Point To Polygon
#7 Members - Reputation: 593
Posted 01 September 2012 - 06:23 PM
If you need to include all vertices, the polygon is going to be a concave hull, and you start to run into problems. Unless you know there are definite constraints on the way the vertices link up, like say a maximum distance or angle between vertices, you quickly discover there are many solutions for even a small number of vertices, doubly so if you allow self-intersection.
#8 Members - Reputation: 150
Posted 01 September 2012 - 07:40 PM
If you need to include all vertices, the polygon is going to be a concave hull, and you start to run into problems. Unless you know there are definite constraints on the way the vertices link up, like say a maximum distance or angle between vertices, you quickly discover there are many solutions for even a small number of vertices, doubly so if you allow self-intersection.
this is what i need "concave hull". is there any algorithms..?
#10 Members - Reputation: 165
Posted 06 September 2012 - 06:16 PM
can anyone recommend math book or game programming book that teaches these things? thanks.
or answer to this post will do as well
Well, it depends on how you want them connected. Does it matter?
Edited by Doug Rogers, 06 September 2012 - 06:18 PM.
#11 Members - Reputation: 1020
Posted 06 September 2012 - 06:38 PM
If you're talking about geometry problems as Postie mentioned... I've never heard of concave hull, probably because there is no unique answer, unlike convex hull, and also no specific purpose for it that I'm aware of.
#12 Members - Reputation: 150
Posted 08 September 2012 - 04:43 PM
There's a grid which represents an area. the green cells means area which borders I want to draw. First i have found the borders cells of the green area, i have them In x,y format (points). and now I want to draw the red line (border). But the problem is that the points i have collected are not in order (no indices).
I can either use some other algorithm to find the border cells and find them in correct order.
Or find a way to determine in which order the points are so the border can be drawn,

hope you see now what I'm trying to accomplish
#13 Members - Reputation: 593
Posted 08 September 2012 - 06:05 PM






