Subdivision des bâtiments : râté.
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@ -13,6 +13,7 @@ class Chose;
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#include <set>
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#include <map>
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#include <list>
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#include <queue>
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#include <SDL/SDL.h>
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#include <GL/glew.h>
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26
main.cpp
26
main.cpp
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@ -12,32 +12,6 @@ int main() {
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c->triangulation();
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c->updateAABB();
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WallVertex* wvne = new WallVertex(ne);
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WallVertex* wvse = new WallVertex(se);
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WallVertex* wvsw = new WallVertex(sw);
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WallVertex* wvnw = new WallVertex(nw);
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Wall* wn = new Wall(wvnw,wvne);
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Wall* we = new Wall(wvne,wvse);
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Wall* ws = new Wall(wvse,wvsw);
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Wall* ww = new Wall(wvsw,wvnw);
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WallVertex* wvn = wn->randomPos(Chose::initialSeed, 0, 1.f/3.f, 2.f/3.f);
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WallVertex* wvs = ws->randomPos(Chose::initialSeed, 1, 1.f/3.f, 2.f/3.f);
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Wall* cut = new Wall(wvn, wvs);
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Wall* cut2 = new Wall(wvn, wvse);
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Wall::iterator it;
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for (it = wn->begin(); it != wn->end(); ++it)
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std::cout << (Vertex)(*(*it)) << std::endl;
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(void) wn;
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(void) we;
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(void) ws;
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(void) ww;
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(void) wvn;
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(void) wvs;
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(void) cut;
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(void) cut2;
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new View(c);
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return 0;
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}
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@ -1,11 +1,107 @@
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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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Quad ch = c.offsetNormal(Dimensions::hauteurEtage);
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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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return true;
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}
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@ -3,8 +3,28 @@
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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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