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// Wild Magic Source Code
// David Eberly
// http://www.geometrictools.com
// Copyright (c) 1998-2007
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version. The license is available for reading at
// either of the locations:
// http://www.gnu.org/copyleft/lgpl.html
// http://www.geometrictools.com/License/WildMagicLicense.pdf
// The license applies to versions 0 through 4 of Wild Magic.
//
// Version: 4.0.0 (2006/06/28)
#include "Wm4FoundationPCH.h"
#include "Wm4ApprPlaneFit3.h"
#include "Wm4Eigen.h"
#include "Wm4LinearSystem.h"
namespace Wm4
{
//----------------------------------------------------------------------------
template <class Real>
bool HeightPlaneFit3 (int iQuantity, const Vector3<Real>* akPoint, Real& rfA,
Real& rfB, Real& rfC)
{
// You need at least three points to determine the plane. Even so, if
// the points are on a vertical plane, there is no least-squares fit in
// the 'height' sense. This will be trapped by the determinant of the
// coefficient matrix.
// compute sums for linear system
Real fSumX = (Real)0.0, fSumY = (Real)0.0, fSumZ = (Real)0.0;
Real fSumXX = (Real)0.0, fSumXY = (Real)0.0, fSumXZ = (Real)0.0;
Real fSumYY = (Real)0.0, fSumYZ = (Real)0.0;
int i;
for (i = 0; i < iQuantity; i++)
{
fSumX += akPoint[i].X();
fSumY += akPoint[i].Y();
fSumZ += akPoint[i].Z();
fSumXX += akPoint[i].X()*akPoint[i].X();
fSumXY += akPoint[i].X()*akPoint[i].Y();
fSumXZ += akPoint[i].X()*akPoint[i].Z();
fSumYY += akPoint[i].Y()*akPoint[i].Y();
fSumYZ += akPoint[i].Y()*akPoint[i].Z();
}
Real aafA[3][3] =
{
{fSumXX, fSumXY, fSumX},
{fSumXY, fSumYY, fSumY},
{fSumX, fSumY, (Real)iQuantity}
};
Real afB[3] =
{
fSumXZ,
fSumYZ,
fSumZ
};
Real afX[3];
bool bNonsingular = LinearSystem<Real>().Solve3(aafA,afB,afX);
if (bNonsingular)
{
rfA = afX[0];
rfB = afX[1];
rfC = afX[2];
}
else
{
rfA = Math<Real>::MAX_REAL;
rfB = Math<Real>::MAX_REAL;
rfC = Math<Real>::MAX_REAL;
}
return bNonsingular;
}
//----------------------------------------------------------------------------
template <class Real>
Plane3<Real> OrthogonalPlaneFit3 (int iQuantity, const Vector3<Real>* akPoint)
{
// compute the mean of the points
Vector3<Real> kOrigin = Vector3<Real>::ZERO;
int i;
for (i = 0; i < iQuantity; i++)
{
kOrigin += akPoint[i];
}
Real fInvQuantity = ((Real)1.0)/iQuantity;
kOrigin *= fInvQuantity;
// compute sums of products
Real fSumXX = (Real)0.0, fSumXY = (Real)0.0, fSumXZ = (Real)0.0;
Real fSumYY = (Real)0.0, fSumYZ = (Real)0.0, fSumZZ = (Real)0.0;
for (i = 0; i < iQuantity; i++)
{
Vector3<Real> kDiff = akPoint[i] - kOrigin;
fSumXX += kDiff.X()*kDiff.X();
fSumXY += kDiff.X()*kDiff.Y();
fSumXZ += kDiff.X()*kDiff.Z();
fSumYY += kDiff.Y()*kDiff.Y();
fSumYZ += kDiff.Y()*kDiff.Z();
fSumZZ += kDiff.Z()*kDiff.Z();
}
fSumXX *= fInvQuantity;
fSumXY *= fInvQuantity;
fSumXZ *= fInvQuantity;
fSumYY *= fInvQuantity;
fSumYZ *= fInvQuantity;
fSumZZ *= fInvQuantity;
// setup the eigensolver
Eigen<Real> kES(3);
kES(0,0) = fSumXX;
kES(0,1) = fSumXY;
kES(0,2) = fSumXZ;
kES(1,0) = fSumXY;
kES(1,1) = fSumYY;
kES(1,2) = fSumYZ;
kES(2,0) = fSumXZ;
kES(2,1) = fSumYZ;
kES(2,2) = fSumZZ;
// compute eigenstuff, smallest eigenvalue is in last position
kES.DecrSortEigenStuff3();
// get plane normal
Vector3<Real> kNormal;
kES.GetEigenvector(2,kNormal);
// the minimum energy
return Plane3<Real>(kNormal,kOrigin);
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
template WM4_FOUNDATION_ITEM
bool HeightPlaneFit3<float> (int, const Vector3<float>*, float&, float&,
float&);
template WM4_FOUNDATION_ITEM
Plane3<float> OrthogonalPlaneFit3<float> (int, const Vector3<float>*);
template WM4_FOUNDATION_ITEM
bool HeightPlaneFit3<double> (int, const Vector3<double>*, double&, double&,
double&);
template WM4_FOUNDATION_ITEM
Plane3<double> OrthogonalPlaneFit3<double> (int, const Vector3<double>*);
//----------------------------------------------------------------------------
}
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