refactoring datastructures;

This commit is contained in:
incredibleLeitman 2020-11-27 03:09:50 +01:00
parent ea1461c1ae
commit 880d6252fa
2 changed files with 172 additions and 86 deletions

View File

@ -7,9 +7,7 @@
#include "Point.h"
#include "Utility.h"
#define RADIUS 10.f
Display::Display()
Display::Display (const std::vector<Point> &pts)
{
if (!m_font.loadFromFile("arial.ttf"))
{
@ -21,26 +19,32 @@ Display::Display()
m_textStatus.setString("initializing...");
m_textStatus.setCharacterSize(12);
m_textStatus.setFillColor(sf::Color::Black);
}
void Display::drawPoint(sf::RenderWindow& window, size_t index)
size_t points = pts.size();
for (size_t i = 0; i < points; ++i)
{
Point &pt = m_points[index];
sf::CircleShape shape(RADIUS);
//shape.setOrigin(RADIUS, RADIUS); // handle with origin or manually calc position
shape.setPosition(pt.x() - RADIUS, pt.y() - RADIUS);
const Point& pt = pts[i];
sf::CircleShape shape(OFFSET);
//shape.setPosition(pt.x() - OFFSET, pt.y() - OFFSET); // handle with origin or manually calc position
shape.setOrigin(OFFSET, OFFSET);
shape.setPosition(pt.x(), pt.y());
shape.setFillColor(sf::Color::Green);
shape.setOutlineThickness(1.f);
shape.setOutlineColor(sf::Color::Black);
window.draw(shape);
m_points.push_back(shape);
//m_points.append(shape);
sf::Text label;
label.setPosition(pt.x() - RADIUS/2, pt.y() - RADIUS/2 - 3);
//label.setPosition(pt.x() - OFFSET / 2, pt.y() - OFFSET / 2 - 3);
label.setOrigin(OFFSET / 2 - 1, OFFSET / 2 + 3);
label.setPosition(pt.x(), pt.y());
label.setFont(m_font);
label.setString(std::to_string(index));
label.setString(std::to_string(i));
label.setCharacterSize(12);
label.setFillColor(sf::Color::Black);
window.draw(label);
m_labels.push_back(label);
//m_points.append(label);
}
}
// multiple options possible:
@ -53,15 +57,15 @@ void Display::drawPoint(sf::RenderWindow& window, size_t index)
void Display::show()
{
sf::ContextSettings settings;
settings.antialiasingLevel = 4;
settings.antialiasingLevel = 8;
sf::RenderWindow window(sf::VideoMode(WIDTH, HEIGHT), "ALGO Prog2: Quickhull - visualization", sf::Style::Default, settings);
// b)
//window.setFramerateLimit(0.2);
/* b)
window.setFramerateLimit(0.2);
//sf::Clock clock;
//sf::Time timeSinceLastUpdate = sf::Time::Zero;
//sf::Time frameTime = sf::seconds(2); //sf::seconds(1.f / 60.f)
sf::Clock clock;
sf::Time frameTime = sf::seconds(2); //sf::seconds(1.f / 60.f)
sf::Time timeSinceLastUpdate = frameTime; //sf::Time::Zero;*/
while (window.isOpen())
{
sf::Event event;
@ -71,29 +75,166 @@ void Display::show()
window.close();
}
std::cout << "entering gameloop" << std::endl;
// a)
//update(elapsed);
//render(window);
/* b)
timeSinceLastUpdate += clock.restart();
// only handle every few seconds because we need no animations
if (timeSinceLastUpdate > frameTime)
if (timeSinceLastUpdate >= frameTime)
{
std::cout << "entering update and render" << std::endl;
// start by getting the most left and right point
timeSinceLastUpdate -= frameTime;
update();
render(window);
}*/
// a)
//update(elapsed);
// c)
// choose a simple sleep
update();
render(window);
std::this_thread::sleep_for(std::chrono::milliseconds(2000));
}
}
void Display::update ()
{
// TODO: maybe include AklToussaint heuristic first?
// https://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl%E2%80%93Toussaint_heuristic
unsigned int curStep = (m_step > 5) ? ((m_step - 2) % 4 + 2) : (m_step % 6); // skip init and first step after first run
std::string text = "(" + std::to_string(m_step) + ") step " + std::to_string(curStep) + ": ";
if (curStep == 1)
{
// first step: select min - max x coordinates
m_textStatus.setString(text + "select min - max x coordinates...");
/* EDIT: manual iteration for combining x and x minmax; also need not previous sorting
std::pair<Point, Point> minmax = getMinMaxX(m_points);
std::cout << "min: " << minmax.first.x() << ", " << minmax.first.y() <<
", max: " << minmax.second.x() << ", " << minmax.second.y() << std::endl;
m_hull.setPrimitiveType(sf::Lines);
m_hull.append(sf::Vertex(sf::Vector2f(minmax.first.x(), minmax.first.y()), sf::Color::Blue));
m_hull.append(sf::Vertex(sf::Vector2f(minmax.second.x(), minmax.second.y()), sf::Color::Blue));*/
// if use AklToussaint heuristic
bool useAkl = false;
if (useAkl)
{
sf::Vector2f topLeft(WIDTH, HEIGHT);
sf::Vector2f topRight(0, HEIGHT);
sf::Vector2f botLeft(WIDTH, 0);
sf::Vector2f botRight(0, 0);
for (auto& pt : m_points)
{
sf::Vector2f pos = pt.getPosition();
float x = pos.x;
float y = pos.y;
if (x < topLeft.x && y < topLeft.y) topLeft = pos;
if (x > topRight.x && y < topLeft.y) topRight = pos;
if (x < botLeft.x && y > botLeft.y) botLeft = pos;
if (x > botRight.x && y > botRight.y) botRight = pos;
}
/* TODO: use a convex shape? Or build from vertices in render?
sf::ConvexShape convex;
convex.setPointCount(5);
convex.setPoint(0, topLeft);
convex.setPoint(0, topRight);
convex.setPoint(0, botRight);
convex.setPoint(0, botLeft);*/
//m_hull.setPrimitiveType(sf::Lines);
m_hull.setPrimitiveType(sf::LineStrip);
m_hull.append(sf::Vertex(topLeft, sf::Color::Blue));
m_hull.append(sf::Vertex(topRight, sf::Color::Blue));
m_hull.append(sf::Vertex(botRight, sf::Color::Blue));
m_hull.append(sf::Vertex(botLeft, sf::Color::Blue));
m_hull.append(sf::Vertex(topLeft, sf::Color::Blue));
}
else
{
sf::Vector2f left(WIDTH, HEIGHT);
sf::Vector2f right(0, 0);
for (auto& pt : m_points)
{
sf::Vector2f pos = pt.getPosition();
float x = pos.x;
float y = pos.y;
if (x < left.x) left = pos;
if (x > right.x) right = pos;
}
//m_hull.setPrimitiveType(sf::Lines);
m_hull.setPrimitiveType(sf::LineStrip);
m_hull.append(sf::Vertex(left, sf::Color::Blue));
m_hull.append(sf::Vertex(right, sf::Color::Blue));
}
}
else if (curStep == 2)
{
// second step: split board and find furthest point
m_textStatus.setString(text + "split board and find furthest point...");
for (auto& pt : m_points)
{
sf::Vector2f pos = pt.getPosition();
float x = pos.x;
float y = pos.y;
pt.setFillColor(sign(x, y, m_hull[0].position.x, m_hull[0].position.y, m_hull[1].position.x, m_hull[1].position.y) > 0 ? sf::Color::Red : sf::Color::Green);
}
}
else if (curStep == 3)
{
// third step: draw triangle, remove inner points
m_textStatus.setString(text + "find furthest point and draw triangle...");
}
else if (curStep == 4)
{
// fourth step: remove inner points
m_textStatus.setString(text + "remove inner points...");
}
else if (curStep == 5)
{
// fifth step: adding new hull point
// TEMP: TEST check if ends
//if (m_step >= 10) m_points.clear();
if (m_points.size() == 0) m_textStatus.setString(text + "finished calculating convex hull");
else m_textStatus.setString(text + "adding new hull point...");
}
else m_textStatus.setString(text + "invalid status!");
if (curStep != 5 || m_points.size() > 0) m_step++;
}
void Display::render (sf::RenderWindow &window)
{
window.clear(sf::Color::White);
// TODO: refactor -> parse into sf::Vertices or Shapes
// always print remaining points
size_t points = m_points.size();
/*size_t points = m_points.size();
for (size_t i = 0; i < points; ++i)
{
drawPoint(window, i);
}*/
//for (auto& pt : m_points) // points and labels should have the same size -> combine in one loop
size_t points = m_points.size();
for (size_t i = 0; i < points; ++i)
{
window.draw(m_points[i]);
window.draw(m_labels[i]);
}
// draw already calculated hull
@ -106,61 +247,4 @@ void Display::show()
window.draw(m_textStatus);
window.display();
// c)
// choose a simple sleep
std::this_thread::sleep_for(std::chrono::milliseconds(2000));
}
}
void Display::update()
{
// TODO: maybe include AklToussaint heuristic first?
// https://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl%E2%80%93Toussaint_heuristic
if (m_curStep == 1)
{
// first step: select min - max x coordinates
m_textStatus.setString("step " + std::to_string(m_curStep) + ": select min - max x coordinates...");
std::pair<Point, Point> minmax = getMinMaxX(m_points);
std::cout << "min: " << minmax.first.x() << ", " << minmax.first.y() <<
", max: " << minmax.second.x() << ", " << minmax.second.y() << std::endl;
m_hull.setPrimitiveType(sf::Lines);
m_hull.append(sf::Vertex(sf::Vector2f(minmax.first.x(), minmax.first.y()), sf::Color::Blue));
m_hull.append(sf::Vertex(sf::Vector2f(minmax.second.x(), minmax.second.y()), sf::Color::Blue));
}
else if (m_curStep == 2)
{
// second step: split board and find furthest point
m_textStatus.setString("step " + std::to_string(m_curStep) + ": split board and find furthest point...");
}
else if (m_curStep == 3)
{
// third step: draw triangle, remove inner points
m_textStatus.setString("step " + std::to_string(m_curStep) + ": draw triangle, remove inner points...");
}
else if (m_curStep == 4)
{
// fourth step: remove inner points
m_textStatus.setString("step " + std::to_string(m_curStep) + ": remove inner points...");
}
else if (m_curStep == 5)
{
// fourth step: remove inner points
m_textStatus.setString("step " + std::to_string(m_curStep) + ": finished calculating convex hull");
}
m_curStep++;
// if finished removing inner points and there are still points left -> repeat from step 2
// TODO:
if (m_curStep == 5 && m_points.size() > 0)
{
m_curStep = 2;
}
}
void Display::setData(std::vector<Point> pts)
{
m_points = pts;
}

View File

@ -8,7 +8,7 @@
class Point;
#define OFFSET 10
#define OFFSET 10.f
#define WIDTH 800
#define HEIGHT 600
@ -18,20 +18,22 @@ private:
sf::Font m_font;
sf::Text m_textStatus;
std::vector<Point> m_points;
//std::vector<Point> m_points;
std::vector<sf::CircleShape> m_points;
std::vector<sf::Text> m_labels;
//sf::VertexArray m_points;
//sf::VertexArray m_labels;
//std::vector<sf::Vertex> m_hull;
sf::VertexArray m_hull;
void drawPoint(sf::RenderWindow &, size_t);
int m_curStep = 0;
unsigned int m_step = 0;
void update();
void render(sf::RenderWindow &);
public:
Display();
Display(const std::vector<Point> &);
void show();
void setData (std::vector<Point>);
};
#endif // DISPLAY_H