blob: 911afba2bc0a0224f6d6d3d49958c5f459eebe16 [file] [log] [blame]
#include "common/math/kasa.h"
#include <stdint.h>
#include <sys/types.h>
#include "common/math/mat.h"
void kasaReset(struct KasaFit *kasa) {
kasa->acc_mean_x = kasa->acc_mean_y = kasa->acc_mean_z = 0.0f;
kasa->acc_x = kasa->acc_y = kasa->acc_z = kasa->acc_w = 0.0f;
kasa->acc_xx = kasa->acc_xy = kasa->acc_xz = kasa->acc_xw = 0.0f;
kasa->acc_yy = kasa->acc_yz = kasa->acc_yw = 0.0f;
kasa->acc_zz = kasa->acc_zw = 0.0f;
kasa->nsamples = 0;
}
void kasaInit(struct KasaFit *kasa) { kasaReset(kasa); }
void kasaAccumulate(struct KasaFit *kasa, float x, float y, float z) {
// KASA fit runs into numerical accuracy issues for large offset and small
// radii. Assuming that all points are on an sphere we can substract the
// first x,y,z value from all incoming data, making sure that the sphere will
// always go through 0,0,0 ensuring the highest possible numerical accuracy.
if (kasa->nsamples == 0) {
kasa->acc_mean_x = x;
kasa->acc_mean_y = y;
kasa->acc_mean_z = z;
}
x = x - kasa->acc_mean_x;
y = y - kasa->acc_mean_y;
z = z - kasa->acc_mean_z;
// Accumulation.
float w = x * x + y * y + z * z;
kasa->acc_x += x;
kasa->acc_y += y;
kasa->acc_z += z;
kasa->acc_w += w;
kasa->acc_xx += x * x;
kasa->acc_xy += x * y;
kasa->acc_xz += x * z;
kasa->acc_xw += x * w;
kasa->acc_yy += y * y;
kasa->acc_yz += y * z;
kasa->acc_yw += y * w;
kasa->acc_zz += z * z;
kasa->acc_zw += z * w;
kasa->nsamples += 1;
}
bool kasaNormalize(struct KasaFit *kasa) {
if (kasa->nsamples == 0) {
return false;
}
float inv = 1.0f / kasa->nsamples;
kasa->acc_x *= inv;
kasa->acc_y *= inv;
kasa->acc_z *= inv;
kasa->acc_w *= inv;
kasa->acc_xx *= inv;
kasa->acc_xy *= inv;
kasa->acc_xz *= inv;
kasa->acc_xw *= inv;
kasa->acc_yy *= inv;
kasa->acc_yz *= inv;
kasa->acc_yw *= inv;
kasa->acc_zz *= inv;
kasa->acc_zw *= inv;
return true;
}
int kasaFit(struct KasaFit *kasa, struct Vec3 *bias, float *radius,
float max_fit, float min_fit) {
// A * out = b
// (4 x 4) (4 x 1) (4 x 1)
struct Mat44 A;
A.elem[0][0] = kasa->acc_xx;
A.elem[0][1] = kasa->acc_xy;
A.elem[0][2] = kasa->acc_xz;
A.elem[0][3] = kasa->acc_x;
A.elem[1][0] = kasa->acc_xy;
A.elem[1][1] = kasa->acc_yy;
A.elem[1][2] = kasa->acc_yz;
A.elem[1][3] = kasa->acc_y;
A.elem[2][0] = kasa->acc_xz;
A.elem[2][1] = kasa->acc_yz;
A.elem[2][2] = kasa->acc_zz;
A.elem[2][3] = kasa->acc_z;
A.elem[3][0] = kasa->acc_x;
A.elem[3][1] = kasa->acc_y;
A.elem[3][2] = kasa->acc_z;
A.elem[3][3] = 1.0f;
struct Vec4 b;
initVec4(&b, -kasa->acc_xw, -kasa->acc_yw, -kasa->acc_zw, -kasa->acc_w);
struct Size4 pivot;
mat44DecomposeLup(&A, &pivot);
struct Vec4 out;
mat44Solve(&A, &out, &b, &pivot);
// sphere: (x - xc)^2 + (y - yc)^2 + (z - zc)^2 = r^2
//
// xc = -out[0] / 2, yc = -out[1] / 2, zc = -out[2] / 2
// r = sqrt(xc^2 + yc^2 + zc^2 - out[3])
struct Vec3 v;
initVec3(&v, out.x, out.y, out.z);
vec3ScalarMul(&v, -0.5f);
float r_square = vec3Dot(&v, &v) - out.w;
float r = (r_square > 0) ? sqrtf(r_square) : 0;
// Need to correct the bias with the first sample, which was used to shift
// the sphere in order to have best accuracy.
initVec3(bias, v.x + kasa->acc_mean_x, v.y + kasa->acc_mean_y,
v.z + kasa->acc_mean_z);
*radius = r;
int success = 0;
if (r > min_fit && r < max_fit) {
success = 1;
}
return success;
}