127 lines
3.9 KiB
C++
127 lines
3.9 KiB
C++
#include "all_includes.hh"
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Chose::Chose() : seed(initialSeed), children() {
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}
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void Chose::addChild(Chose* c) {
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children.push_back(c);
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}
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void Chose::addTriangle(Triangle* t) {
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triangles.push_back(t);
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}
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bool Chose::merge() {
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children.clear();
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// triangles.clear();
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return true;
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}
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void Chose::addQuad(Vertex u, Vertex v, Vertex w, Vertex x, char r, char g, char b) {
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this->addTriangle(new Triangle(u,x,w,r,g,b));
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this->addTriangle(new Triangle(w,v,u,r,g,b));
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}
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void Chose::addOcto(Vertex a, Vertex b, Vertex c, Vertex d,
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Vertex e, Vertex f, Vertex g, Vertex h, char red, char green, char blue) {
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this->addQuad(a,b,c,d,red,green,blue);
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this->addQuad(e,f,g,h,red,green,blue);
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this->addQuad(b,a,e,f,red,green,blue);
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this->addQuad(c,b,f,g,red,green,blue);
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this->addQuad(d,c,g,h,red,green,blue);
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this->addQuad(a,d,h,e,red,green,blue);
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}
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void Chose::display() {
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if (children.size() > 0) {
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std::vector<Chose*>::iterator it;
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for (it = children.begin(); it != children.end(); ++it) {
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(*it)->display();
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}
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} else {
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std::vector<Triangle*>::iterator it;
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for (it = triangles.begin(); it != triangles.end(); ++it) {
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(*it)->display();
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}
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}
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}
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void Chose::addBBPoint(Vertex v) {
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if (lod.firstBBPoint) {
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lod.firstBBPoint = false;
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lod.aabb[0] = v.x;
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lod.aabb[1] = v.x;
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lod.aabb[2] = v.y;
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lod.aabb[3] = v.y;
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lod.aabb[4] = v.z;
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lod.aabb[5] = v.z;
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} else {
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lod.aabb[0] = std::min(lod.aabb[0], v.x);
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lod.aabb[1] = std::max(lod.aabb[1], v.x);
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lod.aabb[2] = std::min(lod.aabb[2], v.y);
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lod.aabb[3] = std::max(lod.aabb[3], v.y);
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lod.aabb[4] = std::min(lod.aabb[4], v.z);
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lod.aabb[5] = std::max(lod.aabb[5], v.z);
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}
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}
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void Chose::updateAABB() {
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lod.firstBBPoint = true;
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getBoundingBoxPoints();
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for (int i = 0; i < 6; i++) {
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// TODO
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lod.splitCube[i] = lod.aabb[i];
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lod.mergeCube[i] = lod.aabb[i];
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}
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}
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void Chose::displayAABB() {
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updateAABB();
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if (children.size() > 0) {
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std::vector<Chose*>::iterator it;
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for (it = children.begin(); it != children.end(); ++it) {
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(*it)->displayAABB();
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}
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} else {
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// Affiche la AABB.
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glVertex3d(lod.aabb[0],lod.aabb[2],lod.aabb[4]);
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glVertex3d(lod.aabb[0],lod.aabb[3],lod.aabb[5]);
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glVertex3d(lod.aabb[0],lod.aabb[2],lod.aabb[5]);
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glVertex3d(lod.aabb[0],lod.aabb[2],lod.aabb[4]);
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glVertex3d(lod.aabb[1],lod.aabb[2],lod.aabb[5]);
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glVertex3d(lod.aabb[0],lod.aabb[2],lod.aabb[5]);
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glVertex3d(lod.aabb[0],lod.aabb[2],lod.aabb[4]);
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glVertex3d(lod.aabb[0],lod.aabb[3],lod.aabb[5]);
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glVertex3d(lod.aabb[0],lod.aabb[3],lod.aabb[4]);
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glVertex3d(lod.aabb[0],lod.aabb[2],lod.aabb[4]);
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glVertex3d(lod.aabb[1],lod.aabb[3],lod.aabb[4]);
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glVertex3d(lod.aabb[0],lod.aabb[3],lod.aabb[4]);
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glVertex3d(lod.aabb[0],lod.aabb[2],lod.aabb[4]);
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glVertex3d(lod.aabb[1],lod.aabb[2],lod.aabb[5]);
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glVertex3d(lod.aabb[1],lod.aabb[2],lod.aabb[4]);
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glVertex3d(lod.aabb[0],lod.aabb[2],lod.aabb[4]);
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glVertex3d(lod.aabb[1],lod.aabb[3],lod.aabb[4]);
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glVertex3d(lod.aabb[1],lod.aabb[2],lod.aabb[4]);
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glVertex3d(lod.aabb[1],lod.aabb[3],lod.aabb[5]);
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glVertex3d(lod.aabb[0],lod.aabb[2],lod.aabb[5]);
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glVertex3d(lod.aabb[0],lod.aabb[3],lod.aabb[5]);
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glVertex3d(lod.aabb[1],lod.aabb[3],lod.aabb[5]);
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glVertex3d(lod.aabb[0],lod.aabb[3],lod.aabb[4]);
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glVertex3d(lod.aabb[0],lod.aabb[3],lod.aabb[5]);
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glVertex3d(lod.aabb[1],lod.aabb[3],lod.aabb[5]);
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glVertex3d(lod.aabb[0],lod.aabb[2],lod.aabb[5]);
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glVertex3d(lod.aabb[1],lod.aabb[2],lod.aabb[5]);
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glVertex3d(lod.aabb[1],lod.aabb[3],lod.aabb[5]);
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glVertex3d(lod.aabb[1],lod.aabb[2],lod.aabb[4]);
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glVertex3d(lod.aabb[1],lod.aabb[2],lod.aabb[5]);
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glVertex3d(lod.aabb[1],lod.aabb[3],lod.aabb[5]);
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glVertex3d(lod.aabb[0],lod.aabb[3],lod.aabb[4]);
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glVertex3d(lod.aabb[1],lod.aabb[3],lod.aabb[4]);
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glVertex3d(lod.aabb[1],lod.aabb[3],lod.aabb[5]);
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glVertex3d(lod.aabb[1],lod.aabb[2],lod.aabb[4]);
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glVertex3d(lod.aabb[1],lod.aabb[3],lod.aabb[4]);
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}
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}
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unsigned int Chose::initialSeed = 779313522;//random_seed();
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