2024-01-26 12:45:30 -05:00
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/*
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* <Short Description>
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* Copyright (C) 2024 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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2024-01-28 15:52:49 -05:00
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#include "blt/std/logging.h"
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#include <shifting.h>
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#include <blt/math/vectors.h>
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#include <vector>
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#include <blt/std/hashmap.h>
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inline constexpr char from_char(char c)
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{
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2024-01-28 15:52:49 -05:00
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return c;
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}
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2024-01-28 15:52:49 -05:00
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struct vertex_data
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{
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char name;
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HASHSET<char> neighbours;
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blt::vec2 pos;
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vertex_data(char name, const HASHSET<char>& n): name(from_char(name))
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{
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for (const auto& v : n)
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neighbours.insert(from_char(v));
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}
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vertex_data(char name, const blt::vec2& pos): name(from_char(name)), pos(pos)
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{}
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};
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2024-01-28 15:52:49 -05:00
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using Point = const blt::vec2&;
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bool onSegment(Point p, Point q, Point r)
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{
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if (q.x() <= std::max(p.x(), r.x()) && q.x() >= std::min(p.x(), r.x()) &&
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q.y() <= std::max(p.y(), r.y()) && q.y() >= std::min(p.y(), r.y()))
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return true;
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return false;
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}
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int orientation(Point p, Point q, Point r)
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{
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// for details of below formula.
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int val = (q.y() - p.y()) * (r.x() - q.x()) -
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(q.x() - p.x()) * (r.y() - q.y());
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if (val == 0) return 0; // collinear
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return (val > 0) ? 1 : 2; // clock or counterclock wise
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}
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bool doIntersect(Point p1, Point q1, Point p2, Point q2)
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{
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// Find the four orientations needed for general and
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// special cases
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int o1 = orientation(p1, q1, p2);
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int o2 = orientation(p1, q1, q2);
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int o3 = orientation(p2, q2, p1);
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int o4 = orientation(p2, q2, q1);
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// General case
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if (o1 != o2 && o3 != o4)
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return true;
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// Special Cases
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// p1, q1 and p2 are collinear and p2 lies on segment p1q1
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if (o1 == 0 && onSegment(p1, p2, q1)) return true;
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// p1, q1 and q2 are collinear and q2 lies on segment p1q1
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if (o2 == 0 && onSegment(p1, q2, q1)) return true;
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// p2, q2 and p1 are collinear and p1 lies on segment p2q2
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if (o3 == 0 && onSegment(p2, p1, q2)) return true;
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// p2, q2 and q1 are collinear and q1 lies on segment p2q2
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if (o4 == 0 && onSegment(p2, q1, q2)) return true;
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return false; // Doesn't fall in any of the above cases
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}
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float ccw(const blt::vec2& A, const blt::vec2& B, const blt::vec2& C)
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{
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return (C.y() - A.y()) * (B.x() - A.x()) > (B.y() - A.y()) * (C.x() - A.x());
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}
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// Return true if line segments AB and CD intersect
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bool intersects(const blt::vec2& A, const blt::vec2& B, const blt::vec2& C, const blt::vec2& D)
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{
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return ccw(A, C, D) != ccw(B, C, D) and ccw(A, B, C) != ccw(A, B, D);
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}
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std::vector<vertex_data> edges = {
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vertex_data{'a', HASHSET<char>{'i', 'e', 'b', 'j', 'h'}},
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vertex_data{'b', HASHSET<char>{'a', 'e', 'c', 'j'}},
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vertex_data{'c', HASHSET<char>{'e', 'd', 'f', 'j', 'b'}},
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vertex_data{'d', HASHSET<char>{'e', 'f', 'c'}},
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vertex_data{'e', HASHSET<char>{'h', 'f', 'd', 'c', 'b', 'a', 'i'}},
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vertex_data{'f', HASHSET<char>{'d', 'e', 'h', 'g', 'j', 'c'}},
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vertex_data{'g', HASHSET<char>{'j', 'f', 'h'}},
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vertex_data{'h', HASHSET<char>{'j', 'g', 'f', 'e', 'i', 'a'}},
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vertex_data{'i', HASHSET<char>{'e', 'a', 'h'}},
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vertex_data{'j', HASHSET<char>{'a', 'b', 'c', 'f', 'g', 'h'}},
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};
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HASHSET<char>& getEdges(char c)
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{
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for (auto& e : edges)
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if (e.name == c)
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return e.neighbours;
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BLT_FATAL("Failed to find character in edge set");
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std::exit(2);
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}
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std::vector<char> order = {
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from_char('f'),
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from_char('d'),
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from_char('c'),
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from_char('g'),
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from_char('j'),
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from_char('b'),
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from_char('e'),
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from_char('i'),
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from_char('a'),
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from_char('h'),
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};
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std::vector<vertex_data> out;
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bool has_intersection(Point p, char c)
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{
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return false;
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}
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void shift_right(int units)
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{
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}
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void calculate_ordering()
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{
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out.push_back(vertex_data{order.back(), blt::vec2{0, 0}});
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out.back().neighbours = getEdges(out.back().name);
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order.pop_back();
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out.push_back(vertex_data{order.back(), blt::vec2{2, 0}});
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out.back().neighbours = getEdges(out.back().name);
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order.pop_back();
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while (!order.empty())
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{
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}
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}
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