worked on 3D viz
scaling, moving by finger some fixes / improvement
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78
mapview/3D/floorplan/RenderTriangle.h
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78
mapview/3D/floorplan/RenderTriangle.h
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#ifndef RENDERTRIANGLE_H
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#define RENDERTRIANGLE_H
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#include <vector>
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#include <Indoor/geo/Point3.h>
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class RenderTriangle {
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std::vector<float> vertices;
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std::vector<float> normals;
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std::vector<float> rgba;
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public:
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void addTriangle(Point3 p1, Point3 p2, Point3 p3) {
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vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
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vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
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vertices.insert(vertices.end(), {p3.x, p3.y, p3.z});
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}
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void addTriangle(Point3 p1, Point3 p2, Point3 p3, const Point3 n) {
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vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
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vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
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vertices.insert(vertices.end(), {p3.x, p3.y, p3.z});
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normals.insert(normals.end(), {n.x, n.y, n.z});
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normals.insert(normals.end(), {n.x, n.y, n.z});
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normals.insert(normals.end(), {n.x, n.y, n.z});
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}
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void addTriangle(Point3 p1, Point3 p2, Point3 p3, const Point3 n, const float r, const float g, const float b, const float a) {
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vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
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vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
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vertices.insert(vertices.end(), {p3.x, p3.y, p3.z});
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normals.insert(normals.end(), {n.x, n.y, n.z});
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normals.insert(normals.end(), {n.x, n.y, n.z});
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normals.insert(normals.end(), {n.x, n.y, n.z});
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rgba.insert(rgba.end(), {r,g,b,a});
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rgba.insert(rgba.end(), {r,g,b,a});
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rgba.insert(rgba.end(), {r,g,b,a});
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}
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void addLine(Point3 p1, Point3 p2, const float r, const float g, const float b, const float a) {
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vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
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vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
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rgba.insert(rgba.end(), {r,g,b,a});
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rgba.insert(rgba.end(), {r,g,b,a});
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}
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void clear() {
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vertices.clear();
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normals.clear();
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rgba.clear();
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}
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const std::vector<float>& getVertices() const {return vertices;}
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const std::vector<float>& getNormals() const {return normals;}
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const std::vector<float>& getRGBA() const {return rgba;}
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};
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#endif // RENDERTRIANGLE_H
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