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106
ui/map/3D/elements/Doors.h
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106
ui/map/3D/elements/Doors.h
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#ifndef DOORS_H
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#define DOORS_H
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#include <Indoor/floorplan/v2/Floorplan.h>
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#include "../gl/GLHelper.h"
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#include "../gl/GLTriangles.h"
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#include "../Renderable.h"
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class Doors : public Renderable {
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private:
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Floorplan::Floor* floor;
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GLTriangles<VertNormTexTan> doors;
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public:
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/** ctor */
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Doors(Floorplan::Floor* floor) : floor(floor) {
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;
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}
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void initGL() override {
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build();
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doors.setDiffuse(":/res/gl/tex/door2.jpg");
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doors.setNormalMap(":/res/gl/tex/door2_normal.jpg");
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doors.build();
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loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
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program.setUniformValue("texDiffuse", 0);
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program.setUniformValue("texNormalMap", 1);
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}
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/** render the floor */
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void _render(const RenderParams& params) override {
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// skip me?
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if (params.clipAboveHeight_m < floor->atHeight) {return;}
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doors.render(&program);
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}
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private:
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void build() {
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for (Floorplan::FloorObstacle* obstacle : floor->obstacles) {
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if (dynamic_cast<Floorplan::FloorObstacleDoor*>(obstacle)) {
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Floorplan::FloorObstacleDoor* door = dynamic_cast<Floorplan::FloorObstacleDoor*>(obstacle);
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addFace(door->from, door->to, floor->getStartingZ(), floor->getStartingZ() + door->height, door->swap);
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}
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}
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}
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void addFace(const Point2 from, Point2 to, const float h1, const float h2, const bool swap) {
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to = from + (to-from).rotated(60/180.0f*M_PI * ((swap)?(-1):(+1)) );
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const QVector3D vert1(from.x, h1, from.y);
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const QVector3D vert2(to.x, h1, to.y);
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const QVector3D vert3(to.x, h2, to.y);
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const QVector3D vert4(from.x, h2, from.y);
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const QVector3D n1 = GLHelper::getNormal(vert1, vert2, vert3);
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const QVector3D n2 = -n1;
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QVector3D tan = (vert1-vert2).normalized();
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tan = GLHelper::isCCW(vert1, vert2, vert3) ? (tan) : (-tan);
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const QVector2D tex1(0, 0);
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const QVector2D tex2(1, 0);
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const QVector2D tex3(1, 1);
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const QVector2D tex4(0, 1);
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{
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const VertNormTexTan vnt1(vert1, n1, tex1, tan);
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const VertNormTexTan vnt2(vert2, n1, tex2, tan);
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const VertNormTexTan vnt3(vert3, n1, tex3, tan);
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const VertNormTexTan vnt4(vert4, n1, tex4, tan);
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doors.addQuadCCW(vnt1, vnt2, vnt3, vnt4);
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} {
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const VertNormTexTan vnt1(vert1, n2, tex1, -tan);
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const VertNormTexTan vnt2(vert2, n2, tex2, -tan);
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const VertNormTexTan vnt3(vert3, n2, tex3, -tan);
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const VertNormTexTan vnt4(vert4, n2, tex4, -tan);
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doors.addQuadCW(vnt1, vnt2, vnt3, vnt4);
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}
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}
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};
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#endif // DOORS_H
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