def filter_point_cloud(self, target_pc_kdtree: KDTree, initial_alignment: Matrix, distance_threshold: float) -> np.array: """Get a filtered version of the point cloud. The filtered cloud is also stored for later use. Optionally apply an initial alignment. Arguments: target_pc_kdtree {KDTree} -- KDTree of the point cloud to align to initial_alignment {Matrix} -- initial manual alignment, usually from the UI control empty distance_threshold {float} -- maximum allowed distance from ground truth Returns: np.array -- the filtered point cloud """ logger.info("Starting reconstructed point cloud filtering") src = np.copy(self.vertices) # # initial alignment src = PointCloud.transform(src, initial_alignment) # # filter distant points self._discard_vertices.clear() self._filter_distance = distance_threshold to_delete = [] for i, v in enumerate(src): if target_pc_kdtree.find(v)[2] > distance_threshold: to_delete.append(i) src = np.delete(src, to_delete, axis=0) self._discard_vertices = to_delete logger.info("Reconstructed points filtered. Discarded %i points!", len(to_delete)) if src.shape[0] == 0: logger.warning("Point cloud contains 0 points!") return self.vertices_filtered
def init_guess(surface, points_from, samples=50): u_min = surface.get_u_min() u_max = surface.get_u_max() v_min = surface.get_v_min() v_max = surface.get_v_max() us = np.linspace(u_min, u_max, num=samples) vs = np.linspace(v_min, v_max, num=samples) us, vs = np.meshgrid(us, vs) us = us.flatten() vs = vs.flatten() points = surface.evaluate_array(us, vs).tolist() kdt = KDTree(len(us)) for i, v in enumerate(points): kdt.insert(v, i) kdt.balance() us_out = [] vs_out = [] nearest_out = [] for point_from in points_from: nearest, i, distance = kdt.find(point_from) us_out.append(us[i]) vs_out.append(vs[i]) nearest_out.append(tuple(nearest)) return us_out, vs_out, nearest_out
def _check_min_distance(v_new, vs_old, min_r): kdt = KDTree(len(vs_old)) for i, v in enumerate(vs_old): kdt.insert(v, i) kdt.balance() nearest, idx, dist = kdt.find(v_new) if dist is None: return True return (dist >= min_r)
def init_guess(curve, points_from, samples=50): u_min, u_max = curve.get_u_bounds() us = np.linspace(u_min, u_max, num=samples) points = curve.evaluate_array(us).tolist() #print("P:", points) kdt = KDTree(len(us)) for i, v in enumerate(points): kdt.insert(v, i) kdt.balance() us_out = [] nearest_out = [] for point_from in points_from: nearest, i, distance = kdt.find(point_from) us_out.append(us[i]) nearest_out.append(tuple(nearest)) return us_out, nearest_out
def to_point(self, amplitude, coefficient, vertex, centers, direction): vertex = Vector(vertex) n = len(centers) if self.point_mode == 'AVG' or n <= 1: vectors = [] for center in centers: vector = Vector(center) - vertex vector = self.falloff(amplitude, coefficient, vector.length) * vector.normalized() vectors.append(vector) result = get_avg_vector(vectors) return result.length, result.normalized() else: kdt = KDTree(n) for i, center in enumerate(centers): kdt.insert(Vector(center), i) kdt.balance() nearest_co, nearest_idx, nearest_distance = kdt.find(vertex) vector = nearest_co - vertex coeff = self.falloff(amplitude, coefficient, nearest_distance) return coeff, vector.normalized()
def invoke(self, context, event): self.ob = context.active_object.data self.bm = bmesh.new() self.bm.from_mesh(self.ob) self.bm.verts.ensure_lookup_table() links = [] for vert in self.bm.verts: l = [] links.append(l) for v in n_ring(vert, 100): l.append(v.index) immediate_edges = [len(vert.link_edges) for vert in self.bm.verts] bmesh.ops.triangulate(self.bm, faces=self.bm.faces) self.bm.verts.ensure_lookup_table() co = [tuple(v.co) for v in self.bm.verts] t = [tuple(v.index for v in f.verts) for f in self.bm.faces] kd = KDTree(len(self.bm.verts)) for vert in self.bm.verts: kd.insert(vert.co, vert.index) kd.balance() x_mirr_table = [kd.find((vert.co[0] * -1, vert.co[1], vert.co[2]))[1] for vert in self.bm.verts] self.engine = softwrap_core.ShapeEngine(co, t, links, co, t, immediate_edges, x_mirr_table) self.engine.random_co() self.engine.add_pin(co=(10, 0, 0), vert_index=0, stiffness=50, twisty=False, x_mirr=True) context.window_manager.modal_handler_add(self) return {"RUNNING_MODAL"}
class BoundaryAlignedRemesher: def __init__(self, obj): self.obj = obj mode = obj.mode self.edit_mode = mode == 'EDIT' # hack to update the mesh data bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.mode_set(mode=mode) self.bm = bmesh.new() self.bm.from_mesh(obj.data) self.bm1 = None if self.edit_mode: self.bm1 = self.bm.copy() remove, remove1 = [], [] for vert in self.bm.verts: if all(not f.select for f in vert.link_faces): remove.append(vert) for vert in remove: self.bm.verts.remove(vert) for vert in self.bm1.verts: if all(v.select for v in vert.link_faces): remove1.append(vert) for vert in remove1: self.bm1.verts.remove(vert) remove1 = [f for f in self.bm1.faces if f.select] for face in remove1: self.bm1.faces.remove(face) self.bvh = BVHTree.FromBMesh(self.bm) # Boundary_data is a list of directions and locations of boundaries. # This data will serve as guidance for the alignment self.boundary_data = [] # Fill the data using boundary edges as source of directional data. for edge in self.bm.edges: if edge.is_boundary: vec = (edge.verts[0].co - edge.verts[1].co).normalized() center = (edge.verts[0].co + edge.verts[1].co) / 2 self.boundary_data.append((center, vec)) # Create a Kd Tree to easily locate the nearest boundary point self.boundary_kd_tree = KDTree(len(self.boundary_data)) for index, (center, vec) in enumerate(self.boundary_data): self.boundary_kd_tree.insert(center, index) self.boundary_kd_tree.balance() def nearest_boundary_vector(self, location): """ Gets the nearest boundary direction """ location, index, dist = self.boundary_kd_tree.find(location) location, vec = self.boundary_data[index] return vec def enforce_edge_length(self, edge_length=0.05, bias=0.333): """ Replicates dyntopo behavior """ upper_length = edge_length + edge_length * bias lower_length = edge_length - edge_length * bias # Subdivide Long edges subdivide = [] for edge in self.bm.edges: if edge.calc_length() > upper_length: subdivide.append(edge) bmesh.ops.subdivide_edges(self.bm, edges=subdivide, cuts=1) bmesh.ops.triangulate(self.bm, faces=self.bm.faces) if self.edit_mode: subdivide = [] for edge in self.bm1.edges: if edge.select and edge.calc_length() > upper_length: subdivide.append(edge) bmesh.ops.subdivide_edges(self.bm1, edges=subdivide, cuts=1) # Remove verts with less than 5 edges, this helps inprove mesh quality dissolve_verts = [] for vert in self.bm.verts: if len(vert.link_edges) < 5: if not vert.is_boundary: dissolve_verts.append(vert) bmesh.ops.dissolve_verts(self.bm, verts=dissolve_verts) bmesh.ops.triangulate(self.bm, faces=self.bm.faces) # Collapse short edges but ignore boundaries and never collapse two chained edges lock_verts = set(vert for vert in self.bm.verts if vert.is_boundary) collapse = [] for edge in self.bm.edges: if edge.calc_length() < lower_length and not edge.is_boundary: verts = set(edge.verts) if verts & lock_verts: continue collapse.append(edge) lock_verts |= verts bmesh.ops.collapse(self.bm, edges=collapse) bmesh.ops.beautify_fill(self.bm, faces=self.bm.faces, method="ANGLE") def align_verts(self, rule=(-1, -2, -3, -4)): # Align verts to the nearest boundary by averaging neigbor vert locations selected # by a specific rule, # Rules work by sorting edges by angle relative to the boundary. # Eg1. (0, 1) stands for averagiing the biggest angle and the 2nd biggest angle edges. # Eg2. (-1, -2, -3, -4), averages the four smallest angle edges for vert in self.bm.verts: if not vert.is_boundary: # min_edge = min(vert.link_edges, key=lambda e: e.calc_length()) # other = min_edge.other_vert(vert) # vec = other.co - vert.co # vert.co -= vec * 0.1 # vec = self.nearest_boundary_vector(vert.co) neighbor_locations = [ edge.other_vert(vert).co for edge in vert.link_edges ] best_locations = sorted( neighbor_locations, key=lambda n_loc: abs( (n_loc - vert.co).normalized().dot(vec))) co = vert.co.copy() le = len(vert.link_edges) for i in rule: co += best_locations[i % le] co /= len(rule) + 1 co -= vert.co co -= co.dot(vert.normal) * vert.normal vert.co += co self.reproject() def reproject(self): """ Recovers original shape """ for vert in self.bm.verts: if vert.is_boundary: continue location, normal, index, dist = self.bvh.find_nearest(vert.co) if location: vert.co = location def remesh(self, edge_length=0.05, iterations=30, quads=True): """ Coordenates remeshing """ if self.edit_mode: bpy.ops.object.mode_set(mode='OBJECT') if quads: rule = (-1, -2, 0, 1) else: rule = (0, 1, 2, 3) for _ in range(iterations): self.enforce_edge_length(edge_length=edge_length) self.align_verts(rule=rule) self.reproject() if quads: bmesh.ops.join_triangles(self.bm, faces=self.bm.faces, angle_face_threshold=3.14, angle_shape_threshold=3.14) for vert in self.bm.verts: vert.select = True for face in self.bm.faces: face.select = True if self.bm1: self.bm1.to_mesh(self.obj.data) self.bm.from_mesh(self.obj.data) bmesh.ops.remove_doubles( self.bm, verts=[v for v in self.bm.verts if v.select], dist=0.00001) self.bm.to_mesh(self.obj.data) if self.edit_mode: bpy.ops.object.mode_set(mode='EDIT')
class BoundaryAlignedRemesher: def get_hold_edges(self, obj): sc = bpy.context.scene props = sc.ba_remesh split_edge_l = [] # create layer if props.use_edge_bevel_weight: if self.bm.edges.layers.bevel_weight: bevelweight_Layer = self.bm.edges.layers.bevel_weight.verify() if props.use_edge_crease: if self.bm.edges.layers.crease: crease_Layer = self.bm.edges.layers.crease.verify() if props.use_edge_freestyle: if self.bm.edges.layers.freestyle: freestyle_Layer = self.bm.edges.layers.freestyle.verify() # find edge for edge in self.bm.edges: # 選択 if props.use_edge_select: if edge.select: split_edge_l.append(edge) # 角度 if props.use_edge_angle: try: if math.degrees( edge.calc_face_angle()) >= props.edge_angle: split_edge_l.append(edge) except: pass # シーム if props.use_edge_seam: if edge.seam: split_edge_l.append(edge) # シャープ if props.use_edge_sharp: if not edge.smooth: # sharp split_edge_l.append(edge) # ベベルウェイト if props.use_edge_bevel_weight: if self.bm.edges.layers.bevel_weight: if edge[bevelweight_Layer]: split_edge_l.append(edge) # クリース if props.use_edge_crease: if self.bm.edges.layers.crease: if edge[crease_Layer]: split_edge_l.append(edge) # Freestyle if props.use_edge_freestyle: if self.bm.edges.layers.freestyle: if edge[freestyle_Layer]: split_edge_l.append(edge) # 重複を削除 new_split_edge_l = [] for i in split_edge_l: if not i in new_split_edge_l: new_split_edge_l.append(i) return new_split_edge_l def split_feature_edges(self, obj): new_split_edge_l = self.get_hold_edges(obj) if new_split_edge_l: bmesh.ops.split_edges(self.bm, edges=new_split_edge_l) def __init__(self, obj): self.obj = object self.bm = bmesh.new() self.bm.from_mesh(obj.data) self.bvh = BVHTree.FromBMesh(self.bm) # ホールドエッジ self.split_feature_edges(obj) # 開いたエッジのガイド # Boundary_data is a list of directions and locations of boundaries. # This data will serve as guidance for the alignment self.boundary_data = [] # Fill the data using boundary edges as source of directional data. for edge in self.bm.edges: if edge.is_boundary: vec = (edge.verts[0].co - edge.verts[1].co).normalized() center = (edge.verts[0].co + edge.verts[1].co) / 2 self.boundary_data.append((center, vec)) # Create a Kd Tree to easily locate the nearest boundary point self.boundary_kd_tree = KDTree(len(self.boundary_data)) for index, (center, vec) in enumerate(self.boundary_data): self.boundary_kd_tree.insert(center, index) self.boundary_kd_tree.balance() def nearest_boundary_vector(self, location): """ Gets the nearest boundary direction """ location, index, dist = self.boundary_kd_tree.find(location) location, vec = self.boundary_data[index] return vec def enforce_edge_length(self, edge_length=0.05, bias=0.333): """ Replicates dyntopo behaviour """ upper_length = edge_length + edge_length * bias lower_length = edge_length - edge_length * bias # Subdivide Long edges subdivide = [] for edge in self.bm.edges: if edge.calc_length() > upper_length: subdivide.append(edge) bmesh.ops.subdivide_edges(self.bm, edges=subdivide, cuts=1) bmesh.ops.triangulate(self.bm, faces=self.bm.faces) # Remove verts with less than 5 edges, this helps inprove mesh quality dissolve_verts = [] for vert in self.bm.verts: if len(vert.link_edges) < 5: if not vert.is_boundary: dissolve_verts.append(vert) bmesh.ops.dissolve_verts(self.bm, verts=dissolve_verts) bmesh.ops.triangulate(self.bm, faces=self.bm.faces) # 外側エッジを固定 # Collapse short edges but ignore boundaries and never collapse two chained edges lock_verts = set(vert for vert in self.bm.verts if vert.is_boundary) collapse = [] for edge in self.bm.edges: if edge.calc_length() < lower_length and not edge.is_boundary: verts = set(edge.verts) if verts & lock_verts: continue collapse.append(edge) lock_verts |= verts bmesh.ops.collapse(self.bm, edges=collapse) bmesh.ops.beautify_fill(self.bm, faces=self.bm.faces, method="ANGLE") def align_verts(self, rule=(-1, -2, -3, -4)): # Align verts to the nearest boundary by averaging neigbor vert locations selected # by a specific rule, # Rules work by sorting edges by angle relative to the boundary. # Eg1. (0, 1) stands for averagiing the biggest angle and the 2nd biggest angle edges. # Eg2. (-1, -2, -3, -4), averages the four smallest angle edges for vert in self.bm.verts: if not vert.is_boundary: vec = self.nearest_boundary_vector(vert.co) neighbor_locations = [ edge.other_vert(vert).co for edge in vert.link_edges ] best_locations = sorted( neighbor_locations, key=lambda n_loc: abs( (n_loc - vert.co).normalized().dot(vec))) co = vert.co.copy() le = len(vert.link_edges) for i in rule: co += best_locations[i % le] co /= len(rule) + 1 co -= vert.co co -= co.dot(vert.normal) * vert.normal vert.co += co def reproject(self): """ Recovers original shape """ for vert in self.bm.verts: location, normal, index, dist = self.bvh.find_nearest(vert.co) if location: vert.co = location def remesh(self, edge_length=0.05, iterations=30, quads=True): """ Coordenates remeshing """ if quads: rule = (-1, -2, 0, 1) else: rule = (0, 1, 2, 3) for _ in range(iterations): self.enforce_edge_length(edge_length=edge_length) try: self.align_verts(rule=rule) except: pass self.reproject() if quads: bmesh.ops.join_triangles(self.bm, faces=self.bm.faces, angle_face_threshold=3.14, angle_shape_threshold=3.14) bmesh.ops.remove_doubles(self.bm, verts=self.bm.verts, dist=0.001) return self.bm
def execute(self, context): source = context.object try: sdata = source.data sgeom = sdata.polygons except AttributeError: self.report( {'ERROR_INVALID_INPUT'}, "The active object needs to have a mesh data block.", ) return {'CANCELLED'} # get comparison values for source scvals = get_vecs(sgeom, 'center') if self.in_wrld_crds: # transform source to world coordinates mat = np.array(source.matrix_world) scvals = transf_pts(mat, scvals) # build KD-Tree from comparison values kd = KDTree(len(sgeom)) for i, v in enumerate(scvals): kd.insert(v, i) kd.balance() # get values to transfer from source stvals = get_scalars(sgeom, 'material_index', np.int8) all_meshless = True # for error-reporting for target in context.selected_objects: if target is source: continue try: tdata = target.data tgeom = tdata.polygons all_meshless = False except AttributeError: continue # get comparison values for target tcvals = get_vecs(tgeom, 'center') if self.in_wrld_crds: # transform target to world coordinates mat = np.array(target.matrix_world) tcvals = transf_pts(mat, tcvals) ttvals = np.empty(len(tgeom), dtype=np.int32) # for every comparison point in target, find closest in # source and copy over its transfer value for ti, tv in enumerate(tcvals): _, si, _ = kd.find(tv) ttvals[ti] = stvals[si] # set values to transfer to target set_vals(tgeom, ttvals, 'material_index') tmats = tdata.materials if self.assign_mat: # transfer assigned materials for i, m in enumerate(sdata.materials): if i < len(tmats): tmats[i] = m else: tmats.append(m) if all_meshless: self.report( {'ERROR_INVALID_INPUT'}, "No selected target object has a mesh data block.", ) return {'CANCELLED'} return {'FINISHED'}
class Particle_system: def __init__(self, guide, ground, scale): self.GUIDE_STRENGTH = 1.0 * scale self.TURBULENCE_FREQUENCY = 10 * scale self.TURBULENCE_STRENGTH = 1.0 * scale self.AVOID_THRESHOLD = 0.01 * scale self.AVOID_STRENGTH = 0.2 * scale self.frame = 0 self.particles = [] self.guide = guide # self.vertex_distance = (self.guide.data.vertices[0].co - self.guide.data.vertices[1].co).length_squared self.guide_tree = KDTree(len(self.guide.data.vertices)) for v in self.guide.data.vertices: self.guide_tree.insert(v.co, v.index) self.guide_tree.balance() self.ground = ground self.scale = scale # bpy.ops.mesh.primitive_ico_sphere_add(location=(0,0,0), size=0.01) # self.instance_obj = bpy.context.object # self.instance_obj = bpy.data.objects['Fleche'] self.instance_obj = bpy.data.objects[bpy.context.scene.ant_instance] self.instance_mesh = self.instance_obj.data # self.instance_mesh.materials.append(bpy.data.materials['noir']) def add_particles(self, particles_number): '''Add a new particle to the system''' for p in range(particles_number): ind = randint(1, len(self.guide.data.vertices)-2) self.particles.append(Particle(ind, self.scale, self.guide.data.vertices[ind].co)) def kill_particle(self, part): self.particles.remove(part) def create_tree(self): self.parts_tree = KDTree(len(self.particles)) for i, p in enumerate(self.particles): self.parts_tree.insert(p.location, i) self.parts_tree.balance() def step(self): '''Simulate next frame''' self.frame += 1 self.create_tree() for part in self.particles: if part.active: previous_velocity = part.velocity.copy() #guide vector guide_vector = self.guide.data.vertices[part.guide_index].co - part.location guide_vector = guide_vector.normalized() * self.GUIDE_STRENGTH #turbulence vector turbulence = noise.turbulence_vector(part.noise_seed+part.location, 2, False, 1, self.TURBULENCE_STRENGTH, self.TURBULENCE_FREQUENCY) # part.noise_seed += turbulence / 50 # if part.velocity.length_squared < 0.0001: # part.noise_seed = noise.random_unit_vector() part.noise_seed.z += 0.01 #boid-like vector too_close = self.parts_tree.find_range(part.location, self.AVOID_THRESHOLD) avoid_vector = Vector() for p in too_close: other_vec = part.location - p[0] if other_vec.length_squared < 0.0001: continue other_vec /= other_vec.length avoid_vector += other_vec # avoid_vector.normalize() # avoid_vector -= part.velocity avoid_vector *= self.AVOID_STRENGTH #velocity change part.velocity += avoid_vector part.velocity += turbulence * (1.0-part.behaviour) part.velocity += guide_vector * part.behaviour #limit velocity (drag and shit) if part.velocity.length > part.MAX_VEL: part.velocity.length = part.MAX_VEL # limit rotation rotation_scalar = previous_velocity.dot(part.velocity) * 0.5 + 0.5 # normalized 0-1 # rotation_scalar **= 3 if rotation_scalar > 0.1: rotation_scalar = 0.1 # rotation_scalar = 0 part.velocity *= (rotation_scalar) part.velocity += previous_velocity * (1-rotation_scalar) # put that shit on the ground closest = self.ground.closest_point_on_mesh(part.location) part.location = closest[0] # velocity parallel to the ground vel_norm = part.velocity.length inter = part.velocity.cross(closest[1]) part.velocity = closest[1].cross(inter) part.velocity.length = vel_norm # print(part.velocity) # SET NEW LOCATION part.location += part.velocity # behaviour change part.behaviour += random()*0.1-0.05 if part.behaviour < 0.8: part.behaviour = 0.8 if part.behaviour > 0.9: part.behaviour = 0.9 # # set goal to next vertex if close enough pt, ind, dist = self.guide_tree.find(part.location) if fabs(ind - part.guide_index) < 2: part.guide_index += part.direction # if self.frame % 20 == 0: # part.guide_index += part.direction # if next_point_distance.length_squared < self.vertex_distance: # part.guide_index += 1 # switch direction if end reached if part.guide_index >= len(self.guide.data.vertices)-1 or part.guide_index == 1: # part.active = False # self.kill_particle(part) part.direction = -part.direction part.guide_index += part.direction self.create_frame(self.frame) def create_frame(self, frame): ''' For each frame: - create a new instance of the object to duplicate (eg. a sphere) - get a list of vertices from particles' positions - create a new generator objects, use the vertex list to generate mesh - this object will be used for duplication - parent the object to duplicate to the generator object - animate the visibility of both objects ''' instance_obj_frame = bpy.data.objects.new('instance_{:05}'.format(frame), self.instance_mesh) bpy.context.scene.objects.link(instance_obj_frame) vertices = [(p.location, p.velocity) for p in self.particles] generator_mesh = bpy.data.meshes.new('generator_{:05}'.format(frame)) # generator_mesh.from_pydata(vertices, [], []) ## Track to camera # cam = bpy.context.scene.camera for v in vertices: generator_mesh.vertices.add(1) generator_mesh.vertices[-1].co = v[0] generator_mesh.vertices[-1].normal = v[1] # generator_mesh.vertices[-1].normal = cam.location - v generator_obj = bpy.data.objects.new('generator_{:05}'.format(frame), generator_mesh) bpy.context.scene.objects.link(generator_obj) instance_obj_frame.parent = generator_obj generator_obj.dupli_type = "VERTS" generator_obj.use_dupli_vertices_rotation = True #anim generator_obj.keyframe_insert('hide', frame=frame) generator_obj.keyframe_insert('hide_render', frame=frame) generator_obj.hide = True generator_obj.hide_render = True generator_obj.keyframe_insert('hide', frame=frame+1) generator_obj.keyframe_insert('hide_render', frame=frame+1) generator_obj.keyframe_insert('hide', frame=frame-1) generator_obj.keyframe_insert('hide_render', frame=frame-1)
def simplify_mesh(self, bm): class Ownership: def __init__(self, particle, dist): self.particle = particle self.distance = dist self.valid = False bmesh.ops.triangulate(bm, faces=bm.faces) last_edges = float("+inf") while True: edges = set() for edge in bm.edges: le = (edge.verts[0].co - edge.verts[1].co).length_squared center = edge.verts[0].co + edge.verts[1].co center /= 2 for p, dist in self.get_nearest(center, 1): if p.radius**2 < le: edges.add(edge) if not len(edges) < last_edges: break last_edges = len(edges) bmesh.ops.subdivide_edges(bm, edges=list(edges), cuts=1) bmesh.ops.triangulate(bm, faces=bm.faces) bm.faces.ensure_lookup_table() bm.verts.ensure_lookup_table() tree = KDTree(len(bm.verts)) for vert in bm.verts: tree.insert(vert.co, vert.index) tree.balance() ownership_mapping = {} ownership_validation_front = set() for vert in bm.verts: for p, dist in self.get_nearest(vert.co, 1): ownership_mapping[vert] = Ownership(p, dist) for particle in self.particles: location, index, dist = tree.find(particle.location) vert = bm.verts[index] if vert in ownership_mapping: if ownership_mapping[vert].particle == particle: ownership_mapping[vert].valid = True ownership_validation_front.add(vert) while True: new_front = set() for vert in ownership_validation_front: for edge in vert.link_edges: other_vert = edge.other_vert(vert) if other_vert not in ownership_mapping: continue if ownership_mapping[other_vert].valid: continue if other_vert in ownership_mapping: if ownership_mapping[ vert].particle is ownership_mapping[ other_vert].particle: new_front.add(other_vert) ownership_mapping[other_vert].valid = True ownership_validation_front = new_front if not new_front: break new_bm = bmesh.new() for particle in self.particles: particle.vert = new_bm.verts.new(particle.location) for face in bm.faces: connections = set() for vert in face.verts: if vert in ownership_mapping: if ownership_mapping[vert].valid: p = ownership_mapping[vert].particle connections.add(p) if len(connections) == 3: try: new_bm.faces.new( [particle.vert for particle in connections]) except ValueError: pass while True: stop = True for vert in new_bm.verts: if len(vert.link_edges) < 3: new_bm.verts.remove(vert) stop = False if stop: break bmesh.ops.holes_fill(new_bm, edges=new_bm.edges) bmesh.ops.triangulate(new_bm, faces=new_bm.faces) bmesh.ops.recalc_face_normals(new_bm, faces=new_bm.faces) if not self.triangle_mode: bmesh.ops.join_triangles(new_bm, faces=new_bm.faces, angle_face_threshold=1.0, angle_shape_threshold=3.14) return new_bm
def __init__(self, source_bm, target_bm=None, max_springs=300, x_mirror=False, immediate_edges_max=6): self.max_springs = max_springs self.immediate_edges_max = immediate_edges_max self.bm = source_bm self.target_bm = target_bm self.n = len(source_bm.verts) self.co = np.array(list(tuple(v.co) for v in source_bm.verts), dtype=np.float64) self.last_co = self.co.copy() self.springs = np.zeros((self.n, max_springs), dtype=np.int64) self.immediate_edges = np.full((self.n, immediate_edges_max), -1, dtype=np.int64) self.lengths = np.zeros((self.n, max_springs), dtype=np.float64) self.sizing = 1 self.pins = [] self.out_cache = DummyObj() if target_bm: target_bm.faces.ensure_lookup_table() self.bvh = BVHTree.FromBMesh(target_bm) else: self.bvh = None source_bm.verts.ensure_lookup_table() source_bm.faces.ensure_lookup_table() if x_mirror: self.mirror_table = np.full((self.n, ), -1, dtype=np.int64) self.x_mirr = True kd = KDTree(self.n) for vert in source_bm.verts: kd.insert(vert.co, vert.index) kd.balance() else: self.x_mirr = False self._mirror_table = None for vert in source_bm.verts: for j, edge in enumerate(vert.link_edges): if not j < immediate_edges_max: break other = edge.other_vert(vert) if not vert.is_boundary or other.is_boundary == vert.is_boundary: self.immediate_edges[vert.index, j] = other.index for j, other in enumerate(n_ring(vert, self.max_springs)): self.springs[vert.index, j] = other.index self.lengths[vert.index, j] = (other.co - vert.co).length if self.x_mirr: co = vert.co.copy() co.x *= -1 mirrco, mirri, dist = kd.find(co) self.mirror_table[vert.index] = mirri self.immediate_edges_invalid_places = self.immediate_edges == -1 self.immediate_edges_number = ( immediate_edges_max - self.immediate_edges_invalid_places.sum(axis=1))
class Particle_system: def __init__(self, guide, ground, scale): self.GUIDE_STRENGTH = 1.0 * scale self.TURBULENCE_FREQUENCY = 10 * scale self.TURBULENCE_STRENGTH = 1.0 * scale self.AVOID_THRESHOLD = 0.01 * scale self.AVOID_STRENGTH = 0.2 * scale self.frame = 0 self.particles = [] self.guide = guide # self.vertex_distance = (self.guide.data.vertices[0].co - self.guide.data.vertices[1].co).length_squared self.guide_tree = KDTree(len(self.guide.data.vertices)) for v in self.guide.data.vertices: self.guide_tree.insert(v.co, v.index) self.guide_tree.balance() self.ground = ground self.scale = scale # bpy.ops.mesh.primitive_ico_sphere_add(location=(0,0,0), size=0.01) # self.instance_obj = bpy.context.object # self.instance_obj = bpy.data.objects['Fleche'] self.instance_obj = bpy.data.objects[bpy.context.scene.ant_instance] self.instance_mesh = self.instance_obj.data # self.instance_mesh.materials.append(bpy.data.materials['noir']) def add_particles(self, particles_number): '''Add a new particle to the system''' for p in range(particles_number): ind = randint(1, len(self.guide.data.vertices)-2) self.particles.append(Particle(ind, self.scale, self.guide.data.vertices[ind].co)) def kill_particle(self, part): self.particles.remove(part) def create_tree(self): self.parts_tree = KDTree(len(self.particles)) for i, p in enumerate(self.particles): self.parts_tree.insert(p.location, i) self.parts_tree.balance() def step(self): '''Simulate next frame''' self.frame += 1 self.create_tree() for part in self.particles: if part.active: previous_velocity = part.velocity.copy() #guide vector guide_vector = self.guide.data.vertices[part.guide_index].co - part.location guide_vector = guide_vector.normalized() * self.GUIDE_STRENGTH #turbulence vector turbulence = noise.turbulence_vector(part.noise_seed+part.location, 2, False, 1, self.TURBULENCE_STRENGTH, self.TURBULENCE_FREQUENCY) # part.noise_seed += turbulence / 50 # if part.velocity.length_squared < 0.0001: # part.noise_seed = noise.random_unit_vector() part.noise_seed.z += 0.01 #boid-like vector too_close = self.parts_tree.find_range(part.location, self.AVOID_THRESHOLD) avoid_vector = Vector() for p in too_close: other_vec = part.location - p[0] if other_vec.length_squared < 0.0001: continue other_vec /= other_vec.length avoid_vector += other_vec # avoid_vector.normalize() # avoid_vector -= part.velocity avoid_vector *= self.AVOID_STRENGTH #velocity change part.velocity += avoid_vector part.velocity += turbulence * (1.0-part.behaviour) part.velocity += guide_vector * part.behaviour #limit velocity (drag and shit) if part.velocity.length > part.MAX_VEL: part.velocity.length = part.MAX_VEL # limit rotation rotation_scalar = previous_velocity.dot(part.velocity) * 0.5 + 0.5 # normalized 0-1 # rotation_scalar **= 3 if rotation_scalar > 0.1: rotation_scalar = 0.1 # rotation_scalar = 0 part.velocity *= (rotation_scalar) part.velocity += previous_velocity * (1-rotation_scalar) # put that shit on the ground closest = self.ground.closest_point_on_mesh(part.location) part.location = closest[0] # velocity parallel to the ground vel_norm = part.velocity.length inter = part.velocity.cross(closest[1]) part.velocity = closest[1].cross(inter) part.velocity.length = vel_norm # print(part.velocity) # SET NEW LOCATION part.location += part.velocity # behaviour change part.behaviour += random()*0.1-0.05 if part.behaviour < 0.8: part.behaviour = 0.8 if part.behaviour > 0.9: part.behaviour = 0.9 # # set goal to next vertex if close enough pt, ind, dist = self.guide_tree.find(part.location) if fabs(ind - part.guide_index) < 2: part.guide_index += part.direction # if self.frame % 20 == 0: # part.guide_index += part.direction # if next_point_distance.length_squared < self.vertex_distance: # part.guide_index += 1 # switch direction if end reached if part.guide_index >= len(self.guide.data.vertices)-1 or part.guide_index == 1: # part.active = False # self.kill_particle(part) part.direction = -part.direction part.guide_index += part.direction self.create_frame(self.frame) def create_frame(self, frame): ''' For each frame: - create a new instance of the object to duplicate (eg. a sphere) - get a list of vertices from particles' positions - create a new generator objects, use the vertex list to generate mesh - this object will be used for duplication - parent the object to duplicate to the generator object - animate the visibility of both objects ''' instance_obj_frame = bpy.data.objects.new('instance_{:05}'.format(frame), self.instance_mesh) bpy.context.scene.objects.link(instance_obj_frame) vertices = [(p.location, p.velocity) for p in self.particles] generator_mesh = bpy.data.meshes.new('generator_{:05}'.format(frame)) # generator_mesh.from_pydata(vertices, [], []) ## Track to camera # cam = bpy.context.scene.camera for v in vertices: generator_mesh.vertices.add(1) generator_mesh.vertices[-1].co = v[0] generator_mesh.vertices[-1].normal = v[1] # generator_mesh.vertices[-1].normal = cam.location - v generator_obj = bpy.data.objects.new('generator_{:05}'.format(frame), generator_mesh) bpy.context.scene.objects.link(generator_obj) instance_obj_frame.parent = generator_obj generator_obj.dupli_type = "VERTS" generator_obj.use_dupli_vertices_rotation = True #anim generator_obj.keyframe_insert('hide', frame=frame) generator_obj.keyframe_insert('hide_render', frame=frame) generator_obj.hide = True generator_obj.hide_render = True generator_obj.keyframe_insert('hide', frame=frame+1) generator_obj.keyframe_insert('hide_render', frame=frame+1) generator_obj.keyframe_insert('hide', frame=frame-1) generator_obj.keyframe_insert('hide_render', frame=frame-1)
class Converter(object): TARGET_NUM_FACET = 2000 DEFAULT_OCTREE = 3 @elapsed def __init__(self, src): self.src = src self.decimated = None self.src_kd = None self.voxel_list = Manager().list() self.mesh_list = Manager().list() self.color_dict = {} self.parent = None self.block_map = Manager().list() self.unit = None self.join = True # Initial procedure self.__calc_decimated() self.__build_src_kd() self.__create_color_dict() bpy.ops.object.select_all(action="DESELECT") @elapsed def __calc_decimated(self): num_facet = len(self.src.data.polygons) ratio = float(Converter.TARGET_NUM_FACET) / float(num_facet) mesh = bpy.data.meshes.new("Decimated") self.decimated = bpy.data.objects.new("Decimated", mesh) self.decimated.data = self.src.data.copy() self.decimated.scale = self.src.scale self.decimated.location = self.src.location bpy.context.scene.objects.link(self.decimated) self.decimated.select = True self.decimated.modifiers.new("Decimate", "DECIMATE") self.decimated.modifiers["Decimate"].ratio = ratio bpy.ops.object.modifier_apply(apply_as="DATA", modifier="DECIMATE") @elapsed def __build_src_kd(self): mesh = self.decimated.data size = len(mesh.vertices) self.src_kd = KDTree(size) for i, v in enumerate(mesh.vertices): self.src_kd.insert(v.co, i) self.src_kd.balance() @elapsed def __create_color_dict(self): for i, loop in enumerate(self.decimated.data.loops): vi = loop.vertex_index if vi not in self.color_dict: self.color_dict[vi] = i @elapsed def apply_join(self): if self.join: bpy.ops.object.join() @elapsed def cleanup(self): bpy.context.scene.objects.unlink(self.decimated) @staticmethod def create_new_octree(box): box0 = ( box[0], (box[0] + box[1])/2.0, (box[0] + box[2])/2.0, (box[0] + box[3])/2.0, (box[0] + box[4])/2.0, (box[0] + box[5])/2.0, (box[0] + box[6])/2.0, (box[0] + box[7])/2.0, ) box1 = ( # Left side (box[0] + box[1])/2.0, box[1], (box[1] + box[2])/2.0, (box[0] + box[2])/2.0, # Right side (box[0] + box[5])/2.0, (box[1] + box[5])/2.0, (box[1] + box[6])/2.0, (box[0] + box[6])/2.0, ) box2 = ( # Left side (box[0] + box[2])/2.0, (box[1] + box[2])/2.0, box[2], (box[2] + box[3])/2.0, # Right side (box[0] + box[6])/2.0, (box[1] + box[6])/2.0, (box[2] + box[6])/2.0, (box[3] + box[6])/2.0 ) box3 = ( # Left side (box[0] + box[3])/2.0, (box[0] + box[2])/2.0, (box[2] + box[3])/2.0, box[3], # Right side (box[0] + box[7])/2.0, (box[0] + box[6])/2.0, (box[3] + box[6])/2.0, (box[3] + box[7])/2.0, ) box4 = ( # Left side (box[0] + box[4])/2.0, (box[0] + box[5])/2.0, (box[0] + box[6])/2.0, (box[0] + box[7])/2.0, # Right side box[4], (box[4] + box[5])/2.0, (box[4] + box[6])/2.0, (box[4] + box[7])/2.0, ) box5 = ( # Left side (box[0] + box[5])/2.0, (box[1] + box[5])/2.0, (box[1] + box[6])/2.0, (box[0] + box[6])/2.0, # Right side (box[4] + box[5])/2.0, box[5], (box[5] + box[6])/2.0, (box[4] + box[6])/2.0, ) box6 = ( # Left side (box[0] + box[6])/2.0, (box[1] + box[6])/2.0, (box[2] + box[6])/2.0, (box[3] + box[6])/2.0, # Right side (box[4] + box[6])/2.0, (box[5] + box[6])/2.0, box[6], (box[6] + box[7])/2.0, ) box7 = ( # Left side (box[0] + box[7])/2.0, (box[0] + box[6])/2.0, (box[3] + box[6])/2.0, (box[3] + box[7])/2.0, # Right side (box[4] + box[7])/2.0, (box[4] + box[6])/2.0, (box[6] + box[7])/2.0, box[7], ) return box0, box1, box2, box3, box4, box5, box6, box7 @staticmethod def get_bvhtree_from_box(box): mesh_data = bpy.data.meshes.new("cube_mesh_data") faces = [(0, 1, 2, 3), (4, 7, 6, 5), (0, 4, 5, 1), (1, 5, 6, 2), (2, 3, 7, 6), (4, 0, 3, 7)] mesh_data.from_pydata([x.to_tuple() for x in box], [], faces) mesh_data.update() bm = bmesh.new() bm.from_mesh(mesh_data) return bvh.BVHTree.FromBMesh(bm) @staticmethod def check_if_overlap(obj, box): bvh_tree1 = bvh.BVHTree.FromObject(obj, bpy.context.scene) bvh_tree2 = Converter.get_bvhtree_from_box(box) return bvh_tree1.overlap(bvh_tree2) @elapsed def invoke(self, obj, box, max_depth): try: self.invoke_create_voxel(obj, box, max_depth) self.draw_voxel(origin=box[0]) finally: # Post procedure self.apply_join() self.cleanup() return list(self.block_map) @elapsed def invoke_create_voxel(self, obj, box, max_depth): # Calc unit length self.unit = (box[1].z - box[0].z) / float(2 ** max_depth) overlap = Converter.check_if_overlap(obj, box) if overlap: boxes = Converter.create_new_octree(box) jobs = [] for child in boxes: p = Process( target=self.create_voxel, args=(obj, child, 1, self.voxel_list, max_depth) ) jobs.append(p) p.start() [job.join() for job in jobs] def create_voxel(self, obj, box, depth, queue, max_depth=3): """For multiprocessing :param obj: :param box: :param depth: :param queue: :param max_depth: :return: """ depth += 1 overlap = Converter.check_if_overlap(obj, box) if overlap: if depth == max_depth: queue.append([x.to_tuple() for x in box]) else: boxes = Converter.create_new_octree(box) for _child in boxes: self.create_voxel(obj, _child, depth, queue, max_depth) def calc_mesh_and_color(self, voxel_list, mesh_list, block_list, origin): """For multiprocessing :param list voxel_list: :param list mesh_list: :param list block_list: :param mathutils.Vector origin: """ faces = ((0, 1, 2, 3), (4, 7, 6, 5), (0, 4, 5, 1), (1, 5, 6, 2), (2, 3, 7, 6), (4, 0, 3, 7)) for i, voxel in enumerate(voxel_list): mesh = bpy.data.meshes.new("cube_mesh_data") mesh.from_pydata(voxel, [], faces) mesh.update() # Find closest color co, index, dist = self.src_kd.find(voxel[0]) if self.decimated.data.vertex_colors: rgb = self.decimated.data.vertex_colors["Col"].data[self.color_dict[index]].color else: rgb = (1.0, 1.0, 1.0) # White mesh_list.append((voxel, tuple(rgb))) ix = int(round((voxel[0][0] - origin.x) / self.unit)) iy = int(round((voxel[0][1] - origin.y) / self.unit)) iz = int(round((voxel[0][2] - origin.z) / self.unit)) col_def = BlockDef.find_nearest_color_block(Vector(rgb)) block_list.append(BlockInfo( has_block=True, block_type=col_def.block_def[0], color=col_def.block_def[1], pos=(ix, iy, iz) )) @elapsed def draw_voxel(self, origin): # Add null object self.parent = bpy.data.objects.new("Voxcel", bpy.data.meshes.new("Voxcel")) bpy.context.scene.objects.link(self.parent) bpy.context.scene.objects.active = self.parent self.parent.select = True def chunks(l, n): """Yield successive n-sized chunks from l.""" for i in range(0, len(l), n): yield l[i:i+n] parallels = 8 chunk_list = chunks( self.voxel_list, len(self.voxel_list)//parallels ) jobs = [] for chunk in chunk_list: job = Process( target=self.calc_mesh_and_color, args=(chunk, self.mesh_list, self.block_map, origin) ) jobs.append(job) job.start() [job.join() for job in jobs] @elapsed def add_voxels(): for i, item in enumerate(self.mesh_list): vertices = item[0] color = item[1] name = "Cube.%010d" % i voxel.Voxel(name, vertices, color).create().add( scene=bpy.context.scene, parent=self.parent ) add_voxels()
def evaluate(self, target_pc_kdtree: KDTree, use_filtered_cloud: bool) -> Dict: """Evaluate the point cloud w.r.t. the target point cloud. The evaluation is done in terms of euclidean distance between the clouds' points. Arguments: target_pc_kdtree {KDTree} -- target (ground truth) point cloud KDTree use_filtered_cloud {bool} -- if {True} the filtered cloud is used for evaluation, the full one otherwise Returns: Dict -- evaluation result dictionary containing: 'dist_mean' {float}: mean distance 'dist_std' {float}: standard deviation 'dist_min' {float}: minimum distance 'dist_max' {float}: maximum distance 'used_filtered_cloud' {bool}: if the evaluation used only the filtered cloud 'filter_threshold' {float}: the distance threshold used to filter the point cloud 'full_cloud_size' {int}: size of the whole reconstructed cloud 'used_cloud_size' {int}: size of the cloud used for the evaluation 'used_cloud_size_percent' {float}: percentage of cloud used for the evaluation (in range [0-1]) 'discarded_points' {int}: number of point not used in the evaluation 'elapsed_time' {float}: elapsed time in seconds note that the measure unit depends on the unit set in the scene. """ src_pc = self.vertices_filtered if use_filtered_cloud else self.vertices # # initial alignment src = PointCloud.transform( src_pc, self._object_matrix @ self._initial_centroid_matrix) # # get distances d = [euclidean_distance(v, target_pc_kdtree.find(v)[0]) for v in src] # no need to normalize points are 3D # d = [target_pc_kdtree.find(v)[2] for v in src] # # compute statistics d_mean = mean(d) d_std = stdev(d, d_mean) if len(d) > 1 else 0. d_min = min(d) d_max = max(d) # results = { "dist_mean": d_mean, "dist_std": d_std, "dist_min": d_min, "dist_max": d_max, "used_filtered_cloud": use_filtered_cloud, "filter_threshold": self._filter_distance if use_filtered_cloud else float('inf'), "full_cloud_size": len(self.vertices), "used_cloud_size": len(src), "used_cloud_size_percent": len(src) / len(self.vertices), "discarded_points": len(self.vertices) - len(src) } logger.debug( "Point cloud eval end. mean=%.3f, std=%.3f, min=%.3f, max=%.3f.", d_mean, d_std, d_min, d_max) return results
def get_regsitration_to_target( self, target_pc: List[Vector], initial_alignment: Matrix, target_pc_kdtree: KDTree = None, max_iterations: int = 100, samples: int = 0, use_filtered_cloud: bool = True) -> Tuple[Matrix, float]: """Get the registration matrix to a target point cloud. Optionally apply an initial alignment. Implements a variant of the Iterative Closest Point algorithm. Arguments: target_pc {List[Vector]} -- the point cloud to align to initial_alignment {Matrix} -- initial manual alignment, usually from the UI control empty Keyword Arguments: target_pc_kdtree {KDTree} -- KDTree of the point cloud to align to, if {None} will be created internally starting from `target_pc` (default: {None}) max_iterations {int} -- maximum iterations allowed to the algorithm (default: {50}) samples {int} -- number of random vertices to be used for alignment, if <= 0 use the whole cloud (default: {0}) use_filtered_cloud {bool} -- if {True} the filtered point cloud is used to run the alignment, otherwise the full cloud is used (default: {True}) Returns: Matrix -- the combined transformation matrix to align the point cloud float -- registration error """ logger.info("Starting ICP, samples=%i, max_iterations=%i", samples, max_iterations) src_pc = self.vertices_filtered if use_filtered_cloud else self.vertices # target_pc = np.array(target_pc) src = np.ones((src_pc.shape[0], 4)) target = np.ones((len(target_pc), 4)) src[:, :3] = np.copy(src_pc) target[:, :3] = np.copy(target_pc) # # initial alignment src = PointCloud.transform(src, initial_alignment) # # build KDTree for target point cloud kdtree = target_pc_kdtree if kdtree is None: size = len(target_pc) kdtree = KDTree(size) for i, v in enumerate(target_pc): kdtree.insert(v, i) kdtree.balance() # # define samples if samples <= 0 or samples > src[:].shape[0]: logger.warning("Using %i points but were required %i!", src[:].shape[0], samples) samples = src[:].shape[0] # # randomize points indices = list(range(0, src[:].shape[0])) # current_iter = 0 previous_error = float('inf') transforms = [] while current_iter < max_iterations: shuffle(indices) s = list( zip(*[kdtree.find(src[i][0:3]) for i in indices[:samples]])) # s_vertices = s[0] s_indices = s[1] s_distances = s[2] # # get error mean_error = np.mean(s_distances) logger.info("ICP iteration %i, mean error: %f", current_iter, mean_error) if (previous_error - mean_error) < 0.0001: # best alignment reached break previous_error = mean_error # # find fit transform T = self.find_fit_transform(src[indices[:len(s_indices)]], target[s_indices, :]) transforms.append(T) # # update the current source cloud src = PointCloud.transform(src, T) # current_iter += 1 # # self._show_as_vertices_mesh(src) align_matrix = Matrix( reduce(lambda am, t: t @ am, transforms).tolist()) # aggregate transformations return align_matrix, previous_error