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#include "wall.hpp"
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const float Wall::DEFORM = 0.5f;
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const float Wall::SCALING_FRONT = 1.2f;
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const float Wall::SCALING_BACK = 0.6f;
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const int Wall::FLOOR_SPLIT = 5;
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const int Wall::CEILING_SPLIT = 3;
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const int Wall::SIDE_SPLIT = 8;
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const int Wall::ENLARGE = 6;
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Wall::Wall(const TYPE type): Element(Element::WALL)
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{
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this->type = type;
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}
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void Wall::setData(QVector3D minimum, QVector3D maximum, float sphereRadius)
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{
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// Odstranit ulozene hodnoty ke "stare" zdi.
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clear();
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// Minimalni kvadr rozsirit tak, aby se do mistnosti vesly i sipky (podle
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// polomeru koule).
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sphereRadius *= ENLARGE;
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minimum += QVector3D(-1.0f * sphereRadius, -1.0f * sphereRadius, -1.0f * sphereRadius);
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maximum += QVector3D(sphereRadius, sphereRadius, sphereRadius);
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// Urceni poloviny vysledneho rozsahu pro osy X a Y pro predni a zadni stenu.
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float rangeFrontX = abs(maximum.x() - minimum.x()) * SCALING_FRONT / 2.0f;
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float rangeBackX = abs(maximum.x() - minimum.x()) * SCALING_BACK / 2.0f;
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float rangeFrontY = abs(maximum.y() - minimum.y()) * SCALING_FRONT / 2.0f;
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float rangeBackY = abs(maximum.y() - minimum.y()) * SCALING_BACK / 2.0f;
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// Urceni souradnic "deformovaneho" kvadru.
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QVector3D F00 = QVector3D(-1.0f * rangeFrontX, -1.0f * rangeFrontY, maximum.z());
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QVector3D F10 = QVector3D(-1.0f * rangeFrontX, rangeFrontY, maximum.z());
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QVector3D F11 = QVector3D(rangeFrontX, rangeFrontY, maximum.z());
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QVector3D F01 = QVector3D(rangeFrontX, -1.0f * rangeFrontY, maximum.z());
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QVector3D B00 = QVector3D(-1.0f * rangeBackX, -1.0f * rangeBackY, minimum.z());
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QVector3D B10 = QVector3D(-1.0f * rangeBackX, rangeBackY, minimum.z());
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QVector3D B11 = QVector3D(rangeBackX, rangeBackY, minimum.z());
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QVector3D B01 = QVector3D(rangeBackX, -1.0f * rangeBackY, minimum.z());
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// Rozdeleni steny na mensi casti, do kterych bude vykreslovana textura.
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if (type == TYPE::FLOOR)
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{
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// Podlaha
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split(F01, F00, B00, B01, FLOOR_SPLIT);
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}
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else if (type == TYPE::CEILING)
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{
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// Strop
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split(F10, F11, B11, B10, CEILING_SPLIT);
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}
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else
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{
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// Stena vzadu
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split(B00, B10, B11, B01, SIDE_SPLIT, false);
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// Stena nalevo
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split(F00, F10, B10, B00, SIDE_SPLIT);
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// Stena napravo
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split(F11, F01, B01, B11, SIDE_SPLIT);
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}
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}
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void Wall::split(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d, const int parts, const bool deform)
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{
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// Obecny ctyruhelnik. Deformace smerem doprava (pokud je nastavena), tj. od AB do DC.
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// b
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// c
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//
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// a d
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// Urceni bocnich vektoru (zdola nahoru), ktere definuji vysku jednoho pruhu.
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// Vyska pruhu se deformovat nemusi vubec, je pro kazdy pruh stejna.
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QVector3D leftUp = (b - a) / (float) parts;
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QVector3D rightUp = (c - d) / (float) parts;
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for (int y = 0; y < parts; y++)
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{
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// Zjisteni souradnic ctyruhelnika predstavujici jeden pruh.
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QVector3D leftBottom = a + y * leftUp;
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QVector3D leftTop = a + (y + 1) * leftUp;
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QVector3D rightBottom = d + y * rightUp;
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QVector3D rightTop = d + (y + 1) * rightUp;
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// Urceni horniho a dolniho vektoru (zleva doprava), ktere definuji sirku
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// jednoho sloupce (dany sloupec ma ve vsech pruzich stejnou sirku).
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// Pokud je nastavena deformace, bude se tykat prave sirek sloupcu, viz dale.
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QVector3D topRight = (rightTop - leftTop) / (float) parts;
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QVector3D bottomRight = (rightBottom - leftBottom) / (float) parts;
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QVector3D topRightFirst, topRightDiff, bottomRightFirst, bottomRightDiff, topRightAct, bottomRightAct, topOneOnRightAct, bottomOneOnRightAct;
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if (deform)
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{
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// Jestlize ma dochazet k deformaci, vypocitani sirky prvniho sloupce
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// a rozdilu sirek mezi dvema sloupci.
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// Horni sirka prvniho sloupce (nejvice vlevo).
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topRightFirst = (1.0f + DEFORM) * topRight;
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// O kolik se ma linearne snizovat horni sirka sloupce.
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topRightDiff = (topRightFirst - (1.0f - DEFORM) * topRight) / (float) (parts - 1);
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// Dolni sirka prvniho sloupce (nejvice vlevo).
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bottomRightFirst = (1.0f + DEFORM) * bottomRight;
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// O kolik se ma linearne snizovat dolni sirka sloupce.
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bottomRightDiff = (bottomRightFirst - (1.0f - DEFORM) * bottomRight) / (float) (parts - 1);
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// Nastaveni souradnic prvniho ctyruhelnika.
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topRightAct = leftTop;
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bottomRightAct = leftBottom;
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topOneOnRightAct = topRightAct + topRightFirst;
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bottomOneOnRightAct = bottomRightAct + bottomRightFirst;
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}
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for (int x = 0; x < parts; x++)
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{
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if (!deform)
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{
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// Pokud nema dojit k deformaci - rovnomerne rozdeleni.
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bottomRightAct = leftBottom + x * bottomRight;
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bottomOneOnRightAct = leftBottom + (x + 1) * bottomRight;
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topRightAct = leftTop + x * topRight;
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topOneOnRightAct = leftTop + (x + 1) * topRight;
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}
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// Ulozit ctyruhelnik.
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addTetragon(bottomRightAct, topRightAct, topOneOnRightAct, bottomOneOnRightAct);
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if (deform)
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{
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// Pokud dochazi k deformaci, snizit sirku sloupce, presunout se
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// na zacatek dalsiho a urcit jeho prave souradnice.
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topRightAct = topOneOnRightAct;
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bottomRightAct = bottomOneOnRightAct;
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topRightFirst -= topRightDiff;
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bottomRightFirst -= bottomRightDiff;
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topOneOnRightAct += topRightFirst;
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bottomOneOnRightAct += bottomRightFirst;
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}
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}
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}
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}
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void Wall::addTetragon(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &d)
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{
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// Obecny ctyruhelnik - mapovani na souradnice textury (souradnice UV).
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// b [0,1]
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// c [1,1]
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// a [0,0] d [1,0]
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QVector3D n = normal(a, d, b);
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// Pro kazdy vrchol upravovat ukladanou kategorii (typ prvku), ktera u "zdi"
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// predstavuje vrchol textury (ctyri vrcholy textury se musi namapovat na
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// vrcholy ctyruhelnika).
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category = Element::WALL + 0;
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addVertex(a, n);
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category = Element::WALL + 2;
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addVertex(d, n);
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category = Element::WALL + 3;
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addVertex(c, n);
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category = Element::WALL + 1;
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addVertex(b, n);
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}
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