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qt-migration-legatus/qt6-after/qt6-migrated-legatus/Lts/Plugins/BuildingViewer/Common/BgViewer/viewerCtrl/buildingmanager.h
T

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#pragma once
#include "cameraviewposition.h"
#include "logger.h"
#include "viewerinterface.h"
#include <QtCore/QMutex>
#include <QMutexLocker>
#include <QtGui/QPolygonF>
#include <dtEntity/entityid.h>
#include <dtEntity/message.h>
#include <functional>
#include <map>
#include <osg/BoundingBox>
#include <osg/Geode>
#include <osg/Matrix>
#include <osg/Vec3>
#include <osg/Vec4>
#include <set>
#include <string>
#include <vector>
namespace dtEntity
{
class EntityManager;
}
namespace VCtrl
{
class IconComponent;
class TextComponent;
class ViewWidget;
struct OBB
{
osg::Matrix mMatrix;
osg::Matrix mMatrixInverse;
osg::BoundingBox mBB;
QPolygonF mPoly;
dtEntity::StringId mBuilding = 0;
};
struct BuildingData
{
std::string mDescription;
std::string mDisplayName;
std::string mFeatureId;
std::string mFileName;
std::string mBuildingXMLPath;
double mX = 0;
double mY = 0;
double mZ = 0;
double mOrientation = 0;
int mBuildingGroup = 0;
bool properlySpawned = false;
bool roomBBoxedLoaded = false;
};
struct BuildingLevel
{
dtEntity::EntityId mEntityId;
int mFloorId;
float mHeightAboveGround;
osg::Matrix mLocalToLevel;
osg::BoundingBox mBounds;
BuildingLevel(dtEntity::EntityId eid, int floorId, float h, const osg::BoundingBox& bb)
: mEntityId(eid), mFloorId(floorId), mHeightAboveGround(h), mBounds(bb)
{
}
};
struct PlayerPosition
{
osg::Vec2d mPosition;
dtEntity::EntityId mWorldPlayerId = 0;
};
struct PlayerDisplay
{
dtEntity::EntityId mWorldPlayerId = 0;
dtEntity::EntityId mLocalPlayerId = 0;
IconComponent* mIcon = nullptr;
};
struct Device
{
dtEntity::EntityId mWorldPlayerId = 0;
std::string mPath;
osg::Vec3d mPosition;
};
struct DeviceDisplay
{
Device* mDevice = nullptr;
dtEntity::EntityId mWorldPlayerId = 0;
dtEntity::EntityId mLocalPlayerId = 0;
};
struct Name
{
dtEntity::EntityId mWorldPlayerId;
std::string mtext;
std::string mdistext;
std::string mbuilding;
osg::Vec3d mPosition;
};
struct NameDisplay
{
Name* mName = nullptr;
dtEntity::EntityId mWorldPlayerId = 0;
dtEntity::EntityId mLocalPlayerId = 0;
bool visible = false;
};
class Shot
{
public:
Shot(const int32_t id, const osg::Vec3d& shooterPos, const osg::Vec3d& targetPos, int buildingIdSrc,
int rommNumberSrc, int buildingIdDst, int rommNumberDst, int lineType, const osg::Vec4& color,
unsigned int duration_s, unsigned int durationMax_s, double simTimeCreated)
: mId(id), mShooterPos(shooterPos), mTargetPos(targetPos), mBuildingIdSrc(buildingIdSrc),
mRoomNumberSrc(rommNumberSrc), mBuildingIdDst(buildingIdDst), mRoomNumberDst(rommNumberDst),
mLineType(lineType), mColor(color), mDuration_s(duration_s), m_DurationMax_s(durationMax_s),
mSimTimeCreated(simTimeCreated)
{
}
void setDisplayTime(unsigned int duration_s)
{
if (duration_s > m_DurationMax_s)
m_DurationMax_s = duration_s;
mDuration_s = duration_s;
}
double simTimeCreated() const
{
return mSimTimeCreated;
}
double displayTime() const
{
return mSimTimeCreated + mDuration_s;
}
double lifeTime() const
{
return mSimTimeCreated + (m_DurationMax_s * 2);
}
const osg::Vec3d& getShooterPos() const
{
return mShooterPos;
}
const osg::Vec3d& getTargetPos() const
{
return mTargetPos;
}
int getBuildingIdSrc() const
{
return mBuildingIdSrc;
}
double getSimeTimeCreated() const
{
return mSimTimeCreated;
}
int getRoomNumberSrc() const
{
return mRoomNumberSrc;
}
int getBuildingIdDst() const
{
return mBuildingIdDst;
}
int getRoomNumberDst() const
{
return mRoomNumberDst;
}
int getDuration() const
{
return mDuration_s;
}
int getLineType() const
{
return mLineType;
}
const osg::Vec4& getColor() const
{
return mColor;
}
int32_t getId() const
{
return mId;
}
private:
NGL::INGLLogger& m_logger;
int32_t mId;
osg::Vec3d mShooterPos;
osg::Vec3d mTargetPos;
int mBuildingIdSrc;
int mRoomNumberSrc;
int mBuildingIdDst;
int mRoomNumberDst;
int mLineType;
osg::Vec4 mColor;
unsigned int mDuration_s, m_DurationMax_s;
double mSimTimeCreated;
};
struct ShotDisplay
{
Shot* mShot = nullptr;
osg::ref_ptr<osg::Geode> mGeode;
};
struct Building;
class OrthoMotionModelComponent;
struct BuildingDisplay
{
unsigned int mContextId = 0;
dtEntity::EntityId mAttachPointId = 0;
std::vector<BuildingLevel> mLevels;
osg::BoundingBox mWorldBounds;
osg::BoundingBox mLocalBounds;
dtEntity::EntityId mCameraId = 0;
dtEntity::EntityId mMotionModelId = 0;
OrthoMotionModelComponent* pMotion = nullptr;
dtEntity::EntityId mLightId = 0;
PlayerDisplayMode mPlayerDisplayMode = PlayerDisplayMode::Icons;
ViewMode mViewMode = ViewMode::ISOMETRIC;
std::vector<PlayerDisplay> mPlayers;
std::vector<ShotDisplay> mShotDisplays;
std::vector<DeviceDisplay> mDeviceDisplays;
std::vector<NameDisplay> mNameDisplays;
bool mLockRotation = false;
bool mNameMode = false;
bool mLineMode = false;
BuildingDisplay() = default;
BuildingDisplay(unsigned int contextid, ViewMode vm) : mContextId(contextid), mViewMode(vm) {}
};
struct Building
{
dtEntity::EntityId mWorldBuildingId = 0;
std::vector<BuildingDisplay> mDisplays;
osg::Matrix mWorldToLocal;
osg::Matrix mLocalToWorld;
std::string mNavMeshGrpName;
std::vector<Shot*> mShots;
std::vector<Device*> mDevices;
std::string mBuildingDisplayName;
std::vector<Name*> mNames;
std::string mFeatureId;
};
class BuildingManager
{
public:
explicit BuildingManager(dtEntity::EntityManager& em);
~BuildingManager();
void addBuilding(dtEntity::EntityId buildingid, const std::string& featureId);
void deleteAllBuildings();
BuildingDisplay* getBuildingDisplay(unsigned int contextid);
void applyViewModeToBuildingParts(const Building& bldg, BuildingDisplay& dspl) const;
bool displayBuilding(const std::string& featureId, unsigned int contextid, dtEntity::EntityId buildingid,
const osg::Vec4& bgcolor, ViewMode viewmode, bool exactPos);
bool displayBuilding(unsigned int contextid, dtEntity::EntityId buildingid, const osg::Vec4& bgcolor,
ViewMode viewmode, bool exactPos);
bool setCameraPosition(unsigned int contextid, const BuildingViewer::CameraViewPosition& pos);
bool getCameraPosition(unsigned int contextid, BuildingViewer::CameraViewPosition& pos);
bool setDefaultCameraPosition(unsigned int contextid);
void closeBuildingDisplay(unsigned int contextid);
void changeViewMode(unsigned int contextId, ViewMode viewmode, bool useOriginViewPos = true);
void changeLineMode(unsigned int contextId, bool line);
void changeNameMode(unsigned int contextId, bool name);
void applyMapRotation(const Building& bd, BuildingDisplay& dspl);
void lockViewRotationToMapRotation(unsigned int contextId, bool lock);
void setPlayerDisplayMode(unsigned int contextId, PlayerDisplayMode mode);
void setWallTransparency(unsigned int contextId, float value);
float getMapRotation() const;
void setMapRotation(float angle);
void openOverview(unsigned int contextid);
void addPlayerToBuildings(const std::string& navmeshgrpname, dtEntity::EntityId eid, const osg::Vec4& color,
const std::string& symbol, const osg::Vec3d& pos, bool visible);
void removePlayerFromBuilding(const std::string& navmeshgrpname, dtEntity::EntityId eid,
const std::string& roomname);
void updatePlayerPosition(const std::string& navmeshgrpname, dtEntity::EntityId eid, const osg::Vec3d& pos,
int roomNumber);
osg::Vec3d remapPosition(const Building& bd, const BuildingDisplay& dspl, const osg::Vec3d& world,
int roomNumber = -1);
void setPlayerColor(dtEntity::EntityId eid, const osg::Vec4& color);
void setPlayerIcon(dtEntity::EntityId eid, const std::string& path);
void reloadPlayerIcons();
void updatePlayerPartyColor(dtEntity::EntityId eid, const VCtrl::Color& col);
void setShowPlayerSelection(dtEntity::EntityId eid, bool show);
void setShowDisplayNamesSelection(dtEntity::EntityId eid, bool show);
void setShowHidePlayer(dtEntity::EntityId eid, bool show);
void setShowHideDisplayNames(dtEntity::EntityId eid, unsigned int contextId, bool show);
void setRoomDestructionValue(dtEntity::EntityId eid, const std::string& roomname, float value);
void setBuildingDestructionValue(dtEntity::EntityId eid, float value);
void setBuildingDisplayName(const std::string& featureId, dtEntity::EntityId eid,
const std::string& strDisplayName);
void setBuildingDisplayName(dtEntity::EntityId eid, const std::string& strDisplayName);
void setRoomDisplayName(const std::string& featureId, dtEntity::EntityId eid, const std::string& roomname,
const std::string& strDisplayName);
void setRoomDisplayName(Building* building, const std::string& roomname, const std::string& strDisplayName);
void removeShoot(int32_t id);
void showShoot(int32_t id, dtEntity::EntityId shooter, dtEntity::EntityId target, const dtEntity::Vec3d& shooterPos,
const dtEntity::Vec3d& targetPos, int buildingIdSrc, int roomNumberSrc, int buildingIdDst,
int roomNumberDst, int lineType, float duration, double simTimeCreated);
dtEntity::EntityId getWorldPlayerIdFromLocalPlayer(dtEntity::EntityId local) const;
dtEntity::EntityId getWorldNameIdFromLocalName(dtEntity::EntityId local, std::string& buildingName,
std::string& room) const;
void addDeviceToBuilding(dtEntity::EntityId iconmainid, dtEntity::EntityId buildingid, const osg::Vec3d& pos,
const std::string& iconpath);
void removeDeviceFromBuilding(dtEntity::EntityId iconmainid);
bool AddRoomOBBs(const BuildingData&);
const std::map<std::string, VCtrl::OBB>& GetRoomOBBs() const
{
return mRooms;
}
bool getRoomBounds(const std::string& bldgname, const std::string& roomname, VCtrl::OBB& obb) const;
bool LoadBuildings(const std::string& path, std::vector<BuildingData>&);
size_t getNumBuildings() const;
void getBuildingIds(std::vector<dtEntity::EntityId>& toFill) const;
dtEntity::EntityId getNextBuilding(const osg::Vec3d& pos, float& distance, std::string& featureId) const;
Building getBuildingFromFeatureId(const std::string& bldname) const;
using RoomPlayers = std::vector<PlayerPosition>;
osg::Vec2d AddRoomUsages(const std::string& bldgname, const std::string& roomname, VCtrl::PlayerPosition& playPos);
const std::map<std::string, RoomPlayers>& GetRoomUsages() const
{
return mUsedRooms;
}
void deleteRoomUsagePlayer(const std::string& bldgname, const std::string& roomname, dtEntity::EntityId playerId);
void SetExactPos(bool exactPos)
{
mExactPos = exactPos;
}
bool GetExactPos() const
{
return mExactPos;
}
void updateShotDuration(unsigned int newDuration_s);
using CallbackCamPosChanged = std::function<void(unsigned int, const BuildingViewer::CameraViewPosition&)>;
void setCallbackCamPosChanged(const CallbackCamPosChanged& cb);
private:
NGL::INGLLogger& m_logger;
void updateShots(const Building& bd, BuildingDisplay& dspl);
void updateDevices(const Building& bd, BuildingDisplay& dspl);
void createRoomNames(dtEntity::EntityId buildingid, Building& building);
void updateNames(const Building& bd, BuildingDisplay& dspl);
void repositionCamera(const Building& bd, const BuildingDisplay& dspl, bool useOriginViewPos = true);
void updatePlayerPositions(const Building& bd, BuildingDisplay& dspl);
void addPlayerToBuilding(const Building& bd, BuildingDisplay& dspl, dtEntity::EntityId eid, const osg::Vec4& color,
const std::string& symbol, const osg::Vec3d& pos, bool visible);
static osg::Vec2d shiftPosition(const VCtrl::OBB& obb, const osg::Vec2d& pos, double& shiftValue);
void cameraViewPositionChanged(unsigned int contextId, const BuildingViewer::CameraViewPosition& viewPos);
std::set<unsigned int> m_setInitialCameraPositionSet;
std::map<std::string, std::map<std::string, std::string>> m_mapBuildingRoomNames;
std::map<std::string, std::string> m_mapBuildingDisplayNames;
dtEntity::EntityManager* mEntityManager;
std::vector<Building*> mBuildings;
QMutex m_mutexShots;
bool mShotOverview;
bool mExactPos;
float mMapRotation;
dtEntity::MessageFunctor mTickFunctor;
void Tick(const dtEntity::Message& message);
std::map<std::string, VCtrl::OBB> mRooms;
std::map<std::string, RoomPlayers> mUsedRooms;
CallbackCamPosChanged mCbCamPosChanged;
bool getFloorOfRoom(const std::string& bdlgFeatureId, int roomNumber, int& floorOut) const;
std::map<std::string, std::map<int, int>> mRoomToFloorPerBldg;
};
} // namespace VCtrl