作为兼职项目,我正在研究一些几何实用程序,并且遇到了一个相对简单的问题,似乎有一个不那么简单的解决方案。
问题涉及EPSILON对于问题而言太小。为了看两个三角形是否相似,我以每个三角形的余弦形式锻炼3个内角,然后对它们进行排序。然后我测试Math.abs(t1[0]-t2[0]) < EPSILON
,其中t1是一个三角形,t2是另一个包含三个角度。
对于我知道相似的三角形,我得到了大约20%-80%的失败率。当我将EPSILON带到一个更大的值时,例如仍然是一个非常小的0.0000001,没有失败(好吧,我没有让测试运行)。
下面是提取的相关三角函数,我还将测试代码作为演示文稿包含在下面。单击按钮并运行测试并显示结果。三角形是随机生成的。每隔一段时间就创建两个相似的三角形,其中大约一半是精确副本,其余的是副本,但是缩放,镜像,旋转和vec顺序改组,同时仍保持相似性
我想知道如何计算一个合理的EPSILON,它可以减少不正确的结果但保持系统尽可能准确?
虽然测试代码中还可能存在其他错误,我将继续检查。
const EPSILON = Number.EPSILON
function Triangle(p1,p2,p3){
this.p1 = p1;
this.p2 = p2;
this.p3 = p3;
}
Triangle.prototype.p1 = undefined;
Triangle.prototype.p2 = undefined;
Triangle.prototype.p3 = undefined;
Triangle.prototype.isSimilar = function(triangle){
var a1,b1,c1,a2,b2,c2,aa1,bb1,cc1,aa2,bb2,cc2; //
var t1 = [];
var t2 = [];
var sortF = function(a,b){ return a-b };
// get the length squared and length of each side
a1 = Math.sqrt(aa1 = Math.pow(this.p1.x - this.p2.x, 2) + Math.pow(this.p1.y - this.p2.y, 2));
b1 = Math.sqrt(bb1 = Math.pow(this.p2.x - this.p3.x, 2) + Math.pow(this.p2.y - this.p3.y, 2));
c1 = Math.sqrt(cc1 = Math.pow(this.p3.x - this.p1.x, 2) + Math.pow(this.p3.y - this.p1.y, 2));
a2 = Math.sqrt(aa2 = Math.pow(triangle.p1.x - triangle.p2.x, 2) + Math.pow(triangle.p1.y - triangle.p2.y, 2));
b2 = Math.sqrt(bb2 = Math.pow(triangle.p2.x - triangle.p3.x, 2) + Math.pow(triangle.p2.y - triangle.p3.y, 2));
c2 = Math.sqrt(cc2 = Math.pow(triangle.p3.x - triangle.p1.x, 2) + Math.pow(triangle.p3.y - triangle.p1.y, 2));
// get the cosin of each angle for both triangle
t1[0] = (cc1 - (aa1 + bb1)) / (-2 * a1 * b1);
t1[1] = (aa1 - (cc1 + bb1)) / (-2 * c1 * b1);
t1[2] = (bb1 - (cc1 + aa1)) / (-2 * c1 * a1);
t2[0] = (cc2 - (aa2 + bb2)) / (-2 * a2 * b2);
t2[1] = (aa2 - (cc2 + bb2)) / (-2 * c2 * b2);
t2[2] = (bb2 - (cc2 + aa2)) / (-2 * c2 * a2);
t1.sort(sortF);
t2.sort(sortF);
if(Math.abs(t1[0] - t2[0]) < EPSILON && Math.abs(t1[1] - t2[1]) < EPSILON && Math.abs(t1[2] - t2[2]) < EPSILON){
return true;
}
return false;
}
function Vec(x,y){
this.x = x;
this.y = y;
}
Vec.prototype.x = undefined;
Vec.prototype.y = undefined;
更新
更多信息。
使用角度余弦的类似三角形失败EPSILON:2.220446049250313e-16
Failed Triangles ID : 94
Method : compare cosine of angles
Both Compare T1 to T2 and T2 to T1 failed
Both Triangles known to be similare
Triangle 1
p1.x = -149241116087155.97;
p1.y = -1510074922190599.8;
p2.x = -2065214078816255.8;
p2.y = 6756872141691895;
p3.x = -7125027429739231;
p3.y = -5622578541875555;
Triangle 2
p1.x = -307440480802857.2;
p1.y = -404929352172871.56;
p2.x = -3020163594243123;
p2.y = -355583557775981.75;
p3.x = 595422457974710.8;
p3.y = 2291176238828451.5;
Compare T1 to T2 Result : false
Computed values
Triangle 1 length of side and square length
length a : 8486068945686473 squared : 7.201336615094433e+31
length b : 13373575078230092 squared : 1.78852510373057e+32
length c : 8097794805726894 squared : 6.557428071565746e+31
Unsorted cosines C is angle opposite side c
cosine C : 0.8163410767815653
cosine A : 0.7960251614312384
cosine B : -0.30024590551189423
ratio a : undefined
ratio b : undefined
ratio c : undefined
Triangle2
length a : 2713171888697380.5 squared : 7.36130169761771e+30
length b : 4480825808030667.5 squared : 2.0077799921913682e+31
length c : 2843263414467020.5 squared : 8.08414684404666e+30
Unsorted cosines C is angle opposite side c
cosine C : 0.7960251614312384
cosine A : 0.8163410767815651
cosine B : -0.3002459055118942
Compare T2 to T1 Result : false
Triangle1
Computed values
Triangle 1 length of side and square length
length a : 2713171888697380.5 squared : 7.36130169761771e+30
length b : 4480825808030667.5 squared : 2.0077799921913682e+31
length c : 2843263414467020.5 squared : 8.08414684404666e+30
Unsorted cosines C is angle opposite side c
cosine a : 0.7960251614312384
cosine b : 0.8163410767815651
cosine c : -0.3002459055118942
ratio a : undefined
ratio b : undefined
ratio c : undefined
Triangle2
length a : 8486068945686473 squared : 7.201336615094433e+31
length b : 13373575078230092 squared : 1.78852510373057e+32
length c : 8097794805726894 squared : 6.557428071565746e+31
cosine a : 0.8163410767815653
cosine b : 0.7960251614312384
cosine c : -0.30024590551189423
更新2
结果输出和错误修复(道歉@lhf我没有sqrt epsilon我还在使用原始常量)
这显示了对同一组三角形的测试结果。不一致意味着将三角形1与三角形2进行比较的结果与三角形2到1的结果不同。错误意味着两个已知的相似三角形失败且错误不一致意味着两个已知的相似三角形失败了一个测试并传递了另一个。
使用长度比率给出了最差的结果,但使用余弦并不比使用长度比率在比较t1到t2和t2到t1之间具有非常高的不一致率的不正确不一致类似的三角形更好。但这有意义的是,比率的大小会根据测试的顺序而有很大差异。
正如您所看到的,使用EPSILON的平方根完全消除了两种方法的错误。
如果 lhf 希望将sqrt(epsilon)评论作为答案,我会接受这个答案。感谢大家的投入,感谢Salix
,我还有一些进一步的阅读======================================
Default EPSILON : 2.220446049250313e-16
======================================
Via cosine of angles
All Inconsistency failed : 0 of 10000
Similar Incorrect failed : 1924 of 5032
Similar Incorrect Inconsistency failed : 0 of 5032
======================================
Via ratio of lengths
All Inconsistency failed : 1532 of 10000
Similar Incorrect failed : 2082 of 5032
Similar Incorrect Inconsistency failed : 1532 of 5032
======================================
Squaring EPSILON : 1.4901161193847656e-8
======================================
Via cosine of angles
All Inconsistency failed : 0 of 10000
Similar Incorrect failed : 0 of 5032
Similar Incorrect Inconsistency failed : 0 of 5032
======================================
Via ratio of lengths
All Inconsistency failed : 0 of 10000
Similar Incorrect failed : 0 of 5032
Similar Incorrect Inconsistency failed : 0 of 5032
const EPSILON = Number.EPSILON
function Triangle(p1,p2,p3){
this.p1 = p1;
this.p2 = p2;
this.p3 = p3;
}
Triangle.prototype.p1 = undefined;
Triangle.prototype.p2 = undefined;
Triangle.prototype.p3 = undefined;
Triangle.prototype.isSimilar = function(triangle){
var a1,b1,c1,a2,b2,c2,aa1,bb1,cc1,aa2,bb2,cc2; //
var t1 = [];
var t2 = [];
var sortF = function(a,b){ return a-b };
// get the length squared and length of each side
a1 = Math.sqrt(aa1 = Math.pow(this.p1.x - this.p2.x, 2) + Math.pow(this.p1.y - this.p2.y, 2));
b1 = Math.sqrt(bb1 = Math.pow(this.p2.x - this.p3.x, 2) + Math.pow(this.p2.y - this.p3.y, 2));
c1 = Math.sqrt(cc1 = Math.pow(this.p3.x - this.p1.x, 2) + Math.pow(this.p3.y - this.p1.y, 2));
a2 = Math.sqrt(aa2 = Math.pow(triangle.p1.x - triangle.p2.x, 2) + Math.pow(triangle.p1.y - triangle.p2.y, 2));
b2 = Math.sqrt(bb2 = Math.pow(triangle.p2.x - triangle.p3.x, 2) + Math.pow(triangle.p2.y - triangle.p3.y, 2));
c2 = Math.sqrt(cc2 = Math.pow(triangle.p3.x - triangle.p1.x, 2) + Math.pow(triangle.p3.y - triangle.p1.y, 2));
// get the cosin of each angle for both triangle
t1[0] = (cc1 - (aa1 + bb1)) / (-2 * a1 * b1);
t1[1] = (aa1 - (cc1 + bb1)) / (-2 * c1 * b1);
t1[2] = (bb1 - (cc1 + aa1)) / (-2 * c1 * a1);
t2[0] = (cc2 - (aa2 + bb2)) / (-2 * a2 * b2);
t2[1] = (aa2 - (cc2 + bb2)) / (-2 * c2 * b2);
t2[2] = (bb2 - (cc2 + aa2)) / (-2 * c2 * a2);
t1.sort(sortF);
t2.sort(sortF);
if(Math.abs(t1[0] - t2[0]) < EPSILON && Math.abs(t1[1] - t2[1]) < EPSILON && Math.abs(t1[2] - t2[2]) < EPSILON){
return true;
}
return false;
}
function Vec(x,y){
this.x = x;
this.y = y;
}
Vec.prototype.x = undefined;
Vec.prototype.y = undefined;
var iterations = 1000; // number of tests
var presentSimilar = 1/2; // odds of similar triangle
var presentSuperSimilar = 1/2; // odds of triangles being identical
var presentInfinity = 0;//1/20; // odds of a divide by zero
var presentDegenerate = 0;//1/100; // odds of a degenerate triangle can be colinear or degenerate right triangle
var v; // temp for swap
var xdx,xdy,ydx,ydy; // vars for rotation
var copyVec = [["p1","p2","p3"],["p2","p3","p1"],["p3","p1","p2"]]; // pick a vec for selecting vecs
// the triangles for testing;
var tri1 = new Triangle(new Vec(0,0), new Vec(0,0), new Vec(0,0));
var tri2 = new Triangle(new Vec(0,0), new Vec(0,0), new Vec(0,0));
// max Random
function rMax(){
return ((Math.random()*2)-1) * Number.MAX_SAFE_INTEGER;
}
// rotate function
function rotate(vec){
var x = vec.x;
var y = vec.y;
vec.x = x * xdx + y * ydx;
vec.y = x * xdy + y * ydy;
};
function translateVec(vec,x,y){
vec.x += x;
vec.y += y;
}
function translateTriangle(tri,x,y){
translateVec(tri.p1);
translateVec(tri.p2);
translateVec(tri.p3);
}
// make infinite vec to simulate the result of a divide by zero
function doInfinity(vec){
if(Math.random() < presentInfinity){
if(Math.random() < 0.5){
vec.x = Infinity;
vec.y = Infinity;
}else{
vec.x = -Infinity;
vec.y = -Infinity;
}
}
}
// create a random vector;
function randomVec(vec){
vec.x = rMax();
vec.y = rMax();
doInfinity(vec);
}
// create a random triangle
function randomTriangle(tri){
var p,r;
randomVec(tri.p1);
randomVec(tri.p2);
randomVec(tri.p3);
if(Math.random() < presentDegenerate){
r = Math.random();
if(r < 1/3){ // Degenerate right triangle
p = copyVec[Math.floor(Math.random()*3)]; // get two vec to be at the same location
tri[p[0]].x = tri[p[1]].x;
tri[p[0]].y = tri[p[1]].y;
}else // Degenerate colinear triangle
if(r < 2/3){
p = copyVec[Math.floor(Math.random()*3)]; // get two vec to be at the same location
r = Math.random();
tri[p[0]].x = (tri[p[1]].x - tri[p[2]].x) * r + tri[p[2]].x;
tri[p[0]].y = (tri[p[1]].y - tri[p[2]].y) * r + tri[p[2]].y;
}else{ // degenerate undimentioned triangle. Has not area
tri.p1.x = tri.p2.x = tri.p3.x;
tri.p1.y = tri.p2.y = tri.p3.y;
}
}
}
function runTest(){
var result1,result2,mustBeSimilar;
var countSimilar = 0;
var countNorm = 0;
var error1 = 0;
var error2 = 0;
for(var i = 0; i < iterations; i ++){
randomTriangle(tri1);
if(Math.random() < presentSimilar){
mustBeSimilar = true;
countSimilar += 1;
tri2.p1.x = tri1.p1.x;
tri2.p1.y = tri1.p1.y;
tri2.p2.x = tri1.p2.x;
tri2.p2.y = tri1.p2.y;
tri2.p3.x = tri1.p3.x;
tri2.p3.y = tri1.p3.y;
if(Math.random() >= presentSuperSimilar){
if(Math.random() < 0.5){ // swap two
v = tri2.p1;
tri2.p1 = tri2.p2;
tri2.p2 = v;
}
if(Math.random() < 0.5){ // swap two
v = tri2.p2;
tri2.p2 = tri2.p3;
tri2.p3 = v;
}
if(Math.random() < 0.5){ // swap two
v = tri2.p1;
tri2.p1 = tri2.p3;
tri2.p3 = v;
}
// scale and or mirror the second triangle
v = Math.random() * 2 - 1;
tri2.p1.x *= v;
tri2.p1.y *= v;
tri2.p2.x *= v;
tri2.p2.y *= v;
tri2.p3.x *= v;
tri2.p3.y *= v;
// rotate the triangle
v = (Math.random()- 0.5) * Math.PI * 4;
ydy = xdx = Math.cos(v);
ydx = -(xdy = Math.sin(v));
rotate(tri2.p1);
rotate(tri2.p2);
rotate(tri2.p3);
}
}else{
randomTriangle(tri2);
mustBeSimilar = false;
}
countNorm += 1;
result1 = tri1.isSimilar(tri2);
result2 = tri2.isSimilar(tri1);
if(result1 !== result2){
error1 += 1;
}
if(mustBeSimilar && (!result1 || !result2)){
error2 += 1;
}
for(var j = 0; j < 10; j++){
translateTriangle(tri1,Math.random(),Math.random());
translateTriangle(tri2,Math.random(),Math.random());
if(mustBeSimilar){
countSimilar += 1;
}
countNorm += 1;
result1a = tri1.isSimilar(tri2);
result2a = tri2.isSimilar(tri1);
if(result1a !== result2a || result1 !== result1a || result2 !== result2a){
error1 += 1;
}
if(mustBeSimilar && (!result1a || !result2a)){
error2 += 1;
}
}
}
divResult1.textContent = "Inconsistancy result failed : "+error1 + " of "+ countNorm;
divResult2.textContent = "Incorrect result failed : "+error2 + " of "+ countSimilar
}
var button = document.createElement("input");
button.type = "button"
button.value = "Run test"
button.onclick = runTest;
var divResult1 = document.createElement("div");
var divResult2 = document.createElement("div");
document.body.appendChild(button);
document.body.appendChild(divResult1);
document.body.appendChild(divResult2);
答案 0 :(得分:2)
根据willywokka的评论。您或许可以看看是否存在单个比例因子。
// get the length squared and length of each side
a1 = Math.sqrt(...);
....
// Sort the values so a1 < b1 < c1, a2 < b2 < c2
if(b1 < a1) { tmp = b1; b1 = a1; a1 = tmp }
if(c1 < a1) { tmp = c1; c1 = a1; a1 = tmp }
if(c1 < b1) { tmp = c1; c1 = b1; b1 = tmp }
if(b2 < a2) { tmp = b2; b2 = a2; a2 = tmp }
if(c2 < a2) { tmp = c2; c2 = a2; a2 = tmp }
if(c2 < b2) { tmp = c2; c2 = b2; b2 = tmp }
// work out the scale factors
ka = a2 / a1;
kb = b2 / b1;
kc = c2 / c1;
if( abs(ka - kb) < epsilon && abs(kc - ka) < epsilon && abs(kc - kb) < epsilon )
// similar
else
// not similar
您可能需要一个在值的x%范围内的绝对epsilon,而不是使用绝对epsilon。因此,如果ka-x% 在统计上有更严格的方法解决问题。这将涉及一个非常精确的定义我们所说的类似和检查三角形的分布。 Statistical shape analysis是一个糟糕的起点。 David George Kendall确实检查了三角形的形状。
答案 1 :(得分:0)
如果它只是角度,你可以简单地计算两个三角形的三个内角。只需使用余弦,
cos(angle) = dot (normalized(edge[i]),normalized(edge[(i+1)%3])).
with edge[i] = p[(i+1)%3] - p[i].
所以每个三角形一和二有三个cos(角度)。然后检查每个排列。三角形只有六个排列。 (http://mathworld.wolfram.com/Permutation.html)
besterr = max;
for i=1..6 perm(i) in tri1
for j=1..6 perm(j) in tri2
err = 0
for k=1..3 angle
err += abs(angletri1[perm[i,k]] - angletri2[perm[j,k]])
if (err<besterr) besterr = err;
return besterr;
这会给你预期的结果吗?我们当然可以提高效率。但这是蛮力测试算法。需要注意的一点是它只适用于三角形 - 三角形中的任何顶点排列都是相同的三角形轮廓。对于更大的多边形,情况并非如此。
一旦这个工作,你可以开始试验。角度和角度(角度)得到相同的结果吗?对于err + = abs(d)和err + = d * d?你能通过排序角度检查2个排列吗?记住三角形角度总和(https://en.wikipedia.org/wiki/Sum_of_angles_of_a_triangle)。什么计算是多余的?
最后:这真的是你想要的指标吗?两个相反绕组的三角形真的相似吗?一个巨大而小的一个?