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333 lines (311 loc) · 7.96 KB
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//
// sphere.cpp
// Class that implements direction quantization as described in
// Jeltsch, Dalitz, Pohle-Froehlich: "Hough Parameter Space
// Regularisation for Line Detection in 3D." VISAPP, pp. 345-352, 2016
//
// Author: Manuel Jeltsch, Tilman Schramke, Christoph Dalitz
// Date: 2017-03-16
// License: see LICENSE-BSD2
//
#include "sphere.h"
#include <math.h>
// creates the directions by subdivisions of icosahedron
void Sphere::fromIcosahedron(int subDivisions){
this->getIcosahedron();
for(int i = 0; i < subDivisions; i++) {
subDivide();
}
this->makeUnique();
}
// creates nodes and edges of icosahedron
void Sphere::getIcosahedron(){
vertices.clear();
triangles.clear();
float tau = 1.61803399f; // golden_ratio
float norm = sqrt(1 + tau * tau);
float v = 1 / norm;
tau = tau / norm;
Vector3d vec;
vec.x = -v;
vec.y = tau;
vec.z = 0;
vertices.push_back(vec); // 1
vec.x = v;
vec.y = tau;
vec.z = 0;
vertices.push_back(vec); // 2
vec.x = 0;
vec.y = v;
vec.z = -tau;
vertices.push_back(vec); // 3
vec.x = 0;
vec.y = v;
vec.z = tau;
vertices.push_back(vec); // 4
vec.x = -tau;
vec.y = 0;
vec.z = -v;
vertices.push_back(vec); // 5
vec.x = tau;
vec.y = 0;
vec.z = -v;
vertices.push_back(vec); // 6
vec.x = -tau;
vec.y = 0;
vec.z = v;
vertices.push_back(vec); // 7
vec.x = tau;
vec.y = 0;
vec.z = v;
vertices.push_back(vec); // 8
vec.x = 0;
vec.y = -v;
vec.z = -tau;
vertices.push_back(vec); // 9
vec.x = 0;
vec.y = -v;
vec.z = tau;
vertices.push_back(vec); // 10
vec.x = -v;
vec.y = -tau;
vec.z = 0;
vertices.push_back(vec); // 11
vec.x = v;
vec.y = -tau;
vec.z = 0;
vertices.push_back(vec); // 12
// add all edges of all triangles
triangles.push_back(0);
triangles.push_back(1);
triangles.push_back(2); // 1
triangles.push_back(0);
triangles.push_back(1);
triangles.push_back(3); // 2
triangles.push_back(0);
triangles.push_back(2);
triangles.push_back(4); // 3
triangles.push_back(0);
triangles.push_back(4);
triangles.push_back(6); // 4
triangles.push_back(0);
triangles.push_back(3);
triangles.push_back(6); // 5
triangles.push_back(1);
triangles.push_back(2);
triangles.push_back(5); // 6
triangles.push_back(1);
triangles.push_back(3);
triangles.push_back(7); // 7
triangles.push_back(1);
triangles.push_back(5);
triangles.push_back(7); // 8
triangles.push_back(2);
triangles.push_back(4);
triangles.push_back(8); // 9
triangles.push_back(2);
triangles.push_back(5);
triangles.push_back(8); // 10
triangles.push_back(3);
triangles.push_back(6);
triangles.push_back(9); // 1
triangles.push_back(3);
triangles.push_back(7);
triangles.push_back(9); // 12
triangles.push_back(4);
triangles.push_back(8);
triangles.push_back(10); // 13
triangles.push_back(8);
triangles.push_back(10);
triangles.push_back(11); // 14
triangles.push_back(5);
triangles.push_back(8);
triangles.push_back(11); // 15
triangles.push_back(5);
triangles.push_back(7);
triangles.push_back(11); // 16
triangles.push_back(7);
triangles.push_back(9);
triangles.push_back(11); // 17
triangles.push_back(9);
triangles.push_back(10);
triangles.push_back(11); // 18
triangles.push_back(6);
triangles.push_back(9);
triangles.push_back(10); // 19
triangles.push_back(4);
triangles.push_back(6);
triangles.push_back(10); // 20
}
// one subdivision step
void Sphere::subDivide(){
unsigned int vert_num = vertices.size();
track_t norm;
// subdivide each triangle
int num = triangles.size() / 3;
for(int i = 0; i < num; i++) {
Vector3d a, b, c, d, e, f;
unsigned int ai, bi, ci, di, ei, fi;
ai = triangles.front();
triangles.pop_front();
bi = triangles.front();
triangles.pop_front();
ci = triangles.front();
triangles.pop_front();
a = vertices[ai];
b = vertices[bi];
c = vertices[ci];
// d = a+b
d.x = (a.x + b.x);
d.y = (a.y + b.y);
d.z = (a.z + b.z);
norm = sqrt(d.x * d.x + d.y * d.y + d.z * d.z);
d.x /= norm;
d.y /= norm;
d.z /= norm;
// e = b+c
e.x = (c.x + b.x);
e.y = (c.y + b.y);
e.z = (c.z + b.z);
norm = sqrt(e.x * e.x + e.y * e.y + e.z * e.z);
e.x /= norm;
e.y /= norm;
e.z /= norm;
// f = c+a
f.x = (a.x + c.x);
f.y = (a.y + c.y);
f.z = (a.z + c.z);
norm = sqrt(f.x * f.x + f.y * f.y + f.z * f.z);
f.x /= norm;
f.y /= norm;
f.z /= norm;
// add all new edge indices of new triangles to the triangles deque
bool d_found = false;
bool e_found = false;
bool f_found = false;
for(unsigned int j = vert_num; j < vertices.size(); j++) {
if(vertices[j] == d) {
d_found = true;
di = j;
continue;
}
if(vertices[j] == e) {
e_found = true;
ei = j;
continue;
}
if(vertices[j] == f) {
f_found = true;
fi = j;
continue;
}
}
if(!d_found) {
di = vertices.size();
vertices.push_back(d);
}
if(!e_found) {
ei = vertices.size();
vertices.push_back(e);
}
if(!f_found) {
fi = vertices.size();
vertices.push_back(f);
}
triangles.push_back(ai);
triangles.push_back(di);
triangles.push_back(fi);
triangles.push_back(di);
triangles.push_back(bi);
triangles.push_back(ei);
triangles.push_back(fi);
triangles.push_back(ei);
triangles.push_back(ci);
triangles.push_back(fi);
triangles.push_back(di);
triangles.push_back(ei);
}
}
// make vectors nondirectional and unique
void Sphere::makeUnique(){
for(unsigned int i = 0; i < vertices.size(); i++) {
if(vertices[i].z < 0) { // make hemisphere
vertices.erase(vertices.begin() + i);
// delete all triangles with vertex_i
int t = 0;
for(std::deque<unsigned int>::iterator it = triangles.begin();
it != triangles.end();) {
if(triangles[t] == i || triangles[t + 1] == i ||
triangles[t + 2] == i) {
it = triangles.erase(it);
it = triangles.erase(it);
it = triangles.erase(it);
} else {
++it;
++it;
++it;
t += 3;
}
}
// update indices
for(unsigned int j = 0; j < triangles.size(); j ++) {
if(triangles[j] > i) {
triangles[j]--;
}
}
i--;
} else if(vertices[i].z == 0) { // make equator vectors unique
if(vertices[i].x < 0) {
vertices.erase(vertices.begin() + i);
// delete all triangles with vertex_i
int t = 0;
for(std::deque<unsigned int>::iterator it = triangles.begin();
it != triangles.end();) {
if(triangles[t] == i || triangles[t + 1] == i ||
triangles[t + 2] == i) {
it = triangles.erase(it);
it = triangles.erase(it);
it = triangles.erase(it);
} else {
++it;
++it;
++it;
t += 3;
}
}
// update indices
for(unsigned int j = 0; j < triangles.size(); j ++) {
if(triangles[j] > i) {
triangles[j]--;
}
}
i--;
} else if(vertices[i].x == 0 && vertices[i].y == -1) {
vertices.erase(vertices.begin() + i);
// delete all triangles with vertex_i
int t = 0;
for(std::deque<unsigned int>::iterator it = triangles.begin();
it != triangles.end();) {
if(triangles[t] == i || triangles[t + 1] == i ||
triangles[t + 2] == i) {
it = triangles.erase(it);
it = triangles.erase(it);
it = triangles.erase(it);
} else {
++it;
++it;
++it;
t += 3;
}
}
// update indices
for(unsigned int j = 0; j < triangles.size(); j ++) {
if(triangles[j] > i) {
triangles[j]--;
}
}
i--;
}
}
}
}