moved from ray3 to floorplan/3D
worked on new wall models refactoring
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99
floorplan/3D/Outline.h
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99
floorplan/3D/Outline.h
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#ifndef FLOORPLAN_3D_OUTLINE_H
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#define FLOORPLAN_3D_OUTLINE_H
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#include "Obstacle3.h"
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#include "misc.h"
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#include <unordered_map>
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#include "../../geo/GPCPolygon2.h"
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namespace Floorplan3D {
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class Outline {
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public:
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/** convert a floor (floor/ceiling) into triangles */
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std::vector<Obstacle3D> get(const Floorplan::Floor* f) {
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FloorPos fpos(f);
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std::vector<Obstacle3D> res;
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if (!f->enabled) {return res;}
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if (!f->outline.enabled) {return res;}
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// floor uses an outline based on "add" and "remove" areas
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// we need to create the apropriate triangles to model the polygon
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// including all holes (remove-areas)
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// process all "add" regions by type
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// [this allows for overlaps of the same type]
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std::unordered_map<std::string, GPCPolygon2> types;
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for (Floorplan::FloorOutlinePolygon* fop : f->outline) {
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if (fop->method == Floorplan::OutlineMethod::ADD) {
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if (fop->outdoor) {
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types["outdoor"].add(fop->poly);
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} else {
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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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for (Floorplan::FloorOutlinePolygon* fop : f->outline) {
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if (fop->method == Floorplan::OutlineMethod::REMOVE) {
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for (auto& it : types) {
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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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for (auto& it : types) {
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// TODO: variable type?
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Obstacle3D::Type type = (it.first == "indoor") ? (Obstacle3D::Type::GROUND_INDOOR) : (Obstacle3D::Type::GROUND_OUTDOOR);
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Obstacle3D obs(type, Floorplan::Material::CONCRETE);
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// convert them into polygons
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std::vector<std::vector<Point3>> polys = it.second.get(fpos.z1);
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// convert polygons (GL_TRIANGLE_STRIP) to triangles
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for (const std::vector<Point3>& pts : polys) {
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for (int i = 0; i < (int)pts.size() - 2; ++i) {
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// floor must be double-sided
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Triangle3 tria1 (pts[i+0], pts[i+1], pts[i+2]);
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Triangle3 tria2 (pts[i+2], pts[i+1], pts[i+0]);
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// ensure the triangle with the normal pointing downwards (towards bulding's cellar)
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// is below the triangle that points upwards (towards the sky)
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if (tria1.getNormal().z < 0) {std::swap(tria1, tria2);}
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// tria2 = ceiling of previous floor
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tria2 -= Point3(0,0,fpos.fh);
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// add both
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obs.triangles.push_back(tria1);
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obs.triangles.push_back(tria2);
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}
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}
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res.push_back(obs);
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}
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return res;
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}
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};
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}
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#endif // FLOORPLAN_3D_OUTLINE_H
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