binsearch.
*/
void
-insert_extent_into_skyline (std::vector<Skyline_entry> *line, Box b, Axis line_axis,
+insert_extent_into_skyline (vector<Skyline_entry> *line, Box b, Axis line_axis,
Direction d)
{
Interval extent = b[line_axis];
}
void
-merge_skyline (std::vector<Skyline_entry> *a1,
- std::vector<Skyline_entry> const &a2,
+merge_skyline (vector<Skyline_entry> *a1,
+ vector<Skyline_entry> const &a2,
Direction dir)
{
for (vsize i = 0; i < a2.size (); i++)
}
}
-std::vector<Skyline_entry>
+vector<Skyline_entry>
empty_skyline (Direction d)
{
- std::vector<Skyline_entry> skyline;
+ vector<Skyline_entry> skyline;
Interval i;
i.set_empty ();
return skyline;
}
-std::vector<Skyline_entry>
-extents_to_skyline (std::vector<Box> const &extents, Axis a, Direction d)
+vector<Skyline_entry>
+extents_to_skyline (vector<Box> const &extents, Axis a, Direction d)
{
- std::vector<Skyline_entry> skyline = empty_skyline (d);
+ vector<Skyline_entry> skyline = empty_skyline (d);
/*
This makes a cubic algorithm (array insertion is O (n),
This is an O (n) algorithm.
*/
Real
-skyline_meshing_distance (std::vector<Skyline_entry> const &buildings,
- std::vector<Skyline_entry> const &clouds)
+skyline_meshing_distance (vector<Skyline_entry> const &buildings,
+ vector<Skyline_entry> const &clouds)
{
int i = buildings.size () -1;
int j = clouds.size () -1;
}
void
-heighten_skyline (std::vector<Skyline_entry> *buildings, Real ground)
+heighten_skyline (vector<Skyline_entry> *buildings, Real ground)
{
for (vsize i = 0; i < buildings->size (); i++)
buildings->at (i).height_ += ground;
}
Real
-skyline_height (std::vector<Skyline_entry> const &buildings,
+skyline_height (vector<Skyline_entry> const &buildings,
Real airplane,
Direction sky_dir)
{