Mercurial > gemma
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 }