changes to Floorplan 3D
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@@ -167,26 +167,205 @@ namespace Floorplan3D {
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}
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/** convert one wall into an obstacle */
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Obstacle3D toObstacle(const Wall& wall, const Floorplan::Floor* f) {
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Obstacle3D toObstacle(const Wall& w, const Floorplan::Floor* f) {
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FloorPos fp(f);
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Obstacle3D::Type type = (wall.error) ? (Obstacle3D::Type::ERROR) : (getType(wall.line));
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Obstacle3D obs(type, wall.line->material);
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const Floorplan::FloorObstacleWall* wall = w.line;
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Obstacle3D::Type type = (w.error) ? (Obstacle3D::Type::ERROR) : (getType(wall));
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Obstacle3D obs(type, wall->material);
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const float z1 = fp.z1;
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const float z2 = (wall.line->height_m > 0) ? (fp.z1 + wall.line->height_m) : (fp.z2);
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const float z2 = (wall->height_m > 0) ? (fp.z1 + wall->height_m) : (fp.z2);
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// const Point3 p1 = Point3(wall.getP1().x, wall.getP1().y, z1);
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// const Point3 p2 = Point3(wall.getP2().x, wall.getP2().y, z1);
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// const Point3 p3 = Point3(wall.getP3().x, wall.getP3().y, z1);
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// const Point3 p4 = Point3(wall.getP4().x, wall.getP4().y, z1);
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const Point3 p1 = Point3(w.getP1().x, w.getP1().y, z1); // front
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const Point3 p2 = Point3(w.getP2().x, w.getP2().y, z1); // front
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const Point3 p3 = Point3(w.getP3().x, w.getP3().y, z1); // back
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const Point3 p4 = Point3(w.getP4().x, w.getP4().y, z1); // back
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const Point3 p1u = Point3(w.getP1().x, w.getP1().y, z2); // front upper
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const Point3 p2u = Point3(w.getP2().x, w.getP2().y, z2); // front upper
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const Point3 p3u = Point3(w.getP3().x, w.getP3().y, z2); // back upper
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const Point3 p4u = Point3(w.getP4().x, w.getP4().y, z2); // back upper
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const Point2 dir = (wall->to - wall->from).normalized();
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const Point2 perp = dir.perpendicular().normalized() * (wall->thickness_m/2);
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// move from wall's center line towards front (- half thickness)
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auto toFront = [perp] (const Point2 pt, const float z) {
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const Point2 tmp = pt + perp;
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return Point3(tmp.x, tmp.y, z);
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};
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// move from wall's center line towards back (+ half thickness)
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auto toBack = [perp] (const Point2 pt, const float z) {
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const Point2 tmp = pt - perp;
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return Point3(tmp.x, tmp.y, z);
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};
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// above window, below window, window frame
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for (const Floorplan::FloorObstacleWallWindow* win : wall->windows) {
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// quad below the window (1,2,3,4) CCW
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// quad above the window (5,6,7,8) CCW
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// -> window = (4,3,6,5) CCW
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const float za = z1 + win->startsAtHeight;
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const float zb = za + win->height;
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const Point3 p1f = toFront(win->getStart(wall), z1);
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const Point3 p2f = toFront(win->getEnd(wall), z1);
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const Point3 p3f = toFront(win->getEnd(wall), za);
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const Point3 p4f = toFront(win->getStart(wall), za);
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const Point3 p1b = toBack(win->getStart(wall), z1);
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const Point3 p2b = toBack(win->getEnd(wall), z1);
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const Point3 p3b = toBack(win->getEnd(wall), za);
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const Point3 p4b = toBack(win->getStart(wall), za);
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const Point3 p5f = toFront(win->getStart(wall), zb);
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const Point3 p6f = toFront(win->getEnd(wall), zb);
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const Point3 p7f = toFront(win->getEnd(wall), z2);
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const Point3 p8f = toFront(win->getStart(wall), z2);
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const Point3 p5b = toBack(win->getStart(wall), zb);
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const Point3 p6b = toBack(win->getEnd(wall), zb);
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const Point3 p7b = toBack(win->getEnd(wall), z2);
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const Point3 p8b = toBack(win->getStart(wall), z2);
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// quad below the window
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obs.addQuad(p1f, p2f, p3f, p4f, true); // front
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obs.addQuad(p1b, p2b, p3b, p4b, false); // back
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// quad above the window
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obs.addQuad(p5f, p6f, p7f, p8f, true); // front
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obs.addQuad(p5b, p6b, p7b, p8b, false); // back
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// window frame
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obs.addTriangleStrip({p4f, p4b, p3f, p3b, p6f, p6b, p5f, p5b, p4f, p4b});
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}
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// start mantle surface (zig-zag around the wall)
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std::vector<Point3> ptsLateralSurface;
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ptsLateralSurface.push_back(p1);
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ptsLateralSurface.push_back(p4);
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// sort doors along the wall
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std::vector<Floorplan::FloorObstacleWallDoor*> doors = wall->doors;
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std::sort(doors.begin(), doors.end(), [] (const Floorplan::FloorObstacleWallDoor* d1, const Floorplan::FloorObstacleWallDoor* d2) {
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return d1->atLinePos < d2->atLinePos;
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});
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// above door, append lateral surface around wall
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for (const Floorplan::FloorObstacleWallDoor* door : doors) {
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Point2 ps = door->getStart(wall);
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Point2 pe = door->getEnd(wall);
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if (door->leftRight) {std::swap(ps,pe);}
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const float zb = z1 + door->height;
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{
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const Point3 p1f = toFront(ps, zb);
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const Point3 p2f = toFront(pe, zb);
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const Point3 p3f = toFront(pe, z2);
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const Point3 p4f = toFront(ps, z2);
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const Point3 p1b = toBack(ps, zb);
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const Point3 p2b = toBack(pe, zb);
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const Point3 p3b = toBack(pe, z2);
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const Point3 p4b = toBack(ps, z2);
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// quad above the door (front)
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obs.addQuad(p1f, p2f, p3f, p4f, true);
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// quad above the door (back)
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obs.addQuad(p1b, p2b, p3b, p4b, false);
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}
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const Point3 p1f = toFront(ps, z1);
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const Point3 p2f = toFront(pe, z1);
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const Point3 p3f = toFront(pe, zb);
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const Point3 p4f = toFront(ps, zb);
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const Point3 p1b = toBack(ps, z1);
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const Point3 p2b = toBack(pe, z1);
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const Point3 p3b = toBack(pe, zb);
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const Point3 p4b = toBack(ps, zb);
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// continue mantle surface
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ptsLateralSurface.push_back(p1f);
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ptsLateralSurface.push_back(p1b);
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ptsLateralSurface.push_back(p4f);
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ptsLateralSurface.push_back(p4b);
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ptsLateralSurface.push_back(p3f);
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ptsLateralSurface.push_back(p3b);
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ptsLateralSurface.push_back(p2f);
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ptsLateralSurface.push_back(p2b);
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}
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// complete mantle surface
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ptsLateralSurface.push_back(p2);
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ptsLateralSurface.push_back(p3);
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ptsLateralSurface.push_back(p2u);
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ptsLateralSurface.push_back(p3u);
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ptsLateralSurface.push_back(p1u);
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ptsLateralSurface.push_back(p4u);
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ptsLateralSurface.push_back(p1);
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ptsLateralSurface.push_back(p4);
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obs.addTriangleStrip(ptsLateralSurface, true);
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// get all points along the wall start, doorstart,doorend, doorstart,doorend, .., end
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std::vector<Point3> ptsFront;
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ptsFront.push_back(p1);
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ptsFront.push_back(p2);
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std::vector<Point3> ptsBack;
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ptsBack.push_back(p3);
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ptsBack.push_back(p4);
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for (const Floorplan::FloorObstacleWallDoor* door : wall->doors) {
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ptsFront.push_back(toFront(door->getStart(wall), z1));
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ptsFront.push_back(toFront(door->getEnd(wall), z1));
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ptsBack.push_back(toBack(door->getStart(wall), z1));
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ptsBack.push_back(toBack(door->getEnd(wall), z1));
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}
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for (const Floorplan::FloorObstacleWallWindow* window : wall->windows) {
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ptsFront.push_back(toFront(window->getStart(wall), z1));
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ptsFront.push_back(toFront(window->getEnd(wall), z1));
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ptsBack.push_back(toBack(window->getStart(wall), z1));
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ptsBack.push_back(toBack(window->getEnd(wall), z1));
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}
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// sort all points by distance from start (correct on-off-on-off-on order)
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auto compFront = [p1] (const Point3 _p1, const Point3 _p2) { return p1.getDistance(_p1) < p1.getDistance(_p2); };
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std::sort(ptsFront.begin(), ptsFront.end(), compFront);
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auto compBack = [p4] (const Point3 _p1, const Point3 _p2) { return p4.getDistance(_p1) < p4.getDistance(_p2); };
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std::sort(ptsBack.begin(), ptsBack.end(), compBack);
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// from wall segment to wall segment, excluding doors
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for (size_t i = 0; i < ptsFront.size(); i += 2) {
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const Point3 p1 = ptsFront[i+0];
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const Point3 p2 = ptsFront[i+1];
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const Point3 p3(p2.x, p2.y, z2);
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const Point3 p4(p1.x, p1.y, z2);
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obs.addQuad(p1, p2, p3, p4, true);
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}
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for (size_t i = 0; i < ptsBack.size(); i += 2) {
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const Point3 p1 = ptsBack[i+0];
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const Point3 p2 = ptsBack[i+1];
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const Point3 p3(p2.x, p2.y, z2);
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const Point3 p4(p1.x, p1.y, z2);
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obs.addQuad(p1, p2, p3, p4, false);
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}
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// const Point3 p1u = Point3(wall.getP1().x, wall.getP1().y, z2);
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// const Point3 p2u = Point3(wall.getP2().x, wall.getP2().y, z2);
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// const Point3 p3u = Point3(wall.getP3().x, wall.getP3().y, z2);
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// const Point3 p4u = Point3(wall.getP4().x, wall.getP4().y, z2);
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// obs.addQuad(p1, p2, p2u, p1u);
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// obs.addQuad(p2, p3, p3u, p2u);
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@@ -198,7 +377,58 @@ namespace Floorplan3D {
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// obs.reverseFaces();
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// return obs;
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return obs;
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}
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/*
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Obstacle3D toObstacle(const Wall& wall, const Floorplan::Floor* f) {
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FloorPos fp(f);
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Obstacle3D::Type type = (wall.error) ? (Obstacle3D::Type::ERROR) : (getType(wall.line));
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Obstacle3D obs(type, wall.line->material);
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const float z1 = fp.z1;
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const float z2 = (wall.line->height_m > 0) ? (fp.z1 + wall.line->height_m) : (fp.z2);
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const Point3 p1 = Point3(wall.getP1().x, wall.getP1().y, z1);
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const Point3 p2 = Point3(wall.getP2().x, wall.getP2().y, z1);
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const Point3 p3 = Point3(wall.getP3().x, wall.getP3().y, z1);
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const Point3 p4 = Point3(wall.getP4().x, wall.getP4().y, z1);
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const Point3 p1u = Point3(wall.getP1().x, wall.getP1().y, z2);
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const Point3 p2u = Point3(wall.getP2().x, wall.getP2().y, z2);
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const Point3 p3u = Point3(wall.getP3().x, wall.getP3().y, z2);
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const Point3 p4u = Point3(wall.getP4().x, wall.getP4().y, z2);
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obs.addQuad(p1, p2, p2u, p1u);
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obs.addQuad(p2, p3, p3u, p2u);
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obs.addQuad(p3, p4, p4u, p3u);
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obs.addQuad(p4, p1, p1u, p4u);
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obs.addQuad(p1u, p2u, p3u, p4u);
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obs.addQuad(p4, p3, p2, p1);
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obs.reverseFaces();
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return obs;
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}
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*/
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/** convert one wall into an obstacle */
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/*
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Obstacle3D toObstacle(const Wall& wall, const Floorplan::Floor* f) {
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FloorPos fp(f);
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Obstacle3D::Type type = (wall.error) ? (Obstacle3D::Type::ERROR) : (getType(wall.line));
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Obstacle3D obs(type, wall.line->material);
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const float z1 = fp.z1;
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const float z2 = (wall.line->height_m > 0) ? (fp.z1 + wall.line->height_m) : (fp.z2);
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Point3 p0 = Point3(wall.line->from.x, wall.line->from.y, z1);
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@@ -394,6 +624,7 @@ namespace Floorplan3D {
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return obs;
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}
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*/
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void fixTria(Triangle3& t, std::function<Point3(Point3)> func) {
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t.p1 = func(t.p1);
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