spherical | j symbols , and spherical harmonics

 by   moble Python Version: 1.0.14 License: MIT

kandi X-RAY | spherical Summary

kandi X-RAY | spherical Summary

spherical is a Python library. spherical has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. However spherical build file is not available. You can install using 'pip install spherical' or download it from GitHub, PyPI.

Python/numba package for evaluating and transforming Wigner's 𝔇 matrices, Wigner's 3-j symbols, and spin-weighted (and scalar) spherical harmonics. These functions are evaluated directly in terms of quaternions, as well as in the more standard forms of spherical coordinates and Euler angles.1. These quantities are computed using recursion relations, which makes it possible to compute to very high ℓ values. Unlike direct evaluation of individual elements, which will generally cause overflow or underflow beyond ℓ≈30, these recursion relations should be accurate for ℓ values beyond 1000. The conventions for this package are described in detail on this page.
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              spherical has a low active ecosystem.
              It has 30 star(s) with 2 fork(s). There are 3 watchers for this library.
              There were 1 major release(s) in the last 6 months.
              There are 1 open issues and 3 have been closed. On average issues are closed in 9 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of spherical is 1.0.14

            kandi-Quality Quality

              spherical has 0 bugs and 0 code smells.

            kandi-Security Security

              spherical has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              spherical code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              spherical is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              spherical releases are available to install and integrate.
              Deployable package is available in PyPI.
              spherical has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions, examples and code snippets are available.
              It has 3845 lines of code, 232 functions and 35 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed spherical and discovered the below as its top functions. This is intended to give you an instant insight into spherical implemented functionality, and help decide if they suit your requirements.
            • Calculate Wigner D
            • Single step of step 2
            • Calculate complex powers of complex power matrix
            • Compute the WignerH index
            • Multiply ellipsoids
            • Helper function for _multiplication_factor
            • Normalizes the function f
            • Subtracts the values from self
            • Add two modes together
            • Generate a range of Wigner h
            • Calculate the Wignerh size
            • Generate a range of ell_min and ell_max
            • R Calculate size of ellipse
            • Generate a Wigner s WignerDrange
            • Compute the size of the WignerD size
            • Calculates clebsch_gordan
            • Compute the Wigner Jacobian
            • Calculate Wigner coefficient
            • Parse a message
            Get all kandi verified functions for this library.

            spherical Key Features

            No Key Features are available at this moment for spherical.

            spherical Examples and Code Snippets

            No Code Snippets are available at this moment for spherical.

            Community Discussions

            QUESTION

            How do I specify a child node location relative to ARImageAnchor?
            Asked 2022-Mar-26 at 12:12

            I have a RealityKit app that is doing some basic AR image tracking. It detects a rectangular-shaped image, and I am looking to place some spherical dots at each corner of the image. I know I can create the spheres themselves using a ModelEntity, but I haven't been able to figure out how to specify the position of these relative to the established ARImageAnchor from the reference image.

            I think I just need a counterpart to SceneKit's addChildNode(SCNNode) function, which uses SCNVector3Make() to specify a position. I just haven't been able to find a way to establish a relative position and assign a child node to the ARImageAnchor outside of these SceneKit functions. Is there something built into RealityKit that would accomplish this, or is there a way to use SceneKit to place the corner dots while still using my current setup with RealityKit for the AR reference image tracking?

            ...

            ANSWER

            Answered 2022-Mar-26 at 12:12

            Try the following approach:

            Source https://stackoverflow.com/questions/71241779

            QUESTION

            Conversion React Typescript component into Javascript gives errors
            Asked 2022-Mar-06 at 18:30

            I am playing with React Fiber and React Drei but i do not want to use Typescript like in the examples i have found in their git

            I have converted the following example Stars.tsx with typescriptlang tool

            This is the output

            ...

            ANSWER

            Answered 2022-Mar-06 at 18:30

            Import the named Stars, like:

            Source https://stackoverflow.com/questions/71355196

            QUESTION

            Extract spherical region in image at a certain position (with skimage et al.)
            Asked 2022-Jan-24 at 21:45

            I have (a bunch of 3D) stacks of tomographic data, in those I have deduced a certain (3D) coordinate around which I need to cut out a spherical region.

            My code produces me the following image which gives an overview of what I do. I calculate the orange and green points, based on the dashed white and dashed green region. Around the midpoint of these, I'd like to cut out a spherical region, the representation of it is now marked with a circle in the image (also drawn by my code).

            Constructing a sphere with skimage.morphology.ball and multiplying this with the original image is easy to do, but how can I set the center of the sphere at the desired 3D location in the image? The ~30 3D stacks of images are all of different size with different regions, but I have all the necessary coordinates ready for further use.

            ...

            ANSWER

            Answered 2022-Jan-24 at 21:45
            1. you have some radius r and an index (i,j,k) into the data.

            2. kernel = skimage.morphology.ball(r) returns a mask/kernel which is a = 2*r + 1 along each side. It's cube-shaped.

            3. Take a cube-shaped slice, the size of your kernel, out of the tomograph. Starting indices depend on where you need the center to be and what radius the kernel has.

              piece = data[i-r:i-r+a, j-r:j-r+a, k-r:k-r+a]

            4. Apply the binary "ball" mask/kernel to the slice.

              piece *= kernel

            Source https://stackoverflow.com/questions/70803560

            QUESTION

            Unity - completely wrap sphere with 64+ individual earth-satellite tiles loaded from web
            Asked 2022-Jan-10 at 23:37

            Scenario

            I'm using unity c# to re-invent a google-earth like experience as a project. New tiles are asynchronously loaded in from the web while a user pans the camera around the globe. So far I'm able to load in all the TMS tiles based on their x & y coordinates and zoom level. Currently I'm using tile x,y to try and figure out where the tile should appear on my earth "sphere" and it's becoming quite tedious, I assume because of the differences between Euler angles and quaternions.

            • I'm using the angle of Camera.main to figure out which tiles should be viewed at any moment (seems to be working fine)
            • I have to load / unload tiles for memory management as level 10 can receive over 1 million 512x512 tiles
            • I'm trying to turn a downloaded tile's x,y coordinates (2d) into a 3d position & rotation

            Question

            Using just the TMS coordinates of my tile (0,0 - 63,63) how can I calculate the tile's xyz "earth" position as well as its xyz rotation?

            Extra

            • in the attached screenshot I'm at zoom level 4 (64 tiles)
            • y axis 0 is the bottom of the globe while y axis 15 is the top
            • I'm mostly using Mathf.Sin and Mathf.Cos to figure out position & rotation so far

            ** EDIT **

            I've figured out how to get the tile position correct. Now I'm stuck on the correct rotation of the tiles.

            The code that helped me the most was found with a question about generating a sphere in python.

            I modified to the code to look like so:

            ...

            ANSWER

            Answered 2021-Dec-07 at 21:20

            For the positioning and rotation of the planes, you can do that in c#:

            Source https://stackoverflow.com/questions/70162448

            QUESTION

            No cubemap ("material.envMap") reflection on polygon faces with orthographic cam
            Asked 2022-Jan-05 at 01:54

            Why won't a MeshPhongMaterial's envMap property work on polygonal faces when viewed through an orthographic camera?

            It works on spheres but not an IcosahedronGeometry, for example. If I set the detail parameter of the IcosahedronGeometry to 2+ (more faces), the envMap begins to show. But if I switch to perspective cam, the envMap is fully visible even with detail of 0.

            This is what it looks like with perspective cam, note the cubemap reflection of some clouds:

            This is what it looks like with orthogonal cam and detail is 0, note the lack of cubemap reflection (please ignore the warping of the image):

            Orthogonal cam, detail is 1; cubemap reflection is back:

            The only difference between these two versions of the script is the camera.

            Here's the code I'm using to create this object:

            ...

            ANSWER

            Answered 2022-Jan-05 at 01:54

            This is the expected behavior.

            • With perspective cameras, the reflective "rays" separate as they get further away from the camera, reflecting a wider angle of the envMap.
            • With an ortho camera these reflective "rays" do not separate because they're parallel. So the reflection on a flat face is a very narrow angle of the envMap.

            See this demo I quickly put together to demonstrate what you're seeing:

            • It seems to work on spheres because when the parallel orthographic "rays" bounce off a rounded surface, these rays grow wider apart. They are no longer parallel (as is the case with a Perspective camera).

            You can see the reflections still work on your demo because the faces alternate between light and dark as you rotate them. You're just looking at a much narrower segment of the envMap:

            Source https://stackoverflow.com/questions/70552834

            QUESTION

            Efficient way to map 3D function to a meshgrid with NumPy
            Asked 2021-Dec-22 at 09:44

            I have a set of data values for a scalar 3D function, arranged as inputs x,y,z in an array of shape (n,3) and the function values f(x,y,z) in an array of shape (n,).

            EDIT: For instance, consider the following simple function

            ...

            ANSWER

            Answered 2021-Nov-16 at 17:10

            All you need is just reshape F[:, 3] (only f(x, y, z)) into a grid. Hard to be more precise without sample data:

            If the data is not sorted, you need to sort it:

            Source https://stackoverflow.com/questions/69992818

            QUESTION

            Vue3 Google Maps marker cannot be removed
            Asked 2021-Nov-17 at 04:57

            I have got a mostly functioning self made system for handling google maps in Vue3. I haven't used libraries because none have quite the functionality that I want (eventually), and it seemed relatively straightforward to implement myself (which it has been up until this issue).

            The Map component is as follows:

            ...

            ANSWER

            Answered 2021-Nov-17 at 04:57

            Thanks to User28, I eventually found the solution: On the marker component, marker (which is where the Google marker object is saved to) should not be a reactive property. Changing the data method to

            Source https://stackoverflow.com/questions/69969461

            QUESTION

            Transparency z-fighting withing a single transparent plane
            Asked 2021-Oct-13 at 16:08

            I am trying to get transparency working within a wavy plane terrain

            Here is my demo:

            ...

            ANSWER

            Answered 2021-Oct-13 at 16:08

            Thanks to the comments by TheJim01 above, TIL about depthWrite option of Material:
            https://threejs.org/docs/#api/en/materials/Material.depthWrite

            Made a codepen here: https://codepen.io/cdeep/pen/rNzVvyR

            Source https://stackoverflow.com/questions/69553923

            QUESTION

            Why a big moving attractor object gives a slingshot to other object with using gravity formula rather than holding it?
            Asked 2021-Oct-08 at 04:32

            I have a big spherical Gameobject which moves forward in 3D with constant velocity. I have other spherical objects that other big object needs to attract to itself. I am using Newton's law of universal gravitation formula to attract other objects, but as expected, other objects are doing a slingshot movement much like the space shuttles doing when needed with other planets' orbits to accelerate.

            I actually want a magnetic effect that without taking the masses into account, all other objects will be catched by the big object. How can I do that? Do I need a different formula? Or do I need to change the movement behavior of the objects altogether?

            ...

            ANSWER

            Answered 2021-Oct-06 at 20:00

            If I got it right you expect to have something like this: https://www.youtube.com/watch?v=33EpYi3uTnQ

            • You can do a spherical raycast or have an sphere collider as trigger to detected the objects that are inside of your magnetic field.
            • Once you know those objects you can calculate the distance from each of them to the magnetic ball.
            • You can make an inverse interpolation to know how much strength/"magnetism" is getting into that object.
            • Then you can apply some force on the attracted object towards the magnetic ball's center.

            Something like this algorithm:

            Source https://stackoverflow.com/questions/69471374

            QUESTION

            Converting spherical coordinates into Cartesian and then converting back into Cartesian isn't giving the desired output
            Asked 2021-Oct-06 at 09:28

            I'm trying to write two functions for converting Cartesian coordinates to spherical coordinates and vice-versa. Here are the equations that I've used for the conversions (also could be found on this Wikipedia page):

            And

            Here is my spherical_to_cartesian function:

            ...

            ANSWER

            Answered 2021-Oct-06 at 09:28

            You seem to be giving your angles in degrees, while all trigonometric functions expect radians. Multiply degrees with math.pi/180 to get radians, and multiply radians with 180/math.pi to get degrees.

            Source https://stackoverflow.com/questions/69462888

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install spherical

            Because this package is pure python code, installation is very simple. In particular, with a reasonably modern installation, you can just run a command like. Either of these will download and install the package.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            Install
          • PyPI

            pip install spherical

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            https://github.com/moble/spherical.git

          • CLI

            gh repo clone moble/spherical

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            git@github.com:moble/spherical.git

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