TIL - pick's theorem

TIL - pick's theorem

So I was wondering about finding area of an irregular shape as I was googling and surfing through youtube I found pick's theorem.

This theorem provides a way to find area of a polygon in terms of integer points within it and and on the boundary:

Imagining the polygon on a cartersian plane will simplify the process of finding the area of it. Of course there are proof to prove this, but I shall leave it as an exercise to you all as even I do not know lol. I read it and kinda understood it but not in the mood or have patience to really get into it and understand it, so I shall skip it. But what I am in mood for is a p5.js visualisation, my favourite viz tool.

let drawing = [];
let isDrawing = false;
let gridSpacing = 10;

function setup() {
  createCanvas(600, 600);
  background(255);
  textSize(16);
  noFill();
}

function draw() {
  background(255);
  drawGrid();

  if (isDrawing) {
    let point = createVector(mouseX, mouseY);
    drawing.push(point);
  }

  stroke(0);  // Set line color to black
  strokeWeight(2);
  beginShape();
  for (let i = 0; i < drawing.length; i++) {
    vertex(drawing[i].x, drawing[i].y);
    fill(255, 0, 0);
    ellipse(drawing[i].x, drawing[i].y, 5, 5);  // Draw points
    noFill();
  }
  endShape();

  if (drawing.length > 2) {
    let area = calculateArea(drawing);
    fill(0);
    noStroke();
    text(`Area of Shape: ${area.toFixed(2)}`, 10, height - 40);
    let totalArea = width * height;
    text(`Total Canvas Area: ${totalArea}`, 10, height - 20);
    noFill();
  }
}

function mousePressed() {
  isDrawing = true;
}

function mouseReleased() {
  isDrawing = false;
}

function calculateArea(points) {
  let boundaryPoints = 0;
  let interiorPoints = 0;

  for (let x = 0; x <= width; x += gridSpacing) {
    for (let y = 0; y <= height; y += gridSpacing) {
      let inside = isInside(x, y, points);
      if (inside) {
        interiorPoints++;
        stroke(0, 255, 0);
      } else {
        stroke(255);
      }
      point(x, y);
    }
  }

  for (let i = 0; i < points.length; i++) {
    let x0 = points[i].x;
    let y0 = points[i].y;
    let x1 = points[(i + 1) % points.length].x;
    let y1 = points[(i + 1) % points.length].y;
    let dx = abs(x1 - x0);
    let dy = abs(y1 - y0);
    boundaryPoints += gcd(dx, dy);
  }

  interiorPoints -= boundaryPoints / 2;
  let area = interiorPoints + boundaryPoints / 2 - 1;
  return area * gridSpacing * gridSpacing;
}

function isInside(x, y, points) {
  let crosses = 0;
  for (let i = 0; i < points.length; i++) {
    let x0 = points[i].x;
    let y0 = points[i].y;
    let x1 = points[(i + 1) % points.length].x;
    let y1 = points[(i + 1) % points.length].y;
    if (((y0 > y) !== (y1 > y)) && (x < (x1 - x0) * (y - y0) / (y1 - y0) + x0)) {
      crosses++;
    }
  }
  return crosses % 2 > 0;
}

function gcd(a, b) {
  return b == 0 ? a : gcd(b, a % b);
}

function drawGrid() {
  stroke(200);
  strokeWeight(1);
  for (let x = 0; x <= width; x += gridSpacing) {
    line(x, 0, x, height);
  }
  for (let y = 0; y <= height; y += gridSpacing) {
    line(0, y, width, y);
  }
}

So more code than text in this article but that's fine I guess.