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nvidia-texture-tools/src/nvmath/Fitting.cpp

135 lines
3.1 KiB
C++

// License: Wild Magic License Version 3
// http://geometrictools.com/License/WildMagic3License.pdf
#include "Fitting.h"
#include "Eigen.h"
using namespace nv;
/** Fit a 3d line to the given set of points.
*
* Based on code from:
* http://geometrictools.com/
*/
Line3 Fit::bestLine(const Array<Vector3> & pointArray)
{
nvDebugCheck(pointArray.count() > 0);
Line3 line;
const uint pointCount = pointArray.count();
const float inv_num = 1.0f / pointCount;
// compute the mean of the points
Vector3 center(zero);
for(uint i = 0; i < pointCount; i++) {
center += pointArray[i];
}
line.setOrigin(center * inv_num);
// compute the covariance matrix of the points
float covariance[6] = {0, 0, 0, 0, 0, 0};
for(uint i = 0; i < pointCount; i++) {
Vector3 diff = pointArray[i] - line.origin();
covariance[0] += diff.x() * diff.x();
covariance[1] += diff.x() * diff.y();
covariance[2] += diff.x() * diff.z();
covariance[3] += diff.y() * diff.y();
covariance[4] += diff.y() * diff.z();
covariance[5] += diff.z() * diff.z();
}
line.setDirection(normalizeSafe(firstEigenVector(covariance), Vector3(zero), 0.0f));
// @@ This variant is from David Eberly... I'm not sure how that works.
/*sum_xx *= inv_num;
sum_xy *= inv_num;
sum_xz *= inv_num;
sum_yy *= inv_num;
sum_yz *= inv_num;
sum_zz *= inv_num;
// set up the eigensolver
Eigen3 ES;
ES(0,0) = sum_yy + sum_zz;
ES(0,1) = -sum_xy;
ES(0,2) = -sum_xz;
ES(1,1) = sum_xx + sum_zz;
ES(1,2) = -sum_yz;
ES(2,2) = sum_xx + sum_yy;
// compute eigenstuff, smallest eigenvalue is in last position
ES.solve();
line.setDirection(ES.eigenVector(2));
nvCheck( isNormalized(line.direction()) );
*/
return line;
}
/** Fit a 3d plane to the given set of points.
*
* Based on code from:
* http://geometrictools.com/
*/
Vector4 Fit::bestPlane(const Array<Vector3> & pointArray)
{
Vector3 center(zero);
const uint pointCount = pointArray.count();
const float inv_num = 1.0f / pointCount;
// compute the mean of the points
for(uint i = 0; i < pointCount; i++) {
center += pointArray[i];
}
center *= inv_num;
// compute the covariance matrix of the points
float sum_xx = 0.0f;
float sum_xy = 0.0f;
float sum_xz = 0.0f;
float sum_yy = 0.0f;
float sum_yz = 0.0f;
float sum_zz = 0.0f;
for(uint i = 0; i < pointCount; i++) {
Vector3 diff = pointArray[i] - center;
sum_xx += diff.x() * diff.x();
sum_xy += diff.x() * diff.y();
sum_xz += diff.x() * diff.z();
sum_yy += diff.y() * diff.y();
sum_yz += diff.y() * diff.z();
sum_zz += diff.z() * diff.z();
}
sum_xx *= inv_num;
sum_xy *= inv_num;
sum_xz *= inv_num;
sum_yy *= inv_num;
sum_yz *= inv_num;
sum_zz *= inv_num;
// set up the eigensolver
Eigen3 ES;
ES(0,0) = sum_yy + sum_zz;
ES(0,1) = -sum_xy;
ES(0,2) = -sum_xz;
ES(1,1) = sum_xx + sum_zz;
ES(1,2) = -sum_yz;
ES(2,2) = sum_xx + sum_yy;
// compute eigenstuff, greatest eigenvalue is in first position
ES.solve();
Vector3 normal = ES.eigenVector(0);
nvCheck(isNormalized(normal));
float offset = dot(normal, center);
return Vector4(normal, offset);
}