/usr/include/citygml.h is in libcitygml0-dev 0.14+svn134-2+3p2p1+b1.
This file is owned by root:root, with mode 0o644.
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*
* This file is part of libcitygml library
* http://code.google.com/p/libcitygml
*
* libcitygml is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 2.1 of the License, or
* (at your option) any later version.
*
* libcitygml is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*/
#ifndef __CITYGML_H__
#define __CITYGML_H__
#include <iostream>
#include <string>
#include <vector>
#include <sstream>
#include <map>
#include <stdio.h>
#include <stdlib.h>
#include "vecs.h"
#define LIBCITYGML_VERSION_MAJOR 0
#define LIBCITYGML_VERSION_MINOR 1
#define LIBCITYGML_VERSION_REVISION 4
#define LIBCITYGML_VERSIONSTR "0.1.4"
#if defined( _MSC_VER ) && defined( LIBCITYGML_DYNAMIC )
# ifdef LIBCITYGML_BUILD
# define LIBCITYGML_EXPORT __declspec( dllexport )
# else
# define LIBCITYGML_EXPORT __declspec( dllimport )
# endif
#else
# define LIBCITYGML_EXPORT
#endif
class Tesselator;
namespace citygml
{
class CityModel;
enum CityObjectsType {
COT_GenericCityObject = 1 << 0,
COT_Building = 1 << 1,
COT_Room = 1 << 2,
COT_BuildingInstallation = 1 << 3,
COT_BuildingFurniture = 1 << 4,
COT_Door = 1 << 5,
COT_Window = 1 << 6,
COT_CityFurniture = 1 << 7,
COT_Track = 1 << 8,
COT_Road = 1 << 9,
COT_Railway = 1 << 10,
COT_Square = 1 << 11,
COT_PlantCover = 1 << 12,
COT_SolitaryVegetationObject = 1 << 13,
COT_WaterBody = 1 << 14,
COT_TINRelief = 1 << 15,
COT_LandUse = 1 << 16,
COT_Tunnel = 1 << 17,
COT_Bridge = 1 << 18,
COT_BridgeConstructionElement = 1 << 19,
COT_BridgeInstallation = 1 << 20,
COT_BridgePart = 1 << 21,
COT_BuildingPart = 1 << 22,
COT_WallSurface = 1 << 23,
COT_RoofSurface = 1 << 24,
COT_GroundSurface = 1 << 25,
COT_ClosureSurface = 1 << 26,
COT_FloorSurface = 1 << 27,
COT_InteriorWallSurface = 1 << 28,
COT_CeilingSurface = 1 << 29,
COT_All = 0xFFFFFFFF
};
typedef unsigned int CityObjectsTypeMask;
///////////////////////////////////////////////////////////////////////////////
// Parsing routines
// Parameters:
// objectsMask: a string describing the objects types that must or must not be parsed
// examples: "All&~LandUse&~TINRelief" to parse everything but landuses and TIN reliefs
// "Road&Railway" to parse only roads & railways
// minLOD: the minimal LOD that will be parsed
// maxLOD: the maximal LOD that will be parsed
// optimize: merge geometries & polygons that share the same appearance in the same object in order to reduce the global hierarchy
// pruneEmptyObjects: remove the objects which do not contains any geometrical entity
// tesselate: convert the interior & exteriors polygons to triangles
// destSRS: the SRS (WKT, EPSG, OGC URN, etc.) where the coordinates must be transformed, default ("") is no transformation
class ParserParams
{
public:
ParserParams( void ) : objectsMask( "All" ), minLOD( 0 ), maxLOD( 4 ), optimize( false ), pruneEmptyObjects( false ), tesselate( true ), destSRS( "" ) { }
public:
std::string objectsMask;
unsigned int minLOD;
unsigned int maxLOD;
bool optimize;
bool pruneEmptyObjects;
bool tesselate;
std::string destSRS;
};
LIBCITYGML_EXPORT CityModel* load( std::istream& stream, const ParserParams& params );
LIBCITYGML_EXPORT CityModel* load( const std::string& fileName, const ParserParams& params );
///////////////////////////////////////////////////////////////////////////////
class Envelope
{
friend class CityGMLHandler;
public:
Envelope( void ) {}
Envelope( const TVec3d& lowerBound, const TVec3d& upperBound )
{
_lowerBound = lowerBound;
_upperBound = upperBound;
}
inline const TVec3d& getLowerBound( void ) const { return _lowerBound; }
inline const TVec3d& getUpperBound( void ) const { return _upperBound; }
protected:
TVec3d _lowerBound;
TVec3d _upperBound;
};
typedef std::map< std::string, std::string > AttributesMap;
///////////////////////////////////////////////////////////////////////////////
// Base object associated with an unique id and a set of attributes (key-value pairs)
class Object
{
friend class CityGMLHandler;
friend std::ostream& operator<<( std::ostream&, const Object & );
public:
Object( const std::string& id ) : _id( id ) { if ( _id == "" ) { std::stringstream ss; ss << "PtrId_" << this; _id = ss.str(); } }
virtual ~Object( void ) {}
inline const std::string& getId( void ) const { return _id; }
inline std::string getAttribute( const std::string& name ) const
{
std::map< std::string, std::string >::const_iterator elt = _attributes.find( name );
return elt != _attributes.end() ? elt->second : "";
}
inline const AttributesMap& getAttributes() const { return _attributes; }
inline AttributesMap& getAttributes() { return _attributes; }
protected:
inline void setAttribute( const std::string& name, const std::string& value, bool forceOnExist = true )
{
if ( !forceOnExist )
{
std::map< std::string, std::string >::const_iterator elt = _attributes.find( name );
if ( elt != _attributes.end() ) return;
}
_attributes[ name ] = value;
}
protected:
std::string _id;
AttributesMap _attributes;
};
///////////////////////////////////////////////////////////////////////////////
class Appearance : public Object
{
friend class CityGMLHandler;
public:
Appearance( const std::string& id, const std::string& typeString ) : Object( id ), _typeString( typeString ), _isFront(true) {}
virtual ~Appearance( void ) {}
inline std::string getType( void ) const { return _typeString; }
inline bool getIsFront( void ) const { return _isFront; }
virtual std::string toString( void ) const { return _typeString + " " + _id; }
protected:
std::string _typeString;
bool _isFront;
};
///////////////////////////////////////////////////////////////////////////////
class Texture : virtual public Appearance
{
friend class CityGMLHandler;
public:
typedef enum WrapMode
{
WM_NONE = 0, // the resulting color is fully transparent
WM_WRAP, // the texture is repeated
WM_MIRROR, // the texture is repeated and mirrored
WM_CLAMP, // the texture is clamped to its edges
WM_BORDER // the resulting color is specified by the borderColor element (RGBA)
} WrapMode;
Texture( const std::string& id ) : Appearance( id, "Texture" ), _repeat( false ), _wrapMode( WM_NONE ) {}
inline std::string getUrl( void ) const { return _url; }
inline bool getRepeat( void ) const { return _repeat; }
inline WrapMode getWrapMode( void ) const { return _wrapMode; }
inline TVec4f getBorderColor( void ) const { return _borderColor; }
inline std::string toString( void ) const { return Appearance::toString() + " (url: " + _url + ")"; }
protected:
std::string _url;
bool _repeat;
WrapMode _wrapMode;
TVec4f _borderColor;
};
class GeoreferencedTexture : public Texture
{
friend class CityGMLHandler;
public:
GeoreferencedTexture( const std::string& id ) : Appearance( id, "GeoreferencedTexture" ), Texture( id ), _preferWorldFile(true) {}
inline bool getPreferWorldFile( void ) const { return _preferWorldFile; }
// TODO support referencePoint and orientation
protected:
bool _preferWorldFile;
};
///////////////////////////////////////////////////////////////////////////////
class Material : virtual public Appearance
{
friend class CityGMLHandler;
public:
Material( const std::string& id ) : Appearance( id, "Material" ), _ambientIntensity( 0.f ), _shininess( 0.f ), _transparency( 0.f ) {}
inline TVec3f getDiffuse( void ) const { return _diffuse; }
inline TVec3f getEmissive( void ) const { return _emissive; }
inline TVec3f getSpecular( void ) const { return _specular; }
inline float getAmbientIntensity( void ) const { return _ambientIntensity; }
inline float getShininess( void ) const { return _shininess; }
inline float getTransparency( void ) const { return _transparency; }
protected:
TVec3f _diffuse;
TVec3f _emissive;
TVec3f _specular;
float _ambientIntensity;
float _shininess;
float _transparency;
};
///////////////////////////////////////////////////////////////////////////////
typedef std::vector<TVec2f> TexCoords;
class AppearanceManager
{
friend class CityGMLHandler;
friend class CityModel;
public:
AppearanceManager( void );
~AppearanceManager( void );
typedef enum ForSide
{
FS_ANY = 0, // appearance for any side
FS_FRONT, // appearance for front side
FS_BACK // appearance for back side
};
inline Appearance* getAppearance( const std::string& nodeid ) const
// Deprecated, use getMaterial and getTexture instead.
{
return getAppearance< Appearance* >( nodeid );
}
inline Material* getMaterial( const std::string& nodeid ) const
{
return getAppearance< Material* >( nodeid );
}
inline Texture* getTexture( const std::string& nodeid ) const
{
return getAppearance< Texture* >( nodeid );
}
// Getter for the front&back material if there is any.
inline Material* getMaterialFront( const std::string& nodeid ) const
{
return getAppearance< Material* >( nodeid, FS_FRONT );
}
inline Material* getMaterialBack( const std::string& nodeid ) const
{
return getAppearance< Material* >( nodeid, FS_BACK );
}
inline bool getTexCoords( const std::string& nodeid, TexCoords &texCoords) const
{
texCoords.clear();
std::map<std::string, TexCoords*>::const_iterator it = _texCoordsMap.find( nodeid );
if ( it == _texCoordsMap.end() || !it->second ) return false;
texCoords = *it->second;
return true;
}
inline Tesselator* getTesselator( void ) { return _tesselator; }
protected:
void refresh( void );
template < typename AppType > AppType getAppearance( const std::string& nodeid, ForSide side = FS_ANY ) const;
void addAppearance( Appearance* );
void assignNode( const std::string& nodeid );
bool assignTexCoords( TexCoords* );
void finish( void );
protected:
std::string _lastId;
TexCoords* _lastCoords;
std::vector< Appearance* > _appearances;
std::map< std::string, std::vector< Appearance* > > _appearancesMap;
std::map<std::string, TexCoords*> _texCoordsMap;
std::vector<TexCoords*> _obsoleteTexCoords;
Tesselator* _tesselator;
};
///////////////////////////////////////////////////////////////////////////////
class LinearRing : public Object
{
friend class CityGMLHandler;
friend class Polygon;
public:
LinearRing( const std::string& id, bool isExterior ) : Object( id ), _exterior( isExterior ) {}
bool isExterior( void ) const { return _exterior; }
inline unsigned int size( void ) const { return _vertices.size(); }
inline const std::vector<TVec3d>& getVertices( void ) const { return _vertices; }
inline void addVertex( const TVec3d& v ) { _vertices.push_back( v ); }
LIBCITYGML_EXPORT TVec3d computeNormal( void ) const;
protected:
inline std::vector<TVec3d>& getVertices( void ) { return _vertices; }
void finish( TexCoords* );
protected:
bool _exterior;
std::vector<TVec3d> _vertices;
};
///////////////////////////////////////////////////////////////////////////////
class Geometry;
class Polygon : public Object
{
friend class CityGMLHandler;
friend class Geometry;
friend class Tesseletor;
friend class CityModel;
public:
enum AppearanceSide {
FRONT = 0,
BACK,
_NUMBER_OF_SIDES
};
Polygon( const std::string& id ) :
Object( id ), _appearance( 0 ), _texture( 0 ), _exteriorRing( 0 ), _negNormal( false ), _geometry( 0 )
{
_materials[ FRONT ] = 0;
_materials[ BACK ] = 0;
}
LIBCITYGML_EXPORT ~Polygon( void );
// Get the vertices
inline const std::vector<TVec3d>& getVertices( void ) const { return _vertices; }
// Get the indices
inline const std::vector<unsigned int>& getIndices( void ) const { return _indices; }
// Get the normals
inline const std::vector<TVec3f>& getNormals( void ) const { return _normals; }
// Get texture coordinates
inline const TexCoords& getTexCoords( void ) const { return _texCoords; }
// Get the appearance
inline const Appearance* getAppearance( void ) const { return _appearance; } // Deprecated! Use getMaterial and getTexture instead
inline const Material* getMaterial( void ) const
{
if ( _materials[ FRONT ] ) { return _materials[ FRONT ]; }
else { return _materials[ BACK ]; }
}
inline const Texture* getTexture( void ) const { return _texture; }
inline const Material* getMaterialFront( void ) const { return _materials[ FRONT ]; }
inline const Material* getMaterialBack( void ) const { return _materials[ BACK ]; }
protected:
void finish( AppearanceManager&, bool doTesselate );
void finish( AppearanceManager&, Appearance*, bool doTesselate );
void addRing( LinearRing* );
void tesselate( AppearanceManager &, const TVec3d& );
void mergeRings( AppearanceManager & );
void clearRings( void );
TVec3d computeNormal( void );
bool merge( Polygon* );
protected:
std::vector<TVec3d> _vertices;
std::vector<TVec3f> _normals;
std::vector<unsigned int> _indices;
Appearance* _appearance;
Material* _materials[ _NUMBER_OF_SIDES ];
Texture* _texture;
TexCoords _texCoords;
LinearRing* _exteriorRing;
std::vector<LinearRing*> _interiorRings;
bool _negNormal;
Geometry *_geometry;
};
///////////////////////////////////////////////////////////////////////////////
enum GeometryType
{
GT_Unknown = 0,
GT_Roof,
GT_Wall,
GT_Ground,
GT_Closure,
GT_Floor,
GT_InteriorWall,
GT_Ceiling,
};
class Geometry : public Object
{
friend class CityGMLHandler;
friend class CityObject;
friend std::ostream& operator<<( std::ostream&, const citygml::Geometry& );
public:
Geometry( const std::string& id, GeometryType type = GT_Unknown, unsigned int lod = 0 ) : Object( id ), _type( type ), _lod( lod ) {}
LIBCITYGML_EXPORT ~Geometry();
// Get the geometry LOD
inline unsigned int getLOD( void ) const { return _lod; }
// Get the polygons
inline unsigned int size( void ) const { return _polygons.size(); }
inline Polygon* operator[]( unsigned int i ) { return _polygons[i]; }
inline const Polygon* operator[]( unsigned int i ) const { return _polygons[i]; }
inline GeometryType getType( void ) const { return _type; }
protected:
void addPolygon( Polygon* );
void finish( AppearanceManager&, Appearance*, const ParserParams& );
bool merge( Geometry* );
protected:
GeometryType _type;
unsigned int _lod;
std::vector< Polygon* > _polygons;
};
///////////////////////////////////////////////////////////////////////////////
LIBCITYGML_EXPORT std::string getCityObjectsClassName( CityObjectsTypeMask mask );
LIBCITYGML_EXPORT CityObjectsTypeMask getCityObjectsTypeMaskFromString( const std::string& stringMask );
class CityObject : public Object
{
friend class CityGMLHandler;
friend class CityModel;
friend std::ostream& operator<<( std::ostream&, const CityObject & );
public:
CityObject( const std::string& id, CityObjectsType type ) : Object( id ), _type( type ) {}
virtual ~CityObject()
{
std::vector< Geometry* >::const_iterator it = _geometries.begin();
for ( ; it != _geometries.end(); ++it ) delete *it;
}
// Get the object type
inline CityObjectsType getType( void ) const { return _type; }
inline std::string getTypeAsString( void ) const { return getCityObjectsClassName( _type ); }
// Return the envelope (ie. the bounding box) of the object
inline const Envelope& getEnvelope( void ) const { return _envelope; }
// Get the default diffuse color of this object class
virtual TVec4f getDefaultColor( void ) const = 0;
// Get the number of geometries contains in the object
inline unsigned int size( void ) const { return _geometries.size(); }
// Access the geometries
inline const Geometry* getGeometry( unsigned int i ) const { return _geometries[i]; }
// Access the children
inline unsigned int getChildCount( void ) const { return _children.size(); }
inline const CityObject* getChild( unsigned int i ) const { return ( i < getChildCount() ) ? _children[i] : 0; }
inline CityObject* getChild( unsigned int i ) { return ( i < getChildCount() ) ? _children[i] : 0; }
inline const std::vector< CityObject* >& getChildren( void ) const { return _children; }
inline std::vector< CityObject* >& getChildren( void ) { return _children; }
protected:
void finish( AppearanceManager&, const ParserParams& );
protected:
CityObjectsType _type;
Envelope _envelope;
std::vector< Geometry* > _geometries;
std::vector< CityObject* > _children;
};
#define MAKE_RGBA( _r_, _g_, _b_, _a_ ) TVec4f( _r_/255.f, _g_/255.f, _b_/255.f, _a_/255.f )
#define MAKE_RGB( _r_, _g_, _b_ ) MAKE_RGBA( _r_, _g_, _b_, 255 )
// Helper macro to declare a new CityObject type from its name & default color
#define DECLARE_SIMPLE_OBJECT_CLASS( _name_, _defcolor_ ) \
class _name_ : public CityObject \
{\
public:\
_name_( const std::string& id ) : CityObject( id, COT_ ## _name_ ) {}\
inline TVec4f getDefaultColor( void ) const { return _defcolor_; }\
};
///////////////////////////////////////////////////////////////////////////////
DECLARE_SIMPLE_OBJECT_CLASS( Building, MAKE_RGB( 186, 184, 135 ) );
DECLARE_SIMPLE_OBJECT_CLASS( BuildingPart, MAKE_RGB( 186, 184, 135 ) );
DECLARE_SIMPLE_OBJECT_CLASS( Room, MAKE_RGB( 181, 180, 163 ) );
DECLARE_SIMPLE_OBJECT_CLASS( Door, MAKE_RGB( 145, 53, 13 ) );
DECLARE_SIMPLE_OBJECT_CLASS( Window, MAKE_RGBA( 147, 170, 209, 60 ) );
DECLARE_SIMPLE_OBJECT_CLASS( BuildingInstallation, MAKE_RGB( 186, 186, 177 ) );
DECLARE_SIMPLE_OBJECT_CLASS( BuildingFurniture, MAKE_RGB( 227, 225, 157 ) );
DECLARE_SIMPLE_OBJECT_CLASS( CityFurniture, MAKE_RGB( 186, 184, 135 ) );
DECLARE_SIMPLE_OBJECT_CLASS( WaterBody, MAKE_RGB( 48, 133, 187 ) );
DECLARE_SIMPLE_OBJECT_CLASS( PlantCover, MAKE_RGB( 0, 184, 0 ) );
DECLARE_SIMPLE_OBJECT_CLASS( SolitaryVegetationObject, MAKE_RGB( 10, 184, 10 ) );
DECLARE_SIMPLE_OBJECT_CLASS( Track, MAKE_RGB( 171, 131, 46 ) );
DECLARE_SIMPLE_OBJECT_CLASS( Road, MAKE_RGB( 159, 159, 159 ) );
DECLARE_SIMPLE_OBJECT_CLASS( Railway, MAKE_RGB( 180, 180, 180 ) );
DECLARE_SIMPLE_OBJECT_CLASS( Square, MAKE_RGB( 159, 159, 159 ) );
DECLARE_SIMPLE_OBJECT_CLASS( TINRelief, MAKE_RGB( 100, 230, 10 ) );
DECLARE_SIMPLE_OBJECT_CLASS( Tunnel, MAKE_RGB( 180, 180, 150 ) );
DECLARE_SIMPLE_OBJECT_CLASS( Bridge, MAKE_RGB( 245, 30, 30 ) );
DECLARE_SIMPLE_OBJECT_CLASS( BridgeConstructionElement, MAKE_RGB( 245, 20, 20 ) );
DECLARE_SIMPLE_OBJECT_CLASS( BridgeInstallation, MAKE_RGB( 245, 80, 80 ) );
DECLARE_SIMPLE_OBJECT_CLASS( BridgePart, MAKE_RGB( 245, 50, 50 ) );
DECLARE_SIMPLE_OBJECT_CLASS( GenericCityObject, MAKE_RGB( 100, 130, 0 ) );
DECLARE_SIMPLE_OBJECT_CLASS( WallSurface, MAKE_RGB( 186, 184, 135 ) );
DECLARE_SIMPLE_OBJECT_CLASS( RoofSurface, MAKE_RGB( 186, 184, 135 ) );
DECLARE_SIMPLE_OBJECT_CLASS( GroundSurface, MAKE_RGB( 186, 184, 135 ) );
DECLARE_SIMPLE_OBJECT_CLASS( ClosureSurface, MAKE_RGB( 186, 184, 135 ) );
DECLARE_SIMPLE_OBJECT_CLASS( FloorSurface, MAKE_RGB( 186, 184, 135 ) );
DECLARE_SIMPLE_OBJECT_CLASS( InteriorWallSurface, MAKE_RGB( 186, 184, 135 ) );
DECLARE_SIMPLE_OBJECT_CLASS( CeilingSurface, MAKE_RGB( 186, 184, 135 ) );
class LandUse : public CityObject
{
public:
LandUse( const std::string& id ) : CityObject( id, COT_LandUse ) {}
inline TVec4f getDefaultColor( void ) const
{
std::string c = getAttribute( "class" );
if ( c != "" )
{
int cl = atoi( c.c_str() );
switch ( cl )
{
case 1000: return MAKE_RGB( 150, 143, 134 ); // Settlement Area
case 1100: return MAKE_RGB( 133, 83, 101 ); // Undeveloped Area
case 2000: return MAKE_RGB( 159, 159, 159 ); // Traffic
case 3000: return MAKE_RGB( 79, 212, 53 ); // Vegetation
case 4000: return MAKE_RGB( 67, 109, 247 ); // Water
}
}
return MAKE_RGB( 10, 230, 1 );
}
};
///////////////////////////////////////////////////////////////////////////////
typedef std::vector< CityObject* > CityObjects;
typedef std::map< CityObjectsType, CityObjects > CityObjectsMap;
class CityModel : public Object
{
friend class CityGMLHandler;
public:
CityModel( const std::string& id = "CityModel" ) : Object( id ) {}
LIBCITYGML_EXPORT ~CityModel( void );
// Return the envelope (ie. the bounding box) of the model
inline const Envelope& getEnvelope( void ) const { return _envelope; }
// Return the translation parameters of the model
inline const TVec3d& getTranslationParameters( void ) const { return _translation; }
// Get the number of city objects
inline unsigned int size( void ) const
{
unsigned int count = 0;
CityObjectsMap::const_iterator it = _cityObjectsMap.begin();
for ( ; it != _cityObjectsMap.end(); ++it ) count += it->second.size();
return count;
}
inline const CityObjectsMap& getCityObjectsMap( void ) const { return _cityObjectsMap; }
inline const CityObjects* getCityObjectsByType( CityObjectsType type ) const
{
CityObjectsMap::const_iterator it = _cityObjectsMap.find( type );
return ( it != _cityObjectsMap.end() ) ? &it->second : 0;
}
// Return the roots elements of the model. You can then navigate the hierarchy using object->getChildren().
inline const CityObjects& getCityObjectsRoots( void ) const { return _roots; }
inline const std::string& getSRSName( void ) const { return _srsName; }
protected:
void addCityObject( CityObject* o );
inline void addCityObjectAsRoot( CityObject* o ) { if ( o ) _roots.push_back( o ); }
void finish( const ParserParams& );
protected:
Envelope _envelope;
CityObjects _roots;
CityObjectsMap _cityObjectsMap;
AppearanceManager _appearanceManager;
std::string _srsName;
TVec3d _translation;
};
///////////////////////////////////////////////////////////////////////////////
std::ostream& operator<<( std::ostream&, const citygml::Envelope& );
std::ostream& operator<<( std::ostream&, const citygml::Object& );
std::ostream& operator<<( std::ostream&, const citygml::Geometry& );
std::ostream& operator<<( std::ostream&, const citygml::CityObject& );
std::ostream& operator<<( std::ostream&, const citygml::CityModel & );
}
#endif // __CITYGML_H__
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