Merge branch 'main' of http://git.hexaquo.at/mgs/quickhull into main

This commit is contained in:
incredibleLeitman 2020-11-28 22:50:02 +01:00
commit 0d49399240
7 changed files with 257 additions and 37 deletions

50
Line.h Normal file
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#pragma once
#include <cmath> // For abs, sqrt
#include "Point.h"
class Line
{
private:
Point m_from, m_to, m_to_from_origin;
public:
Line(Point from, Point to) : m_from(from), m_to(to), m_to_from_origin(to - from) {}
Point from() const
{
return m_from;
}
Point to() const
{
return m_to;
}
// Return true if the given point is to the right of this line.
// False is also returned if the point is directly on the line.
bool is_point_right(Point other) const
{
other -= from();
// Cross product greater than zero?
if (m_to_from_origin.x() * other.y() - m_to_from_origin.y() * other.x() > 0)
{
return true;
}
else
{
return false;
}
}
float distance_to(Point other) const
{
float a = from().y() - to().y();
float b = to().x() - from().x();
float c = from().x() * to().y() - to().x() * from().y();
return abs(a * other.x() + b * other.y() + c) / sqrt(a * a + b * b);
}
};

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@ -1,5 +1,5 @@
CXX = g++ CXX = g++
CXXFLAGS = -Wall -O3 CXXFLAGS = -Wall -O3 -g
# In case you installed SFML to a non-standard path, you'll need to tell the compiler where to find the SFML headers (.hpp files): # In case you installed SFML to a non-standard path, you'll need to tell the compiler where to find the SFML headers (.hpp files):
# g++ -c main.cpp -I<sfml-install-path>/include # g++ -c main.cpp -I<sfml-install-path>/include
@ -7,9 +7,12 @@ CXXFLAGS = -Wall -O3
# If SFML is not installed in a standard path, you need to tell the dynamic linker where to find the SFML libraries first by specifying LD_LIBRARY_PATH: # If SFML is not installed in a standard path, you need to tell the dynamic linker where to find the SFML libraries first by specifying LD_LIBRARY_PATH:
# export LD_LIBRARY_PATH=<sfml-install-path>/lib && ./sfml-app # export LD_LIBRARY_PATH=<sfml-install-path>/lib && ./sfml-app
quickhull: main.o Timing.o Display.o quickhull: main.o Quickhull.h Point.h Line.h Triangle.h Timing.o Display.o
# link with sfml libs; -lsfml-network -lsfml-audio currently not needed # link with sfml libs; -lsfml-network -lsfml-audio currently not needed
$(CXX) $(CXXFLAGS) -o quickhull main.o Timing.o Display.o -lsfml-system -lsfml-window -lsfml-graphics $(CXX) $(CXXFLAGS) -o quickhull main.o Quickhull.h Point.h Line.h Triangle.h Timing.o Display.o -lsfml-system -lsfml-window -lsfml-graphics
performance: performance.cpp
$(CXX) $(CXXFLAGS) -o performance performance.cpp
main.o: main.cpp Timing.h main.o: main.cpp Timing.h
$(CXX) $(CXXFLAGS) -c main.cpp $(CXX) $(CXXFLAGS) -c main.cpp
@ -18,7 +21,5 @@ Display.o: Display.h
Timing.o: Timing.h Timing.o: Timing.h
Quickhull.o: Quickhull.h
clean : clean :
-rm *.o quickhull -rm *.o quickhull performance

37
Point.h
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@ -8,13 +8,46 @@ private:
public: public:
Point(float x, float y) : m_x(x), m_y(y) {} Point(float x, float y) : m_x(x), m_y(y) {}
float x () const Point() : m_x(0), m_y(0) {}
float x() const
{ {
return m_x; return m_x;
} }
float y () const float y() const
{ {
return m_y; return m_y;
} }
Point operator+(const Point &other) const
{
return Point(x() + other.x(), y() + other.y());
}
Point operator-(const Point &other) const
{
return Point(x() - other.x(), y() - other.y());
}
Point &operator+=(const Point &other)
{
m_x += other.x();
m_y += other.y();
return *this;
}
Point &operator-=(const Point &other)
{
m_x -= other.x();
m_y -= other.y();
return *this;
}
bool operator==(const Point &other) const
{
return (x() == other.x() && y() == other.y());
}
}; };

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@ -1,26 +0,0 @@
#include "Quickhull.h"
void Quickhull::get_hull(std::vector<Point> &input, std::vector<Point> &output)
{
// Get leftmost and rightmost point
// Add them to the output.
// Create a line from leftmost to rightmost
// Sort points between left and right of that line
// Call get_hull_with_line with the left points, as well as with the right points, and the line
}
void Quickhull::get_hull_with_line(std::vector<Point> &input, std::vector<Point> &output, Point, Point)
{
// If the input vector is empty, we're done
// Find the point which is furthest away from the line, add it to the output
// Build a triangle with these 3 points
// Remove points inside this triangle
// Recursively call get_hull_with_line for each side of the triangle
}

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@ -1,14 +1,117 @@
#pragma once #pragma once
#include <vector> #include <list>
#include <bits/stdc++.h> // For INT_MIN & INT_MAX
#include "Point.h" #include "Point.h"
#include "Line.h"
#include "Triangle.h"
class Quickhull class Quickhull
{ {
public: public:
static void get_hull(std::vector<Point> &, std::vector<Point> &); static void get_hull(std::list<Point> &input, std::list<Point> &output)
{
// Get leftmost and rightmost point
Point leftmost(INFINITY, 0.0), rightmost(-INFINITY, 0.0);
for (const Point &point : input)
{
if (point.x() < leftmost.x()) {
leftmost = point;
} else if (point.y() > rightmost.y()) {
rightmost = point;
}
}
// Add them to the output
output.emplace_back(leftmost);
output.emplace_back(rightmost);
// Remove them from the input (as well as duplicates)
input.remove(leftmost);
input.remove(rightmost);
// Create a line from leftmost to rightmost
Line line = Line(leftmost, rightmost);
// Sort points between left and right of that line
std::list<Point> points_left, points_right;
for (const Point &point : input)
{
if (line.is_point_right(point))
{
points_right.emplace_back(point);
}
else
{
points_left.emplace_back(point);
}
}
// Call get_hull_with_line with the left points, as well as with the right points, and the line
get_hull_with_line(points_left, output, line);
get_hull_with_line(points_right, output, line);
}
private: private:
static void get_hull_with_line(std::vector<Point> &, std::vector<Point> &, Point, Point); static void get_hull_with_line(std::list<Point> &input, std::list<Point> &output, const Line &line)
{
// If the input vector is empty, we're done
if (input.empty()) return;
// Find the point which is furthest away from the line, add it to the output
Point furthest_point;
float furthest_distance = 0.0;
for (const Point &point : input)
{
float this_distance = line.distance_to(point);
if (this_distance > furthest_distance)
{
furthest_distance = this_distance;
furthest_point = point;
}
}
output.emplace_back(furthest_point);
input.remove(furthest_point);
// Build a triangle with these 3 points
// The order with which we must pass the points depends on where the new furthest point is
// TODO: Is there a nicer way to do this?
Point a, b, c;
if (line.is_point_right(furthest_point))
{
a = line.from();
b = line.to();
c = furthest_point;
}
else
{
a = line.from();
b = furthest_point;
c = line.to();
}
Triangle triangle(a, b, c);
// Remove points inside this triangle
// TODO: I think we can actually skip this, and instead only
// pass points to the left (?) of the individual line to the
// new get_hull_with_line call. That way the ones inside are
// implicitly ignored.
input.remove_if([triangle](Point point)
{
return triangle.is_point_inside(point);
});
// Recursively call get_hull_with_line for each side of the triangle
// TODO: We can skip the original one
get_hull_with_line(input, output, triangle.l1());
get_hull_with_line(input, output, triangle.l2());
get_hull_with_line(input, output, triangle.l3());
}
}; };

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Triangle.h Normal file
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#pragma once
#include "Point.h"
#include "Line.h"
class Triangle
{
private:
Point m_p1, m_p2, m_p3;
Line m_l1, m_l2, m_l3;
public:
// The points must come in __clockwise__ order.
Triangle(Point p1, Point p2, Point p3)
: m_p1(p1), m_p2(p2), m_p3(p3),
m_l1(Line(p1, p2)), m_l2(Line(p2, p3)), m_l3(Line(p3, p1)) {}
bool is_point_inside(Point other) const
{
return m_l1.is_point_right(other) && m_l2.is_point_right(other) && m_l3.is_point_right(other);
}
Line l1()
{
return m_l1;
}
Line l2()
{
return m_l2;
}
Line l3()
{
return m_l3;
}
};

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performance.cpp Normal file
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#include "Quickhull.h"
int main()
{
std::list<Point> points = {
Point(-1, -1),
Point(-1, 1),
Point(1, -1),
Point(1, 1),
Point(0.5, 0) // Should not be in the hull
};
std::list<Point> hull;
Quickhull::get_hull(points, hull);
for (const Point &point : hull)
{
std::cout << point.x() << ", " << point.y() << std::endl;
}
return 0;
}