a lot!!! of changes
added main menu added debug display many debug widgets for plotting live data worked on android live sensors added offline-data sensor feeding some dummy data sensors worked on the map display added ui debug for grid-points, particles and weights added a cool dude to display the estimation added real filtering based on the Indoor components c++11 fixes for android compilation online and offline filtering support new resampling technique for testing map loading via dialog
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126
ui/map/gl/GLLines.h
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126
ui/map/gl/GLLines.h
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#ifndef GLLINES_H
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#define GLLINES_H
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#include <QOpenGLFunctions>
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#include "GL.h"
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#include "GLHelper.h"
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#include <Indoor/geo/Point3.h>
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class GLLines : protected QOpenGLFunctions {
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private:
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QOpenGLBuffer arrayBuf;
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QOpenGLBuffer indexBuf;
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std::vector<Vert> vertices;
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std::vector<GLushort> indices;
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int mode = GL_LINES;
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public:
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/** ctor */
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GLLines() : arrayBuf(QOpenGLBuffer::VertexBuffer), indexBuf(QOpenGLBuffer::IndexBuffer) {
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;
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}
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/** dtor */
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~GLLines() {
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arrayBuf.destroy();
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indexBuf.destroy();
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}
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/** add a new face to this element */
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void addLine(const QVector3D& p1, const QVector3D& p2) {
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// add vertices (remove duplicates!)
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const int i1 = addOnce(p1);
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const int i2 = addOnce(p2);
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// add indices
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indices.push_back(i1);
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indices.push_back(i2);
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}
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void addVertex(const QVector3D& p1) {
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const int i1 = addOnce(p1);
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indices.push_back(i1);
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}
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/** build the underlying buffers */
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void build() {
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initializeOpenGLFunctions();
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// Transfer vertex data to VBO 0
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arrayBuf.create();
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arrayBuf.bind();
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arrayBuf.allocate(vertices.data(), vertices.size() * sizeof(vertices[0]));
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// Transfer index data to VBO 1
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indexBuf.create();
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indexBuf.bind();
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indexBuf.allocate(indices.data(), indices.size() * sizeof(indices[0]));
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}
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void rebuild() {
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if (indexBuf.isCreated()) {indexBuf.destroy();}
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if (arrayBuf.isCreated()) {arrayBuf.destroy();}
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build();
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}
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void clear() {
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indices.clear();
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vertices.clear();
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}
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void setMode(const int mode) {
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this->mode = mode;
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}
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/** render the element */
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void render(QOpenGLShaderProgram *program) {
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// Tell OpenGL which VBOs to use
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arrayBuf.bind();
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indexBuf.bind();
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// vertices
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int vertLoc = program->attributeLocation("a_position");
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program->enableAttributeArray(vertLoc);
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program->setAttributeBuffer(vertLoc, GL_FLOAT, vertices[0].getVertOffset(), 3, sizeof(vertices[0]));
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// Draw cube geometry using indices from VBO 1
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glDrawElements(mode, indices.size(), GL_UNSIGNED_SHORT, 0);
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}
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private:
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/** to conserve memory, avoid duplicate VNTs! */
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int addOnce(const Vert& vnt) {
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const auto it = std::find(vertices.begin(), vertices.end(), vnt);
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if (it == vertices.end()) {
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const int idx = vertices.size();
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vertices.push_back(vnt);
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return idx;
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} else {
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const int idx = it - vertices.begin();
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return idx;
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}
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}
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};
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#endif // GLLINES_H
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