I have mapbox map with ~2000 points and I have voronoi polygons drawn around them vith turf.js, how can set boundaries around country so polygon don't stretch all over the world? I just want to mask/trim them and keep polygons around country borders.
What I already tried is using turf.js mask feature (https://turfjs.org/docs/#mask) but I lose all layers (there are no polygons/points anymore).
Here is my code on JSFiddle:
https://jsfiddle.net/eqxdjv6z/
Loop through each Border of each Voronoi cell and check if it crosses the outer shell.
If so, set the Intersection as a new edge of the Voronoi cell and delete all edges that are outside the meshing area.
Maybe this helps you, as well: https://discourse.mcneel.com/t/trim-voronoi-cell/78408
I see this has been answered, but I had the same issue and I believe there is a cleaner solution. You can simply use the turf/intersect function to clip the voronoi cells to another geometry. No manual border checking or anything.
Related
I have a set of 2D polygon shapes, each one with a varying amount of points that are determined at runtime.
I need to draw (or "paint") these polygons on top of a surface.
I also need to fill in the areas of each polygon with a specific color that is also determined at runtime.
The polygons only really need to be drawn once, however solutions that would allow me to update/change the colors would be nice.The project will be built for WebGL.
The polygons are to mark of specific areas on a surface so they shouldn't repeat.
Polygons can overlap with eachother
What are the different/best solutions that may help me achieve this?
Am also open to suggestions and further reading
I'm a relative Beginner to Unity but a somewhat experienced programmer and know a slight bit about shader programming.
By polygons I don't mean geometry I just mean a regular shapes I would like to paint on to a surface. Its just that I will always have polygons with a varying amount of points that are loaded in at runtime.
First, u need to split the surface into that polygon then u need to have materials on them and the code that specifies the colour should update the colour of the material which is on that specific polygon. Creating materials could be done in code to avoid a lot of work in a simple loop.
Is there any way in Leaflet to edit a shape file (from database) consisting of adjacent polygons in the same manner as in QGIS using the "Reshape feature"-tool in the Advanced Edit toolbar?
At the moment I'm using Leaflet.pm to edit. It works fine to reshape an activated polygon by draging coordinates, but I would like adjacent polygons to align to the new shape. And draging coordinates can turn into a lot of work. Drawing the new boarder as with "reshape feature"-tool would be ideal. Anyone know if it's possible and if so: how?
Thanks!
Hi Guys I am doing some work on iOS and the work requires use of OpenGL es. So now I have a bunch of squares, cubes and triangles on the screen. Some of these geometries might overlap. Any ideas/ approaches for touch detection?
Regards
To follow up on the answer already given, squares, cubes and triangles are convex shapes so you can perform ray-object intersection quite easily, even directly from the geometry rather than from the mathematical description of the perfect object.
You're going to need to be able to calculate the distance of a point from the plane and the intersection of a ray with the plane. As a simple test you can implement yourself very quickly, for each polygon on the convex shape work out the intersection between the ray and the plane. Then check whether that point is behind all the planes defined by polygons that share an edge with the one you just tested. If so then the hit is on the surface of the object — though you should be careful about coplanar adjoining polygons and rounding errors.
Once you've found a collision you can easily get the length of the ray to the point of collision. The object with the shortest distance is the one that's in front.
If that's fast enough then great, otherwise you'll probably want to look into partitioning the world or breaking objects down to their silhouettes. Convex objects are really simple — consider all the edges that run between one polygon and the next. If only exactly one of those polygons is front facing then the edge is part of the silhouette. All the silhouettes edges together can be projected to a convex 2d shape on the view plane. You can then test touches by performing a 2d point-in-polygon from that.
A further common alternative that eliminates most of the maths is picking. You'd render the scene to an invisible buffer with each object appearing as a solid blob in a suitably unique colour. To test for touch, you'd just do a glReadPixels and inspect the colour.
For the purposes of glu on the iPhone, you can grab SGI's implementation (as used by MESA). I've used its tessellator in a shipping, production project before.
I had that problem in the past. What I have used is an implementation of glu unproject that you can find on google (it uses the inverse of the model view projection matrix and the viewport size). This allows you to map the 2D screen coordinates to a 3D vector into the world. Then, you can use this vector to intersect with your objects and see which one intersects (or comes really close to doing so).
I do hope there are better ways of doing this, so I look forward to other answers as well!
Once you get the inverse-modelview and cast your ray (vector), you still need to know if the ray intersects your geometry. One approach would be to grab the depth (z in view coordinate system) of the object's center and extend (stretch) your vector just that far. Then see if the vector's "head" ends within the volume of your object or not (you need the objects center and e.g. Its radius, if it's a sphere)
Maybe I'm asking this too soon in my research, but I'd better know if this is possible sooner than later.
Imagine I have the following square printed on a paper on top of a table:
The table is brown, so it does not match with any of the colors in the square. Is there a way for me, from a common iPhone camera (non-stereo view), to figure out the distance and angle from which Im looking at the square in the table?
In the end what I'm looking for is being able to draw a 3D square on top of this one using the camera image, but I'm not sure if I am going to be able to figure out the distance and position of the object in space using only a 2D image. Any hints are well appreciated.
Short answer: http://weblog.bocoup.com/javascript-augmented-reality
Big answer:
First posterize, Then vectorize, With the vectors in your power you may need to do some math tricks to define, based on the vectors position, the perspective and then the camera position.
Maybe this help:
www.pixastic.com/lib/docs/actions/posterize/
github.com/selead/cl-vectorizer
vectormagic.com/home
autotrace.sourceforge.net
www.scipy.org/PyLab
raphaeljs.com/
technabob.com/blog/2007/12/29/video-games-get-vectorized/
superuser.com/questions/88415/is-there-an-open-source-alternative-to-vector-magic
Oughta be possible. Scan the image for the red/blue/yellow pattern, then do edge detection to figure out how warped the squares are (they'll be parallelograms in anything but straight-on view). Distance would depend on the camera's zoom setting and scan resolution. But basically you'd count how many pixels are visible in each of the squares, run that past the camera's specs and you should be able to determine a rough distance.
I have some data points which I have devided into them into some clusters with some clustering algorithms as the picture below:(it might takes some time for the image to appear)
alt text http://www.freeimagehosting.net/uploads/05a807bc42.png
Each color represents different cluster. I have to draw polygons around each cluster. I use convhull for this reason. But as you can see the polygon for the red cluster is very big and covers a lot of areas, which is not the one I am looking for. I need to draw lines(ploygons) exactly around my data sets. For example in the picture above I want a polygon that is drawn exactly the same(and around) as the red cluster with the 3 branches. In other words, in this case I need a polygon with 3 branches to cover my red clusters not that big polygon that covers the whole area. Can anyone help me with this?
Please Note that the solution should be general, because the clusters will change in each run of the algorithm, so it needs to be in a way that is general.
I am not sure this is a fully specified question. I see this variants on this question come up quite often.
Why this can not really be answered here: Imagine six points, three in an equilateral triangle with another three in an equilateral triangle inside it in the same orientation.
What is the correct hull around this? Is it just the convex hull? Is it the inner triangle with three line spurs coming out from it? Does it matter what the relative sizes of the triangles are? Should you have to specify that parameter then?
If your clusters are very compact, you could try the following:
Create a grid, say with a spacing of 0.1.
Set every pixel in the grid to 1 if there's at least one data point covering it, set the pixel to 0 if there is no data point covering the pixel.
You may need to run imclose on your mask in order to fill little holes inside that have not been colored due to sheer bad luck.
Extract the border pixels using, e.g. bwperim. This is the outline of the polygon you're looking for.