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Indoor/grid/factory/GridFactory.h
kazu 9947dced15 added several grid-walks
added new helper methods/classes (e.g. for heading)
new test cases
optimize the dijkstra
cleanups/refactoring
added timed-benchmarks to the log
many more...
2016-01-24 18:59:06 +01:00

255 lines
6.3 KiB
C++
Executable File

#ifndef GRIDFACTORY_H
#define GRIDFACTORY_H
#include <string>
#include "../../floorplan/Floor.h"
#include "../../floorplan/Stairs.h"
#include "../../geo/Units.h"
#include "../GridNodeBBox.h"
#include "../Grid.h"
#include "../../misc/Debug.h"
template <int gridSize_cm, typename T> class GridFactory {
/** logging name */
static constexpr const char* name = "GridFac";
private:
/** the grid to build into */
Grid<gridSize_cm, T>& grid;
public:
/** ctor with the grid to fill */
GridFactory(Grid<gridSize_cm, T>& grid) : grid(grid) {;}
/** add the given floor at the provided height (in cm) */
void addFloor(const Floor& floor, const float z_cm) {
Log::add(name, "adding floor at height " + std::to_string(z_cm));
// build grid-points
for(int x_cm = 0; x_cm < floor.getWidth_cm(); x_cm += gridSize_cm) {
for (int y_cm = 0; y_cm < floor.getDepth_cm(); y_cm += gridSize_cm) {
// check intersection with the floorplan
GridNodeBBox bbox(GridPoint(x_cm, y_cm, z_cm), gridSize_cm);
if (intersects(bbox, floor)) {continue;}
// add to the grid
grid.add(T(x_cm, y_cm, z_cm));
}
}
connectAdjacent(z_cm);
}
/** connect all neighboring nodes located on the given height-plane */
void connectAdjacent(const float z_cm) {
Log::add(name, "connecting all adjacent nodes at height " + std::to_string(z_cm));
// connect adjacent grid-points
for (int idx = 0; idx < grid.getNumNodes(); ++idx) {
T& n1 = (T&) grid[idx];
if (n1.z_cm != z_cm) {continue;} // ugly... different floor -> skip
// square around each point
for (int x = -gridSize_cm; x <= gridSize_cm; x += gridSize_cm) {
for (int y = -gridSize_cm; y <= gridSize_cm; y += gridSize_cm) {
// skip the center (node itself)
if ((x == y) && (x == 0)) {continue;}
// position of the potential neighbor
int ox = n1.x_cm + x;
int oy = n1.y_cm + y;
GridPoint p(ox, oy, n1.z_cm);
// does the grid contain the potential neighbor?
if (grid.hasNodeFor(p)) {
T& n2 = (T&) grid.getNodeFor(p);
grid.connectUniDir(n1, n2);
}
}
}
}
}
void addStairs(const Stairs& stairs, const float z1_cm, const float z2_cm) {
Log::add(name, "adding stairs between " + std::to_string(z1_cm) + " and " + std::to_string(z2_cm));
for (const Stair& s : stairs) {
for (int i = 0; i < grid.getNumNodes(); ++i) {
// potential starting-point for the stair
T& n = (T&) grid[i];
// real starting point for the stair?
if (s.from.contains( Point2(n.x_cm, n.y_cm) )) {
// construct end-point by using the stair's direction
const Point3 end = Point3(n.x_cm, n.y_cm, n.z_cm) + Point3(s.dir.x, s.dir.y, (z2_cm-z1_cm));
GridPoint gp(end.x, end.y, end.z);
// does such and end-point exist within the grap? -> construct stair
if (grid.hasNodeFor(gp)) {
T& n2 = (T&) grid.getNodeFor(gp);
buildStair(n, n2);
}
}
}
}
}
/** build a stair (z-transition) from n1 to n2 */
void buildStair(T& n1, T& n2) {
//TODO: ensure n1 is below n2
const float zDiff = n2.z_cm - n1.z_cm;
const float xDiff = n2.x_cm - n1.x_cm;
const float yDiff = n2.y_cm - n1.y_cm;
int idx1 = n1.getIdx();
int idx2 = -1;
const int idx3 = n2.getIdx();
// move upards in gridSize steps
for (int z = gridSize_cm; z < zDiff; z+= gridSize_cm) {
// calculate the percentage of reached upwards-distance
const float percent = z/zDiff;
// adjust (x,y) accordingly (interpolate)
int x = n1.x_cm + xDiff * percent;
int y = n1.y_cm + yDiff * percent;
// snap (x,y) to the grid???
x = std::round(x / gridSize_cm) * gridSize_cm;
y = std::round(y / gridSize_cm) * gridSize_cm;
// create a new node add it to the grid, and connect it with the previous one
idx2 = grid.addUnaligned(T(x,y,z));
grid.connectBiDir(idx1, idx2);
idx1 = idx2;
}
// add the last segment
if (idx2 != -1) {
grid.connectBiDir(idx2, idx3);
}
}
/** add the inverted version of the given z-layer */
void addInverted(const Grid<gridSize_cm, T>& gIn, const float z_cm) {
// get the original grid's bbox
BBox3 bb = gIn.getBBox();
// build new grid-points
for(int x_cm = bb.getMin().x; x_cm <= bb.getMax().x; x_cm += gridSize_cm) {
for (int y_cm = bb.getMin().y; y_cm < bb.getMax().y; y_cm += gridSize_cm) {
// does the input-grid contain such a point?
GridPoint gp(x_cm, y_cm, z_cm);
if (gIn.hasNodeFor(gp)) {continue;}
// add to the grid
grid.add(T(x_cm, y_cm, z_cm));
}
}
}
// TODO: how to determine the starting index?!
// IDEAS: find all segments:
// start at a random point, add all connected points to the set
// start at a NEW random point ( not part of the already processed points), add connected points to a new set
// repeat until all points processed
// how to handle multiple floor layers?!?!
// run after all floors AND staircases were added??
// OR: random start, check segment size, < 50% of all nodes? start again
void removeIsolated() {
Log::add(name, "searching for isolated nodes");
// get largest connected region
std::set<int> set;
do {
const int idxStart = rand() % grid.getNumNodes();
set.clear();
Log::add(name, "getting connected region starting at " + (std::string) grid[idxStart]);
getConnected(idxStart, set);
Log::add(name, "region size is " + std::to_string(set.size()) + " nodes");
} while (set.size() < 0.5 * grid.getNumNodes());
// remove all other
Log::add(name, "removing the isolated nodes");
for (int i = 0; i < grid.getNumNodes(); ++i) {
if (set.find(i) == set.end()) {grid.remove(i);}
}
// clean the grid
grid.cleanup();
}
private:
/** recursively get all connected nodes and add them to the set */
void getConnected(const int idx, std::set<int>& set) {
// get the node behind idx
const T& n1 = (T&) grid[idx];
// add him to the current region
set.insert(n1.getIdx());
// get all his (unprocessed) neighbors and add them to the region
for (const T& n2 : grid.neighbors(n1)) {
if (set.find(n2.getIdx()) == set.end()) {
getConnected(n2.getIdx(), set);
}
}
}
private:
/** does the bbox intersect with any of the floor's walls? */
bool intersects(const GridNodeBBox& bbox, const Floor& floor) {
for (const Line2& l : floor.getObstacles()) {
if (bbox.intersects(l)) {return true;}
}
return false;
}
};
#endif // GRIDFACTORY_H