Center of gravity of a polygon
The center of gravity (also known as "center of mass" or "centroid" can be calculated with the following formula:
X = SUM[(Xi + Xi+1) * (Xi * Yi+1 - Xi+1 * Yi)] / 6 / A
Y = SUM[(Yi + Yi+1) * (Xi * Yi+1 - Xi+1 * Yi)] / 6 / A
Extracted from Wikipedia:
The centroid of a non-self-intersecting closed polygon defined by n vertices (x0,y0), (x1,y1), ..., (xn−1,yn−1) is the point (Cx, Cy), where
and where A is the polygon's signed area,
Example using VBasic:
' Find the polygon's centroid.
Public Sub FindCentroid(ByRef X As Single, ByRef Y As _
Single)
Dim pt As Integer
Dim second_factor As Single
Dim polygon_area As Single
' Add the first point at the end of the array.
ReDim Preserve m_Points(1 To m_NumPoints + 1)
m_Points(m_NumPoints + 1) = m_Points(1)
' Find the centroid.
X = 0
Y = 0
For pt = 1 To m_NumPoints
second_factor = _
m_Points(pt).X * m_Points(pt + 1).Y - _
m_Points(pt + 1).X * m_Points(pt).Y
X = X + (m_Points(pt).X + m_Points(pt + 1).X) * _
second_factor
Y = Y + (m_Points(pt).Y + m_Points(pt + 1).Y) * _
second_factor
Next pt
' Divide by 6 times the polygon's area.
polygon_area = PolygonArea
X = X / 6 / polygon_area
Y = Y / 6 / polygon_area
' If the values are negative, the polygon is
' oriented counterclockwise. Reverse the signs.
If X < 0 Then
X = -X
Y = -Y
End If
End Sub
For more info check this website or Wikipedia.
Hope it helps.
Regards!
in cold c++ and while assuming that you have a Vec2 struct with x and y properties :
const Vec2 findCentroid(Vec2* pts, size_t nPts){
Vec2 off = pts[0];
float twicearea = 0;
float x = 0;
float y = 0;
Vec2 p1, p2;
float f;
for (int i = 0, j = nPts - 1; i < nPts; j = i++) {
p1 = pts[i];
p2 = pts[j];
f = (p1.x - off.x) * (p2.y - off.y) - (p2.x - off.x) * (p1.y - off.y);
twicearea += f;
x += (p1.x + p2.x - 2 * off.x) * f;
y += (p1.y + p2.y - 2 * off.y) * f;
}
f = twicearea * 3;
return Vec2(x / f + off.x, y / f + off.y);
}
and in javascript :
function findCentroid(pts, nPts) {
var off = pts[0];
var twicearea = 0;
var x = 0;
var y = 0;
var p1,p2;
var f;
for (var i = 0, j = nPts - 1; i < nPts; j = i++) {
p1 = pts[i];
p2 = pts[j];
f = (p1.lat - off.lat) * (p2.lng - off.lng) - (p2.lat - off.lat) * (p1.lng - off.lng);
twicearea += f;
x += (p1.lat + p2.lat - 2 * off.lat) * f;
y += (p1.lng + p2.lng - 2 * off.lng) * f;
}
f = twicearea * 3;
return {
X: x / f + off.lat,
Y: y / f + off.lng
};
}
or in good old c and while assuming that you have a Point struct with x and y properties :
const Point centroidForPoly(const int numVerts, const Point* verts)
{
float sum = 0.0f;
Point vsum = 0;
for (int i = 0; i<numVerts; i++){
Point v1 = verts[i];
Point v2 = verts[(i + 1) % numVerts];
float cross = v1.x*v2.y - v1.y*v2.x;
sum += cross;
vsum = Point(((v1.x + v2.x) * cross) + vsum.x, ((v1.y + v2.y) * cross) + vsum.y);
}
float z = 1.0f / (3.0f * sum);
return Point(vsum.x * z, vsum.y * z);
}