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https://github.com/OpenSpace/OpenSpace.git
synced 2026-01-03 01:59:35 -06:00
found potential reasons for why par returns small values, might want to swap to rotate instead of trans on low DOF cases
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@@ -100,21 +100,21 @@ void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<P
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}
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double len = Q.x*Q.x + Q.y*Q.y + Q.z*Q.z;
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Q.w = sqrt(1.0 - len);
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glm::dvec3 newSurfacePoint = T + (Q * surfacePoint);
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glm::dvec3 newSurfacePoint = Q * (surfacePoint + T);
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glm::dvec2 newScreenPoint = ptr->toScreen(newSurfacePoint, ptr->camera, ptr->node, ptr->aspectRatio); // go back to screen-space
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if (x % 2) // return right variable
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return newScreenPoint.y;
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else
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return newScreenPoint.x;
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};
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// Gradient of func w.r.t par
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auto grad = [](double* g, double* par, int x, void* fdata) {
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auto grad = [](double* g, double* par, int x, void* fdata) { // should g[i] = 1.0 or the derivative -> project to screen -> .x or .y?
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FunctionData* ptr = reinterpret_cast<FunctionData*>(fdata);
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// Get current screen point from the id "x".
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glm::dvec3 surfacePoint = ptr->selectedPoints.at(x / 2);
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// s(xi,q) = toScreen(T + (Q * xi))
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// s'(xi,q) =
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g[0] = 1.0;
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g[1] = 1.0;
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std::vector<glm::dvec2> transform;
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transform.push_back(ptr->toScreen(glm::dvec3(1.0, 0.0, 0.0), ptr->camera, ptr->node, ptr->aspectRatio)); // Tx
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transform.push_back(ptr->toScreen(glm::dvec3(0.0, 1.0, 0.0), ptr->camera, ptr->node, ptr->aspectRatio)); // Ty
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@@ -125,6 +125,9 @@ void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<P
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Q.y = Q.z = 0.0;
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Q.w = sqrt(1.0 - Q.x*Q.x);
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transform.push_back(ptr->toScreen(Q * surfacePoint, ptr->camera, ptr->node, ptr->aspectRatio)); // Rx
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g[2] = 1.0;
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g[3] = 1.0;
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if (ptr->nDOF > 4) {
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Q.y = par[4];
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Q.x = Q.z = 0.0;
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@@ -135,21 +138,25 @@ void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<P
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Q.x = Q.y = 0.0;
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Q.w = sqrt(1.0 - Q.z*Q.z);
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transform.push_back(ptr->toScreen(Q * surfacePoint, ptr->camera, ptr->node, ptr->aspectRatio)); // Rz
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g[4] = 1.0;
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g[5] = 1.0;
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}
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}
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for (int i = 0; i < ptr->nDOF; ++i) {
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/*for (int i = 0; i < ptr->nDOF; ++i) {
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if (x % 2)
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g[i] = transform.at(i).y;
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else
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g[i] = transform.at(i).x;
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}
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}*/
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};
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SceneGraphNode* node = _selected.at(0).node;
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const int nCoord = list.size() * 2;
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int nDOF = std::min(nCoord, 6);
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double* par = new double[nDOF];
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double tPar[6] = { node->worldPosition().x, node->worldPosition().y, node->worldPosition().z, 0.0, 0.0, 0.0 };
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for (int i = 0; i < nDOF; ++i) // initial values of q or 0.0? (ie current model or no rotation/translation)
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par[i] = 0.0;
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std::vector<glm::dvec3> selectedPoints;
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@@ -187,8 +194,6 @@ void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<P
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for (int i = 0; i < nDOF; ++i)
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temp[i] = par[i];
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glm::dmat4 identityMat = glm::mat4(1.0);
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glm::dvec3 T = glm::dvec3(temp[0], temp[1], temp[2]);
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glm::dquat Q;
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Q.x = temp[3]; Q.y = temp[4]; Q.z = temp[5];
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@@ -200,10 +205,19 @@ void TouchInteraction::update(const std::vector<TuioCursor>& list, std::vector<P
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for (int i = 0; i < nDOF; ++i) {
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os << par[i] << ", ";
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}
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std::cout << "Levmarq success after " << nIterations << ", Print par[nDOF]: " << os.str() << "\n";
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std::cout << "Levmarq success after " << nIterations << " iterations, Print par[nDOF]: " << os.str() << "\n";
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_camera->rotate(Q);
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_camera->setPositionVec3(_camera->positionVec3() + T);
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/* Things to test - potential reasons why values are so small
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* initial values on par
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* redefine grad to be partial derivative (mostly par[3]-par[5])
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* change to add rotation on par[0]-par[2] instead
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* change lmstat init
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*/
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_camera->setPositionVec3(_camera->positionVec3() - T);
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_camera->rotate(glm::inverse(Q));
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// cleanup
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delete[] screenPoints;
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