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_contour.h
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/*
* QuadContourGenerator
* --------------------
* A QuadContourGenerator generates contours for scalar fields defined on
* quadrilateral grids. A single QuadContourGenerator object can create both
* line contours (at single levels) and filled contours (between pairs of
* levels) for the same field.
*
* A field to be contoured has nx, ny points in the x- and y-directions
* respectively. The quad grid is defined by x and y arrays of shape(ny, nx),
* and the field itself is the z array also of shape(ny, nx). There is an
* optional boolean mask; if it exists then it also has shape(ny, nx). The
* mask applies to grid points rather than quads.
*
* How quads are masked based on the point mask is determined by the boolean
* 'corner_mask' flag. If false then any quad that has one or more of its four
* corner points masked is itself masked. If true the behaviour is the same
* except that any quad which has exactly one of its four corner points masked
* has only the triangular corner (half of the quad) adjacent to that point
* masked; the opposite triangular corner has three unmasked points and is not
* masked.
*
* By default the entire domain of nx*ny points is contoured together which can
* result in some very long polygons. The alternative is to break up the
* domain into subdomains or 'chunks' of smaller size, each of which is
* independently contoured. The size of these chunks is controlled by the
* 'nchunk' (or 'chunk_size') parameter. Chunking not only results in shorter
* polygons but also requires slightly less RAM. It can result in rendering
* artifacts though, depending on backend, antialiased flag and alpha value.
*
* Notation
* --------
* i and j are array indices in the x- and y-directions respectively. Although
* a single element of an array z can be accessed using z[j][i] or z(j,i), it
* is often convenient to use the single quad index z[quad], where
* quad = i + j*nx
* and hence
* i = quad % nx
* j = quad / nx
*
* Rather than referring to x- and y-directions, compass directions are used
* instead such that W, E, S, N refer to the -x, +x, -y, +y directions
* respectively. To move one quad to the E you would therefore add 1 to the
* quad index, to move one quad to the N you would add nx to the quad index.
*
* Cache
* -----
* Lots of information that is reused during contouring is stored as single
* bits in a mesh-sized cache, indexed by quad. Each quad's cache entry stores
* information about the quad itself such as if it is masked, and about the
* point at the SW corner of the quad, and about the W and S edges. Hence
* information about each point and each edge is only stored once in the cache.
*
* Cache information is divided into two types: that which is constant over the
* lifetime of the QuadContourGenerator, and that which changes for each
* contouring operation. The former is all grid-specific information such
* as quad and corner masks, and which edges are boundaries, either between
* masked and non-masked regions or between adjacent chunks. The latter
* includes whether points lie above or below the current contour levels, plus
* some flags to indicate how the contouring is progressing.
*
* Line Contours
* -------------
* A line contour connects points with the same z-value. Each point of such a
* contour occurs on an edge of the grid, at a point linearly interpolated to
* the contour z-level from the z-values at the end points of the edge. The
* direction of a line contour is such that higher values are to the left of
* the contour, so any edge that the contour passes through will have a left-
* hand end point with z > contour level and a right-hand end point with
* z <= contour level.
*
* Line contours are of two types. Firstly there are open line strips that
* start on a boundary, traverse the interior of the domain and end on a
* boundary. Secondly there are closed line loops that occur completely within
* the interior of the domain and do not touch a boundary.
*
* The QuadContourGenerator makes two sweeps through the grid to generate line
* contours for a particular level. In the first sweep it looks only for start
* points that occur on boundaries, and when it finds one it follows the
* contour through the interior until it finishes on another boundary edge.
* Each quad that is visited by the algorithm has a 'visited' flag set in the
* cache to indicate that the quad does not need to be visited again. In the
* second sweep all non-visited quads are checked to see if they contain part
* of an interior closed loop, and again each time one is found it is followed
* through the domain interior until it returns back to its start quad and is
* therefore completed.
*
* The situation is complicated by saddle quads that have two opposite corners
* with z >= contour level and the other two corners with z < contour level.
* These therefore contain two segments of a line contour, and the visited
* flags take account of this by only being set on the second visit. On the
* first visit a number of saddle flags are set in the cache to indicate which
* one of the two segments has been completed so far.
*
* Filled Contours
* ---------------
* Filled contours are produced between two contour levels and are always
* closed polygons. They can occur completely within the interior of the
* domain without touching a boundary, following either the lower or upper
* contour levels. Those on the lower level are exactly like interior line
* contours with higher values on the left. Those on the upper level are
* reversed such that higher values are on the right.
*
* Filled contours can also involve a boundary in which case they consist of
* one or more sections along a boundary and one or more sections through the
* interior. Interior sections can be on either level, and again those on the
* upper level have higher values on the right. Boundary sections can remain
* on either contour level or switch between the two.
*
* Once the start of a filled contour is found, the algorithm is similar to
* that for line contours in that it follows the contour to its end, which
* because filled contours are always closed polygons will be by returning
* back to the start. However, because two levels must be considered, each
* level has its own set of saddle and visited flags and indeed some extra
* visited flags for boundary edges.
*
* The major complication for filled contours is that some polygons can be
* holes (with points ordered clockwise) within other polygons (with points
* ordered anticlockwise). When it comes to rendering filled contours each
* non-hole polygon must be rendered along with its zero or more contained
* holes or the rendering will not be correct. The filled contour finding
* algorithm could progress pretty much as the line contour algorithm does,
* taking each polygon as it is found, but then at the end there would have to
* be an extra step to identify the parent non-hole polygon for each hole.
* This is not a particularly onerous task but it does not scale well and can
* easily dominate the execution time of the contour finding for even modest
* problems. It is much better to identity each hole's parent non-hole during
* the sweep algorithm.
*
* This requirement dictates the order that filled contours are identified. As
* the algorithm sweeps up through the grid, every time a polygon passes
* through a quad a ParentCache object is updated with the new possible parent.
* When a new hole polygon is started, the ParentCache is used to find the
* first possible parent in the same quad or to the S of it. Great care is
* needed each time a new quad is checked to see if a new polygon should be
* started, as a single quad can have multiple polygon starts, e.g. a quad
* could be a saddle quad for both lower and upper contour levels, meaning it
* has four contour line segments passing through it which could all be from
* different polygons. The S-most polygon must be started first, then the next
* S-most and so on until the N-most polygon is started in that quad.
*/
#ifndef MPL_CONTOUR_H
#define MPL_CONTOUR_H
#include "numpy_cpp.h"
#include <stdint.h>
#include <list>
#include <iostream>
#include <vector>
// Edge of a quad including diagonal edges of masked quads if _corner_mask true.
typedef enum
{
// Listing values here so easier to check for debug purposes.
Edge_None = -1,
Edge_E = 0,
Edge_N = 1,
Edge_W = 2,
Edge_S = 3,
// The following are only used if _corner_mask is true.
Edge_NE = 4,
Edge_NW = 5,
Edge_SW = 6,
Edge_SE = 7
} Edge;
// Combination of a quad and an edge of that quad.
// An invalid quad edge has quad of -1.
struct QuadEdge
{
QuadEdge();
QuadEdge(long quad_, Edge edge_);
bool operator<(const QuadEdge& other) const;
bool operator==(const QuadEdge& other) const;
bool operator!=(const QuadEdge& other) const;
friend std::ostream& operator<<(std::ostream& os,
const QuadEdge& quad_edge);
long quad;
Edge edge;
};
// 2D point with x,y coordinates.
struct XY
{
XY();
XY(const double& x_, const double& y_);
bool operator==(const XY& other) const;
bool operator!=(const XY& other) const;
XY operator*(const double& multiplier) const;
const XY& operator+=(const XY& other);
const XY& operator-=(const XY& other);
XY operator+(const XY& other) const;
XY operator-(const XY& other) const;
friend std::ostream& operator<<(std::ostream& os, const XY& xy);
double x, y;
};
// A single line of a contour, which may be a closed line loop or an open line
// strip. Identical adjacent points are avoided using push_back().
// A ContourLine is either a hole (points ordered clockwise) or it is not
// (points ordered anticlockwise). Each hole has a parent ContourLine that is
// not a hole; each non-hole contains zero or more child holes. A non-hole and
// its child holes must be rendered together to obtain the correct results.
class ContourLine : public std::vector<XY>
{
public:
typedef std::list<ContourLine*> Children;
ContourLine(bool is_hole);
void add_child(ContourLine* child);
void clear_parent();
const Children& get_children() const;
const ContourLine* get_parent() const;
ContourLine* get_parent();
bool is_hole() const;
void push_back(const XY& point);
void set_parent(ContourLine* parent);
void write() const;
private:
bool _is_hole;
ContourLine* _parent; // Only set if is_hole, not owned.
Children _children; // Only set if !is_hole, not owned.
};
// A Contour is a collection of zero or more ContourLines.
class Contour : public std::vector<ContourLine*>
{
public:
Contour();
virtual ~Contour();
void delete_contour_lines();
void write() const;
};
// Single chunk of ContourLine parents, indexed by quad. As a chunk's filled
// contours are created, the ParentCache is updated each time a ContourLine
// passes through each quad. When a new ContourLine is created, if it is a
// hole its parent ContourLine is read from the ParentCache by looking at the
// start quad, then each quad to the S in turn until a non-zero ContourLine is
// found.
class ParentCache
{
public:
ParentCache(long nx, long x_chunk_points, long y_chunk_points);
ContourLine* get_parent(long quad);
void set_chunk_starts(long istart, long jstart);
void set_parent(long quad, ContourLine& contour_line);
private:
long quad_to_index(long quad) const;
long _nx;
long _x_chunk_points, _y_chunk_points; // Number of points not quads.
std::vector<ContourLine*> _lines; // Not owned.
long _istart, _jstart;
};
// See overview of algorithm at top of file.
class QuadContourGenerator
{
public:
typedef numpy::array_view<const double, 2> CoordinateArray;
typedef numpy::array_view<const bool, 2> MaskArray;
// Constructor with optional mask.
// x, y, z: double arrays of shape (ny,nx).
// mask: boolean array, ether empty (if no mask), or of shape (ny,nx).
// corner_mask: flag for different masking behaviour.
// chunk_size: 0 for no chunking, or +ve integer for size of chunks that
// the domain is subdivided into.
QuadContourGenerator(const CoordinateArray& x,
const CoordinateArray& y,
const CoordinateArray& z,
const MaskArray& mask,
bool corner_mask,
long chunk_size);
// Destructor.
~QuadContourGenerator();
// Create and return polygons for a line (i.e. non-filled) contour at the
// specified level.
PyObject* create_contour(const double& level);
// Create and return polygons for a filled contour between the two
// specified levels.
PyObject* create_filled_contour(const double& lower_level,
const double& upper_level);
private:
// Typedef for following either a boundary of the domain or the interior;
// clearer than using a boolean.
typedef enum
{
Boundary,
Interior
} BoundaryOrInterior;
// Typedef for direction of movement from one quad to the next.
typedef enum
{
Dir_Right = -1,
Dir_Straight = 0,
Dir_Left = +1
} Dir;
// Typedef for a polygon being a hole or not; clearer than using a boolean.
typedef enum
{
NotHole,
Hole
} HoleOrNot;
// Append a C++ ContourLine to the end of two python lists. Used for line
// contours where each ContourLine is converted to a separate numpy array
// of (x,y) points.
// Clears the ContourLine too.
void append_contour_line_to_vertices_and_codes(ContourLine& contour_line,
PyObject* vertices_list,
PyObject* codes_list) const;
// Append a C++ Contour to the end of two python lists. Used for filled
// contours where each non-hole ContourLine and its child holes are
// represented by a numpy array of (x,y) points and a second numpy array of
// 'kinds' or 'codes' that indicates where the points array is split into
// individual polygons.
// Clears the Contour too, freeing each ContourLine as soon as possible
// for minimum RAM usage.
void append_contour_to_vertices_and_codes(Contour& contour,
PyObject* vertices_list,
PyObject* codes_list) const;
// Return number of chunks that fit in the specified point_count.
long calc_chunk_count(long point_count) const;
// Return the point on the specified QuadEdge that intersects the specified
// level.
XY edge_interp(const QuadEdge& quad_edge, const double& level);
// Follow a contour along a boundary, appending points to the ContourLine
// as it progresses. Only called for filled contours. Stops when the
// contour leaves the boundary to move into the interior of the domain, or
// when the start_quad_edge is reached in which case the ContourLine is a
// completed closed loop. Always adds the end point of each boundary edge
// to the ContourLine, regardless of whether moving to another boundary
// edge or leaving the boundary into the interior. Never adds the start
// point of the first boundary edge to the ContourLine.
// contour_line: ContourLine to append points to.
// quad_edge: on entry the QuadEdge to start from, on exit the QuadEdge
// that is stopped on.
// lower_level: lower contour z-value.
// upper_level: upper contour z-value.
// level_index: level index started on (1 = lower, 2 = upper level).
// start_quad_edge: QuadEdge that the ContourLine started from, which is
// used to check if the ContourLine is finished.
// Returns the end level_index.
unsigned int follow_boundary(ContourLine& contour_line,
QuadEdge& quad_edge,
const double& lower_level,
const double& upper_level,
unsigned int level_index,
const QuadEdge& start_quad_edge);
// Follow a contour across the interior of the domain, appending points to
// the ContourLine as it progresses. Called for both line and filled
// contours. Stops when the contour reaches a boundary or, if the
// start_quad_edge is specified, when quad_edge == start_quad_edge and
// level_index == start_level_index. Always adds the end point of each
// quad traversed to the ContourLine; only adds the start point of the
// first quad if want_initial_point flag is true.
// contour_line: ContourLine to append points to.
// quad_edge: on entry the QuadEdge to start from, on exit the QuadEdge
// that is stopped on.
// level_index: level index started on (1 = lower, 2 = upper level).
// level: contour z-value.
// want_initial_point: whether want to append the initial point to the
// ContourLine or not.
// start_quad_edge: the QuadEdge that the ContourLine started from to
// check if the ContourLine is finished, or 0 if no check should occur.
// start_level_index: the level_index that the ContourLine started from.
// set_parents: whether should set ParentCache as it progresses or not.
// This is true for filled contours, false for line contours.
void follow_interior(ContourLine& contour_line,
QuadEdge& quad_edge,
unsigned int level_index,
const double& level,
bool want_initial_point,
const QuadEdge* start_quad_edge,
unsigned int start_level_index,
bool set_parents);
// Return the index limits of a particular chunk.
void get_chunk_limits(long ijchunk,
long& ichunk,
long& jchunk,
long& istart,
long& iend,
long& jstart,
long& jend);
// Check if a contour starts within the specified corner quad on the
// specified level_index, and if so return the start edge. Otherwise
// return Edge_None.
Edge get_corner_start_edge(long quad, unsigned int level_index) const;
// Return index of point at start or end of specified QuadEdge, assuming
// anticlockwise ordering around non-masked quads.
long get_edge_point_index(const QuadEdge& quad_edge, bool start) const;
// Return the edge to exit a quad from, given the specified entry quad_edge
// and direction to move in.
Edge get_exit_edge(const QuadEdge& quad_edge, Dir dir) const;
// Return the (x,y) coordinates of the specified point index.
XY get_point_xy(long point) const;
// Return the z-value of the specified point index.
const double& get_point_z(long point) const;
// Check if a contour starts within the specified non-corner quad on the
// specified level_index, and if so return the start edge. Otherwise
// return Edge_None.
Edge get_quad_start_edge(long quad, unsigned int level_index) const;
// Check if a contour starts within the specified quad, whether it is a
// corner or a full quad, and if so return the start edge. Otherwise
// return Edge_None.
Edge get_start_edge(long quad, unsigned int level_index) const;
// Initialise the cache to contain grid information that is constant
// across the lifetime of this object, i.e. does not vary between calls to
// create_contour() and create_filled_contour().
void init_cache_grid(const MaskArray& mask);
// Initialise the cache with information that is specific to contouring the
// specified two levels. The levels are the same for contour lines,
// different for filled contours.
void init_cache_levels(const double& lower_level,
const double& upper_level);
// Return the (x,y) point at which the level intersects the line connecting
// the two specified point indices.
XY interp(long point1, long point2, const double& level) const;
// Return true if the specified QuadEdge is a boundary, i.e. is either an
// edge between a masked and non-masked quad/corner or is a chunk boundary.
bool is_edge_a_boundary(const QuadEdge& quad_edge) const;
// Follow a boundary from one QuadEdge to the next in an anticlockwise
// manner around the non-masked region.
void move_to_next_boundary_edge(QuadEdge& quad_edge) const;
// Move from the quad specified by quad_edge.quad to the neighbouring quad
// by crossing the edge specified by quad_edge.edge.
void move_to_next_quad(QuadEdge& quad_edge) const;
// Check for filled contours starting within the specified quad and
// complete any that are found, appending them to the specified Contour.
void single_quad_filled(Contour& contour,
long quad,
const double& lower_level,
const double& upper_level);
// Start and complete a filled contour line.
// quad: index of quad to start ContourLine in.
// edge: edge of quad to start ContourLine from.
// start_level_index: the level_index that the ContourLine starts from.
// hole_or_not: whether the ContourLine is a hole or not.
// boundary_or_interior: whether the ContourLine starts on a boundary or
// the interior.
// lower_level: lower contour z-value.
// upper_level: upper contour z-value.
// Returns newly created ContourLine.
ContourLine* start_filled(long quad,
Edge edge,
unsigned int start_level_index,
HoleOrNot hole_or_not,
BoundaryOrInterior boundary_or_interior,
const double& lower_level,
const double& upper_level);
// Start and complete a line contour that both starts and end on a
// boundary, traversing the interior of the domain.
// vertices_list: Python list that the ContourLine should be appended to.
// codes_list: Python list that the kind codes should be appended to.
// quad: index of quad to start ContourLine in.
// edge: boundary edge to start ContourLine from.
// level: contour z-value.
// Returns true if the start quad does not need to be visited again, i.e.
// VISITED(quad,1).
bool start_line(PyObject* vertices_list,
PyObject* codes_list,
long quad,
Edge edge,
const double& level);
// Debug function that writes the cache status to stdout.
void write_cache(bool grid_only = false) const;
// Debug function that writes that cache status for a single quad to
// stdout.
void write_cache_quad(long quad, bool grid_only) const;
// Note that mask is not stored as once it has been used to initialise the
// cache it is no longer needed.
CoordinateArray _x, _y, _z;
long _nx, _ny; // Number of points in each direction.
long _n; // Total number of points (and hence quads).
bool _corner_mask;
long _chunk_size; // Number of quads per chunk (not points).
// Always > 0, unlike python nchunk which is 0
// for no chunking.
long _nxchunk, _nychunk; // Number of chunks in each direction.
long _chunk_count; // Total number of chunks.
typedef uint32_t CacheItem;
CacheItem* _cache;
ParentCache _parent_cache; // On W quad sides.
};
#endif // _CONTOUR_H