Ajout d'une fonction permettant de dessiner un objet à huit sommets
addOcto(...) fonctionne de la même manière que addTriangle et addQuad (précédement ajoutée). Dessin d'un pavé à la place de la maison, jardin etc lorsqu'il n'y a pas de split().
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7b7575d120
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4
quad.cpp
4
quad.cpp
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@ -22,7 +22,7 @@ void Quad::offsetNESW(int offsetN, int offsetE, int offsetS, int offsetW) {
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this->offset(W,offsetW);
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}
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void Quad::makeParallelogram() {
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Quad Quad::makeParallelogram() {
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int l1, l2;
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if(Segment(corner[NW],corner[NE]).length() < Segment(corner[SE],corner[SW]).length()) {
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@ -45,6 +45,8 @@ void Quad::makeParallelogram() {
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corner[NW] = corner[NE] + (corner[SW] - corner[SE]);
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}
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}
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return Quad(corner[0],corner[1],corner[2],corner[3]);
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}
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int Quad::minLengthNS() {
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2
quad.hh
2
quad.hh
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@ -21,7 +21,7 @@ class Quad {
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int maxLength();
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float minAngle();
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float maxAngle();
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void makeParallelogram();
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Quad makeParallelogram();
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};
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@ -43,7 +43,7 @@ Chose* BatimentQuad::factory(int seed, int n, Vertex ne, Vertex se, Vertex sw, V
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int rand = this->seed % 20;
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if(rand <= 2) {
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Quad q = Quad(ne,se,sw,nw);
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Quad q = Quad(ne,se,sw,nw).makeParallelogram();
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addChild(new BatimentQuadPont(lctr+q.corner[0],lctr+q.corner[1],lctr+q.corner[2],lctr+q.corner[3],300));
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}
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else if(rand <= 15) {
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@ -67,7 +67,6 @@ Chose* BatimentQuad::factory(int seed, int n, Vertex ne, Vertex se, Vertex sw, V
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q.corner[2] = q.corner[2] + Vertex(0,0,th);
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q.corner[3] = q.corner[3] + Vertex(0,0,th);
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q.makeParallelogram();
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addChild(new BatimentQuadJardin(lctr+q.corner[0],lctr+q.corner[1],lctr+q.corner[2],lctr+q.corner[3]));
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q.offset(this->entry,-400);
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@ -81,14 +80,20 @@ Chose* BatimentQuad::factory(int seed, int n, Vertex ne, Vertex se, Vertex sw, V
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void BatimentQuad::triangulation() {
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triangles.reserve(12);
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//addTriangle(new Triangle(lctr+ne,lctr+nw,lctr+sw,0xFF,0xFF,0x00));
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//addTriangle(new Triangle(lctr+sw,lctr+se,lctr+ne,0xFF,0xFF,0x00));
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int h = hashInRange(seed,0,minHeight,maxHeight);
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int htoit = hashInRange(seed,0,minHeight/2,maxHeight/2);
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//int htoit = hashInRange(seed,0,minHeight/2,maxHeight/2);
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Vertex neh = ne + Vertex(0,0,h);
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Vertex seh = se + Vertex(0,0,h);
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Vertex nwh = nw + Vertex(0,0,h);
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Vertex swh = sw + Vertex(0,0,h);
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Vertex toit = (neh + seh + nwh + swh) / 4 + Vertex(0,0,htoit);
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//Vertex toit = (neh + seh + nwh + swh) / 4 + Vertex(0,0,htoit);
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addOcto(lctr+ne,lctr+se,lctr+sw,lctr+nw,lctr+neh,lctr+seh,lctr+swh,lctr+nwh,0xFF,0xFF,0x00);
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/*
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// 4 Murs
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addTriangle(new Triangle(neh,seh,ne,0xf1,0xe3,0xad)); addTriangle(new Triangle(seh,se,ne,0xf1,0xe3,0xad)); // ne-se-seh-neh
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addTriangle(new Triangle(seh,swh,se,0xf1,0xe3,0xad)); addTriangle(new Triangle(swh,sw,se,0xf1,0xe3,0xad)); // se-sw-swh-seh
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@ -100,4 +105,5 @@ void BatimentQuad::triangulation() {
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addTriangle(new Triangle(seh,toit,swh,0x9a,0x48,0x3c));
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addTriangle(new Triangle(swh,toit,nwh,0x9a,0x48,0x3c));
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addTriangle(new Triangle(nwh,toit,neh,0x9a,0x48,0x3c));
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*/
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}
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@ -26,6 +26,16 @@ void Chose::addQuad(Vertex u, Vertex v, Vertex w, Vertex x, char r, char g, char
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this->addTriangle(new Triangle(w,v,u,r,g,b));
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}
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void Chose::addOcto(Vertex a, Vertex b, Vertex c, Vertex d,
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Vertex e, Vertex f, Vertex g, Vertex h, char red, char green, char blue) {
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this->addQuad(d,c,b,a,red,green,blue);
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this->addQuad(d,h,g,c,red,green,blue);
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this->addQuad(c,g,f,b,red,green,blue);
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this->addQuad(b,f,e,a,red,green,blue);
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this->addQuad(a,e,h,d,red,green,blue);
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this->addQuad(h,g,f,e,red,green,blue);
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}
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void Chose::display() {
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if (children.size() > 0) {
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std::vector<Chose*>::iterator it;
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@ -33,6 +33,7 @@ class Chose {
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void addChild(Chose* c);
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void addTriangle(Triangle* t);
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void addQuad(Vertex u, Vertex v, Vertex w, Vertex x, char r, char g, char b);
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void addOcto(Vertex a,Vertex b,Vertex c,Vertex d,Vertex e,Vertex f,Vertex g,Vertex h,char red,char green,char blue);
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virtual void triangulation() = 0;
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virtual std::vector<Vertex*> getBoundingBoxPoints() const = 0;
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@ -2,11 +2,11 @@
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Segment::Segment(Vertex u, Vertex v): u(u), v(v) {}
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int Segment::length() {
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float Segment::length() {
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return (u-v).norm();
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}
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Segment Segment::reduce(int value) {
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Segment Segment::reduce(float value) {
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float reduc = (float)length()/(float)value;
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return Segment(u,u+((v - u) / reduc));
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}
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@ -10,10 +10,10 @@ class Segment {
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public :
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Segment(Vertex u, Vertex v);
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int length();
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float length();
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int width();
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int height();
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Segment reduce(int value);
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Segment reduce(float value);
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Vertex randomPos(int seed, int n, int a, int b); // Renvoir un vertex sur le segment [u,v], à une position entre a% and b%.
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};
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