File: rectset.bs

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use core:geometry;

/**
 * Class that keeps track of a set of rectangles and allows fast queries if a particular rectangle
 * would overlap the ones in the set, and where to place rectangles without overlap.
 */
class RectSet {
	// Create.
	init(Rect bounds) {
		init {
			updated = true;
			rects(bounds, 6);
		}
	}

	// Quadtree with all rectangles.
	private Quadtree rects;

	// Is the sorted data updated?
	private Bool updated;

	// Sorted x coordinates of the right edges of all rectangles.
	private Float[] right;

	// Sorted y coordinates of the bottom edges of all rectangles.
	private Float[] bottom;

	// Add a rectangle.
	void add(Rect rect) {
		// Shrink the rect a bit so that we don't get false positives later on.
		rects.add(rect.shrink(Size(0.5)));

		updated = false;
		right << rect.p1.x;
		bottom << rect.p1.y;
	}

	// Find a location for the given rectangle. We will try to find the location closest to the
	// suggested rectangle, with the limitation that we only examine larger x and y
	// coordinates. Returns the new top-left corner of the rectangle. Does not add the new rectangle
	// to the data structure, that has to be done manually.
	Point fit(Rect rect) {
		if (right.empty)
			return rect.p0;

		update();

		var original = rect.p0;

		// Original position free?
		if (!rects.intersects(rect))
			return original;

		// This should work with lambdas...
		var right = this.right;
		var bottom = this.bottom;
		Nat bottomIndex = binarySearch(0, bottom.count, (i) => bottom[i] < rect.p0.y);
		Nat rightIndex = binarySearch(0, right.count, (i) => right[i] < rect.p0.x);

		// Best position. Start with a worst case of sorts.
		Point best(original.x, bottom.last);
		Float bestDistance = distance(original, best);
		Size size = rect.size;

		// Find the best position without changing y.
		{
			Point newBest = fitX(rightIndex, bestDistance, rect, original.y);
			Float newDistance = distance(original, newBest);
			if (newDistance < bestDistance) {
				bestDistance = newDistance;
				best = newBest;
			}
		}

		// Check the positions downwards.
		while (bottomIndex < bottom.count) {
			// If we are too far away, exit early.
			if (distance(original, Point(best.x, bottom[bottomIndex])) > bestDistance)
				break;

			Point newBest = fitX(rightIndex, bestDistance, rect, bottom[bottomIndex]);
			Float newDistance = distance(original, newBest);
			if (newDistance < bestDistance) {
				bestDistance = newDistance;
				best = newBest;
			}

			bottomIndex++;
		}

		best;
	}

	// Check along the X axis.
	private Point fitX(Nat rightStart, Float maxDistance, Rect original, Float yStart) {
		Size sz = original.size;
		Point pt = original.p0;
		pt.y = yStart;

		// Try without moving first.
		if (!rects.intersects(Rect(pt, sz)))
			return pt;

		for (Nat i = rightStart; i < right.count; i++) {
			pt.x = right[i];
			Float distance = distance(original.p0, pt);
			// Terminate if we are too far away.
			if (distance > maxDistance)
				break;

			if (!rects.intersects(Rect(pt, sz)))
				return pt;
		}

		// This is always safe.
		Point(right.last, yStart);
	}

	// Distance function. Prefer longer distance in the x axis.
	private Float distance(Point a, Point b) : static {
		Point delta = (a - b);
		delta.x *= 3;
		delta.length;
	}

	// Update the sorted arrays if necessary.
	private void update() {
		if (updated)
			return;

		right.sort();
		bottom.sort();
		updated = true;
	}

}