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

50 lines
1.6 KiB
C++

#include "all_includes.hh"
BatimentTri::BatimentTri(Triangle _c) : Chose(), c(_c) {
addEntropy(c);
}
void BatimentTri::getBoundingBoxPoints() {
addBBPoints(c);
addBBPoints(c + Vertex(0,0,maxHeight + maxHeight/2)); // TODO
}
bool BatimentTri::split() {
return false;
// if(proba(seed, 0, 1, 10)) {
// Quad q = Quad(c[NE],c[SE],c[SW],c[NW]);
// // TODO ajouter une classe surface.
// //addQuad(c[SE],c[SW],c[NW],c[NE],0xDD,0xDD,0xDD);
// addChild(new BatimentQuadMaisonPont(q,800));
// } else {
// int th = 20; // Terrain height.
// Quad q = Quad(c[NE],c[SE],c[SW],c[NW]);
// q.offset(N,-Dimensions::largeurTrottoir);
// q.offset(E,-Dimensions::largeurTrottoir);
// q.offset(S,-Dimensions::largeurTrottoir);
// q.offset(W,-Dimensions::largeurTrottoir);
// addChild(new TrottoirQuadNormal(Quad(c[NE],c[SE],q[SE],q[NE]),th,E));
// addChild(new TrottoirQuadNormal(Quad(c[SE],c[SW],q[SW],q[SE]),th,E));
// addChild(new TrottoirQuadNormal(Quad(c[SW],c[NW],q[NW],q[SW]),th,E));
// addChild(new TrottoirQuadNormal(Quad(c[NW],c[NE],q[NE],q[NW]),th,E));
// Quad qh = q + Vertex(0,0,th);
// addChild(new BatimentQuadJardin(qh));
// qh.offset(this->entry,-400);
// addChild(new BatimentQuadMaison(qh));
// }
// return true;
}
void BatimentTri::triangulation() {
float h = floatInRange(seed,1,minHeight,maxHeight);
// float htoit = hashInRange(seed,2,minHeight/2,maxHeight/2);
Triangle ch = c + Vertex(0,0,h);
addGPUTriangle(ch, Couleurs::toit);
for (int i = 0; i < 3; i++)
addGPUQuad(c[LEFT+i], c[TOP+i], ch[TOP+i], ch[LEFT+i], Couleurs::mur);
}