From 0c4ea5639c346085bb31b6fa5d540aac0b315f99 Mon Sep 17 00:00:00 2001 From: Yoann Date: Tue, 13 Dec 2011 15:09:39 +0100 Subject: [PATCH] Petite factorisation et optimisation dans le code du dessin du trottoir. --- rules/route/trottoirquadnormal.cpp | 46 +++++++++++++++--------------- 1 file changed, 23 insertions(+), 23 deletions(-) diff --git a/rules/route/trottoirquadnormal.cpp b/rules/route/trottoirquadnormal.cpp index 12681fa..194e6b6 100644 --- a/rules/route/trottoirquadnormal.cpp +++ b/rules/route/trottoirquadnormal.cpp @@ -16,38 +16,38 @@ bool TrottoirQuadNormal::subdivide() { } void TrottoirQuadNormal::triangulation() { - Vertex tne, tnw, tse, tsw, bne, bnw, bse, bsw; + Vertex h = Vertex(0,0,height); Quad q = Quad(ne,se,sw,nw); if(border == E) { q.offset(E,-15); - addTriangle(new Triangle(q.corner[0] + Vertex(0,0,height), q.corner[3] + Vertex(0,0,height), q.corner[2] + Vertex(0,0,height), 0x66, 0x66, 0x66)); - addTriangle(new Triangle(q.corner[2] + Vertex(0,0,height), q.corner[1] + Vertex(0,0,height), q.corner[0] + Vertex(0,0,height), 0x66, 0x66, 0x66)); - addTriangle(new Triangle(ne + Vertex(0,0,height),q.corner[0] + Vertex(0,0,height), q.corner[1] + Vertex(0,0,height), 0xAA, 0xAA, 0xAA)); - addTriangle(new Triangle(q.corner[1] + Vertex(0,0,height), se + Vertex(0,0,height), ne + Vertex(0,0,height), 0xAA, 0xAA, 0xAA)); + addTriangle(new Triangle(q.corner[0] + h, q.corner[3] + h, q.corner[2] + h, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(q.corner[2] + h, q.corner[1] + h, q.corner[0] + h, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(ne + h,q.corner[0] + h, q.corner[1] + h, 0xAA, 0xAA, 0xAA)); + addTriangle(new Triangle(q.corner[1] + h, se + h, ne + h, 0xAA, 0xAA, 0xAA)); - addTriangle(new Triangle(nw + Vertex(0,0,height), nw, sw, 0x66, 0x66, 0x66)); - addTriangle(new Triangle(sw, sw + Vertex(0,0,height), nw + Vertex(0,0,height), 0x66, 0x66, 0x66)); - addTriangle(new Triangle(ne, ne + Vertex(0,0,height), se + Vertex(0,0,height), 0xAA, 0xAA, 0xAA)); - addTriangle(new Triangle(se + Vertex(0,0,height), se, ne, 0xAA, 0xAA, 0xAA)); + addTriangle(new Triangle(nw + h, nw, sw, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(sw, sw + h, nw + h, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(ne, ne + h, se + h, 0xAA, 0xAA, 0xAA)); + addTriangle(new Triangle(se + h, se, ne, 0xAA, 0xAA, 0xAA)); - addTriangle(new Triangle(ne + Vertex(0,0,height), ne, nw, 0x66, 0x66, 0x66)); - addTriangle(new Triangle(nw, nw + Vertex(0,0,height), ne + Vertex(0,0,height), 0x66, 0x66, 0x66)); - addTriangle(new Triangle(sw, sw + Vertex(0,0,height), se + Vertex(0,0,height), 0x66, 0x66, 0x66)); - addTriangle(new Triangle(se + Vertex(0,0,height), se, sw, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(ne + h, ne, nw, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(nw, nw + h, ne + h, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(sw, sw + h, se + h, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(se + h, se, sw, 0x66, 0x66, 0x66)); } else { - addTriangle(new Triangle(q.corner[0] + Vertex(0,0,height), q.corner[3] + Vertex(0,0,height), q.corner[2] + Vertex(0,0,height), 0x66, 0x66, 0x66)); - addTriangle(new Triangle(q.corner[2] + Vertex(0,0,height), q.corner[1] + Vertex(0,0,height), q.corner[0] + Vertex(0,0,height), 0x66, 0x66, 0x66)); + addTriangle(new Triangle(q.corner[0] + h, q.corner[3] + h, q.corner[2] + h, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(q.corner[2] + h, q.corner[1] + h, q.corner[0] + h, 0x66, 0x66, 0x66)); - addTriangle(new Triangle(nw + Vertex(0,0,height), nw, sw, 0x66, 0x66, 0x66)); - addTriangle(new Triangle(sw, sw + Vertex(0,0,height), nw + Vertex(0,0,height), 0x66, 0x66, 0x66)); - addTriangle(new Triangle(ne, ne + Vertex(0,0,height), se + Vertex(0,0,height), 0x66, 0x66, 0x66)); - addTriangle(new Triangle(se + Vertex(0,0,height), se, ne, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(nw + h, nw, sw, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(sw, sw + h, nw + h, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(ne, ne + h, se + h, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(se + h, se, ne, 0x66, 0x66, 0x66)); - addTriangle(new Triangle(ne + Vertex(0,0,height), ne, nw, 0x66, 0x66, 0x66)); - addTriangle(new Triangle(nw, nw + Vertex(0,0,height), ne + Vertex(0,0,height), 0x66, 0x66, 0x66)); - addTriangle(new Triangle(sw, sw + Vertex(0,0,height), se + Vertex(0,0,height), 0x66, 0x66, 0x66)); - addTriangle(new Triangle(se + Vertex(0,0,height), se, sw, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(ne + h, ne, nw, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(nw, nw + h, ne + h, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(sw, sw + h, se + h, 0x66, 0x66, 0x66)); + addTriangle(new Triangle(se + h, se, sw, 0x66, 0x66, 0x66)); } }