move verification code to a separate class (Verification)

This commit is contained in:
denizdiktas 2023-08-16 11:45:27 +03:00
parent 1015f04679
commit bf4edb99f6
5 changed files with 183 additions and 120 deletions

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@ -104,6 +104,7 @@ file(GLOB source_files
Message_manager.h Message_manager.cpp
Timer.h
Tools.h Tools.cpp
Verification.h Verification.cpp
)
source_group( "Source Files" FILES ${source_files} )

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@ -25,8 +25,15 @@
#include "Shapefile.h"
#include "Timer.h"
#include "Tools.h"
#include "Verification.h"
namespace
{
// used when dimming / highlighting selected countries
float s_dimming_factor = 0.4;
}
Main_widget::~Main_widget()
{
// Make sure the context is current when deleting the texture and the buffers.
@ -34,8 +41,6 @@ Main_widget::~Main_widget()
doneCurrent();
}
float dimming_factor = 0.4;
void Main_widget::mousePressEvent(QMouseEvent* e)
{
// forward the event to the camera manipulators
@ -108,7 +113,7 @@ void Main_widget::mousePressEvent(QMouseEvent* e)
// dim the previous country color
auto& prev_country = m_country_triangles[prev_selected_country];
auto color = prev_country->get_color();
color *= dimming_factor;
color *= s_dimming_factor;
color.setW(1);
prev_country->set_color(color);
}
@ -118,7 +123,7 @@ void Main_widget::mousePressEvent(QMouseEvent* e)
// highlight the current country color
auto& curr_country = m_country_triangles[selected_country];
auto color = curr_country->get_color();
color /= dimming_factor;
color /= s_dimming_factor;
color.setW(1);
curr_country->set_color(color);
qDebug() << "SELECTED COUNTRY: " << selected_country;
@ -213,31 +218,6 @@ void Main_widget::keyPressEvent(QKeyEvent* event)
}
void Main_widget::verify_antarctica_node_is_redundant()
{
Kml::Node n1(178.277211542064, -84.4725179992025),
n2(180.0, -84.71338),
n3(-179.942499356179, -84.7214433735525);
// 1) check if it is collinear with its neighboring nodes:
// all of the vectors in 3D must lie in the same plane
auto v1 = n1.get_coords_3f();
auto v2 = n2.get_coords_3f();
auto v3 = n3.get_coords_3f();
auto n = QVector3D::crossProduct(v1, v3);
n.normalize();
std::cout << "** DOT PRODUCT = " << QVector3D::dotProduct(n, v2) << std::endl;
// 2) check if it is between its neighbors (check if r,s > 0)
auto det = [](float ax, float ay, float bx, float by)
{ return ax * by - ay * bx; };
auto D = det(v1.x(), v1.y(), v3.x(), v3.y());
auto Dr = det(v2.x(), v2.y(), v3.x(), v3.y());
auto Ds = det(v1.x(), v1.y(), v2.x(), v2.y());
auto r = Dr / D;
auto s = Ds / D;
std::cout << "r = " << r << "\ns=" << s << std::endl;
}
void Main_widget::init_problematic_nodes()
{
Kml::Nodes prob_nodes = {
@ -256,10 +236,10 @@ void Main_widget::init_problematic_nodes()
void Main_widget::initializeGL()
{
// verify that the node (180.0, -84.71338) in Antarctica is redundant
//verify_antarctica_node_is_redundant();
//Verification::verify_antarctica_node_is_redundant();
//init_problematic_nodes();
m_mouse_pos = QVector3D(0, -1.1, 0);
m_mouse_pos = QVector3D(0, -1, 0);
m_mouse_vertex = std::make_unique<SingleVertex>(m_mouse_pos);
@ -349,7 +329,7 @@ void Main_widget::initializeGL()
auto color = QVector4D(rndm(), rndm(), rndm(), 1);
auto m = std::max(color.x(), std::max(color.y(), color.z()));
color /= m;
color *= dimming_factor;
color *= s_dimming_factor;
color.setW(1);
country_triangles->set_color(color);
//country_triangles->set_color(colors[color_map[country_name]]);
@ -498,89 +478,7 @@ float Main_widget::compute_backprojected_error(float pixel_error)
//find_minimum_projected_error_on_sphere(err);
return err;
}
void Main_widget::find_minimum_projected_error_on_sphere(float we)
{
QRect vp(0, 0, m_vp_width, m_vp_height);
auto proj = m_camera.get_projection_matrix();
auto view = m_camera.get_view_matrix();
QMatrix4x4 model;
auto model_view = view * model;
float max_err = 0;
float max_theta = -1;
float max_phi = -1;
int num_divs = 200;
const float dtheta = M_PI_2 / num_divs;
const float dphi = M_PI_2 / num_divs;
const float r1 = 1.f;
const float r2 = r1 - we;
for (int i = 0; i <= num_divs; i++)
{
const float theta = dtheta * i;
const float cos_theta = std::cos(theta);
const float sin_theta = std::sin(theta);
for (int j = 0; j <= num_divs; j++)
{
QVector3D p1, p2;
const float phi = dphi * j;
const float cos_phi = std::cos(phi);
const float sin_phi = std::sin(phi);
// p1
const float r1xz = r1 * sin_phi;
p1.setY(r1 * cos_phi);
p1.setX(r1xz * cos_theta);
p1.setZ(r1xz * sin_theta);
// p2
const float r2xz = r2 * sin_phi;
p2.setY(r2 * cos_phi);
p2.setX(r2xz * cos_theta);
p2.setZ(r2xz * sin_theta);
auto wp1 = p1.project(model_view, proj, vp);
auto wp2 = p2.project(model_view, proj, vp);
const auto pe = wp1.distanceToPoint(wp2);
if (max_err < pe)
{
max_err = pe;
max_theta = theta;
max_phi = phi;
}
}
}
std::cout << "max err = " << max_err << std::endl;
std::cout << "max phi = " << max_phi * 180 / M_PI << std::endl;
std::cout << "max theta = " << max_theta * 180 / M_PI << std::endl;
auto wp1 = QVector3D(0, r1, 0).project(model_view, proj, vp);
auto wp2 = QVector3D(0, r2, 0).project(model_view, proj, vp);
auto pe = wp1.distanceToPoint(wp2);
std::cout << "polar err = " << pe << std::endl;
wp1 = QVector3D(r1, 0, 0).project(model_view, proj, vp);
wp2 = QVector3D(r2, 0, 0).project(model_view, proj, vp);
pe = wp1.distanceToPoint(wp2);
std::cout << "x-axis err = " << pe << std::endl;
wp1 = QVector3D(0, 0, 1).project(model_view, proj, vp);
wp2 = QVector3D(we, 0, 1).project(model_view, proj, vp);
pe = wp1.distanceToPoint(wp2);
std::cout << "nearest proj err = " << pe << std::endl;
wp1 = QVector3D(0, 0, -1).project(model_view, proj, vp);
wp2 = QVector3D(we, 0, -1).project(model_view, proj, vp);
pe = wp1.distanceToPoint(wp2);
std::cout << "farthest proj err = " << pe << std::endl;
// project the origin on the screen (to check if it projects to the mid-vp)
//std::cout << QVector3D(0, 0, 0).project(model_view, proj, vp) << std::endl;
}
void Main_widget::resizeGL(int w, int h)
{

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@ -63,13 +63,13 @@ protected:
void init_country_selection();
// This is called when the required approximation of the arcs is below the
// currently required one defined by the zoom level and window size. If you
// zoom-in or increase the window-size this can be called. But once a minimum
// approximation error is needed, it will stay there until futher change.
// SEE the definition of "m_current_approx_error" member variable below!
float compute_backprojected_error(float pixel_error);
// Use this to find the approximate of the true minimum projected error.
// we are ot using this complicated method, but provide it for completeness.
void find_minimum_projected_error_on_sphere(float we);
// verify that the node (180.0, -84.71338) in Antarctica is redundant
void verify_antarctica_node_is_redundant();
// init problematic vertices: these are the vertices incident to deg-4 vertex
void init_problematic_nodes();
@ -89,6 +89,7 @@ private:
// This is used to identify the Caspian Sea!
std::unique_ptr<Line_strips> m_new_faces;
// These are used to highlight the picked position by right-mouse click
QVector3D m_mouse_pos;
std::unique_ptr<SingleVertex> m_mouse_vertex;

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@ -0,0 +1,126 @@
// Copyright(c) 2012, 2020 Tel - Aviv University(Israel).
// All rights reserved.
//
// This file is part of CGAL (www.cgal.org).
//
// SPDX-License-Identifier: LGPL-3.0-or-later OR LicenseRef-Commercial
//
// Author(s): Engin Deniz Diktas <denizdiktas@gmail.com>
#include "Verification.h"
#include <iostream>
#include "Kml_reader.h"
void Verification::find_minimum_projected_error_on_sphere(float we, Camera& cam,
int vp_width, int vp_height)
{
QRect vp(0, 0, vp_width, vp_height);
auto proj = cam.get_projection_matrix();
auto view = cam.get_view_matrix();
QMatrix4x4 model;
auto model_view = view * model;
float max_err = 0;
float max_theta = -1;
float max_phi = -1;
int num_divs = 200;
const float dtheta = M_PI_2 / num_divs;
const float dphi = M_PI_2 / num_divs;
const float r1 = 1.f;
const float r2 = r1 - we;
for (int i = 0; i <= num_divs; i++)
{
const float theta = dtheta * i;
const float cos_theta = std::cos(theta);
const float sin_theta = std::sin(theta);
for (int j = 0; j <= num_divs; j++)
{
QVector3D p1, p2;
const float phi = dphi * j;
const float cos_phi = std::cos(phi);
const float sin_phi = std::sin(phi);
// p1
const float r1xz = r1 * sin_phi;
p1.setY(r1 * cos_phi);
p1.setX(r1xz * cos_theta);
p1.setZ(r1xz * sin_theta);
// p2
const float r2xz = r2 * sin_phi;
p2.setY(r2 * cos_phi);
p2.setX(r2xz * cos_theta);
p2.setZ(r2xz * sin_theta);
auto wp1 = p1.project(model_view, proj, vp);
auto wp2 = p2.project(model_view, proj, vp);
const auto pe = wp1.distanceToPoint(wp2);
if (max_err < pe)
{
max_err = pe;
max_theta = theta;
max_phi = phi;
}
}
}
std::cout << "max err = " << max_err << std::endl;
std::cout << "max phi = " << max_phi * 180 / M_PI << std::endl;
std::cout << "max theta = " << max_theta * 180 / M_PI << std::endl;
auto wp1 = QVector3D(0, r1, 0).project(model_view, proj, vp);
auto wp2 = QVector3D(0, r2, 0).project(model_view, proj, vp);
auto pe = wp1.distanceToPoint(wp2);
std::cout << "polar err = " << pe << std::endl;
wp1 = QVector3D(r1, 0, 0).project(model_view, proj, vp);
wp2 = QVector3D(r2, 0, 0).project(model_view, proj, vp);
pe = wp1.distanceToPoint(wp2);
std::cout << "x-axis err = " << pe << std::endl;
wp1 = QVector3D(0, 0, 1).project(model_view, proj, vp);
wp2 = QVector3D(we, 0, 1).project(model_view, proj, vp);
pe = wp1.distanceToPoint(wp2);
std::cout << "nearest proj err = " << pe << std::endl;
wp1 = QVector3D(0, 0, -1).project(model_view, proj, vp);
wp2 = QVector3D(we, 0, -1).project(model_view, proj, vp);
pe = wp1.distanceToPoint(wp2);
std::cout << "farthest proj err = " << pe << std::endl;
// project the origin on the screen (to check if it projects to the mid-vp)
//std::cout << QVector3D(0, 0, 0).project(model_view, proj, vp) << std::endl;
}
void Verification::verify_antarctica_node_is_redundant()
{
Kml::Node n1(178.277211542064, -84.4725179992025),
n2(180.0, -84.71338),
n3(-179.942499356179, -84.7214433735525);
// 1) check if it is collinear with its neighboring nodes:
// all of the vectors in 3D must lie in the same plane
auto v1 = n1.get_coords_3f();
auto v2 = n2.get_coords_3f();
auto v3 = n3.get_coords_3f();
auto n = QVector3D::crossProduct(v1, v3);
n.normalize();
std::cout << "** DOT PRODUCT = " << QVector3D::dotProduct(n, v2) << std::endl;
// 2) check if it is between its neighbors (check if r,s > 0)
auto det = [](float ax, float ay, float bx, float by)
{ return ax * by - ay * bx; };
auto D = det(v1.x(), v1.y(), v3.x(), v3.y());
auto Dr = det(v2.x(), v2.y(), v3.x(), v3.y());
auto Ds = det(v1.x(), v1.y(), v2.x(), v2.y());
auto r = Dr / D;
auto s = Ds / D;
std::cout << "r = " << r << "\ns=" << s << std::endl;
}

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@ -0,0 +1,37 @@
// Copyright(c) 2012, 2020 Tel - Aviv University(Israel).
// All rights reserved.
//
// This file is part of CGAL (www.cgal.org).
//
// SPDX-License-Identifier: LGPL-3.0-or-later OR LicenseRef-Commercial
//
// Author(s): Engin Deniz Diktas <denizdiktas@gmail.com>
#ifndef VERIFICATION_H
#define VERIFICATION_H
#include <qvector3d.h>
#include <qmatrix4x4.h>
#include "Camera.h"
//
// This class contains code to verify or compute certain hypotheses
//
class Verification
{
public:
// Use this to find the approximate of the true minimum projected error.
// we are ot using this complicated method, but provide it for completeness.
static void find_minimum_projected_error_on_sphere(float we, Camera& cam,
int vp_width, int vp_height);
// verify that the node (180.0, -84.71338) in Antarctica is redundant
static void verify_antarctica_node_is_redundant();
};
#endif