"Find all tiles connected to this one" project - vb.net

Remember MS Paint? The bucket tool? If you used it and clicked on a pixel, all pixels connected to this pixel that are the same are affected. The theory is, I suppose, to check if there is any pixel adjacent to the selected one. If such pixel is the same type as the selected one, check for more adjacent pixels in this one, and so on.
I want to implement something similar in VB.NET. Basically I have a 2D array map which represents the map. Let's assume there are only two types of tile: 0 and 1.
Now, I got pretty much everything ready: I got my 2d map and I can tell which tile is clicked and tell what array indexes are the ones that represent such tile.
Now for the "painting" process. Whenever I think about it, I can't figure a convenient way to execute such iteration. Can someone help me choosing a correct design/way/tip to achieve this?

The operation is called 'flood fill'. Possible algorithms and their implementations, there are several, are well described here.

Related

How can I render 19451 circles on Rect Native map efficiently?

I have 19451 points exported by coordinates in a JSON file. I am trying to render them in an efficient way on the map with circles. How can I achieve this? It is the first time I am using https://github.com/react-native-maps/react-native-maps with expo, so I am not that experienced in using maps services. I don't even know where to start from. I was thinking of something like rendering the points dynamically, based on whether one point is to be found in the region of the map that is currently shown on the screen, although I have no idea how to actually achieve this. The first thing I tried was to obviously render them at once: it takes ages and it is very buggy!
You have several options:
Use some kind of clustering when there are multiple circles in the same area, for example when you're zoomed out. Have a look at react-native-maps-clustering. Performance wise is decent enough but it may lag on older devices.
When you go over a zoom level you can limit the number of circles you draw, I guess they overlap anyways. When your limit has been reached, you can display some warning to let the user know that the number of circles was limited and he should zoom in. From my experience, drawing max 50 custom markers was the upper limit to avoid lag on older devices. With circles, that limit might be different.
Manually filter your data and decide whether the circle belongs to the current viewport (visible part of the map) or not.
Some code would help me to give you some more hints.

GODOT: What is an efficient calculation for the AABB of a simple 3D model from a camera's view

I am attempting to come up with a quick and efficient means of translating a 3d mesh into a projected AABB. In the end, I would like to accomplish something similar to figure 1 wherein only the area of the screen covered by the cube is located inside the bounding box highlighted in red. ((if it is at all possible, getting the area as small as possible, highlighted in blue, would increase efficiency down the road.))
Figure 1. https://i.imgur.com/pd0E20C.png
Currently, I have tried:
Calculating the point position on the screen using camera.unproject_position(). this failed largely due to my inability to wrap my head around the pixel positions trending towards infinity. I understand it has something to do with Tan, but frankly, it is too late for my brain to function anymore.
Getting the area of collision between the view frustum and the AABB of the mesh instance. This method seems convoluted, and to get it in a usable format I would need to project the result into 2d coordinates again.
Using the MeshInstance VisualInstance to create a texture wherein a pixel is white if it contains the mesh instance, and black otherwise. Visual instances in general just baffle me, and I did not think it would be efficient to have another viewport just to output this texture.
What I am looking for:
An output that can be passed to a shader informing where to complete certain calculations. Right now this is set up to use a bounding box, but it could easily be rewritten to also use a texture. It also could be rewritten to use polygons, but I am trying to keep calculations to a minimum in the shader.
Certain solutions I have tried before have worked, slightly, but this must be robust. The camera interfacing with the 3d object will be able to move completely around and through it, meaning at times the view will be completely surrounded by the 3d model with points both in front, and behind.
Thank you for any help you can provide.
I will try my best to update this post with information if needed.

Detect multiple bodies in Kinect?

I am working with kinect in openframework using the ofxKinect addon, which is great and plenty fun!
Anyway I am looking for some pointers or a direction when dealing with multiple bodies on the screen. I was thinking of making a rect around each detected body and when the rects intersect something could happen, an effect or anything.
So what I am looking for are ideas or something that could point me to the right direction of detecting multiple bodies when using a kinect.
Right now based on the depth image I get from the kinect I go through each pixel and create a bunch of smaller rectangles with a padding and group them in a larger rectangle bound if they are separate from another rectangle group. This is not ideal as it only deals with the pixel values and is not really seperating bodies from eachother and is not giving me the results I am looking for.
So any ideas would be greatly appreciated!
If you want to use ofxKinect a quick solution would be to threshold on depth and assume bodies and no other objects will be within a depth range. This should make it easy to use the OpenCV's contour finder to isolate the outlines of the bodies and get the bounding rectangles. If the rectangles intersect(and ofRectangle already does the math you), trigger the reaction you need. Also don't forget to do that once if the effect isn't showing already, otherwise you will trigger the effect multiple times per second while the two bodies' bounding rectangles intersect.
You could try something a bit more hardcore and using ofxCv(not just ofxOpenCV) to tap into the HoG functionality. This is slow in itself and not ideal with the depth map, but hopefully you can run in every few seconds just to detect a person and the depth, then keep tracking that movement.
Personally, if you want to track people with the Kinect I recommend using ofxOpenNI as if already provides the scene segmentation feature and even if you don't track the skeletons you can still get useful information like the pixels pertaining to each body and they're centre of mass. I'm guessing Microsoft KinectSDK has a similar feature and there should be an oF addon, but it's windows only.
ofxKinect/libfreenect does not offer any people detection features, so you will need to roll your own.

Which pixels did that drawmesh operation just draw to?

Ok, it's a relatively simple problem, I want to know where, in screen space, a particular mesh was just drawn. I plan on then storing that information in a data store of some kind so that when I interact with something in screen space, I can lookup in the register and find the object, i.e, click on the spaceship drawn on the screen and then select target etc.
I can't find any way of finding out which pixels the mesh was drawn to though...
Alternatively, if I'm missing something obvious regarding what it is that I Want to do, please let me know!
There is no easy way to do that. But you can use another texture as render target and render those meshes with unique colors.
So for example you give #FF0000 to your mesh A and draw it also to your second render target with that color. Now when you select a pixel from 2nd render target and look at that color, if it is #FF0000 you can understand that, the pixel is a part of mesh A. Thus you can easily pick the mesh drawn on a certain pixel when you click one of those pixels.
Why dont you Unproject your screen space coords into 3D space? The only complication I had was the fact that I'd be left with a plane, I could check if a Mesh intersected with that plane but I often had multiple candidates for 'picking'.
Check out Google for DirectX Unproject and there are various articles discussing it. It's sometimes complicated for some to implement but done well it's actually pretty nifty; don't get put off by the people online who say it doesn't work, it does work!

Tetravex solving algorithm

Well, i was thinking of making a Tetravex solving program in order to practice my code writing skills (language will propably be Visual Basic) and I need help finding an algorithm for solving it. For those that don't know what tetravex is see this http://en.wikipedia.org/wiki/TetraVex . The only algorithm I can come up with is the brute force way, place a tile randomly in one corner and try every possible tile next to it and continue the same process, if it reaches a dead end revert to a previous state and place a different tile. So can anyone come up with a better algorithm? Thank you for your time.
here some ideas.
A vanilla brute force algorithm would try to fill out the grid recursively by enumerating the grid positions in a fixed order (e.g. row major) and always trying to fit every possible piece in the current position and then recursing. This is what you mentioned and it is very inefficient.
An improvement is to always count for every free position the number of pieces that fit there, and then recurse on the position that has least fits; if one has zero fitting pieces, backtrack immediately; if there is one where only one piece fits fill that and continue (no branch created); otherwise select the one that has least fitting pieces (≥ 2) and continue from there.
Once you have this algorithm in place, the next question is how you can prune the search space more. If have, say, A pieces with "1" on the top position and B pieces with "1" on the bottom position, and A > B, then you know that at least A - B of the "1 at top position" pieces must be actually placed on the top row, so you can exclude them from any other position. This helps to reduce the branching factor and to spot dead-ends earlier.
You should also check at every recursion step that every piece has at least one spot where it fits (do this check after verifying that there is no piece that fits in only one place for speed). If there is a piece that doesn't fit anywhere you need to backtrack immediately. You can extend this to checking that every pair of pieces fits for a potentially better earlier dead-lock checking capability.
There is a also a strategy called "non-chronological backtracking" or "backjumping" which originates from research into SAT solving. This helps you to backtrack more than one level at a time when you reach a dead-end; if you want, you can google for these terms to find more, but you need to do some mental work to map the concept into your problem space.
A first improvement would be counting how many matching pairs of numbers there are, and if, say, there are 5 "1"'s on the top of squares, but only 4 on the bottom, then there must be a "1" pointing off the top of the grid.
At any given partly solved board I would
look for a place where none of the remaining tiles could be played. If found, the board must be unwound to the last place a tile was played randomly.
Look for a place where only 1 of the remaining tiles can legally be played. If found, place that tile.
Place a tile randomly at the spot on the board where the fewest number of remaining tiles can legally be played. Remember this board layout before I lay the tile, I may want to unwind back to this board and play a different tile.
In pseudocode it would be
top:
evaluate # of tiles that match at each empty square
if any square has 0 matches, unwind to <prev>
if any square has 1 match, lay tile, goto top
save current board as <prev>
play randomly at square with minimum number of matches, goto top
As an optimization, you can ignore evaluating squares that don't touch any squares that have tiles, since they will always allow all remaining tiles.
It looks like Tetravex is a Constraint Satisfaction Problem, so you want to limit your options as quickly as possible. It should be possible to do better than random placement. How about?:
Create links between all tile faces with their possible matches.
Any tile with an unlinked face must be an edge tile.
Any tile with two adjacent unlinked faces must be a corner tile.
Center tiles must have four active links.
Now, place a tile in a valid location and invalidate links that are used. If any un-placed tile contains three unlinked faces or unlinked faces on opposite sides, the move is invalid and you can backtrack.
You should be able to use tile face links to look for the next possible tile versus searching through all tiles. If there isn't one, backtrack.
I wrote a solver for Tetravex and used a different approach and it seems very efficient. I built up possible valid relationships increasing the size. So each iteration gives me larger puzzle pieces to work with while reducing the number of puzzle of pieces, so to speak.
I start by creating a list of all possible connections between tiles from bottom to top and a list of all possible connections between tiles from right to left.
From these two lists, I build a list of all possible valid 2x2 combinations.
Using the 2x2 list, I build a list of all possible valid 3x3 combinations.
From there I can go 4x4 by using the 2x2 and 3x3 lists, or do 5x5 by just using the 3x3 list.
Right now my code does each iteration separately, but should be able to be cleaned up to handle each iteration with the same code which would allow for larger grid sizes.
This also seems like a great situation for using a neural net, and I might give that a try next.