mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-16 02:04:48 +00:00
148 lines
3.5 KiB
C++
148 lines
3.5 KiB
C++
#include "../hyper.h"
|
|
|
|
// implementation of this demo: https://twitter.com/ZenoRogue/status/1304130700870901761
|
|
|
|
// compile with: ./mymake rogueviz/pentaroll.cpp
|
|
|
|
// ./hyper -canvas-random 10 -noplayer -geo 534h -to-fq 72414D0C -pentaroll 1 -sight3 6 -animperiod 30000 -shot-1000
|
|
|
|
// or -pentaroll 0 if you want to explore yourself
|
|
|
|
namespace hr {
|
|
|
|
namespace pentaroll {
|
|
|
|
bool animated;
|
|
|
|
void create_pentaroll() {
|
|
start_game();
|
|
/* get the list of all close cells */
|
|
cell *c0 = currentmap->gamestart();
|
|
celllister cl(c0, 4, 1000, nullptr);
|
|
|
|
/* construct the relative matrices for them */
|
|
map<cell*, transmatrix> rel;
|
|
rel[c0] = Id;
|
|
for(cell *c: cl.lst)
|
|
for(int i=0; i<c->type; i++)
|
|
if(rel.count(c->move(i)))
|
|
rel[c] = rel[c->move(i)] * currentmap->iadj(c, i);
|
|
|
|
/* the construction */
|
|
for(cell *c: cl.lst) {
|
|
int common = 0;
|
|
for(auto& v: cgi.vertices_only)
|
|
for(auto& w: cgi.vertices_only)
|
|
if(hdist(v, rel[c] * w) < 1e-6)
|
|
common++;
|
|
|
|
setdist(c, 7, nullptr);
|
|
|
|
if(c == c0) c->wall = waPalace;
|
|
else if(common > 0) c->wall = waNone;
|
|
}
|
|
|
|
c0->wall = waNone;
|
|
for(int i=1; i<=cgi.face; i++) {
|
|
int i0 = i;
|
|
if(cgi.face == 4 && i0 >= 3) i0++;
|
|
cellwalker cw(c0, i0);
|
|
cw.peek()->wall = waPlatform;
|
|
if(cgi.face == 5) {
|
|
cellwalker cw1 = reg3::strafe(cw, (i==1?cgi.face:i-1));
|
|
cw1.peek()->wall = waWaxWall;
|
|
cw1.peek()->landparam = hrand(0x1000000) | 0x808080;
|
|
}
|
|
}
|
|
}
|
|
|
|
int args() {
|
|
using namespace arg;
|
|
|
|
if(0) ;
|
|
|
|
else if(argis("-pentaroll")) {
|
|
PHASEFROM(3);
|
|
|
|
/* 1 = animated, 0 = not animated */
|
|
shift(); animated = argi();
|
|
}
|
|
|
|
else return 1;
|
|
return 0;
|
|
}
|
|
|
|
/* currently not configurable */
|
|
|
|
/* if <1, stay closer to the center */
|
|
ld how_far = 1;
|
|
ld orig_distance = 1;
|
|
ld far_distance = 1;
|
|
|
|
auto hooks =
|
|
addHook(hooks_args, 100, args)
|
|
+ addHook(hooks_clearmemory, 40, [] () { animated = false; })
|
|
+ addHook(anims::hooks_anim, 100, [] {
|
|
|
|
if(!animated) return;
|
|
centerover = currentmap->gamestart();
|
|
|
|
ld t = ticks * 20. / anims::period;
|
|
|
|
int tb = int(t) % cgi.face;
|
|
|
|
hyperpoint m;
|
|
for(int i=0; i<cgi.face; i++) m += cgi.vertices_only[i];
|
|
m /= cgi.face;
|
|
|
|
auto normm = [&] (hyperpoint h) {
|
|
return normalize(lerp(m, h, how_far));
|
|
};
|
|
|
|
hyperpoint h1 = normm(cgi.vertices_only[tb]);
|
|
hyperpoint h2 = normm(cgi.vertices_only[(tb+1) % cgi.face]);
|
|
hyperpoint h3 = normm(cgi.vertices_only[(tb+2) % cgi.face]);
|
|
|
|
hyperpoint a = gpushxto0(h2) * h1;
|
|
hyperpoint b = gpushxto0(h2) * h3;
|
|
b = spintox(a) * b;
|
|
a = spintox(a) * a;
|
|
b[3] = 0;
|
|
println(hlog, "a = ", a);
|
|
println(hlog, "b = ", b);
|
|
|
|
b /= hypot_d(3, b);
|
|
ld angle = acos(b[0]);
|
|
|
|
println(hlog, "b = ", b);
|
|
println(hlog, "angle = ", angle / degree, " deg");
|
|
|
|
ld tf = t - floor(t);
|
|
|
|
/* make it more smooth */
|
|
tf = tf * tf * (3-2*tf);
|
|
|
|
hyperpoint h = lerp(h1, h2, tf);
|
|
|
|
h = normalize(h);
|
|
|
|
set_view(h, h2, h3);
|
|
|
|
/* set_view does not orient correctly, so we rotate it */
|
|
|
|
View = cspin(2, 0, M_PI/2) * View;
|
|
|
|
/* we move the camera backward */
|
|
|
|
View = zpush(lerp(orig_distance, far_distance, frac(ticks * 1. / anims::period))) * View;
|
|
|
|
/* we also need to rotate the view to make it smooth */
|
|
|
|
View = spin((angle-M_PI) * int(t)) * View;
|
|
|
|
anims::moved();
|
|
});
|
|
|
|
}
|
|
|
|
} |