示例#1
0
bool getBestFitPlane(unsigned int vcount,
                     const float *points,
                     unsigned int vstride,
                     const float *weights,
                     unsigned int wstride,
                     float *plane)
{
  bool ret = false;

  Vec3 kOrigin(0,0,0);

  float wtotal = 0;

  if ( 1 )
  {
    const char *source  = (const char *) points;
    const char *wsource = (const char *) weights;

    for (unsigned int i=0; i<vcount; i++)
    {

      const float *p = (const float *) source;

      float w = 1;

      if ( wsource )
      {
        const float *ws = (const float *) wsource;
        w = *ws; //
        wsource+=wstride;
      }

      kOrigin.x+=p[0]*w;
      kOrigin.y+=p[1]*w;
      kOrigin.z+=p[2]*w;

      wtotal+=w;

      source+=vstride;
    }
  }

  float recip = 1.0f / wtotal; // reciprocol of total weighting

  kOrigin.x*=recip;
  kOrigin.y*=recip;
  kOrigin.z*=recip;


  float fSumXX=0;
  float fSumXY=0;
  float fSumXZ=0;

  float fSumYY=0;
  float fSumYZ=0;
  float fSumZZ=0;


  if ( 1 )
  {
    const char *source  = (const char *) points;
    const char *wsource = (const char *) weights;

    for (unsigned int i=0; i<vcount; i++)
    {

      const float *p = (const float *) source;

      float w = 1;

      if ( wsource )
      {
        const float *ws = (const float *) wsource;
        w = *ws; //
        wsource+=wstride;
      }

      Vec3 kDiff;

      kDiff.x = w*(p[0] - kOrigin.x); // apply vertex weighting!
      kDiff.y = w*(p[1] - kOrigin.y);
      kDiff.z = w*(p[2] - kOrigin.z);

      fSumXX+= kDiff.x * kDiff.x; // sume of the squares of the differences.
      fSumXY+= kDiff.x * kDiff.y; // sume of the squares of the differences.
      fSumXZ+= kDiff.x * kDiff.z; // sume of the squares of the differences.

      fSumYY+= kDiff.y * kDiff.y;
      fSumYZ+= kDiff.y * kDiff.z;
      fSumZZ+= kDiff.z * kDiff.z;


      source+=vstride;
    }
  }

  fSumXX *= recip;
  fSumXY *= recip;
  fSumXZ *= recip;
  fSumYY *= recip;
  fSumYZ *= recip;
  fSumZZ *= recip;

  // setup the eigensolver
  Eigen kES;

  kES.mElement[0][0] = fSumXX;
  kES.mElement[0][1] = fSumXY;
  kES.mElement[0][2] = fSumXZ;

  kES.mElement[1][0] = fSumXY;
  kES.mElement[1][1] = fSumYY;
  kES.mElement[1][2] = fSumYZ;

  kES.mElement[2][0] = fSumXZ;
  kES.mElement[2][1] = fSumYZ;
  kES.mElement[2][2] = fSumZZ;

  // compute eigenstuff, smallest eigenvalue is in last position
  kES.DecrSortEigenStuff();

  Vec3 kNormal;

  kNormal.x = kES.mElement[0][2];
  kNormal.y = kES.mElement[1][2];
  kNormal.z = kES.mElement[2][2];

  // the minimum energy
  plane[0] = kNormal.x;
  plane[1] = kNormal.y;
  plane[2] = kNormal.z;

  plane[3] = 0 - kNormal.dot(kOrigin);

  return ret;
}