Triangulation: Find the convex hull Jarvis March (Gift wrapping)

This commit is contained in:
Joseph Ferano 2024-08-08 12:10:09 +07:00
parent 9d66afaaca
commit 8df43af3e6
2 changed files with 73 additions and 60 deletions

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@ -1,57 +1,7 @@
#+TEST: [[file:Geometry][Geometry]] #+TEST: [[file:Geometry][Geometry]]
* Quadtree * Triangulation
Recursively subdivide an AABB into 4 regions, hence Quad. They are usually Generate triangles from points
denoted as North West, North East, South West, and South East (NW, NE, SW, SE). ** Convex Hull Jarvis March (Gift wrapping) :algorithm:
Several things can be created with this;
** Linked Implementation :datastructure:
** Array Implementation :datastructure:
** Insertion :algorithm:
** Query :algorithm:
** Find Nearest Neighbor :algorithm:
** Resources ** Resources
[[http://ericandrewlewis.github.io/how-a-quadtree-works/][Visualize a Quadtree]]
[[http://donar.umiacs.umd.edu/quadtree/][Academic Interactive Demo]]
** Notes ** Notes
// exclude node if point is farther away than best distance in either axis
if (x < x1 - best.d || x > x2 + best.d || y < y1 - best.d || y > y2 + best.d) {
return best;
}
I don't know how to explain but I get it. Because of the euclidian distance and the fact that we're dealing with rectangles, the closest distance to a rectangle is a straight line in one of the x or y axis
So if the point we're checking is farther away from the rectangle on either axis, then it cannot possible be the case that it is closer
I still can't visualize or understand it intuitively, I more just trust that it works, maybe if I see it in action it'll click better
JosephFerano
Today at 4:15 PM
This is some clever math shit this guy is doing
Or that he picked up
https://gist.github.com/patricksurry/6478178
Gist
D3JS quadtree nearest neighbor algorithm
D3JS quadtree nearest neighbor algorithm. GitHub Gist: instantly share code, notes, and snippets.
D3JS quadtree nearest neighbor algorithm
// check if kid is on the right or left, and top or bottom
// and then recurse on most likely kids first, so we quickly find a
// nearby point and then exclude many larger rectangles later
var kids = node.nodes;
var rl = (2*x > x1 + x2), bt = (2*y > y1 + y2);
if (kids[bt*2+rl]) best = nearest(x, y, best, kids[bt*2+rl]);
if (kids[bt*2+(1-rl)]) best = nearest(x, y, best, kids[bt*2+(1-rl)]);
if (kids[(1-bt)*2+rl]) best = nearest(x, y, best, kids[(1-bt)*2+rl]);
if (kids[(1-bt)*2+(1-rl)]) best = nearest(x, y, best, kids[(1-bt)*2+(1-rl)]);
That's kinda neat, estimating probability with some math and then going into the index of the array where the point is more likely to be
No idea why this works
But I think I'm done with this
Interesting, he doesn't even check if any of the rects contain the point
Hmmm
Oh I see
It's because he's tracking whether a node is visited or not, and I'm putting in a lot of work to make sure you don't revisit the same node twice, but I don't do it with a "visited" bool, which I intentionally avoided but now seeing his solution, I realize it may have been a mistake
JosephFerano
Today at 4:27 PM
Actually I don't think adding "visited" is a good idea, because you have to walk through the whole thing again once you're done to uncheck all the visited bools. That's a linear walk through all the nodes, which might not be much, but it's certainly making things slower
I'll have to investigate further

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@ -3,13 +3,25 @@ from pyray import (Rectangle as Rect, Vector2 as Vec2, Vector3 as Vec3, Camera3D
import math import math
import pdb import pdb
import random import random
from ctypes import Structure, c_float
from typing import Optional, Tuple, List from typing import Optional, Tuple, List
from dataclasses import dataclass, field from dataclasses import dataclass, field
screen_width = 1280 def dump(struct):
screen_height = 1024 s = f"{RL.ffi.typeof(struct)}: (".replace('<ctype ', '').replace('>', '')
for field in dir(struct):
data = struct.__getattribute__(field)
if str(data).startswith("<cdata"):
data = dump(data)
s += f"{field}:{data} "
s += ")"
return s
screen_width = 1024
screen_height = 768
grid_slices = 100 grid_slices = 100
grid_spacing = 0.2 grid_spacing = 0.2
vertex_radius = 0.12
@dataclass @dataclass
class World: class World:
@ -18,6 +30,8 @@ class World:
rotate_cam: bool = True rotate_cam: bool = True
frame_count: int = 0 frame_count: int = 0
vertices: List[Vec3] = field(default_factory=list) vertices: List[Vec3] = field(default_factory=list)
dragging_vert: Vec3 = None
convex_hull_points: List[Vec3] = field(default_factory=list)
def init() -> World: def init() -> World:
cam = Camera3D(Vec3(0, 10, 10), Vec3(0, 0, 0), Vec3(0, 1, 0), 45, RL.CAMERA_PERSPECTIVE) cam = Camera3D(Vec3(0, 10, 10), Vec3(0, 0, 0), Vec3(0, 1, 0), 45, RL.CAMERA_PERSPECTIVE)
@ -29,24 +43,73 @@ def player_input(w: World):
if RL.is_key_pressed(RL.KEY_SPACE): if RL.is_key_pressed(RL.KEY_SPACE):
w.rotate_cam = not w.rotate_cam w.rotate_cam = not w.rotate_cam
if RL.is_mouse_button_pressed(0): if RL.is_mouse_button_pressed(0):
mouse_pos = RL.get_mouse_position() ray = RL.get_mouse_ray(RL.get_mouse_position(), w.cam)
ray = RL.get_mouse_ray(mouse_pos, w.cam) # First try to collide with existing points
for v in w.vertices:
collision = RL.get_ray_collision_sphere(ray, v, vertex_radius)
if collision.hit:
w.dragging_vert = v
found_collision = True
return
w.dragging_vert = None
collision = RL.get_ray_collision_box(ray, w.floor_bb) collision = RL.get_ray_collision_box(ray, w.floor_bb)
if collision.hit: if collision.hit:
p = collision.point p = collision.point
w.vertices.append(Vec3(p.x, 0, p.z)) w.vertices.append(Vec3(p.x, 0, p.z))
if RL.is_mouse_button_down(0):
if w.dragging_vert is not None:
ray = RL.get_mouse_ray(RL.get_mouse_position(), w.cam)
collision = RL.get_ray_collision_box(ray, w.floor_bb)
if collision.hit:
w.dragging_vert.x = collision.point.x
w.dragging_vert.z = collision.point.z
if RL.is_mouse_button_released(0):
print('no')
w.dragging_vert = None
def update(w: World): def update(w: World):
pass if len(w.vertices) <= 2:
return
w.convex_hull_points.clear()
pending = sorted(w.vertices, key=lambda v: v.x)
w.convex_hull_points.append(pending[0])
idx = 0
# TODO:
while True:
v1 = w.convex_hull_points[-1]
left_most = pending[(idx + 1) % len(pending)]
idx += 1
if v1 == left_most:
continue
for v2 in pending:
x1 = v1.x - left_most.x
x2 = v1.x - v2.x
y1 = v1.z - left_most.z
y2 = v1.z - v2.z
sign = y2*x1 - y1*x2
if v1 == v2:
continue
if sign > 0:
left_most = v2
if left_most == w.convex_hull_points[0]:
break
w.convex_hull_points.append(left_most)
def draw_3d(w: World): def draw_3d(w: World):
RL.draw_grid(grid_slices, grid_spacing) RL.draw_grid(grid_slices, grid_spacing)
RL.draw_bounding_box(w.floor_bb, RL.GREEN) RL.draw_bounding_box(w.floor_bb, RL.GREEN)
for vert in w.vertices: for vert in w.vertices:
RL.draw_sphere(vert, 0.1, RL.GREEN) RL.draw_sphere(vert, vertex_radius, RL.GREEN)
if len(w.convex_hull_points) > 2:
for i,p in enumerate(w.convex_hull_points[:-1]):
RL.draw_line_3d(p, w.convex_hull_points[i+1], RL.GREEN)
RL.draw_line_3d(w.convex_hull_points[-1], w.convex_hull_points[0], RL.GREEN)
# exit(0)
def draw_2d(w: World): def draw_2d(w: World):
pass RL.draw_fps(10, 10)
RL.init_window(screen_width, screen_height, "Starter"); RL.init_window(screen_width, screen_height, "Starter");
RL.set_target_fps(60) RL.set_target_fps(60)