I need to write a script in python which given coordinates of 2 points in 3d space finds a collinear point in distane 1 unit from one the given points. This third point must lay between those two given.
I think I will manage with scripting but I am not really sure how to calculate it from mathematical point of view. I found some stuff on google, but they do not answer my question.
Thanks for any advice.
Given 2 points, (x1,y1,z1) and (x2,y2,z2), you can take the difference between the two, so you end up with (x2-x1,y2-y1,z2-z1). Take the norm of this (i.e. take the distance between the original 2 points), and divide (x2-x1,y2-y1,z2-z1) by that value. You now have a vector with the same slope as the line between the first 2 points, but it has magnitude one, since you normalized it (by dividing by its magnitude). Then add/subtract that vector to one of the original points to get your final answer.
Related
I am facing with the sorting airfoil coordinates. In particular given a set of coordinates, which are not sorted, I have to sorted them starting from the trailing edge upper surface. Here I report the code that I have developed but as you can see, the starting point do not match with what I suppose, moreover exist several oscillations as you can see in the reported figure (and a detail, in blue the starting point after the sort).
Can someone suggest me what I miss? How can I do?
Thanks you in advance.
def sort_airfoil(points):
x0 = np.mean(-points[:,1])
y0 = np.mean(points[:,2])
r = np.sqrt((-points[:,1]-x0)**2 + (points[:,2]-y0)**2)
tempx=-points[:,1]
xmax=np.max(tempx)
ind_max=np.where(tempx==xmax)
ymax=np.max(points[ind_max,2])
ind_max_t=np.where((tempx>0.95*xmax) & (tempx<xmax))
ymax_t=points[ind_max_t,2]
ymin=np.min(ymax_t)
indx_temp=np.where(points[:,2]==ymin)
xmin=np.max(tempx[indx_temp])
xmed=(xmin+xmax)/2
ymed=(ymin+ymax)/2
print(x0,y0)
print(xmin,ymin)
print((xmin+xmax)/2, (ymin+ymax)/2)
angle0=np.arctan2((ymed-y0),(xmed-x0))
print("angle", angle0)
angles = np.where((points[:,2]-y0) > 0, np.arccos((-points[:,1]-x0)/r), 2*np.pi-np.arccos((-points[:,1]-x0)/r))
angles=angles-angle0
for i in range(len(angles)):
if angles[i]<0:
angles[i]=angles[i]+2*np.pi
elif angles[i]>2*np.pi:
angles[i]=angles[i]-2*np.pi
mask = np.argsort(angles)
x_sorted = points[mask,1]
y_sorted = points[mask,2]
points_new=np.zeros([len(points), 3])
points_new[:,0]=points[:,0]
points_new[:,1]=x_sorted
points_new[:,2]=y_sorted
return points_new
The issue comes from the algorithm itself: it only work when the points form a convex polygon. However, the shape is concave.
More specifically, the first sorted points (and the last ones) form a zigzag-shaped lines because there is two sets of points (green arrows) interleaving with growing angles (red arrow) from the median point (red line).
Note the points are horizontally flipped on the gathered point from the question. Thus the points are sorted clockwise.
One simple solution is to split horizontally the shape in many set of point (eg. 10 set) so that each set form a convex shape. Then, the parts can be merged to form the final shape. The merge consists in finding the points at the "edge" of each locally-sorted set of points (parts) and reorder the partially sorted array of points consequently.
More specifically, the points of each part are split in 2 sub-sets: the upper ones and the lower ones. You can find them easily by selecting the 2 left-most points of a right part with the right-most points of a left part. The 2 top-most points needs to be connected each other and the same for the 2 bottom-most points. Thus, the sequence of the two upper sets of points needs to be reordered so they are contiguous and the same for the lower part.
Here is an example:
Note that if you are unsure about how to split the points in many parts so that each one form a convex-shaped sets of points, then you can: split the shape in n parts, check if the set of points form a convex shape by computing a convex hull (eg. using a Graham scan) and split evenly the parts that are concave (recursively). This is quite expensive, but more robust.
I'm sure that this has been answer already but I'm still confused with the post I already found on stackoverflow, that's why I decided to post my question.
I'm not super familiar with geometry transformation (except translation but this one is easy), and I need to transform a set of 3D points based on a selection of 3 points as describe in the picture
Here's my plan so far :
Create a triangle based on 3 points (let's call it tri) -> This is OK
Calculate the centroid of the triangle formed by my 3 points -> This is this is OK
translate all the points to the origin (0,0,0) -> This is OK as well
Rotate every points so that tri's points Z coordinates are equal to 0 -> This is were I'm lost and unsure how to process (without any errors...)
I know it's not an hard issues, but if anyone knows how to process with numpy for example, I'm open :-)
Thank you for your help :-)
In step 4 what you want is to rotate the triangle so that its normal is vertical.
You need to calculate the triangle's normal first. You can do so by using the cross product between two vectors (a and b) along two sides of the triangle: N = a x b.
Then you can calculate an axis of rotation A using the cross product between the triangle's normal and the Z axis: A = N x Z.
Then you can rotate the points using axis A.
As pointed out elsewhere, the solution is not unique.
I have the following gray image. I can use np.transpose(np.nonzero(tmpData)) to find the location of point. My original idea is calculating the euclidean distance for all point to check which point repeating present. And based on this idea to find which path correlated with this center point.
However, this approach is quite slow. I need 2 loop for calculating euclidean distance. 1 loop for finding the center point. And 1 loop for confirming which direction it has.
Is there any faster way to find the center point and the path?
point location:
[ 74 374]
[ 20 440]
[149 325]
[269 52]
[242 149]
[252 254]
[209 329]
[349 256]
[449 252]
[549 245]
[649 241]
[732 258]
[780 316]
One thing I can think of is using a Random sample consensus algorithm. I once used this to reconstruct a 3D solid from a point cloud. Since your example is 2D, it would repeatedly pick 2 random points and check how many points are within a certain threshold of the line that can be constructed from those 2 points. The algorithm would ideally find 3 lines, approximating the 'paths' you are talking about. The intersections of those lines would give a good indication of where you should be looking for the center point.
edit: to get the three lines, you can remove points from the data set. So, first it finds the best fit and then you remove the points within the threshold of that fit. After this, it looks for the next best fit, and so on. You can do that using a while loop with as condition the number of points that are left. To make it more clear with your example:
This is the first line you find:
So now you remove the points from the set in which you are fitting lines and go on, this is the second line:
Remove the points from the second line and then fit the last line to the points that are left:
There are no points left to fit, so this means that your crossing should be somewhere near these 3 intersection points:
You can consider putting your data in a tree structure like a balltree to look for the common closest neighbors of those 3 intersections points.
With RANSAC it is possible that you get less or more lines than you want, or that the lines do not fit correctly. This all depends on the parameters (you can optimize those by trial and error) and the data.
note: the example above is just a demonstration I made with matplotlib, I did not use a RANSAC algorithm but the result would somewhat be the same.
I've been tasked with writing a python based plugin for a graph drawing program that generates an STL model of a graph. A graph being an object made up of vertices and edges, where a vertex is represented by a 3D ball (a tessellated icosahedron), and an edge is represented with a cylinder that connects with two balls at either end. The end result of the 3D model is that it will get dumped out to an STL file for 3D printing. I'm able to generate the 3D models for the balls and cylinders without any issues, but I'm having some issues generating the overall model, and getting the balls and cylinders to connect properly.
My original idea was to create tessellated icosahedrons at the origin, then translate them out to the positions of the vertices. This works fine. I then, for each edge, I would create a cylinder at the origin, rotate it to the correct angle so that it points in the correct direction, then translate it to the midpoint between the two vertices so that the ends of the cylinders are embedded in the icosahedrons. This is where things are going wrong. I'm having some difficulties getting the rotations correct. To calculate the rotations, I'm doing the following:
First, I find the angle between the two points as follows (where source and target are both vertices in the graph, belonging to the edge that I'm currently processing):
deltaX = source.x - target.x
deltaY = source.y - target.y
deltaZ = source.z - target.z
xyAngle = math.atan2(deltaX, deltaY)
xzAngle = math.atan2(deltaX, deltaZ)
yzAngle = math.atan2(deltaY, deltaZ)
The angles being calculated seem reasonable, and as far as I can tell, do actually represent the angle between the vertices. For example, if I have a vertex at (1, 1, 0) and another vertex at (3, 3, 0), the angle edge connecting them does show up as a 45 degree angle between the two vertices. (That, or -135 degrees, depending which vertex is the source and which is the target).
Once I have the angles calculated, I create a cylinder and rotate it by the angles that have been calculated, like so, using some other classes that I've created:
c = cylinder()
c.createCylinder(edgeThickness, edgeLength)
c.rotateX(-yzAngle)
c.rotateY(xzAngle)
c.rotateZ(-xyAngle)
c.translate(edgePosition.x, edgePosition.y, edgePosition.z)
(Where edgePosition is the midpoint between the two vertices in the graph, edgeThickness is the radius of the cylinder being created, and edgeLength is the distance between the two vertices).
As mentioned, its the rotating of the cylinders that doesn't work as expected. It seems to do the correct rotation on the x/y plane, but as soon as an edge has vertices that differ in all three components (x, y, and z), the rotation fails. Here's an example of a graph that differs in the x, and y components, but not in the z component:
And here's the resulting STL file, as seen in Makerware (which is used to send the 3D models to the 3D printer):
(The extra cylinder looking bit in the bottom left is something I've currently left in for testing purposes - a cylinder that points in the direction of the z axis, located at the origin).
If I take that same graph and move the middle vertex out in the z axis, so now all the edges involve angles in all three axis, I get a result something like the following:
As show in the app:
The resulting STL file, as show in Makerware:
...and that same model as viewed from the side:
As you can see, the cylinders definitely aren't meeting up with the balls like I thought they would. My question is this: Is my approach to doing this flawed, or is it some small but critical mistake that I'm making somewhere in my rotations? I'm pretty sure it isn't a problem with the rotation functions themselves, as I've been able to independently verify that they work as expected. I also tried creating a rotate function that takes in a yaw, pitch, and roll and does all three at once, and it seemed to generate the same result, like so:
c.rotateYawPitchRoll(xzAngle, -yzAngle, -xyAngle)
So... anyone have any ideas on what I might be doing wrong?
UPDATE: As joojaa pointed out, it was a combination of calculating the correct angles as well as the order that they were applied. In order to get things working, I first calculate the rotation on the x axis, as follows:
zyAngle = math.atan2(deltaVector.z, deltaVector.y)
where deltaVector is the difference between the target and source vectors. This rotation is not yet applied though! The next step is to calculate the rotation on the y axis, as follows:
angle = vector.angleBetweenVectors(vector(target.x - source.x, target.y - source.y, target.z - source.z), vector(target.x - source.x, target.y - source.y, 0.0))
Once both rotations are calculated, they are then applied... in the reverse order! First, the x, then the y:
c.rotateY(angle)
c.rotateX(-zyAngle) #... where c is a cylinder object
There still seems to be a few bugs, but this seems to at least work for a simple test case.
Rotation happens in successive order, so the angles affect each other. It is not possible to use a Euler model to rotate them at once. This is why you can not just calculate the rotations based on the first static situation. Just imagine turning a cube so that it is standing on its corner upright. Yes the first rotation is 45 but the second is not since the cube is already turned by that time (draw a each step of the sequence and see what happens). Space rotations aren't trivial.
So you need to rotate one angle then re calculate the second angle and so forth. This is also why your first rotation works right. You only need 2 rotations unless your interested in making sure the rotation around the shaft has a certain direction.
I would suggest you use axis angles or matrices instead to do this. Mainly because in axis angles this is trivial the angle is the dot between the along tube start and end vectors and the axis is the cross between those 2. You can then convert those to Euler angles if you need. But probably you can just use the matrix directly. For ideas on how conversions and how the rotation could directly be calculated see: transformations.py by Christoph Gohlke. Also see the accompanying c source.
I think i need to expand this answer a bit
There is a really easy way out for this question that sidesteps all your and many other persons problems. The answer is do not use Euler angle rotation. Ive used a lot of brainpower to try to explain Euler rotations to problems that are ultimately solved more easily without Euler rotations. To justify i will leave just one reason for this if you want more think up of some more answers.
The reason most to use Euler rotation sequences is that you probably don't understand Euler angles. There are in fact only a handful of situations where they are good. No self respecting programmer uses Euler rotations to solve this issue. What you do is you use vector math instead.
So you have the direction vector from the source to target which is usually calculated:
along = normalize(target-source)
this is simply one of your matrix rows (or column notation is up to model maker), the one that corresponds to your cylinders original direction (the rows are just x y z w), then you need another vector perpendicular to this one. Choose a arbitrary vector like up (or left if your along is pointing close to up). cross product this up vector by your along for the second row direction. and finally put your source as the last row with 1 in the last column. Done fully formed affine matrix describing the cylinders prition. Much easier to understand since you can draw the vectors.
There are shorter ways but this one is easy to understand.
I'm working on a problem where I have a large set (>4 million) of data points located in a three-dimensional space, each with a scalar function value. This is represented by four arrays: XD, YD, ZD, and FD. The tuple (XD[i], YD[i], ZD[i]) refers to the location of data point i, which has a value of FD[i].
I'd like to superimpose a rectilinear grid of, say, 100x100x100 points in the same space as my data. This grid is set up as follows.
[XGrid, YGrid, ZGrid] = np.mgrid[Xmin:Xmax:Xstep, Ymin:Ymax:Ystep, Zmin:Zmax:Zstep]
XG = XGrid[:,0,0]
YG = YGrid[0,:,0]
ZG = ZGrid[0,0,:]
XGrid is a 3D array of the x-value at each point in the grid. XG is a 1D array of the x-values going from Xmin to Xmax, separated by a distance of XStep.
I'd like to use an interpolation algorithm I have to find the value of the function at each grid point based on the data surrounding it. In this algorithm I require 20 data points closest (or at least close) to my grid point of interest. That is, for grid point (XG[i], YG[j], ZG[k]) I want to find the 20 closest data points.
The only way I can think of is to have one for loop that goes through each data point and a subsequent embedded for loop going through all (so many!) data points, calculating the Euclidean distance, and picking out the 20 closest ones.
for i in range(0,XG.shape):
for j in range(0,YG.shape):
for k in range(0,ZG.shape):
Distance = np.zeros([XD.shape])
for a in range(0,XD.shape):
Distance[a] = (XD[a] - XG[i])**2 + (YD[a] - YG[j])**2 + (ZD[a] - ZG[k])**2
B = np.zeros([20], int)
for a in range(0,20):
indx = np.argmin(Distance)
B[a] = indx
Distance[indx] = float(inf)
This would give me an array, B, of the indices of the data points closest to the grid point. I feel like this would take too long to go through each data point at each grid point.
I'm looking for any suggestions, such as how I might be able to organize the data points before calculating distances, which could cut down on computation time.
Have a look at a seemingly simmilar but 2D problem and see if you cannot improve with ideas from there.
From the top of my head, I'm thinking that you can sort the points according to their coordinates (three separate arrays). When you need the closest points to the [X, Y, Z] grid point you'll quickly locate points in those three arrays and start from there.
Also, you don't really need the euclidian distance, since you are only interested in relative distance, which can also be described as:
abs(deltaX) + abs(deltaY) + abs(deltaZ)
And save on the expensive power and square roots...
No need to iterate over your data points for each grid location: Your grid locations are inherently ordered, so just iterate over your data points once, and assign each data point to the eight grid locations that surround it. When you're done, some grid locations may have too few data points. Check the data points of adjacent grid locations. If you have plenty of data points to go around (it depends on how your data is distributed), you can already select the 20 closest neighbors during the initial pass.
Addendum: You may want to reconsider other parts of your algorithm as well. Your algorithm is a kind of piecewise-linear interpolation, and there are plenty of relatively simple improvements. Instead of dividing your space into evenly spaced cubes, consider allocating a number of center points and dynamically repositioning them until the average distance of data points from the nearest center point is minimized, like this:
Allocate each data point to its closest center point.
Reposition each center point to the coordinates that would minimize the average distance from "its" points (to the "centroid" of the data subset).
Some data points now have a different closest center point. Repeat steps 1. and 2. until you converge (or near enough).