/// <summary>
        /// Modifies a polygon and creates a random shape.
        ///
        /// Algorithm:
        ///
        /// * create a new polygon, subdivided this way:
        ///   + get center of polygon
        ///   + create a list of angles for iteration
        ///   + iterate through the angles, create a line using the angle and find the intersection with a line of the polygon
        /// * iterate through the subdivided polygon
        ///   + move the vertex towards the center
        ///   + consider previous vertex in order to not move in too large steps
        /// </summary>
        public static List <Vector> CreateRandomShape(List <Vector> polygon, double ellipseRelaxationFactor, int angleStepCount, bool randomAngleMovement, bool keepOriginalShape, bool randomStartAngle)
        {
            Vector meanVector = PolygonUtils.GetMeanVector(polygon);
            double length     = meanVector.Length * 2;

            // get the list of angles to step through
            List <double> angleRadList = CreateAngleList(angleStepCount, randomAngleMovement, randomStartAngle);

            // resample the original polygon by angle line intersection
            List <Vector> resampledPolygon = ResamplePolygon(polygon, meanVector, angleRadList, keepOriginalShape);

            #region create new polygon using the intersections
            List <Vector> newPolygon = new List <Vector>();

            for (int i = 0; i < resampledPolygon.Count; i++)
            {
                Vector curr = resampledPolygon[i];

                // position on the ellipse
                Vector position = curr;

                // from center to position
                double distance  = (position - meanVector).Length;
                Vector direction = (position - meanVector);
                direction.Normalize();

                // move from center towards new position. but not too much, let it depend on the previous distance
                {
                    // move initially from 0 to max distance. otherwise use the previous value
                    double min = distance * ellipseRelaxationFactor;
                    double max = distance;

                    // the radius must be smaller during the next iteration, we are navigating around an ellipse => clamp the values
                    if (min > max)
                    {
                        min = max;
                    }

                    double moveDistance = Utils.GetRandomRange(min, max);

                    distance = moveDistance;
                }

                position = meanVector + distance * direction;

                newPolygon.Add(position);
            }
            #endregion create new polygon using the intersections

            /*
             * TODO: Douglas-Peucker reduction
             */

            // sort again
            PolygonUtils.SortClockWise(newPolygon);

            return(newPolygon);
        }
        // resample the polygon by creating vertices which are created by casting lines from mean vector to the polygon lines and using the intersection points
        // this assumes that the mean vector is enclosed in a polygon
        public static List <Vector> ResamplePolygon(List <Vector> polygon, Vector meanVector, List <double> angleRadList, bool keepOriginalShape)
        {
            double length = meanVector.Length * 2;

            List <Vector> resampledPolygon = new List <Vector>();

            // add existing points in order to keep the general voronoi shape
            if (keepOriginalShape)
            {
                resampledPolygon.AddRange(polygon);
            }

            for (int i = 0; i < angleRadList.Count; i++)
            {
                // convert angle from deg to rad
                double angle = angleRadList[i];

                double x = meanVector.X + length * Math.Cos(angle);
                double z = meanVector.X + length * Math.Sin(angle);

                // position on the ellipse
                Vector line1PositionA = meanVector;
                Vector line1PositionB = new Vector(x, z);

                for (var j = 0; j < polygon.Count; j++)
                {
                    int currIndex = j;
                    int nextIndex = j + 1;
                    if (nextIndex == polygon.Count)
                    {
                        nextIndex = 0;
                    }

                    Vector line2PositionA = new Vector(polygon[currIndex].X, polygon[currIndex].Y);
                    Vector line2PositionB = new Vector(polygon[nextIndex].X, polygon[nextIndex].Y);


                    Vector intersection = new Vector(0, 0);

                    // try and find an intersection. if one is found, add the point to the list
                    if (PolygonUtils.LineSegmentsIntersection(line1PositionA, line1PositionB, line2PositionA, line2PositionB, out intersection))
                    {
                        resampledPolygon.Add(intersection);
                        break;
                    }
                }
            }

            // sort again
            PolygonUtils.SortClockWise(resampledPolygon);

            return(resampledPolygon);
        }
Ejemplo n.º 3
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        /// <summary>
        /// Create a random ellipse and paint all voronoi cells in the same color which have the the centroid inside the ellipse
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void Testing_ColorizeVoronoiWithinRandomEllipseBounds(object sender, RoutedEventArgs e)
        {
            // parameters
            double ellipseWidthMin  = 50;
            double ellipseHeightMin = 50;
            double ellipseWidthMax  = 200;
            double ellipseHeightMax = 200;

            double width  = CanvasBorder.ActualWidth;
            double height = CanvasBorder.ActualHeight;

            double positionMargin = 0;

            double x = Utils.GetRandomRange(positionMargin, width - positionMargin);
            double y = Utils.GetRandomRange(positionMargin, height - positionMargin);

            Vector position = new Vector(x, y);

            double ellipseWidth  = Utils.GetRandomRange(ellipseWidthMin, ellipseWidthMax);
            double ellipseHeight = Utils.GetRandomRange(ellipseHeightMin, ellipseHeightMax);

            // ellipse x/y (and check if point is in ellipse) spans the entire canvas
            var ellipseX = position.X;
            var ellipseY = position.Y;

            // check if point is inside ellipse

            Vector[] clipPolygon = GetClipPolygon();

            for (int i = 0; i < graph.GetAllVectors().Count; i++)
            {
                Cell cell = graph.GetVoronoiCell(i, clipPolygon);

                Vector compareVector = cell.Centroid;


                double checkEllipse = PolygonUtils.IsInEllipse(ellipseX, ellipseY, ellipseWidth / 2, ellipseHeight / 2, compareVector.X, compareVector.Y);

                if (checkEllipse < 1)
                {
                    colorMap[i] = Colors.Black;
                }
            }

            CreateGraph();

            // draw ellipse
            SolidColorBrush brush = new SolidColorBrush(Colors.Black);

            // create ellipse
            var ellipse = new Ellipse
            {
                Stroke              = brush,
                StrokeThickness     = 2,
                HorizontalAlignment = HorizontalAlignment.Left,
                VerticalAlignment   = VerticalAlignment.Top,
                Width  = ellipseWidth,
                Height = ellipseHeight
            };

            var ellipseDrawX = ellipseX - 0.5 * ellipseWidth;
            var ellipseDrawY = ellipseY - 0.5 * ellipseHeight;

            ellipse.Margin = new Thickness(ellipseDrawX, ellipseDrawY, 0, 0);

            Graph.Children.Add(ellipse);
        }