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YASMIN/ui/map/MapView.cpp
kazu 075d8bb633 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
2016-09-16 19:30:04 +02:00

267 lines
6.2 KiB
C++

#include "MapView.h"
#include <QMouseEvent>
#include <QGLShaderProgram>
#include "elements/Walls.h"
#include "elements/Ground.h"
#include "elements/Handrails.h"
#include "elements/Stairs.h"
#include "elements/Doors.h"
#include "elements/Path.h"
#include "elements/ColorPoints.h"
#include "elements/Object.h"
#include <Indoor/data/Timestamp.h>
#include <QDebug>
/**
* before adding elements to the MapView via setMap(),
* the MapViews openGL context must be initialized
* that means: the MapView must have been added to a window,
* which is already visible!
*/
MapView::MapView(QWidget* parent) : QOpenGLWidget(parent) {
};
void MapView::clear() {
for (Renderable* r : elements) {delete r;}
elements.clear();
}
void MapView::setMap(Floorplan::IndoorMap* map) {
clear();
if (!isGLInitialized) {throw Exception("openGL is not yet initialized. add mapView to a visible window!");}
// first to be rendered
this->colorPoints = new ColorPoints();
elements.push_back(this->colorPoints);
//leDude = new Object("/mnt/firma/tmp/3D/minion/minion.obj", "/mnt/firma/tmp/3D/minion/minion.png", "", 0.35);
leDude = new Object("/mnt/firma/tmp/3D/gnome/gnome.obj", "/mnt/firma/tmp/3D/gnome/gnome_diffuse.jpg", "/mnt/firma/tmp/3D/gnome/gnome_normal.jpg", 0.033);
//leDude = new Object("/mnt/firma/tmp/3D/squirrel/squirrel.obj", "/mnt/firma/tmp/3D/squirrel/squirrel.jpg", "/mnt/firma/tmp/3D/squirrel/squirrel_normal.jpg", 0.033);
elements.push_back(leDude);
for (Floorplan::Floor* floor : map->floors) {
elements.push_back(new Ground(floor));
elements.push_back(new Walls(floor));
elements.push_back(new Handrails(floor));
elements.push_back(new Stairs(floor));
elements.push_back(new Doors(floor));
}
this->path = new Path();
elements.push_back(this->path);
// initialize the OpenGL context of all contained elements
for (Renderable* r : elements) {
r->initGL();
}
// i want the focus! needed for key-events
setFocusPolicy(Qt::StrongFocus);
}
void MapView::setPath(const std::vector<Point3>& path) {
this->path->set(path);
}
void MapView::timerEvent(QTimerEvent *) {
update();
}
void MapView::initializeGL() {
initializeOpenGLFunctions();
// basic config
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
// start background update timer
const int fps = 25;
const int interval = 1000 / fps;
timer.start(interval, this);
// OpenGL is now initialized
isGLInitialized = true;
}
void MapView::paintGL() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw();
}
void MapView::resizeGL(int w, int h) {
// Calculate aspect ratio
qreal aspect = qreal(w) / qreal(h ? h : 1);
// viewing frustrum [0:50] meter
const qreal zNear = 0.02, zFar = 50, fov = 50.0;
// Reset projection
matProject.setToIdentity();
matProject.scale(-1, 1, 1);
glCullFace(GL_FRONT);
//matProject.scale(0.05, 0.05, 0.05);
matProject.perspective(fov, aspect, zNear, zFar);
//matProject.scale(-0.01, 0.01, 0.01);
}
void MapView::rebuildLookat() {
// QVector3D qDir(lookAt.dir.x, lookAt.dir.z, lookAt.dir.y);
// QVector3D at = QVector3D(lookAt.pos.x, lookAt.pos.z, lookAt.pos.y);
// QVector3D eye = at + qDir * 0.1;
// QVector3D up = QVector3D(0,1,0);
// matView.setToIdentity();
// //matView.scale(0.01, 0.01, 0.01);
// matView.lookAt(eye, at, up);
// //matView.scale(0.99, 1, 1);
// //matView.translate(0.7, 0, 0);
// lightPos = eye + QVector3D(0.0, 4.0, 0.0);
// eyePos = eye;
const Point3 dir = lookAt.getDir();
QVector3D qDir(dir.x, dir.z, dir.y);
QVector3D eye(lookAt.eye_m.x, lookAt.eye_m.z, lookAt.eye_m.y);
QVector3D at = eye + qDir * 0.5;
QVector3D up = QVector3D(0,1,0);
matView.setToIdentity();
matView.lookAt(eye, at, up);
lightPos = eye + QVector3D(0.0, 0.5, 0.0) + qDir * 1.2;
eyePos = eye;
}
void MapView::setCurrentEstimation(const Point3 pos, const Point3 dir) {
const float angle = std::atan2(dir.y, dir.x) * 180 / M_PI;
if (leDude) {
leDude->setPosition(pos.x, pos.y, pos.z);
leDude->setRotation(0, 0, -angle + 90);
}
}
void MapView::setLookAt(const Point3 pos_m, const Point3 dir) {
lookAt.eye_m = pos_m + dir * 0.1;
lookAt.dir = dir;
rebuildLookat();
}
void MapView::setLookDir(const Point3 dir) {
lookAt.dir = dir;
rebuildLookat();
}
void MapView::setLookEye(const Point3 eye_m) {
lookAt.eye_m = eye_m;
rebuildLookat();
}
void MapView::mousePressEvent(QMouseEvent* evt) {
mouseState.down = true;
mouseState.x = evt->x();
mouseState.y = evt->y();
}
void MapView::mouseMoveEvent(QMouseEvent* evt) {
const float dx = evt->x() - mouseState.x;
const float dy = evt->y() - mouseState.y;
// PI*0.3 head movement left/right and up/down
const float yFac = (this->height() / 2) / (M_PI * 0.3);
const float xFac = (this->width() / 2) / (M_PI * 0.3);
lookAt.dirOffset = Point3(0, std::sin(dx/xFac), std::sin(-dy/yFac));
rebuildLookat();
}
void MapView::mouseReleaseEvent(QMouseEvent* evt) {
mouseState.down = false;
}
void MapView::keyPressEvent(QKeyEvent* evt) {
if (evt->key() == Qt::Key_W) {lookAt.eye_m += lookAt.getDir(); rebuildLookat();}
if (evt->key() == Qt::Key_S) {lookAt.eye_m -= lookAt.getDir(); rebuildLookat();}
}
void MapView::toggleRenderMode() {
renderMode = (RenderMode) (((int)renderMode + 1) % 3);
for (Renderable* r : elements) {
if (renderMode == RenderMode::OUTLINE) {
r->setOutlineOnly(true);
} else {
r->setOutlineOnly(false);
}
}
}
void MapView::draw() {
//const Timestamp ts1 = Timestamp::fromUnixTime();
// clear everything
glClearColor(0,0,0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (renderMode == RenderMode::TRANSPARENT) {
glEnable(GL_BLEND);
} else {
glDisable(GL_BLEND);
}
glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
for (Renderable* r : elements) {
QOpenGLShaderProgram& program = r->getProgram();
program.bind();
// set the matrices
program.setUniformValue("m_matrix", r->modelMatrix.mat);
program.setUniformValue("mv_matrix", matView * r->modelMatrix.mat);
program.setUniformValue("mvp_matrix", matProject * matView * r->modelMatrix.mat);
program.setUniformValue("lightWorldPos", lightPos);
program.setUniformValue("eyeWorldPos", eyePos);
r->render();
}
//const Timestamp ts2 = Timestamp::fromUnixTime();
//qDebug("%d ms", (ts2-ts1).ms());
}