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YASMIN/ui/map/3D/elements/Path.h
2016-09-28 12:16:45 +02:00

221 lines
5.3 KiB
C++

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