maya python iterating a big number of vertex - python

I am writing a script in python for maya to swap vertex position from one side to another.
Since I want the flipping to be topology based I am using the topological symmetry selection tool to find the vertex correspondence.
I managed to do that using filterExpand and xform.
The problem is that it is quite slow on a large poly count mesh and I was wondering how this could be done using openMaya instead.
import maya.cmds as cmds
def flipMesh():
sel=cmds.ls(sl=1)
axis={'x':0,'y':1,'z':2}
reverse=[1.0,1.0,1.0]
#quring the axtive symmetry axis
activeaxis=cmds.symmetricModelling(q=1, axis=1)
reverse[axis[activeaxis]]=-1.0
#getting the vertex count
verts=cmds.polyEvaluate(v=1)
#selecting all vertex
cmds.select(sel[0]+'.vtx[0:'+str(verts)+']')
#getting all the positive vertex
posit=cmds.filterExpand(sm=31,ex=1,smp=1)
seam=cmds.filterExpand(sm=31,ex=1,sms=1)
#swapping position on the positive side with the negative side
for pos in posit:
cmds.select(pos, sym=True)
neg=cmds.filterExpand(sm=31,ex=1,smn=1)
posT=cmds.xform(pos, q=1, t=1)
negT=cmds.xform(neg[0], q=1, t=1)
cmds.xform(pos,t=[a*b for a,b in zip(negT,reverse)])
cmds.xform(neg[0],t=[a*b for a,b in zip(posT,reverse)])
#inverting position on the seam
for each in seam:
seamP=cmds.xform(each, q=1, t=1)
seaminvP=[a*b for a,b in zip(seamP,reverse)]
cmds.xform(each, t=(seaminvP))
cmds.select(sel)
Thanks
Maurizio

You can try out OpenMaya.MFnMesh to get and set your vertices.
Here's an example that will simply mirror all points of a selected object along their z axis:
import maya.OpenMaya as OpenMaya
# Get selected object
mSelList = OpenMaya.MSelectionList()
OpenMaya.MGlobal.getActiveSelectionList(mSelList)
sel = OpenMaya.MItSelectionList(mSelList)
path = OpenMaya.MDagPath()
sel.getDagPath(path)
# Attach to MFnMesh
MFnMesh = OpenMaya.MFnMesh(path)
# Create empty point array to store new points
newPointArray = OpenMaya.MPointArray()
for i in range( MFnMesh.numVertices() ):
# Create a point, and mirror it
newPoint = OpenMaya.MPoint()
MFnMesh.getPoint(i, newPoint)
newPoint.z = -newPoint.z
newPointArray.append(newPoint)
# Set new points to mesh all at once
MFnMesh.setPoints(newPointArray)
Instead of moving them one at at time you can use MFnMesh.setPoints to set them all at once. You'll have to adapt your logic to this, but hopefully this will help you out manipulating with Maya's api. I should also note that you would also have to resolve normals afterwards.

Related

Maya: Get/Set vertex Normal in world space?

i'm working on small tool which bake custom pivot.Sounds like nothing special.
The thing is when I run comand bakeCustomPivot, it also brakes custom normals which must keep their orientation all time in my case. The first idea that came into mind is to save vertices normal before bake and restore them after they have changed.But now I have real problem.
cmds.polyNormalPerVertex( q=1, normalX=1) returns values which are equal to values I got after pivot was baket since normals change their orientation with object pivot orientation in same way.
My step was to get difference beetwen pivot orientation before and after pivot bake and next step is to add this difference to normal value. Unfortunatelly it did not help.
So after short brainstorm I decided to try another way and get vertex normal value in world space directly.
Actually this is where by brainstorm stopped)
This will help to undrestand more clearly what I mean. Just run it
import maya.cmds as cmds
import maya.mel as mel
# create test plane
plane = cmds. polyPlane(axis=[0,0,1], subdivisionsHeight=2, subdivisionsWidth=2)
cmds.select(plane[0]+'.vtx[*]')
objVertices = cmds.ls(sl=1,fl=1)
# Activate normals preview
cmds.select(plane)
mel.eval('ToggleVertexNormalDisplay')
# Change plane normals to any
cmds.polyNormalPerVertex(objVertices, normalXYZ=[0.3, 0.4, 1.0])
# get vtx normal vector for one vtx before bake
cmds.select(objVertices[0])
oldVtxNormalX = cmds.polyNormalPerVertex( q=1, normalX=1)
oldVtxNormalY = cmds.polyNormalPerVertex( q=1, normalY=1)
oldVtxNormalZ = cmds.polyNormalPerVertex( q=1, normalZ=1)
oldVtxValue = list(map(lambda x: x[0], [oldVtxNormalX] + [oldVtxNormalY] + [oldVtxNormalZ]))
# Warning. Why values are differ from custom values? They are smaller
print ( '{} --------- Old normal value '.format(oldVtxValue) ) # [0.26832816004753113, 0.3577708899974823, 0.8944271802902222]
# Rotate pivot, bake it (Modify/Bake Pivot)
cmds.select(plane)
cmds.manipPivot(o=[45.0, 0.0, 0.0]) # apply pivot
mel.eval('BakeCustomPivot')
# get vtx normal vector for one vtx after bake
cmds.select(objVertices[0])
newVtxNormalX = cmds.polyNormalPerVertex( q=1, normalX=1)
newVtxNormalY = cmds.polyNormalPerVertex( q=1, normalY=1)
newVtxNormalZ = cmds.polyNormalPerVertex( q=1, normalZ=1)
newVtxValue = list(map(lambda x: x[0], [newVtxNormalX] + [newVtxNormalY] + [newVtxNormalZ]))
print ( '{} --------- New normal value after bake. Same result '.format(newVtxValue) ) # [0.26832816004753113, 0.3577708899974823, 0.8944271802902222]
# !!!! As you can see normal values still same despite of fact pivot have changed
The polyNormalPerVertex cmd returns the values in objectspace. And baking the pivot sets the pivot to 0 but the rotation of the object to 45 degree. If you set the rotation to 0, the normals point exactly in the same direction.

how to find Y face of the cube in Maya with Python

sorry for such specific question guys , I think people only with knowledge of Maya will answer tho. In Maya I have cubes different sizes and I need to find with python which face of cube is pointing Y axis down. (Pivot is in center) Any tips will be appreciated
Thanks a lot :)
import re
from maya import cmds
from pymel.core.datatypes import Vector, Matrix, Point
obj = 'pCube1'
# Get the world transformation matrix of the object
obj_matrix = Matrix(cmds.xform(obj, query=True, worldSpace=True, matrix=True))
# Iterate through all faces
for face in cmds.ls(obj + '.f[*]', flatten=True):
# Get face normal in object space
face_normals_text = cmds.polyInfo(face, faceNormals=True)[0]
# Convert to a list of floats
face_normals = [float(digit) for digit in re.findall(r'-?\d*\.\d*', face_normals_text)]
# Create a Vector object and multiply with matrix to get world space
v = Vector(face_normals) * obj_matrix
# Check if vector faces downwards
if max(abs(v[0]), abs(v[1]), abs(v[2])) == -v[1]:
print face, v
If you just need a quick solution without vector math and Pymel or the the API, you can use cmds.polySelectConstraint to find the faces aligned with a normal. All you need to do is select all the faces, then use the constraint to get only the ones pointing the right way. This will select all the faces in a mesh that are pointing along a given axis:
import maya.cmds as cmds
def select_faces_by_axis (mesh, axis = (0,1,0), tolerance = 45):
cmds.select(mesh + ".f[*]")
cmds.polySelectConstraint(mode = 3, type = 8, orient = 2, orientaxis = axis, orientbound = (0, tolerance))
cmds.polySelectConstraint(dis=True) # remember to turn constraint off!
The axis is the x,y,z axis you want and tolerance is the slop in degrees you'll tolerate. To get the downward faces you'd do
select_faces_by_axis ('your_mesh_here', (0,0,-1))
or
select_faces_by_axis ('your_mesh_here', (0,0,-1), 1)
# this would get faces only within 1 degree of downard
This method has the advantage of operating mostly in Maya's C++, it's going to be faster than python-based methods that loop over all the faces in a mesh.
With pymel the code can be a bit more compact. Selecting the faces pointing downwards:
n=pm.PyNode("pCubeShape1")
s = []
for f in n.faces:
if f.getNormal(space='world')[1] < 0.0:
s.append(f)
pm.select(s)

Maya API Python symmetry table with MRichSelection?

I was wondering if there is a way to access the symmetry table of the MRichSelection having as a result the positive, the seam and the negative side with the positive and the negative ordered by vertex id correspondence. ie: vertex id 15 is the symmetry correlated to vert id 350. They are both at index 5 in the positive and negative list.
I know I can achieve something similar using the filterXpand, but I believe the lists are not ordered in the way I can access the opposite vertex.
I don't know if you ever found a solution to this, but I will post mine for future TD's looking for a solution.
So let's assume you want to get the corresponding verts between left and right on the YZ plane. you have 2 different options. Using the MRichSelection to handle you symmetry table. Or calculate the vert yourself, by getting the smallest distance vector on the opposite side. Note: if you use the MRichSelection method, you will need to make sure that symmetry mode is enbaled in the viewport.
I will show both answers, so lets get started:
Also note: I will be calculating the YZ Plane, as mentioned earlier. So adjust to your liking if needed.
Solution 1(Calculating yourself):
#importing the OpenMaya Module
from maya.api import OpenMaya as om
#converting selected object into MObject and MFnMesh functionset
mSel=om.MSelectionList()
mSel.add(cmds.ls(sl=1)[0])
mObj=mSel.getDagPath(0)
mfnMesh=om.MFnMesh(mObj)
#getting our basePoints
baseShape = mfnMesh.getPoints()
#this function can be used to revert the object back to the baseShape
mfnMesh.setPoints(baseShape)
#getting l and r verts
mtol=0.02# this will be our mid tolerance, if the mesh is not completely symmetric on the mid
lVerts=[]#for storing left Verts
rVerts=[]#for storing right Verts
mVerts=[]#for storing mid Verts
corrVerts={} #for storing correspondign verts
for i in range(mfnMesh.numVertices): #iteratign through all the verts on the mesh
thisPoint = mfnMesh.getPoint(i) #getting current point position
if thisPoint.x>0+mtol: # if pointValue on x axis is bigger than 0+midTolerance
lVerts.append((i, thisPoint))#append to left vert storage list(i = vert index, thisPoint = vert Mpoint position)
elif thisPoint.x<0-mtol: #opposite of left vert calculation
rVerts.append((i, thisPoint))
else: #if none of the above, assign to mid verts
mVerts.append((i, thisPoint))
rVertspoints=[i for v,i in rVerts] #getting the vert mPoint positions of the right side
for vert, mp in lVerts: #going through our left points, unpacking our vert index and mPoint position()
nmp=om.MPoint(-mp.x, mp.y, mp.z) #storing the reversed mpoint of the left side vert
rp = mfnMesh.getClosestPoint(nmp)#getting the closest point on the mesh
if rp[0] in rVertspoints: #cheking if the point is in the right side
corrVerts[vert] = rVerts[rVertspoints.index(rp[0])][0] #adding it if it is true
else:#if it is not, calculate closest vert
#iterating through rVertspoints and find smallest distance
dList=[nmp.distanceTo(rVert) for rVert in rVertspoints]#distance list for each vert based on input point
mindist = min(dList)#getting the closest distance
corrVerts[vert] = rVerts[dList.index(mindist)][0]#adding the vert
#now the corrVerts will have stored the corresponding vertices from left to right
Solution 2(using MRichSelection):
#MAKE SURE SYMMETRY IN THE VIEWPORT IS TURNED ON TO WORK! (will also work with topological symmetry)
#importing the OpenMaya Module
from maya.api import OpenMaya as om
#converting selected object into MObject and MFnMesh functionset
mSel=om.MSelectionList()
mSel.add(cmds.ls(sl=1)[0])
mObj=mSel.getDagPath(0)
mfnMesh=om.MFnMesh(mObj)
#getting our basePoints
baseShape = mfnMesh.getPoints()
#this function can be used to revert the object back to the baseShape
mfnMesh.setPoints(baseShape)
#getting l and r verts
mtol=0.02# this will be our mid tolerance, if the mesh is not completely symmetric on the mid
lVerts=[]#for storing left Verts
corrVerts={} #for storing correspondign verts
for i in range(mfnMesh.numVertices): #iteratign through all the verts on the mesh
thisPoint = mfnMesh.getPoint(i) #getting current point position
if thisPoint.x>0+mtol: # if pointValue on x axis is bigger than 0+midTolerance
lVerts.append((i, thisPoint))#append to left vert storage list(i = vert index, thisPoint = vert Mpoint position)
#selecting our verts with symmetry on
SymSelection = cmds.select(["%s.vtx[%s]"%(mObj,i) for i,v in lVerts], sym=True)
#getting the rich selection. it will store the symmetry iformation for us
mRichBase = om.MGlobal.getRichSelection()
lCor = mRichBase.getSelection()#this will store our lSide verts as an MSelectionList
rCor = mRichBase.getSymmetry()#this will symmetry verts as an MSelectionList
mitL = om.MItSelectionList(lCor)#creating iterative lists so we can get the components
mitR = om.MItSelectionList(rCor)
while not mitL.isDone():#iterating through the left list
mitLComp = mitL.getComponent()#getting dag path and components of leftside
mitRComp = mitR.getComponent()#getting dag path and components of rightside
mitLCorVert = om.MItMeshVertex(mitLComp[0], mitLComp[1]) #creating our iterative vertex lists
mitRCorVert = om.MItMeshVertex(mitRComp[0], mitRComp[1])
while not mitLCorVert.isDone():#iterating through our verts
corrVerts[mitLCorVert.index()] = mitRCorVert.index()#adding corresponding verts to our dictionary
mitLCorVert.next()#go to next vert. needed to stop loop
mitRCorVert.next()#go to next vert. needed to stop loop
mitL.next()#go to next selection in list if more. needed to stop loop
mitR.next()#go to next selection in list if more. needed to stop loop
cmds.select(cl=1)#deseleting our verts
#now the corrVerts will have stored the corresponding vertices from left to right
Hope it will help you all, looking for a few solutions.
Cheers
Bjarke Rauff, Rigging TD.
The answer by #Bjarke Rauff was very helpful, wanted to add a note about speed.
MFnMesh.getClosestPoint() builds an octree to efficiently find the point, but it will do that on every call. A mesh with 100k points can take up to 45s to process.
Use a MMeshIntersector() to cache the data between lookups. This speeds up the table creation by 900x for 100k points to .05s.
mesh # MDagpath obj to poly
flip_matrix # MTransformMatrix to flop the point
itMesh = om.MItMeshPolygon(mesh)
mesh.extendToShape()
matrix = mesh.inclusiveMatrix()
node = mesh.node()
intersector = om.MMeshIntersector()
intersector.create(node, matrix)
if not (intersector.isCreated):
print("Failed to create mesh intersector")
return
flipped_ids={}
while not itMesh.isDone():
id = itMesh.index()
face_center = itMesh.center()
# flop the point across the axis
flipped_point = face_center*flip_matrix
MpointOnMesh = intersector.getClosestPoint(flipped_point)
if MpointOnMesh is not None:
# get face id property from MPointOnMesh
flipped_id = MpointOnMesh.face
flipped_ids[id] = flipped_id
else:
print("No intersection")
itMesh.next()
NOTE
I tried hash tables with a tuple of the point as the key, but the point positions had slight variations, even with rounding, which created different hashes.
I've tested the MRichSelection approach and it doesn't actually work consistently in practice. It seems like it works when you have a perfectly mirrored mesh, but that can't be assumed. The component lists are not necessarily in sync.

How to find face neighbours in Maya?

I have a problem where I need to select faces that are next to one pre-selected face.
This may be done easily but the problem is that when I get a neighbour face I need to know in which direction it is facing.
So now I am able to select faces which are connected with an edge but I can't get the face that is for example left or right from the first selected face. I have tried multiple approaches but can't find the solution.
I tried with:
pickWalk - cmds.pickWalk()- problem with this is that it's behavior can't be predicted, since it walks the mesh from the camera perspective.
polyInfo - cmds.polyInfo()- this is a very useful function and closest to the answer. In this approach I try to extract edges from a face and then see which are neighbours to that face with edgeToFace(). This works well but doesn't solve my problem. To elaborate, when polyInfo returns faces that share edges, it doesn't return them in a way that I can always know that edgesList[0] (for example) is the edge that points left or right. Hence if I use this on different faces the resulting face may be facing in a different direction in each case.
Hard way with many conversions from vertex to edge then to face etc. But still again it's the same problem where I don't know which edge is the top or left one.
conectedFaces()method who i call on selected face and it returns faces which are connected to first face,but still it`s the same problem,i dont know which face is facing which way.
To be clear I'm not using a pre-selected list of faces and checking them, but I need to know the faces without knowing or keeping their names somewhere. Does someone know a way that works with selection of faces?
To elaborate my question I made an image to make it clear:
As you can see from the example if there is selected face I need to select any of pointed faces, but that must be exact face I want to select. Other methods select all neighbour faces, but I need method that I can say "select right" and will select right one from first selected face.
This is one solution that would be fairly consistent under the rule that up/down/left/right is aligned with the mesh's transformation (local space), though could be world space too.
The first thing I would do is build a face relative coordinate system for every mesh face using the average face vertex position, face normal, and world space Y axis of the mesh's transformation. This involves a little vector math, so I will use the API to make this easier. This first part will make a coordinate system for each face that we will store into lists for future querying. See below.
from maya import OpenMaya, cmds
meshTransform = 'polySphere'
meshShape = cmds.listRelatives(meshTransform, c=True)[0]
meshMatrix = cmds.xform(meshTransform, q=True, ws=True, matrix=True)
primaryUp = OpenMaya.MVector(*meshMatrix[4:7])
# have a secondary up vector for faces that are facing the same way as the original up
secondaryUp = OpenMaya.MVector(*meshMatrix[8:11])
sel = OpenMaya.MSelectionList()
sel.add(meshShape)
meshObj = OpenMaya.MObject()
sel.getDependNode(0, meshObj)
meshPolyIt = OpenMaya.MItMeshPolygon(meshObj)
faceNeighbors = []
faceCoordinates = []
while not meshPolyIt.isDone():
normal = OpenMaya.MVector()
meshPolyIt.getNormal(normal)
# use the seconary up if the normal is facing the same direction as the object Y
up = primaryUp if (1 - abs(primaryUp * normal)) > 0.001 else secondaryUp
center = meshPolyIt.center()
faceArray = OpenMaya.MIntArray()
meshPolyIt.getConnectedFaces(faceArray)
meshPolyIt.next()
faceNeighbors.append([faceArray[i] for i in range(faceArray.length())])
xAxis = up ^ normal
yAxis = normal ^ xAxis
matrixList = [xAxis.x, xAxis.y, xAxis.z, 0,
yAxis.x, yAxis.y, yAxis.z, 0,
normal.x, normal.y, normal.z, 0,
center.x, center.y, center.z, 1]
faceMatrix = OpenMaya.MMatrix()
OpenMaya.MScriptUtil.createMatrixFromList(matrixList, faceMatrix)
faceCoordinates.append(faceMatrix)
These functions will look up and return which face is next to the one given in a particular direction (X and Y) relative to the face. This uses a dot product to see which face is more in that particular direction. This should work with any number of faces but it will only return one face that is in the most of that direction.
def getUpFace(faceIndex):
return getDirectionalFace(faceIndex, OpenMaya.MVector(0,1,0))
def getDownFace(faceIndex):
return getDirectionalFace(faceIndex, OpenMaya.MVector(0,-1,0))
def getRightFace(faceIndex):
return getDirectionalFace(faceIndex, OpenMaya.MVector(1,0,0))
def getLeftFace(faceIndex):
return getDirectionalFace(faceIndex, OpenMaya.MVector(-1,0,0))
def getDirectionalFace(faceIndex, axis):
faceMatrix = faceCoordinates[faceIndex]
closestDotProd = -1.0
nextFace = -1
for n in faceNeighbors[faceIndex]:
nMatrix = faceCoordinates[n] * faceMatrix.inverse()
nVector = OpenMaya.MVector(nMatrix(3,0), nMatrix(3,1), nMatrix(3,2))
dp = nVector * axis
if dp > closestDotProd:
closestDotProd = dp
nextFace = n
return nextFace
So you would call it like this:
getUpFace(123)
With the number being the face index you want to get the face that is "up" from it.
Give this a try and see if it satisfies your needs.
polyListComponentConversion
import pprint
init_face = cmds.ls(sl=True)
#get edges
edges = cmds.polyListComponentConversion(init_face, ff=True, te=True)
#get neighbour faces
faces = cmds.polyListComponentConversion(edges, fe=True, tf=True, bo=True)
# show neighbour faces
cmds.select(faces)
# print face normal of each neighbour face
pprint.pprint(cmds.ployInfo(faces,fn=True))
The easiest way of doing this is using Pymel's connectedFaces() on the MeshFace:
http://download.autodesk.com/us/maya/2011help/pymel/generated/classes/pymel.core.general/pymel.core.general.MeshFace.html
import pymel.core as pm
sel = pm.ls(sl=True)[0]
pm.select(sel.connectedFaces())

Self Avoiding Random Walk in a 3d lattice using pivot algorithm in python

I was working on a problem from past few days, It is related to creating a self avoiding random walks using pivot algorithm and then to implement another code which places spherical inclusions in a 3d lattice. I have written two codes one code generates coordinates of the spheres by using Self avoiding random walk algorithm and then another code uses the co-ordinates generated by the first program and then creates a 3d lattice in abaqus with spherical inclusions in it.
The result which will be generated after running the codes:
Now the zoomed in portion (marked in red boundary)
Problem: The spheres generated are merging with each other, How to avoid this, i ran out of ideas. I just need some direction or algorithm to work on.
The code which i wrote is as follows:
code 1: generates the coordinates of the spheres
# Functions of the code: 1) This code generates the coordinates for the spherical fillers using self avoiding random walk which was implemented by pivot algorithm
# Algorithm of the code: 1)Prepare an initial configuration of a N steps walk on lattice(equivalent N monomer chain)
# 2)Randomly pick a site along the chain as pivot site
# 3)Randomly pick a side(right to the pivot site or left to it), the chain on this side is used for the next step.
# 4)Randomly apply a rotate operation on the part of the chain we choose at the above step.
# 5)After the rotation, check the overlap between the rotated part of the chain and the rest part of the chain.
# 6)Accept the new configuration if there is no overlap and restart from 2th step.
# 7)Reject the configuration and repeat from 2th step if there are overlaps.
################################################################################################################################################################
# Modules to be imported are below
import numpy as np
import timeit
from scipy.spatial.distance import cdist
import math
import random
import sys
import ast
# define a dot product function used for the rotate operation
def v_dot(a):return lambda b: np.dot(a,b)
def distance(x, y): #The Euclidean Distance to Spread the spheres initiallly
if len(x) != len(y):
raise ValueError, "vectors must be same length"
sum = 0
for i in range(len(x)):
sum += (x[i]-y[i])**2
return math.sqrt(sum)
x=1/math.sqrt(2)
class lattice_SAW: # This is the class which creates the self avoiding random walk coordinates
def __init__(self,N,l0):
self.N = N #No of spheres
self.l0 = l0 #distance between spheres
# initial configuration. Usually we just use a straight chain as inital configuration
self.init_state = np.dstack((np.arange(N),np.zeros(N),np.zeros(N)))[0] #initially set all the coordinates to zeros
self.state = self.init_state.copy()
# define a rotation matrix
# 9 possible rotations: 3 axes * 3 possible rotate angles(45,90,135,180,225,270,315)
self.rotate_matrix = np.array([[[1,0,0],[0,0,-1],[0,1,0]],[[1,0,0],[0,-1,0],[0,0,-1]]
,[[1,0,0],[0,0,1],[0,-1,0]],[[0,0,1],[0,1,0],[-1,0,0]]
,[[-1,0,0],[0,1,0],[0,0,-1]],[[0,0,-1],[0,1,0],[-1,0,0]]
,[[0,-1,0],[1,0,0],[0,0,1]],[[-1,0,0],[0,-1,0],[0,0,1]]
,[[0,1,0],[-1,0,0],[0,0,1]],[[x,-x,0],[x,x,0],[0,0,1]]
,[[1,0,0],[0,x,-x],[0,x,x]]
,[[x,0,x],[0,1,0],[-x,0,x]],[[-x,-x,0],[x,-x,0],[0,0,1]]
,[[1,0,0],[0,-x,-x],[0,x,-x]],[[-x,0,x],[0,1,0],[-x,0,-x]]
,[[-x,x,0],[-x,-x,0],[0,0,1]],[[1,0,0],[0,-x,x],[0,-x,-x]]
,[[-x,0,-x],[0,1,0],[x,0,-x]],[[x,x,0],[-x,x,0],[0,0,1]]
,[[1,0,0],[0,x,x],[0,-x,x]],[[x,0,-x],[0,1,0],[x,0,x]]])
# define pivot algorithm process where t is the number of successful steps
def walk(self,t): #this definitions helps to start walking in 3d
acpt = 0
# while loop until the number of successful step up to t
while acpt <= t:
pick_pivot = np.random.randint(1,self.N-1) # pick a pivot site
pick_side = np.random.choice([-1,1]) # pick a side
if pick_side == 1:
old_chain = self.state[0:pick_pivot+1]
temp_chain = self.state[pick_pivot+1:]
else:
old_chain = self.state[pick_pivot:] # variable to store the coordinates of the old chain
temp_chain = self.state[0:pick_pivot]# for the temp chain
# pick a symmetry operator
symtry_oprtr = self.rotate_matrix[np.random.randint(len(self.rotate_matrix))]
# new chain after symmetry operator
new_chain = np.apply_along_axis(v_dot(symtry_oprtr),1,temp_chain - self.state[pick_pivot]) + self.state[pick_pivot]
# use cdist function of scipy package to calculate the pair-pair distance between old_chain and new_chain
overlap = cdist(new_chain,old_chain) #compare the old chain and the new chain to check if the new chain overlaps on any previous postion
overlap = overlap.flatten() # just to combine the coordinates in a list which will help to check the overlap
# determinte whether the new state is accepted or rejected
if len(np.nonzero(overlap)[0]) != len(overlap):
continue
else:
if pick_side == 1:
self.state = np.concatenate((old_chain,new_chain),axis=0)
elif pick_side == -1:
self.state = np.concatenate((new_chain,old_chain),axis=0)
acpt += 1
# place the center of mass of the chain on the origin, so then we can translate these coordinates to the initial spread spheres
self.state = self.l0*(self.state - np.int_(np.mean(self.state,axis=0)))
#now write the coordinates of the spheres in a file
sys.stdout = open("C:\Users\haris\Desktop\CAME_MINE\HIWI\Codes\Temp\Sphere_Positions.txt", "w")
n = 30
#text_file.write("Number of Spheres: " + str(n) + "\n")
#Radius of one sphere: is calculated based on the volume fraction here it 2 percent
r = (3*0.40)/(4*math.pi*n)
#print r
r = r**(1.0/3.0)
#print "Sphere Radius is " + str(r)
sphereList = [] # list to maintain track of the Spheres using their positions
sphereInstancesList = [] # to maintain track of the instances which will be used to cut and or translate the spheres
sphere_pos=[]
#Create n instances of the sphere
#After creating n instances of the sphere we trie to form cluster around each instance of the sphere
for i in range(1, n+1):
InstanceName = 'Sphere_' + str(i) # creating a name for the instance of the sphere
#print InstanceName
#text_file.write(InstanceName)
#Maximum tries to distribute sphere
maxTries = 10000000
while len(sphereList) < i:
maxTries -= 1
if maxTries < 1:
print "Maximum Distribution tries exceded. Error! Restart the Script!"
break;
# Make sure Spheres dont cut cube sides: this will place the spheres well inside the cube so that they does'nt touch the sides of the cube
# This is done to avoid the periodic boundary condition: later in the next versions it will be used
vecPosition = [(2*r)+(random.random()*(10.0-r-r-r)),(2*r)+(random.random()*(10.0-r-r-r)),(2*r)+(random.random()*(10.0-r-r-r))]
sphere_pos.append(vecPosition)
for pos in sphereList:
if distance(pos, vecPosition) < 2*r: # checking whether the spheres collide or not
break
else:
sphereList.append(vecPosition)
print vecPosition
#text_file.write(str(vecPosition) + "\n")
cluster_Size=[10,12,14,16,18,20,22,24,26,28,30] #list to give the random number of spheres which forms a cluster
for i in range(1,n+1):
Number_of_Spheres_Clustered=random.choice(cluster_Size) #selecting randomly from the list cluster_Size
radius_sphr=2*r #Distance between centers of the spheres
pivot_steps=1000 # for walking the max number of steps
chain = lattice_SAW(Number_of_Spheres_Clustered,radius_sphr) #initializing the object
chain.walk(pivot_steps) # calling the walk function to walk in the 3d space
co_ordinates=chain.state # copying the coordinates into a new variable for processing and converting the coordinates into lists
for c in range(len(co_ordinates)):
temp_cds=co_ordinates[c]
temp_cds=list(temp_cds)
for k in range(len(temp_cds)):
temp_cds[k]=temp_cds[k]+sphere_pos[i-1][k]
#text_file.write(str(temp_cds) + "\n")
print temp_cds #sys.stdout redirected into the file which stores the coordinates as lists
sys.stdout.flush()
f2=open("C:\Users\haris\Desktop\CAME_MINE\HIWI\Codes\Temp\Sphere_Positions.txt", "r")
remove_check=[]
for line in f2:
temp_check=ast.literal_eval(line)
if (temp_check[0]>10 or temp_check[0]<-r or temp_check[1]>10 or temp_check[1]<-r or temp_check[2]>10 or temp_check[2]<-r):
remove_check.append(str(temp_check))
f2.close()
flag=0
f2=open("C:\Users\haris\Desktop\CAME_MINE\HIWI\Codes\Temp\Sphere_Positions.txt", "r")
f3=open("C:\Users\haris\Desktop\CAME_MINE\HIWI\Codes\Temp\Sphere_Positions_corrected.txt", "w")
for line in f2:
line=line.strip()
if any(line in s for s in remove_check):
flag=flag+1
else:
f3.write(line+'\n')
f3.close()
f2.close()
The other code would not be required because there is no geometry computation in the second code. Any help or some direction of how to avoid the collision of spheres is very helpful, Thank you all
To accommodate non-intersecting spheres with turns of 45,135,225,315 (really, only 45 and 315 are issues), you just need to make your spheres a little bit smaller. Take 3 consecutive sphere-centers, with a 45-degree turn in the middle. In the plane containing the 3 points, that makes an isosceles triangle, with a 45-degree center angle:
Note that the bottom circles (spheres) overlap. To avoid this, you shrink the radius by multiplying by a factor of 0.76:

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