Getting closest point on grid to point - c++

I have a one dimensional gird. its spacing is a floating point. I have a point with floating point coordinate as well. I need to find its distance to the closest grid point.
For example:
0.12
|
*
|---------|---------|---------|---------|---------|
0 0.1 0.2 0.3 0.4 0.5
The result would be -0.02 since the closest point is behind it.
However if it was
-0.66
|
*
|---------|---------|---------|---------|---------|
-1 -0.8 -0.6 -0.4 -0.2 0
The result will be 0.06. As you can see its in floating point and can be negative.
I tried the following:
float spacing = ...;
float point = ...;
while(point >= spacing) point -= spacing;
while(point < 0) point += spacing;
if(std::abs(point - spacing) < point) point -= spacing;
It works, but I'm sure there is a way without loops

Let us first compute the nearest points on the left and right as follows:
leftBorder = spacing * floor(point/spacing);
rightBorder = leftBorder + spacing;
Then the distance is straightforward:
if ((point - leftBorder) < (rightBorder - point))
distance = leftBorder - point;
else
distance = rightBorder - point;
Note that, we could find the nearest points alternatively by ceiling:
rightBorder = spacing * ceil(point/spacing);
leftBorder = rightBorder - spacing;

std::vector<float> spacing = ...;
float point = ...;
float result;
Since you say the spacing isn't (linear), I would cache the sums:
std::vector<float> sums(1, 0.0);
float sum=0;
for(int i=0; i<spacing.size(); ++i)
sums.push_back(sum+=spacing[i]);
//This only needs doing once.
//sums needs to be in increasing order.
Then do a binary search to find the point to the left:
std::vector<float>::iterator iter;
iter = std::lower_bound(sums.begin(), sums.end(), point);
Then find the result from there:
if (iter+1 == sums.end())
return point-*iter;
else {
float midpoint = (*iter + *(iter+1))/2;
if (point < midpoint)
result = point - *iter;
else
result = *(iter+1) - point;
}
[EDIT] Don't I feel silly. You said the spacing wasn't constant. I interpreted that as not-linear. But then your sample code is linear, just not a compile-time constant. My bad. I'll leave this answer as a more general solution, though your (linear) question is solvable much faster.

Here is my first blush attempt, note that this is not tested at all.
float remainder = fmod(point, spacing); // This is the fractional difference of the spaces
int num_spaces = point/spacing; // This is the number of "spaces" down you are, rounded down
// If our fractional part is greater than half of the space length, increase the number of spaces.
// Not sure what you want to do when the point is equidistant to both grid points
if(remainder > .5 * spacing)
{
++num_spaces;
}
float closest_value = num_spaces*spacing;
float distance = closest_value - point;

You should just round the number using this:
float spacing = ...;
float point = ...;
(point > 0.0) ? floor(point + spacing/2) : ceil(point - spacing/2);

Much, much more generally, for arbitrary spacing, dimensions, and measures of distance (metric), the structure you're looking for would be a Voronoi Diagram.

Related

World coordinates as float to chunk and pixel coordinates

I have no idea right now for how to calculate pixel coordinates within the chunk.
I calculate the chunk from the world coordinates like this:
float xCoord = ..., yCoord = ...; //Can be positive and negative.
int xChunk = static_cast<int>(std::floor((xCoord + WORLD_OFFSET_X_F) / CHUNK_XY_SIZE_F));
int yChunk = static_cast<int>(std::floor((yCoord + WORLD_OFFSET_Y_F) / CHUNK_XY_SIZE_F));
It would be easy to calculate the pixel coordinates within the chunk if they were integers. Example:
int xCoord = ..., yCoord = ...; //Can be positive and negative.
int xPixel = (xCoord + WORLD_OFFSET_X_I) % CHUNK_XY_SIZE_I; Or by using the AND(&) operator.
int yPixel = (yCoord + WORLD_OFFSET_Y_I) % CHUNK_XY_SIZE_I;
This doesn't work by using floating point numbers. How can I accomplish the same results with floating point numbers?
Thanks in advance.
You can do it exactly the same way. You just have to use a floating point modulo instead of integer. Take a look at fmod

sum of weights should be exactly 1.0 no matter on which platform it is

I have such a function that calculates weights according to Gaussian distribution:
const float dx = 1.0f / static_cast<float>(points - 1);
const float sigma = 1.0f / 3.0f;
const float norm = 1.0f / (sqrtf(2.0f * static_cast<float>(M_PI)) * sigma);
const float divsigma2 = 0.5f / (sigma * sigma);
m_weights[0] = 1.0f;
for (int i = 1; i < points; i++)
{
float x = static_cast<float>(i)* dx;
m_weights[i] = norm * expf(-x * x * divsigma2) * dx;
m_weights[0] -= 2.0f * m_weights[i];
}
In all the calc above the number does not matter. The only thing matters is that m_weights[0] = 1.0f; and each time I calculate m_weights[i] I subtract it twice from m_weights[0] like this:
m_weights[0] -= 2.0f * m_weights[i];
to ensure that w[0] + 2 * w[i] (1..N) will sum to exactly 1.0f. But it does not. This assert fails:
float wSum = 0.0f;
for (size_t i = 0; i < m_weights.size(); ++i)
{
float w = m_weights[i];
if (i == 0) {
wSum += w;
} else {
wSum += (w + w);
}
}
assert(wSum == 1.0 && "Weights sum is not 1.");
How can I ensure the sum to be 1.0f on all platforms?
You can't. Floating point isn't like that. Even adding the same values can produce different results according to the cpu used.
All you can do is define some accuracy value and ensure that you end up with 1.0 +/- that value.
See: http://docs.oracle.com/cd/E19957-01/806-3568/ncg_goldberg.html
Because the precision of float is only 23 bits (see e.g. https://en.wikipedia.org/wiki/Single-precision_floating-point_format ), rounding error quickly accumulates therefore even if the rest of code is correct, your sum becomes something like 1.0000001 or 0.9999999 (have you watched it in the debugger or tried to print it to console, by the way?). To improve precision you can replace float with double, but still the sum will not be exactly 1.0: the error will just be smaller, something like 1e-16 instead of 1e-7.
The second thing to do is to replace strict comparison to 1.0 with a range comparison, like:
assert(fabs(wSum - 1.0) <= 1e-13 && "Weights sum is not 1.");
Here 1e-13 is the epsilon within which you consider two floating-point numbers equal. If you choose to go with float (not double), you may need epsilon like 1e-6 .
Depending on how large your weights are and how many points there are, accumulated error can become larger than that epsilon. In that case you would need special algorithms for keeping the precision higher, such as sorting the numbers by their absolute values prior to summing them up starting with the smallest numbers.
How can I ensure the sum to be 1.0f on all platforms?
As the other answers (and comments) have stated, you can't achieve this, due to the inexactness of floating point calculations.
One solution is that, instead of using double, use a fixed point or multi-precision library such as GMP, Boost Multiprecision Library, or one of the many others out there.

See if a point lies on a line(vector)

I have currently the following line in my program. I have two other whole number variables, x and y.
I wish to see if this new point(x, y) is on this line. I have been looking at the following thread:
Given a start and end point, and a distance, calculate a point along a line
I've come up with the following:
if(x >= x1 && x <= x2 && (y >= y1 && y <= y2 || y <= y1 && y >= y2))
{
float vx = x2 - x1;
float vy = y2 - y1;
float mag = sqrt(vx*vx + vy*vy);
// need to get the unit vector (direction)
float dvx = vx/mag; // this would be the unit vector (direction) x for the line
float dvy = vy/mag; // this would be the unit vector (direction) y for the line
float vcx = x - x1;
float vcy = y - y1;
float magc = sqrt(vcx*vcx + vcy*vcy);
// need to get the unit vector (direction)
float dvcx = vcx/magc; // this would be the unit vector (direction) x for the point
float dvcy = vcy/magc; // this would be the unit vector (direction) y for the point
// I was thinking of comparing the direction of the two vectors, if they are the same then the point must lie on the line?
if(dvcx == dvx && dvcy == dvy)
{
// the point is on the line!
}
}
It doesn't seem to be working, or is this idea whack?
Floating point numbers have a limited precision, so you'll get rounding errors from the calculations, with the result that values that should mathematically be equal will end up slightly different.
You'll need to compare with a small tolerance for error:
if (std::abs(dvcx-dvx) < tolerance && std::abs(dvcy-dvy) < tolerance)
{
// the point is (more or less) on the line!
}
The hard part is choosing that tolerance. If you can't accept any errors, then you'll need to use something other than fixed-precision floating point values - perhaps integers, with the calculations rearranged to avoid division and other inexact operations.
In any case, you can do this more simply, without anything like a square root. You want to find out if the two vectors are parallel; they are if the vector product is zero or, equivalently, if they have equal tangents. So you just need
if (vx * vcy == vy * vcx) // might still need a tolerance for floating-point
{
// the point is on the line!
}
If your inputs are integers, small enough that the multiplication won't overflow, then there's no need for floating-point arithmetic at all.
An efficient way to solve this problem is to use the signed area of a triangle. When the signed area of the triangle created by points {x1,y1}, {x2,y2}, and {x,y} is near-zero, you can consider {x,y} to be on the line. As others have mentioned, picking a good tolerance value is an important part of this if you are using floating point values.
bool isPointOnLine (xy p1, xy p2, xy p3) // returns true if p3 is on line p1, p2
{
xy va = p1 - p2;
xy vb = p3 - p2;
area = va.x * vb.y - va.y * vb.x;
if (abs (area) < tolerance)
return true;
return false;
}
This will let you know if {x,y} lies on the line, but it will not determine if {x,y} is contained by the line segment. To do that, you would also need to check {x,y} against the bounds of the line segment.
First you need to calculate the equation of your line. Then see if this equation holds true for the values of x and y that you have. To calculate the equation of your line, you need to work out where it croses the y-axis and what its gradient is. The equation will be of the form y=mx+c where m is the gradient and c is the 'intercept' (where the line crosses the y-axis).
For float values, don't use == but instead test for small difference:
if (fabs(dvcx-dvx) < delta && fabs(dvcy-dvy) < delta)
Also, you don't really need the unit vector, just the tangent:
float originalTangent = (y2 - y1) / (x2 - x1);
float newTangent = (y - y1) / (x - x1);
if (fabs(newTangent - originalTangent) < delta) { ... }
(delta should be some small number that depends on the accuracy you are expecting.)
Given that (x, y) is actually a point, the job seems a bit simpler than you're making it.
You probably want to start by checking for a perfectly horizontal or vertical line. In those cases, you just check whether x falls between x1 and x2 (or y between y1 and y2 for vertical).
Otherwise you can use linear interpolation on x and see if it gives you the correct value for y (within some possible tolerance for rounding). For this, you'd do something like:
slope = (y2-y1)/(x2-x1);
if (abs(slope * (x - x1) - y) < tolerance)
// (x,y) is on the line
else
// (x,y) isn't on the line

Finding a square in a group of coordinates

Ok, I'm having a bit of trouble finding a solution for this that seems to be a simple geometry problem.
I have a list of triple coordinates that form a square angle.
Between all these triple-coordinates I want to find a pair that forms up a square.
I believe the best I can do to exemplify is show an image:
and 2. are irrelevant. 3. and 4. are what I'm looking for.
For each triple coordinate I have the midle point, where the angle is, and two other points that describe the two segments that form the angle.
Summing it up, given six points, 2 for the diagonal + 4 other points, how can I find if these make a square?
obs: the two lines that make the angle are consistent but don't have the same size.
obs2:the lines from different triples may not intersect
Thank you for time and any help and insight provided.
If any term I used is incorrect or just plain hard to understand let me know, I'm not a native english speaker.
Edit: The code as it stands.
//for all triples
for (size_t i = 0; i < toTry.size() - 1; i++) {
Vec2i center_i = toTry[i].avg;
//NormalizedDiagonal = ((Side1 - Center) + (Side2 - Center));
Vec2i a = toTry[i].p, b = toTry[i].q;
Vec2f normalized_i = normalizedDiagonal(center_i, toTry[i].p, toTry[i].q);
for (size_t j = i + 1; j < toTry.size(); j++) {
Vec2i center_j = toTry[j].avg;
//Se os pontos sao proximos, nao importam
if (areClose(center_i, center_j, 25))
continue;
Vec2f normalized_j = normalizedDiagonal(center_j, toTry[j].p, toTry[j].q);
line(src, Point(center_i[0], center_i[1]), Point(center_i[0] + 1 * normalized_i[0], center_i[1] + 1 * normalized_i[1]), Scalar(255, 255, 255), 1);
//test if antiparallel
if (abs(normalized_i[0] - normalized_j[0]) > 0.1 || abs(normalized_i[1] - normalized_j[1] > 0.1))
continue;
Vec2f delta;
delta[0] = center_j[0] - center_i[0]; delta[1] = center_j[1] - center_i[1];
double dd = sqrt(pow((center_i[0] - center_j[0]), 2) + pow((center_i[1] - center_j[1]), 2));
//delta[0] = delta[0] / dd;
//delta[1] = delta[1] / dd;
float dotProduct = normalized_i[0] * delta[0] + normalized_i[1] * delta[1];
//test if do product < 0
if (dotProduct < 0)
continue;
float deltaDotDiagonal = delta[0] * normalized_i[0] + delta[1] * normalized_i[1];
menor_d[0] = delta[0] - deltaDotDiagonal * normalized_i[0];
menor_d[1] = delta[1] - deltaDotDiagonal * normalized_i[1];
dd = sqrt(pow((center_j[0] - menor_d[0]), 2) + pow((center_j[1] - menor_d[1]), 2));
if(dd < 25)
[...]
Just to be clear, the actual lengths of the side segments is irrelevant, right? All you care about is whether the semi-infinite lines formed by the side segments of two triples form a square? Or do the actual segments need to intersect?
Assuming the former, a method to check whether two triples form a square is as follows. Let's use the Point3D and Vector3D from the System.Windows.Media.Media3D namespace to define some terminology, since these are decent general-purpose 3d double precision points and vectors that support basic linear algebra methods. These are c# so you can't use them directly but I'd like to be able to refer to some of the basic methods mentioned there.
Here is the basic method to check if two triples intersect:
Define a triple as follows: Center, Side1 and Side2 as three Point3D structures.
For each triple, define the normalized diagonal vector as
NormalizedDiagonal = ((Side1 - Center) + (Side2 - Center));
NormalizedDiagonal.Normalize()
(You might want to cache this for performance.)
Check if the two centers are equal within some linear tolerance you define. If equal, return false -- it's a degenerate case.
Check if the two diagonal vectors are antiparallel within some angular tolerance you define. (I.e. NormalizedDiagonal1 == -NormalizedDiagonal2 with some tolerance.) If not, return false, not a square.
Compute the vector from triple2.Center to triple2.Center: delta = triple2.Center - triple1.Center.
If double deltaDotDiagonal = DotProduct(delta, triple1.NormalizedDiagonal) < 0, return false - the two triples point away from each other.
Finally, compute the distance from the center of triple2 to the (infinite) diagonal line passing through the center triple1. If zero (within your linear tolerance) they form a square.
To compute that distance: distance = (delta - deltaDotDiagonal*triple1.NormalizedDiagonal).Length
Note: deltaDotDiagonal*triple1.NormalizedDiagonal is the projection of the delta vector onto triple1.NormalizedDiagonal, and thus delta - deltaDotDiagonal*triple1.NormalizedDiagonal is the component of delta that is perpendicular to that diagonal. Its length is the distance we seek.
Finally, If your definition of a square requires that the actual side segments intersect, you can add an extra check that the lengths of all the side segments are less than sqrt(2) * delta.Length.
This method checks if two triples form a square. Finding all triples that form squares is, of course, O(N-squared). If this is a problem, you can put them in an array and sort then by angle = Atan2(NormalizedDiagonal.Y, NormalizedDiagonal.X). Having done that, you can find triples that potentially form squares with a given triple by binary-searching the array for triples with angles = +/- π from the angle of the current triple, within your angular tolerance. (When the angle is near π you will need to check both the beginning and end of the array.)
Update
OK, let's see if I can do this with your classes. I don't have definitions for Vec2i and Vec2f so I could get this wrong...
double getLength(Vec2f vector)
{
return sqrt(pow(vector[0], 2) + pow(vector[1], 2));
}
Vec2f scaleVector(Vec2f vec, float scale)
{
Vec2f scaled;
scaled[0] = vec[0] * scale;
scaled[1] = vec[1] * scale;
return scaled;
}
Vec2f subtractVectorsAsFloat(Vec2i first, Vec2i second)
{
// return first - second as float.
Vec2f diff;
diff[0] = first[0] - second[0];
diff[1] = first[1] - second[1];
return diff;
}
Vec2f subtractVectorsAsFloat(Vec2f first, Vec2f second)
{
// return first - second as float.
Vec2f diff;
diff[0] = first[0] - second[0];
diff[1] = first[1] - second[1];
return diff;
}
double dot(Vec2f first, Vec2f second)
{
return first[0] * second[0] + first[1] * second[1];
}
//for all triples
for (size_t i = 0; i < toTry.size() - 1; i++) {
Vec2i center_i = toTry[i].avg;
//NormalizedDiagonal = ((Side1 - Center) + (Side2 - Center));
Vec2i a = toTry[i].p, b = toTry[i].q;
Vec2f normalized_i = normalizedDiagonal(center_i, toTry[i].p, toTry[i].q);
for (size_t j = i + 1; j < toTry.size(); j++) {
Vec2i center_j = toTry[j].avg;
//Se os pontos sao proximos, nao importam
if (areClose(center_i, center_j, 25))
continue;
Vec2f normalized_j = normalizedDiagonal(center_j, toTry[j].p, toTry[j].q);
//test if antiparallel
if (abs(normalized_i[0] - normalized_j[0]) > 0.1 || abs(normalized_i[1] - normalized_j[1] > 0.1))
continue;
// get a vector pointing from center_i to center_j.
Vec2f delta = subtractVectorsAsFloat(center_j, center_i);
//test if do product < 0
float deltaDotDiagonal = dot(delta, normalized_i);
if (deltaDotDiagonal < 0)
continue;
Vec2f deltaProjectedOntoDiagonal = scaleVector(normalized_i, deltaDotDiagonal);
// Subtracting the dot product of delta projected onto normalized_i will leave the component
// of delta which is perpendicular to normalized_i...
Vec2f distanceVec = subtractVectorsAsFloat(deltaProjectedOntoDiagonal, center_j);
// ... the length of which is the distance from center_j
// to the diagonal through center_i.
double distance = getLength(distanceVec);
if(distance < 25) {
}
}
There are two approaches to solving this. One is a very direct approach that involves finding the intersection of two line segments.
You just use the triple coordinates to figure out the midpoint, and the two line segments that protrude from it (trivial). Do this for both triple-sets.
Now calculate the intersection points, if they exist, for all four possible permutations of the extending line segments. From the original answer to a similar question:
You might look at the code I wrote for Computational Geometry in C,
which discusses this question in detail (Chapter 1, Section 5). The
code is available as SegSegInt from the links at that web site.
In a nutshell, I recommend a different approach, using signed area of
triangles. Then comparing appropriate triples of points, one can
distinguish proper from improper intersections, and all degenerate
cases. Once they are distinguished, finding the point of intersection
is easy.
An alternate, image processing approach, would be to render the lines, define one unique color for the lines, and then apply an seed/flood fill algorithm to the first white zone found, applying a new unique color to future zones, until you flood fill an enclosed area that doesn't touch the border of the image.
Good luck!
References
finding the intersection of two line segments in 2d (with potential degeneracies), Accessed 2014-08-18, <https://math.stackexchange.com/questions/276735/finding-the-intersection-of-two-line-segments-in-2d-with-potential-degeneracies>
In a pair of segments, call one "the base segment" and one that is obtained by rotating the base segment by π/2 counterclockwise is "the other segment".
For each triple, compute the angle between the base segment and the X axis. Call this its principal angle.
Sort triples by the principal angle.
Now for each triple with the principal angle of α any potential square-forming mate has the principal angle of α+π (mod 2π). This is easy to find by binary search.
Furthermore, for two candidate triples with vertices a and a' and principal angles α and α+π, the angle of vector aa' should be α+π/4.
Finally, if each of the four segments is at least |aa'|/√2 long, we have a square.

Dividing an interval into n equal parts in C++

I'm having an issue with floating point arithmetic in c++ (using doubles) that I've never had before, and so I'm wondering how people usually deal with this type of problem.
I'm trying to represent a curve in polar coordinates as a series of Point objects (Point is just a class that holds the coordinates of a point in 3D). The collection of Points representing the curve are stored in a vector (of Point*). The curve I'm representing is a function r(theta), which I can compute. This function is defined on the range of theta contained in [0,PI]. I am representing PI as 4.0*atan(1.0), storing it as a double.
To represent the surface, I specify the desired number of points (n+1), for which I am currently using n=80, and then I determine the interval in theta required to divide [0,PI] into 80 equal intervals (represented by n+1=81 Points). So dTheta = PI / n. dTheta is a double. I next assign coordinates to my Points. (See sample code below.)
double theta0 = 0.0; // Beginning of inteval in theta
double thetaF = PI; // End of interval in theta
double dTheta = (thetaF - theta0)/double(nSegments); // segment width
double theta = theta0; // Initialize theta to start at beginning of inteval
vector<Point*> pts; // Declare a variable to hold the Points.
while (theta <= thetaF)
{
// Store Point corresponding to current theta and r(theta) in the vector.
pts.push_back(new Point(theta, rOfTheta(theta), 0.0));
theta += dTheta; // Increment theta
}
rofTheta(theta) is some function that computes r(theta). Now the problem is that the very last point somehow doesn't satisfy the (theta <= thetaF) requirement to enter the loop one final time. Actually, after the last pass through the loop, theta is very slightly greater than PI (it's like PI + 1e-15). How should I deal with this? The function is not defined for theta > PI. One idea is to just test for ((theta > PI) and (theta < (PI+delta))) where delta is very small. If that's true, I could just set theta=PI, get and set the coordinates of the corresponding Point, and exit the loop. This seems like a reasonable problem to have, but interestingly I have never faced such a problem before. I had been using gcc 4.4.2, and now I'm using gcc 4.8.2. Could that be the problem? What is the normal way to handle this kind of problem? Thanks!
Never iterate over a range with a floating point value (theta) by adding increments if you have the alternative of computing the next value by
theta = theta0 + idx*dTheta.
Control the iteration using the integer number of steps and compute the float as indicated.
If dTheta is small compared to the entire interval, you'll accumulate errors.
You may not insert the computed last value of the range[theta0, thetaF]. That value is actually theta = theta0 + n * (dTheta + error). Skip that last calculated value and use thetaF instead.
What I might try:
while (theta <= thetaF)
{
// Store Point corresponding to current theta and r(theta) in the vector.
pts.push_back(new Point(theta, rOfTheta(theta), 0.0));
theta += dTheta; // Increment theta
}
if (theta >= thetaF) {
pts.push_back(new Point(thetaF, rOfTheta(thetaF), 0.0));
}
you might want to cehck the if statement with pts.length() == nSegments, just experiment and see which produces the better results.
If you know that there would be 81 values of theta, then why not run a for loop 81 times?
int i;
theta = theta0;
for(i = 0; i < nSegments; i++) {
pts.push_back(new Point(theta, rOfTheta(theta), 0.0));
theta += dTheta;
}
First of all: get rid of the naked pointer :-)
You know the number of segments you have, so instead of using the value of theta in the while-block:
for (auto idx = 0; idx != nSegments - 1; ++idx) {
// Store Point corresponding to current theta and r(theta) in the vector.
pts.emplace_back(theta, rOfTheta(theta), 0.0);
theta += dTheta; // Increment theta
}
pts.emplace_back(thetaF, /* rOfTheta(PI) calculated exactly */, 0.0);
for (int i = 0; i < nSegments; ++i)
{
theta = (double) i / nSegments * PI;
…
}
This:
produces the correct number of iterations (since the loop counter is maintained as an integer),
does not accumulate any error (since theta is calculated freshly each time), and
produces exactly the desired value (well, PI, not π) in the final iteration (since (double) i / nSegments will be exactly one).
Unfortunately, it contains a division, which is typically a time-consuming instruction.
(The loop counter could also be a double, and this will avoid the cast from to double inside the loop. As long as integer values are used, the arithmetic for it will be exact, until you get beyond 253 iterations.)