#ifndef MV3DELEMENTFLOOROBSTACLEWALL_H #define MV3DELEMENTFLOOROBSTACLEWALL_H #include #include #include "MV3DElement.h" class MV3DElementFloorObstacleWall : public MV3DElement { Floorplan::Floor* f; Floorplan::FloorObstacleLine* fo; public: /** ctor */ MV3DElementFloorObstacleWall(Floorplan::Floor* f, Floorplan::FloorObstacleLine* fo) : f(f), fo(fo) { ; } protected: struct Wall { Point2 from; Point2 to; float atHeight; float height; Wall(const Point2 from, const Point2 to, float atHeight, float height) : from(from), to(to), atHeight(atHeight), height(height) {;} void paintGL() { float y1 = atHeight; float y2 = atHeight + height; // polygon edges Point3 p1 = Point3(from.x, y1, from.y); Point3 p2 = Point3(to.x, y1, to.y); Point3 p3 = Point3(to.x, y2, to.y); Point3 p4 = Point3(from.x, y2, from.y); // calculate normal // Point3 v1 = p2-p1; // Point3 v2 = p3-p1; // Point3 n = cross(v1, v2); // n/=n.length(); Point3 n = Math::normal(p2-p1, p3-p1); // align normals to virtual viewport Point3 view(99,99,99); if ((view-n).length() > (view+n).length()) {n = -n;} // fill the wall glColor3f(0.75, 0.75, 0.75); glDisable(GL_CULL_FACE); glBegin(GL_QUADS); glNormal3f(n.x, n.y, n.z); glVertex3f(p1.x, p1.y, p1.z); glVertex3f(p2.x, p2.y, p2.z); glVertex3f(p3.x, p3.y, p3.z); glVertex3f(p4.x, p4.y, p4.z); glEnd(); glEnable(GL_CULL_FACE); } }; struct Handrail { Point2 from; Point2 to; float atHeight; float height; Handrail(const Point2 from, const Point2 to, float atHeight, float height) : from(from), to(to), atHeight(atHeight), height(height) {;} void paintGL() { float y1 = atHeight; float y2 = atHeight + height; // polygon edges Point3 p1 = Point3(from.x, y1, from.y); Point3 p2 = Point3(to.x, y1, to.y); Point3 p3 = Point3(from.x, y2, from.y); Point3 p4 = Point3(to.x, y2, to.y); glDisable(GL_LIGHTING); glBegin(GL_LINES); glColor3f(1,1,1); // top glVertex3f(p3.x, p3.y, p3.z); glVertex3f(p4.x, p4.y, p4.z); // start bar glVertex3f(p1.x, p1.y, p1.z); glVertex3f(p3.x, p3.y, p3.z); // end bar glVertex3f(p2.x, p2.y, p2.z); glVertex3f(p4.x, p4.y, p4.z); glColor3f(0.6, 0.6, 0.6); // intermediate bars const Point3 d1 = p2-p1; const Point3 d2 = p4-p3; const int numBars = d2.length() / 1; for (int i = 1; i < numBars; ++i) { const Point3 s = p1 + d1 * i / numBars; const Point3 e = p3 + d2 * i / numBars; glVertex3f(s.x, s.y, s.z); glVertex3f(e.x, e.y, e.z); } glEnd(); glEnable(GL_LIGHTING); } }; /** repaint me */ void paintGL() override { if (fo->type == Floorplan::ObstacleType::WALL) { Wall wall(fo->from, fo->to, f->atHeight, f->height); wall.paintGL(); } else if (fo->type == Floorplan::ObstacleType::HANDRAIL) { Handrail rail(fo->from, fo->to, f->atHeight, 1.0); rail.paintGL(); } } }; #endif // MV3DELEMENTFLOOROBSTACLEWALL_H