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IndoorMap/mapview/3D/navMesh/NavMeshRenderer.h
kazu 076c0e9157 changed 3D rendering
added pan/zoom gesture
2018-02-04 17:02:14 +01:00

158 lines
5.0 KiB
C++

#ifndef NAVMESHRENDERER_H
#define NAVMESHRENDERER_H
#include <unordered_set>
#include <Indoor/navMesh/NavMesh.h>
#include <Indoor/navMesh/NavMeshTriangle.h>
#include <Indoor/navMesh/NavMeshType.h>
#include <QPainter>
#include <QOpenGLWidget>
#include "../misc/Renderable3D.h"
#include "../misc/Shader.h"
#include "../misc/TriangleData.h"
class NavMeshRenderer {
private:
// settings
//GridRendererColorMode colorMode = GridRendererColorMode::SHOW_NODE_IMPORTANCE;
bool showEdges = false;
struct Color {
float r,g,b;
Color() : r(1), g(0), b(0) {;}
Color(float r, float g, float b) : r(r), g(g), b(b) {;}
};
/** node color depending on the node's type. see ctor */
Color colors[200];
public:
/** ctor */
NavMeshRenderer() {
colors[GridNode::TYPE_FLOOR] = Color(0.4, 0.4, 0.4);
colors[GridNode::TYPE_STAIR] = Color(0,0,1);
colors[GridNode::TYPE_ELEVATOR] = Color(0,0,1);
colors[GridNode::TYPE_DOOR] = Color(0.0, 0.0, 0.0);
colors[GridNode::TYPE_OUTDOOR] = Color(0.0, 0.5, 0.0);
}
// void setNodeColorMode(const GridRendererColorMode mode) {this->colorMode = mode;}
void setShowEdges(const bool show) {this->showEdges = show;}
/** render the given grid using GL commands */
void render(const RenderSettings& rs, NM::NavMesh<NM::NavMeshTriangle>* navMesh, QOpenGLWidget* dst) {
if (navMesh == nullptr) {return;}
rs.shader->bind();
rs.shader->setModelMatrix(QMatrix4x4());
TriangleData data;
for (const NM::NavMeshTriangle* tria : *navMesh) {
Point3 color;
switch (tria->getType()) {
case (int) NM::NavMeshType::FLOOR_INDOOR: color = Point3(0.8, 0.8, 0.8); break;
case (int) NM::NavMeshType::FLOOR_OUTDOOR: color = Point3(0.1, 0.8, 0.1); break;
case (int) NM::NavMeshType::DOOR: color = Point3(0.7, 0.7, 0.8); break;
case (int) NM::NavMeshType::STAIR_LEVELED: color = Point3(0.5, 0.5, 0.5); break;
case (int) NM::NavMeshType::STAIR_SKEWED: color = Point3(0.6, 0.6, 0.6); break;
}
data.addTriangle(tria->getP1(), tria->getP3(), tria->getP2(), Point3(0,0,1), color.x, color.y, color.z, 1.0f);
// vertices.insert(vertices.end(), {tria->getP1().x, tria->getP1().y, tria->getP1().z});
// vertices.insert(vertices.end(), {tria->getP3().x, tria->getP3().y, tria->getP3().z});
// vertices.insert(vertices.end(), {tria->getP2().x, tria->getP2().y, tria->getP2().z});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
}
rs.shader->setVertices(data.getVertices().data());
rs.shader->setVertexColor(data.getRGBA().data());
glDrawArrays(GL_TRIANGLES, 0, data.getVertices().size()/3);
rs.shader->unsetVertices();
rs.shader->unsetVertexColor();
data.clear();
for (const NM::NavMeshTriangle* tria : *navMesh) {
Point3 color;
switch (tria->getType()) {
case (int) NM::NavMeshType::FLOOR_INDOOR: color = Point3(0.6, 0.6, 0.6); break;
case (int) NM::NavMeshType::FLOOR_OUTDOOR: color = Point3(0.0, 0.6, 0.0); break;
case (int) NM::NavMeshType::DOOR: color = Point3(0.5, 0.5, 0.6); break;
case (int) NM::NavMeshType::STAIR_LEVELED: color = Point3(0.4, 0.4, 0.4); break;
case (int) NM::NavMeshType::STAIR_SKEWED: color = Point3(0.4, 0.4, 0.4); break;
}
const float o = 0.001f;
data.addLine(tria->getP1(), tria->getP2(), color.x, color.y, color.z, 1);
data.addLine(tria->getP2(), tria->getP3(), color.x, color.y, color.z, 1);
data.addLine(tria->getP3(), tria->getP1(), color.x, color.y, color.z, 1);
// vertices.insert(vertices.end(), {tria->getP1().x, tria->getP1().y, tria->getP1().z+o});
// vertices.insert(vertices.end(), {tria->getP2().x, tria->getP2().y, tria->getP2().z+o});
// vertices.insert(vertices.end(), {tria->getP2().x, tria->getP2().y, tria->getP2().z+o});
// vertices.insert(vertices.end(), {tria->getP3().x, tria->getP3().y, tria->getP3().z+o});
// vertices.insert(vertices.end(), {tria->getP3().x, tria->getP3().y, tria->getP3().z+o});
// vertices.insert(vertices.end(), {tria->getP1().x, tria->getP1().y, tria->getP1().z+o});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
// colors.insert(colors.end(), {color.x, color.y, color.z, 1});
}
rs.shader->setVertices(data.getVertices().data());
rs.shader->setVertexColor(data.getRGBA().data());
glDrawArrays(GL_LINES, 0, data.getVertices().size()/3);
rs.shader->unsetVertices();
rs.shader->unsetVertexColor();
rs.shader->release();
}
// std::vector<MyNode> lint() {
// std::vector<MyNode> vec;
// lintStair(vec);
// return vec;
// }
// void lintStair(std::vector<MyNode>& vec) {
// for (MyNode& n1 : *grid) {
// if (n1.getNumNeighbors() <= 5) { vec.push_back(n1);}
// }
// }
};
#endif // NAVMESHRENDERER_H