view pkg/octree/simplify.go @ 4723:baabc2b2f094

Avoid creating user profiles without matching role The INSTEAD OF triggers on users.list_users did that already, but profile data coming e.g. via restoring a dump had been added also if there was no matching database role in the cluster. This also unifies the errors occuring on creation of users with existing role names that differed between roles with and without profile before. Note this is no referential integrity. A dropped role still leaves an orphaned profile behind.
author Tom Gottfried <tom@intevation.de>
date Thu, 17 Oct 2019 18:56:59 +0200
parents 33fa76994b8a
children
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// 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) 2019 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"
)

func handleTriangle(
	t *Triangle,
	maxDist, tolerance float64,
	maxIdx int,
	points MultiPointZ,
	result *MultiPointZ,
) bool {
	if maxDist <= tolerance {
		return false
	}

	if len(points) == 1 {
		*result = append(*result, points[0])
		return true
	}

	var (
		tris     [3]Triangle
		planes   [3]Plane3D
		maxDists [3]float64
		maxIdxs  [3]int
		parts    [3]MultiPointZ
	)

	top := points[maxIdx]
	for i := 0; i < 3; i++ {
		tris[i] = Triangle{t[i], t[(i+1)%3], top}
		planes[i] = tris[i].Plane3D()
	}

nextPoint:
	for i, v := range points {
		if i == maxIdx {
			continue
		}

		for j := range tris {
			if tris[j].Contains(v.X, v.Y) {
				if dist := math.Abs(planes[j].Eval(v)); dist > maxDists[j] {
					maxDists[j] = dist
					maxIdxs[j] = len(parts[j])
				}
				parts[j] = append(parts[j], v)
				continue nextPoint
			}
		}
	}

	var found bool
	for i, part := range parts {
		if len(part) > 0 && handleTriangle(
			&tris[i],
			maxDists[i], tolerance,
			maxIdxs[i],
			part,
			result,
		) {
			found = true
		}
	}

	if found {
		*result = append(*result, top)
	}

	return found
}

func (points MultiPointZ) Simplify(tolerance float64) MultiPointZ {

	if len(points) < 2 {
		return points
	}

	if tolerance < 0 {
		tolerance = -tolerance
	}

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

	var maxIdx int

	for i, v := range points {
		min.Minimize(v)

		if v.X < min.X {
			min.X = v.X
		}
		if v.X > max.X {
			max.X = v.X
		}
		if v.Y < min.Y {
			min.Y = v.Y
		}
		if v.Y > max.Y {
			max.Y = v.Y
		}
		if v.Z < min.Z {
			min.Z = v.Z
		}
		if v.Z > max.Z {
			max.Z = v.Z
			maxIdx = i
		}

		max.Maximize(v)
	}

	/*
		log.Printf("(%.5f, %.5f, %.5f) - (%.5f, %.5f, %.5f)\n",
			min.X, min.Y, min.Z,
			max.X, max.Y, max.Z)
	*/

	below := min.Z - 3*tolerance
	xMin := min.X - tolerance
	xMax := max.X + tolerance
	yMin := min.Y - tolerance
	yMax := max.Y + tolerance

	corners := []Vertex{
		{xMin, yMin, below},
		{xMax, yMin, below},
		{xMax, yMax, below},
		{xMin, yMax, below},
	}

	top := points[maxIdx]

	tris := make([]Triangle, len(corners))
	planes := make([]Plane3D, len(corners))

	for i, v1 := range corners {
		v2 := corners[(i+1)%len(corners)]
		tris[i] = Triangle{v1, v2, top}
		planes[i] = tris[i].Plane3D()
	}

	parts := make([][]Vertex, len(tris))

	maxDists := make([]float64, len(planes))
	maxIdxs := make([]int, len(planes))

nextPoint:
	for i, v := range points {
		if i == maxIdx {
			continue
		}

		for j := range tris {
			if tris[j].Contains(v.X, v.Y) {
				if dist := math.Abs(planes[j].Eval(v)); dist > maxDists[j] {
					maxDists[j] = dist
					maxIdxs[j] = len(parts[j])
				}
				parts[j] = append(parts[j], v)
				continue nextPoint
			}
		}
	}

	result := make(MultiPointZ, 0, len(points))

	var found bool
	for i, part := range parts {
		if len(part) > 0 && handleTriangle(
			&tris[i],
			maxDists[i], tolerance,
			maxIdxs[i],
			part,
			&result,
		) {
			found = true
		}
	}

	if found {
		result = append(result, top)
	}

	return result
}