no lol
parent
badb0c2ac6
commit
ad517fa463
|
@ -9,6 +9,7 @@
|
|||
#include "blt/gfx/renderer/batch_2d_renderer.h"
|
||||
#include "blt/std/assert.h"
|
||||
#include "imgui.h"
|
||||
#include "shifting.h"
|
||||
#include <variant>
|
||||
#include <random>
|
||||
#include <queue>
|
||||
|
@ -343,8 +344,8 @@ void update(std::int32_t w, std::int32_t h)
|
|||
|
||||
if (ImGui::Button("Eval"))
|
||||
{
|
||||
if (root && root->hasImage())
|
||||
BLT_DEBUG(eval_AMF(root->getImage()));
|
||||
//if (root && root->hasImage())
|
||||
//BLT_DEBUG(eval_AMF(root->getImage()));
|
||||
}
|
||||
|
||||
auto lw = 512.0f;
|
||||
|
|
141
src/shifting.cpp
141
src/shifting.cpp
|
@ -15,6 +15,7 @@
|
|||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
*/
|
||||
#include "blt/std/logging.h"
|
||||
#include <shifting.h>
|
||||
#include <blt/math/vectors.h>
|
||||
#include <vector>
|
||||
|
@ -22,35 +23,145 @@
|
|||
|
||||
inline constexpr char from_char(char c)
|
||||
{
|
||||
return c - 'a';
|
||||
return c;
|
||||
}
|
||||
|
||||
struct vertex
|
||||
struct vertex_data
|
||||
{
|
||||
char name;
|
||||
HASHSET<char> neighbours;
|
||||
blt::vec2 pos;
|
||||
|
||||
vertex(char name, const HASHSET<char>& n): name(from_char(name))
|
||||
vertex_data(char name, const HASHSET<char>& n): name(from_char(name))
|
||||
{
|
||||
for (const auto& v : n)
|
||||
neighbours.insert(from_char(v));
|
||||
}
|
||||
|
||||
vertex_data(char name, const blt::vec2& pos): name(from_char(name)), pos(pos)
|
||||
{}
|
||||
};
|
||||
|
||||
std::vector<vertex> edges = {
|
||||
vertex{'a', {'i', 'e', 'b', 'j', 'h'}},
|
||||
vertex{'b', {'a', 'e', 'c', 'j'}},
|
||||
vertex{'c', {'e', 'd', 'f', 'j', 'b'}},
|
||||
vertex{'d', {'e', 'f', 'c'}},
|
||||
vertex{'e', {'h', 'f', 'd', 'c', 'b', 'a', 'i'}},
|
||||
vertex{'f', {'d', 'e', 'h', 'g', 'j', 'c'}},
|
||||
vertex{'g', {'j', 'f', 'h'}},
|
||||
vertex{'h', {'j', 'g', 'f', 'e', 'i', 'a'}},
|
||||
vertex{'i', {'e', 'a', 'h'}},
|
||||
vertex{'j', {'a', 'b', 'c', 'f', 'g', 'h'}},
|
||||
using Point = const blt::vec2&;
|
||||
|
||||
bool onSegment(Point p, Point q, Point r)
|
||||
{
|
||||
if (q.x() <= std::max(p.x(), r.x()) && q.x() >= std::min(p.x(), r.x()) &&
|
||||
q.y() <= std::max(p.y(), r.y()) && q.y() >= std::min(p.y(), r.y()))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
int orientation(Point p, Point q, Point r)
|
||||
{
|
||||
// for details of below formula.
|
||||
int val = (q.y() - p.y()) * (r.x() - q.x()) -
|
||||
(q.x() - p.x()) * (r.y() - q.y());
|
||||
|
||||
if (val == 0) return 0; // collinear
|
||||
|
||||
return (val > 0) ? 1 : 2; // clock or counterclock wise
|
||||
}
|
||||
|
||||
bool doIntersect(Point p1, Point q1, Point p2, Point q2)
|
||||
{
|
||||
// Find the four orientations needed for general and
|
||||
// special cases
|
||||
int o1 = orientation(p1, q1, p2);
|
||||
int o2 = orientation(p1, q1, q2);
|
||||
int o3 = orientation(p2, q2, p1);
|
||||
int o4 = orientation(p2, q2, q1);
|
||||
|
||||
// General case
|
||||
if (o1 != o2 && o3 != o4)
|
||||
return true;
|
||||
|
||||
// Special Cases
|
||||
// p1, q1 and p2 are collinear and p2 lies on segment p1q1
|
||||
if (o1 == 0 && onSegment(p1, p2, q1)) return true;
|
||||
|
||||
// p1, q1 and q2 are collinear and q2 lies on segment p1q1
|
||||
if (o2 == 0 && onSegment(p1, q2, q1)) return true;
|
||||
|
||||
// p2, q2 and p1 are collinear and p1 lies on segment p2q2
|
||||
if (o3 == 0 && onSegment(p2, p1, q2)) return true;
|
||||
|
||||
// p2, q2 and q1 are collinear and q1 lies on segment p2q2
|
||||
if (o4 == 0 && onSegment(p2, q1, q2)) return true;
|
||||
|
||||
return false; // Doesn't fall in any of the above cases
|
||||
}
|
||||
|
||||
float ccw(const blt::vec2& A, const blt::vec2& B, const blt::vec2& C)
|
||||
{
|
||||
return (C.y() - A.y()) * (B.x() - A.x()) > (B.y() - A.y()) * (C.x() - A.x());
|
||||
}
|
||||
|
||||
// Return true if line segments AB and CD intersect
|
||||
bool intersects(const blt::vec2& A, const blt::vec2& B, const blt::vec2& C, const blt::vec2& D)
|
||||
{
|
||||
return ccw(A, C, D) != ccw(B, C, D) and ccw(A, B, C) != ccw(A, B, D);
|
||||
}
|
||||
|
||||
std::vector<vertex_data> edges = {
|
||||
vertex_data{'a', HASHSET<char>{'i', 'e', 'b', 'j', 'h'}},
|
||||
vertex_data{'b', HASHSET<char>{'a', 'e', 'c', 'j'}},
|
||||
vertex_data{'c', HASHSET<char>{'e', 'd', 'f', 'j', 'b'}},
|
||||
vertex_data{'d', HASHSET<char>{'e', 'f', 'c'}},
|
||||
vertex_data{'e', HASHSET<char>{'h', 'f', 'd', 'c', 'b', 'a', 'i'}},
|
||||
vertex_data{'f', HASHSET<char>{'d', 'e', 'h', 'g', 'j', 'c'}},
|
||||
vertex_data{'g', HASHSET<char>{'j', 'f', 'h'}},
|
||||
vertex_data{'h', HASHSET<char>{'j', 'g', 'f', 'e', 'i', 'a'}},
|
||||
vertex_data{'i', HASHSET<char>{'e', 'a', 'h'}},
|
||||
vertex_data{'j', HASHSET<char>{'a', 'b', 'c', 'f', 'g', 'h'}},
|
||||
};
|
||||
|
||||
void calculate_ordering()
|
||||
HASHSET<char>& getEdges(char c)
|
||||
{
|
||||
for (auto& e : edges)
|
||||
if (e.name == c)
|
||||
return e.neighbours;
|
||||
BLT_FATAL("Failed to find character in edge set");
|
||||
std::exit(2);
|
||||
}
|
||||
|
||||
std::vector<char> order = {
|
||||
from_char('f'),
|
||||
from_char('d'),
|
||||
from_char('c'),
|
||||
from_char('g'),
|
||||
from_char('j'),
|
||||
from_char('b'),
|
||||
from_char('e'),
|
||||
from_char('i'),
|
||||
from_char('a'),
|
||||
from_char('h'),
|
||||
};
|
||||
|
||||
std::vector<vertex_data> out;
|
||||
|
||||
bool has_intersection(Point p, char c)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void shift_right(int units)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void calculate_ordering()
|
||||
{
|
||||
out.push_back(vertex_data{order.back(), blt::vec2{0, 0}});
|
||||
out.back().neighbours = getEdges(out.back().name);
|
||||
order.pop_back();
|
||||
|
||||
out.push_back(vertex_data{order.back(), blt::vec2{2, 0}});
|
||||
out.back().neighbours = getEdges(out.back().name);
|
||||
order.pop_back();
|
||||
|
||||
while (!order.empty())
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue