2011-m2s3-city-builder/rules/batiment/batimentquad.cpp
2012-01-09 15:28:10 +01:00

44 lines
1.4 KiB
C++

#include "all_includes.hh"
BatimentQuad::BatimentQuad(Quad c, Cardinal entry) : Chose(), c(c), entry(entry) {
addEntropy(c);
addEntropy(entry);
}
void BatimentQuad::getBoundingBoxPoints() {
addBBPoints(c);
addBBPoints(c + Vertex(0,0,maxHeight + maxHeight/2)); // TODO
}
bool BatimentQuad::split() {
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 {
float th = 20; // Terrain height.
Quad q = Quad(c[NE],c[SE],c[SW],c[NW]).insetNESW(140);
addChild(new TrottoirQuadNormal(Quad(c[NE],c[SE],q[SE],q[NE]),th));
addChild(new TrottoirQuadNormal(Quad(c[SE],c[SW],q[SW],q[SE]),th));
addChild(new TrottoirQuadNormal(Quad(c[SW],c[NW],q[NW],q[SW]),th));
addChild(new TrottoirQuadNormal(Quad(c[NW],c[NE],q[NE],q[NW]),th));
Quad qh = q + Vertex(0,0,th);
addChild(new BatimentQuadJardin(qh));
addChild(new BatimentQuadMaison(qh.inset(this->entry,400)));
}
return true;
}
void BatimentQuad::triangulation() {
triangles.reserve(12);
float h = floatInRange(seed,1,minHeight,maxHeight);
float htoit = floatInRange(seed,2,minHeight/2,maxHeight/2);
addGPUOcto(c, c + Vertex(0,0,h + htoit), 0xFF, 0xFF, 0x00);
}