Quelques corrections sur les arches.
This commit is contained in:
parent
05836fd361
commit
5093ee45de
|
@ -1,18 +1,28 @@
|
|||
#include "all_includes.hh"
|
||||
|
||||
ArcheQuad::ArcheQuad(Quad _c, float _height, float _start, float _end) : Chose(), c(_c), height(_height), start(_start), end(_end) {
|
||||
addEntropy(c);
|
||||
addEntropy(height);
|
||||
ArcheQuad::ArcheQuad(Quad _c, float _height, float _start, float _end, Type _type) : Chose(), c(_c), height(_height), start(_start), end(_end), type(_type) {
|
||||
if (type == RANDOM) {
|
||||
addEntropy(c);
|
||||
addEntropy(height);
|
||||
switch (hash2(seed, 0) % 3) {
|
||||
case 0: type = OGIVE; break;
|
||||
case 1: type = BERCEAU; break;
|
||||
case 2:
|
||||
default: type = PLAT; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool ArcheQuad::split() {
|
||||
if (type == PLAT)
|
||||
return false;
|
||||
if (std::abs(end - start) < 0.1 && std::abs(f(end) - f(start)) < 0.05)
|
||||
return false;
|
||||
float mid = (start + end) / 2;
|
||||
Vertex n = (c[NW] + c[NE]) / 2.f;
|
||||
Vertex s = (c[SE] + c[SW]) / 2.f;
|
||||
addChild(new ArcheQuad(Quad(n, s, c[SW], c[NW]), height, start, mid));
|
||||
addChild(new ArcheQuad(Quad(c[NE], c[SE], s, n), height, mid, end));
|
||||
addChild(new ArcheQuad(Quad(n, s, c[SW], c[NW]), height, start, mid, type));
|
||||
addChild(new ArcheQuad(Quad(c[NE], c[SE], s, n), height, mid, end, type));
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -22,14 +32,7 @@ void ArcheQuad::triangulation() {
|
|||
Quad chw = c.offsetNormal(f(start) * height * 0.9);
|
||||
addGPUQuad(Quad(ch[NW], chw[NW], che[NE], ch[NE]), Couleurs::mur);
|
||||
addGPUQuad(Quad(ch[SE], che[SE], chw[SW], ch[SW]), Couleurs::mur);
|
||||
addGPUQuad(Quad(che[SE], che[NE], chw[NW], chw[SW]), Couleurs::cielHaut);
|
||||
/*
|
||||
// Doivent être dessiné par le bâtiment englobant.
|
||||
if (start == 0)
|
||||
addGPUQuad(Quad(c[SW], c[NW], chw[NW], chw[SW]), Couleurs::mur);
|
||||
if (end == 1)
|
||||
addGPUQuad(Quad(c[NE], c[SE], che[SE], che[NE]), Couleurs::mur);
|
||||
*/
|
||||
addGPUQuad(Quad(che[SE], che[NE], chw[NW], chw[SW]), Couleurs::mur);
|
||||
}
|
||||
|
||||
void ArcheQuad::getBoundingBoxPoints() {
|
||||
|
@ -37,19 +40,10 @@ void ArcheQuad::getBoundingBoxPoints() {
|
|||
}
|
||||
|
||||
float ArcheQuad::f(float x) {
|
||||
return berceau(x);
|
||||
switch(hash2(seed, 0) % 2){
|
||||
case 0: return ogive(x);
|
||||
case 1:
|
||||
default: return berceau(x);
|
||||
switch(type){
|
||||
case OGIVE: return std::sin(std::acos(std::abs(x - 0.5f) + 0.5f)) / std::sin(std::acos(0.5f));
|
||||
case BERCEAU: return std::sin(std::acos(2*x-1));
|
||||
case PLAT:
|
||||
default: return 1;
|
||||
}
|
||||
}
|
||||
|
||||
float ArcheQuad::ogive(float x) {
|
||||
// TODO : mettre x à l'échelle
|
||||
return sin(acos(abs(x / 2.f) + 1.f/2.f));
|
||||
}
|
||||
|
||||
float ArcheQuad::berceau(float x) {
|
||||
return sin(acos(2*x-1));
|
||||
}
|
||||
|
|
|
@ -6,18 +6,23 @@
|
|||
// Arche du nord au sud
|
||||
class ArcheQuad : public Chose {
|
||||
private:
|
||||
enum Type {
|
||||
RANDOM,
|
||||
OGIVE,
|
||||
BERCEAU,
|
||||
PLAT
|
||||
};
|
||||
Quad c;
|
||||
float height;
|
||||
float start;
|
||||
float end;
|
||||
Type type;
|
||||
public:
|
||||
ArcheQuad(Quad _c, float _height, float _start = 0, float _end = 1);
|
||||
ArcheQuad(Quad _c, float _height, float _start = 0, float _end = 1, Type _type = RANDOM);
|
||||
virtual bool split();
|
||||
virtual void triangulation();
|
||||
virtual void getBoundingBoxPoints();
|
||||
float f(float x);
|
||||
float ogive(float x);
|
||||
float berceau(float x);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -72,10 +72,12 @@ void BatimentQuad_::etages() {
|
|||
Quad q = c; // c.insetNESW(30)
|
||||
Quad qh;
|
||||
for (int i = 0; i < nbEtages; i++) {
|
||||
qh = q.offsetNormal(floatInRange(seed, 1+i, Dimensions::hauteurEtage*0.9f, Dimensions::hauteurEtage*1.1f));
|
||||
if (i == 0 && w[N] && w[S]) {
|
||||
addChild(new ArcheQuad(q, Segment(qh[NE],q[NE]).length()));
|
||||
if (nbEtages > 1 && i == 0 && w[N] && w[S]) {
|
||||
float h = floatInRange(seed, 1+i, Dimensions::hauteurEtage*1.4f, Dimensions::hauteurEtage*1.6f);
|
||||
qh = q.offsetNormal(h);
|
||||
addChild(new ArcheQuad(q, h));
|
||||
} else {
|
||||
qh = q.offsetNormal(floatInRange(seed, 1+i, Dimensions::hauteurEtage*0.9f, Dimensions::hauteurEtage*1.1f));
|
||||
addChild(new EtageQuad(q,qh));
|
||||
}
|
||||
q = qh;
|
||||
|
|
Loading…
Reference in New Issue
Block a user