openGL work and other parts
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89
map/elements/Handrails.h
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89
map/elements/Handrails.h
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#ifndef HANDRAIL_H
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#define HANDRAIL_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/GLLines.h"
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#include "../Renderable.h"
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class Handrails : public Renderable {
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private:
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Floorplan::Floor* floor;
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GLLines lines;
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public:
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/** ctor */
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Handrails(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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lines.build();
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loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentLine.glsl");
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program.setUniformValue("color", QVector4D(0.5, 0.5, 0.5, 1.0));
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}
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/** render the floor */
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void _render() override {
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glLineWidth(2);
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lines.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::FloorObstacleLine*>(obstacle)) {
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Floorplan::FloorObstacleLine* line = dynamic_cast<Floorplan::FloorObstacleLine*>(obstacle);
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if (line->type != Floorplan::ObstacleType::HANDRAIL) {continue;}
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add(line->from, line->to, floor->getStartingZ());
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}
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}
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}
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void add(const Point2 from, const Point2 to, const float h1) {
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// handrail height
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const float h2 = h1 + 0.8;
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const QVector3D v1(to.x, h2, to.y);
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const QVector3D v2(from.x, h2, from.y);
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// upper
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lines.addLine(v1, v2);
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const float stepSize = 0.5;
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const float len = from.getDistance(to);
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const float steps = std::round(len / stepSize);
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for (int i = 0; i <= steps; ++i) {
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const float percent = (float) i / (float) steps;
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const Point2 pos = from + (to-from) * percent;
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const QVector3D v1(pos.x, h1, pos.y);
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const QVector3D v2(pos.x, h2, pos.y);
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lines.addLine(v1, v2);
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}
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}
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};
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#endif // HANDRAIL_H
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