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vcmi/lib/rmg/PenroseTiling.h

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/*
* PenroseTiling.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../GameConstants.h"
#include <boost/geometry.hpp>
#include <boost/geometry/geometries/point_xy.hpp>
VCMI_LIB_NAMESPACE_BEGIN
namespace vstd
{
class RNG;
}
using namespace boost::geometry;
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typedef std::array<uint32_t, 3> TIndices;
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const float PI_CONSTANT = 3.141592f;
class Point2D : public model::d2::point_xy<float>
{
public:
using point_xy::point_xy;
Point2D operator * (float scale) const;
Point2D operator / (float scale) const;
Point2D operator + (const Point2D& other) const;
Point2D operator - (const Point2D& other) const;
Point2D rotated(float radians) const;
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bool operator < (const Point2D& other) const;
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bool operator == (const Point2D& other) const;
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std::string toString() const;
};
Point2D rotatePoint(const Point2D& point, double radians, const Point2D& origin);
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class Triangle
{
public:
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~Triangle();
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const bool tiling;
TIndices indices;
std::vector<Triangle *> subTriangles;
Triangle(bool t_123, const TIndices & inds);
};
class PenroseTiling
{
public:
const float PHI = 1.0 / ((1.0 + std::sqrt(5.0)) / 2);
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const uint32_t POLY = 10; // Number of symmetries?
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const float BASE_SIZE = 1.25f;
const uint32_t DEPTH = 8; //Recursion depth
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const bool P2 = false; // Tiling type
std::set<Point2D> generatePenroseTiling(size_t numZones, vstd::RNG * rand);
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private:
void split(Triangle& p, std::vector<Point2D>& points, std::array<std::vector<uint32_t>, 5>& indices, uint32_t depth);
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};
VCMI_LIB_NAMESPACE_END