How to determine that a-dist is negative? - c#

What kind of formula I need to use that I can determine that point P3 is negative side of P1-P2 line?
//x0, y0 is point P3 and x1,y1,x2,y2 is line P1-P2
static double ADist(double x0,double y0,double x1,double y1,double x2,double y2)
{
double Dx = (x2 - x1);
double Dy = (y2 - y1);
double numerator = (Dy * x0 - Dx * y0 - x1 * y2 + x2 * y1);
double denominator = Math.Sqrt(Dx * Dx + Dy * Dy);
double b2 = numerator / denominator;
double dx = x0 - x1;
double dy = y0 - y1;
double dxy = Math.Sqrt(dx * dx + dy * dy);
double a = Math.Sqrt(dxy * dxy - b2 * b2);
return a;
}

this is more math question (there is a stack for that if you don't know it : you may make a scalar product (or dot product) of vectors (P1-P2) and vector (P1-P3). If dot product is negative, so it is on "negative side" ( = 0 if the vectors are perpendicular).
public double ScalarProduct (Vector v1,Vector v2)
{
return v1.x*v2.x + v1.y*v2.y;
}
You just need to convert your points to vectors.
In your case, it would be (dx*Dx + dy*Dy)
Then to determinate the value of distance :
private double getDistance2(double x0,double y0,double x1,double y1,double x2,double y2)
{
double A = x2 * x2 + y2 * y2;
double B = 2 * (x1 - x0) * x2 + 2 * (y1 - y0) * y2;
double C = (x1 - x0) * (x1 - x0) + (y1 - y0) * (y1 - y0);
double s0 = -B / (2 * A);
double d2 = Math.Round((A * s0 * s0 + B * s0 + C), 3);
return Math.Sqrt(d2);
}
this method returns the distance between P3, and the line P1-P2.
Then you just need to calculate distance between P1 and P3, and using Pythagore you will find your distance.

Related

Draw Line with Points outside of Bitmap

I have 2 Points a and b. Point a is inside the Bitmap but point b is not!
Show
here.
How can I calculate the x and y values of Point c?
I have tried this:
double ratio = Math.Abs(a.x - b.x) / Math.Abs(a.y - b.y);
b.x = bm.Width;
b.y = a.y + 1 / ratio * Math.Abs(a.x - b.x);
Graphics.FromImage(bm).DrawLine(new Pen(Color.Gray), (float)a.x, (float)a.y, (float)b.x, (float)b.y);
but it only worked with Points like
these
All other 3 Directions did not work :(
Thanks in advance!
First of all, you don't need coordinates inside the bounds of image to draw a line. You can use
Graphics.FromImage(bm).DrawLine(new Pen(Color.Gray), (float)a.x, (float)a.y, (float)b.x, (float)b.y);
without modifying b.
If you really want to find C coordinates, you have to compute segment crossing points between [A; B] and four edge segments [0:0 ; Width:0] [Width:0 ; Width:Height], [Width:Height ; 0:Height] and [0:Height ; 0:0].
Here is a function of mine (founded and adapted a few years ago...) that you can adapt (it will be easy to understand what is Segment struct) to check every segment for an intersection :
public static PointF? GetCrossingPoint(Segment segment1, Segment segment2)
{
PointF output = null;
double x1, x2, x3, x4, y1, y2, y3, y4;
x1 = segment1.StartPoint.X;
x2 = segment1.EndPoint.X;
x3 = segment2.StartPoint.X;
x4 = segment2.EndPoint.X;
y1 = segment1.StartPoint.Y;
y2 = segment1.EndPoint.Y;
y3 = segment2.StartPoint.Y;
y4 = segment2.EndPoint.Y;
double den = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);
if (den != 0)
{
double t = ((x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)) / den;
double u = -((x1 - x2) * (y1 - y3) - (y1 - y2) * (x1 - x3)) / den;
if (t > 0 && t < 1 && u > 0 && u < 1)
{
output = new PointF(x1 + t * (x2 - x1), y1 + t * (y2 - y1)));
}
}
return output;
}

Rasterizing curves algorithms

My current application needs an algorithm to drawing lines, circles and rotated ellipses of a given image. I have searched on the internet and found this article Algorithm for Drawing Curves explain how to achieve it. I'm trying to implement a method describe in the Page 40 in C#, but in the Line 40 has an operation between Int and Bool.
The operation in question is:
x1 = 2 * err > dy; // <- this
y1 = 2 * (err + yy) < -dy); // <- this
if (2 * err < dx || y1) // <- this
{
y0 += sy;
dy += xy;
err += dx += xx;
}
if (2 * err > dx || x1) // <- this
{
x0 += sx;
dx += xy;
err += dy += yy;
}
The variables x1, y1 are integers and err, yy and dy are double. I don't know which programming language the author used, but apparently seems to be in C.
How to translated this operation in C#?
The Complete method I tried to implemented in C#:
private static Point[] plotQuadRationalBezierSeg(int x0, int y0, int x1, int y1, int x2, int y2, double w)
{
// plot a limited rational Bezier segment, squared weight
var points = new List<Point>();
int sx = x2 - x1, sy = y2 - y1; // relative values for checks
double dx = x0 - x2, dy = y0 - y2, xx = x0 - x1, yy = y0 - y1;
double xy = xx * sy + yy * sx, cur = xx * sy - yy * sx, err; // curvature
//assert(xx * sx <= 0.0 && yy * sy <= 0.0); // sign of gradient must not change
if (cur != 0.0 && w > 0.0)
{ /* no straight line */
if (sx * (long)sx + sy * (long)sy > xx * xx + yy * yy)
{ // begin with longer part
x2 = x0;
x0 -= (int)dx;
y2 = y0;
y0 -= (int)dy;
cur = -cur; //swap P0 P2
}
xx = 2.0 * (4.0 * w * sx * xx + dx * dx); //differences 2nd degree
yy = 2.0 * (4.0 * w * sy * yy + dy * dy);
sx = x0 < x2 ? 1 : -1; // x step direction
sy = y0 < y2 ? 1 : -1; // y step direction
xy = -2.0 * sx * sy * (2.0 * w * xy + dx * dy);
if (cur * sx * sy < 0.0)
{
// negated curvature?
xx = -xx;
yy = -yy;
xy = -xy;
cur = -cur;
}
dx = 4.0 * w * (x1 - x0) * sy * cur + xx / 2.0 + xy; //differences 1st degree
dy = 4.0 * w * (y0 - y1) * sx * cur + yy / 2.0 + xy;
if (w < 0.5 && (dy > xy || dx < xy))
{
// flat ellipse, algorithm fails
cur = (w + 1.0) / 2.0;
w = Math.Sqrt(w);
xy = 1.0 / (w + 1.0);
sx = (int)Math.Floor((x0 + 2.0 * w * x1 + x2) * xy / 2.0 + 0.5); //subdivide curve in half
sy = (int)Math.Floor((y0 + 2.0 * w * y1 + y2) * xy / 2.0 + 0.5);
dx = (int)Math.Floor((w * x1 + x0) * xy + 0.5);
dy = (int)Math.Floor((y1 * w + y0) * xy + 0.5);
points.AddRange(plotQuadRationalBezierSeg(x0, y0, (int)dx, (int)dy, sx, sy, cur)); //plot separately
dx = Math.Floor((w * x1 + x2) * xy + 0.5); dy = Math.Floor((y1 * w + y2) * xy + 0.5);
points.AddRange(plotQuadRationalBezierSeg(sx, sy, (int)dx, (int)dy, x2, y2, cur));
return points.ToArray();
}
//error 1.step
err = dx + dy - xy;
do
{
points.Add(new Point(x0, y0)); // plot curve
if (x0 == x2 && y0 == y2)
return points.ToArray(); // last pixel -> curve finished
x1 = 2 * err > dy;
y1 = 2 * (err + yy) < -dy); // save value for test of x step
if (2 * err < dx || y1)
{
y0 += sy;
dy += xy;
err += dx += xx;
}/* y step */
if (2 * err > dx || x1)
{
x0 += sx;
dx += xy;
err += dy += yy;
}/* x step */
} while (dy <= xy && dx >= xy); // gradient negates -> algorithm fails
}
// plot remaining needle to end
points.AddRange(
new Point[] {
new Point(x0, y0),
new Point(x2, y2),
});
return points.ToArray();
}

Where is the flaw in my logic for finding all the coordinates whose center is covered by a square

.. a square whose opposite ends are given by (x1,y1), (x3, y3).
For example, see the image
(x1,y1)=(2,6), (x3,y3)=(8,4)
I'm thinking in terms of basic "y = mx + b" Algebra 1 stuff.
public void DrawSquare(double x1, double y1, double x3, double y3)
{
// Increment input coordinates so that they now are
// at the center of the squares
x1 += 0.5;
y1 += 0.5;
x3 += 0.5;
y3 += 0.5;
// Ensure x1 <= x2
if(x1 > x3)
{
SwapDoubles(ref x1, ref x3);
SwapDoubles(ref y1, ref y3);
}
// Get midpoints of x-y pairs
double midx = (x1 + x3) / 2;
double midy = (y1 + y3) / 2;
// Get the two lines f(x) = m1*x + b1 and g(x) = m3*x + b2
// that parallel the sides of the square and run through the center.
double m = (y3 - y1) / (x3 - x1);
if (m == 0)
m = double.Epsilon; // better way to do this?
double m1 = -m;
double m3 = 1 / m;
double b1 = midy - m1 * midx;
double b3 = midy - m3 * midx;
// Get distance from center to lines that run across the sides of the square
double d = Math.Sqrt(Math.Pow((double)x1 - midx, 2) + Math.Pow((double)y1 - midy, 2)) / Math.Sqrt(2);
DrawInRange((Coordinate<int> coord) =>
{
// distance from middle of coordinate to line 1
double d1 = ClosestDistanceToLine(m1, b1, coord.X + 0.5, coord.Y + 0.5);
// distance from middle coordinate to line 2
double d2 = ClosestDistanceToLine(m3, b3, coord.X + 0.5, coord.Y + 0.5);
return d1 <= d && d2 <= d;
});
}
// finds the closest distance beteen the line y = mx + b and the point (x0, y0)
// http://www.intmath.com/plane-analytic-geometry/perpendicular-distance-point-line.php
static double ClosestDistanceToLine(double m, double b, double x0, double y0)
{
double A = m;
double B = -1;
double C = b;
double numerator = Math.Abs(A * x0 + B * y0 + C);
double denominator = Math.Sqrt(Math.Pow(A, 2.0) + Math.Pow(B, 2.0));
return numerator / denominator;
}
Any idea why this isn't getting the proper coordinates for me?

Projection of a point on line defined by 2 points

I have been trying to figure this out for sometime now..
The problem to solve..
Say I have 3 Points..
P1 ---------- P2, and P3 can be anywhere around P1 and P2
What is the formula to calculate so that P3 is interpolated onto the line between P1 and P2?
I need a formula that calculates new X,Y coordinates for P3 that falls on the line between P1 and P2..
My code as of so far..
public Point lerp(Point P0, Point P1, Point P)
{
double y1 = P0.Y + (P1.Y - P0.Y) * ((P.X - P0.X) / (P1.X - P0.X));
double x1 = P.X;
double y2 = P.Y;
double x2 = P0.X + (P1.X - P0.X) * ((P.Y - P0.Y) / (P1.Y - P0.Y));
return new Point((x1 + x2) / 2, (y1 + y2) / 2);
}
And my reference..
http://en.wikipedia.org/wiki/Linear_interpolation
The above code gets it close, but its slightly off...
Here is the converted javascript code from Corey Ogburn
public Point _pointOnLine(Point pt1, Point pt2, Point pt)
{
bool isValid = false;
var r = new Point(0, 0);
if (pt1.Y == pt2.Y && pt1.X == pt2.X) { pt1.Y -= 0.00001; }
var U = ((pt.Y - pt1.Y) * (pt2.Y - pt1.Y)) + ((pt.X - pt1.X) * (pt2.X - pt1.X));
var Udenom = Math.Pow(pt2.Y - pt1.Y, 2) + Math.Pow(pt2.X - pt1.X, 2);
U /= Udenom;
r.Y = pt1.Y + (U * (pt2.Y - pt1.Y));
r.X = pt1.X + (U * (pt2.X - pt1.X));
double minx, maxx, miny, maxy;
minx = Math.Min(pt1.X, pt2.X);
maxx = Math.Max(pt1.X, pt2.X);
miny = Math.Min(pt1.Y, pt2.Y);
maxy = Math.Max(pt1.Y, pt2.Y);
isValid = (r.X >= minx && r.X <= maxx) && (r.Y >= miny && r.Y <= maxy);
return isValid ? r : new Point();
}
Here's some javascript code we've used here at work (a GIS company) to figure out the closest point on a line the mouse is next to in a situation where a user wants to split the line by adding a vertex to it. Should be easy to move over to C#:
function _pointOnLine(line1, line2, pt) {
var isValid = false;
var r = new Microsoft.Maps.Location(0, 0);
if (line1.latitude == line2.latitude && line1.longitude == line2.longitude) line1.latitude -= 0.00001;
var U = ((pt.latitude - line1.latitude) * (line2.latitude - line1.latitude)) + ((pt.longitude - line1.longitude) * (line2.longitude - line1.longitude));
var Udenom = Math.pow(line2.latitude - line1.latitude, 2) + Math.pow(line2.longitude - line1.longitude, 2);
U /= Udenom;
r.latitude = line1.latitude + (U * (line2.latitude - line1.latitude));
r.longitude = line1.longitude + (U * (line2.longitude - line1.longitude));
var minx, maxx, miny, maxy;
minx = Math.min(line1.latitude, line2.latitude);
maxx = Math.max(line1.latitude, line2.latitude);
miny = Math.min(line1.longitude, line2.longitude);
maxy = Math.max(line1.longitude, line2.longitude);
isValid = (r.latitude >= minx && r.latitude <= maxx) && (r.longitude >= miny && r.longitude <= maxy);
return isValid ? r : null;
}
line1 is a point with a latitude and longitude to represent one of the endpoints of the line, equivalent to your P1. line2 is the other endpoint: P2. pt is your P3. This will return the point on the line that P3 is perpendicular through. If P3 is past either end of the line, this will return null which means that one of the two end points is the closest point to P3.
For clarity:
The problem is that you Point has integer values for X and Y and therefore you are doing integer division. Try to cast your values into float or double, do the calculations and then return them back to the integers.
Note that when you are doing this:
(P1.Y - P0.Y) * ((P.X - P0.X) / (P1.X - P0.X))
you are actualy loosing the precision since the result of 5/2 is 2, not 2.5 but when your values are real numbers then 5.0/2.0 is indeed 2.5.
You should try this:
double y1 = P0.Y + (double)(P1.Y - P0.Y) * ((double)(P.X - P0.X) / (double)(P1.X - P0.X));
double x1 = P.X; //these two are implicit casts
double y2 = P.Y;
double x2 = P0.X + (double)(P1.X - P0.X) * ((double)(P.Y - P0.Y) / (double)(P1.Y - P0.Y));
return new Point((x1 + x2) / 2.0, (y1 + y2) / 2.0); //put 2.0 for any case even though x1+x2 is `double`
Also, then you are converting from double to int, decimal part of the number is automatically cut off so for instance 3.87 will become 3. Than your last line should be more precise if you could use this:
return new Point((x1 + x2) / 2.0 + 0.5, (y1 + y2) / 2.0 + 0.5);
which will effectively round double values to the closer integer value.
EDIT:
But if you just want to find the point p3 on the line between the two points, than it is easier to use this approach:
public Point lerp(Point P0, Point P1)
{
double x = ((double)P0.X + P1.X)/2.0;
double y = (double)P0.Y + (double)(P1.Y - P0.Y) * ((double)(x - P0.X) / (double)(P1.X - P0.X));
return new Point(x + 0.5, y + 0.5);
}
This is an old question and I found the Corey Ogburn solution quite useful. But I thought it might be helpful for others to post a less "map" version of the javascript code - which I used in canvas drawing.
export const pointOnLine = (p0, p1, q) => {
// p0 and p1 define the line segment
// q is the reference point (aka mouse)
// returns point on the line closest to px
if (p0.x == p1.x && p0.y == p1.y) p0.x -= 0.00001;
const Unumer = ((q.x - p0.x) * (p1.x - p0.x)) + ((q.y - p0.y) * (p1.y - p0.y));
const Udenom = Math.pow(p1.x - p0.x, 2) + Math.pow(p1.y - p0.y, 2);
const U = Unumer / Udenom;
const r = {
x: p0.x + (U * (p1.x - p0.x)),
y: p0.y + (U * (p1.y - p0.y))
}
const minx = Math.min(p0.x, p1.x);
const maxx = Math.max(p0.x, p1.x);
const miny = Math.min(p0.y, p1.y);
const maxy = Math.max(p0.y, p1.y);
const isValid = (r.x >= minx && r.x <= maxx) && (r.y >= miny && r.y <= maxy);
return isValid ? r : null;
}

Find Control Point for QuadraticBezierSegment when given Start, End, and 1 Point lying along the bezier in C# - QuadraticBezier 3-point Interpolation

This is Similar to a previous question I asked about the Cubic Bezier. I've got a start point, an endpoint, and a point that is meant to lie along a Quadratic Bezier. Given these three points I want to be able to draw a QuadraticBezierSegment in WPF, but I need the single ControlPoint value (in the QuadraticBezierSegment it's Point1) in order to draw it.
Is there a calculation or means whereby I can determine that value and thus draw my QuadraticBezier?
Thanks!
The best quadratic fit is simpler than the best cubic fit. Here's some code:
static class DrawingUtility
{
static void bez3pts1(double x0, double y0, double x3, double y3, double x2, double y2, out double x1, out double y1)
{
// find chord lengths
double c1 = Math.Sqrt((x3 - x0) * (x3 - x0) + (y3 - y0) * (y3 - y0));
double c2 = Math.Sqrt((x3 - x2) * (x3 - x2) + (y3 - y2) * (y3 - y2));
// guess "best" t
double t = c1 / (c1 + c2);
// quadratic Bezier is B(t) = (1-t)^2*P0 + 2*t*(1-t)*P1 + t^2*P2
// solving gives P1 = [B(t) - (1-t)^2*P0 - t^2*P2] / [2*t*(1-t)] where P3 is B(t)
x1 = (x3 - (1 - t) * (1 - t) * x0 - t * t * x2) / (2 * t * (1 - t));
y1 = (y3 - (1 - t) * (1 - t) * y0 - t * t * y2) / (2 * t * (1 - t));
}
// pass in a PathFigure and it will append a QuadraticBezierSegment connecting the previous point to int1 and endPt
static public void QuadraticBezierFromIntersection(PathFigure path, Point startPt, Point int1, Point endPt)
{
double x1, y1;
bez3pts1(startPt.X, startPt.Y, int1.X, int1.Y, endPt.X, endPt.Y, out x1, out y1);
path.Segments.Add(new QuadraticBezierSegment { Point1 = new Point(x1, y1), Point2 = endPt } );
}
}

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