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IndoorMap/mapview/3D/MV3DElementStair.h
kazu 3b62f23c0e worked on 3D display
some ui changes
refactoring
new icons
2018-02-03 23:30:55 +01:00

118 lines
3.0 KiB
C++

#ifndef MV3DELEMENTSTAIR_H
#define MV3DELEMENTSTAIR_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include "misc/Cube.h"
#include "MV3DElement.h"
#include "misc/Shader.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 render(const RenderSettings& rs) override {
//glDisable(GL_CULL_FACE);
std::vector<float> vertices;
std::vector<float> normals;
const std::vector<Floorplan::StairPart> parts = stair->getParts();
const std::vector<Floorplan::Quad3> 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;}
vertices.insert(vertices.end(), {quad.p1.x, quad.p1.y, quad.p1.z});
vertices.insert(vertices.end(), {quad.p2.x, quad.p2.y, quad.p2.z});
vertices.insert(vertices.end(), {quad.p3.x, quad.p3.y, quad.p3.z});
vertices.insert(vertices.end(), {quad.p3.x, quad.p3.y, quad.p3.z});
vertices.insert(vertices.end(), {quad.p4.x, quad.p4.y, quad.p4.z});
vertices.insert(vertices.end(), {quad.p1.x, quad.p1.y, quad.p1.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
normals.insert(normals.end(), {n.x, n.y, n.z});
}
rs.shader->bind();
rs.shader->setModelMatrix(QMatrix4x4());
rs.shader->setColor(1.0, 0.55, 0.55);
rs.shader->setVertices(vertices.data());
rs.shader->setNormals(normals.data());
glDrawArrays(GL_TRIANGLES, 0, vertices.size()/3);
rs.shader->unsetVertices();
rs.shader->unsetNormals();
rs.shader->release();
/*
TODO_GL
//glColor3f(1.0, 0.55, 0.55);
glColor3f(0.3, 0.3, 0.3);
glBegin(GL_QUADS);
const std::vector<Floorplan::StairPart> parts = stair->getParts();
const std::vector<Floorplan::Quad3> 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);
*/
}
bool isTransparent() const override {
return false;
}
};
#endif // MV3DELEMENTSTAIR_H