Fast, robust 2D and 3D geometrical predicates on generic point types. Implementation follows algorithms described in the Arepo paper and used (for e.g.) in the Illustris Simulation. License: MIT. Bug reports welcome!
Calculations are initially performed on Float64
while bounding max absolute errors. If unable to determine result, fall back to exact calculation using BigInt
s. This is a form of floating point filtering. Most calculations are cached for fast repeated testing of incircle/intriangle predicates.
Float64
. In addition all must reside in the range 1.0<=x<2.0
. In this range, according to IEEE754, Float64
s have a constant exponent, hence their mantissa can be used for a one to one mapping to integers, which in turn are used for exact calculations using BigInt
s.]add GeometricalPredicates
For Julia 0.6 and older
Pkg.add("GeometricalPredicates")
using GeometricalPredicates # create a 2D point in (x, y) = (1.1, 1.9) mypoint = Point(1.1, 1.9) typeof(mypoint) # -> Point2D # create a 3D point in (x, y, z) = (1.1, 1.9, 1.5) mypoint = Point(1.1, 1.9, 1.5) typeof(mypoint) # -> Point3D # getting coordinates: getx(mypoint) # -> 1.1 gety(mypoint) # -> 1.9 getz(mypoint) # -> 1.5
Point2D
is a subtype of AbstractPoint2D
, and Point3D
is a subtype of AbstractPoint3D
. You can implement custom point types by subtyping these abstract types. These custom point types can be used with the rest of the package:
type MyCustomPointType <: AbstractPoint2D _x::FLoat64 _y::Float64 _mass::Float64 end getx(p::MyCustomPointType) = p._x gety(p::MyCustomPointType) = p._y
implementing getx
, gety
, and getz
for 3D points is necessary as this is the interface the package is expecting. These function should return Float64
. Points can be either immutables or types. Default Point2D
and Point3D
are immutables.
The point coordinates must reside in a region 1.0 <= x < 2.0
. Read above on why this limitation is necessary. For convenience there are 2 constants defined, min_coord
and max coord
representing the minimal and maximal feasible values of coordinates.
A triangle is the 2D primitive, and a tetrahedron is the 3D primitive.
# create a triangle using 3 points a = Point(1.1, 1.1) b = Point(1.9, 1.1) c = Point(1.1, 1.9) mytriangle = Primitive(a, b, c) typeof(mytriangle) # -> UnOrientedTriangle{Point2D}
The triangle is unoriented in the sense that orientation is not-known in advance, it is not immutable and it could change if points in the triangle are updated. The orientation needs to be calculated when the triangle is created and when points within are updated. Read below for the definition of orientation. The triangle could be created using any points inheriting from AbstractPoint2D
which implement getx
and gety
, or using coordinates directly:
mytriangle = Primitive(1.1, 1.1, 1.9, 1.1, 1.1, 1.9) # Getting point `a` in the triangle geta(mytriangle) # -> Point2D(1.1, 1.1) getb(mytriangle) # -> Point2D(1.9, 1.1) getc(mytriangle) # -> Point2D(1.1, 1.9)
The same goes for tetrahedrons, except we now use 4 3D points instead of 3 2D ones:
# create a tetrahedron using 4 points a = Point(1.1, 1.1, 1.1) b = Point(1.9, 1.1, 1.1) c = Point(1.1, 1.9, 1.1) d = Point(1.1, 1.1, 1.9) mytetraedron = Primitive(a, b, c, d) typeof(mytetrahedron) # -> UnOrientedTetrahedron{Point3D}
For certain applications we use primitives with known orientation. In those cases there should be no need to calculate it. This is achieved by passing an orientation
flag to the Primitive
creation function:
mytetrahedron = Primitive(a, b, c, d, positivelyoriented) typeof(mytetrahedron) # -> PositivelyOrientedTetrahedron{Point3D} orientation(mytetrahedron) # -> constant 1, not calculated mytetrahedron = Primitive(a, b, c, d, negativelyoriented) typeof(mytetrahedron) # -> NegativelyOrientedTetrahedron{Point3D} orientation(mytetrahedron) # -> constant -1, not calculated
Note that when the primitive is oriented the real orientation is never calculated. It is assumed that the user knows what he's doing. If in doubt, just use unoriented primitives at the cost of actual calculation.
Updating points in primitives can be done with seta
, setb
, etc. methods:
seta(mytriangle, Point(1.7, 1.7))
Updating a point in a primitive will fire all relevant pre-calculations. i.e. if the triangle is unoriented then orientation will be calculated. If it is oriented then still a few other pre-calculations will be done, but a few less. If there is need to update a number of points it is thus more efficient to do so in a group update:
setab(mytriangle, Point(1.7, 1.7), Point(1.3, 1.1)) setbcd(mytetrahedron, Point(1.1, 1.1, 1.2), Point(1.2,1.1,1.3), Point(1.4,1.1,1.2))
combinations for all points exist. The name always contains the point names in alphabetical order. As long as inner primitive data is not changed manually, it will keep giving correct results for all functions in this package.
incircle
is the popular name to test whether a point lies inside of the sphere defined by the primitive points:
a = Point(1.1, 1.1) b = Point(1.5, 1.1) c = Point(1.1, 1.5) mytriangle = Primitive(a, b, c) incircle(mytriangle, Point(1.9, 1.9)) # -> -1, i.e. outside incircle(mytriangle, Point(1.2, 1.2)) # -> +1, i.e. inside incircle(mytriangle, Point(1.5, 1.5)) # -> 0, i.e. point is exactly on circle
There is one more possibility. If the circle defined by our primitive has infinite radius then it is impossible to tell whether the point is inside or outside:
a = Point(1.1, 1.1) b = Point(1.2, 1.2) c = Point(1.3, 1.3) mytriangle = Primitive(a, b, c) incircle(mytriangle, Point(1.3, 1.4)) # -> +2, i.e. cannot tell
intriangle
is a popular name to test whether a point lies inside of the primitive:
a = Point(1.1, 1.1) b = Point(1.5, 1.1) c = Point(1.1, 1.5) mytriangle = Primitive(a, b, c) intriangle(mytriangle, Point(1.2, 1.2)) # -> +1, i.e. inside intriangle(mytriangle, Point(1.6, 1.6)) # -> -1, i.e. outside intriangle(mytriangle, Point(1.3, 1.1)) # -> 4, i.e. exactly on ab intriangle(mytriangle, Point(1.1, 1.3)) # -> 3, i.e. exactly on ac intriangle(mytriangle, Point(1.3, 1.3)) # -> 2, i.e. exactly on bc
Here any negative number means outside. The exact value gives some information regarding the direction in which the point lies outside:
-1
means the test point is in front of a, and outside of the triangle-2
means the test point is in front of b, and outside of the triangle-3
means the test point is in front of c, and outside of the triangle same goes for tetrahedrons. Note that the point could be both in front of a and b. In cases as this one is arbitrarily chosen, all in name of performance.1
means test point is inside. But there are other possible positive values:
1 + 1 = 2
means the test point is in front of a, exactly on the triangle1 + 2 = 3
means the test point is in front of b, exactly on the triangle1 + 3 = 4
means the test point is in front of c, exactly on the trianglesame extends for tetrahedrons.
orientation
tests for the primitive orientation. In 2D this means:
1
--> point c
is to the left of the line defined by ab
(with directionality from a
to b
)-1
--> point c
is to the right 0
--> point c
is exactly on the linein 3D it means:
1
--> point d
is above the plane defined by abc
(note "above" here means the direction of the plane normal, which depends on its orientation)-1
--> point d
is below the plane 0
--> point c
is exactly on the planeAnother convenience API to test for orientation in 2D is using a line. It has some performance advantages over creating a triangle:
a = Point(1.1, 1.1) b = Point(1.5, 1.5) l = Line(a, b) println(orientation(l, Point(1.4, 1.6))) # --> 1 println(orientation(l, Point(1.4,1.05))) # --> -1 println(orientation(l, Point(1.4,1.40))) # --> 0
One can also create simple 2D polygons:
ll = Point(1.0,1.0) lr = Point(1.2,1.0) ur = Point(1.2,1.2) ul = Point(1.0,1.2) poly = Polygon(ll, lr, ur, ul) inpolygon(poly, Point(1.1,1.1)) # assumes it is convexBasic geometrical properties
orientation
gives the primitive orientation. area
, volume
, centroid
, circumcenter
, circumradius2
are all exported and I hope self descriptive.
Scale and scale-free Peano-Hilbert ordering is available. Look here for a nice explanation on Hilbert sorting and here for a nice explanation of multiscale sort. Both are implemented here:
p = Point(1.1, 1.2) peanokey(p, 4) # -> 6, the peano key in a regular grid of 2^4 X 2^4 cells p = Point(1.1, 1.2, 1.3) peanokey(p, 4) # -> 94, the peano key in a regular grid of 2^4 X 2^4 X 2^4 cells
The number of cells doesn't need to be specified. The default for 2D is 2^31 X 2^31
and for 3D 2^21 X 2^21 X 2^21
. You can also do the inverse, and get a point from a key:
Point2D(6, 4) # -> Point2D(1.0625,1.1875)
in a finer grid we would get back something more accurate.
So that was scale-dependent Hilbert stuff, which is good to say balance workload between computing nodes. When you need to order particles spatially it is better to use a scale independent method, like the Hilbert ordering here:
a = [Point(1.0+rand(), 1.0+rand() for i in 1:1e6] hilbertsort!(a)
Here keys are never calculated, and there is no grid, it uses a median policy, adjusting to the actual point distribution. There are a few parameters with good defaults, see links above to understand what they mean. For an algorithm such a Delaunay tesselation it is sometimes better to use a multi-scale sort with a Hilbert sort, like this:
of course this adds a few more default parameters, again with decent defaults, read above links to understand.
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4