#include "all_includes.hh" QuartierQuadAngle::QuartierQuadAngle(Vertex ne, Vertex se, Vertex sw, Vertex nw) : QuartierQuad(ne, se, sw, nw) { triangulation(); } QuartierQuadAngle::~QuartierQuadAngle() { for(unsigned int i = 0; i < children.size(); i++) delete(children[i]); children.clear(); triangles.clear(); } std::vector<Vertex*> QuartierQuadAngle::getBoundingBoxPoints() const { std::vector<Vertex*> list; return list; } bool QuartierQuadAngle::split() { 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(QuartierTri::factory(seed, 0, t1.v1, t1.v2, t1.v3)); addChild(QuartierTri::factory(seed, 1, t2.v1, t2.v2, t2.v3)); addChild(new RouteQuadChaussee(t1.v1, t1.v3, t2.v1, t2.v3)); addChild(new QuartierTri(t2.v3, corner[NE+i], t1.v1)); // TODO : new RouteTri addChild(new QuartierTri(t1.v3, corner[SW+i], t2.v1)); // TODO : new RouteTri 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 = Segment(corner[NW+i], corner[NE+i]).randomPos(seed, 0, 40, 60); Vertex e = Segment(corner[NE+i], corner[SE+i]).randomPos(seed, 1, 40, 60); Triangle tn = Triangle(n, corner[NE+i], corner[SE+i]); Triangle te = Triangle(corner[NW+i], corner[NE+i], e); Quad q; if (tn.minAngle() > te.minAngle()) { q = Quad(n, corner[SE+i], corner[SW+i], corner[NW+i]); Vertex oldv3 = tn.v3; tn.offsetBase(-hrw); q.offset(E, -hrw); addChild(QuartierTri::factory(seed, 0, tn.v1, tn.v2, tn.v3)); addChild(QuartierQuad::factory(seed, 1, q.corner[0], q.corner[1], q.corner[2], q.corner[3])); addChild(new RouteQuadChaussee(tn.v1, tn.v3, q.corner[1], q.corner[0])); addChild(new QuartierTri(tn.v3, oldv3, q.corner[1])); // TODO : new RouteTri } else { q = Quad(corner[NW+i], e, corner[SE+i], corner[SW+i]); Vertex oldv1 = te.v1; te.offsetBase(-hrw); q.offset(E, -hrw); addChild(QuartierTri::factory(seed, 0, te.v1, te.v2, te.v3)); addChild(QuartierQuad::factory(seed, 1, q.corner[0], q.corner[1], q.corner[2], q.corner[3])); addChild(new RouteQuadChaussee(te.v1, te.v3, q.corner[1], q.corner[0])); addChild(new QuartierTri(q.corner[0], oldv1, te.v1)); // TODO : new RouteTri } return true; } } // Ne devait jamais arriver ici ! addChild(new TerrainQuadHerbe(corner[NE], corner[SE], corner[SW], corner[NW])); return true; }