quickhull/Quickhull.h
karl 79111d184b Finish Quickhull functionality + basic test
The performance mode, which I'm working on, can now be tested with `make performance && ./performance`.

A very simple test was added, and it works!
2020-11-28 22:21:48 +01:00

117 lines
3.5 KiB
C++

#pragma once
#include <list>
#include <bits/stdc++.h> // For INT_MIN & INT_MAX
#include "Point.h"
#include "Line.h"
#include "Triangle.h"
class Quickhull
{
public:
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:
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());
}
};