- refactoring - completely changed the tooling (adding elements) - better re-use for more stable editing - new elements - ui adjustments - LINT for stair-editing - many more changes
84 lines
2.2 KiB
C++
84 lines
2.2 KiB
C++
#ifndef MMFLOOROBSTACLES_H
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#define MMFLOOROBSTACLES_H
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#include "MapLayer.h"
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#include "MMFloorObstacleCircle.h"
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#include "MMFloorObstacleLine.h"
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#include "MMFloorObstacleDoor.h"
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#include <Indoor/floorplan/v2/Floorplan.h>
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/**
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* layer that contains all of one floor's obstacles
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*/
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class MMFloorObstacles : public MapLayer {
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Floorplan::Floor* floor;
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public:
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/** ctor with the floor */
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MMFloorObstacles(MapLayer* parent, Floorplan::Floor* floor) : MapLayer(parent, MapLayerType::FLOOR_OBSTACLES), floor(floor) {
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// the obstacles
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for (Floorplan::FloorObstacle* o : floor->obstacles) {
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if (dynamic_cast<Floorplan::FloorObstacleLine*>(o)) {
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elements.push_back(new MMFloorObstacleLine(this, floor, (Floorplan::FloorObstacleLine*)o));
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} else if (dynamic_cast<Floorplan::FloorObstacleCircle*>(o)) {
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elements.push_back(new MMFloorObstacleCircle(this, floor, (Floorplan::FloorObstacleCircle*)o));
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} else if (dynamic_cast<Floorplan::FloorObstacleDoor*>(o)) {
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elements.push_back(new MMFloorObstacleDoor(this, floor, (Floorplan::FloorObstacleDoor*)o));
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} else {
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throw new Exception("todo: not yet implemented obstacle type");
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}
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}
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}
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/** get the corresponding floor from the underlying model */
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Floorplan::Floor* getFloor() {return floor;}
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//TODO: check
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MMFloorObstacleDoor* createDoor(Floorplan::FloorObstacleDoor* obs) {
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// add to underlying model
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floor->obstacles.push_back(obs);
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// add to myself as element
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MMFloorObstacleDoor* mm = new MMFloorObstacleDoor(this, floor, obs);
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elements.push_back(mm);
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return mm;
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}
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//TODO: check
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MMFloorObstacleLine* createLine(Floorplan::FloorObstacleLine* obs) {
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// add to underlying model
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floor->obstacles.push_back(obs);
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// add to myself as element
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MMFloorObstacleLine* mm = new MMFloorObstacleLine(this, floor, obs);
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elements.push_back(mm);
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return mm;
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}
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//TODO: check
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void createCircle(Floorplan::FloorObstacleCircle* obs) {
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// add to underlying model
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floor->obstacles.push_back(obs);
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// add to myself as element
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elements.push_back(new MMFloorObstacleCircle(this, floor, obs));
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}
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std::string getLayerName() const override {return "obstacles";}
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};
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#endif // MMFLOOROBSTACLES_H
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