Open GoogleCodeExporter opened 8 years ago
Yeah I have seen that lib. But it doesn't support Java ;)
Original comment by thahlen@gmail.com
on 4 Jan 2012 at 2:01
Here you have the source for my SweepLine LineSegment intersection lib.
It's an eclipse project.
I will create a repository later so it will be easy to track changes.
Original comment by thahlen@gmail.com
on 5 Jan 2012 at 2:24
Attachments:
Thanks! Unfortunately I don't think i can spare the time to port that to C++
just yet but a proper line segment intersection algorithm will make my code
much more optimal than it currently is.
I wanted to check in with you and see how it's going with the fixing of the
stack overflow issue with the CDT.
Original comment by stevenlu...@gmail.com
on 25 Jan 2012 at 11:48
I also have a question for you: Does poly2tri handle "islands"? What I mean by
this is shapes contained within holes (I know it handles holes).
I guess it's simple enough to determine if an island is valid (non intersecting
with the rest of the holes/edges) and then just treat it as a separate
triangulation. Well, nevermind then.
Original comment by stevenlu...@gmail.com
on 25 Jan 2012 at 11:54
Computational geometry is fraught with floating point inaccuracies. Poly2tri
works well with proper data sets that consist of non-repeating points.
Always keep in mind epsilon, and try scaling points to -1/1, as Thomas
suggested.
When points are given with floating point coordinates, and when computations
are done with floating point accuracy, there may often be rounding errors that
cause problems. Provide a robust input set to poly2tri, and it does a
remarkable job of providing good results.
Original comment by mason.gr...@gmail.com
on 4 Feb 2012 at 9:31
I'm pretty certain that my test files do not have repeating points, and they do
not have points that are within epsilon of each other.
Do you think it's possible to look into the issue and provide a fix that will
resolve the situations I encountered into the throwing of an exception rather
than a stack overflow? As a first hack, maybe a check to see if recursion has
repeated across the same points some number of times, then just simply throw an
exception (since at that point it would be clear that stack overflow will occur)
Original comment by stevenlu...@gmail.com
on 4 Feb 2012 at 9:48
Sorry I should have accepted this as a confirmed issue.
This is an algorithmic issue. Yes is fail due to precision but a slightly
different algorithm should handle these cases.
I have tried to rewrite the algorithm but haven't got it working quite yet. I
have been busy with other things the past two week. But this is an issue I'm
working on.
This attached image describes the issue. The points ABC and D are on a single
line. Due to epsilon precision the orient2d test says that ABD are not
collinear but BCD is. This will cause the flipscan algorithm to think that it
can flip the triangles between ABCD but when it tries with BCD it will fail.
This will result in a endless loop trying to flip the triangles between ABCD in
both down and up direction. In a perfect world without float precision the
algorithm would work fine but now it needs some tweaking to handle these cases.
Since steven is clipping polygons these cases can occur when multiple polygons
cut an edge resulting in several points being aligned on a line. This is the
first time this issue has been noted. The flip-scan algorithm has to be
rewritten so it traverses the triangles in triplets instead of scanning for the
next point.
Original comment by thahlen@gmail.com
on 5 Feb 2012 at 12:47
Attachments:
As you suggested I guess we could add a recursive counter to the triangulation
context and set an upper limit and throw an exception if it is reached as a
temporary thing until I get a new improved algorithm working. I think I have
never seen a recursive depth deeper than 9 when profiling so a depth of 20
should be enough.
Original comment by thahlen@gmail.com
on 5 Feb 2012 at 1:13
Has there been progress on this issue?
Thanks
Original comment by stevenlu...@gmail.com
on 9 Jun 2012 at 5:39
Hi,
We have recently run into this problem with our game using the c++ port. (To
see how we use it, see issue 74).
Is there any way that we could help with getting this fixed? There was
reference above to creating a 'separate repository' to track changes with
getting it fixed. Does that exist somewhere?
Thanks!
Original comment by buckyballreaction
on 24 Oct 2013 at 9:33
I realised that rewriting the algorithm can not solve this problem fully just
improve the float precision so you might get less problems. I kept it open to
remember that I want to improve this if I get the time.
One way to get around this issue should be to lower the precision for
intersection points.
So lets say you intersect a line with a triangle and get two intersection
points. You might get these points with 15 decimal precision then round them to
like 12 decimals or less. You shouldn't see much of a change in your polygons
but these kind of error should hopefully go away.
So if you can live with lesser decimal precision. Round all point values to 12
decimals or less after you have preformed intersection operations.
You can get a similar precision issue with a very simple example.
Just take a square polygon with two square holes.
Hole 1: a,b,c,d : [0,0.00000000000001],[1,0.00000000000001],[1,1],[0,1]
Hole 2: e,f,g,h : [2,0],[3,0],[3,1],[2,1]
This look like a very simple and straight forward polygon to triangulate.
The bottom edge of the holes just differs in the 15th decimal. During the
triangulation poly2tri will try to form a triangle between a,b and e all these
three points it pretty much on a straight line and poly2tri will fail.
These problems can arise between three or more points that are to close to a
straight line in any direction.
So try to round the point values to less than 12 decimals after intersections
and see if that helps!
I assume that all values are in the range [-1,1] when using 12 decimals.
Original comment by thahlen@gmail.com
on 24 Oct 2013 at 10:13
Just adding a little random wiggle to the intersection points would have the
same result
Original comment by thahlen@gmail.com
on 24 Oct 2013 at 10:23
Original issue reported on code.google.com by
stevenlu...@gmail.com
on 19 Dec 2011 at 10:49Attachments: