worked on map->3d model generation
This commit is contained in:
@@ -8,7 +8,9 @@ using namespace Ray3D;
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TEST(Ray, ModelFac) {
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std::string file = "/apps/paper/diss/data/maps/SHL41_nm.xml";
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//std::string file = "/apps/paper/diss/data/maps/SHL42_nm.xml";
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std::string file = "/mnt/vm/paper/diss/data/maps/SHL42_nm.xml";
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Floorplan::IndoorMap* map = Floorplan::Reader::readFromFile(file);
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ModelFactory fac(map);
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@@ -1,17 +1,13 @@
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#ifndef QUBE_H
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#define QUBE_H
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#include <vector>
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#include "../../../geo/Triangle3.h"
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#include "../../../math/Matrix4.h"
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#include "Mesh.h"
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namespace Ray3D {
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class Cube {
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private:
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std::vector<Triangle3> trias;
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class Cube : public Mesh {
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public:
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@@ -21,39 +17,11 @@ namespace Ray3D {
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}
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/** ctor with position, size and rotation */
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Cube(Point3 pos, Point3 size, Point3 rot_deg, const bool topAndBottom = true) {
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Cube(const Point3 pos, const Point3 size, const Point3 rot_deg, const bool topAndBottom = true) {
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unitCube(topAndBottom);
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const Matrix4 mRot = Matrix4::getRotationDeg(rot_deg.x, rot_deg.y, rot_deg.z);
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const Matrix4 mSize = Matrix4::getScale(size.x, size.y, size.z);
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const Matrix4 mPos = Matrix4::getTranslation(pos.x, pos.y, pos.z);
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const Matrix4 mat = mPos * mRot * mSize;
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transform(mat);
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transform(pos, size, rot_deg);
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}
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/** get the cube's triangles */
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const std::vector<Triangle3> getTriangles() const {
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return trias;
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}
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void transform(const Matrix4& mat) {
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for (Triangle3& tria : trias) {
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Vector4 v1(tria.p1.x, tria.p1.y, tria.p1.z, 1);
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Vector4 v2(tria.p2.x, tria.p2.y, tria.p2.z, 1);
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Vector4 v3(tria.p3.x, tria.p3.y, tria.p3.z, 1);
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v1 = mat*v1;
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v2 = mat*v2;
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v3 = mat*v3;
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tria.p1 = Point3(v1.x, v1.y, v1.z);
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tria.p2 = Point3(v2.x, v2.y, v2.z);
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tria.p3 = Point3(v3.x, v3.y, v3.z);
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}
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}
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/** get a transformed version */
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Cube transformed(const Matrix4& mat) const {
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@@ -62,6 +30,13 @@ namespace Ray3D {
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return res;
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}
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/** get a transformed version */
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Cube transformed(const Point3 pos, const Point3 size, const Point3 rot_deg) const {
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Cube res = *this;
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res.transform(pos, size, rot_deg);
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return res;
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}
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private:
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/** build unit-cube faces */
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@@ -133,10 +108,6 @@ namespace Ray3D {
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}
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void addQuad(Point3 p1, Point3 p2, Point3 p3, Point3 p4) {
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trias.push_back( Triangle3(p1,p2,p3) );
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trias.push_back( Triangle3(p1,p3,p4) );
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}
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};
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60
wifi/estimate/ray3/Mesh.h
Normal file
60
wifi/estimate/ray3/Mesh.h
Normal file
@@ -0,0 +1,60 @@
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#ifndef RAY3D_MESH_H
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#define RAY3D_MESH_H
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#include <vector>
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#include "../../../geo/Triangle3.h"
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#include "../../../math/Matrix4.h"
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namespace Ray3D {
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class Mesh {
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protected:
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std::vector<Triangle3> trias;
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public:
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/** get the mesh's triangles */
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const std::vector<Triangle3>& getTriangles() const {
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return trias;
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}
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void transform(const Point3 pos, Point3 size, Point3 rot_deg) {
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const Matrix4 mRot = Matrix4::getRotationDeg(rot_deg.x, rot_deg.y, rot_deg.z);
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const Matrix4 mSize = Matrix4::getScale(size.x, size.y, size.z);
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const Matrix4 mPos = Matrix4::getTranslation(pos.x, pos.y, pos.z);
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const Matrix4 mat = mPos * mRot * mSize;
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transform(mat);
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}
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void transform(const Matrix4& mat) {
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for (Triangle3& tria : trias) {
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Vector4 v1(tria.p1.x, tria.p1.y, tria.p1.z, 1);
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Vector4 v2(tria.p2.x, tria.p2.y, tria.p2.z, 1);
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Vector4 v3(tria.p3.x, tria.p3.y, tria.p3.z, 1);
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v1 = mat*v1;
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v2 = mat*v2;
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v3 = mat*v3;
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tria.p1 = Point3(v1.x, v1.y, v1.z);
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tria.p2 = Point3(v2.x, v2.y, v2.z);
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tria.p3 = Point3(v3.x, v3.y, v3.z);
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}
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}
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void addQuad(Point3 p1, Point3 p2, Point3 p3, Point3 p4) {
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trias.push_back( Triangle3(p1,p2,p3) );
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trias.push_back( Triangle3(p1,p3,p4) );
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}
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};
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}
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#endif // RAY3D_MESH_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 "Tube.h"
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#include "FloorplanMesh.h"
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namespace Ray3D {
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@@ -21,7 +22,8 @@ namespace Ray3D {
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bool exportObstacles = true;
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bool exportStairs = true;
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bool exportHandrails = true;
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bool exportDoors = false;
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bool exportDoors = true;
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bool doorsOpen = true;
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bool exportWallTops = false;
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std::vector<Floorplan::Floor*> exportFloors;
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@@ -130,6 +132,7 @@ namespace Ray3D {
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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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// remove the "remove" regions from EVERY "add" region added within the previous step
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@@ -139,6 +142,10 @@ namespace Ray3D {
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it.second.remove(fop->poly);
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}
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}
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// allow for overlapping outdoor/indoor regions -> outdoor wins [remove outdoor part from indoor parts]
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if (fop->outdoor) {
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types["indoor"].remove(fop->poly);
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}
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}
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// create an obstacle for each type (indoor, outdoor)
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@@ -273,27 +280,80 @@ namespace Ray3D {
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const float thickness_m = 0.10; // TODO??
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const Point2 from = door->from;
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const Point2 to = door->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 Point3 pos(cen2.x, cen2.y, f->atHeight + door->height/2);
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float deg = rad * 180 / M_PI;
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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 = door->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);
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// done
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Point3 pos;
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Matrix4 mat = Matrix4::identity();
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Obstacle3D res(Obstacle3D::Type::DOOR, door->material);
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res.triangles = cube.getTriangles();
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// normal door? (non-spinner)
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if (Floorplan::DoorType::SWING == door->type) {
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if (doorsOpen) {deg += (door->swap) ? (-90) : (+90);}
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mat = Matrix4::getTranslation(1,0,0); // cube's edge located at 0,0,0
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pos = Point3(from.x, from.y, f->atHeight + door->height/2);
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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 = door->height / 2.01f; // prevent overlaps
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const Point3 size(sx, sy, sz);
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Cube cube;
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cube.transform(mat);
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cube.transform(pos, size, rot);
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res.triangles = cube.getTriangles();
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} else if (Floorplan::DoorType::REVOLVING == door->type) {
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const Point2 cen2 = (from+to)/2;
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const Point3 pos(cen2.x, cen2.y, f->atHeight + door->height/2);
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// outer and inner radius
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const float rOuter = from.getDistance(to) / 2;
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const float rInner = rOuter - 0.1;
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const float sz = door->height / 2.01f; // prevent overlaps
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const Point3 size(1, 1, sz);
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// around the doors
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Tube tube;
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tube.addSegment(0+40-90, 180-40-90, rInner, rOuter, 1, true, true);
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tube.addSegment(180+40-90, 360-40-90, rInner, rOuter, 1, true, true);
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tube.transform(pos, Point3(1,1,1), rot);
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res.triangles = tube.getTriangles();
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// the doors
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const int numDoors = 3;
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Cube cube;
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cube.transform(Matrix4::getTranslation(1,0,0));
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for (int i = 0; i < numDoors; ++i) {
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const int deg = 45 + (360*i / numDoors);
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Cube c1 = cube
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.transformed(Matrix4::getScale(rInner/2-0.05, thickness_m/2, sz))
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.transformed(Matrix4::getTranslation(0.04, 0, 0))
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.transformed(Matrix4::getRotationDeg(0,0,deg))
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.transformed(Matrix4::getTranslation(pos.x, pos.y, pos.z));
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//pos, Point3(rInner/2-0.05, thickness_m/2, sz), Point3(0,0,deg));
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std::vector<Triangle3> t1 = c1.getTriangles();
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res.triangles.insert(res.triangles.end(), t1.begin(), t1.end());
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}
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} else {
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throw "unsupported door type";
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}
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return res;
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}
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@@ -349,7 +409,7 @@ namespace Ray3D {
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const float sy = thickness_m / 2;
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const float sz = thickness_m / 2;
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const Point3 size(sx, sy, sz);
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const Point3 rot(0,0,deg);
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const Point3 rot(0,0,deg);
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// upper bar
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const Cube cubeUpper(pUp, size, rot);
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122
wifi/estimate/ray3/Tube.h
Normal file
122
wifi/estimate/ray3/Tube.h
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@@ -0,0 +1,122 @@
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#ifndef TUBE_H
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#define TUBE_H
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#include "../../../math/Matrix4.h"
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#include "Mesh.h"
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namespace Ray3D {
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/** walled cylinder */
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class Tube : public Mesh {
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public:
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/** ctor */
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Tube() {
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;
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}
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/** get a transformed version */
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Tube transformed(const Matrix4& mat) const {
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Tube res = *this;
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res.transform(mat);
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return res;
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}
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/** build */
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void addSegment(const float from_deg, const float to_deg, const float rInner, const float rOuter, const float h, bool closeSides, bool topAndBottom) {
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const int tiles = 32;
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const float deg_per_tile = 360.0f / tiles;
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const float rad_per_tile = deg_per_tile / 180.0f * M_PI;
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const int startTile = std::round(from_deg / deg_per_tile);
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const int endTile = std::round(to_deg / deg_per_tile);
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for (int i = startTile; i < endTile; ++i) {
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const float startRad = (i+0) * rad_per_tile;
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const float endRad = (i+1) * rad_per_tile;
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const float xo0 = std::cos(startRad) * rOuter;
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const float yo0 = std::sin(startRad) * rOuter;
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const float xo1 = std::cos(endRad) * rOuter;
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const float yo1 = std::sin(endRad) * rOuter;
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const float xi0 = std::cos(startRad) * rInner;
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const float yi0 = std::sin(startRad) * rInner;
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const float xi1 = std::cos(endRad) * rInner;
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const float yi1 = std::sin(endRad) * rInner;
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if (closeSides) {
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// close start of segment
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if (i == startTile) {
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addQuad(
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Point3(xi0, yi0, -h),
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Point3(xo0, yo0, -h),
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Point3(xo0, yo0, +h),
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Point3(xi0, yi0, +h)
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);
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}
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// close end of segment
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if (i == endTile-1) {
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addQuad(
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Point3(xi1, yi1, +h),
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Point3(xo1, yo1, +h),
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Point3(xo1, yo1, -h),
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Point3(xi1, yi1, -h)
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);
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}
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}
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// outer
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addQuad(
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Point3(xo0, yo0, -h),
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Point3(xo1, yo1, -h),
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Point3(xo1, yo1, +h),
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Point3(xo0, yo0, +h)
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);
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// innser
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addQuad(
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Point3(xi0, yi0, +h),
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Point3(xi1, yi1, +h),
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Point3(xi1, yi1, -h),
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Point3(xi0, yi0, -h)
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);
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if (topAndBottom) {
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// top
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addQuad(
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Point3(xi0, yi0, h),
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Point3(xo0, yo0, h),
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Point3(xo1, yo1, h),
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Point3(xi1, yi1, h)
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);
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// bottom
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addQuad(
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Point3(xi1, yi1, -h),
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Point3(xo1, yo1, -h),
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Point3(xo0, yo0, -h),
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Point3(xi0, yi0, -h)
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);
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}
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}
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}
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};
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}
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#endif // TUBE_H
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