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IndoorMap/mapview/3D/floorplan/FloorplanRendererModel.h

118 lines
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C++

#ifndef FLOORPLANRENDERERMODEL_H
#define FLOORPLANRENDERERMODEL_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include <Indoor/navMesh/NavMesh.h>
#include <Indoor/navMesh/NavMeshFactory.h>
#include <Indoor/navMesh/NavMeshFactoryListener.h>
#include <Indoor/wifi/estimate/ray3/ModelFactory.h>
#include "RenderTriangle.h"
/**
* model for rendering the floorplan
*/
class FloorplanRendererModel {
private:
Floorplan::IndoorMap* im;
Ray3D::FloorplanMesh mesh;
RenderTriangle triaSolid;
RenderTriangle triaTransp;
struct Material {
int r, g, b, a;
Material(int r, int g, int b, int a) : r(r), g(g), b(b), a(a) {;}
};
const std::vector<Material> mats = {
Material(0,128,0,255), // ground outdoor
Material(64,64,64,255), // ground outdoor
Material(255,96,96,255), // stair
Material(220,220,220,255), // handrail
Material(200,200,255,96), // door (glass)
Material(200,160,150,255), // door (wood)
Material(128,128,128,255), // concrete
Material(200,200,255,96), // glass
Material(170,120,60,255), // wood
Material(200,200,200,255), // drywall
Material(250,250,250,255), // default
};
int getMaterial(const Ray3D::Obstacle3D& o) const {
if (o.type == Ray3D::Obstacle3D::Type::GROUND_OUTDOOR) {return 0;}
if (o.type == Ray3D::Obstacle3D::Type::GROUND_INDOOR) {return 1;}
if (o.type == Ray3D::Obstacle3D::Type::STAIR) {return 2;}
if (o.type == Ray3D::Obstacle3D::Type::HANDRAIL) {return 3;}
if (o.type == Ray3D::Obstacle3D::Type::DOOR && o.mat == Floorplan::Material::GLASS) {return 4;}
if (o.type == Ray3D::Obstacle3D::Type::DOOR) {return 5;}
if (o.mat == Floorplan::Material::CONCRETE) {return 6;}
if (o.mat == Floorplan::Material::GLASS) {return 7;}
if (o.mat == Floorplan::Material::WOOD) {return 8;}
if (o.mat == Floorplan::Material::DRYWALL) {return 9;}
return 10;
}
public:
/** ctor */
FloorplanRendererModel() {
;
}
Ray3D::FloorplanMesh& getMesh() {
return mesh;
}
const RenderTriangle& getTriaSolid() {
return triaSolid;
}
const RenderTriangle& getTriaTransp() {
return triaTransp;
}
void rebuild(Floorplan::IndoorMap* im) {
triaTransp.clear();
triaSolid.clear();
// rebuild the mesh
try {
Ray3D::ModelFactory fac(im);
mesh = fac.getMesh();
for (const Ray3D::Obstacle3D& obs : mesh.elements) {
const int matID = getMaterial(obs);
const Material& mat = mats[matID];
for (const Triangle3& tria : obs.triangles) {
const Point3 n = cross(tria.p2-tria.p1, tria.p3-tria.p1).normalized();
if (mat.a != 255) {
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);
} else {
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);
}
}
}
}
catch(const std::exception& e) {
std::cout << "Can't create 3D view. Failed to get mesh from model factory with error: '" << e.what() << "'" << std::endl;
}
}
};
#endif // FLOORPLANRENDERERMODEL_H