ぬの部屋(仮)
nu-no-he-ya
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  • OBBを計算する(プログラム)

    プログラム本体

    #pragma once
    #include <vector>
    #include <array>
    #include <limits>
    #include <valarray>
    
    
    template<typename real_t>
    real_t Length3(const real_t * const vec) {
      const int X = 0;
      const int Y = 1;
      const int Z = 2;
      return sqrt(vec[X] * vec[X] + vec[Y] * vec[Y] + vec[Z] * vec[Z]);
    }
    template<typename real_t>
    bool Normalize3(real_t* const pV)
    {
    
      const int X = 0;
      const int Y = 1;
      const int Z = 2;
    
      real_t len;
      real_t& x = pV[X];
      real_t& y = pV[Y];
      real_t& z = pV[Z];
    
      len = static_cast<real_t>(sqrt(x * x + y * y + z * z));
    
      if (len < static_cast<real_t>(1e-6)) return false;
    
      len = static_cast<real_t>(1.0) / len;
      x *= len;
      y *= len;
      z *= len;
    
      return true;
    }
    
    template<typename real_t>
    real_t Inner3(real_t const* const vec1, real_t const* const vec2) {
      const int X = 0;
      const int Y = 1;
      const int Z = 2;
      return ((vec1[X]) * (vec2[X]) + (vec1[Y]) * (vec2[Y]) + (vec1[Z]) * (vec2[Z]));
    }
    /*!
     * Jacobi法による固有値の算出
     * @param[inout] a 実対称行列.計算後,対角要素に固有値が入る
     * @param[out] v 固有ベクトル(aと同じサイズ)
     * @param[in] n 行列のサイズ(n×n)
     * @param[in] eps 収束誤差
     * @param[in] iter_max 最大反復回数
     * @return 反復回数
     * @see http://www.slis.tsukuba.ac.jp/~fujisawa.makoto.fu/cgi-bin/wiki/index.php?%B8%C7%CD%AD%C3%CD/%B8%C7%CD%AD%A5%D9%A5%AF%A5%C8%A5%EB
     */
    template<typename real_t>
    int EigenJacobiMethod(real_t* a, real_t* v, int n, real_t eps = 1e-8, int iter_max = 100)
    {
      real_t bii, bij, bjj, bji;
    
      auto bim = std::vector<real_t>(n);
      auto bjm = std::vector<real_t>(n);
    
      for (int i = 0; i < n; ++i) {
        for (int j = 0; j < n; ++j) {
          v[i * n + j] = (i == j) ? 1.0 : 0.0;
        }
      }
    
      int cnt = 0;
      for (;;) {
        int i, j;
    
        float x = 0.0;
        for (int ia = 0; ia < n; ++ia) {
          for (int ja = 0; ja < n; ++ja) {
            int idx = ia * n + ja;
            if (ia != ja && fabs(a[idx]) > x) {
              i = ia;
              j = ja;
              x = std::abs(a[idx]);
            }
          }
        }
    
        float aii = a[i * n + i];
        float ajj = a[j * n + j];
        float aij = a[i * n + j];
    
        float alpha, beta;
        alpha = (aii - ajj) / 2.0;
        beta = sqrt(alpha * alpha + aij * aij);
    
        float st, ct;
        ct = sqrt((1.0 + fabs(alpha) / beta) / 2.0);    // sinθ
        st = (((aii - ajj) >= 0.0) ? 1.0 : -1.0) * aij / (2.0 * beta * ct);    // cosθ
    
        // A = PAPの計算
        for (int m = 0; m < n; ++m) {
          if (m == i || m == j) continue;
    
          float aim = a[i * n + m];
          float ajm = a[j * n + m];
    
          bim[m] = aim * ct + ajm * st;
          bjm[m] = -aim * st + ajm * ct;
        }
    
        bii = aii * ct * ct + 2.0 * aij * ct * st + ajj * st * st;
        bij = 0.0;
    
        bjj = aii * st * st - 2.0 * aij * ct * st + ajj * ct * ct;
        bji = 0.0;
    
        for (int m = 0; m < n; ++m) {
          a[i * n + m] = a[m * n + i] = bim[m];
          a[j * n + m] = a[m * n + j] = bjm[m];
        }
        a[i * n + i] = bii;
        a[i * n + j] = bij;
        a[j * n + j] = bjj;
        a[j * n + i] = bji;
    
        // V = PVの計算
        for (int m = 0; m < n; ++m) {
          float vmi = v[m * n + i];
          float vmj = v[m * n + j];
    
          bim[m] = vmi * ct + vmj * st;
          bjm[m] = -vmi * st + vmj * ct;
        }
        for (int m = 0; m < n; ++m) {
          v[m * n + i] = bim[m];
          v[m * n + j] = bjm[m];
        }
    
        float e = 0.0;
        for (int ja = 0; ja < n; ++ja) {
          for (int ia = 0; ia < n; ++ia) {
            if (ia != ja) {
              e += fabs(a[ja * n + ia]);
            }
          }
        }
        if (e < eps) break;
    
        cnt++;
        if (cnt > iter_max) break;
      }
    
      return cnt;
    }
    
    //! @brief 固有値・固有ベクトル
    struct _eigen_ {
      double _value;   //!< 固有値
      double _vector[3];//!< 固有ベクトル
    };
    
    
    //! @brief データの平均を求める
    //! @param [in] vec データの配列
    //! @return 各要素の平均
    template<typename real_t,typename PointT>
    void Covariance_Ave(real_t* ave,const std::vector<PointT>& vec) {
    
      // 初期化
      ave[0] = 0;
      ave[1] = 0;
      ave[2] = 0;
    
      // 各要素平均
      for (size_t i = 0; i < vec.size(); i++) {
        ave[0] += vec[i][0];
        ave[1] += vec[i][1];
        ave[2] += vec[i][2];
      }
      ave[0] /= vec.size();
      ave[1] /= vec.size();
      ave[2] /= vec.size();
    
    }
    
    //! @brief 共分散を求める
    //! @param [in] average 各要素の平均 3次元
    //! @param [in] vec データ
    //! @param [in] param どの要素に対して求めるか。例えばxyzの時、x,yに対する共分散なら{0,1}を与える。
    //! @return 偏差の積の和の要素数分の一
    template<typename real_t,typename PointT>
    double Covariance(const real_t* const average, const std::vector<PointT>& vec, const std::array<int, 2>& param) {
    
      double sum = 0.0;
      for (size_t i = 0; i < vec.size(); i++) {
    
        //指定したパラメータの偏差を求める
        double deviation[3];
        for (size_t j = 0; j < param.size(); j++) {
          int target = param[j];
          deviation[target] = (vec[i][target] - average[target]);
        }
    
        //偏差の積
        double product = 1.0;
        for (size_t j = 0; j < param.size(); j++) {
          int target = param[j];
          product *= deviation[target];
        }
    
        //偏差の積の和を更新
        sum += product;
      }
    
      //偏差の積の和のN分の一
      return 1.0 / vec.size() * sum;
    }
    
    
    //! @brief データを主成分分析する
    //! @param [out] average 全データの各要素の平均
    //! @param [out] ev 固有値と固有ベクトル
    //! @param [in] pt 三次元の座標値一覧
    //! @return なし
    template<typename PointT>
    void PrincipalComponentAnalysis3D(_eigen_* e, const std::vector<PointT>& pt) {
    
      double average[3];
    
      //各要素の平均を求める。
      //これは共分散を求めるときに (x[i] - xの平均)×(y[i] - yの平均) 等の計算が必要なため
      Covariance_Ave(average, pt);
    
      //共分散を求める
      //第三引数の{0,0}はxxを表す。xyなら{0,1}。これはデータがxyzの順に並んでいる事が前提。
      double Sxx = static_cast<double>(Covariance(average, pt, { 0, 0 }));
      double Sxy = static_cast<double>(Covariance(average, pt, { 0, 1 }));
      double Sxz = static_cast<double>(Covariance(average, pt, { 0, 2 }));
      double Syy = static_cast<double>(Covariance(average, pt, { 1, 1 }));
      double Syz = static_cast<double>(Covariance(average, pt, { 1, 2 }));
      double Szz = static_cast<double>(Covariance(average, pt, { 2, 2 }));
    
      // 分散共分散行列
      double a[3 * 3] = {
         Sxx,Sxy,Sxz,
         Sxy,Syy,Syz,
         Sxz,Syz,Szz
      };
      double eigen[3 * 3];
      EigenJacobiMethod(a, eigen, 3);
    
      // eigenの対角線が固有値となっている
    
      e[0]._value = eigen[0];
      e[0]._vector[0] = eigen[0];
      e[0]._vector[1] = eigen[3];
      e[0]._vector[2] = eigen[6];
    
      e[1]._value = eigen[4];
      e[1]._vector[0] = eigen[1];
      e[1]._vector[1] = eigen[4];
      e[1]._vector[2] = eigen[7];
    
      e[2]._value = eigen[8];
      e[2]._vector[0] = eigen[2];
      e[2]._vector[1] = eigen[5];
      e[2]._vector[2] = eigen[8];
    }
    // OBBを表現する構造体
    struct
    OBBObject { double corner[3]; //OBBの角 double vectorU[3]; //各辺の方向と長さ double vectorV[3]; double vectorN[3]; };
    inline std::valarray<double> shift_centersUV(
      const std::valarray<double>& centerU,
      const std::valarray<double>& centerV,
      const std::valarray<double>& centerN,
      const std::valarray<double>& vectorU,
      const std::valarray<double>& vectorV,
      const std::valarray<double>& vectorN
    ) {
    
      //////////////////////////////////////////
      // vector vectorU→centerV
      std::valarray<double> vRG = centerV - centerU;
    
      double Rlen = Inner3(&vectorU[0], &vRG[0]);
      Rlen /= Length3(&vectorU[0]);
      std::valarray<double> direction_uv = vectorU;
      Normalize3(&direction_uv[0]);
      direction_uv *= -Rlen;
    
      glLineWidth(2);
      glColor3d(1, 0, 0);
      //////////////////////////////////////////
      // vector centerV→centerU
      std::valarray<double> vGR = centerU - centerV;
    
      double Glen = Inner3(&centerV[0], &vGR[0]);
      Glen /= Length3(&centerV[0]);
      std::valarray<double> direction_vc = centerV;
      Normalize3(&direction_vc[0]);
      direction_vc *= -Glen;
    
      //////////////////////////////////////////
      return direction_uv + direction_vc;
    }
    
    inline std::valarray<double> get_a_corner(
      const std::valarray<double>& centerU,
      const std::valarray<double>& centerV,
      const std::valarray<double>& centerN,
      const std::valarray<double>& vectorU,
      const std::valarray<double>& vectorV,
      const std::valarray<double>& vectorN
    ) {
    
      std::valarray<double> ret;
    
      /////////////////////////////
      // OBBの中央を見つける
      /////////////////////////////
      std::valarray<double> trueCenter
        = centerN + shift_centersUV(
          centerU,
          centerV,
          centerN,
          vectorU,
          vectorV,
          vectorN
        );
    
      ///////////////////////////////////////
      // OBBの中央から各辺の半分ずつ移動する
      ///////////////////////////////////////
    
      ret = trueCenter - (vectorU/2.0) - (vectorV/2.0) - (vectorN/2.0);
    
      return ret;
    
    }
    
    //! @brief 点群を囲むOBBを求める
    //! @param [in] obb BoundingBoxを表現する構造体
    //! @param [in] pt 計算対象の頂点
    template<typename PointT>
    void CalcOBB(OBBObject* obb, const std::vector<PointT> pt) {
    
      using scalar_t = double;
    
      _eigen_ e[3];
    
      PrincipalComponentAnalysis3D(e, pt);
    
      //降順ソート
      std::sort(std::begin(e), std::end(e), [](const _eigen_ & e1, const _eigen_ & e2) {
        return e1._value > e2._value;
      });
    
    
      scalar_t obbLen[3];//ボックス辺長さ
    
      std::array<std::valarray<double>, 3> centerd;
      centerd[0] = std::valarray<double>(3);
      centerd[1] = std::valarray<double>(3);
      centerd[2] = std::valarray<double>(3);
      for (int k = 0; k < 3; k++) {
    
        scalar_t inner_k_min = (std::numeric_limits<scalar_t>::max)();
        scalar_t inner_k_max = std::numeric_limits<scalar_t>::lowest();
    
        //第 k+1 主成分とすべての頂点の内積のうち最大・最小を取り出す
        for (size_t i = 0; i < pt.size(); i++) {
          scalar_t p[3] = {
            pt[i][0],
            pt[i][1],
            pt[i][2]
          };
          inner_k_min = (std::min)(
            Inner3(p, e[k]._vector),
            inner_k_min
            );
          inner_k_max = (std::max)(
            Inner3(p, e[k]._vector),
            inner_k_max
            );
        }
    
        obbLen[k] = (inner_k_max - inner_k_min);
    
    
        scalar_t tmp = (inner_k_max + inner_k_min) / 2.0;
        centerd[k][0] = e[k]._vector[0] * tmp;
        centerd[k][1] = e[k]._vector[1] * tmp;
        centerd[k][2] = e[k]._vector[2] * tmp;
      }
    
    
      ///////////////////////////////
    
      std::valarray<double> vecu = {
        e[0]._vector[0] * obbLen[0],
        e[0]._vector[1] * obbLen[0],
        e[0]._vector[2] * obbLen[0]
      };
      std::valarray<double> vecv = {
        e[1]._vector[0] * obbLen[1],
        e[1]._vector[1] * obbLen[1],
        e[1]._vector[2] * obbLen[1]
      };
      std::valarray<double> vecn = {
        e[2]._vector[0] * obbLen[2],
        e[2]._vector[1] * obbLen[2],
        e[2]._vector[2] * obbLen[2]
      };
    
      std::valarray<double> ret = get_a_corner(
        centerd[0],
        centerd[1],
        centerd[2],
        vecu,
        vecv,
        vecn
      );
    
      obb->corner[0] = ret[0];
      obb->corner[1] = ret[1];
      obb->corner[2] = ret[2];
      obb->vectorU[0] = vecu[0];
      obb->vectorU[1] = vecu[1];
      obb->vectorU[2] = vecu[2];
      obb->vectorV[0] = vecv[0];
      obb->vectorV[1] = vecv[1];
      obb->vectorV[2] = vecv[2];
      obb->vectorN[0] = vecn[0];
      obb->vectorN[1] = vecn[1];
      obb->vectorN[2] = vecn[2];
    
    
    }
    

    呼び出し方

    	std::vector<std::vector<double> > points; //点群の読み込み先
    
    	read_xyz(points,"C:\\test\\Suzanne.xyz",' '); //点群読み込み
    
    	CalcOBB(&obb, points);// OBB計算
    

    なお以下はxyzファイル読み込み

    //! @brief separator区切りの実数の一覧を読み込む
    //! @details xyzフォーマットは正式な規格として存在しないらしいので、ある程度の柔軟性を持たせる
    //! @param [out] ret 結果を格納する配列の配列
    //! @param [in] filename ファイル名
    //! @param [in] separator 区切り文字
    //! @return なし
    template<typename scalar_t>
    void read_xyz(std::vector<std::vector<scalar_t> >& ret,const char* filename, const char separator) {
    
    	std::ifstream ifs(filename);
    
    	std::string str;
    	while (std::getline(ifs, str)) {
    
      std::stringstream line{ str };
    
      std::string value;
    
      std::vector<scalar_t> tmp;
    
      while (getline(line, value, separator)){
      	tmp.push_back(std::atof(value.c_str()));
      }
      ret.push_back(tmp);
    
    	}
    
    }
    

    OBB 表示関数

    //! @brief 立方体を描画
    //! @param [in] width 立方体の一辺の長さ
    //! @return なし
    void draw_obb(const OBBObject& obb) {
      double xs = obb.corner[0];
      double ys = obb.corner[1];
      double zs = obb.corner[2];
    
      glEnable(GL_DEPTH_TEST);
      glFrontFace(GL_CCW);//時計回りが表
      glEnable(GL_CULL_FACE);//カリングを有効にする
    
      glBegin(GL_LINE_LOOP);
      glColor3d(0.5, 0.5, 1.0);
      glVertex3d(xs, ys, zs);//
      glVertex3d(
        xs + obb.vectorU[0],
        ys + obb.vectorU[1],
        zs + obb.vectorU[2]);
      glVertex3d(
        xs + obb.vectorU[0] + obb.vectorV[0],
        ys + obb.vectorU[1] + obb.vectorV[1],
        zs + obb.vectorU[2] + obb.vectorV[2]);
      glVertex3d(
        xs + obb.vectorV[0], 
        ys + obb.vectorV[1], 
        zs + obb.vectorV[2]);
      glEnd();
    
      glBegin(GL_LINE_LOOP);
      glColor3d(0.0, 0.0, 1.0);
      glVertex3d(
        xs + obb.vectorN[0] + obb.vectorV[0],
        ys + obb.vectorN[1] + obb.vectorV[1],
        zs + obb.vectorN[2] + obb.vectorV[2]);
      glVertex3d(
        xs + obb.vectorN[0] + obb.vectorU[0] + obb.vectorV[0],
        ys + obb.vectorN[1] + obb.vectorU[1] + obb.vectorV[1],
        zs + obb.vectorN[2] + obb.vectorU[2] + obb.vectorV[2]);
      glVertex3d(
        xs + obb.vectorN[0] + obb.vectorU[0],
        ys + obb.vectorN[1] + obb.vectorU[1],
        zs + obb.vectorN[2] + obb.vectorU[2]);
      glVertex3d(
        xs + obb.vectorN[0], 
        ys + obb.vectorN[1], 
        zs + obb.vectorN[2]);//
    
      glEnd();
      glBegin(GL_LINE_LOOP);
      glColor3d(1.0, 0.0, 0.0);
      glVertex3d(
        xs + obb.vectorV[0],
        ys + obb.vectorV[1],
        zs + obb.vectorV[2]
      );
      glVertex3d(
        xs + obb.vectorN[0] + obb.vectorV[0],
        ys + obb.vectorN[1] + obb.vectorV[1],
        zs + obb.vectorN[2] + obb.vectorV[2]
      );
      glVertex3d(
        xs + obb.vectorN[0],
        ys + obb.vectorN[1],
        zs + obb.vectorN[2]
      );
      glVertex3d(xs, ys, zs);//
      glEnd();
    
    
      glBegin(GL_LINE_LOOP);
      glColor3d(1.0, 0.5, 0.5);
      glVertex3d(
        xs + obb.vectorU[0],
        ys + obb.vectorU[1],
        zs + obb.vectorU[2]);//
      glVertex3d(
        xs + obb.vectorU[0] + obb.vectorN[0],
        ys + obb.vectorU[1] + obb.vectorN[1],
        zs + obb.vectorU[2] + obb.vectorN[2]
      );
      glVertex3d(
        xs + obb.vectorU[0] + obb.vectorN[0] + obb.vectorV[0],
        ys + obb.vectorU[1] + obb.vectorN[1] + obb.vectorV[1],
        zs + obb.vectorU[2] + obb.vectorN[2] + obb.vectorV[2]
      );
      glVertex3d(
        xs + obb.vectorU[0] + obb.vectorV[0],
        ys + obb.vectorU[1] + obb.vectorV[1],
        zs + obb.vectorU[2] + obb.vectorV[2]
      );
      glEnd();
    
    
      glLineWidth(2);
      glColor3d(0, 1, 0);
      glBegin(GL_LINE_LOOP);
      glVertex3d(
        xs,
        ys,
        zs);
      glVertex3d(
        xs + obb.vectorN[0],
        ys + obb.vectorN[1],
        zs + obb.vectorN[2]
      );
      glVertex3d(
        xs + obb.vectorN[0] + obb.vectorU[0],
        ys + obb.vectorN[1] + obb.vectorU[1],
        zs + obb.vectorN[2] + obb.vectorU[2]
      );
      glVertex3d(
        xs + obb.vectorU[0],
        ys + obb.vectorU[1],
        zs + obb.vectorU[2]
      );
      glEnd();
      glColor3d(0.5, 1, 0.5);
      glBegin(GL_LINE_LOOP);
      glVertex3d(
        xs + obb.vectorV[0] + obb.vectorU[0],
        ys + obb.vectorV[1] + obb.vectorU[1],
        zs + obb.vectorV[2] + obb.vectorU[2]
      );
      glVertex3d(
        xs + obb.vectorV[0] + obb.vectorN[0] + obb.vectorU[0],
        ys + obb.vectorV[1] + obb.vectorN[1] + obb.vectorU[1],
        zs + obb.vectorV[2] + obb.vectorN[2] + obb.vectorU[2]
      );
      glVertex3d(
        xs + obb.vectorV[0] + obb.vectorN[0],
        ys + obb.vectorV[1] + obb.vectorN[1],
        zs + obb.vectorV[2] + obb.vectorN[2]
      );
      glVertex3d(
        xs + obb.vectorV[0],
        ys + obb.vectorV[1],
        zs + obb.vectorV[2]);
      glEnd();
    
    
      glDisable(GL_CULL_FACE);//カリングを無効にする
    }