worked on 3D viz
scaling, moving by finger some fixes / improvement
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72
mapview/3D/floorplan/FloorplanRenderer.h
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72
mapview/3D/floorplan/FloorplanRenderer.h
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#ifndef FLOORPLANRENDERER_H
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#define FLOORPLANRENDERER_H
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#include <unordered_set>
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#include <Indoor/navMesh/NavMesh.h>
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#include <Indoor/navMesh/NavMeshTriangle.h>
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#include <Indoor/navMesh/NavMeshType.h>
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#include <QPainter>
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#include <QOpenGLWidget>
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#include "../misc/Renderable3D.h"
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#include "../misc/Shader.h"
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#include "../misc/TriangleData.h"
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#include <Indoor/wifi/estimate/ray3/ModelFactory.h>
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#include "RenderTriangle.h"
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class FloorplanRenderer {
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public:
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/** ctor */
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FloorplanRenderer() {
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;
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}
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/** render the given grid using GL commands */
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void renderSolid(const RenderSettings& rs, const RenderTriangle& rt) {
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rs.shader->bind();
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rs.shader->setModelMatrix(QMatrix4x4());
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rs.shader->setVertices(rt.getVertices().data());
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rs.shader->setNormals(rt.getNormals().data());
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rs.shader->setVertexColor(rt.getRGBA().data());
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glDrawArrays(GL_TRIANGLES, 0, rt.getVertices().size()/3);
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rs.shader->unsetVertices();
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rs.shader->unsetNormals();
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rs.shader->unsetVertexColor();
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rs.shader->release();
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}
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/** render the given grid using GL commands */
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void renderTransp(const RenderSettings& rs, const RenderTriangle& rt) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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rs.shader->bind();
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rs.shader->setModelMatrix(QMatrix4x4());
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rs.shader->setVertices(rt.getVertices().data());
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rs.shader->setNormals(rt.getNormals().data());
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rs.shader->setVertexColor(rt.getRGBA().data());
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glDrawArrays(GL_TRIANGLES, 0, rt.getVertices().size()/3);
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rs.shader->unsetVertices();
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rs.shader->unsetNormals();
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rs.shader->unsetVertexColor();
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rs.shader->release();
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glDisable(GL_BLEND);
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}
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};
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#endif // FLOORPLANRENDERER_H
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