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authorKarl Shaffer <karlshaffer@google.com>2023-08-09 18:06:31 -0700
committerKarl Shaffer <karlshaffer@google.com>2023-08-09 18:08:02 -0700
commit1354beaf452fc42c23c82fc80d2f2e9ffcbf3688 (patch)
treeace24ba4307d4978ee3134f7da671a77ad172da0 /src/main/java/org/apache/commons/math3/geometry/euclidean/twod/hull/AklToussaintHeuristic.java
parent122880aa37838deafdd5a68fe19cdaa856ce243a (diff)
downloadapache-commons-math-1354beaf452fc42c23c82fc80d2f2e9ffcbf3688.tar.gz
Check-in commons-math 3.6.1
This includes many changes over the original version and is also incompatible, which is why the existing commons-math library is left untouched. Test: N/A Change-Id: Icd0f3069a3c62b2572f2263732d91e6c3b6e8cba
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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,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+package org.apache.commons.math3.geometry.euclidean.twod.hull;
+
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.List;
+
+import org.apache.commons.math3.geometry.euclidean.twod.Vector2D;
+
+/**
+ * A simple heuristic to improve the performance of convex hull algorithms.
+ * <p>
+ * The heuristic is based on the idea of a convex quadrilateral, which is formed by
+ * four points with the lowest and highest x / y coordinates. Any point that lies inside
+ * this quadrilateral can not be part of the convex hull and can thus be safely discarded
+ * before generating the convex hull itself.
+ * <p>
+ * The complexity of the operation is O(n), and may greatly improve the time it takes to
+ * construct the convex hull afterwards, depending on the point distribution.
+ *
+ * @see <a href="http://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl-Toussaint_heuristic">
+ * Akl-Toussaint heuristic (Wikipedia)</a>
+ * @since 3.3
+ */
+public final class AklToussaintHeuristic {
+
+ /** Hide utility constructor. */
+ private AklToussaintHeuristic() {
+ }
+
+ /**
+ * Returns a point set that is reduced by all points for which it is safe to assume
+ * that they are not part of the convex hull.
+ *
+ * @param points the original point set
+ * @return a reduced point set, useful as input for convex hull algorithms
+ */
+ public static Collection<Vector2D> reducePoints(final Collection<Vector2D> points) {
+
+ // find the leftmost point
+ int size = 0;
+ Vector2D minX = null;
+ Vector2D maxX = null;
+ Vector2D minY = null;
+ Vector2D maxY = null;
+ for (Vector2D p : points) {
+ if (minX == null || p.getX() < minX.getX()) {
+ minX = p;
+ }
+ if (maxX == null || p.getX() > maxX.getX()) {
+ maxX = p;
+ }
+ if (minY == null || p.getY() < minY.getY()) {
+ minY = p;
+ }
+ if (maxY == null || p.getY() > maxY.getY()) {
+ maxY = p;
+ }
+ size++;
+ }
+
+ if (size < 4) {
+ return points;
+ }
+
+ final List<Vector2D> quadrilateral = buildQuadrilateral(minY, maxX, maxY, minX);
+ // if the quadrilateral is not well formed, e.g. only 2 points, do not attempt to reduce
+ if (quadrilateral.size() < 3) {
+ return points;
+ }
+
+ final List<Vector2D> reducedPoints = new ArrayList<Vector2D>(quadrilateral);
+ for (final Vector2D p : points) {
+ // check all points if they are within the quadrilateral
+ // in which case they can not be part of the convex hull
+ if (!insideQuadrilateral(p, quadrilateral)) {
+ reducedPoints.add(p);
+ }
+ }
+
+ return reducedPoints;
+ }
+
+ /**
+ * Build the convex quadrilateral with the found corner points (with min/max x/y coordinates).
+ *
+ * @param points the respective points with min/max x/y coordinate
+ * @return the quadrilateral
+ */
+ private static List<Vector2D> buildQuadrilateral(final Vector2D... points) {
+ List<Vector2D> quadrilateral = new ArrayList<Vector2D>();
+ for (Vector2D p : points) {
+ if (!quadrilateral.contains(p)) {
+ quadrilateral.add(p);
+ }
+ }
+ return quadrilateral;
+ }
+
+ /**
+ * Checks if the given point is located within the convex quadrilateral.
+ * @param point the point to check
+ * @param quadrilateralPoints the convex quadrilateral, represented by 4 points
+ * @return {@code true} if the point is inside the quadrilateral, {@code false} otherwise
+ */
+ private static boolean insideQuadrilateral(final Vector2D point,
+ final List<Vector2D> quadrilateralPoints) {
+
+ Vector2D p1 = quadrilateralPoints.get(0);
+ Vector2D p2 = quadrilateralPoints.get(1);
+
+ if (point.equals(p1) || point.equals(p2)) {
+ return true;
+ }
+
+ // get the location of the point relative to the first two vertices
+ final double last = point.crossProduct(p1, p2);
+ final int size = quadrilateralPoints.size();
+ // loop through the rest of the vertices
+ for (int i = 1; i < size; i++) {
+ p1 = p2;
+ p2 = quadrilateralPoints.get((i + 1) == size ? 0 : i + 1);
+
+ if (point.equals(p1) || point.equals(p2)) {
+ return true;
+ }
+
+ // do side of line test: multiply the last location with this location
+ // if they are the same sign then the operation will yield a positive result
+ // -x * -y = +xy, x * y = +xy, -x * y = -xy, x * -y = -xy
+ if (last * point.crossProduct(p1, p2) < 0) {
+ return false;
+ }
+ }
+ return true;
+ }
+
+}