I want to implement line detection in a simple coordinate system. I roughly followed an article about how to implement the Hough Transform, but the results I get are quite far off from what I want.
Given a 3 x 3 matrix like this:
X X X
X X X
- - -
I want to detect the line starting at 0,0 going to 2,0. I represent the coordinate system as a simple array of tuples, the first item in the tuple is x, the second is y, the third is the type of the point (canvas or line).
I thought it would be relatively easy to detect the line using Hough, because the edge detection is basically just a binary decision: either the tuple is of type line, or not.
I implemented the following program in Rust:
use std::f32;
extern crate nalgebra as na;
use na::DMatrix;
#[derive(Debug, PartialEq, Clone)]
enum Representation {
Canvas,
Line,
}
fn main () {
let image_width = 3;
let image_height = 3;
let grid = vec![
(0, 0, Representation::Line), (1, 0, Representation::Line), (2, 0, Representation::Line),
(0, 1, Representation::Canvas), (1, 1, Representation::Canvas), (2, 1, Representation::Canvas),
(0, 2, Representation::Canvas), (1, 2, Representation::Canvas), (2, 2, Representation::Canvas),
];
//let tmp:f32 = (image_width as f32 * image_width as f32) + (image_height as f32 * image_height as f32);
let max_line_length = 3;
let mut accumulator = DMatrix::from_element(180, max_line_length as usize, 0);
for y in 0..image_height {
for x in 0..image_width {
let coords_index = (y * image_width) + x;
let coords = grid.get(coords_index as usize).unwrap();
// check if coords is an edge
if coords.2 == Representation::Line {
for angle in 0..180 {
let r = (x as f32) * (angle as f32).cos() + (y as f32) * (angle as f32).sin();
let r_scaled = scale_between(r, 0.0, 2.0, -2.0, 2.0).round() as u32;
accumulator[(angle as usize, r_scaled as usize)] += 1;
}
}
}
}
let threshold = 3;
// z = angle
for z in 0..180 {
for r in 0..3 {
let val = accumulator[(z as usize, r as usize)];
if val < threshold {
continue;
}
let px = (r as f32) * (z as f32).cos();
let py = (r as f32) * (z as f32).sin();
let p1_px = px + (max_line_length as f32) * (z as f32).cos();
let p1_py = py + (max_line_length as f32) * (z as f32).sin();
let p2_px = px - (max_line_length as f32) * (z as f32).cos();
let p2_py = px - (max_line_length as f32) * (z as f32).cos();
println!("Found lines from {}/{} to {}/{}", p1_px.ceil(), p1_py.ceil(), p2_px.ceil(), p2_py.ceil());
}
}
}
fn scale_between(unscaled_num: f32, min_allowed: f32, max_allowed: f32, min: f32, max: f32) -> f32 {
(max_allowed - min_allowed) * (unscaled_num - min) / (max - min) + min_allowed
}
The result is something like:
Found lines from -1/4 to 1/1
Found lines from 2/4 to 0/0
Found lines from 2/-3 to 0/0
Found lines from -1/4 to 1/1
Found lines from 1/-3 to 0/0
Found lines from 0/4 to 1/1
...
Which is actually quite a lot, given that I only want to detect a single line. My implementation clearly is wrong, but I don't know where to look, my maths-fu is not high enough to debug further.
I think the first part, the actual Hough Transform, seems kind of correct, because the linked article says:
for each image point p
{
if (p is part of an edge)
{
for each possible angle
{
r = x * cos(angle) + y * sin(angle);
houghMatrix[angle][r]++;
}
}
}
I'm stuck at mapping and filtering, which is according to the article:
Each point in Hough space is given by angle a and distance r. Using these values, one single point p(x,y) of the line can be calculated by
px = r * cos(angle)
py = r * sin(angle).
The maximum length of a line is restricted by sqrt(imagewidth2 + imageheight2).
The point p, the angle a of the line and the maximum line length 'maxLength' can be used to calculate two other points of the line. The maximum length here ensures that both points to be calculated are lying outside of the actual image, resulting in the fact that if a line is drawn between these two points, the line goes from image border to image border in any case and is never cropped somewhere inside the image.
These two points p1 and p2 are calculated by:
p1_x = px + maxLength * cos(angle);
p1_y = py + maxLength * sin(angle);
p2_x = px - maxLength * cos(angle);
p2_y = py - maxLength * sin(angle);
...
EDIT
Updated version that takes the image size into account, as suggested by #RaymoAisla
use std::f32;
extern crate nalgebra as na;
use na::DMatrix;
fn main () {
let image_width = 3;
let image_height = 3;
let mut grid = DMatrix::from_element(image_width as usize, image_height as usize, 0);
grid[(0, 0)] = 1;
grid[(1, 0)] = 1;
grid[(2, 0)] = 1;
let accu_width = 7;
let accu_height = 3;
let max_line_length = 3;
let mut accumulator = DMatrix::from_element(accu_width as usize, accu_height as usize, 0);
for y in 0..image_height {
for x in 0..image_width {
let coords = (x, y);
let is_edge = grid[coords] == 1;
if !is_edge {
continue;
}
for i in 0..7 {
let angle = i * 30;
let r = (x as f32) * (angle as f32).cos() + (y as f32) * (angle as f32).sin();
let r_scaled = scale_between(r, 0.0, 2.0, -2.0, 2.0).round() as u32;
accumulator[(i as usize, r_scaled as usize)] += 1;
println!("angle: {}, r: {}, r_scaled: {}", angle, r, r_scaled);
}
}
}
let threshold = 3;
// z = angle index
for z in 0..7 {
for r in 0..3 {
let val = accumulator[(z as usize, r as usize)];
if val < threshold {
continue;
}
let px = (r as f32) * (z as f32).cos();
let py = (r as f32) * (z as f32).sin();
let p1_px = px + (max_line_length as f32) * (z as f32).cos();
let p1_py = py + (max_line_length as f32) * (z as f32).sin();
let p2_px = px - (max_line_length as f32) * (z as f32).cos();
let p2_py = px - (max_line_length as f32) * (z as f32).cos();
println!("Found lines from {}/{} to {}/{} - val: {}", p1_px.ceil(), p1_py.ceil(), p2_px.ceil(), p2_py.ceil(), val);
}
}
}
fn scale_between(unscaled_num: f32, min_allowed: f32, max_allowed: f32, min: f32, max: f32) -> f32 {
(max_allowed - min_allowed) * (unscaled_num - min) / (max - min) + min_allowed
}
The reported output is now:
angle: 0, r: 0, r_scaled: 1
angle: 30, r: 0, r_scaled: 1
angle: 60, r: 0, r_scaled: 1
angle: 90, r: 0, r_scaled: 1
angle: 120, r: 0, r_scaled: 1
angle: 150, r: 0, r_scaled: 1
angle: 180, r: 0, r_scaled: 1
...
Found lines from 3/4 to -1/-1
Found lines from -3/1 to 2/2
I plotted the lines on a coordinate system, the lines are very far off from the line that I would expect. I wonder if the conversion back to points is still off.
Your angles are in degrees rather than radians!
Rust, like all other programming languages, uses radians for its trigonometry functions. Running
let ang_d = 30.0;
let ang_r = ang_d * 3.1415926 / 180.0;
println!("sin(30) {} sin(30*pi/180) {}", (ang_d as f32).sin(), (ang_r as f32).sin());
gives the results
sin(30) -0.9880316 sin(30*pi/180) 0.5
You need to convert all your angles to radians before calling cos and sin.
In the first loop I've got
let angle = (i as f32) * 30.0 * 3.1415926 / 180.0;
let r = (x as f32) * (angle as f32).cos() + (y as f32) * (angle as f32).sin();
and in the second where you calculate the points on the lines
let ang = (z as f32) * 30.0 * 3.1415926 / 180.0;
let px = (r as f32) * (ang as f32).cos();
let py = (r as f32) * (ang as f32).sin();
let p1_px = px + (max_line_length as f32) * (ang as f32).cos();
let p1_py = py + (max_line_length as f32) * (ang as f32).sin();
let p2_px = px - (max_line_length as f32) * (ang as f32).cos();
let p2_py = px - (max_line_length as f32) * (ang as f32).cos();
My Rust is rusty (actually non-existent) so there is nicer ways of doing the conversion and there should be a constant with the exact value of pi somewhere.
Hough Transform principle is to search all the lines passing through each considered point, and counting these lines occurrences thanks to the accumulator.
However, we cannot determine all these lines because their number is infinite. Moreover the image is discretized, so calculating all lines does not make sense.
And the problem comes from this discretization. The angle discretization needs to be relevant with the image size. Here, calculating the radius for 180 angles is overcalculation, because the image only make 9 pixels, and the possible angles for any line in this image are restricted to a dozen value.
So here, for the first point (0,0), for each angle, the associated radius is r = 0
For the second (1,0), the associated radius is r = cos(angle)
For the third (2,0), the associated radius is r = 2 cos(angle)
With the rounding, numerous values will have an associated radius of 0 for the same angle, and it cause over-detection. Discretization causes a spreading of Hough Accumulator.
So the radius and the angle discretization needs to be calculated depending on the image size. Here, a 30° step, so a 7*3 accumulator will be sufficient to detect a line.
Related
My current program draw a rotated bitmap (64x64) and tile it on the screen by drawing it again but adding an offset based on the computed position of the bitmap top right corner (after rotation), it works fine but i experience some jerkiness of the grid in motion.
The jerkiness doesn't appear if i do the same thing with canvas transforms.
Here is an example which compare both : https://editor.p5js.org/onirom/sketches/A5D-0nxBp
Move mouse to the left part of the canvas for the custom rotation algorithm and to the right part for the canvas one.
It seems that some tile are misplaced by a single pixel which result in the grid jerkiness.
Is there a way to remove the grid jerkiness without doing it as a single pass and keeping the same interpolation scheme ?
Is it a sub pixels correctness issue ?
Here is some code :
let tileImage = null
function preload() {
tileImage = loadImage('data:image/png;base64,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')
}
function setup() {
createCanvas(512, 512)
frameRate(14)
tileImage.loadPixels()
}
function computeRotatedPoint(c, s, x, y) {
return { x: x * c - y * s, y: x * s + y * c }
}
currentTileWidth = 0
currentTileHeight = 0
// draw a rotated bitmap at screen position ox, oy
function drawRotatedBitmap(c, s, ox, oy) {
let dcu = s
let dcv = c
let dru = dcv
let drv = -dcu
let su = (tileImage.width / 2.0) - (currentTileWidth_d2 * dcv + currentTileHeight_d2 * dcu)
let sv = (tileImage.height / 2.0) - (currentTileWidth_d2 * drv + currentTileHeight_d2 * dru)
let ru = su
let rv = sv
for (let y = 0; y < currentTileHeight; y += 1) {
let u = ru
let v = rv
for (let x = 0; x < currentTileWidth; x += 1) {
let ui = u
let vi = v
if (ui >= 0 && ui < tileImage.width) {
let index1 = (floor(ui) + floor(vi) * tileImage.width) * 4
let index2 = (x + ox + (y + oy) * width) * 4
pixels[index2 + 0] = tileImage.pixels[index1 + 0]
pixels[index2 + 1] = tileImage.pixels[index1 + 1]
pixels[index2 + 2] = tileImage.pixels[index1 + 2]
}
u += dru
v += drv
}
ru += dcu
rv += dcv
}
}
let angle = 0
function draw() {
background(0)
const s = sin(angle / 256 * PI * 2)
const c = cos(angle / 256 * PI * 2)
// compute rotated tile width / height
let tw = tileImage.width
let th = tileImage.height
if (angle % 128 < 64) {
currentTileWidth = abs(tw * c + th * s)
currentTileHeight = abs(tw * s + th * c)
} else {
currentTileWidth = abs(tw * c - th * s)
currentTileHeight = abs(tw * s - th * c)
}
currentTileWidth_d2 = (currentTileWidth / 2.0)
currentTileHeight_d2 = (currentTileHeight / 2.0)
// compute rotated point
const rp = computeRotatedPoint(c, s, tw, 0)
// draw tiles
loadPixels()
for (let i = -3; i <= 3; i += 1) {
// compute center
const cx = width / 2 - currentTileWidth_d2
const cy = height / 2 - currentTileHeight_d2
// compute tile position
const ox = rp.x * i
const oy = rp.y * i
drawRotatedBitmap(c, s, round(cx + ox), round(cy + oy))
}
updatePixels()
angle += 0.5
}
<!DOCTYPE html>
<html lang="en">
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.5.0/p5.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.5.0/addons/p5.sound.min.js"></script>
<link rel="stylesheet" type="text/css" href="style.css">
<meta charset="utf-8" />
</head>
<body>
<main>
</main>
</body>
</html>
I have found a solution which does not use the same algorithm but use the same interpolation scheme.
Solution with a three-shear method
This solution use a three-pass shear method and the solution to fix the tiles jerkiness is to add the tile offset before the rotation and then round coordinates once everything is ready to be drawn :
/**
* Bitmap rotation + stable tiling with 3-shearing method
* The 3-shearing method is stable between -PI / 2 and PI / 2 only, that is why a flip is needed for a full rotation
*
* https://www.ocf.berkeley.edu/~fricke/projects/israel/paeth/rotation_by_shearing.html
*/
let tex = null
let tile = []
function preload() {
tile = loadImage('data:image/png;base64,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')
}
function setup() {
createCanvas(512, 512)
frameRate(12)
}
function computeRotatedPoint(c, s, x, y) {
return { x: x * c - y * s, y: x * s + y * c }
}
function _shearX(t, x, y) {
return x - y * t
}
function _shearY(s, x, y) {
return x * s + y
}
currentTileWidth = 0
currentTileHeight = 0
currentTileLookupFunction = tileLookup1
// regular lookup
function tileLookup1(x, y) {
return (x + y * tile.width) * 4
}
// flipped lookup
function tileLookup2(x, y) {
return ((tile.width - 1 - x) + (tile.height - 1 - y) * tile.width) * 4
}
// draw a rotated bitmap at offset ox,oy with cx,cy as center of rotation offset
function drawRotatedBitmap(c, s, t, ox, oy, cx, cy) {
for (let ty = 0; ty < tile.height; ty += 1) {
for (let tx = 0; tx < tile.width; tx += 1) {
// center of rotation
let scx = tile.width - tx - tile.width / 2
let scy = tile.height - ty - tile.height / 2
// this is key to a stable rotation without any jerkiness
scx += cx
scy += cy
// shear
let ux = round(_shearX(t, scx, scy))
let uy = round(_shearY(s, ux, scy))
ux = round(_shearX(t, ux, uy))
// translate again
ux = currentTileWidth_d2 - ux
uy = currentTileHeight_d2 - uy
// plot with offset
let index1 = currentTileLookupFunction(tx, ty)
let index2 = (ox + ux + (oy + uy) * width) * 4
pixels[index2 + 0] = tile.pixels[index1 + 0]
pixels[index2 + 1] = tile.pixels[index1 + 1]
pixels[index2 + 2] = tile.pixels[index1 + 2]
}
}
}
let angle = -3.141592653 / 2
function draw() {
const s = sin(angle)
const c = cos(angle)
const t = tan(angle / 2)
tile.loadPixels()
background(0)
// compute rotated tile width / height
let tw = tile.width
let th = tile.height
currentTileWidth = abs(tw * c + th * s)
currentTileHeight = abs(tw * s + th * c)
currentTileWidth_d2 = round(currentTileWidth / 2.0)
currentTileHeight_d2 = round(currentTileHeight / 2.0)
// draw tiles
loadPixels()
for (let j = -2; j <= 2; j += 1) {
for (let i = -2; i <= 2; i += 1) {
let ox = round(width / 2 - currentTileWidth_d2)
let oy = round(height / 2 - currentTileHeight_d2)
drawRotatedBitmap(c, s, t, ox, oy, i * tw, j * tw)
}
}
updatePixels()
angle += 0.025
if (angle >= PI / 2) {
angle -= PI
if (currentTileLookupFunction === tileLookup2) {
currentTileLookupFunction = tileLookup1
} else {
currentTileLookupFunction = tileLookup2
}
}
}
<!DOCTYPE html>
<html lang="en">
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.5.0/p5.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.5.0/addons/p5.sound.min.js"></script>
<link rel="stylesheet" type="text/css" href="style.css">
<meta charset="utf-8" />
</head>
<body>
<main>
</main>
</body>
</html>
I cannot say technically why it works but it is probably related to an error accumulation issue / rounding since i can reproduce the question issue completely with the three-shear method if i add the tile offset after rotation and round the offset and shear pass independently such as :
function drawRotatedBitmap(c, s, t, ox, oy, cx, cy) {
cx = round(_shearX(t, cx, cy))
cy = round(_shearY(s, cx, cy))
cx = round(_shearX(t, cx, cy))
for (let ty = 0; ty < tex.height; ty += 1) {
...
let ux = round(_shearX(t, scx, scy))
let uy = round(_shearY(s, ux, scy))
ux = round(_shearX(t, ux, uy))
...
let index2 = (cx + ux + ox + (cy + uy + oy) * width) * 4
...
}
}
The issue become clearly visible if i round the offset and the shearing result at the same time which result in missing pixels in the final image such as :
function drawRotatedBitmap(c, s, t, ox, oy, cx, cy) {
cx = _shearX(t, cx, cy)
cy = _shearY(s, cx, cy)
cx = _shearX(t, cx, cy)
for (let ty = 0; ty < tex.height; ty += 1) {
...
let ux = _shearX(t, scx, scy)
let uy = _shearY(s, ux, scy)
ux = _shearX(t, ux, uy)
...
let index2 = (round(cx + ux) + ox + (round(cy + uy) + oy) * width) * 4
...
}
}
I would still like a detailed explanation of the jerkiness behavior and to know if there is a smooth solution by adding the tile offset after the rotation, it seems that the jiggling is due to the center of rotation being off one or two pixels depending on the angle.
This is definitely a pixelization problem. Analytically (vectorial) one can't explain the jiggling. It can be minimized, e.g. by rotating around the center of the whole image the successive pixels of a line and so forth line-by-line of the whole image, but the jiggling cannot be cancelled. Ultimately, this corresponds to creating an image object and rotating it around its center!
Is there a way to remove the grid jerkiness without doing it as a single pass and keeping the same interpolation scheme ?
No
Is it a sub pixels correctness issue ?
No, it is an interpolation issue
The frameCount is a function of the frameRate (which is not a constant contrary to what we think even if we set it), the execution time of the cycling draw function and the runtime environment (canvas or the gif one). It seems that for the gif the frameCount is reset to zero after a certain cumulated count, which corresponds to a reset to the vertical position of the image.
I tried to reproduce the "jerking effect" by changing the 64 parameter in the following instruction and the frameRate, without success.
if (frameCount % 128 < 64) {
I suggest to make the rotation speed independent of the frameCount.
FWIW the WEBGL canvas will be a bit faster in getting a result your code already hints at using image() and because you're using power of 2 dimensions you could also make use of textureWrap():
// this variable will hold our shader object
let bricks;
function preload() {
bricks = loadImage(
"data:image/png;base64,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"
);
}
function setup() {
// use WEBGL renderer,
createCanvas(512, 512, WEBGL);
// if helps the sketch dimensions are a power of 2 so textureWrap() can be used
textureWrap(REPEAT);
noStroke();
}
function draw() {
background(0);
// full 7 block width and height
const w = 64 * 7;
const h = 64;
// half the dimensions to rotate from center
const hw = int(w / 2);
const hh = int(h / 2);
rotate(frameCount * 0.03);
texture(bricks);
// vertex( x, y, u, v ) (by default u,v are in pixel coordinates)
// otherwise use textMode(NORMAL); in setup()
beginShape();
vertex(-hw, -hh, -hw, -hh); //TL
vertex(+hw, -hh, +hw, -hh); //TR
vertex(+hw, +hh, +hw, +hh); //BR
vertex(-hw, +hh, -hw, +hh); //BL
endShape();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.5.0/p5.min.js"></script>
An overcomplicated version of the above is to use a shader for rotation which can produce interesting results:
It seems you're more interested in working out a custom rotation algorithms that produces less artefacts.
If so, you might also want to look at a RotSprite.
Doing a quick search I see implementations such as this shader one or this js one.
I have a set of 2D Cartesian points [b], which proceed clockwise from the start and form a closed shape. Each one of these has its own companion 2D Cartesian points q0 and q1 which define the Beziér curve around the point (along with the preceding and succeeding points). Together, all these points define a closed 2D composite Beziér curve.
I have a separate point p which is an arbitrary 2D Cartesian point on the same plane. Is there a simple algorithm for finding the (x, y) coordinates of a new 2D Cartesian point q which is the closest point on the path to p?
As illustrated here, I have the points b[0] to b[3] and their handles b[n].q0 and b[n].q1, and I have the arbitrary point p. I'm trying to calculate the point q, not as a floating-point position along the curve, but as a pair of (x, y) coordinates.
I tried searching this, but some seemed to only be for a very small curve, others were way over my head with abstract mathematics and scientific research papers.
Any help that leads me toward an algorithmic solution is greatly appreciated, especially if it can be translated into a C-like language rather than the pure math in the above SO answers.
By adapting the algorithm posted by Tatarize, I came up with this solution in Swift, which should be translatable to other languages:
struct BezierPoint {
let q0: CGPoint
let point: CGPoint
let q1: CGPoint
}
struct SimpleBezierCurve {
let left: BezierPoint
let right: BezierPoint
}
class BezierPath {
var pathPoints = [BezierPoint]()
func findClosestPoint(to targetPoint: CGPoint) -> CGPoint {
let segments = allSegments()
guard segments.count > 0 else { return targetPoint }
var closestPoint = (distance: CGFloat.infinity, point: CGPoint(x: CGFloat.infinity, y: CGFloat.infinity))
segments.forEach{ curve in
let thisPoint = BezierPath.findClosestPoint(to: targetPoint, along: curve)
let distance = findDistance(from: targetPoint, to: thisPoint)
if (distance < closestPoint.distance) {
closestPoint = (distance: distance, point: thisPoint)
}
}
return closestPoint.point
}
func allSegments() -> [SimpleBezierCurve] {
guard pathPoints.count > 0 else { return [] }
var segments = [SimpleBezierCurve]()
var prevPoint = pathPoints[0]
for i in 1 ..< pathPoints.count {
let thisPoint = pathPoints[i]
segments.append(SimpleBezierCurve(left: prevPoint, right: thisPoint))
prevPoint = thisPoint
}
segments.append(SimpleBezierCurve(left: prevPoint, right: pathPoints[0]))
return segments
}
static func findClosestPoint(to point: CGPoint, along curve: SimpleBezierCurve) -> CGPoint {
return findClosestPointToCubicBezier(to: point, slices: 10, iterations: 10, along: curve)
}
// Adapted from https://stackoverflow.com/a/34520607/3939277
static func findClosestPointToCubicBezier(to target: CGPoint, slices: Int, iterations: Int, along curve: SimpleBezierCurve) -> CGPoint {
return findClosestPointToCubicBezier(iterations: iterations, to: target, start: 0, end: 1, slices: slices, along: curve)
}
// Adapted from https://stackoverflow.com/a/34520607/3939277
private static func findClosestPointToCubicBezier(iterations iterations: Int, to: CGPoint, start: CGFloat, end: CGFloat, slices: Int, along curve: SimpleBezierCurve) -> CGPoint {
if iterations <= 0 {
let position = (start + end) / 2
let point = self.point(for: position, along: curve)
return point
}
let tick = (end - start) / slices
var best = CGFloat(0)
var bestDistance = CGFloat.infinity
var currentDistance: CGFloat
var t = start
while (t <= end) {
//B(t) = (1-t)**3 p0 + 3(1 - t)**2 t P1 + 3(1-t)t**2 P2 + t**3 P3
let point = self.point(for: t, along: curve)
var dx = point.x - to.x;
var dy = point.y - to.y;
dx *= dx;
dy *= dy;
currentDistance = dx + dy;
if (currentDistance < bestDistance) {
bestDistance = currentDistance;
best = t;
}
t += tick;
}
return findClosestPointToCubicBezier(iterations: iterations - 1, to: to, start: max(best - tick, 0.0), end: min(best + tick, 1.0), slices: slices, along: curve);
}
static func point(for t: CGFloat, along curve: SimpleBezierCurve) -> CGPoint {
// This had to be broken up to avoid the "Expression too complex" error
let x0 = curve.left.point.x
let x1 = curve.left.q1.x
let x2 = curve.right.q0.x
let x3 = curve.right.point.x
let y0 = curve.left.point.y
let y1 = curve.left.q1.y
let y2 = curve.right.q0.y
let y3 = curve.right.point.y
let x = (1 - t) * (1 - t) * (1 - t) * x0 + 3 * (1 - t) * (1 - t) * t * x1 + 3 * (1 - t) * t * t * x2 + t * t * t * x3
let y = (1 - t) * (1 - t) * (1 - t) * y0 + 3 * (1 - t) * (1 - t) * t * y1 + 3 * (1 - t) * t * t * y2 + t * t * t * y3
return CGPoint(x: x, y: y)
}
}
// Possibly in another file
func findDistance(from a: CGPoint, to b: CGPoint) -> CGFloat {
return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2));
}
GitHub Gist
Consider this binary image:
A normal edge detection algorithm (Like Canny) takes the binary image as input and results into the contour shown in red. I need another algorithm that takes a point "P" as a second piece of input data. "P" is the black point in the previous image. This algorithm should result into the blue contour. The blue contours represents the point "P" lines-of-sight edge of the binary image.
I searched a lot of an image processing algorithm that achieve this, but didn't find any. I also tried to think about a new one, but I still have a lot of difficulties.
Since you've got a bitmap, you could use a bitmap algorithm.
Here's a working example (in JSFiddle or see below). (Firefox, Chrome, but not IE)
Pseudocode:
// part 1: occlusion
mark all pixels as 'outside'
for each pixel on the edge of the image
draw a line from the source pixel to the edge pixel and
for each pixel on the line starting from the source and ending with the edge
if the pixel is gray mark it as 'inside'
otherwise stop drawing this line
// part 2: edge finding
for each pixel in the image
if pixel is not marked 'inside' skip this pixel
if pixel has a neighbor that is outside mark this pixel 'edge'
// part 3: draw the edges
highlight all the edges
At first this sounds pretty terrible... But really, it's O(p) where p is the number of pixels in your image.
Full code here, works best full page:
var c = document.getElementById('c');
c.width = c.height = 500;
var x = c.getContext("2d");
//////////// Draw some "interesting" stuff ////////////
function DrawScene() {
x.beginPath();
x.rect(0, 0, c.width, c.height);
x.fillStyle = '#fff';
x.fill();
x.beginPath();
x.rect(c.width * 0.1, c.height * 0.1, c.width * 0.8, c.height * 0.8);
x.fillStyle = '#000';
x.fill();
x.beginPath();
x.rect(c.width * 0.25, c.height * 0.02 , c.width * 0.5, c.height * 0.05);
x.fillStyle = '#000';
x.fill();
x.beginPath();
x.rect(c.width * 0.3, c.height * 0.2, c.width * 0.03, c.height * 0.4);
x.fillStyle = '#fff';
x.fill();
x.beginPath();
var maxAng = 2.0;
function sc(t) { return t * 0.3 + 0.5; }
function sc2(t) { return t * 0.35 + 0.5; }
for (var i = 0; i < maxAng; i += 0.1)
x.lineTo(sc(Math.cos(i)) * c.width, sc(Math.sin(i)) * c.height);
for (var i = maxAng; i >= 0; i -= 0.1)
x.lineTo(sc2(Math.cos(i)) * c.width, sc2(Math.sin(i)) * c.height);
x.closePath();
x.fill();
x.beginPath();
x.moveTo(0.2 * c.width, 0.03 * c.height);
x.lineTo(c.width * 0.9, c.height * 0.8);
x.lineTo(c.width * 0.8, c.height * 0.8);
x.lineTo(c.width * 0.1, 0.03 * c.height);
x.closePath();
x.fillStyle = '#000';
x.fill();
}
//////////// Pick a point to start our operations: ////////////
var v_x = Math.round(c.width * 0.5);
var v_y = Math.round(c.height * 0.5);
function Update() {
if (navigator.appName == 'Microsoft Internet Explorer'
|| !!(navigator.userAgent.match(/Trident/)
|| navigator.userAgent.match(/rv 11/))
|| $.browser.msie == 1)
{
document.getElementById("d").innerHTML = "Does not work in IE.";
return;
}
DrawScene();
//////////// Make our image binary (white and gray) ////////////
var id = x.getImageData(0, 0, c.width, c.height);
for (var i = 0; i < id.width * id.height * 4; i += 4) {
id.data[i + 0] = id.data[i + 0] > 128 ? 255 : 64;
id.data[i + 1] = id.data[i + 1] > 128 ? 255 : 64;
id.data[i + 2] = id.data[i + 2] > 128 ? 255 : 64;
}
// Adapted from http://rosettacode.org/wiki/Bitmap/Bresenham's_line_algorithm#JavaScript
function line(x1, y1) {
var x0 = v_x;
var y0 = v_y;
var dx = Math.abs(x1 - x0), sx = x0 < x1 ? 1 : -1;
var dy = Math.abs(y1 - y0), sy = y0 < y1 ? 1 : -1;
var err = (dx>dy ? dx : -dy)/2;
while (true) {
var d = (y0 * c.height + x0) * 4;
if (id.data[d] === 255) break;
id.data[d] = 128;
id.data[d + 1] = 128;
id.data[d + 2] = 128;
if (x0 === x1 && y0 === y1) break;
var e2 = err;
if (e2 > -dx) { err -= dy; x0 += sx; }
if (e2 < dy) { err += dx; y0 += sy; }
}
}
for (var i = 0; i < c.width; i++) line(i, 0);
for (var i = 0; i < c.width; i++) line(i, c.height - 1);
for (var i = 0; i < c.height; i++) line(0, i);
for (var i = 0; i < c.height; i++) line(c.width - 1, i);
// Outline-finding algorithm
function gb(x, y) {
var v = id.data[(y * id.height + x) * 4];
return v !== 128 && v !== 0;
}
for (var y = 0; y < id.height; y++) {
var py = Math.max(y - 1, 0);
var ny = Math.min(y + 1, id.height - 1);
console.log(y);
for (var z = 0; z < id.width; z++) {
var d = (y * id.height + z) * 4;
if (id.data[d] !== 128) continue;
var pz = Math.max(z - 1, 0);
var nz = Math.min(z + 1, id.width - 1);
if (gb(pz, py) || gb(z, py) || gb(nz, py) ||
gb(pz, y) || gb(z, y) || gb(nz, y) ||
gb(pz, ny) || gb(z, ny) || gb(nz, ny)) {
id.data[d + 0] = 0;
id.data[d + 1] = 0;
id.data[d + 2] = 255;
}
}
}
x.putImageData(id, 0, 0);
// Draw the starting point
x.beginPath();
x.arc(v_x, v_y, c.width * 0.01, 0, 2 * Math.PI, false);
x.fillStyle = '#800';
x.fill();
}
Update();
c.addEventListener('click', function(evt) {
var x = evt.pageX - c.offsetLeft,
y = evt.pageY - c.offsetTop;
v_x = x;
v_y = y;
Update();
}, false);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.2.3/jquery.min.js"></script>
<center><div id="d">Click on image to change point</div>
<canvas id="c"></canvas></center>
I would just estimate P's line of sight contour with ray collisions.
RESOLUTION = PI / 720;
For rad = 0 To PI * 2 Step RESOLUTION
ray = CreateRay(P, rad)
hits = Intersect(ray, contours)
If Len(hits) > 0
Add(hits[0], lineOfSightContour)
https://en.wikipedia.org/wiki/Hidden_surface_determination with e.g. a Z-Buffer is relatively easy. Edge detection looks a lot trickier and probably needs a bit of tuning. Why not take an existing edge detection algorithm from a library that somebody else has tuned, and then stick in some Z-buffering code to compute the blue contour from the red?
First approach
Main idea
Run an edge detection algorithm (Canny should do it just fine).
For each contour point C compute the triplet (slope, dir, dist), where:
slope is the slope of the line that passes through P and C
dir is a bit which is set if C is to the right of P (on the x axis) and reset if it is to the left; it used in order to distinguish in between points having the same slope, but on opposite sides of P
dist is the distance in between P and C.
Classify the set of contour points such that a class contains the points with the same key (slope, dir) and keep the one point from each such class having the minimum dist. Let S be the set of these closest points.
Sort S in clockwise order.
Iterate once more through the sorted set and, whenever two consecutive points are too far apart, draw a segment in between them, otherwise just draw the points.
Notes
You do not really need to compute the real distance in between P and C since you only use dist to determine the closest point to P at step 3. Instead you can keep C.x - P.x in dist. This piece of information should also tell you which of two points with the same slope is closest to P. Also, C.x - P.x swallows the dir parameter (in the sign bit). So you do not really need dir either.
The classification in step 3 can ideally be done by hashing (thus, in linear number of steps), but since doubles/floats are subject to rounding, you might need to allow small errors to occur by rounding the values of the slopes.
Second approach
Main idea
You can perform a sort of BFS starting from P, like when trying to determine the country/zone that P resides in. For each pixel, look at the pixels around it that were already visited by BFS (called neighbors). Depending on the distribution of the neighbor pixels that are in the line of sight, determine if the currently visited pixel is in the line of sight too or not. You can probably apply a sort of convolution operator on the neighbor pixels (like with any other filter). Also, you do not really need to decide right away if a pixel is for sure in the line of sight. You could instead compute some probability of that to be true.
Notes
Due to the fact that your graph is a 2D image, BFS should be pretty fast (since the number of edges is linear in the number of vertices).
This second approach eliminates the need to run an edge detection algorithm. Also, if the country/zone P resides in is considerably smaller than the image the overall performance should be better than running an edge detection algorithm solely.
I am trying to implement the algorithm explained on this paper, used to traverse grid cells in order following a straight line, which is useful for ray tracing:
http://www.cse.yorku.ca/~amana/research/grid.pdf
The paper describes the algorithm as two parts: initialisation and iterative traversal. I can undersand the iterative traversal part, but I'm having trouble understanding how some of the variables in the initialisation part are calculated.
I need help initialising tMaxX, tMaxY, tDeltaX & tDeltaY. Their initialisation procedure is explained as follows:
Next, we determine the value of t at which the ray crosses the first
vertical voxel boundary and store it in variable tMaxX. We perform a
similar computation in y and store the result in tMaxY. The minimum of
these two values will indicate how much we can travel along the ray
and still remain in the current voxel.
Finally, we compute tDeltaX and tDeltaY. TDeltaX indicates how far
along the ray we must move (in units of t) for the horizontal
component of such a movement to equal the width of a voxel. Similarly,
store in tDeltaY the amount of movement along the ray which has a
vertical component equal to the height of a voxel.
I'm not able to deduce the code I need form the English description given above. Can someone translate it to a math/pseudocode expression for me?
Initialization for X-coordinate variables (the same for Y)
DX = X2 - X1
tDeltaX = GridCellWidth / DX
tMaxX = tDeltaX * (1.0 - Frac(X1 / GridCellWidth))
//Frac if fractional part of float, for example, Frac(1.3) = 0.3, Frac(-1.7)=0.3
Example:
GridCellWidth, Height = 20
X1 = 5, X2 = 105
Y1 = 5, Y2 = 55
DX = 100, DY = 50
tDeltaX = 0.2, tDeltaY = 0.4
tMaxX = 0.2 * (1.0 - 0.25) = 0.15 //ray will meet first vertical line at this param
tMaxY = 0.4 * (1.0 - 0.25) = 0.3 //ray will meet first horizontal line at this param
We can see that first cell border will be met at parameter t = 0.15
The one that worked for me in 3D for both positive and negative directions (in CUDA C):
#define SIGN(x) (x > 0 ? 1 : (x < 0 ? -1 : 0))
#define FRAC0(x) (x - floorf(x))
#define FRAC1(x) (1 - x + floorf(x))
float tMaxX, tMaxY, tMaxZ, tDeltaX, tDeltaY, tDeltaZ;
int3 voxel;
float x1, y1, z1; // start point
float x2, y2, z2; // end point
int dx = SIGN(x2 - x1);
if (dx != 0) tDeltaX = fmin(dx / (x2 - x1), 10000000.0f); else tDeltaX = 10000000.0f;
if (dx > 0) tMaxX = tDeltaX * FRAC1(x1); else tMaxX = tDeltaX * FRAC0(x1);
voxel.x = (int) x1;
int dy = SIGN(y2 - y1);
if (dy != 0) tDeltaY = fmin(dy / (y2 - y1), 10000000.0f); else tDeltaY = 10000000.0f;
if (dy > 0) tMaxY = tDeltaY * FRAC1(y1); else tMaxY = tDeltaY * FRAC0(y1);
voxel.y = (int) y1;
int dz = SIGN(z2 - z1);
if (dz != 0) tDeltaZ = fmin(dz / (z2 - z1), 10000000.0f); else tDeltaZ = 10000000.0f;
if (dz > 0) tMaxZ = tDeltaZ * FRAC1(z1); else tMaxZ = tDeltaZ * FRAC0(z1);
voxel.z = (int) z1;
while (true) {
if (tMaxX < tMaxY) {
if (tMaxX < tMaxZ) {
voxel.x += dx;
tMaxX += tDeltaX;
} else {
voxel.z += dz;
tMaxZ += tDeltaZ;
}
} else {
if (tMaxY < tMaxZ) {
voxel.y += dy;
tMaxY += tDeltaY;
} else {
voxel.z += dz;
tMaxZ += tDeltaZ;
}
}
if (tMaxX > 1 && tMaxY > 1 && tMaxZ > 1) break;
// process voxel here
}
Note, grid cell's width/height/depth are all equal to 1 in my case, but you can easily modify it for your needs.
I'm trying to find the best way to calculate the biggest (in area) rectangle which can be contained inside a rotated rectangle.
Some pictures should help (I hope) in visualizing what I mean:
The width and height of the input rectangle is given and so is the angle to rotate it. The output rectangle is not rotated or skewed.
I'm going down the longwinded route which I'm not even sure if it will handle the corner cases (no pun intended). I'm certain there is an elegant solution to this. Any tips?
EDIT: The output rectangle points don't necessarily have to touch the input rectangles edges. (Thanks to Mr E)
I just came here looking for the same answer. After shuddering at the thought of so much math involved, I thought I would resort to a semi-educated guess. Doodling a bit I came to the (intuitive and probably not entirely exact) conclusion that the largest rectangle is proportional to the outer resulting rectangle, and its two opposing corners lie at the intersection of the diagonals of the outer rectangle with the longest side of the rotated rectangle. For squares, any of the diagonals and sides would do... I guess I am happy enough with this and will now start brushing the cobwebs off my rusty trig skills (pathetic, I know).
Minor update... Managed to do some trig calculations. This is for the case when the Height of the image is larger than the Width.
Update. Got the whole thing working. Here is some js code. It is connected to a larger program, and most variables are outside the scope of the functions, and are modified directly from within the functions. I know this is not good, but I am using this in an isolated situation, where there will be no confusion with other scripts: redacted
I took the liberty of cleaning the code and extracting it to a function:
function getCropCoordinates(angleInRadians, imageDimensions) {
var ang = angleInRadians;
var img = imageDimensions;
var quadrant = Math.floor(ang / (Math.PI / 2)) & 3;
var sign_alpha = (quadrant & 1) === 0 ? ang : Math.PI - ang;
var alpha = (sign_alpha % Math.PI + Math.PI) % Math.PI;
var bb = {
w: img.w * Math.cos(alpha) + img.h * Math.sin(alpha),
h: img.w * Math.sin(alpha) + img.h * Math.cos(alpha)
};
var gamma = img.w < img.h ? Math.atan2(bb.w, bb.h) : Math.atan2(bb.h, bb.w);
var delta = Math.PI - alpha - gamma;
var length = img.w < img.h ? img.h : img.w;
var d = length * Math.cos(alpha);
var a = d * Math.sin(alpha) / Math.sin(delta);
var y = a * Math.cos(gamma);
var x = y * Math.tan(gamma);
return {
x: x,
y: y,
w: bb.w - 2 * x,
h: bb.h - 2 * y
};
}
I encountered some problems with the gamma-calculation, and modified it to take into account in which direction the original box is the longest.
-- Magnus Hoff
Trying not to break tradition putting the solution of the problem as a picture:)
Edit:
Third equations is wrong. The correct one is:
3.w * cos(α) * X + w * sin(α) * Y - w * w * sin(α) * cos(α) - w * h = 0
To solve the system of linear equations you can use Cramer rule, or Gauss method.
First, we take care of the trivial case where the angle is zero or a multiple of pi/2. Then the largest rectangle is the same as the original rectangle.
In general, the inner rectangle will have 3 points on the boundaries of the outer rectangle. If it does not, then it can be moved so that one vertex will be on the bottom, and one vertex will be on the left. You can then enlarge the inner rectangle until one of the two remaining vertices hits a boundary.
We call the sides of the outer rectangle R1 and R2. Without loss of generality, we can assume that R1 <= R2. If we call the sides of the inner rectangle H and W, then we have that
H cos a + W sin a <= R1
H sin a + W cos a <= R2
Since we have at least 3 points on the boundaries, at least one of these inequality must actually be an equality. Let's use the first one. It is easy to see that:
W = (R1 - H cos a) / sin a
and so the area is
A = H W = H (R1 - H cos a) / sin a
We can take the derivative wrt. H and require it to equal 0:
dA/dH = ((R1 - H cos a) - H cos a) / sin a
Solving for H and using the expression for W above, we find that:
H = R1 / (2 cos a)
W = R1 / (2 sin a)
Substituting this in the second inequality becomes, after some manipulation,
R1 (tan a + 1/tan a) / 2 <= R2
The factor on the left-hand side is always at least 1. If the inequality is satisfied, then we have the solution. If it isn't satisfied, then the solution is the one that satisfies both inequalities as equalities. In other words: it is the rectangle which touches all four sides of the outer rectangle. This is a linear system with 2 unknowns which is readily solved:
H = (R2 cos a - R1 sin a) / cos 2a
W = (R1 cos a - R2 sin a) / cos 2a
In terms of the original coordinates, we get:
x1 = x4 = W sin a cos a
y1 = y2 = R2 sin a - W sin^2 a
x2 = x3 = x1 + H
y3 = y4 = y2 + W
Edit: My Mathematica answer below is wrong - I was solving a slightly different problem than what I think you are really asking.
To solve the problem you are really asking, I would use the following algorithm(s):
On the Maximum Empty Rectangle Problem
Using this algorithm, denote a finite amount of points that form the boundary of the rotated rectangle (perhaps a 100 or so, and make sure to include the corners) - these would be the set S decribed in the paper.
.
.
.
.
.
For posterity's sake I have left my original post below:
The inside rectangle with the largest area will always be the rectangle where the lower mid corner of the rectangle (the corner near the alpha on your diagram) is equal to half of the width of the outer rectangle.
I kind of cheated and used Mathematica to solve the algebra for me:
From this you can see that the maximum area of the inner rectangle is equal to 1/4 width^2 * cosecant of the angle times the secant of the angle.
Now I need to figure out what is the x value of the bottom corner for this optimal condition. Using the Solve function in mathematica on my area formula, I get the following:
Which shows that the x coordinate of the bottom corner equals half of the width.
Now just to make sure, I'll going to test our answer empirically. With the results below you can see that indeed the highest area of all of my tests (definately not exhaustive but you get the point) is when the bottom corner's x value = half of the outer rectangle's width.
#Andri is not working correctly for image where width > height as I tested.
So, I fixed and optimized his code by such way (with only two trigonometric functions):
calculateLargestRect = function(angle, origWidth, origHeight) {
var w0, h0;
if (origWidth <= origHeight) {
w0 = origWidth;
h0 = origHeight;
}
else {
w0 = origHeight;
h0 = origWidth;
}
// Angle normalization in range [-PI..PI)
var ang = angle - Math.floor((angle + Math.PI) / (2*Math.PI)) * 2*Math.PI;
ang = Math.abs(ang);
if (ang > Math.PI / 2)
ang = Math.PI - ang;
var sina = Math.sin(ang);
var cosa = Math.cos(ang);
var sinAcosA = sina * cosa;
var w1 = w0 * cosa + h0 * sina;
var h1 = w0 * sina + h0 * cosa;
var c = h0 * sinAcosA / (2 * h0 * sinAcosA + w0);
var x = w1 * c;
var y = h1 * c;
var w, h;
if (origWidth <= origHeight) {
w = w1 - 2 * x;
h = h1 - 2 * y;
}
else {
w = h1 - 2 * y;
h = w1 - 2 * x;
}
return {
w: w,
h: h
}
}
UPDATE
Also I decided to post the following function for proportional rectange calculating:
calculateLargestProportionalRect = function(angle, origWidth, origHeight) {
var w0, h0;
if (origWidth <= origHeight) {
w0 = origWidth;
h0 = origHeight;
}
else {
w0 = origHeight;
h0 = origWidth;
}
// Angle normalization in range [-PI..PI)
var ang = angle - Math.floor((angle + Math.PI) / (2*Math.PI)) * 2*Math.PI;
ang = Math.abs(ang);
if (ang > Math.PI / 2)
ang = Math.PI - ang;
var c = w0 / (h0 * Math.sin(ang) + w0 * Math.cos(ang));
var w, h;
if (origWidth <= origHeight) {
w = w0 * c;
h = h0 * c;
}
else {
w = h0 * c;
h = w0 * c;
}
return {
w: w,
h: h
}
}
Coproc solved this problem on another thread (https://stackoverflow.com/a/16778797) in a simple and efficient way. Also, he gave a very good explanation and python code there.
Below there is my Matlab implementation of his solution:
function [ CI, T ] = rotateAndCrop( I, ang )
%ROTATEANDCROP Rotate an image 'I' by 'ang' degrees, and crop its biggest
% inner rectangle.
[h,w,~] = size(I);
ang = deg2rad(ang);
% Affine rotation
R = [cos(ang) -sin(ang) 0; sin(ang) cos(ang) 0; 0 0 1];
T = affine2d(R);
B = imwarp(I,T);
% Largest rectangle
% solution from https://stackoverflow.com/a/16778797
wb = w >= h;
sl = w*wb + h*~wb;
ss = h*wb + w*~wb;
cosa = abs(cos(ang));
sina = abs(sin(ang));
if ss <= 2*sina*cosa*sl
x = .5*min([w h]);
wh = wb*[x/sina x/cosa] + ~wb*[x/cosa x/sina];
else
cos2a = (cosa^2) - (sina^2);
wh = [(w*cosa - h*sina)/cos2a (h*cosa - w*sina)/cos2a];
end
hw = flip(wh);
% Top-left corner
tl = round(max(size(B)/2 - hw/2,1));
% Bottom-right corner
br = tl + round(hw);
% Cropped image
CI = B(tl(1):br(1),tl(2):br(2),:);
sorry for not giving a derivation here, but I solved this problem in Mathematica a few days ago and came up with the following procedure, which non-Mathematica folks should be able to read. If in doubt, please consult http://reference.wolfram.com/mathematica/guide/Mathematica.html
The procedure below returns the width and height for a rectangle with maximum area that fits into another rectangle of width w and height h that has been rotated by alpha.
CropRotatedDimensionsForMaxArea[{w_, h_}, alpha_] :=
With[
{phi = Abs#Mod[alpha, Pi, -Pi/2]},
Which[
w == h, {w,h} Csc[phi + Pi/4]/Sqrt[2],
w > h,
If[ Cos[2 phi]^2 < 1 - (h/w)^2,
h/2 {Csc[phi], Sec[phi]},
Sec[2 phi] {w Cos[phi] - h Sin[phi], h Cos[phi] - w Sin[phi]}],
w < h,
If[ Cos[2 phi]^2 < 1 - (w/h)^2,
w/2 {Sec[phi], Csc[phi]},
Sec[2 phi] {w Cos[phi] - h Sin[phi], h Cos[phi] - w Sin[phi]}]
]
]
Here is the easiest way to do this... :)
Step 1
//Before Rotation
int originalWidth = 640;
int originalHeight = 480;
Step 2
//After Rotation
int newWidth = 701; //int newWidth = 654; //int newWidth = 513;
int newHeight = 564; //int newHeight = 757; //int newHeight = 664;
Step 3
//Difference in height and width
int widthDiff ;
int heightDiff;
int ASPECT_RATIO = originalWidth/originalHeight; //Double check the Aspect Ratio
if (newHeight > newWidth) {
int ratioDiff = newHeight - newWidth;
if (newWidth < Constant.camWidth) {
widthDiff = (int) Math.floor(newWidth / ASPECT_RATIO);
heightDiff = (int) Math.floor((originalHeight - (newHeight - originalHeight)) / ASPECT_RATIO);
}
else {
widthDiff = (int) Math.floor((originalWidth - (newWidth - originalWidth) - ratioDiff) / ASPECT_RATIO);
heightDiff = originalHeight - (newHeight - originalHeight);
}
} else {
widthDiff = originalWidth - (originalWidth);
heightDiff = originalHeight - (newHeight - originalHeight);
}
Step 4
//Calculation
int targetRectanleWidth = originalWidth - widthDiff;
int targetRectanleHeight = originalHeight - heightDiff;
Step 5
int centerPointX = newWidth/2;
int centerPointY = newHeight/2;
Step 6
int x1 = centerPointX - (targetRectanleWidth / 2);
int y1 = centerPointY - (targetRectanleHeight / 2);
int x2 = centerPointX + (targetRectanleWidth / 2);
int y2 = centerPointY + (targetRectanleHeight / 2);
Step 7
x1 = (x1 < 0 ? 0 : x1);
y1 = (y1 < 0 ? 0 : y1);
This is just an illustration of Jeffrey Sax's solution above, for my future reference.
With reference to the diagram above, the solution is:
(I used the identity tan(t) + cot(t) = 2/sin(2t))