Subdivision des bâtiments : râté.

This commit is contained in:
Georges Dupéron 2012-01-18 11:52:28 +01:00
parent b5f90a796e
commit f6167e172d
4 changed files with 118 additions and 27 deletions

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@ -13,6 +13,7 @@ class Chose;
#include <set>
#include <map>
#include <list>
#include <queue>
#include <SDL/SDL.h>
#include <GL/glew.h>

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@ -12,32 +12,6 @@ int main() {
c->triangulation();
c->updateAABB();
WallVertex* wvne = new WallVertex(ne);
WallVertex* wvse = new WallVertex(se);
WallVertex* wvsw = new WallVertex(sw);
WallVertex* wvnw = new WallVertex(nw);
Wall* wn = new Wall(wvnw,wvne);
Wall* we = new Wall(wvne,wvse);
Wall* ws = new Wall(wvse,wvsw);
Wall* ww = new Wall(wvsw,wvnw);
WallVertex* wvn = wn->randomPos(Chose::initialSeed, 0, 1.f/3.f, 2.f/3.f);
WallVertex* wvs = ws->randomPos(Chose::initialSeed, 1, 1.f/3.f, 2.f/3.f);
Wall* cut = new Wall(wvn, wvs);
Wall* cut2 = new Wall(wvn, wvse);
Wall::iterator it;
for (it = wn->begin(); it != wn->end(); ++it)
std::cout << (Vertex)(*(*it)) << std::endl;
(void) wn;
(void) we;
(void) ws;
(void) ww;
(void) wvn;
(void) wvs;
(void) cut;
(void) cut2;
new View(c);
return 0;
}

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@ -1,11 +1,107 @@
#include "all_includes.hh"
Mur::Mur(Segment _s) : s(_s) {}
void Mur::addSplitPoint(float position) {
(void)position;
}
bool Mur::addDoor(float start, float end) {
(void)start; (void)end;
return true;
}
bool Mur::addWindow(float start, float end) {
(void)start; (void)end;
return true;
}
Piece::Piece(Quad _c, Mur* n, Mur* e, Mur* s, Mur* w) : c(_c) {
murs[0] = n;
murs[1] = e;
murs[2] = s;
murs[3] = w;
}
BatimentQuad_::BatimentQuad_(Quad _c) : Chose(), c(_c) {
addEntropy(c);
}
bool BatimentQuad_::split() {
Quad ch = c.offsetNormal(Dimensions::hauteurEtage);
unsigned int trynumber = 0;
unsigned int tryseed = hash2(seed, trynumber);
std::queue<Piece*> queue;
for (int i = 0; i < 4; i++)
murs.push_back(new Mur(Segment(c[NE+i], c[SE+i])));
queue.push(new Piece(c, murs[0], murs[1], murs[2], murs[3]));
// TODO : placer la porte d'entrée ?
Piece* piece;
while (!queue.empty()) {
piece = queue.front(); queue.pop();
pieces.push_back(piece);
if (piece->c.surface() < 14 * 100 * 100)
continue;
switch (hash2(tryseed, 0) % 2) {
case 0: { // rectangle
if (piece->c.surface() > 100 * 100 * 100 && piece->c.minLength() > 10) {
float size = piece->c.minLength() / 3.f;
Quad takeN = piece->c.inset(N, size);
Quad takeS = takeN.inset(S, size);
Quad takeE = takeS.inset(E, size);
Quad takeW = takeS.inset(W, size);
Quad q[4];
q[N] = Quad(piece->c[NE], takeN[NE], takeN[NW], piece->c[NW]);
q[E] = Quad(takeS[SE], takeE[SE], takeE[NE], takeS[NE]);
q[S] = Quad(piece->c[SW], takeS[SW], takeS[SE], piece->c[SW]);
q[W] = Quad(takeS[NW], takeW[NW], takeW[SW], takeS[SW]);
Quad qC = takeW;
Mur* m[4];
m[N] = new Mur(Segment(q[N][SW], q[N][SE]));
m[E] = new Mur(Segment(q[E][SW], q[E][SE]));
m[S] = new Mur(Segment(q[S][SW], q[S][SE]));
m[W] = new Mur(Segment(q[W][SW], q[W][SE]));
Piece* p[4];
p[N] = new Piece(q[N], piece->murs[N], piece->murs[E], m[N], piece->murs[W]);
p[E] = new Piece(q[E], piece->murs[E], m[S], m[E], m[N]);
p[S] = new Piece(q[S], piece->murs[S], piece->murs[W], m[S], piece->murs[E]);
p[W] = new Piece(q[W], piece->murs[W], m[N], m[W], m[S]);
Piece* pC = new Piece(qC, m[N], m[E], m[S], m[W]);
for (int i = 0; i < 4; i++) {
murs.push_back(m[N+i]);
queue.push(p[N+i]);
}
queue.push(pC);
// TODO connecter les pièces avec des addDoor (sur les murs les séparant, et/ou à la pièce centrale) ???
break;
}
}
case 1: // donut
default: {
Cardinal offset = piece->c.maxLengthSide();
Vertex n = Segment(piece->c[NW + offset], piece->c[NE + offset]).randomPos(tryseed, 1, 1.f/3.f, 2.f/3.f);
Vertex s = Segment(piece->c[SE + offset], piece->c[SW + offset]).randomPos(tryseed, 1, 1.f/3.f, 2.f/3.f);
piece->murs[offset]->addSplitPoint(0); // TODO
piece->murs[offset+2]->addSplitPoint(0); // TODO
Mur* mur = new Mur(Segment(n, s));
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);
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);
murs.push_back(mur);
queue.push(p1);
queue.push(p2);
// TODO : addDoor(start, end); sur le mur les séparant. ?
break;
}
}
}
std::vector<Piece*>::iterator it;
for (it = pieces.begin(); it != pieces.end(); ++it) {
Quad c = (*it)->c.insetNESW(50);
addGPUQuad(c, Couleurs::cielHaut);
}
//Quad ch = c.offsetNormal(Dimensions::hauteurEtage);
//addChild(new ToitQuad(ch, Dimensions::hauteurToit));
return true;
}

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@ -3,8 +3,28 @@
#include "all_includes.hh"
class Mur {
private:
std::map<float,Segment> objets;
Segment s;
public:
Mur(Segment _s);
void addSplitPoint(float position);
bool addDoor(float start, float end);
bool addWindow(float start, float end);
};
class Piece {
public:
Quad c;
Mur* murs[4];
Piece(Quad _c, Mur* n, Mur* e, Mur* s, Mur* w);
};
class BatimentQuad_ : public Chose {
Quad c;
std::vector<Piece*> pieces;
std::vector<Mur*> murs;
public:
BatimentQuad_(Quad _c);
virtual bool split();