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:
2018-02-17 17:20:43 +01:00
parent 42a3a47317
commit 8358f45674
15 changed files with 770 additions and 114 deletions

View File

@@ -9,6 +9,8 @@
#include "Tube.h"
#include "FloorplanMesh.h"
#include "OBJPool.h"
namespace Ray3D {
/**
@@ -25,6 +27,7 @@ namespace Ray3D {
bool exportHandrails = true;
bool exportDoors = true;
bool doorsOpen = true;
bool exportObjects = true;
bool exportWallTops = false;
std::vector<Floorplan::Floor*> exportFloors;
@@ -114,6 +117,8 @@ namespace Ray3D {
/** convert a floor (floor/ceiling) into triangles */
std::vector<Obstacle3D> getFloor(const Floorplan::Floor* f) {
FloorPos fpos(f);
std::vector<Obstacle3D> res;
if (!f->enabled) {return res;}
if (!f->outline.enabled) {return res;}
@@ -157,20 +162,22 @@ namespace Ray3D {
Obstacle3D obs(type, Floorplan::Material::CONCRETE);
// convert them into polygons
std::vector<std::vector<Point3>> polys = it.second.get(f->getStartingZ());
std::vector<std::vector<Point3>> polys = it.second.get(fpos.z1);
// convert polygons (GL_TRIANGLE_STRIP) to triangles
for (const std::vector<Point3>& pts : polys) {
for (int i = 0; i < (int)pts.size() - 2; ++i) {
// floor must be double-sided for reflection to work with the correct normals
// floor must be double-sided
Triangle3 tria1 (pts[i+0], pts[i+1], pts[i+2]);
Triangle3 tria2 (pts[i+2], pts[i+1], pts[i+0]);
// ensure the triangle with the normal pointing downwards (towards bulding's cellar)
// is below the triangle that points upwards (towards the sky)
if (tria1.getNormal().z < 0) {tria1 = tria1 - Point3(0,0,0.02);}
if (tria2.getNormal().z < 0) {tria2 = tria2 - Point3(0,0,0.02);}
if (tria1.getNormal().z < 0) {std::swap(tria1, tria2);}
// tria2 = ceiling of previous floor
tria2 -= Point3(0,0,fpos.fh);
// add both
obs.triangles.push_back(tria1);
@@ -208,6 +215,16 @@ namespace Ray3D {
}
}
// handle object obstacles
const Floorplan::FloorObstacleObject* foo = dynamic_cast<const Floorplan::FloorObstacleObject*>(fo);
if (foo) {
if (exportObjects) {
if (!foo->file.empty()) {
res.push_back(getObject(f, foo));
}
}
}
const Floorplan::FloorObstacleDoor* door = dynamic_cast<const Floorplan::FloorObstacleDoor*>(fo);
if (door) {
if (exportObstacles) {
@@ -246,6 +263,8 @@ namespace Ray3D {
Obstacle3D getWall(const Floorplan::Floor* f, const Floorplan::FloorObstacleLine* fol, const Floorplan::FloorObstacleDoor* aboveDoor) const {
FloorPos fpos(f);
const float thickness_m = fol->thickness_m;
const Point2 from = (!aboveDoor) ? (fol->from) : (aboveDoor->from);
const Point2 to = (!aboveDoor) ? (fol->to) : (aboveDoor->to);
@@ -255,8 +274,8 @@ namespace Ray3D {
const float deg = rad * 180 / M_PI;
// cube's destination center
const float cenZ = (!aboveDoor) ? (f->atHeight + f->height/2) : (f->getEndingZ() - (f->height - aboveDoor->height) / 2);
const float height = (!aboveDoor) ? (f->height) : (f->height - aboveDoor->height);
const float cenZ = (!aboveDoor) ? (fpos.z1 + fpos.height/2) : (fpos.z2 - (fpos.height - aboveDoor->height) / 2);
const float height = (!aboveDoor) ? (fpos.height) : (fpos.height - aboveDoor->height);
const Point3 pos(cen2.x, cen2.y, cenZ);
// div by 2.01 to prevent overlapps and z-fighting
@@ -276,8 +295,44 @@ namespace Ray3D {
}
/** 3D Obstacle from .obj 3D mesh */
Obstacle3D getObject(const Floorplan::Floor* f, const Floorplan::FloorObstacleObject* foo) const {
FloorPos fpos(f);
const std::string& name = foo->file;
Obstacle3D obs = OBJPool::get().getObject(name);
obs = obs.rotated_deg( Point3(foo->rot.x, foo->rot.y, foo->rot.z) );
obs = obs.translated(foo->pos + Point3(0,0,fpos.z1));
// std::vector<Triangle3> trias;
// for (const OBJReader::Face& face : reader.getData().faces) {
// Point3 p1 = face.vnt[0].vertex;
// Point3 p2 = face.vnt[1].vertex;
// Point3 p3 = face.vnt[2].vertex;
// p1 = p1.rot(foo->rot.x/180.0f*M_PI, foo->rot.y/180.0f*M_PI, foo->rot.z/180.0f*M_PI);
// p2 = p2.rot(foo->rot.x/180.0f*M_PI, foo->rot.y/180.0f*M_PI, foo->rot.z/180.0f*M_PI);
// p3 = p3.rot(foo->rot.x/180.0f*M_PI, foo->rot.y/180.0f*M_PI, foo->rot.z/180.0f*M_PI);
// p1 += foo->pos; p1.z += fpos.z1;
// p2 += foo->pos; p2.z += fpos.z1;
// p3 += foo->pos; p3.z += fpos.z1;
// const Triangle3 tria(p1, p2, p3);
// trias.push_back(tria);
// }
// // done
// Obstacle3D res(Obstacle3D::Type::OBJECT, Floorplan::Material::WOOD);
// res.triangles = trias;
// return res;
return obs;
}
Obstacle3D getDoor(const Floorplan::Floor* f, const Floorplan::FloorObstacleDoor* door) const {
FloorPos fpos(f);
const float thickness_m = 0.10; // TODO??
const Point2 from = door->from;
const Point2 to = door->to;
@@ -297,7 +352,7 @@ namespace Ray3D {
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);
pos = Point3(from.x, from.y, fpos.z1 + door->height/2);
const float sx = from.getDistance(to) / 2;
const float sy = thickness_m / 2;
@@ -312,7 +367,7 @@ namespace Ray3D {
} 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);
const Point3 pos(cen2.x, cen2.y, fpos.z1 + door->height/2);
// outer and inner radius
const float rOuter = from.getDistance(to) / 2;
@@ -350,11 +405,6 @@ namespace Ray3D {
}
return res;
}
@@ -383,6 +433,8 @@ namespace Ray3D {
Obstacle3D getHandrail(const Floorplan::Floor* f, const Floorplan::FloorObstacleLine* fol) const {
FloorPos fpos(f);
// target
Obstacle3D res(getType(fol), fol->material);
if (!exportHandrails) {return res;}
@@ -393,8 +445,8 @@ namespace Ray3D {
const Point2 cen2 = (from+to)/2;
// edges
const float z1 = f->atHeight;
const float z2 = f->atHeight + 1.0;
const float z1 = fpos.z1;
const float z2 = fpos.z1 + 1.0;
Point3 p1 = Point3(from.x, from.y, z1);
Point3 p2 = Point3(to.x, to.y, z1);
Point3 p3 = Point3(from.x, from.y, z2);
@@ -576,6 +628,15 @@ namespace Ray3D {
}
}
/** used to model ceiling thickness */
struct FloorPos {
float fh;
float z1;
float z2;
float height;
FloorPos(const Floorplan::Floor* f) : fh(0.01), z1(f->getStartingZ()), z2(f->getEndingZ()-fh), height(z2-z1) {;}
};
};
}