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#ifndef TCG_SEQUENCE_OPS_HPP
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#define TCG_SEQUENCE_OPS_HPP
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#include "../sequence_ops.h"
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#ifdef min
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#undef min
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#endif
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namespace tcg
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{
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namespace sequence_ops
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{
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//***********************************************************************************
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//    Minimal Path Functions
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//***********************************************************************************
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template <typename containers_reader="" edge_eval,="" ranit_type,="" typename=""></typename>
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bool minimalPath(ranit_type begin, ranit_type end, edge_eval &eval, containers_reader &output)
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{
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	typedef typename ranit_type::difference_type diff_type;
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	typedef typename edge_eval::penalty_type penalty_type;
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	ranit_type a, b;
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	diff_type i, j, m, n = end - begin, last = n - 1;
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	//Precache the longest edge possible from each vertex, imposing that furthest
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	//nodes have increasing indices.
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	std::vector<diff_type> furthest(n);</diff_type>
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	diff_type currFurthest = furthest[last] = last;
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	for (i = last - 1; i >= 0; --i) {
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		currFurthest = furthest[i] = std::min(eval.furthestFrom(begin + i) - begin, currFurthest);
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		if (currFurthest == i)
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			return false; //There exists no path from start to end - quit
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	}
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	//Iterate from begin to end, using the maximum step allowed. The number of
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	//iterations is the number of output edges.
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	for (i = 0, m = 0; i < last; i = furthest[i], ++m)
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		;
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	//Also, build the iteration sequence. It will define the upper bounds for the
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	//k-th vertex of the output.
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	std::vector<diff_type> upperBound(m + 1);</diff_type>
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	for (i = 0, j = 0; i <= m; j = furthest[j], ++i)
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		upperBound[i] = j;
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	//Now, the body of the algorithm
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	std::vector<penalty_type> minPenaltyToEnd(n);</penalty_type>
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	std::vector<diff_type> minPenaltyNext(last);</diff_type>
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	diff_type aIdx, bIdx;
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	penalty_type newPenalty;
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	minPenaltyToEnd[last] = 0;
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	diff_type nextLowerBound;
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	for (j = m - 1, nextLowerBound = last; j >= 0; --j) {
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		//Build the minimal penalty to end (also storing the next iterator
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		//leading to it) from each vertex of the polygon, assuming the minimal
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		//number of edges from the vertex to end.
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		//The j-th polygon vertex must lie in the [lowerBound, upperBound[j]]
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		//interval, whereas the (j+1)-th will be in [nextLowerBound, upperBound[j+1]].
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		//Please, observe that we always have upperBound[j] < nextLowerBound due
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		//to the minimal edge count constraint.
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		for (aIdx = upperBound[j];
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			 aIdx >= 0 && furthest[aIdx] >= nextLowerBound;
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			 --aIdx) {
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			a = begin + aIdx;
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			//Search the vertex next to a which minimizes the penalty to end - and store it.
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			minPenaltyToEnd[aIdx] = (std::numeric_limits<penalty_type>::max)();</penalty_type>
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			for (bIdx = nextLowerBound, b = begin + nextLowerBound; furthest[aIdx] >= bIdx; ++b, ++bIdx) {
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				assert(minPenaltyToEnd[bIdx] < (std::numeric_limits<penalty_type>::max)());</penalty_type>
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				newPenalty = eval.penalty(a, b) + minPenaltyToEnd[bIdx];
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				if (newPenalty < minPenaltyToEnd[aIdx]) {
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					minPenaltyToEnd[aIdx] = newPenalty;
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					minPenaltyNext[aIdx] = bIdx;
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				}
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			}
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		}
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		//Update
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		nextLowerBound = aIdx;
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		++nextLowerBound;
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	}
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	//Finally, build the output sequence
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	output.openContainer(begin);
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	for (i = minPenaltyNext[0], j = 1; j < m; i = minPenaltyNext[i], ++j)
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		output.addElement(begin + i);
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	output.addElement(begin + last);
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	output.closeContainer();
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	return true;
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}
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}
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} // namespace tcg::sequence_ops
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#endif // TCG_SEQUENCE_OPS_HPP