modified lib GPC for header only
worked on 3d traytracing
This commit is contained in:
@@ -5,6 +5,7 @@
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#include "../../../geo/BBox3.h"
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#include <vector>
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#include <functional>
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#include <mutex>
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template <typename T> class DataMap3 {
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@@ -189,6 +190,8 @@ private:
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struct DataMap3SignalEntry {
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struct Entry {
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float rssi;
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float distanceToAP;
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@@ -198,8 +201,11 @@ struct DataMap3SignalEntry {
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std::vector<Entry> entries;
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void add(const float rssi, const float distanceToAP) {
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static std::mutex mtx;
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Entry e(rssi, distanceToAP);
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mtx.lock();
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entries.push_back(e);
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mtx.unlock();
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}
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float getMaxRSSI() const {
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@@ -17,6 +17,7 @@ private:
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bool exportCeilings = true;
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bool exportObstacles = true;
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bool exportWallTops = false;
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std::vector<Floorplan::Floor*> exportFloors;
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const Floorplan::IndoorMap* map;
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@@ -28,14 +29,25 @@ public:
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}
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void setExportCeilings(bool exp) {
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this->exportCeilings = exp;
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}
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/** limit to-be-exported floors */
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void setFloors(const std::vector<Floorplan::Floor*> floors) {
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this->exportFloors = floors;
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}
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/** get all triangles grouped by obstacle */
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std::vector<Obstacle3D> triangulize() {
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std::vector<Obstacle3D> res;
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// get the to-be-exported floors (either "all" or "user defined")
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const std::vector<Floorplan::Floor*>& floors = (exportFloors.empty()) ? (map->floors) : (exportFloors);
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// process each floor
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for (const Floorplan::Floor* f : map->floors) {
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for (const Floorplan::Floor* f : floors) {
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// triangulize the floor itself (floor/ceiling)
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if (exportCeilings) {res.push_back(getTriangles(f));}
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@@ -1,139 +0,0 @@
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#ifndef OBSTACLETREE_H
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#define OBSTACLETREE_H
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#include "../../../geo/Sphere3.h"
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#include "Obstacle3.h"
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#include <algorithm>
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struct ObstacleNode {
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bool isLeaf = true;
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Sphere3 boundSphere;
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std::vector<ObstacleNode*> sub;
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ObstacleNode(bool isLeaf = false) : isLeaf(isLeaf) {;}
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};
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struct ObstacleLeaf : public ObstacleNode {
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Obstacle3D obs;
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ObstacleLeaf() : ObstacleNode(true) {;}
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};
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class ObstacleTree {
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ObstacleNode root;
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public:
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/** append a new leaf */
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void add(ObstacleLeaf* leaf) {
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root.sub.push_back(leaf);
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}
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void optimize() {
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while(true) {
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bool did = concat();
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if (!did) {break;}
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}
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}
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std::vector<Obstacle3D*> getHits(const Ray3 ray) const {
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std::vector<Obstacle3D*> obs;
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getHits(ray, &root, obs);
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return obs;
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}
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void getHits(const Ray3 ray, const ObstacleNode* node, std::vector<Obstacle3D*>& hits) const {
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for (const ObstacleNode* sub : node->sub) {
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if (sub->boundSphere.intersects(ray)) {
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if (sub->isLeaf) {
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ObstacleLeaf* leaf = (ObstacleLeaf*)(sub);
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hits.push_back(&leaf->obs);
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} else {
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if (sub->boundSphere.intersects(ray)) {getHits(ray, sub, hits);}
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}
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}
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}
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}
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bool concat() {
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bool concated = false;
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// first, sort all elements by radius (smallest first)
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auto compRadius = [] (const ObstacleNode* l1, const ObstacleNode* l2) {
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return l1->boundSphere.radius < l2->boundSphere.radius;
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};
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std::sort(root.sub.begin(), root.sub.end(), compRadius);
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ObstacleNode newRoot;
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// combine nearby elements
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//for (size_t i = 0; i < root.sub.size(); ++i) {
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while(true) {
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// get [and remove] the next element
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ObstacleLeaf* l0 = (ObstacleLeaf*) root.sub[0];
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root.sub.erase(root.sub.begin()+0);
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// find another element that yields minimal increase in volume
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auto compNear = [l0] (const ObstacleNode* l1, const ObstacleNode* l2) {
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const float d1 = Sphere3::join(l0->boundSphere, l1->boundSphere).radius;
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const float d2 = Sphere3::join(l0->boundSphere, l2->boundSphere).radius;
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return d1 < d2;
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};
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auto it = std::min_element(root.sub.begin(), root.sub.end(), compNear);
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ObstacleNode* l1 = *it;
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float increment = Sphere3::join(l0->boundSphere, l1->boundSphere).radius / l0->boundSphere.radius;
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const bool combine = (root.sub.size() > 1) && (it != root.sub.end()) && (increment < 1.75);
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if (combine) {
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// combine both into a new node
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ObstacleNode* node = new ObstacleNode();
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node->sub.push_back(l0);
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node->sub.push_back(*it);
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node->boundSphere = Sphere3::join(l0->boundSphere, (*it)->boundSphere);
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root.sub.erase(it);
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newRoot.sub.push_back(node);
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concated = true;
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} else {
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ObstacleNode* node = new ObstacleNode();
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node->sub.push_back(l0);
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node->boundSphere = l0->boundSphere;
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newRoot.sub.push_back(node);
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}
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// done?
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if (root.sub.size() == 1) {
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ObstacleNode* node = new ObstacleNode();
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node->sub.push_back(root.sub.front());
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node->boundSphere = root.sub.front()->boundSphere;
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newRoot.sub.push_back(node);
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break;
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} else if (root.sub.size() == 0) {
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break;
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}
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//--i;
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}
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root = newRoot;
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return concated;
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}
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};
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#endif // OBSTACLETREE_H
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@@ -5,6 +5,9 @@
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#include "../../../geo/Line2.h"
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#include "../../../geo/BBox2.h"
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#include "../../../geo/volume/BVH.h"
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#include "../../../geo/volume/BVHDebug.h"
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#include "../../../floorplan/v2/Floorplan.h"
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#include "../../../floorplan/v2/FloorplanHelper.h"
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@@ -13,7 +16,9 @@
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#include "MaterialOptions.h"
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#include "Obstacle3.h"
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#include "ModelFactory.h"
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#include "ObstacleTree.h"
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//#include "ObstacleTree.h"
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#include <random>
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@@ -133,8 +138,29 @@ struct Hit3 {
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struct Obstacle3DWrapper {
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static std::vector<Point3> getVertices(const Obstacle3D& obs) {
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std::vector<Point3> pts;
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for (const Triangle3& tria : obs.triangles) {
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pts.push_back(tria.p1);
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pts.push_back(tria.p2);
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pts.push_back(tria.p3);
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}
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return pts;
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}
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static std::vector<Point3> getDebugLines(const Obstacle3D& obs) {
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std::vector<Point3> pts;
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for (const Triangle3& tria : obs.triangles) {
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pts.push_back(tria.p1); pts.push_back(tria.p2);
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pts.push_back(tria.p2); pts.push_back(tria.p3);
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pts.push_back(tria.p3); pts.push_back(tria.p1);
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}
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return pts;
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}
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};
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@@ -147,12 +173,11 @@ private:
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DataMap3Signal dm;
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//std::vector<Obstacle3D> obstacles;
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ObstacleTree tree;
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BVHDebug<Obstacle3D, BoundingVolumeSphere, Obstacle3DWrapper> tree;
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struct Limit {
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static constexpr int RAYS = 1000;
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static constexpr int HITS = 16;
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static constexpr int RAYS = 15000;
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static constexpr int HITS = 25;
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static constexpr float RSSI = -110;
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};
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@@ -174,19 +199,13 @@ public:
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ModelFactory fac(map);
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std::vector<Obstacle3D> obstacles = fac.triangulize();
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// build bounding volumes
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for (Obstacle3D& obs : obstacles) {
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ObstacleLeaf* leaf = new ObstacleLeaf();
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leaf->obs = obs;
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leaf->boundSphere = getSphereAround(obs.triangles);
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if (leaf->boundSphere.radius == 0) {
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throw Exception("invalid item detected");
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}
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tree.add(leaf);
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tree.add(obs);
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}
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tree.optimize();
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//tree.optimize();
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//tree.show(500, false);
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int xxx = 0; (void) xxx;
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@@ -209,6 +228,7 @@ public:
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std::uniform_real_distribution<float> dy(-1.0, +1.0);
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std::uniform_real_distribution<float> dz(-1.0, +1.0);
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#pragma omp parallel for
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for (int i = 0; i < Limit::RAYS; ++i) {
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std::cout << "ray: " << i << std::endl;
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@@ -229,6 +249,8 @@ public:
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}
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//#define USE_DEBUG
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private:
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@@ -239,7 +261,9 @@ private:
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// stop?
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if (nextHit.invalid) {
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#ifdef USE_DEBUG
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hitStop.push_back(nextHit.pos);
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#endif
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return;
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}
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@@ -248,7 +272,9 @@ private:
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// continue?
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if ((nextHit.stopHere) || (ray.getRSSI(nextHit.dist) < Limit::RSSI) || (ray.getDepth() > Limit::HITS)) {
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#ifdef USE_DEBUG
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hitStop.push_back(nextHit.pos);
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#endif
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return;
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}
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@@ -256,11 +282,15 @@ private:
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// apply effects
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if (ray.isWithin) {
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leave(ray, nextHit);
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#ifdef USE_DEBUG
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hitLeave.push_back(nextHit.pos);
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#endif
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} else {
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enter(ray, nextHit);
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reflectAt(ray, nextHit);
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#ifdef USE_DEBUG
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hitEnter.push_back(nextHit.pos);
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#endif
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}
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@@ -365,6 +395,7 @@ private:
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Assert::isNear(1.0f, ray.dir.length(), 0.01f, "not normalized!");
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int hits = 0;
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const float MAX = 999999;
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Hit3 nearest; nearest.dist = MAX;
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@@ -387,10 +418,13 @@ private:
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// }
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std::vector<Obstacle3D*> obs = tree.getHits(ray);
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for (const Obstacle3D* o : obs) {
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hitTest(ray, *o, nearest);
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}
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auto onHit = [&] (const Obstacle3D& obs) {
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++hits;
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hitTest(ray, obs, nearest);
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};
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tree.getHits(ray, onHit);
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}
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@@ -399,6 +433,8 @@ private:
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nearest.invalid = true;
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}
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//std::cout << hits << std::endl;
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return nearest;
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}
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@@ -445,6 +481,7 @@ private:
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}
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/*
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Sphere3 getSphereAround(const std::vector<Triangle3>& trias) {
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std::vector<Point3> pts;
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@@ -463,7 +500,7 @@ private:
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return sphere;
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}
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*/
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