view pkg/mesh/triangulation.go @ 5591:0011f50cf216 surveysperbottleneckid

Removed no longer used alternative api for surveys/ endpoint. As bottlenecks in the summary for SR imports are now identified by their id and no longer by the (not guarantied to be unique!) name, there is no longer the need to request survey data by the name+date tuple (which isn't reliable anyway). So the workaround was now reversed.
author Sascha Wilde <wilde@sha-bang.de>
date Wed, 06 Apr 2022 13:30:29 +0200
parents 5f47eeea988d
children 1222b777f51f
line wrap: on
line source

// Copyright (C) 2018 Michael Fogleman
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

package mesh

import (
	"math"

	"gemma.intevation.de/gemma/pkg/log"
	"gonum.org/v1/gonum/stat"
)

type Triangulation struct {
	Points     []Vertex
	ConvexHull []Vertex
	Triangles  []int32
	Halfedges  []int32
}

// Triangulate returns a Delaunay triangulation of the provided points.
func Triangulate(points []Vertex) (*Triangulation, error) {
	t := newTriangulator(points)
	err := t.triangulate()
	return &Triangulation{points, t.convexHull(), t.triangles, t.halfedges}, err
}

func (t *Triangulation) EstimateTooLong() float64 {

	num := len(t.Triangles) / 3

	lengths := make([]float64, 0, num)

	points := t.Points

tris:
	for i := 0; i < num; i++ {
		idx := i * 3
		var max float64
		vs := t.Triangles[idx : idx+3]
		for j, vj := range vs {
			if t.Halfedges[idx+j] < 0 {
				continue tris
			}
			k := (j + 1) % 3
			if l := points[vj].Distance2D(points[vs[k]]); l > max {
				max = l
			}
		}
		lengths = append(lengths, max)
	}

	std := stat.StdDev(lengths, nil)
	return 3.5 * std
}

func (t *Triangulation) ConcaveHull(tooLong float64) (LineStringZ, map[int32]struct{}) {

	if tooLong <= 0 {
		tooLong = t.EstimateTooLong()
	}

	tooLong *= tooLong

	var candidates []int32

	points := t.Points

	for i, num := 0, len(t.Triangles)/3; i < num; i++ {
		idx := i * 3
		var max float64
		vs := t.Triangles[idx : idx+3]
		for j, vj := range vs {
			k := (j + 1) % 3
			if l := points[vj].SquaredDistance2D(points[vs[k]]); l > max {
				max = l
			}
		}
		if max > tooLong {
			candidates = append(candidates, int32(i))
		}
	}

	removed := map[int32]struct{}{}

	isBorder := func(n int32) bool {
		n *= 3
		for i := int32(0); i < 3; i++ {
			e := n + i
			o := t.Halfedges[e]
			if o < 0 {
				return true
			}
			if _, found := removed[o/3]; found {
				return true
			}
		}
		return false
	}

	var newCandidates []int32

	log.Infof("candidates: %d\n", len(candidates))
	for len(candidates) > 0 {

		oldRemoved := len(removed)

		for _, i := range candidates {

			if isBorder(i) {
				removed[i] = struct{}{}
			} else {
				newCandidates = append(newCandidates, i)
			}
		}

		if oldRemoved == len(removed) {
			break
		}

		candidates = newCandidates
		newCandidates = newCandidates[:0]
	}

	log.Infof("candidates left: %d\n", len(candidates))
	log.Infof("triangles: %d\n", len(t.Triangles)/3)
	log.Infof("info: triangles to remove: %d\n", len(removed))

	type edge struct {
		a, b       int32
		prev, next *edge
	}

	isClosed := func(e *edge) bool {
		for curr := e.next; curr != nil; curr = curr.next {
			if curr == e {
				return true
			}
		}
		return false
	}

	open := map[int32]*edge{}
	var rings []*edge

	for i, num := int32(0), int32(len(t.Triangles)/3); i < num; i++ {
		if _, found := removed[i]; found {
			continue
		}
		n := i * 3
		for j := int32(0); j < 3; j++ {
			e := n + j
			f := t.Halfedges[e]
			if f >= 0 {
				if _, found := removed[f/3]; !found {
					continue
				}
			}
			a := t.Triangles[e]
			b := t.Triangles[n+(j+1)%3]

			curr := &edge{a: a, b: b}

			if old := open[a]; old != nil {
				delete(open, a)
				if old.a == a {
					old.prev = curr
					curr.next = old
				} else {
					old.next = curr
					curr.prev = old
				}

				if isClosed(old) {
					rings = append(rings, old)
				}
			} else {
				open[a] = curr
			}

			if old := open[b]; old != nil {
				delete(open, b)
				if old.b == b {
					old.next = curr
					curr.prev = old
				} else {
					old.prev = curr
					curr.next = old
				}

				if isClosed(old) {
					rings = append(rings, old)
				}
			} else {
				open[b] = curr
			}
		}
	}

	if len(open) > 0 {
		log.Warnf("open vertices left: %d\n", len(open))
	}

	if len(rings) == 0 {
		log.Warnln("no ring found")
		return nil, removed
	}

	curr := rings[0]

	polygon := LineStringZ{
		points[curr.a],
		points[curr.b],
	}

	for curr = curr.next; curr != rings[0]; curr = curr.next {
		polygon = append(polygon, points[curr.b])
	}

	polygon = append(polygon, t.Points[rings[0].a])

	log.Infof("length of boundary: %d\n", len(polygon))

	return polygon, removed
}

func (t *Triangulation) TriangleSlices() [][]int32 {
	sl := make([][]int32, len(t.Triangles)/3)
	var j int
	for i := range sl {
		sl[i] = t.Triangles[j : j+3]
		j += 3
	}
	return sl
}

func (t *Triangulation) Tin() *Tin {

	min := Vertex{math.MaxFloat64, math.MaxFloat64, math.MaxFloat64}
	max := Vertex{-math.MaxFloat64, -math.MaxFloat64, -math.MaxFloat64}

	vertices := t.Points

	for _, v := range vertices {
		min.Minimize(v)
		max.Maximize(v)
	}

	return &Tin{
		Vertices:  vertices,
		Triangles: t.TriangleSlices(),
		Min:       min,
		Max:       max,
	}
}