improve contact clustering algorithm
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@ -32,27 +32,28 @@ public:
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g_camera.m_zoom = 10.0f;
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// Initialize observations
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b3StackArray<b3Observation, 256> tempObservations;
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tempObservations.Resize(90);
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for (u32 i = 0; i < tempObservations.Count(); ++i)
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for (u32 i = 0; i < 90; ++i)
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{
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float32 x = RandomFloat(-1.0f, 1.0f);
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float32 y = RandomFloat(-1.0f, 1.0f);
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float32 z = RandomFloat(-1.0f, 1.0f);
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tempObservations[i].point.Set(x, y, z);
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tempObservations[i].point = b3Normalize(tempObservations[i].point);
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tempObservations[i].cluster = 0xFFFFFFFF;
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b3Observation obs;
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obs.point.Set(x, y, z);
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obs.point = b3Normalize(obs.point);
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obs.cluster = B3_NULL_CLUSTER;
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m_solver.AddObservation(obs);
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}
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// Initialize clusters
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b3StackArray<b3Cluster, 3> tempClusters;
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b3InitializeClusters(tempClusters, tempObservations);
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m_solver.Solve();
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// Clusterize
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b3Clusterize(m_clusters, m_observs, tempClusters, tempObservations);
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for (u32 i = 0; i < m_clusters.Count(); ++i)
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const b3Array<b3Cluster>& clusters = m_solver.GetClusters();
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m_colors.Resize(clusters.Count());
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for (u32 i = 0; i < clusters.Count(); ++i)
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{
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m_colors[i] = b3Color(RandomFloat(0.0f, 1.0f), RandomFloat(0.0f, 1.0f), RandomFloat(0.0f, 1.0f));
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}
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@ -60,14 +61,17 @@ public:
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void Step()
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{
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for (u32 i = 0; i < m_clusters.Count(); ++i)
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const b3Array<b3Observation>& observations = m_solver.GetObservations();
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const b3Array<b3Cluster>& clusters = m_solver.GetClusters();
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for (u32 i = 0; i < clusters.Count(); ++i)
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{
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g_debugDraw->DrawSegment(b3Vec3(0, 0, 0), m_clusters[i].centroid, b3Color(1, 1, 1));
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g_debugDraw->DrawPoint(m_clusters[i].centroid, 4.0f, m_colors[i]);
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g_debugDraw->DrawSegment(b3Vec3(0, 0, 0), clusters[i].centroid, b3Color(1, 1, 1));
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g_debugDraw->DrawPoint(clusters[i].centroid, 4.0f, m_colors[i]);
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for (u32 j = 0; j < m_observs.Count(); ++j)
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for (u32 j = 0; j < observations.Count(); ++j)
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{
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b3Observation obs = m_observs[j];
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b3Observation obs = observations[j];
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if (obs.cluster == i)
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{
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g_debugDraw->DrawPoint(obs.point, 4.0f, m_colors[i]);
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@ -81,9 +85,9 @@ public:
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return new Cluster();
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}
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b3StackArray<b3Observation, 256> m_observs;
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b3StackArray<b3Cluster, 3> m_clusters;
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b3Color m_colors[3];
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b3ClusterSolver m_solver;
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b3StackArray<b3Color, 32> m_colors;
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};
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#endif
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