wmlapprquadraticfit3.cpp
来自「3D Game Engine Design Source Code非常棒」· C++ 代码 · 共 245 行
CPP
245 行
// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#include "WmlApprQuadraticFit3.h"
#include "WmlEigen.h"
using namespace Wml;
//----------------------------------------------------------------------------
template <class Real>
Real Wml::QuadraticFit (int iQuantity, const Vector3<Real>* akPoint,
Real afCoeff[10])
{
Eigen<Real> kES(10);
int iRow, iCol;
for (iRow = 0; iRow < 10; iRow++)
{
for (iCol = 0; iCol < 10; iCol++)
kES(iRow,iCol) = (Real)0.0;
}
for (int i = 0; i < iQuantity; i++)
{
Real fX = akPoint[i].X();
Real fY = akPoint[i].Y();
Real fZ = akPoint[i].Z();
Real fX2 = fX*fX;
Real fY2 = fY*fY;
Real fZ2 = fZ*fZ;
Real fXY = fX*fY;
Real fXZ = fX*fZ;
Real fYZ = fY*fZ;
Real fX3 = fX*fX2;
Real fXY2 = fX*fY2;
Real fXZ2 = fX*fZ2;
Real fX2Y = fX*fXY;
Real fX2Z = fX*fXZ;
Real fXYZ = fX*fY*fZ;
Real fY3 = fY*fY2;
Real fYZ2 = fY*fZ2;
Real fY2Z = fY*fYZ;
Real fZ3 = fZ*fZ2;
Real fX4 = fX*fX3;
Real fX2Y2 = fX*fXY2;
Real fX2Z2 = fX*fXZ2;
Real fX3Y = fX*fX2Y;
Real fX3Z = fX*fX2Z;
Real fX2YZ = fX*fXYZ;
Real fY4 = fY*fY3;
Real fY2Z2 = fY*fYZ2;
Real fXY3 = fX*fY3;
Real fXY2Z = fX*fY2Z;
Real fY3Z = fY*fY2Z;
Real fZ4 = fZ*fZ3;
Real fXYZ2 = fX*fYZ2;
Real fXZ3 = fX*fZ3;
Real fYZ3 = fY*fZ3;
kES(0,1) += fX;
kES(0,2) += fY;
kES(0,3) += fZ;
kES(0,4) += fX2;
kES(0,5) += fY2;
kES(0,6) += fZ2;
kES(0,7) += fXY;
kES(0,8) += fXZ;
kES(0,9) += fYZ;
kES(1,4) += fX3;
kES(1,5) += fXY2;
kES(1,6) += fXZ2;
kES(1,7) += fX2Y;
kES(1,8) += fX2Z;
kES(1,9) += fXYZ;
kES(2,5) += fY3;
kES(2,6) += fYZ2;
kES(2,9) += fY2Z;
kES(3,6) += fZ3;
kES(4,4) += fX4;
kES(4,5) += fX2Y2;
kES(4,6) += fX2Z2;
kES(4,7) += fX3Y;
kES(4,8) += fX3Z;
kES(4,9) += fX2YZ;
kES(5,5) += fY4;
kES(5,6) += fY2Z2;
kES(5,7) += fXY3;
kES(5,8) += fXY2Z;
kES(5,9) += fY3Z;
kES(6,6) += fZ4;
kES(6,7) += fXYZ2;
kES(6,8) += fXZ3;
kES(6,9) += fYZ3;
kES(9,9) += fY2Z2;
}
kES(0,0) = (Real)iQuantity;
kES(1,1) = kES(0,4);
kES(1,2) = kES(0,7);
kES(1,3) = kES(0,8);
kES(2,2) = kES(0,5);
kES(2,3) = kES(0,9);
kES(2,4) = kES(1,7);
kES(2,7) = kES(1,5);
kES(2,8) = kES(1,9);
kES(3,3) = kES(0,6);
kES(3,4) = kES(1,8);
kES(3,5) = kES(2,9);
kES(3,7) = kES(1,9);
kES(3,8) = kES(1,6);
kES(3,9) = kES(2,6);
kES(7,7) = kES(4,5);
kES(7,8) = kES(4,9);
kES(7,9) = kES(5,8);
kES(8,8) = kES(4,6);
kES(8,9) = kES(6,7);
kES(9,9) = kES(5,6);
for (iRow = 0; iRow < 10; iRow++)
{
for (iCol = 0; iCol < iRow; iCol++)
kES(iRow,iCol) = kES(iCol,iRow);
}
Real fInvQuantity = ((Real)1.0)/(Real)iQuantity;
for (iRow = 0; iRow < 10; iRow++)
{
for (iCol = 0; iCol < 10; iCol++)
kES(iRow,iCol) *= fInvQuantity;
}
kES.IncrSortEigenStuffN();
GVector<Real> kEVector = kES.GetEigenvector(0);
memcpy(afCoeff,(Real*)kEVector,10*sizeof(Real));
// For exact fit, numeric round-off errors may make the minimum
// eigenvalue just slightly negative. Return absolute value since
// application may rely on the return value being nonnegative.
return Math<Real>::FAbs(kES.GetEigenvalue(0));
}
//----------------------------------------------------------------------------
template <class Real>
Real Wml::QuadraticSphereFit (int iQuantity, const Vector3<Real>* akPoint,
Vector3<Real>& rkCenter, Real& rfRadius)
{
Eigen<Real> kES(5);
int iRow, iCol;
for (iRow = 0; iRow < 5; iRow++)
{
for (iCol = 0; iCol < 5; iCol++)
kES(iRow,iCol) = (Real)0.0;
}
for (int i = 0; i < iQuantity; i++)
{
Real fX = akPoint[i].X();
Real fY = akPoint[i].Y();
Real fZ = akPoint[i].Z();
Real fX2 = fX*fX;
Real fY2 = fY*fY;
Real fZ2 = fZ*fZ;
Real fXY = fX*fY;
Real fXZ = fX*fZ;
Real fYZ = fY*fZ;
Real fR2 = fX2+fY2;
Real fXR2 = fX*fR2;
Real fYR2 = fY*fR2;
Real fZR2 = fZ*fR2;
Real fR4 = fR2*fR2;
kES(0,1) += fX;
kES(0,2) += fY;
kES(0,3) += fZ;
kES(0,4) += fR2;
kES(1,1) += fX2;
kES(1,2) += fXY;
kES(1,3) += fXZ;
kES(1,4) += fXR2;
kES(2,2) += fY2;
kES(2,3) += fYZ;
kES(2,4) += fYR2;
kES(3,3) += fZ2;
kES(3,4) += fZR2;
kES(4,4) += fR4;
}
kES(0,0) = (Real)iQuantity;
for (iRow = 0; iRow < 5; iRow++)
{
for (iCol = 0; iCol < iRow; iCol++)
kES(iRow,iCol) = kES(iCol,iRow);
}
Real fInvQuantity = ((Real)1.0)/(Real)iQuantity;
for (iRow = 0; iRow < 5; iRow++)
{
for (iCol = 0; iCol < 5; iCol++)
kES(iRow,iCol) *= fInvQuantity;
}
kES.IncrSortEigenStuffN();
GVector<Real> kEVector = kES.GetEigenvector(0);
Real fInv = ((Real)1.0)/kEVector[4]; // beware zero divide
Real afCoeff[4];
for (iRow = 0; iRow < 4; iRow++)
afCoeff[iRow] = fInv*kEVector[iRow];
rkCenter.X() = -((Real)0.5)*afCoeff[1];
rkCenter.Y() = -((Real)0.5)*afCoeff[2];
rkCenter.Z() = -((Real)0.5)*afCoeff[3];
rfRadius = Math<Real>::Sqrt(Math<Real>::FAbs(rkCenter.X()*rkCenter.X() +
rkCenter.Y()*rkCenter.Y() + rkCenter.Z()*rkCenter.Z() - afCoeff[0]));
// For exact fit, numeric round-off errors may make the minimum
// eigenvalue just slightly negative. Return absolute value since
// application may rely on the return value being nonnegative.
return Math<Real>::FAbs(kES.GetEigenvalue(0));
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template WML_ITEM float QuadraticFit<float> (int,
const Vector3<float>*, float[10]);
template WML_ITEM float QuadraticSphereFit<float> (int,
const Vector3<float>*, Vector3<float>&, float&);
template WML_ITEM double QuadraticFit<double> (int,
const Vector3<double>*, double[10]);
template WML_ITEM double QuadraticSphereFit<double> (int,
const Vector3<double>*, Vector3<double>&, double&);
}
//----------------------------------------------------------------------------
⌨️ 快捷键说明
复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?