289 lines
6.2 KiB
C++
289 lines
6.2 KiB
C++
#ifndef MV3DELEMENTFLOOROBSTACLEWALL_H
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#define MV3DELEMENTFLOOROBSTACLEWALL_H
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#include <Indoor/floorplan/v2/Floorplan.h>
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#include <Indoor/math/Math.h>
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#include "misc/Cube.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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Floorplan::FloorObstacleLine* fo;
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public:
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/** ctor */
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MV3DElementFloorObstacleWall(Floorplan::Floor* f, Floorplan::FloorObstacleLine* fo) : f(f), fo(fo) {
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;
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}
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protected:
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struct Wall {
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Point2 from;
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Point2 to;
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float thickness_m;
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Floorplan::Material mat;
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float atHeight;
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float height;
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Wall(const Point2 from, const Point2 to, const float thickness_m, const Floorplan::Material mat, float atHeight, float height) :
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from(from), to(to), thickness_m(thickness_m), mat(mat), atHeight(atHeight), height(height) {;}
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void paintGL() {
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const float rad = std::atan2(to.y - from.y, to.x - from.x);
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const float deg = rad * 180 / M_PI;
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//const Point2 dir = (to - from).normalized();
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//const Point2 dirPerp = dir.perpendicular();
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//const float w = 0.1;
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const Point2 cen2 = (from+to)/2;
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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) / 2.01f;
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const float sy = thickness_m / 2.01f;
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const float sz = height / 2.01f; // prevent overlaps
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const Point3 size(sx, sy, sz);
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const Point3 rot(0,0,deg);
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// fill color
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if (mat == Floorplan::Material::CONCRETE) {
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glColor3f(0.5, 0.5, 0.5);
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} else {
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glColor3f(0.75, 0.75, 0.75);
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}
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// build
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Cube cube(pos, size, rot);
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cube.paintGL();
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/*
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float y1 = atHeight;
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float y2 = atHeight + height;
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const Point2 p01 = from + dirPerp * w;
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const Point2 p02 = from - dirPerp * w;
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const Point2 p03 = to - dirPerp * w;
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const Point2 p04 = to + dirPerp * w;
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// fill the wall
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if (mat == Floorplan::Material::CONCRETE) {
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glColor3f(0.5, 0.5, 0.5);
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} else {
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glColor3f(0.75, 0.75, 0.75);
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}
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auto renderQuad = [&] (const Point2 p1, const Point2 p2) {
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glVertex3f(p1.x, y1, p1.y);
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glVertex3f(p2.x, y1, p2.y);
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glVertex3f(p2.x, y2, p2.y);
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glVertex3f(p1.x, y2, p1.y);
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};
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glDisable(GL_CULL_FACE);
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glBegin(GL_QUADS);
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//glNormal3f(n.x, n.y, n.z);
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// short
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renderQuad(p01, p02);
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renderQuad(p03, p04);
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// long
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renderQuad(p02, p03);
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renderQuad(p04, p01);
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//glVertex3f(p1.x, p1.y, p1.z);
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//glVertex3f(p2.x, p2.y, p2.z);
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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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glEnd();
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glBegin(GL_CULL_FACE);
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*/
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/*
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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(to.x, y2, to.y);
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Point3 p4 = Point3(from.x, y2, from.y);
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// calculate normal
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// Point3 v1 = p2-p1;
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// Point3 v2 = p3-p1;
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// Point3 n = cross(v1, v2);
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// n/=n.length();
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Point3 n = Math::normal(p2-p1, p3-p1);
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// align normals to virtual viewport
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Point3 view(99,99,99);
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if ((view-n).length() > (view+n).length()) {n = -n;}
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glDisable(GL_CULL_FACE);
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glBegin(GL_QUADS);
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glNormal3f(n.x, n.y, n.z);
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glVertex3f(p1.x, p1.y, p1.z);
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glVertex3f(p2.x, p2.y, p2.z);
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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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glEnd();
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glEnable(GL_CULL_FACE);
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*/
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}
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};
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struct Window {
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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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Window(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 paintGL() {
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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(to.x, y2, to.y);
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Point3 p4 = Point3(from.x, y2, from.y);
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// calculate normal
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Point3 n = Math::normal(p2-p1, p3-p1);
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// align normals to virtual viewport
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Point3 view(99,99,99);
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if ((view-n).length() > (view+n).length()) {n = -n;}
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glColor4f(0.75, 0.85, 1.0, 0.35);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glBegin(GL_QUADS);
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glNormal3f(n.x, n.y, n.z);
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glVertex3f(p1.x, p1.y, p1.z);
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glVertex3f(p2.x, p2.y, p2.z);
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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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glEnd();
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glEnable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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}
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};
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struct Handrail {
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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 paintGL() {
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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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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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/** repaint me */
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void paintGL() override {
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if (fo->material == Floorplan::Material::GLASS) {
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Window win(fo->from, fo->to, f->atHeight, f->height);
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win.paintGL();
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} else if (fo->type == Floorplan::ObstacleType::WALL) {
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Wall wall(fo->from, fo->to, fo->thickness_m, fo->material, f->atHeight, f->height);
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wall.paintGL();
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} else if (fo->type == Floorplan::ObstacleType::HANDRAIL) {
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Handrail rail(fo->from, fo->to, f->atHeight, 1.0);
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rail.paintGL();
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}
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}
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bool isTransparent() const override {
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return fo->material == Floorplan::Material::GLASS;
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}
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};
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#endif // MV3DELEMENTFLOOROBSTACLEWALL_H
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