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import numpy as np | ||
import stl | ||
# TODO: Documentation | ||
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def load_triangle_from_stl(path): | ||
mesh = stl.Mesh.from_file(path) | ||
triangle_list = np.array([mesh.v0, mesh.v1, mesh.v2]).swapaxes(0, 1) | ||
return triangle_list | ||
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def simple_raytrace(triangle_list, direction_vector, camera_origin): | ||
best_dist = float('inf') | ||
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for triangle in triangle_list: | ||
dist = triangle_ray_intersection( | ||
triangle, direction_vector, camera_origin | ||
) | ||
if dist == -1: | ||
continue | ||
if dist < best_dist: | ||
best_dist = dist | ||
return best_dist | ||
def array_raytrace(triangle_list, direction_vector, camera_origin): | ||
out = batch_triangle_ray_intersection(triangle_list, direction_vector, camera_origin) | ||
out[out < 0] = np.inf | ||
return np.min(out) | ||
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def triangle_ray_intersection(triangle, ray, ray_origin = np.zeros(3)): | ||
# Translated from https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm#C++_implementation | ||
epsilon = 1e-10 | ||
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v0, v1, v2 = triangle | ||
edge1 = v1 - v0 | ||
edge2 = v2 - v0 | ||
ray_cross_e2 = np.cross(ray, edge2) | ||
det = np.dot(edge1, ray_cross_e2) | ||
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if -epsilon < det < epsilon: | ||
return -1 # This ray is parallel to this triangle. | ||
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inv_det = 1.0 / det | ||
s = ray_origin - v0 | ||
u = inv_det * np.dot(s, ray_cross_e2) | ||
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if u < -epsilon or 1 < u: | ||
return -1 | ||
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s_cross_e1 = np.cross(s, edge1) | ||
v = inv_det * np.dot(ray, s_cross_e1) | ||
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if v < -epsilon or 1 < u + v: | ||
return -1 | ||
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# At this stage we can compute t to find out where the intersection point is on the line. | ||
t = inv_det * np.dot(edge2, s_cross_e1) | ||
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if t > epsilon: # ray intersection | ||
return t | ||
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else: # This means that there is a line intersection but not a ray intersection. | ||
return -1 | ||
def batch_triangle_ray_intersection(triangle_array, ray, ray_origin = np.zeros(3)): | ||
# Translated from https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm#C++_implementation | ||
epsilon = 1e-10 | ||
tr = triangle_array[:] | ||
triangle_array_comp = triangle_array.swapaxes(0, 1) | ||
v0, v1, v2 = triangle_array_comp[0], triangle_array_comp[1], triangle_array_comp[2] | ||
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np.subtract(v1, v0, out= v1) | ||
np.subtract(v2, v0, out= v2) | ||
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ray_cross_e2 = np.cross(ray, v2) | ||
det = np.vecdot(v1, ray_cross_e2) | ||
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# if -epsilon < det < epsilon: | ||
# return None # This ray is parallel to this triangle. | ||
np.seterr(divide='ignore') | ||
inv_det = 1.0 / det | ||
s = ray_origin - v0 | ||
u = inv_det * np.vecdot(s, ray_cross_e2) | ||
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s_cross_e1 = np.cross(s, v1) | ||
v = inv_det * np.vecdot(ray, s_cross_e1) | ||
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valid = u < -epsilon | ||
np.logical_or(valid, 1 < u, out=valid) | ||
np.logical_or(valid, v < -epsilon, out=valid) | ||
np.logical_or(valid, 1 < u + v, out=valid) | ||
np.invert(valid, out=valid) | ||
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t = np.empty(triangle_array.shape[0], dtype=np.float64) | ||
t.fill(-1) | ||
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np.multiply(inv_det, np.vecdot(v2, s_cross_e1), out = t, where = valid) | ||
return t | ||
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def vector_square_length(vec): | ||
return vec.dot(vec) | ||
def vector_length(vec): | ||
return np.sqrt(vector_square_length(vec)) | ||
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if __name__ == '__main__': | ||
origin = np.array([0, 0, 0]) | ||
ray = np.array([0, 0, 1]) | ||
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# triangle_list = np.array([[[-2, -2, 2], [2, -2, 2], [0, 4, 2]]]) | ||
triangle_list = load_triangle_from_stl("sample_Hull_Mesh.stl") | ||
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# Triangles that intersect | ||
# When origin = (0, 0, 0) and ray = (0, 0, 1) | ||
# [20252, 102434, 149679, 171530, 253712, 300957, 302603] | ||
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import time | ||
start_time = time.time() | ||
distance = array_raytrace(triangle_list, ray, origin) | ||
end_time = time.time() | ||
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print('Triangles:', triangle_list.shape[0]) | ||
print('Distance:', distance) | ||
print('Time:', end_time - start_time, 'seconds') |
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