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No commits in common. "23fef77aaafe6965371917828cb01a9d352a2374" and "14e633d236806c559e289cf9c23453fe1be0c09a" have entirely different histories.

2 changed files with 51 additions and 75 deletions

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@ -1,5 +1,5 @@
CXX = g++ CXX = g++
CXXFLAGS = -Wall -O3 CXXFLAGS = -Wall -O3 -g
SFMLFLAGS = -lsfml-system -lsfml-window -lsfml-graphics SFMLFLAGS = -lsfml-system -lsfml-window -lsfml-graphics
# 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):
@ -20,5 +20,5 @@ main.o: main.cpp
Display.o: Display.h Display.o: Display.h
clean: clean :
-rm *.o quickhull -rm *.o quickhull performance

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@ -8,7 +8,6 @@
#include "Display.h" #include "Display.h"
#include "Triangle.h" #include "Triangle.h"
#include "Utility.h" // For IsPointInRectangle
class Quickhull class Quickhull
{ {
@ -20,56 +19,21 @@ public:
// Get leftmost and rightmost point // Get leftmost and rightmost point
Point leftmost(INFINITY, 0.0), rightmost(-INFINITY, 0.0); Point leftmost(INFINITY, 0.0), rightmost(-INFINITY, 0.0);
if (akl) for (const Point &point : input)
{ {
// Also get highest and lowest point if (point.x() < leftmost.x()) {
Point lowest(0.0, -INFINITY), highest(0.0, INFINITY); leftmost = point;
} else if (point.y() > rightmost.y()) {
for (const Point &point : input) rightmost = point;
{
if (point.x() < leftmost.x()) {
leftmost = point;
} else if (point.x() > rightmost.x()) {
rightmost = point;
}
if (point.y() < highest.y()) {
highest = point;
} else if (point.y() > lowest.y()) {
lowest = point;
}
} }
Triangle t1(highest, rightmost, lowest);
Triangle t2(lowest, leftmost, highest);
// Remove all points in this rectangle
input.remove_if([highest, leftmost, lowest, rightmost](const Point &point)
{
return IsPointInRectangle(point, highest, leftmost, lowest, rightmost);
});
output.emplace_back(leftmost);
output.emplace_back(rightmost);
output.emplace_back(highest);
output.emplace_back(lowest);
} else {
for (const Point &point : input)
{
if (point.x() < leftmost.x()) {
leftmost = point;
} else if (point.x() > rightmost.x()) {
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);
} }
// 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 // Create a line from leftmost to rightmost
Line line = Line(leftmost, rightmost); Line line = Line(leftmost, rightmost);
@ -149,38 +113,46 @@ private:
// If the input vector is empty, we're done // If the input vector is empty, we're done
if (input.empty()) return; if (input.empty()) return;
// Find the points which are furthest away from the line // Find the point which is furthest away from the line, add it to the output
Point furthest_point;
float furthest_distance = -1.0; float furthest_distance = -1.0;
std::list<Point> furthest_points;
for (const Point &point : input) for (const Point &point : input)
{ {
float this_distance = line.distance_squared_to(point); float this_distance = line.distance_squared_to(point);
// It's possible for there to be multiple closests points (e.g. in the case)
// of a rectangle). We need to handle all these properly, so we make a list
// of all points at the furthest distance.
if (this_distance > furthest_distance) if (this_distance > furthest_distance)
{ {
furthest_distance = this_distance; furthest_distance = this_distance;
furthest_points.clear(); furthest_point = point;
furthest_points.emplace_back(point);
}
else if (this_distance == furthest_distance)
{
furthest_points.emplace_back(point);
} }
} }
for (const Point &point : furthest_points) // TODO: e.g. in the case of a rectangle, it's possible for there to be
// multiple closest points (sometimes all at distance 0). How do we handle
// these properly? We definitely need to remove them all from input later;
// do we also need to handle them all further? This hotfix works, but seems
// like an unnecessarily big performance hit for that edge case.
// FIXME: This workaround also causes problems with extremely large numbers
// of randomly generated numbers, causing random lines within the data!
// Points inside the hull are added because of random lines.
for (const Point &point : input)
{ {
// All furthest points we found are part of the hull, so add them to the output float this_distance = line.distance_squared_to(point);
// and remove them from the input. // TODO: Both are required, otherwise only one side of the rectangle is
output.emplace_back(point); // taken -- why?
input.remove(point); if (this_distance == furthest_distance || line.distance_squared_to(point) == 0)
{
output.emplace_back(point);
}
} }
input.remove_if([furthest_distance, line](Point point)
{
return furthest_distance == line.distance_squared_to(point);
});
// Hotfix end
Point furthest_point = furthest_points.front(); output.emplace_back(furthest_point);
input.remove(furthest_point);
// Build a triangle with these 3 points // Build a triangle with these 3 points
@ -191,6 +163,7 @@ private:
if (line.is_point_right(furthest_point)) if (line.is_point_right(furthest_point))
{ {
// TOOD: It's probably more efficient to set the fields?
new_line1 = Line(line.to(), furthest_point); new_line1 = Line(line.to(), furthest_point);
new_line2 = Line(furthest_point, line.from()); new_line2 = Line(furthest_point, line.from());
} }
@ -200,9 +173,12 @@ private:
new_line2 = Line(furthest_point, line.to()); new_line2 = Line(furthest_point, line.to());
} }
// We don't need to remove points inside the triangle created by those lines. // TODO: Test if this improves performance
// That happens implicitly since they are not handled further due to the //Triangle triangle(a, b, c);
// following step, which assigns each line its corresponding points to handle: //input.remove_if([triangle](Point point)
//{
// return triangle.is_point_inside(point);
//});
// Get points right of new_line1 and 2 // Get points right of new_line1 and 2
std::list<Point> left_of_line1, left_of_line2; std::list<Point> left_of_line1, left_of_line2;
@ -213,15 +189,15 @@ private:
{ {
left_of_line1.emplace_back(point); left_of_line1.emplace_back(point);
} }
// TODO: Are there any possible edge cases where this 'else if' won't work, // TODO: Can we do else if here, or could we then miss out on points?
// and we need an 'if' instead? if (!new_line2.is_point_right(point))
else if (!new_line2.is_point_right(point))
{ {
left_of_line2.emplace_back(point); left_of_line2.emplace_back(point);
} }
} }
// Recursively call get_hull_with_line for each side of the triangle // Recursively call get_hull_with_line for each side of the triangle
// TODO: We can skip the original one
get_hull_with_line(left_of_line1, output, new_line1); get_hull_with_line(left_of_line1, output, new_line1);
get_hull_with_line(left_of_line2, output, new_line2); get_hull_with_line(left_of_line2, output, new_line2);
} }