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 * Licensed to the Apache Software Foundation (ASF) under one or more
 * contributor license agreements.  See the NOTICE file distributed with
 * this work for additional information regarding copyright ownership.
 * The ASF licenses this file to You under the Apache License, Version 2.0
 * (the "License"); you may not use this file except in compliance with
 * the License.  You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
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package org.apache.commons.math3.geometry.euclidean.twod;

import java.util.ArrayList;
import java.util.Collection;
import java.util.List;

import org.apache.commons.math3.exception.MathInternalError;
import org.apache.commons.math3.geometry.Point;
import org.apache.commons.math3.geometry.euclidean.oned.Euclidean1D;
import org.apache.commons.math3.geometry.euclidean.oned.Interval;
import org.apache.commons.math3.geometry.euclidean.oned.IntervalsSet;
import org.apache.commons.math3.geometry.euclidean.oned.Vector1D;
import org.apache.commons.math3.geometry.partitioning.AbstractRegion;
import org.apache.commons.math3.geometry.partitioning.AbstractSubHyperplane;
import org.apache.commons.math3.geometry.partitioning.BSPTree;
import org.apache.commons.math3.geometry.partitioning.BSPTreeVisitor;
import org.apache.commons.math3.geometry.partitioning.BoundaryAttribute;
import org.apache.commons.math3.geometry.partitioning.Side;
import org.apache.commons.math3.geometry.partitioning.SubHyperplane;
import org.apache.commons.math3.geometry.partitioning.utilities.AVLTree;
import org.apache.commons.math3.geometry.partitioning.utilities.OrderedTuple;
import org.apache.commons.math3.util.FastMath;

/** This class represents a 2D region: a set of polygons.
 * @version $Id: PolygonsSet.java 1590251 2014-04-26 16:55:11Z luc $
 * @since 3.0
 */
public class PolygonsSet extends AbstractRegion {

    /** Default value for tolerance. */
    private static final double DEFAULT_TOLERANCE = 1.0e-10;

    /** Vertices organized as boundary loops. */
    private Vector2D[][] vertices;

    /** Build a polygons set representing the whole plane.
     * @param tolerance tolerance below which points are considered identical
     * @since 3.3
     */
    public PolygonsSet(final double tolerance) {
        super(tolerance);
    }

    /** Build a polygons set from a BSP tree.
     * 

The leaf nodes of the BSP tree must have a * {@code Boolean} attribute representing the inside status of * the corresponding cell (true for inside cells, false for outside * cells). In order to avoid building too many small objects, it is * recommended to use the predefined constants * {@code Boolean.TRUE} and {@code Boolean.FALSE}

*

* This constructor is aimed at expert use, as building the tree may * be a difficult taks. It is not intended for general use and for * performances reasons does not check thoroughly its input, as this would * require walking the full tree each time. Failing to provide a tree with * the proper attributes, will therefore generate problems like * {@link NullPointerException} or {@link ClassCastException} only later on. * This limitation is known and explains why this constructor is for expert * use only. The caller does have the responsibility to provided correct arguments. *

* @param tree inside/outside BSP tree representing the region * @param tolerance tolerance below which points are considered identical * @since 3.3 */ public PolygonsSet(final BSPTree tree, final double tolerance) { super(tree, tolerance); } /** Build a polygons set from a Boundary REPresentation (B-rep). *

The boundary is provided as a collection of {@link * SubHyperplane sub-hyperplanes}. Each sub-hyperplane has the * interior part of the region on its minus side and the exterior on * its plus side.

*

The boundary elements can be in any order, and can form * several non-connected sets (like for example polygons with holes * or a set of disjoint polygons considered as a whole). In * fact, the elements do not even need to be connected together * (their topological connections are not used here). However, if the * boundary does not really separate an inside open from an outside * open (open having here its topological meaning), then subsequent * calls to the {@link * org.apache.commons.math3.geometry.partitioning.Region#checkPoint(org.apache.commons.math3.geometry.Point) * checkPoint} method will not be meaningful anymore.

*

If the boundary is empty, the region will represent the whole * space.

* @param boundary collection of boundary elements, as a * collection of {@link SubHyperplane SubHyperplane} objects * @param tolerance tolerance below which points are considered identical * @since 3.3 */ public PolygonsSet(final Collection> boundary, final double tolerance) { super(boundary, tolerance); } /** Build a parallellepipedic box. * @param xMin low bound along the x direction * @param xMax high bound along the x direction * @param yMin low bound along the y direction * @param yMax high bound along the y direction * @param tolerance tolerance below which points are considered identical * @since 3.3 */ public PolygonsSet(final double xMin, final double xMax, final double yMin, final double yMax, final double tolerance) { super(boxBoundary(xMin, xMax, yMin, yMax, tolerance), tolerance); } /** Build a polygon from a simple list of vertices. *

The boundary is provided as a list of points considering to * represent the vertices of a simple loop. The interior part of the * region is on the left side of this path and the exterior is on its * right side.

*

This constructor does not handle polygons with a boundary * forming several disconnected paths (such as polygons with holes).

*

For cases where this simple constructor applies, it is expected to * be numerically more robust than the {@link #PolygonsSet(Collection) general * constructor} using {@link SubHyperplane subhyperplanes}.

*

If the list is empty, the region will represent the whole * space.

*

* Polygons with thin pikes or dents are inherently difficult to handle because * they involve lines with almost opposite directions at some vertices. Polygons * whose vertices come from some physical measurement with noise are also * difficult because an edge that should be straight may be broken in lots of * different pieces with almost equal directions. In both cases, computing the * lines intersections is not numerically robust due to the almost 0 or almost * π angle. Such cases need to carefully adjust the {@code hyperplaneThickness} * parameter. A too small value would often lead to completely wrong polygons * with large area wrongly identified as inside or outside. Large values are * often much safer. As a rule of thumb, a value slightly below the size of the * most accurate detail needed is a good value for the {@code hyperplaneThickness} * parameter. *

* @param hyperplaneThickness tolerance below which points are considered to * belong to the hyperplane (which is therefore more a slab) * @param vertices vertices of the simple loop boundary */ public PolygonsSet(final double hyperplaneThickness, final Vector2D ... vertices) { super(verticesToTree(hyperplaneThickness, vertices), hyperplaneThickness); } /** Build a polygons set representing the whole real line. * @deprecated as of 3.3, replaced with {@link #PolygonsSet(double)} */ @Deprecated public PolygonsSet() { this(DEFAULT_TOLERANCE); } /** Build a polygons set from a BSP tree. *

The leaf nodes of the BSP tree must have a * {@code Boolean} attribute representing the inside status of * the corresponding cell (true for inside cells, false for outside * cells). In order to avoid building too many small objects, it is * recommended to use the predefined constants * {@code Boolean.TRUE} and {@code Boolean.FALSE}

* @param tree inside/outside BSP tree representing the region * @deprecated as of 3.3, replaced with {@link #PolygonsSet(BSPTree, double)} */ @Deprecated public PolygonsSet(final BSPTree tree) { this(tree, DEFAULT_TOLERANCE); } /** Build a polygons set from a Boundary REPresentation (B-rep). *

The boundary is provided as a collection of {@link * SubHyperplane sub-hyperplanes}. Each sub-hyperplane has the * interior part of the region on its minus side and the exterior on * its plus side.

*

The boundary elements can be in any order, and can form * several non-connected sets (like for example polygons with holes * or a set of disjoint polygons considered as a whole). In * fact, the elements do not even need to be connected together * (their topological connections are not used here). However, if the * boundary does not really separate an inside open from an outside * open (open having here its topological meaning), then subsequent * calls to the {@link * org.apache.commons.math3.geometry.partitioning.Region#checkPoint(org.apache.commons.math3.geometry.Point) * checkPoint} method will not be meaningful anymore.

*

If the boundary is empty, the region will represent the whole * space.

* @param boundary collection of boundary elements, as a * collection of {@link SubHyperplane SubHyperplane} objects * @deprecated as of 3.3, replaced with {@link #PolygonsSet(Collection, double)} */ @Deprecated public PolygonsSet(final Collection> boundary) { this(boundary, DEFAULT_TOLERANCE); } /** Build a parallellepipedic box. * @param xMin low bound along the x direction * @param xMax high bound along the x direction * @param yMin low bound along the y direction * @param yMax high bound along the y direction * @deprecated as of 3.3, replaced with {@link #PolygonsSet(double, double, double, double, double)} */ @Deprecated public PolygonsSet(final double xMin, final double xMax, final double yMin, final double yMax) { this(xMin, xMax, yMin, yMax, DEFAULT_TOLERANCE); } /** Create a list of hyperplanes representing the boundary of a box. * @param xMin low bound along the x direction * @param xMax high bound along the x direction * @param yMin low bound along the y direction * @param yMax high bound along the y direction * @param tolerance tolerance below which points are considered identical * @return boundary of the box */ private static Line[] boxBoundary(final double xMin, final double xMax, final double yMin, final double yMax, final double tolerance) { if ((xMin >= xMax - tolerance) || (yMin >= yMax - tolerance)) { // too thin box, build an empty polygons set return null; } final Vector2D minMin = new Vector2D(xMin, yMin); final Vector2D minMax = new Vector2D(xMin, yMax); final Vector2D maxMin = new Vector2D(xMax, yMin); final Vector2D maxMax = new Vector2D(xMax, yMax); return new Line[] { new Line(minMin, maxMin, tolerance), new Line(maxMin, maxMax, tolerance), new Line(maxMax, minMax, tolerance), new Line(minMax, minMin, tolerance) }; } /** Build the BSP tree of a polygons set from a simple list of vertices. *

The boundary is provided as a list of points considering to * represent the vertices of a simple loop. The interior part of the * region is on the left side of this path and the exterior is on its * right side.

*

This constructor does not handle polygons with a boundary * forming several disconnected paths (such as polygons with holes).

*

For cases where this simple constructor applies, it is expected to * be numerically more robust than the {@link #PolygonsSet(Collection) general * constructor} using {@link SubHyperplane subhyperplanes}.

* @param hyperplaneThickness tolerance below which points are consider to * belong to the hyperplane (which is therefore more a slab) * @param vertices vertices of the simple loop boundary * @return the BSP tree of the input vertices */ private static BSPTree verticesToTree(final double hyperplaneThickness, final Vector2D ... vertices) { final int n = vertices.length; if (n == 0) { // the tree represents the whole space return new BSPTree(Boolean.TRUE); } // build the vertices final Vertex[] vArray = new Vertex[n]; for (int i = 0; i < n; ++i) { vArray[i] = new Vertex(vertices[i]); } // build the edges List edges = new ArrayList(n); for (int i = 0; i < n; ++i) { // get the endpoints of the edge final Vertex start = vArray[i]; final Vertex end = vArray[(i + 1) % n]; // get the line supporting the edge, taking care not to recreate it // if it was already created earlier due to another edge being aligned // with the current one Line line = start.sharedLineWith(end); if (line == null) { line = new Line(start.getLocation(), end.getLocation(), hyperplaneThickness); } // create the edge and store it edges.add(new Edge(start, end, line)); // check if another vertex also happens to be on this line for (final Vertex vertex : vArray) { if (vertex != start && vertex != end && FastMath.abs(line.getOffset((Point) vertex.getLocation())) <= hyperplaneThickness) { vertex.bindWith(line); } } } // build the tree top-down final BSPTree tree = new BSPTree(); insertEdges(hyperplaneThickness, tree, edges); return tree; } /** Recursively build a tree by inserting cut sub-hyperplanes. * @param hyperplaneThickness tolerance below which points are consider to * belong to the hyperplane (which is therefore more a slab) * @param node current tree node (it is a leaf node at the beginning * of the call) * @param edges list of edges to insert in the cell defined by this node * (excluding edges not belonging to the cell defined by this node) */ private static void insertEdges(final double hyperplaneThickness, final BSPTree node, final List edges) { // find an edge with an hyperplane that can be inserted in the node int index = 0; Edge inserted =null; while (inserted == null && index < edges.size()) { inserted = edges.get(index++); if (inserted.getNode() == null) { if (node.insertCut(inserted.getLine())) { inserted.setNode(node); } else { inserted = null; } } else { inserted = null; } } if (inserted == null) { // no suitable edge was found, the node remains a leaf node // we need to set its inside/outside boolean indicator final BSPTree parent = node.getParent(); if (parent == null || node == parent.getMinus()) { node.setAttribute(Boolean.TRUE); } else { node.setAttribute(Boolean.FALSE); } return; } // we have split the node by inserting an edge as a cut sub-hyperplane // distribute the remaining edges in the two sub-trees final List plusList = new ArrayList(); final List minusList = new ArrayList(); for (final Edge edge : edges) { if (edge != inserted) { final double startOffset = inserted.getLine().getOffset((Point) edge.getStart().getLocation()); final double endOffset = inserted.getLine().getOffset((Point) edge.getEnd().getLocation()); Side startSide = (FastMath.abs(startOffset) <= hyperplaneThickness) ? Side.HYPER : ((startOffset < 0) ? Side.MINUS : Side.PLUS); Side endSide = (FastMath.abs(endOffset) <= hyperplaneThickness) ? Side.HYPER : ((endOffset < 0) ? Side.MINUS : Side.PLUS); switch (startSide) { case PLUS: if (endSide == Side.MINUS) { // we need to insert a split point on the hyperplane final Vertex splitPoint = edge.split(inserted.getLine()); minusList.add(splitPoint.getOutgoing()); plusList.add(splitPoint.getIncoming()); } else { plusList.add(edge); } break; case MINUS: if (endSide == Side.PLUS) { // we need to insert a split point on the hyperplane final Vertex splitPoint = edge.split(inserted.getLine()); minusList.add(splitPoint.getIncoming()); plusList.add(splitPoint.getOutgoing()); } else { minusList.add(edge); } break; default: if (endSide == Side.PLUS) { plusList.add(edge); } else if (endSide == Side.MINUS) { minusList.add(edge); } break; } } } // recurse through lower levels if (!plusList.isEmpty()) { insertEdges(hyperplaneThickness, node.getPlus(), plusList); } else { node.getPlus().setAttribute(Boolean.FALSE); } if (!minusList.isEmpty()) { insertEdges(hyperplaneThickness, node.getMinus(), minusList); } else { node.getMinus().setAttribute(Boolean.TRUE); } } /** Internal class for holding vertices while they are processed to build a BSP tree. */ private static class Vertex { /** Vertex location. */ private final Vector2D location; /** Incoming edge. */ private Edge incoming; /** Outgoing edge. */ private Edge outgoing; /** Lines bound with this vertex. */ private final List lines; /** Build a non-processed vertex not owned by any node yet. * @param location vertex location */ public Vertex(final Vector2D location) { this.location = location; this.incoming = null; this.outgoing = null; this.lines = new ArrayList(); } /** Get Vertex location. * @return vertex location */ public Vector2D getLocation() { return location; } /** Bind a line considered to contain this vertex. * @param line line to bind with this vertex */ public void bindWith(final Line line) { lines.add(line); } /** Get the common line bound with both the instance and another vertex, if any. *

* When two vertices are both bound to the same line, this means they are * already handled by node associated with this line, so there is no need * to create a cut hyperplane for them. *

* @param vertex other vertex to check instance against * @return line bound with both the instance and another vertex, or null if the * two vertices do not share a line yet */ public Line sharedLineWith(final Vertex vertex) { for (final Line line1 : lines) { for (final Line line2 : vertex.lines) { if (line1 == line2) { return line1; } } } return null; } /** Set incoming edge. *

* The line supporting the incoming edge is automatically bound * with the instance. *

* @param incoming incoming edge */ public void setIncoming(final Edge incoming) { this.incoming = incoming; bindWith(incoming.getLine()); } /** Get incoming edge. * @return incoming edge */ public Edge getIncoming() { return incoming; } /** Set outgoing edge. *

* The line supporting the outgoing edge is automatically bound * with the instance. *

* @param outgoing outgoing edge */ public void setOutgoing(final Edge outgoing) { this.outgoing = outgoing; bindWith(outgoing.getLine()); } /** Get outgoing edge. * @return outgoing edge */ public Edge getOutgoing() { return outgoing; } } /** Internal class for holding edges while they are processed to build a BSP tree. */ private static class Edge { /** Start vertex. */ private final Vertex start; /** End vertex. */ private final Vertex end; /** Line supporting the edge. */ private final Line line; /** Node whose cut hyperplane contains this edge. */ private BSPTree node; /** Build an edge not contained in any node yet. * @param start start vertex * @param end end vertex * @param line line supporting the edge */ public Edge(final Vertex start, final Vertex end, final Line line) { this.start = start; this.end = end; this.line = line; this.node = null; // connect the vertices back to the edge start.setOutgoing(this); end.setIncoming(this); } /** Get start vertex. * @return start vertex */ public Vertex getStart() { return start; } /** Get end vertex. * @return end vertex */ public Vertex getEnd() { return end; } /** Get the line supporting this edge. * @return line supporting this edge */ public Line getLine() { return line; } /** Set the node whose cut hyperplane contains this edge. * @param node node whose cut hyperplane contains this edge */ public void setNode(final BSPTree node) { this.node = node; } /** Get the node whose cut hyperplane contains this edge. * @return node whose cut hyperplane contains this edge * (null if edge has not yet been inserted into the BSP tree) */ public BSPTree getNode() { return node; } /** Split the edge. *

* Once split, this edge is not referenced anymore by the vertices, * it is replaced by the two half-edges and an intermediate splitting * vertex is introduced to connect these two halves. *

* @param splitLine line splitting the edge in two halves * @return split vertex (its incoming and outgoing edges are the two halves) */ public Vertex split(final Line splitLine) { final Vertex splitVertex = new Vertex(line.intersection(splitLine)); splitVertex.bindWith(splitLine); final Edge startHalf = new Edge(start, splitVertex, line); final Edge endHalf = new Edge(splitVertex, end, line); startHalf.node = node; endHalf.node = node; return splitVertex; } } /** {@inheritDoc} */ @Override public PolygonsSet buildNew(final BSPTree tree) { return new PolygonsSet(tree, getTolerance()); } /** {@inheritDoc} */ @Override protected void computeGeometricalProperties() { final Vector2D[][] v = getVertices(); if (v.length == 0) { final BSPTree tree = getTree(false); if (tree.getCut() == null && (Boolean) tree.getAttribute()) { // the instance covers the whole space setSize(Double.POSITIVE_INFINITY); setBarycenter((Point) Vector2D.NaN); } else { setSize(0); setBarycenter((Point) new Vector2D(0, 0)); } } else if (v[0][0] == null) { // there is at least one open-loop: the polygon is infinite setSize(Double.POSITIVE_INFINITY); setBarycenter((Point) Vector2D.NaN); } else { // all loops are closed, we compute some integrals around the shape double sum = 0; double sumX = 0; double sumY = 0; for (Vector2D[] loop : v) { double x1 = loop[loop.length - 1].getX(); double y1 = loop[loop.length - 1].getY(); for (final Vector2D point : loop) { final double x0 = x1; final double y0 = y1; x1 = point.getX(); y1 = point.getY(); final double factor = x0 * y1 - y0 * x1; sum += factor; sumX += factor * (x0 + x1); sumY += factor * (y0 + y1); } } if (sum < 0) { // the polygon as a finite outside surrounded by an infinite inside setSize(Double.POSITIVE_INFINITY); setBarycenter((Point) Vector2D.NaN); } else { setSize(sum / 2); setBarycenter((Point) new Vector2D(sumX / (3 * sum), sumY / (3 * sum))); } } } /** Get the vertices of the polygon. *

The polygon boundary can be represented as an array of loops, * each loop being itself an array of vertices.

*

In order to identify open loops which start and end by * infinite edges, the open loops arrays start with a null point. In * this case, the first non null point and the last point of the * array do not represent real vertices, they are dummy points * intended only to get the direction of the first and last edge. An * open loop consisting of a single infinite line will therefore be * represented by a three elements array with one null point * followed by two dummy points. The open loops are always the first * ones in the loops array.

*

If the polygon has no boundary at all, a zero length loop * array will be returned.

*

All line segments in the various loops have the inside of the * region on their left side and the outside on their right side * when moving in the underlying line direction. This means that * closed loops surrounding finite areas obey the direct * trigonometric orientation.

* @return vertices of the polygon, organized as oriented boundary * loops with the open loops first (the returned value is guaranteed * to be non-null) */ public Vector2D[][] getVertices() { if (vertices == null) { if (getTree(false).getCut() == null) { vertices = new Vector2D[0][]; } else { // sort the segments according to their start point final SegmentsBuilder visitor = new SegmentsBuilder(); getTree(true).visit(visitor); final AVLTree sorted = visitor.getSorted(); // identify the loops, starting from the open ones // (their start segments are naturally at the sorted set beginning) final ArrayList> loops = new ArrayList>(); while (!sorted.isEmpty()) { final AVLTree.Node node = sorted.getSmallest(); final List loop = followLoop(node, sorted); if (loop != null) { loops.add(loop); } } // transform the loops in an array of arrays of points vertices = new Vector2D[loops.size()][]; int i = 0; for (final List loop : loops) { if (loop.size() < 2) { // single infinite line final Line line = loop.get(0).getLine(); vertices[i++] = new Vector2D[] { null, line.toSpace((Point) new Vector1D(-Float.MAX_VALUE)), line.toSpace((Point) new Vector1D(+Float.MAX_VALUE)) }; } else if (loop.get(0).getStart() == null) { // open loop with at least one real point final Vector2D[] array = new Vector2D[loop.size() + 2]; int j = 0; for (Segment segment : loop) { if (j == 0) { // null point and first dummy point double x = segment.getLine().toSubSpace((Point) segment.getEnd()).getX(); x -= FastMath.max(1.0, FastMath.abs(x / 2)); array[j++] = null; array[j++] = segment.getLine().toSpace((Point) new Vector1D(x)); } if (j < (array.length - 1)) { // current point array[j++] = segment.getEnd(); } if (j == (array.length - 1)) { // last dummy point double x = segment.getLine().toSubSpace((Point) segment.getStart()).getX(); x += FastMath.max(1.0, FastMath.abs(x / 2)); array[j++] = segment.getLine().toSpace((Point) new Vector1D(x)); } } vertices[i++] = array; } else { final Vector2D[] array = new Vector2D[loop.size()]; int j = 0; for (Segment segment : loop) { array[j++] = segment.getStart(); } vertices[i++] = array; } } } } return vertices.clone(); } /** Follow a boundary loop. * @param node node containing the segment starting the loop * @param sorted set of segments belonging to the boundary, sorted by * start points (contains {@code node}) * @return a list of connected sub-hyperplanes starting at * {@code node} */ private List followLoop(final AVLTree.Node node, final AVLTree sorted) { final ArrayList loop = new ArrayList(); ComparableSegment segment = node.getElement(); loop.add(segment); final Vector2D globalStart = segment.getStart(); Vector2D end = segment.getEnd(); node.delete(); // is this an open or a closed loop ? final boolean open = segment.getStart() == null; while ((end != null) && (open || (globalStart.distance((Point) end) > 1.0e-10))) { // search the sub-hyperplane starting where the previous one ended AVLTree.Node selectedNode = null; ComparableSegment selectedSegment = null; double selectedDistance = Double.POSITIVE_INFINITY; final ComparableSegment lowerLeft = new ComparableSegment(end, -1.0e-10, -1.0e-10); final ComparableSegment upperRight = new ComparableSegment(end, +1.0e-10, +1.0e-10); for (AVLTree.Node n = sorted.getNotSmaller(lowerLeft); (n != null) && (n.getElement().compareTo(upperRight) <= 0); n = n.getNext()) { segment = n.getElement(); final double distance = end.distance((Point) segment.getStart()); if (distance < selectedDistance) { selectedNode = n; selectedSegment = segment; selectedDistance = distance; } } if (selectedDistance > 1.0e-10) { // this is a degenerated loop, it probably comes from a very // tiny region with some segments smaller than the threshold, we // simply ignore it return null; } end = selectedSegment.getEnd(); loop.add(selectedSegment); selectedNode.delete(); } if ((loop.size() == 2) && !open) { // this is a degenerated infinitely thin loop, we simply ignore it return null; } if ((end == null) && !open) { throw new MathInternalError(); } return loop; } /** Private extension of Segment allowing comparison. */ private static class ComparableSegment extends Segment implements Comparable { /** Sorting key. */ private OrderedTuple sortingKey; /** Build a segment. * @param start start point of the segment * @param end end point of the segment * @param line line containing the segment */ public ComparableSegment(final Vector2D start, final Vector2D end, final Line line) { super(start, end, line); sortingKey = (start == null) ? new OrderedTuple(Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY) : new OrderedTuple(start.getX(), start.getY()); } /** Build a dummy segment. *

* The object built is not a real segment, only the sorting key is used to * allow searching in the neighborhood of a point. This is an horrible hack ... *

* @param start start point of the segment * @param dx abscissa offset from the start point * @param dy ordinate offset from the start point */ public ComparableSegment(final Vector2D start, final double dx, final double dy) { super(null, null, null); sortingKey = new OrderedTuple(start.getX() + dx, start.getY() + dy); } /** {@inheritDoc} */ public int compareTo(final ComparableSegment o) { return sortingKey.compareTo(o.sortingKey); } /** {@inheritDoc} */ @Override public boolean equals(final Object other) { if (this == other) { return true; } else if (other instanceof ComparableSegment) { return compareTo((ComparableSegment) other) == 0; } else { return false; } } /** {@inheritDoc} */ @Override public int hashCode() { return getStart().hashCode() ^ getEnd().hashCode() ^ getLine().hashCode() ^ sortingKey.hashCode(); } } /** Visitor building segments. */ private static class SegmentsBuilder implements BSPTreeVisitor { /** Sorted segments. */ private AVLTree sorted; /** Simple constructor. */ public SegmentsBuilder() { sorted = new AVLTree(); } /** {@inheritDoc} */ public Order visitOrder(final BSPTree node) { return Order.MINUS_SUB_PLUS; } /** {@inheritDoc} */ public void visitInternalNode(final BSPTree node) { @SuppressWarnings("unchecked") final BoundaryAttribute attribute = (BoundaryAttribute) node.getAttribute(); if (attribute.getPlusOutside() != null) { addContribution(attribute.getPlusOutside(), false); } if (attribute.getPlusInside() != null) { addContribution(attribute.getPlusInside(), true); } } /** {@inheritDoc} */ public void visitLeafNode(final BSPTree node) { } /** Add the contribution of a boundary facet. * @param sub boundary facet * @param reversed if true, the facet has the inside on its plus side */ private void addContribution(final SubHyperplane sub, final boolean reversed) { @SuppressWarnings("unchecked") final AbstractSubHyperplane absSub = (AbstractSubHyperplane) sub; final Line line = (Line) sub.getHyperplane(); final List intervals = ((IntervalsSet) absSub.getRemainingRegion()).asList(); for (final Interval i : intervals) { final Vector2D start = Double.isInfinite(i.getInf()) ? null : (Vector2D) line.toSpace((Point) new Vector1D(i.getInf())); final Vector2D end = Double.isInfinite(i.getSup()) ? null : (Vector2D) line.toSpace((Point) new Vector1D(i.getSup())); if (reversed) { sorted.insert(new ComparableSegment(end, start, line.getReverse())); } else { sorted.insert(new ComparableSegment(start, end, line)); } } } /** Get the sorted segments. * @return sorted segments */ public AVLTree getSorted() { return sorted; } } }




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