
addOcto(...) fonctionne de la même manière que addTriangle et addQuad (précédement ajoutée). Dessin d'un pavé à la place de la maison, jardin etc lorsqu'il n'y a pas de split().
103 lines
2.9 KiB
C++
103 lines
2.9 KiB
C++
#include "all_includes.hh"
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Quad::Quad() {}
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Quad::Quad(Vertex ne, Vertex se, Vertex sw, Vertex nw) {
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corner[NE] = ne;
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corner[SE] = se;
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corner[SW] = sw;
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corner[NW] = nw;
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}
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void Quad::offset(Cardinal side, int offset) {
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Vertex voffset = (corner[NE + side]-corner[NW + side]).perpendicular().setNorm(offset);
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corner[NE + side] = corner[NE + side] + voffset.projectOn(corner[NE + side]-corner[SE + side]);
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corner[NW + side] = corner[NW + side] + voffset.projectOn(corner[NW + side]-corner[SW + side]);
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}
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void Quad::offsetNESW(int offsetN, int offsetE, int offsetS, int offsetW) {
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this->offset(N,offsetN);
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this->offset(E,offsetE);
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this->offset(S,offsetS);
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this->offset(W,offsetW);
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}
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Quad Quad::makeParallelogram() {
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int l1, l2;
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if(Segment(corner[NW],corner[NE]).length() < Segment(corner[SE],corner[SW]).length()) {
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if((l1 = Segment(corner[NE],corner[SE]).length()) < (l2 = Segment(corner[SW],corner[NW]).length())) {
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corner[SW] = Segment(corner[NW],corner[SW]).reduce(l1).v;
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corner[SE] = corner[SW] + (corner[NE] - corner[NW]);
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}
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else if((l1 = Segment(corner[NE],corner[SE]).length()) > (l2 = Segment(corner[SW],corner[NW]).length())) {
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corner[SE] = Segment(corner[NE],corner[SE]).reduce(l2).v;
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corner[SW] = corner[SE] + (corner[NW] - corner[NE]);
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}
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}
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else {
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if((l1 = Segment(corner[NE],corner[SE]).length()) < (l2 = Segment(corner[SW],corner[NW]).length())) {
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corner[NW] = Segment(corner[SW],corner[NW]).reduce(l1).v;
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corner[NE] = corner[NW] + (corner[SE] - corner[SW]);
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}
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else if((l1 = Segment(corner[NE],corner[SE]).length()) > (l2 = Segment(corner[SW],corner[NW]).length())) {
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corner[NE] = Segment(corner[SE],corner[NE]).reduce(l2).v;
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corner[NW] = corner[NE] + (corner[SW] - corner[SE]);
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}
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}
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return Quad(corner[0],corner[1],corner[2],corner[3]);
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}
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int Quad::minLengthNS() {
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return std::min(
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Segment(corner[NW],corner[NE]).length(),
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Segment(corner[SE],corner[SW]).length()
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);
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}
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int Quad::minLengthEW() {
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return std::min(
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Segment(corner[NE],corner[SE]).length(),
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Segment(corner[SW],corner[NW]).length()
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);
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}
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int Quad::maxLengthNS() {
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return std::max(
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Segment(corner[NW],corner[NE]).length(),
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Segment(corner[SE],corner[SW]).length()
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);
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}
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int Quad::maxLengthEW() {
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return std::max(
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Segment(corner[NE],corner[SE]).length(),
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Segment(corner[SW],corner[NW]).length()
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);
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}
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int Quad::minLength() {
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return std::min(minLengthNS(), minLengthEW());
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}
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int Quad::maxLength() {
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return std::max(maxLengthNS(), maxLengthEW());
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}
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float Quad::minAngle() {
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float a = 370; // > 360.
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for (int i = 0; i < 4; i++) {
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a = std::min(a, Triangle(corner[NE+i], corner[SE+i], corner[SW+i]).angle());
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}
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return a;
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}
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float Quad::maxAngle() {
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float a = 0;
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for (int i = 0; i < 4; i++) {
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a = std::max(a, Triangle(corner[NE+i], corner[SE+i], corner[SW+i]).angle());
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}
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return a;
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}
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