moved from ray3 to floorplan/3D

worked on new wall models
refactoring
This commit is contained in:
2018-07-24 08:13:16 +02:00
parent 083a1c2cf2
commit 8dd1ba0be6
25 changed files with 703 additions and 92 deletions

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#ifndef FLOORPLAN_3D_CUBE_H
#define FLOORPLAN_3D_CUBE_H
#include "../../../math/Matrix4.h"
#include "Mesh.h"
namespace Floorplan3D {
class Cube : public Mesh {
private:
/** ctor */
Cube() {
//unitCube(true);
}
public:
enum Part {
CUBE_TOP = 1,
CUBE_BOTTOM = 2,
CUBE_LEFT = 4,
CUBE_RIGHT = 8,
CUBE_FRONT = 16,
CUBE_BACK = 32,
};
// Cube (const Point3 p1, const Point3 p2, const Point3 p3, const Point3 p4, const float h) {
//// const Point3 ph(0,0,h);
//// addQuad(p1+ph, p2+ph, p3+ph, p4+ph); // top
//// addQuad(p4, p3, p2, p1); // bottom
//// addQuad(p3+ph, p2+ph, p2, p3); // right
//// addQuad(p1+ph, p4+ph, p4, p1); // left
//// addQuad(p2+ph, p1+ph, p1, p2); // front
//// addQuad(p4+ph, p3+ph, p3, p4); // back
// addQuad();
// }
/** ctor with position, size and rotation */
Cube(const Point3 pos, const Point3 size, const Point3 rot_deg, const Part parts = (Part)63) {
unitCube(parts);
transform(pos, size, rot_deg);
}
/** get a transformed version */
Cube transformed(const Matrix4& mat) const {
Cube res = *this;
res.transform(mat);
return res;
}
/** get a transformed version */
Cube transformed(const Point3 pos, const Point3 size, const Point3 rot_deg) const {
Cube res = *this;
res.transform(pos, size, rot_deg);
return res;
}
static Cube unit(const Part parts = (Part) 63) {
Cube cube;
cube.unitCube(parts);
return cube;
}
/** cube from 8 vertices (upper 4, lower 4) */
static Cube fromVertices(const Point3 pt1, const Point3 pt2, const Point3 pt3, const Point3 pt4, const Point3 pb1, const Point3 pb2, const Point3 pb3, const Point3 pb4) {
Cube cube;
cube.addQuad(pt1, pt2, pt3, pt4); // top
cube.addQuad(pb4, pb3, pb2, pb1); // bottom
cube.addQuad(pt3, pt2, pb2, pb3); // right
cube.addQuad(pt1, pt4, pb4, pb1); // left
cube.addQuad(pt2, pt1, pb1, pb2); // front
cube.addQuad(pt4, pt3, pb3, pb4); // back
return cube;
}
/** cube from 8 vertices (upper 4, lower 4) */
static Cube fromBottomAndHeight(const Point3 pb1, const Point3 pb2, const Point3 pb3, const Point3 pb4, const float h) {
const Point3 ph(0,0,h);
return Cube::fromVertices(pb1+ph, pb2+ph, pb3+ph, pb4+ph, pb1, pb2, pb3, pb4);
}
private:
/** build unit-cube faces */
void unitCube(const Part parts) {
const float s = 1.0f;
// left?
if (parts & CUBE_LEFT) {
addQuad(
Point3(+s, -s, -s),
Point3(+s, -s, +s),
Point3(-s, -s, +s),
Point3(-s, -s, -s)
);
}
// right?
if (parts & CUBE_RIGHT) {
addQuad(
Point3(-s, +s, -s),
Point3(-s, +s, +s),
Point3(+s, +s, +s),
Point3(+s, +s, -s)
);
}
// front
if (parts & CUBE_FRONT) {
addQuad(
Point3(-s, -s, -s),
Point3(-s, -s, +s),
Point3(-s, +s, +s),
Point3(-s, +s, -s)
);
}
// back
if (parts & CUBE_BACK) {
addQuad(
Point3(+s, +s, -s),
Point3(+s, +s, +s),
Point3(+s, -s, +s),
Point3(+s, -s, -s)
);
}
// top
if (parts & CUBE_TOP) {
addQuad(
Point3(+s, +s, +s),
Point3(-s, +s, +s),
Point3(-s, -s, +s),
Point3(+s, -s, +s)
);
}
// bottom
if (parts & CUBE_BOTTOM) {
addQuad(
Point3(+s, -s, -s),
Point3(-s, -s, -s),
Point3(-s, +s, -s),
Point3(+s, +s, -s)
);
}
}
};
}
#endif // FLOORPLAN_3D_CUBE_H

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#ifndef FLOORPLAN_3D_CYLINDER_H
#define FLOORPLAN_3D_CYLINDER_H
#include "../../../math/Matrix4.h"
#include "Mesh.h"
namespace Floorplan3D {
/** walled cylinder */
class Cylinder : public Mesh {
public:
/** ctor */
Cylinder() {
;
}
/** get a transformed version */
Cylinder transformed(const Matrix4& mat) const {
Cylinder res = *this;
res.transform(mat);
return res;
}
/** build */
void add(const float rOuter, const float h, bool topAndBottom) {
const int tiles = 8;
const float deg_per_tile = 360.0f / tiles;
const float rad_per_tile = deg_per_tile / 180.0f * M_PI;
for (int i = 0; i < tiles; ++i) {
const float startRad = (i+0) * rad_per_tile;
const float endRad = (i+1) * rad_per_tile;
const float xo0 = std::cos(startRad) * rOuter;
const float yo0 = std::sin(startRad) * rOuter;
const float xo1 = std::cos(endRad) * rOuter;
const float yo1 = std::sin(endRad) * rOuter;
const float cx = 0;
const float cy = 0;
// outer
addQuad(
Point3(xo0, yo0, -h),
Point3(xo1, yo1, -h),
Point3(xo1, yo1, +h),
Point3(xo0, yo0, +h)
);
if (topAndBottom) {
// top
addTriangle(
Point3(cx, cy, h),
Point3(xo0, yo0, h),
Point3(xo1, yo1, h)
);
// bottom
addTriangle(
Point3(cx, cy, -h),
Point3(xo1, yo1, -h),
Point3(xo0, yo0, -h)
);
}
}
}
};
}
#endif // FLOORPLAN_3D_CYLINDER_H

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#ifndef FLOORPLAN_3D_MESH_H
#define FLOORPLAN_3D_MESH_H
#include <vector>
#include "../../../geo/Triangle3.h"
#include "../../../math/Matrix4.h"
namespace Floorplan3D {
class Mesh {
protected:
std::vector<Triangle3> trias;
public:
/** get the mesh's triangles */
const std::vector<Triangle3>& getTriangles() const {
return trias;
}
void transform(const Point3 pos, Point3 size, Point3 rot_deg) {
const Matrix4 mRot = Matrix4::getRotationDeg(rot_deg.x, rot_deg.y, rot_deg.z);
const Matrix4 mSize = Matrix4::getScale(size.x, size.y, size.z);
const Matrix4 mPos = Matrix4::getTranslation(pos.x, pos.y, pos.z);
const Matrix4 mat = mPos * mRot * mSize;
transform(mat);
}
void translate(const Point3 pos) {
const Matrix4 mPos = Matrix4::getTranslation(pos.x, pos.y, pos.z);
transform(mPos);
}
void transform(const Matrix4& mat) {
for (Triangle3& tria : trias) {
Vector4 v1(tria.p1.x, tria.p1.y, tria.p1.z, 1);
Vector4 v2(tria.p2.x, tria.p2.y, tria.p2.z, 1);
Vector4 v3(tria.p3.x, tria.p3.y, tria.p3.z, 1);
v1 = mat*v1;
v2 = mat*v2;
v3 = mat*v3;
tria.p1 = Point3(v1.x, v1.y, v1.z);
tria.p2 = Point3(v2.x, v2.y, v2.z);
tria.p3 = Point3(v3.x, v3.y, v3.z);
}
}
void addQuad(Point3 p1, Point3 p2, Point3 p3, Point3 p4) {
trias.push_back( Triangle3(p1,p2,p3) );
trias.push_back( Triangle3(p1,p3,p4) );
}
void addTriangle(Point3 p1, Point3 p2, Point3 p3) {
trias.push_back( Triangle3(p1,p2,p3) );
}
};
}
#endif // FLOORPLAN_3D_MESH_H

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#ifndef FLOORPLAN_3D_TUBE_H
#define FLOORPLAN_3D_TUBE_H
#include "../../../math/Matrix4.h"
#include "Mesh.h"
namespace Floorplan3D {
/** walled cylinder */
class Tube : public Mesh {
public:
/** ctor */
Tube() {
;
}
/** get a transformed version */
Tube transformed(const Matrix4& mat) const {
Tube res = *this;
res.transform(mat);
return res;
}
/** build */
void addSegment(const float from_deg, const float to_deg, const float rInner, const float rOuter, const float h, bool closeSides, bool topAndBottom) {
const int tiles = 32;
const float deg_per_tile = 360.0f / tiles;
const float rad_per_tile = deg_per_tile / 180.0f * M_PI;
const int startTile = std::round(from_deg / deg_per_tile);
const int endTile = std::round(to_deg / deg_per_tile);
for (int i = startTile; i < endTile; ++i) {
const float startRad = (i+0) * rad_per_tile;
const float endRad = (i+1) * rad_per_tile;
const float xo0 = std::cos(startRad) * rOuter;
const float yo0 = std::sin(startRad) * rOuter;
const float xo1 = std::cos(endRad) * rOuter;
const float yo1 = std::sin(endRad) * rOuter;
const float xi0 = std::cos(startRad) * rInner;
const float yi0 = std::sin(startRad) * rInner;
const float xi1 = std::cos(endRad) * rInner;
const float yi1 = std::sin(endRad) * rInner;
if (closeSides) {
// close start of segment
if (i == startTile) {
addQuad(
Point3(xi0, yi0, -h),
Point3(xo0, yo0, -h),
Point3(xo0, yo0, +h),
Point3(xi0, yi0, +h)
);
}
// close end of segment
if (i == endTile-1) {
addQuad(
Point3(xi1, yi1, +h),
Point3(xo1, yo1, +h),
Point3(xo1, yo1, -h),
Point3(xi1, yi1, -h)
);
}
}
// outer
addQuad(
Point3(xo0, yo0, -h),
Point3(xo1, yo1, -h),
Point3(xo1, yo1, +h),
Point3(xo0, yo0, +h)
);
// innser
addQuad(
Point3(xi0, yi0, +h),
Point3(xi1, yi1, +h),
Point3(xi1, yi1, -h),
Point3(xi0, yi0, -h)
);
if (topAndBottom) {
// top
addQuad(
Point3(xi0, yi0, h),
Point3(xo0, yo0, h),
Point3(xo1, yo1, h),
Point3(xi1, yi1, h)
);
// bottom
addQuad(
Point3(xi1, yi1, -h),
Point3(xo1, yo1, -h),
Point3(xo0, yo0, -h),
Point3(xi0, yi0, -h)
);
}
}
}
};
}
#endif // FLOORPLAN_3D_TUBE_H