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YASMIN/ui/map/3D/elements/Stairs.h
2016-09-28 12:16:45 +02:00

155 lines
3.7 KiB
C++

#ifndef STAIRS_H
#define STAIRS_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include "../gl/GLHelper.h"
#include "../gl/GLTriangles.h"
#include "../Renderable.h"
class Stairs : public Renderable {
private:
Floorplan::Floor* floor;
GLTriangles<VertNormTex> parts;
public:
/** ctor */
Stairs(Floorplan::Floor* floor) : floor(floor) {
;
}
void initGL() override {
build();
// parts.setDiffuse(":/res/gl/tex/granite1.jpg");
// parts.setNormalMap(":/res/gl/tex/granite1_normal.jpg");
parts.setDiffuse(":/res/gl/tex/floor4.jpg");
parts.setNormalMap(":/res/gl/tex/floor4_normal.jpg");
parts.build();
loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTex.glsl");
program.setUniformValue("texDiffuse", 0);
program.setUniformValue("texNormalMap", 1);
}
/** render the floor */
void _render(const RenderParams& params) override {
(void) params;
parts.render(&program);
}
private:
void build() {
for (Floorplan::Stair* stair : floor->stairs) {
if (dynamic_cast<Floorplan::Stair*>(stair)) {
Floorplan::StairFreeform* freeform = dynamic_cast<Floorplan::StairFreeform*>(stair);
add(Floorplan::getQuads(freeform->getParts(), floor));
}
}
}
void add(const std::vector<Floorplan::Quad3>& quads) {
for (const Floorplan::Quad3& quad : quads) {
//void addQuad(quad);
stepify(quad);
}
}
void stepify(const Floorplan::Quad3& quad) {
const float len = (quad.p4 - quad.p1).length();
const float stepLen = 0.3;
const int steps = std::round(len / stepLen);
for (int i = 0; i < steps; ++i) {
const float per1 = (float) (i+0) / (float) steps;
const float per2 = (float) (i+1) / (float) steps;
const Point3 p1 = quad.p1 + (quad.p4 - quad.p1) * per1;
const Point3 p2 = quad.p2 + (quad.p3 - quad.p2) * per1;
const Point3 p5 = quad.p2 + (quad.p3 - quad.p2) * per2;
const Point3 p6 = quad.p1 + (quad.p4 - quad.p1) * per2;
Point3 p3 = p5; p3.z = p2.z;
Point3 p4 = p6; p4.z = p1.z;
addQuad(Floorplan::Quad3(p1, p2, p3, p4));
addQuad(Floorplan::Quad3(p3, p4, p6, p5));
}
}
void addQuad(const Floorplan::Quad3& quad) {
const QVector3D vert1(quad.p1.x, quad.p1.z, quad.p1.y);
const QVector3D vert2(quad.p2.x, quad.p2.z, quad.p2.y);
const QVector3D vert3(quad.p3.x, quad.p3.z, quad.p3.y);
const QVector3D vert4(quad.p4.x, quad.p4.z, quad.p4.y);
const QVector3D n1 = GLHelper::getNormal(vert1, vert2, vert3);
const QVector3D n2 = -n1;
// const float o =
// const QVector2D tex1(quad.p1.length(), quad.p1.y);
// const QVector2D tex2(quad.p2.x, quad.p2.y+quad.p2.z);
// const QVector2D tex3(quad.p3.x, quad.p3.y+quad.p3.z);
// const QVector2D tex4(quad.p4.x, quad.p4.y+quad.p4.z);
const float h = quad.p4.getDistance(quad.p1);
const float l = quad.p1.getDistance(quad.p2);
const float o = quad.p1.length();
const float s = 1.1; // 0.5;
const QVector2D tex1(o+0, h); // start texturing at the ceiling so above-door-sections and walls have the same textre
const QVector2D tex2(o+l, h);
const QVector2D tex3(o+l, 0);
const QVector2D tex4(o+0, 0);
// const VertNormTex vnt1(vert1, n1, tex1*s);
// const VertNormTex vnt2(vert2, n1, tex2*s);
// const VertNormTex vnt3(vert3, n1, tex3*s);
// const VertNormTex vnt4(vert4, n1, tex4*s);
{
const VertNormTex vnt1(vert1, n1, tex1*s);
const VertNormTex vnt2(vert2, n1, tex2*s);
const VertNormTex vnt3(vert3, n1, tex3*s);
const VertNormTex vnt4(vert4, n1, tex4*s);
parts.addQuadCCW(vnt1, vnt2, vnt3, vnt4);
} {
const VertNormTex vnt1(vert1, n2, tex1*s);
const VertNormTex vnt2(vert2, n2, tex2*s);
const VertNormTex vnt3(vert3, n2, tex3*s);
const VertNormTex vnt4(vert4, n2, tex4*s);
parts.addQuadCW(vnt1, vnt2, vnt3, vnt4);
}
}
};
#endif // STAIRS_H