*/
#include "skyline.hh"
+#include "skyline-pair.hh"
#include <deque>
#include <cstdio>
if (isinf (start) || isinf (end))
assert (start_height == end_height);
+ start_ = start;
end_ = end;
precompute (start, start_height, end_height, end);
}
-Building::Building (Box const &b, Real horizon_padding, Axis horizon_axis, Direction sky)
+Building::Building (Box const &b, Axis horizon_axis, Direction sky)
{
- Real start = b[horizon_axis][LEFT] - horizon_padding;
- Real end = b[horizon_axis][RIGHT] + horizon_padding;
+ Real start = b[horizon_axis][LEFT];
+ Real end = b[horizon_axis][RIGHT];
Real height = sky * b[other_axis (horizon_axis)][sky];
+ start_ = start;
end_ = end;
precompute (start, height, height, end);
}
void
Building::precompute (Real start, Real start_height, Real end_height, Real end)
{
- slope_ = (end_height - start_height) / (end - start);
- if (start_height == end_height) /* if they were both infinite, we would get nan, not 0, from the prev line */
- slope_ = 0;
+ slope_ = 0.0; /* if they were both infinite, we would get nan, not 0, from the prev line */
+ if (start_height != end_height)
+ slope_ = (end_height - start_height) / (end - start);
assert (!isinf (slope_) && !isnan (slope_));
y_intercept_ = start_height - slope_ * start;
}
-Real
+inline Real
Building::height (Real x) const
{
return isinf (x) ? y_intercept_ : slope_ * x + y_intercept_;
void
Building::print () const
{
- printf ("%f x + %f ends at %f\n", slope_, y_intercept_, end_);
+ printf ("%f x + %f from %f to %f\n", slope_, y_intercept_, start_, end_);
}
-Real
+inline Real
Building::intersection_x (Building const &other) const
{
Real ret = (y_intercept_ - other.y_intercept_) / (other.slope_ - slope_);
end_ = chop;
}
-Building
-Building::sloped_neighbour (Real start, Real horizon_padding, Direction d) const
+// Returns a shift s such that (x + s, y) intersects the roof of
+// this building. If no such shift exists, returns infinity_f.
+Real
+Building::shift_to_intersect (Real x, Real y) const
{
- Real x = (d == LEFT) ? start : end_;
- Real left = x;
- Real right = x + d * horizon_padding;
- Real left_height = height (x);
- Real right_height = left_height - horizon_padding;
- if (d == LEFT)
- {
- swap (left, right);
- swap (left_height, right_height);
- }
- return Building (left, left_height, right_height, right);
+ // Solve for s: y = (x + s)*m + b
+ Real ret = (y - y_intercept_ - slope_ * x) / slope_;
+
+ if (ret >= start_ && ret <= end_ && !isinf (ret))
+ return ret;
+ return infinity_f;
+}
+
+// Returns the interval of horizontal shifts for which this
+// building (pointing up) overlaps the other building (pointing down).
+Interval
+Building::overlapping_shift_interval (Building const &other) const
+{
+ Interval iv;
+
+ // If one building is empty, there will never be an overlap.
+ if (y_intercept_ == -infinity_f || other.y_intercept_ == -infinity_f)
+ return iv;
+
+ // There are two kinds of interesting positions:
+ // - when the horizontal extents of the buildings just touch
+ // - when an endpoint of one building intersects the roof of the other.
+ // The interval we are looking for is the smallest one that
+ // contains all of the interesting points.
+
+
+ Real my_y1 = height (start_);
+ Real my_y2 = height (end_);
+ Real his_y1 = -other.height (other.start_); // "-" because OTHER points down
+ Real his_y2 = -other.height (other.end_);
+
+ // If both buildings are infinite in the same direction,
+ // the return value is either empty or full.
+ if ((isinf (start_) && isinf (other.start_))
+ || (isinf (end_) && isinf (other.end_)))
+ return (y_intercept_ > other.y_intercept_)
+ ? Interval (-infinity_f, infinity_f) : Interval ();
+
+ // ...when the horizontal extents of the buildings just touch...
+ if (my_y1 >= his_y2)
+ iv.add_point (other.end_ - start_);
+ if (my_y2 >= his_y1)
+ iv.add_point (other.start_ - end_);
+
+ // ...when an endpoint of one building intersects the roof of the other.
+ Real p1 = shift_to_intersect (other.start_, his_y1);
+ Real p2 = shift_to_intersect (other.end_, his_y2);
+ // "-my_y1" because OTHER points down:
+ Real p3 = other.shift_to_intersect (start_, -my_y1);
+ Real p4 = other.shift_to_intersect (end_, -my_y2);
+ if (!isinf (p1))
+ iv.add_point (p1);
+ if (!isinf (p2))
+ iv.add_point (p2);
+ if (!isinf (p3))
+ iv.add_point (p3);
+ if (!isinf (p4))
+ iv.add_point (p4);
+
+ return iv;
}
static Real
while (!s->empty () && start_x < b.end_)
{
Building c = s->front ();
+
+ // conceals and intersection_x involve multiplication and
+ // division. Avoid that, if we can.
+ if (c.y_intercept_ == -infinity_f)
+ {
+ if (c.end_ > b.end_)
+ return b.end_;
+ start_x = c.end_;
+ s->pop_front ();
+ continue;
+ }
+
if (c.conceals (b, start_x))
return start_x;
|| (i > x && slope_ < other.slope_);
}
+// Remove redundant empty buildings from the skyline.
+// If there are two adjacent empty buildings, they can be
+// turned into one.
+void
+Skyline::normalize ()
+{
+ bool last_empty = false;
+ list<Building>::iterator i;
+ for (i = buildings_.begin (); i != buildings_.end (); i++)
+ {
+ if (last_empty && i->y_intercept_ == -infinity_f)
+ {
+ list<Building>::iterator last = i;
+ last--;
+ last->end_ = i->end_;
+ buildings_.erase (i);
+ i = last;
+ }
+ last_empty = (i->y_intercept_ == -infinity_f);
+ }
+
+ assert (buildings_.front ().start_ == -infinity_f);
+ assert (buildings_.back ().end_ == infinity_f);
+}
+
+void
+Skyline::deholify ()
+{
+ // Since a skyline should always be normalized, we can
+ // assume that there are never two adjacent empty buildings.
+ // That is, if center is empty then left and right are not.
+ list<Building>::iterator left = buildings_.begin ();
+ list<Building>::iterator center = buildings_.begin ();
+ list<Building>::iterator right;
+
+ for (right = buildings_.begin (); right != buildings_.end (); right++)
+ {
+ if (center != buildings_.begin () && center->y_intercept_ == -infinity_f)
+ {
+ Real p1 = left->height (left->end_);
+ Real p2 = right->height (right->start_);
+ *center = Building (center->start_, p1, p2, center->end_);
+
+ left = center;
+ center = right;
+ }
+ }
+}
+
void
Skyline::internal_merge_skyline (list<Building> *s1, list<Building> *s2,
- list<Building> *const result)
+ list<Building> *const result) const
{
if (s1->empty () || s2->empty ())
{
}
Real x = -infinity_f;
+ Real last_end = -infinity_f;
while (!s1->empty ())
{
if (s2->front ().conceals (s1->front (), x))
swap (s1, s2);
Building b = s1->front ();
- Real end = first_intersection (b, s2, x);
+ Building c = s2->front ();
+ // Optimization: if the other skyline is empty at this point,
+ // we can avoid testing some intersections. Just grab as many
+ // buildings from s1 as we can, and shove them onto the output.
+ if (c.y_intercept_ == -infinity_f
+ && c.end_ >= b.end_)
+ {
+ list<Building>::iterator i = s1->begin ();
+ i++;
+ while (i != s1->end () && i->end_ <= c.end_)
+ i++;
+
+ s1->front ().start_ = x;
+ result->splice (result->end (), *s1, s1->begin (), i);
+ x = result->back ().end_;
+ last_end = x;
+ continue;
+ }
+
+ Real end = first_intersection (b, s2, x);
if (s2->empty ())
{
- result->push_front (b);
+ b.start_ = last_end;
+ result->push_back (b);
break;
}
if (end > x + EPS)
{
b.leading_part (end);
- result->push_front (b);
+ b.start_ = last_end;
+ last_end = b.end_;
+ result->push_back (b);
}
if (end >= s1->front ().end_)
x = end;
}
- result->reverse ();
}
static void
}
/*
- Given Building 'b' with starting wall location 'start', extend each side
- with a sloped roofline of width 'horizon_padding'; put the skyline in 'ret'
+ Given Building 'b', build a skyline containing only that building.
*/
static void
-single_skyline (Building b, Real start, Real horizon_padding, list<Building> *const ret)
+single_skyline (Building b, list<Building> *const ret)
{
- bool sloped_neighbours = horizon_padding > 0 && !isinf (start) && !isinf (b.end_);
- if (!isinf (b.end_))
- ret->push_front (Building (b.end_ + horizon_padding, -infinity_f,
- -infinity_f, infinity_f));
- if (sloped_neighbours)
- ret->push_front (b.sloped_neighbour (start, horizon_padding, RIGHT));
-
- if (b.end_ > start + EPS)
- ret->push_front (b);
-
- if (sloped_neighbours)
- ret->push_front (b.sloped_neighbour (start, horizon_padding, LEFT));
-
- if (!isinf (start))
- ret->push_front (Building (-infinity_f, -infinity_f,
- -infinity_f, start - horizon_padding));
+ 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);
+ }
}
/* remove a non-overlapping set of boxes from BOXES and build a skyline
out of them */
static list<Building>
-non_overlapping_skyline (list<Box> *const boxes, Real horizon_padding, Axis horizon_axis, Direction sky)
+non_overlapping_skyline (list<Building> *const buildings)
{
list<Building> result;
Real last_end = -infinity_f;
- list<Box>::iterator i = boxes->begin ();
- while (i != boxes->end ())
+ Building last_building (-infinity_f, -infinity_f, -infinity_f, infinity_f);
+ list<Building>::iterator i = buildings->begin ();
+ while (i != buildings->end ())
{
- Interval iv = (*i)[horizon_axis];
+ Real x1 = i->start_;
+ Real y1 = i->height (i->start_);
+ Real x2 = i->end_;
+ Real y2 = i->height (i->end_);
+
+ // Drop buildings that will obviously have no effect.
+ if (last_building.height (x1) >= y1
+ && last_building.end_ >= x2
+ && last_building.height (x2) >= y2)
+ {
+ list<Building>::iterator j = i++;
+ buildings->erase (j);
+ continue;
+ }
- if (iv[LEFT] - horizon_padding < last_end)
+ if (x1 < last_end)
{
i++;
continue;
}
- if (iv[LEFT] - horizon_padding > last_end + EPS)
- result.push_front (Building (last_end, -infinity_f, -infinity_f, iv[LEFT] - 2 * horizon_padding));
+ if (x1 > last_end + EPS)
+ result.push_back (Building (last_end, -infinity_f, -infinity_f, x1));
- Building b (*i, horizon_padding, horizon_axis, sky);
- bool sloped_neighbours = horizon_padding > 0 && !isinf (iv.length ());
- if (sloped_neighbours)
- result.push_front (b.sloped_neighbour (iv[LEFT] - horizon_padding, horizon_padding, LEFT));
- result.push_front (b);
- if (sloped_neighbours)
- result.push_front (b.sloped_neighbour (iv[LEFT] - horizon_padding, horizon_padding, RIGHT));
+ result.push_back (*i);
+ last_building = *i;
+ last_end = i->end_;
- list<Box>::iterator j = i++;
- boxes->erase (j);
- last_end = result.front ().end_;
+ list<Building>::iterator j = i++;
+ buildings->erase (j);
}
+
if (last_end < infinity_f)
- result.push_front (Building (last_end, -infinity_f, -infinity_f, infinity_f));
- result.reverse ();
+ result.push_back (Building (last_end, -infinity_f, -infinity_f, infinity_f));
return result;
}
-class LessThanBox
+class LessThanBuilding
{
- Axis a_;
-
public:
- LessThanBox (Axis a)
+ bool operator () (Building const &b1, Building const &b2)
{
- a_ = a;
- }
-
- bool operator () (Box const &b1, Box const &b2)
- {
- return b1[a_][LEFT] < b2[a_][LEFT];
+ return b1.start_ < b2.start_
+ || (b1.start_ == b2.start_ && b1.height (b1.start_) > b2.height (b1.start_));
}
};
+/**
+ BUILDINGS is a list of buildings, but they could be overlapping
+ and in any order. The returned list of buildings is ordered and non-overlapping.
+*/
list<Building>
-Skyline::internal_build_skyline (list<Box> *boxes, Real horizon_padding, Axis horizon_axis, Direction sky)
+Skyline::internal_build_skyline (list<Building> *buildings) const
{
- vsize size = boxes->size ();
+ vsize size = buildings->size ();
if (size == 0)
{
else if (size == 1)
{
list<Building> result;
- single_skyline (Building (boxes->front (), horizon_padding, horizon_axis, sky),
- boxes->front ()[horizon_axis][LEFT] - horizon_padding,
- horizon_padding, &result);
+ single_skyline (buildings->front (), &result);
return result;
}
deque<list<Building> > partials;
- boxes->sort (LessThanBox (horizon_axis));
- while (!boxes->empty ())
- partials.push_back (non_overlapping_skyline (boxes, horizon_padding, horizon_axis, sky));
+ buildings->sort (LessThanBuilding ());
+ while (!buildings->empty ())
+ partials.push_back (non_overlapping_skyline (buildings));
/* we'd like to say while (partials->size () > 1) but that's O (n).
Instead, we exit in the middle of the loop */
}
/*
- build padded skyline from an existing skyline with padding
- added to it.
-*/
+ Build skyline from a set of boxes.
-Skyline::Skyline (Skyline const &src, Real horizon_padding, Axis /*a*/)
+ Boxes should have fatness in the horizon_axis, otherwise they are ignored.
+ */
+Skyline::Skyline (vector<Box> const &boxes, Axis horizon_axis, Direction sky)
{
- /*
- We extract boxes from the skyline, then build a new skyline from
- the boxes.
- A box is created for every horizontal portion of the skyline
- Because skylines are defined positive, and then inverted if they
- are to be down-facing, we create the new skyline in the UP
- direction, then give it the down direction if needed.
- */
- Real start = -infinity_f;
- list<Box> boxes;
-
- // establish a baseline box
- // FIXME: This has hardcoded logic, assuming a == X_AXIS!
- boxes.push_back (Box (Interval (-infinity_f, infinity_f),
- Interval (0, 0)));
- list<Building>::const_iterator end = src.buildings_.end ();
- for (list<Building>::const_iterator i = src.buildings_.begin (); i != end; start = i->end_, i++)
- if ((i->slope_ == 0) && !isinf (i->y_intercept_))
- boxes.push_back (Box (Interval (start, i->end_),
- Interval (-infinity_f, i->y_intercept_)));
- buildings_ = internal_build_skyline (&boxes, horizon_padding, X_AXIS, UP);
- sky_ = src.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));
+ }
+
+ buildings_ = internal_build_skyline (&buildings);
+ normalize ();
}
/*
- 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.
+ build skyline from a set of line segments.
- Boxes should have fatness in the horizon_axis (after they are expanded by
- horizon_padding), otherwise they are ignored.
+ Buildings should have fatness in the horizon_axis, otherwise they are ignored.
*/
-Skyline::Skyline (vector<Box> const &boxes, Real horizon_padding, Axis horizon_axis, Direction sky)
+Skyline::Skyline (vector<Drul_array<Offset> > const &segments, Axis horizon_axis, Direction sky)
{
- list<Box> filtered_boxes;
+ list<Building> buildings;
sky_ = sky;
- Axis vert_axis = other_axis (horizon_axis);
- for (vsize i = 0; i < boxes.size (); i++)
+ for (vsize i = 0; i < segments.size (); i++)
{
- Interval iv = boxes[i][horizon_axis];
- iv.widen (horizon_padding);
- if (iv.length () > EPS && !boxes[i][vert_axis].is_empty ())
- filtered_boxes.push_front (boxes[i]);
+ Drul_array<Offset> const &seg = segments[i];
+ Offset left = seg[LEFT];
+ Offset right = seg[RIGHT];
+ if (left[horizon_axis] > right[horizon_axis])
+ swap (left, right);
+
+ Real x1 = left[horizon_axis];
+ Real x2 = right[horizon_axis];
+ Real y1 = left[other_axis (horizon_axis)] * sky;
+ Real y2 = right[other_axis (horizon_axis)] * sky;
+
+ if (x1 + EPS < x2)
+ buildings.push_back (Building (x1, y1, y2, x2));
+ }
+
+ buildings_ = internal_build_skyline (&buildings);
+ normalize ();
+}
+
+Skyline::Skyline (vector<Skyline_pair> const &skypairs, Direction sky)
+{
+ sky_ = sky;
+
+ deque<Skyline> partials;
+ for (vsize i = 0; i < skypairs.size (); i++)
+ partials.push_back (Skyline ((skypairs[i])[sky]));
+
+ while (partials.size () > 1)
+ {
+ Skyline one = partials.front ();
+ partials.pop_front ();
+ Skyline two = partials.front ();
+ partials.pop_front ();
+
+ one.merge (two);
+ partials.push_back (one);
}
- buildings_ = internal_build_skyline (&filtered_boxes, horizon_padding, horizon_axis, sky);
+ if (partials.size ())
+ buildings_.swap (partials.front ().buildings_);
+ else
+ buildings_.clear ();
}
-Skyline::Skyline (Box const &b, Real horizon_padding, Axis horizon_axis, Direction sky)
+Skyline::Skyline (Box const &b, Axis horizon_axis, Direction sky)
{
sky_ = sky;
- Building front (b, horizon_padding, horizon_axis, sky);
- single_skyline (front, b[horizon_axis][LEFT] - horizon_padding,
- horizon_padding, &buildings_);
+ Building front (b, horizon_axis, sky);
+ single_skyline (front, &buildings_);
}
void
{
assert (sky_ == other.sky_);
+ if (other.is_empty ())
+ return;
+
+ if (is_empty ())
+ {
+ buildings_ = other.buildings_;
+ return;
+ }
+
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_);
+ normalize ();
}
void
-Skyline::insert (Box const &b, Real horizon_padding, Axis a)
+Skyline::insert (Box const &b, Axis a)
{
list<Building> other_bld;
list<Building> my_bld;
/* do the same filtering as in Skyline (vector<Box> const&, etc.) */
Interval iv = b[a];
- iv.widen (horizon_padding);
if (iv.length () <= EPS || b[other_axis (a)].is_empty ())
return;
my_bld.splice (my_bld.begin (), buildings_);
- single_skyline (Building (b, horizon_padding, a, sky_), b[a][LEFT] - horizon_padding,
- horizon_padding, &other_bld);
+ single_skyline (Building (b, a, sky_), &other_bld);
internal_merge_skyline (&other_bld, &my_bld, &buildings_);
+ normalize ();
}
void
list<Building>::iterator end = buildings_.end ();
for (list<Building>::iterator i = buildings_.begin (); i != end; i++)
{
+ i->start_ += s;
i->end_ += s;
i->y_intercept_ -= s * i->slope_;
}
Real
Skyline::internal_distance (Skyline const &other, Real horizon_padding, Real *touch_point) const
{
- assert (sky_ == -other.sky_);
+ if (horizon_padding == 0.0)
+ return internal_distance (other, touch_point);
- Skyline const *padded_this = this;
- Skyline const *padded_other = &other;
- bool created_tmp_skylines = false;
-
- /*
- For systems, padding is not added at creation time. Padding is
- added to AxisGroup objects when outside-staff objects are added.
- Thus, when we want to place systems with horizontal padding,
- we do it at distance calculation time.
- */
- if (horizon_padding != 0.0)
+ // Note that it is not necessary to build a padded version of other,
+ // because the same effect can be achieved just by doubling horizon_padding.
+ Skyline padded_this = padded (horizon_padding);
+ return padded_this.internal_distance (other, touch_point);
+}
+
+Skyline
+Skyline::padded (Real horizon_padding) const
+{
+ list<Building> pad_buildings;
+ for (list<Building>::const_iterator i = buildings_.begin (); i != buildings_.end (); ++i)
{
- padded_this = new Skyline (*padded_this, horizon_padding, X_AXIS);
- padded_other = new Skyline (*padded_other, horizon_padding, X_AXIS);
- created_tmp_skylines = true;
+ if (i->start_ > -infinity_f)
+ {
+ Real height = i->height (i->start_);
+ if (height > -infinity_f)
+ {
+ // Add the sloped building that pads the left side of the current building.
+ Real start = i->start_ - 2 * horizon_padding;
+ Real end = i->start_ - horizon_padding;
+ pad_buildings.push_back (Building (start, height - horizon_padding, height, end));
+
+ // Add the flat building that pads the left side of the current building.
+ start = i->start_ - horizon_padding;
+ end = i->start_;
+ pad_buildings.push_back (Building (start, height, height, end));
+ }
+ }
+
+ if (i->end_ < infinity_f)
+ {
+ Real height = i->height (i->end_);
+ if (height > -infinity_f)
+ {
+ // Add the flat building that pads the right side of the current building.
+ Real start = i->end_;
+ Real end = start + horizon_padding;
+ pad_buildings.push_back (Building (start, height, height, end));
+
+ // Add the sloped building that pads the right side of the current building.
+ start = end;
+ end += horizon_padding;
+ pad_buildings.push_back (Building (start, height, height - horizon_padding, end));
+ }
+ }
}
- list<Building>::const_iterator i = padded_this->buildings_.begin ();
- list<Building>::const_iterator j = padded_other->buildings_.begin ();
+ // The buildings may be overlapping, so resolve that.
+ list<Building> pad_skyline = internal_build_skyline (&pad_buildings);
+
+ // Merge the padding with the original, to make a new skyline.
+ Skyline padded (sky_);
+ list<Building> my_buildings = buildings_;
+ padded.buildings_.clear ();
+ internal_merge_skyline (&pad_skyline, &my_buildings, &padded.buildings_);
+ padded.normalize ();
+
+ return padded;
+}
+
+Real
+Skyline::internal_distance (Skyline const &other, Real *touch_point) const
+{
+ assert (sky_ == -other.sky_);
+
+ list<Building>::const_iterator i = buildings_.begin ();
+ list<Building>::const_iterator j = other.buildings_.begin ();
Real dist = -infinity_f;
Real start = -infinity_f;
Real touch = -infinity_f;
- while (i != padded_this->buildings_.end () && j != padded_other->buildings_.end ())
+ while (i != buildings_.end () && j != other.buildings_.end ())
{
Real end = min (i->end_, j->end_);
Real start_dist = i->height (start) + j->height (start);
start = end;
}
- if (created_tmp_skylines)
- {
- delete padded_this;
- delete padded_other;
- }
-
*touch_point = touch;
return dist;
}
+// changes the direction that the skyline is pointing
+void
+Skyline::invert ()
+{
+ list<Building>::iterator i;
+ for (i = buildings_.begin (); i != buildings_.end (); i++)
+ if (!isinf (i->y_intercept_))
+ {
+ i->y_intercept_ *= -1;
+ i->slope_ *= -1;
+ }
+
+ sky_ = -sky_;
+}
+
Real
Skyline::height (Real airplane) const
{
Real
Skyline::max_height () const
{
- Skyline s (-sky_);
- s.set_minimum_height (0);
- return sky_ * distance (s);
+ Real ret = -infinity_f;
+
+ list<Building>::const_iterator i;
+ for (i = buildings_.begin (); i != buildings_.end (); ++i)
+ {
+ ret = max (ret, i->height (i->start_));
+ ret = max (ret, i->height (i->end_));
+ }
+
+ return sky_ * ret;
}
Real
return out;
}
+// Returns the smallest (non-negative) shift in the given
+// direction which will result in THIS and OTHER not overlapping.
+// Warning: this function is O(n^2 log n). Use sparingly.
+Real
+Skyline::smallest_shift (Skyline const &other,
+ Direction d,
+ Real horizon_padding,
+ Real vertical_padding) const
+{
+ // If one or both of the paddings is zero, this can
+ // be optimized...
+ Skyline padded_me = padded (horizon_padding);
+ padded_me.raise (vertical_padding);
+
+ list<Building>::const_iterator i = padded_me.buildings_.begin ();
+ list<Building>::const_iterator j = other.buildings_.begin ();
+ list<Building>::const_iterator i_end = padded_me.buildings_.end ();
+ list<Building>::const_iterator j_end = other.buildings_.end ();
+
+ // Find all shifts that are not allowed.
+ vector<Interval> forbidden_shifts;
+ for (; i != i_end; ++i)
+ if (i->y_intercept_ != -infinity_f)
+ for (j = other.buildings_.begin (); j != j_end; ++j)
+ {
+ Interval iv = i->overlapping_shift_interval (*j);
+ if (!iv.is_empty ())
+ forbidden_shifts.push_back (iv);
+ }
+
+ // Now comes the trick: we want to find the smallest point
+ // that is not in the union of forbidden_shifts. We can represent
+ // the union of forbidden_shifts as a skyline, where a point is
+ // allowed if it has height -infinity_f and forbidden otherwise.
+ vector<Box> boxes;
+ for (vector<Interval>::iterator k = forbidden_shifts.begin ();
+ k != forbidden_shifts.end (); ++k)
+ boxes.push_back (Box (*k, Interval (-1, 0)));
+ Skyline s (boxes, X_AXIS, UP);
+
+ // Find the smallest (ie. closest to zero, in the appropriate direction)
+ // coordinate where the height of s is -infinity_f.
+ Real last_good_point = -infinity_f;
+ for (i = s.buildings_.begin (); i != s.buildings_.end (); ++i)
+ {
+ if (d == LEFT && i->start_ > 0)
+ return last_good_point;
+
+ if (i->y_intercept_ == -infinity_f)
+ {
+ if (i->start_ <= 0 && i->end_ >= 0)
+ return 0;
+ if (d == RIGHT && i->start_ >= 0)
+ return i->start_;
+
+ last_good_point = i->end_;
+ }
+ }
+
+ return infinity_f * d;
+}
+
+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;
+}
+
bool
Skyline::is_empty () const
{
+ if (!buildings_.size ())
+ return true;
Building b = buildings_.front ();
return b.end_ == infinity_f && b.y_intercept_ == -infinity_f;
}
+bool
+Skyline::is_singleton () const
+{
+ return buildings_.size () == 3;
+}
+
void
Skyline::clear ()
{