I'm trying to convert an arbitrary polygon to evenly spaced points. Due to the size of the polygon (or its bounding box) it is NOT possible to create a grid first and then test points if they are inside or outside the polygon. It must be done another way (if possible...)
Example polygon with regular grid:
Just to repeat, the points outside of the polygon must not be tested if they are inside or outside the polygon.
Perhaps you could scan along grid lines: starting from a point a bit to the left of the polygon (ie with x less than the minimum of the vertices xs) calculate all intersections of that line with the edges and order then by x; all grid points on the line before the first intersection are outside the polygon, all between the first and the second are inside and so on. You need to do this for all grid lines with ys between the min and the max of the vertices lines, so if the polygon is big it's still a lot of processing.
Related
I'm trying to create this in Gamemaker. I already know the Voronoi vertices but i'm stuck with how to create polygons for each seed object. I need them to be independent so i can split it up later to apply texture mapping to them.
I've tried delaunay already but it doesn't seem as accurate as my voronoi generation. But being that the cicrumradius is the voronoi vertices anyways i feel like i don't need it. The problem with the Delaunay is that it only returns the points near the center of the diagram and doesn't return any points towards the Borders of the Box. The only good thing is that delaunay did skip an extra step and made it easier to return if the the seeds x and y are within the circumradius then just add them to the list of vertices
Is there any way to make a polygon from a plot of points from a data structure?
Pick the midpoint of each edge and the distance to each site then sort the result and pick the first and second (when they are equal) and save them into polygons. For the borders there is of course only 1 edge.
Duplicate:Getting polygons from voronoi edges
I'm starting with a single 2D triangle that I want to clip with a (potentially) convex 2D polygon. It's not self-intersecting, but may 'keep' or 'discard' the intersecting area based on the winding order.
I want to end up with a triangulation, i.e. a list of n vertices and m triangles, defined by 3 vertices each, of the clipped region in 2D space.
What would be the easiest (for me as a developer), and what the fastest (in terms of computation) way to achieve this?
If I a right, you want to clip inside the polygon, i.e. get the intersection between the triangle and the polygon.
As the triangle is a convex shape, the Sutherland-Hodgman algorithm is appropriate and no too difficult to implement (https://en.wikipedia.org/wiki/Sutherland%E2%80%93Hodgman_algorithm).
Notice that if the intersection is not simply connected, the resulting polygon will be connected, with double edges joining the would-be parts. Some cleanup might be required.
After finding the intersection, you re-triangulate using the ear-clipping method or a more efficient one (https://en.wikipedia.org/wiki/Polygon_triangulation).
Alternatively, you can triangulate the polygon and perform the clipping of every triangle with the original one.
The triangle-triangle clipping problem is again solved with Sutherland-Hodgman, somewhat simplified as the input polygons have a constant size, and their intersection is convex and at worse an hexagon. Trigulation of a convex polygon is immediate.
I'm looking for an algorithm that can take an area containing a set of non-overlapping convex polygons as input, and break the space outside of the polygons into a set of non-overlapping convex quadrilaterals. The quadrilaterals need to have the property that they (individually) use as much horizontal space as possible.
Here's the input:
Here's the desired output:
I feel like I have seen some variation of this algorithm used to calculate regions to be flood-filled in very old paint programs. Is there a pleasant way to do this in better than O(n^2) time?
Edit: I realize there are some triangles in the output. I should probably state that quadrilaterals are the desired output, falling back to triangles only when it's physically impossible to use a quad.
I came up with a solution to this. In order to solve this efficiently, some sort of spatial data structure is needed in order to query which polygons are overlapped by a given rectangular area. I used a Quadtree. It's also necessary for the polygon data structure being used to be able to distinguish between internal and external edges. An edge is internal if it is common to two polygons.
The steps are as follows (assuming a coordinate system with the origin in the top-left corner):
Insert all polygons into whatever spatial data structure you're using.
Iterate over all polygons and build a list of all of the Y values upon
which vertices occur. This has the effect of conceptually dividing up
the scene into horizontal strips:
Iterate over the pairs of Y values from top to bottom. For each
pair (y0, y1) of Y values, declare a rectangular area a with
the the top left corner (0, y0) and bottom right corner
(width, y1). Determine the set of polygons S that are
overlapped by a by querying the spatial data structure. For
each polygon p in S, determine the set of edges E of p
that are overlapped by a. For best results, ignore any edge in
E with a normal that points directly up or down. For each
edge e in E, it's then necessary to determine the pair of
points at which e intersects the top and bottom edges of a.
This is achieved with a simple line intersection test,
treating the top and bottom edges of a as simple horizontal
line segments. Join the intersection points to create a set of
new line segments, shown in red:
Create vertical line segments L0 = (0, y0) → (0, y1) and
L1 = (width, y0) → (width, y1). Working from left to right,
gather any line segments created in the preceding step into pairs,
ignoring any line segments that were created from internal edges.
If there were no intersecting external edges, then the only two
edges will be L0 and L1. In this example strip, only four
edges remain:
Join the vertices in the remaining pairs of edges to create
polygons:
Repeating the above process for each horizontal strip achieves
the desired result. Assuming a set of convex, non-overlapping
polygons as input, the created polygons are guaranteed to be
either triangles or quadrilaterals. If a horizontal strip contains
no edges, the algorithm will create a single rectangle. If no
polygons exist in the scene, the algorithm will create a single
rectangle covering the whole scene.
Given two convex polygons in 2D space, how would you go about constructing the line segment(s ) which, at any point on the lines, is equidistant from the closest point of either convex polygon?
I'm looking towards an implementation of Voronoi diagrams for convex polygons instead of points, but I'm unsure how to even begin calculating the line for just two polygons. So I figured I'd take this one step at a time and start here.
Edit To try to make the question a little clearer, I want to bisect the plane (or a subset thereof).
Suppose we have polygon A on the left and polygon B on the right. There will be some line of bisection that divides the plane into points on the left and points on the right. Every point on the line is equally distance from either polygon. Every point left of the line is closer to polygon A than to polygon B. Every point right of the line is closest to polygon B.
Here's an image generated by a Matlab script I wrote that brute-forces an approximation:
The problem, I believe, is not as simple as examining the space in "between" the two polygons, since the line must extend beyond the area directly between the two shapes. And ideally I'd like to find a solution that generalizes to more than two shapes, which, to me, seems to complicate the problem a great deal more. Here's a (obviously very rough) approximation of how that might look:
Well, proceeding one step at a time I'd look at the closest points in the polygons themselves. Let's say a in A is the closest point to B and b in B is the closest point to A. You know the middle point of AB is in the desired segments.
What are the posibilities for a? It can be a vertex of A or it can be a point in one side. The same applies for b. What happens with the "equidistant-segments"? How to build them in each case?
Since those segments are equidistant to sides of the polygons, they have to be part of the line that bissects the angle of the lines containing the corresponding sides.
Am I understanding you correctly but assuming you're wanting the line that effectively bisects the space between 2 convex polygons? If so, then ...
find the line that joins the 2 polygons (P1 & P2)
find each polygon centre (P1.centre & P2.centre) by calculating the average X and Y coordinate.
find the vertex on each polygon that's closest to the other's centre (P1.vc & P2.vc)
given that P1.vc & P2.vc now define the line joining P1 & P2
find the midpoint (mp) of P1.vc & P2.vc
Bisecting line = perpendicular of the line joining P1.vc & P2.vc that passes through mp
Given a convex polygon represented by a set of vertices (we can assume they're in counter-clockwise order), how can this polygon be broken down into a set of right triangles whose legs are aligned with the X- and Y-axes?
Since I probably lack some math terminology, "legs" are what I'm calling those two lines that are not the hypotenuse (apologies in advance if I've stabbed math jargon in the face--brief corrections are extra credit).
I'm not sure about writing an algorithm to do this but it seems entirely possible to do this for any convex polygon on a piece of paper. For each vertex project a line vertically or horizontally from that vertex until it meets another of these vertical or horizontal lines. For vertices with small changes in angle, where adjacent sides are both travelling in the same direction in terms of x and y, you will need to add two lines from the vertex, one horizontal and one vetical.
Once you have done this, you should be left with a polygon in the centre of the origonal polygon but with sides that are either vertical or horizontal because the sides have been formed by the lines drawn from the vertices of the original polygon. Because these sides are either vertical or horizontal, this shape can easily be sub-divided into a number of triangles with one horizontal side, one vertical side and one hypotenuse.
I'm assuming you've already ordered the vertices as you describe above, and that they indeed define a convex polygon.
Each vertex defines a horizontal line. For V vertices, then, you will have a set of V lines. Discard any line that meets one of the following criteria:
The vertex or vertices defining that line has/have the highest or lowest Y component (if one vertex, that line intersects the polygon only at that point; if two, that line coincides with a polygon edge)
If two vertices have equal Y coordinates otherwise, keep only one of those lines (it's duplicated).
The result will resemble a "banding" of the polygon.
Each horizontal line intersects the polygon at two points. One is its defining vertex. The other is either another vertex, or a point on a segment defined by two vertices. You can determine which is the case easily enough - just simple comparison of Y coords. The coordinates of the intersection with a segment is also easy math, which I leave to you.
Each intersection defines a vertical segment. The segment is contained within the polygon (if it coincides with an edge, you can discard it), and the other end meets either another horizontal line, or the edge of the polygon if that edge is itself horizontal. Determining the case is again a matter of mere comparison of coords. Finally, there may be 0-2 additional vertical segments, defined by the vertices with the highest and/or lowest Y coords, if there is only one of either.
The resulting diagram now shows each band with a right triangle trimmed off each end if possible. Each triangle should meet your criteria. The leftover regions are rectangles; draw an arbitrary diagonal to split each into two more right triangles meeting your criteria.
You're done.
I'm not sure if this is possible. Think about a square that's already aligned with the sides on the X and Y axes. How do you draw triangles using the vertices that are also aligned to the X,Y axes?
Or are the actual sides of the polygon allowed to be along the x,y axis. Which means you could just draw a line down the diagonal of the square. If so, it might be difficult to do with a more complex polygon where some sides are aligned to the axes, while others are not.
I'm not convinced there is a general solution to the question as posed. The problem is the aligned with the X- and Y-axes bit. That means that each vertex needs to be projected to the opposite side of the polygon in both the X and Y directions, and new vertices created at those intersection points. But that process must continue on for each new vertex added that way. You might get lucky and have this process terminate (because there's already a vertex appropriately placed on the opposite side), but in the general case it's just going to go on and on.
If you throw out that restriction, then Neil N's suggestion seems good to me.
Neil N is right, I think. Unfortunate that he didn't provide any specific links.
If you have a trapezoid whose top and bottom are parallel to the X axis, you can easily render that with 4 right triangles. Call that shape a horizontal trapezoid.
If you have a triangle with one side parallel to the X axis, you can render that with 2 right triangles -- or you can consider a degenerate case of the trapezoid with the top of bottom having length zero.
Start at either the top or bottom of your convex hull (i.e. search for coordinate with min or max y) and split it into horizontal trapezoids.
It's not to hard to write the code so that it works just as well with non-convex polygons.
I think this is not possible in the general case.
Consider the polygon {(0, 1), (1, 0), (2, 0)}
.
..
This triangle can not be split into a finite number of triangles as you describe.