#include "all_includes.hh" int main() { // Générer une tile de base std::cout << "Initial seed = " << Chose::initialSeed << std::endl; float size = 200 * 100; Vertex ne(size, size, 0); Vertex se(size, 0, 0); Vertex sw(0, 0, 0); Vertex nw(0, size, 0); Chose* c = new QuartierQuad(Quad(ne, se, sw, nw)); c->triangulation(); c->updateAABB(); WallVertex* wvne = new WallVertex(ne); WallVertex* wvse = new WallVertex(se); WallVertex* wvsw = new WallVertex(sw); WallVertex* wvnw = new WallVertex(nw); Wall* wn = new Wall(wvnw,wvne); Wall* we = new Wall(wvne,wvse); Wall* ws = new Wall(wvse,wvsw); Wall* ww = new Wall(wvsw,wvnw); WallVertex* wvn = wn->randomPos(Chose::initialSeed, 0, 1.f/3.f, 2.f/3.f); WallVertex* wvs = ws->randomPos(Chose::initialSeed, 1, 1.f/3.f, 2.f/3.f); Wall* cut = new Wall(wvn, wvs); Wall* cut2 = new Wall(wvn, wvse); Wall::iterator it; for (it = wn->begin(); it != wn->end(); ++it) std::cout << (Vertex)(*(*it)) << std::endl; (void) wn; (void) we; (void) ws; (void) ww; (void) wvn; (void) wvs; (void) cut; (void) cut2; new View(c); return 0; }