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// Created by DoG on 19.02.07.
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// Copyright 2007 Doemoetoer Gulyas. All rights reserved.
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#import "JigsawGenerator.h"
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//#import "JigsawView.h"
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#import "SimplexNoise.h"
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#import "MersenneTwister.h"
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#define SEG_LENGTH 10.0f
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void FreeJigPieces(JigPieces pieces)
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for (int i = 0; i < pieces.hcells; ++i)
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for (int j = 0; j < pieces.vcells; ++j)
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JigCell cell = pieces.cells[i][j];
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CGPathRelease(cell.outline);
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for (int k = 0; k < 4; ++k)
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CGPathRelease(cell.segments[k].bpath);
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free(cell.segments[k].points);
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free(pieces.cells[0]);
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static void ReverseOrderOfPoints(CGPoint* points, int count)
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for (int i = 0; i < count/2; ++i)
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CGPoint buf = points[i];
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points[i] = points[count - 1 - i];
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points[count - 1 - i] = buf;
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static void FlipYOfPoints(CGPoint* points, unsigned count)
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for (size_t i = 0; i < count; ++i)
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points[i].y = -points[i].y;
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static void FlipXOfSegment(JigSegment* seg)
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for (size_t i = 0; i < seg->count; ++i)
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seg->points[i].x = seg->xlen - seg->points[i].x;
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void transformPointArray(CGAffineTransform transform, CGPoint* points, size_t count)
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for (size_t i = 0; i < count; ++i)
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points[i] = CGPointApplyAffineTransform(points[i], transform);
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float diminishingWeight(float p, float size)
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float w = 1.0f - fclampf(fabsf(p)/(0.5*size), 0.0f, 1.0f);
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CGPoint weightedNoiseAtPoint(CGPoint p, SimplexNoise* noise, float distortion, float freq, CGSize size)
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float nx = [noise noise3dWithX: p.x*freq Y: p.y*freq Z: 0.0f]*distortion;
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float ny = [noise noise3dWithX: p.x*freq Y: p.y*freq Z: 1.0f]*distortion;
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//NSLog(@"%.2f, %.2f", nx, ny);
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float wx = diminishingWeight(p.x, size.width);
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float wy = diminishingWeight(p.y, size.height);
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return CGPointMake(p.x + nx*wx, p.y + ny*wy);
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@implementation JigsawGenerator
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- (JigPieces) generateJigsaw
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// MersenneTwister* rgen = [[[MersenneTwister alloc] initWithSeed: seed] autorelease];
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// determine enabled edges
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int* enabledIndices = calloc([edgeFiles count], sizeof(int)); // freed
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int enabledEdgeCount = 0;
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for (size_t i = 0; i < [edgeFiles count]; ++i)
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//id edge = [[[edgeFiles objectAtIndex: i] lastPathComponent] stringByDeletingPathExtension];
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id edge = [edgeFiles objectAtIndex: i];
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if ([[enabledEdges objectForKey: edge] intValue] != 1)
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enabledIndices[enabledEdgeCount++] = i;
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// make sure we got at least one edge
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if (enabledEdgeCount == 0)
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enabledIndices[enabledEdgeCount++] = 0;
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SimplexNoise* noise = [[[SimplexNoise alloc] init] autorelease];
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[noise setSeed: seed];
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JigCell** cells = calloc(hcells, sizeof(JigCell*));
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cells[0] = calloc(hcells*vcells, sizeof(JigCell));
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for (int i = 1; i < hcells; ++i)
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cells[i] = cells[i-1] + vcells;
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// load template edge
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// NSArray* edges = [NSBundle pathsForResourcesOfType: @"jigedge" inDirectory: [[NSBundle mainBundle] bundlePath]];
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CGSize jigsawSize = CGSizeMake(width, height);
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float cellWidth = width/hcells;
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float cellHeight = height/vcells;
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float cellAspect = cellWidth/cellHeight;
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float xAdjust = MIN(1.0f, 1.0f/cellAspect);
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float yAdjust = MIN(1.0f, cellAspect);
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CGPoint segmentStarts[4] = {
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{ 0.5*cellWidth, -0.5*cellHeight},
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{ 0.5*cellWidth, 0.5*cellHeight},
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{-0.5*cellWidth, 0.5*cellHeight},
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{-0.5*cellWidth, -0.5*cellHeight},
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for (int i = 0; i < hcells; ++i)
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float cellx = -0.5*width + (0.5f+(float)i)*cellWidth;
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for (int j = 0; j < vcells; ++j)
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float celly = -0.5*height + (0.5f+(float)j)*cellHeight;
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JigCell* cell = cells[i]+j;
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cell->pos = CGPointMake(cellx,celly);
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cell->attachmentPoints[0] = CGPointMake(cellx + 0.5*cellWidth, celly);
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cell->attachmentPoints[1] = CGPointMake(cellx, celly + 0.5*cellHeight);
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cell->attachmentPoints[2] = CGPointMake(cellx - 0.5*cellWidth, celly);
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cell->attachmentPoints[3] = CGPointMake(cellx, celly - 0.5*cellHeight);
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for (int k = 0; k < 4; ++k)
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snoise = [noise noise3dWithX: 10*(i+(k==0?1:0)) Y: 10*(j+(k==1?1:0)) Z: 2.0f withOctaves: 1 ofType: 0];
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cell->segments[k].count = 2;
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cell->segments[k].xlen = SEG_LENGTH;
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cell->segments[k].format = 0;
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if ((j == 0) && (k == 3))
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cell->segments[k].points = calloc(2, sizeof(CGPoint));
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cell->segments[k].points[0] = (CGPointMake(0.0f, 0.0f));
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cell->segments[k].points[1] = (CGPointMake(SEG_LENGTH, 0.0f));
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else if ((j == vcells-1) && (k == 1))
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cell->segments[k].points = calloc(2, sizeof(CGPoint));
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cell->segments[k].points[0] = (CGPointMake(0.0f, 0.0f));
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cell->segments[k].points[1] = (CGPointMake(SEG_LENGTH, 0.0f));
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else if ((i == 0) && (k == 2))
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cell->segments[k].points = calloc(2, sizeof(CGPoint));
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cell->segments[k].points[0] = (CGPointMake(0.0f, 0.0f));
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cell->segments[k].points[1] = (CGPointMake(SEG_LENGTH, 0.0f));
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else if ((i == hcells-1) && (k == 0))
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cell->segments[k].points = calloc(2, sizeof(CGPoint));
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cell->segments[k].points[0] = (CGPointMake(0.0f, 0.0f));
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cell->segments[k].points[1] = (CGPointMake(SEG_LENGTH, 0.0f));
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// randomly select edge
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JigSegment templateSegment;
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//NSLog(@"selection noise %f %f %f", nval, 0.5f*(p.x+q.x), 0.5f*(p.y+q.y));
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float nval = snoise + 1.0f;
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nval *= 0.5f; // now in [0,1];
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// multiply by large prime
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nval = fmodf(nval,enabledEdgeCount);
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//nval *= enabledEdgeCount*(1.0f - 2.0f*FLT_EPSILON);
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assert((int)(nval) < enabledEdgeCount);
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int edgeIndex = enabledIndices[(int)(nval)];
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//id edgeName = [[[edgeFiles objectAtIndex: edgeIndex] lastPathComponent] stringByDeletingPathExtension];
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id edgeName = [edgeFiles objectAtIndex: edgeIndex];
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templateSegment = GetJigSegmentFromFile([edgeFiles objectAtIndex: edgeIndex]);
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if (((templateSegment.format == 0) || (templateSegment.format == 2)) && ([[smoothedEdges objectForKey: edgeName] intValue] == 1))
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templateSegment.format = 1;
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cell->segments[k].count = templateSegment.count;
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cell->segments[k].xlen = templateSegment.xlen;
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cell->segments[k].format = templateSegment.format;
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cell->segments[k].points = calloc(cell->segments[k].count, sizeof(CGPoint));
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memcpy(cell->segments[k].points, templateSegment.points, templateSegment.count*sizeof(CGPoint));
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// flip based on noise
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for (size_t ii = 0; ii < cell->segments[k].count; ++ii)
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cell->segments[k].points[ii].y = -cell->segments[k].points[ii].y;
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free(templateSegment.points);
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// rotate and scale segment to cell size
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for (size_t ii = 0; ii < cell->segments[k].count; ++ii)
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CGPoint p = cell->segments[k].points[ii];
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p = CGPointMake(-p.y, p.x);
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p.x *= cellWidth/SEG_LENGTH*xAdjust;
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p.y *= cellHeight/SEG_LENGTH;
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cell->segments[k].points[ii] = p;
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for (size_t ii = 0; ii < cell->segments[k].count; ++ii)
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CGPoint p = cell->segments[k].points[ii];
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p = CGPointMake(-p.x, p.y);
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p.x *= cellWidth/SEG_LENGTH;
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p.y *= cellHeight/SEG_LENGTH*yAdjust;
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cell->segments[k].points[ii] = p;
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//ReverseOrderOfPoints(cell->segments[k].points, cell->segments[k].count);
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for (size_t ii = 0; ii < cell->segments[k].count; ++ii)
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CGPoint p = cell->segments[k].points[ii];
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p = CGPointMake(-p.y, -p.x);
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p.x *= cellWidth/SEG_LENGTH*xAdjust;
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p.y *= cellHeight/SEG_LENGTH;
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cell->segments[k].points[ii] = p;
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//ReverseOrderOfPoints(cell->segments[k].points, cell->segments[k].count);
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for (size_t ii = 0; ii < cell->segments[k].count; ++ii)
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CGPoint p = cell->segments[k].points[ii];
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p.x *= cellWidth/SEG_LENGTH;
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p.y *= cellHeight/SEG_LENGTH*yAdjust;
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cell->segments[k].points[ii] = p;
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// transform local to global coords
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for (size_t ii = 0; ii < cell->segments[k].count; ++ii)
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CGPoint p = cell->segments[k].points[ii];
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p = CGPointAdd(p, segmentStarts[k]);
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p = CGPointAdd(p, CGPointMake(cellx, celly));
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cell->segments[k].points[ii] = p;
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// and now add some noise
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cell->pos = weightedNoiseAtPoint(cell->pos, noise, distortion, frequency, jigsawSize);
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for (size_t k = 0; k < 4; ++k)
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cell->attachmentPoints[k] = weightedNoiseAtPoint(cell->attachmentPoints[k], noise, distortion, frequency, jigsawSize);
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for (size_t ii = 0; ii < cell->segments[k].count; ++ii)
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CGPoint p = cell->segments[k].points[ii];
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p = weightedNoiseAtPoint(p, noise, distortion, frequency, jigsawSize);
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cell->segments[k].points[ii] = p;
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for (int i = 0; i < hcells; ++i)
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for (int j = 0; j < vcells; ++j)
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JigCell* cell = (cells[i]+j);
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for (int k = 0; k < 4; ++k)
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if (cell->segments[k].format == 1)
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SplineSegmentToPiecewiseBezier( &(cell->segments[k]) );
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// generate NSBeziers
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CGMutablePathRef bpath = CGPathCreateMutable();
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CGPathMoveToPoint(bpath, NULL, cell->segments[k].points[0].x, cell->segments[k].points[0].y);
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switch(cell->segments[k].format)
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for (size_t l = 1; l < cell->segments[k].count; ++l)
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CGPathAddLineToPoint(bpath, NULL, cell->segments[k].points[l].x, cell->segments[k].points[l].y);
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for (size_t l = 1; l < cell->segments[k].count; l+=3)
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CGPathAddCurveToPoint(bpath, NULL, cell->segments[k].points[l].x, cell->segments[k].points[l].y, cell->segments[k].points[l+1].x, cell->segments[k].points[l+1].y, cell->segments[k].points[l+2].x, cell->segments[k].points[l+2].y);
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NSLog(@"dammit, unkown point format: %d", cell->segments[k].format);
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cell->segments[k].bpath = bpath;
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// generate outline path
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CGMutablePathRef bpath = CGPathCreateMutable();
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for (int k = 0; k < 4; ++k)
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CGPathMoveToPoint(bpath, NULL, cell->segments[k].points[0].x, cell->segments[k].points[0].y);
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int pcount = cell->segments[k].count;
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switch(cell->segments[k].format)
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for (int l = 1; l < pcount; ++l)
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CGPathAddLineToPoint(bpath, NULL, cell->segments[k].points[l].x, cell->segments[k].points[l].y);
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for (int l = 1; l < pcount; l+=3)
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CGPathAddCurveToPoint(bpath, NULL, cell->segments[k].points[l].x, cell->segments[k].points[l].y, cell->segments[k].points[l+1].x, cell->segments[k].points[l+1].y, cell->segments[k].points[l+2].x, cell->segments[k].points[l+2].y);
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NSLog(@"dammit, unkown point format: %d", cell->segments[k].format);
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CGPathCloseSubpath(bpath);
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cell->outline = bpath;
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free(enabledIndices);
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pieces.hcells = hcells;
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pieces.vcells = vcells;
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pieces.cells = cells;
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JigSegment GetJigSegmentFromFile(NSString* path)
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FILE* file = fopen([path fileSystemRepresentation], "r");
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float x = 0.0, y = 0.0;
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CGPoint* buf = calloc(100, sizeof(CGPoint)); // retained
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while(2 == fscanf(file, "%f %f", &x, &y))
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fprintf(stderr, __FILE__ ", %d: Buffer size exceeded\n", __LINE__);
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buf[i++] = CGPointMake(x,y);
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if (1 == fscanf(file, "%c", &ch))
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return (JigSegment){buf, i, x, format, NULL};
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static CGPoint interpolate(CGPoint p, CGPoint q, float t)
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return CGPointMake(p.x*(1.0f-t) + q.x*(t), p.y*(1.0f-t) + q.y*(t));
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void SplineSegmentToPiecewiseBezier(JigSegment* seg)
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int npieces = seg->count - 1;
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int newpointcount = npieces*3 - 2;
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CGPoint* newPoints = calloc(newpointcount, sizeof(CGPoint)); // retained
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for (int i = 0; i < npieces; ++i)
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CGPoint p = seg->points[i];
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CGPoint q = seg->points[i+1];
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newPoints[j++] = interpolate(p,q,0.5f);
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//newPoints[j++] = q;
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else if (i < npieces-1)
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newPoints[j++] = interpolate(p,q,0.25f);
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newPoints[j++] = interpolate(p,q,0.5f);
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newPoints[j++] = interpolate(p,q,0.75f);
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//newPoints[j++] = p;
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newPoints[j++] = interpolate(p,q,0.5f);
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seg->points = newPoints;
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seg->count = newpointcount;
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- (CGSize) puzzleSize
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return CGSizeMake(width, height);
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@synthesize width, height, frequency, distortion, hcells, vcells, seed, octaves, noiseType, roundEdgeCornerCoordsToInt, edgeFiles, enabledEdges, smoothedEdges;