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https://github.com/zenorogue/hyperrogue.git
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262 lines
7.9 KiB
C++
262 lines
7.9 KiB
C++
#include "rogueviz.h"
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/*
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3D engines often represent rotations as unit quaternions. These form a three-dimensional elliptic space. What if we could fly through it?
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Lower left corner shows the rotation matching the current camera position. Beams in the rotation space correspond to bumps on the sphere.
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Run like:
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[hyper] -geo 2 -rotspace -rot_uscale 0.25 -qtm (space of rotations of the sphere)
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[hyper] -rotspace -rot_uscale 0.25 -qtm (space of rotations of the hyperbolic plane, slow)
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[hyper] -geo Nil -qtm (Nil, which is not a space of rotations, but similar; rendered in a similar way)
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*/
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namespace hr {
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namespace hybrid { extern hrmap *pmap; }
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namespace qtm {
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int qmode;
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color_t rainbow_color_at(hyperpoint h) {
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ld sat = 1 - 1 / h[2];
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ld hue = atan2(h[0], h[1]) / (2 * M_PI);
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return rainbow_color(sat, hue);
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}
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void set_cell(cell *c) {
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if(hybri) {
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cell *c1 = hybrid::get_where(c).first;
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if(c1->land != laHive) hybrid::in_underlying_geometry([&] { set_cell(c1); });
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c->land = c1->land;
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c->wall = c1->wall;
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c->landparam = c1->landparam;
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c->item = itNone;
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c->monst = moNone;
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if(qmode == 1) {
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if(hybrid::get_where(c).second == 0)
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c->landparam = 0xFFFFFF;
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}
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if(qmode == 2) {
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if(hybrid::get_where(c).second != 0)
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c->wall = waNone;
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}
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}
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else {
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if(c->land == laHive) return;
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color_t col;
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if(hyperbolic) {
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hyperpoint h = calc_relative_matrix(c, currentmap->gamestart(), C0) * C0;
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col = rainbow_color_at(h);
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}
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else if(nil) {
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part(col, 0) = 128 + c->master->zebraval * 50;
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part(col, 1) = 128 + c->master->emeraldval * 50;
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part(col, 2) = 255;
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}
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else {
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hyperpoint h = calc_relative_matrix(c, currentmap->gamestart(), C0) * C0;
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part(col, 0) = (h[0] * 127.5 + 127.5);
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part(col, 1) = (h[1] * 127.5 + 127.5);
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part(col, 2) = (h[2] * 127.5 + 127.5);
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}
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c->landparam = col;
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c->land = laHive;
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c->wall = (nil ? (c->master->zebraval & c->master->emeraldval & 1) : pseudohept(c)) ? waWaxWall : waNone;
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c->item = itNone;
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c->monst = moNone;
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}
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}
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bool may_set_cell(cell *c, int d, cell *from) {
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set_cell(c);
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return false;
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}
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void enable() {
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rogueviz::rv_hook(hooks_cellgen, 100, may_set_cell);
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}
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int args() {
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using namespace arg;
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if(0) ;
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else if(argis("-qtm-stripe")) {
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qmode = 1;
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}
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else if(argis("-qtm-no-stripe")) {
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qmode = 0;
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}
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else if(argis("-qtm-stripe-only")) {
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qmode = 2;
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}
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else if(argis("-qtm")) {
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PHASEFROM(2);
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enable();
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}
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else if(argis("-spheredemo")) {
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start_game();
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auto c = currentmap->allcells();
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for(cell* cx: c) cx->wall = waNone, cx->item = itNone, cx->land = laCanvas, cx->landparam = 0;
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c[1]->wall = waPalace;
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c[1]->land = laPalace;
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int N = isize(c);
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int i = 1+N/4;
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int j = 1+2*N/4 + 4;
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int k = 1+3*N/4;
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j %= N;
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c[i]->wall = waIcewall;
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c[i]->land = laIce;
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c[j]->wall = waBigTree;
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c[j]->land = laDryForest;
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c[k]->wall = waWaxWall;
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c[k]->landparam = 0xFF0000;
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}
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else if(argis("-two-way")) {
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start_game();
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cwt.at->move(0)->wall = waWaxWall;
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cwt.at->move(0)->landparam = 0xFF0000;
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cwt.at->move(6)->wall = waWaxWall;
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cwt.at->move(6)->landparam = 0xFFFF40;
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}
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else if(argis("-one-center")) {
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start_game();
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cwt.at->wall = waWaxWall;
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cwt.at->landparam = 0xFFD500;
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}
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else if(argis("-one-line")) {
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start_game();
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cell *c = cwt.at;
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int i = 0;
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do {
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c = c->cmove(0);
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i++;
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}
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while(c != cwt.at);
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for(int j=0; j<i; j++) {
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c->wall = waWaxWall;
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c->landparam = rainbow_color(1, j * 1. / i);
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c = c->cmove(0);
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}
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}
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else if(argis("-two-line")) {
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start_game();
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cell *c = cwt.at;
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int i = 0;
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do {
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c = c->cmove(0);
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i++;
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}
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while(c != cwt.at);
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for(int j=0; j<i; j++) {
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c->wall = waWaxWall;
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c->landparam = rainbow_color(1, j * 1. / i);
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c = c->cmove(0);
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}
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vector<cell*> a;
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for(cell *x: currentmap->allcells()) {
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bool good = true;
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forCellCM(y, x) if(y->wall == waWaxWall) good = false;
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if(good) a.push_back(x);
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}
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for(cell *x: a) {
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x->wall = waWaxWall;
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x->landparam = 0xFFFFFF;
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}
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vector<cell*> b;
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for(cell *x: a) {
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bool good = false;
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forCellCM(y, x) if(y->wall != waWaxWall) good = true;
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if(good) b.push_back(x);
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}
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for(cell *x: b) x->wall = waNone;
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}
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else return 1;
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return 0;
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}
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auto hooks =
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addHook(hooks_args, 100, args)
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+ addHook_rvslides(180, [] (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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for(int m: {1,2}) {
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string ex = m == 1 ? " (A)" : " (B)";
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string bonus = m == 2 ? "\n\nTo make stretching more interesting, only the 'stripes' are filled now." : "";
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v.push_back(slide{
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"rotations/isometries of 2-sphere"+ex, 10, LEGAL::NONE | QUICKGEO,
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"3D engines often represent rotations as unit quaternions. These form a 3D elliptic space. What if we could fly through this space of rotations?\n\n"
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"Rotation matching the current camera position shown in the corner. Beams in the rotation space correspond to bumps on the sphere.\n\n"
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"You can also obtain a different geometry (Berger sphere) by stretching along the fibers. Press 5 to stretch."+bonus
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,
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[m] (presmode mode) {
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setCanvas(mode, '0');
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slide_url(mode, 't', "Twitter link", "https://twitter.com/ZenoRogue/status/1166723332840001536");
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slide_url(mode, 's', "stretched Twitter link", "https://twitter.com/ZenoRogue/status/1258035231996682244");
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if(mode == pmStart) {
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set_geometry(gSphere);
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set_variation(eVariation::bitruncated);
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set_geometry(gRotSpace);
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slide_backup(rots::underlying_scale, .25);
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slide_backup(qmode, m);
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#if CAP_RAY
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slide_backup(ray::max_cells, 32768);
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slide_backup(ray::fixed_map, true);
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#endif
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slide_backup(smooth_scrolling, true);
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slide_backup(camera_speed, .1);
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enable();
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start_game();
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}
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if(mode == pmKey)
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edit_stretch();
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}});
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v.push_back(slide{
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"rotations/isometries of the hyperbolic plane"+ex, 10, LEGAL::NONE | QUICKGEO,
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"The hyperbolic analog of the previous slide. The space is PSL(2,R) now, which has a non-isotropic geometry. It can be represented using split quaternions.\n\n"
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"Again, press 5 to stretch."+bonus
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,
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[m] (presmode mode) {
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setCanvas(mode, '0');
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slide_url(mode, 's', "stretched Twitter link", "https://twitter.com/ZenoRogue/status/1259143275115687936");
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if(mode == pmStart) {
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set_geometry(gKleinQuartic);
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set_variation(eVariation::bitruncated);
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set_geometry(gRotSpace);
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slide_backup(rots::underlying_scale, .25);
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slide_backup(qmode, m);
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#if CAP_RAY
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slide_backup(ray::max_cells, 32768);
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slide_backup(ray::fixed_map, true);
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slide_backup(ray::want_use, 2);
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#endif
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slide_backup(smooth_scrolling, true);
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slide_backup(camera_speed, .1);
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enable();
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start_game();
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}
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if(mode == pmKey)
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edit_stretch();
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}});
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}
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});
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}
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}
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