Example #1
0
/*!
 *  pixSearchGrayMaze()
 *
 *      Input:  pixs (1 bpp, maze)
 *              xi, yi  (beginning point; use same initial point
 *                       that was used to generate the maze)
 *              xf, yf  (end point, or close to it)
 *              &ppixd (<optional return> maze with path illustrated, or
 *                     if no path possible, the part of the maze
 *                     that was searched)
 *      Return: pta (shortest path), or null if either no path
 *              exists or on error
 *
 *  Commentary:
 *      Consider first a slight generalization of the binary maze
 *      search problem.  Suppose that you can go through walls,
 *      but the cost is higher (say, an increment of 3 to go into
 *      a wall pixel rather than 1)?  You're still trying to find
 *      the shortest path.  One way to do this is with an ordered
 *      queue, and a simple way to visualize an ordered queue is as 
 *      a set of stacks, each stack being marked with the distance
 *      of each pixel in the stack from the start.  We place the
 *      start pixel in stack 0, pop it, and process its 4 children.
 *      Each pixel is given a distance that is incremented from that
 *      of its parent (0 in this case), depending on if it is a wall
 *      pixel or not.  That value may be recorded on a distance map,
 *      according to the algorithm below.  For children of the first
 *      pixel, those not on a wall go in stack 1, and wall
 *      children go in stack 3.  Stack 0 being emptied, the process
 *      then continues with pixels being popped from stack 1.
 *      Here is the algorithm for each child pixel.  The pixel's
 *      distance value, were it to be placed on a stack, is compared
 *      with the value for it that is on the distance map.  There
 *      are three possible cases:
 *         (1) If the pixel has not yet been registered, it is pushed
 *             on its stack and the distance is written to the map.
 *         (2) If it has previously been registered with a higher distance,
 *             the distance on the map is relaxed to that of the
 *             current pixel, which is then placed on its stack.
 *         (3) If it has previously been registered with an equal
 *             or lower value, the pixel is discarded.
 *      The pixels are popped and processed successively from
 *      stack 1, and when stack 1 is empty, popping starts on stack 2.
 *      This continues until the destination pixel is popped off
 *      a stack.   The minimum path is then derived from the distance map,
 *      going back from the end point as before.  This is just Dijkstra's
 *      algorithm for a directed graph; here, the underlying graph
 *      (consisting of the pixels and four edges connecting each pixel
 *      to its 4-neighbor) is a special case of a directed graph, where
 *      each edge is bi-directional.  The implementation of this generalized
 *      maze search is left as an exercise to the reader.
 *
 *      Let's generalize a bit further.  Suppose the "maze" is just
 *      a grayscale image -- think of it as an elevation map.  The cost
 *      of moving on this surface depends on the height, or the gradient,
 *      or whatever you want.  All that is required is that the cost
 *      is specified and non-negative on each link between adjacent
 *      pixels.  Now the problem becomes: find the least cost path
 *      moving on this surface between two specified end points.
 *      For example, if the cost across an edge between two pixels
 *      depends on the "gradient", you can use:
 *           cost = 1 + L_ABS(deltaV)
 *      where deltaV is the difference in value between two adjacent
 *      pixels.  If the costs are all integers, we can still use an array
 *      of stacks to avoid ordering the queue (e.g., by using a heap sort.)
 *      This is a neat problem, because you don't even have to build a
 *      maze -- you can can use it on any grayscale image!
 *    
 *      Rather than using an array of stacks, a more practical
 *      approach is to implement with a priority queue, which is
 *      a queue that is sorted so that the elements with the largest
 *      (or smallest) key values always come off first.  The
 *      priority queue is efficiently implemented as a heap, and
 *      this is how we do it.  Suppose you run the algorithm
 *      using a priority queue, doing the bookkeeping with an
 *      auxiliary image data structure that saves the distance of
 *      each pixel put on the queue as before, according to the method
 *      described above.  We implement it as a 2-way choice by
 *      initializing the distance array to a large value and putting
 *      a pixel on the queue if its distance is less than the value
 *      found on the array.  When you finally pop the end pixel from
 *      the queue, you're done, and you can trace the path backward,
 *      either always going downhill or using an auxiliary image to
 *      give you the direction to go at each step.  This is implemented
 *      here in searchGrayMaze().
 *
 *      Do we really have to use a sorted queue?  Can we solve this
 *      generalized maze with an unsorted queue of pixels?  (Or even
 *      an unsorted stack, doing a depth-first search (DFS)?)
 *      Consider a different algorithm for this generalized maze, where
 *      we travel again breadth first, but this time use a single,
 *      unsorted queue.  An auxiliary image is used as before to
 *      store the distances and to determine if pixels get pushed
 *      on the stack or dropped.  As before, we must allow pixels
 *      to be revisited, with relaxation of the distance if a shorter
 *      path arrives later.  As a result, we will in general have
 *      multiple instances of the same pixel on the stack with different
 *      distances.  However, because the queue is not ordered, some of
 *      these pixels will be popped when another instance with a lower
 *      distance is still on the stack.  Here, we're just popping them
 *      in the order they go on, rather than setting up a priority
 *      based on minimum distance.  Thus, unlike the priority queue,
 *      when a pixel is popped we have to check the distance map to
 *      see if a pixel with a lower distance has been put on the queue,
 *      and, if so, we discard the pixel we just popped.  So the
 *      "while" loop looks like this:
 *        - pop a pixel from the queue
 *        - check its distance against the distance stored in the
 *          distance map; if larger, discard
 *        - otherwise, for each of its neighbors:
 *            - compute its distance from the start pixel
 *            - compare this distance with that on the distance map:
 *                - if the distance map value higher, relax the distance
 *                  and push the pixel on the queue
 *                - if the distance map value is lower, discard the pixel
 *
 *      How does this loop terminate?  Before, with an ordered queue,
 *      it terminates when you pop the end pixel.  But with an unordered
 *      queue (or stack), the first time you hit the end pixel, the
 *      distance is not guaranteed to be correct, because the pixels
 *      along the shortest path may not have yet been visited and relaxed.
 *      Because the shortest path can theoretically go anywhere,
 *      we must keep going.  How do we know when to stop?   Dijkstra
 *      uses an ordered queue to systematically remove nodes from
 *      further consideration.  (Each time a pixel is popped, we're
 *      done with it; it's "finalized" in the Dijkstra sense because
 *      we know the shortest path to it.)  However, with an unordered
 *      queue, the brute force answer is: stop when the queue
 *      (or stack) is empty, because then every pixel in the image
 *      has been assigned its minimum "distance" from the start pixel.
 *
 *      This is similar to the situation when you use a stack for the
 *      simpler uniform-step problem: with breadth-first search (BFS)
 *      the pixels on the queue are automatically ordered, so you are
 *      done when you locate the end pixel as a neighbor of a popped pixel;
 *      whereas depth-first search (DFS), using a stack, requires,
 *      in general, a search of every accessible pixel.  Further, if
 *      a pixel is revisited with a smaller distance, that distance is
 *      recorded and the pixel is put on the stack again.
 *
 *      But surely, you ask, can't we stop sooner?  What if the
 *      start and end pixels are very close to each other?
 *      OK, suppose they are, and you have very high walls and a
 *      long snaking level path that is actually the minimum cost.
 *      That long path can wind back and forth across the entire
 *      maze many times before ending up at the end point, which
 *      could be just over a wall from the start.  With the unordered
 *      queue, you very quickly get a high distance for the end
 *      pixel, which will be relaxed to the minimum distance only
 *      after all the pixels of the path have been visited and placed
 *      on the queue, multiple times for many of them.  So that's the
 *      price for not ordering the queue!
 */
PTA *
pixSearchGrayMaze(PIX     *pixs,
                  l_int32  xi,
                  l_int32  yi,
                  l_int32  xf,
                  l_int32  yf,
                  PIX    **ppixd)
{
l_int32   x, y, w, h, d;
l_uint32  val, valr, vals, rpixel, gpixel, bpixel;
void    **lines8, **liner32, **linep8;
l_int32   cost, dist, distparent, sival, sivals;
MAZEEL   *el, *elp;
PIX      *pixd;  /* optionally plot the path on this RGB version of pixs */
PIX      *pixr;  /* for bookkeeping, to indicate the minimum distance */
                 /* to pixels already visited */
PIX      *pixp;  /* for bookkeeping, to indicate direction to parent */
L_HEAP   *lh;
PTA      *pta;

    PROCNAME("pixSearchGrayMaze");

    if (ppixd) *ppixd = NULL;
    if (!pixs)
        return (PTA *)ERROR_PTR("pixs not defined", procName, NULL);
    pixGetDimensions(pixs, &w, &h, &d);
    if (d != 8)
        return (PTA *)ERROR_PTR("pixs not 8 bpp", procName, NULL);
    if (xi <= 0 || xi >= w)
        return (PTA *)ERROR_PTR("xi not valid", procName, NULL);
    if (yi <= 0 || yi >= h)
        return (PTA *)ERROR_PTR("yi not valid", procName, NULL);
    pixd = NULL;
    pta = NULL;

    pixr = pixCreate(w, h, 32);
    pixSetAll(pixr);  /* initialize to max value */
    pixp = pixCreate(w, h, 8);  /* direction to parent stored as enum val */
    lines8 = pixGetLinePtrs(pixs, NULL);
    linep8 = pixGetLinePtrs(pixp, NULL);
    liner32 = pixGetLinePtrs(pixr, NULL);

    lh = lheapCreate(0, L_SORT_INCREASING);  /* always remove closest pixels */

        /* Prime the heap with the first pixel */
    pixGetPixel(pixs, xi, yi, &val);
    el = mazeelCreate(xi, yi, 0);  /* don't need direction here */
    el->distance = 0;
    pixGetPixel(pixs, xi, yi, &val);
    el->val = val;
    pixSetPixel(pixr, xi, yi, 0);  /* distance is 0 */
    lheapAdd(lh, el);

        /* Breadth-first search with priority queue (implemented by
           a heap), labeling direction to parents in pixp and minimum
           distance to visited pixels in pixr.  Stop when we pull
           the destination point (xf, yf) off the queue. */
    while (lheapGetCount(lh) > 0) {
        elp = (MAZEEL *)lheapRemove(lh);
        if (!elp)
            return (PTA *)ERROR_PTR("heap broken!!", procName, NULL);
        x = elp->x;
        y = elp->y;
        if (x == xf && y == yf) {  /* exit condition */
            FREE(elp);
            break;
        }
        distparent = (l_int32)elp->distance;
        val = elp->val;
        sival = val;
            
        if (x > 0) {  /* check to west */
            vals = GET_DATA_BYTE(lines8[y], x - 1);
            valr = GET_DATA_FOUR_BYTES(liner32[y], x - 1);
            sivals = (l_int32)vals;
            cost = 1 + L_ABS(sivals - sival);  /* cost to move to this pixel */
            dist = distparent + cost;
            if (dist < valr) {  /* shortest path so far to this pixel */
                SET_DATA_FOUR_BYTES(liner32[y], x - 1, dist);  /* new dist */
                SET_DATA_BYTE(linep8[y], x - 1, DIR_EAST);  /* parent to E */
                el = mazeelCreate(x - 1, y, 0);
                el->val = vals;
                el->distance = dist;
                lheapAdd(lh, el);
            }
        }
        if (y > 0) {  /* check north */
            vals = GET_DATA_BYTE(lines8[y - 1], x);
            valr = GET_DATA_FOUR_BYTES(liner32[y - 1], x);
            sivals = (l_int32)vals;
            cost = 1 + L_ABS(sivals - sival);  /* cost to move to this pixel */
            dist = distparent + cost;
            if (dist < valr) {  /* shortest path so far to this pixel */
                SET_DATA_FOUR_BYTES(liner32[y - 1], x, dist);  /* new dist */
                SET_DATA_BYTE(linep8[y - 1], x, DIR_SOUTH);  /* parent to S */
                el = mazeelCreate(x, y - 1, 0);
                el->val = vals;
                el->distance = dist;
                lheapAdd(lh, el);
            }
        }
        if (x < w - 1) {  /* check east */
            vals = GET_DATA_BYTE(lines8[y], x + 1);
            valr = GET_DATA_FOUR_BYTES(liner32[y], x + 1);
            sivals = (l_int32)vals;
            cost = 1 + L_ABS(sivals - sival);  /* cost to move to this pixel */
            dist = distparent + cost;
            if (dist < valr) {  /* shortest path so far to this pixel */
                SET_DATA_FOUR_BYTES(liner32[y], x + 1, dist);  /* new dist */
                SET_DATA_BYTE(linep8[y], x + 1, DIR_WEST);  /* parent to W */
                el = mazeelCreate(x + 1, y, 0);
                el->val = vals;
                el->distance = dist;
                lheapAdd(lh, el);
            }
        }
        if (y < h - 1) {  /* check south */
            vals = GET_DATA_BYTE(lines8[y + 1], x);
            valr = GET_DATA_FOUR_BYTES(liner32[y + 1], x);
            sivals = (l_int32)vals;
            cost = 1 + L_ABS(sivals - sival);  /* cost to move to this pixel */
            dist = distparent + cost;
            if (dist < valr) {  /* shortest path so far to this pixel */
                SET_DATA_FOUR_BYTES(liner32[y + 1], x, dist);  /* new dist */
                SET_DATA_BYTE(linep8[y + 1], x, DIR_NORTH);  /* parent to N */
                el = mazeelCreate(x, y + 1, 0);
                el->val = vals;
                el->distance = dist;
                lheapAdd(lh, el);
            }
        }
        FREE(elp);
    }

    lheapDestroy(&lh, TRUE);

    if (ppixd) {
        pixd = pixConvert8To32(pixs);
        *ppixd = pixd;
    }
    composeRGBPixel(255, 0, 0, &rpixel);  /* start point */
    composeRGBPixel(0, 255, 0, &gpixel);
    composeRGBPixel(0, 0, 255, &bpixel);  /* end point */

    x = xf;
    y = yf;
    pta = ptaCreate(0);
    while (1) {  /* write path onto pixd */
        ptaAddPt(pta, x, y);
        if (x == xi && y == yi)
            break;
        if (pixd)
            pixSetPixel(pixd, x, y, gpixel);
        pixGetPixel(pixp, x, y, &val);
        if (val == DIR_NORTH)
            y--;
        else if (val == DIR_SOUTH)
            y++;
        else if (val == DIR_EAST)
            x++;
        else if (val == DIR_WEST)
            x--;
        pixGetPixel(pixr, x, y, &val);

#if  DEBUG_PATH
        fprintf(stderr, "(x,y) = (%d, %d); dist = %d\n", x, y, val);
#endif  /* DEBUG_PATH */

    }
    if (pixd) {
        pixSetPixel(pixd, xi, yi, rpixel);
        pixSetPixel(pixd, xf, yf, bpixel);
    }

    pixDestroy(&pixp);
    pixDestroy(&pixr);
    FREE(lines8);
    FREE(linep8);
    FREE(liner32);
    return pta;
}
Example #2
0
/*!
 *  wshedApply()
 *
 *      Input:  wshed (generated from wshedCreate())
 *      Return: 0 if OK, 1 on error
 *
 *  Iportant note:
 *      (1) This is buggy.  It seems to locate watersheds that are
 *          duplicates.  The watershed extraction after complete fill
 *          grabs some regions belonging to existing watersheds.
 *          See prog/watershedtest.c for testing.
 */
l_int32
wshedApply(L_WSHED *wshed) {
    char two_new_watersheds[] = "Two new watersheds";
    char seed_absorbed_into_seeded_basin[] = "Seed absorbed into seeded basin";
    char one_new_watershed_label[] = "One new watershed (label)";
    char one_new_watershed_index[] = "One new watershed (index)";
    char minima_absorbed_into_seeded_basin[] =
            "Minima absorbed into seeded basin";
    char minima_absorbed_by_filler_or_another[] =
            "Minima absorbed by filler or another";
    l_int32 nseeds, nother, nboth, arraysize;
    l_int32 i, j, val, x, y, w, h, index, mindepth;
    l_int32 imin, imax, jmin, jmax, cindex, clabel, nindex;
    l_int32 hindex, hlabel, hmin, hmax, minhindex, maxhindex;
    l_int32 *lut;
    l_uint32 ulabel, uval;
    void **lines8, **linelab32;
    NUMA *nalut, *nalevels, *nash, *namh, *nasi;
    NUMA **links;
    L_HEAP *lh;
    PIX *pixmin, *pixsd;
    PIXA *pixad;
    L_STACK *rstack;
    PTA *ptas, *ptao;

    PROCNAME("wshedApply");

    if (!wshed)
        return ERROR_INT("wshed not defined", procName, 1);

    /* ------------------------------------------------------------ *
     *  Initialize priority queue and pixlab with seeds and minima  *
     * ------------------------------------------------------------ */

    lh = lheapCreate(0, L_SORT_INCREASING);  /* remove lowest values first */
    rstack = lstackCreate(0);  /* for reusing the WSPixels */
    pixGetDimensions(wshed->pixs, &w, &h, NULL);
    lines8 = wshed->lines8;  /* wshed owns this */
    linelab32 = wshed->linelab32;  /* ditto */

    /* Identify seed (marker) pixels, 1 for each c.c. in pixm */
    pixSelectMinInConnComp(wshed->pixs, wshed->pixm, &ptas, &nash);
    pixsd = pixGenerateFromPta(ptas, w, h);
    nseeds = ptaGetCount(ptas);
    for (i = 0; i < nseeds; i++) {
        ptaGetIPt(ptas, i, &x, &y);
        uval = GET_DATA_BYTE(lines8[y], x);
        pushWSPixel(lh, rstack, (l_int32) uval, x, y, i);
    }
    wshed->ptas = ptas;
    nasi = numaMakeConstant(1, nseeds);  /* indicator array */
    wshed->nasi = nasi;
    wshed->nash = nash;
    wshed->nseeds = nseeds;

    /* Identify minima that are not seeds.  Use these 4 steps:
     *  (1) Get the local minima, which can have components
     *      of arbitrary size.  This will be a clipping mask.
     *  (2) Get the image of the actual seeds (pixsd)
     *  (3) Remove all elements of the clipping mask that have a seed.
     *  (4) Shrink each of the remaining elements of the minima mask
     *      to a single pixel.  */
    pixLocalExtrema(wshed->pixs, 200, 0, &pixmin, NULL);
    pixRemoveSeededComponents(pixmin, pixsd, pixmin, 8, 2);
    pixSelectMinInConnComp(wshed->pixs, pixmin, &ptao, &namh);
    nother = ptaGetCount(ptao);
    for (i = 0; i < nother; i++) {
        ptaGetIPt(ptao, i, &x, &y);
        uval = GET_DATA_BYTE(lines8[y], x);
        pushWSPixel(lh, rstack, (l_int32) uval, x, y, nseeds + i);
    }
    wshed->namh = namh;

    /* ------------------------------------------------------------ *
     *                Initialize merging lookup tables              *
     * ------------------------------------------------------------ */

    /* nalut should always give the current after-merging index.
     * links are effectively backpointers: they are numas associated with
     * a dest index of all indices in nalut that point to that index. */
    mindepth = wshed->mindepth;
    nboth = nseeds + nother;
    arraysize = 2 * nboth;
    wshed->arraysize = arraysize;
    nalut = numaMakeSequence(0, 1, arraysize);
    lut = numaGetIArray(nalut);
    wshed->lut = lut;  /* wshed owns this */
    links = (NUMA **) CALLOC(arraysize, sizeof(NUMA * ));
    wshed->links = links;  /* wshed owns this */
    nindex = nseeds + nother;  /* the next unused index value */

    /* ------------------------------------------------------------ *
     *              Fill the basins, using the priority queue       *
     * ------------------------------------------------------------ */

    pixad = pixaCreate(nseeds);
    wshed->pixad = pixad;  /* wshed owns this */
    nalevels = numaCreate(nseeds);
    wshed->nalevels = nalevels;  /* wshed owns this */
    L_INFO("nseeds = %d, nother = %d\n", procName, nseeds, nother);
    while (lheapGetCount(lh) > 0) {
        popWSPixel(lh, rstack, &val, &x, &y, &index);
/*        fprintf(stderr, "x = %d, y = %d, index = %d\n", x, y, index); */
        ulabel = GET_DATA_FOUR_BYTES(linelab32[y], x);
        if (ulabel == MAX_LABEL_VALUE)
            clabel = ulabel;
        else
            clabel = lut[ulabel];
        cindex = lut[index];
        if (clabel == cindex) continue;  /* have already seen this one */
        if (clabel == MAX_LABEL_VALUE) {  /* new one; assign index and try to
                                           * propagate to all neighbors */
            SET_DATA_FOUR_BYTES(linelab32[y], x, cindex);
            imin = L_MAX(0, y - 1);
            imax = L_MIN(h - 1, y + 1);
            jmin = L_MAX(0, x - 1);
            jmax = L_MIN(w - 1, x + 1);
            for (i = imin; i <= imax; i++) {
                for (j = jmin; j <= jmax; j++) {
                    if (i == y && j == x) continue;
                    uval = GET_DATA_BYTE(lines8[i], j);
                    pushWSPixel(lh, rstack, (l_int32) uval, j, i, cindex);
                }
            }
        } else {  /* pixel is already labeled (differently); must resolve */

            /* If both indices are seeds, check if the min height is
             * greater than mindepth.  If so, we have two new watersheds;
             * locate them and assign to both regions a new index
             * for further waterfill.  If not, absorb the shallower
             * watershed into the deeper one and continue filling it. */
            pixGetPixel(pixsd, x, y, &uval);
            if (clabel < nseeds && cindex < nseeds) {
                wshedGetHeight(wshed, val, clabel, &hlabel);
                wshedGetHeight(wshed, val, cindex, &hindex);
                hmin = L_MIN(hlabel, hindex);
                hmax = L_MAX(hlabel, hindex);
                if (hmin == hmax) {
                    hmin = hlabel;
                    hmax = hindex;
                }
                if (wshed->debug) {
                    fprintf(stderr, "clabel,hlabel = %d,%d\n", clabel, hlabel);
                    fprintf(stderr, "hmin = %d, hmax = %d\n", hmin, hmax);
                    fprintf(stderr, "cindex,hindex = %d,%d\n", cindex, hindex);
                    if (hmin < mindepth)
                        fprintf(stderr, "Too shallow!\n");
                }

                if (hmin >= mindepth) {
                    debugWshedMerge(wshed, two_new_watersheds,
                                    x, y, clabel, cindex);
                    wshedSaveBasin(wshed, cindex, val - 1);
                    wshedSaveBasin(wshed, clabel, val - 1);
                    numaSetValue(nasi, cindex, 0);
                    numaSetValue(nasi, clabel, 0);

                    if (wshed->debug) fprintf(stderr, "nindex = %d\n", nindex);
                    debugPrintLUT(lut, nindex, wshed->debug);
                    mergeLookup(wshed, clabel, nindex);
                    debugPrintLUT(lut, nindex, wshed->debug);
                    mergeLookup(wshed, cindex, nindex);
                    debugPrintLUT(lut, nindex, wshed->debug);
                    nindex++;
                } else  /* extraneous seed within seeded basin; absorb */ {
                    debugWshedMerge(wshed, seed_absorbed_into_seeded_basin,
                                    x, y, clabel, cindex);
                }
                maxhindex = clabel;  /* TODO: is this part of above 'else'? */
                minhindex = cindex;
                if (hindex > hlabel) {
                    maxhindex = cindex;
                    minhindex = clabel;
                }
                mergeLookup(wshed, minhindex, maxhindex);
            } else if (clabel < nseeds && cindex >= nboth) {
                /* If one index is a seed and the other is a merge of
                 * 2 watersheds, generate a single watershed. */
                debugWshedMerge(wshed, one_new_watershed_label,
                                x, y, clabel, cindex);
                wshedSaveBasin(wshed, clabel, val - 1);
                numaSetValue(nasi, clabel, 0);
                mergeLookup(wshed, clabel, cindex);
            } else if (cindex < nseeds && clabel >= nboth) {
                debugWshedMerge(wshed, one_new_watershed_index,
                                x, y, clabel, cindex);
                wshedSaveBasin(wshed, cindex, val - 1);
                numaSetValue(nasi, cindex, 0);
                mergeLookup(wshed, cindex, clabel);
            } else if (clabel < nseeds) {  /* cindex from minima; absorb */
                /* If one index is a seed and the other is from a minimum,
                 * merge the minimum wshed into the seed wshed. */
                debugWshedMerge(wshed, minima_absorbed_into_seeded_basin,
                                x, y, clabel, cindex);
                mergeLookup(wshed, cindex, clabel);
            } else if (cindex < nseeds) {  /* clabel from minima; absorb */
                debugWshedMerge(wshed, minima_absorbed_into_seeded_basin,
                                x, y, clabel, cindex);
                mergeLookup(wshed, clabel, cindex);
            } else {  /* If neither index is a seed, just merge */
                debugWshedMerge(wshed, minima_absorbed_by_filler_or_another,
                                x, y, clabel, cindex);
                mergeLookup(wshed, clabel, cindex);
            }
        }
    }

#if 0
    /*  Use the indicator array to save any watersheds that fill
     *  to the maximum value.  This seems to screw things up!  */
for (i = 0; i < nseeds; i++) {
    numaGetIValue(nasi, i, &ival);
    if (ival == 1) {
        wshedSaveBasin(wshed, lut[i], val - 1);
        numaSetValue(nasi, i, 0);
    }
}
#endif

    numaDestroy(&nalut);
    pixDestroy(&pixmin);
    pixDestroy(&pixsd);
    ptaDestroy(&ptao);
    lheapDestroy(&lh, TRUE);
    lstackDestroy(&rstack, TRUE);
    return 0;
}