Ajout de Quad::offsetNormal .
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@ -128,3 +128,7 @@ float Quad::surface() const {
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Triangle sw(c[SE], c[SW], c[NW]);
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return ne.surface() + sw.surface();
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}
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Quad Quad::offsetNormal(float offset) const {
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return ((*this) + Triangle(c[NE], c[SE], c[SW]).normal().setNorm(offset));
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}
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@ -41,6 +41,7 @@ class Quad {
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float surface() const;
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//void cutCornerCorner(Coin from) const;
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Quad makeParallelogram() const;
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Quad offsetNormal(float offset) const;
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};
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@ -61,3 +61,12 @@ float Triangle::surface() const {
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float base = Segment(c[LEFT], c[RIGHT]).length();
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return (base * hauteur) / 2.f;
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}
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Vertex Triangle::normal() const {
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return ((c[LEFT] - c[TOP]) * (c[RIGHT] - c[TOP]));
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}
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Vertex Triangle::normalizedNormal() const {
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Vertex v = normal();
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return v / v.norm();
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}
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@ -33,7 +33,8 @@ class Triangle {
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Triangle inset(CoteTriangle side, float offset) const;
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Triangle insetLTR(float offset) const;
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Vertex randomPoint(int seed, int n) const;
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void display();
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Vertex normal() const;
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Vertex normalizedNormal() const;
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};
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#endif
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@ -1,19 +1,14 @@
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#include "all_includes.hh"
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GPUTriangle::GPUTriangle(Vertex left, Vertex top, Vertex right, unsigned char _r, unsigned char _g, unsigned char _b)
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: c(left, top, right), r(_r), g(_g), b(_b), vnormal(normal(left,top,right)) {
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: c(left, top, right), r(_r), g(_g), b(_b), vnormal(c.normalizedNormal()) {
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}
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GPUTriangle::GPUTriangle(Triangle _c, unsigned char _r, unsigned char _g, unsigned char _b)
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: c(_c), r(_r), g(_g), b(_b), vnormal(normal(c[LEFT], c[TOP], c[RIGHT])) {
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: c(_c), r(_r), g(_g), b(_b), vnormal(c.normalizedNormal()) {
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}
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Vertex GPUTriangle::normal(Vertex left, Vertex top, Vertex right) {
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Vertex v = (left - top)*(right - top);
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return v / v.norm();
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}
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void GPUTriangle::display() {
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void GPUTriangle::display() const {
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View::setColor(r,g,b);
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glNormal3d(vnormal.x,vnormal.y,vnormal.z);
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glVertex3d(c[LEFT].x,c[LEFT].y,c[LEFT].z);
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@ -21,7 +16,7 @@ void GPUTriangle::display() {
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glVertex3d(c[RIGHT].x,c[RIGHT].y,c[RIGHT].z);
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}
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void GPUTriangle::displayNormal() {
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void GPUTriangle::displayNormal() const {
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glColor3ub(255,255,0);
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// Vertex v = (c[0] + c[1] + c[2]) / 3;
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// glVertex3d(v.x,v.y,v.z);
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@ -14,11 +14,8 @@ class GPUTriangle {
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public :
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GPUTriangle(Vertex left, Vertex top, Vertex right, unsigned char r, unsigned char g, unsigned char b);
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GPUTriangle(Triangle c, unsigned char r, unsigned char g, unsigned char b);
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void display();
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void displayNormal();
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private :
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Vertex normal(Vertex left, Vertex top, Vertex right);
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void display() const;
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void displayNormal() const;
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};
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#endif
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@ -25,7 +25,7 @@ Chose* QuartierTri::factory(int seed, int n, Triangle c) {
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return new QuartierTriTrapeze(c);
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}
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} else {
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return new TerrainTriHerbe(c);
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return new BatimentTri(c);
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}
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}
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@ -8,7 +8,7 @@ class RouteQuadChaussee : public Chose {
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Quad c;
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public :
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RouteQuadChaussee(Quad c);
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RouteQuadChaussee(Quad _c);
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virtual void triangulation();
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virtual void getBoundingBoxPoints();
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};
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@ -9,7 +9,7 @@ class TrottoirQuadNormal : public Chose {
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float height;
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public :
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TrottoirQuadNormal(Quad c, float height);
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TrottoirQuadNormal(Quad _c, float _height);
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virtual void triangulation();
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virtual void getBoundingBoxPoints();
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};
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@ -9,7 +9,7 @@ class TerrainQuadHerbe : public Chose {
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Quad c;
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public :
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TerrainQuadHerbe(Quad c);
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TerrainQuadHerbe(Quad _c);
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virtual void triangulation();
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virtual void getBoundingBoxPoints();
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};
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@ -9,7 +9,7 @@ class TerrainTriHerbe : public Chose {
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Triangle c;
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public :
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TerrainTriHerbe(Triangle c);
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TerrainTriHerbe(Triangle _c);
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virtual void triangulation();
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virtual void getBoundingBoxPoints();
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};
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