Random rectangles placement with minimal overlap and good dispersion - c#

I have a Big Rectangle (axis-oriented) containing a lot of Small Rectangles (with the same orientation of the parent and with a fixed size of 82x176 pixels).
Now I have a Small Rectangle which is outside and I have to put it inside the Big Rectangle such that it is: - Randomly placed; - Not overlapping other Small Rectangles unless necessary due to lack of space (and, in this case, with the minimum overlap).
The algorithm, which will be used multiple times during my code execution, also needs to include a good distibution so that Small Rectangles will be nicely dispersed around the center of the Big Rectangle and not all clumped into one corner.
Googling, I found several algorithms concerning rectangles packing, largest empty rectangle, random distributions... but nothing really addresses my requirements nor shows a good code implementation.
Does anyone have any good ideas (code or pseudo-code is better, if possible, as normally my brain crashes when I see maths formulas)?

Your question is far too vague and far too difficult for anyone to post a solution; this isn't a solution. Rather, it is a lesson in how to attack this sort of problem. Start by reading this:
http://en.wikipedia.org/wiki/How_to_Solve_It
And maybe pick up a copy of the book while you're at it.
As Polya wisely says
If you can't solve a problem, then there is an easier problem you can solve: find it.
Here is a far easier version of your problem:
I have a straight line. On this line I have a collection of line segments. The start and end points of each line segment in the collection are both between 0 and some parameter n, inclusive. Some of the line segments might overlap each other.
Given the length of a new line segment, less than n, randomly place the new line segment such that its start and end points are both between 0 and n, and it does not "overlap" any line segment in the collection. If doing so is not possible then compute the start and end coordinates of the new line segment that minimize the amount it overlaps.
Can you write me a solution to that problem in C#? Believe me, if you can't solve the easier problem, then you'll never solve the rectangle version.
If you can't solve that problem then again make it easier until you can solve it. What if n is never bigger than 200? What if the collection of existing segments only has zero, one or two elements? What if the length of the new segment is always three? What if you get rid of the requirement of randomness? What if you get rid of the minimization problem? And so on. Keep on making the problem simpler until you can solve it. Once you have a solution to the simpler problem, try to adapt it into a solution to the larger problem. By practicing solving simpler problems you'll gain insight into solving the harder problem.

Depending on what you need it for, something may already exist. For example, if you are developing a web app, then look at jQuery Masonry: http://masonry.desandro.com/demos/basic-multi-column.html.
If that code serves your needs, but you're not doing a web app, then maybe you can inspect the source code to get what you need.
Hope this helps.

Related

Slicing a 3D model?

I want to slice a 3D model relative to an infinite plane(In WPF). I'm checking if edges intersect with the infinite plane. If true, I'll create a new point at the intersection position, so I'm getting a couple of points that I want to generate a cap on so that the model is closed after slicing. For example, if this is the cross section, the result would be as follows:
Note: The triangulation ain't important. I just need triangles.
I also need to detect the holes as follows(holes are marked in red):
If it is impossible to do it the way I think(It seems to be so), the how should I do it? How do developers cap an object after being sliced?
There is also too much confusion. For example, The first picture's result may be:
What am I missing??
EDIT:
After some research, I knew one thing that I am missing:
The input is now robust, and I need the exact same output. How do I accomplish that??
In the past, I have done this kind of thing using a BSP.
Sorry to be so vague, but its not a a trivial problem!
Basically you convert your triangle mesh into the BSP representation, add your clipping plane to the BSP, and then convert it back into triangles.
As code11 said already you have too few data to solve this, the points are not enough.
Instead of clipping edges to produce new points you should clip entire triangles, which would give you new edges. This way, instead of a bunch of points you'd have a bunch of connected edges.
In your example with holes, with this single modification you'd get a 3 polygons - which is almost what you need. Then you will need to compute only the correct triangulation.
Look for CSG term or Constructive Solid Geometry.
EDIT:
If the generic CSG is too slow for you and you have clipped edges already then I'd suggest to try an 'Ear Clipping' algorithm.
Here's some description with support for holes:
https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
You may try also a 'Sweep Line' approach:
http://sites-final.uclouvain.be/mema/Poly2Tri/
And similar question on SO, with many ideas:
Polygon Triangulation with Holes
I hope it helps.
Building off of what zwcloud said, your point representation is ambiguous. You simply don't have enough points to determine where any concavities/notches actually are.
However, if you can solve that by obtaining additional points (you need midpoints of segments I think), you just need to throw the points into a shrinkwrap algorithm. Then at least you will have a cap.
The holes are a bit more tricky. Perhaps you can get away with just looking at the excluded points from the output of the shrinkwrap calculation and trying to find additional shapes in that, heuristically favoring points located near the centroid of your newly created polygon.
Additional thought: If you can limit yourself to convex polygons with only one similarly convex hole, the problem will be much easier to solve.

Searching intersection point of two splines in graph

I am stuck at this point. I am trying to find where two lines in graph intersects. I have 10 points for each spline, but they intersects between this points.
I am using c# graph. (System.Windows.Forms.DataVisualization.Charting.Chart chart2;)
Do you have an idea how to solve this?
Here is this situation. Points are measured manually so there is minimum posibility that it will intersetcs on this given points.
Refine the splines to the degree of precision you need and then intersect (straight) line pairs, as Matthew suggested. This can be done quite efficient if you chose the right data structure to store the line segments, so that it supports fast range queries (kd-tree perhaps?).
Doing it analytically is going to be really hard, I guess.
I found the solution, I used least squares theory and polynomial function to represent equation of curve and after that solve the equation. If anybody needs solution just write me.

Is it possible to create isosurfaces using Oxyplot?

I'm using Oxyplot HeatMapSeries for representing some graphical data.
For a new application I need to represent the data with isosurfaces, something looking like this:
Some ideas around this:
I know the ContourSeries can do the isolines, but I can't find any option that allows me to fill the gaps between lines. Does this option exists?
I know the HeatMapSeries can be shown under the contourSeries so I can get a similar result but it does not fit our needs. .
Another option wolud be limiting the HeatMapSeries colours and eliminate the interpolation. Is this possible?
If anyone has another approach to the solution I will hear it!
Thanks in advance!
I'm evaluating whether Oxyplot will meet my needs and this question interests me... from looking at the ContourSeries source code, it appears to be only for finding and rendering the contour lines, but not filling the area between the lines. Looking at AreaSeries, I don't think you could just feed it contours because it is expecting two sets of points which when the ends are connected create a simple closed polygon. The best guess I have is "rasterizing" your data so that you round each data point to the nearest contour level, then plot the heatmap of that rasterized data under the contour. The ContourSeries appears to calculate a level step that does 20 levels across the data by default.
My shortcut for doing the rasterizing based on a step value is to divide the data by the level step you want, then truncate the number with Math.Floor.
Looking at HeatMapSeries, it looks like you can possibly try to turn interpolation off, use a HeatMapRenderMethod.Rectangles render method, or supply a LinearColorAxis with fewer steps and let the rendering do the rasterization perhaps? The Palettes available for a LinearColorAxis can be seen in the OxyPalettes source: BlueWhiteRed31, Hot64, Hue64, BlackWhiteRed, BlueWhiteRed, Cool, Gray, Hot, Hue, HueDistinct, Jet, and Rainbow.
I'm not currently in a position to run OxyPlot to test things, but I figured I would share what I could glean from the source code and limited documentation.

How can I calculate all nodes within X?

I am trying to implement a pathfinding algorithm, but I think I'm running into terminology issues, in that I'm not quite sure how to explain what I need the algorithm to do.
I have a regular grid of nodes, and I am trying to find all nodes within a certain "Manhattan Distance".
Finding the nodes within, say, 5, is simple enough.
But I am interested in a "Weighted Manhattan Distance", where certain squares "cost" twice as much (or more) to enter. For instance, if orange squares cost 2 to enter, and purple squares cost 10, the graph I'm interested in looks like this:
Firstly, is there a term for this? It's hard to look up info on things when you're not entirely sure what they're called in the first place.
Secondly, how can I calculate which nodes fall within my parameters? I'm not looking for a full solution, necessarily, just some hints to get started; when I realized my implementation would require three Dictionarys, I began to think there might be an easier way of handling things.
For terminology, you're basically asking for all points within a certain distance on an arbitrary (positive) weighted graph. The use of differing weights means it no longer corresponds to a specific metric such as Manhattan distance.
As for algorithms, Dijkstra's algorithm is probably what you want. The basic idea is to maintain the minimum cost to each square that you've found so far, and a priority queue of the best squares to explore next.
Unlike traditional Dijkstra's where you keep going until you find the minimal path to every square, you'll want to stop adding nodes to the queue if the distance to them is too long. Once you're done, you'll have a list of all squares whose shortest path from the starting square is at most x, which sounds like what you want.
Eric Lippert provides an excellent blog-series on writing an A-* path finding algorithm in C# here:
Part 1:http://blogs.msdn.com/b/ericlippert/archive/2007/10/02/path-finding-using-a-in-c-3-0.aspx
Part 2: http://blogs.msdn.com/b/ericlippert/archive/2007/10/04/path-finding-using-a-in-c-3-0-part-two.aspx
Part 3: http://blogs.msdn.com/b/ericlippert/archive/2007/10/08/path-finding-using-a-in-c-3-0-part-three.aspx
Part 4: http://blogs.msdn.com/b/ericlippert/archive/2007/10/10/path-finding-using-a-in-c-3-0-part-four.aspx
You are probably best to go with Dijkstra's algorithm with weighted graph, like described here:
http://www.csl.mtu.edu/cs2321/www/newLectures/29_Weighted_Graphs_and_Dijkstra's_Algorithm.html
(There is algorithm description near the middle of the page.)
Manhattan distance in your case probably just means you don't want the diagonal paths in the graph.

Scent based pathfinding using C# in games

Was wondering if anyone has knowledge on implementing pathfinding, but using scent. The stronger the scent in the nodes surrounding, is the way the 'enemy' moves towards.
Thanks
Yes, I did my university final project on the subject.
One of the applications of this idea is for finding the shortest path.
The idea is that the 'scent', as you put it, will decay over time. But the shortest path between two points will have the strongest scent.
Have a look at this paper.
What did you want to know exactly??
Not quite clear what the question is in particular - but this just seems like another way of describing the Ant colony optimization problem:
In computer science and operations
research, the ant colony optimization
algorithm (ACO) is a probabilistic
technique for solving computational
problems which can be reduced to
finding good paths through graphs.
Well, think about it for a minute.
My idea would to divide the game field into sections of 32x32 (or whatever size your character is). Then run some checks every x seconds (so if they stay still the tiles around them will have more 'scent') to figure out how strong a scent is on any given tile. Some examples might be: 1) If you cross over the tile, add 3; 2) if you crossed over an adjacent tile, add 1.
Then add things like degradation over time, reduce every tile by 1 every x seconds until it hits zero.
The last thing you will need to worry about is using AI to track this path. I would recommend just putting the AI somewhere, and telling it to find a node with a scent, then goto an adjacent node with a higher/equal value scent. Also worry about crossing off paths taken. If the player goes up a path, then back down it another direction, make sure the AI does always just take the looped back path.
The last thing to look at with the AI would be to add a bit of error. Make the AI take the wrong path every once in a while. Or lose the trail a little more easily.
Those are the key points, I'm sure you can come up with some more, with some more brainstorming.
Every game update (or some other, less frequent time frame), increase the scent value of nodes near to where the target objects (red blobs) are.
Decrease all node scent values by some fall-off amount to zero.
In the yellow blob's think/move function get available nodes to move to. Move towards the node with the highest scent value.
Depending on the number of nodes the 'decrease all node scent values' could do with optomisation, e.g. maybe maintaining a a list of non-zero nodes to be decreased.
I see a big contradiction between scent model and pathfinding. For a hunter in the nature finding the path by scent means finding exactly the path used by the followed subject. And in games pathfinding means finding the fastest path between two points. It is not the same.
1. While modelling the scent you will count the scent concentration in the point as the SUM of the surrounding concentrations multiplied by different factors. And searching for the fastest path from the point means taking the MINIMUM of the times counted for surrounding points, multiplied by the different parametres.
2. Counting the scent you should use recursive model - scent goes in all directions, including backward. In the case of the pathfinding, if you have found the shortest paths for points surrounding the target, they won't change.
3 Level of scent can rise and fall. In pathfinding, while searching for minimum, the result can never rise.
So, the scent model is really much more complicated than your target. Of course, what I have said, is true only for the standard situation and you can have something very special...

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