How to get the left chain of points of a polygon? - c++

I am trying to get the left polygonal chain given a set of consecutive points. (NOTE: edges are non-intersecting.)
Image 1. Sample polygon and its bound.
What I did was:
Get the minY, maxY and minX. (Bound.)
Find the point that contains minY (or maxY) then save it as the first point.
Save any points until point with minY or maxY is found while checking for point with minX.
If the same Y is found first, save it as the new first point and repeat from #3.
If other Y is found first and the saved points has minX, this is the chain. Otherwise, save as the new first point and repeat from #3.
Image 2. The left chain of points.
But using this steps might give wrong result for some polygon, like this:
Since one point is (minX, maxY), either of the side will be returned.
EDIT:
With the idea of the left-bottom- and left-top-most points, here is the current code that I am using:
Get the min (left-bottom-most) and max (left-top-most) point.
std::vector<Coord> ret;
size_t i = 0;
Coord minCoord = poly[i];
Coord maxCoord = poly[i];
size_t minIdx = -1;
size_t maxIdx = -1;
size_t cnt = poly.size();
i++;
for (; i < cnt; i++)
{
Coord c = poly[i];
if (c.y < minCoord.y) // new bottom
{
minCoord = c;
minIdx = i;
}
else if (c.y == minCoord.y) // same bottom
{
if (c.x < minCoord.x) // left most
{
minCoord = c;
minIdx = i;
}
}
if (c.y > maxCoord.y) // new top
{
maxCoord = c;
maxIdx = i;
}
else if (c.y == maxCoord.y) // same top
{
if (c.x < maxCoord.x) // left most
{
maxCoord = c;
maxIdx = i;
}
}
}
Get the points connected to the max point.
i = maxIdx;
Coord mid = poly[i];
Coord ray1 = poly[(i + cnt - 1) % cnt];
Coord ray2 = poly[(i + 1) % cnt];
Get which has smallest angle. This will be the path we will follow.
double rad1 = Pts2Rad(mid, ray1);
double rad2 = Pts2Rad(mid, ray2);
int step = 1;
if (rad1 < rad2)
step = cnt - 1;
Save the points.
while (i != minIdx)
{
ret.push_back(poly[i]);
i = (i + step) % cnt;
}
ret.push_back(poly[minIdx]);

To be specific, I am assuming that no vertex is duplicated and define the "left chain" as the sequence of vertices from the original polygon loop that goes from the leftmost vertex in the top side of the bounding box, to the leftmost vertex in the bottom side of the bounding box. [In case the top and bottom sides coincide, these two vertices also coincide; I leave it to you what to return in this case.]
To obtain these, you can scan all vertices and keep the left-topmost so far and left-bottommost so far. Then compare to the next vertex. If above the left-topmost, becomes the new lef-topmost. If at the same level and to the left, becomes the new left-topmost. Similarly for the left-bottommost.

Related

Outline of pixels after detecting object (without convex hull)

The idea is to use grabcut (OpenCV) to detect the image inside a rectangle and create a geometry with Direct2D.
My test image is this:
After performing the grab cut, resulting in this image:
the idea is to outline it. I can use an opacity brush to exclude it from the background but I want to use a geometric brush in order to be able to append/widen/combine geometries on it like all other selections in my editor (polygon, lasso, rectangle, etc).
If I apply the convex hull algorithm to the points, I get this:
Which of course is not desired for my case. How do I outline the image?
After getting the image from the grabcut, I keep the points based on luminance:
DWORD* pixels = ...
for (UINT y = 0; y < he; y++)
{
for (UINT x = 0; x < wi; x++)
{
DWORD& col = pixels[y * wi + x];
auto lumthis = lum(col);
if (lumthis > Lum_Threshold)
{
points.push_back({x,y});
}
}
}
Then I sort the points on Y and X:
std::sort(points.begin(), points.end(), [](D2D1_POINT_2F p1, D2D1_POINT_2F p2) -> bool
{
if (p1.y < p2.y)
return true;
if ((int)p1.y == (int)p2.y && p1.x < p2.x)
return true;
return false;
});
Then, for each line (traversing the above point array from top Y to bototm Y) I create "groups" for each line:
struct SECTION
{
float left = 0, right = 0;
};
auto findgaps = [](D2D1_POINT_2F* p,size_t n) -> std::vector<SECTION>
{
std::vector<SECTION> j;
SECTION* jj = 0;
for (size_t i = 0; i < n; i++)
{
if (i == 0)
{
SECTION jp;
jp.left = p[i].x;
jp.right = p[i].x;
j.push_back(jp);
jj = &j[j.size() - 1];
continue;
}
if ((p[i].x - jj->right) < 1.5f)
{
jj->right = p[i].x;
}
else
{
SECTION jp;
jp.left = p[i].x;
jp.right = p[i].x;
j.push_back(jp);
jj = &j[j.size() - 1];
}
}
return j;
};
I'm stuck at this point. I know that from an arbitrary set of points many polygons are possible, but in my case the points have defined what's "left" and what's "right". How would I proceed from here?
For anyone interested, the solution is OpenCV contours. Working example here.

Collision detection in voxel world

I am kinda stuck with my basic voxel physics right now. It's very, very choppy and I am pretty sure my maths is broken somewhere, but let's see what you have to say:
// SOMEWHERE AT CLASS LEVEL (so not being reinstantiated every frame, but persisted instead!)
glm::vec3 oldPos;
// ACTUAL IMPL
glm::vec3 distanceToGravityCenter =
this->entity->getPosition() -
((this->entity->getPosition() - gravityCenter) * 0.005d); // TODO multiply by time
if (!entity->grounded) {
glm::vec3 entityPosition = entity->getPosition();
if (getBlock(floorf(entityPosition.x), floorf(entityPosition.y), floorf(entityPosition.z))) {
glm::vec3 dir = entityPosition - oldPos; // Actually no need to normalize as we check for lesser, bigger or equal to 0
std::cout << "falling dir: " << glm::to_string(dir) << std::endl;
// Calculate offset (where to put after hit)
int x = dir.x;
int y = dir.y;
int z = dir.z;
if (dir.x >= 0) {
x = -1;
} else if (dir.x < 0) {
x = 1;
}
if (dir.y >= 0) {
y = -1;
} else if (dir.y < 0) {
y = 1;
}
if (dir.z >= 0) {
z = -1;
} else if (dir.z < 0) {
z = 1;
}
glm::vec3 newPos = oldPos + glm::vec3(x, y, z);
this->entity->setPosition(newPos);
entity->grounded = true; // If some update happens, grounded needs to be changed
} else {
oldPos = entity->getPosition();
this->entity->setPosition(distanceToGravityCenter);
}
}
Basic idea was to determine from which direction entityt would hit the surface and then just position it one "unit" back into that direction. But obviously I am doing something wrong as that will always move entity back to the point where it came from, effectively holding it at the spawn point.
Also this could probably be much easier and I am overthinking it.
As #CompuChip already pointed out, your ifs could be further simplified.
But what is more important is one logical issue that would explain the "choppiness" you describe (Sadly you did not provide any footage, so this is my best guess)
From the code you posted:
First you check if entity is grounded. If so you continue with checking if there is a collision and lastly, if there is not, you set the position.
You have to invert that a bit.
Save old position
Check if grounded
Set the position already to the new one!
Do collision detection
Reset to old position IF you registered a collision!
So basically:
glm::vec3 distanceToGravityCenter =
this->entity->getPosition() -
((this->entity->getPosition() - gravityCenter) * 0.005d); // TODO multiply by time
oldPos = entity->getPosition(); // 1.
if (!entity->grounded) { // 2.
this->fallingStar->setPosition(distanceToGravityPoint); // 3
glm::vec3 entityPosition = entity->getPosition();
if (getBlock(floorf(entityPosition.x), floorf(entityPosition.y), floorf(entityPosition.z))) { // 4, 5
this->entity->setPosition(oldPos);
entity->grounded = true; // If some update happens, grounded needs to be changed
}
}
This should get you started :)
I want to elaborate a bit more:
If you check for collision first and then set position you create an "infinite loop" upon first collision/hit as you collide, then if there is a collision (which there is) you set back to the old position. Basically just mathematic inaccuracy will make you move, as on every check you are set back to the old position.
Consider the if-statements for one of your coordinates:
if (dir.x >= 0) {
x = -1;
}
if (dir.x < 0) {
x = 1;
}
Suppose that dir.x < 0. Then you will skip the first if, enter the second, and x will be set to 1.
If dir.x >= 0, you will enter the first if and x will be set to -1. Now x < 0 is true, so you will enter the second if as well, and x gets set to 1 again.
Probably what you want is to either set x to 1 or to -1, depending on dir.x. You should only execute the second if when the first one was not entered, so you need an else if:
if (dir.x >= 0) {
x = -1;
} else if (dir.x < 0) {
x = 1;
}
which can be condensed, if you so please, into
x = (dir.x >= 0) ? -1 : 1;

Kdtree nearest neighbor with minimum distance

I'm using ANN kdtree library to find nearest neighbors. I want to find the nearest neighbors with a minimum distance. I have included the regular code (from ANN library) below. It is obvious I can check the distance each time I find a neighbor, but I'm seeking a more efficient approach.
void ANNkd_tree::annkSearch(
ANNpoint q, // the query point
int k, // number of near neighbors to return
ANNidxArray nn_idx, // nearest neighbor indices (returned)
ANNdistArray dd, // the approximate nearest neighbor
double eps) // the error bound
{
ANNkdDim = dim; // copy arguments to static equivs
ANNkdQ = q;
ANNkdPts = pts;
ANNptsVisited = 0; // initialize count of points visited
if (k > n_pts) { // too many near neighbors?
annError("Requesting more near neighbors than data points", ANNabort);
}
ANNkdMaxErr = ANN_POW(1.0 + eps);
ANN_FLOP(2) // increment floating op count
ANNkdPointMK = new ANNmin_k(k); // create set for closest k points
// search starting at the root
root->ann_search(annBoxDistance(q, bnd_box_lo, bnd_box_hi, dim));
for (int i = 0; i < k; i++) { // extract the k-th closest points
dd[i] = ANNkdPointMK->ith_smallest_key(i);
nn_idx[i] = ANNkdPointMK->ith_smallest_info(i);
}
delete ANNkdPointMK; // deallocate closest point set
}
//----------------------------------------------------------------------
// kd_split::ann_search - search a splitting node
//----------------------------------------------------------------------
void ANNkd_split::ann_search(ANNdist box_dist)
{
// check dist calc term condition
if (ANNmaxPtsVisited != 0 && ANNptsVisited > ANNmaxPtsVisited) return;
// distance to cutting plane
ANNcoord cut_diff = ANNkdQ[cut_dim] - cut_val;
if (cut_diff < 0) { // left of cutting plane
child[ANN_LO]->ann_search(box_dist);// visit closer child first
ANNcoord box_diff = cd_bnds[ANN_LO] - ANNkdQ[cut_dim];
if (box_diff < 0) // within bounds - ignore
box_diff = 0;
// distance to further box
box_dist = (ANNdist) ANN_SUM(box_dist,
ANN_DIFF(ANN_POW(box_diff), ANN_POW(cut_diff)));
// visit further child if close enough
if (box_dist * ANNkdMaxErr < ANNkdPointMK->max_key())
child[ANN_HI]->ann_search(box_dist);
}
else { // right of cutting plane
child[ANN_HI]->ann_search(box_dist);// visit closer child first
ANNcoord box_diff = ANNkdQ[cut_dim] - cd_bnds[ANN_HI];
if (box_diff < 0) // within bounds - ignore
box_diff = 0;
// distance to further box
box_dist = (ANNdist) ANN_SUM(box_dist,
ANN_DIFF(ANN_POW(box_diff), ANN_POW(cut_diff)));
// visit further child if close enough
if (box_dist * ANNkdMaxErr < ANNkdPointMK->max_key())
child[ANN_LO]->ann_search(box_dist);
}
ANN_FLOP(10) // increment floating ops
ANN_SPL(1) // one more splitting node visited
}
//----------------------------------------------------------------------
// kd_leaf::ann_search - search points in a leaf node
// Note: The unreadability of this code is the result of
// some fine tuning to replace indexing by pointer operations.
//----------------------------------------------------------------------
void ANNkd_leaf::ann_search(ANNdist box_dist)
{
register ANNdist dist; // distance to data point
register ANNcoord* pp; // data coordinate pointer
register ANNcoord* qq; // query coordinate pointer
register ANNdist min_dist; // distance to k-th closest point
register ANNcoord t;
register int d;
min_dist = ANNkdPointMK->max_key(); // k-th smallest distance so far
for (int i = 0; i < n_pts; i++) { // check points in bucket
pp = ANNkdPts[bkt[i]]; // first coord of next data point
qq = ANNkdQ; // first coord of query point
dist = 0;
for(d = 0; d < ANNkdDim; d++) {
ANN_COORD(1) // one more coordinate hit
ANN_FLOP(4) // increment floating ops
t = *(qq++) - *(pp++); // compute length and adv coordinate
// exceeds dist to k-th smallest?
if( (dist = ANN_SUM(dist, ANN_POW(t))) > min_dist) {
break;
}
}
if (d >= ANNkdDim && // among the k best?
(ANN_ALLOW_SELF_MATCH || dist!=0)) { // and no self-match problem
// add it to the list
ANNkdPointMK->insert(dist, bkt[i]);
min_dist = ANNkdPointMK->max_key();
}
}
ANN_LEAF(1) // one more leaf node visited
ANN_PTS(n_pts) // increment points visited
ANNptsVisited += n_pts; // increment number of points visited
}

Implementing De Boors algorithm for finding points on a B-spline

I've been working on this for several weeks but have been unable to get my algorithm working properly and i'm at my wits end. Here's an illustration of what i have achieved:
If everything was working i would expect a perfect circle/oval at the end.
My sample points (in white) are recalculated every time a new control point (in yellow) is added. At 4 control points everything looks perfect, again as i add a 5th on top of the 1st things look alright, but then on the 6th it starts to go off too the side and on the 7th it jumps up to the origin!
Below I'll post my code, where calculateWeightForPointI contains the actual algorithm. And for reference- here is the information i'm trying to follow. I'd be so greatful if someone could take a look for me.
void updateCurve(const std::vector<glm::vec3>& controls, std::vector<glm::vec3>& samples)
{
int subCurveOrder = 4; // = k = I want to break my curve into to cubics
// De boor 1st attempt
if(controls.size() >= subCurveOrder)
{
createKnotVector(subCurveOrder, controls.size());
samples.clear();
for(int steps=0; steps<=20; steps++)
{
// use steps to get a 0-1 range value for progression along the curve
// then get that value into the range [k-1, n+1]
// k-1 = subCurveOrder-1
// n+1 = always the number of total control points
float t = ( steps / 20.0f ) * ( controls.size() - (subCurveOrder-1) ) + subCurveOrder-1;
glm::vec3 newPoint(0,0,0);
for(int i=1; i <= controls.size(); i++)
{
float weightForControl = calculateWeightForPointI(i, subCurveOrder, controls.size(), t);
newPoint += weightForControl * controls.at(i-1);
}
samples.push_back(newPoint);
}
}
}
//i = the weight we're looking for, i should go from 1 to n+1, where n+1 is equal to the total number of control points.
//k = curve order = power/degree +1. eg, to break whole curve into cubics use a curve order of 4
//cps = number of total control points
//t = current step/interp value
float calculateWeightForPointI( int i, int k, int cps, float t )
{
//test if we've reached the bottom of the recursive call
if( k == 1 )
{
if( t >= knot(i) && t < knot(i+1) )
return 1;
else
return 0;
}
float numeratorA = ( t - knot(i) );
float denominatorA = ( knot(i + k-1) - knot(i) );
float numeratorB = ( knot(i + k) - t );
float denominatorB = ( knot(i + k) - knot(i + 1) );
float subweightA = 0;
float subweightB = 0;
if( denominatorA != 0 )
subweightA = numeratorA / denominatorA * calculateWeightForPointI(i, k-1, cps, t);
if( denominatorB != 0 )
subweightB = numeratorB / denominatorB * calculateWeightForPointI(i+1, k-1, cps, t);
return subweightA + subweightB;
}
//returns the knot value at the passed in index
//if i = 1 and we want Xi then we have to remember to index with i-1
float knot(int indexForKnot)
{
// When getting the index for the knot function i remember to subtract 1 from i because of the difference caused by us counting from i=1 to n+1 and indexing a vector from 0
return knotVector.at(indexForKnot-1);
}
//calculate the whole knot vector
void createKnotVector(int curveOrderK, int numControlPoints)
{
int knotSize = curveOrderK + numControlPoints;
for(int count = 0; count < knotSize; count++)
{
knotVector.push_back(count);
}
}
Your algorithm seems to work for any inputs I tried it on. Your problem might be a that a control point is not where it is supposed to be, or that they haven't been initialized properly. It looks like there are two control-points, half the height below the bottom left corner.

Error, Implementing Winding Number Algorithm, (OpenGL, C++)

I am trying to implement the Winding Number Algorithm to test if a point is within another polygon. Although the results from my algorithm are wrong and not consistent. I have been working on this for ages now and it has become a bit of a pain!
I have basically converted pseudo code from notes and websites, such as, softsurfer.com
I successfully detect if my player and building object bounding boxes overlap. I return the result to a struct, (BoxResult) which lets me know if there has been a collision and returns the box which it has collided with (Below)
struct BoxResult{
bool collide;
Building returned;
};
void buildingCollision(){
int wn = 0; //winding number count
BoxResult detect = boxDetection(); //detect if any bounding boxes intersect
if(detect.collide){ //If a bounding box has collided, excute Winding Number Algorithm.
for(int i = 0; i < player.getXSize(); i++){
Point p;
p.x = player.getXi(i);
p.y = player.getYi(i);
wn = windingNum(detect.returned,p);
cout << wn << endl;
//Continue code to figure out rebound reaction
}
}
}
I then test for a collision between the building and the player (Below). I have tried 5 different attempts and hours of debugging to understand where the error is occuring, however I am implementing the most ineffienct method which just uses maths (Below).
int windingNum(Building & b, Point & p){
int result = 0; //Winding number is one, if point is in poly
float total; //Counts the total angle between different vertexs
double wn;
for(int i = 0; i <= b.getXSize()-1;i++){
float acs, nom, modPV, modPV1, denom, angle;
if(i == 3){
//Create the different points PVi . PVi+1
Point PV, PV1;
PV.x = (b.getXi(i) + wx) * p.x;
PV.y = (b.getYi(i) + wy) * p.y;
PV1.x = (b.getXi(0) + wx) * p.x;
PV1.y = (b.getYi(0) + wy) * p.y;
modPV = sqrt( (PV.x * PV.x) + (PV.y * PV.y)); //Get the modulus of PV
modPV1 = sqrt( (PV1.x * PV1.x) + (PV1.y * PV1.y)); //Get modulus of PV1
nom = (PV1.x * PV.x) + (PV1.y * PV.y); //Dot product of PV and PV1
denom = modPV * modPV1; //denomintor of winding number equation
angle = nom / denom;
acs = acos(angle) * 180/PI; //find the angle between the different points
total = total + acs; //add this angle, to the total angle count
}
if(i < 3){
//Create the different points PVi . PVi+1
Point PV, PV1;
PV.x = (b.getXi(i) + wx) * p.x;
PV.y = (b.getYi(i) + wy) * p.y;
PV1.x = (b.getXi(i+1) +wx) * p.x;
PV1.y = (b.getYi(i+1) +wy) * p.y;
modPV = sqrt((PV.x * PV.x) + (PV.y * PV.y)); //Get the modulus of PV
modPV1 = sqrt((PV1.x * PV1.x) + (PV1.y * PV1.y)); //Get modulus of PV1
nom = (PV1.x * PV.x) + (PV1.y * PV.y); //Dot product of PV and PV1
denom = modPV * modPV1; //denomintor of winding number equation
angle = nom / denom;
acs = acos(angle) * 180/PI; //find the angle between the different points
total = total + acs; //add this angle, to the total angle count
}
}
wn = total;
if(wn < 360){
result = 0;}
if(wn == 360){
result = 1;}
return result;
}
For reasons I do not understand acs = acos(angle) always returns 1.#IND000.
Btw so you know, I am just testing the algorithm against another square, hence the two if statements if i == 3 and if i < 3.
Also incase you need to know these, wy and wx are the world co-ordinates which are translated. Thus moving the player around the world e.g. to move the player forward everything is translated by a minus number for wy.
Further, a Building object would look something like the following struct below:
struct Building {
vector<float> x; //vector storing x co-ords
vector<float> y; //vector storing y co-ords
float ymax, ymin, xmax, xmin //values for bounding box
vector<int> polygons; //stores the number points per polygon (not relevant to the problem)
}
If anyone can help I would amazingly grateful! I just wish I could see where it is all going wrong! (Something I am sure all programmers have said in there time lol) Thanks for readings...
The two lines calculating the modulus of PV and PV1 are incorrect. They should be
modPV = sqrt(PV.x * PV.x + PV.y * PV.y );
modPV1 = sqrt(PV1.x * PV1.x + PV1.y * PV1.y);
Does that fix the problem?
I probably don't understand your problem/question, but there's a simple and robust point in polygon test available here: PNPOLY.
As regards your implementation of the crossing number algorithm the first obvious mistake is that you are not looping over all the sides. You are one short. You should loop up to i < n and then define i plus one as
int ip1 = ( i + 1 ) % n;
This applies to the code in your original question too of course to save you having to have two copies of the code.
The second one is that
rem = cn % 1;
has no effect. The code on softsurfer is fine i.e.
rem = (cn&1);
It is trying to detect if cn is odd or even by testing if the last bit is set. If you want to the same test using the modulo operator % then you should write it as
rem = cn % 2;
as that assigns the remainder on division by two of cn to rem.
I haven't looked beyond that to see if there are any more issues.
I have given up with the winding number code, it really has got me! If anyone does find the solution I would still be amazingly grateful. I am now trying with point in poly detection using the crossing number algorithm. I kept the pesudo code in the comments, again from softsurfer....
int cn_PnPoly( Point P, Building & b, int n )
{
int cn = 0; // the crossing number counter
int rem = 0;
vector<float>x;
vector<float>y;
x.swap(b.getX());
y.swap(b.getY());
//// loop through all edges of the polygon
//for (int i=0; i<n; i++) { // edge from V[i] to V[i+1]
// if (((V[i].y <= P.y) && (V[i+1].y > P.y)) // an upward crossing
// || ((V[i].y > P.y) && (V[i+1].y <= P.y))) { // a downward crossing
// // compute the actual edge-ray intersect x-coordinate
// float vt = (float)(P.y - V[i].y) / (V[i+1].y - V[i].y);
// if (P.x < V[i].x + vt * (V[i+1].x - V[i].x)) // P.x < intersect
// ++cn; // a valid crossing of y=P.y right of P.x
// }
//}
//return (cn&1); // 0 if even (out), and 1 if odd (in)
// loop through all edges of the polygon
for (int i=0; i<n-1; i++) { // edge from V[i] to V[i+1]
if (((y.at(i) <= P.y) && (y.at(i+1) > P.y)) // an upward crossing
|| ((y.at(i) > P.y) && (y.at(i+1) <= P.y))) { // a downward crossing
// compute the actual edge-ray intersect x-coordinate
float vt = (float)(P.y - y.at(i)) / (y.at(i+1) - y.at(i));
if (P.x < x.at(i) + vt * (x.at(i+1) - x.at(i))) // P.x < intersect
++cn; // a valid crossing of y=P.y right of P.x
}
}
rem = cn % 1;
return (rem); // 0 if even (out), and 1 if odd (in)
}
Again this always returns zero, I am unsure why!?! Have I converted the algorithm incorrectly? Does it matter which direction the points are tested (i.e. clockwise, anti-clockwise)?
I have tried implementing PNPOLY as audris suggests. However this gives some funny results.
Below is the orginal C code, then below that is my conversion of that for my app...
Original C code...
int pnpoly(int nvert, float *vertx, float *verty, float testx, float testy)
{
int i, j, c = 0;
for (i = 0, j = nvert-1; i < nvert; j = i++) {
if ( ((verty[i]>testy) != (verty[j]>testy)) &&
(testx < (vertx[j]-vertx[i]) * (testy-verty[i]) / (verty[j]-verty[i]) + vertx[i]) )
c = !c;
}
return c;
}
My code....
Where wx and wy are the global co-ordinates.
int pnpoly(int nvert, vector<float> vertx, vector<float> verty, float testx, float testy)
{
int i, j, c = 0;
for (i = 0, j = nvert-1; i < nvert; j = i++) {
if ( (( (verty.at(i)+wy) > testy) != ( (verty.at(j)+wy) >testy)) &&
(testx < ((vertx.at(j)+wx) - (vertx.at(i)+wx) ) * (testy- (verty.at(i)+wy) ) / ( (verty.at(j)+wy) - (verty.at(i)+wy)) + (vertx.at(i)+wx)) )
c++;
}
return c;
}
I am testing the player object, against a 2D square building. This also returns strange results, when I hit bottom line (xmin,ymin to xmax,ymin) it works fine. If I hit ethier of the sides (xmin,ymin to xmin,ymax or xmax,ymin to xmax,ymax) it returns 1 only if the player is so far in its past the orgin point. Also on side (xmin,ymin to xmin,ymax) where the player enters the bounding box the algorithm returns 2 despite to hitting the polygon. On the top side, (xmin,ymax to xmax,ymax) it returns 1 only if the player is totally in the polygon.
Also i pass two vectors x and y which are from the Building object, and the vector size as int nvert. Could any of this be to do with the heading of the player object? How is the accounted for within the algorithm?
Hi have done as Troubadour has suggested concerning the crossing number algorithm and made several changes, however the if statement never returns true for some reason. I post of the new code is below. Btw thanks again for everyones replies :-)
int cn_PnPoly( Point P, Building & b, int n )
{
int cn = 0; // the crossing number counter
int rem = 0;
vector<float>x;
vector<float>y;
x.swap(b.getX());
y.swap(b.getY());
//// loop through all edges of the polygon
//for (int i=0; i<n; i++) { // edge from V[i] to V[i+1]
// if (((V[i].y <= P.y) && (V[i+1].y > P.y)) // an upward crossing
// || ((V[i].y > P.y) && (V[i+1].y <= P.y))) { // a downward crossing
// // compute the actual edge-ray intersect x-coordinate
// float vt = (float)(P.y - V[i].y) / (V[i+1].y - V[i].y);
// if (P.x < V[i].x + vt * (V[i+1].x - V[i].x)) // P.x < intersect
// ++cn; // a valid crossing of y=P.y right of P.x
// }
//}
//return (cn&1); // 0 if even (out), and 1 if odd (in)
// loop through all edges of the polygon
for (int i=0; i<n; i++) { // edge from V[i] to V[i+1]
int ip1 = (i +1) %n;
if (((y.at(i) <= P.y) && (y.at(ip1) > P.y)) // an upward crossing
|| ((y.at(i) > P.y) && (y.at(ip1) <= P.y))) { // a downward crossing
// compute the actual edge-ray intersect x-coordinate
float vt = (float)(P.y - y.at(i)) / (y.at(ip1) - y.at(i));
if (P.x < x.at(i) + vt * (x.at(ip1) - x.at(i))) // P.x < intersect
++cn; // a valid crossing of y=P.y right of P.x
}
}
rem = (cn&1);
return (rem); // 0 if even (out), and 1 if odd (in)
}
Below I corrected the code, I forgot to add the world co-ords into account. Yet another silly silly error...
int cn_PnPoly( Point P, Building & b, int n )
{
int cn = 0; // the crossing number counter
int rem = 0;
vector<float>x;
vector<float>y;
x.swap(b.getX());
y.swap(b.getY());
// loop through all edges of the polygon
for (int i=0; i<n; i++) { // edge from V[i] to V[i+1]
int ip1 = (i +1) %n;
if ((( (y.at(i)+wy) <= P.y) && ( (y.at(ip1)+wy) > P.y)) // an upward crossing
|| (( (y.at(i)+wy) > P.y) && ( (y.at(ip1)+wy) <= P.y))) { // a downward crossing
// compute the actual edge-ray intersect x-coordinate
float vt = (float)(P.y - (y.at(i)+wy) ) / ( (y.at(ip1)+wy) - (y.at(i)+wy) );
if (P.x < (x.at(i)+wx) + vt * ( (x.at(ip1)+wx) - (x.at(i)+wx) )) // P.x < intersect
++cn; // a valid crossing of y=P.y right of P.x
}
}
rem = (cn&1);
return (rem); // 0 if even (out), and 1 if odd (in)
}
Although this works to detect when a point is in a polygon, it does not take into account the current heading of the player.
If this doesn't make sense, in the 2D game I move the world map around the player by translating all the polygons by the world co-ordinates. These are wx and wy in the game.
Also I rotate the player about a heading varriable.
These are figured out within the draw function, however the collision detection function does not take the heading into account. To do this do I symply multiply the x and y co-ord given by the Building object by the heading? Unfortunately I am not very good at geometry.