uses
Math;
type
TPointArray = array of TPoint;
TPointFloat = record
X: Real;
Y: Real;
end;
// return the boundary points of the convex hull of a set of points using Grahams scan
// over-writes the input array - so make a copy first
function FindConvexHull(var APoints: TPointArray): Boolean;
var
LAngles: array of Real;
Lindex, LMinY, LMaxX, LPivotIndex: Integer;
LPivot: TPoint;
LBehind, LInfront: TPoint;
LRightTurn: Boolean;
LVecPoint: TPointFloat;
begin
Result := True;
if Length(Points) = 3 then Exit; // already a convex hull
if Length(Points) < 3 then
begin // not enough points
Result := False;
Exit;
end;
// find pivot point, which is known to be on the hull
// point with lowest y - if there are multiple, point with highest x
LMinY := 1000;
LMaxX := 1000;
LPivotIndex := 0;
for Lindex := 0 to High(APoints) do
begin
if APoints[Lindex].Y = LMinY then
begin
if APoints[Lindex].X > LMaxX then
begin
LMaxX := APoints[Lindex].X;
LPivotIndex := Lindex;
end;
end
else if APoints[Lindex].Y < LMinY then
begin
LMinY := APoints[Lindex].Y;
LMaxX := APoints[Lindex].X;
LPivotIndex := Lindex;
end;
end;
// put pivot into seperate variable and remove from array
LPivot := APoints[LPivotIndex];
APoints[LPivotIndex] := APoints[High(APoints)];
SetLength(APoints, High(APoints));
// calculate angle to pivot for each point in the array
// quicker to calculate dot product of point with a horizontal comparison vector
SetLength(LAngles, Length(APoints));
for Lindex := 0 to High(APoints) do
begin
LVecPoint.X := LPivot.X - APoints[Lindex].X; // point vector
LVecPoint.Y := LPivot.Y - APoints[Lindex].Y;
// reduce to a unit-vector - length 1
LAngles[Lindex] := LVecPoint.X / Hypot(LVecPoint.X, LVecPoint.Y);
end;
// sort the points by angle
QuickSortAngle(APoints, LAngles, 0, High(APoints));
// step through array to remove points that are not part of the convex hull
Lindex := 1;
repeat
// assign points behind and infront of current point
if Lindex = 0 then LRightTurn := True
else
begin
LBehind := APoints[Lindex - 1];
if Lindex = High(APoints) then LInfront := LPivot
else
LInfront := APoints[Lindex + 1];
// work out if we are making a right or left turn using vector product
if ((LBehind.X - APoints[Lindex].X) * (LInfront.Y - APoints[Lindex].Y)) -
((LInfront.X - APoints[Lindex].X) * (LBehind.Y - APoints[Lindex].Y)) < 0 then
LRightTurn := True
else
LRightTurn := False;
end;
if LRightTurn then
begin // point is currently considered part of the hull
Inc(Lindex); // go to next point
end
else
begin // point is not part of the hull
// remove point from convex hull
if Lindex = High(APoints) then
begin
SetLength(APoints, High(APoints));
end
else
begin
Move(APoints[Lindex + 1], APoints[Lindex],
(High(APoints) - Lindex) * SizeOf(TPoint) + 1);
SetLength(APoints, High(APoints));
end;
Dec(Lindex); // backtrack to previous point
end;
until Lindex = High(APoints);
// add pivot back into points array
SetLength(APoints, Length(APoints) + 1);
APoints[High(APoints)] := LPivot;
end;
// sort an array of points by angle
procedure QuickSortAngle(var A: TPointArray; Angles: array of Real; iLo, iHi: Integer);
var
Lo, Hi: Integer;
Mid: Real;
TempPoint: TPoint;
TempAngle: Real;
begin
Lo := iLo;
Hi := iHi;
Mid := Angles[(Lo + Hi) div 2];
repeat
while Angles[Lo] < Mid do Inc(Lo);
while Angles[Hi] > Mid do Dec(Hi);
if Lo <= Hi then
begin
// swap points
TempPoint := A[Lo];
A[Lo] := A[Hi];
A[Hi] := TempPoint;
// swap angles
TempAngle := Angles[Lo];
Angles[Lo] := Angles[Hi];
Angles[Hi] := TempAngle;
Inc(Lo);
Dec(Hi);
end;
until Lo > Hi;
// perform quicksorts on subsections
if Hi > iLo then QuickSortAngle(A, Angles, iLo, Hi);
if Lo < iHi then QuickSortAngle(A, Angles, Lo, iHi);
end;
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