Logic for shortest distance to cover all area of rectangle - algorithm

I have to start from a point on rectangle of area lxb, and want to detect a object of certain area less than that of rectangle, object is placed inside rectangle.
I want to find the shortest distance to reach that object. if placed at a point I can check the area of about 'a' meters around me.strong text
In what manner should I need to travel to reach that object in shortest time?
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Check if a Circle fits through a maze in non-quantized 2d space

I'm a high school student and I went to a coding competition recently and got this problem that I had no idea how to solve:
Given a maze enclosed in a 100x100 area, determine if a circle with a given radius could fit through the maze given the locations of all the walls. Walls will be defined as lines connecting two points within the space, and you will be given start and destination points for the circle. The circle must start with its center at the start point and touch the destination point for it to successfully fit through the maze. There will be a maximum of 20 walls. The radius of the circle and the locations of the walls can be "arbitrarily" precise. ("arbitrarily" for this case just means within far limits - let's say, up to a max of 10 digits after the decimal).
Here is an example. If this were the input:
Radius = 2.8
Start = (5,5), Destination = (95,95)
Walls (a wall connects each pair of points):
(20,0) to (27.5,22.6)
(27.5,22.6) to (55.1,35.5)
(55.1,35.5) to (80.3,80,4)
(80.3,80,4) to (95,63.9)
(1.7,25.8) to (17.5,53.2)
(17.5,53.2) to (56.4,69)
(56.4,69) to (67.9,90.6)
(85.6,98.94512) to (87.3,92.5)
then this (made on desmos) is what the maze would look like (the blue circle is just to show how big the circle is):
I would know how to solve the problem if it were in a quantized grid, but the exact locations of the walls and the radius of the circle can be arbitrarily precise. I've thought about using the "right-hand rule" to find a path, but I don't know how to implement that in a non-quantized space (nor am I very familiar with the method).
How would I go about solving this? Can someone point me to an algorithm, a link, some pseudocode, or just an intuition that could help me get an understanding of how I might solve this? Any help is appreciated. Thanks!
Thickennig/moving walls by r in each side like in the other answer (+1 btw) sounds simple but to code it its not trivial to do. For more info see
draw outline for some connected lines
The direction of normal in 2D is easy if dx,dy is line direction then (-dy,dx) and (dy,-dx) are normals to it ...
However I would encourage to do slower but safe and easier approach by computing the closest distance to wall for each vertex of the maze and close paths that are closer than 2r ...
Something like this:
So:
for each vertex
check all lines that does not belong to vertex path
compute perpendicular and min distance d to line and its vertexes
use the smallest d the distance can be computed easily see:
helix central axis angle
just look there for Perpendicular distance of any point P to AB so:
d = min
(
perpendicular_distance(line,vertex),
|line_vertex1-vertex|,
|line_vertex2-vertex|
)
if d<2r close the path. For example by adding a line that joins the wall its too close to tested vertex
ideally by joining tested vertex and the found closest point. Do not forget in such case to split the opposing wall line to two by the closest point so your graph algorithms still work...
As you can see this is O(n^2) instead of O(n) like in the other answer but its foul proof... enlarging polygons is not and in matters of fact its one of the hardest things in 2D geometry to code (IIRC even still open problem)...
It's quite a task and not easy to code, but here's a way that works:
Let r be the radius of the circle. That means that the center of the circle can't get within r of any obstacle.
Move the walls of your maze area in by r on each side.
Replace every wall endpoint with a circle of radius r.
Replace every wall with a rectangle of width 2r.
Now you don't need to worry about the circle -- only its center point, which must remain within the new boundaries and outside of any of the circles or rectangles you made from the walls.
Now, there is a path from the start to the end if they are in the same enclosed area. To find that out...
Cut the scene horizontally at every intersection and vertical maximum or minimum to create strips, with each strip divided into regions by a line or circular arc that passes all the way through it. A region does not connect direction to the regions to its left and right, but may connect to zero or more regions in the strips above and below it. The connections between regions form a graph.
Starting at the region containing the start point, run a BFS or DFS on this graph to see if you can reach the region containing the end point.

Shifting Polygon inside Polygon

I'm having troubles figuring out an algorithm to solve the following problem:
I want the user to be able to snap the rectangle (Could be any type of polygon) to the 4 corners of the polygon such that it's as far inside the polygon as it can be.
What I'm trying so far:
Allow user to get the object.
Find the nearest vertice on the polygon to the rectangle.
Find the furthest vertice on the rectangle to the polygon's nearest vertice.
Use a plane to find the first intersection point with the furthest rectangle's point to the polygon's point.
Shift up or down using the corresponding x/y plane based on whether the furthest point is further in the x/y coordinate.
Keep repeating the steps above until everything is inside.
As long as the enclosing polygon is convex, you can write this as a linear programming problem and then apply https://en.wikipedia.org/wiki/Simplex_algorithm to find the answer. The smaller polygon you are putting inside can be as complicated as you want.
Your inequalities are all of the conditions to make sure that each vertex of the smaller polygon is inside of the larger. You don't have to be clever here, there is no cost to extra inequalities that don't come into play.
The function to optimize is constructed as follows. Look at the interior angle of the vertex you are trying to get close to. Draw a coordinate system at that point with one axis pointing directly into the polygon (call that axis y) and the other at right angles to the first (call that axis x). You want to minimize the y value of the nearest vertex on the polygon you are putting in. (Just put the polygon you are putting in in the middle, and search for the nearest vertex. Use that.
The solution that you find will be the one that puts the two vertices as close together as possible subject to the condition that the smaller polygon has to be inside of the larger.

How to find visibility of a polygon from a vertex v in a concave polygon

I'm working on an assignment 2d art gallery problem to find a minimum number of vertex guards. As part of solving the problem using genetic algorithms, I would need to find out the area of the polygon that is visible for a guard placed on a vertex.
The input is a polygon with known 2d (x,y) coordinates. Could you please help me know how to calculate the visibility of the guard(i.e what part of the polygon he could possibly see) placed on a vertex of the polygon?
This is a solution for finding visible area from an arbitrary point inside the polygon. You can change it to restrict point to polygon vertices:
Step 1: Draw rays from guard toward each vertex and find intersection points with all edges of polygon.
Step 2: Check if ray crosses polygon (yellow) or just touches it (purple).
Step 3: Sort intersections on a ray by their distances from the guard and find closet cross point. Call all further points invisible (red) and closer ones visible (green).
Step 4: Now each edge of polygon is equivalent to one or multiple segments, each segment that its both end points are labeled as visible will be visible. Sum length of such segments.
Here is a more complicated sample:
And keep in mind that it is just a start and you can optimize it. Think about Niko's comment for first improvement.

Testing whether area around a polygon is obstacle free

I have a set of arbitrary rotated filled rectangles plotted on a Cartesian grid (2D integer array, each cell is either 0 - empty space or 1 - rectangle pixel) and would like to test whether a particular rectangle has any obstacles around it given that the center of rectangle is known along with the coordinates of its four edges.
For example, let's say we want to test if rectangle is obstacle free 5 units from either of its edges.
Rectangles marked with green dot are ok, while the unmarked are clearly collide.
It seems trivial for non rotated rectangles however, I am having a hard time coming up with algorithm which can handle rotated rectangles.
Simply looping starting from the center till we hit empty space and then checking for obstacles in the empty space doesn't seem to work if rectangles are touching each other.
Since you seem to be operating with an image-oriented mindset, you can use image processing.
Apply a radius-2.5 dilation filter to your image.
Treat the image as a graph where there is an edge between two pixels if they both have a red value above some threshold.
Any rectangles that have a path between them are at most 5 apart. (Although, note that this will give you the transitive closure of the "too close" relationship.)

Separate circle and rectangle

In a 2d space there are a rectangle and a circle that overlap each other. How can
I calculate the smallest distance (depth) that I need to separate the circle and the rectangle?
I'll assume from the way you've described it if one shape entirely contains the other, that still counts as "overlapping"
The strategy to separate a circle from a rectangle while moving the circle the shortest distance is as follows:
Draw a line from the circle's centre to the nearest point on one of the rectangle's vertices
Pull the circle along this line until they are no longer overlapping
So to calculate the distance that it needs to be pulled, your formula will be:
pullDistance = radius - centreDistance
Where:
pullDistance is what you're trying to calculate
radius is the radius of the circle
centreDistance is the distance of the centre of the circle from the nearest point on the edge of the rectangle.
Two things to note:
If the centre of the circle is inside the rectangle, then centreDistance should be calculated the same way, but made negative
If the pullDistance is negative then the two shapes are already not overlapping, so the true distance is 0.
So since radius is known, all you have to do is calculate the centreDistance. The way to do this is to find the distance from the circle's centre point to each of the rectangle's four line segments and take the minimum. Finding the distance between a point and a line segment is a common task, I won't repeat how to do that here. This question has a lot of samples and information for how to do it.

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