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authorLibravatar kim <89579420+NyaaaWhatsUpDoc@users.noreply.github.com>2024-07-12 09:39:47 +0000
committerLibravatar GitHub <noreply@github.com>2024-07-12 09:39:47 +0000
commitcde2fb6244a791b3c5b746112e3a8be3a79f39a4 (patch)
tree6079d6fb66d90ffbe8c1623525bb86829c162459 /vendor/github.com/golang/geo/s2/edge_clipping.go
parent[chore] Add interaction policy gtsmodels (#3075) (diff)
downloadgotosocial-cde2fb6244a791b3c5b746112e3a8be3a79f39a4.tar.xz
[feature] support processing of (many) more media types (#3090)
* initial work replacing our media decoding / encoding pipeline with ffprobe + ffmpeg * specify the video codec to use when generating static image from emoji * update go-storage library (fixes incompatibility after updating go-iotools) * maintain image aspect ratio when generating a thumbnail for it * update readme to show go-ffmpreg * fix a bunch of media tests, move filesize checking to callers of media manager for more flexibility * remove extra debug from error message * fix up incorrect function signatures * update PutFile to just use regular file copy, as changes are file is on separate partition * fix remaining tests, remove some unneeded tests now we're working with ffmpeg/ffprobe * update more tests, add more code comments * add utilities to generate processed emoji / media outputs * fix remaining tests * add test for opus media file, add license header to utility cmds * limit the number of concurrently available ffmpeg / ffprobe instances * reduce number of instances * further reduce number of instances * fix envparsing test with configuration variables * update docs and configuration with new media-{local,remote}-max-size variables
Diffstat (limited to 'vendor/github.com/golang/geo/s2/edge_clipping.go')
-rw-r--r--vendor/github.com/golang/geo/s2/edge_clipping.go672
1 files changed, 0 insertions, 672 deletions
diff --git a/vendor/github.com/golang/geo/s2/edge_clipping.go b/vendor/github.com/golang/geo/s2/edge_clipping.go
deleted file mode 100644
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--- a/vendor/github.com/golang/geo/s2/edge_clipping.go
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@@ -1,672 +0,0 @@
-// Copyright 2017 Google Inc. All rights reserved.
-//
-// Licensed 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 s2
-
-// This file contains a collection of methods for:
-//
-// (1) Robustly clipping geodesic edges to the faces of the S2 biunit cube
-// (see s2stuv), and
-//
-// (2) Robustly clipping 2D edges against 2D rectangles.
-//
-// These functions can be used to efficiently find the set of CellIDs that
-// are intersected by a geodesic edge (e.g., see CrossingEdgeQuery).
-
-import (
- "math"
-
- "github.com/golang/geo/r1"
- "github.com/golang/geo/r2"
- "github.com/golang/geo/r3"
-)
-
-const (
- // edgeClipErrorUVCoord is the maximum error in a u- or v-coordinate
- // compared to the exact result, assuming that the points A and B are in
- // the rectangle [-1,1]x[1,1] or slightly outside it (by 1e-10 or less).
- edgeClipErrorUVCoord = 2.25 * dblEpsilon
-
- // edgeClipErrorUVDist is the maximum distance from a clipped point to
- // the corresponding exact result. It is equal to the error in a single
- // coordinate because at most one coordinate is subject to error.
- edgeClipErrorUVDist = 2.25 * dblEpsilon
-
- // faceClipErrorRadians is the maximum angle between a returned vertex
- // and the nearest point on the exact edge AB. It is equal to the
- // maximum directional error in PointCross, plus the error when
- // projecting points onto a cube face.
- faceClipErrorRadians = 3 * dblEpsilon
-
- // faceClipErrorDist is the same angle expressed as a maximum distance
- // in (u,v)-space. In other words, a returned vertex is at most this far
- // from the exact edge AB projected into (u,v)-space.
- faceClipErrorUVDist = 9 * dblEpsilon
-
- // faceClipErrorUVCoord is the maximum angle between a returned vertex
- // and the nearest point on the exact edge AB expressed as the maximum error
- // in an individual u- or v-coordinate. In other words, for each
- // returned vertex there is a point on the exact edge AB whose u- and
- // v-coordinates differ from the vertex by at most this amount.
- faceClipErrorUVCoord = 9.0 * (1.0 / math.Sqrt2) * dblEpsilon
-
- // intersectsRectErrorUVDist is the maximum error when computing if a point
- // intersects with a given Rect. If some point of AB is inside the
- // rectangle by at least this distance, the result is guaranteed to be true;
- // if all points of AB are outside the rectangle by at least this distance,
- // the result is guaranteed to be false. This bound assumes that rect is
- // a subset of the rectangle [-1,1]x[-1,1] or extends slightly outside it
- // (e.g., by 1e-10 or less).
- intersectsRectErrorUVDist = 3 * math.Sqrt2 * dblEpsilon
-)
-
-// ClipToFace returns the (u,v) coordinates for the portion of the edge AB that
-// intersects the given face, or false if the edge AB does not intersect.
-// This method guarantees that the clipped vertices lie within the [-1,1]x[-1,1]
-// cube face rectangle and are within faceClipErrorUVDist of the line AB, but
-// the results may differ from those produced by FaceSegments.
-func ClipToFace(a, b Point, face int) (aUV, bUV r2.Point, intersects bool) {
- return ClipToPaddedFace(a, b, face, 0.0)
-}
-
-// ClipToPaddedFace returns the (u,v) coordinates for the portion of the edge AB that
-// intersects the given face, but rather than clipping to the square [-1,1]x[-1,1]
-// in (u,v) space, this method clips to [-R,R]x[-R,R] where R=(1+padding).
-// Padding must be non-negative.
-func ClipToPaddedFace(a, b Point, f int, padding float64) (aUV, bUV r2.Point, intersects bool) {
- // Fast path: both endpoints are on the given face.
- if face(a.Vector) == f && face(b.Vector) == f {
- au, av := validFaceXYZToUV(f, a.Vector)
- bu, bv := validFaceXYZToUV(f, b.Vector)
- return r2.Point{au, av}, r2.Point{bu, bv}, true
- }
-
- // Convert everything into the (u,v,w) coordinates of the given face. Note
- // that the cross product *must* be computed in the original (x,y,z)
- // coordinate system because PointCross (unlike the mathematical cross
- // product) can produce different results in different coordinate systems
- // when one argument is a linear multiple of the other, due to the use of
- // symbolic perturbations.
- normUVW := pointUVW(faceXYZtoUVW(f, a.PointCross(b)))
- aUVW := pointUVW(faceXYZtoUVW(f, a))
- bUVW := pointUVW(faceXYZtoUVW(f, b))
-
- // Padding is handled by scaling the u- and v-components of the normal.
- // Letting R=1+padding, this means that when we compute the dot product of
- // the normal with a cube face vertex (such as (-1,-1,1)), we will actually
- // compute the dot product with the scaled vertex (-R,-R,1). This allows
- // methods such as intersectsFace, exitAxis, etc, to handle padding
- // with no further modifications.
- scaleUV := 1 + padding
- scaledN := pointUVW{r3.Vector{X: scaleUV * normUVW.X, Y: scaleUV * normUVW.Y, Z: normUVW.Z}}
- if !scaledN.intersectsFace() {
- return aUV, bUV, false
- }
-
- // TODO(roberts): This is a workaround for extremely small vectors where some
- // loss of precision can occur in Normalize causing underflow. When PointCross
- // is updated to work around this, this can be removed.
- if math.Max(math.Abs(normUVW.X), math.Max(math.Abs(normUVW.Y), math.Abs(normUVW.Z))) < math.Ldexp(1, -511) {
- normUVW = pointUVW{normUVW.Mul(math.Ldexp(1, 563))}
- }
-
- normUVW = pointUVW{normUVW.Normalize()}
-
- aTan := pointUVW{normUVW.Cross(aUVW.Vector)}
- bTan := pointUVW{bUVW.Cross(normUVW.Vector)}
-
- // As described in clipDestination, if the sum of the scores from clipping the two
- // endpoints is 3 or more, then the segment does not intersect this face.
- aUV, aScore := clipDestination(bUVW, aUVW, pointUVW{scaledN.Mul(-1)}, bTan, aTan, scaleUV)
- bUV, bScore := clipDestination(aUVW, bUVW, scaledN, aTan, bTan, scaleUV)
-
- return aUV, bUV, aScore+bScore < 3
-}
-
-// ClipEdge returns the portion of the edge defined by AB that is contained by the
-// given rectangle. If there is no intersection, false is returned and aClip and bClip
-// are undefined.
-func ClipEdge(a, b r2.Point, clip r2.Rect) (aClip, bClip r2.Point, intersects bool) {
- // Compute the bounding rectangle of AB, clip it, and then extract the new
- // endpoints from the clipped bound.
- bound := r2.RectFromPoints(a, b)
- if bound, intersects = clipEdgeBound(a, b, clip, bound); !intersects {
- return aClip, bClip, false
- }
- ai := 0
- if a.X > b.X {
- ai = 1
- }
- aj := 0
- if a.Y > b.Y {
- aj = 1
- }
-
- return bound.VertexIJ(ai, aj), bound.VertexIJ(1-ai, 1-aj), true
-}
-
-// The three functions below (sumEqual, intersectsFace, intersectsOppositeEdges)
-// all compare a sum (u + v) to a third value w. They are implemented in such a
-// way that they produce an exact result even though all calculations are done
-// with ordinary floating-point operations. Here are the principles on which these
-// functions are based:
-//
-// A. If u + v < w in floating-point, then u + v < w in exact arithmetic.
-//
-// B. If u + v < w in exact arithmetic, then at least one of the following
-// expressions is true in floating-point:
-// u + v < w
-// u < w - v
-// v < w - u
-//
-// Proof: By rearranging terms and substituting ">" for "<", we can assume
-// that all values are non-negative. Now clearly "w" is not the smallest
-// value, so assume WLOG that "u" is the smallest. We want to show that
-// u < w - v in floating-point. If v >= w/2, the calculation of w - v is
-// exact since the result is smaller in magnitude than either input value,
-// so the result holds. Otherwise we have u <= v < w/2 and w - v >= w/2
-// (even in floating point), so the result also holds.
-
-// sumEqual reports whether u + v == w exactly.
-func sumEqual(u, v, w float64) bool {
- return (u+v == w) && (u == w-v) && (v == w-u)
-}
-
-// pointUVW represents a Point in (u,v,w) coordinate space of a cube face.
-type pointUVW Point
-
-// intersectsFace reports whether a given directed line L intersects the cube face F.
-// The line L is defined by its normal N in the (u,v,w) coordinates of F.
-func (p pointUVW) intersectsFace() bool {
- // L intersects the [-1,1]x[-1,1] square in (u,v) if and only if the dot
- // products of N with the four corner vertices (-1,-1,1), (1,-1,1), (1,1,1),
- // and (-1,1,1) do not all have the same sign. This is true exactly when
- // |Nu| + |Nv| >= |Nw|. The code below evaluates this expression exactly.
- u := math.Abs(p.X)
- v := math.Abs(p.Y)
- w := math.Abs(p.Z)
-
- // We only need to consider the cases where u or v is the smallest value,
- // since if w is the smallest then both expressions below will have a
- // positive LHS and a negative RHS.
- return (v >= w-u) && (u >= w-v)
-}
-
-// intersectsOppositeEdges reports whether a directed line L intersects two
-// opposite edges of a cube face F. This includs the case where L passes
-// exactly through a corner vertex of F. The directed line L is defined
-// by its normal N in the (u,v,w) coordinates of F.
-func (p pointUVW) intersectsOppositeEdges() bool {
- // The line L intersects opposite edges of the [-1,1]x[-1,1] (u,v) square if
- // and only exactly two of the corner vertices lie on each side of L. This
- // is true exactly when ||Nu| - |Nv|| >= |Nw|. The code below evaluates this
- // expression exactly.
- u := math.Abs(p.X)
- v := math.Abs(p.Y)
- w := math.Abs(p.Z)
-
- // If w is the smallest, the following line returns an exact result.
- if math.Abs(u-v) != w {
- return math.Abs(u-v) >= w
- }
-
- // Otherwise u - v = w exactly, or w is not the smallest value. In either
- // case the following returns the correct result.
- if u >= v {
- return u-w >= v
- }
- return v-w >= u
-}
-
-// axis represents the possible results of exitAxis.
-type axis int
-
-const (
- axisU axis = iota
- axisV
-)
-
-// exitAxis reports which axis the directed line L exits the cube face F on.
-// The directed line L is represented by its CCW normal N in the (u,v,w) coordinates
-// of F. It returns axisU if L exits through the u=-1 or u=+1 edge, and axisV if L exits
-// through the v=-1 or v=+1 edge. Either result is acceptable if L exits exactly
-// through a corner vertex of the cube face.
-func (p pointUVW) exitAxis() axis {
- if p.intersectsOppositeEdges() {
- // The line passes through through opposite edges of the face.
- // It exits through the v=+1 or v=-1 edge if the u-component of N has a
- // larger absolute magnitude than the v-component.
- if math.Abs(p.X) >= math.Abs(p.Y) {
- return axisV
- }
- return axisU
- }
-
- // The line passes through through two adjacent edges of the face.
- // It exits the v=+1 or v=-1 edge if an even number of the components of N
- // are negative. We test this using signbit() rather than multiplication
- // to avoid the possibility of underflow.
- var x, y, z int
- if math.Signbit(p.X) {
- x = 1
- }
- if math.Signbit(p.Y) {
- y = 1
- }
- if math.Signbit(p.Z) {
- z = 1
- }
-
- if x^y^z == 0 {
- return axisV
- }
- return axisU
-}
-
-// exitPoint returns the UV coordinates of the point where a directed line L (represented
-// by the CCW normal of this point), exits the cube face this point is derived from along
-// the given axis.
-func (p pointUVW) exitPoint(a axis) r2.Point {
- if a == axisU {
- u := -1.0
- if p.Y > 0 {
- u = 1.0
- }
- return r2.Point{u, (-u*p.X - p.Z) / p.Y}
- }
-
- v := -1.0
- if p.X < 0 {
- v = 1.0
- }
- return r2.Point{(-v*p.Y - p.Z) / p.X, v}
-}
-
-// clipDestination returns a score which is used to indicate if the clipped edge AB
-// on the given face intersects the face at all. This function returns the score for
-// the given endpoint, which is an integer ranging from 0 to 3. If the sum of the scores
-// from both of the endpoints is 3 or more, then edge AB does not intersect this face.
-//
-// First, it clips the line segment AB to find the clipped destination B' on a given
-// face. (The face is specified implicitly by expressing *all arguments* in the (u,v,w)
-// coordinates of that face.) Second, it partially computes whether the segment AB
-// intersects this face at all. The actual condition is fairly complicated, but it
-// turns out that it can be expressed as a "score" that can be computed independently
-// when clipping the two endpoints A and B.
-func clipDestination(a, b, scaledN, aTan, bTan pointUVW, scaleUV float64) (r2.Point, int) {
- var uv r2.Point
-
- // Optimization: if B is within the safe region of the face, use it.
- maxSafeUVCoord := 1 - faceClipErrorUVCoord
- if b.Z > 0 {
- uv = r2.Point{b.X / b.Z, b.Y / b.Z}
- if math.Max(math.Abs(uv.X), math.Abs(uv.Y)) <= maxSafeUVCoord {
- return uv, 0
- }
- }
-
- // Otherwise find the point B' where the line AB exits the face.
- uv = scaledN.exitPoint(scaledN.exitAxis()).Mul(scaleUV)
-
- p := pointUVW(Point{r3.Vector{uv.X, uv.Y, 1.0}})
-
- // Determine if the exit point B' is contained within the segment. We do this
- // by computing the dot products with two inward-facing tangent vectors at A
- // and B. If either dot product is negative, we say that B' is on the "wrong
- // side" of that point. As the point B' moves around the great circle AB past
- // the segment endpoint B, it is initially on the wrong side of B only; as it
- // moves further it is on the wrong side of both endpoints; and then it is on
- // the wrong side of A only. If the exit point B' is on the wrong side of
- // either endpoint, we can't use it; instead the segment is clipped at the
- // original endpoint B.
- //
- // We reject the segment if the sum of the scores of the two endpoints is 3
- // or more. Here is what that rule encodes:
- // - If B' is on the wrong side of A, then the other clipped endpoint A'
- // must be in the interior of AB (otherwise AB' would go the wrong way
- // around the circle). There is a similar rule for A'.
- // - If B' is on the wrong side of either endpoint (and therefore we must
- // use the original endpoint B instead), then it must be possible to
- // project B onto this face (i.e., its w-coordinate must be positive).
- // This rule is only necessary to handle certain zero-length edges (A=B).
- score := 0
- if p.Sub(a.Vector).Dot(aTan.Vector) < 0 {
- score = 2 // B' is on wrong side of A.
- } else if p.Sub(b.Vector).Dot(bTan.Vector) < 0 {
- score = 1 // B' is on wrong side of B.
- }
-
- if score > 0 { // B' is not in the interior of AB.
- if b.Z <= 0 {
- score = 3 // B cannot be projected onto this face.
- } else {
- uv = r2.Point{b.X / b.Z, b.Y / b.Z}
- }
- }
-
- return uv, score
-}
-
-// updateEndpoint returns the interval with the specified endpoint updated to
-// the given value. If the value lies beyond the opposite endpoint, nothing is
-// changed and false is returned.
-func updateEndpoint(bound r1.Interval, highEndpoint bool, value float64) (r1.Interval, bool) {
- if !highEndpoint {
- if bound.Hi < value {
- return bound, false
- }
- if bound.Lo < value {
- bound.Lo = value
- }
- return bound, true
- }
-
- if bound.Lo > value {
- return bound, false
- }
- if bound.Hi > value {
- bound.Hi = value
- }
- return bound, true
-}
-
-// clipBoundAxis returns the clipped versions of the bounding intervals for the given
-// axes for the line segment from (a0,a1) to (b0,b1) so that neither extends beyond the
-// given clip interval. negSlope is a precomputed helper variable that indicates which
-// diagonal of the bounding box is spanned by AB; it is false if AB has positive slope,
-// and true if AB has negative slope. If the clipping interval doesn't overlap the bounds,
-// false is returned.
-func clipBoundAxis(a0, b0 float64, bound0 r1.Interval, a1, b1 float64, bound1 r1.Interval,
- negSlope bool, clip r1.Interval) (bound0c, bound1c r1.Interval, updated bool) {
-
- if bound0.Lo < clip.Lo {
- // If the upper bound is below the clips lower bound, there is nothing to do.
- if bound0.Hi < clip.Lo {
- return bound0, bound1, false
- }
- // narrow the intervals lower bound to the clip bound.
- bound0.Lo = clip.Lo
- if bound1, updated = updateEndpoint(bound1, negSlope, interpolateFloat64(clip.Lo, a0, b0, a1, b1)); !updated {
- return bound0, bound1, false
- }
- }
-
- if bound0.Hi > clip.Hi {
- // If the lower bound is above the clips upper bound, there is nothing to do.
- if bound0.Lo > clip.Hi {
- return bound0, bound1, false
- }
- // narrow the intervals upper bound to the clip bound.
- bound0.Hi = clip.Hi
- if bound1, updated = updateEndpoint(bound1, !negSlope, interpolateFloat64(clip.Hi, a0, b0, a1, b1)); !updated {
- return bound0, bound1, false
- }
- }
- return bound0, bound1, true
-}
-
-// edgeIntersectsRect reports whether the edge defined by AB intersects the
-// given closed rectangle to within the error bound.
-func edgeIntersectsRect(a, b r2.Point, r r2.Rect) bool {
- // First check whether the bounds of a Rect around AB intersects the given rect.
- if !r.Intersects(r2.RectFromPoints(a, b)) {
- return false
- }
-
- // Otherwise AB intersects the rect if and only if all four vertices of rect
- // do not lie on the same side of the extended line AB. We test this by finding
- // the two vertices of rect with minimum and maximum projections onto the normal
- // of AB, and computing their dot products with the edge normal.
- n := b.Sub(a).Ortho()
-
- i := 0
- if n.X >= 0 {
- i = 1
- }
- j := 0
- if n.Y >= 0 {
- j = 1
- }
-
- max := n.Dot(r.VertexIJ(i, j).Sub(a))
- min := n.Dot(r.VertexIJ(1-i, 1-j).Sub(a))
-
- return (max >= 0) && (min <= 0)
-}
-
-// clippedEdgeBound returns the bounding rectangle of the portion of the edge defined
-// by AB intersected by clip. The resulting bound may be empty. This is a convenience
-// function built on top of clipEdgeBound.
-func clippedEdgeBound(a, b r2.Point, clip r2.Rect) r2.Rect {
- bound := r2.RectFromPoints(a, b)
- if b1, intersects := clipEdgeBound(a, b, clip, bound); intersects {
- return b1
- }
- return r2.EmptyRect()
-}
-
-// clipEdgeBound clips an edge AB to sequence of rectangles efficiently.
-// It represents the clipped edges by their bounding boxes rather than as a pair of
-// endpoints. Specifically, let A'B' be some portion of an edge AB, and let bound be
-// a tight bound of A'B'. This function returns the bound that is a tight bound
-// of A'B' intersected with a given rectangle. If A'B' does not intersect clip,
-// it returns false and the original bound.
-func clipEdgeBound(a, b r2.Point, clip, bound r2.Rect) (r2.Rect, bool) {
- // negSlope indicates which diagonal of the bounding box is spanned by AB: it
- // is false if AB has positive slope, and true if AB has negative slope. This is
- // used to determine which interval endpoints need to be updated each time
- // the edge is clipped.
- negSlope := (a.X > b.X) != (a.Y > b.Y)
-
- b0x, b0y, up1 := clipBoundAxis(a.X, b.X, bound.X, a.Y, b.Y, bound.Y, negSlope, clip.X)
- if !up1 {
- return bound, false
- }
- b1y, b1x, up2 := clipBoundAxis(a.Y, b.Y, b0y, a.X, b.X, b0x, negSlope, clip.Y)
- if !up2 {
- return r2.Rect{b0x, b0y}, false
- }
- return r2.Rect{X: b1x, Y: b1y}, true
-}
-
-// interpolateFloat64 returns a value with the same combination of a1 and b1 as the
-// given value x is of a and b. This function makes the following guarantees:
-// - If x == a, then x1 = a1 (exactly).
-// - If x == b, then x1 = b1 (exactly).
-// - If a <= x <= b, then a1 <= x1 <= b1 (even if a1 == b1).
-// This requires a != b.
-func interpolateFloat64(x, a, b, a1, b1 float64) float64 {
- // To get results that are accurate near both A and B, we interpolate
- // starting from the closer of the two points.
- if math.Abs(a-x) <= math.Abs(b-x) {
- return a1 + (b1-a1)*(x-a)/(b-a)
- }
- return b1 + (a1-b1)*(x-b)/(a-b)
-}
-
-// FaceSegment represents an edge AB clipped to an S2 cube face. It is
-// represented by a face index and a pair of (u,v) coordinates.
-type FaceSegment struct {
- face int
- a, b r2.Point
-}
-
-// FaceSegments subdivides the given edge AB at every point where it crosses the
-// boundary between two S2 cube faces and returns the corresponding FaceSegments.
-// The segments are returned in order from A toward B. The input points must be
-// unit length.
-//
-// This function guarantees that the returned segments form a continuous path
-// from A to B, and that all vertices are within faceClipErrorUVDist of the
-// line AB. All vertices lie within the [-1,1]x[-1,1] cube face rectangles.
-// The results are consistent with Sign, i.e. the edge is well-defined even its
-// endpoints are antipodal.
-// TODO(roberts): Extend the implementation of PointCross so that this is true.
-func FaceSegments(a, b Point) []FaceSegment {
- var segment FaceSegment
-
- // Fast path: both endpoints are on the same face.
- var aFace, bFace int
- aFace, segment.a.X, segment.a.Y = xyzToFaceUV(a.Vector)
- bFace, segment.b.X, segment.b.Y = xyzToFaceUV(b.Vector)
- if aFace == bFace {
- segment.face = aFace
- return []FaceSegment{segment}
- }
-
- // Starting at A, we follow AB from face to face until we reach the face
- // containing B. The following code is designed to ensure that we always
- // reach B, even in the presence of numerical errors.
- //
- // First we compute the normal to the plane containing A and B. This normal
- // becomes the ultimate definition of the line AB; it is used to resolve all
- // questions regarding where exactly the line goes. Unfortunately due to
- // numerical errors, the line may not quite intersect the faces containing
- // the original endpoints. We handle this by moving A and/or B slightly if
- // necessary so that they are on faces intersected by the line AB.
- ab := a.PointCross(b)
-
- aFace, segment.a = moveOriginToValidFace(aFace, a, ab, segment.a)
- bFace, segment.b = moveOriginToValidFace(bFace, b, Point{ab.Mul(-1)}, segment.b)
-
- // Now we simply follow AB from face to face until we reach B.
- var segments []FaceSegment
- segment.face = aFace
- bSaved := segment.b
-
- for face := aFace; face != bFace; {
- // Complete the current segment by finding the point where AB
- // exits the current face.
- z := faceXYZtoUVW(face, ab)
- n := pointUVW{z.Vector}
-
- exitAxis := n.exitAxis()
- segment.b = n.exitPoint(exitAxis)
- segments = append(segments, segment)
-
- // Compute the next face intersected by AB, and translate the exit
- // point of the current segment into the (u,v) coordinates of the
- // next face. This becomes the first point of the next segment.
- exitXyz := faceUVToXYZ(face, segment.b.X, segment.b.Y)
- face = nextFace(face, segment.b, exitAxis, n, bFace)
- exitUvw := faceXYZtoUVW(face, Point{exitXyz})
- segment.face = face
- segment.a = r2.Point{exitUvw.X, exitUvw.Y}
- }
- // Finish the last segment.
- segment.b = bSaved
- return append(segments, segment)
-}
-
-// moveOriginToValidFace updates the origin point to a valid face if necessary.
-// Given a line segment AB whose origin A has been projected onto a given cube
-// face, determine whether it is necessary to project A onto a different face
-// instead. This can happen because the normal of the line AB is not computed
-// exactly, so that the line AB (defined as the set of points perpendicular to
-// the normal) may not intersect the cube face containing A. Even if it does
-// intersect the face, the exit point of the line from that face may be on
-// the wrong side of A (i.e., in the direction away from B). If this happens,
-// we reproject A onto the adjacent face where the line AB approaches A most
-// closely. This moves the origin by a small amount, but never more than the
-// error tolerances.
-func moveOriginToValidFace(face int, a, ab Point, aUV r2.Point) (int, r2.Point) {
- // Fast path: if the origin is sufficiently far inside the face, it is
- // always safe to use it.
- const maxSafeUVCoord = 1 - faceClipErrorUVCoord
- if math.Max(math.Abs((aUV).X), math.Abs((aUV).Y)) <= maxSafeUVCoord {
- return face, aUV
- }
-
- // Otherwise check whether the normal AB even intersects this face.
- z := faceXYZtoUVW(face, ab)
- n := pointUVW{z.Vector}
- if n.intersectsFace() {
- // Check whether the point where the line AB exits this face is on the
- // wrong side of A (by more than the acceptable error tolerance).
- uv := n.exitPoint(n.exitAxis())
- exit := faceUVToXYZ(face, uv.X, uv.Y)
- aTangent := ab.Normalize().Cross(a.Vector)
-
- // We can use the given face.
- if exit.Sub(a.Vector).Dot(aTangent) >= -faceClipErrorRadians {
- return face, aUV
- }
- }
-
- // Otherwise we reproject A to the nearest adjacent face. (If line AB does
- // not pass through a given face, it must pass through all adjacent faces.)
- var dir int
- if math.Abs((aUV).X) >= math.Abs((aUV).Y) {
- // U-axis
- if aUV.X > 0 {
- dir = 1
- }
- face = uvwFace(face, 0, dir)
- } else {
- // V-axis
- if aUV.Y > 0 {
- dir = 1
- }
- face = uvwFace(face, 1, dir)
- }
-
- aUV.X, aUV.Y = validFaceXYZToUV(face, a.Vector)
- aUV.X = math.Max(-1.0, math.Min(1.0, aUV.X))
- aUV.Y = math.Max(-1.0, math.Min(1.0, aUV.Y))
-
- return face, aUV
-}
-
-// nextFace returns the next face that should be visited by FaceSegments, given that
-// we have just visited face and we are following the line AB (represented
-// by its normal N in the (u,v,w) coordinates of that face). The other
-// arguments include the point where AB exits face, the corresponding
-// exit axis, and the target face containing the destination point B.
-func nextFace(face int, exit r2.Point, axis axis, n pointUVW, targetFace int) int {
- // this bit is to work around C++ cleverly casting bools to ints for you.
- exitA := exit.X
- exit1MinusA := exit.Y
-
- if axis == axisV {
- exitA = exit.Y
- exit1MinusA = exit.X
- }
- exitAPos := 0
- if exitA > 0 {
- exitAPos = 1
- }
- exit1MinusAPos := 0
- if exit1MinusA > 0 {
- exit1MinusAPos = 1
- }
-
- // We return the face that is adjacent to the exit point along the given
- // axis. If line AB exits *exactly* through a corner of the face, there are
- // two possible next faces. If one is the target face containing B, then
- // we guarantee that we advance to that face directly.
- //
- // The three conditions below check that (1) AB exits approximately through
- // a corner, (2) the adjacent face along the non-exit axis is the target
- // face, and (3) AB exits *exactly* through the corner. (The sumEqual
- // code checks whether the dot product of (u,v,1) and n is exactly zero.)
- if math.Abs(exit1MinusA) == 1 &&
- uvwFace(face, int(1-axis), exit1MinusAPos) == targetFace &&
- sumEqual(exit.X*n.X, exit.Y*n.Y, -n.Z) {
- return targetFace
- }
-
- // Otherwise return the face that is adjacent to the exit point in the
- // direction of the exit axis.
- return uvwFace(face, int(axis), exitAPos)
-}