算法
填充每个节点的下一个右侧节点指针
给定一个完美二叉树,其所有叶子节点都在同一层,每个父节点都有两个子节点。二叉树定义如下:
struct Node {
int val;
Node *left;
Node *right;
Node *next;
}
填充它的每个 next 指针,让这个指针指向其下一个右侧节点。如果找不到下一个右侧节点,则将 next 指针设置为 NULL。
初始状态下,所有 next 指针都被设置为 NULL。
输入:{"$id":"1","left":{"$id":"2","left":{"$id":"3","left":null,"next":null,"right":null,"val":4},"next":null,"right":{"$id":"4","left":null,"next":null,"right":null,"val":5},"val":2},"next":null,"right":{"$id":"5","left":{"$id":"6","left":null,"next":null,"right":null,"val":6},"next":null,"right":{"$id":"7","left":null,"next":null,"right":null,"val":7},"val":3},"val":1}
输出:{"$id":"1","left":{"$id":"2","left":{"$id":"3","left":null,"next":{"$id":"4","left":null,"next":{"$id":"5","left":null,"next":{"$id":"6","left":null,"next":null,"right":null,"val":7},"right":null,"val":6},"right":null,"val":5},"right":null,"val":4},"next":{"$id":"7","left":{"$ref":"5"},"next":null,"right":{"$ref":"6"},"val":3},"right":{"$ref":"4"},"val":2},"next":null,"right":{"$ref":"7"},"val":1}
解释:给定二叉树如图 A 所示,你的函数应该填充它的每个 next 指针,以指向其下一个右侧节点,如图 B 所示。
var connect = function(root) {
if(!root) return root
if(root.left && root.right){
root.left.next = root.right;
if(root.next){
root.right.next = root.next.left
}
}
connect(root.left);
connect(root.right);
return root
};
模型组成
单个模型的移动会对引发其他关节的联动,简单的关系是单向联动,复杂的是双向联动,比如手臂,大臂摇摆小臂会随之摆动。
单关节的运动相当于围绕两个关节的相交节点旋转,由入节点到出节点转动
var VSHADER_SOURCE = `
attribute vec4 a_Position;
attribute vec4 a_Normal;
uniform mat4 u_MvpMatrix;
uniform mat4 u_NormalMatrix;
varying vec4 v_Color;
void main() {
gl_Position = u_MvpMatrix * a_Position;
vec3 lightDirection = normalize(vec3(0.0, 0.5, 0.7));
vec4 color = vec4(1.0, 0.4, 0.0, 1.0);
vec3 normal = normalize((u_NormalMatrix * a_Normal).xyz);
float nDotL = max(dot(normal, lightDirection), 0.0);
v_Color = vec4(color.rgb * nDotL + vec3(0.1), color.a);
}
`;
var FSHADER_SOURCE = `
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
`;
var gl = canvas.getContext('webgl');
initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)
this.gl = gl;
var n = this.initVertexBuffers(gl)
// gl.clearColor(0, 0, 0, 1);
gl.enable(gl.DEPTH_TEST);
// Get the storage locations of uniform variables
var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
var u_NormalMatrix = gl.getUniformLocation(gl.program, 'u_NormalMatrix');
if (!u_MvpMatrix || !u_NormalMatrix) {
console.log('Failed to get the storage location');
return;
}
// 计算视图投影矩阵
var viewProjMatrix = new Matrix4();
viewProjMatrix.setPerspective(50.0, canvas.width / canvas.height, 1.0, 100.0);
viewProjMatrix.lookAt(20.0, 10.0, 30.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
// 注册键盘事件响应函数
document.onkeydown = function(ev){ keydown(ev, gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix); };
draw(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix); // Draw the robot arm
initVertexBuffers(gl){
// Vertex coordinates(a cuboid 3.0 in width, 10.0 in height, and 3.0 in length with its origin at the center of its bottom)
var vertices = new Float32Array([
1.5, 10.0, 1.5, -1.5, 10.0, 1.5, -1.5, 0.0, 1.5, 1.5, 0.0, 1.5, // v0-v1-v2-v3 front
1.5, 10.0, 1.5, 1.5, 0.0, 1.5, 1.5, 0.0,-1.5, 1.5, 10.0,-1.5, // v0-v3-v4-v5 right
1.5, 10.0, 1.5, 1.5, 10.0,-1.5, -1.5, 10.0,-1.5, -1.5, 10.0, 1.5, // v0-v5-v6-v1 up
-1.5, 10.0, 1.5, -1.5, 10.0,-1.5, -1.5, 0.0,-1.5, -1.5, 0.0, 1.5, // v1-v6-v7-v2 left
-1.5, 0.0,-1.5, 1.5, 0.0,-1.5, 1.5, 0.0, 1.5, -1.5, 0.0, 1.5, // v7-v4-v3-v2 down
1.5, 0.0,-1.5, -1.5, 0.0,-1.5, -1.5, 10.0,-1.5, 1.5, 10.0,-1.5 // v4-v7-v6-v5 back
]);
// Normal
var normals = new Float32Array([
0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, // v0-v1-v2-v3 front
1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // v0-v3-v4-v5 right
0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // v0-v5-v6-v1 up
-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, // v1-v6-v7-v2 left
0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, // v7-v4-v3-v2 down
0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0 // v4-v7-v6-v5 back
]);
// Indices of the vertices
var indices = new Uint8Array([
0, 1, 2, 0, 2, 3, // front
4, 5, 6, 4, 6, 7, // right
8, 9,10, 8,10,11, // up
12,13,14, 12,14,15, // left
16,17,18, 16,18,19, // down
20,21,22, 20,22,23 // back
]);
// Write the vertex property to buffers (coordinates and normals)
if (!initArrayBuffer(gl, 'a_Position', vertices, gl.FLOAT, 3)) return -1;
if (!initArrayBuffer(gl, 'a_Normal', normals, gl.FLOAT, 3)) return -1;
// Unbind the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, null);
// Write the indices to the buffer object
var indexBuffer = gl.createBuffer();
if (!indexBuffer) {
console.log('Failed to create the buffer object');
return -1;
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
return indices.length;
}
var ANGLE_STEP = 3.0; // 每次按键转动的角度
var g_arm1Angle = -90.0; // arm1的当前角度
var g_joint1Angle = 0.0; // joint1d的当前角度(即arm2的角度)
function keydown(ev, gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix) {
switch (ev.keyCode) {
case 38: // Up arrow key -> the positive rotation of joint1 around the z-axis
if (g_joint1Angle < 135.0) g_joint1Angle += ANGLE_STEP;
break;
case 40: // Down arrow key -> the negative rotation of joint1 around the z-axis
if (g_joint1Angle > -135.0) g_joint1Angle -= ANGLE_STEP;
break;
case 39: // Right arrow key -> the positive rotation of arm1 around the y-axis
g_arm1Angle = (g_arm1Angle + ANGLE_STEP) % 360;
break;
case 37: // Left arrow key -> the negative rotation of arm1 around the y-axis
g_arm1Angle = (g_arm1Angle - ANGLE_STEP) % 360;
break;
default: return; // Skip drawing at no effective action
}
// Draw the robot arm
draw(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix);
}
function initArrayBuffer(gl, attribute, data, type, num) {
// Create a buffer object
var buffer = gl.createBuffer();
if (!buffer) {
console.log('Failed to create the buffer object');
return false;
}
// Write date into the buffer object
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
// Assign the buffer object to the attribute variable
var a_attribute = gl.getAttribLocation(gl.program, attribute);
if (a_attribute < 0) {
console.log('Failed to get the storage location of ' + attribute);
return false;
}
gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
// Enable the assignment of the buffer object to the attribute variable
gl.enableVertexAttribArray(a_attribute);
return true;
}
// 坐标变换矩阵
var g_modelMatrix = new Matrix4(), g_mvpMatrix = new Matrix4();
function draw(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix) {
// Clear color and depth buffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Arm1
var arm1Length = 10.0; // Length of arm1
g_modelMatrix.setTranslate(0.0, -12.0, 0.0);
g_modelMatrix.rotate(g_arm1Angle, 0.0, 1.0, 0.0); // Rotate around the y-axis
drawBox(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix); // Draw
// Arm2
g_modelMatrix.translate(0.0, arm1Length, 0.0); // Move to joint1 这里用到translate,是在之前的基础上向上平移一个arm1的高度
g_modelMatrix.rotate(g_joint1Angle, 0.0, 0.0, 1.0); // Rotate around the z-axis
g_modelMatrix.scale(1.3, 1.0, 1.3); // 让立方体粗一点
drawBox(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix); // Draw
}
var g_normalMatrix = new Matrix4(); // Coordinate transformation matrix for normals
// 绘制立方体
function drawBox(gl, n, viewProjMatrix, u_MvpMatrix, u_NormalMatrix) {
// Calculate the model view project matrix and pass it to u_MvpMatrix
g_mvpMatrix.set(viewProjMatrix);
g_mvpMatrix.multiply(g_modelMatrix);
gl.uniformMatrix4fv(u_MvpMatrix, false, g_mvpMatrix.elements);
// Calculate the normal transformation matrix and pass it to u_NormalMatrix
g_normalMatrix.setInverseOf(g_modelMatrix);
g_normalMatrix.transpose();
gl.uniformMatrix4fv(u_NormalMatrix, false, g_normalMatrix.elements);
// Draw
gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
}
多节点模型
多节点模型就是理清依赖关系,然运动的关节与运动关节之间有某个可以用算法表达的依赖关系,只是这个关系会比较复杂,理清之后对关系依赖进行表达