3d:: converting the old vector graphics into 3D models

This commit is contained in:
Zeno Rogue 2019-04-21 01:21:03 +02:00
parent cb2e870a99
commit 596b4ce786
5 changed files with 1628 additions and 13 deletions

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3d-models.cpp Normal file
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// HyperRogue
// This file contains the routines to convert HyperRogue's old vector graphics into 3D models
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
#include "earcut.hpp"
namespace hr {
#define S (scalefactor / 0.805578)
#define SH (scalefactor / 0.805578 * geom3::height_width / 1.5)
hyperpoint shcenter;
vector<hyperpoint> get_shape(hpcshape sh) {
vector<hyperpoint> res;
for(int i=sh.s; i<sh.e-1; i++) res.push_back(hpc[i]);
return res;
}
hyperpoint get_center(const vector<hyperpoint>& vh) {
hyperpoint h = Hypc;
using namespace hyperpoint_vec;
for(auto h1: vh) h = h + h1;
return normalize(h);
}
ld zc(ld z) { return geom3::human_height * (z - 0.5); }
transmatrix zpush(ld z) {
return cpush(2, z);
}
void add_cone(ld z0, const vector<hyperpoint>& vh, ld z1) {
last->flags |= POLY_TRIANGLES;
for(int i=0; i<isize(vh); i++) {
hpcpush(zpush(z0) * vh[i]);
hpcpush(zpush(z0) * vh[(i+1) % isize(vh)]);
hpcpush(zpush(z1) * shcenter);
}
}
void add_prism_sync(ld z0, vector<hyperpoint> vh0, ld z1, vector<hyperpoint> vh1) {
last->flags |= POLY_TRIANGLES;
for(int i=0; i<isize(vh0); i++) {
int i1 = (i+1) % isize(vh0);
hpcpush(zpush(z0) * vh0[i]);
hpcpush(zpush(z1) * vh1[i]);
hpcpush(zpush(z0) * vh0[i1]);
hpcpush(zpush(z1) * vh1[i]);
hpcpush(zpush(z0) * vh0[i1]);
hpcpush(zpush(z1) * vh1[i1]);
}
}
void add_prism(ld z0, vector<hyperpoint> vh0, ld z1, vector<hyperpoint> vh1) {
last->flags |= POLY_TRIANGLES;
struct mixed {
ld angle;
int owner;
hyperpoint h;
mixed(ld a, int o, hyperpoint _h) : angle(a), owner(o), h(_h) {}
};
transmatrix T0 = gpushxto0(get_center(vh0));
transmatrix T1 = gpushxto0(get_center(vh1));
vector<mixed> pairs;
for(auto h: vh0) pairs.emplace_back(atan2(T0*h), 0, h);
for(auto h: vh1) pairs.emplace_back(atan2(T1*h), 1, h);
sort(pairs.begin(), pairs.end(), [&] (const mixed p, const mixed q) { return p.angle < q.angle; });
hyperpoint lasts[2];
for(auto pp: pairs) lasts[pp.owner] = pp.h;
for(auto pp: pairs) {
int id = pp.owner;
hpcpush(zpush(z0) * lasts[0]);
hpcpush(zpush(z1) * lasts[1]);
hpcpush(zpush(id == 0 ? z0 : z1) * pp.h);
lasts[id] = pp.h;
}
}
void shift_last(ld z) {
for(int i=last->s; i<isize(hpc); i++) hpc[i] = cpush(2, z) * hpc[i];
}
void shift_shape(hpcshape& sh, ld z) {
for(int i=sh.s; i<sh.e; i++) hpc[i] = cpush(2, z) * hpc[i];
}
extern
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[3], shHalfMirror[3],
shGem[2], shStar, shDisk, shDiskT, shDiskS, shDiskM, shDiskSq, shRing,
shTinyBird, shTinyShark,
shEgg,
shSpikedRing, shTargetRing, shSawRing, shGearRing, shPeaceRing, shHeptaRing,
shSpearRing, shLoveRing,
shDaisy, shTriangle, shNecro, shStatue, shKey, shWindArrow,
shGun,
shFigurine, shTreat,
shElementalShard,
// shBranch,
shIBranch, shTentacle, shTentacleX, shILeaf[2],
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,
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,
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,
shSkeletonBody, shSkull, shSkullEyes, shFatBody, shWaterElemental,
shPalaceGate, shFishTail,
shMouse, shMouseLegs, shMouseEyes,
shPrincessDress, shPrinceDress,
shWizardCape1, shWizardCape2,
shBigCarpet1, shBigCarpet2, shBigCarpet3,
shGoatHead, shRose, 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,
shAsymmetric,
shPBodyOnly, shPBodyArm, shPBodyHand, shPHeadOnly,
shDodeca;
extern renderbuffer *floor_textures;
basic_textureinfo models_texture;
void add_texture(hpcshape& sh) {
if(!floor_textures) return;
auto& utt = models_texture;
sh.tinf = &utt;
sh.texture_offset = isize(utt.tvertices);
for(int i=sh.s; i<isize(hpc); i++) {
hyperpoint h = hpc[i];
ld rad = hypot_d(3, h);
ld factor = 0.50 + (0.17 * h[2] + 0.13 * h[1] + 0.15 * h[0]) / rad;
utt.tvertices.push_back(glhr::makevertex(0, factor, 0));
}
}
vector<hyperpoint> scaleshape(const vector<hyperpoint>& vh, ld s) {
vector<hyperpoint> res;
using namespace hyperpoint_vec;
for(hyperpoint h: vh) res.push_back(normalize(h * s + shcenter * (1-s)));
return res;
}
void make_ha_3d(hpcshape& sh, bool isarmor, ld scale) {
shcenter = C0;
auto groin = get_shape(shHumanGroin);
auto body = get_shape(shPBodyOnly);
auto neck = get_shape(shHumanNeck);
auto hand = get_shape(shPBodyHand);
auto arm = get_shape(shPBodyArm);
groin = scaleshape(groin, scale);
neck = scaleshape(neck, scale);
auto fullbody = get_shape(sh);
auto body7 = body[7];
auto body26 = body[26];
body.clear();
bool foundplus = false, foundminus = false;
for(hyperpoint h: fullbody) {
if(h[1] > 0.14 * S) {
if(foundplus) ;
else foundplus = true, body.push_back(body7);
}
else if(h[1] < -0.14 * S) {
if(foundminus) ;
else foundminus = true, body.push_back(body26);
}
else body.push_back(h);
}
auto arm8 = arm[8];
bool armused = false;
arm.clear();
for(hyperpoint h: fullbody) {
if(h[1] < 0.08 * S) ;
else if(h[0] > -0.03 * S) {
if(armused) ;
else armused = true, arm.push_back(arm8);
}
else arm.push_back(h);
}
auto hand0 = hand[0];
hand.clear();
hand.push_back(hand0);
for(hyperpoint h: fullbody) {
if(h[1] + h[0] > 0.13 * S) hand.push_back(h);
}
bshape(sh, PPR::MONSTER_BODY);
add_cone(zc(0.4), groin, zc(0.36));
add_prism_sync(zc(0.4), groin, zc(0.6), groin);
add_prism(zc(0.6), groin, zc(0.7), body);
add_prism(zc(0.7), body, zc(0.8), neck);
add_cone(zc(0.8), neck, zc(0.83));
int at0 = isize(hpc);
ld h = geom3::human_height;
if(isize(arm) > 3) {
shcenter = get_center(arm);
int arm0 = isize(hpc);
add_prism_sync(geom3::BODY - h*.03, arm, geom3::BODY + h*.03, arm);
add_cone(geom3::BODY + h*.03, arm, geom3::BODY + h*.05);
add_cone(geom3::BODY - h*.03, arm, geom3::BODY - h*.05);
int arm1 = isize(hpc);
for(int i=arm0; i<arm1; i++) {
hyperpoint h = hpc[i];
ld zl = asinh(h[2]);
h = zpush(-zl) * h;
ld rad = hdist0(h);
rad = (rad - 0.1124*S) / (0.2804*S - 0.1124*S);
rad = 1 - rad;
rad *= zc(0.7) - geom3::BODY;
hpc[i] = zpush(rad) * hpc[i];
}
}
// 0.2804 - keep
// 0.1124 - move
if(isize(hand) > 3) {
shcenter = get_center(hand);
add_cone(geom3::BODY, hand, geom3::BODY + 0.05 * geom3::human_height);
add_cone(geom3::BODY, hand, geom3::BODY - 0.05 * geom3::human_height);
}
int at1 = isize(hpc);
for(int i=at0; i<at1; i++) hpc.push_back(Mirror * hpc[i]);
add_texture(shPBody);
shift_last(-geom3::BODY);
}
/*
void make_humanoid_3d(hpcshape& sh) { make_ha_3d(sh, false, 0.90); }
void make_armor_3d(hpcshape& sh, ld scale = 1) { make_ha_3d(sh, true, scale); }
*/
void make_humanoid_3d(hpcshape& sh) { make_ha_3d(sh, false, 1); }
void addtri(array<hyperpoint, 3> hs, int kind) {
ld ds[3];
ds[0] = hdist(hs[0], hs[1]);
ds[1] = hdist(hs[1], hs[2]);
ds[2] = hdist(hs[2], hs[0]);
ld maxds = 0;
for(int i=0; i<3; i++) maxds = max(ds[i], maxds) - 1e-3;
if(maxds > 0.02*S) for(int i=0; i<3; i++) {
int j = (i+1) % 3;
int k = (j+1) % 3;
if(hdist(hs[i], hs[j]) > maxds) {
auto hm = mid(hs[i], hs[j]);
addtri(make_array(hm, hs[i], hs[k]), kind);
addtri(make_array(hm, hs[j], hs[k]), kind);
return;
}
}
if(kind) {
hyperpoint ht[3];
ld hsh[3];
ld shi[3];
bool ok = true;
for(int s=0; s<3; s++) {
hs[s] = normalize(hs[s]);
hyperpoint h = hs[s];
ld zz = zc(0.78);
hsh[s] = abs(h[1]);
zz -= h[1] * h[1] / 0.14 / 0.14 * 0.01 / S / S * SH;
zz -= h[0] * h[0] / 0.10 / 0.10 * 0.01 / S / S * SH;
if(abs(h[1]) > 0.14*S) ok = false, zz -= (abs(h[1])/S - 0.14) * SH;
if(abs(h[0]) > 0.08*S) ok = false, zz -= (abs(h[0])/S - 0.08) * (abs(h[0])/S - 0.08) * 25 * SH;
hpcpush(ht[s] = zpush(zz) * h);
if(hsh[s] < 0.1*S) shi[s] = -0.5;
else if(hsh[s] < 0.12*S) shi[s] = -0.1 - 0.4 * (hsh[s]/S - 0.1) / (0.12 - 0.1);
else shi[s] = -0.1;
shi[s] *= geom3::human_height;
}
if(ok && kind == 1) for(int i=0; i<3; i++) {
int j = (i+1) % 3;
hpcpush(ht[i]);
hpcpush(ht[j]);
hpcpush(zpush(shi[i]) * ht[i]);
hpcpush(ht[j]);
hpcpush(zpush(shi[i]) * ht[i]);
hpcpush(zpush(shi[i]) * ht[j]);
}
}
else {
for(int s=0; s<3; s++) {
hyperpoint h = hs[s];
ld zz = zc(0.925);
if(h[0] < -0.05*S) zz += (h[0]/S + 0.05) * SH;
if(hdist0(h) <= 0.0501*S) {
zz += sqrt(0.0026 - pow(hdist0(h)/S, 2)) * SH;
}
hpcpush(zpush(zz) * h);
}
}
}
void make_armor_3d(hpcshape& sh, int kind = 1) {
auto body = get_shape(sh);
vector<vector<array<ld, 2> >> pts(2);
for(hyperpoint h: body) {
array<ld, 2> p;
p[0] = h[0] / h[3];
p[1] = h[1] / h[3];
pts[0].emplace_back(p);
}
bshape(sh, sh.prio);
vector<int> indices = mapbox::earcut<int> (pts);
last->flags |= POLY_TRIANGLES;
last->flags |= POLY_TRIANGLES;
for(int k=0; k<isize(indices); k+=3) {
addtri(make_array(body[indices[k]], body[indices[k+1]], body[indices[k+2]]), kind);
}
add_texture(sh);
if(&sh == &shHood || &sh == &shWightCloak || &sh == &shArmor)
shift_last(-geom3::HEAD);
else
shift_last(-geom3::BODY);
}
void make_foot_3d(hpcshape& sh) {
auto foot = get_shape(sh);
auto leg = get_shape(shHumanLeg);
auto leg5 = scaleshape(leg, 0.8);
bshape(sh, PPR::MONSTER_BODY);
shcenter = get_center(leg);
add_cone(zc(0), foot, zc(0));
add_prism(zc(0), foot, zc(0.1), leg);
add_prism_sync(zc(0.1), leg, zc(0.4), leg5);
add_cone(zc(0.4), leg5, zc(0.45));
add_texture(sh);
// shift_last(-geom3::LEG0);
for(int i=last->s; i<isize(hpc); i++) hpc[i] = cpush(0, -0.0125*S) * hpc[i];
}
void make_head_only() {
auto addpt = [] (int d, int u) {
hpcpush(zpush(zc(0.925) + 0.06 * SH * sin(u * degree)) * xspinpush0(d * degree, 0.05 * S * cos(u * degree)));
};
bshape(shPHeadOnly, shPHeadOnly.prio);
last->flags |= POLY_TRIANGLES;
for(int d=0; d<360; d+=30)
for(int u=-90; u<=90; u+=30) {
addpt(d, u);
addpt(d+30, u);
addpt(d, u+30);
addpt(d+30, u+30);
addpt(d+30, u);
addpt(d, u+30);
}
add_texture(shPHeadOnly);
shift_last(-geom3::HEAD - 0.01 * SH);
}
void make_head_3d(hpcshape& sh) {
auto head = get_shape(sh);
vector<vector<array<ld, 2> >> pts(2);
for(hyperpoint h: head) {
array<ld, 2> p;
p[0] = h[0] / h[3];
p[1] = h[1] / h[3];
pts[0].emplace_back(p);
}
array<ld, 2> zero = {0,0};
pts[1].emplace_back(zero);
head.push_back(C0);
bshape(sh, sh.prio);
vector<int> indices = mapbox::earcut<int> (pts);
last->flags |= POLY_TRIANGLES;
for(int k=0; k<isize(indices); k+=3) {
addtri(make_array(head[indices[k]], head[indices[k+1]], head[indices[k+2]]), 0);
}
add_texture(sh);
shift_last(-geom3::HEAD);
}
void make_paw_3d(hpcshape& sh, hpcshape& legsh) {
auto foot = get_shape(sh);
auto leg = get_shape(legsh);
bshape(sh, PPR::MONSTER_BODY);
shcenter = get_center(leg);
add_cone(zc(0), foot, zc(0));
add_prism(zc(0), foot, zc(0.1), leg);
add_prism_sync(zc(0.1), leg, zc(0.4), leg);
add_cone(zc(0.4), leg, zc(0.45));
add_texture(sh);
shift_last(-geom3::LEG0);
}
void make_abody_3d(hpcshape& sh, ld tail) {
auto body = get_shape(sh);
shcenter = get_center(body);
vector<hyperpoint> notail;
ld minx = 9;
for(hyperpoint h: body) minx = min(minx, h[0]);
for(hyperpoint h: body) if(h[0] >= minx + tail) notail.push_back(h);
auto body8 = scaleshape(notail, 0.8);
bshape(sh, PPR::MONSTER_BODY);
add_prism(zc(0.4), body8, zc(0.45), body);
add_prism(zc(0.45), body, zc(0.5), notail);
add_prism_sync(zc(0.6), body8, zc(0.5), notail);
add_cone(zc(0.4), body8, zc(0.36));
add_cone(zc(0.6), body8, zc(0.64));
add_texture(sh);
}
void make_ahead_3d(hpcshape& sh) {
auto body = get_shape(sh);
shcenter = get_center(body);
auto body8 = scaleshape(body, 0.5);
bshape(sh, PPR::MONSTER_BODY);
add_prism_sync(zc(0.4), body8, zc(0.5), body);
add_prism_sync(zc(0.6), body8, zc(0.5), body);
add_cone(zc(0.4), body8, zc(0.36));
add_cone(zc(0.6), body8, zc(0.64));
add_texture(sh);
}
void make_skeletal(hpcshape& sh, ld push = 0) {
auto body = get_shape(sh);
shcenter = get_center(body);
bshape(sh, PPR::MONSTER_BODY);
add_prism_sync(zc(0.48), body, zc(0.5), body);
add_prism_sync(zc(0.52), body, zc(0.5), body);
add_cone(zc(0.48), body, zc(0.47));
add_cone(zc(0.52), body, zc(0.53));
add_texture(sh);
shift_last(-push);
}
void make_revolution(hpcshape& sh, int mx = 180, ld push = 0) {
auto body = get_shape(sh);
bshape(sh, PPR::MONSTER_BODY);
int step = (mx == 360 ? 24 : 10);
for(int i=0; i<isize(body); i++) {
hyperpoint h0 = body[i];
hyperpoint h1 = body[(i+1) % isize(body)];
for(int s=0; s<mx; s+=step) {
hpcpush(cspin(1, 2, s * degree) * h0);
hpcpush(cspin(1, 2, s * degree) * h1);
hpcpush(cspin(1, 2, (s+step) * degree) * h0);
hpcpush(cspin(1, 2, s * degree) * h1);
hpcpush(cspin(1, 2, (s+step) * degree) * h0);
hpcpush(cspin(1, 2, (s+step) * degree) * h1);
}
}
last->flags |= POLY_TRIANGLES;
add_texture(sh);
shift_last(-push);
}
void make_revolution_cut(hpcshape &sh, int each = 180, ld push = 0, ld width = 99) {
auto body = get_shape(sh);
int n = isize(body) / 2;
auto gbody = body;
int it = 0;
vector<int> nextid(n);
vector<int> lastid(n);
vector<bool> stillin(n, true);
for(int i=0; i<n; i++) nextid[i] = i+1;
for(int i=0; i<n; i++) lastid[i] = i-1;
while(true) {
it++;
int cand = -1;
ld cv = 0;
for(int i=1; i<n-1; i++) if(stillin[i]) {
if((gbody[i][0] < gbody[lastid[i]][0] && gbody[i][0] < gbody[nextid[i]][0]) || (gbody[i][0] > gbody[lastid[i]][0] && gbody[i][0] > gbody[nextid[i]][0]) || abs(gbody[i][1]) > width)
if(abs(gbody[i][1]) > cv)
cand = i, cv = abs(gbody[i][1]);
}
if(cand == -1) break;
int i = cand;
lastid[nextid[i]] = lastid[i];
nextid[lastid[i]] = nextid[i];
stillin[i] = false;
}
for(int i=n; i>=0; i--) if(!stillin[i] && !stillin[nextid[i]]) nextid[i] = nextid[nextid[i]];
for(int i=0; i<n; i++) if(!stillin[i] && !stillin[lastid[i]]) lastid[i] = lastid[lastid[i]];
for(int i=0; i<n; i++) {
using namespace hyperpoint_vec;
if(!stillin[i]) gbody[i] = normalize(gbody[lastid[i]] * (i - lastid[i]) + gbody[nextid[i]] * (nextid[i] - i));
}
bshape(sh, PPR::MONSTER_BODY);
int step = 10;
for(int i=0; i<n; i++) {
for(int s=0; s<360; s+=step) {
auto& tbody = (s % each ? gbody : body);
auto& nbody = ((s+step) % each ? gbody : body);
int i1 = (i+1) % isize(body);
hyperpoint h0 = tbody[i];
hyperpoint h1 = tbody[i1];
hyperpoint hs0 = nbody[i];
hyperpoint hs1 = nbody[i1];
hpcpush(cspin(1, 2, s * degree) * h0);
hpcpush(cspin(1, 2, s * degree) * h1);
hpcpush(cspin(1, 2, (s+step) * degree) * hs0);
hpcpush(cspin(1, 2, s * degree) * h1);
hpcpush(cspin(1, 2, (s+step) * degree) * hs0);
hpcpush(cspin(1, 2, (s+step) * degree) * hs1);
}
}
last->flags |= POLY_TRIANGLES;
add_texture(sh);
shift_last(-push);
}
void disable(hpcshape& sh) {
sh.s = sh.e = 0;
}
void make_3d_models() {
if(DIM == 2) return;
shcenter = C0;
if(floor_textures) {
auto& utt = models_texture;
utt.tvertices.clear();
utt.texture_id = floor_textures->renderedTexture;
}
make_humanoid_3d(shPBody);
make_humanoid_3d(shYeti);
make_humanoid_3d(shFemaleBody);
make_humanoid_3d(shRaiderBody);
make_humanoid_3d(shSkeletonBody);
make_humanoid_3d(shFatBody);
make_humanoid_3d(shWaterElemental);
make_humanoid_3d(shJiangShi);
// shFatBody = shPBody;
// shFemaleBody = shPBody;
// shRaiderBody = shPBody;
// shJiangShi = shPBody;
make_head_3d(shFemaleHair);
make_head_3d(shPHead);
make_head_3d(shTurban1);
make_head_3d(shTurban2);
make_head_3d(shAztecHead);
make_head_3d(shAztecCap);
make_head_3d(shVikingHelmet);
make_head_3d(shRaiderHelmet);
make_head_3d(shWestHat1);
make_head_3d(shWestHat2);
make_head_3d(shWitchHair);
make_head_3d(shBeautyHair);
make_head_3d(shFlowerHair);
make_head_3d(shGolemhead);
make_head_3d(shPirateHood);
make_head_3d(shEyepatch);
make_head_3d(shSkull);
make_head_3d(shRatHead);
make_head_3d(shDemon);
make_head_3d(shGoatHead);
make_head_3d(shRatCape1);
make_head_3d(shJiangShiCap1);
make_head_3d(shJiangShiCap2);
make_head_3d(shTerraHead);
make_armor_3d(shKnightArmor);
make_armor_3d(shKnightCloak, 2);
make_armor_3d(shPrinceDress);
make_armor_3d(shPrincessDress, 2);
make_armor_3d(shTerraArmor1);
make_armor_3d(shTerraArmor2);
make_armor_3d(shTerraArmor3);
make_armor_3d(shSuspenders);
make_armor_3d(shJiangShiDress);
make_armor_3d(shFemaleDress);
make_armor_3d(shWightCloak, 2);
make_armor_3d(shRaiderArmor);
make_armor_3d(shRaiderShirt);
make_armor_3d(shArmor);
make_armor_3d(shRatCape2, 2);
make_armor_3d(shHood, 2);
make_foot_3d(shHumanFoot);
make_foot_3d(shYetiFoot);
make_skeletal(shSkeletalFoot);
make_paw_3d(shWolfFrontPaw, shWolfFrontLeg);
make_paw_3d(shWolfRearPaw, shWolfRearLeg);
make_paw_3d(shDogFrontPaw, shDogFrontLeg);
make_paw_3d(shDogRearPaw, shDogRearLeg);
// make_abody_3d(shWolfBody, 0.01);
// make_ahead_3d(shWolfHead);
// make_ahead_3d(shFamiliarHead);
make_revolution_cut(shWolfBody, 30, 0, 0.01*S);
make_revolution_cut(shWolfHead, 180, geom3::AHEAD - geom3::ABODY);
make_revolution_cut(shFamiliarHead, 30, geom3::AHEAD - geom3::ABODY);
// make_abody_3d(shDogTorso, 0.01);
make_revolution_cut(shDogTorso, 30);
make_revolution_cut(shDogHead, 180, geom3::AHEAD - geom3::ABODY);
// make_ahead_3d(shDogHead);
// make_abody_3d(shCatBody, 0.05);
// make_ahead_3d(shCatHead);
make_revolution_cut(shCatBody, 30);
make_revolution_cut(shCatHead, 180, geom3::AHEAD - geom3::ABODY);
make_paw_3d(shReptileFrontFoot, shReptileFrontLeg);
make_paw_3d(shReptileRearFoot, shReptileRearLeg);
make_abody_3d(shReptileBody, -1);
// make_ahead_3d(shReptileHead);
make_revolution_cut(shReptileHead, 180, geom3::AHEAD - geom3::ABODY);
make_paw_3d(shBullFrontHoof, shBullFrontHoof);
make_paw_3d(shBullRearHoof, shBullRearHoof);
// make_abody_3d(shBullBody, 0.05);
// make_ahead_3d(shBullHead);
// make_ahead_3d(shBullHorn);
make_revolution_cut(shBullBody, 180);
make_revolution_cut(shBullHead, 60, geom3::AHEAD - geom3::ABODY);
shift_shape(shBullHorn, -(geom3::AHEAD - geom3::ABODY));
// make_revolution_cut(shBullHorn, 180, geom3::AHEAD - geom3::ABODY);
make_paw_3d(shTrylobiteFrontClaw, shTrylobiteFrontLeg);
make_paw_3d(shTrylobiteRearClaw, shTrylobiteRearLeg);
make_abody_3d(shTrylobiteBody, 0);
// make_ahead_3d(shTrylobiteHead);
make_revolution_cut(shTrylobiteHead, 180, geom3::AHEAD - geom3::ABODY);
make_revolution_cut(shShark, 180);
make_revolution_cut(shGhost, 60);
make_revolution_cut(shSlime, 60);
make_revolution_cut(shEagle, 180, 0, 0.05*S);
make_revolution_cut(shHawk, 180, 0, 0.05*S);
make_revolution_cut(shGargoyleWings, 180, 0, 0.05*S);
make_revolution_cut(shGargoyleBody, 180, 0, 0.05*S);
make_revolution_cut(shGadflyWing, 180, 0, 0.05*S);
make_revolution_cut(shBatWings, 180, 0, 0.05*S);
make_revolution_cut(shBatBody, 180, 0, 0.05*S);
make_revolution_cut(shJelly, 60);
make_revolution(shFoxTail1);
make_revolution(shFoxTail2);
make_revolution(shGadflyBody);
for(int i=0; i<8; i++)
make_revolution(shAsteroid[i], 360);
make_revolution_cut(shBugLeg, 60, geom3::ALEG0);
make_revolution(shBugArmor, 180, geom3::ABODY);
make_revolution_cut(shBugAntenna, 90, geom3::ABODY);
make_revolution_cut(shButterflyBody, 180);
shift_shape(shWolf1, -0.088 * S);
shift_shape(shWolf2, -0.088 * S);
shift_shape(shWolf3, -0.098 * S);
shift_shape(shFamiliarEye, -0.088 * S);
shift_shape(shWolfEyes, (-0.088 - 0.01 * 0.9) * S);
shift_shape(shEyes, (-3.3) * S / -20);
for(int i=shEyes.s; i<shEyes.e; i++) hpc[i] = cspin(0, 2, M_PI/2) * hpc[i];
disable(shWolfRearLeg);
disable(shWolfFrontLeg);
disable(shDogRearLeg);
disable(shDogFrontLeg);
disable(shReptileFrontLeg);
disable(shReptileRearLeg);
disable(shTrylobiteFrontLeg);
disable(shTrylobiteRearLeg);
disable(shPFace);
disable(shJiangShi);
make_head_only();
}
#undef S
#undef SH
}

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@ -65,6 +65,7 @@ namespace hr { namespace inv { bool on, activating; } }
#include "geometry.cpp"
#include "geometry2.cpp"
#include "polygons.cpp"
#include "3d-models.cpp"
#include "floorshapes.cpp"
#include "mapeditor.cpp"
#if CAP_MODEL

794
earcut.hpp Normal file
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@ -0,0 +1,794 @@
/*
ISC License
Copyright (c) 2015, Mapbox
Permission to use, copy, modify, and/or distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright notice
and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
THIS SOFTWARE.
*/
#pragma once
#include <algorithm>
#include <cassert>
#include <cmath>
#include <memory>
#include <vector>
namespace mapbox {
namespace util {
template <std::size_t I, typename T> struct nth {
inline static typename std::tuple_element<I, T>::type
get(const T& t) { return std::get<I>(t); };
};
}
namespace detail {
template <typename N = uint32_t>
class Earcut {
public:
std::vector<N> indices;
std::size_t vertices = 0;
template <typename Polygon>
void operator()(const Polygon& points);
private:
struct Node {
Node(N index, double x_, double y_) : i(index), x(x_), y(y_) {}
Node(const Node&) = delete;
Node& operator=(const Node&) = delete;
Node(Node&&) = delete;
Node& operator=(Node&&) = delete;
const N i;
const double x;
const double y;
// previous and next vertice nodes in a polygon ring
Node* prev = nullptr;
Node* next = nullptr;
// z-order curve value
int32_t z = 0;
// previous and next nodes in z-order
Node* prevZ = nullptr;
Node* nextZ = nullptr;
// indicates whether this is a steiner point
bool steiner = false;
};
template <typename Ring> Node* linkedList(const Ring& points, const bool clockwise);
Node* filterPoints(Node* start, Node* end = nullptr);
void earcutLinked(Node* ear, int pass = 0);
bool isEar(Node* ear);
bool isEarHashed(Node* ear);
Node* cureLocalIntersections(Node* start);
void splitEarcut(Node* start);
template <typename Polygon> Node* eliminateHoles(const Polygon& points, Node* outerNode);
void eliminateHole(Node* hole, Node* outerNode);
Node* findHoleBridge(Node* hole, Node* outerNode);
void indexCurve(Node* start);
Node* sortLinked(Node* list);
int32_t zOrder(const double x_, const double y_);
Node* getLeftmost(Node* start);
bool pointInTriangle(double ax, double ay, double bx, double by, double cx, double cy, double px, double py) const;
bool isValidDiagonal(Node* a, Node* b);
double area(const Node* p, const Node* q, const Node* r) const;
bool equals(const Node* p1, const Node* p2);
bool intersects(const Node* p1, const Node* q1, const Node* p2, const Node* q2);
bool intersectsPolygon(const Node* a, const Node* b);
bool locallyInside(const Node* a, const Node* b);
bool middleInside(const Node* a, const Node* b);
Node* splitPolygon(Node* a, Node* b);
template <typename Point> Node* insertNode(std::size_t i, const Point& p, Node* last);
void removeNode(Node* p);
bool hashing;
double minX, maxX;
double minY, maxY;
double inv_size = 0;
template <typename T, typename Alloc = std::allocator<T>>
class ObjectPool {
public:
ObjectPool() { }
ObjectPool(std::size_t blockSize_) {
reset(blockSize_);
}
~ObjectPool() {
clear();
}
template <typename... Args>
T* construct(Args&&... args) {
if (currentIndex >= blockSize) {
currentBlock = alloc_traits::allocate(alloc, blockSize);
allocations.emplace_back(currentBlock);
currentIndex = 0;
}
T* object = &currentBlock[currentIndex++];
alloc_traits::construct(alloc, object, std::forward<Args>(args)...);
return object;
}
void reset(std::size_t newBlockSize) {
for (auto allocation : allocations) {
alloc_traits::deallocate(alloc, allocation, blockSize);
}
allocations.clear();
blockSize = std::max<std::size_t>(1, newBlockSize);
currentBlock = nullptr;
currentIndex = blockSize;
}
void clear() { reset(blockSize); }
private:
T* currentBlock = nullptr;
std::size_t currentIndex = 1;
std::size_t blockSize = 1;
std::vector<T*> allocations;
Alloc alloc;
typedef typename std::allocator_traits<Alloc> alloc_traits;
};
ObjectPool<Node> nodes;
};
template <typename N> template <typename Polygon>
void Earcut<N>::operator()(const Polygon& points) {
// reset
indices.clear();
vertices = 0;
if (points.empty()) return;
double x;
double y;
int threshold = 80;
std::size_t len = 0;
for (size_t i = 0; threshold >= 0 && i < points.size(); i++) {
threshold -= static_cast<int>(points[i].size());
len += points[i].size();
}
//estimate size of nodes and indices
nodes.reset(len * 3 / 2);
indices.reserve(len + points[0].size());
Node* outerNode = linkedList(points[0], true);
if (!outerNode || outerNode->prev == outerNode->next) return;
if (points.size() > 1) outerNode = eliminateHoles(points, outerNode);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
hashing = threshold < 0;
if (hashing) {
Node* p = outerNode->next;
minX = maxX = outerNode->x;
minY = maxY = outerNode->y;
do {
x = p->x;
y = p->y;
minX = std::min<double>(minX, x);
minY = std::min<double>(minY, y);
maxX = std::max<double>(maxX, x);
maxY = std::max<double>(maxY, y);
p = p->next;
} while (p != outerNode);
// minX, minY and size are later used to transform coords into integers for z-order calculation
inv_size = std::max<double>(maxX - minX, maxY - minY);
inv_size = inv_size != .0 ? (1. / inv_size) : .0;
}
earcutLinked(outerNode);
nodes.clear();
}
// create a circular doubly linked list from polygon points in the specified winding order
template <typename N> template <typename Ring>
typename Earcut<N>::Node*
Earcut<N>::linkedList(const Ring& points, const bool clockwise) {
using Point = typename Ring::value_type;
double sum = 0;
const std::size_t len = points.size();
std::size_t i, j;
Node* last = nullptr;
// calculate original winding order of a polygon ring
for (i = 0, j = len > 0 ? len - 1 : 0; i < len; j = i++) {
const auto& p1 = points[i];
const auto& p2 = points[j];
const double p20 = util::nth<0, Point>::get(p2);
const double p10 = util::nth<0, Point>::get(p1);
const double p11 = util::nth<1, Point>::get(p1);
const double p21 = util::nth<1, Point>::get(p2);
sum += (p20 - p10) * (p11 + p21);
}
// link points into circular doubly-linked list in the specified winding order
if (clockwise == (sum > 0)) {
for (i = 0; i < len; i++) last = insertNode(vertices + i, points[i], last);
} else {
for (i = len; i-- > 0;) last = insertNode(vertices + i, points[i], last);
}
if (last && equals(last, last->next)) {
removeNode(last);
last = last->next;
}
vertices += len;
return last;
}
// eliminate colinear or duplicate points
template <typename N>
typename Earcut<N>::Node*
Earcut<N>::filterPoints(Node* start, Node* end) {
if (!end) end = start;
Node* p = start;
bool again;
do {
again = false;
if (!p->steiner && (equals(p, p->next) || area(p->prev, p, p->next) == 0)) {
removeNode(p);
p = end = p->prev;
if (p == p->next) break;
again = true;
} else {
p = p->next;
}
} while (again || p != end);
return end;
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
template <typename N>
void Earcut<N>::earcutLinked(Node* ear, int pass) {
if (!ear) return;
// interlink polygon nodes in z-order
if (!pass && hashing) indexCurve(ear);
Node* stop = ear;
Node* prev;
Node* next;
int iterations = 0;
// iterate through ears, slicing them one by one
while (ear->prev != ear->next) {
iterations++;
prev = ear->prev;
next = ear->next;
if (hashing ? isEarHashed(ear) : isEar(ear)) {
// cut off the triangle
indices.emplace_back(prev->i);
indices.emplace_back(ear->i);
indices.emplace_back(next->i);
removeNode(ear);
// skipping the next vertice leads to less sliver triangles
ear = next->next;
stop = next->next;
continue;
}
ear = next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear == stop) {
// try filtering points and slicing again
if (!pass) earcutLinked(filterPoints(ear), 1);
// if this didn't work, try curing all small self-intersections locally
else if (pass == 1) {
ear = cureLocalIntersections(ear);
earcutLinked(ear, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass == 2) splitEarcut(ear);
break;
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
template <typename N>
bool Earcut<N>::isEar(Node* ear) {
const Node* a = ear->prev;
const Node* b = ear;
const Node* c = ear->next;
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
Node* p = ear->next->next;
while (p != ear->prev) {
if (pointInTriangle(a->x, a->y, b->x, b->y, c->x, c->y, p->x, p->y) &&
area(p->prev, p, p->next) >= 0) return false;
p = p->next;
}
return true;
}
template <typename N>
bool Earcut<N>::isEarHashed(Node* ear) {
const Node* a = ear->prev;
const Node* b = ear;
const Node* c = ear->next;
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
const double minTX = std::min<double>(a->x, std::min<double>(b->x, c->x));
const double minTY = std::min<double>(a->y, std::min<double>(b->y, c->y));
const double maxTX = std::max<double>(a->x, std::max<double>(b->x, c->x));
const double maxTY = std::max<double>(a->y, std::max<double>(b->y, c->y));
// z-order range for the current triangle bbox;
const int32_t minZ = zOrder(minTX, minTY);
const int32_t maxZ = zOrder(maxTX, maxTY);
// first look for points inside the triangle in increasing z-order
Node* p = ear->nextZ;
while (p && p->z <= maxZ) {
if (p != ear->prev && p != ear->next &&
pointInTriangle(a->x, a->y, b->x, b->y, c->x, c->y, p->x, p->y) &&
area(p->prev, p, p->next) >= 0) return false;
p = p->nextZ;
}
// then look for points in decreasing z-order
p = ear->prevZ;
while (p && p->z >= minZ) {
if (p != ear->prev && p != ear->next &&
pointInTriangle(a->x, a->y, b->x, b->y, c->x, c->y, p->x, p->y) &&
area(p->prev, p, p->next) >= 0) return false;
p = p->prevZ;
}
return true;
}
// go through all polygon nodes and cure small local self-intersections
template <typename N>
typename Earcut<N>::Node*
Earcut<N>::cureLocalIntersections(Node* start) {
Node* p = start;
do {
Node* a = p->prev;
Node* b = p->next->next;
// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
if (!equals(a, b) && intersects(a, p, p->next, b) && locallyInside(a, b) && locallyInside(b, a)) {
indices.emplace_back(a->i);
indices.emplace_back(p->i);
indices.emplace_back(b->i);
// remove two nodes involved
removeNode(p);
removeNode(p->next);
p = start = b;
}
p = p->next;
} while (p != start);
return p;
}
// try splitting polygon into two and triangulate them independently
template <typename N>
void Earcut<N>::splitEarcut(Node* start) {
// look for a valid diagonal that divides the polygon into two
Node* a = start;
do {
Node* b = a->next->next;
while (b != a->prev) {
if (a->i != b->i && isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
Node* c = splitPolygon(a, b);
// filter colinear points around the cuts
a = filterPoints(a, a->next);
c = filterPoints(c, c->next);
// run earcut on each half
earcutLinked(a);
earcutLinked(c);
return;
}
b = b->next;
}
a = a->next;
} while (a != start);
}
// link every hole into the outer loop, producing a single-ring polygon without holes
template <typename N> template <typename Polygon>
typename Earcut<N>::Node*
Earcut<N>::eliminateHoles(const Polygon& points, Node* outerNode) {
const size_t len = points.size();
std::vector<Node*> queue;
for (size_t i = 1; i < len; i++) {
Node* list = linkedList(points[i], false);
if (list) {
if (list == list->next) list->steiner = true;
queue.push_back(getLeftmost(list));
}
}
std::sort(queue.begin(), queue.end(), [](const Node* a, const Node* b) {
return a->x < b->x;
});
// process holes from left to right
for (size_t i = 0; i < queue.size(); i++) {
eliminateHole(queue[i], outerNode);
outerNode = filterPoints(outerNode, outerNode->next);
}
return outerNode;
}
// find a bridge between vertices that connects hole with an outer ring and and link it
template <typename N>
void Earcut<N>::eliminateHole(Node* hole, Node* outerNode) {
outerNode = findHoleBridge(hole, outerNode);
if (outerNode) {
Node* b = splitPolygon(outerNode, hole);
filterPoints(b, b->next);
}
}
// David Eberly's algorithm for finding a bridge between hole and outer polygon
template <typename N>
typename Earcut<N>::Node*
Earcut<N>::findHoleBridge(Node* hole, Node* outerNode) {
Node* p = outerNode;
double hx = hole->x;
double hy = hole->y;
double qx = -std::numeric_limits<double>::infinity();
Node* m = nullptr;
// find a segment intersected by a ray from the hole's leftmost Vertex to the left;
// segment's endpoint with lesser x will be potential connection Vertex
do {
if (hy <= p->y && hy >= p->next->y && p->next->y != p->y) {
double x = p->x + (hy - p->y) * (p->next->x - p->x) / (p->next->y - p->y);
if (x <= hx && x > qx) {
qx = x;
if (x == hx) {
if (hy == p->y) return p;
if (hy == p->next->y) return p->next;
}
m = p->x < p->next->x ? p : p->next;
}
}
p = p->next;
} while (p != outerNode);
if (!m) return 0;
if (hx == qx) return m->prev;
// look for points inside the triangle of hole Vertex, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the Vertex of the minimum angle with the ray as connection Vertex
const Node* stop = m;
double tanMin = std::numeric_limits<double>::infinity();
double tanCur = 0;
p = m->next;
double mx = m->x;
double my = m->y;
while (p != stop) {
if (hx >= p->x && p->x >= mx && hx != p->x &&
pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p->x, p->y)) {
tanCur = std::abs(hy - p->y) / (hx - p->x); // tangential
if ((tanCur < tanMin || (tanCur == tanMin && p->x > m->x)) && locallyInside(p, hole)) {
m = p;
tanMin = tanCur;
}
}
p = p->next;
}
return m;
}
// interlink polygon nodes in z-order
template <typename N>
void Earcut<N>::indexCurve(Node* start) {
assert(start);
Node* p = start;
do {
p->z = p->z ? p->z : zOrder(p->x, p->y);
p->prevZ = p->prev;
p->nextZ = p->next;
p = p->next;
} while (p != start);
p->prevZ->nextZ = nullptr;
p->prevZ = nullptr;
sortLinked(p);
}
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
template <typename N>
typename Earcut<N>::Node*
Earcut<N>::sortLinked(Node* list) {
assert(list);
Node* p;
Node* q;
Node* e;
Node* tail;
int i, numMerges, pSize, qSize;
int inSize = 1;
for (;;) {
p = list;
list = nullptr;
tail = nullptr;
numMerges = 0;
while (p) {
numMerges++;
q = p;
pSize = 0;
for (i = 0; i < inSize; i++) {
pSize++;
q = q->nextZ;
if (!q) break;
}
qSize = inSize;
while (pSize > 0 || (qSize > 0 && q)) {
if (pSize == 0) {
e = q;
q = q->nextZ;
qSize--;
} else if (qSize == 0 || !q) {
e = p;
p = p->nextZ;
pSize--;
} else if (p->z <= q->z) {
e = p;
p = p->nextZ;
pSize--;
} else {
e = q;
q = q->nextZ;
qSize--;
}
if (tail) tail->nextZ = e;
else list = e;
e->prevZ = tail;
tail = e;
}
p = q;
}
tail->nextZ = nullptr;
if (numMerges <= 1) return list;
inSize *= 2;
}
}
// z-order of a Vertex given coords and size of the data bounding box
template <typename N>
int32_t Earcut<N>::zOrder(const double x_, const double y_) {
// coords are transformed into non-negative 15-bit integer range
int32_t x = static_cast<int32_t>(32767.0 * (x_ - minX) * inv_size);
int32_t y = static_cast<int32_t>(32767.0 * (y_ - minY) * inv_size);
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return x | (y << 1);
}
// find the leftmost node of a polygon ring
template <typename N>
typename Earcut<N>::Node*
Earcut<N>::getLeftmost(Node* start) {
Node* p = start;
Node* leftmost = start;
do {
if (p->x < leftmost->x || (p->x == leftmost->x && p->y < leftmost->y))
leftmost = p;
p = p->next;
} while (p != start);
return leftmost;
}
// check if a point lies within a convex triangle
template <typename N>
bool Earcut<N>::pointInTriangle(double ax, double ay, double bx, double by, double cx, double cy, double px, double py) const {
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
}
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
template <typename N>
bool Earcut<N>::isValidDiagonal(Node* a, Node* b) {
return a->next->i != b->i && a->prev->i != b->i && !intersectsPolygon(a, b) &&
locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b);
}
// signed area of a triangle
template <typename N>
double Earcut<N>::area(const Node* p, const Node* q, const Node* r) const {
return (q->y - p->y) * (r->x - q->x) - (q->x - p->x) * (r->y - q->y);
}
// check if two points are equal
template <typename N>
bool Earcut<N>::equals(const Node* p1, const Node* p2) {
return p1->x == p2->x && p1->y == p2->y;
}
// check if two segments intersect
template <typename N>
bool Earcut<N>::intersects(const Node* p1, const Node* q1, const Node* p2, const Node* q2) {
if ((equals(p1, q1) && equals(p2, q2)) ||
(equals(p1, q2) && equals(p2, q1))) return true;
return (area(p1, q1, p2) > 0) != (area(p1, q1, q2) > 0) &&
(area(p2, q2, p1) > 0) != (area(p2, q2, q1) > 0);
}
// check if a polygon diagonal intersects any polygon segments
template <typename N>
bool Earcut<N>::intersectsPolygon(const Node* a, const Node* b) {
const Node* p = a;
do {
if (p->i != a->i && p->next->i != a->i && p->i != b->i && p->next->i != b->i &&
intersects(p, p->next, a, b)) return true;
p = p->next;
} while (p != a);
return false;
}
// check if a polygon diagonal is locally inside the polygon
template <typename N>
bool Earcut<N>::locallyInside(const Node* a, const Node* b) {
return area(a->prev, a, a->next) < 0 ?
area(a, b, a->next) >= 0 && area(a, a->prev, b) >= 0 :
area(a, b, a->prev) < 0 || area(a, a->next, b) < 0;
}
// check if the middle Vertex of a polygon diagonal is inside the polygon
template <typename N>
bool Earcut<N>::middleInside(const Node* a, const Node* b) {
const Node* p = a;
bool inside = false;
double px = (a->x + b->x) / 2;
double py = (a->y + b->y) / 2;
do {
if (((p->y > py) != (p->next->y > py)) && p->next->y != p->y &&
(px < (p->next->x - p->x) * (py - p->y) / (p->next->y - p->y) + p->x))
inside = !inside;
p = p->next;
} while (p != a);
return inside;
}
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits
// polygon into two; if one belongs to the outer ring and another to a hole, it merges it into a
// single ring
template <typename N>
typename Earcut<N>::Node*
Earcut<N>::splitPolygon(Node* a, Node* b) {
Node* a2 = nodes.construct(a->i, a->x, a->y);
Node* b2 = nodes.construct(b->i, b->x, b->y);
Node* an = a->next;
Node* bp = b->prev;
a->next = b;
b->prev = a;
a2->next = an;
an->prev = a2;
b2->next = a2;
a2->prev = b2;
bp->next = b2;
b2->prev = bp;
return b2;
}
// create a node and util::optionally link it with previous one (in a circular doubly linked list)
template <typename N> template <typename Point>
typename Earcut<N>::Node*
Earcut<N>::insertNode(std::size_t i, const Point& pt, Node* last) {
Node* p = nodes.construct(static_cast<N>(i), util::nth<0, Point>::get(pt), util::nth<1, Point>::get(pt));
if (!last) {
p->prev = p;
p->next = p;
} else {
assert(last);
p->next = last->next;
p->prev = last;
last->next->prev = p;
last->next = p;
}
return p;
}
template <typename N>
void Earcut<N>::removeNode(Node* p) {
p->next->prev = p->prev;
p->prev->next = p->next;
if (p->prevZ) p->prevZ->nextZ = p->nextZ;
if (p->nextZ) p->nextZ->prevZ = p->prevZ;
}
}
template <typename N = uint32_t, typename Polygon>
std::vector<N> earcut(const Polygon& poly) {
mapbox::detail::Earcut<N> earcut;
earcut(poly);
return std::move(earcut.indices);
}
}

View File

@ -580,43 +580,56 @@ transmatrix otherbodyparts(const transmatrix& V, color_t col, eMonster who, doub
// todo
if(detaillevel >= 2) {
if(detaillevel >= 2 && DIM == 2) {
transmatrix VL = mmscale(V, geom3::LEG1);
queuepoly(VL * xpush(rightfoot*3/4), shHumanLeg, col);
queuepoly(VL * Mirror * xpush(-rightfoot*3/4), shHumanLeg, col);
}
if(true) {
if(DIM == 2) {
transmatrix VL = mmscale(V, geom3::LEG);
queuepoly(VL * xpush(rightfoot/2), shHumanLeg, col);
queuepoly(VL * Mirror * xpush(-rightfoot/2), shHumanLeg, col);
}
if(detaillevel >= 2) {
if(detaillevel >= 2 && DIM == 2) {
transmatrix VL = mmscale(V, geom3::LEG3);
queuepoly(VL * xpush(rightfoot/4), shHumanLeg, col);
queuepoly(VL * Mirror * xpush(-rightfoot/4), shHumanLeg, col);
}
if(who == moWaterElemental) {
transmatrix Tright, Tleft;
if(DIM == 2) {
Tright = VFOOT * xpush(rightfoot);
Tleft = VFOOT * Mirror * xpush(-rightfoot);
}
else {
Tright = V * cspin(0, 2, rightfoot/SCALE * 3);
Tleft = V * Mirror * cspin(2, 0, rightfoot/SCALE * 3);
}
if(who == moWaterElemental && DIM == 2) {
double fishtail = footfun(footphase / .4) / 4 * 1.5;
queuepoly(VFOOT * xpush(fishtail), shFishTail, watercolor(100));
}
else if(who == moSkeleton) {
queuepoly(VFOOT * xpush(rightfoot), shSkeletalFoot, col);
queuepoly(VFOOT * Mirror * xpush(-rightfoot), shSkeletalFoot, col);
queuepoly(Tright, shSkeletalFoot, col);
queuepoly(Tleft, shSkeletalFoot, col);
return spin(rightfoot * wobble);
}
else if(isTroll(who) || who == moMonkey || who == moYeti || who == moRatling || who == moRatlingAvenger || who == moGoblin) {
queuepoly(VFOOT * xpush(rightfoot), shYetiFoot, col);
queuepoly(VFOOT * Mirror * xpush(-rightfoot), shYetiFoot, col);
queuepoly(Tright, shYetiFoot, col);
queuepoly(Tleft, shYetiFoot, col);
}
else {
queuepoly(VFOOT * xpush(rightfoot), shHumanFoot, col);
queuepoly(VFOOT * Mirror * xpush(-rightfoot), shHumanFoot, col);
queuepoly(Tright, shHumanFoot, col);
queuepoly(Tleft, shHumanFoot, col);
}
if(!mmspatial) return spin(rightfoot * wobble);
if(DIM == 3) queuepoly(VHEAD, shPHeadOnly, col);
if(DIM == 3 || !mmspatial) return spin(rightfoot * wobble);
if(detaillevel >= 2 && who != moZombie)
queuepoly(mmscale(V, geom3::NECK1), shHumanNeck, col);
@ -630,8 +643,6 @@ transmatrix otherbodyparts(const transmatrix& V, color_t col, eMonster who, doub
}
return spin(rightfoot * wobble);
return Id;
}
#endif

View File

@ -1714,6 +1714,8 @@ hpcshape
shAsymmetric,
shPBodyOnly, shPBodyArm, shPBodyHand, shPHeadOnly,
shDodeca;
vector<hpcshape> shPlainWall3D, shWireframe3D, shWall3D, shMiniWall3D;
@ -2683,6 +2685,8 @@ void configure_floorshapes() {
generate_floorshapes();
}
extern void make_3d_models();
void buildpolys() {
symmetriesAt.clear();
@ -2923,6 +2927,11 @@ void buildpolys() {
bshape(shFemaleDress, PPR::MONSTER_ARMOR0, scalefactor, 97);
bshape(shDemon, PPR::MONSTER_HAIR, scalefactor, 98);
bshape(shPBodyOnly, PPR::MONSTER_BODY, scalefactor, 389);
bshape(shPBodyArm, PPR::MONSTER_BODY, scalefactor, 390);
bshape(shPBodyHand, PPR::MONSTER_BODY, scalefactor, 391);
bshape(shPHeadOnly, PPR::MONSTER_HEAD, scalefactor, 392);
bshape(shTrylobite, PPR::MONSTER_BODY, scalefactor, 99);
bshape(shTrylobiteHead, PPR::MONSTER_HEAD, scalefactor, 100);
bshape(shTrylobiteBody, PPR::MONSTER_BODY, scalefactor, 308);
@ -3093,6 +3102,8 @@ void buildpolys() {
bshape(shBead1, PPR(20), 1, 251);
bshape(shArrow, PPR::ARROW, 1, 252);
make_3d_models();
bshapeend();
prehpc = isize(hpc);
@ -4094,6 +4105,11 @@ NEWSHAPE, 386, 3, 1, 0.173768,0.275379, 0.340287,0.116342, 0.229291,-0.115277,
NEWSHAPE, 387, 7, 1, 0.315263,-0.310217, 0.085056,-0.287538,
NEWSHAPE, 388, 1, 1, 0.046590,0.284199, 0.028110,0.325611, 0.098711,0.333738, 0.088761,0.294314, 0.090351,0.227036, 0.092387,0.196322, 0.129546,0.192006, 0.168982,0.166667, 0.173088,0.117700, 0.022882,0.091527, 0.004586,0.133004, 0.022981,0.160866, 0.052990,0.184313, 0.085413,0.193910, 0.055297,0.184324,
NEWSHAPE, 389, 1, 2, -0.127943,0.000000, -0.121732,0.008437, -0.120752,0.047093, -0.114785,0.065246, -0.096531,0.082051, -0.079664,0.100183, -0.087015,0.156872, -0.056388,0.171466, -0.021870,0.150662, -0.022997,0.136774, -0.004819,0.120485, 0.007204,0.104455, 0.016748,0.083741, 0.026225,0.054833, 0.033323,0.030943, 0.034483,0.001189, 0.034483,-0.001189,
NEWSHAPE, 390, 1, 1, -0.079664,0.100183, -0.087015,0.156872, -0.090442,0.188317, -0.085023,0.215058, -0.078296,0.241201, -0.070101,0.263835, -0.062700,0.273833, -0.053763,0.276497, -0.037212,0.273273, -0.026261,0.230095, -0.024880,0.217700, -0.022225,0.198787, -0.020850,0.180288, -0.021870,0.150662, -0.022997,0.136774, -0.036634,0.100744,
NEWSHAPE, 391, 1, 1, -0.063645,0.226806, -0.078296,0.241201, -0.070101,0.263835, -0.062700,0.273833, -0.053763,0.276497, -0.030638,0.274461, -0.015319,0.275737, 0.001277,0.277150, 0.020384,0.271369, 0.038101,0.262896, 0.045596,0.255842, 0.062388,0.263558, 0.085371,0.258660, 0.084235,0.228817, 0.071073,0.213220, 0.048603,0.218088, 0.042541,0.228972, 0.028749,0.228742, 0.011222,0.224439, -0.012498,0.229969, -0.026261,0.230095,
NEWSHAPE, 392, 1, 2, 0.060794,0.001192, 0.058426,0.023847, 0.050054,0.030986, 0.042896,0.038130, 0.044109,0.042917, 0.032180,0.050058, 0.017884,0.059612, 0.005963,0.064401, -0.009546,0.068015, -0.022689,0.070455, -0.053753,0.053753, -0.065710,0.040621, -0.074098,0.028683, -0.088611,0.020357, -0.087387,0.017956,
NEWSHAPE
};
#endif