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197 | /**
* @file BestPatchList.h
*
* Sorted list evaluated non-overlaping patches
*/
#ifndef _BestPatchList_H_
#define _BestPatchList_H_
#include <Tools/Math/Vector2.h>
#include <list>
class BestPatchList
{
public:
class Patch
{
public:
Patch() : value(-1) {}
Patch(const Vector2i& min, const Vector2i& max, double value)
: min(min), max(max), value(value)
{}
Patch(int minX, int minY, int maxX, int maxY, double value)
: min(minX, minY), max(maxX, maxY), value(value)
{}
Vector2i min;
Vector2i max;
double value;
};
// make it cons iterable
typedef std::list<Patch> PatchList;
typedef std::list<Patch>::const_iterator iterator;
typedef std::list<Patch>::const_reverse_iterator reverse_iterator;
const iterator begin() const { return patches.cbegin(); }
const iterator end() const { return patches.cend(); }
const reverse_iterator rbegin() const { return patches.crbegin(); }
const reverse_iterator rend() const { return patches.crend(); }
public:
void add(int minX, int minY, int maxX, int maxY, double value) {
add(Patch(minX, minY, maxX, maxY, value));
}
void add(const Patch& patch)
{
// add the first patch
if(patches.empty()) {
patches.push_back(patch);
return;
}
// check if there are overlaping patches
bool stop = false;
for (std::list<Patch>::iterator i = patches.begin(); i != patches.end(); /*nothing*/)
{
if ( overlap(patch,(*i)) ) {
// if the new patch is better, remove the old one
if(patch.value > (*i).value) {
i = patches.erase(i);
} else {
stop = true;
++i;
}
} else {
++i;
}
}
// there is an overlaping patch in the list which is better than the new
if(stop) {
return;
}
if(patches.empty()) {
patches.push_back(patch);
return;
}
// insertion sort - inset the new patch accoring to it's value
for(std::list<Patch>::iterator i = patches.begin(); i != patches.end(); ++i)
{
// insert
if(patch.value < (*i).value) {
i = patches.insert(i,patch);
break;
} else if(nextIter(i) == patches.end()) {
patches.push_back(patch);
break;
}
}
/*
// TODO: do we need a limited size feature?
if(patches.size() > 30) {
patches.pop_front();
}
*/
}
void addMean(int minX, int minY, int maxX, int maxY, double value)
{
addMean(Patch(minX, minY, maxX, maxY, value));
}
void addMean(const Patch& patch)
{
// add the first patch
if(patches.empty()) {
patches.push_back(patch);
return;
}
// check if there are overlaping patches
bool newPatch = true;
for (std::list<Patch>::iterator i = patches.begin(); i != patches.end(); /*nothing*/)
{
if ( overlap(patch,(*i)) ) {
(*i).max = ((*i).max + patch.max)/2;
(*i).min = ((*i).min + patch.min)/2;
newPatch = false;
++i;
} else {
++i;
}
}
// there is an overlaping patch in the list which is better than the new
if(newPatch) {
patches.push_back(patch);
}
/*
// TODO: do we need a limited size feature?
if(patches.size() > 30) {
patches.pop_front();
}
*/
}
void addPlain(int minX, int minY, int maxX, int maxY, double value)
{
patches.emplace_back(minX, minY, maxX, maxY, value);
}
void clear() {
patches.clear();
}
size_t size() const {
return patches.size();
}
private:
PatchList patches;
private:
template <typename Iter>
Iter nextIter(Iter iter) {<--- Technically the member function 'BestPatchList::nextIter' can be static. [+]The member function 'BestPatchList::nextIter' can be made a static function. Making a function static can bring a performance benefit since no 'this' instance is passed to the function. This change should not cause compiler errors but it does not necessarily make sense conceptually. Think about your design and the task of the function first - is it a function that must not access members of class instances?
return ++iter;
}
/*
//OLD
bool overlap(const Patch& one, const Patch& two) {
return std::max(std::abs(two.center.x - one.center.x), std::abs(two.center.y - one.center.y)) < (two.radius + one.radius);
}
*/
bool overlap(const Patch& one, const Patch& two) {<--- Technically the member function 'BestPatchList::overlap' can be static. [+]The member function 'BestPatchList::overlap' can be made a static function. Making a function static can bring a performance benefit since no 'this' instance is passed to the function. This change should not cause compiler errors but it does not necessarily make sense conceptually. Think about your design and the task of the function first - is it a function that must not access members of class instances?
return
one.min.x < two.max.x &&
one.max.x > two.min.x &&
one.min.y < two.max.y &&
one.max.y > two.min.y;
}
bool overlapTest(const Patch& one, const Patch& two) {<--- Unused private function: 'BestPatchList::overlapTest'<--- Technically the member function 'BestPatchList::overlapTest' can be static. [+]The member function 'BestPatchList::overlapTest' can be made a static function. Making a function static can bring a performance benefit since no 'this' instance is passed to the function. This change should not cause compiler errors but it does not necessarily make sense conceptually. Think about your design and the task of the function first - is it a function that must not access members of class instances?
int w1 = (one.max.x - one.min.x)/4;
int w2 = (two.max.x - two.min.x)/4;
return
one.min.x+w1 < two.max.x-w2 &&
one.max.x-w1 > two.min.x+w2 &&
one.min.y+w1 < two.max.y-w2 &&
one.max.y-w1 > two.min.y+w2;
}
};
#endif // _BestPatchList_H_
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