work on raytracing

This commit is contained in:
2017-09-06 08:34:20 +02:00
parent c21925e86f
commit e4cd9c6b8d
32 changed files with 2790 additions and 3 deletions

26
geo/Plane3.h Normal file
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#ifndef PLANE3_H
#define PLANE3_H
#include "Point3.h"
class Plane3 {
private:
Point3 p1;
Point3 p2;
Point3 p3;
Point3 p4;
public:
/** ctor */
Plane3(Point3 p1, Point3 p2, Point3 p3, Point3 p4) : p1(p1), p2(p2), p3(p3), p4(p4) {
}
};
#endif // PLANE3_H

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@@ -116,8 +116,8 @@ private:
};
inline bool dot(const Point3& p1, const Point3& p2) {
return p1.x*p2.x + p1.y*p2.y + p1.z*p2.z;
inline float dot(const Point3& p1, const Point3& p2) {
return (p1.x*p2.x) + (p1.y*p2.y) + (p1.z*p2.z);
}
inline Point3 cross(const Point3& a, const Point3& b) {

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geo/Ray3.h Normal file
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#ifndef RAY3_H
#define RAY3_H
#include "Point3.h"
struct Ray3 {
/** starting point */
Point3 start;
/** ray's direction */
Point3 dir;
public:
/** empty */
Ray3() : start(), dir() {
;
}
/** ctor */
Ray3(Point3 start, Point3 dir) : start(start), dir(dir) {
;
}
};
#endif // RAY3_H

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geo/Sphere3.h Normal file
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#ifndef SPHERE3_H
#define SPHERE3_H
#include "Point3.h"
#include "Ray3.h"
#include <vector>
struct Sphere3 {
Point3 center;
float radius;
/** empty ctor */
Sphere3() : center(), radius(0) {;}
/** ctor */
Sphere3(const Point3 center, const float radius) : center(center), radius(radius) {;}
/** create a sphere that fully contains the given point-set */
static Sphere3 around(const std::vector<Point3>& lst) {
// NOT OPTIMAL but fast
Point3 sum(0,0,0);
for (const Point3 p : lst) {sum += p;}
const Point3 center = sum / lst.size();
float radius = 0;
for (const Point3 p : lst) {
const float dist = center.getDistance(p);
if (dist > radius) {radius = dist;}
}
return Sphere3(center, radius);
}
static Sphere3 join(const Sphere3& a, const Sphere3& b) {
if (a.contains(b)) {return a;}
if (b.contains(a)) {return b;}
Point3 newCen = (a.center + b.center) / 2;
float newRad = (a.center.getDistance(b.center) + std::max(a.radius, b.radius) * 2) / 2;
return Sphere3(newCen, newRad);
}
/** does this sphere contain the given sphere? */
bool contains(const Sphere3& o) const {
return (o.center.getDistance(this->center) + o.radius) < this->radius;
}
/** does the sphere contain the given point? */
bool contains(const Point3& p) const {
return center.getDistance(p) <= radius;
}
bool intersects(const Ray3& ray) const {
if (contains(ray.start)) {return true;}
/*
// https://stackoverflow.com/questions/6533856/ray-sphere-intersection
const float xA = ray.start.x;
const float yA = ray.start.y;
const float zA = ray.start.z;
const float xB = (ray.start + ray.dir).x;
const float yB = (ray.start + ray.dir).y;
const float zB = (ray.start + ray.dir).z;
const float xC = center.x;
const float yC = center.y;
const float zC = center.z;
const float a = (xB-xA)*(xB-xA)+(yB-yA)*(yB-yA)+(zB-zA)*(zB-zA);
const float b = 2*((xB-xA)*(xA-xC)+(yB-yA)*(yA-yC)+(zB-zA)*(zA-zC));
const float c = (xA-xC)*(xA-xC)+(yA-yC)*(yA-yC)+(zA-zC)*(zA-zC)-(radius*radius);
const float delta = (b*b) - (4*a*c);
// intersection?
return delta >= 0;
*/
// http://www.ccs.neu.edu/home/fell/CSU540/programs/RayTracingFormulas.htm
const double x0 = ray.start.x;
const double y0 = ray.start.y;
const double z0 = ray.start.z;
const double cx = center.x;
const double cy = center.y;
const double cz = center.z;
const double dx = ray.dir.x;
const double dy = ray.dir.y;
const double dz = ray.dir.z;
const double a = dx*dx + dy*dy + dz*dz;
const double b = 2*dx*(x0-cx) + 2*dy*(y0-cy) + 2*dz*(z0-cz);
const double c = cx*cx + cy*cy + cz*cz + x0*x0 + y0*y0 + z0*z0 + -2*(cx*x0 + cy*y0 + cz*z0) - radius*radius;
const double discriminant = (b*b) - (4*a*c);
return discriminant >= 0;
/*
// http://www.pixelnerve.com/v/2009/02/08/ray-sphere-intersection/
const float a = ray.dir.length();
//if (a == 0.0) return 0;
const float b = 2.0f * ( dot(ray.start, ray.dir) - dot(ray.dir, center)) ;
const Point3 tempDiff = center - ray.start;
const float c = tempDiff.length() - (radius*radius);
const float disc = b * b - 4 * a * c;
return disc >= 0.0f;
*/
}
};
#endif // SPHERE3_H

0
geo/TestSphere3.cpp Normal file
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118
geo/Triangle3.h Normal file
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#ifndef TRIANGLE3_H
#define TRIANGLE3_H
#include "Point3.h"
#include "Ray3.h"
struct Triangle3 {
Point3 p1;
Point3 p2;
Point3 p3;
public:
/** empty ctor */
Triangle3() : p1(), p2(), p3() {;}
/** ctor */
Triangle3(Point3 p1, Point3 p2, Point3 p3) : p1(p1), p2(p2), p3(p3) {;}
// Point3 cross(Point3 b, Point3 c) const {
// return Point3(
// b.y*c.z - c.y*b.z,
// b.z*c.x - c.z*b.x,
// b.x*c.y - c.x*b.y
// );
// }
// float dot(Point3 b, Point3 c) const {
// return b.x*c.x + b.y*c.y + b.z*c.z;
// }
Triangle3 operator - (const Point3 o) const {
return Triangle3(p1-o, p2-o, p3-o);
}
Point3 getNormal() const {
return cross( p2-p1, p3-p1 ).normalized();
}
// http://www.lighthouse3d.com/tutorials/maths/ray-triangle-intersection/
bool intersects(Ray3 ray, Point3& pos) const {
const Point3 e1 = p2-p1;
const Point3 e2 = p3-p1;
const Point3 h = cross(ray.dir, e2);
const float a = dot(e1, h);
if (a > -0.00001 && a < 0.00001) {return false;}
const float f = 1/a;
const Point3 s = ray.start - p1;
const float u = f * dot(s,h);
if (u < 0.0 || u > 1.0) {return false;}
const Point3 q = cross(s, e1);
const float v = f * dot(ray.dir, q);
if (v < 0.0 || u + v > 1.0) {return false;}
const float t = f * dot(e2,q);
if (t > 0.00001) {
pos = ray.start + (ray.dir * t);
return true;
}
return false;
}
/*
int rayIntersectsTriangle(float *p, float *d,
float *v0, float *v1, float *v2) {
float e1[3],e2[3],h[3],s[3],q[3];
float a,f,u,v;
//crossProduct(h,d,e2);
a = innerProduct(e1,h);
if (a > -0.00001 && a < 0.00001)
return(false);
f = 1/a;
vector(s,p,v0);
u = f * (innerProduct(s,h));
if (u < 0.0 || u > 1.0)
return(false);
crossProduct(q,s,e1);
v = f * innerProduct(d,q);
if (v < 0.0 || u + v > 1.0)
return(false);
// at this stage we can compute t to find out where
// the intersection point is on the line
t = f * innerProduct(e2,q);
if (t > 0.00001) // ray intersection
return(true);
else // this means that there is a line intersection
// but not a ray intersection
return (false);
}
*/
};
#endif // TRIANGLE3_H

21
geo/volume/BVH.h Normal file
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#ifndef BOUNDINGVOLUMEHIERARCHY_H
#define BOUNDINGVOLUMEHIERARCHY_H
#include "BoundingVolume.h"
#include "BoundingVolumeAABB.h"
#include "BoundingVolumeSphere.h"
class BVH {
public:
/** add a new volume to the tree */
void add(BoundingVolume* bv) {
}
};
#endif // BOUNDINGVOLUMEHIERARCHY_H

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@@ -0,0 +1,18 @@
#ifndef BOUNDINGVOLUME_H
#define BOUNDINGVOLUME_H
#include "../Point3.h"
class BoundingVolume {
public:
/** get the volume's size (something like m^3) */
virtual float getVolumeSize() const = 0;
/** does the volume contain the given point? */
virtual bool contains(const Point3 p) const = 0;
};
#endif // BOUNDINGVOLUME_H

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@@ -0,0 +1,30 @@
#ifndef BOUNDINGVOLUMEBOX_H
#define BOUNDINGVOLUMEBOX_H
#include "BoundingVolume.h"
#include "../Point3.h"
class BoundingVolumeAABB : public BoundingVolume {
static constexpr float MAX = +99999;
static constexpr float MIN = -99999;
/** minimum */
Point3 p1;
/** maximum */
Point3 p2;
public:
/** empty ctor */
BoundingVolumeAABB() : p1(MAX,MAX,MAX), p2(MIN,MIN,MIN) {;}
float getVolumeSize() const override {
return (p2.x-p1.x) * (p2.y-p1.y) * (p2.z-p1.z);
}
};
#endif // BOUNDINGVOLUMEBOX_H

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#ifndef BOUNDINGVOLUMEBOX_H
#define BOUNDINGVOLUMEBOX_H
#endif // BOUNDINGVOLUMEBOX_H

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#ifndef BOUNDINGVOLUMEHIERARCHY_H
#define BOUNDINGVOLUMEHIERARCHY_H
#endif // BOUNDINGVOLUMEHIERARCHY_H

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@@ -0,0 +1,27 @@
#ifndef BOUNDINGVOLUMESPHERE_H
#define BOUNDINGVOLUMESPHERE_H
#include "../Point3.h"
class BoundingVolumeSphere : public BoundingVolume {
private:
Point3 center;
float radius;
public:
float getVolumeSize() const override {
return (4.0f / 3.0f) * M_PI * (radius*radius*radius);
}
/** does the volume contain the given point? */
virtual bool contains(const Point3 p) const {
return (center-p).length() <= radius;
}
};
#endif // BOUNDINGVOLUMESPHERE_H

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@@ -30,7 +30,12 @@ int main(int argc, char** argv) {
//::testing::GTEST_FLAG(filter) = "*Offline.readWrite*";
::testing::GTEST_FLAG(filter) = "*Jensen*";
//::testing::GTEST_FLAG(filter) = "*Triangle*";
//::testing::GTEST_FLAG(filter) = "*Ray.ModelFac*";
//::testing::GTEST_FLAG(filter) = "*DataMap3*";
::testing::GTEST_FLAG(filter) = "*RayTrace3*";
//::testing::GTEST_FLAG(filter) = "*Matrix4*";
//::testing::GTEST_FLAG(filter) = "*Sphere3*";
//::testing::GTEST_FLAG(filter) = "*Barometer*";

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math/Matrix4.h Normal file
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#ifndef MATRIX4_H
#define MATRIX4_H
#include <initializer_list>
#include <cmath>
class Matrix4 {
private:
float data[16];
public:
Matrix4(std::initializer_list<float> lst) {
int idx = 0;
for (float f : lst) {
data[idx] = f; ++idx;
}
}
static Matrix4 identity() {
return Matrix4( {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1} );
}
static Matrix4 getRotationDeg(const float degX, const float degY, const float degZ) {
return getRotationRad(degX/180.0f*M_PI, degY/180.0f*M_PI, degZ/180.0f*M_PI);
}
static Matrix4 getRotationRad(const float radX, const float radY, const float radZ) {
const float g = radX; const float b = radY; const float a = radZ;
const float a11 = std::cos(a)*std::cos(b);
const float a12 = std::cos(a)*std::sin(b)*std::sin(g)-std::sin(a)*std::cos(g);
const float a13 = std::cos(a)*std::sin(b)*std::cos(g)+std::sin(a)*std::sin(g);
const float a21 = std::sin(a)*std::cos(b);
const float a22 = std::sin(a)*std::sin(b)*std::sin(g)+std::cos(a)*std::cos(g);
const float a23 = std::sin(a)*std::sin(b)*std::cos(g)-std::cos(a)*std::sin(g);
const float a31 = -std::sin(b);
const float a32 = std::cos(b)*std::sin(g);
const float a33 = std::cos(b)*std::cos(g);
return Matrix4({
a11, a12, a13, 0,
a21, a22, a23, 0,
a31, a32, a33, 0,
0, 0, 0, 1
});
}
static Matrix4 getTranslation(const float x, const float y, const float z) {
return Matrix4({
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1
});
}
static Matrix4 getScale(const float x, const float y, const float z) {
return Matrix4({
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
});
}
float operator [] (const int idx) const {return data[idx];}
bool operator == (const Matrix4& o) const {
for (int i = 0; i < 16; ++i) {
if (data[i] != o.data[i]) {return false;}
}
return true;
}
};
struct Vector4 {
float x,y,z,w;
Vector4() : x(0), y(0), z(0), w(0) {;}
Vector4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {;}
bool operator == (const Vector4 o) const {
return (x==o.x) && (y==o.y) && (z==o.z) && (w==o.w);
}
};
inline Vector4 operator * (const Matrix4& mat, const Vector4& vec) {
return Vector4(
(mat[ 0]*vec.x + mat[ 1]*vec.y + mat[ 2]*vec.z + mat[ 3]*vec.w),
(mat[ 4]*vec.x + mat[ 5]*vec.y + mat[ 6]*vec.z + mat[ 7]*vec.w),
(mat[ 8]*vec.x + mat[ 9]*vec.y + mat[10]*vec.z + mat[11]*vec.w),
(mat[12]*vec.x + mat[13]*vec.y + mat[14]*vec.z + mat[15]*vec.w)
);
}
inline Matrix4 operator * (const Matrix4& m1, const Matrix4& m2) {
return Matrix4({
m1[ 0]*m2[ 0] + m1[ 1]*m2[ 4] + m1[ 2]*m2[ 8] + m1[ 3]*m2[12], m1[ 0]*m2[ 1] + m1[ 1]*m2[ 5] + m1[ 2]*m2[ 9] + m1[ 3]*m2[13], m1[ 0]*m2[ 2] + m1[ 1]*m2[ 6] + m1[ 2]*m2[10] + m1[ 3]*m2[14], m1[ 0]*m2[ 3] + m1[ 1]*m2[ 7] + m1[ 2]*m2[11] + m1[ 3]*m2[15],
m1[ 4]*m2[ 0] + m1[ 5]*m2[ 4] + m1[ 6]*m2[ 8] + m1[ 7]*m2[12], m1[ 4]*m2[ 1] + m1[ 5]*m2[ 5] + m1[ 6]*m2[ 9] + m1[ 7]*m2[13], m1[ 4]*m2[ 2] + m1[ 5]*m2[ 6] + m1[ 6]*m2[10] + m1[ 7]*m2[14], m1[ 4]*m2[ 3] + m1[ 5]*m2[ 7] + m1[ 6]*m2[11] + m1[ 7]*m2[15],
m1[ 8]*m2[ 0] + m1[ 9]*m2[ 4] + m1[10]*m2[ 8] + m1[11]*m2[12], m1[ 8]*m2[ 1] + m1[ 9]*m2[ 5] + m1[10]*m2[ 9] + m1[11]*m2[13], m1[ 8]*m2[ 2] + m1[ 9]*m2[ 6] + m1[10]*m2[10] + m1[11]*m2[14], m1[ 8]*m2[ 3] + m1[ 9]*m2[ 7] + m1[10]*m2[11] + m1[11]*m2[15],
m1[12]*m2[ 0] + m1[13]*m2[ 4] + m1[14]*m2[ 8] + m1[15]*m2[12], m1[12]*m2[ 1] + m1[13]*m2[ 5] + m1[14]*m2[ 9] + m1[15]*m2[13], m1[12]*m2[ 2] + m1[13]*m2[ 6] + m1[14]*m2[10] + m1[15]*m2[14], m1[12]*m2[ 3] + m1[13]*m2[ 7] + m1[14]*m2[11] + m1[15]*m2[15]
});
}
#endif // MATRIX4_H

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tests/geo/TestSphere3.cpp Normal file
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#ifdef WITH_TESTS
#include "../Tests.h"
#include "../../geo/Sphere3.h"
TEST(Sphere3, contains) {
Sphere3 a(Point3(0,0,0), 10);
Sphere3 b1(Point3(8,0,0), 1);
Sphere3 b2(Point3(0,8,0), 1);
Sphere3 b3(Point3(0,0,8), 1);
ASSERT_TRUE(a.contains(b1));
ASSERT_TRUE(a.contains(b2));
ASSERT_TRUE(a.contains(b3));
ASSERT_FALSE(b1.contains(a));
ASSERT_FALSE(b2.contains(a));
ASSERT_FALSE(b3.contains(a));
Sphere3 c1(Point3(8,0,0), 2.01);
Sphere3 c2(Point3(0,8,0), 2.01);
Sphere3 c3(Point3(0,0,8), 2.01);
ASSERT_FALSE(a.contains(c1));
ASSERT_FALSE(a.contains(c2));
ASSERT_FALSE(a.contains(c3));
ASSERT_FALSE(c1.contains(a));
ASSERT_FALSE(c2.contains(a));
ASSERT_FALSE(c3.contains(a));
}
TEST(Sphere3, join) {
// no overlap
Sphere3 a1(Point3(-1,0,0), 1);
Sphere3 a2(Point3(+1,0,0), 1);
Sphere3 a3 = Sphere3::join(a1, a2);
ASSERT_EQ(Point3(0,0,0), a3.center);
ASSERT_EQ(2, a3.radius);
// overlap
Sphere3 b1(Point3(-1,0,0), 1.5);
Sphere3 b2(Point3(+1,0,0), 1.5);
Sphere3 b3 = Sphere3::join(b1, b2);
ASSERT_EQ(Point3(0,0,0), b3.center);
ASSERT_EQ(2.5, b3.radius);
// fully within
Sphere3 c1(Point3(-1,0,0), 3.6);
Sphere3 c2(Point3(+1,0,0), 1.5);
Sphere3 c3 = Sphere3::join(c1, c2);
ASSERT_EQ(c1.center, c3.center);
ASSERT_EQ(c1.radius, c3.radius);
Sphere3 c4 = Sphere3::join(c2, c1);
ASSERT_EQ(c1.center, c4.center);
ASSERT_EQ(c1.radius, c4.radius);
}
#endif

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#ifdef WITH_TESTS
#include "../Tests.h"
#include "../../geo/Triangle3.h"
// https://stackoverflow.com/questions/17458562/efficient-aabb-triangle-intersection-in-c-sharp
// http://fileadmin.cs.lth.se/cs/Personal/Tomas_Akenine-Moller/code/tribox3.txt
TEST(Triangle3, intersect) {
Point3 dst;
{
Triangle3 tria(Point3(-1,0,0), Point3(+1,0,0), Point3(0,1,0));
Ray3 ray(Point3(0,0.5,-1), Point3(0,0,1));
ASSERT_TRUE(tria.intersects(ray, dst));
ASSERT_EQ(Point3(0, 0.5, 0), dst);
}
{
Triangle3 tria(Point3(-1,0,0), Point3(+1,0,0), Point3(0,1,1));
Ray3 ray(Point3(0,0.5,-1), Point3(0,0,1));
ASSERT_TRUE(tria.intersects(ray, dst));
ASSERT_EQ(Point3(0, 0.5, 0.5), dst);
}
{
Triangle3 tria(Point3(10.4253730774, 49.0029830933, 0.00995028018951), Point3(10.4253730774, 49.0029830933, 3.99004983902), Point3(10.4253730774, 50.197013855, 3.99004983902));
Ray3 ray(Point3(67.2000045776, 36.0, 3.5), Point3(0.154123231769, -0.631025910378, -0.76029753685));
ASSERT_FALSE(tria.intersects(ray, dst));
}
}
#endif

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#ifdef WITH_TESTS
#include "../Tests.h"
#include "../../math/Matrix4.h"
TEST(Matrix4, mul) {
Matrix4 mat1 = Matrix4::identity();
Matrix4 mat2 = Matrix4::identity();
ASSERT_EQ(mat1, mat2);
}
TEST(Matrix4, vecMul) {
Matrix4 mat = Matrix4::identity();
Vector4 vec(1,1,1,1);
Vector4 v2 = mat*vec;
int i = 0; (void) i;
}
TEST(Matrix4, rot) {
Matrix4 mat = Matrix4::getRotationDeg(0,0,0);
Vector4 vec(1,0,0,1);
Vector4 v2 = mat*vec;
ASSERT_EQ(v2, vec);
}
#endif

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#ifdef WITH_TESTS
#include "../Tests.h"
#include "../../wifi/estimate/ray3/DataMap3.h"
TEST(DataMap3, test) {
BBox3 bbox(Point3(0,0,0), Point3(10,10,10));
DataMap3<float> dm;
dm.resize(bbox, 10);
dm.set(0,0,0, 10);
ASSERT_EQ(10, dm.get(0,0,0));
dm.set(0,5,0, 11);
ASSERT_EQ(11, dm.get(0,5,0));
dm.set(5,0,0, 12);
ASSERT_EQ(12, dm.get(5,0,0));
dm.set(0,0,5, 13);
ASSERT_EQ(13, dm.get(0,0,5));
}
#endif

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#ifdef WITH_TESTS
#include "../Tests.h"
#include "../../wifi/estimate/ray3/ModelFactory.h"
#include "../../floorplan/v2/FloorplanReader.h"
#include <fstream>
TEST(Ray, ModelFac) {
std::string file = "/mnt/data/workspaces/IndoorMap/maps/SHL39.xml";
Floorplan::IndoorMap* map = Floorplan::Reader::readFromFile(file);
ModelFactory fac(map);
fac.triangulize();
std::ofstream out("/mnt/vm/fhws.obj");
out << fac.toOBJ() << std::endl;
out.close();
}
#endif

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#ifdef WITH_TESTS
#include "../Tests.h"
#include "../../wifi/estimate/ray3/WifiRayTrace3D.h"
#include "../../floorplan/v2/FloorplanReader.h"
#include <fstream>
TEST(RayTrace3, test) {
//std::string file = "/mnt/data/workspaces/raytest2.xml";
//Floorplan::IndoorMap* map = Floorplan::Reader::readFromFile(file);
//Floorplan::AccessPoint* ap = map->floors[0]->accesspoints[0];
std::string file = "/mnt/data/workspaces/IndoorMap/maps/SHL39.xml";
Floorplan::IndoorMap* map = Floorplan::Reader::readFromFile(file);
Floorplan::AccessPoint* ap = map->floors[0]->accesspoints[4];
ModelFactory fac(map);
std::ofstream outOBJ("/mnt/vm/map.obj");
outOBJ << fac.toOBJ();
outOBJ.close();
const int gs_cm = 100;
WiFiRaytrace3D rt(map, gs_cm, ap->pos);
const DataMap3Signal& dms = rt.estimate();
const char sep = ';';
std::ofstream out("/mnt/vm/rays.xyz.txt");
auto lambda = [&] (const float x, const float y, const float z, const DataMap3SignalEntry& e) {
const float min = -120;
const float max = -40;
float rssi = e.getMaxRSSI();
if (rssi > max) {rssi = max;}
if (rssi > -100) {
const float v = ((rssi - min) / (max-min)) * 255;
out
<< x << sep << y << sep << z << sep
<< v << sep << v << sep << v
<< "\n";
}
};
dms.forEach(lambda);
out.close();
std::ofstream outHits("/mnt/vm/hits.xyz.txt");
for (const Point3 hit : rt.getHitEnter()) {
outHits << hit.x << sep << hit.y << sep << hit.z << sep << 0 << sep << 255 << sep << 0 << "\n";
}
for (const Point3 hit : rt.getHitLeave()) {
outHits << hit.x << sep << hit.y << sep << hit.z << sep << 0 << sep << 0 << sep << 255 << "\n";
}
for (const Point3 hit : rt.getHitStop()) {
outHits << hit.x << sep << hit.y << sep << hit.z << sep << 0 << sep << 0 << sep << 0 << "\n";
}
outHits.close();
}
#endif

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#ifndef DATAMAP2_H
#define DATAMAP2_H
#include "../../../geo/BBox2.h"
#include <vector>
template <typename T> class DataMap {
private:
float sx_m;
float sy_m;
float x_m;
float y_m;
int gridSize_cm;
BBox2 bbox;
int nx;
int ny;
T* data = nullptr;
public:
/** ctor */
DataMap() {
;
}
~DataMap() {
// cleanup
cleanup();
}
DataMap(const DataMap&) = delete;
DataMap* operator = (const DataMap& o) = delete;
/*
void blured(DataMap<T>& dst) const {
const int s = 2;
dst.resize(this->bbox, this->gridSize_cm);
for (int iy = 0; iy < ny; ++iy) {
for (int ix = 0; ix < nx; ++ix) {
float valSum = 0;
int cntSum = 0;
for (int oy = -s; oy <= +s; ++oy) {
for (int ox = -s; ox <= +s; ++ox) {
const int x = ix+ox;
const int y = iy+oy;
if (containsGrid(x,y)) {
valSum += getGrid(x,y);
++cntSum;
}
}
}
dst.setGrid(ix, iy, valSum/cntSum);
}
}
}
*/
/** does the map contain the given indices? */
bool containsGrid(const int x, const int y) const {
return (x >= 0) && (y >= 0) && (x < nx) && (y < ny);
}
/** does the map contain the given coordinate? */
bool contain(const float x_m, const float y_m) const {
return bbox.contains(Point2(x_m, y_m));
}
void resize(const BBox2 bbox, const int gridSize_cm) {
// cleanup
cleanup();
this->bbox = bbox;
// slightly increase to pervent out-of-bounds due to rounding
float buffer_m = 1;
// start-offset
sx_m = bbox.getMin().x - buffer_m;
sy_m = bbox.getMin().y - buffer_m;
// size in meter
x_m = (bbox.getMax().x - bbox.getMin().x) + 2*buffer_m;
y_m = (bbox.getMax().y - bbox.getMin().y) + 2*buffer_m;
// number of elements in the grid
this->gridSize_cm = gridSize_cm;
nx = (x_m*100) / gridSize_cm;
ny = (y_m*100) / gridSize_cm;
// allocate and reset all to 0.0
data = new T[nx*ny];
//std::fill(&data[0], &data[nx*ny], 0);
}
/** get the used grid-size (in cm) */
int getGridSize_cm() const {return gridSize_cm;}
void set(const float x_m, const float y_m, const T val) {
const int ix = std::round( ((x_m-sx_m)) * 100 / gridSize_cm);
const int iy = std::round( ((y_m-sy_m)) * 100 / gridSize_cm);
setGrid(ix, iy, val);
}
T get(const float x_m, const float y_m) const {
const int ix = std::round( ((x_m-sx_m)) * 100 / gridSize_cm );
const int iy = std::round( ((y_m-sy_m)) * 100 / gridSize_cm );
return getGrid(ix, iy);
}
T& getRef(const float x_m, const float y_m) {
const int ix = std::round( ((x_m-sx_m)) * 100 / gridSize_cm );
const int iy = std::round( ((y_m-sy_m)) * 100 / gridSize_cm );
return getGridRef(ix, iy);
}
T getGrid(const int ix, const int iy) const {
Assert::isBetween(ix, 0, nx-1, "x out of range");
Assert::isBetween(iy, 0, ny-1, "y out of range");
const int idx = ix + iy*nx;
return data[idx];
}
T& getGridRef(const int ix, const int iy) {
Assert::isBetween(ix, 0, nx-1, "x out of range");
Assert::isBetween(iy, 0, ny-1, "y out of range");
const int idx = ix + iy*nx;
return data[idx];
}
void setGrid(const int ix, const int iy, const T val) {
Assert::isBetween(ix, 0, nx-1, "x out of range");
Assert::isBetween(iy, 0, ny-1, "y out of range");
const int idx = ix + iy*nx;
data[idx] = val;
}
void forEach(std::function<void(float,float,T)> func) const {
for (int iy = 0; iy < ny; ++iy) {
for (int ix = 0; ix < nx; ++ix) {
const float x = (ix * gridSize_cm / 100.0f) + sx_m;
const float y = (iy * gridSize_cm / 100.0f) + sy_m;
func(x,y,getGrid(ix, iy));
}
}
}
/*
void dump() {
std::ofstream os("/tmp/1.dat");
const float s = 1;//gridSize_cm / 100.0f;
// for (int y = 0; y < ny; ++y) {
// for (int x = 0; x < nx; ++x) {
// float rssi = data[x+y*nx];
// rssi = (rssi == 0) ? (-100) : (rssi);
// os << (x*s) << " " << (y*s) << " " << rssi << "\n";
// }
// os << "\n";
// }
for (int y = 0; y < ny; ++y) {
for (int x = 0; x < nx; ++x) {
float rssi = data[x+y*nx];
rssi = (rssi == 0) ? (-100) : (rssi);
os << rssi << " ";
}
os << "\n";
}
os.close();
}
*/
private:
void cleanup() {
delete[] data;
data = nullptr;
}
};
struct DataMapSignalEntry {
struct Entry {
float rssi;
float distanceToAP;
Entry(float rssi, float distanceToAP) : rssi(rssi), distanceToAP(distanceToAP) {;}
};
std::vector<Entry> entries;
void add(const float rssi, const float distanceToAP) {
Entry e(rssi, distanceToAP);
entries.push_back(e);
}
float getMaxRSSI() const {
auto comp = [] (const Entry& e1, const Entry& e2) {return e1.rssi < e2.rssi;};
if (entries.empty()) {return -120;}
auto it = std::max_element(entries.begin(), entries.end(), comp);
return it->rssi;
}
};
class DataMapSignal : public DataMap<DataMapSignalEntry> {
public:
/** update average */
void update(const float x_m, const float y_m, const float rssi, const float distanceToAP) {
DataMapSignalEntry& entry = getRef(x_m, y_m);
entry.add(rssi, distanceToAP);
}
};
#endif // DATAMAP2_H

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#ifndef MATERIALOPTIONS_H
#define MATERIALOPTIONS_H
#include "../../../floorplan/v2/Floorplan.h"
#include "../../../Assertions.h"
/** raytracing attributes for one material */
struct MaterialAttributes {
struct Shadowing {
float attenuation;
Shadowing() : attenuation(NAN) {;}
Shadowing(float attenuation) : attenuation(attenuation) {;}
} shadowing;
struct Reflection {
float attenuation;
Reflection() : attenuation(NAN) {;}
Reflection(float attenuation) : attenuation(attenuation) {;}
} reflection;
MaterialAttributes(float shadowA, float reflectA) : shadowing(shadowA), reflection(reflectA) {;}
MaterialAttributes() {;}
};
class Materials {
public:
/** singleton access */
static Materials& get() {
static Materials instance;
return instance;
}
/** get the attributes for the given material */
inline const MaterialAttributes& getAttributes(const Floorplan::Material mat) const {
const int idx = (const int) mat;
Assert::isBetween(idx, 0, (int)materials.size()-1, "material index out of bounds");
return materials[idx];
}
private:
std::vector<MaterialAttributes> materials;
/** hidden ctor */
Materials() {
materials.resize((int)Floorplan::Material::_END);
materials[(int)Floorplan::Material::CONCRETE] = MaterialAttributes(12, 5);
materials[(int)Floorplan::Material::DRYWALL] = MaterialAttributes(2, 5);
materials[(int)Floorplan::Material::GLASS] = MaterialAttributes(28, 2);
materials[(int)Floorplan::Material::UNKNOWN] = MaterialAttributes(2, 5);
materials[(int)Floorplan::Material::WOOD] = MaterialAttributes(5, 5);
}
};
#endif // MATERIALOPTIONS_H

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@@ -1,4 +1,24 @@
#ifndef RAY2_H
#define RAY2_H
#include "../../../geo/Point2.h"
struct Ray2 {
/** starting position */
Point2 start;
/** ray direction */
Point2 dir;
/** empty ctor */
Ray2() {;}
/** ctor */
Ray2(const Point2 start, const Point2 dir) : start(start), dir(dir.normalized()) {
;
}
};
#endif // RAY2_H

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@@ -1,4 +1,314 @@
#ifndef WIFIRAYTRACE2D_H
#define WIFIRAYTRACE2D_H
#include "../../../geo/Point2.h"
#include "../../../geo/Line2.h"
#include "../../../geo/BBox2.h"
#include "../../../floorplan/v2/Floorplan.h"
#include "../../../floorplan/v2/FloorplanHelper.h"
#include "DataMap2.h"
#include "Ray2.h"
#include "MaterialOptions.h"
#include <random>
// http://www.realtimerendering.com/resources/RTNews/html/rtnv10n1.html#art3
// http://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
// RADIO WAVES
// http://people.seas.harvard.edu/%7Ejones/es151/prop_models/propagation.html Indoor Wireless RF Channel
// http://www.electronics-radio.com/articles/antennas-propagation/propagation-overview/radio-em-wave-reflection.php
struct StateRay2 : public Ray2 {
/** already travelled distance from the AP (by all previous rays */
float totalLength;
/** attenuation taken since the start */
float totalAttenuation;
void* lastObstacle;
int depth = 0;
/** empty ctor */
StateRay2() : totalLength(NAN), totalAttenuation(NAN) {;}
/** ctor */
StateRay2(const Point2 start, const Point2 dir) : Ray2(start, dir), totalLength(0), totalAttenuation(0) {
;
}
inline float getRSSI(const float addDist = 0) const {
const float txp = -40;
const float gamma = 1.2f;
return (txp - 10*gamma*std::log10(totalLength + addDist)) - totalAttenuation;
}
};
struct Hit {
void* obstacle;
float dist;
Point2 pos;
Point2 normal;
Floorplan::Material material;
bool stopHere = false;
Hit() {;}
Hit(const float dist, const Point2 pos, const Point2 normal) : dist(dist), pos(pos), normal(normal) {;}
};
class WiFiRaytrace2D {
private:
const Floorplan::Floor* floor;
BBox2 bbox;
Point2 apPos;
DataMapSignal dm;
struct Limit {
static constexpr int RAYS = 2000;
static constexpr int HITS = 11;
static constexpr float RSSI = -110;
};
public:
/** ctor */
WiFiRaytrace2D(const Floorplan::Floor* floor, const int gs, const Point2 apPos) : floor(floor), apPos(apPos) {
// get the floor's 3D-bbox
BBox3 bb3 = FloorplanHelper::getBBox(floor);
// 2D only party
bbox = BBox2(bb3.getMin().xy(), bb3.getMax().xy());
// allocate
dm.resize(bbox, gs);
}
const DataMapSignal& estimate() {
for (int i = 0; i < Limit::RAYS; ++i) {
std::cout << "ray: " << i << std::endl;
// angle between starting-rays
const float angle = (float)M_PI*2.0f * i / Limit::RAYS;
// direction
const Point2 dir(std::cos(angle), std::sin(angle));
// ray
const StateRay2 ray(apPos, dir);
// run!
trace(ray);
}
return dm;
}
private:
static float dot(const Point2 p1, const Point2 p2) {
return (p1.x * p2.x) + (p1.y * p2.y);
}
void trace(const StateRay2& ray) {
// get the nearest intersection with the floorplan
const Hit hit = getNearestHit(ray);
// rasterize the ray's way onto the map
rasterize(ray, hit);
// continue?
if (hit.stopHere) {return;}
//const float curLength = ray.totalLength + hit.dist;
//if (curLength > 55) {return;}
if (ray.getRSSI(hit.dist) < Limit::RSSI) {return;}
if (ray.depth > Limit::HITS) {return;}
// apply effects
//reflected(ray, hit);
shadowed(ray, hit);
}
static inline float getAttenuation(const Hit& h) {
return Materials::get().getAttributes(h.material).shadowing.attenuation;
}
static inline float getAttenuationForReflection(const Hit& h) {
return Materials::get().getAttributes(h.material).reflection.attenuation;
}
/** perform reflection and continue tracing */
void shadowed(const StateRay2& ray, const Hit& hit) {
StateRay2 next = ray; // continue into the same direction
next.depth = ray.depth + 1;
next.lastObstacle = hit.obstacle;
next.start = hit.pos;
next.totalLength += hit.dist;
next.totalAttenuation += getAttenuation(hit); // contribute attenuation
trace(next);
}
/** perform reflection and continue tracing */
void reflected(const StateRay2& ray, const Hit& hit) {
Assert::isNear(1.0f, ray.dir.length(), 0.01f, "not normalized");
Assert::isNear(1.0f, hit.normal.length(), 0.01f, "not normalized");
// angle to wide or narrow? -> skip
const float d = std::abs(dot(ray.dir, hit.normal));
if (d < 0.05) {return;} // parallel
if (d > 0.95) {return;} // perpendicular;
static std::minstd_rand gen;
static std::normal_distribution<float> dist(0, 0.02);
const float mod = dist(gen);
Point2 normalMod(
hit.normal.x * std::cos(mod) - hit.normal.y * std::sin(mod),
hit.normal.y * std::cos(mod) - hit.normal.x * std::sin(mod)
);
// reflected ray;
StateRay2 reflected;
reflected.depth = ray.depth + 1;
reflected.lastObstacle = hit.obstacle;
reflected.start = hit.pos;
reflected.totalLength = ray.totalLength + hit.dist;
reflected.totalAttenuation = ray.totalAttenuation + getAttenuationForReflection(hit); // TODO
reflected.dir = (ray.dir - normalMod * (dot(ray.dir, hit.normal)) * 2).normalized(); // slight variation
trace(reflected);
}
Hit getNearestHit(const StateRay2& ray) {
Assert::isNear(1.0f, ray.dir.length(), 0.01f, "not normalized!");
const Line2 longRay(ray.start, ray.start + ray.dir*100);
const float minDist = 0;//0.01; // prevent errors hitting the same obstacle twice
const float MAX = 999999;
Hit nearest; nearest.dist = MAX;
// check intersection with walls
for (Floorplan::FloorObstacle* fo : floor->obstacles) {
// do not hit the last obstacle again
if (ray.lastObstacle == fo) {continue;}
// get the line
const Floorplan::FloorObstacleLine* line = dynamic_cast<Floorplan::FloorObstacleLine*>(fo);
const Floorplan::FloorObstacleDoor* door = dynamic_cast<Floorplan::FloorObstacleDoor*>(fo);
if (!line && !door) {continue;}
Line2 obstacle;
if (line) {obstacle = Line2(line->from, line->to);}
if (door) {obstacle = Line2(door->from, door->to);}
Point2 hit;
if (obstacle.getSegmentIntersection(longRay, hit)) {
const float dist = hit.getDistance(ray.start);
if (dist > minDist && dist < nearest.dist) {
nearest.obstacle = fo;
nearest.dist = dist;
nearest.pos = hit;
nearest.normal = (obstacle.p2 - obstacle.p1).perpendicular().normalized();
nearest.material = fo->material;
}
}
}
// no hit with floorplan: limit to bounding-box!
if (nearest.dist == MAX) {
//const BBox2 bb( Point2(0,0), Point2(w, h) );
Point2 hit;
for (Line2 l : bbox.lines()) {
if (l.getSegmentIntersection(longRay, hit)) {
nearest.obstacle = nullptr;
nearest.dist = hit.getDistance(ray.start);
nearest.pos = hit;
nearest.normal = (l.p2 - l.p1).perpendicular().normalized();
nearest.material = Floorplan::Material::UNKNOWN;
nearest.stopHere = true;
}
}
}
return nearest;
}
/** rasterize the ray (current pos -> hit) onto the map */
void rasterize(const StateRay2& ray, const Hit& hit) {
const Point2 dir = hit.pos - ray.start;
const Point2 dirN = dir.normalized();
const Point2 step = dirN * (dm.getGridSize_cm()/100.0f) * 0.7f; // TODO * 1.0 ??
const int steps = dir.length() / step.length();
// sanity check
// ensure the direction towards the nearest intersection is the same as the ray's direction
// otherwise the intersection-test is invalid
#ifdef WITH_ASSERTIONS
if (dir.normalized().getDistance(ray.dir) > 0.1) {
return;
std::cout << "direction to the nearest hit is not the same direction as the ray has. incorrect intersection test?!" << std::endl;
}
#endif
for (int i = 0; i <= steps; ++i) {
const Point2 dst = ray.start + (step*i);
const float partLen = ray.start.getDistance(dst);
//const float len = ray.totalLength + partLen;
// const float curRSSI = dm.get(dst.x, dst.y);
const float newRSSI = ray.getRSSI(partLen);
const float totalLen = ray.totalLength + partLen;
// // ray stronger than current rssi?
// if (curRSSI == 0 || curRSSI < newRSSI) {
// dm.set(dst.x, dst.y, newRSSI);
// }
dm.update(dst.x, dst.y, newRSSI, totalLen);
}
}
};
#endif // WIFIRAYTRACE2D_H

141
wifi/estimate/ray3/Cube.h Normal file
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#ifndef QUBE_H
#define QUBE_H
#include <vector>
#include "../../../geo/Triangle3.h"
#include "../../../math/Matrix4.h"
class Cube {
private:
std::vector<Triangle3> trias;
public:
/** ctor */
Cube() {
unitCube(true);
}
/** ctor with position, size and rotation */
Cube(Point3 pos, Point3 size, Point3 rot_deg, const bool topAndBottom = true) {
unitCube(topAndBottom);
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);
}
/** get the cube's triangles */
const std::vector<Triangle3> getTriangles() const {
return trias;
}
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);
}
}
/** get a transformed version */
Cube transformed(const Matrix4& mat) const {
Cube res = *this;
res.transform(mat);
return res;
}
private:
/** build unit-cube faces */
void unitCube(const bool topAndBottom) {
const float s = 1.0f;
// left?
addQuad(
Point3(+s, -s, -s),
Point3(+s, -s, +s),
Point3(-s, -s, +s),
Point3(-s, -s, -s)
);
// right?
addQuad(
Point3(-s, +s, -s),
Point3(-s, +s, +s),
Point3(+s, +s, +s),
Point3(+s, +s, -s)
);
// small side
if (1 == 1) {
// front
addQuad(
Point3(-s, -s, -s),
Point3(-s, -s, +s),
Point3(-s, +s, +s),
Point3(-s, +s, -s)
);
// read
addQuad(
Point3(+s, +s, -s),
Point3(+s, +s, +s),
Point3(+s, -s, +s),
Point3(+s, -s, -s)
);
}
if (topAndBottom) {
// top
addQuad(
Point3(+s, +s, +s),
Point3(-s, +s, +s),
Point3(-s, -s, +s),
Point3(+s, -s, +s)
);
// bottom
addQuad(
Point3(+s, -s, -s),
Point3(-s, -s, -s),
Point3(-s, +s, -s),
Point3(+s, +s, -s)
);
}
}
void addQuad(Point3 p1, Point3 p2, Point3 p3, Point3 p4) {
trias.push_back( Triangle3(p1,p2,p3) );
trias.push_back( Triangle3(p1,p3,p4) );
}
};
#endif // QUBE_H

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#ifndef DATAMAP3_H
#define DATAMAP3_H
#include "../../../geo/BBox3.h"
#include <vector>
#include <functional>
template <typename T> class DataMap3 {
private:
float sx_m;
float sy_m;
float sz_m;
float x_m;
float y_m;
float z_m;
int gridSize_cm;
BBox3 bbox;
int nx;
int ny;
int nz;
T* data = nullptr;
public:
/** ctor */
DataMap3() {
;
}
~DataMap3() {
// cleanup
cleanup();
}
DataMap3(const DataMap3&) = delete;
DataMap3* operator = (const DataMap3& o) = delete;
/** does the map contain the given indices? */
bool containsGrid(const int x, const int y, const int z) const {
return (x >= 0) && (y >= 0) && (z >= 0) &&
(x < nx) && (y < ny) && (z < nz);
}
/** does the map contain the given coordinate? */
bool contain(const float x_m, const float y_m, const float z_m) const {
return bbox.contains(Point3(x_m, y_m, z_m));
}
void resize(const BBox3 bbox, const int gridSize_cm) {
// cleanup
cleanup();
this->bbox = bbox;
// slightly increase to pervent out-of-bounds due to rounding
float buffer_m = 1;
// start-offset
sx_m = bbox.getMin().x - buffer_m;
sy_m = bbox.getMin().y - buffer_m;
sz_m = bbox.getMin().z - buffer_m;
// size in meter
x_m = (bbox.getMax().x - bbox.getMin().x) + 2*buffer_m;
y_m = (bbox.getMax().y - bbox.getMin().y) + 2*buffer_m;
z_m = (bbox.getMax().z - bbox.getMin().z) + 2*buffer_m;
// number of elements in the grid
this->gridSize_cm = gridSize_cm;
nx = (x_m*100) / gridSize_cm;
ny = (y_m*100) / gridSize_cm;
nz = (z_m*100) / gridSize_cm;
// allocate and reset all to 0.0
data = new T[nx*ny*nz];
}
/** get the used grid-size (in cm) */
int getGridSize_cm() const {return gridSize_cm;}
void set(const float x_m, const float y_m, const float z_m, const T val) {
const int ix = std::round( ((x_m-sx_m)) * 100 / gridSize_cm);
const int iy = std::round( ((y_m-sy_m)) * 100 / gridSize_cm);
const int iz = std::round( ((z_m-sz_m)) * 100 / gridSize_cm);
setGrid(ix, iy, iz, val);
}
T get(const float x_m, const float y_m, const float z_m) const {
const int ix = std::round( ((x_m-sx_m)) * 100 / gridSize_cm );
const int iy = std::round( ((y_m-sy_m)) * 100 / gridSize_cm );
const int iz = std::round( ((z_m-sz_m)) * 100 / gridSize_cm );
return getGrid(ix, iy, iz);
}
T& getRef(const float x_m, const float y_m, const float z_m) {
const int ix = std::round( ((x_m-sx_m)) * 100 / gridSize_cm );
const int iy = std::round( ((y_m-sy_m)) * 100 / gridSize_cm );
const int iz = std::round( ((z_m-sz_m)) * 100 / gridSize_cm );
return getGridRef(ix, iy, iz);
}
T getGrid(const int ix, const int iy, const int iz) const {
Assert::isBetween(ix, 0, nx-1, "x out of range");
Assert::isBetween(iy, 0, ny-1, "y out of range");
Assert::isBetween(iz, 0, nz-1, "z out of range");
const int idx = ix + iy*nx + iz*nx*ny;
return data[idx];
}
T& getGridRef(const int ix, const int iy, const int iz) {
Assert::isBetween(ix, 0, nx-1, "x out of range");
Assert::isBetween(iy, 0, ny-1, "y out of range");
Assert::isBetween(iz, 0, nz-1, "z out of range");
const int idx = ix + iy*nx + iz*nx*ny;
return data[idx];
}
void setGrid(const int ix, const int iy, const int iz, const T val) {
Assert::isBetween(ix, 0, nx-1, "x out of range");
Assert::isBetween(iy, 0, ny-1, "y out of range");
Assert::isBetween(iz, 0, nz-1, "z out of range");
const int idx = ix + iy*nx + iz*nx*ny;
data[idx] = val;
}
void forEach(std::function<void(float,float,float,T)> func) const {
for (int iz = 0; iz < nz; ++iz) {
for (int iy = 0; iy < ny; ++iy) {
for (int ix = 0; ix < nx; ++ix) {
const float x = (ix * gridSize_cm / 100.0f) + sx_m;
const float y = (iy * gridSize_cm / 100.0f) + sy_m;
const float z = (iz * gridSize_cm / 100.0f) + sz_m;
func(x,y,z, getGrid(ix, iy, iz));
}
}
}
}
/*
void dump() {
std::ofstream os("/tmp/1.dat");
const float s = 1;//gridSize_cm / 100.0f;
// for (int y = 0; y < ny; ++y) {
// for (int x = 0; x < nx; ++x) {
// float rssi = data[x+y*nx];
// rssi = (rssi == 0) ? (-100) : (rssi);
// os << (x*s) << " " << (y*s) << " " << rssi << "\n";
// }
// os << "\n";
// }
for (int y = 0; y < ny; ++y) {
for (int x = 0; x < nx; ++x) {
float rssi = data[x+y*nx];
rssi = (rssi == 0) ? (-100) : (rssi);
os << rssi << " ";
}
os << "\n";
}
os.close();
}
*/
private:
void cleanup() {
delete[] data;
data = nullptr;
}
};
struct DataMap3SignalEntry {
struct Entry {
float rssi;
float distanceToAP;
Entry(float rssi, float distanceToAP) : rssi(rssi), distanceToAP(distanceToAP) {;}
};
std::vector<Entry> entries;
void add(const float rssi, const float distanceToAP) {
Entry e(rssi, distanceToAP);
entries.push_back(e);
}
float getMaxRSSI() const {
auto comp = [] (const Entry& e1, const Entry& e2) {return e1.rssi < e2.rssi;};
if (entries.empty()) {return -120;}
auto it = std::max_element(entries.begin(), entries.end(), comp);
return it->rssi;
}
};
class DataMap3Signal : public DataMap3<DataMap3SignalEntry> {
public:
/** update average */
void update(const float x_m, const float y_m, const float z_m, const float rssi, const float distanceToAP) {
DataMap3SignalEntry& entry = getRef(x_m, y_m, z_m);
entry.add(rssi, distanceToAP);
}
};
#endif // DATAMAP3_H

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#ifndef MATERIALOPTIONS_H
#define MATERIALOPTIONS_H
#include "../../../floorplan/v2/Floorplan.h"
#include "../../../Assertions.h"
/** raytracing attributes for one material */
struct MaterialAttributes {
struct Shadowing {
float attenuation;
Shadowing() : attenuation(NAN) {;}
Shadowing(float attenuation) : attenuation(attenuation) {;}
} shadowing;
struct Reflection {
float attenuation;
Reflection() : attenuation(NAN) {;}
Reflection(float attenuation) : attenuation(attenuation) {;}
} reflection;
MaterialAttributes(float shadowA, float reflectA) : shadowing(shadowA), reflection(reflectA) {;}
MaterialAttributes() {;}
};
class Materials {
public:
/** singleton access */
static Materials& get() {
static Materials instance;
return instance;
}
/** get the attributes for the given material */
inline const MaterialAttributes& getAttributes(const Floorplan::Material mat) const {
const int idx = (const int) mat;
Assert::isBetween(idx, 0, (int)materials.size()-1, "material index out of bounds");
return materials[idx];
}
private:
std::vector<MaterialAttributes> materials;
/** hidden ctor */
Materials() {
materials.resize((int)Floorplan::Material::_END);
materials[(int)Floorplan::Material::CONCRETE] = MaterialAttributes(12, 5);
materials[(int)Floorplan::Material::DRYWALL] = MaterialAttributes(2, 5);
materials[(int)Floorplan::Material::GLASS] = MaterialAttributes(28, 2);
materials[(int)Floorplan::Material::UNKNOWN] = MaterialAttributes(2, 5);
materials[(int)Floorplan::Material::WOOD] = MaterialAttributes(5, 5);
}
};
#endif // MATERIALOPTIONS_H

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#ifndef MODELFACTORY_H
#define MODELFACTORY_H
#include "../../../floorplan/v2/Floorplan.h"
#include "../../../geo/Triangle3.h"
#include "ModelFactoryHelper.h"
#include "Obstacle3.h"
#include "Cube.h"
/**
* convert an indoor map into a 3D model based on triangles
*/
class ModelFactory {
private:
bool exportCeilings = true;
bool exportObstacles = true;
bool exportWallTops = false;
const Floorplan::IndoorMap* map;
public:
/** ctor */
ModelFactory(const Floorplan::IndoorMap* map) : map(map) {
}
/** get all triangles grouped by obstacle */
std::vector<Obstacle3D> triangulize() {
std::vector<Obstacle3D> res;
// process each floor
for (const Floorplan::Floor* f : map->floors) {
// triangulize the floor itself (floor/ceiling)
if (exportCeilings) {res.push_back(getTriangles(f));}
// process each obstacle within the floor
for (const Floorplan::FloorObstacle* fo : f->obstacles) {
// handle line obstacles
const Floorplan::FloorObstacleLine* fol = dynamic_cast<const Floorplan::FloorObstacleLine*>(fo);
if (fol) {
if (fol->type == Floorplan::ObstacleType::HANDRAIL) {continue;}
if (exportObstacles) {res.push_back(getTriangles(f, fol));}
}
}
// TODO: remove
//break;
}
return res;
}
/** DEBUG: convert to .obj file code for exporting */
std::string toOBJ() {
const std::vector<Obstacle3D> obs = triangulize();
int nVerts = 1;
int nObjs = 0;
std::string res;
// write each obstacle
for (const Obstacle3D& o : obs) {
// write the vertices
for (const Triangle3& t : o.triangles) {
res += "v " + std::to_string(t.p1.x) + " " + std::to_string(t.p1.y) + " " + std::to_string(t.p1.z) + "\n";
res += "v " + std::to_string(t.p2.x) + " " + std::to_string(t.p2.y) + " " + std::to_string(t.p2.z) + "\n";
res += "v " + std::to_string(t.p3.x) + " " + std::to_string(t.p3.y) + " " + std::to_string(t.p3.z) + "\n";
}
// create a new group
res += "g elem_" + std::to_string(++nObjs) + "\n";
// write the group's faces
for (size_t i = 0; i < o.triangles.size(); ++i) {
res += "f " + std::to_string(nVerts+0) + " " + std::to_string(nVerts+1) + " " + std::to_string(nVerts+2) + "\n";
nVerts += 3;
}
}
// done
return res;
}
private:
/** convert a floor (floor/ceiling) into triangles */
Obstacle3D getTriangles(const Floorplan::Floor* f) {
// floor uses an outline based on "add" and "remove" areas
// we need to create the apropriate triangles to model the polygon
// including all holes (remove-areas)
// TODO: variable type?
Obstacle3D res(Floorplan::Material::CONCRETE);
Polygon poly;
// append all "add" and "remove" areas
for (Floorplan::FloorOutlinePolygon* fop : f->outline) {
switch (fop->method) {
case Floorplan::OutlineMethod::ADD: poly.add(fop->poly); break;
case Floorplan::OutlineMethod::REMOVE: poly.remove(fop->poly); break;
default: throw 1;
}
}
// convert them into polygons
std::vector<std::vector<Point3>> polys = poly.get(f->getStartingZ());
// 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
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);}
// add both
res.triangles.push_back(tria1);
res.triangles.push_back(tria2);
}
}
return res;
}
/** convert a line obstacle to 3D triangles */
Obstacle3D getTriangles(const Floorplan::Floor* f, const Floorplan::FloorObstacleLine* fol) {
/*
Obstacle3D res(fol->material);
Point3 p1(fol->from.x, fol->from.y, f->getStartingZ());
Point3 p2(fol->to.x, fol->to.y, f->getStartingZ());
Point3 p3(fol->to.x, fol->to.y, f->getEndingZ());
Point3 p4(fol->from.x, fol->from.y, f->getEndingZ());
Triangle3 t1(p1,p2,p3);
Triangle3 t2(p1,p3,p4);
res.triangles.push_back(t1);
res.triangles.push_back(t2);
*/
const float thickness_m = fol->thickness_m;
const Point2 from = fol->from;
const Point2 to = fol->to;
const Point2 cen2 = (from+to)/2;
const float rad = std::atan2(to.y - from.y, to.x - from.x);
const float deg = rad * 180 / M_PI;
// cube's destination center
const Point3 pos(cen2.x, cen2.y, f->atHeight + f->height/2);
// div by 2.01 to prevent overlapps and z-fi
const float sx = from.getDistance(to) / 2.01f;
const float sy = thickness_m / 2.01f;
const float sz = f->height / 2.01f; // prevent overlaps
const Point3 size(sx, sy, sz);
const Point3 rot(0,0,deg);
// build
Cube cube(pos, size, rot);
// done
Obstacle3D res(fol->material);
res.triangles = cube.getTriangles();
return res;
}
};
#endif // MODELFACTORY_H

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#ifndef MODELFACTORYHELPER_H
#define MODELFACTORYHELPER_H
#include <Indoor/floorplan/v2/Floorplan.h>
#include "../../../lib/gpc/gpc.h"
class Polygon {
struct GPCPolygon : gpc_polygon {
GPCPolygon() {
num_contours = 0;
contour = nullptr;
hole = nullptr;
}
~GPCPolygon() {
if (contour) {
gpc_free_polygon(this);
//free(contour->vertex); contour->vertex = nullptr;
}
free(contour); contour = nullptr;
free(hole); hole = nullptr;
}
GPCPolygon& operator = (const GPCPolygon& o) = delete;
GPCPolygon& operator = (GPCPolygon& o) {
this->contour = o.contour;
this->hole = o.hole;
this->num_contours = o.num_contours;
o.contour = nullptr;
o.hole = nullptr;
return *this;
}
};
private:
GPCPolygon state;
public:
void add(const Floorplan::Polygon2& poly) {
GPCPolygon cur = toGPC(poly);
//GPCPolygon out;
gpc_polygon_clip(GPC_UNION, &state, &cur, &state);
//state = out;
}
void remove(const Floorplan::Polygon2& poly) {
GPCPolygon cur = toGPC(poly);
//GPCPolygon out;
gpc_polygon_clip(GPC_DIFF, &state, &cur, &state);
//state = out;
}
std::vector<std::vector<Point3>> get(float z) {
gpc_tristrip res;
res.num_strips = 0;
res.strip = nullptr;
//res.strip = (gpc_vertex_list*) malloc(1024);
gpc_polygon_to_tristrip(&state, &res);
std::vector<std::vector<Point3>> trias;
for (int i = 0; i < res.num_strips; ++i) {
gpc_vertex_list lst = res.strip[i];
std::vector<Point3> tria;
for (int j = 0; j < lst.num_vertices; ++j) {
gpc_vertex& vert = lst.vertex[j];
Point3 p3(vert.x, vert.y, z);
tria.push_back(p3);
}
trias.push_back(tria);
}
gpc_free_tristrip(&res);
return std::move(trias);
}
private:
GPCPolygon toGPC(Floorplan::Polygon2 poly) {
std::vector<gpc_vertex> verts;
for (Point2 p2 : poly.points) {
gpc_vertex vert; vert.x = p2.x; vert.y = p2.y;
verts.push_back(vert);
}
GPCPolygon gpol;
gpc_vertex_list list;
list.num_vertices = verts.size();
list.vertex = verts.data();
gpc_add_contour(&gpol, &list, 0);
return gpol;
}
};
#endif // MODELFACTORYHELPER_H

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#ifndef OBSTACLE3_H
#define OBSTACLE3_H
#include <vector>
#include "../../../geo/Triangle3.h"
#include "../../../geo/Sphere3.h"
#include "../../../floorplan/v2/Floorplan.h"
struct Obstacle3D {
Floorplan::Material mat;
std::vector<Triangle3> triangles;
/** empty ctor */
Obstacle3D() : mat() {;}
/** ctor */
Obstacle3D(Floorplan::Material mat) : mat(mat) {;}
};
#endif // OBSTACLE3_H

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#ifndef OBSTACLETREE_H
#define OBSTACLETREE_H
#include "../../../geo/Sphere3.h"
#include "Obstacle3.h"
#include <algorithm>
struct ObstacleNode {
bool isLeaf = true;
Sphere3 boundSphere;
std::vector<ObstacleNode*> sub;
ObstacleNode(bool isLeaf = false) : isLeaf(isLeaf) {;}
};
struct ObstacleLeaf : public ObstacleNode {
Obstacle3D obs;
ObstacleLeaf() : ObstacleNode(true) {;}
};
class ObstacleTree {
ObstacleNode root;
public:
/** append a new leaf */
void add(ObstacleLeaf* leaf) {
root.sub.push_back(leaf);
}
void optimize() {
while(true) {
bool did = concat();
if (!did) {break;}
}
}
std::vector<Obstacle3D*> getHits(const Ray3 ray) const {
std::vector<Obstacle3D*> obs;
getHits(ray, &root, obs);
return obs;
}
void getHits(const Ray3 ray, const ObstacleNode* node, std::vector<Obstacle3D*>& hits) const {
for (const ObstacleNode* sub : node->sub) {
if (sub->boundSphere.intersects(ray)) {
if (sub->isLeaf) {
ObstacleLeaf* leaf = (ObstacleLeaf*)(sub);
hits.push_back(&leaf->obs);
} else {
if (sub->boundSphere.intersects(ray)) {getHits(ray, sub, hits);}
}
}
}
}
bool concat() {
bool concated = false;
// first, sort all elements by radius (smallest first)
auto compRadius = [] (const ObstacleNode* l1, const ObstacleNode* l2) {
return l1->boundSphere.radius < l2->boundSphere.radius;
};
std::sort(root.sub.begin(), root.sub.end(), compRadius);
ObstacleNode newRoot;
// combine nearby elements
//for (size_t i = 0; i < root.sub.size(); ++i) {
while(true) {
// get [and remove] the next element
ObstacleLeaf* l0 = (ObstacleLeaf*) root.sub[0];
root.sub.erase(root.sub.begin()+0);
// find another element that yields minimal increase in volume
auto compNear = [l0] (const ObstacleNode* l1, const ObstacleNode* l2) {
const float d1 = Sphere3::join(l0->boundSphere, l1->boundSphere).radius;
const float d2 = Sphere3::join(l0->boundSphere, l2->boundSphere).radius;
return d1 < d2;
};
auto it = std::min_element(root.sub.begin(), root.sub.end(), compNear);
ObstacleNode* l1 = *it;
float increment = Sphere3::join(l0->boundSphere, l1->boundSphere).radius / l0->boundSphere.radius;
const bool combine = (root.sub.size() > 1) && (it != root.sub.end()) && (increment < 1.75);
if (combine) {
// combine both into a new node
ObstacleNode* node = new ObstacleNode();
node->sub.push_back(l0);
node->sub.push_back(*it);
node->boundSphere = Sphere3::join(l0->boundSphere, (*it)->boundSphere);
root.sub.erase(it);
newRoot.sub.push_back(node);
concated = true;
} else {
ObstacleNode* node = new ObstacleNode();
node->sub.push_back(l0);
node->boundSphere = l0->boundSphere;
newRoot.sub.push_back(node);
}
// done?
if (root.sub.size() == 1) {
ObstacleNode* node = new ObstacleNode();
node->sub.push_back(root.sub.front());
node->boundSphere = root.sub.front()->boundSphere;
newRoot.sub.push_back(node);
break;
} else if (root.sub.size() == 0) {
break;
}
//--i;
}
root = newRoot;
return concated;
}
};
#endif // OBSTACLETREE_H

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#ifndef WIFIRAYTRACE3D_H
#define WIFIRAYTRACE3D_H
#include "../../../geo/Point2.h"
#include "../../../geo/Line2.h"
#include "../../../geo/BBox2.h"
#include "../../../floorplan/v2/Floorplan.h"
#include "../../../floorplan/v2/FloorplanHelper.h"
#include "DataMap3.h"
#include "../../../geo/Ray3.h"
#include "MaterialOptions.h"
#include "Obstacle3.h"
#include "ModelFactory.h"
#include "ObstacleTree.h"
#include <random>
// http://www.realtimerendering.com/resources/RTNews/html/rtnv10n1.html#art3
// http://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
// RADIO WAVES
// http://people.seas.harvard.edu/%7Ejones/es151/prop_models/propagation.html Indoor Wireless RF Channel
// http://www.electronics-radio.com/articles/antennas-propagation/propagation-overview/radio-em-wave-reflection.php
// 3D
// http://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
struct Intersection {
Point3 pos;
const Obstacle3D* obs;
Intersection(const Point3 pos, const Obstacle3D* obs) : pos(pos), obs(obs) {;}
};
struct StateRay3 : public Ray3 {
//std::vector<Intersection> stack;
int depth = 0;
float totalLen = 0;
float totalAttenuation = 0;
const Obstacle3D* isWithin = nullptr;
/** empty ctor */
StateRay3() {;}
/** ctor */
StateRay3(const Point3 start, const Point3 dir) : Ray3(start, dir) {
;
}
StateRay3 enter(const Point3 hitPos, const Obstacle3D* obs) const {
StateRay3 next = getNext(hitPos);
Assert::isNull(this->isWithin, "code error: isWithin");
next.totalAttenuation += Materials::get().getAttributes(obs->mat).shadowing.attenuation;
next.isWithin = obs;
return next;
}
StateRay3 leave(const Point3 hitPos, const Obstacle3D* obs) const {
StateRay3 next = getNext(hitPos);
next.isWithin = nullptr;
return next;
}
StateRay3 reflectAt(const Point3 hitPos, const Obstacle3D* obs) const {
StateRay3 next = getNext(hitPos);
next.totalAttenuation += Materials::get().getAttributes(obs->mat).reflection.attenuation;
next.isWithin = nullptr; // AIR
return next;
}
private:
StateRay3 getNext(const Point3 hitPos) const {
StateRay3 next = *this;
++next.depth;
next.totalLen += (start.getDistance(hitPos));
next.start = hitPos;
return next;
}
public:
inline float getRSSI(const float addDist = 0) const {
const float txp = -40;
const float gamma = 1.2f;
return (txp - 10*gamma*std::log10(totalLen + addDist)) - totalAttenuation;
}
int getDepth() const {
//return stack.size();
return depth;
}
float getLength() const {
return totalLen;
}
};
struct Hit3 {
const Obstacle3D* obstacle;
Triangle3 obstacleTria;
float dist;
Point3 pos;
Point3 normal;
Floorplan::Material material;
bool stopHere = false;
bool invalid = false;
Hit3() {;}
Hit3(const float dist, const Point3 pos, const Point3 normal) : dist(dist), pos(pos), normal(normal) {;}
};
class WiFiRaytrace3D {
private:
BBox3 bbox;
Point3 apPos;
DataMap3Signal dm;
//std::vector<Obstacle3D> obstacles;
ObstacleTree tree;
struct Limit {
static constexpr int RAYS = 1000;
static constexpr int HITS = 16;
static constexpr float RSSI = -110;
};
std::vector<Point3> hitEnter;
std::vector<Point3> hitLeave;
std::vector<Point3> hitStop;
public:
/** ctor */
WiFiRaytrace3D(const Floorplan::IndoorMap* map, const int gs, const Point3 apPos) : apPos(apPos) {
// get the floor's 3D-bbox
bbox = FloorplanHelper::getBBox(map);
// allocate
dm.resize(bbox, gs);
ModelFactory fac(map);
std::vector<Obstacle3D> obstacles = fac.triangulize();
// build bounding volumes
for (Obstacle3D& obs : obstacles) {
ObstacleLeaf* leaf = new ObstacleLeaf();
leaf->obs = obs;
leaf->boundSphere = getSphereAround(obs.triangles);
if (leaf->boundSphere.radius == 0) {
throw Exception("invalid item detected");
}
tree.add(leaf);
}
tree.optimize();
int xxx = 0; (void) xxx;
}
const std::vector<Point3>& getHitEnter() const {
return hitEnter;
}
const std::vector<Point3>& getHitLeave() const {
return hitLeave;
}
const std::vector<Point3>& getHitStop() const {
return hitStop;
}
const DataMap3Signal& estimate() {
std::minstd_rand gen;
std::uniform_real_distribution<float> dx(-1.0, +1.0);
std::uniform_real_distribution<float> dy(-1.0, +1.0);
std::uniform_real_distribution<float> dz(-1.0, +1.0);
for (int i = 0; i < Limit::RAYS; ++i) {
std::cout << "ray: " << i << std::endl;
// direction
const Point3 dir = Point3(dx(gen), dy(gen), dz(gen)).normalized();
// ray
const StateRay3 ray(apPos, dir);
// run!
trace(ray);
}
return dm;
}
private:
void trace(const StateRay3& ray) {
// get the nearest intersection with the floorplan
const Hit3 nextHit = getNearestHit(ray);
// stop?
if (nextHit.invalid) {
hitStop.push_back(nextHit.pos);
return;
}
// rasterize the ray's way onto the map
rasterize(ray, nextHit);
// continue?
if ((nextHit.stopHere) || (ray.getRSSI(nextHit.dist) < Limit::RSSI) || (ray.getDepth() > Limit::HITS)) {
hitStop.push_back(nextHit.pos);
return;
}
// apply effects
if (ray.isWithin) {
leave(ray, nextHit);
hitLeave.push_back(nextHit.pos);
} else {
enter(ray, nextHit);
reflectAt(ray, nextHit);
hitEnter.push_back(nextHit.pos);
}
}
static inline float getAttenuation(const Hit3& h) {
return Materials::get().getAttributes(h.material).shadowing.attenuation;
}
static inline float getAttenuationForReflection(const Hit3& h) {
return Materials::get().getAttributes(h.material).reflection.attenuation;
}
/** perform reflection and continue tracing */
void leave(const StateRay3& ray, const Hit3& hit) {
// continue into the same direction
StateRay3 next = ray.leave(hit.pos, hit.obstacle);
// continue
trace(next);
}
/** perform reflection and continue tracing */
void enter(const StateRay3& ray, const Hit3& hit) {
// continue into the same direction
StateRay3 next = ray.enter(hit.pos, hit.obstacle);
// continue
trace(next);
}
/** perform reflection and continue tracing */
void reflectAt(const StateRay3& ray, const Hit3& hit) {
if (hit.normal.length() < 0.9) {
int i = 0; (void) i;
}
Assert::isNear(1.0f, ray.dir.length(), 0.01f, "ray's direction is not normalized");
Assert::isNear(1.0f, hit.normal.length(), 0.01f, "obstacle's normal is not normalized");
// angle to wide or narrow? -> skip
const float d = std::abs(dot(ray.dir, hit.normal));
if (d < 0.01) {return;} // parallel
if (d > 0.99) {return;} // perpendicular;
//static std::minstd_rand gen;
//static std::normal_distribution<float> dist(0, 0.02);
//const float mod = dist(gen);
// reflected ray direction using surface normal
const Point3 dir = ray.dir;
const Point3 normal = hit.normal;
const Point3 refDir = dir - (normal * 2 * dot(dir, normal));
// reflected ray;
StateRay3 reflected = ray.reflectAt(hit.pos, hit.obstacle);
reflected.dir = refDir.normalized();
// continue
trace(reflected);
}
void hitTest(const StateRay3& ray, const Obstacle3D& obs, Hit3& nearest) {
const float minDist = 0.01; // prevent errors hitting the same obstacle twice
//bool dummy = obs.boundingSphere.intersects(ray);
Point3 hitPoint;
for (const Triangle3& tria : obs.triangles) {
if (tria.intersects(ray, hitPoint)) {
//if (!dummy) {
// throw Exception("issue!");
//}
const float dist = hitPoint.getDistance(ray.start);
if (dist > minDist && dist < nearest.dist) {
nearest.obstacle = &obs;
nearest.dist = dist;
nearest.pos = hitPoint;
nearest.normal = tria.getNormal();
nearest.material = obs.mat;
}
}
}
}
Hit3 getNearestHit(const StateRay3& ray) {
Assert::isNear(1.0f, ray.dir.length(), 0.01f, "not normalized!");
const float MAX = 999999;
Hit3 nearest; nearest.dist = MAX;
// if the ray is currently within something, its only option is to get out of it
if (ray.isWithin) {
// check intersection only with the current obstacle to get out
hitTest(ray, *ray.isWithin, nearest);
} else {
// // check intersection with all walls
// for (const Obstacle3D& obs : obstacles) {
// // fast opt-out
// //if (!obs.boundingSphere.intersects(ray)) {continue;}
// hitTest(ray, obs, nearest);
// }
std::vector<Obstacle3D*> obs = tree.getHits(ray);
for (const Obstacle3D* o : obs) {
hitTest(ray, *o, nearest);
}
}
// no hit with floorplan: limit to bounding-box!
if (nearest.dist == MAX) {
nearest.invalid = true;
}
return nearest;
}
/** rasterize the ray (current pos -> hit) onto the map */
void rasterize(const StateRay3& ray, const Hit3& hit) {
const Point3 dir = hit.pos - ray.start;
const Point3 dirN = dir.normalized();
const Point3 step = dirN * (dm.getGridSize_cm()/100.0f) * 1.0f; // TODO * 1.0 ??
const int steps = dir.length() / step.length();
// sanity check
// ensure the direction towards the nearest intersection is the same as the ray's direction
// otherwise the intersection-test is invalid
#ifdef WITH_ASSERTIONS
if (dir.normalized().getDistance(ray.dir) > 0.1) {
return;
std::cout << "direction to the nearest hit is not the same direction as the ray has. incorrect intersection test?!" << std::endl;
}
#endif
for (int i = 0; i <= steps; ++i) {
const Point3 dst = ray.start + (step*i);
const float partLen = ray.start.getDistance(dst);
//const float len = ray.totalLength + partLen;
// const float curRSSI = dm.get(dst.x, dst.y);
const float newRSSI = ray.getRSSI(partLen);
const float totalLen = ray.getLength() + partLen;
// // ray stronger than current rssi?
// if (curRSSI == 0 || curRSSI < newRSSI) {
// dm.set(dst.x, dst.y, newRSSI);
// }
dm.update(dst.x, dst.y, dst.z, newRSSI, totalLen);
}
}
Sphere3 getSphereAround(const std::vector<Triangle3>& trias) {
std::vector<Point3> pts;
for (const Triangle3& tria : trias) {
pts.push_back(tria.p1);
pts.push_back(tria.p2);
pts.push_back(tria.p3);
}
const Sphere3 sphere = Sphere3::around(pts);
// sanity assertion
for (const Point3& pt : pts) {
Assert::isTrue(sphere.contains(pt), "bounding sphere error");
}
return sphere;
}
};
#endif // WIFIRAYTRACE3D_H