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Fix code quality naming issue
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parent
796fc948e1
commit
21796900e2
@ -309,21 +309,21 @@ namespace osu.Game.Utils
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{
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{
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// Using Welzl's algorithm to find the minimum enclosing circle
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// Using Welzl's algorithm to find the minimum enclosing circle
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// https://www.geeksforgeeks.org/minimum-enclosing-circle-using-welzls-algorithm/
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// https://www.geeksforgeeks.org/minimum-enclosing-circle-using-welzls-algorithm/
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List<Vector2> P = points.ToList();
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List<Vector2> p = points.ToList();
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var stack = new Stack<(Vector2?, int)>();
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var stack = new Stack<(Vector2?, int)>();
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var r = new List<Vector2>(3);
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var r = new List<Vector2>(3);
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(Vector2, float) d = (Vector2.Zero, 0);
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(Vector2, float) d = (Vector2.Zero, 0);
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stack.Push((null, P.Count));
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stack.Push((null, p.Count));
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while (stack.Count > 0)
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while (stack.Count > 0)
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{
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{
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// n represents the number of points in P that are not yet processed.
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// `n` represents the number of points in P that are not yet processed.
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// p represents the point that was randomly picked to process.
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// `point` represents the point that was randomly picked to process.
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(Vector2? p, int n) = stack.Pop();
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(Vector2? point, int n) = stack.Pop();
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if (!p.HasValue)
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if (!point.HasValue)
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{
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{
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// Base case when all points processed or |R| = 3
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// Base case when all points processed or |R| = 3
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if (n == 0 || r.Count == 3)
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if (n == 0 || r.Count == 3)
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@ -334,30 +334,30 @@ namespace osu.Game.Utils
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// Pick a random point randomly
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// Pick a random point randomly
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int idx = RNG.Next(n);
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int idx = RNG.Next(n);
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p = P[idx];
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point = p[idx];
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// Put the picked point at the end of P since it's more efficient than
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// Put the picked point at the end of P since it's more efficient than
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// deleting from the middle of the list
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// deleting from the middle of the list
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(P[idx], P[n - 1]) = (P[n - 1], P[idx]);
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(p[idx], p[n - 1]) = (p[n - 1], p[idx]);
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// Schedule processing of p after we get the MEC circle d from the set of points P - {p}
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// Schedule processing of p after we get the MEC circle d from the set of points P - {p}
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stack.Push((p, n));
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stack.Push((point, n));
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// Get the MEC circle d from the set of points P - {p}
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// Get the MEC circle d from the set of points P - {p}
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stack.Push((null, n - 1));
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stack.Push((null, n - 1));
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}
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}
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else
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else
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{
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{
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// If d contains p, return d
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// If d contains p, return d
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if (isInside(d, p.Value))
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if (isInside(d, point.Value))
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continue;
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continue;
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// Remove points from R that were added in a deeper recursion
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// Remove points from R that were added in a deeper recursion
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// |R| = |P| - |stack| - n
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// |R| = |P| - |stack| - n
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int removeCount = r.Count - (P.Count - stack.Count - n);
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int removeCount = r.Count - (p.Count - stack.Count - n);
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r.RemoveRange(r.Count - removeCount, removeCount);
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r.RemoveRange(r.Count - removeCount, removeCount);
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// Otherwise, must be on the boundary of the MEC
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// Otherwise, must be on the boundary of the MEC
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r.Add(p.Value);
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r.Add(point.Value);
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// Return the MEC for P - {p} and R U {p}
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// Return the MEC for P - {p} and R U {p}
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stack.Push((null, n - 1));
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stack.Push((null, n - 1));
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}
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}
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