Nettoyage des subdivisions de bâtiments.
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@ -1,108 +1,12 @@
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#include "all_includes.hh"
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Mur::Mur(Segment _s) : s(_s) {}
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void Mur::addSplitPoint(float position) {
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(void)position;
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}
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bool Mur::addDoor(float start, float end) {
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(void)start; (void)end;
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return true;
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}
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bool Mur::addWindow(float start, float end) {
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(void)start; (void)end;
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return true;
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}
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Piece::Piece(Quad _c, Mur* n, Mur* e, Mur* s, Mur* w) : c(_c) {
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murs[0] = n;
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murs[1] = e;
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murs[2] = s;
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murs[3] = w;
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}
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BatimentQuad_::BatimentQuad_(Quad _c) : Chose(), c(_c) {
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addEntropy(c);
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}
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bool BatimentQuad_::split() {
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unsigned int trynumber = 0;
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unsigned int tryseed = hash2(seed, trynumber);
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std::queue<Piece*> queue;
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for (int i = 0; i < 4; i++)
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murs.push_back(new Mur(Segment(c[NE+i], c[SE+i])));
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queue.push(new Piece(c, murs[0], murs[1], murs[2], murs[3]));
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// TODO : placer la porte d'entrée ?
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Piece* piece;
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while (!queue.empty()) {
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piece = queue.front(); queue.pop();
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pieces.push_back(piece);
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if (piece->c.surface() < 14 * 100 * 100)
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continue;
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switch (hash2(tryseed, 0) % 2) {
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case 0: { // rectangle
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if (piece->c.surface() > 100 * 100 * 100 && piece->c.minLength() > 10) {
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float size = piece->c.minLength() / 3.f;
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Quad takeN = piece->c.inset(N, size);
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Quad takeS = takeN.inset(S, size);
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Quad takeE = takeS.inset(E, size);
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Quad takeW = takeS.inset(W, size);
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Quad q[4];
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q[N] = Quad(piece->c[NE], takeN[NE], takeN[NW], piece->c[NW]);
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q[E] = Quad(takeS[SE], takeE[SE], takeE[NE], takeS[NE]);
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q[S] = Quad(piece->c[SW], takeS[SW], takeS[SE], piece->c[SW]);
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q[W] = Quad(takeS[NW], takeW[NW], takeW[SW], takeS[SW]);
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Quad qC = takeW;
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Mur* m[4];
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m[N] = new Mur(Segment(q[N][SW], q[N][SE]));
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m[E] = new Mur(Segment(q[E][SW], q[E][SE]));
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m[S] = new Mur(Segment(q[S][SW], q[S][SE]));
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m[W] = new Mur(Segment(q[W][SW], q[W][SE]));
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Piece* p[4];
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p[N] = new Piece(q[N], piece->murs[N], piece->murs[E], m[N], piece->murs[W]);
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p[E] = new Piece(q[E], piece->murs[E], m[S], m[E], m[N]);
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p[S] = new Piece(q[S], piece->murs[S], piece->murs[W], m[S], piece->murs[E]);
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p[W] = new Piece(q[W], piece->murs[W], m[N], m[W], m[S]);
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Piece* pC = new Piece(qC, m[N], m[E], m[S], m[W]);
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for (int i = 0; i < 4; i++) {
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murs.push_back(m[N+i]);
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queue.push(p[N+i]);
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}
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queue.push(pC);
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// TODO connecter les pièces avec des addDoor (sur les murs les séparant, et/ou à la pièce centrale) ???
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break;
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}
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}
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case 1: // donut
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default: {
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Cardinal offset = piece->c.maxLengthSide();
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Vertex n = Segment(piece->c[NW + offset], piece->c[NE + offset]).randomPos(tryseed, 1, 1.f/3.f, 2.f/3.f);
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Vertex s = Segment(piece->c[SE + offset], piece->c[SW + offset]).randomPos(tryseed, 1, 1.f/3.f, 2.f/3.f);
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piece->murs[offset]->addSplitPoint(0); // TODO
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piece->murs[offset+2]->addSplitPoint(0); // TODO
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Mur* mur = new Mur(Segment(n, s));
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Piece* p1 = new Piece(Quad(n, piece->c[NE+offset], piece->c[SE+offset], s), piece->murs[offset], piece->murs[offset+1], piece->murs[offset+2], mur);
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Piece* p2 = new Piece(Quad(s, piece->c[SW+offset], piece->c[NW+offset], n), piece->murs[offset+2], piece->murs[offset+3], piece->murs[offset], mur);
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murs.push_back(mur);
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queue.push(p1);
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queue.push(p2);
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// TODO : addDoor(start, end); sur le mur les séparant. ?
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break;
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}
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}
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}
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std::vector<Piece*>::iterator it;
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for (it = pieces.begin(); it != pieces.end(); ++it) {
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Quad c = (*it)->c.insetNESW(50);
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addGPUQuad(c, Couleurs::cielHaut);
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}
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//Quad ch = c.offsetNormal(Dimensions::hauteurEtage);
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//addChild(new ToitQuad(ch, Dimensions::hauteurToit));
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Quad ch = c.offsetNormal(Dimensions::hauteurEtage);
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addChild(new ToitQuad(ch, Dimensions::hauteurToit));
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return true;
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}
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@ -3,28 +3,8 @@
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#include "all_includes.hh"
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class Mur {
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private:
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std::map<float,Segment> objets;
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Segment s;
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public:
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Mur(Segment _s);
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void addSplitPoint(float position);
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bool addDoor(float start, float end);
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bool addWindow(float start, float end);
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};
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class Piece {
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public:
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Quad c;
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Mur* murs[4];
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Piece(Quad _c, Mur* n, Mur* e, Mur* s, Mur* w);
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};
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class BatimentQuad_ : public Chose {
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Quad c;
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std::vector<Piece*> pieces;
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std::vector<Mur*> murs;
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public:
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BatimentQuad_(Quad _c);
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virtual bool split();
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@ -41,120 +21,4 @@ public:
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virtual void getBoundingBoxPoints();
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};
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class Wall;
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class MasterWall;
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class WallVertex {
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public:
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Vertex vertex;
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MasterWall* onMasterWall;
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float posOnMasterWall;
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std::map<WallVertex*, MasterWall*> endWall;
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public:
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operator Vertex() { return vertex; };
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WallVertex(Vertex _v) : vertex(_v), onMasterWall(NULL), posOnMasterWall(0) {};
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WallVertex(Vertex _v, MasterWall* _onWall, float _posOnWall) : vertex(_v), onMasterWall(_onWall), posOnMasterWall(_posOnWall) {};
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void addEndWall(WallVertex* v, MasterWall* w) { endWall.insert(std::pair<WallVertex*, MasterWall*>(v, w)); }
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};
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class MasterWall;
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class MasterWallIterator : public std::iterator<std::input_iterator_tag, MasterWall> {
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private:
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std::map<float, WallVertex*>::iterator it;
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bool reverse;
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public:
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MasterWallIterator() : it(), reverse(false) {};
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MasterWallIterator(std::map<float, WallVertex*>::iterator mwit) : it(mwit), reverse(false) {};
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MasterWallIterator(std::map<float, WallVertex*>::iterator mwit, bool _reverse) : it(mwit), reverse(_reverse) {};
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MasterWallIterator(std::map<float, WallVertex*>::reverse_iterator mwrit) : it(--(mwrit.base())), reverse(false) {};
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MasterWallIterator(const MasterWallIterator& copy) : it(copy.it), reverse(copy.reverse) {};
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bool operator==(const MasterWallIterator& mwit) const { return it == mwit.it; };
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bool operator!=(const MasterWallIterator& mwit) const { return it != mwit.it; };
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WallVertex* operator*() { return (*it).second; };
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WallVertex* operator->() { return (*it).second; };
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virtual MasterWallIterator& operator++() { if (reverse) it--; else it++; return (*this); }
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};
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class MasterWall {
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private:
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std::map<float, WallVertex*> vertices;
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public:
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typedef MasterWallIterator iterator;
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MasterWall(WallVertex* u, WallVertex* v) {
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insert(0, u);
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insert(1, v);
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};
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void insert(float position, WallVertex* u) {
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vertices.insert(std::pair<float, WallVertex*>(position,u));
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};
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WallVertex* u() { return vertices.begin()->second; };
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WallVertex* v() { return vertices.rbegin()->second; };
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iterator begin() { return iterator(vertices.begin()); }
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iterator end() { return iterator(vertices.end()); }
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iterator rbegin() { return iterator(vertices.rbegin()); }
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iterator rend() { return iterator(vertices.rend()); }
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iterator find(float position) { return iterator(vertices.find(position)); }
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iterator rfind(float position) { return iterator(vertices.find(position), true); }
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iterator find(float position, bool reverse) { return iterator(vertices.find(position), reverse); }
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};
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class Wall {
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public:
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WallVertex* u;
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WallVertex* v;
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float uPosOnMasterWall;
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float vPosOnMasterWall;
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MasterWall* master;
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public:
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Wall(WallVertex* _u, WallVertex* _v) {
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u = _u;
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v = _v;
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if (u->onMasterWall != NULL && u->onMasterWall == v->onMasterWall) { // u et v au milieu de master
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master = u->onMasterWall;
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uPosOnMasterWall = u->posOnMasterWall;
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vPosOnMasterWall = v->posOnMasterWall;
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} else if (u->onMasterWall != NULL && (u->onMasterWall->u() == v || u->onMasterWall->v() == v)) { // u au milieu de master, v au bord
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master = u->onMasterWall;
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uPosOnMasterWall = u->posOnMasterWall;
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vPosOnMasterWall = (master->u() == v) ? 0 : 1;
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} else if (v->onMasterWall != NULL && (v->onMasterWall->u() == u || v->onMasterWall->v() == u)) { // v au milieu de master, u au bord
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master = v->onMasterWall;
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uPosOnMasterWall = (master->u() == u) ? 0 : 1;
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vPosOnMasterWall = v->posOnMasterWall;
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} else {
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std::map<WallVertex*, MasterWall*>::iterator it = u->endWall.find(v);
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if (it != u->endWall.end()) { // u et v au bord d'un master existant.
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master = it->second;
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uPosOnMasterWall = (master->u() == u) ? 0 : 1;
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vPosOnMasterWall = (master->u() == u) ? 1 : 0;
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} else { // u et v au bord d'un nouveau master.
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master = new MasterWall(u, v);
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uPosOnMasterWall = 0;
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vPosOnMasterWall = 1;
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u->addEndWall(v, master);
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v->addEndWall(u, master);
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}
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}
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};
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operator Segment () {
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return Segment(*u, *v);
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}
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WallVertex* randomPos(int seed, int n, float a, float b) {
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float width = vPosOnMasterWall - uPosOnMasterWall;
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float pos = floatInRange(seed, n, uPosOnMasterWall + a*width, uPosOnMasterWall + b*width);
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MasterWallIterator mwi = master->find(pos);
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if (mwi == master->end()) { // Il n'y a pas encore de WallVertex à cette position sur master.
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Vertex mu = *(master->u());
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Vertex mv = *(master->v());
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WallVertex* wv = new WallVertex(mu * pos + mv * (1-pos), master, pos);
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master->insert(pos, wv);
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return wv;
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} else { // Il y a déjà un WallVertex à cette position sur master.
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return (*mwi);
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}
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};
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typedef MasterWall::iterator iterator;
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iterator begin() { return master->find(uPosOnMasterWall, (uPosOnMasterWall > vPosOnMasterWall)); };
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iterator end() { return ++(master->find(vPosOnMasterWall, (uPosOnMasterWall > vPosOnMasterWall))); };
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};
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#endif
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