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Codechange: Use Pascal case, Points, and less vectors

pull/13515/head
Susan 2025-02-09 21:57:23 +00:00
parent b0a4c5e188
commit d253de7269
1 changed files with 16 additions and 39 deletions

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@ -7,6 +7,7 @@
/** @file tree_cmd.cpp Handling of tree tiles. */
#include "core/geometry_type.hpp"
#include "stdafx.h"
#include "clear_map.h"
#include "landscape.h"
@ -31,9 +32,6 @@
#include "table/clear_land.h"
#include "safeguards.h"
#include <cassert>
#include <cstdint>
#include <vector>
/**
* List of tree placer algorithm.
@ -191,19 +189,6 @@ struct BlobHarmonic
int frequency;
};
struct BlobPosition
{
int x;
int y;
};
BlobPosition operator-(BlobPosition lhs, BlobPosition rhs)
{
int x = lhs.x - rhs.x;
int y = lhs.y - rhs.y;
return {x, y};
}
/**
* Creates a star-shaped[sic] polygon originating from (0, 0) as defined by the given harmonics.
*
@ -211,9 +196,9 @@ BlobPosition operator-(BlobPosition lhs, BlobPosition rhs)
* @param harmonics a std::vector of the harmonics data.
* @param noOfSegments How many segments make up the polygon.
*/
std::vector<BlobPosition> createStarShapedPolygon(const int radius, std::vector<BlobHarmonic> harmonics, const int noOfSegments)
std::vector<Point> CreateStarShapedPolygon(const int radius, std::vector<BlobHarmonic> harmonics, const int noOfSegments)
{
std::vector<BlobPosition> result;
std::vector<Point> result;
float theta = 0;
auto step = (M_PI * 2) / noOfSegments; //tau best circle constant
@ -231,7 +216,7 @@ std::vector<BlobPosition> createStarShapedPolygon(const int radius, std::vector<
auto adjustedRadius = (radius / 2.0) + (deviation / 2);
// add to the final polygon
BlobPosition vertex;
Point vertex;
vertex.x = cos(theta) * adjustedRadius;
vertex.y = sin(theta) * adjustedRadius;
result.push_back(vertex);
@ -249,18 +234,18 @@ std::vector<BlobPosition> createStarShapedPolygon(const int radius, std::vector<
* @param radius The maximum radius of the blob. May be smaller, but will not be larger.
* @param noOfSegments How many segments make up the blob.
*/
std::vector<BlobPosition> createRandomStarShapedPolygon(const int radius, const int noOfSegments)
std::vector<Point> CreateRandomStarShapedPolygon(const int radius, const int noOfSegments)
{
std::vector<BlobHarmonic> harmonics;
// these values are ones i found in my testing that result in suitable- looking polygons that did not self-intersect and fit within a square of radius * radius dimensions.
// these values are ones i found in my testing that result in suitable-looking polygons that did not self-intersect and fit within a square of radius * radius dimensions.
harmonics.push_back(BlobHarmonic(radius / 2, Random() / PHASE_DIVISOR, 1));
harmonics.push_back(BlobHarmonic(radius / 4, Random() / PHASE_DIVISOR, 2));
harmonics.push_back(BlobHarmonic(radius / 8, Random() / PHASE_DIVISOR, 3));
harmonics.push_back(BlobHarmonic(radius / 16, Random() / PHASE_DIVISOR, 4));
return createStarShapedPolygon(radius, harmonics, noOfSegments);
return CreateStarShapedPolygon(radius, harmonics, noOfSegments);
}
/**
@ -268,15 +253,12 @@ std::vector<BlobPosition> createRandomStarShapedPolygon(const int radius, const
*
* @param x x.
* @param y y.
* @param triangle the triangle to check against, a std::vector of three BlobPositions.
* @param vertex0
* @param vertex1
* @param vertex2 the triangle to check against.
*/
bool pointInTriangle(const int x, const int y, std::vector<BlobPosition> triangle)
bool IsPointInTriangle(const int x, const int y, Point vertex0, Point vertex1, Point vertex2)
{
assert(triangle.size() == 3);
const auto vertex0 = triangle.at(0);
const auto vertex1 = triangle.at(1);
const auto vertex2 = triangle.at(2);
const int s = ((vertex0.x - vertex2.x) * (y - vertex2.y)) - ((vertex0.y - vertex2.y) * (x - vertex2.x));
const int t = ((vertex1.x - vertex0.x) * (y - vertex0.y)) - ((vertex1.y - vertex0.y) * (x - vertex0.x));
@ -297,18 +279,13 @@ bool pointInTriangle(const int x, const int y, std::vector<BlobPosition> triangl
*
* @param x x.
* @param y y.
* @param polygon the polygon to check against, a std::vector of multiple BlobPositions.
* @param polygon the polygon to check against, a std::vector of multiple Points.
*/
bool pointInStarShapedPolygon(int x, int y, std::vector<BlobPosition> polygon)
bool IsPointInStarShapedPolygon(int x, int y, std::vector<Point> polygon)
{
for(int i = 0; i < polygon.size(); ++i)
{
std::vector<BlobPosition> triangle;
triangle.push_back(polygon.at(i));
triangle.push_back(polygon.at((i + 1) % polygon.size()));
triangle.push_back({0, 0});
if (pointInTriangle(x, y, triangle))
if (IsPointInTriangle(x, y, polygon.at(i), polygon.at((i + 1) % polygon.size()), {0, 0}))
{
return true;
}
@ -328,7 +305,7 @@ static void PlaceTreeGroups(uint num_groups)
do {
TileIndex center_tile = RandomTile();
std::vector<BlobPosition> grove = createRandomStarShapedPolygon(GROVE_RADIUS, GROVE_RESOLUTION);
std::vector<Point> grove = CreateRandomStarShapedPolygon(GROVE_RADIUS, GROVE_RESOLUTION);
for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
IncreaseGeneratingWorldProgress(GWP_TREE);
@ -339,7 +316,7 @@ static void PlaceTreeGroups(uint num_groups)
TileIndex cur_tile = TileAddWrap(center_tile, x, y);
if (cur_tile != INVALID_TILE && CanPlantTreesOnTile(cur_tile, true)) {
if(pointInStarShapedPolygon(x, y, grove)) {
if(IsPointInStarShapedPolygon(x, y, grove)) {
PlaceTree(cur_tile, r);
}
}