package Math::Geometry::Voronoi; use 5.008; use strict; use warnings; our $VERSION = '1.3'; require XSLoader; XSLoader::load('Math::Geometry::Voronoi', $VERSION); use Params::Validate qw(validate ARRAYREF CODEREF); use List::Util qw(min max sum); use base 'Class::Accessor::Fast'; __PACKAGE__->mk_accessors( qw(points lines edges vertices xmin ymin xmax ymax)); sub new { my $pkg = shift; my %args = validate(@_, {points => {type => ARRAYREF}}); my $self = bless({points => $args{points}}, $pkg); $self->sort_points(); return $self; } # C code needs points sorted by y then by x and needs min and max for # both - should provide a way for the client to provide this sub sort_points { my $self = shift; my $points = $self->points(); @$points = sort { $a->[1] <=> $b->[1] || $a->[0] <=> $b->[0] } @$points; $self->ymin($points->[0][1]); $self->ymax($points->[-1][1]); my @x = map { $_->[0] } @$points; $self->xmin(min(@x)); $self->xmax(max(@x)); return; } sub compute { my $self = shift; my $result = compute_voronoi_xs($self->points, $self->xmin, $self->xmax, $self->ymin, $self->ymax); $self->lines($result->{lines}); $self->vertices($result->{vertices}); $self->edges($result->{edges}); return; } sub cmp_verts_ab { return cmp_verts($a,$b); } # a low x value is placed before a high x value. if both x values # are the same, a high y value is placed before a low y value. sub cmp_verts { return ($_[0]->[0] <=> $_[1]->[0] || $_[1]->[1] <=> $_[0]->[1] ); } sub vert_inside_bounds { my ($self, $x,$y) = @_; return ( $x >= $self->xmin and $x <= $self->xmax and $y >= $self->ymin and $y <= $self->ymax ); } sub boundry_interesection_verts { my($self, $a,$b,$c) = @_; my $verts = []; if($b){ my $v1 = [$self->xmin,($c-$a*$self->xmin)/$b]; my $v2 = [$self->xmax,($c-$a*$self->xmax)/$b]; push ( @$verts, $v1 ) if ( $self->vert_inside_bounds( @$v1 ) ); push ( @$verts, $v2 ) if ( $self->vert_inside_bounds( @$v2 ) ); } if($a){ my $v1 = [($c-$b*$self->ymax)/$a,$self->ymax]; my $v2 = [($c-$b*$self->ymin)/$a,$self->ymin]; push ( @$verts, $v1 ) if ( $self->vert_inside_bounds( @$v1 ) ); push ( @$verts, $v2 ) if ( $self->vert_inside_bounds( @$v2 ) ); } $verts; } sub polygons { my $self = shift; my %args = validate(@_, {normalize_vertices => {type => CODEREF, optional => 1 }, }); my $points = $self->points; my $lines = $self->lines; my $edges = $self->edges; my $vertices = $self->vertices; if (my $norm = $args{normalize_vertices}) { $vertices = [map { [$norm->($_->[0]), $norm->($_->[1])] } @$vertices]; } my @edges_by_point; EDGE: foreach my $edge (@$edges) { my ($l, $v1, $v2) = @$edge; next EDGE if( $v1 == -1 and $v2 == -1 ); my ($lon1, $lat1, $lon2, $lat2); my $ivs = $self->boundry_interesection_verts(@{$lines->[$l]}); $ivs = [sort cmp_verts_ab @$ivs]; if( my $norm = $args{normalize_vertices}) { $ivs = [map { [$norm->($_->[0]), $norm->($_->[1])] } @$ivs]; } ($lat1,$lon1) = @{$vertices->[$v1]} if( $v1 != -1 ); ($lat2,$lon2) = @{$vertices->[$v2]} if( $v2 != -1 ); if( $v1 == -1 ) { next EDGE unless( @$ivs and $lat2 +0 == $lat2 and $lon2 +0 == $lon2 ); if( cmp_verts( [$lat2,$lon2], $ivs->[0] ) > 0 ) { ($lat1,$lon1) = @{$ivs->[0]}; } elsif( cmp_verts( [$lat2,$lon2], $ivs->[1] ) > 0 ) { ($lat1,$lon1) = @{$ivs->[1]}; } else { next EDGE; } } if( $v2 == -1 ) { next EDGE unless( @$ivs and $lat1 +0 == $lat1 and $lon1 +0 == $lon1 ); if( cmp_verts( [$lat1,$lon1], $ivs->[1] ) < 0 ) { ($lat2,$lon2) = @{$ivs->[1]}; } elsif( cmp_verts( [$lat1,$lon1], $ivs->[0] ) < 0 ) { ($lat2,$lon2) = @{$ivs->[0]}; } else { next EDGE; } } # if any of the coords are NaN things break. next EDGE if( grep {$_ +0 != $_ } ($lat1,$lon1,$lat2,$lon2)); my ($p1, $p2) = ($lines->[$l][3], $lines->[$l][4]); if ($p1 != -1 and $p2 != -1) { foreach my $p ($p1, $p2) { push @{$edges_by_point[$p]}, [$lat1, $lon1, $lat2, $lon2]; } } } my @polygons; foreach my $p (0 .. $#$points) { my $stack = $edges_by_point[$p]; next unless $stack; # can't make a polygon with less than 2 edges next unless @$stack >= 2; my @poly = (); foreach my $this ( @$stack ) { if( !grep { $_->[0] == $this->[0] && $_->[1] == $this->[1] } @poly and $this->[0] +0 == $this->[0] and $this->[1] +0 == $this->[1] ) { push @poly, [$this->[0],$this->[1]]; } if( !grep { $_->[0] == $this->[2] && $_->[1] == $this->[3] } @poly and $this->[2] +0 == $this->[2] and $this->[3] +0 == $this->[3] ) { push @poly, [$this->[2],$this->[3]]; } } #TODO: if this point is the closest point to a corner... # add that corner as a vert on this poly # sort poly's verts (anti?) clockwise around the point $points->[$p]; @poly = sort { my($lat1,$lon1) = ( $a->[0] - $points->[$p]->[0], $a->[1] - $points->[$p]->[1] ); my($lat2,$lon2) = ( $b->[0] - $points->[$p]->[0], $b->[1] - $points->[$p]->[1] ); return atan2($lon1,$lat1) <=> atan2($lon2,$lat2); } @poly; # make a list of the first points push @polygons, [$p, map { [$_->[0], $_->[1]] } @poly]; } return @polygons; } sub _dump_poly { my $poly = shift; return "[ \n\t" . join(", \n\t", map { "[$_->[0],$_->[1]]" } @$poly) . " ]\n"; } 1; __END__ =head1 NAME Math::Geometry::Voronoi - compute Voronoi diagrams from sets of points =head1 SYNOPSIS use Math::Geometry::Voronoi; # load a set of points my @points = ([1, 2], [1, 3], [2, 2], [0, 1], [0, 10], [0.5, 11]); my $geo = Math::Geometry::Voronoi->new(points => \@points); # compute your diagram $geo->compute; # extract features my $lines = $geo->lines; my $edges = $geo->edges; my $vertices = $geo->vertices; # build polygons my @polygons = $geo->polygons; =head1 DESCRIPTION This module computes Voronoi diagrams from a set of input points. Info on Voronoi diagrams can be found here: http://en.wikipedia.org/wiki/Voronoi_diagram This module is a wrapper around a C implementation found here: http://www.derekbradley.ca/voronoi.html Which is itself a modification of code by Steve Fortune, the inventor of the algorithm used (Fortune's algorithm): http://cm.bell-labs.com/who/sjf/ I made changes to the C code to allow reading input and writing output to/from Perl data-structures. I also modified the memory allocation code to use Perl's memory allocator. Finally, I changed all floats to doubles to provide better precision and to match Perl's NVs. =head1 INTERFACE =head2 new my @points = ([1, 2], [1, 3], [2, 2], [0, 1], [0, 10], [0.5, 11]); my $geo = Math::Geometry::Voronoi->new(points => \@points); Create a new object, passing in a single required parameter called 'points'. This must be an array or arrays containing at least two values each, the X,Y values for your points. Any extra data will be ignored. =head2 points Returns the I set of points used by the voronoi algorithm. This is the ordering refered to by the lines() output below. =head2 compute Call this to build the diagram. Returns nothing. =head2 lines Returns an array ref containing arrays of lines in the output diagram. The data by index: 0: the a value in the ax + by = c equation for the line 1: the b value 2: the c value 3: the index of one point for which this line is the bisector. 4: the index of the other point for which this line is the bisector. Note that 3 and 4 are not the end-points of the line - they are points perpendicular to the line. Either 3 or 4 may be -1 meaning no point. =head2 vertices Returns an array ref containing arrays of vertices in the output diagram. These are the points which connect edges running along the lines. The data by index: 0: the x value 1: the y value =head2 edges Returns an array ref containing arrays of edges in the output diagram. An edge is defined as a segment of a line running between two vertices. The data by index: 0: the index of the line 1: the index of vertex 1 2: the index of vertex 2 Either 1 or 2 can be -1 meaning "infinite". =head2 polygons @polys = $geo->polygons(); This method attempts to assemble polygons from non-infinite edges in the diagram. This part of the code is written in Perl and is of my own invention. I needed this facility in order to color the diagrams created by this module. It seems to work reasonably well for my uses but I'm sure it's nowhere near the quality of Steve Fortune's code! Feedback welcome. This method returns a reference to an array containing first a point index and then a list of vertex coordinates. The point is the point inside the polygon and the vertices are in drawing order for the closed polygon surrounding the point. For example: @polys = ( $point_index, [$lat1, $lon1], [$lat2, $lon2], ... ); One optional parameter is available - normalize_vertices. This option is necessary because the algorithm used needs to match up points from one edge to another and doing that with floating point numbers requires some kind of normalization (otherwise 1.1 != 1.10001). For example, if your coordinates are on an integer grid you might do: @polys = $geo->polygons(normalize_vertices => sub { int($_[0]) }); Or if you're using floating point and your coordinates are useful down to 2 decimal places: @polys = $geo->polygons(normalize_vertices => sub { sprintf("%.2f", $_[0]) }); The point is to produce coordinates in a format where they will compare as equal textually, side-stepping the problem of comparing floats numerically. =head1 TODO Possible projects, if you're in the mood to help out: - Add the ability to combine polygons based on a mapping of same-type points. Map overlays get cluttered by internal lines with you're coloring multiple polygons the same. All edges connect exactly two polygons, so this should be relatively easy. Sadly, my limited math skills have thwarted me on this one - I spent several days but ultimately couldn't get it working reliably on all possible shapes. - Remove the need for the normalize_vertices option to polygons(), somehow (fuzzy matching?). - Setup a site where people can play with the module visually and see purty colors. Could be an excuse to play with the new canvas stuff in modern browsers. - Add tests that actually examine the output for sanity. So far the tests just look at the format and range of the output data - to see if it's actually doing a decent diagram I look at graphical output. =head1 AUTHOR Sam Tregar =head1 COPYRIGHT AND LICENSE As far as I can tell the underlying C code used here never had a license attached to it, or if it did I couldn't find any trace of it. If this worries you please contact Steve and Derek through the links above. The Perl and XS code in this library is free software; you can redistribute it and/or modify it under the same terms as Perl itself, either Perl version 5.8.5 or, at your option, any later version of Perl 5 you may have available. =cut