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geometry.cpp
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geometry.cpp
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// Hyperbolic Rogue -- basic geometry
// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
/** \file geometry.cpp
* \brief Calculation of basic, and less basic, constants in each geometry
*/
#include "hyper.h"
namespace hr {
#if HDR
struct usershapelayer {
vector<hyperpoint> list;
bool sym;
int rots;
color_t color;
hyperpoint shift, spin;
ld zlevel;
int texture_offset;
PPR prio;
};
extern int usershape_changes;
static const int USERLAYERS = 32;
struct usershape { usershapelayer d[USERLAYERS]; };
struct hpcshape {
int s, e;
PPR prio;
int flags;
hyperpoint intester;
struct basic_textureinfo *tinf;
int texture_offset;
int shs, she;
void clear() { s = e = shs = she = texture_offset = 0; prio = PPR::ZERO; tinf = NULL; flags = 0; }
};
#define SIDE_SLEV 0
#define SIDE_WTS3 3
#define SIDE_WALL 4
#define SIDE_LAKE 5
#define SIDE_LTOB 6
#define SIDE_BTOI 7
#define SIDE_SKY 8
#define SIDE_HIGH 9
#define SIDE_HIGH2 10
#define SIDE_ASHA 11
#define SIDE_BSHA 12
#define SIDEPARS 13
/** GOLDBERG_BITS controls the size of tables for Goldberg: 2*(x+y) should be below (1<<GOLDBERG_BITS) */
#ifndef GOLDBERG_BITS
#define GOLDBERG_BITS 5
#endif
static const int GOLDBERG_LIMIT = (1<<GOLDBERG_BITS);
static const int GOLDBERG_MASK = (GOLDBERG_LIMIT-1);
#ifndef BADMODEL
#define BADMODEL 0
#endif
#ifndef WINGS
static const int WINGS = (BADMODEL ? 1 : 4);
#endif
typedef array<hpcshape, WINGS+1> hpcshape_animated;
extern vector<hpcshape> shPlainWall3D, shWireframe3D, shWall3D, shMiniWall3D;
struct floorshape {
bool is_plain;
int shapeid;
int id;
int pstrength; // pattern strength in 3D
int fstrength; // frame strength in 3D
PPR prio;
vector<hpcshape> b, shadow, side[SIDEPARS], levels[SIDEPARS], cone[2];
vector<vector<hpcshape>> gpside[SIDEPARS];
floorshape() { prio = PPR::FLOOR; pstrength = fstrength = 10; }
};
struct plain_floorshape : floorshape {
ld rad0, rad1;
void configure(ld r0, ld r1) { rad0 = r0; rad1 = r1; }
};
extern vector<ld> equal_weights;
// noftype: 0 (shapeid2 is heptagonal or just use shapeid1), 1 (shapeid2 is pure heptagonal), 2 (shapeid2 is Euclidean), 3 (shapeid2 is hexagonal)
struct escher_floorshape : floorshape {
int shapeid0, shapeid1, noftype, shapeid2;
ld scale;
};
struct basic_textureinfo {
int texture_id;
vector<glvertex> tvertices;
vector<glvertex> colors;
};
/** additional modules can add extra shapes etc. */
struct gi_extension {
virtual ~gi_extension() {}
};
/** both for 'heptagon' 3D cells and subdivided 3D cells */
struct subcellshape {
/** \brief raw coordinates of vertices of all faces */
vector<vector<hyperpoint>> faces;
/** \brief raw coordinates of all vertices in one vector */
vector<hyperpoint> vertices_only;
/** \brief cooked coordinates of vertices of all faces, computed from faces as: from_cellcenter * final_coords(v) */
vector<vector<hyperpoint>> faces_local;
/** \brief cooked coordinates of all vertices in one vector */
vector<hyperpoint> vertices_only_local;
/** \brief weights -- used to generate wall shapes in some geometries, empty otherwise */
vector<vector<double>> weights;
/** the center of every raw face */
vector<hyperpoint> face_centers;
vector<vector<char>> dirdist;
hyperpoint cellcenter;
transmatrix to_cellcenter;
transmatrix from_cellcenter;
/** \brief for adjacent directions a,b, next_dir[a][b] is the next direction adjacent to a, in (counter?)clockwise order from b */
vector<vector<char>> next_dir;
/** useful in product geometries */
vector<hyperpoint> walltester;
/** compute all the properties based on `faces`, for the main heptagon cellshape */
void compute_hept();
/** compute all the properties based on `faces`, for subcells */
void compute_sub();
/** common part of compute_hept and compute_sub */
void compute_common();
};
/** basic geometry parameters */
struct geometry_information {
/** distance from heptagon center to another heptagon center */
ld tessf;
/** distance from heptagon center to adjacent cell center (either hcrossf or tessf) */
ld crossf;
/** distance from heptagon center to small heptagon vertex */
ld hexf;
/** distance from heptagon center to big heptagon vertex */
ld hcrossf;
/** distance between adjacent hexagon vertices */
ld hexhexdist;
/** distance between hexagon vertex and hexagon center */
ld hexvdist;
/** distance between heptagon vertex and hexagon center (either hcrossf or something else) */
ld hepvdist;
/** distance from heptagon center to heptagon vertex (either hexf or hcrossf) */
ld rhexf;
/** basic parameters for 3D geometries */
map<int, int> close_distances;
int loop, face, schmid;
transmatrix spins[32], adjmoves[32];
unique_ptr<struct subcellshape> heptshape;
vector<struct subcellshape> subshapes;
ld adjcheck;
ld strafedist;
ld ultra_mirror_dist, ultra_material_part, ultra_mirror_part;
vector<transmatrix> ultra_mirrors;
vector<pair<string, string> > rels;
int xp_order, r_order, rx_order;
transmatrix full_X, full_R, full_P;
/** for 2D geometries */
vector<transmatrix> heptmove, hexmove, invhexmove;
int base_distlimit;
/** size of the Sword (from Orb of the Sword), used in the shmup mode */
ld sword_size;
/** scale factor for the graphics of most things*/
ld scalefactor;
ld orbsize, floorrad0, floorrad1, zhexf;
ld corner_bonus;
ld hexshift;
ld asteroid_size[8];
ld wormscale;
ld tentacle_length;
/** level in product geometries */
ld plevel;
/** level for a z-step */
int single_step;
/** the number of levels in PSL */
int psl_steps;
/** for binary tilings */
transmatrix direct_tmatrix[14];
transmatrix inverse_tmatrix[14];
/** a bitmask for hr::bt::use_direct_for */
int use_direct;
/** various parameters related to the 3D view */
ld INFDEEP, BOTTOM, HELLSPIKE, LAKE, WALL, FLOOR, STUFF,
SLEV[4], FLATEYE,
LEG0, LEG1, LEG, LEG3, GROIN, GROIN1, GHOST,
BODY, BODY1, BODY2, BODY3,
NECK1, NECK, NECK3, HEAD, HEAD1, HEAD2, HEAD3,
ALEG0, ALEG, ABODY, AHEAD, BIRD, LOWSKY, SKY, HIGH, HIGH2,
SHALLOW;
ld human_height, slev;
ld eyelevel_familiar, eyelevel_human, eyelevel_dog;
#if CAP_SHAPES
hpcshape
shSemiFloorSide[SIDEPARS],
shBFloor[2],
shWave[8][2],
shCircleFloor,
shBarrel,
shWall[2], shMineMark[2], shBigMineMark[2], shFan,
shZebra[5],
shSwitchDisk,
shTower[11],
shEmeraldFloor[6],
shSemiFeatherFloor[2],
shSemiFloor[2], shSemiBFloor[2], shSemiFloorShadow,
shMercuryBridge[2],
shTriheptaSpecial[14],
shCross, shGiantStar[2], shLake, shMirror,
shHalfFloor[6], shHalfMirror[3],
shGem[2], shStar, shDisk, shDiskT, shDiskS, shDiskM, shDiskSq, shRing,
shTinyBird, shTinyShark,
shEgg,
shSpikedRing, shTargetRing, shSawRing, shGearRing, shPeaceRing, shHeptaRing,
shSpearRing, shLoveRing,
shFrogRing,
shPowerGearRing, shProtectiveRing, shTerraRing, shMoveRing, shReserved4, shMoonDisk,
shDaisy, shTriangle, shNecro, shStatue, shKey, shWindArrow,
shGun,
shFigurine, shTreat,
shElementalShard,
// shBranch,
shIBranch, shTentacle, shTentacleX, shILeaf[3],
shMovestar,
shWolf, shYeti, shDemon, shGDemon, shEagle, shGargoyleWings, shGargoyleBody,
shFoxTail1, shFoxTail2,
shDogBody, shDogHead, shDogFrontLeg, shDogRearLeg, shDogFrontPaw, shDogRearPaw,
shDogTorso,
shHawk,
shCatBody, shCatLegs, shCatHead, shFamiliarHead, shFamiliarEye,
shWolf1, shWolf2, shWolf3,
shRatEye1, shRatEye2, shRatEye3,
shDogStripes,
shPBody, shPSword, shPKnife,
shFerocityM, shFerocityF,
shHumanFoot, shHumanLeg, shHumanGroin, shHumanNeck, shSkeletalFoot, shYetiFoot,
shMagicSword, shMagicShovel, shSeaTentacle, shKrakenHead, shKrakenEye, shKrakenEye2,
shArrow,
shPHead, shPFace, shGolemhead, shHood, shArmor,
shAztecHead, shAztecCap,
shSabre, shTurban1, shTurban2, shVikingHelmet, shRaiderHelmet, shRaiderArmor, shRaiderBody, shRaiderShirt,
shWestHat1, shWestHat2, shGunInHand,
shKnightArmor, shKnightCloak, shWightCloak,
shGhost, shEyes, shSlime, shJelly, shJoint, shWormHead, shTentHead, shShark, shWormSegment, shSmallWormSegment, shWormTail, shSmallWormTail,
shSlimeEyes, shDragonEyes, shWormEyes, shGhostEyes,
shMiniGhost, shMiniEyes,
shHedgehogBlade, shHedgehogBladePlayer,
shWolfBody, shWolfHead, shWolfLegs, shWolfEyes,
shWolfFrontLeg, shWolfRearLeg, shWolfFrontPaw, shWolfRearPaw,
shFemaleBody, shFemaleHair, shFemaleDress, shWitchDress,
shWitchHair, shBeautyHair, shFlowerHair, shFlowerHand, shSuspenders, shTrophy,
shBugBody, shBugArmor, shBugLeg, shBugAntenna,
shPickAxe, shPike, shFlailBall, shFlailTrunk, shFlailChain, shHammerHead,
shBook, shBookCover, shGrail,
shBoatOuter, shBoatInner, shCompass1, shCompass2, shCompass3,
shKnife, shTongue, shFlailMissile, shTrapArrow,
shPirateHook, shPirateHood, shEyepatch, shPirateX,
// shScratch,
shHeptaMarker, shSnowball, shHugeDisk, shSun, shNightStar, shEuclideanSky,
shSkeletonBody, shSkull, shSkullEyes, shFatBody, shWaterElemental,
shPalaceGate, shFishTail,
shMouse, shMouseLegs, shMouseEyes,
shPrincessDress, shPrinceDress,
shWizardCape1, shWizardCape2,
shBigCarpet1, shBigCarpet2, shBigCarpet3,
shGoatHead, shRose, shRoseItem, shThorns,
shRatHead, shRatTail, shRatEyes, shRatCape1, shRatCape2,
shWizardHat1, shWizardHat2,
shTortoise[13][6],
shDragonLegs, shDragonTail, shDragonHead, shDragonSegment, shDragonNostril,
shDragonWings,
shSolidBranch, shWeakBranch, shBead0, shBead1,
shBatWings, shBatBody, shBatMouth, shBatFang, shBatEye,
shParticle[16], shAsteroid[8],
shReptile[5][4],
shReptileBody, shReptileHead, shReptileFrontFoot, shReptileRearFoot,
shReptileFrontLeg, shReptileRearLeg, shReptileTail, shReptileEye,
shTrylobite, shTrylobiteHead, shTrylobiteBody,
shTrylobiteFrontLeg, shTrylobiteRearLeg, shTrylobiteFrontClaw, shTrylobiteRearClaw,
shBullBody, shBullHead, shBullHorn, shBullRearHoof, shBullFrontHoof,
shButterflyBody, shButterflyWing, shGadflyBody, shGadflyWing, shGadflyEye,
shTerraArmor1, shTerraArmor2, shTerraArmor3, shTerraHead, shTerraFace,
shJiangShi, shJiangShiDress, shJiangShiCap1, shJiangShiCap2,
shPikeBody, shPikeEye,
shAsymmetric,
shPBodyOnly, shPBodyArm, shPBodyHand, shPHeadOnly,
shDodeca;
hpcshape shFrogRearFoot, shFrogFrontFoot, shFrogRearLeg, shFrogFrontLeg, shFrogRearLeg2, shFrogBody, shFrogEye, shFrogStripe, shFrogJumpFoot, shFrogJumpLeg;
hpcshape_animated
shAnimatedEagle, shAnimatedTinyEagle, shAnimatedGadfly, shAnimatedHawk, shAnimatedButterfly,
shAnimatedGargoyle, shAnimatedGargoyle2, shAnimatedBat, shAnimatedBat2;
hpcshape shTinyArrow;
hpcshape shReserved[16];
int orb_inner_ring; //< for shDisk* shapes, the number of vertices in the inner ring
int res1, res2;
map<int, hpcshape> shPipe;
vector<hpcshape> shPlainWall3D, shWireframe3D, shWall3D, shMiniWall3D;
vector<hyperpoint> walltester;
vector<int> wallstart;
vector<transmatrix> raywall;
vector<struct plain_floorshape*> all_plain_floorshapes;
vector<struct escher_floorshape*> all_escher_floorshapes;
plain_floorshape
shFloor,
shMFloor, shMFloor2, shMFloor3, shMFloor4, shFullFloor,
shBigTriangle, shTriheptaFloor, shBigHepta;
escher_floorshape
shStarFloor, shCloudFloor, shCrossFloor, shChargedFloor,
shSStarFloor, shOverFloor, shTriFloor, shFeatherFloor,
shBarrowFloor, shNewFloor, shTrollFloor, shButterflyFloor,
shLavaFloor, shLavaSeabed, shSeabed, shCloudSeabed,
shCaveSeabed, shPalaceFloor, shDemonFloor, shCaveFloor,
shDesertFloor, shPowerFloor, shRoseFloor, shSwitchFloor,
shTurtleFloor, shRedRockFloor[3], shDragonFloor;
ld dlow_table[SIDEPARS], dhi_table[SIDEPARS], dfloor_table[SIDEPARS];
int prehpc;
vector<hyperpoint> hpc;
bool first;
bool validsidepar[SIDEPARS];
vector<glvertex> ourshape;
#endif
hpcshape shFullCross[2];
hpcshape *last;
int SD3, SD6, SD7, S12, S14, S21, S28, S42, S36, S84;
vector<pair<int, cell*>> walloffsets;
vector<array<int, 3>> symmetriesAt;
struct cellrotation_t {
transmatrix M;
vector<int> mapping;
int inverse_id;
};
vector<cellrotation_t> cellrotations;
#ifndef SCALETUNER
static constexpr
#endif
double bscale7 = 1, brot7 = 0, bscale6 = 1, brot6 = 0;
vector<hpcshape*> allshapes;
transmatrix shadowmulmatrix;
map<usershapelayer*, hpcshape> ushr;
void prepare_basics();
void prepare_compute3();
void prepare_shapes();
void prepare_usershapes();
void hpcpush(hyperpoint h);
void hpcsquare(hyperpoint h1, hyperpoint h2, hyperpoint h3, hyperpoint h4);
void chasmifyPoly(double fac, double fac2, int k);
void shift(hpcshape& sh, double dx, double dy, double dz);
void initPolyForGL();
void extra_vertices();
transmatrix ddi(int a, ld x);
void drawTentacle(hpcshape &h, ld rad, ld var, ld divby);
hyperpoint hpxyzsc(double x, double y, double z);
hyperpoint turtlevertex(int u, double x, double y, double z);
void bshape(hpcshape& sh, PPR prio);
void finishshape();
void bshape(hpcshape& sh, PPR prio, double shzoom, int shapeid, double bonus = 0, flagtype flags = 0);
void copyshape(hpcshape& sh, hpcshape& orig, PPR prio);
void zoomShape(hpcshape& old, hpcshape& newsh, double factor, PPR prio);
void pushShape(usershapelayer& ds);
void make_sidewalls();
void procedural_shapes();
void make_wall(int id, const vector<hyperpoint> vertices, vector<ld> weights = equal_weights);
void reserve_wall3d(int i);
void compute_cornerbonus();
void create_wall3d();
void configure_floorshapes();
void init_floorshapes();
void bshape2(hpcshape& sh, PPR prio, int shapeid, struct matrixlist& m);
void bshape_regular(floorshape &fsh, int id, int sides, ld shift, ld size, cell *model);
void generate_floorshapes_for(int id, cell *c, int siid, int sidir);
void generate_floorshapes();
void make_floor_textures_here();
vector<hyperpoint> get_shape(hpcshape sh);
void add_cone(ld z0, const vector<hyperpoint>& vh, ld z1);
void add_prism_sync(ld z0, vector<hyperpoint> vh0, ld z1, vector<hyperpoint> vh1);
void add_prism(ld z0, vector<hyperpoint> vh0, ld z1, vector<hyperpoint> vh1);
void shift_last(ld z);
void shift_shape(hpcshape& sh, ld z);
void shift_shape_orthogonally(hpcshape& sh, ld z);
void add_texture(hpcshape& sh);
void make_ha_3d(hpcshape& sh, bool isarmor, ld scale);
void make_humanoid_3d(hpcshape& sh);
void addtri(array<hyperpoint, 3> hs, int kind);
void make_armor_3d(hpcshape& sh, int kind = 1);
void make_foot_3d(hpcshape& sh);
void make_head_only();
void make_head_3d(hpcshape& sh);
void make_paw_3d(hpcshape& sh, hpcshape& legsh);
void make_abody_3d(hpcshape& sh, ld tail);
void make_ahead_3d(hpcshape& sh);
void make_skeletal(hpcshape& sh, ld push = 0);
void make_revolution(hpcshape& sh, int mx = 180, ld push = 0);
void make_revolution_cut(hpcshape &sh, int each = 180, ld push = 0, ld width = 99);
void clone_shape(hpcshape& sh, hpcshape& target);
void animate_bird(hpcshape& orig, hpcshape_animated& animated, ld body);
void slimetriangle(hyperpoint a, hyperpoint b, hyperpoint c, ld rad, int lev);
void balltriangle(hyperpoint a, hyperpoint b, hyperpoint c, ld rad, int lev);
void make_ball(hpcshape& sh, ld rad, int lev);
void make_star(hpcshape& sh, ld rad);
void make_euclidean_sky();
void adjust_eye(hpcshape& eye, hpcshape head, ld shift_eye, ld shift_head, int q, ld zoom=1);
void shift_last_straight(ld z);
void queueball(const transmatrix& V, ld rad, color_t col, eItem what);
void make_shadow(hpcshape& sh);
void make_3d_models();
/* Goldberg parameters */
#if CAP_GP
struct gpdata_t {
vector<array<array<array<transmatrix, 6>, GOLDBERG_LIMIT>, GOLDBERG_LIMIT>> Tf;
transmatrix corners;
ld alpha;
int area;
int pshid[3][8][GOLDBERG_LIMIT][GOLDBERG_LIMIT][8];
int nextid;
};
shared_ptr<gpdata_t> gpdata = nullptr;
#endif
int state = 0;
int usershape_state = 0;
/** contains the texture point coordinates for 3D models */
basic_textureinfo models_texture;
geometry_information() { last = NULL; }
void require_basics() { if(state & 1) return; state |= 1; prepare_basics(); }
void require_shapes() { if(state & 2) return; state |= 2; prepare_shapes(); }
void require_usershapes() { if(usershape_state == usershape_changes) return; usershape_state = usershape_changes; prepare_usershapes(); }
int timestamp;
hpcshape& generate_pipe(ld length, ld width);
map<string, unique_ptr<gi_extension>> ext;
};
#endif
EX subcellshape& get_hsh() {
if(!cgi.heptshape) cgi.heptshape = (unique_ptr<subcellshape>) (new subcellshape);
return *cgi.heptshape;
}
EX void add_wall(int i, const vector<hyperpoint>& h) {
auto& f = get_hsh().faces;
if(isize(f) <= i) f.resize(i+1);
f[i] = h;
}
/** values of hcrossf and hexf for the standard geometry. Since polygons are
* usually drawn in this geometry, the scale in other geometries is usually
* based on comparing these values to the values in the other geometry.
*/
#if HDR
static const ld hcrossf7 = 0.620672, hexf7 = 0.378077, tessf7 = 1.090550, hexhexdist7 = 0.566256;
#endif
EX bool scale_used() { return (shmup::on && geometry == gNormal && BITRUNCATED) ? (cheater || autocheat) : true; }
EX bool is_subcube_based(eVariation var) {
return among(var, eVariation::subcubes, eVariation::dual_subcubes, eVariation::bch, eVariation::bch_oct);
}
EX bool is_reg3_variation(eVariation var) {
return var == eVariation::coxeter;
}
void geometry_information::prepare_basics() {
DEBBI(DF_INIT | DF_POLY | DF_GEOM, ("prepare_basics"));
hexshift = 0;
ld ALPHA = 2 * M_PI / S7;
ld fmin, fmax;
ld s3, beta;
heptshape = nullptr;
if(arcm::in() && !prod)
ginf[gArchimedean].cclass = gcHyperbolic;
dynamicval<eVariation> gv(variation, variation);
bool inv = INVERSE;
if(INVERSE) {
variation = gp::variation_for(gp::param);
println(hlog, "bitruncated = ", BITRUNCATED);
}
if(hybri) {
auto t = this;
ld d = prod ? 1 : 2;
hybrid::in_underlying_geometry([&] {
t->rhexf = cgi.rhexf / d;
t->hexf = cgi.hexf / d;
t->crossf = cgi.crossf / d;
t->hcrossf = cgi.crossf / d;
t->tessf = cgi.tessf / d;
t->hexvdist = cgi.hexvdist / d;
t->hexhexdist = hdist(xpush0(cgi.hcrossf), xspinpush0(M_PI*2/S7, cgi.hcrossf)) / d;
t->base_distlimit = cgi.base_distlimit-1;
});
goto hybrid_finish;
}
if((sphere || hyperbolic) && WDIM == 3 && !bt::in()) {
rhexf = hexf = 0.378077;
crossf = hcrossf = 0.620672;
tessf = 1.090550;
hexhexdist = 0.566256;
goto finish;
}
s3 = S3;
if(fake::in() && !arcm::in()) s3 = fake::around;
beta = (S3 >= OINF && !fake::in()) ? 0 : 2*M_PI/s3;
tessf = euclid ? 1 : edge_of_triangle_with_angles(beta, M_PI/S7, M_PI/S7);
if(elliptic && S7 == 4 && !fake::in()) tessf = M_PI/2;
hcrossf = euclid ? tessf / 2 / sin(M_PI/s3) : edge_of_triangle_with_angles(M_PI/2, M_PI/S7, beta/2);
if(S3 >= OINF) hcrossf = 10;
crossf = BITRUNCATED ? hcrossf : tessf;
fmin = 0, fmax = tessf;
for(int p=0; p<100; p++) {
ld f = (fmin+fmax) / 2;
hyperpoint H = xpush0(f);
hyperpoint H1 = spin(2*M_PI/S7) * H;
hyperpoint H2 = xpush0(tessf-f);
ld v1 = intval(H, H1), v2 = intval(H, H2);
if(fake::in() && WDIM == 2) {
hexvdist = hdist(xpush0(f), xspinpush0(ALPHA/2, hcrossf));
v2 = hdist(
spin(M_PI/2/S3) * xpush0(hexvdist),
spin(-M_PI/2/S3) * xpush0(hexvdist)
);
v1 = hdist(
spin(M_PI/S7) * xpush0(f),
spin(-M_PI/S7) * xpush0(f)
);
}
if(v1 < v2) fmin = f; else fmax = f;
}
hexf = fmin;
rhexf = BITRUNCATED ? hexf : hcrossf;
if(BITRUNCATED && !(S7&1))
hexshift = ALPHA/2 + ALPHA * ((S7-1)/2) + M_PI;
finish:
heptmove.resize(S7);
hexmove.resize(S7);
invhexmove.resize(S7);
for(int d=0; d<S7; d++)
heptmove[d] = spin(-d * ALPHA) * xpush(tessf) * spin(M_PI);
for(int d=0; d<S7; d++)
hexmove[d] = spin(hexshift-d * ALPHA) * xpush(-crossf)* spin(M_PI);
for(int d=0; d<S7; d++) invhexmove[d] = iso_inverse(hexmove[d]);
hexvdist = hdist(xpush0(hexf), xspinpush0(ALPHA/2, hcrossf));
hexhexdist = fake::in() ?
2 * hdist0(mid(xspinpush0(M_PI/S6, hexvdist), xspinpush0(-M_PI/S6, hexvdist)))
: hdist(xpush0(crossf), xspinpush0(M_PI*2/S7, crossf));
DEBB(DF_GEOM | DF_POLY,
(format("S7=%d S6=%d hexf = " LDF" hcross = " LDF" tessf = " LDF" hexshift = " LDF " hexhex = " LDF " hexv = " LDF "\n", S7, S6, hexf, hcrossf, tessf, hexshift,
hexhexdist, hexvdist)));
base_distlimit = ginf[geometry].distlimit[!BITRUNCATED];
#if CAP_GP
gp::compute_geometry(inv);
#endif
#if CAP_IRR
irr::compute_geometry();
#endif
#if CAP_ARCM
if(arcm::in()) {
auto& ac = arcm::current_or_fake();
if(fake::in()) ac = arcm::current;
ac.compute_geometry();
crossf = hcrossf7 * ac.scale();
hexvdist = ac.scale() * .5;
rhexf = ac.scale() * .5;
}
#endif
#if CAP_BT
if(bt::in()) hexvdist = rhexf = 1, tessf = 1, scalefactor = 1, crossf = hcrossf7;
if(geometry == gHoroRec || kite::in() || sol || nil || nih) hexvdist = rhexf = .5, tessf = .5, scalefactor = .5, crossf = hcrossf7/2;
if(bt::in()) scalefactor *= min<ld>(vid.binary_width, 1), crossf *= min<ld>(vid.binary_width, 1);
#endif
#if CAP_BT && MAXMDIM >= 4
if(bt::in()) bt::build_tmatrix();
#endif
#if MAXMDIM >= 4
if(reg3::in()) reg3::generate();
if(euc::in(3)) euc::generate();
#if CAP_SOLV
else if(sn::in()) sn::create_faces();
#endif
#if CAP_BT
else if(bt::in()) bt::create_faces();
#endif
else if(nil) nilv::create_faces();
#endif
hybrid_finish:
scalefactor = crossf / hcrossf7;
orbsize = crossf;
if(fake::in() && WDIM == 2) {
auto& u = *fake::underlying_cgip;
geometry = fake::underlying;
ld orig = xpush0(u.hcrossf)[0] / xpush0(u.hcrossf)[GDIM];
geometry = gFake;
ld our = xpush0(hcrossf)[0] / xpush0(hcrossf)[GDIM];
fake::scale = our / orig;
// if(debugflags & DF_GEOM)
}
if(fake::in() && WDIM == 3) {
auto& u = fake::underlying_cgip;
crossf = u->crossf * fake::scale;
scalefactor = u->scalefactor * fake::scale;
orbsize = u->orbsize * fake::scale;
hexf = u->hexf * fake::scale;
rhexf = u->rhexf * fake::scale;
hexvdist = u->hexvdist * fake::scale;
hcrossf = u->hcrossf * fake::scale;
}
if(arb::in()) {
auto csc = arb::current_or_slided().cscale;
scalefactor = csc;
hcrossf = crossf = orbsize = hcrossf7 * csc;
hexf = rhexf = hexvdist = csc * arb::current_or_slided().floor_scale;
base_distlimit = arb::current.range;
}
if(is_subcube_based(variation)) {
scalefactor /= reg3::subcube_count;
orbsize /= reg3::subcube_count;
}
if(scale_used()) {
scalefactor *= vid.creature_scale;
orbsize *= vid.creature_scale;
}
zhexf = BITRUNCATED ? hexf : crossf* .55;
if(scale_used()) zhexf *= vid.creature_scale;
if(WDIM == 2 && GDIM == 3) zhexf *= 1.5, orbsize *= 1.2;
floorrad0 = hexvdist* (GDIM == 3 ? 1 : 0.92);
floorrad1 = rhexf * (GDIM == 3 ? 1 : 0.94);
if(euc::in(2,4)) {
if(!BITRUNCATED)
floorrad0 = floorrad1 = rhexf * (GDIM == 3 ? 1 : .94);
else
floorrad0 = hexvdist * (GDIM == 3 ? 1 : .9),
floorrad1 = rhexf * (GDIM == 3 ? 1 : .8);
}
plevel = vid.plevel_factor * scalefactor;
single_step = 1;
if(hybri && !prod) {
#if CAP_ARCM
if(hybrid::underlying == gArchimedean)
arcm::current.get_step_values(psl_steps, single_step);
#else
if(0) ;
#endif
else {
single_step = S3 * S7 - 2 * S7 - 2 * S3;
psl_steps = 2 * S7;
if(BITRUNCATED) psl_steps *= S3;
if(inv) psl_steps = 2 * S3;
if(single_step < 0) single_step = -single_step;
}
DEBB(DF_GEOM | DF_POLY, ("steps = ", psl_steps, " / ", single_step));
plevel = M_PI * single_step / psl_steps;
}
if(hybri) {
/* we do not want too short creatures, better make the scale factor smaller */
scalefactor = min(scalefactor, cgi.plevel * 1.8 / vid.height_width);
}
set_sibling_limit();
prepare_compute3();
if(hyperbolic && &currfp != &fieldpattern::fp_invalid)
currfp.analyze();
#if CAP_SOLV
if(asonov::in()) {
asonov::prepare();
asonov::prepare_walls();
}
#endif
}
EX transmatrix xspinpush(ld dir, ld dist) {
if(euclid)
return eupush(cos(dir) * dist, -sin(dir) * dist);
else
return spin(dir) * xpush(dist) * spin(-dir);
}
EX purehookset hooks_swapdim;
EX namespace geom3 {
// Here we convert between the following parameters:
// abslev: level below the plane
// lev: level above the world (abslev = depth-lev)
// projection: projection parameter
// factor: zoom factor
EX ld abslev_to_projection(ld abslev) {
if(sphere || euclid) return vid.camera+abslev;
return tanh(abslev) / tanh(vid.camera);
}
ld projection_to_abslev(ld proj) {
if(sphere || euclid) return proj-vid.camera;
// tanh(abslev) / tanh(camera) = proj
return atanh(proj * tanh(vid.camera));
}
ld lev_to_projection(ld lev) {
return abslev_to_projection(vid.depth - lev);
}
ld projection_to_factor(ld proj) {
return lev_to_projection(0) / proj;
}
EX ld factor_to_projection(ld fac) {
return lev_to_projection(0) / fac;
}
EX ld lev_to_factor(ld lev) {
if(prod) return -lev;
if(WDIM == 3) return lev;
if(GDIM == 3) return vid.depth - lev;
return projection_to_factor(lev_to_projection(lev));
}
EX ld factor_to_lev(ld fac) {
if(prod) return -fac;
if(GDIM == 3) return fac;
return vid.depth - projection_to_abslev(factor_to_projection(fac));
}
EX void do_auto_eye() {
if(!vid.auto_eye) return;
auto& cs = getcs();
if(cs.charid < 4)
vid.eye = cgi.eyelevel_human;
else if(cs.charid < 8)
vid.eye = cgi.eyelevel_dog;
else if(cs.charid == 8)
vid.eye = cgi.eyelevel_familiar;
}
// how should we scale at level lev
EX ld scale_at_lev(ld lev) {
if(sphere || euclid) return 1;
return cosh(vid.depth - lev);
}
EX string invalid;
EX ld actual_wall_height() {
if(hybri) return cgi.plevel;
#if CAP_GP
if(GOLDBERG && vid.gp_autoscale_heights)
return vid.wall_height * min<ld>(4 / hypot_d(2, gp::next), 1);
#endif
return vid.wall_height;
}
EX }
void geometry_information::prepare_compute3() {
using namespace geom3;
DEBBI(DF_INIT | DF_POLY | DF_GEOM, ("geom3::compute"));
// tanh(depth) / tanh(camera) == pconf.alpha
invalid = "";
if(GDIM == 3) ;
else if(vid.tc_alpha < vid.tc_depth && vid.tc_alpha < vid.tc_camera)
pconf.alpha = tan_auto(vid.depth) / tan_auto(vid.camera);
else if(vid.tc_depth < vid.tc_alpha && vid.tc_depth < vid.tc_camera) {
ld v = pconf.alpha * tan_auto(vid.camera);
if(hyperbolic && (v<1e-6-12 || v>1-1e-12)) invalid = XLAT("cannot adjust depth"), vid.depth = vid.camera;
else vid.depth = atan_auto(v);
}
else {
ld v = tan_auto(vid.depth) / pconf.alpha;
if(hyperbolic && (v<1e-12-1 || v>1-1e-12)) invalid = XLAT("cannot adjust camera"), vid.camera = vid.depth;
else vid.camera = atan_auto(v);
}
if(fabs(pconf.alpha) < 1e-6) invalid = XLAT("does not work with perfect Klein");
if(invalid != "") {
INFDEEP = .7;
BOTTOM = .8;
HELLSPIKE = .85;
LAKE = .9;
FLOOR = 1;
WALL = 1.25;
SLEV[0] = 1;
SLEV[1] = 1.08;
SLEV[2] = 1.16;
SLEV[3] = 1.24;
FLATEYE = 1.03;
LEG1 = 1.025;
LEG = 1.05;
LEG3 = 1.075;
GROIN = 1.09;
GROIN1 = 1.105;
GHOST = 1.1;
BODY = 1.15;
BODY1 = 1.151;
BODY2 = 1.152;
BODY3 = 1.153;
NECK1 = 1.16;
NECK = 1.17;
NECK3 = 1.18;
HEAD = 1.188;
HEAD1= 1.189;
HEAD2= 1.190;
HEAD3= 1.191;
ABODY = 1.08;
AHEAD = 1.12;
BIRD = 1.20;
}
else {
INFDEEP = GDIM == 3 ? (sphere ? M_PI/2 : +5) : (euclid || sphere) ? 0.01 : lev_to_projection(0) * tanh(vid.camera);
ld wh = actual_wall_height();
WALL = lev_to_factor(wh);
FLOOR = lev_to_factor(0);
human_height = vid.human_wall_ratio * wh;
if(WDIM == 3) human_height = scalefactor * vid.height_width / 2;
if(hybri) human_height = min(human_height, cgi.plevel * .9);
ld reduce = (WDIM == 3 ? human_height / 2 : 0);
LEG0 = lev_to_factor(human_height * .0 - reduce);
LEG1 = lev_to_factor(human_height * .1 - reduce);
LEG = lev_to_factor(human_height * .2 - reduce);
LEG3 = lev_to_factor(human_height * .3 - reduce);
GROIN = lev_to_factor(human_height * .4 - reduce);
GROIN1= lev_to_factor(human_height * .5 - reduce);
BODY = lev_to_factor(human_height * .6 - reduce);
BODY1 = lev_to_factor(human_height * .61 - reduce);
BODY2 = lev_to_factor(human_height * .62 - reduce);
BODY3 = lev_to_factor(human_height * .63 - reduce);
NECK1 = lev_to_factor(human_height * .7 - reduce);
NECK = lev_to_factor(human_height * .8 - reduce);
NECK3 = lev_to_factor(human_height * .9 - reduce);
HEAD = lev_to_factor(human_height * .97 - reduce);
HEAD1 = lev_to_factor(human_height * .98 - reduce);
HEAD2 = lev_to_factor(human_height * .99 - reduce);
HEAD3 = lev_to_factor(human_height - reduce);
reduce = (GDIM == 3 ? human_height * .3 : 0);
STUFF = lev_to_factor(0) - max(orbsize * 0.3, zhexf * .6);
ABODY = lev_to_factor(human_height * .4 - reduce);
ALEG0 = lev_to_factor(human_height * .0 - reduce);
ALEG = lev_to_factor(human_height * .2 - reduce);
AHEAD = lev_to_factor(human_height * .6 - reduce);
BIRD = lev_to_factor(WDIM == 3 ? 0 : (vid.human_wall_ratio+1)/2 * wh * .8);
GHOST = lev_to_factor(WDIM == 3 ? 0 : human_height * .5);
FLATEYE = lev_to_factor(human_height * .15);
slev = vid.rock_wall_ratio * wh / 3;
for(int s=0; s<=3; s++)
SLEV[s] = lev_to_factor(vid.rock_wall_ratio * wh * s/3);
LAKE = lev_to_factor(-vid.lake_top);
SHALLOW = lev_to_factor(-.4);
HELLSPIKE = lev_to_factor(-(vid.lake_top+vid.lake_bottom)/2);
BOTTOM = lev_to_factor(-vid.lake_bottom);
LOWSKY = lev_to_factor(2 * wh);
HIGH = LOWSKY;
HIGH2 = lev_to_factor(3 * wh);
SKY = LOWSKY - 5;
}
}
EX namespace geom3 {
EX void apply_always3() {
for(geometryinfo& gi: ginf) {
auto &g = gi.g;
if(vid.always3 && g.gameplay_dimension == 2 && g.graphical_dimension == 2) {