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IndoorMap/mapview/3D/floorplan/FloorplanRendererModel.cpp
2018-10-25 12:15:13 +02:00

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/*
* © Copyright 2014 Urheberrechtshinweis
* Alle Rechte vorbehalten / All Rights Reserved
*
* Programmcode ist urheberrechtlich geschuetzt.
* Das Urheberrecht liegt, soweit nicht ausdruecklich anders gekennzeichnet, bei Frank Ebner.
* Keine Verwendung ohne explizite Genehmigung.
* (vgl. § 106 ff UrhG / § 97 UrhG)
*/
#include "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/floorplan/3D/Builder.h>
#include "RenderTriangle.h"
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(255,0,0,255), // error
Material(0,128,0,255), // ground outdoor
Material(64,64,64,255), // ground outdoor
Material(105,105,105,255), // stair
Material(220,220,220,255), // handrail
Material(200,200,255,96), // door (glass)
Material(140,140,140,255), // door (wood)
Material(135,135,135,255), // concrete
Material(240,240,255,96), // glass
Material(170,170,255,96), // glass (metallized)
Material(170,120,60,255), // wood
Material(200,200,200,255), // drywall
Material(255,255,255,255), // object
Material(235,235,235,255), // default
};
int FloorplanRendererModel::getMaterial(const Floorplan3D::Obstacle3D& o) const {
if (o.type == Floorplan3D::Obstacle3D::Type::ERROR) {return 0;}
if (o.type == Floorplan3D::Obstacle3D::Type::GROUND_OUTDOOR) {return 1;}
if (o.type == Floorplan3D::Obstacle3D::Type::GROUND_INDOOR) {return 2;}
if (o.type == Floorplan3D::Obstacle3D::Type::STAIR) {return 3;}
if (o.type == Floorplan3D::Obstacle3D::Type::HANDRAIL) {return 4;}
if (o.type == Floorplan3D::Obstacle3D::Type::OBJECT) {return 12;}
if (o.type == Floorplan3D::Obstacle3D::Type::DOOR && o.mat == Floorplan::Material::GLASS) {return 5;}
if (o.type == Floorplan3D::Obstacle3D::Type::DOOR) {return 6;}
if (o.mat == Floorplan::Material::CONCRETE) {return 7;}
if (o.mat == Floorplan::Material::GLASS) {return 8;}
if (o.mat == Floorplan::Material::METALLIZED_GLAS) {return 9;}
if (o.mat == Floorplan::Material::WOOD) {return 10;}
if (o.mat == Floorplan::Material::DRYWALL) {return 11;}
return 12;
}
FloorplanRendererModel::FloorplanRendererModel() {
;
}
Floorplan3D::FloorplanMesh& FloorplanRendererModel::getMesh() {
return mesh;
}
BBox3 FloorplanRendererModel::getBBox() const {
return bbox;
}
const RenderTriangle& FloorplanRendererModel::getTriaSolid() {
return triaSolid;
}
const RenderTriangle& FloorplanRendererModel::getTriaTransp() {
return triaTransp;
}
void FloorplanRendererModel::rebuild(Floorplan::IndoorMap* im) {
// rebuild the mesh
//Ray3D::ModelFactory fac(im);
//mesh = fac.getMesh();
triaTransp.clear();
triaSolid.clear();
// rebuild the mesh
try {
Floorplan3D::Builder fac(im);
fac.exportDoors = showDoors;
mesh = fac.getMesh();
for (const Floorplan3D::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);
}
}
}
// update bbox
bbox = mesh.getBBox();
}
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;
}
}