visual3d:documentation:pipeline:signal_commands:compute_distance_map
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+ | ====== Compute Distance Map ====== | ||
+ | |||
+ | ===== Compute Distance Map ===== | ||
+ | |||
+ | This command will color two regions of interest (ROI) on opposing segments, and calculate the weighted-average contact point on each one. The ROIs are defined in OBJ files created with DSX. | ||
+ | |||
+ | Distance maps: | ||
+ | |||
+ | * Each vertex is colored according to its closest distance to the other surface (which can be to a vertex, edge, or triangle of the other surface). Smooth shading is used so that a triangle' | ||
+ | |||
+ | Contact point: | ||
+ | |||
+ | * The overall minimum distance is calculated ([[# | ||
+ | * The contact point is the weighted minimum distance ([[# | ||
+ | |||
+ | \\ | ||
+ | |||
+ | |||
+ | ==== Background ==== | ||
+ | |||
+ | A polygonal surface mesh is defined by a set of faces, each of which is defined by a set of vertices connected by edges. Before computing distances, the Compute Distance Map command divides all faces of the ROIs into triangles, for easier processing and to guarantee that all faces are planar. In the image below, the left image highlights the vertices used to define a surface and the right image displays the triangles that define the surface: | ||
+ | |||
+ | {{: | ||
+ | |||
+ | A normal vector is defined for each triangle, vertex and edge: | ||
+ | |||
+ | {{: | ||
+ | |||
+ | ==== Command Output ==== | ||
+ | |||
+ | **** | ||
+ | |||
+ | **** | ||
+ | |For every Result Name specified, there will be 6 results:\\ \\ * ResultName_SegmentName[[# | ||
+ | |||
+ | **** | ||
+ | **** | ||
+ | |||
+ | The result for _Min and _Contact will have 4 components. The first three components are X Y Z location of the contact point in the segment coordinate system, and the fourth component is the minimum distance. You can use the [[Visual3D: | ||
+ | |||
+ | === Minimum Distance === | ||
+ | |||
+ | |The minimum distance between each triangle on one segment' | ||
+ | |||
+ | === Contact Point === | ||
+ | |||
+ | The weighted minimum distance between the two segments. | ||
+ | |||
+ | * Once each triangle has been assigned a minimum distance, a preliminary contact point is found by calculating a weighted average of all the triangle centers. Each center is weighted by the triangle' | ||
+ | |||
+ | === Min Vertex Distances === | ||
+ | |||
+ | This is the minimum distance value that is used to color each vertex in the OBJ. | ||
+ | |||
+ | **Note:** Do not click on this signal and open the data view, Visual3D will not be able to open the data view due to the number of columns. | ||
+ | |||
+ | === Sign of the Minimum Distance === | ||
+ | |||
+ | Any of the distances calculated by this command can be positive (the opposing ROI surfaces do not intersect) or negative (the surfaces intersect). The sign of each distance is calculated using the appropriate normal vector (triangle, edge, or vertex). For example, to determine which side of a triangle a given vertex is on, the vector from the vertex to the triangle is compared to the normal of the triangle. | ||
+ | |||
+ | ==== Command Dialog ==== | ||
+ | |||
+ | |**Result Signal Information: | ||
+ | |||
+ | ==== Drawing the Contact Path ==== | ||
+ | |||
+ | |You can draw the contact point and its path on the surface: | ||
+ | |||
+ | === Steps === | ||
+ | |||
+ | |For every Result Name specified, there will be 6 results:\\ \\ * ResultName_SegmentName[[# | ||
+ | |||
+ | |* Target Size: | ||
+ | |||
+ | **NOTE:** If the contact point is still too large, go to **Settings -> Modify Scale of 3D Graphics** and decrease the Target Size. | ||
+ | |||
+ | === Camera Settings === | ||
+ | |||
+ | The skeleton toggle button on the toolbar turns segment drawings on/off: | ||
+ | |||
+ | * All on | ||
+ | * Kinematic on | ||
+ | * Kinetic on | ||
+ | * All off | ||
+ | |||
+ | You can set one segment to be always drawn by right click on the segment name under Kinetic_Kinematic in the data tree, and selecting "Draw Segment Properties" | ||
+ | |||
+ | You can manually adjust the camera perspective: | ||
+ | |||
+ | * Right Mouse: Zoom in/out | ||
+ | * Left Mouse: Rotation | ||
+ | * Right + Left Mouse: Translate | ||
+ | |||
+ | You can set the camera perspective to lock onto a segment by going to View -> Set Camera Perspective. | ||
+ | |||
+ | |||
visual3d/documentation/pipeline/signal_commands/compute_distance_map.1718644098.txt.gz · Last modified: 2024/06/17 17:08 by sgranger