示例#1
0
// 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
}
示例#2
0
文件: curve.go 项目: alexozer/go-verb
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
}
示例#3
0
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
}