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    Transforming an array of points

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    • jolranJ Offline
      jolran
      last edited by

      Garry, we seam both to have a fascination of Points currently 😄

      I'm trying to find out the optimal way to transform Points "en mass" too.

      Can one really Group Point3d objects? Don't Think so..

      
      
      arrayofpoints2 = arrayofpoints1.collect{|p| p.offset(vec) }
      
      

      This seams to work when you don't want to alter the original Points Array.

      I'm wondering if creating a dup of the original array and perform edit in Place(offset!) is faster. You mention that also, btw.
      It might not be as easy as Array.dup... Might not work with Point3d objects..

      I started to fiddle around with the polygonmesh object. Yes it's convenient that one can transform the meshobject as whole. But found the polygons and Points methods a bit difficult for traversing Points, since for ex the polygon method returns indexes and not arrays of Points. I'm sure there's a reason for that I'm not aware off, but I had to add Another loop in the loop to reach the correct Points. And that is expensive.

      Keep posted. Interesting subject.

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      • G Offline
        Garry K
        last edited by

        I've had the best results so far doing this:
        profile.each { |val| mesh.add_point( val.transform( t ) ) }

        What was interesting is I didn't have to change my code that creates triangle or quad polygons. Instead I changed the array to hold indexes instead of points. For the handrail profiles I simply keep 2 arrays that contain indexes. The length of the array exactly corresponds to the number of points for the handrail profile.

        For this project I can guarantee that the points are all unique. So I don't have to store all the indexes since I already know what they are. For the first handrail segment I have one array containing 53 integers (indexes) 1..53 and the second array contains 53 integers 54..106. The array's simplified logic as I could make use of [-1] which wraps around and completes the face.

        It might be cheaper to dispense with the 2 arrays and do the math. But it isn't as obvious and I'd have to handle the wrap as a separate condition.

        You probably already know this, but you can traverse the points this way:
        pt = mesh.point_at( index )
        You can then store your indexes in an array or hash and work with them instead.

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        • AdamBA Offline
          AdamB
          last edited by

          If you're applying the same transform to all the points, generally you'd be better off both in performance and accuracy with changing the container entity's transform rather than changing the Points themselves.

          Developer of LightUp Click for website

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          • TIGT Offline
            TIG Moderator
            last edited by

            The two entities transform methods will affect instances/groups, faces, edges and vertices, but NOT points.
            Points have their own methods .transform(trans) and .transform!(trans). and .offset(vector) and .offset!(vector) [you can use an optional second argument for 'distance' if the 'vector' is not the required length]
            If you have some points that need simple offsets by a fixed vector then iterating them with offset! will do, but if you want to do a rotate/scale etc then you need an appropriate transformation...

            If you clarifies what you have and what you want to end up with then more precise help might be available...

            TIG

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            • jolranJ Offline
              jolran
              last edited by

              TIG.
              I think this thread is related.
              http://sketchucation.com/forums/viewtopic.php?f=180&t=54786

              Actually the topic title describes the question quite good..

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              • jolranJ Offline
                jolran
                last edited by

                @unknownuser said:

                You probably already know this, but you can traverse the points this way:
                pt = mesh.point_at( index )
                You can then store your indexes in an array or hash and work with them instead.

                Yes I know, but In my case I desired an Array of Point-arrays(polygon) from mesh simply from Calling mesh.polygons. This still mean I'll have to recollect the Points from the returning indexes, unless I'm misstaken. Maybe one can chain methods I don't know.
                Havent tried that hard yet..

                @unknownuser said:

                If you're applying the same transform to all the points, generally you'd be better off both in performance and accuracy with changing the container entity's transform rather than changing the Points themselves.

                So there is a way to group Point3d objects ? Or are you referring to the Mesh.transform ?

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                • G Offline
                  Garry K
                  last edited by

                  Tig,

                  What I have are the points that describe the handrail profile (the face at the bottom of the picture). The picture is only for clarification. None of this is actually in the model at this time.

                  I keep the points that are in the bottom face and apply a transformation that rotates and moves a copy of the original points. These points are then added into the PolygonMesh.

                  In this case there are 53 points that describe the handrail profile (could be any profile).
                  And there are going to be 39 filled in segments.

                  Currently I am applying this transform to each point:

                  t = Geom::Transformation.new( [ 0, 0, i * rise_per ] ) *
                  Geom::Transformation.rotation( [0, 0, 0], Z_AXIS, ( i * deg ).degrees )

                  profile.each { |val| mesh.add_point( val.transform( t ) ) }

                  This example puts 2120 points into the mesh 40 * 53 = 2120

                  I have tried adding the first profile into a second polygon mesh so that I can apply a bulk transform. It works - but the entire operation is much slower than just transforming one point at a time.

                  All I am trying to do is see if there is a faster way than I am doing - or if this is "as good as it gets"

                  Hopefully this is sufficient clarification.


                  Handrail Profile

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                  • Chris FullmerC Offline
                    Chris Fullmer
                    last edited by

                    @tig said:

                    The two entities transform methods will affect instances/groups, faces, edges and vertices, but NOT points.

                    Wow, its beena while since I used those methods, apparently I had forgotten that. I guess I'm transforming vertices in my script then.

                    Sorry for the bad advice 😳 😆

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

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                    • tt_suT Offline
                      tt_su
                      last edited by

                      @garry k said:

                      Currently I am applying this transform to each point:

                      t = Geom::Transformation.new( [ 0, 0, i * rise_per ] ) *
                      Geom::Transformation.rotation( [0, 0, 0], Z_AXIS, ( i * deg ).degrees )

                      profile.each { |val| mesh.add_point( val.transform( t ) ) }

                      What if you use PolygonMesh.transform! ?

                      <span class="syntaxdefault"><br /></span><span class="syntaxcomment">#&nbsp;Use&nbsp;for&nbsp;in&nbsp;loop&nbsp;at&nbsp;that&nbsp;doesn't&nbsp;create&nbsp;new&nbsp;local&nbsp;object&nbsp;per&nbsp;iteration.<br />#&nbsp;Creating&nbsp;objects&nbsp;in&nbsp;Ruby&nbsp;is&nbsp;slow&nbsp;-&nbsp;so&nbsp;try&nbsp;to&nbsp;reuse&nbsp;them.<br /></span><span class="syntaxkeyword">for&nbsp;</span><span class="syntaxdefault">point&nbsp;in&nbsp;profile<br />&nbsp;&nbsp;mesh</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">add_point</span><span class="syntaxkeyword">(</span><span class="syntaxdefault">point</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">end<br /><br />t&nbsp;</span><span class="syntaxkeyword">=&nbsp;</span><span class="syntaxdefault">Geom</span><span class="syntaxkeyword">;;</span><span class="syntaxdefault">Transformation</span><span class="syntaxkeyword">.new(&nbsp;[&nbsp;</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">,&nbsp;</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">,&nbsp;</span><span class="syntaxdefault">i&nbsp;</span><span class="syntaxkeyword">*&nbsp;</span><span class="syntaxdefault">rise_per&nbsp;</span><span class="syntaxkeyword">]&nbsp;)&nbsp;*<br /></span><span class="syntaxdefault">Geom</span><span class="syntaxkeyword">;;</span><span class="syntaxdefault">Transformation</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">rotation</span><span class="syntaxkeyword">(&nbsp;[</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">,&nbsp;</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">,&nbsp;</span><span class="syntaxdefault">0</span><span class="syntaxkeyword">],&nbsp;</span><span class="syntaxdefault">Z_AXIS</span><span class="syntaxkeyword">,&nbsp;(&nbsp;</span><span class="syntaxdefault">i&nbsp;</span><span class="syntaxkeyword">*&nbsp;</span><span class="syntaxdefault">deg&nbsp;</span><span class="syntaxkeyword">).</span><span class="syntaxdefault">degrees&nbsp;</span><span class="syntaxkeyword">)<br /></span><span class="syntaxdefault">mesh</span><span class="syntaxkeyword">.</span><span class="syntaxdefault">transform</span><span class="syntaxkeyword">!(&nbsp;</span><span class="syntaxdefault">t&nbsp;</span><span class="syntaxkeyword">)<br />&nbsp;</span><span class="syntaxdefault"></span>
                      

                      Then you should be able to do bulk transformation of the points by doing iterative transformation for each profile step. I've never tested the performance for that - but generally the fewer operations the faster.

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                      • G Offline
                        Garry K
                        last edited by

                        I just tried your suggestion of using an incremental transform as opposed to a differential transform ( point by point from profile )

                        I change my timing so that it avoids the start up code which is the same for both strategies and I also avoided the smoothing algorithm on the entity after fill_from_mesh.

                        I performed the benchmarks 12 times for each strategy and threw out the highest and the lowest.

                        This resulted in a 3% improvement using the incremental transform over the point by point transform.

                        Incremental 0.1043
                        0.129
                        0.107
                        0.106
                        0.106
                        0.106
                        0.105
                        0.104
                        0.104
                        0.104
                        0.104
                        0.097
                        0.095

                        Differential 0.1077
                        0.131
                        0.112
                        0.111
                        0.109
                        0.109
                        0.108
                        0.108
                        0.107
                        0.106
                        0.104
                        0.103
                        0.101

                        I would still be in favor of the differential as the incremental will be prone to a slight fp (floating point) shift. It may not be noticeable with only 40 segments - but then neither is 3/1000 of a second!!

                        I did change the "profile.each" to a "for pt in profile" and that hardly made a difference.

                        So bottom line is that the bulk transform of points using a mesh is slightly faster - however it is more complex and most likely requires more memory. But it is certainly something to consider as a viable option in some circumstances!

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                        • tt_suT Offline
                          tt_su
                          last edited by

                          The data set you currently work with is probably so small that you won't gain that much. But I'd think as the data set increases you'd see bigger and bigger differences.

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                          • G Offline
                            Garry K
                            last edited by

                            That is why I suggested it would be a viable option in some circumstances.

                            I think that we gain performance in the actual transform but may loose it accessing the points in the mesh.

                            If there was a bulk operation to move points from one mesh to another without invoking the built in check - then you would probably benefit even on a smaller data set.

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                            • Dan RathbunD Offline
                              Dan Rathbun
                              last edited by

                              @jolran said:

                              So there is a way to group Point3d objects ?

                              Yes there is. Create a Geom::BoundingBox object and add points to it.

                              However I do not see a transform method that applies to bounding boxes.

                              😞

                              I'm not here much anymore.

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                              • jolranJ Offline
                                jolran
                                last edited by

                                @unknownuser said:

                                Yes there is. Create a Geom::BoundingBox object and add points to it.
                                However I do not see a transform method that applies to bounding boxes

                                ☀ Forgot about that one. Will be useful, even if not in this case.

                                @unknownuser said:

                                I think that we gain performance in the actual transform but may loose it accessing the points in the mesh.

                                If polygonmesh.polygons returned arrays of Points that woulden't be the case.

                                Have you tried recollecting points to a new Array and Transform! them in place ?
                                Array.Dup does not work with Point3D objects 😞
                                As far as I know one have to recollect points into new Array. Comes with a timecost of course..

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                                • jolranJ Offline
                                  jolran
                                  last edited by

                                  Ok. Did some tests and it seams like Polygonmesh transform scales quite well.

                                  Note this test may not be constructed optimaly, I'm still green. But still quite interesting to see how fast polygonMesh transforms many Points.
                                  The test might provide different result if arrays are flattended, but I need to keep the polygon/Points hierarchy.

                                  Edit: I saw that newlist actually don't keep the hierarchy So the result would probably be slower. Can't really Output the result in ruby consol 😉

                                  # Square Polygon
                                  pts = [
                                    Geom;;Point3d.new(-5,-5,0),
                                    Geom;;Point3d.new(5,-5,0),
                                    Geom;;Point3d.new(5,5,0),
                                    Geom;;Point3d.new(-5,5,0)
                                  ]
                                  
                                  vec = [10,0,0]
                                  tr = Geom;;Transformation.new( vec )
                                  
                                  # Create som polygons for testing..
                                  polys = {}
                                  vec2 = vec.clone
                                  for i in 0...50
                                    polys[i] = pts.collect{|pt| pt.offset(vec2) }
                                    vec2.offset!([15,10,0])
                                  end
                                  
                                  # Mesh
                                  msh = Geom;;PolygonMesh.new
                                  for k,v in polys
                                    msh.add_polygon(v)
                                  end
                                  
                                  # Array of points
                                  polygonials = polys.values
                                  puts "total nr Point3dObjects; #{polygonials.flatten.length}"
                                  
                                  #group = Sketchup.active_model.active_entities.add_group
                                  #group.entities.fill_from_mesh(msh, true, 12)
                                  
                                  #Tests On My computer Gave;
                                  #PolygonMesh Transforms; 0.03
                                  #Array Transforms; 1.052
                                  #Array Transforms And Collect; 2.335
                                  
                                  start = Time.now
                                  10000.times {
                                      msh.transform!(tr)
                                  }
                                  puts "PolygonMesh Transforms; #{Time.now - start}"
                                  
                                  
                                  start = Time.now
                                  10000.times {
                                  for list in polygonials
                                    for p in list do p.transform!(tr) end
                                  end
                                  }
                                  puts "Array Transforms; #{Time.now - start}"
                                  
                                  start = Time.now
                                  newlist = []
                                  10000.times {
                                  for list in polygonials
                                    newlist << list.collect{|p| p.transform(tr) }
                                  end
                                  }
                                  puts "Array Transforms And Collect; #{Time.now - start}"
                                  
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                                  • G Offline
                                    Garry K
                                    last edited by

                                    What about a benchmark for a hash?

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                                    • jolranJ Offline
                                      jolran
                                      last edited by

                                      
                                      start = Time.now
                                      10000.times {
                                      for key,val in polys
                                        for p in val do p.transform!(tr) end
                                      end
                                      }
                                      puts "Nested Hash Transforms; #{Time.now - start}" # => 1.274
                                      
                                      
                                      

                                      It is a Hash? If I don't nest the Hash the "polygon-Points" relation will be impossible to retrieve afterwards:
                                      Hash = { 0 => [pt,pt,pt,pt] etc }

                                      Do you mean 1 layer Hash structure { key => pointd3d etc } ?

                                      There may off course be better structures for this, I'm all ears.

                                      Edit: I tried running each test separately muting the other timers with following result:

                                      PolygonMesh Transforms: 0.047
                                      Nested Hash Transforms: 1.191
                                      Array Transforms: 1.066
                                      Array Transforms And Collect: 2.328

                                      Maybe I'm confusing the matter... And I haven't outputed the resulting mesh(which would stall Sketchup) so there is a matter of knowing if the resulting Mesh is qualified as well.

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                                      • jolranJ Offline
                                        jolran
                                        last edited by

                                        Ah you mean put result in Hash ?

                                        start = Time.now
                                        newHash = {}
                                        10000.times {
                                        for i in 0...polygonials.length
                                          newHash[i] = polygonials[i].collect{|p| p.transform(tr) }
                                        end
                                        }
                                        puts "HASH Transforms And Collect; #{Time.now - start}"
                                        

                                        =>2.381

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                                        • G Offline
                                          Garry K
                                          last edited by

                                          You could render the mesh after the timers to maintain benchmark validity.

                                          Have you tried traversing your polygons?
                                          mesh.polygon_points_at( index )
                                          Shouldn't this give you the same results as an outer_loop on a face?
                                          The question I would have is although you can get the points for each polygon - Is there a way to tie in a reference to the faces in the model once you have rendered the mesh?
                                          I would hope that the entities in the group immediately after a fill_from_mesh would be in mesh polygon index order. So there should be a 1 to 1 relationship.

                                          I haven't played with hashes yet - so my question is probably confusing to you. Although I've programmed for many years and also played with CAD for many years I've only logged 3 or so months with Sketchup since I got serious about it (guess I caught the Sketchup virus).

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                                          • jolranJ Offline
                                            jolran
                                            last edited by

                                            @unknownuser said:

                                            You could render the mesh after the timers to maintain benchmark validity.

                                            Yeah, for those tests that edit in Place. Otherwise it would be too intense for Sketchup.

                                            @unknownuser said:

                                            The question I would have is although you can get the points for each polygon - Is there a way to tie in a reference to the faces in the model once you have rendered the mesh?

                                            I'm just moving Points in this code. I reckon you'd have to recollect faces afterwards
                                            and do some boolean tests. There's normal_at which could be used for ex.
                                            It all depends on (referring to your other question) if face order == polygon index order. I should test that as well unless someone else already knows..

                                            I'm pretty new to programming, so there can be lots of holes in the logic of my tests.
                                            But what better way to learn than trying to solve a problem, right?

                                            Hashes in Ruby are supposed to have much faster lookup than arrays. I think that's what Thomthom tried to point out earlier.

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