/*
This file is part of LilyPond, the GNU music typesetter.
- Copyright (C) 2006--2012 Joe Neeman <joeneeman@gmail.com>
+ Copyright (C) 2006--2014 Joe Neeman <joeneeman@gmail.com>
LilyPond is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
a DOWN skyline with an UP skyline, we need to flip the DOWN skyline first.
This means that the merging routine doesn't need to be aware of direction,
but the distance routine does.
-*/
-/* If we start including very thin buildings, numerical accuracy errors can
- arise. Therefore, we ignore all buildings that are less than epsilon wide. */
-#define EPS 1e-5
+ From 2007 through 2012, buildings of width less than EPS were discarded,
+ citing numerical accuracy concerns. We remember that floating point
+ comparisons of nearly-equal values can be affected by rounding error.
+ Also, some target machines use the x87 floating point unit, which provides
+ extended precision for intermediate results held in registers. On this type
+ of hardware comparisons such as
+ double c = 1.0/3.0; boolean compare = (c == 1.0/3.0)
+ could go either way because the 1.0/3.0 is allowed to be kept
+ higher precision than the variable 'c'.
+ Alert to these considerations, we now accept buildings of zero-width.
+*/
static void
print_buildings (list<Building> const &b)
assert (start_height == end_height);
y_intercept_ = start_height;
}
+ else if (fabs(slope_) > 1e6)
+ // too steep to be stored in slope-intercept form, given round-off error
+ {
+ slope_ = 0.0;
+ y_intercept_ = max(start_height, end_height);
+ }
else
y_intercept_ = start_height - slope_ * start;
}
}
static Real
-first_intersection (Building const &b, list<Building> *const s, Real start_x)
+first_intersection (Building const &b, list<Building> *s, Real start_x)
+/* Return the first x >= start_x where skyline s above Building b.
+ * Removes buildings from s that are concealed by b. */
{
while (!s->empty () && start_x < b.end_)
{
{
bool last_empty = false;
list<Building>::iterator i;
+
for (i = buildings_.begin (); i != buildings_.end (); i++)
{
if (last_empty && i->y_intercept_ == -infinity_f)
last_end = x;
continue;
}
-
+ // first_intersection() removes buildings from s2 if b hides them
Real end = first_intersection (b, s2, x);
if (s2->empty ())
{
break;
}
- /* only include buildings wider than epsilon */
- if (end > x + EPS)
+ // Should be (end > x), during ver2.19. end == x happens fairly often,
+ // and we do not need to keep vertical segments within a skyline.
+ if (end >= x)
{
b.leading_part (end);
b.start_ = last_end;
if (end >= s1->front ().end_)
s1->pop_front ();
+ // Should add during ver2.19 (to avoid an endless loop
+ // when merging identical skylines with a vertical segment)
+ // if (end >= s2->front().end_) s2->pop_front();
x = end;
}
static void
single_skyline (Building b, list<Building> *const ret)
{
- if (b.end_ > b.start_ + EPS)
- {
- ret->push_back (Building (-infinity_f, -infinity_f,
- -infinity_f, b.start_));
- ret->push_back (b);
- ret->push_back (Building (b.end_, -infinity_f,
- -infinity_f, infinity_f));
- }
- else
- {
- empty_skyline (ret);
- }
+ assert (b.end_ >= b.start_);
+
+ if (b.start_ != -infinity_f)
+ ret->push_back (Building (-infinity_f, -infinity_f,
+ -infinity_f, b.start_));
+ ret->push_back (b);
+ if (b.end_ != infinity_f)
+ ret->push_back (Building (b.end_, -infinity_f,
+ -infinity_f, infinity_f));
}
/* remove a non-overlapping set of boxes from BOXES and build a skyline
continue;
}
- if (x1 > last_end + EPS)
+ // Insert empty Buildings into any gaps. (TODO: is this needed? -KOH)
+ if (x1 > last_end)
result.push_back (Building (last_end, -infinity_f, -infinity_f, x1));
result.push_back (*i);
empty_skyline (&buildings_);
}
-Skyline::Skyline (Skyline const &src)
-{
- sky_ = src.sky_;
-
- /* doesn't a list's copy constructor do this? -- jneem */
- for (list<Building>::const_iterator i = src.buildings_.begin ();
- i != src.buildings_.end (); i++)
- {
- buildings_.push_back (Building ((*i)));
- }
-}
-
Skyline::Skyline (Direction sky)
{
sky_ = sky;
/*
Build skyline from a set of boxes.
- Boxes should have fatness in the horizon_axis, otherwise they are ignored.
+ Boxes should be non-empty on both axes. Otherwise, they will be ignored
*/
Skyline::Skyline (vector<Box> const &boxes, Axis horizon_axis, Direction sky)
{
list<Building> buildings;
sky_ = sky;
- Axis vert_axis = other_axis (horizon_axis);
for (vsize i = 0; i < boxes.size (); i++)
- {
- Interval iv = boxes[i][horizon_axis];
- if (iv.length () > EPS && !boxes[i][vert_axis].is_empty ())
- buildings.push_front (Building (boxes[i], horizon_axis, sky));
- }
+ if (!boxes[i].is_empty (X_AXIS)
+ && !boxes[i].is_empty (Y_AXIS))
+ buildings.push_front (Building (boxes[i], horizon_axis, sky));
buildings_ = internal_build_skyline (&buildings);
normalize ();
/*
build skyline from a set of line segments.
- Buildings should have fatness in the horizon_axis, otherwise they are ignored.
+ Segments can be articulated from left to right or right to left.
+ In the case of the latter, they will be stored internally as left to right.
*/
Skyline::Skyline (vector<Drul_array<Offset> > const &segments, Axis horizon_axis, Direction sky)
{
Real y1 = left[other_axis (horizon_axis)] * sky;
Real y2 = right[other_axis (horizon_axis)] * sky;
- if (x1 + EPS < x2)
+ if (x1 <= x2)
buildings.push_back (Building (x1, y1, y2, x2));
}
Skyline::Skyline (Box const &b, Axis horizon_axis, Direction sky)
{
sky_ = sky;
- Building front (b, horizon_axis, sky);
- single_skyline (front, &buildings_);
+ if (!b.is_empty (X_AXIS) && !b.is_empty (Y_AXIS))
+ {
+ Building front (b, horizon_axis, sky);
+ single_skyline (front, &buildings_);
+ normalize ();
+ }
}
void
}
/* do the same filtering as in Skyline (vector<Box> const&, etc.) */
- Interval iv = b[a];
- if (iv.length () <= EPS || b[other_axis (a)].is_empty ())
+ if (b.is_empty (X_AXIS) || b.is_empty (Y_AXIS))
return;
my_bld.splice (my_bld.begin (), buildings_);
Skyline
Skyline::padded (Real horizon_padding) const
{
+ if (horizon_padding < 0.0)
+ warning ("Cannot have negative horizon padding. Junking.");
+
+ if (horizon_padding <= 0.0)
+ return *this;
+
list<Building> pad_buildings;
for (list<Building>::const_iterator i = buildings_.begin (); i != buildings_.end (); ++i)
{
return sky_ * ret;
}
+Direction
+Skyline::direction () const
+{
+ return sky_;
+}
+
+Real
+Skyline::left () const
+{
+ for (list<Building>::const_iterator i (buildings_.begin ());
+ i != buildings_.end (); i++)
+ if (i->y_intercept_ > -infinity_f)
+ return i->start_;
+
+ return infinity_f;
+}
+
+Real
+Skyline::right () const
+{
+ for (list<Building>::const_reverse_iterator i (buildings_.rbegin ());
+ i != buildings_.rend (); ++i)
+ if (i->y_intercept_ > -infinity_f)
+ return i->end_;
+
+ return -infinity_f;
+}
+
Real
Skyline::max_height_position () const
{
Real x = robust_scm2double (x_scm, 0.0);
return scm_from_double (Skyline::unsmob (skyline_scm)->height (x));
}
+
+LY_DEFINE (ly_skyline_empty_p, "ly:skyline-empty?",
+ 1, 0, 0, (SCM sky),
+ "Return whether @var{sky} is empty.")
+{
+ Skyline *s = Skyline::unsmob (sky);
+ LY_ASSERT_SMOB (Skyline, sky, 1);
+ return scm_from_bool (s->is_empty ());
+}