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IndoorMap/mapview/3D/floorplan/RenderTriangle.h
k-a-z-u bce771d6d6 worked on 3D viz
scaling, moving by finger
some fixes / improvement
2018-02-06 17:35:10 +01:00

79 lines
1.9 KiB
C++

#ifndef RENDERTRIANGLE_H
#define RENDERTRIANGLE_H
#include <vector>
#include <Indoor/geo/Point3.h>
class RenderTriangle {
std::vector<float> vertices;
std::vector<float> normals;
std::vector<float> rgba;
public:
void addTriangle(Point3 p1, Point3 p2, Point3 p3) {
vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
vertices.insert(vertices.end(), {p3.x, p3.y, p3.z});
}
void addTriangle(Point3 p1, Point3 p2, Point3 p3, const Point3 n) {
vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
vertices.insert(vertices.end(), {p3.x, p3.y, p3.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});
}
void addTriangle(Point3 p1, Point3 p2, Point3 p3, const Point3 n, const float r, const float g, const float b, const float a) {
vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
vertices.insert(vertices.end(), {p3.x, p3.y, p3.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});
rgba.insert(rgba.end(), {r,g,b,a});
rgba.insert(rgba.end(), {r,g,b,a});
rgba.insert(rgba.end(), {r,g,b,a});
}
void addLine(Point3 p1, Point3 p2, const float r, const float g, const float b, const float a) {
vertices.insert(vertices.end(), {p1.x, p1.y, p1.z});
vertices.insert(vertices.end(), {p2.x, p2.y, p2.z});
rgba.insert(rgba.end(), {r,g,b,a});
rgba.insert(rgba.end(), {r,g,b,a});
}
void clear() {
vertices.clear();
normals.clear();
rgba.clear();
}
const std::vector<float>& getVertices() const {return vertices;}
const std::vector<float>& getNormals() const {return normals;}
const std::vector<float>& getRGBA() const {return rgba;}
};
#endif // RENDERTRIANGLE_H