我有一组 2d 点
.它们是标准笛卡尔网格系统(在本例中为 UTM 区域
)上的 X,Y 坐标
.我需要找到该点集中的漏洞,最好能够设置找到这些漏洞的算法的灵敏度.通常,这些点集非常密集,但有些可能不那么密集.
I have a set of 2d points
. They are X,Y coordinates
on a standard Cartesian grid system(in this case a UTM zone
). I need to find the holes in that point set preferably with some ability to set the sensitivity of the algorithm that finds these holes. Typically these point sets are very dense but some can be much less dense.
它们是什么,如果有帮助的话,是对田间土壤进行采样的点,以获取农业人员显然认为有用的各种特性.有时在这些点样本中,有巨大的岩石或沼泽地,或者充满了小湖泊和池塘.
What they are, if it helps any, are points at which the soil in the field has been sampled for various properties that people in agriculture apparently find useful. Sometimes in these point samples there are giant rocks or swampy places or full on little lakes and ponds.
他们希望我从点集中找到大致定义这些孔的凹多边形.
From the point set they want me to find the concave polygon that roughly defines these holes.
我已经编写了查找外部凹边界多边形的算法,并允许他们设置由算法形成的多边形的粗糙度或平滑度.在那次运行之后,他们希望找到孔并将这些孔作为凹多边形提供给他们,我猜在某些情况下可能是凸多边形,但这将是边缘情况而不是常态.
I already wrote the algorithm that finds the exterior concave boundary polygon and allows them to set sensitivity for how rough or smooth the polygon is that is formed by the algorithm. After that runs they would like to find holes and have those holes given to them as a concave polygon which I guess in some cases might be convex but that will be the edge case not the norm.
问题是我听说过的关于这个主题的唯一论文是由天文学家完成的,他们想在太空中找到大块的空虚,而我从来没有找到他们的论文中显示的实际算法将它们作为粗略的概念描述之外的任何内容.
The problem is the only papers I have ever heard of on this subject are ones done by astronomers who want to find big pockets of emptiness out in space and I have never been able to find one of their papers with an actual algorithm shown in them as anything other than a rough conceptual description.
我已经尝试过谷歌和各种学术论文搜索等,但到目前为止我还没有找到很多有用的东西.这让我想知道这种问题是否有名称,而我不知道,所以我正在寻找错误的东西或其他东西?
I have tried Google and various scholarly paper searches etc. but I haven’t found much that is useful so far. Which makes me wonder if maybe there is a name for this kind of problem and I don’t know it so I am searching for the wrong thing or something?
因此,在冗长的解释之后,我的问题是:有谁知道我应该搜索什么以找到最好使用定义明确的算法的论文,或者是否有人知道他们可以指出我的算法可以做到这一点?
So after that long winded explanation, my question is: Does anyone know what I should be searching for to find papers on this preferably with well defined algorithms or does somebody know an algorithm that will do this that they can point me to?
任何能帮助我解决这个问题的东西都会非常有用并且非常感谢,即使只是正确的搜索短语也会出现潜在的算法或论文.
Anything to help me solve this problem would be very useful and greatly appreciated, even just correct search phrases that will turn up the potential algorithms or papers.
这将使用 C# 来实现,但从 Mathematica 包到 MATLAB 或 ASM、C、C++、Python、Java 或 MathCAD
等的任何示例都可以,只要示例中没有一些调用诸如 FindTheHole
等的调用.其中 FindTheHole
未定义或为实现软件专有,例如MathCAD
示例通常有很多.
The language this will be implemented in will be C# but examples in anything from Mathematica packages to MATLAB or ASM, C, C++, Python, Java or MathCAD
etc. would be fine so long as the example doesn’t have some calls in it that go to things like FindTheHole
etc. Where FindTheHole
isn’t defined or is proprietary to the implementing software e.g. MathCAD
examples typically have a lot of that.
以下是实际点集的两个示例,一个是密集的,一个是稀疏的,以及我需要找到其中的区域:
Below are two examples of actual point sets, one dense and one sparse and the areas in them I would need to find:
像这样的 bitmap+vector 方法怎么样:
what about some bitmap+vector approach like this:
获取点云区域覆盖范围的边界框
如果还不知道,请执行此操作.应该是简单的O(N)
循环遍历所有点.
Do this if it is not already known. It should be simple O(N)
cycle through all points.
创建该区域的map[N][N]
它是区域的位图",便于数据密度计算.只需从 area(x,y) 创建投影 ->map[i][j]
例如简单的比例.网格大小N也是输出的精度,必须大于平均点距离!!!所以map里面的每个cell[][]
覆盖至少一个点的区域(如果不在孔区域内).
It is a 'bitmap' of the area for easy data density computation. Just create projection from area(x,y) -> map[i][j]
for example with simple scale. Grid size N is also the accuracy of the output and must be bigger then average point distance !!! so each cell inside map[][]
covers area with at least one point (if not in hole area).
计算map[][]
简单到只需将 map[][].cnt
(点数)清零为 zero
并通过简单的 O(N)
为所有 points(x,y)
Easy as pie just clear map[][].cnt
(counter of points) to zero
and compute by simple O(N)
cycle where do map[i][j].cnt++
for all points(x,y)
创建未使用区域列表(map[][].cnt==0)
或(map[][].cnt<=treshold)代码>
为了简单起见,我用水平线和垂直线来做
I do it by Horizontal and Vertical lines for simplicity
分割输出
只需将同一孔的线组合在一起(相交的线...矢量方法),也可以在项目符号#4中通过洪水填充(位图方法)来完成
Just group lines of the same hole together (intersecting ones ... vector approach) and also can be done in bullet #4 by flood fill (bitmap approach)
多边形化输出
获取同一孔/组的 H,V 线 的所有边缘点并创建多边形(对它们进行排序,使其连接不会相交).有很多库、算法和源代码.
Take all edge points of H,V lines of the same hole/group and create polygon (sort them so their connection does not intersect anything). There are lot of libs,algorithms and source code about this.
我的这种方法的源代码:
void main_compute(int N)
{
// cell storage for density computation
struct _cell
{
double x0,x1,y0,y1; // bounding area of points inside cell
int cnt; // points inside cell
_cell(){}; _cell(_cell& a){ *this=a; }; ~_cell(){}; _cell* operator = (const _cell *a) { *this=*a; return this; }; /*_cell* operator = (const _cell &a) { ...copy... return this; };*/
};
// line storage for hole area
struct _line
{
double x0,y0,x1,y1; // line edge points
int id; // id of hole for segmentation/polygonize
int i0,i1,j0,j1; // index in map[][]
_line(){}; _line(_line& a){ *this=a; }; ~_line(){}; _line* operator = (const _line *a) { *this=*a; return this; }; /*_line* operator = (const _line &a) { ...copy... return this; };*/
};
int i,j,k,M=N*N; // M = max N^2 but usualy is much much less so dynamic list will be better
double mx,my; // scale to map
_cell *m; // cell ptr
glview2D::_pnt *p; // point ptr
double x0,x1,y0,y1; // used area (bounding box)
_cell **map=NULL; // cell grid
_line *lin=NULL; // temp line list for hole segmentation
int lins=0; // actual usage/size of lin[M]
// scan point cloud for bounding box (if it is known then skip it)
p=&view.pnt[0];
x0=p->p[0]; x1=x0;
y0=p->p[1]; y1=y0;
for (i=0;i<view.pnt.num;i++)
{
p=&view.pnt[i];
if (x0>p->p[0]) x0=p->p[0];
if (x1<p->p[0]) x1=p->p[0];
if (y0>p->p[1]) y0=p->p[1];
if (y1<p->p[1]) y1=p->p[1];
}
// compute scale for coordinate to map index conversion
mx=double(N)/(x1-x0); // add avoidance of division by zero if empty point cloud !!!
my=double(N)/(y1-y0);
// dynamic allocation of map[N][N],lin[M]
lin=new _line[M];
map=new _cell*[N];
for (i=0;i<N;i++) map[i]=new _cell[N];
// reset map[N][N]
for (i=0;i<N;i++)
for (j=0;j<N;j++)
map[i][j].cnt=0;
// compute point cloud density
for (k=0;k<view.pnt.num;k++)
{
p=&view.pnt[k];
i=double((p->p[0]-x0)*mx); if (i<0) i=0; if (i>=N) i=N-1;
j=double((p->p[1]-y0)*my); if (j<0) j=0; if (j>=N) j=N-1;
m=&map[i][j];
if (!m->cnt)
{
m->x0=p->p[0];
m->x1=p->p[0];
m->y0=p->p[1];
m->y1=p->p[1];
}
if (m->cnt<0x7FFFFFFF) m->cnt++; // avoid overflow
if (m->x0>p->p[0]) m->x0=p->p[0];
if (m->x1<p->p[0]) m->x1=p->p[0];
if (m->y0>p->p[1]) m->y0=p->p[1];
if (m->y1<p->p[1]) m->y1=p->p[1];
}
// find holes (map[i][j].cnt==0) or (map[i][j].cnt<=treshold)
// and create lin[] list of H,V lines covering holes
for (j=0;j<N;j++) // search lines
{
for (i=0;i<N;)
{
int i0,i1;
for (;i<N;i++) if (map[i][j].cnt==0) break; i0=i-1; // find start of hole
for (;i<N;i++) if (map[i][j].cnt!=0) break; i1=i; // find end of hole
if (i0< 0) continue; // skip bad circumstances (edges or no hole found)
if (i1>=N) continue;
if (map[i0][j].cnt==0) continue;
if (map[i1][j].cnt==0) continue;
_line l;
l.i0=i0; l.x0=map[i0][j].x1;
l.i1=i1; l.x1=map[i1][j].x0;
l.j0=j ; l.y0=0.25*(map[i0][j].y0+map[i0][j].y1+map[i1][j].y0+map[i1][j].y1);
l.j1=j ; l.y1=l.y0;
lin[lins]=l; lins++;
}
}
for (i=0;i<N;i++) // search columns
{
for (j=0;j<N;)
{
int j0,j1;
for (;j<N;j++) if (map[i][j].cnt==0) break; j0=j-1; // find start of hole
for (;j<N;j++) if (map[i][j].cnt!=0) break; j1=j; // find end of hole
if (j0< 0) continue; // skip bad circumstances (edges or no hole found)
if (j1>=N) continue;
if (map[i][j0].cnt==0) continue;
if (map[i][j1].cnt==0) continue;
_line l;
l.i0=i ; l.y0=map[i][j0].y1;
l.i1=i ; l.y1=map[i][j1].y0;
l.j0=j0; l.x0=0.25*(map[i][j0].x0+map[i][j0].x1+map[i][j1].x0+map[i][j1].x1);
l.j1=j1; l.x1=l.x0;
lin[lins]=l; lins++;
}
}
// segmentate lin[] ... group lines of the same hole together by lin[].id
// segmentation based on vector lines data
// you can also segmentate the map[][] directly as bitmap during hole detection
for (i=0;i<lins;i++) lin[i].id=i; // all lines are separate
for (;;) // join what you can
{
int e=0,i0,i1;
_line *a,*b;
for (a=lin,i=0;i<lins;i++,a++)
{
for (b=a,j=i;j<lins;j++,b++)
if (a->id!=b->id)
{
// do 2D lines a,b intersect ?
double xx0,yy0,xx1,yy1;
double kx0,ky0,dx0,dy0,t0;
double kx1,ky1,dx1,dy1,t1;
double x0=a->x0,y0=a->y0;
double x1=a->x1,y1=a->y1;
double x2=b->x0,y2=b->y0;
double x3=b->x1,y3=b->y1;
// discart lines with non intersecting bound rectangles
double a0,a1,b0,b1;
if (x0<x1) { a0=x0; a1=x1; } else { a0=x1; a1=x0; }
if (x2<x3) { b0=x2; b1=x3; } else { b0=x3; b1=x2; }
if (a1<b0) continue;
if (a0>b1) continue;
if (y0<y1) { a0=y0; a1=y1; } else { a0=y1; a1=y0; }
if (y2<y3) { b0=y2; b1=y3; } else { b0=y3; b1=y2; }
if (a1<b0) continue;
if (a0>b1) continue;
// compute intersection
kx0=x0; ky0=y0; dx0=x1-x0; dy0=y1-y0;
kx1=x2; ky1=y2; dx1=x3-x2; dy1=y3-y2;
t1=divide(dx0*(ky0-ky1)+dy0*(kx1-kx0),(dx0*dy1)-(dx1*dy0));
xx1=kx1+(dx1*t1);
yy1=ky1+(dy1*t1);
if (fabs(dx0)>=fabs(dy0)) t0=divide(kx1-kx0+(dx1*t1),dx0);
else t0=divide(ky1-ky0+(dy1*t1),dy0);
xx0=kx0+(dx0*t0);
yy0=ky0+(dy0*t0);
// check if intersection exists
if (fabs(xx1-xx0)>1e-6) continue;
if (fabs(yy1-yy0)>1e-6) continue;
if ((t0<0.0)||(t0>1.0)) continue;
if ((t1<0.0)||(t1>1.0)) continue;
// if yes ... intersection point = xx0,yy0
e=1; break;
}
if (e) break; // join found ... stop searching
}
if (!e) break; // no join found ... stop segmentation
i0=a->id; // joid ids ... rename i1 to i0
i1=b->id;
for (a=lin,i=0;i<lins;i++,a++)
if (a->id==i1)
a->id=i0;
}
// visualize lin[]
for (i=0;i<lins;i++)
{
glview2D::_lin l;
l.p0.p[0]=lin[i].x0;
l.p0.p[1]=lin[i].y0;
l.p1.p[0]=lin[i].x1;
l.p1.p[1]=lin[i].y1;
// l.col=0x0000FF00;
l.col=(lin[i].id*0x00D00C10A)+0x00800000; // color is any function of ID
view.lin.add(l);
}
// dynamic deallocation of map[N][N],lin[M]
for (i=0;i<N;i++) delete[] map[i];
delete[] map;
delete[] lin;
}
//---------------------------------------------------------------------------
忽略我的 glview2D
东西(它是我的几何图形 gfx 渲染引擎)
Just ignore my glview2D
stuff (it is my gfx render engine for geometry)
view.pnt[]
是你点的动态列表(随机生成)view.lin[]
是动态列表输出H,V 线 仅用于可视化lin[]
是你的行输出view.pnt[]
is dynamic list of your points (generated by random)view.lin[]
is dynamic list output H,V lines for visualization onlylin[]
is your lines output这是输出:
我现在懒得添加多边形化,你可以看到分割工作(着色).如果您还需要多边形化方面的帮助,请评论我,但我认为这不应该有任何问题.
I am too lazy to add polygonize for now you can see that segmentation works (coloring). If you need also help with polygonize then comment me but I think that should not be any problem.
复杂度估计取决于整体孔覆盖率
Complexity estimation depends on the overall hole coverage
但对于大多数代码,它是 O(N)
并且对于孔搜索/分割 ~O((M^2)+(U^2))
其中:
but for most of the code it is O(N)
and for hole search/segmentation ~O((M^2)+(U^2))
where:
N
是点数M
是地图网格大小U
是 H,V 线 计数取决于孔...N
is point countM
is map grid sizeU
is H,V lines count dependent on holes ...M << N, U << M*M
正如您在上图中看到的 3783
点 30x30
网格在我的设置中花费了几乎 9ms
as you can see for 3783
points 30x30
grid on the image above it took almost 9ms
on my setup
[Edit1] 使用矢量多边形化一点
对于简单的洞很好,但对于更复杂的洞,还有一些小问题
for simple holes is fine but for more complicated ones there are some hick-ups yet
[Edit2] 终于有一点时间了,所以这里是:
这是一个简单的孔/多边形搜索类,以更愉快/易于管理的形式:
This is simple class for hole/polygon search in more pleasant/manageable form:
//---------------------------------------------------------------------------
class holes
{
public:
int xs,ys,n; // cell grid x,y - size and points count
int **map; // points density map[xs][ys]
// i=(x-x0)*g2l; x=x0+(i*l2g);
// j=(y-y0)*g2l; y=y0+(j*l2g);
double mg2l,ml2g; // scale to/from global/map space (x,y) <-> map[i][j]
double x0,x1,y0,y1; // used area (bounding box)
struct _line
{
int id; // id of hole for segmentation/polygonize
int i0,i1,j0,j1; // index in map[][]
_line(){}; _line(_line& a){ *this=a; }; ~_line(){}; _line* operator = (const _line *a) { *this=*a; return this; }; /*_line* operator = (const _line &a) { ...copy... return this; };*/
};
List<_line> lin;
int lin_i0; // start index for perimeter lines (smaller indexes are the H,V lines inside hole)
struct _point
{
int i,j; // index in map[][]
int p0,p1; // previous next point
int used;
_point(){}; _point(_point& a){ *this=a; }; ~_point(){}; _point* operator = (const _point *a) { *this=*a; return this; }; /*_point* operator = (const _point &a) { ...copy... return this; };*/
};
List<_point> pnt;
// class init and internal stuff
holes() { xs=0; ys=0; n=0; map=NULL; mg2l=1.0; ml2g=1.0; x0=0.0; y0=0.0; x1=0.0; y1=0.0; lin_i0=0; };
holes(holes& a){ *this=a; };
~holes() { _free(); };
holes* operator = (const holes *a) { *this=*a; return this; };
holes* operator = (const holes &a)
{
xs=0; ys=0; n=a.n; map=NULL;
mg2l=a.mg2l; x0=a.x0; x1=a.x1;
ml2g=a.ml2g; y0=a.y0; y1=a.y1;
_alloc(a.xs,a.ys);
for (int i=0;i<xs;i++)
for (int j=0;j<ys;j++) map[i][j]=a.map[i][j];
return this;
}
void _free() { if (map) { for (int i=0;i<xs;i++) if (map[i]) delete[] map[i]; delete[] map; } xs=0; ys=0; }
void _alloc(int _xs,int _ys) { int i=0; _free(); xs=_xs; ys=_ys; map=new int*[xs]; if (map) for (i=0;i<xs;i++) { map[i]=new int[ys]; if (map[i]==NULL) { i=-1; break; } } else i=-1; if (i<0) _free(); }
// scann boundary box interface
void scann_beg();
void scann_pnt(double x,double y);
void scann_end();
// dynamic allocations
void cell_size(double sz); // compute/allocate grid from grid cell size = sz x sz
// scann holes interface
void holes_beg();
void holes_pnt(double x,double y);
void holes_end();
// global(x,y) <- local map[i][j] + half cell offset
inline void l2g(double &x,double &y,int i,int j) { x=x0+((double(i)+0.5)*ml2g); y=y0+((double(j)+0.5)*ml2g); }
// local map[i][j] <- global(x,y)
inline void g2l(int &i,int &j,double x,double y) { i= double((x-x0) *mg2l); j= double((y-y0) *mg2l); }
};
//---------------------------------------------------------------------------
void holes::scann_beg()
{
x0=0.0; y0=0.0; x1=0.0; y1=0.0; n=0;
}
//---------------------------------------------------------------------------
void holes::scann_pnt(double x,double y)
{
if (!n) { x0=x; y0=y; x1=x; y1=y; }
if (n<0x7FFFFFFF) n++; // avoid overflow
if (x0>x) x0=x; if (x1<x) x1=x;
if (y0>y) y0=y; if (y1<y) y1=y;
}
//---------------------------------------------------------------------------
void holes::scann_end()
{
}
//---------------------------------------------------------------------------
void holes::cell_size(double sz)
{
int x,y;
if (sz<1e-6) sz=1e-6;
x=ceil((x1-x0)/sz);
y=ceil((y1-y0)/sz);
_alloc(x,y);
ml2g=sz; mg2l=1.0/sz;
}
//---------------------------------------------------------------------------
void holes::holes_beg()
{
int i,j;
for (i=0;i<xs;i++)
for (j=0;j<ys;j++)
map[i][j]=0;
}
//---------------------------------------------------------------------------
void holes::holes_pnt(double x,double y)
{
int i,j;
g2l(i,j,x,y);
if ((i>=0)&&(i<xs))
if ((j>=0)&&(j<ys))
if (map[i][j]<0x7FFFFFFF) map[i][j]++; // avoid overflow
}
//---------------------------------------------------------------------------
void holes::holes_end()
{
int i,j,e,i0,i1;
List<int> ix; // hole lines start/stop indexes for speed up the polygonization
_line *a,*b,l;
_point *aa,*bb,p;
lin.num=0; lin_i0=0;// clear lines
ix.num=0; // clear indexes
// find holes (map[i][j].cnt==0) or (map[i][j].cnt<=treshold)
// and create lin[] list of H,V lines covering holes
for (j=0;j<ys;j++) // search lines
for (i=0;i<xs;)
{
int i0,i1;
for (;i<xs;i++) if (map[i][j]==0) break; i0=i-1; // find start of hole
for (;i<xs;i++) if (map[i][j]!=0) break; i1=i; // find end of hole
if (i0< 0) continue; // skip bad circumstances (edges or no hole found)
if (i1>=xs) continue;
if (map[i0][j]==0) continue;
if (map[i1][j]==0) continue;
l.i0=i0;
l.i1=i1;
l.j0=j ;
l.j1=j ;
l.id=-1;
lin.add(l);
}
for (i=0;i<xs;i++) // search columns
for (j=0;j<ys;)
{
int j0,j1;
for (;j<ys;j++) if (map[i][j]==0) break; j0=j-1; // find start of hole
for (;j<ys;j++) if (map[i][j]!=0) break; j1=j ; // find end of hole
if (j0< 0) continue; // skip bad circumstances (edges or no hole found)
if (j1>=ys) continue;
if (map[i][j0]==0) continue;
if (map[i][j1]==0) continue;
l.i0=i ;
l.i1=i ;
l.j0=j0;
l.j1=j1;
l.id=-1;
lin.add(l);
}
// segmentate lin[] ... group lines of the same hole together by lin[].id
// segmentation based on vector lines data
// you can also segmentate the map[][] directly as bitmap during hole detection
for (i=0;i<lin.num;i++) lin[i].id=i; // all lines are separate
for (;;) // join what you can
{
for (e=0,a=lin.dat,i=0;i<lin.num;i++,a++)
{
for (b=a,j=i;j<lin.num;j++,b++)
if (a->id!=b->id)
{
// if a,b not intersecting or neighbouring
if (a->i0>b->i1) continue;
if (b->i0>a->i1) continue;
if (a->j0>b->j1) continue;
if (b->j0>a->j1) continue;
// if they do mark e for join groups
e=1; break;
}
if (e) break; // join found ... stop searching
}
if (!e) break; // no join found ... stop segmentation
i0=a->id; // joid ids ... rename i1 to i0
i1=b->id;
for (a=lin.dat,i=0;i<lin.num;i++,a++)
if (a->id==i1)
a->id=i0;
}
// sort lin[] by id
for (e=1;e;) for (e=0,a=&lin[0],b=&lin[1],i=1;i<lin.num;i++,a++,b++)
if (a->id>b->id) { l=*a; *a=*b; *b=l; e=1; }
// re id lin[] and prepare start/stop indexes
for (i0=-1,i1=-1,a=&lin[0],i=0;i<lin.num;i++,a++)
if (a->id==i1) a->id=i0;
else { i0++; i1=a->id; a->id=i0; ix.add(i); }
ix.add(lin.num);
// polygonize
lin_i0=lin.num;
for (j=1;j<ix.num;j++) // process hole
{
i0=ix[j-1]; i1=ix[j];
// create border pnt[] list (unique points only)
pnt.num=0; p.used=0; p.p0=-1; p.p1=-1;
for (a=&lin[i0],i=i0;i<i1;i++,a++)
{
p.i=a->i0;
p.j=a->j0;
map[p.i][p.j]=0;
for (aa=&pnt[0],e=0;e<pnt.num;e++,aa++)
if ((aa->i==p.i)&&(aa->j==p.j)) { e=-1; break; }
if (e>=0) pnt.add(p);
p.i=a->i1;
p.j=a->j1;
map[p.i][p.j]=0;
for (aa=&pnt[0],e=0;e<pnt.num;e++,aa++)
if ((aa->i==p.i)&&(aa->j==p.j)) { e=-1; break; }
if (e>=0) pnt.add(p);
}
// mark not border points
for (aa=&pnt[0],i=0;i<pnt.num;i++,aa++)
if (!aa->used) // ignore marked points
if ((aa->i>0)&&(aa->i<xs-1)) // ignore map[][] border points
if ((aa->j>0)&&(aa->j<ys-1))
{ // ignore if any non hole cell around
if (map[aa->i-1][aa->j-1]>0) continue;
if (map[aa->i-1][aa->j ]>0) continue;
if (map[aa->i-1][aa->j+1]>0) continue;
if (map[aa->i ][aa->j-1]>0) continue;
if (map[aa->i ][aa->j+1]>0) continue;
if (map[aa->i+1][aa->j-1]>0) continue;
if (map[aa->i+1][aa->j ]>0) continue;
if (map[aa->i+1][aa->j+1]>0) continue;
aa->used=1;
}
// delete marked points
for (aa=&pnt[0],e=0,i=0;i<pnt.num;i++,aa++)
if (!aa->used) { pnt[e]=*aa; e++; } pnt.num=e;
// connect neighbouring points distance=1
for (i0= 0,aa=&pnt[i0];i0<pnt.num;i0++,aa++)
if (aa->used<2)
for (i1=i0+1,bb=&pnt[i1];i1<pnt.num;i1++,bb++)
if (bb->used<2)
{
i=aa->i-bb->i; if (i<0) i=-i; e =i;
i=aa->j-bb->j; if (i<0) i=-i; e+=i;
if (e!=1) continue;
aa->used++; if (aa->p0<0) aa->p0=i1; else aa->p1=i1;
bb->used++; if (bb->p0<0) bb->p0=i0; else bb->p1=i0;
}
// try to connect neighbouring points distance=sqrt(2)
for (i0= 0,aa=&pnt[i0];i0<pnt.num;i0++,aa++)
if (aa->used<2)
for (i1=i0+1,bb=&pnt[i1];i1<pnt.num;i1++,bb++)
if (bb->used<2)
if ((aa->p0!=i1)&&(aa->p1!=i1))
if ((bb->p0!=i0)&&(bb->p1!=i0))
{
if ((aa->used)&&(aa->p0==bb->p0)) continue; // avoid small closed loops
i=aa->i-bb->i; if (i<0) i=-i; e =i*i;
i=aa->j-bb->j; if (i<0) i=-i; e+=i*i;
if (e!=2) continue;
aa->used++; if (aa->p0<0) aa->p0=i1; else aa->p1=i1;
bb->used++; if (bb->p0<0) bb->p0=i0; else bb->p1=i0;
}
// try to connect to closest point
int ii,dd;
for (i0= 0,aa=&pnt[i0];i0<pnt.num;i0++,aa++)
if (aa->used<2)
{
for (ii=-1,i1=i0+1,bb=&pnt[i1];i1<pnt.num;i1++,bb++)
if (bb->used<2)
if ((aa->p0!=i1)&&(aa->p1!=i1))
if ((bb->p0!=i0)&&(bb->p1!=i0))
{
i=aa->i-bb->i; if (i<0) i=-i; e =i*i;
i=aa->j-bb->j; if (i<0) i=-i; e+=i*i;
if ((ii<0)||(e<dd)) { ii=i1; dd=e; }
}
if (ii<0) continue;
i1=ii; bb=&pnt[i1];
aa->used++; if (aa->p0<0) aa->p0=i1; else aa->p1=i1;
bb->used++; if (bb->p0<0) bb->p0=i0; else bb->p1=i0;
}
// add connected points to lin[] ... this is hole perimeter !!!
// lines are 2 x duplicated so some additional code for sort the order of line swill be good idea
l.id=lin[ix[j-1]].id;
for (i0=0,aa=&pnt[i0];i0<pnt.num;i0++,aa++)
{
l.i0=aa->i;
l.j0=aa->j;
// [edit3] this avoid duplicating lines
if (aa->p0>i0) { bb=&pnt[aa->p0]; l.i1=bb->i; l.j1=bb->j; lin.add(l); }
if (aa->p1>i0) { bb=&pnt[aa->p1]; l.i1=bb->i; l.j1=bb->j; lin.add(l); }
//if (aa->p0>=0) { bb=&pnt[aa->p0]; l.i1=bb->i; l.j1=bb->j; lin.add(l); }
//if (aa->p1>=0) { bb=&pnt[aa->p1]; l.i1=bb->i; l.j1=bb->j; lin.add(l); }
}
}
}
//---------------------------------------------------------------------------
您只需将我的 List<T>
模板替换为 std::list
或其他任何内容(该模板我无法共享).它是 T
...
You just need to replace my List<T>
template with std::list
or whatever (that template I cannot share). It is an dynamic 1D array of T
...
列表x;
与 int x[];
x.add();
将空项添加到 xx.add(a);
向 x 添加一个项目x.reset()
清空数组x.allocate(size)
预先分配空间以避免运行缓慢的重新分配x.num
是 x[] 中的项目数 ... 在项目中使用的大小List<int> x;
is the same as int x[];
x.add();
add empty item to xx.add(a);
add a item to xx.reset()
clears the arrayx.allocate(size)
preallocate space to avoid reallocations on the run which is slowx.num
is number of items in x[] ... used size in items在原始代码中只是静态数组,所以如果您感到困惑,请检查它.
in the original code are only static arrays so if you are confused check with it instead.
现在如何使用它:
h.scann_beg(); for (i=0;i<view.pnt.num;i++) { p=view.pnt[i].p0.p; h.scann_pnt(p[0],p[1]); } h.scann_end();
h.cell_size(2.5);
h.holes_beg(); for (i=0;i<view.pnt.num;i++) { p=view.pnt[i].p0.p; h.holes_pnt(p[0],p[1]); } h.holes_end();
其中 view.pnt[]
是输入点列表,其中包含:view.pnt[i].p0.p[ 2 ]= { x,y }
where view.pnt[]
is list of input points and inside it: view.pnt[i].p0.p[ 2 ]= { x,y }
输出在 h.lin[]
和 lin_i0
其中:
Output is in h.lin[]
and lin_i0
where:
h.lin[i] i= <0,lin_i0 )
是内部 H,V 线h.lin[i] i= <lin_i0,h.lin.num )
是周长h.lin[i] i= < 0,lin_i0 )
are the inside H,V linesh.lin[i] i= < lin_i0,h.lin.num )
are the perimeter周界线没有排序并且重复了两次,因此只需对它们进行排序并删除重复项(太懒了).lin[]
里面是线所属的孔0,1,2,3,...
的id ..id
,i,j
地图内的坐标.因此,要正确输出到您的世界坐标,请执行以下操作:
The perimeter lines are not ordered and are duplicated twice so just order them and remove duplicates (too lazy for that). Inside lin[]
are id .. id
of hole 0,1,2,3,...
to which the line belongs and i,j
coordinates inside map. so for proper output into your world coordinates do something like this:
int i,j;
holes h; // holes class
double *p; // input point list ptr
h.scann_beg(); for (i=0;i<view.pnt.num;i++) { p=view.pnt[i].p0.p; h.scann_pnt(p[0],p[1]); } h.scann_end();
h.cell_size(2.5);
h.holes_beg(); for (i=0;i<view.pnt.num;i++) { p=view.pnt[i].p0.p; h.holes_pnt(p[0],p[1]); } h.holes_end();
DWORD coltab[]=
{
0x000000FF,
0x0000FF00,
0x00FF0000,
0x0000FFFF,
0x00FFFF00,
0x00FF00FF,
0x00FFFFFF,
0x00000088,
0x00008800,
0x00880000,
0x00008888,
0x00888800,
0x00880088,
0x00888888,
};
for (i=0;i<h.lin.num;i++) // draw lin[]
{
glview2D::_lin a;
holes::_line *b=&h.lin[i];
h.l2g(a.p0.p[0],a.p0.p[1],b->i0,b->j0);
h.l2g(a.p1.p[0],a.p1.p[1],b->i1,b->j1);
if (i<h.lin_i0) // H,V lines inside hole(b->id) .. gray [edit3] was <= which is wrong and miss-color first perimeter line
{
a.col=0x00808080;
}
else{ // hole(b->id) perimeter lines ... each hole different collor
if ((b->id>=0)&&(b->id<14)) a.col=coltab[b->id];
if (b->id==-1) a.col=0x00FFFFFF; // special debug lines
if (b->id==-2) a.col=0x00AA8040; // special debug lines
}
view.lin.add(a); // here draw your line or add it to your polygon instead
}
view.lin[]
有成员: p0,p1,
分别是 view.pnt[]
和 col
即颜色
view.lin[]
has members: p0,p1,
which are points as view.pnt[]
and col
which is color当孔太小时,我只看到了一个问题(直径 < 3 个单元格)
否则没问题
I saw only one issue with this when holes are too small (diameter < 3 cells)
otherwise is OK
[edit4] 重新排列周界线
要这样做而不是这样做:
to do that just instead of this:
/* add connected points to lin[] ... this is hole perimeter !!!
// lines are 2 x duplicated so some additional code for sort the order of line swill be good idea
l.id=lin[ix[j-1]].id;
for (i0=0,aa=&pnt[i0];i0<pnt.num;i0++,aa++)
{
l.i0=aa->i;
l.j0=aa->j;
// [edit3] this avoid duplicating lines
if (aa->p0>i0) { bb=&pnt[aa->p0]; l.i1=bb->i; l.j1=bb->j; lin.add(l); }
if (aa->p1>i0) { bb=&pnt[aa->p1]; l.i1=bb->i; l.j1=bb->j; lin.add(l); }
//if (aa->p0>=0) { bb=&pnt[aa->p0]; l.i1=bb->i; l.j1=bb->j; lin.add(l); }
//if (aa->p1>=0) { bb=&pnt[aa->p1]; l.i1=bb->i; l.j1=bb->j; lin.add(l); }
} */
这样做:
// add connected points to lin[] ... this is hole perimeter !!!
l.id=lin[ix[j-1]].id;
// add index of points instead points
int lin_i1=lin.num;
for (i0=0,aa=&pnt[i0];i0<pnt.num;i0++,aa++)
{
l.i0=i0;
if (aa->p0>i0) { l.i1=aa->p0; lin.add(l); }
if (aa->p1>i0) { l.i1=aa->p1; lin.add(l); }
}
// reorder perimeter lines
for (i0=lin_i1,a=&lin[i0];i0<lin.num-1;i0++,a++)
for (i1=i0+1 ,b=&lin[i1];i1<lin.num ;i1++,b++)
{
if (a->i1==b->i0) { a++; l=*a; *a=*b; *b=l; a--; break; }
if (a->i1==b->i1) { a++; l=*a; *a=*b; *b=l; i=a->i0; a->i0=a->i1; a->i1=i; a--; break; }
}
// convert point indexes to points
for (i0=lin_i1,a=&lin[i0];i0<lin.num;i0++,a++)
{
bb=&pnt[a->i0]; a->i0=bb->i; a->j0=bb->j;
bb=&pnt[a->i1]; a->i1=bb->i; a->j1=bb->j;
}
[Edit5] holes::holes_end
内的多边形化如何工作
How polygonize inside holes::holes_end
works
作为输入,您需要所有 H,V 线 lin[]
按孔分段/分组/排序的列表和密度图 map[][]
.
As input for this you need the list of all H,V lines lin[]
segmentated/grouped/sorted by hole and the density map map[][]
.
遍历所有孔
遍历加工孔的所有 H、V 线
创建所有唯一线端点的列表pnt[]
(无重复).因此,为每条线取 2 个端点,并查看每个点是否已经在列表中.如果不添加,则忽略它.
Create list of all unique line endpoints pnt[]
(no duplicates). So take 2 endpoints for each line and look if each point is already in the list. If not add it there else ignore it.
从列表中删除所有非边界点
因此,通过查看密度中的 4 个邻居来删除所有与非孔区域不接触的点 map[][]
So remove all points that have no contact with non-hole area by looking into 4 neighbors in the density map[][]
对点进行连通分量分析
used=0;p0=-1;p1=-1;
用于 pnt[]
列表中的所有点用 distance=1
used=0; p0=-1; p1=-1;
for all points in pnt[]
listconnect points with distance=1
使用 used<2
遍历所有点 pnt[]
,这意味着它们尚未完全使用,并且对于每个这样的点搜索 pnt[]
再次用于另一个具有 distance = 1
的点.这意味着它是它的 4 个邻居并且应该被连接所以 add 连接信息到他们的展位(使用 p0
或 p1
索引是未使用的 (-1)
) 并增加两个点的使用量.
loop through all points pnt[]
with used<2
which means they are not fully used yet and for each such point search pnt[]
again for another such point that has also distance = 1
to it. It means it is its 4-neighbors and should be connected so add the connection info to booth of them (use p0
or p1
index which ever is unused (-1)
) and increment usage of both points.
尝试用 distance=sqrt(2)
与 #2 几乎相同,只是现在选择 8 个邻居的对角线的距离.这次也避免了闭环,所以不要连接已经连接到它的点.
is almost the same as #2 except the distance which now selects diagonals of 8-neighbors. This time also avoid closed loops so do not connect point that is already connected to it.
尝试连接最近的点
再次与#2,#3几乎相同,但选择最近的点并避免闭环.
again is almost the same as #2,#3 but select the closest point instead and also avoid closed loops.
从 pnt[]
所以选择列表中的第一个点并将其添加到多边形中.然后将连接点添加到它(无论您以哪种方式启动 p0
或 p1
).然后添加它的连接点(不同于之前添加的点到多边形以避免前后循环).添加与 pnt[]
中的点一样多的点.
so pick first point in list and add it to the polygon. then add the connected point to it (does not matter which way you start p0
or p1
). Then add its connected point (different then previous added point to polygon to avoid back and forward loops). Add so many points as you have points in a pnt[]
.
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