78 lines
2.3 KiB
C++
78 lines
2.3 KiB
C++
#include "all_includes.hh"
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BatimentQuad::BatimentQuad(Vertex ne, Vertex se, Vertex sw, Vertex nw, Cardinal entry) : Chose() {
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addEntropy(ne, se, sw, nw);
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this->entry = entry;
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c[NE] = ne;//-lctr;
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c[SE] = se;//-lctr;
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c[SW] = sw;//-lctr;
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c[NW] = nw;//-lctr;
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}
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BatimentQuad::~BatimentQuad() {
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children.clear();
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triangles.clear();
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}
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void BatimentQuad::getBoundingBoxPoints() {
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addBBPoint(c[NE]);
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addBBPoint(c[SE]);
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addBBPoint(c[SW]);
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addBBPoint(c[NW]);
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addBBPoint(c[NE] + Vertex(0,0,maxHeight + maxHeight/2)); // TODO
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addBBPoint(c[SE] + Vertex(0,0,maxHeight + maxHeight/2));
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addBBPoint(c[SW] + Vertex(0,0,maxHeight + maxHeight/2));
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addBBPoint(c[NW] + Vertex(0,0,maxHeight + maxHeight/2));
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}
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bool BatimentQuad::split() {
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int rand = this->seed % 20; // TODO : utiliser les fonctions random in range & co.
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if(rand <= 1) {
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Quad q = Quad(c[NE],c[SE],c[SW],c[NW]);
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// TODO ajouter une classe surface.
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//addQuad(c[SE],c[SW],c[NW],c[NE],0xDD,0xDD,0xDD);
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addChild(new BatimentQuadMaisonPont(q.c[0],q.c[1],q.c[2],q.c[3],800));
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}
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else {
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int th = 20; // Terrain height.
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Quad q = Quad(c[NE],c[SE],c[SW],c[NW]);
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th = th;
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q.offset(N,-140);
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q.offset(E,-140);
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q.offset(S,-140);
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q.offset(W,-140);
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addChild(new TrottoirQuadNormal(c[NE],c[SE],q.c[1],q.c[0],th,E));
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addChild(new TrottoirQuadNormal(c[SE],c[SW],q.c[2],q.c[1],th,E));
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addChild(new TrottoirQuadNormal(c[SW],c[NW],q.c[3],q.c[2],th,E));
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addChild(new TrottoirQuadNormal(c[NW],c[NE],q.c[0],q.c[3],th,E));
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q.c[0] = q.c[0] + Vertex(0,0,th);
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q.c[1] = q.c[1] + Vertex(0,0,th);
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q.c[2] = q.c[2] + Vertex(0,0,th);
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q.c[3] = q.c[3] + Vertex(0,0,th);
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addChild(new BatimentQuadJardin(q.c[0],q.c[1],q.c[2],q.c[3]));
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q.offset(this->entry,-400);
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addChild(new BatimentQuadMaison(q.c[0],q.c[1],q.c[2],q.c[3]));
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}
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return true;
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}
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void BatimentQuad::triangulation() {
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triangles.reserve(12);
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int h = hashInRange(seed,0,minHeight,maxHeight);
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int htoit = hashInRange(seed,0,minHeight/2,maxHeight/2);
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h += htoit;
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Vertex neh = c[NE] + Vertex(0,0,h);
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Vertex seh = c[SE] + Vertex(0,0,h);
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Vertex nwh = c[NW] + Vertex(0,0,h);
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Vertex swh = c[SW] + Vertex(0,0,h);
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addOcto(c[NE],c[SE],c[SW],c[NW],neh,seh,swh,nwh,0xFF,0xFF,0x00);
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}
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