mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-21 08:00:25 +00:00
197 lines
4.9 KiB
C++
197 lines
4.9 KiB
C++
#include "rogueviz.h"
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/** A physics visualization of balls in a shell.
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*
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* Compile with HyperRogue, enable a 3D geometry (e.g. Nil), and watch.
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* This is not configurable yet... you may need to manually change the gravity direction, or the number of balls
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* (it is not optimized, and it does not work in real time with the default number of balls).
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*/
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namespace rogueviz {
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namespace balls {
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bool on = true;
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struct ball {
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hyperpoint at;
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hyperpoint vel;
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};
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vector<ball> balls;
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ld r_small_ball = .1;
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ld r_big_ball = 1;
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hpcshape shSmallBall, shBigBall, shShell;
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void initialize(int max_ball) {
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on = true;
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cgi.make_ball(shSmallBall, r_small_ball, 2);
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cgi.make_ball(shBigBall, r_big_ball, 4);
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cgi.bshape(shShell, PPR::WALL);
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shShell.flags |= POLY_TRIANGLES;
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auto pt = [] (int i, int j) {
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cgi.hpcpush(direct_exp(/* cspin(0, 2, -30*degree) **/ cspin(2, 1, 90*degree) * cspin(0, 1, j * degree) * cspin(0, 2, i * M_PI / 2 / 16) * ztangent(r_big_ball)));
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};
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for(int i=0; i<16; i++)
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for(int j=0; j<360; j++) {
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pt(i, j);
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pt(i, j+1);
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pt(i+1, j);
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pt(i, j+1);
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pt(i+1, j);
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pt(i+1, j+1);
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}
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cgi.finishshape();
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cgi.extra_vertices();
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for(int a=-max_ball; a<=max_ball; a++)
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for(int b=-max_ball; b<=max_ball; b++)
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for(int c=-max_ball; c<=max_ball; c++)
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{
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hyperpoint h = point3(0.21*a + 1e-2, 0.21*b, 0.21*c);
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if(hypot_d(3, h) > r_big_ball - r_small_ball) continue;
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transmatrix T = rgpushxto0(direct_exp(h));
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balls.emplace_back(ball{T*C0, T*ztangent(1e-3)});
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}
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}
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bool draw_balls(cell *c, const shiftmatrix& V) {
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if(!on) return false;
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if(c == currentmap->gamestart()) {
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for(auto& b: balls)
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queuepoly(V * rgpushxto0(b.at), shSmallBall, 0xFFFFFFFF);
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queuepoly(V, shShell, 0x0000F0FF);
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}
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return false;
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}
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ld inner(hyperpoint a, hyperpoint b) {
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ld s = a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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if(hyperbolic) return s - a[3] * b[3];
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if(sphere) return s + a[3] * b[3];
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return s;
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}
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void geodesic_steps(hyperpoint& at, hyperpoint& vel, int qty) {
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if(nonisotropic) {
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vel /= qty;
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for(int i=0; i<qty; i++)
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nisot::geodesic_step(at, vel);
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vel *= qty;
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}
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else {
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ld d = sqrt(inner(vel, vel));
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tie(at, vel) = make_pair(
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at * cos_auto(d) + vel * sin_auto(d)/d,
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vel * cos_auto(d) - at * sin_auto(d) * sig(3) * d
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);
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}
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}
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ld elastic_in = .2;
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ld elastic_out = .2;
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ld gravity = 1;
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bool turn(int delta) {
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if(!on) return false;
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for(int i=0; i<delta; i++) {
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for(auto& b: balls) {
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/* gravity direction: z */
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b.vel += ctangent(2, 1e-6) * gravity;
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geodesic_steps(b.at, b.vel, 1);
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if(!nonisotropic && !euclid) {
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ld e = sqrt(abs(inner(b.at, b.at)));
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b.at /= e;
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ld e2 = inner(b.at, b.vel) * sig(3);
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b.vel -= b.at * e2;
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}
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hyperpoint v = inverse_exp(shiftless(b.at));
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ld d = hypot_d(3, v);
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ld rbs = r_big_ball - r_small_ball;
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if(d > rbs) {
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hyperpoint c = C0, ve = v * rbs / d;
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geodesic_steps(c, ve, 20);
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hyperpoint ort = ve / d;
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transmatrix T = gpushxto0(b.at);
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b.vel -= inner(T*b.vel, T*ort) * ort * (1 + elastic_out);
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b.at = c;
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if(!nonisotropic && !euclid) {
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ld e2 = inner(b.at, b.vel) * sig(3);
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b.vel -= b.at * e2;
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}
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}
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}
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/* This is not optimized. It should use a partition of the space,
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* to tell which balls have a chance to touch each other. */
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for(auto& b1: balls)
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for(auto& b2: balls) {
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if(&b2 == &b1) break;
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hyperpoint dif = inverse_exp(shiftless(gpushxto0(b1.at) * b2.at));
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ld d = hypot_d(3, dif);
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if(d < r_small_ball * 2) {
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hyperpoint ort1 = (dif / d);
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ld vel1 = +inner(gpushxto0(b1.at) * b1.vel, ort1);
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hyperpoint ort2 = inverse_exp(shiftless(gpushxto0(b2.at) * b1.at)) / d;
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ld vel2 = +inner(gpushxto0(b2.at) * b2.vel, ort2);
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ld vels = vel1 + vel2;
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if(vels < 0) continue;
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vels *= (1 + elastic_in) / 2;
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b1.vel -= rgpushxto0(b1.at) * (vels * ort1);
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b2.vel -= rgpushxto0(b2.at) * (vels * ort2);
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}
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}
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}
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return false;
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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("-ball-physics")) {
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start_game();
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check_cgi();
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cgi.require_shapes();
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shift();
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initialize(argi());
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View = cspin(1, 2, M_PI/2);
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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 celldemo = addHook(hooks_drawcell, 100, draw_balls) +
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addHook(shmup::hooks_turn, 100, turn) +
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addHook(hooks_args, 100, args) +
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addHook(hooks_clearmemory, 40, [] () {
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balls.clear();
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on = false;
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});
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}
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}
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