Esempio n. 1
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    // Converting  Accord.Vector3 to Unity.Vector3
    private UnityEngine.Vector3 AccordtoUnity(Accord.Math.Vector3 pos)
    {
        UnityEngine.Vector3 posTransformed = new UnityEngine.Vector3();
        posTransformed.x = pos.X;
        posTransformed.y = pos.Y;
        posTransformed.z = pos.Z;

        return(posTransformed);
    }
Esempio n. 2
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        private Vector4 CalculatePoint(Vector3 barycentricCoords, FilledTriangle triangle)
        {
            Vector4 point = new Vector4();

            point.X = barycentricCoords.X * triangle.Mv1.Point.X + barycentricCoords.Y * triangle.Mv2.Point.X + barycentricCoords.Z * triangle.Mv3.Point.X;
            point.Y = barycentricCoords.X * triangle.Mv1.Point.Y + barycentricCoords.Y * triangle.Mv2.Point.Y + barycentricCoords.Z * triangle.Mv3.Point.Y;
            point.Z = barycentricCoords.X * triangle.Mv1.Point.Z + barycentricCoords.Y * triangle.Mv2.Point.Z + barycentricCoords.Z * triangle.Mv3.Point.Z;
            return(point);
        }
Esempio n. 3
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    // Converting Unity.Vector3 to Accord.Vector3
    private Accord.Math.Vector3 UnitytoAccord(UnityEngine.Vector3 pos)
    {
        Accord.Math.Vector3 posTransformed = new Accord.Math.Vector3();
        posTransformed.X = pos.x;
        posTransformed.Y = pos.y;
        posTransformed.Z = pos.z;

        return(posTransformed);
    }
Esempio n. 4
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        private Vector4 CalculateColor(Vector3 barycentricCoords, FilledTriangle triangle)
        {
            Vector4 point = new Vector4();

            point.X = barycentricCoords.X * triangle.Vertices[0].Color.X + barycentricCoords.Y * triangle.Vertices[1].Color.X + barycentricCoords.Z * triangle.Vertices[2].Color.X;
            point.Y = barycentricCoords.X * triangle.Vertices[0].Color.Y + barycentricCoords.Y * triangle.Vertices[1].Color.Y + barycentricCoords.Z * triangle.Vertices[2].Color.Y;
            point.Z = barycentricCoords.X * triangle.Vertices[0].Color.Z + barycentricCoords.Y * triangle.Vertices[1].Color.Z + barycentricCoords.Z * triangle.Vertices[2].Color.Z;
            return(point);
        }
Esempio n. 5
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        private Vector4 CalculateNormal(Vector3 barycentricCoords, FilledTriangle triangle)
        {
            Vector4 normal = new Vector4();

            normal.X = barycentricCoords.X * triangle.Mv1.Normal.X + barycentricCoords.Y * triangle.Mv2.Normal.X + barycentricCoords.Z * triangle.Mv3.Normal.X;
            normal.Y = barycentricCoords.X * triangle.Mv1.Normal.Y + barycentricCoords.Y * triangle.Mv2.Normal.Y + barycentricCoords.Z * triangle.Mv3.Normal.Y;
            normal.Z = barycentricCoords.X * triangle.Mv1.Normal.Z + barycentricCoords.Y * triangle.Mv3.Normal.Z + barycentricCoords.Z * triangle.Mv3.Normal.Z;
            return(Vector4.Normalize(normal));
        }
Esempio n. 6
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        private Vector3 CalculateBarycentric(int x, int y, FilledTriangle triangle)
        {
            var d = new Vector3(x, y, 1);

            var w  = triangle.A.Determinant;
            var wx = Matrix3x3.CreateFromColumns(d, triangle.VB, triangle.VC).Determinant;
            var wy = Matrix3x3.CreateFromColumns(triangle.VA, d, triangle.VC).Determinant;
            var wz = Matrix3x3.CreateFromColumns(triangle.VA, triangle.VB, d).Determinant;

            var xA = wx / w;
            var xB = wy / w;
            var xC = wz / w;

            return(new Vector3(xA, xB, xC));
        }
    private void ApplyTransformation(out UnityEngine.Matrix4x4 Transformation)
    {
        //Calculating Centroids from both coordinate system

        Accord.Math.Vector3 centroidA = CalculateCentroid(UnitytoAccord(ReadFrameLowerLeft), UnitytoAccord(ReadFrameLowerRight), UnitytoAccord(ReadFrameUpperLeft), UnitytoAccord(ReadFrameUpperRight));
        Accord.Math.Vector3 centroidB = CalculateCentroid(UnitytoAccord(FrameLowerLeft), UnitytoAccord(FrameLowerRight), UnitytoAccord(FrameUpperLeft), UnitytoAccord(FrameUpperRight));

        Matrix3x3 H = CovarianceMatrixStep(UnitytoAccord(ReadFrameLowerLeft) - centroidA, UnitytoAccord(FrameLowerLeft) - centroidB)
                      + CovarianceMatrixStep(UnitytoAccord(ReadFrameLowerRight) - centroidA, UnitytoAccord(FrameLowerRight) - centroidB)
                      + CovarianceMatrixStep(UnitytoAccord(ReadFrameUpperLeft) - centroidA, UnitytoAccord(FrameUpperLeft) - centroidB)
                      + CovarianceMatrixStep(UnitytoAccord(ReadFrameUpperRight) - centroidA, UnitytoAccord(FrameUpperRight) - centroidB);
        Matrix3x3 U;

        Accord.Math.Vector3 E;
        Matrix3x3           V;
        Matrix3x3           R;

        H.SVD(out U, out E, out V);

        R = V * U.Transpose();
        Debug.Log("Row  " + R.GetRow(0));
        Debug.Log("Row  " + R.GetRow(1));
        Debug.Log("Row  " + R.GetRow(2));


        if (R.Determinant < 0)
        {
            V.V02 = (-V.V02);
            V.V12 = (-V.V12);
            V.V22 = (-V.V22);
            R     = V * U.Transpose();
            Debug.LogWarning("Reflection case");
        }
        Accord.Math.Vector3 Translation;
        Translation = (NegativeMatrix(R) * centroidA + centroidB);
        Debug.Log("Translation is" + Translation);
        Transformation = UnityEngine.Matrix4x4.identity;
        Transformation = AccordToUnityMatrix(Transformation, R, Translation);

        Debug.Log("Trans" + Transformation.GetRow(0));
        Debug.Log("Trans" + Transformation.GetRow(1));
        Debug.Log("Trans" + Transformation.GetRow(2));
        Debug.Log("Trans" + Transformation.GetRow(3));

        Transformation.SetTRS(AccordtoUnity(Translation), Quaternion.LookRotation(Transformation.GetColumn(1),
                                                                                  Transformation.GetColumn(2)), UnityEngine.Vector3.one);
    }
Esempio n. 8
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    // Calculation of covariance matrix H
    private Matrix3x3 CovarianceMatrixStep(Accord.Math.Vector3 difSetA, Accord.Math.Vector3 difSetB)
    {
        Matrix3x3 M;

        M.V00 = difSetA.X * difSetB.X;
        M.V01 = difSetA.X * difSetB.Y;
        M.V02 = difSetA.X * difSetB.Z;

        M.V10 = difSetA.Y * difSetB.X;
        M.V11 = difSetA.Y * difSetB.Y;
        M.V12 = difSetA.Y * difSetB.Z;

        M.V20 = difSetA.Z * difSetB.X;
        M.V21 = difSetA.Z * difSetB.Y;
        M.V22 = difSetA.Z * difSetB.Z;


        return(M);
    }
Esempio n. 9
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    // Function to apply transformation to 4th point/object
    void ApplyTransformation()
    {
        //Calculating Centroids from both coordinate system
        centroidA = (UnitytoAccord(CubeReg.transform.position) + UnitytoAccord(SphereReg.transform.position)
                     + UnitytoAccord(CylinderReg.transform.position)) / 3;
        centroidB = (UnitytoAccord(CubeTransformed.transform.position) + UnitytoAccord(SphereTransformed.transform.position)
                     + UnitytoAccord(CylinderTransformed.transform.position)) / 3;
        //Debug.Log("Centroid A is" + centroidA + " Centroid B is" + centroidB);

        // Calculating Covariance Matrix
        H = CovarianceMatrixStep(UnitytoAccord(CubeReg.transform.position) - centroidA, UnitytoAccord(CubeTransformed.transform.position) - centroidB)
            + CovarianceMatrixStep(UnitytoAccord(SphereReg.transform.position) - centroidA, UnitytoAccord(SphereTransformed.transform.position) - centroidB)
            + CovarianceMatrixStep(UnitytoAccord(CylinderReg.transform.position) - centroidA, UnitytoAccord(CylinderTransformed.transform.position) - centroidB);

        H.SVD(out U, out E, out V);
        R = V * U.Transpose();

        //special reflection case
        if (R.Determinant < 0)
        {
            V.V02 = (-V.V02);
            V.V12 = (-V.V12);
            V.V22 = (-V.V22);
            R     = V * U.Transpose();
            Debug.LogWarning("Reflection case");
        }

        Translation = NegativeMatrix(R) * centroidA + centroidB;
        //Debug.Log("Translation is" + Translation);
        TransformationMatrix = AccordToUnityMatrix(TransformationMatrix, R, Translation);
        //Debug.Log(TransformationMatrix);

        // Transformaiton Matrix for Unity
        TransformationMatrix.SetTRS(AccordtoUnity(Translation), Quaternion.LookRotation(TransformationMatrix.GetColumn(1),
                                                                                        TransformationMatrix.GetColumn(2)), UnityEngine.Vector3.one);

        // Applying Translation and rotation to 4th point/object
        TestObject.transform.position = TransformationMatrix.MultiplyPoint(InitPosition);
        TestObject.transform.rotation = Quaternion.LookRotation(TransformationMatrix.GetColumn(1), TransformationMatrix.GetColumn(2)) * InitQT;
    }
Esempio n. 10
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    // Creating Unity Transformation matrix using 3x3 Rotation matrix and translation vector acquired from RigidTransform
    UnityEngine.Matrix4x4 AccordToUnityMatrix(UnityEngine.Matrix4x4 UnityM, Accord.Math.Matrix3x3 RotationM, Accord.Math.Vector3 Trans)
    {
        UnityM.m00 = RotationM.V00;
        UnityM.m10 = RotationM.V10;
        UnityM.m20 = RotationM.V20;

        UnityM.m01 = RotationM.V01;
        UnityM.m11 = RotationM.V11;
        UnityM.m21 = RotationM.V21;

        UnityM.m02 = RotationM.V02;
        UnityM.m12 = RotationM.V12;
        UnityM.m22 = RotationM.V22;


        UnityM.m03 = Trans.X;
        UnityM.m13 = Trans.Y;
        UnityM.m23 = Trans.Z;

        UnityM.m30 = 0;
        UnityM.m31 = 0;
        UnityM.m32 = 0;
        UnityM.m33 = 1;

        return(UnityM);
    }
Esempio n. 11
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        private float CountZCoord(Vector3 barycentricCoords, FilledTriangle triangle)
        {
            float z = barycentricCoords.X * triangle.Vertices[0].Z + barycentricCoords.Y * triangle.Vertices[1].Z + barycentricCoords.Z * triangle.Vertices[2].Z;

            return(z);
        }
Esempio n. 12
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        private FilledTriangle PrepareForFilling(FilledTriangle triangle, Camera camera, int j, int y, int y1, Vector3 barycentricCoords, float zp)
        {
            Vector4 normal = Vector4.Zero;
            Vector4 point  = Vector4.Zero;

            ;
            Vector4 IO = Vector4.One;

            if (Shader.Settings.IsPhong == true)
            {
                normal = CalculateNormal(barycentricCoords, triangle);
                point  = CalculatePoint(barycentricCoords, triangle);
                IO     = triangle.Vertices[0].Color;
            }
            else
            {
                IO = CalculateColor(barycentricCoords, triangle);
            }

            arguments[j, y - 1] = new ShadingArguments(camera, point, normal, IO);

            _zBuffer[j, y1 - 1] = zp;

            if (j <= minX)
            {
                minX = j;
            }
            if (j >= maxX)
            {
                maxX = j;
            }
            if (y - 1 <= minY)
            {
                minY = y - 1;
            }
            if (y - 1 >= maxY)
            {
                maxY = y - 1;
            }
            return(triangle);
        }
Esempio n. 13
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        public void FillPolygon(FilledTriangle triangle, Camera camera)
        {
            List <Vertex> vertices = triangle.Vertices;

            int[]       ind  = Enumerable.Range(0, triangle.Vertices.Count).OrderBy(x => triangle.Vertices[x].Y).ToArray();
            int         ymin = vertices[ind[0]].Y;
            int         ymax = vertices[ind[vertices.Count - 1]].Y;
            int         k    = 0;
            List <Node> AET  = new List <Node>();

            for (int y = ymin; y <= ymax; y++)
            {
                while (vertices[ind[k]].Y == y - 1)
                {
                    int i     = ind[k];
                    int iPrev = (ind[k] - 1) % vertices.Count;
                    if (iPrev < 0)
                    {
                        iPrev += vertices.Count;
                    }

                    Vertex Pi     = vertices[i];
                    Vertex PiPrev = vertices[iPrev];

                    CheckNeighbour(AET, iPrev, Pi, i, PiPrev);

                    int iNext = (ind[k] + 1) % vertices.Count;
                    if (iNext < 0)
                    {
                        iNext += vertices.Count;
                    }

                    Vertex PiNext = vertices[iNext];

                    CheckNeighbour(AET, i, Pi, iNext, PiNext);
                    k++;
                }

                // AET update
                AET = AET.OrderBy(node => node.X).ToList();
                var aet = AET;
                Parallel.For(0, AET.Count - 1, i =>
                {
                    i     *= 2;
                    var y1 = y;
                    Parallel.For((int)Math.Round(aet[i].X), (int)Math.Round(aet[i + 1].X), j =>
                    {
                        Vector3 barycentricCoords = CalculateBarycentric(j, y1 - 1, triangle);

                        float zp = CountZCoord(barycentricCoords, triangle);

                        if (zp <= _zBuffer[j, y1 - 1])
                        {
                            triangle = PrepareForFilling(triangle, camera, j, y, y1, barycentricCoords, zp);
                        }
                    });
                });


                foreach (var t in AET)
                {
                    t.X += t.iM;
                }
            }
        }
 private Accord.Math.Vector3 CalculateCentroid(Accord.Math.Vector3 first, Accord.Math.Vector3 second, Accord.Math.Vector3 third, Accord.Math.Vector3 fourth)
 {
     return((first + second + third + fourth) / 4);
 }