VPython Object Revolution - rotation

Having to use VPython currently, and I want to make a model of the Solar System.
Currently I have all the Planets and the orbital Rings, however, the actual orbit is what I'm finding very difficult.
GlowScript 2.7 VPython
from visual import *
# Declaring Celestial Body Objects
Sun = sphere(pos = vec(0, 0, 0), radius = 10, color = color.yellow)
Mercury = sphere(pos = vec(25, 0, 0), radius = 2, color = color.green)
Venus = sphere(pos = vec(40, 0, 0), radius = 2.5, color = color.red)
Earth = sphere(pos = vec(50, 0, 0), radius = 2.65, color = color.blue)
Mars = sphere(pos = vec(70, 0, 0), radius = 2.3, color = color.red)
Jupiter = sphere(pos = vec(90, 0, 0), radius = 3, color = color.orange)
Saturn = sphere(pos = vec(105, 0, 0), radius = 2.9, color = color.orange)
Uranus = sphere(pos = vec(117.5, 0, 0), radius = 2.9, color = color.orange)
Neptune = sphere(pos = vec(135, 0, 0), radius = 2.8, color = color.blue)
Pluto = sphere(pos = vec(165, 0, 0), radius = 1.5, color = color.white)
# Declaring Orbital Rings of Celestial Body Objects
Mercury.ring = ring(pos = vec(0, 0, 0), axis = vec(0, 1, 0), size = vec(0.1, Mercury.pos.x * 2, Mercury.pos.x * 2))
Venus.ring = ring(pos = vec(0, 0, 0), axis = vec(0, 1, 0), size = vec(0.1, Venus.pos.x * 2, Venus.pos.x * 2))
Earth.ring = ring(pos = vec(0, 0, 0), axis = vec(0, 1, 0), size = vec(0.1, Earth.pos.x * 2, Earth.pos.x * 2))
Mars.ring = ring(pos = vec(0, 0, 0), axis = vec(0, 1, 0), size = vec(0.1, Mars.pos.x * 2, Mars.pos.x * 2))
Jupiter.ring = ring(pos = vec(0, 0, 0), axis = vec(0, 1, 0), size = vec(0.1, Jupiter.pos.x * 2, Jupiter.pos.x * 2))
Saturn.ring = ring(pos = vec(0, 0, 0), axis = vec(0, 1, 0), size = vec(0.1, Saturn.pos.x * 2, Saturn.pos.x * 2))
Uranus.ring = ring(pos = vec(0, 0, 0), axis = vec(0, 1, 0), size = vec(0.1, Uranus.pos.x * 2, Uranus.pos.x * 2))
Neptune.ring = ring(pos = vec(0, 0, 0), axis = vec(0, 1, 0), size = vec(0.1, Neptune.pos.x * 2, Neptune.pos.x * 2))
Pluto.ring = ring(pos = vec(0, 0, 0), axis = vec(0, 1, 0), size = vec(0.1, Pluto.pos.x * 2, Pluto.pos.x * 2))
# Infinite Loop
while 1 == 1:
Mercury.rotate(angle = radians(360), axis = vec(Mercury.pos.y, Mercury.pos.x, 0), origin = vec(0, 0, 0))
rate(50)
print("Error! Escaped While Loop!")
When I switch out the rotate method with Mercury.rotate(angle = 0.0174533, axis = vec(0, Mercury.pos.x, 0), origin = vec(0, 0, 0)), it properly rotates... yet only for a quarter of the rotation. I've read about everything to do with this, but N/A.
After the quarter revolution, the planet sometimes decides to violently "seizure," when the angle is a larger number. It just seems like a barrier of sorts.

You should write axis=vec(0,1,0). The axis of rotation needs to be always pointing upward.

Related

reverse the color for heatmap colorbar [duplicate]

I would like to know how to simply reverse the color order of a given colormap in order to use it with plot_surface.
The standard colormaps also all have reversed versions. They have the same names with _r tacked on to the end. (Documentation here.)
The solution is pretty straightforward. Suppose you want to use the "autumn" colormap scheme. The standard version:
cmap = matplotlib.cm.autumn
To reverse the colormap color spectrum, use get_cmap() function and append '_r' to the colormap title like this:
cmap_reversed = matplotlib.cm.get_cmap('autumn_r')
In matplotlib a color map isn't a list, but it contains the list of its colors as colormap.colors. And the module matplotlib.colors provides a function ListedColormap() to generate a color map from a list. So you can reverse any color map by doing
colormap_r = ListedColormap(colormap.colors[::-1])
As of Matplotlib 2.0, there is a reversed() method for ListedColormap and LinearSegmentedColorMap objects, so you can just do
cmap_reversed = cmap.reversed()
Here is the documentation.
As a LinearSegmentedColormaps is based on a dictionary of red, green and blue, it's necessary to reverse each item:
import matplotlib.pyplot as plt
import matplotlib as mpl
def reverse_colourmap(cmap, name = 'my_cmap_r'):
"""
In:
cmap, name
Out:
my_cmap_r
Explanation:
t[0] goes from 0 to 1
row i: x y0 y1 -> t[0] t[1] t[2]
/
/
row i+1: x y0 y1 -> t[n] t[1] t[2]
so the inverse should do the same:
row i+1: x y1 y0 -> 1-t[0] t[2] t[1]
/
/
row i: x y1 y0 -> 1-t[n] t[2] t[1]
"""
reverse = []
k = []
for key in cmap._segmentdata:
k.append(key)
channel = cmap._segmentdata[key]
data = []
for t in channel:
data.append((1-t[0],t[2],t[1]))
reverse.append(sorted(data))
LinearL = dict(zip(k,reverse))
my_cmap_r = mpl.colors.LinearSegmentedColormap(name, LinearL)
return my_cmap_r
See that it works:
my_cmap
<matplotlib.colors.LinearSegmentedColormap at 0xd5a0518>
my_cmap_r = reverse_colourmap(my_cmap)
fig = plt.figure(figsize=(8, 2))
ax1 = fig.add_axes([0.05, 0.80, 0.9, 0.15])
ax2 = fig.add_axes([0.05, 0.475, 0.9, 0.15])
norm = mpl.colors.Normalize(vmin=0, vmax=1)
cb1 = mpl.colorbar.ColorbarBase(ax1, cmap = my_cmap, norm=norm,orientation='horizontal')
cb2 = mpl.colorbar.ColorbarBase(ax2, cmap = my_cmap_r, norm=norm, orientation='horizontal')
EDIT
I don't get the comment of user3445587. It works fine on the rainbow colormap:
cmap = mpl.cm.jet
cmap_r = reverse_colourmap(cmap)
fig = plt.figure(figsize=(8, 2))
ax1 = fig.add_axes([0.05, 0.80, 0.9, 0.15])
ax2 = fig.add_axes([0.05, 0.475, 0.9, 0.15])
norm = mpl.colors.Normalize(vmin=0, vmax=1)
cb1 = mpl.colorbar.ColorbarBase(ax1, cmap = cmap, norm=norm,orientation='horizontal')
cb2 = mpl.colorbar.ColorbarBase(ax2, cmap = cmap_r, norm=norm, orientation='horizontal')
But it especially works nice for custom declared colormaps, as there is not a default _r for custom declared colormaps. Following example taken from http://matplotlib.org/examples/pylab_examples/custom_cmap.html:
cdict1 = {'red': ((0.0, 0.0, 0.0),
(0.5, 0.0, 0.1),
(1.0, 1.0, 1.0)),
'green': ((0.0, 0.0, 0.0),
(1.0, 0.0, 0.0)),
'blue': ((0.0, 0.0, 1.0),
(0.5, 0.1, 0.0),
(1.0, 0.0, 0.0))
}
blue_red1 = mpl.colors.LinearSegmentedColormap('BlueRed1', cdict1)
blue_red1_r = reverse_colourmap(blue_red1)
fig = plt.figure(figsize=(8, 2))
ax1 = fig.add_axes([0.05, 0.80, 0.9, 0.15])
ax2 = fig.add_axes([0.05, 0.475, 0.9, 0.15])
norm = mpl.colors.Normalize(vmin=0, vmax=1)
cb1 = mpl.colorbar.ColorbarBase(ax1, cmap = blue_red1, norm=norm,orientation='horizontal')
cb2 = mpl.colorbar.ColorbarBase(ax2, cmap = blue_red1_r, norm=norm, orientation='horizontal')
There is no built-in way (yet) of reversing arbitrary colormaps, but one simple solution is to actually not modify the colorbar but to create an inverting Normalize object:
from matplotlib.colors import Normalize
class InvertedNormalize(Normalize):
def __call__(self, *args, **kwargs):
return 1 - super(InvertedNormalize, self).__call__(*args, **kwargs)
You can then use this with plot_surface and other Matplotlib plotting functions by doing e.g.
inverted_norm = InvertedNormalize(vmin=10, vmax=100)
ax.plot_surface(..., cmap=<your colormap>, norm=inverted_norm)
This will work with any Matplotlib colormap.
There are two types of LinearSegmentedColormaps. In some, the _segmentdata is given explicitly, e.g., for jet:
>>> cm.jet._segmentdata
{'blue': ((0.0, 0.5, 0.5), (0.11, 1, 1), (0.34, 1, 1), (0.65, 0, 0), (1, 0, 0)), 'red': ((0.0, 0, 0), (0.35, 0, 0), (0.66, 1, 1), (0.89, 1, 1), (1, 0.5, 0.5)), 'green': ((0.0, 0, 0), (0.125, 0, 0), (0.375, 1, 1), (0.64, 1, 1), (0.91, 0, 0), (1, 0, 0))}
For rainbow, _segmentdata is given as follows:
>>> cm.rainbow._segmentdata
{'blue': <function <lambda> at 0x7fac32ac2b70>, 'red': <function <lambda> at 0x7fac32ac7840>, 'green': <function <lambda> at 0x7fac32ac2d08>}
We can find the functions in the source of matplotlib, where they are given as
_rainbow_data = {
'red': gfunc[33], # 33: lambda x: np.abs(2 * x - 0.5),
'green': gfunc[13], # 13: lambda x: np.sin(x * np.pi),
'blue': gfunc[10], # 10: lambda x: np.cos(x * np.pi / 2)
}
Everything you want is already done in matplotlib, just call cm.revcmap, which reverses both types of segmentdata, so
cm.revcmap(cm.rainbow._segmentdata)
should do the job - you can simply create a new LinearSegmentData from that. In revcmap, the reversal of function based SegmentData is done with
def _reverser(f):
def freversed(x):
return f(1 - x)
return freversed
while the other lists are reversed as usual
valnew = [(1.0 - x, y1, y0) for x, y0, y1 in reversed(val)]
So actually the whole thing you want, is
def reverse_colourmap(cmap, name = 'my_cmap_r'):
return mpl.colors.LinearSegmentedColormap(name, cm.revcmap(cmap._segmentdata))

Calculate hue rotation in fabric js

How to we calculate rotation parameter value(-1 to 1) in Hue Rotation Filter in fabricjs from normal hue degree value(0-360)?
How does fabricjs calculate the rotation value in the Hue Rotation filter?
The rotation is from -180 to 180, just for simmetry with other filters like contrast and brightness that move from -1 to 1.
When fabricjs calculate the rotation multiply the value of rotation for Math.PI so it moves from -1 radian to 1 radian, making a full rotation of 2 radians that equal to 360 degree.
Since the hue rotation matrix is built just with sin and cos that are periodic function of the angle in radians, you do not have to worry about the limit.
If you want to set rotation to 2 is fine, you will get the same result as 0. rotation of 3 will give the result of and so on.
calculateMatrix: function() {
var rad = this.rotation * Math.PI, cos = Math.cos(rad), sin = Math.sin(rad),
aThird = 1 / 3, aThirdSqtSin = Math.sqrt(aThird) * sin, OneMinusCos = 1 - cos;
this.matrix = [
1, 0, 0, 0, 0,
0, 1, 0, 0, 0,
0, 0, 1, 0, 0,
0, 0, 0, 1, 0
];
this.matrix[0] = cos + OneMinusCos / 3;
this.matrix[1] = aThird * OneMinusCos - aThirdSqtSin;
this.matrix[2] = aThird * OneMinusCos + aThirdSqtSin;
this.matrix[5] = aThird * OneMinusCos + aThirdSqtSin;
this.matrix[6] = cos + aThird * OneMinusCos;
this.matrix[7] = aThird * OneMinusCos - aThirdSqtSin;
this.matrix[10] = aThird * OneMinusCos - aThirdSqtSin;
this.matrix[11] = aThird * OneMinusCos + aThirdSqtSin;
this.matrix[12] = cos + aThird * OneMinusCos;
},
so
filter.rotation = angleInDegree / Math.PI
Should work

Setting Bounds on Vars in Halide Funcs

I have a 3x3 Convolution Function defined like this
conv(x, y) = 0;
conv(x, y) += kernel(r.x, r.y) * in(x + r.x - 1, y + r.y - 1);
Size of the input buffer is 16 x 16
If I want to execute it with padding I can directly do
in = Halide::BoundaryConditions::constant_exterior(in_buffer, 0, 0, 16, 0, 16)
But I have to execute without padding and so I am trying to manually set the bounds on the function like this
conv.bound(x, 1, 14);
conv.bound(y, 1, 14);
This returns an error message
Error:
Bounds given for convolution in y (from 1 to 14) do not cover required region (from 0 to 15)
What should I do to set bounds on a Var in Func?
I think you need not to manually set the bounds using the *.bound function. Try this one:
Halide::Func conv("conv"), kernelF("kernel"), in("in");
Halide::Var x("x"), y("y");
Halide::RDom r(0, 3, 0, 3,"r");
in = Halide::BoundaryConditions::constant_exterior(in_buffer, 0,
0, 16, 0, 16);
kernelF = Halide::BoundaryConditions::constant_exterior(kernel_buffer, 0,
0, 3, 0, 3);
conv(x, y) = 0.0f;
conv(x, y) += kernelF(r.x, r.y) * in(x + r.x, y + r.y);
//conv.print_loop_nest();
Halide::Buffer<float_t> outputBuf = conv.realize(14, 14);
Look, we can set the bounds directly in *.realize() arguments, i.e. 14=16-3+1; Also, note that the convolution anchors are at the top-left of kernels.

How do you connect a geometry to two moving vertices

I have created some box geometries in my threejs app and I have successfully drawn a cylinder from the center of one to the center of another using the code below:
function cylinderMesh(pointX, pointY, material) {
var direction = new THREE.Vector3().subVectors(pointY, pointX);
var orientation = new THREE.Matrix4();
orientation.lookAt(pointX, pointY, new THREE.Object3D().up);
orientation.multiply(new THREE.Matrix4(1, 0, 0, 0,
0, 0, 1, 0,
0, -1, 0, 0,
0, 0, 0, 1));
var edgeGeometry = new THREE.CylinderGeometry(2, 2, direction.length(), 8, 1);
var edge = new THREE.Mesh(edgeGeometry, material);
edge.applyMatrix(orientation);
edge.position.x = (pointY.x + pointX.x) / 2;
edge.position.y = (pointY.y + pointX.y) / 2;
edge.position.z = (pointY.z + pointX.z) / 2;
return edge;
}
scene.add(cylinderMesh(vertex1, vertex2, globalMaterial));
My question is: How to I keep the cylinder "connected" to the two vertices I provide if they move?
I don't want to use a THREE.Line because I can't control the width of the line and I have noticed weird issues with clipping if the camera gets too close.
Any ideas?

Three.js - Set rotation of object from normalized directions of the X, Y and Z-Axis

From a model file object definition the placement a new object is given by a location (a point in space) and the normalized directions of the X-Axis, the Y-Axis and the Z-Axis.
How can i translate this to a THREE.Euler so i can rotate my object correctly in space.
So the axes are off type THREE.Vector3.
If the new object is aligned with the world the values would be:
xAxis = new THREE.Vector3( 1, 0, 0 );
yAxis = new THREE.Vector3( 0, 1, 0 );
zAxis = new THREE.Vector3( 0, 0, 1 );
But if for example the whole local UCS of the object is rotated 180 degrees ( or Math.PI ) around the zAxis they would look like this:
xAxis = new THREE.Vector3( -1, 0, 0 );
yAxis = new THREE.Vector3( 0, -1, 0 );
zAxis = new THREE.Vector3( 0, 0, 1 );
So I need to do something like this:
var object3D = new THREE.Object3D();
object3D.position = location;
var euler = new THREE.Euler();
euler.setFromNormalizedAxes( xAxis, yAxis, zAxis );
object3D.rotation = euler;
Or create a rotation matrix from those axes:
var rotationMatrix = new THREE.Matrix4();
rotationMatrix.setFromNormalizedAxes( xAxis, yAxis, zAxis );
object3D.rotation.setFromRotationMatrix( rotationMatrix, "XYZ" );
I am not so good yet with these rotation matrices and euler rotations...
In the example you gave, the answer would be
object.quaternion.setFromRotationMatrix(
new THREE.Matrix4( -1, 0, 0, 0,
0, -1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1 )
);
The columns of the upper 3x3 of the Matrix4 are the new x-, y-, and z-axes.
You could set object.rotation instead. It does not matter.
three.js r.66

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