A tool for finding critical points and further figuring out loops and singular points in surface intersection.
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#include <iostream>
#include "loop_detector.h"
int main() {
LoopDetector loopDetector;
tinynurbs::RationalSurface<float> s;
tinynurbs::RationalSurface<float> f;
s.degree_u = 3;
s.degree_v = 3;
s.knots_u = {0, 0, 0, 0, 1, 1, 1, 1};
s.knots_v = {0, 0, 0, 0, 1, 1, 1, 1};
s.control_points = {4, 4, {
glm::vec3(0, 0.3, 0.9), glm::vec3(0, 0.6, 1), glm::vec3(0, 0.9, 1.1), glm::vec3(0, 1.2, 1),
glm::vec3(0.33, 0.3, 0.12), glm::vec3(0.33, 0.6, 0.12), glm::vec3(0.33, 0.9, 0.12),
glm::vec3(0.33, 1.2, 0.12),
glm::vec3(0.66, 0.3, 0.12), glm::vec3(0.66, 0.6, 0.12), glm::vec3(0.66, 0.9, 0.12),
glm::vec3(0.66, 1.2, 0.12),
glm::vec3(1, 0.3, 0.8), glm::vec3(1, 0.6, 1), glm::vec3(1, 0.9, 1.1), glm::vec3(1, 1.2, 1)
}};
s.weights = {4, 4,
{
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
}
};
f.degree_u = 3;
f.degree_v = 3;
f.knots_u = {0, 0, 0, 0, 1, 1, 1, 1};
f.knots_v = {0, 0, 0, 0, 1, 1, 1, 1};
f.control_points = {4, 4, {
glm::vec3(0, 0.2, 0.9), glm::vec3(0, 0.5, 1.8), glm::vec3(0, 0.8, 1.1), glm::vec3(0, 1.2, 1),
glm::vec3(0.33, 0.2, 0.12), glm::vec3(0.33, 0.5, 0.42), glm::vec3(0.33, 0.9, -0.62),
glm::vec3(0.33, 1.1, -1.756),
glm::vec3(0.66, 0.2, 0.12), glm::vec3(0.66, 0.5, 0.42), glm::vec3(0.66, 0.9, -0.62),
glm::vec3(0.66, 1.0, -1.756),
glm::vec3(1, 0.2, 0.8), glm::vec3(1, 0.5, 1), glm::vec3(1, 0.9, 1.1), glm::vec3(1, 1.2, 1)
}};
f.weights = {4, 4,
{
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
}
};
loopDetector.s = s;
loopDetector.f = f;
loopDetector.maxSplitLayer = 6;
// 需要做Loop检测的sub patch在最后一层上的下标的范围(每个范围都真包含于[0, 2^(maxSplitLayer-1)-1])
// 这里范围真包含于[0, 31]
loopDetector.detect({3, 11}, {4, 11}, {2, 7}, {6, 15});
glm::vec3 a(2, 3, 4);
glm::vec3 b(3, 7, 1);
auto nab = glm::normalize(a - b);
auto res = nab * (a - b);
auto ab = a * b;
cout << res.x << ", " << res.y << ", " << res.z << endl;
cout << nab.x << ", " << nab.y << ", " << nab.z << endl;
cout << ab.x << ", " << ab.y << ", " << ab.z << endl;
std::cout << "Hello, World!" << std::endl;
auto m = glm::mat2x2(1, 2, 3, 4);
cout << m[0][0] << " " << m[0][1] << endl;
auto dotRes = glm::dot(a, b);
cout << dotRes << endl;
cout<<isnan(glm::normalize(glm::vec3(0, 0, 0)).x)<<endl;
cout<<isnan(1.)<<endl;
// auto m1 = glm::mat2(1., 2.);
cout<<round(3.7)<<" "<<round(3.5657567658)<<" "<<round(3.2)<<" "<<round(3.0)<<endl;
return 0;
}