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Ported from the playground branch. Various documentation and optimization.
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38 changed files with 586 additions and 92 deletions
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@ -94,6 +94,12 @@ Point::nearest_point_index(const Points &points) const
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return this->nearest_point_index(p);
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}
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template<typename T>
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inline T sqr(const T x)
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{
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return x * x;
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}
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int
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Point::nearest_point_index(const PointConstPtrs &points) const
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{
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@ -103,12 +109,12 @@ Point::nearest_point_index(const PointConstPtrs &points) const
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for (PointConstPtrs::const_iterator it = points.begin(); it != points.end(); ++it) {
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/* If the X distance of the candidate is > than the total distance of the
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best previous candidate, we know we don't want it */
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double d = pow(this->x - (*it)->x, 2);
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double d = sqr<double>(this->x - (*it)->x);
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if (distance != -1 && d > distance) continue;
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/* If the Y distance of the candidate is > than the total distance of the
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best previous candidate, we know we don't want it */
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d += pow(this->y - (*it)->y, 2);
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d += sqr<double>(this->y - (*it)->y);
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if (distance != -1 && d > distance) continue;
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idx = it - points.begin();
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@ -129,10 +135,10 @@ Point::nearest_waypoint_index(const Points &points, const Point &dest) const
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for (Points::const_iterator p = points.begin(); p != points.end(); ++p) {
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// distance from this to candidate
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double d = pow(this->x - p->x, 2) + pow(this->y - p->y, 2);
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double d = sqr<double>(this->x - p->x) + sqr<double>(this->y - p->y);
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// distance from candidate to dest
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d += pow(p->x - dest.x, 2) + pow(p->y - dest.y, 2);
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d += sqr<double>(p->x - dest.x) + sqr<double>(p->y - dest.y);
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// if the total distance is greater than current min distance, ignore it
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if (distance != -1 && d > distance) continue;
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@ -278,8 +284,10 @@ Point::projection_onto(const Line &line) const
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If theta is outside the interval [0,1], then one of the Line_Segment's endpoints
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must be closest to calling Point.
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*/
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double theta = ( (double)(line.b.x - this->x)*(double)(line.b.x - line.a.x) + (double)(line.b.y- this->y)*(double)(line.b.y - line.a.y) )
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/ ( (double)pow(line.b.x - line.a.x, 2) + (double)pow(line.b.y - line.a.y, 2) );
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double lx = (double)(line.b.x - line.a.x);
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double ly = (double)(line.b.y - line.a.y);
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double theta = ( (double)(line.b.x - this->x)*lx + (double)(line.b.y- this->y)*ly )
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/ ( sqr<double>(lx) + sqr<double>(ly) );
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if (0.0 <= theta && theta <= 1.0)
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return theta * line.a + (1.0-theta) * line.b;
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