Hi,

I'm not sure if this is relevant. I thought other software packages give you the option to get the location as 1) centre of gravity; 2) arithmetic mean of x and y; 3) drop the farthest point and recalculate the remaining ; 4) drop the point that changes the area greatly and recalculate; 5) use the median of x and y as the location; and other methods.

Kail


At 11:37 PM 8/26/2010 +0200, you wrote:
Hi List,
I'm forwarding our correspondence with Vaclav, maybe someone could have any
thoughts. In the situation presented on the screenshots, there was three
bearings building a triang. Then adding the fourth bearing (the point on the
nord) doesn't change the polygon geometry, but moves the location as it's
computed as a center of gravity. For me it's the best solution, but maybe
anyone have better ideas?

B.

From: Borys Jurgiel <[email protected]>
To: Václav Řehák <[email protected]>
Subject: Re: [AniMov] new plugins are coming
Date: Thu, 26 Aug 2010 23:29:29 +0200
User-Agent: KMail/1.13.5 (Linux/2.6.32-24-generic-pae; KDE/4.5.0; i686; ; )
References: <[email protected]> <[email protected]> <[email protected]>
In-Reply-To: <[email protected]>
MIME-Version: 1.0
Content-Type: Multipart/Mixed;
  boundary="Boundary-00=_5ytdMOesRAX1sxL"
Message-Id: <[email protected]>

Dnia czwartek 26 sierpnia 2010 o 22:24:23 Václav Řehák napisał(a):
> Hi,
>
> I tried to modify your test data by adding a new bearing to the subset
> (fix id) 5 using "Add feature" button in QGIS and expected the result
> area to change from a triangle to square but it did not happen. It
> looks like my line is drawn OK but is not included in the area
> computation. Please see attached data. Do you know what's wrong?

Look at the screenshot. The area is computed as a convex hull, and the
location is computed as a center of gravity. The red location is computed
using the 4 bearings, while the green one is computed from the old 3 bearings.

Also in the attribute table of the compuyed location there's n=5, what is a
number of used intersections.

So all is ok, but maybe the algorithm is not the best solution. Do you have a
better idea?

B.



_______________________________________________
AniMov mailing list
[email protected]
http://lists.faunalia.it/cgi-bin/mailman/listinfo/animov

_______________________________________________
AniMov mailing list
[email protected]
http://lists.faunalia.it/cgi-bin/mailman/listinfo/animov

Reply via email to