#include "../../fixC11.h" #include "MapView3D.h" #include "../model/MapModelElement.h" #include "../model/MapModel.h" #include "../3DGrid/GridModel.h" #include "../3DGrid/GridRenderer.h" #include "../3DNavMesh/NavMeshModel.h" #include "../3DNavMesh/NavMeshRenderer.h" #include MapView3D::MapView3D(QWidget *parent) : QOpenGLWidget(parent) { rot.x = 0; rot.y = 0; rot.z = 0; center.x = 0; center.y = 0; center.z = 0; scale.x = 1.0f; scale.y = 1.0f; scale.z = 1.0f; gridRenderer = new GridRenderer(); QString style = "QPushButton:checked{\ background-color: rgb(200, 200, 230);\ border: none; \ }"; QPushButton* btnFloorplan = new QPushButton(UIHelper::getIcon("floorplan"), "", this); btnFloorplan->setGeometry(16, 16, 32, 32); btnFloorplan->setCheckable(true); btnFloorplan->setChecked(true); btnFloorplan->setStyleSheet(style); connect(btnFloorplan, &QPushButton::toggled, [btnFloorplan,this] () { emit onShow3DFloorplan(btnFloorplan->isChecked()); }); QPushButton* btnPerspective = new QPushButton(UIHelper::getIcon("perspective"), "", this); btnPerspective->setGeometry(16, 16+8+32, 32, 32); connect(btnPerspective, &QPushButton::clicked, [this] () { usePerspectiveProjection = !usePerspectiveProjection; emit update(); }); QPushButton* btnGrid = new QPushButton(UIHelper::getIcon("grid"), "", this); btnGrid->setCheckable(true); btnGrid->setChecked(false); btnGrid->setGeometry(16+16+32, 16, 32, 32); btnGrid->setStyleSheet(style); connect(btnGrid, &QPushButton::toggled, [btnGrid, this] () { emit onShow3DGrid(btnGrid->isChecked()); }); QPushButton* btnNavMesh = new QPushButton(UIHelper::getIcon("mesh"), "", this); btnNavMesh->setCheckable(true); btnNavMesh->setChecked(false); btnNavMesh->setGeometry(16+16+32+16+32, 16, 32, 32); btnNavMesh->setStyleSheet(style); connect(btnNavMesh, &QPushButton::toggled, [btnNavMesh, this] () { emit onShow3DNavMesh(btnNavMesh->isChecked()); }); } void MapView3D::initializeGL() { //setFormat(QGLFormat(QGL::SampleBuffers)); QOpenGLWidget::initializeGL(); // this should be the default!! glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_CULL_FACE); // additional settings glEnable(GL_DEPTH_TEST); glClearColor(1,1,1,1); } void MapView3D::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); draw(); } void MapView3D::resizeGL(int width, int height) { glViewport(0, 0, width, height); } 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; 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); Point3 vec(-dx / width() * 2 * viewport.size.x, +dy / height() * 2 * viewport.size.y, 0); //Point3 vec(-dx * 2 / width() , 0, +dy * 2 / height()); 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) { (void) e; update(); } void MapView3D::wheelEvent(QWheelEvent* e) { float f = e->delta() / 120.0f; scale *= (f > 0) ? (2) : (0.5); update(); } void MapView3D::setShowFloorplan(bool show) { this->showFloorplan = show; //if (gridModel) {delete gridModel; gridModel = nullptr;} //if (navMeshModel) {delete navMeshModel; navMeshModel = nullptr;} update(); } void MapView3D::setShowGrid(bool show) { this->showGrid = show; if (!show) {update(); return;} // delete the previous grid (if any) if (gridModel) {delete gridModel; gridModel = nullptr;} // build a new model GridModel* gm = new GridModel(); Floorplan::IndoorMap* im = getModel()->getMap(); gm->rebuild(im); // remember this->gridModel = gm; // update UI update(); } void MapView3D::setShowNavMesh(bool show) { this->showNavMesh = show; if (!show) {update(); return;} // delete the previous grid (if any) if (navMeshModel) {delete navMeshModel; navMeshModel = nullptr;} // build a new model NavMeshModel* nm = new NavMeshModel(); Floorplan::IndoorMap* im = getModel()->getMap(); nm->rebuild(im); // remember this->navMeshModel = nm; // update UI update(); } #include "misc/Shader.h" void MapView3D::draw() { static RenderSettings rs = RenderSettings(new Shader()); // view QMatrix4x4 V; V.translate(0,0,-30); V.scale(scale.x, scale.y, scale.z); V.rotate(rot.x, 1.0, 0.0, 0.0); V.rotate(rot.y, 0.0, 1.0, 0.0); V.rotate(rot.z, 0.0, 0.0, 1.0); V.translate(center.x, center.y, center.z); // V.lookAt(QVector3D(30,-25,25), QVector3D(30,10,0), QVector3D(0,1,0)); // projection QMatrix4x4 P; float aspect = (float) width() / (float) height(); if (usePerspectiveProjection) { float w = width() / 30; float h = height() / 30; viewport.size.x = w; viewport.size.y = h; P.perspective(45.0f, aspect, 0.01, 100); } else { // default size: 50 * 50/aspect meters float w = 50.0f; float h = 50.0f * height() / width(); viewport.size.x = w; viewport.size.y = h; P.ortho(-w, +w, -h, +h, 0.1f, +100); } rs.shader->bind(); rs.shader->setViewMatrix(V); rs.shader->setProjectionMatrix(P); // solid floorplan parts if (showFloorplan) { std::vector elements = getModel()->getVisibleElements(); for (MapModelElement* el : elements) { if (el->getMV3D() && !el->getMV3D()->isTransparent()) {el->getMV3D()->render(rs);} } } // if (showGrid && gridModel) { // gridRenderer->paintGL(gridModel->getGrid()); // } if (showNavMesh && navMeshModel) { navMeshRenderer->render(rs, navMeshModel->getNavMesh(), this); } // transparant floorplan parts if (showFloorplan) { std::vector elements = getModel()->getVisibleElements(); for (MapModelElement* el : elements) { if (el->getMV3D() && el->getMV3D()->isTransparent()) {el->getMV3D()->render(rs);} } } }