatrix() * View;
#endif
}
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EX }
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EX geometry_information *cgip;
EX map<string, geometry_information> cgis;
#if HDR
#define cgi (*cgip)
#endif
EX int last_texture_step;
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int ntimestamp;
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EX void check_cgi() {
string s;
auto V = [&] (string a, string b) { s += a; s += ": "; s += b; s += "; "; };
V("GEO", its(int(geometry)));
V("VAR", its(int(variation)));
if(GOLDBERG) V("GP", its(gp::param.first) + "," + its(gp::param.second));
if(IRREGULAR) V("IRR", its(irr::irrid));
if(arcm::in()) V("ARCM", arcm::current.symbol);
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if(arb::in()) V("ARB", its(arb::current.order));
if(cryst) V("CRYSTAL", its(ginf[gCrystal].sides) + its(ginf[gCrystal].vertex));
if(bt::in() || GDIM == 3) V("WQ", its(vid.texture_step));
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if(hybri) V("U", its(int(hybrid::underlying)));
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if(prod) V("PL", fts(vid.plevel_factor));
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if(prod) V("PS", its(product::csteps));
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if(geometry == gFieldQuotient) { V("S3=", its(S3)); V("S7=", its(S7)); }
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if(nil) V("NIL", its(S7));
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if(bt::in()) V("BT", fts(vid.binary_width));
if(GDIM == 2) {
V("CAMERA", fts(vid.camera));
}
if(WDIM == 2) {
V("WH", fts(vid.wall_height));
V("HW", fts(vid.human_wall_ratio));
V("RW", fts(vid.rock_wall_ratio));
V("DEPTH", fts(vid.depth));
V("ASH", ONOFF(vid.gp_autoscale_heights));
V("LT", fts(vid.lake_top));
V("LB", fts(vid.lake_bottom));
}
V("3D", ONOFF(vid.always3));
if(scale_used()) V("CS", fts(vid.creature_scale));
if(WDIM == 3) V("HTW", fts(vid.height_width));
V("LQ", its(vid.linequality));
cgip = &cgis[s];
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cgi.timestamp = ++ntimestamp;
if(hybri) hybrid::underlying_cgip->timestamp = ntimestamp;
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if(isize(cgis) > 4) {
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vector<pair<int, string>> timestamps;
for(auto& t: cgis) timestamps.emplace_back(-t.second.timestamp, t.first);
sort(timestamps.begin(), timestamps.end());
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while(isize(timestamps) > 4) {
DEBB(DF_GEOM, ("erasing geometry ", timestamps.back().second));
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cgis.erase(timestamps.back().second);
timestamps.pop_back();
}
}
if(floor_textures && last_texture_step != vid.texture_step) {
println(hlog, "changed ", last_texture_step, " to ", vid.texture_step);
delete floor_textures;
floor_textures = NULL;
}
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#if MAXMDIM >= 4
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if(!floor_textures && GDIM == 3 && (cgi.state & 2))
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make_floor_textures();
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#endif
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}
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void clear_cgis() {
printf("clear_cgis\n");
for(auto& p: cgis) if(&p.second != &cgi) { cgis.erase(p.first); return; }
}
auto ah_clear_geo = addHook(hooks_clear_cache, 0, clear_cgis);
}