2011-m2s3-city-builder/rules/batiment/batimentquadpont.cpp

108 lines
2.9 KiB
C++

#include "all_includes.hh"
BatimentQuadPont::BatimentQuadPont() {
}
BatimentQuadPont::BatimentQuadPont(Vertex ne, Vertex se, Vertex sw, Vertex nw, int height) : Chose() {
addEntropy(ne, se, sw, nw);
lctr = Vertex(ne.x-nw.x,se.y-ne.y,0.0f);
this->ne = ne-lctr;
this->se = se-lctr;
this-> sw = sw-lctr;
this->nw = nw-lctr;
this->height = height;
triangulation();
}
BatimentQuadPont::~BatimentQuadPont() {
for(unsigned int i = 0; i < children.size(); i++)
delete(children[i]);
children.clear();
triangles.clear();
}
std::vector<Vertex*> BatimentQuadPont::getBoundingBoxPoints() const {
std::vector<Vertex*> list;
return list;
}
bool BatimentQuadPont::split() {
return true;
}
bool BatimentQuadPont::merge() {
for(unsigned int i = 0; i < children.size(); i++)
delete(children[i]);
children.clear();
triangles.clear();
return true;
}
float ct(float x) {
return -(1.*cosh(x/1.))+1;
}
float nt(double x, int height) {
return (ct(x) + -ct(-1.7))/(ct(0)+ -ct(-1.7)) * height;
}
void BatimentQuadPont::triangulation() {
//triangles.reserve(2);
float var;
Quad q = Quad(ne,se,sw,nw);
Vertex a,b;
Vertex pa = nw;
Vertex pb = sw;
Vertex neh = ne + Vertex(0,0,height+100);
Vertex seh = se + Vertex(0,0,height+100);
Vertex swh = sw + Vertex(0,0,height+100);
Vertex nwh = nw + Vertex(0,0,height+100);
Vertex l1 = ne - nw;
Vertex l2 = sw - se;
int steps = (2*1.7/0.1);
float pas = 0.1;
float n1 = l1.norm()/(2*1.7/0.1);
float n2 = l2.norm()/(2*1.7/0.1);
n1=n1;
n2=n2;
int middle = steps/2;
int n;
std::cout << std::endl << l1.norm() << std::endl;
addTriangle(new Triangle(pb,sw,swh,0xFF,0xFF,0xFF));
addTriangle(new Triangle(pa,nw,nwh,0xFF,0xFF,0xFF));
for(var=-1.7,n=0; var <= 1.7; var+=pas,n++) {
std::cout << var << std::endl;
//std::cout << var << " \t " << nt(var,height) << std::endl;
q.offset(W,-n2);
a = q.corner[3] + Vertex(0,0,nt(var,height));
b = q.corner[2] + Vertex(0,0,nt(var,height));
addQuad(a,b,pb,pa,0xFF,0xFF,0xFF);
if( n < middle) {
addTriangle(new Triangle(pa,a,nwh,0xFF,0xFF,0xFF));
addTriangle(new Triangle(pb,b,swh,0xFF,0xFF,0xFF));
}
else if(n == middle) {
addTriangle(new Triangle(pa,a,nwh,0xFF,0xFF,0xFF));
addTriangle(new Triangle(pb,b,swh,0xFF,0xFF,0xFF));
addTriangle(new Triangle(a,neh,nwh,0xFF,0xFF,0xFF));
addTriangle(new Triangle(b,seh,swh,0xFF,0xFF,0xFF));
}
else {
addTriangle(new Triangle(pa,a,neh,0xFF,0xFF,0xFF));
addTriangle(new Triangle(pb,b,seh,0xFF,0xFF,0xFF));
}
pa = a;
pb = b;
}
addTriangle(new Triangle(se,pb,seh,0xFF,0xFF,0xFF));
addTriangle(new Triangle(ne,pa,neh,0xFF,0xFF,0xFF));
}