started working on walling, dooring and windowing
refactoring
This commit is contained in:
@@ -36,7 +36,7 @@ namespace Floorplan3D {
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bool exportObjects = true;
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bool exportPillars = true;
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bool exportWallTops = false;
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bool center = true;
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bool center = false;
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//Walls* walls = new WallsViaCubes();
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//Walls* walls = new WallsViaCuttedQuads();
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@@ -92,6 +92,11 @@ namespace Floorplan3D {
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// process each obstacle within the floor
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if (f->obstacles.enabled) {
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if (1 == 1) {
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const std::vector<Obstacle3D> tmp = getLines(f);
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res.insert(res.end(), tmp.begin(), tmp.end());
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}
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if (1 == 1) {
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const std::vector<Obstacle3D> tmp = getWalls(f);
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res.insert(res.end(), tmp.begin(), tmp.end());
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@@ -140,6 +145,20 @@ namespace Floorplan3D {
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WallsViaCuttedQuads walls;
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for (const Floorplan::FloorObstacle* obs : f->obstacles) {
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const Floorplan::FloorObstacleWall* wall = dynamic_cast<const Floorplan::FloorObstacleWall*>(obs);
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if (wall) {walls.add(f, wall);}
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}
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return walls.get();
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}
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/** get all old walls (lines) */
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std::vector<Obstacle3D> getLines(const Floorplan::Floor* f) {
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WallsViaCubes walls;
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for (const Floorplan::FloorObstacle* obs : f->obstacles) {
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const Floorplan::FloorObstacleLine* line = dynamic_cast<const Floorplan::FloorObstacleLine*>(obs);
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if (line) {walls.add(f, line, nullptr);}
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69
floorplan/3D/Lines.h
Normal file
69
floorplan/3D/Lines.h
Normal file
@@ -0,0 +1,69 @@
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#ifndef FLOORPLAN_3D_LINES_H
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#define FLOORPLAN_3D_LINES_H
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#include "Walls.h"
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#include "misc.h"
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#include "primitives/Cube.h"
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namespace Floorplan3D {
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/**
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* simply use one 3D cube per wall
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* if walls intersect in the 2D view, cubes will also intersect
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*/
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class LinesViaCubes : public Walls {
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Cube::Part cubeParts = (Cube::Part) 63; // leftright,topbottom,rearfront
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std::vector<Obstacle3D> vec;
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public:
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void clear() override {
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vec.clear();
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}
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void add(const Floorplan::Floor* f, const Floorplan::FloorObstacleLine* fol, const Floorplan::FloorObstacleDoor* aboveDoor) override {
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FloorPos fpos(f);
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const float thickness_m = fol->thickness_m;
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const Point2 from = (!aboveDoor) ? (fol->from) : (aboveDoor->from);
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const Point2 to = (!aboveDoor) ? (fol->to) : (aboveDoor->to);
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const Point2 cen2 = (from+to)/2;
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const float rad = std::atan2(to.y - from.y, to.x - from.x);
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const float deg = rad * 180 / M_PI;
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// cube's destination center
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const float _height = (fol->height_m > 0) ? (fol->height_m) : (fpos.height); // use either floor's height or user height
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const double height = (!aboveDoor) ? (_height) : (fpos.height - aboveDoor->height);
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const double cenZ = (!aboveDoor) ? (fpos.z1 + height/2) : (fpos.z1 + aboveDoor->height + height/2);// (fpos.z2 - (fpos.height - aboveDoor->height) / 2);
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const Point3 pos(cen2.x, cen2.y, cenZ);
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// div by 2.01 to prevent overlapps and z-fighting
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const float sx = from.getDistance(to) / 2;
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const float sy = thickness_m / 2;
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const float sz = height / 2.01f; // prevent overlaps
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const Point3 size(sx, sy, sz);
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const Point3 rot(0,0,deg);
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// build
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Cube cube(pos, size, rot, cubeParts);
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// done
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Obstacle3D res(getType(fol), fol->material);
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res.triangles = cube.getTriangles();
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vec.push_back(res);
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}
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const std::vector<Obstacle3D>& get() override {
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return vec;
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}
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};
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}
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#endif // FLOORPLAN_3D_LINES_H
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@@ -5,7 +5,7 @@
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#include "../../geo/Polygon2.h"
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#include "../../geo/GPCPolygon2.h"
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#include "Walls.h"
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//#include "Walls.h"
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#include "misc.h"
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#include <functional>
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@@ -17,7 +17,7 @@ namespace Floorplan3D {
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* interpret walls als quads (polygons)
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* intersect them with each other to prevent overlaps
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*/
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class WallsViaCuttedQuads : public Walls {
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class WallsViaCuttedQuads {
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private:
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@@ -27,13 +27,13 @@ namespace Floorplan3D {
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bool error = false;
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/** original line from floorplan */
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const Floorplan::FloorObstacleLine* line;
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const Floorplan::FloorObstacleWall* line;
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/** outlines after applying thickness */
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Line2 l1;
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Line2 l2;
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Wall(const Floorplan::FloorObstacleLine* line) : line(line) {
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Wall(const Floorplan::FloorObstacleWall* line) : line(line) {
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const Point2 from = line->from;
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const Point2 to = line->to;
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@@ -137,18 +137,17 @@ namespace Floorplan3D {
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public:
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void clear() override {
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void clear() {
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walls.clear();
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}
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void add(const Floorplan::Floor* f, const Floorplan::FloorObstacleLine* fol, const Floorplan::FloorObstacleDoor* aboveDoor) override {
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if (fol->type != Floorplan::ObstacleType::WALL) {return;}
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if (aboveDoor) {return;}
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void add(const Floorplan::Floor* f, const Floorplan::FloorObstacleWall* fow) {
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if (fow->type != Floorplan::ObstacleType::WALL) {return;}
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this->floor = f;
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walls.push_back(Wall(fol));
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walls.push_back(Wall(fow));
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}
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virtual const std::vector<Obstacle3D>& get() override {
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virtual const std::vector<Obstacle3D>& get() {
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std::vector<Wall> tmp = walls;
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tmp = cutConnected(tmp);
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tmp = cutProtruding(tmp);
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@@ -226,6 +225,9 @@ namespace Floorplan3D {
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auto unFlattenFront = [o,t,a] (const Point3 p) {return Point3(p.x, +t, p.y).rotZ(a)+o;};
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auto unFlattenBack = [o,t,a] (const Point3 p) {return Point3(p.x, -t, p.y).rotZ(a)+o;};
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auto unFlattenFront2 = [o,t,a] (const Point2 p) {return Point3(p.x, +t, p.y).rotZ(a)+o;};
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auto unFlattenBack2 = [o,t,a] (const Point2 p) {return Point3(p.x, -t, p.y).rotZ(a)+o;};
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const Point2 fp1 = flatten(p1);
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const Point2 fp2 = flatten(p2);
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const Point2 fp3 = flatten(p3);
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@@ -248,7 +250,20 @@ namespace Floorplan3D {
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GPCPolygon2 gpBack;
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gpBack.add(back);
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for (const Floorplan::FloorObstacleWallDoor* door : wall.line->doors) {
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// sort doors by their position within the wall (first comes first)
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std::vector<Floorplan::FloorObstacleWallDoor*> doors = wall.line->doors;
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auto compDoors = [] (const Floorplan::FloorObstacleWallDoor* d1, Floorplan::FloorObstacleWallDoor* d2) {
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return d1->atLinePos < d2->atLinePos;
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};
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std::sort(doors.begin(), doors.end(), compDoors);
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TriangleStrip strip;
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strip.add(p1);
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strip.add(p4);
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for (const Floorplan::FloorObstacleWallDoor* door : doors) {
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Polygon2 pDoor;
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const Point2 pds = door->getStart(wall.line);
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@@ -270,8 +285,41 @@ namespace Floorplan3D {
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gpFront.remove(pDoor);
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gpBack.remove(pDoor);
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strip.add(unFlattenFront2(pDoor[0]));
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strip.add(unFlattenBack2(pDoor[0]));
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strip.add(unFlattenFront2(pDoor[3]));
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strip.add(unFlattenBack2(pDoor[3]));
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strip.add(unFlattenFront2(pDoor[2]));
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strip.add(unFlattenBack2(pDoor[2]));
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strip.add(unFlattenFront2(pDoor[1]));
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strip.add(unFlattenBack2(pDoor[1]));
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}
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strip.add(p2);
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strip.add(p3);
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strip.add(p2u);
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strip.add(p3u);
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strip.add(p1u);
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strip.add(p4u);
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strip.add(p1);
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strip.add(p4);
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for (Triangle3 t : strip.toTriangles()) {
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t.reverse();
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obs.triangles.push_back(t);
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}
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// std::vector<Point3> ptsToConnect3;
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// for (const Point2 p2 : ptsToConnect) {
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// const Point3 p3 = unf
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// }
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// Frontseite triangulieren
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std::vector<Triangle3> triasFront = gpFront.getTriangles();
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for (Triangle3 tria : triasFront) {
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@@ -280,6 +328,7 @@ namespace Floorplan3D {
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obs.triangles.push_back(tria);
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}
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// Rückseite triangulieren
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std::vector<Triangle3> triasBack = gpBack.getTriangles();
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for (Triangle3 tria : triasBack) {
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@@ -23,6 +23,15 @@ namespace Floorplan3D {
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}
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}
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static Obstacle3D::Type getType(const Floorplan::FloorObstacleWall* l) {
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switch (l->type) {
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case Floorplan::ObstacleType::WALL: return Obstacle3D::Type::WALL;
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case Floorplan::ObstacleType::WINDOW: return Obstacle3D::Type::WINDOW;
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case Floorplan::ObstacleType::HANDRAIL: return Obstacle3D::Type::HANDRAIL;
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default: return Obstacle3D::Type::UNKNOWN;
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}
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}
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static Obstacle3D::Type getType(const Floorplan::FloorObstacleCircle* c) {
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(void) c;
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return Obstacle3D::Type::WALL;
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