#include "all_includes.hh" BatimentQuadMur::BatimentQuadMur(Quad _c, Quad _ch) : Chose(), c(_c), ch(_ch) { addEntropy(c); addEntropy(ch); this->window = false; } void BatimentQuadMur::getBoundingBoxPoints() { addBBPoints(c); addBBPoints(ch); } void BatimentQuadMur::setWindow(bool val) { val = val; this->window = val; Quad q = Quad(ch[NE],c[NE],c[NW],ch[NW]); int lr = (q.length(S) - 120)/2; Quad wFront = q.insetNESW(40,lr,120,lr); Quad wBack = wFront.offsetNormal(28); windowPos = Quad(wFront[SE],wBack[SE],wBack[SW],wFront[SW]); windowPosh = Quad(wFront[NE],wBack[NE],wBack[NW],wFront[NW]); } bool BatimentQuadMur::split() { if(!window) return false; Quad right = Quad(windowPos[NW],windowPos[SW],c[SW],c[NW]); Quad righth = Quad(windowPosh[NW],windowPosh[SW],ch[SW],ch[NW]); Quad left = Quad(c[NE],c[SE],windowPos[SE],windowPos[NE]); Quad lefth = Quad(ch[NE],ch[SE],windowPosh[SE],windowPosh[NE]); Quad top = Quad(windowPosh[NE],windowPosh[NW],windowPosh[SW],windowPosh[SE]); addChild(new BatimentQuadMur(c,windowPos)); addChild(new BatimentQuadMur(windowPosh,ch)); addChild(new BatimentQuadMur(left,lefth)); addChild(new BatimentQuadMur(right,righth)); return true; } void BatimentQuadMur::triangulation() { if(!window) addGPUOcto(c, ch, Couleurs::mur); //else //addGPUOcto(c, ch, 0xFF,0x10,0x00); //addGPUQuad(windowPosh,0xFF,0xFF,0x00); }