Question
The following will give me an identity matrix for the variable "cur", and will attempt to give me the inverse for the variable "tmp", but will fail. Can anyone tell me what I did wrong?
P.S. The matrix is column major.
Matrix Input
1 | 0 | 0 | 0
0 | -4.37114e-08 | 1 | 0
0 | -1 | -4.37114e-08 | 0
0 | 0 | 0 | 1
Matrix Output
1 | 0 | 0 | 0
0 | 0 | 0 | 0
0 | 1 | 0 | 0
0 | 0 | 0 | 1
Desired Output
1 | 0 | 0 | 0
0 | -4.3711399999999916e-8 | -0.9999999999999981 | 0
0 | 0.999999999999998 | -4.3711399999999916e-8 | 0
0 | 0 | 0 | 1
#include <iostream>
template <typename T>
class Matrix
{
public:
T matrix[4][4];
Matrix(T matrix[4][4])
: matrix()
{
for (unsigned int y = 0; y < 4; ++y)
{
for (unsigned int x = 0; x < 4; ++x)
{
this->matrix[y][x] = matrix[y][x];
}
}
}
Matrix()
: matrix()
{
T zero = static_cast<T>(0);
T one = static_cast<T>(1);
matrix[0][0] = one;
matrix[1][0] = zero;
matrix[2][0] = zero;
matrix[3][0] = zero;
matrix[0][1] = zero;
matrix[1][1] = one;
matrix[2][1] = zero;
matrix[3][1] = zero;
matrix[0][2] = zero;
matrix[1][2] = zero;
matrix[2][2] = one;
matrix[3][2] = zero;
matrix[0][3] = zero;
matrix[1][3] = zero;
matrix[2][3] = zero;
matrix[3][3] = one;
}
Matrix<T> GetInverse() const
{
T zero = static_cast<T>(0);
T one = static_cast<T>(1);
Matrix<T> tmp;
Matrix<T> cur;
for (unsigned int y = 0; y < 4; ++y)
{
for (unsigned int x = 0; x < 4; ++x)
{
cur.matrix[y][x] = matrix[y][x];
}
}
cur.Print();
for (unsigned int x = 0; x < 4; x++)
{
if (cur.matrix[x][x] != zero)
{
T denominator = cur.matrix[x][x];
for (unsigned int a = x; a < 4; ++a)
{
cur.matrix[x][a] = cur.matrix[x][a] / denominator;
}
for (unsigned int a = 0; a < 4; ++a)
{
tmp.matrix[x][a] = tmp.matrix[x][a] / denominator;
}
}
for (unsigned int y = 0; y < 4; ++y)
{
if (y != x && cur.matrix[y][x] != 0)
{
T difference = cur.matrix[y][x];
for (unsigned int a = x; a < 4; ++a)
{
cur.matrix[y][a] = (cur.matrix[y][a] - difference) * cur.matrix[x][a];
}
for (unsigned int a = 0; a < 4; ++a)
{
tmp.matrix[y][a] = (tmp.matrix[y][a] - difference) * tmp.matrix[x][a];
}
}
}
}
cur.Print();
tmp.Print();
return tmp;
}
void Print()
{
for (unsigned int y = 0; y < 4; ++y)
{
for (unsigned int x = 0; x < 4; ++x)
{
std::cout << matrix[y][x];
if (x < 3)
std::cout << " | ";
}
std::cout << std::endl;
}
std::cout << std::endl;
}
}
int main()
{
float matrix[4][4];
matrix[0][0] = 1.0f;
matrix[0][1] = 0.0f;
matrix[0][2] = 0.0f;
matrix[0][3] = 0.0f;
matrix[1][0] = 0.0f;
matrix[1][1] = -4.37114e-08;
matrix[1][2] = 1.0f;
matrix[1][3] = 0.0f;
matrix[2][0] = 0.0f;
matrix[2][1] = -1.0f;
matrix[2][2] = -4.37114e-08;
matrix[2][3] = 0.0f;
matrix[3][0] = 0.0f;
matrix[3][1] = 0.0f;
matrix[3][2] = 0.0f;
matrix[3][3] = 1.0f;
Matrix<float> inverseMatrix(matrix);
inverseMatrix.GetInverse();
return 0;
}
First of all, your class is not a proper class. Before you go trying to figure out algorithmic or operational errors, you can turn it into far more sensible code that will be much easier to debug.
Right now, your Matrix class doesn't define an object really, but just a set of operations to be used on 2D arrays. A good object has attributes and data, and then special functions to work from that data. I would read a bit of an introduction at https://en.wikipedia.org/wiki/Object-oriented_programming
What you want is something like
// Matrix.h
template <typename T>
class Matrix {
public:
// exactly how you choose to construct the object is up to you
// i.e. if you want to pass a 2d array as a parameter or something
Matrix(T inputMatrix[4][4]) {
for (int column = 0; column < 4; ++column) {
for (int row = 0; row < 4; ++row) {
matrix[column][row] = inputMatrix[column][row];
}
}
}
Matrix reduce() {
// will return a new Matrix object
. . .
}
Matrix inverse() {
// probably will end up calling reduce()
. . .
}
void print() {
. . .
}
// any other operations you want to do on matrices
private:
T matrix[4][4];
};
So that when you want do your operations, it is really easy and straightforward:
#include "Matrix.h"
int main() {
float matrix[4][4] = {
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, -4.37114e-08, 1.0f, 0.0f },
{ 0.0f, -1.0f, -4.37114e-08, 0.0f },
{ 0.0f, 0.0f, 0.0f, 0.0f };
Matrix<float> A = Matrix<float>(matrix);
Matrix<float> B = A.inverse();
B.print();
return 0;
}
Related
I'm trying to create my own CFD in C++. I have watched some videos on youtube about the Lattice Boltzmann method, but I cant get my simulations to look like the simulations performed in the videos with lattice Boltzmann implemented in Python.
I use SDL2 to create an image on my screen. I am not trying to create anything fast. Just something that will make pretty simulations on the CPU.
Here is my class for each cell:
//cell class
class cell {
public:
double Fi[nL] = {0,0,0,0,0,0,0,0,0};
double density = 0;
double momentumX = 0;
double momentumY = 0;
double velocityX = 0;
double velocityY = 0;
double Fieq[nL] = {0,0,0,0,0,0,0,0,0};
//obstacle
bool obstacle = false;
void densityOperator() {
for (int i = 0; i < nL; i++) {
density += Fi[i];
}
}
void momentumOperator() {
for (int i = 0; i < nL; i++) {
momentumX += Fi[i] * cX[i];
momentumY += Fi[i] * cY[i];
}
}
void velocityOperator() {
for (int i = 0; i < nL; i++) {
if (density == 0) {
density += 0.001;
}
velocityX += momentumX / density; // prolly very slow
velocityY += momentumY / density;
//velocityX += cX[i];
//velocityY += cY[i];
}
}
void FieqOperator() {
for (int i = 0; i < nL; i++) {
Fieq[i] = weights[i] * density *
(
1 +
(cX[i] * velocityX + cY[i] * velocityY) / Cs +
pow((cX[i] * velocityX + cY[i] * velocityY), 2) / (2 * pow(Cs, 4)) -
(velocityX * velocityX + velocityY * velocityY) / (2 * pow(Cs, 2))
);
}
}
void FiOperator() {
for (int i = 0; i < nL; i++) {
Fi[i] = Fi[i] - (timestep / tau) * (Fi[i] - Fieq[i]);
}
}
void addRightVelocity() {
Fi[0] = 1.f;
Fi[1] = 1.f;
Fi[2] = 1.f;
Fi[3] = 6.f;
Fi[4] = 1.f;
Fi[5] = 1.f;
Fi[6] = 1.f;
Fi[7] = 1.f;
Fi[8] = 1.f;
}
};
Please note that im am using a vector for my cells instead of a 2d array. I am using a index function to go from x,y to 1d cordinate.
int index(int x, int y) {
return x * nY + y;
}
Variables:
//box
const int nX = 400;
const int nY = 100;
//viscosity
float tau = 0.5; // 0.53
//time delta time per iteration
float timestep = 1;
//distance between cells
float dist = 1000;
//Speed of sound
float Cs = 1 / sqrt(3) * (dist / timestep);
//viscociti
float v = pow(Cs, 2) * (tau - timestep / 2); // tau will need to be much smaller
//time steps
int nT = 3000;
//lattice speeds and weights
const int nL = 9;
//Ci vector direction, discrete velocity
int cX[9] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
int cY[9] = { 0, 1, 1, 0, -1, -1, -1, 0 , 1 };
//weights, based on navier stokes
float weights[9] = { 4 / 9, 1 / 9, 1 / 36, 1 / 9, 1 / 36, 1 / 9, 1 / 36, 1 / 4, 1 / 36 };
//opposite populations
int cO[9] = { 0, 5, 6, 7, 8, 1, 2, 3, 4 };
My main function:
int main() {
//init vector cells
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
cell cellUnit;
cells.push_back(cellUnit);
TempCells.push_back(cellUnit);
}
}
//SDL
//SDL
//-------------------------------------------------------------
SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;
SDL_Init(SDL_INIT_VIDEO);
SDL_CreateWindowAndRenderer(nX* 3, nY * 3, 0, &window, &renderer);
SDL_RenderSetScale(renderer, 3, 3);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
//-------------------------------------------------------------//
//Circle Object Gen
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
//cicle position
int circleX = 5;
int circleY = 50;
//circle radius
float radius = 10;
//distance bewtween cell and circle pos
float distance = sqrt(pow(circleX - x, 2) + pow(circleY - y, 2));
if (distance < radius) {
cells[index(x,y)].obstacle = true;
}
else {
cells[index(x, y)].obstacle = false;
}
}
}
//add velocity
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
cells[index(x, y)].addRightVelocity();
//random velocity
for (int i = 0; i < nL; i++) {
cells[index(x,y)].Fi[i] += (rand() % 200) / 100;
}
}
}
for (int t = 0; t < nT; t++) {
//SDL
//--------------------------------------------------------------
//clear renderer
if (t % 20 == 0) {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
}
//--------------------------------------------------------------
//streaming:
//because we will loop over the same populations we do not want to switch the same population twice
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
if (x == 0) {
cells[index(x, y)].Fi[3] += 0.4;
}
//for populations
for (int i = 0; i < nL; i++) {
//boundary
//checs if cell is object or air
if (cells[index(x, y)].obstacle == false) {
//air
//targetet cell
int cellX = x + cX[i];
int cellY = y + cY[i];
//out of bounds check + rearange to other side
if (cellX < 0) {
//left to right
cellX = nX;
}
if (cellX >= nX) {
//right to left
cellX = 0;
continue;
}
if (cellY < 0) {
//top to buttom
cellY = nY;
}
if (cellY >= nY) {
//bottom to top
cellY = 0;
}
//if neighborinig cell is object --> collision with object
if (cells[index(cellX, cellY)].obstacle == true) {
//Boundary handling https://youtu.be/jfk4feD7rFQ?t=2821
TempCells[index(x,y)].Fi[cO[i]] = cells[index(x, y)].Fi[i];
}
//if not then stream to neighbor air cell with oposite population
TempCells[index(cellX, cellY)].Fi[cO[i]] = cells[index(x, y)].Fi[i];
}
else {
//wall
//SDL GRAPICHS
if (t % 20 == 0) {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderDrawPoint(renderer, x, y);
}
}
}
}
}
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
for (int i = 0; i < nL; i++) {
cells[index(x, y)].Fi[i] = TempCells[index(x, y)].Fi[cO[i]];
}
}
}
//collision:
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
//density:
cells[index(x, y)].densityOperator();
//momentum:
cells[index(x, y)].momentumOperator();
//velocity:
cells[index(x, y)].velocityOperator();
//Fieq + new new Fi:
for (int i = 0; i < nL; i++) {
cells[index(x, y)].FieqOperator();
}
//SDL Graphics
if (t % 20 == 0) {
if (cells[index(x, y)].obstacle == false) {
SDL_SetRenderDrawColor(renderer, cells[index(x, y)].density, cells[index(x, y)].density , 255 , 255);
SDL_RenderDrawPoint(renderer, x, y);
}
}
}
}
for (int x = 0; x < nX; x++) {
for (int y = 0; y < nY; y++) {
cells[index(x, y)].FiOperator();
}
}
//SDL Graphics
if (t % 20 == 0 ) {
SDL_RenderPresent(renderer);
}
}
return 0;
}
I do realize my code might be a bit messy and not easy to understand at first. And it is definitely not optimal.
If anyone has any experience in programming their own LBM in c++ i would like to hear your input.
It seams like my simulations is working but i do not get those bueatiful animations like in, https://youtu.be/ZUXmO4hu-20?t=3394
Thanks for any help.
Edit:
I have edited my script to reset, density, velocity X Y and Momentum X Y
Simulation visualised by density, pink is higher, loops if density exceeds color range of 255
Simulation visualised by density
Simulation visualised by density
Is there a way to scale down with highest quality a font which is png image in opengl at startup? I tried gluScaleImage but there are many artefacts. Is there anything that uses lanczos or something like that? I don't want to write a shader or anything that does the scaling runtime.
This is based on an algorithm, I copied decades ago from the German c't Magazin, and still use it from time to time for similar issues like described by OP.
bool scaleDown(
const Image &imgSrc,
Image &imgDst,
int w, int h,
int align)
{
const int wSrc = imgSrc.w(), hSrc = imgSrc.h();
assert(w > 0 && w <= wSrc && h > 0 && h <= hSrc);
// compute scaling factors
const double sx = (double)wSrc / (double)w;
const double sy = (double)hSrc / (double)h;
const double sxy = sx * sy;
// prepare destination image
imgDst.resize(w, h, (w * 3 + align - 1) / align * align);
// cache some data
const uint8 *const dataSrc = imgSrc.data();
const int bPRSrc = imgSrc.bPR();
// perform scaling
for (int y = 0; y < h; ++y) {
const double yStart = sy * y;
const double yEnd = std::min(sy * (y + 1), (double)hSrc);
const int yStartInt = (int)yStart;
const int yEndInt = (int)yEnd - (yEndInt == yEnd);
const double tFrm = 1 + yStartInt - yStart, bFrm = yEnd - yEndInt;
for (int x = 0; x < w; ++x) {
const double xStart = sx * x;
const double xEnd = std::min(sx * (x + 1), (double)wSrc);
const int xStartInt = (int)xStart;
const int xEndInt = (int)xEnd - (xEndInt == xEnd);
double lFrm = 1 + xStartInt - xStart, rFrm = xEnd - xEndInt;
double pixel[3] = { 0.0, 0.0, 0.0 }; // values of target pixel
for (int i = yStartInt; i <= yEndInt; ++i) {
int jData = i * bPRSrc + xStartInt * 3;
for (int j = xStartInt; j <= xEndInt; ++j) {
double pixelAdd[3];
for (int k = 0; k < 3; ++k) {
pixelAdd[k] = (double)dataSrc[jData++] / sxy;
}
if (j == xStartInt) {
for (int k = 0; k < 3; ++k) pixelAdd[k] *= lFrm;
} else if (j == xEndInt) {
for (int k = 0; k < 3; ++k) pixelAdd[k] *= rFrm;
}
if (i == yStartInt) {
for (int k = 0; k < 3; ++k) pixelAdd[k] *= tFrm;
} else if (i == yEndInt) {
for (int k = 0; k < 3; ++k) pixelAdd[k] *= bFrm;
}
for (int k = 0; k < 3; ++k) pixel[k] += pixelAdd[k];
}
}
imgDst.setPixel(x, y,
(uint8)pixel[0], (uint8)pixel[1], (uint8)pixel[2]);
}
}
// done
return true;
}
If I got it right, this implements a bilinear interpolation.
I don't dare to call it a Minimal Complete Verifiable Example although this is what I intended to do.
The complete sample application:
A simplified class Image
image.h:
#ifndef IMAGE_H
#define IMAGE_H
#include <vector>
// convenience type for bytes
typedef unsigned char uint8;
// image helper class
class Image {
private: // variables:
int _w, _h; // image size
size_t _bPR; // bytes per row
std::vector<uint8> _data; // image data
public: // methods:
// constructor.
Image(): _w(0), _h(0), _bPR(0) { }
// destructor.
~Image() = default;
// copy constructor.
Image(const Image&) = delete; // = default; would work as well.
// copy assignment.
Image& operator=(const Image&) = delete; // = default; would work as well.
// returns width of image.
int w() const { return _w; }
// returns height of image.
int h() const { return _h; }
// returns bytes per row.
size_t bPR() const { return _bPR; }
// returns pointer to image data.
const uint8* data(
int y = 0) // row number
const {
return &_data[y * _bPR];
}
// returns data size (in bytes).
size_t size() const { return _data.size(); }
// clears image.
void clear();
// resizes image.
uint8* resize( // returns allocated buffer
int w, // image width
int h, // image height
int bPR); // bytes per row
// returns pixel.
int getPixel(
int x, // column
int y) // row
const;
// sets pixel.
void setPixel(
int x, // column
int y, // row
uint8 r, uint8 g, uint8 b);
// sets pixel.
void setPixel(
int x, // column
int y, // row
int value) // RGB value
{
setPixel(x, y, value & 0xff, value >> 8 & 0xff, value >> 16 & 0xff);
}
};
// helper functions:
inline uint8 getR(int value) { return value & 0xff; }
inline uint8 getG(int value) { return value >> 8 & 0xff; }
inline uint8 getB(int value) { return value >> 16 & 0xff; }
#endif // IMAGE_H
image.cc:
#include <cassert>
#include "image.h"
// clears image.
void Image::clear()
{
_data.clear(); _w = _h = _bPR = 0;
}
// allocates image data.
uint8* Image::resize( // returns allocated buffer
int w, // image width
int h, // image height
int bPR) // bits per row
{
assert(w >= 0 && 3 * w <= bPR);
assert(h >= 0);
_w = w; _h = h; _bPR = bPR;
const size_t size = h * bPR;
_data.resize(size);
return _data.data();
}
// returns pixel.
int Image::getPixel(
int x, // column
int y) // row
const {
assert(x >= 0 && x < _w);
assert(y >= 0 && y < _h);
const size_t offs = y * _bPR + 3 * x;
return _data[offs + 0]
| _data[offs + 1] << 8
| _data[offs + 2] << 16;
}
// sets pixel.
void Image::setPixel(
int x, // column
int y, // row
uint8 r, uint8 g, uint8 b) // R, G, B values
{
assert(x >= 0 && x < _w);
assert(y >= 0 && y < _h);
const size_t offs = y * _bPR + 3 * x;
_data[offs + 0] = r;
_data[offs + 1] = g;
_data[offs + 2] = b;
}
Image Scaling
imageScale.h:
#ifndef IMAGE_SCALE_H
#define IMAGE_SCALE_H
#include "image.h"
/* scales an image to a certain width and height.
*
* Note:
* imgSrc and imgDst may not be identical.
*/
bool scaleTo( // returns true if successful
const Image &imgSrc, // source image
Image &imgDst, // destination image
int w, int h, // destination width and height
int align = 4); // row alignment
/* scales an image about a certain horizontal/vertical scaling factor.
*
* Note:
* imgSrc and imgDst may not be identical.
*/
inline bool scaleXY( // returns true if successful
const Image &imgSrc, // source image
Image &imgDst, // destination image
double sX, // horizontal scaling factor (must be > 0 but not too large)
double sY, // vertical scaling factor (must be > 0 but not too large)
int align = 4) // row alignment
{
return sX > 0.0 && sY > 0.0
? scaleTo(imgSrc, imgDst,
(int)(sX * imgSrc.w()), (int)(sY * imgSrc.h()), align)
: false;
}
/* scales an image about a certain scaling factor.
*
* Note:
* imgSrc and imgDst may not be identical.
*/
inline bool scale( // returns true if successful
const Image &imgSrc, // source image
Image &imgDst, // destination image
double s, // scaling factor (must be > 0 but not too large)
int align = 4) // row alignment
{
return scaleXY(imgSrc, imgDst, s, s, align);
}
#endif // IMAGE_SCALE_H
imageScale.cc:
#include <cassert>
#include <algorithm>
#include "imageScale.h"
namespace {
template <typename VALUE>
VALUE clip(VALUE value, VALUE min, VALUE max)
{
return value < min ? min : value > max ? max : value;
}
bool scaleDown(
const Image &imgSrc,
Image &imgDst,
int w, int h,
int align)
{
const int wSrc = imgSrc.w(), hSrc = imgSrc.h();
assert(w > 0 && w <= wSrc && h > 0 && h <= hSrc);
// compute scaling factors
const double sx = (double)wSrc / (double)w;
const double sy = (double)hSrc / (double)h;
const double sxy = sx * sy;
// prepare destination image
imgDst.resize(w, h, (w * 3 + align - 1) / align * align);
// cache some data
const uint8 *const dataSrc = imgSrc.data();
const int bPRSrc = imgSrc.bPR();
// perform scaling
for (int y = 0; y < h; ++y) {
const double yStart = sy * y;
const double yEnd = std::min(sy * (y + 1), (double)hSrc);
const int yStartInt = (int)yStart;
const int yEndInt = (int)yEnd - (yEndInt == yEnd);
const double tFrm = 1 + yStartInt - yStart, bFrm = yEnd - yEndInt;
for (int x = 0; x < w; ++x) {
const double xStart = sx * x;
const double xEnd = std::min(sx * (x + 1), (double)wSrc);
const int xStartInt = (int)xStart;
const int xEndInt = (int)xEnd - (xEndInt == xEnd);
double lFrm = 1 + xStartInt - xStart, rFrm = xEnd - xEndInt;
double pixel[3] = { 0.0, 0.0, 0.0 }; // values of target pixel
for (int i = yStartInt; i <= yEndInt; ++i) {
int jData = i * bPRSrc + xStartInt * 3;
for (int j = xStartInt; j <= xEndInt; ++j) {
double pixelAdd[3];
for (int k = 0; k < 3; ++k) {
pixelAdd[k] = (double)dataSrc[jData++] / sxy;
}
if (j == xStartInt) {
for (int k = 0; k < 3; ++k) pixelAdd[k] *= lFrm;
} else if (j == xEndInt) {
for (int k = 0; k < 3; ++k) pixelAdd[k] *= rFrm;
}
if (i == yStartInt) {
for (int k = 0; k < 3; ++k) pixelAdd[k] *= tFrm;
} else if (i == yEndInt) {
for (int k = 0; k < 3; ++k) pixelAdd[k] *= bFrm;
}
for (int k = 0; k < 3; ++k) pixel[k] += pixelAdd[k];
}
}
imgDst.setPixel(x, y,
(uint8)pixel[0], (uint8)pixel[1], (uint8)pixel[2]);
}
}
// done
return true;
}
bool scaleUp(
const Image &imgSrc,
Image &imgDst,
int w, int h,
int align)
{
const int wSrc = imgSrc.w(), hSrc = imgSrc.h();
assert(w && w >= wSrc && h && h >= hSrc);
// compute scaling factors
const double sx = (double)wSrc / (double)w;
const double sy = (double)hSrc / (double)h;
// prepare destination image
imgDst.resize(w, h, (w * 3 + align - 1) / align * align);
// cache some data
const uint8 *const dataSrc = imgSrc.data();
const int bPRSrc = imgSrc.bPR();
// perform scaling
for (int y = 0; y < h; ++y) {
const double yStart = sy * y;
const double yEnd = std::min(sy * (y + 1), (double)hSrc - 1);
const int yStartInt = (int)yStart;
const int yEndInt = (int)yEnd;
if (yStartInt < yEndInt) {
const double bFract = clip((double)((yEnd - yEndInt) / sy), 0.0, 1.0);
const double tFract = 1.0 - bFract;
for (int x = 0; x < w; ++x) {
const double xStart = sx * x;
const double xEnd = std::min(sx * (x + 1), (double)wSrc - 1);
const int xStartInt = (int)xStart, xEndInt = (int)xEnd;
double pixel[4];
if (xStartInt < xEndInt) {
const double rFract
= clip((double)((xEnd - xEndInt) / sx), 0.0, 1.0);
const double lFract = 1.0 - rFract;
int jData = yStartInt * bPRSrc + xStartInt * 3;
for (int k = 0; k < 3; ++k) {
pixel[k] = tFract * lFract * dataSrc[jData++];
}
for (int k = 0; k < 3; ++k) {
pixel[k] += tFract * rFract * dataSrc[jData++];
}
jData = yEndInt * bPRSrc + xStartInt * 3;
for (int k = 0; k < 3; ++k) {
pixel[k] += bFract * lFract *dataSrc[jData++];
}
for (int k = 0; k < 3; ++k) {
pixel[k] += bFract * rFract *dataSrc[jData++];
}
} else {
int jData = yStartInt * bPRSrc + xStartInt * 3;
for (int k = 0; k < 3; ++k) {
pixel[k] = tFract * dataSrc[jData++];
}
jData = yEndInt * bPRSrc + xStartInt * 3;
for (int k = 0; k < 3; ++k) {
pixel[k] += bFract * dataSrc[jData++];
}
}
imgDst.setPixel(x, y,
(uint8)pixel[0], (uint8)pixel[1], (uint8)pixel[2]);
}
} else {
for (int x = 0; x < w; ++x) {
const double xStart = sx * x;
const double xEnd = std::min(sx * (x + 1), (double)wSrc - 1);
const int xStartInt = (int)xStart, xEndInt = (int)xEnd;
double pixel[3];
if (xStartInt < xEndInt) {
const double rFract
= clip((double)((xEnd - xEndInt) / sx), 0.0, 1.0);
const double lFract = 1.0 - rFract;
int jData = yStartInt * bPRSrc + xStartInt * 3;
for (int k = 0; k < 3; ++k) {
pixel[k] = lFract * dataSrc[jData++];
}
for (int k = 0; k < 3; ++k) {
pixel[k] += rFract * dataSrc[jData++];
}
} else {
int jData = yStartInt * bPRSrc + xStartInt * 3;
for (int k = 0; k < 3; ++k) pixel[k] = dataSrc[jData++];
}
imgDst.setPixel(x, y,
(uint8)pixel[0], (uint8)pixel[1], (uint8)pixel[2]);
}
}
}
// done
return true;
}
} // namespace
bool scaleTo(const Image &imgSrc, Image &imgDst, int w, int h, int align)
{
Image imgTmp;
return w <= 0 || h <= 0 ? false
: w >= imgSrc.w() && h >= imgSrc.h()
? scaleUp(imgSrc, imgDst, w, h, align)
: w <= imgSrc.w() && h <= imgSrc.h()
? scaleDown(imgSrc, imgDst, w, h, align)
: w >= imgSrc.w()
? scaleUp(imgSrc, imgTmp, w, imgSrc.h(), 1)
&& scaleDown(imgTmp, imgDst, w, h, align)
: scaleDown(imgSrc, imgTmp, w, imgSrc.h(), 1)
&& scaleUp(imgTmp, imgDst, w, h, align);
}
PPM file IO
imagePPM.h:
#ifndef IMAGE_PPM_H
#define IMAGE_PPM_H
#include <iostream>
#include "image.h"
// reads a binary PPM file.
bool readPPM( // returns true if successful
std::istream &in, // input stream (must be opened with std::ios::binary)
Image &img, // image to read into
int align = 4); // row alignment
// writes binary PPM file.
bool writePPM( // returns true if successful
std::ostream &out, // output stream (must be opened with std::ios::binary)
const Image &img); // image to write from
#endif // IMAGE_PPM_H
imagePPM.cc:
#include <sstream>
#include <string>
#include "imagePPM.h"
// reads a binary PPM file.
bool readPPM( // returns true if successful
std::istream &in, // input stream (must be opened with std::ios::binary)
Image &img, // image to read into
int align) // row alignment
{
// parse header
std::string buffer;
if (!getline(in, buffer)) return false;
if (buffer != "P6") {
std::cerr << "Wrong header! 'P6' expected.\n";
return false;
}
int w = 0, h = 0, t = 0;
for (int i = 0; i < 3;) {
if (!getline(in, buffer)) return false;
if (buffer.empty()) continue; // skip empty lines
if (buffer[0] == '#') continue; // skip comments
std::istringstream str(buffer);
switch (i) {
case 0:
if (!(str >> w)) continue;
++i;
case 1:
if (!(str >> h)) continue;
++i;
case 2:
if (!(str >> t)) continue;
++i;
}
}
if (t != 255) {
std::cerr << "Unsupported format! t = 255 expected.\n";
return false;
}
// allocate image buffer
uint8 *data = img.resize(w, h, (w * 3 + align - 1) / align * align);
// read data
for (int i = 0; i < h; ++i) {
if (!in.read((char*)data, 3 * img.w())) return false;
data += img.bPR();
}
// done
return true;
}
// writes binary PPM file.
bool writePPM( // returns true if successful
std::ostream &out, // output stream (must be opened with std::ios::binary)
const Image &img) // image to write from
{
// write header
if (!(out << "P6\n" << img.w() << ' ' << img.h() << " 255\n")) return false;
// write image data
for (size_t y = 0; y < img.h(); ++y) {
const uint8 *const data = img.data(y);
if (!out.write((const char*)data, 3 * img.w())) return false;
}
// done
return true;
}
The main application
scaleRGBImg.cc:
#include <iostream>
#include <fstream>
#include <string>
#include "image.h"
#include "imagePPM.h"
#include "imageScale.h"
int main(int argc, char **argv)
{
// read command line arguments
if (argc <= 3) {
std::cerr << "Missing arguments!\n";
std::cout
<< "Usage:\n"
<< " scaleRGBImg IN_FILE SCALE OUT_FILE\n";
return 1;
}
const std::string inFile = argv[1];
char *end;
const double s = std::strtod(argv[2], &end);
if (end == argv[2] || *end != '\0') {
std::cerr << "Invalid scale factor '" << argv[2] << "'!\n";
return 1;
}
if (s <= 0.0) {
std::cerr << "Invalid scale factor " << s << "!\n";
return 1;
}
const std::string outFile = argv[3];
// read image
Image imgSrc;
{ std::ifstream fIn(inFile.c_str(), std::ios::binary);
if (!readPPM(fIn, imgSrc)) {
std::cerr << "Reading '" << inFile << "' failed!\n";
return 1;
}
}
// scale image
Image imgDst;
if (!scale(imgSrc, imgDst, s)) {
std::cerr << "Scaling failed!\n";
return 1;
}
// write image
{ std::ofstream fOut(outFile.c_str(), std::ios::binary);
if (!writePPM(fOut, imgDst) || (fOut.close(), !fOut.good())) {
std::cerr << "Writing '" << outFile << "' failed!\n";
return 1;
}
}
// done
return 0;
}
Test
Compiled in cygwin64:
$ g++ -std=c++11 -o scaleRGBImg scaleRGBImg.cc image.cc imagePPM.cc imageScale.cc
$
A sample image test.ppm for a test – converted to PPM in GIMP:
Test with the sample image:
$ for I in 0.8 0.6 0.4 0.2 ; do echo ./scaleRGBImg test.ppm $I test.$I.ppm ; done
./scaleRGBImg test.ppm 0.8 test.0.8.ppm
./scaleRGBImg test.ppm 0.6 test.0.6.ppm
./scaleRGBImg test.ppm 0.4 test.0.4.ppm
./scaleRGBImg test.ppm 0.2 test.0.2.ppm
$ for I in 0.8 0.6 0.4 0.2 ; do ./scaleRGBImg test.ppm $I test.$I.ppm ; done
$
This is what came out:
test.0.8.ppm:
test.0.6.ppm:
test.0.4.ppm:
test.0.2.ppm:
I want to plot where the x and y variables are in an array, and when the x or y value is greater than its respective dimension in the array, they should change direction. However, when I run the program the Y value keeps going up. I am new to C++ so any help is greatly appreciated. Here is my code:
#define PI 3.14159265
#include <iostream>
#include <tgmath.h>
int timeRun = 0;
int rect[500][1000] = {0};
int theta = 50;
int x = 0;
float y = 0;
float previousY = 0;
int yGo;
int dir = 0;//0 = right; 1 = left;
int main()
{
for(int a = 30; a<=89; a=a+1){
memset(rect,0,sizeof(rect));
x = 0;
y = 1;
theta = a;
std::cout << theta;
int sum = 0;
for(int t = 0; t<1000;t=t+1){
y = previousY + tan(theta * PI/180);
previousY = y;
yGo = floor(y);
rect[x][yGo] = 1;
if(dir==0){
x++;
}
if(dir==1){
x--;
}
if(x>499 && dir==0){
dir = 1;
if(theta%360 >= 270 && theta%360 <= 360){
theta+=(a-180);
}
}
if(x<1 && dir==1){
dir = 0;
if(theta%360 >= 0 && theta%360 <= 90){
theta+=(180-a);
}
}
if(y>998 && dir ==0){
theta+=(a-180);
}
if(y>998 && dir ==1){
theta+=(180-a);
}
if(y<1 && dir ==0){
theta+=(180-a);
}
if(y<1 && dir ==1){
theta+=(a-180);
}
}
for ( int i = 0; i < 500; i++ ){
for ( int j = 0; j < 1000; j++ ){
sum+=rect[i][j];
}
}
std::cout << sum;
}
}
Thank you for any help!
I really don't understand your program. I simplified the core to:
static const float radian_conversion = 3.14159264f / 180.0f;
int x = 0;
float y = 0.0f;
int theta = 30;
int dir_add = 1;
cout << "t | x | y | theta" << endl;
const float y_increment = tan(theta * radian_conversion);
for (int t = 0; t < 1000; ++t)
{
y = y + y_increment;
cout << t << "|" << x << "|" << y << "|" << theta << "\n";
int y_index = floor(abs(y));
rect[x][y_index] = 1;
x = x + dir_add;
if ((x > 499) || (x < 1))
{
dir_add = dir_add * -1;
}
}
I'm also showing how you can make the x variable increment and decrement.
The statements that don't change or don't cause a variable to change have been extracted out of the loop.
I recommend you take the output of the above program into a spreadsheet program and have the spreadsheet program plot it.
I haven't programmed in a while, so my code might be a bit sloppy. The only thing the program does is create a 4x4 bool grid with only the top left value true. It then runs it with the checkAdjacentTiles, that should return the tiles touching it (the one to the right and the one underneath). I get an error instead. I have a feeling this has to do with my vector: std::vector<int[2]> checkAdjacentTiles(bool[4][4]);, since the int [2]. Thanks for the help!
#include <stdio.h>
#include <vector>
std::vector<int[2]> checkAdjacentTiles(bool[4][4]);
int main() {
bool grid[4][4];
grid[0][0] = 1;
std::vector<int[2]> temp = checkAdjacentTiles(grid);
for (int i = 0; i < (int)temp.size(); i++) {
printf("(%i, %i)\n", temp[i][0], temp[i][1]);
}
getchar();
return 0;
}
std::vector<int[2]> checkAdjacentTiles(bool checkGrid[4][4]) {
int relAdjacentSides[4][2] = { { -1, 0 }, { 0, 1 }, { 1, 0 }, { 0, -1 } };
std::vector<int[2]> adjacentSides;
for (int x = 0; x < 4; x++) {
for (int y = 0; y < 4; y++) {
for (int i = 0; i < 4; i++) {
if (x + relAdjacentSides[i][0] >= 0 && x + relAdjacentSides[i][0] < 4) {
if (y + relAdjacentSides[i][1] >= 0 && y + relAdjacentSides[i][1] < 4) {
if (!checkGrid[x + relAdjacentSides[i][0], y + relAdjacentSides[i][1]]) {
bool stop = 0;
for (int v = 0; v < (int)adjacentSides.size(); v++) {
if (adjacentSides[v][0] == x + relAdjacentSides[i][0] && adjacentSides[v][1] == y + relAdjacentSides[i][1]) {
stop = 1;
break;
}
}
if (!stop) {
adjacentSides.push_back({ x + relAdjacentSides[i][0], y + relAdjacentSides[i][1] });
}
}
}
}
}
}
}
return adjacentSides;
}
I can't use int[2] in a vector for some reason. I ended up using std::pair<int,int> instead and it works fine. Thanks jhnnslschnr.
I'm attempting to apply an a rotation matrix in C++ that rotates all points of square a specified degree around a specified origin. The catch is that it is based in the win32 console, so each point has to correspond with a pair of ints, rather than floating point values. As you can see below, the rotating square's overall shape is consistent with the desired result, but there are a number of 'holes' in it.
Here's my source code:
#include <iostream>
#include <cmath>
using namespace std;
enum {W = 50, H = 50, S = 25}; //Width, Height, Square size
struct Vector2i
{
int x;
int y;
Vector2i() {}
Vector2i(int _x, int _y) : x(_x), y(_y) {}
};
struct Square
{
bool Data[W][H];
Vector2i Origin = Vector2i(W / 2, H / 2);
void clear() {
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x)
Data[x][y] = false;
}
}
void setSquare() {
for (int y = H / 2 - S / 2; y < H / 2 + S / 2; ++y) {
for (int x = W / 2 - S / 2; x < W / 2 + S / 2; ++x)
Data[x][y] = true;
}
}
void draw() {
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
if (y == Origin.y && x == Origin.x) std::cout << '+'; //Marks the origin
else if (Data[x][y]) std::cout << 'X';
else std::cout << '.';
}
std::cout << '\n';
}
}
};
Vector2i newPos(Vector2i old, double theta) {
theta *= 3.14159265d / 180.d; //Converting from degrees to radians
int X = ceil(cos(theta) * old.x - sin(theta) * old.y);
int Y = ceil(sin(theta) * old.x + cos(theta) * old.y);
return Vector2i(X, Y);
}
int main()
{
cout << "Enter an angle (in degrees): ";
double angle = 0;
cin >> angle;
Square One;
One.clear();
One.setSquare();
One.draw();
Square Two;
Two.clear();
///Draw the rotated square as the second square
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
if (One.Data[x][y]) {
Vector2i finalVec = newPos(Vector2i(x - One.Origin.x,
y - One.Origin.y), angle);
Two.Data[finalVec.x + One.Origin.x][finalVec.y + One.Origin.y] = true;
}
}
}
///Copy the second square back into the first
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x)
One.Data[x][y] = Two.Data[x][y];
}
One.draw();
return 0;
}
Is this due to the accuracy of the newPos() function, or is it the rounding into int values that is causing this?
Additionally, is there a way to fix this or predict where the holes will be?
EDIT: SOLVED!
Going off of infgeoax's suggestion to work backwards, I created a function to calculate the original positions. I'll leave the augmented code here, in case anyone has a similar problem in the future (Thanks for all your help, everyone! [especially infgeoax, for the brainwave]):
#include <iostream>
#include <cmath>
using namespace std;
enum {W = 50, H = 50, S = 25};
struct Vector2i
{
int x;
int y;
Vector2i() {}
Vector2i(int _x, int _y) : x(_x), y(_y) {}
};
struct Square
{
bool Data[W][H];;
Vector2i Origin = Vector2i(W / 2, H / 2);
void clear() {
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x)
Data[x][y] = false;
}
}
void setSquare() {
for (int y = H / 2 - S / 2; y < H / 2 + S / 2; ++y) {
for (int x = W / 2 - S / 2; x < W / 2 + S / 2; ++x)
Data[x][y] = true;
}
}
void draw() {
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
if (y == Origin.y && x == Origin.x) std::cout << '+'; //Marks the origin
else if (Data[x][y]) std::cout << 'X';
else std::cout << '.';
}
std::cout << '\n';
}
}
};
Vector2i oldPos(Vector2i new_, float theta) {
theta *= 3.14159265f / 180.f; //Converting from degrees to radians
return Vector2i(new_.x * cosf(theta) + new_.y * sinf(theta) + 0.5f,
new_.y * cosf(theta) - new_.x * sinf(theta) + 0.5f);
}
int main()
{
cout << "Enter an angle (in degrees): ";
float angle = 0;
cin >> angle;
Square One;
One.clear();
One.setSquare();
One.draw();
Square Two;
Two.clear();
for (int y = 0; y < H; ++y) {
for (int x = 0; x < W; ++x) {
Vector2i vec = oldPos(Vector2i(x - One.Origin.x, y - One.Origin.y), angle);
vec.x += One.Origin.x;
vec.y += One.Origin.y;
if (vec.x >= 0 && vec.x < W && vec.y >= 0 && vec.y < H)
Two.Data[x][y] = One.Data[vec.x][vec.y];
}
}
Two.draw();
return 0;
}
Well your problem has nothing to do with whether or not your are developing a console or GUI application. Images are stored and processed as matrices of pixels. When you rotate the image, the resulting position for a specific pixel is usually not integers.
The idea is to go the other way around.
You calculate the four corners of the rotated sqaure.
For each position(pixel) in the rotated square, you calculate its color by rotating it back to the original square.