added main menu added debug display many debug widgets for plotting live data worked on android live sensors added offline-data sensor feeding some dummy data sensors worked on the map display added ui debug for grid-points, particles and weights added a cool dude to display the estimation added real filtering based on the Indoor components c++11 fixes for android compilation online and offline filtering support new resampling technique for testing map loading via dialog
145 lines
3.5 KiB
C++
145 lines
3.5 KiB
C++
#ifndef WALLS_H
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#define WALLS_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 "../gl/GLLines.h"
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#include "../Renderable.h"
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#include "../gl/Shader.h"
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class Walls : public Renderable {
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private:
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Floorplan::Floor* floor;
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GLTriangles<VertNormTexTan> triangles;
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GLLines outlines;
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bool outlineOnly = false;
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public:
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/** ctor */
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Walls(Floorplan::Floor* floor) : floor(floor) {
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setOutlineOnly(false);
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}
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void initGL() override {
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build();
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triangles.build();
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triangles.setDiffuse(":/res/gl/tex/wall3.jpg");
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triangles.setNormalMap(":/res/gl/tex/wall3_normal.jpg");
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outlines.build();
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}
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/** render the floor */
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void _render() override {
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if (outlineOnly) {
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glLineWidth(1);
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outlines.render(&program);
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} else {
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triangles.render(&program);
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}
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}
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/** render only the outline? */
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void setOutlineOnly(const bool outline) override {
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this->outlineOnly = outline;
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if (outlineOnly) {
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loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentLine.glsl");
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program.setUniformValue("color", QVector4D(0.9, 0.9, 0.9, 1.0));
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} else {
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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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}
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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::WALL) {continue;}
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addFace(line->from, line->to, floor->getStartingZ(), floor->getEndingZ());
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} else 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() + door->height, floor->getEndingZ());
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}
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}
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}
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void addFace(const Point2 from, const Point2 to, const float h1, const float h2) {
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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 float l = from.getDistance(to);
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const float h = h2-h1;
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const float o = std::min(from.length(), to.length());
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const QVector2D tex1(o+0, h); // start texturing at the ceiling so above-door-sections and walls have the same textre
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const QVector2D tex2(o+l, h);
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const QVector2D tex3(o+l, 0);
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const QVector2D tex4(o+0, 0);
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const float s = 0.65;
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{
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const VertNormTexTan vnt1(vert1, n1, tex1*s, tan);
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const VertNormTexTan vnt2(vert2, n1, tex2*s, tan);
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const VertNormTexTan vnt3(vert3, n1, tex3*s, tan);
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const VertNormTexTan vnt4(vert4, n1, tex4*s, tan);
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triangles.addQuadCCW(vnt1, vnt2, vnt3, vnt4);
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} {
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const VertNormTexTan vnt1(vert1, n2, tex1*s, -tan);
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const VertNormTexTan vnt2(vert2, n2, tex2*s, -tan);
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const VertNormTexTan vnt3(vert3, n2, tex3*s, -tan);
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const VertNormTexTan vnt4(vert4, n2, tex4*s, -tan);
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triangles.addQuadCW(vnt1, vnt2, vnt3, vnt4);
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}
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outlines.addLine(vert1, vert2);
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outlines.addLine(vert2, vert3);
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outlines.addLine(vert3, vert4);
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outlines.addLine(vert4, vert1);
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}
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//private:
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//
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// QVector2D tex(const QVector3D vert) {
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// return QVector2D(vert.x(), vert.y());
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// }
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};
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#endif // WALLS_H
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