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IndoorMap/mapview/3D/MV3DElementStair.h
2018-01-16 12:43:45 +01:00

68 lines
1.4 KiB
C++

#ifndef MV3DELEMENTSTAIR_H
#define MV3DELEMENTSTAIR_H
#include <Indoor/floorplan/v2/Floorplan.h>
#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);
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