gmsh, minimum distance between point and surface, to find the nearest surface - mesh

I'm trying to automatically set all the Points In the nearest surface.
As I didn't find a simple way to do it, I'm trying to manually find the nearest surface for the needed points.
Is it possible to calculate the minimum distance from a Point and a Surface?
so that I can call
Point{n} In Surface {id_nearest};
and get a mesh node for that geometry Point?
My tries involved the use of Field.Attractor and FacesList, creating a Field for each Surface and then trying to find in which field the Point is with isInside. But this seems harder than it likely is and didn't work.

Related

GPS coordinates analisys library

I am working on a project where I save the Latitude and Longuite of a vehicle each an interval. I have also a route saved as an array of gps coordinates. So I would like to know if there is some library, that helps me to know if a point is inside the rout and other basic calculations with the coordinates as distance calculations for ex.
Any tool an any language helps!
Based on your comment, since you're not building a typical internet map, I might recommend you use a combination of Python and the Shapely library. You can see some nice examples on this post over at GIS.SE.
GIS Analyses: Geometry Types, Buffering, Intersection, etc.
In order to treat several individual Lat/Long positions as a "route", you'll need to format them as points in a LineString geometry type. Also beware: In most GIS software, points are arranged as X,Y. That means you'll be adding your points as Long,Lat. Inverting this is a common mistake that can be frustrating if you're not aware of it.
Next, in order to test whether any given point is within your route, you'll need to Buffer your route (LineString). I would use the accuracy of the GPS unit, + a few extra meters, as my buffering radius. This will give you a proper geometry (Polygon) for a Point-In-Polygon test (i.e. Intersection) that will calculate whether a given point is within the bounds of the route.
The GIS.SE post I linked to provides examples for both buffering and intersection using Python and Shapely.
Some notes about coordinates: Geodetic vs. Cartesian
I'm not confident if Shapely will perform reliable calculations on geodetic data, which is what we call the familiar coordinates you get from GPS. Before doing operations in Shapely, you may need to translate your long/lat points into projected X/Y coordinates for an appropriate coordinate system, such as UTM, etc. (Hopefully someone will comment whether this is necessary.)
Assuming this is necessary, you could add the PyProj library to give you a bridge between the GPS coordinates you have and the Cartesian coordinates you need. PyProj is the one-size-fits-all solution to this problem. However if UTM coordinates will work you might find the library cited here to be easier to implement.
If you decide to go with PyProj, it will help to know that your GPS data is described by the EPSG:4326 coordinate system. And if you are comfortable with UTM for your projected coordinates, you'll need need to determine an appropriate UTM zone for your area and get its Proj4 coordinate definition from SpatialReference.org.
For example I live in South Carolina, USA, which is UTM 17 North. So if I go to SpatialReference.org, search for "EPSG UTM zone 17N", select the option which references "WGS 1984" (I happen to know this means units in meters), then click on the Proj4 link, the site provides the coordinate system definition I'm after in Proj4 notation:
+proj=utm +zone=17 +ellps=WGS84 +datum=WGS84 +units=m +no_defs
If you're not comfortable diving into the world of coordinate systems, EPSG codes, Proj4 strings and such, you might want to favor that alternate coordinate translation library I mentioned earlier rather than PyProj. On the other hand, if you will benefit from a more localized coordinate system (most countries have their own localized systems), or if you need to keep your code portable for use in many areas, I'd recommend using PyProj and make sure to keep your Proj4 definition string in a config file, and NOT hard-coded throughout your app!

Mesh to mesh. Mesh fitting (averaging). Mesh comparison.

I have 3 sets of point cloud that represent one surface. I want to use these point clouds to construct triangular mesh, then use the mesh to represent the surface. Each set of point cloud is collected in different ways so their representation to this surface are different. For example, some sets can represent the surface with smaller "error". My questions are:
(1) What's the best way to evaluate such mesh-to-surface "error"?
(2) Is there a mature/reliable way to convert point cloud to triangular mesh? I found some software doing this but most requests extensive manual adjustment.
(3) After the conversion I get three meshes. I want to use a fourth mesh, namely Mesh4, to "fit" the three meshes, and get an "average" mesh of the three. Then I can use this Mesh4 as a representation of the underlying surface. How can I do/call this "mesh to mesh" fitting? Is it a mature technique?
Thank you very much for your time!
Please find below my answers for point 1 and 2:
as a metric for mesh-to-surface error you can use Hausdorff distance. For example, you could use Libigl to compare two meshes.
To obtain a mesh from a point cloud, have a look at PCL

interpolation and projection on geo-spatial data

everyone
recently I am trying to solve the location error generated by GPS, so I came up with an idea of projecting the GPS points to the nearest road, as shown bellow [1]. But I know that indeed earth is not a flat plane and general projection method is not adaptive to this problem. What should I do to deal with the projection problem that exists on sphere to get a better precision?
![1]: http://imgur.com/nL7tB7m
Similarly, when it comes to interpolation between two points, same problem emerged. I did once assume two points were closed so I could ignore the flatness
effect, but failed if their distance was long enough. Regular interpolation method won't give me a better-precision result.
![2]: http://imgur.com/rOSu8gk

Algorithm for reducing GPS track data to discard redundant data?

We're building a GIS interface to display GPS track data, e.g. imagine the raw data set from a guy wandering around a neighborhood on a bike for an hour. A set of data like this with perhaps a new point recorded every 5 seconds, will be large and displaying it in a browser or a handheld device will be challenging. Also, displaying every single point is usually not necessary since a user can't visually resolve that much data anyway.
So for performance reasons we are looking for algorithms that are good at 'reducing' data like this so that the number of points being displayed is reduced significantly but in such a way that it doesn't risk data mis-interpretation. For example, if our fictional bike rider stops for a drink, we certainly don't want to draw 100 lat/lon points in a cluster around the 7-Eleven.
We are aware of clustering, which is good for when looking at a bunch of disconnected points, however what we need is something that applies to tracks as described above. Thanks.
A more scientific and perhaps more math heavy solution is to use the Ramer-Douglas-Peucker algorithm to generalize your path. I used it when I studied for my Master of Surveying so it's a proven thing. :-)
Giving your path and the minimum angle you can tolerate in your path, it simplifies the path by reducing the number of points.
Typically the best way of doing that is:
Determine the minimum number of screen pixels you want between GPS points displayed.
Determine the distance represented by each pixel in the current zoom level.
Multiply answer 1 by answer 2 to get the minimum distance between coordinates you want to display.
starting from the first coordinate in the journey path, read each next coordinate until you've reached the required minimum distance from the current point. Repeat.

Detect Collision point between a mesh and a sphere?

I am writing a physics simulation using Ogre and MOC.
I have a sphere that I shoot from the camera's position and it travels in the direction the camera is facing by using the camera's forward vector.
I would like to know how I can detect the point of collision between my sphere and another mesh.
How would I be able to check for a collision point between the two meshes using MOC or OGRE?
Update: Should have mentioned this earlier. I am unable to use a 3rd party physics library as we I need to develop this myself (uni project).
The accepted solution here flat out doesn't work. It will only even sort of work if the mesh density is generally high enough that no two points on the mesh are farther apart than the diameter of your collision sphere. Imagine a tiny sphere launched at short range on a random vector at a huuuge cube mesh. The cube mesh only has 8 verts. What are the odds that the cube is actually going to hit one of those 8 verts?
This really needs to be done with per-polygon collision. You need to be able to check intersection of polygon and a sphere (and additionally a cylinder if you want to avoid tunneling like reinier mentioned). There are quite a few resources for this online and in book form, but http://www.realtimerendering.com/intersections.html might be a useful starting point.
The comments about optimization are good. Early out opportunities (perhaps a quick check against a bounding sphere or an axis aligned bounding volume for the mesh) are essential. Even once you've determined that you're inside a bounding volume, it would probably be a good idea to be able to weed out unlikely polygons (too far away, facing the wrong direction, etc.) from the list of potential candidates.
I think the best would be to use a specialized physics library.
That said. If I think about this problem, I would suspect that it's not that hard:
The sphere has a midpoint and a radius. For every point in the mesh do the following:
check if the point lies inside the sphere.
if it does check if it is closer to the center than the previously found point(if any)
if it does... store this point as the collision point
Of course, this routine will be fairly slow.
A few things to speed it up:
for a first trivial reject, first see if the bounding sphere of the mesh collides
don't calc the squareroots when checking distances... use the squared lengths instead.(much faster)
Instead of comparing every point of the mesh, use a dimensional space division algorithm (quadtree / BSP)for the mesh to quickly rule out groups of points
Ah... and this routine only works if the sphere doesn't travel too fast (relative to the mesh). If it would travel very fast, and you sample it X times per second, chances are the sphere would have flown right through the mesh without every colliding. To overcome this, you must use 'swept volumes' which basically makes your sphere into a tube. Making the math exponentially complicated.