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marching.go
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package contourmap
import (
"math"
)
const closed = -math.MaxFloat64
type edge struct {
X0, Y0 int
X1, Y1 int
Boundary bool
}
func fraction(z0, z1, z float64) float64 {
const eps = 1e-9
var f float64
if z0 == closed {
f = 0
} else if z1 == closed {
f = 1
} else if z0 != z1 {
f = (z - z0) / (z1 - z0)
}
f = math.Max(f, eps)
f = math.Min(f, 1-eps)
return f
}
func marchingSquares(m *ContourMap, w, h int, z float64) []Contour {
edgePoint := make(map[edge]Point)
nextEdge := make(map[Point]edge)
for y := 0; y < h-1; y++ {
up := m.at(0, y)
lp := m.at(0, y+1)
for x := 0; x < w-1; x++ {
ul := up
ur := m.at(x+1, y)
ll := lp
lr := m.at(x+1, y+1)
up = ur
lp = lr
var squareCase int
if ul > z {
squareCase |= 1
}
if ur > z {
squareCase |= 2
}
if ll > z {
squareCase |= 4
}
if lr > z {
squareCase |= 8
}
if squareCase == 0 || squareCase == 15 {
continue
}
fx := float64(x)
fy := float64(y)
t := Point{fx + fraction(ul, ur, z), fy}
b := Point{fx + fraction(ll, lr, z), fy + 1}
l := Point{fx, fy + fraction(ul, ll, z)}
r := Point{fx + 1, fy + fraction(ur, lr, z)}
te := edge{x, y, x + 1, y, y == 0}
be := edge{x, y + 1, x + 1, y + 1, y+2 == h}
le := edge{x, y, x, y + 1, x == 0}
re := edge{x + 1, y, x + 1, y + 1, x+2 == w}
const connectHigh = false
switch squareCase {
case 1:
edgePoint[te] = t
nextEdge[t] = le
case 2:
edgePoint[re] = r
nextEdge[r] = te
case 3:
edgePoint[re] = r
nextEdge[r] = le
case 4:
edgePoint[le] = l
nextEdge[l] = be
case 5:
edgePoint[te] = t
nextEdge[t] = be
case 6:
if connectHigh {
edgePoint[le] = l
nextEdge[l] = te
edgePoint[re] = r
nextEdge[r] = be
} else {
edgePoint[re] = r
nextEdge[r] = te
edgePoint[le] = l
nextEdge[l] = be
}
case 7:
edgePoint[re] = r
nextEdge[r] = be
case 8:
edgePoint[be] = b
nextEdge[b] = re
case 9:
if connectHigh {
edgePoint[te] = t
nextEdge[t] = re
edgePoint[be] = b
nextEdge[b] = le
} else {
edgePoint[te] = t
nextEdge[t] = le
edgePoint[be] = b
nextEdge[b] = re
}
case 10:
edgePoint[be] = b
nextEdge[b] = te
case 11:
edgePoint[be] = b
nextEdge[b] = le
case 12:
edgePoint[le] = l
nextEdge[l] = re
case 13:
edgePoint[te] = t
nextEdge[t] = re
case 14:
edgePoint[le] = l
nextEdge[l] = te
}
}
}
var contours []Contour
for len(edgePoint) > 0 {
var contour Contour
// find an unused edge; prefer starting at a boundary
var e edge
for e = range edgePoint {
if e.Boundary {
break
}
}
e0 := e
// add the first point
// (this allows closed paths to start & end at the same point)
p := edgePoint[e]
contour = append(contour, p)
e = nextEdge[p]
// follow points until none remain
for {
p, ok := edgePoint[e]
if !ok {
break
}
contour = append(contour, p)
delete(edgePoint, e)
e = nextEdge[p]
}
// make sure the first one gets deleted in case of open paths
delete(edgePoint, e0)
// add the contour
contours = append(contours, contour)
}
return contours
}