Saddle roof algorithm - algorithm

I have map (openstreetmap project) with many buildings. Each building is a polygon. How can I make saddle roof parts polygons for every building outline?
Algorithm should transform one polygon in 2D to set of polygons in 2D (or 3D).
Reason for this transformation is visualization - better rendering isometric view.
For example (shading isn't important):
alt text http://www.freeimagehosting.net/uploads/0168cec03a.png
Thanks

Main part (like 90%) of what you are looking for is called "skeleton". Take a look here, at the figure called "Other examples". This page is from a manual of a computer graphics library, so you'll find there a general description, and links to the (free) code.

Isn't this just what you get with a 4-neighbor watershed algorithm, plus marking all edges that are local extrema along the line perpendicular to the direction of fastest ascent? (The shading would need to be added somehow, of course, but wouldn't this give you the position of the roof peaks and angles?)

Your examples seem to assume that all roof slopes are the same. The additional lines (when seen directly from above) are then the lines of equal distance from the edges. These can be constructed by taking the angle bisector between two edges.
The algorithm would look like this:
Start with any two neighbouring edges.
Add a line along their angle bisector.
Take the next neighbouring edge.
Add a line along this angle bisector.
Where two new lines meet, mark a new vertex, and clip the lines.
From this vertex, add a line along the angle bisector of the two outer edges where the two lines originated.
Take the next edge, etc..
Take care to correctly clip the new lines and manage the new vertices.

Related

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.

The shortest path between two points on a cuboid on its surface

I can't find a universal solution to "The Spider and the Fly Problem" (the shortest path between two points on a cuboid on its surface). Everybody solves a one specific case but what when two points can be anywhere?
My idea was to create an algorithm that considers various nets of a cuboid, calculates shortest paths on 2D and then returns the minimum but I have no idea for the algorithm to generate these grids (I guess hardcoding all combinations is not the best way).
Simplistic approach (only works where the points are on the same or adjacent faces)
Flatten the cube structure to 2d as follows...
Start with a face containing one of the two points. If this also contains the other point, you can stop there and the solution is trivial.
There are only 4 neighbouring faces. If any of them contain the other point, you can place that face adjoining the first, and plot the straight line.
Otherwise, then the points are on opposing faces. You need to try placing the final face adjoining each of the 4 neighbouring faces, and choose the shortest of the 4 alternatives. This will not always give the best solution, but it's not far off, and is cheap.
Generic approach
Jim Propp's surface distance conjecture is that For a centrally symmetric convex compact body, the greatest surface distance between two points is achieved only for pairs which are opposites through the centre. My conjecture based on that would be that the shortest distance is approximately where the plane made by the two points and the centre of the body meets the surface. So you simply need to find where that plane intersects the faces using 3d geometry, and use the faces that are crossed by the shorter of the two alternatives when looking at possible routes. If the plane runs along an edge of the cube (e.g. if the points are on opposite faces and are both between the centre of the face and the corner of the face, and those corners are linked by an edge) then routes through both faces should be considered, although I speculate they will be equivalent lengths.
This solution is more generic, and also satisfies scenarios where the points are on the same face, connected faces and opposite faces.
The only problem with this approach arises where the line between the two points passes through the centre of the body, which by definition means that the two points are exactly opposite each other, because that means the 3 points are in a straight line, so there isn't a plane...
I think this is a good question, for which the answer is not at all obvious. In the smooth realm, it is an extraordinarily difficult problem. Geodesics (shortest paths) on a sphere (which is a smooth analog of a cube) are easy to find. Geodesics on a biaxial ellipsoid (an ellipsoid of revolution; one cross section is a circle) are much harder to find. Finding geodesics on a triaxial ellipsoid (a smooth analog of a general cuboid) was a challenging unsolved problem in the first half of the 19th century. See the Wikipedia page.
On the other hand, geodesics on cuboid are made from straight line segments so are much simpler. But some of the difficulty of the problem remains.
You may be able to find some literature on the subject if you search for the term "net". A polyhedron cut along some edges so that it can be flattened is often called a "net". I was able to quickly find a site that claims (without proof) that there are just 11 different nets for a cub(oid). But I agree with you that hard coding all the variations is not the best way.
It's not even obvious to me that the approach using nets will work for all polyhedra. I think I see an argument that will work for cuboids, but for general polyhedra, even convex polyhedra, it is not known whether they must have even one net. See the Wikipedia page. I think a satisfying solution to the problem on cuboids should work more generally on polyhedra, and the net idea seems to be insufficiently general, in my view.
What I'm thinking might work is a dynamic programming solution, where you look at the different edges your path can pass through between the initial and final points. There is a hierarchy of edges (those on the starting face; those containing a vertex on the starting face; those on the faces adjacent to the starting face; etc.). For each point on each of those edges you can find the minimum distance to the start point, culminating in the minimum distance from the end point to the start point.
Another way to think about this is to use something akin to the reflection principle, except instead of reflections, we use rotations in space which rotate the polyhedron about one of its edges so that the other face adjacent to the edge becomes coplanar with the starting face. Then we don't have to worry about whether we have a good net or not. You just pick a sequence of edges so that the final point is eventually rotated onto the plane of the initial face. The sequence of edges is finite because any loop is not part of a minimal path. I'll think about how I might be able to communicate this idea better.
I solved the problem for cubes and cuboids by discretizing the cube edges, generating a big graph and solving graph shortest path problem. You can specify start point (sx, sy, 0), and algorithm will determine all shortest path to target points on top face (z = 1), here for 19 * 19 target points. Cube edges are divided into 100 parts. Graph with these settings has n=1558 vertices and m=464000(!) edges, inner loop of floyd_warshall_path() for updating shortest path distances is executed n³ = 3,781,833,112 times (takes less than 1 minute on Raspberry Pi400). Orange shortest paths flow through 3 cuboid faces, blue ones through 4. Algorithm generates OpenSCAD file as output. Details in this posting, all code in GitHub repo.
P.S:
I made experiments with 1 x 1 x 3 cuboid and was able to find examples where shortest path between two points needs to pass 5 faces. Code is submitted to GitHub repo, and details are in this forum posting.
Orange shortest paths are passing 3 faces, blue are passing 4 faces, and the new yellow shortest paths pass 5 faces! With "mirror" at bottom, allowing to see the bottom face with start point as well. This time cuboid edges are divided into 150 parts (149 inner vertices), and there are 49 * 49 top face target points for single start point on bottom face:
I implemented cuboid shortest paths completely different this time, no graph, and geometric distance calculations in 28 possible foldings of cuboid into plane, details in this new forum thread:
Efficient cuboid surface shortest path problem application
The much increased efficiency with all the sliders allows to change x/y coordinate of bottom face point, number of divisions in X/Y direction and which folding to display, with instantaneous display after any change. This allows to play with a cuboid and "see" how the shortest paths change (on top face as well as on side and bottom faces).
Scale to 50% size, 0.5fps animation shows the 6 foldings containing any shortest path. The animation corresponds to clockwise traversal of OpenSCAD 3D top face shown on the right.
With added top and bottom face view.
but for anyone still interested, this question was solved on stackxechange by "Intelligenti pauca" (with some nice diagrams): here is the original link
https://math.stackexchange.com/questions/3023721/finding-the-shortest-path-between-two-points-on-the-surface-of-a-cube
The "Simplistic approach" from "Richardissimo" was on the right track, you just need to check a few more cases.
Intelligenti pauca:
If the two points belong to adjacent faces, you have to check three
different possible unfoldings to find the shortest path. In diagram
below I represented the first point (red) and the second point (black)
in three possible relative positions: middle position occurs when the
path goes through the common edge, in the other cases the path
traverses one of the faces adjacent to both faces. The other possible
positions are clearly longer than these.
image1
If the two points belong to opposite faces, then 12 different possible
positions have to be checked: see diagram below.
image2
After mapping the points like this you can calculate the distances like normal on a plane an have min(possible distances) as your shortest path-length.

Getting the boundary of a hole in a 3d plane

I have a set of 3d points that lie in a plane. Somewhere on the plane, there will be a hole (which is represented by the lack of points), as in this picture:
I am trying to find the contour of this hole. Other solutions out there involve finding convex/concave hulls but those apply to the outer boundaries, rather than an inner one.
Is there an algorithm that does this?
If you know the plane (which you could determine by PCA), you can project all points into this plane and continue with the 2D coordinates. Thus, your problem reduces to finding boundary points in a 2D data set.
Your data looks as if it might be uniformly sampled (independently per axis). Then, a very simple check might be sufficient: Calculate the centroid of the - let's say 30 - nearest neighbors of a point. If the centroid is very far away from the original point, you are very likely on a boundary.
A second approach might be recording the directions in which you have neighbors. I.e. keep something like a bit field for the discretized directions (e.g. angles in 10° steps, which will give you 36 entries). Then, for every neighbor, calculate its direction and mark that direction, including a few of the adjacent directions, as occupied. E.g. if your neighbor is in the direction of 27.4°, you could mark the direction bits 1, 2, and 3 as occupied. This additional surrounding space will influence how fine-grained the result will be. You might also want to make it depend on the distance of the neighbor (i.e. treat the neighbors as circles and find the angular range that is spanned by the circle). Finally, check if all directions are occupied. If not, you are on a boundary.
Alpha shapes can give you both the inner and outer boundaries.
convert to 2D by projecting the points onto your plane
see related QA dealing with this:
C++ plane interpolation from a set of points
find holes in 2D point set
simply apply this related QA:
Finding holes in 2d point sets?
project found holes back to 3D
again see the link in #1
Sorry for almost link only answer but booth links are here on SO/SE and deals exactly with your issue when combined. I was struggling first to flag your question as duplicate and leave this in a comment but this is more readable.

Algorithm for finding empty areas

does anybody know of a good algorithm for this task:
a multi polygon contains the reserved areas
find an empty position for the given polygon which is closest to its original position but does not intersect the reserved areas
I have implemented some very basic algorithm which does the job but far from optimally.
Thank You!
Edit:
my solution basically does the following:
move given polygon in all possible directions dx and dy
check wether the new intersection is less than the previous intersection
if so, use new position and make sure that you don't move your polygon back and forth at the same position
repeat these steps a maximum of N times
Example: it is intended for placing text which should not overlap with each other.
One method that immediately pops into my mind is to shoot a ray (i.e. measure a line segment) from the original position to every vertex of the polygon. Do a comparison on those distances, and then based on those comparisons, narrow it down to the minimally far away line segment of the polygon. Compute the perpendicular intersection of that line with the origin, and you'll get the minimally far away point. If the vertex comparisons don't lead you down the right path, just shoot off lines in random directions, and just stop when you're happy with the result. It doesn't sound like you require optimality.
Let's look at the original problem: making sure that one piece of text doesn't overlap another. Presumably this is for labelling a map. The way I do it is this: draw the text invisibly, checking for overlap (by using a specialised graphics context that instead of drawing a pixel, checks whether a pixel is already there) then try another position along the line on which the text is to be placed - usually a street. I try the middle of the line first, then successive positions further and further left and right of the middle. If that fails I try again with a condensed (narrower) font.

Determining a mean camber line

Fellow programmers,
I know this is a little outside your juridistiction, but I was wondering perhaps if you have time, if you could help me with one "procedure". Not in view of math but what would be the best way to take.
This is an airfoil / profile. Usually, profiles are defined with two sets of data. One is the position of mean camber line, given in the form of x,y where x is usually given in percentages of chord length. Second set of data is thickness at percentages of chord length. Thickness is always drawn perpendicular to the camber line(!), and that gives the profile points.
Now, I have a reverse problem - I have points of a profile, and I need to determine the position of the camber line. Method of interpolation through points can vary, but it doesn't matter, since I can always interpolate as many points as I need, so it comes to linear in the end.
Remember, since the thinkness is drawn perpendicular to the camber line, the position of camber line is not mean between the points of upper and lower line of profile (called the back and face of profile).
Edit (how this is done on paper): Uhh, painfully and in large scale (I'm talking long A0 paper here, that is 1189x5945mm on a large drawing desk. You start by drawing a first camber line (CL) iteration through the midpoints (mean points) between the points of face and back at same x ordinates. After that you draw a lot of perpendicular lines, perpendicular to that CL, and find their midpoints between face and back (those points on face and back will no longer have same x values). Connect those, and that is your second iteration CL. After that you just repeat the second step of the procedure by drawing perpendicular lines onto that 2nd CL ... (it usually converges after 3 or 4 iterations).
2nd Edit: Replaced the picture with one which better shows how the thinkness is "drawn" onto the camber line (CL). Another way of presenting it, would be like picture no.2. If you drew a lot of circles, whoce center points are at the camber line, and whose radiuses were the amounts of thickness, then tangents to those circles would be the lines (would make up the curve) of the profile.
The camber line is not the mean line (mean between the points of face and back); it can coincide with it (therefore usually the confusion). That difference is easily seen in more cambered profiles (more bent ones).
3rd edit - to illustrate the difference dramatically (sorry it took me this long to draw it) between the mean line and camber line, here is the process of how it is usually done "on paper". This is a rather deformed profile, for the reason, that the difference between the two can be more easily shown (although profiles like this exist also).
In this picture the mean line is shown - it is a line formed by the mean values of face and back on the same x coordinates.
In this picture onto the mean line, perpendicular lines were drawn (green ones). Midpoints of those perpendicular lines make up for the 1st iteration of the camber line (red intermittent line). See how those circles fit better inside the airfoil compared to the first picture.
In the picture below the 2nd iteration of the camber line is shown, along with the mean line from the first picture as to illustrate the difference between the two. Those circles are fitting even better now inside (except that first one which flew out, but don't mind him).
From what I can gather from your diagram, the camber line is defined by it being the line whose tangent bisects the angle between the two tangents of the upper and lower edges.
In other words, your camber line is always the mean point between the two edges, but along a line of shortest distance between the top and bottom edges.
So, given the y-coordinates y=top(x) and y=bot(x), why don't you:
<pseudocode>
for each x:
find x2 where top(x)-bot(x2) is minimized
camber( mean(x,x2) ) = mean( top(x),bot(x2) )
</pseudocode>
and then interpolate etc.?
edit
Sorry! On second thought I think that should be
find x2 where ( (top(x)-bot(x2))^2 + (x-x2)^2 ) is minimised
obviously you should be minimising the length of that perpendicular line.
Is that right?
I'm new to stack overflow but this is a problem I have worked on quite a bit and thought I would post an alternate approach to the problem.
This approach uses the concept of a Voronoi diagram:
http://en.wikipedia.org/wiki/Voronoi_diagram
Essentially, a map is created which divides the space into regions containing one of the input points (x,y of your airfoil). The important part here is that any point within the region is closest to the input point in that region. The nodes created by this space division are equidistant to at least three of the input points.
Here is the interesting part: three equidistant points from a center point can be used to create a circle. As you mentioned, inscribed circle center points are used to draw the mean camber line because the inscribed circle measures the thickness.
We are close now. The nature of the voronoi diagram in this application means that any voronoi node inside of our airfoil region is the center point of one of these "thickness circles." (This runs into some issue very close to the LE and TE depending on your data. I usually apply some filtering here).
Basic Structure:
Create Voronoi Diagram
Extract Voronoi Nodes
Determine Nodes Which Lie Within Airfoil
Construct Mean Camber Line From Interior Nodes
Most of my work is in Matlab which has built in voronoi and inpolygon functions. As such, I'm not a huge help in developing those functions but they should be well documented elsewhere.
Trailing Edge/Leading Edge Issues
As I am sure you have experienced or know, it is difficult to measure thickness well when close to the LE/TE. This approach will contruct a fork in the nodes when the thickness circle is less than the edge radius. A check of the data for this fork will find the points which are false for the camber line. To construct the camber line all the way to the edge of the foil you could extrapolate your camber line (2nd or 3rd order should be fine) and find the intersection.
I think the best way for drawing the camber line of an airofoil is to load the profile in CATIA. After that in CATIA we can draw circles that are tangent to the both side of profile (suction side and pressure side. Then we can connect center of these circles and consequently we find the camber line accurately.
Is the mean camber line the set of points equidistant from the upper line and the lower line? If that's the definition, it's different from Sanjay's, or at least not obviously-to-me the same.
The most direct way to compute that: cast many rays perpendicular to the upper line, and many rays perpendicular to the lower line, and see where the rays from above intersect the rays from below. The intersections with the nearest-to-equal distances approximate the mean camber line (as defined here); interpolate them, with the differences in distance affecting the weights.
But I'll bet the iterative method you pasted from comments is easier to code, and I guess would converge to the same curve.

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