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author | 2024-08-02 11:46:41 +0000 | |
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committer | 2024-08-02 12:46:41 +0100 | |
commit | 94e87610c4ce9bbb1c614a61bab29c1422fed11b (patch) | |
tree | 2e06b8ce64212140e796f6077ba841b6cc678501 /vendor/github.com/golang/geo/s2/edge_distances.go | |
parent | [feature] Allow import of following and blocks via CSV (#3150) (diff) | |
download | gotosocial-94e87610c4ce9bbb1c614a61bab29c1422fed11b.tar.xz |
[chore] add back exif-terminator and use only for jpeg,png,webp (#3161)
* add back exif-terminator and use only for jpeg,png,webp
* fix arguments passed to terminateExif()
* pull in latest exif-terminator
* fix test
* update processed img
---------
Co-authored-by: tobi <tobi.smethurst@protonmail.com>
Diffstat (limited to 'vendor/github.com/golang/geo/s2/edge_distances.go')
-rw-r--r-- | vendor/github.com/golang/geo/s2/edge_distances.go | 408 |
1 files changed, 408 insertions, 0 deletions
diff --git a/vendor/github.com/golang/geo/s2/edge_distances.go b/vendor/github.com/golang/geo/s2/edge_distances.go new file mode 100644 index 000000000..ca197af1d --- /dev/null +++ b/vendor/github.com/golang/geo/s2/edge_distances.go @@ -0,0 +1,408 @@ +// 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 defines a collection of methods for computing the distance to an edge, +// interpolating along an edge, projecting points onto edges, etc. + +import ( + "math" + + "github.com/golang/geo/s1" +) + +// DistanceFromSegment returns the distance of point X from line segment AB. +// The points are expected to be normalized. The result is very accurate for small +// distances but may have some numerical error if the distance is large +// (approximately pi/2 or greater). The case A == B is handled correctly. +func DistanceFromSegment(x, a, b Point) s1.Angle { + var minDist s1.ChordAngle + minDist, _ = updateMinDistance(x, a, b, minDist, true) + return minDist.Angle() +} + +// IsDistanceLess reports whether the distance from X to the edge AB is less +// than limit. (For less than or equal to, specify limit.Successor()). +// This method is faster than DistanceFromSegment(). If you want to +// compare against a fixed s1.Angle, you should convert it to an s1.ChordAngle +// once and save the value, since this conversion is relatively expensive. +func IsDistanceLess(x, a, b Point, limit s1.ChordAngle) bool { + _, less := UpdateMinDistance(x, a, b, limit) + return less +} + +// UpdateMinDistance checks if the distance from X to the edge AB is less +// than minDist, and if so, returns the updated value and true. +// The case A == B is handled correctly. +// +// Use this method when you want to compute many distances and keep track of +// the minimum. It is significantly faster than using DistanceFromSegment +// because (1) using s1.ChordAngle is much faster than s1.Angle, and (2) it +// can save a lot of work by not actually computing the distance when it is +// obviously larger than the current minimum. +func UpdateMinDistance(x, a, b Point, minDist s1.ChordAngle) (s1.ChordAngle, bool) { + return updateMinDistance(x, a, b, minDist, false) +} + +// UpdateMaxDistance checks if the distance from X to the edge AB is greater +// than maxDist, and if so, returns the updated value and true. +// Otherwise it returns false. The case A == B is handled correctly. +func UpdateMaxDistance(x, a, b Point, maxDist s1.ChordAngle) (s1.ChordAngle, bool) { + dist := maxChordAngle(ChordAngleBetweenPoints(x, a), ChordAngleBetweenPoints(x, b)) + if dist > s1.RightChordAngle { + dist, _ = updateMinDistance(Point{x.Mul(-1)}, a, b, dist, true) + dist = s1.StraightChordAngle - dist + } + if maxDist < dist { + return dist, true + } + + return maxDist, false +} + +// IsInteriorDistanceLess reports whether the minimum distance from X to the edge +// AB is attained at an interior point of AB (i.e., not an endpoint), and that +// distance is less than limit. (Specify limit.Successor() for less than or equal to). +func IsInteriorDistanceLess(x, a, b Point, limit s1.ChordAngle) bool { + _, less := UpdateMinInteriorDistance(x, a, b, limit) + return less +} + +// UpdateMinInteriorDistance reports whether the minimum distance from X to AB +// is attained at an interior point of AB (i.e., not an endpoint), and that distance +// is less than minDist. If so, the value of minDist is updated and true is returned. +// Otherwise it is unchanged and returns false. +func UpdateMinInteriorDistance(x, a, b Point, minDist s1.ChordAngle) (s1.ChordAngle, bool) { + return interiorDist(x, a, b, minDist, false) +} + +// Project returns the point along the edge AB that is closest to the point X. +// The fractional distance of this point along the edge AB can be obtained +// using DistanceFraction. +// +// This requires that all points are unit length. +func Project(x, a, b Point) Point { + aXb := a.PointCross(b) + // Find the closest point to X along the great circle through AB. + p := x.Sub(aXb.Mul(x.Dot(aXb.Vector) / aXb.Vector.Norm2())) + + // If this point is on the edge AB, then it's the closest point. + if Sign(aXb, a, Point{p}) && Sign(Point{p}, b, aXb) { + return Point{p.Normalize()} + } + + // Otherwise, the closest point is either A or B. + if x.Sub(a.Vector).Norm2() <= x.Sub(b.Vector).Norm2() { + return a + } + return b +} + +// DistanceFraction returns the distance ratio of the point X along an edge AB. +// If X is on the line segment AB, this is the fraction T such +// that X == Interpolate(T, A, B). +// +// This requires that A and B are distinct. +func DistanceFraction(x, a, b Point) float64 { + d0 := x.Angle(a.Vector) + d1 := x.Angle(b.Vector) + return float64(d0 / (d0 + d1)) +} + +// Interpolate returns the point X along the line segment AB whose distance from A +// is the given fraction "t" of the distance AB. Does NOT require that "t" be +// between 0 and 1. Note that all distances are measured on the surface of +// the sphere, so this is more complicated than just computing (1-t)*a + t*b +// and normalizing the result. +func Interpolate(t float64, a, b Point) Point { + if t == 0 { + return a + } + if t == 1 { + return b + } + ab := a.Angle(b.Vector) + return InterpolateAtDistance(s1.Angle(t)*ab, a, b) +} + +// InterpolateAtDistance returns the point X along the line segment AB whose +// distance from A is the angle ax. +func InterpolateAtDistance(ax s1.Angle, a, b Point) Point { + aRad := ax.Radians() + + // Use PointCross to compute the tangent vector at A towards B. The + // result is always perpendicular to A, even if A=B or A=-B, but it is not + // necessarily unit length. (We effectively normalize it below.) + normal := a.PointCross(b) + tangent := normal.Vector.Cross(a.Vector) + + // Now compute the appropriate linear combination of A and "tangent". With + // infinite precision the result would always be unit length, but we + // normalize it anyway to ensure that the error is within acceptable bounds. + // (Otherwise errors can build up when the result of one interpolation is + // fed into another interpolation.) + return Point{(a.Mul(math.Cos(aRad)).Add(tangent.Mul(math.Sin(aRad) / tangent.Norm()))).Normalize()} +} + +// minUpdateDistanceMaxError returns the maximum error in the result of +// UpdateMinDistance (and the associated functions such as +// UpdateMinInteriorDistance, IsDistanceLess, etc), assuming that all +// input points are normalized to within the bounds guaranteed by r3.Vector's +// Normalize. The error can be added or subtracted from an s1.ChordAngle +// using its Expanded method. +func minUpdateDistanceMaxError(dist s1.ChordAngle) float64 { + // There are two cases for the maximum error in UpdateMinDistance(), + // depending on whether the closest point is interior to the edge. + return math.Max(minUpdateInteriorDistanceMaxError(dist), dist.MaxPointError()) +} + +// minUpdateInteriorDistanceMaxError returns the maximum error in the result of +// UpdateMinInteriorDistance, assuming that all input points are normalized +// to within the bounds guaranteed by Point's Normalize. The error can be added +// or subtracted from an s1.ChordAngle using its Expanded method. +// +// Note that accuracy goes down as the distance approaches 0 degrees or 180 +// degrees (for different reasons). Near 0 degrees the error is acceptable +// for all practical purposes (about 1.2e-15 radians ~= 8 nanometers). For +// exactly antipodal points the maximum error is quite high (0.5 meters), +// but this error drops rapidly as the points move away from antipodality +// (approximately 1 millimeter for points that are 50 meters from antipodal, +// and 1 micrometer for points that are 50km from antipodal). +// +// TODO(roberts): Currently the error bound does not hold for edges whose endpoints +// are antipodal to within about 1e-15 radians (less than 1 micron). This could +// be fixed by extending PointCross to use higher precision when necessary. +func minUpdateInteriorDistanceMaxError(dist s1.ChordAngle) float64 { + // If a point is more than 90 degrees from an edge, then the minimum + // distance is always to one of the endpoints, not to the edge interior. + if dist >= s1.RightChordAngle { + return 0.0 + } + + // This bound includes all source of error, assuming that the input points + // are normalized. a and b are components of chord length that are + // perpendicular and parallel to a plane containing the edge respectively. + b := math.Min(1.0, 0.5*float64(dist)) + a := math.Sqrt(b * (2 - b)) + return ((2.5+2*math.Sqrt(3)+8.5*a)*a + + (2+2*math.Sqrt(3)/3+6.5*(1-b))*b + + (23+16/math.Sqrt(3))*dblEpsilon) * dblEpsilon +} + +// updateMinDistance computes the distance from a point X to a line segment AB, +// and if either the distance was less than the given minDist, or alwaysUpdate is +// true, the value and whether it was updated are returned. +func updateMinDistance(x, a, b Point, minDist s1.ChordAngle, alwaysUpdate bool) (s1.ChordAngle, bool) { + if d, ok := interiorDist(x, a, b, minDist, alwaysUpdate); ok { + // Minimum distance is attained along the edge interior. + return d, true + } + + // Otherwise the minimum distance is to one of the endpoints. + xa2, xb2 := (x.Sub(a.Vector)).Norm2(), x.Sub(b.Vector).Norm2() + dist := s1.ChordAngle(math.Min(xa2, xb2)) + if !alwaysUpdate && dist >= minDist { + return minDist, false + } + return dist, true +} + +// interiorDist returns the shortest distance from point x to edge ab, assuming +// that the closest point to X is interior to AB. If the closest point is not +// interior to AB, interiorDist returns (minDist, false). If alwaysUpdate is set to +// false, the distance is only updated when the value exceeds certain the given minDist. +func interiorDist(x, a, b Point, minDist s1.ChordAngle, alwaysUpdate bool) (s1.ChordAngle, bool) { + // Chord distance of x to both end points a and b. + xa2, xb2 := (x.Sub(a.Vector)).Norm2(), x.Sub(b.Vector).Norm2() + + // The closest point on AB could either be one of the two vertices (the + // vertex case) or in the interior (the interior case). Let C = A x B. + // If X is in the spherical wedge extending from A to B around the axis + // through C, then we are in the interior case. Otherwise we are in the + // vertex case. + // + // Check whether we might be in the interior case. For this to be true, XAB + // and XBA must both be acute angles. Checking this condition exactly is + // expensive, so instead we consider the planar triangle ABX (which passes + // through the sphere's interior). The planar angles XAB and XBA are always + // less than the corresponding spherical angles, so if we are in the + // interior case then both of these angles must be acute. + // + // We check this by computing the squared edge lengths of the planar + // triangle ABX, and testing whether angles XAB and XBA are both acute using + // the law of cosines: + // + // | XA^2 - XB^2 | < AB^2 (*) + // + // This test must be done conservatively (taking numerical errors into + // account) since otherwise we might miss a situation where the true minimum + // distance is achieved by a point on the edge interior. + // + // There are two sources of error in the expression above (*). The first is + // that points are not normalized exactly; they are only guaranteed to be + // within 2 * dblEpsilon of unit length. Under the assumption that the two + // sides of (*) are nearly equal, the total error due to normalization errors + // can be shown to be at most + // + // 2 * dblEpsilon * (XA^2 + XB^2 + AB^2) + 8 * dblEpsilon ^ 2 . + // + // The other source of error is rounding of results in the calculation of (*). + // Each of XA^2, XB^2, AB^2 has a maximum relative error of 2.5 * dblEpsilon, + // plus an additional relative error of 0.5 * dblEpsilon in the final + // subtraction which we further bound as 0.25 * dblEpsilon * (XA^2 + XB^2 + + // AB^2) for convenience. This yields a final error bound of + // + // 4.75 * dblEpsilon * (XA^2 + XB^2 + AB^2) + 8 * dblEpsilon ^ 2 . + ab2 := a.Sub(b.Vector).Norm2() + maxError := (4.75*dblEpsilon*(xa2+xb2+ab2) + 8*dblEpsilon*dblEpsilon) + if math.Abs(xa2-xb2) >= ab2+maxError { + return minDist, false + } + + // The minimum distance might be to a point on the edge interior. Let R + // be closest point to X that lies on the great circle through AB. Rather + // than computing the geodesic distance along the surface of the sphere, + // instead we compute the "chord length" through the sphere's interior. + // + // The squared chord length XR^2 can be expressed as XQ^2 + QR^2, where Q + // is the point X projected onto the plane through the great circle AB. + // The distance XQ^2 can be written as (X.C)^2 / |C|^2 where C = A x B. + // We ignore the QR^2 term and instead use XQ^2 as a lower bound, since it + // is faster and the corresponding distance on the Earth's surface is + // accurate to within 1% for distances up to about 1800km. + c := a.PointCross(b) + c2 := c.Norm2() + xDotC := x.Dot(c.Vector) + xDotC2 := xDotC * xDotC + if !alwaysUpdate && xDotC2 > c2*float64(minDist) { + // The closest point on the great circle AB is too far away. We need to + // test this using ">" rather than ">=" because the actual minimum bound + // on the distance is (xDotC2 / c2), which can be rounded differently + // than the (more efficient) multiplicative test above. + return minDist, false + } + + // Otherwise we do the exact, more expensive test for the interior case. + // This test is very likely to succeed because of the conservative planar + // test we did initially. + // + // TODO(roberts): Ensure that the errors in test are accurately reflected in the + // minUpdateInteriorDistanceMaxError. + cx := c.Cross(x.Vector) + if a.Sub(x.Vector).Dot(cx) >= 0 || b.Sub(x.Vector).Dot(cx) <= 0 { + return minDist, false + } + + // Compute the squared chord length XR^2 = XQ^2 + QR^2 (see above). + // This calculation has good accuracy for all chord lengths since it + // is based on both the dot product and cross product (rather than + // deriving one from the other). However, note that the chord length + // representation itself loses accuracy as the angle approaches π. + qr := 1 - math.Sqrt(cx.Norm2()/c2) + dist := s1.ChordAngle((xDotC2 / c2) + (qr * qr)) + + if !alwaysUpdate && dist >= minDist { + return minDist, false + } + + return dist, true +} + +// updateEdgePairMinDistance computes the minimum distance between the given +// pair of edges. If the two edges cross, the distance is zero. The cases +// a0 == a1 and b0 == b1 are handled correctly. +func updateEdgePairMinDistance(a0, a1, b0, b1 Point, minDist s1.ChordAngle) (s1.ChordAngle, bool) { + if minDist == 0 { + return 0, false + } + if CrossingSign(a0, a1, b0, b1) == Cross { + minDist = 0 + return 0, true + } + + // Otherwise, the minimum distance is achieved at an endpoint of at least + // one of the two edges. We ensure that all four possibilities are always checked. + // + // The calculation below computes each of the six vertex-vertex distances + // twice (this could be optimized). + var ok1, ok2, ok3, ok4 bool + minDist, ok1 = UpdateMinDistance(a0, b0, b1, minDist) + minDist, ok2 = UpdateMinDistance(a1, b0, b1, minDist) + minDist, ok3 = UpdateMinDistance(b0, a0, a1, minDist) + minDist, ok4 = UpdateMinDistance(b1, a0, a1, minDist) + return minDist, ok1 || ok2 || ok3 || ok4 +} + +// updateEdgePairMaxDistance reports the minimum distance between the given pair of edges. +// If one edge crosses the antipodal reflection of the other, the distance is pi. +func updateEdgePairMaxDistance(a0, a1, b0, b1 Point, maxDist s1.ChordAngle) (s1.ChordAngle, bool) { + if maxDist == s1.StraightChordAngle { + return s1.StraightChordAngle, false + } + if CrossingSign(a0, a1, Point{b0.Mul(-1)}, Point{b1.Mul(-1)}) == Cross { + return s1.StraightChordAngle, true + } + + // Otherwise, the maximum distance is achieved at an endpoint of at least + // one of the two edges. We ensure that all four possibilities are always checked. + // + // The calculation below computes each of the six vertex-vertex distances + // twice (this could be optimized). + var ok1, ok2, ok3, ok4 bool + maxDist, ok1 = UpdateMaxDistance(a0, b0, b1, maxDist) + maxDist, ok2 = UpdateMaxDistance(a1, b0, b1, maxDist) + maxDist, ok3 = UpdateMaxDistance(b0, a0, a1, maxDist) + maxDist, ok4 = UpdateMaxDistance(b1, a0, a1, maxDist) + return maxDist, ok1 || ok2 || ok3 || ok4 +} + +// EdgePairClosestPoints returns the pair of points (a, b) that achieves the +// minimum distance between edges a0a1 and b0b1, where a is a point on a0a1 and +// b is a point on b0b1. If the two edges intersect, a and b are both equal to +// the intersection point. Handles a0 == a1 and b0 == b1 correctly. +func EdgePairClosestPoints(a0, a1, b0, b1 Point) (Point, Point) { + if CrossingSign(a0, a1, b0, b1) == Cross { + x := Intersection(a0, a1, b0, b1) + return x, x + } + // We save some work by first determining which vertex/edge pair achieves + // the minimum distance, and then computing the closest point on that edge. + var minDist s1.ChordAngle + var ok bool + + minDist, ok = updateMinDistance(a0, b0, b1, minDist, true) + closestVertex := 0 + if minDist, ok = UpdateMinDistance(a1, b0, b1, minDist); ok { + closestVertex = 1 + } + if minDist, ok = UpdateMinDistance(b0, a0, a1, minDist); ok { + closestVertex = 2 + } + if minDist, ok = UpdateMinDistance(b1, a0, a1, minDist); ok { + closestVertex = 3 + } + switch closestVertex { + case 0: + return a0, Project(a0, b0, b1) + case 1: + return a1, Project(a1, b0, b1) + case 2: + return Project(b0, a0, a1), b0 + case 3: + return Project(b1, a0, a1), b1 + default: + panic("illegal case reached") + } +} |