// 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 get_shape(hpcshape sh) { vector res; for(int i=sh.s; i& 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& vh, ld z1) { last->flags |= POLY_TRIANGLES; for(int i=0; i vh0, ld z1, vector vh1) { last->flags |= POLY_TRIANGLES; for(int i=0; i vh0, ld z1, vector 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 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 scaleshape(const vector& vh, ld s) { vector 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 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 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 >> pts(2); for(hyperpoint h: body) { array p; p[0] = h[0] / h[3]; p[1] = h[1] / h[3]; pts[0].emplace_back(p); } bshape(sh, sh.prio); vector indices = mapbox::earcut (pts); last->flags |= POLY_TRIANGLES; last->flags |= POLY_TRIANGLES; for(int k=0; ks; iflags |= 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 >> pts(2); for(hyperpoint h: head) { array p; p[0] = h[0] / h[3]; p[1] = h[1] / h[3]; pts[0].emplace_back(p); } array zero = {0,0}; pts[1].emplace_back(zero); head.push_back(C0); bshape(sh, sh.prio); vector indices = mapbox::earcut (pts); last->flags |= POLY_TRIANGLES; for(int k=0; k 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; iflags |= 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 nextid(n); vector lastid(n); vector stillin(n, true); for(int i=0; i 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; iflags |= 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(shTinyBird, 180, 0, 0.025 * S); make_revolution_cut(shTinyShark, 90); make_revolution_cut(shMiniGhost, 60); 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