94 lines
2.5 KiB
C++
94 lines
2.5 KiB
C++
#include "all_includes.hh"
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BatimentQuadPont::BatimentQuadPont(Vertex ne, Vertex se, Vertex sw, Vertex nw, int height) : Chose() {
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addEntropy(ne, se, sw, nw);
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c[NE] = ne;
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c[SE] = se;
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c[SW] = sw;
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c[NW] = nw;
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this->height = height;
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}
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BatimentQuadPont::~BatimentQuadPont() {
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children.clear();
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triangles.clear();
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}
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void BatimentQuadPont::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,height)); // TODO
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addBBPoint(c[SE] + Vertex(0,0,height));
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addBBPoint(c[SW] + Vertex(0,0,height));
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addBBPoint(c[NW] + Vertex(0,0,height));
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}
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bool BatimentQuadPont::split() {
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return false;
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}
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float ct(float x) {
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return -(1.*cosh(x/1.))+1;
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}
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float nt(double x, int height) {
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return (ct(x) + -ct(-1.7))/(ct(0)+ -ct(-1.7)) * height;
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}
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void BatimentQuadPont::triangulation() {
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//triangles.reserve(2);
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float var;
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Quad q = Quad(c[NE],c[SE],c[SW],c[NW]);
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Vertex a,b;
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height -= 20;
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Vertex pa = c[NW];
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Vertex pb = c[SW];
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Vertex neh = c[NE] + Vertex(0,0,height+20);
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Vertex seh = c[SE] + Vertex(0,0,height+20);
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Vertex swh = c[SW] + Vertex(0,0,height+20);
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Vertex nwh = c[NW] + Vertex(0,0,height+20);
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Vertex l1 = c[NE] - c[NW];
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Vertex l2 = c[SW] - c[SE];
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float pas = 0.1;
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int steps = (3.14/pas);
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float n2 = l2.norm()/(3.14/pas);
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n2=n2;
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int middle = steps/2;
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int n;
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addTriangle(new GPUTriangle(c[SW],pb,swh,0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(pa,c[NW],nwh,0xD0,0xD0,0xD0));
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for(var=-1.7,n=0; var <= 1.7; var+=pas,n++) {
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q.offset(W,-n2);
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a = q.c[3] + Vertex(0,0,nt(var,height));
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b = q.c[2] + Vertex(0,0,nt(var,height));
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addQuad(a,b,pb,pa,0xD0,0xD0,0xD0);
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if( n < middle) {
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addTriangle(new GPUTriangle(pa,a,nwh,0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(b,pb,swh,0xD0,0xD0,0xD0));
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}
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else if(n == middle) {
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addTriangle(new GPUTriangle(pa,a,nwh,0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(b,pb,swh,0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(a,neh,nwh,0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(b,swh,seh,0xD0,0xD0,0xD0));
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}
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else {
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addTriangle(new GPUTriangle(pa,a,neh,0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(b,pb,seh,0xD0,0xD0,0xD0));
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}
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pa = a;
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pb = b;
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}
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addTriangle(new GPUTriangle(c[SE],pb,seh,0xD0,0xD0,0xD0));
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addTriangle(new GPUTriangle(c[NE],pa,neh,0xD0,0xD0,0xD0));
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}
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