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