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Indoor/floorplan/3D/FloorplanMesh.h
frank 8dd1ba0be6 moved from ray3 to floorplan/3D
worked on new wall models
refactoring
2018-07-24 08:13:16 +02:00

335 lines
9.9 KiB
C++

#ifndef FLOORPLAN_3D_FLOORPLANMESH_H
#define FLOORPLAN_3D_FLOORPLANMESH_H
#include "Obstacle3.h"
#include "../../geo/BBox3.h"
#include <fstream>
namespace Floorplan3D {
/**
* meshed version of the floorplan
*/
struct FloorplanMesh {
std::vector<Obstacle3D> elements;
BBox3 getBBox() const {
BBox3 bb;
for (const Obstacle3D& o : elements) {
for (const Triangle3& t : o.triangles) {
bb.add(t.p1);
bb.add(t.p2);
bb.add(t.p3);
}
}
return bb;
}
void operator -= (const Point3 p) {
for (Obstacle3D& o : elements) {
for (Triangle3& t : o.triangles) {
t -= p;
}
}
}
/** export as OBJ file */
void exportOBJsimple(const std::string& file) {
std::ofstream out(file.c_str());
out << toOBJsimple();
out.close();
}
/** export as OBJ file */
void exportOBJcomplex(const std::string& file, const std::string& nameOnly) {
std::ofstream outOBJ((file+".obj").c_str());
std::ofstream outMTL((file+".mtl").c_str());
OBJData data = toOBJ(nameOnly);
outOBJ << data.obj;
outMTL << data.mtl;
outOBJ.close();
outMTL.close();
}
/** export as PLY file */
void exportPLY(const std::string& file) {
std::ofstream out(file.c_str());
out << toPLY();
out.close();
}
/** DEBUG: convert to .obj file code for exporting */
std::string toOBJsimple() {
int nVerts = 1;
std::string res;
// write each obstacle
for (const Obstacle3D& o : elements) {
// 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";
}
}
// write each obstacle
for (const Obstacle3D& o : elements) {
// write the 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;
}
struct OBJData {
std::string obj;
std::string mtl;
};
/** DEBUG: convert to .obj file code for exporting */
OBJData toOBJ(const std::string name) {
const BBox3 bb = getBBox();
const float ox = bb.getCenter().x;
const float oy = bb.getCenter().y;
bool swapYZ = true;
int nVerts = 1;
int nObjs = 0;
OBJData res;
// write material file
for (size_t idx = 0; idx < mats.size(); ++idx) {
const Material& mat = mats[idx];
res.mtl += "newmtl mat_" + std::to_string(idx) + "\n";
res.mtl += "Ka 0.000 0.000 0.000 \n"; // ambient
res.mtl += "Kd " + std::to_string(mat.r/255.0f) + " " + std::to_string(mat.g/255.0f) + " " + std::to_string(mat.b/255.0f) + "\n";
res.mtl += "Ks 0.000 0.000 0.000 \n";
res.mtl += "d " + std::to_string(mat.a/255.0f) + "\n"; // alpha
res.mtl += "Tr " + std::to_string(1.0f-mat.a/255.0f) + "\n"; // inv-alpha
res.mtl += "illum 2 \n";
res.mtl += "\n";
}
// use material file
res.obj += "mtllib " + name + ".mtl" + "\n";
// write each obstacle
for (const Obstacle3D& o : elements) {
// write the vertices
for (const Triangle3& t : o.triangles) {
if (!swapYZ) {
res.obj += "v " + std::to_string(t.p1.x-ox) + " " + std::to_string(t.p1.y-oy) + " " + std::to_string(t.p1.z) + "\n";
res.obj += "v " + std::to_string(t.p2.x-ox) + " " + std::to_string(t.p2.y-oy) + " " + std::to_string(t.p2.z) + "\n";
res.obj += "v " + std::to_string(t.p3.x-ox) + " " + std::to_string(t.p3.y-oy) + " " + std::to_string(t.p3.z) + "\n";
} else {
res.obj += "v " + std::to_string(t.p1.x-ox) + " " + std::to_string(t.p1.z) + " " + std::to_string(t.p1.y-oy) + "\n";
res.obj += "v " + std::to_string(t.p3.x-ox) + " " + std::to_string(t.p3.z) + " " + std::to_string(t.p3.y-oy) + "\n";
res.obj += "v " + std::to_string(t.p2.x-ox) + " " + std::to_string(t.p2.z) + " " + std::to_string(t.p2.y-oy) + "\n";
}
}
}
// write each obstacle
for (const Obstacle3D& o : elements) {
// create a new group
//res.obj += "g elem_" + std::to_string(++nObjs) + "\n";
// create a new object
res.obj += "o elem_" + std::to_string(++nObjs) + "\n";
// group's material
res.obj += "usemtl mat_" + std::to_string(getMaterial(o)) + "\n";
// write the group's faces
for (size_t i = 0; i < o.triangles.size(); ++i) {
res.obj += "f " + std::to_string(nVerts+0) + " " + std::to_string(nVerts+1) + " " + std::to_string(nVerts+2) + "\n";
nVerts += 3;
}
}
// done
return res;
}
/** convert to .ply file format */
std::string toPLY() const {
std::stringstream res;
res << "ply\n";
res << "format ascii 1.0\n";
int faces = 0;
int vertices = 0;
for (const Obstacle3D& obs : elements) {
vertices += obs.triangles.size() * 3;
faces += obs.triangles.size();
}
res << "element material " << mats.size() << "\n";
res << "property uchar red\n";
res << "property uchar green\n";
res << "property uchar blue\n";
res << "property uchar alpha\n";
res << "element vertex " << vertices << "\n";
res << "property float x\n";
res << "property float y\n";
res << "property float z\n";
res << "property float nx\n";
res << "property float ny\n";
res << "property float nz\n";
res << "property uchar red\n";
res << "property uchar green\n";
res << "property uchar blue\n";
res << "property uchar alpha\n";
res << "property int material_index\n";
res << "element face " << faces << "\n";
res << "property list uchar int vertex_indices\n";
res << "end_header\n";
for (const Material& mat : mats) {
res << mat.r << " " << mat.g << " " << mat.b << " " << mat.a << "\n";
}
for (const Obstacle3D& obs : elements) {
const int matIdx = getMaterial(obs);
const Material& mat = mats[matIdx];
for (const Triangle3& tria : obs.triangles) {
const Point3 n = cross(tria.p2-tria.p1, tria.p3-tria.p1).normalized();
res << tria.p1.x << " " << tria.p1.y << " " << tria.p1.z << " " << n.x << " " << n.y << " " << n.z << " " << mat.r << " " << mat.g << " " << mat.b << " " << mat.a << " " << matIdx << "\n";
res << tria.p2.x << " " << tria.p2.y << " " << tria.p2.z << " " << n.x << " " << n.y << " " << n.z << " " << mat.r << " " << mat.g << " " << mat.b << " " << mat.a << " " << matIdx << "\n";
res << tria.p3.x << " " << tria.p3.y << " " << tria.p3.z << " " << n.x << " " << n.y << " " << n.z << " " << mat.r << " " << mat.g << " " << mat.b << " " << mat.a << " " << matIdx << "\n";
}
}
int vidx = 0;
for (const Obstacle3D& obs : elements) {
for (const Triangle3& tria : obs.triangles) {
(void) tria;
res << "3 " << (vidx+0) << " " << (vidx+1) << " " << (vidx+2) << "\n";
vidx += 3;
}
}
// done
return res.str();
}
struct Material {
int r, g, b, a;
Material(int r, int g, int b, int a) : r(r), g(g), b(b), a(a) {;}
};
// // material
// std::vector<Material> mats = {
// Material(0,128,0,255), // ground outdoor
// Material(64,64,64,255), // ground outdoor
// Material(255,96,96,255), // stair
// Material(128,128,128,255), // concrete
// Material(64,128,255,64), // glass
// Material(200,200,200,255), // default
// };
// int getMaterial(const Obstacle3D& o) const {
// if (o.type == Obstacle3D::Type::GROUND_OUTDOOR) {return 0;}
// if (o.type == Obstacle3D::Type::GROUND_INDOOR) {return 1;}
// if (o.type == Obstacle3D::Type::STAIR) {return 2;}
// if (o.mat == Floorplan::Material::CONCRETE) {return 3;}
// if (o.mat == Floorplan::Material::GLASS) {return 4;}
// return 5;
// }
std::vector<Material> mats = {
Material(255,0,0,255), // error
Material(0,128,0,255), // ground outdoor
Material(64,64,64,255), // ground outdoor
Material(105,105,105,255), // stair
Material(220,220,220,255), // handrail
Material(200,200,255,96), // door (glass)
Material(140,140,140,255), // door (wood)
Material(135,135,135,255), // concrete
Material(240,240,255,96), // glass
Material(170,170,255,96), // glass (metallized)
Material(170,120,60,255), // wood
Material(200,200,200,255), // drywall
Material(255,255,255,255), // object
Material(235,235,235,255), // default
};
int getMaterial(const Obstacle3D& o) const {
if (o.type == Floorplan3D::Obstacle3D::Type::ERROR) {return 0;}
if (o.type == Floorplan3D::Obstacle3D::Type::GROUND_OUTDOOR) {return 1;}
if (o.type == Floorplan3D::Obstacle3D::Type::GROUND_INDOOR) {return 2;}
if (o.type == Floorplan3D::Obstacle3D::Type::STAIR) {return 3;}
if (o.type == Floorplan3D::Obstacle3D::Type::HANDRAIL) {return 4;}
if (o.type == Floorplan3D::Obstacle3D::Type::OBJECT) {return 12;}
if (o.type == Floorplan3D::Obstacle3D::Type::DOOR && o.mat == Floorplan::Material::GLASS) {return 5;}
if (o.type == Floorplan3D::Obstacle3D::Type::DOOR) {return 6;}
if (o.mat == Floorplan::Material::CONCRETE) {return 7;}
if (o.mat == Floorplan::Material::GLASS) {return 8;}
if (o.mat == Floorplan::Material::METALLIZED_GLAS) {return 9;}
if (o.mat == Floorplan::Material::WOOD) {return 10;}
if (o.mat == Floorplan::Material::DRYWALL) {return 11;}
return 12;
}
// Color getColor(const Obstacle3D& o) const {
// if (o.type == Obstacle3D::Type::GROUND_OUTDOOR) {return Color(0,128,0,255);}
// if (o.type == Obstacle3D::Type::GROUND_INDOOR) {return Color(64,64,64,255);}
// if (o.mat == Floorplan::Material::CONCRETE) {return Color(128,128,128,255);}
// if (o.mat == Floorplan::Material::GLASS) {return Color(128,128,255,64);}
// return Color(200,200,200,255);
// }
};
}
#endif // FLOORPLAN_3D_FLOORPLANMESH_H