private Trajectory2D GetSubTrajectory(Trajectory2D trajectory, int start, int end, int downSampleAmount)
        {
            var newTrajectory = new Trajectory2D();
            var originalCount = end - start + 1;

            for (var i = 0; i <= downSampleAmount - 1; i++)
            {
                var offset   = (int)Math.Floor(((double)(((long)i) * (originalCount - 1))) / (downSampleAmount - 1));
                var newPoint = trajectory[start - 1 + offset];
                newTrajectory.AppendPoint(newPoint.X, newPoint.Y);
            }
            return(newTrajectory);
        }
Example #2
0
        public override void Compute(MSInput input, out MSOutput output)
        {
            output = new MSOutput();
            var trajectory = input.Trajectory;

            List <TPoint2D> prevApproximation = null;

            for (var level = input.NumLevels; level >= 1; level--)
            {
                var             epsilon = input.GetEpsilon(level);
                List <TPoint2D> approximation;

                if (prevApproximation == null)
                {
                    approximation = Approximator.Approximate(trajectory, epsilon);
                }
                else
                {
                    approximation = new List <TPoint2D>();

                    var prevPoint = trajectory.First();

                    for (var i = 1; i < prevApproximation.Count; i++)
                    {
                        var point = prevApproximation[i];

                        //excludes the end point
                        var subApproximation = Approximator.Approximate(trajectory, prevPoint.Index, point.Index, epsilon);

                        approximation.AddRange(subApproximation);

                        prevPoint = point;
                    }

                    approximation.Add(trajectory.Last());
                }

                var newTrajectory = new Trajectory2D();
                foreach (var point in approximation)
                {
                    newTrajectory.AppendPoint(point.X, point.Y);
                }

                //report shortest path
                //output.LogObject("Level Shortest Path", levelTrajectory);
                output.LogLine("Level " + level + " trajectory found. Length: " + newTrajectory.Count);
                output.SetTrajectoryAtLevel(level, newTrajectory);

                prevApproximation = approximation;
            }
        }
        public override void Compute(MSInput input, out MSOutput output)
        {
            //output = new MSOutput();
            output = new Output();

            var trajectory = input.Trajectory;

            ShortcutProvider.Init(input, output, true);

            var shortcutGraphs = ((Output)output).Graphs;
            //var shortcutGraphs = new Dictionary<int, ShortcutGraph>();

            ShortcutGraph prevShortcutGraph = null;

            for (var level = 1; level <= input.NumLevels; level++)
            {
                var epsilon = input.GetEpsilon(level);

                ShortcutGraph shortcutGraph;
                if (prevShortcutGraph != null)
                {
                    //clone graph from previous level
                    shortcutGraph = (ShortcutGraph)prevShortcutGraph.Clone();
                }
                else
                {
                    //build initial graph (just a simple sequence of nodes like in the trajectory)
                    shortcutGraph = new ShortcutGraph(trajectory);
                }

                //select correct shortcuts
                var shortcutsLevel = ShortcutProvider.GetShortcuts(level, epsilon);
                //output.LogObject("Number of shortcuts found for level " + level, () => shortcutsLevel.Count);

                if (level == 1)
                {
                    foreach (var shortcut in shortcutsLevel)
                    {
                        shortcutGraph.AddShortcut(shortcut);
                    }
                }
                else
                {
                    var weights         = new Dictionary <Shortcut, int>();
                    var shortcutWeights = GetShortcutWeights(shortcutGraph, shortcutsLevel);

                    foreach (var pair in shortcutWeights)
                    {
                        var shortcut = pair.Key;
                        var weight   = pair.Value;
                        weights[shortcut] = weight;
                    }

                    foreach (var shortcut in shortcutsLevel)
                    {
                        shortcutGraph.AddShortcut(shortcut, weights[shortcut]);
                    }

                    //increment weights of all edges by 1
                    shortcutGraph.IncrementAllWeights();
                }

                //output.LogObject("Shortcut Graph", shortcutGraph);

                shortcutGraphs[level] = shortcutGraph;
                prevShortcutGraph     = shortcutGraph;
            }

            output.LogLine("Shortcut graph size at scale m: " + shortcutGraphs[input.NumLevels].Count);
            output.LogLine("Average amount of shortcuts handled per scale: " + shortcutGraphs[input.NumLevels].Count / input.NumLevels);

            output.LogLine("");
            output.LogLine("Starting calculations of level trajectories bottom-up");
            output.LogLine("");

            //bottom up calculation of level trajectories
            LinkedList <TPoint2D> prevShortestPath = null;

            for (var level = input.NumLevels; level >= 1; level--)
            {
                var shortcutGraph = shortcutGraphs[level];
                LinkedList <TPoint2D> shortestPath;

                if (prevShortestPath == null)
                {
                    var pointPath = ShortestPathProvider.FindShortestPath(shortcutGraph, trajectory.First(), trajectory.Last());
                    shortestPath = pointPath.Points;
                }
                else
                {
                    shortestPath = new LinkedList <TPoint2D>();
                    var prevPoint = trajectory.First();

                    foreach (var point in prevShortestPath)
                    {
                        var pointPath = ShortestPathProvider.FindShortestPath(shortcutGraph, prevPoint, point);

                        foreach (var p in pointPath.Points)
                        {
                            shortestPath.AddLast(p);
                        }

                        prevPoint = point;
                    }
                }

                var newTrajectory = new Trajectory2D();
                newTrajectory.AppendPoint(trajectory.First().X, trajectory.First().Y);
                foreach (var point in shortestPath)
                {
                    newTrajectory.AppendPoint(point.X, point.Y);
                }

                //report shortest path
                //output.LogObject("Level Shortest Path", levelTrajectory);
                output.LogLine("Level " + level + " trajectory found. Length: " + newTrajectory.Count);
                output.SetTrajectoryAtLevel(level, newTrajectory);

                prevShortestPath = shortestPath;
            }
        }