Esempio n. 1
0
        public GregoryPatch(PatchCycle cycle, SceneData data)
        {
            this.cycle  = cycle;
            this.data   = data;
            centerPoint = data.CreateHiddenCatPoint(new Vector3());

            adjacentPatches = new List <AdjacentHalfPatch>(cycle.Patches.Count);

            for (int i = 0; i < cycle.Patches.Count; i++)
            {
                adjacentPatches.Add(new AdjacentHalfPatch(cycle.Patches[i].GetDataBetweenPoints(cycle.Points[i], cycle.Points[(i + 1) % cycle.Points.Count]), data, centerPoint));
            }

            for (int i = 0; i < adjacentPatches.Count; i++)
            {
                int l = i - 1;
                if (l < 0)
                {
                    l += adjacentPatches.Count;
                }
                adjacentPatches[i].leftP1  = adjacentPatches[l].P1I;
                adjacentPatches[i].rightP1 = adjacentPatches[(i + 1) % adjacentPatches.Count].P1I;
            }

            Vector3 sum = new Vector3();

            adjacentPatches.ForEach(x => sum += x.Q);
            sum /= adjacentPatches.Count;
            centerPoint.Position = sum;
            adjacentPatches.ForEach(x => x.CalculateP1());
            gregoryPatches = new List <SingleGregoryPatch>(cycle.Patches.Count);


            for (int i = 0; i < adjacentPatches.Count; i++)
            {
                gregoryPatches.Add(new SingleGregoryPatch(this, adjacentPatches[i], adjacentPatches[(i + 1) % adjacentPatches.Count], centerPoint));
            }
        }
Esempio n. 2
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        public CuttingCurve(List <Vector4> points, IIntersectable P, IIntersectable Q, SceneData scene, bool cyclic, double minimumStep = 0.1)
        {
            this.Q      = Q;
            this.P      = P;
            this.scene  = scene;
            this.cyclic = cyclic;

            this.points = new List <Vector4>(points.Count / 2);
            Vector3 prevPoint = P.GetPosition(points[0].X, points[0].Y);

            for (int i = 1; i < points.Count; i++)
            {
                var actualPoint = P.GetPosition(points[i].X, points[i].Y);
                if ((actualPoint - prevPoint).Length() > minimumStep)
                {
                    prevPoint = actualPoint;
                    this.points.Add(points[i]);
                }
            }
            if (this.points.Count < 2)
            {
                this.points.Add(points[points.Count - 1]);
            }

            catPoints = new List <CatPoint>(this.points.Count);
            foreach (var point in this.points)
            {
                var pos = P.GetPosition(point.X, point.Y);
                catPoints.Add(scene.CreateHiddenCatPoint(pos));
            }
            indices.Clear();
            indices.Add(0);
            for (int i = 1; i < this.points.Count - 1; i++)
            {
                indices.Add(i);
                indices.Add(i);
            }
            indices.Add(this.points.Count - 1);
            Console.WriteLine($"Cyclic: {cyclic}");
            if (cyclic)
            {
                indices.Add(this.points.Count - 1);
                indices.Add(0);
            }

            IsIntersectableP = CalculatePolygon(true, out pPolygon, out pPolygonBoundary);
            IsIntersectableQ = CalculatePolygon(false, out qPolygon, out qPolygonBoundary);


            if (IsIntersectableQ)
            {
                QtestSet = new bool[100, 100];

                for (int i = 0; i < 100; i++)
                {
                    for (int j = 0; j < 100; j++)
                    {
                        QtestSet[i, j] = true;
                    }
                }
                PointsContainedByCurve(QtestSet, true, Q, 0, Q.FirstParamLimit, 0, Q.SecondParamLimit, true);
            }
        }
Esempio n. 3
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        //private static SceneData _data;
        public static List <Vector4> Intersect(IIntersectable P, IIntersectable Q, SceneData scene, double newtonStep, out bool cycleIntersection)
        {
            if (P == null)
            {
                throw new ArgumentNullException(nameof(P));
            }
            if (Q == null)
            {
                throw new ArgumentNullException(nameof(Q));
            }
            double d = newtonStep;

            cycleIntersection = false;
            //_data = scene;
            int number  = 32;
            var pPoints = P.GetPointsForSearch(number, number).ToList();
            var qPoints = Q.GetPointsForSearch(number, number).ToList();

            var closestDistance = double.MaxValue;
            var pPoint          = new ParametrizedPoint();
            var qPoint          = new ParametrizedPoint();

            if (scene.Cursor.Visible)
            {
                var cursorPos = scene.Cursor.Transform.Position;
                foreach (var pP in pPoints)
                {
                    if ((pP.Position - cursorPos).LengthSquared() < closestDistance)
                    {
                        closestDistance = (pP.Position - cursorPos).LengthSquared();
                        pPoint          = pP;
                    }
                }
                closestDistance = double.MaxValue;
                foreach (var qP in qPoints)
                {
                    if ((qP.Position - cursorPos).LengthSquared() < closestDistance)
                    {
                        closestDistance = (qP.Position - cursorPos).LengthSquared();
                        qPoint          = qP;
                    }
                }
            }
            else
            {
                foreach (var pP in pPoints)
                {
                    foreach (var qP in qPoints)
                    {
                        if ((qP.Position - pP.Position).LengthSquared() < closestDistance)
                        {
                            closestDistance = (qP.Position - pP.Position).LengthSquared();
                            pPoint          = pP;
                            qPoint          = qP;
                        }
                    }
                }
            }
            Func <Vector4, double> distanceFun = arg => (P.GetPosition(arg.X, arg.Y) - Q.GetPosition(arg.Z, arg.W)).LengthSquared();

            Func <Vector4, Vector4> distanceGradient = arg =>
            {
                var diff = P.GetPosition(arg.X, arg.Y) - Q.GetPosition(arg.Z, arg.W);

                var du = P.GetFirstParamDerivative(arg.X, arg.Y);
                var dv = P.GetSecondParamDerivative(arg.X, arg.Y);
                var ds = Q.GetFirstParamDerivative(arg.Z, arg.W);
                var dt = Q.GetSecondParamDerivative(arg.Z, arg.W);

                return(new Vector4(Vector3.DotProduct(diff, du), Vector3.DotProduct(diff, dv), -Vector3.DotProduct(diff, ds), -Vector3.DotProduct(diff, dt)) * 2.0);
            };

            var startPoint = SimpleGradient(scene, distanceFun, distanceGradient, pPoint, qPoint, P, Q);


            if (startPoint == null)
            {
                return(null);
            }

            scene.CreateHiddenCatPoint(P.GetPosition(startPoint.Value.X, startPoint.Value.Y));

            Func <Vector4, bool, Tuple <Matrix4, Vector3> > jacobian = (arg, invert) =>
            {
                var du = P.GetFirstParamDerivative(arg.X, arg.Y);
                var dv = P.GetSecondParamDerivative(arg.X, arg.Y);
                var ds = Q.GetFirstParamDerivative(arg.Z, arg.W);
                var dt = Q.GetSecondParamDerivative(arg.Z, arg.W);

                Matrix4 jacob = new Matrix4
                {
Esempio n. 4
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        public AdjacentHalfPatch(HalfPatchData halfPatch, SceneData scene, CatPoint centerPoint)
        {
            this.data        = halfPatch;
            this.scene       = scene;
            this.centerPoint = centerPoint;
            LeftNearest      = new CatPoint[4];
            LeftBack         = new CatPoint[3];
            RightNearest     = new CatPoint[4];
            RightBack        = new CatPoint[3];

            LeftNearest[0] = halfPatch.Nearest[0];

            RightNearest[3] = halfPatch.Nearest[3];

            for (int i = 0; i < 3; i++)
            {
                LeftNearest[i + 1] = scene.CreateHiddenCatPoint(new Vector3());
            }

            RightNearest[0] = LeftNearest[3];

            for (int i = 0; i < 2; i++)
            {
                RightNearest[i + 1] = scene.CreateHiddenCatPoint(new Vector3());
            }

            for (int i = 0; i < 2; i++)
            {
                LeftBack[i]      = scene.CreateHiddenCatPoint(new Vector3());
                RightBack[i + 1] = scene.CreateHiddenCatPoint(new Vector3());
            }

            LeftBack[2] = RightBack[0] = scene.CreateHiddenCatPoint(new Vector3());

            for (int i = 0; i < 4; i++)
            {
                halfPatch.Nearest[i].OnChanged += AdjacentHalfPatch_OnChanged;
                halfPatch.Back[i].OnChanged    += AdjacentHalfPatch_OnChanged;
            }
            centerPoint.OnChanged += AdjacentHalfPatch_OnChanged;
            P1I = scene.CreateHiddenCatPoint(new Vector3());
            //P1I.W = 6;
            changed = true;
            ActualizePositions();

            NormalL1 = scene.CreateHiddenCatPoint(new Vector3());
            NormalR1 = scene.CreateHiddenCatPoint(new Vector3());

            renderPoints = new List <CatPoint>
            {
                LeftNearest[0],
                LeftNearest[1],
                LeftBack[0],
                LeftNearest[2],
                LeftBack[1],
                LeftNearest[3],
                LeftBack[2],
                RightNearest[1],
                RightBack[1],
                RightNearest[2],
                RightBack[2],
                RightNearest[3],
                P1I, centerPoint,
                NormalL1,
                NormalR1,
            };
        }