-/*
- skyline.cc -- implement Skyline_entry and funcs.
+/* skyline.cc -- implement the Skyline class
- source file of the GNU LilyPond music typesetter
-
- (c) 2002--2005 Han-Wen Nienhuys <hanwen@cs.uu.nl>
+ source file of the GNU LilyPond music typesetter
+
+ (c) 2006--2007 Joe Neeman <joeneeman@gmail.com>
*/
-#include "skyline.hh"
+#include "skyline.hh"
+#include <deque>
+
+#include "ly-smobs.icc"
+
+/* A skyline is a sequence of non-overlapping buildings: something like
+ this:
+ _______
+ | \ ________
+ | \ ________/ \
+ /\ | \ / \
+ / -------- \ / \
+ / \ / \
+ / ------------/ ----
+ --
+ Each building has a starting position, and ending position, a starting
+ height and an ending height.
+
+ The following invariants are observed:
+ - the start of the first building is at -infinity
+ - the end of the last building is at infinity
+ - if a building has infinite length (ie. the first and last buildings),
+ then its starting height and ending height are equal
+ - the end of one building is the same as the beginning of the next
+ building
+
+ We also allow skylines to point down (the structure is exactly the same,
+ but we think of the part above the line as being filled with mass and the
+ part below as being empty). ::distance finds the minimum distance between
+ an UP skyline and a DOWN skyline.
+
+ Note that we store DOWN skylines upside-down. That is, in order to compare
+ 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.
+*/
/*
- A skyline is a shape of the form:
+ FIXME:
+ * Consider to use
- ----
- | |
- ---------| |
- | |
- | |
- | |______
- --------| |___
-
+ typedef list<Skyline_point> Skyline;
+ struct Skyline_point
+ {
+ Real x;
+ Drul_array<Real> ys;
+ };
+ this is a cleaner representation, as it doesn't duplicate the X, and
+ doesn't need bogus buildings at infinity --hwn.
- This file deals with building such skyline structure, and computing
- the minimum distance between two opposing skylines.
-
-
- Invariants for a skyline:
- skyline[...].width_ forms a partition of the real interval, where
- the segments are adjacent, and ascending. Hence we have
+ * All the messing around with EPS is very fishy. There are no
+ complicated numerical algorithms involved, so EPS should not be
+ necessary.
+
+ --hwn
- skyline.top ().width_[RIGHT] = inf
- skyline[0].width_[LEFT] = -inf
*/
+#define EPS 1e-10
+
+static inline bool
+approx_equal (Real x, Real y)
+{
+ return abs (x - y) < EPS || (isinf (x) && isinf (y) && ((x > 0) == (y > 0)));
+}
-const Real EPS = 1e-12;
+static inline bool
+approx_greater_than (Real x, Real y)
+{
+ return x > y + EPS;
+}
-/*
- TODO: avoid unnecessary fragmentation.
+static inline bool
+approx_less_than (Real x, Real y)
+{
+ return x < y - EPS;
+}
+
+static inline bool
+approx_less_equal (Real x, Real y)
+{
+ return x <= y + EPS;
+}
+
+static inline bool
+approx_greater_equal (Real x, Real y)
+{
+ return x >= y - EPS;
+}
- This is O (n^2), searching and insertion. Could be O (n log n) with
- binsearch.
-*/
void
-insert_extent_into_skyline (Array<Skyline_entry> *line, Box b, Axis line_axis,
- Direction d)
+Skyline::print () const
{
- Interval extent = b[line_axis];
- if (extent.is_empty ())
- return;
-
- Real stick_out = b[other_axis (line_axis)][d];
+ for (list<Building>::const_iterator i = buildings_.begin ();
+ i != buildings_.end (); i++)
+ {
+ (*i).print ();
+ }
+}
- /*
- Intersect each segment of LINE with EXTENT, and if non-empty, insert relevant segments.
- */
- for (int i = line->size (); i--;)
+bool
+is_legal_skyline (list<Building> const &buildings)
+{
+ list<Building>::const_iterator i;
+ Real last_x = -infinity_f;
+ for (i = buildings.begin (); i != buildings.end (); i++)
{
- Interval w = line->elem (i).width_;
- w.intersect (extent);
+ if (i->iv_[LEFT] != last_x)
+ return false;
+ last_x = i->iv_[RIGHT];
+ if (isinf (i->iv_.length ()) && i->height_[LEFT] != i->height_[RIGHT])
+ return false;
+ }
+ return last_x == infinity_f;
+}
- if (extent[LEFT] >= w[RIGHT])
- break;
-
- Real my_height = line->elem (i).height_;
+Building::Building (Real start, Real start_height, Real end_height, Real end)
+ : iv_ (start, end)
+{
+ height_[LEFT] = start_height;
+ height_[RIGHT] = end_height;
- if (!w.is_empty () &&
- w.length () > EPS
- && d* (my_height - stick_out) < 0)
- {
- Interval e1 (line->elem (i).width_[LEFT], extent[LEFT]);
- Interval e3 (extent[RIGHT], line->elem (i).width_[RIGHT]);
+ if (isinf (start) || isinf (end))
+ assert (start_height == end_height);
- if (!e3.is_empty () && e3.length () > EPS)
- line->insert (Skyline_entry (e3, my_height), i+1);
+ precompute ();
+}
- line->elem_ref (i).height_ = stick_out;
- line->elem_ref (i).width_ = w;
- if (!e1.is_empty () && e1.length () > EPS)
- line->insert (Skyline_entry (e1, my_height), i );
- }
+Building::Building (Box const &b, Real horizon_padding, Axis horizon_axis, Direction sky)
+{
+ Real height = sky * b[other_axis (horizon_axis)][sky];
+
+ iv_ = b[horizon_axis];
+ iv_.widen (horizon_padding + EPS);
+ height_[LEFT] = height;
+ height_[RIGHT] = height;
+ if (sane ())
+ precompute ();
+}
+void
+Building::precompute ()
+{
+ slope_ = (height_[RIGHT] - height_[LEFT]) / (iv_.length ());
+ if (height_[LEFT] == height_[RIGHT]) /* in case they're both infinity */
+ slope_ = 0;
+
+ assert (!isinf (slope_) && !isnan (slope_));
+
+ if (isinf (iv_[START]))
+ {
+ assert (slope_ == 0);
+ y_intercept_ = height_[LEFT];
}
+ else
+ y_intercept_ = height_[LEFT] - slope_ * iv_[START];
+}
+
+Real
+Building::height (Real x) const
+{
+ if (isinf (x))
+ return (x > 0) ? height_[RIGHT] : height_[LEFT];
+ return slope_*x + y_intercept_;
}
void
-merge_skyline (Array<Skyline_entry> * a1,
- Array<Skyline_entry> const & a2,
- Direction dir)
+Building::print () const
+{
+ printf ("X[%f,%f] -> Y[%f,%f]\n",
+ iv_[LEFT], iv_[RIGHT],
+ height_[LEFT], height_[RIGHT]);
+}
+
+Real
+Building::intersection_x (Building const &other) const
+{
+ return (y_intercept_ - other.y_intercept_) / (other.slope_ - slope_);
+}
+
+void
+Building::leading_part (Real chop)
+{
+ assert (chop > iv_[LEFT] && chop <= iv_[RIGHT] && !approx_equal (chop, iv_[LEFT]));
+ iv_[RIGHT] = chop;
+ height_[RIGHT] = height (chop);
+}
+
+Building
+Building::sloped_neighbour (Real horizon_padding, Direction d) const
{
- for (int i = 0; i < a2.size (); i++)
+ Real left = iv_[d];
+ Real right = iv_[d] + d * horizon_padding;
+ Real left_height = height_[d];
+ Real right_height = height_[d] - horizon_padding;
+ if (d == LEFT)
{
- Box b;
- b[X_AXIS] = a2[i].width_;
- b[Y_AXIS][dir] = a2[i].height_;
- b[Y_AXIS][-dir] = dir * infinity_f ;
+ swap (left, right);
+ swap (left_height, right_height);
+ }
+ return Building (left, left_height, right_height, right);
+}
+
+bool
+Building::sane () const
+{
+ return approx_less_than (iv_[LEFT], iv_[RIGHT])
+ && !isinf (height_[RIGHT])
+ && !isinf (height_[LEFT]);
+}
+
+static void
+skyline_trailing_part (list<Building> *sky, Real x)
+{
+ if (approx_equal (x, sky->front ().iv_[RIGHT]))
+ sky->pop_front ();
+ else
+ assert (x < sky->front ().iv_[RIGHT]);
+
+ if (!sky->empty ())
+ {
+ sky->front ().iv_[LEFT] = x;
+ sky->front ().height_[LEFT] = sky->front ().height (x);
+ }
+}
+
+bool
+Building::conceals_beginning (Building const &other) const
+{
+ bool w = false;
+ Real h = other.height (iv_[LEFT]);
+ if (approx_equal (height_[LEFT], h))
+ w = slope_ > other.slope_;
+ else if (height_[LEFT] > h)
+ w = true;
+ else
+ w = false;
+
+ return w;
+}
+
+bool
+Building::conceals (Building const &other) const
+{
+ assert (iv_[LEFT] <= other.iv_[LEFT]);
+ return (iv_[RIGHT] >= other.iv_[RIGHT])
+ && approx_greater_equal (height (other.iv_[LEFT]), other.height_[LEFT])
+ && approx_greater_equal (height (other.iv_[RIGHT]), other.height_[RIGHT]);
+}
- insert_extent_into_skyline (a1, b, X_AXIS, dir);
+void
+Skyline::internal_merge_skyline (list<Building> *s1, list<Building> *s2,
+ list<Building> *const result)
+{
+ while (!s1->empty ())
+ {
+ if (s2->front ().conceals_beginning (s1->front ()))
+ swap (s1, s2);
+
+ Building b = s1->front ();
+ while (!s2->empty () && b.conceals (s2->front ()))
+ s2->pop_front ();
+ if (s2->empty ())
+ {
+ result->push_front (b);
+ break;
+ }
+
+ /* s2 either intersects with b or it ends after b */
+ Real end = infinity_f;
+ Real s2_start_height = s2->front ().height_[LEFT];
+ Real s2_end_height = s2->front ().height_[RIGHT];
+ Real s1_start_height = b.height (s2->front ().iv_[LEFT]);
+ Real s1_end_height = b.height (s2->front ().iv_[RIGHT]);
+ if (approx_greater_than (s2_start_height, s1_start_height))
+ end = s2->front ().iv_[LEFT];
+ else if (approx_greater_than (s2_end_height, s1_end_height))
+ end = b.intersection_x (s2->front ());
+ end = min (end, b.iv_[RIGHT]);
+
+ b.leading_part (end);
+ result->push_front (b);
+
+ skyline_trailing_part (s1, end);
+ skyline_trailing_part (s2, end);
}
+ result->reverse ();
+}
+
+static void
+empty_skyline (list<Building> *const ret)
+{
+ ret->push_front (Building (-infinity_f, -infinity_f, -infinity_f, infinity_f));
}
+static void
+single_skyline (Building b, Real horizon_padding, list<Building> *const ret)
+{
+ b.iv_.widen (horizon_padding);
+
+ if (!isinf (b.iv_[RIGHT]))
+ ret->push_front (Building (b.iv_[RIGHT], -infinity_f,
+ -infinity_f, infinity_f));
+ if (horizon_padding > 0 && !isinf (b.iv_.length ()))
+ ret->push_front (b.sloped_neighbour (horizon_padding, RIGHT));
+
+ if (b.iv_[RIGHT] > b.iv_[LEFT])
+ ret->push_front (b);
+
+ if (horizon_padding > 0 && !isinf (b.iv_.length ()))
+ ret->push_front (b.sloped_neighbour (horizon_padding, LEFT));
+ if (!isinf (b.iv_[LEFT]))
+ ret->push_front (Building (-infinity_f, -infinity_f,
+ -infinity_f, b.iv_[LEFT]));
+}
-Array<Skyline_entry>
-empty_skyline (Direction d)
+/* remove a non-overlapping set of buildings from BUILDINGS and build a skyline
+ out of them */
+static list<Building>
+non_overlapping_skyline (list<Building> *const buildings)
{
- Array<Skyline_entry> skyline;
+ list<Building> result;
+ Real last_end = -infinity_f;
+ list<Building>::iterator i = buildings->begin ();
+ while (i != buildings->end ())
+ {
+ if (approx_less_than (i->iv_[LEFT], last_end))
+ {
+ i++;
+ continue;
+ }
+
+ if (approx_greater_than (i->iv_[LEFT], last_end))
+ result.push_back (Building (last_end, -infinity_f, -infinity_f, i->iv_[LEFT]));
+ else
+ i->iv_[LEFT] = last_end;
- Interval i;
- i.set_empty ();
- i.swap ();
- Skyline_entry e;
- e.width_ = i;
- e.height_ = -d * infinity_f;
- skyline.push (e);
- return skyline;
+ last_end = i->iv_[RIGHT];
+ list<Building>::iterator j = i;
+ i++;
+ result.splice (result.end (), *buildings, j);
+ }
+ if (last_end < infinity_f)
+ result.push_back (Building (last_end, -infinity_f, -infinity_f, infinity_f));
+ assert (is_legal_skyline (result));
+ return result;
}
-Array<Skyline_entry>
-extents_to_skyline (Array<Box> const &extents, Axis a, Direction d)
+list<Building>
+Skyline::internal_build_skyline (list<Building> *buildings)
{
+ vsize size = buildings->size ();
- Array<Skyline_entry> skyline = empty_skyline (d);
+ if (size == 0)
+ {
+ list<Building> result;
+ empty_skyline (&result);
+ return result;
+ }
+ else if (size == 1)
+ {
+ list<Building> result;
+ single_skyline (buildings->front (), 0, &result);
+ return result;
+ }
- /*
- This makes a cubic algorithm (array insertion is O (n),
- searching the array dumbly is O (n), and for n items, we get O (n^3).)
+ deque<list<Building> > partials;
+ buildings->sort ();
+ while (!buildings->empty ())
+ partials.push_back (non_overlapping_skyline (buildings));
- We could do a lot better (n log (n), using a balanced tree) but
- that seems overkill for now.
- */
- for (int j = extents.size (); j--; )
- insert_extent_into_skyline (&skyline, extents[j], a, d);
+ /* we'd like to say while (partials->size () > 1) but that's O (n).
+ Instead, we exit in the middle of the loop */
+ while (!partials.empty ())
+ {
+ list<Building> merged;
+ list<Building> one = partials.front ();
+ partials.pop_front ();
+ if (partials.empty ())
+ return one;
+
+ list<Building> two = partials.front ();
+ partials.pop_front ();
+ internal_merge_skyline (&one, &two, &merged);
+ partials.push_back (merged);
+ }
+ assert (0);
+ return list<Building> ();
+}
- return skyline;
+Skyline::Skyline ()
+{
+ sky_ = UP;
+ empty_skyline (&buildings_);
}
+Skyline::Skyline (Skyline const &src)
+{
+ sky_ = src.sky_;
+
+ 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;
+ empty_skyline (&buildings_);
+}
/*
- minimum distance that can be achieved between baselines. "Clouds" is
- a skyline pointing down.
+ build skyline from a set of boxes. If horizon_padding > 0, expand all the boxes
+ by that amount and add 45-degree sloped boxes to the edges of each box (of
+ width horizon_padding). That is, the total amount of horizontal expansion is
+ horizon_padding*4, half of which is sloped and half of which is flat.
- This is an O (n) algorithm.
+ Boxes should have fatness in the horizon_axis (after they are expanded by
+ horizon_padding), otherwise they are ignored.
*/
-Real
-skyline_meshing_distance (Array<Skyline_entry> const &buildings,
- Array<Skyline_entry> const &clouds)
+Skyline::Skyline (vector<Box> const &boxes, Real horizon_padding, Axis horizon_axis, Direction sky)
{
- int i = buildings.size () -1;
- int j = clouds.size () -1;
+ list<Building> bldgs;
+ sky_ = sky;
- Real distance = - infinity_f;
-
- while (i > 0 || j > 0)
+ for (vsize i = 0; i < boxes.size (); i++)
{
- Interval w = buildings[i].width_;
- w.intersect (clouds[j].width_);
-
- if (!w.is_empty ())
- distance = distance >? (buildings[i].height_ - clouds[j].height_);
-
- if (i>0 && buildings[i].width_[LEFT] >= clouds[j].width_[LEFT])
+ Building front (boxes[i], horizon_padding, horizon_axis, sky);
+ if (front.sane ())
{
- i--;
+ bldgs.push_front (front);
+ if (horizon_padding > 0 && !isinf (front.iv_.length ()))
+ {
+ bldgs.push_front (front.sloped_neighbour (horizon_padding, LEFT));
+ bldgs.push_front (front.sloped_neighbour (horizon_padding, RIGHT));
+ }
}
- else if (j > 0 && buildings[i].width_[LEFT] <= clouds[j].width_[LEFT])
- {
- j--;
- }
}
+
+ buildings_ = internal_build_skyline (&bldgs);
+ assert (is_legal_skyline (buildings_));
+}
- return distance;
+Skyline::Skyline (Box const &b, Real horizon_padding, Axis horizon_axis, Direction sky)
+{
+ sky_ = sky;
+ Building front (b, 0, horizon_axis, sky);
+ single_skyline (front, horizon_padding, &buildings_);
}
-Skyline_entry::Skyline_entry ()
+void
+Skyline::merge (Skyline const &other)
{
- height_ = 0.0;
+ assert (sky_ == other.sky_);
+
+ list<Building> other_bld (other.buildings_);
+ list<Building> my_bld;
+ my_bld.splice (my_bld.begin (), buildings_);
+ internal_merge_skyline (&other_bld, &my_bld, &buildings_);
+ assert (is_legal_skyline (buildings_));
}
-Skyline_entry::Skyline_entry (Interval i, Real r)
+void
+Skyline::insert (Box const &b, Real horizon_padding, Axis a)
{
- width_ = i;
- height_ = r;
-
+ list<Building> other_bld;
+ list<Building> my_bld;
+
+ my_bld.splice (my_bld.begin (), buildings_);
+ single_skyline (Building (b, 0, a, sky_), horizon_padding, &other_bld);
+ internal_merge_skyline (&other_bld, &my_bld, &buildings_);
+ assert (is_legal_skyline (buildings_));
+}
+
+void
+Skyline::raise (Real r)
+{
+ list<Building>::iterator end = buildings_.end ();
+ for (list<Building>::iterator i = buildings_.begin (); i != end; i++)
+ {
+ i->height_[LEFT] += sky_ * r;
+ i->height_[RIGHT] += sky_ * r;
+ i->y_intercept_ += sky_ * r;
+ }
+ assert (is_legal_skyline (buildings_));
+}
+
+void
+Skyline::shift (Real r)
+{
+ list<Building>::iterator end = buildings_.end ();
+ for (list<Building>::iterator i = buildings_.begin (); i != end; i++)
+ {
+ i->iv_[LEFT] += r;
+ i->iv_[RIGHT] += r;
+ }
+}
+
+Real
+Skyline::distance (Skyline const &other) const
+{
+ assert (sky_ == -other.sky_);
+ list<Building>::const_iterator i = buildings_.begin ();
+ list<Building>::const_iterator j = other.buildings_.begin ();
+
+ Real dist = -infinity_f;
+ while (i != buildings_.end () && j != other.buildings_.end ())
+ {
+ Interval iv = intersection (i->iv_, j->iv_);
+ dist = max (dist, max (i->height (iv[LEFT]) + j->height (iv[LEFT]),
+ i->height (iv[RIGHT]) + j->height (iv[RIGHT])));
+ if (i->iv_[RIGHT] <= j->iv_[RIGHT])
+ i++;
+ else
+ j++;
+ }
+ return dist;
+}
+
+Real
+Skyline::height (Real airplane) const
+{
+ assert (!isinf (airplane));
+
+ list<Building>::const_iterator i;
+ for (i = buildings_.begin (); i != buildings_.end (); i++)
+ {
+ if (i->iv_[RIGHT] >= airplane)
+ return sky_ * i->height (airplane);
+ }
+
+ assert (0);
+ return 0;
+}
+
+Real
+Skyline::max_height () const
+{
+ Skyline s (-sky_);
+ s.set_minimum_height (0);
+ return sky_ * distance (s);
+}
+
+void
+Skyline::set_minimum_height (Real h)
+{
+ Skyline s (sky_);
+ s.buildings_.front ().height_[LEFT] = h * sky_;
+ s.buildings_.front ().height_[RIGHT] = h * sky_;
+ s.buildings_.front ().y_intercept_ = h * sky_;
+ merge (s);
+}
+
+
+vector<Offset>
+Skyline::to_points () const
+{
+ vector<Offset> out;
+
+ for (list<Building>::const_iterator i (buildings_.begin ());
+ i != buildings_.end (); i++)
+ {
+ if (!isinf (i->iv_[LEFT]) && !isinf (i->height_[LEFT]))
+ out.push_back (Offset (i->iv_[LEFT], sky_ * i->height_[LEFT]));
+ if (!isinf (i->iv_[RIGHT]) && !isinf (i->height_[RIGHT]))
+ out.push_back (Offset (i->iv_[RIGHT], sky_ * i->height_[RIGHT]));
+ }
+ return out;
+}
+
+bool
+Skyline::is_empty () const
+{
+ return buildings_.empty ();
+}
+
+Skyline_pair::Skyline_pair ()
+ : skylines_ (Skyline (DOWN), Skyline (UP))
+{
+}
+
+Skyline_pair::Skyline_pair (vector<Box> const &boxes, Real padding, Axis a)
+ : skylines_ (Skyline (boxes, padding, a, DOWN), Skyline (boxes, padding, a, UP))
+{
+}
+
+Skyline_pair::Skyline_pair (Box const &b, Real padding, Axis a)
+ : skylines_ (Skyline (b, padding, a, DOWN), Skyline (b, padding, a, UP))
+{
+}
+
+void
+Skyline_pair::raise (Real r)
+{
+ skylines_[UP].raise (r);
+ skylines_[DOWN].raise (r);
+}
+
+void
+Skyline_pair::shift (Real r)
+{
+ skylines_[UP].shift (r);
+ skylines_[DOWN].shift (r);
}
void
-heighten_skyline (Array<Skyline_entry> *buildings, Real ground)
+Skyline_pair::insert (Box const &b, Real padding, Axis a)
+{
+ skylines_[UP].insert (b, padding, a);
+ skylines_[DOWN].insert (b, padding, a);
+}
+
+void
+Skyline_pair::merge (Skyline_pair const &other)
+{
+ skylines_[UP].merge (other[UP]);
+ skylines_[DOWN].merge (other[DOWN]);
+}
+
+bool
+Skyline_pair::is_empty () const
+{
+ return skylines_[UP].is_empty ()
+ && skylines_[DOWN].is_empty ();
+}
+
+Skyline&
+Skyline_pair::operator [] (Direction d)
+{
+ return skylines_[d];
+}
+
+Skyline const&
+Skyline_pair::operator [] (Direction d) const
+{
+ return skylines_[d];
+}
+
+/****************************************************************/
+
+
+IMPLEMENT_SIMPLE_SMOBS (Skyline);
+IMPLEMENT_TYPE_P (Skyline, "ly:skyline?");
+IMPLEMENT_DEFAULT_EQUAL_P (Skyline);
+
+IMPLEMENT_SIMPLE_SMOBS (Skyline_pair);
+IMPLEMENT_TYPE_P (Skyline_pair, "ly:skyline-pair?");
+IMPLEMENT_DEFAULT_EQUAL_P (Skyline_pair);
+
+SCM
+Skyline::mark_smob (SCM)
+{
+ ASSERT_LIVE_IS_ALLOWED ();
+ return SCM_EOL;
+}
+
+int
+Skyline::print_smob (SCM s, SCM port, scm_print_state *)
{
- for (int i = 0; i < buildings->size (); i++)
- buildings->elem_ref (i).height_ += ground;
+ Skyline *r = (Skyline *) SCM_CELL_WORD_1 (s);
+ (void) r;
+
+ scm_puts ("#<Skyline>", port);
+
+ return 1;
+}
+
+SCM
+Skyline_pair::mark_smob (SCM)
+{
+ return SCM_EOL;
+}
+
+int
+Skyline_pair::print_smob (SCM s, SCM port, scm_print_state *)
+{
+ Skyline_pair *r = (Skyline_pair *) SCM_CELL_WORD_1 (s);
+ (void) r;
+
+ scm_puts ("#<Skyline-pair>", port);
+ return 1;
}