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YASMIN/map/elements/Doors.h
2016-09-11 12:11:54 +02:00

102 lines
2.3 KiB
C++

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