/* This file is part of LilyPond, the GNU music typesetter. Copyright (C) 2006--2015 Joe Neeman LilyPond is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. LilyPond is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with LilyPond. If not, see . */ #include "skyline.hh" #include "skyline-pair.hh" #include #include using std::deque; using std::list; using std::vector; /* 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. 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 const &b) { for (list::const_iterator i = b.begin (); i != b.end (); i++) i->print (); } void Skyline::print () const { print_buildings (buildings_); } void Skyline::print_points () const { vector ps (to_points (X_AXIS)); for (vsize i = 0; i < ps.size (); i++) printf ("(%f,%f)%s", ps[i][X_AXIS], ps[i][Y_AXIS], (i % 2) == 1 ? "\n" : " "); } Building::Building (Real start, Real start_height, Real end_height, Real end) { 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, Axis horizon_axis, Direction sky) { 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_ = 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_)); if (isinf (start)) { 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_ = std::max (start_height, end_height); } else y_intercept_ = start_height - slope_ * start; } inline Real Building::height (Real x) const { return isinf (x) ? y_intercept_ : slope_ * x + y_intercept_; } void Building::print () const { printf ("%f x + %f from %f to %f\n", slope_, y_intercept_, start_, end_); } inline Real Building::intersection_x (Building const &other) const { Real ret = (y_intercept_ - other.y_intercept_) / (other.slope_ - slope_); return isnan (ret) ? -infinity_f : ret; } // 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 { // 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; } bool Building::above (Building const &other, Real x) const { return (isinf (y_intercept_) || isinf (other.y_intercept_) || isinf (x)) ? y_intercept_ > other.y_intercept_ : (slope_ - other.slope_) * x + y_intercept_ > other.y_intercept_; } // 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::iterator i; for (i = buildings_.begin (); i != buildings_.end (); i++) { if (last_empty && i->y_intercept_ == -infinity_f) { list::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::internal_merge_skyline (list *sb, list *sc, list *const result) const { if (sb->empty () || sc->empty ()) { programming_error ("tried to merge an empty skyline"); return; } Building b = sb->front (); for (; !sc->empty (); sc->pop_front ()) { /* Building b is continuing from the previous pass through the loop. Building c is newly-considered, and starts no earlier than b started. The comments draw b as if its roof had zero slope ----. with dashes where b lies above c. The roof of c could rise / or fall \ through the roof of b, or the vertical sides | of c could intersect the roof of b. */ Building c = sc->front (); if (b.end_ < c.end_) /* finish with b */ { if (b.end_ <= b.start_) /* we are already finished with b */ ; else if (c.above (b, c.start_)) /* -| . | */ { Building m (b); m.end_ = c.start_; if (m.end_ > m.start_) result->push_back (m); if (b.above (c, b.end_)) /* -|\--. */ { Building n (c); n.end_ = b.start_ = b.intersection_x (c); result->push_back (n); result->push_back (b); } } else { if (c.above (b, b.end_)) /* ---/ . | */ b.end_ = b.intersection_x (c); else /* -----. */ c.start_ = b.end_; result->push_back (b); } /* 'c' continues further, so move it into 'b' for the next pass. */ b = c; std::swap (sb, sc); } else /* b.end_ > c.end_ so finish with c */ { if (c.above (b, c.start_)) /* -| |---. */ { Building m (b); m.end_ = c.start_; if (m.end_ > m.start_) result->push_back (m); if (b.above (c, c.end_)) /* -| \---. */ c.end_ = b.intersection_x (c); } else if (c.above (b, c.end_)) /* ---/|--. */ { Building m (b); c.start_ = m.end_ = b.intersection_x (c); result->push_back (m); } else /* c is completely hidden by b */ continue; result->push_back (c); b.start_ = c.end_; } } if (b.end_ > b.start_) result->push_back (b); } static void empty_skyline (list *const ret) { ret->push_front (Building (-infinity_f, -infinity_f, -infinity_f, infinity_f)); } /* Given Building 'b', build a skyline containing only that building. */ static void single_skyline (Building b, list *const 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 out of them */ static list non_overlapping_skyline (list *const buildings) { list result; Real last_end = -infinity_f; Building last_building (-infinity_f, -infinity_f, -infinity_f, infinity_f); list::iterator i = buildings->begin (); while (i != buildings->end ()) { 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::iterator j = i++; buildings->erase (j); continue; } if (x1 < last_end) { i++; continue; } // 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); last_building = *i; last_end = i->end_; list::iterator j = i++; buildings->erase (j); } if (last_end < infinity_f) result.push_back (Building (last_end, -infinity_f, -infinity_f, infinity_f)); return result; } class LessThanBuilding { public: bool operator () (Building const &b1, Building const &b2) { 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 Skyline::internal_build_skyline (list *buildings) const { vsize size = buildings->size (); if (size == 0) { list result; empty_skyline (&result); return result; } else if (size == 1) { list result; single_skyline (buildings->front (), &result); return result; } deque > partials; 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 */ while (!partials.empty ()) { list merged; list one = partials.front (); partials.pop_front (); if (partials.empty ()) return one; list two = partials.front (); partials.pop_front (); internal_merge_skyline (&one, &two, &merged); partials.push_back (merged); } assert (0); return list (); } Skyline::Skyline () { sky_ = UP; empty_skyline (&buildings_); } Skyline::Skyline (Direction sky) { sky_ = sky; empty_skyline (&buildings_); } /* Build skyline from a set of boxes. Boxes should be non-empty on both axes. Otherwise, they will be ignored */ Skyline::Skyline (vector const &boxes, Axis horizon_axis, Direction sky) { list buildings; sky_ = sky; for (vsize i = 0; i < boxes.size (); i++) 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. 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 > const &segments, Axis horizon_axis, Direction sky) { list buildings; sky_ = sky; for (vsize i = 0; i < segments.size (); i++) { Drul_array const &seg = segments[i]; Offset left = seg[LEFT]; Offset right = seg[RIGHT]; if (left[horizon_axis] > right[horizon_axis]) std::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 <= x2) buildings.push_back (Building (x1, y1, y2, x2)); } buildings_ = internal_build_skyline (&buildings); normalize (); } Skyline::Skyline (vector const &skypairs, Direction sky) { sky_ = sky; deque 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); } if (partials.size ()) buildings_.swap (partials.front ().buildings_); else buildings_.clear (); } Skyline::Skyline (Box const &b, Axis horizon_axis, Direction sky) { sky_ = sky; if (!b.is_empty (X_AXIS) && !b.is_empty (Y_AXIS)) { Building front (b, horizon_axis, sky); single_skyline (front, &buildings_); normalize (); } } void Skyline::merge (Skyline const &other) { assert (sky_ == other.sky_); if (other.is_empty ()) return; if (is_empty ()) { buildings_ = other.buildings_; return; } list other_bld (other.buildings_); list my_bld; my_bld.splice (my_bld.begin (), buildings_); internal_merge_skyline (&other_bld, &my_bld, &buildings_); normalize (); } void Skyline::insert (Box const &b, Axis a) { list other_bld; list my_bld; if (isnan (b[other_axis (a)][LEFT]) || isnan (b[other_axis (a)][RIGHT])) { programming_error ("insane box for skyline"); return; } /* do the same filtering as in Skyline (vector const&, etc.) */ if (b.is_empty (X_AXIS) || b.is_empty (Y_AXIS)) return; my_bld.splice (my_bld.begin (), buildings_); single_skyline (Building (b, a, sky_), &other_bld); internal_merge_skyline (&other_bld, &my_bld, &buildings_); normalize (); } void Skyline::raise (Real r) { list::iterator end = buildings_.end (); for (list::iterator i = buildings_.begin (); i != end; i++) i->y_intercept_ += sky_ * r; } void Skyline::shift (Real s) { list::iterator end = buildings_.end (); for (list::iterator i = buildings_.begin (); i != end; i++) { i->start_ += s; i->end_ += s; i->y_intercept_ -= s * i->slope_; } } Real Skyline::distance (Skyline const &other, Real horizon_padding) const { Real dummy; return internal_distance (other, horizon_padding, &dummy); } Real Skyline::touching_point (Skyline const &other, Real horizon_padding) const { Real touch; internal_distance (other, horizon_padding, &touch); return touch; } Real Skyline::internal_distance (Skyline const &other, Real horizon_padding, Real *touch_point) const { if (horizon_padding == 0.0) return internal_distance (other, touch_point); // 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 { if (horizon_padding < 0.0) warning ("Cannot have negative horizon padding. Junking."); if (horizon_padding <= 0.0) return *this; list pad_buildings; for (list::const_iterator i = buildings_.begin (); i != buildings_.end (); ++i) { 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)); } } } // The buildings may be overlapping, so resolve that. list pad_skyline = internal_build_skyline (&pad_buildings); // Merge the padding with the original, to make a new skyline. Skyline padded (sky_); list 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::const_iterator i = buildings_.begin (); list::const_iterator j = other.buildings_.begin (); Real dist = -infinity_f; Real start = -infinity_f; Real touch = -infinity_f; while (i != buildings_.end () && j != other.buildings_.end ()) { Real end = std::min (i->end_, j->end_); Real start_dist = i->height (start) + j->height (start); Real end_dist = i->height (end) + j->height (end); dist = std::max (dist, std::max (start_dist, end_dist)); if (end_dist == dist) touch = end; else if (start_dist == dist) touch = start; if (i->end_ <= j->end_) i++; else j++; start = end; } *touch_point = touch; return dist; } Real Skyline::height (Real airplane) const { assert (!isinf (airplane)); list::const_iterator i; for (i = buildings_.begin (); i != buildings_.end (); i++) { if (i->end_ >= airplane) return sky_ * i->height (airplane); } assert (0); return 0; } Real Skyline::max_height () const { Real ret = -infinity_f; list::const_iterator i; for (i = buildings_.begin (); i != buildings_.end (); ++i) { ret = std::max (ret, i->height (i->start_)); ret = std::max (ret, i->height (i->end_)); } return sky_ * ret; } Direction Skyline::direction () const { return sky_; } Real Skyline::left () const { for (list::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::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 { Skyline s (-sky_); s.set_minimum_height (0); return touching_point (s); } void Skyline::set_minimum_height (Real h) { Skyline s (sky_); s.buildings_.front ().y_intercept_ = h * sky_; merge (s); } vector Skyline::to_points (Axis horizon_axis) const { vector out; Real start = -infinity_f; for (list::const_iterator i (buildings_.begin ()); i != buildings_.end (); i++) { out.push_back (Offset (start, sky_ * i->height (start))); out.push_back (Offset (i->end_, sky_ * i->height (i->end_))); start = i->end_; } if (horizon_axis == Y_AXIS) for (vsize i = 0; i < out.size (); i++) out[i] = out[i].swapped (); return out; } bool Skyline::is_empty () const { if (!buildings_.size ()) return true; Building b = buildings_.front (); return b.end_ == infinity_f && b.y_intercept_ == -infinity_f; } void Skyline::clear () { buildings_.clear (); empty_skyline (&buildings_); } /****************************************************************/ const char Skyline::type_p_name_[] = "ly:skyline?"; MAKE_SCHEME_CALLBACK_WITH_OPTARGS (Skyline, get_touching_point, 3, 1, "") SCM Skyline::get_touching_point (SCM skyline_scm, SCM other_skyline_scm, SCM horizon_padding_scm) { LY_ASSERT_SMOB (Skyline, other_skyline_scm, 1); Real horizon_padding = 0; if (!SCM_UNBNDP (horizon_padding_scm)) { LY_ASSERT_TYPE (scm_is_number, horizon_padding_scm, 3); horizon_padding = scm_to_double (horizon_padding_scm); } Skyline *skyline = unsmob (skyline_scm); Skyline *other_skyline = unsmob (other_skyline_scm); return scm_from_double (skyline->touching_point (*other_skyline, horizon_padding)); } MAKE_SCHEME_CALLBACK_WITH_OPTARGS (Skyline, get_distance, 3, 1, "") SCM Skyline::get_distance (SCM skyline_scm, SCM other_skyline_scm, SCM horizon_padding_scm) { LY_ASSERT_SMOB (Skyline, other_skyline_scm, 1); Real horizon_padding = 0; if (!SCM_UNBNDP (horizon_padding_scm)) { LY_ASSERT_TYPE (scm_is_number, horizon_padding_scm, 3); horizon_padding = scm_to_double (horizon_padding_scm); } Skyline *skyline = unsmob (skyline_scm); Skyline *other_skyline = unsmob (other_skyline_scm); return scm_from_double (skyline->distance (*other_skyline, horizon_padding)); } MAKE_SCHEME_CALLBACK (Skyline, get_max_height, 1) SCM Skyline::get_max_height (SCM skyline_scm) { return scm_from_double (unsmob (skyline_scm)->max_height ()); } MAKE_SCHEME_CALLBACK (Skyline, get_max_height_position, 1) SCM Skyline::get_max_height_position (SCM skyline_scm) { return scm_from_double (unsmob (skyline_scm)->max_height_position ()); } MAKE_SCHEME_CALLBACK (Skyline, get_height, 2) SCM Skyline::get_height (SCM skyline_scm, SCM x_scm) { Real x = robust_scm2double (x_scm, 0.0); return scm_from_double (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 = unsmob (sky); LY_ASSERT_SMOB (Skyline, sky, 1); return scm_from_bool (s->is_empty ()); }