255 lines
7.5 KiB
C++
255 lines
7.5 KiB
C++
#ifndef STAIRS_H
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#define STAIRS_H
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#include <vector>
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#include <set>
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#include "../../Grid.h"
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#include "Helper.h"
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#include "../../../floorplan/v2/Floorplan.h"
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#include <fstream>
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#include <unordered_set>
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/**
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* this one should be both, simpler and more robus than v1.
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* - prevents duplicate (x,y) nodes
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* - slightly grows the stair-quads to ensure they overlap (sometimes the do not by a few mm)
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* - only connects the corener nodes between adjacent quads (seems better for most stair-situations)
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*
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*/
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template <typename T> class Stairs {
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private:
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/** the grid to build into */
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Grid<T>& grid;
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/** calculation helper */
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Helper<T> helper;
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// keep a list of all vertices below stairwells and remove them hereafter
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std::vector<T*> toDelete;
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private:
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/** helper struct */
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struct StairNode {
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const int x_cm;
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const int y_cm;
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const int belongsToQuadIdx;
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float z_cm; // interpolated
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int gridIdx = -1;
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StairNode(const int x_cm, const int y_cm, const int quadIdx) : x_cm(x_cm), y_cm(y_cm), belongsToQuadIdx(quadIdx) {;}
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};
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public:
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/** ctor */
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Stairs(Grid<T>& grid) : grid(grid), helper(grid) {
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}
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~Stairs() {
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finalize();
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}
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void build(const Floorplan::Floor* floor, const Floorplan::Stair* stair) {
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const int gs_cm = grid.getGridSize_cm();
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// get all of the parts for the stair
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const std::vector<Floorplan::StairPart> parts = stair->getParts();
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// convert each part to a quad. hereby, slightly grow each quad, to ensure stair-parts are connected without gaps!
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const std::vector<Floorplan::Quad3> quads = Floorplan::getQuads(parts, floor, 1.05);
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std::vector<StairNode> stairNodes;
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// process each quad to get a list of all stair-nodes to add
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for (int i = 0; i < (int) quads.size(); ++i) {
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// create a 2D polygon (ignore z) for the quad
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const Floorplan::Quad3& quad = quads[i];
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HelperPoly poly(quad);
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// get a callback for each node that belongs to the quad
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poly.forEachGridPoint(gs_cm, [&] (int x_cm, int y_cm) {
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const StairNode sn(x_cm, y_cm, i);
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// IMPORTANT
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// skip nodes that belong to more than one quad -> skip duplicates -> much more stable!
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// NOTE: currently this will kill circular stairs that are above themselves
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// FIX: skip dupliactes only between adjacent quads? this should help
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auto comp = [&] (const StairNode& sn1) { return sn1.x_cm == sn.x_cm && sn1.y_cm == sn.y_cm; };
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auto it = std::find_if(stairNodes.begin(), stairNodes.end(), comp);
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if (it == stairNodes.end()) {stairNodes.push_back(sn);}
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});
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}
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// reconstruct the z-value for each node using interpolation
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for (StairNode& sn : stairNodes) {
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// use the nodes (x,y) to reconstruct the z-value for this position using barycentric interpolation
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const Point2 p(sn.x_cm, sn.y_cm);
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// the stair-quads centimeter position
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const Floorplan::Quad3& quad = quads[sn.belongsToQuadIdx];
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const Point3 p1 = quad.p1 * 100;
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const Point3 p2 = quad.p2 * 100;
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const Point3 p3 = quad.p3 * 100;
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const Point3 p4 = quad.p4 * 100;
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// get the z-value from one of the both triangles
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// int z_cm;
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float u,v,w;
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if (helper.bary(p, p1.xy(), p2.xy(), p3.xy(), u, v, w)) {
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sn.z_cm = p1.z*u + p2.z*v + p3.z*w;
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} else {
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helper.bary(p, p1.xy(), p3.xy(), p4.xy(), u, v, w);
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sn.z_cm = p1.z*u + p3.z*v + p4.z*w;
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}
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}
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// this might lead to stairs the start slightly above the starting-floor
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// or ending slightly below the ending floor. this would lead to DISCONNECTION!
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// therefore re-scale the z-values to ensure they start at floor1 and end at floor 2
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float minZ = +9999999;
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float maxZ = -9999999;
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for (const StairNode& sn : stairNodes) {
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if (sn.z_cm < minZ) {minZ = sn.z_cm;}
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if (sn.z_cm > maxZ) {maxZ = sn.z_cm;}
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}
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for (StairNode& sn : stairNodes) {
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const float zPercent = (sn.z_cm - minZ) / (maxZ - minZ); // current percentage from minZ to maxZ
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sn.z_cm = floor->getStartingZ()*100 + zPercent * floor->height*100; // apply percentage to floorStartZ <-> floorEndZ
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}
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// track z-positions of already-existing grid nodes we connected the stair to
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// if this list contains 2 distinctive values, the stair is successfully connected to starting and ending floor!
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std::unordered_set<float> connectedWithHeights;
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// add the new nodes to the grid
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// nodes that are near to the two floors that stair is within, are replaced by already existing floor-nodes!
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for (StairNode& sn : stairNodes) {
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// the to-be-added position
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GridPoint gp(sn.x_cm, sn.y_cm, sn.z_cm);
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// if a node is near an existing one (the floor above/below) use the existing one!
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// this ensures the stair is connected to the floor above and below
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if (grid.hasNodeFor(gp)) {
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sn.gridIdx = grid.getNodeFor(gp).getIdx();
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// remember the z-position of the already-existing grid-node we connected the stair to
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connectedWithHeights.insert(grid[sn.gridIdx].z_cm);
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// mark the node as stair-node
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//grid[sn.gridIdx].setType(GridNode::TYPE_STAIR);
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} else {
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sn.gridIdx = grid.add(T(gp.x_cm, gp.y_cm, gp.z_cm));
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// check if there is a nearby floor-node to delete
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// -> remove nodes directly above/below the stair
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const int deleteDist_cm = 100;
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const float distToBelow = gp.z_cm - floor->getStartingZ()*100;
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const float distToAbove = floor->getEndingZ()*100 - gp.z_cm;
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//if (distToBelow > gs_cm && distToBelow < deleteDist_cm) {
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if (distToBelow > 0 && distToBelow < deleteDist_cm) {
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T* n = (T*) grid.getNodePtrFor(GridPoint(gp.x_cm, gp.y_cm, floor->getStartingZ()*100));
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if (n) {toDelete.push_back(n);}
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//} else if (distToAbove > gs_cm && distToAbove < deleteDist_cm) {
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} else if (distToAbove > 0 && distToAbove < deleteDist_cm) {
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T* n = (T*) grid.getNodePtrFor(GridPoint(gp.x_cm, gp.y_cm, floor->getEndingZ()*100));
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if (n) {toDelete.push_back(n);}
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}
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// mark the node as stair-node
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grid[sn.gridIdx].setType(GridNode::TYPE_STAIR);
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}
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}
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// sanity check
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// connectedWithHeights should contain 2 entries:
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// one for the starting floor
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// one for the ending floor
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// this mainly fails, when there is a REMOVING outline-area that removes to many nodes and the stair can not be connected
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Assert::isTrue(connectedWithHeights.size() == 2, "stair is not correctly connected to starting and ending floor!");
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// now connect all new nodes with their neighbors
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// do not perform normal grid-connection but examine the nodes within the generated vector
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// this allows for some additional checks/criteria to be used
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for (const StairNode& sn1 : stairNodes) {
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T& n1 = (T&) grid[sn1.gridIdx];
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for (const StairNode& sn2 : stairNodes) {
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// node full?
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if (n1.fullyConnected()) {continue;}
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T& n2 = (T&) grid[sn2.gridIdx];
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// do not connect node with itself
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if (n2.getIdx() == n1.getIdx()) {continue;}
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if (n1.hasNeighbor(n2.getIdx())) {continue;}
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// connect adjacent stair-nodes
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// but only if their stair-parts are also adjacent
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// this addresses several error-situations with round stairs (end connected to the start) , ...
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const int dx = sn1.x_cm - sn2.x_cm;
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const int dy = sn1.y_cm - sn2.y_cm;
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const int dz = sn1.belongsToQuadIdx - sn2.belongsToQuadIdx;
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// connect
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if (std::abs(dx) <= gs_cm && std::abs(dy) <= gs_cm && std::abs(dz) <= 1) {
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grid.connectUniDir(n1, n2);
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}
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}
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}
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}
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void finalize() {
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//std::cout << "stairs.finalize() crashes!" << std::endl;
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//return;
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// delete all pending nodes and perform a cleanup
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if (!toDelete.empty()) {
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for (T* n : toDelete) {grid.remove(*n);}
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toDelete.clear();
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grid.cleanup();
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}
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}
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};
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#endif // STAIRS_H
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