from django.core.cache import cache from django.utils.functional import cached_property from shapely import prepared from shapely.geometry import box from shapely.ops import unary_union from c3nav.mapdata.cache import MapHistory from c3nav.mapdata.models import MapUpdate from c3nav.mapdata.render.data import get_level_render_data from c3nav.mapdata.render.engines.base import FillAttribs, StrokeAttribs class MapRenderer: def __init__(self, level, minx, miny, maxx, maxy, scale=1, access_permissions=None): self.level = level self.minx = minx self.miny = miny self.maxx = maxx self.maxy = maxy self.scale = scale self.access_permissions = access_permissions 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) @cached_property def level_render_data(self): return get_level_render_data(self.level) @cached_property def last_update(self): return MapHistory.open_level_cached(self.level, 'render').last_update(self.minx, self.miny, self.maxx, self.maxy) @cached_property def update_cache_key(self): return MapUpdate.build_cache_key(*self.last_update) @cached_property def affected_access_restrictions(self): cache_key = 'mapdata:affected-ars-%.2f-%.2f-%.2f-%.2f:%s' % (self.minx, self.miny, self.maxx, self.maxy, self.update_cache_key) result = cache.get(cache_key, None) if result is None: result = set(ar for ar, area in self.level_render_data.access_restriction_affected.items() if area.intersects(self.bbox)) cache.set(cache_key, result, 120) return result @cached_property def unlocked_access_restrictions(self): return self.affected_access_restrictions & self.access_permissions @cached_property def access_cache_key(self): return '_'.join(str(i) for i in sorted(self.unlocked_access_restrictions)) or '0' @cached_property def cache_key(self): return self.update_cache_key + ':' + self.access_cache_key def render(self, engine_cls): engine = engine_cls(self.width, self.height, self.minx, self.miny, scale=self.scale, buffer=1, background='#DCDCDC') # add no access restriction to “unlocked“ access restrictions so lookup gets easier unlocked_access_restrictions = self.unlocked_access_restrictions | set([None]) bbox = self.bbox bbox_prep = prepared.prep(bbox) for geoms, default_height in self.level_render_data.levels: if not bbox_prep.intersects(geoms.affected_area): continue # 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) # 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 altitudearea in geoms.altitudeareas: engine.add_geometry(bbox.intersection(altitudearea.geometry.difference(crop_areas)), altitude=altitudearea.altitude, fill=FillAttribs('#eeeeee')) for 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 unlocked_access_restrictions) if areas: engine.add_geometry(bbox.intersection(unary_union(areas)), fill=FillAttribs(color)) # add walls, stroke_px makes sure that all walls are at least 1px thick on all zoom levels, walls = None if not add_walls.is_empty or not geoms.walls.is_empty: walls = bbox.intersection(geoms.walls.union(add_walls)) if walls is not None: engine.add_geometry(walls, height=default_height, fill=FillAttribs('#aaaaaa')) if not geoms.doors.is_empty: engine.add_geometry(bbox.intersection(geoms.doors.difference(add_walls)), fill=FillAttribs('#ffffff'), stroke=StrokeAttribs('#ffffff', 0.05, min_px=0.2)) if walls is not None: engine.add_geometry(walls, stroke=StrokeAttribs('#666666', 0.05, min_px=0.2)) return engine