added support for .obj objects within the floorplan
include objects within navmesh calculation include objects within 3d mesh generation minor changes/fixes
This commit is contained in:
@@ -2,6 +2,7 @@
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#define FLOORPLANMESH_H
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#include "Obstacle3.h"
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#include <fstream>
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namespace Ray3D {
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@@ -12,11 +13,35 @@ namespace Ray3D {
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std::vector<Obstacle3D> elements;
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/** export as OBJ file */
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void exportOBJsimple(const std::string& file) {
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std::ofstream out(file.c_str());
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out << toOBJsimple();
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out.close();
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}
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/** export as OBJ file */
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void exportOBJcomplex(const std::string& file, const std::string& nameOnly) {
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std::ofstream outOBJ((file+".obj").c_str());
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std::ofstream outMTL((file+".mtl").c_str());
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OBJData data = toOBJ(nameOnly);
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outOBJ << data.obj;
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outMTL << data.mtl;
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outOBJ.close();
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outMTL.close();
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}
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/** export as PLY file */
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void exportPLY(const std::string& file) {
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std::ofstream out(file.c_str());
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out << toPLY();
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out.close();
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}
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/** DEBUG: convert to .obj file code for exporting */
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std::string toOBJ() {
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std::string toOBJsimple() {
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int nVerts = 1;
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int nObjs = 0;
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std::string res;
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// write each obstacle
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@@ -29,12 +54,87 @@ namespace Ray3D {
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res += "v " + std::to_string(t.p3.x) + " " + std::to_string(t.p3.y) + " " + std::to_string(t.p3.z) + "\n";
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}
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}
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// write each obstacle
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for (const Obstacle3D& o : elements) {
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// write the faces
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for (size_t i = 0; i < o.triangles.size(); ++i) {
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res += "f " + std::to_string(nVerts+0) + " " + std::to_string(nVerts+1) + " " + std::to_string(nVerts+2) + "\n";
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nVerts += 3;
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}
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}
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// done
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return res;
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}
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struct OBJData {
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std::string obj;
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std::string mtl;
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};
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/** DEBUG: convert to .obj file code for exporting */
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OBJData toOBJ(const std::string& name) {
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bool swapYZ = true;
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int nVerts = 1;
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int nObjs = 0;
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OBJData res;
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// write material file
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for (size_t idx = 0; idx < mats.size(); ++idx) {
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const Material& mat = mats[idx];
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res.mtl += "newmtl mat_" + std::to_string(idx) + "\n";
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res.mtl += "Ka 0.000 0.000 0.000 \n"; // ambient
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res.mtl += "Kd " + std::to_string(mat.r/255.0f) + " " + std::to_string(mat.g/255.0f) + " " + std::to_string(mat.b/255.0f) + "\n";
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res.mtl += "Ks 0.000 0.000 0.000 \n";
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res.mtl += "d " + std::to_string(mat.a/255.0f) + "\n"; // alpha
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res.mtl += "Tr " + std::to_string(1.0f-mat.a/255.0f) + "\n"; // inv-alpha
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res.mtl += "illum 2 \n";
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res.mtl += "\n";
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}
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// use material file
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res.obj += "mtllib " + name + ".mtl" + "\n";
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// write each obstacle
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for (const Obstacle3D& o : elements) {
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// write the vertices
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for (const Triangle3& t : o.triangles) {
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if (!swapYZ) {
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res.obj += "v " + std::to_string(t.p1.x) + " " + std::to_string(t.p1.y) + " " + std::to_string(t.p1.z) + "\n";
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res.obj += "v " + std::to_string(t.p2.x) + " " + std::to_string(t.p2.y) + " " + std::to_string(t.p2.z) + "\n";
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res.obj += "v " + std::to_string(t.p3.x) + " " + std::to_string(t.p3.y) + " " + std::to_string(t.p3.z) + "\n";
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} else {
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res.obj += "v " + std::to_string(t.p1.x) + " " + std::to_string(t.p1.z) + " " + std::to_string(t.p1.y) + "\n";
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res.obj += "v " + std::to_string(t.p2.x) + " " + std::to_string(t.p2.z) + " " + std::to_string(t.p2.y) + "\n";
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res.obj += "v " + std::to_string(t.p3.x) + " " + std::to_string(t.p3.z) + " " + std::to_string(t.p3.y) + "\n";
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}
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}
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}
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// write each obstacle
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for (const Obstacle3D& o : elements) {
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// create a new group
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res += "g elem_" + std::to_string(++nObjs) + "\n";
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//res.obj += "g elem_" + std::to_string(++nObjs) + "\n";
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// create a new object
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res.obj += "o elem_" + std::to_string(++nObjs) + "\n";
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// group's material
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res.obj += "usemtl mat_" + std::to_string(getMaterial(o)) + "\n";
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// write the group's faces
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for (size_t i = 0; i < o.triangles.size(); ++i) {
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res += "f " + std::to_string(nVerts+0) + " " + std::to_string(nVerts+1) + " " + std::to_string(nVerts+2) + "\n";
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res.obj += "f " + std::to_string(nVerts+0) + " " + std::to_string(nVerts+1) + " " + std::to_string(nVerts+2) + "\n";
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nVerts += 3;
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}
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@@ -59,18 +159,6 @@ namespace Ray3D {
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faces += obs.triangles.size();
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}
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// material
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std::vector<Material> mats = {
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Material(0,128,0,255), // ground outdoor
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Material(64,64,64,255), // ground outdoor
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Material(255,96,96,255), // stair
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Material(128,128,128,255), // concrete
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Material(64,128,255,64), // glass
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Material(200,200,200,255), // default
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};
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res << "element material " << mats.size() << "\n";
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res << "property uchar red\n";
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@@ -85,11 +173,11 @@ namespace Ray3D {
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res << "property float nx\n";
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res << "property float ny\n";
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res << "property float nz\n";
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res << "property int material_index\n";
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res << "property uchar red\n";
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res << "property uchar green\n";
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res << "property uchar blue\n";
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res << "property uchar alpha\n";
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res << "property int material_index\n";
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res << "element face " << faces << "\n";
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res << "property list uchar int vertex_indices\n";
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@@ -107,9 +195,9 @@ namespace Ray3D {
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const Material& mat = mats[matIdx];
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for (const Triangle3& tria : obs.triangles) {
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const Point3 n = cross(tria.p2-tria.p1, tria.p3-tria.p1).normalized();
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res << tria.p1.x << " " << tria.p1.y << " " << tria.p1.z << " " << n.x << " " << n.y << " " << n.z << " " << matIdx << " " << mat.r << " " << mat.g << " " << mat.b << " " << mat.a << "\n";
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res << tria.p2.x << " " << tria.p2.y << " " << tria.p2.z << " " << n.x << " " << n.y << " " << n.z << " " << matIdx << " " << mat.r << " " << mat.g << " " << mat.b << " " << mat.a <<"\n";
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res << tria.p3.x << " " << tria.p3.y << " " << tria.p3.z << " " << n.x << " " << n.y << " " << n.z << " " << matIdx << " " << mat.r << " " << mat.g << " " << mat.b << " " << mat.a <<"\n";
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res << tria.p1.x << " " << tria.p1.y << " " << tria.p1.z << " " << n.x << " " << n.y << " " << n.z << " " << mat.r << " " << mat.g << " " << mat.b << " " << mat.a << " " << matIdx << "\n";
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res << tria.p2.x << " " << tria.p2.y << " " << tria.p2.z << " " << n.x << " " << n.y << " " << n.z << " " << mat.r << " " << mat.g << " " << mat.b << " " << mat.a << " " << matIdx << "\n";
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res << tria.p3.x << " " << tria.p3.y << " " << tria.p3.z << " " << n.x << " " << n.y << " " << n.z << " " << mat.r << " " << mat.g << " " << mat.b << " " << mat.a << " " << matIdx << "\n";
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}
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}
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@@ -131,6 +219,20 @@ namespace Ray3D {
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Material(int r, int g, int b, int a) : r(r), g(g), b(b), a(a) {;}
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};
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// material
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std::vector<Material> mats = {
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Material(0,128,0,255), // ground outdoor
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Material(64,64,64,255), // ground outdoor
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Material(255,96,96,255), // stair
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Material(128,128,128,255), // concrete
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Material(64,128,255,64), // glass
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Material(200,200,200,255), // default
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};
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int getMaterial(const Obstacle3D& o) const {
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if (o.type == Obstacle3D::Type::GROUND_OUTDOOR) {return 0;}
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if (o.type == Obstacle3D::Type::GROUND_INDOOR) {return 1;}
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