work on raytracing
This commit is contained in:
244
wifi/estimate/ray2d/DataMap2.h
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244
wifi/estimate/ray2d/DataMap2.h
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#ifndef DATAMAP2_H
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#define DATAMAP2_H
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#include "../../../geo/BBox2.h"
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#include <vector>
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template <typename T> class DataMap {
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private:
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float sx_m;
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float sy_m;
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float x_m;
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float y_m;
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int gridSize_cm;
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BBox2 bbox;
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int nx;
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int ny;
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T* data = nullptr;
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public:
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/** ctor */
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DataMap() {
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;
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}
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~DataMap() {
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// cleanup
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cleanup();
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}
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DataMap(const DataMap&) = delete;
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DataMap* operator = (const DataMap& o) = delete;
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/*
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void blured(DataMap<T>& dst) const {
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const int s = 2;
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dst.resize(this->bbox, this->gridSize_cm);
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for (int iy = 0; iy < ny; ++iy) {
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for (int ix = 0; ix < nx; ++ix) {
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float valSum = 0;
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int cntSum = 0;
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for (int oy = -s; oy <= +s; ++oy) {
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for (int ox = -s; ox <= +s; ++ox) {
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const int x = ix+ox;
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const int y = iy+oy;
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if (containsGrid(x,y)) {
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valSum += getGrid(x,y);
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++cntSum;
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}
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}
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}
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dst.setGrid(ix, iy, valSum/cntSum);
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}
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}
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}
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*/
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/** does the map contain the given indices? */
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bool containsGrid(const int x, const int y) const {
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return (x >= 0) && (y >= 0) && (x < nx) && (y < ny);
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}
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/** does the map contain the given coordinate? */
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bool contain(const float x_m, const float y_m) const {
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return bbox.contains(Point2(x_m, y_m));
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}
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void resize(const BBox2 bbox, const int gridSize_cm) {
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// cleanup
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cleanup();
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this->bbox = bbox;
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// slightly increase to pervent out-of-bounds due to rounding
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float buffer_m = 1;
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// start-offset
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sx_m = bbox.getMin().x - buffer_m;
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sy_m = bbox.getMin().y - buffer_m;
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// size in meter
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x_m = (bbox.getMax().x - bbox.getMin().x) + 2*buffer_m;
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y_m = (bbox.getMax().y - bbox.getMin().y) + 2*buffer_m;
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// number of elements in the grid
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this->gridSize_cm = gridSize_cm;
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nx = (x_m*100) / gridSize_cm;
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ny = (y_m*100) / gridSize_cm;
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// allocate and reset all to 0.0
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data = new T[nx*ny];
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//std::fill(&data[0], &data[nx*ny], 0);
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}
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/** get the used grid-size (in cm) */
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int getGridSize_cm() const {return gridSize_cm;}
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void set(const float x_m, const float y_m, const T val) {
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const int ix = std::round( ((x_m-sx_m)) * 100 / gridSize_cm);
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const int iy = std::round( ((y_m-sy_m)) * 100 / gridSize_cm);
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setGrid(ix, iy, val);
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}
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T get(const float x_m, const float y_m) const {
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const int ix = std::round( ((x_m-sx_m)) * 100 / gridSize_cm );
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const int iy = std::round( ((y_m-sy_m)) * 100 / gridSize_cm );
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return getGrid(ix, iy);
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}
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T& getRef(const float x_m, const float y_m) {
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const int ix = std::round( ((x_m-sx_m)) * 100 / gridSize_cm );
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const int iy = std::round( ((y_m-sy_m)) * 100 / gridSize_cm );
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return getGridRef(ix, iy);
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}
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T getGrid(const int ix, const int iy) const {
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Assert::isBetween(ix, 0, nx-1, "x out of range");
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Assert::isBetween(iy, 0, ny-1, "y out of range");
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const int idx = ix + iy*nx;
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return data[idx];
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}
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T& getGridRef(const int ix, const int iy) {
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Assert::isBetween(ix, 0, nx-1, "x out of range");
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Assert::isBetween(iy, 0, ny-1, "y out of range");
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const int idx = ix + iy*nx;
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return data[idx];
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}
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void setGrid(const int ix, const int iy, const T val) {
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Assert::isBetween(ix, 0, nx-1, "x out of range");
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Assert::isBetween(iy, 0, ny-1, "y out of range");
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const int idx = ix + iy*nx;
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data[idx] = val;
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}
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void forEach(std::function<void(float,float,T)> func) const {
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for (int iy = 0; iy < ny; ++iy) {
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for (int ix = 0; ix < nx; ++ix) {
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const float x = (ix * gridSize_cm / 100.0f) + sx_m;
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const float y = (iy * gridSize_cm / 100.0f) + sy_m;
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func(x,y,getGrid(ix, iy));
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}
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}
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}
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/*
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void dump() {
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std::ofstream os("/tmp/1.dat");
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const float s = 1;//gridSize_cm / 100.0f;
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// for (int y = 0; y < ny; ++y) {
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// for (int x = 0; x < nx; ++x) {
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// float rssi = data[x+y*nx];
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// rssi = (rssi == 0) ? (-100) : (rssi);
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// os << (x*s) << " " << (y*s) << " " << rssi << "\n";
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// }
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// os << "\n";
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// }
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for (int y = 0; y < ny; ++y) {
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for (int x = 0; x < nx; ++x) {
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float rssi = data[x+y*nx];
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rssi = (rssi == 0) ? (-100) : (rssi);
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os << rssi << " ";
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}
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os << "\n";
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}
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os.close();
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}
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*/
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private:
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void cleanup() {
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delete[] data;
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data = nullptr;
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}
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};
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struct DataMapSignalEntry {
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struct Entry {
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float rssi;
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float distanceToAP;
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Entry(float rssi, float distanceToAP) : rssi(rssi), distanceToAP(distanceToAP) {;}
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};
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std::vector<Entry> entries;
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void add(const float rssi, const float distanceToAP) {
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Entry e(rssi, distanceToAP);
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entries.push_back(e);
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}
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float getMaxRSSI() const {
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auto comp = [] (const Entry& e1, const Entry& e2) {return e1.rssi < e2.rssi;};
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if (entries.empty()) {return -120;}
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auto it = std::max_element(entries.begin(), entries.end(), comp);
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return it->rssi;
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}
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};
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class DataMapSignal : public DataMap<DataMapSignalEntry> {
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public:
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/** update average */
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void update(const float x_m, const float y_m, const float rssi, const float distanceToAP) {
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DataMapSignalEntry& entry = getRef(x_m, y_m);
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entry.add(rssi, distanceToAP);
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}
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};
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#endif // DATAMAP2_H
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63
wifi/estimate/ray2d/MaterialOptions.h
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63
wifi/estimate/ray2d/MaterialOptions.h
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@@ -0,0 +1,63 @@
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#ifndef MATERIALOPTIONS_H
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#define MATERIALOPTIONS_H
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#include "../../../floorplan/v2/Floorplan.h"
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#include "../../../Assertions.h"
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/** raytracing attributes for one material */
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struct MaterialAttributes {
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struct Shadowing {
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float attenuation;
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Shadowing() : attenuation(NAN) {;}
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Shadowing(float attenuation) : attenuation(attenuation) {;}
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} shadowing;
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struct Reflection {
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float attenuation;
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Reflection() : attenuation(NAN) {;}
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Reflection(float attenuation) : attenuation(attenuation) {;}
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} reflection;
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MaterialAttributes(float shadowA, float reflectA) : shadowing(shadowA), reflection(reflectA) {;}
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MaterialAttributes() {;}
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};
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class Materials {
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public:
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/** singleton access */
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static Materials& get() {
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static Materials instance;
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return instance;
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}
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/** get the attributes for the given material */
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inline const MaterialAttributes& getAttributes(const Floorplan::Material mat) const {
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const int idx = (const int) mat;
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Assert::isBetween(idx, 0, (int)materials.size()-1, "material index out of bounds");
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return materials[idx];
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}
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private:
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std::vector<MaterialAttributes> materials;
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/** hidden ctor */
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Materials() {
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materials.resize((int)Floorplan::Material::_END);
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materials[(int)Floorplan::Material::CONCRETE] = MaterialAttributes(12, 5);
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materials[(int)Floorplan::Material::DRYWALL] = MaterialAttributes(2, 5);
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materials[(int)Floorplan::Material::GLASS] = MaterialAttributes(28, 2);
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materials[(int)Floorplan::Material::UNKNOWN] = MaterialAttributes(2, 5);
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materials[(int)Floorplan::Material::WOOD] = MaterialAttributes(5, 5);
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}
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};
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#endif // MATERIALOPTIONS_H
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@@ -1,4 +1,24 @@
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#ifndef RAY2_H
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#define RAY2_H
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#include "../../../geo/Point2.h"
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struct Ray2 {
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/** starting position */
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Point2 start;
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/** ray direction */
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Point2 dir;
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/** empty ctor */
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Ray2() {;}
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/** ctor */
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Ray2(const Point2 start, const Point2 dir) : start(start), dir(dir.normalized()) {
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;
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}
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};
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#endif // RAY2_H
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@@ -1,4 +1,314 @@
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#ifndef WIFIRAYTRACE2D_H
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#define WIFIRAYTRACE2D_H
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#include "../../../geo/Point2.h"
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#include "../../../geo/Line2.h"
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#include "../../../geo/BBox2.h"
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#include "../../../floorplan/v2/Floorplan.h"
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#include "../../../floorplan/v2/FloorplanHelper.h"
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#include "DataMap2.h"
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#include "Ray2.h"
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#include "MaterialOptions.h"
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#include <random>
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// http://www.realtimerendering.com/resources/RTNews/html/rtnv10n1.html#art3
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// http://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
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// RADIO WAVES
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// http://people.seas.harvard.edu/%7Ejones/es151/prop_models/propagation.html Indoor Wireless RF Channel
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// http://www.electronics-radio.com/articles/antennas-propagation/propagation-overview/radio-em-wave-reflection.php
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struct StateRay2 : public Ray2 {
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/** already travelled distance from the AP (by all previous rays */
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float totalLength;
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/** attenuation taken since the start */
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float totalAttenuation;
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void* lastObstacle;
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int depth = 0;
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/** empty ctor */
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StateRay2() : totalLength(NAN), totalAttenuation(NAN) {;}
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/** ctor */
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StateRay2(const Point2 start, const Point2 dir) : Ray2(start, dir), totalLength(0), totalAttenuation(0) {
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;
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}
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inline float getRSSI(const float addDist = 0) const {
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const float txp = -40;
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const float gamma = 1.2f;
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return (txp - 10*gamma*std::log10(totalLength + addDist)) - totalAttenuation;
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}
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};
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struct Hit {
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void* obstacle;
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float dist;
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Point2 pos;
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Point2 normal;
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Floorplan::Material material;
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bool stopHere = false;
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Hit() {;}
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Hit(const float dist, const Point2 pos, const Point2 normal) : dist(dist), pos(pos), normal(normal) {;}
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};
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class WiFiRaytrace2D {
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private:
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const Floorplan::Floor* floor;
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BBox2 bbox;
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Point2 apPos;
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DataMapSignal dm;
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struct Limit {
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static constexpr int RAYS = 2000;
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static constexpr int HITS = 11;
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static constexpr float RSSI = -110;
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};
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public:
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/** ctor */
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WiFiRaytrace2D(const Floorplan::Floor* floor, const int gs, const Point2 apPos) : floor(floor), apPos(apPos) {
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// get the floor's 3D-bbox
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BBox3 bb3 = FloorplanHelper::getBBox(floor);
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// 2D only party
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bbox = BBox2(bb3.getMin().xy(), bb3.getMax().xy());
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// allocate
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dm.resize(bbox, gs);
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}
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const DataMapSignal& estimate() {
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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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// angle between starting-rays
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const float angle = (float)M_PI*2.0f * i / Limit::RAYS;
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// direction
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const Point2 dir(std::cos(angle), std::sin(angle));
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// ray
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const StateRay2 ray(apPos, dir);
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// run!
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trace(ray);
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}
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return dm;
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}
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private:
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static float dot(const Point2 p1, const Point2 p2) {
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return (p1.x * p2.x) + (p1.y * p2.y);
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}
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void trace(const StateRay2& ray) {
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// get the nearest intersection with the floorplan
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const Hit hit = getNearestHit(ray);
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// rasterize the ray's way onto the map
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rasterize(ray, hit);
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// continue?
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if (hit.stopHere) {return;}
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//const float curLength = ray.totalLength + hit.dist;
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//if (curLength > 55) {return;}
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if (ray.getRSSI(hit.dist) < Limit::RSSI) {return;}
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if (ray.depth > Limit::HITS) {return;}
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// apply effects
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//reflected(ray, hit);
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shadowed(ray, hit);
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}
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static inline float getAttenuation(const Hit& h) {
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return Materials::get().getAttributes(h.material).shadowing.attenuation;
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}
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static inline float getAttenuationForReflection(const Hit& h) {
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return Materials::get().getAttributes(h.material).reflection.attenuation;
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}
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/** perform reflection and continue tracing */
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void shadowed(const StateRay2& ray, const Hit& hit) {
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StateRay2 next = ray; // continue into the same direction
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next.depth = ray.depth + 1;
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next.lastObstacle = hit.obstacle;
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next.start = hit.pos;
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next.totalLength += hit.dist;
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next.totalAttenuation += getAttenuation(hit); // contribute attenuation
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trace(next);
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}
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/** perform reflection and continue tracing */
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void reflected(const StateRay2& ray, const Hit& hit) {
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Assert::isNear(1.0f, ray.dir.length(), 0.01f, "not normalized");
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Assert::isNear(1.0f, hit.normal.length(), 0.01f, "not normalized");
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// angle to wide or narrow? -> skip
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const float d = std::abs(dot(ray.dir, hit.normal));
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if (d < 0.05) {return;} // parallel
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if (d > 0.95) {return;} // perpendicular;
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static std::minstd_rand gen;
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static std::normal_distribution<float> dist(0, 0.02);
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const float mod = dist(gen);
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Point2 normalMod(
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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
|
||||
|
||||
Reference in New Issue
Block a user