Finding the centroid of a polygon?
boost::geometry::centroid(your_polygon, p);
The centroid can be calculated as the weighted sum of the centroids of the triangles it can be partitioned to.
Here is the C source code for such an algorithm:
/*
Written by Joseph O'Rourke
[email protected]
October 27, 1995
Computes the centroid (center of gravity) of an arbitrary
simple polygon via a weighted sum of signed triangle areas,
weighted by the centroid of each triangle.
Reads x,y coordinates from stdin.
NB: Assumes points are entered in ccw order!
E.g., input for square:
0 0
10 0
10 10
0 10
This solves Exercise 12, p.47, of my text,
Computational Geometry in C. See the book for an explanation
of why this works. Follow links from
http://cs.smith.edu/~orourke/
*/
#include <stdio.h>
#define DIM 2 /* Dimension of points */
typedef int tPointi[DIM]; /* type integer point */
typedef double tPointd[DIM]; /* type double point */
#define PMAX 1000 /* Max # of pts in polygon */
typedef tPointi tPolygoni[PMAX];/* type integer polygon */
int Area2( tPointi a, tPointi b, tPointi c );
void FindCG( int n, tPolygoni P, tPointd CG );
int ReadPoints( tPolygoni P );
void Centroid3( tPointi p1, tPointi p2, tPointi p3, tPointi c );
void PrintPoint( tPointd p );
int main()
{
int n;
tPolygoni P;
tPointd CG;
n = ReadPoints( P );
FindCG( n, P ,CG);
printf("The cg is ");
PrintPoint( CG );
}
/*
Returns twice the signed area of the triangle determined by a,b,c,
positive if a,b,c are oriented ccw, and negative if cw.
*/
int Area2( tPointi a, tPointi b, tPointi c )
{
return
(b[0] - a[0]) * (c[1] - a[1]) -
(c[0] - a[0]) * (b[1] - a[1]);
}
/*
Returns the cg in CG. Computes the weighted sum of
each triangle's area times its centroid. Twice area
and three times centroid is used to avoid division
until the last moment.
*/
void FindCG( int n, tPolygoni P, tPointd CG )
{
int i;
double A2, Areasum2 = 0; /* Partial area sum */
tPointi Cent3;
CG[0] = 0;
CG[1] = 0;
for (i = 1; i < n-1; i++) {
Centroid3( P[0], P[i], P[i+1], Cent3 );
A2 = Area2( P[0], P[i], P[i+1]);
CG[0] += A2 * Cent3[0];
CG[1] += A2 * Cent3[1];
Areasum2 += A2;
}
CG[0] /= 3 * Areasum2;
CG[1] /= 3 * Areasum2;
return;
}
/*
Returns three times the centroid. The factor of 3 is
left in to permit division to be avoided until later.
*/
void Centroid3( tPointi p1, tPointi p2, tPointi p3, tPointi c )
{
c[0] = p1[0] + p2[0] + p3[0];
c[1] = p1[1] + p2[1] + p3[1];
return;
}
void PrintPoint( tPointd p )
{
int i;
putchar('(');
for ( i=0; i<DIM; i++) {
printf("%f",p[i]);
if (i != DIM - 1) putchar(',');
}
putchar(')');
putchar('\n');
}
/*
Reads in the coordinates of the vertices of a polygon from stdin,
puts them into P, and returns n, the number of vertices.
The input is assumed to be pairs of whitespace-separated coordinates,
one pair per line. The number of points is not part of the input.
*/
int ReadPoints( tPolygoni P )
{
int n = 0;
printf("Polygon:\n");
printf(" i x y\n");
while ( (n < PMAX) && (scanf("%d %d",&P[n][0],&P[n][1]) != EOF) ) {
printf("%3d%4d%4d\n", n, P[n][0], P[n][1]);
++n;
}
if (n < PMAX)
printf("n = %3d vertices read\n",n);
else
printf("Error in ReadPoints:\too many points; max is %d\n", PMAX);
putchar('\n');
return n;
}
There's a polygon centroid article on the CGAFaq (comp.graphics.algorithms FAQ) wiki that explains it.
The formula is given here for vertices sorted by their occurance along the polygon's perimeter.
For those having difficulty understanding the sigma notation in those formulas, here is some C++ code showing how to do the computation:
#include <iostream>
struct Point2D
{
double x;
double y;
};
Point2D compute2DPolygonCentroid(const Point2D* vertices, int vertexCount)
{
Point2D centroid = {0, 0};
double signedArea = 0.0;
double x0 = 0.0; // Current vertex X
double y0 = 0.0; // Current vertex Y
double x1 = 0.0; // Next vertex X
double y1 = 0.0; // Next vertex Y
double a = 0.0; // Partial signed area
// For all vertices except last
int i=0;
for (i=0; i<vertexCount-1; ++i)
{
x0 = vertices[i].x;
y0 = vertices[i].y;
x1 = vertices[i+1].x;
y1 = vertices[i+1].y;
a = x0*y1 - x1*y0;
signedArea += a;
centroid.x += (x0 + x1)*a;
centroid.y += (y0 + y1)*a;
}
// Do last vertex separately to avoid performing an expensive
// modulus operation in each iteration.
x0 = vertices[i].x;
y0 = vertices[i].y;
x1 = vertices[0].x;
y1 = vertices[0].y;
a = x0*y1 - x1*y0;
signedArea += a;
centroid.x += (x0 + x1)*a;
centroid.y += (y0 + y1)*a;
signedArea *= 0.5;
centroid.x /= (6.0*signedArea);
centroid.y /= (6.0*signedArea);
return centroid;
}
int main()
{
Point2D polygon[] = {{0.0,0.0}, {0.0,10.0}, {10.0,10.0}, {10.0,0.0}};
size_t vertexCount = sizeof(polygon) / sizeof(polygon[0]);
Point2D centroid = compute2DPolygonCentroid(polygon, vertexCount);
std::cout << "Centroid is (" << centroid.x << ", " << centroid.y << ")\n";
}
I've only tested this for a square polygon in the upper-right x/y quadrant.
If you don't mind performing two (potentially expensive) extra modulus operations in each iteration, then you can simplify the previous compute2DPolygonCentroid
function to the following:
Point2D compute2DPolygonCentroid(const Point2D* vertices, int vertexCount)
{
Point2D centroid = {0, 0};
double signedArea = 0.0;
double x0 = 0.0; // Current vertex X
double y0 = 0.0; // Current vertex Y
double x1 = 0.0; // Next vertex X
double y1 = 0.0; // Next vertex Y
double a = 0.0; // Partial signed area
// For all vertices
int i=0;
for (i=0; i<vertexCount; ++i)
{
x0 = vertices[i].x;
y0 = vertices[i].y;
x1 = vertices[(i+1) % vertexCount].x;
y1 = vertices[(i+1) % vertexCount].y;
a = x0*y1 - x1*y0;
signedArea += a;
centroid.x += (x0 + x1)*a;
centroid.y += (y0 + y1)*a;
}
signedArea *= 0.5;
centroid.x /= (6.0*signedArea);
centroid.y /= (6.0*signedArea);
return centroid;
}
Here is Emile Cormier's algorithm without duplicated code or expensive modulus operations, best of both worlds:
#include <iostream>
using namespace std;
struct Point2D
{
double x;
double y;
};
Point2D compute2DPolygonCentroid(const Point2D* vertices, int vertexCount)
{
Point2D centroid = {0, 0};
double signedArea = 0.0;
double x0 = 0.0; // Current vertex X
double y0 = 0.0; // Current vertex Y
double x1 = 0.0; // Next vertex X
double y1 = 0.0; // Next vertex Y
double a = 0.0; // Partial signed area
int lastdex = vertexCount-1;
const Point2D* prev = &(vertices[lastdex]);
const Point2D* next;
// For all vertices in a loop
for (int i=0; i<vertexCount; ++i)
{
next = &(vertices[i]);
x0 = prev->x;
y0 = prev->y;
x1 = next->x;
y1 = next->y;
a = x0*y1 - x1*y0;
signedArea += a;
centroid.x += (x0 + x1)*a;
centroid.y += (y0 + y1)*a;
prev = next;
}
signedArea *= 0.5;
centroid.x /= (6.0*signedArea);
centroid.y /= (6.0*signedArea);
return centroid;
}
int main()
{
Point2D polygon[] = {{0.0,0.0}, {0.0,10.0}, {10.0,10.0}, {10.0,0.0}};
size_t vertexCount = sizeof(polygon) / sizeof(polygon[0]);
Point2D centroid = compute2DPolygonCentroid(polygon, vertexCount);
std::cout << "Centroid is (" << centroid.x << ", " << centroid.y << ")\n";
}