2011-m2s3-city-builder/rules/toit.cpp
2012-01-20 14:06:03 +01:00

149 lines
4.9 KiB
C++

#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() {
bool anglesOk = (c.maxAngle() <= Angle::d2r(90+40) && c.minAngle() < Angle::d2r(90-40));
switch (hash2(seed, -1) % 5) {
case 0: plat(); break;
case 1: if (anglesOk) { quatrePoints(); break; }
case 2: if (anglesOk) { deuxPoints(); break; }
case 3: if (anglesOk) { deuxPointsVerticaux(); break; }
case 4:
default: pointCentral(); 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() {
bool anglesOk = (c.maxAngle() <= Angle::d2r(120) && c.minAngle() >= Angle::d2r(30));
switch (hash2(seed, -1) % 5) {
case 0: pointCentral(); break;
case 1: if (anglesOk) { troisPoints(); break; }
case 2: unPointVertical(); break;
case 3: if (anglesOk) { 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);
}