Generate random locations within a triangular domain - python

I want to generate x and y having a uniform distribution and limited by [xmin,xmax] and [ymin,ymax]
The points (x,y) should be inside a triangle.
How can I solve such a problem?

Here's some code that generates points uniformly on an arbitrary triangle in the plane.
import random
def point_on_triangle(pt1, pt2, pt3):
"""
Random point on the triangle with vertices pt1, pt2 and pt3.
"""
x, y = sorted([random.random(), random.random()])
s, t, u = x, y - x, 1 - y
return (s * pt1[0] + t * pt2[0] + u * pt3[0],
s * pt1[1] + t * pt2[1] + u * pt3[1])
The idea is to compute a weighted average of the three vertices, with the weights given by a random break of the unit interval [0, 1] into three pieces (uniformly over all such breaks). Here x and y represent the places at which we break the unit interval, and s, t and u are the length of the pieces following that break. We then use s, t and u as the barycentric coordinates of the point in the triangle.
Here's a variant of the above that avoids the need to sort, instead making use of an absolute value call:
def point_on_triangle2(pt1, pt2, pt3):
"""
Random point on the triangle with vertices pt1, pt2 and pt3.
"""
x, y = random.random(), random.random()
q = abs(x - y)
s, t, u = q, 0.5 * (x + y - q), 1 - 0.5 * (q + x + y)
return (
s * pt1[0] + t * pt2[0] + u * pt3[0],
s * pt1[1] + t * pt2[1] + u * pt3[1],
)
Here's an example usage that generates 10000 points in a triangle:
pt1 = (1, 1)
pt2 = (2, 4)
pt3 = (5, 2)
points = [point_on_triangle(pt1, pt2, pt3) for _ in range(10000)]
And a plot obtained from the above, demonstrating the uniformity. The plot was generated by this code:
import matplotlib.pyplot as plt
x, y = zip(*points)
plt.scatter(x, y, s=0.1)
plt.show()
Here's the image:
And since you tagged the question with the "numpy" tag, here's a NumPy version that generates multiple samples at once. Note that it uses the matrix multiplication operator #, introduced in Python 3.5 and supported in NumPy >= 1.10. You'll need to replace that with a call to np.dot on older Python or NumPy versions.
import numpy as np
def points_on_triangle(v, n):
"""
Give n random points uniformly on a triangle.
The vertices of the triangle are given by the shape
(2, 3) array *v*: one vertex per row.
"""
x = np.sort(np.random.rand(2, n), axis=0)
return np.column_stack([x[0], x[1]-x[0], 1.0-x[1]]) # v
# Example usage
v = np.array([(1, 1), (2, 4), (5, 2)])
points = points_on_triangle(v, 10000)

Ok, time to add another version, I guess. There is known algorithm to sample uniformly in triangle, see paper, chapter 4.2 for details.
Python code:
import math
import random
import matplotlib.pyplot as plt
def trisample(A, B, C):
"""
Given three vertices A, B, C,
sample point uniformly in the triangle
"""
r1 = random.random()
r2 = random.random()
s1 = math.sqrt(r1)
x = A[0] * (1.0 - s1) + B[0] * (1.0 - r2) * s1 + C[0] * r2 * s1
y = A[1] * (1.0 - s1) + B[1] * (1.0 - r2) * s1 + C[1] * r2 * s1
return (x, y)
random.seed(312345)
A = (1, 1)
B = (2, 4)
C = (5, 2)
points = [trisample(A, B, C) for _ in range(10000)]
xx, yy = zip(*points)
plt.scatter(xx, yy, s=0.2)
plt.show()
And result looks like

Uniform on the triangle?
import numpy as np
N = 10 # number of points to create in one go
rvs = np.random.random((N, 2)) # uniform on the unit square
# Now use the fact that the unit square is tiled by the two triangles
# 0 <= y <= x <= 1 and 0 <= x < y <= 1
# which are mapped onto each other (except for the diagonal which has
# probability 0) by swapping x and y.
# We use this map to send all points of the square to the same of the
# two triangles. Because the map preserves areas this will yield
# uniformly distributed points.
rvs = np.where(rvs[:, 0, None]>rvs[:, 1, None], rvs, rvs[:, ::-1])
Finally, transform the coordinates
xmin, ymin, xmax, ymax = -0.1, 1.1, 2.0, 3.3
rvs = np.array((ymin, xmin)) + rvs*(ymax-ymin, xmax-xmin)
Uniform marginals? The simplest solution would be to uniformly concentrate the mass on the line (ymin, xmin) - (ymax, xmax)
rvs = np.random.random((N,))
rvs = np.c_[ymin + (ymax-ymin)*rvs, xmin + (xmax-xmin)*rvs]
but that is not very interesting, is it?

Related

Deriving Cubic Bezier Curve control points & handles from series of points in Python

I am trying to find the control points and handles of a Cubic Bezier curve from a series of points. My current code is below (credit to Zero Zero on the Python Discord). The Cubic Spline is creating the desired fit, but the handles (in orange) are incorrect. How may I find the handles of this curve?
Thank you!
import numpy as np
import scipy as sp
def fit_curve(points):
# Fit a cubic bezier curve to the points
curve = sp.interpolate.CubicSpline(points[:, 0], points[:, 1], bc_type=((1, 0.0), (1, 0.0)))
# Get 4 control points for the curve
p = np.zeros((4, 2))
p[0, :] = points[0, :]
p[3, :] = points[-1, :]
p[1, :] = points[0, :] + 0.3 * (points[-1, :] - points[0, :])
p[2, :] = points[-1, :] - 0.3 * (points[-1, :] - points[0, :])
return p, curve
ypoints = [0.0, 0.03771681353260319, 0.20421680080883106, 0.49896111463402026, 0.7183501026981503, 0.8481517096346528, 0.9256128196832564, 0.9705404287079152, 0.9933297674379904, 1.0]
xpoints = [x for x in range(len(ypoints))]
points = np.array([xpoints, ypoints]).T
from scipy.interpolate import splprep, splev
tck, u = splprep([xpoints, ypoints], s=0)
#print(tck, u)
xnew, ynew = splev(np.linspace(0, 1, 100), tck)
# Plot the original points and the Bézier curve
import matplotlib.pyplot as plt
#plt.plot(xpoints, ypoints, 'x', xnew, ynew, xpoints, ypoints, 'b')
plt.axis([0, 10, -0.05, 1.05])
plt.legend(['Points', 'Bézier curve', 'True curve'])
plt.title('Bézier curve fitting')
# Get the curve
p, curve = fit_curve(points)
# Plot the points and the curve
plt.plot(points[:, 0], points[:, 1], 'o')
plt.plot(p[:, 0], p[:, 1], 'o')
plt.plot(np.linspace(0, 9, 100), curve(np.linspace(0, 9, 100)))
plt.show()
The answer for my case was a Bezier best fit function that accepts an input of point values, fits the points to a Cubic Spline, and outputs the Bézier handles of the curve by finding their coefficients.
Here is one such script, fitCurves, which can be used like so:
import numpy as np
from fitCurve import fitCurve
import matplotlib.pyplot as plt
y = [0.0,
0.03771681353260319,
0.20421680080883106,
0.49896111463402026,
0.7183501026981503,
0.8481517096346528,
0.9256128196832564,
0.9705404287079152,
0.9933297674379904,
1.0]
x = np.linspace(0, 1, len(y))
pts = np.array([x,y]).T
bezier_handles = fitCurve(points=pts , maxError=20)
x_bez = []
y_bez = []
for bez in bezier_handles:
for pt in bez:
x_bez.append(pt[0])
y_bez.append(pt[1])
plt.plot(pts[:,0], pts[:,1], 'bo-', label='Points')
plt.plot(x_bez[:2], y_bez[:2], 'ro--', label='Handle') # handle 1
plt.plot(x_bez[2:4], y_bez[2:4], 'ro--') # handle 2
plt.legend()
plt.show()
fitCurve.py
from numpy import *
""" Python implementation of
Algorithm for Automatically Fitting Digitized Curves
by Philip J. Schneider
"Graphics Gems", Academic Press, 1990
"""
# evaluates cubic bezier at t, return point
def q(ctrlPoly, t):
return (1.0-t)**3 * ctrlPoly[0] + 3*(1.0-t)**2 * t * ctrlPoly[1] + 3*(1.0-t)* t**2 * ctrlPoly[2] + t**3 * ctrlPoly[3]
# evaluates cubic bezier first derivative at t, return point
def qprime(ctrlPoly, t):
return 3*(1.0-t)**2 * (ctrlPoly[1]-ctrlPoly[0]) + 6*(1.0-t) * t * (ctrlPoly[2]-ctrlPoly[1]) + 3*t**2 * (ctrlPoly[3]-ctrlPoly[2])
# evaluates cubic bezier second derivative at t, return point
def qprimeprime(ctrlPoly, t):
return 6*(1.0-t) * (ctrlPoly[2]-2*ctrlPoly[1]+ctrlPoly[0]) + 6*(t) * (ctrlPoly[3]-2*ctrlPoly[2]+ctrlPoly[1])
# Fit one (ore more) Bezier curves to a set of points
def fitCurve(points, maxError):
leftTangent = normalize(points[1] - points[0])
rightTangent = normalize(points[-2] - points[-1])
return fitCubic(points, leftTangent, rightTangent, maxError)
def fitCubic(points, leftTangent, rightTangent, error):
# Use heuristic if region only has two points in it
if (len(points) == 2):
dist = linalg.norm(points[0] - points[1]) / 3.0
bezCurve = [points[0], points[0] + leftTangent * dist, points[1] + rightTangent * dist, points[1]]
return [bezCurve]
# Parameterize points, and attempt to fit curve
u = chordLengthParameterize(points)
bezCurve = generateBezier(points, u, leftTangent, rightTangent)
# Find max deviation of points to fitted curve
maxError, splitPoint = computeMaxError(points, bezCurve, u)
if maxError < error:
return [bezCurve]
# If error not too large, try some reparameterization and iteration
if maxError < error**2:
for i in range(20):
uPrime = reparameterize(bezCurve, points, u)
bezCurve = generateBezier(points, uPrime, leftTangent, rightTangent)
maxError, splitPoint = computeMaxError(points, bezCurve, uPrime)
if maxError < error:
return [bezCurve]
u = uPrime
# Fitting failed -- split at max error point and fit recursively
beziers = []
centerTangent = normalize(points[splitPoint-1] - points[splitPoint+1])
beziers += fitCubic(points[:splitPoint+1], leftTangent, centerTangent, error)
beziers += fitCubic(points[splitPoint:], -centerTangent, rightTangent, error)
return beziers
def generateBezier(points, parameters, leftTangent, rightTangent):
bezCurve = [points[0], None, None, points[-1]]
# compute the A's
A = zeros((len(parameters), 2, 2))
for i, u in enumerate(parameters):
A[i][0] = leftTangent * 3*(1-u)**2 * u
A[i][1] = rightTangent * 3*(1-u) * u**2
# Create the C and X matrices
C = zeros((2, 2))
X = zeros(2)
for i, (point, u) in enumerate(zip(points, parameters)):
C[0][0] += dot(A[i][0], A[i][0])
C[0][1] += dot(A[i][0], A[i][1])
C[1][0] += dot(A[i][0], A[i][1])
C[1][1] += dot(A[i][1], A[i][1])
tmp = point - q([points[0], points[0], points[-1], points[-1]], u)
X[0] += dot(A[i][0], tmp)
X[1] += dot(A[i][1], tmp)
# Compute the determinants of C and X
det_C0_C1 = C[0][0] * C[1][1] - C[1][0] * C[0][1]
det_C0_X = C[0][0] * X[1] - C[1][0] * X[0]
det_X_C1 = X[0] * C[1][1] - X[1] * C[0][1]
# Finally, derive alpha values
alpha_l = 0.0 if det_C0_C1 == 0 else det_X_C1 / det_C0_C1
alpha_r = 0.0 if det_C0_C1 == 0 else det_C0_X / det_C0_C1
# If alpha negative, use the Wu/Barsky heuristic (see text) */
# (if alpha is 0, you get coincident control points that lead to
# divide by zero in any subsequent NewtonRaphsonRootFind() call. */
segLength = linalg.norm(points[0] - points[-1])
epsilon = 1.0e-6 * segLength
if alpha_l < epsilon or alpha_r < epsilon:
# fall back on standard (probably inaccurate) formula, and subdivide further if needed.
bezCurve[1] = bezCurve[0] + leftTangent * (segLength / 3.0)
bezCurve[2] = bezCurve[3] + rightTangent * (segLength / 3.0)
else:
# First and last control points of the Bezier curve are
# positioned exactly at the first and last data points
# Control points 1 and 2 are positioned an alpha distance out
# on the tangent vectors, left and right, respectively
bezCurve[1] = bezCurve[0] + leftTangent * alpha_l
bezCurve[2] = bezCurve[3] + rightTangent * alpha_r
return bezCurve
def reparameterize(bezier, points, parameters):
return [newtonRaphsonRootFind(bezier, point, u) for point, u in zip(points, parameters)]
def newtonRaphsonRootFind(bez, point, u):
"""
Newton's root finding algorithm calculates f(x)=0 by reiterating
x_n+1 = x_n - f(x_n)/f'(x_n)
We are trying to find curve parameter u for some point p that minimizes
the distance from that point to the curve. Distance point to curve is d=q(u)-p.
At minimum distance the point is perpendicular to the curve.
We are solving
f = q(u)-p * q'(u) = 0
with
f' = q'(u) * q'(u) + q(u)-p * q''(u)
gives
u_n+1 = u_n - |q(u_n)-p * q'(u_n)| / |q'(u_n)**2 + q(u_n)-p * q''(u_n)|
"""
d = q(bez, u)-point
numerator = (d * qprime(bez, u)).sum()
denominator = (qprime(bez, u)**2 + d * qprimeprime(bez, u)).sum()
if denominator == 0.0:
return u
else:
return u - numerator/denominator
def chordLengthParameterize(points):
u = [0.0]
for i in range(1, len(points)):
u.append(u[i-1] + linalg.norm(points[i] - points[i-1]))
for i, _ in enumerate(u):
u[i] = u[i] / u[-1]
return u
def computeMaxError(points, bez, parameters):
maxDist = 0.0
splitPoint = len(points)/2
for i, (point, u) in enumerate(zip(points, parameters)):
dist = linalg.norm(q(bez, u)-point)**2
if dist > maxDist:
maxDist = dist
splitPoint = i
return maxDist, splitPoint
def normalize(v):
return v / linalg.norm(v)

Cubic spline for non-monotonic data (not a 1d function)

I have a curve as shown below:
The x coordinates and the y coordinates for this plot are:
path_x= (4.0, 5.638304088577984, 6.785456961280076, 5.638304088577984, 4.0)
path_y =(0.0, 1.147152872702092, 2.7854569612800755, 4.423761049858059, 3.2766081771559668)
And I obtained the above picture by:
x_min =min(path_x)-1
x_max =max(path_x)+1
y_min =min(path_y)-1
y_max =max(path_y)+1
num_pts = len(path_x)
fig = plt.figure(figsize=(8,8))
#fig = plt.figure()
plt.suptitle("Curve and the boundary")
ax = fig.add_subplot(1,1,1)
ax.set_xlim([min(x_min,y_min),max(x_max,y_max)])
ax.set_ylim([min(x_min,y_min),max(x_max,y_max)])
ax.plot(path_x,path_y)
Now my intention is to draw a smooth curve using cubic splines. But looks like for cubic splines you need the x coordinates to be on ascending order. whereas in this case, neither x values nor y values are in the ascending order.
Also this is not a function. That is an x value is mapped with more than one element in the range.
I also went over this post. But I couldn't figure out a proper method to solve my problem.
I really appreciate your help in this regard
As suggested in the comments, you can always parameterize any curve/surface with an arbitrary (and linear!) parameter.
For example, define t as a parameter such that you get x=x(t) and y=y(t). Since t is arbitrary, you can define it such that at t=0, you get your first path_x[0],path_y[0], and at t=1, you get your last pair of coordinates, path_x[-1],path_y[-1].
Here is a code using scipy.interpolate
import numpy
import scipy.interpolate
import matplotlib.pyplot as plt
path_x = numpy.asarray((4.0, 5.638304088577984, 6.785456961280076, 5.638304088577984, 4.0),dtype=float)
path_y = numpy.asarray((0.0, 1.147152872702092, 2.7854569612800755, 4.423761049858059, 3.2766081771559668),dtype=float)
# defining arbitrary parameter to parameterize the curve
path_t = numpy.linspace(0,1,path_x.size)
# this is the position vector with
# x coord (1st row) given by path_x, and
# y coord (2nd row) given by path_y
r = numpy.vstack((path_x.reshape((1,path_x.size)),path_y.reshape((1,path_y.size))))
# creating the spline object
spline = scipy.interpolate.interp1d(path_t,r,kind='cubic')
# defining values of the arbitrary parameter over which
# you want to interpolate x and y
# it MUST be within 0 and 1, since you defined
# the spline between path_t=0 and path_t=1
t = numpy.linspace(numpy.min(path_t),numpy.max(path_t),100)
# interpolating along t
# r[0,:] -> interpolated x coordinates
# r[1,:] -> interpolated y coordinates
r = spline(t)
plt.plot(path_x,path_y,'or')
plt.plot(r[0,:],r[1,:],'-k')
plt.xlabel('x')
plt.ylabel('y')
plt.show()
With output
For non-ascending x splines can be easily computed if you make both x and y functions of another parameter t: x(t), y(t).
In your case you have 5 points so t should be just enumeration of these points, i.e. t = 0, 1, 2, 3, 4 for 5 points.
So if x = [5, 2, 7, 3, 6] then x(t) = x(0) = 5, x(1) = 2, x(2) = 7, x(3) = 3, x(4) = 6. Same for y.
Then compute spline function for both x(t) and y(t). Afterwards compute values of splines in all many intermediate t points. Lastly just use all calculated values x(t) and y(t) as a function y(x).
Once before I implemented cubic spline computation from scratch using Numpy, so I use this code in my example below if you don't mind (it could be useful for you to learn about spline math), replace with your library functions. Also in my code you can see numba lines commented out, if you want you can use these Numba annotations to speed up computation.
You have to look at main() function at the bottom of code, it shows how to compute and use x(t) and y(t).
Try it online!
import numpy as np, matplotlib.pyplot as plt
# Solves linear system given by Tridiagonal Matrix
# Helper for calculating cubic splines
##numba.njit(cache = True, fastmath = True, inline = 'always')
def tri_diag_solve(A, B, C, F):
n = B.size
assert A.ndim == B.ndim == C.ndim == F.ndim == 1 and (
A.size == B.size == C.size == F.size == n
) #, (A.shape, B.shape, C.shape, F.shape)
Bs, Fs = np.zeros_like(B), np.zeros_like(F)
Bs[0], Fs[0] = B[0], F[0]
for i in range(1, n):
Bs[i] = B[i] - A[i] / Bs[i - 1] * C[i - 1]
Fs[i] = F[i] - A[i] / Bs[i - 1] * Fs[i - 1]
x = np.zeros_like(B)
x[-1] = Fs[-1] / Bs[-1]
for i in range(n - 2, -1, -1):
x[i] = (Fs[i] - C[i] * x[i + 1]) / Bs[i]
return x
# Calculate cubic spline params
##numba.njit(cache = True, fastmath = True, inline = 'always')
def calc_spline_params(x, y):
a = y
h = np.diff(x)
c = np.concatenate((np.zeros((1,), dtype = y.dtype),
np.append(tri_diag_solve(h[:-1], (h[:-1] + h[1:]) * 2, h[1:],
((a[2:] - a[1:-1]) / h[1:] - (a[1:-1] - a[:-2]) / h[:-1]) * 3), 0)))
d = np.diff(c) / (3 * h)
b = (a[1:] - a[:-1]) / h + (2 * c[1:] + c[:-1]) / 3 * h
return a[1:], b, c[1:], d
# Spline value calculating function, given params and "x"
##numba.njit(cache = True, fastmath = True, inline = 'always')
def func_spline(x, ix, x0, a, b, c, d):
dx = x - x0[1:][ix]
return a[ix] + (b[ix] + (c[ix] + d[ix] * dx) * dx) * dx
# Compute piece-wise spline function for "x" out of sorted "x0" points
##numba.njit([f'f{ii}[:](f{ii}[:], f{ii}[:], f{ii}[:], f{ii}[:], f{ii}[:], f{ii}[:])' for ii in (4, 8)],
# cache = True, fastmath = True, inline = 'always')
def piece_wise_spline(x, x0, a, b, c, d):
xsh = x.shape
x = x.ravel()
ix = np.searchsorted(x0[1 : -1], x)
y = func_spline(x, ix, x0, a, b, c, d)
y = y.reshape(xsh)
return y
def main():
x0 = np.array([4.0, 5.638304088577984, 6.785456961280076, 5.638304088577984, 4.0])
y0 = np.array([0.0, 1.147152872702092, 2.7854569612800755, 4.423761049858059, 3.2766081771559668])
t0 = np.arange(len(x0)).astype(np.float64)
plt.plot(x0, y0)
vs = []
for e in (x0, y0):
a, b, c, d = calc_spline_params(t0, e)
x = np.linspace(0, t0[-1], 100)
vs.append(piece_wise_spline(x, t0, a, b, c, d))
plt.plot(vs[0], vs[1])
plt.show()
if __name__ == '__main__':
main()
Output:

Python mayavi : How to draw spheres at random positions in 3D space

This is a code for generating random sized spheres with mayavi,
I want to make the spheres to be connected with each other by the surface or with a bond line:
Spheres must be at random positions in 3D space
Spheres must be with the same radius
from mayavi import mlab
import numpy as np
[phi,theta] = np.mgrid[0:2*np.pi:12j,0:np.pi:12j]
x = np.cos(phi)*np.sin(theta)
y = np.sin(phi)*np.sin(theta)
z = np.cos(theta)
def plot_sphere(p):
r,a,b,c = p
r=1
return mlab.mesh(r*x+a, r*y+b, r*z )
for k in range(8):
c = np.random.rand(4)
c[0] /= 10.
plot_sphere(c)
mlab.show()
From sphere equation:
So when passing arguments to mlab.mesh we would like to set [x_0, y_0, z_0] for each sphere such as they are at different positions from the axis.
The problem was that the numbers generated by np.random.rand(4) are random, but not distinct.
Let's modify so that the arguments [x_0, y_0, z_0] are random and distinct:
We use sample to get distinct index numbers in a cube
We convert using index_to_3d the index to an (x, y, z) coordinates
The radius, r, can be adjusted to have more or less spacing between the spheres.
Spheres at 3D space
Code:
import random
from itertools import product
from mayavi import mlab
import numpy as np
[phi, theta] = np.mgrid[0:2 * np.pi:12j, 0:np.pi:12j]
x = np.cos(phi) * np.sin(theta)
y = np.sin(phi) * np.sin(theta)
z = np.cos(theta)
def plot_sphere(x_0, y_0, z_0):
r = 0.5
return mlab.mesh(r * x + x_0, r * y + y_0, r * z + z_0)
SPHERES_NUMBER = 200
CUBE_SIZE = 10
def index_to_3d(i, SIZE):
z = i // (SIZE * SIZE)
i -= (z * SIZE * SIZE)
y = i // SIZE
x = i % SIZE
return x, y, z
random_tuples = [index_to_3d(i, CUBE_SIZE) for i in random.sample(range(CUBE_SIZE ** 3), SPHERES_NUMBER)]
for k in range(SPHERES_NUMBER):
x_0, y_0, z_0 = random_tuples[k]
plot_sphere(x_0, y_0, z_0)
mlab.show()
Output:
Spheres cluster
Let's utilize gauss to create coordinates for the cluster points.
Code:
import random
from itertools import product
from mayavi import mlab
import numpy as np
[phi, theta] = np.mgrid[0:2 * np.pi:12j, 0:np.pi:12j]
x = np.cos(phi) * np.sin(theta)
y = np.sin(phi) * np.sin(theta)
z = np.cos(theta)
def plot_sphere(x_0, y_0, z_0):
r = 0.5
return mlab.mesh(r * x + x_0, r * y + y_0, r * z + z_0)
SPHERES_NUMBER = 200
def create_cluster(CLUSTER_SIZE):
means_and_deviations = [(1, 1.5), (1, 1.5), (1, 1.5)]
def generate_point(means_and_deviations):
return tuple(random.gauss(mean, deviation) for mean, deviation in means_and_deviations)
cluster_points = set()
while len(cluster_points) < CLUSTER_SIZE:
cluster_points.add(generate_point(means_and_deviations))
return list(cluster_points)
cluster_points = create_cluster(SPHERES_NUMBER)
for k in range(SPHERES_NUMBER):
x_0, y_0, z_0 = cluster_points[k]
plot_sphere(x_0, y_0, z_0)
mlab.show()
Output:
What about just using the mayavi points3d function? By default the mode parameter is set to sphere and you can set the diameter by using the scale_factor parameter. You can also increase the resolution of the sphere by varying the resolution parameter.
Here is the code:
def draw_sphere(
center_coordinates,
radius,
figure_title,
color,
background,
foreground
):
sphere = mlab.figure(figure_title)
sphere.scene.background = background
sphere.scene.foreground = foreground
mlab.points3d(
center_coordinates[0],
center_coordinates[1],
center_coordinates[2],
color=color,
resolution=256,
scale_factor=2*radius,
figure=sphere
)
Regarding the connected with each other by the surface issue, your explanation is poor. Maybe you mean just tangent spheres, but I would need more details.

Solving a boundary value problem DE in python

I am trying to solve the following set of DE's:
dx' = cos(a)
dy' = sin(a)
dF' = - b * x * cos(a) + sin(a)
da' = (b * x * sin(a) + cos(a)) / F
with the conditions:
x(0) = y(0) = x(1) = 0
y(1) = 0.6
F(0) = 0.38
a(0) = -0.5
I tried following a similar problem, but I just can't get it to work. Is it possible, that my F(0) and a(0) are completely off, I am not even sure about them.
import numpy as np
from scipy.integrate import solve_bvp
import matplotlib.pyplot as plt
beta = 5
def fun(x, y):
x, dx, y, dy, F, dF, a, da, = y;
dxds=np.cos(a)
dyds=np.sin(a)
dFds=-beta * x * np.cos(a) + np.sin(a)
dads=(beta * x * np.sin(a) + np.cos(a) ) / F
return dx, dxds, dy, dyds, dF, dFds, da, dads
def bc(ya, yb):
return ya[0], yb[0], ya[2], yb[2] + 0.6, ya[4] + 1, yb[4] + 1, ya[6], yb[6]
x = np.linspace(0, 0.5, 10)
y = np.zeros((8, x.size))
y[4] = 0.38
y[6] = 2.5
res = solve_bvp(fun, bc, x, y)
print(res.message)
x_plot = np.linspace(0, 0.5, 200)
plt.plot(x_plot, res.sol(x_plot)[0])
I think that you have foremost a physics problem, translating the physical situation into an ODE system.
x(s) and y(s) are the coordinates of the rope where s is the length along the rope. Consequently, (x'(s),y'(s)) is a unit vector that is uniquely characterized by its angle a(s), giving
x'(s) = cos(a(s))
y'(s) = sin(a(s))
To get the shape, one now has to consider the mechanics. The assumption seems to be that the rope rotates without spiraling around the rotation axis, staying in one plane. Additionally, from the equilibrium of forces you also get that the other two equations are indeed first order, not second order equations. So your state only has 4 components and the ODE system function thus has to be
def fun(s, u):
x, y, F, a = u;
dxds=np.cos(a)
dyds=np.sin(a)
dFds=-beta * x * np.cos(a) + np.sin(a)
dads=(beta * x * np.sin(a) + np.cos(a) ) / F
return dxds, dyds, dFds, dads
Now there are only 4 boundary condition slots available, which are the coordinates of the start and end of the rope.
def bc(ua, ub):
return ua[0], ub[0], ua[1], ub[1] - 0.6
Additionally, the interval length for s is also the rope length, so a value of 0.5 is impossible for the given coordinates on the pole, try 1.0. There is some experimentation needed to get an initial guess that does not lead to a singular Jacobian in the BVP solver. In the end I get the solution in the x-y plane
with the components

Python program to create sphere coordinates not working

I am trying to generate points that lies on the surface of a sphere centered on (0,0) in python.
# r - the radius of the sphere
def createSphere(r):
lst = []
for z in range(-r, r+1):
r_ = r - abs(z)
if r_ == 0:
lst.append((0,0,r*np.sign(z)))
else:
for d in range(r_):
lst.append((r_ * cos(d * (360/float(r_))), r_ * sin(d * 360/float(r_))), z) )
return lst
It will return a list [(x1,y1,z1),...].
This is how the result looks like:
The surface isn't smooth, and it looks kinda like a cube with extra sharp corners.
Does anyone know whats wrong?
Thanks
Use the standard spherical to cartesian coordinate transformation:
import math
pi = math.pi
sin = math.sin
cos = math.cos
def createSphere(r, N=10):
lst = []
thetas = [(2*pi*i)/N for i in range(N)]
phis = [(pi*i)/N for i in range(N)]
for theta in thetas:
for phi in phis:
x = r * sin(phi) * cos(theta)
y = r * sin(phi) * sin(theta)
z = r * cos(phi)
lst.append((x, y, z))
return lst
Per the comments below: If you wish to vary the number of points depending on the height (or phi), you could let thetas depend on phi:
def createSphere(r, N=10):
lst = []
for phi in [(pi*i)/(N-1) for i in range(N)]:
M = int(sin(phi)*(N-1))+1
for theta in [(2*pi*i)/M for i in range(M)]:
x = r * sin(phi) * cos(theta)
y = r * sin(phi) * sin(theta)
z = r * cos(phi)
lst.append((x, y, z))
return lst
Above, the key line is
M = int(sin(phi)*(N-1))+1
M will equal 1 when phi is 0 or pi, and it will equal N when phi equals pi/2 (at the "equator"). Note that this is just one possible way to define M. Instead of using sin, you could instead define a piecewise linear function with the same boundary values, for example...

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