C++ interpolate array with cosine - c++

I got this function from [this website]http://paulbourke.net/miscellaneous/interpolation/):
double CosineInterpolate(
double y1,double y2,
double mu)
{
double mu2;
mu2 = (1-cos(mu*PI))/2;
return(y1*(1-mu2)+y2*mu2);
}
How do I use this to interpolate an array? Here's how I'd be calling the function.
Interpolate(point_a, point_b, number_of_positions_between_the_points, position)
e.g.
for (int i = 0; i < ArrayOfPoints.size()-1; ++i) {
double point_a = ArrayOfPoints[i];
double point_b = ArrayOfPoints[i+1];
for (int j = 0; j < 2048; ++j){
array[j] = Interpolate(point_a, point_b, 2048, j)
}
}

You have the number of positions between the points, and then you have the current position. Think of mu as a percentage of the linear distance between the first point and the second that is determined by the current position, and the total number of positions. That is:
mu = (double)current_position / number_of_positions_between_the_points;
That will give you values between 0 and 1, in fixed increments, determined by how many positions you want to have between the points.
Hint: In your loop, j is the current position.
The other thing that you have to deal with is that you are calling a function named Interpolate(point_a, point_b, 2048, j) but you haven't shown the implementation for that function. Instead, you have the CosineInterpolate function. Presumably you wanted to abstract the interpolation method by invoking CosineInterpolate from Interpolate. The first part of the answer tells you how to do that. I hope this helps!

Related

C++ - How to generate every possible combination of n 3D coordinates by incrementing x/y/z by a given value x

As part of a larger program I need to generate every possible set of 3D coordinate points contained within the rectangular prism formed by the origin and point (Y1, Y2, Y3), given the number of points, n, that will be in the set, and the value by which the x/y/z values are to be incremented by.
This was what I initially wrote, which does the job of cycling through all possible coordinates correctly for an individual point, but does not correctly generate all the overall combinations of points needed.
In the program I created a point object, and created a vector of point objects with default x/y/z values of zero.
void allPoints(double Y1, double Y2, double Y3, double increment, vector<Point> pointset)
{
int count = pointset.size()-1;
while (count>=0)
{
while (pointset.at(count).getX()<Y1)
{
while (pointset.at(count).getY()<Y2)
{
while (pointset.at(count).getZ()<Y3)
{
//insert intended statistical test to be run on each possible set here
}
pointset.at(count).setZ(0);
pointset.at(count).incY(increment);
}
pointset.at(count).setY(0);
pointset.at(count).incX(increment);
}
count--;
}
}
I am new to coding and may be approaching this entirely wrong, and am just looking for help getting in the right direction. If using a point object isn't the way to go, it's not needed in the rest of the program - I could use 3d arrays instead.
Thanks!
Lets assume you have class Point3d which represents a point, Vec3d which represents a vector which can translate points (proper operators are defined).
In such case this should go like this:
std::vector<Point3d> CrystalNet(
size_t size,
const Point3d& origin,
const Vec3d& a = { 1, 0, 0 },
const Vec3d& b = { 0, 1, 0 },
const Vec3d& c = { 0, 0, 1 })
{
std::vector<Point3d> result;
result.reserve(size * size * size);
for (int i = 0; i < size; ++i)
for (int j = 0; j < size; ++j)
for (int k = 0; k < size; ++k) {
result.empalce_back(origin + a * i + b * j + c * k);
}
return result;
}
Defining Point3d and Vec3d is quite standard and I'm sure there is ready library which can do it.
The chief problem appears to be that your textual description is about creating a pointset. The count isn't known up front. The example code takes an already created pointset. That just doesn't work.
That's also why you end up with the // insert test here - that's not the location for a test, that's where you would add a new point to the pointset you have to create.

How to aim the camera at the z-index of the cell in front of my character?

I've got a 3D terrain environment like so:
I'm trying to get the character (camera) to look up when climbing hills, and look down when descending, like climbing in real life.
This is what it's currently doing:
Right now the camera moves up and down the hills just fine, but I can't get the camera angle to work correctly. The only way I can think of aiming up or down depending on the terrain is getting the z-index of the cell my character is currently facing, and set that as the focus, but I really have no idea how to do that.
This is admittedly for an assignment, and we're intentionally not using objects so things are organized a little strangely.
Here's how I'm currently doing things:
const int M = 100; // width
const int N = 100; // height
double zHeights[M+1][N+1]; // 2D array containing the z-indexes of terrain cells
double gRX = 1.5; // x position of character
double gRY = 2.5; // y position of character
double gDirection = 45; // direction of character
double gRSpeed = 0.05; // move speed of character
double getZ(double x, double y) // returns the height of the current cell
{
double z = .5*sin(x*.25) + .4*sin(y*.15-.43);
z += sin(x*.45-.7) * cos(y*.315-.31)+.5;
z += sin(x*.15-.97) * sin(y*.35-8.31);
double amplitute = 5;
z *= amplitute;
return z;
}
void generateTerrain()
{
glBegin(GL_QUADS);
for (int i = 0; i <= M; i++)
{
for (int j = 0; j <= N; j++)
{
zHeights[i][j] = getZ(i,j);
}
}
}
void drawTerrain()
{
for (int i = 0; i < M; i++)
{
for (int j = 0; j < N; j++)
{
glColor3ub( (i*34525+j*5245)%256, (i*3456345+j*6757)%256, (i*98776+j*6554544)%256);
glVertex3d(i, j, getZ(i,j));
glVertex3d(i, j+1, getZ(i,j+1));
glVertex3d(i+1, j+1, getZ(i+1,j+1));
glVertex3d(i+1, j, getZ(i+1,j));
}
}
}
void display() // callback to glutDisplayFunc
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
double radians = gDirection /180.*3.141592654; // converts direction to radians
double z = getZ((int)gRX, (int)gRY); // casts as int to find z-index in zHeights[][]
double dx = cos(radians)*gRSpeed;
double dy = sin(radians)*gRSpeed;
double at_x = gRX + dx;
double at_y = gRY + dy;
double at_z = z; // source of problem, no idea what to do
gluLookAt(gRX, gRY, z + 2, // eye position
at_x, at_y, at_z + 2, // point to look at, also wrong
0, 0, 1); // up vector
drawTerrain();
glEnd();
}
void init()
{
generateTerrain();
}
Firstly, I don't see any reason to cast to int here:
double z = getZ((int)gRX, (int)gRY);
Just use the double values to get a smooth behavior.
Your basic approach is already pretty good. You take the current position (gRX, gRY), walk a bit in the viewing direction (dx, dy) and use that as the point to look at. There are just two small things that need adaptation:
double dx = cos(radians)*gRSpeed;
double dy = sin(radians)*gRSpeed;
Although multiplying by gRSpeed might be a good idea, in my opinion, this factor should not be related to the character's kinematics. Instead, this represents the smoothness of your view direction. Small values make the direction stick very closely to the terrain geometry, larger values smooth it out.
And finally, you need to evaluate the height at your look-at point:
double at_z = getZ(at_x, at_y);

Increment for loop by variable

I am taking in sound as a float called scaledVol. I wish to change the spacing of the letters being drawn out by scaledVol.
This is the code snippet:
for (int i = 0; i < camWidth; i+=7){
for (int j = 0; j < camHeight; j+=9){
// get the pixel and its lightness (lightness is the average of its RGB values)
float lightness = pixelsRef.getColor(i,j).getLightness();
// calculate the index of the character from our asciiCharacters array
int character = powf( ofMap(lightness, 0, 255, 0, 1), 2.5) * asciiCharacters.size();
// draw the character at the correct location
ofSetColor(0, 255, 0);
font.drawString(ofToString(asciiCharacters[character]), f, f);
}
}
where i sets the width between character spacing and j sets the height between character spacing.
Instead of incrementing by 7 or 9, I would like to increment by a float called scaledVol.
Instead of incrementing by 7 or 9, I would like to increment by a float called scaledVol.
Then code:
for (int i = 0; i < camWidth; i+=(int)scaledVol){
You may want to take the floor of, and ensure the conversion is done once, the increment; perhaps code instead
int incr = (int) floor(scaledVol);
assert (incr > 0);
for (int i = 0; i < camWidth; i+=incr) {
Read more about floor(3), ceil(3), round(3), and IEEE floating point and rounding errors
Please use your debugger (e.g. gdb) to understand more.
You could use more C++ friendly casts e.g.
int incr = int(floor(scaledVol));
or static_cast
int incr = static_cast<int>(floor(scaledVol));
or perhaps even reinterpret_cast
int incr = reinterpret_cast<int>(floor(scaledVol));
which might not work as you want, particularily if both numerical types have same size.
Need something like
for (float i = 0.0f; i < camWidth; i+=scaleVol){
Assuming that camWidth is a float. If not cast it to a float.
This will also over come a problem with rounding errors when converting scaledVol to an int
You can use float as the type of the two loop variables, and then cast them to int:
for (float x = 0; (int)x < camWidth; x+=scaledVol) {
int i = (int)x;
for (float y = 0; (int)y < camHeight; y+=scaledVol) {
int j = (int)y;
// the rest of the code using i and j
}
}
Be careful that scaledVol has best be greater than 1, otherwise you will have consecutive values of i and j that are equal. Your treatment in `// the rest of the code`` may not like that.

Artefacts in Interpolated Value Noise

I'm trying to create a basic value noise function. I've reached the point where it's outputting it but within the output there are unexpected artefacts popping up such as diagonal discontinuous lines and blurs. I just can't seem to find what's causing it. Could somebody please take a look at it to see if I'm going wrong somewhere.
First off, here are three images that it's ouputting with greater magnification on each one.
//data members
float m_amplitude, m_frequency;
int m_period; //controls the tile size of the noise
vector<vector<float> m_points; //2D array to store the lattice
//The constructor generates the 2D square lattice and populates it.
Noise2D(int period, float frequency, float amplitude)
{
//initialize the lattice to the appropriate NxN size
m_points.resize(m_period);
for (int i = 0; i < m_period; ++i)
m_points[i].resize(m_period);
//populates the lattice with values between 0 and 1
int seed = 209;
srand(seed);
for(int i = 0; i < m_period; i++)
{
for(int j = 0; j < m_period; j++)
{
m_points[i][j] = abs(rand()/(float)RAND_MAX);
}
}
}
//Evaluates a position
float Evaluate(float x, float y)
{
x *= m_frequency;
y *= m_frequency;
//Gets the integer values from each component
int xFloor = (int) x;
int yFloor = (int) y;
//Gets the decimal data in the range of [0:1] for each of the components for interpolation
float tx = x - xFloor;
float ty = y - yFloor;
//Finds the appropriate boundary lattice array indices using the modulus technique to ensure periodic noise.
int xPeriodLower = xFloor % m_period;
int xPeriodUpper;
if(xPeriodLower == m_period - 1)
xPeriodUpper = 0;
else
xPeriodUpper = xPeriodLower + 1;
int yPeriodLower = yFloor % m_period;
int yPeriodUpper;
if(yPeriodLower == m_period - 1)
yPeriodUpper = 0;
else
yPeriodUpper = yPeriodLower + 1;
//The four random values at each boundary. The naming convention for these follow a single 2d coord system 00 for bottom left, 11 for top right
const float& random00 = m_points[xPeriodLower][yPeriodLower];
const float& random10 = m_points[xPeriodUpper][yPeriodLower];
const float& random01 = m_points[xPeriodLower][yPeriodUpper];
const float& random11 = m_points[xPeriodUpper][yPeriodUpper];
//Remap the weighting of each t dimension here if you wish to use an s-curve profile.
float remappedTx = tx;
float remappedTy = ty;
return MyMath::Bilinear<float>(remappedTx, remappedTy, random00, random10, random01, random11) * m_amplitude;
}
Here are the two interpolation functions that it relies on.
template <class T1>
static T1 Bilinear(const T1 &tx, const T1 &ty, const T1 &p00, const T1 &p10, const T1 &p01, const T1 &p11)
{
return Lerp( Lerp(p00,p10,tx),
Lerp(p01,p11,tx),
ty);
}
template <class T1> //linear interpolation aka Mix
static T1 Lerp(const T1 &a, const T1 &b, const T1 &t)
{
return a * (1 - t) + b * t;
}
Some of the artifacts are the result of linear interpolation. Using a higher order interpolation method would help, but it will only solve part of the problem. Crudely put, sharp transitions in the signal can lead to artifacts.
Additional artifacts result from distributing the starting noise values (I.E. the values you are interpolating among) at equal intervals - in this case, a grid. The highest & lowest values will only ever occur at these grid points - at least when using linear interpolation. Roughly speaking, patterns in the signal can lead to artifacts. Two potential ways I know of addressing this part of the problem are either using a nonlinear interpolation &/or randomly nudging the coordinates of the starting noise values to break up their regularity.
Libnoise has an explanation of generating coherent noise which covers these problems & solutions in greater depth with some nice illustrations. You could also peek at the source if you need see how it deals with these problems. And as richard-tingle already mentioned, simplex noise was designed to correct the artifact problems inherent in Perlin noise; it's a little tougher to get your head around, but it's a solid technique.

Optimization method for finding floating status of an object

The problem to solve is finding the floating status of a floating body, given its weight and the center of gravity.
The function i use calculates the displaced volume and center of bouyance of the body given sinkage, heel and trim.
Where sinkage is a length unit and heel/trim is an angle limited to a value from -90 to 90.
The floating status is found when displaced volum is equal to weight and the center of gravity is in a vertical line with center of bouancy.
I have this implemeted as a non-linear Newton-Raphson root finding problem with 3 variables (sinkage, trim, heel) and 3 equations.
This method works, but needs good initial guesses. So I am hoping to find either a better approach for this, or a good method to find the initial values.
Below is the code for the newton and jacobian algorithm used for the Newton-Raphson iteration. The function volume takes the parameters sinkage, heel and trim. And returns volume, and the coordinates for center of bouyancy.
I also included the maxabs and GSolve2 algorithms, I belive these are taken from Numerical Recipies.
void jacobian(float x[], float weight, float vcg, float tcg, float lcg, float jac[][3], float f0[]) {
float h = 0.0001f;
float temp;
float j_volume, j_vcb, j_lcb, j_tcb;
float f1[3];
volume(x[0], x[1], x[2], j_volume, j_lcb, j_vcb, j_tcb);
f0[0] = j_volume-weight;
f0[1] = j_tcb-tcg;
f0[2] = j_lcb-lcg;
for (int i=0;i<3;i++) {
temp = x[i];
x[i] = temp + h;
volume(x[0], x[1], x[2], j_volume, j_lcb, j_vcb, j_tcb);
f1[0] = j_volume-weight;
f1[1] = j_tcb-tcg;
f1[2] = j_lcb-lcg;
x[i] = temp;
jac[0][i] = (f1[0]-f0[0])/h;
jac[1][i] = (f1[1]-f0[1])/h;
jac[2][i] = (f1[2]-f0[2])/h;
}
}
void newton(float weight, float vcg, float tcg, float lcg, float &sinkage, float &heel, float &trim) {
float x[3] = {10,1,1};
float accuracy = 0.000001f;
int ntryes = 30;
int i = 0;
float jac[3][3];
float max;
float f0[3];
float gauss_f0[3];
while (i < ntryes) {
jacobian(x, weight, vcg, tcg, lcg, jac, f0);
if (sqrt((f0[0]*f0[0]+f0[1]*f0[1]+f0[2]*f0[2])/2) < accuracy) {
break;
}
gauss_f0[0] = -f0[0];
gauss_f0[1] = -f0[1];
gauss_f0[2] = -f0[2];
GSolve2(jac, 3, gauss_f0);
x[0] = x[0]+gauss_f0[0];
x[1] = x[1]+gauss_f0[1];
x[2] = x[2]+gauss_f0[2];
// absmax(x) - Return absolute max value from an array
max = absmax(x);
if (max < 1) max = 1;
if (sqrt((gauss_f0[0]*gauss_f0[0]+gauss_f0[1]*gauss_f0[1]+gauss_f0[2]*gauss_f0[2])) < accuracy*max) {
x[0]=x2[0];
x[1]=x2[1];
x[2]=x2[2];
break;
}
i++;
}
sinkage = x[0];
heel = x[1];
trim = x[2];
}
int GSolve2(float a[][3],int n,float b[]) {
float x,sum,max,temp;
int i,j,k,p,m,pos;
int nn = n-1;
for (k=0;k<=n-1;k++)
{
/* pivot*/
max=fabs(a[k][k]);
pos=k;
for (p=k;p<n;p++){
if (max < fabs(a[p][k])){
max=fabs(a[p][k]);
pos=p;
}
}
if (ABS(a[k][pos]) < EPS) {
writeLog("Matrix is singular");
break;
}
if (pos != k) {
for(m=k;m<n;m++){
temp=a[pos][m];
a[pos][m]=a[k][m];
a[k][m]=temp;
}
}
/* convert to upper triangular form */
if ( fabs(a[k][k])>=1.e-6)
{
for (i=k+1;i<n;i++)
{
x = a[i][k]/a[k][k];
for (j=k+1;j<n;j++) a[i][j] = a[i][j] -a[k][j]*x;
b[i] = b[i] - b[k]*x;
}
}
else
{
writeLog("zero pivot found in line:%d",k);
return 0;
}
}
/* back substitution */
b[nn] = b[nn] / a[nn][nn];
for (i=n-2;i>=0;i--)
{
sum = b[i];
for (j=i+1;j<n;j++)
sum = sum - a[i][j]*b[j];
b[i] = sum/a[i][i];
}
return 0;
}
float absmax(float x[]) {
int i = 1;
int n = sizeof(x);
float max = x[0];
while (i < n) {
if (max < x[i]) {
max = x[i];
}
i++;
}
return max;
}
Have you considered some stochastic search methods to find the initial value and then fine-tuning with Newton Raphson? One possibility is evolutionary computation, you can use the Inspyred package. For a physical problem similar in many ways to the one you describe, look at this example: http://inspyred.github.com/tutorial.html#lunar-explorer
What about using a damped version of Newton's method? You could quite easily modify your implementation to make it. Think about Newton's method as finding a direction
d_k = f(x_k) / f'(x_k)
and updating the variable
x_k+1 = x_k - L_k d_k
In the usual Newton's method, L_k is always 1, but this might create overshoots or undershoots. So, let your method chose L_k. Suppose that your method usually overshoots. A possible strategy consists in taking the largest L_k in the set {1,1/2,1/4,1/8,... L_min} such that the condition
|f(x_k+1)| <= (1-L_k/2) |f(x_k)|
is satisfied (or L_min if none of the values satisfies this criteria).
With the same criteria, another possible strategy is to start with L_0=1 and if the criteria is not met, try with L_0/2 until it works (or until L_0 = L_min). Then for L_1, start with min(1, 2L_0) and do the same. Then start with L_2=min(1, 2L_1) and so on.
By the way: are you sure that your problem has a unique solution? I guess that the answer to this question depends on the shape of your object. If you have a rugby ball, there's one angle that you cannot fix. So if your shape is close to such an object, I would not be surprised that the problem is difficult to solve for that angle.