57 lines
2.4 KiB
C++
57 lines
2.4 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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triangulation();
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}
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bool QuartierQuadAngle::subdivide() {
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for (int i = 0; i < 4; i++) {
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if (Triangle(corner[NW+i], corner[NE+i], corner[SE+i]).angle() >= Angle::d2r(130)) {
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Triangle t1(corner[NE+i], corner[SE+i], corner[SW+i]);
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t1.offsetBase(-hrw);
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Triangle t2(corner[SW+i], corner[NW+i], corner[NE+i]);
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t2.offsetBase(-hrw);
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addChild(QuartierTri::factory(seed, 0, t1.v1, t1.v2, t1.v3));
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addChild(QuartierTri::factory(seed, 1, t2.v1, t2.v2, t2.v3));
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addChild(new RouteQuadChaussee(t1.v1, t1.v3, t2.v1, t2.v3));
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addChild(new QuartierTri(t2.v3, corner[NE+i], t1.v1)); // TODO : new RouteTri
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addChild(new QuartierTri(t1.v3, corner[SW+i], t2.v1)); // TODO : new RouteTri
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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(corner[NW+i], corner[NE+i], corner[SE+i]).angle() <= Angle::d2r(50)) {
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// "couper ce coin".
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Vertex n = Segment(corner[NW+i], corner[NE+i]).randomPos(seed, 0, 40, 60);
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Vertex e = Segment(corner[NE+i], corner[SE+i]).randomPos(seed, 1, 40, 60);
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Triangle tn = Triangle(n, corner[NE+i], corner[SE+i]);
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Triangle te = Triangle(corner[NW+i], corner[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, corner[SE+i], corner[SW+i], corner[NW+i]);
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Vertex oldv3 = tn.v3;
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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.v1, tn.v2, tn.v3));
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addChild(QuartierQuad::factory(seed, 1, q.corner[0], q.corner[1], q.corner[2], q.corner[3]));
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addChild(new RouteQuadChaussee(tn.v1, tn.v3, q.corner[1], q.corner[0]));
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addChild(new QuartierTri(tn.v3, oldv3, q.corner[1])); // TODO : new RouteTri
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} else {
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q = Quad(corner[NW+i], e, corner[SE+i], corner[SW+i]);
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Vertex oldv1 = te.v1;
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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.v1, te.v2, te.v3));
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addChild(QuartierQuad::factory(seed, 1, q.corner[0], q.corner[1], q.corner[2], q.corner[3]));
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addChild(new RouteQuadChaussee(te.v1, te.v3, q.corner[1], q.corner[0]));
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addChild(new QuartierTri(q.corner[0], oldv1, te.v1)); // TODO : new RouteTri
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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(corner[NE], corner[SE], corner[SW], corner[NW]));
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return true;
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}
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