mirror of
https://github.com/zenorogue/hyperrogue.git
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898 lines
24 KiB
C++
898 lines
24 KiB
C++
// Hyperbolic Rogue
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// Copyright (C) 2011-2016 Zeno Rogue, see 'hyper.cpp' for details
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// implementation of the Hypersian Rug mode
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#if CAP_RUG
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#define TEXTURESIZE (texturesize)
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#define HTEXTURESIZE (texturesize/2)
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#if !CAP_GLEW
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#if ISLINUX
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extern "C" {
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GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers);
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GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer);
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GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level);
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GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target);
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GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs);
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GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers);
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GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer);
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GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
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GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
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GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers);
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GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers);
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}
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#endif
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#if ISMAC
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#define glFramebufferTexture glFramebufferTextureEXT
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#endif
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#endif
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namespace rug {
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double rugzoom = .3;
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int torus_precision = 2;
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// hypersian rug datatypes and globals
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//-------------------------------------
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bool rugged = false;
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bool genrug = false;
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bool glew = false;
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bool renderonce = false;
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bool rendernogl = false;
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int texturesize = 1024;
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ld scale = 1;
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int queueiter, qvalid, dt;
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double err;
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struct edge {
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struct rugpoint *target;
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double len;
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};
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struct rugpoint {
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double x1, y1;
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bool valid;
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bool inqueue;
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double dist;
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hyperpoint h;
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hyperpoint flat;
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vector<edge> edges;
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};
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struct triangle {
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rugpoint *m[3];
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triangle(rugpoint *m1, rugpoint *m2, rugpoint *m3) {
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m[0] = m1; m[1] = m2; m[2] = m3;
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}
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};
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vector<rugpoint*> points;
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vector<triangle> triangles;
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// construct the graph
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//---------------------
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int hyprand;
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rugpoint *addRugpoint(hyperpoint h, double dist) {
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rugpoint *m = new rugpoint;
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m->h = h;
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ld tz = vid.alphax+h[2];
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m->x1 = (1 + h[0] / tz) / 2;
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m->y1 = (1 + h[1] / tz) / 2;
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m->flat = // hpxyz(h[0], h[1], sin(atan2(h[0], h[1]) * 3 + hyprand) * (h[2]-1) / 1000);
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hpxyz(h[0], h[1], (h[2]-1) * (rand() % 1000 - rand() % 1000) / 1000);
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m->valid = false;
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m->inqueue = false;
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m->dist = dist;
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points.push_back(m);
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return m;
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}
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rugpoint *findRugpoint(hyperpoint h, double dist) {
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for(int i=0; i<size(points); i++)
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if(intval(points[i]->h, h) < 1e-5) return points[i];
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return addRugpoint(h, dist);
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}
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void addNewEdge(rugpoint *e1, rugpoint *e2) {
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edge e; e.target = e2; e1->edges.push_back(e);
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e.target = e1; e2->edges.push_back(e);
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}
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void addEdge(rugpoint *e1, rugpoint *e2) {
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for(int i=0; i<size(e1->edges); i++)
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if(e1->edges[i].target == e2) return;
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addNewEdge(e1, e2);
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}
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void addTriangle(rugpoint *t1, rugpoint *t2, rugpoint *t3) {
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addEdge(t1, t2); addEdge(t2, t3); addEdge(t3, t1);
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triangles.push_back(triangle(t1,t2,t3));
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}
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void addTriangle1(rugpoint *t1, rugpoint *t2, rugpoint *t3) {
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rugpoint *t12 = findRugpoint(mid(t1->h, t2->h), (t1->dist+ t2->dist)/2);
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rugpoint *t23 = findRugpoint(mid(t2->h, t3->h), (t1->dist+ t2->dist)/2);
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rugpoint *t31 = findRugpoint(mid(t3->h, t1->h), (t1->dist+ t2->dist)/2);
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addTriangle(t1, t12, t31);
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addTriangle(t12, t2, t23);
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addTriangle(t23, t3, t31);
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addTriangle(t23, t31, t12);
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}
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bool psort(rugpoint *a, rugpoint *b) {
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return a->h[2] < b->h[2];
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}
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void calcLengths() {
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for(int i=0; i<size(points); i++) for(int j=0; j<size(points[i]->edges); j++)
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points[i]->edges[j].len = hdist(points[i]->h, points[i]->edges[j].target->h);
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}
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void setVidParam() {
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vid.xres = vid.yres = TEXTURESIZE; vid.scale = 1;
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vid.radius = HTEXTURESIZE; vid.xcenter = HTEXTURESIZE; vid.ycenter = HTEXTURESIZE;
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vid.beta = 2; vid.alphax = 1; vid.eye = 0; vid.goteyes = false;
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if(torus) vid.radius *= rugzoom;
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}
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void buildTorusRug() {
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using namespace torusconfig;
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dynamicval<videopar> d(vid, vid);
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rugzoom = 1;
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setVidParam();
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struct toruspoint {
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int x,y;
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toruspoint() { x=qty; y=qty; }
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toruspoint(int _x, int _y) : x(_x), y(_y) {}
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int d2() {
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return x*x+x*y+y*y;
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}
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};
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vector<toruspoint> zeropoints;
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vector<toruspoint> tps(qty);
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for(int ax=-qty; ax<qty; ax++)
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for(int ay=-qty; ay<qty; ay++) {
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int v = (ax*dx + ay*dy) % qty;
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if(v<0) v += qty;
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toruspoint tp(ax, ay);
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if(tps[v].d2() > tp.d2()) tps[v] = tp;
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if(v == 0)
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zeropoints.emplace_back(ax, ay);
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}
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pair<toruspoint, toruspoint> solution;
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ld bestsol = 1e12;
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for(auto p1: zeropoints)
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for(auto p2: zeropoints) {
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int det = p1.x * p2.y - p2.x * p1.y;
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if(det < 0) continue;
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if(det != qty && det != -qty) continue;
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ld quality = ld(p1.d2()) * p2.d2();
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if(quality < bestsol * 3)
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if(quality < bestsol)
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bestsol = quality, solution.first = p1, solution.second = p2;
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}
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if(solution.first.d2() > solution.second.d2())
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swap(solution.first, solution.second);
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ld factor = sqrt(ld(solution.second.d2()) / solution.first.d2());
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printf("factor = %lf\n", factor);
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if(factor < 2) factor = 2.2;
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factor -= 1;
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// 22,1
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// 7,-17
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// transmatrix z1 = {{{22,7,0}, {1,-17,0}, {0,0,1}}};
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transmatrix z1 = {{{(ld)solution.first.x,(ld)solution.second.x,0}, {(ld)solution.first.y,(ld)solution.second.y,0}, {0,0,1}}};
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transmatrix z2 = inverse(z1);
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auto addToruspoint = [&] (ld x, ld y) {
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auto r = addRugpoint(C0, 0);
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hyperpoint onscreen;
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applymodel(tC0(eumove(x, y)), onscreen);
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// take point (1,0)
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// apply eumove(1,0)
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// divide by EUCSCALE
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// multiply by vid.radius (= HTEXTURESIZE * rugzoom)
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// add 1, divide by texturesize
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r->x1 = onscreen[0];
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r->y1 = onscreen[1];
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// r->y1 = (1 + onscreen[1] * rugzoom / EUCSCALE)/2;
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hyperpoint h1 = hpxyz(x, y, 0);
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hyperpoint h2 = z2 * h1;
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double alpha = -h2[0] * 2 * M_PI;
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double beta = -h2[1] * 2 * M_PI;
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// r->flat = {alpha, beta, 0};
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double sc = (factor+1)/4;
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r->flat = hpxyz((factor+cos(alpha)) * cos(beta) * sc, (factor+cos(alpha)) * sin(beta) * sc, -sin(alpha) * sc);
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r->valid = true;
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return r;
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};
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int rugmax = min(torus_precision, 16);
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ld rmd = rugmax;
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for(int i=0; i<qty; i++) {
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int x = tps[i].x, y = tps[i].y;
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rugpoint *rugarr[32][32];
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for(int yy=0; yy<=rugmax; yy++)
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for(int xx=0; xx<=rugmax; xx++)
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rugarr[yy][xx] = addToruspoint(x+(xx-yy)/rmd, y+yy/rmd);
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for(int yy=0; yy<rugmax; yy++)
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for(int xx=0; xx<rugmax; xx++)
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addTriangle(rugarr[yy][xx], rugarr[yy+1][xx], rugarr[yy+1][xx+1]),
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addTriangle(rugarr[yy][xx], rugarr[yy][xx+1], rugarr[yy+1][xx+1]);
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}
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double maxz = 0;
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for(auto p: points)
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maxz = max(maxz, max(abs(p->x1), abs(p->y1)));
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// maxz * rugzoom * vid.radius == vid.radius
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rugzoom = 1 / maxz;
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printf("rugzoom = %lf\n", rugzoom);
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for(auto p: points)
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p->x1 = (vid.xcenter + vid.radius * rugzoom * p->x1)/ vid.xres,
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p->y1 = (vid.ycenter - vid.radius * rugzoom * p->y1)/ vid.yres;
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return;
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}
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void buildRug() {
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if(torus) {
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buildTorusRug();
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return;
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}
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map<cell*, rugpoint *> vptr;
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for(int i=0; i<size(dcal); i++)
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if(gmatrix.count(dcal[i]))
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vptr[dcal[i]] = addRugpoint(gmatrix[dcal[i]]*C0, dcal[i]->cpdist);
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for(int i=0; i<size(dcal); i++) {
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cell *c = dcal[i];
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rugpoint *v = vptr[c];
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if(!v) continue;
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for(int j=0; j<c->type; j++) {
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cell *c2 = c->mov[j];
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rugpoint *w = vptr[c2];
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if(!w) continue;
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// if(v<w) addEdge(v, w);
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cell *c3 = c->mov[(j+1) % c->type];
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rugpoint *w2 = vptr[c3];
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if(!w2) continue;
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if(ctof(c)) addTriangle(v, w, w2);
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}
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}
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printf("vertices = %d triangles= %d\n", size(points), size(triangles));
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calcLengths();
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sort(points.begin(), points.end(), psort);
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}
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// rug physics
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queue<rugpoint*> pqueue;
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void enqueue(rugpoint *m) {
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if(m->inqueue) return;
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pqueue.push(m);
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m->inqueue = true;
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}
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void force(rugpoint& m1, rugpoint& m2, double rd, double d1=1, double d2=1) {
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if(!m1.valid || !m2.valid) return;
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// double rd = hdist(m1.h, m2.h) * xd;
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// if(rd > rdz +1e-6 || rd< rdz-1e-6) printf("%lf %lf\n", rd, rdz);
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double t = 0;
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for(int i=0; i<3; i++) t += (m1.flat[i] - m2.flat[i]) * (m1.flat[i] - m2.flat[i]);
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t = sqrt(t);
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// printf("%lf %lf\n", t, rd);
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err += (t-rd) * (t-rd);
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bool nonzero = t < rd-1e-9 || t > rd+1e-9;
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double force = (t - rd) / t / 2; // 20.0;
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for(int i=0; i<3; i++) {
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double di = (m2.flat[i] - m1.flat[i]) * force;
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m1.flat[i] += di * d1;
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m2.flat[i] -= di * d2;
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if(nonzero && d2>0) enqueue(&m2);
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}
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}
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void preset(rugpoint *m) {
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int q = 0;
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hyperpoint h;
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for(int i=0; i<3; i++) h[i] = 0;
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using namespace hyperpoint_vec;
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for(int j=0; j<size(m->edges); j++)
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for(int k=0; k<j; k++) {
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rugpoint *a = m->edges[j].target;
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rugpoint *b = m->edges[k].target;
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if(!a->valid) continue;
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if(!b->valid) continue;
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double blen = -1;
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for(int j2=0; j2<size(a->edges); j2++)
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if(a->edges[j2].target == b) blen = a->edges[j2].len;
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if(blen <= 0) continue;
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for(int j2=0; j2<size(a->edges); j2++)
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for(int k2=0; k2<size(b->edges); k2++)
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if(a->edges[j2].target == b->edges[k2].target && a->edges[j2].target != m) {
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rugpoint *c = a->edges[j2].target;
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if(!c->valid) continue;
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double a1 = m->edges[j].len/blen;
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double a2 = m->edges[k].len/blen;
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double c1 = a->edges[j2].len/blen;
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double c2 = b->edges[k2].len/blen;
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double cz = (c1*c1-c2*c2+1) / 2;
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double ch = sqrt(c2*c2 - cz*cz);
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double az = (a1*a1-a2*a2+1) / 2;
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double ah = sqrt(a2*a2 - az*az);
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// c->h = a->h + (b->h-a->h) * cz + ch * ort
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hyperpoint ort = (c->flat - a->flat - cz * (b->flat-a->flat)) / ch;
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// m->h = a->h + (b->h-a->h) * az - ah * ort
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hyperpoint res = a->flat + (b->flat-a->flat) * az - ah * ort;
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for(int i=0; i<3; i++) h[i] += res[i];
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q++;
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}
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}
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if(q>0) for(int i=0; i<3; i++) m->flat[i] = h[i]/q;
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}
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int divides = 0;
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bool stop = false;
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void subdivide() {
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int N = size(points);
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if(divides > 4) {stop = true; return; }
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printf("subdivide (%d,%d)\n", N, size(triangles));
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divides++;
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vector<triangle> otriangles = triangles;
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triangles.clear();
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// subdivide edges
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for(int i=0; i<N; i++) {
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rugpoint *m = points[i];
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for(int j=0; j<size(m->edges); j++) {
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rugpoint *m2 = m->edges[j].target;
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rugpoint *mm = addRugpoint(mid(m->h, m2->h), (m->dist+m2->dist)/2);
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using namespace hyperpoint_vec;
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mm->flat = (m->flat + m2->flat) / 2;
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mm->valid = true; qvalid++;
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mm->inqueue = false; enqueue(mm);
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}
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m->edges.clear();
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}
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for(int i=0; i<size(otriangles); i++)
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addTriangle1(otriangles[i].m[0], otriangles[i].m[1], otriangles[i].m[2]);
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calcLengths();
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printf("result (%d,%d)\n", size(points), size(triangles));
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}
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void addNewPoints() {
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if(qvalid == size(points)) {
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subdivide();
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return;
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}
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double dist = points[qvalid]->h[2] + .1e-6;
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int oqvalid = qvalid;
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for(int i=0; i<size(points); i++) {
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rugpoint& m = *points[i];
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bool wasvalid = m.valid;
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m.valid = wasvalid || (m.h[2] >= .5 && m.h[2] < dist);
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if(m.valid && !wasvalid) {
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qvalid++;
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if(i > 7) preset(&m);
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for(int it=0; it<50; it++)
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for(int j=0; j<size(m.edges); j++)
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force(m, *m.edges[j].target, m.edges[j].len, 1, 0);
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enqueue(&m);
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}
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}
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if(qvalid != oqvalid) { printf("%4d %4d %4d %.9lf %9d %9d\n", oqvalid, qvalid, size(points), dist, dt, queueiter); }
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}
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void physics() {
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if(torus) return;
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for(int it=0; it<10000 && !stop; it++)
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if(pqueue.empty()) addNewPoints();
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else {
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queueiter++;
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rugpoint *m = pqueue.front();
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pqueue.pop();
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m->inqueue = false;
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for(int j=0; j<size(m->edges); j++)
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force(*m, *m->edges[j].target, m->edges[j].len);
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}
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}
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// drawing the Rug
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//-----------------
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int eyemod;
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void getco(rugpoint& m, double& x, double& y, double& z) {
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x = m.flat[0];
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y = m.flat[1];
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z = m.flat[2];
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if(eyemod) x += eyemod * z * vid.eye;
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}
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extern int besti;
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void drawTriangle(triangle& t) {
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rugpoint& m1 = *t.m[0];
|
|
rugpoint& m2 = *t.m[1];
|
|
rugpoint& m3 = *t.m[2];
|
|
if(!m1.valid || !m2.valid || !m3.valid) return;
|
|
if(m1.dist >= sightrange+.51 || m2.dist >= sightrange+.51 || m3.dist >= sightrange+.51)
|
|
return;
|
|
dt++;
|
|
double x1, y1, z1;
|
|
double x2, y2, z2;
|
|
double x3, y3, z3;
|
|
getco(m1,x1,y1,z1);
|
|
getco(m2,x2,y2,z2);
|
|
getco(m3,x3,y3,z3);
|
|
|
|
double xa = x2-x1, ya = y2-y1, za = z2-z1;
|
|
double xb = x3-x1, yb = y3-y1, zb = z3-z1;
|
|
|
|
double xn = ya * zb - za * yb;
|
|
double yn = za * xb - xa * zb;
|
|
double zn = xa * yb - ya * xb;
|
|
double h = sqrt(xn*xn+yn*yn+zn*zn);
|
|
|
|
glNormal3f(xn/h,yn/h,zn/h);
|
|
|
|
glTexCoord2f(m1.x1, m1.y1);
|
|
glVertex3f(x1, y1, z1);
|
|
glTexCoord2f(m2.x1, m2.y1);
|
|
glVertex3f(x2, y2, z2);
|
|
glTexCoord2f(m3.x1, m3.y1);
|
|
glVertex3f(x3, y3, z3);
|
|
}
|
|
|
|
GLuint FramebufferName = 0;
|
|
GLuint renderedTexture = 0;
|
|
GLuint depth_stencil_rb = 0;
|
|
|
|
SDL_Surface *texture;
|
|
Uint32 *expanded_data;
|
|
|
|
void initTexture() {
|
|
|
|
if(!rendernogl) {
|
|
#if !ISPANDORA
|
|
FramebufferName = 0;
|
|
glGenFramebuffers(1, &FramebufferName);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
|
|
|
|
glGenTextures(1, &renderedTexture);
|
|
glBindTexture(GL_TEXTURE_2D, renderedTexture);
|
|
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, TEXTURESIZE, TEXTURESIZE, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
#ifdef TEX
|
|
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexture, 0);
|
|
#else
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderedTexture, 0);
|
|
#endif
|
|
GLenum DrawBuffers[1] = {GL_COLOR_ATTACHMENT0};
|
|
glDrawBuffers(1, DrawBuffers);
|
|
|
|
glGenRenderbuffers(1, &depth_stencil_rb);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil_rb);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, TEXTURESIZE, TEXTURESIZE);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_rb);
|
|
|
|
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
|
addMessage("Failed to initialize the framebuffer");
|
|
rugged = false;
|
|
}
|
|
#endif
|
|
}
|
|
else {
|
|
texture = SDL_CreateRGBSurface(SDL_SWSURFACE,TEXTURESIZE,TEXTURESIZE,32,0,0,0,0);
|
|
glGenTextures( 1, &renderedTexture );
|
|
glBindTexture( GL_TEXTURE_2D, renderedTexture);
|
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
|
|
expanded_data = new Uint32[TEXTURESIZE * TEXTURESIZE];
|
|
}
|
|
}
|
|
|
|
void prepareTexture() {
|
|
videopar svid = vid;
|
|
|
|
setVidParam();
|
|
|
|
if(rendernogl) {
|
|
vid.usingGL = false;
|
|
SDL_Surface *sav = s;
|
|
s = texture;
|
|
SDL_FillRect(s, NULL, 0);
|
|
|
|
drawfullmap();
|
|
s = sav;
|
|
for(int y=0; y<TEXTURESIZE; y++) for(int x=0; x<TEXTURESIZE; x++)
|
|
expanded_data[y*TEXTURESIZE + x] = qpixel(texture, x, TEXTURESIZE-1-y) | 0xFF000000;
|
|
glBindTexture( GL_TEXTURE_2D, renderedTexture);
|
|
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, TEXTURESIZE, TEXTURESIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, expanded_data );
|
|
}
|
|
else {
|
|
#if !ISPANDORA
|
|
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
|
|
glViewport(0,0,TEXTURESIZE,TEXTURESIZE);
|
|
|
|
setGLProjection();
|
|
ptds.clear();
|
|
drawthemap();
|
|
if(!renderonce) {
|
|
for(int i=0; i<numplayers(); i++) if(multi::playerActive(i))
|
|
queueline(tC0(shmup::ggmatrix(playerpos(i))), mouseh, 0xFF00FF, 8);
|
|
}
|
|
drawqueue();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
#endif
|
|
}
|
|
vid = svid;
|
|
if(!rendernogl) glViewport(0,0,vid.xres,vid.yres);
|
|
}
|
|
|
|
void closeTexture() {
|
|
if(rendernogl) {
|
|
SDL_FreeSurface(texture);
|
|
glDeleteTextures(1, &renderedTexture);
|
|
delete[] expanded_data;
|
|
}
|
|
else {
|
|
#if !ISPANDORA
|
|
glDeleteTextures(1, &renderedTexture);
|
|
glDeleteRenderbuffers(1, &depth_stencil_rb);
|
|
glDeleteFramebuffers(1, &FramebufferName);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
double xview, yview;
|
|
|
|
void glcolorClear(int color) {
|
|
unsigned char *c = (unsigned char*) (&color);
|
|
glClearColor(c[3] / 255.0, c[2] / 255.0, c[1]/255.0, c[0] / 255.0);
|
|
}
|
|
|
|
void drawRugScene() {
|
|
GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
|
|
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
|
|
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
|
|
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
|
|
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
|
|
|
|
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
|
|
GLERR("lighting");
|
|
|
|
glEnable(GL_LIGHTING);
|
|
glEnable(GL_LIGHT0);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, renderedTexture);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
|
|
if(backcolor == 0)
|
|
glClearColor(0.05,0.05,0.05,1);
|
|
else
|
|
glcolorClear(backcolor << 8 | 0xFF);
|
|
glClearDepth(1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LESS);
|
|
|
|
xview = vid.xres/(vid.radius*scale);
|
|
yview = vid.yres/(vid.radius*scale);
|
|
|
|
glOrtho(-xview, xview, -yview, yview, -1000, 1000);
|
|
|
|
glColor4f(1,1,1,1);
|
|
|
|
if(vid.eye > .001 || vid.eye < -.001) {
|
|
selectEyeMask(1);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
glBegin(GL_TRIANGLES);
|
|
eyemod = 1;
|
|
for(int t=0; t<size(triangles); t++)
|
|
drawTriangle(triangles[t]);
|
|
glEnd();
|
|
selectEyeMask(-1);
|
|
eyemod = -1;
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
glBegin(GL_TRIANGLES);
|
|
for(int t=0; t<size(triangles); t++)
|
|
drawTriangle(triangles[t]);
|
|
glEnd();
|
|
selectEyeMask(0);
|
|
}
|
|
else {
|
|
glBegin(GL_TRIANGLES);
|
|
for(int t=0; t<size(triangles); t++)
|
|
drawTriangle(triangles[t]);
|
|
glEnd();
|
|
}
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
glEnable(GL_BLEND);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
selectEyeGL(0);
|
|
}
|
|
|
|
// organization
|
|
//--------------
|
|
|
|
transmatrix rotmatrix(double rotation, int c0, int c1) {
|
|
transmatrix t = Id;
|
|
t[c0][c0] = cos(rotation);
|
|
t[c1][c1] = cos(rotation);
|
|
t[c0][c1] = sin(rotation);
|
|
t[c1][c0] = -sin(rotation);
|
|
return t;
|
|
}
|
|
|
|
transmatrix currentrot;
|
|
|
|
void init() {
|
|
#if CAP_GLEW
|
|
if(!glew) {
|
|
glew = true;
|
|
GLenum err = glewInit();
|
|
if (GLEW_OK != err) {
|
|
addMessage("Failed to initialize GLEW");
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
if(rugged) return;
|
|
rugged = true;
|
|
if(scale < .01 || scale > 100) scale = 1;
|
|
initTexture();
|
|
if(renderonce) prepareTexture();
|
|
if(!rugged) return;
|
|
|
|
genrug = true;
|
|
drawthemap();
|
|
genrug = false;
|
|
|
|
buildRug();
|
|
qvalid = 0; dt = 0; queueiter = 0;
|
|
|
|
currentrot = Id;
|
|
}
|
|
|
|
void close() {
|
|
if(!rugged) return;
|
|
rugged = false;
|
|
closeTexture();
|
|
triangles.clear();
|
|
for(int i=0; i<size(points); i++) delete points[i];
|
|
points.clear();
|
|
pqueue = queue<rugpoint*> ();
|
|
}
|
|
|
|
int lastticks;
|
|
|
|
void actDraw() {
|
|
if(!renderonce) prepareTexture();
|
|
physics();
|
|
drawRugScene();
|
|
Uint8 *keystate = SDL_GetKeyState(NULL);
|
|
int qm = 0;
|
|
transmatrix t = Id;
|
|
double alpha = (ticks - lastticks) / 1000.0;
|
|
lastticks = ticks;
|
|
|
|
if(keystate[SDLK_HOME]) qm++, t = inverse(currentrot);
|
|
if(keystate[SDLK_END]) qm++, t = currentrot * rotmatrix(alpha, 0, 1) * inverse(currentrot);
|
|
if(keystate[SDLK_DOWN]) qm++, t = t * rotmatrix(alpha, 1, 2);
|
|
if(keystate[SDLK_UP]) qm++, t = t * rotmatrix(alpha, 2, 1);
|
|
if(keystate[SDLK_LEFT]) qm++, t = t * rotmatrix(alpha, 0, 2);
|
|
if(keystate[SDLK_RIGHT]) qm++, t = t * rotmatrix(alpha, 2, 0);
|
|
if(keystate[SDLK_PAGEUP]) scale *= exp(alpha);
|
|
if(keystate[SDLK_PAGEDOWN]) scale /= exp(alpha);
|
|
|
|
if(qm) {
|
|
currentrot = t * currentrot;
|
|
for(int i=0; i<size(points); i++) points[i]->flat = t * points[i]->flat;
|
|
}
|
|
}
|
|
|
|
int besti;
|
|
|
|
hyperpoint gethyper(ld x, ld y) {
|
|
double mx = ((x*2 / vid.xres)-1) * xview;
|
|
double my = (1-(y*2 / vid.yres)) * yview;
|
|
double bdist = 1e12;
|
|
|
|
double rx1=0, ry1=0;
|
|
|
|
bool found = false;
|
|
|
|
for(int i=0; i<size(triangles); i++) {
|
|
auto r0 = triangles[i].m[0];
|
|
auto r1 = triangles[i].m[1];
|
|
auto r2 = triangles[i].m[2];
|
|
double dx1 = r1->flat[0] - r0->flat[0];
|
|
double dy1 = r1->flat[1] - r0->flat[1];
|
|
double dx2 = r2->flat[0] - r0->flat[0];
|
|
double dy2 = r2->flat[1] - r0->flat[1];
|
|
double dxm = mx - r0->flat[0];
|
|
double dym = my - r0->flat[1];
|
|
// A (dx1,dy1) = (1,0)
|
|
// B (dx2,dy2) = (0,1)
|
|
double det = dx1*dy2 - dy1*dx2;
|
|
double tx = dxm * dy2 - dym * dx2;
|
|
double ty = -(dxm * dy1 - dym * dx1);
|
|
tx /= det; ty /= det;
|
|
if(tx >= 0 && ty >= 0 && tx+ty <= 1) {
|
|
double rz1 = r0->flat[2] * (1-tx-ty) + r1->flat[2] * tx + r2->flat[2] * ty;
|
|
rz1 = -rz1;
|
|
if(rz1 < bdist) {
|
|
bdist = rz1;
|
|
rx1 = r0->x1 + (r1->x1 - r0->x1) * tx + (r2->x1 - r0->x1) * ty;
|
|
ry1 = r0->y1 + (r1->y1 - r0->y1) * tx + (r2->y1 - r0->y1) * ty;
|
|
}
|
|
found = true;
|
|
}
|
|
}
|
|
|
|
if(!found) return Hypc;
|
|
|
|
double px = rx1 * TEXTURESIZE, py = (1-ry1) * TEXTURESIZE;
|
|
|
|
videopar svid = vid;
|
|
setVidParam();
|
|
hyperpoint h = ::gethyper(px, py);
|
|
vid = svid;
|
|
|
|
return h;
|
|
}
|
|
|
|
void show() {
|
|
dialog::init(XLAT("hypersian rug mode"), iinf[itPalace].color, 150, 100);
|
|
|
|
if((euclid || sphere) && !torus) {
|
|
dialog::addInfo("This makes sense only in hyperbolic or Torus geometry.");
|
|
dialog::addBreak(50);
|
|
}
|
|
|
|
dialog::addItem(XLAT("what's this?"), 'h');
|
|
dialog::addItem(XLAT("take me back"), 'q');
|
|
|
|
dialog::addItem(XLAT("enable the Hypersian Rug mode"), 'u');
|
|
|
|
dialog::addBoolItem(XLAT("render the texture only once"), (renderonce), 'o');
|
|
dialog::addBoolItem(XLAT("render texture without OpenGL"), (rendernogl), 'g');
|
|
dialog::addSelItem(XLAT("texture size"), its(texturesize)+"x"+its(texturesize), 's');
|
|
if(torus) {
|
|
if(torus_precision < 1) torus_precision = 1;
|
|
if(torus_precision > 16) torus_precision = 16;
|
|
dialog::addSelItem(XLAT("precision"), its(torus_precision), 'p');
|
|
}
|
|
dialog::display();
|
|
keyhandler = [] (int sym, int uni) {
|
|
#if ISPANDORA
|
|
rendernogl = true;
|
|
#endif
|
|
dialog::handleNavigation(sym, uni);
|
|
|
|
if(uni == 'h') gotoHelp(
|
|
"In this mode, HyperRogue is played on a 3D model of a part of the hyperbolic plane, "
|
|
"similar to one you get from the 'paper model creator' or by hyperbolic crocheting.\n\n"
|
|
"This requires some OpenGL extensions and may crash or not work correctly -- enabling "
|
|
"the 'render texture without OpenGL' options may be helpful in this case. Also the 'render once' option "
|
|
"will make the rendering faster, but the surface will be rendered only once, so "
|
|
"you won't be able to play a game on it.\n\n"
|
|
"Use arrow keys to rotate, Page Up/Down to zoom."
|
|
);
|
|
else if(uni == 'u') {
|
|
if((euclid || sphere) && !torus)
|
|
addMessage("This makes sense only in hyperbolic or Torus geometry.");
|
|
else {
|
|
rug::init();
|
|
popScreen();
|
|
}
|
|
}
|
|
else if(uni == 'o')
|
|
renderonce = !renderonce;
|
|
else if(uni == 'p' && torus_precision)
|
|
dialog::editNumber(torus_precision, 0, 16, 1, 2, "precision", "precision");
|
|
#if !ISPANDORA
|
|
else if(uni == 'g')
|
|
rendernogl = !rendernogl;
|
|
#endif
|
|
else if(uni == 's') {
|
|
texturesize *= 2;
|
|
if(texturesize == 8192) texturesize = 128;
|
|
dialog::scaleLog();
|
|
}
|
|
else if(doexiton(sym, uni)) popScreen();
|
|
};
|
|
}
|
|
|
|
void select() {
|
|
if(rug::rugged) rug::close();
|
|
else pushScreen(rug::show);
|
|
}
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
// fake for mobile
|
|
namespace rug {
|
|
bool rugged = false;
|
|
bool renderonce = false;
|
|
bool rendernogl = true;
|
|
int texturesize = 512;
|
|
ld scale = 1.0f;
|
|
}
|
|
|
|
#endif
|