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

102 lines
2.2 KiB
C++

#include "Handrail.h"
#include <Indoor/geo/Point3.h>
#include "Shader.h"
Handrail::Handrail(const Point2 from, const Point2 to, float atHeight, float height) :
from(from), to(to), atHeight(atHeight), height(height) {
;
}
void Handrail::render(const RenderSettings& rs) {
rs.shader->bind();
rs.shader->setColor(0.8, 0.8, 0.8);
rs.shader->setModelMatrix(QMatrix4x4());
const float z1 = atHeight;
const float z2 = atHeight + height;
// polygon edges
Point3 p1 = Point3(from.x, from.y, z1);
Point3 p2 = Point3(to.x, to.y, z1);
Point3 p3 = Point3(from.x, from.y, z2);
Point3 p4 = Point3(to.x, to.y, z2);
std::vector<float> vertices;
// top
vertices.insert( vertices.end(), {p3.x, p3.y, p3.z} );
vertices.insert( vertices.end(), {p4.x, p4.y, p4.z} );
// start bar
vertices.insert( vertices.end(), {p1.x, p1.y, p1.z} );
vertices.insert( vertices.end(), {p3.x, p3.y, p3.z} );
// end bar
vertices.insert( vertices.end(), {p2.x, p2.y, p2.z} );
vertices.insert( vertices.end(), {p4.x, p4.y, p4.z} );
// 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;
vertices.insert( vertices.end(), {s.x, s.y, s.z} );
vertices.insert( vertices.end(), {e.x, e.y, e.z} );
}
rs.shader->setVertices(vertices.data());
glDrawArrays(GL_LINES, 0, vertices.size() / 3);
rs.shader->unsetVertices();
rs.shader->release();
/*
TODO_GL
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
glColor3f(0.9, 0.9, 0.9);
// 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);
*/
}