mirror of
https://github.com/zenorogue/hyperrogue.git
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282 lines
8.5 KiB
C++
282 lines
8.5 KiB
C++
// Hyperbolic Rogue: staircase simulation in RogueViz
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// Copyright (C) 2011-2018 Zeno and Tehora Rogue, see 'hyper.cpp' for details
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// see: https://www.youtube.com/watch?v=HZNRo6mr5pk
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#include "rogueviz.h"
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namespace rogueviz { namespace staircase {
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ld scurvature = 0;
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ld acurvature = 0;
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ld global_r;
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ld szoom = 5;
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ld progress = 0;
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basic_textureinfo tinf;
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hyperpoint spcoord(hyperpoint h) {
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ld phi = h[0], y = h[1], z = h[2], r = global_r;
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ld aphi = (r+phi + floor(progress))*30._deg;
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return zpush(acurvature*(y + r - frac(progress))/szoom) * xspinpush0(aphi, acurvature * z);
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}
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using tv = glhr::textured_vertex;
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tv pt(hyperpoint h, hyperpoint c) {
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tv result;
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h = spcoord(h);
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result.coords[0] = h[0];
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result.coords[1] = h[1];
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result.coords[2] = h[2];
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result.coords[3] = h[3];
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result.texture[0] = c[0];
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result.texture[1] = c[1];
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result.texture[2] = c[2];
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return result;
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}
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vector<glvertex> vertices;
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void add_pt(tv tv) {
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vertices.push_back(tv.coords);
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glvertex t;
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for(int i=0; i<3; i++) t[i] = tv.texture[i];
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tinf.tvertices.push_back(t);
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}
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void tri(tv a, tv b, tv c) { add_pt(a); add_pt(b); add_pt(c); }
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void addRect(hyperpoint h, hyperpoint hx, hyperpoint hy, hyperpoint v, hyperpoint vx, hyperpoint vy, int ix, int iy) {
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vector<vector<tv> > rps(iy+1, vector<tv> (ix+1));
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for(int y=0; y<=iy; y++)
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for(int x=0; x<=ix; x++) {
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rps[y][x] = pt(h+hx*x/ix+hy*y/iy, v+vx*x/ix+vy*y/iy);
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}
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for(int y=0; y<iy; y++)
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for(int x=0; x<ix; x++) {
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tri(rps[y][x], rps[y+1][x], rps[y][x+1]),
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tri(rps[y+1][x+1], rps[y][x+1], rps[y+1][x]);
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}
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}
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void addTri(hyperpoint h, hyperpoint hx, hyperpoint hy, hyperpoint v, hyperpoint vx, hyperpoint vy, int i) {
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vector<vector<tv> > rps(i+1, vector<tv> (i+1));
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for(int y=0; y<=i; y++)
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for(int x=0; x<=i; x++) {
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if(x+y <= i)
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rps[y][x] = pt(h+hx*x/i+hy*y/i, v+vx*x/i+vy*y/i);
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}
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for(int y=0; y<i; y++)
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for(int x=0; x<i; x++) {
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if(x+y < i)
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tri(rps[y][x], rps[y+1][x], rps[y][x+1]);
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if(x+y+2 <= i)
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tri(rps[y+1][x+1], rps[y][x+1], rps[y+1][x]);
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}
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}
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bool need_texture = true;
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#if CAP_TEXTURE
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texture::texture_data tdata; // = texture::config.data;
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#endif
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void make_texture() {
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#if CAP_TEXTURE
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if(!need_texture) return;
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printf("make texture\n");
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need_texture = false;
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tdata.whitetexture();
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int tw = tdata.twidth;
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printf("tw = %d\n", tw);
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int fw = tw / 4;
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auto pix = [&] (int k, int x, int y) -> unsigned& {
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return tdata.texture_pixels[y * tw + x + (k&3) * fw + (k>>2) * fw * tw];
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};
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for(int y=0; y<tw; y++)
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for(int x=0; x<tw; x++)
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pix(0,x,y) = rand();
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for(int y=0; y<=fw; y++)
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for(int x=0; x<=fw; x++) {
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typedef long long ll;
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pix(0,x,y) = 0xFF000000 + 0x10101 * ((x*ll(fw-x)*y*(fw-y)*255)/ll(fw/2)/(fw/2)/(fw-fw/2)/(fw-fw/2));
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pix(2,x,y) = 0xFF400000 + 0x10000 * (y * 63 / fw);
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pix(8,x,y) = 0xFF101010;
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pix(10,x,y) = 0xFF000000 + gradient(0, 0xFFD500, 0, x*(fw-x), fw*fw/4);
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pix(5,x,y) = 0xFF000000 + gradient(0, 0x804000, -1, sin(TAU*8*y/fw), 1);
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pix(7,x,y) = 0xFF000000 + gradient(0, 0x808080, 0, x*ll(fw-x)*y*(fw-y), ll(fw/2)*(fw/2)*(fw-fw/2)*(fw-fw/2));
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}
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tdata.loadTextureGL();
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#endif
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}
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int savetex;
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#if ISWEB
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int prec = 1;
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int maxr = 100;
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#else
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int prec = 4;
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int maxr = 1000;
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#endif
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bool on;
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void enable_hooks();
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void reset_geom(eGeometry g) {
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set_geometry(g);
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start_game();
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View = Id;
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enable_hooks();
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}
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void make_staircase() {
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// vid.stereo_mode = current_display->sODS;
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println(hlog, "scurvature = ", scurvature, " progress = ", progress);
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if(scurvature > -1e-6 && scurvature < 1e-6) {
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if(WDIM == 2 || !euclid) reset_geom(gCubeTiling);
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acurvature = 1;
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}
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else if(scurvature < 0) {
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if(WDIM == 2 || !hyperbolic) reset_geom(gSpace534);
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acurvature = -scurvature;
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}
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else {
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if(WDIM == 2 || !sphere) reset_geom(gCell120);
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acurvature = scurvature;
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}
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// rug::ruggospeed = acurvature;
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vid.ipd = 0.15 * acurvature;
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staircase::on = true;
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if(need_texture) {
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make_texture();
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}
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vertices.clear();
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tinf.tvertices.clear();
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printf("compute\n");
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for(int r=-maxr; r<maxr; r++) {
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if(scurvature < -1e-6 && abs(r * acurvature) > 7*12) continue;
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if(scurvature > 1e-6 && abs(acurvature*r/szoom) > M_PI) continue;
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global_r = r;
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// step
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addRect(point31(0,0,1), point30(0,0,1), point30(1,0,0), hpxy(0,0), hpxy(.25,0), hpxy(0,.25), prec, prec);
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// step connection
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addRect(point31(1,0,1), point30(0,0,1), point30(0,1,0), hpxy(0.75,0.25), hpxy(.25,0), hpxy(0,.25), prec, prec);
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// triangle inner side
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addTri(point31(1,0,1), point30(0,1,0), point30(-1,0,0), hpxy(.5,0), hpxy(.125,.125), hpxy(0,.125), prec);
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// rectangle under triangle
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addRect(point31(0,0,1), point30(1,1,0), point30(0,1,0), hpxy(.5,.125), hpxy(.125,0), hpxy(0,.125), prec, prec);
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// barrier post
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addRect(point31(.45,0,1.1), point30(.1,.1,0), point30(0,-3,0), hpxy(0,.5), hpxy(.25,0), hpxy(0,.25), 2, prec);
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// barrier
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addRect(point31(.45,-3,1), point30(0,0,.2), point30(1,1,0), hpxy(.5,.5), hpxy(.25,0), hpxy(0,.25), 1, prec);
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// outer wall
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addRect(point31(0,0,2), point30(1,1,0), point30(0,12,0), hpxy(.25,.25), hpxy(.25,0), hpxy(0,.25), prec, prec);
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// lower wall
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addRect(point31(0,1,1), point30(1,1,0), point30(0,0,1), hpxy(.5,0), hpxy(.25,0), hpxy(0,.25), prec, prec);
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}
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printf("push\n");
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printf("done (%d points)\n", isize(tinf.tvertices));
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}
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// -0.50 .. 0.16
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void showMenu() {
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cmode = sm::SIDE | sm::MAYDARK;
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gamescreen();
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dialog::init(XLAT("Spiral Staircase"), iinf[itPalace].color, 150, 0);
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add_edit(scurvature);
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add_edit(prec);
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add_edit(maxr);
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dialog::addBreak(100);
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dialog::addBoolItem(XLAT("low quality"), prec == 1, '1');
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dialog::add_action([] { prec = 1; maxr = 100; make_staircase(); });
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dialog::addBoolItem(XLAT("medium quality"), prec == 2, '2');
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#if !ISWEB
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dialog::addBoolItem(XLAT("high quality"), prec == 4, '3');
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#endif
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dialog::addItem(XLAT("take me back"), 'q');
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dialog::display();
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}
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void draw_staircase() {
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shiftmatrix Zero = ggmatrix(cwt.at);
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auto &p = queuepoly(Zero, cgi.shGem[0], 0xFFFFFFFF);
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p.tab = &vertices;
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p.cnt = isize(vertices);
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p.flags |= POLY_TRIANGLES;
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p.offset = 0;
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p.offset_texture = 0;
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p.tinf = &tinf;
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#if CAP_TEXTURE
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tinf.texture_id = tdata.textureid;
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#endif
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}
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void enable_hooks() {
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rv_hook(hooks_o_key, 80, [] (o_funcs& v) { v.push_back(named_dialog("staircase", showMenu)); });
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rv_hook(hooks_frame, 100, draw_staircase);
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}
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void enable() {
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enable_hooks();
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make_staircase();
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make_texture();
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}
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int phooks = arg::add3("-stair", enable)
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+ addHook_rvslides(141, [] (string s, vector<tour::slide>& v) {
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if(s != "mixed") return;
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using namespace tour;
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v.push_back(
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tour::slide{"Spiral Staircase", 62, LEGAL::NONE | QUICKGEO,
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"Spiral Staircase Demo.\n\n"
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"In Euclidean geometry, when we look at a spiral staircase from above, "
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"we see a hyperbolic spiral -- not a logarithmic spiral, as some people claim. "
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"However, in hyperbolic geometry, we would see a (roughly) logarithmic spiral.\n\n"
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"Press '5' to change the curvature or other parameters.",
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[] (presmode mode) {
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setCanvas(mode, '0');
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if(mode == pmStart) staircase::make_staircase();
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slidecommand = "staircase menu";
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if(mode == pmKey) pushScreen(staircase::showMenu);
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slide_url(mode, 'y', "YouTube link", "https://www.youtube.com/watch?v=HZNRo6mr5pk");
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}}
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);
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})
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+ addHook(hooks_configfile, 100, [] {
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param_f(scurvature, "stair_curvature")
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->editable(-1, 1, .05, XLAT("curvature of the space"), "", 'c')
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->set_reaction(make_staircase)
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->set_extra([] {
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dialog::addItem("golden spiral", 'G');
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dialog::add_action([] {
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scurvature = -4 * log((sqrt(5)+1)/2) / 2.4;
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make_staircase();
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popScreen();
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});
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});
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param_i(prec, "stair_precision")
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->editable(1, 8, 1, XLAT("higher value = better"), "staircase precision", 'p')
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->set_sets([] { dialog::bound_low(1); })
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->set_reaction(make_staircase);
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param_i(maxr, "stair_maxr")
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->editable(1, 5000, 100, XLAT("higher value = more levels"), "staircase max", 'm')
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->set_sets([] { dialog::bound_low(1); })
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->set_reaction(make_staircase);
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});
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}}
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