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q23200
Arcball.next
train
def next(self, acceleration=0.0): """Continue rotation in direction of last drag.""" q
python
{ "resource": "" }
q23201
validate_polygon
train
def validate_polygon(obj): """ Make sure an input can be returned as a valid polygon. Parameters ------------- obj : shapely.geometry.Polygon, str (wkb), or (n, 2) float Object which might be a polygon Returns ------------ polygon : shapely.geometry.Polygon Valid polygon object Raises
python
{ "resource": "" }
q23202
extrude_polygon
train
def extrude_polygon(polygon, height, **kwargs): """ Extrude a 2D shapely polygon into a 3D mesh Parameters ---------- polygon : shapely.geometry.Polygon 2D geometry to extrude height : float Distance to extrude polygon along Z **kwargs: passed to Trimesh Returns ---------- mesh :
python
{ "resource": "" }
q23203
extrude_triangulation
train
def extrude_triangulation(vertices, faces, height, **kwargs): """ Turn a 2D triangulation into a watertight Trimesh. Parameters ---------- vertices : (n, 2) float 2D vertices faces : (m, 3) int Triangle indexes of vertices height : float Distance to extrude triangulation **kwargs: passed to Trimesh Returns --------- mesh : trimesh.Trimesh Mesh created from extrusion """ vertices = np.asanyarray(vertices, dtype=np.float64) height = float(height) faces = np.asanyarray(faces, dtype=np.int64) if not util.is_shape(vertices, (-1, 2)): raise ValueError('Vertices must be (n,2)') if not util.is_shape(faces, (-1, 3)): raise ValueError('Faces must be (n,3)') if np.abs(height) < tol.merge: raise ValueError('Height must be nonzero!') # make sure triangulation winding is pointing up normal_test = normals( [util.stack_3D(vertices[faces[0]])])[0] normal_dot = np.dot(normal_test, [0.0, 0.0, np.sign(height)])[0] # make sure the triangulation is aligned with the sign of # the height we've been passed if normal_dot < 0.0: faces = np.fliplr(faces) # stack the (n,3) faces into (3*n, 2) edges edges = faces_to_edges(faces) edges_sorted = np.sort(edges, axis=1) # edges which only occur once are on the boundary of the polygon # since the triangulation may have subdivided the boundary of the # shapely polygon, we need to find it again edges_unique = grouping.group_rows(edges_sorted, require_count=1) # (n, 2, 2) set of line segments (positions, not references) boundary = vertices[edges[edges_unique]] # we are creating
python
{ "resource": "" }
q23204
_polygon_to_kwargs
train
def _polygon_to_kwargs(polygon): """ Given a shapely polygon generate the data to pass to the triangle mesh generator Parameters --------- polygon : Shapely.geometry.Polygon Input geometry Returns -------- result : dict Has keys: vertices, segments, holes """ if not polygon.is_valid: raise ValueError('invalid shapely polygon passed!') def round_trip(start, length): """ Given a start index and length, create a series of (n, 2) edges which create a closed traversal. Examples --------- start, length = 0, 3 returns: [(0,1), (1,2), (2,0)] """ tiled = np.tile(np.arange(start, start + length).reshape((-1, 1)), 2) tiled = tiled.reshape(-1)[1:-1].reshape((-1, 2)) tiled = np.vstack((tiled, [tiled[-1][-1], tiled[0][0]])) return tiled def add_boundary(boundary, start): # coords is an (n, 2) ordered list of points on the polygon boundary # the first and last points are the same, and there are no # guarantees on points not being duplicated (which will # later cause meshpy/triangle to shit a brick) coords = np.array(boundary.coords) # find indices points which occur only once, and sort them # to maintain order unique = np.sort(grouping.unique_rows(coords)[0]) cleaned = coords[unique] vertices.append(cleaned) facets.append(round_trip(start, len(cleaned))) # holes require points inside the region of the hole, which we find # by creating a polygon from the cleaned boundary region, and then # using a representative point. You could do things like take the mean of # the points, but this is more robust (to things like concavity), if
python
{ "resource": "" }
q23205
icosahedron
train
def icosahedron(): """ Create an icosahedron, a 20 faced polyhedron. Returns ------------- ico : trimesh.Trimesh Icosahederon centered at the origin. """ t = (1.0 + 5.0**.5) / 2.0 vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1] faces = [0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3,
python
{ "resource": "" }
q23206
icosphere
train
def icosphere(subdivisions=3, radius=1.0, color=None): """ Create an isophere centered at the origin. Parameters ---------- subdivisions : int How many times to subdivide the mesh. Note that the number of faces will grow as function of 4 ** subdivisions, so you probably want to keep this under ~5 radius : float Desired radius of sphere color: (3,) float or uint8 Desired color of sphere Returns --------- ico : trimesh.Trimesh Meshed sphere """ def refine_spherical(): vectors = ico.vertices scalar = (vectors ** 2).sum(axis=1)**.5
python
{ "resource": "" }
q23207
capsule
train
def capsule(height=1.0, radius=1.0, count=[32, 32]): """ Create a mesh of a capsule, or a cylinder with hemispheric ends. Parameters ---------- height : float Center to center distance of two spheres radius : float Radius of the cylinder and hemispheres count : (2,) int Number of sections on latitude and longitude Returns ---------- capsule : trimesh.Trimesh Capsule geometry with: - cylinder axis is along Z - one hemisphere is centered at the origin - other hemisphere is centered along the Z axis at height """ height = float(height) radius = float(radius) count = np.array(count, dtype=np.int) count += np.mod(count, 2) # create a theta where there is a double band around the equator # so that we can offset the top
python
{ "resource": "" }
q23208
cylinder
train
def cylinder(radius=1.0, height=1.0, sections=32, segment=None, transform=None, **kwargs): """ Create a mesh of a cylinder along Z centered at the origin. Parameters ---------- radius : float The radius of the cylinder height : float The height of the cylinder sections : int How many pie wedges should the cylinder have segment : (2, 3) float Endpoints of axis, overrides transform and height transform : (4, 4) float Transform to apply **kwargs: passed to Trimesh to create cylinder Returns ---------- cylinder: trimesh.Trimesh Resulting mesh of a cylinder """ if segment is not None: segment = np.asanyarray(segment, dtype=np.float64) if segment.shape != (2, 3): raise ValueError('segment must be 2 3D points!') vector = segment[1] - segment[0] # override height with segment length height = np.linalg.norm(vector) # point in middle of line midpoint = segment[0] + (vector * 0.5) # align Z with our desired direction rotation = align_vectors([0, 0, 1], vector) # translate to midpoint of segment translation = transformations.translation_matrix(midpoint) # compound the rotation and translation transform = np.dot(translation, rotation) # create a 2D pie out of wedges theta = np.linspace(0, np.pi * 2, sections) vertices = np.column_stack((np.sin(theta),
python
{ "resource": "" }
q23209
annulus
train
def annulus(r_min=1.0, r_max=2.0, height=1.0, sections=32, transform=None, **kwargs): """ Create a mesh of an annular cylinder along Z, centered at the origin. Parameters ---------- r_min : float The inner radius of the annular cylinder r_max : float The outer radius of the annular cylinder height : float The height of the annular cylinder sections : int How many pie wedges should the annular cylinder have **kwargs: passed to Trimesh to create annulus Returns ---------- annulus : trimesh.Trimesh Mesh of annular cylinder """ r_min = abs(float(r_min)) r_max = abs(float(r_max)) height = float(height) sections = int(sections) # if center radius is zero this is a cylinder if r_min < tol.merge: return cylinder(radius=r_max, height=height,
python
{ "resource": "" }
q23210
random_soup
train
def random_soup(face_count=100): """ Return random triangles as a Trimesh Parameters ----------- face_count : int Number of faces desired in mesh Returns
python
{ "resource": "" }
q23211
axis
train
def axis(origin_size=0.04, transform=None, origin_color=None, axis_radius=None, axis_length=None): """ Return an XYZ axis marker as a Trimesh, which represents position and orientation. If you set the origin size the other parameters will be set relative to it. Parameters ---------- transform : (4, 4) float Transformation matrix origin_size : float Radius of sphere that represents the origin origin_color : (3,) float or int, uint8 or float Color of the origin axis_radius : float Radius of cylinder that represents x, y, z axis axis_length: float Length of cylinder that represents x, y, z axis Returns ------- marker : trimesh.Trimesh Mesh geometry of axis indicators """ # the size of the ball representing the origin origin_size = float(origin_size) # set the transform and use origin-relative # sized for other parameters if not specified if transform is None: transform = np.eye(4) if origin_color is None: origin_color = [255, 255, 255, 255] if axis_radius is None: axis_radius = origin_size / 5.0 if axis_length is None: axis_length =
python
{ "resource": "" }
q23212
camera_marker
train
def camera_marker(camera, marker_height=0.4, origin_size=None): """ Create a visual marker for a camera object, including an axis and FOV. Parameters --------------- camera : trimesh.scene.Camera Camera object with FOV and transform defined marker_height : float How far along the camera Z should FOV indicators be origin_size : float Sphere radius of the origin (default: marker_height / 10.0) Returns ------------ meshes : list Contains Trimesh and Path3D objects which can be visualized """ camera_transform = camera.transform if camera_transform is None: camera_transform = np.eye(4) # append the visualizations to an array meshes = [axis(origin_size=marker_height / 10.0)] meshes[0].apply_transform(camera_transform) try: # path is a soft dependency from .path.exchange.load import load_path except ImportError: # they probably don't have shapely installed log.warning('unable to create FOV visualization!', exc_info=True) return meshes # create sane origin size from marker height if origin_size is None: origin_size = marker_height / 10.0 # calculate vertices from camera FOV angles x = marker_height * np.tan(np.deg2rad(camera.fov[0]) / 2.0) y = marker_height * np.tan(np.deg2rad(camera.fov[1]) / 2.0) z = marker_height #
python
{ "resource": "" }
q23213
convex_hull
train
def convex_hull(obj, qhull_options='QbB Pp QJn'): """ Get a new Trimesh object representing the convex hull of the current mesh, with proper normals and watertight. Requires scipy >.12. Arguments -------- obj : Trimesh, or (n,3) float Mesh or cartesian points Returns -------- convex : Trimesh Mesh of convex hull """ from .base import Trimesh if isinstance(obj, Trimesh): points = obj.vertices.view(np.ndarray) else: # will remove subclassing points = np.asarray(obj, dtype=np.float64) if not util.is_shape(points, (-1, 3)): raise ValueError('Object must be Trimesh or (n,3) points!') hull = spatial.ConvexHull(points, qhull_options=qhull_options) # hull object doesn't remove unreferenced vertices # create a mask to re- index faces for only referenced vertices vid = np.sort(hull.vertices) mask = np.zeros(len(hull.points), dtype=np.int64) mask[vid] = np.arange(len(vid)) # remove unreferenced vertices here faces = mask[hull.simplices].copy() # rescale vertices back to original size vertices = hull.points[vid].copy() # qhull returns faces with random winding # calculate the returned normal of each face crosses = triangles.cross(vertices[faces]) # qhull returns zero magnitude faces like an asshole normals, valid = util.unitize(crosses, check_valid=True) # remove zero magnitude faces faces = faces[valid] crosses = crosses[valid] # each triangle area and mean center triangles_area = triangles.area(crosses=crosses, sum=False) triangles_center = vertices[faces].mean(axis=1) # since the convex hull is (hopefully) convex, the vector from # the centroid to the center of each face # should have a positive dot product with the normal of that face # if it doesn't it is probably backwards # note that this sometimes gets screwed up by precision issues centroid = np.average(triangles_center, weights=triangles_area, axis=0) # a vector from the centroid to a point on each face test_vector = triangles_center - centroid # check the projection against face normals backwards = util.diagonal_dot(normals, test_vector) < 0.0 # flip the winding outward facing faces[backwards] = np.fliplr(faces[backwards]) # flip the normal normals[backwards] *= -1.0
python
{ "resource": "" }
q23214
adjacency_projections
train
def adjacency_projections(mesh): """ Test if a mesh is convex by projecting the vertices of a triangle onto the normal of its adjacent face. Parameters ---------- mesh : Trimesh Input geometry Returns ---------- projection : (len(mesh.face_adjacency),) float Distance of projection of adjacent vertex onto plane """ # normals and origins from the first column of face adjacency normals = mesh.face_normals[mesh.face_adjacency[:, 0]] # one
python
{ "resource": "" }
q23215
is_convex
train
def is_convex(mesh): """ Check if a mesh is convex. Parameters ----------- mesh : Trimesh Input geometry Returns ----------- convex : bool Was passed mesh convex or not """ # don't consider zero- area faces nonzero = mesh.area_faces > tol.merge # adjacencies with two nonzero faces adj_ok = nonzero[mesh.face_adjacency].all(axis=1) # make threshold of convexity scale- relative threshold = tol.planar * mesh.scale
python
{ "resource": "" }
q23216
hull_points
train
def hull_points(obj, qhull_options='QbB Pp'): """ Try to extract a convex set of points from multiple input formats. Parameters --------- obj: Trimesh object (n,d) points (m,) Trimesh objects Returns -------- points: (o,d) convex set of points """ if hasattr(obj, 'convex_hull'): return obj.convex_hull.vertices initial = np.asanyarray(obj,
python
{ "resource": "" }
q23217
Entity.closed
train
def closed(self): """ If the first point is the same as the end point the entity is closed """
python
{ "resource": "" }
q23218
Entity.length
train
def length(self, vertices): """ Return the total length of the entity. Returns --------- length: float, total length of entity """
python
{ "resource": "" }
q23219
Text.plot
train
def plot(self, vertices, show=False): """ Plot the text using matplotlib. Parameters -------------- vertices : (n, 2) float Vertices in space show : bool If True, call plt.show() """ if vertices.shape[1] != 2:
python
{ "resource": "" }
q23220
Text.angle
train
def angle(self, vertices): """ If Text is 2D, get the rotation angle in radians. Parameters ----------- vertices : (n, 2) float Vertices in space referenced by self.points Returns --------- angle : float Rotation angle in radians """ if vertices.shape[1] != 2: raise ValueError('angle only valid for 2D points!')
python
{ "resource": "" }
q23221
Line.discrete
train
def discrete(self, vertices, scale=1.0): """ Discretize into a world- space path. Parameters ------------ vertices: (n, dimension) float Points in space scale : float Size of overall scene for numerical comparisons
python
{ "resource": "" }
q23222
Line.is_valid
train
def is_valid(self): """ Is the current entity valid. Returns ----------- valid : bool Is the current entity well formed """
python
{ "resource": "" }
q23223
Line.explode
train
def explode(self): """ If the current Line entity consists of multiple line break it up into n Line entities. Returns ---------- exploded: (n,) Line entities """ points = np.column_stack((
python
{ "resource": "" }
q23224
Arc.discrete
train
def discrete(self, vertices, scale=1.0): """ Discretize the arc entity into line sections. Parameters ------------ vertices : (n, dimension) float Points in space scale : float
python
{ "resource": "" }
q23225
Arc.bounds
train
def bounds(self, vertices): """ Return the AABB of the arc entity. Parameters ----------- vertices: (n,dimension) float, vertices in space Returns ----------- bounds: (2, dimension) float, (min, max) coordinate of AABB """ if util.is_shape(vertices, (-1, 2)) and self.closed: # if we have a closed arc (a circle), we can return the actual bounds # this only works in two dimensions, otherwise this would
python
{ "resource": "" }
q23226
Bezier.discrete
train
def discrete(self, vertices, scale=1.0, count=None): """ Discretize the Bezier curve. Parameters ------------- vertices : (n, 2) or (n, 3) float Points in space scale : float Scale of overall drawings (for precision) count : int Number of segments to return Returns ------------- discrete : (m, 2) or (m, 3) float
python
{ "resource": "" }
q23227
BSpline.discrete
train
def discrete(self, vertices, count=None, scale=1.0): """ Discretize the B-Spline curve. Parameters ------------- vertices : (n, 2) or (n, 3) float Points in space scale : float Scale of overall drawings (for precision) count : int Number of segments to return Returns ------------- discrete : (m, 2) or (m, 3) float
python
{ "resource": "" }
q23228
BSpline.to_dict
train
def to_dict(self): """ Returns a dictionary with all of the information about the entity. """ return {'type': self.__class__.__name__,
python
{ "resource": "" }
q23229
print_element
train
def print_element(element): """ Pretty- print an lxml.etree element. Parameters ------------ element : etree element """ pretty
python
{ "resource": "" }
q23230
merge_vertices
train
def merge_vertices(mesh, digits=None, textured=True, uv_digits=4): """ Removes duplicate vertices based on integer hashes of each row. Parameters ------------- mesh : Trimesh object Mesh to merge vertices on digits : int How many digits to consider for vertices If not specified uses tol.merge textured : bool If True, for textured meshes only merge vertices with identical positions AND UV coordinates. No effect on untextured meshes uv_digits : int Number of digits to consider for UV coordinates. """ if not isinstance(digits, int): digits = util.decimal_to_digits(tol.merge) # UV texture visuals require us to update the # vertices and normals differently if (textured and mesh.visual.defined and mesh.visual.kind == 'texture' and mesh.visual.uv is not None): # get an array with vertices and UV coordinates # converted to integers at requested precision stacked = np.column_stack(( mesh.vertices * (10 ** digits), mesh.visual.uv * (10 ** uv_digits))).round().astype(np.int64)
python
{ "resource": "" }
q23231
group
train
def group(values, min_len=0, max_len=np.inf): """ Return the indices of values that are identical Parameters ---------- values: 1D array min_len: int, the shortest group allowed All groups will have len >= min_length max_len: int, the longest group allowed All groups will have len <= max_length Returns ---------- groups: sequence of indices to form groups IE [0,1,0,1] returns [[0,2], [1,3]] """ original = np.asanyarray(values) # save the sorted order and then apply it order = original.argsort() values = original[order] # find
python
{ "resource": "" }
q23232
hashable_rows
train
def hashable_rows(data, digits=None): """ We turn our array into integers based on the precision given by digits and then put them in a hashable format. Parameters --------- data : (n, m) array Input data digits : int or None How many digits to add to hash if data is floating point If None, tol.merge will be used Returns --------- hashable : (n,) array Custom data type which can be sorted or used as hash keys """ # if there is no data return immediately if len(data) == 0: return np.array([]) # get array as integer to precision we care about as_int = float_to_int(data, digits=digits) # if it is flat integers already, return if len(as_int.shape) == 1: return as_int # if array is 2D and smallish, we can try bitbanging # this is significantly faster than the custom dtype if len(as_int.shape) == 2 and as_int.shape[1] <= 4: # time for some righteous bitbanging # can we pack the whole row into a single 64 bit integer precision = int(np.floor(64 / as_int.shape[1])) # if the max value is less than precision we can do this if np.abs(as_int).max() < 2**(precision - 1): # the resulting package hashable = np.zeros(len(as_int), dtype=np.int64)
python
{ "resource": "" }
q23233
unique_ordered
train
def unique_ordered(data): """ Returns the same as np.unique, but ordered as per the first occurrence of the unique value in data. Examples --------- In [1]: a = [0, 3, 3, 4, 1, 3, 0, 3, 2, 1] In [2]: np.unique(a) Out[2]: array([0, 1, 2, 3, 4]) In [3]: trimesh.grouping.unique_ordered(a) Out[3]:
python
{ "resource": "" }
q23234
unique_bincount
train
def unique_bincount(values, minlength, return_inverse=True): """ For arrays of integers find unique values using bin counting. Roughly 10x faster for correct input than np.unique Parameters -------------- values : (n,) int Values to find unique members of minlength : int Maximum value that will occur in values (values.max()) return_inverse : bool If True, return an inverse such that unique[inverse] == values Returns ------------ unique : (m,) int Unique values in original array inverse : (n,) int An array such that unique[inverse] == values
python
{ "resource": "" }
q23235
merge_runs
train
def merge_runs(data, digits=None): """ Merge duplicate sequential values. This differs from unique_ordered in that values can occur in multiple places in the sequence, but only consecutive repeats are removed Parameters ----------- data: (n,) float or int Returns -------- merged: (m,) float or int Examples --------- In [1]: a Out[1]: array([-1, -1, -1, 0, 0, 1, 1, 2, 0, 3, 3, 4, 4, 5, 5, 6, 6,
python
{ "resource": "" }
q23236
unique_float
train
def unique_float(data, return_index=False, return_inverse=False, digits=None): """ Identical to the numpy.unique command, except evaluates floating point numbers, using a specified number of digits. If digits isn't specified, the library default TOL_MERGE will be used. """ data = np.asanyarray(data) as_int = float_to_int(data, digits) _junk, unique, inverse = np.unique(as_int, return_index=True,
python
{ "resource": "" }
q23237
unique_value_in_row
train
def unique_value_in_row(data, unique=None): """ For a 2D array of integers find the position of a value in each row which only occurs once. If there are more than one value per row which occur once, the last one is returned. Parameters ---------- data: (n,d) int unique: (m) int, list of unique values contained in data. speedup purposes only, generated from np.unique if not passed Returns --------- result: (n,d) bool, with one or zero True values per row. Examples ------------------------------------- In [0]: r = np.array([[-1, 1, 1], [-1, 1, -1], [-1, 1, 1], [-1, 1, -1], [-1, 1, -1]], dtype=np.int8) In [1]: unique_value_in_row(r) Out[1]: array([[ True, False,
python
{ "resource": "" }
q23238
boolean_rows
train
def boolean_rows(a, b, operation=np.intersect1d): """ Find the rows in two arrays which occur in both rows. Parameters --------- a: (n, d) int Array with row vectors b: (m, d) int Array with row vectors operation : function Numpy boolean set operation function:
python
{ "resource": "" }
q23239
group_vectors
train
def group_vectors(vectors, angle=1e-4, include_negative=False): """ Group vectors based on an angle tolerance, with the option to include negative vectors. Parameters ----------- vectors : (n,3) float Direction vector angle : float Group vectors closer than this angle in radians include_negative : bool If True consider the same: [0,0,1] and [0,0,-1] Returns ------------ new_vectors : (m,3) float Direction vector groups : (m,) sequence of int Indices
python
{ "resource": "" }
q23240
group_distance
train
def group_distance(values, distance): """ Find groups of points which have neighbours closer than radius, where no two points in a group are farther than distance apart. Parameters --------- points : (n, d) float Points of dimension d distance : float Max distance between points in a cluster Returns ---------- unique : (m, d) float Median value of each group groups : (m) sequence of int Indexes of points that make up a group
python
{ "resource": "" }
q23241
clusters
train
def clusters(points, radius): """ Find clusters of points which have neighbours closer than radius Parameters --------- points : (n, d) float Points of dimension d radius : float Max distance between points in a cluster
python
{ "resource": "" }
q23242
blocks
train
def blocks(data, min_len=2, max_len=np.inf, digits=None, only_nonzero=False): """ Given an array, find the indices of contiguous blocks of equal values. Parameters --------- data: (n) array min_len: int, the minimum length group to be returned max_len: int, the maximum length group to be retuurned digits: if dealing with floats, how many digits to use only_nonzero: bool, only return blocks of non- zero values Returns --------- blocks: (m) sequence of indices referencing data """ data = float_to_int(data, digits=digits) # find the inflection points, or locations where the array turns # from True to False. infl = np.concatenate(([0], np.nonzero(np.diff(data))[0] + 1, [len(data)])) infl_len = np.diff(infl) infl_ok = np.logical_and(infl_len >= min_len,
python
{ "resource": "" }
q23243
group_min
train
def group_min(groups, data): """ Given a list of groups, find the minimum element of data within each group Parameters ----------- groups : (n,) sequence of (q,) int Indexes of each group corresponding to each element in data data : (m,) The data that groups indexes reference
python
{ "resource": "" }
q23244
minimum_nsphere
train
def minimum_nsphere(obj): """ Compute the minimum n- sphere for a mesh or a set of points. Uses the fact that the minimum n- sphere will be centered at one of the vertices of the furthest site voronoi diagram, which is n*log(n) but should be pretty fast due to using the scipy/qhull implementations of convex hulls and voronoi diagrams. Parameters ---------- obj : (n, d) float or trimesh.Trimesh Points or mesh to find minimum bounidng nsphere Returns ---------- center : (d,) float Center of fitted n- sphere radius : float Radius of fitted n-sphere """ # reduce the input points or mesh to the vertices of the convex hull # since we are computing the furthest site voronoi diagram this reduces # the input complexity substantially and returns the same value points = convex.hull_points(obj) # we are scaling the mesh to a unit cube # this used to pass qhull_options 'QbB' to Voronoi however this had a bug somewhere # to avoid this we scale to a unit cube ourselves inside this function points_origin = points.min(axis=0) points_scale = points.ptp(axis=0).min() points = (points - points_origin) / points_scale # if all of the points are on an n-sphere already the voronoi # method will fail so we check a least squares fit before # bothering to compute the voronoi diagram fit_C, fit_R, fit_E = fit_nsphere(points) # return
python
{ "resource": "" }
q23245
fit_nsphere
train
def fit_nsphere(points, prior=None): """ Fit an n-sphere to a set of points using least squares. Parameters --------- points : (n, d) float Points in space prior : (d,) float Best guess for center of nsphere Returns --------- center : (d,) float Location of center radius : float Mean radius across circle error : float Peak to peak value of deviation from mean radius """ # make sure points are numpy array points = np.asanyarray(points, dtype=np.float64) # create ones so we can dot instead of using slower sum ones = np.ones(points.shape[1])
python
{ "resource": "" }
q23246
is_nsphere
train
def is_nsphere(points): """ Check if a list of points is an nsphere. Parameters ----------- points : (n, dimension) float Points in space Returns ----------- check : bool True if input points
python
{ "resource": "" }
q23247
contains_points
train
def contains_points(intersector, points, check_direction=None): """ Check if a mesh contains a set of points, using ray tests. If the point is on the surface of the mesh, behavior is undefined. Parameters --------- mesh: Trimesh object points: (n,3) points in space Returns --------- contains : (n) bool Whether point is inside mesh or not """ # convert points to float and make sure they are 3D points = np.asanyarray(points, dtype=np.float64) if not util.is_shape(points, (-1, 3)): raise ValueError('points must be (n,3)') # placeholder result with no hits we'll fill in later contains = np.zeros(len(points), dtype=np.bool) # cull points outside of the axis aligned bounding box # this avoids running ray tests unless points are close inside_aabb = bounds.contains(intersector.mesh.bounds, points) # if everything is outside the AABB, exit early if not inside_aabb.any(): return contains # default ray direction is random, but we are not generating # uniquely each time so the behavior of this function is easier to debug default_direction = np.array([0.4395064455, 0.617598629942, 0.652231566745]) if check_direction is None: # if no check direction is specified use the default # stack it only for points inside the AABB ray_directions = np.tile(default_direction, (inside_aabb.sum(), 1)) else: # if a direction is passed use it ray_directions = np.tile( np.array(check_direction).reshape(3), (inside_aabb.sum(), 1)) # cast a ray both forwards and backwards location, index_ray, c = intersector.intersects_location( np.vstack( (points[inside_aabb], points[inside_aabb])), np.vstack( (ray_directions, -ray_directions))) # if we hit nothing in either direction just return with no hits if len(index_ray) == 0: return contains # reshape so bi_hits[0] is the result in the forward direction and # bi_hits[1] is the result in the backwards directions bi_hits = np.bincount( index_ray, minlength=len(ray_directions) * 2).reshape((2, -1)) # a point is probably inside if it hits a surface an odd number of times bi_contains = np.mod(bi_hits, 2) == 1 # if the mod of the hit count is the same in both # directions, we can save that result and move on agree = np.equal(*bi_contains) # in order to do an assignment we can only have one # level
python
{ "resource": "" }
q23248
mesh_to_BVH
train
def mesh_to_BVH(mesh): """ Create a BVHModel object from a Trimesh object Parameters ----------- mesh : Trimesh Input geometry Returns ------------ bvh : fcl.BVHModel BVH of input geometry """ bvh = fcl.BVHModel() bvh.beginModel(num_tris_=len(mesh.faces),
python
{ "resource": "" }
q23249
scene_to_collision
train
def scene_to_collision(scene): """ Create collision objects from a trimesh.Scene object. Parameters ------------ scene : trimesh.Scene Scene to create collision objects for Returns ------------ manager : CollisionManager CollisionManager for objects in scene objects: {node name: CollisionObject} Collision objects for nodes in scene """ manager = CollisionManager()
python
{ "resource": "" }
q23250
CollisionManager.add_object
train
def add_object(self, name, mesh, transform=None): """ Add an object to the collision manager. If an object with the given name is already in the manager, replace it. Parameters ---------- name : str An identifier for the object mesh : Trimesh object The geometry of the collision object transform : (4,4) float Homogenous transform matrix for the object """ # if no transform passed, assume identity transform if transform is None: transform = np.eye(4) transform = np.asanyarray(transform, dtype=np.float32) if transform.shape != (4, 4): raise ValueError('transform must be (4,4)!')
python
{ "resource": "" }
q23251
CollisionManager.remove_object
train
def remove_object(self, name): """ Delete an object from the collision manager. Parameters ---------- name : str The identifier for the object """ if name in self._objs: self._manager.unregisterObject(self._objs[name]['obj']) self._manager.update(self._objs[name]['obj']) # remove objects from _objs
python
{ "resource": "" }
q23252
CollisionManager.set_transform
train
def set_transform(self, name, transform): """ Set the transform for one of the manager's objects. This replaces the prior transform. Parameters ---------- name : str An identifier for the object already in the manager transform : (4,4) float A new homogenous transform matrix for the object """ if name in self._objs: o = self._objs[name]['obj']
python
{ "resource": "" }
q23253
CollisionManager.in_collision_single
train
def in_collision_single(self, mesh, transform=None, return_names=False, return_data=False): """ Check a single object for collisions against all objects in the manager. Parameters ---------- mesh : Trimesh object The geometry of the collision object transform : (4,4) float Homogenous transform matrix return_names : bool If true, a set is returned containing the names of all objects in collision with the object return_data : bool If true, a list of ContactData is returned as well Returns ------------ is_collision : bool True if a collision occurs and False otherwise names : set of str The set of names of objects that collided with the provided one contacts : list of ContactData All contacts detected """ if transform is None: transform = np.eye(4) # Create FCL data b = self._get_BVH(mesh) t = fcl.Transform(transform[:3, :3], transform[:3, 3]) o = fcl.CollisionObject(b, t) # Collide with manager's objects cdata = fcl.CollisionData() if return_names or return_data: cdata = fcl.CollisionData(request=fcl.CollisionRequest( num_max_contacts=100000, enable_contact=True))
python
{ "resource": "" }
q23254
CollisionManager.in_collision_other
train
def in_collision_other(self, other_manager, return_names=False, return_data=False): """ Check if any object from this manager collides with any object from another manager. Parameters ------------------- other_manager : CollisionManager Another collision manager object return_names : bool If true, a set is returned containing the names of all pairs of objects in collision. return_data : bool If true, a list of ContactData is returned as well Returns ------------- is_collision : bool True if a collision occurred between any pair of objects and False otherwise names : set of 2-tup The set of pairwise collisions. Each tuple contains two names (first from this manager, second from the other_manager) indicating that the two corresponding objects are in collision. contacts : list of ContactData All contacts detected """ cdata = fcl.CollisionData() if return_names or return_data: cdata = fcl.CollisionData( request=fcl.CollisionRequest( num_max_contacts=100000, enable_contact=True)) self._manager.collide(other_manager._manager, cdata, fcl.defaultCollisionCallback) result = cdata.result.is_collision objs_in_collision = set() contact_data = [] if return_names or return_data: for contact in cdata.result.contacts: reverse = False names = (self._extract_name(contact.o1),
python
{ "resource": "" }
q23255
CollisionManager.min_distance_single
train
def min_distance_single(self, mesh, transform=None, return_name=False, return_data=False): """ Get the minimum distance between a single object and any object in the manager. Parameters --------------- mesh : Trimesh object The geometry of the collision object transform : (4,4) float Homogenous transform matrix for the object return_names : bool If true, return name of the closest object return_data : bool If true, a DistanceData object is returned as well Returns ------------- distance : float Min distance between mesh and any object in the manager name : str The name of the object in the manager that was closest data : DistanceData Extra data about the distance query """ if transform is None: transform = np.eye(4) # Create FCL data b = self._get_BVH(mesh) t = fcl.Transform(transform[:3, :3], transform[:3, 3]) o = fcl.CollisionObject(b, t) # Collide with manager's objects ddata = fcl.DistanceData() if return_data:
python
{ "resource": "" }
q23256
CollisionManager.min_distance_internal
train
def min_distance_internal(self, return_names=False, return_data=False): """ Get the minimum distance between any pair of objects in the manager. Parameters ------------- return_names : bool If true, a 2-tuple is returned containing the names of the closest objects. return_data : bool If true, a DistanceData object is returned as well Returns ----------- distance : float Min distance between any two managed objects names : (2,) str The names of the closest objects data : DistanceData Extra data about the distance query """ ddata = fcl.DistanceData() if return_data: ddata = fcl.DistanceData( fcl.DistanceRequest(enable_nearest_points=True), fcl.DistanceResult() ) self._manager.distance(ddata, fcl.defaultDistanceCallback) distance = ddata.result.min_distance names, data = None, None
python
{ "resource": "" }
q23257
CollisionManager.min_distance_other
train
def min_distance_other(self, other_manager, return_names=False, return_data=False): """ Get the minimum distance between any pair of objects, one in each manager. Parameters ---------- other_manager : CollisionManager Another collision manager object return_names : bool If true, a 2-tuple is returned containing the names of the closest objects. return_data : bool If true, a DistanceData object is returned as well Returns ----------- distance : float The min distance between a pair of objects, one from each manager. names : 2-tup of str A 2-tuple containing two names (first from this manager, second from the other_manager) indicating the two closest objects. data : DistanceData
python
{ "resource": "" }
q23258
cylinder_inertia
train
def cylinder_inertia(mass, radius, height, transform=None): """ Return the inertia tensor of a cylinder. Parameters ------------ mass : float Mass of cylinder radius : float Radius of cylinder height : float Height of cylinder transform : (4,4) float Transformation of cylinder Returns ------------ inertia : (3,3) float Inertia tensor """ h2, r2 = height ** 2, radius ** 2 diagonal = np.array([((mass * h2) / 12) + ((mass * r2) / 4),
python
{ "resource": "" }
q23259
principal_axis
train
def principal_axis(inertia): """ Find the principal components and principal axis of inertia from the inertia tensor. Parameters ------------ inertia : (3,3) float Inertia tensor Returns ------------ components : (3,) float Principal components of inertia vectors : (3,3) float Row vectors pointing along the principal axes of inertia
python
{ "resource": "" }
q23260
transform_inertia
train
def transform_inertia(transform, inertia_tensor): """ Transform an inertia tensor to a new frame. More details in OCW PDF: MIT16_07F09_Lec26.pdf Parameters ------------ transform : (3, 3) or (4, 4) float Transformation matrix inertia_tensor : (3, 3) float Inertia tensor Returns ------------ transformed : (3, 3) float Inertia tensor in new frame """ # check inputs and extract rotation transform = np.asanyarray(transform, dtype=np.float64) if transform.shape == (4, 4): rotation = transform[:3, :3] elif transform.shape == (3, 3): rotation = transform else: raise ValueError('transform must be (3,3) or (4,4)!')
python
{ "resource": "" }
q23261
autolight
train
def autolight(scene): """ Generate a list of lights for a scene that looks decent. Parameters -------------- scene : trimesh.Scene Scene with geometry Returns -------------- lights : [Light] List of light objects transforms : (len(lights), 4, 4) float Transformation matrices for light positions. """ # create two default
python
{ "resource": "" }
q23262
tracked_array
train
def tracked_array(array, dtype=None): """ Properly subclass a numpy ndarray to track changes. Avoids some pitfalls of subclassing by forcing contiguous arrays, and does a view into a TrackedArray. Parameters ------------ array : array- like object To be turned into a TrackedArray dtype : np.dtype Which dtype to use for the array Returns ------------ tracked : TrackedArray Contains input array data """ # if someone passed us None, just create an empty array if array is None:
python
{ "resource": "" }
q23263
TrackedArray.md5
train
def md5(self): """ Return an MD5 hash of the current array. Returns ----------- md5: str, hexadecimal MD5 of the array """ if self._modified_m or not hasattr(self, '_hashed_md5'): if self.flags['C_CONTIGUOUS']: hasher = hashlib.md5(self) self._hashed_md5 = hasher.hexdigest() else: # the case where we have sliced our nice # contiguous array into a non- contiguous block
python
{ "resource": "" }
q23264
TrackedArray.crc
train
def crc(self): """ A zlib.crc32 or zlib.adler32 checksum of the current data. Returns ----------- crc: int, checksum from zlib.crc32 or zlib.adler32 """ if self._modified_c or not hasattr(self, '_hashed_crc'): if self.flags['C_CONTIGUOUS']: self._hashed_crc = crc32(self) else: # the case where we have sliced our nice # contiguous array into a non- contiguous block
python
{ "resource": "" }
q23265
TrackedArray._xxhash
train
def _xxhash(self): """ An xxhash.b64 hash of the array. Returns ------------- xx: int, xxhash.xxh64 hash of array. """ # repeat the bookkeeping to get a contiguous array inside # the function to avoid additional function calls # these functions are called millions of times so everything helps if self._modified_x or not hasattr(self, '_hashed_xx'):
python
{ "resource": "" }
q23266
Cache.verify
train
def verify(self): """ Verify that the cached values are still for the same value of id_function and delete all stored items if the value of id_function has changed. """ # if we are in a lock don't check anything if self._lock != 0: return # check the hash of our data id_new = self._id_function() # things changed if id_new != self.id_current: if len(self.cache) > 0: log.debug('%d items cleared from cache: %s',
python
{ "resource": "" }
q23267
Cache.clear
train
def clear(self, exclude=None): """ Remove all elements in the cache. """ if exclude is None: self.cache = {} else:
python
{ "resource": "" }
q23268
DataStore.is_empty
train
def is_empty(self): """ Is the current DataStore empty or not. Returns ---------- empty: bool, False if there are items in the DataStore """ if len(self.data) == 0: return True for v in self.data.values(): if is_sequence(v): if len(v) == 0:
python
{ "resource": "" }
q23269
DataStore.md5
train
def md5(self): """ Get an MD5 reflecting everything in the DataStore. Returns ---------- md5: str, MD5 in hexadecimal """ hasher = hashlib.md5() for key in sorted(self.data.keys()):
python
{ "resource": "" }
q23270
DataStore.crc
train
def crc(self): """ Get a CRC reflecting everything in the DataStore. Returns
python
{ "resource": "" }
q23271
DataStore.fast_hash
train
def fast_hash(self): """ Get a CRC32 or xxhash.xxh64 reflecting the DataStore. Returns
python
{ "resource": "" }
q23272
identifier_simple
train
def identifier_simple(mesh): """ Return a basic identifier for a mesh, consisting of properties that have been hand tuned to be somewhat robust to rigid transformations and different tesselations. Parameters ---------- mesh : Trimesh object Source geometry Returns ---------- identifier : (6,) float Identifying values of the mesh """ # verify the cache once mesh._cache.verify() # don't check hashes during identifier as we aren't # changing any data values of the mesh inside block # if we did change values in cache block things would break with mesh._cache: # pre-allocate identifier so indexes of values can't move around # like they might if we used hstack or something else identifier = np.zeros(6, dtype=np.float64) # avoid thrashing the cache unnecessarily mesh_area = mesh.area # start with properties that are valid regardless of watertightness # note that we're going to try to make all parameters relative # to area so other values don't get blown up at weird scales identifier[0] = mesh_area # topological constant and the only thing we can really # trust in this fallen world identifier[1] = mesh.euler_number # if we have a watertight mesh include volume and inertia if mesh.is_volume: # side length of a cube ratio # 1.0 for cubes, different values for other things identifier[2] = (((mesh_area / 6.0) ** (1.0 / 2.0)) / (mesh.volume ** (1.0 / 3.0))) # save vertices for radius calculation vertices = mesh.vertices - mesh.center_mass # we are going to special case radially symmetric meshes # to replace their surface area with ratio of their # surface area to a primitive sphere or cylinder surface area # this is because tessellated curved surfaces are really rough # to reliably hash as they are very sensitive to floating point # and tessellation error. By making area proportionate to a fit # primitive area we are able to reliably hash at more sigfigs if mesh.symmetry == 'radial': # cylinder height
python
{ "resource": "" }
q23273
identifier_hash
train
def identifier_hash(identifier, sigfig=None): """ Hash an identifier array to a specified number of significant figures. Parameters ---------- identifier : (n,) float Vector of properties sigfig : (n,) int Number of sigfigs per property Returns ----------
python
{ "resource": "" }
q23274
convert_to_vertexlist
train
def convert_to_vertexlist(geometry, **kwargs): """ Try to convert various geometry objects to the constructor args for a pyglet indexed vertex list. Parameters ------------ obj : Trimesh, Path2D, Path3D, (n,2) float, (n,3) float Object to render Returns ------------ args : tuple Args to be passed to pyglet indexed vertex list constructor. """ if util.is_instance_named(geometry, 'Trimesh'): return mesh_to_vertexlist(geometry, **kwargs) elif util.is_instance_named(geometry, 'Path'): # works for Path3D and Path2D # both of which inherit from Path return path_to_vertexlist(geometry, **kwargs) elif util.is_instance_named(geometry, 'PointCloud'): # pointcloud objects contain colors
python
{ "resource": "" }
q23275
mesh_to_vertexlist
train
def mesh_to_vertexlist(mesh, group=None, smooth=True, smooth_threshold=60000): """ Convert a Trimesh object to arguments for an indexed vertex list constructor. Parameters ------------- mesh : trimesh.Trimesh Mesh to be rendered group : str Rendering group for the vertex list smooth : bool Should we try to smooth shade the mesh smooth_threshold : int Maximum number of faces to smooth shade Returns -------------- args : (7,) tuple Args for vertex list constructor """ if hasattr(mesh.visual, 'uv') and mesh.visual.uv is not None: # if the mesh has texture defined pass it to pyglet vertex_count = len(mesh.vertices) normals = mesh.vertex_normals.reshape(-1).tolist() faces = mesh.faces.reshape(-1).tolist() vertices = mesh.vertices.reshape(-1).tolist() # get the per- vertex UV coordinates uv = mesh.visual.uv # if someone passed (n, 3) UVR cut it off here if uv.shape[1] > 2:
python
{ "resource": "" }
q23276
path_to_vertexlist
train
def path_to_vertexlist(path, group=None, colors=None, **kwargs): """ Convert a Path3D object to arguments for an indexed vertex list constructor. Parameters ------------- path : trimesh.path.Path3D object Mesh to be rendered group : str Rendering group for the vertex list Returns -------------- args : (7,) tuple Args for vertex list constructor """ # avoid cache check inside tight loop vertices = path.vertices # get (n, 2, (2|3)) lines lines = np.vstack([util.stack_lines(e.discrete(vertices)) for e in path.entities]) count = len(lines) # stack zeros for 2D lines if util.is_shape(vertices, (-1, 2)):
python
{ "resource": "" }
q23277
points_to_vertexlist
train
def points_to_vertexlist(points, colors=None, group=None, **kwargs): """ Convert a numpy array of 3D points to args for a vertex list constructor. Parameters ------------- points : (n, 3) float Points to be rendered colors : (n, 3) or (n, 4) float Colors for each point group : str Rendering group for the vertex list Returns -------------- args : (7,) tuple Args for vertex list constructor """ points = np.asanyarray(points, dtype=np.float64) if util.is_shape(points, (-1, 2)): points = np.column_stack((points, np.zeros(len(points)))) elif not util.is_shape(points, (-1, 3)):
python
{ "resource": "" }
q23278
material_to_texture
train
def material_to_texture(material): """ Convert a trimesh.visual.texture.Material object into a pyglet- compatible texture object. Parameters -------------- material : trimesh.visual.texture.Material Material to be converted Returns --------------- texture : pyglet.image.Texture Texture loaded into pyglet form """ # try to extract a PIL image from material if hasattr(material, 'image'): img = material.image else: img = material.baseColorTexture if img is None: return None # use a PNG export to exchange into pyglet
python
{ "resource": "" }
q23279
matrix_to_gl
train
def matrix_to_gl(matrix): """ Convert a numpy row- major homogenous transformation matrix to a flat column- major GLfloat transformation. Parameters ------------- matrix : (4,4) float Row- major homogenous transform Returns ------------- glmatrix : (16,) gl.GLfloat Transform in pyglet format """ matrix = np.asanyarray(matrix, dtype=np.float64)
python
{ "resource": "" }
q23280
vector_to_gl
train
def vector_to_gl(array, *args): """ Convert an array and an optional set of args into a flat vector of gl.GLfloat
python
{ "resource": "" }
q23281
light_to_gl
train
def light_to_gl(light, transform, lightN): """ Convert trimesh.scene.lighting.Light objects into args for gl.glLightFv calls Parameters -------------- light : trimesh.scene.lighting.Light Light object to be converted to GL transform : (4, 4) float Transformation matrix of light lightN : int Result of gl.GL_LIGHT0, gl.GL_LIGHT1, etc Returns -------------- multiarg : [tuple] List of args to pass to gl.glLightFv eg: [gl.glLightfb(*a) for a in multiarg] """ # convert color to opengl gl_color = vector_to_gl(light.color.astype(np.float64) / 255.0) assert len(gl_color) == 4 # cartesian translation from
python
{ "resource": "" }
q23282
Trackball.down
train
def down(self, point): """Record an initial mouse press at a given point. Parameters ---------- point : (2,) int The x and y pixel coordinates of the mouse press. """
python
{ "resource": "" }
q23283
Trackball.drag
train
def drag(self, point): """Update the tracball during a drag. Parameters ---------- point : (2,) int The current x and y pixel coordinates of the mouse during a drag. This will compute a movement for the trackball with the relative motion between this point and the one marked by down(). """ point = np.array(point, dtype=np.float32) dx, dy = point - self._pdown mindim = 0.3 * np.min(self._size) target = self._target x_axis = self._pose[:3, 0].flatten() y_axis = self._pose[:3, 1].flatten() z_axis = self._pose[:3, 2].flatten() eye = self._pose[:3, 3].flatten() # Interpret drag as a rotation if self._state == Trackball.STATE_ROTATE: x_angle = -dx / mindim x_rot_mat = transformations.rotation_matrix( x_angle, y_axis, target ) y_angle = dy / mindim y_rot_mat = transformations.rotation_matrix( y_angle, x_axis, target )
python
{ "resource": "" }
q23284
Trackball.scroll
train
def scroll(self, clicks): """Zoom using a mouse scroll wheel motion. Parameters ---------- clicks : int The number of clicks. Positive numbers indicate forward wheel movement. """ target = self._target ratio = 0.90 mult = 1.0 if clicks > 0: mult = ratio**clicks elif clicks < 0: mult = (1.0 / ratio)**abs(clicks) z_axis = self._n_pose[:3, 2].flatten() eye = self._n_pose[:3, 3].flatten() radius = np.linalg.norm(eye - target) translation = (mult * radius - radius) * z_axis t_tf = np.eye(4)
python
{ "resource": "" }
q23285
Trackball.rotate
train
def rotate(self, azimuth, axis=None): """Rotate the trackball about the "Up" axis by azimuth radians. Parameters ---------- azimuth : float The number of radians to rotate. """ target = self._target y_axis = self._n_pose[:3, 1].flatten() if axis is not None: y_axis = axis
python
{ "resource": "" }
q23286
look_at
train
def look_at(points, fov, rotation=None, distance=None, center=None): """ Generate transform for a camera to keep a list of points in the camera's field of view. Parameters ------------- points : (n, 3) float Points in space fov : (2,) float Field of view, in DEGREES rotation : None, or (4, 4) float Rotation matrix for initial rotation center : None, or (3,) float Center of field of view. Returns -------------- transform : (4, 4) float Transformation matrix with points in view """ if rotation is None: rotation = np.eye(4) else: rotation = np.asanyarray(rotation, dtype=np.float64) points = np.asanyarray(points, dtype=np.float64)
python
{ "resource": "" }
q23287
camera_to_rays
train
def camera_to_rays(camera): """ Convert a trimesh.scene.Camera object to ray origins and direction vectors. Will return one ray per pixel, as set in camera.resolution. Parameters -------------- camera : trimesh.scene.Camera Camera with transform defined Returns -------------- origins : (n, 3) float Ray origins in space vectors : (n, 3) float Ray direction unit vectors angles : (n, 2) float Ray spherical coordinate angles in radians """ # radians of half the field of view half = np.radians(camera.fov / 2.0) # scale it down by two pixels to keep image under resolution
python
{ "resource": "" }
q23288
Camera.resolution
train
def resolution(self, values): """ Set the camera resolution in pixels. Parameters ------------ resolution (2,) float Camera resolution in pixels """ values = np.asanyarray(values, dtype=np.int64) if values.shape != (2,):
python
{ "resource": "" }
q23289
Camera.scene
train
def scene(self, value): """ Set the reference to the scene that this camera is in. Parameters ------------- scene : None, or trimesh.Scene Scene where this camera is attached """ # save the scene reference self._scene = value # check if we have local not None transform # an if we can apply it to the scene graph # also check here that scene is a real scene if (hasattr(self, '_transform') and self._transform is not None and
python
{ "resource": "" }
q23290
Camera.focal
train
def focal(self): """ Get the focal length in pixels for the camera. Returns ------------ focal : (2,) float Focal length in pixels """ if self._focal is None:
python
{ "resource": "" }
q23291
Camera.K
train
def K(self): """ Get the intrinsic matrix for the Camera object. Returns ----------- K : (3, 3) float Intrinsic matrix for camera """ K = np.eye(3, dtype=np.float64) K[0, 0] = self.focal[0]
python
{ "resource": "" }
q23292
Camera.fov
train
def fov(self): """ Get the field of view in degrees. Returns ------------- fov : (2,) float XY field of view in degrees """ if self._fov is None: fov = [2.0 * np.degrees(np.arctan((px / 2.0) / f))
python
{ "resource": "" }
q23293
Camera.fov
train
def fov(self, values): """ Set the field of view in degrees. Parameters ------------- values : (2,) float Size of FOV to set in degrees """ if values is None:
python
{ "resource": "" }
q23294
sinwave
train
def sinwave(scene): """ A callback passed to a scene viewer which will update transforms in the viewer periodically. Parameters ------------- scene : trimesh.Scene Scene containing geometry """ # create an empty homogenous transformation matrix = np.eye(4) # set Y as cos of time matrix[1][3] = np.cos(time.time()) * 2 #
python
{ "resource": "" }
q23295
to_volume
train
def to_volume(mesh, file_name=None, max_element=None, mesher_id=1): """ Convert a surface mesh to a 3D volume mesh generated by gmsh. An easy way to install the gmsh sdk is through the gmsh-sdk package on pypi, which downloads and sets up gmsh: pip install gmsh-sdk Algorithm details, although check gmsh docs for more information: The "Delaunay" algorithm is split into three separate steps. First, an initial mesh of the union of all the volumes in the model is performed, without inserting points in the volume. The surface mesh is then recovered using H. Si's boundary recovery algorithm Tetgen/BR. Then a three-dimensional version of the 2D Delaunay algorithm described above is applied to insert points in the volume to respect the mesh size constraints. The Frontal" algorithm uses J. Schoeberl's Netgen algorithm. The "HXT" algorithm is a new efficient and parallel reimplementaton of the Delaunay algorithm. The "MMG3D" algorithm (experimental) allows to generate anisotropic tetrahedralizations Parameters -------------- mesh : trimesh.Trimesh Surface mesh of input geometry file_name : str or None Location to save output, in .msh (gmsh) or .bdf (Nastran) format max_element : float or None Maximum length of an element in the volume mesh mesher_id : int 3D unstructured algorithms: 1: Delaunay, 4: Frontal, 7: MMG3D, 10: HXT Returns ------------ data : None or bytes MSH data, only returned if file_name is None """ # checks mesher selection if mesher_id not in [1, 4, 7, 10]: raise ValueError('unavilable mesher selected!') else: mesher_id = int(mesher_id) # set max element length to a best guess if not specified if max_element is None: max_element = np.sqrt(np.mean(mesh.area_faces)) if file_name is not None: # check extensions to make sure it is supported format if not any(file_name.lower().endswith(e) for e in ['.bdf', '.msh', '.inp', '.diff', '.mesh']): raise ValueError( 'Only Nastran (.bdf), Gmsh (.msh), Abaqus (*.inp), ' + 'Diffpack (*.diff) and Inria Medit (*.mesh) formats ' + 'are available!') # exports to disk for gmsh to read using a temp file mesh_file = tempfile.NamedTemporaryFile(suffix='.stl', delete=False)
python
{ "resource": "" }
q23296
local_voxelize
train
def local_voxelize(mesh, point, pitch, radius, fill=True, **kwargs): """ Voxelize a mesh in the region of a cube around a point. When fill=True, uses proximity.contains to fill the resulting voxels so may be meaningless for non-watertight meshes. Useful to reduce memory cost for small values of pitch as opposed to global voxelization. Parameters ----------- mesh : trimesh.Trimesh Source geometry point : (3, ) float Point in space to voxelize around pitch : float Side length of a single voxel cube radius : int Number of voxel cubes to return in each direction. kwargs : parameters to pass to voxelize_subdivide Returns ----------- voxels : (m, m, m) bool Array of local voxels where m=2*radius+1 origin_position : (3,) float Position of the voxel grid origin in space """ from scipy import ndimage # make sure point is correct type/shape point = np.asanyarray(point, dtype=np.float64).reshape(3) # this is a gotcha- radius sounds a lot like it should be in # float model space, not int voxel space so check if not isinstance(radius, int): raise ValueError('radius needs to be an integer number of cubes!') # Bounds of region bounds = np.concatenate((point - (radius + 0.5) * pitch, point + (radius + 0.5) * pitch)) # faces that intersect axis aligned bounding box faces = list(mesh.triangles_tree.intersection(bounds)) # didn't hit anything so exit if len(faces) == 0: return np.array([], dtype=np.bool), np.zeros(3) local = mesh.submesh([[f] for f in faces], append=True) # Translate mesh so point is at 0,0,0 local.apply_translation(-point) sparse, origin = voxelize_subdivide(local, pitch, **kwargs) matrix = sparse_to_matrix(sparse)
python
{ "resource": "" }
q23297
voxelize_ray
train
def voxelize_ray(mesh, pitch, per_cell=[2, 2], **kwargs): """ Voxelize a mesh using ray queries. Parameters ------------- mesh : Trimesh object Mesh to be voxelized pitch : float Length of voxel cube per_cell : (2,) int How many ray queries to make per cell Returns ------------- voxels : (n, 3) int Voxel positions origin : (3, ) int Origin of voxels """ # how many rays per cell per_cell = np.array(per_cell).astype(np.int).reshape(2) # edge length of cube voxels pitch = float(pitch)
python
{ "resource": "" }
q23298
fill_voxelization
train
def fill_voxelization(occupied): """ Given a sparse surface voxelization, fill in between columns. Parameters -------------- occupied: (n, 3) int, location of filled cells Returns -------------- filled: (m, 3) int, location of filled cells """ # validate inputs occupied = np.asanyarray(occupied, dtype=np.int64) if not util.is_shape(occupied, (-1, 3)): raise ValueError('incorrect shape') # create grid and mark inner voxels max_value = occupied.max() + 3 grid = np.zeros((max_value, max_value, max_value), dtype=np.int64) voxels_sparse = np.add(occupied, 1) grid.__setitem__(tuple(voxels_sparse.T), 1) for i in range(max_value): check_dir2 = False for j in range(0, max_value - 1):
python
{ "resource": "" }
q23299
multibox
train
def multibox(centers, pitch, colors=None): """ Return a Trimesh object with a box at every center. Doesn't do anything nice or fancy. Parameters ----------- centers: (n,3) float, center of boxes that are occupied pitch: float, the edge length of a voxel colors: (3,) or (4,) or (n,3) or (n, 4) float, color of boxes Returns --------- rough: Trimesh object representing inputs """ from . import primitives from .base import Trimesh b = primitives.Box(extents=[pitch, pitch, pitch]) v = np.tile(centers, (1, len(b.vertices))).reshape((-1, 3)) v += np.tile(b.vertices, (len(centers), 1)) f = np.tile(b.faces, (len(centers), 1)) f += np.tile(np.arange(len(centers)) * len(b.vertices), (len(b.faces), 1)).T.reshape((-1, 1))
python
{ "resource": "" }