http://qs321.pair.com?node_id=1204094


in reply to Re^5: Polygon Creation -- Request for Algorithm Suggestions
in thread Polygon Creation -- Request for Algorithm Suggestions

Thanks, roboticus,

I'm going to study your code, and I'll let you know how I fare. It's an interesting idea, that of tracking the current direction and then resolving to a "preferred" direction.

Plus, I chuckled at your "I ignored your code. ...", followed by your disclaimer so I wouldn't feel bad. I'll sometimes do the same -- avoid reading the existing code so I don't get any preconceptions :-)

say  substr+lc crypt(qw $i3 SI$),4,5
  • Comment on Re^6: Polygon Creation -- Request for Algorithm Suggestions

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Re^7: Polygon Creation -- Request for Algorithm Suggestions
by golux (Chaplain) on Nov 24, 2017 at 19:57 UTC
    An update:

    roboticus, yours is the method I ultimately went with; thank you again for a great answer.

    Your solution seemed both the simplest and quickest to implement.

    Another Update:   Going back to my original CGI script, I determined your algorithm wasn't *quite* enough. There are cases when the set of points have not yet been used up, and yet the next point cannot be found, because it's not close enough to the last one. The solution for this seems to be to simply return the closest point not yet used. I've made that change to Shape.pm below.

    I abstracted your code into a couple of methods which are now part of my Shape.pm module. The test harness test.pl now simply looks like this:

    #!/usr/bin/perl ############### ## Libraries ## ############### use strict; use warnings; use Data::Dumper::Concise; use Function::Parameters; use lib "."; use Shape; ################## ## Main Program ## ################## my $pts = assign_points(); my $sh = Shape->new($pts, 1); my $outline = $sh->outline; printf "[Resulting Outline]\n"; foreach my $a_point (@$outline) { printf "[%s],", join(',', @$a_point); } print "\n"; ################# ## Subroutines ## ################# fun assign_points() { return [ [527,83],[527,84],[526,84],[525,84],[524,84],[523,84],[522,84] +, # ... Many more points -- see the original code ... ]; }

    Here is my resulting Shape.pm:

    say  substr+lc crypt(qw $i3 SI$),4,5

      I too was interested in that method, but the numbers kept "throwing" me, so i changed it to

      my %dirs = ( # IN [ preferred output directions ] # '1' => [qw( 3 4 5 6 7 8 2 )], # '2' => [qw( 3 4 5 6 7 8 1 )], # '3' => [qw( 4 5 6 7 8 1 2 )], # '4' => [qw( 5 6 7 8 1 2 3 )], # '5' => [qw( 6 7 8 1 2 3 4 )], # '6' => [qw( 7 8 1 2 3 4 5 )], # '7' => [qw( 1 2 3 4 5 6 )], # '8' => [qw( 3 4 5 6 7 )], 'nw' => [qw( ne e se s sw w n )], 'n' => [qw( ne e se s sw w nw )], 'ne' => [qw( e se s sw w nw n )], 'e' => [qw( se s sw w nw n ne )], 'se' => [qw( s sw w nw n ne e )], 's' => [qw( sw w nw n ne e se )], 'sw' => [qw( nw n ne e se s )], 'w' => [qw( ne e se s sw )], ); my %dels = ( # IN [ dx, dy, new_in_dir ] #nw '1' => [ -1, -1, '5' ], #n '2' => [ 0, -1, '6' ], #ne '3' => [ 1, -1, '7' ], #e '4' => [ 1, 0, '8' ], #se '5' => [ 1, 1, '1' ], #s '6' => [ 0, 1, '2' ], #sw '7' => [ -1, 1, '3' ], #w '8' => [ -1, 0, '4' ], 'nw' => [ -1, -1, 'se' ], 'n' => [ 0, -1, 's' ], 'ne' => [ 1, -1, 'sw' ], 'e' => [ 1, 0, 'w' ], 'se' => [ 1, 1, 'nw' ], 's' => [ 0, 1, 'n' ], 'sw' => [ -1, 1, 'ne' ], 'w' => [ -1, 0, 'e' ], );
      With a my $in_dir = 'w'; to start it off.

      in_dir is the direction you came from, while the states are named in the direction they "look"

      To watch it work i changed the outer2 loop to

      OUTER2: while (1) { my @dirs = @{$dirs{$in_dir}}; my $orig_dir=$in_dir; my $tests=''; for my $d (@dirs) { my ($dx, $dy, $new_in_dir) = @{$dels{$d}}; $tests.= sprintf(" %2s",$d); if (($img[$y+$dy][$x+$dx]//' ') eq '#') { ++$cnt; $in_dir = $new_in_dir; $y += $dy; $x += $dx; $img[$y][$x] = chr(65 + $cnt%26); print '' .' indir '.sprintf("%2s",$orig_dir) .' to ' .sprintf("%2s",$in_dir) .' code ' .$img[$y][$x] .' path ' .sprintf('%24s',$tests) ." ($x,$y)\n"; push @points_in_order, [ $x, $y ]; next OUTER2; } } print "Can't find anywhere to go! ('$in_dir': $x, $y)\n"; last OUTER2; }
      which gives me output like
      Found a bit of horizontal top edge at 22, 1 indir w to w code B path ne e (23,1) indir w to w code C path ne e (24,1) indir w to w code D path ne e (25,1) indir w to w code E path ne e (26,1) indir w to w code F path ne e (27,1) indir w to w code G path ne e (28,1) indir w to sw code H path ne (29,0) indir sw to n code I path nw n ne e se s (29,1) indir n to n code J path ne e se s (29,2) indir n to n code K path ne e se s (29,3) indir n to n code L path ne e se s (29,4) indir n to nw code M path ne e se (30,5) indir nw to w code N path ne e (31,5) indir w to nw code O path ne e se (32,6) indir nw to w code P path ne e (33,6) indir w to w code Q path ne e (34,6) indir w to w code R path ne e (35,6) indir w to w code S path ne e (36,6) indir w to w code T path ne e (37,6) indir w to w code U path ne e (38,6) indir w to sw code V path ne (39,5) indir sw to n code W path nw n ne e se s (39,6) indir n to n code X path ne e se s (39,7) indir n to n code Y path ne e se s (39,8) indir n to n code Z path ne e se s (39,9) indir n to n code A path ne e se s (39,10) indir n to n code B path ne e se s (39,11) indir n to n code C path ne e se s (39,12) indir n to n code D path ne e se s (39,13) indir n to n code E path ne e se s (39,14) indir n to n code F path ne e se s (39,15) indir n to n code G path ne e se s (39,16) indir n to n code H path ne e se s (39,17) indir n to n code I path ne e se s (39,18) indir n to n code J path ne e se s (39,19) indir n to n code K path ne e se s (39,20) indir n to n code L path ne e se s (39,21) indir n to n code M path ne e se s (39,22) indir n to n code N path ne e se s (39,23) indir n to ne code O path ne e se s sw (38,24) indir ne to n code P path e se s (38,25) indir n to n code Q path ne e se s (38,26) indir n to n code R path ne e se s (38,27) indir n to n code S path ne e se s (38,28) indir n to ne code T path ne e se s sw (37,29) indir ne to ne code U path e se s sw (36,30) indir ne to e code V path e se s sw w (35,30) indir e to e code W path se s sw w (34,30) indir e to e code X path se s sw w (33,30) indir e to e code Y path se s sw w (32,30) indir e to s code Z path se s sw w nw n (32,29) indir s to se code A path sw w nw (31,28) indir se to e code B path s sw w (30,28) indir e to e code C path se s sw w (29,28) indir e to e code D path se s sw w (28,28) indir e to e code E path se s sw w (27,28) indir e to e code F path se s sw w (26,28) indir e to se code G path se s sw w nw (25,27) indir se to e code H path s sw w (24,27) indir e to e code I path se s sw w (23,27) indir e to e code J path se s sw w (22,27) indir e to se code K path se s sw w nw (21,26) indir se to e code L path s sw w (20,26) indir e to e code M path se s sw w (19,26) indir e to e code N path se s sw w (18,26) indir e to e code O path se s sw w (17,26) indir e to e code P path se s sw w (16,26) indir e to e code Q path se s sw w (15,26) indir e to se code R path se s sw w nw (14,25) indir se to e code S path s sw w (13,25) indir e to e code T path se s sw w (12,25) indir e to e code U path se s sw w (11,25) indir e to e code V path se s sw w (10,25) indir e to se code W path se s sw w nw (9,24) indir se to se code X path s sw w nw (8,23) indir se to s code Y path s sw w nw n (8,22) indir s to s code Z path sw w nw n (8,21) indir s to se code A path sw w nw (7,20) indir se to s code B path s sw w nw n (7,19) indir s to s code C path sw w nw n (7,18) indir s to se code D path sw w nw (6,17) indir se to s code E path s sw w nw n (6,16) indir s to s code F path sw w nw n (6,15) indir s to se code G path sw w nw (5,14) indir se to e code H path s sw w (4,14) indir e to e code I path se s sw w (3,14) indir e to s code J path se s sw w nw n (3,13) indir s to s code K path sw w nw n (3,12) indir s to s code L path sw w nw n (3,11) indir s to s code M path sw w nw n (3,10) indir s to se code N path sw w nw (2,9) indir se to se code O path s sw w nw (1,8) indir se to se code P path s sw w nw (0,7) indir se to s code Q path s sw w nw n (0,6) indir s to sw code R path sw w nw n ne (1,5) indir sw to nw code S path nw n ne e se (2,6) indir nw to n code T path ne e se s (2,7) indir n to nw code U path ne e se (3,8) indir nw to w code V path ne e (4,8) indir w to nw code W path ne e se (5,9) indir nw to w code X path ne e (6,9) indir w to nw code Y path ne e se (7,10) indir nw to w code Z path ne e (8,10) indir w to nw code A path ne e se (9,11) indir nw to w code B path ne e (10,11) indir w to w code C path ne e (11,11) indir w to w code D path ne e (12,11) indir w to nw code E path ne e se (13,12) indir nw to w code F path ne e (14,12) indir w to w code G path ne e (15,12) indir w to w code H path ne e (16,12) indir w to sw code I path ne (17,11) indir sw to s code J path nw n (17,10) indir s to s code K path sw w nw n (17,9) indir s to s code L path sw w nw n (17,8) indir s to s code M path sw w nw n (17,7) indir s to sw code N path sw w nw n ne (18,6) indir sw to sw code O path nw n ne (19,5) indir sw to sw code P path nw n ne (20,4) indir sw to s code Q path nw n (20,3) indir s to s code R path sw w nw n (20,2) indir s to w code S path sw w nw n ne e (21,2) indir w to sw code T path ne (22,1) Can't find anywhere to go! ('sw': 22, 1)
      I found this much easier to follow.

        huck:

        I'm sorry I didn't describe my algorithm better the first time. Had I done so, you probably wouldn't have had to wrestle with it. I meant to describe it better, but lost track of some of the things I said vs. some of the things I meant to say. I'm sure it would've also been clearer had I not left some entries out of the %dirs hash, and had I mentioned that it's simply doing a clockwise sweep looking for the next border point.

        I was also troubled by my numbering scheme, but wasn't able to come up with something cleaner. I'm certain that a bit of thinking might give a much better solution that what I currently have. But what I have is good enough for me, for now. 8^)

        ...roboticus

        When your only tool is a hammer, all problems look like your thumb.

      golux:

      I'm glad it was useful to you. While perusing your implementation, I noticed that I didn't fully fill out the %dirs map.

      I don't think I bothered to mention it, but the way it works is that from each step, it sweeps an arc clockwise based on the current point and the location it arrived from. That's the reason that it wants the bulk of the polygon on the right-hand side. If you wanted to put the bulk of the polygon on the left hand side, you'd simply reverse the arc direction on the lists.

      Since you indicated that it was interesting, I implemented some of the bits I thought up while enjoying Thanksgiving, and spent a little time cleaning up some of the ugly parts and removed some of the hacky bits:

      • The hack I most wanted to remove was the part where I edited the polygon while building the points-in-order list. That prevens the algorithm from working on sections a single pixel thick, since it couldn't traverse both directions in that case.
      • Next, I removed the part where I removed the interior, as I no longer needed it. If you want to remove the interior, you can do as the current version does, and simply render the in-order list on a blank canvas.
      • Finally, I removed the ugly %dirs thing. Since we're just tracing an arc based on the incoming direction, I built a list that wrapped around nearly twice, and used the incoming direction to select the starting point of the list.

      I hope you also find this one amusing and/or useful.

      The output of the current version shows an example of a thin section, and shows also that it will only look at a single connected polygon. If you want to handle disjoint point sets, you should be able to do so simply by finding a starting point on each chunk, and looping over them.

      $ perl ~/pm_1204060_b.pl Bounds X:1..40, Y:1..31 Original image (relocated, pixels set to '#'): : # : 0 : ######## : 1 : ####### ########## : 2 : ######################## : 3 : ####### ########## : 4 : # ############# # : 5 : ### ###################### : 6 : ### ####################### : 7 : #### ####################### : 8 : ##### ####################### : 9 : ###### ####################### : 10 : ########## ####################### : 11 : ##################################### : 12 : ##################################### : 13 : ##################################### : 14 : ################################## : 15 : ################################## : 16 : ################################## : 17 : ################################# : 18 : ################################# : 19 : ################################# : 20 : ################################ : 21 : ################################ : 22 : ################################ : 23 : ############################## : 24 : ############################# : 25 : ######################## : 26 : ######## ################# : 27 : ######## ############# : 28 : ######## ###### : 29 : ##### : 30 : : 31 1234567890123456789012345678901234567890 Found a bit of horizontal top edge at 22, 1 Points rendered on blank canvas: : H : 0 : tBCDEFGI : 1 : efghijk rs J : 2 : d lmnopq K : 3 : cbaZYXW P L : 4 : r O MN V : 5 : q s N OPQRSTUW : 6 : p t M X : 7 : o uv L Y : 8 : n wx K Z : 9 : m yz J a : 10 : l ABCD I b : 11 : k EFGH c : 12 : j d : 13 : ihg e : 14 : f f : 15 : e g : 16 : d h : 17 : c i : 18 : b j : 19 : a k : 20 : Z l : 21 : Y m : 22 : X n : 23 : W o : 24 : VUTSR p : 25 : QPONMLK q : 26 : JIHG r : 27 : FEDCBA s : 28 : z t : 29 : yxwvu : 30 : : 31 1234567890123456789012345678901234567890 Border points rendered on original polygon: : H : 0 : tBCDEFGI : 1 : efghijk rs#######J : 2 : d#######lmnopq#########K : 3 : cbaZYXW P########L : 4 : r O##########MN V : 5 : q#s N#############OPQRSTUW : 6 : p#t M#####################X : 7 : o#uv L#####################Y : 8 : n##wx K#####################Z : 9 : m###yz J#####################a : 10 : l#####ABCD I#####################b : 11 : k#########EFGH######################c : 12 : j###################################d : 13 : ihg#################################e : 14 : f################################f : 15 : e################################g : 16 : d################################h : 17 : c###############################i : 18 : b###############################j : 19 : a###############################k : 20 : Z##############################l : 21 : Y##############################m : 22 : X##############################n : 23 : W############################o : 24 : VUTSR#######################p : 25 : QPONMLK################q : 26 : ######## JIHG############r : 27 : ######## FEDCBA######s : 28 : ######## z####t : 29 : yxwvu : 30 : : 31 1234567890123456789012345678901234567890

      I hope you also find this one interesting.

      Update: Now that I look at it, I could remove the new_in_dir entry from the %dirs hash, and just look it up from @dirlist, like $new_in_dir = @dirlist[4+$in_dir];.

      ...roboticus

      When your only tool is a hammer, all problems look like your thumb.

      Hi, just a note: looks like algorithm fails with "spikes" or "whiskers" i.e. single pixel protrusions, kind of:

      fun assign_points() { # ....... # .#...... # .#...... # .####... # .####... # .####... # .######. # .#...... # .#...... # ........ return [ [1,1], [1,2], [1,3],[2,3],[3,3],[4,3], [1,4],[2,4],[3,4],[4,4], [1,5],[2,5],[3,5],[4,5], [1,6],[2,6],[3,6],[4,6],[5,6],[6,6], [1,7], [1,8], ]; }

      And:

      012345 : # : 0 : # : 1 : #### : 2 : #### : 3 : #### : 4 : ###### : 5 : # : 6 : # : 7 Type [CR] 012345 : # : 0 : # : 1 : #### : 2 : #oo# : 3 : #oo# : 4 : ###### : 5 : # : 6 : # : 7 Type [CR] 012345 : # : 0 : # : 1 : ##AB : 2 : # C : 3 : # D : 4 : ####EF : 5 : # : 6 : # : 7 Type [CR] [Resulting Outline] [1,2],[2,2],[3,2],[3,3],[3,4],[4,5],[5,5],

      I thought polyline must retreat its steps along such protrusions, cf. output from my program:

      ........ .0...... .1...... .2765... .3..4... .4..3... .589012. .6...... .7...... ........

      Plus, not sure if it's safe to always hope for horizontal AND "interior on the right if moving CW" edge present -- circles, upside-down triangles, etc. -- but, it's your application and you know what input to expect.

      Edit:About triangles. + Not sure about the rule. But simple 3x3 triangle fails.

        vr:

        My starting point finder (first horizontal bit on highest line) is *definitely* not a safe way to find a starting point. I knew that, but didn't really think of mentioning it.

        Even worse: I was hoping the faults you found with the code was due to the missing entries in the %dirs hash, but some caused a bit of grief. I've got it going a little better, but I'm still testing it now. I'll post (yet another) version when I get the current kinks out.

        One of the test cases with spindles in various directions:

        $ perl ~/pm_1204060_b.pl ugly.2 Bounds X:0..13, Y:2..12 Original image (relocated, pixels set to '#'): : ############## : 0 : # : 1 : # : 2 : ####### : 3 : #### : 4 : #### : 5 : ####### : 6 : ### : 7 : # : 8 : # : 9 : # : 10 : : 11 12345678901234 Found a bit of horizontal top edge at 3, 0 Start point: : ###+########## : 0 : # : 1 : # : 2 : ####### : 3 : #### : 4 : #### : 5 : ####### : 6 : ### : 7 : # : 8 : # : 9 : # : 10 : : 11 12345678901234 Points rendered on blank canvas: : yzABPONMLKJI : 0 : v : 1 : u : 2 : tSTUZYX : 3 : s a : 4 : r b : 5 : opql c : 6 : kjd : 7 : i : 8 : h : 9 : g : 10 : : 11 12345678901234 Border points rendered on original polygon: : yzABPONMLKJI## : 0 : v : 1 : u : 2 : tSTUZYX : 3 : s##a : 4 : r##b : 5 : opql##c : 6 : kjd : 7 : i : 8 : h : 9 : g : 10 : : 11 12345678901234

        ...roboticus

        When your only tool is a hammer, all problems look like your thumb.