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// E3 -> H2xE -> Solv:
// -run -debug-portal -1 -canvas-random 100 -geo beti -intra-add -intra-bxe 4 4 3 -intra-sol 4 4 3 -ray-do -noplayer
// S2xE->S3:
// -debug-portal -1 -run -canvas-random 0 -intra-120 -intra-add -intra-1440 -intra-start -ray-do
# include "../rogueviz/rogueviz.h"
namespace hr {
namespace intraf {
using namespace intra ;
void set_wall ( cell * c , color_t col ) {
c - > wall = waWaxWall ;
c - > landparam = col ;
}
map < cellwalker , int > plane ;
cellwalker flatspin ( cellwalker cw , int i ) {
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if ( mhybrid & & cw . spin < cw . at - > type - 2 )
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cw . spin = gmod ( cw . spin + ( cw . mirrored ? - i : i ) , cw . at - > type - 2 ) ;
return cw ;
}
cellwalker gstrafe ( cellwalker cw , int i ) {
if ( reg3 : : in ( ) ) return currentmap - > strafe ( cw , i ) ;
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if ( mproduct ) {
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if ( i = = cw . at - > type - 2 | | i = = cw . at - > type - 1 )
return cellwalker ( cw . at - > move ( i ) , cw . spin ) ;
else for ( int k : { - 1 , 1 } )
if ( i = = flatspin ( cw , k ) . spin )
return cellwalker ( cw . at - > move ( i ) , flatspin ( flatspin ( cw , k ) + wstep , + k ) . spin ) ;
}
if ( euc : : in ( ) )
return cellwalker ( cw . at - > move ( i ) , cw . spin ) ;
throw hr_exception ( " unknown gstrafe " ) ;
}
void make_plane ( cellwalker cw , int d ) {
if ( plane . count ( cw ) ) return ;
plane [ cw ] = d ;
auto & ss = currentmap - > get_cellshape ( cw . at ) ;
for ( int i = 0 ; i < cw . at - > type ; i + + )
if ( ss . dirdist [ i ] [ cw . spin ] = = 1 )
make_plane ( gstrafe ( cw , i ) , d + 1 ) ;
}
void build_wall ( cellwalker cw , color_t a , color_t b ) {
println ( hlog , " trying to build wall in " , full_geometry_name ( ) ) ;
cw + = wstep ;
plane . clear ( ) ;
make_plane ( cw , 0 ) ;
for ( auto p : plane )
set_wall ( p . first . at , p . second & 1 ? a : b ) ;
println ( hlog , " success, " , isize ( plane ) ) ;
}
void check_shape ( ) {
start_game ( ) ;
auto sh = currentmap - > get_cellshape ( cwt . at ) ;
int j = 0 ;
for ( auto f : sh . faces ) {
j + + ;
for ( int i = 0 ; i < isize ( f ) ; i + + ) {
ld d = hdist ( f [ i ] , f [ ( 1 + i ) % isize ( f ) ] ) ;
println ( hlog , tie ( j , i ) , " : " , fts_fixed ( d , 20 ) ) ;
}
}
ld edgelen = 2 * edge_of_triangle_with_angles ( M_PI / S7 , M_PI / S3 , M_PI / 2 ) ;
println ( hlog , " crossf = " , cgi . crossf ) ;
println ( hlog , " hcrossf = " , cgi . hcrossf ) ;
println ( hlog , " edgelen = " , edgelen ) ;
println ( hlog , sh . faces ) ;
}
void create_intra_floors ( ) {
if ( intra : : in ) intra : : become ( ) ;
else stop_game ( ) ;
set_geometry ( gSpace534 ) ;
field_quotient_3d ( 5 , 0x72414D0C ) ;
start_game ( ) ;
build_wall ( cwt , 0xFFFF40 , 0xD0D000 ) ;
become ( ) ;
hybrid : : csteps = 6 ;
set_geometry ( gBring ) ;
set_variation ( eVariation : : pure ) ;
check_cgi ( ) ;
cgi . require_basics ( ) ;
vid . plevel_factor = cgi . edgelen / cgi . scalefactor ;
check_cgi ( ) ;
cgi . require_basics ( ) ;
set_geometry ( gProduct ) ;
start_game ( ) ;
check_shape ( ) ;
cwt . spin = 0 ;
build_wall ( cwt , 0xC0FFC0 , 0x80C080 ) ;
become ( ) ;
auto & T0 = euc : : eu_input . user_axes ;
for ( int i = 0 ; i < 3 ; i + + )
for ( int j = 0 ; j < 3 ; j + + )
T0 [ i ] [ j ] = i = = j ? 6 : 0 ;
euc : : eu_input . twisted = 0 ;
euc : : build_torus3 ( ) ;
set_geometry ( gCubeTiling ) ;
start_game ( ) ;
build_wall ( cwt , 0xC0FFFF , 0x40FFFF ) ;
become ( ) ;
hybrid : : csteps = 6 ;
set_geometry ( gOctahedron ) ;
check_cgi ( ) ;
cgi . require_basics ( ) ;
vid . plevel_factor = cgi . edgelen / cgi . scalefactor ;
check_cgi ( ) ;
cgi . require_basics ( ) ;
set_variation ( eVariation : : pure ) ;
set_geometry ( gProduct ) ;
start_game ( ) ;
cwt . spin = 0 ;
build_wall ( cwt , 0x8080FF , 0x0000FF ) ;
become ( ) ;
set_geometry ( gCell16 ) ;
start_game ( ) ;
build_wall ( cwt , 0xFF80FF , 0xFF00FF ) ;
become ( ) ;
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intra : : start ( ) ;
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// rogueviz::rv_hook(hooks_handleKey, 150, intra_key);
}
void create_intra_solv ( ) {
if ( intra : : in ) intra : : become ( ) ;
else stop_game ( ) ;
arg : : shift ( ) ; int x = arg : : argi ( ) ;
arg : : shift ( ) ; int y = arg : : argi ( ) ;
println ( hlog , " x= " , x , " y= " , y ) ;
vector < vector < cell * > > h ( y ) , s ( y ) ;
for ( int i = 0 ; i < y ; i + + ) h [ i ] . resize ( x ) , s [ i ] . resize ( x ) ;
stop_game ( ) ;
set_geometry ( gBinary3 ) ;
start_game ( ) ;
h [ 0 ] [ 0 ] = cwt . at ;
for ( int i = 1 ; i < y ; i + + ) h [ i ] [ 0 ] = h [ i - 1 ] [ 0 ] - > cmove ( 6 ) ;
for ( int i = 0 ; i < y ; i + + ) for ( int j = 1 ; j < x ; j + + )
h [ i ] [ j ] = h [ i ] [ j - 1 ] - > cmove ( 4 ) ;
for ( int i = 0 ; i < y ; i + + )
for ( int j = 0 ; j < x ; j + + ) {
setdist ( h [ i ] [ j ] , 7 , nullptr ) ;
h [ i ] [ j ] - > wall = waNone ;
forCellCM ( c1 , h [ i ] [ j ] ) { }
set_wall ( h [ i ] [ j ] - > cmove ( 0 ) , 0xFF00FF ^ ( hrand ( 0x1000000 ) & 0x1F1F1F ) ) ;
set_wall ( h [ i ] [ j ] - > cmove ( 1 ) , 0xC000FF ^ ( hrand ( 0x1000000 ) & 0x1F1F1F ) ) ;
set_wall ( h [ i ] [ j ] - > cmove ( 2 ) , 0xFF00C0 ^ ( hrand ( 0x1000000 ) & 0x1F1F1F ) ) ;
set_wall ( h [ i ] [ j ] - > cmove ( 3 ) , 0xC000C0 ^ ( hrand ( 0x1000000 ) & 0x1F1F1F ) ) ;
set_wall ( h [ i ] [ j ] - > cmove ( 8 ) , 0xFF40FF ^ ( hrand ( 0x1000000 ) & 0x1F1F1F ) ) ;
}
become ( ) ;
set_geometry ( gSol ) ;
start_game ( ) ;
s [ 0 ] [ 0 ] = cwt . at ;
for ( int i = 1 ; i < y ; i + + ) s [ i ] [ 0 ] = s [ i - 1 ] [ 0 ] - > cmove ( 5 ) ;
for ( int i = 0 ; i < y ; i + + ) for ( int j = 1 ; j < x ; j + + )
s [ i ] [ j ] = s [ i ] [ j - 1 ] - > cmove ( 4 ) ;
for ( int i = 0 ; i < y ; i + + )
for ( int j = 0 ; j < x ; j + + ) {
setdist ( s [ i ] [ j ] , 7 , nullptr ) ;
s [ i ] [ j ] - > wall = waNone ;
forCellCM ( c1 , s [ i ] [ j ] ) { }
set_wall ( s [ i ] [ j ] - > cmove ( 2 ) , 0xFFFFFF ^ ( hrand ( 0x1000000 ) & 0x1F1F1F ) ) ;
set_wall ( s [ i ] [ j ] - > cmove ( 3 ) , 0xC0FFFF ^ ( hrand ( 0x1000000 ) & 0x1F1F1F ) ) ;
set_wall ( s [ i ] [ j ] - > cmove ( 6 ) , 0xFFC0FF ^ ( hrand ( 0x1000000 ) & 0x1F1F1F ) ) ;
set_wall ( s [ i ] [ j ] - > cmove ( 7 ) , 0xFFFFC0 ^ ( hrand ( 0x1000000 ) & 0x1F1F1F ) ) ;
}
become ( ) ;
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intra : : start ( ) ;
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println ( hlog , " Started " ) ;
for ( int i = 0 ; i < y ; i + + )
connect_portal ( cellwalker ( h [ i ] [ 0 ] , 5 ) , cellwalker ( s [ i ] [ x - 1 ] , 4 ) , 1 ) ;
for ( int i = 0 ; i < y ; i + + )
connect_portal ( cellwalker ( s [ i ] [ 0 ] , 0 ) , cellwalker ( h [ i ] [ x - 1 ] , 4 ) , 1 ) ;
for ( int j = 0 ; j < x ; j + + )
connect_portal ( cellwalker ( h [ 0 ] [ j ] , 7 ) , cellwalker ( s [ y - 1 ] [ x - 1 - j ] , 5 ) , 0 ) ;
for ( int j = 0 ; j < x ; j + + )
connect_portal ( cellwalker ( s [ 0 ] [ j ] , 1 ) , cellwalker ( h [ y - 1 ] [ x - 1 - j ] , 6 ) , 0 ) ;
set_wall ( s [ hrand ( y ) ] [ hrand ( x ) ] , 0xA02020 ) ;
set_wall ( h [ hrand ( y ) ] [ hrand ( x ) ] , 0x2020A0 ) ;
// rogueviz::rv_hook(hooks_handleKey, 150, intra_key);
}
void create_intra_120 ( ) {
patterns : : whichCanvas = ' r ' ;
patterns : : rwalls = 0 ;
if ( intra : : in ) intra : : become ( ) ;
else stop_game ( ) ;
arcm : : current . parse ( " 8,4,6 " ) ;
set_geometry ( gArchimedean ) ;
// set_variation(eVariation::pure);
set_variation ( eVariation : : dual ) ;
be_ratio_edge ( 0 ) ;
for ( cell * c : currentmap - > allcells ( ) ) {
println ( hlog , currentmap - > full_shvid ( c ) , " : " , currentmap - > get_corner ( c , 0 ) , currentmap - > get_corner ( c , 1 ) , currentmap - > get_corner ( c , 2 ) ) ;
}
hybrid : : csteps = 10 ;
set_geometry ( gProduct ) ;
start_game ( ) ;
vector < cell * > bound ;
PIU ( [ & ] {
cell * s = currentmap - > gamestart ( ) ;
hyperpoint h = currentmap - > get_corner ( s , 1 ) ;
for ( cell * c : currentmap - > allcells ( ) ) {
hyperpoint j = currentmap - > relative_matrix ( c , s , C0 ) * C0 ;
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if ( hdist ( h , j ) > 90. _deg ) c - > wall = waPalace ;
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}
for ( cell * c : currentmap - > allcells ( ) ) if ( c - > wall = = waPalace ) {
int nei = 0 ;
forCellCM ( c1 , c ) if ( c1 - > wall ! = waPalace ) nei + + ;
if ( nei = = 1 ) bound . push_back ( c ) ;
}
auto ang = [ & ] ( cell * c ) {
hyperpoint j = currentmap - > relative_matrix ( c , s , C0 ) * C0 ;
j = gpushxto0 ( h ) * j ;
return atan2 ( j [ 0 ] , j [ 1 ] ) ;
} ;
for ( cell * c : bound ) println ( hlog , " j= " , ang ( c ) ) ;
sort ( bound . begin ( ) , bound . end ( ) , [ & ] ( cell * a , cell * b ) { return ang ( a ) < ang ( b ) ; } ) ;
int id = 0 ;
for ( auto b : bound ) set_wall ( b , ( ( id + + ) & 1 ) ? 0xFFFFFF : 0x202020 ) ;
} ( ) ) ;
for ( int i = 0 ; i < isize ( bound ) ; i + + )
for ( int j = 0 ; j < hybrid : : csteps - 2 ; j + + )
set_wall ( hybrid : : get_at ( bound [ i ] , j ) , ( i + j ) & 1 ? 0x8080FF : 0x00000FF ) ;
}
void create_intra_1440 ( ) {
patterns : : whichCanvas = ' r ' ;
patterns : : rwalls = 0 ;
if ( intra : : in ) intra : : become ( ) ;
else stop_game ( ) ;
set_geometry ( gCell8 ) ;
// set_variation(eVariation::pure);
set_variation ( eVariation : : coxeter ) ;
reg3 : : coxeter_param = 7 ;
start_game ( ) ;
cell * s = currentmap - > gamestart ( ) ;
auto vs = currentmap - > get_cellshape ( s ) . vertices_only_local ;
println ( hlog , vs ) ;
hyperpoint h = vs [ 1 ] ;
for ( cell * c : currentmap - > allcells ( ) ) {
hyperpoint j = currentmap - > relative_matrix ( c , s , C0 ) * C0 ;
// hyperpoint j = inverse(currentmap->relative_matrix(cwt.at, c, C0)) * C0;
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if ( hdist ( h , j ) > 90. _deg )
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set_wall ( c , ( celldistance ( c , s ) & 1 ) ? 0xFF80FF : 0xFF00FF ) ;
}
}
void recurse ( int r , cell * c , int i , int j ) {
setdist ( c , 7 , nullptr ) ;
forCellCM ( c1 , c ) setdist ( c1 , 7 , nullptr ) ;
c - > wall = waNone ;
if ( r = = 1 ) {
if ( sol ) {
int flip = ( j & 2 ) > > 1 ;
set_wall ( c - > cmove ( 6 ^ flip ) , 0xC000C0 ) ;
set_wall ( c - > cmove ( 7 ^ flip ) , 0x800080 ) ;
}
else {
set_wall ( c - > cmove ( ( j & 1 ) ) , 0x64BF95 ) ;
set_wall ( c - > cmove ( 1 - ( j & 1 ) ) , 0x449F75 ) ;
}
}
else {
if ( sol ) {
recurse ( r - 1 , c - > cmove ( 6 ) , 2 * i , j > > 1 ) ;
recurse ( r - 1 , c - > cmove ( 7 ) , 2 * i + 1 , j > > 1 ) ;
}
else {
recurse ( r - 1 , c - > cmove ( 0 ) , i , j ) ;
recurse ( r - 1 , c - > cmove ( 1 ) , i , j ) ;
}
}
}
void connect_portal_x ( cellwalker cw1 , cellwalker cw2 , int spin ) {
setdist ( cw1 . cpeek ( ) , 7 , nullptr ) ;
setdist ( cw2 . cpeek ( ) , 7 , nullptr ) ;
set_wall ( cw1 . cpeek ( ) , 0xFF0000 ) ;
set_wall ( cw2 . cpeek ( ) , 0xFF0000 ) ;
connect_portal ( cw1 , cw2 , spin ) ;
}
void recurse_portal ( int r , cell * cl , cell * cr ) {
connect_portal_x ( cellwalker ( cl , 6 ) , cellwalker ( cr , 5 ) , 3 ) ;
if ( r > 1 ) {
recurse_portal ( r - 1 , cl - > cmove ( 0 ) , cr - > cmove ( 0 ) ) ;
recurse_portal ( r - 1 , cl - > cmove ( 1 ) , cr - > cmove ( 1 ) ) ;
}
}
vector < reaction_t > portals ;
void create_intra_bxe ( ) {
println ( hlog , " called create_intra_bxe " ) ;
patterns : : whichCanvas = ' r ' ;
patterns : : rwalls = 100 ;
if ( intra : : in ) intra : : become ( ) ;
else stop_game ( ) ;
hybrid : : csteps = 0 ;
arg : : shift ( ) ; int x = arg : : argi ( ) ;
arg : : shift ( ) ; int y = arg : : argi ( ) ;
arg : : shift ( ) ; int z = arg : : argi ( ) ;
vector < vector < cell * > > h ( y ) ;
for ( int i = 0 ; i < y ; i + + ) h [ i ] . resize ( x ) ;
stop_game ( ) ;
set_geometry ( gBinary4 ) ;
vid . plevel_factor = log ( 2 ) ;
set_geometry ( gProduct ) ;
start_game ( ) ;
h [ 0 ] [ 0 ] = cwt . at ;
for ( int i = 1 ; i < y ; i + + ) h [ i ] [ 0 ] = h [ i - 1 ] [ 0 ] - > cmove ( 2 ) ;
for ( int i = 0 ; i < y ; i + + ) for ( int j = 1 ; j < x ; j + + )
h [ i ] [ j ] = h [ i ] [ j - 1 ] - > cmove ( 5 ) ;
println ( hlog , h ) ;
for ( int i = 0 ; i < y ; i + + )
for ( int j = 0 ; j < x ; j + + ) {
setdist ( h [ i ] [ j ] , 7 , nullptr ) ;
}
for ( int i = 0 ; i < y ; i + + )
for ( int j = 0 ; j < x ; j + + ) {
set_wall ( h [ i ] [ j ] - > cmove ( 3 ) , ( ( j + ( i > > 1 ) ) & 1 ) ? 0xA4FFD5 : 0x64BF95 ) ;
recurse ( z , h [ i ] [ j ] , i , j ) ;
}
become ( ) ;
start ( isize ( intra : : data ) - 1 ) ;
for ( int i = 0 ; i < y ; i + + )
recurse_portal ( z , h [ i ] [ 0 ] , h [ i ] [ x - 1 ] ) ;
for ( int i = 0 ; i < x ; i + + ) {
cell * cl = h [ 0 ] [ i ] ;
cell * cr = h [ y - 1 ] [ i ] ;
for ( int j = 0 ; j < z ; j + + ) {
connect_portal_x ( cellwalker ( cl , 4 ) , cellwalker ( cr , 2 ) , 2 ) ;
cl = cl - > move ( 0 ) ;
cr = cr - > move ( 1 ) ;
}
}
}
void recurse_portal_solv1 ( int r , cell * cl , cell * cr ) {
connect_portal_x ( cellwalker ( cl , 0 ) , cellwalker ( cr , 4 ) , 0 ) ;
if ( r > 1 ) {
recurse_portal_solv1 ( r - 1 , cl - > cmove ( 6 ) , cr - > cmove ( 6 ) ) ;
recurse_portal_solv1 ( r - 1 , cl - > cmove ( 7 ) , cr - > cmove ( 7 ) ) ;
}
}
void recurse_portal_solv2 ( int r , cell * cl , cell * cr ) {
connect_portal_x ( cellwalker ( cl , 1 ) , cellwalker ( cr , 5 ) , 0 ) ;
if ( r > 1 ) {
recurse_portal_solv2 ( r - 1 , cl - > cmove ( 7 ) , cr - > cmove ( 6 ) ) ;
}
}
void create_intra_sol ( ) {
println ( hlog , " called create_intra_sol " ) ;
patterns : : whichCanvas = ' r ' ;
patterns : : rwalls = 100 ;
if ( intra : : in ) intra : : become ( ) ;
else stop_game ( ) ;
arg : : shift ( ) ; int x = arg : : argi ( ) ;
arg : : shift ( ) ; int y = arg : : argi ( ) ;
arg : : shift ( ) ; int z = arg : : argi ( ) ;
vector < vector < cell * > > h ( y ) ;
for ( int i = 0 ; i < y ; i + + ) h [ i ] . resize ( x ) ;
stop_game ( ) ;
set_geometry ( gSol ) ;
start_game ( ) ;
h [ 0 ] [ 0 ] = cwt . at ;
for ( int i = 0 ; i < x - 1 ; i + + ) h [ 0 ] [ 0 ] = h [ 0 ] [ 0 ] - > cmove ( 0 ) ;
for ( int i = 0 ; i < y - 1 ; i + + ) h [ 0 ] [ 0 ] = h [ 0 ] [ 0 ] - > cmove ( 1 ) ;
for ( int i = 1 ; i < y ; i + + ) h [ i ] [ 0 ] = h [ i - 1 ] [ 0 ] - > cmove ( 5 ) ;
for ( int i = 0 ; i < y ; i + + ) for ( int j = 1 ; j < x ; j + + )
h [ i ] [ j ] = h [ i ] [ j - 1 ] - > cmove ( 4 ) ;
for ( int i = 0 ; i < y ; i + + )
for ( int j = 0 ; j < x ; j + + ) {
setdist ( h [ i ] [ j ] , 7 , nullptr ) ;
}
for ( int i = 0 ; i < y ; i + + )
for ( int j = 0 ; j < x ; j + + ) {
set_wall ( h [ i ] [ j ] - > cmove ( 2 ^ ( ( i > > 1 ) & 1 ) ) , 0xFFFDD0 ) ;
set_wall ( h [ i ] [ j ] - > cmove ( 3 ^ ( ( i > > 1 ) & 1 ) ) , 0xFFE080 ) ;
recurse ( z , h [ i ] [ j ] , i , j ) ;
}
become ( ) ;
start ( isize ( intra : : data ) - 1 ) ;
for ( int i = 0 ; i < y ; i + + )
recurse_portal_solv1 ( z , h [ i ] [ 0 ] , h [ i ] [ x - 1 ] ) ;
for ( int i = 0 ; i < x ; i + + )
recurse_portal_solv2 ( z , h [ 0 ] [ i ] , h [ y - 1 ] [ i ] ) ;
println ( hlog , " finished create_intra_sol " ) ;
}
// all generators will add to the current scene
auto hooks =
// generate scene with H3, H2xE, E3, S2xE (8x6), S3 (16-cell) with floors; runs automatically
arg : : add3 ( " -intra-floors " , create_intra_floors )
+ arg : : add3 ( " -check-shape " , check_shape )
// generate scene with H3 and Solv landscape, need X Y parameters, runs automatically
+ arg : : add3 ( " -intra-solv " , create_intra_solv )
// generate S2xE with triangles (-intra-start to run it)
+ arg : : add3 ( " -intra-120 " , create_intra_120 )
// generate S3 with triangles (-intra-start to run it)
+ arg : : add3 ( " -intra-1440 " , create_intra_1440 )
// generate binary-tiling H2xE with floors to the current scene, runs automatically
+ arg : : add3 ( " -intra-bxe " , create_intra_bxe )
// generate Sol with floors to the current scene, runs autimatically
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+ arg : : add3 ( " -intra-sol " , create_intra_sol )
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//+ arg::add3("-intra-more", create_intra_more);
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+ arg : : add3 ( " -intra-demo-floors " , [ ] {
walking : : colors_of_floors = {
0xFFFF40 , 0xD0D000 ,
0xC0FFC0 , 0x80C080 ,
0xC0FFFF , 0x40FFFF ,
0x8080FF , 0x0000FF ,
0xFF80FF , 0xFF00FF ,
0x64BF95 , 0xA4FFD5 ,
0xFFFDD0 , 0xFFD080
} ;
} )
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+ addHook_rvslides ( 10 , ( [ ] ( string s , vector < tour : : slide > & v ) {
println ( hlog , " called with s=' " , s , " ' " ) ;
if ( s ! = " portal " ) return ;
using namespace tour ;
auto load = [ ] ( string s , ld x , int y ) {
return [ s , x , y ] {
slide_backup ( vid . cells_drawn_limit , 100 ) ;
slide_backup ( ray : : max_cells , 999999 ) ;
slide_backup ( walking : : on , true ) ;
slide_backup ( walking : : eye_level , x ) ;
mapstream : : loadMap ( s ) ;
slide_backup ( ray : : fixed_map , true ) ;
slide_backup ( ray : : max_iter_intra , y ) ;
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# if CAP_VR
slide_backup ( vrhr : : hsm , vrhr : : eHeadset : : holonomy ) ;
slide_backup ( vrhr : : eyes , vrhr : : eEyes : : truesim ) ;
slide_backup ( vrhr : : cscr , vrhr : : eCompScreen : : eyes ) ;
# endif
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popScreenAll ( ) ;
resetGL ( ) ;
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} ;
} ;
auto add = [ & ] ( string s , string desc , string youtube , string twitter , reaction_t loader ) {
v . push_back ( tour : : slide {
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s , 10 , tour : : LEGAL : : NONE | tour : : QUICKSKIP | tour : : QUICKGEO | tour : : ALWAYS_TEXT , desc ,
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[ = ] ( tour : : presmode mode ) {
setCanvas ( mode , ' 0 ' ) ;
if ( youtube ! = " " )
slide_url ( mode , ' y ' , " YouTube link " , youtube ) ;
if ( twitter ! = " " )
slide_url ( mode , ' t ' , " Twitter link " , twitter ) ;
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slide_url ( mode , ' b ' , " Bridges paper link " , " https://archive.bridgesmathart.org/2022/bridges2022-297.html " ) ;
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slide_action ( mode , ' r ' , " run this visualization " , loader ) ;
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slidecommand = " portal options " ;
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if ( mode = = tour : : pmKey ) pushScreen ( intra : : show_portals ) ;
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rogueviz : : pres : : non_game_slide_scroll ( mode ) ;
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}
} ) ;
} ;
add ( " inter-geometric portals " ,
" In this world we can find portals between six different geometries. The camera is in 'walking mode' i.e. restricted to keep close to the floor (this can be disabled with '5'). " ,
" https://youtu.be/yqUv2JO2BCs " , " https://twitter.com/ZenoRogue/status/1496867204419452935 " ,
load ( " portalscene3.lev " , 0.2174492 , 600 )
) ;
add ( " curved landscape " ,
" Here we create portals between Solv and H3 geometries, resulting in a scene looking a bit like a curved landscape. " ,
" " , " https://twitter.com/ZenoRogue/status/1446127100516130826 " ,
load ( " solv-h3-scene.lev " , 0.05 , 3000 ) ) ;
} ) ) ;
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}
}