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1a8afb97d0
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fdbe6fb70b
125
field.py
125
field.py
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@ -771,11 +771,11 @@ class Features3d:
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# of the normal has to be chosen which defaults to the z-component and is set by
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# of the normal has to be chosen which defaults to the z-component and is set by
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# 'cellvol_normal_component'.
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# 'cellvol_normal_component'.
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if report: print('[Features3d.triangulate] calculating area and volume per cell...')
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if report: print('[Features3d.triangulate] calculating area and volume per cell...')
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A = points[faces[:,1],:]
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U = points[faces[:,1],:]
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B = points[faces[:,2],:]
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V = points[faces[:,2],:]
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C = points[faces[:,3],:]
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W = points[faces[:,3],:]
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cn = np.cross(B-A,C-A)
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cn = np.cross(U-W,V-U)
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cc = (A+B+C)/3
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cc = (U+V+W)/3
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area = 0.5*np.sqrt(np.square(cn).sum(axis=1))
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area = 0.5*np.sqrt(np.square(cn).sum(axis=1))
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vol = 0.5*cn[:,cellvol_normal_component]*cc[:,cellvol_normal_component]
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vol = 0.5*cn[:,cellvol_normal_component]*cc[:,cellvol_normal_component]
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# Now the label is known per cell. We only need to find all cells with the same label
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# Now the label is known per cell. We only need to find all cells with the same label
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@ -880,51 +880,23 @@ class Features3d:
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'''Returns an array with volumes of all features.'''
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'''Returns an array with volumes of all features.'''
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return np.add.reduceat(self._cell_volumes,self._offset[:-1])
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return np.add.reduceat(self._cell_volumes,self._offset[:-1])
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def find_feature(self,pts):
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def find_feature(self):
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'''Find nearest triangle from point R in direction ±dR and its orientation w.r.t dR.
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The algorithm determines the closest intersection of a ray cast from the origin of the
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point in the specified direction (with positiv and negative sign). The ray is supposed to
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be sent in a direction perpendicular to any boundary. Periodicity does not matter here.
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The ray-triangle intersection is implemented by the Möller–Trumbore algorithm (see method
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'ray_triangle_intersection()' for details). Whether a hit occured from the interior
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or the exterior is determined by the direction of the surface normal of the triangle
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and the direction of the ray.
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This method is very similar to 'ray_triangle_intersection()', but takes advantage of
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the fact that only the nearest intersection is to be returned.
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Input:
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R, dR: the point to be checked and the direction of the ray as (3,) numpy arrays
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A,B,C: vertices of N triangles as (N,3) numpy arrays
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Returns:
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is_inside: is point inside? [bool]
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t: parameter to determine intersection point (x = R+t*dR) [float]
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hit_dir: direction from which the triangle was hit, from inward/outward = +1,-1 [int]
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'''
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# coords = np.array(coords)
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# coords = np.array(coords)
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# assert coords.ndim==2 and coords.shape[1]==3, "'coords' need to be provided as Nx3 array."
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# assert coords.ndim==2 and coords.shape[1]==3, "'coords' need to be provided as Nx3 array."
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from time import time
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from time import time
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from scipy import spatial
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from scipy import spatial
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from .jit import minmax
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# pts = np.random.random((10000,3))
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print(self._points[self._faces[:,1:],0].shape)
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t = time()
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t = time()
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# xmin = np.amin(self._points[self._faces[:,1:],0],axis=1)
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xmin = np.amin(self._points[self._faces[:,1:],0],axis=1)
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# xmax = np.amax(self._points[self._faces[:,1:],0],axis=1)
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xmax = np.amax(self._points[self._faces[:,1:],0],axis=1)
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# zmin = np.amin(self._points[self._faces[:,1:],2],axis=1)
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zmin = np.amin(self._points[self._faces[:,1:],2],axis=1)
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# zmax = np.amax(self._points[self._faces[:,1:],2],axis=1)
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zmax = np.amax(self._points[self._faces[:,1:],2],axis=1)
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# print(time()-t)
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xmin,xmax = minmax(self._points[self._faces[:,1:],0])
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zmin,zmax = minmax(self._points[self._faces[:,1:],2])
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print(time()-t)
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# print(xmin.shape,xmin2.shape)
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# print(np.all(np.isclose(xmin,xmin2)))
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center = np.stack((0.5*(xmax+xmin),0.5*(zmax+zmin)),axis=1)
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center = np.stack((0.5*(xmax+xmin),0.5*(zmax+zmin)),axis=1)
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radius = 0.5*np.amax(np.sqrt((xmax-xmin)**2+(zmax-zmin)**2))
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radius = np.sqrt(2.0)*np.maximum(
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print(time()-t)
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np.amax(0.5*(xmax-xmin)),
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del xmin,xmax,zmin,zmax
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np.amax(0.5*(zmax-zmin)))
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print('Preparation for KD tree in',time()-t)
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print('Preparation for KD tree in',time()-t)
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t = time()
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t = time()
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@ -934,6 +906,8 @@ class Features3d:
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# kd = spatial.KDTree(self._points[:,1:],leafsize=10,compact_nodes=True,copy_data=False,balanced_tree=True)
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# kd = spatial.KDTree(self._points[:,1:],leafsize=10,compact_nodes=True,copy_data=False,balanced_tree=True)
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print('KD tree built in',time()-t)
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print('KD tree built in',time()-t)
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query = np.random.random((10000,2))
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# t = time()
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# t = time()
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# map_ = self._points.shape[0]*[[]]
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# map_ = self._points.shape[0]*[[]]
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# for ii,face in enumerate(self._faces[:,1:].ravel()):
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# for ii,face in enumerate(self._faces[:,1:].ravel()):
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@ -943,81 +917,20 @@ class Features3d:
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# for vertex_index in face:
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# for vertex_index in face:
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# faces_connected_to_vertex.setdefault(vertex_index,[]).append(face_index)
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# faces_connected_to_vertex.setdefault(vertex_index,[]).append(face_index)
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# print('Inverted cells-faces',time()-t)
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# print('Inverted cells-faces',time()-t)
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# radius = np.sqrt(np.sum(self.spacing[1:]**2))
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radius = np.sqrt(np.sum(self.spacing[1:]**2))
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t = time()
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t = time()
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bla = kd.query_ball_point(pts[:,[0,2]],radius)
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kd.query_ball_point(query,radius)
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print('KD tree query',time()-t)
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print('KD tree query',time()-t)
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t__ = time()
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Npts = pts.shape[0]
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print(pts.shape,Npts)
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dR = (0,1,0)
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is_inside = np.empty((Npts,),dtype=bool)
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print(is_inside.shape)
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for ii in range(Npts):
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hit_idx,t,N = Features3d.ray_triangle_intersection(pts[ii],dR,
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self._points[self._faces[bla[ii],1]],
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self._points[self._faces[bla[ii],2]],
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self._points[self._faces[bla[ii],3]])
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if hit_idx is None:
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is_inside[ii] = False
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else:
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idx = np.argmin(np.abs(t))
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is_inside[ii] = t[idx]*(N[idx,:]*dR).sum(axis=-1)>0
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print('inside check',time()-t__)
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# print(is_inside)
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# The provided vertices do not need to form a closed surface! This means they can be
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# filtered before being passed to this function.
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# print(radius)
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# print(radius)
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# print(len(kd.query_ball_point((0.5,0.0),radius,return_sorted=True)),self._points.shape[0])
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# print(len(kd.query_ball_point((0.5,0.0),radius,return_sorted=True)),self._points.shape[0])
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# yset = set(x.data for x in sorted(treey.at(0.0)))
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# yset = set(x.data for x in sorted(treey.at(0.0)))
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# zset = set(x.data for x in sorted(treez.at(0.0)))
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# zset = set(x.data for x in sorted(treez.at(0.0)))
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return is_inside
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return
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@staticmethod
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def ray_triangle_intersection(R,dR,A,B,C):
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'''Implements the Möller–Trumbore ray-triangle intersection algorithm. I modified the
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formulation of
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https://stackoverflow.com/questions/42740765/intersection-between-line-and-triangle-in-3d
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because it computes the cell normal on the way, which is needed to determine the
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direction of the hit, i.e. from the inside or outside.
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Input:
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R, dR: origin and direction of the ray as (3,) numpy arrays
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A,B,C: vertices of N triangles as (N,3) numpy arrays
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Returns:
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hit_idx: index of the input triangles which returned a hit. [(Nhit,) int]
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t: parameter to determine intersection point (x = R+t*dR) [(Nhit,) float]
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N: normal vector of triangles which were hit [(Nhit,3) float]
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All returned values are None if not hit occured.
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'''
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E1 = B-A
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E2 = C-A
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N = np.cross(E1,E2)
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det = -(dR*N).sum(axis=-1) # dot product
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det[np.abs(det)<1e-6] = np.nan # mask to avoid numpy runtime errors
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invdet = 1.0/det
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AO = R-A
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DAO = np.cross(AO,dR)
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# u,v,1-u-v are the barycentric coordinates of intersection
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u = (E2*DAO).sum(axis=-1)*invdet
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v = -(E1*DAO).sum(axis=-1)*invdet
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# Boolean array indicating hits
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is_hit = np.logical_and(
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np.logical_and(
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np.logical_and(
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np.isfinite(det),u>=0.0),
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v>=0.0),
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(u+v)<=1.0)
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hit_idx = np.flatnonzero(is_hit)
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if len(hit_idx)==0: return (None,None,None)
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# Intersection point is R+t*dR
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t = (AO[hit_idx,:]*N[hit_idx,:]).sum(axis=-1)*invdet[hit_idx]
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return hit_idx,t,N[hit_idx]
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def clean_points(self,report=False):
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def clean_points(self,report=False):
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nfaces_ = self._faces.shape[0]
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nfaces_ = self._faces.shape[0]
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