work on raytracing
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139
wifi/estimate/ray3/ObstacleTree.h
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139
wifi/estimate/ray3/ObstacleTree.h
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#ifndef OBSTACLETREE_H
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#define OBSTACLETREE_H
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#include "../../../geo/Sphere3.h"
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#include "Obstacle3.h"
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#include <algorithm>
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struct ObstacleNode {
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bool isLeaf = true;
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Sphere3 boundSphere;
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std::vector<ObstacleNode*> sub;
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ObstacleNode(bool isLeaf = false) : isLeaf(isLeaf) {;}
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};
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struct ObstacleLeaf : public ObstacleNode {
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Obstacle3D obs;
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ObstacleLeaf() : ObstacleNode(true) {;}
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};
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class ObstacleTree {
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ObstacleNode root;
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public:
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/** append a new leaf */
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void add(ObstacleLeaf* leaf) {
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root.sub.push_back(leaf);
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}
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void optimize() {
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while(true) {
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bool did = concat();
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if (!did) {break;}
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}
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}
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std::vector<Obstacle3D*> getHits(const Ray3 ray) const {
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std::vector<Obstacle3D*> obs;
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getHits(ray, &root, obs);
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return obs;
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}
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void getHits(const Ray3 ray, const ObstacleNode* node, std::vector<Obstacle3D*>& hits) const {
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for (const ObstacleNode* sub : node->sub) {
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if (sub->boundSphere.intersects(ray)) {
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if (sub->isLeaf) {
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ObstacleLeaf* leaf = (ObstacleLeaf*)(sub);
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hits.push_back(&leaf->obs);
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} else {
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if (sub->boundSphere.intersects(ray)) {getHits(ray, sub, hits);}
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}
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}
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}
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}
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bool concat() {
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bool concated = false;
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// first, sort all elements by radius (smallest first)
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auto compRadius = [] (const ObstacleNode* l1, const ObstacleNode* l2) {
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return l1->boundSphere.radius < l2->boundSphere.radius;
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};
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std::sort(root.sub.begin(), root.sub.end(), compRadius);
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ObstacleNode newRoot;
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// combine nearby elements
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//for (size_t i = 0; i < root.sub.size(); ++i) {
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while(true) {
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// get [and remove] the next element
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ObstacleLeaf* l0 = (ObstacleLeaf*) root.sub[0];
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root.sub.erase(root.sub.begin()+0);
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// find another element that yields minimal increase in volume
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auto compNear = [l0] (const ObstacleNode* l1, const ObstacleNode* l2) {
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const float d1 = Sphere3::join(l0->boundSphere, l1->boundSphere).radius;
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const float d2 = Sphere3::join(l0->boundSphere, l2->boundSphere).radius;
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return d1 < d2;
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};
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auto it = std::min_element(root.sub.begin(), root.sub.end(), compNear);
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ObstacleNode* l1 = *it;
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float increment = Sphere3::join(l0->boundSphere, l1->boundSphere).radius / l0->boundSphere.radius;
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const bool combine = (root.sub.size() > 1) && (it != root.sub.end()) && (increment < 1.75);
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if (combine) {
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// combine both into a new node
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ObstacleNode* node = new ObstacleNode();
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node->sub.push_back(l0);
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node->sub.push_back(*it);
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node->boundSphere = Sphere3::join(l0->boundSphere, (*it)->boundSphere);
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root.sub.erase(it);
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newRoot.sub.push_back(node);
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concated = true;
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} else {
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ObstacleNode* node = new ObstacleNode();
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node->sub.push_back(l0);
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node->boundSphere = l0->boundSphere;
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newRoot.sub.push_back(node);
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}
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// done?
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if (root.sub.size() == 1) {
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ObstacleNode* node = new ObstacleNode();
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node->sub.push_back(root.sub.front());
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node->boundSphere = root.sub.front()->boundSphere;
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newRoot.sub.push_back(node);
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break;
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} else if (root.sub.size() == 0) {
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break;
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}
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//--i;
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}
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root = newRoot;
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return concated;
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}
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};
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#endif // OBSTACLETREE_H
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