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问题:
How would I \"inflate\" a polygon? That is, I want to do something similar to this:
The requirement is that the new (inflated) polygon\'s edges/points are all at the same constant distance from the old (original) polygon\'s (on the example picture they are not, since then it would have to use arcs for inflated vertices, but let\'s forget about that for now ;) ).
The mathematical term for what I\'m looking for is actually inward/outward polygon offseting. +1 to balint for pointing this out. The alternative naming is polygon buffering.
Results of my search:
Here are some links:
- A Survey of Polygon Offseting Strategies
- Polygon offset, PROBLEM
- Buffering Polygon Data
回答1:
I thought I might briefly mention my own polygon clipping and offsetting library - Clipper.
While Clipper is primarily designed for polygon clipping operations, it does polygon offsetting too. The library is open source freeware written in Delphi, C++ and C#. It has a very unencumbered Boost license allowing it to be used in both freeware and commercial applications without charge.
Polygon offsetting can be performed using one of three offset styles - squared, round and mitered.
回答2:
The polygon you are looking for is called inward/outward offset polygon in computational geometry and it is closely related to the straight skeleton.
These are several offset polygons for a complicated polygon:
And this is the straight skeleton for another polygon:
As pointed out in other comments, as well, depending on how far you plan to \"inflate/deflate\" your polygon you can end up with different connectivity for the output.
From computation point of view: once you have the straight skeleton one should be able to construct the offset polygons relatively easily. The open source and (free for non-commercial) CGAL library has a package implementing these structures. See this code example to compute offset polygons using CGAL.
The package manual should give you a good starting point on how to construct these structures even if you are not going to use CGAL, and contains references to the papers with the mathematical definitions and properties:
CGAL manual: 2D Straight Skeleton and Polygon Offsetting
回答3:
Sounds to me like what you want is:
- Starting at a vertex, face anti-clockwise along an adjacent edge.
- Replace the edge with a new, parallel edge placed at distance
d
to the \"left\" of the old one.
- Repeat for all edges.
- Find the intersections of the new edges to get the new vertices.
- Detect if you\'ve become a crossed polynomial and decide what to do about it. Probably add a new vertex at the crossing-point and get rid of some old ones. I\'m not sure whether there\'s a better way to detect this than just to compare every pair of non-adjacent edges to see if their intersection lies between both pairs of vertices.
The resulting polygon lies at the required distance from the old polygon \"far enough\" from the vertices. Near a vertex, the set of points at distance d
from the old polygon is, as you say, not a polygon, so the requirement as stated cannot be fulfilled.
I don\'t know if this algorithm has a name, example code on the web, or a fiendish optimisation, but I think it describes what you want.
回答4:
I never used Clipper (developed by Angus Johnson) but for these types of things I usually use JTS. For demonstration purposes I created this jsFiddle that uses JSTS (JavaScript port of JTS). You just need to convert the coordinates you have to JSTS coordinates:
function vectorCoordinates2JTS (polygon) {
var coordinates = [];
for (var i = 0; i < polygon.length; i++) {
coordinates.push(new jsts.geom.Coordinate(polygon[i].x, polygon[i].y));
}
return coordinates;
}
The result is something like this:
Additional info: I usually use this type of inflating/deflating (a little modified for my purposes) for setting boundaries with radius on polygons that are drawn on a map (with Leaflet or Google maps). You just convert (lat,lng) pairs to JSTS coordinates and everything else is the same. Example:
回答5:
Each line should split the plane to \"inside\" and \"outline\"; you can find this out using the usual inner-product method.
Move all lines outward by some distance.
Consider all pair of neighbor lines (lines, not line segment), find the intersection. These are the new vertex.
Cleanup the new vertex by removing any intersecting parts. -- we have a few case here
(a) Case 1:
0--7 4--3
| | | |
| 6--5 |
| |
1--------2
if you expend it by one, you got this:
0----a----3
| | |
| | |
| b |
| |
| |
1---------2
7 and 4 overlap.. if you see this, you remove this point and all points in between.
(b) case 2
0--7 4--3
| | | |
| 6--5 |
| |
1--------2
if you expend it by two, you got this:
0----47----3
| || |
| || |
| || |
| 56 |
| |
| |
| |
1----------2
to resolve this, for each segment of line, you have to check if it overlap with latter segments.
(c) case 3
4--3
0--X9 | |
| 78 | |
| 6--5 |
| |
1--------2
expend by 1. this is a more general case for case 1.
(d) case 4
same as case3, but expend by two.
Actually, if you can handle case 4. All other cases are just special case of it with some line or vertex overlapping.
To do case 4, you keep a stack of vertex.. you push when you find lines overlapping with latter line, pop it when you get the latter line. -- just like what you do in convex-hull.
回答6:
Here is an alternative solution, see if you like this better.
Do a triangulation, it don\'t have to be delaunay -- any triangulation would do.
Inflate each triangle -- this should be trivial. if you store the triangle in the anti-clockwise order, just move the lines to right-hand-side and do intersection.
Merge them using a modified Weiler-Atherton clipping algorithm
回答7:
In the GIS world one uses negative buffering for this task:
http://www-users.cs.umn.edu/~npramod/enc_pdf.pdf
The JTS library should do this for you. See the documentation for the buffer operation: http://tsusiatsoftware.net/jts/javadoc/com/vividsolutions/jts/operation/buffer/package-summary.html
For a rough overview see also the Developer Guide:
http://www.vividsolutions.com/jts/bin/JTS%20Developer%20Guide.pdf
回答8:
Big thanks to Angus Johnson for his clipper library.
There are good code samples for doing the clipping stuff at the clipper homepage at http://www.angusj.com/delphi/clipper.php#code
but I did not see an example for polygon offsetting. So I thought that maybe it is of use for someone if I post my code:
public static List<Point> GetOffsetPolygon(List<Point> originalPath, double offset)
{
List<Point> resultOffsetPath = new List<Point>();
List<ClipperLib.IntPoint> polygon = new List<ClipperLib.IntPoint>();
foreach (var point in originalPath)
{
polygon.Add(new ClipperLib.IntPoint(point.X, point.Y));
}
ClipperLib.ClipperOffset co = new ClipperLib.ClipperOffset();
co.AddPath(polygon, ClipperLib.JoinType.jtRound, ClipperLib.EndType.etClosedPolygon);
List<List<ClipperLib.IntPoint>> solution = new List<List<ClipperLib.IntPoint>>();
co.Execute(ref solution, offset);
foreach (var offsetPath in solution)
{
foreach (var offsetPathPoint in offsetPath)
{
resultOffsetPath.Add(new Point(Convert.ToInt32(offsetPathPoint.X), Convert.ToInt32(offsetPathPoint.Y)));
}
}
return resultOffsetPath;
}
回答9:
Based on advice from @JoshO\'Brian, it appears the rGeos
package in the R
language implements this algorithm. See rGeos::gBuffer
.
回答10:
One further option is to use boost::polygon - the documentation is somewhat lacking, but you should find that the methods resize
and bloat
, and also the overloaded +=
operator, which actually implement buffering. So for example increasing the size of a polygon (or a set of polygons) by some value can be as simple as:
poly += 2; // buffer polygon by 2
回答11:
There are a couple of libraries one can use (Also usable for 3D data sets).
- https://github.com/otherlab/openmesh
- https://github.com/alecjacobson/nested_cages
- http://homepage.tudelft.nl/h05k3/Projects/MeshThickeningProj.htm
One can also find corresponding publications for these libraries to understand the algorithms in more detail.
The last one has the least dependencies and is self-contained and can read in .obj files.
Best wishes,
Stephan