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ui/map/3D/elements/Path.h
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ui/map/3D/elements/Path.h
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#ifndef PATH_H
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#define PATH_H
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#include <Indoor/floorplan/v2/Floorplan.h>
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#include <Indoor/nav/dijkstra/DijkstraPath.h>
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#include "../gl/GLHelper.h"
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#include "../gl/GLTriangles.h"
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#include "../Renderable.h"
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class Path : public Renderable {
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private:
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GLTriangles<VertNormTex> lines;
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/** path's width (in meter) */
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float width;
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/** the path's color */
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QVector4D color;
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public:
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/** ctor */
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Path() {
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setColor(QVector4D(0.0, 0.4, 1.0, 0.6));
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setWidth(0.8);
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}
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void initGL() override {
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loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentLine.glsl");
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//loadShader(":/res/gl/vertex1.glsl", ":/res/gl/fragmentTexSimple.glsl");
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lines.setDiffuse(":/res/gl/tex/arrows.png");
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program.setUniformValue("texNormalMap", 0);
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}
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/** set the path's color */
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void setColor(const QVector4D& color) {
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this->color = color;
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}
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/** set the path's color */
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void setColor(const QColor& color) {
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setColor(QVector4D(color.redF(), color.greenF(), color.blueF(), color.alphaF()));
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}
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/** set the path's width (in meter) */
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void setWidth(const float width) {
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this->width = width;
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}
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/** render the floor */
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void _render(const RenderParams& params) override {
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(void) params;
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program.setUniformValue("color", color);
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//glEnable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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//glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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lines.render(&program);
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//glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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}
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template <typename Node> void set(const DijkstraPath<Node>& path) {
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std::vector<Point3> out;
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for (const DijkstraNode<Node>* node : path.getVector()) {
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if (!node) {break;}
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const Node* elem = node->element;
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out.push_back(Point3(elem->x_cm/100.0f, elem->y_cm/100.0f, elem->z_cm/100.0f));
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}
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set(out);
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}
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/** combine nodes while the direction stays the same (many small quads -> one large quad) */
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std::vector<Point3> simplify(const std::vector<Point3>& path) {
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// copy
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std::vector<Point3> out = path;
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// remove unneccesary nodes
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for (int i = 1; i < (int) out.size() - 1; ++i) {
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const Point3 pa = out[i-1];
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const Point3 pb = out[i-0];
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const Point3 pc = out[i+1];
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// same direction as last segment? combine segments!
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const float dir1 = std::atan2(pb.y-pa.y, pb.x-pa.x); // last edge
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const float dir2 = std::atan2(pc.y-pb.y, pc.x-pb.x); // next edge
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const bool isSameDir = std::abs(dir1-dir2) < 0.03; // last-edge and next-edge have (approx) the same direction?
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if (isSameDir) {out.erase(out.begin()+i); --i; continue;} // no additional information! remove the center node
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// too many changes in a small space? -> remove some!
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const float d1 = pb.getDistance(pa); // distance to last node
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const float d2 = pb.getDistance(pc); // distance to next node
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const float min = 0.8;
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const bool isPackedChange = d1 < min && d2 < min; // both distances below a threshold?
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if (isPackedChange) {out.erase(out.begin()+i); --i; continue;} // -> many changes in a small area -> remove current node!
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}
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return out;
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}
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/** MUST BE CALLED FROM THE MAIN THREAD */
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void set(const std::vector<Point3>& _path) {
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std::vector<Point3> path = simplify(_path);
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// reset
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lines.clear();
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// half the width of the path
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const float s = this->width * 0.5;
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std::vector<Floorplan::Quad3> quads;
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for (int i = 1; i < (int) path.size(); ++i) {
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Point3 pa = path[i-1];
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Point3 pb = path[i-0];
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const Point3 pc(0, 0, 1);
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Point3 dir = (pb - pa).normalized();
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// produce a small gap between path-segments
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// those segments will be smoothly connected using another quad
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pa += dir * 0.35;
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pb -= dir * 0.35;
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const Point3 perb = cross(pa-pb, pc).normalized();
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// quad's edges
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const Point3 p1 = pa - perb*s;
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const Point3 p2 = pa + perb*s;
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const Point3 p3 = pb + perb*s;
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const Point3 p4 = pb - perb*s;
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// add
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quads.push_back(Floorplan::Quad3(p1,p2,p3,p4));
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}
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float l1 = 0;
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float l2 = 0;
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for (int i = 0; i < (int) quads.size(); ++i) {
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// add the line-segment
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const Floorplan::Quad3 q1 = quads[i];
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l2 += ((q1.p1 + q1.p2) / 2).getDistance( (q1.p3 + q1.p4) / 2 );
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addQuad(q1, l1, l2);
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l1 = l2;
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// done?
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if (i == (int) quads.size() - 1) {break;}
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// construct the quad between adjacent segments
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const Floorplan::Quad3 q2 = quads[i+1];
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const Floorplan::Quad3 q3(q1.p4, q1.p3, q2.p2, q2.p1);
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l2 += ((q3.p1 + q3.p2) / 2).getDistance( (q3.p3 + q3.p4) / 2 );
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addQuad(q3, l1, l2);
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l1 = l2;
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}
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lines.rebuild();
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}
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private:
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void addQuad(const Floorplan::Quad3& q, const float l1, const float l2) {
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// move the path upwards (slightly above the ground)
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const float h = 0.40;
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const QVector3D v1(q.p1.x, q.p1.z+h, q.p1.y);
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const QVector3D v2(q.p2.x, q.p2.z+h, q.p2.y);
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const QVector3D v3(q.p3.x, q.p3.z+h, q.p3.y);
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const QVector3D v4(q.p4.x, q.p4.z+h, q.p4.y);
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const QVector3D n(0,1,0);
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const QVector2D tex1(0, l1);
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const QVector2D tex2(1, l1);
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const QVector2D tex3(1, l2);
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const QVector2D tex4(0, l2);
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// const QVector2D tex1(q.p1.x, q.p1.y);
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// const QVector2D tex2(q.p2.x, q.p2.y);
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// const QVector2D tex3(q.p3.x, q.p3.y);
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// const QVector2D tex4(q.p4.x, q.p4.y);
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const VertNormTex vnt1(v1, n, tex1);
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const VertNormTex vnt2(v2, n, tex2);
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const VertNormTex vnt3(v3, n, tex3);
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const VertNormTex vnt4(v4, n, tex4);
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lines.addQuadCCW(vnt1, vnt2, vnt3, vnt4);
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}
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};
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#endif // PATH_H
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