started working on 3D building stuff
This commit is contained in:
@@ -99,8 +99,8 @@ ADD_EXECUTABLE(
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${SOURCES}
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)
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SET(EXTRA_LIBS ${EXTRA_LIBS} nl-genl-3 nl-3)
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INCLUDE_DIRECTORIES(/usr/include/libnl3/)
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#SET(EXTRA_LIBS ${EXTRA_LIBS} nl-genl-3 nl-3)
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#INCLUDE_DIRECTORIES(/usr/include/libnl3/)
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#SET(EXTRA_LIBS ${EXTRA_LIBS} iw)
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# needed external libraries
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@@ -11,7 +11,8 @@
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#include "../../../misc/KNNArray.h"
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#include "../../../math/MiniMat2.h"
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#include "../../../math/Distributions.h"
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#include "../../../math/distribution/Normal.h"
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#include "../../../math/distribution/Triangle.h"
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6
main.cpp
6
main.cpp
@@ -10,7 +10,7 @@ class Test : public GridPoint {
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#include "tests/Tests.h"
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#include "sensors/radio/scan/WiFiScanLinux.h"
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//#include "sensors/radio/scan/WiFiScanLinux.h"
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#include "sensors/radio/VAPGrouper.h"
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#include <KLib/misc/gnuplot/Gnuplot.h>
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@@ -18,6 +18,7 @@ class Test : public GridPoint {
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#include <KLib/misc/gnuplot/GnuplotPlotElementLines.h>
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#include <KLib/misc/gnuplot/GnuplotPlotElementPoints.h>
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/*
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void wifi() {
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K::Gnuplot gp;
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@@ -80,6 +81,7 @@ void wifi() {
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}
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*/
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int main(int argc, char** argv) {
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@@ -109,7 +111,7 @@ int main(int argc, char** argv) {
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//::testing::GTEST_FLAG(filter) = "*Matrix4*";
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//::testing::GTEST_FLAG(filter) = "*Sphere3*";
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::testing::GTEST_FLAG(filter) = "NavMeshD*";
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::testing::GTEST_FLAG(filter) = "FileReader*";
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//::testing::GTEST_FLAG(filter) = "Timestamp*";
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//::testing::GTEST_FLAG(filter) = "*RayTrace3*";
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@@ -146,7 +146,8 @@ TEST(BVH, treeMap) {
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ModelFactory fac(map);
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fac.setExportCeilings(false);
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fac.setFloors({map->floors[3]});
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std::vector<Obstacle3D> obs = fac.triangulize();
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FloorplanMesh mesh = fac.getMesh();
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std::vector<Obstacle3D> obs = mesh.elements;
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BVH3Debug<Obstacle3D, BoundingVolumeSphere3, WrapperObs3D> tree;
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48
wifi/estimate/ray3/FloorplanMesh.h
Normal file
48
wifi/estimate/ray3/FloorplanMesh.h
Normal file
@@ -0,0 +1,48 @@
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#ifndef FLOORPLANMESH_H
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#define FLOORPLANMESH_H
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#include "Obstacle3.h"
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/**
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* meshed version of the floorplan
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*/
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struct FloorplanMesh {
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std::vector<Obstacle3D> elements;
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/** DEBUG: convert to .obj file code for exporting */
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std::string toOBJ() {
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int nVerts = 1;
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int nObjs = 0;
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std::string res;
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// write each obstacle
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for (const Obstacle3D& o : elements) {
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// write the vertices
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for (const Triangle3& t : o.triangles) {
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res += "v " + std::to_string(t.p1.x) + " " + std::to_string(t.p1.y) + " " + std::to_string(t.p1.z) + "\n";
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res += "v " + std::to_string(t.p2.x) + " " + std::to_string(t.p2.y) + " " + std::to_string(t.p2.z) + "\n";
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res += "v " + std::to_string(t.p3.x) + " " + std::to_string(t.p3.y) + " " + std::to_string(t.p3.z) + "\n";
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}
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// create a new group
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res += "g elem_" + std::to_string(++nObjs) + "\n";
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// write the group's faces
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for (size_t i = 0; i < o.triangles.size(); ++i) {
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res += "f " + std::to_string(nVerts+0) + " " + std::to_string(nVerts+1) + " " + std::to_string(nVerts+2) + "\n";
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nVerts += 3;
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}
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}
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// done
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return res;
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}
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};
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#endif // FLOORPLANMESH_H
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@@ -6,6 +6,7 @@
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#include "ModelFactoryHelper.h"
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#include "Obstacle3.h"
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#include "Cube.h"
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#include "FloorplanMesh.h"
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/**
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* convert an indoor map into a 3D model based on triangles
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@@ -38,6 +39,18 @@ public:
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this->exportFloors = floors;
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}
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/** convert floorplan to mesh */
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FloorplanMesh getMesh() {
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FloorplanMesh mesh;
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mesh.elements = triangulize();
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return mesh;
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}
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private:
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/** get all triangles grouped by obstacle */
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std::vector<Obstacle3D> triangulize() {
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@@ -50,7 +63,10 @@ public:
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for (const Floorplan::Floor* f : floors) {
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// triangulize the floor itself (floor/ceiling)
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if (exportCeilings) {res.push_back(getTriangles(f));}
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if (exportCeilings) {
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std::vector<Obstacle3D> tmp = getFloor(f);
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res.insert(res.end(), tmp.begin(), tmp.end());
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}
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// process each obstacle within the floor
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for (const Floorplan::FloorObstacle* fo : f->obstacles) {
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@@ -74,87 +90,75 @@ public:
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}
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/** DEBUG: convert to .obj file code for exporting */
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std::string toOBJ() {
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const std::vector<Obstacle3D> obs = triangulize();
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int nVerts = 1;
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int nObjs = 0;
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std::string res;
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// write each obstacle
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for (const Obstacle3D& o : obs) {
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// write the vertices
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for (const Triangle3& t : o.triangles) {
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res += "v " + std::to_string(t.p1.x) + " " + std::to_string(t.p1.y) + " " + std::to_string(t.p1.z) + "\n";
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res += "v " + std::to_string(t.p2.x) + " " + std::to_string(t.p2.y) + " " + std::to_string(t.p2.z) + "\n";
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res += "v " + std::to_string(t.p3.x) + " " + std::to_string(t.p3.y) + " " + std::to_string(t.p3.z) + "\n";
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}
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// create a new group
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res += "g elem_" + std::to_string(++nObjs) + "\n";
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// write the group's faces
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for (size_t i = 0; i < o.triangles.size(); ++i) {
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res += "f " + std::to_string(nVerts+0) + " " + std::to_string(nVerts+1) + " " + std::to_string(nVerts+2) + "\n";
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nVerts += 3;
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}
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}
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// done
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return res;
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}
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private:
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/** convert a floor (floor/ceiling) into triangles */
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Obstacle3D getTriangles(const Floorplan::Floor* f) {
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std::vector<Obstacle3D> getFloor(const Floorplan::Floor* f) {
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// floor uses an outline based on "add" and "remove" areas
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// we need to create the apropriate triangles to model the polygon
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// including all holes (remove-areas)
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// TODO: variable type?
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Obstacle3D res(Floorplan::Material::CONCRETE);
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Polygon poly;
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// append all "add" and "remove" areas
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// process all "add" regions by type
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// [this allows for overlaps of the same type]
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std::unordered_map<std::string, Polygon> types;
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for (Floorplan::FloorOutlinePolygon* fop : f->outline) {
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switch (fop->method) {
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case Floorplan::OutlineMethod::ADD: poly.add(fop->poly); break;
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case Floorplan::OutlineMethod::REMOVE: poly.remove(fop->poly); break;
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default: throw 1;
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if (fop->method == Floorplan::OutlineMethod::ADD) {
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if (fop->outdoor) {
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types["outdoor"].add(fop->poly);
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} else {
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types["indoor"].add(fop->poly);
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}
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}
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}
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// convert them into polygons
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std::vector<std::vector<Point3>> polys = poly.get(f->getStartingZ());
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// convert polygons (GL_TRIANGLE_STRIP) to triangles
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for (const std::vector<Point3>& pts : polys) {
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for (int i = 0; i < (int)pts.size() - 2; ++i) {
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// floor must be double-sided for reflection to work with the correct normals
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Triangle3 tria1 (pts[i+0], pts[i+1], pts[i+2]);
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Triangle3 tria2 (pts[i+2], pts[i+1], pts[i+0]);
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// ensure the triangle with the normal pointing downwards (towards bulding's cellar)
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// is below the triangle that points upwards (towards the sky)
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if (tria1.getNormal().z < 0) {tria1 = tria1 - Point3(0,0,0.02);}
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if (tria2.getNormal().z < 0) {tria2 = tria2 - Point3(0,0,0.02);}
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// add both
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res.triangles.push_back(tria1);
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res.triangles.push_back(tria2);
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// remove the "remove" regions from EVERY "add" region added within the previous step
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for (Floorplan::FloorOutlinePolygon* fop : f->outline) {
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if (fop->method == Floorplan::OutlineMethod::REMOVE) {
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for (auto& it : types) {
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it.second.remove(fop->poly);
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}
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}
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}
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std::vector<Obstacle3D> res;
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// create an obstacle for each type (indoor, outdoor)
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for (auto& it : types) {
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// TODO: variable type?
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Obstacle3D::Type type = (it.first == "indoor") ? (Obstacle3D::Type::GROUND_INDOOR) : (Obstacle3D::Type::GROUND_OUTDOOR);
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Obstacle3D obs(type, Floorplan::Material::CONCRETE);
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// convert them into polygons
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std::vector<std::vector<Point3>> polys = it.second.get(f->getStartingZ());
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// convert polygons (GL_TRIANGLE_STRIP) to triangles
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for (const std::vector<Point3>& pts : polys) {
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for (int i = 0; i < (int)pts.size() - 2; ++i) {
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// floor must be double-sided for reflection to work with the correct normals
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Triangle3 tria1 (pts[i+0], pts[i+1], pts[i+2]);
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Triangle3 tria2 (pts[i+2], pts[i+1], pts[i+0]);
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// ensure the triangle with the normal pointing downwards (towards bulding's cellar)
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// is below the triangle that points upwards (towards the sky)
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if (tria1.getNormal().z < 0) {tria1 = tria1 - Point3(0,0,0.02);}
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if (tria2.getNormal().z < 0) {tria2 = tria2 - Point3(0,0,0.02);}
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// add both
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obs.triangles.push_back(tria1);
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obs.triangles.push_back(tria2);
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}
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}
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res.push_back(obs);
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}
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return res;
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}
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@@ -200,7 +204,7 @@ private:
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Cube cube(pos, size, rot);
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// done
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Obstacle3D res(fol->material);
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Obstacle3D res(Obstacle3D::Type::WALL, fol->material);
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res.triangles = cube.getTriangles();
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return res;
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@@ -7,16 +7,31 @@
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#include "../../../floorplan/v2/Floorplan.h"
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/**
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* 3D obstacle
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* based on multiple triangles
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* has a material and a type
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*/
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struct Obstacle3D {
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enum class Type {
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UNKNOWN,
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GROUND_INDOOR,
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GROUND_OUTDOOR,
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STAIR,
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DOOR,
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WALL,
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};
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Type type;
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Floorplan::Material mat;
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std::vector<Triangle3> triangles;
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/** empty ctor */
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Obstacle3D() : mat() {;}
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Obstacle3D() : type(Type::UNKNOWN), mat() {;}
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/** ctor */
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Obstacle3D(Floorplan::Material mat) : mat(mat) {;}
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Obstacle3D(Type type, Floorplan::Material mat) : type(type), mat(mat) {;}
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};
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Block a user