Merge branch 'main' of http://git.hexaquo.at/mgs/quickhull into main
This commit is contained in:
commit
0d49399240
50
Line.h
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50
Line.h
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#pragma once
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#include <cmath> // For abs, sqrt
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#include "Point.h"
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class Line
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{
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private:
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Point m_from, m_to, m_to_from_origin;
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public:
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Line(Point from, Point to) : m_from(from), m_to(to), m_to_from_origin(to - from) {}
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Point from() const
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{
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return m_from;
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}
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Point to() const
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{
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return m_to;
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}
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// Return true if the given point is to the right of this line.
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// False is also returned if the point is directly on the line.
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bool is_point_right(Point other) const
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{
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other -= from();
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// Cross product greater than zero?
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if (m_to_from_origin.x() * other.y() - m_to_from_origin.y() * other.x() > 0)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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float distance_to(Point other) const
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{
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float a = from().y() - to().y();
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float b = to().x() - from().x();
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float c = from().x() * to().y() - to().x() * from().y();
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return abs(a * other.x() + b * other.y() + c) / sqrt(a * a + b * b);
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}
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};
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13
Makefile
13
Makefile
@ -1,5 +1,5 @@
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CXX = g++
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CXXFLAGS = -Wall -O3
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CXXFLAGS = -Wall -O3 -g
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# 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):
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# g++ -c main.cpp -I<sfml-install-path>/include
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@ -7,9 +7,12 @@ CXXFLAGS = -Wall -O3
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# 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:
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# export LD_LIBRARY_PATH=<sfml-install-path>/lib && ./sfml-app
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quickhull: main.o Timing.o Display.o
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quickhull: main.o Quickhull.h Point.h Line.h Triangle.h Timing.o Display.o
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# link with sfml libs; -lsfml-network -lsfml-audio currently not needed
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$(CXX) $(CXXFLAGS) -o quickhull main.o Timing.o Display.o -lsfml-system -lsfml-window -lsfml-graphics
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$(CXX) $(CXXFLAGS) -o quickhull main.o Quickhull.h Point.h Line.h Triangle.h Timing.o Display.o -lsfml-system -lsfml-window -lsfml-graphics
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performance: performance.cpp
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$(CXX) $(CXXFLAGS) -o performance performance.cpp
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main.o: main.cpp Timing.h
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$(CXX) $(CXXFLAGS) -c main.cpp
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@ -18,7 +21,5 @@ Display.o: Display.h
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Timing.o: Timing.h
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Quickhull.o: Quickhull.h
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clean :
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-rm *.o quickhull
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-rm *.o quickhull performance
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37
Point.h
37
Point.h
@ -8,13 +8,46 @@ private:
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public:
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Point(float x, float y) : m_x(x), m_y(y) {}
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float x () const
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Point() : m_x(0), m_y(0) {}
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float x() const
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{
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return m_x;
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}
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float y () const
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float y() const
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{
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return m_y;
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}
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Point operator+(const Point &other) const
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{
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return Point(x() + other.x(), y() + other.y());
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}
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Point operator-(const Point &other) const
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{
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return Point(x() - other.x(), y() - other.y());
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}
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Point &operator+=(const Point &other)
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{
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m_x += other.x();
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m_y += other.y();
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return *this;
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}
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Point &operator-=(const Point &other)
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{
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m_x -= other.x();
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m_y -= other.y();
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return *this;
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}
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bool operator==(const Point &other) const
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{
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return (x() == other.x() && y() == other.y());
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}
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};
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@ -1,26 +0,0 @@
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#include "Quickhull.h"
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void Quickhull::get_hull(std::vector<Point> &input, std::vector<Point> &output)
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{
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// Get leftmost and rightmost point
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// Add them to the output.
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// Create a line from leftmost to rightmost
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// Sort points between left and right of that line
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// Call get_hull_with_line with the left points, as well as with the right points, and the line
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}
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void Quickhull::get_hull_with_line(std::vector<Point> &input, std::vector<Point> &output, Point, Point)
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{
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// If the input vector is empty, we're done
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// Find the point which is furthest away from the line, add it to the output
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// Build a triangle with these 3 points
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// Remove points inside this triangle
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// Recursively call get_hull_with_line for each side of the triangle
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}
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109
Quickhull.h
109
Quickhull.h
@ -1,14 +1,117 @@
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#pragma once
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#include <vector>
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#include <list>
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#include <bits/stdc++.h> // For INT_MIN & INT_MAX
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#include "Point.h"
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#include "Line.h"
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#include "Triangle.h"
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class Quickhull
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{
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public:
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static void get_hull(std::vector<Point> &, std::vector<Point> &);
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static void get_hull(std::list<Point> &input, std::list<Point> &output)
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{
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// Get leftmost and rightmost point
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Point leftmost(INFINITY, 0.0), rightmost(-INFINITY, 0.0);
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for (const Point &point : input)
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{
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if (point.x() < leftmost.x()) {
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leftmost = point;
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} else if (point.y() > rightmost.y()) {
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rightmost = point;
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}
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}
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// Add them to the output
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output.emplace_back(leftmost);
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output.emplace_back(rightmost);
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// Remove them from the input (as well as duplicates)
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input.remove(leftmost);
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input.remove(rightmost);
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// Create a line from leftmost to rightmost
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Line line = Line(leftmost, rightmost);
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// Sort points between left and right of that line
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std::list<Point> points_left, points_right;
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for (const Point &point : input)
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{
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if (line.is_point_right(point))
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{
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points_right.emplace_back(point);
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}
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else
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{
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points_left.emplace_back(point);
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}
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}
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// Call get_hull_with_line with the left points, as well as with the right points, and the line
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get_hull_with_line(points_left, output, line);
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get_hull_with_line(points_right, output, line);
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}
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private:
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static void get_hull_with_line(std::vector<Point> &, std::vector<Point> &, Point, Point);
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static void get_hull_with_line(std::list<Point> &input, std::list<Point> &output, const Line &line)
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{
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// If the input vector is empty, we're done
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if (input.empty()) return;
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// Find the point which is furthest away from the line, add it to the output
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Point furthest_point;
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float furthest_distance = 0.0;
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for (const Point &point : input)
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{
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float this_distance = line.distance_to(point);
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if (this_distance > furthest_distance)
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{
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furthest_distance = this_distance;
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furthest_point = point;
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}
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}
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output.emplace_back(furthest_point);
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input.remove(furthest_point);
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// Build a triangle with these 3 points
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// The order with which we must pass the points depends on where the new furthest point is
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// TODO: Is there a nicer way to do this?
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Point a, b, c;
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if (line.is_point_right(furthest_point))
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{
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a = line.from();
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b = line.to();
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c = furthest_point;
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}
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else
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{
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a = line.from();
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b = furthest_point;
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c = line.to();
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}
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Triangle triangle(a, b, c);
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// Remove points inside this triangle
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// TODO: I think we can actually skip this, and instead only
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// pass points to the left (?) of the individual line to the
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// new get_hull_with_line call. That way the ones inside are
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// implicitly ignored.
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input.remove_if([triangle](Point point)
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{
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return triangle.is_point_inside(point);
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});
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// Recursively call get_hull_with_line for each side of the triangle
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// TODO: We can skip the original one
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get_hull_with_line(input, output, triangle.l1());
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get_hull_with_line(input, output, triangle.l2());
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get_hull_with_line(input, output, triangle.l3());
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}
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};
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37
Triangle.h
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37
Triangle.h
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@ -0,0 +1,37 @@
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#pragma once
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#include "Point.h"
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#include "Line.h"
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class Triangle
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{
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private:
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Point m_p1, m_p2, m_p3;
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Line m_l1, m_l2, m_l3;
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public:
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// The points must come in __clockwise__ order.
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Triangle(Point p1, Point p2, Point p3)
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: m_p1(p1), m_p2(p2), m_p3(p3),
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m_l1(Line(p1, p2)), m_l2(Line(p2, p3)), m_l3(Line(p3, p1)) {}
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bool is_point_inside(Point other) const
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{
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return m_l1.is_point_right(other) && m_l2.is_point_right(other) && m_l3.is_point_right(other);
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}
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Line l1()
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{
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return m_l1;
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}
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Line l2()
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{
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return m_l2;
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}
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Line l3()
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{
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return m_l3;
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}
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};
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22
performance.cpp
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performance.cpp
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#include "Quickhull.h"
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int main()
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{
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std::list<Point> points = {
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Point(-1, -1),
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Point(-1, 1),
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Point(1, -1),
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Point(1, 1),
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Point(0.5, 0) // Should not be in the hull
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};
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std::list<Point> hull;
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Quickhull::get_hull(points, hull);
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for (const Point &point : hull)
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{
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std::cout << point.x() << ", " << point.y() << std::endl;
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}
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return 0;
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}
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