Esempio n. 1
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        public static Output <double, double, Vector, Vector> PrincipalCurvatureAtParameter(this NurbsSurface surface, double u, double v)
        {
            // Vector entries for a "Hessian" with regard to u and v
            Vector dU2 = DerivativeAtParameter(surface, u, v, 2, 0);
            Vector dUV = DerivativeAtParameter(surface, u, v, 1, 1);
            Vector dV2 = DerivativeAtParameter(surface, u, v, 0, 2);

            // Get the local space, dU and dV are the basis vectors for the Hessian above.
            Vector dU     = DerivativeAtParameter(surface, u, v, 1, 0);
            Vector dV     = DerivativeAtParameter(surface, u, v, 0, 1);
            Vector normal = dU.CrossProduct(dV).Normalise();

            // We reduce the vector valued Hessian to a scalar valued Hessian, where the value (of the imagined original function) is the distance from the point we evaluate along the normal
            // | a b |
            // | c d |
            double a = dU2.DotProduct(normal);
            double b = dUV.DotProduct(normal);
            double c = b;
            double d = dV2.DotProduct(normal);
            // That's the Hessian for a system where the derivative vectors are the local coordinate systems xy-axis, i.e very poorly scaled and skewed for most purposes

            double phi = dU.SignedAngle(dV, normal);
            // Change of basis matrix, to get the transform for the Hessian to the world space
            // | e f |
            // | g h |
            double e = 1 / dU.Length();
            double g = 0;
            double h = 1 / (Math.Sin(phi) * dV.Length());

            double f = -(Math.Cos(phi) * dV.Length()) * h * e;

            // A^T * Hess(x) * A gives the Hessian in the world space scaled/skewed system, i.e a system we care about
            double a1 = a * e * e + b * g * e + c * e * g + d * g * g;
            double b1 = e * a * f + e * b * h + g * c * f + g * d * h;
            double c1 = f * a * e + b * g * f + c * e * h + d * g * h;
            double d1 = a * f * f + b * h * f + c * f * h + d * h * h;

            // Eigenvalues of the Hessian gives the min and max curvature of the function
            double p    = (a1 + d1) * 0.5;
            double sqrt = Math.Sqrt((a1 + d1) * (a1 + d1) * 0.25 - (a1 * d1 - b1 * c1));

            if (double.IsNaN(sqrt))
            {
                sqrt = 0;
            }

            double eigenMin = (p - sqrt);
            double eigenMax = (p + sqrt);

            // The eigenvectors of the Hessian are the principled directions
            Vector eigMin = new Vector();
            Vector eigMax = new Vector();

            if (Math.Abs(c1) > Tolerance.Distance)
            {
                eigMin.X = eigenMin - d1;
                eigMin.Y = c1;

                eigMax.X = eigenMax - d1;
                eigMax.Y = c1;
            }
            else if (Math.Abs(b1) > Tolerance.Distance)
            {
                eigMin.X = b1;
                eigMin.Y = eigenMin - a1;

                eigMax.X = b1;
                eigMax.Y = eigenMax - a1;
            }
            else
            {
                eigMin.X = 1;

                eigMax.Y = 1;
            }

            // Orient to world space, as in we've been working on the origin with the normal as z-axis, this places the vectors back to the surface.
            // would be nice to suppress the warning in some manner as it is very much intended.
            TransformMatrix matrix = Create.OrientationMatrixGlobalToLocal(Create.CartesianCoordinateSystem(new Point(), dU, dV));

            return(new Output <double, double, Vector, Vector>()
            {
                Item1 = eigenMin,
                Item2 = eigenMax,
                Item3 = eigMin.Transform(matrix).Normalise(),
                Item4 = eigMax.Transform(matrix).Normalise(),
            });
        }