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IndoorMap/mapview/3D/MV3DElementFloorObstacleDoor.h
2018-10-25 12:23:40 +02:00

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/*
* © 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)
*/
#ifndef MV3DELEMENTFLOOROBSTACLEDOOR_H
#define MV3DELEMENTFLOOROBSTACLEDOOR_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include <Indoor/math/Math.h>
#include "misc/Cube.h"
#include "MV3DElement.h"
//#include "misc/Plane.h"
class MV3DElementFloorObstacleDoor : public MV3DElement {
Floorplan::Floor* f;
Floorplan::FloorObstacleDoor* fo;
public:
/** ctor */
MV3DElementFloorObstacleDoor(Floorplan::Floor* f, Floorplan::FloorObstacleDoor* fo) : f(f), fo(fo) {
;
}
/** repaint me */
void render(const RenderSettings& rs) override {
const Point2 from = fo->from;
const Point2 to = fo->to;
const float atHeight = f->atHeight;
const float height = fo->height;
const float thickness_m = 0.05; // 5cm door
const float rad = std::atan2(to.y - from.y, to.x - from.x);
const float deg = rad * 180 / M_PI;
const Point2 cen2 = (from+to)/2;
const Point3 pos(cen2.x, cen2.y, atHeight + height/2);
// div by 2.01 to prevent overlapps and z-fi
const float sx = from.getDistance(to) / 2.01f;
const float sy = thickness_m / 2.01f;
const float sz = height / 2.01f; // prevent overlaps
const Point3 size(sx, sy, sz);
const Point3 rot(0,0,deg);
// build
Cube cube(pos, size, rot);
cube.setColor(0.395, 0.263, 0.129);
cube.render(rs);
//glColor3f(0.4, 0.4, 0.4);
//Plane p(fo->from, fo->to, f->atHeight, fo->height);
//p.paintGL();
}
bool isTransparent() const override {
return false;
}
};
#endif // MV3DELEMENTFLOOROBSTACLEDOOR_H