220 lines
7.5 KiB
C++
220 lines
7.5 KiB
C++
#include "all_includes.hh"
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QuartierQuad::QuartierQuad(Quad _c) : Chose(), c(_c) {
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addEntropy(c);
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}
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void QuartierQuad::getBoundingBoxPoints() {
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addBBPoints(c, Dimensions::hauteurMaxBatiment);
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}
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bool QuartierQuad::split() {
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bool small = c.minLength() < 35 * 100;
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bool big = (c.minLengthNS() > 100 * 100 || c.minLengthEW() > 100 * 100) && c.minLength() > 40*100 && c.maxLength() < 300*100;
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bool isConcave = c.isConcave();
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bool nearConcave = c.maxAngle() > Angle::d2r(160);
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bool anglesOk = c.minAngle() > Angle::d2r(90-40) && c.maxAngle() < Angle::d2r(90+40);
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bool tooWideX = c.minLengthEW() * 2 < c.maxLengthNS(); // trop allongé (côté E ou W deux fois plus petit que le côté N ou S).
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bool tooWideY = c.minLengthNS() * 2 < c.maxLengthEW(); // trop allongé (côté N ou S deux fois plus petit que le côté E ou W).
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if (isConcave)
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concave();
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else if (nearConcave)
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angleAngle();
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else if (big && anglesOk && proba(seed, -2, 0.25f))
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longueRue();
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else if (!small && !anglesOk && proba(seed, -3, 0.5f))
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angleAngle();
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else if (!small && !anglesOk)
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angleCote();
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else if (!small && (tooWideX || tooWideY))
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rect();
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else if (!small)
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carre();
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else
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addChild(new BatimentQuad(c));
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return true;
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}
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void QuartierQuad::triangulation() {
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if (c.isConcave()) {
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Quad q = c << c.concaveCorner();
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triangulationConcave(Triangle(q[NE], q[SE], q[SW]));
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triangulationConcave(Triangle(q[SW], q[NW], q[NE]));
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} else {
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Quad ci = c.insetNESW(Dimensions::largeurRoute + Dimensions::largeurTrottoir);
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Quad cih = ci.offsetNormal(Dimensions::hauteurMaxBatiment);
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addGPUFourQuads(c, ci, Couleurs::route);
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addGPUQuad(cih, Couleurs::toit);
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for (int i = 0; i < 4; i++)
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addGPUQuad(Quad(ci[NE+i], ci[SE+i], cih[SE+i], cih[NE+i]), Couleurs::mur);
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}
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}
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void QuartierQuad::triangulationConcave(Triangle t) {
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// Même code que QuartierTri::triangulation.
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Triangle ci = t.insetLTR(Dimensions::largeurRoute + Dimensions::largeurTrottoir);
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Triangle cih = ci.offsetNormal(Dimensions::hauteurMaxBatiment);
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addGPUThreeQuads(t, ci, Couleurs::route);
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addGPUTriangle(cih, Couleurs::toit);
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for (int i = 0; i < 3; i++)
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addGPUQuad(Quad(ci[LEFT+i], ci[TOP+i], cih[TOP+i], cih[LEFT+i]), Couleurs::mur);
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}
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void QuartierQuad::concave() {
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Quad q = c << c.concaveCorner();
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addChild(new QuartierTri(Triangle(q[NE], q[SE], q[SW])));
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addChild(new QuartierTri(Triangle(q[SW], q[NW], q[NE])));
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}
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void QuartierQuad::angleCote() {
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Quad q = c << c.maxAngleCorner();
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Vertex s = Segment(q[SE], q[SW]).randomPos(seed, 1, 0.4f, 0.6f);
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Vertex w = Segment(q[SW], q[NW]).randomPos(seed, 0, 0.4f, 0.6f);
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Triangle ts(q[SE], s, q[NE]);
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Triangle tw(q[NE], w, q[NW]);
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if (ts.minAngle() > tw.minAngle()) {
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addChild(new QuartierTri(ts));
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addChild(new QuartierQuad(Quad(q[NE], s, q[SW], q[NW])));
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} else {
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addChild(new QuartierTri(tw));
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addChild(new QuartierQuad(Quad(q[NE], q[SE], q[SW], w)));
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}
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}
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void QuartierQuad::angleAngle() {
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Quad q = c << c.maxAngleCorner();
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addChild(new QuartierTri(Triangle(q[NE], q[SE], q[SW])));
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addChild(new QuartierTri(Triangle(q[SW], q[NW], q[NE])));
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}
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void QuartierQuad::rect() {
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Quad q = c << c.maxLengthSide();
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Vertex n = Segment(q[NW], q[NE]).randomPos(seed, 0, 1.f/3.f, 2.f/3.f);
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Vertex s = Segment(q[SE], q[SW]).randomPos(seed, 1, 1.f/3.f, 2.f/3.f);
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addChild(new QuartierQuad(Quad(q[NE], q[SE], s, n)));
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addChild(new QuartierQuad(Quad(q[SW], q[NW], n, s)));
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}
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void QuartierQuad::carre() {
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// TODO : insetProportionnal();
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Vertex center = c.insetNESW(c.minLength() / 4.f).randomPoint(seed, 0);
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Vertex middle[4];
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for (int i = 0; i < 4; i++)
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middle[N+i] = Segment(c[NW+i], c[NE+i]).randomPos(seed, i + 1, 0.25, 0.75);
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for (int i = 0; i < 4; i++)
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addChild(new QuartierQuad(Quad(c[NE+i], middle[E+i], center, middle[N+i])));
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}
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void QuartierQuad::longueRue() {
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Quad q = c << c.maxLengthSide();
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Vertex e = Segment(q[NE], q[SE]).randomPos(seed, 0, 1.f/3.f, 2.f/3.f);
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Vertex w = Segment(q[SW], q[NW]).randomPos(seed, 1, 1.f/3.f, 2.f/3.f);
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Quad qn = Quad(q[NE], e, w, q[NW]).inset(S, 7*100);
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Quad qs = Quad(q[SW], w, e, q[SE]).inset(S, 7*100);
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addChild(new QuartierQuad(qn));
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addChild(new QuartierQuad(qs));
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addChild(new BatimentQuad(Quad(qn[SE], qs[SW], qs[SE], qn[SW]))); // TODO
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}
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QuartierTri::QuartierTri(Triangle _c) : Chose(), c(_c) {
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addEntropy(c);
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}
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void QuartierTri::getBoundingBoxPoints() {
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addBBPoints(c, Dimensions::hauteurMaxBatiment);
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}
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bool QuartierTri::split() {
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bool small = c.minLength() < 5000;
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bool big = c.maxLength() >= 10000;
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float minAngle = c.minAngle();
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float maxAngle = c.maxAngle();
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bool equilateral = maxAngle < Angle::d2r(60+15) && minAngle > Angle::d2r(60-15);
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bool angleObtus = maxAngle > Angle::d2r(120);
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bool angleAigu = minAngle < Angle::d2r(30);
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bool anglesAcceptable = !angleAigu && !angleObtus;
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if (!big && proba(seed, -1, 0.05f)) {
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batiments(); // TODO : addChild(new BatimentTri_(c));
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} else if (big && anglesAcceptable) {
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switch (hash2(seed, -2) % 3) {
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case 0: centre(); break;
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case 1: hauteur(); break;
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case 2:
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default: trapeze(); break;
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}
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} else if (!small && equilateral) {
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centre();
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} else if (!small && angleObtus) {
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hauteur();
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} else if (!small) {
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trapeze();
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} else {
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batiments(); // TODO : addChild(new BatimentTri_(c));
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}
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return true;
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}
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void QuartierTri::triangulation() {
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Triangle ci = c.insetLTR(Dimensions::largeurRoute + Dimensions::largeurTrottoir);
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Triangle cih = ci.offsetNormal(Dimensions::hauteurMaxBatiment);
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addGPUThreeQuads(c, ci, Couleurs::route);
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addGPUTriangle(cih, Couleurs::toit);
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for (int i = 0; i < 3; i++)
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addGPUQuad(Quad(ci[LEFT+i], ci[TOP+i], cih[TOP+i], cih[LEFT+i]), Couleurs::mur);
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}
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void QuartierTri::centre() {
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// TODO : maxLength / 6 au lieu de 1000
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// TODO : insetProportionnal();
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Vertex center = c.insetLTR(c.maxLength() / 6).randomPoint(seed, 0);
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Vertex edge[3];
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for (int i = 0; i < 3; i++)
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edge[LEFTSIDE+i] = Segment(c[LEFT+i], c[TOP+i]).randomPos(seed, i+1, 1.f/3.f, 2.f/3.f);
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for (int i = 0; i < 3; i++)
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addChild(new QuartierQuad(Quad(c[TOP+i], edge[RIGHTSIDE+i], center, edge[LEFTSIDE+i])));
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}
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void QuartierTri::hauteur() {
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Triangle t = c << c.maxAngleCorner();
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Vertex opposite = Segment(t[TOP], t[RIGHT]).randomPos(seed, 0, 1.f/3.f, 2.f/3.f);
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addChild(new QuartierTri(Triangle(t[TOP], opposite, t[LEFT])));
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addChild(new QuartierTri(Triangle(t[LEFT], opposite, t[RIGHT])));
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}
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void QuartierTri::trapeze() {
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Triangle t = c << c.minAngleCorner();
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Vertex left = Segment(t[LEFT], t[TOP]).randomPos(seed, 0, 1.f/3.f, 2.f/3.f);
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Vertex base = Segment(t[RIGHT], t[LEFT]).randomPos(seed, 1, 1.f/3.f, 2.f/3.f);
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addChild(new QuartierTri(Triangle(base, t[LEFT], left)));
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addChild(new QuartierQuad(Quad(base, left, t[TOP], t[RIGHT])));
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}
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void QuartierTri::batiments() {
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Triangle ttrottoir = c.insetLTR(Dimensions::largeurRoute);
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Triangle tinterieur = ttrottoir.insetLTR(Dimensions::largeurTrottoir);
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Triangle tbatiments = tinterieur.offsetNormal(Dimensions::hauteurTrottoir);
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for (int i = 0; i < 3; i++) {
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addChild(new RouteQuad(Quad(c[LEFT+i],c[TOP+i],ttrottoir[TOP+i],ttrottoir[LEFT+i])));
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addChild(new TrottoirQuad(Quad(ttrottoir[LEFT+i],ttrottoir[TOP+i],tinterieur[TOP+i],tinterieur[LEFT+i])));
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}
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bool small = tbatiments.minLength() < 3000;
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bool big = tbatiments.maxLength() >= 5000;
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bool anglesAcceptable = tbatiments.minAngle() > Angle::d2r(30) && tbatiments.maxAngle() < Angle::d2r(120);
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if (!big && proba(seed, 0, 0.05f)) {
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addChild(new TerrainTri(tbatiments));
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} else if (small && anglesAcceptable) {
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addChild(new BatimentTri_(tbatiments));
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} else {
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addChild(new TerrainTri(tbatiments));
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}
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}
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