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authorLibravatar kim <89579420+NyaaaWhatsUpDoc@users.noreply.github.com>2024-08-02 11:46:41 +0000
committerLibravatar GitHub <noreply@github.com>2024-08-02 12:46:41 +0100
commit94e87610c4ce9bbb1c614a61bab29c1422fed11b (patch)
tree2e06b8ce64212140e796f6077ba841b6cc678501 /vendor/github.com/golang/geo/s2/shapeindex.go
parent[feature] Allow import of following and blocks via CSV (#3150) (diff)
downloadgotosocial-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>
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+// Copyright 2016 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
+
+import (
+ "math"
+ "sort"
+ "sync"
+ "sync/atomic"
+
+ "github.com/golang/geo/r1"
+ "github.com/golang/geo/r2"
+)
+
+// CellRelation describes the possible relationships between a target cell
+// and the cells of the ShapeIndex. If the target is an index cell or is
+// contained by an index cell, it is Indexed. If the target is subdivided
+// into one or more index cells, it is Subdivided. Otherwise it is Disjoint.
+type CellRelation int
+
+// The possible CellRelations for a ShapeIndex.
+const (
+ Indexed CellRelation = iota
+ Subdivided
+ Disjoint
+)
+
+const (
+ // cellPadding defines the total error when clipping an edge which comes
+ // from two sources:
+ // (1) Clipping the original spherical edge to a cube face (the face edge).
+ // The maximum error in this step is faceClipErrorUVCoord.
+ // (2) Clipping the face edge to the u- or v-coordinate of a cell boundary.
+ // The maximum error in this step is edgeClipErrorUVCoord.
+ // Finally, since we encounter the same errors when clipping query edges, we
+ // double the total error so that we only need to pad edges during indexing
+ // and not at query time.
+ cellPadding = 2.0 * (faceClipErrorUVCoord + edgeClipErrorUVCoord)
+
+ // cellSizeToLongEdgeRatio defines the cell size relative to the length of an
+ // edge at which it is first considered to be long. Long edges do not
+ // contribute toward the decision to subdivide a cell further. For example,
+ // a value of 2.0 means that the cell must be at least twice the size of the
+ // edge in order for that edge to be counted. There are two reasons for not
+ // counting long edges: (1) such edges typically need to be propagated to
+ // several children, which increases time and memory costs without much benefit,
+ // and (2) in pathological cases, many long edges close together could force
+ // subdivision to continue all the way to the leaf cell level.
+ cellSizeToLongEdgeRatio = 1.0
+)
+
+// clippedShape represents the part of a shape that intersects a Cell.
+// It consists of the set of edge IDs that intersect that cell and a boolean
+// indicating whether the center of the cell is inside the shape (for shapes
+// that have an interior).
+//
+// Note that the edges themselves are not clipped; we always use the original
+// edges for intersection tests so that the results will be the same as the
+// original shape.
+type clippedShape struct {
+ // shapeID is the index of the shape this clipped shape is a part of.
+ shapeID int32
+
+ // containsCenter indicates if the center of the CellID this shape has been
+ // clipped to falls inside this shape. This is false for shapes that do not
+ // have an interior.
+ containsCenter bool
+
+ // edges is the ordered set of ShapeIndex original edge IDs. Edges
+ // are stored in increasing order of edge ID.
+ edges []int
+}
+
+// newClippedShape returns a new clipped shape for the given shapeID and number of expected edges.
+func newClippedShape(id int32, numEdges int) *clippedShape {
+ return &clippedShape{
+ shapeID: id,
+ edges: make([]int, numEdges),
+ }
+}
+
+// numEdges returns the number of edges that intersect the CellID of the Cell this was clipped to.
+func (c *clippedShape) numEdges() int {
+ return len(c.edges)
+}
+
+// containsEdge reports if this clipped shape contains the given edge ID.
+func (c *clippedShape) containsEdge(id int) bool {
+ // Linear search is fast because the number of edges per shape is typically
+ // very small (less than 10).
+ for _, e := range c.edges {
+ if e == id {
+ return true
+ }
+ }
+ return false
+}
+
+// ShapeIndexCell stores the index contents for a particular CellID.
+type ShapeIndexCell struct {
+ shapes []*clippedShape
+}
+
+// NewShapeIndexCell creates a new cell that is sized to hold the given number of shapes.
+func NewShapeIndexCell(numShapes int) *ShapeIndexCell {
+ return &ShapeIndexCell{
+ shapes: make([]*clippedShape, numShapes),
+ }
+}
+
+// numEdges reports the total number of edges in all clipped shapes in this cell.
+func (s *ShapeIndexCell) numEdges() int {
+ var e int
+ for _, cs := range s.shapes {
+ e += cs.numEdges()
+ }
+ return e
+}
+
+// add adds the given clipped shape to this index cell.
+func (s *ShapeIndexCell) add(c *clippedShape) {
+ // C++ uses a set, so it's ordered and unique. We don't currently catch
+ // the case when a duplicate value is added.
+ s.shapes = append(s.shapes, c)
+}
+
+// findByShapeID returns the clipped shape that contains the given shapeID,
+// or nil if none of the clipped shapes contain it.
+func (s *ShapeIndexCell) findByShapeID(shapeID int32) *clippedShape {
+ // Linear search is fine because the number of shapes per cell is typically
+ // very small (most often 1), and is large only for pathological inputs
+ // (e.g. very deeply nested loops).
+ for _, clipped := range s.shapes {
+ if clipped.shapeID == shapeID {
+ return clipped
+ }
+ }
+ return nil
+}
+
+// faceEdge and clippedEdge store temporary edge data while the index is being
+// updated.
+//
+// While it would be possible to combine all the edge information into one
+// structure, there are two good reasons for separating it:
+//
+// - Memory usage. Separating the two means that we only need to
+// store one copy of the per-face data no matter how many times an edge is
+// subdivided, and it also lets us delay computing bounding boxes until
+// they are needed for processing each face (when the dataset spans
+// multiple faces).
+//
+// - Performance. UpdateEdges is significantly faster on large polygons when
+// the data is separated, because it often only needs to access the data in
+// clippedEdge and this data is cached more successfully.
+
+// faceEdge represents an edge that has been projected onto a given face,
+type faceEdge struct {
+ shapeID int32 // The ID of shape that this edge belongs to
+ edgeID int // Edge ID within that shape
+ maxLevel int // Not desirable to subdivide this edge beyond this level
+ hasInterior bool // Belongs to a shape that has a dimension of 2
+ a, b r2.Point // The edge endpoints, clipped to a given face
+ edge Edge // The original edge.
+}
+
+// clippedEdge represents the portion of that edge that has been clipped to a given Cell.
+type clippedEdge struct {
+ faceEdge *faceEdge // The original unclipped edge
+ bound r2.Rect // Bounding box for the clipped portion
+}
+
+// ShapeIndexIteratorPos defines the set of possible iterator starting positions. By
+// default iterators are unpositioned, since this avoids an extra seek in this
+// situation where one of the seek methods (such as Locate) is immediately called.
+type ShapeIndexIteratorPos int
+
+const (
+ // IteratorBegin specifies the iterator should be positioned at the beginning of the index.
+ IteratorBegin ShapeIndexIteratorPos = iota
+ // IteratorEnd specifies the iterator should be positioned at the end of the index.
+ IteratorEnd
+)
+
+// ShapeIndexIterator is an iterator that provides low-level access to
+// the cells of the index. Cells are returned in increasing order of CellID.
+//
+// for it := index.Iterator(); !it.Done(); it.Next() {
+// fmt.Print(it.CellID())
+// }
+//
+type ShapeIndexIterator struct {
+ index *ShapeIndex
+ position int
+ id CellID
+ cell *ShapeIndexCell
+}
+
+// NewShapeIndexIterator creates a new iterator for the given index. If a starting
+// position is specified, the iterator is positioned at the given spot.
+func NewShapeIndexIterator(index *ShapeIndex, pos ...ShapeIndexIteratorPos) *ShapeIndexIterator {
+ s := &ShapeIndexIterator{
+ index: index,
+ }
+
+ if len(pos) > 0 {
+ if len(pos) > 1 {
+ panic("too many ShapeIndexIteratorPos arguments")
+ }
+ switch pos[0] {
+ case IteratorBegin:
+ s.Begin()
+ case IteratorEnd:
+ s.End()
+ default:
+ panic("unknown ShapeIndexIteratorPos value")
+ }
+ }
+
+ return s
+}
+
+// CellID returns the CellID of the current index cell.
+// If s.Done() is true, a value larger than any valid CellID is returned.
+func (s *ShapeIndexIterator) CellID() CellID {
+ return s.id
+}
+
+// IndexCell returns the current index cell.
+func (s *ShapeIndexIterator) IndexCell() *ShapeIndexCell {
+ // TODO(roberts): C++ has this call a virtual method to allow subclasses
+ // of ShapeIndexIterator to do other work before returning the cell. Do
+ // we need such a thing?
+ return s.cell
+}
+
+// Center returns the Point at the center of the current position of the iterator.
+func (s *ShapeIndexIterator) Center() Point {
+ return s.CellID().Point()
+}
+
+// Begin positions the iterator at the beginning of the index.
+func (s *ShapeIndexIterator) Begin() {
+ if !s.index.IsFresh() {
+ s.index.maybeApplyUpdates()
+ }
+ s.position = 0
+ s.refresh()
+}
+
+// Next positions the iterator at the next index cell.
+func (s *ShapeIndexIterator) Next() {
+ s.position++
+ s.refresh()
+}
+
+// Prev advances the iterator to the previous cell in the index and returns true to
+// indicate it was not yet at the beginning of the index. If the iterator is at the
+// first cell the call does nothing and returns false.
+func (s *ShapeIndexIterator) Prev() bool {
+ if s.position <= 0 {
+ return false
+ }
+
+ s.position--
+ s.refresh()
+ return true
+}
+
+// End positions the iterator at the end of the index.
+func (s *ShapeIndexIterator) End() {
+ s.position = len(s.index.cells)
+ s.refresh()
+}
+
+// Done reports if the iterator is positioned at or after the last index cell.
+func (s *ShapeIndexIterator) Done() bool {
+ return s.id == SentinelCellID
+}
+
+// refresh updates the stored internal iterator values.
+func (s *ShapeIndexIterator) refresh() {
+ if s.position < len(s.index.cells) {
+ s.id = s.index.cells[s.position]
+ s.cell = s.index.cellMap[s.CellID()]
+ } else {
+ s.id = SentinelCellID
+ s.cell = nil
+ }
+}
+
+// seek positions the iterator at the first cell whose ID >= target, or at the
+// end of the index if no such cell exists.
+func (s *ShapeIndexIterator) seek(target CellID) {
+ s.position = sort.Search(len(s.index.cells), func(i int) bool {
+ return s.index.cells[i] >= target
+ })
+ s.refresh()
+}
+
+// LocatePoint positions the iterator at the cell that contains the given Point.
+// If no such cell exists, the iterator position is unspecified, and false is returned.
+// The cell at the matched position is guaranteed to contain all edges that might
+// intersect the line segment between target and the cell's center.
+func (s *ShapeIndexIterator) LocatePoint(p Point) bool {
+ // Let I = cellMap.LowerBound(T), where T is the leaf cell containing
+ // point P. Then if T is contained by an index cell, then the
+ // containing cell is either I or I'. We test for containment by comparing
+ // the ranges of leaf cells spanned by T, I, and I'.
+ target := cellIDFromPoint(p)
+ s.seek(target)
+ if !s.Done() && s.CellID().RangeMin() <= target {
+ return true
+ }
+
+ if s.Prev() && s.CellID().RangeMax() >= target {
+ return true
+ }
+ return false
+}
+
+// LocateCellID attempts to position the iterator at the first matching index cell
+// in the index that has some relation to the given CellID. Let T be the target CellID.
+// If T is contained by (or equal to) some index cell I, then the iterator is positioned
+// at I and returns Indexed. Otherwise if T contains one or more (smaller) index cells,
+// then the iterator is positioned at the first such cell I and return Subdivided.
+// Otherwise Disjoint is returned and the iterator position is undefined.
+func (s *ShapeIndexIterator) LocateCellID(target CellID) CellRelation {
+ // Let T be the target, let I = cellMap.LowerBound(T.RangeMin()), and
+ // let I' be the predecessor of I. If T contains any index cells, then T
+ // contains I. Similarly, if T is contained by an index cell, then the
+ // containing cell is either I or I'. We test for containment by comparing
+ // the ranges of leaf cells spanned by T, I, and I'.
+ s.seek(target.RangeMin())
+ if !s.Done() {
+ if s.CellID() >= target && s.CellID().RangeMin() <= target {
+ return Indexed
+ }
+ if s.CellID() <= target.RangeMax() {
+ return Subdivided
+ }
+ }
+ if s.Prev() && s.CellID().RangeMax() >= target {
+ return Indexed
+ }
+ return Disjoint
+}
+
+// tracker keeps track of which shapes in a given set contain a particular point
+// (the focus). It provides an efficient way to move the focus from one point
+// to another and incrementally update the set of shapes which contain it. We use
+// this to compute which shapes contain the center of every CellID in the index,
+// by advancing the focus from one cell center to the next.
+//
+// Initially the focus is at the start of the CellID space-filling curve. We then
+// visit all the cells that are being added to the ShapeIndex in increasing order
+// of CellID. For each cell, we draw two edges: one from the entry vertex to the
+// center, and another from the center to the exit vertex (where entry and exit
+// refer to the points where the space-filling curve enters and exits the cell).
+// By counting edge crossings we can incrementally compute which shapes contain
+// the cell center. Note that the same set of shapes will always contain the exit
+// point of one cell and the entry point of the next cell in the index, because
+// either (a) these two points are actually the same, or (b) the intervening
+// cells in CellID order are all empty, and therefore there are no edge crossings
+// if we follow this path from one cell to the other.
+//
+// In C++, this is S2ShapeIndex::InteriorTracker.
+type tracker struct {
+ isActive bool
+ a Point
+ b Point
+ nextCellID CellID
+ crosser *EdgeCrosser
+ shapeIDs []int32
+
+ // Shape ids saved by saveAndClearStateBefore. The state is never saved
+ // recursively so we don't need to worry about maintaining a stack.
+ savedIDs []int32
+}
+
+// newTracker returns a new tracker with the appropriate defaults.
+func newTracker() *tracker {
+ // As shapes are added, we compute which ones contain the start of the
+ // CellID space-filling curve by drawing an edge from OriginPoint to this
+ // point and counting how many shape edges cross this edge.
+ t := &tracker{
+ isActive: false,
+ b: trackerOrigin(),
+ nextCellID: CellIDFromFace(0).ChildBeginAtLevel(maxLevel),
+ }
+ t.drawTo(Point{faceUVToXYZ(0, -1, -1).Normalize()}) // CellID curve start
+
+ return t
+}
+
+// trackerOrigin returns the initial focus point when the tracker is created
+// (corresponding to the start of the CellID space-filling curve).
+func trackerOrigin() Point {
+ // The start of the S2CellId space-filling curve.
+ return Point{faceUVToXYZ(0, -1, -1).Normalize()}
+}
+
+// focus returns the current focus point of the tracker.
+func (t *tracker) focus() Point { return t.b }
+
+// addShape adds a shape whose interior should be tracked. containsOrigin indicates
+// whether the current focus point is inside the shape. Alternatively, if
+// the focus point is in the process of being moved (via moveTo/drawTo), you
+// can also specify containsOrigin at the old focus point and call testEdge
+// for every edge of the shape that might cross the current drawTo line.
+// This updates the state to correspond to the new focus point.
+//
+// This requires shape.HasInterior
+func (t *tracker) addShape(shapeID int32, containsFocus bool) {
+ t.isActive = true
+ if containsFocus {
+ t.toggleShape(shapeID)
+ }
+}
+
+// moveTo moves the focus of the tracker to the given point. This method should
+// only be used when it is known that there are no edge crossings between the old
+// and new focus locations; otherwise use drawTo.
+func (t *tracker) moveTo(b Point) { t.b = b }
+
+// drawTo moves the focus of the tracker to the given point. After this method is
+// called, testEdge should be called with all edges that may cross the line
+// segment between the old and new focus locations.
+func (t *tracker) drawTo(b Point) {
+ t.a = t.b
+ t.b = b
+ // TODO: the edge crosser may need an in-place Init method if this gets expensive
+ t.crosser = NewEdgeCrosser(t.a, t.b)
+}
+
+// testEdge checks if the given edge crosses the current edge, and if so, then
+// toggle the state of the given shapeID.
+// This requires shape to have an interior.
+func (t *tracker) testEdge(shapeID int32, edge Edge) {
+ if t.crosser.EdgeOrVertexCrossing(edge.V0, edge.V1) {
+ t.toggleShape(shapeID)
+ }
+}
+
+// setNextCellID is used to indicate that the last argument to moveTo or drawTo
+// was the entry vertex of the given CellID, i.e. the tracker is positioned at the
+// start of this cell. By using this method together with atCellID, the caller
+// can avoid calling moveTo in cases where the exit vertex of the previous cell
+// is the same as the entry vertex of the current cell.
+func (t *tracker) setNextCellID(nextCellID CellID) {
+ t.nextCellID = nextCellID.RangeMin()
+}
+
+// atCellID reports if the focus is already at the entry vertex of the given
+// CellID (provided that the caller calls setNextCellID as each cell is processed).
+func (t *tracker) atCellID(cellid CellID) bool {
+ return cellid.RangeMin() == t.nextCellID
+}
+
+// toggleShape adds or removes the given shapeID from the set of IDs it is tracking.
+func (t *tracker) toggleShape(shapeID int32) {
+ // Most shapeIDs slices are small, so special case the common steps.
+
+ // If there is nothing here, add it.
+ if len(t.shapeIDs) == 0 {
+ t.shapeIDs = append(t.shapeIDs, shapeID)
+ return
+ }
+
+ // If it's the first element, drop it from the slice.
+ if t.shapeIDs[0] == shapeID {
+ t.shapeIDs = t.shapeIDs[1:]
+ return
+ }
+
+ for i, s := range t.shapeIDs {
+ if s < shapeID {
+ continue
+ }
+
+ // If it's in the set, cut it out.
+ if s == shapeID {
+ copy(t.shapeIDs[i:], t.shapeIDs[i+1:]) // overwrite the ith element
+ t.shapeIDs = t.shapeIDs[:len(t.shapeIDs)-1]
+ return
+ }
+
+ // We've got to a point in the slice where we should be inserted.
+ // (the given shapeID is now less than the current positions id.)
+ t.shapeIDs = append(t.shapeIDs[0:i],
+ append([]int32{shapeID}, t.shapeIDs[i:len(t.shapeIDs)]...)...)
+ return
+ }
+
+ // We got to the end and didn't find it, so add it to the list.
+ t.shapeIDs = append(t.shapeIDs, shapeID)
+}
+
+// saveAndClearStateBefore makes an internal copy of the state for shape ids below
+// the given limit, and then clear the state for those shapes. This is used during
+// incremental updates to track the state of added and removed shapes separately.
+func (t *tracker) saveAndClearStateBefore(limitShapeID int32) {
+ limit := t.lowerBound(limitShapeID)
+ t.savedIDs = append([]int32(nil), t.shapeIDs[:limit]...)
+ t.shapeIDs = t.shapeIDs[limit:]
+}
+
+// restoreStateBefore restores the state previously saved by saveAndClearStateBefore.
+// This only affects the state for shapeIDs below "limitShapeID".
+func (t *tracker) restoreStateBefore(limitShapeID int32) {
+ limit := t.lowerBound(limitShapeID)
+ t.shapeIDs = append(append([]int32(nil), t.savedIDs...), t.shapeIDs[limit:]...)
+ t.savedIDs = nil
+}
+
+// lowerBound returns the shapeID of the first entry x where x >= shapeID.
+func (t *tracker) lowerBound(shapeID int32) int32 {
+ panic("not implemented")
+}
+
+// removedShape represents a set of edges from the given shape that is queued for removal.
+type removedShape struct {
+ shapeID int32
+ hasInterior bool
+ containsTrackerOrigin bool
+ edges []Edge
+}
+
+// There are three basic states the index can be in.
+const (
+ stale int32 = iota // There are pending updates.
+ updating // Updates are currently being applied.
+ fresh // There are no pending updates.
+)
+
+// ShapeIndex indexes a set of Shapes, where a Shape is some collection of edges
+// that optionally defines an interior. It can be used to represent a set of
+// points, a set of polylines, or a set of polygons. For Shapes that have
+// interiors, the index makes it very fast to determine which Shape(s) contain
+// a given point or region.
+//
+// The index can be updated incrementally by adding or removing shapes. It is
+// designed to handle up to hundreds of millions of edges. All data structures
+// are designed to be small, so the index is compact; generally it is smaller
+// than the underlying data being indexed. The index is also fast to construct.
+//
+// Polygon, Loop, and Polyline implement Shape which allows these objects to
+// be indexed easily. You can find useful query methods in CrossingEdgeQuery
+// and ClosestEdgeQuery (Not yet implemented in Go).
+//
+// Example showing how to build an index of Polylines:
+//
+// index := NewShapeIndex()
+// for _, polyline := range polylines {
+// index.Add(polyline);
+// }
+// // Now you can use a CrossingEdgeQuery or ClosestEdgeQuery here.
+//
+type ShapeIndex struct {
+ // shapes is a map of shape ID to shape.
+ shapes map[int32]Shape
+
+ // The maximum number of edges per cell.
+ // TODO(roberts): Update the comments when the usage of this is implemented.
+ maxEdgesPerCell int
+
+ // nextID tracks the next ID to hand out. IDs are not reused when shapes
+ // are removed from the index.
+ nextID int32
+
+ // cellMap is a map from CellID to the set of clipped shapes that intersect that
+ // cell. The cell IDs cover a set of non-overlapping regions on the sphere.
+ // In C++, this is a BTree, so the cells are ordered naturally by the data structure.
+ cellMap map[CellID]*ShapeIndexCell
+ // Track the ordered list of cell IDs.
+ cells []CellID
+
+ // The current status of the index; accessed atomically.
+ status int32
+
+ // Additions and removals are queued and processed on the first subsequent
+ // query. There are several reasons to do this:
+ //
+ // - It is significantly more efficient to process updates in batches if
+ // the amount of entities added grows.
+ // - Often the index will never be queried, in which case we can save both
+ // the time and memory required to build it. Examples:
+ // + Loops that are created simply to pass to an Polygon. (We don't
+ // need the Loop index, because Polygon builds its own index.)
+ // + Applications that load a database of geometry and then query only
+ // a small fraction of it.
+ //
+ // The main drawback is that we need to go to some extra work to ensure that
+ // some methods are still thread-safe. Note that the goal is *not* to
+ // make this thread-safe in general, but simply to hide the fact that
+ // we defer some of the indexing work until query time.
+ //
+ // This mutex protects all of following fields in the index.
+ mu sync.RWMutex
+
+ // pendingAdditionsPos is the index of the first entry that has not been processed
+ // via applyUpdatesInternal.
+ pendingAdditionsPos int32
+
+ // The set of shapes that have been queued for removal but not processed yet by
+ // applyUpdatesInternal.
+ pendingRemovals []*removedShape
+}
+
+// NewShapeIndex creates a new ShapeIndex.
+func NewShapeIndex() *ShapeIndex {
+ return &ShapeIndex{
+ maxEdgesPerCell: 10,
+ shapes: make(map[int32]Shape),
+ cellMap: make(map[CellID]*ShapeIndexCell),
+ cells: nil,
+ status: fresh,
+ }
+}
+
+// Iterator returns an iterator for this index.
+func (s *ShapeIndex) Iterator() *ShapeIndexIterator {
+ s.maybeApplyUpdates()
+ return NewShapeIndexIterator(s, IteratorBegin)
+}
+
+// Begin positions the iterator at the first cell in the index.
+func (s *ShapeIndex) Begin() *ShapeIndexIterator {
+ s.maybeApplyUpdates()
+ return NewShapeIndexIterator(s, IteratorBegin)
+}
+
+// End positions the iterator at the last cell in the index.
+func (s *ShapeIndex) End() *ShapeIndexIterator {
+ // TODO(roberts): It's possible that updates could happen to the index between
+ // the time this is called and the time the iterators position is used and this
+ // will be invalid or not the end. For now, things will be undefined if this
+ // happens. See about referencing the IsFresh to guard for this in the future.
+ s.maybeApplyUpdates()
+ return NewShapeIndexIterator(s, IteratorEnd)
+}
+
+// Len reports the number of Shapes in this index.
+func (s *ShapeIndex) Len() int {
+ return len(s.shapes)
+}
+
+// Reset resets the index to its original state.
+func (s *ShapeIndex) Reset() {
+ s.shapes = make(map[int32]Shape)
+ s.nextID = 0
+ s.cellMap = make(map[CellID]*ShapeIndexCell)
+ s.cells = nil
+ atomic.StoreInt32(&s.status, fresh)
+}
+
+// NumEdges returns the number of edges in this index.
+func (s *ShapeIndex) NumEdges() int {
+ numEdges := 0
+ for _, shape := range s.shapes {
+ numEdges += shape.NumEdges()
+ }
+ return numEdges
+}
+
+// NumEdgesUpTo returns the number of edges in the given index, up to the given
+// limit. If the limit is encountered, the current running total is returned,
+// which may be more than the limit.
+func (s *ShapeIndex) NumEdgesUpTo(limit int) int {
+ var numEdges int
+ // We choose to iterate over the shapes in order to match the counting
+ // up behavior in C++ and for test compatibility instead of using a
+ // more idiomatic range over the shape map.
+ for i := int32(0); i <= s.nextID; i++ {
+ s := s.Shape(i)
+ if s == nil {
+ continue
+ }
+ numEdges += s.NumEdges()
+ if numEdges >= limit {
+ break
+ }
+ }
+
+ return numEdges
+}
+
+// Shape returns the shape with the given ID, or nil if the shape has been removed from the index.
+func (s *ShapeIndex) Shape(id int32) Shape { return s.shapes[id] }
+
+// idForShape returns the id of the given shape in this index, or -1 if it is
+// not in the index.
+//
+// TODO(roberts): Need to figure out an appropriate way to expose this on a Shape.
+// C++ allows a given S2 type (Loop, Polygon, etc) to be part of multiple indexes.
+// By having each type extend S2Shape which has an id element, they all inherit their
+// own id field rather than having to track it themselves.
+func (s *ShapeIndex) idForShape(shape Shape) int32 {
+ for k, v := range s.shapes {
+ if v == shape {
+ return k
+ }
+ }
+ return -1
+}
+
+// Add adds the given shape to the index and returns the assigned ID..
+func (s *ShapeIndex) Add(shape Shape) int32 {
+ s.shapes[s.nextID] = shape
+ s.nextID++
+ atomic.StoreInt32(&s.status, stale)
+ return s.nextID - 1
+}
+
+// Remove removes the given shape from the index.
+func (s *ShapeIndex) Remove(shape Shape) {
+ // The index updates itself lazily because it is much more efficient to
+ // process additions and removals in batches.
+ id := s.idForShape(shape)
+
+ // If the shape wasn't found, it's already been removed or was not in the index.
+ if s.shapes[id] == nil {
+ return
+ }
+
+ // Remove the shape from the shapes map.
+ delete(s.shapes, id)
+
+ // We are removing a shape that has not yet been added to the index,
+ // so there is nothing else to do.
+ if id >= s.pendingAdditionsPos {
+ return
+ }
+
+ numEdges := shape.NumEdges()
+ removed := &removedShape{
+ shapeID: id,
+ hasInterior: shape.Dimension() == 2,
+ containsTrackerOrigin: shape.ReferencePoint().Contained,
+ edges: make([]Edge, numEdges),
+ }
+
+ for e := 0; e < numEdges; e++ {
+ removed.edges[e] = shape.Edge(e)
+ }
+
+ s.pendingRemovals = append(s.pendingRemovals, removed)
+ atomic.StoreInt32(&s.status, stale)
+}
+
+// IsFresh reports if there are no pending updates that need to be applied.
+// This can be useful to avoid building the index unnecessarily, or for
+// choosing between two different algorithms depending on whether the index
+// is available.
+//
+// The returned index status may be slightly out of date if the index was
+// built in a different thread. This is fine for the intended use (as an
+// efficiency hint), but it should not be used by internal methods.
+func (s *ShapeIndex) IsFresh() bool {
+ return atomic.LoadInt32(&s.status) == fresh
+}
+
+// isFirstUpdate reports if this is the first update to the index.
+func (s *ShapeIndex) isFirstUpdate() bool {
+ // Note that it is not sufficient to check whether cellMap is empty, since
+ // entries are added to it during the update process.
+ return s.pendingAdditionsPos == 0
+}
+
+// isShapeBeingRemoved reports if the shape with the given ID is currently slated for removal.
+func (s *ShapeIndex) isShapeBeingRemoved(shapeID int32) bool {
+ // All shape ids being removed fall below the index position of shapes being added.
+ return shapeID < s.pendingAdditionsPos
+}
+
+// maybeApplyUpdates checks if the index pieces have changed, and if so, applies pending updates.
+func (s *ShapeIndex) maybeApplyUpdates() {
+ // TODO(roberts): To avoid acquiring and releasing the mutex on every
+ // query, we should use atomic operations when testing whether the status
+ // is fresh and when updating the status to be fresh. This guarantees
+ // that any thread that sees a status of fresh will also see the
+ // corresponding index updates.
+ if atomic.LoadInt32(&s.status) != fresh {
+ s.mu.Lock()
+ s.applyUpdatesInternal()
+ atomic.StoreInt32(&s.status, fresh)
+ s.mu.Unlock()
+ }
+}
+
+// applyUpdatesInternal does the actual work of updating the index by applying all
+// pending additions and removals. It does *not* update the indexes status.
+func (s *ShapeIndex) applyUpdatesInternal() {
+ // TODO(roberts): Building the index can use up to 20x as much memory per
+ // edge as the final index memory size. If this causes issues, add in
+ // batched updating to limit the amount of items per batch to a
+ // configurable memory footprint overhead.
+ t := newTracker()
+
+ // allEdges maps a Face to a collection of faceEdges.
+ allEdges := make([][]faceEdge, 6)
+
+ for _, p := range s.pendingRemovals {
+ s.removeShapeInternal(p, allEdges, t)
+ }
+
+ for id := s.pendingAdditionsPos; id < int32(len(s.shapes)); id++ {
+ s.addShapeInternal(id, allEdges, t)
+ }
+
+ for face := 0; face < 6; face++ {
+ s.updateFaceEdges(face, allEdges[face], t)
+ }
+
+ s.pendingRemovals = s.pendingRemovals[:0]
+ s.pendingAdditionsPos = int32(len(s.shapes))
+ // It is the caller's responsibility to update the index status.
+}
+
+// addShapeInternal clips all edges of the given shape to the six cube faces,
+// adds the clipped edges to the set of allEdges, and starts tracking its
+// interior if necessary.
+func (s *ShapeIndex) addShapeInternal(shapeID int32, allEdges [][]faceEdge, t *tracker) {
+ shape, ok := s.shapes[shapeID]
+ if !ok {
+ // This shape has already been removed.
+ return
+ }
+
+ faceEdge := faceEdge{
+ shapeID: shapeID,
+ hasInterior: shape.Dimension() == 2,
+ }
+
+ if faceEdge.hasInterior {
+ t.addShape(shapeID, containsBruteForce(shape, t.focus()))
+ }
+
+ numEdges := shape.NumEdges()
+ for e := 0; e < numEdges; e++ {
+ edge := shape.Edge(e)
+
+ faceEdge.edgeID = e
+ faceEdge.edge = edge
+ faceEdge.maxLevel = maxLevelForEdge(edge)
+ s.addFaceEdge(faceEdge, allEdges)
+ }
+}
+
+// addFaceEdge adds the given faceEdge into the collection of all edges.
+func (s *ShapeIndex) addFaceEdge(fe faceEdge, allEdges [][]faceEdge) {
+ aFace := face(fe.edge.V0.Vector)
+ // See if both endpoints are on the same face, and are far enough from
+ // the edge of the face that they don't intersect any (padded) adjacent face.
+ if aFace == face(fe.edge.V1.Vector) {
+ x, y := validFaceXYZToUV(aFace, fe.edge.V0.Vector)
+ fe.a = r2.Point{x, y}
+ x, y = validFaceXYZToUV(aFace, fe.edge.V1.Vector)
+ fe.b = r2.Point{x, y}
+
+ maxUV := 1 - cellPadding
+ if math.Abs(fe.a.X) <= maxUV && math.Abs(fe.a.Y) <= maxUV &&
+ math.Abs(fe.b.X) <= maxUV && math.Abs(fe.b.Y) <= maxUV {
+ allEdges[aFace] = append(allEdges[aFace], fe)
+ return
+ }
+ }
+
+ // Otherwise, we simply clip the edge to all six faces.
+ for face := 0; face < 6; face++ {
+ if aClip, bClip, intersects := ClipToPaddedFace(fe.edge.V0, fe.edge.V1, face, cellPadding); intersects {
+ fe.a = aClip
+ fe.b = bClip
+ allEdges[face] = append(allEdges[face], fe)
+ }
+ }
+}
+
+// updateFaceEdges adds or removes the various edges from the index.
+// An edge is added if shapes[id] is not nil, and removed otherwise.
+func (s *ShapeIndex) updateFaceEdges(face int, faceEdges []faceEdge, t *tracker) {
+ numEdges := len(faceEdges)
+ if numEdges == 0 && len(t.shapeIDs) == 0 {
+ return
+ }
+
+ // Create the initial clippedEdge for each faceEdge. Additional clipped
+ // edges are created when edges are split between child cells. We create
+ // two arrays, one containing the edge data and another containing pointers
+ // to those edges, so that during the recursion we only need to copy
+ // pointers in order to propagate an edge to the correct child.
+ clippedEdges := make([]*clippedEdge, numEdges)
+ bound := r2.EmptyRect()
+ for e := 0; e < numEdges; e++ {
+ clipped := &clippedEdge{
+ faceEdge: &faceEdges[e],
+ }
+ clipped.bound = r2.RectFromPoints(faceEdges[e].a, faceEdges[e].b)
+ clippedEdges[e] = clipped
+ bound = bound.AddRect(clipped.bound)
+ }
+
+ // Construct the initial face cell containing all the edges, and then update
+ // all the edges in the index recursively.
+ faceID := CellIDFromFace(face)
+ pcell := PaddedCellFromCellID(faceID, cellPadding)
+
+ disjointFromIndex := s.isFirstUpdate()
+ if numEdges > 0 {
+ shrunkID := s.shrinkToFit(pcell, bound)
+ if shrunkID != pcell.id {
+ // All the edges are contained by some descendant of the face cell. We
+ // can save a lot of work by starting directly with that cell, but if we
+ // are in the interior of at least one shape then we need to create
+ // index entries for the cells we are skipping over.
+ s.skipCellRange(faceID.RangeMin(), shrunkID.RangeMin(), t, disjointFromIndex)
+ pcell = PaddedCellFromCellID(shrunkID, cellPadding)
+ s.updateEdges(pcell, clippedEdges, t, disjointFromIndex)
+ s.skipCellRange(shrunkID.RangeMax().Next(), faceID.RangeMax().Next(), t, disjointFromIndex)
+ return
+ }
+ }
+
+ // Otherwise (no edges, or no shrinking is possible), subdivide normally.
+ s.updateEdges(pcell, clippedEdges, t, disjointFromIndex)
+}
+
+// shrinkToFit shrinks the PaddedCell to fit within the given bounds.
+func (s *ShapeIndex) shrinkToFit(pcell *PaddedCell, bound r2.Rect) CellID {
+ shrunkID := pcell.ShrinkToFit(bound)
+
+ if !s.isFirstUpdate() && shrunkID != pcell.CellID() {
+ // Don't shrink any smaller than the existing index cells, since we need
+ // to combine the new edges with those cells.
+ iter := s.Iterator()
+ if iter.LocateCellID(shrunkID) == Indexed {
+ shrunkID = iter.CellID()
+ }
+ }
+ return shrunkID
+}
+
+// skipCellRange skips over the cells in the given range, creating index cells if we are
+// currently in the interior of at least one shape.
+func (s *ShapeIndex) skipCellRange(begin, end CellID, t *tracker, disjointFromIndex bool) {
+ // If we aren't in the interior of a shape, then skipping over cells is easy.
+ if len(t.shapeIDs) == 0 {
+ return
+ }
+
+ // Otherwise generate the list of cell ids that we need to visit, and create
+ // an index entry for each one.
+ skipped := CellUnionFromRange(begin, end)
+ for _, cell := range skipped {
+ var clippedEdges []*clippedEdge
+ s.updateEdges(PaddedCellFromCellID(cell, cellPadding), clippedEdges, t, disjointFromIndex)
+ }
+}
+
+// updateEdges adds or removes the given edges whose bounding boxes intersect a
+// given cell. disjointFromIndex is an optimization hint indicating that cellMap
+// does not contain any entries that overlap the given cell.
+func (s *ShapeIndex) updateEdges(pcell *PaddedCell, edges []*clippedEdge, t *tracker, disjointFromIndex bool) {
+ // This function is recursive with a maximum recursion depth of 30 (maxLevel).
+
+ // Incremental updates are handled as follows. All edges being added or
+ // removed are combined together in edges, and all shapes with interiors
+ // are tracked using tracker. We subdivide recursively as usual until we
+ // encounter an existing index cell. At this point we absorb the index
+ // cell as follows:
+ //
+ // - Edges and shapes that are being removed are deleted from edges and
+ // tracker.
+ // - All remaining edges and shapes from the index cell are added to
+ // edges and tracker.
+ // - Continue subdividing recursively, creating new index cells as needed.
+ // - When the recursion gets back to the cell that was absorbed, we
+ // restore edges and tracker to their previous state.
+ //
+ // Note that the only reason that we include removed shapes in the recursive
+ // subdivision process is so that we can find all of the index cells that
+ // contain those shapes efficiently, without maintaining an explicit list of
+ // index cells for each shape (which would be expensive in terms of memory).
+ indexCellAbsorbed := false
+ if !disjointFromIndex {
+ // There may be existing index cells contained inside pcell. If we
+ // encounter such a cell, we need to combine the edges being updated with
+ // the existing cell contents by absorbing the cell.
+ iter := s.Iterator()
+ r := iter.LocateCellID(pcell.id)
+ if r == Disjoint {
+ disjointFromIndex = true
+ } else if r == Indexed {
+ // Absorb the index cell by transferring its contents to edges and
+ // deleting it. We also start tracking the interior of any new shapes.
+ s.absorbIndexCell(pcell, iter, edges, t)
+ indexCellAbsorbed = true
+ disjointFromIndex = true
+ } else {
+ // DCHECK_EQ(SUBDIVIDED, r)
+ }
+ }
+
+ // If there are existing index cells below us, then we need to keep
+ // subdividing so that we can merge with those cells. Otherwise,
+ // makeIndexCell checks if the number of edges is small enough, and creates
+ // an index cell if possible (returning true when it does so).
+ if !disjointFromIndex || !s.makeIndexCell(pcell, edges, t) {
+ // TODO(roberts): If it turns out to have memory problems when there
+ // are 10M+ edges in the index, look into pre-allocating space so we
+ // are not always appending.
+ childEdges := [2][2][]*clippedEdge{} // [i][j]
+
+ // Compute the middle of the padded cell, defined as the rectangle in
+ // (u,v)-space that belongs to all four (padded) children. By comparing
+ // against the four boundaries of middle we can determine which children
+ // each edge needs to be propagated to.
+ middle := pcell.Middle()
+
+ // Build up a vector edges to be passed to each child cell. The (i,j)
+ // directions are left (i=0), right (i=1), lower (j=0), and upper (j=1).
+ // Note that the vast majority of edges are propagated to a single child.
+ for _, edge := range edges {
+ if edge.bound.X.Hi <= middle.X.Lo {
+ // Edge is entirely contained in the two left children.
+ a, b := s.clipVAxis(edge, middle.Y)
+ if a != nil {
+ childEdges[0][0] = append(childEdges[0][0], a)
+ }
+ if b != nil {
+ childEdges[0][1] = append(childEdges[0][1], b)
+ }
+ } else if edge.bound.X.Lo >= middle.X.Hi {
+ // Edge is entirely contained in the two right children.
+ a, b := s.clipVAxis(edge, middle.Y)
+ if a != nil {
+ childEdges[1][0] = append(childEdges[1][0], a)
+ }
+ if b != nil {
+ childEdges[1][1] = append(childEdges[1][1], b)
+ }
+ } else if edge.bound.Y.Hi <= middle.Y.Lo {
+ // Edge is entirely contained in the two lower children.
+ if a := s.clipUBound(edge, 1, middle.X.Hi); a != nil {
+ childEdges[0][0] = append(childEdges[0][0], a)
+ }
+ if b := s.clipUBound(edge, 0, middle.X.Lo); b != nil {
+ childEdges[1][0] = append(childEdges[1][0], b)
+ }
+ } else if edge.bound.Y.Lo >= middle.Y.Hi {
+ // Edge is entirely contained in the two upper children.
+ if a := s.clipUBound(edge, 1, middle.X.Hi); a != nil {
+ childEdges[0][1] = append(childEdges[0][1], a)
+ }
+ if b := s.clipUBound(edge, 0, middle.X.Lo); b != nil {
+ childEdges[1][1] = append(childEdges[1][1], b)
+ }
+ } else {
+ // The edge bound spans all four children. The edge
+ // itself intersects either three or four padded children.
+ left := s.clipUBound(edge, 1, middle.X.Hi)
+ a, b := s.clipVAxis(left, middle.Y)
+ if a != nil {
+ childEdges[0][0] = append(childEdges[0][0], a)
+ }
+ if b != nil {
+ childEdges[0][1] = append(childEdges[0][1], b)
+ }
+ right := s.clipUBound(edge, 0, middle.X.Lo)
+ a, b = s.clipVAxis(right, middle.Y)
+ if a != nil {
+ childEdges[1][0] = append(childEdges[1][0], a)
+ }
+ if b != nil {
+ childEdges[1][1] = append(childEdges[1][1], b)
+ }
+ }
+ }
+
+ // Now recursively update the edges in each child. We call the children in
+ // increasing order of CellID so that when the index is first constructed,
+ // all insertions into cellMap are at the end (which is much faster).
+ for pos := 0; pos < 4; pos++ {
+ i, j := pcell.ChildIJ(pos)
+ if len(childEdges[i][j]) > 0 || len(t.shapeIDs) > 0 {
+ s.updateEdges(PaddedCellFromParentIJ(pcell, i, j), childEdges[i][j],
+ t, disjointFromIndex)
+ }
+ }
+ }
+
+ if indexCellAbsorbed {
+ // Restore the state for any edges being removed that we are tracking.
+ t.restoreStateBefore(s.pendingAdditionsPos)
+ }
+}
+
+// makeIndexCell builds an indexCell from the given padded cell and set of edges and adds
+// it to the index. If the cell or edges are empty, no cell is added.
+func (s *ShapeIndex) makeIndexCell(p *PaddedCell, edges []*clippedEdge, t *tracker) bool {
+ // If the cell is empty, no index cell is needed. (In most cases this
+ // situation is detected before we get to this point, but this can happen
+ // when all shapes in a cell are removed.)
+ if len(edges) == 0 && len(t.shapeIDs) == 0 {
+ return true
+ }
+
+ // Count the number of edges that have not reached their maximum level yet.
+ // Return false if there are too many such edges.
+ count := 0
+ for _, ce := range edges {
+ if p.Level() < ce.faceEdge.maxLevel {
+ count++
+ }
+
+ if count > s.maxEdgesPerCell {
+ return false
+ }
+ }
+
+ // Possible optimization: Continue subdividing as long as exactly one child
+ // of the padded cell intersects the given edges. This can be done by finding
+ // the bounding box of all the edges and calling ShrinkToFit:
+ //
+ // cellID = p.ShrinkToFit(RectBound(edges));
+ //
+ // Currently this is not beneficial; it slows down construction by 4-25%
+ // (mainly computing the union of the bounding rectangles) and also slows
+ // down queries (since more recursive clipping is required to get down to
+ // the level of a spatial index cell). But it may be worth trying again
+ // once containsCenter is computed and all algorithms are modified to
+ // take advantage of it.
+
+ // We update the InteriorTracker as follows. For every Cell in the index
+ // we construct two edges: one edge from entry vertex of the cell to its
+ // center, and one from the cell center to its exit vertex. Here entry
+ // and exit refer the CellID ordering, i.e. the order in which points
+ // are encountered along the 2 space-filling curve. The exit vertex then
+ // becomes the entry vertex for the next cell in the index, unless there are
+ // one or more empty intervening cells, in which case the InteriorTracker
+ // state is unchanged because the intervening cells have no edges.
+
+ // Shift the InteriorTracker focus point to the center of the current cell.
+ if t.isActive && len(edges) != 0 {
+ if !t.atCellID(p.id) {
+ t.moveTo(p.EntryVertex())
+ }
+ t.drawTo(p.Center())
+ s.testAllEdges(edges, t)
+ }
+
+ // Allocate and fill a new index cell. To get the total number of shapes we
+ // need to merge the shapes associated with the intersecting edges together
+ // with the shapes that happen to contain the cell center.
+ cshapeIDs := t.shapeIDs
+ numShapes := s.countShapes(edges, cshapeIDs)
+ cell := NewShapeIndexCell(numShapes)
+
+ // To fill the index cell we merge the two sources of shapes: edge shapes
+ // (those that have at least one edge that intersects this cell), and
+ // containing shapes (those that contain the cell center). We keep track
+ // of the index of the next intersecting edge and the next containing shape
+ // as we go along. Both sets of shape ids are already sorted.
+ eNext := 0
+ cNextIdx := 0
+ for i := 0; i < numShapes; i++ {
+ var clipped *clippedShape
+ // advance to next value base + i
+ eshapeID := int32(s.Len())
+ cshapeID := eshapeID // Sentinels
+
+ if eNext != len(edges) {
+ eshapeID = edges[eNext].faceEdge.shapeID
+ }
+ if cNextIdx < len(cshapeIDs) {
+ cshapeID = cshapeIDs[cNextIdx]
+ }
+ eBegin := eNext
+ if cshapeID < eshapeID {
+ // The entire cell is in the shape interior.
+ clipped = newClippedShape(cshapeID, 0)
+ clipped.containsCenter = true
+ cNextIdx++
+ } else {
+ // Count the number of edges for this shape and allocate space for them.
+ for eNext < len(edges) && edges[eNext].faceEdge.shapeID == eshapeID {
+ eNext++
+ }
+ clipped = newClippedShape(eshapeID, eNext-eBegin)
+ for e := eBegin; e < eNext; e++ {
+ clipped.edges[e-eBegin] = edges[e].faceEdge.edgeID
+ }
+ if cshapeID == eshapeID {
+ clipped.containsCenter = true
+ cNextIdx++
+ }
+ }
+ cell.shapes[i] = clipped
+ }
+
+ // Add this cell to the map.
+ s.cellMap[p.id] = cell
+ s.cells = append(s.cells, p.id)
+
+ // Shift the tracker focus point to the exit vertex of this cell.
+ if t.isActive && len(edges) != 0 {
+ t.drawTo(p.ExitVertex())
+ s.testAllEdges(edges, t)
+ t.setNextCellID(p.id.Next())
+ }
+ return true
+}
+
+// updateBound updates the specified endpoint of the given clipped edge and returns the
+// resulting clipped edge.
+func (s *ShapeIndex) updateBound(edge *clippedEdge, uEnd int, u float64, vEnd int, v float64) *clippedEdge {
+ c := &clippedEdge{faceEdge: edge.faceEdge}
+ if uEnd == 0 {
+ c.bound.X.Lo = u
+ c.bound.X.Hi = edge.bound.X.Hi
+ } else {
+ c.bound.X.Lo = edge.bound.X.Lo
+ c.bound.X.Hi = u
+ }
+
+ if vEnd == 0 {
+ c.bound.Y.Lo = v
+ c.bound.Y.Hi = edge.bound.Y.Hi
+ } else {
+ c.bound.Y.Lo = edge.bound.Y.Lo
+ c.bound.Y.Hi = v
+ }
+
+ return c
+}
+
+// clipUBound clips the given endpoint (lo=0, hi=1) of the u-axis so that
+// it does not extend past the given value of the given edge.
+func (s *ShapeIndex) clipUBound(edge *clippedEdge, uEnd int, u float64) *clippedEdge {
+ // First check whether the edge actually requires any clipping. (Sometimes
+ // this method is called when clipping is not necessary, e.g. when one edge
+ // endpoint is in the overlap area between two padded child cells.)
+ if uEnd == 0 {
+ if edge.bound.X.Lo >= u {
+ return edge
+ }
+ } else {
+ if edge.bound.X.Hi <= u {
+ return edge
+ }
+ }
+ // We interpolate the new v-value from the endpoints of the original edge.
+ // This has two advantages: (1) we don't need to store the clipped endpoints
+ // at all, just their bounding box; and (2) it avoids the accumulation of
+ // roundoff errors due to repeated interpolations. The result needs to be
+ // clamped to ensure that it is in the appropriate range.
+ e := edge.faceEdge
+ v := edge.bound.Y.ClampPoint(interpolateFloat64(u, e.a.X, e.b.X, e.a.Y, e.b.Y))
+
+ // Determine which endpoint of the v-axis bound to update. If the edge
+ // slope is positive we update the same endpoint, otherwise we update the
+ // opposite endpoint.
+ var vEnd int
+ positiveSlope := (e.a.X > e.b.X) == (e.a.Y > e.b.Y)
+ if (uEnd == 1) == positiveSlope {
+ vEnd = 1
+ }
+ return s.updateBound(edge, uEnd, u, vEnd, v)
+}
+
+// clipVBound clips the given endpoint (lo=0, hi=1) of the v-axis so that
+// it does not extend past the given value of the given edge.
+func (s *ShapeIndex) clipVBound(edge *clippedEdge, vEnd int, v float64) *clippedEdge {
+ if vEnd == 0 {
+ if edge.bound.Y.Lo >= v {
+ return edge
+ }
+ } else {
+ if edge.bound.Y.Hi <= v {
+ return edge
+ }
+ }
+
+ // We interpolate the new v-value from the endpoints of the original edge.
+ // This has two advantages: (1) we don't need to store the clipped endpoints
+ // at all, just their bounding box; and (2) it avoids the accumulation of
+ // roundoff errors due to repeated interpolations. The result needs to be
+ // clamped to ensure that it is in the appropriate range.
+ e := edge.faceEdge
+ u := edge.bound.X.ClampPoint(interpolateFloat64(v, e.a.Y, e.b.Y, e.a.X, e.b.X))
+
+ // Determine which endpoint of the v-axis bound to update. If the edge
+ // slope is positive we update the same endpoint, otherwise we update the
+ // opposite endpoint.
+ var uEnd int
+ positiveSlope := (e.a.X > e.b.X) == (e.a.Y > e.b.Y)
+ if (vEnd == 1) == positiveSlope {
+ uEnd = 1
+ }
+ return s.updateBound(edge, uEnd, u, vEnd, v)
+}
+
+// cliupVAxis returns the given edge clipped to within the boundaries of the middle
+// interval along the v-axis, and adds the result to its children.
+func (s *ShapeIndex) clipVAxis(edge *clippedEdge, middle r1.Interval) (a, b *clippedEdge) {
+ if edge.bound.Y.Hi <= middle.Lo {
+ // Edge is entirely contained in the lower child.
+ return edge, nil
+ } else if edge.bound.Y.Lo >= middle.Hi {
+ // Edge is entirely contained in the upper child.
+ return nil, edge
+ }
+ // The edge bound spans both children.
+ return s.clipVBound(edge, 1, middle.Hi), s.clipVBound(edge, 0, middle.Lo)
+}
+
+// absorbIndexCell absorbs an index cell by transferring its contents to edges
+// and/or "tracker", and then delete this cell from the index. If edges includes
+// any edges that are being removed, this method also updates their
+// InteriorTracker state to correspond to the exit vertex of this cell.
+func (s *ShapeIndex) absorbIndexCell(p *PaddedCell, iter *ShapeIndexIterator, edges []*clippedEdge, t *tracker) {
+ // When we absorb a cell, we erase all the edges that are being removed.
+ // However when we are finished with this cell, we want to restore the state
+ // of those edges (since that is how we find all the index cells that need
+ // to be updated). The edges themselves are restored automatically when
+ // UpdateEdges returns from its recursive call, but the InteriorTracker
+ // state needs to be restored explicitly.
+ //
+ // Here we first update the InteriorTracker state for removed edges to
+ // correspond to the exit vertex of this cell, and then save the
+ // InteriorTracker state. This state will be restored by UpdateEdges when
+ // it is finished processing the contents of this cell.
+ if t.isActive && len(edges) != 0 && s.isShapeBeingRemoved(edges[0].faceEdge.shapeID) {
+ // We probably need to update the tracker. ("Probably" because
+ // it's possible that all shapes being removed do not have interiors.)
+ if !t.atCellID(p.id) {
+ t.moveTo(p.EntryVertex())
+ }
+ t.drawTo(p.ExitVertex())
+ t.setNextCellID(p.id.Next())
+ for _, edge := range edges {
+ fe := edge.faceEdge
+ if !s.isShapeBeingRemoved(fe.shapeID) {
+ break // All shapes being removed come first.
+ }
+ if fe.hasInterior {
+ t.testEdge(fe.shapeID, fe.edge)
+ }
+ }
+ }
+
+ // Save the state of the edges being removed, so that it can be restored
+ // when we are finished processing this cell and its children. We don't
+ // need to save the state of the edges being added because they aren't being
+ // removed from "edges" and will therefore be updated normally as we visit
+ // this cell and its children.
+ t.saveAndClearStateBefore(s.pendingAdditionsPos)
+
+ // Create a faceEdge for each edge in this cell that isn't being removed.
+ var faceEdges []*faceEdge
+ trackerMoved := false
+
+ cell := iter.IndexCell()
+ for _, clipped := range cell.shapes {
+ shapeID := clipped.shapeID
+ shape := s.Shape(shapeID)
+ if shape == nil {
+ continue // This shape is being removed.
+ }
+
+ numClipped := clipped.numEdges()
+
+ // If this shape has an interior, start tracking whether we are inside the
+ // shape. updateEdges wants to know whether the entry vertex of this
+ // cell is inside the shape, but we only know whether the center of the
+ // cell is inside the shape, so we need to test all the edges against the
+ // line segment from the cell center to the entry vertex.
+ edge := &faceEdge{
+ shapeID: shapeID,
+ hasInterior: shape.Dimension() == 2,
+ }
+
+ if edge.hasInterior {
+ t.addShape(shapeID, clipped.containsCenter)
+ // There might not be any edges in this entire cell (i.e., it might be
+ // in the interior of all shapes), so we delay updating the tracker
+ // until we see the first edge.
+ if !trackerMoved && numClipped > 0 {
+ t.moveTo(p.Center())
+ t.drawTo(p.EntryVertex())
+ t.setNextCellID(p.id)
+ trackerMoved = true
+ }
+ }
+ for i := 0; i < numClipped; i++ {
+ edgeID := clipped.edges[i]
+ edge.edgeID = edgeID
+ edge.edge = shape.Edge(edgeID)
+ edge.maxLevel = maxLevelForEdge(edge.edge)
+ if edge.hasInterior {
+ t.testEdge(shapeID, edge.edge)
+ }
+ var ok bool
+ edge.a, edge.b, ok = ClipToPaddedFace(edge.edge.V0, edge.edge.V1, p.id.Face(), cellPadding)
+ if !ok {
+ panic("invariant failure in ShapeIndex")
+ }
+ faceEdges = append(faceEdges, edge)
+ }
+ }
+ // Now create a clippedEdge for each faceEdge, and put them in "new_edges".
+ var newEdges []*clippedEdge
+ for _, faceEdge := range faceEdges {
+ clipped := &clippedEdge{
+ faceEdge: faceEdge,
+ bound: clippedEdgeBound(faceEdge.a, faceEdge.b, p.bound),
+ }
+ newEdges = append(newEdges, clipped)
+ }
+
+ // Discard any edges from "edges" that are being removed, and append the
+ // remainder to "newEdges" (This keeps the edges sorted by shape id.)
+ for i, clipped := range edges {
+ if !s.isShapeBeingRemoved(clipped.faceEdge.shapeID) {
+ newEdges = append(newEdges, edges[i:]...)
+ break
+ }
+ }
+
+ // Update the edge list and delete this cell from the index.
+ edges, newEdges = newEdges, edges
+ delete(s.cellMap, p.id)
+ // TODO(roberts): delete from s.Cells
+}
+
+// testAllEdges calls the trackers testEdge on all edges from shapes that have interiors.
+func (s *ShapeIndex) testAllEdges(edges []*clippedEdge, t *tracker) {
+ for _, edge := range edges {
+ if edge.faceEdge.hasInterior {
+ t.testEdge(edge.faceEdge.shapeID, edge.faceEdge.edge)
+ }
+ }
+}
+
+// countShapes reports the number of distinct shapes that are either associated with the
+// given edges, or that are currently stored in the InteriorTracker.
+func (s *ShapeIndex) countShapes(edges []*clippedEdge, shapeIDs []int32) int {
+ count := 0
+ lastShapeID := int32(-1)
+
+ // next clipped shape id in the shapeIDs list.
+ clippedNext := int32(0)
+ // index of the current element in the shapeIDs list.
+ shapeIDidx := 0
+ for _, edge := range edges {
+ if edge.faceEdge.shapeID == lastShapeID {
+ continue
+ }
+
+ count++
+ lastShapeID = edge.faceEdge.shapeID
+
+ // Skip over any containing shapes up to and including this one,
+ // updating count as appropriate.
+ for ; shapeIDidx < len(shapeIDs); shapeIDidx++ {
+ clippedNext = shapeIDs[shapeIDidx]
+ if clippedNext > lastShapeID {
+ break
+ }
+ if clippedNext < lastShapeID {
+ count++
+ }
+ }
+ }
+
+ // Count any remaining containing shapes.
+ count += len(shapeIDs) - shapeIDidx
+ return count
+}
+
+// maxLevelForEdge reports the maximum level for a given edge.
+func maxLevelForEdge(edge Edge) int {
+ // Compute the maximum cell size for which this edge is considered long.
+ // The calculation does not need to be perfectly accurate, so we use Norm
+ // rather than Angle for speed.
+ cellSize := edge.V0.Sub(edge.V1.Vector).Norm() * cellSizeToLongEdgeRatio
+ // Now return the first level encountered during subdivision where the
+ // average cell size is at most cellSize.
+ return AvgEdgeMetric.MinLevel(cellSize)
+}
+
+// removeShapeInternal does the actual work for removing a given shape from the index.
+func (s *ShapeIndex) removeShapeInternal(removed *removedShape, allEdges [][]faceEdge, t *tracker) {
+ // TODO(roberts): finish the implementation of this.
+}