Mesh: [skip ci] cleanup cylinder fit
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@@ -1109,43 +1109,19 @@ float CylinderFit::Fit()
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_bIsFitted = true;
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#if 1
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std::vector<Wm4::Vector3d> input;
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std::transform(_vPoints.begin(), _vPoints.end(), std::back_inserter(input),
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[](const Base::Vector3f& v) { return Wm4::Vector3d(v.x, v.y, v.z); });
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Wm4::Vector3d cnt, axis;
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if (_initialGuess) {
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cnt = Base::convertTo<Wm4::Vector3d>(_vBase);
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axis = Base::convertTo<Wm4::Vector3d>(_vAxis);
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}
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double radius, height;
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Wm4::CylinderFit3<double> fit(input.size(), input.data(), cnt, axis, radius, height, _initialGuess);
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_initialGuess = false;
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_vBase = Base::convertTo<Base::Vector3f>(cnt);
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_vAxis = Base::convertTo<Base::Vector3f>(axis);
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_fRadius = float(radius);
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_fLastResult = double(fit);
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#if defined(FC_DEBUG)
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Base::Console().Message(" WildMagic Cylinder Fit: Base: (%0.4f, %0.4f, %0.4f), Axis: (%0.6f, %0.6f, %0.6f), Radius: %0.4f, Std Dev: %0.4f\n",
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_vBase.x, _vBase.y, _vBase.z, _vAxis.x, _vAxis.y, _vAxis.z, _fRadius, GetStdDeviation());
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#endif
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// Do the cylinder fit
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MeshCoreFit::CylinderFit cylFit;
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cylFit.AddPoints(_vPoints);
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if (_fLastResult < FLOAT_MAX)
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if (_initialGuess)
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cylFit.SetApproximations(_fRadius, Base::Vector3d(_vBase.x, _vBase.y, _vBase.z), Base::Vector3d(_vAxis.x, _vAxis.y, _vAxis.z));
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float result = cylFit.Fit();
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if (result < FLOAT_MAX) {
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Base::Vector3d base = cylFit.GetBase();
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Base::Vector3d dir = cylFit.GetAxis();
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#if defined(FC_DEBUG)
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Base::Console().Message("MeshCoreFit::Cylinder Fit: Base: (%0.4f, %0.4f, %0.4f), Axis: (%0.6f, %0.6f, %0.6f), Radius: %0.4f, Std Dev: %0.4f, Iterations: %d\n",
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Base::Console().Log("MeshCoreFit::Cylinder Fit: Base: (%0.4f, %0.4f, %0.4f), Axis: (%0.6f, %0.6f, %0.6f), Radius: %0.4f, Std Dev: %0.4f, Iterations: %d\n",
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base.x, base.y, base.z, dir.x, dir.y, dir.z, cylFit.GetRadius(), cylFit.GetStdDeviation(), cylFit.GetNumIterations());
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#endif
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_vBase = Base::convertTo<Base::Vector3f>(base);
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@@ -72,7 +72,7 @@ void SphereFit::SetConvergenceCriteria(double posConvLimit, double vConvLimit, i
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double SphereFit::GetRadius() const
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{
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if (_bIsFitted)
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if (_bIsFitted)
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return _dRadius;
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else
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return 0.0;
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@@ -88,7 +88,7 @@ Base::Vector3d SphereFit::GetCenter() const
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int SphereFit::GetNumIterations() const
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{
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if (_bIsFitted)
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if (_bIsFitted)
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return _numIter;
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else
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return 0;
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@@ -96,12 +96,12 @@ int SphereFit::GetNumIterations() const
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float SphereFit::GetDistanceToSphere(const Base::Vector3f &rcPoint) const
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{
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float fResult = FLOAT_MAX;
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if (_bIsFitted)
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float fResult = FLOAT_MAX;
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if (_bIsFitted)
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{
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fResult = Base::Vector3d((double)rcPoint.x - _vCenter.x, (double)rcPoint.y - _vCenter.y, (double)rcPoint.z - _vCenter.z).Length() - _dRadius;
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}
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return fResult;
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return fResult;
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}
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float SphereFit::GetStdDeviation() const
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@@ -130,8 +130,8 @@ float SphereFit::GetStdDeviation() const
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void SphereFit::ProjectToSphere()
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{
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for (std::list< Base::Vector3f >::iterator it = _vPoints.begin(); it != _vPoints.end(); ++it) {
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Base::Vector3f& cPnt = *it;
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for (std::list< Base::Vector3f >::iterator it = _vPoints.begin(); it != _vPoints.end(); ++it) {
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Base::Vector3f& cPnt = *it;
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// Compute unit vector from sphere centre to point.
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// Because this vector is orthogonal to the sphere's surface at the
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@@ -141,7 +141,7 @@ void SphereFit::ProjectToSphere()
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double length = diff.Length();
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if (length == 0.0)
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{
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// Point is exactly at the sphere center, so it can be projected in any direction onto the sphere!
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// Point is exactly at the sphere center, so it can be projected in any direction onto the sphere!
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// So here just project in +Z direction
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cPnt.z += (float)_dRadius;
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}
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@@ -153,7 +153,7 @@ void SphereFit::ProjectToSphere()
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cPnt.y = (float)proj.y;
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cPnt.z = (float)proj.z;
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}
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}
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}
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}
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// Compute approximations for the parameters using all points:
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@@ -188,13 +188,13 @@ void SphereFit::ComputeApproximations()
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float SphereFit::Fit()
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{
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_bIsFitted = false;
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_bIsFitted = false;
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_fLastResult = FLOAT_MAX;
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_numIter = 0;
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// A minimum of 4 surface points is needed to define a sphere
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if (CountPoints() < 4)
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return FLOAT_MAX;
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if (CountPoints() < 4)
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return FLOAT_MAX;
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// If approximations have not been set/computed then compute some now
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if (_dRadius == 0.0)
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@@ -245,8 +245,8 @@ float SphereFit::Fit()
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if (cont)
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return FLOAT_MAX;
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_bIsFitted = true;
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_fLastResult = sigma0;
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_bIsFitted = true;
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_fLastResult = sigma0;
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return _fLastResult;
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}
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@@ -264,9 +264,9 @@ void SphereFit::setupNormalEquationMatrices(const std::vector< Base::Vector3d >
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// contribution into the the normal equation matrices
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double a[4], b[3];
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double f0, qw;
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std::vector< Base::Vector3d >::const_iterator vIt = residuals.begin();
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std::list< Base::Vector3f >::const_iterator cIt;
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for (cIt = _vPoints.begin(); cIt != _vPoints.end(); ++cIt, ++vIt)
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std::vector< Base::Vector3d >::const_iterator vIt = residuals.begin();
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std::list< Base::Vector3f >::const_iterator cIt;
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for (cIt = _vPoints.begin(); cIt != _vPoints.end(); ++cIt, ++vIt)
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{
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// if (using this point) { // currently all given points are used (could modify this if eliminating outliers, etc....
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setupObservation(*cIt, *vIt, a, f0, qw, b);
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@@ -292,7 +292,7 @@ void SphereFit::setupObservation(const Base::Vector3f &point, const Base::Vector
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double xEstimate = (double)point.x + residual.x;
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double yEstimate = (double)point.y + residual.y;
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double zEstimate = (double)point.z + residual.z;
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// partials of the observations
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double dx = xEstimate - _vCenter.x;
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double dy = yEstimate - _vCenter.y;
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@@ -309,7 +309,7 @@ void SphereFit::setupObservation(const Base::Vector3f &point, const Base::Vector
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// free term
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f0 = _dRadius * _dRadius - dx * dx - dy * dy - dz * dz + b[0] * residual.x + b[1] * residual.y + b[2] * residual.z;
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// quasi weight (using equal weights for sphere point coordinate observations)
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//w[0] = 1.0;
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//w[1] = 1.0;
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@@ -347,8 +347,10 @@ void SphereFit::addObservationU(double a[4], double li, double pi, Matrix4x4 &at
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void SphereFit::setLowerPart(Matrix4x4 &atpa) const
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{
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for (int i = 0; i < 4; ++i)
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{
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for (int j = i+1; j < 4; ++j) // skip the diagonal elements
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atpa(j, i) = atpa(i, j);
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}
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}
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// Compute the residuals and sigma0 and check the residual convergence
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@@ -363,9 +365,9 @@ bool SphereFit::computeResiduals(const Eigen::VectorXd &x, std::vector< Base::Ve
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//double maxdVy = 0.0;
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//double maxdVz = 0.0;
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//double rmsVv = 0.0;
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std::vector< Base::Vector3d >::iterator vIt = residuals.begin();
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std::list< Base::Vector3f >::const_iterator cIt;
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for (cIt = _vPoints.begin(); cIt != _vPoints.end(); ++cIt, ++vIt)
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std::vector< Base::Vector3d >::iterator vIt = residuals.begin();
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std::list< Base::Vector3f >::const_iterator cIt;
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for (cIt = _vPoints.begin(); cIt != _vPoints.end(); ++cIt, ++vIt)
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{
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// if (using this point) { // currently all given points are used (could modify this if eliminating outliers, etc....
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++nPtsUsed;
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