116 lines
3.7 KiB
C++
116 lines
3.7 KiB
C++
#include "all_includes.hh"
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BatimentQuad::BatimentQuad(Quad _c, bool _isSub, QuadBool _w)
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: Chose(), c(_c), isSub(_isSub), w(_w) {
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addEntropy(c);
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for (int i = 0; i < 4; i++)
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addEntropy(w[N+i] ? 0 : 1);
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}
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bool BatimentQuad::split() {
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if (!isSub) {
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bordureRouteTrottoir();
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} else {
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if (w[N] || w[E] || w[S] || w[W]) {
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if (c.surface() > 2 * Dimensions::minSurfaceSousBatiment) {
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sousBatiments();
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} else {
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etages();
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}
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} else {
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addChild(new TerrainQuad(c));
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}
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}
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return true;
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}
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void BatimentQuad::bordureRouteTrottoir() {
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Quad qtrottoir = c.insetNESW(Dimensions::largeurRoute);
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Quad qinterieur = qtrottoir.insetNESW(Dimensions::largeurTrottoir);
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Quad qbatiments = qinterieur.offsetNormal(Dimensions::hauteurTrottoir);
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for (int i = 0; i < 4; i++) {
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addChild(new RouteQuad(Quad(c[NE+i],c[SE+i],qtrottoir[SE+i],qtrottoir[NE+i])));
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addChild(new TrottoirQuad(Quad(qtrottoir[NE+i],qtrottoir[SE+i],qinterieur[SE+i],qinterieur[NE+i])));
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}
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bool anglesAcceptable = c.minAngle() > Angle::d2r(90-60) && c.maxAngle() < Angle::d2r(90+60);
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if (anglesAcceptable && proba(seed, 0, 0.95f)) {
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addChild(new BatimentQuad(qbatiments, true));
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} else {
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addChild(new TerrainQuad(qbatiments));
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}
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}
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void BatimentQuad::sousBatiments() {
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Quad q = c << c.maxLengthSide();
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QuadBool qb = w << c.maxLengthSide();
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float posDelta = std::min(1.f/6.f, q.minLengthEW() / q.length(N) * 0.2f);
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Vertex n = Segment(q[NW], q[NE]).randomPos(seed, 0, 0.5f - posDelta, 0.5f + posDelta);
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Vertex s = Segment(q[SE], q[SW]).randomPos(seed, 1, 0.5f - posDelta, 0.5f + posDelta);
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bool small = q.surface() < 4 * Dimensions::minSurfaceSousBatiment;
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if (small && qb[E] && proba(seed, 2, 0.3f)) {
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addChild(new TerrainQuad(Quad(q[SE], s, n, q[NE])));
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addChild(new BatimentQuad(Quad(q[NW], n, s, q[SW]), true, QuadBool(qb[W],qb[N],true,qb[S])));
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} else if (small && qb[W] && proba(seed, 2, 0.5f)) {
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addChild(new BatimentQuad(Quad(q[SE], s, n, q[NE]), true, QuadBool(qb[E],qb[S],true,qb[N])));
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addChild(new TerrainQuad(Quad(q[NW], n, s, q[SW])));
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} else {
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addChild(new BatimentQuad(Quad(q[SE], s, n, q[NE]), true, QuadBool(qb[E],qb[S],false,qb[N])));
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addChild(new BatimentQuad(Quad(q[NW], n, s, q[SW]), true, QuadBool(qb[W],qb[N],false,qb[S])));
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}
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}
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void BatimentQuad::etages() {
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// TODO : indiquer aux bâtiments où est-ce qu'ils peuvent faire des fenêtres.
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float randEtages = floatInRange(seed, 0, 0.f, 1.f);
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int nbEtages = 1 + (int)(randEtages * randEtages * (Dimensions::maxEtages - 1));
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Quad q = c; // c.insetNESW(30)
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Quad qh;
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for (int i = 0; i < nbEtages; i++) {
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qh = q.offsetNormal(floatInRange(seed, 1+i, Dimensions::hauteurEtage*0.9f, Dimensions::hauteurEtage*1.1f));
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addChild(new EtageQuad(q, qh, w, i, nbEtages));
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q = qh;
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}
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addChild(new ToitQuad(qh, Dimensions::hauteurToit));
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}
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void BatimentQuad::triangulation() {
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if (w[N] || w[E] || w[S] || w[W]) {
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Quad ch = c.offsetNormal(Dimensions::hauteurEtage * 2 + Dimensions::hauteurToit);
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addGPUQuad(ch, Couleurs::toit);
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for (int i = 0; i < 4; i++)
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addGPUQuad(Quad(c[NE+i], c[SE+i], ch[SE+i], ch[NE+i]), Couleurs::mur);
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} else {
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addGPUQuad(c, Couleurs::herbe);
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}
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}
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void BatimentQuad::getBoundingBoxPoints() {
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addBBPoints(c, Dimensions::hauteurEtage * 2 + Dimensions::hauteurToit);
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}
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BatimentTri_::BatimentTri_(Triangle _c) : Chose(), c(_c) {
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addEntropy(c);
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}
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bool BatimentTri_::split() {
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return false;
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}
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void BatimentTri_::triangulation() {
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Triangle th = c.offsetNormal(Dimensions::hauteurEtage * 2 + Dimensions::hauteurToit);
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addGPUTriangle(th, Couleurs::toit);
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for (int i = 0; i < 3; i++)
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addGPUQuad(Quad(c[LEFT+i], c[TOP+i], th[TOP+i], th[LEFT+i]), Couleurs::mur);
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}
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void BatimentTri_::getBoundingBoxPoints() {
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addBBPoints(c, Dimensions::hauteurEtage * 2 + Dimensions::hauteurToit);
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}
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