104 lines
3.9 KiB
C++
104 lines
3.9 KiB
C++
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//
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// Created by maximilian on 16.04.22.
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//
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#include <vector>
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#include <assert.h>
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#include "geometry.h"
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#include "areas.h"
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Unit get_area_union(std::vector<Rectangle> rectangles) {
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// do some input sanity checks
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for(const auto &rect : rectangles) {
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assert(rect.bottom_left.x <= rect.top_right.x);
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assert(rect.bottom_left.y <= rect.top_right.y);
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}
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// entry i will describe coverage of the interval (x_points[i], x_points[i+1])
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std::vector<unsigned> coverage_numbers;
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coverage_numbers.reserve(2*rectangles.size() -1);
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//sorted vector of all x coordinates of all rectangles
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std::vector<RectCoord> x_points;
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x_points.reserve(2* rectangles.size());
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for(auto &rect : rectangles) {
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x_points.push_back({rect.bottom_left.x, &rect});
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x_points.push_back({rect.top_right.x, &rect});
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}
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std::sort(x_points.begin(), x_points.end());
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// preprocessing for constant rectangle lookup during algorithm
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// technically not necessary to achieve quadratic running time
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for(Index i = 0 ; i < x_points.size() ; ++i) {
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if(x_points[i].rect->bottom_left.x == x_points[i].coord) {
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x_points[i].rect->i_left = i;
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} else {
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assert(x_points[i].rect->top_right.x == x_points[i].coord);
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x_points[i].rect->i_right = i;
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}
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}
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// prepare vector of y-coordinates
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std::vector<RectCoord> y_points;
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y_points.reserve(2*rectangles.size());
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for(auto &rect : rectangles) {
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y_points.push_back({rect.bottom_left.y, &rect});
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y_points.push_back({rect.top_right.y, &rect});
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}
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std::sort(y_points.begin(), y_points.end());
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// run sweepline
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Unit current_cross_section_length = 0;
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Unit total_area = 0;
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for(Index y_index = 0 ; y_index < y_points.size() ; ++y_index) {
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// first, update cross section
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if (y_points[y_index].rect->bottom_left.y == y_points[y_index].coord) {
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// rectangle is starting now, add its cross section
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for (Index index = y_points[y_index].rect->i_left; index < y_points[y_index].rect->i_right; ++index) {
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++coverage_numbers[index];
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if (coverage_numbers[index] == 1) {
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current_cross_section_length += (x_points[index + 1].coord - x_points[index].coord);
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}
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}
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} else {
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assert(y_points[y_index].rect->top_right.y == y_points[y_index].coord);
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// rectangle stopping, remove its cross section
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for (Index index = y_points[y_index].rect->i_left; index < y_points[y_index].rect->i_right; ++index) {
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--coverage_numbers[index];
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if (coverage_numbers[index] == 0) {
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current_cross_section_length -= (x_points[index + 1].coord - x_points[index].coord);
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}
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}
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}
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//cross section is now up to date
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if(y_index + 1 < y_points.size()) {
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// add area up to next y point
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total_area += current_cross_section_length * (y_points[y_index+1].coord - y_points[y_index].coord);
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}
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}
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// sanity check that nothing is covered when arriving at the end
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for(auto coverage : coverage_numbers) {
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assert(coverage == 0);
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}
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return total_area;
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}
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std::vector<Rectangle> get_random_instance(unsigned num_rects, Coordinate range) {
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std::vector<Rectangle> rects;
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rects.reserve(num_rects);
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for(unsigned i = 0 ; i < num_rects; ++i) {
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// technically, this might not be (perfectly) evenly distributed, but it will suffice for our purposes anyways
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Coordinate x1 = rand() % range;
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Coordinate x2 = rand() % range;
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Coordinate y1 = rand() % range;
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Coordinate y2 = rand() % range;
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if (x2 < x1) { int tmp = x1; x1 = x2; x2 = tmp; };
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if (y2 < y1) { int tmp = y1; y1 = y2; y2 = tmp; };
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rects.push_back(
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{{x1,y1},{x2, y2}, 0,0}
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);
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}
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return rects;
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}
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