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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

First version that compiles successfully

This commit is contained in:
Tomasz Zieliński
2024-02-02 10:37:08 +01:00
parent c5aa31f46a
commit 9f7c986621
2 changed files with 64 additions and 24 deletions

View File

@@ -5,7 +5,6 @@
// Adapted from https://github.com/mpizzzle/penrose
// FIXME: Find library for geometry representation
//https://www.boost.org/doc/libs/1_72_0/libs/geometry/doc/html/geometry/reference/adapted/boost_polygon/point_data.html
//#include <GL/glew.h>
@@ -15,30 +14,59 @@
//#include <glm/gtx/rotate_vector.hpp>
#include "StdInc.h"
#include "PenroseTiling.h"
#include <array>
#include <random>
#include <string>
#include <vector>
#include <boost/geometry/strategies/transform/matrix_transformers.hpp>
//https://www.boost.org/doc/libs/1_72_0/libs/geometry/doc/html/geometry/reference/strategies/strategy_transform_rotate_transformer.html
//#include "shader.hpp"
//#include "png_writer.hpp"
#include "PenroseTiling.h"
VCMI_LIB_NAMESPACE_BEGIN
//static const std::string file_name = "penrose.png";
Point2D Point2D::operator * (float scale) const
{
return Point2D(x() * scale, y() * scale);
}
Point2D Point2D::operator + (const Point2D& other) const
{
return Point2D(x() + other.x(), y() + other.y());
}
Triangle::Triangle(bool t_123, const TIndices & inds):
tiling(t_123),
indices(inds)
{}
void PenroseTiling::split(Triangle& p, std::vector<glm::vec2>& points,
Point2D Point2D::rotated(float radians) const
{
float cosAngle = cos(radians);
float sinAngle = sin(radians);
// Apply rotation matrix transformation
float newX = x() * cosAngle - y() * sinAngle;
float newY = x() * sinAngle + y() * cosAngle;
return Point2D(newX, newY);
}
/*
Point2D rotatePoint(const Point2D& point, double radians, const Point2D& origin = Point2D(0, 0))
{
// Define a rotate_transformer: the first template argument `2` stands for 2D,
// `float` is the coordinate type, and 2 is input and output dimension
strategy::transform::rotate_transformer<boost::geometry::radian, float, 2, 2> rot(radians);
Point2D rotatedPoint;
rot.apply(point, rotatedPoint);
//transform(point, rotatedPoint, rot);
return rotatedPoint;
}
*/
void PenroseTiling::split(Triangle& p, std::vector<Point2D>& points,
std::array<std::vector<uint32_t>, 5>& indices, uint32_t depth)
{
uint32_t s = points.size();
@@ -50,8 +78,8 @@ void PenroseTiling::split(Triangle& p, std::vector<glm::vec2>& points,
{
if (p.tiling ^ !p2)
{
points.push_back(glm::vec2(((1.0f - PHI) * points[i[0]]) + (PHI * points[i[2]])));
points.push_back(glm::vec2(((1.0f - PHI) * points[i[p2]]) + (PHI * points[i[!p2]])));
points.push_back(Point2D((points[i[0]] * (1.0f - PHI) ) + (points[i[2]]) * PHI));
points.push_back(Point2D((points[i[p2]] * (1.0f - PHI)) + (points[i[!p2]] * PHI)));
Triangle t1(p2, TIndices({ i[(!p2) + 1], p2 ? i[2] : s, p2 ? s : i[1] }));
Triangle t2(true, TIndices({ p2 ? i[1] : s, s + 1, p2 ? s : i[1] }));
@@ -62,7 +90,7 @@ void PenroseTiling::split(Triangle& p, std::vector<glm::vec2>& points,
}
else
{
points.push_back(glm::vec2(((1.0f - PHI) * points[i[p2 * 2]]) + (PHI * points[i[!p2]])));
points.push_back(Point2D((points[i[p2 * 2]] * (1.0f - PHI)) + (points[i[!p2]]) * PHI));
Triangle t1(true, TIndices({ i[2], s, i[1] }));
Triangle t2(false, TIndices({ i[(!p2) + 1], s, i[0] }));
@@ -95,7 +123,7 @@ void PenroseTiling::split(Triangle& p, std::vector<glm::vec2>& points,
}
// TODO: Return something
void generatePenroseTiling(size_t numZones, CRandomGenerator * rand);
void PenroseTiling::generatePenroseTiling(size_t numZones, CRandomGenerator * rand)
{
float scale = 100.f / (numZones + 20); //TODO: Use it to initialize the large tile
@@ -108,29 +136,28 @@ void generatePenroseTiling(size_t numZones, CRandomGenerator * rand);
glm::vec3(d(e), d(e), d(e)), glm::vec3(d(e), d(e), d(e)) };
*/
float polyAngle = glm::radians(360.0f / POLY);
float polyAngle = 360.0f / POLY;
std::vector<glm::vec2> points = { glm::vec2(0.0f, 0.0f), glm::vec2(0.0f, 1.0f) };
std::vector<Point2D> points = { Point2D(0.0f, 0.0f), Point2D(0.0f, 1.0f) };
std::array<std::vector<uint32_t>, 5> indices;
for (uint32_t i = 1; i < POLY; ++i)
{
//TODO: Use boost to rotate
glm::vec2 next = glm::rotate(points[i], polyAngle);
Point2D next = points[i].rotated(polyAngle);
points.push_back(next);
}
// TODO: Scale to unit square
for (auto& p : points)
{
p.x = (p.x / window_w) * window_h;
p.x(p.x() * scale * BASE_SIZE);
}
for (uint32_t i = 0; i < POLY; i++)
{
std::array<uint32_t, 2> p = { (i % (POLY + 1)) + 1, ((i + 1) % POLY) + 1 };
triangle t(true, TIndices({ 0, p[i & 1], p[!(i & 1)] }));
Triangle t(true, TIndices({ 0, p[i & 1], p[!(i & 1)] }));
split(t, points, indices, DEPTH);
}

View File

@@ -14,12 +14,25 @@
#include "../CRandomGenerator.h"
#include <boost/geometry.hpp>
#include <boost/geometry/geometries/point_xy.hpp>
#include <boost/geometry/strategies/transform/matrix_transformers.hpp>
VCMI_LIB_NAMESPACE_BEGIN
using namespace boost::geometry;
typedef std::array<uint32_t, 3> TIndices;
class Point2D : public model::d2::point_xy<float>
{
public:
using point_xy::point_xy;
Point2D operator * (float scale) const;
Point2D operator + (const Point2D& other) const;
Point2D rotated(float radians) const;
};
Point2D rotatePoint(const Point2D& point, double radians, const Point2D& origin);
class Triangle
{
public:
@@ -39,7 +52,7 @@ public:
// TODO: Is that the number of symmetries?
const uint32_t POLY = 10;
const float scale = 4.0f;
const float BASE_SIZE = 4.0f;
//const uint32_t window_w = 1920 * scale;
//const uint32_t window_h = 1080 * scale;
const uint32_t DEPTH = 10; //recursion depth
@@ -50,7 +63,7 @@ public:
void generatePenroseTiling(size_t numZones, CRandomGenerator * rand);
private:
void split(Triangle& p, std::vector<glm::vec2>& points, std::array<std::vector<uint32_t>, 5>& indices, uint32_t depth);
void split(Triangle& p, std::vector<Point2D>& points, std::array<std::vector<uint32_t>, 5>& indices, uint32_t depth);
};