many changes :P

This commit is contained in:
kazu
2016-06-06 22:08:53 +02:00
parent db6b479d86
commit 6243165084
56 changed files with 4399 additions and 245 deletions

25
mapview/3D/MV3DElement.h Normal file
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#ifndef MV3DELEMENT_H
#define MV3DELEMENT_H
#include "MapView3D.h"
/**
* represents one drawable
* element shown within the MapView3D
*/
class MV3DElement {
public:
/** dtor */
virtual ~MV3DElement() {;}
public:
/** repaint me */
virtual void paintGL() = 0;
};
#endif // MV3DELEMENT_H

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#ifndef MV3DELEMENTACCESSPOINT_H
#define MV3DELEMENTACCESSPOINT_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include "misc/Cube.h"
#include "MV3DElement.h"
class MV3DElementAccessPoint : public MV3DElement {
Floorplan::Floor* f;
Floorplan::AccessPoint* ap;
public:
/** ctor */
MV3DElementAccessPoint(Floorplan::Floor* f, Floorplan::AccessPoint* ap) : f(f), ap(ap) {
;
}
protected:
/** repaint me */
void paintGL() override {
Cube cube(ap->getPos(f), 0.5);
cube.paintGL();
}
};
#endif // MV3DELEMENTACCESSPOINT_H

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#ifndef MV3DELEMENTFLOOROBSTACLEPILLAR_H
#define MV3DELEMENTFLOOROBSTACLEPILLAR_H
#endif // MV3DELEMENTFLOOROBSTACLEPILLAR_H

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#ifndef MV3DELEMENTFLOOROBSTACLEWALL_H
#define MV3DELEMENTFLOOROBSTACLEWALL_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include "MV3DElement.h"
class MV3DElementFloorObstacleWall : public MV3DElement {
Floorplan::Floor* f;
Floorplan::FloorObstacleLine* fo;
public:
/** ctor */
MV3DElementFloorObstacleWall(Floorplan::Floor* f, Floorplan::FloorObstacleLine* fo) : f(f), fo(fo) {
;
}
protected:
Point3 cross(Point3 u, Point3 v) {
float x = u.y*v.z - u.z*v.y;
float y = u.z*v.x - u.x*v.z;
float z = u.x*v.y - u.y*v.x;
return Point3(x,y,z);
}
/** repaint me */
void paintGL() override {
float y1 = f->atHeight;
float y2 = y1+f->height;
Point3 p1 = Point3(fo->from.x, y1, fo->from.y);
Point3 p2 = Point3(fo->to.x, y1, fo->to.y);
Point3 p3 = Point3(fo->to.x, y2, fo->to.y);
Point3 p4 = Point3(fo->from.x, y2, fo->from.y);
Point3 v1 = p2-p1;
Point3 v2 = p3-p1;
Point3 n = cross(v1, v2);
n/=n.length();
// align normals to virtual viewport
Point3 view(99,99,99);
if ((view-n).length() > (view+n).length()) {n = -n;}
if (fo->type == Floorplan::ObstacleType::WALL) {
// fill the wall
glColor3f(0.75, 0.75, 0.75);
glDisable(GL_CULL_FACE);
glBegin(GL_QUADS);
glNormal3f(n.x, n.y, n.z);
glVertex3f(p1.x, p1.y, p1.z);
glVertex3f(p2.x, p2.y, p2.z);
glVertex3f(p3.x, p3.y, p3.z);
glVertex3f(p4.x, p4.y, p4.z);
glEnd();
glEnable(GL_CULL_FACE);
}
glColor3f(0,0,0);
// glDisable(GL_LIGHTING);
// glBegin(GL_LINE_STRIP);
// glVertex3f(p1.x, p1.y, p1.z);
// glVertex3f(p2.x, p2.y, p2.z);
// glVertex3f(p3.x, p3.y, p3.z);
// glVertex3f(p4.x, p4.y, p4.z);
// glVertex3f(p1.x, p1.y, p1.z);
// glEnd();
// glEnable(GL_LIGHTING);
}
};
#endif // MV3DELEMENTFLOOROBSTACLEWALL_H

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#ifndef MV3DELEMENTFLOOROUTLINE_H
#define MV3DELEMENTFLOOROUTLINE_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include "misc/Cube.h"
#include "MV3DElement.h"
#include "../../lib/gpc/gpc.h"
#include "misc/Polygon.h"
class MV3DElementFloorOutline : public MV3DElement {
Floorplan::Floor* f;
Floorplan::FloorOutline* out;
public:
/** ctor */
MV3DElementFloorOutline(Floorplan::Floor* f, Floorplan::FloorOutline* out) : f(f), out(out) {
;
}
protected:
/** repaint me */
void paintGL() override {
std::vector<gpc_polygon> add;
std::vector<gpc_polygon> rem;
std::vector<Floorplan::FloorOutlinePolygon*> polys = *out;
Polygon pol;
for (Floorplan::FloorOutlinePolygon* poly : polys) {
switch (poly->method) {
case Floorplan::OutlineMethod::ADD: pol.add(poly->poly); break;
case Floorplan::OutlineMethod::REMOVE: pol.remove(poly->poly); break;
default: throw 1;
}
}
std::vector<std::vector<Point3>> trias = pol.get(f->atHeight);
glColor3f(0.2, 0.2, 0.2);
glDisable(GL_CULL_FACE);
for (const std::vector<Point3>& tria : trias) {
glBegin(GL_TRIANGLE_STRIP);
for (const Point3& p3 : tria) {
glVertex3f(p3.x, p3.z, p3.y);
}
glEnd();
}
glEnable(GL_CULL_FACE);
}
};
#endif // MV3DELEMENTFLOOROUTLINE_H

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#ifndef MV3DELEMENTFLOOROUTLINEPOLYGON_H
#define MV3DELEMENTFLOOROUTLINEPOLYGON_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include "misc/Cube.h"
#include "MV3DElement.h"
class MV3DElementFloorOutlinePolygon : public MV3DElement {
Floorplan::Floor* f;
Floorplan::FloorOutlinePolygon* poly;
public:
/** ctor */
MV3DElementFloorOutlinePolygon(Floorplan::Floor* f, Floorplan::FloorOutlinePolygon* poly) : f(f), poly(poly) {
;
}
protected:
/** repaint me */
void paintGL() override {
glDisable(GL_CULL_FACE);
switch (poly->method) {
case Floorplan::OutlineMethod::ADD:
glColor3f(1,1,1);
break;
case Floorplan::OutlineMethod::REMOVE:
glColor3f(0.2, 0.2, 0.2);
break;
}
glBegin(GL_POLYGON);
glNormal3f(0,1,0);
for (Point2 p2 : poly->poly.points) {
Point3 p3(p2.x, p2.y, f->atHeight);
glVertex3f(p3.x, p3.z, p3.y);
}
glEnd();
glEnable(GL_CULL_FACE);
}
};
#endif // MV3DELEMENTFLOOROUTLINEPOLYGON_H

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mapview/3D/MapView3D.cpp Normal file
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#include "MapView3D.h"
#include "../model/MapModelElement.h"
#include "../model/MapModel.h"
#include "../3DGrid/GridModel.h"
#include "../3DGrid/GridRenderer.h"
MapView3D::MapView3D(QWidget *parent) : QGLWidget(parent) {
rot.x = 45;
rot.y = 0;
rot.z = 45;
center.x = 0;
center.y = 0;
center.z = 0;
scale.x = 0.05f;
scale.y = 0.05f;
scale.z = 0.05f;
}
void MapView3D::initializeGL() {
//setFormat(QGLFormat(QGL::SampleBuffers));
QGLWidget::initializeGL();
// culling, lighting, depth-test, ...
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glEnable(GL_MULTISAMPLE);
// glEnable(GL_LINE_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
GLfloat light0_position [] = {+5, 5, +5, 1};
GLfloat light1_position [] = {-5, 5, -5, 1};
glLightfv ( GL_LIGHT0, GL_POSITION, light0_position );
glLightfv ( GL_LIGHT1, GL_POSITION, light1_position );
GLfloat light_diffuse []={ 0.7, 0.7, 0.7, 1.0 };
glLightfv ( GL_LIGHT0, GL_DIFFUSE, light_diffuse );
glLightfv ( GL_LIGHT1, GL_DIFFUSE, light_diffuse );
// otherwise scaling the scene kills lighting normals!
glEnable(GL_NORMALIZE);
// allow using glColor3(r,g,b)
glEnable(GL_COLOR_MATERIAL);
// GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
// GLfloat mat_shininess[] = { 50.0 };
// glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
// glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
// background color
qglClearColor(Qt::white);
}
void MapView3D::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// 3) scale
glScalef(scale.x, scale.y, scale.z);
// 2) rotate around center
glRotatef(rot.x, 1.0, 0.0, 0.0);
glRotatef(rot.z, 0.0, 1.0, 0.0);
glRotatef(rot.y, 0.0, 0.0, 1.0);
// 1) post translate (mouse moving)
glTranslatef(center.x, center.z, center.y);
// 0) swap the y axis
//glScalef(+1, -1, +1);
// // 1) translate into center
// glTranslatef(tra.x, tra.y, tra.z);
draw();
}
void MapView3D::resizeGL(int width, int height) {
//int side = qMin(width, height);
//glViewport((width - side) / 2, (height - side) / 2, side, side);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef QT_OPENGL_ES_1
//glOrthof(-2, +2, -2, +2, 1.0, 15.0);
#else
//glOrtho(-2, +2, -2, +2, 1.0, 25.0);
//glFrustum(-1,1, -1,1, 0.1,20);
viewport.size.x = 2.0f;
viewport.size.y = 2.0f * height / width;
const float w = viewport.size.x;
const float h = viewport.size.y;
glOrtho(-w, +w, -h, +h, -20, +20);
//glFrustum(+w, -w, -h, +h, -20, +20);
#endif
glMatrixMode(GL_MODELVIEW);
}
void MapView3D::mousePressEvent(QMouseEvent* e) {
mouse.btn = e->button();
mouse.x = e->x();
mouse.y = e->y();
update();
}
void MapView3D::mouseMoveEvent(QMouseEvent* e) {
float dx = mouse.x - e->x();
float dy = mouse.y - e->y();
if (mouse.btn == 1) {
rot.z -= dx/2.0f; // upward
rot.x -= dy/2.0f;
} else if (mouse.btn == 4) {
Point3 vec(-dx / width() * 2 * viewport.size.x, 0, dy / height() * 2 * viewport.size.y);
vec = vec.rot(rot.x/180*M_PI, rot.y/180*M_PI, rot.z/180*M_PI);
vec /= scale;
center += vec;
}
mouse.x = e->x();
mouse.y = e->y();
update();
}
void MapView3D::mouseReleaseEvent(QMouseEvent* e) {
update();
}
void MapView3D::wheelEvent(QWheelEvent* e) {
float f = e->delta() / 120.0f;
scale *= (f > 0) ? (2) : (0.5);
update();
}
void MapView3D::showFloorplan() {
if (gridModel) {delete gridModel; gridModel = nullptr;}
update();
}
void MapView3D::showGrid() {
if (gridModel) {delete gridModel; gridModel = nullptr;}
GridModel* gm = new GridModel();
Floorplan::IndoorMap* im = getModel()->getMap();
gm->rebuild(im);
this->gridModel = gm;
update();
}
void MapView3D::draw() {
if (gridModel) {
// show grid
GridRenderer renderer(gridModel->getGrid());
renderer.paintGL();
} else {
// show floorplan
for (MapModelElement* el : getModel()->getVisibleElements()) {
if (el->getMV3D()) {el->getMV3D()->paintGL();}
}
}
}

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mapview/3D/MapView3D.h Normal file
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#ifndef MAPVIEW3D_H
#define MAPVIEW3D_H
#include <QtWidgets>
#include <QtOpenGL>
#include <Indoor/geo/Point3.h>
class MapModel;
class GridModel;
class MapView3D : public QGLWidget {
Q_OBJECT
public:
MapView3D(QWidget* parent = 0);
/** set the underlying data-model */
void setModel(MapModel* mdl) {
this->model = mdl;
update();
}
/** get the underlying data-model */
MapModel* getModel() {return model;}
/** show 3D rendered floorplan */
void showFloorplan();
/** show 3D rendered grid derived from the floorplan */
void showGrid();
private:
/** the underlying data-model */
MapModel* model = nullptr;
GridModel* gridModel = nullptr;
Point3 rot;
Point3 center;
Point3 scale;
struct Mouse {
int btn;
float x;
float y;
} mouse;
struct Viewport {
Point2 size;
} viewport;
protected:
void initializeGL();
void paintGL();
void resizeGL(int width, int height);
void mousePressEvent(QMouseEvent* e);
void mouseMoveEvent(QMouseEvent* e);
void mouseReleaseEvent(QMouseEvent* e);
void wheelEvent(QWheelEvent* e);
private:
void draw();
};
#endif // MAPVIEW3D_H

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mapview/3D/misc/Cube.h Normal file
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#ifndef CUBE_H
#define CUBE_H
#include <Indoor/geo/Point3.h>
#include <QtOpenGL>
class Cube {
private:
Point3 pos;
float size;
public:
Cube(Point3 pos, float size) : pos(pos), size(size) {
}
void paintGL() {
float s = size;
glPushMatrix();
glTranslatef(pos.x, pos.z, pos.y);
glColor3f(0,0,1);
glBegin(GL_QUADS);
// bottom
glNormal3f(0,-1,0);
glVertex3f(+s, -s, -s);
glVertex3f(+s, -s, +s);
glVertex3f(-s, -s, +s);
glVertex3f(-s, -s, -s);
// top
glNormal3f(0,+1,0);
glVertex3f(-s, +s, -s);
glVertex3f(-s, +s, +s);
glVertex3f(+s, +s, +s);
glVertex3f(+s, +s, -s);
// left
glNormal3f(-1,0,0);
glVertex3f(-s, -s, -s);
glVertex3f(-s, -s, +s);
glVertex3f(-s, +s, +s);
glVertex3f(-s, +s, -s);
// right
glNormal3f(+1,0,0);
glVertex3f(+s, +s, -s);
glVertex3f(+s, +s, +s);
glVertex3f(+s, -s, +s);
glVertex3f(+s, -s, -s);
// front
glNormal3f(0,0,+1);
glVertex3f(+s, +s, +s);
glVertex3f(-s, +s, +s);
glVertex3f(-s, -s, +s);
glVertex3f(+s, -s, +s);
// rear
glNormal3f(0,0,-1);
glVertex3f(+s, -s, -s);
glVertex3f(-s, -s, -s);
glVertex3f(-s, +s, -s);
glVertex3f(+s, +s, -s);
glEnd();
glPopMatrix();
}
};
#endif // CUBE_H

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mapview/3D/misc/Polygon.h Normal file
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#ifndef POLYGON_H
#define POLYGON_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include "../../../lib/gpc/gpc.h"
class Polygon {
struct GPCPolygon : gpc_polygon {
GPCPolygon() {
// contour = (gpc_vertex_list*) calloc(0, 1024);
// contour->num_vertices = 0;
// contour->vertex = (gpc_vertex*) calloc(0, 1024);
// hole = (int*) calloc(0, 1024);
num_contours = 0;
contour = nullptr;
hole = nullptr;
}
~GPCPolygon() {
if (contour) {
gpc_free_polygon(this);
//free(contour->vertex); contour->vertex = nullptr;
}
free(contour); contour = nullptr;
free(hole); hole = nullptr;
}
GPCPolygon& operator = (const GPCPolygon& o) = delete;
GPCPolygon& operator = (GPCPolygon& o) {
this->contour = o.contour;
this->hole = o.hole;
this->num_contours = o.num_contours;
o.contour = nullptr;
o.hole = nullptr;
return *this;
}
};
private:
GPCPolygon state;
public:
void add(const Floorplan::Polygon2& poly) {
GPCPolygon cur = toGPC(poly);
//GPCPolygon out;
gpc_polygon_clip(GPC_UNION, &state, &cur, &state);
//state = out;
}
void remove(const Floorplan::Polygon2& poly) {
GPCPolygon cur = toGPC(poly);
//GPCPolygon out;
gpc_polygon_clip(GPC_DIFF, &state, &cur, &state);
//state = out;
}
std::vector<std::vector<Point3>> get(float z) {
gpc_tristrip res;
res.num_strips = 0;
res.strip = nullptr;
//res.strip = (gpc_vertex_list*) malloc(1024);
gpc_polygon_to_tristrip(&state, &res);
std::vector<std::vector<Point3>> trias;
for (int i = 0; i < res.num_strips; ++i) {
gpc_vertex_list lst = res.strip[i];
std::vector<Point3> tria;
for (int j = 0; j < lst.num_vertices; ++j) {
gpc_vertex& vert = lst.vertex[j];
Point3 p3(vert.x, vert.y, z);
tria.push_back(p3);
}
trias.push_back(tria);
}
gpc_free_tristrip(&res);
return std::move(trias);
}
private:
GPCPolygon toGPC(Floorplan::Polygon2 poly) {
std::vector<gpc_vertex> verts;
for (Point2 p2 : poly.points) {
gpc_vertex vert; vert.x = p2.x; vert.y = p2.y;
verts.push_back(vert);
}
GPCPolygon gpol;
gpc_vertex_list list;
list.num_vertices = verts.size();
list.vertex = verts.data();
gpc_add_contour(&gpol, &list, 0);
return gpol;
}
};
#endif // POLYGON_H