worked on map->3d model generation
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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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