Beispiel #1
0
def computeMagnitude(point, sphereCenter):
    magnitudeSquared = c3d.magnitudeSquared(point)
    magnitude = math.sqrt(magnitudeSquared)
    direction = c3d.multiplyByScalar(point, 1 / magnitude)

    magnitudeSquared = max(1.0, magnitudeSquared)
    magnitude = max(1.0, magnitude)

    cosAlpha = np.dot(direction, sphereCenter)
    sinAlpha = c3d.magnitude(np.cross(direction, sphereCenter))
    cosBeta = 1.0 / magnitude
    sinBeta = math.sqrt(magnitudeSquared - 1.0) * cosBeta
    return 1.0 / (cosAlpha * cosBeta - sinAlpha * sinBeta)
Beispiel #2
0
def fromPoints(points, boundingSphere):

    if len(points) < 1:
        raise Exception('Your list of points must contain at least 2 points')

    # Bring coordinates to ellipsoid scaled coordinates
    scaleDown = lambda coord: [coord[0] * rX, coord[1] * rY, coord[2] * rZ]
    scaledPoints = map(scaleDown, points)
    scaledSphereCenter = scaleDown(boundingSphere.center)

    magnitude = lambda coord: computeMagnitude(coord, scaledSphereCenter)
    magnitudes = map(magnitude, scaledPoints)

    return c3d.multiplyByScalar(scaledSphereCenter, max(magnitudes))
Beispiel #3
0
    def fromPoints(self, points):

        if len(points) < 1:
            raise Exception('Your list of points must contain at least 2 points')

        nbPositions = len(points)
        for i in xrange(0, nbPositions):
            point = points[i]

            # Store the points containing the smallest and largest component
            # Used for the naive approach
            if point[0] < self.minPointX[0]:
                self.minPointX = point

            if point[1] < self.minPointY[1]:
                self.minPointY = point

            if point[2] < self.minPointZ[2]:
                self.minPointZ = point

            if point[0] > self.maxPointX[0]:
                self.maxPointX = point

            if point[1] > self.maxPointY[1]:
                self.maxPointY = point

            if point[2] > self.maxPointZ[2]:
                self.maxPointZ = point

        # Squared distance between each component min and max
        xSpan = c3d.magnitudeSquared(c3d.subtract(self.maxPointX, self.minPointX))
        ySpan = c3d.magnitudeSquared(c3d.subtract(self.maxPointY, self.minPointY))
        zSpan = c3d.magnitudeSquared(c3d.subtract(self.maxPointZ, self.minPointZ))

        diameter1 = self.minPointX
        diameter2 = self.maxPointX
        maxSpan = xSpan
        if ySpan > maxSpan:
            maxSpan = ySpan
            diameter1 = self.minPointY
            diameter2 = self.maxPointY
        if zSpan > maxSpan:
            maxSpan = zSpan
            diameter1 = self.minPointZ
            diameter2 = self.maxPointZ

        ritterCenter = [
            (diameter1[0] + diameter2[0]) * 0.5,
            (diameter1[1] + diameter2[1]) * 0.5,
            (diameter1[2] + diameter2[2]) * 0.5
        ]

        radiusSquared = c3d.magnitudeSquared(c3d.subtract(diameter2, ritterCenter))
        ritterRadius = math.sqrt(radiusSquared)

        # Initial center and radius (naive) get min and max box
        minBoxPt = [self.minPointX[0], self.minPointY[1], self.minPointZ[2]]
        maxBoxPt = [self.maxPointX[0], self.maxPointY[1], self.maxPointZ[2]]
        naiveCenter = c3d.multiplyByScalar(c3d.add(minBoxPt, maxBoxPt), 0.5)
        naiveRadius = 0.0

        for i in xrange(0, nbPositions):
            currentP = points[i]

            # Find the furthest point from the naive center to calculate the naive radius.
            r = c3d.magnitude(c3d.subtract(currentP, naiveCenter))
            if r > naiveRadius:
                naiveRadius = r

            # Make adjustments to the Ritter Sphere to include all points.
            oldCenterToPointSquared = c3d.magnitudeSquared(c3d.subtract(currentP, ritterCenter))
            if oldCenterToPointSquared > radiusSquared:
                oldCenterToPoint = math.sqrt(oldCenterToPointSquared)
                ritterRadius = (ritterRadius + oldCenterToPoint) * 0.5
                # Calculate center of new Ritter sphere
                oldToNew = oldCenterToPoint - ritterRadius
                ritterCenter = [
                    (ritterRadius * ritterCenter[0] + oldToNew * currentP[0]) / oldCenterToPoint,
                    (ritterRadius * ritterCenter[1] + oldToNew * currentP[1]) / oldCenterToPoint,
                    (ritterRadius * ritterCenter[2] + oldToNew * currentP[2]) / oldCenterToPoint,
                ]

        # Keep the naive sphere if smaller
        if naiveRadius < ritterRadius:
            self.radius = ritterRadius
            self.center = ritterCenter
        else:
            self.radius = naiveRadius
            self.center = naiveCenter
Beispiel #4
0
    def fromPoints(self, points):

        if len(points) < 1:
            raise Exception(
                'Your list of points must contain at least 2 points')

        nbPositions = len(points)
        for i in xrange(0, nbPositions):
            point = points[i]

            # Store the points containing the smallest and largest component
            # Used for the naive approach
            if point[0] < self.minPointX[0]:
                self.minPointX = point

            if point[1] < self.minPointY[1]:
                self.minPointY = point

            if point[2] < self.minPointZ[2]:
                self.minPointZ = point

            if point[0] > self.maxPointX[0]:
                self.maxPointX = point

            if point[1] > self.maxPointY[1]:
                self.maxPointY = point

            if point[2] > self.maxPointZ[2]:
                self.maxPointZ = point

        # Squared distance between each component min and max
        xSpan = c3d.magnitudeSquared(
            c3d.subtract(self.maxPointX, self.minPointX))
        ySpan = c3d.magnitudeSquared(
            c3d.subtract(self.maxPointY, self.minPointY))
        zSpan = c3d.magnitudeSquared(
            c3d.subtract(self.maxPointZ, self.minPointZ))

        diameter1 = self.minPointX
        diameter2 = self.maxPointX
        maxSpan = xSpan
        if ySpan > maxSpan:
            maxSpan = ySpan
            diameter1 = self.minPointY
            diameter2 = self.maxPointY
        if zSpan > maxSpan:
            maxSpan = zSpan
            diameter1 = self.minPointZ
            diameter2 = self.maxPointZ

        ritterCenter = [(diameter1[0] + diameter2[0]) * 0.5,
                        (diameter1[1] + diameter2[1]) * 0.5,
                        (diameter1[2] + diameter2[2]) * 0.5]

        radiusSquared = c3d.magnitudeSquared(
            c3d.subtract(diameter2, ritterCenter))
        ritterRadius = math.sqrt(radiusSquared)

        # Initial center and radius (naive) get min and max box
        minBoxPt = [self.minPointX[0], self.minPointY[1], self.minPointZ[2]]
        maxBoxPt = [self.maxPointX[0], self.maxPointY[1], self.maxPointZ[2]]
        naiveCenter = c3d.multiplyByScalar(c3d.add(minBoxPt, maxBoxPt), 0.5)
        naiveRadius = 0.0

        for i in xrange(0, nbPositions):
            currentP = points[i]

            # Find the furthest point from the naive center to calculate the naive radius.
            r = c3d.magnitude(c3d.subtract(currentP, naiveCenter))
            if r > naiveRadius:
                naiveRadius = r

            # Make adjustments to the Ritter Sphere to include all points.
            oldCenterToPointSquared = c3d.magnitudeSquared(
                c3d.subtract(currentP, ritterCenter))
            if oldCenterToPointSquared > radiusSquared:
                oldCenterToPoint = math.sqrt(oldCenterToPointSquared)
                ritterRadius = (ritterRadius + oldCenterToPoint) * 0.5
                # Calculate center of new Ritter sphere
                oldToNew = oldCenterToPoint - ritterRadius
                ritterCenter = [
                    (ritterRadius * ritterCenter[0] + oldToNew * currentP[0]) /
                    oldCenterToPoint,
                    (ritterRadius * ritterCenter[1] + oldToNew * currentP[1]) /
                    oldCenterToPoint,
                    (ritterRadius * ritterCenter[2] + oldToNew * currentP[2]) /
                    oldCenterToPoint
                ]

        # Keep the naive sphere if smaller
        if naiveRadius < ritterRadius:
            self.radius = ritterRadius
            self.center = ritterCenter
        else:
            self.radius = naiveRadius
            self.center = naiveCenter