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