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Indoor/floorplan/3D/primitives/Cylinder.h
frank 8dd1ba0be6 moved from ray3 to floorplan/3D
worked on new wall models
refactoring
2018-07-24 08:13:16 +02:00

83 lines
1.4 KiB
C++

#ifndef FLOORPLAN_3D_CYLINDER_H
#define FLOORPLAN_3D_CYLINDER_H
#include "../../../math/Matrix4.h"
#include "Mesh.h"
namespace Floorplan3D {
/** walled cylinder */
class Cylinder : public Mesh {
public:
/** ctor */
Cylinder() {
;
}
/** get a transformed version */
Cylinder transformed(const Matrix4& mat) const {
Cylinder res = *this;
res.transform(mat);
return res;
}
/** build */
void add(const float rOuter, const float h, bool topAndBottom) {
const int tiles = 8;
const float deg_per_tile = 360.0f / tiles;
const float rad_per_tile = deg_per_tile / 180.0f * M_PI;
for (int i = 0; i < tiles; ++i) {
const float startRad = (i+0) * rad_per_tile;
const float endRad = (i+1) * rad_per_tile;
const float xo0 = std::cos(startRad) * rOuter;
const float yo0 = std::sin(startRad) * rOuter;
const float xo1 = std::cos(endRad) * rOuter;
const float yo1 = std::sin(endRad) * rOuter;
const float cx = 0;
const float cy = 0;
// outer
addQuad(
Point3(xo0, yo0, -h),
Point3(xo1, yo1, -h),
Point3(xo1, yo1, +h),
Point3(xo0, yo0, +h)
);
if (topAndBottom) {
// top
addTriangle(
Point3(cx, cy, h),
Point3(xo0, yo0, h),
Point3(xo1, yo1, h)
);
// bottom
addTriangle(
Point3(cx, cy, -h),
Point3(xo1, yo1, -h),
Point3(xo0, yo0, -h)
);
}
}
}
};
}
#endif // FLOORPLAN_3D_CYLINDER_H