61 lines
2.2 KiB
C++
61 lines
2.2 KiB
C++
#include "all_includes.hh"
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QuartierQuadAngle::QuartierQuadAngle(Vertex ne, Vertex se, Vertex sw, Vertex nw) : QuartierQuad(ne, se, sw, nw) {
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}
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QuartierQuadAngle::~QuartierQuadAngle() {
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children.clear();
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triangles.clear();
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}
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bool QuartierQuadAngle::split() {
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for (int i = 0; i < 4; i++) {
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if (Triangle(c[NW+i], c[NE+i], c[SE+i]).angle() >= Angle::d2r(130)) {
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Triangle t1(c[NE+i], c[SE+i], c[SW+i]);
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t1.offsetBase(-hrw);
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Triangle t2(c[SW+i], c[NW+i], c[NE+i]);
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t2.offsetBase(-hrw);
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addChild(QuartierTri::factory(seed, 0, t1.c[0], t1.c[1], t1.c[2]));
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addChild(QuartierTri::factory(seed, 1, t2.c[0], t2.c[1], t2.c[2]));
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addChild(new RouteQuadChaussee(t1.c[0], t1.c[2], t2.c[0], t2.c[2]));
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addChild(new RouteTriChaussee(t1.c[0], c[NE+i], t2.c[2]));
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addChild(new RouteTriChaussee(t2.c[0], c[SW+i], t1.c[2]));
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return true;
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}
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}
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for (int i = 0; i < 4; i++) {
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if (Triangle(c[NW+i], c[NE+i], c[SE+i]).angle() <= Angle::d2r(50)) {
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// "couper ce coin".
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Vertex n = Segment(c[NW+i], c[NE+i]).randomPos(seed, 0, 40, 60);
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Vertex e = Segment(c[NE+i], c[SE+i]).randomPos(seed, 1, 40, 60);
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Triangle tn = Triangle(n, c[NE+i], c[SE+i]);
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Triangle te = Triangle(c[NW+i], c[NE+i], e);
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Quad q;
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if (tn.minAngle() > te.minAngle()) {
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q = Quad(n, c[SE+i], c[SW+i], c[NW+i]);
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Vertex oldtnc2 = tn.c[2];
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tn.offsetBase(-hrw);
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q.offset(E, -hrw);
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addChild(QuartierTri::factory(seed, 0, tn.c[0], tn.c[1], tn.c[2]));
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addChild(QuartierQuad::factory(seed, 1, q.c[0], q.c[1], q.c[2], q.c[3]));
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addChild(new RouteQuadChaussee(tn.c[0], tn.c[2], q.c[1], q.c[0]));
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addChild(new RouteTriChaussee(q.c[1], oldtnc2, tn.c[2]));
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} else {
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q = Quad(c[NW+i], e, c[SE+i], c[SW+i]);
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Vertex oldtec0 = te.c[0];
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te.offsetBase(-hrw);
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q.offset(E, -hrw);
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addChild(QuartierTri::factory(seed, 0, te.c[0], te.c[1], te.c[2]));
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addChild(QuartierQuad::factory(seed, 1, q.c[0], q.c[1], q.c[2], q.c[3]));
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addChild(new RouteQuadChaussee(te.c[0], te.c[2], q.c[1], q.c[0]));
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addChild(new RouteTriChaussee(te.c[0], oldtec0, q.c[0]));
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}
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return true;
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}
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}
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// Ne devait jamais arriver ici !
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addChild(new TerrainQuadHerbe(c[NE], c[SE], c[SW], c[NW]));
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return true;
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}
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