#include "all_includes.hh" BatimentQuad_::BatimentQuad_(Quad _c) : Chose(), c(_c) { addEntropy(c); } BatimentQuad_::BatimentQuad_(Quad _c, bool _isSub) : Chose(), c(_c), isSub(_isSub) { addEntropy(c); } bool BatimentQuad_::split() { int minSurface = 100 * 100 * 100; Quad q = c << c.maxLengthSide(); if(q.surface() > 2 * minSurface) { Vertex n = Segment(q[NW], q[NE]).randomPos(seed, 0, 3.f/8.f, 5.f/8.f); Vertex s = Segment(q[SE], q[SW]).randomPos(seed, 1, 3.f/8.f, 5.f/8.f); addChild(new BatimentQuad_(Quad(q[NE], q[SE], s, n), true)); addChild(new BatimentQuad_(Quad(q[SW], q[NW], n, s), true)); } else { Quad ch = c.offsetNormal(Dimensions::hauteurEtage); addChild(new ToitQuad(ch, Dimensions::hauteurToit)); } return true; } void BatimentQuad_::triangulation() { Quad ch = c.offsetNormal(Dimensions::hauteurEtage + Dimensions::hauteurToit); addGPUQuad(ch, Couleurs::toit); for (int i = 0; i < 4; i++) addGPUQuad(Quad(c[NE+i], c[SE+i], ch[SE+i], ch[NE+i]), Couleurs::mur); } void BatimentQuad_::getBoundingBoxPoints() { addBBPoints(c, Dimensions::hauteurEtage + Dimensions::hauteurToit); } BatimentTri_::BatimentTri_(Triangle _c) : Chose(), c(_c) { addEntropy(c); } bool BatimentTri_::split() { return false; } void BatimentTri_::triangulation() { Triangle th = c.offsetNormal(Dimensions::hauteurEtage + Dimensions::hauteurToit); addGPUTriangle(th, Couleurs::toit); for (int i = 0; i < 3; i++) addGPUQuad(Quad(c[LEFT+i], c[TOP+i], th[TOP+i], th[LEFT+i]), Couleurs::mur); } void BatimentTri_::getBoundingBoxPoints() { addBBPoints(c, Dimensions::hauteurEtage + Dimensions::hauteurToit); }