#include "beam-scoring-problem.hh"
#include <algorithm>
+#include <queue>
+#include <set>
using namespace std;
#include "align-interface.hh"
#include "beam.hh"
+#include "direction.hh"
#include "directional-element-interface.hh"
#include "grob.hh"
#include "international.hh"
+#include "libc-extension.hh"
#include "main.hh"
#include "output-def.hh"
#include "pointer-group-interface.hh"
#include "staff-symbol-referencer.hh"
+#include "stencil.hh"
#include "stem.hh"
#include "warn.hh"
{
SCM details = him->get_property ("details");
+ // General
+ BEAM_EPS = get_detail (details, ly_symbol2scm ("beam-eps"), 1e-3);
+ REGION_SIZE = get_detail (details, ly_symbol2scm ("region-size"), 2);
+
+ // forbidden quants
SECONDARY_BEAM_DEMERIT = get_detail (details, ly_symbol2scm ("secondary-beam-demerit"), 10.0);
STEM_LENGTH_DEMERIT_FACTOR = get_detail (details, ly_symbol2scm ("stem-length-demerit-factor"), 5);
- REGION_SIZE = get_detail (details, ly_symbol2scm ("region-size"), 2);
- BEAM_EPS = get_detail (details, ly_symbol2scm ("beam-eps"), 1e-3);
+ HORIZONTAL_INTER_QUANT_PENALTY = get_detail (details, ly_symbol2scm ("horizontal-inter-quant"), 500);
+
STEM_LENGTH_LIMIT_PENALTY = get_detail (details, ly_symbol2scm ("stem-length-limit-penalty"), 5000);
DAMPING_DIRECTION_PENALTY = get_detail (details, ly_symbol2scm ("damping-direction-penalty"), 800);
HINT_DIRECTION_PENALTY = get_detail (details, ly_symbol2scm ("hint-direction-penalty"), 20);
MUSICAL_DIRECTION_FACTOR = get_detail (details, ly_symbol2scm ("musical-direction-factor"), 400);
IDEAL_SLOPE_FACTOR = get_detail (details, ly_symbol2scm ("ideal-slope-factor"), 10);
ROUND_TO_ZERO_SLOPE = get_detail (details, ly_symbol2scm ("round-to-zero-slope"), 0.02);
+
+ // Collisions
+ COLLISION_PENALTY = get_detail (details, ly_symbol2scm ("collision-penalty"), 500);
+ COLLISION_PADDING = get_detail (details, ly_symbol2scm ("collision-padding"), 0.5);
+ STEM_COLLISION_FACTOR = get_detail (details, ly_symbol2scm ("stem-collision-factor"), 0.1);
}
+// Add x if x is positive, add |x|*fac if x is negative.
static Real
shrink_extra_weight (Real x, Real fac)
{
demerits += demerit;
#if DEBUG_BEAM_SCORING
- if (demerit)
+ if (demerit)
score_card_ += to_string (" %s %.2f", reason.c_str (), demerit);
#endif
}
-
-Beam_configuration* Beam_configuration::new_config (Interval start,
+
+Beam_configuration *Beam_configuration::new_config (Interval start,
Interval offset)
{
- Beam_configuration* qs = new Beam_configuration;
+ Beam_configuration *qs = new Beam_configuration;
qs->y = Interval (int (start[LEFT]) + offset[LEFT],
int (start[RIGHT]) + offset[RIGHT]);
Real start_score = abs (offset[RIGHT]) + abs (offset[LEFT]);
qs->demerits = start_score / 1000.0;
qs->next_scorer_todo = ORIGINAL_DISTANCE + 1;
-
+
return qs;
}
+Real
+Beam_scoring_problem::y_at (Real x, Beam_configuration const *p) const
+{
+ return p->y[LEFT] + (x - x_span[LEFT]) * p->y.delta () / x_span.delta ();
+}
+
/****************************************************************/
/*
- Make all demerits customisable
- - One sensible check per demerit (what's this --hwn)
-
- Add demerits for quants per se, as to forbid a specific quant
entirely
*/
-int
-best_quant_score_idx (vector<Beam_configuration*> const &configs)
-{
- Real best = 1e6;
- int best_idx = -1;
- for (vsize i = configs.size (); i--;)
- {
- if (configs[i]->demerits < best)
- {
- best = configs [i]->demerits;
- best_idx = i;
- }
- }
-
- return best_idx;
-}
// This is a temporary hack to see how much we can gain by using a
// priority queue on the beams to score.
static int score_count = 0;
LY_DEFINE (ly_beam_score_count, "ly:beam-score-count", 0, 0, 0,
- (),
- "count number of beam scores.") {
+ (),
+ "count number of beam scores.")
+{
return scm_from_int (score_count);
}
+void Beam_scoring_problem::add_collision (Real x, Interval y,
+ Real score_factor)
+{
+ if (edge_dirs[LEFT] == edge_dirs[RIGHT])
+ {
+ Direction d = edge_dirs[LEFT];
+
+ Real quant_range_y = quant_range[LEFT][-d]
+ + (x - x_span[LEFT]) * (quant_range[RIGHT][-d] - quant_range[LEFT][-d]) / x_span.delta ();
+
+ if (d * (quant_range_y - minmax (d, y[UP], y[DOWN])) > 0)
+ {
+ return;
+ }
+ }
+
+ Beam_collision c;
+ c.beam_y_.set_empty ();
+
+ for (vsize j = 0; j < segments_.size (); j++)
+ {
+ if (segments_[j].horizontal_.contains (x))
+ c.beam_y_.add_point (segments_[j].vertical_count_ * beam_translation);
+ if (segments_[j].horizontal_[LEFT] > x)
+ break;
+ }
+ c.beam_y_.widen (0.5 * beam_thickness);
+
+ c.x_ = x;
+
+ y *= 1 / staff_space;
+ c.y_ = y;
+ c.base_penalty_ = score_factor;
+ collisions_.push_back (c);
+}
+
+void Beam_scoring_problem::init_collisions (vector<Grob *> grobs)
+{
+ Grob *common_x = NULL;
+ segments_ = Beam::get_beam_segments (beam, &common_x);
+ vector_sort (segments_, beam_segment_less);
+ if (common[X_AXIS] != common_x)
+ {
+ programming_error ("Disagree on common x. Skipping collisions in beam scoring.");
+ return;
+ }
+
+ set<Grob *> stems;
+ for (vsize i = 0; i < grobs.size (); i++)
+ {
+ Box b;
+ for (Axis a = X_AXIS; a < NO_AXES; incr (a))
+ b[a] = grobs[i]->extent (common[a], a);
+
+ Real width = b[X_AXIS].length ();
+ Real width_factor = sqrt (width / staff_space);
+
+ Direction d = LEFT;
+ do
+ add_collision (b[X_AXIS][d], b[Y_AXIS], width_factor);
+ while (flip (&d) != LEFT);
+
+ Grob *stem = unsmob_grob (grobs[i]->get_object ("stem"));
+ if (stem && Stem::has_interface (stem) && Stem::is_normal_stem (stem))
+ {
+ stems.insert (stem);
+ }
+ }
+
+ for (set<Grob *>::const_iterator it (stems.begin ()); it != stems.end (); it++)
+ {
+ Grob *s = *it;
+ Real x = s->extent (common[X_AXIS], X_AXIS).center ();
+
+ Direction stem_dir = get_grob_direction (*it);
+ Interval y;
+ y.set_full ();
+ y[-stem_dir] = Stem::chord_start_y (*it) + (*it)->relative_coordinate (common[Y_AXIS], Y_AXIS)
+ - beam->relative_coordinate (common[Y_AXIS], Y_AXIS);
+
+ Real factor = parameters.STEM_COLLISION_FACTOR;
+ if (!unsmob_grob (s->get_object ("beam"))
+ && !Stem::flag (s).is_empty ())
+ factor = 1.0;
+ add_collision (x, y, factor);
+ }
+}
+
void Beam_scoring_problem::init_stems ()
{
+ extract_grob_set (beam, "covered-grobs", collisions);
extract_grob_set (beam, "stems", stems);
for (int a = 2; a--;)
- common[a] = common_refpoint_of_array (stems, beam, Axis (a));
+ {
+ common[a] = common_refpoint_of_array (stems, beam, Axis (a));
+ common[a] = common_refpoint_of_array (collisions, common[a], Axis (a));
+ }
- Grob *fvs = Beam::first_normal_stem (beam);
- Grob *lvs = Beam::last_normal_stem (beam);
-
- x_span = Interval (fvs ? fvs->relative_coordinate (common[X_AXIS], X_AXIS) : 0.0,
- lvs ? lvs->relative_coordinate (common[X_AXIS], X_AXIS) : 0.0);
+ Drul_array<Grob *> edge_stems (Beam::first_normal_stem (beam),
+ Beam::last_normal_stem (beam));
+ Direction d = LEFT;
+ do
+ x_span[d] = edge_stems[d] ? edge_stems[d]->relative_coordinate (common[X_AXIS], X_AXIS) : 0.0;
+ while (flip (&d) != LEFT);
Drul_array<bool> dirs_found (0, 0);
-
for (vsize i = 0; i < stems.size (); i++)
{
Grob *s = stems[i];
if (!Stem::is_normal_stem (s))
continue;
-
+
Stem_info si (Stem::get_stem_info (s));
si.scale (1 / staff_space);
stem_infos.push_back (si);
dirs_found[si.dir_] = true;
bool f = to_boolean (s->get_property ("french-beaming"))
- && s != lvs && s != fvs;
+ && s != edge_stems[LEFT] && s != edge_stems[RIGHT];
- Real y = Beam::calc_stem_y (beam, s, common, x_span[LEFT], x_span[RIGHT], CENTER,
+ Real y = Beam::calc_stem_y (beam, s, common, x_span[LEFT], x_span[RIGHT], CENTER,
Interval (0, 0), f);
base_lengths.push_back (y / staff_space);
stem_xpositions.push_back (s->relative_coordinate (common[X_AXIS], X_AXIS));
}
-
+
edge_dirs = Drul_array<Direction> (CENTER, CENTER);
if (stem_infos.size ())
{
edge_dirs = Drul_array<Direction> (stem_infos[0].dir_,
- stem_infos.back().dir_);
+ stem_infos.back ().dir_);
}
+
is_xstaff = Align_interface::has_interface (common[Y_AXIS]);
is_knee = dirs_found[LEFT] && dirs_found[RIGHT];
-
+
staff_radius = Staff_symbol_referencer::staff_radius (beam);
- edge_beam_counts = Drul_array<int>
- (Stem::beam_multiplicity (stems[0]).length () + 1,
- Stem::beam_multiplicity (stems.back ()).length () + 1);
-
+ edge_beam_counts = Drul_array<int>
+ (Stem::beam_multiplicity (stems[0]).length () + 1,
+ Stem::beam_multiplicity (stems.back ()).length () + 1);
+
+ // TODO - why are we dividing by staff_space?
beam_translation = Beam::get_beam_translation (beam) / staff_space;
+
+ d = LEFT;
+ do
+ {
+ quant_range[d].set_full ();
+ if (!edge_stems[d])
+ continue;
+
+ Real stem_offset = edge_stems[d]->relative_coordinate (common[Y_AXIS], Y_AXIS)
+ - beam->relative_coordinate (common[Y_AXIS], Y_AXIS);
+ Interval heads = Stem::head_positions (edge_stems[d]) * 0.5 * staff_space;
+
+ Direction ed = edge_dirs[d];
+ heads.widen (0.5 * staff_space
+ + (edge_beam_counts[d] - 1) * beam_translation + beam_thickness * .5);
+ quant_range[d][-ed] = heads[ed] + stem_offset;
+ }
+ while (flip (&d) != LEFT);
+
+ init_collisions (collisions);
}
Beam_scoring_problem::Beam_scoring_problem (Grob *me, Drul_array<Real> ys)
{
beam = me;
unquanted_y = ys;
-
+
/*
Calculations are relative to a unit-scaled staff, i.e. the quants are
divided by the current staff_space.
}
void
-Beam_scoring_problem::generate_quants (vector<Beam_configuration*> *scores) const
+Beam_scoring_problem::generate_quants (vector<Beam_configuration *> *scores) const
{
int region_size = (int) parameters.REGION_SIZE;
- /*
- Knees are harder, lets try some more possibilities for knees.
- */
+ // Knees and collisions are harder, lets try some more possibilities
if (is_knee)
region_size += 2;
-
+ if (collisions_.size ())
+ region_size += 2;
+
Real straddle = 0.0;
Real sit = (beam_thickness - line_thickness) / 2;
Real inter = 0.5;
unshifted_quants.push_back (i + base_quants[j]);
}
-
- scores->clear ();
for (vsize i = 0; i < unshifted_quants.size (); i++)
for (vsize j = 0; j < unshifted_quants.size (); j++)
- scores->push_back (Beam_configuration::new_config (unquanted_y,
- Interval (unshifted_quants[i],
- unshifted_quants[j])));
+ {
+ Beam_configuration *c
+ = Beam_configuration::new_config (unquanted_y,
+ Interval (unshifted_quants[i],
+ unshifted_quants[j]));
+
+ Direction d = LEFT;
+ do
+ {
+ if (!quant_range[d].contains (c->y[d]))
+ {
+ delete c;
+ c = NULL;
+ break;
+ }
+ }
+ while (flip (&d) != LEFT);
+ if (c)
+ scores->push_back (c);
+ }
+
}
-Drul_array<Real>
-Beam_scoring_problem::solve () const {
- vector<Beam_configuration*> configs;
+void Beam_scoring_problem::one_scorer (Beam_configuration *config) const
+{
+ score_count++;
+ switch (config->next_scorer_todo)
+ {
+ case SLOPE_IDEAL:
+ score_slope_ideal (config);
+ break;
+ case SLOPE_DIRECTION:
+ score_slope_direction (config);
+ break;
+ case SLOPE_MUSICAL:
+ score_slope_musical (config);
+ break;
+ case FORBIDDEN:
+ score_forbidden_quants (config);
+ break;
+ case STEM_LENGTHS:
+ score_stem_lengths (config);
+ break;
+ case COLLISIONS:
+ score_collisions (config);
+ break;
+ case HORIZONTAL_INTER:
+ score_horizontal_inter_quants (config);
+ break;
+
+ case NUM_SCORERS:
+ case ORIGINAL_DISTANCE:
+ default:
+ assert (false);
+ }
+ config->next_scorer_todo++;
+}
- generate_quants (&configs);
- for (vsize i = configs.size (); i--;)
+Beam_configuration *
+Beam_scoring_problem::force_score (SCM inspect_quants, const vector<Beam_configuration *> &configs) const
+{
+ Drul_array<Real> ins = ly_scm2interval (inspect_quants);
+ Real mindist = 1e6;
+ Beam_configuration *best = NULL;
+ for (vsize i = 0; i < configs.size (); i++)
{
- score_count ++;
- score_slopes_dy (configs[i]);
+ Real d = fabs (configs[i]->y[LEFT] - ins[LEFT]) + fabs (configs[i]->y[RIGHT] - ins[RIGHT]);
+ if (d < mindist)
+ {
+ best = configs[i];
+ mindist = d;
+ }
}
+ if (mindist > 1e5)
+ programming_error ("cannot find quant");
- Real reasonable_score = (is_knee) ? 200000 : 100;
- for (vsize i = configs.size (); i--;)
- if (configs[i]->demerits < reasonable_score)
- {
- score_count ++;
- score_forbidden_quants (configs[i]);
- }
+ while (!best->done ())
+ one_scorer (best);
- for (vsize i = configs.size (); i--;)
- if (configs[i]->demerits < reasonable_score)
- {
- score_count ++;
- score_stem_lengths (configs[i]);
- }
+ return best;
+}
- int best_idx = best_quant_score_idx (configs);
+Drul_array<Real>
+Beam_scoring_problem::solve () const
+{
+ vector<Beam_configuration *> configs;
+ generate_quants (&configs);
-#if DEBUG_BEAM_SCORING
- SCM inspect_quants = beam->get_property ("inspect-quants");
- if (to_boolean (beam->layout ()->lookup_variable (ly_symbol2scm ("debug-beam-scoring")))
- && scm_is_pair (inspect_quants))
+ if (configs.empty ())
{
- Drul_array<Real> ins = ly_scm2interval (inspect_quants);
-
- Real mindist = 1e6;
- for (vsize i = 0; i < configs.size (); i++)
- {
- Real d = fabs (configs[i]->y[LEFT]- ins[LEFT]) + fabs (configs[i]->y[RIGHT] - ins[RIGHT]);
- if (d < mindist)
- {
- best_idx = i;
- mindist = d;
- }
- }
- if (mindist > 1e5)
- programming_error ("cannot find quant");
+ programming_error ("No viable beam quanting found. Using unquanted y value.");
+ return unquanted_y;
}
-#endif
- Interval final_positions;
- if (best_idx < 0)
+ Beam_configuration *best = NULL;
+
+ bool debug
+ = to_boolean (beam->layout ()->lookup_variable (ly_symbol2scm ("debug-beam-scoring")));
+ SCM inspect_quants = beam->get_property ("inspect-quants");
+ if (scm_is_pair (inspect_quants))
{
- warning (_ ("no feasible beam position"));
- final_positions = Interval (0, 0);
+ debug = true;
+ best = force_score (inspect_quants, configs);
}
else
{
- final_positions = configs[best_idx]->y;
+ std::priority_queue < Beam_configuration *, std::vector<Beam_configuration *>,
+ Beam_configuration_less > queue;
+ for (vsize i = 0; i < configs.size (); i++)
+ queue.push (configs[i]);
+
+ /*
+ TODO
+
+ It would be neat if we generated new configurations on the
+ fly, depending on the best complete score so far, eg.
+
+ if (best->done()) {
+ if (best->demerits < sqrt(queue.size())
+ break;
+ while (best->demerits > sqrt(queue.size()) {
+ generate and insert new configuration
+ }
+ }
+
+ that would allow us to do away with region_size altogether.
+ */
+ while (true)
+ {
+ best = queue.top ();
+ if (best->done ())
+ break;
+
+ queue.pop ();
+ one_scorer (best);
+ queue.push (best);
+ }
}
-
+
+ Interval final_positions = best->y;
+
#if DEBUG_BEAM_SCORING
- if (best_idx >= 0
- && to_boolean (beam->layout ()->lookup_variable (ly_symbol2scm ("debug-beam-scoring"))))
+ if (debug)
{
- configs[best_idx]->score_card_ += to_string ("i%d", best_idx);
-
// debug quanting
- beam->set_property ("quant-score",
- ly_string2scm (configs[best_idx]->score_card_));
+ int completed = 0;
+ for (vsize i = 0; i < configs.size (); i++)
+ {
+ if (configs[i]->done ())
+ completed++;
+ }
+
+ string card = best->score_card_ + to_string (" c%d/%d", completed, configs.size ());
+ beam->set_property ("annotation", ly_string2scm (card));
}
#endif
}
void
-Beam_scoring_problem::score_stem_lengths (Beam_configuration* config) const
+Beam_scoring_problem::score_stem_lengths (Beam_configuration *config) const
{
Real limit_penalty = parameters.STEM_LENGTH_LIMIT_PENALTY;
Drul_array<Real> score (0, 0);
Real x = stem_xpositions[i];
Real dx = x_span.delta ();
Real beam_y = dx
- ? config->y[RIGHT] * (x - x_span[LEFT]) / dx + config->y[LEFT] * (x_span[RIGHT] - x) / dx
- : (config->y[RIGHT] + config->y[LEFT]) / 2;
+ ? config->y[RIGHT] * (x - x_span[LEFT]) / dx + config->y[LEFT] * (x_span[RIGHT] - x) / dx
+ : (config->y[RIGHT] + config->y[LEFT]) / 2;
Real current_y = beam_y + base_lengths[i];
Real length_pen = parameters.STEM_LENGTH_DEMERIT_FACTOR;
convex. Otherwise a symmetric knee beam (up/down/up/down)
does not have an optimum in the middle. */
if (is_knee)
- ideal_score = pow (ideal_score, 1.1);
+ ideal_score = pow (ideal_score, 1.1);
score[d] += length_pen * ideal_score;
-
count[d]++;
}
}
void
-Beam_scoring_problem::score_slopes_dy (Beam_configuration *config) const
+Beam_scoring_problem::score_slope_direction (Beam_configuration *config) const
{
Real dy = config->y.delta ();
- Real damped_dy = unquanted_y.delta();
+ Real damped_dy = unquanted_y.delta ();
Real dem = 0.0;
-
/*
DAMPING_DIRECTION_PENALTY is a very harsh measure, while for
complex beaming patterns, horizontal is often a good choice.
if (sign (damped_dy) != sign (dy))
{
if (!dy)
- {
- if (fabs (damped_dy / x_span.delta ()) > parameters.ROUND_TO_ZERO_SLOPE)
- dem += parameters.DAMPING_DIRECTION_PENALTY;
- else
- dem += parameters.HINT_DIRECTION_PENALTY;
- }
+ {
+ if (fabs (damped_dy / x_span.delta ()) > parameters.ROUND_TO_ZERO_SLOPE)
+ dem += parameters.DAMPING_DIRECTION_PENALTY;
+ else
+ dem += parameters.HINT_DIRECTION_PENALTY;
+ }
else
- dem += parameters.DAMPING_DIRECTION_PENALTY;
+ dem += parameters.DAMPING_DIRECTION_PENALTY;
}
-
- dem += parameters.MUSICAL_DIRECTION_FACTOR
- * max (0.0, (fabs (dy) - fabs (musical_dy)));
+
+ config->add (dem, "Sd");
+}
+
+// Score for going against the direction of the musical pattern
+void
+Beam_scoring_problem::score_slope_musical (Beam_configuration *config) const
+{
+ Real dy = config->y.delta ();
+ Real dem = parameters.MUSICAL_DIRECTION_FACTOR
+ * max (0.0, (fabs (dy) - fabs (musical_dy)));
+ config->add (dem, "Sm");
+}
+
+// Score deviation from calculated ideal slope.
+void
+Beam_scoring_problem::score_slope_ideal (Beam_configuration *config) const
+{
+ Real dy = config->y.delta ();
+ Real damped_dy = unquanted_y.delta ();
+ Real dem = 0.0;
Real slope_penalty = parameters.IDEAL_SLOPE_FACTOR;
/* Huh, why would a too steep beam be better than a too flat one ? */
dem += shrink_extra_weight (fabs (damped_dy) - fabs (dy), 1.5)
- * slope_penalty;
+ * slope_penalty;
- config->add (dem, "S");
+ config->add (dem, "Si");
}
static Real
return x - floor (x);
}
+// TODO - there is some overlap with forbidden quants, but for
+// horizontal beams, it is much more serious to have stafflines
+// appearing in the wrong place, so we have a separate scorer.
+void
+Beam_scoring_problem::score_horizontal_inter_quants (Beam_configuration *config) const
+{
+ if (config->y.delta () == 0.0
+ && abs (config->y[LEFT]) < staff_radius * staff_space)
+ {
+ Real yshift = config->y[LEFT] - 0.5 * staff_space;
+ if (fabs (my_round (yshift) - yshift) < 0.01 * staff_space)
+ config->add (parameters.HORIZONTAL_INTER_QUANT_PENALTY, "H");
+ }
+}
+
/*
TODO: The fixed value SECONDARY_BEAM_DEMERIT is probably flawed:
because for 32nd and 64th beams the forbidden quants are relatively
{
Real dy = config->y.delta ();
- Real extra_demerit = parameters.SECONDARY_BEAM_DEMERIT /
- max (edge_beam_counts[LEFT], edge_beam_counts[RIGHT]);
+ Real extra_demerit = parameters.SECONDARY_BEAM_DEMERIT
+ / max (edge_beam_counts[LEFT], edge_beam_counts[RIGHT]);
Direction d = LEFT;
Real dem = 0.0;
do
{
for (int j = 1; j <= edge_beam_counts[d]; j++)
- {
- Direction stem_dir = edge_dirs[d];
-
- /*
- The 2.2 factor is to provide a little leniency for
- borderline cases. If we do 2.0, then the upper outer line
- will be in the gap of the (2, sit) quant, leading to a
- false demerit.
- */
- Real gap1 = config->y[d] - stem_dir * ((j - 1) * beam_translation + beam_thickness / 2 - line_thickness / 2.2);
- Real gap2 = config->y[d] - stem_dir * (j * beam_translation - beam_thickness / 2 + line_thickness / 2.2);
-
- Interval gap;
- gap.add_point (gap1);
- gap.add_point (gap2);
-
- for (Real k = -staff_radius;
- k <= staff_radius + eps; k += 1.0)
- if (gap.contains (k))
- {
- Real dist = min (fabs (gap[UP] - k), fabs (gap[DOWN] - k));
-
- /*
- this parameter is tuned to grace-stem-length.ly
- */
- Real fixed_demerit = 0.4;
-
- dem += extra_demerit
- * (fixed_demerit
- + (1 - fixed_demerit) * (dist / gap.length ()) * 2);
- }
- }
+ {
+ Direction stem_dir = edge_dirs[d];
+
+ /*
+ The 2.2 factor is to provide a little leniency for
+ borderline cases. If we do 2.0, then the upper outer line
+ will be in the gap of the (2, sit) quant, leading to a
+ false demerit.
+ */
+ Real gap1 = config->y[d] - stem_dir * ((j - 1) * beam_translation + beam_thickness / 2 - line_thickness / 2.2);
+ Real gap2 = config->y[d] - stem_dir * (j * beam_translation - beam_thickness / 2 + line_thickness / 2.2);
+
+ Interval gap;
+ gap.add_point (gap1);
+ gap.add_point (gap2);
+
+ for (Real k = -staff_radius;
+ k <= staff_radius + eps; k += 1.0)
+ if (gap.contains (k))
+ {
+ Real dist = min (fabs (gap[UP] - k), fabs (gap[DOWN] - k));
+
+ /*
+ this parameter is tuned to grace-stem-length.ly
+ */
+ Real fixed_demerit = 0.4;
+
+ dem += extra_demerit
+ * (fixed_demerit
+ + (1 - fixed_demerit) * (dist / gap.length ()) * 2);
+ }
+ }
}
while ((flip (&d)) != LEFT);
Direction d = LEFT;
do
- {
- if (edge_beam_counts[d] >= 2
- && fabs (config->y[d] - edge_dirs[d] * beam_translation) < staff_radius + inter)
- {
+ {
+ if (edge_beam_counts[d] >= 2
+ && fabs (config->y[d] - edge_dirs[d] * beam_translation) < staff_radius + inter)
+ {
// TODO up/down symmetry.
- if (edge_dirs[d] == UP && dy <= eps
- && fabs (my_modf (config->y[d]) - sit) < eps)
- dem += extra_demerit;
-
- if (edge_dirs[d] == DOWN && dy >= eps
- && fabs (my_modf (config->y[d]) - hang) < eps)
- dem += extra_demerit;
- }
-
- if (edge_beam_counts[d] >= 3
- && fabs (config->y[d] - 2 * edge_dirs[d] * beam_translation) < staff_radius + inter)
- {
+ if (edge_dirs[d] == UP && dy <= eps
+ && fabs (my_modf (config->y[d]) - sit) < eps)
+ dem += extra_demerit;
+
+ if (edge_dirs[d] == DOWN && dy >= eps
+ && fabs (my_modf (config->y[d]) - hang) < eps)
+ dem += extra_demerit;
+ }
+
+ if (edge_beam_counts[d] >= 3
+ && fabs (config->y[d] - 2 * edge_dirs[d] * beam_translation) < staff_radius + inter)
+ {
// TODO up/down symmetry.
- if (edge_dirs[d] == UP && dy <= eps
- && fabs (my_modf (config->y[d]) - straddle) < eps)
- dem += extra_demerit;
-
- if (edge_dirs[d] == DOWN && dy >= eps
- && fabs (my_modf (config->y[d]) - straddle) < eps)
- dem += extra_demerit;
- }
- }
+ if (edge_dirs[d] == UP && dy <= eps
+ && fabs (my_modf (config->y[d]) - straddle) < eps)
+ dem += extra_demerit;
+
+ if (edge_dirs[d] == DOWN && dy >= eps
+ && fabs (my_modf (config->y[d]) - straddle) < eps)
+ dem += extra_demerit;
+ }
+ }
while (flip (&d) != LEFT);
}
config->add (dem, "F");
}
+void
+Beam_scoring_problem::score_collisions (Beam_configuration *config) const
+{
+ Real demerits = 0.0;
+ for (vsize i = 0; i < collisions_.size (); i++)
+ {
+ Interval collision_y = collisions_[i].y_;
+ Real x = collisions_[i].x_;
+
+ Real center_beam_y = y_at (x, config);
+ Interval beam_y = center_beam_y + collisions_[i].beam_y_;
+
+ Real dist = infinity_f;
+ if (!intersection (beam_y, collision_y).is_empty ())
+ dist = 0.0;
+ else
+ dist = min (beam_y.distance (collision_y[DOWN]),
+ beam_y.distance (collision_y[UP]));
+
+ Real scale_free
+ = max (parameters.COLLISION_PADDING - dist, 0.0) /
+ parameters.COLLISION_PADDING;
+ demerits
+ += collisions_[i].base_penalty_ *
+ pow (scale_free, 3) * parameters.COLLISION_PENALTY;
+ }
+
+ config->add (demerits, "C");
+}