736 lines
22 KiB
C++
736 lines
22 KiB
C++
#ifndef FLOORPLAN_3D_WALLSVIACUTTEDQUADS_H
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#define FLOORPLAN_3D_WALLSVIACUTTEDQUADS_H
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#include "../../geo/Line2.h"
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#include "../../geo/Polygon2.h"
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#include "../../geo/GPCPolygon2.h"
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//#include "Walls.h"
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#include "misc.h"
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#include <functional>
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#include <iostream>
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namespace Floorplan3D {
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/**
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* interpret walls als quads (polygons)
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* intersect them with each other to prevent overlaps
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*/
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class WallsViaCuttedQuads {
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private:
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struct Wall {
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/** algorithms set error flag here */
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bool error = false;
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/** original line from floorplan */
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const Floorplan::FloorObstacleWall* line;
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/** outlines after applying thickness */
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Line2 l1;
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Line2 l2;
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Wall(const Floorplan::FloorObstacleWall* line) : line(line) {
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const Point2 from = line->from;
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const Point2 to = line->to;
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const Point2 dir = (to-from).normalized();
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const Point2 dirP = dir.perpendicular();
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const float w = line->thickness_m;
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const float w2 = w/2;
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const Point2 p1 = from + dirP * w2;
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const Point2 p2 = from - dirP * w2;
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const Point2 p3 = to - dirP * w2;
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const Point2 p4 = to + dirP * w2;
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l1 = Line2(p1, p4);
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l2 = Line2(p2, p3);
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}
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/** get points for CCW wall outline (p1->p2->p3->p4) */
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Point2 getP1() const {return l1.p1;}
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Point2 getP2() const {return l1.p2;}
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Point2 getP3() const {return l2.p2;}
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Point2 getP4() const {return l2.p1;}
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Point2& getP1() {return l1.p1;}
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Point2& getP2() {return l1.p2;}
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Point2& getP3() {return l2.p2;}
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Point2& getP4() {return l2.p1;}
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struct CutRes {
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Point2 p;
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Line2* l1; // affected line within this wall
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Line2* l2; // affected line within the other wall
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CutRes(Point2 p, Line2* l1, Line2* l2) : p(p), l1(l1), l2(l2) {;}
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};
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/** get all intersecting points between the two walls */
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std::vector<CutRes> getIntersections(Wall& o, bool limit = true) {
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std::vector<CutRes> res;
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Point2 p;
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if (intersects(l1, o.l1, limit, p)) {res.push_back(CutRes(p,&l1, &o.l1));}
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if (intersects(l1, o.l2, limit, p)) {res.push_back(CutRes(p,&l1, &o.l2));}
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if (intersects(l2, o.l1, limit, p)) {res.push_back(CutRes(p,&l2, &o.l1));}
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if (intersects(l2, o.l2, limit, p)) {res.push_back(CutRes(p,&l2, &o.l2));}
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return res;
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}
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/** is this wall directly attached to the given wall? */
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bool directlyConnectedTo(const Wall& o) const {
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const float d = 0.001;
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return
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(line->from.eq( o.line->from, d)) ||
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(line->to.eq( o.line->from, d)) ||
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(line->from.eq( o.line->to, d)) ||
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(line->to.eq( o.line->to, d));
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}
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/** does this wall end within the given wall? */
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bool endsWithin(const Wall& o) const {
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return o.containsPoint(line->from) || o.containsPoint(line->to);
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}
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/** does this wall contain the given point */
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bool containsPoint(const Point2 p) const {
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return polygonContainsPoint({getP1(), getP2(), getP3(), getP4()}, p);
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}
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};
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void cropLine(Line2* l, Point2 p) {
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// determine which line-end to crop
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if (p.getDistance(l->p1) < p.getDistance(l->p2)) {
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l->p1 = p;
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} else {
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l->p2 = p;
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}
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}
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void cutInMiddle(Point2& pa1, Point2& pa2, Point2& pb1, Point2& pb2) {
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// line from pa1->pa2, and pb1->pb2
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// intersection expected near pa2|pb1
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Line2 l1(pa1, pa2); l1 = l1.longerAtEnd(10);
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Line2 l2(pb1, pb2); l2 = l2.longerAtStart(10);
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Point2 pi;
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if (intersects(l1, l2, true, pi)) {
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pa2 = pi; // replace end of line1
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pb1 = pi; // replace start of line2
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}
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}
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std::vector<Wall> walls;
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const Floorplan::Floor* floor;
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std::vector<Obstacle3D> obs;
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public:
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void clear() {
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walls.clear();
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}
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void add(const Floorplan::Floor* f, const Floorplan::FloorObstacleWall* fow) {
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if (fow->type != Floorplan::ObstacleType::WALL) {return;}
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this->floor = f;
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walls.push_back(Wall(fow));
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}
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virtual const std::vector<Obstacle3D>& get() {
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std::vector<Wall> tmp = walls;
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tmp = cutConnected(tmp);
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tmp = cutProtruding(tmp);
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obs = toObstacle(tmp, floor);
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return obs;
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}
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private:
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/** convert all walls to obstacles */
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std::vector<Obstacle3D> toObstacle(const std::vector<Wall>& walls, const Floorplan::Floor* f) {
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std::vector<Obstacle3D> res;
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for (const Wall& w : walls) {
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res.push_back(toObstacle(w, f));
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}
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return res;
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}
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Obstacle3D toObstacle(const Wall& w, const Floorplan::Floor* f) {
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FloorPos fp(f);
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const Floorplan::FloorObstacleWall* wall = w.line;
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Obstacle3D::Type type = (w.error) ? (Obstacle3D::Type::ERROR) : (getType(wall));
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Obstacle3D obs(type, wall->material);
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const float z1 = fp.z1;
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const float z2 = (wall->height_m > 0) ? (fp.z1 + wall->height_m) : (fp.z2);
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const Point3 p1 = Point3(w.getP1().x, w.getP1().y, z1); // front
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const Point3 p2 = Point3(w.getP2().x, w.getP2().y, z1); // front
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const Point3 p3 = Point3(w.getP3().x, w.getP3().y, z1); // back
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const Point3 p4 = Point3(w.getP4().x, w.getP4().y, z1); // back
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const Point3 p1u = Point3(w.getP1().x, w.getP1().y, z2); // front upper
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const Point3 p2u = Point3(w.getP2().x, w.getP2().y, z2); // front upper
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const Point3 p3u = Point3(w.getP3().x, w.getP3().y, z2); // back upper
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const Point3 p4u = Point3(w.getP4().x, w.getP4().y, z2); // back upper
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const Point2 dir = (wall->to - wall->from).normalized();
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const Point2 perp = dir.perpendicular().normalized() * (wall->thickness_m/2);
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// move from wall's center line towards front (- half thickness)
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auto toFront = [perp] (const Point2 pt, const float z) {
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const Point2 tmp = pt + perp;
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return Point3(tmp.x, tmp.y, z);
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};
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// move from wall's center line towards back (+ half thickness)
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auto toBack = [perp] (const Point2 pt, const float z) {
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const Point2 tmp = pt - perp;
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return Point3(tmp.x, tmp.y, z);
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};
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// above window, below window, window frame
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for (const Floorplan::FloorObstacleWallWindow* win : wall->windows) {
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// quad below the window (1,2,3,4) CCW
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// quad above the window (5,6,7,8) CCW
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// -> window = (4,3,6,5) CCW
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const float za = z1 + win->startsAtHeight;
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const float zb = za + win->height;
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const Point3 p1f = toFront(win->getStart(wall), z1);
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const Point3 p2f = toFront(win->getEnd(wall), z1);
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const Point3 p3f = toFront(win->getEnd(wall), za);
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const Point3 p4f = toFront(win->getStart(wall), za);
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const Point3 p1b = toBack(win->getStart(wall), z1);
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const Point3 p2b = toBack(win->getEnd(wall), z1);
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const Point3 p3b = toBack(win->getEnd(wall), za);
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const Point3 p4b = toBack(win->getStart(wall), za);
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const Point3 p5f = toFront(win->getStart(wall), zb);
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const Point3 p6f = toFront(win->getEnd(wall), zb);
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const Point3 p7f = toFront(win->getEnd(wall), z2);
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const Point3 p8f = toFront(win->getStart(wall), z2);
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const Point3 p5b = toBack(win->getStart(wall), zb);
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const Point3 p6b = toBack(win->getEnd(wall), zb);
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const Point3 p7b = toBack(win->getEnd(wall), z2);
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const Point3 p8b = toBack(win->getStart(wall), z2);
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// quad below the window
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obs.addQuad(p1f, p2f, p3f, p4f, true); // front
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obs.addQuad(p1b, p2b, p3b, p4b, false); // back
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// quad above the window
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obs.addQuad(p5f, p6f, p7f, p8f, true); // front
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obs.addQuad(p5b, p6b, p7b, p8b, false); // back
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// window frame
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obs.addTriangleStrip({p4f, p4b, p3f, p3b, p6f, p6b, p5f, p5b, p4f, p4b});
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}
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// start mantle surface (zig-zag around the wall)
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std::vector<Point3> ptsLateralSurface;
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ptsLateralSurface.push_back(p1);
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ptsLateralSurface.push_back(p4);
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// sort doors along the wall
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std::vector<Floorplan::FloorObstacleWallDoor*> doors = wall->doors;
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std::sort(doors.begin(), doors.end(), [] (const Floorplan::FloorObstacleWallDoor* d1, const Floorplan::FloorObstacleWallDoor* d2) {
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return d1->atLinePos < d2->atLinePos;
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});
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// above door, append lateral surface around wall
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for (const Floorplan::FloorObstacleWallDoor* door : doors) {
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Point2 ps = door->getStart(wall);
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Point2 pe = door->getEnd(wall);
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if (door->leftRight) {std::swap(ps,pe);}
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const float zb = z1 + door->height;
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{
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const Point3 p1f = toFront(ps, zb);
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const Point3 p2f = toFront(pe, zb);
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const Point3 p3f = toFront(pe, z2);
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const Point3 p4f = toFront(ps, z2);
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const Point3 p1b = toBack(ps, zb);
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const Point3 p2b = toBack(pe, zb);
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const Point3 p3b = toBack(pe, z2);
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const Point3 p4b = toBack(ps, z2);
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// quad above the door (front)
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obs.addQuad(p1f, p2f, p3f, p4f, true);
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// quad above the door (back)
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obs.addQuad(p1b, p2b, p3b, p4b, false);
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}
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const Point3 p1f = toFront(ps, z1);
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const Point3 p2f = toFront(pe, z1);
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const Point3 p3f = toFront(pe, zb);
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const Point3 p4f = toFront(ps, zb);
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const Point3 p1b = toBack(ps, z1);
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const Point3 p2b = toBack(pe, z1);
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const Point3 p3b = toBack(pe, zb);
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const Point3 p4b = toBack(ps, zb);
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// continue mantle surface
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ptsLateralSurface.push_back(p1f);
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ptsLateralSurface.push_back(p1b);
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ptsLateralSurface.push_back(p4f);
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ptsLateralSurface.push_back(p4b);
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ptsLateralSurface.push_back(p3f);
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ptsLateralSurface.push_back(p3b);
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ptsLateralSurface.push_back(p2f);
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ptsLateralSurface.push_back(p2b);
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}
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// complete mantle surface
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ptsLateralSurface.push_back(p2);
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ptsLateralSurface.push_back(p3);
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ptsLateralSurface.push_back(p2u);
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ptsLateralSurface.push_back(p3u);
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ptsLateralSurface.push_back(p1u);
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ptsLateralSurface.push_back(p4u);
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ptsLateralSurface.push_back(p1);
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ptsLateralSurface.push_back(p4);
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obs.addTriangleStrip(ptsLateralSurface, true);
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// get all points along the wall start, doorstart,doorend, doorstart,doorend, .., end
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std::vector<Point3> ptsFront;
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ptsFront.push_back(p1);
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ptsFront.push_back(p2);
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std::vector<Point3> ptsBack;
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ptsBack.push_back(p3);
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ptsBack.push_back(p4);
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for (const Floorplan::FloorObstacleWallDoor* door : wall->doors) {
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ptsFront.push_back(toFront(door->getStart(wall), z1));
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ptsFront.push_back(toFront(door->getEnd(wall), z1));
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ptsBack.push_back(toBack(door->getStart(wall), z1));
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ptsBack.push_back(toBack(door->getEnd(wall), z1));
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}
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for (const Floorplan::FloorObstacleWallWindow* window : wall->windows) {
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ptsFront.push_back(toFront(window->getStart(wall), z1));
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ptsFront.push_back(toFront(window->getEnd(wall), z1));
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ptsBack.push_back(toBack(window->getStart(wall), z1));
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ptsBack.push_back(toBack(window->getEnd(wall), z1));
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}
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// sort all points by distance from start (correct on-off-on-off-on order)
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auto compFront = [p1] (const Point3 _p1, const Point3 _p2) { return p1.getDistance(_p1) < p1.getDistance(_p2); };
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std::sort(ptsFront.begin(), ptsFront.end(), compFront);
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auto compBack = [p4] (const Point3 _p1, const Point3 _p2) { return p4.getDistance(_p1) < p4.getDistance(_p2); };
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std::sort(ptsBack.begin(), ptsBack.end(), compBack);
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// from wall segment to wall segment, excluding doors
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for (size_t i = 0; i < ptsFront.size(); i += 2) {
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const Point3 p1 = ptsFront[i+0];
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const Point3 p2 = ptsFront[i+1];
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const Point3 p3(p2.x, p2.y, z2);
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const Point3 p4(p1.x, p1.y, z2);
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obs.addQuad(p1, p2, p3, p4, true);
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}
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for (size_t i = 0; i < ptsBack.size(); i += 2) {
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const Point3 p1 = ptsBack[i+0];
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const Point3 p2 = ptsBack[i+1];
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const Point3 p3(p2.x, p2.y, z2);
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const Point3 p4(p1.x, p1.y, z2);
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obs.addQuad(p1, p2, p3, p4, false);
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}
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// obs.addQuad(p1, p2, p2u, p1u);
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// obs.addQuad(p2, p3, p3u, p2u);
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// obs.addQuad(p3, p4, p4u, p3u);
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// obs.addQuad(p4, p1, p1u, p4u);
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// obs.addQuad(p1u, p2u, p3u, p4u);
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// obs.addQuad(p4, p3, p2, p1);
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// obs.reverseFaces();
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return obs;
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}
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/*
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Obstacle3D toObstacle(const Wall& wall, const Floorplan::Floor* f) {
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FloorPos fp(f);
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Obstacle3D::Type type = (wall.error) ? (Obstacle3D::Type::ERROR) : (getType(wall.line));
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Obstacle3D obs(type, wall.line->material);
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const float z1 = fp.z1;
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const float z2 = (wall.line->height_m > 0) ? (fp.z1 + wall.line->height_m) : (fp.z2);
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const Point3 p1 = Point3(wall.getP1().x, wall.getP1().y, z1);
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const Point3 p2 = Point3(wall.getP2().x, wall.getP2().y, z1);
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const Point3 p3 = Point3(wall.getP3().x, wall.getP3().y, z1);
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const Point3 p4 = Point3(wall.getP4().x, wall.getP4().y, z1);
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const Point3 p1u = Point3(wall.getP1().x, wall.getP1().y, z2);
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const Point3 p2u = Point3(wall.getP2().x, wall.getP2().y, z2);
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const Point3 p3u = Point3(wall.getP3().x, wall.getP3().y, z2);
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const Point3 p4u = Point3(wall.getP4().x, wall.getP4().y, z2);
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obs.addQuad(p1, p2, p2u, p1u);
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obs.addQuad(p2, p3, p3u, p2u);
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obs.addQuad(p3, p4, p4u, p3u);
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obs.addQuad(p4, p1, p1u, p4u);
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obs.addQuad(p1u, p2u, p3u, p4u);
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obs.addQuad(p4, p3, p2, p1);
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obs.reverseFaces();
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return obs;
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}
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*/
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/** convert one wall into an obstacle */
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/*
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Obstacle3D toObstacle(const Wall& wall, const Floorplan::Floor* f) {
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FloorPos fp(f);
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Obstacle3D::Type type = (wall.error) ? (Obstacle3D::Type::ERROR) : (getType(wall.line));
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Obstacle3D obs(type, wall.line->material);
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const float z1 = fp.z1;
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const float z2 = (wall.line->height_m > 0) ? (fp.z1 + wall.line->height_m) : (fp.z2);
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Point3 p0 = Point3(wall.line->from.x, wall.line->from.y, z1);
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Point3 p1 = Point3(wall.getP1().x, wall.getP1().y, z1);
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Point3 p2 = Point3(wall.getP2().x, wall.getP2().y, z1);
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Point3 p3 = Point3(wall.getP3().x, wall.getP3().y, z1);
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Point3 p4 = Point3(wall.getP4().x, wall.getP4().y, z1);
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Point3 p1u = Point3(wall.getP1().x, wall.getP1().y, z2);
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Point3 p2u = Point3(wall.getP2().x, wall.getP2().y, z2);
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Point3 p3u = Point3(wall.getP3().x, wall.getP3().y, z2);
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Point3 p4u = Point3(wall.getP4().x, wall.getP4().y, z2);
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Point3 o = p0;
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float t = wall.line->thickness_m / 2;
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const Point3 o1;// = p1;
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const Point3 o2;// = p4;
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const float a = std::atan2(wall.getP2().y - wall.getP1().y, wall.getP2().x - wall.getP1().x);
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auto flatten = [a,o] (const Point3 p) {return (p - o).rotZ(-a).xz();};
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//auto flatten2 = [a,o] (const Point3 p) {return (p - o).rotZ(-a).xz();};
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auto unFlattenFront = [o,t,a] (const Point3 p) {return Point3(p.x, +t, p.y).rotZ(a)+o;};
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auto unFlattenBack = [o,t,a] (const Point3 p) {return Point3(p.x, -t, p.y).rotZ(a)+o;};
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auto unFlattenFront2 = [o,t,a] (const Point2 p) {return Point3(p.x, +t, p.y).rotZ(a)+o;};
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auto unFlattenBack2 = [o,t,a] (const Point2 p) {return Point3(p.x, -t, p.y).rotZ(a)+o;};
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const Point2 fp1 = flatten(p1);
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const Point2 fp2 = flatten(p2);
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const Point2 fp3 = flatten(p3);
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const Point2 fp4 = flatten(p4);
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const Point2 fp1u = flatten(p1u);
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const Point2 fp2u = flatten(p2u);
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const Point2 fp3u = flatten(p3u);
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const Point2 fp4u = flatten(p4u);
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Polygon2 front;
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front.add({fp1, fp2, fp2u, fp1u});
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GPCPolygon2 gpFront;
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gpFront.add(front);
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Polygon2 back;
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back.add({fp3, fp4, fp4u, fp3u});
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GPCPolygon2 gpBack;
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gpBack.add(back);
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// sort doors by their position within the wall (first comes first)
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std::vector<Floorplan::FloorObstacleWallDoor*> doors = wall.line->doors;
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auto compDoors = [] (const Floorplan::FloorObstacleWallDoor* d1, Floorplan::FloorObstacleWallDoor* d2) {
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return d1->atLinePos < d2->atLinePos;
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};
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std::sort(doors.begin(), doors.end(), compDoors);
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TriangleStrip strip;
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strip.add(p1);
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strip.add(p4);
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for (const Floorplan::FloorObstacleWallDoor* door : doors) {
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Point2 pds = door->getStart(wall.line);
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Point2 pde = door->getEnd(wall.line);
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// inverted door, swap start and end for correct triangle order
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if (door->leftRight) {
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std::swap(pds, pde);
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}
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const Point3 dp1(pds.x, pds.y, z1);
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const Point3 dp2(pde.x, pde.y, z1);
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const Point3 dp2u(pde.x, pde.y, z1+door->height);
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const Point3 dp1u(pds.x, pds.y, z1+door->height);
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Polygon2 pDoor;
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pDoor.add(flatten(dp1));
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pDoor.add(flatten(dp2));
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pDoor.add(flatten(dp2u));
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pDoor.add(flatten(dp1u));
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// wall cutout (front/back)
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gpFront.remove(pDoor);
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gpBack.remove(pDoor);
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// 3D framing
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strip.add(unFlattenFront2(pDoor[0]));
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strip.add(unFlattenBack2(pDoor[0]));
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strip.add(unFlattenFront2(pDoor[3]));
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strip.add(unFlattenBack2(pDoor[3]));
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strip.add(unFlattenFront2(pDoor[2]));
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strip.add(unFlattenBack2(pDoor[2]));
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strip.add(unFlattenFront2(pDoor[1]));
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strip.add(unFlattenBack2(pDoor[1]));
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}
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strip.add(p2);
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strip.add(p3);
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strip.add(p2u);
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strip.add(p3u);
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strip.add(p1u);
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strip.add(p4u);
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strip.add(p1);
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strip.add(p4);
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for (Triangle3 t : strip.toTriangles()) {
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t.reverse();
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obs.triangles.push_back(t);
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}
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// process all windows within the wall
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for (const Floorplan::FloorObstacleWallWindow* win : wall.line->windows) {
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const Point2 pws = win->getStart(wall.line);
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const Point2 pwe = win->getEnd(wall.line);
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const float wz1 = z1 + win->startsAtHeight;
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const float wz2 = z1 + win->startsAtHeight + win->height;
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const Point3 dp1(pws.x, pws.y, wz1);
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const Point3 dp2(pwe.x, pwe.y, wz1);
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const Point3 dp2u(pwe.x, pwe.y, wz2);
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const Point3 dp1u(pws.x, pws.y, wz2);
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Polygon2 pWindow;
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pWindow.add(flatten(dp1));
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pWindow.add(flatten(dp2));
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pWindow.add(flatten(dp2u));
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pWindow.add(flatten(dp1u));
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// wall cutout (front/back)
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gpFront.remove(pWindow);
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gpBack.remove(pWindow);
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// 3D framing
|
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TriangleStrip strip;
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strip.add(unFlattenFront2(pWindow[0]));
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strip.add(unFlattenBack2(pWindow[0]));
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strip.add(unFlattenFront2(pWindow[3]));
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strip.add(unFlattenBack2(pWindow[3]));
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strip.add(unFlattenFront2(pWindow[2]));
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strip.add(unFlattenBack2(pWindow[2]));
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strip.add(unFlattenFront2(pWindow[1]));
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strip.add(unFlattenBack2(pWindow[1]));
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strip.add(unFlattenFront2(pWindow[0]));
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strip.add(unFlattenBack2(pWindow[0]));
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for (Triangle3 t : strip.toTriangles()) {
|
|
t.reverse();
|
|
obs.triangles.push_back(t);
|
|
}
|
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}
|
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// Frontseite triangulieren
|
|
std::vector<Triangle3> triasFront = gpFront.getTriangles();
|
|
|
|
for (Triangle3 tria : triasFront) {
|
|
fixTria(tria, unFlattenFront);
|
|
tria.reverse();
|
|
obs.triangles.push_back(tria);
|
|
}
|
|
|
|
// Rückseite triangulieren
|
|
std::vector<Triangle3> triasBack = gpBack.getTriangles();
|
|
|
|
for (Triangle3 tria : triasBack) {
|
|
fixTria(tria, unFlattenBack);
|
|
obs.triangles.push_back(tria);
|
|
}
|
|
|
|
|
|
// for (const Floorplan::FloorObstacleWallDoor* door : wall.line->doors) {
|
|
// const Point2 p1 = door->getStart(wall.line);
|
|
// const Point2 p2 = door->getEnd(wall.line);
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|
|
|
// }
|
|
|
|
return obs;
|
|
|
|
}
|
|
*/
|
|
|
|
void fixTria(Triangle3& t, std::function<Point3(Point3)> func) {
|
|
t.p1 = func(t.p1);
|
|
t.p2 = func(t.p2);
|
|
t.p3 = func(t.p3);
|
|
}
|
|
|
|
/** cut off walls ending within another wall */
|
|
std::vector<Wall> cutProtruding(std::vector<Wall> walls) {
|
|
|
|
// if one wall ends within another one cut it off
|
|
|
|
for (size_t i = 0; i < walls.size(); ++i) {
|
|
Wall& w1 = walls[i];
|
|
|
|
for (size_t j = i+1; j < walls.size(); ++j) {
|
|
Wall& w2 = walls[j];
|
|
|
|
if (i == j) {continue;}
|
|
|
|
// if the two walls are directly connected (share one node) -> ignore this case here!
|
|
if (w1.directlyConnectedTo(w2)) {continue;}
|
|
|
|
// not the case we are looking for?
|
|
if (!w1.endsWithin(w2) && !w2.endsWithin(w1)) {continue;}
|
|
|
|
// get all intersection points between the two walls
|
|
std::vector<Wall::CutRes> isects = w1.getIntersections(w2);
|
|
|
|
// this should be 0 (no intersections) or 2 (one for each outline)
|
|
if (!isects.empty() && isects.size() != 2) {
|
|
w1.error = true;
|
|
w2.error = true;
|
|
std::cout << "detected strange wall intersection" << std::endl;
|
|
}
|
|
|
|
int cut = 0;
|
|
|
|
// check the (2) detected intersections
|
|
for (const auto isect : isects) {
|
|
|
|
// if one of the line-ends p1/p2 from wall1 ends within wall2, crop it by setting it to the intersection
|
|
if (w2.containsPoint(isect.l1->p1)) {isect.l1->p1 = isect.p; ++cut;}
|
|
if (w2.containsPoint(isect.l1->p2)) {isect.l1->p2 = isect.p; ++cut;}
|
|
|
|
// if one of the line-ends p1/p2 from wall2 ends within wall1, crop it by setting it to the intersection
|
|
if (w1.containsPoint(isect.l2->p1)) {isect.l2->p1 = isect.p; ++cut;}
|
|
if (w1.containsPoint(isect.l2->p2)) {isect.l2->p2 = isect.p; ++cut;}
|
|
|
|
}
|
|
|
|
// 2 lines should have been cut. if not, potential issue!
|
|
if (cut != 2) {
|
|
w1.error = true;
|
|
w2.error = true;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return walls;
|
|
|
|
}
|
|
|
|
|
|
/** if two walls share one node, cut both ends in the middle (like 45 degree) */
|
|
std::vector<Wall> cutConnected(std::vector<Wall> walls) {
|
|
|
|
for (size_t i = 0; i < walls.size(); ++i) {
|
|
Wall& w1 = walls[i];
|
|
|
|
for (size_t j = i+1; j < walls.size(); ++j) {
|
|
Wall& w2 = walls[j];
|
|
|
|
if (i == j) {continue;}
|
|
|
|
// if the two walls are note directly connected -> ignore
|
|
if (!w1.directlyConnectedTo(w2)) {continue;}
|
|
|
|
const float d = 0.001;
|
|
if (w1.line->to.eq(w2.line->from, d)) {
|
|
cutInMiddle(w1.getP1(), w1.getP2(), w2.getP1(), w2.getP2());
|
|
cutInMiddle(w1.getP4(), w1.getP3(), w2.getP4(), w2.getP3());
|
|
} else if (w1.line->to.eq(w2.line->to, d)) {
|
|
cutInMiddle(w1.getP1(), w1.getP2(), w2.getP3(), w2.getP4());
|
|
cutInMiddle(w1.getP4(), w1.getP3(), w2.getP2(), w2.getP1());
|
|
} else if (w1.line->from.eq(w2.line->to, d)) {
|
|
cutInMiddle(w1.getP3(), w1.getP4(), w2.getP3(), w2.getP4());
|
|
cutInMiddle(w1.getP2(), w1.getP1(), w2.getP2(), w2.getP1());
|
|
} else if (w1.line->from.eq(w2.line->from, d)) {
|
|
cutInMiddle(w1.getP3(), w1.getP4(), w2.getP1(), w2.getP2());
|
|
cutInMiddle(w1.getP2(), w1.getP1(), w2.getP4(), w2.getP3());
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return walls;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
}
|
|
|
|
#endif // FLOORPLAN_3D_WALLSVIACUTTEDQUADS_H
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