2020-09-11 09:48:46 +00:00
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#include "../hyper.h"
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// implementation of this demo: https://twitter.com/ZenoRogue/status/1304130700870901761
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// compile with: ./mymake rogueviz/pentaroll.cpp
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// ./hyper -canvas-random 10 -noplayer -geo 534h -to-fq 72414D0C -pentaroll 1 -sight3 6 -animperiod 30000 -shot-1000
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// or -pentaroll 0 if you want to explore yourself
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namespace hr {
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2020-09-15 18:03:49 +00:00
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namespace pentaroll {
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2020-09-11 09:48:46 +00:00
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bool animated;
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2020-09-15 18:03:49 +00:00
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void create_pentaroll() {
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start_game();
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/* get the list of all close cells */
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cell *c0 = currentmap->gamestart();
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celllister cl(c0, 4, 1000, nullptr);
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/* construct the relative matrices for them */
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map<cell*, transmatrix> rel;
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rel[c0] = Id;
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for(cell *c: cl.lst)
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for(int i=0; i<c->type; i++)
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if(rel.count(c->move(i)))
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rel[c] = rel[c->move(i)] * currentmap->iadj(c, i);
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/* the construction */
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for(cell *c: cl.lst) {
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int common = 0;
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for(auto& v: cgi.vertices_only)
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for(auto& w: cgi.vertices_only)
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if(hdist(v, rel[c] * w) < 1e-6)
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common++;
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setdist(c, 7, nullptr);
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if(c == c0) c->wall = waPalace;
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else if(common > 0) c->wall = waNone;
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}
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c0->wall = waNone;
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for(int i=1; i<=cgi.face; i++) {
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int i0 = i;
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if(cgi.face == 4 && i0 >= 3) i0++;
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cellwalker cw(c0, i0);
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cw.peek()->wall = waPlatform;
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if(cgi.face == 5) {
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cellwalker cw1 = reg3::strafe(cw, (i==1?cgi.face:i-1));
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cw1.peek()->wall = waWaxWall;
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cw1.peek()->landparam = hrand(0x1000000) | 0x808080;
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}
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}
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}
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2020-09-11 09:48:46 +00:00
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int args() {
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using namespace arg;
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if(0) ;
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else if(argis("-pentaroll")) {
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PHASEFROM(3);
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/* 1 = animated, 0 = not animated */
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shift(); animated = argi();
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}
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else return 1;
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return 0;
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}
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2020-09-15 18:03:49 +00:00
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/* currently not configurable */
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/* if <1, stay closer to the center */
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ld how_far = 1;
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ld orig_distance = 1;
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ld far_distance = 1;
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2020-09-11 09:48:46 +00:00
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auto hooks =
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addHook(hooks_args, 100, args)
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2020-09-15 18:03:49 +00:00
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+ addHook(hooks_clearmemory, 40, [] () { animated = false; })
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2020-09-11 09:48:46 +00:00
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+ addHook(anims::hooks_anim, 100, [] {
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if(!animated) return;
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centerover = currentmap->gamestart();
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ld t = ticks * 20. / anims::period;
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int tb = int(t) % cgi.face;
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2020-09-15 18:03:49 +00:00
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hyperpoint m;
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for(int i=0; i<cgi.face; i++) m += cgi.vertices_only[i];
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m /= cgi.face;
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auto normm = [&] (hyperpoint h) {
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return normalize(lerp(m, h, how_far));
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};
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hyperpoint h1 = normm(cgi.vertices_only[tb]);
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hyperpoint h2 = normm(cgi.vertices_only[(tb+1) % cgi.face]);
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hyperpoint h3 = normm(cgi.vertices_only[(tb+2) % cgi.face]);
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hyperpoint a = gpushxto0(h2) * h1;
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hyperpoint b = gpushxto0(h2) * h3;
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b = spintox(a) * b;
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a = spintox(a) * a;
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b[3] = 0;
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println(hlog, "a = ", a);
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println(hlog, "b = ", b);
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b /= hypot_d(3, b);
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ld angle = acos(b[0]);
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println(hlog, "b = ", b);
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println(hlog, "angle = ", angle / degree, " deg");
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2020-09-11 09:48:46 +00:00
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ld tf = t - floor(t);
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/* make it more smooth */
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tf = tf * tf * (3-2*tf);
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hyperpoint h = lerp(h1, h2, tf);
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h = normalize(h);
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set_view(h, h2, h3);
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/* set_view does not orient correctly, so we rotate it */
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View = cspin(2, 0, M_PI/2) * View;
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/* we move the camera backward */
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2020-09-15 18:03:49 +00:00
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View = zpush(lerp(orig_distance, far_distance, frac(ticks * 1. / anims::period))) * View;
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2020-09-11 09:48:46 +00:00
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/* we also need to rotate the view to make it smooth */
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2020-09-15 18:03:49 +00:00
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View = spin((angle-M_PI) * int(t)) * View;
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2020-09-11 09:48:46 +00:00
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anims::moved();
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});
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}
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2020-09-15 18:03:49 +00:00
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}
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