how to create a 3 dimensional circle window in spat stat? - r

I am struggling to create a 3d disc window for the pp3 in spatatat.
the shape of the window is similar to a petri dish: a radius of 5cm and the wall is 3 cm high.
i managed to create a 3d box, but i cant figure how to do it for a circle.
is it possible to do?
does spatstat know how to analyze point pattern in a 3d circle?
thanks in advance for your help

Spatstat han only handle boxes in 3d and higher dimensions.

You mean a cylinder.
Currently spatstat only supports rectangular box regions (in 3D and higher dimensions).
I will take this as a feature request. Do you have data that you could share with us?

Related

Is there a formular, to detect the direction a square is facing, given all 4 points of the square?

Here is a drawing of the concept. My smalish QR script gives me the 4 points of the (perspectivly skewed) rectangle. I now all points and therefore all angles. I can determine the center by some basic geometry, but I dont get how I could calculate the vector of the direction the rect/plane is facing (red line in the diagramm). I'm looking to achieve some kind of minimal AR effect.
Thank you.

3D mesh to particle cloud conversion

I need to convert arbitrary triangulated 3D mesh to cloud of particles that are uniformly spaced.
First thought was to try find a way to fill one 3D triangle. And then fill each triangle of mesh, removing duplicated particles on edges, but that's just hard and too much work. I was hoping for some more-math way.
Can anyone point me to an algorithm which can help me do my task correctly... well, at least approximatively?
Thanks
There are two main options:
Voxelization of mesh. Easy to implement the conversion of mesh to voxels, but it's inaccurate since uniform spacing cannot be achieved: distance between cubes can be x, x*sqrt(2) or x*sqrt(3) depending if neighbor cubes are in same plane and adjacent.
Poisson disk sampling on surface. Hard to implement and lack of research material and code, but mathematically very correct. Some links:
http://research.microsoft.com/apps/pubs/default.aspx?id=135760
http://web.mysites.ntu.edu.sg/cwfu/public/Shared%20Documents/dualtiling/index.html
You could convert the TIN to raster using a GIS package or software such as R, then retrieve one point at the center of each pixel representing the value. (Example in ArcGIS)
EDIT: If the irregular 3D mesh has multiple heights per {x, y} a similar approach would be to sample the mesh using a voxel "grid" and keep one value per voxel. GRASS GIS has the functionality to take the vertices of the TIN (3d mesh) and convert them to voxels, then back to a regular 3d cloud.

Collision detection between a capped cylinder and an AABB?

I'm making a game where the player is an upright capped cylinder, and the world is axis aligned bounding boxes. Given this, how could I check if the cylinder is intersecting a box?
Thanks
It's mostly a 2D problem.
For each AABB, test that the vertical dimensions of the cylinder overlap the vertical dimensions of the AABB. If so, then the test reduces to a 2D case, otherwise, there's no collision.
Then, in the 2D case you need to find if your circle intersects a rectangle... and I'll just refer you to here:
Circle-Rectangle collision detection (intersection)

Calculating 2D angles for 3D objects in perspective

Imagine a photo, with the face of a building marked out.
Its given that the face of the building is a rectangle, with 90 degree corners. However, because its a photo, perspective will be involved and the parallel edges of the face will converge on the horizon.
With such a rectangle, how do you calculate the angle in 2D of the vectors of the edges of a face that is at right angles to it?
In the image below, the blue is the face marked on the photo, and I'm wondering how to calculate the 2D vector of the red lines of the other face:
example http://img689.imageshack.us/img689/2060/leslievillestarbuckscor.jpg
So if you ignore the picture for a moment, and concentrate on the lines, is there enough information in one of the face outlines - the interior angles and such - to know the path of the face on the other side of the corner? What would the formula be?
We know that both are rectangles - that is that each corner is a right angle - and that they are at right angles to each other. So how do you determine the vector of the second face using only knowledge of the position of the first?
It's quite easy, you should use basic 2 point perspective rules.
First of all you need 2 vanishing points, one to the left and one to the right of your object. They'll both stay on the same horizon line.
alt text http://img62.imageshack.us/img62/9669/perspectiveh.png
After having placed the horizon (that chooses the sight heigh) and the vanishing points (the positions of the points will change field of view) you can easily calculate where your lines go (of course you need to be able to calculate the line that crosses two points: i think you can do it)
Honestly, what I'd do is a Hough Transform on the image and determine a way to identify the red lines from the image. To find the red lines, I'd find any lines in the transform that touch your blue ones. The good thing about the transform is that you get angle information for free.
Since you know that you're looking at lines, you could also do a Radon Transform and look for peaks at particular angles; it's essentially the same thing.
Matlab has some nice functionality for this kind of work.

Detect Shapes in an array of points

I have an array of points. I want to know if this array of point represents a circle, a square or a triangle.
Where should i begin? (i use C#)
Thanks
Jon
Depending on your problem, a good approach for this problem may be to use the Hough transform and all its derived algorithm
It consists in a transformation of the image space to an other space where the coordinate represents the objects parameters (angle and initial point for a line, coordinates of the center and radius for a circle)
The algorithm transforms each point of your array of points in points in the other space. Then you have to search in the new space if some points are prevailing. From these points, you will get the parameters of your object.
Of course, you need to do it once to recognize the lines (so you will know how many lines are in your bitmap and where they are) and to it to recognize the circles (it is not exactly the same algorithm)
You may have a look to this lecture (for Hough Circle Transform), but you could easily find the algorithm for line
EDIT: you can also have a look to these answers
Shape recognition algorithm(s)
Detecting an object on the image based on geometrical form
imagine it is each of these one-by-one and try to fit each of these shapes on the data.. for a square, you could find the four extreme points, and try charting out a square that goes through all of them..
Once you have got a shape in place.. you could measure the distance between each of the points and the part of the shape that is nearest to it.. then square these distances and add them up.. the shape which has the smallest sum-of-squares is probably your best bet
Use the Hough Transform.
I'm going to take a wild stab and say if you have 3 points the shape represents a triangle, 4 points is some kind of quadrilateral, any more than that is a circle.
Perhaps there's more information to your problem you could provide.

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