#include <assert.h>
#include <ctype.h>
#include <math.h>
+#include <float.h>
#include "puzzles.h"
#include "tree234.h"
#include "grid.h"
+#include "penrose.h"
/* Debugging options */
/* Used by the other grid generators. Create a brand new grid with nothing
* initialised (all lists are NULL) */
-static grid *grid_new(void)
+static grid *grid_empty(void)
{
grid *g = snew(grid);
g->faces = NULL;
* Grid generation
*/
-#ifdef DEBUG_GRID
+#ifdef SVG_GRID
+
+#define SVG_DOTS 1
+#define SVG_EDGES 2
+#define SVG_FACES 4
+
+#define FACE_COLOUR "red"
+#define EDGE_COLOUR "blue"
+#define DOT_COLOUR "black"
+
+static void grid_output_svg(FILE *fp, grid *g, int which)
+{
+ int i, j;
+
+ fprintf(fp,"\
+<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\"?>\n\
+<!DOCTYPE svg PUBLIC \"-//W3C//DTD SVG 20010904//EN\"\n\
+\"http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd\">\n\
+\n\
+<svg xmlns=\"http://www.w3.org/2000/svg\"\n\
+xmlns:xlink=\"http://www.w3.org/1999/xlink\">\n\n");
+
+ if (which & SVG_FACES) {
+ fprintf(fp, "<g>\n");
+ for (i = 0; i < g->num_faces; i++) {
+ grid_face *f = g->faces + i;
+ fprintf(fp, "<polygon points=\"");
+ for (j = 0; j < f->order; j++) {
+ grid_dot *d = f->dots[j];
+ fprintf(fp, "%s%d,%d", (j == 0) ? "" : " ",
+ d->x, d->y);
+ }
+ fprintf(fp, "\" style=\"fill: %s; fill-opacity: 0.2; stroke: %s\" />\n",
+ FACE_COLOUR, FACE_COLOUR);
+ }
+ fprintf(fp, "</g>\n");
+ }
+ if (which & SVG_EDGES) {
+ fprintf(fp, "<g>\n");
+ for (i = 0; i < g->num_edges; i++) {
+ grid_edge *e = g->edges + i;
+ grid_dot *d1 = e->dot1, *d2 = e->dot2;
+
+ fprintf(fp, "<line x1=\"%d\" y1=\"%d\" x2=\"%d\" y2=\"%d\" "
+ "style=\"stroke: %s\" />\n",
+ d1->x, d1->y, d2->x, d2->y, EDGE_COLOUR);
+ }
+ fprintf(fp, "</g>\n");
+ }
+
+ if (which & SVG_DOTS) {
+ fprintf(fp, "<g>\n");
+ for (i = 0; i < g->num_dots; i++) {
+ grid_dot *d = g->dots + i;
+ fprintf(fp, "<ellipse cx=\"%d\" cy=\"%d\" rx=\"%d\" ry=\"%d\" fill=\"%s\" />",
+ d->x, d->y, g->tilesize/20, g->tilesize/20, DOT_COLOUR);
+ }
+ fprintf(fp, "</g>\n");
+ }
+
+ fprintf(fp, "</svg>\n");
+}
+#endif
+
+#ifdef SVG_GRID
+#include <errno.h>
+
+static void grid_try_svg(grid *g, int which)
+{
+ char *svg = getenv("PUZZLES_SVG_GRID");
+ if (svg) {
+ FILE *svgf = fopen(svg, "w");
+ if (svgf) {
+ grid_output_svg(svgf, g, which);
+ fclose(svgf);
+ } else {
+ fprintf(stderr, "Unable to open file `%s': %s", svg, strerror(errno));
+ }
+ }
+}
+#endif
+
/* Show the basic grid information, before doing grid_make_consistent */
-static void grid_print_basic(grid *g)
+static void grid_debug_basic(grid *g)
{
/* TODO: Maybe we should generate an SVG image of the dots and lines
* of the grid here, before grid_make_consistent.
* Would help with debugging grid generation. */
+#ifdef DEBUG_GRID
int i;
printf("--- Basic Grid Data ---\n");
for (i = 0; i < g->num_faces; i++) {
}
printf("]\n");
}
+#endif
+#ifdef SVG_GRID
+ grid_try_svg(g, SVG_FACES);
+#endif
}
+
/* Show the derived grid information, computed by grid_make_consistent */
-static void grid_print_derived(grid *g)
+static void grid_debug_derived(grid *g)
{
+#ifdef DEBUG_GRID
/* edges */
int i;
printf("--- Derived Grid Data ---\n");
}
printf("]\n");
}
+#endif
+#ifdef SVG_GRID
+ grid_try_svg(g, SVG_DOTS | SVG_EDGES | SVG_FACES);
+#endif
}
-#endif /* DEBUG_GRID */
/* Helper function for building incomplete-edges list in
* grid_make_consistent() */
return 0;
}
+/*
+ * 'Vigorously trim' a grid, by which I mean deleting any isolated or
+ * uninteresting faces. By which, in turn, I mean: ensure that the
+ * grid is composed solely of faces adjacent to at least one
+ * 'landlocked' dot (i.e. one not in contact with the infinite
+ * exterior face), and that all those dots are in a single connected
+ * component.
+ *
+ * This function operates on, and returns, a grid satisfying the
+ * preconditions to grid_make_consistent() rather than the
+ * postconditions. (So call it first.)
+ */
+static void grid_trim_vigorously(grid *g)
+{
+ int *dotpairs, *faces, *dots;
+ int *dsf;
+ int i, j, k, size, newfaces, newdots;
+
+ /*
+ * First construct a matrix in which each ordered pair of dots is
+ * mapped to the index of the face in which those dots occur in
+ * that order.
+ */
+ dotpairs = snewn(g->num_dots * g->num_dots, int);
+ for (i = 0; i < g->num_dots; i++)
+ for (j = 0; j < g->num_dots; j++)
+ dotpairs[i*g->num_dots+j] = -1;
+ for (i = 0; i < g->num_faces; i++) {
+ grid_face *f = g->faces + i;
+ int dot0 = f->dots[f->order-1] - g->dots;
+ for (j = 0; j < f->order; j++) {
+ int dot1 = f->dots[j] - g->dots;
+ dotpairs[dot0 * g->num_dots + dot1] = i;
+ dot0 = dot1;
+ }
+ }
+
+ /*
+ * Now we can identify landlocked dots: they're the ones all of
+ * whose edges have a mirror-image counterpart in this matrix.
+ */
+ dots = snewn(g->num_dots, int);
+ for (i = 0; i < g->num_dots; i++) {
+ dots[i] = TRUE;
+ for (j = 0; j < g->num_dots; j++) {
+ if ((dotpairs[i*g->num_dots+j] >= 0) ^
+ (dotpairs[j*g->num_dots+i] >= 0))
+ dots[i] = FALSE; /* non-duplicated edge: coastal dot */
+ }
+ }
+
+ /*
+ * Now identify connected pairs of landlocked dots, and form a dsf
+ * unifying them.
+ */
+ dsf = snew_dsf(g->num_dots);
+ for (i = 0; i < g->num_dots; i++)
+ for (j = 0; j < i; j++)
+ if (dots[i] && dots[j] &&
+ dotpairs[i*g->num_dots+j] >= 0 &&
+ dotpairs[j*g->num_dots+i] >= 0)
+ dsf_merge(dsf, i, j);
+
+ /*
+ * Now look for the largest component.
+ */
+ size = 0;
+ j = -1;
+ for (i = 0; i < g->num_dots; i++) {
+ int newsize;
+ if (dots[i] && dsf_canonify(dsf, i) == i &&
+ (newsize = dsf_size(dsf, i)) > size) {
+ j = i;
+ size = newsize;
+ }
+ }
+
+ /*
+ * Work out which faces we're going to keep (precisely those with
+ * at least one dot in the same connected component as j) and
+ * which dots (those required by any face we're keeping).
+ *
+ * At this point we reuse the 'dots' array to indicate the dots
+ * we're keeping, rather than the ones that are landlocked.
+ */
+ faces = snewn(g->num_faces, int);
+ for (i = 0; i < g->num_faces; i++)
+ faces[i] = 0;
+ for (i = 0; i < g->num_dots; i++)
+ dots[i] = 0;
+ for (i = 0; i < g->num_faces; i++) {
+ grid_face *f = g->faces + i;
+ int keep = FALSE;
+ for (k = 0; k < f->order; k++)
+ if (dsf_canonify(dsf, f->dots[k] - g->dots) == j)
+ keep = TRUE;
+ if (keep) {
+ faces[i] = TRUE;
+ for (k = 0; k < f->order; k++)
+ dots[f->dots[k]-g->dots] = TRUE;
+ }
+ }
+
+ /*
+ * Work out the new indices of those faces and dots, when we
+ * compact the arrays containing them.
+ */
+ for (i = newfaces = 0; i < g->num_faces; i++)
+ faces[i] = (faces[i] ? newfaces++ : -1);
+ for (i = newdots = 0; i < g->num_dots; i++)
+ dots[i] = (dots[i] ? newdots++ : -1);
+
+ /*
+ * Free the dynamically allocated 'dots' pointer lists in faces
+ * we're going to discard.
+ */
+ for (i = 0; i < g->num_faces; i++)
+ if (faces[i] < 0)
+ sfree(g->faces[i].dots);
+
+ /*
+ * Go through and compact the arrays.
+ */
+ for (i = 0; i < g->num_dots; i++)
+ if (dots[i] >= 0) {
+ grid_dot *dnew = g->dots + dots[i], *dold = g->dots + i;
+ *dnew = *dold; /* structure copy */
+ }
+ for (i = 0; i < g->num_faces; i++)
+ if (faces[i] >= 0) {
+ grid_face *fnew = g->faces + faces[i], *fold = g->faces + i;
+ *fnew = *fold; /* structure copy */
+ for (j = 0; j < fnew->order; j++) {
+ /*
+ * Reindex the dots in this face.
+ */
+ k = fnew->dots[j] - g->dots;
+ fnew->dots[j] = g->dots + dots[k];
+ }
+ }
+ g->num_faces = newfaces;
+ g->num_dots = newdots;
+
+ sfree(dotpairs);
+ sfree(dsf);
+ sfree(dots);
+ sfree(faces);
+}
+
/* Input: grid has its dots and faces initialised:
* - dots have (optionally) x and y coordinates, but no edges or faces
* (pointers are NULL).
tree234 *incomplete_edges;
grid_edge *next_new_edge; /* Where new edge will go into g->edges */
-#ifdef DEBUG_GRID
- grid_print_basic(g);
-#endif
+ grid_debug_basic(g);
/* ====== Stage 1 ======
* Generate edges
g->highest_y = max(g->highest_y, d->y);
}
}
-
-#ifdef DEBUG_GRID
- grid_print_derived(g);
-#endif
+
+ grid_debug_derived(g);
}
/* Helpers for making grid-generation easier. These functions are only
}
if (in) {
+#ifdef HUGE_VAL
double mindist = HUGE_VAL;
+#else
+#ifdef DBL_MAX
+ double mindist = DBL_MAX;
+#else
+#error No way to get maximum floating-point number.
+#endif
+#endif
int e, d;
/*
* arithmetic here!
*/
-grid *grid_new_square(int width, int height)
+#define SQUARE_TILESIZE 20
+
+static void grid_size_square(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int a = SQUARE_TILESIZE;
+
+ *tilesize = a;
+ *xextent = width * a;
+ *yextent = height * a;
+}
+
+static grid *grid_new_square(int width, int height, const char *desc)
{
int x, y;
/* Side length */
- int a = 20;
+ int a = SQUARE_TILESIZE;
/* Upper bounds - don't have to be exact */
int max_faces = width * height;
tree234 *points;
- grid *g = grid_new();
+ grid *g = grid_empty();
g->tilesize = a;
g->faces = snewn(max_faces, grid_face);
g->dots = snewn(max_dots, grid_dot);
return g;
}
-grid *grid_new_honeycomb(int width, int height)
+#define HONEY_TILESIZE 45
+/* Vector for side of hexagon - ratio is close to sqrt(3) */
+#define HONEY_A 15
+#define HONEY_B 26
+
+static void grid_size_honeycomb(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int a = HONEY_A;
+ int b = HONEY_B;
+
+ *tilesize = HONEY_TILESIZE;
+ *xextent = (3 * a * (width-1)) + 4*a;
+ *yextent = (2 * b * (height-1)) + 3*b;
+}
+
+static grid *grid_new_honeycomb(int width, int height, const char *desc)
{
int x, y;
- /* Vector for side of hexagon - ratio is close to sqrt(3) */
- int a = 15;
- int b = 26;
+ int a = HONEY_A;
+ int b = HONEY_B;
/* Upper bounds - don't have to be exact */
int max_faces = width * height;
int max_dots = 2 * (width + 1) * (height + 1);
-
+
tree234 *points;
- grid *g = grid_new();
- g->tilesize = 3 * a;
+ grid *g = grid_empty();
+ g->tilesize = HONEY_TILESIZE;
g->faces = snewn(max_faces, grid_face);
g->dots = snewn(max_dots, grid_dot);
return g;
}
+#define TRIANGLE_TILESIZE 18
+/* Vector for side of triangle - ratio is close to sqrt(3) */
+#define TRIANGLE_VEC_X 15
+#define TRIANGLE_VEC_Y 26
+
+static void grid_size_triangular(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int vec_x = TRIANGLE_VEC_X;
+ int vec_y = TRIANGLE_VEC_Y;
+
+ *tilesize = TRIANGLE_TILESIZE;
+ *xextent = (width+1) * 2 * vec_x;
+ *yextent = height * vec_y;
+}
+
+static char *grid_validate_desc_triangular(grid_type type, int width,
+ int height, const char *desc)
+{
+ /*
+ * Triangular grids: an absent description is valid (indicating
+ * the old-style approach which had 'ears', i.e. triangles
+ * connected to only one other face, at some grid corners), and so
+ * is a description reading just "0" (indicating the new-style
+ * approach in which those ears are trimmed off). Anything else is
+ * illegal.
+ */
+
+ if (!desc || !strcmp(desc, "0"))
+ return NULL;
+
+ return "Unrecognised grid description.";
+}
+
/* Doesn't use the previous method of generation, it pre-dates it!
* A triangular grid is just about simple enough to do by "brute force" */
-grid *grid_new_triangular(int width, int height)
+static grid *grid_new_triangular(int width, int height, const char *desc)
{
int x,y;
+ int version = (desc == NULL ? -1 : atoi(desc));
/* Vector for side of triangle - ratio is close to sqrt(3) */
- int vec_x = 15;
- int vec_y = 26;
+ int vec_x = TRIANGLE_VEC_X;
+ int vec_y = TRIANGLE_VEC_Y;
int index;
/* convenient alias */
int w = width + 1;
- grid *g = grid_new();
- g->tilesize = 18; /* adjust to your taste */
-
- g->num_faces = width * height * 2;
- g->num_dots = (width + 1) * (height + 1);
- g->faces = snewn(g->num_faces, grid_face);
- g->dots = snewn(g->num_dots, grid_dot);
-
- /* generate dots */
- index = 0;
- for (y = 0; y <= height; y++) {
- for (x = 0; x <= width; x++) {
- grid_dot *d = g->dots + index;
- /* odd rows are offset to the right */
- d->order = 0;
- d->edges = NULL;
- d->faces = NULL;
- d->x = x * 2 * vec_x + ((y % 2) ? vec_x : 0);
- d->y = y * vec_y;
- index++;
+ grid *g = grid_empty();
+ g->tilesize = TRIANGLE_TILESIZE;
+
+ if (version == -1) {
+ /*
+ * Old-style triangular grid generation, preserved as-is for
+ * backwards compatibility with old game ids, in which it's
+ * just a little asymmetric and there are 'ears' (faces linked
+ * to only one other face) at two grid corners.
+ *
+ * Example old-style game ids, which should still work, and in
+ * which you should see the ears in the TL/BR corners on the
+ * first one and in the TL/BL corners on the second:
+ *
+ * 5x5t1:2c2a1a2a201a1a1a1112a1a2b1211f0b21a2a2a0a
+ * 5x6t1:a022a212h1a1d1a12c2b11a012b1a20d1a0a12e
+ */
+
+ g->num_faces = width * height * 2;
+ g->num_dots = (width + 1) * (height + 1);
+ g->faces = snewn(g->num_faces, grid_face);
+ g->dots = snewn(g->num_dots, grid_dot);
+
+ /* generate dots */
+ index = 0;
+ for (y = 0; y <= height; y++) {
+ for (x = 0; x <= width; x++) {
+ grid_dot *d = g->dots + index;
+ /* odd rows are offset to the right */
+ d->order = 0;
+ d->edges = NULL;
+ d->faces = NULL;
+ d->x = x * 2 * vec_x + ((y % 2) ? vec_x : 0);
+ d->y = y * vec_y;
+ index++;
+ }
}
- }
- /* generate faces */
- index = 0;
- for (y = 0; y < height; y++) {
- for (x = 0; x < width; x++) {
- /* initialise two faces for this (x,y) */
- grid_face *f1 = g->faces + index;
- grid_face *f2 = f1 + 1;
- f1->edges = NULL;
- f1->order = 3;
- f1->dots = snewn(f1->order, grid_dot*);
- f2->edges = NULL;
- f2->order = 3;
- f2->dots = snewn(f2->order, grid_dot*);
-
- /* face descriptions depend on whether the row-number is
- * odd or even */
+ /* generate faces */
+ index = 0;
+ for (y = 0; y < height; y++) {
+ for (x = 0; x < width; x++) {
+ /* initialise two faces for this (x,y) */
+ grid_face *f1 = g->faces + index;
+ grid_face *f2 = f1 + 1;
+ f1->edges = NULL;
+ f1->order = 3;
+ f1->dots = snewn(f1->order, grid_dot*);
+ f1->has_incentre = FALSE;
+ f2->edges = NULL;
+ f2->order = 3;
+ f2->dots = snewn(f2->order, grid_dot*);
+ f2->has_incentre = FALSE;
+
+ /* face descriptions depend on whether the row-number is
+ * odd or even */
+ if (y % 2) {
+ f1->dots[0] = g->dots + y * w + x;
+ f1->dots[1] = g->dots + (y + 1) * w + x + 1;
+ f1->dots[2] = g->dots + (y + 1) * w + x;
+ f2->dots[0] = g->dots + y * w + x;
+ f2->dots[1] = g->dots + y * w + x + 1;
+ f2->dots[2] = g->dots + (y + 1) * w + x + 1;
+ } else {
+ f1->dots[0] = g->dots + y * w + x;
+ f1->dots[1] = g->dots + y * w + x + 1;
+ f1->dots[2] = g->dots + (y + 1) * w + x;
+ f2->dots[0] = g->dots + y * w + x + 1;
+ f2->dots[1] = g->dots + (y + 1) * w + x + 1;
+ f2->dots[2] = g->dots + (y + 1) * w + x;
+ }
+ index += 2;
+ }
+ }
+ } else {
+ /*
+ * New-style approach, in which there are never any 'ears',
+ * and if height is even then the grid is nicely 4-way
+ * symmetric.
+ *
+ * Example new-style grids:
+ *
+ * 5x5t1:0_21120b11a1a01a1a00c1a0b211021c1h1a2a1a0a
+ * 5x6t1:0_a1212c22c2a02a2f22a0c12a110d0e1c0c0a101121a1
+ */
+ tree234 *points = newtree234(grid_point_cmp_fn);
+ /* Upper bounds - don't have to be exact */
+ int max_faces = height * (2*width+1);
+ int max_dots = (height+1) * (width+1) * 4;
+
+ g->faces = snewn(max_faces, grid_face);
+ g->dots = snewn(max_dots, grid_dot);
+
+ for (y = 0; y < height; y++) {
+ /*
+ * Each row contains (width+1) triangles one way up, and
+ * (width) triangles the other way up. Which way up is
+ * which varies with parity of y. Also, the dots around
+ * each face will flip direction with parity of y, so we
+ * set up n1 and n2 to cope with that easily.
+ */
+ int y0, y1, n1, n2;
+ y0 = y1 = y * vec_y;
if (y % 2) {
- f1->dots[0] = g->dots + y * w + x;
- f1->dots[1] = g->dots + (y + 1) * w + x + 1;
- f1->dots[2] = g->dots + (y + 1) * w + x;
- f2->dots[0] = g->dots + y * w + x;
- f2->dots[1] = g->dots + y * w + x + 1;
- f2->dots[2] = g->dots + (y + 1) * w + x + 1;
+ y1 += vec_y;
+ n1 = 2; n2 = 1;
} else {
- f1->dots[0] = g->dots + y * w + x;
- f1->dots[1] = g->dots + y * w + x + 1;
- f1->dots[2] = g->dots + (y + 1) * w + x;
- f2->dots[0] = g->dots + y * w + x + 1;
- f2->dots[1] = g->dots + (y + 1) * w + x + 1;
- f2->dots[2] = g->dots + (y + 1) * w + x;
+ y0 += vec_y;
+ n1 = 1; n2 = 2;
+ }
+
+ for (x = 0; x <= width; x++) {
+ int x0 = 2*x * vec_x, x1 = x0 + vec_x, x2 = x1 + vec_x;
+
+ /*
+ * If the grid has odd height, then we skip the first
+ * and last triangles on this row, otherwise they'll
+ * end up as ears.
+ */
+ if (height % 2 == 1 && y == height-1 && (x == 0 || x == width))
+ continue;
+
+ grid_face_add_new(g, 3);
+ grid_face_set_dot(g, grid_get_dot(g, points, x0, y0), 0);
+ grid_face_set_dot(g, grid_get_dot(g, points, x1, y1), n1);
+ grid_face_set_dot(g, grid_get_dot(g, points, x2, y0), n2);
+ }
+
+ for (x = 0; x < width; x++) {
+ int x0 = (2*x+1) * vec_x, x1 = x0 + vec_x, x2 = x1 + vec_x;
+
+ grid_face_add_new(g, 3);
+ grid_face_set_dot(g, grid_get_dot(g, points, x0, y1), 0);
+ grid_face_set_dot(g, grid_get_dot(g, points, x1, y0), n2);
+ grid_face_set_dot(g, grid_get_dot(g, points, x2, y1), n1);
}
- index += 2;
}
+
+ freetree234(points);
+ assert(g->num_faces <= max_faces);
+ assert(g->num_dots <= max_dots);
}
grid_make_consistent(g);
return g;
}
-grid *grid_new_snubsquare(int width, int height)
+#define SNUBSQUARE_TILESIZE 18
+/* Vector for side of triangle - ratio is close to sqrt(3) */
+#define SNUBSQUARE_A 15
+#define SNUBSQUARE_B 26
+
+static void grid_size_snubsquare(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int a = SNUBSQUARE_A;
+ int b = SNUBSQUARE_B;
+
+ *tilesize = SNUBSQUARE_TILESIZE;
+ *xextent = (a+b) * (width-1) + a + b;
+ *yextent = (a+b) * (height-1) + a + b;
+}
+
+static grid *grid_new_snubsquare(int width, int height, const char *desc)
{
int x, y;
- /* Vector for side of triangle - ratio is close to sqrt(3) */
- int a = 15;
- int b = 26;
+ int a = SNUBSQUARE_A;
+ int b = SNUBSQUARE_B;
/* Upper bounds - don't have to be exact */
int max_faces = 3 * width * height;
int max_dots = 2 * (width + 1) * (height + 1);
-
+
tree234 *points;
- grid *g = grid_new();
- g->tilesize = 18;
+ grid *g = grid_empty();
+ g->tilesize = SNUBSQUARE_TILESIZE;
g->faces = snewn(max_faces, grid_face);
g->dots = snewn(max_dots, grid_dot);
return g;
}
-grid *grid_new_cairo(int width, int height)
+#define CAIRO_TILESIZE 40
+/* Vector for side of pentagon - ratio is close to (4+sqrt(7))/3 */
+#define CAIRO_A 14
+#define CAIRO_B 31
+
+static void grid_size_cairo(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int b = CAIRO_B; /* a unused in determining grid size. */
+
+ *tilesize = CAIRO_TILESIZE;
+ *xextent = 2*b*(width-1) + 2*b;
+ *yextent = 2*b*(height-1) + 2*b;
+}
+
+static grid *grid_new_cairo(int width, int height, const char *desc)
{
int x, y;
- /* Vector for side of pentagon - ratio is close to (4+sqrt(7))/3 */
- int a = 14;
- int b = 31;
+ int a = CAIRO_A;
+ int b = CAIRO_B;
/* Upper bounds - don't have to be exact */
int max_faces = 2 * width * height;
int max_dots = 3 * (width + 1) * (height + 1);
-
+
tree234 *points;
- grid *g = grid_new();
- g->tilesize = 40;
+ grid *g = grid_empty();
+ g->tilesize = CAIRO_TILESIZE;
g->faces = snewn(max_faces, grid_face);
g->dots = snewn(max_dots, grid_dot);
return g;
}
-grid *grid_new_greathexagonal(int width, int height)
+#define GREATHEX_TILESIZE 18
+/* Vector for side of triangle - ratio is close to sqrt(3) */
+#define GREATHEX_A 15
+#define GREATHEX_B 26
+
+static void grid_size_greathexagonal(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int a = GREATHEX_A;
+ int b = GREATHEX_B;
+
+ *tilesize = GREATHEX_TILESIZE;
+ *xextent = (3*a + b) * (width-1) + 4*a;
+ *yextent = (2*a + 2*b) * (height-1) + 3*b + a;
+}
+
+static grid *grid_new_greathexagonal(int width, int height, const char *desc)
{
int x, y;
- /* Vector for side of triangle - ratio is close to sqrt(3) */
- int a = 15;
- int b = 26;
+ int a = GREATHEX_A;
+ int b = GREATHEX_B;
/* Upper bounds - don't have to be exact */
int max_faces = 6 * (width + 1) * (height + 1);
tree234 *points;
- grid *g = grid_new();
- g->tilesize = 18;
+ grid *g = grid_empty();
+ g->tilesize = GREATHEX_TILESIZE;
g->faces = snewn(max_faces, grid_face);
g->dots = snewn(max_dots, grid_dot);
return g;
}
-grid *grid_new_octagonal(int width, int height)
+#define OCTAGONAL_TILESIZE 40
+/* b/a approx sqrt(2) */
+#define OCTAGONAL_A 29
+#define OCTAGONAL_B 41
+
+static void grid_size_octagonal(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int a = OCTAGONAL_A;
+ int b = OCTAGONAL_B;
+
+ *tilesize = OCTAGONAL_TILESIZE;
+ *xextent = (2*a + b) * width;
+ *yextent = (2*a + b) * height;
+}
+
+static grid *grid_new_octagonal(int width, int height, const char *desc)
{
int x, y;
- /* b/a approx sqrt(2) */
- int a = 29;
- int b = 41;
+ int a = OCTAGONAL_A;
+ int b = OCTAGONAL_B;
/* Upper bounds - don't have to be exact */
int max_faces = 2 * width * height;
tree234 *points;
- grid *g = grid_new();
- g->tilesize = 40;
+ grid *g = grid_empty();
+ g->tilesize = OCTAGONAL_TILESIZE;
g->faces = snewn(max_faces, grid_face);
g->dots = snewn(max_dots, grid_dot);
return g;
}
-grid *grid_new_kites(int width, int height)
+#define KITE_TILESIZE 40
+/* b/a approx sqrt(3) */
+#define KITE_A 15
+#define KITE_B 26
+
+static void grid_size_kites(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int a = KITE_A;
+ int b = KITE_B;
+
+ *tilesize = KITE_TILESIZE;
+ *xextent = 4*b * width + 2*b;
+ *yextent = 6*a * (height-1) + 8*a;
+}
+
+static grid *grid_new_kites(int width, int height, const char *desc)
{
int x, y;
- /* b/a approx sqrt(3) */
- int a = 15;
- int b = 26;
+ int a = KITE_A;
+ int b = KITE_B;
/* Upper bounds - don't have to be exact */
int max_faces = 6 * width * height;
tree234 *points;
- grid *g = grid_new();
- g->tilesize = 40;
+ grid *g = grid_empty();
+ g->tilesize = KITE_TILESIZE;
g->faces = snewn(max_faces, grid_face);
g->dots = snewn(max_dots, grid_dot);
return g;
}
-grid *grid_new_floret(int width, int height)
+#define FLORET_TILESIZE 150
+/* -py/px is close to tan(30 - atan(sqrt(3)/9))
+ * using py=26 makes everything lean to the left, rather than right
+ */
+#define FLORET_PX 75
+#define FLORET_PY -26
+
+static void grid_size_floret(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int px = FLORET_PX, py = FLORET_PY; /* |( 75, -26)| = 79.43 */
+ int qx = 4*px/5, qy = -py*2; /* |( 60, 52)| = 79.40 */
+ int ry = qy-py;
+ /* rx unused in determining grid size. */
+
+ *tilesize = FLORET_TILESIZE;
+ *xextent = (6*px+3*qx)/2 * (width-1) + 4*qx + 2*px;
+ *yextent = (5*qy-4*py) * (height-1) + 4*qy + 2*ry;
+}
+
+static grid *grid_new_floret(int width, int height, const char *desc)
{
int x, y;
/* Vectors for sides; weird numbers needed to keep puzzle aligned with window
* -py/px is close to tan(30 - atan(sqrt(3)/9))
* using py=26 makes everything lean to the left, rather than right
*/
- int px = 75, py = -26; /* |( 75, -26)| = 79.43 */
- int qx = 4*px/5, qy = -py*2; /* |( 60, 52)| = 79.40 */
- int rx = qx-px, ry = qy-py; /* |(-15, 78)| = 79.38 */
+ int px = FLORET_PX, py = FLORET_PY; /* |( 75, -26)| = 79.43 */
+ int qx = 4*px/5, qy = -py*2; /* |( 60, 52)| = 79.40 */
+ int rx = qx-px, ry = qy-py; /* |(-15, 78)| = 79.38 */
/* Upper bounds - don't have to be exact */
int max_faces = 6 * width * height;
int max_dots = 9 * (width + 1) * (height + 1);
-
+
tree234 *points;
- grid *g = grid_new();
- g->tilesize = 2 * px;
+ grid *g = grid_empty();
+ g->tilesize = FLORET_TILESIZE;
g->faces = snewn(max_faces, grid_face);
g->dots = snewn(max_dots, grid_dot);
return g;
}
-grid *grid_new_dodecagonal(int width, int height)
+/* DODEC_* are used for dodecagonal and great-dodecagonal grids. */
+#define DODEC_TILESIZE 26
+/* Vector for side of triangle - ratio is close to sqrt(3) */
+#define DODEC_A 15
+#define DODEC_B 26
+
+static void grid_size_dodecagonal(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int a = DODEC_A;
+ int b = DODEC_B;
+
+ *tilesize = DODEC_TILESIZE;
+ *xextent = (4*a + 2*b) * (width-1) + 3*(2*a + b);
+ *yextent = (3*a + 2*b) * (height-1) + 2*(2*a + b);
+}
+
+static grid *grid_new_dodecagonal(int width, int height, const char *desc)
{
int x, y;
- /* Vector for side of triangle - ratio is close to sqrt(3) */
- int a = 15;
- int b = 26;
+ int a = DODEC_A;
+ int b = DODEC_B;
/* Upper bounds - don't have to be exact */
int max_faces = 3 * width * height;
tree234 *points;
- grid *g = grid_new();
- g->tilesize = b;
+ grid *g = grid_empty();
+ g->tilesize = DODEC_TILESIZE;
g->faces = snewn(max_faces, grid_face);
g->dots = snewn(max_dots, grid_dot);
return g;
}
-grid *grid_new_greatdodecagonal(int width, int height)
+static void grid_size_greatdodecagonal(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int a = DODEC_A;
+ int b = DODEC_B;
+
+ *tilesize = DODEC_TILESIZE;
+ *xextent = (6*a + 2*b) * (width-1) + 2*(2*a + b) + 3*a + b;
+ *yextent = (3*a + 3*b) * (height-1) + 2*(2*a + b);
+}
+
+static grid *grid_new_greatdodecagonal(int width, int height, const char *desc)
{
int x, y;
/* Vector for side of triangle - ratio is close to sqrt(3) */
- int a = 15;
- int b = 26;
+ int a = DODEC_A;
+ int b = DODEC_B;
/* Upper bounds - don't have to be exact */
int max_faces = 30 * width * height;
tree234 *points;
- grid *g = grid_new();
- g->tilesize = b;
+ grid *g = grid_empty();
+ g->tilesize = DODEC_TILESIZE;
g->faces = snewn(max_faces, grid_face);
g->dots = snewn(max_dots, grid_dot);
return g;
}
+typedef struct setface_ctx
+{
+ int xmin, xmax, ymin, ymax;
+
+ grid *g;
+ tree234 *points;
+} setface_ctx;
+
+static double round_int_nearest_away(double r)
+{
+ return (r > 0.0) ? floor(r + 0.5) : ceil(r - 0.5);
+}
+
+static int set_faces(penrose_state *state, vector *vs, int n, int depth)
+{
+ setface_ctx *sf_ctx = (setface_ctx *)state->ctx;
+ int i;
+ int xs[4], ys[4];
+
+ if (depth < state->max_depth) return 0;
+#ifdef DEBUG_PENROSE
+ if (n != 4) return 0; /* triangles are sent as debugging. */
+#endif
+
+ for (i = 0; i < n; i++) {
+ double tx = v_x(vs, i), ty = v_y(vs, i);
+
+ xs[i] = (int)round_int_nearest_away(tx);
+ ys[i] = (int)round_int_nearest_away(ty);
+
+ if (xs[i] < sf_ctx->xmin || xs[i] > sf_ctx->xmax) return 0;
+ if (ys[i] < sf_ctx->ymin || ys[i] > sf_ctx->ymax) return 0;
+ }
+
+ grid_face_add_new(sf_ctx->g, n);
+ debug(("penrose: new face l=%f gen=%d...",
+ penrose_side_length(state->start_size, depth), depth));
+ for (i = 0; i < n; i++) {
+ grid_dot *d = grid_get_dot(sf_ctx->g, sf_ctx->points,
+ xs[i], ys[i]);
+ grid_face_set_dot(sf_ctx->g, d, i);
+ debug((" ... dot 0x%x (%d,%d) (was %2.2f,%2.2f)",
+ d, d->x, d->y, v_x(vs, i), v_y(vs, i)));
+ }
+
+ return 0;
+}
+
+#define PENROSE_TILESIZE 100
+
+static void grid_size_penrose(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ int l = PENROSE_TILESIZE;
+
+ *tilesize = l;
+ *xextent = l * width;
+ *yextent = l * height;
+}
+
+static grid *grid_new_penrose(int width, int height, int which, const char *desc); /* forward reference */
+
+static char *grid_new_desc_penrose(grid_type type, int width, int height, random_state *rs)
+{
+ int tilesize = PENROSE_TILESIZE, startsz, depth, xoff, yoff, aoff;
+ double outer_radius;
+ int inner_radius;
+ char gd[255];
+ int which = (type == GRID_PENROSE_P2 ? PENROSE_P2 : PENROSE_P3);
+ grid *g;
+
+ while (1) {
+ /* We want to produce a random bit of penrose tiling, so we
+ * calculate a random offset (within the patch that penrose.c
+ * calculates for us) and an angle (multiple of 36) to rotate
+ * the patch. */
+
+ penrose_calculate_size(which, tilesize, width, height,
+ &outer_radius, &startsz, &depth);
+
+ /* Calculate radius of (circumcircle of) patch, subtract from
+ * radius calculated. */
+ inner_radius = (int)(outer_radius - sqrt(width*width + height*height));
+
+ /* Pick a random offset (the easy way: choose within outer
+ * square, discarding while it's outside the circle) */
+ do {
+ xoff = random_upto(rs, 2*inner_radius) - inner_radius;
+ yoff = random_upto(rs, 2*inner_radius) - inner_radius;
+ } while (sqrt(xoff*xoff+yoff*yoff) > inner_radius);
+
+ aoff = random_upto(rs, 360/36) * 36;
+
+ debug(("grid_desc: ts %d, %dx%d patch, orad %2.2f irad %d",
+ tilesize, width, height, outer_radius, inner_radius));
+ debug((" -> xoff %d yoff %d aoff %d", xoff, yoff, aoff));
+
+ sprintf(gd, "G%d,%d,%d", xoff, yoff, aoff);
+
+ /*
+ * Now test-generate our grid, to make sure it actually
+ * produces something.
+ */
+ g = grid_new_penrose(width, height, which, gd);
+ if (g) {
+ grid_free(g);
+ break;
+ }
+ /* If not, go back to the top of this while loop and try again
+ * with a different random offset. */
+ }
+
+ return dupstr(gd);
+}
+
+static char *grid_validate_desc_penrose(grid_type type, int width, int height,
+ const char *desc)
+{
+ int tilesize = PENROSE_TILESIZE, startsz, depth, xoff, yoff, aoff, inner_radius;
+ double outer_radius;
+ int which = (type == GRID_PENROSE_P2 ? PENROSE_P2 : PENROSE_P3);
+ grid *g;
+
+ if (!desc)
+ return "Missing grid description string.";
+
+ penrose_calculate_size(which, tilesize, width, height,
+ &outer_radius, &startsz, &depth);
+ inner_radius = (int)(outer_radius - sqrt(width*width + height*height));
+
+ if (sscanf(desc, "G%d,%d,%d", &xoff, &yoff, &aoff) != 3)
+ return "Invalid format grid description string.";
+
+ if (sqrt(xoff*xoff + yoff*yoff) > inner_radius)
+ return "Patch offset out of bounds.";
+ if ((aoff % 36) != 0 || aoff < 0 || aoff >= 360)
+ return "Angle offset out of bounds.";
+
+ /*
+ * Test-generate to ensure these parameters don't end us up with
+ * no grid at all.
+ */
+ g = grid_new_penrose(width, height, which, desc);
+ if (!g)
+ return "Patch coordinates do not identify a usable grid fragment";
+ grid_free(g);
+
+ return NULL;
+}
+
+/*
+ * We're asked for a grid of a particular size, and we generate enough
+ * of the tiling so we can be sure to have enough random grid from which
+ * to pick.
+ */
+
+static grid *grid_new_penrose(int width, int height, int which, const char *desc)
+{
+ int max_faces, max_dots, tilesize = PENROSE_TILESIZE;
+ int xsz, ysz, xoff, yoff, aoff;
+ double rradius;
+
+ tree234 *points;
+ grid *g;
+
+ penrose_state ps;
+ setface_ctx sf_ctx;
+
+ penrose_calculate_size(which, tilesize, width, height,
+ &rradius, &ps.start_size, &ps.max_depth);
+
+ debug(("penrose: w%d h%d, tile size %d, start size %d, depth %d",
+ width, height, tilesize, ps.start_size, ps.max_depth));
+
+ ps.new_tile = set_faces;
+ ps.ctx = &sf_ctx;
+
+ max_faces = (width*3) * (height*3); /* somewhat paranoid... */
+ max_dots = max_faces * 4; /* ditto... */
+
+ g = grid_empty();
+ g->tilesize = tilesize;
+ g->faces = snewn(max_faces, grid_face);
+ g->dots = snewn(max_dots, grid_dot);
+
+ points = newtree234(grid_point_cmp_fn);
+
+ memset(&sf_ctx, 0, sizeof(sf_ctx));
+ sf_ctx.g = g;
+ sf_ctx.points = points;
+
+ if (desc != NULL) {
+ if (sscanf(desc, "G%d,%d,%d", &xoff, &yoff, &aoff) != 3)
+ assert(!"Invalid grid description.");
+ } else {
+ xoff = yoff = aoff = 0;
+ }
+
+ xsz = width * tilesize;
+ ysz = height * tilesize;
+
+ sf_ctx.xmin = xoff - xsz/2;
+ sf_ctx.xmax = xoff + xsz/2;
+ sf_ctx.ymin = yoff - ysz/2;
+ sf_ctx.ymax = yoff + ysz/2;
+
+ debug(("penrose: centre (%f, %f) xsz %f ysz %f",
+ 0.0, 0.0, xsz, ysz));
+ debug(("penrose: x range (%f --> %f), y range (%f --> %f)",
+ sf_ctx.xmin, sf_ctx.xmax, sf_ctx.ymin, sf_ctx.ymax));
+
+ penrose(&ps, which, aoff);
+
+ freetree234(points);
+ assert(g->num_faces <= max_faces);
+ assert(g->num_dots <= max_dots);
+
+ debug(("penrose: %d faces total (equivalent to %d wide by %d high)",
+ g->num_faces, g->num_faces/height, g->num_faces/width));
+
+ /*
+ * Return NULL if we ended up with an empty grid, either because
+ * the initial generation was over too small a rectangle to
+ * encompass any face or because grid_trim_vigorously ended up
+ * removing absolutely everything.
+ */
+ if (g->num_faces == 0 || g->num_dots == 0) {
+ grid_free(g);
+ return NULL;
+ }
+ grid_trim_vigorously(g);
+ if (g->num_faces == 0 || g->num_dots == 0) {
+ grid_free(g);
+ return NULL;
+ }
+
+ grid_make_consistent(g);
+
+ /*
+ * Centre the grid in its originally promised rectangle.
+ */
+ g->lowest_x -= ((sf_ctx.xmax - sf_ctx.xmin) -
+ (g->highest_x - g->lowest_x)) / 2;
+ g->highest_x = g->lowest_x + (sf_ctx.xmax - sf_ctx.xmin);
+ g->lowest_y -= ((sf_ctx.ymax - sf_ctx.ymin) -
+ (g->highest_y - g->lowest_y)) / 2;
+ g->highest_y = g->lowest_y + (sf_ctx.ymax - sf_ctx.ymin);
+
+ return g;
+}
+
+static void grid_size_penrose_p2_kite(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ grid_size_penrose(width, height, tilesize, xextent, yextent);
+}
+
+static void grid_size_penrose_p3_thick(int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ grid_size_penrose(width, height, tilesize, xextent, yextent);
+}
+
+static grid *grid_new_penrose_p2_kite(int width, int height, const char *desc)
+{
+ return grid_new_penrose(width, height, PENROSE_P2, desc);
+}
+
+static grid *grid_new_penrose_p3_thick(int width, int height, const char *desc)
+{
+ return grid_new_penrose(width, height, PENROSE_P3, desc);
+}
+
/* ----------- End of grid generators ------------- */
+
+#define FNNEW(upper,lower) &grid_new_ ## lower,
+#define FNSZ(upper,lower) &grid_size_ ## lower,
+
+static grid *(*(grid_news[]))(int, int, const char*) = { GRIDGEN_LIST(FNNEW) };
+static void(*(grid_sizes[]))(int, int, int*, int*, int*) = { GRIDGEN_LIST(FNSZ) };
+
+char *grid_new_desc(grid_type type, int width, int height, random_state *rs)
+{
+ if (type == GRID_PENROSE_P2 || type == GRID_PENROSE_P3) {
+ return grid_new_desc_penrose(type, width, height, rs);
+ } else if (type == GRID_TRIANGULAR) {
+ return dupstr("0"); /* up-to-date version of triangular grid */
+ } else {
+ return NULL;
+ }
+}
+
+char *grid_validate_desc(grid_type type, int width, int height,
+ const char *desc)
+{
+ if (type == GRID_PENROSE_P2 || type == GRID_PENROSE_P3) {
+ return grid_validate_desc_penrose(type, width, height, desc);
+ } else if (type == GRID_TRIANGULAR) {
+ return grid_validate_desc_triangular(type, width, height, desc);
+ } else {
+ if (desc != NULL)
+ return "Grid description strings not used with this grid type";
+ return NULL;
+ }
+}
+
+grid *grid_new(grid_type type, int width, int height, const char *desc)
+{
+ char *err = grid_validate_desc(type, width, height, desc);
+ if (err) assert(!"Invalid grid description.");
+
+ return grid_news[type](width, height, desc);
+}
+
+void grid_compute_size(grid_type type, int width, int height,
+ int *tilesize, int *xextent, int *yextent)
+{
+ grid_sizes[type](width, height, tilesize, xextent, yextent);
+}
+
+/* ----------- End of grid helpers ------------- */
+
+/* vim: set shiftwidth=4 tabstop=8: */