EVOLUTION-MANAGER
Edit File: utility.h
/****************************************************************************** * * 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; } } #endif