view pkg/octree/strtree.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 114979e97a6c
children f456ce0a6a0e
line wrap: on
line source

// This is Free Software under GNU Affero General Public License v >= 3.0
// without warranty, see README.md and license for details.
//
// SPDX-License-Identifier: AGPL-3.0-or-later
// License-Filename: LICENSES/AGPL-3.0.txt
//
// Copyright (C) 2018 by via donau
//   – Österreichische Wasserstraßen-Gesellschaft mbH
// Software engineering by Intevation GmbH
//
// Author(s):
//  * Sascha L. Teichmann <sascha.teichmann@intevation.de>

package octree

import (
	"math"
	"sort"
)

const numEntries = 8

type STRTree struct {
	tin    *Tin
	index  []int32
	bboxes []Box2D
}

func (s *STRTree) Build(t *Tin) {

	s.tin = t

	all := make([]int32, len(t.Triangles))

	for i := range all {
		all[i] = int32(i)
	}

	s.index = append(s.index, 0)

	root := s.build(all)

	s.index[0] = root
}

func (s *STRTree) Clip(p *Polygon) map[int32]struct{} {

	removed := make(map[int32]struct{})

	stack := []int32{s.index[0]}

	vertices := s.tin.Vertices

	for len(stack) > 0 {
		top := stack[len(stack)-1]
		stack = stack[:len(stack)-1]

		if top > 0 { // node
			switch p.IntersectionBox2D(s.bbox(top)) {
			case IntersectionInside:
				// all triangles are inside polygon
			case IntersectionOutSide:
				// all triangles are outside polygon
				s.allTriangles(top, removed)
			default:
				// mixed bag
				for i, n := int32(0), s.index[top+1]; i < n; i++ {
					stack = append(stack, s.index[top+2+i])
				}
			}
		} else { // leaf
			top = -top - 1
			for i, n := int32(0), s.index[top+1]; i < n; i++ {
				idx := s.index[top+2+i]
				ti := s.tin.Triangles[idx]
				t := Triangle{
					vertices[ti[0]],
					vertices[ti[1]],
					vertices[ti[2]],
				}
				if p.IntersectionWithTriangle(&t) != IntersectionInside {
					removed[idx] = struct{}{}
				}
			}
		}
	}

	return removed
}

func (s *STRTree) allTriangles(pos int32, tris map[int32]struct{}) {
	stack := []int32{pos}
	for len(stack) > 0 {
		top := stack[len(stack)-1]
		stack = stack[:len(stack)-1]
		if top > 0 { // node
			for i, n := int32(0), s.index[top+1]; i < n; i++ {
				stack = append(stack, s.index[top+2+i])
			}
		} else { // leaf
			top = -top - 1
			for i, n := int32(0), s.index[top+1]; i < n; i++ {
				tris[s.index[top+2+i]] = struct{}{}
			}
		}
	}
}

func (s *STRTree) build(items []int32) int32 {
	sort.Slice(items, func(i, j int) bool {
		ti := s.tin.Triangles[items[i]]
		tj := s.tin.Triangles[items[j]]
		return s.tin.Vertices[ti[0]].X < s.tin.Vertices[tj[0]].X
	})

	P := int(math.Ceil(float64(len(items)) / float64(numEntries)))
	S := int(math.Ceil(math.Sqrt(float64(P))))

	slices := strSplit(items, S)

	leaves := strJoin(
		slices, S,
		func(i, j int32) bool {
			ti := s.tin.Triangles[i]
			tj := s.tin.Triangles[j]
			return s.tin.Vertices[ti[0]].Y < s.tin.Vertices[tj[0]].Y
		},
		s.allocLeaf,
	)

	return s.buildNodes(leaves)
}

func (s *STRTree) buildNodes(items []int32) int32 {

	if len(items) <= numEntries {
		return s.allocNode(items)
	}

	sort.Slice(items, func(i, j int) bool {
		return s.bbox(items[i]).X1 < s.bbox(items[j]).X1
	})

	P := int(math.Ceil(float64(len(items)) / float64(numEntries)))
	S := int(math.Ceil(math.Sqrt(float64(P))))

	slices := strSplit(items, S)

	nodes := strJoin(
		slices, S,
		func(i, j int32) bool { return s.bbox(i).Y1 < s.bbox(j).Y1 },
		s.allocNode,
	)

	return s.buildNodes(nodes)
}

func (s *STRTree) bbox(idx int32) Box2D {
	if idx < 0 { // Don't care if leaf or node.
		idx = -idx - 1
	}
	return s.bboxes[s.index[idx]]
}

func strSplit(items []int32, S int) [][]int32 {
	sm := S * numEntries
	slices := make([][]int32, S)
	for i := range slices {
		var n int
		if l := len(items); l < sm {
			n = l
		} else {
			n = sm
		}
		slices[i] = items[:n]
		items = items[n:]
	}
	return slices
}

func strJoin(
	slices [][]int32, S int,
	less func(int32, int32) bool,
	alloc func([]int32) int32,
) []int32 {
	nodes := make([]int32, 0, S*S)

	for _, slice := range slices {
		sort.Slice(slice, func(i, j int) bool {
			return less(slice[i], slice[j])
		})

		for len(slice) > 0 {
			var n int
			if l := len(slice); l >= numEntries {
				n = numEntries
			} else {
				n = l
			}
			nodes = append(nodes, alloc(slice[:n]))
			slice = slice[n:]
		}
	}
	return nodes
}

func (s *STRTree) allocNode(items []int32) int32 {
	pos := len(s.index)
	s.index = append(s.index, 0, int32(len(items)))
	s.index = append(s.index, items...)
	if len(items) > 0 {
		box := s.bbox(items[0])
		for i := 1; i < len(items); i++ {
			box = box.Union(s.bbox(items[i]))
		}
		s.index[pos] = int32(s.allocBBox(box))
	}
	return int32(pos)
}

func (s *STRTree) allocBBox(box Box2D) int {
	pos := len(s.bboxes)
	s.bboxes = append(s.bboxes, box)
	return pos
}

func (s *STRTree) allocLeaf(items []int32) int32 {
	pos := len(s.index)
	s.index = append(s.index, 0, int32(len(items)))
	s.index = append(s.index, items...)
	if len(items) > 0 {
		vertices := s.tin.Vertices
		ti := s.tin.Triangles[items[0]]
		t := Triangle{
			vertices[ti[0]],
			vertices[ti[1]],
			vertices[ti[2]],
		}
		box := t.BBox()
		for i := 1; i < len(items); i++ {
			it := items[i]
			ti := s.tin.Triangles[it]
			t := Triangle{
				vertices[ti[0]],
				vertices[ti[1]],
				vertices[ti[2]],
			}
			box = box.Union(t.BBox())
		}
		s.index[pos] = int32(s.allocBBox(box))
	}
	return int32(-(pos + 1))
}