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/**
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* @RDE_HEADER@
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* Math claculations for VWM
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* $Id$
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* $HeadURL$
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* $Author$
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* Created by Christian Ehrlicher, SLSE, 2017-01-24
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*/
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#pragma once
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#include <LtsUtilsCore/qpoint3d.h>
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#include <QVector>
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#include "vwm_building.h"
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#include "vwm_types.h"
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#include <VWM/buildingcontrolvwm_export.h>
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namespace BuildingControlUnit
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{
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namespace VWM
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{
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namespace Math
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{
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class BUILDINGCONTROLVWM_EXPORT VwmPlane
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{
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public:
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VwmPlane(const LtsUtils::QPoint3D &pos, const LtsUtils::QPoint3D &vec1, const LtsUtils::QPoint3D &vec2);
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bool getPlaneEquation() const;
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bool isPlaneLineIntersection(const LtsUtils::QPoint3D &vec) const;
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bool isPlaneLineOrthogonal(const LtsUtils::QPoint3D &dir) const;
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double getPlaneLineSkalar(const LtsUtils::QPoint3D &pos, const LtsUtils::QPoint3D &dir) const;
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LtsUtils::QPoint3D getPlaneLineIntersection(const LtsUtils::QPoint3D &pos, const LtsUtils::QPoint3D &dir) const;
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double distPlaneToPoint(const LtsUtils::QPoint3D &pos, const LtsUtils::QPoint3D &dir) const;
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const LtsUtils::QPoint3D &pos() const { return m_pos; }
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const LtsUtils::QPoint3D &vec1() const { return m_vec1; }
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const LtsUtils::QPoint3D &vec2() const { return m_vec2; }
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const LtsUtils::QPoint3D &det() const { return m_det; }
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double planeC() const { return m_planeC; }
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bool isVertical() const { return qFuzzyIsNull(LtsUtils::QPoint3D::dotProduct({0., 0., 1.}, LtsUtils::QPoint3D::crossProduct(m_vec1, m_vec2))); }
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private:
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LtsUtils::QPoint3D m_pos;
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LtsUtils::QPoint3D m_vec1;
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LtsUtils::QPoint3D m_vec2;
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LtsUtils::QPoint3D m_det;
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double m_planeC{0.0};
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};
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BUILDINGCONTROLVWM_EXPORT LtsUtils::QPoint3D invalidPosition();
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BUILDINGCONTROLVWM_EXPORT LtsUtils::QPoint3D rotateAroundYAxis(const LtsUtils::QPoint3D &in, double phi);
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BUILDINGCONTROLVWM_EXPORT LtsUtils::QPoint3D rotateAroundZAxis(const LtsUtils::QPoint3D &in, double phi);
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BUILDINGCONTROLVWM_EXPORT HitPosition getHitPosition(const LtsUtils::QPoint3D &position, const LtsUtils::QPoint3D &direction, const QMap<int, Room> &rooms);
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BUILDINGCONTROLVWM_EXPORT HitPosition checkBsmPosition(const LtsUtils::QPoint3D &position, const LtsUtils::QPoint3D &bsmViewDirection, const QMap<int, Room> &rooms);
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BUILDINGCONTROLVWM_EXPORT bool isPointInPolygon(const QVector<LtsUtils::QPoint3D> &poly, const LtsUtils::QPoint3D &pos); // for test purposes
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BUILDINGCONTROLVWM_EXPORT LtsUtils::QPoint3D intersection(const LtsUtils::QPoint3D &start, const LtsUtils::QPoint3D &end, const QMap<int, Room> &rooms);
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BUILDINGCONTROLVWM_EXPORT bool hasIntersection(const LtsUtils::QPoint3D &start, const LtsUtils::QPoint3D &end, const QMap<int, Room> &rooms);
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BUILDINGCONTROLVWM_EXPORT bool vecIsLinearlyDependent(const LtsUtils::QPoint3D &v1, const LtsUtils::QPoint3D &v2);
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/**
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* @brief getCoordsForPlane will check for lineareyDependencies and remove that values.
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* @param poly input polygon, most likly take from xml files of a building
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* @return reduced polygon
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*/
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BUILDINGCONTROLVWM_EXPORT QVector<LtsUtils::QPoint3D> getCoordsForPlane(const QVector<LtsUtils::QPoint3D> &poly);
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} // namespace Math
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} // namespace VWM
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} // namespace BuildingControlUnit
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