C# 获取最小数量的点以创建相同的多边形
我想做什么: 我希望从多边形中获得最小数量的点,以创建相同的多边形: 例如,如果我有这个多边形: (0,0)、(1,0)、(2,0)、(3,0)、(4,0)、(0,4)、(4,4) 它将创建一个位置为0、0、宽度为4、高度为4的多边形 如果我将该多边形输入到假设的算法中,它将返回: (0,0)、(4,0)、(0,4)、(4,4) 我为什么要这样做: 我正在创建一个游戏,游戏有动画,每个动画都有自己的图像和多边形(图像的边界),我已经有了动画的图像,但是我没有多边形,当然,我可以自己创建多边形,但是手动为100多个图像创建多边形会让人筋疲力尽,不要谈论添加/修改动画 我所尝试的: 我的想法是: 逐像素扫描图像,检查像素是否为空,如果不是空,则将其添加到列表中。完成后,使用某种算法获取最小数量的点以创建相同的多边形 我做了一些研究,我认为LLTS(Long Live the Square)算法就是我所需要的,所以我用C#编写了这段代码: 最后,我运行了这个程序,我得到的是: 这不完全是我的想法,至少可以说,我希望它是这样的: 有什么想法吗 编辑-最终解决了它 我使用的是的答案,然后,我使用我创建的函数最小化了结果中的点数:C# 获取最小数量的点以创建相同的多边形,c#,algorithm,polygon,C#,Algorithm,Polygon,我想做什么: 我希望从多边形中获得最小数量的点,以创建相同的多边形: 例如,如果我有这个多边形: (0,0)、(1,0)、(2,0)、(3,0)、(4,0)、(0,4)、(4,4) 它将创建一个位置为0、0、宽度为4、高度为4的多边形 如果我将该多边形输入到假设的算法中,它将返回: (0,0)、(4,0)、(0,4)、(4,4) 我为什么要这样做: 我正在创建一个游戏,游戏有动画,每个动画都有自己的图像和多边形(图像的边界),我已经有了动画的图像,但是我没有多边形,当然,我可以自己创建多边形,但
private static List<Point> MinimizePoints(List<Point> points)
{
if (points.Count < 3)
{
return points;
}
List<Point> minimumPoints = new List<Point>(points);
for (int i = minimumPoints.Count - 1; i > 2; i -= 3)
{
List<Point> currentPoints = minimumPoints.GetRange(i - 3, 3);
try
{
if ((currentPoints[2].X - currentPoints[0].X) / (currentPoints[1].X - currentPoints[0].X) ==
(currentPoints[2].Y - currentPoints[0].Y) / (currentPoints[1].Y - currentPoints[0].Y))
{
minimumPoints.Remove(minimumPoints[i + 1]);
}
}
catch (DivideByZeroException)
{
// Ignore
}
}
return minimumPoints;
}
私有静态列表最小化点(列表点)
{
如果(点数<3)
{
返回点;
}
列表最小点数=新列表(点数);
对于(int i=最小点数。计数-1;i>2;i-=3)
{
列出currentPoints=minimumPoints.GetRange(i-3,3);
尝试
{
if((currentPoints[2].X-currentPoints[0].X)/(currentPoints[1].X-currentPoints[0].X)==
(currentPoints[2].Y-currentPoints[0].Y)/(currentPoints[1].Y-currentPoints[0].Y))
{
最小点数。移除(最小点数[i+1]);
}
}
捕获(除零异常)
{
//忽略
}
}
返回最低点数;
}
我用的是的答案
第二次编辑-更优化的解决方案
我没有使用自己的meh算法来减少点,而是使用Ramer–Douglas–Peucker算法并将ε(公差)设置为0。以下是我使用的实现:
private static class DouglasPeuckerReduction
{
public static Point[] ReducePoints(Point[] existingPolygon)
{
if (existingPolygon == null || existingPolygon.Length < 3)
return existingPolygon;
int firstPoint = 0;
int lastPoint = existingPolygon.Length - 1;
List<int> pointIndexsToKeep = new List<int>();
//Add the first and last index to the keepers
pointIndexsToKeep.Add(firstPoint);
pointIndexsToKeep.Add(lastPoint);
//The first and the last point cannot be the same
while (existingPolygon[firstPoint].Equals(existingPolygon[lastPoint]))
{
lastPoint--;
}
ReducePoints(existingPolygon, firstPoint, lastPoint,
0, ref pointIndexsToKeep);
pointIndexsToKeep.Sort();
return pointIndexsToKeep.Select(index => existingPolygon[index]).ToArray();
}
/// <summary>
/// Douglases the peucker reduction.
/// </summary>
/// <param name="points">The points.</param>
/// <param name="firstPoint">The first point.</param>
/// <param name="lastPoint">The last point.</param>
/// <param name="tolerance">The tolerance.</param>
/// <param name="pointIndexesToKeep">The point index to keep.</param>
private static void ReducePoints(IReadOnlyList<Point> points, int firstPoint, int lastPoint, double tolerance,
ref List<int> pointIndexesToKeep)
{
double maxDistance = 0;
int indexFarthest = 0;
for (int index = firstPoint; index < lastPoint; index++)
{
double distance = PerpendicularDistance
(points[firstPoint], points[lastPoint], points[index]);
if (distance > maxDistance)
{
maxDistance = distance;
indexFarthest = index;
}
}
if (maxDistance > tolerance && indexFarthest != 0)
{
//Add the largest point that exceeds the tolerance
pointIndexesToKeep.Add(indexFarthest);
ReducePoints(points, firstPoint,
indexFarthest, tolerance, ref pointIndexesToKeep);
ReducePoints(points, indexFarthest,
lastPoint, tolerance, ref pointIndexesToKeep);
}
}
/// <summary>
/// The distance of a point from a line made from point1 and point2.
/// </summary>
/// <param name="pt1">The PT1.</param>
/// <param name="pt2">The PT2.</param>
/// <param name="p">The p.</param>
/// <returns></returns>
private static double PerpendicularDistance
(Point Point1, Point Point2, Point Point)
{
//Area = |(1/2)(x1y2 + x2y3 + x3y1 - x2y1 - x3y2 - x1y3)| *Area of triangle
//Base = v((x1-x2)²+(x1-x2)²) *Base of Triangle*
//Area = .5*Base*H *Solve for height
//Height = Area/.5/Base
double area = Math.Abs(.5 * (Point1.X * Point2.Y + Point2.X *
Point.Y + Point.X * Point1.Y - Point2.X * Point1.Y - Point.X *
Point2.Y - Point1.X * Point.Y));
double bottom = Math.Sqrt(Math.Pow(Point1.X - Point2.X, 2) +
Math.Pow(Point1.Y - Point2.Y, 2));
double height = area / bottom * 2;
return height;
}
}
私有静态类DouglasPeuckerReduction
{
公共静态点[]还原点(点[]现有多边形)
{
if(existingPolygon==null | | existingPolygon.Length<3)
返回现有多边形;
int firstPoint=0;
int lastPoint=existingPolygon.Length-1;
List POINTINDEXSTOKEP=新列表();
//将第一个和最后一个索引添加到keepers
pointIndexsToKeep.Add(firstPoint);
pointIndexsToKeep.Add(lastPoint);
//第一点和最后一点不能相同
while(existingPolygon[firstPoint]。等于(existingPolygon[lastPoint]))
{
最后一点--;
}
还原点(现有多边形、第一点、最后点、,
0,参考点IndexTokep);
pointIndexsToKeep.Sort();
返回pointIndexsToKeep.Select(index=>existingPolygon[index]).ToArray();
}
///
///道格拉斯的佩克还原。
///
///重点。
///第一点。
///最后一点。
///宽容。
///要保留的点索引。
私有静态void ReducePoints(IReadOnlyList点、int firstPoint、int lastPoint、双公差、,
参考列表点INDEXESTOKEP)
{
双最大距离=0;
int indexFarthest=0;
对于(int index=firstPoint;index最大距离)
{
最大距离=距离;
indexFarthest=索引;
}
}
如果(最大距离>公差和索引最短!=0)
{
//添加超出公差的最大点
pointIndexesToKeep.Add(indexforthest);
还原点(点、第一点、,
INDEX测试、公差、参考点INDEXESTOKEP);
还原点(点、索引、大地测量、,
最后一点,公差,参考点IndexeEP);
}
}
///
///点与点1和点2形成的直线之间的距离。
///
///PT1。
///PT2。
///p。
///
专用静态双垂直度距离
(点1、点2、点1)
{
//面积=|(1/2)(x1y2+x2y3+x3y1-x2y1-x3y2-x1y3)|*三角形面积
//底面=v((x1-x2)²+(x1-x2)²)*三角形底面*
//面积=.5*基准*H*高度求解
//高度=面积/.5/基底
双面积=Math.Abs(.5*(点1.X*点2.Y+点2.X*
Point.Y+Point.X*Point1.Y-Point2.X*Point1.Y-Point.X*
点2.Y-点1.X*
private static List<Point> MinimizePoints(List<Point> points)
{
if (points.Count < 3)
{
return points;
}
List<Point> minimumPoints = new List<Point>(points);
for (int i = minimumPoints.Count - 1; i > 2; i -= 3)
{
List<Point> currentPoints = minimumPoints.GetRange(i - 3, 3);
try
{
if ((currentPoints[2].X - currentPoints[0].X) / (currentPoints[1].X - currentPoints[0].X) ==
(currentPoints[2].Y - currentPoints[0].Y) / (currentPoints[1].Y - currentPoints[0].Y))
{
minimumPoints.Remove(minimumPoints[i + 1]);
}
}
catch (DivideByZeroException)
{
// Ignore
}
}
return minimumPoints;
}
private static class DouglasPeuckerReduction
{
public static Point[] ReducePoints(Point[] existingPolygon)
{
if (existingPolygon == null || existingPolygon.Length < 3)
return existingPolygon;
int firstPoint = 0;
int lastPoint = existingPolygon.Length - 1;
List<int> pointIndexsToKeep = new List<int>();
//Add the first and last index to the keepers
pointIndexsToKeep.Add(firstPoint);
pointIndexsToKeep.Add(lastPoint);
//The first and the last point cannot be the same
while (existingPolygon[firstPoint].Equals(existingPolygon[lastPoint]))
{
lastPoint--;
}
ReducePoints(existingPolygon, firstPoint, lastPoint,
0, ref pointIndexsToKeep);
pointIndexsToKeep.Sort();
return pointIndexsToKeep.Select(index => existingPolygon[index]).ToArray();
}
/// <summary>
/// Douglases the peucker reduction.
/// </summary>
/// <param name="points">The points.</param>
/// <param name="firstPoint">The first point.</param>
/// <param name="lastPoint">The last point.</param>
/// <param name="tolerance">The tolerance.</param>
/// <param name="pointIndexesToKeep">The point index to keep.</param>
private static void ReducePoints(IReadOnlyList<Point> points, int firstPoint, int lastPoint, double tolerance,
ref List<int> pointIndexesToKeep)
{
double maxDistance = 0;
int indexFarthest = 0;
for (int index = firstPoint; index < lastPoint; index++)
{
double distance = PerpendicularDistance
(points[firstPoint], points[lastPoint], points[index]);
if (distance > maxDistance)
{
maxDistance = distance;
indexFarthest = index;
}
}
if (maxDistance > tolerance && indexFarthest != 0)
{
//Add the largest point that exceeds the tolerance
pointIndexesToKeep.Add(indexFarthest);
ReducePoints(points, firstPoint,
indexFarthest, tolerance, ref pointIndexesToKeep);
ReducePoints(points, indexFarthest,
lastPoint, tolerance, ref pointIndexesToKeep);
}
}
/// <summary>
/// The distance of a point from a line made from point1 and point2.
/// </summary>
/// <param name="pt1">The PT1.</param>
/// <param name="pt2">The PT2.</param>
/// <param name="p">The p.</param>
/// <returns></returns>
private static double PerpendicularDistance
(Point Point1, Point Point2, Point Point)
{
//Area = |(1/2)(x1y2 + x2y3 + x3y1 - x2y1 - x3y2 - x1y3)| *Area of triangle
//Base = v((x1-x2)²+(x1-x2)²) *Base of Triangle*
//Area = .5*Base*H *Solve for height
//Height = Area/.5/Base
double area = Math.Abs(.5 * (Point1.X * Point2.Y + Point2.X *
Point.Y + Point.X * Point1.Y - Point2.X * Point1.Y - Point.X *
Point2.Y - Point1.X * Point.Y));
double bottom = Math.Sqrt(Math.Pow(Point1.X - Point2.X, 2) +
Math.Pow(Point1.Y - Point2.Y, 2));
double height = area / bottom * 2;
return height;
}
}