Example #1
0
        /// <summary>
        /// Hopf Link between two points on S^2.
        /// </summary>
        public static void HopfLink(StreamWriter sw, Vector3D s2_1, Vector3D s2_2, bool anti)
        {
            Vector3D[] circlePoints;
            string     circleString;

            circlePoints = OneHopfCircleProjected(s2_1, anti);
            circleString = PovRay.EdgeSphereSweep(circlePoints, SizeFunc);
            sw.WriteLine(circleString);
            circlePoints = OneHopfCircleProjected(s2_2, anti);
            circleString = PovRay.EdgeSphereSweep(circlePoints, SizeFunc);
            sw.WriteLine(circleString);

            Mesh mesh = new Mesh();

            Vector3D[] interpolated = S3.GeodesicPoints(s2_1, s2_2);
            for (int i = 0; i < interpolated.Length - 1; i++)
            {
                Vector3D   v1 = interpolated[i];
                Vector3D   v2 = interpolated[i + 1];
                Vector3D[] p1 = OneHopfCircleProjected(v1, anti);
                Vector3D[] p2 = OneHopfCircleProjected(v2, anti);

                for (int j = 0; j < p1.Length - 1; j++)
                {
                    Mesh.Triangle t1 = new Mesh.Triangle(p1[j], p1[j + 1], p2[j]);
                    Mesh.Triangle t2 = new Mesh.Triangle(p2[j], p1[j + 1], p2[j + 1]);
                    mesh.Triangles.Add(t1);
                    mesh.Triangles.Add(t2);
                }
            }

            PovRay.WriteMesh(sw, mesh, append: true);
        }
Example #2
0
        private void AppendMesh(List <H3.Cell.Edge> fiberList, string filename)
        {
            Mesh mesh = new Mesh();

            for (int j = 0; j < fiberList.Count - 1; j++)
            {
                AddRow(mesh, fiberList[j], fiberList[j + 1]);
            }
            //AddRow( mesh, fiberList.Last(), fiberList.First() );
            PovRay.WriteMesh(mesh, filename, append: true);
        }
Example #3
0
        public static void RLD_Surface()
        {
            RLD_outputs outputs;
            Mesh        mesh = new Mesh();

            SurfaceInternal(out outputs);
            double scale = m_params.Scale;

            // Now add in all the catenoids.
            double mInc = Math.PI * 2 / m_params.M;

            for (int k = 1; k < outputs.x_i.Length; k++)
            {
                for (int m = 0; m < m_params.M; m++)
                {
                    Vector3D loc = SphericalCoords.SphericalToCartesian(new Vector3D(1, Math.PI / 2 - outputs.x_i[k], m * mInc));
                    mesh.Append(Catenoid(scale, loc, outputs.phi_i[k], outputs.t_i[k]));
                }
            }

            PovRay.WriteMesh(mesh, "RLD.pov");
        }
Example #4
0
        public static void CatenoidBasedSurface()
        {
            RLD_outputs outputs;

            SurfaceInternal(out outputs);
            double scale = m_params.Scale;

            // Map a point for a given k/m from the hemihypersphere to the complex plane.
            // You can also pass in -1 for k to get a point on the equator of the hemihypersphere.
            double mInc = Math.PI * 2 / m_params.M;
            Func <RLD_outputs, int, int, Vector3D> onPlane = (o, k, m) =>
            {
                double theta = k == -1 ? 0 : outputs.x_i[k];
                theta += Math.PI / 2;
                return
                    (Sterographic.SphereToPlane(
                         SphericalCoords.SphericalToCartesian(
                             new Vector3D(1, theta, m * mInc)
                             )
                         ));
            };

            // Setup texture coords on fundamental triangle.
            // We'll use a fundamental triangle in the southern hemisphere,
            // with stereographically projected coords at (0,0), (1,0), and CCW on the unit circle depending on M.
            Polygon p = new Polygon();

            p.Segments.Add(Segment.Line(new Vector3D(), new Vector3D(1, 0)));
            p.Segments.Add(Segment.Arc(new Vector3D(1, 0), onPlane(outputs, 1, 1), onPlane(outputs, -1, 1)));
            p.Segments.Add(Segment.Line(onPlane(outputs, -1, 1), new Vector3D()));
            int levels = 9;

            TextureHelper.SetLevels(levels);
            Vector3D[] coords         = TextureHelper.TextureCoords(p, Geometry.Spherical, doGeodesicDome: true);
            int[]      elementIndices = TextureHelper.TextureElements(1, levels);

            // Setup a nearTree for the catenoid locations (on the plane).
            NearTree nearTree = new NearTree(Metric.Spherical);

            for (int k = 1; k < outputs.x_i.Length; k++)
            {
                for (int m = 0; m <= 1; m++)
                {
                    Vector3D loc = onPlane(outputs, k, m);
                    nearTree.InsertObject(new NearTreeObject()
                    {
                        ID = k, Location = loc
                    });
                }
            }

            // Given a point on the plane, find the nearest catenoid center and calculate the height of the surface based on that.
            // This also calculates the locking of the point.
            Func <Vector3D, Tuple <double, Vector3D, Vector3D> > heightAndLocking = coord =>
            {
                NearTreeObject closest;
                if (!nearTree.FindNearestNeighbor(out closest, coord, double.MaxValue))
                {
                    throw new System.Exception();
                }

                Vector3D locked = new Vector3D();
                if (p.Segments[0].IsPointOn(coord) ||
                    p.Segments[2].IsPointOn(coord))
                {
                    locked = new Vector3D(1, 1, 0, 0);
                }
                //if( p.Segments[1].IsPointOn( v ) )		// Not working right for some reason, but line below will work.
                if (Tolerance.Equal(coord.Abs(), 1))
                {
                    locked = new Vector3D(1, 1, 1, 0);
                }

                Vector3D vSphere = Sterographic.PlaneToSphere(coord);
                Vector3D cSphere = Sterographic.PlaneToSphere(closest.Location);
                double   dist    = vSphere.AngleTo(cSphere);

                int    k          = (int)closest.ID;
                double waist      = outputs.t_i[k];
                double rld_height = outputs.phi_i[k];

                double h      = waist * 3.5 * 2;                                        // height where catenoid will meet rld_height.
                double factor = scale * rld_height * 2 / h;                             // Artifical scaling so we can see things.
                dist /= factor;

                double z = double.NaN;
                if (dist >= waist)
                {
                    z = waist * DonHatch.acosh(dist / waist);
                }
                else if (dist >= 0.7 * waist)
                {
                    z = 0;

                    // Move the coord to the thinnest waist circle.
                    Mobius m = new Mobius();
                    m.Hyperbolic(Geometry.Spherical, coord.ToComplex(), waist / dist);
                    coord = m.Apply(coord);
                }

                if (dist < waist * 20)
                {
                    locked = new Vector3D(1, 1, 1, 1);
                }

                return(new Tuple <double, Vector3D, Vector3D>(z * factor, locked, coord));
            };

            // Calculate all the coordinates.
            Vector3D[] locks = new Vector3D[coords.Length];
            for (int i = 0; i < coords.Length; i++)
            {
                Vector3D coord = coords[i];
                var      hl    = heightAndLocking(coord);
                locks[i]  = hl.Item2;
                coord     = hl.Item3;
                coords[i] = Normal(Sterographic.PlaneToSphere(coord), (double)hl.Item1);
            }

            // Relax it.
            Relax(coords, elementIndices, locks);

            Mesh   mesh = new Mesh();
            Sphere s    = new Sphere();

            for (int i = 0; i < elementIndices.Length; i += 3)
            {
                Vector3D a = coords[elementIndices[i]];
                Vector3D b = coords[elementIndices[i + 1]];
                Vector3D c = coords[elementIndices[i + 2]];
                if (a.DNE || b.DNE || c.DNE)
                {
                    continue;
                }

                for (int m = 0; m <= 0; m++)
                {
                    mesh.Triangles.Add(new Mesh.Triangle(a, b, c));
                    mesh.Triangles.Add(new Mesh.Triangle(
                                           s.ReflectPoint(a),
                                           s.ReflectPoint(b),
                                           s.ReflectPoint(c)));
                    a.RotateXY(mInc);
                    b.RotateXY(mInc);
                    c.RotateXY(mInc);
                }
            }

            PovRay.WriteMesh(mesh, "RLD.pov");
        }