#include "all_includes.hh" QuadAngle::QuadAngle(Vertex ne, Vertex se, Vertex sw, Vertex nw) : Quadrilatere(ne, se, sw, nw) { triangulation(); } bool QuadAngle::subdivide() { for (int i = 0; i < 4; i++) { if (Triangle(corner[NW+i], corner[NE+i], corner[SE+i]).angle() >= Angle::d2r(130)) { Triangle t1(corner[NE+i], corner[SE+i], corner[SW+i]); t1.offsetBase(-hrw); Triangle t2(corner[SW+i], corner[NW+i], corner[NE+i]); t2.offsetBase(-hrw); addChild(TileTri::factory(seed, 0, t1.v1, t1.v2, t1.v3)); addChild(TileTri::factory(seed, 1, t2.v1, t2.v2, t2.v3)); addChild(new Route(t1.v1, t1.v3, t2.v1, t2.v3)); return true; } } for (int i = 0; i < 4; i++) { if (Triangle(corner[NW+i], corner[NE+i], corner[SE+i]).angle() <= Angle::d2r(50)) { // "couper ce coin". Vertex n = (corner[NW+i] + corner[NE+i]) / 2; Vertex e = (corner[NE+i] + corner[SE+i]) / 2; Triangle tn = Triangle(n, corner[NE+i], corner[SE+i]); Triangle te = Triangle(corner[NW+i], corner[NE+i], e); Triangle t; Quad q; if (tn.minAngle() > te.minAngle()) { t = tn; q = Quad(n, corner[SE+i], corner[SW+i], corner[NW+i]); } else { t = te; q = Quad(corner[NW+i], e, corner[SE+i], corner[SW+i]); } t.offsetBase(-hrw); addChild(TileTri::factory(seed, 0, t.v1, t.v2, t.v3)); q.offset(E, -hrw); addChild(Quadrilatere::factory(seed, 1, q.corner[0], q.corner[1], q.corner[2], q.corner[3])); addChild(new Route(t.v1, t.v3, q.corner[1], q.corner[0])); return true; } } // Ne devait jamais arriver ici ! addChild(new QuadHerbe(corner[NE], corner[SE], corner[SW], corner[NW])); return true; }