如何在点云中获取立方体的对角线?

How to get diagonal line of a cube in a point cloud?

我有一个立方体的点云。我用 random() 创建了它,所以所有 x、y、z 点都在 0 和 1 之间。我是这样创建立方体的。

import numpy as np
import open3d
import random

listPoints = []

for i in range(10000):
    x = random.random()
    y = random.random()
    z = random.random()
    listPoints.append([x,y,z])

arrayPoints = np.asarray(listPoints) 

point_cloud = open3d.PointCloud()
point_cloud.points = open3d.Vector3dVector(arrayPoints)
open3d.draw_geometries([point_cloud])

现在我想得到对角线上的点。我现在如何让点垂直于一个点。我需要根据度数乘以一些值,但我不知道该怎么做。我用来垂直于立方体中间的代码:(Y 是 0.5,所以我保持静态并检查所有具有 0.5 Y 值的点)

listPoints2 = []

minimumY = 0.5 - 0.02
maximumY = 0.5 + 0.02

for i in range(10000):
    if(listPoints[i][1] < maximumY and listPoints[i][1] > minimumY):
        listPoints2.append([listPoints[i][0],listPoints[i][1],listPoints[i][2]])

arrayPoints2 = np.asarray(listPoints2) 

point_cloud2 = open3d.PointCloud()
point_cloud2.points = open3d.Vector3dVector(arrayPoints2)
open3d.draw_geometries([point_cloud2])

我的最终输出有垂直点。我希望它像对角线一样倾斜。

我应该用什么乘以我的值以获得对角线?

你需要的是计算一个点到轴的垂直距离见:

由此您只需测试所有点是否足够接近立方体的 4 条对角线。在 C++ 中(抱歉不是 Python 编码员)它看起来像这样:

//---------------------------------------------------------------------------
const int n=10000;  // points
const int n3=n+n+n; // points*dimensions
double pnt[n3];     // points x,y,z ...
DWORD  col[n];      // colors rgba, ...
//---------------------------------------------------------------------------
double distance_point_axis(double *p,double *p0,double *dp)
    {
    int i;
    double l,d,q[3];
    for (i=0;i<3;i++) q[i]=p[i]-p0[i];                  // q = p-p0
    for (l=0.0,i=0;i<3;i++) l+=dp[i]*dp[i];             // l = |dp|^2
    for (d=0.0,i=0;i<3;i++) d+=q[i]*dp[i];              // d = dot(q,dp)
    if (l<1e-10) d=0.0; else d/=l;                      // d = dot(q,dp)/|dp|^2
    for (i=0;i<3;i++) q[i]-=dp[i]*d;                    // q=q-dp*dot(q,dp)/|dp|^2
    for (l=0.0,i=0;i<3;i++) l+=q[i]*q[i]; l=sqrt(l);    // l = |q|
    return l;
    }
//---------------------------------------------------------------------------
void pnt_init()
    {
    Randomize();
    int i,i3,j;
    double r=0.1;  // radius of diagonals cylinders
    double diag[4*6]=
        {
        // p0        dp
        0.0,0.0,0.0, +1.0,+1.0,+1.0, // diagonal 1
        0.0,1.0,0.0, +1.0,-1.0,+1.0, // diagonal 2
        1.0,0.0,0.0, -1.0,+1.0,+1.0, // diagonal 3
        1.0,1.0,0.0, -1.0,-1.0,+1.0, // diagonal 4
        };
    // compute some uniformly random points <0,1>
    for (i3=0;i3<n3;i3++) pnt[i3]=Random();
    // compute color
    for (i=0,i3=0;i<n;i++,i3+=3)
        {
        // graysh
        col[i]=0x00303030;
        // diagonals
        j=0;
        if (distance_point_axis(pnt+i3,diag+j+0,diag+j+3)<r) col[i]|=0x00FF0000; j+=6;
        if (distance_point_axis(pnt+i3,diag+j+0,diag+j+3)<r) col[i]|=0x0000FF00; j+=6;
        if (distance_point_axis(pnt+i3,diag+j+0,diag+j+3)<r) col[i]|=0x000000FF; j+=6;
        if (distance_point_axis(pnt+i3,diag+j+0,diag+j+3)<r) col[i]|=0x00FF00FF; j+=6;
        }
    }
//---------------------------------------------------------------------------
void gl_draw()
    {
    int i,i3;
    static double ang=0.0; ang+=2.5; if (ang>360.0) ang-=360.0;
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glEnable(GL_DEPTH_TEST);
    glDisable(GL_TEXTURE_2D);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(-0.5,-0.5,-5.0);
    glRotatef(ang,0.5,0.5,0.5);

    // render points froma list
    glBegin(GL_POINTS);
    for (i=0,i3=0;i<n;i++,i3+=3)
        {
        glColor4ubv((BYTE*)(col+i));
        glVertex3dv(pnt+i3);
        }
    glEnd();

//  glFlush();
    glFinish();
    SwapBuffers(hdc);
    }
//---------------------------------------------------------------------------

所以我声明了 4 个轴 diag[4*6](起点和方向向量)并且只设置每个点的颜色接近预定义的 RGB 颜色...

此处预览:

和GIF动图:

如果你想要更简单的东西,那么立方体的主对角线是

x = y = z

所以简单测试一下

fabs(x-y)+fabs(x-z)+fabs(y-z) <= 1e-2

对于每个点...其他对角线只是镜像所以只需将镜像 coordinate 替换为 1-coordinate