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    • Didier BurD Offline
      Didier Bur
      last edited by

      Hi,
      Anyone knows a way to order 4 points in a clockwise or ccw manner, given the 4 points and assuming they are coplanar ?
      I'm actually generating faces that are "butterfly shaped", and the only way I've found to detect these sort of face is to test if two of its edges intersect. 😳

      DB

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      • TIGT Offline
        TIG Moderator
        last edited by

        @didier bur said:

        Hi,
        Anyone knows a way to order 4 points in a clockwise or ccw manner, given the 4 points and assuming their are coplanar ?
        I'm actually generating faces that are "butterfly shaped", and the only way I've found to detect these sort of face is to test if two of its edges intersect. 😳

        Yoy should find that faces.outer_loop.vertices always return ccwise [about face.normal] and all other (face.loops-[face.outer_loop]).each{loop|loop.vertices} [holes etc] are cwise. If they are loop vertices they must be coplanar... Why not quickly make a grouped face using the points and get the vertices back to points ?
        I deduce you want to take any 4 coplanar points and make a face from them that's NOT a 'bow-tie' ?
        Think of it another way...
        Work inside a group's entities.
        If the points are coplanar any three can define a plane.
        Join three with edges.
        Take the last point and add edges from it to the three other points that are the nearest.
        Now find faces for all of these 6 edges.
        Now two of these edges has two faces - erase them.
        You now have a quad that's not 'bow-tied' ?

        TIG

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        • fredo6F Offline
          fredo6
          last edited by

          @didier bur said:

          Hi,
          Anyone knows a way to order 4 points in a clockwise or ccw manner, given the 4 points and assuming they are coplanar ?
          I'm actually generating faces that are "butterfly shaped", and the only way I've found to detect these sort of face is to test if two of its edges intersect. 😳

          Didier,

          If points P1, P2, P3, P4 are coplanar, then, I think you can

          • compute the barycenter G of the 4 points
          • sort the points P2, P3, P4 by the angle between G->P1 and G->Pi

          Fredo

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          • C Offline
            Cleverbeans
            last edited by

            First it's important to note that such a face may not be unique. Say for example if you take the points (0,0),(1,1),(-1,1) and (0,-1) then every ordering that starts with (0,0) will either be clockwise or counter-clockwise but depending on way you put the other points in will get a different face. If you can always count on the face being convex however I believe this ambiguity vanishes.

            To order them appropriately, you can first choose any three points, and just put them in any order, which will either be clockwise or counter-clockwise. Now you want to add the fourth point into the order at the correct spot so that you don't get that intersection issue. You can convince yourself pretty easily that if you draw a triangle, and take a point outside that triangle you basically want to connect it to two points without crossing any of the existing lines on the triangle. From here, it's easy to see that you want to connect it to the two points which are closest to it. Here is some code which will return the points in the desired order under the conditions given.

            
            def order_points(points)
               #Given an array of four coplanar, convex point3d objects,  returns the points in convex order
            
               pt = points[0]
               triangle = points[1..-1] #the triangle which is already either clockwise or counter-clockwise
            
               distances = points.map{|x| pt.distance_to(x)}
               i = distances.index(distances.max()) #this finds the index of the point which is furthest away in the points array
            
               if i == 0 then
                   return triangle[0..1] + [pt] + triangle[2]
               elsif i==1 then
                   return triangle + [pt]
               else
                   return [pt] + triangle
               end
            end 
            
            

            I think that should do the trick. 😄

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            • Didier BurD Offline
              Didier Bur
              last edited by

              Me again,
              Thanks all for your answers,
              @TIG: I'd better use a 'theoric' way, instead of using SketchUp (that slows down the computation too much)
              @Fredo6: why didn't I thought of that 😳
              Cleverbeans has a clever solution too 👍

              DB

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              • Didier BurD Offline
                Didier Bur
                last edited by

                I've implemented CleverBeans solution to order the points but found that it does not work:

                elsif i==1 then
                           return triangle + [pt]
                       else
                           return [pt] + triangle
                

                two cases that creates exactly the same quad face is not cool 😉

                Here is my slightly different coding:

                # Given a set of 4 coplanar 3dPoints, returns the points in convex order
                    def quadOrderPoints(pArray)
                		pt = pArray[0]
                		triangle = pArray[1..-1] #the triangle which is already either clockwise or counter-clockwise
                		distances =triangle.map{ |x| pt.distance(x) }
                		#Find the index of the point which is furthest away in the points array
                		i = distances.index(distances.max())
                		case i
                			when 0
                				return [pArray[1],pArray[2],pArray[0],pArray[3]]
                			when 1
                				return [pArray[1],pArray[2],pArray[3],pArray[0]]
                			when 2
                				return [pArray[0],pArray[1],pArray[2],pArray[3]]
                		end
                	end
                

                quad.jpg
                Why it doesn't work: here on the image, triangle is p1,p2,p3, and p0 is the first point in the array to order.
                Greatest distance from p0 to one of the triangle vertices is shown in red.
                Left figure shows, as 'distances.max' index will be 0, that quad will be (according to the algorithm): p1,p2,p0,p3
                Right figure shows that 'distances.max index will be 1, so the quad will be (according to the algorithm): p1,p2,p3,P0, or p0,p1,p2,p3.

                BUT both figures suggest that the quad has to be p0,p1,p2,p3.
                I've tested it and about half of the quads are wrong.

                DB

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                • Dan RathbunD Offline
                  Dan Rathbun
                  last edited by

                  What about about using a temporary BouningBox around the 4 pts.
                  Each pt would lie on one of the BB's planes. 2 of the BB's planes would not have a point.
                  Either the vertical planes will have the pts, or the top and bottom and 2 side planes will have the points.

                  I'm not here much anymore.

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                  • Chris FullmerC Offline
                    Chris Fullmer
                    last edited by

                    I can only manage to describe this in 2d, so you get to implement it onto any 3d plane. I tihnk it is similar to what Fredo suggested - his is probably faster. Mine requires re-calculating on each point. But mine works to find the convex face that bounds MANY points if needed.

                    Get the point in the most negative x location. Then get the angle between the vector -1,0,0 and the vector from your point to all other points. The smallest angle is the next point in the convex face. You have to make sure you are always getting the angle going in the correct direction (clockwise or counter-clockwise). Then use the previous vector as the new base vector when you go to test for the next point.

                    I made a video that shows it. Think of the protractor as doing the testing. It rotates until it finds the next point to use - it is the point with the smallest angle.

                    There is no sound.
                    [flash=638,509:26c6u44v]http://www.chrisfullmer.com/forums/convex_face_finder.swf[/flash:26c6u44v]

                    Lately you've been tan, suspicious for the winter.
                    All my Plugins I've written

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                    • J Offline
                      Jim
                      last edited by

                      Start by looking at the cross product of each vertex's edge vectors.

                      1059.png

                      
                      model = Sketchup.active_model
                      entities = model.entities
                      selection = model.selection
                      
                      pts = [  [0, 0], [0, 1], [1, 1], [1, 0] ]
                      pts2 = [ pts[0], pts[2], pts[1], pts[3] ]
                      
                      g1 = entities.add_group
                      g1.entities.add_face pts
                      pts.each_with_index{|pt, i| g1.entities.add_text((i+1).to_s, pt)}
                      g1.name = "Normal"
                      
                      g2 = entities.add_group
                      g2.entities.add_face pts2
                      g2.name = "Swapped"
                      pts2.each_with_index{|pt, i| g2.entities.add_text((i+1).to_s, pt)}
                      
                      def show_cross(ents, ary)
                        p1, p2, p3, p4 = ary
                        n1 = ((p1.vector_to p4) * (p1.vector_to p2)).normalize
                        n2 = ((p2.vector_to p1) * (p2.vector_to p3)).normalize
                        n3 = ((p3.vector_to p2) * (p3.vector_to p4)).normalize
                        n4 = ((p4.vector_to p3) * (p4.vector_to p1)).normalize
                        ents.add_line(p1, p1.offset(n1))
                        ents.add_line(p2, p2.offset(n2))
                        ents.add_line(p3, p3.offset(n3))
                        ents.add_line(p4, p4.offset(n4))
                      end
                      
                      show_cross(g1.entities, pts)
                      show_cross(g2.entities, pts2)
                      
                      

                      Hi

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                      • TIGT Offline
                        TIG Moderator
                        last edited by

                        http://en.wikipedia.org/wiki/Graham_scan ?
                        Ensures 'convex' shapes...

                        TIG

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                        • thomthomT Offline
                          thomthom
                          last edited by

                          @tig said:

                          http://en.wikipedia.org/wiki/Graham_scan ?
                          Ensures 'convex' shapes...

                          I got an implementation of Grahams Scan in TT_Lib (version 1)
                          From geom2d.rb

                          <span class="syntaxdefault"><br /></span><span class="syntaxcomment"># Graham's Scan<br /># Computational Geometry Algorythms and Appliations (ISBN-10; 3540779736)<br /># Chapter 1.1<br />#<br /># @param [Array<Geom;;Point3d>] points<br /># @return [Array<Geom;;Point3d>]<br /># @since 1.1.0<br /></span><span class="syntaxdefault">def self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">convex_hull</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">  return nil if points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length </span><span class="syntaxkeyword"><</span><span class="syntaxdefault"> 2<br />  <br />  points </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">sort_points_by_x_y</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">  <br />  l_upper </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">[</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">],</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">1</span><span class="syntaxkeyword">]</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">]<br /></span><span class="syntaxdefault">  2</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">upto</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length </span><span class="syntaxkeyword">-</span><span class="syntaxdefault"> 1</span><span class="syntaxkeyword">)</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">{</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">|</span><span class="syntaxdefault">i</span><span class="syntaxkeyword">|<br /></span><span class="syntaxdefault">    l_upper </span><span class="syntaxkeyword"><<</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">i</span><span class="syntaxkeyword">]<br /></span><span class="syntaxdefault">    while l_upper</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length </span><span class="syntaxkeyword">></span><span class="syntaxdefault"> 2 </span><span class="syntaxkeyword">&&</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">!</span><span class="syntaxdefault">self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">right_turn</span><span class="syntaxkeyword">?(</span><span class="syntaxdefault">l_upper</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">last</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">3</span><span class="syntaxkeyword">))<br /></span><span class="syntaxdefault">      l_upper</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">delete_at</span><span class="syntaxkeyword">(-</span><span class="syntaxdefault">2</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    end<br />  </span><span class="syntaxkeyword">}<br /></span><span class="syntaxdefault">  <br />  l_lower </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">[</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[-</span><span class="syntaxdefault">1</span><span class="syntaxkeyword">],</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[-</span><span class="syntaxdefault">2</span><span class="syntaxkeyword">]</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">]<br /></span><span class="syntaxdefault">  </span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length </span><span class="syntaxkeyword">-</span><span class="syntaxdefault"> 3</span><span class="syntaxkeyword">).</span><span class="syntaxdefault">downto</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">)</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">{</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">|</span><span class="syntaxdefault">i</span><span class="syntaxkeyword">|<br /></span><span class="syntaxdefault">    l_lower </span><span class="syntaxkeyword"><<</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">i</span><span class="syntaxkeyword">]<br /></span><span class="syntaxdefault">    while l_lower</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length </span><span class="syntaxkeyword">></span><span class="syntaxdefault"> 2 </span><span class="syntaxkeyword">&&</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">!</span><span class="syntaxdefault">self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">right_turn</span><span class="syntaxkeyword">?(</span><span class="syntaxdefault">l_lower</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">last</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">3</span><span class="syntaxkeyword">))<br /></span><span class="syntaxdefault">      l_lower</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">delete_at</span><span class="syntaxkeyword">(-</span><span class="syntaxdefault">2</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    end<br />  </span><span class="syntaxkeyword">}<br /></span><span class="syntaxdefault">  l_lower</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">delete_at</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">  l_lower</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">delete_at</span><span class="syntaxkeyword">(-</span><span class="syntaxdefault">1</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">  <br />  return l_upper </span><span class="syntaxkeyword">+</span><span class="syntaxdefault"> l_lower<br />end<br /><br /><br /></span><span class="syntaxcomment"># Lexicographic order x, y<br />#<br /># @param [Array<Geom;;Point3d>] points<br /># @return [Array<Geom;;Point3d>]<br /># @since 1.1.0<br /></span><span class="syntaxdefault">def self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">sort_points_by_x_y</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">  return points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">sort </span><span class="syntaxkeyword">{</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">|</span><span class="syntaxdefault">a</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">b</span><span class="syntaxkeyword">|</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">(</span><span class="syntaxdefault">a</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">==</span><span class="syntaxdefault">b</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">)</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">?</span><span class="syntaxdefault"> a</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">y </span><span class="syntaxkeyword"><=></span><span class="syntaxdefault"> b</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">y </span><span class="syntaxkeyword">;</span><span class="syntaxdefault"> a</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x </span><span class="syntaxkeyword"><=></span><span class="syntaxdefault"> b</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x </span><span class="syntaxkeyword">}<br /></span><span class="syntaxdefault">end<br /></span>
                          

                          Thomas Thomassen — SketchUp Monkey & Coding addict
                          List of my plugins and link to the CookieWare fund

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                          • Didier BurD Offline
                            Didier Bur
                            last edited by

                            Thanks TIG and TT, I was just starting coding Graham's scan, this will save me time.
                            Left turn/right turn and cross products will do the trick I presume.

                            What's all that for: I'm working on subdivision curves and surfaces: Catmull-Clark, Loop, Doo-Sabin, Peters-Reif, Kobbelt, Chaikin, and others. Peters-Reif seemed too me the simplest algorithm but turned out to be one of the most complex, comparing to Catmull which I have coded in an hour or so.
                            I'm facing the CW/CCW and ordering problem, and the 'correctly orienting faces' problem. That's fun 😄

                            @TT: didn't you encounter problems with == method when comparing Floats (in (a.x==b.x) for instance) ?
                            I've come across this:

                            plane1=Geom.fit_plane_to_points(pArray[0],pArray[1],pArray[2])
                            plane2=(Geom.fit_plane_to_points(pArray[0],pArray[1],pArray[3]))
                            return plane1==plane2
                            

                            Assuming the 4 3dPoints are coplanar, this always return false. I had to code another method 'isEqual?' for the Float class that compares with a tolerance of 1 to the power of -10 to get correct results when comparing such arrays of floats.

                            DB

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                            • thomthomT Offline
                              thomthom
                              last edited by

                              @didier bur said:

                              @TT: didn't you encounter problems with == method when comparing Floats (in (a.x==b.x) for instance) ?

                              Good point. I haven't tested it that much, I just ported some pseudo code which I read in a book.
                              One should probably do a tolerance comparison.

                              [quote="Didier Bur"]

                              
                                  plane1=Geom.fit_plane_to_points(pArray[0],pArray[1],pArray[2])
                                  plane2=(Geom.fit_plane_to_points(pArray[0],pArray[1],pArray[3]))
                                  return plane1==plane2
                              
                              
                              <span class="syntaxdefault"><br /></span><span class="syntaxcomment">#&nbsp;Check&nbsp;if&nbsp;all&nbsp;points&nbsp;in&nbsp;the&nbsp;array&nbsp;are&nbsp;on&nbsp;the&nbsp;same&nbsp;plane.<br />#<br />#&nbsp;@todo&nbsp;Ensure&nbsp;that&nbsp;the&nbsp;first&nbsp;three&nbsp;points&nbsp;are&nbsp;not&nbsp;co-linear.<br />#<br />#&nbsp;@param&nbsp;[Array<Geom;;Point3d>]&nbsp;points<br />#<br />#&nbsp;@since&nbsp;2.0.0<br /></span><span class="syntaxdefault">def&nbsp;self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">planar_points</span><span class="syntaxkeyword">?(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">)<br />&nbsp;&nbsp;return&nbsp;</span><span class="syntaxdefault">false&nbsp;</span><span class="syntaxkeyword">if&nbsp;</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length&nbsp;</span><span class="syntaxkeyword"><&nbsp;</span><span class="syntaxdefault">3<br />&nbsp;&nbsp;v1&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">].</span><span class="syntaxdefault">vector_to</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">1</span><span class="syntaxkeyword">])<br />&nbsp;&nbsp;</span><span class="syntaxdefault">v2&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">].</span><span class="syntaxdefault">vector_to</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">2</span><span class="syntaxkeyword">])<br />&nbsp;&nbsp;return&nbsp;</span><span class="syntaxdefault">false&nbsp;unless&nbsp;v1</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">valid</span><span class="syntaxkeyword">?&nbsp;&&&nbsp;</span><span class="syntaxdefault">v2</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">valid</span><span class="syntaxkeyword">?<br />&nbsp;&nbsp;</span><span class="syntaxdefault">vector&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">v1&nbsp;</span><span class="syntaxkeyword">*&nbsp;</span><span class="syntaxdefault">v2<br />&nbsp;&nbsp;plane&nbsp;</span><span class="syntaxkeyword">=&nbsp;[&nbsp;</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">],&nbsp;</span><span class="syntaxdefault">vector&nbsp;</span><span class="syntaxkeyword">]<br />&nbsp;&nbsp;</span><span class="syntaxdefault">3.upto</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length</span><span class="syntaxkeyword">-</span><span class="syntaxdefault">1</span><span class="syntaxkeyword">)&nbsp;{&nbsp;|</span><span class="syntaxdefault">i</span><span class="syntaxkeyword">|<br />&nbsp;&nbsp;&nbsp;&nbsp;return&nbsp;</span><span class="syntaxdefault">false&nbsp;unless&nbsp;points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">i</span><span class="syntaxkeyword">].</span><span class="syntaxdefault">on_plane</span><span class="syntaxkeyword">?(</span><span class="syntaxdefault">plane</span><span class="syntaxkeyword">)<br />&nbsp;&nbsp;}<br />&nbsp;&nbsp;return&nbsp;</span><span class="syntaxdefault">true<br />end<br /></span>
                              

                              Thomas Thomassen — SketchUp Monkey & Coding addict
                              List of my plugins and link to the CookieWare fund

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                              • thomthomT Offline
                                thomthom
                                last edited by

                                @didier bur said:

                                What's all that for: I'm working on subdivision curves and surfaces: Catmull-Clark, Loop, Doo-Sabin, Peters-Reif, Kobbelt, Chaikin, and others. Peters-Reif seemed too me the simplest algorithm but turned out to be one of the most complex, comparing to Catmull which I have coded in an hour or so.

                                I wish I could understand algorithm formulas. I always need to search up a pseudo code version, or an implementation in another language to work it out. 😞

                                Thomas Thomassen — SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  @didier bur said:

                                  @TT: didn't you encounter problems with == method when comparing Floats (in (a.x==b.x) for instance) ?

                                  Actually, Point3d.x, Point3d.y and Point3d.z return Length objects. They have built in tolerances - same as SU's.
                                  You can easily get in trouble with unpredictable results if you're not 100% sure if you're dealing with Floats or Lengths.

                                  Thomas Thomassen — SketchUp Monkey & Coding addict
                                  List of my plugins and link to the CookieWare fund

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                                  • Didier BurD Offline
                                    Didier Bur
                                    last edited by

                                    @unknownuser said:

                                    I wish I could understand algorithm formulas. I always need to search up a pseudo code version, or an implementation in another language to work it out.

                                    Me too. When I speak of 'algorithm' I mean pseudo-code or (even better) natural language 😄

                                    Here is my snippet for coplanarity test of 4 points (can be extended to any number of points):

                                    # Given a set of 4 3dPoints, return true if coplanar, or false
                                    	def quadPointsCoplanar?(pArray)
                                    		return (Geom.fit_plane_to_points(pArray[0],pArray[1],pArray[2]).isEqual?(Geom.fit_plane_to_points(pArray[0],pArray[1],pArray[3])))
                                    	end
                                    

                                    Where Array of floats comparison method must be 'aliased' with isEqual?

                                    class Array
                                    	def isEqual?(otherArray)
                                    		self.each_index { |i| return false if self[i].isNotEqual(otherArray[i]) }
                                    		return true
                                    	end
                                    end
                                    

                                    and where == method for floats must be aliased with isNotEqual()

                                    class Float
                                    	def isNotEqual(value)
                                    		delta = self - value
                                    		return ((delta > Math;;EPSILON) or (delta < -Math;;EPSILON))
                                    	end
                                    end
                                    

                                    and finaly requires a constant

                                    Math.const_set("EPSILON", 1.0e-10) 
                                    

                                    DB

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      I came across a very good site on the topic of floating precision: http://floating-point-gui.de/
                                      Comparison with tolerance is a bit more complex in order to account for the various pit-falls.

                                      Link Preview Image
                                      The Floating-Point Guide - Comparison

                                      Explanation of the various pitfalls in comparing floating-point numbers.

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                                      (floating-point-gui.de)

                                      Thomas Thomassen — SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        Ooops! Seems that I forgot to post all required methods:

                                        <span class="syntaxdefault"><br />module TT_Lib<br /> module Geom2D<br />  <br />  </span><span class="syntaxcomment"># Graham's Scan<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># Computational Geometry Algorythms and Appliations (ISBN-10; 3540779736)<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># Chapter 1.1<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment">#<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @param [Array<Geom;;Point3d>] points<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @return [Array<Geom;;Point3d>]<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @since 1.1.0<br /></span><span class="syntaxdefault">  def self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">convex_hull</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    return nil if points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length </span><span class="syntaxkeyword"><</span><span class="syntaxdefault"> 2<br />    <br />    points </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">sort_points_by_x_y</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    <br />    l_upper </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">[</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">],</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">1</span><span class="syntaxkeyword">]</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">]<br /></span><span class="syntaxdefault">    2</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">upto</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length </span><span class="syntaxkeyword">-</span><span class="syntaxdefault"> 1</span><span class="syntaxkeyword">)</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">{</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">|</span><span class="syntaxdefault">i</span><span class="syntaxkeyword">|<br /></span><span class="syntaxdefault">      l_upper </span><span class="syntaxkeyword"><<</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">i</span><span class="syntaxkeyword">]<br /></span><span class="syntaxdefault">      while l_upper</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length </span><span class="syntaxkeyword">></span><span class="syntaxdefault"> 2 </span><span class="syntaxkeyword">&&</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">!</span><span class="syntaxdefault">self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">right_turn</span><span class="syntaxkeyword">?(</span><span class="syntaxdefault">l_upper</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">last</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">3</span><span class="syntaxkeyword">))<br /></span><span class="syntaxdefault">        l_upper</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">delete_at</span><span class="syntaxkeyword">(-</span><span class="syntaxdefault">2</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">      end<br />    </span><span class="syntaxkeyword">}<br /></span><span class="syntaxdefault">    <br />    l_lower </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">[</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[-</span><span class="syntaxdefault">1</span><span class="syntaxkeyword">],</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[-</span><span class="syntaxdefault">2</span><span class="syntaxkeyword">]</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">]<br /></span><span class="syntaxdefault">    </span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length </span><span class="syntaxkeyword">-</span><span class="syntaxdefault"> 3</span><span class="syntaxkeyword">).</span><span class="syntaxdefault">downto</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">)</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">{</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">|</span><span class="syntaxdefault">i</span><span class="syntaxkeyword">|<br /></span><span class="syntaxdefault">      l_lower </span><span class="syntaxkeyword"><<</span><span class="syntaxdefault"> points</span><span class="syntaxkeyword">[</span><span class="syntaxdefault">i</span><span class="syntaxkeyword">]<br /></span><span class="syntaxdefault">      while l_lower</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">length </span><span class="syntaxkeyword">></span><span class="syntaxdefault"> 2 </span><span class="syntaxkeyword">&&</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">!</span><span class="syntaxdefault">self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">right_turn</span><span class="syntaxkeyword">?(</span><span class="syntaxdefault">l_lower</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">last</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">3</span><span class="syntaxkeyword">))<br /></span><span class="syntaxdefault">        l_lower</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">delete_at</span><span class="syntaxkeyword">(-</span><span class="syntaxdefault">2</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">      end<br />    </span><span class="syntaxkeyword">}<br /></span><span class="syntaxdefault">    l_lower</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">delete_at</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    l_lower</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">delete_at</span><span class="syntaxkeyword">(-</span><span class="syntaxdefault">1</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    <br />    return l_upper </span><span class="syntaxkeyword">+</span><span class="syntaxdefault"> l_lower<br />  end<br />  <br />  <br />  </span><span class="syntaxcomment"># @param [Array<Geom;;Point3d>] points<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @return [Array<Geom;;Point3d>]<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @since 1.1.0<br /></span><span class="syntaxdefault">  def self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">sort_points_by_x</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    return points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">sort </span><span class="syntaxkeyword">{</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">|</span><span class="syntaxdefault">a</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">b</span><span class="syntaxkeyword">|</span><span class="syntaxdefault"> a</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x </span><span class="syntaxkeyword"><=></span><span class="syntaxdefault"> b</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x </span><span class="syntaxkeyword">}<br /></span><span class="syntaxdefault">  end<br />  <br />  <br />  </span><span class="syntaxcomment"># Lexicographic order x, y<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment">#<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @param [Array<Geom;;Point3d>] points<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @return [Array<Geom;;Point3d>]<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @since 1.1.0<br /></span><span class="syntaxdefault">  def self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">sort_points_by_x_y</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    return points</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">sort </span><span class="syntaxkeyword">{</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">|</span><span class="syntaxdefault">a</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">b</span><span class="syntaxkeyword">|</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">(</span><span class="syntaxdefault">a</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">==</span><span class="syntaxdefault">b</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">)</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">?</span><span class="syntaxdefault"> a</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">y </span><span class="syntaxkeyword"><=></span><span class="syntaxdefault"> b</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">y </span><span class="syntaxkeyword">;</span><span class="syntaxdefault"> a</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x </span><span class="syntaxkeyword"><=></span><span class="syntaxdefault"> b</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x </span><span class="syntaxkeyword">}<br /></span><span class="syntaxdefault">  end<br />  <br />  <br />  </span><span class="syntaxcomment"># @param [Array<Geom;;Point3d>] points array of 3 +Geom;;Point3d+ objects.<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @since 1.1.0 - Renamed from +.right_turn+ to +.right_turn?+ at version 1.2.0<br /></span><span class="syntaxdefault">  def self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">right_turn</span><span class="syntaxkeyword">?(</span><span class="syntaxdefault">points</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">    p</span><span class="syntaxkeyword">,</span><span class="syntaxdefault"> q</span><span class="syntaxkeyword">,</span><span class="syntaxdefault"> r </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> points<br />    array </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> </span><span class="syntaxkeyword">[</span><span class="syntaxdefault"> 1</span><span class="syntaxkeyword">,</span><span class="syntaxdefault"> p</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">,</span><span class="syntaxdefault"> p</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">y</span><span class="syntaxkeyword">,<br /></span><span class="syntaxdefault">          1</span><span class="syntaxkeyword">,</span><span class="syntaxdefault"> q</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">,</span><span class="syntaxdefault"> q</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">y</span><span class="syntaxkeyword">,<br /></span><span class="syntaxdefault">          1</span><span class="syntaxkeyword">,</span><span class="syntaxdefault"> r</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">x</span><span class="syntaxkeyword">,</span><span class="syntaxdefault"> r</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">y </span><span class="syntaxkeyword">]<br /></span><span class="syntaxdefault">    return self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">determinant_3x3</span><span class="syntaxkeyword">(array)</span><span class="syntaxdefault"> </span><span class="syntaxkeyword"><</span><span class="syntaxdefault"> 0.0<br />  end<br />  <br />  </span><span class="syntaxcomment"># @param [Array<Number>] array<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @return [Number]<br /></span><span class="syntaxdefault">  </span><span class="syntaxcomment"># @since 1.1.0<br /></span><span class="syntaxdefault">  def self</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">determinant_3x3</span><span class="syntaxkeyword">(array)<br /></span><span class="syntaxdefault">    a</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">b</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">c</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">d</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">e</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">f</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">g</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">h</span><span class="syntaxkeyword">,</span><span class="syntaxdefault">i </span><span class="syntaxkeyword">=</span><span class="syntaxdefault"> array<br />    return a</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">e</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">i </span><span class="syntaxkeyword">-</span><span class="syntaxdefault"> a</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">f</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">h </span><span class="syntaxkeyword">+</span><span class="syntaxdefault"> b</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">f</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">g </span><span class="syntaxkeyword">-</span><span class="syntaxdefault"> b</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">d</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">i </span><span class="syntaxkeyword">+</span><span class="syntaxdefault"> c</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">d</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">h </span><span class="syntaxkeyword">-</span><span class="syntaxdefault"> c</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">e</span><span class="syntaxkeyword">*</span><span class="syntaxdefault">g<br />  end<br />  <br /> end </span><span class="syntaxcomment"># module Geom2D<br /></span><span class="syntaxdefault">end </span><span class="syntaxcomment"># module TT_Lib<br /></span><span class="syntaxdefault"> </span>
                                        

                                        Thomas Thomassen — SketchUp Monkey & Coding addict
                                        List of my plugins and link to the CookieWare fund

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                                        • fredo6F Offline
                                          fredo6
                                          last edited by

                                          @didier bur said:

                                          Here is my snippet for coplanarity test of 4 points (can be extended to any number of points):

                                          # Given a set of 4 3dPoints, return true if coplanar, or false
                                          > 	def quadPointsCoplanar?(pArray)
                                          > 		return (Geom.fit_plane_to_points(pArray[0],pArray[1],pArray[2]).isEqual?(Geom.fit_plane_to_points(pArray[0],pArray[1],pArray[3])))
                                          > 	end
                                          

                                          I had a method for that in LibFredo6. Here is the code (slightly modified in order to return the plane or nil)

                                          
                                          #Check if a set of points are coplanar
                                          #  --> Return the plane or nil
                                          def G6.points_coplanar?(pts)
                                          	n = pts.length
                                          	return nil if n < 3
                                          	return Geom.fit_plane_to_points(pts) if n == 3
                                          	
                                          	n1 = [n / 2, 3].max
                                          	n2 = [n - n1, 3].max
                                          	plane1 = Geom.fit_plane_to_points *(pts[0..n1-1])
                                          	plane2 = Geom.fit_plane_to_points *(pts[n-n2..n-1])
                                          	normal1 = Geom;;Vector3d.new *plane1[0..2]
                                          	normal2 = Geom;;Vector3d.new *plane2[0..2]
                                          	(normal1.parallel?(normal2) && pts[0].on_plane?(plane2)) ? plane1 ; nil
                                          end
                                          
                                          

                                          Fredo

                                          PS: I don't think it is a good idea to extend the Array and Float ruby classes. Better used a specific private method

                                          
                                          def compare_float_arrays(array1, array2, epsilon)
                                             for i in 0..array1.length
                                                 return false if (array1[i] - array2[i]).abs > epsilon
                                             end
                                             true
                                          end
                                          
                                          
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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            @unknownuser said:

                                            PS: I don't think it is a good idea to extend the Array and Float ruby classes. Better used a specific private method

                                            Ditto. Any Ruby and Sketchup base classes. There's been a few cases with clashes over methods like this.

                                            Thomas Thomassen — SketchUp Monkey & Coding addict
                                            List of my plugins and link to the CookieWare fund

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