void GenerateFromEvents(Solver solver, OverlapRemovalParameters parameters, List<Event> events, bool isHorizontal) { // First, sort the events on the perpendicular coordinate of the event // (e.g. for horizontal constraint generation, order on vertical position). events.Sort(); #if VERBOSE Console.WriteLine("Events:"); foreach (Event evt in events) { Console.WriteLine(" {0}", evt); } #endif // VERBOSE var scanLine = new ScanLine(); foreach (Event evt in events) { OverlapRemovalNode currentNode = evt.Node; if (evt.IsForOpen) { // Insert the current node into the scan line. scanLine.Insert(currentNode); #if VERBOSE Console.WriteLine("ScanAdd: {0}", currentNode); #endif // VERBOSE // Find the nodes that are currently open to either side of it and are either overlapping // nodes or the first non-overlapping node in that direction. currentNode.LeftNeighbors = GetLeftNeighbours(parameters, scanLine, currentNode, isHorizontal); currentNode.RightNeighbors = GetRightNeighbours(parameters, scanLine, currentNode, isHorizontal); // Use counts for indexing for performance (rather than foreach, and hoist the count-control // variable out of the loop so .Count isn't checked on each iteration, since we know it's // not going to be changed). int numLeftNeighbors = currentNode.LeftNeighbors.Count; int numRightNeighbors = currentNode.RightNeighbors.Count; // If there is currently a non-overlap constraint between any two nodes across the // two neighbour lists we've just created, we can remove them because they will be // transitively enforced by the constraints we'll create for the current node. // I.e., we can remove the specification for the constraint // leftNeighborNode + gap + padding <= rightNeighborNode // because it is implied by the constraints we'll create for // leftNeighborNode + gap + padding <= node // node + gap + padding <= rightNeighborNode // We must also add the current node as a neighbour in the appropriate direction. // @@PERF: List<T>.Remove is a sequential search so averages 1/2 the size of the // lists. We currently don't expect the neighbour lists to be very large or Remove // to be a frequent operation, and using HashSets would incur the GetEnumerator overhead // on the outer and inner loops; but .Remove creates an inner-inner loop so do some // timing runs to compare performance. // @@PERF: handles the case where we are node c and have added node b as a lnbour // and node d as rnbour, where those nodes are already nbours. But it does not handle // the case where we add node b and node a as lnbours, and node b already has node a // as an lnbour. To do this I think we'd just want to skip adding the node-a lnbour, // but that forms a new inner loop (iterating all lnbours before adding a new one) // unless we develop different storage for nbours. for (int ii = 0; ii < numLeftNeighbors; ++ii) { OverlapRemovalNode leftNeighborNode = currentNode.LeftNeighbors[ii]; for (int jj = 0; jj < numRightNeighbors; ++jj) { // TODOunit: test this OverlapRemovalNode nodeToRemove = currentNode.RightNeighbors[jj]; if (leftNeighborNode.RightNeighbors.Remove(nodeToRemove)) { #if VERBOSE Console.WriteLine(" {0} RnbourRem {1} --> {2}", isHorizontal ? "H" : "V", leftNeighborNode, nodeToRemove); #endif // VERBOSE } } leftNeighborNode.RightNeighbors.Add(currentNode); } for (int ii = 0; ii < numRightNeighbors; ++ii) { // TODOunit: test this OverlapRemovalNode rightNeighborNode = currentNode.RightNeighbors[ii]; for (int jj = 0; jj < numLeftNeighbors; ++jj) { OverlapRemovalNode nodeToRemove = currentNode.LeftNeighbors[jj]; if (rightNeighborNode.LeftNeighbors.Remove(nodeToRemove)) { #if VERBOSE Console.WriteLine(" {0} LnbourRem {1} --> {2}", isHorizontal ? "H" : "V", nodeToRemove, rightNeighborNode); #endif // VERBOSE } } rightNeighborNode.LeftNeighbors.Add(currentNode); } } // endif evt.IsForOpen else { // This is a close event, so generate the constraints and remove the closing node // from its neighbours lists. If we're closing we should have left neighbours so // this is null then we've likely got some sort of internal calculation error. if (null == currentNode.LeftNeighbors) { Debug.Assert(null != currentNode.LeftNeighbors, "LeftNeighbors should not be null for a Close event"); continue; } // currentNode is the current node; if it's a cluster, translate it to the node that // should be involved in the constraint (if it's the left neighbour then use its // right border as the constraint variable, and vice-versa). OverlapRemovalNode currentLeftNode = GetLeftConstraintNode(currentNode); OverlapRemovalNode currentRightNode = GetRightConstraintNode(currentNode); // LeftNeighbors must end before the current node... int cLeftNeighbours = currentNode.LeftNeighbors.Count; for (int ii = 0; ii < cLeftNeighbours; ++ii) { // Keep track of the original Node; it may be the base of a Cluster, in which // case it will have the active neighbours list, not leftNeighborNode (which will // be the left border "fake Node"). OverlapRemovalNode origLeftNeighborNode = currentNode.LeftNeighbors[ii]; origLeftNeighborNode.RightNeighbors.Remove(currentNode); OverlapRemovalNode leftNeighborNode = GetLeftConstraintNode(origLeftNeighborNode); Debug.Assert(leftNeighborNode.OpenP == origLeftNeighborNode.OpenP, "leftNeighborNode.OpenP must == origLeftNeighborNode.OpenP"); // This assert verifies we match the Solver.ViolationTolerance check in AddNeighbor. // We are closing the node here so use an alternative to OverlapP for additional // consistency verification. Allow a little rounding error. Debug.Assert(isHorizontal || ((currentNode.CloseP + NodePaddingP - leftNeighborNode.OpenP) > (parameters.SolverParameters.GapTolerance - 1e-6)), "LeftNeighbors: unexpected close/open overlap"); double p = leftNeighborNode == LeftBorderNode || currentRightNode == RightBorderNode ? ClusterPadding : NodePadding; double separation = ((leftNeighborNode.Size + currentRightNode.Size) / 2) + p; if (TranslateChildren) { separation = Math.Max(separation, currentRightNode.Position - leftNeighborNode.Position); } Constraint cst = solver.AddConstraint(leftNeighborNode.Variable, currentRightNode.Variable, separation); Debug.Assert(null != cst, "LeftNeighbors: unexpected null cst"); #if VERBOSE Console.WriteLine(" {0} LnbourCst {1} -> {2} g {3:F5}", isHorizontal ? "H" : "V" , cst.Left.Name, cst.Right.Name, cst.Gap); #endif // VERBOSE } // ... and RightNeighbors must start after the current node. int cRightNeighbours = currentNode.RightNeighbors.Count; for (int ii = 0; ii < cRightNeighbours; ++ii) { // Keep original node, which may be a cluster; see comments in LeftNeighbors above. OverlapRemovalNode origRightNeighborNode = currentNode.RightNeighbors[ii]; origRightNeighborNode.LeftNeighbors.Remove(currentNode); OverlapRemovalNode rightNeighborNode = GetRightConstraintNode(origRightNeighborNode); // This assert verifies we match the Solver.ViolationTolerance check in AddNeighbor. // Allow a little rounding error. Debug.Assert(isHorizontal || ((currentNode.CloseP + NodePaddingP - rightNeighborNode.OpenP) > (parameters.SolverParameters.GapTolerance - 1e-6)), "RightNeighbors: unexpected close/open overlap"); double p = currentLeftNode == LeftBorderNode || rightNeighborNode == RightBorderNode ? ClusterPadding : NodePadding; double separation = ((currentLeftNode.Size + rightNeighborNode.Size) / 2) + p; if (TranslateChildren) { separation = Math.Max(separation, rightNeighborNode.Position - currentLeftNode.Position); } Constraint cst = solver.AddConstraint(currentLeftNode.Variable, rightNeighborNode.Variable, separation); Debug.Assert(null != cst, "RightNeighbors: unexpected null cst"); #if VERBOSE Console.WriteLine(" {0} RnbourCst {1} -> {2} g {3:F5}", isHorizontal ? "H" : "V" , cst.Left.Name, cst.Right.Name, cst.Gap); #endif // VERBOSE } // Note: although currentNode is closed, there may still be open nodes in its // Neighbour lists; these will subsequently be processed (and removed from // currentNode.*Neighbour) when those Neighbors are closed. scanLine.Remove(currentNode); #if VERBOSE Console.WriteLine("ScanRem: {0}", currentNode); #endif // VERBOSE } // endelse !evt.IsForOpen // @@PERF: Set Node.Left/RightNeighbors null to let the GC know we're not using them // anymore, unless we can reasonably assume a short lifetime for the ConstraintGenerator. } // endforeach Event }