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IndoorMap/mapview/3D/MV3DElementFloorObstacleWall.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 MV3DELEMENTFLOOROBSTACLEWALL_H
#define MV3DELEMENTFLOOROBSTACLEWALL_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include <Indoor/math/Math.h>
#include "misc/Cube.h"
#include "misc/Window.h"
#include "misc/Handrail.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:
struct Wall {
Point2 from;
Point2 to;
float thickness_m;
Floorplan::Material mat;
float atHeight;
float height;
Wall(const Point2 from, const Point2 to, const float thickness_m, const Floorplan::Material mat, float atHeight, float height) :
from(from), to(to), thickness_m(thickness_m), mat(mat), atHeight(atHeight), height(height) {;}
void render(const RenderSettings& rs) {
const float rad = -std::atan2(to.y - from.y, to.x - from.x);
const float deg = rad * 180 / M_PI;
//const Point2 dir = (to - from).normalized();
//const Point2 dirPerp = dir.perpendicular();
//const float w = 0.1;
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 div = 2.015f; // prevent overlaps
const float sx = from.getDistance(to) / div;
const float sy = thickness_m / div;
const float sz = height / div;
const Point3 size(sx, sy, sz);
const Point3 rot(0,0,deg);
// build
Cube cube(pos, size, rot);
if (mat == Floorplan::Material::CONCRETE) {
cube.setColor(0.5, 0.5, 0.5);
} else {
cube.setColor(0.75, 0.75, 0.75);
}
cube.render(rs);
}
};
/** repaint me */
void render(const RenderSettings& rs) override {
if (fo->material == Floorplan::Material::GLASS) {
Window win(fo->from, fo->to, f->atHeight, f->height);
win.render(rs);
} else if (fo->type == Floorplan::ObstacleType::WALL) {
Wall wall(fo->from, fo->to, fo->thickness_m, fo->material, f->atHeight, f->height);
wall.render(rs);
} else if (fo->type == Floorplan::ObstacleType::HANDRAIL) {
Handrail rail(fo->from, fo->to, f->atHeight, 1.0);
rail.render(rs);
}
}
bool isTransparent() const override {
return fo->material == Floorplan::Material::GLASS;
}
};
#endif // MV3DELEMENTFLOOROBSTACLEWALL_H