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Triangles.cpp
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Triangles.cpp
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#include "Triangles.h"
#include <iostream>
Triangles::Triangles(int x, int y) {
triangles = sf::VertexArray(sf::Triangles);
rng = std::mt19937_64();
sizeX = x;
sizeY = y;
uint64_t timeSeed = std::chrono::high_resolution_clock::now().time_since_epoch().count();
std::seed_seq ss{ uint32_t(timeSeed & 0xffffffff), uint32_t(timeSeed >> 32) };
rng.seed(ss);
currentTriangle = 0;
currentCentroid = -1;
}
void Triangles::render(sf::RenderTarget* target) {
target->draw(triangles);
}
void Triangles::addTriangle() {
sf::Vector2f firstC = randVector2fScaled(sizeX, sizeY);
sf::Vector2f secondC = randVector2f(sf::Vector2f(firstC), 15);
sf::Vector2f thirdC = randVector2f(sf::Vector2f(firstC), 15);
sf::Color color = randColor();
sf::Vector2f centroid = sf::Vector2f(((firstC.x + secondC.x + thirdC.x) / 3), ((firstC.y + secondC.y + thirdC.y) / 3));
centroids.push_back(centroid);
triangles.append(sf::Vertex(firstC, color));
triangles.append(sf::Vertex(secondC, color));
triangles.append(sf::Vertex(thirdC, color));
currentTriangle += 3;
currentCentroid += 1;
}
void Triangles::removeTriangle() {
currentTriangle -= 3;
centroids.pop_back();
currentCentroid--;
triangles.resize(currentTriangle);
}
void Triangles::mutate() {
translate(5);
changeColor(5);
rotate(randInt(5));
}
void Triangles::translate(float variation) {
int currentTriangleVertex = currentTriangle - 3;
for (int i = 0; i < 3; i++) {
sf::Vector2f trans = randVector2f(-variation, +variation);
triangles[currentTriangleVertex + i].position.x += trans.x;
triangles[currentTriangleVertex + i].position.y += trans.y;
}
}
void Triangles::changeColor(int variation) {
int currentTriangleVertex = currentTriangle - 3;
int rValue = randInt(variation);
int gValue = randInt(variation);
int bValue = randInt(variation);
for (int i = 0; i < 3; i++) {
triangles[currentTriangleVertex + i].color.r += rValue;
triangles[currentTriangleVertex + i].color.g += gValue;
triangles[currentTriangleVertex + i].color.b += bValue;
}
}
void Triangles::rotate(float angleDeg) {
int currentTriangleVertex = currentTriangle - 3;
float angle = Utility::rad(angleDeg);
for (int i = 0; i < 3; i++) {
float currentTriangleX = triangles[currentTriangleVertex + i].position.x;
float currentTriangleY = triangles[currentTriangleVertex + i].position.y;
float currentCentroidX = centroids[currentCentroid].x;
float currentCentroidY = centroids[currentCentroid].y;
float xOut = ((cos(angle) * currentTriangleX) - (sin(angle) * currentTriangleY) + (currentCentroidX) - (cos(angle) * (currentCentroidX)) + (sin(angle) * (currentCentroidY)));
float yOut = ((sin(angle) * currentTriangleX) + (cos(angle) * currentTriangleY) + (currentCentroidY) - (sin(angle) * (currentCentroidX)) - (cos(angle) * (currentCentroidY)));
triangles[currentTriangleVertex + i].position.x = xOut;
triangles[currentTriangleVertex + i].position.y = yOut;
}
}
void Triangles::scale(float variation) {
int currentTriangleVertex = currentTriangle - 3;
sf::Vector2f scale = randVector2f(0.5, variation);
for (int i = 0; i < 3; i++) {
triangles[currentTriangleVertex + i].position.x *= scale.x;
triangles[currentTriangleVertex + i].position.y *= scale.y;
}
}
sf::Vector2f Triangles::randVector2f(float min, float max) {
unif = std::uniform_real_distribution<float>(min, max);
return sf::Vector2f(unif(rng), unif(rng));
}
sf::Vector2f Triangles::randVector2f(sf::Vector2f interval, float variation) {
sf::Vector2f coords;
unif = std::uniform_real_distribution<float>(interval.x - variation, interval.x + variation);
coords.x = unif(rng);
unif = std::uniform_real_distribution<float>(interval.y - variation, interval.y + variation);
coords.y = unif(rng);
return coords;
}
sf::Vector2f Triangles::randVector2fScaled(int xMax, int yMax) {
unif = std::uniform_real_distribution<float>(0, 1);
return sf::Vector2f(unif(rng) * xMax, unif(rng) * yMax);
}
sf::Color Triangles::randColor() {
unif = std::uniform_real_distribution<float>(0, 1);
return sf::Color(unif(rng) * 255, unif(rng) * 255, unif(rng) * 255);
}
float Triangles::randFloat(float min, float max) {
unif = std::uniform_real_distribution<float>(min, max);
return unif(rng) * max;
}
int Triangles::randInt(int variation) {
unif = std::uniform_real_distribution<float>(-variation, variation);
return unif(rng);
}
int Triangles::getCount() {
return centroids.size();
}
void Triangles::updateTriangles(const sf::VertexArray& triangles) {
this->triangles = triangles;
}
sf::VertexArray Triangles::getVertexArray() {
return triangles;
}