refactoring, improvements, minor fixes
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109
mapview/3D/floorplan/FloorplanRendererModel.cpp
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109
mapview/3D/floorplan/FloorplanRendererModel.cpp
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#include "FloorplanRendererModel.h"
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#include <Indoor/floorplan/v2/Floorplan.h>
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#include <Indoor/navMesh/NavMesh.h>
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#include <Indoor/navMesh/NavMeshFactory.h>
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#include <Indoor/navMesh/NavMeshFactoryListener.h>
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#include <Indoor/wifi/estimate/ray3/ModelFactory.h>
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#include "RenderTriangle.h"
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struct Material {
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int r, g, b, a;
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Material(int r, int g, int b, int a) : r(r), g(g), b(b), a(a) {;}
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};
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const std::vector<Material> mats = {
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Material(0,128,0,255), // ground outdoor
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Material(64,64,64,255), // ground outdoor
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Material(105,105,105,255), // stair
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Material(220,220,220,255), // handrail
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Material(200,200,255,96), // door (glass)
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Material(140,140,140,255), // door (wood)
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Material(135,135,135,255), // concrete
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Material(240,240,255,96), // glass
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Material(170,170,255,96), // glass (metallized)
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Material(170,120,60,255), // wood
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Material(200,200,200,255), // drywall
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Material(255,255,255,255), // object
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Material(235,235,235,255), // default
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};
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int FloorplanRendererModel::getMaterial(const Ray3D::Obstacle3D& o) const {
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if (o.type == Ray3D::Obstacle3D::Type::GROUND_OUTDOOR) {return 0;}
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if (o.type == Ray3D::Obstacle3D::Type::GROUND_INDOOR) {return 1;}
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if (o.type == Ray3D::Obstacle3D::Type::STAIR) {return 2;}
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if (o.type == Ray3D::Obstacle3D::Type::HANDRAIL) {return 3;}
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if (o.type == Ray3D::Obstacle3D::Type::OBJECT) {return 11;}
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if (o.type == Ray3D::Obstacle3D::Type::DOOR && o.mat == Floorplan::Material::GLASS) {return 4;}
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if (o.type == Ray3D::Obstacle3D::Type::DOOR) {return 5;}
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if (o.mat == Floorplan::Material::CONCRETE) {return 6;}
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if (o.mat == Floorplan::Material::GLASS) {return 7;}
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if (o.mat == Floorplan::Material::METALLIZED_GLAS) {return 8;}
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if (o.mat == Floorplan::Material::WOOD) {return 9;}
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if (o.mat == Floorplan::Material::DRYWALL) {return 10;}
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return 12;
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}
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FloorplanRendererModel::FloorplanRendererModel() {
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;
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}
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Ray3D::FloorplanMesh& FloorplanRendererModel::getMesh() {
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return mesh;
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}
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const RenderTriangle& FloorplanRendererModel::getTriaSolid() {
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return triaSolid;
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}
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const RenderTriangle& FloorplanRendererModel::getTriaTransp() {
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return triaTransp;
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}
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void FloorplanRendererModel::rebuild(Floorplan::IndoorMap* im) {
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// rebuild the mesh
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//Ray3D::ModelFactory fac(im);
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//mesh = fac.getMesh();
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triaTransp.clear();
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triaSolid.clear();
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// rebuild the mesh
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try {
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Ray3D::ModelFactory fac(im);
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fac.exportDoors = showDoors;
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mesh = fac.getMesh();
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for (const Ray3D::Obstacle3D& obs : mesh.elements) {
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const int matID = getMaterial(obs);
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const Material& mat = mats[matID];
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for (const Triangle3& tria : obs.triangles) {
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const Point3 n = cross(tria.p2-tria.p1, tria.p3-tria.p1).normalized();
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if (mat.a != 255) {
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triaTransp.addTriangle(tria.p1, tria.p2, tria.p3, n, mat.r/255.0f, mat.g/255.0f, mat.b/255.0f, mat.a/255.0f);
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} else {
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triaSolid.addTriangle(tria.p1, tria.p2, tria.p3, n, mat.r/255.0f, mat.g/255.0f, mat.b/255.0f, mat.a/255.0f);
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}
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}
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}
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}
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catch(const std::exception& e) {
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std::cout << "Can't create 3D view. Failed to get mesh from model factory with error: '" << e.what() << "'" << std::endl;
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}
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}
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