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Posted to issues@commons.apache.org by "aherbert (via GitHub)" <gi...@apache.org> on 2023/07/19 22:50:34 UTC
[GitHub] [commons-geometry] aherbert commented on a diff in pull request #218: Refactor hull
aherbert commented on code in PR #218:
URL: https://github.com/apache/commons-geometry/pull/218#discussion_r1268708345
##########
commons-geometry-euclidean/src/main/java/org/apache/commons/geometry/euclidean/twod/hull/ConvexHull2D.java:
##########
Review Comment:
This is showing as a new file, but has code from the deleted file in the old hull module. A git move and then supplementing the builder code would preserve the commit history.
##########
commons-geometry-euclidean/src/main/java/org/apache/commons/geometry/euclidean/twod/hull/ConvexHull2D.java:
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@@ -0,0 +1,469 @@
+/*
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed with
+ * this work for additional information regarding copyright ownership.
+ * The ASF licenses this file to You under the Apache License, Version 2.0
+ * (the "License"); you may not use this file except in compliance with
+ * the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package org.apache.commons.geometry.euclidean.twod.hull;
+
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.Collections;
+import java.util.Iterator;
+import java.util.List;
+
+import org.apache.commons.geometry.core.ConvexHull;
+import org.apache.commons.geometry.euclidean.EuclideanCollections;
+import org.apache.commons.geometry.euclidean.twod.ConvexArea;
+import org.apache.commons.geometry.euclidean.twod.Lines;
+import org.apache.commons.geometry.euclidean.twod.Vector2D;
+import org.apache.commons.geometry.euclidean.twod.path.LinePath;
+import org.apache.commons.numbers.core.Precision;
+
+/**
+ * This class represents a convex hull in two-dimensional Euclidean space.
+ */
+public final class ConvexHull2D implements ConvexHull<Vector2D> {
+
+ /** Vertices for the convex hull, in order. */
+ private final List<Vector2D> vertices;
+
+ /** Polyline path for the convex hull. */
+ private final LinePath path;
+
+ /** Simple constructor; no validation is performed.
+ * @param vertices the vertices of the convex hull; callers are responsible for ensuring that
+ * the given vertices are in order, unique, and define a convex hull.
+ * @param precision precision context used to compare floating point numbers
+ */
+ ConvexHull2D(final Collection<Vector2D> vertices, final Precision.DoubleEquivalence precision) {
+ this.vertices = Collections.unmodifiableList(new ArrayList<>(vertices));
+ this.path = buildHullPath(vertices, precision);
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public List<Vector2D> getVertices() {
+ return vertices;
+ }
+
+ /** Get a path defining the convex hull. The path will contain
+ * <ul>
+ * <li>zero segments if the hull consists of only a single point,</li>
+ * <li>one segment if the hull consists of two points,</li>
+ * <li>three or more segments defining a closed loop if the hull consists of more than
+ * two non-collinear points.</li>
+ * </ul>
+ * @return polyline path defining the convex hull
+ */
+ public LinePath getPath() {
+ return path;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public ConvexArea getRegion() {
+ return path.isClosed() ?
+ ConvexArea.convexPolygonFromPath(path) :
+ null;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public String toString() {
+ final StringBuilder sb = new StringBuilder();
+ sb.append(getClass().getSimpleName())
+ .append("[vertices= ")
+ .append(getVertices())
+ .append(']');
+
+ return sb.toString();
+ }
+
+ /** Build a polyline representing the path for a convex hull.
+ * @param vertices convex hull vertices
+ * @param precision precision context used to compare floating point values
+ * @return path for the convex hull defined by the given vertices
+ */
+ private static LinePath buildHullPath(final Collection<Vector2D> vertices,
+ final Precision.DoubleEquivalence precision) {
+ if (vertices.size() < 2) {
+ return LinePath.empty();
+ }
+
+ final boolean closeLoop = vertices.size() > 2;
+
+ return LinePath.builder(precision)
+ .appendVertices(vertices)
+ .build(closeLoop);
+ }
+
+ /** Class used to build convex hulls. The builder is based on the Akl-Toussaint
+ * heuristic to construct the hull. The heuristic is based on the idea of a
+ * convex quadrilateral, which is formed by four points with the lowest and
+ * highest x / y coordinates. Any point that lies inside this quadrilateral can
+ * not be part of the convex hull and can thus be safely discarded before
+ * generating the convex hull itself.
+ * <p>
+ * The complexity of the operation is O(n), and may greatly improve the time it
+ * takes to construct the convex hull afterwards, depending on the point
+ * distribution.
+ *
+ * @see <a href=
+ * "http://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl-Toussaint_heuristic">
+ * Akl-Toussaint heuristic (Wikipedia)</a>
+ */
+ public static final class Builder {
+
+ /** Corner of triangle with minimal x coordinate. */
Review Comment:
Q. `triangle` to `quadrilateral`?
##########
commons-geometry-euclidean/src/main/java/org/apache/commons/geometry/euclidean/twod/hull/ConvexHull2D.java:
##########
@@ -0,0 +1,469 @@
+/*
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed with
+ * this work for additional information regarding copyright ownership.
+ * The ASF licenses this file to You under the Apache License, Version 2.0
+ * (the "License"); you may not use this file except in compliance with
+ * the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package org.apache.commons.geometry.euclidean.twod.hull;
+
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.Collections;
+import java.util.Iterator;
+import java.util.List;
+
+import org.apache.commons.geometry.core.ConvexHull;
+import org.apache.commons.geometry.euclidean.EuclideanCollections;
+import org.apache.commons.geometry.euclidean.twod.ConvexArea;
+import org.apache.commons.geometry.euclidean.twod.Lines;
+import org.apache.commons.geometry.euclidean.twod.Vector2D;
+import org.apache.commons.geometry.euclidean.twod.path.LinePath;
+import org.apache.commons.numbers.core.Precision;
+
+/**
+ * This class represents a convex hull in two-dimensional Euclidean space.
+ */
+public final class ConvexHull2D implements ConvexHull<Vector2D> {
+
+ /** Vertices for the convex hull, in order. */
+ private final List<Vector2D> vertices;
+
+ /** Polyline path for the convex hull. */
+ private final LinePath path;
+
+ /** Simple constructor; no validation is performed.
+ * @param vertices the vertices of the convex hull; callers are responsible for ensuring that
+ * the given vertices are in order, unique, and define a convex hull.
+ * @param precision precision context used to compare floating point numbers
+ */
+ ConvexHull2D(final Collection<Vector2D> vertices, final Precision.DoubleEquivalence precision) {
+ this.vertices = Collections.unmodifiableList(new ArrayList<>(vertices));
+ this.path = buildHullPath(vertices, precision);
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public List<Vector2D> getVertices() {
+ return vertices;
+ }
+
+ /** Get a path defining the convex hull. The path will contain
+ * <ul>
+ * <li>zero segments if the hull consists of only a single point,</li>
+ * <li>one segment if the hull consists of two points,</li>
+ * <li>three or more segments defining a closed loop if the hull consists of more than
+ * two non-collinear points.</li>
+ * </ul>
+ * @return polyline path defining the convex hull
+ */
+ public LinePath getPath() {
+ return path;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public ConvexArea getRegion() {
+ return path.isClosed() ?
+ ConvexArea.convexPolygonFromPath(path) :
+ null;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public String toString() {
+ final StringBuilder sb = new StringBuilder();
+ sb.append(getClass().getSimpleName())
+ .append("[vertices= ")
+ .append(getVertices())
+ .append(']');
+
+ return sb.toString();
+ }
+
+ /** Build a polyline representing the path for a convex hull.
+ * @param vertices convex hull vertices
+ * @param precision precision context used to compare floating point values
+ * @return path for the convex hull defined by the given vertices
+ */
+ private static LinePath buildHullPath(final Collection<Vector2D> vertices,
+ final Precision.DoubleEquivalence precision) {
+ if (vertices.size() < 2) {
+ return LinePath.empty();
+ }
+
+ final boolean closeLoop = vertices.size() > 2;
+
+ return LinePath.builder(precision)
+ .appendVertices(vertices)
+ .build(closeLoop);
+ }
+
+ /** Class used to build convex hulls. The builder is based on the Akl-Toussaint
+ * heuristic to construct the hull. The heuristic is based on the idea of a
+ * convex quadrilateral, which is formed by four points with the lowest and
+ * highest x / y coordinates. Any point that lies inside this quadrilateral can
+ * not be part of the convex hull and can thus be safely discarded before
+ * generating the convex hull itself.
+ * <p>
+ * The complexity of the operation is O(n), and may greatly improve the time it
+ * takes to construct the convex hull afterwards, depending on the point
+ * distribution.
+ *
+ * @see <a href=
+ * "http://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl-Toussaint_heuristic">
+ * Akl-Toussaint heuristic (Wikipedia)</a>
+ */
+ public static final class Builder {
+
+ /** Corner of triangle with minimal x coordinate. */
+ private Vector2D minX;
+
+ /** Corner of triangle with maximal x coordinate. */
+ private Vector2D maxX;
+
+ /** Corner of triangle with minimal y coordinate. */
+ private Vector2D minY;
+
+ /** Corner of triangle with maximal y coordinate. */
+ private Vector2D maxY;
+
+ /** Collection of all remaining candidates for a convex hull. */
+ private final Collection<Vector2D> candidates;
+
+ /** A precision context for comparing points. */
+ private final Precision.DoubleEquivalence precision;
+
+ /** Indicates if collinear points on the hull shall be present in the output.
+ * If {@code false}, only the extreme points are added to the hull.
+ */
+ private final boolean includeCollinearPoints;
+
+ /**Return a {@link Builder} instance configured with the given precision
+ * context. The precision context is used when comparing points.
+ *
+ * @param builderPrecision precision context to use when building a convex
+ * hull from raw vertices; may be null if raw
+ * vertices are not used.
+ * @param includeCollinearPoints whether collinear points shall be added as hull
+ * vertices
+ */
+ public Builder(final boolean includeCollinearPoints, final Precision.DoubleEquivalence builderPrecision) {
+ this.precision = builderPrecision;
+ this.includeCollinearPoints = includeCollinearPoints;
+ candidates = EuclideanCollections.pointSet2D(builderPrecision);
+ }
+
+ /** Appends the given point to a collection of possible hull points, if and only
+ * if the given point is outside of a constructed quadrilateral of extreme properties.
+ *
+ * @param point a given point.
+ * @return this instance.
+ */
+ public Builder append(Vector2D point) {
+
+ //Checks if the given point supersedes one of the corners.
+ checkCorners(point);
+
+ //Only proceed if the quadrilateral is complete.
+ if (candidates.size() < 4) {
+ return this;
+ }
+
+ final List<Vector2D> quadrilateral = buildQuadrilateral(minY, maxX, maxY, minX);
+ // if the quadrilateral is not well formed, e.g. only 2 points, do not attempt to reduce
+ if (quadrilateral.size() < 3) {
+ return this;
+ }
+
+ // check all points if they are within the quadrilateral
+ // in which case they can not be part of the convex hull
+ if (!insideQuadrilateral(point, quadrilateral)) {
+ candidates.add(point);
+ }
+
+ return this;
+ }
+
+ /** Appends the given points to a collection of possible hull points, if and only
+ * if the given points are outside of a constructed quadrilateral of extreme
+ * properties.
+ *
+ * @param points a given collection of points.
+ * @throws NullPointerException if points is {@code null}.
+ * @return this instance.
+ */
+ public Builder append(Collection<Vector2D> points) {
+ points.forEach(this::append);
+ return this;
+ }
+
+ /**
+ * Build a convex hull from the set appended points.
+ *
+ * @return the convex hull
+ * @throws IllegalStateException if generator fails to generate a convex hull for
+ * the given set of input points
+ */
+ public ConvexHull2D build() {
+ Collection<Vector2D> hullVertices;
+ if (candidates.size() < 2) {
+ hullVertices = candidates;
+ } else {
+ hullVertices = findHullVertices(candidates);
+ }
+
+ if (!isConvex(hullVertices)) {
+ throw new IllegalStateException("Convex hull algorithm failed to generate solution");
+ }
+
+ return new ConvexHull2D(hullVertices, precision);
+ }
+
+ /** Build the convex quadrilateral with the found corner points (with min/max x/y
+ * coordinates).
+ *
+ * @param points the respective points with min/max x/y coordinate
+ * @return the quadrilateral
+ */
+ private static List<Vector2D> buildQuadrilateral(final Vector2D... points) {
+ final List<Vector2D> quadrilateral = new ArrayList<>();
+ for (final Vector2D p : points) {
+ if (!quadrilateral.contains(p)) {
+ quadrilateral.add(p);
+ }
+ }
+ return quadrilateral;
+ }
+
+ /** Checks if the given point supersedes one of the corners. If it does the old
+ * corner is removed and the point added to the collection of points.
+ *
+ * @param point a given point.
+ */
+ private void checkCorners(Vector2D point) {
+ if (minX == null || point.getX() < minX.getX()) {
Review Comment:
Here we only require one null check. If minX is null then the other corners are also null and all can be set to the point:
```Java
if (minX == null) {
minX = maxX = minY = maxY = point;
candidates.add(point);
return;
}
```
IIUC this condition will also be met if `candidate.isEmpty()`. However using the null check does indicate that for the rest of the method the corners are not null.
##########
commons-geometry-euclidean/src/main/java/org/apache/commons/geometry/euclidean/twod/hull/ConvexHull2D.java:
##########
@@ -0,0 +1,469 @@
+/*
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed with
+ * this work for additional information regarding copyright ownership.
+ * The ASF licenses this file to You under the Apache License, Version 2.0
+ * (the "License"); you may not use this file except in compliance with
+ * the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package org.apache.commons.geometry.euclidean.twod.hull;
+
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.Collections;
+import java.util.Iterator;
+import java.util.List;
+
+import org.apache.commons.geometry.core.ConvexHull;
+import org.apache.commons.geometry.euclidean.EuclideanCollections;
+import org.apache.commons.geometry.euclidean.twod.ConvexArea;
+import org.apache.commons.geometry.euclidean.twod.Lines;
+import org.apache.commons.geometry.euclidean.twod.Vector2D;
+import org.apache.commons.geometry.euclidean.twod.path.LinePath;
+import org.apache.commons.numbers.core.Precision;
+
+/**
+ * This class represents a convex hull in two-dimensional Euclidean space.
+ */
+public final class ConvexHull2D implements ConvexHull<Vector2D> {
+
+ /** Vertices for the convex hull, in order. */
+ private final List<Vector2D> vertices;
+
+ /** Polyline path for the convex hull. */
+ private final LinePath path;
+
+ /** Simple constructor; no validation is performed.
+ * @param vertices the vertices of the convex hull; callers are responsible for ensuring that
+ * the given vertices are in order, unique, and define a convex hull.
+ * @param precision precision context used to compare floating point numbers
+ */
+ ConvexHull2D(final Collection<Vector2D> vertices, final Precision.DoubleEquivalence precision) {
+ this.vertices = Collections.unmodifiableList(new ArrayList<>(vertices));
+ this.path = buildHullPath(vertices, precision);
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public List<Vector2D> getVertices() {
+ return vertices;
+ }
+
+ /** Get a path defining the convex hull. The path will contain
+ * <ul>
+ * <li>zero segments if the hull consists of only a single point,</li>
+ * <li>one segment if the hull consists of two points,</li>
+ * <li>three or more segments defining a closed loop if the hull consists of more than
+ * two non-collinear points.</li>
+ * </ul>
+ * @return polyline path defining the convex hull
+ */
+ public LinePath getPath() {
+ return path;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public ConvexArea getRegion() {
+ return path.isClosed() ?
+ ConvexArea.convexPolygonFromPath(path) :
+ null;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public String toString() {
+ final StringBuilder sb = new StringBuilder();
+ sb.append(getClass().getSimpleName())
+ .append("[vertices= ")
+ .append(getVertices())
+ .append(']');
+
+ return sb.toString();
+ }
+
+ /** Build a polyline representing the path for a convex hull.
+ * @param vertices convex hull vertices
+ * @param precision precision context used to compare floating point values
+ * @return path for the convex hull defined by the given vertices
+ */
+ private static LinePath buildHullPath(final Collection<Vector2D> vertices,
+ final Precision.DoubleEquivalence precision) {
+ if (vertices.size() < 2) {
+ return LinePath.empty();
+ }
+
+ final boolean closeLoop = vertices.size() > 2;
+
+ return LinePath.builder(precision)
+ .appendVertices(vertices)
+ .build(closeLoop);
+ }
+
+ /** Class used to build convex hulls. The builder is based on the Akl-Toussaint
+ * heuristic to construct the hull. The heuristic is based on the idea of a
+ * convex quadrilateral, which is formed by four points with the lowest and
+ * highest x / y coordinates. Any point that lies inside this quadrilateral can
+ * not be part of the convex hull and can thus be safely discarded before
+ * generating the convex hull itself.
+ * <p>
+ * The complexity of the operation is O(n), and may greatly improve the time it
+ * takes to construct the convex hull afterwards, depending on the point
+ * distribution.
+ *
+ * @see <a href=
+ * "http://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl-Toussaint_heuristic">
+ * Akl-Toussaint heuristic (Wikipedia)</a>
+ */
+ public static final class Builder {
+
+ /** Corner of triangle with minimal x coordinate. */
+ private Vector2D minX;
+
+ /** Corner of triangle with maximal x coordinate. */
+ private Vector2D maxX;
+
+ /** Corner of triangle with minimal y coordinate. */
+ private Vector2D minY;
+
+ /** Corner of triangle with maximal y coordinate. */
+ private Vector2D maxY;
+
+ /** Collection of all remaining candidates for a convex hull. */
+ private final Collection<Vector2D> candidates;
+
+ /** A precision context for comparing points. */
+ private final Precision.DoubleEquivalence precision;
+
+ /** Indicates if collinear points on the hull shall be present in the output.
+ * If {@code false}, only the extreme points are added to the hull.
+ */
+ private final boolean includeCollinearPoints;
+
+ /**Return a {@link Builder} instance configured with the given precision
+ * context. The precision context is used when comparing points.
+ *
+ * @param builderPrecision precision context to use when building a convex
+ * hull from raw vertices; may be null if raw
+ * vertices are not used.
+ * @param includeCollinearPoints whether collinear points shall be added as hull
+ * vertices
+ */
+ public Builder(final boolean includeCollinearPoints, final Precision.DoubleEquivalence builderPrecision) {
+ this.precision = builderPrecision;
+ this.includeCollinearPoints = includeCollinearPoints;
+ candidates = EuclideanCollections.pointSet2D(builderPrecision);
+ }
+
+ /** Appends the given point to a collection of possible hull points, if and only
+ * if the given point is outside of a constructed quadrilateral of extreme properties.
+ *
+ * @param point a given point.
+ * @return this instance.
+ */
+ public Builder append(Vector2D point) {
+
+ //Checks if the given point supersedes one of the corners.
+ checkCorners(point);
+
+ //Only proceed if the quadrilateral is complete.
+ if (candidates.size() < 4) {
+ return this;
+ }
+
+ final List<Vector2D> quadrilateral = buildQuadrilateral(minY, maxX, maxY, minX);
+ // if the quadrilateral is not well formed, e.g. only 2 points, do not attempt to reduce
+ if (quadrilateral.size() < 3) {
+ return this;
+ }
+
+ // check all points if they are within the quadrilateral
+ // in which case they can not be part of the convex hull
+ if (!insideQuadrilateral(point, quadrilateral)) {
+ candidates.add(point);
+ }
+
+ return this;
+ }
+
+ /** Appends the given points to a collection of possible hull points, if and only
+ * if the given points are outside of a constructed quadrilateral of extreme
+ * properties.
+ *
+ * @param points a given collection of points.
+ * @throws NullPointerException if points is {@code null}.
+ * @return this instance.
+ */
+ public Builder append(Collection<Vector2D> points) {
+ points.forEach(this::append);
+ return this;
+ }
+
+ /**
+ * Build a convex hull from the set appended points.
+ *
+ * @return the convex hull
+ * @throws IllegalStateException if generator fails to generate a convex hull for
+ * the given set of input points
+ */
+ public ConvexHull2D build() {
+ Collection<Vector2D> hullVertices;
+ if (candidates.size() < 2) {
+ hullVertices = candidates;
+ } else {
+ hullVertices = findHullVertices(candidates);
+ }
+
+ if (!isConvex(hullVertices)) {
+ throw new IllegalStateException("Convex hull algorithm failed to generate solution");
+ }
+
+ return new ConvexHull2D(hullVertices, precision);
+ }
+
+ /** Build the convex quadrilateral with the found corner points (with min/max x/y
+ * coordinates).
+ *
+ * @param points the respective points with min/max x/y coordinate
+ * @return the quadrilateral
+ */
+ private static List<Vector2D> buildQuadrilateral(final Vector2D... points) {
+ final List<Vector2D> quadrilateral = new ArrayList<>();
+ for (final Vector2D p : points) {
+ if (!quadrilateral.contains(p)) {
+ quadrilateral.add(p);
+ }
+ }
+ return quadrilateral;
+ }
+
+ /** Checks if the given point supersedes one of the corners. If it does the old
+ * corner is removed and the point added to the collection of points.
+ *
+ * @param point a given point.
+ */
+ private void checkCorners(Vector2D point) {
+ if (minX == null || point.getX() < minX.getX()) {
+ minX = point;
+ candidates.add(point);
+ }
+ if (maxX == null || point.getX() > maxX.getX()) {
+ maxX = point;
+ candidates.add(point);
+ }
+ if (minY == null || point.getY() < minY.getY()) {
+ minY = point;
+ candidates.add(point);
+ }
+ if (maxY == null || point.getY() > maxY.getY()) {
+ maxY = point;
+ candidates.add(point);
+ }
+ }
+
+ /** Checks if the given point is located within the convex quadrilateral.
+ * @param point the point to check
+ * @param quadrilateralPoints the convex quadrilateral, represented by 4 points
+ * @return {@code true} if the point is inside the quadrilateral, {@code false} otherwise
+ */
+ private boolean insideQuadrilateral(final Vector2D point,
+ final List<? extends Vector2D> quadrilateralPoints) {
+
+ Vector2D v1 = quadrilateralPoints.get(0);
+ Vector2D v2 = quadrilateralPoints.get(1);
+
+ if (point.equals(v1) || point.equals(v2)) {
+ return true;
+ }
+
+ // get the location of the point relative to the first two vertices
+ final double last = signedAreaPoints(v1, v2, point);
+
+ // If the area is zero then this means the given point is on a boundary line.
+ // and must be included as collinear point.
+ if (precision.eq(last, 0.0) && includeCollinearPoints) {
+ return false;
+ }
+
+ final int size = quadrilateralPoints.size();
+ // loop through the rest of the vertices
+ for (int i = 1; i < size; i++) {
+ v1 = v2;
+ v2 = quadrilateralPoints.get((i + 1) == size ? 0 : i + 1);
+
+ if (point.equals(v2)) {
+ return true;
+ }
+
+ // do side of line test: multiply the last location with this location
+ // if they are the same sign then the operation will yield a positive result
+ // -x * -y = +xy, x * y = +xy, -x * y = -xy, x * -y = -xy
+ if (last * signedAreaPoints(v1, v2, point) < 0) {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ /** Compute the signed area of the parallelogram formed by vectors between the given points. The first
+ * vector points from {@code p0} to {@code p1} and the second from {@code p0} to {@code p3}.
+ * @param p0 first point
+ * @param p1 second point
+ * @param p2 third point
+ * @return signed area of parallelogram formed by vectors between the given points
+ */
+ private static double signedAreaPoints(final Vector2D p0, final Vector2D p1, final Vector2D p2) {
+ return p0.vectorTo(p1).signedArea(p0.vectorTo(p2));
+ }
+
+ /**
+ * Find the convex hull vertices from the set of input points.
+ * @param points the set of input points
+ * @return the convex hull vertices in CCW winding
+ */
+ private Collection<Vector2D> findHullVertices(final Collection<Vector2D> points) {
+
+ final List<Vector2D> pointsSortedByXAxis = new ArrayList<>(points);
+
+ // sort the points in increasing order on the x-axis
+ pointsSortedByXAxis.sort((o1, o2) -> {
+ // need to take the tolerance value into account, otherwise collinear points
+ // will not be handled correctly when building the upper/lower hull
+ final int cmp = precision.compare(o1.getX(), o2.getX());
+ if (cmp == 0) {
+ return precision.compare(o1.getY(), o2.getY());
+ } else {
+ return cmp;
+ }
+ });
+
+ // build lower hull
+ final List<Vector2D> lowerHull = new ArrayList<>();
+ for (final Vector2D p : pointsSortedByXAxis) {
+ updateHull(p, lowerHull);
+ }
+
+ // build upper hull
+ final List<Vector2D> upperHull = new ArrayList<>();
+ for (int idx = pointsSortedByXAxis.size() - 1; idx >= 0; idx--) {
+ final Vector2D p = pointsSortedByXAxis.get(idx);
+ updateHull(p, upperHull);
+ }
+
+ // concatenate the lower and upper hulls
+ // the last point of each list is omitted as it is repeated at the beginning of the other list
+ final List<Vector2D> hullVertices = new ArrayList<>(lowerHull.size() + upperHull.size() - 2);
+ for (int idx = 0; idx < lowerHull.size() - 1; idx++) {
+ hullVertices.add(lowerHull.get(idx));
+ }
+ for (int idx = 0; idx < upperHull.size() - 1; idx++) {
+ hullVertices.add(upperHull.get(idx));
+ }
+
+ // special case: if the lower and upper hull may contain only 1 point if all are identical
+ if (hullVertices.isEmpty() && !lowerHull.isEmpty()) {
+ hullVertices.add(lowerHull.get(0));
+ }
+
+ return hullVertices;
+ }
+
+ /**
+ * Update the partial hull with the current point.
+ *
+ * @param point the current point
+ * @param hull the partial hull
+ */
+ private void updateHull(final Vector2D point, final List<Vector2D> hull) {
+ if (hull.size() == 1) {
+ // ensure that we do not add an identical point
+ final Vector2D p1 = hull.get(0);
+ if (p1.eq(point, precision)) {
+ return;
+ }
+ }
+
+ while (hull.size() >= 2) {
+ final int size = hull.size();
+ final Vector2D p1 = hull.get(size - 2);
+ final Vector2D p2 = hull.get(size - 1);
+
+ final double offset = Lines.fromPoints(p1, p2, precision).offset(point);
+ if (precision.eqZero(offset)) {
+ // the point is collinear to the line (p1, p2)
+
+ final double distanceToCurrent = p1.distance(point);
+ if (precision.eqZero(distanceToCurrent) || precision.eqZero(p2.distance(point))) {
+ // the point is assumed to be identical to either p1 or p2
+ return;
+ }
+
+ final double distanceToLast = p1.distance(p2);
+ if (includeCollinearPoints) {
+ final int index = distanceToCurrent < distanceToLast ? size - 1 : size;
+ hull.add(index, point);
+ } else {
+ if (distanceToCurrent > distanceToLast) {
+ hull.remove(size - 1);
+ hull.add(point);
+ }
+ }
+ return;
+ } else if (offset > 0) {
+ hull.remove(size - 1);
+ } else {
+ break;
+ }
+ }
+ hull.add(point);
+ }
+
+ /** Return true if the given vertices define a convex hull.
+ * @param vertices the hull vertices
+ * @return {@code true} if the vertices form a convex hull, {@code false} otherwise
+ */
+ private boolean isConvex(final Collection<Vector2D> vertices) {
+ final int size = vertices.size();
+
+ if (size < 3) {
+ // 1 or 2 points always define a convex set
+ return true;
+ }
+
+ final Iterator<Vector2D> it = vertices.iterator();
+
+ Vector2D p1 = it.next();
+ Vector2D p2 = it.next();
+ Vector2D p3;
+
+ Vector2D v1;
+ Vector2D v2;
+
+ while (it.hasNext()) {
+ p3 = it.next();
+
+ v1 = p1.vectorTo(p2);
Review Comment:
Precompute `v2` before the loop and then here use `v1 = v2`. By shifting the vectors you save the vector computation, and the need to track p1.
##########
commons-geometry-euclidean/src/main/java/org/apache/commons/geometry/euclidean/twod/hull/ConvexHull2D.java:
##########
@@ -0,0 +1,469 @@
+/*
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed with
+ * this work for additional information regarding copyright ownership.
+ * The ASF licenses this file to You under the Apache License, Version 2.0
+ * (the "License"); you may not use this file except in compliance with
+ * the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package org.apache.commons.geometry.euclidean.twod.hull;
+
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.Collections;
+import java.util.Iterator;
+import java.util.List;
+
+import org.apache.commons.geometry.core.ConvexHull;
+import org.apache.commons.geometry.euclidean.EuclideanCollections;
+import org.apache.commons.geometry.euclidean.twod.ConvexArea;
+import org.apache.commons.geometry.euclidean.twod.Lines;
+import org.apache.commons.geometry.euclidean.twod.Vector2D;
+import org.apache.commons.geometry.euclidean.twod.path.LinePath;
+import org.apache.commons.numbers.core.Precision;
+
+/**
+ * This class represents a convex hull in two-dimensional Euclidean space.
+ */
+public final class ConvexHull2D implements ConvexHull<Vector2D> {
+
+ /** Vertices for the convex hull, in order. */
+ private final List<Vector2D> vertices;
+
+ /** Polyline path for the convex hull. */
+ private final LinePath path;
+
+ /** Simple constructor; no validation is performed.
+ * @param vertices the vertices of the convex hull; callers are responsible for ensuring that
+ * the given vertices are in order, unique, and define a convex hull.
+ * @param precision precision context used to compare floating point numbers
+ */
+ ConvexHull2D(final Collection<Vector2D> vertices, final Precision.DoubleEquivalence precision) {
+ this.vertices = Collections.unmodifiableList(new ArrayList<>(vertices));
+ this.path = buildHullPath(vertices, precision);
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public List<Vector2D> getVertices() {
+ return vertices;
+ }
+
+ /** Get a path defining the convex hull. The path will contain
+ * <ul>
+ * <li>zero segments if the hull consists of only a single point,</li>
+ * <li>one segment if the hull consists of two points,</li>
+ * <li>three or more segments defining a closed loop if the hull consists of more than
+ * two non-collinear points.</li>
+ * </ul>
+ * @return polyline path defining the convex hull
+ */
+ public LinePath getPath() {
+ return path;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public ConvexArea getRegion() {
+ return path.isClosed() ?
+ ConvexArea.convexPolygonFromPath(path) :
+ null;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public String toString() {
+ final StringBuilder sb = new StringBuilder();
+ sb.append(getClass().getSimpleName())
+ .append("[vertices= ")
+ .append(getVertices())
+ .append(']');
+
+ return sb.toString();
+ }
+
+ /** Build a polyline representing the path for a convex hull.
+ * @param vertices convex hull vertices
+ * @param precision precision context used to compare floating point values
+ * @return path for the convex hull defined by the given vertices
+ */
+ private static LinePath buildHullPath(final Collection<Vector2D> vertices,
+ final Precision.DoubleEquivalence precision) {
+ if (vertices.size() < 2) {
+ return LinePath.empty();
+ }
+
+ final boolean closeLoop = vertices.size() > 2;
+
+ return LinePath.builder(precision)
+ .appendVertices(vertices)
+ .build(closeLoop);
+ }
+
+ /** Class used to build convex hulls. The builder is based on the Akl-Toussaint
+ * heuristic to construct the hull. The heuristic is based on the idea of a
+ * convex quadrilateral, which is formed by four points with the lowest and
+ * highest x / y coordinates. Any point that lies inside this quadrilateral can
+ * not be part of the convex hull and can thus be safely discarded before
+ * generating the convex hull itself.
+ * <p>
+ * The complexity of the operation is O(n), and may greatly improve the time it
+ * takes to construct the convex hull afterwards, depending on the point
+ * distribution.
+ *
+ * @see <a href=
+ * "http://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl-Toussaint_heuristic">
+ * Akl-Toussaint heuristic (Wikipedia)</a>
+ */
+ public static final class Builder {
+
+ /** Corner of triangle with minimal x coordinate. */
+ private Vector2D minX;
+
+ /** Corner of triangle with maximal x coordinate. */
+ private Vector2D maxX;
+
+ /** Corner of triangle with minimal y coordinate. */
+ private Vector2D minY;
+
+ /** Corner of triangle with maximal y coordinate. */
+ private Vector2D maxY;
+
+ /** Collection of all remaining candidates for a convex hull. */
+ private final Collection<Vector2D> candidates;
+
+ /** A precision context for comparing points. */
+ private final Precision.DoubleEquivalence precision;
+
+ /** Indicates if collinear points on the hull shall be present in the output.
+ * If {@code false}, only the extreme points are added to the hull.
+ */
+ private final boolean includeCollinearPoints;
+
+ /**Return a {@link Builder} instance configured with the given precision
+ * context. The precision context is used when comparing points.
+ *
+ * @param builderPrecision precision context to use when building a convex
+ * hull from raw vertices; may be null if raw
+ * vertices are not used.
+ * @param includeCollinearPoints whether collinear points shall be added as hull
+ * vertices
+ */
+ public Builder(final boolean includeCollinearPoints, final Precision.DoubleEquivalence builderPrecision) {
+ this.precision = builderPrecision;
+ this.includeCollinearPoints = includeCollinearPoints;
+ candidates = EuclideanCollections.pointSet2D(builderPrecision);
+ }
+
+ /** Appends the given point to a collection of possible hull points, if and only
+ * if the given point is outside of a constructed quadrilateral of extreme properties.
+ *
+ * @param point a given point.
+ * @return this instance.
+ */
+ public Builder append(Vector2D point) {
+
+ //Checks if the given point supersedes one of the corners.
Review Comment:
Whitespace after `//`. Same again on the next comment below.
##########
commons-geometry-euclidean/src/main/java/org/apache/commons/geometry/euclidean/twod/hull/ConvexHull2D.java:
##########
@@ -0,0 +1,469 @@
+/*
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed with
+ * this work for additional information regarding copyright ownership.
+ * The ASF licenses this file to You under the Apache License, Version 2.0
+ * (the "License"); you may not use this file except in compliance with
+ * the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package org.apache.commons.geometry.euclidean.twod.hull;
+
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.Collections;
+import java.util.Iterator;
+import java.util.List;
+
+import org.apache.commons.geometry.core.ConvexHull;
+import org.apache.commons.geometry.euclidean.EuclideanCollections;
+import org.apache.commons.geometry.euclidean.twod.ConvexArea;
+import org.apache.commons.geometry.euclidean.twod.Lines;
+import org.apache.commons.geometry.euclidean.twod.Vector2D;
+import org.apache.commons.geometry.euclidean.twod.path.LinePath;
+import org.apache.commons.numbers.core.Precision;
+
+/**
+ * This class represents a convex hull in two-dimensional Euclidean space.
+ */
+public final class ConvexHull2D implements ConvexHull<Vector2D> {
+
+ /** Vertices for the convex hull, in order. */
+ private final List<Vector2D> vertices;
+
+ /** Polyline path for the convex hull. */
+ private final LinePath path;
+
+ /** Simple constructor; no validation is performed.
+ * @param vertices the vertices of the convex hull; callers are responsible for ensuring that
+ * the given vertices are in order, unique, and define a convex hull.
+ * @param precision precision context used to compare floating point numbers
+ */
+ ConvexHull2D(final Collection<Vector2D> vertices, final Precision.DoubleEquivalence precision) {
+ this.vertices = Collections.unmodifiableList(new ArrayList<>(vertices));
+ this.path = buildHullPath(vertices, precision);
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public List<Vector2D> getVertices() {
+ return vertices;
+ }
+
+ /** Get a path defining the convex hull. The path will contain
+ * <ul>
+ * <li>zero segments if the hull consists of only a single point,</li>
+ * <li>one segment if the hull consists of two points,</li>
+ * <li>three or more segments defining a closed loop if the hull consists of more than
+ * two non-collinear points.</li>
+ * </ul>
+ * @return polyline path defining the convex hull
+ */
+ public LinePath getPath() {
+ return path;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public ConvexArea getRegion() {
+ return path.isClosed() ?
+ ConvexArea.convexPolygonFromPath(path) :
+ null;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public String toString() {
+ final StringBuilder sb = new StringBuilder();
+ sb.append(getClass().getSimpleName())
+ .append("[vertices= ")
+ .append(getVertices())
+ .append(']');
+
+ return sb.toString();
+ }
+
+ /** Build a polyline representing the path for a convex hull.
+ * @param vertices convex hull vertices
+ * @param precision precision context used to compare floating point values
+ * @return path for the convex hull defined by the given vertices
+ */
+ private static LinePath buildHullPath(final Collection<Vector2D> vertices,
+ final Precision.DoubleEquivalence precision) {
+ if (vertices.size() < 2) {
+ return LinePath.empty();
+ }
+
+ final boolean closeLoop = vertices.size() > 2;
+
+ return LinePath.builder(precision)
+ .appendVertices(vertices)
+ .build(closeLoop);
+ }
+
+ /** Class used to build convex hulls. The builder is based on the Akl-Toussaint
+ * heuristic to construct the hull. The heuristic is based on the idea of a
+ * convex quadrilateral, which is formed by four points with the lowest and
+ * highest x / y coordinates. Any point that lies inside this quadrilateral can
+ * not be part of the convex hull and can thus be safely discarded before
+ * generating the convex hull itself.
+ * <p>
+ * The complexity of the operation is O(n), and may greatly improve the time it
+ * takes to construct the convex hull afterwards, depending on the point
+ * distribution.
+ *
+ * @see <a href=
+ * "http://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl-Toussaint_heuristic">
+ * Akl-Toussaint heuristic (Wikipedia)</a>
+ */
+ public static final class Builder {
+
+ /** Corner of triangle with minimal x coordinate. */
+ private Vector2D minX;
+
+ /** Corner of triangle with maximal x coordinate. */
+ private Vector2D maxX;
+
+ /** Corner of triangle with minimal y coordinate. */
+ private Vector2D minY;
+
+ /** Corner of triangle with maximal y coordinate. */
+ private Vector2D maxY;
+
+ /** Collection of all remaining candidates for a convex hull. */
+ private final Collection<Vector2D> candidates;
+
+ /** A precision context for comparing points. */
+ private final Precision.DoubleEquivalence precision;
+
+ /** Indicates if collinear points on the hull shall be present in the output.
+ * If {@code false}, only the extreme points are added to the hull.
+ */
+ private final boolean includeCollinearPoints;
+
+ /**Return a {@link Builder} instance configured with the given precision
+ * context. The precision context is used when comparing points.
+ *
+ * @param builderPrecision precision context to use when building a convex
+ * hull from raw vertices; may be null if raw
+ * vertices are not used.
+ * @param includeCollinearPoints whether collinear points shall be added as hull
+ * vertices
+ */
+ public Builder(final boolean includeCollinearPoints, final Precision.DoubleEquivalence builderPrecision) {
+ this.precision = builderPrecision;
+ this.includeCollinearPoints = includeCollinearPoints;
+ candidates = EuclideanCollections.pointSet2D(builderPrecision);
+ }
+
+ /** Appends the given point to a collection of possible hull points, if and only
+ * if the given point is outside of a constructed quadrilateral of extreme properties.
+ *
+ * @param point a given point.
+ * @return this instance.
+ */
+ public Builder append(Vector2D point) {
+
+ //Checks if the given point supersedes one of the corners.
+ checkCorners(point);
+
+ //Only proceed if the quadrilateral is complete.
+ if (candidates.size() < 4) {
+ return this;
+ }
+
+ final List<Vector2D> quadrilateral = buildQuadrilateral(minY, maxX, maxY, minX);
+ // if the quadrilateral is not well formed, e.g. only 2 points, do not attempt to reduce
+ if (quadrilateral.size() < 3) {
+ return this;
+ }
+
+ // check all points if they are within the quadrilateral
+ // in which case they can not be part of the convex hull
+ if (!insideQuadrilateral(point, quadrilateral)) {
+ candidates.add(point);
+ }
+
+ return this;
+ }
+
+ /** Appends the given points to a collection of possible hull points, if and only
+ * if the given points are outside of a constructed quadrilateral of extreme
+ * properties.
+ *
+ * @param points a given collection of points.
+ * @throws NullPointerException if points is {@code null}.
+ * @return this instance.
+ */
+ public Builder append(Collection<Vector2D> points) {
+ points.forEach(this::append);
+ return this;
+ }
+
+ /**
+ * Build a convex hull from the set appended points.
+ *
+ * @return the convex hull
+ * @throws IllegalStateException if generator fails to generate a convex hull for
+ * the given set of input points
+ */
+ public ConvexHull2D build() {
+ Collection<Vector2D> hullVertices;
+ if (candidates.size() < 2) {
+ hullVertices = candidates;
+ } else {
+ hullVertices = findHullVertices(candidates);
+ }
+
+ if (!isConvex(hullVertices)) {
+ throw new IllegalStateException("Convex hull algorithm failed to generate solution");
+ }
+
+ return new ConvexHull2D(hullVertices, precision);
+ }
+
+ /** Build the convex quadrilateral with the found corner points (with min/max x/y
+ * coordinates).
+ *
+ * @param points the respective points with min/max x/y coordinate
+ * @return the quadrilateral
+ */
+ private static List<Vector2D> buildQuadrilateral(final Vector2D... points) {
+ final List<Vector2D> quadrilateral = new ArrayList<>();
+ for (final Vector2D p : points) {
+ if (!quadrilateral.contains(p)) {
+ quadrilateral.add(p);
+ }
+ }
+ return quadrilateral;
+ }
+
+ /** Checks if the given point supersedes one of the corners. If it does the old
+ * corner is removed and the point added to the collection of points.
+ *
+ * @param point a given point.
+ */
+ private void checkCorners(Vector2D point) {
+ if (minX == null || point.getX() < minX.getX()) {
+ minX = point;
+ candidates.add(point);
+ }
+ if (maxX == null || point.getX() > maxX.getX()) {
+ maxX = point;
+ candidates.add(point);
+ }
+ if (minY == null || point.getY() < minY.getY()) {
+ minY = point;
+ candidates.add(point);
+ }
+ if (maxY == null || point.getY() > maxY.getY()) {
+ maxY = point;
+ candidates.add(point);
+ }
+ }
+
+ /** Checks if the given point is located within the convex quadrilateral.
+ * @param point the point to check
+ * @param quadrilateralPoints the convex quadrilateral, represented by 4 points
+ * @return {@code true} if the point is inside the quadrilateral, {@code false} otherwise
+ */
+ private boolean insideQuadrilateral(final Vector2D point,
+ final List<? extends Vector2D> quadrilateralPoints) {
Review Comment:
Indentation
##########
commons-geometry-euclidean/src/main/java/org/apache/commons/geometry/euclidean/twod/hull/ConvexHull2D.java:
##########
@@ -0,0 +1,469 @@
+/*
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed with
+ * this work for additional information regarding copyright ownership.
+ * The ASF licenses this file to You under the Apache License, Version 2.0
+ * (the "License"); you may not use this file except in compliance with
+ * the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package org.apache.commons.geometry.euclidean.twod.hull;
+
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.Collections;
+import java.util.Iterator;
+import java.util.List;
+
+import org.apache.commons.geometry.core.ConvexHull;
+import org.apache.commons.geometry.euclidean.EuclideanCollections;
+import org.apache.commons.geometry.euclidean.twod.ConvexArea;
+import org.apache.commons.geometry.euclidean.twod.Lines;
+import org.apache.commons.geometry.euclidean.twod.Vector2D;
+import org.apache.commons.geometry.euclidean.twod.path.LinePath;
+import org.apache.commons.numbers.core.Precision;
+
+/**
+ * This class represents a convex hull in two-dimensional Euclidean space.
+ */
+public final class ConvexHull2D implements ConvexHull<Vector2D> {
+
+ /** Vertices for the convex hull, in order. */
+ private final List<Vector2D> vertices;
+
+ /** Polyline path for the convex hull. */
+ private final LinePath path;
+
+ /** Simple constructor; no validation is performed.
+ * @param vertices the vertices of the convex hull; callers are responsible for ensuring that
+ * the given vertices are in order, unique, and define a convex hull.
+ * @param precision precision context used to compare floating point numbers
+ */
+ ConvexHull2D(final Collection<Vector2D> vertices, final Precision.DoubleEquivalence precision) {
+ this.vertices = Collections.unmodifiableList(new ArrayList<>(vertices));
+ this.path = buildHullPath(vertices, precision);
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public List<Vector2D> getVertices() {
+ return vertices;
+ }
+
+ /** Get a path defining the convex hull. The path will contain
+ * <ul>
+ * <li>zero segments if the hull consists of only a single point,</li>
+ * <li>one segment if the hull consists of two points,</li>
+ * <li>three or more segments defining a closed loop if the hull consists of more than
+ * two non-collinear points.</li>
+ * </ul>
+ * @return polyline path defining the convex hull
+ */
+ public LinePath getPath() {
+ return path;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public ConvexArea getRegion() {
+ return path.isClosed() ?
+ ConvexArea.convexPolygonFromPath(path) :
+ null;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public String toString() {
+ final StringBuilder sb = new StringBuilder();
+ sb.append(getClass().getSimpleName())
+ .append("[vertices= ")
+ .append(getVertices())
+ .append(']');
+
+ return sb.toString();
+ }
+
+ /** Build a polyline representing the path for a convex hull.
+ * @param vertices convex hull vertices
+ * @param precision precision context used to compare floating point values
+ * @return path for the convex hull defined by the given vertices
+ */
+ private static LinePath buildHullPath(final Collection<Vector2D> vertices,
+ final Precision.DoubleEquivalence precision) {
+ if (vertices.size() < 2) {
+ return LinePath.empty();
+ }
+
+ final boolean closeLoop = vertices.size() > 2;
+
+ return LinePath.builder(precision)
+ .appendVertices(vertices)
+ .build(closeLoop);
+ }
+
+ /** Class used to build convex hulls. The builder is based on the Akl-Toussaint
+ * heuristic to construct the hull. The heuristic is based on the idea of a
+ * convex quadrilateral, which is formed by four points with the lowest and
+ * highest x / y coordinates. Any point that lies inside this quadrilateral can
+ * not be part of the convex hull and can thus be safely discarded before
+ * generating the convex hull itself.
+ * <p>
+ * The complexity of the operation is O(n), and may greatly improve the time it
+ * takes to construct the convex hull afterwards, depending on the point
+ * distribution.
+ *
+ * @see <a href=
+ * "http://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl-Toussaint_heuristic">
+ * Akl-Toussaint heuristic (Wikipedia)</a>
+ */
+ public static final class Builder {
+
+ /** Corner of triangle with minimal x coordinate. */
+ private Vector2D minX;
+
+ /** Corner of triangle with maximal x coordinate. */
+ private Vector2D maxX;
+
+ /** Corner of triangle with minimal y coordinate. */
+ private Vector2D minY;
+
+ /** Corner of triangle with maximal y coordinate. */
+ private Vector2D maxY;
+
+ /** Collection of all remaining candidates for a convex hull. */
+ private final Collection<Vector2D> candidates;
+
+ /** A precision context for comparing points. */
+ private final Precision.DoubleEquivalence precision;
+
+ /** Indicates if collinear points on the hull shall be present in the output.
+ * If {@code false}, only the extreme points are added to the hull.
+ */
+ private final boolean includeCollinearPoints;
+
+ /**Return a {@link Builder} instance configured with the given precision
Review Comment:
Whitespace after `/**`
##########
commons-geometry-euclidean/src/main/java/org/apache/commons/geometry/euclidean/twod/hull/ConvexHull2D.java:
##########
@@ -0,0 +1,469 @@
+/*
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed with
+ * this work for additional information regarding copyright ownership.
+ * The ASF licenses this file to You under the Apache License, Version 2.0
+ * (the "License"); you may not use this file except in compliance with
+ * the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package org.apache.commons.geometry.euclidean.twod.hull;
+
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.Collections;
+import java.util.Iterator;
+import java.util.List;
+
+import org.apache.commons.geometry.core.ConvexHull;
+import org.apache.commons.geometry.euclidean.EuclideanCollections;
+import org.apache.commons.geometry.euclidean.twod.ConvexArea;
+import org.apache.commons.geometry.euclidean.twod.Lines;
+import org.apache.commons.geometry.euclidean.twod.Vector2D;
+import org.apache.commons.geometry.euclidean.twod.path.LinePath;
+import org.apache.commons.numbers.core.Precision;
+
+/**
+ * This class represents a convex hull in two-dimensional Euclidean space.
+ */
+public final class ConvexHull2D implements ConvexHull<Vector2D> {
+
+ /** Vertices for the convex hull, in order. */
+ private final List<Vector2D> vertices;
+
+ /** Polyline path for the convex hull. */
+ private final LinePath path;
+
+ /** Simple constructor; no validation is performed.
+ * @param vertices the vertices of the convex hull; callers are responsible for ensuring that
+ * the given vertices are in order, unique, and define a convex hull.
+ * @param precision precision context used to compare floating point numbers
+ */
+ ConvexHull2D(final Collection<Vector2D> vertices, final Precision.DoubleEquivalence precision) {
+ this.vertices = Collections.unmodifiableList(new ArrayList<>(vertices));
+ this.path = buildHullPath(vertices, precision);
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public List<Vector2D> getVertices() {
+ return vertices;
+ }
+
+ /** Get a path defining the convex hull. The path will contain
+ * <ul>
+ * <li>zero segments if the hull consists of only a single point,</li>
+ * <li>one segment if the hull consists of two points,</li>
+ * <li>three or more segments defining a closed loop if the hull consists of more than
+ * two non-collinear points.</li>
+ * </ul>
+ * @return polyline path defining the convex hull
+ */
+ public LinePath getPath() {
+ return path;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public ConvexArea getRegion() {
+ return path.isClosed() ?
+ ConvexArea.convexPolygonFromPath(path) :
+ null;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public String toString() {
+ final StringBuilder sb = new StringBuilder();
+ sb.append(getClass().getSimpleName())
+ .append("[vertices= ")
+ .append(getVertices())
+ .append(']');
+
+ return sb.toString();
+ }
+
+ /** Build a polyline representing the path for a convex hull.
+ * @param vertices convex hull vertices
+ * @param precision precision context used to compare floating point values
+ * @return path for the convex hull defined by the given vertices
+ */
+ private static LinePath buildHullPath(final Collection<Vector2D> vertices,
+ final Precision.DoubleEquivalence precision) {
+ if (vertices.size() < 2) {
+ return LinePath.empty();
+ }
+
+ final boolean closeLoop = vertices.size() > 2;
+
+ return LinePath.builder(precision)
+ .appendVertices(vertices)
+ .build(closeLoop);
+ }
+
+ /** Class used to build convex hulls. The builder is based on the Akl-Toussaint
+ * heuristic to construct the hull. The heuristic is based on the idea of a
+ * convex quadrilateral, which is formed by four points with the lowest and
+ * highest x / y coordinates. Any point that lies inside this quadrilateral can
+ * not be part of the convex hull and can thus be safely discarded before
+ * generating the convex hull itself.
+ * <p>
+ * The complexity of the operation is O(n), and may greatly improve the time it
+ * takes to construct the convex hull afterwards, depending on the point
+ * distribution.
+ *
+ * @see <a href=
+ * "http://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl-Toussaint_heuristic">
+ * Akl-Toussaint heuristic (Wikipedia)</a>
+ */
+ public static final class Builder {
+
+ /** Corner of triangle with minimal x coordinate. */
+ private Vector2D minX;
+
+ /** Corner of triangle with maximal x coordinate. */
+ private Vector2D maxX;
+
+ /** Corner of triangle with minimal y coordinate. */
+ private Vector2D minY;
+
+ /** Corner of triangle with maximal y coordinate. */
+ private Vector2D maxY;
+
+ /** Collection of all remaining candidates for a convex hull. */
+ private final Collection<Vector2D> candidates;
+
+ /** A precision context for comparing points. */
+ private final Precision.DoubleEquivalence precision;
+
+ /** Indicates if collinear points on the hull shall be present in the output.
+ * If {@code false}, only the extreme points are added to the hull.
+ */
+ private final boolean includeCollinearPoints;
+
+ /**Return a {@link Builder} instance configured with the given precision
+ * context. The precision context is used when comparing points.
+ *
+ * @param builderPrecision precision context to use when building a convex
+ * hull from raw vertices; may be null if raw
+ * vertices are not used.
+ * @param includeCollinearPoints whether collinear points shall be added as hull
+ * vertices
+ */
+ public Builder(final boolean includeCollinearPoints, final Precision.DoubleEquivalence builderPrecision) {
+ this.precision = builderPrecision;
+ this.includeCollinearPoints = includeCollinearPoints;
+ candidates = EuclideanCollections.pointSet2D(builderPrecision);
+ }
+
+ /** Appends the given point to a collection of possible hull points, if and only
+ * if the given point is outside of a constructed quadrilateral of extreme properties.
+ *
+ * @param point a given point.
+ * @return this instance.
+ */
+ public Builder append(Vector2D point) {
+
+ //Checks if the given point supersedes one of the corners.
+ checkCorners(point);
+
+ //Only proceed if the quadrilateral is complete.
+ if (candidates.size() < 4) {
+ return this;
+ }
+
+ final List<Vector2D> quadrilateral = buildQuadrilateral(minY, maxX, maxY, minX);
+ // if the quadrilateral is not well formed, e.g. only 2 points, do not attempt to reduce
+ if (quadrilateral.size() < 3) {
+ return this;
+ }
+
+ // check all points if they are within the quadrilateral
+ // in which case they can not be part of the convex hull
+ if (!insideQuadrilateral(point, quadrilateral)) {
+ candidates.add(point);
+ }
+
+ return this;
+ }
+
+ /** Appends the given points to a collection of possible hull points, if and only
+ * if the given points are outside of a constructed quadrilateral of extreme
+ * properties.
+ *
+ * @param points a given collection of points.
+ * @throws NullPointerException if points is {@code null}.
+ * @return this instance.
+ */
+ public Builder append(Collection<Vector2D> points) {
+ points.forEach(this::append);
+ return this;
+ }
+
+ /**
+ * Build a convex hull from the set appended points.
+ *
+ * @return the convex hull
+ * @throws IllegalStateException if generator fails to generate a convex hull for
+ * the given set of input points
+ */
+ public ConvexHull2D build() {
+ Collection<Vector2D> hullVertices;
+ if (candidates.size() < 2) {
+ hullVertices = candidates;
+ } else {
+ hullVertices = findHullVertices(candidates);
+ }
+
+ if (!isConvex(hullVertices)) {
+ throw new IllegalStateException("Convex hull algorithm failed to generate solution");
+ }
+
+ return new ConvexHull2D(hullVertices, precision);
+ }
+
+ /** Build the convex quadrilateral with the found corner points (with min/max x/y
+ * coordinates).
+ *
+ * @param points the respective points with min/max x/y coordinate
+ * @return the quadrilateral
+ */
+ private static List<Vector2D> buildQuadrilateral(final Vector2D... points) {
+ final List<Vector2D> quadrilateral = new ArrayList<>();
+ for (final Vector2D p : points) {
+ if (!quadrilateral.contains(p)) {
+ quadrilateral.add(p);
+ }
+ }
+ return quadrilateral;
+ }
+
+ /** Checks if the given point supersedes one of the corners. If it does the old
+ * corner is removed and the point added to the collection of points.
+ *
+ * @param point a given point.
+ */
+ private void checkCorners(Vector2D point) {
+ if (minX == null || point.getX() < minX.getX()) {
+ minX = point;
+ candidates.add(point);
+ }
+ if (maxX == null || point.getX() > maxX.getX()) {
+ maxX = point;
+ candidates.add(point);
+ }
+ if (minY == null || point.getY() < minY.getY()) {
+ minY = point;
+ candidates.add(point);
+ }
+ if (maxY == null || point.getY() > maxY.getY()) {
+ maxY = point;
+ candidates.add(point);
+ }
+ }
+
+ /** Checks if the given point is located within the convex quadrilateral.
+ * @param point the point to check
+ * @param quadrilateralPoints the convex quadrilateral, represented by 4 points
+ * @return {@code true} if the point is inside the quadrilateral, {@code false} otherwise
+ */
+ private boolean insideQuadrilateral(final Vector2D point,
+ final List<? extends Vector2D> quadrilateralPoints) {
+
+ Vector2D v1 = quadrilateralPoints.get(0);
Review Comment:
Since this walks a circle around the quadrilateral we can start anywhere. IIUC this can be changed to:
```java
final int size = quadrilateralPoints.size();
Vector2D v1 = quadrilateralPoints.get(size - 1);
Vector2D v2 = quadrilateralPoints.get(0);
// ...
for (int i = 1; i < size; i++) {
v1 = v2;
v2 = quadrilateralPoints.get(i);
```
##########
commons-geometry-euclidean/src/main/java/org/apache/commons/geometry/euclidean/twod/hull/ConvexHull2D.java:
##########
@@ -0,0 +1,469 @@
+/*
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements. See the NOTICE file distributed with
+ * this work for additional information regarding copyright ownership.
+ * The ASF licenses this file to You under the Apache License, Version 2.0
+ * (the "License"); you may not use this file except in compliance with
+ * the License. You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package org.apache.commons.geometry.euclidean.twod.hull;
+
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.Collections;
+import java.util.Iterator;
+import java.util.List;
+
+import org.apache.commons.geometry.core.ConvexHull;
+import org.apache.commons.geometry.euclidean.EuclideanCollections;
+import org.apache.commons.geometry.euclidean.twod.ConvexArea;
+import org.apache.commons.geometry.euclidean.twod.Lines;
+import org.apache.commons.geometry.euclidean.twod.Vector2D;
+import org.apache.commons.geometry.euclidean.twod.path.LinePath;
+import org.apache.commons.numbers.core.Precision;
+
+/**
+ * This class represents a convex hull in two-dimensional Euclidean space.
+ */
+public final class ConvexHull2D implements ConvexHull<Vector2D> {
+
+ /** Vertices for the convex hull, in order. */
+ private final List<Vector2D> vertices;
+
+ /** Polyline path for the convex hull. */
+ private final LinePath path;
+
+ /** Simple constructor; no validation is performed.
+ * @param vertices the vertices of the convex hull; callers are responsible for ensuring that
+ * the given vertices are in order, unique, and define a convex hull.
+ * @param precision precision context used to compare floating point numbers
+ */
+ ConvexHull2D(final Collection<Vector2D> vertices, final Precision.DoubleEquivalence precision) {
+ this.vertices = Collections.unmodifiableList(new ArrayList<>(vertices));
+ this.path = buildHullPath(vertices, precision);
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public List<Vector2D> getVertices() {
+ return vertices;
+ }
+
+ /** Get a path defining the convex hull. The path will contain
+ * <ul>
+ * <li>zero segments if the hull consists of only a single point,</li>
+ * <li>one segment if the hull consists of two points,</li>
+ * <li>three or more segments defining a closed loop if the hull consists of more than
+ * two non-collinear points.</li>
+ * </ul>
+ * @return polyline path defining the convex hull
+ */
+ public LinePath getPath() {
+ return path;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public ConvexArea getRegion() {
+ return path.isClosed() ?
+ ConvexArea.convexPolygonFromPath(path) :
+ null;
+ }
+
+ /** {@inheritDoc} */
+ @Override
+ public String toString() {
+ final StringBuilder sb = new StringBuilder();
+ sb.append(getClass().getSimpleName())
+ .append("[vertices= ")
+ .append(getVertices())
+ .append(']');
+
+ return sb.toString();
+ }
+
+ /** Build a polyline representing the path for a convex hull.
+ * @param vertices convex hull vertices
+ * @param precision precision context used to compare floating point values
+ * @return path for the convex hull defined by the given vertices
+ */
+ private static LinePath buildHullPath(final Collection<Vector2D> vertices,
+ final Precision.DoubleEquivalence precision) {
+ if (vertices.size() < 2) {
+ return LinePath.empty();
+ }
+
+ final boolean closeLoop = vertices.size() > 2;
+
+ return LinePath.builder(precision)
+ .appendVertices(vertices)
+ .build(closeLoop);
+ }
+
+ /** Class used to build convex hulls. The builder is based on the Akl-Toussaint
+ * heuristic to construct the hull. The heuristic is based on the idea of a
+ * convex quadrilateral, which is formed by four points with the lowest and
+ * highest x / y coordinates. Any point that lies inside this quadrilateral can
+ * not be part of the convex hull and can thus be safely discarded before
+ * generating the convex hull itself.
+ * <p>
+ * The complexity of the operation is O(n), and may greatly improve the time it
+ * takes to construct the convex hull afterwards, depending on the point
+ * distribution.
+ *
+ * @see <a href=
+ * "http://en.wikipedia.org/wiki/Convex_hull_algorithms#Akl-Toussaint_heuristic">
+ * Akl-Toussaint heuristic (Wikipedia)</a>
+ */
+ public static final class Builder {
+
+ /** Corner of triangle with minimal x coordinate. */
+ private Vector2D minX;
+
+ /** Corner of triangle with maximal x coordinate. */
+ private Vector2D maxX;
+
+ /** Corner of triangle with minimal y coordinate. */
+ private Vector2D minY;
+
+ /** Corner of triangle with maximal y coordinate. */
+ private Vector2D maxY;
+
+ /** Collection of all remaining candidates for a convex hull. */
+ private final Collection<Vector2D> candidates;
+
+ /** A precision context for comparing points. */
+ private final Precision.DoubleEquivalence precision;
+
+ /** Indicates if collinear points on the hull shall be present in the output.
+ * If {@code false}, only the extreme points are added to the hull.
+ */
+ private final boolean includeCollinearPoints;
+
+ /**Return a {@link Builder} instance configured with the given precision
+ * context. The precision context is used when comparing points.
+ *
+ * @param builderPrecision precision context to use when building a convex
+ * hull from raw vertices; may be null if raw
+ * vertices are not used.
+ * @param includeCollinearPoints whether collinear points shall be added as hull
+ * vertices
+ */
+ public Builder(final boolean includeCollinearPoints, final Precision.DoubleEquivalence builderPrecision) {
+ this.precision = builderPrecision;
+ this.includeCollinearPoints = includeCollinearPoints;
+ candidates = EuclideanCollections.pointSet2D(builderPrecision);
+ }
+
+ /** Appends the given point to a collection of possible hull points, if and only
+ * if the given point is outside of a constructed quadrilateral of extreme properties.
+ *
+ * @param point a given point.
+ * @return this instance.
+ */
+ public Builder append(Vector2D point) {
+
+ //Checks if the given point supersedes one of the corners.
+ checkCorners(point);
+
+ //Only proceed if the quadrilateral is complete.
+ if (candidates.size() < 4) {
+ return this;
+ }
+
+ final List<Vector2D> quadrilateral = buildQuadrilateral(minY, maxX, maxY, minX);
+ // if the quadrilateral is not well formed, e.g. only 2 points, do not attempt to reduce
+ if (quadrilateral.size() < 3) {
+ return this;
+ }
+
+ // check all points if they are within the quadrilateral
+ // in which case they can not be part of the convex hull
+ if (!insideQuadrilateral(point, quadrilateral)) {
+ candidates.add(point);
+ }
+
+ return this;
+ }
+
+ /** Appends the given points to a collection of possible hull points, if and only
+ * if the given points are outside of a constructed quadrilateral of extreme
+ * properties.
+ *
+ * @param points a given collection of points.
+ * @throws NullPointerException if points is {@code null}.
+ * @return this instance.
+ */
+ public Builder append(Collection<Vector2D> points) {
+ points.forEach(this::append);
+ return this;
+ }
+
+ /**
+ * Build a convex hull from the set appended points.
+ *
+ * @return the convex hull
+ * @throws IllegalStateException if generator fails to generate a convex hull for
+ * the given set of input points
+ */
+ public ConvexHull2D build() {
+ Collection<Vector2D> hullVertices;
+ if (candidates.size() < 2) {
+ hullVertices = candidates;
+ } else {
+ hullVertices = findHullVertices(candidates);
+ }
+
+ if (!isConvex(hullVertices)) {
+ throw new IllegalStateException("Convex hull algorithm failed to generate solution");
+ }
+
+ return new ConvexHull2D(hullVertices, precision);
+ }
+
+ /** Build the convex quadrilateral with the found corner points (with min/max x/y
+ * coordinates).
+ *
+ * @param points the respective points with min/max x/y coordinate
+ * @return the quadrilateral
+ */
+ private static List<Vector2D> buildQuadrilateral(final Vector2D... points) {
+ final List<Vector2D> quadrilateral = new ArrayList<>();
+ for (final Vector2D p : points) {
+ if (!quadrilateral.contains(p)) {
+ quadrilateral.add(p);
+ }
+ }
+ return quadrilateral;
+ }
+
+ /** Checks if the given point supersedes one of the corners. If it does the old
+ * corner is removed and the point added to the collection of points.
+ *
+ * @param point a given point.
+ */
+ private void checkCorners(Vector2D point) {
+ if (minX == null || point.getX() < minX.getX()) {
+ minX = point;
+ candidates.add(point);
+ }
+ if (maxX == null || point.getX() > maxX.getX()) {
+ maxX = point;
+ candidates.add(point);
+ }
+ if (minY == null || point.getY() < minY.getY()) {
+ minY = point;
+ candidates.add(point);
+ }
+ if (maxY == null || point.getY() > maxY.getY()) {
+ maxY = point;
+ candidates.add(point);
+ }
+ }
+
+ /** Checks if the given point is located within the convex quadrilateral.
+ * @param point the point to check
+ * @param quadrilateralPoints the convex quadrilateral, represented by 4 points
+ * @return {@code true} if the point is inside the quadrilateral, {@code false} otherwise
+ */
+ private boolean insideQuadrilateral(final Vector2D point,
+ final List<? extends Vector2D> quadrilateralPoints) {
+
+ Vector2D v1 = quadrilateralPoints.get(0);
+ Vector2D v2 = quadrilateralPoints.get(1);
+
+ if (point.equals(v1) || point.equals(v2)) {
+ return true;
+ }
+
+ // get the location of the point relative to the first two vertices
+ final double last = signedAreaPoints(v1, v2, point);
+
+ // If the area is zero then this means the given point is on a boundary line.
+ // and must be included as collinear point.
+ if (precision.eq(last, 0.0) && includeCollinearPoints) {
+ return false;
+ }
+
+ final int size = quadrilateralPoints.size();
+ // loop through the rest of the vertices
+ for (int i = 1; i < size; i++) {
+ v1 = v2;
+ v2 = quadrilateralPoints.get((i + 1) == size ? 0 : i + 1);
+
+ if (point.equals(v2)) {
+ return true;
+ }
+
+ // do side of line test: multiply the last location with this location
+ // if they are the same sign then the operation will yield a positive result
+ // -x * -y = +xy, x * y = +xy, -x * y = -xy, x * -y = -xy
+ if (last * signedAreaPoints(v1, v2, point) < 0) {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ /** Compute the signed area of the parallelogram formed by vectors between the given points. The first
+ * vector points from {@code p0} to {@code p1} and the second from {@code p0} to {@code p3}.
+ * @param p0 first point
+ * @param p1 second point
+ * @param p2 third point
+ * @return signed area of parallelogram formed by vectors between the given points
+ */
+ private static double signedAreaPoints(final Vector2D p0, final Vector2D p1, final Vector2D p2) {
+ return p0.vectorTo(p1).signedArea(p0.vectorTo(p2));
+ }
+
+ /**
+ * Find the convex hull vertices from the set of input points.
+ * @param points the set of input points
+ * @return the convex hull vertices in CCW winding
+ */
+ private Collection<Vector2D> findHullVertices(final Collection<Vector2D> points) {
+
+ final List<Vector2D> pointsSortedByXAxis = new ArrayList<>(points);
+
+ // sort the points in increasing order on the x-axis
+ pointsSortedByXAxis.sort((o1, o2) -> {
+ // need to take the tolerance value into account, otherwise collinear points
+ // will not be handled correctly when building the upper/lower hull
+ final int cmp = precision.compare(o1.getX(), o2.getX());
+ if (cmp == 0) {
+ return precision.compare(o1.getY(), o2.getY());
+ } else {
+ return cmp;
+ }
+ });
+
+ // build lower hull
+ final List<Vector2D> lowerHull = new ArrayList<>();
+ for (final Vector2D p : pointsSortedByXAxis) {
+ updateHull(p, lowerHull);
+ }
+
+ // build upper hull
+ final List<Vector2D> upperHull = new ArrayList<>();
+ for (int idx = pointsSortedByXAxis.size() - 1; idx >= 0; idx--) {
+ final Vector2D p = pointsSortedByXAxis.get(idx);
+ updateHull(p, upperHull);
+ }
+
+ // concatenate the lower and upper hulls
+ // the last point of each list is omitted as it is repeated at the beginning of the other list
+ final List<Vector2D> hullVertices = new ArrayList<>(lowerHull.size() + upperHull.size() - 2);
+ for (int idx = 0; idx < lowerHull.size() - 1; idx++) {
Review Comment:
Can these loops be changed to omit the first point of each half:
```java
for (int idx = 1; idx < lowerHull.size(); idx++) {
```
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