コード例 #1
0
        /// <summary>
        /// Constructs a nurbs curve representation of this polyline.
        /// </summary>
        /// <returns>A Nurbs curve shaped like this polyline.</returns>
        private void ToNurbs()
        {
            double        lengthSum = 0;
            List <double> weights   = new List <double>();
            KnotVector    knots     = new KnotVector {
                0, 0
            };
            List <Point4> ctrlPts = new List <Point4>();

            for (int i = 0; i < ControlPointLocations.Count - 1; i++)
            {
                lengthSum += Segments[i].Length;
                knots.Add(lengthSum);
                weights.Add(1.0);
                ctrlPts.Add(new Point4(ControlPointLocations[i], 1.0));
            }
            knots.Add(lengthSum);
            weights.Add(1.0);
            ctrlPts.Add(new Point4(ControlPointLocations.Last(), 1.0));

            Weights       = weights;
            Knots         = knots.Normalize();
            Degree        = 1;
            ControlPoints = ctrlPts;
        }
コード例 #2
0
        /// <summary>
        /// Computes the knot vectors used to calculate a curve global interpolation.
        /// </summary>
        private static KnotVector ComputeKnotsForInterpolation(List <double> curveParameters, int degree, bool hasTangents)
        {
            // Start knot vectors.
            KnotVector knots = CollectionHelpers.RepeatData(0.0, degree + 1).ToKnot();

            // If we have tangent values we need two more control points and knots.
            int start = (hasTangents) ? 0 : 1;
            int end   = (hasTangents) ? curveParameters.Count - degree + 1 : curveParameters.Count - degree;

            // Use averaging method (Eqn 9.8) to compute internal knots in the knot vector.
            for (int i = start; i < end; i++)
            {
                double weightSum = 0.0;
                for (int j = 0; j < degree; j++)
                {
                    weightSum += curveParameters[i + j];
                }

                knots.Add((1.0 / degree) * weightSum);
            }

            // Add end knot vectors.
            knots.AddRange(CollectionHelpers.RepeatData(1.0, degree + 1));
            return(knots);
        }
コード例 #3
0
        /// <summary>
        /// Computes the knots vectors used to calculate an approximate curve.
        /// </summary>
        private static KnotVector ComputeKnotsForCurveApproximation(List <double> curveParameters, int degree, int numberOfCtrPts, int numberOfPts)
        {
            // Start knot vectors.
            KnotVector knots = CollectionHelpers.RepeatData(0.0, degree + 1).ToKnot();

            // Compute 'd' value - Eqn 9.68.
            double d = (double)numberOfPts / (numberOfCtrPts - degree);

            // Find the internal knots - Eqn 9.69.
            for (int j = 1; j < numberOfCtrPts - degree; j++)
            {
                int    i     = (int)(j * d);
                double alpha = (j * d) - i;
                double knot  = ((1.0 - alpha) * curveParameters[i - 1]) + (alpha * curveParameters[i]);
                knots.Add(knot);
            }

            // Add end knot vectors.
            knots.AddRange(CollectionHelpers.RepeatData(1.0, degree + 1));
            return(knots);
        }
コード例 #4
0
        /// <summary>
        /// Reduce the degree of a NURBS curve.
        /// </summary>
        /// <param name="curve">The object curve to elevate.</param>
        /// <param name="tolerance">Tolerance value declaring if the curve is degree reducible.</param>
        /// <returns>The curve after degree reduction, the curve will be degree - 1 from the input.</returns>
        internal static NurbsBase ReduceDegree(NurbsBase curve, double tolerance)
        {
            int           n  = curve.Knots.Count - curve.Degree - 2;
            int           p  = curve.Degree;
            KnotVector    U  = curve.Knots;
            List <Point4> Qw = curve.ControlPoints;

            // local arrays.
            Point4[] bpts     = new Point4[p + 1];
            Point4[] nextbpts = new Point4[p - 1];
            Point4[] rbpts    = new Point4[p];
            double[] alphas   = new double[p - 1];

            // Output values;
            List <Point4> Pw = new List <Point4>();
            KnotVector    Uh = new KnotVector();

            // Initialize some variables.
            int ph   = p - 1;
            int mh   = ph;
            int kind = ph + 1;
            int r    = -1;
            int a    = p;
            int b    = p + 1;
            int m    = n + p + 1;

            Pw.Add(Qw[0]);

            // Compute left end of knot vector.
            for (int i = 0; i <= ph; i++)
            {
                Uh.Add(U[0]);
            }

            // Initialize first Bezier segment.
            for (int i = 0; i <= p; i++)
            {
                bpts[i] = Qw[i];
            }

            // Initialize error vector.
            Vector e = Vector.Zero1d(m);

            // Loop through the knot vector.
            while (b < m)
            {
                // First compute knot multiplicity.
                int i = b;
                while (b < m && Math.Abs(U[b] - U[b + 1]) < GSharkMath.Epsilon)
                {
                    b += 1;
                }

                int mult = b - i + 1;
                mh = mh + mult - 1;
                int oldr = r;
                r = p - mult;

                // Insert knot U[b] r times.
                // Checks for integer arithmetic.
                int lbz = (oldr > 0) ? (int)Math.Floor((double)((oldr + 2) / 2)) : 1;

                if (r > 0)
                {
                    // Inserts knot to get Bezier segment.
                    double numer = U[b] - U[a];
                    for (int k = p; k > mult; k--)
                    {
                        alphas[k - mult - 1] = numer / (U[a + k] - U[a]);
                    }

                    for (int j = 1; j <= r; j++)
                    {
                        int save = r - j;
                        int s    = mult + j;
                        for (int k = p; k >= s; k--)
                        {
                            bpts[k] = (bpts[k] * alphas[k - s]) + (bpts[k - 1] * (1.0 - alphas[k - s]));
                        }

                        nextbpts[save] = bpts[p];
                    }
                }

                // Degree reduce Bezier segment.
                double maxError = BezierDegreeReduce(bpts, p, out rbpts);
                e[a] += maxError;
                if (e[a] > tolerance)
                {
                    throw new Exception("Curve not degree reducible");
                }

                // Remove knot U[a] oldr times.
                if (oldr > 0)
                {
                    // Must remove knot u=U[a] oldr times.
                    int first = kind;
                    int last  = kind;
                    for (int k = 0; k < oldr; k++)
                    {
                        // Knot removal loop.
                        int l  = first;
                        int j  = last;
                        int kj = j - kind;

                        while (j - l > k)
                        {
                            double alfa = (U[a] - Uh[l - 1]) / (U[b] - Uh[l - 1]);
                            double beta = (U[a] - Uh[j - k - 1]) / (U[b] - Uh[j - k - 1]);
                            Pw[l - 1] = (Pw[l - 1] - Pw[l - 2] * (1.0 - alfa)) / alfa;
                            rbpts[kj] = (rbpts[kj] - rbpts[kj + 1] * beta) / (1.0 - beta);

                            l  += 1;
                            j  -= 1;
                            kj -= 1;
                        }

                        // Compute knot removal error bounds (Br).
                        double Br;
                        if (j - l < k)
                        {
                            Br = Pw[l - 2].DistanceTo(rbpts[kj + 1]);
                        }
                        else
                        {
                            double delta = (U[a] - Uh[l - 1]) / (U[b] - Uh[l - 1]);
                            Point4 A     = (rbpts[kj + 1] * delta) + (Pw[l - 2] * (1.0 - delta));
                            Br = Pw[l - 1].DistanceTo(A);
                        }

                        // Update the error vector.
                        int K = a + oldr - k;
                        int q = (int)Math.Floor((double)(2 * p - k + 1) / 2);
                        int L = K - q;

                        for (int ii = L; ii <= a; ii++)
                        {
                            // These knot vectors were effected.
                            e[ii] += Br;
                            if (e[ii] > tolerance)
                            {
                                throw new Exception("Curve not degree reducible");
                            }
                        }

                        first -= 1;
                        last  += 1;
                    }
                }

                // Load knot vector and control points.
                if (a != p)
                {
                    // Load the knot ua.
                    for (int j = 0; j < ph - oldr; j++)
                    {
                        Uh[kind] = U[a];
                        kind    += 1;
                    }
                }

                for (int j = lbz; j <= ph; j++)
                {
                    // Load control points into Qw.
                    Pw.Add(rbpts[j]);
                }

                if (b < m)
                {
                    // Set up for the next pass thru loop.
                    for (int j = 0; j < r; j++)
                    {
                        bpts[j] = nextbpts[j];
                    }

                    for (int j = r; j <= p; j++)
                    {
                        bpts[j] = Qw[b - p + j];
                    }

                    a  = b;
                    b += 1;
                }
                else
                {
                    // End knot.
                    for (int j = 0; j <= ph; j++)
                    {
                        Uh.Add(U[b]);
                    }
                }
            }

            return(new NurbsCurve(p - 1, Uh, Pw));
        }
コード例 #5
0
        /// <summary>
        /// Elevates the degree of a curve.
        /// <em>Implementation of Algorithm A5.9 of The NURBS Book by Piegl and Tiller.</em>
        /// </summary>
        /// <param name="curve">The object curve to elevate.</param>
        /// <param name="finalDegree">The expected final degree. If the supplied degree is less or equal the curve is returned unmodified.</param>
        /// <returns>The curve after degree elevation.</returns>
        internal static NurbsBase ElevateDegree(NurbsBase curve, int finalDegree)
        {
            if (finalDegree <= curve.Degree)
            {
                return(curve);
            }

            int           n  = curve.Knots.Count - curve.Degree - 2;
            int           p  = curve.Degree;
            KnotVector    U  = curve.Knots;
            List <Point4> Pw = curve.ControlPoints;
            int           t  = finalDegree - curve.Degree; // Degree elevate a curve t times.


            // local arrays.
            double[,] bezalfs = new double[p + t + 1, p + 1];
            Point4[] bpts     = new Point4[p + 1];
            Point4[] ebpts    = new Point4[p + t + 1];
            Point4[] nextbpts = new Point4[p - 1];
            double[] alphas   = new double[p - 1];

            int m   = n + p + 1;
            int ph  = finalDegree;
            int ph2 = (int)Math.Floor((double)(ph / 2));

            // Output values;
            List <Point4> Qw = new List <Point4>();
            KnotVector    Uh = new KnotVector();

            // Compute Bezier degree elevation coefficients.
            bezalfs[0, 0] = bezalfs[ph, p] = 1.0;
            for (int i = 1; i <= ph2; i++)
            {
                double inv = 1.0 / GSharkMath.GetBinomial(ph, i);
                int    mpi = Math.Min(p, i);

                for (int j = Math.Max(0, i - t); j <= mpi; j++)
                {
                    bezalfs[i, j] = inv * GSharkMath.GetBinomial(p, j) * GSharkMath.GetBinomial(t, i - j);
                }
            }

            for (int i = ph2 + 1; i <= ph - 1; i++)
            {
                int mpi = Math.Min(p, i);
                for (int j = Math.Max(0, i - t); j <= mpi; j++)
                {
                    bezalfs[i, j] = bezalfs[ph - i, p - j];
                }
            }

            int    mh   = ph;
            int    kind = ph + 1;
            int    r    = -1;
            int    a    = p;
            int    b    = p + 1;
            int    cind = 1;
            double ua   = U[0];

            Qw.Add(Pw[0]);

            for (int i = 0; i <= ph; i++)
            {
                Uh.Add(ua);
            }

            // Initialize first Bezier segment.
            for (int i = 0; i <= p; i++)
            {
                bpts[i] = Pw[i];
            }

            // Big loop thru knot vector.
            while (b < m)
            {
                int i = b;
                while (b < m && Math.Abs(U[b] - U[b + 1]) < GSharkMath.Epsilon)
                {
                    b += 1;
                }

                int mul = b - i + 1;
                mh = mh + mul + t;
                double ub   = U[b];
                int    oldr = r;
                r = p - mul;

                // Insert knot U[b] r times.
                // Checks for integer arithmetic.
                int lbz = (oldr > 0) ? (int)Math.Floor((double)((2 + oldr) / 2)) : 1;
                int rbz = (r > 0) ? (int)Math.Floor((double)(ph - (r + 1) / 2)) : ph;

                if (r > 0)
                {
                    // Inserts knot to get Bezier segment.
                    double numer = ub - ua;
                    for (int k = p; k > mul; k--)
                    {
                        alphas[k - mul - 1] = (numer / (U[a + k] - ua));
                    }

                    for (int j = 1; j <= r; j++)
                    {
                        int save = r - j;
                        int s    = mul + j;
                        for (int k = p; k >= s; k--)
                        {
                            bpts[k] = Point4.Interpolate(bpts[k], bpts[k - 1], alphas[k - s]);
                        }

                        nextbpts[save] = bpts[p];
                    }
                }

                // End of insert knot.
                // Degree elevate Bezier.
                for (int j = lbz; j <= ph; j++)
                {
                    ebpts[j] = Point4.Zero;
                    int mpi = Math.Min(p, j);
                    for (int k = Math.Max(0, j - t); k <= mpi; k++)
                    {
                        ebpts[j] += bpts[k] * bezalfs[j, k];
                    }
                }

                if (oldr > 1)
                {
                    // Must remove knot u=U[a] oldr times.
                    int    first = kind - 2;
                    int    last  = kind;
                    double den   = ub - ua;
                    double bet   = (ub - Uh[kind - 1]) / den;
                    for (int tr = 1; tr < oldr; tr++)
                    {
                        // Knot removal loop.
                        int ii = first;
                        int jj = last;
                        int kj = jj - kind + 1;

                        while (jj - ii > tr)
                        {
                            // Loop and compute the new control points for one removal step.
                            if (ii < cind)
                            {
                                double alf = (ub - Uh[ii]) / (ua - Uh[ii]);
                                Qw.Add(Point4.Interpolate(Qw[ii], Qw[ii - 1], alf));
                            }

                            if (jj >= lbz)
                            {
                                if (jj - tr <= kind - ph + oldr)
                                {
                                    double gam = (ub - Uh[jj - tr]) / den;
                                    ebpts[kj] = Point4.Interpolate(ebpts[kj], ebpts[kj + 1], gam);
                                }
                                else
                                {
                                    ebpts[kj] = Point4.Interpolate(ebpts[kj], ebpts[kj + 1], bet);
                                }
                            }

                            ii += 1;
                            jj -= 1;
                            kj -= 1;
                        }

                        first -= 1;
                        last  += 1;
                    }
                }

                // End of removing knot, n = U[a].
                if (a != p)
                {
                    // Load the knot ua.
                    for (int j = 0; j < ph - oldr; j++)
                    {
                        Uh.Add(ua);
                    }
                }

                for (int j = lbz; j <= rbz; j++)
                {
                    // Load control points into Qw.
                    Qw.Add(ebpts[j]);
                }

                if (b < m)
                {
                    // Set up for the next pass thru loop.
                    for (int j = 0; j < r; j++)
                    {
                        bpts[j] = nextbpts[j];
                    }

                    for (int j = r; j <= p; j++)
                    {
                        bpts[j] = Pw[b - p + j];
                    }

                    a  = b;
                    b += 1;
                    ua = ub;
                }
                else
                {
                    // End knot.
                    for (int j = 0; j <= ph; j++)
                    {
                        Uh.Add(ub);
                    }
                }
            }

            return(new NurbsCurve(finalDegree, Uh, Qw));
        }