This repository has been archived on 2020-04-08. You can view files and clone it, but cannot push or open issues or pull requests.
Files
IndoorMap/mapview/3D/misc/Handrail.cpp
2018-10-25 12:15:13 +02:00

114 lines
2.5 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
* © Copyright 2014 Urheberrechtshinweis
* Alle Rechte vorbehalten / All Rights Reserved
*
* Programmcode ist urheberrechtlich geschuetzt.
* Das Urheberrecht liegt, soweit nicht ausdruecklich anders gekennzeichnet, bei Frank Ebner.
* Keine Verwendung ohne explizite Genehmigung.
* (vgl. § 106 ff UrhG / § 97 UrhG)
*/
#include "../../../fixC11.h"
#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());
rs.funcs->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);
*/
}