2011-m2s3-city-builder/rules/chose.cpp

105 lines
3.1 KiB
C++

#include "all_includes.hh"
Chose::Chose() : seed(initialSeed), children() {
}
void Chose::addChild(Chose* c) {
children.push_back(c);
}
void Chose::addTriangle(GPUTriangle* t) {
triangles.push_back(t);
}
bool Chose::merge() {
children.clear();
// triangles.clear();
return true;
}
void Chose::addQuad(Vertex u, Vertex v, Vertex w, Vertex x, char r, char g, char b) {
this->addTriangle(new GPUTriangle(u,x,w,r,g,b));
this->addTriangle(new GPUTriangle(w,v,u,r,g,b));
}
void Chose::addOcto(Vertex a, Vertex b, Vertex c, Vertex d,
Vertex e, Vertex f, Vertex g, Vertex h, char red, char green, char blue) {
this->addQuad(a,b,c,d,red,green,blue);
this->addQuad(e,f,g,h,red,green,blue);
this->addQuad(b,a,e,f,red,green,blue);
this->addQuad(c,b,f,g,red,green,blue);
this->addQuad(d,c,g,h,red,green,blue);
this->addQuad(a,d,h,e,red,green,blue);
}
void Chose::display() {
if (children.size() > 0) {
std::vector<Chose*>::iterator it;
for (it = children.begin(); it != children.end(); ++it) {
(*it)->display();
}
} else {
std::vector<GPUTriangle*>::iterator it;
for (it = triangles.begin(); it != triangles.end(); ++it) {
(*it)->display();
}
}
}
void Chose::addBBPoint(Vertex v) {
if (lod.firstBBPoint) {
lod.firstBBPoint = false;
lod.aabb[0] = v.x;
lod.aabb[1] = v.x;
lod.aabb[2] = v.y;
lod.aabb[3] = v.y;
lod.aabb[4] = v.z;
lod.aabb[5] = v.z;
} else {
lod.aabb[0] = std::min(lod.aabb[0], v.x);
lod.aabb[1] = std::max(lod.aabb[1], v.x);
lod.aabb[2] = std::min(lod.aabb[2], v.y);
lod.aabb[3] = std::max(lod.aabb[3], v.y);
lod.aabb[4] = std::min(lod.aabb[4], v.z);
lod.aabb[5] = std::max(lod.aabb[5], v.z);
}
}
void Chose::updateAABB() {
lod.firstBBPoint = true;
getBoundingBoxPoints();
float dx = lod.aabb[1] - lod.aabb[0];
float dy = lod.aabb[3] - lod.aabb[2];
float dz = lod.aabb[5] - lod.aabb[4];
float volume = dx*dy*dz;
float pseudoLength = std::max(1.f, std::pow(volume, 1.f/3.f) / 1000.f);
float splitFactor = 24 * pseudoLength;
float mergeFactor = 25 * pseudoLength;
for (int i = 0; i < 3; i++) {
float center = (lod.aabb[2*i] + lod.aabb[2*i+1]) / 2;
lod.splitBox[2*i] = (lod.aabb[2*i] - center) * splitFactor + center;
lod.splitBox[2*i+1] = (lod.aabb[2*i+1] - center) * splitFactor + center;
lod.mergeBox[2*i] = (lod.aabb[2*i] - center) * mergeFactor + center;
lod.mergeBox[2*i+1] = (lod.aabb[2*i+1] - center) * mergeFactor + center;
}
}
// DEBUG
void Chose::drawAABB() {
addOcto(
Vertex(lod.splitBox[0], lod.splitBox[2], lod.splitBox[4]),
Vertex(lod.splitBox[1], lod.splitBox[2], lod.splitBox[4]),
Vertex(lod.splitBox[1], lod.splitBox[3], lod.splitBox[4]),
Vertex(lod.splitBox[0], lod.splitBox[3], lod.splitBox[4]),
Vertex(lod.splitBox[0], lod.splitBox[2], lod.splitBox[5]),
Vertex(lod.splitBox[1], lod.splitBox[2], lod.splitBox[5]),
Vertex(lod.splitBox[1], lod.splitBox[3], lod.splitBox[5]),
Vertex(lod.splitBox[0], lod.splitBox[3], lod.splitBox[5]),
hashInRange(seed, 42, 0, 256),
hashInRange(seed, 43, 0, 256),
hashInRange(seed, 44, 0, 256)
);
}
unsigned int Chose::initialSeed = random_seed();