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package simplify
import (
"math"
"github.com/paulmach/orb"
)
var _ orb.Simplifier = &VisvalingamSimplifier{}
// A VisvalingamSimplifier is a reducer that
// performs the vivalingham algorithm.
type VisvalingamSimplifier struct {
Threshold float64
ToKeep int
}
// Visvalingam creates a new VisvalingamSimplifier.
func Visvalingam(threshold float64, minPointsToKeep int) *VisvalingamSimplifier {
return &VisvalingamSimplifier{
Threshold: threshold,
ToKeep: minPointsToKeep,
}
}
// VisvalingamThreshold runs the Visvalingam-Whyatt algorithm removing
// triangles whose area is below the threshold.
func VisvalingamThreshold(threshold float64) *VisvalingamSimplifier {
return Visvalingam(threshold, 0)
}
// VisvalingamKeep runs the Visvalingam-Whyatt algorithm removing
// triangles of minimum area until we're down to `toKeep` number of points.
func VisvalingamKeep(toKeep int) *VisvalingamSimplifier {
return Visvalingam(math.MaxFloat64, toKeep)
}
func (s *VisvalingamSimplifier) simplify(ls orb.LineString, wim bool) (orb.LineString, []int) {
var indexMap []int
if len(ls) <= s.ToKeep {
if wim {
// create identify map
indexMap = make([]int, len(ls))
for i := range ls {
indexMap[i] = i
}
}
return ls, indexMap
}
// edge cases checked, get on with it
threshold := s.Threshold * 2 // triangle area is doubled to save the multiply :)
removed := 0
// build the initial minheap linked list.
heap := minHeap(make([]*visItem, 0, len(ls)))
linkedListStart := &visItem{
area: math.Inf(1),
pointIndex: 0,
}
heap.Push(linkedListStart)
// internal path items
items := make([]visItem, len(ls))
previous := linkedListStart
for i := 1; i < len(ls)-1; i++ {
item := &items[i]
item.area = doubleTriangleArea(ls, i-1, i, i+1)
item.pointIndex = i
item.previous = previous
heap.Push(item)
previous.next = item
previous = item
}
// final item
endItem := &items[len(ls)-1]
endItem.area = math.Inf(1)
endItem.pointIndex = len(ls) - 1
endItem.previous = previous
previous.next = endItem
heap.Push(endItem)
// run through the reduction process
for len(heap) > 0 {
current := heap.Pop()
if current.area > threshold || len(ls)-removed <= s.ToKeep {
break
}
next := current.next
previous := current.previous
// remove current element from linked list
previous.next = current.next
next.previous = current.previous
removed++
// figure out the new areas
if previous.previous != nil {
area := doubleTriangleArea(ls,
previous.previous.pointIndex,
previous.pointIndex,
next.pointIndex,
)
area = math.Max(area, current.area)
heap.Update(previous, area)
}
if next.next != nil {
area := doubleTriangleArea(ls,
previous.pointIndex,
next.pointIndex,
next.next.pointIndex,
)
area = math.Max(area, current.area)
heap.Update(next, area)
}
}
item := linkedListStart
count := 0
for item != nil {
ls[count] = ls[item.pointIndex]
count++
if wim {
indexMap = append(indexMap, item.pointIndex)
}
item = item.next
}
return ls[:count], indexMap
}
// Stuff to create the priority queue, or min heap.
// Rewriting it here, vs using the std lib, resulted in a 50% performance bump!
type minHeap []*visItem
type visItem struct {
area float64 // triangle area
pointIndex int // index of point in original path
// to keep a virtual linked list to help rebuild the triangle areas as we remove points.
next *visItem
previous *visItem
index int // interal index in heap, for removal and update
}
func (h *minHeap) Push(item *visItem) {
item.index = len(*h)
*h = append(*h, item)
h.up(item.index)
}
func (h *minHeap) Pop() *visItem {
removed := (*h)[0]
lastItem := (*h)[len(*h)-1]
(*h) = (*h)[:len(*h)-1]
if len(*h) > 0 {
lastItem.index = 0
(*h)[0] = lastItem
h.down(0)
}
return removed
}
func (h minHeap) Update(item *visItem, area float64) {
if item.area > area {
// area got smaller
item.area = area
h.up(item.index)
} else {
// area got larger
item.area = area
h.down(item.index)
}
}
func (h minHeap) up(i int) {
object := h[i]
for i > 0 {
up := ((i + 1) >> 1) - 1
parent := h[up]
if parent.area <= object.area {
// parent is smaller so we're done fixing up the heap.
break
}
// swap nodes
parent.index = i
h[i] = parent
object.index = up
h[up] = object
i = up
}
}
func (h minHeap) down(i int) {
object := h[i]
for {
right := (i + 1) << 1
left := right - 1
down := i
child := h[down]
// swap with smallest child
if left < len(h) && h[left].area < child.area {
down = left
child = h[down]
}
if right < len(h) && h[right].area < child.area {
down = right
child = h[down]
}
// non smaller, so quit
if down == i {
break
}
// swap the nodes
child.index = i
h[child.index] = child
object.index = down
h[down] = object
i = down
}
}
func doubleTriangleArea(ls orb.LineString, i1, i2, i3 int) float64 {
a := ls[i1]
b := ls[i2]
c := ls[i3]
return math.Abs((b[0]-a[0])*(c[1]-a[1]) - (b[1]-a[1])*(c[0]-a[0]))
}
// Simplify will run the simplification for any geometry type.
func (s *VisvalingamSimplifier) Simplify(g orb.Geometry) orb.Geometry {
return simplify(s, g)
}
// LineString will simplify the linestring using this simplifier.
func (s *VisvalingamSimplifier) LineString(ls orb.LineString) orb.LineString {
return lineString(s, ls)
}
// MultiLineString will simplify the multi-linestring using this simplifier.
func (s *VisvalingamSimplifier) MultiLineString(mls orb.MultiLineString) orb.MultiLineString {
return multiLineString(s, mls)
}
// Ring will simplify the ring using this simplifier.
func (s *VisvalingamSimplifier) Ring(r orb.Ring) orb.Ring {
return ring(s, r)
}
// Polygon will simplify the polygon using this simplifier.
func (s *VisvalingamSimplifier) Polygon(p orb.Polygon) orb.Polygon {
return polygon(s, p)
}
// MultiPolygon will simplify the multi-polygon using this simplifier.
func (s *VisvalingamSimplifier) MultiPolygon(mp orb.MultiPolygon) orb.MultiPolygon {
return multiPolygon(s, mp)
}
// Collection will simplify the collection using this simplifier.
func (s *VisvalingamSimplifier) Collection(c orb.Collection) orb.Collection {
return collection(s, c)
}
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