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How to generate random and lattice points inside of an irregular object?


How to generate a random alpha-numeric string?Generating random numbers in Objective-CHow do I generate random integers within a specific range in Java?How can I generate random alphanumeric strings?Generate random string/characters in JavaScriptGenerating random whole numbers in JavaScript in a specific range?Random string generation with upper case letters and digitsHow do I generate a random int number?Generate random integers between 0 and 9Generate random number between two numbers in JavaScript






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0















I have an irregular 3d object and want to know the surface of this object. The object can be both convex or non convex type. I can get the surface of this object applying any method like marching cube, surface contour, or isosurface.



All this methods give me triangulated mesh which is basically contains edges and vertex.



My task is to generate random and lattice points inside the object.



How should i check whether my point is inside or outside?



Any suggestion?
Thanks a lot.



import numpy as np
import matplotlib.pyplot as plt
from mpl_toolkits.mplot3d.art3d import Poly3DCollection

from skimage import measure, io
from skimage.draw import ellipsoid
import skimage as sk
import random

I=np.zeros((50,50,50),dtype=np.float)

for i in range(50):
for j in range(50):
for k in range(50):
dist=np.linalg.norm([i,j,k]-O)
if dist<8:
I[i,j,k]=0.8#random.random()
dist=np.linalg.norm([i,j,k]-O2)
if dist<16:
I[i,j,k]=1#random.random()

verts, faces, normals, values = measure.marching_cubes_lewiner(I,0.7)

fig = plt.figure(figsize=(10, 10))
ax = fig.add_subplot(111, projection='3d')
mesh = Poly3DCollection(verts[faces])
mesh.set_edgecolor('k')
ax.add_collection3d(mesh)
plt.show()

%now forget the above code and suppose i have only verts and
%faces information. Now how to generate random points inside this Data

Data=verts[faces]
???????









share|improve this question


























  • I've removed the Matlab tag (and added the Numpy tag), as this doesn't seem to be a related to Matlab in any way

    – Luis Mendo
    Mar 27 at 16:26


















0















I have an irregular 3d object and want to know the surface of this object. The object can be both convex or non convex type. I can get the surface of this object applying any method like marching cube, surface contour, or isosurface.



All this methods give me triangulated mesh which is basically contains edges and vertex.



My task is to generate random and lattice points inside the object.



How should i check whether my point is inside or outside?



Any suggestion?
Thanks a lot.



import numpy as np
import matplotlib.pyplot as plt
from mpl_toolkits.mplot3d.art3d import Poly3DCollection

from skimage import measure, io
from skimage.draw import ellipsoid
import skimage as sk
import random

I=np.zeros((50,50,50),dtype=np.float)

for i in range(50):
for j in range(50):
for k in range(50):
dist=np.linalg.norm([i,j,k]-O)
if dist<8:
I[i,j,k]=0.8#random.random()
dist=np.linalg.norm([i,j,k]-O2)
if dist<16:
I[i,j,k]=1#random.random()

verts, faces, normals, values = measure.marching_cubes_lewiner(I,0.7)

fig = plt.figure(figsize=(10, 10))
ax = fig.add_subplot(111, projection='3d')
mesh = Poly3DCollection(verts[faces])
mesh.set_edgecolor('k')
ax.add_collection3d(mesh)
plt.show()

%now forget the above code and suppose i have only verts and
%faces information. Now how to generate random points inside this Data

Data=verts[faces]
???????









share|improve this question


























  • I've removed the Matlab tag (and added the Numpy tag), as this doesn't seem to be a related to Matlab in any way

    – Luis Mendo
    Mar 27 at 16:26














0












0








0








I have an irregular 3d object and want to know the surface of this object. The object can be both convex or non convex type. I can get the surface of this object applying any method like marching cube, surface contour, or isosurface.



All this methods give me triangulated mesh which is basically contains edges and vertex.



My task is to generate random and lattice points inside the object.



How should i check whether my point is inside or outside?



Any suggestion?
Thanks a lot.



import numpy as np
import matplotlib.pyplot as plt
from mpl_toolkits.mplot3d.art3d import Poly3DCollection

from skimage import measure, io
from skimage.draw import ellipsoid
import skimage as sk
import random

I=np.zeros((50,50,50),dtype=np.float)

for i in range(50):
for j in range(50):
for k in range(50):
dist=np.linalg.norm([i,j,k]-O)
if dist<8:
I[i,j,k]=0.8#random.random()
dist=np.linalg.norm([i,j,k]-O2)
if dist<16:
I[i,j,k]=1#random.random()

verts, faces, normals, values = measure.marching_cubes_lewiner(I,0.7)

fig = plt.figure(figsize=(10, 10))
ax = fig.add_subplot(111, projection='3d')
mesh = Poly3DCollection(verts[faces])
mesh.set_edgecolor('k')
ax.add_collection3d(mesh)
plt.show()

%now forget the above code and suppose i have only verts and
%faces information. Now how to generate random points inside this Data

Data=verts[faces]
???????









share|improve this question
















I have an irregular 3d object and want to know the surface of this object. The object can be both convex or non convex type. I can get the surface of this object applying any method like marching cube, surface contour, or isosurface.



All this methods give me triangulated mesh which is basically contains edges and vertex.



My task is to generate random and lattice points inside the object.



How should i check whether my point is inside or outside?



Any suggestion?
Thanks a lot.



import numpy as np
import matplotlib.pyplot as plt
from mpl_toolkits.mplot3d.art3d import Poly3DCollection

from skimage import measure, io
from skimage.draw import ellipsoid
import skimage as sk
import random

I=np.zeros((50,50,50),dtype=np.float)

for i in range(50):
for j in range(50):
for k in range(50):
dist=np.linalg.norm([i,j,k]-O)
if dist<8:
I[i,j,k]=0.8#random.random()
dist=np.linalg.norm([i,j,k]-O2)
if dist<16:
I[i,j,k]=1#random.random()

verts, faces, normals, values = measure.marching_cubes_lewiner(I,0.7)

fig = plt.figure(figsize=(10, 10))
ax = fig.add_subplot(111, projection='3d')
mesh = Poly3DCollection(verts[faces])
mesh.set_edgecolor('k')
ax.add_collection3d(mesh)
plt.show()

%now forget the above code and suppose i have only verts and
%faces information. Now how to generate random points inside this Data

Data=verts[faces]
???????






python numpy random






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 27 at 16:26









Luis Mendo

96.2k11 gold badges58 silver badges126 bronze badges




96.2k11 gold badges58 silver badges126 bronze badges










asked Mar 27 at 13:34









ankit agrawalankit agrawal

606 bronze badges




606 bronze badges















  • I've removed the Matlab tag (and added the Numpy tag), as this doesn't seem to be a related to Matlab in any way

    – Luis Mendo
    Mar 27 at 16:26


















  • I've removed the Matlab tag (and added the Numpy tag), as this doesn't seem to be a related to Matlab in any way

    – Luis Mendo
    Mar 27 at 16:26

















I've removed the Matlab tag (and added the Numpy tag), as this doesn't seem to be a related to Matlab in any way

– Luis Mendo
Mar 27 at 16:26






I've removed the Matlab tag (and added the Numpy tag), as this doesn't seem to be a related to Matlab in any way

– Luis Mendo
Mar 27 at 16:26













2 Answers
2






active

oldest

votes


















0














For random points inside the closed shape:



  1. Select linear density of samples

  2. Make bounding box enclosing the shape

  3. Select entry point on the box

  4. Select exit point, compute direction cosines (wx, wy, wz). Find all segments inside the shape along the ray

  5. Start the ray from entry point

  6. Get to first segment and and set it to pstart

  7. Sample length s from exponential distribution with selected linear density

  8. Find point pend = pstart + s (wx, wy, wz)

  9. If it is in the first segment, store it, and make pstart = pend. Go to step 7.

  10. If it is not, go to the start of another segment, and set it to pstart. Go to step 7. If there is no segment left, you're done with one ray, go to step 3 and generate another ray.

Generate some predefined number of rays, collect all stored points, and you're done






share|improve this answer
































    0














    I am sharing the code which I have written. It might be useful for others if anybody is interested for similar kind of problem. This is not the optimize code. As grid spacing value decrease computation time increase. Also depends upon the number of triangle of mesh. Any suggestion for optimizing or improve the code is welcome. Thanks



     import matplotlib.pyplot as plt
    from mpl_toolkits.mplot3d.art3d import Poly3DCollection
    import numpy as np
    #from mayavi import mlab

    verts # numpy array of vertex (triangulated mesh)
    faces # numpy array of faces (triangulated mesh)

    %This function is taken from here
    %https://www.erikrotteveel.com/python/three-dimensional-ray-tracing-in-python/
    def ray_intersect_triangle(p0, p1, triangle):
    # Tests if a ray starting at point p0, in the direction
    # p1 - p0, will intersect with the triangle.
    #
    # arguments:
    # p0, p1: numpy.ndarray, both with shape (3,) for x, y, z.
    # triangle: numpy.ndarray, shaped (3,3), with each row
    # representing a vertex and three columns for x, y, z.
    #
    # returns:
    # 0.0 if ray does not intersect triangle,
    # 1.0 if it will intersect the triangle,
    # 2.0 if starting point lies in the triangle.

    v0, v1, v2 = triangle
    u = v1 - v0
    v = v2 - v0
    normal = np.cross(u, v)

    b = np.inner(normal, p1 - p0)
    a = np.inner(normal, v0 - p0)

    # Here is the main difference with the code in the link.
    # Instead of returning if the ray is in the plane of the
    # triangle, we set rI, the parameter at which the ray
    # intersects the plane of the triangle, to zero so that
    # we can later check if the starting point of the ray
    # lies on the triangle. This is important for checking
    # if a point is inside a polygon or not.

    if (b == 0.0):
    # ray is parallel to the plane
    if a != 0.0:
    # ray is outside but parallel to the plane
    return 0
    else:
    # ray is parallel and lies in the plane
    rI = 0.0
    else:
    rI = a / b

    if rI < 0.0:
    return 0

    w = p0 + rI * (p1 - p0) - v0

    denom = np.inner(u, v) * np.inner(u, v) -
    np.inner(u, u) * np.inner(v, v)

    si = (np.inner(u, v) * np.inner(w, v) -
    np.inner(v, v) * np.inner(w, u)) / denom

    if (si < 0.0) | (si > 1.0):
    return 0

    ti = (np.inner(u, v) * np.inner(w, u) -
    np.inner(u, u) * np.inner(w, v)) / denom

    if (ti < 0.0) | (si + ti > 1.0):
    return 0

    if (rI == 0.0):
    # point 0 lies ON the triangle. If checking for
    # point inside polygon, return 2 so that the loop
    # over triangles can stop, because it is on the
    # polygon, thus inside.
    return 2

    return 1


    def bounding_box_of_mesh(triangle):
    return [np.min(triangle[:,0]), np.max(triangle[:,0]), np.min(triangle[:,1]), np.max(triangle[:,1]), np.min(triangle[:,2]), np.max(triangle[:,2])]

    def boundingboxoftriangle(triangle,x,y,z):
    localbox= [np.min(triangle[:,0]), np.max(triangle[:,0]), np.min(triangle[:,1]), np.max(triangle[:,1]), np.min(triangle[:,2]), np.max(triangle[:,2])]
    #print 'local', localbox
    for i in range(1,len(x)):
    if (x[i-1] <= localbox[0] < x[i]):
    x_min=i-1
    if (x[i-1] < localbox[1] <= x[i]):
    x_max=i

    for i in range(1,len(y)):
    if (y[i-1] <= localbox[2] < y[i]):
    y_min=i-1
    if (y[i-1] < localbox[3] <= y[i]):
    y_max=i

    for i in range(1,len(z)):
    if (z[i-1] <= localbox[4] < z[i]):
    z_min=i-1
    if (z[i-1] < localbox[5] <= z[i]):
    z_max=i

    return [x_min, x_max, y_min, y_max, z_min, z_max]



    spacing=5 # grid spacing
    boundary=bounding_box_of_mesh(verts)
    print boundary
    x=np.arange(boundary[0]-2*spacing,boundary[1]+2*spacing,spacing)
    y=np.arange(boundary[2]-2*spacing,boundary[3]+2*spacing,spacing)
    z=np.arange(boundary[4]-2*spacing,boundary[5]+2*spacing,spacing)

    Grid=np.zeros((len(x),len(y),len(z)),dtype=np.int)
    print Grid.shape

    data=verts[faces]

    xarr=[]
    yarr=[]
    zarr=[]

    # actual number of grid is very high so checking every grid is
    # inside or outside is inefficient. So, I am looking for only
    # those grid which is near to mesh boundary. This will reduce
    #the time and later on internal grid can be interpolate easily.
    for i in range(len(data)):
    #print 'n', data[i]
    AABB=boundingboxoftriangle(data[i],x,y,z) ## axis aligned bounding box
    #print AABB
    for gx in range(AABB[0],AABB[1]+1):
    if gx not in xarr:
    xarr.append(gx)

    for gy in range(AABB[2],AABB[3]+1):
    if gy not in yarr:
    yarr.append(gy)

    for gz in range(AABB[4],AABB[5]+1):
    if gz not in zarr:
    zarr.append(gz)


    print len(xarr),len(yarr),len(zarr)



    center=np.array([np.mean(verts[:,0]), np.mean(verts[:,1]), np.mean(verts[:,2])])
    print center

    fw=open('Grid_value_output_spacing__.dat','w')

    p1=center #np.array([0,0,0])
    for i in range(len(xarr)):
    for j in range(len(yarr)):
    for k in range(len(zarr)):
    p0=np.array([x[xarr[i]],y[yarr[j]],z[zarr[k]]])
    for go in range(len(data)):
    value=ray_intersect_triangle(p0, p1, data[go])
    if value>0:
    Grid[i,j,k]=value
    break
    fw.write(str(xarr[i])+'t'+str(yarr[j])+'t'+str(zarr[k])+'t'+str(x[xarr[i]])+'t'+str(y[yarr[j]])+'t'+str(z[zarr[k]])+'t'+str(Grid[i,j,k])+'n')
    print i

    fw.close()
    #If the grid value is greater than 0 then it is inside the triangulated mesh.
    #I am writing the value of only confusing grid near boundary.
    #Deeper inside grid of mesh can be interpolate easily with above information.
    #If grid spacing is very small then generating random points inside the
    #mesh is equivalent to choosing the random grid.





    share|improve this answer





























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      2 Answers
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      active

      oldest

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      2 Answers
      2






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      0














      For random points inside the closed shape:



      1. Select linear density of samples

      2. Make bounding box enclosing the shape

      3. Select entry point on the box

      4. Select exit point, compute direction cosines (wx, wy, wz). Find all segments inside the shape along the ray

      5. Start the ray from entry point

      6. Get to first segment and and set it to pstart

      7. Sample length s from exponential distribution with selected linear density

      8. Find point pend = pstart + s (wx, wy, wz)

      9. If it is in the first segment, store it, and make pstart = pend. Go to step 7.

      10. If it is not, go to the start of another segment, and set it to pstart. Go to step 7. If there is no segment left, you're done with one ray, go to step 3 and generate another ray.

      Generate some predefined number of rays, collect all stored points, and you're done






      share|improve this answer





























        0














        For random points inside the closed shape:



        1. Select linear density of samples

        2. Make bounding box enclosing the shape

        3. Select entry point on the box

        4. Select exit point, compute direction cosines (wx, wy, wz). Find all segments inside the shape along the ray

        5. Start the ray from entry point

        6. Get to first segment and and set it to pstart

        7. Sample length s from exponential distribution with selected linear density

        8. Find point pend = pstart + s (wx, wy, wz)

        9. If it is in the first segment, store it, and make pstart = pend. Go to step 7.

        10. If it is not, go to the start of another segment, and set it to pstart. Go to step 7. If there is no segment left, you're done with one ray, go to step 3 and generate another ray.

        Generate some predefined number of rays, collect all stored points, and you're done






        share|improve this answer



























          0












          0








          0







          For random points inside the closed shape:



          1. Select linear density of samples

          2. Make bounding box enclosing the shape

          3. Select entry point on the box

          4. Select exit point, compute direction cosines (wx, wy, wz). Find all segments inside the shape along the ray

          5. Start the ray from entry point

          6. Get to first segment and and set it to pstart

          7. Sample length s from exponential distribution with selected linear density

          8. Find point pend = pstart + s (wx, wy, wz)

          9. If it is in the first segment, store it, and make pstart = pend. Go to step 7.

          10. If it is not, go to the start of another segment, and set it to pstart. Go to step 7. If there is no segment left, you're done with one ray, go to step 3 and generate another ray.

          Generate some predefined number of rays, collect all stored points, and you're done






          share|improve this answer













          For random points inside the closed shape:



          1. Select linear density of samples

          2. Make bounding box enclosing the shape

          3. Select entry point on the box

          4. Select exit point, compute direction cosines (wx, wy, wz). Find all segments inside the shape along the ray

          5. Start the ray from entry point

          6. Get to first segment and and set it to pstart

          7. Sample length s from exponential distribution with selected linear density

          8. Find point pend = pstart + s (wx, wy, wz)

          9. If it is in the first segment, store it, and make pstart = pend. Go to step 7.

          10. If it is not, go to the start of another segment, and set it to pstart. Go to step 7. If there is no segment left, you're done with one ray, go to step 3 and generate another ray.

          Generate some predefined number of rays, collect all stored points, and you're done







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Mar 27 at 17:04









          Severin PappadeuxSeverin Pappadeux

          11.2k2 gold badges15 silver badges36 bronze badges




          11.2k2 gold badges15 silver badges36 bronze badges


























              0














              I am sharing the code which I have written. It might be useful for others if anybody is interested for similar kind of problem. This is not the optimize code. As grid spacing value decrease computation time increase. Also depends upon the number of triangle of mesh. Any suggestion for optimizing or improve the code is welcome. Thanks



               import matplotlib.pyplot as plt
              from mpl_toolkits.mplot3d.art3d import Poly3DCollection
              import numpy as np
              #from mayavi import mlab

              verts # numpy array of vertex (triangulated mesh)
              faces # numpy array of faces (triangulated mesh)

              %This function is taken from here
              %https://www.erikrotteveel.com/python/three-dimensional-ray-tracing-in-python/
              def ray_intersect_triangle(p0, p1, triangle):
              # Tests if a ray starting at point p0, in the direction
              # p1 - p0, will intersect with the triangle.
              #
              # arguments:
              # p0, p1: numpy.ndarray, both with shape (3,) for x, y, z.
              # triangle: numpy.ndarray, shaped (3,3), with each row
              # representing a vertex and three columns for x, y, z.
              #
              # returns:
              # 0.0 if ray does not intersect triangle,
              # 1.0 if it will intersect the triangle,
              # 2.0 if starting point lies in the triangle.

              v0, v1, v2 = triangle
              u = v1 - v0
              v = v2 - v0
              normal = np.cross(u, v)

              b = np.inner(normal, p1 - p0)
              a = np.inner(normal, v0 - p0)

              # Here is the main difference with the code in the link.
              # Instead of returning if the ray is in the plane of the
              # triangle, we set rI, the parameter at which the ray
              # intersects the plane of the triangle, to zero so that
              # we can later check if the starting point of the ray
              # lies on the triangle. This is important for checking
              # if a point is inside a polygon or not.

              if (b == 0.0):
              # ray is parallel to the plane
              if a != 0.0:
              # ray is outside but parallel to the plane
              return 0
              else:
              # ray is parallel and lies in the plane
              rI = 0.0
              else:
              rI = a / b

              if rI < 0.0:
              return 0

              w = p0 + rI * (p1 - p0) - v0

              denom = np.inner(u, v) * np.inner(u, v) -
              np.inner(u, u) * np.inner(v, v)

              si = (np.inner(u, v) * np.inner(w, v) -
              np.inner(v, v) * np.inner(w, u)) / denom

              if (si < 0.0) | (si > 1.0):
              return 0

              ti = (np.inner(u, v) * np.inner(w, u) -
              np.inner(u, u) * np.inner(w, v)) / denom

              if (ti < 0.0) | (si + ti > 1.0):
              return 0

              if (rI == 0.0):
              # point 0 lies ON the triangle. If checking for
              # point inside polygon, return 2 so that the loop
              # over triangles can stop, because it is on the
              # polygon, thus inside.
              return 2

              return 1


              def bounding_box_of_mesh(triangle):
              return [np.min(triangle[:,0]), np.max(triangle[:,0]), np.min(triangle[:,1]), np.max(triangle[:,1]), np.min(triangle[:,2]), np.max(triangle[:,2])]

              def boundingboxoftriangle(triangle,x,y,z):
              localbox= [np.min(triangle[:,0]), np.max(triangle[:,0]), np.min(triangle[:,1]), np.max(triangle[:,1]), np.min(triangle[:,2]), np.max(triangle[:,2])]
              #print 'local', localbox
              for i in range(1,len(x)):
              if (x[i-1] <= localbox[0] < x[i]):
              x_min=i-1
              if (x[i-1] < localbox[1] <= x[i]):
              x_max=i

              for i in range(1,len(y)):
              if (y[i-1] <= localbox[2] < y[i]):
              y_min=i-1
              if (y[i-1] < localbox[3] <= y[i]):
              y_max=i

              for i in range(1,len(z)):
              if (z[i-1] <= localbox[4] < z[i]):
              z_min=i-1
              if (z[i-1] < localbox[5] <= z[i]):
              z_max=i

              return [x_min, x_max, y_min, y_max, z_min, z_max]



              spacing=5 # grid spacing
              boundary=bounding_box_of_mesh(verts)
              print boundary
              x=np.arange(boundary[0]-2*spacing,boundary[1]+2*spacing,spacing)
              y=np.arange(boundary[2]-2*spacing,boundary[3]+2*spacing,spacing)
              z=np.arange(boundary[4]-2*spacing,boundary[5]+2*spacing,spacing)

              Grid=np.zeros((len(x),len(y),len(z)),dtype=np.int)
              print Grid.shape

              data=verts[faces]

              xarr=[]
              yarr=[]
              zarr=[]

              # actual number of grid is very high so checking every grid is
              # inside or outside is inefficient. So, I am looking for only
              # those grid which is near to mesh boundary. This will reduce
              #the time and later on internal grid can be interpolate easily.
              for i in range(len(data)):
              #print 'n', data[i]
              AABB=boundingboxoftriangle(data[i],x,y,z) ## axis aligned bounding box
              #print AABB
              for gx in range(AABB[0],AABB[1]+1):
              if gx not in xarr:
              xarr.append(gx)

              for gy in range(AABB[2],AABB[3]+1):
              if gy not in yarr:
              yarr.append(gy)

              for gz in range(AABB[4],AABB[5]+1):
              if gz not in zarr:
              zarr.append(gz)


              print len(xarr),len(yarr),len(zarr)



              center=np.array([np.mean(verts[:,0]), np.mean(verts[:,1]), np.mean(verts[:,2])])
              print center

              fw=open('Grid_value_output_spacing__.dat','w')

              p1=center #np.array([0,0,0])
              for i in range(len(xarr)):
              for j in range(len(yarr)):
              for k in range(len(zarr)):
              p0=np.array([x[xarr[i]],y[yarr[j]],z[zarr[k]]])
              for go in range(len(data)):
              value=ray_intersect_triangle(p0, p1, data[go])
              if value>0:
              Grid[i,j,k]=value
              break
              fw.write(str(xarr[i])+'t'+str(yarr[j])+'t'+str(zarr[k])+'t'+str(x[xarr[i]])+'t'+str(y[yarr[j]])+'t'+str(z[zarr[k]])+'t'+str(Grid[i,j,k])+'n')
              print i

              fw.close()
              #If the grid value is greater than 0 then it is inside the triangulated mesh.
              #I am writing the value of only confusing grid near boundary.
              #Deeper inside grid of mesh can be interpolate easily with above information.
              #If grid spacing is very small then generating random points inside the
              #mesh is equivalent to choosing the random grid.





              share|improve this answer































                0














                I am sharing the code which I have written. It might be useful for others if anybody is interested for similar kind of problem. This is not the optimize code. As grid spacing value decrease computation time increase. Also depends upon the number of triangle of mesh. Any suggestion for optimizing or improve the code is welcome. Thanks



                 import matplotlib.pyplot as plt
                from mpl_toolkits.mplot3d.art3d import Poly3DCollection
                import numpy as np
                #from mayavi import mlab

                verts # numpy array of vertex (triangulated mesh)
                faces # numpy array of faces (triangulated mesh)

                %This function is taken from here
                %https://www.erikrotteveel.com/python/three-dimensional-ray-tracing-in-python/
                def ray_intersect_triangle(p0, p1, triangle):
                # Tests if a ray starting at point p0, in the direction
                # p1 - p0, will intersect with the triangle.
                #
                # arguments:
                # p0, p1: numpy.ndarray, both with shape (3,) for x, y, z.
                # triangle: numpy.ndarray, shaped (3,3), with each row
                # representing a vertex and three columns for x, y, z.
                #
                # returns:
                # 0.0 if ray does not intersect triangle,
                # 1.0 if it will intersect the triangle,
                # 2.0 if starting point lies in the triangle.

                v0, v1, v2 = triangle
                u = v1 - v0
                v = v2 - v0
                normal = np.cross(u, v)

                b = np.inner(normal, p1 - p0)
                a = np.inner(normal, v0 - p0)

                # Here is the main difference with the code in the link.
                # Instead of returning if the ray is in the plane of the
                # triangle, we set rI, the parameter at which the ray
                # intersects the plane of the triangle, to zero so that
                # we can later check if the starting point of the ray
                # lies on the triangle. This is important for checking
                # if a point is inside a polygon or not.

                if (b == 0.0):
                # ray is parallel to the plane
                if a != 0.0:
                # ray is outside but parallel to the plane
                return 0
                else:
                # ray is parallel and lies in the plane
                rI = 0.0
                else:
                rI = a / b

                if rI < 0.0:
                return 0

                w = p0 + rI * (p1 - p0) - v0

                denom = np.inner(u, v) * np.inner(u, v) -
                np.inner(u, u) * np.inner(v, v)

                si = (np.inner(u, v) * np.inner(w, v) -
                np.inner(v, v) * np.inner(w, u)) / denom

                if (si < 0.0) | (si > 1.0):
                return 0

                ti = (np.inner(u, v) * np.inner(w, u) -
                np.inner(u, u) * np.inner(w, v)) / denom

                if (ti < 0.0) | (si + ti > 1.0):
                return 0

                if (rI == 0.0):
                # point 0 lies ON the triangle. If checking for
                # point inside polygon, return 2 so that the loop
                # over triangles can stop, because it is on the
                # polygon, thus inside.
                return 2

                return 1


                def bounding_box_of_mesh(triangle):
                return [np.min(triangle[:,0]), np.max(triangle[:,0]), np.min(triangle[:,1]), np.max(triangle[:,1]), np.min(triangle[:,2]), np.max(triangle[:,2])]

                def boundingboxoftriangle(triangle,x,y,z):
                localbox= [np.min(triangle[:,0]), np.max(triangle[:,0]), np.min(triangle[:,1]), np.max(triangle[:,1]), np.min(triangle[:,2]), np.max(triangle[:,2])]
                #print 'local', localbox
                for i in range(1,len(x)):
                if (x[i-1] <= localbox[0] < x[i]):
                x_min=i-1
                if (x[i-1] < localbox[1] <= x[i]):
                x_max=i

                for i in range(1,len(y)):
                if (y[i-1] <= localbox[2] < y[i]):
                y_min=i-1
                if (y[i-1] < localbox[3] <= y[i]):
                y_max=i

                for i in range(1,len(z)):
                if (z[i-1] <= localbox[4] < z[i]):
                z_min=i-1
                if (z[i-1] < localbox[5] <= z[i]):
                z_max=i

                return [x_min, x_max, y_min, y_max, z_min, z_max]



                spacing=5 # grid spacing
                boundary=bounding_box_of_mesh(verts)
                print boundary
                x=np.arange(boundary[0]-2*spacing,boundary[1]+2*spacing,spacing)
                y=np.arange(boundary[2]-2*spacing,boundary[3]+2*spacing,spacing)
                z=np.arange(boundary[4]-2*spacing,boundary[5]+2*spacing,spacing)

                Grid=np.zeros((len(x),len(y),len(z)),dtype=np.int)
                print Grid.shape

                data=verts[faces]

                xarr=[]
                yarr=[]
                zarr=[]

                # actual number of grid is very high so checking every grid is
                # inside or outside is inefficient. So, I am looking for only
                # those grid which is near to mesh boundary. This will reduce
                #the time and later on internal grid can be interpolate easily.
                for i in range(len(data)):
                #print 'n', data[i]
                AABB=boundingboxoftriangle(data[i],x,y,z) ## axis aligned bounding box
                #print AABB
                for gx in range(AABB[0],AABB[1]+1):
                if gx not in xarr:
                xarr.append(gx)

                for gy in range(AABB[2],AABB[3]+1):
                if gy not in yarr:
                yarr.append(gy)

                for gz in range(AABB[4],AABB[5]+1):
                if gz not in zarr:
                zarr.append(gz)


                print len(xarr),len(yarr),len(zarr)



                center=np.array([np.mean(verts[:,0]), np.mean(verts[:,1]), np.mean(verts[:,2])])
                print center

                fw=open('Grid_value_output_spacing__.dat','w')

                p1=center #np.array([0,0,0])
                for i in range(len(xarr)):
                for j in range(len(yarr)):
                for k in range(len(zarr)):
                p0=np.array([x[xarr[i]],y[yarr[j]],z[zarr[k]]])
                for go in range(len(data)):
                value=ray_intersect_triangle(p0, p1, data[go])
                if value>0:
                Grid[i,j,k]=value
                break
                fw.write(str(xarr[i])+'t'+str(yarr[j])+'t'+str(zarr[k])+'t'+str(x[xarr[i]])+'t'+str(y[yarr[j]])+'t'+str(z[zarr[k]])+'t'+str(Grid[i,j,k])+'n')
                print i

                fw.close()
                #If the grid value is greater than 0 then it is inside the triangulated mesh.
                #I am writing the value of only confusing grid near boundary.
                #Deeper inside grid of mesh can be interpolate easily with above information.
                #If grid spacing is very small then generating random points inside the
                #mesh is equivalent to choosing the random grid.





                share|improve this answer





























                  0












                  0








                  0







                  I am sharing the code which I have written. It might be useful for others if anybody is interested for similar kind of problem. This is not the optimize code. As grid spacing value decrease computation time increase. Also depends upon the number of triangle of mesh. Any suggestion for optimizing or improve the code is welcome. Thanks



                   import matplotlib.pyplot as plt
                  from mpl_toolkits.mplot3d.art3d import Poly3DCollection
                  import numpy as np
                  #from mayavi import mlab

                  verts # numpy array of vertex (triangulated mesh)
                  faces # numpy array of faces (triangulated mesh)

                  %This function is taken from here
                  %https://www.erikrotteveel.com/python/three-dimensional-ray-tracing-in-python/
                  def ray_intersect_triangle(p0, p1, triangle):
                  # Tests if a ray starting at point p0, in the direction
                  # p1 - p0, will intersect with the triangle.
                  #
                  # arguments:
                  # p0, p1: numpy.ndarray, both with shape (3,) for x, y, z.
                  # triangle: numpy.ndarray, shaped (3,3), with each row
                  # representing a vertex and three columns for x, y, z.
                  #
                  # returns:
                  # 0.0 if ray does not intersect triangle,
                  # 1.0 if it will intersect the triangle,
                  # 2.0 if starting point lies in the triangle.

                  v0, v1, v2 = triangle
                  u = v1 - v0
                  v = v2 - v0
                  normal = np.cross(u, v)

                  b = np.inner(normal, p1 - p0)
                  a = np.inner(normal, v0 - p0)

                  # Here is the main difference with the code in the link.
                  # Instead of returning if the ray is in the plane of the
                  # triangle, we set rI, the parameter at which the ray
                  # intersects the plane of the triangle, to zero so that
                  # we can later check if the starting point of the ray
                  # lies on the triangle. This is important for checking
                  # if a point is inside a polygon or not.

                  if (b == 0.0):
                  # ray is parallel to the plane
                  if a != 0.0:
                  # ray is outside but parallel to the plane
                  return 0
                  else:
                  # ray is parallel and lies in the plane
                  rI = 0.0
                  else:
                  rI = a / b

                  if rI < 0.0:
                  return 0

                  w = p0 + rI * (p1 - p0) - v0

                  denom = np.inner(u, v) * np.inner(u, v) -
                  np.inner(u, u) * np.inner(v, v)

                  si = (np.inner(u, v) * np.inner(w, v) -
                  np.inner(v, v) * np.inner(w, u)) / denom

                  if (si < 0.0) | (si > 1.0):
                  return 0

                  ti = (np.inner(u, v) * np.inner(w, u) -
                  np.inner(u, u) * np.inner(w, v)) / denom

                  if (ti < 0.0) | (si + ti > 1.0):
                  return 0

                  if (rI == 0.0):
                  # point 0 lies ON the triangle. If checking for
                  # point inside polygon, return 2 so that the loop
                  # over triangles can stop, because it is on the
                  # polygon, thus inside.
                  return 2

                  return 1


                  def bounding_box_of_mesh(triangle):
                  return [np.min(triangle[:,0]), np.max(triangle[:,0]), np.min(triangle[:,1]), np.max(triangle[:,1]), np.min(triangle[:,2]), np.max(triangle[:,2])]

                  def boundingboxoftriangle(triangle,x,y,z):
                  localbox= [np.min(triangle[:,0]), np.max(triangle[:,0]), np.min(triangle[:,1]), np.max(triangle[:,1]), np.min(triangle[:,2]), np.max(triangle[:,2])]
                  #print 'local', localbox
                  for i in range(1,len(x)):
                  if (x[i-1] <= localbox[0] < x[i]):
                  x_min=i-1
                  if (x[i-1] < localbox[1] <= x[i]):
                  x_max=i

                  for i in range(1,len(y)):
                  if (y[i-1] <= localbox[2] < y[i]):
                  y_min=i-1
                  if (y[i-1] < localbox[3] <= y[i]):
                  y_max=i

                  for i in range(1,len(z)):
                  if (z[i-1] <= localbox[4] < z[i]):
                  z_min=i-1
                  if (z[i-1] < localbox[5] <= z[i]):
                  z_max=i

                  return [x_min, x_max, y_min, y_max, z_min, z_max]



                  spacing=5 # grid spacing
                  boundary=bounding_box_of_mesh(verts)
                  print boundary
                  x=np.arange(boundary[0]-2*spacing,boundary[1]+2*spacing,spacing)
                  y=np.arange(boundary[2]-2*spacing,boundary[3]+2*spacing,spacing)
                  z=np.arange(boundary[4]-2*spacing,boundary[5]+2*spacing,spacing)

                  Grid=np.zeros((len(x),len(y),len(z)),dtype=np.int)
                  print Grid.shape

                  data=verts[faces]

                  xarr=[]
                  yarr=[]
                  zarr=[]

                  # actual number of grid is very high so checking every grid is
                  # inside or outside is inefficient. So, I am looking for only
                  # those grid which is near to mesh boundary. This will reduce
                  #the time and later on internal grid can be interpolate easily.
                  for i in range(len(data)):
                  #print 'n', data[i]
                  AABB=boundingboxoftriangle(data[i],x,y,z) ## axis aligned bounding box
                  #print AABB
                  for gx in range(AABB[0],AABB[1]+1):
                  if gx not in xarr:
                  xarr.append(gx)

                  for gy in range(AABB[2],AABB[3]+1):
                  if gy not in yarr:
                  yarr.append(gy)

                  for gz in range(AABB[4],AABB[5]+1):
                  if gz not in zarr:
                  zarr.append(gz)


                  print len(xarr),len(yarr),len(zarr)



                  center=np.array([np.mean(verts[:,0]), np.mean(verts[:,1]), np.mean(verts[:,2])])
                  print center

                  fw=open('Grid_value_output_spacing__.dat','w')

                  p1=center #np.array([0,0,0])
                  for i in range(len(xarr)):
                  for j in range(len(yarr)):
                  for k in range(len(zarr)):
                  p0=np.array([x[xarr[i]],y[yarr[j]],z[zarr[k]]])
                  for go in range(len(data)):
                  value=ray_intersect_triangle(p0, p1, data[go])
                  if value>0:
                  Grid[i,j,k]=value
                  break
                  fw.write(str(xarr[i])+'t'+str(yarr[j])+'t'+str(zarr[k])+'t'+str(x[xarr[i]])+'t'+str(y[yarr[j]])+'t'+str(z[zarr[k]])+'t'+str(Grid[i,j,k])+'n')
                  print i

                  fw.close()
                  #If the grid value is greater than 0 then it is inside the triangulated mesh.
                  #I am writing the value of only confusing grid near boundary.
                  #Deeper inside grid of mesh can be interpolate easily with above information.
                  #If grid spacing is very small then generating random points inside the
                  #mesh is equivalent to choosing the random grid.





                  share|improve this answer















                  I am sharing the code which I have written. It might be useful for others if anybody is interested for similar kind of problem. This is not the optimize code. As grid spacing value decrease computation time increase. Also depends upon the number of triangle of mesh. Any suggestion for optimizing or improve the code is welcome. Thanks



                   import matplotlib.pyplot as plt
                  from mpl_toolkits.mplot3d.art3d import Poly3DCollection
                  import numpy as np
                  #from mayavi import mlab

                  verts # numpy array of vertex (triangulated mesh)
                  faces # numpy array of faces (triangulated mesh)

                  %This function is taken from here
                  %https://www.erikrotteveel.com/python/three-dimensional-ray-tracing-in-python/
                  def ray_intersect_triangle(p0, p1, triangle):
                  # Tests if a ray starting at point p0, in the direction
                  # p1 - p0, will intersect with the triangle.
                  #
                  # arguments:
                  # p0, p1: numpy.ndarray, both with shape (3,) for x, y, z.
                  # triangle: numpy.ndarray, shaped (3,3), with each row
                  # representing a vertex and three columns for x, y, z.
                  #
                  # returns:
                  # 0.0 if ray does not intersect triangle,
                  # 1.0 if it will intersect the triangle,
                  # 2.0 if starting point lies in the triangle.

                  v0, v1, v2 = triangle
                  u = v1 - v0
                  v = v2 - v0
                  normal = np.cross(u, v)

                  b = np.inner(normal, p1 - p0)
                  a = np.inner(normal, v0 - p0)

                  # Here is the main difference with the code in the link.
                  # Instead of returning if the ray is in the plane of the
                  # triangle, we set rI, the parameter at which the ray
                  # intersects the plane of the triangle, to zero so that
                  # we can later check if the starting point of the ray
                  # lies on the triangle. This is important for checking
                  # if a point is inside a polygon or not.

                  if (b == 0.0):
                  # ray is parallel to the plane
                  if a != 0.0:
                  # ray is outside but parallel to the plane
                  return 0
                  else:
                  # ray is parallel and lies in the plane
                  rI = 0.0
                  else:
                  rI = a / b

                  if rI < 0.0:
                  return 0

                  w = p0 + rI * (p1 - p0) - v0

                  denom = np.inner(u, v) * np.inner(u, v) -
                  np.inner(u, u) * np.inner(v, v)

                  si = (np.inner(u, v) * np.inner(w, v) -
                  np.inner(v, v) * np.inner(w, u)) / denom

                  if (si < 0.0) | (si > 1.0):
                  return 0

                  ti = (np.inner(u, v) * np.inner(w, u) -
                  np.inner(u, u) * np.inner(w, v)) / denom

                  if (ti < 0.0) | (si + ti > 1.0):
                  return 0

                  if (rI == 0.0):
                  # point 0 lies ON the triangle. If checking for
                  # point inside polygon, return 2 so that the loop
                  # over triangles can stop, because it is on the
                  # polygon, thus inside.
                  return 2

                  return 1


                  def bounding_box_of_mesh(triangle):
                  return [np.min(triangle[:,0]), np.max(triangle[:,0]), np.min(triangle[:,1]), np.max(triangle[:,1]), np.min(triangle[:,2]), np.max(triangle[:,2])]

                  def boundingboxoftriangle(triangle,x,y,z):
                  localbox= [np.min(triangle[:,0]), np.max(triangle[:,0]), np.min(triangle[:,1]), np.max(triangle[:,1]), np.min(triangle[:,2]), np.max(triangle[:,2])]
                  #print 'local', localbox
                  for i in range(1,len(x)):
                  if (x[i-1] <= localbox[0] < x[i]):
                  x_min=i-1
                  if (x[i-1] < localbox[1] <= x[i]):
                  x_max=i

                  for i in range(1,len(y)):
                  if (y[i-1] <= localbox[2] < y[i]):
                  y_min=i-1
                  if (y[i-1] < localbox[3] <= y[i]):
                  y_max=i

                  for i in range(1,len(z)):
                  if (z[i-1] <= localbox[4] < z[i]):
                  z_min=i-1
                  if (z[i-1] < localbox[5] <= z[i]):
                  z_max=i

                  return [x_min, x_max, y_min, y_max, z_min, z_max]



                  spacing=5 # grid spacing
                  boundary=bounding_box_of_mesh(verts)
                  print boundary
                  x=np.arange(boundary[0]-2*spacing,boundary[1]+2*spacing,spacing)
                  y=np.arange(boundary[2]-2*spacing,boundary[3]+2*spacing,spacing)
                  z=np.arange(boundary[4]-2*spacing,boundary[5]+2*spacing,spacing)

                  Grid=np.zeros((len(x),len(y),len(z)),dtype=np.int)
                  print Grid.shape

                  data=verts[faces]

                  xarr=[]
                  yarr=[]
                  zarr=[]

                  # actual number of grid is very high so checking every grid is
                  # inside or outside is inefficient. So, I am looking for only
                  # those grid which is near to mesh boundary. This will reduce
                  #the time and later on internal grid can be interpolate easily.
                  for i in range(len(data)):
                  #print 'n', data[i]
                  AABB=boundingboxoftriangle(data[i],x,y,z) ## axis aligned bounding box
                  #print AABB
                  for gx in range(AABB[0],AABB[1]+1):
                  if gx not in xarr:
                  xarr.append(gx)

                  for gy in range(AABB[2],AABB[3]+1):
                  if gy not in yarr:
                  yarr.append(gy)

                  for gz in range(AABB[4],AABB[5]+1):
                  if gz not in zarr:
                  zarr.append(gz)


                  print len(xarr),len(yarr),len(zarr)



                  center=np.array([np.mean(verts[:,0]), np.mean(verts[:,1]), np.mean(verts[:,2])])
                  print center

                  fw=open('Grid_value_output_spacing__.dat','w')

                  p1=center #np.array([0,0,0])
                  for i in range(len(xarr)):
                  for j in range(len(yarr)):
                  for k in range(len(zarr)):
                  p0=np.array([x[xarr[i]],y[yarr[j]],z[zarr[k]]])
                  for go in range(len(data)):
                  value=ray_intersect_triangle(p0, p1, data[go])
                  if value>0:
                  Grid[i,j,k]=value
                  break
                  fw.write(str(xarr[i])+'t'+str(yarr[j])+'t'+str(zarr[k])+'t'+str(x[xarr[i]])+'t'+str(y[yarr[j]])+'t'+str(z[zarr[k]])+'t'+str(Grid[i,j,k])+'n')
                  print i

                  fw.close()
                  #If the grid value is greater than 0 then it is inside the triangulated mesh.
                  #I am writing the value of only confusing grid near boundary.
                  #Deeper inside grid of mesh can be interpolate easily with above information.
                  #If grid spacing is very small then generating random points inside the
                  #mesh is equivalent to choosing the random grid.






                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited Apr 8 at 11:42

























                  answered Apr 8 at 11:30









                  ankit agrawalankit agrawal

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