#include "all_includes.hh" ToitQuad::ToitQuad(Quad _c, float _height) : Chose(), c(_c), height(_height) { addEntropy(c); } void ToitQuad::getBoundingBoxPoints() { addBBPoints(c); addBBPoints(c.offsetNormal(height)); } void ToitQuad::triangulation() { if (c.maxAngle() > Angle::d2r(90+40) || c.minAngle() < Angle::d2r(90-40)) { plat(); return; } switch (hash2(seed, -1) % 5) { case 0: pointCentral(); break; case 1: quatrePoints(); break; case 2: deuxPoints(); break; case 3: deuxPointsVerticaux(); break; case 4: default: plat(); break; } } void ToitQuad::pointCentral() { Quad qh = c.offsetNormal(height); Vertex center = qh.insetProportionnal(0.3f).randomPoint(seed, 0); for (int i = 0; i < 4; i++) addGPUTriangle(c[SE+i], center, c[NE+i], Couleurs::toit); } void ToitQuad::quatrePoints() { Quad ch = c.offsetNormal(height).insetProportionnal(0.6f); addGPUQuad(ch, Couleurs::toit); for (int i = 0; i < 4; i++) addGPUQuad(ch[NE+i], c[NE+i], c[SE+i], ch[SE+i], Couleurs::toit); } void ToitQuad::deuxPoints() { // Orienter c dans le sens de la longueur d'est en ouest. Quad q = c >> ((c.maxLengthNS() > c.maxLengthEW()) ? 1 : 0); Quad qh = q.offsetNormal(height); float coef = height / Segment(q[NW],q[SW]).length(); float eLength = Segment(q[NE],q[SE]).length(); qh[NE] = q[NE] + Vertex(qh[NE]-q[NE]).setNorm(coef*eLength); qh[SE] = q[SE] + Vertex(qh[SE]-q[SE]).setNorm(coef*eLength); //Vertex w = Segment(qh[NW], qh[SW]).randomPos(seed, 0, 1.f/3.f, 2.f/3.f); //Vertex e = Segment(qh[NE], qh[SE]).randomPos(seed, 1, 1.f/3.f, 2.f/3.f); Vertex w = qh[SW] + Vertex(qh[NW] - qh[SW])/2; Vertex e = qh[SE] + Vertex(qh[NE] - qh[SE])/2; Vertex centerE = Segment(e,w).randomPos(seed, 2, 0.6f, 0.8f); Vertex centerW = Segment(e,w).randomPos(seed, 2, 0.2f, 0.4f); addGPUTriangle(q[SE], centerE, q[NE], Couleurs::toit); addGPUTriangle(q[NW], centerW, q[SW], Couleurs::toit); addGPUQuad(q[SE], q[SW], centerW, centerE, Couleurs::toit); addGPUQuad(q[NW], q[NE], centerE, centerW, Couleurs::toit); } void ToitQuad::deuxPointsVerticaux() { // Orienter c dans le sens de la longueur d'est en ouest. Quad q = c >> ((c.maxLengthNS() > c.maxLengthEW()) ? 1 : 0); Quad qh = q.offsetNormal(height); float coef = height / Segment(q[NW],q[SW]).length(); float eLength = Segment(q[NE],q[SE]).length(); qh[NE] = q[NE] + Vertex(qh[NE]-q[NE]).setNorm(coef*eLength); qh[SE] = q[SE] + Vertex(qh[SE]-q[SE]).setNorm(coef*eLength); //Vertex w = Segment(qh[NW], qh[SW]).randomPos(seed, 0, 1.f/3.f, 2.f/3.f); //Vertex e = Segment(qh[NE], qh[SE]).randomPos(seed, 1, 1.f/3.f, 2.f/3.f); Vertex w = qh[SW] + Vertex(qh[NW] - qh[SW])/2; Vertex e = qh[SE] + Vertex(qh[NE] - qh[SE])/2; addGPUTriangle(q[SE], e, q[NE], Couleurs::mur); addGPUTriangle(q[NW], w, q[SW], Couleurs::mur); addGPUQuad(q[SE], q[SW], w, e, Couleurs::toit); addGPUQuad(q[NW], q[NE], e, w, Couleurs::toit); } void ToitQuad::plat() { Quad ch = c.offsetNormal(Dimensions::hauteurToit * 0.6f); addGPUFourQuads(c, ch, Couleurs::toit); addGPUQuad(ch, Couleurs::toit); } ToitTri::ToitTri(Triangle _c, float _height) : Chose(), c(_c), height(_height) { addEntropy(c); } void ToitTri::getBoundingBoxPoints() { addBBPoints(c); addBBPoints(c.offsetNormal(height)); } void ToitTri::triangulation() { if (c.maxAngle() > Angle::d2r(120) || c.minAngle() < Angle::d2r(30)) { plat(); return; } plat(); return; switch (hash2(seed, -1) % 5) { case 0: pointCentral(); break; case 1: troisPoints(); break; case 2: unPointVertical(); break; case 3: deuxPointsVerticaux(); break; case 4: default: plat(); break; } } void ToitTri::pointCentral() { Triangle th = c.offsetNormal(height); Vertex center = th.insetProportionnal(0.3f).randomPoint(seed, 0); for (int i = 0; i < 3; i++) addGPUTriangle(c[LEFT+i], center, c[TOP+i], Couleurs::toit); } void ToitTri::troisPoints() { Triangle th = c.offsetNormal(height).insetProportionnal(0.6f); addGPUTriangle(th, Couleurs::toit); for (int i = 0; i < 3; i++) addGPUQuad(c[LEFT+i], c[TOP+i], th[TOP+i], th[LEFT+i], Couleurs::toit); } void ToitTri::unPointVertical() { // Rotation aléatoire du triangle Triangle t = c >> (hash2(seed, 0) % 3); Triangle th = t.offsetNormal(height); addGPUTriangle(t[LEFT], th[TOP], t[RIGHT], Couleurs::toit); addGPUTriangle(t[TOP], th[TOP], t[LEFT], Couleurs::toit); addGPUTriangle(t[RIGHT], th[TOP], t[TOP], Couleurs::toit); } void ToitTri::deuxPointsVerticaux() { // Rotation aléatoire du triangle Triangle t = c >> (hash2(seed, 0) % 3); Triangle th = t.offsetNormal(height); addGPUTriangle(th[LEFT], t[TOP], th[RIGHT], Couleurs::toit); addGPUTriangle(t[TOP], th[LEFT], t[LEFT], Couleurs::toit); addGPUTriangle(t[RIGHT], th[RIGHT], t[TOP], Couleurs::toit); } void ToitTri::plat() { Triangle ch = c.offsetNormal(Dimensions::hauteurToit * 0.6f); addGPUThreeQuads(c, ch, Couleurs::toit); addGPUTriangle(ch, Couleurs::toit); }