#ifndef MV3DELEMENTSTAIR_H #define MV3DELEMENTSTAIR_H #include #include "misc/Cube.h" #include "MV3DElement.h" class MV3DElementStair : public MV3DElement { Floorplan::Floor* floor; Floorplan::Stair* stair; public: /** ctor */ MV3DElementStair(Floorplan::Floor* floor, Floorplan::Stair* stair) : floor(floor), stair(stair) { ; } protected: /** repaint me */ void paintGL() override { glDisable(GL_CULL_FACE); glColor3f(1.0, 0.55, 0.55); glBegin(GL_QUADS); const std::vector parts = stair->getParts(); const std::vector quads = Floorplan::getQuads(parts, floor); for (int i = 0; i < (int) parts.size(); ++i) { //const Floorplan::StairPart& part = parts[i]; const Floorplan::Quad3& quad = quads[i]; //const Floorplan::Quad3 quad = part.getQuad(floor); const Point3 p1 = quad.p2-quad.p1; const Point3 p2 = quad.p4-quad.p1; Point3 n = Math::normal(p1,p2); if (n.z < 0) {n = -n;} glNormal3f(n.x, n.z, n.z); glVertex3f(quad.p1.x, quad.p1.z, quad.p1.y); glVertex3f(quad.p2.x, quad.p2.z, quad.p2.y); glVertex3f(quad.p3.x, quad.p3.z, quad.p3.y); glVertex3f(quad.p4.x, quad.p4.z, quad.p4.y); } glEnd(); glEnable(GL_CULL_FACE); } }; #endif // MV3DELEMENTSTAIR_H