|
| 1 | +# Retrieving absolute coordinates |
| 2 | + |
| 3 | +Alejandro Morales |
| 4 | + |
| 5 | +Centre for Crop Systems Analysis - Wageningen University |
| 6 | + |
| 7 | +In VPL, a turtle graphics approach is used to generate 3D geometry from graphs. In this |
| 8 | +approach, geometry is generated locally relative to the current position and orientation |
| 9 | +of the so-called turtle (inside `feed!()` methods specialized for each type of node by |
| 10 | +the user). However, sometimes it is required to obtain the absolute coordinates and |
| 11 | +orientation of a mesh in the scene. For example, the user may want to assign nitrogen |
| 12 | +levels to a leaf based on its absolute position inside the canopy by assuming a |
| 13 | +particular canopy nitrogen profile. Or we may want to know the angle of a branch with |
| 14 | +respect to the horizontal plane (e.g., when studying gravitropism). |
| 15 | + |
| 16 | +In this little guide we will show how to extract this information from the turtle inside |
| 17 | +the `feed!()` method so that users can make use of this information. We will also show |
| 18 | +how to retrieve the absolute coordinates of the triangles both from the turtle, a mesh |
| 19 | +or a scene. |
| 20 | + |
| 21 | +## Extracting state of the turtle |
| 22 | + |
| 23 | +The turtle is defined by its position and three axes: `arm`, `up` and `head`. The |
| 24 | +directions defined by these vectors correspond to the `width`, `height` (if present) and |
| 25 | +`length` of geometry primitives. These geometry primitives are generated in front of the |
| 26 | +turtle, starting at its current position. If a geometry primitive is added to the turtle |
| 27 | +using the argument `move = true`, the turtle will move a distance `length` along the |
| 28 | +`head` axis. From this information one can retrieve several properties of the generated |
| 29 | +geometry (e.g., its center, orientation, etc.). |
| 30 | + |
| 31 | +To retrieve the state of the turtle we use the methods `pos`, `arm`, `up` and `head`. |
| 32 | +Let's illustrate this with a modified version of the [Tree tutorial](https://virtualplantlab.com/dev/tutorials/from_tree_forest/tree/) where we will |
| 33 | +calculate the location and inclination angle (with respect to the horizontal plane) of |
| 34 | +each leaf. |
| 35 | + |
| 36 | +Let's start with the definition of the types required to build a tree: |
| 37 | + |
| 38 | +```julia |
| 39 | +using VirtualPlantLab |
| 40 | +using ColorTypes: RGB |
| 41 | +import GLMakie |
| 42 | +using Plots |
| 43 | +import Random: seed! |
| 44 | +import Statistics: mean |
| 45 | +using StatsPlots |
| 46 | + |
| 47 | +module TreeTypes |
| 48 | + import VirtualPlantLab as VPL |
| 49 | + # Meristem |
| 50 | + struct Meristem <: VPL.Node end |
| 51 | + # Bud |
| 52 | + struct Bud <: VPL.Node end |
| 53 | + # Node |
| 54 | + struct Node <: VPL.Node end |
| 55 | + # BudNode |
| 56 | + struct BudNode <: VPL.Node end |
| 57 | + # Internode (needs to be mutable to allow for changes over time) |
| 58 | + Base.@kwdef mutable struct Internode <: VPL.Node |
| 59 | + length::Float64 = 0.10 # Internodes start at 10 cm |
| 60 | + end |
| 61 | + # Leaf |
| 62 | + Base.@kwdef mutable struct Leaf <: VPL.Node |
| 63 | + length::Float64 = 0.20 # Leaves are 20 cm long |
| 64 | + width::Float64 = 0.1 # Leaves are 10 cm wide |
| 65 | + height::Float64 = 0.0 # Height of the center of the leaf |
| 66 | + angle::Float64 = 0.0 # Angle of the leaf with respect to the horizontal plane |
| 67 | + end |
| 68 | + # Graph-level variables |
| 69 | + Base.@kwdef struct treeparams |
| 70 | + growth::Float64 = 0.1 |
| 71 | + phyllotaxis::Float64 = 140.0 |
| 72 | + leaf_angle::Float64 = 30.0 |
| 73 | + branch_angle::Float64 = 45.0 |
| 74 | + end |
| 75 | +end |
| 76 | +import .TreeTypes |
| 77 | +``` |
| 78 | + |
| 79 | +We now define the `feed!()` methods for each type of node. Inside these methods we will |
| 80 | +calculate the absolute height and inclination angle of each leaf and store it inside the |
| 81 | +corresponding leaf node |
| 82 | + |
| 83 | +```julia |
| 84 | +function VirtualPlantLab.feed!(turtle::Turtle, i::TreeTypes.Internode, vars) |
| 85 | + # Rotate turtle around the head to implement elliptical phyllotaxis |
| 86 | + rh!(turtle, vars.phyllotaxis) |
| 87 | + HollowCylinder!(turtle, length = i.length, height = i.length/15, width = i.length/15, |
| 88 | + move = true, colors = RGB(0.5,0.4,0.0)) |
| 89 | + return nothing |
| 90 | +end |
| 91 | + |
| 92 | +# Create geometry + color for the leaves |
| 93 | +function VirtualPlantLab.feed!(turtle::Turtle, l::TreeTypes.Leaf, vars) |
| 94 | + # Rotate turtle around the arm for insertion angle |
| 95 | + ra!(turtle, -vars.leaf_angle) |
| 96 | + # Extract the position of the turtle and the head vector |
| 97 | + t_pos = pos(turtle) |
| 98 | + t_head = head(turtle) |
| 99 | + # The center of the leaf is length/2 in front of the turtle |
| 100 | + center = t_pos .+ 0.5*l.length*t_head |
| 101 | + l.height = center[3] # Height is the z-coordinate of the center |
| 102 | + # The inclination angle of the leaf is the same as the zenith angle of the up vector |
| 103 | + # This is given by the arc-cosine of the vertical component |
| 104 | + l.angle = acos(up(turtle)[3])*180/π # Convert to degrees |
| 105 | + l.angle = l.angle > 90 ? 180.0 - l.angle : l.angle # Correct for the angle being > 90 |
| 106 | + # Now we generate the leaf |
| 107 | + Ellipse!(turtle, length = l.length, width = l.width, move = false, |
| 108 | + colors = RGB(0.2,0.6,0.2)) |
| 109 | + # Rotate turtle back to original direction |
| 110 | + ra!(turtle, vars.leaf_angle) |
| 111 | + return nothing |
| 112 | +end |
| 113 | + |
| 114 | +# Insertion angle for the bud nodes |
| 115 | +function VirtualPlantLab.feed!(turtle::Turtle, b::TreeTypes.BudNode, vars) |
| 116 | + # Rotate turtle around the arm for insertion angle |
| 117 | + ra!(turtle, -vars.branch_angle) |
| 118 | +end |
| 119 | +``` |
| 120 | + |
| 121 | +We can see that the location and inclination of the leaf is calculated from the turtle's |
| 122 | +state inside the `feed!()` method and store in the leaf node as a side effect. This is |
| 123 | +important as we will not have updated information about the leaves until the scene is |
| 124 | +generated. Let's now add the rules for the tree growth (we ignore the more complex |
| 125 | +bud break rule that was used in the original tutorial and just break each bud with a |
| 126 | +probability of 25% assuming an uniform distribution): |
| 127 | + |
| 128 | +```julia |
| 129 | +meristem_rule = Rule(TreeTypes.Meristem, |
| 130 | + rhs = mer -> TreeTypes.Node() + |
| 131 | + (TreeTypes.Bud(), TreeTypes.Leaf()) + |
| 132 | + TreeTypes.Internode() + TreeTypes.Meristem()) |
| 133 | +branch_rule = Rule(TreeTypes.Bud, |
| 134 | + lhs = bud -> rand() <= 0.25, |
| 135 | + rhs = bud -> TreeTypes.BudNode() + TreeTypes.Internode() + TreeTypes.Meristem()) |
| 136 | +axiom = TreeTypes.Internode() + TreeTypes.Meristem() |
| 137 | +``` |
| 138 | + |
| 139 | +We add a function to grow the internodes over time: |
| 140 | + |
| 141 | +```julia |
| 142 | +function elongate!(tree) |
| 143 | + query = Query(TreeTypes.Internode) |
| 144 | + for x in apply(tree, query) |
| 145 | + x.length = x.length*(1.0 + data(tree).growth) |
| 146 | + end |
| 147 | +end |
| 148 | +``` |
| 149 | + |
| 150 | +And a query to extract the position and inclination of the leaves: |
| 151 | + |
| 152 | +```julia |
| 153 | +function leaf_info(tree) |
| 154 | + query = Query(TreeTypes.Leaf) |
| 155 | + heights = Float64[] |
| 156 | + angles = Float64[] |
| 157 | + for l in apply(tree, query) |
| 158 | + push!(heights, l.height) |
| 159 | + push!(angles, l.angle) |
| 160 | + end |
| 161 | + return heights, angles |
| 162 | +end |
| 163 | +``` |
| 164 | + |
| 165 | +We can now grow the tree: |
| 166 | + |
| 167 | +```julia |
| 168 | +function growth!(tree) |
| 169 | + elongate!(tree) |
| 170 | + rewrite!(tree) |
| 171 | +end |
| 172 | +``` |
| 173 | + |
| 174 | +And a simulation for `n` steps is achieved with a simple loop that returns the final |
| 175 | +tree and the heights and angles of the leaves throughout the simulation: |
| 176 | + |
| 177 | +```julia |
| 178 | +function simulate(n) |
| 179 | + # Initialize the tree |
| 180 | + tree = Graph(axiom = axiom, rules = (meristem_rule, branch_rule), |
| 181 | + data = TreeTypes.treeparams()) |
| 182 | + # Run simulation |
| 183 | + for i in 1:n |
| 184 | + growth!(tree) |
| 185 | + end |
| 186 | + Scene(tree) # Generate the scene to trigger feed!() methods |
| 187 | + heights, angles = leaf_info(tree) |
| 188 | + return tree, heights, angles |
| 189 | +end |
| 190 | +``` |
| 191 | + |
| 192 | +We can now run the simulation: |
| 193 | + |
| 194 | +```julia |
| 195 | +seed!(123456789); |
| 196 | +tree, heights, angles = simulate(25); |
| 197 | +``` |
| 198 | + |
| 199 | +We can check how the final tree looks like: |
| 200 | + |
| 201 | +```julia |
| 202 | +render(Scene(tree)) |
| 203 | +``` |
| 204 | + |
| 205 | +And we can plot the distribtuion of leaf heights and angles: |
| 206 | + |
| 207 | +```julia |
| 208 | +length(heights) |
| 209 | +density(heights, bandwidth = 1, trim = true) |
| 210 | +density(angles, bandwidth = 5, trim = true) |
| 211 | +``` |
| 212 | + |
| 213 | +We can see that the distribution of leaves over height is not uniform but rather there is |
| 214 | +a higher density of leaves towards the middle of the tree. This is an emergent pattern of |
| 215 | +the developmental rules and growth parameters defined in the model. Similarly, the angle |
| 216 | +distribution is not uniform bur rather skewed towards more vertical leaves. This is a |
| 217 | +result of the insertion angles of leaves and branches defined in the model. |
| 218 | + |
| 219 | +Note that in this example we are calculating the center and inclination angle of the |
| 220 | +leaf explicitly from the turtle's state. This is possible because the shape of the leaf |
| 221 | +is relatively simple. A more general approach is to extract the mesh from the scene and |
| 222 | +calculate the center and orientation of the leaf from the triangles. We will show how to |
| 223 | +do this in the next section. |
| 224 | + |
| 225 | +## Extracting triangles |
| 226 | + |
| 227 | +In VPL, all geometry is represented by triangular meshes. A mesh may be created by an |
| 228 | +user by calling any of the primitive constructors within VPL (e.g., `Rectangle!()`) or |
| 229 | +by any alternative code that generates a mesh and added using the `Mesh!()` method. This |
| 230 | +means that the turtle will internally store a single triangular mesh that combines all |
| 231 | +the geometry generated so far. This will be passed on to the scene and (when relevant) |
| 232 | +merged with other meshes. |
| 233 | + |
| 234 | +One possible approach is to generate the mesh inside the `feed!()` method without adding |
| 235 | +it to the turtle, extracting all the information needed and then adding the mesh to the |
| 236 | +turtle. In order to implement this we just need to modify the `feed!()` method for the |
| 237 | +leaves as follows: |
| 238 | + |
| 239 | +```julia |
| 240 | +# Create geometry + color for the leaves |
| 241 | +function VirtualPlantLab.feed!(turtle::Turtle, l::TreeTypes.Leaf, vars) |
| 242 | + # Rotate turtle around the arm for insertion angle |
| 243 | + ra!(turtle, -vars.leaf_angle) |
| 244 | + # We generate the leaf without adding it to the turtle -> just remove the "!" |
| 245 | + # And don't include colors or materials |
| 246 | + e = Ellipse(turtle, length = l.length, width = l.width, move = false) |
| 247 | + # Compute the center of the leaf |
| 248 | + verts = vertices(e) # Extract all vertices (vector of vertices) |
| 249 | + zs = getindex.(verts, 3) # Extract z-coordinate of each vertex |
| 250 | + l.height = mean(zs) # Average height of the leaf |
| 251 | + # Compute the inclination angle of the leaf (zenith of normal = inclination of plane) |
| 252 | + n = normals(e)[1] # All triangles will have the same normal so one suffices |
| 253 | + l.angle = acos(n[3])*180/π |
| 254 | + l.angle = l.angle > 90 ? 180.0 - l.angle : l.angle # Correct for the angle being > 90 |
| 255 | + # Add the leaf to the turtle (important to do transform = false, deepcopy = false) |
| 256 | + Mesh!(turtle, e, colors = RGB(0.2,0.6,0.2), transform = false, deepcopy = false) |
| 257 | + # Rotate turtle back to original direction |
| 258 | + ra!(turtle, vars.leaf_angle) |
| 259 | + return nothing |
| 260 | +end |
| 261 | +``` |
| 262 | + |
| 263 | +We can now run the simulation: |
| 264 | + |
| 265 | +```julia |
| 266 | +seed!(123456789); |
| 267 | +tree, heights2, angles2 = simulate(25); |
| 268 | +``` |
| 269 | + |
| 270 | +And confirm that we get the same tree: |
| 271 | + |
| 272 | +```julia |
| 273 | +render(Scene(tree)) |
| 274 | +length(angles) == length(angles2) |
| 275 | +``` |
| 276 | + |
| 277 | +The heights are the same:. |
| 278 | + |
| 279 | +```julia |
| 280 | +density(heights2, bandwidth = 1, trim = true, label="Triangles") |
| 281 | +density!(heights, bandwidth = 1, trim = true, label = "Turtle") |
| 282 | +``` |
| 283 | + |
| 284 | +The angles are also the same (makes sense since the normals of the triangles are the same |
| 285 | +as the up vector of the turtle): |
| 286 | + |
| 287 | +```julia |
| 288 | +density(angles2, bandwidth = 5, trim = true, label="Triangles") |
| 289 | +density!(angles, bandwidth = 5, trim = true, label = "Turtle") |
| 290 | +``` |
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