Example #1
0
void SLi_gen::SetSlicePos(const P3& lp0, const P3& lp1) 
{
	p0 = lp0; 
	p1 = lp1; 
	P3 v01 = p1 - p0;
	v01n = v01 / v01.Len();

	p0p = p0 - v01n * Dot(v01n, p0); 
	TOL_ZERO(Dot(p0p, v01n)); 

	// find two perpendicular axes  
	perp1 = P3::CrossProd(P3(0,0,1), v01n); 
	if (perp1.Lensq() < 0.001)
		perp1 = P3::CrossProd((fabs(v01n.x) < fabs(v01n.y) ? P3(1,0,0) : P3(0,1,0)), v01n); 
	ASSERT(perp1.Lensq() != 0); 
	perp2 = P3::CrossProd(perp1, v01n); 

	TOL_ZERO(Dot(v01n, perp1)); 
	TOL_ZERO(Dot(v01n, perp2)); 


	axis = P2(Dot(perp1, p0), Dot(perp2, p1)); 

	// the array of intersections 
	inter.clear(); 
};
Example #2
0
/*!
  Build a vpMbtDistanceLine thanks to two points corresponding to the extremities.
  
  \param _p1 : The first extremity.
  \param _p2 : The second extremity.
*/
void
vpMbtDistanceLine::buildFrom(vpPoint &_p1, vpPoint &_p2)
{
  if (line == NULL) {
    line = new vpLine ;
  }

  poly.setNbPoint(2);
  poly.addPoint(0, _p1);
  poly.addPoint(1, _p2);
  
  p1 = &poly.p[0];
  p2 = &poly.p[1];

  vpColVector V1(3);
  vpColVector V2(3);
  vpColVector V3(3);
  vpColVector V4(3);

  V1[0] = p1->get_oX();
  V1[1] = p1->get_oY();
  V1[2] = p1->get_oZ();
  V2[0] = p2->get_oX();
  V2[1] = p2->get_oY();
  V2[2] = p2->get_oZ();

  //if((V1-V2).sumSquare()!=0)
  if(std::fabs((V1-V2).sumSquare()) > std::numeric_limits<double>::epsilon())
  {
    {
      V3[0]=double(rand()%1000)/100;
      V3[1]=double(rand()%1000)/100;
      V3[2]=double(rand()%1000)/100;


      vpColVector v_tmp1,v_tmp2;
      v_tmp1 = V2-V1;
      v_tmp2 = V3-V1;
      V4=vpColVector::cross(v_tmp1,v_tmp2);
    }
    
    vpPoint P3(V3[0],V3[1],V3[2]);
    vpPoint P4(V4[0],V4[1],V4[2]);
    buildLine(*p1,*p2, P3,P4, *line) ;
  }
  else
  {
    vpPoint P3(V1[0],V1[1],V1[2]);
    vpPoint P4(V2[0],V2[1],V2[2]);
    buildLine(*p1,*p2,P3,P4,*line) ;
  }
}
 Slots(const P1& plugin1 = P1(),
       const P2& plugin2 = P2(),
       const P3& plugin3 = P3(),
       const P4& plugin4 = P4(),
       const P5& plugin5 = P5())
   : BaseT( plugin1, BaseSlots(plugin2, plugin3, plugin4, plugin5, NullT()) )
 { }
    /**
    * Returns the probability of the cell having dynamics after 2^N
    * Observations. The larger the N, and higher the value, the more "Semi-static"
    * is the cell. Note that the filter returns
    * 0.5 >= P <=1.0 and P = 0.0 only if there is not enough evidence about the
    * Behaviour
    */
    float computeSemiStaticLikelihood(int N)
    {
        if( (b_entry_event + b_exit_event)<20.0 )
        {
            return 0.0f;
        }


        Eigen::Matrix2f P;
        Eigen::Vector2f u2(0, 1.0);
        Eigen::Vector2f u3(1.0, 0);
        float Lex = exitL();
        float Len = entryL();
        Eigen::Vector2f P2,P3;
        P(0,0) = (1.0-Len);
        P(0,1) =  Len;
        P(1,0)	 = Lex;
        P(1,1) = (1-Lex);
        for(int i=0; i<N; i++) P = P*P;
        P2 = u2.transpose() * P;
        P3 = u3.transpose() * P;

        float Po = P2(1);
        float Pu = binaryBayesUpdate(Po, P3(0));
        normalizeProb(Pu);

        return Pu;
    }
Example #5
0
void test_polygon_quad_subdivide()
{
    Point_E3d P0(-20,-0.6,-20);
    Point_E3d P1( 20,-0.6,-20);
    Point_E3d P2( 20,-0.6, 20);
    Point_E3d P3(-20,-0.6, 20);
    const Point_E3d points[] = { P0, P1, P2, P3 };
    {
        Polygon_E3d P(points, points+4);

        Array2<Point_E3d> A = quad_subdivide(P, 4, 4);
        assert(A(0,0) == P0);
        assert(A(4,0) == P1);
        assert(A(4,4) == P2);
        assert(A(0,4) == P3);

        assert(A(2,1) == Point_E3d(  0,-0.6,-10));
        assert(A(2,2) == Point_E3d(  0,-0.6,  0));
        assert(A(1,2) == Point_E3d(-10,-0.6,  0));
    }
    {
        Polygon_E3d P(points, points+4);

        Array2<Point_E3d> A = quad_subdivide(P, 4, 2);
        assert(A(0,0) == P0);
        assert(A(4,0) == P1);
        assert(A(4,2) == P2);
        assert(A(0,2) == P3);


        assert(A(2,1) == Point_E3d(  0,-0.6,  0));
        assert(A(2,2) == Point_E3d(  0,-0.6, 20));
        assert(A(1,2) == Point_E3d(-10,-0.6, 20));
    }
}
Example #6
0
static void computeLevelset(GModel *gm, cartesianBox<double> &box)
{
  // tolerance for desambiguation
  const double tol = box.getLC() * 1.e-12;
  std::vector<SPoint3> nodes;
  std::vector<int> indices;
  for (cartesianBox<double>::valIter it = box.nodalValuesBegin();
       it != box.nodalValuesEnd(); ++it){
    nodes.push_back(box.getNodeCoordinates(it->first));
    indices.push_back(it->first);
  }
  Msg::Info("  %d nodes in the grid at level %d", (int)nodes.size(), box.getLevel());
  std::vector<double> dist, localdist;
  std::vector<SPoint3> dummy;
  for (GModel::fiter fit = gm->firstFace(); fit != gm->lastFace(); fit++){
    for (int i = 0; i < (*fit)->stl_triangles.size(); i += 3){
      int i1 = (*fit)->stl_triangles[i];
      int i2 = (*fit)->stl_triangles[i + 1];
      int i3 = (*fit)->stl_triangles[i + 2];
      GPoint p1 = (*fit)->point((*fit)->stl_vertices[i1]);
      GPoint p2 = (*fit)->point((*fit)->stl_vertices[i2]);
      GPoint p3 = (*fit)->point((*fit)->stl_vertices[i3]);
      SPoint2 p = ((*fit)->stl_vertices[i1] + (*fit)->stl_vertices[i2] +
                   (*fit)->stl_vertices[i3]) * 0.33333333;
      SVector3 N = (*fit)->normal(p);
      SPoint3 P1(p1.x(), p1.y(), p1.z());
      SPoint3 P2(p2.x(), p2.y(), p2.z());
      SPoint3 P3(p3.x(), p3.y(), p3.z());
      SVector3 NN(crossprod(P2 - P1, P3 - P1));
      if (dot(NN, N) > 0)
	signedDistancesPointsTriangle(localdist, dummy, nodes, P1, P2, P3);
      else
	signedDistancesPointsTriangle(localdist, dummy, nodes, P2, P1, P3);
      if(dist.empty())
        dist = localdist;
      else{
        for (unsigned int j = 0; j < localdist.size(); j++){
          // FIXME: if there is an ambiguity assume we are inside (to
          // avoid holes in the structure). This is definitely just a
          // hack, as it could create pockets of matter outside the
          // structure...
          if(dist[j] * localdist[j] < 0 &&
             fabs(fabs(dist[j]) - fabs(localdist[j])) < tol){
            dist[j] = std::max(dist[j], localdist[j]);
          }
          else{
            dist[j] = (fabs(dist[j]) < fabs(localdist[j])) ? dist[j] : localdist[j];
          }
        }
      }
    }
  }
  for (unsigned int j = 0; j < dist.size(); j++)
    box.setNodalValue(indices[j], dist[j]);

  if(box.getChildBox()) computeLevelset(gm, *box.getChildBox());
}
Example #7
0
void main() {

	Polygon P1, P2(6, 4), P3(10, 4, 5.6, 738);
	std::cout << "The Perimeter of the polygon is " << P1.getPerimeter() << std::endl <<
		"The area of the polygon is " << P1.getArea() << std::endl;
	std::cout << "The Perimeter of the polygon is " << P2.getPerimeter() << std::endl <<
		"The area of the polygon is " << P2.getArea() << std::endl;
	std::cout << "The Perimeter of the polygon is " << P3.getPerimeter() << std::endl <<
		"The area of the polygon is " << P3.getArea() << std::endl;
}
Example #8
0
AREXPORT ArMapObject::ArMapObject(const char *type, 
					                        ArPose pose, 
                                  const char *description,
 		                              const char *iconName, 
                                  const char *name,
 		                              bool hasFromTo, 
                                  ArPose fromPose, 
                                  ArPose toPose) :
  myType((type != NULL) ? type : ""),
  myBaseType(),
  myName((name != NULL) ? name : "" ),
  myDescription((description != NULL) ? description : "" ),
  myPose(pose),
  myIconName((iconName != NULL) ? iconName : "" ),
  myHasFromTo(hasFromTo),
  myFromPose(fromPose),
  myToPose(toPose),
  myFromToSegments(),
  myStringRepresentation()
{
  if (myHasFromTo)
  {
    double angle = myPose.getTh();
    double sa = ArMath::sin(angle);
    double ca = ArMath::cos(angle);
    double fx = fromPose.getX();
    double fy = fromPose.getY();
    double tx = toPose.getX();
    double ty = toPose.getY();
    ArPose P0((fx*ca - fy*sa), (fx*sa + fy*ca));
    ArPose P1((tx*ca - fy*sa), (tx*sa + fy*ca));
    ArPose P2((tx*ca - ty*sa), (tx*sa + ty*ca));
    ArPose P3((fx*ca - ty*sa), (fx*sa + ty*ca));
    myFromToSegments.push_back(ArLineSegment(P0, P1));
    myFromToSegments.push_back(ArLineSegment(P1, P2));
    myFromToSegments.push_back(ArLineSegment(P2, P3));
    myFromToSegments.push_back(ArLineSegment(P3, P0));
    
    myFromToSegment.newEndPoints(fromPose, toPose);
  }
  else { // pose
    size_t whPos = myType.rfind("WithHeading");
    size_t whLen = 11;
    if (whPos > 0) {
      if (whPos == myType.size() - whLen) {
        myBaseType = myType.substr(0, whPos);
      }
    }
  } // end else pose

  IFDEBUG(
  ArLog::log(ArLog::Normal, 
             "ArMapObject::ctor() created %s (%s)",
             myName.c_str(), myType.c_str());
  );
Example #9
0
int main() {
  __CPROVER_ASYNC_0: P0(0);
  __CPROVER_ASYNC_1: P1(0);
  __CPROVER_ASYNC_2: P2(0);
  __CPROVER_ASYNC_3: P3(0);
  __CPROVER_assume(__unbuffered_cnt==4);
  fence();
  // EXPECT:exists
  __CPROVER_assert(!(x==2 && z==2 && __unbuffered_p1_EAX==0 && __unbuffered_p3_EAX==2 && __unbuffered_p3_EBX==0), "Program proven to be relaxed for X86, model checker says YES.");
  return 0;
}
Example #10
0
void MainWindow::resizeItem() {
for (int i = 0;  i < 10;  i++) {
    QGraphicsRectItem* theFrame = item1;
    QPointF P1(100 - (7.0 * i)/3.0, 50 -(5.0*i)/3.0);

    graphicsSheet->addPoint("P1", P1);
    graphicsSheet->addPoint("pos", theFrame->pos());

    QPointF P2i = QPointF(theFrame->rect().width(), theFrame->rect().height());
    QPointF P2 = theFrame->mapToScene(P2i);

    qDebug() << "P1:" << P1;
    qDebug() << "P2:" << P2;
    graphicsSheet->addPoint("P2", P2);

    QTransform t;
    t.rotate(-theFrame->rotation());
    t.translate(-P1.x(), -P1.y());

    QPointF P2t = t.map(P2);

//    qDebug() << "P2t:" << P2t;  // OK

/*************************/
    QPointF P3(P2t.x()/2, P2t.y()/2);
 //   qDebug() << "P3:" << P3;

    QTransform t2;
    t2.translate(P1.x(), P1.y());
    t2.rotate(theFrame->rotation());
    QPointF P3t = t2.map(P3);
////    qDebug() << "P3t:" << P3t;      // OK

    graphicsSheet->addPoint("P3t", P3t);

    QTransform t3;
    t3.translate(P3t.x(), P3t.y());
    t3.rotate(-theFrame->rotation());
    t3.translate(-(P3t.x()), -(P3t.y()));

    QPointF newPos = t3.map(P1);
    QSizeF newSize = QSizeF(P2t.x(), P2t.y());

    graphicsSheet->addPoint("newPos", newPos);

    RectItem* item1 = new RectItem(QRectF(newPos.x(), newPos.y(), newSize.width(), newSize.height()));
    qreal angle = 30;
    QPointF center2 = QPointF(item1->rect().width() / 2, item1->rect().height() / 2);
    item1->setTransformOriginPoint(center2);
    item1->setRotation(angle);
    graphicsSheet->scene()->addItem(item1);

}
}
Example #11
0
int main() {
  __CPROVER_ASYNC_0: P0(0);
  __CPROVER_ASYNC_1: P1(0);
  __CPROVER_ASYNC_2: P2(0);
  __CPROVER_ASYNC_3: P3(0);
  __CPROVER_assume(__unbuffered_cnt==4);
  fence();
  // EXPECT:exists
  __CPROVER_assert(!(x==2 && y==2 && __unbuffered_p0_r1==2 && __unbuffered_p2_r1==2), "Program proven to be relaxed for PPC, model checker says YES.");
  return 0;
}
Example #12
0
Word ADJ_2D(Word c, Word c_l, Word c_r, Word P, Word J)
{
  Word U,V,W,v_l,Sol;

  v_l = LDCOEFMASK(c,P,J);
  U = AD2DS_CONS(c_l,P);
  V = AD2DS_CONS(c,P);
  W = AD2DS_CONS(c_r,P);

  Sol = P3(U,V,W,v_l,FIRST(LELTI(c,INDX)));

  return Sol;
}
Example #13
0
void CameraScreen::reinit() {
	Camera::reinit();
	// find the position of the center of the screen in 3D space
	this->centerScreen = position + (screenDist * direction);
	double cosrot = cos(rotation);
	double sinrot = sin(rotation);
	// compute the directions of the u and v vector along the screen
	P3S sDir(direction);
	P3S sdu(P3(cosrot,0.0,sinrot));
	P3S sdv(P3(sinrot,0.0,cosrot));
	sdu.u += sDir.u + M_PI/2;
	sdv.v += sDir.v;
	P3 du(sdu);
	P3 dv(sdv);
	du.normalize();
	dv.normalize();
	// deduce dx and dy
	this->dx = du;
	this->dy = - dv;
	// precompute the top left corner of the screen
	int width = screen->getWidth();
	int height = screen->getHeight();
	this->topLeftCornerScreen = centerScreen - ((width/2)*dx) - ((height/2)*dy);
}
Example #14
0
Point Rectangle::Sample(float u, float v, Normal *Ns) const {

    // u and v are random samples on the surface of the light source
    Point P0(-x/2, y/2, height), P1(x/2, y/2, height);
    Point P2(-x/2, -y/2, height), P3(x/2, -y/2, height);

    Point p = P0 + (P1 - P0) * u + (P2 - P0) * v;

    Normal n = Normal(Cross(P2-P0, P1-P0));
    *Ns = Normalize(n);

    // NORMAL ON THE PLANE
    *Ns = Normalize((*ObjectToWorld)(n));
    if (ReverseOrientation) *Ns *= -1.f;
    return (*ObjectToWorld)(p);
}
Example #15
0
QPolygon KDChart::TextLayoutItem::rotatedCorners() const
{
    // the angle in rad
    const qreal angle = mAttributes.rotation() * PI / 180.0;
    QSize size = unrotatedSizeHint();

    // my P1 - P4 (the four points of the rotated area)
    QPointF P1( size.height() * sin( angle ), 0 );
    QPointF P2( size.height() * sin( angle ) + size.width() * cos( angle ), size.width() * sin( angle ) );
    QPointF P3( size.width() * cos( angle ), size.width() * sin( angle ) + size.height() * cos( angle ) );
    QPointF P4( 0, size.height() * cos( angle ) );

    QPolygon result;
    result << P1.toPoint() << P2.toPoint() << P3.toPoint() << P4.toPoint();
    return result;
}
Example #16
0
bool Triangle::intersect(Ray & ray, double * distFromSource) {
	P3 R0 = ray.getSource();
	P3 Rd = ray.getDirection();
	P3 distV = P3(R0, p);
	P3 N = normN * normal;
	double nr = N * Rd;
	if(fabs(nr) < 0.001) return false; // colineaire
	double ir = (N * distV) / nr;
	*distFromSource = ir;
	if (ir < 0.001) return false;
	double iu = -((distV ^ AC) * Rd) / nr;
	double iv = -((AB ^ distV) * Rd) / nr;
	*distFromSource = ir;
	return (ir >= 0 && iu >= 0 && iv >= 0 && iu + iv <= 1);
	
}
Example #17
0
void srTSpherMirror::SetupInAndOutPlanes(TVector3d* InPlane, TVector3d* OutPlane)
{// Assumes InPlaneNorm and transverse part InPlaneCenPo already defined !!!
	TVector3d &InPlaneCenPo = *InPlane, &InPlaneNorm = InPlane[1];
	TVector3d &OutPlaneCenPo = *OutPlane, &OutPlaneNorm = OutPlane[1];

	TVector3d LocInPlaneNorm = InPlaneNorm;
	FromLabToLocFrame_Vector(LocInPlaneNorm);

	double xP = -0.5*Dx, yP = -0.5*Dy;
	TVector3d P0(xP, yP, SurfaceFunction(xP, yP, 0));
	TVector3d P1(-xP, yP, SurfaceFunction(-xP, yP, 0));
	TVector3d P2(xP, -yP, SurfaceFunction(xP, -yP, 0));
	TVector3d P3(-xP, -yP, SurfaceFunction(-xP, -yP, 0));
	TVector3d EdgePoints[] = { P0, P1, P2, P3 };

	int LowestInd, UppestInd;
	FindLowestAndUppestPoints(LocInPlaneNorm, EdgePoints, 4, LowestInd, UppestInd);

	TVector3d PointForInPlane = EdgePoints[LowestInd];
	FromLocToLabFrame_Point(PointForInPlane);
	InPlaneCenPo.y = PointForInPlane.y;

	TVector3d LocInPlaneCenPo = InPlaneCenPo;
	FromLabToLocFrame_Point(LocInPlaneCenPo);
	TVector3d LocInPlane[] = { LocInPlaneCenPo, LocInPlaneNorm };

	TVector3d LocP, LocN;
	FindRayIntersectWithSurface(LocInPlane, 0, LocP);
	SurfaceNormalAtPoint(LocP.x, LocP.y, 0, LocN);

	TVector3d LocOutPlaneNorm = LocInPlaneNorm;
	ReflectVect(LocN, LocOutPlaneNorm);
	FindLowestAndUppestPoints(LocOutPlaneNorm, EdgePoints, 4, LowestInd, UppestInd);
	OutPlaneCenPo = (EdgePoints[UppestInd]*LocOutPlaneNorm)*LocOutPlaneNorm;
	*OutPlaneInLocFrame = OutPlaneCenPo; OutPlaneInLocFrame[1] = LocOutPlaneNorm;
	FromLocToLabFrame_Point(OutPlaneCenPo);
	OutPlaneNorm = LocOutPlaneNorm;
	FromLocToLabFrame_Vector(OutPlaneNorm);

	TVector3d LabN = LocN;
	FromLocToLabFrame_Vector(LabN);
	ExRefInLabFrameBeforeProp = TVector3d(1.,0.,0.);
	ReflectVect(LabN, ExRefInLabFrameBeforeProp);
	EzRefInLabFrameBeforeProp = TVector3d(0.,0.,1.);
	ReflectVect(LabN, EzRefInLabFrameBeforeProp);
}
Example #18
0
int main(){
	int a,b;
	Point P1;
	scanf("%d%d",&a,&b);
	Point P2(a,b);
	scanf("%d%d",&a,&b);
	Point P3(a,b);
	if (P1.IsOrigin()) printf("P1 origin\n");
	else printf("P1 bukan origin\n");
	if (P2.IsOrigin()) printf("P2 origin\n");
	else printf("P2 bukan origin\n");
	if (P3.IsOrigin()) printf("P3 origin\n");
	else printf("P3 bukan origin\n");
	Point P4 = P1.Add(P2,P3);
	Point P5 = P2.Add(P3);
	if (P2.IsEqual(P5)) printf("P2 equal P5\n");
	else printf("P2 not equal P5\n");
	if (P4.IsEqual(P5)) printf("P4 equal P5\n");
	else printf("P4 not equal P5\n");
	scanf("%d%d",&a,&b);
	Point P6 = P2.Add(a,b);
	scanf("%d%d",&a,&b);
	Point P7 = P3.Add(a,b);
	P4.AddToMe(P2);
	scanf("%d%d",&a,&b);
	P5.AddToMe(a,b);
	printf("Kuadran P2 : %d\n",P2.Kuadran());
	printf("Kuadran P3 : %d\n",P3.Kuadran());
	printf("Kuadran P6 : %d\n",P6.Kuadran());
	printf("Kuadran P7 : %d\n",P7.Kuadran());
	printf("P2 : ");
	PrintPoint(P2);
	printf("P3 : ");
	PrintPoint(P3);
	printf("P4 : ");
	PrintPoint(P4);
	printf("P5 : ");
	PrintPoint(P5);
	printf("P6 : ");
	PrintPoint(P6);
	printf("P7 : ");
	PrintPoint(P7);
	return 0;
}
Example #19
0
int main() {
    Bitmap bitmap(640, 480);
    Camera cam; cam.zoom = 1, cam.focus = 10000, cam.height = 100;
    BezObj teapot(INPUT);
    teapot.move(P3(0, -100, -1000));
    teapot.rotateZ(-45);
    teapot.rotateX(-45);
    teapot.split(2);
    cam.shot(teapot, bitmap);
    ImageProcessor ip(&bitmap);
    ip.rerange(
        P2(-320, -240),
        P2(0, 0)
    );
    ip.GaussianBlur(2);
    bitmap.save(OUTPUT);
    system(OUTPUT);
    return 0;
}
AREXPORT void ArForbiddenRangeDevice::processMap(void)
{
  std::list<ArMapObject *>::const_iterator it;
  ArMapObject *obj;

  myDataMutex.lock();
  ArUtil::deleteSet(mySegments.begin(), mySegments.end());
  mySegments.clear();

  for (it = myMap->getMapObjects()->begin();
       it != myMap->getMapObjects()->end();
       it++)
  {
    obj = (*it);
    if (strcmp(obj->getType(), "ForbiddenLine") == 0 &&
	obj->hasFromTo())
    {
      mySegments.push_back(new ArLineSegment(obj->getFromPose(), 
					     obj->getToPose()));
    }
    if (strcmp(obj->getType(), "ForbiddenArea") == 0 &&
	obj->hasFromTo())
    {
      double angle = obj->getPose().getTh();
      double sa = ArMath::sin(angle);
      double ca = ArMath::cos(angle);
      double fx = obj->getFromPose().getX();
      double fy = obj->getFromPose().getY();
      double tx = obj->getToPose().getX();
      double ty = obj->getToPose().getY();
      ArPose P0((fx*ca - fy*sa), (fx*sa + fy*ca));
      ArPose P1((tx*ca - fy*sa), (tx*sa + fy*ca));
      ArPose P2((tx*ca - ty*sa), (tx*sa + ty*ca));
      ArPose P3((fx*ca - ty*sa), (fx*sa + ty*ca));
      mySegments.push_back(new ArLineSegment(P0, P1));
      mySegments.push_back(new ArLineSegment(P1, P2));
      mySegments.push_back(new ArLineSegment(P2, P3));
      mySegments.push_back(new ArLineSegment(P3, P0));
    }
  }
  myDataMutex.unlock();
}
void ModelClass::CalculateNormal(int i1, int i2, int i3)
{
	D3DXVECTOR3 P1(m_model[i1].x, m_model[i1].y, m_model[i1].z),
		P2(m_model[i2].x, m_model[i2].y, m_model[i2].z),
		P3(m_model[i3].x, m_model[i3].y, m_model[i3].z), Q12, Q13;

	float x, y, z;

	// Find two vectors on the plane of the polygan
	Q12 = P2 - P1;
	Q13 = P3 - P1;

	//  Cross product of Q12 and Q13 to find a direction 
	// perpendicular to the polygon
	x = Q12.y*Q13.z - Q12.z*Q13.y;
	y = Q12.z*Q13.x - Q12.x*Q13.z;
	z = Q12.x*Q13.y - Q12.y*Q13.x;

	// Normalize the normal vector...
	float mag = sqrt(x*x + y*y + z*z);
	x /= mag;
	y /= mag;
	z /= mag;

	m_model[i1].nx = x;
	m_model[i1].ny = y;
	m_model[i1].nz = z;
	
	m_model[i2].nx = x;
	m_model[i2].ny = y;
	m_model[i2].nz = z;

	m_model[i3].nx = x;
	m_model[i3].ny = y;
	m_model[i3].nz = z;

	return;
}
Example #22
0
#include <stdlib.h>
#include <stddef.h>
#include <stdint.h>
#include <string.h>

// Set up lookup variables

#define P1(a, b, c) \
    { KJG_GENO_PACK(a, b, c, 0), \
      KJG_GENO_PACK(a, b, c, 1), \
      KJG_GENO_PACK(a, b, c, 2), \
      KJG_GENO_PACK(a, b, c, 3) }
#define P2(a, b) { P1(a, b, 0), P1(a, b, 1), P1(a, b, 2), P1(a, b, 3) }
#define P3(a)    { P2(a, 0),    P2(a, 1),    P2(a, 2),    P2(a, 3)    }
const uint8_t KJG_GENO_PACK_LOOKUP[4][4][4][4] =
  { P3(0), P3(1), P3(2), P3(3) };

#define U1(p) \
    KJG_GENO_UNPACK(p), \
    KJG_GENO_UNPACK(p + 1), \
    KJG_GENO_UNPACK(p + 2), \
    KJG_GENO_UNPACK(p + 3)
#define U2(p) U1(p), U1(p +  4), U1(p +  8), U1(p + 12)
#define U3(p) U2(p), U2(p + 16), U2(p + 32), U2(p + 48)
const uint8_t KJG_GENO_UNPACK_LOOKUP[256][4] =
  { U3(0), U3(64), U3(128),
U3(192) };

#define A1(p) \
    KJG_GENO_SUM_ALT(p), \
    KJG_GENO_SUM_ALT(p + 1), \
Example #23
0
P3 Config::jsonToP3(Json::Value & p3JSON) {
	return P3(p3JSON["x"].asDouble(),
			  p3JSON["y"].asDouble(),
			  p3JSON["z"].asDouble());
}
Example #24
0
static void
irt_rpf_nominal_deriv1(const double *spec,
		       const double *param,
		       const double *where,
		       const double *weight, double *out)
{
  int nfact = spec[RPF_ISpecDims];
  int ncat = spec[RPF_ISpecOutcomes];
  double aTheta = dotprod(param, where, nfact);
  double aTheta2 = aTheta * aTheta;

  Eigen::VectorXd num(ncat);
  Eigen::VectorXd ak(ncat);
  _nominal_rawprob2(spec, param, where, aTheta, ak.data(), num.data());

  Eigen::VectorXd P(ncat);
  Eigen::VectorXd P2(ncat);
  Eigen::VectorXd P3(ncat);
  Eigen::VectorXd ak2(ncat);
  Eigen::VectorXd dat_num(ncat);
  double numsum = 0;
  double numakD = 0;
  double numak2D2 = 0;
  Eigen::VectorXd numakDTheta_numsum(nfact);

  for (int kx=0; kx < ncat; kx++) {
    ak2[kx] = ak[kx] * ak[kx];
    dat_num[kx] = weight[kx]/num[kx];
    numsum += num[kx];
    numakD += num[kx] * ak[kx];
    numak2D2 += num[kx] * ak2[kx];
  }
  double numsum2 = numsum * numsum;

  for (int kx=0; kx < ncat; kx++) {
    P[kx] = num[kx]/numsum;
    P2[kx] = P[kx] * P[kx];
    P3[kx] = P2[kx] * P[kx];
  }

  double sumNumak = dotprod(num.data(), ak.data(), ncat);
  for (int fx=0; fx < nfact; fx++) {
    numakDTheta_numsum[fx] = sumNumak * where[fx] / numsum;
  }

  for (int jx = 0; jx < nfact; jx++) {
    double tmpvec = 0;
    for(int i = 0; i < ncat; i++) {
      tmpvec += dat_num[i] * (ak[i] * where[jx] * P[i] -
			      P[i] * numakDTheta_numsum[jx]) * numsum;
    }
    out[jx] -= tmpvec;
  }
  int dkoffset;
  if (nfact == 0) {
	  dkoffset = 0;
  } else {
	  dkoffset = ncat - 1;
  }
  for(int i = 1; i < ncat; i++) {
	  if (nfact) {
		  double offterm = makeOffterm(weight, P[i], aTheta, ncat, i);
		  double tmpvec = dat_num[i] * (aTheta * P[i] - P2[i] * aTheta) * numsum - offterm;
		  out[nfact + i - 1] -= tmpvec;
	  }
    double offterm2 = makeOffterm(weight, P[i], 1, ncat, i);
    double tmpvec2 = dat_num[i] * (P[i] - P2[i]) * numsum - offterm2;
    out[nfact + dkoffset + i - 1] -= tmpvec2;
  }

  int hessbase = nfact + (ncat-1) + dkoffset;
  int d2ind = 0;
  //a's
  for (int j = 0; j < nfact; j++) {
    for (int k = 0; k <= j; k++) {
      double tmpvec = 0;
      for (int i = 0; i < ncat; i++) {
	tmpvec += dat_num[i] * (ak2[i] * where[j] * where[k] * P[i] -
				ak[i] * where[j] * P[i] * numakDTheta_numsum[k] -
				ak[i] * where[k] * P[i] * numakDTheta_numsum[j] + 
				2 * P[i] * numakD * where[j] * numakD * where[k] / numsum2 -
				P[i] * numak2D2 * where[j] * where[k] / numsum) * numsum - 
	  dat_num[i] * (ak[i] * where[j] * P[i] - P[i] * numakDTheta_numsum[j]) *
	  numsum * ak[i] * where[k] +
	  dat_num[i] * (ak[i] * where[j] * P[i] - P[i] * numakDTheta_numsum[j]) *
	  numakD * where[k];
      }
      out[hessbase + d2ind++] -= tmpvec;
    }
  }
  //a's with ak and d
  for(int k = 1; k < ncat; k++){
    int akrow = hessbase + (nfact+k)*(nfact+k-1)/2;
    int dkrow = hessbase + (nfact+ncat+k-1)*(nfact+ncat+k-2)/2;
    for(int j = 0; j < nfact; j++){
      double tmpvec = 0;
      double tmpvec2 = 0;
      for(int i = 0; i < ncat; i++){
	if(i == k){
	  tmpvec += dat_num[i] * (ak[i]*where[j] * aTheta*P[i] -
				     aTheta*P[i]*numakDTheta_numsum[j] +
				     where[j]*P[i] - 2*ak[i]*where[j]*aTheta*P2[i] +
				     2*aTheta*P2[i]*numakDTheta_numsum[j] -
				     where[j]*P2[i])*numsum -
	    dat_num[i]*(aTheta*P[i] - aTheta*P2[i])*numsum*ak[i]*where[j] +
	    dat_num[i]*(aTheta*P[i] - aTheta*P2[i])*(numakD*where[j]);
	  tmpvec2 += dat_num[i]*(ak[i]*where[j]*P[i] -
				      2*ak[i]*where[j]*P2[i] -
				      P[i]*numakDTheta_numsum[j] +
				      2*P2[i]*numakDTheta_numsum[j])*numsum -
	    dat_num[i]*(P[i] - P2[i])*numsum*ak[i]*where[j] +
	    dat_num[i]*(P[i] - P2[i])*(numakD*where[j]);
	} else {
	  tmpvec += -weight[i]*ak[k]*aTheta*where[j]*P[k] +
	    weight[i]*P[k]*aTheta*numakDTheta_numsum[j] -
	    weight[i]*P[k]*where[j];
	  tmpvec2 += -weight[i]*ak[k]*where[j]*P[k] +
	    weight[i]*P[k]*numakDTheta_numsum[j];
	}
      }
      out[akrow + j] -= tmpvec;
      out[dkrow + j] -= tmpvec2;
    }
  }
  //ak's and d's
  for(int j = 1; j < ncat; j++){
    int akrow = hessbase + (nfact+j)*(nfact+j-1)/2;
    int dkrow = hessbase + (nfact+dkoffset+j)*(nfact+dkoffset+j-1)/2;

    double tmpvec = makeOffterm(weight, P2[j], aTheta2, ncat, j);
    double tmpvec2 = makeOffterm(weight, P[j], aTheta2, ncat, j);
    double offterm = tmpvec - tmpvec2;
    tmpvec = makeOffterm(weight, P2[j], 1, ncat, j);
    tmpvec2 = makeOffterm(weight, P[j], 1, ncat, j);
    double offterm2 = tmpvec - tmpvec2;

    if (nfact) {
	    out[akrow + nfact + j - 1] -=
		    (dat_num[j]*(aTheta2*P[j] - 3*aTheta2*P2[j] +
				 2*aTheta2*P3[j])*numsum - weight[j]/num[j] *
		     (aTheta*P[j] - aTheta*P2[j])*numsum*aTheta + weight[j] *
		     (aTheta*P[j] - aTheta*P2[j])*aTheta + offterm);
    }

    out[dkrow + nfact + dkoffset + j - 1] -=
      (dat_num[j]*(P[j] - 3*P2[j] + 2*P3[j])*numsum - weight[j]/num[j] *
	      (P[j] - P2[j])*numsum + weight[j] *
	      (P[j] - P2[j]) + offterm2);

    for(int i = 1; i < ncat; i++) {
      if(j > i) {
	      if (nfact) {
		      offterm = makeOffterm2(weight, P[j], P[i], aTheta2, ncat, i);
		      tmpvec = dat_num[i] * (-aTheta2*P[i]*P[j] + 2*P2[i] *aTheta2*P[j])*numsum + 
			      dat_num[i] * (aTheta*P[i] - P2[i] * aTheta)*aTheta*num[j]+offterm;
		      out[akrow + nfact + i - 1] -= tmpvec;
	      }
	offterm2 = makeOffterm2(weight, P[j], P[i], 1, ncat, i);
	tmpvec2 = dat_num[i] * (-P[i]*P[j] + 2*P2[i] *P[j]) * numsum +
	  dat_num[i] * (P[i] - P2[i]) * num[j] + offterm2;
	out[dkrow + nfact + dkoffset + i - 1] -= tmpvec2;
      }
      if (nfact == 0) continue;
      if (abs(j-i) == 0) {
	tmpvec = makeOffterm(weight, P2[i], aTheta, ncat, i);
	tmpvec2 = makeOffterm(weight, P[i], aTheta, ncat, i);
	offterm = tmpvec - tmpvec2;
	tmpvec = dat_num[i]*(aTheta*P[i] - 3*aTheta*P2[i] +
			     2*aTheta*P3[i]) * numsum - dat_num[i] *
	  (aTheta*P[i] - aTheta*P2[i])*numsum + weight[i] *
	  (P[i] - P2[i])*aTheta + offterm;
	out[dkrow + nfact + i - 1] -= tmpvec;
      } else {
	offterm = makeOffterm2(weight, P[j], P[i], aTheta, ncat, i);
	tmpvec = dat_num[i] * (-aTheta*P[i]*P[j] + 2*P2[i] *aTheta*P[j]) * numsum + 
	  dat_num[i] * (P[i] - P2[i]) * aTheta * num[j] + offterm;
	out[dkrow + nfact + i - 1] -= tmpvec;
      }
    }
  }
}
Example #25
0
void Model::MakeRaft(float &z)
{
	vector<InFillHit> HitsBuffer;

	uint LayerNr = 0;
	float size = settings.Raft.Size;

	Vector2f raftMin =  Vector2f(Min.x - size + printOffset.x, Min.y - size + printOffset.y);
	Vector2f raftMax =  Vector2f(Max.x + size + printOffset.x, Max.y + size + printOffset.y);

	Vector2f Center = (Vector2f(Max.x + size, Max.y + size)-Vector2f(Min.x + size, Min.y + size))/2+Vector2f(printOffset.x, printOffset.y);

	float Length = sqrtf(2)*(   ((raftMax.x)>(raftMax.y)? (raftMax.x):(raftMax.y))  -  ((raftMin.x)<(raftMin.y)? (raftMin.x):(raftMin.y))  )/2.0f;	// bbox of object

	float E = 0.0f;
	float rot;

	while(LayerNr < settings.Raft.Phase[0].LayerCount + settings.Raft.Phase[1].LayerCount)
	{
	  Settings::RaftSettings::PhasePropertiesType *props;
	  props = LayerNr < settings.Raft.Phase[0].LayerCount ?
	    &settings.Raft.Phase[0] : &settings.Raft.Phase[1];
	  rot = (props->Rotation+(float)LayerNr * props->RotationPrLayer)/180.0f*M_PI;
		Vector2f InfillDirX(cosf(rot), sinf(rot));
		Vector2f InfillDirY(-InfillDirX.y, InfillDirX.x);

		Vector3f LastPosition;
		bool reverseLines = false;

		Vector2f P1, P2;
		for(float x = -Length ; x < Length ; x+=props->Distance)
		{
			P1 = (InfillDirX *  Length)+(InfillDirY*x) + Center;
			P2 = (InfillDirX * -Length)+(InfillDirY*x) + Center;

			if(reverseLines)
			{
				Vector2f tmp = P1;
				P1 = P2;
				P2 = tmp;
			}

//			glBegin(GL_LINES);
//			glVertex2fv(&P1.x);
//			glVertex2fv(&P2.x);

			// Crop lines to bbox*size
			Vector3f point;
			InFillHit hit;
			HitsBuffer.clear();
			Vector2f P3(raftMin.x, raftMin.y);
			Vector2f P4(raftMin.x, raftMax.y);
//			glVertex2fv(&P3.x);
//			glVertex2fv(&P4.x);
			if(IntersectXY(P1,P2,P3,P4,hit))	//Intersect edges of bbox
				HitsBuffer.push_back(hit);
			P3 = Vector2f(raftMax.x,raftMax.y);
//			glVertex2fv(&P3.x);
//			glVertex2fv(&P4.x);
			if(IntersectXY(P1,P2,P3,P4,hit))
				HitsBuffer.push_back(hit);
			P4 = Vector2f(raftMax.x,raftMin.y);
//			glVertex2fv(&P3.x);
//			glVertex2fv(&P4.x);
			if(IntersectXY(P1,P2,P3,P4,hit))
				HitsBuffer.push_back(hit);
			P3 = Vector2f(raftMin.x,raftMin.y);
//			glVertex2fv(&P3.x);
//			glVertex2fv(&P4.x);
			if(IntersectXY(P1,P2,P3,P4,hit))
				HitsBuffer.push_back(hit);
//			glEnd();

			if(HitsBuffer.size() == 0)	// it can only be 2 or zero
				continue;
			if(HitsBuffer.size() != 2)
				continue;

			std::sort(HitsBuffer.begin(), HitsBuffer.end(), InFillHitCompareFunc);

			P1 = HitsBuffer[0].p;
			P2 = HitsBuffer[1].p;

			MakeAcceleratedGCodeLine (Vector3f(P1.x,P1.y,z), Vector3f(P2.x,P2.y,z),
						  props->MaterialDistanceRatio, gcode,
						  E, z, settings.Slicing, settings.Hardware);
			reverseLines = !reverseLines;
		}
		// Set startspeed for Z-move
		Command g;
		g.Code = SETSPEED;
		g.where = Vector3f(P2.x, P2.y, z);
		g.f=settings.Hardware.MinPrintSpeedZ;
		g.comment = "Move Z";
		g.e = E;
		gcode.commands.push_back(g);
		z += props->Thickness * settings.Hardware.LayerThickness;

		// Move Z
		g.Code = ZMOVE;
		g.where = Vector3f(P2.x, P2.y, z);
		g.f = settings.Hardware.MinPrintSpeedZ;
		g.comment = "Move Z";
		g.e = E;
		gcode.commands.push_back(g);

		LayerNr++;
	}

	// restore the E state
	Command gotoE;
	gotoE.Code = GOTO;
	gotoE.e = 0;
	gotoE.comment = "Reset E for the remaining print";
	gcode.commands.push_back(gotoE);
}
int P3P::computePoses(const Eigen::Matrix3d & feature_vectors, const Eigen::Matrix3d & world_points,
                      Eigen::Matrix<Eigen::Matrix<double, 3, 4>, 4, 1> & solutions)
{
  // Extraction of world points
  Eigen::Vector3d P1 = world_points.col(0);
  Eigen::Vector3d P2 = world_points.col(1);
  Eigen::Vector3d P3 = world_points.col(2);

  // Verification that world points are not colinear
  Eigen::Vector3d temp1 = P2 - P1;
  Eigen::Vector3d temp2 = P3 - P1;

  if (temp1.cross(temp2).norm() == 0)
  {
    return -1;
  }

  // Extraction of feature vectors
  Eigen::Vector3d f1 = feature_vectors.col(0);
  Eigen::Vector3d f2 = feature_vectors.col(1);
  Eigen::Vector3d f3 = feature_vectors.col(2);

  // Creation of intermediate camera frame
  Eigen::Vector3d e1 = f1;
  Eigen::Vector3d e3 = f1.cross(f2);
  e3 = e3 / e3.norm();
  Eigen::Vector3d e2 = e3.cross(e1);

  Eigen::Matrix3d T;
  T.row(0) = e1.transpose();
  T.row(1) = e2.transpose();
  T.row(2) = e3.transpose();

  f3 = T * f3;

  // Reinforce that f3(2,0) > 0 for having theta in [0;pi]
  if (f3(2, 0) > 0)
  {
    f1 = feature_vectors.col(1);
    f2 = feature_vectors.col(0);
    f3 = feature_vectors.col(2);

    e1 = f1;
    e3 = f1.cross(f2);
    e3 = e3 / e3.norm();
    e2 = e3.cross(e1);

    T.row(0) = e1.transpose();
    T.row(1) = e2.transpose();
    T.row(2) = e3.transpose();

    f3 = T * f3;

    P1 = world_points.col(1);
    P2 = world_points.col(0);
    P3 = world_points.col(2);
  }

  // Creation of intermediate world frame
  Eigen::Vector3d n1 = P2 - P1;
  n1 = n1 / n1.norm();
  Eigen::Vector3d n3 = n1.cross(P3 - P1);
  n3 = n3 / n3.norm();
  Eigen::Vector3d n2 = n3.cross(n1);

  Eigen::Matrix3d N;
  N.row(0) = n1.transpose();
  N.row(1) = n2.transpose();
  N.row(2) = n3.transpose();

  // Extraction of known parameters
  P3 = N * (P3 - P1);

  double d_12 = (P2 - P1).norm();
  double f_1 = f3(0, 0) / f3(2, 0);
  double f_2 = f3(1, 0) / f3(2, 0);
  double p_1 = P3(0, 0);
  double p_2 = P3(1, 0);

  double cos_beta = f1.dot(f2);
  double b = 1 / (1 - pow(cos_beta, 2)) - 1;

  if (cos_beta < 0)
  {
    b = -sqrt(b);
  }
  else
  {
    b = sqrt(b);
  }

  // Definition of temporary variables for avoiding multiple computation
  double f_1_pw2 = pow(f_1, 2);
  double f_2_pw2 = pow(f_2, 2);
  double p_1_pw2 = pow(p_1, 2);
  double p_1_pw3 = p_1_pw2 * p_1;
  double p_1_pw4 = p_1_pw3 * p_1;
  double p_2_pw2 = pow(p_2, 2);
  double p_2_pw3 = p_2_pw2 * p_2;
  double p_2_pw4 = p_2_pw3 * p_2;
  double d_12_pw2 = pow(d_12, 2);
  double b_pw2 = pow(b, 2);

  // Computation of factors of 4th degree polynomial
  Eigen::Matrix<double, 5, 1> factors;

  factors(0) = -f_2_pw2 * p_2_pw4 - p_2_pw4 * f_1_pw2 - p_2_pw4;

  factors(1) = 2 * p_2_pw3 * d_12 * b + 2 * f_2_pw2 * p_2_pw3 * d_12 * b - 2 * f_2 * p_2_pw3 * f_1 * d_12;

  factors(2) = -f_2_pw2 * p_2_pw2 * p_1_pw2 - f_2_pw2 * p_2_pw2 * d_12_pw2 * b_pw2 - f_2_pw2 * p_2_pw2 * d_12_pw2
      + f_2_pw2 * p_2_pw4 + p_2_pw4 * f_1_pw2 + 2 * p_1 * p_2_pw2 * d_12 + 2 * f_1 * f_2 * p_1 * p_2_pw2 * d_12 * b
      - p_2_pw2 * p_1_pw2 * f_1_pw2 + 2 * p_1 * p_2_pw2 * f_2_pw2 * d_12 - p_2_pw2 * d_12_pw2 * b_pw2
      - 2 * p_1_pw2 * p_2_pw2;

  factors(3) = 2 * p_1_pw2 * p_2 * d_12 * b + 2 * f_2 * p_2_pw3 * f_1 * d_12 - 2 * f_2_pw2 * p_2_pw3 * d_12 * b
      - 2 * p_1 * p_2 * d_12_pw2 * b;

  factors(4) = -2 * f_2 * p_2_pw2 * f_1 * p_1 * d_12 * b + f_2_pw2 * p_2_pw2 * d_12_pw2 + 2 * p_1_pw3 * d_12
      - p_1_pw2 * d_12_pw2 + f_2_pw2 * p_2_pw2 * p_1_pw2 - p_1_pw4 - 2 * f_2_pw2 * p_2_pw2 * p_1 * d_12
      + p_2_pw2 * f_1_pw2 * p_1_pw2 + f_2_pw2 * p_2_pw2 * d_12_pw2 * b_pw2;

  // Computation of roots
  Eigen::Matrix<double, 4, 1> realRoots;

  P3P::solveQuartic(factors, realRoots);

  // Backsubstitution of each solution
  for (int i = 0; i < 4; ++i)
  {
    double cot_alpha = (-f_1 * p_1 / f_2 - realRoots(i) * p_2 + d_12 * b)
        / (-f_1 * realRoots(i) * p_2 / f_2 + p_1 - d_12);

    double cos_theta = realRoots(i);
    double sin_theta = sqrt(1 - pow((double)realRoots(i), 2));
    double sin_alpha = sqrt(1 / (pow(cot_alpha, 2) + 1));
    double cos_alpha = sqrt(1 - pow(sin_alpha, 2));

    if (cot_alpha < 0)
    {
      cos_alpha = -cos_alpha;
    }

    Eigen::Vector3d C;
    C(0) = d_12 * cos_alpha * (sin_alpha * b + cos_alpha);
    C(1) = cos_theta * d_12 * sin_alpha * (sin_alpha * b + cos_alpha);
    C(2) = sin_theta * d_12 * sin_alpha * (sin_alpha * b + cos_alpha);

    C = P1 + N.transpose() * C;

    Eigen::Matrix3d R;
    R(0, 0) = -cos_alpha;
    R(0, 1) = -sin_alpha * cos_theta;
    R(0, 2) = -sin_alpha * sin_theta;
    R(1, 0) = sin_alpha;
    R(1, 1) = -cos_alpha * cos_theta;
    R(1, 2) = -cos_alpha * sin_theta;
    R(2, 0) = 0;
    R(2, 1) = -sin_theta;
    R(2, 2) = cos_theta;

    R = N.transpose() * R.transpose() * T;

    Eigen::Matrix<double, 3, 4> solution;
    solution.block<3, 3>(0, 0) = R;
    solution.col(3) = C;

    solutions(i) = solution;
  }

  return 0;
}
Example #27
0
CameraScreen::CameraScreen(Screen * screen, double screenDist) 
		: Camera(P3(screen->getWidth()/2, 0, screen->getHeight()/2), P3(0, 1, 0), 0) {
	this->screen = screen;
	this->screenDist = screenDist;
	reinit();
}
int
/* main(int argc, char *argv[]) */
whetstone_main()
{
	/* used in the FORTRAN version */
	long I;
	long N1, N2, N3, N4, N6, N7, N8, N9, N10, N11;
	double X1,X2,X3,X4,X,Y,Z;
	long LOOP;
	int II, JJ;

	/* added for this version */
	long loopstart;
	long long startsec, finisec;
	float KIPS;
	int continuous;

	loopstart = 1000000;		/* see the note about LOOP below */
	loopstart = 250000;

	continuous = 0;

	II = 1;		/* start at the first arg (temp use of II here) */
	/* while (II < argc) { */
	/* 	if (strncmp(argv[II], "-c", 2) == 0 || argv[II][0] == 'c') { */
	/* 		continuous = 1; */
	/* 	} else if (atol(argv[II]) > 0) { */
	/* 		loopstart = atol(argv[II]); */
	/* 	} else { */
	/* 		fprintf(stderr, USAGE); */
	/* 		return(1); */
	/* 	} */
	/* 	II++; */
	/* } */

LCONT:
/*
C
C	Start benchmark timing at this point.
C
*/
	startsec = get_microsec();// time(0);

/*
C
C	The actual benchmark starts here.
C
*/
	T  = .499975;
	T1 = 0.50025;
	T2 = 2.0;
/*
C
C	With loopcount LOOP=10, one million Whetstone instructions
C	will be executed in EACH MAJOR LOOP..A MAJOR LOOP IS EXECUTED
C	'II' TIMES TO INCREASE WALL-CLOCK TIMING ACCURACY.
C
	LOOP = 1000;
*/
	LOOP = loopstart;
	II   = 1;

	JJ = 1;

IILOOP:
	N1  = 0;
	N2  = 12 * LOOP;
	N3  = 14 * LOOP;
	N4  = 345 * LOOP;
	N6  = 210 * LOOP;
	N7  = 32 * LOOP;
	N8  = 899 * LOOP;
	N9  = 616 * LOOP;
	N10 = 0;
	N11 = 93 * LOOP;
/*
C
C	Module 1: Simple identifiers
C
*/
	X1  =  1.0;
	X2  = -1.0;
	X3  = -1.0;
	X4  = -1.0;

	for (I = 1; I <= N1; I++) {
	    X1 = (X1 + X2 + X3 - X4) * T;
	    X2 = (X1 + X2 - X3 + X4) * T;
	    X3 = (X1 - X2 + X3 + X4) * T;
	    X4 = (-X1+ X2 + X3 + X4) * T;
	}
#ifdef PRINTOUT
	IF (JJ==II)POUT(N1,N1,N1,X1,X2,X3,X4);
#endif

/*
C
C	Module 2: Array elements
C
*/
	E1[1] =  1.0;
	E1[2] = -1.0;
	E1[3] = -1.0;
	E1[4] = -1.0;

	for (I = 1; I <= N2; I++) {
	    E1[1] = ( E1[1] + E1[2] + E1[3] - E1[4]) * T;
	    E1[2] = ( E1[1] + E1[2] - E1[3] + E1[4]) * T;
	    E1[3] = ( E1[1] - E1[2] + E1[3] + E1[4]) * T;
	    E1[4] = (-E1[1] + E1[2] + E1[3] + E1[4]) * T;
	}

#ifdef PRINTOUT
	IF (JJ==II)POUT(N2,N3,N2,E1[1],E1[2],E1[3],E1[4]);
#endif

/*
C
C	Module 3: Array as parameter
C
*/
	for (I = 1; I <= N3; I++)
		PA(E1);

#ifdef PRINTOUT
	IF (JJ==II)POUT(N3,N2,N2,E1[1],E1[2],E1[3],E1[4]);
#endif

/*
C
C	Module 4: Conditional jumps
C
*/
	J = 1;
	for (I = 1; I <= N4; I++) {
		if (J == 1)
			J = 2;
		else
			J = 3;

		if (J > 2)
			J = 0;
		else
			J = 1;

		if (J < 1)
			J = 1;
		else
			J = 0;
	}

#ifdef PRINTOUT
	IF (JJ==II)POUT(N4,J,J,X1,X2,X3,X4);
#endif

/*
C
C	Module 5: Omitted
C 	Module 6: Integer arithmetic
C
*/

	J = 1;
	K = 2;
	L = 3;

	for (I = 1; I <= N6; I++) {
	    J = J * (K-J) * (L-K);
	    K = L * K - (L-J) * K;
	    L = (L-K) * (K+J);
	    E1[L-1] = J + K + L;
	    E1[K-1] = J * K * L;
	}

#ifdef PRINTOUT
	IF (JJ==II)POUT(N6,J,K,E1[1],E1[2],E1[3],E1[4]);
#endif

/*
C
C	Module 7: Trigonometric functions
C
*/
	X = 0.5;
	Y = 0.5;

	for (I = 1; I <= N7; I++) {
		X = T * DATAN(T2*DSIN(X)*DCOS(X)/(DCOS(X+Y)+DCOS(X-Y)-1.0));
		Y = T * DATAN(T2*DSIN(Y)*DCOS(Y)/(DCOS(X+Y)+DCOS(X-Y)-1.0));
	}

#ifdef PRINTOUT
	IF (JJ==II)POUT(N7,J,K,X,X,Y,Y);
#endif

/*
C
C	Module 8: Procedure calls
C
*/
	X = 1.0;
	Y = 1.0;
	Z = 1.0;

	for (I = 1; I <= N8; I++)
		P3(X,Y,&Z);

#ifdef PRINTOUT
	IF (JJ==II)POUT(N8,J,K,X,Y,Z,Z);
#endif

/*
C
C	Module 9: Array references
C
*/
	J = 1;
	K = 2;
	L = 3;
	E1[1] = 1.0;
	E1[2] = 2.0;
	E1[3] = 3.0;

	for (I = 1; I <= N9; I++)
		P0();

#ifdef PRINTOUT
	IF (JJ==II)POUT(N9,J,K,E1[1],E1[2],E1[3],E1[4]);
#endif

/*
C
C	Module 10: Integer arithmetic
C
*/
	J = 2;
	K = 3;

	for (I = 1; I <= N10; I++) {
	    J = J + K;
	    K = J + K;
	    J = K - J;
	    K = K - J - J;
	}

#ifdef PRINTOUT
	IF (JJ==II)POUT(N10,J,K,X1,X2,X3,X4);
#endif

/*
C
C	Module 11: Standard functions
C
*/
	X = 0.75;

	for (I = 1; I <= N11; I++)
		X = DSQRT(DEXP(DLOG(X)/T1));

#ifdef PRINTOUT
	IF (JJ==II)POUT(N11,J,K,X,X,X,X);
#endif

/*
C
C      THIS IS THE END OF THE MAJOR LOOP.
C
*/
	if (++JJ <= II)
		goto IILOOP;

/*
C
C      Stop benchmark timing at this point.
C
*/
	finisec = get_microsec();// time(0);

/*
C----------------------------------------------------------------
C      Performance in Whetstone KIP's per second is given by
C
C	(100*LOOP*II)/TIME
C
C      where TIME is in seconds.
C--------------------------------------------------------------------
*/
	_printf("\n");
	if (finisec-startsec <= 0) {
		_printf("Insufficient duration- Increase the LOOP count\n");
		return(1);
	}

	_printf("Loops: %ld, Iterations: %d, Duration: %lld sec.\n",
		LOOP, II, (finisec-startsec)/1000000);

	KIPS = (100.0*LOOP*II)/((double)(finisec-startsec)/1000000.0); //(((double)(finisec-startsec)) / (double)CLOCKS_PER_SEC );
	if (KIPS >= 1000.0){
		_printf("C Converted Double Precision Whetstones: %.1f MIPS\n", KIPS/1000.0);
	}
	else{
		_printf("C Converted Double Precision Whetstones: %.1f KIPS\n", KIPS);
	}

	if (continuous)
		goto LCONT;

	return(0);
}
Example #29
0
void ProcessController::MakeRaft(float &z)
{
	vector<InFillHit> HitsBuffer;

	uint LayerNr = 0;

	float step;


	float size = RaftSize;

	Vector2f raftMin =  Vector2f(Min.x - size+printOffset.x, Min.y - size+printOffset.y);
	Vector2f raftMax =  Vector2f(Max.x + size+printOffset.x, Max.y + size+printOffset.y);

	Vector2f Center = (Vector2f(Max.x + size, Max.y + size)-Vector2f(Min.x + size, Min.y + size))/2+Vector2f(printOffset.x, printOffset.y);

	float Length = sqrtf(2)*(   ((raftMax.x)>(raftMax.y)? (raftMax.x):(raftMax.y))  -  ((raftMin.x)<(raftMin.y)? (raftMin.x):(raftMin.y))  )/2.0f;	// bbox of object

	float E = 0.0f;

	float rot = RaftRotation/180.0f*M_PI;

	while(LayerNr < RaftBaseLayerCount+RaftInterfaceLayerCount)
	{
		rot = (RaftRotation+(float)LayerNr*RaftRotationPrLayer)/180.0f*M_PI;
		Vector2f InfillDirX(cosf(rot), sinf(rot));
		Vector2f InfillDirY(-InfillDirX.y, InfillDirX.x);

		Vector3f LastPosition;
		bool reverseLines = false;

		if(LayerNr < RaftBaseLayerCount)
			step = RaftBaseDistance;
		else
			step = RaftInterfaceDistance;
		Vector2f P1, P2;
		for(float x = -Length ; x < Length ; x+=step)
		{
			P1 = (InfillDirX * Length)+(InfillDirY*x)+ Center;
			P2 = (InfillDirX * -Length)+(InfillDirY*x)+ Center;

			if(reverseLines)
			{
				Vector2f tmp = P1;
				P1 = P2;
				P2 = tmp;
			}

//			glBegin(GL_LINES);
//			glVertex2fv(&P1.x);
//			glVertex2fv(&P2.x);

			// Crop lines to bbox*size
			Vector3f point;
			InFillHit hit;
			HitsBuffer.clear();
			Vector2f P3(raftMin.x, raftMin.y);
			Vector2f P4(raftMin.x, raftMax.y);
//			glVertex2fv(&P3.x);
//			glVertex2fv(&P4.x);
			if(IntersectXY(P1,P2,P3,P4,hit))	//Intersect edges of bbox
				HitsBuffer.push_back(hit);
			P3 = Vector2f(raftMax.x,raftMax.y);
//			glVertex2fv(&P3.x);
//			glVertex2fv(&P4.x);
			if(IntersectXY(P1,P2,P3,P4,hit))
				HitsBuffer.push_back(hit);
			P4 = Vector2f(raftMax.x,raftMin.y);
//			glVertex2fv(&P3.x);
//			glVertex2fv(&P4.x);
			if(IntersectXY(P1,P2,P3,P4,hit))
				HitsBuffer.push_back(hit);
			P3 = Vector2f(raftMin.x,raftMin.y);
//			glVertex2fv(&P3.x);
//			glVertex2fv(&P4.x);
			if(IntersectXY(P1,P2,P3,P4,hit))
				HitsBuffer.push_back(hit);
//			glEnd();

			if(HitsBuffer.size() == 0)	// it can only be 2 or zero
				continue;
			if(HitsBuffer.size() != 2)
				continue;

			std::sort(HitsBuffer.begin(), HitsBuffer.end(), InFillHitCompareFunc);

			P1 = HitsBuffer[0].p;
			P2 = HitsBuffer[1].p;

			float materialRatio;
			if(LayerNr < RaftBaseLayerCount)
				materialRatio = RaftMaterialPrDistanceRatio;		// move or extrude?
			else
				materialRatio = RaftInterfaceMaterialPrDistanceRatio;		// move or extrude?

			MakeAcceleratedGCodeLine(Vector3f(P1.x,P1.y,z), Vector3f(P2.x,P2.y,z), DistanceToReachFullSpeed, materialRatio, gcode, z, MinPrintSpeedXY, MaxPrintSpeedXY, MinPrintSpeedZ, MaxPrintSpeedZ, UseIncrementalEcode, Use3DGcode, E, EnableAcceleration);

			reverseLines = !reverseLines;
		}
		// Set startspeed for Z-move
		Command g;
		g.Code = SETSPEED;
		g.where = Vector3f(P2.x, P2.y, z);
		g.f=MinPrintSpeedZ;
		g.comment = "Move Z";
		g.e = E;
		gcode.commands.push_back(g);
		if(LayerNr < RaftBaseLayerCount)
			z+=RaftBaseThickness*LayerThickness;
		else
			z+=RaftInterfaceThickness*LayerThickness;
		// Move Z
		g.Code = ZMOVE;
		g.where = Vector3f(P2.x, P2.y, z);
		g.f=MinPrintSpeedZ;
		g.comment = "Move Z";
		g.e = E;
		gcode.commands.push_back(g);

		LayerNr++;
	}
}
Example #30
0
bool Rectangle::Intersect(const Ray &r, float *tHit, float *rayEpsilon,
                     DifferentialGeometry *dg) const {

    // Transform _Ray_ to object space
        Ray ray;
        (*WorldToObject)(r, &ray);

        // Compute plane intersection for disk
        // Checks if the plane is parallel to the ray or not
        // We can get the direction of the ray
        // If the Z component of the direction of the ray is zero
        // then, the ray is parallel to the plane and in such case
        // there is no intersection point between the ray and the plane.
        if (fabsf(ray.d.z) < 1e-7)
            return false;

        // Now, the direction of the ray is not parallel to the plane
        // We have to check if the intersection happens or not
        // We have to compute the parametric t where the ray intersects the plane
        // We want to find t such that the z-component of the ray intersects the plane
        // The ray "line" equation is l = l0 + (l1 - l0) * t
        // l1 - l0 will give us the distance between the two points on the plane
        // Then t is the ratio and in such case it should be between 0 and 1
        // Considering that the rectangle completely lies in the z plane
        /// distance = l1 - l0
        /// thit = (l - l0) / distance

        // But since we assume that the plane is located at height
        // Then, the point l is at height on the plane
        /// l = height
        float thit = (height - ray.o.z) / ray.d.z;

        // Then we check if the thit is between the ratio of 0 and 1 that is mapped
        // between ray.mint and ray.maxt, if not retrun false
        if (thit < ray.mint || thit > ray.maxt)
            return false;

        // Then we see if the point lies inside the disk or not
        // Substitute the thit in the ray equation to get hit point on the ray
        Point phit = ray(thit);

        // We have to make sure that the interesction lies inside the plane
        if (!(phit.x < x/2 && phit.x > -x/2 && phit.y < y/2 && phit.y > -y/2))
            return false;

        // Assuming that the plane is formed from the following 4 points
        // P0, P1, P2, P3
        //
        // p0 *---------------* p1
        //    |               |
        //    |               |
        //    |               |
        //    |       O       |
        //    |               |
        //    |               |
        //    |               |
        // p2 *---------------* p3  -> X
        //
        // P0 @ (-x/2, y/2)
        // P1 @ (x/2, y/2)
        // P2 @ (-x/2, -y/2)
        // P3 @ (x/2, -y/2)
        Point P0(-x/2, y/2, height), P1(x/2, y/2, height);
        Point P2(-x/2, -y/2, height), P3(x/2, -y/2, height);

        /// Now, we have to find the parametric form of the plane in terms of (u,v)
        /// Plane equation can be formed by at least 3 points P0, P1, P2
        /// P0 -> P1 (vector 1)
        /// P0 -> p2 (vector 2)
        /// An arbitrary point on the plane p is found in the following parametric form
        /// P = P0 + (P1 - P0) u + (P2 - P0) v
        /// Now we need to express two explicit equations of u and v
        /// So, we have to construct the system of equation that solves for u and v
        ///
        /// Since we have found the intersection point between the plane and the line
        /// we have to use it to formalize the system of equations that will be used
        /// to find the parametric form of the plane
        /// Plane equation is : P = P0 + (P1 - P0) u + (P2 - P0) v
        /// Ray equation is : l = l0 + (l1 - l0) * thit
        /// But l = P, then
        /// l0 + (l1 - l0) * thit = P0 + (P1 - P0) * u + (P2 - P0) * v
        /// l0 - P0 = (l0 - l1) * thit +  (P1 - P0) * u + (P2 - P0) * v
        /// MAPPING : l0 = ray.o
        /// [l0.x - P0.x] = [l0.x - l1.x P1.x - P0.x P2.x - P0.x] [t]
        /// [l0.y - P0.y] = [l0.y - l1.y P1.y - P0.y P2.y - P0.y] [u]
        /// [l0.z - P0.z] = [l0.z - l1.z P1.z - P0.z P2.z - P0.z] [v]
        ///
        /// Then, we should find the inverse of the matrix in order to
        /// solve for u,v and t for check

        // System AX = B
        float a11 = ray.o.x - 0;
        float a12 = P1.x - P0.x;
        float a13 = P2.x - P0.x;
        float a21 = ray.o.y - 0;
        float a22 = P1.y - P0.y;
        float a23 = P2.y - P0.y;
        float a31 = ray.o.y - height;
        float a32 = P1.z - P0.z;
        float a33 = P2.z - P0.z;

        float b1 = -7;
        float b2 = -2;
        float b3 = 14;

        float x1 = 0;
        float x2 = 0;
        float x3 = 0;

        Imath::M33f A(a11,a12,a13,a21,a22,a23,a31,a32,a33), AInverted;
        Imath::V3f X(x1, x2, x3);
        Imath::V3f B(b1,b2, b3);

        // This operation has been checked and working for getting
        // the correct inverse of the matrix A
        AInverted = A.invert(false);

        x1 =  AInverted[0][0] * B[0] +
                AInverted[0][1] * B[1] +
                AInverted[0][2] * B[2];

        x2 =  AInverted[1][0] * B[0] +
                AInverted[1][1] * B[1] +
                AInverted[1][2] * B[2];

        x3 =  AInverted[2][0] * B[0] +
                AInverted[2][1] * B[1] +
                AInverted[2][2] * B[2];

        /// Then we have u = something, and v = something
        ///
        /// Then we come for the derivatives, so we have to find the derivatives
        /// from the parametric forms defined above for the plane equations
        /// dpdu = (P1 - P0)
        /// dpdv = (P2 - P0)
        ///
        /// For the normal we have the always fixed direction in y
        /// So the derivative for the normal is zero
        /// dndu = (0, 0, 0) dndv = (0, 0, 0)
        ///
        /// Then we can construct the DifferentilGeometry and go ahead

        // Find parametric representation of disk hit
        float u = x2;
        float v = x3;

        Vector dpdu(P1.x - P0.x, P1.y - P0.y, P1.z - P0.z);
        Vector dpdv(P2.x - P0.x, P2.y - P0.y, P2.z - P0.z);
        Normal dndu(0,0,0), dndv(0,0,0);


        // Initialize _DifferentialGeometry_ from parametric information
        const Transform &o2w = *ObjectToWorld;
        *dg = DifferentialGeometry(o2w(phit), o2w(dpdu), o2w(dpdv),
                                   o2w(dndu), o2w(dndv), u, v, this);

        // Update _tHit_ for quadric intersection
        *tHit = thit;

        // Compute _rayEpsilon_ for quadric intersection
        *rayEpsilon = 5e-4f * *tHit;
        return true;
}