Coming back on the discussion below:
Originally posted by @rlokkie in #42
So I want to create tile positions based on a polygon, currently I have some very wip code.
That creates a grid from the bounding box, and then retains the points-in-polygon by ray casting which seems to work*.
However I did find that the best results are achieved by using some kind of polygon-offsetting/dilation/buffering.
Also shifting the point.x,point.y with respect to the fov.width and overlap gives a cleaner result.
Offsetting is easily done using shapely, but then you import a library for 1 function.
So maybe a python rewrite in useq._utils.py would be preferred.
Or should anything that even affects (e.g. convex hull) the polygon shape happen outside of useq?
*When using reasonable number of tiles, it takes a minute or two to plot all the tiles when creating 300k+ tiles, maybe a check on tiles isn't a bad idea?

Coming back on the discussion below:
Originally posted by @rlokkie in #42
So I want to create tile positions based on a polygon, currently I have some very wip code.
That creates a grid from the bounding box, and then retains the points-in-polygon by ray casting which seems to work*.
However I did find that the best results are achieved by using some kind of polygon-offsetting/dilation/buffering.
Also shifting the point.x,point.y with respect to the fov.width and overlap gives a cleaner result.
Offsetting is easily done using shapely, but then you import a library for 1 function.
So maybe a python rewrite in useq._utils.py would be preferred.
Or should anything that even affects (e.g. convex hull) the polygon shape happen outside of useq?
*When using reasonable number of tiles, it takes a minute or two to plot all the tiles when creating 300k+ tiles, maybe a check on tiles isn't a bad idea?