Floorplan Image to Nodes and edges - graph

I have binary floorplan wall Images like this
floorplan
I want to make this floorplan Image to Graph which contains node and edges.
first, i tried to thinning, and result is here
skeleton
second. use sknw package, result is here
use sknw
But as you can see, here is big problem that all points which pointed by arrows does not recognized as points.
so... all i want is make floorplan wall to graph, which contains nodes and edges. all angular parts should be recoginzed as node. Is anyone knows answer for this?

Related

Eliptic looking graph

What options should I use for making my graph looking like an Elipse ? I was messing with the hierarchical option under the layout module, but I've not gotten nowhere near my desired shape.
My graph is left to right, left node group connects to middle one, and middle one connects to the right one. It can be perceived as this image below.
Can someone point me in the right direction ? Thanks for your expertise
As for the elliptic shape around the nodes and edges, you can either set a background image to your graph area or create a node of large size (but this way you may have troubles with node repulsion, though). Unfortunately, there's no way to make sure that all the nodes will always be inside the ellipse (unless you access the vis' canvas and deal with it on low level or do some other hackery).
Also AFAIK it is impossible to create those wavy edges, but for those rounded ones you may want to use repulsion physics instead of barnesHut. See also physicsConfiguration example.

Find the distance between two points on any 3d surface

I am making a game in Unity3d and I need a pathfinding algorithm that can guide enemy's towards the player on a 3d surface. The problem is that the 3d surface can take any shape, so it can be a 3d sphere, cube, torus and many more shapes.
I tried using A* but for that formula I need the distance between the two points, and since the object is curved I cannot get that so easily. I found that you can use the Haversine formula if its a sphere, but that won't work on a torus or a random 3d shape.
I want this kind of result except with every kind of object:
https://www.youtube.com/watch?v=hvunNq7yVcU
Is there a way/algorithm that I can use to get that result. I know there is something called nav mesh but I need to program it myself. Also I cannot find how nav mesh approaches this dilema. I am going to use the triangles of my object as nodes.
So my question boils down to:
Does anyone know a algorithm for pathfinding that works on any 3d surface?
Thanks in advance.
I think your problem is that you are not using a graph, I would suggest that you look into a tutorial on how to create a graph, for the language you are using if you can, (this may also help here they are using edges to connect their node which is needed if you have more then one weight). If you do make a graph you will need a node class. Each node must contain pointers to any nodes that it is connected to and an ID of some kind. In your case that is probably all you need but it is also possible to assign a weight to each move if you also have an edge class (connectors between nodes) which would be used to connect the nodes. If you do have an edge class your nodes will have pointers to edges instead of other nodes and each edge will have a weight and a pointer to 1 or 2 nodes (depending on if it is a directed path or not). You can also make a graph class to contain all of your nodes and edges.
Summary:
make a node class and determine if you need the edge class (if everything has a weight of 1 you can get away with out it). Use the node class to create a graph to represent your map with each tile being a node with pointers to connected tiles. Use A* or dijkstra's algorithm to search your graph to find the shortest path.
note: most examples you will find will be for 2d graphs, yours is no different except that there are no bounds on yours, you just need to connect the nodes to their adjacent tiles.

Algorithm for placing nodes in a graph

I have been trying to create an algorithm that can create a graph. It is not a tree graph as nodes can have multiple parents, more like an activity diagram. My problem is with placing nodes on the x axis, making sure that they do not overlap each other. I have been looking around for months now, but I have been unable to find any information relevant to this kind of graph. So I where wondering if some of you people might know of an algorithm that can solve this problem, or an idea on what approach I should take.
Here you see my problem: The red nodes are overlapping other nodes
My best approach right now is where i add it all to row:
With this approach will the tree above look like this.

How does a non-tile based map works?

Ok, here is the thing. Recently i decided i wanted to understand how Random map generation works. I found some papers and some arguments. The most interesting one was "Diamond Square algorithm" and "Midpoint Displacement". I still have to try to apply those to a software, but other than that, i ran into this site: http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
As you can see, the idea is to use polygons. But i have no idea how to apply that a Tile-Based map, not even how to create those polygons using the tools i have (c++ and sdl). I am assuming there is no way to do it ( please correct me if i am wrong.) But if i am not, how does a non-tile map works, and how are these polygons generated?
This answer will not give you directly the answers you're looking for, but hopefully will get you close enough!
The Problem
I think what blocks you is how to represent the data. You're probably used to a 2D grid that simply represent the type of each tile. As you know, this is fine to handle a tile-based map, but doesn't properly allow you to model worlds where tiles are of a different shape.
Graphs
What I suggest to you, is to see the problem a bit differently. A grid is nothing more than a graph (more info) with nodes that have 4 (or 8 if you allow diagonals) implicit neighbor nodes. So first, what I would do if I was you, would be to move from your strict standard 2D grid to a more "loose" graph, where each node has a position, a position, a list of neighbors (in most cases you'll have corners with 2 neighbors, borders with 3 and "middle" tiles with 4) and finally a rendering component which simply draws your tile on screen at the given position. Once this is done, you should be able to have the exact same results on screen that you currently have with your "2D Tile-Based" engine by simply calling the rendering component with each node who's bounding box (didn't touch it in what you should add to your node, but I'll get back to this later) intersects with the camera's frustum (in a 2D world, it would most likely if the position +/- the size intersects the RECT currently being drawn).
Search
The more generic approach will also help you doing stuff like pathfinding with generic algorithms that explore nodes until they find a valid path (see A* or Dijkstra). Even if you decided to stick to a good old 2D Tile Map game, these techniques would still be useful!
Yeah but I want Polygons
I hear you! So, if you want polygons, basically all you need to do, is add to your nodes a list of vertices and the appropriate data that you might need to render your polygons (either vertex color, textures and U/V maps, etc...) and update your rendering component to do the appropriate OpenGL (this for example should help) calls to draw your nodes. Once again, the first step to iteratively upgrade your 2D Tile Engine to a polygon map engine would be to, for each tile in your map, give each of your nodes two triangles, a texture resource (the tile), and U/V mappings (0,0 - 0,1 - 1,0 and 1,1). Once again, when this step is done, you should have a "generic" polygon based tile map engine. The creation of most of this data can be created procedurally by calculating coordinates based on tile position, tile size, etc...
Convex Polygons
If you decide that you ever might need NPCs to navigate on your map or want to allow your player to navigate by clicking the map, I would suggest that you always use convex polygons (the triangle being the simplest for of a convex polygon). This allows your code that assume that two different positions on the same polygon can be navigated to in straight line.
Complex Maps
Based on the link you provided, you want to have rather complex maps. In this case, the author used Voronoi Diagrams to generate the polygons of the map. There are already solutions to do triangulation like that, but you might also want to use other techniques that are easier to work with if you're just switching to 3D like this one for example. Once you have interesting results, you should consider implementing serialization to save/open your map data from the game. If you want to create an editor, be aware that it might be a lot of work but can be worth it if you want people to help you creating maps or to add elements to the maps (like geometry that's not part of the terrain).
I went all over the place with this answer, but hopefully it helps!
Just iterate over all the tiles, and do a hit-test from the centre of the tile to the polys. Turn the type of the tile into the type of the polygon. Did you need more than that?
EDIT: Sorry, I realize that probably isn't helpful. Playing with procedural algorithms can be fun and profitable. Start with a loop that iterates over all tiles and chooses randomly whether or not the tile is occupied. Then, iterate over them again and choose whether it is occupied or its neighbour is.
Also, check out the source code for this: http://dustinfreeman.org/toys/wall7-dustin.html

Hidden edges in Graphviz

I'm trying to create a graph using Graphviz (complied with neato), and I would like to place nodes in specific locations. For this, I'm specifying exact edge lengths for all edges. However, I don't want all edges to be visible in the final image.
Do you know of any way to hide edges? I should mention that I tried coloring the edges white, but what happens is that I get white lines painted over the graph nodes - it's not very aesthetic...
It can be done using
nodeA -> nodeB [style=invis]
I found out that another way to go is to define:
outputorder="edgesfirst"
for the graph.

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