Here’s a follow-up to the previous room mapping post. The scanning process is more efficient now, with less wasted movements (and thus faster scanning). Rather than going all the way back to the beginning of a column (for lack of a better term) and scanning down every time the end is reached, it just starts scanning from the bottom up.

The program has been improved too. Aside from the pretty menus (made using ControlP5) and graphical options such as color changing, I’ve added a function that checks the ratio between every side of every quadrilateral. If the ratio between any two sides exceeds a certain threshold (chosen by the user), the quadrilateral isn’t drawn. This makes it so that you don’t have a bunch of really long quadrilaterals connecting points that aren’t actually even connected in reality (see the old video for an example).

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2 Responses to 3D room mapping with sonar (Part 2)

  1. Sensei-Hanzo says:

    I was noticing that this scan seemed less “full” than the previous one, but I guess that’s because of that setting you changed. Also, when you change the texture or whatever around 2:35 it looks like an exploded view of a Yoshi egg.

  2. Donald says:

    I like the GUI =) And things do look a lot nicer without the long quads.