Mercurial > gemma
view pkg/octree/strtree.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> |
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date | Fri, 27 Sep 2019 11:15:02 +0200 |
parents | 114979e97a6c |
children | f456ce0a6a0e |
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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) 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)) }