135 lines
3.4 KiB
C++
135 lines
3.4 KiB
C++
#include "all_includes.hh"
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Quad::Quad() {}
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Quad::Quad(Vertex ne, Vertex se, Vertex sw, Vertex nw) {
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c[(int)NE] = ne;
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c[(int)SE] = se;
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c[(int)SW] = sw;
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c[(int)NW] = nw;
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}
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Quad Quad::inset(Cardinal side, float offset) const {
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Quad q = (*this) << int(side);
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Vertex offsetDirection = (q[NW]-q[NE]).perpendicularCw();
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float distE = offset / offsetDirection.cosAngle(q[SE] - q[NE]);
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float distW = offset / offsetDirection.cosAngle(q[SW] - q[NW]);
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q[NE] = q[NE] + (q[SE] - q[NE]).setNorm(distE);
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q[NW] = q[NW] + (q[SW] - q[NW]).setNorm(distW);
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return q >> int(side);
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}
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Quad Quad::insetNESW(float offsetN, float offsetE, float offsetS, float offsetW) const {
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return (*this).inset(N,offsetN).inset(E,offsetE).inset(S,offsetS).inset(W,offsetW);
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}
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Quad Quad::insetNESW(float offset) const {
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return insetNESW(offset, offset, offset, offset);
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}
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Quad Quad::insetOpp(Cardinal side, float offset) const {
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Quad q = (*this) << int(side);
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Quad qb = (*this) << int(side);
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qb = qb.inset(N,offset);
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return Quad(q[NE],qb[NE],qb[NW],q[NW]);
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}
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Quad Quad::makeParallelogram() const {
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float l1, l2;
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Quad q(c[NE],c[SE],c[SW],c[NW]);
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if(length(N) < length(S)) {
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if((l1 = length(E)) < (l2 = length(W))) {
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q[SW] = Segment(q[NW],q[SW]).reduce(l1).v;
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q[SE] = q[SW] + (q[NE] - q[NW]);
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}
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else if((l1 = length(E)) > (l2 = length(W))) {
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q[SE] = Segment(q[NE],q[SE]).reduce(l2).v;
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q[SW] = q[SE] + (q[NW] - q[NE]);
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}
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}
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else {
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if((l1 = length(E)) < (l2 = length(W))) {
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q[NW] = Segment(q[SW],q[NW]).reduce(l1).v;
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q[NE] = q[NW] + (q[SE] - q[SW]);
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}
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else if((l1 = length(E)) > (l2 = length(W))) {
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q[NE] = Segment(q[SE],q[NE]).reduce(l2).v;
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q[NW] = q[NE] + (q[SW] - q[SE]);
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}
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}
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return q;
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}
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float Quad::length(Cardinal side) const {
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return Segment(c[NW+int(side)],c[NE+int(side)]).length();
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}
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float Quad::minLengthNS() const {
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return std::min(length(N), length(S));
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}
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float Quad::minLengthEW() const {
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return std::min(length(E), length(W));
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}
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float Quad::maxLengthNS() const {
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return std::max(length(N), length(S));
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}
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float Quad::maxLengthEW() const {
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return std::max(length(E), length(W));
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}
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float Quad::minLength() const {
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return std::min(minLengthNS(), minLengthEW());
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}
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float Quad::maxLength() const {
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return std::max(maxLengthNS(), maxLengthEW());
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}
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float Quad::minAngle() const {
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float a = 370; // > 360.
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for (int i = 0; i < 4; i++) {
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a = std::min(a, Triangle(c[NE+i], c[SE+i], c[SW+i]).angle());
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}
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return a;
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}
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float Quad::maxAngle() const {
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float a = 0;
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for (int i = 0; i < 4; i++) {
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a = std::max(a, Triangle(c[NE+i], c[SE+i], c[SW+i]).angle());
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}
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return a;
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}
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Quad operator+(const Quad& q, const Vertex& v) {
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return Quad(q[NE] + v, q[SE] + v, q[SW] + v, q[NW] + v);
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}
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Vertex Quad::randomPoint(int seed, int n) const {
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Triangle ne(c[NW], c[NE], c[SE]);
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Triangle sw(c[SE], c[SW], c[NW]);
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float surfacene = ne.surface();
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float surfacesw = sw.surface();
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if (proba(seed, n, surfacene, surfacene + surfacesw)) {
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return ne.randomPoint(seed, hash2(n, 42));
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} else {
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return sw.randomPoint(seed, hash2(n, 42));
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}
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}
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float Quad::surface() const {
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Triangle ne(c[NW], c[NE], c[SE]);
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Triangle sw(c[SE], c[SW], c[NW]);
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return ne.surface() + sw.surface();
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}
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Quad Quad::offsetNormal(float offset) const {
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return ((*this) + Triangle(c[NE], c[SE], c[SW]).normal().setNorm(offset));
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}
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