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我目前正在编写 Convex Hull 算法的分而治之版本,它非常接近工作,但在合并两个凸包(以形成整体凸包)时遇到了麻烦。

我正在合并:

  • 计算每个输入外壳 A 和 B 的上外壳和下外壳
  • 通过确保右转找到组合的上层船体
  • 通过确保左转找到组合的下部船体
  • 计算 2 个组合船体的并集

我不是 100% 确定这是否是正确的方法 - 任何用于查找组合上/下船体的指导或伪代码?

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3 回答 3

2

看一下这个; 它将为您提供非常聪明的凸包操作方法

https://web.archive.org/web/20120617005317/http://moais.imag.fr/membres/denis.trystram/SupportsDeCours/convexHull.pdf

于 2012-11-20T22:29:32.693 回答
0

虽然这是使用 XNA 库,但您绝对可以将其移植到 Java:

public static class PolygonUnion
{
        public static bool PolyUnion(Vector2[] polya, Vector2[] polyb, out Vector2[] union, out Vector2[] intersection)
        {
            if (!Intersects(polya, polyb))
            {
                union = polya;
                intersection = polyb;
                return false;
            }

            LList a = new LList(polya), b = new LList(polyb);
            List<Intersection> intersections = new List<Intersection>();

            Vector2 vert;
            VNode aNode = a.First, bNode = b.First;
            //Find intersection points between the polygons
            do
            {
                do
                {
                    if (EdgeIntersects(aNode.Value, (aNode.Next == null) ? a.First.Value : aNode.Next.Value, bNode.Value,
(bNode.Next == null) ? b.First.Value : bNode.Next.Value, out vert))
                    {
                        //An intersection point has been found!
                        intersections.Add(new Intersection(vert, aNode, bNode, (aNode.Next == null) ? a.First : aNode.Next,
(bNode.Next == null) ? b.First : bNode.Next));
                    }
                    bNode = bNode.Next;
                }
                while (bNode != null);
                bNode = b.First;
                aNode = aNode.Next;
            }
            while (aNode != null);
            //Perform surgery on these intersections
            Intersection i;
            for (int j = 0; j < intersections.Count; j++)
            {
                i = intersections[j];
                i.aIn.Next = new VNode(i.Position, i.bOut, i.aIn);
                i.bOut.Prev = i.aIn.Next;

                i.bIn.Next = new VNode(i.Position, i.aOut, i.bIn);
                i.aOut.Prev = i.bIn.Next;
            }
            //Decompose and simplify polygons into arrays
            union = a.ToArray();
            intersection = b.ToArray();

            //Find exterior polygon
            if (union.Length < intersection.Length)
            {
                //Polygons need swapping!
                Vector2[] u = union;
                union = intersection;
                intersection = u;
            }
            return true;
        }

        private class Intersection
        {
            public Intersection(Vector2 position, VNode aIn, VNode bIn, VNode aOut, VNode bOut)
            {
                this.aIn = aIn;
                this.bIn = bIn;
                this.aOut = aOut;
                this.bOut = bOut;
                this.Position = position;
            }

            public VNode aIn, bIn, aOut, bOut;
            public Vector2 Position;
        }

        private class LList
        {
            public LList(Vector2[] poly)
            {
                First = new VNode(poly[0], null, null);

                current = First;
                for (int i = 1; i < poly.Length; i++)
                {
                    Add(current, poly[i]);
                    current = current.Next;
                }
                current = First;
            }

            private void Add(VNode prev, Vector2 pos)
            {
                prev.Next = new VNode(pos, null, prev);
            }

            public VNode First;
            private VNode current;

            public Vector2[] ToArray()
            {
                List<Vector2> ret = new List<Vector2>();
                current = First;
                int timeout = 1000;
                bool starting = true;

                while (current != null)
                {
                    if (current.Prev != null && current.Value == current.Prev.Value)
                    {
                        current = current.Next;
                        if (current.Value == current.Next.Value && current.Value == current.Prev.Value) break;
                        continue;
                    }
                    if (!starting && current.Value == First.Value) break;
                    starting = false;

                    ret.Add(current.Value);
                    current = current.Next;

                    timeout--;
                    if (timeout <= 0) break;
                }
                return Simplify(ret.ToArray());
            }
        }

        private class VNode
        {
            public VNode(Vector2 value, VNode next, VNode prev)
            {
                Value = value;
                Next = next;
                Prev = prev;
            }

            public VNode Next;
            public VNode Prev;
            public Vector2 Value;

            public override string ToString()
            {
                return Value.ToString();
            }
        }

        private static Vector2[] Simplify(Vector2[] poly)
        {
            const float tolerance = 25f;//5 pixels tolerance. (5^2 to save sqrt)
            if (poly.Length == 0) return poly;

            List<Vector2> ret = new List<Vector2>(1);
            ret.Add(poly[0]);
            float dist;

            for (int i = 1; i < poly.Length; i++)
            {
                dist = (poly[ret.Count - 1] - poly[i]).LengthSquared();
                if (dist < tolerance) continue;
                if (ret.Contains(poly[i])) continue;

                ret.Add(poly[i]);
            }
            return ret.ToArray();
        }

        /// <summary>
        /// Checks if the line segments intersect.
        /// </summary>
        private static bool EdgeIntersects(Vector2 x, Vector2 y, Vector2 a, Vector2 b, out Vector2 i)
        {
            i = Vector2.Zero;
            float dx, dy, da, db, t, s;

            dx = y.X - x.X;
            dy = y.Y - x.Y;
            da = b.X - a.X;
            db = b.Y - a.Y;
            if ((da * dy - db * dx) == 0) return false;

            s = (dx * (a.Y - x.Y) + dy * (x.X - a.X)) / (da * dy - db * dx);
            t = (da * (x.Y - a.Y) + db * (a.X - x.X)) / (db * dx - da * dy);
            i = new Vector2(x.X + t * dx, x.Y + t * dy);
            return (bool)(s >= 0 && s <= 1 && t >= 0 && t <= 1);
        }

        #region Intersection Test
        /// <summary>
        /// Checks if two polygons intersect.
        /// </summary>
        public static bool Intersects(Vector2[] aPoints, Vector2[] bPoints)
        {
            Vector2 edge, axis;
            float minA, maxA, minB, maxB, overlap;
            //Loop through all edges until a seperating axis is found
            for (int x = 0; x < aPoints.Length + bPoints.Length; x++)
            {
                //Calculate the current edge
                if (x < aPoints.Length) edge = aPoints[(x == aPoints.Length - 1 ? 0 : x + 1)] - aPoints[x];
                else
                {
                    x -= aPoints.Length;
                    edge = bPoints[(x == bPoints.Length - 1 ? 0 : x + 1)] - bPoints[x];
                    x += aPoints.Length;
                }
                //Find the axis perpendicular to current edge
                axis = new Vector2(-edge.Y, edge.X);
                axis.Normalize();
                //Project the two shapes onto this axis
                //Project this
                ProjectPoly(aPoints, axis, out maxA, out minA);
                ProjectPoly(bPoints, axis, out maxB, out minB);
                //Find the overlap between them
                if (minA < minB) overlap = minB - maxA;
                else overlap = minA - maxB;
                //If the overlap is negative then they are overlapping and the smallest
                //overlap must be found to find the minumum translation.
                //If it is bigger than 0 then they won't overlap at all.
                if (overlap < 0) return true;
            }
            return false;
        }
        /// <summary>
        /// Projects a polygon onto the axis, giving the maximum and minimum positions.
        /// </summary>
        /// <param name="points">Points that are in world space with origin at the centre</param>
        private static void ProjectPoly(Vector2[] points, Vector2 axis, out float max, out float min)
        {
            //Projecting a point onto an axis uses a dot product.
            float dotProduct = Vector2.Dot(axis, points[0]);
            min = dotProduct;
            max = dotProduct;
            //Now project the rest of the polygon...
            for (int i = 1; i < points.Length; i++)
            {
                dotProduct = Vector2.Dot(axis, points[i]);
                if (dotProduct < min) min = dotProduct;
                else if (dotProduct > max) max = dotProduct;
            }
        }
        #endregion
}
于 2012-11-20T22:31:29.107 回答
0

我不确定你所说的低和高是什么意思,最好指定它是 2D 还是 3D。

对于 2D 凸包。我制作了一个算法,根据我的测试,它是最快的(至少是 Chan 的两倍)并且两者都在 O(n log h) 中。

但我的不同之处在于,它支持“在线”喂食。我的意思是您可以一次动态地添加一个点(尚不支持删除)。每一点都保持在 O (log h) 内,这实际上是您可以获得的最快速度。我认为,它也是唯一一个在线并处于该性能范围内的产品。

关于凸包的文章是:快速和改进的 2D 凸包算法及其在 O(n log h) 中的实现。但是“在线”部分尚未记录。我今天才完成(2018-01-25)。但是所有代码都可以在GitHub 上访问。

为简单起见,您只能使用在线部分将任何内容与此代码动态合并(您可以添加凸包点或任何点):

OuelletConvexHullAvl2Online.ConvexHullOnline convexHullOnline = new OuelletConvexHullAvl2Online.ConvexHullOnline();
                    foreach (Point pt in points)
                    {
                        convexHullOnline.DynamicallyAddAnotherPointToConvexHullIfAppropriate(pt);
                    }

                    return convexHullOnline.GetResultsAsArrayOfPoint();
于 2018-01-26T04:32:18.697 回答