182 lines
3.9 KiB
C++
182 lines
3.9 KiB
C++
#ifndef MV3DELEMENTFLOOROUTLINE_H
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#define MV3DELEMENTFLOOROUTLINE_H
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#include <Indoor/floorplan/v2/Floorplan.h>
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#include "misc/Cube.h"
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#include "MV3DElement.h"
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#include "../../lib/gpc/gpc.h"
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#include "misc/Polygon.h"
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#include "misc/Shader.h"
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class MV3DElementFloorOutline : public MV3DElement {
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Floorplan::Floor* f;
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Floorplan::FloorOutline* out;
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struct ToRender {
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Point2 cacheSum;
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Polygon* pol = nullptr;
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std::vector<std::vector<Point3>> trias;
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};
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std::unordered_map<std::string, ToRender*> elements;
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public:
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/** ctor */
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MV3DElementFloorOutline(Floorplan::Floor* f, Floorplan::FloorOutline* out) : f(f), out(out) {
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;
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}
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protected:
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/** repaint me */
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void render(const RenderSettings& rs) override {
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rebuildIfNeeded();
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rs.shader->bind();
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glDisable(GL_CULL_FACE);
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QMatrix4x4 mat;
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rs.shader->setModelMatrix(mat);
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for (auto& it : elements) {
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//Polygon& pol = it.second->pol;
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std::vector<std::vector<Point3>>& trias = it.second->trias;
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if (it.first == "outdoor") {
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rs.shader->setColor(0.0, 0.5, 0.0);
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} else {
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rs.shader->setColor(0.2, 0.2, 0.2);
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}
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std::vector<float> values;
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std::vector<float> normals;
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for (const std::vector<Point3>& tria : trias) {
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for (int i = 2; i < tria.size(); ++i) {
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const Point3 p1 = tria[i-2];
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const Point3 p2 = tria[i-1];
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const Point3 p3 = tria[i-0];
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values.push_back(p1.x); values.push_back(p1.y); values.push_back(p1.z);
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values.push_back(p2.x); values.push_back(p2.y); values.push_back(p2.z);
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values.push_back(p3.x); values.push_back(p3.y); values.push_back(p3.z);
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normals.push_back(0); normals.push_back(1); normals.push_back(0);
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normals.push_back(0); normals.push_back(1); normals.push_back(0);
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normals.push_back(0); normals.push_back(1); normals.push_back(0);
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}
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}
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rs.shader->setVertices(values.data());
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rs.shader->setNormals(normals.data());
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glDrawArrays(GL_TRIANGLES, 0, values.size() / 3);
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rs.shader->unsetVertices();
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rs.shader->unsetNormals();
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/*
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TODO_GL
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if (it.first == "outdoor") {
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glColor3f(0.0, 0.5, 0.0);
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} else {
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glColor3f(0.2, 0.2, 0.2);
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}
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glDisable(GL_CULL_FACE);
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for (const std::vector<Point3>& tria : trias) {
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glNormal3f(0, 1, 0);
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glBegin(GL_TRIANGLE_STRIP);
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for (const Point3& p3 : tria) {
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glVertex3f(p3.x, p3.z, p3.y);
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}
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glEnd();
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}
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glEnable(GL_CULL_FACE);
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*/
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}
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glEnable(GL_CULL_FACE);
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rs.shader->release();
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}
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void rebuildIfNeeded() {
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auto filterIndoor = [] (const Floorplan::FloorOutlinePolygon* p) {return p->outdoor == false;};
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auto filterOutdoor = [] (const Floorplan::FloorOutlinePolygon* p) {return p->outdoor == true;};
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if (elements.empty()) {
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elements["indoor"] = new ToRender();
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elements["outdoor"] = new ToRender();
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}
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rebuildIfNeeded(filterIndoor, elements["indoor"]);
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rebuildIfNeeded(filterOutdoor, elements["outdoor"]);
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}
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template <typename Filter> void rebuildIfNeeded(Filter include, ToRender* dst) {
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const std::vector<Floorplan::FloorOutlinePolygon*>& polys = *out;
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// get number of points for rebuild-check
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Point2 cacheSum(0,0);
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for (Floorplan::FloorOutlinePolygon* poly : polys) {
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if (!include(poly)) {continue;}
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for (Point2 pt : poly->poly.points) {
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cacheSum += pt;
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}
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}
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// already up to date?
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if (cacheSum == dst->cacheSum) {return;}
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dst->cacheSum = cacheSum;
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// rebuild
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std::vector<gpc_polygon> add;
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std::vector<gpc_polygon> rem;
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if (dst->pol) {delete dst->pol;}
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dst->pol = new Polygon();
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for (Floorplan::FloorOutlinePolygon* poly : polys) {
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if (!include(poly)) {continue;}
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switch (poly->method) {
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case Floorplan::OutlineMethod::ADD: dst->pol->add(poly->poly); break;
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case Floorplan::OutlineMethod::REMOVE: dst->pol->remove(poly->poly); break;
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default: throw 1;
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}
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}
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dst->trias = dst->pol->get(f->atHeight);
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}
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bool isTransparent() const override {
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return false;
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}
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};
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#endif // MV3DELEMENTFLOOROUTLINE_H
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