我有一个基本上代表屏幕的坐标系。
而且我有任意数量的职位。例如:
population = [
{x: 100.44, 200.54},
{x: 123.45, 678.9},
{x: 1300.23, 435.81},
{x: 462.23, 468.37},
{x: 956.58, 385.38},
];
我正在寻找一种算法,该算法可以找到人口最多的点。
白色的小圆圈代表人口,红色的Xs标记点对我来说似乎很稀疏:
我的目标是运行一个动画,将所有这些白色迷你圆圈随机移动到随机方向,并且一旦圆圈离开屏幕,它就会被传送到人口最稠密的位置,从而减少大的空白空间。
我试图通过计算每个整数坐标到每个圆的距离之和,然后选择距离总和最高的坐标来实现。仅此一项似乎已经占用大量CPU,但是我注意到该算法使圆移到我的坐标系的边界。因此,我还将每个整数坐标到每个边界整数坐标的距离总和相加。到那时,脚本基本上冻结了。因此,这绝对不是正确的方法。
我的想法不多了。我想我不需要一种完美的算法,而是需要一种在精度和性能之间保持良好平衡的算法。 最后,我希望能够在1920x1080画布上每秒运行多次该算法,并包含大约80个这些小圆。理想情况下,该算法将具有一个参数来调整精度,从而调整其使用的CPU时间。
这是我上面提到的方法。我注释掉了导致脚本冻结的行:
let circles = [
{x: 60.44, y: 190.54},
{x: 103.45, y: 18.9},
{x: 390.23, y: 135.81},
{x: 302.23, y: 28.37},
{x: 56.58, y: 85.38},
]
function getDistance(p1, p2) {
return Math.sqrt((p1.x - p2.x) ** 2 + (p1.y - p2.y) ** 2)
}
function drawCircle(ctx,x,y,r,c) {
ctx.beginPath()
ctx.arc(x, y, r, 0, 2 * Math.PI, false)
ctx.fillStyle = c
ctx.fill()
}
const canvas = document.getElementById('canvas')
const ctx = canvas.getContext("2d")
let highestDistanceSum = 0
let coordWithHighestDistanceSum
for (let x=0; x<canvas.width; x++) {
for (let y=0; y<canvas.height; y++) {
let canvasCoord = {x: x, y: y}
let distanceSum = 0
for (let circle of circles) {
distanceSum += getDistance(canvasCoord, circle)
}
/*
// Pretend as if every pixel on the border is a circle
// Causes massive CPU usage
for (let x2=0; x<canvas.width; x2++) {
distanceSum += getDistance(canvasCoord, {x: x2, y: 0})
distanceSum += getDistance(canvasCoord, {x: x2, y: canvas.height})
}
for (let y2=0; y<canvas.height; y2++) {
distanceSum += getDistance(canvasCoord, {x: 0, y: y2})
distanceSum += getDistance(canvasCoord, {x: canvas.width, y: y2})
}
*/
if (distanceSum > highestDistanceSum) {
coordWithHighestDistanceSum = canvasCoord
highestDistanceSum = distanceSum
}
}
}
for (let p of circles) {
drawCircle(ctx, p.x, p.y, 3, 'black')
}
drawCircle(ctx, coordWithHighestDistanceSum.x, coordWithHighestDistanceSum.y, 5, 'red')
<canvas id="canvas" width="400" height="200" style="border:1px solid #d3d3d3;"></canvas>
答案 0 :(得分:5)
(由于它是黑色画布上的白点,因此我将白点称为星号,以便于区分)
首先,您的解决方案似乎不符合您的标准。您不需要与所有恒星的距离总和最大的点。您需要距其最近的恒星最远的点。。
举例来说,例如,这样的情况:中心有一颗恒星,而距中心有一段距离有大量恒星:
“最大距离总和”方法可能会在红色圆圈中给出一个点(该点太靠近中心星,甚至与中心星重叠),而您想要的则更像是绿色圆圈中的某点:
请牢记:
“合理大小”部分在性能方面非常重要。您使用的1920x1080分辨率在我看来太细粒度了。为了获得视觉上令人满意的结果,分辨率为48x30甚至32x20绰绰有余。
结果将是这样的:
这里仍然有一个大问题:最红的方块在底部边缘!
倒角边缘和角正方形比中心坐标具有“欺骗”优势,因为没有恒星朝向一侧(对于角正方形,甚至没有3个边)。因此,角落和边缘正方形与任何恒星之间的距离极有可能。
您的艺术作品在视觉上不是很令人愉悦吗?因此,我们可以通过过滤掉某个填充内的结果来作弊。幸运的是,BFS的结果默认情况下是排序的,因此我们可以对结果进行迭代,直到找到适合所需范围的结果为止。
下面是带注释的完整代码。即使可以看到距离图,整个过程也需要20毫秒,对于一个webgl片段(以@ 30fps〜33ms /帧的速度运行)应该足够了
此解决方案还将处理少数情况,即几颗恒星在同一帧外移出。在那种情况下,只需从BFS的结果中获取几个不同的坐标即可。
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Document</title>
</head>
<body style="margin: 0; padding: 0;">
<canvas id="canvas" style="display: block;"></canvas>
<script>
// higher GRID_WIDTH = better result, more calculation time
// We will caculate gridHeight later based on window size
const GRID_WIDTH = 48;
const GRID_PADDING = 3;
const heatMapColors = [
'#ffffff',
'#ffdddd',
'#ffbbbb',
'#ff9999',
'#ff7777',
'#ff5555',
'#ff3333',
'#ff0000'
]
const init = () => {
var circles = [];
for (var i = 0; i < 90; i++) {
circles.push({
x: Math.random() * window.innerWidth,
y: Math.random() * window.innerHeight
});
}
const canvas = document.getElementById('canvas')
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const ctx = canvas.getContext("2d");
const cellSize = window.innerWidth / GRID_WIDTH;
const gridHeight = Math.ceil(canvas.height / cellSize);
update(ctx, circles, GRID_WIDTH, gridHeight, cellSize);
}
const update = (ctx, circles, gridWidth, gridHeight, cellSize) => {
const start = new Date();
// Perform a BFS from all stars to find distance of each rect from closest star
// After BFS visitedCoords will be an array of all grid rect, with distance-from-star (weight) sorted in ascending order
var bfsFrontier = getGridCoordOfStars(circles, cellSize).map(coord => ({ ...coord, weight: 0 }));
var visitedCoords = [...bfsFrontier];
while (bfsFrontier.length > 0) {
const current = bfsFrontier.shift();
const neighbors = getNeighbors(current, gridWidth, gridHeight);
for (let neighbor of neighbors) {
if (visitedCoords.findIndex(weightedCoord => coordsEqual(weightedCoord, neighbor)) === -1) {
visitedCoords.push(neighbor);
bfsFrontier.push(neighbor);
}
}
}
// Visualize heatmap
for (let coord of visitedCoords) {
drawRect(ctx, coord.x * cellSize, coord.y * cellSize, cellSize, cellSize, heatMapColors[Math.min(coord.weight, heatMapColors.length - 1)]);
}
const emptiestCoord = getLastCoordWithinPadding(visitedCoords, gridWidth, gridHeight, GRID_PADDING);
const emptiestPosition = {
x: (emptiestCoord.x + 0.5) * cellSize,
y: (emptiestCoord.y + 0.5) * cellSize
}
drawCircle(ctx, emptiestPosition.x, emptiestPosition.y, 5, 'yellow');
for (let p of circles) {
drawCircle(ctx, p.x, p.y, 3, 'black')
}
console.log(`Processing time: ${new Date().getTime() - start.getTime()} ms`);
}
const drawCircle = (ctx, x, y, r, c) => {
ctx.beginPath()
ctx.arc(x, y, r, 0, 2 * Math.PI, false)
ctx.fillStyle = c
ctx.fill()
}
const drawRect = (ctx, x, y, width, height, c) => {
ctx.beginPath();
ctx.rect(x, y, width, height);
ctx.fillStyle = c;
ctx.fill();
}
// Convert star position to grid coordinate
// Don't need to worry about duplication, BFS still work with duplicates
const getGridCoordOfStars = (stars, cellSize) =>
stars.map(star => ({
x: Math.floor(star.x / cellSize),
y: Math.floor(star.y / cellSize)
}))
const coordsEqual = (coord1, coord2) => coord1.x === coord2.x && coord1.y === coord2.y;
const getNeighbors = (weightedCoord, gridWidth, gridHeight) => {
var result = [];
if (weightedCoord.x > 0) result.push({ x: weightedCoord.x - 1, y: weightedCoord.y, weight: weightedCoord.weight + 1 })
if (weightedCoord.x < gridWidth - 1) result.push({ x: weightedCoord.x + 1, y: weightedCoord.y, weight: weightedCoord.weight + 1 })
if (weightedCoord.y > 0) result.push({ x: weightedCoord.x, y: weightedCoord.y - 1, weight: weightedCoord.weight + 1 })
if (weightedCoord.y < gridHeight - 1) result.push({ x: weightedCoord.x, y: weightedCoord.y + 1, weight: weightedCoord.weight + 1 })
return result;
}
// loop through a BFS result from bottom to top and return first occurence inside padding
const getLastCoordWithinPadding = (coords, gridWidth, gridHeight, padding) => {
for (let i = coords.length - 1; i > 0; i--) {
const coord = coords[i];
if (
coord.x >= padding
&& coord.x < gridWidth - padding - 1
&& coord.y >= padding
&& coord.y < gridHeight - padding - 1
) return coord;
}
// This does not happen with current logic, but I leave it here to catch future code changes
return coords[coords.length - 1];
}
init();
</script>
</body>
</html>
修改:
我刚刚阅读了@ArneHugo的答案,我看到将边框和星星一起添加,因为BFS的起始位置也将起作用。速度稍慢一些,但效果更好。
这是实现他们想法的另一个版本:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Document</title>
</head>
<body style="margin: 0; padding: 0;">
<canvas id="canvas" style="display: block;"></canvas>
<script>
const GRID_WIDTH = 48; // We will caculate gridHeight based on window size
const heatMapColors = [
'#ffffff',
'#ffdddd',
'#ffbbbb',
'#ff9999',
'#ff7777',
'#ff5555',
'#ff3333',
'#ff0000'
]
const init = () => {
var circles = [];
for (var i = 0; i < 90; i++) {
circles.push({
x: Math.random() * window.innerWidth,
y: Math.random() * window.innerHeight
});
}
const canvas = document.getElementById('canvas')
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const ctx = canvas.getContext("2d");
const cellSize = window.innerWidth / GRID_WIDTH;
const gridHeight = Math.ceil(canvas.height / cellSize); // calculate gridHeight
// cache border coords array since it's never changed
const borderCoords = getBorderCoords(GRID_WIDTH, gridHeight);
update(ctx, circles, GRID_WIDTH, gridHeight, cellSize, borderCoords);
}
const update = (ctx, circles, gridWidth, gridHeight, cellSize, borderCoords) => {
const start = new Date();
// Perform a BFS from all stars to find distance of each rect from closest star
// After BFS visitedCoords will be an array of all grid rect, with distance-from-star (weight) sorted in ascending order
var bfsFrontier = borderCoords.concat(
getGridCoordOfStars(circles, cellSize).map(coord => ({ ...coord, weight: 0 }))
);
var visitedCoords = [...bfsFrontier];
while (bfsFrontier.length > 0) {
const current = bfsFrontier.shift();
const neighbors = getNeighbors(current, gridWidth, gridHeight);
for (let neighbor of neighbors) {
if (visitedCoords.findIndex(weightedCoord => coordsEqual(weightedCoord, neighbor)) === -1) {
visitedCoords.push(neighbor);
bfsFrontier.push(neighbor);
}
}
}
// Visualize heatmap
for (let coord of visitedCoords) {
drawRect(ctx, coord.x * cellSize, coord.y * cellSize, cellSize, cellSize, heatMapColors[Math.min(coord.weight, heatMapColors.length - 1)]);
}
const emptiestCoord = visitedCoords[visitedCoords.length - 1];
const emptiestPosition = {
x: (emptiestCoord.x + 0.5) * cellSize,
y: (emptiestCoord.y + 0.5) * cellSize
}
drawCircle(ctx, emptiestPosition.x, emptiestPosition.y, 5, 'yellow');
for (let p of circles) {
drawCircle(ctx, p.x, p.y, 3, 'black')
}
console.log(`Processing time: ${new Date().getTime() - start.getTime()} ms`);
}
const drawCircle = (ctx, x, y, r, c) => {
ctx.beginPath()
ctx.arc(x, y, r, 0, 2 * Math.PI, false)
ctx.fillStyle = c
ctx.fill()
}
const drawRect = (ctx, x, y, width, height, c) => {
ctx.beginPath();
ctx.rect(x, y, width, height);
ctx.fillStyle = c;
ctx.fill();
}
const getBorderCoords = (gridWidth, gridHeight) => {
var borderCoords = [];
for (var x = 0; x < gridWidth; x++) {
for (var y = 0; y < gridHeight; y++) {
if (x === 0 || y === 0 || x === gridWidth - 1 || y === gridHeight - 1) borderCoords.push({ x, y, weight: 0 })
}
}
return borderCoords;
}
// Convert star position to grid coordinate and filter out duplicates
const getGridCoordOfStars = (stars, cellSize) => stars.map(star => ({
x: Math.floor(star.x / cellSize),
y: Math.floor(star.y / cellSize)
}))
const uniqueCoord = (arr) => arr.filter((candidate, index) => arr.findIndex(item => coordsEqual(item, candidate)) === index);
const coordsEqual = (coord1, coord2) => coord1.x === coord2.x && coord1.y === coord2.y;
const getNeighbors = (weightedCoord, gridWidth, gridHeight) => {
var result = [];
if (weightedCoord.x > 0) result.push({ x: weightedCoord.x - 1, y: weightedCoord.y, weight: weightedCoord.weight + 1 })
if (weightedCoord.x < gridWidth - 1) result.push({ x: weightedCoord.x + 1, y: weightedCoord.y, weight: weightedCoord.weight + 1 })
if (weightedCoord.y > 0) result.push({ x: weightedCoord.x, y: weightedCoord.y - 1, weight: weightedCoord.weight + 1 })
if (weightedCoord.y < gridHeight - 1) result.push({ x: weightedCoord.x, y: weightedCoord.y + 1, weight: weightedCoord.weight + 1 })
return result;
}
init();
</script>
</body>
</html>
答案 1 :(得分:3)
这里是一个例子,尽管我认为如果您有更多的圈子,可能会更有趣。
[canvas.width - coord.x, coord.x - 0, canvas.height - coord.y, coord.y -0]
)的距离以及到每个现有圆的距离来完成。(我也已更改为更具功能性的样式,因为我发现这样做比较容易,尽管这不是必需的。)
const numberOfCirclesToGetDistanceTo = 2
let circles = [
{x: 60.44, y: 190.54},
{x: 103.45, y: 18.9},
{x: 390.23, y: 135.81},
{x: 302.23, y: 28.37},
{x: 56.58, y: 85.38},
]
function getDistance(p1, p2) {
return Math.sqrt((p1.x - p2.x) ** 2 + (p1.y - p2.y) ** 2)
}
function drawCircle(ctx,x,y,r,c) {
ctx.beginPath()
ctx.arc(x, y, r, 0, 2 * Math.PI, false)
ctx.fillStyle = c
ctx.fill()
}
const canvas = document.getElementById('canvas')
const ctx = canvas.getContext("2d")
function getCoordWithHighestDistanceSum() {
const xList = Array(canvas.width).fill().map((_, index) => index)
const yList = Array(canvas.height).fill().map((_, index) => index)
const coords = xList.flatMap(x => yList.reduce((coords, y) => coords.concat({ x, y }), []))
const ascending = (a, b) => a - b
const sumTotal = (sum, next) => sum + next
const coordsWithDistance = coords.map(coord => {
const distances = [
...circles.map(circle => getDistance(coord, circle)),
...[canvas.width - coord.x, coord.x - 0, canvas.height - coord.y, coord.y -0],
]
return {
coord,
dist: distances
.sort(ascending)
.slice(0, numberOfCirclesToGetDistanceTo)
.reduce(sumTotal, 0)
}
})
return coordsWithDistance
.sort((a, b) => b.dist - a.dist)
[0].coord
}
const coordWithHighestDistanceSum = getCoordWithHighestDistanceSum()
for (let p of circles) {
drawCircle(ctx, p.x, p.y, 3, 'black')
}
drawCircle(ctx, coordWithHighestDistanceSum.x, coordWithHighestDistanceSum.y, 5, 'red')
<canvas id="canvas" width="400" height="200" style="border:1px solid #d3d3d3;"></canvas>
此处是更具交互性的版本,因此您可以测试其工作方式。如您所见,大多数情况下,随机生成其他圆时,沿边缘的人口最少。此外,检查距离时您所用的圆圈越多,在选择人口密度最低的区域时,您越趋向于边缘和角落。
查找人口最少的区域的逻辑与原始解决方案中的逻辑相同。
let circles = []
let coordWithHighestDistanceSum = void 0
const canvas = document.getElementById('canvas')
const ctx = canvas.getContext("2d")
const xList = Array(canvas.width).fill().map((_, index) => index)
const yList = Array(canvas.height).fill().map((_, index) => index)
const coords = xList.flatMap(x => yList.reduce((coords, y) => coords.concat({ x, y }), []))
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height)
function drawCircle(ctx,x,y,r,c) {
ctx.beginPath()
ctx.arc(x, y, r, 0, 2 * Math.PI, false)
ctx.fillStyle = c
ctx.fill()
}
circles.forEach(circle => drawCircle(ctx, circle.x, circle.y, 3, 'black'))
if (coordWithHighestDistanceSum) {
drawCircle(ctx, coordWithHighestDistanceSum.x, coordWithHighestDistanceSum.y, 5, 'red')
}
}
function generateCircles() {
const nofCircles = Number(document.getElementById('nofCircles').value)
const randomCoord = () => coords[Math.floor(Math.random() * coords.length)]
circles = Array(nofCircles).fill().map(randomCoord)
findLeastPopulatedCoordinate()
render()
}
function findLeastPopulatedCoordinate() {
const nofCirclesToSumDistanceTo = Number(document.getElementById('nofCirclesToSumDistanceTo').value)
const ascending = (a, b) => a - b
const sumTotal = (sum, next) => sum + next
function getDistance(p1, p2) {
return Math.sqrt((p1.x - p2.x) ** 2 + (p1.y - p2.y) ** 2)
}
coordWithHighestDistanceSum = coords
.map(coord => ({
coord,
dist: []
.concat(circles.map(circle => getDistance(coord, circle)))
.concat([canvas.width - coord.x, coord.x - 0, canvas.height - coord.y, coord.y -0])
.sort(ascending)
.slice(0, nofCirclesToSumDistanceTo)
.reduce(sumTotal, 0)
}))
.sort((a, b) => b.dist - a.dist)
[0].coord
render()
}
generateCircles()
findLeastPopulatedCoordinate()
<div>
<label>Number of circles</label>
<input type="number" id="nofCircles" value="30" />
</div>
<div>
<label>Number of circles to sum distance to</label>
<input type="number" id="nofCirclesToSumDistanceTo" value="1" />
</div>
<button onclick="generateCircles()">Generate circles</button>
<button onclick="findLeastPopulatedCoordinate()">Find least populated coordinate</button>
<canvas id="canvas" width="400" height="200" style="border:1px solid #d3d3d3;"></canvas>
答案 2 :(得分:1)
您可以将画布视为具有1080×1920列和行的矩阵,以x表示空白区域的1s初始化,x th 列的y th 行的初始化为0。代表该坐标点。现在,您需要在二进制矩阵中找到最大的空白矩形。
此Dr. Dobb's article包含解决该问题的最快算法之一。您可以在互联网上找到JavaScript实现,也可以自己实现。
您还可以考虑找到最大的空平方。
var canvas = document.querySelector("#canvas-1");
var rctx = canvas.getContext("2d");
var ncols = canvas.width;
var nrows = canvas.height;
var npoints = +canvas.dataset.points;
var matrix = Array(nrows).fill(0).map(function() {
return Array(ncols).fill(1);
});
var i, x, y, t0, t1, maxrect, maxsquare;
/*
* For consistency with algorithms, the matrix is initialized with 1s
* representing the blank area and the points are represented with 0s
*/
for (i = 0; i < npoints; i++) {
x = Math.floor(Math.random() * ncols);
y = Math.floor(Math.random() * nrows);
matrix[y][x] = 0;
}
t0 = new Date();
maxrect = maximalRectangle(matrix);
t1 = new Date();
console.log("Rectangle found in %dms", t1 - t0);
t0 = new Date();
maxsquare = maximalSquare(matrix);
t1 = new Date();
console.log("Square found in %dms", t1 - t0);
/*
* Render the results
*/
rctx.fillStyle = "rgba(255,0,0,.5)";
rctx.fillRect(maxrect.left, maxrect.top, maxrect.right - maxrect.left + 1, maxrect.bottom - maxrect.top + 1);
rctx.fillStyle = "rgba(0,0,255,.5)";
rctx.fillRect(maxsquare.left, maxsquare.top, maxsquare.right - maxsquare.left + 1, maxsquare.bottom - maxsquare.top + 1);
rctx.fillStyle = "rgb(255,255,255)";
for (y = 0; y < nrows; y++) {
for (x = 0; x < ncols; x++) {
if (matrix[y][x] === 0) {
rctx.fillRect(x, y, 1, 1);
}
}
}
/*
* implementation of this answer:
* https://stackoverflow.com/a/20039017/87015
*/
function maximalRectangle(matrix) {
var best_area = 0;
var best_rect = {};
var M = matrix[0].length;
var N = matrix.length;
var c = Array(M + 1).fill(0);
var s = [];
var m, n, open_width, area, prev;
for (n = 0; n < N; n++) {
for (m = 0; m < M; m++) {
if (matrix[n][m] === 0) {
c[m] = 0;
} else {
c[m]++;
}
}
open_width = 0;
for (m = 0; m < M + 1; m++) {
if (c[m] > open_width) {
s.push({
m: m,
w: open_width
});
open_width = c[m];
} else if (c[m] < open_width) {
do {
prev = s.pop();
area = open_width * (m - prev.m);
if (area > best_area) {
best_area = area;
best_rect.left = prev.m;
best_rect.right = m - 1;
best_rect.top = n - open_width + 1;
best_rect.bottom = n;
}
open_width = prev.w;
} while (c[m] < open_width);
open_width = c[m];
if (open_width != 0) {
s.push(prev);
}
}
}
}
return {
area: best_area,
left: best_rect.left,
top: best_rect.top,
right: best_rect.right,
bottom: best_rect.bottom
};
}
/*
* (possibly buggy) implementation of this answer:
* https://stackoverflow.com/a/1726667/87015
*/
function maximalSquare(matrix) {
var best_length = 0;
var best_square = {};
var M = matrix[0].length;
var N = matrix.length;
var c = Array(M + 1).fill(0);
var n, m, temp, prev = 0;
for (n = 1; n <= N; n++) {
for (m = 1; m <= M; m++) {
temp = c[m];
if (matrix[n - 1][m - 1] === 1) {
c[m] = Math.min(Math.min(c[m - 1], prev), c[m]) + 1;
if (best_length < c[m]) {
best_length = c[m];
best_square.left = m - best_length;
best_square.right = m - 1;
best_square.top = n - best_length;
best_square.bottom = n - 1;
}
} else {
c[m] = 0;
}
prev = temp;
}
}
return {
area: best_length * best_length,
left: best_square.left,
top: best_square.top,
right: best_square.right,
bottom: best_square.bottom
};
}
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