1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
use crate::app::App;
use crate::colors::ColorScheme;
use crate::helpers::ID;
use crate::options::{CameraAngle, Options};
use crate::render::{DrawOptions, Renderable, OUTLINE_THICKNESS};
use geom::{Angle, Distance, Line, Polygon, Pt2D, Ring};
use map_model::{Building, BuildingID, Map, OffstreetParking, NORMAL_LANE_THICKNESS};
use std::cell::RefCell;
use widgetry::{Color, Drawable, EventCtx, GeomBatch, GfxCtx, Line, Text};

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,
        paths_batch: &mut GeomBatch,
        outlines_batch: &mut GeomBatch,
    ) -> DrawBuilding {
        // Trim the driveway away from the sidewalk's center line, so that it doesn't overlap. For
        // now, this cleanup is visual; it doesn't belong in the map_model layer.
        let orig_pl = &bldg.driveway_geom;
        let driveway = orig_pl
            .slice(
                Distance::ZERO,
                orig_pl.length() - map.get_l(bldg.sidewalk()).width / 2.0,
            )
            .map(|(pl, _)| pl)
            .unwrap_or_else(|_| orig_pl.clone());

        let bldg_color = if bldg.amenities.is_empty() {
            cs.residential_building
        } else {
            cs.commerical_building
        };

        match &opts.camera_angle {
            CameraAngle::TopDown => {
                bldg_batch.push(bldg_color, bldg.polygon.clone());
                if let Ok(p) = bldg.polygon.to_outline(Distance::meters(0.1)) {
                    outlines_batch.push(cs.building_outline, p);
                }

                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.prerender, "system/assets/map/parking.svg")
                            .scale(0.1)
                            .centered_on(bldg.label_center),
                    );
                }
            }
            x => {
                let angle = match x {
                    CameraAngle::IsometricNE => Angle::new_degs(-45.0),
                    CameraAngle::IsometricNW => Angle::new_degs(-135.0),
                    CameraAngle::IsometricSE => Angle::new_degs(45.0),
                    CameraAngle::IsometricSW => Angle::new_degs(135.0),
                    _ => unreachable!(),
                };

                let bldg_height_per_level = 3.5;
                // In downtown areas, really tall buildings look kind of ridculous next to
                // everything else. So we artifically 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 => 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 it's
                // 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
                    .points()
                    .into_iter()
                    .min_by(|a, b| distance(a).cmp(&distance(b)));

                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
                        .points()
                        .iter()
                        .map(|pt| pt.project_away(height, angle))
                        .collect(),
                ) {
                    if let Ok(p) = bldg.polygon.to_outline(Distance::meters(0.3)) {
                        bldg_batch.push(Color::BLACK, p);
                    }

                    // 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.points().iter().zip(roof.points().iter()) {
                        // Sometimes building height is 0!
                        // https://www.openstreetmap.org/way/390547658
                        if let Some(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(),
                            ])
                            .to_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().to_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());
                    if let Ok(p) = bldg.polygon.to_outline(Distance::meters(0.1)) {
                        outlines_batch.push(cs.building_outline, p);
                    }
                }
            }
        }
        paths_batch.push(cs.sidewalk, driveway.make_polygons(NORMAL_LANE_THICKNESS));

        DrawBuilding {
            id: bldg.id,
            label: RefCell::new(None),
        }
    }
}

impl Renderable for DrawBuilding {
    fn get_id(&self) -> ID {
        ID::Building(self.id)
    }

    fn draw(&self, g: &mut GfxCtx, app: &App, 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.primary.map.get_b(self.id);
                if let Some((names, _)) = b.amenities.iter().next() {
                    let mut txt =
                        Text::from(Line(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_to_batch(g.prerender)
                            .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) -> Polygon {
        let b = map.get_b(self.id);
        if let Ok(p) = b.polygon.to_outline(OUTLINE_THICKNESS) {
            p
        } else {
            b.polygon.clone()
        }
    }

    fn contains_pt(&self, pt: Pt2D, map: &Map) -> bool {
        map.get_b(self.id).polygon.contains_pt(pt)
    }
}