#include "beam-scoring-problem.hh"
-#include <queue>
#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 "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)
{
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.
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;
+ 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));
-
- 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);
-
+ {
+ common[a] = common_refpoint_of_array (stems, beam, Axis (a));
+ common[a] = common_refpoint_of_array (collisions, common[a], Axis (a));
+ }
+
+ 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++)
{
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,
Interval (0, 0), f);
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)
{
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;
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);
+ }
+
}
{
score_count ++;
switch (config->next_scorer_todo) {
- case SLOPES:
- score_slopes_dy (config);
+ 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);
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:
if (mindist > 1e5)
programming_error ("cannot find quant");
+ while (!best->done ())
+ one_scorer (best);
+
return best;
}
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 (to_boolean (beam->layout ()->lookup_variable (ly_symbol2scm ("debug-beam-scoring")))
- && scm_is_pair (inspect_quants))
+ if (scm_is_pair (inspect_quants))
{
+ debug = true;
best = force_score (inspect_quants, configs);
}
else
for (vsize i = 0; i < configs.size(); i++)
queue.push(configs[i]);
-
/*
TODO
Interval final_positions = best->y;
#if DEBUG_BEAM_SCORING
- if (to_boolean (beam->layout ()->lookup_variable (ly_symbol2scm ("debug-beam-scoring"))))
+ if (debug)
{
// debug quanting
int completed = 0;
}
string card = best->score_card_ + to_string (" c%d/%d", completed, configs.size());
- beam->set_property ("quant-score", ly_string2scm (card));
+ beam->set_property ("annotation", ly_string2scm (card));
}
#endif
}
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 dem = 0.0;
-
/*
DAMPING_DIRECTION_PENALTY is a very harsh measure, while for
complex beaming patterns, horizontal is often a good choice.
else
dem += parameters.DAMPING_DIRECTION_PENALTY;
}
-
- dem += parameters.MUSICAL_DIRECTION_FACTOR
+
+ 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;
/* Xstaff beams tend to use extreme slopes to get short stems. We
dem += shrink_extra_weight (fabs (damped_dy) - fabs (dy), 1.5)
* 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 (abs (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
Direction d = LEFT;
Real dem = 0.0;
Real eps = parameters.BEAM_EPS;
-
+
do
{
for (int j = 1; j <= edge_beam_counts[d]; j++)
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");
+}