How to check if a point is inside a set of contours - opencv

Hello to everyone. The above image is sum of two images in which i did feature matching and draw all matching points. I also found the contours of the pcb parts in the first image (half left image-3 contours). The question is, how could i draw only the matching points that is inside those contours in the first image instead this blue mess? I'm using python 2.7 and opencv 2.4.12.
I wrote a function for draw matches cause in opencv 2.4.12 there isn't any implemented method for that. If i didn't include something please tell me. Thank you in advance!
import numpy as np
import cv2
def drawMatches(img1, kp1, img2, kp2, matches):
# Create a new output image that concatenates the two images
# (a.k.a) a montage
rows1 = img1.shape[0]
cols1 = img1.shape[1]
rows2 = img2.shape[0]
cols2 = img2.shape[1]
# Create the output image
# The rows of the output are the largest between the two images
# and the columns are simply the sum of the two together
# The intent is to make this a colour image, so make this 3 channels
out = np.zeros((max([rows1,rows2]),cols1+cols2,3), dtype='uint8')
# Place the first image to the left
out[:rows1,:cols1] = np.dstack([img1, img1, img1])
# Place the next image to the right of it
out[:rows2,cols1:] = np.dstack([img2, img2, img2])
# For each pair of points we have between both images
# draw circles, then connect a line between them
for mat in matches:
# Get the matching keypoints for each of the images
img1_idx = mat.queryIdx
img2_idx = mat.trainIdx
# x - columns
# y - rows
(x1,y1) = kp1[img1_idx].pt
(x2,y2) = kp2[img2_idx].pt
# Draw a small circle at both co-ordinates
# radius 4
# colour blue
# thickness = 1
cv2.circle(out, (int(x1),int(y1)), 4, (255, 0, 0), 1)
cv2.circle(out, (int(x2)+cols1,int(y2)), 4, (255, 0, 0), 1)
# Draw a line in between the two points
# thickness = 1
# colour blue
cv2.line(out, (int(x1),int(y1)), (int(x2)+cols1,int(y2)), (255,0,0), 1)
# Show the image
cv2.imshow('Matched Features', out)
cv2.imwrite("shift_points.png", out)
cv2.waitKey(0)
cv2.destroyWindow('Matched Features')
# Also return the image if you'd like a copy
return out
img1 = cv2.imread('pic3.png', 0) # Original image - ensure grayscale
img2 = cv2.imread('pic1.png', 0) # Rotated image - ensure grayscale
sift = cv2.SIFT()
# find the keypoints and descriptors with SIFT
kp1, des1 = sift.detectAndCompute(img1,None)
kp2, des2 = sift.detectAndCompute(img2,None)
# Create matcher
bf = cv2.BFMatcher()
# Perform KNN matching
matches = bf.knnMatch(des1, des2, k=2)
# Apply ratio test
good = []
for m,n in matches:
if m.distance < 0.75*n.distance:
# Add first matched keypoint to list
# if ratio test passes
good.append(m)
# Show only the top 10 matches - also save a copy for use later
out = drawMatches(img1, kp1, img2, kp2, good)

Based on what you are asking I am assuming you mean you have some sort of closed contour outlining the areas you want to bound your data point pairs to.
This is fairly simple for polygonal contours and more math is required for more complex curved lines but the solution is the same.
You draw a line from the point in question to infinity. Most people draw out a line to +x infinity, but any direction works. If there are an odd number of line intersections, the point is inside the contour.
See this article:
http://www.geeksforgeeks.org/how-to-check-if-a-given-point-lies-inside-a-polygon/
For point pairs, only pairs where both points are inside the contour are fully inside the contour. For complex contour shapes with concave sections, if you also want to test that the linear path between the points does not cross the contour, you perform a similar test with just the line segment between the two points, if there are any line intersections the direct path between the points crosses outside the contour.
Edit:
Since your contours are rectangles, a simpler approach will suffice for determining if your points are inside the rectangle.
If your rectangles are axis aligned (they are straight and not rotated), then you can use your values for top,left and bottom,right to check.
Let point A = Top,Left, point B = Bottom,Right, and point C = your test point.
I am assuming an image based coordinate system where 0,0 is the left,top of the image, and width,height is the bottom right. (I'm writing in C#)
bool PointIsInside(Point A, Point B, Point C)
{
if (A.X <= C.X && B.X >= C.X && A.Y <= C.Y && B.Y >= C.Y)
return true;
return false;
}
if your rectangle is NOT axis aligned, then you can perform four half-space tests to determine if your point is inside the rectangle.
Let Point A = Top,Left, Point B = Bottom,Right, double W = Width, double H = Height, double N = rotation angle, and Point C = test point.
for an axis aligned rectangle, Top,Right can be calculated by taking the vector (1,0) , multiplying by Width, and adding that vector to Top,Left. For Bottom,Right We take the vector (0,1), multiply by height, and add to Top,Right.
(1,0) is the equivalent of a Unit Vector (length of 1) at Angle 0. Similarly, (0,1) is a unit vector at angle 90 degrees. These vectors can also be considered the direction the line is pointing. This also means these same vectors can be used to go from Bottom,Left to Bottom,Right, and from Top,Left to Bottom,Left as well.
We need to use different unit vectors, at the angle provided. To do this we simply need to take the Cosine and Sine of the angle provided.
Let Vector X = direction from Top,Left to Top,Right, Vector Y = direction from Top,Right to Bottom,Right.
I am using angles in degrees for this example.
Vector X = new Vector();
Vector Y = new Vector();
X.X = Math.Cos(R);
X.Y = Math.Sin(R);
Y.X = Math.Cos(R+90);
Y.Y = Math.Sin(R+90);
Since we started with Top,Left, we can find Bottom,Right by simply adding the two vectors to Top,Left
Point B = new Point();
B = A + X + Y;
We now want to do a half-space test using the dot product for our test point. The first two test will use the test point, and Top,Left, the other two will use the test point, and Bottom,Right.
The half-space test is inherently based on directionality. Is the point in front, behind, or perpendicular to a given direction? We have the two directions we need, but they are directions based on the top,left point of the rectangle, not the full space of the image, so we need to get a vector from the top,left, to the point in question, and another from the bottom, right, since those are the two points we test against.
This is simple to calculate, as it is just Destination - Origin.
Let Vector D = Top,Left to test point C, and Vector E = Bottom,Right to test point.
Vector D = C - A;
Vector E = C - B;
The dot product is x1 * x2 + y1*y2 of the two vectors. if the result is positive, the two directions have an absolute angle of less than 90 degrees, or are roughly going in the same direction, a result of zero means they are perpendicular. In our case it means the test point is directly on a side of the rectangle we are testing against. Less than zero means an absolute angle of greater than 90 degrees, or they are roughly going opposite directions.
If a point is inside the rectangle, then the dot products from top left will be >= 0, while the dot products from bottom right will be <= 0. In essence the test point is closer to bottom right when testing from top left, but when taking the same directions when we are already at bottom right, it will be going away, back toward top,left.
double DotProd(Vector V1, Vector V2)
{
return V1.X * V2.X + V1.Y * V2.Y;
}
and so our test ends up as:
if( DotProd(X, D) >= 0 && DotProd(Y, D) >= 0 && DotProd(X, E) <= 0 && DotProd(Y, E) <= 0)
then the point is inside the rectangle. Do this for both points, if both are true then the line is inside the rectangle.

Related

Does every occurence of an object needs to be labelled when annotating them for Yolo or image recognition in general?

I need to prepare a dataset for stacked books. Say in an image, there are 5 books but I only create bounding boxes for 4 of them. Will that affect the performance of my model in any way?
It is hard to create bounding boxes for stacked books when they are placed at a weird angle and I might've missed some of the books when drawing boxes because I got distracted by the number of lines. Plus the fact that the bounding boxes are perfectly flat on the axes and when the books are slanted, the bounding box for one book can take up to a few books. Is this bad practice? is it okay if I just left some of the books unboxed?
Lastly, if you train your model on just the book individually (not stacked) will they be able to be detected once they are stacked up and over half of the book is covered by other books?
Although the bounding boxes might overlap, if its only books you want to detect, you should annotate and display all books as it can help increase the reliability of your dataset, especially if you are using a small number of images. However, you can always try and color splash the relevant pixels on your image, which is done in the Mask RCNN repo.
Below is the function that Mask RCNN uses in the visualization file.
def display_instances(image, boxes, masks, class_ids, class_names,
scores=None, title="",
figsize=(16, 16), ax=None,
show_mask=True, show_bbox=True,
colors=None, captions=None):
"""
boxes: [num_instance, (y1, x1, y2, x2, class_id)] in image coordinates.
masks: [height, width, num_instances]
class_ids: [num_instances]
class_names: list of class names of the dataset
scores: (optional) confidence scores for each box
title: (optional) Figure title
show_mask, show_bbox: To show masks and bounding boxes or not
figsize: (optional) the size of the image
colors: (optional) An array or colors to use with each object
captions: (optional) A list of strings to use as captions for each object
"""
# Number of instances
N = boxes.shape[0]
if not N:
print("\n*** No instances to display *** \n")
else:
assert boxes.shape[0] == masks.shape[-1] == class_ids.shape[0]
# If no axis is passed, create one and automatically call show()
auto_show = False
if not ax:
_, ax = plt.subplots(1, figsize=figsize)
auto_show = True
# Generate random colors
colors = colors or random_colors(N)
# Show area outside image boundaries.
height, width = image.shape[:2]
ax.set_ylim(height + 10, -10)
ax.set_xlim(-10, width + 10)
ax.axis('off')
ax.set_title(title)
masked_image = image.astype(np.uint32).copy()
for i in range(N):
color = colors[i]
# Bounding box
if not np.any(boxes[i]):
# Skip this instance. Has no bbox. Likely lost in image cropping.
continue
y1, x1, y2, x2 = boxes[i]
if show_bbox:
p = patches.Rectangle((x1, y1), x2 - x1, y2 - y1, linewidth=2,
alpha=0.7, linestyle="dashed",
edgecolor=color, facecolor='none')
ax.add_patch(p)
# Label
if not captions:
class_id = class_ids[i]
score = scores[i] if scores is not None else None
label = class_names[class_id]
caption = "{} {:.3f}".format(label, score) if score else label
else:
caption = captions[i]
ax.text(x1, y1 + 8, caption,
color='w', size=11, backgroundcolor="none")
# Mask
mask = masks[:, :, i]
if show_mask:
masked_image = apply_mask(masked_image, mask, color)
# Mask Polygon
# Pad to ensure proper polygons for masks that touch image edges.
padded_mask = np.zeros(
(mask.shape[0] + 2, mask.shape[1] + 2), dtype=np.uint8)
padded_mask[1:-1, 1:-1] = mask
contours = find_contours(padded_mask, 0.5)
for verts in contours:
# Subtract the padding and flip (y, x) to (x, y)
verts = np.fliplr(verts) - 1
p = Polygon(verts, facecolor="none", edgecolor=color)
ax.add_patch(p)
ax.imshow(masked_image.astype(np.uint8))
if auto_show:
plt.show()
I don't know what type of network you are using, which could contribute to how well you can detect a book that is turned or flat if you only train on the top part of a book.

How Convexity Defect is calculated in OpenCV?

What is the algorithm used in OpenCV function convexityDefects() to calculate the convexity defects of a contour?
Please, describe and illustrate the high-level operation of the algorithm, along with its inputs and outputs.
Based on the documentation, the input are two lists of coordinates:
contour defining the original contour (red on the image below)
convexhull defining the convex hull corresponding to that contour (blue on the image below)
The algorithm works in the following manner:
If the contour or the hull contain 3 or less points, then the contour is always convex, and no more processing is needed. The algorithm assures that both the contour and the hull are accessed in the same orientation.
N.B.: In further explanation I assume they are in the same orientation, and ignore the details regarding representation of the floating point depth as an integer.
Then for each pair of adjacent hull points (H[i], H[i+1]), defining one edge of the convex hull, calculate the distance from the edge for each point on the contour C[n] that lies between H[i] and H[i+1] (excluding C[n] == H[i+1]). If the distance is greater than zero, then a defect is present. When a defect is present, record i, i+1, the maximum distance and the index (n) of the contour point where the maximum located.
Distance is calculated in the following manner:
dx0 = H[i+1].x - H[i].x
dy0 = H[i+1].y - H[i].y
if (dx0 is 0) and (dy0 is 0) then
scale = 0
else
scale = 1 / sqrt(dx0 * dx0 + dy0 * dy0)
dx = C[n].x - H[i].x
dy = C[n].y - H[i].y
distance = abs(-dy0 * dx + dx0 * dy) * scale
It may be easier to visualize in terms of vectors:
C: defect vector from H[i] to C[n]
H: hull edge vector from H[i] to H[i+1]
H_rot: hull edge vector H rotated 90 degrees
U_rot: unit vector in direction of H_rot
H components are [dx0, dy0], so rotating 90 degrees gives [-dy0, dx0].
scale is used to find U_rot from H_rot, but because divisions are more computationally expensive than multiplications, the inverse is used as an optimization. It's also pre-calculated before the loop over C[n] to avoid recomputing each iteration.
|H| = sqrt(dx0 * dx0 + dy0 * dy0)
U_rot = H_rot / |H| = H_rot * scale
Then, a dot product between C and U_rot gives the perpendicular distance from the defect point to the hull edge, and abs() is used to get a positive magnitude in any orientation.
distance = abs(U_rot.C) = abs(-dy0 * dx + dx0 * dy) * scale
In the scenario depicted on the above image, in first iteration, the edge is defined by H[0] and H[1]. The contour points tho examine for this edge are C[0], C[1], and C[2] (since C[3] == H[1]).
There are defects at C[1] and C[2]. The defect at C[1] is the deepest, so the algorithm will record (0, 1, 1, 50).
The next edge is defined by H[1] and H[2], and corresponding contour point C[3]. No defect is present, so nothing is recorded.
The next edge is defined by H[2] and H[3], and corresponding contour point C[4]. No defect is present, so nothing is recorded.
Since C[5] == H[3], the last contour point can be ignored -- there can't be a defect there.

How to find the side lines of the field of text

I have a processed image with text in it and I want to find the coordinates of lines which would touch the edges of the text field, but would not cross it and would strech through the whole side of text. Image below shows what I need (the red lines I drew show the example of what coordinates I want to find on a raw image):
It is not so straightforward, I can't just find the edges of processed field of text (upper left, upper right and so on), because it may be, f.e. a start of a paragraph (this is just an example of the possible scenario):
The sides of the text form a straight line, it is the top and bottom edges may be curved, so that could make things easier.
What is the best way to do this?
Any method I can think of is either not practical, inneficient or may usually give false results.
The raw image in case someone needs for processing:
The idea is to find the convex hull of all of the text. After we find the convex hull we find its sides. If the side Has a big change in its y coordinate and a small change in the x coordinate (i.e. the line has a high slope) we will consider it as a side line.
The resulted image:
the code:
import cv2
import numpy as np
def getConvexCoord(convexH, ind):
yLines = []
xLine = []
for index in range(len(ind[0])):
convexIndex = ind[0][index]
# Get point
if convexIndex == len(convexH) - 1:
p0 = convexH[0]
p1 = convexH[convexIndex]
else:
p0 = convexH[convexIndex]
p1 = convexH[convexIndex + 1]
# Add y corrdinate
yLines.append(p0[0, 1])
yLines.append(p1[0, 1])
xLine.append(p0[0, 0])
xLine.append(p1[0, 0])
return yLines,xLine
def filterLine(line):
sortX = sorted(line)
# Find the median
xMedian = np.median(sortX)
while ((sortX[-1] - sortX[0]) > I.shape[0]):
# Find out which is farther from the median and discard
lastValueDistance = np.abs(xMedian - sortX[-1])
firstValueDistance = np.abs(xMedian - sortX[0])
if lastValueDistance > firstValueDistance:
# Discard last
del sortX[-1]
else:
# Discard first
del sortX[0]
# Now return mixX and maxX
return max(sortX),min(sortX)
# Read image
Irgb = cv2.imread('text.jpg')
I = Irgb[:,:,0]
# Threshold
ret, Ithresh = cv2.threshold(I,0,255,cv2.THRESH_BINARY_INV+cv2.THRESH_OTSU)
# Find the convex hull of the text
textPixels = np.nonzero(Ithresh)
textPixels = zip(textPixels[1],textPixels[0])
convexH = cv2.convexHull(np.asarray(textPixels))
# Find the side edges in the convex hull
m = []
for index in range((len(convexH))-1):
# Calculate the angle of the line
point0 = convexH[index]
point1 = convexH[index+1]
if(point1[0,0]-point0[0,0]) == 0:
m.append(90)
else:
m.append(float((point1[0,1]-point0[0,1]))/float((point1[0,0]-point0[0,0])))
# Final line
point0 = convexH[index+1]
point1 = convexH[0]
if(point1[0,0]-point0[0,0]) == 0:
m.append(90)
else:
m.append(np.abs(float((point1[0,1]-point0[0,1]))/float((point1[0,0]-point0[0,0]))))
# Take all the lines with the big m
ind1 = np.where(np.asarray(m)>1)
ind2 = np.where(np.asarray(m)<-1)
# For both lines find min Y an max Y
yLines1,xLine1 = getConvexCoord(convexH,ind1)
yLines2,xLine2 = getConvexCoord(convexH,ind2)
yLines = yLines1 + yLines2
# Filter xLines. If we the difference between the min and the max are more than 1/2 the size of the image we filter it out
minY = np.min(np.asarray(yLines))
maxY = np.max(np.asarray(yLines))
maxX1,minX1 = filterLine(xLine1)
maxX2,minX2 = filterLine(xLine2)
# Change final lines to have minY and maxY
line1 = ((minX1,minY),(maxX1,maxY))
line2 = ((maxX2,minY),(minX2,maxY))
# Plot lines
IrgbWithLines = Irgb
cv2.line(IrgbWithLines,line1[0],line1[1],(0, 0, 255),2)
cv2.line(IrgbWithLines,line2[0],line2[1],(0, 0, 255),2)
Remarks:
The algorithm assumes that the y coordinate change is bigger than the x coordinate change. This will not be true for very high perspective distortions (45 degrees). In this case maybe you should use k-means on the slopes and take the group with the higher slopes as the vertical lines.
The lines marked in red colour on the sides could be found using image closing operation.
Please find below the matlab output after imclose operation with structuring element of type square and size 4.'
The matlab code is as follow:
I = rgb2gray(imread('image.jpg'));
imshow(I); title('image');
Ibinary = im2bw(I);
figure,imshow(Ibinary);
se = strel('square',4);
Iclose = imclose(Ibinary,se);
figure,imshow(Iclose); title('side lines');

How to calculate distance between two rectangles? (Context: a game in Lua.)

Given two rectangles with x, y, width, height in pixels and a rotation value in degrees -- how do I calculate the closest distance of their outlines toward each other?
Background: In a game written in Lua I'm randomly generating maps, but want to ensure certain rectangles aren't too close to each other -- this is needed because maps become unsolvable if the rectangles get into certain close-distance position, as a ball needs to pass between them. Speed isn't a huge issue as I don't have many rectangles and the map is just generated once per level. Previous links I found on StackOverflow are this and this
Many thanks in advance!
Not in Lua, a Python code based on M Katz's suggestion:
def rect_distance((x1, y1, x1b, y1b), (x2, y2, x2b, y2b)):
left = x2b < x1
right = x1b < x2
bottom = y2b < y1
top = y1b < y2
if top and left:
return dist((x1, y1b), (x2b, y2))
elif left and bottom:
return dist((x1, y1), (x2b, y2b))
elif bottom and right:
return dist((x1b, y1), (x2, y2b))
elif right and top:
return dist((x1b, y1b), (x2, y2))
elif left:
return x1 - x2b
elif right:
return x2 - x1b
elif bottom:
return y1 - y2b
elif top:
return y2 - y1b
else: # rectangles intersect
return 0.
where
dist is the euclidean distance between points
rect. 1 is formed by points (x1, y1) and (x1b, y1b)
rect. 2 is formed by points (x2, y2) and (x2b, y2b)
Edit: As OK points out, this solution assumes all the rectangles are upright. To make it work for rotated rectangles as the OP asks you'd also have to compute the distance from the corners of each rectangle to the closest side of the other rectangle. But you can avoid doing that computation in most cases if the point is above or below both end points of the line segment, and to the left or right of both line segments (in telephone positions 1, 3, 7, or 9 with respect to the line segment).
Agnius's answer relies on a DistanceBetweenLineSegments() function. Here is a case analysis that does not:
(1) Check if the rects intersect. If so, the distance between them is 0.
(2) If not, think of r2 as the center of a telephone key pad, #5.
(3) r1 may be fully in one of the extreme quadrants (#1, #3, #7, or #9). If so
the distance is the distance from one rect corner to another (e.g., if r1 is
in quadrant #1, the distance is the distance from the lower-right corner of
r1 to the upper-left corner of r2).
(4) Otherwise r1 is to the left, right, above, or below r2 and the distance is
the distance between the relevant sides (e.g., if r1 is above, the distance
is the distance between r1's low y and r2's high y).
Actually there is a fast mathematical solution.
Length(Max((0, 0), Abs(Center - otherCenter) - (Extent + otherExtent)))
Where Center = ((Maximum - Minimum) / 2) + Minimum and Extent = (Maximum - Minimum) / 2.
Basically the code above zero's axis which are overlapping and therefore the distance is always correct.
It's preferable to keep the rectangle in this format as it's preferable in many situations ( a.e. rotations are much easier ).
Pseudo-code:
distance_between_rectangles = some_scary_big_number;
For each edge1 in Rectangle1:
For each edge2 in Rectangle2:
distance = calculate shortest distance between edge1 and edge2
if (distance < distance_between_rectangles)
distance_between_rectangles = distance
There are many algorithms to solve this and Agnius algorithm works fine. However I prefer the below since it seems more intuitive (you can do it on a piece of paper) and they don't rely on finding the smallest distance between lines but rather the distance between a point and a line.
The hard part is implementing the mathematical functions to find the distance between a line and a point, and to find if a point is facing a line. You can solve all this with simple trigonometry though. I have below the methodologies to do this.
For polygons (triangles, rectangles, hexagons, etc.) in arbitrary angles
If polygons overlap, return 0
Draw a line between the centres of the two polygons.
Choose the intersecting edge from each polygon. (Here we reduce the problem)
Find the smallest distance from these two edges. (You could just loop through each 4 points and look for the smallest distance to the edge of the other shape).
These algorithms work as long as any two edges of the shape don't create angles more than 180 degrees. The reason is that if something is above 180 degrees then it means that the some corners are inflated inside, like in a star.
Smallest distance between an edge and a point
If point is not facing the face, then return the smallest of the two distances between the point and the edge cornerns.
Draw a triangle from the three points (edge's points plus the solo point).
We can easily get the distances between the three drawn lines with Pythagorean Theorem.
Get the area of the triangle with Heron's formula.
Calculate the height now with Area = 12⋅base⋅height with base being the edge's length.
Check to see if a point faces an edge
As before you make a triangle from an edge and a point. Now using the Cosine law you can find all the angles with just knowing the edge distances. As long as each angle from the edge to the point is below 90 degrees, the point is facing the edge.
I have an implementation in Python for all this here if you are interested.
This question depends on what kind of distance. Do you want, distance of centers, distance of edges or distance of closest corners?
I assume you mean the last one. If the X and Y values indicate the center of the rectangle then you can find each the corners by applying this trick
//Pseudo code
Vector2 BottomLeftCorner = new Vector2(width / 2, heigth / 2);
BottomLeftCorner = BottomLeftCorner * Matrix.CreateRotation(MathHelper.ToRadians(degrees));
//If LUA has no built in Vector/Matrix calculus search for "rotate Vector" on the web.
//this helps: http://www.kirupa.com/forum/archive/index.php/t-12181.html
BottomLeftCorner += new Vector2(X, Y); //add the origin so that we have to world position.
Do this for all corners of all rectangles, then just loop over all corners and calculate the distance (just abs(v1 - v2)).
I hope this helps you
I just wrote the code for that in n-dimensions. I couldn't find a general solution easily.
// considering a rectangle object that contains two points (min and max)
double distance(const rectangle& a, const rectangle& b) const {
// whatever type you are using for points
point_type closest_point;
for (size_t i = 0; i < b.dimensions(); ++i) {
closest_point[i] = b.min[i] > a.min[i] ? a.max[i] : a.min[i];
}
// use usual euclidian distance here
return distance(a, closest_point);
}
For calculating the distance between a rectangle and a point you can:
double distance(const rectangle& a, const point_type& p) const {
double dist = 0.0;
for (size_t i = 0; i < dimensions(); ++i) {
double di = std::max(std::max(a.min[i] - p[i], p[i] - a.max[i]), 0.0);
dist += di * di;
}
return sqrt(dist);
}
If you want to rotate one of the rectangles, you need to rotate the coordinate system.
If you want to rotate both rectangles, you can rotate the coordinate system for rectangle a. Then we have to change this line:
closest_point[i] = b.min[i] > a.min[i] ? a.max[i] : a.min[i];
because this considers there is only one candidate as the closest vertex in b. You have to change it to check the distance to all vertexes in b. It's always one of the vertexes.
See: https://i.stack.imgur.com/EKJmr.png
My approach to solving the problem:
Combine the two rectangles into one large rectangle
Subtract from the large rectangle the first rectangle and the second
rectangle
What is left after the subtraction is a rectangle between the two
rectangles, the diagonal of this rectangle is the distance between
the two rectangles.
Here is an example in C#
public static double GetRectDistance(this System.Drawing.Rectangle rect1, System.Drawing.Rectangle rect2)
{
if (rect1.IntersectsWith(rect2))
{
return 0;
}
var rectUnion = System.Drawing.Rectangle.Union(rect1, rect2);
rectUnion.Width -= rect1.Width + rect2.Width;
rectUnion.Width = Math.Max(0, rectUnion.Width);
rectUnion.Height -= rect1.Height + rect2.Height;
rectUnion.Height = Math.Max(0, rectUnion.Height);
return rectUnion.Diagonal();
}
public static double Diagonal(this System.Drawing.Rectangle rect)
{
return Math.Sqrt(rect.Height * rect.Height + rect.Width * rect.Width);
}
Please check this for Java, it has the constraint all rectangles are parallel, it returns 0 for all intersecting rectangles:
public static double findClosest(Rectangle rec1, Rectangle rec2) {
double x1, x2, y1, y2;
double w, h;
if (rec1.x > rec2.x) {
x1 = rec2.x; w = rec2.width; x2 = rec1.x;
} else {
x1 = rec1.x; w = rec1.width; x2 = rec2.x;
}
if (rec1.y > rec2.y) {
y1 = rec2.y; h = rec2.height; y2 = rec1.y;
} else {
y1 = rec1.y; h = rec1.height; y2 = rec2.y;
}
double a = Math.max(0, x2 - x1 - w);
double b = Math.max(0, y2 - y1 - h);
return Math.sqrt(a*a+b*b);
}
Another solution, which calculates a number of points on the rectangle and choses the pair with the smallest distance.
Pros: works for all polygons.
Cons: a little bit less accurate and slower.
import numpy as np
import math
POINTS_PER_LINE = 100
# get points on polygon outer lines
# format of polygons: ((x1, y1), (x2, y2), ...)
def get_points_on_polygon(poly, points_per_line=POINTS_PER_LINE):
all_res = []
for i in range(len(poly)):
a = poly[i]
if i == 0:
b = poly[-1]
else:
b = poly[i-1]
res = list(np.linspace(a, b, points_per_line))
all_res += res
return all_res
# compute minimum distance between two polygons
# format of polygons: ((x1, y1), (x2, y2), ...)
def min_poly_distance(poly1, poly2, points_per_line=POINTS_PER_LINE):
poly1_points = get_points_on_polygon(poly1, points_per_line=points_per_line)
poly2_points = get_points_on_polygon(poly2, points_per_line=points_per_line)
distance = min([math.sqrt((a[0] - b[0])**2 + (a[1] - b[1])**2) for a in poly1_points for b in poly2_points])
# slower
# distance = min([np.linalg.norm(a - b) for a in poly1_points for b in poly2_points])
return distance

OpenGL: How to lathe a 2D shape into 3D?

I have an OpenGL program (written in Delphi) that lets user draw a polygon. I want to automatically revolve (lathe) it around an axis (say, Y asix) and get a 3D shape.
How can I do this?
For simplicity, you could force at least one point to lie on the axis of rotation. You can do this easily by adding/subtracting the same value to all the x values, and the same value to all the y values, of the points in the polygon. It will retain the original shape.
The rest isn't really that hard. Pick an angle that is fairly small, say one or two degrees, and work out the coordinates of the polygon vertices as it spins around the axis. Then just join up the points with triangle fans and triangle strips.
To rotate a point around an axis is just basic Pythagoras. At 0 degrees rotation you have the points at their 2-d coordinates with a value of 0 in the third dimension.
Lets assume the points are in X and Y and we are rotating around Y. The original 'X' coordinate represents the hypotenuse. At 1 degree of rotation, we have:
sin(1) = z/hypotenuse
cos(1) = x/hypotenuse
(assuming degree-based trig functions)
To rotate a point (x, y) by angle T around the Y axis to produce a 3d point (x', y', z'):
y' = y
x' = x * cos(T)
z' = x * sin(T)
So for each point on the edge of your polygon you produce a circle of 360 points centered on the axis of rotation.
Now make a 3d shape like so:
create a GL 'triangle fan' by using your center point and the first array of rotated points
for each successive array, create a triangle strip using the points in the array and the points in the previous array
finish by creating another triangle fan centered on the center point and using the points in the last array
One thing to note is that usually, the kinds of trig functions I've used measure angles in radians, and OpenGL uses degrees. To convert degrees to radians, the formula is:
degrees = radians / pi * 180
Essentially the strategy is to sweep the profile given by the user around the given axis and generate a series of triangle strips connecting adjacent slices.
Assume that the user has drawn the polygon in the XZ plane. Further, assume that the user intends to sweep around the Z axis (i.e. the line X = 0) to generate the solid of revolution, and that one edge of the polygon lies on that axis (you can generalize later once you have this simplified case working).
For simple enough geometry, you can treat the perimeter of the polygon as a function x = f(z), that is, assume there is a unique X value for every Z value. When we go to 3D, this function becomes r = f(z), that is, the radius is unique over the length of the object.
Now, suppose we want to approximate the solid with M "slices" each spanning 2 * Pi / M radians. We'll use N "stacks" (samples in the Z dimension) as well. For each such slice, we can build a triangle strip connecting the points on one slice (i) with the points on slice (i+1). Here's some pseudo-ish code describing the process:
double dTheta = 2.0 * pi / M;
double dZ = (zMax - zMin) / N;
// Iterate over "slices"
for (int i = 0; i < M; ++i) {
double theta = i * dTheta;
double theta_next = (i+1) * dTheta;
// Iterate over "stacks":
for (int j = 0; j <= N; ++j) {
double z = zMin + i * dZ;
// Get cross-sectional radius at this Z location from your 2D model (was the
// X coordinate in the 2D polygon):
double r = f(z); // See above definition
// Convert 2D to 3D by sweeping by angle represented by this slice:
double x = r * cos(theta);
double y = r * sin(theta);
// Get coordinates of next slice over so we can join them with a triangle strip:
double xNext = r * cos(theta_next);
double yNext = r * sin(theta_next);
// Add these two points to your triangle strip (heavy pseudocode):
strip.AddPoint(x, y, z);
strip.AddPoint(xNext, yNext, z);
}
}
That's the basic idea. As sje697 said, you'll possibly need to add end caps to keep the geometry closed (i.e. a solid object, rather than a shell). But this should give you enough to get you going. This can easily be generalized to toroidal shapes as well (though you won't have a one-to-one r = f(z) function in that case).
If you just want it to rotate, then:
glRotatef(angle,0,1,0);
will rotate it around the Y-axis. If you want a lathe, then this is far more complex.

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