[MATH-749] Add AklToussaintHeuristic as pre-processing step for convex hull generation.
git-svn-id: https://svn.apache.org/repos/asf/commons/proper/math/trunk@1562999 13f79535-47bb-0310-9956-ffa450edef68
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/*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed with
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* this work for additional information regarding copyright ownership.
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* The ASF licenses this file to You under the Apache License, Version 2.0
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* (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package org.apache.commons.math3.geometry.euclidean.twod.hull;
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import java.util.ArrayList;
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import java.util.Collection;
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import java.util.List;
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import org.apache.commons.math3.geometry.euclidean.twod.Vector2D;
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/**
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* A simple heuristic to improve the performance of convex hull algorithms.
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* <p>
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* The heuristic is based on the idea of a convex quadrilateral, which is formed by
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* four points with the lowest and highest x / y coordinates. Any point that lies inside
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* this quadrilateral can not be part of the convex hull and can thus be safely discarded
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* before generating the convex hull itself.
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* <p>
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* The complexity of the operation is O(n), and may greatly improve the time it takes to
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* construct the convex hull afterwards, depending on the point distribution.
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*
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* @see <a href="http://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl-Toussaint_heuristic">
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* Akl-Toussaint heuristic (Wikipedia)</a>
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* @since 3.3
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* @version $Id$
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*/
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public final class AklToussaintHeuristic {
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/** Hide utility constructor. */
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private AklToussaintHeuristic() {
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}
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/**
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* Returns a point set that is reduced by all points for which it is safe to assume
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* that they are not part of the convex hull.
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*
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* @param points the original point set
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* @return a reduced point set, useful as input for convex hull algorithms
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*/
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public static Collection<Vector2D> reducePoints(final Collection<Vector2D> points) {
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// find the leftmost point
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int size = 0;
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Vector2D minX = null;
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Vector2D maxX = null;
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Vector2D minY = null;
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Vector2D maxY = null;
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for (Vector2D p : points) {
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if (minX == null || p.getX() < minX.getX()) {
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minX = p;
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}
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if (maxX == null || p.getX() > maxX.getX()) {
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maxX = p;
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}
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if (minY == null || p.getY() < minY.getY()) {
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minY = p;
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}
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if (maxY == null || p.getY() > maxY.getY()) {
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maxY = p;
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}
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size++;
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}
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if (size < 4) {
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return points;
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}
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final List<Vector2D> quadrilateral = buildQuadrilateral(minY, maxX, maxY, minX);
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// if the quadrilateral is not well formed, e.g. only 2 points, do not attempt to reduce
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if (quadrilateral.size() < 3) {
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return points;
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}
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final List<Vector2D> reducedPoints = new ArrayList<Vector2D>(quadrilateral);
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for (final Vector2D p : points) {
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// check all points if they are within the quadrilateral
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// in which case they can not be part of the convex hull
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if (!insideQuadrilateral(p, quadrilateral)) {
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reducedPoints.add(p);
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}
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}
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return reducedPoints;
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}
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/**
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* Build the convex quadrilateral with the found corner points (with min/max x/y coordinates).
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*
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* @param points the respective points with min/max x/y coordinate
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* @return the quadrilateral
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*/
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private static List<Vector2D> buildQuadrilateral(final Vector2D... points) {
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List<Vector2D> quadrilateral = new ArrayList<Vector2D>();
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for (Vector2D p : points) {
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if (!quadrilateral.contains(p)) {
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quadrilateral.add(p);
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}
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}
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return quadrilateral;
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}
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/**
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* Checks if the given point is located within the convex quadrilateral.
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* @param point the point to check
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* @param quadrilateralPoints the convex quadrilateral, represented by 4 points
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* @return {@code true} if the point is inside the quadrilateral, {@code false} otherwise
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*/
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private static boolean insideQuadrilateral(final Vector2D point,
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final List<Vector2D> quadrilateralPoints) {
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Vector2D p1 = quadrilateralPoints.get(0);
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Vector2D p2 = quadrilateralPoints.get(1);
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if (point.equals(p1) || point.equals(p2)) {
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return true;
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}
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// get the location of the point relative to the first two vertices
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final double last = getLocation(point, p1, p2);
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final int size = quadrilateralPoints.size();
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// loop through the rest of the vertices
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for (int i = 1; i < size; i++) {
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p1 = p2;
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p2 = quadrilateralPoints.get((i + 1) == size ? 0 : i + 1);
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if (point.equals(p1) || point.equals(p2)) {
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return true;
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}
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// do side of line test
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// multiply the last location with this location
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// if they are the same sign then the operation will yield a positive result
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// -x * -y = +xy, x * y = +xy, -x * y = -xy, x * -y = -xy
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if (last * getLocation(point, p1, p2) < 0) {
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return false;
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}
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}
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return true;
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}
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/**
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* Get the location of a point with regard to the given line.
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* <p>
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* Note: this method does the same as {@link Line#getOffset(Vector)} but is
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* faster, thus preferred for this heuristic.
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*
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* @param point the point to check
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* @param linePoint1 the first point of the line
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* @param linePoint2 the second point of the line
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* @return the location of the point with regard to the line
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*/
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private static double getLocation(final Vector2D point,
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final Vector2D linePoint1,
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final Vector2D linePoint2) {
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return (linePoint2.getX() - linePoint1.getX()) * (point.getY() - linePoint1.getY()) -
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(point.getX() - linePoint1.getX()) * (linePoint2.getY() - linePoint1.getY());
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}
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}
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@ -0,0 +1,38 @@
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/*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed with
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* this work for additional information regarding copyright ownership.
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* The ASF licenses this file to You under the Apache License, Version 2.0
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* (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package org.apache.commons.math3.geometry.euclidean.twod.hull;
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import java.util.Collection;
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import org.apache.commons.math3.geometry.euclidean.twod.Vector2D;
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/**
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* Test class for AklToussaintHeuristic.
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* @version $Id$
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*/
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public class AklToussaintHeuristicTest extends ConvexHullGenerator2DAbstractTest {
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protected ConvexHullGenerator2D createConvexHullGenerator() {
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return new GrahamScan2D();
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}
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@Override
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protected Collection<Vector2D> reducePoints(Collection<Vector2D> points) {
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return AklToussaintHeuristic.reducePoints(points);
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}
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}
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@ -45,6 +45,11 @@ public abstract class ConvexHullGenerator2DAbstractTest {
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protected abstract ConvexHullGenerator2D createConvexHullGenerator();
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protected Collection<Vector2D> reducePoints(Collection<Vector2D> points) {
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// do nothing by default, may be overridden by other tests
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return points;
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}
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@Before
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public void setUp() {
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generator = createConvexHullGenerator();
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int size = (int) FastMath.floor(random.nextDouble() * 96.0 + 4.0);
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List<Vector2D> points = createRandomPoints(size);
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ConvexHull2D hull = generator.generate(points);
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ConvexHull2D hull = generator.generate(reducePoints(points));
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checkConvexHull(points, hull);
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}
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}
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