view pkg/octree/hull.go @ 3678:8f58851927c0

client: make layer factory only return new layer config for individual maps instead of each time it is invoked. The purpose of the factory was to support multiple maps with individual layers. But returning a new config each time it is invoked leads to bugs that rely on the layer's state. Now this factory reuses the same objects it created before, per map.
author Markus Kottlaender <markus@intevation.de>
date Mon, 17 Jun 2019 17:31:35 +0200
parents 620038ade708
children
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// 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 octree

import "sort"

func cross2D(p, a, b Vertex) float64 {
	return (a.X-p.X)*(b.Y-p.Y) - (a.Y-p.Y)*(b.X-p.X)
}

// ConvexHull returns the convex hull of the provided points.
func ConvexHull(points []Vertex) []Vertex {
	// copy points
	pointsCopy := make([]Vertex, len(points))
	copy(pointsCopy, points)
	points = pointsCopy

	// sort points
	sort.Slice(points, func(i, j int) bool {
		a := points[i]
		b := points[j]
		if a.X != b.X {
			return a.X < b.X
		}
		return a.Y < b.Y
	})

	// filter nearly-duplicate points
	distinctPoints := points[:0]
	for i, p := range points {
		if i > 0 && p.SquaredDistance2D(points[i-1]) < eps {
			continue
		}
		distinctPoints = append(distinctPoints, p)
	}
	points = distinctPoints

	// find upper and lower portions
	var U, L []Vertex
	for _, p := range points {
		for len(U) > 1 && cross2D(U[len(U)-2], U[len(U)-1], p) > 0 {
			U = U[:len(U)-1]
		}
		for len(L) > 1 && cross2D(L[len(L)-2], L[len(L)-1], p) < 0 {
			L = L[:len(L)-1]
		}
		U = append(U, p)
		L = append(L, p)
	}

	// reverse upper portion
	for i, j := 0, len(U)-1; i < j; i, j = i+1, j-1 {
		U[i], U[j] = U[j], U[i]
	}

	// construct complete hull
	if len(U) > 0 {
		U = U[:len(U)-1]
	}
	if len(L) > 0 {
		L = L[:len(L)-1]
	}
	return append(L, U...)
}