スポンサーリンク
#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(¢erV[0], &vGR[0]); Glen /= Length3(¢erV[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]; }
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); } }
//! @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 }