view pkg/octree/simplify.go @ 4488:bff6c5c1db4f

client: pdf-gen: improve adding bottleneck info to pdf * Check if the bottleneck is in the current view to add its info to the exported pdf and the pdf filename, this avoid wrong filename and wrong info in pdf in case view has been changed to another location. * Set the bottleneck to print after moving to it in map.
author Fadi Abbud <fadi.abbud@intevation.de>
date Fri, 27 Sep 2019 11:15:02 +0200
parents 33fa76994b8a
children
line wrap: on
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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
}