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utility.h
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/******************************************************************************
*
* Project: Marching square algorithm
* Purpose: Core algorithm implementation for contour line generation.
* Author: Oslandia <infos at oslandia dot com>
*
******************************************************************************
* Copyright (c) 2018, Oslandia <infos at oslandia dot com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
****************************************************************************/
#ifndef MARCHING_SQUARE_UTILITY_H
#define MARCHING_SQUARE_UTILITY_H
#include <limits>
#include <cmath>
namespace marching_squares
{
// This is used to determine the maximum level value for polygons,
// the one that spans all the remaining plane
const double Inf = std::numeric_limits<double>::max();
const double NaN = std::numeric_limits<double>::quiet_NaN();
#define debug(format, ...) CPLDebug("MarchingSquare", format, ##__VA_ARGS__)
// Perturb a value if it is too close to a level value
inline double fudge(double level, double value)
{
// FIXME
// This is too "hard coded". The perturbation to apply really depend on
// values between which we have to interpolate, so that the result of
// interpolation should give coordinates that are "numerically" stable for
// classical algorithms to work (on polygons for instance).
//
// Ideally we should probably use snap rounding to ensure no contour lines
// are within a user-provided minimum distance.
const double absTol = 1e-6;
return std::abs(level - value) < absTol ? value + absTol : value;
}
} // namespace marching_squares
#endif