我想寫一個PHP函數來計算多邊形的重心。多邊形的重心
我看過其他類似的問題,但我似乎無法找到解決方案。
我的問題是,我需要能夠計算正常和不規則多邊形甚至自相交多邊形的重心。
這可能嗎?
我也讀過:http://paulbourke.net/geometry/polyarea/ 但這隻限於非自相交多邊形。
我該怎麼做?你能指點我正確的方向嗎?
我想寫一個PHP函數來計算多邊形的重心。多邊形的重心
我看過其他類似的問題,但我似乎無法找到解決方案。
我的問題是,我需要能夠計算正常和不規則多邊形甚至自相交多邊形的重心。
這可能嗎?
我也讀過:http://paulbourke.net/geometry/polyarea/ 但這隻限於非自相交多邊形。
我該怎麼做?你能指點我正確的方向嗎?
比重(也被稱爲「質量中心」或「質心」可以用下面的公式來計算的中心:從Wikipedia提取
X = SUM[(Xi + Xi+1) * (Xi * Yi+1 - Xi+1 * Yi)]/6/A
Y = SUM[(Yi + Yi+1) * (Xi * Yi+1 - Xi+1 * Yi)]/6/A
: 非自相交的質心由n個頂點(X0,Y0),(X1,Y1)限定封閉的多邊形,...,(XN-1,炔1)是點(CX,CY),其中
和其中A是多邊形的簽名區域,
實施例使用VBasic:
' Find the polygon's centroid.
Public Sub FindCentroid(ByRef X As Single, ByRef Y As _
Single)
Dim pt As Integer
Dim second_factor As Single
Dim polygon_area As Single
' Add the first point at the end of the array.
ReDim Preserve m_Points(1 To m_NumPoints + 1)
m_Points(m_NumPoints + 1) = m_Points(1)
' Find the centroid.
X = 0
Y = 0
For pt = 1 To m_NumPoints
second_factor = _
m_Points(pt).X * m_Points(pt + 1).Y - _
m_Points(pt + 1).X * m_Points(pt).Y
X = X + (m_Points(pt).X + m_Points(pt + 1).X) * _
second_factor
Y = Y + (m_Points(pt).Y + m_Points(pt + 1).Y) * _
second_factor
Next pt
' Divide by 6 times the polygon's area.
polygon_area = PolygonArea
X = X/6/polygon_area
Y = Y/6/polygon_area
' If the values are negative, the polygon is
' oriented counterclockwise. Reverse the signs.
If X < 0 Then
X = -X
Y = -Y
End If
End Sub
希望它有幫助。
問候!
你有一個VEC 2結構與x和y屬性:
const Vec2 findCentroid(Vec2* pts, size_t nPts){
Vec2 off = pts[0];
float twicearea = 0;
float x = 0;
float y = 0;
Vec2 p1, p2;
float f;
for (int i = 0, j = nPts - 1; i < nPts; j = i++) {
p1 = pts[i];
p2 = pts[j];
f = (p1.x - off.x) * (p2.y - off.y) - (p2.x - off.x) * (p1.y - off.y);
twicearea += f;
x += (p1.x + p2.x - 2 * off.x) * f;
y += (p1.y + p2.y - 2 * off.y) * f;
}
f = twicearea * 3;
return Vec2(x/f + off.x, y/f + off.y);
}
,並在javascript:
function findCentroid(pts, nPts) {
var off = pts[0];
var twicearea = 0;
var x = 0;
var y = 0;
var p1,p2;
var f;
for (var i = 0, j = nPts - 1; i < nPts; j = i++) {
p1 = pts[i];
p2 = pts[j];
f = (p1.lat - off.lat) * (p2.lng - off.lng) - (p2.lat - off.lat) * (p1.lng - off.lng);
twicearea += f;
x += (p1.lat + p2.lat - 2 * off.lat) * f;
y += (p1.lng + p2.lng - 2 * off.lng) * f;
}
f = twicearea * 3;
return {
X: x/f + off.lat,
Y: y/f + off.lng
};
}
或好老c和在假定你具有x和y屬性的Point結構:
const Point centroidForPoly(const int numVerts, const Point* verts)
{
float sum = 0.0f;
Point vsum = 0;
for (int i = 0; i<numVerts; i++){
Point v1 = verts[i];
Point v2 = verts[(i + 1) % numVerts];
float cross = v1.x*v2.y - v1.y*v2.x;
sum += cross;
vsum = Point(((v1.x + v2.x) * cross) + vsum.x, ((v1.y + v2.y) * cross) + vsum.y);
}
float z = 1.0f/(3.0f * sum);
return Point(vsum.x * z, vsum.y * z);
}
這是開箱即用的唯一一款。順便說一句,你忘了在C版本中的偏移:) – Matthieu 2017-08-03 14:09:07
In php:
// Find the polygon's centroid.
function getCenter($polygon)
{
$NumPoints = count($polygon);
if($polygon[$NumPoints-1] == $polygon[0]){
$NumPoints--;
}else{
//Add the first point at the end of the array.
$polygon[$NumPoints] = $polygon[0];
}
// Find the centroid.
$X = 0;
$Y = 0;
For ($pt = 0 ;$pt<= $NumPoints-1;$pt++){
$factor = $polygon[$pt][0] * $polygon[$pt + 1][1] - $polygon[$pt + 1][0] * $polygon[$pt][1];
$X += ($polygon[$pt][0] + $polygon[$pt + 1][0]) * $factor;
$Y += ($polygon[$pt][1] + $polygon[$pt + 1][1]) * $factor;
}
// Divide by 6 times the polygon's area.
$polygon_area = ComputeArea($polygon);
$X = $X/6/$polygon_area;
$Y = $Y/6/$polygon_area;
return array($X, $Y);
}
function ComputeArea($polygon)
{
$NumPoints = count($polygon);
if($polygon[$NumPoints-1] == $polygon[0]){
$NumPoints--;
}else{
//Add the first point at the end of the array.
$polygon[$NumPoints] = $polygon[0];
}
$area = 0;
for ($i = 0; $i < $NumPoints; $i++) {
$i1 = ($i + 1) % $NumPoints;
$area += ($polygon[$i][1] + $polygon[$i1][1]) * ($polygon[$i1][0] - $polygon[$i][0]);
}
$area /= 2;
return $area;
}
更多詳情:
什麼是'ComputeArea()'? – Matthieu 2017-08-03 14:03:49
@Matthieu對不起,我忘了添加函數,我用ComputeArea()函數編輯代碼。 – 2017-08-03 14:13:49
這是我在接受的解決方案的Java實現,我增加了一個額外條件檢查,因爲我的一些多邊形持平,沒有區域,而不是給我中點,它返回(0,0)。因此,在這種情況下,我引用了一個簡單地平均頂點的不同方法。最後的四捨五入是因爲我想將輸出對象保留爲整數,即使它不精確,但我歡迎您將其刪除。另外,因爲我所有的積分都是正整數,所以檢查對我來說是有意義的,但對於你來說,增加一個區域檢查== 0也是有意義的。
private Vertex getCentroid() {
double xsum = 0, ysum = 0, A = 0;
for (int i = 0; i < corners.size() ; i++) {
int iPlusOne = (i==corners.size()-1)?0:i+1;
xsum += (corners.get(i).getX() + corners.get(iPlusOne).getX()) * (corners.get(i).getX() * corners.get(iPlusOne).getY() - corners.get(iPlusOne).getX() * corners.get(i).getY());
ysum += (corners.get(i).getY() + corners.get(iPlusOne).getY()) * (corners.get(i).getX() * corners.get(iPlusOne).getY() - corners.get(iPlusOne).getX() * corners.get(i).getY());
A += (corners.get(i).getX() * corners.get(iPlusOne).getY() - corners.get(iPlusOne).getX() * corners.get(i).getY());
}
A = A/2;
if(xsum==0 &&ysum==0)
{
area = averageHeight/2;
return getMidpointCenter();
}
double x = xsum/(6 * A);
double y = ysum/(6 * A);
area = A;
return new Vertex((int) Math.round(x), (int) Math.round(y));
}
既然大家都是爲實現此算法中以不同的語言這麼多的樂趣,這裏是我的版本,我敲了Python的:
def polygon_centre_area(vertices: Sequence[Sequence[float]]) -> Tuple[Sequence[float], float]:
x_cent = y_cent = area = 0
v_local = vertices + [vertices[0]]
for i in range(len(v_local) - 1):
factor = v_local[i][0] * v_local[i+1][1] - v_local[i+1][0] * v_local[i][1]
area += factor
x_cent += (v_local[i][0] + v_local[i+1][0]) * factor
y_cent += (v_local[i][1] + v_local[i+1][1]) * factor
area /= 2.0
x_cent /= (6 * area)
y_cent /= (6 * area)
area = math.fabs(area)
return ([x_cent, y_cent], area)
1)截屏。 2)打印出來。 3)用剪刀剪下多邊形。 4)放在一些尺度上。 5)。 6)利潤。 – Greg 2011-03-11 10:17:41
如果你可以將自相交多邊形分成幾個非自相交的多邊形,那麼我猜計算這些多邊形的重心很容易...... – 2011-03-11 10:18:07
@MarvinLabs在我的情況下,這樣做是不可能的! :( – mixkat 2011-03-11 10:20:49