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Author Topic: Best practise to: Smooth VertexArray data (from Mouse input)  (Read 1333 times)

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Blaxxun

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Best practise to: Smooth VertexArray data (from Mouse input)
« on: October 04, 2019, 02:14:10 am »
Hello forum,

I'am looking for a way to smooth some existing VertexArray data (x,y).
The data comes from user input via mouse or graphics tablet input.

Maybe somebody can point me into the right direction.
I think i cant implement this myself. So maybe there is some code out there that i can use in C++ ?

Thank you!

I've got this code already but it does not return proper x y coordinates:


void Smooth(sf::VertexArray& vertex)
{
        int n = vertex.getVertexCount();

        std::vector<int> r(n);
        std::vector<float> x;
        std::vector<float> y;

        for (int i = 0; i < n; i++)
        {
                x.emplace_back(vertex[i].position.x);
                y.emplace_back(vertex[i].position.y);

                std::cout << x[i] << " : " << y[i] << std::endl;
        }

        std::iota(r.begin(), r.end(), 0);

        float xm = std::accumulate(x.begin(), x.end(), 0.0) / x.size();
        float ym = std::accumulate(y.begin(), y.end(), 0.0) / y.size();
        float x2m = std::transform_reduce(r.begin(), r.end(), 0.0, std::plus<float>{}, [](float a) {return a * a; }) / r.size();
        float x3m = std::transform_reduce(r.begin(), r.end(), 0.0, std::plus<float>{}, [](float a) {return a * a * a; }) / r.size();
        float x4m = std::transform_reduce(r.begin(), r.end(), 0.0, std::plus<float>{}, [](float a) {return a * a * a * a; }) / r.size();

        float xym = std::transform_reduce(x.begin(), x.end(), y.begin(), 0.0, std::plus<float>{}, std::multiplies<float>{});
        xym /= fmin(x.size(), y.size());

        float x2ym = std::transform_reduce(x.begin(), x.end(), y.begin(), 0.0, std::plus<float>{}, [](float a, float b) { return a * a * b; });
        x2ym /= fmin(x.size(), y.size());

        float sxx = x2m - xm * xm;
        float sxy = xym - xm * ym;
        float sxx2 = x3m - xm * x2m;
        float sx2x2 = x4m - x2m * x2m;
        float sx2y = x2ym - x2m * ym;

        float b = (sxy * sx2x2 - sx2y * sxx2) / (sxx * sx2x2 - sxx2 * sxx2);
        float c = (sx2y * sxx - sxy * sxx2) / (sxx * sx2x2 - sxx2 * sxx2);
        float a = ym - b * xm - c * x2m;

        auto abc = [a, b, c](float xx) {
                return a + b * xx + c * xx*xx;
        };

        std::cout << "y = " << a << " + " << b << "x + " << c << "x^2" << std::endl;
        std::cout << " Input  Approximation" << std::endl;
        std::cout << " x   y     y1" << std::endl;
        //std::cout << sxx << std::endl;

        auto xit = x.cbegin();
        auto xend = x.cend();
        auto yit = y.cbegin();
        auto yend = y.cend();
        while (xit != xend && yit != yend) {
                printf("%2d %3d  %5.1f\n", xit, yit, abc(*xit));
                xit = std::next(xit);
                yit = std::next(yit);
        }
}

« Last Edit: October 04, 2019, 02:21:00 am by Blaxxun »

Blaxxun

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Re: Best practise to: Smooth VertexArray data (from Mouse input)
« Reply #1 on: October 04, 2019, 05:14:03 am »
Okay. As it seems for now... The Chaikin algorithm would be the best i think.

Was looking online for some code but i could only find this .vb code.

https://www.codeproject.com/Articles/1093960/D-Polyline-Vertex-Smoothing