// uDir normally true func (this *NurbsSurface) isClosed(uDir bool) bool { var cpts [][]HomoPoint if uDir { cpts = this.controlPoints } else { cpts := make([][]HomoPoint, len(this.controlPoints)) for i := range cpts { cpts[i] = make([]HomoPoint, len(this.controlPoints[0])) copy(cpts[i], this.controlPoints[i]) } cpts = transposed(cpts) } for i := range cpts[0] { // TODO there's probably a more efficient, equally effective way first, last := cpts[0][i], cpts[len(cpts)-1][i] dist := math.Sqrt( vec3.SquareDistance(&first.Vec3, &last.Vec3) + (first.W-last.W)*(first.W-last.W), ) if dist >= Epsilon { return false } } return true }
func (this *NurbsCurve) ClosestParam(p vec3.T) float64 { // We want to solve: // // C'(u) * ( C(u) - P ) = 0 = f(u) // // C(u) is the curve, p is the point, * is a dot product // // We'll use newton's method: // // u* = u - f / f' // // We use the product rule in order to form the derivative, f': // // f' = C"(u) * ( C(u) - p ) + C'(u) * C'(u) // // What is the conversion criteria? (Piegl & Tiller suggest) // // |C(u) - p| < e1 // // |C'(u)*(C(u) - P)| // ------------------ < e2 // |C'(u)| |C(u) - P| // // 1) first check 2 & 3 // 2) if at least one of these is not, compute new value, otherwise halt // 3) ensure the parameter stays within range // * if not closed, don't allow outside of range a-b // * if closed (e.g. circle), allow to move back to beginning // 4) if |(u* - u)C'(u)| < e1, halt // min := math.MaxFloat64 var u float64 pts := this.regularSample(len(this.controlPoints) * this.degree) for i := 0; i < len(pts)-1; i++ { u0, u1 := pts[i].U, pts[i+1].U p0 := pts[i].Pt p1 := pts[i+1].Pt proj := segmentClosestPoint(&p, &p0, &p1, u0, u1) dv := vec3.Sub(&p, &proj.Pt) d := dv.Length() if d < min { min = d u = proj.U } } maxits := 5 var i int var e []vec3.T eps1, eps2 := 0.0001, 0.0005 var dif vec3.T minu, maxu := this.knots[0], this.knots[len(this.knots)-1] firstCtrlPt := this.controlPoints[0].Dehomogenized() lastCtrlPt := this.controlPoints[len(this.controlPoints)-1].Dehomogenized() closed := vec3.SquareDistance(&firstCtrlPt, &lastCtrlPt) < Epsilon cu := u f := func(u float64) []vec3.T { return this.Derivatives(u, 2) } n := func(u float64, e []vec3.T, d vec3.T) float64 { // C'(u) * ( C(u) - P ) = 0 = f(u) f := vec3.Dot(&e[1], &d) // f' = C"(u) * ( C(u) - p ) + C'(u) * C'(u) s0 := vec3.Dot(&e[2], &d) s1 := vec3.Dot(&e[1], &e[1]) df := s0 + s1 return u - f/df } for i < maxits { e = f(cu) dif = vec3.Sub(&e[0], &p) // |C(u) - p| < e1 c1v := dif.Length() // C'(u) * (C(u) - P) // ------------------ < e2 // |C'(u)| |C(u) - P| c2n := vec3.Dot(&e[1], &dif) c2d := e[1].Length() * c1v c2v := c2n / c2d c1 := c1v < eps1 c2 := math.Abs(c2v) < eps2 // if both tolerances are met if c1 && c2 { return cu } ct := n(cu, e, dif) // are we outside of the bounds of the curve? if ct < minu { if closed { ct = maxu - (ct - minu) } else { ct = minu } } else if ct > maxu { if closed { ct = minu + (ct - maxu) } else { ct = maxu } } // will our next step force us out of the curve? c3vv := e[1].Scaled(ct - cu) c3v := c3vv.Length() if c3v < eps1 { return cu } cu = ct i++ } return cu }
func (this *NurbsSurface) ClosestParam(p vec3.T) UV { // for surfaces, we try to minimize the following: // // f = Su(u,v) * r = 0 // g = Sv(u,v) * r = 0 // // where r = S(u,v) - P // // Again, this requires newton iteration, but this time our objective function is vector valued // // J d = k // // d = [ u* - u, v* - v ] // k = - [ f(u,v), g(u,v) ] // J = // |Su|^2 + Suu * r Su*Sv + Suv * r // Su*Sv + Svu * r |Sv|^2 + Svv * r // // // we have similar halting conditions: // // point coincidence // // |S(u,v) - p| < e1 // // cosine // // |Su(u,v)*(S(u,v) - P)| // ---------------------- < e2 // |Su(u,v)| |S(u,v) - P| // // |Sv(u,v)*(S(u,v) - P)| // ---------------------- < e2 // |Sv(u,v)| |S(u,v) - P| // // 1) first check 2 & 3 // 2) if at least one of these is not, compute new value, otherwise halt // 3) ensure the parameter stays within range // * if not closed, don't allow outside of range a-b // * if closed (e.g. circle), allow to move back to beginning // 4) if |(u* - u)C'(u)| < e1, halt // maxits := 5 var i int var e [][]vec3.T eps1, eps2 := 0.0001, 0.0005 var dif vec3.T minu, maxu := this.knotsU[0], this.knotsU[len(this.knotsU)-1] minv, maxv := this.knotsV[0], this.knotsV[len(this.knotsV)-1] closedu, closedv := this.isClosed(true), this.isClosed(false) var cuv UV // TODO divide surface instead of a full on tessellation // approximate closest point with tessellation tess := this.tessellateAdaptive(&defaultAdaptiveRefinementOptions) dmin := math.MaxFloat64 for i, x := range tess.Points { d := vec3.SquareDistance(&p, &x) if d < dmin { dmin = d cuv = tess.UVs[i] } } f := func(uv UV) [][]vec3.T { return this.Derivatives(uv, 2) } n := func(uv UV, e [][]vec3.T, r vec3.T) UV { // f = Su(u,v) * r = 0 // g = Sv(u,v) * r = 0 Su, Sv := e[1][0], e[0][1] Suu, Svv := e[2][0], e[0][2] Suv, Svu := e[1][1], e[1][1] f := vec3.Dot(&Su, &r) g := vec3.Dot(&Sv, &r) k := [2]float64{-f, -g} J00 := vec3.Dot(&Su, &Su) + vec3.Dot(&Suu, &r) J01 := vec3.Dot(&Su, &Sv) + vec3.Dot(&Suv, &r) J10 := vec3.Dot(&Su, &Sv) + vec3.Dot(&Svu, &r) J11 := vec3.Dot(&Sv, &Sv) + vec3.Dot(&Svv, &r) //J := [2][2]float64{{J00, J01}, {J10, J11}} //J := Mat2{J00, J01, J10, J11} // d = [ u* - u, v* - v ] // k = - [ f(u,v), g(u,v) ] // J = // |Su|^2 + Suu * r Su*Sv + Suv * r // Su*Sv + Svu * r |Sv|^2 + Svv * r // //d := J.Solve(k) x, y := Mat2Solve(J00, J01, J10, J11, k[0], k[1]) //return UV{d[0] + uv[0], d[1] + uv[1]} return UV{x + uv[0], y + uv[1]} } for i < maxits { e = f(cuv) // point coincidence // // |S(u,v) - p| < e1 c1v := vec3.Distance(&e[0][0], &p) // // cosine // // |Su(u,v)*(S(u,v) - P)| // ---------------------- < e2 // |Su(u,v)| |S(u,v) - P| // // |Sv(u,v)*(S(u,v) - P)| // ---------------------- < e2 // |Sv(u,v)| |S(u,v) - P| // c2an := vec3.Dot(&e[1][0], &dif) c2ad := e[1][0].Length() * c1v c2bn := vec3.Dot(&e[0][1], &dif) c2bd := e[0][1].Length() * c1v c2av := c2an / c2ad c2bv := c2bn / c2bd c1 := c1v < eps1 c2a := c2av < eps2 c2b := c2bv < eps2 // if all of the tolerance are met, we're done if c1 && c2a && c2b { return cuv } // otherwise, take a step ct := n(cuv, e, dif) // correct for exceeding bounds if ct[0] < minu { if closedu { ct = UV{maxu - (ct[0] - minu), ct[1]} } else { ct = UV{minu + Epsilon, ct[1]} } } else if ct[0] > maxu { if closedu { ct = UV{minu + (ct[0] - maxu), ct[1]} } else { ct = UV{maxu - Epsilon, ct[1]} } } if ct[1] < minv { if closedv { ct = UV{ct[0], maxv - (ct[1] - minv)} } else { ct = UV{ct[0], minv + Epsilon} } } else if ct[1] > maxv { if closedv { ct = UV{ct[0], minv + (ct[0] - maxv)} } else { ct = UV{ct[0], maxv - Epsilon} } } // if |(u* - u) C'(u)| < e1, halt c3v0v := e[1][0].Scaled(ct[0] - cuv[0]) c3v0 := c3v0v.Length() c3v1v := e[0][1].Scaled(ct[1] - cuv[1]) c3v1 := c3v1v.Length() if c3v0+c3v1 < eps1 { return cuv } cuv = ct i++ } return cuv }