// Functions assumes ellipsoid scaled coordinates public static Double ComputeMagnitude(Vector3 point, Vector3 sphereCenter) { var magnitudeSquared = Cartesian3D.MagnitudeSquared(point); var magnitude = Math.Sqrt(magnitudeSquared); var direction = Cartesian3D.MultiplyByScalar(point, 1 / magnitude); magnitudeSquared = Math.Max(1.0, magnitudeSquared); magnitude = Math.Max(1.0, magnitude); var cosAlpha = DotProduct(direction, sphereCenter); var sinAlpha = Cartesian3D.Magnitude(CrossProduct(direction, sphereCenter)); var cosBeta = 1.0 / magnitude; var sinBeta = Math.Sqrt(magnitudeSquared - 1.0) * cosBeta; return(1.0 / (cosAlpha * cosBeta - sinAlpha * sinBeta)); }
/* * * public static Vector3[] ScaleDown(ref Vector3[] pts) * { * for (int i = 0; i < pts.Length; i++) * { * pts[i].X = pts[i].X * rX; * pts[i].Y = pts[i].X * rY; * pts[i].Z = pts[i].X * rZ; * } * * } */ // from https://cesiumjs.org/2013/05/09/Computing-the-horizon-occlusion-point/ public static Vector3 FromPoints(Vector3[] points, BBSphere boundingSphere) { if (points.Length < 1) { throw new Exception("Your list of points must contain at least 2 points"); } // Bring coordinates to ellipsoid scaled coordinates for (int i = 0; i < points.Length; i++) { points[i].X = points[i].X * rX; points[i].Y = points[i].Y * rY; points[i].Z = points[i].Z * rZ; } // var scaledPoints = map(scaleDown, points).ToList(); // var scaledSphereCenter = scaleDown(boundingSphere.center); boundingSphere.Center.X = boundingSphere.Center.X * rX; boundingSphere.Center.Y = boundingSphere.Center.Y * rY; boundingSphere.Center.Z = boundingSphere.Center.Z * rZ; // Func<object, object> magnitude = coord => { // return computeMagnitude(coord, scaledSphereCenter); // }; // List<Double> magnitudes = new List<double>(); Double maxMagnitude = double.NegativeInfinity; for (int i = 0; i < points.Length; i++) { //magnitudes.Add(ComputeMagnitude(points[i], boundingSphere.Center)); var magnitude = ComputeMagnitude(points[i], boundingSphere.Center); if (magnitude > maxMagnitude) { maxMagnitude = magnitude; } } // var magnitudes = map(magnitude, scaledPoints).ToList(); return(Cartesian3D.MultiplyByScalar(boundingSphere.Center, maxMagnitude)); }
// Based on Ritter's algorithm public void FromPoints(Vector3[] points) // ECFC { nbPositions = points.Length; if (nbPositions < 2) { throw new Exception("Your list of points must contain at least 2 points"); } Vector3 pt; for (int i = 0; i < nbPositions; i++) { var point = points[i]; // Store the points containing the smallest and largest component used for the naive approach if (point.X < minPointX.X) { minPointX = point; } if (point.Y < minPointY.Y) { minPointY = point; } if (point.Z < minPointZ.Z) { minPointZ = point; } if (point.X > maxPointX.X) { maxPointX = point; } if (point.Y > maxPointY.Y) { maxPointY = point; } if (point.Z > maxPointZ.Z) { maxPointZ = point; } } // Squared distance between each component min and max var xSpan = Cartesian3D.MagnitudeSquared(Cartesian3D.Subtract(maxPointX, minPointX)); var ySpan = Cartesian3D.MagnitudeSquared(Cartesian3D.Subtract(maxPointY, minPointY)); var zSpan = Cartesian3D.MagnitudeSquared(Cartesian3D.Subtract(maxPointZ, minPointZ)); var diameter1 = minPointX; var diameter2 = maxPointX; var maxSpan = xSpan; if (ySpan > maxSpan) { maxSpan = ySpan; diameter1 = minPointY; diameter2 = maxPointY; } if (zSpan > maxSpan) { maxSpan = zSpan; diameter1 = minPointZ; diameter2 = maxPointZ; } var ritterCenter = new Vector3() { X = (diameter1.X + diameter2.X) * 0.5, Y = (diameter1.Y + diameter2.Y) * 0.5, Z = (diameter1.Z + diameter2.Z) * 0.5 }; var radiusSquared = Cartesian3D.MagnitudeSquared(Cartesian3D.Subtract(diameter2, ritterCenter)); var ritterRadius = Math.Sqrt(radiusSquared); // Initial center and radius (naive) get min and max box var minBoxPt = new Vector3() { X = minPointX.X, Y = minPointY.Y, Z = minPointZ.Z }; var maxBoxPt = new Vector3() { X = maxPointX.X, Y = maxPointY.Y, Z = maxPointZ.Z }; var naiveCenter = Cartesian3D.MultiplyByScalar(Cartesian3D.Add(minBoxPt, maxBoxPt), 0.5); var naiveRadius = 0.0; for (int i = 0; i < nbPositions; i++) // foreach (var i in xrange(0, nbPositions)) { var currentP = points[i]; // Find the furthest point from the naive center to calculate the naive radius. var r = Cartesian3D.Magnitude(Cartesian3D.Subtract(currentP, naiveCenter)); if (r > naiveRadius) { naiveRadius = r; } // Make adjustments to the Ritter Sphere to include all points. var oldCenterToPointSquared = Cartesian3D.MagnitudeSquared(Cartesian3D.Subtract(currentP, ritterCenter)); if (oldCenterToPointSquared > radiusSquared) { var oldCenterToPoint = Math.Sqrt(oldCenterToPointSquared); ritterRadius = (ritterRadius + oldCenterToPoint) * 0.5; // Calculate center of new Ritter sphere var oldToNew = oldCenterToPoint - ritterRadius; ritterCenter = new Vector3() { X = (ritterRadius * ritterCenter.X + oldToNew * currentP.X) / oldCenterToPoint, Y = (ritterRadius * ritterCenter.Y + oldToNew * currentP.Y) / oldCenterToPoint, Z = (ritterRadius * ritterCenter.Z + oldToNew * currentP.Z) / oldCenterToPoint }; } } // Keep the naive sphere if smaller if (naiveRadius < ritterRadius) { Radius = (float)ritterRadius; Center = ritterCenter; } else { Radius = (float)naiveRadius; Center = naiveCenter; } }