Implementacion con CV funciona mejor el calculo de overlap para los rectangulos rotados
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@ -12,6 +12,7 @@
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<PackageReference Include="Microsoft.Xaml.Behaviors.Wpf" Version="1.1.77" />
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<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
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<PackageReference Include="Ookii.Dialogs.Wpf" Version="5.0.1" />
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<PackageReference Include="OpenCvSharp4.Windows" Version="4.9.0.20240103" />
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</ItemGroup>
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</Project>
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@ -1,11 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Globalization;
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using System.Linq;
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using System.Text;
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using System.Text.Json.Serialization;
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using System.Threading.Tasks;
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using System.Windows.Controls;
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using System.Windows.Data;
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using static System.Runtime.InteropServices.JavaScript.JSType;
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namespace CtrEditor.ObjetosSim
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@ -80,6 +82,21 @@ namespace CtrEditor.ObjetosSim
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}
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}
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public class MeterToPixelConverter : IValueConverter
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{
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public object Convert(object value, Type targetType, object parameter, CultureInfo culture)
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{
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float meters = (float)value;
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return PixelToMeter.Instance.calc.MetersToPixels(meters);
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}
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public object ConvertBack(object value, Type targetType, object parameter, CultureInfo culture)
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{
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float pixels = (float)value;
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return PixelToMeter.Instance.calc.PixelsToMeters(pixels);
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}
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}
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public class UnitConverter
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{
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// La escala representa cuántos metros hay en un píxel
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@ -89,6 +89,7 @@ namespace CtrEditor.ObjetosSim
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set
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{
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Data.Length = value;
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OnPropertyChanged(nameof(AnchoPixels));
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OnPropertyChanged(nameof(Ancho));
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}
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}
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@ -97,6 +98,7 @@ namespace CtrEditor.ObjetosSim
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set
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{
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Data.Width = value;
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OnPropertyChanged(nameof(AltoPixels));
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OnPropertyChanged(nameof(Alto));
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}
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}
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@ -106,6 +108,7 @@ namespace CtrEditor.ObjetosSim
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set
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{
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Data.Length = (float)PixelToMeter.Instance.calc.PixelsToMeters(value);
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OnPropertyChanged(nameof(AnchoPixels));
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OnPropertyChanged(nameof(Ancho));
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}
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}
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@ -115,6 +118,7 @@ namespace CtrEditor.ObjetosSim
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set
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{
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Data.Width = (float)PixelToMeter.Instance.calc.PixelsToMeters(value);
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OnPropertyChanged(nameof(AltoPixels));
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OnPropertyChanged(nameof(Alto));
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}
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}
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@ -182,7 +186,7 @@ namespace CtrEditor.ObjetosSim
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public void Resize(float width, float height)
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{
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if (Datos is osTransporteTTop datos)
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datos.Ancho = width;
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datos.AnchoPixels = width;
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}
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public void Move(float LeftPixels, float TopPixels)
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{
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@ -1,4 +1,5 @@
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using CtrEditor.ObjetosSim;
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using OpenCvSharp;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.Eventing.Reader;
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@ -44,7 +45,7 @@ public class Circle
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foreach (var rectangle in rectangles)
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{
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float overlap = CalculateOverlapPercentage(this, rectangle);
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if (overlap > 0)
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if (overlap > 10)
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{
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Overlap += overlap;
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isTracted = true; // El círculo está siendo traccionado por un rectángulo
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@ -196,81 +197,58 @@ public class Circle
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return angle < 90 ? 90 - angle : angle - 90;
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}
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public float CalculateOverlapPercentage(Circle circle, Rectangle rectangle)
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public static float CalculateOverlapPercentage(Circle circle, Rectangle rectangle)
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{
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// Convertir ángulo del rectángulo de grados a radianes
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float angleRadians = (float)(rectangle.Angle * Math.PI / 180);
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// Centro del círculo
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Vector2 circleCenter = new Vector2(circle.Left + circle.Diameter / 2, circle.Top + circle.Diameter / 2);
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float radius = circle.Diameter / 2;
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// Pivot del rectángulo es el Top Left
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Vector2 rectPivot = new Vector2(rectangle.Left, rectangle.Top);
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// Rotar el centro del círculo respecto al pivote del rectángulo
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Vector2 rotatedCircleCenter = RotatePoint(circleCenter, rectPivot, -angleRadians);
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// Comprobar si el círculo rotado intersecta con el rectángulo alineado
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// Rectángulo "alineado" asume que después de rotar el círculo, el rectángulo se comporta como si estuviera alineado con los ejes
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if (IsCircleRectangleIntersecting(rotatedCircleCenter, radius, rectPivot, rectangle.Length, rectangle.Width))
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{
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float overlapArea = EstimateOverlapArea(rotatedCircleCenter, radius, rectPivot, rectangle.Length, rectangle.Width);
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float circleArea = (float)(Math.PI * radius * radius);
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return (overlapArea / circleArea) * 100;
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}
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return 0;
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}
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private bool IsCircleRectangleIntersecting(Vector2 circleCenter, float radius, Vector2 rectTopLeft, float length, float width)
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{
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float closestX = Math.Max(rectTopLeft.X, Math.Min(circleCenter.X, rectTopLeft.X + length));
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float closestY = Math.Max(rectTopLeft.Y, Math.Min(circleCenter.Y, rectTopLeft.Y + width));
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float distanceX = circleCenter.X - closestX;
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float distanceY = circleCenter.Y - closestY;
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return (distanceX * distanceX + distanceY * distanceY) < (radius * radius);
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}
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private float EstimateOverlapArea(Vector2 circleCenter, float radius, Vector2 rectTopLeft, float length, float width)
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{
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float rectRight = rectTopLeft.X + length;
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float rectBottom = rectTopLeft.Y + width;
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float distToLeft = Math.Max(0, rectTopLeft.X - circleCenter.X);
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float distToRight = Math.Max(0, circleCenter.X - rectRight);
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float distToTop = Math.Max(0, rectTopLeft.Y - circleCenter.Y);
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float distToBottom = Math.Max(0, circleCenter.Y - rectBottom);
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float distToNearestEdge = Math.Min(Math.Min(distToLeft, distToRight), Math.Min(distToTop, distToBottom));
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if (distToNearestEdge >= radius)
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return 0; // No overlap
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float overlapRadius = radius - distToNearestEdge;
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float overlapArea = (float)(Math.PI * overlapRadius * overlapRadius);
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return Math.Min(overlapArea, (float)(Math.PI * radius * radius)); // Cap at circle area
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}
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private Vector2 RotatePoint(Vector2 point, Vector2 pivot, float angle)
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{
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float cosTheta = (float)Math.Cos(angle);
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float sinTheta = (float)Math.Sin(angle);
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// Ajustar punto por pivot antes de aplicar rotación
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Vector2 translatedPoint = new Vector2(point.X - pivot.X, point.Y - pivot.Y);
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// Rotar el punto
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Vector2 rotatedPoint = new Vector2(
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translatedPoint.X * cosTheta - translatedPoint.Y * sinTheta,
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translatedPoint.X * sinTheta + translatedPoint.Y * cosTheta
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// Convertir el círculo en un cuadrado aproximado.
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float squareSide = circle.Diameter / (float)Math.Sqrt(Math.PI);
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RotatedRect square = new RotatedRect(
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new Point2f(circle.Left + circle.Diameter / 2, circle.Top + circle.Diameter / 2),
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new Size2f(squareSide, squareSide),
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0 // Sin rotación
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);
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// Traducir el punto de vuelta
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return new Vector2(rotatedPoint.X + pivot.X, rotatedPoint.Y + pivot.Y);
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// Ajustamos el rectángulo para que se considere rotado desde el centro, pero calculado desde Top-Left
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RotatedRect rotatedRectangle = CreateRotatedRectFromTopLeft(rectangle);
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// Usar OpenCV para encontrar la intersección.
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using (var mat = new Mat())
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{
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var result = Cv2.RotatedRectangleIntersection(square, rotatedRectangle, mat);
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if (result != RectanglesIntersectTypes.None)
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{
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// Calcular el área de la intersección
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float intersectionArea = (float) Cv2.ContourArea(mat);
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float circleArea = (float)(Math.PI * Math.Pow(circle.Diameter / 2, 2));
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return (intersectionArea / circleArea) * 100;
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}
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}
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return 0; // No hay intersección
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}
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public static RotatedRect CreateRotatedRectFromTopLeft(Rectangle rectangle)
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{
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// El punto de pivote es Top-Left, calculamos el centro sin rotar
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float originalCenterX = rectangle.Left + rectangle.Length / 2.0f;
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float originalCenterY = rectangle.Top + rectangle.Width / 2.0f;
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// Convertimos el ángulo a radianes para la rotación
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float angleRadians = rectangle.Angle * (float)Math.PI / 180;
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// Calcular las nuevas coordenadas del centro después de la rotación
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float rotatedCenterX = rectangle.Left + (originalCenterX - rectangle.Left) * (float)Math.Cos(angleRadians) - (originalCenterY - rectangle.Top) * (float)Math.Sin(angleRadians);
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float rotatedCenterY = rectangle.Top + (originalCenterX - rectangle.Left) * (float)Math.Sin(angleRadians) + (originalCenterY - rectangle.Top) * (float)Math.Cos(angleRadians);
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// Crear el RotatedRect con el nuevo centro y el tamaño original
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RotatedRect rotatedRect = new RotatedRect(
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new Point2f(rotatedCenterX, rotatedCenterY),
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new Size2f(rectangle.Length, rectangle.Width),
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rectangle.Angle
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);
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return rotatedRect;
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}
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}
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@ -340,6 +318,21 @@ public class Line
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}
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}
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public class Square
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{
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public float Left { get; set; }
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public float Top { get; set; }
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public float Size { get; set; } // 'Size' es la longitud de un lado del cuadrado
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public Square(float left, float top, float size)
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{
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Left = left;
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Top = top;
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Size = size;
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}
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}
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// Clase principal que gestiona la simulación
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public class SimulationManager
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