Added Tight creation.

This commit is contained in:
Federico Ponchio 2005-02-21 17:03:03 +00:00
parent 34679d1176
commit 70aad83e78
1 changed files with 81 additions and 9 deletions

View File

@ -24,6 +24,9 @@
History
$Log: not supported by cvs2svn $
Revision 1.6 2004/12/01 16:06:59 ponchio
Distance
Revision 1.5 2004/09/29 13:55:33 ponchio
Added Distance shpere - point.
@ -61,11 +64,11 @@ Templated class for 3D sphere.
template <class T> class Sphere3 {
protected:
Point3<T> _center;
T _radius;
public:
Sphere3(): _radius(-1) {}
T _radius;
public:
Sphere3(): _radius(-1) {}
Sphere3(const Point3<T> &center, T radius): _center(center), _radius(radius) {}
T &Radius() { return _radius; }
const T &Radius() const { return _radius; }
Point3<T> &Center() { return _center; }
@ -75,9 +78,13 @@ public:
///return true if @param p - Center() <= Radius()
bool IsIn(const Point3<T> &p) const;
void Add(Point3<T> &p);
void Add(const Sphere3 &sphere);
void Add(const Point3<T> &p);
void Add(const Sphere3 &sphere);
void Intersect(const Sphere3 &sphere);
//makes 36 iterations over the data... but get good results.
int CreateTight(int n, const Point3<T> *points,
T threshold = 1.01, T speed = 0.6);
};
template <class T> T Distance(const Sphere3<T> &sphere,
@ -117,7 +124,7 @@ template <class T> void Sphere3<T>::Add(const Sphere3<T> &sphere) {
}
}
template <class T> void Sphere3<T>::Add(Point3<T> &p) {
template <class T> void Sphere3<T>::Add(const Point3<T> &p) {
if(IsEmpty()) {
_center = p;
_radius = 0;
@ -130,10 +137,75 @@ template <class T> void Sphere3<T>::Add(Point3<T> &p) {
}
template <class T> bool Sphere3<T>::IsIn(const Point3<T> &p) const {
Point3<T> dist = p - _center;
return dist.Norm() <= _radius;
if(IsEmpty()) return false;
Point3<T> dist = p - _center;
return dist.SquaredNorm() <= _radius*_radius;
}
template <class T> void Sphere3<T>::Intersect(const Sphere3<T> &s) {
float dist = Distance(_center, s.Center());
float r = 0.5 * (_radius + s.Radius() - dist);
if(r < 0) {
_radius = -1;
return;
}
_center = (s.Center()*(_radius - r) + _center*(s.Radius() - r))/dist;
_radius = r;
}
template <class T> int Sphere3<T>::CreateTight(int n, const Point3<T> *points,
T threshold, T speed) {
//This is quantized gradient descent... really ugly. But simple :P
//TODO step should adapt to terrain...
for(int i = 0; i < n; i++)
Add(points[i]);
Radius() *= 1.0001;
Point3<T> center;
T radius;
//Test with 6 directions
Point3f pert[6];
T step = Radius()/8;
int count = 0;
while(1) {
count++;
T radius = Radius();
pert[0] = Point3f(step, 0, 0);
pert[1] = -pert[0];
pert[2] = Point3f(0, step, 0);
pert[3] = -pert[2];
pert[4] = Point3f(0, 0, step);
pert[5] = -pert[4];
unsigned int best = 6;
T best_radius = Radius()/threshold;
for(unsigned int k = 0; k < 6; k++) {
center = Center() + pert[k];
radius = 0;
for(unsigned int i = 0; i < n; i++) {
float r = Distance(center, points[i]);
if(r > radius)
radius = r;
}
if(radius < best_radius) {
best = k;
best_radius = radius;
}
}
if(best != 6) {
Center() = Center() + pert[best];
Radius() = best_radius;
}
step *= speed;
if(step < Radius() * (threshold - 1))
break;
}
Radius() *= 1.01;
return count;
}
} //namespace