team-3/src/c3nav/mapdata/render/svg.py

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from django.utils.functional import cached_property
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from shapely.geometry import box
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from shapely.ops import unary_union
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from c3nav.mapdata.render.base import get_level_render_data
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from c3nav.mapdata.utils.svg import SVGImage
class SVGRenderer:
def __init__(self, level, miny, minx, maxy, maxx, scale=1, user=None):
self.level = level
self.miny = miny
self.minx = minx
self.maxy = maxy
self.maxx = maxx
self.scale = scale
self.user = user
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@cached_property
def bbox(self):
return box(self.minx-1, self.miny-1, self.maxx+1, self.maxy+1)
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@cached_property
def level_render_data(self):
return get_level_render_data(self.level)
def check_level(self):
return self.level_render_data
@cached_property
def affected_access_restrictions(self):
access_restrictions = set()
for geoms, default_height in self.level_render_data:
for access_restriction, area in geoms.access_restriction_affected.items():
if access_restriction not in access_restrictions and area.intersects(self.bbox):
access_restrictions.add(access_restriction)
return access_restrictions
@cached_property
def unlocked_access_restrictions(self):
# todo access_restriction
return set(access_restriction for access_restriction in self.affected_access_restrictions
if self.user is not None and self.user.is_superuser)
@cached_property
def access_cache_key(self):
return '_'.join(str(i) for i in sorted(self.unlocked_access_restrictions)) or '0'
def render(self):
svg = SVGImage(bounds=((self.miny, self.minx), (self.maxy, self.maxx)), scale=self.scale, buffer=1)
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# add no access restriction to “unlocked“ access restrictions so lookup gets easier
unlocked_access_restrictions = self.unlocked_access_restrictions | set([None])
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# choose a crop area for each level. non-intermediate levels (not on_top_of) below the one that we are
# currently rendering will be cropped to only render content that is visible through holes indoors in the
# levels above them.
crop_to = None
primary_level_count = 0
for geoms, default_height in reversed(self.level_render_data):
if geoms.holes is not None:
primary_level_count += 1
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# set crop area if we area on the second primary layer from top or below
geoms.crop_to = crop_to if primary_level_count > 1 else None
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if geoms.holes is not None:
if crop_to is None:
crop_to = geoms.holes
else:
crop_to = crop_to.intersection(geoms.holes)
for geoms, default_height in self.level_render_data:
crop_to = self.bbox
if geoms.crop_to is not None:
crop_to = crop_to.intersection(geoms.crop_to)
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# hide indoor and outdoor rooms if their access restriction was not unlocked
add_walls = unary_union(tuple(area for access_restriction, area in geoms.restricted_spaces_indoors.items()
if access_restriction not in unlocked_access_restrictions))
crop_areas = unary_union(
tuple(area for access_restriction, area in geoms.restricted_spaces_outdoors.items()
if access_restriction not in unlocked_access_restrictions)
).union(add_walls)
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# render altitude areas in default ground color and add ground colors to each one afterwards
# shadows are directly calculated and added by the SVGImage class
for altitudearea in geoms.altitudeareas:
svg.add_geometry(crop_to.intersection(altitudearea.geometry.difference(crop_areas)),
fill_color='#eeeeee', altitude=altitudearea.altitude)
for color, areas in altitudearea.colors.items():
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# only select ground colors if their access restriction is unlocked
areas = tuple(area for access_restriction, area in areas.items()
if access_restriction in unlocked_access_restrictions)
if areas:
svg.add_geometry(crop_to.intersection(unary_union(areas)), fill_color=color, elevation=0)
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# add walls, stroke_px makes sure that all walls are at least 1px thick on all zoom levels,
svg.add_geometry(crop_to.intersection(geoms.walls.union(add_walls)),
fill_color='#aaaaaa', stroke_px=0.5, stroke_color='#aaaaaa', elevation=default_height)
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svg.add_geometry(crop_to.intersection(geoms.doors.difference(add_walls)),
fill_color='#ffffff', stroke_px=0.5, stroke_color='#ffffff', elevation=0)
return svg