Esempio n. 1
0
int is_in_poly(int x, int y)
{
	struct coef ray = {0, 1, -y};

	if (crossings(x, y, ray) % 2)
		return 1;

	return 0;
}
Esempio n. 2
0
static void globalopt(Agraph_t *root)
{
	Agraph_t	*g;
	rank_t		*glob;

	g = GD_model(root);
	glob = globalize(root,g);
	GD_rank(g) = glob;
	fprintf(stderr,"%s: %d crossings\n",root->name,crossings(g));
}
Esempio n. 3
0
static void savebest(graph_t *g)
{
	int		nc;
	Agnode_t	*n;

	nc = crossings(g);
	if (nc < GD_bestcrossings(g)) {
		for (n = agfstnode(g); n; n = agnxtnode(g,n))
			ND_saveorder(n) = ND_order(n);
		GD_bestcrossings(g) = nc;
		GD_lastwin(g) = GD_pass(g);
	}
}
Esempio n. 4
0
void SplitHeuristic::recCall(Level &L, int low, int high)
{
	if (high <= low) return;

	const Hierarchy &H = L.hierarchy();
	CrossingsMatrix &crossings = *m_cm;
	int up = high, down = low;

	// chooses L[low] as pivot
	int i;
	for (i = low+1; i <= high; i++) 
	{
		if (crossings(i,low) < crossings(low,i))
			buffer[down++] = L[i];
	}

	// use two for-loops in order to keep the number of swaps low
	for (i = high; i >= low+1; i--) 
	{
		if (crossings(i,low) >= crossings(low,i))
			buffer[up--] = L[i];
	}

	buffer[down] = L[low];

	for (i = low; i < high; i++) 
	{ 
		int j = H.pos(buffer[i]);
		if (i != j) 
		{
			L.swap(i,j);
			crossings.swap(i,j);
		}
	}

	recCall(L,low,down-1);
	recCall(L,up+1,high);
}
Esempio n. 5
0
static bool try_get_intersect_point_with_item_recursive(Geom::PathVector& conn_pv, SPItem* item,
        const Geom::Affine& item_transform, double& intersect_pos) {

    double initial_pos = intersect_pos;
    // if this is a group...
    if (SP_IS_GROUP(item)) {
        SPGroup* group = SP_GROUP(item);

        // consider all first-order children
        double child_pos = 0.0;
        std::vector<SPItem*> g = sp_item_group_item_list(group);
        for (std::vector<SPItem*>::const_iterator i = g.begin();i!=g.end();i++) {
            SPItem* child_item = *i;
            try_get_intersect_point_with_item_recursive(conn_pv, child_item,
                    item_transform * child_item->transform, child_pos);
            if (intersect_pos < child_pos)
                intersect_pos = child_pos;
        }
        return intersect_pos != initial_pos;
    }

    // if this is not a shape, nothing to be done
    if (!SP_IS_SHAPE(item)) return false;

    // make sure it has an associated curve
    SPCurve* item_curve = SP_SHAPE(item)->getCurve();
    if (!item_curve) return false;

    // apply transformations (up to common ancestor)
    item_curve->transform(item_transform);

    const Geom::PathVector& curve_pv = item_curve->get_pathvector();
    Geom::CrossingSet cross = crossings(conn_pv, curve_pv);
    // iterate over all Crossings
    //TODO: check correctness of the following code: inner loop uses loop variable
    //      with a name identical to the loop variable of the outer loop. Then rename.
    for (Geom::CrossingSet::const_iterator i = cross.begin(); i != cross.end(); ++i) {
        const Geom::Crossings& cr = *i;

        for (Geom::Crossings::const_iterator i = cr.begin(); i != cr.end(); ++i) {
            const Geom::Crossing& cr_pt = *i;
            if ( intersect_pos < cr_pt.ta)
                intersect_pos = cr_pt.ta;
        }
    }

    item_curve->unref();

    return intersect_pos != initial_pos;
}
Esempio n. 6
0
static bool try_get_intersect_point_with_item_recursive(Geom::PathVector& conn_pv, SPItem* item,
        const Geom::Matrix& item_transform, double& intersect_pos) {

    double initial_pos = intersect_pos;
    // if this is a group...
    if (SP_IS_GROUP(item)) {
        SPGroup* group = SP_GROUP(item);

        // consider all first-order children
        double child_pos = 0.0;
        for (GSList const* i = sp_item_group_item_list(group); i != NULL; i = i->next) {
            SPItem* child_item = SP_ITEM(i->data);
            try_get_intersect_point_with_item_recursive(conn_pv, child_item,
                    item_transform * child_item->transform, child_pos);
            if (intersect_pos < child_pos)
                intersect_pos = child_pos;
        }
        return intersect_pos != initial_pos;
    }

    // if this is not a shape, nothing to be done
    if (!SP_IS_SHAPE(item)) return false;

    // make sure it has an associated curve
    SPCurve* item_curve = sp_shape_get_curve(SP_SHAPE(item));
    if (!item_curve) return false;

    // apply transformations (up to common ancestor)
    item_curve->transform(item_transform);

    const Geom::PathVector& curve_pv = item_curve->get_pathvector();
    Geom::CrossingSet cross = crossings(conn_pv, curve_pv);
    // iterate over all Crossings
    for (Geom::CrossingSet::const_iterator i = cross.begin(); i != cross.end(); i++) {
        const Geom::Crossings& cr = *i;

        for (Geom::Crossings::const_iterator i = cr.begin(); i != cr.end(); i++) {
            const Geom::Crossing& cr_pt = *i;
            if ( intersect_pos < cr_pt.ta)
                intersect_pos = cr_pt.ta;
        }
    }

    item_curve->unref();

    return intersect_pos != initial_pos;
}
Esempio n. 7
0
int generate_events(double lat, double lon, time_t now, event** events) {
	int n = 20 * 365;
	int k;
	julian jnow;
	J2000_days t;
	event* evs;

	evs = (event*) calloc(2 * n, sizeof(event));	

	jnow = from_time_t(now);
	t = lround(jnow - EXACT_EPOCH - lon / 360);
		
	for (k = 0; k < n; k++) {
		crossings(t - 1 + k, lat, lon, &evs[2*k], &evs[2*k+1]);
	}
	
	*events = evs;
	return 2*n;
}
Esempio n. 8
0
void color_poly()
{
	int i, y, z, n, tmp;
	struct coef ray = {0, 1, 0};
	int ymin, ymax;

	ymin = ymax = points[0].y;

	for (i = 0 ; i < num_points ; ++i) {
		if (points[i].y < ymin) ymin = points[i].y;
		if (points[i].y > ymax) ymax = points[i].y;
	}

	for (y = ymin ; y < ymax ; y++) {
		ray.c = -y;
		n = crossings(0, y, ray);

		if (n < 2)
			continue;
		
		do {
			z = 0;
			for (i = 0 ; i < n - 1 ; ++i)
				if (s[i] > s[i+1]) {
					tmp = s[i];
					s[i] = s[i+1];
					s[i+1] = tmp;
					z = 1;
				}
		} while (z);
			
		for (i = 0 ; i < n - 1 ; i += 2) {
			glBegin(GL_LINES);
			glVertex2i(s[i], y);
			glVertex2i(s[i+1], y);
			glEnd();
		}
	}

	glFlush();
}