2011-m2s3-city-builder/rules/route/trottoirquadnormal.cpp

70 lines
2.8 KiB
C++

#include "all_includes.hh"
TrottoirQuadNormal::TrottoirQuadNormal(Vertex ne, Vertex se, Vertex sw, Vertex nw, int height, Cardinal border) {
c[NE] = ne;
c[SE] = se;
c[SW] = sw;
c[NW] = nw;
this->height = height;
this->border = border;
// TODO : pas besoin de ce champ : il suffit d'orienter
// correctement le trottoir lorsqu'on le crée.
}
TrottoirQuadNormal::~TrottoirQuadNormal() {
children.clear();
triangles.clear();
}
void TrottoirQuadNormal::getBoundingBoxPoints() {
addBBPoint(c[NE]);
addBBPoint(c[SE]);
addBBPoint(c[SW]);
addBBPoint(c[NW]);
addBBPoint(c[NE] + Vertex(0,0,height)); // TODO
addBBPoint(c[SE] + Vertex(0,0,height));
addBBPoint(c[SW] + Vertex(0,0,height));
addBBPoint(c[NW] + Vertex(0,0,height));
}
bool TrottoirQuadNormal::split() {
return false;
}
void TrottoirQuadNormal::triangulation() {
Vertex h = Vertex(0,0,height);
Quad q = Quad(c[NE],c[SE],c[SW],c[NW]);
if(border == E) {
q.offset(E,-15);
addTriangle(new GPUTriangle(q.c[0] + h, q.c[3] + h, q.c[2] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(q.c[2] + h, q.c[1] + h, q.c[0] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[NE] + h,q.c[0] + h, q.c[1] + h, 0xAA, 0xAA, 0xAA));
addTriangle(new GPUTriangle(q.c[1] + h, c[SE] + h, c[NE] + h, 0xAA, 0xAA, 0xAA));
addTriangle(new GPUTriangle(c[NW] + h, c[NW], c[SW], 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[SW], c[SW] + h, c[NW] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[NE], c[NE] + h, c[SE] + h, 0xAA, 0xAA, 0xAA));
addTriangle(new GPUTriangle(c[SE] + h, c[SE], c[NE], 0xAA, 0xAA, 0xAA));
addTriangle(new GPUTriangle(c[NE] + h, c[NE], c[NW], 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[NW], c[NW] + h, c[NE] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[SW], c[SW] + h, c[SE] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[SE] + h, c[SE], c[SW], 0x66, 0x66, 0x66));
}
else {
addTriangle(new GPUTriangle(q.c[0] + h, q.c[3] + h, q.c[2] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(q.c[2] + h, q.c[1] + h, q.c[0] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[NW] + h, c[NW], c[SW], 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[SW], c[SW] + h, c[NW] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[NE], c[NE] + h, c[SE] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[SE] + h, c[SE], c[NE], 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[NE] + h, c[NE], c[NW], 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[NW], c[NW] + h, c[NE] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[SW], c[SW] + h, c[SE] + h, 0x66, 0x66, 0x66));
addTriangle(new GPUTriangle(c[SE] + h, c[SE], c[SW], 0x66, 0x66, 0x66));
}
}