Beispiel #1
0
        // Inverse mapping of s = Length(t) given by t = Length^{-1}(s).  The
        // inverse length function generally cannot be written in closed form,
        // in which case it is not directly computable.  Instead, we can
        // specify s and estimate the root t for F(t) = Length(t) - s.  The
        // derivative is F'(t) = Speed(t) >= 0, so F(t) is non decreasing.  To
        // be robust, we use bisection to locate the root, although it is
        // possible to use a hybrid of Newton's method and bisection.  For
        // details, see the document
        // https://www.geometrictools.com/Documentation/MovingAlongCurveSpecifiedSpeed.pdf
        public double GetTime(double length)
        {
            if (length > 0)
            {
                if (length < this.GetTotalLength())
                {
                    double F(double t)
                    {
                        double speed(double z)
                        {
                            return(this.GetSpeed(z));
                        }

                        return(Integration.Romberg(this.rombergOrder, this.times[0], t, speed) - length);
                    }

                    // We know that F(tmin) < 0 and F(tmax) > 0, which allows us to
                    // use bisection.  Rather than bisect the entire interval, let's
                    // narrow it down with a reasonable initial guess.
                    double ratio   = length / this.GetTotalLength();
                    double omratio = 1.0 - ratio;
                    double tmid    = omratio * this.times[0] + ratio * this.times[this.times.Length - 1];
                    double fmid    = F(tmid);
                    if (fmid > 0)
                    {
                        RootsBisection.Find(F, this.times[0], tmid, -1.0, 1.0, this.maxBisections, out tmid);
                    }
                    else if (fmid < 0)
                    {
                        RootsBisection.Find(F, tmid, this.times[this.times.Length - 1], -1.0, 1.0, this.maxBisections, out tmid);
                    }

                    return(tmid);
                }

                return(this.times[this.times.Length - 1]);
            }

            return(this.times[0]);
        }
        public BSplineReduction(Vector3[] inControls, int degree, double fraction)
            : this()
        {
            int numSamples = inControls.Length;

            this.sampleData = inControls;
            Debug.Assert(numSamples >= 2 && 1 <= degree && degree < numSamples, "Invalid input.");

            // Clamp the number of control points to [degree+1,quantity-1].
            int numControls = (int)Math.Round(fraction * numSamples);

            if (numControls >= numSamples)
            {
                this.controlData = inControls;
                return;
            }

            if (numControls < degree + 1)
            {
                numControls = degree + 1;
            }

            // Set up basis function parameters.  Function 0 corresponds to
            // the output curve.  Function 1 corresponds to the input curve.
            this.degree      = degree;
            this.quantity[0] = numControls;
            this.quantity[1] = numSamples;

            for (int j = 0; j <= 1; j++)
            {
                this.numKnots[j] = this.quantity[j] + this.degree + 1;
                this.knot[j]     = new double[this.numKnots[j]];

                int i;
                for (i = 0; i <= this.degree; ++i)
                {
                    this.knot[j][i] = 0.0;
                }

                double denom  = this.quantity[j] - this.degree;
                double factor = 1.0 / denom;
                for (/**/; i < this.quantity[j]; ++i)
                {
                    this.knot[j][i] = (i - this.degree) * factor;
                }

                for (/**/; i < this.numKnots[j]; ++i)
                {
                    this.knot[j][i] = 1.0;
                }
            }

            // Construct matrix A (depends only on the output basis function).
            double value, tmin, tmax;
            int    i0, i1;

            this.mBasis[0] = 0;
            this.mBasis[1] = 0;

            double integrand(double t)
            {
                double value0 = this.F(this.mBasis[0], this.mIndex[0], this.degree, t);
                double value1 = this.F(this.mBasis[1], this.mIndex[1], this.degree, t);
                double result = value0 * value1;

                return(result);
            }

            BandedMatrix A = new BandedMatrix(this.quantity[0], this.degree, this.degree);

            for (i0 = 0; i0 < this.quantity[0]; ++i0)
            {
                this.mIndex[0] = i0;
                tmax           = this.MaxSupport(0, i0);

                for (i1 = i0; i1 <= i0 + this.degree && i1 < this.quantity[0]; ++i1)
                {
                    this.mIndex[1] = i1;
                    tmin           = this.MinSupport(0, i1);

                    value     = Integration.Romberg(8, tmin, tmax, integrand);
                    A[i0, i1] = value;
                    A[i1, i0] = value;
                }
            }

            // Construct A^{-1}.
            // scheme to invert A?
            GMatrix invA       = new GMatrix(this.quantity[0], this.quantity[0]);
            bool    invertible = A.ComputeInverse(invA.Elements.Vector);

            Debug.Assert(invertible, "Failed to invert matrix.");

            // Construct B (depends on both input and output basis functions).
            this.mBasis[1] = 1;
            GMatrix B = new GMatrix(this.quantity[0], this.quantity[1]);

            for (i0 = 0; i0 < this.quantity[0]; ++i0)
            {
                this.mIndex[0] = i0;
                double tmin0 = this.MinSupport(0, i0);
                double tmax0 = this.MaxSupport(0, i0);

                for (i1 = 0; i1 < this.quantity[1]; ++i1)
                {
                    this.mIndex[1] = i1;
                    double tmin1 = this.MinSupport(1, i1);
                    double tmax1 = this.MaxSupport(1, i1);

                    double[]         interval0 = { tmin0, tmax0 };
                    double[]         interval1 = { tmin1, tmax1 };
                    FIQueryIntervals result    = new FIQueryIntervals(interval0, interval1);
                    if (result.NumIntersections == 2)
                    {
                        value = Integration.Romberg(8, result.Overlap[0], result.Overlap[1], integrand);

                        B[i0, i1] = value;
                    }
                    else
                    {
                        B[i0, i1] = 0.0;
                    }
                }
            }

            // Construct A^{-1}*B.
            GMatrix prod = invA * B;

            // Allocate output control points.
            // Construct the control points for the least-squares curve.
            this.controlData = new Vector3[numControls];
            for (i0 = 0; i0 < this.quantity[0]; ++i0)
            {
                for (i1 = 0; i1 < this.quantity[1]; ++i1)
                {
                    this.controlData[i0] += inControls[i1] * prod[i0, i1];
                }
            }

            // TRANSLATION NOTE
            // In the original code the first and last controls are not set to the same position of the sample data
            // but when reducing the control points of a curve I expect that
            // the first and last controls are exactly int the same positions as the first and last controls of the original curve
            // A similar situation we have with the BSplineFit class but vice versa.
            // The original code sets the first and last points to be the same as the original control points,
            // but in this case I do not expect them to be the same.
            // END

            // Set the first and last output control points to match the first
            // and last input samples.  This supports the application of
            // reducing keyframe data with B-spline curves.  The user expects
            // that the curve passes through the first and last positions in
            // order to support matching two consecutive keyframe sequences.
            this.controlData[0] = inControls[0];
            this.controlData[this.controlData.Length - 1] = inControls[inControls.Length - 1];

            BasisFunctionInput input = new BasisFunctionInput(numControls, degree);

            this.basisFunction = new BasisFunction(input);
        }
Beispiel #3
0
        public double GetLength(double t0, double t1)
        {
            double LowerBound(double[] array, int first, int last, double val)
            {
                for (int i = first; i < last; i++)
                {
                    if (array[i] >= val)
                    {
                        return(array[i]);
                    }
                }

                return(double.NaN);
            }

            double speed(double t)
            {
                return(this.GetSpeed(t));
            }

            if (Math.Abs(this.segmentLength[0]) < double.Epsilon)
            {
                // Lazy initialization of lengths of segments.
                int    numSegments = this.segmentLength.Length;
                double accumulated = 0;
                for (int i = 0, ip1 = 1; i < numSegments; ++i, ++ip1)
                {
                    this.segmentLength[i]    = Integration.Romberg(this.rombergOrder, this.times[i], this.times[ip1], speed);
                    accumulated             += this.segmentLength[i];
                    this.acumulatedLength[i] = accumulated;
                }
            }

            t0 = Math.Max(t0, this.TMin);
            t1 = Math.Min(t1, this.TMax);

            double iter0  = LowerBound(this.times, 0, this.times.Length, t0);
            int    index0 = (int)(iter0 - this.times[0]);
            double iter1  = LowerBound(this.times, 0, this.times.Length, t1);
            int    index1 = (int)(iter1 - this.times[0]);

            double length;

            if (index0 < index1)
            {
                length = 0;
                if (t0 < iter0)
                {
                    length += Integration.Romberg(this.rombergOrder, t0, this.times[index0], speed);
                }

                int isup;
                if (t1 < iter1)
                {
                    length += Integration.Romberg(this.rombergOrder, this.times[index1 - 1], t1, speed);
                    isup    = index1 - 1;
                }
                else
                {
                    isup = index1;
                }
                for (int i = index0; i < isup; ++i)
                {
                    length += this.segmentLength[i];
                }
            }
            else
            {
                length = Integration.Romberg(this.rombergOrder, t0, t1, speed);
            }
            return(length);
        }