AForge.Math.Geometry.PointsCloud.GetFurthestPoint C# (CSharp) Method

GetFurthestPoint() public static method

Find furhtest point from the specified point.
public static GetFurthestPoint ( IEnumerable cloud, IntPoint referencePoint ) : IntPoint
cloud IEnumerable Collection of points to search furthest point in.
referencePoint IntPoint The point to search furthest point from.
return IntPoint
        public static IntPoint GetFurthestPoint( IEnumerable<IntPoint> cloud, IntPoint referencePoint )
        {
            IntPoint furthestPoint = referencePoint;
            double maxDistance = -1;

            int rx = referencePoint.X;
            int ry = referencePoint.Y;

            foreach ( IntPoint point in cloud )
            {
                int dx = rx - point.X;
                int dy = ry - point.Y;
                // we are not calculating square root for finding "real" distance,
                // since it is really not important for finding furthest point
                double distance = dx * dx + dy * dy;

                if ( distance > maxDistance )
                {
                    maxDistance = distance;
                    furthestPoint = point;
                }
            }

            return furthestPoint;
        }

Usage Example

Example #1
0
        /// <summary>
        /// Find corners of quadrilateral or triangular area, which contains the specified collection of points.
        /// </summary>
        ///
        /// <param name="cloud">Collection of points to search quadrilateral for.</param>
        ///
        /// <returns>Returns a list of 3 or 4 points, which are corners of the quadrilateral or
        /// triangular area filled by specified collection of point. The first point in the list
        /// is the point with lowest X coordinate (and with lowest Y if there are several points
        /// with the same X value). The corners are provided in counter clockwise order
        /// (<a href="http://en.wikipedia.org/wiki/Cartesian_coordinate_system">Cartesian
        /// coordinate system</a>).</returns>
        ///
        /// <remarks><para>The method makes an assumption that the specified collection of points
        /// form some sort of quadrilateral/triangular area. With this assumption it tries to find corners
        /// of the area.</para>
        ///
        /// <para><note>The method does not search for <b>bounding</b> quadrilateral/triangular area,
        /// where all specified points are <b>inside</b> of the found quadrilateral/triangle. Some of the
        /// specified points potentially may be outside of the found quadrilateral/triangle, since the
        /// method takes corners only from the specified collection of points, but does not calculate such
        /// to form true bounding quadrilateral/triangle.</note></para>
        ///
        /// <para>See <see cref="QuadrilateralRelativeDistortionLimit"/> property for additional information.</para>
        /// </remarks>
        ///
        public static List <IntPoint> FindQuadrilateralCorners(IEnumerable <IntPoint> cloud)
        {
            // quadrilateral's corners
            var corners = new List <IntPoint>( );

            // get bounding rectangle of the points list
            IntPoint minXY, maxXY;

            PointsCloud.GetBoundingRectangle(cloud, out minXY, out maxXY);
            // get cloud's size
            var cloudSize = maxXY - minXY;
            // calculate center point
            var center = minXY + cloudSize / 2;
            // acceptable deviation limit
            var distortionLimit = quadrilateralRelativeDistortionLimit * (cloudSize.X + cloudSize.Y) / 2;

            // get the furthest point from (0,0)
            var point1 = PointsCloud.GetFurthestPoint(cloud, center);
            // get the furthest point from the first point
            var point2 = PointsCloud.GetFurthestPoint(cloud, point1);

            corners.Add(point1);
            corners.Add(point2);

            // get two furthest points from line
            IntPoint point3, point4;
            float    distance3, distance4;

            PointsCloud.GetFurthestPointsFromLine(cloud, point1, point2,
                                                  out point3, out distance3, out point4, out distance4);

            // ideally points 1 and 2 form a diagonal of the
            // quadrilateral area, and points 3 and 4 form another diagonal

            // but if one of the points (3 or 4) is very close to the line
            // connecting points 1 and 2, then it is one the same line ...
            // which means corner was not found.
            // in this case we deal with a trapezoid or triangle, where
            // (1-2) line is one of it sides.

            // another interesting case is when both points (3) and (4) are
            // very close the (1-2) line. in this case we may have just a flat
            // quadrilateral.

            if (
                ((distance3 >= distortionLimit) && (distance4 >= distortionLimit)) ||

                ((distance3 < distortionLimit) && (distance3 != 0) &&
                 (distance4 < distortionLimit) && (distance4 != 0)))
            {
                // don't add one of the corners, if the point is already in the corners list
                // (this may happen when both #3 and #4 points are very close to the line
                // connecting #1 and #2)
                if (!corners.Contains(point3))
                {
                    corners.Add(point3);
                }
                if (!corners.Contains(point4))
                {
                    corners.Add(point4);
                }
            }
            else
            {
                // it seems that we deal with kind of trapezoid,
                // where point 1 and 2 are on the same edge

                var tempPoint = (distance3 > distance4) ? point3 : point4;

                // try to find 3rd point
                PointsCloud.GetFurthestPointsFromLine(cloud, point1, tempPoint,
                                                      out point3, out distance3, out point4, out distance4);

                var thirdPointIsFound = false;

                if ((distance3 >= distortionLimit) && (distance4 >= distortionLimit))
                {
                    if (point4.DistanceTo(point2) > point3.DistanceTo(point2))
                    {
                        point3 = point4;
                    }

                    thirdPointIsFound = true;
                }
                else
                {
                    PointsCloud.GetFurthestPointsFromLine(cloud, point2, tempPoint,
                                                          out point3, out distance3, out point4, out distance4);

                    if ((distance3 >= distortionLimit) && (distance4 >= distortionLimit))
                    {
                        if (point4.DistanceTo(point1) > point3.DistanceTo(point1))
                        {
                            point3 = point4;
                        }

                        thirdPointIsFound = true;
                    }
                }

                if (!thirdPointIsFound)
                {
                    // failed to find 3rd edge point, which is away enough from the temp point.
                    // this means that the clound looks more like triangle
                    corners.Add(tempPoint);
                }
                else
                {
                    corners.Add(point3);

                    // try to find 4th point
                    float tempDistance;

                    PointsCloud.GetFurthestPointsFromLine(cloud, point1, point3,
                                                          out tempPoint, out tempDistance, out point4, out distance4);

                    if ((distance4 >= distortionLimit) && (tempDistance >= distortionLimit))
                    {
                        if (tempPoint.DistanceTo(point2) > point4.DistanceTo(point2))
                        {
                            point4 = tempPoint;
                        }
                    }
                    else
                    {
                        PointsCloud.GetFurthestPointsFromLine(cloud, point2, point3,
                                                              out tempPoint, out tempDistance, out point4, out distance4);

                        if ((tempPoint.DistanceTo(point1) > point4.DistanceTo(point1)) &&
                            (tempPoint != point2) && (tempPoint != point3))
                        {
                            point4 = tempPoint;
                        }
                    }

                    if ((point4 != point1) && (point4 != point2) && (point4 != point3))
                    {
                        corners.Add(point4);
                    }
                }
            }

            // put the point with lowest X as the first
            for (int i = 1, n = corners.Count; i < n; i++)
            {
                if ((corners[i].X < corners[0].X) ||
                    ((corners[i].X == corners[0].X) && (corners[i].Y < corners[0].Y)))
                {
                    var temp = corners[i];
                    corners[i] = corners[0];
                    corners[0] = temp;
                }
            }


            // sort other points in counter clockwise order
            var k1 = (corners[1].X != corners[0].X) ?
                     ((float)(corners[1].Y - corners[0].Y) / (corners[1].X - corners[0].X)) :
                     ((corners[1].Y > corners[0].Y) ? float.PositiveInfinity : float.NegativeInfinity);

            var k2 = (corners[2].X != corners[0].X) ?
                     ((float)(corners[2].Y - corners[0].Y) / (corners[2].X - corners[0].X)) :
                     ((corners[2].Y > corners[0].Y) ? float.PositiveInfinity : float.NegativeInfinity);

            if (k2 < k1)
            {
                var temp = corners[1];
                corners[1] = corners[2];
                corners[2] = temp;

                var tk = k1;
                k1 = k2;
                k2 = tk;
            }

            if (corners.Count == 4)
            {
                var k3 = (corners[3].X != corners[0].X) ?
                         ((float)(corners[3].Y - corners[0].Y) / (corners[3].X - corners[0].X)) :
                         ((corners[3].Y > corners[0].Y) ? float.PositiveInfinity : float.NegativeInfinity);

                if (k3 < k1)
                {
                    var temp = corners[1];
                    corners[1] = corners[3];
                    corners[3] = temp;

                    var tk = k1;
                    k1 = k3;
                    k3 = tk;
                }
                if (k3 < k2)
                {
                    var temp = corners[2];
                    corners[2] = corners[3];
                    corners[3] = temp;

                    var tk = k2;
                    k2 = k3;
                    k3 = tk;
                }
            }

            return(corners);
        }