#include "all_includes.hh" BatimentQuadMaison::BatimentQuadMaison(Vertex ne, Vertex se, Vertex sw, Vertex nw) : Chose(), ne(ne), se(se), sw(sw), nw(nw) { addEntropy(ne, se, sw, nw); triangulation(); } int BatimentQuadMaison::width() { return this->ne.x - this->sw.x; } int BatimentQuadMaison::height() { return this->ne.y - this->sw.y; } bool BatimentQuadMaison::subdivide() { return true; } void BatimentQuadMaison::triangulation() { triangles.reserve(12); int h = hashInRange(seed,0,minHeight,maxHeight); int htoit = hashInRange(seed,0,minHeight/2,maxHeight/2); Vertex neh = ne + Vertex(0,0,h); Vertex seh = se + Vertex(0,0,h); Vertex nwh = nw + Vertex(0,0,h); Vertex swh = sw + Vertex(0,0,h); Vertex toit = (neh + seh + nwh + swh) / 4 + Vertex(0,0,htoit); // 4 Murs addTriangle(new Triangle(neh,seh,ne,0xf1,0xe3,0xad)); addTriangle(new Triangle(seh,se,ne,0xf1,0xe3,0xad)); // ne-se-seh-neh addTriangle(new Triangle(seh,swh,se,0xf1,0xe3,0xad)); addTriangle(new Triangle(swh,sw,se,0xf1,0xe3,0xad)); // se-sw-swh-seh addTriangle(new Triangle(swh,nwh,sw,0xf1,0xe3,0xad)); addTriangle(new Triangle(nwh,nw,sw,0xf1,0xe3,0xad)); // sw-nw-nwh-swh addTriangle(new Triangle(nwh,neh,nw,0xf1,0xe3,0xad)); addTriangle(new Triangle(neh,ne,nw,0xf1,0xe3,0xad)); // nw-ne-neh-nwh // 1 Toit addTriangle(new Triangle(neh,toit,seh,0x9a,0x48,0x3c)); addTriangle(new Triangle(seh,toit,swh,0x9a,0x48,0x3c)); addTriangle(new Triangle(swh,toit,nwh,0x9a,0x48,0x3c)); addTriangle(new Triangle(nwh,toit,neh,0x9a,0x48,0x3c)); }