hub/venv/lib/python3.7/site-packages/trimesh/ray/ray_triangle.py

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"""
A basic slow implementation of ray- triangle queries.
"""
import numpy as np
from .ray_util import contains_points
from ..constants import tol
from .. import util
from .. import caching
from .. import grouping
from .. import intersections
from .. import triangles as triangles_mod
class RayMeshIntersector(object):
"""
An object to query a mesh for ray intersections.
Precomputes an r-tree for each triangle on the mesh.
"""
def __init__(self, mesh):
self.mesh = mesh
self._cache = caching.Cache(self.mesh.crc)
def intersects_id(self,
ray_origins,
ray_directions,
return_locations=False,
multiple_hits=True,
**kwargs):
"""
Find the intersections between the current mesh and an
array of rays.
Parameters
------------
ray_origins : (m, 3) float
Ray origin points
ray_directions : (m, 3) float
Ray direction vectors
multiple_hits : bool
Consider multiple hits of each ray or not
return_locations : bool
Return hit locations or not
Returns
-----------
index_triangle : (h,) int
Index of triangles hit
index_ray : (h,) int
Index of ray that hit triangle
locations : (h, 3) float
[optional] Position of intersection in space
"""
(index_tri,
index_ray,
locations) = ray_triangle_id(
triangles=self.mesh.triangles,
ray_origins=ray_origins,
ray_directions=ray_directions,
tree=self.mesh.triangles_tree,
multiple_hits=multiple_hits,
triangles_normal=self.mesh.face_normals)
if return_locations:
if len(index_tri) == 0:
return index_tri, index_ray, locations
unique = grouping.unique_rows(
np.column_stack((locations, index_ray)))[0]
return index_tri[unique], index_ray[unique], locations[unique]
return index_tri, index_ray
def intersects_location(self,
ray_origins,
ray_directions,
**kwargs):
"""
Return unique cartesian locations where rays hit the mesh.
If you are counting the number of hits a ray had, this method
should be used as if only the triangle index is used on- edge hits
will be counted twice.
Parameters
------------
ray_origins : (m, 3) float
Ray origin points
ray_directions : (m, 3) float
Ray direction vectors
Returns
---------
locations : (n) sequence of (m,3) float
Intersection points
index_ray : (n,) int
Array of ray indexes
index_tri: (n,) int
Array of triangle (face) indexes
"""
(index_tri,
index_ray,
locations) = self.intersects_id(
ray_origins=ray_origins,
ray_directions=ray_directions,
return_locations=True,
**kwargs)
return locations, index_ray, index_tri
def intersects_any(self,
ray_origins,
ray_directions,
**kwargs):
"""
Find out if each ray hit any triangle on the mesh.
Parameters
------------
ray_origins : (m, 3) float
Ray origin points
ray_directions : (m, 3) float
Ray direction vectors
Returns
---------
hit : (m,) bool
Whether any ray hit any triangle on the mesh
"""
index_tri, index_ray = self.intersects_id(ray_origins,
ray_directions)
hit_any = np.zeros(len(ray_origins), dtype=np.bool)
hit_idx = np.unique(index_ray)
if len(hit_idx) > 0:
hit_any[hit_idx] = True
return hit_any
def contains_points(self, points):
"""
Check if a mesh contains a list of points, using ray tests.
If the point is on the surface of the mesh the behavior
is undefined.
Parameters
------------
points : (n, 3) float
Points in space
Returns
---------
contains : (n,) bool
Whether point is inside mesh or not
"""
return contains_points(self, points)
def ray_triangle_id(triangles,
ray_origins,
ray_directions,
triangles_normal=None,
tree=None,
multiple_hits=True):
"""
Find the intersections between a group of triangles and rays
Parameters
-------------
triangles : (n, 3, 3) float
Triangles in space
ray_origins : (m, 3) float
Ray origin points
ray_directions : (m, 3) float
Ray direction vectors
triangles_normal : (n, 3) float
Normal vector of triangles, optional
tree : rtree.Index
Rtree object holding triangle bounds
Returns
-----------
index_triangle : (h,) int
Index of triangles hit
index_ray : (h,) int
Index of ray that hit triangle
locations : (h, 3) float
Position of intersection in space
"""
triangles = np.asanyarray(triangles, dtype=np.float64)
ray_origins = np.asanyarray(ray_origins, dtype=np.float64)
ray_directions = np.asanyarray(ray_directions, dtype=np.float64)
# if we didn't get passed an r-tree for the bounds of each
# triangle create one here
if tree is None:
tree = triangles_mod.bounds_tree(triangles)
# find the list of likely triangles and which ray they
# correspond with, via rtree queries
ray_candidates, ray_id = ray_triangle_candidates(
ray_origins=ray_origins,
ray_directions=ray_directions,
tree=tree)
# get subsets which are corresponding rays and triangles
# (c,3,3) triangle candidates
triangle_candidates = triangles[ray_candidates]
# (c,3) origins and vectors for the rays
line_origins = ray_origins[ray_id]
line_directions = ray_directions[ray_id]
# get the plane origins and normals from the triangle candidates
plane_origins = triangle_candidates[:, 0, :]
if triangles_normal is None:
plane_normals, triangle_ok = triangles_mod.normals(
triangle_candidates)
if not triangle_ok.all():
raise ValueError('Invalid triangles!')
else:
plane_normals = triangles_normal[ray_candidates]
# find the intersection location of the rays with the planes
location, valid = intersections.planes_lines(
plane_origins=plane_origins,
plane_normals=plane_normals,
line_origins=line_origins,
line_directions=line_directions)
if (len(triangle_candidates) == 0 or
not valid.any()):
# we got no hits so return early with empty array
return (np.array([], dtype=np.int64),
np.array([], dtype=np.int64),
np.array([], dtype=np.float64))
# find the barycentric coordinates of each plane intersection on the
# triangle candidates
barycentric = triangles_mod.points_to_barycentric(
triangle_candidates[valid], location)
# the plane intersection is inside the triangle if all barycentric
# coordinates are between 0.0 and 1.0
hit = np.logical_and((barycentric > -tol.zero).all(axis=1),
(barycentric < (1 + tol.zero)).all(axis=1))
# the result index of the triangle is a candidate with a valid
# plane intersection and a triangle which contains the plane
# intersection point
index_tri = ray_candidates[valid][hit]
# the ray index is a subset with a valid plane intersection and
# contained by a triangle
index_ray = ray_id[valid][hit]
# locations are already valid plane intersections, just mask by hits
location = location[hit]
# only return points that are forward from the origin
vector = location - ray_origins[index_ray]
distance = util.diagonal_dot(vector, ray_directions[index_ray])
forward = distance > -1e-6
index_tri = index_tri[forward]
index_ray = index_ray[forward]
location = location[forward]
distance = distance[forward]
if multiple_hits:
return index_tri, index_ray, location
# since we are not returning multiple hits, we need to
# figure out which hit is first
if len(index_ray) == 0:
return index_tri, index_ray, location
first = np.zeros(len(index_ray), dtype=np.bool)
groups = grouping.group(index_ray)
for group in groups:
index = group[distance[group].argmin()]
first[index] = True
return index_tri[first], index_ray[first], location[first]
def ray_triangle_candidates(ray_origins,
ray_directions,
tree):
"""
Do broad- phase search for triangles that the rays
may intersect.
Does this by creating a bounding box for the ray as it
passes through the volume occupied by the tree
Parameters
------------
ray_origins: (m,3) float, ray origin points
ray_directions: (m,3) float, ray direction vectors
tree: rtree object, contains AABB of each triangle
Returns
----------
ray_candidates: (n,) int, triangle indexes
ray_id: (n,) int, corresponding ray index for a triangle candidate
"""
ray_bounding = ray_bounds(ray_origins=ray_origins,
ray_directions=ray_directions,
bounds=tree.bounds)
ray_candidates = [[]] * len(ray_origins)
ray_id = [[]] * len(ray_origins)
for i, bounds in enumerate(ray_bounding):
ray_candidates[i] = np.array(list(tree.intersection(bounds)),
dtype=np.int)
ray_id[i] = np.ones(len(ray_candidates[i]), dtype=np.int) * i
ray_id = np.hstack(ray_id)
ray_candidates = np.hstack(ray_candidates)
return ray_candidates, ray_id
def ray_bounds(ray_origins,
ray_directions,
bounds,
buffer_dist=1e-5):
"""
Given a set of rays and a bounding box for the volume of interest
where the rays will be passing through, find the bounding boxes
of the rays as they pass through the volume.
Parameters
------------
ray_origins: (m,3) float, ray origin points
ray_directions: (m,3) float, ray direction vectors
bounds: (2,3) bounding box (min, max)
buffer_dist: float, distance to pad zero width bounding boxes
Returns
---------
ray_bounding: (n) set of AABB of rays passing through volume
"""
ray_origins = np.asanyarray(ray_origins, dtype=np.float64)
ray_directions = np.asanyarray(ray_directions, dtype=np.float64)
# bounding box we are testing against
bounds = np.asanyarray(bounds)
# find the primary axis of the vector
axis = np.abs(ray_directions).argmax(axis=1)
axis_bound = bounds.reshape((2, -1)).T[axis]
axis_ori = np.array([ray_origins[i][a]
for i, a in enumerate(axis)]).reshape((-1, 1))
axis_dir = np.array([ray_directions[i][a]
for i, a in enumerate(axis)]).reshape((-1, 1))
# parametric equation of a line
# point = direction*t + origin
# p = dt + o
# t = (p-o)/d
t = (axis_bound - axis_ori) / axis_dir
# prevent the bounding box from including triangles
# behind the ray origin
t[t < buffer_dist] = buffer_dist
# the value of t for both the upper and lower bounds
t_a = t[:, 0].reshape((-1, 1))
t_b = t[:, 1].reshape((-1, 1))
# the cartesion point for where the line hits the plane defined by
# axis
on_a = (ray_directions * t_a) + ray_origins
on_b = (ray_directions * t_b) + ray_origins
on_plane = np.column_stack(
(on_a, on_b)).reshape(
(-1, 2, ray_directions.shape[1]))
ray_bounding = np.hstack((on_plane.min(axis=1),
on_plane.max(axis=1)))
# pad the bounding box by TOL_BUFFER
# not sure if this is necessary, but if the ray is axis aligned
# this function will otherwise return zero volume bounding boxes
# which may or may not screw up the r-tree intersection queries
ray_bounding += np.array([-1, -1, -1, 1, 1, 1]) * buffer_dist
return ray_bounding