mirror of https://github.com/OpenTTD/OpenTTD
Codechange: Use Pascal case, Points, and less vectors
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b0a4c5e188
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d253de7269
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@ -7,6 +7,7 @@
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/** @file tree_cmd.cpp Handling of tree tiles. */
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/** @file tree_cmd.cpp Handling of tree tiles. */
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#include "core/geometry_type.hpp"
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#include "stdafx.h"
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#include "stdafx.h"
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#include "clear_map.h"
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#include "clear_map.h"
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#include "landscape.h"
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#include "landscape.h"
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@ -31,9 +32,6 @@
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#include "table/clear_land.h"
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#include "table/clear_land.h"
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#include "safeguards.h"
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#include "safeguards.h"
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#include <cassert>
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#include <cstdint>
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#include <vector>
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/**
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/**
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* List of tree placer algorithm.
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* List of tree placer algorithm.
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@ -191,19 +189,6 @@ struct BlobHarmonic
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int frequency;
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int frequency;
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};
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};
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struct BlobPosition
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{
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int x;
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int y;
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};
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BlobPosition operator-(BlobPosition lhs, BlobPosition rhs)
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{
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int x = lhs.x - rhs.x;
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int y = lhs.y - rhs.y;
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return {x, y};
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}
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/**
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/**
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* Creates a star-shaped[sic] polygon originating from (0, 0) as defined by the given harmonics.
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* Creates a star-shaped[sic] polygon originating from (0, 0) as defined by the given harmonics.
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*
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*
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@ -211,9 +196,9 @@ BlobPosition operator-(BlobPosition lhs, BlobPosition rhs)
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* @param harmonics a std::vector of the harmonics data.
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* @param harmonics a std::vector of the harmonics data.
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* @param noOfSegments How many segments make up the polygon.
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* @param noOfSegments How many segments make up the polygon.
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*/
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*/
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std::vector<BlobPosition> createStarShapedPolygon(const int radius, std::vector<BlobHarmonic> harmonics, const int noOfSegments)
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std::vector<Point> CreateStarShapedPolygon(const int radius, std::vector<BlobHarmonic> harmonics, const int noOfSegments)
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{
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{
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std::vector<BlobPosition> result;
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std::vector<Point> result;
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float theta = 0;
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float theta = 0;
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auto step = (M_PI * 2) / noOfSegments; //tau best circle constant
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auto step = (M_PI * 2) / noOfSegments; //tau best circle constant
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@ -231,7 +216,7 @@ std::vector<BlobPosition> createStarShapedPolygon(const int radius, std::vector<
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auto adjustedRadius = (radius / 2.0) + (deviation / 2);
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auto adjustedRadius = (radius / 2.0) + (deviation / 2);
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// add to the final polygon
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// add to the final polygon
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BlobPosition vertex;
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Point vertex;
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vertex.x = cos(theta) * adjustedRadius;
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vertex.x = cos(theta) * adjustedRadius;
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vertex.y = sin(theta) * adjustedRadius;
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vertex.y = sin(theta) * adjustedRadius;
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result.push_back(vertex);
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result.push_back(vertex);
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@ -249,18 +234,18 @@ std::vector<BlobPosition> createStarShapedPolygon(const int radius, std::vector<
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* @param radius The maximum radius of the blob. May be smaller, but will not be larger.
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* @param radius The maximum radius of the blob. May be smaller, but will not be larger.
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* @param noOfSegments How many segments make up the blob.
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* @param noOfSegments How many segments make up the blob.
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*/
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*/
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std::vector<BlobPosition> createRandomStarShapedPolygon(const int radius, const int noOfSegments)
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std::vector<Point> CreateRandomStarShapedPolygon(const int radius, const int noOfSegments)
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{
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{
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std::vector<BlobHarmonic> harmonics;
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std::vector<BlobHarmonic> harmonics;
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// 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.
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// 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.
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harmonics.push_back(BlobHarmonic(radius / 2, Random() / PHASE_DIVISOR, 1));
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harmonics.push_back(BlobHarmonic(radius / 2, Random() / PHASE_DIVISOR, 1));
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harmonics.push_back(BlobHarmonic(radius / 4, Random() / PHASE_DIVISOR, 2));
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harmonics.push_back(BlobHarmonic(radius / 4, Random() / PHASE_DIVISOR, 2));
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harmonics.push_back(BlobHarmonic(radius / 8, Random() / PHASE_DIVISOR, 3));
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harmonics.push_back(BlobHarmonic(radius / 8, Random() / PHASE_DIVISOR, 3));
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harmonics.push_back(BlobHarmonic(radius / 16, Random() / PHASE_DIVISOR, 4));
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harmonics.push_back(BlobHarmonic(radius / 16, Random() / PHASE_DIVISOR, 4));
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return createStarShapedPolygon(radius, harmonics, noOfSegments);
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return CreateStarShapedPolygon(radius, harmonics, noOfSegments);
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}
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}
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/**
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/**
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@ -268,15 +253,12 @@ std::vector<BlobPosition> createRandomStarShapedPolygon(const int radius, const
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*
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*
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* @param x x.
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* @param x x.
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* @param y y.
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* @param y y.
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* @param triangle the triangle to check against, a std::vector of three BlobPositions.
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* @param vertex0
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* @param vertex1
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* @param vertex2 the triangle to check against.
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*/
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*/
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bool pointInTriangle(const int x, const int y, std::vector<BlobPosition> triangle)
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bool IsPointInTriangle(const int x, const int y, Point vertex0, Point vertex1, Point vertex2)
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{
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{
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assert(triangle.size() == 3);
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const auto vertex0 = triangle.at(0);
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const auto vertex1 = triangle.at(1);
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const auto vertex2 = triangle.at(2);
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const int s = ((vertex0.x - vertex2.x) * (y - vertex2.y)) - ((vertex0.y - vertex2.y) * (x - vertex2.x));
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const int s = ((vertex0.x - vertex2.x) * (y - vertex2.y)) - ((vertex0.y - vertex2.y) * (x - vertex2.x));
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const int t = ((vertex1.x - vertex0.x) * (y - vertex0.y)) - ((vertex1.y - vertex0.y) * (x - vertex0.x));
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const int t = ((vertex1.x - vertex0.x) * (y - vertex0.y)) - ((vertex1.y - vertex0.y) * (x - vertex0.x));
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@ -297,18 +279,13 @@ bool pointInTriangle(const int x, const int y, std::vector<BlobPosition> triangl
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*
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*
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* @param x x.
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* @param x x.
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* @param y y.
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* @param y y.
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* @param polygon the polygon to check against, a std::vector of multiple BlobPositions.
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* @param polygon the polygon to check against, a std::vector of multiple Points.
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*/
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*/
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bool pointInStarShapedPolygon(int x, int y, std::vector<BlobPosition> polygon)
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bool IsPointInStarShapedPolygon(int x, int y, std::vector<Point> polygon)
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{
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{
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for(int i = 0; i < polygon.size(); ++i)
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for(int i = 0; i < polygon.size(); ++i)
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{
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{
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std::vector<BlobPosition> triangle;
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if (IsPointInTriangle(x, y, polygon.at(i), polygon.at((i + 1) % polygon.size()), {0, 0}))
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triangle.push_back(polygon.at(i));
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triangle.push_back(polygon.at((i + 1) % polygon.size()));
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triangle.push_back({0, 0});
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if (pointInTriangle(x, y, triangle))
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{
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{
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return true;
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return true;
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}
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}
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@ -328,7 +305,7 @@ static void PlaceTreeGroups(uint num_groups)
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do {
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do {
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TileIndex center_tile = RandomTile();
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TileIndex center_tile = RandomTile();
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std::vector<BlobPosition> grove = createRandomStarShapedPolygon(GROVE_RADIUS, GROVE_RESOLUTION);
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std::vector<Point> grove = CreateRandomStarShapedPolygon(GROVE_RADIUS, GROVE_RESOLUTION);
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for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
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for (uint i = 0; i < DEFAULT_TREE_STEPS; i++) {
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IncreaseGeneratingWorldProgress(GWP_TREE);
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IncreaseGeneratingWorldProgress(GWP_TREE);
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@ -339,7 +316,7 @@ static void PlaceTreeGroups(uint num_groups)
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TileIndex cur_tile = TileAddWrap(center_tile, x, y);
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TileIndex cur_tile = TileAddWrap(center_tile, x, y);
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if (cur_tile != INVALID_TILE && CanPlantTreesOnTile(cur_tile, true)) {
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if (cur_tile != INVALID_TILE && CanPlantTreesOnTile(cur_tile, true)) {
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if(pointInStarShapedPolygon(x, y, grove)) {
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if(IsPointInStarShapedPolygon(x, y, grove)) {
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PlaceTree(cur_tile, r);
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PlaceTree(cur_tile, r);
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}
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}
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}
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}
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