Any one know a good code in order to compute the near point in a spline to a given point?
Thanks in advance
Any one know a good code in order to compute the near point in a spline to a given point?
Thanks in advance
mmm... perhaps finding the closest point on the polyline hull will work or give a reasonably close result in some cases.
Ask in a comp.algorithms group
V-man
------------------------------
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
Hi,
Please see my reply in this thread: http://www.opengl.org/discussion_boa...ML/002519.html
it gives the basic way to find an exact solution of the problem. It is usually faster than the approximation approach.
Regards
Martin
Hi,
Sorry, you actually asked for a solution in the general spline case. So for it you can use the fact that the spline is a polynomial between every two succesive control points/knots. Then you use the numerical method described in the thread which I mentioned above.
If the used basis are the BSplines, then finding this polynomial is usually trivial - depending of the spline order. In case you use dont use compact functions basis, it is a bit harder...
Regards
Martin
[This message has been edited by martin_marinov (edited 10-29-2002).]