worked on 3D display
some ui changes refactoring new icons
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@@ -6,11 +6,10 @@
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#include "misc/Cube.h"
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#include "misc/Window.h"
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#include "misc/Handrail.h"
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#include "MV3DElement.h"
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class MV3DElementFloorObstacleWall : public MV3DElement {
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Floorplan::Floor* f;
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@@ -52,9 +51,10 @@ protected:
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const Point3 pos(cen2.x, cen2.y, atHeight + height/2);
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// div by 2.01 to prevent overlapps and z-fi
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const float sx = from.getDistance(to) / 2.02f;
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const float sy = thickness_m / 2.02f;
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const float sz = height / 2.02f; // prevent overlaps
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const float div = 2.015f; // prevent overlaps
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const float sx = from.getDistance(to) / div;
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const float sy = thickness_m / div;
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const float sz = height / div;
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const Point3 size(sx, sy, sz);
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const Point3 rot(0,0,deg);
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@@ -72,71 +72,6 @@ protected:
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};
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struct Handrail : public Renderable3D {
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Point2 from;
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Point2 to;
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float atHeight;
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float height;
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Handrail(const Point2 from, const Point2 to, float atHeight, float height) :
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from(from), to(to), atHeight(atHeight), height(height) {;}
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void render(const RenderSettings& rs) override {
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float y1 = atHeight;
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float y2 = atHeight + height;
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// polygon edges
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Point3 p1 = Point3(from.x, y1, from.y);
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Point3 p2 = Point3(to.x, y1, to.y);
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Point3 p3 = Point3(from.x, y2, from.y);
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Point3 p4 = Point3(to.x, y2, to.y);
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/*
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TODO_GL
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glDisable(GL_LIGHTING);
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glBegin(GL_LINES);
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glColor3f(0.9, 0.9, 0.9);
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// top
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glVertex3f(p3.x, p3.y, p3.z);
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glVertex3f(p4.x, p4.y, p4.z);
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// start bar
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glVertex3f(p1.x, p1.y, p1.z);
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glVertex3f(p3.x, p3.y, p3.z);
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// end bar
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glVertex3f(p2.x, p2.y, p2.z);
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glVertex3f(p4.x, p4.y, p4.z);
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glColor3f(0.6, 0.6, 0.6);
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// intermediate bars
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const Point3 d1 = p2-p1;
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const Point3 d2 = p4-p3;
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const int numBars = d2.length() / 1;
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for (int i = 1; i < numBars; ++i) {
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const Point3 s = p1 + d1 * i / numBars;
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const Point3 e = p3 + d2 * i / numBars;
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glVertex3f(s.x, s.y, s.z);
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glVertex3f(e.x, e.y, e.z);
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}
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glEnd();
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glEnable(GL_LIGHTING);
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*/
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}
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};
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/** repaint me */
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void render(const RenderSettings& rs) override {
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