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📄 mgcbisect2.cpp

📁 3D Game Engine Design Source Code非常棒
💻 CPP
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// FREE SOURCE CODE
// http://www.magic-software.com/License/free.pdf

#include "MgcBisect2.h"

//---------------------------------------------------------------------------
MgcBisect2::MgcBisect2 (Function oF, Function oG, int iMaxLevel,
    MgcReal fTolerance)
{
    m_oF = oF;
    m_oG = oG;
    m_iMaxLevel = iMaxLevel;
    m_iLevel = 0;
    m_fTolerance = fTolerance;
}
//---------------------------------------------------------------------------
#define ZeroTest(fX,fY,fF,fG,fXRoot,fYRoot) \
    fF = m_oF(fX,fY); \
    fG = m_oG(fX,fY); \
    if ( MgcMath::Abs(fF) <= m_fTolerance \
    &&   MgcMath::Abs(fG) <= m_fTolerance ) \
    { \
        fXRoot = fX; \
        fYRoot = fY; \
        m_iLevel--; \
        return true; \
    }
//---------------------------------------------------------------------------
#define AddNode(fX,fY,fF,fG) \
    m_pkTemp = new BisectNode; \
    m_pkTemp->m_fX = fX; \
    m_pkTemp->m_fY = fY; \
    m_pkTemp->m_fF = fF; \
    m_pkTemp->m_fG = fG;
//---------------------------------------------------------------------------
bool MgcBisect2::Bisect (MgcReal fX0, MgcReal fY0, MgcReal fX1, MgcReal fY1,
    MgcReal& rfXRoot, MgcReal& rfYRoot)
{
    // test four corner values
    ZeroTest(fX0,fY0,m_fF00,m_fG00,rfXRoot,rfYRoot);
    ZeroTest(fX1,fY0,m_fF10,m_fG10,rfXRoot,rfYRoot);
    ZeroTest(fX0,fY1,m_fF01,m_fG01,rfXRoot,rfYRoot);
    ZeroTest(fX1,fY1,m_fF11,m_fG11,rfXRoot,rfYRoot);

    // build initial quad

    // add pkN00
    m_pkGraph = new BisectNode;
    m_pkGraph->m_fX = fX0;
    m_pkGraph->m_fY = fY0;
    m_pkGraph->m_fF = m_fF00;
    m_pkGraph->m_fG = m_fG00;

    // add pkN10
    AddNode(fX1,fY0,m_fF10,m_fG10);
    m_pkTemp->m_pkXNext = 0;
    m_pkGraph->m_pkXNext = m_pkTemp;

    // add pkN01
    AddNode(fX0,fY1,m_fF01,m_fG01);
    m_pkTemp->m_pkYNext = 0;
    m_pkGraph->m_pkYNext = m_pkTemp;

    // add pkN11
    AddNode(fX1,fY1,m_fF11,m_fG11);
    m_pkTemp->m_pkXNext = 0;
    m_pkTemp->m_pkYNext = 0;
    m_pkGraph->m_pkXNext->m_pkYNext = m_pkTemp;
    m_pkGraph->m_pkYNext->m_pkXNext = m_pkTemp;

    m_iLevel = 0;
    bool bResult = BisectRecurse(m_pkGraph);
    if ( bResult )
    {
        rfXRoot = m_fXRoot;
        rfYRoot = m_fYRoot;
    }

    // remove remaining quad from m_pkGraph
    delete m_pkGraph->m_pkXNext->m_pkYNext;
    delete m_pkGraph->m_pkXNext;
    delete m_pkGraph->m_pkYNext;
    delete m_pkGraph;

    return bResult;
}
//---------------------------------------------------------------------------
bool MgcBisect2::BisectRecurse (BisectNode* pkN00)
{
    if ( ++m_iLevel == m_iMaxLevel )
    {
        m_iLevel--;
        return false;
    }

    BisectNode* pkN10 = pkN00->m_pkXNext;
    BisectNode* pkN11 = pkN10->m_pkYNext;
    BisectNode* pkN01 = pkN00->m_pkYNext;

    m_iNetSign = int(MgcMath::Sign(pkN00->m_fF) + MgcMath::Sign(pkN01->m_fF) +
        MgcMath::Sign(pkN10->m_fF) + MgcMath::Sign(pkN11->m_fF));

    if ( MgcMath::IAbs(m_iNetSign) == 4 )
    {
        // F has same sign at corners
        m_iLevel--;
        return false;
    }

    m_iNetSign = int(MgcMath::Sign(pkN00->m_fG) + MgcMath::Sign(pkN01->m_fG) +
        MgcMath::Sign(pkN10->m_fG) + MgcMath::Sign(pkN11->m_fG));

    if ( MgcMath::IAbs(m_iNetSign) == 4 )
    {
        // G has same sign at corners
        m_iLevel--;
        return false;
    }

    // bisect the quad
    m_fX0 = pkN00->m_fX;
    m_fY0 = pkN00->m_fY;
    m_fX1 = pkN11->m_fX;
    m_fY1 = pkN11->m_fY;
    m_fXm = 0.5*(m_fX0+m_fX1);
    m_fYm = 0.5*(m_fY0+m_fY1);

    ZeroTest(m_fX1,m_fYm,m_fF1m,m_fG1m,m_fXRoot,m_fYRoot);  // r edge 10,11
    ZeroTest(m_fXm,m_fY1,m_fFm1,m_fGm1,m_fXRoot,m_fYRoot);  // b edge 01,11
    ZeroTest(m_fXm,m_fY0,m_fFm0,m_fGm0,m_fXRoot,m_fYRoot);  // t edge 00,10
    ZeroTest(m_fX0,m_fYm,m_fF0m,m_fG0m,m_fXRoot,m_fYRoot);  // l edge 00,01
    ZeroTest(m_fXm,m_fYm,m_fFmm,m_fGmm,m_fXRoot,m_fYRoot);  // center

    // right bisector
    AddNode(m_fX1,m_fYm,m_fF1m,m_fG1m);
    m_pkTemp->m_pkXNext = 0;
    m_pkTemp->m_pkYNext = pkN11;
    pkN10->m_pkYNext = m_pkTemp;

    // bottom bisector
    AddNode(m_fXm,m_fY1,m_fFm1,m_fGm1);
    m_pkTemp->m_pkXNext = pkN11;
    m_pkTemp->m_pkYNext = 0;
    pkN01->m_pkXNext = m_pkTemp;

    // top bisector
    AddNode(m_fXm,m_fY0,m_fFm0,m_fGm0);
    m_pkTemp->m_pkXNext = pkN10;
    pkN00->m_pkXNext = m_pkTemp;

    // left bisector
    AddNode(m_fX0,m_fYm,m_fF0m,m_fG0m);
    m_pkTemp->m_pkYNext = pkN01;
    pkN00->m_pkYNext = m_pkTemp;

    // middle bisector
    AddNode(m_fXm,m_fYm,m_fFmm,m_fGmm);
    m_pkTemp->m_pkXNext = pkN10->m_pkYNext;
    m_pkTemp->m_pkYNext = pkN01->m_pkXNext;
    pkN00->m_pkXNext->m_pkYNext = m_pkTemp;
    pkN00->m_pkYNext->m_pkXNext = m_pkTemp;

    // Search the subquads for roots
    bool bResult =
        BisectRecurse(pkN00) ||
        BisectRecurse(pkN00->m_pkXNext) ||
        BisectRecurse(pkN00->m_pkYNext) ||
        BisectRecurse(pkN00->m_pkXNext->m_pkYNext);

    // entire subquad check failed, remove the nodes that were added

    // center
    delete pkN00->m_pkXNext->m_pkYNext;

    // edges
    delete pkN00->m_pkXNext;
    pkN00->m_pkXNext = pkN10;
    delete pkN00->m_pkYNext;
    pkN00->m_pkYNext = pkN01;
    delete pkN01->m_pkXNext;
    pkN01->m_pkXNext = pkN11;
    delete pkN10->m_pkYNext;
    pkN10->m_pkYNext = pkN11;

    m_iLevel--;
    return bResult;
}
//---------------------------------------------------------------------------

#ifdef BISECT2_TEST

#include "MgcRTLib.h"

// Bisection should produce a root at (r2,r3).
// Output:
// root (+0.707031,+0.577393)
// func (-0.000076,+0.000042)

static const MgcReal gs_fRootHalf = MgcMath::Sqrt(0.5);
static const MgcReal gs_fRootThird = MgcMath::Sqrt(1.0/3.0);

MgcReal F (MgcReal fX, MgcReal fY) { return fX - gs_fRootHalf; }
MgcReal G (MgcReal fX, MgcReal fY) { return fY - gs_fRootThird; }

int main ()
{
    MgcBisect2 kBisector(F,G,16,1e-04);
    MgcReal fXRoot, fYRoot;
    if ( kBisector.Bisect(0.0,0.0,1.0,1.0,fXRoot,fYRoot) )
    {
        cout << "root at x = " << fXRoot << endl;
        cout << "root at y = " << fYRoot << endl;
        cout << "function F(x,y) = " << F(fXRoot,fYRoot) << endl;
        cout << "function G(x,y) = " << G(fXRoot,fYRoot) << endl;
    }
    else
    {
        cout << "root not found" << endl;
    }

    return 0;
}

#endif

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