I have a solution that uses spatial data to represent a cluster of points on a map. I have the need to used the coordinates that represent the extents of a cluster to find the minimum bounding rectangle that can contain said cluster of points.
Does any simple algorithm exist to be able to calculate this or is there any built in functionality in C# to achieve this. I am aware of the NetTopologySuite but am not sure how/if I could use this to achieve the same goal. I have a list of coordinates so I would need to pass this list of strings into it and get the MBR out.
The easiest solution, and I assume the one you're most likely to be looking for, is to calculate the axis-aligned bounding box, which is simply a case of finding the min/max x & y values, then constructing a box from those.
I'll give you pseudo-code for that, given that you haven't posted the types that your geometry is expressed in...
type point { float x; float y; }
type box { point topleft; point topright; point bottomleft; point bottomright; }
function bounding_box(points)
{
xmin = min(points.x)
xmax = max(points.x)
ymin = min(points.y)
ymax = max(points.y)
return new box{
topleft = { x = xmin, y = ymax },
topright = { x = xmax, y = ymax },
bottomleft = { x = xmin, y = ymin },
bottomright = { x = xmax, y = ymin }
};
}
So given these:
point[] points = [[x = -2, y = 0], [x = 1, y = 2], [x = 1, y = 1], [x = -1, y = -2]];
box bounds = bounding_box(points);
All of the following will be true:
bounds.topleft == [x = -2, y = 2];
bounds.topright == [x = 1, y = 2];
bounds.bottomleft == [x = -2, y = -2];
bounds.bottomright == [x = -1, y = -2];
Of course, if the coordinate system has the lowest coordinates at the top (e.g. like a typical display) - then you have to invert the calculation; or calculate the result in object-space first and then translate to logical space afterwards.
Notice I've gone for a type for the box that expresses all four corners, in case you decide in the future to update to an arbitrarily aligned box in the future (although by the same token you could just use a point + 2 vectors for that).
One possible, though simple, way to do it could be like this:
public Rectangle Test(List<Point> points)
{
// Add checks here, if necessary, to make sure that points is not null,
// and that it contains at least one (or perhaps two?) elements
var minX = points.Min(p => p.X);
var minY = points.Min(p => p.Y);
var maxX = points.Max(p => p.X);
var maxY = points.Max(p => p.Y);
return new Rectangle(new Point(minX, minY), new Size(maxX-minX, maxY-minY));
}
This does of course assume that you're looking for a rectangle that is aligned vertically and horizontally. So if you're looking for the smallest possible rectangle, no matter how it is rotated, this is not for you.
Try G# at http://www.ceometric.com/products/g.html
It has minimum area and minimum perimeter enclosing rectangles and also minimum enclosing circles.
Related
I'm attempting to convert from state vectors (position and speed) into Kepler elements, however I'm running into problems where a negative velocity or position will give me wrong results when trying to calculate true anomaly.
Here are the different ways I'm trying to calculate the True Anomaly:
/// <summary>
/// https://en.wikipedia.org/wiki/True_anomaly#From_state_vectors
/// </summary>
public static double TrueAnomaly(Vector4 eccentVector, Vector4 position, Vector4 velocity)
{
var dotEccPos = Vector4.Dot(eccentVector, position);
var talen = eccentVector.Length() * position.Length();
talen = dotEccPos / talen;
talen = GMath.Clamp(talen, -1, 1);
var trueAnomoly = Math.Acos(talen);
if (Vector4.Dot(position, velocity) < 0)
trueAnomoly = Math.PI * 2 - trueAnomoly;
return trueAnomoly;
}
//sgp = standard gravitational parameter
public static double TrueAnomaly(double sgp, Vector4 position, Vector4 velocity)
{
var H = Vector4.Cross(position, velocity).Length();
var R = position.Length();
var q = Vector4.Dot(position, velocity); // dot product of r*v
var TAx = H * H / (R * sgp) - 1;
var TAy = H * q / (R * sgp);
var TA = Math.Atan2(TAy, TAx);
return TA;
}
public static double TrueAnomalyFromEccentricAnomaly(double eccentricity, double eccentricAnomaly)
{
var x = Math.Sqrt(1 - Math.Pow(eccentricity, 2)) * Math.Sin(eccentricAnomaly);
var y = Math.Cos(eccentricAnomaly) - eccentricity;
return Math.Atan2(x, y);
}
public static double TrueAnomalyFromEccentricAnomaly2(double eccentricity, double eccentricAnomaly)
{
var x = Math.Cos(eccentricAnomaly) - eccentricity;
var y = 1 - eccentricity * Math.Cos(eccentricAnomaly);
return Math.Acos(x / y);
}
Edit: another way of doing it which Spectre pointed out:
public static double TrueAnomaly(Vector4 position, double loP)
{
return Math.Atan2(position.Y, position.X) - loP;
}
Positions are all relative to the parent body.
These functions all agree if position.x, position.y and velocity.y are all positive.
How do I fix these so that I get a consistent results when position and velocity are negitive?
Just to clarify: My angles appear to be sort of correct, just pointing in the wrong quadrant depending on the position and or velocity vectors.
Yeah so I was wrong, the above all do return the correct values after all.
So I found an edge case where most of the above calculations fail.
Given position and velocity:
pos = new Vector4() { X = -0.208994076275941, Y = 0.955838328099748 };
vel = new Vector4() { X = -2.1678187689294E-07, Y = -7.93096769486992E-08 };
I get some odd results, ie ~ -31.1 degrees, when I think it should return ` 31.1 (non negative). one of them returns ~ 328.8.
However testing with this position and velocity the results apear to be ok:
pos = new Vector4() { X = -0.25, Y = 0.25 };
vel = new Vector4() { X = Distance.KmToAU(-25), Y = Distance.KmToAU(-25) };
See my answer for extra code on how I'm testing and the math I'm using for some of the other variables.
I'm going around in circles on this one. this is a result of a bug in my existing code that shows up under some conditions but not others.
I guess the real question now is WHY am I getting different results with position/velocity above that don't match to my expectations or each other?
Assuming 2D case... I am doing this differently:
compute radius of semi axises and rotation
so you need to remember whole orbit and find 2 most distant points on it that is major axis a. The minor axis b usually is 90 deg from major axis but to be sure just fins 2 perpendicularly most distant points on your orbit to major axis. So now you got both semi axises. The initial rotation is computed from the major axis by atan2.
compute true anomaly E
so if center is x0,y0 (intersection of a,b or center point of both) initial rotation is ang0 (angle of a) and your point on orbit is x,y then:
E = atan2(y-y0,x-x0) - ang0
However in order to match Newton/D'Alembert physics to Kepler orbital parameters you need to boost the integration precision like I did here:
Is it possible to make realistic n-body solar system simulation in matter of size and mass?
see the [Edit3] Improving Newton D'ALembert integration precision even more in there.
For more info and equations see:
Solving Kepler's equation
[Edit1] so you want to compute V I see it like this:
As you got your coordinates relative to parent you can assume they are already in focal point centered so no need for x0,y0 anymore. Of coarse if you want high precision and have more than 2 bodies (focal mass + object + proximity object(s) like moons) then the parent mass will no longer be in focal point of orbit but close to it ... and to remedy you need to use real focal point position so x0,y0 again... So how to do it:
compute center point (cx,cy) and a,b semi axises
so its the same as in previous text.
compute focal point (x0,y0) in orbit axis aligned coordinates
simple:
x0 = cx + sqrt( a^2 + b^2 );
y0 = cy;
initial angle ang0 of a
let xa,ya be the intersection of orbit and major axis a on the side with bigger speeds (near parent object focus). Then:
ang0 = atan2( ya-cy , xa-cx );
and finally the V fore any of yours x,y
V = atan2( y-y0 , x-x0 ) - ang0;
Ok so on further testing it appears my original calcs do all return the correct values, however when I was looking at the outputs I was not taking the LoP into account and basically not recognizing that 180 is essentially the same angle as -180.
(I was also looking at the output in radians and just didn't see what should have been obvious)
Long story short, I have a bug I thought was in this area of the code and got lost in the weeds.
Seems I was wrong above. see OP for edge case.
Here's some code I used to test these,
I used variations of the following inputs:
pos = new Vector4() { X = 0.25, Y = 0.25 };
vel = new Vector4() { X = Distance.KmToAU(-25), Y = Distance.KmToAU(25) };
And tested them with the following
double parentMass = 1.989e30;
double objMass = 2.2e+15;
double sgp = GameConstants.Science.GravitationalConstant * (parentMass + objMass) / 3.347928976e33;
Vector4 ev = OrbitMath.EccentricityVector(sgp, pos, vel);
double e = ev.Length();
double specificOrbitalEnergy = Math.Pow(vel.Length(), 2) * 0.5 - sgp / pos.Length();
double a = -sgp / (2 * specificOrbitalEnergy);
double ae = e * a;
double aop = Math.Atan2(ev.Y, ev.X);
double eccentricAnomaly = OrbitMath.GetEccentricAnomalyFromStateVectors(pos, a, ae, aop);
double aopD = Angle.ToDegrees(aop);
double directAngle = Math.Atan2(pos.Y, pos.X);
var θ1 = OrbitMath.TrueAnomaly(sgp, pos, vel);
var θ2 = OrbitMath.TrueAnomaly(ev, pos, vel);
var θ3 = OrbitMath.TrueAnomalyFromEccentricAnomaly(e, eccentricAnomaly);
var θ4 = OrbitMath.TrueAnomalyFromEccentricAnomaly2(e, eccentricAnomaly);
var θ5 = OrbitMath.TrueAnomaly(pos, aop);
double angleΔ = 0.0000001; //this is the "acceptable" amount of error, really only the TrueAnomalyFromEccentricAnomaly() calcs needed this.
Assert.AreEqual(0, Angle.DifferenceBetweenRadians(directAngle, aop - θ1), angleΔ);
Assert.AreEqual(0, Angle.DifferenceBetweenRadians(directAngle, aop - θ2), angleΔ);
Assert.AreEqual(0, Angle.DifferenceBetweenRadians(directAngle, aop - θ3), angleΔ);
Assert.AreEqual(0, Angle.DifferenceBetweenRadians(directAngle, aop - θ4), angleΔ);
Assert.AreEqual(0, Angle.DifferenceBetweenRadians(directAngle, aop - θ5), angleΔ);
and the following to compare the angles:
public static double DifferenceBetweenRadians(double a1, double a2)
{
return Math.PI - Math.Abs(Math.Abs(a1 - a2) - Math.PI);
}
And eccentricity Vector found thus:
public static Vector4 EccentricityVector(double sgp, Vector4 position, Vector4 velocity)
{
Vector4 angularMomentum = Vector4.Cross(position, velocity);
Vector4 foo1 = Vector4.Cross(velocity, angularMomentum) / sgp;
var foo2 = position / position.Length();
return foo1 - foo2;
}
And EccentricAnomaly:
public static double GetEccentricAnomalyFromStateVectors(Vector4 position, double a, double linierEccentricity, double aop)
{
var x = (position.X * Math.Cos(-aop)) - (position.Y * Math.Sin(-aop));
x = linierEccentricity + x;
double foo = GMath.Clamp(x / a, -1, 1); //because sometimes we were getting a floating point error that resulted in numbers infinatly smaller than -1
return Math.Acos(foo);
}
Thanks to Futurogogist and Spektre for their help.
I am assuming you are working in two dimensions?
Two dimensional vectors of position p and velocity v. The constant K is the the product of the gravitational constant and the mass of the gravity generating body. Calculate the eccentricity vector
eccVector = (dot(v, v)*p - dot(v, p)*v) / K - p / sqrt(dot(p, p));
eccentricity = sqrt(dot(eccVector, eccVector));
eccVector = eccVector / eccentricity;
b = { - eccVector.y, eccVector.x}; //unit vector perpendicular to eccVector
r = sqrt(dot(p, p));
cos_TA = dot(p, eccVector) / r; \\ cosine of true anomaly
sin_TA = dot(p, b) / r; \\ sine of true anomaly
if (sin_TA >= 0) {
trueAnomaly = arccos(cos_TA);
}
else if (sin_TA < 0){
trueAnomaly = 2*pi - arccos(cos_TA);
}
I'm setting up an automatic system to be able to attach a sprite and it will gather all its colours and the world position of each sprite. A list/class of all the colours used has been set up but how would get the position of all these sprites?
I have already tried doing this mathematically like getting the complete size of the sprite and then working out the size of each pixel and then working out the position from that. But this seems flawed due to the position of the sprite possibly changing.
Sprite ColouredSpriteTexture = ColoredSprite.GetComponent<SpriteRenderer>().sprite;
Texture2D ColouredTexture = ColouredSpriteTexture.texture;
float XsizeF = ColoredSprite.transform.localScale.x;
int Xsize = (int)XsizeF;
float YsizeF = ColoredSprite.transform.localScale.y;
int Ysize = (int)YsizeF;
List<Color> TempList = new List<Color>();
//Could spawn pixels by getting x and y size and dividing them by 100 50/100 = 0.50f
//if the tile has a color then spawn pixel if not 0.50 += 0.50
//TODO test if this logic will work
float PixelSize = XsizeF / 100;
float currentPos = PixelSize;
for (int x = 0; x < Xsize; x++)
{
for (int y = 0; y < Ysize; y++)
{
int listAmount = TempList.Count;
Color ColoredTex = ColouredTexture.GetPixel(x, y);
float TextureAlpha = ColoredTex.a;
if (!TempList.Contains(ColoredTex) && TextureAlpha != 0)
{
TempList.Add(ColoredTex);
ColorByNumber tempColor = new ColorByNumber();
tempColor.Color = ColoredTex;
tempColor.ColorNumber = listAmount;
ColorOptions.Add(tempColor);
}
if(TextureAlpha == 1)
{
GameObject ColorPixel = Instantiate(PixelPrefab);
ColorPixel.transform.localScale = new Vector3(XsizeF, YsizeF, 0);
ColorPixel.transform.SetParent(this.transform);
ColorPixel.name = "Pixel (" + x.ToString() + "," + y.ToString() + ")";
}
}
}
All I would need is somehow each pixel returning its position so I can store this data and be able to spawn anything on top of this pixel.
I haven't had a chance to test this math yet so there may be some mistakes in it:
Every graphical image in Unity has a PPU, this and the object scale are going to be a huge factor. For argument sake I am going to clearly define these for 1 object.
Image dimensions : 128x128
PPU: 64
Scale: 1,1,1
Object Bounds: would
come from the renderer, which I am unsure if that bounds already
takes in account the scale(Most likely) however in the case you
cannot use that you can calculate the ObjectBoundsWidth or height
just by dividing the width or height of the texture by the PPU.
This should give you bounds of the texture in world space.
We are also going to make an assumption that we are only working on the X and Y axis and ignore the Z axis, if you want to use Z instead of Y then just make the necessary changes to be Z Scale and Z position and Z Bounds.
World position of a pixel located at 2,10. Per the documentation the pixel coordinates start at the lower left this means 0,0 is the bottom left corner, and 2,10 is 2 pixels left and 10 pixels up.
EDIT:
So I plugged all of this into a google sheet and determined the previous algorithm I provided was wrong here is the correct one in a pseudo code format
// This function takes in either the x or y, and the width or height of
// the bounds, then the x or y position of the object attached to.
// It also assumes the pivot is the center of the sprite.
float CalculateWorldPosOfPixelCoordinate(int coord, float boundsSize, float position, float scale)
{
float PixelInWorldSpace = 1.0f / PPU;
float startPos= position - (boundsSize* 0.5f * scale);
return startPos + (PixelInWorldSpace * coord) * scale;
}
This is using objectBounds we determined ourselves that is why we are multiply by scale.
this would give use a world position of: -0.97, -0.84
The algorithm i believe is the same for Y, just replace the coord with the Y position, and the bounds with the height instead of the width.
Like I said this could be wrong as I havent had a chance to test it, this also does not account for rotation either.
i writing a sample program in c# who drawing some point in page
i set center point with calculate distance of point
but how can found most distance point from center point ?
sample code :
void draw(string label,float x,float y)
{
Graphics g = panel1.CreateGraphics();
Pen p = new Pen(Color.YellowGreen, 5);
Random randomGen = new Random(Convert.ToInt32(label));
KnownColor[] names = (KnownColor[])Enum.GetValues(typeof(KnownColor));
KnownColor randomColorName = names[randomGen.Next(names.Length)];
Color randomColor = Color.FromKnownColor(randomColorName);
SolidBrush s = new SolidBrush(randomColor);
g.FillEllipse(s, x * 1, y * 1, 10, 10);
}
The best and simplest approach for this problem what I can think of is:
1) scan the image/coordinate system horizontally and vertically
2) For each row/column store the lowest and the highest coordinates with non-zero intensity
that will be your boundary points
You can define the furthest point of an angle. This can solve the problem of convex hull, but this technique fits well only in a circle space, very like yours.
for each angle you have to find the furthest point and then assign it the red color.
You can Use as much angle as you want.
PSEUDO...
npoints = 10;
furthestPts = zeros(npoints );//Initialize vectors with 0
distances = zeros(npoints );
for each pt in points
angle = atan((pt.y - c.y)/pt.x - c.x) * 360 / ( 2 * pi); //degres
angle = (int) (angle/npoints); //we will have only 10 points separated by 36 degrees
d = distance(pt,center);
if(distances[angle] < d){
distances[angle] = d; //Updating furthest point
furthestPts.[angle] = (pt); //Updating furthest point
}
You will see that this algoritm has a few problems if the point are to far from center or if the points are to far from each other.
I did do some searching around before asking this, but how can I determine given a collection of coordinates, which ones are within range of one another?
if I had an set of coordinates
I know I can do something like:
float[] point1 = new float[3] {756.0,26.0,-1410.0};
float[] point2 = new float[3] {752.0,28.0,-1391.0};
float[] point3 = new float[3] {552.0,28.0,12.0};
float[] point4 = new float[3] {668.0,29.0,12.0};
float[] point5 = new float[3] {869.0,35.0,13.0};
float[] point6 = new float[3] {768.0,29.0,-1407.0};
float[] point7 = new float[3] {769.0,35.0,-1393.0};
and then compare one set of coordinates to another, but what I'm hoping to do is have a List of coordinate, and I want to display the ones that are ONLY within a certain range of one another. I'm just not sure how to do more than 1 at a time.
List<float[]> Positions = new List<float[]>();
float[] location = new float[3] { entity.X, entity.Y, entity.Z }
Postions.Add(location)
... loop thru and add all values ...
int rSquare = 25; //minimum distance I want to be less than
int x0 = 10, y0 = 10, z0 = 10; //placeholder because I dont know what I'm comparing against
var res = locations
.Select(tmp =>
{
return new
{
x = tmp[0],
y = tmp[1],
z = tmp[2]
};
})
.Where(p => (p.x - x0) * (p.x - x0) + (p.y - y0) * (p.y - y0) + (p.z - z0) * (p.z - z0) < rSquare)
.ToList();
and that would give me one coordinate compared to another and return all that had a distance < 25. How can I compare any given set of coordinates to any other given set within the Positions list? The 'placeholder' is just there to give me something to go against but I'm hoping there is an easier way than comparing them all against themselves one at a time.
thanks
edit in response: I expect that I would get back any of the coordinates that fall within the desired distance from one another. In this case, from the given 7 points, I would expect to see the values (or some representation there of) of 1,2,6 and 7 since they are all within 25 of each other. The values for 3,4,5 are well distanced from anything else so I wouldn't want to see them. I gave 7 values but the list that I ultimately have may have hundreds of x/y/z locations I want to compare.
A brute force approach could just be:
// Given a distance function:
double DistSq(float[] point1, float[] point2)
{
return (point1[0] - point2[0]) * (point1[0] - point2[0])
+ (point1[1] - point2[1]) * (point1[1] - point2[1])
+ (point1[2] - point2[2]) * (point1[2] - point2[2]);
}
You can do:
distance = 5; // How far apart can 2 points be...
double distSq = distance * distance;
var pointsWithoutOutliers = Positions.Where(p => Positions.Any(o => !Object.ReferenceEquals(o,p) && DistSq(p,0)<distSq));
If I have two System.Drawing.Rectangle objects on a canvas and a Point, what is the best way to calculate which Rectangle (any part of the Rectangle, not just its Location Point) is closest to that Point?
An example from a unit test:
Rectangle one = new Rectangle (0, 0, 10, 10);
Rectangle two = new Rectangle (20, 20, 10, 10);
Point point = new Point(14, 14);
Rectangle actual = ClosestToPoint(point, one, two);
// should be closer to one since one's bottom right is at (10, 10)
Assert.That(actual, Is.SameAs(one));
// method to write
public Rectangle ClosestToPoint(Point p, params Rectangle[] rectangles) { }
distance to rectangle = min (distance
to each of the 4 line segments that
are the edges of the rectangle)
For distance to line segment, see this question
This is for measuring distance between 2 points, so take the coordinate point from your rectangle (which is up to you to decide be cause I dont know what closest means for you):
public int Distance2D(int x1, int y1, int x2, int y2)
{
int result = 0;
double part1 = Math.Pow((x2 - x1), 2);
double part2 = Math.Pow((y2 - y1), 2);
double underRadical = part1 + part2;
result = (int)Math.Sqrt(underRadical);
return result;
}
Hmm. I'm thinking of looping through your rectangle array and storing each X and Y index in a list. You could then loops through the list and do something abs(min(i.getX() - point)). If they are equal then check for min(y).