from django.utils.functional import cached_property from shapely import prepared from shapely.geometry import box from c3nav.mapdata.models import Level from c3nav.mapdata.render.engines.base import FillAttribs, StrokeAttribs from c3nav.mapdata.render.geometry import hybrid_union from c3nav.mapdata.render.renderdata import LevelRenderData from c3nav.mapdata.render.theme import ColorManager from c3nav.mapdata.render.utils import get_full_levels, get_min_altitude from c3nav.mapdata.utils.color import color_to_rgb, rgb_to_color class MapRenderer: def __init__(self, level, minx, miny, maxx, maxy, scale=1, access_permissions=None, full_levels=False, min_width=None): self.level = level.pk if isinstance(level, Level) else level self.minx = minx self.miny = miny self.maxx = maxx self.maxy = maxy self.scale = scale self.access_permissions = set(access_permissions) if access_permissions else set() self.full_levels = full_levels self.min_width = min_width/self.scale if min_width else None self.width = int(round((maxx - minx) * scale)) self.height = int(round((maxy - miny) * scale)) @cached_property def bbox(self): return box(self.minx-1, self.miny-1, self.maxx+1, self.maxy+1) def render(self, engine_cls, theme, center=True): color_manager = ColorManager.for_theme(theme) # add no access restriction to “unlocked“ access restrictions so lookup gets easier access_permissions = self.access_permissions | {None} bbox = prepared.prep(self.bbox) level_render_data = LevelRenderData.get(self.level, theme) engine = engine_cls(self.width, self.height, self.minx, self.miny, float(level_render_data.base_altitude), scale=self.scale, buffer=1, background=color_manager.background, center=center, min_width=self.min_width) if hasattr(engine, 'custom_render'): engine.custom_render(level_render_data, access_permissions, self.full_levels) return engine if self.full_levels: levels = get_full_levels(level_render_data) else: levels = level_render_data.levels min_altitude = get_min_altitude(levels, default=level_render_data.base_altitude) not_full_levels = engine.is_3d # always do non-full-levels until after the first primary level full_levels = self.full_levels and engine.is_3d for geoms in levels: engine.add_group('level_%s' % geoms.short_label) if geoms.pk == level_render_data.lowest_important_level: engine.darken(level_render_data.darken_area) if not bbox.intersects(geoms.affected_area): continue # hide indoor and outdoor rooms if their access restriction was not unlocked add_walls = hybrid_union(tuple(area for access_restriction, area in geoms.restricted_spaces_indoors.items() if access_restriction not in access_permissions)) crop_areas = hybrid_union( tuple(area for access_restriction, area in geoms.restricted_spaces_outdoors.items() if access_restriction not in access_permissions) ).union(add_walls) if not_full_levels: engine.add_geometry(geoms.walls_base, fill=FillAttribs(color_manager.wall_fill), category='walls') engine.add_geometry(geoms.walls_bottom.fit(scale=geoms.min_altitude-min_altitude, offset=min_altitude-int(0.7*1000)), fill=FillAttribs(color_manager.wall_fill), category='walls') for i, altitudearea in enumerate(geoms.altitudeareas): base = altitudearea.base.difference(crop_areas) bottom = altitudearea.bottom.difference(crop_areas) engine.add_geometry(base, fill=FillAttribs(color_manager.ground_fill), category='ground', item=i) engine.add_geometry(bottom.fit(scale=geoms.min_altitude - min_altitude, offset=min_altitude - int(0.7 * 1000)), fill=FillAttribs(color_manager.wall_fill), category='ground') # render altitude areas in default ground color and add ground colors to each one afterwards # shadows are directly calculated and added by the engine for i, altitudearea in enumerate(geoms.altitudeareas): geometry = altitudearea.geometry.difference(crop_areas) if not_full_levels: geometry = geometry.filter(bottom=False) engine.add_geometry(geometry, altitude=altitudearea.altitude, fill=FillAttribs(color_manager.ground_fill), category='ground', item=i) j = 0 for (order, color), areas in altitudearea.colors.items(): # only select ground colors if their access restriction is unlocked areas = tuple(area for access_restriction, area in areas.items() if access_restriction in access_permissions) if areas: j += 1 hexcolor = ''.join(hex(int(i*255))[2:].zfill(2) for i in engine.color_to_rgb(color)).upper() engine.add_geometry(hybrid_union(areas), fill=FillAttribs(color), category='ground_%s' % hexcolor, item=j) # add obstacles after everything related to ground for the nice right order for i, altitudearea in enumerate(geoms.altitudeareas): for height, height_obstacles in altitudearea.obstacles.items(): for color, color_obstacles in height_obstacles.items(): for obstacle in color_obstacles: obstacle_geom = obstacle.difference(crop_areas) if color: fill_rgb = color_to_rgb(color) stroke_color = rgb_to_color((*((0.75*i) for i in fill_rgb[:3]), fill_rgb[3])) engine.add_geometry( obstacle_geom, fill=FillAttribs(color), stroke=StrokeAttribs(stroke_color, 0.05, min_px=0.2), category='obstacles' ) else: engine.add_geometry( obstacle_geom, fill=FillAttribs(color_manager.obstacles_default_fill), stroke=StrokeAttribs(color_manager.obstacles_default_border, 0.05, min_px=0.2), category='obstacles' ) # add walls, stroke_px makes sure that all walls are at least 1px thick on all zoom levels, walls = None # we use all_walls instead of walls, because the short wall rendering stuff doesn't work if not add_walls.is_empty or not geoms.all_walls.is_empty: walls = geoms.all_walls.union(add_walls) walls_extended = geoms.walls_extended and full_levels if walls is not None: engine.add_geometry( walls.filter(bottom=not not_full_levels, top=not walls_extended), height=geoms.default_height, shadow_color=color_manager.wall_border, fill=FillAttribs(color_manager.wall_fill), category='walls' ) for short_wall in geoms.short_walls: engine.add_geometry(short_wall.filter(bottom=not not_full_levels), fill=FillAttribs(color_manager.wall_fill), category='walls') if walls_extended: engine.add_geometry(geoms.walls_extended, fill=FillAttribs(color_manager.wall_fill), category='walls') doors_extended = geoms.doors_extended and full_levels if not geoms.doors.is_empty: engine.add_geometry(geoms.doors.difference(add_walls).filter(top=not doors_extended), fill=FillAttribs(color_manager.door_fill), stroke=StrokeAttribs(color_manager.door_fill, 0.05, min_px=0.2), category='doors') if doors_extended: engine.add_geometry(geoms.doors_extended, fill=FillAttribs(color_manager.wall_fill), category='doors') if walls is not None: engine.add_geometry(walls, stroke=StrokeAttribs(color_manager.wall_border, 0.1, min_px=1), category='walls') if geoms.on_top_of_id is None: not_full_levels = not self.full_levels and engine.is_3d return engine