Re: Mathematica bug in Graphics3D ??

*To*: mathgroup at smc.vnet.net*Subject*: [mg22245] Re: [mg22213] Mathematica bug in Graphics3D ??*From*: Hartmut Wolf <hwolf at debis.com>*Date*: Sat, 19 Feb 2000 01:33:46 -0500 (EST)*Organization*: debis Systemhaus*References*: <200002180734.CAA08264@smc.vnet.net> <38AD099B.A82C78AC@gsmail05.darmstadt.dsh.de>*Sender*: owner-wri-mathgroup at wolfram.com

I'd like to publish part of a following up conversation between Axel and me (with some additions). I had written: Hartmut Wolf schrieb: > > Axel Kowald schrieb: > > > > Hello, > > > > I'm using Mathematica 4.0.1.0 under NT4 and when I try: > > > > Show[Graphics3D[Polygon[{{2.5, Sqrt[3]/2, 0}, {3.5, Sqrt[3]/2, 0}, > > {4, Sqrt[3], 0}, {3, 2*Sqrt[3], 0}, {2, 2*Sqrt[3], 0}, > > {3, Sqrt[3], 0}} ]], Axes -> True] > > > > Mathematica draws a polygon with only 5 corners where the last point > > {3,Sqrt[3],0} is missing. Am I doing something wrong here or what is > > going on ? > > > > Hallo Axel, > > this is a problem encountered very often. When you name g1 to your > Graphics3D and then do (with some knowledge of the rainbow) ... > > pp = Transpose[{Hue /@ (0.15 (Range[Length[g1[[1, 1]]]]-1)), > Point /@ g1[[1, 1]]}] > ~Prepend~PointSize[0.05]; > > Show[g1, Graphics3D[pp]] > > ... you'll see that your last point of the Polygon lies within its > plane. So it cannot be closed correctly. Just move the points around > (keeping their cyclical order of course) > > Show[RotateRight[g1, {0, 0, 1}], Graphics3D[pp]] > Axel now answered (translation is mine): > Does this mean _Mathematica_ can only draw convex polygones? > Certainly not, since after the repair above you have the non-convex polygon drawn "correctly" -- we will have to see what this means! > What shall I do with a program generating hundreds of polygons? Write a routine, > that takes considerable effort to test which is the correct sequence of the points > to be specified for Polygon? Well Axel, the problem is more difficult. Giving a sequence of points (modulo cyclic permutation) means specifying the (directed) borderline of the polygon. In 2 dimensions this defines the polygon unambiguously. Not so for 3 dimensions! Take as a simple example the points at the corners of a regular tetraeder. The sequence given defines a path along the edges of the tetraeder -- along 4 edges of 6. Two edges are not travelled. Now you have two choices to span the 3 dim Polygon: each choice includes *one* of the unused edges, the other edge is left "open". Mathematica can't know which possibility is the right one, so it makes a choice by its algorithm: the points 1-2-3 span one triangle surface, the points 1-3-4 span the second. You can inspect this: quad = {{-1, 0, -1}, {0, -1, 1}, {1, 0, -1}, {0, 1, 1}} Show[Show[ Graphics3D[{EdgeForm[Thickness[0.01], Hue[0.3]], Polygon[quad]}, PolygonIntersections -> False]]] ...and after rotation of the points you get the second possibility Show[Show[ Graphics3D[{EdgeForm[Thickness[0.01], Hue[0.3]], Polygon[RotateRight[quad]]}, PolygonIntersections -> False]]] (Better use Option PolygonIntersections -> False to see that more clearly; also you might view the object from different viewpoints.) For Polygons of higher order you get increasingly more possibilities. And so I guess _Mathematica_'s algorithm works incrementally as such: first it takes 1-2-3 to make up the first triangle, then 1-3-4 for the second, then 1-4-5, ... This would explain the appearance of your misshaped polygon. (And some (plane) polygons can never be drawn "correctly" with this algorithm -- yet the algorithm certainly works for convex (plane) polygons.) Now you might argue: since the points all lie in a plane Mathematica should detect that case,... But the points are specified by imprecise numbers, so with what tolerance should they be given? Mathematica cannot know, yet you, i.e. your application does. Best specify only the triangles with edges drawn (EdgeForm[]) and specify the edges seperately as a Line primitive. There is an obvious algorithm to do so incrementally for the plane: just avoid internal lines cross the edges (in the plane) _and_ each edge must rest with one side "open", exteriour and one side "closed", interiour. You see this works for a plane and only for a plane. In the true 3 dim case specifying the sequence of points for the edges is just not enough, so then build up your Graph from triangles and edge lines. How to do that must come out of your basic algorithm. Kind regards, Hartmut

**References**:**Mathematica bug in Graphics3D ??***From:*Axel Kowald <axel@itb.biologie.hu-berlin.de>

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**Re: Mathematica bug in Graphics3D ??**

**Re: Mathematica bug in Graphics3D ??**