map_gui/render/building.rs
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use std::cell::RefCell;
use geom::{Angle, Bounds, Distance, Line, Polygon, Pt2D, Ring, Tessellation};
use map_model::{Building, BuildingID, Map, OffstreetParking};
use widgetry::{Color, Drawable, EventCtx, GeomBatch, GfxCtx, Line, Text};
use crate::colors::ColorScheme;
use crate::options::{CameraAngle, Options};
use crate::render::{DrawOptions, Renderable, OUTLINE_THICKNESS};
use crate::{AppLike, ID};
pub struct DrawBuilding {
pub id: BuildingID,
label: RefCell<Option<Drawable>>,
}
impl DrawBuilding {
pub fn new(
ctx: &EventCtx,
bldg: &Building,
map: &Map,
cs: &ColorScheme,
opts: &Options,
bldg_batch: &mut GeomBatch,
outlines_batch: &mut GeomBatch,
) -> DrawBuilding {
let bldg_color = if bldg.amenities.is_empty() {
cs.residential_building
} else {
cs.commercial_building
};
match &opts.camera_angle {
CameraAngle::TopDown => {
bldg_batch.push(bldg_color, bldg.polygon.clone());
if opts.show_building_outlines {
outlines_batch.push(
cs.building_outline,
bldg.polygon.to_outline(Distance::meters(0.1)),
);
}
let parking_icon = match bldg.parking {
OffstreetParking::PublicGarage(_, _) => true,
OffstreetParking::Private(_, garage) => garage,
};
if parking_icon {
// Might need to scale down more for some buildings, but so far, this works
// everywhere.
bldg_batch.append(
GeomBatch::load_svg(ctx, "system/assets/map/parking.svg")
.scale(0.1)
.centered_on(bldg.label_center),
);
}
}
CameraAngle::Abstract => {
// TODO The hitbox needs to change too
bldg_batch.push(
bldg_color,
Polygon::rectangle_centered(
bldg.polygon.center(),
Distance::meters(5.0),
Distance::meters(5.0),
),
);
}
x => {
let angle = match x {
CameraAngle::IsometricNE => Angle::degrees(-45.0),
CameraAngle::IsometricNW => Angle::degrees(-135.0),
CameraAngle::IsometricSE => Angle::degrees(45.0),
CameraAngle::IsometricSW => Angle::degrees(135.0),
CameraAngle::TopDown | CameraAngle::Abstract => unreachable!(),
};
let bldg_height_per_level = 3.5;
// In downtown areas, really tall buildings look kind of ridculous next to
// everything else. So we artificially compress the number of levels a bit.
let bldg_rendered_meters = bldg_height_per_level * bldg.levels.powf(0.8);
let height = Distance::meters(bldg_rendered_meters);
let map_bounds = map.get_gps_bounds().to_bounds();
let (map_width, map_height) = (map_bounds.width(), map_bounds.height());
let map_length = map_width.hypot(map_height);
let distance = |pt: &Pt2D| {
// some normalization so we can compute the distance to the corner of the
// screen from which the orthographic projection is based.
let projection_origin = match x {
CameraAngle::IsometricNE => Pt2D::new(0.0, map_height),
CameraAngle::IsometricNW => Pt2D::new(map_width, map_height),
CameraAngle::IsometricSE => Pt2D::new(0.0, 0.0),
CameraAngle::IsometricSW => Pt2D::new(map_width, 0.0),
CameraAngle::TopDown | CameraAngle::Abstract => unreachable!(),
};
let abs_pt = Pt2D::new(
(pt.x() - projection_origin.x()).abs(),
(pt.y() - projection_origin.y()).abs(),
);
let a = f64::hypot(abs_pt.x(), abs_pt.y());
let theta = f64::atan(abs_pt.y() / abs_pt.x());
let distance = a * f64::sin(theta + std::f64::consts::PI / 4.0);
Distance::meters(distance)
};
// Things closer to the isometric axis should appear in front of things farther
// away, so we give them a higher z-index.
//
// Naively, we compute the entire building's distance as the distance from its
// closest point. This is simple and usually works, but will likely fail on more
// complex building arrangements, e.g. if a building were tightly encircled by a
// large building.
let closest_pt = bldg
.polygon
.get_outer_ring()
.points()
.iter()
.min_by(|a, b| distance(a).cmp(&distance(b)))
.cloned();
let distance_from_projection_axis = closest_pt
.map(|pt| distance(&pt).inner_meters())
.unwrap_or(0.0);
// smaller z renders above larger
let scale_factor = map_length;
let groundfloor_z = distance_from_projection_axis / scale_factor - 1.0;
let roof_z = groundfloor_z - height.inner_meters() / scale_factor;
// TODO Some buildings have holes in them
if let Ok(roof) = Ring::new(
bldg.polygon
.get_outer_ring()
.points()
.iter()
.map(|pt| pt.project_away(height, angle))
.collect(),
) {
bldg_batch.push(Color::BLACK, bldg.polygon.to_outline(Distance::meters(0.3)));
// In actuality, the z of the walls should start at groundfloor_z and end at
// roof_z, but since we aren't dealing with actual 3d geometries, we have to
// pick one value. Anecdotally, picking a value between the two seems to
// usually looks right, but probably breaks down in certain overlap scenarios.
let wall_z = (groundfloor_z + roof_z) / 2.0;
let mut wall_beams = Vec::new();
for (low, high) in bldg
.polygon
.get_outer_ring()
.points()
.iter()
.zip(roof.points().iter())
{
// Sometimes building height is 0!
// https://www.openstreetmap.org/way/390547658
if let Ok(l) = Line::new(*low, *high) {
wall_beams.push(l);
}
}
let wall_color = Color::hex("#BBBEC3");
for (wall1, wall2) in wall_beams.iter().zip(wall_beams.iter().skip(1)) {
bldg_batch.push_with_z(
wall_color,
Ring::must_new(vec![
wall1.pt1(),
wall1.pt2(),
wall2.pt2(),
wall2.pt1(),
wall1.pt1(),
])
.into_polygon(),
wall_z,
);
}
for wall in wall_beams {
bldg_batch.push_with_z(
Color::BLACK,
wall.make_polygons(Distance::meters(0.1)),
wall_z,
);
}
bldg_batch.push_with_z(bldg_color, roof.clone().into_polygon(), roof_z);
bldg_batch.push_with_z(
Color::BLACK,
roof.to_outline(Distance::meters(0.3)),
roof_z,
);
} else {
bldg_batch.push(bldg_color, bldg.polygon.clone());
outlines_batch.push(
cs.building_outline,
bldg.polygon.to_outline(Distance::meters(0.1)),
);
}
}
}
DrawBuilding {
id: bldg.id,
label: RefCell::new(None),
}
}
pub fn clear_rendering(&mut self) {
*self.label.borrow_mut() = None;
}
}
impl Renderable for DrawBuilding {
fn get_id(&self) -> ID {
ID::Building(self.id)
}
fn draw(&self, g: &mut GfxCtx, app: &dyn AppLike, opts: &DrawOptions) {
if opts.label_buildings {
// Labels are expensive to compute up-front, so do it lazily, since we don't really
// zoom in on all buildings in a single session anyway
let mut label = self.label.borrow_mut();
if label.is_none() {
let mut batch = GeomBatch::new();
let b = app.map().get_b(self.id);
if let Some(a) = b.amenities.get(0) {
let mut txt = Text::from(
Line(a.names.get(app.opts().language.as_ref())).fg(Color::BLACK),
);
if b.amenities.len() > 1 {
txt.append(Line(format!(" (+{})", b.amenities.len() - 1)).fg(Color::BLACK));
}
batch.append(
txt.render_autocropped(g)
.scale(0.1)
.centered_on(b.label_center),
);
}
*label = Some(g.prerender.upload(batch));
}
g.redraw(label.as_ref().unwrap());
}
}
// Some buildings cover up tunnels
fn get_zorder(&self) -> isize {
0
}
fn get_outline(&self, map: &Map) -> Tessellation {
map.get_b(self.id).polygon.to_outline(OUTLINE_THICKNESS)
}
fn get_bounds(&self, map: &Map) -> Bounds {
map.get_b(self.id).polygon.get_bounds()
}
fn contains_pt(&self, pt: Pt2D, map: &Map) -> bool {
map.get_b(self.id).polygon.contains_pt(pt)
}
}