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IndoorMap/mapview/3D/MV3DElementFloorObstacleWall.h
2016-06-06 22:08:53 +02:00

87 lines
1.7 KiB
C++

#ifndef MV3DELEMENTFLOOROBSTACLEWALL_H
#define MV3DELEMENTFLOOROBSTACLEWALL_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include "MV3DElement.h"
class MV3DElementFloorObstacleWall : public MV3DElement {
Floorplan::Floor* f;
Floorplan::FloorObstacleLine* fo;
public:
/** ctor */
MV3DElementFloorObstacleWall(Floorplan::Floor* f, Floorplan::FloorObstacleLine* fo) : f(f), fo(fo) {
;
}
protected:
Point3 cross(Point3 u, Point3 v) {
float x = u.y*v.z - u.z*v.y;
float y = u.z*v.x - u.x*v.z;
float z = u.x*v.y - u.y*v.x;
return Point3(x,y,z);
}
/** repaint me */
void paintGL() override {
float y1 = f->atHeight;
float y2 = y1+f->height;
Point3 p1 = Point3(fo->from.x, y1, fo->from.y);
Point3 p2 = Point3(fo->to.x, y1, fo->to.y);
Point3 p3 = Point3(fo->to.x, y2, fo->to.y);
Point3 p4 = Point3(fo->from.x, y2, fo->from.y);
Point3 v1 = p2-p1;
Point3 v2 = p3-p1;
Point3 n = cross(v1, v2);
n/=n.length();
// align normals to virtual viewport
Point3 view(99,99,99);
if ((view-n).length() > (view+n).length()) {n = -n;}
if (fo->type == Floorplan::ObstacleType::WALL) {
// fill the wall
glColor3f(0.75, 0.75, 0.75);
glDisable(GL_CULL_FACE);
glBegin(GL_QUADS);
glNormal3f(n.x, n.y, n.z);
glVertex3f(p1.x, p1.y, p1.z);
glVertex3f(p2.x, p2.y, p2.z);
glVertex3f(p3.x, p3.y, p3.z);
glVertex3f(p4.x, p4.y, p4.z);
glEnd();
glEnable(GL_CULL_FACE);
}
glColor3f(0,0,0);
// glDisable(GL_LIGHTING);
// glBegin(GL_LINE_STRIP);
// glVertex3f(p1.x, p1.y, p1.z);
// glVertex3f(p2.x, p2.y, p2.z);
// glVertex3f(p3.x, p3.y, p3.z);
// glVertex3f(p4.x, p4.y, p4.z);
// glVertex3f(p1.x, p1.y, p1.z);
// glEnd();
// glEnable(GL_LIGHTING);
}
};
#endif // MV3DELEMENTFLOOROBSTACLEWALL_H