凸包的c#实现算法

 
            前段时间看到生成凸包的Graham算法,查了一些资料,没看到c#版的,于是想动手写一个,该程序草草完成,其中有值得优化的地方,诸位可自行改正。
             Graham算法的原理:
    (1)给定一个点集P={P0,P1,.....Pn),找出点集中Y值最小的点,如果Y值最小的点有多个,可选择其中X值最小的
    (2)假设上一步找出的点位P0,现在对剩下的点进行极角排序,按逆时针(本程序是这样,其他的方式是一样的)极角从小到大排序,假定排序结果集为{p1,p2,p3,p4,....pn}。注意,这里不一定有N个点,因为可能存在几个点的极角相同,这时取据P0距最远的点,也或者你设定了一个极角阈值,当两个点的极角差小于该阈值时,取据P0距离远的点,这时生成的凸包有一点点误差,误差的大小取决于你设置的阈值。本程序没采用阈值,所以生成的凸包理论上不存在误差。
      在进行极角排序时,不需要真的算法每个点的极角(注意,这里的极角是该点与P0相对于X轴的夹角),只需要使用向量叉积来判断即可,这个过程我使用了链表来存储排序结果,因为这个过程会进行频繁的插入。
   (3)将p0,p1,p3入栈,p0,p1这两个点肯定在凸包上(原因很简单,p0不用解释了吧,p1因为它是极角最小的且为第一个点),p2则不一定在凸包上,然后进行循环(for(int i=2;i<n;i++),判定栈顶的下一个点,栈顶点,及p[i]点这三点组成的折线段是否向左转,如果是的话,则p[i]入栈;否则,当前位于栈顶的点不在凸包上,弹栈(该过程进行回朔,确保之前的所有点转向正确,这个步骤很重要,不然不能生成凸多边形),最后返回栈即可。
  下面是整个代码:
     算法部分:
   
class ConvexAogrithm
        {
                private List<PointF> nodes;
                private Stack<PointF> sortedNodes;
                public PointF[] sor_nodes;
                public ConvexAogrithm(List<PointF> points)
                {
                        nodes = points;
                }
                private double DistanceOfNodes(PointF p0, PointF p1)
                {
                        if (p0.IsEmpty || p1.IsEmpty)
                                return 0.0;
                        return Math.Sqrt((p1.X - p0.X) * (p1.X - p0.X) + (p1.Y - p0.Y) * (p1.Y - p0.Y));
                }
                public void GetNodesByAngle( out PointF p0)
                {
                        LinkedList<PointF> list_node = new LinkedList<PointF>();
                        p0 = GetMinYPoint();
                        LinkedListNode<PointF> node = new LinkedListNode<PointF>(nodes[0]);
                        list_node.AddFirst(node);
                        for (int i = 1; i < nodes.Count; i++)
                        {
                                int direct = IsClockDirection(p0, node.Value, nodes[i]);
                                if (direct == 1)
                                {
                                         list_node.AddLast(nodes[i]);
                                         node = list_node.Last;
                                         //node.Value = nodes[i];
                                        
                                }
                                else if (direct == -10)
                                {
                                        list_node.Last.Value = nodes[i];
                                        //node = list_node.Last
                                        //node.Value = nodes[i];
                                }
                                else if (direct == 10)
                                        continue;
                                else if (direct == -1)
                                {
                                        LinkedListNode<PointF> temp = node.Previous;
                                        while (temp != null && IsClockDirection(p0, temp.Value, nodes[i]) == -1)
                                        {
                                                temp = temp.Previous;
                                        }
                                        if (temp == null)
                                        {
                                                list_node.AddFirst(nodes[i]);
                                                continue;
                                        }
                                        if (IsClockDirection(p0, temp.Value, nodes[i]) == -10)
                                                temp.Value = nodes[i];
                                        else if (IsClockDirection(p0, temp.Value, nodes[i]) == 10)
                                                continue;
                                        else
                                                list_node.AddAfter(temp, nodes[i]);
                                }
                        }
                        sor_nodes = list_node.ToArray();
                        sortedNodes = new Stack<PointF>();
                        sortedNodes.Push(p0);
                        sortedNodes.Push(sor_nodes[0]);
                        sortedNodes.Push(sor_nodes[1]);
                        for (int i = 2; i<sor_nodes.Length; i++)
                        {

                                PointF p2 = sor_nodes[i];
                                PointF p1 = sortedNodes.Pop();
                                PointF p0_sec = sortedNodes.Pop();
                                sortedNodes.Push(p0_sec);
                                sortedNodes.Push(p1);

                                if (IsClockDirection1(p0_sec, p1, p2) == 1)
                                {
                                        sortedNodes.Push(p2);
                                        continue;
                                }
                                while (IsClockDirection1(p0_sec, p1, p2) != 1)
                                {
                                        sortedNodes.Pop();
                                        p1 = sortedNodes.Pop();
                                        p0_sec = sortedNodes.Pop();
                                        sortedNodes.Push(p0_sec);
                                        sortedNodes.Push(p1);
                                }
                                sortedNodes.Push(p2);
                            
                                    
                                



                        }

                    
                }
                private int IsClockDirection1(PointF p0, PointF p1, PointF p2)
                {
                        PointF p0_p1 = new PointF(p1.X - p0.X, p1.Y - p0.Y);
                        PointF p0_p2 = new PointF(p2.X - p0.X, p2.Y - p0.Y);
                        return (p0_p1.X * p0_p2.Y - p0_p2.X * p0_p1.Y) > 0 ? 1 : -1;
                }
                private PointF GetMinYPoint()
                {
                        PointF succNode;
                        float miny=nodes.Min(r=>r.Y);
                        IEnumerable<PointF> pminYs = nodes.Where(r => r.Y == miny);
                        PointF[] ps = pminYs.ToArray();
                        if (pminYs.Count() > 1)
                        {
                                succNode = pminYs.Single(r => r.X == pminYs.Min(t => t.X));
                                nodes.Remove(succNode);
                                return succNode;
                        }
                        else
                        {
                                nodes.Remove(ps[0]);
                                return ps[0];
                        }

                }
                private int IsClockDirection(PointF p0, PointF p1, PointF p2)
                {
                        PointF p0_p1 = new PointF(p1.X-p0.X,p1.Y-p0.Y) ;
                        PointF p0_p2 = new PointF(p2.X - p0.X, p2.Y - p0.Y);
                        if ((p0_p1.X * p0_p2.Y - p0_p2.X * p0_p1.Y) != 0)
                                return (p0_p1.X * p0_p2.Y - p0_p2.X * p0_p1.Y) > 0 ? 1 : -1;
                        else
                                return DistanceOfNodes(p0, p1) > DistanceOfNodes(p0, p2) ? 10 : -10;
                                
                }
                public Stack<PointF> SortedNodes
                {
                        get { return sortedNodes; }
                }

        }
 
界面部分,供测试使用:

        public partial class Form1 : Form
        {
                private List<PointF> nodes;
                private Graphics g;
                private Pen pen;
                public Form1()
                {
                        InitializeComponent();
                        g=this.panel1.CreateGraphics();
                        g.TranslateTransform(0f,this.panel1.Height);
                        g.ScaleTransform(1f,-1f);
                        pen = new Pen(Color.Blue);
                }

                private void button2_Click(object sender, EventArgs e)
                {
                        g.Clear(panel1.BackColor);
                        nodes = new List<PointF>();
                        nodes.Clear();
                        Random rand = new Random();
                        Point p = new Point(); ;
                        for (int i = 0; i < 1000; i++)
                        {
                                p.X = rand.Next(10, panel1.Width - 9);
                                p.Y = rand.Next(10, panel1.Height - 9);
                                nodes.Add(p);
                                DrawCircle(p);
                        }
                    
                }
                private void DrawCircle(Point p)
                {
                        g.DrawEllipse(pen, p.X - 4, p.Y - 4, 8, 8);
                        g.FillEllipse(Brushes.Blue, p.X - 4, p.Y - 4, 8, 8);
                }

                private void button1_Click(object sender, EventArgs e)
                {
                        ConvexAogrithm ca = new ConvexAogrithm(nodes);
                        PointF p;
                        ca.GetNodesByAngle(out p);
                        //PointF[] ps = ca.sor_nodes;
                        //float[] psangle=new float[ps.Length];
                        //for (int i = 0; i < psangle.Length; i++)
                             // psangle[i] = CalcAngle(p, ps[i]);
                        g.DrawEllipse(pen, p.X - 8, p.Y - 8, 16,16);
                        g.FillEllipse(Brushes.Blue, p.X - 8, p.Y - 8, 16, 16);
                        Stack<PointF> p_nodes = ca.SortedNodes;
                        pen = new Pen(Color.Black, 2.0f);
                        g.SmoothingMode = SmoothingMode.HighQuality;
                        pen.LineJoin = LineJoin.Round;
                        g.DrawPolygon(pen, p_nodes.ToArray());
                }
                private float CalcAngle(PointF p1,PointF p2)
                {
                        float angle = (float)(Math.Atan(Math.Abs(p2.Y - p1.Y + 0.0) / Math.Abs(p2.X - p1.X + 0.0)) * 180 / Math.PI);
                        if ((p2.Y - p1.Y + 0.0) / (p2.X - p1.X + 0.0) < 0)
                                angle = 180 - angle;
                        return angle;
                }
        }
上面注释的为我当初测试排序极角的结果使用的,psangle是排序的结果,调试可看到角度从小到大。1000个点凸包如下(那个大圆点是P0,我为标记使用,无其他含义):
200个点的凸包如下:
 
 

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