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- using System;
- using System.Collections.Generic;
- using System.Windows;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- namespace SketchAssistantWPF
- {
- /// <summary>
- /// A class that contains all algorithms related to geometry.
- /// </summary>
- public static class GeometryCalculator
- {
- /// <summary>
- /// Calculate the approximate similarity of two lines.
- /// Using three weighted parameters to calculate a value between 0 and 1 to indicate the similarity of the lines.
- /// </summary>
- /// <param name="l0">The first line.</param>
- /// <param name="l1">The second line.</param>
- /// <returns>The similarity of the two lines.</returns>
- public static double CalculateSimilarity(InternalLine l0, InternalLine l1)
- {
- double CosSim = Math.Abs(CalculateAverageCosineSimilarity(l0, l1));
- double LenSim = CalculateLengthSimilarity(l0, l1);
- double AvDist = CalculateAverageDistance(l0, l1);
- double DistSim = (50 - AvDist) / 50;
- if (DistSim < 0) DistSim = 0;
- if (CosSim < 0.5) CosSim = 0;
- double output = (2 * CosSim + LenSim + DistSim) / 4;
- System.Diagnostics.Debug.WriteLine("Results: CosSim: {0}, LenSim: {1}, AvDist {2}, DistSim: {3}. Total: {4}",
- CosSim, LenSim, AvDist, DistSim, output);
- return output;
- }
- /// <summary>
- /// The cosine similarity of two vectors.
- /// </summary>
- /// <param name="v0">The first vector</param>
- /// <param name="v1">The second vector</param>
- /// <returns>The cosine similarity</returns>
- private static double CosineSimilarity(Vector v0, Vector v1)
- {
- return (v0.X * v1.X + v0.Y * v1.Y) / (Math.Sqrt(v0.X * v0.X + v0.Y * v0.Y) * Math.Sqrt(v1.X * v1.X + v1.Y * v1.Y));
- }
- /// <summary>
- /// An approximate calculation of the average cosine similarity
- /// of two lines, achieved by calculating the cosine similarity of subvectors.
- /// </summary>
- /// <param name="l0">The first line</param>
- /// <param name="l1">The second line</param>
- /// <returns>The approximate average cosine similarity of all subvectors</returns>
- public static double CalculateAverageCosineSimilarity(InternalLine l0, InternalLine l1)
- {
- //check if one of the lines is a point, or both lines are points
- if ((l0.isPoint && !l1.isPoint) || (l1.isPoint && !l0.isPoint)) return 0;
- else if (l0.isPoint && l1.isPoint) return 1;
- List<Point> points0 = l0.GetPoints();
- List<Point> points1 = l1.GetPoints();
- if (points0.Count == points1.Count)
- {
- //If the two lists have an equal amount of subvectors,
- //compare the nth subvectors from each list and average the value.
- double sum = 0; int i = 0;
- List<Point> shortL = points0; List<Point> longL = points1;
- for (; i < shortL.Count - 1; i++)
- {
- if (i + 1 == shortL.Count || i + 1 == longL.Count) break;
- Vector v0 = new Vector(shortL[i + 1].X - shortL[i].X, shortL[i + 1].Y - shortL[i].Y);
- Vector v1 = new Vector(longL[i + 1].X - longL[i].X, longL[i + 1].Y - longL[i].Y);
- sum += CosineSimilarity(v0, v1);
- }
- return sum / i;
- }
- else
- {
- //Determine if the longer list is of similar length or contains significatly more items
- List<Point> shortL = points0; List<Point> longL = points0;
- if (points0.Count < points1.Count) { longL = points1; }
- if (points0.Count > points1.Count) { shortL = points1;}
- double dif = (longL.Count - 1) / (shortL.Count - 1);
- if(dif > 1)
- {
- //The longer list is significantly longer
- //Each element in the shorter list is compared to multiple
- // elements in the longer list to make up the difference
- double sum = 0; int adds = 0;
- for (int i = 0; i < shortL.Count - 1; i++)
- {
- if (i + 1 == shortL.Count) break;
- for (int j = 0; j <= dif; j++)
- {
- var k = i + j;
- if (k + 1 == longL.Count) break;
- Vector v0 = new Vector(shortL[i + 1].X - shortL[i].X, shortL[i + 1].Y - shortL[i].Y);
- Vector v1 = new Vector(longL[k + 1].X - longL[k].X, longL[k + 1].Y - longL[k].Y);
- sum += CosineSimilarity(v0, v1); adds++;
- }
- }
- return sum / adds;
- }
- else
- {
- //The longer list is almost the same length as the shorter list
- //The remaining items are simply skipped
- double sum = 0; int i = 0;
- for (; i < shortL.Count - 1; i++)
- {
- if (i + 1 == shortL.Count || i + 1 == longL.Count) break;
- Vector v0 = new Vector(shortL[i + 1].X - shortL[i].X, shortL[i + 1].Y - shortL[i].Y);
- Vector v1 = new Vector(longL[i + 1].X - longL[i].X, longL[i + 1].Y - longL[i].Y);
- sum += CosineSimilarity(v0, v1);
- }
- return sum / i;
- }
- }
- }
- /// <summary>
- /// Calculate the similarity in length of two Lines.
- /// </summary>
- /// <param name="l0">The first line.</param>
- /// <param name="l1">The second line.</param>
- /// <returns>How similar the lines are in length.</returns>
- private static double CalculateLengthSimilarity(InternalLine l0, InternalLine l1)
- {
- double len0 = l0.GetLength(); double len1 = l1.GetLength();
- var dif = Math.Abs(len1 - len0);
- if (dif == 0) return 1;
- double shorter;
- if (len1 > len0) shorter = len0;
- else shorter = len1;
- if (dif >= shorter) return 0;
- return (shorter - dif )/shorter;
- }
- /// <summary>
- /// Calculate the average distance between the ends of two lines.
- /// </summary>
- /// <param name="l0">The first line.</param>
- /// <param name="l1">The second line.</param>
- /// <returns>The shortest average distance between the ends of the lines.</returns>
- private static double CalculateAverageDistance(InternalLine l0, InternalLine l1)
- {
- List<Point> points0 = l0.GetPoints();
- List<Point> points1 = l1.GetPoints();
- double distfirstfirst = Math.Sqrt(Math.Pow((points0[0].X - points1[0].X) , 2) + Math.Pow((points0[0].Y - points1[0].Y) , 2));
- double distlastlast = Math.Sqrt(Math.Pow((points0.Last().X - points1.Last().X), 2) + Math.Pow((points0.Last().Y - points1.Last().Y), 2));
- double distfirstlast = Math.Sqrt(Math.Pow((points0[0].X - points1.Last().X), 2) + Math.Pow((points0[0].Y - points1.Last().Y), 2));
- double distlastfirst = Math.Sqrt(Math.Pow((points0.Last().X - points1[0].X), 2) + Math.Pow((points0.Last().Y - points1[0].Y), 2));
- if ((distfirstfirst + distlastlast) / 2 < (distfirstlast + distlastfirst) / 2) return (distfirstfirst + distlastlast) / 2;
- else return (distfirstlast + distlastfirst) / 2;
- }
- /// <summary>
- /// A simple algorithm that returns a filled circle with a radius and a center point.
- /// </summary>
- /// <param name="center">The center point of the alorithm </param>
- /// <param name="radius">The radius of the circle, if its less or equal to 1
- /// only the center point is returned. </param>
- /// <returns>All the points in or on the circle.</returns>
- public static HashSet<Point> FilledCircleAlgorithm(Point center, int radius)
- {
- HashSet<Point> returnSet = new HashSet<Point> { center };
- //Fill the circle
- for (int x = 0; x < radius; x++)
- {
- for (int y = 0; y < radius; y++)
- {
- //Check if point is on or in the circle
- if ((x * x + y * y - radius * radius) <= 0)
- {
- returnSet.Add(new Point(center.X + x, center.Y + y));
- returnSet.Add(new Point(center.X - x, center.Y + y));
- returnSet.Add(new Point(center.X + x, center.Y - y));
- returnSet.Add(new Point(center.X - x, center.Y - y));
- }
- }
- }
- return returnSet;
- }
- /// <summary>
- /// An implementation of the Bresenham Line Algorithm,
- /// which calculates all points between two points in a straight line.
- /// Implemented using the pseudocode on Wikipedia.
- /// </summary>
- /// <param name="p0">The start point</param>
- /// <param name="p1">The end point</param>
- /// <returns>All points between p0 and p1 (including p0 and p1)</returns>
- public static List<Point> BresenhamLineAlgorithm(Point p0, Point p1)
- {
- int p1x = (int)p1.X;
- int p1y = (int)p1.Y;
- int p0x = (int)p0.X;
- int p0y = (int)p0.Y;
- int deltaX = p1x - p0x;
- int deltaY = p1y - p0y;
- List<Point> returnList;
- if (Math.Abs(deltaY) < Math.Abs(deltaX))
- {
- if (p0.X > p1.X)
- {
- returnList = GetLineLow(p1x, p1y, p0x, p0y);
- returnList.Reverse();
- }
- else
- {
- returnList = GetLineLow(p0x, p0y, p1x, p1y);
- }
- }
- else
- {
- if (p0.Y > p1.Y)
- {
- returnList = GetLineHigh(p1x, p1y, p0x, p0y);
- returnList.Reverse();
- }
- else
- {
- returnList = GetLineHigh(p0x, p0y, p1x, p1y);
- }
- }
- return returnList;
- }
- /// <summary>
- /// Helping function of the Bresenham Line algorithm,
- /// under the assumption that abs(deltaY) is smaller than abs(deltX)
- /// and x0 is smaller than x1
- /// </summary>
- /// <param name="x0">x value of point 0</param>
- /// <param name="y0">y value of point 0</param>
- /// <param name="x1">x value of point 1</param>
- /// <param name="y1">y value of point 1</param>
- /// <returns>All points on the line between the two points</returns>
- private static List<Point> GetLineLow(int x0, int y0, int x1, int y1)
- {
- List<Point> returnList = new List<Point>();
- int dx = x1 - x0;
- int dy = y1 - y0;
- int yi = 1;
- if (dy < 0)
- {
- yi = -1;
- dy = -dy;
- }
- int D = 2 * dy - dx;
- int y = y0;
- for (int x = x0; x <= x1; x++)
- {
- returnList.Add(new Point(x, y));
- if (D > 0)
- {
- y = y + yi;
- D = D - 2 * dx;
- }
- D = D + 2 * dy;
- }
- return returnList;
- }
- /// <summary>
- /// Helping function of the Bresenham Line algorithm,
- /// under the assumption that abs(deltaY) is larger or equal than abs(deltX)
- /// and y0 is smaller than y1
- /// </summary>
- /// <param name="x0">x value of point 0</param>
- /// <param name="y0">y value of point 0</param>
- /// <param name="x1">x value of point 1</param>
- /// <param name="y1">y value of point 1</param>
- /// <returns>All points on the line between the two points</returns>
- private static List<Point> GetLineHigh(int x0, int y0, int x1, int y1)
- {
- List<Point> returnList = new List<Point>();
- int dx = x1 - x0;
- int dy = y1 - y0;
- int xi = 1;
- if (dx < 0)
- {
- xi = -1;
- dx = -dx;
- }
- int D = 2 * dx - dy;
- int x = x0;
- for (int y = y0; y <= y1; y++)
- {
- returnList.Add(new Point(x, y));
- if (D > 0)
- {
- x = x + xi;
- D = D - 2 * dy;
- }
- D = D + 2 * dx;
- }
- return returnList;
- }
- }
- }
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