worked on map->3d model generation

This commit is contained in:
2018-02-08 21:27:24 +01:00
parent a35e043196
commit 5e749d4da8
5 changed files with 273 additions and 58 deletions

View File

@@ -6,6 +6,7 @@
#include "ModelFactoryHelper.h"
#include "Obstacle3.h"
#include "Cube.h"
#include "Tube.h"
#include "FloorplanMesh.h"
namespace Ray3D {
@@ -21,7 +22,8 @@ namespace Ray3D {
bool exportObstacles = true;
bool exportStairs = true;
bool exportHandrails = true;
bool exportDoors = false;
bool exportDoors = true;
bool doorsOpen = true;
bool exportWallTops = false;
std::vector<Floorplan::Floor*> exportFloors;
@@ -130,6 +132,7 @@ namespace Ray3D {
types["indoor"].add(fop->poly);
}
}
}
// remove the "remove" regions from EVERY "add" region added within the previous step
@@ -139,6 +142,10 @@ namespace Ray3D {
it.second.remove(fop->poly);
}
}
// allow for overlapping outdoor/indoor regions -> outdoor wins [remove outdoor part from indoor parts]
if (fop->outdoor) {
types["indoor"].remove(fop->poly);
}
}
// create an obstacle for each type (indoor, outdoor)
@@ -273,27 +280,80 @@ namespace Ray3D {
const float thickness_m = 0.10; // TODO??
const Point2 from = door->from;
const Point2 to = door->to;
const Point2 cen2 = (from+to)/2;
const float rad = std::atan2(to.y - from.y, to.x - from.x);
const float deg = rad * 180 / M_PI;
// cube's destination center
const Point3 pos(cen2.x, cen2.y, f->atHeight + door->height/2);
float deg = rad * 180 / M_PI;
// div by 2.01 to prevent overlapps and z-fighting
const float sx = from.getDistance(to) / 2;
const float sy = thickness_m / 2;
const float sz = door->height / 2.01f; // prevent overlaps
const Point3 size(sx, sy, sz);
const Point3 rot(0,0,deg);
// build
Cube cube(pos, size, rot);
// done
Point3 pos;
Matrix4 mat = Matrix4::identity();
Obstacle3D res(Obstacle3D::Type::DOOR, door->material);
res.triangles = cube.getTriangles();
// normal door? (non-spinner)
if (Floorplan::DoorType::SWING == door->type) {
if (doorsOpen) {deg += (door->swap) ? (-90) : (+90);}
mat = Matrix4::getTranslation(1,0,0); // cube's edge located at 0,0,0
pos = Point3(from.x, from.y, f->atHeight + door->height/2);
const float sx = from.getDistance(to) / 2;
const float sy = thickness_m / 2;
const float sz = door->height / 2.01f; // prevent overlaps
const Point3 size(sx, sy, sz);
Cube cube;
cube.transform(mat);
cube.transform(pos, size, rot);
res.triangles = cube.getTriangles();
} else if (Floorplan::DoorType::REVOLVING == door->type) {
const Point2 cen2 = (from+to)/2;
const Point3 pos(cen2.x, cen2.y, f->atHeight + door->height/2);
// outer and inner radius
const float rOuter = from.getDistance(to) / 2;
const float rInner = rOuter - 0.1;
const float sz = door->height / 2.01f; // prevent overlaps
const Point3 size(1, 1, sz);
// around the doors
Tube tube;
tube.addSegment(0+40-90, 180-40-90, rInner, rOuter, 1, true, true);
tube.addSegment(180+40-90, 360-40-90, rInner, rOuter, 1, true, true);
tube.transform(pos, Point3(1,1,1), rot);
res.triangles = tube.getTriangles();
// the doors
const int numDoors = 3;
Cube cube;
cube.transform(Matrix4::getTranslation(1,0,0));
for (int i = 0; i < numDoors; ++i) {
const int deg = 45 + (360*i / numDoors);
Cube c1 = cube
.transformed(Matrix4::getScale(rInner/2-0.05, thickness_m/2, sz))
.transformed(Matrix4::getTranslation(0.04, 0, 0))
.transformed(Matrix4::getRotationDeg(0,0,deg))
.transformed(Matrix4::getTranslation(pos.x, pos.y, pos.z));
//pos, Point3(rInner/2-0.05, thickness_m/2, sz), Point3(0,0,deg));
std::vector<Triangle3> t1 = c1.getTriangles();
res.triangles.insert(res.triangles.end(), t1.begin(), t1.end());
}
} else {
throw "unsupported door type";
}
return res;
}
@@ -349,7 +409,7 @@ namespace Ray3D {
const float sy = thickness_m / 2;
const float sz = thickness_m / 2;
const Point3 size(sx, sy, sz);
const Point3 rot(0,0,deg);
const Point3 rot(0,0,deg);
// upper bar
const Cube cubeUpper(pUp, size, rot);