二进制数组在 C# 中将映射缩减为矩形
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【中文标题】二进制数组在 C# 中将映射缩减为矩形【英文标题】:Binary Array Reduce Map to Rectangles in C# 【发布时间】:2020-12-15 06:57:22 【问题描述】:给定以下 c# 数组:
const bool X = true, _ = false;
bool[,] array = new bool[,]
X, X, X, X, _, X, X, X, _, _ ,
_, _, _, _, _, X, X, X, X, _ ,
X, X, X, X, X, X, X, X, X, X ,
X, X, X, X, X, X, X, X, X, X ,
_, X, X, X, _, X, _, _, X, X ,
_, X, X, X, _, X, X, _, X, X ,
_, _, _, X, X, _, _, _, _, _ ,
X, X, _, X, X, _, X, X, X, _ ,
_, X, X, _, _, X, X, X, X, X ,
_, _, X, X, _, _, X, X, X, X ,
;
视觉上是这样的:
是否有任何现有的方法可以将其转换为尽可能少的矩形区域?
一个可能的解决方案可能是这样的:
理想情况下,我正在寻找可以生成矩形列表的东西:
public IEnumerable<Rectangle> ReduceMap(bool[,] map)
List<Rectangle> rects = new List<Rectangle>();
int width = map.GetLength(0), height = map.GetLength(1);
// Reduce
// ....?
return rects;
结果会是这样的:
var output = new List<Rectangle>
new Rectangle(0, 0, 4, 1),
new Rectangle(5, 0, 3, 2),
new Rectangle(8, 1, 1, 1),
new Rectangle(0, 2, 10, 2),
// ... etc
;
速度也很重要,矩形越少越好,但找到一个合适的解决方案不应该在计算上过于昂贵。
抱歉,如果之前已经回答过这个问题,如果有人知道在哪里看,那就太好了!
【问题讨论】:
只是为了理解需求:你想解决什么问题?应用程序是什么? 我认为这是 完美 解决方案的 NP 难题。 @Fildor:我正在尝试将一组已知的矩形多边形粘合在一起,以用于应用于平铺贴图的动态照明阴影贴图算法。将所有瓦片单独装壳太贵了,减少这个空间将允许动态重新计算。 @Dai:同意,虽然不需要完美的解决方案。 这听起来像是四叉树压缩。 【参考方案1】:这是一个有趣的问题。 您是否看过以下文章,它提供了有关此主题的良好信息并讨论了解决此问题的不同方法(四叉树、形态学、图形): Rectangular decomposition of binary images 这来自 Ojdo 在这个问题中的回答 Link 我会开始在那里寻找!希望这会有所帮助。
【讨论】:
【参考方案2】:这是我自己能想到的最好的,如果有人可以对此进行改进,我很乐意将其标记为答案。
此方法使用多次传递来合并数组,并且似乎可以很好地减少数组,大致符合我上面的图表,尽管绝对不是最佳的。
我创建了一个用于测试的小提琴: https://dotnetfiddle.net/3iuIe6
using System;
using System.Collections.Generic;
using System.Drawing;
public class Program
private const string pattern1 = @"
XXXX_XXX__
_____XXXX_
XXXXXXXXXX
XXXXXXXXXX
_XXX_X__XX
_XXX_XX_XX
___XX_____
XX_XX_XXX_
_XX__XXXXX
__XX__XXXX
";
private const string pattern2 = @"
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
";
private const string pattern3 = @"
X_XXXXXXXX
X_XXXXXXXX
X_XXXXXXXX
X_XXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXX_XX
XXXXXXX_XX
XXXXXXX_XX
XXXXXXX_XX
";
private const string pattern4 = @"
X_XXXXXXXX
X_XX__XXXX
X_XXXXXXXX
X_XXXX__XX
XXXXX_XXXX
XXX__XXXXX
XXXX_XX_XX
XXX_XXX_XX
XXXXX_X_XX
XXX_XXX_XX
";
private const string pattern5 = @"
XXXXXXXXXX
__XXXXXXXX
____XXXXXX
_____XXXXX
______XXXX
______XXXX
_____XXXXX
____XXXXXX
__XXXXXXXX
XXXXXXXXXX
";
public static void Main()
bool[,] map = PatternTo2DArray(pattern1);
//bool[,] map = PatternTo2DArray(pattern2);
//bool[,] map = PatternTo2DArray(pattern3);
//bool[,] map = PatternTo2DArray(pattern4);
//bool[,] map = PatternTo2DArray(pattern5);
var rects = ReduceMap(map);
int index = 0;
foreach (var rect in rects)
Console.WriteLine("0: 1, 2, 3, 4 ", ((index + 1).ToString().PadLeft(1, '0')), rect.X, rect.Y, rect.Width, rect.Height);
index++;
var total = DumpMap(map);
Console.WriteLine("\r\nOptimised Map From: 0 to 1", total, index);
public static IEnumerable<Rectangle> ReduceMap(bool[,] map)
int width = map.GetLength(0), height = map.GetLength(1);
MapElement[,] bin = new MapElement[width, height];
// Reduce
// Step 1: Convert to map elements:
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
if (map[x, y])
bin[x, y] = new MapElement() X = x, Y = y, Width = 1, Height = 1, Set = true ;
// Step 2: Process the bin map and generate a collection of Rectangles horizontally
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
// Only care about this if we are set.
if (bin[x, y].Set)
// Scan forward and link this tile with its following tiles
int xx = 0;
for (int xForward = x + 1; xForward < width; xForward++)
if (!bin[xForward, y].Set)
break;
// We can link this...
bin[xForward, y].Set = false;
bin[x, y].Width++;
xx++; // Skip over these tiles.
x += xx;
// Step 3: Process the bin map veritically and join any blocks that have equivalent blocks below them.
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
// Only care about this if we are set.
if (bin[x, y].Set)
// Scan down and link this tile with its following tiles
for (int yDown = y + 1; yDown < height; yDown++)
if (!bin[x, yDown].Set || bin[x, yDown].Width != bin[x, y].Width) // We might be able to link this if it's the same size
break;
bin[x, yDown].Set = false;
bin[x, y].Height++;
// Step 4: Convert map to rectangles
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
// Only care about this if we are set.
if (bin[x, y].Set)
var b = bin[x, y];
yield return new Rectangle(b.X, b.Y, b.Width, b.Height);
public static int DumpMap(bool[,] map)
Console.WriteLine("");
var @out = 0;
int width = map.GetLength(0), height = map.GetLength(1);
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
Console.Write(map[x, y] ? "X" : "_");
@out++;
Console.WriteLine();
return @out;
public static int CountDataPoints(bool[,] map)
var @out = 0;
int width = map.GetLength(0), height = map.GetLength(1);
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
if (map[x, y])
@out++;
return @out;
public static bool[,] PatternTo2DArray(string pattern)
var lines = new List<string>(pattern.Split('\n'));
for (int i = lines.Count - 1; i > -1; i--)
string line = lines[i].TrimEnd('\r');
if (line.Length == 0)
lines.RemoveAt(i);
else
lines[i] = line;
var @out = new bool[lines[0].Length, lines.Count];
for (int y = 0; y < lines.Count; y++)
string line = lines[y];
for (int x = 0; x < line.Length; x++)
@out[x, y] = !(line[x] == '_');
return @out;
internal struct MapElement
public int X;
public int Y;
public int Width;
public int Height;
public bool Set;
【讨论】:
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