diff options
| author | 2021-08-12 21:03:24 +0200 | |
|---|---|---|
| committer | 2021-08-12 21:03:24 +0200 | |
| commit | 98263a7de64269898a2f81207e38943b5c8e8653 (patch) | |
| tree | 743c90f109a6c5d27832d1dcef2388d939f0f77a /vendor/github.com/golang/geo | |
| parent | Text duplication fix (#137) (diff) | |
| download | gotosocial-98263a7de64269898a2f81207e38943b5c8e8653.tar.xz | |
Grand test fixup (#138)
* start fixing up tests
* fix up tests + automate with drone
* fiddle with linting
* messing about with drone.yml
* some more fiddling
* hmmm
* add cache
* add vendor directory
* verbose
* ci updates
* update some little things
* update sig
Diffstat (limited to 'vendor/github.com/golang/geo')
66 files changed, 21547 insertions, 0 deletions
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We also recommend that a +      file or class name and description of purpose be included on the +      same "printed page" as the copyright notice for easier +      identification within third-party archives. + +   Copyright [yyyy] [name of copyright owner] + +   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. diff --git a/vendor/github.com/golang/geo/r1/doc.go b/vendor/github.com/golang/geo/r1/doc.go new file mode 100644 index 000000000..c6b65c0e0 --- /dev/null +++ b/vendor/github.com/golang/geo/r1/doc.go @@ -0,0 +1,20 @@ +// Copyright 2014 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 r1 implements types and functions for working with geometry in ℝ¹. + +See ../s2 for a more detailed overview. +*/ +package r1 diff --git a/vendor/github.com/golang/geo/r1/interval.go b/vendor/github.com/golang/geo/r1/interval.go new file mode 100644 index 000000000..48ea51982 --- /dev/null +++ b/vendor/github.com/golang/geo/r1/interval.go @@ -0,0 +1,177 @@ +// Copyright 2014 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 r1 + +import ( +	"fmt" +	"math" +) + +// Interval represents a closed interval on ℝ. +// Zero-length intervals (where Lo == Hi) represent single points. +// If Lo > Hi then the interval is empty. +type Interval struct { +	Lo, Hi float64 +} + +// EmptyInterval returns an empty interval. +func EmptyInterval() Interval { return Interval{1, 0} } + +// IntervalFromPoint returns an interval representing a single point. +func IntervalFromPoint(p float64) Interval { return Interval{p, p} } + +// IsEmpty reports whether the interval is empty. +func (i Interval) IsEmpty() bool { return i.Lo > i.Hi } + +// Equal returns true iff the interval contains the same points as oi. +func (i Interval) Equal(oi Interval) bool { +	return i == oi || i.IsEmpty() && oi.IsEmpty() +} + +// Center returns the midpoint of the interval. +// It is undefined for empty intervals. +func (i Interval) Center() float64 { return 0.5 * (i.Lo + i.Hi) } + +// Length returns the length of the interval. +// The length of an empty interval is negative. +func (i Interval) Length() float64 { return i.Hi - i.Lo } + +// Contains returns true iff the interval contains p. +func (i Interval) Contains(p float64) bool { return i.Lo <= p && p <= i.Hi } + +// ContainsInterval returns true iff the interval contains oi. +func (i Interval) ContainsInterval(oi Interval) bool { +	if oi.IsEmpty() { +		return true +	} +	return i.Lo <= oi.Lo && oi.Hi <= i.Hi +} + +// InteriorContains returns true iff the interval strictly contains p. +func (i Interval) InteriorContains(p float64) bool { +	return i.Lo < p && p < i.Hi +} + +// InteriorContainsInterval returns true iff the interval strictly contains oi. +func (i Interval) InteriorContainsInterval(oi Interval) bool { +	if oi.IsEmpty() { +		return true +	} +	return i.Lo < oi.Lo && oi.Hi < i.Hi +} + +// Intersects returns true iff the interval contains any points in common with oi. +func (i Interval) Intersects(oi Interval) bool { +	if i.Lo <= oi.Lo { +		return oi.Lo <= i.Hi && oi.Lo <= oi.Hi // oi.Lo ∈ i and oi is not empty +	} +	return i.Lo <= oi.Hi && i.Lo <= i.Hi // i.Lo ∈ oi and i is not empty +} + +// InteriorIntersects returns true iff the interior of the interval contains any points in common with oi, including the latter's boundary. +func (i Interval) InteriorIntersects(oi Interval) bool { +	return oi.Lo < i.Hi && i.Lo < oi.Hi && i.Lo < i.Hi && oi.Lo <= oi.Hi +} + +// Intersection returns the interval containing all points common to i and j. +func (i Interval) Intersection(j Interval) Interval { +	// Empty intervals do not need to be special-cased. +	return Interval{ +		Lo: math.Max(i.Lo, j.Lo), +		Hi: math.Min(i.Hi, j.Hi), +	} +} + +// AddPoint returns the interval expanded so that it contains the given point. +func (i Interval) AddPoint(p float64) Interval { +	if i.IsEmpty() { +		return Interval{p, p} +	} +	if p < i.Lo { +		return Interval{p, i.Hi} +	} +	if p > i.Hi { +		return Interval{i.Lo, p} +	} +	return i +} + +// ClampPoint returns the closest point in the interval to the given point "p". +// The interval must be non-empty. +func (i Interval) ClampPoint(p float64) float64 { +	return math.Max(i.Lo, math.Min(i.Hi, p)) +} + +// Expanded returns an interval that has been expanded on each side by margin. +// If margin is negative, then the function shrinks the interval on +// each side by margin instead. The resulting interval may be empty. Any +// expansion of an empty interval remains empty. +func (i Interval) Expanded(margin float64) Interval { +	if i.IsEmpty() { +		return i +	} +	return Interval{i.Lo - margin, i.Hi + margin} +} + +// Union returns the smallest interval that contains this interval and the given interval. +func (i Interval) Union(other Interval) Interval { +	if i.IsEmpty() { +		return other +	} +	if other.IsEmpty() { +		return i +	} +	return Interval{math.Min(i.Lo, other.Lo), math.Max(i.Hi, other.Hi)} +} + +func (i Interval) String() string { return fmt.Sprintf("[%.7f, %.7f]", i.Lo, i.Hi) } + +const ( +	// epsilon is a small number that represents a reasonable level of noise between two +	// values that can be considered to be equal. +	epsilon = 1e-15 +	// dblEpsilon is a smaller number for values that require more precision. +	// This is the C++ DBL_EPSILON equivalent. +	dblEpsilon = 2.220446049250313e-16 +) + +// ApproxEqual reports whether the interval can be transformed into the +// given interval by moving each endpoint a small distance. +// The empty interval is considered to be positioned arbitrarily on the +// real line, so any interval with a small enough length will match +// the empty interval. +func (i Interval) ApproxEqual(other Interval) bool { +	if i.IsEmpty() { +		return other.Length() <= 2*epsilon +	} +	if other.IsEmpty() { +		return i.Length() <= 2*epsilon +	} +	return math.Abs(other.Lo-i.Lo) <= epsilon && +		math.Abs(other.Hi-i.Hi) <= epsilon +} + +// DirectedHausdorffDistance returns the Hausdorff distance to the given interval. For two +// intervals x and y, this distance is defined as +//     h(x, y) = max_{p in x} min_{q in y} d(p, q). +func (i Interval) DirectedHausdorffDistance(other Interval) float64 { +	if i.IsEmpty() { +		return 0 +	} +	if other.IsEmpty() { +		return math.Inf(1) +	} +	return math.Max(0, math.Max(i.Hi-other.Hi, other.Lo-i.Lo)) +} diff --git a/vendor/github.com/golang/geo/r2/doc.go b/vendor/github.com/golang/geo/r2/doc.go new file mode 100644 index 000000000..05b155543 --- /dev/null +++ b/vendor/github.com/golang/geo/r2/doc.go @@ -0,0 +1,20 @@ +// Copyright 2014 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 r2 implements types and functions for working with geometry in ℝ². + +See package s2 for a more detailed overview. +*/ +package r2 diff --git a/vendor/github.com/golang/geo/r2/rect.go b/vendor/github.com/golang/geo/r2/rect.go new file mode 100644 index 000000000..495545bba --- /dev/null +++ b/vendor/github.com/golang/geo/r2/rect.go @@ -0,0 +1,255 @@ +// Copyright 2014 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 r2 + +import ( +	"fmt" +	"math" + +	"github.com/golang/geo/r1" +) + +// Point represents a point in ℝ². +type Point struct { +	X, Y float64 +} + +// Add returns the sum of p and op. +func (p Point) Add(op Point) Point { return Point{p.X + op.X, p.Y + op.Y} } + +// Sub returns the difference of p and op. +func (p Point) Sub(op Point) Point { return Point{p.X - op.X, p.Y - op.Y} } + +// Mul returns the scalar product of p and m. +func (p Point) Mul(m float64) Point { return Point{m * p.X, m * p.Y} } + +// Ortho returns a counterclockwise orthogonal point with the same norm. +func (p Point) Ortho() Point { return Point{-p.Y, p.X} } + +// Dot returns the dot product between p and op. +func (p Point) Dot(op Point) float64 { return p.X*op.X + p.Y*op.Y } + +// Cross returns the cross product of p and op. +func (p Point) Cross(op Point) float64 { return p.X*op.Y - p.Y*op.X } + +// Norm returns the vector's norm. +func (p Point) Norm() float64 { return math.Hypot(p.X, p.Y) } + +// Normalize returns a unit point in the same direction as p. +func (p Point) Normalize() Point { +	if p.X == 0 && p.Y == 0 { +		return p +	} +	return p.Mul(1 / p.Norm()) +} + +func (p Point) String() string { return fmt.Sprintf("(%.12f, %.12f)", p.X, p.Y) } + +// Rect represents a closed axis-aligned rectangle in the (x,y) plane. +type Rect struct { +	X, Y r1.Interval +} + +// RectFromPoints constructs a rect that contains the given points. +func RectFromPoints(pts ...Point) Rect { +	// Because the default value on interval is 0,0, we need to manually +	// define the interval from the first point passed in as our starting +	// interval, otherwise we end up with the case of passing in +	// Point{0.2, 0.3} and getting the starting Rect of {0, 0.2}, {0, 0.3} +	// instead of the Rect {0.2, 0.2}, {0.3, 0.3} which is not correct. +	if len(pts) == 0 { +		return Rect{} +	} + +	r := Rect{ +		X: r1.Interval{Lo: pts[0].X, Hi: pts[0].X}, +		Y: r1.Interval{Lo: pts[0].Y, Hi: pts[0].Y}, +	} + +	for _, p := range pts[1:] { +		r = r.AddPoint(p) +	} +	return r +} + +// RectFromCenterSize constructs a rectangle with the given center and size. +// Both dimensions of size must be non-negative. +func RectFromCenterSize(center, size Point) Rect { +	return Rect{ +		r1.Interval{Lo: center.X - size.X/2, Hi: center.X + size.X/2}, +		r1.Interval{Lo: center.Y - size.Y/2, Hi: center.Y + size.Y/2}, +	} +} + +// EmptyRect constructs the canonical empty rectangle. Use IsEmpty() to test +// for empty rectangles, since they have more than one representation. A Rect{} +// is not the same as the EmptyRect. +func EmptyRect() Rect { +	return Rect{r1.EmptyInterval(), r1.EmptyInterval()} +} + +// IsValid reports whether the rectangle is valid. +// This requires the width to be empty iff the height is empty. +func (r Rect) IsValid() bool { +	return r.X.IsEmpty() == r.Y.IsEmpty() +} + +// IsEmpty reports whether the rectangle is empty. +func (r Rect) IsEmpty() bool { +	return r.X.IsEmpty() +} + +// Vertices returns all four vertices of the rectangle. Vertices are returned in +// CCW direction starting with the lower left corner. +func (r Rect) Vertices() [4]Point { +	return [4]Point{ +		{r.X.Lo, r.Y.Lo}, +		{r.X.Hi, r.Y.Lo}, +		{r.X.Hi, r.Y.Hi}, +		{r.X.Lo, r.Y.Hi}, +	} +} + +// VertexIJ returns the vertex in direction i along the X-axis (0=left, 1=right) and +// direction j along the Y-axis (0=down, 1=up). +func (r Rect) VertexIJ(i, j int) Point { +	x := r.X.Lo +	if i == 1 { +		x = r.X.Hi +	} +	y := r.Y.Lo +	if j == 1 { +		y = r.Y.Hi +	} +	return Point{x, y} +} + +// Lo returns the low corner of the rect. +func (r Rect) Lo() Point { +	return Point{r.X.Lo, r.Y.Lo} +} + +// Hi returns the high corner of the rect. +func (r Rect) Hi() Point { +	return Point{r.X.Hi, r.Y.Hi} +} + +// Center returns the center of the rectangle in (x,y)-space +func (r Rect) Center() Point { +	return Point{r.X.Center(), r.Y.Center()} +} + +// Size returns the width and height of this rectangle in (x,y)-space. Empty +// rectangles have a negative width and height. +func (r Rect) Size() Point { +	return Point{r.X.Length(), r.Y.Length()} +} + +// ContainsPoint reports whether the rectangle contains the given point. +// Rectangles are closed regions, i.e. they contain their boundary. +func (r Rect) ContainsPoint(p Point) bool { +	return r.X.Contains(p.X) && r.Y.Contains(p.Y) +} + +// InteriorContainsPoint returns true iff the given point is contained in the interior +// of the region (i.e. the region excluding its boundary). +func (r Rect) InteriorContainsPoint(p Point) bool { +	return r.X.InteriorContains(p.X) && r.Y.InteriorContains(p.Y) +} + +// Contains reports whether the rectangle contains the given rectangle. +func (r Rect) Contains(other Rect) bool { +	return r.X.ContainsInterval(other.X) && r.Y.ContainsInterval(other.Y) +} + +// InteriorContains reports whether the interior of this rectangle contains all of the +// points of the given other rectangle (including its boundary). +func (r Rect) InteriorContains(other Rect) bool { +	return r.X.InteriorContainsInterval(other.X) && r.Y.InteriorContainsInterval(other.Y) +} + +// Intersects reports whether this rectangle and the other rectangle have any points in common. +func (r Rect) Intersects(other Rect) bool { +	return r.X.Intersects(other.X) && r.Y.Intersects(other.Y) +} + +// InteriorIntersects reports whether the interior of this rectangle intersects +// any point (including the boundary) of the given other rectangle. +func (r Rect) InteriorIntersects(other Rect) bool { +	return r.X.InteriorIntersects(other.X) && r.Y.InteriorIntersects(other.Y) +} + +// AddPoint expands the rectangle to include the given point. The rectangle is +// expanded by the minimum amount possible. +func (r Rect) AddPoint(p Point) Rect { +	return Rect{r.X.AddPoint(p.X), r.Y.AddPoint(p.Y)} +} + +// AddRect expands the rectangle to include the given rectangle. This is the +// same as replacing the rectangle by the union of the two rectangles, but +// is more efficient. +func (r Rect) AddRect(other Rect) Rect { +	return Rect{r.X.Union(other.X), r.Y.Union(other.Y)} +} + +// ClampPoint returns the closest point in the rectangle to the given point. +// The rectangle must be non-empty. +func (r Rect) ClampPoint(p Point) Point { +	return Point{r.X.ClampPoint(p.X), r.Y.ClampPoint(p.Y)} +} + +// Expanded returns a rectangle that has been expanded in the x-direction +// by margin.X, and in y-direction by margin.Y. If either margin is empty, +// then shrink the interval on the corresponding sides instead. The resulting +// rectangle may be empty. Any expansion of an empty rectangle remains empty. +func (r Rect) Expanded(margin Point) Rect { +	xx := r.X.Expanded(margin.X) +	yy := r.Y.Expanded(margin.Y) +	if xx.IsEmpty() || yy.IsEmpty() { +		return EmptyRect() +	} +	return Rect{xx, yy} +} + +// ExpandedByMargin returns a Rect that has been expanded by the amount on all sides. +func (r Rect) ExpandedByMargin(margin float64) Rect { +	return r.Expanded(Point{margin, margin}) +} + +// Union returns the smallest rectangle containing the union of this rectangle and +// the given rectangle. +func (r Rect) Union(other Rect) Rect { +	return Rect{r.X.Union(other.X), r.Y.Union(other.Y)} +} + +// Intersection returns the smallest rectangle containing the intersection of this +// rectangle and the given rectangle. +func (r Rect) Intersection(other Rect) Rect { +	xx := r.X.Intersection(other.X) +	yy := r.Y.Intersection(other.Y) +	if xx.IsEmpty() || yy.IsEmpty() { +		return EmptyRect() +	} + +	return Rect{xx, yy} +} + +// ApproxEqual returns true if the x- and y-intervals of the two rectangles are +// the same up to the given tolerance. +func (r Rect) ApproxEqual(r2 Rect) bool { +	return r.X.ApproxEqual(r2.X) && r.Y.ApproxEqual(r2.Y) +} + +func (r Rect) String() string { return fmt.Sprintf("[Lo%s, Hi%s]", r.Lo(), r.Hi()) } diff --git a/vendor/github.com/golang/geo/r3/doc.go b/vendor/github.com/golang/geo/r3/doc.go new file mode 100644 index 000000000..1eb4710c8 --- /dev/null +++ b/vendor/github.com/golang/geo/r3/doc.go @@ -0,0 +1,20 @@ +// Copyright 2014 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 r3 implements types and functions for working with geometry in ℝ³. + +See ../s2 for a more detailed overview. +*/ +package r3 diff --git a/vendor/github.com/golang/geo/r3/precisevector.go b/vendor/github.com/golang/geo/r3/precisevector.go new file mode 100644 index 000000000..b13393dbc --- /dev/null +++ b/vendor/github.com/golang/geo/r3/precisevector.go @@ -0,0 +1,198 @@ +// 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 r3 + +import ( +	"fmt" +	"math/big" +) + +const ( +	// prec is the number of bits of precision to use for the Float values. +	// To keep things simple, we use the maximum allowable precision on big +	// values. This allows us to handle all values we expect in the s2 library. +	prec = big.MaxPrec +) + +// define some commonly referenced values. +var ( +	precise0 = precInt(0) +	precise1 = precInt(1) +) + +// precStr wraps the conversion from a string into a big.Float. For results that +// actually can be represented exactly, this should only be used on values that +// are integer multiples of integer powers of 2. +func precStr(s string) *big.Float { +	// Explicitly ignoring the bool return for this usage. +	f, _ := new(big.Float).SetPrec(prec).SetString(s) +	return f +} + +func precInt(i int64) *big.Float { +	return new(big.Float).SetPrec(prec).SetInt64(i) +} + +func precFloat(f float64) *big.Float { +	return new(big.Float).SetPrec(prec).SetFloat64(f) +} + +func precAdd(a, b *big.Float) *big.Float { +	return new(big.Float).SetPrec(prec).Add(a, b) +} + +func precSub(a, b *big.Float) *big.Float { +	return new(big.Float).SetPrec(prec).Sub(a, b) +} + +func precMul(a, b *big.Float) *big.Float { +	return new(big.Float).SetPrec(prec).Mul(a, b) +} + +// PreciseVector represents a point in ℝ³ using high-precision values. +// Note that this is NOT a complete implementation because there are some +// operations that Vector supports that are not feasible with arbitrary precision +// math. (e.g., methods that need division like Normalize, or methods needing a +// square root operation such as Norm) +type PreciseVector struct { +	X, Y, Z *big.Float +} + +// PreciseVectorFromVector creates a high precision vector from the given Vector. +func PreciseVectorFromVector(v Vector) PreciseVector { +	return NewPreciseVector(v.X, v.Y, v.Z) +} + +// NewPreciseVector creates a high precision vector from the given floating point values. +func NewPreciseVector(x, y, z float64) PreciseVector { +	return PreciseVector{ +		X: precFloat(x), +		Y: precFloat(y), +		Z: precFloat(z), +	} +} + +// Vector returns this precise vector converted to a Vector. +func (v PreciseVector) Vector() Vector { +	// The accuracy flag is ignored on these conversions back to float64. +	x, _ := v.X.Float64() +	y, _ := v.Y.Float64() +	z, _ := v.Z.Float64() +	return Vector{x, y, z}.Normalize() +} + +// Equal reports whether v and ov are equal. +func (v PreciseVector) Equal(ov PreciseVector) bool { +	return v.X.Cmp(ov.X) == 0 && v.Y.Cmp(ov.Y) == 0 && v.Z.Cmp(ov.Z) == 0 +} + +func (v PreciseVector) String() string { +	return fmt.Sprintf("(%10g, %10g, %10g)", v.X, v.Y, v.Z) +} + +// Norm2 returns the square of the norm. +func (v PreciseVector) Norm2() *big.Float { return v.Dot(v) } + +// IsUnit reports whether this vector is of unit length. +func (v PreciseVector) IsUnit() bool { +	return v.Norm2().Cmp(precise1) == 0 +} + +// Abs returns the vector with nonnegative components. +func (v PreciseVector) Abs() PreciseVector { +	return PreciseVector{ +		X: new(big.Float).Abs(v.X), +		Y: new(big.Float).Abs(v.Y), +		Z: new(big.Float).Abs(v.Z), +	} +} + +// Add returns the standard vector sum of v and ov. +func (v PreciseVector) Add(ov PreciseVector) PreciseVector { +	return PreciseVector{ +		X: precAdd(v.X, ov.X), +		Y: precAdd(v.Y, ov.Y), +		Z: precAdd(v.Z, ov.Z), +	} +} + +// Sub returns the standard vector difference of v and ov. +func (v PreciseVector) Sub(ov PreciseVector) PreciseVector { +	return PreciseVector{ +		X: precSub(v.X, ov.X), +		Y: precSub(v.Y, ov.Y), +		Z: precSub(v.Z, ov.Z), +	} +} + +// Mul returns the standard scalar product of v and f. +func (v PreciseVector) Mul(f *big.Float) PreciseVector { +	return PreciseVector{ +		X: precMul(v.X, f), +		Y: precMul(v.Y, f), +		Z: precMul(v.Z, f), +	} +} + +// MulByFloat64 returns the standard scalar product of v and f. +func (v PreciseVector) MulByFloat64(f float64) PreciseVector { +	return v.Mul(precFloat(f)) +} + +// Dot returns the standard dot product of v and ov. +func (v PreciseVector) Dot(ov PreciseVector) *big.Float { +	return precAdd(precMul(v.X, ov.X), precAdd(precMul(v.Y, ov.Y), precMul(v.Z, ov.Z))) +} + +// Cross returns the standard cross product of v and ov. +func (v PreciseVector) Cross(ov PreciseVector) PreciseVector { +	return PreciseVector{ +		X: precSub(precMul(v.Y, ov.Z), precMul(v.Z, ov.Y)), +		Y: precSub(precMul(v.Z, ov.X), precMul(v.X, ov.Z)), +		Z: precSub(precMul(v.X, ov.Y), precMul(v.Y, ov.X)), +	} +} + +// LargestComponent returns the axis that represents the largest component in this vector. +func (v PreciseVector) LargestComponent() Axis { +	t := v.Abs() + +	if t.X.Cmp(t.Y) > 0 { +		if t.X.Cmp(t.Z) > 0 { +			return XAxis +		} +		return ZAxis +	} +	if t.Y.Cmp(t.Z) > 0 { +		return YAxis +	} +	return ZAxis +} + +// SmallestComponent returns the axis that represents the smallest component in this vector. +func (v PreciseVector) SmallestComponent() Axis { +	t := v.Abs() + +	if t.X.Cmp(t.Y) < 0 { +		if t.X.Cmp(t.Z) < 0 { +			return XAxis +		} +		return ZAxis +	} +	if t.Y.Cmp(t.Z) < 0 { +		return YAxis +	} +	return ZAxis +} diff --git a/vendor/github.com/golang/geo/r3/vector.go b/vendor/github.com/golang/geo/r3/vector.go new file mode 100644 index 000000000..ccda622f4 --- /dev/null +++ b/vendor/github.com/golang/geo/r3/vector.go @@ -0,0 +1,183 @@ +// Copyright 2014 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 r3 + +import ( +	"fmt" +	"math" + +	"github.com/golang/geo/s1" +) + +// Vector represents a point in ℝ³. +type Vector struct { +	X, Y, Z float64 +} + +// ApproxEqual reports whether v and ov are equal within a small epsilon. +func (v Vector) ApproxEqual(ov Vector) bool { +	const epsilon = 1e-16 +	return math.Abs(v.X-ov.X) < epsilon && math.Abs(v.Y-ov.Y) < epsilon && math.Abs(v.Z-ov.Z) < epsilon +} + +func (v Vector) String() string { return fmt.Sprintf("(%0.24f, %0.24f, %0.24f)", v.X, v.Y, v.Z) } + +// Norm returns the vector's norm. +func (v Vector) Norm() float64 { return math.Sqrt(v.Dot(v)) } + +// Norm2 returns the square of the norm. +func (v Vector) Norm2() float64 { return v.Dot(v) } + +// Normalize returns a unit vector in the same direction as v. +func (v Vector) Normalize() Vector { +	n2 := v.Norm2() +	if n2 == 0 { +		return Vector{0, 0, 0} +	} +	return v.Mul(1 / math.Sqrt(n2)) +} + +// IsUnit returns whether this vector is of approximately unit length. +func (v Vector) IsUnit() bool { +	const epsilon = 5e-14 +	return math.Abs(v.Norm2()-1) <= epsilon +} + +// Abs returns the vector with nonnegative components. +func (v Vector) Abs() Vector { return Vector{math.Abs(v.X), math.Abs(v.Y), math.Abs(v.Z)} } + +// Add returns the standard vector sum of v and ov. +func (v Vector) Add(ov Vector) Vector { return Vector{v.X + ov.X, v.Y + ov.Y, v.Z + ov.Z} } + +// Sub returns the standard vector difference of v and ov. +func (v Vector) Sub(ov Vector) Vector { return Vector{v.X - ov.X, v.Y - ov.Y, v.Z - ov.Z} } + +// Mul returns the standard scalar product of v and m. +func (v Vector) Mul(m float64) Vector { return Vector{m * v.X, m * v.Y, m * v.Z} } + +// Dot returns the standard dot product of v and ov. +func (v Vector) Dot(ov Vector) float64 { return v.X*ov.X + v.Y*ov.Y + v.Z*ov.Z } + +// Cross returns the standard cross product of v and ov. +func (v Vector) Cross(ov Vector) Vector { +	return Vector{ +		v.Y*ov.Z - v.Z*ov.Y, +		v.Z*ov.X - v.X*ov.Z, +		v.X*ov.Y - v.Y*ov.X, +	} +} + +// Distance returns the Euclidean distance between v and ov. +func (v Vector) Distance(ov Vector) float64 { return v.Sub(ov).Norm() } + +// Angle returns the angle between v and ov. +func (v Vector) Angle(ov Vector) s1.Angle { +	return s1.Angle(math.Atan2(v.Cross(ov).Norm(), v.Dot(ov))) * s1.Radian +} + +// Axis enumerates the 3 axes of ℝ³. +type Axis int + +// The three axes of ℝ³. +const ( +	XAxis Axis = iota +	YAxis +	ZAxis +) + +// Ortho returns a unit vector that is orthogonal to v. +// Ortho(-v) = -Ortho(v) for all v. +func (v Vector) Ortho() Vector { +	ov := Vector{0.012, 0.0053, 0.00457} +	switch v.LargestComponent() { +	case XAxis: +		ov.Z = 1 +	case YAxis: +		ov.X = 1 +	default: +		ov.Y = 1 +	} +	return v.Cross(ov).Normalize() +} + +// LargestComponent returns the axis that represents the largest component in this vector. +func (v Vector) LargestComponent() Axis { +	t := v.Abs() + +	if t.X > t.Y { +		if t.X > t.Z { +			return XAxis +		} +		return ZAxis +	} +	if t.Y > t.Z { +		return YAxis +	} +	return ZAxis +} + +// SmallestComponent returns the axis that represents the smallest component in this vector. +func (v Vector) SmallestComponent() Axis { +	t := v.Abs() + +	if t.X < t.Y { +		if t.X < t.Z { +			return XAxis +		} +		return ZAxis +	} +	if t.Y < t.Z { +		return YAxis +	} +	return ZAxis +} + +// Cmp compares v and ov lexicographically and returns: +// +//   -1 if v <  ov +//    0 if v == ov +//   +1 if v >  ov +// +// This method is based on C++'s std::lexicographical_compare. Two entities +// are compared element by element with the given operator. The first mismatch +// defines which is less (or greater) than the other. If both have equivalent +// values they are lexicographically equal. +func (v Vector) Cmp(ov Vector) int { +	if v.X < ov.X { +		return -1 +	} +	if v.X > ov.X { +		return 1 +	} + +	// First elements were the same, try the next. +	if v.Y < ov.Y { +		return -1 +	} +	if v.Y > ov.Y { +		return 1 +	} + +	// Second elements were the same return the final compare. +	if v.Z < ov.Z { +		return -1 +	} +	if v.Z > ov.Z { +		return 1 +	} + +	// Both are equal +	return 0 +} diff --git a/vendor/github.com/golang/geo/s1/angle.go b/vendor/github.com/golang/geo/s1/angle.go new file mode 100644 index 000000000..747b23dea --- /dev/null +++ b/vendor/github.com/golang/geo/s1/angle.go @@ -0,0 +1,120 @@ +// Copyright 2014 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 s1 + +import ( +	"math" +	"strconv" +) + +// Angle represents a 1D angle. The internal representation is a double precision +// value in radians, so conversion to and from radians is exact. +// Conversions between E5, E6, E7, and Degrees are not always +// exact. For example, Degrees(3.1) is different from E6(3100000) or E7(31000000). +// +// The following conversions between degrees and radians are exact: +// +//       Degree*180 == Radian*math.Pi +//   Degree*(180/n) == Radian*(math.Pi/n)     for n == 0..8 +// +// These identities hold when the arguments are scaled up or down by any power +// of 2. Some similar identities are also true, for example, +// +//   Degree*60 == Radian*(math.Pi/3) +// +// But be aware that this type of identity does not hold in general. For example, +// +//   Degree*3 != Radian*(math.Pi/60) +// +// Similarly, the conversion to radians means that (Angle(x)*Degree).Degrees() +// does not always equal x. For example, +// +//   (Angle(45*n)*Degree).Degrees() == 45*n     for n == 0..8 +// +// but +// +//   (60*Degree).Degrees() != 60 +// +// When testing for equality, you should allow for numerical errors (ApproxEqual) +// or convert to discrete E5/E6/E7 values first. +type Angle float64 + +// Angle units. +const ( +	Radian Angle = 1 +	Degree       = (math.Pi / 180) * Radian + +	E5 = 1e-5 * Degree +	E6 = 1e-6 * Degree +	E7 = 1e-7 * Degree +) + +// Radians returns the angle in radians. +func (a Angle) Radians() float64 { return float64(a) } + +// Degrees returns the angle in degrees. +func (a Angle) Degrees() float64 { return float64(a / Degree) } + +// round returns the value rounded to nearest as an int32. +// This does not match C++ exactly for the case of x.5. +func round(val float64) int32 { +	if val < 0 { +		return int32(val - 0.5) +	} +	return int32(val + 0.5) +} + +// InfAngle returns an angle larger than any finite angle. +func InfAngle() Angle { +	return Angle(math.Inf(1)) +} + +// isInf reports whether this Angle is infinite. +func (a Angle) isInf() bool { +	return math.IsInf(float64(a), 0) +} + +// E5 returns the angle in hundred thousandths of degrees. +func (a Angle) E5() int32 { return round(a.Degrees() * 1e5) } + +// E6 returns the angle in millionths of degrees. +func (a Angle) E6() int32 { return round(a.Degrees() * 1e6) } + +// E7 returns the angle in ten millionths of degrees. +func (a Angle) E7() int32 { return round(a.Degrees() * 1e7) } + +// Abs returns the absolute value of the angle. +func (a Angle) Abs() Angle { return Angle(math.Abs(float64(a))) } + +// Normalized returns an equivalent angle in (-π, π]. +func (a Angle) Normalized() Angle { +	rad := math.Remainder(float64(a), 2*math.Pi) +	if rad <= -math.Pi { +		rad = math.Pi +	} +	return Angle(rad) +} + +func (a Angle) String() string { +	return strconv.FormatFloat(a.Degrees(), 'f', 7, 64) // like "%.7f" +} + +// ApproxEqual reports whether the two angles are the same up to a small tolerance. +func (a Angle) ApproxEqual(other Angle) bool { +	return math.Abs(float64(a)-float64(other)) <= epsilon +} + +// BUG(dsymonds): The major differences from the C++ version are: +//   - no unsigned E5/E6/E7 methods diff --git a/vendor/github.com/golang/geo/s1/chordangle.go b/vendor/github.com/golang/geo/s1/chordangle.go new file mode 100644 index 000000000..77d71648f --- /dev/null +++ b/vendor/github.com/golang/geo/s1/chordangle.go @@ -0,0 +1,320 @@ +// Copyright 2015 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 s1 + +import ( +	"math" +) + +// ChordAngle represents the angle subtended by a chord (i.e., the straight +// line segment connecting two points on the sphere). Its representation +// makes it very efficient for computing and comparing distances, but unlike +// Angle it is only capable of representing angles between 0 and π radians. +// Generally, ChordAngle should only be used in loops where many angles need +// to be calculated and compared. Otherwise it is simpler to use Angle. +// +// ChordAngle loses some accuracy as the angle approaches π radians. +// There are several different ways to measure this error, including the +// representational error (i.e., how accurately ChordAngle can represent +// angles near π radians), the conversion error (i.e., how much precision is +// lost when an Angle is converted to an ChordAngle), and the measurement +// error (i.e., how accurate the ChordAngle(a, b) constructor is when the +// points A and B are separated by angles close to π radians). All of these +// errors differ by a small constant factor. +// +// For the measurement error (which is the largest of these errors and also +// the most important in practice), let the angle between A and B be (π - x) +// radians, i.e. A and B are within "x" radians of being antipodal. The +// corresponding chord length is +// +//    r = 2 * sin((π - x) / 2) = 2 * cos(x / 2) +// +// For values of x not close to π the relative error in the squared chord +// length is at most 4.5 * dblEpsilon (see MaxPointError below). +// The relative error in "r" is thus at most 2.25 * dblEpsilon ~= 5e-16. To +// convert this error into an equivalent angle, we have +// +//    |dr / dx| = sin(x / 2) +// +// and therefore +// +//    |dx| = dr / sin(x / 2) +//         = 5e-16 * (2 * cos(x / 2)) / sin(x / 2) +//         = 1e-15 / tan(x / 2) +// +// The maximum error is attained when +// +//    x  = |dx| +//       = 1e-15 / tan(x / 2) +//      ~= 1e-15 / (x / 2) +//      ~= sqrt(2e-15) +// +// In summary, the measurement error for an angle (π - x) is at most +// +//    dx  = min(1e-15 / tan(x / 2), sqrt(2e-15)) +//      (~= min(2e-15 / x, sqrt(2e-15)) when x is small) +// +// On the Earth's surface (assuming a radius of 6371km), this corresponds to +// the following worst-case measurement errors: +// +//     Accuracy:             Unless antipodal to within: +//     ---------             --------------------------- +//     6.4 nanometers        10,000 km (90 degrees) +//     1 micrometer          81.2 kilometers +//     1 millimeter          81.2 meters +//     1 centimeter          8.12 meters +//     28.5 centimeters      28.5 centimeters +// +// The representational and conversion errors referred to earlier are somewhat +// smaller than this. For example, maximum distance between adjacent +// representable ChordAngle values is only 13.5 cm rather than 28.5 cm. To +// see this, observe that the closest representable value to r^2 = 4 is +// r^2 =  4 * (1 - dblEpsilon / 2). Thus r = 2 * (1 - dblEpsilon / 4) and +// the angle between these two representable values is +// +//    x  = 2 * acos(r / 2) +//       = 2 * acos(1 - dblEpsilon / 4) +//      ~= 2 * asin(sqrt(dblEpsilon / 2) +//      ~= sqrt(2 * dblEpsilon) +//      ~= 2.1e-8 +// +// which is 13.5 cm on the Earth's surface. +// +// The worst case rounding error occurs when the value halfway between these +// two representable values is rounded up to 4. This halfway value is +// r^2 = (4 * (1 - dblEpsilon / 4)), thus r = 2 * (1 - dblEpsilon / 8) and +// the worst case rounding error is +// +//    x  = 2 * acos(r / 2) +//       = 2 * acos(1 - dblEpsilon / 8) +//      ~= 2 * asin(sqrt(dblEpsilon / 4) +//      ~= sqrt(dblEpsilon) +//      ~= 1.5e-8 +// +// which is 9.5 cm on the Earth's surface. +type ChordAngle float64 + +const ( +	// NegativeChordAngle represents a chord angle smaller than the zero angle. +	// The only valid operations on a NegativeChordAngle are comparisons, +	// Angle conversions, and Successor/Predecessor. +	NegativeChordAngle = ChordAngle(-1) + +	// RightChordAngle represents a chord angle of 90 degrees (a "right angle"). +	RightChordAngle = ChordAngle(2) + +	// StraightChordAngle represents a chord angle of 180 degrees (a "straight angle"). +	// This is the maximum finite chord angle. +	StraightChordAngle = ChordAngle(4) + +	// maxLength2 is the square of the maximum length allowed in a ChordAngle. +	maxLength2 = 4.0 +) + +// ChordAngleFromAngle returns a ChordAngle from the given Angle. +func ChordAngleFromAngle(a Angle) ChordAngle { +	if a < 0 { +		return NegativeChordAngle +	} +	if a.isInf() { +		return InfChordAngle() +	} +	l := 2 * math.Sin(0.5*math.Min(math.Pi, a.Radians())) +	return ChordAngle(l * l) +} + +// ChordAngleFromSquaredLength returns a ChordAngle from the squared chord length. +// Note that the argument is automatically clamped to a maximum of 4 to +// handle possible roundoff errors. The argument must be non-negative. +func ChordAngleFromSquaredLength(length2 float64) ChordAngle { +	if length2 > maxLength2 { +		return StraightChordAngle +	} +	return ChordAngle(length2) +} + +// Expanded returns a new ChordAngle that has been adjusted by the given error +// bound (which can be positive or negative). Error should be the value +// returned by either MaxPointError or MaxAngleError. For example: +//    a := ChordAngleFromPoints(x, y) +//    a1 := a.Expanded(a.MaxPointError()) +func (c ChordAngle) Expanded(e float64) ChordAngle { +	// If the angle is special, don't change it. Otherwise clamp it to the valid range. +	if c.isSpecial() { +		return c +	} +	return ChordAngle(math.Max(0.0, math.Min(maxLength2, float64(c)+e))) +} + +// Angle converts this ChordAngle to an Angle. +func (c ChordAngle) Angle() Angle { +	if c < 0 { +		return -1 * Radian +	} +	if c.isInf() { +		return InfAngle() +	} +	return Angle(2 * math.Asin(0.5*math.Sqrt(float64(c)))) +} + +// InfChordAngle returns a chord angle larger than any finite chord angle. +// The only valid operations on an InfChordAngle are comparisons, Angle +// conversions, and Successor/Predecessor. +func InfChordAngle() ChordAngle { +	return ChordAngle(math.Inf(1)) +} + +// isInf reports whether this ChordAngle is infinite. +func (c ChordAngle) isInf() bool { +	return math.IsInf(float64(c), 1) +} + +// isSpecial reports whether this ChordAngle is one of the special cases. +func (c ChordAngle) isSpecial() bool { +	return c < 0 || c.isInf() +} + +// isValid reports whether this ChordAngle is valid or not. +func (c ChordAngle) isValid() bool { +	return (c >= 0 && c <= maxLength2) || c.isSpecial() +} + +// Successor returns the smallest representable ChordAngle larger than this one. +// This can be used to convert a "<" comparison to a "<=" comparison. +// +// Note the following special cases: +//   NegativeChordAngle.Successor == 0 +//   StraightChordAngle.Successor == InfChordAngle +//   InfChordAngle.Successor == InfChordAngle +func (c ChordAngle) Successor() ChordAngle { +	if c >= maxLength2 { +		return InfChordAngle() +	} +	if c < 0 { +		return 0 +	} +	return ChordAngle(math.Nextafter(float64(c), 10.0)) +} + +// Predecessor returns the largest representable ChordAngle less than this one. +// +// Note the following special cases: +//   InfChordAngle.Predecessor == StraightChordAngle +//   ChordAngle(0).Predecessor == NegativeChordAngle +//   NegativeChordAngle.Predecessor == NegativeChordAngle +func (c ChordAngle) Predecessor() ChordAngle { +	if c <= 0 { +		return NegativeChordAngle +	} +	if c > maxLength2 { +		return StraightChordAngle +	} + +	return ChordAngle(math.Nextafter(float64(c), -10.0)) +} + +// MaxPointError returns the maximum error size for a ChordAngle constructed +// from 2 Points x and y, assuming that x and y are normalized to within the +// bounds guaranteed by s2.Point.Normalize. The error is defined with respect to +// the true distance after the points are projected to lie exactly on the sphere. +func (c ChordAngle) MaxPointError() float64 { +	// There is a relative error of (2.5*dblEpsilon) when computing the squared +	// distance, plus a relative error of 2 * dblEpsilon, plus an absolute error +	// of (16 * dblEpsilon**2) because the lengths of the input points may differ +	// from 1 by up to (2*dblEpsilon) each. (This is the maximum error in Normalize). +	return 4.5*dblEpsilon*float64(c) + 16*dblEpsilon*dblEpsilon +} + +// MaxAngleError returns the maximum error for a ChordAngle constructed +// as an Angle distance. +func (c ChordAngle) MaxAngleError() float64 { +	return dblEpsilon * float64(c) +} + +// Add adds the other ChordAngle to this one and returns the resulting value. +// This method assumes the ChordAngles are not special. +func (c ChordAngle) Add(other ChordAngle) ChordAngle { +	// Note that this method (and Sub) is much more efficient than converting +	// the ChordAngle to an Angle and adding those and converting back. It +	// requires only one square root plus a few additions and multiplications. + +	// Optimization for the common case where b is an error tolerance +	// parameter that happens to be set to zero. +	if other == 0 { +		return c +	} + +	// Clamp the angle sum to at most 180 degrees. +	if c+other >= maxLength2 { +		return StraightChordAngle +	} + +	// Let a and b be the (non-squared) chord lengths, and let c = a+b. +	// Let A, B, and C be the corresponding half-angles (a = 2*sin(A), etc). +	// Then the formula below can be derived from c = 2 * sin(A+B) and the +	// relationships   sin(A+B) = sin(A)*cos(B) + sin(B)*cos(A) +	//                 cos(X) = sqrt(1 - sin^2(X)) +	x := float64(c * (1 - 0.25*other)) +	y := float64(other * (1 - 0.25*c)) +	return ChordAngle(math.Min(maxLength2, x+y+2*math.Sqrt(x*y))) +} + +// Sub subtracts the other ChordAngle from this one and returns the resulting +// value. This method assumes the ChordAngles are not special. +func (c ChordAngle) Sub(other ChordAngle) ChordAngle { +	if other == 0 { +		return c +	} +	if c <= other { +		return 0 +	} +	x := float64(c * (1 - 0.25*other)) +	y := float64(other * (1 - 0.25*c)) +	return ChordAngle(math.Max(0.0, x+y-2*math.Sqrt(x*y))) +} + +// Sin returns the sine of this chord angle. This method is more efficient +// than converting to Angle and performing the computation. +func (c ChordAngle) Sin() float64 { +	return math.Sqrt(c.Sin2()) +} + +// Sin2 returns the square of the sine of this chord angle. +// It is more efficient than Sin. +func (c ChordAngle) Sin2() float64 { +	// Let a be the (non-squared) chord length, and let A be the corresponding +	// half-angle (a = 2*sin(A)). The formula below can be derived from: +	//   sin(2*A) = 2 * sin(A) * cos(A) +	//   cos^2(A) = 1 - sin^2(A) +	// This is much faster than converting to an angle and computing its sine. +	return float64(c * (1 - 0.25*c)) +} + +// Cos returns the cosine of this chord angle. This method is more efficient +// than converting to Angle and performing the computation. +func (c ChordAngle) Cos() float64 { +	// cos(2*A) = cos^2(A) - sin^2(A) = 1 - 2*sin^2(A) +	return float64(1 - 0.5*c) +} + +// Tan returns the tangent of this chord angle. +func (c ChordAngle) Tan() float64 { +	return c.Sin() / c.Cos() +} + +// TODO(roberts): Differences from C++: +//   Helpers to/from E5/E6/E7 +//   Helpers to/from degrees and radians directly. +//   FastUpperBoundFrom(angle Angle) diff --git a/vendor/github.com/golang/geo/s1/doc.go b/vendor/github.com/golang/geo/s1/doc.go new file mode 100644 index 000000000..52a2c526d --- /dev/null +++ b/vendor/github.com/golang/geo/s1/doc.go @@ -0,0 +1,20 @@ +// Copyright 2014 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 s1 implements types and functions for working with geometry in S¹ (circular geometry). + +See ../s2 for a more detailed overview. +*/ +package s1 diff --git a/vendor/github.com/golang/geo/s1/interval.go b/vendor/github.com/golang/geo/s1/interval.go new file mode 100644 index 000000000..6fea5221f --- /dev/null +++ b/vendor/github.com/golang/geo/s1/interval.go @@ -0,0 +1,462 @@ +// Copyright 2014 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 s1 + +import ( +	"math" +	"strconv" +) + +// An Interval represents a closed interval on a unit circle (also known +// as a 1-dimensional sphere). It is capable of representing the empty +// interval (containing no points), the full interval (containing all +// points), and zero-length intervals (containing a single point). +// +// Points are represented by the angle they make with the positive x-axis in +// the range [-π, π]. An interval is represented by its lower and upper +// bounds (both inclusive, since the interval is closed). The lower bound may +// be greater than the upper bound, in which case the interval is "inverted" +// (i.e. it passes through the point (-1, 0)). +// +// The point (-1, 0) has two valid representations, π and -π. The +// normalized representation of this point is π, so that endpoints +// of normal intervals are in the range (-π, π]. We normalize the latter to +// the former in IntervalFromEndpoints. However, we take advantage of the point +// -π to construct two special intervals: +//   The full interval is [-π, π] +//   The empty interval is [π, -π]. +// +// Treat the exported fields as read-only. +type Interval struct { +	Lo, Hi float64 +} + +// IntervalFromEndpoints constructs a new interval from endpoints. +// Both arguments must be in the range [-π,π]. This function allows inverted intervals +// to be created. +func IntervalFromEndpoints(lo, hi float64) Interval { +	i := Interval{lo, hi} +	if lo == -math.Pi && hi != math.Pi { +		i.Lo = math.Pi +	} +	if hi == -math.Pi && lo != math.Pi { +		i.Hi = math.Pi +	} +	return i +} + +// IntervalFromPointPair returns the minimal interval containing the two given points. +// Both arguments must be in [-π,π]. +func IntervalFromPointPair(a, b float64) Interval { +	if a == -math.Pi { +		a = math.Pi +	} +	if b == -math.Pi { +		b = math.Pi +	} +	if positiveDistance(a, b) <= math.Pi { +		return Interval{a, b} +	} +	return Interval{b, a} +} + +// EmptyInterval returns an empty interval. +func EmptyInterval() Interval { return Interval{math.Pi, -math.Pi} } + +// FullInterval returns a full interval. +func FullInterval() Interval { return Interval{-math.Pi, math.Pi} } + +// IsValid reports whether the interval is valid. +func (i Interval) IsValid() bool { +	return (math.Abs(i.Lo) <= math.Pi && math.Abs(i.Hi) <= math.Pi && +		!(i.Lo == -math.Pi && i.Hi != math.Pi) && +		!(i.Hi == -math.Pi && i.Lo != math.Pi)) +} + +// IsFull reports whether the interval is full. +func (i Interval) IsFull() bool { return i.Lo == -math.Pi && i.Hi == math.Pi } + +// IsEmpty reports whether the interval is empty. +func (i Interval) IsEmpty() bool { return i.Lo == math.Pi && i.Hi == -math.Pi } + +// IsInverted reports whether the interval is inverted; that is, whether Lo > Hi. +func (i Interval) IsInverted() bool { return i.Lo > i.Hi } + +// Invert returns the interval with endpoints swapped. +func (i Interval) Invert() Interval { +	return Interval{i.Hi, i.Lo} +} + +// Center returns the midpoint of the interval. +// It is undefined for full and empty intervals. +func (i Interval) Center() float64 { +	c := 0.5 * (i.Lo + i.Hi) +	if !i.IsInverted() { +		return c +	} +	if c <= 0 { +		return c + math.Pi +	} +	return c - math.Pi +} + +// Length returns the length of the interval. +// The length of an empty interval is negative. +func (i Interval) Length() float64 { +	l := i.Hi - i.Lo +	if l >= 0 { +		return l +	} +	l += 2 * math.Pi +	if l > 0 { +		return l +	} +	return -1 +} + +// Assumes p ∈ (-π,π]. +func (i Interval) fastContains(p float64) bool { +	if i.IsInverted() { +		return (p >= i.Lo || p <= i.Hi) && !i.IsEmpty() +	} +	return p >= i.Lo && p <= i.Hi +} + +// Contains returns true iff the interval contains p. +// Assumes p ∈ [-π,π]. +func (i Interval) Contains(p float64) bool { +	if p == -math.Pi { +		p = math.Pi +	} +	return i.fastContains(p) +} + +// ContainsInterval returns true iff the interval contains oi. +func (i Interval) ContainsInterval(oi Interval) bool { +	if i.IsInverted() { +		if oi.IsInverted() { +			return oi.Lo >= i.Lo && oi.Hi <= i.Hi +		} +		return (oi.Lo >= i.Lo || oi.Hi <= i.Hi) && !i.IsEmpty() +	} +	if oi.IsInverted() { +		return i.IsFull() || oi.IsEmpty() +	} +	return oi.Lo >= i.Lo && oi.Hi <= i.Hi +} + +// InteriorContains returns true iff the interior of the interval contains p. +// Assumes p ∈ [-π,π]. +func (i Interval) InteriorContains(p float64) bool { +	if p == -math.Pi { +		p = math.Pi +	} +	if i.IsInverted() { +		return p > i.Lo || p < i.Hi +	} +	return (p > i.Lo && p < i.Hi) || i.IsFull() +} + +// InteriorContainsInterval returns true iff the interior of the interval contains oi. +func (i Interval) InteriorContainsInterval(oi Interval) bool { +	if i.IsInverted() { +		if oi.IsInverted() { +			return (oi.Lo > i.Lo && oi.Hi < i.Hi) || oi.IsEmpty() +		} +		return oi.Lo > i.Lo || oi.Hi < i.Hi +	} +	if oi.IsInverted() { +		return i.IsFull() || oi.IsEmpty() +	} +	return (oi.Lo > i.Lo && oi.Hi < i.Hi) || i.IsFull() +} + +// Intersects returns true iff the interval contains any points in common with oi. +func (i Interval) Intersects(oi Interval) bool { +	if i.IsEmpty() || oi.IsEmpty() { +		return false +	} +	if i.IsInverted() { +		return oi.IsInverted() || oi.Lo <= i.Hi || oi.Hi >= i.Lo +	} +	if oi.IsInverted() { +		return oi.Lo <= i.Hi || oi.Hi >= i.Lo +	} +	return oi.Lo <= i.Hi && oi.Hi >= i.Lo +} + +// InteriorIntersects returns true iff the interior of the interval contains any points in common with oi, including the latter's boundary. +func (i Interval) InteriorIntersects(oi Interval) bool { +	if i.IsEmpty() || oi.IsEmpty() || i.Lo == i.Hi { +		return false +	} +	if i.IsInverted() { +		return oi.IsInverted() || oi.Lo < i.Hi || oi.Hi > i.Lo +	} +	if oi.IsInverted() { +		return oi.Lo < i.Hi || oi.Hi > i.Lo +	} +	return (oi.Lo < i.Hi && oi.Hi > i.Lo) || i.IsFull() +} + +// Compute distance from a to b in [0,2π], in a numerically stable way. +func positiveDistance(a, b float64) float64 { +	d := b - a +	if d >= 0 { +		return d +	} +	return (b + math.Pi) - (a - math.Pi) +} + +// Union returns the smallest interval that contains both the interval and oi. +func (i Interval) Union(oi Interval) Interval { +	if oi.IsEmpty() { +		return i +	} +	if i.fastContains(oi.Lo) { +		if i.fastContains(oi.Hi) { +			// Either oi ⊂ i, or i ∪ oi is the full interval. +			if i.ContainsInterval(oi) { +				return i +			} +			return FullInterval() +		} +		return Interval{i.Lo, oi.Hi} +	} +	if i.fastContains(oi.Hi) { +		return Interval{oi.Lo, i.Hi} +	} + +	// Neither endpoint of oi is in i. Either i ⊂ oi, or i and oi are disjoint. +	if i.IsEmpty() || oi.fastContains(i.Lo) { +		return oi +	} + +	// This is the only hard case where we need to find the closest pair of endpoints. +	if positiveDistance(oi.Hi, i.Lo) < positiveDistance(i.Hi, oi.Lo) { +		return Interval{oi.Lo, i.Hi} +	} +	return Interval{i.Lo, oi.Hi} +} + +// Intersection returns the smallest interval that contains the intersection of the interval and oi. +func (i Interval) Intersection(oi Interval) Interval { +	if oi.IsEmpty() { +		return EmptyInterval() +	} +	if i.fastContains(oi.Lo) { +		if i.fastContains(oi.Hi) { +			// Either oi ⊂ i, or i and oi intersect twice. Neither are empty. +			// In the first case we want to return i (which is shorter than oi). +			// In the second case one of them is inverted, and the smallest interval +			// that covers the two disjoint pieces is the shorter of i and oi. +			// We thus want to pick the shorter of i and oi in both cases. +			if oi.Length() < i.Length() { +				return oi +			} +			return i +		} +		return Interval{oi.Lo, i.Hi} +	} +	if i.fastContains(oi.Hi) { +		return Interval{i.Lo, oi.Hi} +	} + +	// Neither endpoint of oi is in i. Either i ⊂ oi, or i and oi are disjoint. +	if oi.fastContains(i.Lo) { +		return i +	} +	return EmptyInterval() +} + +// AddPoint returns the interval expanded by the minimum amount necessary such +// that it contains the given point "p" (an angle in the range [-π, π]). +func (i Interval) AddPoint(p float64) Interval { +	if math.Abs(p) > math.Pi { +		return i +	} +	if p == -math.Pi { +		p = math.Pi +	} +	if i.fastContains(p) { +		return i +	} +	if i.IsEmpty() { +		return Interval{p, p} +	} +	if positiveDistance(p, i.Lo) < positiveDistance(i.Hi, p) { +		return Interval{p, i.Hi} +	} +	return Interval{i.Lo, p} +} + +// Define the maximum rounding error for arithmetic operations. Depending on the +// platform the mantissa precision may be different than others, so we choose to +// use specific values to be consistent across all. +// The values come from the C++ implementation. +var ( +	// epsilon is a small number that represents a reasonable level of noise between two +	// values that can be considered to be equal. +	epsilon = 1e-15 +	// dblEpsilon is a smaller number for values that require more precision. +	dblEpsilon = 2.220446049e-16 +) + +// Expanded returns an interval that has been expanded on each side by margin. +// If margin is negative, then the function shrinks the interval on +// each side by margin instead. The resulting interval may be empty or +// full. Any expansion (positive or negative) of a full interval remains +// full, and any expansion of an empty interval remains empty. +func (i Interval) Expanded(margin float64) Interval { +	if margin >= 0 { +		if i.IsEmpty() { +			return i +		} +		// Check whether this interval will be full after expansion, allowing +		// for a rounding error when computing each endpoint. +		if i.Length()+2*margin+2*dblEpsilon >= 2*math.Pi { +			return FullInterval() +		} +	} else { +		if i.IsFull() { +			return i +		} +		// Check whether this interval will be empty after expansion, allowing +		// for a rounding error when computing each endpoint. +		if i.Length()+2*margin-2*dblEpsilon <= 0 { +			return EmptyInterval() +		} +	} +	result := IntervalFromEndpoints( +		math.Remainder(i.Lo-margin, 2*math.Pi), +		math.Remainder(i.Hi+margin, 2*math.Pi), +	) +	if result.Lo <= -math.Pi { +		result.Lo = math.Pi +	} +	return result +} + +// ApproxEqual reports whether this interval can be transformed into the given +// interval by moving each endpoint by at most ε, without the +// endpoints crossing (which would invert the interval). Empty and full +// intervals are considered to start at an arbitrary point on the unit circle, +// so any interval with (length <= 2*ε) matches the empty interval, and +// any interval with (length >= 2*π - 2*ε) matches the full interval. +func (i Interval) ApproxEqual(other Interval) bool { +	// Full and empty intervals require special cases because the endpoints +	// are considered to be positioned arbitrarily. +	if i.IsEmpty() { +		return other.Length() <= 2*epsilon +	} +	if other.IsEmpty() { +		return i.Length() <= 2*epsilon +	} +	if i.IsFull() { +		return other.Length() >= 2*(math.Pi-epsilon) +	} +	if other.IsFull() { +		return i.Length() >= 2*(math.Pi-epsilon) +	} + +	// The purpose of the last test below is to verify that moving the endpoints +	// does not invert the interval, e.g. [-1e20, 1e20] vs. [1e20, -1e20]. +	return (math.Abs(math.Remainder(other.Lo-i.Lo, 2*math.Pi)) <= epsilon && +		math.Abs(math.Remainder(other.Hi-i.Hi, 2*math.Pi)) <= epsilon && +		math.Abs(i.Length()-other.Length()) <= 2*epsilon) + +} + +func (i Interval) String() string { +	// like "[%.7f, %.7f]" +	return "[" + strconv.FormatFloat(i.Lo, 'f', 7, 64) + ", " + strconv.FormatFloat(i.Hi, 'f', 7, 64) + "]" +} + +// Complement returns the complement of the interior of the interval. An interval and +// its complement have the same boundary but do not share any interior +// values. The complement operator is not a bijection, since the complement +// of a singleton interval (containing a single value) is the same as the +// complement of an empty interval. +func (i Interval) Complement() Interval { +	if i.Lo == i.Hi { +		// Singleton. The interval just contains a single point. +		return FullInterval() +	} +	// Handles empty and full. +	return Interval{i.Hi, i.Lo} +} + +// ComplementCenter returns the midpoint of the complement of the interval. For full and empty +// intervals, the result is arbitrary. For a singleton interval (containing a +// single point), the result is its antipodal point on S1. +func (i Interval) ComplementCenter() float64 { +	if i.Lo != i.Hi { +		return i.Complement().Center() +	} +	// Singleton. The interval just contains a single point. +	if i.Hi <= 0 { +		return i.Hi + math.Pi +	} +	return i.Hi - math.Pi +} + +// DirectedHausdorffDistance returns the Hausdorff distance to the given interval. +// For two intervals i and y, this distance is defined by +//     h(i, y) = max_{p in i} min_{q in y} d(p, q), +// where d(.,.) is measured along S1. +func (i Interval) DirectedHausdorffDistance(y Interval) Angle { +	if y.ContainsInterval(i) { +		return 0 // This includes the case i is empty. +	} +	if y.IsEmpty() { +		return Angle(math.Pi) // maximum possible distance on s1. +	} +	yComplementCenter := y.ComplementCenter() +	if i.Contains(yComplementCenter) { +		return Angle(positiveDistance(y.Hi, yComplementCenter)) +	} + +	// The Hausdorff distance is realized by either two i.Hi endpoints or two +	// i.Lo endpoints, whichever is farther apart. +	hiHi := 0.0 +	if IntervalFromEndpoints(y.Hi, yComplementCenter).Contains(i.Hi) { +		hiHi = positiveDistance(y.Hi, i.Hi) +	} + +	loLo := 0.0 +	if IntervalFromEndpoints(yComplementCenter, y.Lo).Contains(i.Lo) { +		loLo = positiveDistance(i.Lo, y.Lo) +	} + +	return Angle(math.Max(hiHi, loLo)) +} + +// Project returns the closest point in the interval to the given point p. +// The interval must be non-empty. +func (i Interval) Project(p float64) float64 { +	if p == -math.Pi { +		p = math.Pi +	} +	if i.fastContains(p) { +		return p +	} +	// Compute distance from p to each endpoint. +	dlo := positiveDistance(p, i.Lo) +	dhi := positiveDistance(i.Hi, p) +	if dlo < dhi { +		return i.Lo +	} +	return i.Hi +} diff --git a/vendor/github.com/golang/geo/s2/bits_go18.go b/vendor/github.com/golang/geo/s2/bits_go18.go new file mode 100644 index 000000000..10a674da5 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/bits_go18.go @@ -0,0 +1,53 @@ +// Copyright 2018 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. + +// +build !go1.9 + +package s2 + +// This file is for the bit manipulation code pre-Go 1.9. + +// findMSBSetNonZero64 returns the index (between 0 and 63) of the most +// significant set bit. Passing zero to this function returns zero. +func findMSBSetNonZero64(x uint64) int { +	val := []uint64{0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000, 0xFFFFFFFF00000000} +	shift := []uint64{1, 2, 4, 8, 16, 32} +	var msbPos uint64 +	for i := 5; i >= 0; i-- { +		if x&val[i] != 0 { +			x >>= shift[i] +			msbPos |= shift[i] +		} +	} +	return int(msbPos) +} + +const deBruijn64 = 0x03f79d71b4ca8b09 +const digitMask = uint64(1<<64 - 1) + +var deBruijn64Lookup = []byte{ +	0, 1, 56, 2, 57, 49, 28, 3, 61, 58, 42, 50, 38, 29, 17, 4, +	62, 47, 59, 36, 45, 43, 51, 22, 53, 39, 33, 30, 24, 18, 12, 5, +	63, 55, 48, 27, 60, 41, 37, 16, 46, 35, 44, 21, 52, 32, 23, 11, +	54, 26, 40, 15, 34, 20, 31, 10, 25, 14, 19, 9, 13, 8, 7, 6, +} + +// findLSBSetNonZero64 returns the index (between 0 and 63) of the least +// significant set bit. Passing zero to this function returns zero. +// +// This code comes from trailingZeroBits in https://golang.org/src/math/big/nat.go +// which references (Knuth, volume 4, section 7.3.1). +func findLSBSetNonZero64(x uint64) int { +	return int(deBruijn64Lookup[((x&-x)*(deBruijn64&digitMask))>>58]) +} diff --git a/vendor/github.com/golang/geo/s2/bits_go19.go b/vendor/github.com/golang/geo/s2/bits_go19.go new file mode 100644 index 000000000..9532b377d --- /dev/null +++ b/vendor/github.com/golang/geo/s2/bits_go19.go @@ -0,0 +1,39 @@ +// Copyright 2018 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. + +// +build go1.9 + +package s2 + +// This file is for the bit manipulation code post-Go 1.9. + +import "math/bits" + +// findMSBSetNonZero64 returns the index (between 0 and 63) of the most +// significant set bit. Passing zero to this function return zero. +func findMSBSetNonZero64(x uint64) int { +	if x == 0 { +		return 0 +	} +	return 63 - bits.LeadingZeros64(x) +} + +// findLSBSetNonZero64 returns the index (between 0 and 63) of the least +// significant set bit. Passing zero to this function return zero. +func findLSBSetNonZero64(x uint64) int { +	if x == 0 { +		return 0 +	} +	return bits.TrailingZeros64(x) +} diff --git a/vendor/github.com/golang/geo/s2/cap.go b/vendor/github.com/golang/geo/s2/cap.go new file mode 100644 index 000000000..c4fb2e1e0 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/cap.go @@ -0,0 +1,519 @@ +// Copyright 2014 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 ( +	"fmt" +	"io" +	"math" + +	"github.com/golang/geo/r1" +	"github.com/golang/geo/s1" +) + +var ( +	// centerPoint is the default center for Caps +	centerPoint = PointFromCoords(1.0, 0, 0) +) + +// Cap represents a disc-shaped region defined by a center and radius. +// Technically this shape is called a "spherical cap" (rather than disc) +// because it is not planar; the cap represents a portion of the sphere that +// has been cut off by a plane. The boundary of the cap is the circle defined +// by the intersection of the sphere and the plane. For containment purposes, +// the cap is a closed set, i.e. it contains its boundary. +// +// For the most part, you can use a spherical cap wherever you would use a +// disc in planar geometry. The radius of the cap is measured along the +// surface of the sphere (rather than the straight-line distance through the +// interior). Thus a cap of radius π/2 is a hemisphere, and a cap of radius +// π covers the entire sphere. +// +// The center is a point on the surface of the unit sphere. (Hence the need for +// it to be of unit length.) +// +// A cap can also be defined by its center point and height. The height is the +// distance from the center point to the cutoff plane. There is also support for +// "empty" and "full" caps, which contain no points and all points respectively. +// +// Here are some useful relationships between the cap height (h), the cap +// radius (r), the maximum chord length from the cap's center (d), and the +// radius of cap's base (a). +// +//     h = 1 - cos(r) +//       = 2 * sin^2(r/2) +//   d^2 = 2 * h +//       = a^2 + h^2 +// +// The zero value of Cap is an invalid cap. Use EmptyCap to get a valid empty cap. +type Cap struct { +	center Point +	radius s1.ChordAngle +} + +// CapFromPoint constructs a cap containing a single point. +func CapFromPoint(p Point) Cap { +	return CapFromCenterChordAngle(p, 0) +} + +// CapFromCenterAngle constructs a cap with the given center and angle. +func CapFromCenterAngle(center Point, angle s1.Angle) Cap { +	return CapFromCenterChordAngle(center, s1.ChordAngleFromAngle(angle)) +} + +// CapFromCenterChordAngle constructs a cap where the angle is expressed as an +// s1.ChordAngle. This constructor is more efficient than using an s1.Angle. +func CapFromCenterChordAngle(center Point, radius s1.ChordAngle) Cap { +	return Cap{ +		center: center, +		radius: radius, +	} +} + +// CapFromCenterHeight constructs a cap with the given center and height. A +// negative height yields an empty cap; a height of 2 or more yields a full cap. +// The center should be unit length. +func CapFromCenterHeight(center Point, height float64) Cap { +	return CapFromCenterChordAngle(center, s1.ChordAngleFromSquaredLength(2*height)) +} + +// CapFromCenterArea constructs a cap with the given center and surface area. +// Note that the area can also be interpreted as the solid angle subtended by the +// cap (because the sphere has unit radius). A negative area yields an empty cap; +// an area of 4*π or more yields a full cap. +func CapFromCenterArea(center Point, area float64) Cap { +	return CapFromCenterChordAngle(center, s1.ChordAngleFromSquaredLength(area/math.Pi)) +} + +// EmptyCap returns a cap that contains no points. +func EmptyCap() Cap { +	return CapFromCenterChordAngle(centerPoint, s1.NegativeChordAngle) +} + +// FullCap returns a cap that contains all points. +func FullCap() Cap { +	return CapFromCenterChordAngle(centerPoint, s1.StraightChordAngle) +} + +// IsValid reports whether the Cap is considered valid. +func (c Cap) IsValid() bool { +	return c.center.Vector.IsUnit() && c.radius <= s1.StraightChordAngle +} + +// IsEmpty reports whether the cap is empty, i.e. it contains no points. +func (c Cap) IsEmpty() bool { +	return c.radius < 0 +} + +// IsFull reports whether the cap is full, i.e. it contains all points. +func (c Cap) IsFull() bool { +	return c.radius == s1.StraightChordAngle +} + +// Center returns the cap's center point. +func (c Cap) Center() Point { +	return c.center +} + +// Height returns the height of the cap. This is the distance from the center +// point to the cutoff plane. +func (c Cap) Height() float64 { +	return float64(0.5 * c.radius) +} + +// Radius returns the cap radius as an s1.Angle. (Note that the cap angle +// is stored internally as a ChordAngle, so this method requires a trigonometric +// operation and may yield a slightly different result than the value passed +// to CapFromCenterAngle). +func (c Cap) Radius() s1.Angle { +	return c.radius.Angle() +} + +// Area returns the surface area of the Cap on the unit sphere. +func (c Cap) Area() float64 { +	return 2.0 * math.Pi * math.Max(0, c.Height()) +} + +// Contains reports whether this cap contains the other. +func (c Cap) Contains(other Cap) bool { +	// In a set containment sense, every cap contains the empty cap. +	if c.IsFull() || other.IsEmpty() { +		return true +	} +	return c.radius >= ChordAngleBetweenPoints(c.center, other.center).Add(other.radius) +} + +// Intersects reports whether this cap intersects the other cap. +// i.e. whether they have any points in common. +func (c Cap) Intersects(other Cap) bool { +	if c.IsEmpty() || other.IsEmpty() { +		return false +	} + +	return c.radius.Add(other.radius) >= ChordAngleBetweenPoints(c.center, other.center) +} + +// InteriorIntersects reports whether this caps interior intersects the other cap. +func (c Cap) InteriorIntersects(other Cap) bool { +	// Make sure this cap has an interior and the other cap is non-empty. +	if c.radius <= 0 || other.IsEmpty() { +		return false +	} + +	return c.radius.Add(other.radius) > ChordAngleBetweenPoints(c.center, other.center) +} + +// ContainsPoint reports whether this cap contains the point. +func (c Cap) ContainsPoint(p Point) bool { +	return ChordAngleBetweenPoints(c.center, p) <= c.radius +} + +// InteriorContainsPoint reports whether the point is within the interior of this cap. +func (c Cap) InteriorContainsPoint(p Point) bool { +	return c.IsFull() || ChordAngleBetweenPoints(c.center, p) < c.radius +} + +// Complement returns the complement of the interior of the cap. A cap and its +// complement have the same boundary but do not share any interior points. +// The complement operator is not a bijection because the complement of a +// singleton cap (containing a single point) is the same as the complement +// of an empty cap. +func (c Cap) Complement() Cap { +	if c.IsFull() { +		return EmptyCap() +	} +	if c.IsEmpty() { +		return FullCap() +	} + +	return CapFromCenterChordAngle(Point{c.center.Mul(-1)}, s1.StraightChordAngle.Sub(c.radius)) +} + +// CapBound returns a bounding spherical cap. This is not guaranteed to be exact. +func (c Cap) CapBound() Cap { +	return c +} + +// RectBound returns a bounding latitude-longitude rectangle. +// The bounds are not guaranteed to be tight. +func (c Cap) RectBound() Rect { +	if c.IsEmpty() { +		return EmptyRect() +	} + +	capAngle := c.Radius().Radians() +	allLongitudes := false +	lat := r1.Interval{ +		Lo: latitude(c.center).Radians() - capAngle, +		Hi: latitude(c.center).Radians() + capAngle, +	} +	lng := s1.FullInterval() + +	// Check whether cap includes the south pole. +	if lat.Lo <= -math.Pi/2 { +		lat.Lo = -math.Pi / 2 +		allLongitudes = true +	} + +	// Check whether cap includes the north pole. +	if lat.Hi >= math.Pi/2 { +		lat.Hi = math.Pi / 2 +		allLongitudes = true +	} + +	if !allLongitudes { +		// Compute the range of longitudes covered by the cap. We use the law +		// of sines for spherical triangles. Consider the triangle ABC where +		// A is the north pole, B is the center of the cap, and C is the point +		// of tangency between the cap boundary and a line of longitude. Then +		// C is a right angle, and letting a,b,c denote the sides opposite A,B,C, +		// we have sin(a)/sin(A) = sin(c)/sin(C), or sin(A) = sin(a)/sin(c). +		// Here "a" is the cap angle, and "c" is the colatitude (90 degrees +		// minus the latitude). This formula also works for negative latitudes. +		// +		// The formula for sin(a) follows from the relationship h = 1 - cos(a). +		sinA := c.radius.Sin() +		sinC := math.Cos(latitude(c.center).Radians()) +		if sinA <= sinC { +			angleA := math.Asin(sinA / sinC) +			lng.Lo = math.Remainder(longitude(c.center).Radians()-angleA, math.Pi*2) +			lng.Hi = math.Remainder(longitude(c.center).Radians()+angleA, math.Pi*2) +		} +	} +	return Rect{lat, lng} +} + +// Equal reports whether this cap is equal to the other cap. +func (c Cap) Equal(other Cap) bool { +	return (c.radius == other.radius && c.center == other.center) || +		(c.IsEmpty() && other.IsEmpty()) || +		(c.IsFull() && other.IsFull()) +} + +// ApproxEqual reports whether this cap is equal to the other cap within the given tolerance. +func (c Cap) ApproxEqual(other Cap) bool { +	const epsilon = 1e-14 +	r2 := float64(c.radius) +	otherR2 := float64(other.radius) +	return c.center.ApproxEqual(other.center) && +		math.Abs(r2-otherR2) <= epsilon || +		c.IsEmpty() && otherR2 <= epsilon || +		other.IsEmpty() && r2 <= epsilon || +		c.IsFull() && otherR2 >= 2-epsilon || +		other.IsFull() && r2 >= 2-epsilon +} + +// AddPoint increases the cap if necessary to include the given point. If this cap is empty, +// then the center is set to the point with a zero height. p must be unit-length. +func (c Cap) AddPoint(p Point) Cap { +	if c.IsEmpty() { +		c.center = p +		c.radius = 0 +		return c +	} + +	// After calling cap.AddPoint(p), cap.Contains(p) must be true. However +	// we don't need to do anything special to achieve this because Contains() +	// does exactly the same distance calculation that we do here. +	if newRad := ChordAngleBetweenPoints(c.center, p); newRad > c.radius { +		c.radius = newRad +	} +	return c +} + +// AddCap increases the cap height if necessary to include the other cap. If this cap is empty, +// it is set to the other cap. +func (c Cap) AddCap(other Cap) Cap { +	if c.IsEmpty() { +		return other +	} +	if other.IsEmpty() { +		return c +	} + +	// We round up the distance to ensure that the cap is actually contained. +	// TODO(roberts): Do some error analysis in order to guarantee this. +	dist := ChordAngleBetweenPoints(c.center, other.center).Add(other.radius) +	if newRad := dist.Expanded(dblEpsilon * float64(dist)); newRad > c.radius { +		c.radius = newRad +	} +	return c +} + +// Expanded returns a new cap expanded by the given angle. If the cap is empty, +// it returns an empty cap. +func (c Cap) Expanded(distance s1.Angle) Cap { +	if c.IsEmpty() { +		return EmptyCap() +	} +	return CapFromCenterChordAngle(c.center, c.radius.Add(s1.ChordAngleFromAngle(distance))) +} + +func (c Cap) String() string { +	return fmt.Sprintf("[Center=%v, Radius=%f]", c.center.Vector, c.Radius().Degrees()) +} + +// radiusToHeight converts an s1.Angle into the height of the cap. +func radiusToHeight(r s1.Angle) float64 { +	if r.Radians() < 0 { +		return float64(s1.NegativeChordAngle) +	} +	if r.Radians() >= math.Pi { +		return float64(s1.RightChordAngle) +	} +	return float64(0.5 * s1.ChordAngleFromAngle(r)) + +} + +// ContainsCell reports whether the cap contains the given cell. +func (c Cap) ContainsCell(cell Cell) bool { +	// If the cap does not contain all cell vertices, return false. +	var vertices [4]Point +	for k := 0; k < 4; k++ { +		vertices[k] = cell.Vertex(k) +		if !c.ContainsPoint(vertices[k]) { +			return false +		} +	} +	// Otherwise, return true if the complement of the cap does not intersect the cell. +	return !c.Complement().intersects(cell, vertices) +} + +// IntersectsCell reports whether the cap intersects the cell. +func (c Cap) IntersectsCell(cell Cell) bool { +	// If the cap contains any cell vertex, return true. +	var vertices [4]Point +	for k := 0; k < 4; k++ { +		vertices[k] = cell.Vertex(k) +		if c.ContainsPoint(vertices[k]) { +			return true +		} +	} +	return c.intersects(cell, vertices) +} + +// intersects reports whether the cap intersects any point of the cell excluding +// its vertices (which are assumed to already have been checked). +func (c Cap) intersects(cell Cell, vertices [4]Point) bool { +	// If the cap is a hemisphere or larger, the cell and the complement of the cap +	// are both convex. Therefore since no vertex of the cell is contained, no other +	// interior point of the cell is contained either. +	if c.radius >= s1.RightChordAngle { +		return false +	} + +	// We need to check for empty caps due to the center check just below. +	if c.IsEmpty() { +		return false +	} + +	// Optimization: return true if the cell contains the cap center. This allows half +	// of the edge checks below to be skipped. +	if cell.ContainsPoint(c.center) { +		return true +	} + +	// At this point we know that the cell does not contain the cap center, and the cap +	// does not contain any cell vertex. The only way that they can intersect is if the +	// cap intersects the interior of some edge. +	sin2Angle := c.radius.Sin2() +	for k := 0; k < 4; k++ { +		edge := cell.Edge(k).Vector +		dot := c.center.Vector.Dot(edge) +		if dot > 0 { +			// The center is in the interior half-space defined by the edge. We do not need +			// to consider these edges, since if the cap intersects this edge then it also +			// intersects the edge on the opposite side of the cell, because the center is +			// not contained with the cell. +			continue +		} + +		// The Norm2() factor is necessary because "edge" is not normalized. +		if dot*dot > sin2Angle*edge.Norm2() { +			return false +		} + +		// Otherwise, the great circle containing this edge intersects the interior of the cap. We just +		// need to check whether the point of closest approach occurs between the two edge endpoints. +		dir := edge.Cross(c.center.Vector) +		if dir.Dot(vertices[k].Vector) < 0 && dir.Dot(vertices[(k+1)&3].Vector) > 0 { +			return true +		} +	} +	return false +} + +// CellUnionBound computes a covering of the Cap. In general the covering +// consists of at most 4 cells except for very large caps, which may need +// up to 6 cells. The output is not sorted. +func (c Cap) CellUnionBound() []CellID { +	// TODO(roberts): The covering could be made quite a bit tighter by mapping +	// the cap to a rectangle in (i,j)-space and finding a covering for that. + +	// Find the maximum level such that the cap contains at most one cell vertex +	// and such that CellID.AppendVertexNeighbors() can be called. +	level := MinWidthMetric.MaxLevel(c.Radius().Radians()) - 1 + +	// If level < 0, more than three face cells are required. +	if level < 0 { +		cellIDs := make([]CellID, 6) +		for face := 0; face < 6; face++ { +			cellIDs[face] = CellIDFromFace(face) +		} +		return cellIDs +	} +	// The covering consists of the 4 cells at the given level that share the +	// cell vertex that is closest to the cap center. +	return cellIDFromPoint(c.center).VertexNeighbors(level) +} + +// Centroid returns the true centroid of the cap multiplied by its surface area +// The result lies on the ray from the origin through the cap's center, but it +// is not unit length. Note that if you just want the "surface centroid", i.e. +// the normalized result, then it is simpler to call Center. +// +// The reason for multiplying the result by the cap area is to make it +// easier to compute the centroid of more complicated shapes. The centroid +// of a union of disjoint regions can be computed simply by adding their +// Centroid() results. Caveat: for caps that contain a single point +// (i.e., zero radius), this method always returns the origin (0, 0, 0). +// This is because shapes with no area don't affect the centroid of a +// union whose total area is positive. +func (c Cap) Centroid() Point { +	// From symmetry, the centroid of the cap must be somewhere on the line +	// from the origin to the center of the cap on the surface of the sphere. +	// When a sphere is divided into slices of constant thickness by a set of +	// parallel planes, all slices have the same surface area. This implies +	// that the radial component of the centroid is simply the midpoint of the +	// range of radial distances spanned by the cap. That is easily computed +	// from the cap height. +	if c.IsEmpty() { +		return Point{} +	} +	r := 1 - 0.5*c.Height() +	return Point{c.center.Mul(r * c.Area())} +} + +// Union returns the smallest cap which encloses this cap and other. +func (c Cap) Union(other Cap) Cap { +	// If the other cap is larger, swap c and other for the rest of the computations. +	if c.radius < other.radius { +		c, other = other, c +	} + +	if c.IsFull() || other.IsEmpty() { +		return c +	} + +	// TODO: This calculation would be more efficient using s1.ChordAngles. +	cRadius := c.Radius() +	otherRadius := other.Radius() +	distance := c.center.Distance(other.center) +	if cRadius >= distance+otherRadius { +		return c +	} + +	resRadius := 0.5 * (distance + cRadius + otherRadius) +	resCenter := InterpolateAtDistance(0.5*(distance-cRadius+otherRadius), c.center, other.center) +	return CapFromCenterAngle(resCenter, resRadius) +} + +// Encode encodes the Cap. +func (c Cap) Encode(w io.Writer) error { +	e := &encoder{w: w} +	c.encode(e) +	return e.err +} + +func (c Cap) encode(e *encoder) { +	e.writeFloat64(c.center.X) +	e.writeFloat64(c.center.Y) +	e.writeFloat64(c.center.Z) +	e.writeFloat64(float64(c.radius)) +} + +// Decode decodes the Cap. +func (c *Cap) Decode(r io.Reader) error { +	d := &decoder{r: asByteReader(r)} +	c.decode(d) +	return d.err +} + +func (c *Cap) decode(d *decoder) { +	c.center.X = d.readFloat64() +	c.center.Y = d.readFloat64() +	c.center.Z = d.readFloat64() +	c.radius = s1.ChordAngle(d.readFloat64()) +} diff --git a/vendor/github.com/golang/geo/s2/cell.go b/vendor/github.com/golang/geo/s2/cell.go new file mode 100644 index 000000000..0a01a4f1f --- /dev/null +++ b/vendor/github.com/golang/geo/s2/cell.go @@ -0,0 +1,698 @@ +// Copyright 2014 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 ( +	"io" +	"math" + +	"github.com/golang/geo/r1" +	"github.com/golang/geo/r2" +	"github.com/golang/geo/r3" +	"github.com/golang/geo/s1" +) + +// Cell is an S2 region object that represents a cell. Unlike CellIDs, +// it supports efficient containment and intersection tests. However, it is +// also a more expensive representation. +type Cell struct { +	face        int8 +	level       int8 +	orientation int8 +	id          CellID +	uv          r2.Rect +} + +// CellFromCellID constructs a Cell corresponding to the given CellID. +func CellFromCellID(id CellID) Cell { +	c := Cell{} +	c.id = id +	f, i, j, o := c.id.faceIJOrientation() +	c.face = int8(f) +	c.level = int8(c.id.Level()) +	c.orientation = int8(o) +	c.uv = ijLevelToBoundUV(i, j, int(c.level)) +	return c +} + +// CellFromPoint constructs a cell for the given Point. +func CellFromPoint(p Point) Cell { +	return CellFromCellID(cellIDFromPoint(p)) +} + +// CellFromLatLng constructs a cell for the given LatLng. +func CellFromLatLng(ll LatLng) Cell { +	return CellFromCellID(CellIDFromLatLng(ll)) +} + +// Face returns the face this cell is on. +func (c Cell) Face() int { +	return int(c.face) +} + +// oppositeFace returns the face opposite the given face. +func oppositeFace(face int) int { +	return (face + 3) % 6 +} + +// Level returns the level of this cell. +func (c Cell) Level() int { +	return int(c.level) +} + +// ID returns the CellID this cell represents. +func (c Cell) ID() CellID { +	return c.id +} + +// IsLeaf returns whether this Cell is a leaf or not. +func (c Cell) IsLeaf() bool { +	return c.level == maxLevel +} + +// SizeIJ returns the edge length of this cell in (i,j)-space. +func (c Cell) SizeIJ() int { +	return sizeIJ(int(c.level)) +} + +// SizeST returns the edge length of this cell in (s,t)-space. +func (c Cell) SizeST() float64 { +	return c.id.sizeST(int(c.level)) +} + +// Vertex returns the k-th vertex of the cell (k = 0,1,2,3) in CCW order +// (lower left, lower right, upper right, upper left in the UV plane). +func (c Cell) Vertex(k int) Point { +	return Point{faceUVToXYZ(int(c.face), c.uv.Vertices()[k].X, c.uv.Vertices()[k].Y).Normalize()} +} + +// Edge returns the inward-facing normal of the great circle passing through +// the CCW ordered edge from vertex k to vertex k+1 (mod 4) (for k = 0,1,2,3). +func (c Cell) Edge(k int) Point { +	switch k { +	case 0: +		return Point{vNorm(int(c.face), c.uv.Y.Lo).Normalize()} // Bottom +	case 1: +		return Point{uNorm(int(c.face), c.uv.X.Hi).Normalize()} // Right +	case 2: +		return Point{vNorm(int(c.face), c.uv.Y.Hi).Mul(-1.0).Normalize()} // Top +	default: +		return Point{uNorm(int(c.face), c.uv.X.Lo).Mul(-1.0).Normalize()} // Left +	} +} + +// BoundUV returns the bounds of this cell in (u,v)-space. +func (c Cell) BoundUV() r2.Rect { +	return c.uv +} + +// Center returns the direction vector corresponding to the center in +// (s,t)-space of the given cell. This is the point at which the cell is +// divided into four subcells; it is not necessarily the centroid of the +// cell in (u,v)-space or (x,y,z)-space +func (c Cell) Center() Point { +	return Point{c.id.rawPoint().Normalize()} +} + +// Children returns the four direct children of this cell in traversal order +// and returns true. If this is a leaf cell, or the children could not be created, +// false is returned. +// The C++ method is called Subdivide. +func (c Cell) Children() ([4]Cell, bool) { +	var children [4]Cell + +	if c.id.IsLeaf() { +		return children, false +	} + +	// Compute the cell midpoint in uv-space. +	uvMid := c.id.centerUV() + +	// Create four children with the appropriate bounds. +	cid := c.id.ChildBegin() +	for pos := 0; pos < 4; pos++ { +		children[pos] = Cell{ +			face:        c.face, +			level:       c.level + 1, +			orientation: c.orientation ^ int8(posToOrientation[pos]), +			id:          cid, +		} + +		// We want to split the cell in half in u and v. To decide which +		// side to set equal to the midpoint value, we look at cell's (i,j) +		// position within its parent. The index for i is in bit 1 of ij. +		ij := posToIJ[c.orientation][pos] +		i := ij >> 1 +		j := ij & 1 +		if i == 1 { +			children[pos].uv.X.Hi = c.uv.X.Hi +			children[pos].uv.X.Lo = uvMid.X +		} else { +			children[pos].uv.X.Lo = c.uv.X.Lo +			children[pos].uv.X.Hi = uvMid.X +		} +		if j == 1 { +			children[pos].uv.Y.Hi = c.uv.Y.Hi +			children[pos].uv.Y.Lo = uvMid.Y +		} else { +			children[pos].uv.Y.Lo = c.uv.Y.Lo +			children[pos].uv.Y.Hi = uvMid.Y +		} +		cid = cid.Next() +	} +	return children, true +} + +// ExactArea returns the area of this cell as accurately as possible. +func (c Cell) ExactArea() float64 { +	v0, v1, v2, v3 := c.Vertex(0), c.Vertex(1), c.Vertex(2), c.Vertex(3) +	return PointArea(v0, v1, v2) + PointArea(v0, v2, v3) +} + +// ApproxArea returns the approximate area of this cell. This method is accurate +// to within 3% percent for all cell sizes and accurate to within 0.1% for cells +// at level 5 or higher (i.e. squares 350km to a side or smaller on the Earth's +// surface). It is moderately cheap to compute. +func (c Cell) ApproxArea() float64 { +	// All cells at the first two levels have the same area. +	if c.level < 2 { +		return c.AverageArea() +	} + +	// First, compute the approximate area of the cell when projected +	// perpendicular to its normal. The cross product of its diagonals gives +	// the normal, and the length of the normal is twice the projected area. +	flatArea := 0.5 * (c.Vertex(2).Sub(c.Vertex(0).Vector). +		Cross(c.Vertex(3).Sub(c.Vertex(1).Vector)).Norm()) + +	// Now, compensate for the curvature of the cell surface by pretending +	// that the cell is shaped like a spherical cap. The ratio of the +	// area of a spherical cap to the area of its projected disc turns out +	// to be 2 / (1 + sqrt(1 - r*r)) where r is the radius of the disc. +	// For example, when r=0 the ratio is 1, and when r=1 the ratio is 2. +	// Here we set Pi*r*r == flatArea to find the equivalent disc. +	return flatArea * 2 / (1 + math.Sqrt(1-math.Min(1/math.Pi*flatArea, 1))) +} + +// AverageArea returns the average area of cells at the level of this cell. +// This is accurate to within a factor of 1.7. +func (c Cell) AverageArea() float64 { +	return AvgAreaMetric.Value(int(c.level)) +} + +// IntersectsCell reports whether the intersection of this cell and the other cell is not nil. +func (c Cell) IntersectsCell(oc Cell) bool { +	return c.id.Intersects(oc.id) +} + +// ContainsCell reports whether this cell contains the other cell. +func (c Cell) ContainsCell(oc Cell) bool { +	return c.id.Contains(oc.id) +} + +// CellUnionBound computes a covering of the Cell. +func (c Cell) CellUnionBound() []CellID { +	return c.CapBound().CellUnionBound() +} + +// latitude returns the latitude of the cell vertex in radians given by (i,j), +// where i and j indicate the Hi (1) or Lo (0) corner. +func (c Cell) latitude(i, j int) float64 { +	var u, v float64 +	switch { +	case i == 0 && j == 0: +		u = c.uv.X.Lo +		v = c.uv.Y.Lo +	case i == 0 && j == 1: +		u = c.uv.X.Lo +		v = c.uv.Y.Hi +	case i == 1 && j == 0: +		u = c.uv.X.Hi +		v = c.uv.Y.Lo +	case i == 1 && j == 1: +		u = c.uv.X.Hi +		v = c.uv.Y.Hi +	default: +		panic("i and/or j is out of bounds") +	} +	return latitude(Point{faceUVToXYZ(int(c.face), u, v)}).Radians() +} + +// longitude returns the longitude of the cell vertex in radians given by (i,j), +// where i and j indicate the Hi (1) or Lo (0) corner. +func (c Cell) longitude(i, j int) float64 { +	var u, v float64 +	switch { +	case i == 0 && j == 0: +		u = c.uv.X.Lo +		v = c.uv.Y.Lo +	case i == 0 && j == 1: +		u = c.uv.X.Lo +		v = c.uv.Y.Hi +	case i == 1 && j == 0: +		u = c.uv.X.Hi +		v = c.uv.Y.Lo +	case i == 1 && j == 1: +		u = c.uv.X.Hi +		v = c.uv.Y.Hi +	default: +		panic("i and/or j is out of bounds") +	} +	return longitude(Point{faceUVToXYZ(int(c.face), u, v)}).Radians() +} + +var ( +	poleMinLat = math.Asin(math.Sqrt(1.0/3)) - 0.5*dblEpsilon +) + +// RectBound returns the bounding rectangle of this cell. +func (c Cell) RectBound() Rect { +	if c.level > 0 { +		// Except for cells at level 0, the latitude and longitude extremes are +		// attained at the vertices.  Furthermore, the latitude range is +		// determined by one pair of diagonally opposite vertices and the +		// longitude range is determined by the other pair. +		// +		// We first determine which corner (i,j) of the cell has the largest +		// absolute latitude.  To maximize latitude, we want to find the point in +		// the cell that has the largest absolute z-coordinate and the smallest +		// absolute x- and y-coordinates.  To do this we look at each coordinate +		// (u and v), and determine whether we want to minimize or maximize that +		// coordinate based on the axis direction and the cell's (u,v) quadrant. +		u := c.uv.X.Lo + c.uv.X.Hi +		v := c.uv.Y.Lo + c.uv.Y.Hi +		var i, j int +		if uAxis(int(c.face)).Z == 0 { +			if u < 0 { +				i = 1 +			} +		} else if u > 0 { +			i = 1 +		} +		if vAxis(int(c.face)).Z == 0 { +			if v < 0 { +				j = 1 +			} +		} else if v > 0 { +			j = 1 +		} +		lat := r1.IntervalFromPoint(c.latitude(i, j)).AddPoint(c.latitude(1-i, 1-j)) +		lng := s1.EmptyInterval().AddPoint(c.longitude(i, 1-j)).AddPoint(c.longitude(1-i, j)) + +		// We grow the bounds slightly to make sure that the bounding rectangle +		// contains LatLngFromPoint(P) for any point P inside the loop L defined by the +		// four *normalized* vertices.  Note that normalization of a vector can +		// change its direction by up to 0.5 * dblEpsilon radians, and it is not +		// enough just to add Normalize calls to the code above because the +		// latitude/longitude ranges are not necessarily determined by diagonally +		// opposite vertex pairs after normalization. +		// +		// We would like to bound the amount by which the latitude/longitude of a +		// contained point P can exceed the bounds computed above.  In the case of +		// longitude, the normalization error can change the direction of rounding +		// leading to a maximum difference in longitude of 2 * dblEpsilon.  In +		// the case of latitude, the normalization error can shift the latitude by +		// up to 0.5 * dblEpsilon and the other sources of error can cause the +		// two latitudes to differ by up to another 1.5 * dblEpsilon, which also +		// leads to a maximum difference of 2 * dblEpsilon. +		return Rect{lat, lng}.expanded(LatLng{s1.Angle(2 * dblEpsilon), s1.Angle(2 * dblEpsilon)}).PolarClosure() +	} + +	// The 4 cells around the equator extend to +/-45 degrees latitude at the +	// midpoints of their top and bottom edges.  The two cells covering the +	// poles extend down to +/-35.26 degrees at their vertices.  The maximum +	// error in this calculation is 0.5 * dblEpsilon. +	var bound Rect +	switch c.face { +	case 0: +		bound = Rect{r1.Interval{-math.Pi / 4, math.Pi / 4}, s1.Interval{-math.Pi / 4, math.Pi / 4}} +	case 1: +		bound = Rect{r1.Interval{-math.Pi / 4, math.Pi / 4}, s1.Interval{math.Pi / 4, 3 * math.Pi / 4}} +	case 2: +		bound = Rect{r1.Interval{poleMinLat, math.Pi / 2}, s1.FullInterval()} +	case 3: +		bound = Rect{r1.Interval{-math.Pi / 4, math.Pi / 4}, s1.Interval{3 * math.Pi / 4, -3 * math.Pi / 4}} +	case 4: +		bound = Rect{r1.Interval{-math.Pi / 4, math.Pi / 4}, s1.Interval{-3 * math.Pi / 4, -math.Pi / 4}} +	default: +		bound = Rect{r1.Interval{-math.Pi / 2, -poleMinLat}, s1.FullInterval()} +	} + +	// Finally, we expand the bound to account for the error when a point P is +	// converted to an LatLng to test for containment. (The bound should be +	// large enough so that it contains the computed LatLng of any contained +	// point, not just the infinite-precision version.) We don't need to expand +	// longitude because longitude is calculated via a single call to math.Atan2, +	// which is guaranteed to be semi-monotonic. +	return bound.expanded(LatLng{s1.Angle(dblEpsilon), s1.Angle(0)}) +} + +// CapBound returns the bounding cap of this cell. +func (c Cell) CapBound() Cap { +	// We use the cell center in (u,v)-space as the cap axis.  This vector is very close +	// to GetCenter() and faster to compute.  Neither one of these vectors yields the +	// bounding cap with minimal surface area, but they are both pretty close. +	cap := CapFromPoint(Point{faceUVToXYZ(int(c.face), c.uv.Center().X, c.uv.Center().Y).Normalize()}) +	for k := 0; k < 4; k++ { +		cap = cap.AddPoint(c.Vertex(k)) +	} +	return cap +} + +// ContainsPoint reports whether this cell contains the given point. Note that +// unlike Loop/Polygon, a Cell is considered to be a closed set. This means +// that a point on a Cell's edge or vertex belong to the Cell and the relevant +// adjacent Cells too. +// +// If you want every point to be contained by exactly one Cell, +// you will need to convert the Cell to a Loop. +func (c Cell) ContainsPoint(p Point) bool { +	var uv r2.Point +	var ok bool +	if uv.X, uv.Y, ok = faceXYZToUV(int(c.face), p); !ok { +		return false +	} + +	// Expand the (u,v) bound to ensure that +	// +	//   CellFromPoint(p).ContainsPoint(p) +	// +	// is always true. To do this, we need to account for the error when +	// converting from (u,v) coordinates to (s,t) coordinates. In the +	// normal case the total error is at most dblEpsilon. +	return c.uv.ExpandedByMargin(dblEpsilon).ContainsPoint(uv) +} + +// Encode encodes the Cell. +func (c Cell) Encode(w io.Writer) error { +	e := &encoder{w: w} +	c.encode(e) +	return e.err +} + +func (c Cell) encode(e *encoder) { +	c.id.encode(e) +} + +// Decode decodes the Cell. +func (c *Cell) Decode(r io.Reader) error { +	d := &decoder{r: asByteReader(r)} +	c.decode(d) +	return d.err +} + +func (c *Cell) decode(d *decoder) { +	c.id.decode(d) +	*c = CellFromCellID(c.id) +} + +// vertexChordDist2 returns the squared chord distance from point P to the +// given corner vertex specified by the Hi or Lo values of each. +func (c Cell) vertexChordDist2(p Point, xHi, yHi bool) s1.ChordAngle { +	x := c.uv.X.Lo +	y := c.uv.Y.Lo +	if xHi { +		x = c.uv.X.Hi +	} +	if yHi { +		y = c.uv.Y.Hi +	} + +	return ChordAngleBetweenPoints(p, PointFromCoords(x, y, 1)) +} + +// uEdgeIsClosest reports whether a point P is closer to the interior of the specified +// Cell edge (either the lower or upper edge of the Cell) or to the endpoints. +func (c Cell) uEdgeIsClosest(p Point, vHi bool) bool { +	u0 := c.uv.X.Lo +	u1 := c.uv.X.Hi +	v := c.uv.Y.Lo +	if vHi { +		v = c.uv.Y.Hi +	} +	// These are the normals to the planes that are perpendicular to the edge +	// and pass through one of its two endpoints. +	dir0 := r3.Vector{v*v + 1, -u0 * v, -u0} +	dir1 := r3.Vector{v*v + 1, -u1 * v, -u1} +	return p.Dot(dir0) > 0 && p.Dot(dir1) < 0 +} + +// vEdgeIsClosest reports whether a point P is closer to the interior of the specified +// Cell edge (either the right or left edge of the Cell) or to the endpoints. +func (c Cell) vEdgeIsClosest(p Point, uHi bool) bool { +	v0 := c.uv.Y.Lo +	v1 := c.uv.Y.Hi +	u := c.uv.X.Lo +	if uHi { +		u = c.uv.X.Hi +	} +	dir0 := r3.Vector{-u * v0, u*u + 1, -v0} +	dir1 := r3.Vector{-u * v1, u*u + 1, -v1} +	return p.Dot(dir0) > 0 && p.Dot(dir1) < 0 +} + +// edgeDistance reports the distance from a Point P to a given Cell edge. The point +// P is given by its dot product, and the uv edge by its normal in the +// given coordinate value. +func edgeDistance(ij, uv float64) s1.ChordAngle { +	// Let P by the target point and let R be the closest point on the given +	// edge AB.  The desired distance PR can be expressed as PR^2 = PQ^2 + QR^2 +	// where Q is the point P projected onto the plane through the great circle +	// through AB.  We can compute the distance PQ^2 perpendicular to the plane +	// from "dirIJ" (the dot product of the target point P with the edge +	// normal) and the squared length the edge normal (1 + uv**2). +	pq2 := (ij * ij) / (1 + uv*uv) + +	// We can compute the distance QR as (1 - OQ) where O is the sphere origin, +	// and we can compute OQ^2 = 1 - PQ^2 using the Pythagorean theorem. +	// (This calculation loses accuracy as angle POQ approaches Pi/2.) +	qr := 1 - math.Sqrt(1-pq2) +	return s1.ChordAngleFromSquaredLength(pq2 + qr*qr) +} + +// distanceInternal reports the distance from the given point to the interior of +// the cell if toInterior is true or to the boundary of the cell otherwise. +func (c Cell) distanceInternal(targetXYZ Point, toInterior bool) s1.ChordAngle { +	// All calculations are done in the (u,v,w) coordinates of this cell's face. +	target := faceXYZtoUVW(int(c.face), targetXYZ) + +	// Compute dot products with all four upward or rightward-facing edge +	// normals. dirIJ is the dot product for the edge corresponding to axis +	// I, endpoint J. For example, dir01 is the right edge of the Cell +	// (corresponding to the upper endpoint of the u-axis). +	dir00 := target.X - target.Z*c.uv.X.Lo +	dir01 := target.X - target.Z*c.uv.X.Hi +	dir10 := target.Y - target.Z*c.uv.Y.Lo +	dir11 := target.Y - target.Z*c.uv.Y.Hi +	inside := true +	if dir00 < 0 { +		inside = false // Target is to the left of the cell +		if c.vEdgeIsClosest(target, false) { +			return edgeDistance(-dir00, c.uv.X.Lo) +		} +	} +	if dir01 > 0 { +		inside = false // Target is to the right of the cell +		if c.vEdgeIsClosest(target, true) { +			return edgeDistance(dir01, c.uv.X.Hi) +		} +	} +	if dir10 < 0 { +		inside = false // Target is below the cell +		if c.uEdgeIsClosest(target, false) { +			return edgeDistance(-dir10, c.uv.Y.Lo) +		} +	} +	if dir11 > 0 { +		inside = false // Target is above the cell +		if c.uEdgeIsClosest(target, true) { +			return edgeDistance(dir11, c.uv.Y.Hi) +		} +	} +	if inside { +		if toInterior { +			return s1.ChordAngle(0) +		} +		// Although you might think of Cells as rectangles, they are actually +		// arbitrary quadrilaterals after they are projected onto the sphere. +		// Therefore the simplest approach is just to find the minimum distance to +		// any of the four edges. +		return minChordAngle(edgeDistance(-dir00, c.uv.X.Lo), +			edgeDistance(dir01, c.uv.X.Hi), +			edgeDistance(-dir10, c.uv.Y.Lo), +			edgeDistance(dir11, c.uv.Y.Hi)) +	} + +	// Otherwise, the closest point is one of the four cell vertices. Note that +	// it is *not* trivial to narrow down the candidates based on the edge sign +	// tests above, because (1) the edges don't meet at right angles and (2) +	// there are points on the far side of the sphere that are both above *and* +	// below the cell, etc. +	return minChordAngle(c.vertexChordDist2(target, false, false), +		c.vertexChordDist2(target, true, false), +		c.vertexChordDist2(target, false, true), +		c.vertexChordDist2(target, true, true)) +} + +// Distance reports the distance from the cell to the given point. Returns zero if +// the point is inside the cell. +func (c Cell) Distance(target Point) s1.ChordAngle { +	return c.distanceInternal(target, true) +} + +// MaxDistance reports the maximum distance from the cell (including its interior) to the +// given point. +func (c Cell) MaxDistance(target Point) s1.ChordAngle { +	// First check the 4 cell vertices.  If all are within the hemisphere +	// centered around target, the max distance will be to one of these vertices. +	targetUVW := faceXYZtoUVW(int(c.face), target) +	maxDist := maxChordAngle(c.vertexChordDist2(targetUVW, false, false), +		c.vertexChordDist2(targetUVW, true, false), +		c.vertexChordDist2(targetUVW, false, true), +		c.vertexChordDist2(targetUVW, true, true)) + +	if maxDist <= s1.RightChordAngle { +		return maxDist +	} + +	// Otherwise, find the minimum distance dMin to the antipodal point and the +	// maximum distance will be pi - dMin. +	return s1.StraightChordAngle - c.BoundaryDistance(Point{target.Mul(-1)}) +} + +// BoundaryDistance reports the distance from the cell boundary to the given point. +func (c Cell) BoundaryDistance(target Point) s1.ChordAngle { +	return c.distanceInternal(target, false) +} + +// DistanceToEdge returns the minimum distance from the cell to the given edge AB. Returns +// zero if the edge intersects the cell interior. +func (c Cell) DistanceToEdge(a, b Point) s1.ChordAngle { +	// Possible optimizations: +	//  - Currently the (cell vertex, edge endpoint) distances are computed +	//    twice each, and the length of AB is computed 4 times. +	//  - To fix this, refactor GetDistance(target) so that it skips calculating +	//    the distance to each cell vertex. Instead, compute the cell vertices +	//    and distances in this function, and add a low-level UpdateMinDistance +	//    that allows the XA, XB, and AB distances to be passed in. +	//  - It might also be more efficient to do all calculations in UVW-space, +	//    since this would involve transforming 2 points rather than 4. + +	// First, check the minimum distance to the edge endpoints A and B. +	// (This also detects whether either endpoint is inside the cell.) +	minDist := minChordAngle(c.Distance(a), c.Distance(b)) +	if minDist == 0 { +		return minDist +	} + +	// Otherwise, check whether the edge crosses the cell boundary. +	crosser := NewChainEdgeCrosser(a, b, c.Vertex(3)) +	for i := 0; i < 4; i++ { +		if crosser.ChainCrossingSign(c.Vertex(i)) != DoNotCross { +			return 0 +		} +	} + +	// Finally, check whether the minimum distance occurs between a cell vertex +	// and the interior of the edge AB. (Some of this work is redundant, since +	// it also checks the distance to the endpoints A and B again.) +	// +	// Note that we don't need to check the distance from the interior of AB to +	// the interior of a cell edge, because the only way that this distance can +	// be minimal is if the two edges cross (already checked above). +	for i := 0; i < 4; i++ { +		minDist, _ = UpdateMinDistance(c.Vertex(i), a, b, minDist) +	} +	return minDist +} + +// MaxDistanceToEdge returns the maximum distance from the cell (including its interior) +// to the given edge AB. +func (c Cell) MaxDistanceToEdge(a, b Point) s1.ChordAngle { +	// If the maximum distance from both endpoints to the cell is less than π/2 +	// then the maximum distance from the edge to the cell is the maximum of the +	// two endpoint distances. +	maxDist := maxChordAngle(c.MaxDistance(a), c.MaxDistance(b)) +	if maxDist <= s1.RightChordAngle { +		return maxDist +	} + +	return s1.StraightChordAngle - c.DistanceToEdge(Point{a.Mul(-1)}, Point{b.Mul(-1)}) +} + +// DistanceToCell returns the minimum distance from this cell to the given cell. +// It returns zero if one cell contains the other. +func (c Cell) DistanceToCell(target Cell) s1.ChordAngle { +	// If the cells intersect, the distance is zero.  We use the (u,v) ranges +	// rather than CellID intersects so that cells that share a partial edge or +	// corner are considered to intersect. +	if c.face == target.face && c.uv.Intersects(target.uv) { +		return 0 +	} + +	// Otherwise, the minimum distance always occurs between a vertex of one +	// cell and an edge of the other cell (including the edge endpoints).  This +	// represents a total of 32 possible (vertex, edge) pairs. +	// +	// TODO(roberts): This could be optimized to be at least 5x faster by pruning +	// the set of possible closest vertex/edge pairs using the faces and (u,v) +	// ranges of both cells. +	var va, vb [4]Point +	for i := 0; i < 4; i++ { +		va[i] = c.Vertex(i) +		vb[i] = target.Vertex(i) +	} +	minDist := s1.InfChordAngle() +	for i := 0; i < 4; i++ { +		for j := 0; j < 4; j++ { +			minDist, _ = UpdateMinDistance(va[i], vb[j], vb[(j+1)&3], minDist) +			minDist, _ = UpdateMinDistance(vb[i], va[j], va[(j+1)&3], minDist) +		} +	} +	return minDist +} + +// MaxDistanceToCell returns the maximum distance from the cell (including its +// interior) to the given target cell. +func (c Cell) MaxDistanceToCell(target Cell) s1.ChordAngle { +	// Need to check the antipodal target for intersection with the cell. If it +	// intersects, the distance is the straight ChordAngle. +	// antipodalUV is the transpose of the original UV, interpreted within the opposite face. +	antipodalUV := r2.Rect{target.uv.Y, target.uv.X} +	if int(c.face) == oppositeFace(int(target.face)) && c.uv.Intersects(antipodalUV) { +		return s1.StraightChordAngle +	} + +	// Otherwise, the maximum distance always occurs between a vertex of one +	// cell and an edge of the other cell (including the edge endpoints).  This +	// represents a total of 32 possible (vertex, edge) pairs. +	// +	// TODO(roberts): When the maximum distance is at most π/2, the maximum is +	// always attained between a pair of vertices, and this could be made much +	// faster by testing each vertex pair once rather than the current 4 times. +	var va, vb [4]Point +	for i := 0; i < 4; i++ { +		va[i] = c.Vertex(i) +		vb[i] = target.Vertex(i) +	} +	maxDist := s1.NegativeChordAngle +	for i := 0; i < 4; i++ { +		for j := 0; j < 4; j++ { +			maxDist, _ = UpdateMaxDistance(va[i], vb[j], vb[(j+1)&3], maxDist) +			maxDist, _ = UpdateMaxDistance(vb[i], va[j], va[(j+1)&3], maxDist) +		} +	} +	return maxDist +} diff --git a/vendor/github.com/golang/geo/s2/cell_index.go b/vendor/github.com/golang/geo/s2/cell_index.go new file mode 100644 index 000000000..ef16d0895 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/cell_index.go @@ -0,0 +1,498 @@ +// Copyright 2020 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 ( +	"sort" +) + +const ( +	// A special label indicating that the ContentsIterator done is true. +	cellIndexDoneContents = -1 +) + +// cellIndexNode represents a node in the CellIndex. Cells are organized in a +// tree such that the ancestors of a given node contain that node. +type cellIndexNode struct { +	cellID CellID +	label  int32 +	parent int32 +} + +// newCellIndexNode returns a node with the appropriate default values. +func newCellIndexNode() cellIndexNode { +	return cellIndexNode{ +		cellID: 0, +		label:  cellIndexDoneContents, +		parent: -1, +	} +} + +// A rangeNode represents a range of leaf CellIDs. The range starts at +// startID (a leaf cell) and ends at the startID field of the next +// rangeNode. contents points to the node of the CellIndex cellTree +// representing the cells that overlap this range. +type rangeNode struct { +	startID  CellID // First leaf cell contained by this range. +	contents int32  // Contents of this node (an index within the cell tree). +} + +// CellIndexIterator is an iterator that visits the entire set of indexed +// (CellID, label) pairs in an unspecified order. +type CellIndexIterator struct { +	// TODO(roberts): Implement +} + +// NewCellIndexIterator creates an iterator for the given CellIndex. +func NewCellIndexIterator(index *CellIndex) *CellIndexIterator { +	return &CellIndexIterator{} +} + +// CellIndexRangeIterator is an iterator that seeks and iterates over a set of +// non-overlapping leaf cell ranges that cover the entire sphere. The indexed +// (CellID, label) pairs that intersect the current leaf cell range can be +// visited using CellIndexContentsIterator (see below). +type CellIndexRangeIterator struct { +	rangeNodes []rangeNode +	pos        int +	nonEmpty   bool +} + +// NewCellIndexRangeIterator creates an iterator for the given CellIndex. +// The iterator is initially *unpositioned*; you must call a positioning method +// such as Begin() or Seek() before accessing its contents. +func NewCellIndexRangeIterator(index *CellIndex) *CellIndexRangeIterator { +	return &CellIndexRangeIterator{ +		rangeNodes: index.rangeNodes, +	} +} + +// NewCellIndexNonEmptyRangeIterator creates an iterator for the given CellIndex. +// The iterator is initially *unpositioned*; you must call a positioning method such as +// Begin() or Seek() before accessing its contents. +func NewCellIndexNonEmptyRangeIterator(index *CellIndex) *CellIndexRangeIterator { +	return &CellIndexRangeIterator{ +		rangeNodes: index.rangeNodes, +		nonEmpty:   true, +	} +} + +// StartID reports the CellID of the start of the current range of leaf CellIDs. +// +// If done is true, this returns the last possible CellID. This property means +// that most loops do not need to test done explicitly. +func (c *CellIndexRangeIterator) StartID() CellID { +	return c.rangeNodes[c.pos].startID +} + +// LimitID reports the non-inclusive end of the current range of leaf CellIDs. +// +// This assumes the iterator is not done. +func (c *CellIndexRangeIterator) LimitID() CellID { +	return c.rangeNodes[c.pos+1].startID +} + +// IsEmpty reports if no (CellID, label) pairs intersect this range. +// Also returns true if done() is true. +func (c *CellIndexRangeIterator) IsEmpty() bool { +	return c.rangeNodes[c.pos].contents == cellIndexDoneContents +} + +// Begin positions the iterator at the first range of leaf cells (if any). +func (c *CellIndexRangeIterator) Begin() { +	c.pos = 0 +	for c.nonEmpty && c.IsEmpty() && !c.Done() { +		c.pos++ +	} +} + +// Prev positions the iterator at the previous entry and reports whether it was not +// already positioned at the beginning. +func (c *CellIndexRangeIterator) Prev() bool { +	if c.nonEmpty { +		return c.nonEmptyPrev() +	} +	return c.prev() +} + +// prev is used to position the iterator at the previous entry without checking +// if nonEmpty is true to prevent unwanted recursion. +func (c *CellIndexRangeIterator) prev() bool { +	if c.pos == 0 { +		return false +	} + +	c.pos-- +	return true +} + +// Prev positions the iterator at the previous entry, and reports whether it was +// already positioned at the beginning. +func (c *CellIndexRangeIterator) nonEmptyPrev() bool { +	for c.prev() { +		if !c.IsEmpty() { +			return true +		} +	} + +	// Return the iterator to its original position. +	if c.IsEmpty() && !c.Done() { +		c.Next() +	} +	return false +} + +// Next advances the iterator to the next range of leaf cells. +// +// This assumes the iterator is not done. +func (c *CellIndexRangeIterator) Next() { +	c.pos++ +	for c.nonEmpty && c.IsEmpty() && !c.Done() { +		c.pos++ +	} +} + +// Advance reports if advancing would leave it positioned on a valid range. If +// the value would not be valid, the positioning is not changed. +func (c *CellIndexRangeIterator) Advance(n int) bool { +	// Note that the last element of rangeNodes is a sentinel value. +	if n >= len(c.rangeNodes)-1-c.pos { +		return false +	} +	c.pos += n +	return true +} + +// Finish positions the iterator so that done is true. +func (c *CellIndexRangeIterator) Finish() { +	// Note that the last element of rangeNodes is a sentinel value. +	c.pos = len(c.rangeNodes) - 1 +} + +// Done reports if the iterator is positioned beyond the last valid range. +func (c *CellIndexRangeIterator) Done() bool { +	return c.pos >= len(c.rangeNodes)-1 +} + +// Seek positions the iterator at the first range with startID >= target. +// Such an entry always exists as long as "target" is a valid leaf cell. +// +// Note that it is valid to access startID even when done is true. +func (c *CellIndexRangeIterator) Seek(target CellID) { +	c.pos = sort.Search(len(c.rangeNodes), func(i int) bool { +		return c.rangeNodes[i].startID > target +	}) - 1 + +	// Ensure we don't go beyond the beginning. +	if c.pos < 0 { +		c.pos = 0 +	} + +	// Nonempty needs to find the next non-empty entry. +	for c.nonEmpty && c.IsEmpty() && !c.Done() { +		// c.Next() +		c.pos++ +	} +} + +// CellIndexContentsIterator is an iterator that visits the (CellID, label) pairs +// that cover a set of leaf cell ranges (see CellIndexRangeIterator). Note that +// when multiple leaf cell ranges are visited, this iterator only guarantees that +// each result will be reported at least once, i.e. duplicate values may be +// suppressed. If you want duplicate values to be reported again, be sure to call +// Clear first. +// +// In particular, the implementation guarantees that when multiple leaf +// cell ranges are visited in monotonically increasing order, then each +// (CellID, label) pair is reported exactly once. +type CellIndexContentsIterator struct { +	// The maximum index within the cellTree slice visited during the +	// previous call to StartUnion. This is used to eliminate duplicate +	// values when StartUnion is called multiple times. +	nodeCutoff int32 + +	// The maximum index within the cellTree visited during the +	// current call to StartUnion. This is used to update nodeCutoff. +	nextNodeCutoff int32 + +	// The value of startID from the previous call to StartUnion. +	// This is used to check whether these values are monotonically +	// increasing. +	prevStartID CellID + +	// The cell tree from CellIndex +	cellTree []cellIndexNode + +	// A copy of the current node in the cell tree. +	node cellIndexNode +} + +// NewCellIndexContentsIterator returns a new contents iterator. +// +// Note that the iterator needs to be positioned using StartUnion before +// it can be safely used. +func NewCellIndexContentsIterator(index *CellIndex) *CellIndexContentsIterator { +	it := &CellIndexContentsIterator{ +		cellTree:       index.cellTree, +		prevStartID:    0, +		nodeCutoff:     -1, +		nextNodeCutoff: -1, +		node:           cellIndexNode{label: cellIndexDoneContents}, +	} +	return it +} + +// Clear clears all state with respect to which range(s) have been visited. +func (c *CellIndexContentsIterator) Clear() { +	c.prevStartID = 0 +	c.nodeCutoff = -1 +	c.nextNodeCutoff = -1 +	c.node.label = cellIndexDoneContents +} + +// CellID returns the current CellID. +func (c *CellIndexContentsIterator) CellID() CellID { +	return c.node.cellID +} + +// Label returns the current Label. +func (c *CellIndexContentsIterator) Label() int32 { +	return c.node.label +} + +// Next advances the iterator to the next (CellID, label) pair covered by the +// current leaf cell range. +// +// This requires the iterator to not be done. +func (c *CellIndexContentsIterator) Next() { +	if c.node.parent <= c.nodeCutoff { +		// We have already processed this node and its ancestors. +		c.nodeCutoff = c.nextNodeCutoff +		c.node.label = cellIndexDoneContents +	} else { +		c.node = c.cellTree[c.node.parent] +	} +} + +// Done reports if all (CellID, label) pairs have been visited. +func (c *CellIndexContentsIterator) Done() bool { +	return c.node.label == cellIndexDoneContents +} + +// StartUnion positions the ContentsIterator at the first (cell_id, label) pair +// that covers the given leaf cell range. Note that when multiple leaf cell +// ranges are visited using the same ContentsIterator, duplicate values +// may be suppressed. If you don't want this behavior, call Reset() first. +func (c *CellIndexContentsIterator) StartUnion(r *CellIndexRangeIterator) { +	if r.StartID() < c.prevStartID { +		c.nodeCutoff = -1 // Can't automatically eliminate duplicates. +	} +	c.prevStartID = r.StartID() + +	contents := r.rangeNodes[r.pos].contents +	if contents <= c.nodeCutoff { +		c.node.label = cellIndexDoneContents +	} else { +		c.node = c.cellTree[contents] +	} + +	// When visiting ancestors, we can stop as soon as the node index is smaller +	// than any previously visited node index. Because indexes are assigned +	// using a preorder traversal, such nodes are guaranteed to have already +	// been reported. +	c.nextNodeCutoff = contents +} + +// CellIndex stores a collection of (CellID, label) pairs. +// +// The CellIDs may be overlapping or contain duplicate values. For example, a +// CellIndex could store a collection of CellUnions, where each CellUnion +// gets its own non-negative int32 label. +// +// Similar to ShapeIndex and PointIndex which map each stored element to an +// identifier, CellIndex stores a label that is typically used to map the +// results of queries back to client's specific data. +// +// The zero value for a CellIndex is sufficient when constructing a CellIndex. +// +// To build a CellIndex where each Cell has a distinct label, call Add for each +// (CellID, label) pair, and then Build the index. For example: +// +//	// contents is a mapping of an identifier in my system (restaurantID, +//	// vehicleID, etc) to a CellID +//	var contents = map[int32]CellID{...} +// +//	for key, val := range contents { +//		index.Add(val, key) +//	} +// +//	index.Build() +// +// There is also a helper method that adds all elements of CellUnion with the +// same label: +// +//     index.AddCellUnion(cellUnion, label) +// +// Note that the index is not dynamic; the contents of the index cannot be +// changed once it has been built. Adding more after calling Build results in +// undefined behavior of the index. +// +// There are several options for retrieving data from the index. The simplest +// is to use a built-in method such as IntersectingLabels (which returns +// the labels of all cells that intersect a given target CellUnion): +// +//   labels := index.IntersectingLabels(targetUnion); +// +// Alternatively, you can use a ClosestCellQuery which computes the cell(s) +// that are closest to a given target geometry. +// +// For example, here is how to find all cells that are closer than +// distanceLimit to a given target point: +// +//	query := NewClosestCellQuery(cellIndex, opts) +//	target := NewMinDistanceToPointTarget(targetPoint); +//	for result := range query.FindCells(target) { +//		// result.Distance() is the distance to the target. +//		// result.CellID() is the indexed CellID. +//		// result.Label() is the label associated with the CellID. +//		DoSomething(targetPoint, result); +//	} +// +// Internally, the index consists of a set of non-overlapping leaf cell ranges +// that subdivide the sphere and such that each range intersects a particular +// set of (cellID, label) pairs. +// +// Most clients should use either the methods such as VisitIntersectingCells +// and IntersectingLabels, or a helper such as ClosestCellQuery. +type CellIndex struct { +	// A tree of (cellID, label) pairs such that if X is an ancestor of Y, then +	// X.cellID contains Y.cellID. The contents of a given range of leaf +	// cells can be represented by pointing to a node of this tree. +	cellTree []cellIndexNode + +	// The last element of rangeNodes is a sentinel value, which is necessary +	// in order to represent the range covered by the previous element. +	rangeNodes []rangeNode +} + +// Add adds the given CellID and Label to the index. +func (c *CellIndex) Add(id CellID, label int32) { +	if label < 0 { +		panic("labels must be non-negative") +	} +	c.cellTree = append(c.cellTree, cellIndexNode{cellID: id, label: label, parent: -1}) +} + +// AddCellUnion adds all of the elements of the given CellUnion to the index with the same label. +func (c *CellIndex) AddCellUnion(cu CellUnion, label int32) { +	if label < 0 { +		panic("labels must be non-negative") +	} +	for _, cell := range cu { +		c.Add(cell, label) +	} +} + +// Build builds the index for use. This method should only be called once. +func (c *CellIndex) Build() { +	// To build the cell tree and leaf cell ranges, we maintain a stack of +	// (CellID, label) pairs that contain the current leaf cell. This struct +	// represents an instruction to push or pop a (cellID, label) pair. +	// +	// If label >= 0, the (cellID, label) pair is pushed on the stack. +	// If CellID == SentinelCellID, a pair is popped from the stack. +	// Otherwise the stack is unchanged but a rangeNode is still emitted. + +	// delta represents an entry in a stack of (CellID, label) pairs used in the +	// construction of the CellIndex structure. +	type delta struct { +		startID CellID +		cellID  CellID +		label   int32 +	} + +	deltas := make([]delta, 0, 2*len(c.cellTree)+2) + +	// Create two deltas for each (cellID, label) pair: one to add the pair to +	// the stack (at the start of its leaf cell range), and one to remove it from +	// the stack (at the end of its leaf cell range). +	for _, node := range c.cellTree { +		deltas = append(deltas, delta{ +			startID: node.cellID.RangeMin(), +			cellID:  node.cellID, +			label:   node.label, +		}) +		deltas = append(deltas, delta{ +			startID: node.cellID.RangeMax().Next(), +			cellID:  SentinelCellID, +			label:   -1, +		}) +	} + +	// We also create two special deltas to ensure that a RangeNode is emitted at +	// the beginning and end of the CellID range. +	deltas = append(deltas, delta{ +		startID: CellIDFromFace(0).ChildBeginAtLevel(maxLevel), +		cellID:  CellID(0), +		label:   -1, +	}) +	deltas = append(deltas, delta{ +		startID: CellIDFromFace(5).ChildEndAtLevel(maxLevel), +		cellID:  CellID(0), +		label:   -1, +	}) + +	sort.Slice(deltas, func(i, j int) bool { +		// deltas are sorted first by startID, then in reverse order by cellID, +		// and then by label. This is necessary to ensure that (1) larger cells +		// are pushed on the stack before smaller cells, and (2) cells are popped +		// off the stack before any new cells are added. + +		if si, sj := deltas[i].startID, deltas[j].startID; si != sj { +			return si < sj +		} +		if si, sj := deltas[i].cellID, deltas[j].cellID; si != sj { +			return si > sj +		} +		return deltas[i].label < deltas[j].label +	}) + +	// Now walk through the deltas to build the leaf cell ranges and cell tree +	// (which is essentially a permanent form of the "stack" described above). +	c.cellTree = nil +	c.rangeNodes = nil +	contents := int32(-1) +	for i := 0; i < len(deltas); { +		startID := deltas[i].startID +		// Process all the deltas associated with the current startID. +		for ; i < len(deltas) && deltas[i].startID == startID; i++ { +			if deltas[i].label >= 0 { +				c.cellTree = append(c.cellTree, cellIndexNode{ +					cellID: deltas[i].cellID, +					label:  deltas[i].label, +					parent: contents}) +				contents = int32(len(c.cellTree) - 1) +			} else if deltas[i].cellID == SentinelCellID { +				contents = c.cellTree[contents].parent +			} +		} +		c.rangeNodes = append(c.rangeNodes, rangeNode{startID, contents}) +	} +} + +// TODO(roberts): Differences from C++ +// IntersectingLabels +// VisitIntersectingCells +// CellIndexIterator diff --git a/vendor/github.com/golang/geo/s2/cellid.go b/vendor/github.com/golang/geo/s2/cellid.go new file mode 100644 index 000000000..c6cbaf2db --- /dev/null +++ b/vendor/github.com/golang/geo/s2/cellid.go @@ -0,0 +1,944 @@ +// Copyright 2014 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 ( +	"bytes" +	"fmt" +	"io" +	"math" +	"sort" +	"strconv" +	"strings" + +	"github.com/golang/geo/r1" +	"github.com/golang/geo/r2" +	"github.com/golang/geo/r3" +	"github.com/golang/geo/s1" +) + +// CellID uniquely identifies a cell in the S2 cell decomposition. +// The most significant 3 bits encode the face number (0-5). The +// remaining 61 bits encode the position of the center of this cell +// along the Hilbert curve on that face. The zero value and the value +// (1<<64)-1 are invalid cell IDs. The first compares less than any +// valid cell ID, the second as greater than any valid cell ID. +// +// Sequentially increasing cell IDs follow a continuous space-filling curve +// over the entire sphere. They have the following properties: +// +//  - The ID of a cell at level k consists of a 3-bit face number followed +//    by k bit pairs that recursively select one of the four children of +//    each cell. The next bit is always 1, and all other bits are 0. +//    Therefore, the level of a cell is determined by the position of its +//    lowest-numbered bit that is turned on (for a cell at level k, this +//    position is 2 * (maxLevel - k)). +// +//  - The ID of a parent cell is at the midpoint of the range of IDs spanned +//    by its children (or by its descendants at any level). +// +// Leaf cells are often used to represent points on the unit sphere, and +// this type provides methods for converting directly between these two +// representations. For cells that represent 2D regions rather than +// discrete point, it is better to use Cells. +type CellID uint64 + +// SentinelCellID is an invalid cell ID guaranteed to be larger than any +// valid cell ID. It is used primarily by ShapeIndex. The value is also used +// by some S2 types when encoding data. +// Note that the sentinel's RangeMin == RangeMax == itself. +const SentinelCellID = CellID(^uint64(0)) + +// sortCellIDs sorts the slice of CellIDs in place. +func sortCellIDs(ci []CellID) { +	sort.Sort(cellIDs(ci)) +} + +// cellIDs implements the Sort interface for slices of CellIDs. +type cellIDs []CellID + +func (c cellIDs) Len() int           { return len(c) } +func (c cellIDs) Swap(i, j int)      { c[i], c[j] = c[j], c[i] } +func (c cellIDs) Less(i, j int) bool { return c[i] < c[j] } + +// TODO(dsymonds): Some of these constants should probably be exported. +const ( +	faceBits = 3 +	numFaces = 6 + +	// This is the number of levels needed to specify a leaf cell. +	maxLevel = 30 + +	// The extra position bit (61 rather than 60) lets us encode each cell as its +	// Hilbert curve position at the cell center (which is halfway along the +	// portion of the Hilbert curve that fills that cell). +	posBits = 2*maxLevel + 1 + +	// The maximum index of a valid leaf cell plus one. The range of valid leaf +	// cell indices is [0..maxSize-1]. +	maxSize = 1 << maxLevel + +	wrapOffset = uint64(numFaces) << posBits +) + +// CellIDFromFacePosLevel returns a cell given its face in the range +// [0,5], the 61-bit Hilbert curve position pos within that face, and +// the level in the range [0,maxLevel]. The position in the cell ID +// will be truncated to correspond to the Hilbert curve position at +// the center of the returned cell. +func CellIDFromFacePosLevel(face int, pos uint64, level int) CellID { +	return CellID(uint64(face)<<posBits + pos | 1).Parent(level) +} + +// CellIDFromFace returns the cell corresponding to a given S2 cube face. +func CellIDFromFace(face int) CellID { +	return CellID((uint64(face) << posBits) + lsbForLevel(0)) +} + +// CellIDFromLatLng returns the leaf cell containing ll. +func CellIDFromLatLng(ll LatLng) CellID { +	return cellIDFromPoint(PointFromLatLng(ll)) +} + +// CellIDFromToken returns a cell given a hex-encoded string of its uint64 ID. +func CellIDFromToken(s string) CellID { +	if len(s) > 16 { +		return CellID(0) +	} +	n, err := strconv.ParseUint(s, 16, 64) +	if err != nil { +		return CellID(0) +	} +	// Equivalent to right-padding string with zeros to 16 characters. +	if len(s) < 16 { +		n = n << (4 * uint(16-len(s))) +	} +	return CellID(n) +} + +// ToToken returns a hex-encoded string of the uint64 cell id, with leading +// zeros included but trailing zeros stripped. +func (ci CellID) ToToken() string { +	s := strings.TrimRight(fmt.Sprintf("%016x", uint64(ci)), "0") +	if len(s) == 0 { +		return "X" +	} +	return s +} + +// IsValid reports whether ci represents a valid cell. +func (ci CellID) IsValid() bool { +	return ci.Face() < numFaces && (ci.lsb()&0x1555555555555555 != 0) +} + +// Face returns the cube face for this cell ID, in the range [0,5]. +func (ci CellID) Face() int { return int(uint64(ci) >> posBits) } + +// Pos returns the position along the Hilbert curve of this cell ID, in the range [0,2^posBits-1]. +func (ci CellID) Pos() uint64 { return uint64(ci) & (^uint64(0) >> faceBits) } + +// Level returns the subdivision level of this cell ID, in the range [0, maxLevel]. +func (ci CellID) Level() int { +	return maxLevel - findLSBSetNonZero64(uint64(ci))>>1 +} + +// IsLeaf returns whether this cell ID is at the deepest level; +// that is, the level at which the cells are smallest. +func (ci CellID) IsLeaf() bool { return uint64(ci)&1 != 0 } + +// ChildPosition returns the child position (0..3) of this cell's +// ancestor at the given level, relative to its parent.  The argument +// should be in the range 1..kMaxLevel.  For example, +// ChildPosition(1) returns the position of this cell's level-1 +// ancestor within its top-level face cell. +func (ci CellID) ChildPosition(level int) int { +	return int(uint64(ci)>>uint64(2*(maxLevel-level)+1)) & 3 +} + +// lsbForLevel returns the lowest-numbered bit that is on for cells at the given level. +func lsbForLevel(level int) uint64 { return 1 << uint64(2*(maxLevel-level)) } + +// Parent returns the cell at the given level, which must be no greater than the current level. +func (ci CellID) Parent(level int) CellID { +	lsb := lsbForLevel(level) +	return CellID((uint64(ci) & -lsb) | lsb) +} + +// immediateParent is cheaper than Parent, but assumes !ci.isFace(). +func (ci CellID) immediateParent() CellID { +	nlsb := CellID(ci.lsb() << 2) +	return (ci & -nlsb) | nlsb +} + +// isFace returns whether this is a top-level (face) cell. +func (ci CellID) isFace() bool { return uint64(ci)&(lsbForLevel(0)-1) == 0 } + +// lsb returns the least significant bit that is set. +func (ci CellID) lsb() uint64 { return uint64(ci) & -uint64(ci) } + +// Children returns the four immediate children of this cell. +// If ci is a leaf cell, it returns four identical cells that are not the children. +func (ci CellID) Children() [4]CellID { +	var ch [4]CellID +	lsb := CellID(ci.lsb()) +	ch[0] = ci - lsb + lsb>>2 +	lsb >>= 1 +	ch[1] = ch[0] + lsb +	ch[2] = ch[1] + lsb +	ch[3] = ch[2] + lsb +	return ch +} + +func sizeIJ(level int) int { +	return 1 << uint(maxLevel-level) +} + +// EdgeNeighbors returns the four cells that are adjacent across the cell's four edges. +// Edges 0, 1, 2, 3 are in the down, right, up, left directions in the face space. +// All neighbors are guaranteed to be distinct. +func (ci CellID) EdgeNeighbors() [4]CellID { +	level := ci.Level() +	size := sizeIJ(level) +	f, i, j, _ := ci.faceIJOrientation() +	return [4]CellID{ +		cellIDFromFaceIJWrap(f, i, j-size).Parent(level), +		cellIDFromFaceIJWrap(f, i+size, j).Parent(level), +		cellIDFromFaceIJWrap(f, i, j+size).Parent(level), +		cellIDFromFaceIJWrap(f, i-size, j).Parent(level), +	} +} + +// VertexNeighbors returns the neighboring cellIDs with vertex closest to this cell at the given level. +// (Normally there are four neighbors, but the closest vertex may only have three neighbors if it is one of +// the 8 cube vertices.) +func (ci CellID) VertexNeighbors(level int) []CellID { +	halfSize := sizeIJ(level + 1) +	size := halfSize << 1 +	f, i, j, _ := ci.faceIJOrientation() + +	var isame, jsame bool +	var ioffset, joffset int +	if i&halfSize != 0 { +		ioffset = size +		isame = (i + size) < maxSize +	} else { +		ioffset = -size +		isame = (i - size) >= 0 +	} +	if j&halfSize != 0 { +		joffset = size +		jsame = (j + size) < maxSize +	} else { +		joffset = -size +		jsame = (j - size) >= 0 +	} + +	results := []CellID{ +		ci.Parent(level), +		cellIDFromFaceIJSame(f, i+ioffset, j, isame).Parent(level), +		cellIDFromFaceIJSame(f, i, j+joffset, jsame).Parent(level), +	} + +	if isame || jsame { +		results = append(results, cellIDFromFaceIJSame(f, i+ioffset, j+joffset, isame && jsame).Parent(level)) +	} + +	return results +} + +// AllNeighbors returns all neighbors of this cell at the given level. Two +// cells X and Y are neighbors if their boundaries intersect but their +// interiors do not. In particular, two cells that intersect at a single +// point are neighbors. Note that for cells adjacent to a face vertex, the +// same neighbor may be returned more than once. There could be up to eight +// neighbors including the diagonal ones that share the vertex. +// +// This requires level >= ci.Level(). +func (ci CellID) AllNeighbors(level int) []CellID { +	var neighbors []CellID + +	face, i, j, _ := ci.faceIJOrientation() + +	// Find the coordinates of the lower left-hand leaf cell. We need to +	// normalize (i,j) to a known position within the cell because level +	// may be larger than this cell's level. +	size := sizeIJ(ci.Level()) +	i &= -size +	j &= -size + +	nbrSize := sizeIJ(level) + +	// We compute the top-bottom, left-right, and diagonal neighbors in one +	// pass. The loop test is at the end of the loop to avoid 32-bit overflow. +	for k := -nbrSize; ; k += nbrSize { +		var sameFace bool +		if k < 0 { +			sameFace = (j+k >= 0) +		} else if k >= size { +			sameFace = (j+k < maxSize) +		} else { +			sameFace = true +			// Top and bottom neighbors. +			neighbors = append(neighbors, cellIDFromFaceIJSame(face, i+k, j-nbrSize, +				j-size >= 0).Parent(level)) +			neighbors = append(neighbors, cellIDFromFaceIJSame(face, i+k, j+size, +				j+size < maxSize).Parent(level)) +		} + +		// Left, right, and diagonal neighbors. +		neighbors = append(neighbors, cellIDFromFaceIJSame(face, i-nbrSize, j+k, +			sameFace && i-size >= 0).Parent(level)) +		neighbors = append(neighbors, cellIDFromFaceIJSame(face, i+size, j+k, +			sameFace && i+size < maxSize).Parent(level)) + +		if k >= size { +			break +		} +	} + +	return neighbors +} + +// RangeMin returns the minimum CellID that is contained within this cell. +func (ci CellID) RangeMin() CellID { return CellID(uint64(ci) - (ci.lsb() - 1)) } + +// RangeMax returns the maximum CellID that is contained within this cell. +func (ci CellID) RangeMax() CellID { return CellID(uint64(ci) + (ci.lsb() - 1)) } + +// Contains returns true iff the CellID contains oci. +func (ci CellID) Contains(oci CellID) bool { +	return uint64(ci.RangeMin()) <= uint64(oci) && uint64(oci) <= uint64(ci.RangeMax()) +} + +// Intersects returns true iff the CellID intersects oci. +func (ci CellID) Intersects(oci CellID) bool { +	return uint64(oci.RangeMin()) <= uint64(ci.RangeMax()) && uint64(oci.RangeMax()) >= uint64(ci.RangeMin()) +} + +// String returns the string representation of the cell ID in the form "1/3210". +func (ci CellID) String() string { +	if !ci.IsValid() { +		return "Invalid: " + strconv.FormatInt(int64(ci), 16) +	} +	var b bytes.Buffer +	b.WriteByte("012345"[ci.Face()]) // values > 5 will have been picked off by !IsValid above +	b.WriteByte('/') +	for level := 1; level <= ci.Level(); level++ { +		b.WriteByte("0123"[ci.ChildPosition(level)]) +	} +	return b.String() +} + +// cellIDFromString returns a CellID from a string in the form "1/3210". +func cellIDFromString(s string) CellID { +	level := len(s) - 2 +	if level < 0 || level > maxLevel { +		return CellID(0) +	} +	face := int(s[0] - '0') +	if face < 0 || face > 5 || s[1] != '/' { +		return CellID(0) +	} +	id := CellIDFromFace(face) +	for i := 2; i < len(s); i++ { +		childPos := s[i] - '0' +		if childPos < 0 || childPos > 3 { +			return CellID(0) +		} +		id = id.Children()[childPos] +	} +	return id +} + +// Point returns the center of the s2 cell on the sphere as a Point. +// The maximum directional error in Point (compared to the exact +// mathematical result) is 1.5 * dblEpsilon radians, and the maximum length +// error is 2 * dblEpsilon (the same as Normalize). +func (ci CellID) Point() Point { return Point{ci.rawPoint().Normalize()} } + +// LatLng returns the center of the s2 cell on the sphere as a LatLng. +func (ci CellID) LatLng() LatLng { return LatLngFromPoint(Point{ci.rawPoint()}) } + +// ChildBegin returns the first child in a traversal of the children of this cell, in Hilbert curve order. +// +//    for ci := c.ChildBegin(); ci != c.ChildEnd(); ci = ci.Next() { +//        ... +//    } +func (ci CellID) ChildBegin() CellID { +	ol := ci.lsb() +	return CellID(uint64(ci) - ol + ol>>2) +} + +// ChildBeginAtLevel returns the first cell in a traversal of children a given level deeper than this cell, in +// Hilbert curve order. The given level must be no smaller than the cell's level. +// See ChildBegin for example use. +func (ci CellID) ChildBeginAtLevel(level int) CellID { +	return CellID(uint64(ci) - ci.lsb() + lsbForLevel(level)) +} + +// ChildEnd returns the first cell after a traversal of the children of this cell in Hilbert curve order. +// The returned cell may be invalid. +func (ci CellID) ChildEnd() CellID { +	ol := ci.lsb() +	return CellID(uint64(ci) + ol + ol>>2) +} + +// ChildEndAtLevel returns the first cell after the last child in a traversal of children a given level deeper +// than this cell, in Hilbert curve order. +// The given level must be no smaller than the cell's level. +// The returned cell may be invalid. +func (ci CellID) ChildEndAtLevel(level int) CellID { +	return CellID(uint64(ci) + ci.lsb() + lsbForLevel(level)) +} + +// Next returns the next cell along the Hilbert curve. +// This is expected to be used with ChildBegin and ChildEnd, +// or ChildBeginAtLevel and ChildEndAtLevel. +func (ci CellID) Next() CellID { +	return CellID(uint64(ci) + ci.lsb()<<1) +} + +// Prev returns the previous cell along the Hilbert curve. +func (ci CellID) Prev() CellID { +	return CellID(uint64(ci) - ci.lsb()<<1) +} + +// NextWrap returns the next cell along the Hilbert curve, wrapping from last to +// first as necessary. This should not be used with ChildBegin and ChildEnd. +func (ci CellID) NextWrap() CellID { +	n := ci.Next() +	if uint64(n) < wrapOffset { +		return n +	} +	return CellID(uint64(n) - wrapOffset) +} + +// PrevWrap returns the previous cell along the Hilbert curve, wrapping around from +// first to last as necessary. This should not be used with ChildBegin and ChildEnd. +func (ci CellID) PrevWrap() CellID { +	p := ci.Prev() +	if uint64(p) < wrapOffset { +		return p +	} +	return CellID(uint64(p) + wrapOffset) +} + +// AdvanceWrap advances or retreats the indicated number of steps along the +// Hilbert curve at the current level and returns the new position. The +// position wraps between the first and last faces as necessary. +func (ci CellID) AdvanceWrap(steps int64) CellID { +	if steps == 0 { +		return ci +	} + +	// We clamp the number of steps if necessary to ensure that we do not +	// advance past the End() or before the Begin() of this level. +	shift := uint(2*(maxLevel-ci.Level()) + 1) +	if steps < 0 { +		if min := -int64(uint64(ci) >> shift); steps < min { +			wrap := int64(wrapOffset >> shift) +			steps %= wrap +			if steps < min { +				steps += wrap +			} +		} +	} else { +		// Unlike Advance(), we don't want to return End(level). +		if max := int64((wrapOffset - uint64(ci)) >> shift); steps > max { +			wrap := int64(wrapOffset >> shift) +			steps %= wrap +			if steps > max { +				steps -= wrap +			} +		} +	} + +	// If steps is negative, then shifting it left has undefined behavior. +	// Cast to uint64 for a 2's complement answer. +	return CellID(uint64(ci) + (uint64(steps) << shift)) +} + +// Encode encodes the CellID. +func (ci CellID) Encode(w io.Writer) error { +	e := &encoder{w: w} +	ci.encode(e) +	return e.err +} + +func (ci CellID) encode(e *encoder) { +	e.writeUint64(uint64(ci)) +} + +// Decode decodes the CellID. +func (ci *CellID) Decode(r io.Reader) error { +	d := &decoder{r: asByteReader(r)} +	ci.decode(d) +	return d.err +} + +func (ci *CellID) decode(d *decoder) { +	*ci = CellID(d.readUint64()) +} + +// TODO: the methods below are not exported yet.  Settle on the entire API design +// before doing this.  Do we want to mirror the C++ one as closely as possible? + +// distanceFromBegin returns the number of steps along the Hilbert curve that +// this cell is from the first node in the S2 hierarchy at our level. (i.e., +// FromFace(0).ChildBeginAtLevel(ci.Level())). This is analogous to Pos(), but +// for this cell's level. +// The return value is always non-negative. +func (ci CellID) distanceFromBegin() int64 { +	return int64(ci >> uint64(2*(maxLevel-ci.Level())+1)) +} + +// rawPoint returns an unnormalized r3 vector from the origin through the center +// of the s2 cell on the sphere. +func (ci CellID) rawPoint() r3.Vector { +	face, si, ti := ci.faceSiTi() +	return faceUVToXYZ(face, stToUV((0.5/maxSize)*float64(si)), stToUV((0.5/maxSize)*float64(ti))) +} + +// faceSiTi returns the Face/Si/Ti coordinates of the center of the cell. +func (ci CellID) faceSiTi() (face int, si, ti uint32) { +	face, i, j, _ := ci.faceIJOrientation() +	delta := 0 +	if ci.IsLeaf() { +		delta = 1 +	} else { +		if (i^(int(ci)>>2))&1 != 0 { +			delta = 2 +		} +	} +	return face, uint32(2*i + delta), uint32(2*j + delta) +} + +// faceIJOrientation uses the global lookupIJ table to unfiddle the bits of ci. +func (ci CellID) faceIJOrientation() (f, i, j, orientation int) { +	f = ci.Face() +	orientation = f & swapMask +	nbits := maxLevel - 7*lookupBits // first iteration + +	// Each iteration maps 8 bits of the Hilbert curve position into +	// 4 bits of "i" and "j". The lookup table transforms a key of the +	// form "ppppppppoo" to a value of the form "iiiijjjjoo", where the +	// letters [ijpo] represents bits of "i", "j", the Hilbert curve +	// position, and the Hilbert curve orientation respectively. +	// +	// On the first iteration we need to be careful to clear out the bits +	// representing the cube face. +	for k := 7; k >= 0; k-- { +		orientation += (int(uint64(ci)>>uint64(k*2*lookupBits+1)) & ((1 << uint(2*nbits)) - 1)) << 2 +		orientation = lookupIJ[orientation] +		i += (orientation >> (lookupBits + 2)) << uint(k*lookupBits) +		j += ((orientation >> 2) & ((1 << lookupBits) - 1)) << uint(k*lookupBits) +		orientation &= (swapMask | invertMask) +		nbits = lookupBits // following iterations +	} + +	// The position of a non-leaf cell at level "n" consists of a prefix of +	// 2*n bits that identifies the cell, followed by a suffix of +	// 2*(maxLevel-n)+1 bits of the form 10*. If n==maxLevel, the suffix is +	// just "1" and has no effect. Otherwise, it consists of "10", followed +	// by (maxLevel-n-1) repetitions of "00", followed by "0". The "10" has +	// no effect, while each occurrence of "00" has the effect of reversing +	// the swapMask bit. +	if ci.lsb()&0x1111111111111110 != 0 { +		orientation ^= swapMask +	} + +	return +} + +// cellIDFromFaceIJ returns a leaf cell given its cube face (range 0..5) and IJ coordinates. +func cellIDFromFaceIJ(f, i, j int) CellID { +	// Note that this value gets shifted one bit to the left at the end +	// of the function. +	n := uint64(f) << (posBits - 1) +	// Alternating faces have opposite Hilbert curve orientations; this +	// is necessary in order for all faces to have a right-handed +	// coordinate system. +	bits := f & swapMask +	// Each iteration maps 4 bits of "i" and "j" into 8 bits of the Hilbert +	// curve position.  The lookup table transforms a 10-bit key of the form +	// "iiiijjjjoo" to a 10-bit value of the form "ppppppppoo", where the +	// letters [ijpo] denote bits of "i", "j", Hilbert curve position, and +	// Hilbert curve orientation respectively. +	for k := 7; k >= 0; k-- { +		mask := (1 << lookupBits) - 1 +		bits += ((i >> uint(k*lookupBits)) & mask) << (lookupBits + 2) +		bits += ((j >> uint(k*lookupBits)) & mask) << 2 +		bits = lookupPos[bits] +		n |= uint64(bits>>2) << (uint(k) * 2 * lookupBits) +		bits &= (swapMask | invertMask) +	} +	return CellID(n*2 + 1) +} + +func cellIDFromFaceIJWrap(f, i, j int) CellID { +	// Convert i and j to the coordinates of a leaf cell just beyond the +	// boundary of this face.  This prevents 32-bit overflow in the case +	// of finding the neighbors of a face cell. +	i = clampInt(i, -1, maxSize) +	j = clampInt(j, -1, maxSize) + +	// We want to wrap these coordinates onto the appropriate adjacent face. +	// The easiest way to do this is to convert the (i,j) coordinates to (x,y,z) +	// (which yields a point outside the normal face boundary), and then call +	// xyzToFaceUV to project back onto the correct face. +	// +	// The code below converts (i,j) to (si,ti), and then (si,ti) to (u,v) using +	// the linear projection (u=2*s-1 and v=2*t-1).  (The code further below +	// converts back using the inverse projection, s=0.5*(u+1) and t=0.5*(v+1). +	// Any projection would work here, so we use the simplest.)  We also clamp +	// the (u,v) coordinates so that the point is barely outside the +	// [-1,1]x[-1,1] face rectangle, since otherwise the reprojection step +	// (which divides by the new z coordinate) might change the other +	// coordinates enough so that we end up in the wrong leaf cell. +	const scale = 1.0 / maxSize +	limit := math.Nextafter(1, 2) +	u := math.Max(-limit, math.Min(limit, scale*float64((i<<1)+1-maxSize))) +	v := math.Max(-limit, math.Min(limit, scale*float64((j<<1)+1-maxSize))) + +	// Find the leaf cell coordinates on the adjacent face, and convert +	// them to a cell id at the appropriate level. +	f, u, v = xyzToFaceUV(faceUVToXYZ(f, u, v)) +	return cellIDFromFaceIJ(f, stToIJ(0.5*(u+1)), stToIJ(0.5*(v+1))) +} + +func cellIDFromFaceIJSame(f, i, j int, sameFace bool) CellID { +	if sameFace { +		return cellIDFromFaceIJ(f, i, j) +	} +	return cellIDFromFaceIJWrap(f, i, j) +} + +// ijToSTMin converts the i- or j-index of a leaf cell to the minimum corresponding +// s- or t-value contained by that cell. The argument must be in the range +// [0..2**30], i.e. up to one position beyond the normal range of valid leaf +// cell indices. +func ijToSTMin(i int) float64 { +	return float64(i) / float64(maxSize) +} + +// stToIJ converts value in ST coordinates to a value in IJ coordinates. +func stToIJ(s float64) int { +	return clampInt(int(math.Floor(maxSize*s)), 0, maxSize-1) +} + +// cellIDFromPoint returns a leaf cell containing point p. Usually there is +// exactly one such cell, but for points along the edge of a cell, any +// adjacent cell may be (deterministically) chosen. This is because +// s2.CellIDs are considered to be closed sets. The returned cell will +// always contain the given point, i.e. +// +//   CellFromPoint(p).ContainsPoint(p) +// +// is always true. +func cellIDFromPoint(p Point) CellID { +	f, u, v := xyzToFaceUV(r3.Vector{p.X, p.Y, p.Z}) +	i := stToIJ(uvToST(u)) +	j := stToIJ(uvToST(v)) +	return cellIDFromFaceIJ(f, i, j) +} + +// ijLevelToBoundUV returns the bounds in (u,v)-space for the cell at the given +// level containing the leaf cell with the given (i,j)-coordinates. +func ijLevelToBoundUV(i, j, level int) r2.Rect { +	cellSize := sizeIJ(level) +	xLo := i & -cellSize +	yLo := j & -cellSize + +	return r2.Rect{ +		X: r1.Interval{ +			Lo: stToUV(ijToSTMin(xLo)), +			Hi: stToUV(ijToSTMin(xLo + cellSize)), +		}, +		Y: r1.Interval{ +			Lo: stToUV(ijToSTMin(yLo)), +			Hi: stToUV(ijToSTMin(yLo + cellSize)), +		}, +	} +} + +// Constants related to the bit mangling in the Cell ID. +const ( +	lookupBits = 4 +	swapMask   = 0x01 +	invertMask = 0x02 +) + +// The following lookup tables are used to convert efficiently between an +// (i,j) cell index and the corresponding position along the Hilbert curve. +// +// lookupPos maps 4 bits of "i", 4 bits of "j", and 2 bits representing the +// orientation of the current cell into 8 bits representing the order in which +// that subcell is visited by the Hilbert curve, plus 2 bits indicating the +// new orientation of the Hilbert curve within that subcell. (Cell +// orientations are represented as combination of swapMask and invertMask.) +// +// lookupIJ is an inverted table used for mapping in the opposite +// direction. +// +// We also experimented with looking up 16 bits at a time (14 bits of position +// plus 2 of orientation) but found that smaller lookup tables gave better +// performance. (2KB fits easily in the primary cache.) +var ( +	ijToPos = [4][4]int{ +		{0, 1, 3, 2}, // canonical order +		{0, 3, 1, 2}, // axes swapped +		{2, 3, 1, 0}, // bits inverted +		{2, 1, 3, 0}, // swapped & inverted +	} +	posToIJ = [4][4]int{ +		{0, 1, 3, 2}, // canonical order:    (0,0), (0,1), (1,1), (1,0) +		{0, 2, 3, 1}, // axes swapped:       (0,0), (1,0), (1,1), (0,1) +		{3, 2, 0, 1}, // bits inverted:      (1,1), (1,0), (0,0), (0,1) +		{3, 1, 0, 2}, // swapped & inverted: (1,1), (0,1), (0,0), (1,0) +	} +	posToOrientation = [4]int{swapMask, 0, 0, invertMask | swapMask} +	lookupIJ         [1 << (2*lookupBits + 2)]int +	lookupPos        [1 << (2*lookupBits + 2)]int +) + +func init() { +	initLookupCell(0, 0, 0, 0, 0, 0) +	initLookupCell(0, 0, 0, swapMask, 0, swapMask) +	initLookupCell(0, 0, 0, invertMask, 0, invertMask) +	initLookupCell(0, 0, 0, swapMask|invertMask, 0, swapMask|invertMask) +} + +// initLookupCell initializes the lookupIJ table at init time. +func initLookupCell(level, i, j, origOrientation, pos, orientation int) { +	if level == lookupBits { +		ij := (i << lookupBits) + j +		lookupPos[(ij<<2)+origOrientation] = (pos << 2) + orientation +		lookupIJ[(pos<<2)+origOrientation] = (ij << 2) + orientation +		return +	} + +	level++ +	i <<= 1 +	j <<= 1 +	pos <<= 2 +	r := posToIJ[orientation] +	initLookupCell(level, i+(r[0]>>1), j+(r[0]&1), origOrientation, pos, orientation^posToOrientation[0]) +	initLookupCell(level, i+(r[1]>>1), j+(r[1]&1), origOrientation, pos+1, orientation^posToOrientation[1]) +	initLookupCell(level, i+(r[2]>>1), j+(r[2]&1), origOrientation, pos+2, orientation^posToOrientation[2]) +	initLookupCell(level, i+(r[3]>>1), j+(r[3]&1), origOrientation, pos+3, orientation^posToOrientation[3]) +} + +// CommonAncestorLevel returns the level of the common ancestor of the two S2 CellIDs. +func (ci CellID) CommonAncestorLevel(other CellID) (level int, ok bool) { +	bits := uint64(ci ^ other) +	if bits < ci.lsb() { +		bits = ci.lsb() +	} +	if bits < other.lsb() { +		bits = other.lsb() +	} + +	msbPos := findMSBSetNonZero64(bits) +	if msbPos > 60 { +		return 0, false +	} +	return (60 - msbPos) >> 1, true +} + +// Advance advances or retreats the indicated number of steps along the +// Hilbert curve at the current level, and returns the new position. The +// position is never advanced past End() or before Begin(). +func (ci CellID) Advance(steps int64) CellID { +	if steps == 0 { +		return ci +	} + +	// We clamp the number of steps if necessary to ensure that we do not +	// advance past the End() or before the Begin() of this level. Note that +	// minSteps and maxSteps always fit in a signed 64-bit integer. +	stepShift := uint(2*(maxLevel-ci.Level()) + 1) +	if steps < 0 { +		minSteps := -int64(uint64(ci) >> stepShift) +		if steps < minSteps { +			steps = minSteps +		} +	} else { +		maxSteps := int64((wrapOffset + ci.lsb() - uint64(ci)) >> stepShift) +		if steps > maxSteps { +			steps = maxSteps +		} +	} +	return ci + CellID(steps)<<stepShift +} + +// centerST return the center of the CellID in (s,t)-space. +func (ci CellID) centerST() r2.Point { +	_, si, ti := ci.faceSiTi() +	return r2.Point{siTiToST(si), siTiToST(ti)} +} + +// sizeST returns the edge length of this CellID in (s,t)-space at the given level. +func (ci CellID) sizeST(level int) float64 { +	return ijToSTMin(sizeIJ(level)) +} + +// boundST returns the bound of this CellID in (s,t)-space. +func (ci CellID) boundST() r2.Rect { +	s := ci.sizeST(ci.Level()) +	return r2.RectFromCenterSize(ci.centerST(), r2.Point{s, s}) +} + +// centerUV returns the center of this CellID in (u,v)-space. Note that +// the center of the cell is defined as the point at which it is recursively +// subdivided into four children; in general, it is not at the midpoint of +// the (u,v) rectangle covered by the cell. +func (ci CellID) centerUV() r2.Point { +	_, si, ti := ci.faceSiTi() +	return r2.Point{stToUV(siTiToST(si)), stToUV(siTiToST(ti))} +} + +// boundUV returns the bound of this CellID in (u,v)-space. +func (ci CellID) boundUV() r2.Rect { +	_, i, j, _ := ci.faceIJOrientation() +	return ijLevelToBoundUV(i, j, ci.Level()) +} + +// expandEndpoint returns a new u-coordinate u' such that the distance from the +// line u=u' to the given edge (u,v0)-(u,v1) is exactly the given distance +// (which is specified as the sine of the angle corresponding to the distance). +func expandEndpoint(u, maxV, sinDist float64) float64 { +	// This is based on solving a spherical right triangle, similar to the +	// calculation in Cap.RectBound. +	// Given an edge of the form (u,v0)-(u,v1), let maxV = max(abs(v0), abs(v1)). +	sinUShift := sinDist * math.Sqrt((1+u*u+maxV*maxV)/(1+u*u)) +	cosUShift := math.Sqrt(1 - sinUShift*sinUShift) +	// The following is an expansion of tan(atan(u) + asin(sinUShift)). +	return (cosUShift*u + sinUShift) / (cosUShift - sinUShift*u) +} + +// expandedByDistanceUV returns a rectangle expanded in (u,v)-space so that it +// contains all points within the given distance of the boundary, and return the +// smallest such rectangle. If the distance is negative, then instead shrink this +// rectangle so that it excludes all points within the given absolute distance +// of the boundary. +// +// Distances are measured *on the sphere*, not in (u,v)-space. For example, +// you can use this method to expand the (u,v)-bound of an CellID so that +// it contains all points within 5km of the original cell. You can then +// test whether a point lies within the expanded bounds like this: +// +//   if u, v, ok := faceXYZtoUV(face, point); ok && bound.ContainsPoint(r2.Point{u,v}) { ... } +// +// Limitations: +// +//  - Because the rectangle is drawn on one of the six cube-face planes +//    (i.e., {x,y,z} = +/-1), it can cover at most one hemisphere. This +//    limits the maximum amount that a rectangle can be expanded. For +//    example, CellID bounds can be expanded safely by at most 45 degrees +//    (about 5000 km on the Earth's surface). +// +//  - The implementation is not exact for negative distances. The resulting +//    rectangle will exclude all points within the given distance of the +//    boundary but may be slightly smaller than necessary. +func expandedByDistanceUV(uv r2.Rect, distance s1.Angle) r2.Rect { +	// Expand each of the four sides of the rectangle just enough to include all +	// points within the given distance of that side. (The rectangle may be +	// expanded by a different amount in (u,v)-space on each side.) +	maxU := math.Max(math.Abs(uv.X.Lo), math.Abs(uv.X.Hi)) +	maxV := math.Max(math.Abs(uv.Y.Lo), math.Abs(uv.Y.Hi)) +	sinDist := math.Sin(float64(distance)) +	return r2.Rect{ +		X: r1.Interval{expandEndpoint(uv.X.Lo, maxV, -sinDist), +			expandEndpoint(uv.X.Hi, maxV, sinDist)}, +		Y: r1.Interval{expandEndpoint(uv.Y.Lo, maxU, -sinDist), +			expandEndpoint(uv.Y.Hi, maxU, sinDist)}} +} + +// MaxTile returns the largest cell with the same RangeMin such that +// RangeMax < limit.RangeMin. It returns limit if no such cell exists. +// This method can be used to generate a small set of CellIDs that covers +// a given range (a tiling). This example shows how to generate a tiling +// for a semi-open range of leaf cells [start, limit): +// +//   for id := start.MaxTile(limit); id != limit; id = id.Next().MaxTile(limit)) { ... } +// +// Note that in general the cells in the tiling will be of different sizes; +// they gradually get larger (near the middle of the range) and then +// gradually get smaller as limit is approached. +func (ci CellID) MaxTile(limit CellID) CellID { +	start := ci.RangeMin() +	if start >= limit.RangeMin() { +		return limit +	} + +	if ci.RangeMax() >= limit { +		// The cell is too large, shrink it. Note that when generating coverings +		// of CellID ranges, this loop usually executes only once. Also because +		// ci.RangeMin() < limit.RangeMin(), we will always exit the loop by the +		// time we reach a leaf cell. +		for { +			ci = ci.Children()[0] +			if ci.RangeMax() < limit { +				break +			} +		} +		return ci +	} + +	// The cell may be too small. Grow it if necessary. Note that generally +	// this loop only iterates once. +	for !ci.isFace() { +		parent := ci.immediateParent() +		if parent.RangeMin() != start || parent.RangeMax() >= limit { +			break +		} +		ci = parent +	} +	return ci +} + +// centerFaceSiTi returns the (face, si, ti) coordinates of the center of the cell. +// Note that although (si,ti) coordinates span the range [0,2**31] in general, +// the cell center coordinates are always in the range [1,2**31-1] and +// therefore can be represented using a signed 32-bit integer. +func (ci CellID) centerFaceSiTi() (face, si, ti int) { +	// First we compute the discrete (i,j) coordinates of a leaf cell contained +	// within the given cell. Given that cells are represented by the Hilbert +	// curve position corresponding at their center, it turns out that the cell +	// returned by faceIJOrientation is always one of two leaf cells closest +	// to the center of the cell (unless the given cell is a leaf cell itself, +	// in which case there is only one possibility). +	// +	// Given a cell of size s >= 2 (i.e. not a leaf cell), and letting (imin, +	// jmin) be the coordinates of its lower left-hand corner, the leaf cell +	// returned by faceIJOrientation is either (imin + s/2, jmin + s/2) +	// (imin + s/2 - 1, jmin + s/2 - 1). The first case is the one we want. +	// We can distinguish these two cases by looking at the low bit of i or +	// j. In the second case the low bit is one, unless s == 2 (i.e. the +	// level just above leaf cells) in which case the low bit is zero. +	// +	// In the code below, the expression ((i ^ (int(id) >> 2)) & 1) is true +	// if we are in the second case described above. +	face, i, j, _ := ci.faceIJOrientation() +	delta := 0 +	if ci.IsLeaf() { +		delta = 1 +	} else if (int64(i)^(int64(ci)>>2))&1 == 1 { +		delta = 2 +	} + +	// Note that (2 * {i,j} + delta) will never overflow a 32-bit integer. +	return face, 2*i + delta, 2*j + delta +} diff --git a/vendor/github.com/golang/geo/s2/cellunion.go b/vendor/github.com/golang/geo/s2/cellunion.go new file mode 100644 index 000000000..0654de973 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/cellunion.go @@ -0,0 +1,590 @@ +// Copyright 2014 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 ( +	"fmt" +	"io" +	"sort" + +	"github.com/golang/geo/s1" +) + +// A CellUnion is a collection of CellIDs. +// +// It is normalized if it is sorted, and does not contain redundancy. +// Specifically, it may not contain the same CellID twice, nor a CellID that +// is contained by another, nor the four sibling CellIDs that are children of +// a single higher level CellID. +// +// CellUnions are not required to be normalized, but certain operations will +// return different results if they are not (e.g. Contains). +type CellUnion []CellID + +// CellUnionFromRange creates a CellUnion that covers the half-open range +// of leaf cells [begin, end). If begin == end the resulting union is empty. +// This requires that begin and end are both leaves, and begin <= end. +// To create a closed-ended range, pass in end.Next(). +func CellUnionFromRange(begin, end CellID) CellUnion { +	// We repeatedly add the largest cell we can. +	var cu CellUnion +	for id := begin.MaxTile(end); id != end; id = id.Next().MaxTile(end) { +		cu = append(cu, id) +	} +	// The output is normalized because the cells are added in order by the iteration. +	return cu +} + +// CellUnionFromUnion creates a CellUnion from the union of the given CellUnions. +func CellUnionFromUnion(cellUnions ...CellUnion) CellUnion { +	var cu CellUnion +	for _, cellUnion := range cellUnions { +		cu = append(cu, cellUnion...) +	} +	cu.Normalize() +	return cu +} + +// CellUnionFromIntersection creates a CellUnion from the intersection of the given CellUnions. +func CellUnionFromIntersection(x, y CellUnion) CellUnion { +	var cu CellUnion + +	// This is a fairly efficient calculation that uses binary search to skip +	// over sections of both input vectors. It takes constant time if all the +	// cells of x come before or after all the cells of y in CellID order. +	var i, j int +	for i < len(x) && j < len(y) { +		iMin := x[i].RangeMin() +		jMin := y[j].RangeMin() +		if iMin > jMin { +			// Either j.Contains(i) or the two cells are disjoint. +			if x[i] <= y[j].RangeMax() { +				cu = append(cu, x[i]) +				i++ +			} else { +				// Advance j to the first cell possibly contained by x[i]. +				j = y.lowerBound(j+1, len(y), iMin) +				// The previous cell y[j-1] may now contain x[i]. +				if x[i] <= y[j-1].RangeMax() { +					j-- +				} +			} +		} else if jMin > iMin { +			// Identical to the code above with i and j reversed. +			if y[j] <= x[i].RangeMax() { +				cu = append(cu, y[j]) +				j++ +			} else { +				i = x.lowerBound(i+1, len(x), jMin) +				if y[j] <= x[i-1].RangeMax() { +					i-- +				} +			} +		} else { +			// i and j have the same RangeMin(), so one contains the other. +			if x[i] < y[j] { +				cu = append(cu, x[i]) +				i++ +			} else { +				cu = append(cu, y[j]) +				j++ +			} +		} +	} + +	// The output is generated in sorted order. +	cu.Normalize() +	return cu +} + +// CellUnionFromIntersectionWithCellID creates a CellUnion from the intersection +// of a CellUnion with the given CellID. This can be useful for splitting a +// CellUnion into chunks. +func CellUnionFromIntersectionWithCellID(x CellUnion, id CellID) CellUnion { +	var cu CellUnion +	if x.ContainsCellID(id) { +		cu = append(cu, id) +		cu.Normalize() +		return cu +	} + +	idmax := id.RangeMax() +	for i := x.lowerBound(0, len(x), id.RangeMin()); i < len(x) && x[i] <= idmax; i++ { +		cu = append(cu, x[i]) +	} + +	cu.Normalize() +	return cu +} + +// CellUnionFromDifference creates a CellUnion from the difference (x - y) +// of the given CellUnions. +func CellUnionFromDifference(x, y CellUnion) CellUnion { +	// TODO(roberts): This is approximately O(N*log(N)), but could probably +	// use similar techniques as CellUnionFromIntersectionWithCellID to be more efficient. + +	var cu CellUnion +	for _, xid := range x { +		cu.cellUnionDifferenceInternal(xid, &y) +	} + +	// The output is generated in sorted order, and there should not be any +	// cells that can be merged (provided that both inputs were normalized). +	return cu +} + +// The C++ constructor methods FromNormalized and FromVerbatim are not necessary +// since they don't call Normalize, and just set the CellIDs directly on the object, +// so straight casting is sufficient in Go to replicate this behavior. + +// IsValid reports whether the cell union is valid, meaning that the CellIDs are +// valid, non-overlapping, and sorted in increasing order. +func (cu *CellUnion) IsValid() bool { +	for i, cid := range *cu { +		if !cid.IsValid() { +			return false +		} +		if i == 0 { +			continue +		} +		if (*cu)[i-1].RangeMax() >= cid.RangeMin() { +			return false +		} +	} +	return true +} + +// IsNormalized reports whether the cell union is normalized, meaning that it is +// satisfies IsValid and that no four cells have a common parent. +// Certain operations such as Contains will return a different +// result if the cell union is not normalized. +func (cu *CellUnion) IsNormalized() bool { +	for i, cid := range *cu { +		if !cid.IsValid() { +			return false +		} +		if i == 0 { +			continue +		} +		if (*cu)[i-1].RangeMax() >= cid.RangeMin() { +			return false +		} +		if i < 3 { +			continue +		} +		if areSiblings((*cu)[i-3], (*cu)[i-2], (*cu)[i-1], cid) { +			return false +		} +	} +	return true +} + +// Normalize normalizes the CellUnion. +func (cu *CellUnion) Normalize() { +	sortCellIDs(*cu) + +	output := make([]CellID, 0, len(*cu)) // the list of accepted cells +	// Loop invariant: output is a sorted list of cells with no redundancy. +	for _, ci := range *cu { +		// The first two passes here either ignore this new candidate, +		// or remove previously accepted cells that are covered by this candidate. + +		// Ignore this cell if it is contained by the previous one. +		// We only need to check the last accepted cell. The ordering of the +		// cells implies containment (but not the converse), and output has no redundancy, +		// so if this candidate is not contained by the last accepted cell +		// then it cannot be contained by any previously accepted cell. +		if len(output) > 0 && output[len(output)-1].Contains(ci) { +			continue +		} + +		// Discard any previously accepted cells contained by this one. +		// This could be any contiguous trailing subsequence, but it can't be +		// a discontiguous subsequence because of the containment property of +		// sorted S2 cells mentioned above. +		j := len(output) - 1 // last index to keep +		for j >= 0 { +			if !ci.Contains(output[j]) { +				break +			} +			j-- +		} +		output = output[:j+1] + +		// See if the last three cells plus this one can be collapsed. +		// We loop because collapsing three accepted cells and adding a higher level cell +		// could cascade into previously accepted cells. +		for len(output) >= 3 && areSiblings(output[len(output)-3], output[len(output)-2], output[len(output)-1], ci) { +			// Replace four children by their parent cell. +			output = output[:len(output)-3] +			ci = ci.immediateParent() // checked !ci.isFace above +		} +		output = append(output, ci) +	} +	*cu = output +} + +// IntersectsCellID reports whether this CellUnion intersects the given cell ID. +func (cu *CellUnion) IntersectsCellID(id CellID) bool { +	// Find index of array item that occurs directly after our probe cell: +	i := sort.Search(len(*cu), func(i int) bool { return id < (*cu)[i] }) + +	if i != len(*cu) && (*cu)[i].RangeMin() <= id.RangeMax() { +		return true +	} +	return i != 0 && (*cu)[i-1].RangeMax() >= id.RangeMin() +} + +// ContainsCellID reports whether the CellUnion contains the given cell ID. +// Containment is defined with respect to regions, e.g. a cell contains its 4 children. +// +// CAVEAT: If you have constructed a non-normalized CellUnion, note that groups +// of 4 child cells are *not* considered to contain their parent cell. To get +// this behavior you must use one of the call Normalize() explicitly. +func (cu *CellUnion) ContainsCellID(id CellID) bool { +	// Find index of array item that occurs directly after our probe cell: +	i := sort.Search(len(*cu), func(i int) bool { return id < (*cu)[i] }) + +	if i != len(*cu) && (*cu)[i].RangeMin() <= id { +		return true +	} +	return i != 0 && (*cu)[i-1].RangeMax() >= id +} + +// Denormalize replaces this CellUnion with an expanded version of the +// CellUnion where any cell whose level is less than minLevel or where +// (level - minLevel) is not a multiple of levelMod is replaced by its +// children, until either both of these conditions are satisfied or the +// maximum level is reached. +func (cu *CellUnion) Denormalize(minLevel, levelMod int) { +	var denorm CellUnion +	for _, id := range *cu { +		level := id.Level() +		newLevel := level +		if newLevel < minLevel { +			newLevel = minLevel +		} +		if levelMod > 1 { +			newLevel += (maxLevel - (newLevel - minLevel)) % levelMod +			if newLevel > maxLevel { +				newLevel = maxLevel +			} +		} +		if newLevel == level { +			denorm = append(denorm, id) +		} else { +			end := id.ChildEndAtLevel(newLevel) +			for ci := id.ChildBeginAtLevel(newLevel); ci != end; ci = ci.Next() { +				denorm = append(denorm, ci) +			} +		} +	} +	*cu = denorm +} + +// RectBound returns a Rect that bounds this entity. +func (cu *CellUnion) RectBound() Rect { +	bound := EmptyRect() +	for _, c := range *cu { +		bound = bound.Union(CellFromCellID(c).RectBound()) +	} +	return bound +} + +// CapBound returns a Cap that bounds this entity. +func (cu *CellUnion) CapBound() Cap { +	if len(*cu) == 0 { +		return EmptyCap() +	} + +	// Compute the approximate centroid of the region. This won't produce the +	// bounding cap of minimal area, but it should be close enough. +	var centroid Point + +	for _, ci := range *cu { +		area := AvgAreaMetric.Value(ci.Level()) +		centroid = Point{centroid.Add(ci.Point().Mul(area))} +	} + +	if zero := (Point{}); centroid == zero { +		centroid = PointFromCoords(1, 0, 0) +	} else { +		centroid = Point{centroid.Normalize()} +	} + +	// Use the centroid as the cap axis, and expand the cap angle so that it +	// contains the bounding caps of all the individual cells.  Note that it is +	// *not* sufficient to just bound all the cell vertices because the bounding +	// cap may be concave (i.e. cover more than one hemisphere). +	c := CapFromPoint(centroid) +	for _, ci := range *cu { +		c = c.AddCap(CellFromCellID(ci).CapBound()) +	} + +	return c +} + +// ContainsCell reports whether this cell union contains the given cell. +func (cu *CellUnion) ContainsCell(c Cell) bool { +	return cu.ContainsCellID(c.id) +} + +// IntersectsCell reports whether this cell union intersects the given cell. +func (cu *CellUnion) IntersectsCell(c Cell) bool { +	return cu.IntersectsCellID(c.id) +} + +// ContainsPoint reports whether this cell union contains the given point. +func (cu *CellUnion) ContainsPoint(p Point) bool { +	return cu.ContainsCell(CellFromPoint(p)) +} + +// CellUnionBound computes a covering of the CellUnion. +func (cu *CellUnion) CellUnionBound() []CellID { +	return cu.CapBound().CellUnionBound() +} + +// LeafCellsCovered reports the number of leaf cells covered by this cell union. +// This will be no more than 6*2^60 for the whole sphere. +func (cu *CellUnion) LeafCellsCovered() int64 { +	var numLeaves int64 +	for _, c := range *cu { +		numLeaves += 1 << uint64((maxLevel-int64(c.Level()))<<1) +	} +	return numLeaves +} + +// Returns true if the given four cells have a common parent. +// This requires that the four CellIDs are distinct. +func areSiblings(a, b, c, d CellID) bool { +	// A necessary (but not sufficient) condition is that the XOR of the +	// four cell IDs must be zero. This is also very fast to test. +	if (a ^ b ^ c) != d { +		return false +	} + +	// Now we do a slightly more expensive but exact test. First, compute a +	// mask that blocks out the two bits that encode the child position of +	// "id" with respect to its parent, then check that the other three +	// children all agree with "mask". +	mask := d.lsb() << 1 +	mask = ^(mask + (mask << 1)) +	idMasked := (uint64(d) & mask) +	return ((uint64(a)&mask) == idMasked && +		(uint64(b)&mask) == idMasked && +		(uint64(c)&mask) == idMasked && +		!d.isFace()) +} + +// Contains reports whether this CellUnion contains all of the CellIDs of the given CellUnion. +func (cu *CellUnion) Contains(o CellUnion) bool { +	// TODO(roberts): Investigate alternatives such as divide-and-conquer +	// or alternating-skip-search that may be significantly faster in both +	// the average and worst case. This applies to Intersects as well. +	for _, id := range o { +		if !cu.ContainsCellID(id) { +			return false +		} +	} + +	return true +} + +// Intersects reports whether this CellUnion intersects any of the CellIDs of the given CellUnion. +func (cu *CellUnion) Intersects(o CellUnion) bool { +	for _, c := range *cu { +		if o.IntersectsCellID(c) { +			return true +		} +	} + +	return false +} + +// lowerBound returns the index in this CellUnion to the first element whose value +// is not considered to go before the given cell id. (i.e., either it is equivalent +// or comes after the given id.) If there is no match, then end is returned. +func (cu *CellUnion) lowerBound(begin, end int, id CellID) int { +	for i := begin; i < end; i++ { +		if (*cu)[i] >= id { +			return i +		} +	} + +	return end +} + +// cellUnionDifferenceInternal adds the difference between the CellID and the union to +// the result CellUnion. If they intersect but the difference is non-empty, it divides +// and conquers. +func (cu *CellUnion) cellUnionDifferenceInternal(id CellID, other *CellUnion) { +	if !other.IntersectsCellID(id) { +		(*cu) = append((*cu), id) +		return +	} + +	if !other.ContainsCellID(id) { +		for _, child := range id.Children() { +			cu.cellUnionDifferenceInternal(child, other) +		} +	} +} + +// ExpandAtLevel expands this CellUnion by adding a rim of cells at expandLevel +// around the unions boundary. +// +// For each cell c in the union, we add all cells at level +// expandLevel that abut c. There are typically eight of those +// (four edge-abutting and four sharing a vertex). However, if c is +// finer than expandLevel, we add all cells abutting +// c.Parent(expandLevel) as well as c.Parent(expandLevel) itself, +// as an expandLevel cell rarely abuts a smaller cell. +// +// Note that the size of the output is exponential in +// expandLevel. For example, if expandLevel == 20 and the input +// has a cell at level 10, there will be on the order of 4000 +// adjacent cells in the output. For most applications the +// ExpandByRadius method below is easier to use. +func (cu *CellUnion) ExpandAtLevel(level int) { +	var output CellUnion +	levelLsb := lsbForLevel(level) +	for i := len(*cu) - 1; i >= 0; i-- { +		id := (*cu)[i] +		if id.lsb() < levelLsb { +			id = id.Parent(level) +			// Optimization: skip over any cells contained by this one. This is +			// especially important when very small regions are being expanded. +			for i > 0 && id.Contains((*cu)[i-1]) { +				i-- +			} +		} +		output = append(output, id) +		output = append(output, id.AllNeighbors(level)...) +	} +	sortCellIDs(output) + +	*cu = output +	cu.Normalize() +} + +// ExpandByRadius expands this CellUnion such that it contains all points whose +// distance to the CellUnion is at most minRadius, but do not use cells that +// are more than maxLevelDiff levels higher than the largest cell in the input. +// The second parameter controls the tradeoff between accuracy and output size +// when a large region is being expanded by a small amount (e.g. expanding Canada +// by 1km). For example, if maxLevelDiff == 4 the region will always be expanded +// by approximately 1/16 the width of its largest cell. Note that in the worst case, +// the number of cells in the output can be up to 4 * (1 + 2 ** maxLevelDiff) times +// larger than the number of cells in the input. +func (cu *CellUnion) ExpandByRadius(minRadius s1.Angle, maxLevelDiff int) { +	minLevel := maxLevel +	for _, cid := range *cu { +		minLevel = minInt(minLevel, cid.Level()) +	} + +	// Find the maximum level such that all cells are at least "minRadius" wide. +	radiusLevel := MinWidthMetric.MaxLevel(minRadius.Radians()) +	if radiusLevel == 0 && minRadius.Radians() > MinWidthMetric.Value(0) { +		// The requested expansion is greater than the width of a face cell. +		// The easiest way to handle this is to expand twice. +		cu.ExpandAtLevel(0) +	} +	cu.ExpandAtLevel(minInt(minLevel+maxLevelDiff, radiusLevel)) +} + +// Equal reports whether the two CellUnions are equal. +func (cu CellUnion) Equal(o CellUnion) bool { +	if len(cu) != len(o) { +		return false +	} +	for i := 0; i < len(cu); i++ { +		if cu[i] != o[i] { +			return false +		} +	} +	return true +} + +// AverageArea returns the average area of this CellUnion. +// This is accurate to within a factor of 1.7. +func (cu *CellUnion) AverageArea() float64 { +	return AvgAreaMetric.Value(maxLevel) * float64(cu.LeafCellsCovered()) +} + +// ApproxArea returns the approximate area of this CellUnion. This method is accurate +// to within 3% percent for all cell sizes and accurate to within 0.1% for cells +// at level 5 or higher within the union. +func (cu *CellUnion) ApproxArea() float64 { +	var area float64 +	for _, id := range *cu { +		area += CellFromCellID(id).ApproxArea() +	} +	return area +} + +// ExactArea returns the area of this CellUnion as accurately as possible. +func (cu *CellUnion) ExactArea() float64 { +	var area float64 +	for _, id := range *cu { +		area += CellFromCellID(id).ExactArea() +	} +	return area +} + +// Encode encodes the CellUnion. +func (cu *CellUnion) Encode(w io.Writer) error { +	e := &encoder{w: w} +	cu.encode(e) +	return e.err +} + +func (cu *CellUnion) encode(e *encoder) { +	e.writeInt8(encodingVersion) +	e.writeInt64(int64(len(*cu))) +	for _, ci := range *cu { +		ci.encode(e) +	} +} + +// Decode decodes the CellUnion. +func (cu *CellUnion) Decode(r io.Reader) error { +	d := &decoder{r: asByteReader(r)} +	cu.decode(d) +	return d.err +} + +func (cu *CellUnion) decode(d *decoder) { +	version := d.readInt8() +	if d.err != nil { +		return +	} +	if version != encodingVersion { +		d.err = fmt.Errorf("only version %d is supported", encodingVersion) +		return +	} +	n := d.readInt64() +	if d.err != nil { +		return +	} +	const maxCells = 1000000 +	if n > maxCells { +		d.err = fmt.Errorf("too many cells (%d; max is %d)", n, maxCells) +		return +	} +	*cu = make([]CellID, n) +	for i := range *cu { +		(*cu)[i].decode(d) +	} +} diff --git a/vendor/github.com/golang/geo/s2/centroids.go b/vendor/github.com/golang/geo/s2/centroids.go new file mode 100644 index 000000000..e8a91c442 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/centroids.go @@ -0,0 +1,133 @@ +// Copyright 2018 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" + +	"github.com/golang/geo/r3" +) + +// There are several notions of the "centroid" of a triangle. First, there +// is the planar centroid, which is simply the centroid of the ordinary +// (non-spherical) triangle defined by the three vertices. Second, there is +// the surface centroid, which is defined as the intersection of the three +// medians of the spherical triangle. It is possible to show that this +// point is simply the planar centroid projected to the surface of the +// sphere. Finally, there is the true centroid (mass centroid), which is +// defined as the surface integral over the spherical triangle of (x,y,z) +// divided by the triangle area. This is the point that the triangle would +// rotate around if it was spinning in empty space. +// +// The best centroid for most purposes is the true centroid. Unlike the +// planar and surface centroids, the true centroid behaves linearly as +// regions are added or subtracted. That is, if you split a triangle into +// pieces and compute the average of their centroids (weighted by triangle +// area), the result equals the centroid of the original triangle. This is +// not true of the other centroids. +// +// Also note that the surface centroid may be nowhere near the intuitive +// "center" of a spherical triangle. For example, consider the triangle +// with vertices A=(1,eps,0), B=(0,0,1), C=(-1,eps,0) (a quarter-sphere). +// The surface centroid of this triangle is at S=(0, 2*eps, 1), which is +// within a distance of 2*eps of the vertex B. Note that the median from A +// (the segment connecting A to the midpoint of BC) passes through S, since +// this is the shortest path connecting the two endpoints. On the other +// hand, the true centroid is at M=(0, 0.5, 0.5), which when projected onto +// the surface is a much more reasonable interpretation of the "center" of +// this triangle. +// + +// TrueCentroid returns the true centroid of the spherical triangle ABC +// multiplied by the signed area of spherical triangle ABC. The reasons for +// multiplying by the signed area are (1) this is the quantity that needs to be +// summed to compute the centroid of a union or difference of triangles, and +// (2) it's actually easier to calculate this way. All points must have unit length. +// +// Note that the result of this function is defined to be Point(0, 0, 0) if +// the triangle is degenerate. +func TrueCentroid(a, b, c Point) Point { +	// Use Distance to get accurate results for small triangles. +	ra := float64(1) +	if sa := float64(b.Distance(c)); sa != 0 { +		ra = sa / math.Sin(sa) +	} +	rb := float64(1) +	if sb := float64(c.Distance(a)); sb != 0 { +		rb = sb / math.Sin(sb) +	} +	rc := float64(1) +	if sc := float64(a.Distance(b)); sc != 0 { +		rc = sc / math.Sin(sc) +	} + +	// Now compute a point M such that: +	// +	//  [Ax Ay Az] [Mx]                       [ra] +	//  [Bx By Bz] [My]  = 0.5 * det(A,B,C) * [rb] +	//  [Cx Cy Cz] [Mz]                       [rc] +	// +	// To improve the numerical stability we subtract the first row (A) from the +	// other two rows; this reduces the cancellation error when A, B, and C are +	// very close together. Then we solve it using Cramer's rule. +	// +	// The result is the true centroid of the triangle multiplied by the +	// triangle's area. +	// +	// This code still isn't as numerically stable as it could be. +	// The biggest potential improvement is to compute B-A and C-A more +	// accurately so that (B-A)x(C-A) is always inside triangle ABC. +	x := r3.Vector{a.X, b.X - a.X, c.X - a.X} +	y := r3.Vector{a.Y, b.Y - a.Y, c.Y - a.Y} +	z := r3.Vector{a.Z, b.Z - a.Z, c.Z - a.Z} +	r := r3.Vector{ra, rb - ra, rc - ra} + +	return Point{r3.Vector{y.Cross(z).Dot(r), z.Cross(x).Dot(r), x.Cross(y).Dot(r)}.Mul(0.5)} +} + +// EdgeTrueCentroid returns the true centroid of the spherical geodesic edge AB +// multiplied by the length of the edge AB. As with triangles, the true centroid +// of a collection of line segments may be computed simply by summing the result +// of this method for each segment. +// +// Note that the planar centroid of a line segment is simply 0.5 * (a + b), +// while the surface centroid is (a + b).Normalize(). However neither of +// these values is appropriate for computing the centroid of a collection of +// edges (such as a polyline). +// +// Also note that the result of this function is defined to be Point(0, 0, 0) +// if the edge is degenerate. +func EdgeTrueCentroid(a, b Point) Point { +	// The centroid (multiplied by length) is a vector toward the midpoint +	// of the edge, whose length is twice the sine of half the angle between +	// the two vertices. Defining theta to be this angle, we have: +	vDiff := a.Sub(b.Vector) // Length == 2*sin(theta) +	vSum := a.Add(b.Vector)  // Length == 2*cos(theta) +	sin2 := vDiff.Norm2() +	cos2 := vSum.Norm2() +	if cos2 == 0 { +		return Point{} // Ignore antipodal edges. +	} +	return Point{vSum.Mul(math.Sqrt(sin2 / cos2))} // Length == 2*sin(theta) +} + +// PlanarCentroid returns the centroid of the planar triangle ABC. This can be +// normalized to unit length to obtain the "surface centroid" of the corresponding +// spherical triangle, i.e. the intersection of the three medians. However, note +// that for large spherical triangles the surface centroid may be nowhere near +// the intuitive "center". +func PlanarCentroid(a, b, c Point) Point { +	return Point{a.Add(b.Vector).Add(c.Vector).Mul(1. / 3)} +} diff --git a/vendor/github.com/golang/geo/s2/contains_point_query.go b/vendor/github.com/golang/geo/s2/contains_point_query.go new file mode 100644 index 000000000..3026f3601 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/contains_point_query.go @@ -0,0 +1,190 @@ +// Copyright 2018 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 + +// VertexModel defines whether shapes are considered to contain their vertices. +// Note that these definitions differ from the ones used by BooleanOperation. +// +// Note that points other than vertices are never contained by polylines. +// If you want need this behavior, use ClosestEdgeQuery's IsDistanceLess +// with a suitable distance threshold instead. +type VertexModel int + +const ( +	// VertexModelOpen means no shapes contain their vertices (not even +	// points). Therefore Contains(Point) returns true if and only if the +	// point is in the interior of some polygon. +	VertexModelOpen VertexModel = iota + +	// VertexModelSemiOpen means that polygon point containment is defined +	// such that if several polygons tile the region around a vertex, then +	// exactly one of those polygons contains that vertex. Points and +	// polylines still do not contain any vertices. +	VertexModelSemiOpen + +	// VertexModelClosed means all shapes contain their vertices (including +	// points and polylines). +	VertexModelClosed +) + +// ContainsPointQuery determines whether one or more shapes in a ShapeIndex +// contain a given Point. The ShapeIndex may contain any number of points, +// polylines, and/or polygons (possibly overlapping). Shape boundaries may be +// modeled as Open, SemiOpen, or Closed (this affects whether or not shapes are +// considered to contain their vertices). +// +// This type is not safe for concurrent use. +// +// However, note that if you need to do a large number of point containment +// tests, it is more efficient to re-use the query rather than creating a new +// one each time. +type ContainsPointQuery struct { +	model VertexModel +	index *ShapeIndex +	iter  *ShapeIndexIterator +} + +// NewContainsPointQuery creates a new instance of the ContainsPointQuery for the index +// and given vertex model choice. +func NewContainsPointQuery(index *ShapeIndex, model VertexModel) *ContainsPointQuery { +	return &ContainsPointQuery{ +		index: index, +		model: model, +		iter:  index.Iterator(), +	} +} + +// Contains reports whether any shape in the queries index contains the point p +// under the queries vertex model (Open, SemiOpen, or Closed). +func (q *ContainsPointQuery) Contains(p Point) bool { +	if !q.iter.LocatePoint(p) { +		return false +	} + +	cell := q.iter.IndexCell() +	for _, clipped := range cell.shapes { +		if q.shapeContains(clipped, q.iter.Center(), p) { +			return true +		} +	} +	return false +} + +// shapeContains reports whether the clippedShape from the iterator's center position contains +// the given point. +func (q *ContainsPointQuery) shapeContains(clipped *clippedShape, center, p Point) bool { +	inside := clipped.containsCenter +	numEdges := clipped.numEdges() +	if numEdges <= 0 { +		return inside +	} + +	shape := q.index.Shape(clipped.shapeID) +	if shape.Dimension() != 2 { +		// Points and polylines can be ignored unless the vertex model is Closed. +		if q.model != VertexModelClosed { +			return false +		} + +		// Otherwise, the point is contained if and only if it matches a vertex. +		for _, edgeID := range clipped.edges { +			edge := shape.Edge(edgeID) +			if edge.V0 == p || edge.V1 == p { +				return true +			} +		} +		return false +	} + +	// Test containment by drawing a line segment from the cell center to the +	// given point and counting edge crossings. +	crosser := NewEdgeCrosser(center, p) +	for _, edgeID := range clipped.edges { +		edge := shape.Edge(edgeID) +		sign := crosser.CrossingSign(edge.V0, edge.V1) +		if sign == DoNotCross { +			continue +		} +		if sign == MaybeCross { +			// For the Open and Closed models, check whether p is a vertex. +			if q.model != VertexModelSemiOpen && (edge.V0 == p || edge.V1 == p) { +				return (q.model == VertexModelClosed) +			} +			// C++ plays fast and loose with the int <-> bool conversions here. +			if VertexCrossing(crosser.a, crosser.b, edge.V0, edge.V1) { +				sign = Cross +			} else { +				sign = DoNotCross +			} +		} +		inside = inside != (sign == Cross) +	} + +	return inside +} + +// ShapeContains reports whether the given shape contains the point under this +// queries vertex model (Open, SemiOpen, or Closed). +// +// This requires the shape belongs to this queries index. +func (q *ContainsPointQuery) ShapeContains(shape Shape, p Point) bool { +	if !q.iter.LocatePoint(p) { +		return false +	} + +	clipped := q.iter.IndexCell().findByShapeID(q.index.idForShape(shape)) +	if clipped == nil { +		return false +	} +	return q.shapeContains(clipped, q.iter.Center(), p) +} + +// shapeVisitorFunc is a type of function that can be called against shaped in an index. +type shapeVisitorFunc func(shape Shape) bool + +// visitContainingShapes visits all shapes in the given index that contain the +// given point p, terminating early if the given visitor function returns false, +// in which case visitContainingShapes returns false. Each shape is +// visited at most once. +func (q *ContainsPointQuery) visitContainingShapes(p Point, f shapeVisitorFunc) bool { +	// This function returns false only if the algorithm terminates early +	// because the visitor function returned false. +	if !q.iter.LocatePoint(p) { +		return true +	} + +	cell := q.iter.IndexCell() +	for _, clipped := range cell.shapes { +		if q.shapeContains(clipped, q.iter.Center(), p) && +			!f(q.index.Shape(clipped.shapeID)) { +			return false +		} +	} +	return true +} + +// ContainingShapes returns a slice of all shapes that contain the given point. +func (q *ContainsPointQuery) ContainingShapes(p Point) []Shape { +	var shapes []Shape +	q.visitContainingShapes(p, func(shape Shape) bool { +		shapes = append(shapes, shape) +		return true +	}) +	return shapes +} + +// TODO(roberts): Remaining methods from C++ +// type edgeVisitorFunc func(shape ShapeEdge) bool +// func (q *ContainsPointQuery) visitIncidentEdges(p Point, v edgeVisitorFunc) bool diff --git a/vendor/github.com/golang/geo/s2/contains_vertex_query.go b/vendor/github.com/golang/geo/s2/contains_vertex_query.go new file mode 100644 index 000000000..8e74f9e5b --- /dev/null +++ b/vendor/github.com/golang/geo/s2/contains_vertex_query.go @@ -0,0 +1,63 @@ +// 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 + +// ContainsVertexQuery is used to track the edges entering and leaving the +// given vertex of a Polygon in order to be able to determine if the point is +// contained by the Polygon. +// +// Point containment is defined according to the semi-open boundary model +// which means that if several polygons tile the region around a vertex, +// then exactly one of those polygons contains that vertex. +type ContainsVertexQuery struct { +	target  Point +	edgeMap map[Point]int +} + +// NewContainsVertexQuery returns a new query for the given vertex whose +// containment will be determined. +func NewContainsVertexQuery(target Point) *ContainsVertexQuery { +	return &ContainsVertexQuery{ +		target:  target, +		edgeMap: make(map[Point]int), +	} +} + +// AddEdge adds the edge between target and v with the given direction. +// (+1 = outgoing, -1 = incoming, 0 = degenerate). +func (q *ContainsVertexQuery) AddEdge(v Point, direction int) { +	q.edgeMap[v] += direction +} + +// ContainsVertex reports a +1 if the target vertex is contained, -1 if it is +// not contained, and 0 if the incident edges consisted of matched sibling pairs. +func (q *ContainsVertexQuery) ContainsVertex() int { +	// Find the unmatched edge that is immediately clockwise from Ortho(P). +	referenceDir := Point{q.target.Ortho()} + +	bestPoint := referenceDir +	bestDir := 0 + +	for k, v := range q.edgeMap { +		if v == 0 { +			continue // This is a "matched" edge. +		} +		if OrderedCCW(referenceDir, bestPoint, k, q.target) { +			bestPoint = k +			bestDir = v +		} +	} +	return bestDir +} diff --git a/vendor/github.com/golang/geo/s2/convex_hull_query.go b/vendor/github.com/golang/geo/s2/convex_hull_query.go new file mode 100644 index 000000000..68539abb1 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/convex_hull_query.go @@ -0,0 +1,258 @@ +// Copyright 2018 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 ( +	"sort" + +	"github.com/golang/geo/r3" +) + +// ConvexHullQuery builds the convex hull of any collection of points, +// polylines, loops, and polygons. It returns a single convex loop. +// +// The convex hull is defined as the smallest convex region on the sphere that +// contains all of your input geometry. Recall that a region is "convex" if +// for every pair of points inside the region, the straight edge between them +// is also inside the region. In our case, a "straight" edge is a geodesic, +// i.e. the shortest path on the sphere between two points. +// +// Containment of input geometry is defined as follows: +// +//  - Each input loop and polygon is contained by the convex hull exactly +//    (i.e., according to Polygon's Contains(Polygon)). +// +//  - Each input point is either contained by the convex hull or is a vertex +//    of the convex hull. (Recall that S2Loops do not necessarily contain their +//    vertices.) +// +//  - For each input polyline, the convex hull contains all of its vertices +//    according to the rule for points above. (The definition of convexity +//    then ensures that the convex hull also contains the polyline edges.) +// +// To use this type, call the various Add... methods to add your input geometry, and +// then call ConvexHull. Note that ConvexHull does *not* reset the +// state; you can continue adding geometry if desired and compute the convex +// hull again. If you want to start from scratch, simply create a new +// ConvexHullQuery value. +// +// This implement Andrew's monotone chain algorithm, which is a variant of the +// Graham scan (see https://en.wikipedia.org/wiki/Graham_scan). The time +// complexity is O(n log n), and the space required is O(n). In fact only the +// call to "sort" takes O(n log n) time; the rest of the algorithm is linear. +// +// Demonstration of the algorithm and code: +// en.wikibooks.org/wiki/Algorithm_Implementation/Geometry/Convex_hull/Monotone_chain +// +// This type is not safe for concurrent use. +type ConvexHullQuery struct { +	bound  Rect +	points []Point +} + +// NewConvexHullQuery creates a new ConvexHullQuery. +func NewConvexHullQuery() *ConvexHullQuery { +	return &ConvexHullQuery{ +		bound: EmptyRect(), +	} +} + +// AddPoint adds the given point to the input geometry. +func (q *ConvexHullQuery) AddPoint(p Point) { +	q.bound = q.bound.AddPoint(LatLngFromPoint(p)) +	q.points = append(q.points, p) +} + +// AddPolyline adds the given polyline to the input geometry. +func (q *ConvexHullQuery) AddPolyline(p *Polyline) { +	q.bound = q.bound.Union(p.RectBound()) +	q.points = append(q.points, (*p)...) +} + +// AddLoop adds the given loop to the input geometry. +func (q *ConvexHullQuery) AddLoop(l *Loop) { +	q.bound = q.bound.Union(l.RectBound()) +	if l.isEmptyOrFull() { +		return +	} +	q.points = append(q.points, l.vertices...) +} + +// AddPolygon adds the given polygon to the input geometry. +func (q *ConvexHullQuery) AddPolygon(p *Polygon) { +	q.bound = q.bound.Union(p.RectBound()) +	for _, l := range p.loops { +		// Only loops at depth 0 can contribute to the convex hull. +		if l.depth == 0 { +			q.AddLoop(l) +		} +	} +} + +// CapBound returns a bounding cap for the input geometry provided. +// +// Note that this method does not clear the geometry; you can continue +// adding to it and call this method again if desired. +func (q *ConvexHullQuery) CapBound() Cap { +	// We keep track of a rectangular bound rather than a spherical cap because +	// it is easy to compute a tight bound for a union of rectangles, whereas it +	// is quite difficult to compute a tight bound around a union of caps. +	// Also, polygons and polylines implement CapBound() in terms of +	// RectBound() for this same reason, so it is much better to keep track +	// of a rectangular bound as we go along and convert it at the end. +	// +	// TODO(roberts): We could compute an optimal bound by implementing Welzl's +	// algorithm. However we would still need to have special handling of loops +	// and polygons, since if a loop spans more than 180 degrees in any +	// direction (i.e., if it contains two antipodal points), then it is not +	// enough just to bound its vertices. In this case the only convex bounding +	// cap is FullCap(), and the only convex bounding loop is the full loop. +	return q.bound.CapBound() +} + +// ConvexHull returns a Loop representing the convex hull of the input geometry provided. +// +// If there is no geometry, this method returns an empty loop containing no +// points. +// +// If the geometry spans more than half of the sphere, this method returns a +// full loop containing the entire sphere. +// +// If the geometry contains 1 or 2 points, or a single edge, this method +// returns a very small loop consisting of three vertices (which are a +// superset of the input vertices). +// +// Note that this method does not clear the geometry; you can continue +// adding to the query and call this method again. +func (q *ConvexHullQuery) ConvexHull() *Loop { +	c := q.CapBound() +	if c.Height() >= 1 { +		// The bounding cap is not convex. The current bounding cap +		// implementation is not optimal, but nevertheless it is likely that the +		// input geometry itself is not contained by any convex polygon. In any +		// case, we need a convex bounding cap to proceed with the algorithm below +		// (in order to construct a point "origin" that is definitely outside the +		// convex hull). +		return FullLoop() +	} + +	// Remove duplicates. We need to do this before checking whether there are +	// fewer than 3 points. +	x := make(map[Point]bool) +	r, w := 0, 0 // read/write indexes +	for ; r < len(q.points); r++ { +		if x[q.points[r]] { +			continue +		} +		q.points[w] = q.points[r] +		x[q.points[r]] = true +		w++ +	} +	q.points = q.points[:w] + +	// This code implements Andrew's monotone chain algorithm, which is a simple +	// variant of the Graham scan. Rather than sorting by x-coordinate, instead +	// we sort the points in CCW order around an origin O such that all points +	// are guaranteed to be on one side of some geodesic through O. This +	// ensures that as we scan through the points, each new point can only +	// belong at the end of the chain (i.e., the chain is monotone in terms of +	// the angle around O from the starting point). +	origin := Point{c.Center().Ortho()} +	sort.Slice(q.points, func(i, j int) bool { +		return RobustSign(origin, q.points[i], q.points[j]) == CounterClockwise +	}) + +	// Special cases for fewer than 3 points. +	switch len(q.points) { +	case 0: +		return EmptyLoop() +	case 1: +		return singlePointLoop(q.points[0]) +	case 2: +		return singleEdgeLoop(q.points[0], q.points[1]) +	} + +	// Generate the lower and upper halves of the convex hull. Each half +	// consists of the maximal subset of vertices such that the edge chain +	// makes only left (CCW) turns. +	lower := q.monotoneChain() + +	// reverse the points +	for left, right := 0, len(q.points)-1; left < right; left, right = left+1, right-1 { +		q.points[left], q.points[right] = q.points[right], q.points[left] +	} +	upper := q.monotoneChain() + +	// Remove the duplicate vertices and combine the chains. +	lower = lower[:len(lower)-1] +	upper = upper[:len(upper)-1] +	lower = append(lower, upper...) + +	return LoopFromPoints(lower) +} + +// monotoneChain iterates through the points, selecting the maximal subset of points +// such that the edge chain makes only left (CCW) turns. +func (q *ConvexHullQuery) monotoneChain() []Point { +	var output []Point +	for _, p := range q.points { +		// Remove any points that would cause the chain to make a clockwise turn. +		for len(output) >= 2 && RobustSign(output[len(output)-2], output[len(output)-1], p) != CounterClockwise { +			output = output[:len(output)-1] +		} +		output = append(output, p) +	} +	return output +} + +// singlePointLoop constructs a 3-vertex polygon consisting of "p" and two nearby +// vertices. Note that ContainsPoint(p) may be false for the resulting loop. +func singlePointLoop(p Point) *Loop { +	const offset = 1e-15 +	d0 := p.Ortho() +	d1 := p.Cross(d0) +	vertices := []Point{ +		p, +		{p.Add(d0.Mul(offset)).Normalize()}, +		{p.Add(d1.Mul(offset)).Normalize()}, +	} +	return LoopFromPoints(vertices) +} + +// singleEdgeLoop constructs a loop consisting of the two vertices and their midpoint. +func singleEdgeLoop(a, b Point) *Loop { +	// If the points are exactly antipodal we return the full loop. +	// +	// Note that we could use the code below even in this case (which would +	// return a zero-area loop that follows the edge AB), except that (1) the +	// direction of AB is defined using symbolic perturbations and therefore is +	// not predictable by ordinary users, and (2) Loop disallows anitpodal +	// adjacent vertices and so we would need to use 4 vertices to define the +	// degenerate loop. (Note that the Loop antipodal vertex restriction is +	// historical and now could easily be removed, however it would still have +	// the problem that the edge direction is not easily predictable.) +	if a.Add(b.Vector) == (r3.Vector{}) { +		return FullLoop() +	} + +	// Construct a loop consisting of the two vertices and their midpoint.  We +	// use Interpolate() to ensure that the midpoint is very close to +	// the edge even when its endpoints nearly antipodal. +	vertices := []Point{a, b, Interpolate(0.5, a, b)} +	loop := LoopFromPoints(vertices) +	// The resulting loop may be clockwise, so invert it if necessary. +	loop.Normalize() +	return loop +} diff --git a/vendor/github.com/golang/geo/s2/crossing_edge_query.go b/vendor/github.com/golang/geo/s2/crossing_edge_query.go new file mode 100644 index 000000000..51852dab4 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/crossing_edge_query.go @@ -0,0 +1,409 @@ +// 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 + +import ( +	"sort" + +	"github.com/golang/geo/r2" +) + +// CrossingEdgeQuery is used to find the Edge IDs of Shapes that are crossed by +// a given edge(s). +// +// Note that if you need to query many edges, it is more efficient to declare +// a single CrossingEdgeQuery instance and reuse it. +// +// If you want to find *all* the pairs of crossing edges, it is more efficient to +// use the not yet implemented VisitCrossings in shapeutil. +type CrossingEdgeQuery struct { +	index *ShapeIndex + +	// temporary values used while processing a query. +	a, b r2.Point +	iter *ShapeIndexIterator + +	// candidate cells generated when finding crossings. +	cells []*ShapeIndexCell +} + +// NewCrossingEdgeQuery creates a CrossingEdgeQuery for the given index. +func NewCrossingEdgeQuery(index *ShapeIndex) *CrossingEdgeQuery { +	c := &CrossingEdgeQuery{ +		index: index, +		iter:  index.Iterator(), +	} +	return c +} + +// Crossings returns the set of edge of the shape S that intersect the given edge AB. +// If the CrossingType is Interior, then only intersections at a point interior to both +// edges are reported, while if it is CrossingTypeAll then edges that share a vertex +// are also reported. +func (c *CrossingEdgeQuery) Crossings(a, b Point, shape Shape, crossType CrossingType) []int { +	edges := c.candidates(a, b, shape) +	if len(edges) == 0 { +		return nil +	} + +	crosser := NewEdgeCrosser(a, b) +	out := 0 +	n := len(edges) + +	for in := 0; in < n; in++ { +		b := shape.Edge(edges[in]) +		sign := crosser.CrossingSign(b.V0, b.V1) +		if crossType == CrossingTypeAll && (sign == MaybeCross || sign == Cross) || crossType != CrossingTypeAll && sign == Cross { +			edges[out] = edges[in] +			out++ +		} +	} + +	if out < n { +		edges = edges[0:out] +	} +	return edges +} + +// EdgeMap stores a sorted set of edge ids for each shape. +type EdgeMap map[Shape][]int + +// CrossingsEdgeMap returns the set of all edges in the index that intersect the given +// edge AB. If crossType is CrossingTypeInterior, then only intersections at a +// point interior to both edges are reported, while if it is CrossingTypeAll +// then edges that share a vertex are also reported. +// +// The edges are returned as a mapping from shape to the edges of that shape +// that intersect AB. Every returned shape has at least one crossing edge. +func (c *CrossingEdgeQuery) CrossingsEdgeMap(a, b Point, crossType CrossingType) EdgeMap { +	edgeMap := c.candidatesEdgeMap(a, b) +	if len(edgeMap) == 0 { +		return nil +	} + +	crosser := NewEdgeCrosser(a, b) +	for shape, edges := range edgeMap { +		out := 0 +		n := len(edges) +		for in := 0; in < n; in++ { +			edge := shape.Edge(edges[in]) +			sign := crosser.CrossingSign(edge.V0, edge.V1) +			if (crossType == CrossingTypeAll && (sign == MaybeCross || sign == Cross)) || (crossType != CrossingTypeAll && sign == Cross) { +				edgeMap[shape][out] = edges[in] +				out++ +			} +		} + +		if out == 0 { +			delete(edgeMap, shape) +		} else { +			if out < n { +				edgeMap[shape] = edgeMap[shape][0:out] +			} +		} +	} +	return edgeMap +} + +// candidates returns a superset of the edges of the given shape that intersect +// the edge AB. +func (c *CrossingEdgeQuery) candidates(a, b Point, shape Shape) []int { +	var edges []int + +	// For small loops it is faster to use brute force. The threshold below was +	// determined using benchmarks. +	const maxBruteForceEdges = 27 +	maxEdges := shape.NumEdges() +	if maxEdges <= maxBruteForceEdges { +		edges = make([]int, maxEdges) +		for i := 0; i < maxEdges; i++ { +			edges[i] = i +		} +		return edges +	} + +	// Compute the set of index cells intersected by the query edge. +	c.getCellsForEdge(a, b) +	if len(c.cells) == 0 { +		return nil +	} + +	// Gather all the edges that intersect those cells and sort them. +	// TODO(roberts): Shapes don't track their ID, so we need to range over +	// the index to find the ID manually. +	var shapeID int32 +	for k, v := range c.index.shapes { +		if v == shape { +			shapeID = k +		} +	} + +	for _, cell := range c.cells { +		if cell == nil { +			continue +		} +		clipped := cell.findByShapeID(shapeID) +		if clipped == nil { +			continue +		} +		edges = append(edges, clipped.edges...) +	} + +	if len(c.cells) > 1 { +		edges = uniqueInts(edges) +	} + +	return edges +} + +// uniqueInts returns the sorted uniqued values from the given input. +func uniqueInts(in []int) []int { +	var edges []int +	m := make(map[int]bool) +	for _, i := range in { +		if m[i] { +			continue +		} +		m[i] = true +		edges = append(edges, i) +	} +	sort.Ints(edges) +	return edges +} + +// candidatesEdgeMap returns a map from shapes to the superse of edges for that +// shape that intersect the edge AB. +// +// CAVEAT: This method may return shapes that have an empty set of candidate edges. +// However the return value is non-empty only if at least one shape has a candidate edge. +func (c *CrossingEdgeQuery) candidatesEdgeMap(a, b Point) EdgeMap { +	edgeMap := make(EdgeMap) + +	// If there are only a few edges then it's faster to use brute force. We +	// only bother with this optimization when there is a single shape. +	if len(c.index.shapes) == 1 { +		// Typically this method is called many times, so it is worth checking +		// whether the edge map is empty or already consists of a single entry for +		// this shape, and skip clearing edge map in that case. +		shape := c.index.Shape(0) + +		// Note that we leave the edge map non-empty even if there are no candidates +		// (i.e., there is a single entry with an empty set of edges). +		edgeMap[shape] = c.candidates(a, b, shape) +		return edgeMap +	} + +	// Compute the set of index cells intersected by the query edge. +	c.getCellsForEdge(a, b) +	if len(c.cells) == 0 { +		return edgeMap +	} + +	// Gather all the edges that intersect those cells and sort them. +	for _, cell := range c.cells { +		for _, clipped := range cell.shapes { +			s := c.index.Shape(clipped.shapeID) +			for j := 0; j < clipped.numEdges(); j++ { +				edgeMap[s] = append(edgeMap[s], clipped.edges[j]) +			} +		} +	} + +	if len(c.cells) > 1 { +		for s, edges := range edgeMap { +			edgeMap[s] = uniqueInts(edges) +		} +	} + +	return edgeMap +} + +// getCells returns the set of ShapeIndexCells that might contain edges intersecting +// the edge AB in the given cell root. This method is used primarily by loop and shapeutil. +func (c *CrossingEdgeQuery) getCells(a, b Point, root *PaddedCell) []*ShapeIndexCell { +	aUV, bUV, ok := ClipToFace(a, b, root.id.Face()) +	if ok { +		c.a = aUV +		c.b = bUV +		edgeBound := r2.RectFromPoints(c.a, c.b) +		if root.Bound().Intersects(edgeBound) { +			c.computeCellsIntersected(root, edgeBound) +		} +	} + +	if len(c.cells) == 0 { +		return nil +	} + +	return c.cells +} + +// getCellsForEdge populates the cells field to the set of index cells intersected by an edge AB. +func (c *CrossingEdgeQuery) getCellsForEdge(a, b Point) { +	c.cells = nil + +	segments := FaceSegments(a, b) +	for _, segment := range segments { +		c.a = segment.a +		c.b = segment.b + +		// Optimization: rather than always starting the recursive subdivision at +		// the top level face cell, instead we start at the smallest S2CellId that +		// contains the edge (the edge root cell). This typically lets us skip +		// quite a few levels of recursion since most edges are short. +		edgeBound := r2.RectFromPoints(c.a, c.b) +		pcell := PaddedCellFromCellID(CellIDFromFace(segment.face), 0) +		edgeRoot := pcell.ShrinkToFit(edgeBound) + +		// Now we need to determine how the edge root cell is related to the cells +		// in the spatial index (cellMap). There are three cases: +		// +		//  1. edgeRoot is an index cell or is contained within an index cell. +		//     In this case we only need to look at the contents of that cell. +		//  2. edgeRoot is subdivided into one or more index cells. In this case +		//     we recursively subdivide to find the cells intersected by AB. +		//  3. edgeRoot does not intersect any index cells. In this case there +		//     is nothing to do. +		relation := c.iter.LocateCellID(edgeRoot) +		if relation == Indexed { +			// edgeRoot is an index cell or is contained by an index cell (case 1). +			c.cells = append(c.cells, c.iter.IndexCell()) +		} else if relation == Subdivided { +			// edgeRoot is subdivided into one or more index cells (case 2). We +			// find the cells intersected by AB using recursive subdivision. +			if !edgeRoot.isFace() { +				pcell = PaddedCellFromCellID(edgeRoot, 0) +			} +			c.computeCellsIntersected(pcell, edgeBound) +		} +	} +} + +// computeCellsIntersected computes the index cells intersected by the current +// edge that are descendants of pcell and adds them to this queries set of cells. +func (c *CrossingEdgeQuery) computeCellsIntersected(pcell *PaddedCell, edgeBound r2.Rect) { + +	c.iter.seek(pcell.id.RangeMin()) +	if c.iter.Done() || c.iter.CellID() > pcell.id.RangeMax() { +		// The index does not contain pcell or any of its descendants. +		return +	} +	if c.iter.CellID() == pcell.id { +		// The index contains this cell exactly. +		c.cells = append(c.cells, c.iter.IndexCell()) +		return +	} + +	// Otherwise, split the edge among the four children of pcell. +	center := pcell.Middle().Lo() + +	if edgeBound.X.Hi < center.X { +		// Edge is entirely contained in the two left children. +		c.clipVAxis(edgeBound, center.Y, 0, pcell) +		return +	} else if edgeBound.X.Lo >= center.X { +		// Edge is entirely contained in the two right children. +		c.clipVAxis(edgeBound, center.Y, 1, pcell) +		return +	} + +	childBounds := c.splitUBound(edgeBound, center.X) +	if edgeBound.Y.Hi < center.Y { +		// Edge is entirely contained in the two lower children. +		c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, 0, 0), childBounds[0]) +		c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, 1, 0), childBounds[1]) +	} else if edgeBound.Y.Lo >= center.Y { +		// Edge is entirely contained in the two upper children. +		c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, 0, 1), childBounds[0]) +		c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, 1, 1), childBounds[1]) +	} else { +		// The edge bound spans all four children. The edge itself intersects +		// at most three children (since no padding is being used). +		c.clipVAxis(childBounds[0], center.Y, 0, pcell) +		c.clipVAxis(childBounds[1], center.Y, 1, pcell) +	} +} + +// clipVAxis computes the intersected cells recursively for a given padded cell. +// Given either the left (i=0) or right (i=1) side of a padded cell pcell, +// determine whether the current edge intersects the lower child, upper child, +// or both children, and call c.computeCellsIntersected recursively on those children. +// The center is the v-coordinate at the center of pcell. +func (c *CrossingEdgeQuery) clipVAxis(edgeBound r2.Rect, center float64, i int, pcell *PaddedCell) { +	if edgeBound.Y.Hi < center { +		// Edge is entirely contained in the lower child. +		c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, i, 0), edgeBound) +	} else if edgeBound.Y.Lo >= center { +		// Edge is entirely contained in the upper child. +		c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, i, 1), edgeBound) +	} else { +		// The edge intersects both children. +		childBounds := c.splitVBound(edgeBound, center) +		c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, i, 0), childBounds[0]) +		c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, i, 1), childBounds[1]) +	} +} + +// splitUBound returns the bound for two children as a result of spliting the +// current edge at the given value U. +func (c *CrossingEdgeQuery) splitUBound(edgeBound r2.Rect, u float64) [2]r2.Rect { +	v := edgeBound.Y.ClampPoint(interpolateFloat64(u, c.a.X, c.b.X, c.a.Y, c.b.Y)) +	// diag indicates which diagonal of the bounding box is spanned by AB: +	// it is 0 if AB has positive slope, and 1 if AB has negative slope. +	var diag int +	if (c.a.X > c.b.X) != (c.a.Y > c.b.Y) { +		diag = 1 +	} +	return splitBound(edgeBound, 0, diag, u, v) +} + +// splitVBound returns the bound for two children as a result of spliting the +// current edge into two child edges at the given value V. +func (c *CrossingEdgeQuery) splitVBound(edgeBound r2.Rect, v float64) [2]r2.Rect { +	u := edgeBound.X.ClampPoint(interpolateFloat64(v, c.a.Y, c.b.Y, c.a.X, c.b.X)) +	var diag int +	if (c.a.X > c.b.X) != (c.a.Y > c.b.Y) { +		diag = 1 +	} +	return splitBound(edgeBound, diag, 0, u, v) +} + +// splitBound returns the bounds for the two childrenn as a result of spliting +// the current edge into two child edges at the given point (u,v). uEnd and vEnd +// indicate which bound endpoints of the first child will be updated. +func splitBound(edgeBound r2.Rect, uEnd, vEnd int, u, v float64) [2]r2.Rect { +	var childBounds = [2]r2.Rect{ +		edgeBound, +		edgeBound, +	} + +	if uEnd == 1 { +		childBounds[0].X.Lo = u +		childBounds[1].X.Hi = u +	} else { +		childBounds[0].X.Hi = u +		childBounds[1].X.Lo = u +	} + +	if vEnd == 1 { +		childBounds[0].Y.Lo = v +		childBounds[1].Y.Hi = v +	} else { +		childBounds[0].Y.Hi = v +		childBounds[1].Y.Lo = v +	} + +	return childBounds +} diff --git a/vendor/github.com/golang/geo/s2/distance_target.go b/vendor/github.com/golang/geo/s2/distance_target.go new file mode 100644 index 000000000..066bbacfa --- /dev/null +++ b/vendor/github.com/golang/geo/s2/distance_target.go @@ -0,0 +1,149 @@ +// Copyright 2019 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 ( +	"github.com/golang/geo/s1" +) + +// The distance interface represents a set of common methods used by algorithms +// that compute distances between various S2 types. +type distance interface { +	// chordAngle returns this type as a ChordAngle. +	chordAngle() s1.ChordAngle + +	// fromChordAngle is used to type convert a ChordAngle to this type. +	// This is to work around needing to be clever in parts of the code +	// where a distanceTarget interface method expects distances, but the +	// user only supplies a ChordAngle, and we need to dynamically cast it +	// to an appropriate distance interface types. +	fromChordAngle(o s1.ChordAngle) distance + +	// zero returns a zero distance. +	zero() distance +	// negative returns a value smaller than any valid value. +	negative() distance +	// infinity returns a value larger than any valid value. +	infinity() distance + +	// less is similar to the Less method in Sort. To get minimum values, +	// this would be a less than type operation. For maximum, this would +	// be a greater than type operation. +	less(other distance) bool + +	// sub subtracts the other value from this one and returns the new value. +	// This is done as a method and not simple mathematical operation to +	// allow closest and furthest to implement this in opposite ways. +	sub(other distance) distance + +	// chordAngleBound reports the upper bound on a ChordAngle corresponding +	// to this distance. For example, if distance measures WGS84 ellipsoid +	// distance then the corresponding angle needs to be 0.56% larger. +	chordAngleBound() s1.ChordAngle + +	// updateDistance may update the value this distance represents +	// based on the given input. The updated value and a boolean reporting +	// if the value was changed are returned. +	updateDistance(other distance) (distance, bool) +} + +// distanceTarget is an interface that represents a geometric type to which distances +// are measured. +// +// For example, there are implementations that measure distances to a Point, +// an Edge, a Cell, a CellUnion, and even to an arbitrary collection of geometry +// stored in ShapeIndex. +// +// The distanceTarget types are provided for the benefit of types that measure +// distances and/or find nearby geometry, such as ClosestEdgeQuery, FurthestEdgeQuery, +// ClosestPointQuery, and ClosestCellQuery, etc. +type distanceTarget interface { +	// capBound returns a Cap that bounds the set of points whose distance to the +	// target is distance.zero(). +	capBound() Cap + +	// updateDistanceToPoint updates the distance if the distance to +	// the point P is within than the given dist. +	// The boolean reports if the value was updated. +	updateDistanceToPoint(p Point, dist distance) (distance, bool) + +	// updateDistanceToEdge updates the distance if the distance to +	// the edge E is within than the given dist. +	// The boolean reports if the value was updated. +	updateDistanceToEdge(e Edge, dist distance) (distance, bool) + +	// updateDistanceToCell updates the distance if the distance to the cell C +	// (including its interior) is within than the given dist. +	// The boolean reports if the value was updated. +	updateDistanceToCell(c Cell, dist distance) (distance, bool) + +	// setMaxError potentially updates the value of MaxError, and reports if +	// the specific type supports altering it. Whenever one of the +	// updateDistanceTo... methods above returns true, the returned distance +	// is allowed to be up to maxError larger than the true minimum distance. +	// In other words, it gives this target object permission to terminate its +	// distance calculation as soon as it has determined that (1) the minimum +	// distance is less than minDist and (2) the best possible further +	// improvement is less than maxError. +	// +	// If the target takes advantage of maxError to optimize its distance +	// calculation, this method must return true. (Most target types will +	// default to return false.) +	setMaxError(maxErr s1.ChordAngle) bool + +	// maxBruteForceIndexSize reports the maximum number of indexed objects for +	// which it is faster to compute the distance by brute force (e.g., by testing +	// every edge) rather than by using an index. +	// +	// The following method is provided as a convenience for types that compute +	// distances to a collection of indexed geometry, such as ClosestEdgeQuery +	// and ClosestPointQuery. +	// +	// Types that do not support this should return a -1. +	maxBruteForceIndexSize() int + +	// distance returns an instance of the underlying distance type this +	// target uses. This is to work around the use of Templates in the C++. +	distance() distance + +	// visitContainingShapes finds all polygons in the given index that +	// completely contain a connected component of the target geometry. (For +	// example, if the target consists of 10 points, this method finds +	// polygons that contain any of those 10 points.) For each such polygon, +	// the visit function is called with the Shape of the polygon along with +	// a point of the target geometry that is contained by that polygon. +	// +	// Optionally, any polygon that intersects the target geometry may also be +	// returned.  In other words, this method returns all polygons that +	// contain any connected component of the target, along with an arbitrary +	// subset of the polygons that intersect the target. +	// +	// For example, suppose that the index contains two abutting polygons +	// A and B. If the target consists of two points "a" contained by A and +	// "b" contained by B, then both A and B are returned. But if the target +	// consists of the edge "ab", then any subset of {A, B} could be returned +	// (because both polygons intersect the target but neither one contains +	// the edge "ab"). +	// +	// If the visit function returns false, this method terminates early and +	// returns false as well. Otherwise returns true. +	// +	// NOTE(roberts): This method exists only for the purpose of implementing +	// edgeQuery IncludeInteriors efficiently. +	visitContainingShapes(index *ShapeIndex, v shapePointVisitorFunc) bool +} + +// shapePointVisitorFunc defines a type of function the visitContainingShapes can call. +type shapePointVisitorFunc func(containingShape Shape, targetPoint Point) bool diff --git a/vendor/github.com/golang/geo/s2/doc.go b/vendor/github.com/golang/geo/s2/doc.go new file mode 100644 index 000000000..43e7a6344 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/doc.go @@ -0,0 +1,29 @@ +// Copyright 2014 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 is a library for working with geometry in S² (spherical geometry). + +Its related packages, parallel to this one, are s1 (operates on S¹), r1 (operates on ℝ¹), +r2 (operates on ℝ²) and r3 (operates on ℝ³). + +This package provides types and functions for the S2 cell hierarchy and coordinate systems. +The S2 cell hierarchy is a hierarchical decomposition of the surface of a unit sphere (S²) +into ``cells''; it is highly efficient, scales from continental size to under 1 cm² +and preserves spatial locality (nearby cells have close IDs). + +More information including an in-depth introduction to S2 can be found on the +S2 website https://s2geometry.io/ +*/ +package s2 diff --git a/vendor/github.com/golang/geo/s2/edge_clipping.go b/vendor/github.com/golang/geo/s2/edge_clipping.go new file mode 100644 index 000000000..57a53bf0f --- /dev/null +++ b/vendor/github.com/golang/geo/s2/edge_clipping.go @@ -0,0 +1,672 @@ +// 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) +} diff --git a/vendor/github.com/golang/geo/s2/edge_crosser.go b/vendor/github.com/golang/geo/s2/edge_crosser.go new file mode 100644 index 000000000..69c6da6b9 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/edge_crosser.go @@ -0,0 +1,227 @@ +// 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 + +import ( +	"math" +) + +// EdgeCrosser allows edges to be efficiently tested for intersection with a +// given fixed edge AB. It is especially efficient when testing for +// intersection with an edge chain connecting vertices v0, v1, v2, ... +// +// Example usage: +// +//	func CountIntersections(a, b Point, edges []Edge) int { +//		count := 0 +//		crosser := NewEdgeCrosser(a, b) +//		for _, edge := range edges { +//			if crosser.CrossingSign(&edge.First, &edge.Second) != DoNotCross { +//				count++ +//			} +//		} +//		return count +//	} +// +type EdgeCrosser struct { +	a   Point +	b   Point +	aXb Point + +	// To reduce the number of calls to expensiveSign, we compute an +	// outward-facing tangent at A and B if necessary. If the plane +	// perpendicular to one of these tangents separates AB from CD (i.e., one +	// edge on each side) then there is no intersection. +	aTangent Point // Outward-facing tangent at A. +	bTangent Point // Outward-facing tangent at B. + +	// The fields below are updated for each vertex in the chain. +	c   Point     // Previous vertex in the vertex chain. +	acb Direction // The orientation of triangle ACB. +} + +// NewEdgeCrosser returns an EdgeCrosser with the fixed edge AB. +func NewEdgeCrosser(a, b Point) *EdgeCrosser { +	norm := a.PointCross(b) +	return &EdgeCrosser{ +		a:        a, +		b:        b, +		aXb:      Point{a.Cross(b.Vector)}, +		aTangent: Point{a.Cross(norm.Vector)}, +		bTangent: Point{norm.Cross(b.Vector)}, +	} +} + +// CrossingSign reports whether the edge AB intersects the edge CD. If any two +// vertices from different edges are the same, returns MaybeCross. If either edge +// is degenerate (A == B or C == D), returns either DoNotCross or MaybeCross. +// +// Properties of CrossingSign: +// +//  (1) CrossingSign(b,a,c,d) == CrossingSign(a,b,c,d) +//  (2) CrossingSign(c,d,a,b) == CrossingSign(a,b,c,d) +//  (3) CrossingSign(a,b,c,d) == MaybeCross if a==c, a==d, b==c, b==d +//  (3) CrossingSign(a,b,c,d) == DoNotCross or MaybeCross if a==b or c==d +// +// Note that if you want to check an edge against a chain of other edges, +// it is slightly more efficient to use the single-argument version +// ChainCrossingSign below. +func (e *EdgeCrosser) CrossingSign(c, d Point) Crossing { +	if c != e.c { +		e.RestartAt(c) +	} +	return e.ChainCrossingSign(d) +} + +// EdgeOrVertexCrossing reports whether if CrossingSign(c, d) > 0, or AB and +// CD share a vertex and VertexCrossing(a, b, c, d) is true. +// +// This method extends the concept of a "crossing" to the case where AB +// and CD have a vertex in common. The two edges may or may not cross, +// according to the rules defined in VertexCrossing above. The rules +// are designed so that point containment tests can be implemented simply +// by counting edge crossings. Similarly, determining whether one edge +// chain crosses another edge chain can be implemented by counting. +func (e *EdgeCrosser) EdgeOrVertexCrossing(c, d Point) bool { +	if c != e.c { +		e.RestartAt(c) +	} +	return e.EdgeOrVertexChainCrossing(d) +} + +// NewChainEdgeCrosser is a convenience constructor that uses AB as the fixed edge, +// and C as the first vertex of the vertex chain (equivalent to calling RestartAt(c)). +// +// You don't need to use this or any of the chain functions unless you're trying to +// squeeze out every last drop of performance. Essentially all you are saving is a test +// whether the first vertex of the current edge is the same as the second vertex of the +// previous edge. +func NewChainEdgeCrosser(a, b, c Point) *EdgeCrosser { +	e := NewEdgeCrosser(a, b) +	e.RestartAt(c) +	return e +} + +// RestartAt sets the current point of the edge crosser to be c. +// Call this method when your chain 'jumps' to a new place. +// The argument must point to a value that persists until the next call. +func (e *EdgeCrosser) RestartAt(c Point) { +	e.c = c +	e.acb = -triageSign(e.a, e.b, e.c) +} + +// ChainCrossingSign is like CrossingSign, but uses the last vertex passed to one of +// the crossing methods (or RestartAt) as the first vertex of the current edge. +func (e *EdgeCrosser) ChainCrossingSign(d Point) Crossing { +	// For there to be an edge crossing, the triangles ACB, CBD, BDA, DAC must +	// all be oriented the same way (CW or CCW). We keep the orientation of ACB +	// as part of our state. When each new point D arrives, we compute the +	// orientation of BDA and check whether it matches ACB. This checks whether +	// the points C and D are on opposite sides of the great circle through AB. + +	// Recall that triageSign is invariant with respect to rotating its +	// arguments, i.e. ABD has the same orientation as BDA. +	bda := triageSign(e.a, e.b, d) +	if e.acb == -bda && bda != Indeterminate { +		// The most common case -- triangles have opposite orientations. Save the +		// current vertex D as the next vertex C, and also save the orientation of +		// the new triangle ACB (which is opposite to the current triangle BDA). +		e.c = d +		e.acb = -bda +		return DoNotCross +	} +	return e.crossingSign(d, bda) +} + +// EdgeOrVertexChainCrossing is like EdgeOrVertexCrossing, but uses the last vertex +// passed to one of the crossing methods (or RestartAt) as the first vertex of the current edge. +func (e *EdgeCrosser) EdgeOrVertexChainCrossing(d Point) bool { +	// We need to copy e.c since it is clobbered by ChainCrossingSign. +	c := e.c +	switch e.ChainCrossingSign(d) { +	case DoNotCross: +		return false +	case Cross: +		return true +	} +	return VertexCrossing(e.a, e.b, c, d) +} + +// crossingSign handle the slow path of CrossingSign. +func (e *EdgeCrosser) crossingSign(d Point, bda Direction) Crossing { +	// Compute the actual result, and then save the current vertex D as the next +	// vertex C, and save the orientation of the next triangle ACB (which is +	// opposite to the current triangle BDA). +	defer func() { +		e.c = d +		e.acb = -bda +	}() + +	// At this point, a very common situation is that A,B,C,D are four points on +	// a line such that AB does not overlap CD. (For example, this happens when +	// a line or curve is sampled finely, or when geometry is constructed by +	// computing the union of S2CellIds.) Most of the time, we can determine +	// that AB and CD do not intersect using the two outward-facing +	// tangents at A and B (parallel to AB) and testing whether AB and CD are on +	// opposite sides of the plane perpendicular to one of these tangents. This +	// is moderately expensive but still much cheaper than expensiveSign. + +	// The error in RobustCrossProd is insignificant. The maximum error in +	// the call to CrossProd (i.e., the maximum norm of the error vector) is +	// (0.5 + 1/sqrt(3)) * dblEpsilon. The maximum error in each call to +	// DotProd below is dblEpsilon. (There is also a small relative error +	// term that is insignificant because we are comparing the result against a +	// constant that is very close to zero.) +	maxError := (1.5 + 1/math.Sqrt(3)) * dblEpsilon +	if (e.c.Dot(e.aTangent.Vector) > maxError && d.Dot(e.aTangent.Vector) > maxError) || (e.c.Dot(e.bTangent.Vector) > maxError && d.Dot(e.bTangent.Vector) > maxError) { +		return DoNotCross +	} + +	// Otherwise, eliminate the cases where two vertices from different edges are +	// equal. (These cases could be handled in the code below, but we would rather +	// avoid calling ExpensiveSign if possible.) +	if e.a == e.c || e.a == d || e.b == e.c || e.b == d { +		return MaybeCross +	} + +	// Eliminate the cases where an input edge is degenerate. (Note that in +	// most cases, if CD is degenerate then this method is not even called +	// because acb and bda have different signs.) +	if e.a == e.b || e.c == d { +		return DoNotCross +	} + +	// Otherwise it's time to break out the big guns. +	if e.acb == Indeterminate { +		e.acb = -expensiveSign(e.a, e.b, e.c) +	} +	if bda == Indeterminate { +		bda = expensiveSign(e.a, e.b, d) +	} + +	if bda != e.acb { +		return DoNotCross +	} + +	cbd := -RobustSign(e.c, d, e.b) +	if cbd != e.acb { +		return DoNotCross +	} +	dac := RobustSign(e.c, d, e.a) +	if dac != e.acb { +		return DoNotCross +	} +	return Cross +} diff --git a/vendor/github.com/golang/geo/s2/edge_crossings.go b/vendor/github.com/golang/geo/s2/edge_crossings.go new file mode 100644 index 000000000..a98ec76ff --- /dev/null +++ b/vendor/github.com/golang/geo/s2/edge_crossings.go @@ -0,0 +1,396 @@ +// 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 + +import ( +	"fmt" +	"math" + +	"github.com/golang/geo/r3" +	"github.com/golang/geo/s1" +) + +const ( +	// intersectionError can be set somewhat arbitrarily, because the algorithm +	// uses more precision if necessary in order to achieve the specified error. +	// The only strict requirement is that intersectionError >= dblEpsilon +	// radians. However, using a larger error tolerance makes the algorithm more +	// efficient because it reduces the number of cases where exact arithmetic is +	// needed. +	intersectionError = s1.Angle(8 * dblError) + +	// intersectionMergeRadius is used to ensure that intersection points that +	// are supposed to be coincident are merged back together into a single +	// vertex. This is required in order for various polygon operations (union, +	// intersection, etc) to work correctly. It is twice the intersection error +	// because two coincident intersection points might have errors in +	// opposite directions. +	intersectionMergeRadius = 2 * intersectionError +) + +// A Crossing indicates how edges cross. +type Crossing int + +const ( +	// Cross means the edges cross. +	Cross Crossing = iota +	// MaybeCross means two vertices from different edges are the same. +	MaybeCross +	// DoNotCross means the edges do not cross. +	DoNotCross +) + +func (c Crossing) String() string { +	switch c { +	case Cross: +		return "Cross" +	case MaybeCross: +		return "MaybeCross" +	case DoNotCross: +		return "DoNotCross" +	default: +		return fmt.Sprintf("(BAD CROSSING %d)", c) +	} +} + +// CrossingSign reports whether the edge AB intersects the edge CD. +// If AB crosses CD at a point that is interior to both edges, Cross is returned. +// If any two vertices from different edges are the same it returns MaybeCross. +// Otherwise it returns DoNotCross. +// If either edge is degenerate (A == B or C == D), the return value is MaybeCross +// if two vertices from different edges are the same and DoNotCross otherwise. +// +// Properties of CrossingSign: +// +//  (1) CrossingSign(b,a,c,d) == CrossingSign(a,b,c,d) +//  (2) CrossingSign(c,d,a,b) == CrossingSign(a,b,c,d) +//  (3) CrossingSign(a,b,c,d) == MaybeCross if a==c, a==d, b==c, b==d +//  (3) CrossingSign(a,b,c,d) == DoNotCross or MaybeCross if a==b or c==d +// +// This method implements an exact, consistent perturbation model such +// that no three points are ever considered to be collinear. This means +// that even if you have 4 points A, B, C, D that lie exactly in a line +// (say, around the equator), C and D will be treated as being slightly to +// one side or the other of AB. This is done in a way such that the +// results are always consistent (see RobustSign). +func CrossingSign(a, b, c, d Point) Crossing { +	crosser := NewChainEdgeCrosser(a, b, c) +	return crosser.ChainCrossingSign(d) +} + +// VertexCrossing reports whether two edges "cross" in such a way that point-in-polygon +// containment tests can be implemented by counting the number of edge crossings. +// +// Given two edges AB and CD where at least two vertices are identical +// (i.e. CrossingSign(a,b,c,d) == 0), the basic rule is that a "crossing" +// occurs if AB is encountered after CD during a CCW sweep around the shared +// vertex starting from a fixed reference point. +// +// Note that according to this rule, if AB crosses CD then in general CD +// does not cross AB. However, this leads to the correct result when +// counting polygon edge crossings. For example, suppose that A,B,C are +// three consecutive vertices of a CCW polygon. If we now consider the edge +// crossings of a segment BP as P sweeps around B, the crossing number +// changes parity exactly when BP crosses BA or BC. +// +// Useful properties of VertexCrossing (VC): +// +//  (1) VC(a,a,c,d) == VC(a,b,c,c) == false +//  (2) VC(a,b,a,b) == VC(a,b,b,a) == true +//  (3) VC(a,b,c,d) == VC(a,b,d,c) == VC(b,a,c,d) == VC(b,a,d,c) +//  (3) If exactly one of a,b equals one of c,d, then exactly one of +//      VC(a,b,c,d) and VC(c,d,a,b) is true +// +// It is an error to call this method with 4 distinct vertices. +func VertexCrossing(a, b, c, d Point) bool { +	// If A == B or C == D there is no intersection. We need to check this +	// case first in case 3 or more input points are identical. +	if a == b || c == d { +		return false +	} + +	// If any other pair of vertices is equal, there is a crossing if and only +	// if OrderedCCW indicates that the edge AB is further CCW around the +	// shared vertex O (either A or B) than the edge CD, starting from an +	// arbitrary fixed reference point. + +	// Optimization: if AB=CD or AB=DC, we can avoid most of the calculations. +	switch { +	case a == c: +		return (b == d) || OrderedCCW(Point{a.Ortho()}, d, b, a) +	case b == d: +		return OrderedCCW(Point{b.Ortho()}, c, a, b) +	case a == d: +		return (b == c) || OrderedCCW(Point{a.Ortho()}, c, b, a) +	case b == c: +		return OrderedCCW(Point{b.Ortho()}, d, a, b) +	} + +	return false +} + +// EdgeOrVertexCrossing is a convenience function that calls CrossingSign to +// handle cases where all four vertices are distinct, and VertexCrossing to +// handle cases where two or more vertices are the same. This defines a crossing +// function such that point-in-polygon containment tests can be implemented +// by simply counting edge crossings. +func EdgeOrVertexCrossing(a, b, c, d Point) bool { +	switch CrossingSign(a, b, c, d) { +	case DoNotCross: +		return false +	case Cross: +		return true +	default: +		return VertexCrossing(a, b, c, d) +	} +} + +// Intersection returns the intersection point of two edges AB and CD that cross +// (CrossingSign(a,b,c,d) == Crossing). +// +// Useful properties of Intersection: +// +//  (1) Intersection(b,a,c,d) == Intersection(a,b,d,c) == Intersection(a,b,c,d) +//  (2) Intersection(c,d,a,b) == Intersection(a,b,c,d) +// +// The returned intersection point X is guaranteed to be very close to the +// true intersection point of AB and CD, even if the edges intersect at a +// very small angle. +func Intersection(a0, a1, b0, b1 Point) Point { +	// It is difficult to compute the intersection point of two edges accurately +	// when the angle between the edges is very small. Previously we handled +	// this by only guaranteeing that the returned intersection point is within +	// intersectionError of each edge. However, this means that when the edges +	// cross at a very small angle, the computed result may be very far from the +	// true intersection point. +	// +	// Instead this function now guarantees that the result is always within +	// intersectionError of the true intersection. This requires using more +	// sophisticated techniques and in some cases extended precision. +	// +	//  - intersectionStable computes the intersection point using +	//    projection and interpolation, taking care to minimize cancellation +	//    error. +	// +	//  - intersectionExact computes the intersection point using precision +	//    arithmetic and converts the final result back to an Point. +	pt, ok := intersectionStable(a0, a1, b0, b1) +	if !ok { +		pt = intersectionExact(a0, a1, b0, b1) +	} + +	// Make sure the intersection point is on the correct side of the sphere. +	// Since all vertices are unit length, and edges are less than 180 degrees, +	// (a0 + a1) and (b0 + b1) both have positive dot product with the +	// intersection point.  We use the sum of all vertices to make sure that the +	// result is unchanged when the edges are swapped or reversed. +	if pt.Dot((a0.Add(a1.Vector)).Add(b0.Add(b1.Vector))) < 0 { +		pt = Point{pt.Mul(-1)} +	} + +	return pt +} + +// Computes the cross product of two vectors, normalized to be unit length. +// Also returns the length of the cross +// product before normalization, which is useful for estimating the amount of +// error in the result.  For numerical stability, the vectors should both be +// approximately unit length. +func robustNormalWithLength(x, y r3.Vector) (r3.Vector, float64) { +	var pt r3.Vector +	// This computes 2 * (x.Cross(y)), but has much better numerical +	// stability when x and y are unit length. +	tmp := x.Sub(y).Cross(x.Add(y)) +	length := tmp.Norm() +	if length != 0 { +		pt = tmp.Mul(1 / length) +	} +	return pt, 0.5 * length // Since tmp == 2 * (x.Cross(y)) +} + +/* +// intersectionSimple is not used by the C++ so it is skipped here. +*/ + +// projection returns the projection of aNorm onto X (x.Dot(aNorm)), and a bound +// on the error in the result. aNorm is not necessarily unit length. +// +// The remaining parameters (the length of aNorm (aNormLen) and the edge endpoints +// a0 and a1) allow this dot product to be computed more accurately and efficiently. +func projection(x, aNorm r3.Vector, aNormLen float64, a0, a1 Point) (proj, bound float64) { +	// The error in the dot product is proportional to the lengths of the input +	// vectors, so rather than using x itself (a unit-length vector) we use +	// the vectors from x to the closer of the two edge endpoints. This +	// typically reduces the error by a huge factor. +	x0 := x.Sub(a0.Vector) +	x1 := x.Sub(a1.Vector) +	x0Dist2 := x0.Norm2() +	x1Dist2 := x1.Norm2() + +	// If both distances are the same, we need to be careful to choose one +	// endpoint deterministically so that the result does not change if the +	// order of the endpoints is reversed. +	var dist float64 +	if x0Dist2 < x1Dist2 || (x0Dist2 == x1Dist2 && x0.Cmp(x1) == -1) { +		dist = math.Sqrt(x0Dist2) +		proj = x0.Dot(aNorm) +	} else { +		dist = math.Sqrt(x1Dist2) +		proj = x1.Dot(aNorm) +	} + +	// This calculation bounds the error from all sources: the computation of +	// the normal, the subtraction of one endpoint, and the dot product itself. +	// dblError appears because the input points are assumed to be +	// normalized in double precision. +	// +	// For reference, the bounds that went into this calculation are: +	// ||N'-N|| <= ((1 + 2 * sqrt(3))||N|| + 32 * sqrt(3) * dblError) * epsilon +	// |(A.B)'-(A.B)| <= (1.5 * (A.B) + 1.5 * ||A|| * ||B||) * epsilon +	// ||(X-Y)'-(X-Y)|| <= ||X-Y|| * epsilon +	bound = (((3.5+2*math.Sqrt(3))*aNormLen+32*math.Sqrt(3)*dblError)*dist + 1.5*math.Abs(proj)) * epsilon +	return proj, bound +} + +// compareEdges reports whether (a0,a1) is less than (b0,b1) with respect to a total +// ordering on edges that is invariant under edge reversals. +func compareEdges(a0, a1, b0, b1 Point) bool { +	if a0.Cmp(a1.Vector) != -1 { +		a0, a1 = a1, a0 +	} +	if b0.Cmp(b1.Vector) != -1 { +		b0, b1 = b1, b0 +	} +	return a0.Cmp(b0.Vector) == -1 || (a0 == b0 && b0.Cmp(b1.Vector) == -1) +} + +// intersectionStable returns the intersection point of the edges (a0,a1) and +// (b0,b1) if it can be computed to within an error of at most intersectionError +// by this function. +// +// The intersection point is not guaranteed to have the correct sign because we +// choose to use the longest of the two edges first. The sign is corrected by +// Intersection. +func intersectionStable(a0, a1, b0, b1 Point) (Point, bool) { +	// Sort the two edges so that (a0,a1) is longer, breaking ties in a +	// deterministic way that does not depend on the ordering of the endpoints. +	// This is desirable for two reasons: +	//  - So that the result doesn't change when edges are swapped or reversed. +	//  - It reduces error, since the first edge is used to compute the edge +	//    normal (where a longer edge means less error), and the second edge +	//    is used for interpolation (where a shorter edge means less error). +	aLen2 := a1.Sub(a0.Vector).Norm2() +	bLen2 := b1.Sub(b0.Vector).Norm2() +	if aLen2 < bLen2 || (aLen2 == bLen2 && compareEdges(a0, a1, b0, b1)) { +		return intersectionStableSorted(b0, b1, a0, a1) +	} +	return intersectionStableSorted(a0, a1, b0, b1) +} + +// intersectionStableSorted is a helper function for intersectionStable. +// It expects that the edges (a0,a1) and (b0,b1) have been sorted so that +// the first edge passed in is longer. +func intersectionStableSorted(a0, a1, b0, b1 Point) (Point, bool) { +	var pt Point + +	// Compute the normal of the plane through (a0, a1) in a stable way. +	aNorm := a0.Sub(a1.Vector).Cross(a0.Add(a1.Vector)) +	aNormLen := aNorm.Norm() +	bLen := b1.Sub(b0.Vector).Norm() + +	// Compute the projection (i.e., signed distance) of b0 and b1 onto the +	// plane through (a0, a1).  Distances are scaled by the length of aNorm. +	b0Dist, b0Error := projection(b0.Vector, aNorm, aNormLen, a0, a1) +	b1Dist, b1Error := projection(b1.Vector, aNorm, aNormLen, a0, a1) + +	// The total distance from b0 to b1 measured perpendicularly to (a0,a1) is +	// |b0Dist - b1Dist|.  Note that b0Dist and b1Dist generally have +	// opposite signs because b0 and b1 are on opposite sides of (a0, a1).  The +	// code below finds the intersection point by interpolating along the edge +	// (b0, b1) to a fractional distance of b0Dist / (b0Dist - b1Dist). +	// +	// It can be shown that the maximum error in the interpolation fraction is +	// +	//   (b0Dist * b1Error - b1Dist * b0Error) / (distSum * (distSum - errorSum)) +	// +	// We save ourselves some work by scaling the result and the error bound by +	// "distSum", since the result is normalized to be unit length anyway. +	distSum := math.Abs(b0Dist - b1Dist) +	errorSum := b0Error + b1Error +	if distSum <= errorSum { +		return pt, false // Error is unbounded in this case. +	} + +	x := b1.Mul(b0Dist).Sub(b0.Mul(b1Dist)) +	err := bLen*math.Abs(b0Dist*b1Error-b1Dist*b0Error)/ +		(distSum-errorSum) + 2*distSum*epsilon + +	// Finally we normalize the result, compute the corresponding error, and +	// check whether the total error is acceptable. +	xLen := x.Norm() +	maxError := intersectionError +	if err > (float64(maxError)-epsilon)*xLen { +		return pt, false +	} + +	return Point{x.Mul(1 / xLen)}, true +} + +// intersectionExact returns the intersection point of (a0, a1) and (b0, b1) +// using precise arithmetic. Note that the result is not exact because it is +// rounded down to double precision at the end. Also, the intersection point +// is not guaranteed to have the correct sign (i.e., the return value may need +// to be negated). +func intersectionExact(a0, a1, b0, b1 Point) Point { +	// Since we are using presice arithmetic, we don't need to worry about +	// numerical stability. +	a0P := r3.PreciseVectorFromVector(a0.Vector) +	a1P := r3.PreciseVectorFromVector(a1.Vector) +	b0P := r3.PreciseVectorFromVector(b0.Vector) +	b1P := r3.PreciseVectorFromVector(b1.Vector) +	aNormP := a0P.Cross(a1P) +	bNormP := b0P.Cross(b1P) +	xP := aNormP.Cross(bNormP) + +	// The final Normalize() call is done in double precision, which creates a +	// directional error of up to 2*dblError. (Precise conversion and Normalize() +	// each contribute up to dblError of directional error.) +	x := xP.Vector() + +	if x == (r3.Vector{}) { +		// The two edges are exactly collinear, but we still consider them to be +		// "crossing" because of simulation of simplicity. Out of the four +		// endpoints, exactly two lie in the interior of the other edge. Of +		// those two we return the one that is lexicographically smallest. +		x = r3.Vector{10, 10, 10} // Greater than any valid S2Point + +		aNorm := Point{aNormP.Vector()} +		bNorm := Point{bNormP.Vector()} +		if OrderedCCW(b0, a0, b1, bNorm) && a0.Cmp(x) == -1 { +			return a0 +		} +		if OrderedCCW(b0, a1, b1, bNorm) && a1.Cmp(x) == -1 { +			return a1 +		} +		if OrderedCCW(a0, b0, a1, aNorm) && b0.Cmp(x) == -1 { +			return b0 +		} +		if OrderedCCW(a0, b1, a1, aNorm) && b1.Cmp(x) == -1 { +			return b1 +		} +	} + +	return Point{x} +} 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") +	} +} diff --git a/vendor/github.com/golang/geo/s2/edge_query.go b/vendor/github.com/golang/geo/s2/edge_query.go new file mode 100644 index 000000000..2d443d1ce --- /dev/null +++ b/vendor/github.com/golang/geo/s2/edge_query.go @@ -0,0 +1,803 @@ +// Copyright 2019 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 ( +	"sort" + +	"github.com/golang/geo/s1" +) + +// EdgeQueryOptions holds the options for controlling how EdgeQuery operates. +// +// Options can be chained together builder-style: +// +//	opts = NewClosestEdgeQueryOptions(). +//		MaxResults(1). +//		DistanceLimit(s1.ChordAngleFromAngle(3 * s1.Degree)). +//		MaxError(s1.ChordAngleFromAngle(0.001 * s1.Degree)) +//	query = NewClosestEdgeQuery(index, opts) +// +//  or set individually: +// +//	opts = NewClosestEdgeQueryOptions() +//	opts.IncludeInteriors(true) +// +// or just inline: +// +//	query = NewClosestEdgeQuery(index, NewClosestEdgeQueryOptions().MaxResults(3)) +// +// If you pass a nil as the options you get the default values for the options. +type EdgeQueryOptions struct { +	common *queryOptions +} + +// DistanceLimit specifies that only edges whose distance to the target is +// within, this distance should be returned.  Edges whose distance is equal +// are not returned. To include values that are equal, specify the limit with +// the next largest representable distance. i.e. limit.Successor(). +func (e *EdgeQueryOptions) DistanceLimit(limit s1.ChordAngle) *EdgeQueryOptions { +	e.common = e.common.DistanceLimit(limit) +	return e +} + +// IncludeInteriors specifies whether polygon interiors should be +// included when measuring distances. +func (e *EdgeQueryOptions) IncludeInteriors(x bool) *EdgeQueryOptions { +	e.common = e.common.IncludeInteriors(x) +	return e +} + +// UseBruteForce sets or disables the use of brute force in a query. +func (e *EdgeQueryOptions) UseBruteForce(x bool) *EdgeQueryOptions { +	e.common = e.common.UseBruteForce(x) +	return e +} + +// MaxError specifies that edges up to dist away than the true +// matching edges may be substituted in the result set, as long as such +// edges satisfy all the remaining search criteria (such as DistanceLimit). +// This option only has an effect if MaxResults is also specified; +// otherwise all edges closer than MaxDistance will always be returned. +func (e *EdgeQueryOptions) MaxError(dist s1.ChordAngle) *EdgeQueryOptions { +	e.common = e.common.MaxError(dist) +	return e +} + +// MaxResults specifies that at most MaxResults edges should be returned. +// This must be at least 1. +func (e *EdgeQueryOptions) MaxResults(n int) *EdgeQueryOptions { +	e.common = e.common.MaxResults(n) +	return e +} + +// NewClosestEdgeQueryOptions returns a set of edge query options suitable +// for performing closest edge queries. +func NewClosestEdgeQueryOptions() *EdgeQueryOptions { +	return &EdgeQueryOptions{ +		common: newQueryOptions(minDistance(0)), +	} +} + +// NewFurthestEdgeQueryOptions returns a set of edge query options suitable +// for performing furthest edge queries. +func NewFurthestEdgeQueryOptions() *EdgeQueryOptions { +	return &EdgeQueryOptions{ +		common: newQueryOptions(maxDistance(0)), +	} +} + +// EdgeQueryResult represents an edge that meets the target criteria for the +// query. Note the following special cases: +// +//  - ShapeID >= 0 && EdgeID < 0 represents the interior of a shape. +//    Such results may be returned when the option IncludeInteriors is true. +// +//  - ShapeID < 0 && EdgeID < 0 is returned to indicate that no edge +//    satisfies the requested query options. +type EdgeQueryResult struct { +	distance distance +	shapeID  int32 +	edgeID   int32 +} + +// Distance reports the distance between the edge in this shape that satisfied +// the query's parameters. +func (e EdgeQueryResult) Distance() s1.ChordAngle { return e.distance.chordAngle() } + +// ShapeID reports the ID of the Shape this result is for. +func (e EdgeQueryResult) ShapeID() int32 { return e.shapeID } + +// EdgeID reports the ID of the edge in the results Shape. +func (e EdgeQueryResult) EdgeID() int32 { return e.edgeID } + +// newEdgeQueryResult returns a result instance with default values. +func newEdgeQueryResult(target distanceTarget) EdgeQueryResult { +	return EdgeQueryResult{ +		distance: target.distance().infinity(), +		shapeID:  -1, +		edgeID:   -1, +	} +} + +// IsInterior reports if this result represents the interior of a Shape. +func (e EdgeQueryResult) IsInterior() bool { +	return e.shapeID >= 0 && e.edgeID < 0 +} + +// IsEmpty reports if this has no edge that satisfies the given edge query options. +// This result is only returned in one special case, namely when FindEdge() does +// not find any suitable edges. +func (e EdgeQueryResult) IsEmpty() bool { +	return e.shapeID < 0 +} + +// Less reports if this results is less that the other first by distance, +// then by (shapeID, edgeID). This is used for sorting. +func (e EdgeQueryResult) Less(other EdgeQueryResult) bool { +	if e.distance.chordAngle() != other.distance.chordAngle() { +		return e.distance.less(other.distance) +	} +	if e.shapeID != other.shapeID { +		return e.shapeID < other.shapeID +	} +	return e.edgeID < other.edgeID +} + +// EdgeQuery is used to find the edge(s) between two geometries that match a +// given set of options. It is flexible enough so that it can be adapted to +// compute maximum distances and even potentially Hausdorff distances. +// +// By using the appropriate options, this type can answer questions such as: +// +//  - Find the minimum distance between two geometries A and B. +//  - Find all edges of geometry A that are within a distance D of geometry B. +//  - Find the k edges of geometry A that are closest to a given point P. +// +// You can also specify whether polygons should include their interiors (i.e., +// if a point is contained by a polygon, should the distance be zero or should +// it be measured to the polygon boundary?) +// +// The input geometries may consist of any number of points, polylines, and +// polygons (collectively referred to as "shapes"). Shapes do not need to be +// disjoint; they may overlap or intersect arbitrarily. The implementation is +// designed to be fast for both simple and complex geometries. +type EdgeQuery struct { +	index  *ShapeIndex +	opts   *queryOptions +	target distanceTarget + +	// True if opts.maxError must be subtracted from ShapeIndex cell distances +	// in order to ensure that such distances are measured conservatively. This +	// is true only if the target takes advantage of maxError in order to +	// return faster results, and 0 < maxError < distanceLimit. +	useConservativeCellDistance bool + +	// The decision about whether to use the brute force algorithm is based on +	// counting the total number of edges in the index. However if the index +	// contains a large number of shapes, this in itself might take too long. +	// So instead we only count edges up to (maxBruteForceIndexSize() + 1) +	// for the current target type (stored as indexNumEdgesLimit). +	indexNumEdges      int +	indexNumEdgesLimit int + +	// The distance beyond which we can safely ignore further candidate edges. +	// (Candidates that are exactly at the limit are ignored; this is more +	// efficient for UpdateMinDistance and should not affect clients since +	// distance measurements have a small amount of error anyway.) +	// +	// Initially this is the same as the maximum distance specified by the user, +	// but it can also be updated by the algorithm (see maybeAddResult). +	distanceLimit distance + +	// The current set of results of the query. +	results []EdgeQueryResult + +	// This field is true when duplicates must be avoided explicitly. This +	// is achieved by maintaining a separate set keyed by (shapeID, edgeID) +	// only, and checking whether each edge is in that set before computing the +	// distance to it. +	avoidDuplicates bool + +	// testedEdges tracks the set of shape and edges that have already been tested. +	testedEdges map[ShapeEdgeID]uint32 + +	// For the optimized algorihm we precompute the top-level CellIDs that +	// will be added to the priority queue. There can be at most 6 of these +	// cells. Essentially this is just a covering of the indexed edges, except +	// that we also store pointers to the corresponding ShapeIndexCells to +	// reduce the number of index seeks required. +	indexCovering []CellID +	indexCells    []*ShapeIndexCell + +	// The algorithm maintains a priority queue of unprocessed CellIDs, sorted +	// in increasing order of distance from the target. +	queue *queryQueue + +	iter                *ShapeIndexIterator +	maxDistanceCovering []CellID +	initialCells        []CellID +} + +// NewClosestEdgeQuery returns an EdgeQuery that is used for finding the +// closest edge(s) to a given Point, Edge, Cell, or geometry collection. +// +// You can find either the k closest edges, or all edges within a given +// radius, or both (i.e., the k closest edges up to a given maximum radius). +// E.g. to find all the edges within 5 kilometers, set the DistanceLimit in +// the options. +// +// By default *all* edges are returned, so you should always specify either +// MaxResults or DistanceLimit options or both. +// +// Note that by default, distances are measured to the boundary and interior +// of polygons. For example, if a point is inside a polygon then its distance +// is zero. To change this behavior, set the IncludeInteriors option to false. +// +// If you only need to test whether the distance is above or below a given +// threshold (e.g., 10 km), you can use the IsDistanceLess() method.  This is +// much faster than actually calculating the distance with FindEdge, +// since the implementation can stop as soon as it can prove that the minimum +// distance is either above or below the threshold. +func NewClosestEdgeQuery(index *ShapeIndex, opts *EdgeQueryOptions) *EdgeQuery { +	if opts == nil { +		opts = NewClosestEdgeQueryOptions() +	} +	e := &EdgeQuery{ +		testedEdges: make(map[ShapeEdgeID]uint32), +		index:       index, +		opts:        opts.common, +		queue:       newQueryQueue(), +	} + +	return e +} + +// NewFurthestEdgeQuery returns an EdgeQuery that is used for finding the +// furthest edge(s) to a given Point, Edge, Cell, or geometry collection. +// +// The furthest edge is defined as the one which maximizes the +// distance from any point on that edge to any point on the target geometry. +// +// Similar to the example in NewClosestEdgeQuery, to find the 5 furthest edges +// from a given Point: +func NewFurthestEdgeQuery(index *ShapeIndex, opts *EdgeQueryOptions) *EdgeQuery { +	if opts == nil { +		opts = NewFurthestEdgeQueryOptions() +	} +	e := &EdgeQuery{ +		testedEdges: make(map[ShapeEdgeID]uint32), +		index:       index, +		opts:        opts.common, +		queue:       newQueryQueue(), +	} + +	return e +} + +// Reset resets the state of this EdgeQuery. +func (e *EdgeQuery) Reset() { +	e.indexNumEdges = 0 +	e.indexNumEdgesLimit = 0 +	e.indexCovering = nil +	e.indexCells = nil +} + +// FindEdges returns the edges for the given target that satisfy the current options. +// +// Note that if opts.IncludeInteriors is true, the results may include some +// entries with edge_id == -1. This indicates that the target intersects +// the indexed polygon with the given ShapeID. +func (e *EdgeQuery) FindEdges(target distanceTarget) []EdgeQueryResult { +	return e.findEdges(target, e.opts) +} + +// Distance reports the distance to the target. If the index or target is empty, +// returns the EdgeQuery's maximal sentinel. +// +// Use IsDistanceLess()/IsDistanceGreater() if you only want to compare the +// distance against a threshold value, since it is often much faster. +func (e *EdgeQuery) Distance(target distanceTarget) s1.ChordAngle { +	return e.findEdge(target, e.opts).Distance() +} + +// IsDistanceLess reports if the distance to target is less than the given limit. +// +// This method is usually much faster than Distance(), since it is much +// less work to determine whether the minimum distance is above or below a +// threshold than it is to calculate the actual minimum distance. +// +// If you wish to check if the distance is less than or equal to the limit, use: +// +//	query.IsDistanceLess(target, limit.Successor()) +// +func (e *EdgeQuery) IsDistanceLess(target distanceTarget, limit s1.ChordAngle) bool { +	opts := e.opts +	opts = opts.MaxResults(1). +		DistanceLimit(limit). +		MaxError(s1.StraightChordAngle) +	return !e.findEdge(target, opts).IsEmpty() +} + +// IsDistanceGreater reports if the distance to target is greater than limit. +// +// This method is usually much faster than Distance, since it is much +// less work to determine whether the maximum distance is above or below a +// threshold than it is to calculate the actual maximum distance. +// If you wish to check if the distance is less than or equal to the limit, use: +// +//	query.IsDistanceGreater(target, limit.Predecessor()) +// +func (e *EdgeQuery) IsDistanceGreater(target distanceTarget, limit s1.ChordAngle) bool { +	return e.IsDistanceLess(target, limit) +} + +// IsConservativeDistanceLessOrEqual reports if the distance to target is less +// or equal to the limit, where the limit has been expanded by the maximum error +// for the distance calculation. +// +// For example, suppose that we want to test whether two geometries might +// intersect each other after they are snapped together using Builder +// (using the IdentitySnapFunction with a given "snap radius").  Since +// Builder uses exact distance predicates (s2predicates), we need to +// measure the distance between the two geometries conservatively.  If the +// distance is definitely greater than "snap radius", then the geometries +// are guaranteed to not intersect after snapping. +func (e *EdgeQuery) IsConservativeDistanceLessOrEqual(target distanceTarget, limit s1.ChordAngle) bool { +	return e.IsDistanceLess(target, limit.Expanded(minUpdateDistanceMaxError(limit))) +} + +// IsConservativeDistanceGreaterOrEqual reports if the distance to the target is greater +// than or equal to the given limit with some small tolerance. +func (e *EdgeQuery) IsConservativeDistanceGreaterOrEqual(target distanceTarget, limit s1.ChordAngle) bool { +	return e.IsDistanceGreater(target, limit.Expanded(-minUpdateDistanceMaxError(limit))) +} + +// findEdges returns the closest edges to the given target that satisfy the given options. +// +// Note that if opts.includeInteriors is true, the results may include some +// entries with edgeID == -1. This indicates that the target intersects the +// indexed polygon with the given shapeID. +func (e *EdgeQuery) findEdges(target distanceTarget, opts *queryOptions) []EdgeQueryResult { +	e.findEdgesInternal(target, opts) +	// TODO(roberts): Revisit this if there is a heap or other sorted and +	// uniquing datastructure we can use instead of just a slice. +	e.results = sortAndUniqueResults(e.results) +	if len(e.results) > e.opts.maxResults { +		e.results = e.results[:e.opts.maxResults] +	} +	return e.results +} + +func sortAndUniqueResults(results []EdgeQueryResult) []EdgeQueryResult { +	if len(results) <= 1 { +		return results +	} +	sort.Slice(results, func(i, j int) bool { return results[i].Less(results[j]) }) +	j := 0 +	for i := 1; i < len(results); i++ { +		if results[j] == results[i] { +			continue +		} +		j++ +		results[j] = results[i] +	} +	return results[:j+1] +} + +// findEdge is a convenience method that returns exactly one edge, and if no +// edges satisfy the given search criteria, then a default Result is returned. +// +// This is primarily to ease the usage of a number of the methods in the DistanceTargets +// and in EdgeQuery. +func (e *EdgeQuery) findEdge(target distanceTarget, opts *queryOptions) EdgeQueryResult { +	opts.MaxResults(1) +	e.findEdges(target, opts) +	if len(e.results) > 0 { +		return e.results[0] +	} + +	return newEdgeQueryResult(target) +} + +// findEdgesInternal does the actual work for find edges that match the given options. +func (e *EdgeQuery) findEdgesInternal(target distanceTarget, opts *queryOptions) { +	e.target = target +	e.opts = opts + +	e.testedEdges = make(map[ShapeEdgeID]uint32) +	e.distanceLimit = target.distance().fromChordAngle(opts.distanceLimit) +	e.results = make([]EdgeQueryResult, 0) + +	if e.distanceLimit == target.distance().zero() { +		return +	} + +	if opts.includeInteriors { +		shapeIDs := map[int32]struct{}{} +		e.target.visitContainingShapes(e.index, func(containingShape Shape, targetPoint Point) bool { +			shapeIDs[e.index.idForShape(containingShape)] = struct{}{} +			return len(shapeIDs) < opts.maxResults +		}) +		for shapeID := range shapeIDs { +			e.addResult(EdgeQueryResult{target.distance().zero(), shapeID, -1}) +		} + +		if e.distanceLimit == target.distance().zero() { +			return +		} +	} + +	// If maxError > 0 and the target takes advantage of this, then we may +	// need to adjust the distance estimates to ShapeIndex cells to ensure +	// that they are always a lower bound on the true distance. For example, +	// suppose max_distance == 100, maxError == 30, and we compute the distance +	// to the target from some cell C0 as d(C0) == 80. Then because the target +	// takes advantage of maxError, the true distance could be as low as 50. +	// In order not to miss edges contained by such cells, we need to subtract +	// maxError from the distance estimates. This behavior is controlled by +	// the useConservativeCellDistance flag. +	// +	// However there is one important case where this adjustment is not +	// necessary, namely when distanceLimit < maxError, This is because +	// maxError only affects the algorithm once at least maxEdges edges +	// have been found that satisfy the given distance limit. At that point, +	// maxError is subtracted from distanceLimit in order to ensure that +	// any further matches are closer by at least that amount. But when +	// distanceLimit < maxError, this reduces the distance limit to 0, +	// i.e. all remaining candidate cells and edges can safely be discarded. +	// (This is how IsDistanceLess() and friends are implemented.) +	targetUsesMaxError := opts.maxError != target.distance().zero().chordAngle() && +		e.target.setMaxError(opts.maxError) + +	// Note that we can't compare maxError and distanceLimit directly +	// because one is a Delta and one is a Distance. Instead we subtract them. +	e.useConservativeCellDistance = targetUsesMaxError && +		(e.distanceLimit == target.distance().infinity() || +			target.distance().zero().less(e.distanceLimit.sub(target.distance().fromChordAngle(opts.maxError)))) + +	// Use the brute force algorithm if the index is small enough. To avoid +	// spending too much time counting edges when there are many shapes, we stop +	// counting once there are too many edges. We may need to recount the edges +	// if we later see a target with a larger brute force edge threshold. +	minOptimizedEdges := e.target.maxBruteForceIndexSize() + 1 +	if minOptimizedEdges > e.indexNumEdgesLimit && e.indexNumEdges >= e.indexNumEdgesLimit { +		e.indexNumEdges = e.index.NumEdgesUpTo(minOptimizedEdges) +		e.indexNumEdgesLimit = minOptimizedEdges +	} + +	if opts.useBruteForce || e.indexNumEdges < minOptimizedEdges { +		// The brute force algorithm already considers each edge exactly once. +		e.avoidDuplicates = false +		e.findEdgesBruteForce() +	} else { +		// If the target takes advantage of maxError then we need to avoid +		// duplicate edges explicitly. (Otherwise it happens automatically.) +		e.avoidDuplicates = targetUsesMaxError && opts.maxResults > 1 +		e.findEdgesOptimized() +	} +} + +func (e *EdgeQuery) addResult(r EdgeQueryResult) { +	e.results = append(e.results, r) +	if e.opts.maxResults == 1 { +		// Optimization for the common case where only the closest edge is wanted. +		e.distanceLimit = r.distance.sub(e.target.distance().fromChordAngle(e.opts.maxError)) +	} +	// TODO(roberts): Add the other if/else cases when a different data structure +	// is used for the results. +} + +func (e *EdgeQuery) maybeAddResult(shape Shape, edgeID int32) { +	if _, ok := e.testedEdges[ShapeEdgeID{e.index.idForShape(shape), edgeID}]; e.avoidDuplicates && !ok { +		return +	} +	edge := shape.Edge(int(edgeID)) +	dist := e.distanceLimit + +	if dist, ok := e.target.updateDistanceToEdge(edge, dist); ok { +		e.addResult(EdgeQueryResult{dist, e.index.idForShape(shape), edgeID}) +	} +} + +func (e *EdgeQuery) findEdgesBruteForce() { +	// Range over all shapes in the index. Does order matter here? if so +	// switch to for i = 0 .. n? +	for _, shape := range e.index.shapes { +		// TODO(roberts): can this happen if we are only ranging over current entries? +		if shape == nil { +			continue +		} +		for edgeID := int32(0); edgeID < int32(shape.NumEdges()); edgeID++ { +			e.maybeAddResult(shape, edgeID) +		} +	} +} + +func (e *EdgeQuery) findEdgesOptimized() { +	e.initQueue() +	// Repeatedly find the closest Cell to "target" and either split it into +	// its four children or process all of its edges. +	for e.queue.size() > 0 { +		// We need to copy the top entry before removing it, and we need to +		// remove it before adding any new entries to the queue. +		entry := e.queue.pop() + +		if !entry.distance.less(e.distanceLimit) { +			e.queue.reset() // Clear any remaining entries. +			break +		} +		// If this is already known to be an index cell, just process it. +		if entry.indexCell != nil { +			e.processEdges(entry) +			continue +		} +		// Otherwise split the cell into its four children.  Before adding a +		// child back to the queue, we first check whether it is empty.  We do +		// this in two seek operations rather than four by seeking to the key +		// between children 0 and 1 and to the key between children 2 and 3. +		id := entry.id +		ch := id.Children() +		e.iter.seek(ch[1].RangeMin()) + +		if !e.iter.Done() && e.iter.CellID() <= ch[1].RangeMax() { +			e.processOrEnqueueCell(ch[1]) +		} +		if e.iter.Prev() && e.iter.CellID() >= id.RangeMin() { +			e.processOrEnqueueCell(ch[0]) +		} + +		e.iter.seek(ch[3].RangeMin()) +		if !e.iter.Done() && e.iter.CellID() <= id.RangeMax() { +			e.processOrEnqueueCell(ch[3]) +		} +		if e.iter.Prev() && e.iter.CellID() >= ch[2].RangeMin() { +			e.processOrEnqueueCell(ch[2]) +		} +	} +} + +func (e *EdgeQuery) processOrEnqueueCell(id CellID) { +	if e.iter.CellID() == id { +		e.processOrEnqueue(id, e.iter.IndexCell()) +	} else { +		e.processOrEnqueue(id, nil) +	} +} + +func (e *EdgeQuery) initQueue() { +	if len(e.indexCovering) == 0 { +		// We delay iterator initialization until now to make queries on very +		// small indexes a bit faster (i.e., where brute force is used). +		e.iter = NewShapeIndexIterator(e.index) +	} + +	// Optimization: if the user is searching for just the closest edge, and the +	// center of the target's bounding cap happens to intersect an index cell, +	// then we try to limit the search region to a small disc by first +	// processing the edges in that cell.  This sets distance_limit_ based on +	// the closest edge in that cell, which we can then use to limit the search +	// area.  This means that the cell containing "target" will be processed +	// twice, but in general this is still faster. +	// +	// TODO(roberts): Even if the cap center is not contained, we could still +	// process one or both of the adjacent index cells in CellID order, +	// provided that those cells are closer than distanceLimit. +	cb := e.target.capBound() +	if cb.IsEmpty() { +		return // Empty target. +	} + +	if e.opts.maxResults == 1 && e.iter.LocatePoint(cb.Center()) { +		e.processEdges(&queryQueueEntry{ +			distance:  e.target.distance().zero(), +			id:        e.iter.CellID(), +			indexCell: e.iter.IndexCell(), +		}) +		// Skip the rest of the algorithm if we found an intersecting edge. +		if e.distanceLimit == e.target.distance().zero() { +			return +		} +	} +	if len(e.indexCovering) == 0 { +		e.initCovering() +	} +	if e.distanceLimit == e.target.distance().infinity() { +		// Start with the precomputed index covering. +		for i := range e.indexCovering { +			e.processOrEnqueue(e.indexCovering[i], e.indexCells[i]) +		} +	} else { +		// Compute a covering of the search disc and intersect it with the +		// precomputed index covering. +		coverer := &RegionCoverer{MaxCells: 4, LevelMod: 1, MaxLevel: maxLevel} + +		radius := cb.Radius() + e.distanceLimit.chordAngleBound().Angle() +		searchCB := CapFromCenterAngle(cb.Center(), radius) +		maxDistCover := coverer.FastCovering(searchCB) +		e.initialCells = CellUnionFromIntersection(e.indexCovering, maxDistCover) + +		// Now we need to clean up the initial cells to ensure that they all +		// contain at least one cell of the ShapeIndex. (Some may not intersect +		// the index at all, while other may be descendants of an index cell.) +		i, j := 0, 0 +		for i < len(e.initialCells) { +			idI := e.initialCells[i] +			// Find the top-level cell that contains this initial cell. +			for e.indexCovering[j].RangeMax() < idI { +				j++ +			} + +			idJ := e.indexCovering[j] +			if idI == idJ { +				// This initial cell is one of the top-level cells.  Use the +				// precomputed ShapeIndexCell pointer to avoid an index seek. +				e.processOrEnqueue(idJ, e.indexCells[j]) +				i++ +				j++ +			} else { +				// This initial cell is a proper descendant of a top-level cell. +				// Check how it is related to the cells of the ShapeIndex. +				r := e.iter.LocateCellID(idI) +				if r == Indexed { +					// This cell is a descendant of an index cell. +					// Enqueue it and skip any other initial cells +					// that are also descendants of this cell. +					e.processOrEnqueue(e.iter.CellID(), e.iter.IndexCell()) +					lastID := e.iter.CellID().RangeMax() +					for i < len(e.initialCells) && e.initialCells[i] <= lastID { +						i++ +					} +				} else { +					// Enqueue the cell only if it contains at least one index cell. +					if r == Subdivided { +						e.processOrEnqueue(idI, nil) +					} +					i++ +				} +			} +		} +	} +} + +func (e *EdgeQuery) initCovering() { +	// Find the range of Cells spanned by the index and choose a level such +	// that the entire index can be covered with just a few cells. These are +	// the "top-level" cells. There are two cases: +	// +	//  - If the index spans more than one face, then there is one top-level cell +	// per spanned face, just big enough to cover the index cells on that face. +	// +	//  - If the index spans only one face, then we find the smallest cell "C" +	// that covers the index cells on that face (just like the case above). +	// Then for each of the 4 children of "C", if the child contains any index +	// cells then we create a top-level cell that is big enough to just fit +	// those index cells (i.e., shrinking the child as much as possible to fit +	// its contents). This essentially replicates what would happen if we +	// started with "C" as the top-level cell, since "C" would immediately be +	// split, except that we take the time to prune the children further since +	// this will save work on every subsequent query. +	e.indexCovering = make([]CellID, 0, 6) + +	// TODO(roberts): Use a single iterator below and save position +	// information using pair {CellID, ShapeIndexCell}. +	next := NewShapeIndexIterator(e.index, IteratorBegin) +	last := NewShapeIndexIterator(e.index, IteratorEnd) +	last.Prev() +	if next.CellID() != last.CellID() { +		// The index has at least two cells. Choose a level such that the entire +		// index can be spanned with at most 6 cells (if the index spans multiple +		// faces) or 4 cells (it the index spans a single face). +		level, ok := next.CellID().CommonAncestorLevel(last.CellID()) +		if !ok { +			level = 0 +		} else { +			level++ +		} + +		// Visit each potential top-level cell except the last (handled below). +		lastID := last.CellID().Parent(level) +		for id := next.CellID().Parent(level); id != lastID; id = id.Next() { +			// Skip any top-level cells that don't contain any index cells. +			if id.RangeMax() < next.CellID() { +				continue +			} + +			// Find the range of index cells contained by this top-level cell and +			// then shrink the cell if necessary so that it just covers them. +			cellFirst := next.clone() +			next.seek(id.RangeMax().Next()) +			cellLast := next.clone() +			cellLast.Prev() +			e.addInitialRange(cellFirst, cellLast) +			break +		} + +	} +	e.addInitialRange(next, last) +} + +// addInitialRange adds an entry to the indexCovering and indexCells that covers the given +// inclusive range of cells. +// +// This requires that first and last cells have a common ancestor. +func (e *EdgeQuery) addInitialRange(first, last *ShapeIndexIterator) { +	if first.CellID() == last.CellID() { +		// The range consists of a single index cell. +		e.indexCovering = append(e.indexCovering, first.CellID()) +		e.indexCells = append(e.indexCells, first.IndexCell()) +	} else { +		// Add the lowest common ancestor of the given range. +		level, _ := first.CellID().CommonAncestorLevel(last.CellID()) +		e.indexCovering = append(e.indexCovering, first.CellID().Parent(level)) +		e.indexCells = append(e.indexCells, nil) +	} +} + +// processEdges processes all the edges of the given index cell. +func (e *EdgeQuery) processEdges(entry *queryQueueEntry) { +	for _, clipped := range entry.indexCell.shapes { +		shape := e.index.Shape(clipped.shapeID) +		for j := 0; j < clipped.numEdges(); j++ { +			e.maybeAddResult(shape, int32(clipped.edges[j])) +		} +	} +} + +// processOrEnqueue the given cell id and indexCell. +func (e *EdgeQuery) processOrEnqueue(id CellID, indexCell *ShapeIndexCell) { +	if indexCell != nil { +		// If this index cell has only a few edges, then it is faster to check +		// them directly rather than computing the minimum distance to the Cell +		// and inserting it into the queue. +		const minEdgesToEnqueue = 10 +		numEdges := indexCell.numEdges() +		if numEdges == 0 { +			return +		} +		if numEdges < minEdgesToEnqueue { +			// Set "distance" to zero to avoid the expense of computing it. +			e.processEdges(&queryQueueEntry{ +				distance:  e.target.distance().zero(), +				id:        id, +				indexCell: indexCell, +			}) +			return +		} +	} + +	// Otherwise compute the minimum distance to any point in the cell and add +	// it to the priority queue. +	cell := CellFromCellID(id) +	dist := e.distanceLimit +	var ok bool +	if dist, ok = e.target.updateDistanceToCell(cell, dist); !ok { +		return +	} +	if e.useConservativeCellDistance { +		// Ensure that "distance" is a lower bound on the true distance to the cell. +		dist = dist.sub(e.target.distance().fromChordAngle(e.opts.maxError)) +	} + +	e.queue.push(&queryQueueEntry{ +		distance:  dist, +		id:        id, +		indexCell: indexCell, +	}) +} + +// TODO(roberts): Remaining pieces +// GetEdge +// Project diff --git a/vendor/github.com/golang/geo/s2/edge_tessellator.go b/vendor/github.com/golang/geo/s2/edge_tessellator.go new file mode 100644 index 000000000..1d5805c26 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/edge_tessellator.go @@ -0,0 +1,291 @@ +// Copyright 2018 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 ( +	"github.com/golang/geo/r2" +	"github.com/golang/geo/s1" +) + +// Tessellation is implemented by subdividing the edge until the estimated +// maximum error is below the given tolerance. Estimating error is a hard +// problem, especially when the only methods available are point evaluation of +// the projection and its inverse. (These are the only methods that +// Projection provides, which makes it easier and less error-prone to +// implement new projections.) +// +// One technique that significantly increases robustness is to treat the +// geodesic and projected edges as parametric curves rather than geometric ones. +// Given a spherical edge AB and a projection p:S2->R2, let f(t) be the +// normalized arc length parametrization of AB and let g(t) be the normalized +// arc length parameterization of the projected edge p(A)p(B). (In other words, +// f(0)=A, f(1)=B, g(0)=p(A), g(1)=p(B).)  We now define the geometric error as +// the maximum distance from the point p^-1(g(t)) to the geodesic edge AB for +// any t in [0,1], where p^-1 denotes the inverse projection. In other words, +// the geometric error is the maximum distance from any point on the projected +// edge (mapped back onto the sphere) to the geodesic edge AB. On the other +// hand we define the parametric error as the maximum distance between the +// points f(t) and p^-1(g(t)) for any t in [0,1], i.e. the maximum distance +// (measured on the sphere) between the geodesic and projected points at the +// same interpolation fraction t. +// +// The easiest way to estimate the parametric error is to simply evaluate both +// edges at their midpoints and measure the distance between them (the "midpoint +// method"). This is very fast and works quite well for most edges, however it +// has one major drawback: it doesn't handle points of inflection (i.e., points +// where the curvature changes sign). For example, edges in the Mercator and +// Plate Carree projections always curve towards the equator relative to the +// corresponding geodesic edge, so in these projections there is a point of +// inflection whenever the projected edge crosses the equator. The worst case +// occurs when the edge endpoints have different longitudes but the same +// absolute latitude, since in that case the error is non-zero but the edges +// have exactly the same midpoint (on the equator). +// +// One solution to this problem is to split the input edges at all inflection +// points (i.e., along the equator in the case of the Mercator and Plate Carree +// projections). However for general projections these inflection points can +// occur anywhere on the sphere (e.g., consider the Transverse Mercator +// projection). This could be addressed by adding methods to the S2Projection +// interface to split edges at inflection points but this would make it harder +// and more error-prone to implement new projections. +// +// Another problem with this approach is that the midpoint method sometimes +// underestimates the true error even when edges do not cross the equator. +// For the Plate Carree and Mercator projections, the midpoint method can +// underestimate the error by up to 3%. +// +// Both of these problems can be solved as follows. We assume that the error +// can be modeled as a convex combination of two worst-case functions, one +// where the error is maximized at the edge midpoint and another where the +// error is *minimized* (i.e., zero) at the edge midpoint. For example, we +// could choose these functions as: +// +//    E1(x) = 1 - x^2 +//    E2(x) = x * (1 - x^2) +// +// where for convenience we use an interpolation parameter "x" in the range +// [-1, 1] rather than the original "t" in the range [0, 1]. Note that both +// error functions must have roots at x = {-1, 1} since the error must be zero +// at the edge endpoints. E1 is simply a parabola whose maximum value is 1 +// attained at x = 0, while E2 is a cubic with an additional root at x = 0, +// and whose maximum value is 2 * sqrt(3) / 9 attained at x = 1 / sqrt(3). +// +// Next, it is convenient to scale these functions so that the both have a +// maximum value of 1. E1 already satisfies this requirement, and we simply +// redefine E2 as +// +//   E2(x) = x * (1 - x^2) / (2 * sqrt(3) / 9) +// +// Now define x0 to be the point where these two functions intersect, i.e. the +// point in the range (-1, 1) where E1(x0) = E2(x0). This value has the very +// convenient property that if we evaluate the actual error E(x0), then the +// maximum error on the entire interval [-1, 1] is bounded by +// +//   E(x) <= E(x0) / E1(x0) +// +// since whether the error is modeled using E1 or E2, the resulting function +// has the same maximum value (namely E(x0) / E1(x0)). If it is modeled as +// some other convex combination of E1 and E2, the maximum value can only +// decrease. +// +// Finally, since E2 is not symmetric about the y-axis, we must also allow for +// the possibility that the error is a convex combination of E1 and -E2. This +// can be handled by evaluating the error at E(-x0) as well, and then +// computing the final error bound as +// +//   E(x) <= max(E(x0), E(-x0)) / E1(x0) . +// +// Effectively, this method is simply evaluating the error at two points about +// 1/3 and 2/3 of the way along the edges, and then scaling the maximum of +// these two errors by a constant factor. Intuitively, the reason this works +// is that if the two edges cross somewhere in the interior, then at least one +// of these points will be far from the crossing. +// +// The actual algorithm implemented below has some additional refinements. +// First, edges longer than 90 degrees are always subdivided; this avoids +// various unusual situations that can happen with very long edges, and there +// is really no reason to avoid adding vertices to edges that are so long. +// +// Second, the error function E1 above needs to be modified to take into +// account spherical distortions. (It turns out that spherical distortions are +// beneficial in the case of E2, i.e. they only make its error estimates +// slightly more conservative.)  To do this, we model E1 as the maximum error +// in a Plate Carree edge of length 90 degrees or less. This turns out to be +// an edge from 45:-90 to 45:90 (in lat:lng format). The corresponding error +// as a function of "x" in the range [-1, 1] can be computed as the distance +// between the Plate Caree edge point (45, 90 * x) and the geodesic +// edge point (90 - 45 * abs(x), 90 * sgn(x)). Using the Haversine formula, +// the corresponding function E1 (normalized to have a maximum value of 1) is: +// +//   E1(x) = +//     asin(sqrt(sin(Pi / 8 * (1 - x)) ^ 2 + +//               sin(Pi / 4 * (1 - x)) ^ 2 * cos(Pi / 4) * sin(Pi / 4 * x))) / +//     asin(sqrt((1 - 1 / sqrt(2)) / 2)) +// +// Note that this function does not need to be evaluated at runtime, it +// simply affects the calculation of the value x0 where E1(x0) = E2(x0) +// and the corresponding scaling factor C = 1 / E1(x0). +// +// ------------------------------------------------------------------ +// +// In the case of the Mercator and Plate Carree projections this strategy +// produces a conservative upper bound (verified using 10 million random +// edges). Furthermore the bound is nearly tight; the scaling constant is +// C = 1.19289, whereas the maximum observed value was 1.19254. +// +// Compared to the simpler midpoint evaluation method, this strategy requires +// more function evaluations (currently twice as many, but with a smarter +// tessellation algorithm it will only be 50% more). It also results in a +// small amount of additional tessellation (about 1.5%) compared to the +// midpoint method, but this is due almost entirely to the fact that the +// midpoint method does not yield conservative error estimates. +// +// For random edges with a tolerance of 1 meter, the expected amount of +// overtessellation is as follows: +// +//                   Midpoint Method    Cubic Method +//   Plate Carree               1.8%            3.0% +//   Mercator                  15.8%           17.4% + +const ( +	// tessellationInterpolationFraction is the fraction at which the two edges +	// are evaluated in order to measure the error between them. (Edges are +	// evaluated at two points measured this fraction from either end.) +	tessellationInterpolationFraction = 0.31215691082248312 +	tessellationScaleFactor           = 0.83829992569888509 + +	// minTessellationTolerance is the minimum supported tolerance (which +	// corresponds to a distance less than 1 micrometer on the Earth's +	// surface, but is still much larger than the expected projection and +	// interpolation errors). +	minTessellationTolerance s1.Angle = 1e-13 +) + +// EdgeTessellator converts an edge in a given projection (e.g., Mercator) into +// a chain of spherical geodesic edges such that the maximum distance between +// the original edge and the geodesic edge chain is at most the requested +// tolerance. Similarly, it can convert a spherical geodesic edge into a chain +// of edges in a given 2D projection such that the maximum distance between the +// geodesic edge and the chain of projected edges is at most the requested tolerance. +// +//   Method      | Input                  | Output +//   ------------|------------------------|----------------------- +//   Projected   | S2 geodesics           | Planar projected edges +//   Unprojected | Planar projected edges | S2 geodesics +type EdgeTessellator struct { +	projection Projection + +	// The given tolerance scaled by a constant fraction so that it can be +	// compared against the result returned by estimateMaxError. +	scaledTolerance s1.ChordAngle +} + +// NewEdgeTessellator creates a new edge tessellator for the given projection and tolerance. +func NewEdgeTessellator(p Projection, tolerance s1.Angle) *EdgeTessellator { +	return &EdgeTessellator{ +		projection:      p, +		scaledTolerance: s1.ChordAngleFromAngle(maxAngle(tolerance, minTessellationTolerance)), +	} +} + +// AppendProjected converts the spherical geodesic edge AB to a chain of planar edges +// in the given projection and returns the corresponding vertices. +// +// If the given projection has one or more coordinate axes that wrap, then +// every vertex's coordinates will be as close as possible to the previous +// vertex's coordinates. Note that this may yield vertices whose +// coordinates are outside the usual range. For example, tessellating the +// edge (0:170, 0:-170) (in lat:lng notation) yields (0:170, 0:190). +func (e *EdgeTessellator) AppendProjected(a, b Point, vertices []r2.Point) []r2.Point { +	pa := e.projection.Project(a) +	if len(vertices) == 0 { +		vertices = []r2.Point{pa} +	} else { +		pa = e.projection.WrapDestination(vertices[len(vertices)-1], pa) +	} + +	pb := e.projection.Project(b) +	return e.appendProjected(pa, a, pb, b, vertices) +} + +// appendProjected splits a geodesic edge AB as necessary and returns the +// projected vertices appended to the given vertices. +// +// The maximum recursion depth is (math.Pi / minTessellationTolerance) < 45 +func (e *EdgeTessellator) appendProjected(pa r2.Point, a Point, pbIn r2.Point, b Point, vertices []r2.Point) []r2.Point { +	pb := e.projection.WrapDestination(pa, pbIn) +	if e.estimateMaxError(pa, a, pb, b) <= e.scaledTolerance { +		return append(vertices, pb) +	} + +	mid := Point{a.Add(b.Vector).Normalize()} +	pmid := e.projection.WrapDestination(pa, e.projection.Project(mid)) +	vertices = e.appendProjected(pa, a, pmid, mid, vertices) +	return e.appendProjected(pmid, mid, pb, b, vertices) +} + +// AppendUnprojected converts the planar edge AB in the given projection to a chain of +// spherical geodesic edges and returns the vertices. +// +// Note that to construct a Loop, you must eliminate the duplicate first and last +// vertex. Note also that if the given projection involves coordinate wrapping +// (e.g. across the 180 degree meridian) then the first and last vertices may not +// be exactly the same. +func (e *EdgeTessellator) AppendUnprojected(pa, pb r2.Point, vertices []Point) []Point { +	a := e.projection.Unproject(pa) +	b := e.projection.Unproject(pb) + +	if len(vertices) == 0 { +		vertices = []Point{a} +	} + +	// Note that coordinate wrapping can create a small amount of error. For +	// example in the edge chain "0:-175, 0:179, 0:-177", the first edge is +	// transformed into "0:-175, 0:-181" while the second is transformed into +	// "0:179, 0:183". The two coordinate pairs for the middle vertex +	// ("0:-181" and "0:179") may not yield exactly the same S2Point. +	return e.appendUnprojected(pa, a, pb, b, vertices) +} + +// appendUnprojected interpolates a projected edge and appends the corresponding +// points on the sphere. +func (e *EdgeTessellator) appendUnprojected(pa r2.Point, a Point, pbIn r2.Point, b Point, vertices []Point) []Point { +	pb := e.projection.WrapDestination(pa, pbIn) +	if e.estimateMaxError(pa, a, pb, b) <= e.scaledTolerance { +		return append(vertices, b) +	} + +	pmid := e.projection.Interpolate(0.5, pa, pb) +	mid := e.projection.Unproject(pmid) + +	vertices = e.appendUnprojected(pa, a, pmid, mid, vertices) +	return e.appendUnprojected(pmid, mid, pb, b, vertices) +} + +func (e *EdgeTessellator) estimateMaxError(pa r2.Point, a Point, pb r2.Point, b Point) s1.ChordAngle { +	// See the algorithm description at the top of this file. +	// We always tessellate edges longer than 90 degrees on the sphere, since the +	// approximation below is not robust enough to handle such edges. +	if a.Dot(b.Vector) < -1e-14 { +		return s1.InfChordAngle() +	} +	t1 := tessellationInterpolationFraction +	t2 := 1 - tessellationInterpolationFraction +	mid1 := Interpolate(t1, a, b) +	mid2 := Interpolate(t2, a, b) +	pmid1 := e.projection.Unproject(e.projection.Interpolate(t1, pa, pb)) +	pmid2 := e.projection.Unproject(e.projection.Interpolate(t2, pa, pb)) +	return maxChordAngle(ChordAngleBetweenPoints(mid1, pmid1), ChordAngleBetweenPoints(mid2, pmid2)) +} diff --git a/vendor/github.com/golang/geo/s2/encode.go b/vendor/github.com/golang/geo/s2/encode.go new file mode 100644 index 000000000..00d0adc71 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/encode.go @@ -0,0 +1,224 @@ +// 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 + +import ( +	"encoding/binary" +	"io" +	"math" +) + +const ( +	// encodingVersion is the current version of the encoding +	// format that is compatible with C++ and other S2 libraries. +	encodingVersion = int8(1) + +	// encodingCompressedVersion is the current version of the +	// compressed format. +	encodingCompressedVersion = int8(4) +) + +// encoder handles the specifics of encoding for S2 types. +type encoder struct { +	w   io.Writer // the real writer passed to Encode +	err error +} + +func (e *encoder) writeUvarint(x uint64) { +	if e.err != nil { +		return +	} +	var buf [binary.MaxVarintLen64]byte +	n := binary.PutUvarint(buf[:], x) +	_, e.err = e.w.Write(buf[:n]) +} + +func (e *encoder) writeBool(x bool) { +	if e.err != nil { +		return +	} +	var val int8 +	if x { +		val = 1 +	} +	e.err = binary.Write(e.w, binary.LittleEndian, val) +} + +func (e *encoder) writeInt8(x int8) { +	if e.err != nil { +		return +	} +	e.err = binary.Write(e.w, binary.LittleEndian, x) +} + +func (e *encoder) writeInt16(x int16) { +	if e.err != nil { +		return +	} +	e.err = binary.Write(e.w, binary.LittleEndian, x) +} + +func (e *encoder) writeInt32(x int32) { +	if e.err != nil { +		return +	} +	e.err = binary.Write(e.w, binary.LittleEndian, x) +} + +func (e *encoder) writeInt64(x int64) { +	if e.err != nil { +		return +	} +	e.err = binary.Write(e.w, binary.LittleEndian, x) +} + +func (e *encoder) writeUint8(x uint8) { +	if e.err != nil { +		return +	} +	_, e.err = e.w.Write([]byte{x}) +} + +func (e *encoder) writeUint32(x uint32) { +	if e.err != nil { +		return +	} +	e.err = binary.Write(e.w, binary.LittleEndian, x) +} + +func (e *encoder) writeUint64(x uint64) { +	if e.err != nil { +		return +	} +	e.err = binary.Write(e.w, binary.LittleEndian, x) +} + +func (e *encoder) writeFloat32(x float32) { +	if e.err != nil { +		return +	} +	e.err = binary.Write(e.w, binary.LittleEndian, x) +} + +func (e *encoder) writeFloat64(x float64) { +	if e.err != nil { +		return +	} +	e.err = binary.Write(e.w, binary.LittleEndian, x) +} + +type byteReader interface { +	io.Reader +	io.ByteReader +} + +// byteReaderAdapter embellishes an io.Reader with a ReadByte method, +// so that it implements the io.ByteReader interface. +type byteReaderAdapter struct { +	io.Reader +} + +func (b byteReaderAdapter) ReadByte() (byte, error) { +	buf := []byte{0} +	_, err := io.ReadFull(b, buf) +	return buf[0], err +} + +func asByteReader(r io.Reader) byteReader { +	if br, ok := r.(byteReader); ok { +		return br +	} +	return byteReaderAdapter{r} +} + +type decoder struct { +	r   byteReader // the real reader passed to Decode +	err error +	buf []byte +} + +// Get a buffer of size 8, to avoid allocating over and over. +func (d *decoder) buffer() []byte { +	if d.buf == nil { +		d.buf = make([]byte, 8) +	} +	return d.buf +} + +func (d *decoder) readBool() (x bool) { +	if d.err != nil { +		return +	} +	var val int8 +	d.err = binary.Read(d.r, binary.LittleEndian, &val) +	return val == 1 +} + +func (d *decoder) readInt8() (x int8) { +	if d.err != nil { +		return +	} +	d.err = binary.Read(d.r, binary.LittleEndian, &x) +	return +} + +func (d *decoder) readInt64() (x int64) { +	if d.err != nil { +		return +	} +	d.err = binary.Read(d.r, binary.LittleEndian, &x) +	return +} + +func (d *decoder) readUint8() (x uint8) { +	if d.err != nil { +		return +	} +	x, d.err = d.r.ReadByte() +	return +} + +func (d *decoder) readUint32() (x uint32) { +	if d.err != nil { +		return +	} +	d.err = binary.Read(d.r, binary.LittleEndian, &x) +	return +} + +func (d *decoder) readUint64() (x uint64) { +	if d.err != nil { +		return +	} +	d.err = binary.Read(d.r, binary.LittleEndian, &x) +	return +} + +func (d *decoder) readFloat64() float64 { +	if d.err != nil { +		return 0 +	} +	buf := d.buffer() +	_, d.err = io.ReadFull(d.r, buf) +	return math.Float64frombits(binary.LittleEndian.Uint64(buf)) +} + +func (d *decoder) readUvarint() (x uint64) { +	if d.err != nil { +		return +	} +	x, d.err = binary.ReadUvarint(d.r) +	return +} diff --git a/vendor/github.com/golang/geo/s2/interleave.go b/vendor/github.com/golang/geo/s2/interleave.go new file mode 100644 index 000000000..6ac6ef58d --- /dev/null +++ b/vendor/github.com/golang/geo/s2/interleave.go @@ -0,0 +1,143 @@ +// 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 + +/* +The lookup table below can convert a sequence of interleaved 8 bits into +non-interleaved 4 bits. The table can convert both odd and even bits at the +same time, and lut[x & 0x55] converts the even bits (bits 0, 2, 4 and 6), +while lut[x & 0xaa] converts the odd bits (bits 1, 3, 5 and 7). + +The lookup table below was generated using the following python code: + +	def deinterleave(bits): +	  if bits == 0: return 0 +	  if bits < 4: return 1 +	  return deinterleave(bits / 4) * 2 + deinterleave(bits & 3) + +	for i in range(256): print "0x%x," % deinterleave(i), +*/ +var deinterleaveLookup = [256]uint32{ +	0x0, 0x1, 0x1, 0x1, 0x2, 0x3, 0x3, 0x3, +	0x2, 0x3, 0x3, 0x3, 0x2, 0x3, 0x3, 0x3, +	0x4, 0x5, 0x5, 0x5, 0x6, 0x7, 0x7, 0x7, +	0x6, 0x7, 0x7, 0x7, 0x6, 0x7, 0x7, 0x7, +	0x4, 0x5, 0x5, 0x5, 0x6, 0x7, 0x7, 0x7, +	0x6, 0x7, 0x7, 0x7, 0x6, 0x7, 0x7, 0x7, +	0x4, 0x5, 0x5, 0x5, 0x6, 0x7, 0x7, 0x7, +	0x6, 0x7, 0x7, 0x7, 0x6, 0x7, 0x7, 0x7, + +	0x8, 0x9, 0x9, 0x9, 0xa, 0xb, 0xb, 0xb, +	0xa, 0xb, 0xb, 0xb, 0xa, 0xb, 0xb, 0xb, +	0xc, 0xd, 0xd, 0xd, 0xe, 0xf, 0xf, 0xf, +	0xe, 0xf, 0xf, 0xf, 0xe, 0xf, 0xf, 0xf, +	0xc, 0xd, 0xd, 0xd, 0xe, 0xf, 0xf, 0xf, +	0xe, 0xf, 0xf, 0xf, 0xe, 0xf, 0xf, 0xf, +	0xc, 0xd, 0xd, 0xd, 0xe, 0xf, 0xf, 0xf, +	0xe, 0xf, 0xf, 0xf, 0xe, 0xf, 0xf, 0xf, + +	0x8, 0x9, 0x9, 0x9, 0xa, 0xb, 0xb, 0xb, +	0xa, 0xb, 0xb, 0xb, 0xa, 0xb, 0xb, 0xb, +	0xc, 0xd, 0xd, 0xd, 0xe, 0xf, 0xf, 0xf, +	0xe, 0xf, 0xf, 0xf, 0xe, 0xf, 0xf, 0xf, +	0xc, 0xd, 0xd, 0xd, 0xe, 0xf, 0xf, 0xf, +	0xe, 0xf, 0xf, 0xf, 0xe, 0xf, 0xf, 0xf, +	0xc, 0xd, 0xd, 0xd, 0xe, 0xf, 0xf, 0xf, +	0xe, 0xf, 0xf, 0xf, 0xe, 0xf, 0xf, 0xf, + +	0x8, 0x9, 0x9, 0x9, 0xa, 0xb, 0xb, 0xb, +	0xa, 0xb, 0xb, 0xb, 0xa, 0xb, 0xb, 0xb, +	0xc, 0xd, 0xd, 0xd, 0xe, 0xf, 0xf, 0xf, +	0xe, 0xf, 0xf, 0xf, 0xe, 0xf, 0xf, 0xf, +	0xc, 0xd, 0xd, 0xd, 0xe, 0xf, 0xf, 0xf, +	0xe, 0xf, 0xf, 0xf, 0xe, 0xf, 0xf, 0xf, +	0xc, 0xd, 0xd, 0xd, 0xe, 0xf, 0xf, 0xf, +	0xe, 0xf, 0xf, 0xf, 0xe, 0xf, 0xf, 0xf, +} + +// deinterleaveUint32 decodes the interleaved values. +func deinterleaveUint32(code uint64) (uint32, uint32) { +	x := (deinterleaveLookup[code&0x55]) | +		(deinterleaveLookup[(code>>8)&0x55] << 4) | +		(deinterleaveLookup[(code>>16)&0x55] << 8) | +		(deinterleaveLookup[(code>>24)&0x55] << 12) | +		(deinterleaveLookup[(code>>32)&0x55] << 16) | +		(deinterleaveLookup[(code>>40)&0x55] << 20) | +		(deinterleaveLookup[(code>>48)&0x55] << 24) | +		(deinterleaveLookup[(code>>56)&0x55] << 28) +	y := (deinterleaveLookup[code&0xaa]) | +		(deinterleaveLookup[(code>>8)&0xaa] << 4) | +		(deinterleaveLookup[(code>>16)&0xaa] << 8) | +		(deinterleaveLookup[(code>>24)&0xaa] << 12) | +		(deinterleaveLookup[(code>>32)&0xaa] << 16) | +		(deinterleaveLookup[(code>>40)&0xaa] << 20) | +		(deinterleaveLookup[(code>>48)&0xaa] << 24) | +		(deinterleaveLookup[(code>>56)&0xaa] << 28) +	return x, y +} + +var interleaveLookup = [256]uint64{ +	0x0000, 0x0001, 0x0004, 0x0005, 0x0010, 0x0011, 0x0014, 0x0015, +	0x0040, 0x0041, 0x0044, 0x0045, 0x0050, 0x0051, 0x0054, 0x0055, +	0x0100, 0x0101, 0x0104, 0x0105, 0x0110, 0x0111, 0x0114, 0x0115, +	0x0140, 0x0141, 0x0144, 0x0145, 0x0150, 0x0151, 0x0154, 0x0155, +	0x0400, 0x0401, 0x0404, 0x0405, 0x0410, 0x0411, 0x0414, 0x0415, +	0x0440, 0x0441, 0x0444, 0x0445, 0x0450, 0x0451, 0x0454, 0x0455, +	0x0500, 0x0501, 0x0504, 0x0505, 0x0510, 0x0511, 0x0514, 0x0515, +	0x0540, 0x0541, 0x0544, 0x0545, 0x0550, 0x0551, 0x0554, 0x0555, + +	0x1000, 0x1001, 0x1004, 0x1005, 0x1010, 0x1011, 0x1014, 0x1015, +	0x1040, 0x1041, 0x1044, 0x1045, 0x1050, 0x1051, 0x1054, 0x1055, +	0x1100, 0x1101, 0x1104, 0x1105, 0x1110, 0x1111, 0x1114, 0x1115, +	0x1140, 0x1141, 0x1144, 0x1145, 0x1150, 0x1151, 0x1154, 0x1155, +	0x1400, 0x1401, 0x1404, 0x1405, 0x1410, 0x1411, 0x1414, 0x1415, +	0x1440, 0x1441, 0x1444, 0x1445, 0x1450, 0x1451, 0x1454, 0x1455, +	0x1500, 0x1501, 0x1504, 0x1505, 0x1510, 0x1511, 0x1514, 0x1515, +	0x1540, 0x1541, 0x1544, 0x1545, 0x1550, 0x1551, 0x1554, 0x1555, + +	0x4000, 0x4001, 0x4004, 0x4005, 0x4010, 0x4011, 0x4014, 0x4015, +	0x4040, 0x4041, 0x4044, 0x4045, 0x4050, 0x4051, 0x4054, 0x4055, +	0x4100, 0x4101, 0x4104, 0x4105, 0x4110, 0x4111, 0x4114, 0x4115, +	0x4140, 0x4141, 0x4144, 0x4145, 0x4150, 0x4151, 0x4154, 0x4155, +	0x4400, 0x4401, 0x4404, 0x4405, 0x4410, 0x4411, 0x4414, 0x4415, +	0x4440, 0x4441, 0x4444, 0x4445, 0x4450, 0x4451, 0x4454, 0x4455, +	0x4500, 0x4501, 0x4504, 0x4505, 0x4510, 0x4511, 0x4514, 0x4515, +	0x4540, 0x4541, 0x4544, 0x4545, 0x4550, 0x4551, 0x4554, 0x4555, + +	0x5000, 0x5001, 0x5004, 0x5005, 0x5010, 0x5011, 0x5014, 0x5015, +	0x5040, 0x5041, 0x5044, 0x5045, 0x5050, 0x5051, 0x5054, 0x5055, +	0x5100, 0x5101, 0x5104, 0x5105, 0x5110, 0x5111, 0x5114, 0x5115, +	0x5140, 0x5141, 0x5144, 0x5145, 0x5150, 0x5151, 0x5154, 0x5155, +	0x5400, 0x5401, 0x5404, 0x5405, 0x5410, 0x5411, 0x5414, 0x5415, +	0x5440, 0x5441, 0x5444, 0x5445, 0x5450, 0x5451, 0x5454, 0x5455, +	0x5500, 0x5501, 0x5504, 0x5505, 0x5510, 0x5511, 0x5514, 0x5515, +	0x5540, 0x5541, 0x5544, 0x5545, 0x5550, 0x5551, 0x5554, 0x5555, +} + +// interleaveUint32 interleaves the given arguments into the return value. +// +// The 0-bit in val0 will be the 0-bit in the return value. +// The 0-bit in val1 will be the 1-bit in the return value. +// The 1-bit of val0 will be the 2-bit in the return value, and so on. +func interleaveUint32(x, y uint32) uint64 { +	return (interleaveLookup[x&0xff]) | +		(interleaveLookup[(x>>8)&0xff] << 16) | +		(interleaveLookup[(x>>16)&0xff] << 32) | +		(interleaveLookup[x>>24] << 48) | +		(interleaveLookup[y&0xff] << 1) | +		(interleaveLookup[(y>>8)&0xff] << 17) | +		(interleaveLookup[(y>>16)&0xff] << 33) | +		(interleaveLookup[y>>24] << 49) +} diff --git a/vendor/github.com/golang/geo/s2/latlng.go b/vendor/github.com/golang/geo/s2/latlng.go new file mode 100644 index 000000000..a750304ab --- /dev/null +++ b/vendor/github.com/golang/geo/s2/latlng.go @@ -0,0 +1,101 @@ +// Copyright 2014 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 ( +	"fmt" +	"math" + +	"github.com/golang/geo/r3" +	"github.com/golang/geo/s1" +) + +const ( +	northPoleLat = s1.Angle(math.Pi/2) * s1.Radian +	southPoleLat = -northPoleLat +) + +// LatLng represents a point on the unit sphere as a pair of angles. +type LatLng struct { +	Lat, Lng s1.Angle +} + +// LatLngFromDegrees returns a LatLng for the coordinates given in degrees. +func LatLngFromDegrees(lat, lng float64) LatLng { +	return LatLng{s1.Angle(lat) * s1.Degree, s1.Angle(lng) * s1.Degree} +} + +// IsValid returns true iff the LatLng is normalized, with Lat ∈ [-π/2,π/2] and Lng ∈ [-π,π]. +func (ll LatLng) IsValid() bool { +	return math.Abs(ll.Lat.Radians()) <= math.Pi/2 && math.Abs(ll.Lng.Radians()) <= math.Pi +} + +// Normalized returns the normalized version of the LatLng, +// with Lat clamped to [-π/2,π/2] and Lng wrapped in [-π,π]. +func (ll LatLng) Normalized() LatLng { +	lat := ll.Lat +	if lat > northPoleLat { +		lat = northPoleLat +	} else if lat < southPoleLat { +		lat = southPoleLat +	} +	lng := s1.Angle(math.Remainder(ll.Lng.Radians(), 2*math.Pi)) * s1.Radian +	return LatLng{lat, lng} +} + +func (ll LatLng) String() string { return fmt.Sprintf("[%v, %v]", ll.Lat, ll.Lng) } + +// Distance returns the angle between two LatLngs. +func (ll LatLng) Distance(ll2 LatLng) s1.Angle { +	// Haversine formula, as used in C++ S2LatLng::GetDistance. +	lat1, lat2 := ll.Lat.Radians(), ll2.Lat.Radians() +	lng1, lng2 := ll.Lng.Radians(), ll2.Lng.Radians() +	dlat := math.Sin(0.5 * (lat2 - lat1)) +	dlng := math.Sin(0.5 * (lng2 - lng1)) +	x := dlat*dlat + dlng*dlng*math.Cos(lat1)*math.Cos(lat2) +	return s1.Angle(2*math.Atan2(math.Sqrt(x), math.Sqrt(math.Max(0, 1-x)))) * s1.Radian +} + +// NOTE(mikeperrow): The C++ implementation publicly exposes latitude/longitude +// functions. Let's see if that's really necessary before exposing the same functionality. + +func latitude(p Point) s1.Angle { +	return s1.Angle(math.Atan2(p.Z, math.Sqrt(p.X*p.X+p.Y*p.Y))) * s1.Radian +} + +func longitude(p Point) s1.Angle { +	return s1.Angle(math.Atan2(p.Y, p.X)) * s1.Radian +} + +// PointFromLatLng returns an Point for the given LatLng. +// The maximum error in the result is 1.5 * dblEpsilon. (This does not +// include the error of converting degrees, E5, E6, or E7 into radians.) +func PointFromLatLng(ll LatLng) Point { +	phi := ll.Lat.Radians() +	theta := ll.Lng.Radians() +	cosphi := math.Cos(phi) +	return Point{r3.Vector{math.Cos(theta) * cosphi, math.Sin(theta) * cosphi, math.Sin(phi)}} +} + +// LatLngFromPoint returns an LatLng for a given Point. +func LatLngFromPoint(p Point) LatLng { +	return LatLng{latitude(p), longitude(p)} +} + +// ApproxEqual reports whether the latitude and longitude of the two LatLngs +// are the same up to a small tolerance. +func (ll LatLng) ApproxEqual(other LatLng) bool { +	return ll.Lat.ApproxEqual(other.Lat) && ll.Lng.ApproxEqual(other.Lng) +} diff --git a/vendor/github.com/golang/geo/s2/lexicon.go b/vendor/github.com/golang/geo/s2/lexicon.go new file mode 100644 index 000000000..41cbffdc2 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/lexicon.go @@ -0,0 +1,175 @@ +// Copyright 2020 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 ( +	"encoding/binary" +	"hash/adler32" +	"math" +	"sort" +) + +// TODO(roberts): If any of these are worth making public, change the +// method signatures and type names. + +// emptySetID represents the last ID that will ever be generated. +// (Non-negative IDs are reserved for singleton sets.) +var emptySetID = int32(math.MinInt32) + +// idSetLexicon compactly represents a set of non-negative +// integers such as array indices ("ID sets"). It is especially suitable when +// either (1) there are many duplicate sets, or (2) there are many singleton +// or empty sets. See also sequenceLexicon. +// +// Each distinct ID set is mapped to a 32-bit integer. Empty and singleton +// sets take up no additional space; the set itself is represented +// by the unique ID assigned to the set. Duplicate sets are automatically +// eliminated. Note also that ID sets are referred to using 32-bit integers +// rather than pointers. +type idSetLexicon struct { +	idSets *sequenceLexicon +} + +func newIDSetLexicon() *idSetLexicon { +	return &idSetLexicon{ +		idSets: newSequenceLexicon(), +	} +} + +// add adds the given set of integers to the lexicon if it is not already +// present, and return the unique ID for this set. The values are automatically +// sorted and duplicates are removed. +// +// The primary difference between this and sequenceLexicon are: +// 1. Empty and singleton sets are represented implicitly; they use no space. +// 2. Sets are represented rather than sequences; the ordering of values is +//    not important and duplicates are removed. +// 3. The values must be 32-bit non-negative integers only. +func (l *idSetLexicon) add(ids ...int32) int32 { +	// Empty sets have a special ID chosen not to conflict with other IDs. +	if len(ids) == 0 { +		return emptySetID +	} + +	// Singleton sets are represented by their element. +	if len(ids) == 1 { +		return ids[0] +	} + +	// Canonicalize the set by sorting and removing duplicates. +	// +	// Creates a new slice in order to not alter the supplied values. +	set := uniqueInt32s(ids) + +	// Non-singleton sets are represented by the bitwise complement of the ID +	// returned by the sequenceLexicon +	return ^l.idSets.add(set) +} + +// idSet returns the set of integers corresponding to an ID returned by add. +func (l *idSetLexicon) idSet(setID int32) []int32 { +	if setID >= 0 { +		return []int32{setID} +	} +	if setID == emptySetID { +		return []int32{} +	} + +	return l.idSets.sequence(^setID) +} + +func (l *idSetLexicon) clear() { +	l.idSets.clear() +} + +// sequenceLexicon compactly represents a sequence of values (e.g., tuples). +// It automatically eliminates duplicates slices, and maps the remaining +// sequences to sequentially increasing integer IDs. See also idSetLexicon. +// +// Each distinct sequence is mapped to a 32-bit integer. +type sequenceLexicon struct { +	values []int32 +	begins []uint32 + +	// idSet is a mapping of a sequence hash to sequence index in the lexicon. +	idSet map[uint32]int32 +} + +func newSequenceLexicon() *sequenceLexicon { +	return &sequenceLexicon{ +		begins: []uint32{0}, +		idSet:  make(map[uint32]int32), +	} +} + +// clears all data from the lexicon. +func (l *sequenceLexicon) clear() { +	l.values = nil +	l.begins = []uint32{0} +	l.idSet = make(map[uint32]int32) +} + +// add adds the given value to the lexicon if it is not already present, and +// returns its ID. IDs are assigned sequentially starting from zero. +func (l *sequenceLexicon) add(ids []int32) int32 { +	if id, ok := l.idSet[hashSet(ids)]; ok { +		return id +	} +	for _, v := range ids { +		l.values = append(l.values, v) +	} +	l.begins = append(l.begins, uint32(len(l.values))) + +	id := int32(len(l.begins)) - 2 +	l.idSet[hashSet(ids)] = id + +	return id +} + +// sequence returns the original sequence of values for the given ID. +func (l *sequenceLexicon) sequence(id int32) []int32 { +	return l.values[l.begins[id]:l.begins[id+1]] +} + +// size reports the number of value sequences in the lexicon. +func (l *sequenceLexicon) size() int { +	// Subtract one because the list of begins starts out with the first element set to 0. +	return len(l.begins) - 1 +} + +// hash returns a hash of this sequence of int32s. +func hashSet(s []int32) uint32 { +	// TODO(roberts): We just need a way to nicely hash all the values down to +	// a 32-bit value. To ensure no unnecessary dependencies we use the core +	// library types available to do this. Is there a better option? +	a := adler32.New() +	binary.Write(a, binary.LittleEndian, s) +	return a.Sum32() +} + +// uniqueInt32s returns the sorted and uniqued set of int32s from the input. +func uniqueInt32s(in []int32) []int32 { +	var vals []int32 +	m := make(map[int32]bool) +	for _, i := range in { +		if m[i] { +			continue +		} +		m[i] = true +		vals = append(vals, i) +	} +	sort.Slice(vals, func(i, j int) bool { return vals[i] < vals[j] }) +	return vals +} diff --git a/vendor/github.com/golang/geo/s2/loop.go b/vendor/github.com/golang/geo/s2/loop.go new file mode 100644 index 000000000..bfb55ec1d --- /dev/null +++ b/vendor/github.com/golang/geo/s2/loop.go @@ -0,0 +1,1833 @@ +// Copyright 2015 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 ( +	"fmt" +	"io" +	"math" + +	"github.com/golang/geo/r1" +	"github.com/golang/geo/r3" +	"github.com/golang/geo/s1" +) + +// Loop represents a simple spherical polygon. It consists of a sequence +// of vertices where the first vertex is implicitly connected to the +// last. All loops are defined to have a CCW orientation, i.e. the interior of +// the loop is on the left side of the edges. This implies that a clockwise +// loop enclosing a small area is interpreted to be a CCW loop enclosing a +// very large area. +// +// Loops are not allowed to have any duplicate vertices (whether adjacent or +// not).  Non-adjacent edges are not allowed to intersect, and furthermore edges +// of length 180 degrees are not allowed (i.e., adjacent vertices cannot be +// antipodal). Loops must have at least 3 vertices (except for the "empty" and +// "full" loops discussed below). +// +// There are two special loops: the "empty" loop contains no points and the +// "full" loop contains all points. These loops do not have any edges, but to +// preserve the invariant that every loop can be represented as a vertex +// chain, they are defined as having exactly one vertex each (see EmptyLoop +// and FullLoop). +type Loop struct { +	vertices []Point + +	// originInside keeps a precomputed value whether this loop contains the origin +	// versus computing from the set of vertices every time. +	originInside bool + +	// depth is the nesting depth of this Loop if it is contained by a Polygon +	// or other shape and is used to determine if this loop represents a hole +	// or a filled in portion. +	depth int + +	// bound is a conservative bound on all points contained by this loop. +	// If l.ContainsPoint(P), then l.bound.ContainsPoint(P). +	bound Rect + +	// Since bound is not exact, it is possible that a loop A contains +	// another loop B whose bounds are slightly larger. subregionBound +	// has been expanded sufficiently to account for this error, i.e. +	// if A.Contains(B), then A.subregionBound.Contains(B.bound). +	subregionBound Rect + +	// index is the spatial index for this Loop. +	index *ShapeIndex +} + +// LoopFromPoints constructs a loop from the given points. +func LoopFromPoints(pts []Point) *Loop { +	l := &Loop{ +		vertices: pts, +		index:    NewShapeIndex(), +	} + +	l.initOriginAndBound() +	return l +} + +// LoopFromCell constructs a loop corresponding to the given cell. +// +// Note that the loop and cell *do not* contain exactly the same set of +// points, because Loop and Cell have slightly different definitions of +// point containment. For example, a Cell vertex is contained by all +// four neighboring Cells, but it is contained by exactly one of four +// Loops constructed from those cells. As another example, the cell +// coverings of cell and LoopFromCell(cell) will be different, because the +// loop contains points on its boundary that actually belong to other cells +// (i.e., the covering will include a layer of neighboring cells). +func LoopFromCell(c Cell) *Loop { +	l := &Loop{ +		vertices: []Point{ +			c.Vertex(0), +			c.Vertex(1), +			c.Vertex(2), +			c.Vertex(3), +		}, +		index: NewShapeIndex(), +	} + +	l.initOriginAndBound() +	return l +} + +// These two points are used for the special Empty and Full loops. +var ( +	emptyLoopPoint = Point{r3.Vector{X: 0, Y: 0, Z: 1}} +	fullLoopPoint  = Point{r3.Vector{X: 0, Y: 0, Z: -1}} +) + +// EmptyLoop returns a special "empty" loop. +func EmptyLoop() *Loop { +	return LoopFromPoints([]Point{emptyLoopPoint}) +} + +// FullLoop returns a special "full" loop. +func FullLoop() *Loop { +	return LoopFromPoints([]Point{fullLoopPoint}) +} + +// initOriginAndBound sets the origin containment for the given point and then calls +// the initialization for the bounds objects and the internal index. +func (l *Loop) initOriginAndBound() { +	if len(l.vertices) < 3 { +		// Check for the special "empty" and "full" loops (which have one vertex). +		if !l.isEmptyOrFull() { +			l.originInside = false +			return +		} + +		// This is the special empty or full loop, so the origin depends on if +		// the vertex is in the southern hemisphere or not. +		l.originInside = l.vertices[0].Z < 0 +	} else { +		// Point containment testing is done by counting edge crossings starting +		// at a fixed point on the sphere (OriginPoint). We need to know whether +		// the reference point (OriginPoint) is inside or outside the loop before +		// we can construct the ShapeIndex. We do this by first guessing that +		// it is outside, and then seeing whether we get the correct containment +		// result for vertex 1. If the result is incorrect, the origin must be +		// inside the loop. +		// +		// A loop with consecutive vertices A,B,C contains vertex B if and only if +		// the fixed vector R = B.Ortho is contained by the wedge ABC. The +		// wedge is closed at A and open at C, i.e. the point B is inside the loop +		// if A = R but not if C = R. This convention is required for compatibility +		// with VertexCrossing. (Note that we can't use OriginPoint +		// as the fixed vector because of the possibility that B == OriginPoint.) +		l.originInside = false +		v1Inside := OrderedCCW(Point{l.vertices[1].Ortho()}, l.vertices[0], l.vertices[2], l.vertices[1]) +		if v1Inside != l.ContainsPoint(l.vertices[1]) { +			l.originInside = true +		} +	} + +	// We *must* call initBound before initializing the index, because +	// initBound calls ContainsPoint which does a bounds check before using +	// the index. +	l.initBound() + +	// Create a new index and add us to it. +	l.index = NewShapeIndex() +	l.index.Add(l) +} + +// initBound sets up the approximate bounding Rects for this loop. +func (l *Loop) initBound() { +	if len(l.vertices) == 0 { +		*l = *EmptyLoop() +		return +	} +	// Check for the special "empty" and "full" loops. +	if l.isEmptyOrFull() { +		if l.IsEmpty() { +			l.bound = EmptyRect() +		} else { +			l.bound = FullRect() +		} +		l.subregionBound = l.bound +		return +	} + +	// The bounding rectangle of a loop is not necessarily the same as the +	// bounding rectangle of its vertices. First, the maximal latitude may be +	// attained along the interior of an edge. Second, the loop may wrap +	// entirely around the sphere (e.g. a loop that defines two revolutions of a +	// candy-cane stripe). Third, the loop may include one or both poles. +	// Note that a small clockwise loop near the equator contains both poles. +	bounder := NewRectBounder() +	for i := 0; i <= len(l.vertices); i++ { // add vertex 0 twice +		bounder.AddPoint(l.Vertex(i)) +	} +	b := bounder.RectBound() + +	if l.ContainsPoint(Point{r3.Vector{0, 0, 1}}) { +		b = Rect{r1.Interval{b.Lat.Lo, math.Pi / 2}, s1.FullInterval()} +	} +	// If a loop contains the south pole, then either it wraps entirely +	// around the sphere (full longitude range), or it also contains the +	// north pole in which case b.Lng.IsFull() due to the test above. +	// Either way, we only need to do the south pole containment test if +	// b.Lng.IsFull(). +	if b.Lng.IsFull() && l.ContainsPoint(Point{r3.Vector{0, 0, -1}}) { +		b.Lat.Lo = -math.Pi / 2 +	} +	l.bound = b +	l.subregionBound = ExpandForSubregions(l.bound) +} + +// Validate checks whether this is a valid loop. +func (l *Loop) Validate() error { +	if err := l.findValidationErrorNoIndex(); err != nil { +		return err +	} + +	// Check for intersections between non-adjacent edges (including at vertices) +	// TODO(roberts): Once shapeutil gets findAnyCrossing uncomment this. +	// return findAnyCrossing(l.index) + +	return nil +} + +// findValidationErrorNoIndex reports whether this is not a valid loop, but +// skips checks that would require a ShapeIndex to be built for the loop. This +// is primarily used by Polygon to do validation so it doesn't trigger the +// creation of unneeded ShapeIndices. +func (l *Loop) findValidationErrorNoIndex() error { +	// All vertices must be unit length. +	for i, v := range l.vertices { +		if !v.IsUnit() { +			return fmt.Errorf("vertex %d is not unit length", i) +		} +	} + +	// Loops must have at least 3 vertices (except for empty and full). +	if len(l.vertices) < 3 { +		if l.isEmptyOrFull() { +			return nil // Skip remaining tests. +		} +		return fmt.Errorf("non-empty, non-full loops must have at least 3 vertices") +	} + +	// Loops are not allowed to have any duplicate vertices or edge crossings. +	// We split this check into two parts. First we check that no edge is +	// degenerate (identical endpoints). Then we check that there are no +	// intersections between non-adjacent edges (including at vertices). The +	// second check needs the ShapeIndex, so it does not fall within the scope +	// of this method. +	for i, v := range l.vertices { +		if v == l.Vertex(i+1) { +			return fmt.Errorf("edge %d is degenerate (duplicate vertex)", i) +		} + +		// Antipodal vertices are not allowed. +		if other := (Point{l.Vertex(i + 1).Mul(-1)}); v == other { +			return fmt.Errorf("vertices %d and %d are antipodal", i, +				(i+1)%len(l.vertices)) +		} +	} + +	return nil +} + +// Contains reports whether the region contained by this loop is a superset of the +// region contained by the given other loop. +func (l *Loop) Contains(o *Loop) bool { +	// For a loop A to contain the loop B, all of the following must +	// be true: +	// +	//  (1) There are no edge crossings between A and B except at vertices. +	// +	//  (2) At every vertex that is shared between A and B, the local edge +	//      ordering implies that A contains B. +	// +	//  (3) If there are no shared vertices, then A must contain a vertex of B +	//      and B must not contain a vertex of A. (An arbitrary vertex may be +	//      chosen in each case.) +	// +	// The second part of (3) is necessary to detect the case of two loops whose +	// union is the entire sphere, i.e. two loops that contains each other's +	// boundaries but not each other's interiors. +	if !l.subregionBound.Contains(o.bound) { +		return false +	} + +	// Special cases to handle either loop being empty or full. +	if l.isEmptyOrFull() || o.isEmptyOrFull() { +		return l.IsFull() || o.IsEmpty() +	} + +	// Check whether there are any edge crossings, and also check the loop +	// relationship at any shared vertices. +	relation := &containsRelation{} +	if hasCrossingRelation(l, o, relation) { +		return false +	} + +	// There are no crossings, and if there are any shared vertices then A +	// contains B locally at each shared vertex. +	if relation.foundSharedVertex { +		return true +	} + +	// Since there are no edge intersections or shared vertices, we just need to +	// test condition (3) above. We can skip this test if we discovered that A +	// contains at least one point of B while checking for edge crossings. +	if !l.ContainsPoint(o.Vertex(0)) { +		return false +	} + +	// We still need to check whether (A union B) is the entire sphere. +	// Normally this check is very cheap due to the bounding box precondition. +	if (o.subregionBound.Contains(l.bound) || o.bound.Union(l.bound).IsFull()) && +		o.ContainsPoint(l.Vertex(0)) { +		return false +	} +	return true +} + +// Intersects reports whether the region contained by this loop intersects the region +// contained by the other loop. +func (l *Loop) Intersects(o *Loop) bool { +	// Given two loops, A and B, A.Intersects(B) if and only if !A.Complement().Contains(B). +	// +	// This code is similar to Contains, but is optimized for the case +	// where both loops enclose less than half of the sphere. +	if !l.bound.Intersects(o.bound) { +		return false +	} + +	// Check whether there are any edge crossings, and also check the loop +	// relationship at any shared vertices. +	relation := &intersectsRelation{} +	if hasCrossingRelation(l, o, relation) { +		return true +	} +	if relation.foundSharedVertex { +		return false +	} + +	// Since there are no edge intersections or shared vertices, the loops +	// intersect only if A contains B, B contains A, or the two loops contain +	// each other's boundaries.  These checks are usually cheap because of the +	// bounding box preconditions.  Note that neither loop is empty (because of +	// the bounding box check above), so it is safe to access vertex(0). + +	// Check whether A contains B, or A and B contain each other's boundaries. +	// (Note that A contains all the vertices of B in either case.) +	if l.subregionBound.Contains(o.bound) || l.bound.Union(o.bound).IsFull() { +		if l.ContainsPoint(o.Vertex(0)) { +			return true +		} +	} +	// Check whether B contains A. +	if o.subregionBound.Contains(l.bound) { +		if o.ContainsPoint(l.Vertex(0)) { +			return true +		} +	} +	return false +} + +// Equal reports whether two loops have the same vertices in the same linear order +// (i.e., cyclic rotations are not allowed). +func (l *Loop) Equal(other *Loop) bool { +	if len(l.vertices) != len(other.vertices) { +		return false +	} + +	for i, v := range l.vertices { +		if v != other.Vertex(i) { +			return false +		} +	} +	return true +} + +// BoundaryEqual reports whether the two loops have the same boundary. This is +// true if and only if the loops have the same vertices in the same cyclic order +// (i.e., the vertices may be cyclically rotated). The empty and full loops are +// considered to have different boundaries. +func (l *Loop) BoundaryEqual(o *Loop) bool { +	if len(l.vertices) != len(o.vertices) { +		return false +	} + +	// Special case to handle empty or full loops.  Since they have the same +	// number of vertices, if one loop is empty/full then so is the other. +	if l.isEmptyOrFull() { +		return l.IsEmpty() == o.IsEmpty() +	} + +	// Loop through the vertices to find the first of ours that matches the +	// starting vertex of the other loop. Use that offset to then 'align' the +	// vertices for comparison. +	for offset, vertex := range l.vertices { +		if vertex == o.Vertex(0) { +			// There is at most one starting offset since loop vertices are unique. +			for i := 0; i < len(l.vertices); i++ { +				if l.Vertex(i+offset) != o.Vertex(i) { +					return false +				} +			} +			return true +		} +	} +	return false +} + +// compareBoundary returns +1 if this loop contains the boundary of the other loop, +// -1 if it excludes the boundary of the other, and 0 if the boundaries of the two +// loops cross. Shared edges are handled as follows: +// +//   If XY is a shared edge, define Reversed(XY) to be true if XY +//     appears in opposite directions in both loops. +//   Then this loop contains XY if and only if Reversed(XY) == the other loop is a hole. +//   (Intuitively, this checks whether this loop contains a vanishingly small region +//   extending from the boundary of the other toward the interior of the polygon to +//   which the other belongs.) +// +// This function is used for testing containment and intersection of +// multi-loop polygons. Note that this method is not symmetric, since the +// result depends on the direction of this loop but not on the direction of +// the other loop (in the absence of shared edges). +// +// This requires that neither loop is empty, and if other loop IsFull, then it must not +// be a hole. +func (l *Loop) compareBoundary(o *Loop) int { +	// The bounds must intersect for containment or crossing. +	if !l.bound.Intersects(o.bound) { +		return -1 +	} + +	// Full loops are handled as though the loop surrounded the entire sphere. +	if l.IsFull() { +		return 1 +	} +	if o.IsFull() { +		return -1 +	} + +	// Check whether there are any edge crossings, and also check the loop +	// relationship at any shared vertices. +	relation := newCompareBoundaryRelation(o.IsHole()) +	if hasCrossingRelation(l, o, relation) { +		return 0 +	} +	if relation.foundSharedVertex { +		if relation.containsEdge { +			return 1 +		} +		return -1 +	} + +	// There are no edge intersections or shared vertices, so we can check +	// whether A contains an arbitrary vertex of B. +	if l.ContainsPoint(o.Vertex(0)) { +		return 1 +	} +	return -1 +} + +// ContainsOrigin reports true if this loop contains s2.OriginPoint(). +func (l *Loop) ContainsOrigin() bool { +	return l.originInside +} + +// ReferencePoint returns the reference point for this loop. +func (l *Loop) ReferencePoint() ReferencePoint { +	return OriginReferencePoint(l.originInside) +} + +// NumEdges returns the number of edges in this shape. +func (l *Loop) NumEdges() int { +	if l.isEmptyOrFull() { +		return 0 +	} +	return len(l.vertices) +} + +// Edge returns the endpoints for the given edge index. +func (l *Loop) Edge(i int) Edge { +	return Edge{l.Vertex(i), l.Vertex(i + 1)} +} + +// NumChains reports the number of contiguous edge chains in the Loop. +func (l *Loop) NumChains() int { +	if l.IsEmpty() { +		return 0 +	} +	return 1 +} + +// Chain returns the i-th edge chain in the Shape. +func (l *Loop) Chain(chainID int) Chain { +	return Chain{0, l.NumEdges()} +} + +// ChainEdge returns the j-th edge of the i-th edge chain. +func (l *Loop) ChainEdge(chainID, offset int) Edge { +	return Edge{l.Vertex(offset), l.Vertex(offset + 1)} +} + +// ChainPosition returns a ChainPosition pair (i, j) such that edgeID is the +// j-th edge of the Loop. +func (l *Loop) ChainPosition(edgeID int) ChainPosition { +	return ChainPosition{0, edgeID} +} + +// Dimension returns the dimension of the geometry represented by this Loop. +func (l *Loop) Dimension() int { return 2 } + +func (l *Loop) typeTag() typeTag { return typeTagNone } + +func (l *Loop) privateInterface() {} + +// IsEmpty reports true if this is the special empty loop that contains no points. +func (l *Loop) IsEmpty() bool { +	return l.isEmptyOrFull() && !l.ContainsOrigin() +} + +// IsFull reports true if this is the special full loop that contains all points. +func (l *Loop) IsFull() bool { +	return l.isEmptyOrFull() && l.ContainsOrigin() +} + +// isEmptyOrFull reports true if this loop is either the "empty" or "full" special loops. +func (l *Loop) isEmptyOrFull() bool { +	return len(l.vertices) == 1 +} + +// Vertices returns the vertices in the loop. +func (l *Loop) Vertices() []Point { +	return l.vertices +} + +// RectBound returns a tight bounding rectangle. If the loop contains the point, +// the bound also contains it. +func (l *Loop) RectBound() Rect { +	return l.bound +} + +// CapBound returns a bounding cap that may have more padding than the corresponding +// RectBound. The bound is conservative such that if the loop contains a point P, +// the bound also contains it. +func (l *Loop) CapBound() Cap { +	return l.bound.CapBound() +} + +// Vertex returns the vertex for the given index. For convenience, the vertex indices +// wrap automatically for methods that do index math such as Edge. +// i.e., Vertex(NumEdges() + n) is the same as Vertex(n). +func (l *Loop) Vertex(i int) Point { +	return l.vertices[i%len(l.vertices)] +} + +// OrientedVertex returns the vertex in reverse order if the loop represents a polygon +// hole. For example, arguments 0, 1, 2 are mapped to vertices n-1, n-2, n-3, where +// n == len(vertices). This ensures that the interior of the polygon is always to +// the left of the vertex chain. +// +// This requires: 0 <= i < 2 * len(vertices) +func (l *Loop) OrientedVertex(i int) Point { +	j := i - len(l.vertices) +	if j < 0 { +		j = i +	} +	if l.IsHole() { +		j = len(l.vertices) - 1 - j +	} +	return l.Vertex(j) +} + +// NumVertices returns the number of vertices in this loop. +func (l *Loop) NumVertices() int { +	return len(l.vertices) +} + +// bruteForceContainsPoint reports if the given point is contained by this loop. +// This method does not use the ShapeIndex, so it is only preferable below a certain +// size of loop. +func (l *Loop) bruteForceContainsPoint(p Point) bool { +	origin := OriginPoint() +	inside := l.originInside +	crosser := NewChainEdgeCrosser(origin, p, l.Vertex(0)) +	for i := 1; i <= len(l.vertices); i++ { // add vertex 0 twice +		inside = inside != crosser.EdgeOrVertexChainCrossing(l.Vertex(i)) +	} +	return inside +} + +// ContainsPoint returns true if the loop contains the point. +func (l *Loop) ContainsPoint(p Point) bool { +	if !l.index.IsFresh() && !l.bound.ContainsPoint(p) { +		return false +	} + +	// For small loops it is faster to just check all the crossings.  We also +	// use this method during loop initialization because InitOriginAndBound() +	// calls Contains() before InitIndex().  Otherwise, we keep track of the +	// number of calls to Contains() and only build the index when enough calls +	// have been made so that we think it is worth the effort.  Note that the +	// code below is structured so that if many calls are made in parallel only +	// one thread builds the index, while the rest continue using brute force +	// until the index is actually available. + +	const maxBruteForceVertices = 32 +	// TODO(roberts): add unindexed contains calls tracking + +	if len(l.index.shapes) == 0 || // Index has not been initialized yet. +		len(l.vertices) <= maxBruteForceVertices { +		return l.bruteForceContainsPoint(p) +	} + +	// Otherwise, look up the point in the index. +	it := l.index.Iterator() +	if !it.LocatePoint(p) { +		return false +	} +	return l.iteratorContainsPoint(it, p) +} + +// ContainsCell reports whether the given Cell is contained by this Loop. +func (l *Loop) ContainsCell(target Cell) bool { +	it := l.index.Iterator() +	relation := it.LocateCellID(target.ID()) + +	// If "target" is disjoint from all index cells, it is not contained. +	// Similarly, if "target" is subdivided into one or more index cells then it +	// is not contained, since index cells are subdivided only if they (nearly) +	// intersect a sufficient number of edges.  (But note that if "target" itself +	// is an index cell then it may be contained, since it could be a cell with +	// no edges in the loop interior.) +	if relation != Indexed { +		return false +	} + +	// Otherwise check if any edges intersect "target". +	if l.boundaryApproxIntersects(it, target) { +		return false +	} + +	// Otherwise check if the loop contains the center of "target". +	return l.iteratorContainsPoint(it, target.Center()) +} + +// IntersectsCell reports whether this Loop intersects the given cell. +func (l *Loop) IntersectsCell(target Cell) bool { +	it := l.index.Iterator() +	relation := it.LocateCellID(target.ID()) + +	// If target does not overlap any index cell, there is no intersection. +	if relation == Disjoint { +		return false +	} +	// If target is subdivided into one or more index cells, there is an +	// intersection to within the ShapeIndex error bound (see Contains). +	if relation == Subdivided { +		return true +	} +	// If target is an index cell, there is an intersection because index cells +	// are created only if they have at least one edge or they are entirely +	// contained by the loop. +	if it.CellID() == target.id { +		return true +	} +	// Otherwise check if any edges intersect target. +	if l.boundaryApproxIntersects(it, target) { +		return true +	} +	// Otherwise check if the loop contains the center of target. +	return l.iteratorContainsPoint(it, target.Center()) +} + +// CellUnionBound computes a covering of the Loop. +func (l *Loop) CellUnionBound() []CellID { +	return l.CapBound().CellUnionBound() +} + +// boundaryApproxIntersects reports if the loop's boundary intersects target. +// It may also return true when the loop boundary does not intersect target but +// some edge comes within the worst-case error tolerance. +// +// This requires that it.Locate(target) returned Indexed. +func (l *Loop) boundaryApproxIntersects(it *ShapeIndexIterator, target Cell) bool { +	aClipped := it.IndexCell().findByShapeID(0) + +	// If there are no edges, there is no intersection. +	if len(aClipped.edges) == 0 { +		return false +	} + +	// We can save some work if target is the index cell itself. +	if it.CellID() == target.ID() { +		return true +	} + +	// Otherwise check whether any of the edges intersect target. +	maxError := (faceClipErrorUVCoord + intersectsRectErrorUVDist) +	bound := target.BoundUV().ExpandedByMargin(maxError) +	for _, ai := range aClipped.edges { +		v0, v1, ok := ClipToPaddedFace(l.Vertex(ai), l.Vertex(ai+1), target.Face(), maxError) +		if ok && edgeIntersectsRect(v0, v1, bound) { +			return true +		} +	} +	return false +} + +// iteratorContainsPoint reports if the iterator that is positioned at the ShapeIndexCell +// that may contain p, contains the point p. +func (l *Loop) iteratorContainsPoint(it *ShapeIndexIterator, p Point) bool { +	// Test containment by drawing a line segment from the cell center to the +	// given point and counting edge crossings. +	aClipped := it.IndexCell().findByShapeID(0) +	inside := aClipped.containsCenter +	if len(aClipped.edges) > 0 { +		center := it.Center() +		crosser := NewEdgeCrosser(center, p) +		aiPrev := -2 +		for _, ai := range aClipped.edges { +			if ai != aiPrev+1 { +				crosser.RestartAt(l.Vertex(ai)) +			} +			aiPrev = ai +			inside = inside != crosser.EdgeOrVertexChainCrossing(l.Vertex(ai+1)) +		} +	} +	return inside +} + +// RegularLoop creates a loop with the given number of vertices, all +// located on a circle of the specified radius around the given center. +func RegularLoop(center Point, radius s1.Angle, numVertices int) *Loop { +	return RegularLoopForFrame(getFrame(center), radius, numVertices) +} + +// RegularLoopForFrame creates a loop centered around the z-axis of the given +// coordinate frame, with the first vertex in the direction of the positive x-axis. +func RegularLoopForFrame(frame matrix3x3, radius s1.Angle, numVertices int) *Loop { +	return LoopFromPoints(regularPointsForFrame(frame, radius, numVertices)) +} + +// CanonicalFirstVertex returns a first index and a direction (either +1 or -1) +// such that the vertex sequence (first, first+dir, ..., first+(n-1)*dir) does +// not change when the loop vertex order is rotated or inverted. This allows the +// loop vertices to be traversed in a canonical order. The return values are +// chosen such that (first, ..., first+n*dir) are in the range [0, 2*n-1] as +// expected by the Vertex method. +func (l *Loop) CanonicalFirstVertex() (firstIdx, direction int) { +	firstIdx = 0 +	n := len(l.vertices) +	for i := 1; i < n; i++ { +		if l.Vertex(i).Cmp(l.Vertex(firstIdx).Vector) == -1 { +			firstIdx = i +		} +	} + +	// 0 <= firstIdx <= n-1, so (firstIdx+n*dir) <= 2*n-1. +	if l.Vertex(firstIdx+1).Cmp(l.Vertex(firstIdx+n-1).Vector) == -1 { +		return firstIdx, 1 +	} + +	// n <= firstIdx <= 2*n-1, so (firstIdx+n*dir) >= 0. +	firstIdx += n +	return firstIdx, -1 +} + +// TurningAngle returns the sum of the turning angles at each vertex. The return +// value is positive if the loop is counter-clockwise, negative if the loop is +// clockwise, and zero if the loop is a great circle. Degenerate and +// nearly-degenerate loops are handled consistently with Sign. So for example, +// if a loop has zero area (i.e., it is a very small CCW loop) then the turning +// angle will always be negative. +// +// This quantity is also called the "geodesic curvature" of the loop. +func (l *Loop) TurningAngle() float64 { +	// For empty and full loops, we return the limit value as the loop area +	// approaches 0 or 4*Pi respectively. +	if l.isEmptyOrFull() { +		if l.ContainsOrigin() { +			return -2 * math.Pi +		} +		return 2 * math.Pi +	} + +	// Don't crash even if the loop is not well-defined. +	if len(l.vertices) < 3 { +		return 0 +	} + +	// To ensure that we get the same result when the vertex order is rotated, +	// and that the result is negated when the vertex order is reversed, we need +	// to add up the individual turn angles in a consistent order. (In general, +	// adding up a set of numbers in a different order can change the sum due to +	// rounding errors.) +	// +	// Furthermore, if we just accumulate an ordinary sum then the worst-case +	// error is quadratic in the number of vertices. (This can happen with +	// spiral shapes, where the partial sum of the turning angles can be linear +	// in the number of vertices.) To avoid this we use the Kahan summation +	// algorithm (http://en.wikipedia.org/wiki/Kahan_summation_algorithm). +	n := len(l.vertices) +	i, dir := l.CanonicalFirstVertex() +	sum := TurnAngle(l.Vertex((i+n-dir)%n), l.Vertex(i), l.Vertex((i+dir)%n)) + +	compensation := s1.Angle(0) +	for n-1 > 0 { +		i += dir +		angle := TurnAngle(l.Vertex(i-dir), l.Vertex(i), l.Vertex(i+dir)) +		oldSum := sum +		angle += compensation +		sum += angle +		compensation = (oldSum - sum) + angle +		n-- +	} + +	const maxCurvature = 2*math.Pi - 4*dblEpsilon + +	return math.Max(-maxCurvature, math.Min(maxCurvature, float64(dir)*float64(sum+compensation))) +} + +// turningAngleMaxError return the maximum error in TurningAngle. The value is not +// constant; it depends on the loop. +func (l *Loop) turningAngleMaxError() float64 { +	// The maximum error can be bounded as follows: +	//   3.00 * dblEpsilon    for RobustCrossProd(b, a) +	//   3.00 * dblEpsilon    for RobustCrossProd(c, b) +	//   3.25 * dblEpsilon    for Angle() +	//   2.00 * dblEpsilon    for each addition in the Kahan summation +	//   ------------------ +	//  11.25 * dblEpsilon +	maxErrorPerVertex := 11.25 * dblEpsilon +	return maxErrorPerVertex * float64(len(l.vertices)) +} + +// IsHole reports whether this loop represents a hole in its containing polygon. +func (l *Loop) IsHole() bool { return l.depth&1 != 0 } + +// Sign returns -1 if this Loop represents a hole in its containing polygon, and +1 otherwise. +func (l *Loop) Sign() int { +	if l.IsHole() { +		return -1 +	} +	return 1 +} + +// IsNormalized reports whether the loop area is at most 2*pi. Degenerate loops are +// handled consistently with Sign, i.e., if a loop can be +// expressed as the union of degenerate or nearly-degenerate CCW triangles, +// then it will always be considered normalized. +func (l *Loop) IsNormalized() bool { +	// Optimization: if the longitude span is less than 180 degrees, then the +	// loop covers less than half the sphere and is therefore normalized. +	if l.bound.Lng.Length() < math.Pi { +		return true +	} + +	// We allow some error so that hemispheres are always considered normalized. +	// TODO(roberts): This is no longer required by the Polygon implementation, +	// so alternatively we could create the invariant that a loop is normalized +	// if and only if its complement is not normalized. +	return l.TurningAngle() >= -l.turningAngleMaxError() +} + +// Normalize inverts the loop if necessary so that the area enclosed by the loop +// is at most 2*pi. +func (l *Loop) Normalize() { +	if !l.IsNormalized() { +		l.Invert() +	} +} + +// Invert reverses the order of the loop vertices, effectively complementing the +// region represented by the loop. For example, the loop ABCD (with edges +// AB, BC, CD, DA) becomes the loop DCBA (with edges DC, CB, BA, AD). +// Notice that the last edge is the same in both cases except that its +// direction has been reversed. +func (l *Loop) Invert() { +	l.index.Reset() +	if l.isEmptyOrFull() { +		if l.IsFull() { +			l.vertices[0] = emptyLoopPoint +		} else { +			l.vertices[0] = fullLoopPoint +		} +	} else { +		// For non-special loops, reverse the slice of vertices. +		for i := len(l.vertices)/2 - 1; i >= 0; i-- { +			opp := len(l.vertices) - 1 - i +			l.vertices[i], l.vertices[opp] = l.vertices[opp], l.vertices[i] +		} +	} + +	// originInside must be set correctly before building the ShapeIndex. +	l.originInside = !l.originInside +	if l.bound.Lat.Lo > -math.Pi/2 && l.bound.Lat.Hi < math.Pi/2 { +		// The complement of this loop contains both poles. +		l.bound = FullRect() +		l.subregionBound = l.bound +	} else { +		l.initBound() +	} +	l.index.Add(l) +} + +// findVertex returns the index of the vertex at the given Point in the range +// 1..numVertices, and a boolean indicating if a vertex was found. +func (l *Loop) findVertex(p Point) (index int, ok bool) { +	const notFound = 0 +	if len(l.vertices) < 10 { +		// Exhaustive search for loops below a small threshold. +		for i := 1; i <= len(l.vertices); i++ { +			if l.Vertex(i) == p { +				return i, true +			} +		} +		return notFound, false +	} + +	it := l.index.Iterator() +	if !it.LocatePoint(p) { +		return notFound, false +	} + +	aClipped := it.IndexCell().findByShapeID(0) +	for i := aClipped.numEdges() - 1; i >= 0; i-- { +		ai := aClipped.edges[i] +		if l.Vertex(ai) == p { +			if ai == 0 { +				return len(l.vertices), true +			} +			return ai, true +		} + +		if l.Vertex(ai+1) == p { +			return ai + 1, true +		} +	} +	return notFound, false +} + +// ContainsNested reports whether the given loops is contained within this loop. +// This function does not test for edge intersections. The two loops must meet +// all of the Polygon requirements; for example this implies that their +// boundaries may not cross or have any shared edges (although they may have +// shared vertices). +func (l *Loop) ContainsNested(other *Loop) bool { +	if !l.subregionBound.Contains(other.bound) { +		return false +	} + +	// Special cases to handle either loop being empty or full.  Also bail out +	// when B has no vertices to avoid heap overflow on the vertex(1) call +	// below.  (This method is called during polygon initialization before the +	// client has an opportunity to call IsValid().) +	if l.isEmptyOrFull() || other.NumVertices() < 2 { +		return l.IsFull() || other.IsEmpty() +	} + +	// We are given that A and B do not share any edges, and that either one +	// loop contains the other or they do not intersect. +	m, ok := l.findVertex(other.Vertex(1)) +	if !ok { +		// Since other.vertex(1) is not shared, we can check whether A contains it. +		return l.ContainsPoint(other.Vertex(1)) +	} + +	// Check whether the edge order around other.Vertex(1) is compatible with +	// A containing B. +	return WedgeContains(l.Vertex(m-1), l.Vertex(m), l.Vertex(m+1), other.Vertex(0), other.Vertex(2)) +} + +// surfaceIntegralFloat64 computes the oriented surface integral of some quantity f(x) +// over the loop interior, given a function f(A,B,C) that returns the +// corresponding integral over the spherical triangle ABC. Here "oriented +// surface integral" means: +// +// (1) f(A,B,C) must be the integral of f if ABC is counterclockwise, +//     and the integral of -f if ABC is clockwise. +// +// (2) The result of this function is *either* the integral of f over the +//     loop interior, or the integral of (-f) over the loop exterior. +// +// Note that there are at least two common situations where it easy to work +// around property (2) above: +// +//  - If the integral of f over the entire sphere is zero, then it doesn't +//    matter which case is returned because they are always equal. +// +//  - If f is non-negative, then it is easy to detect when the integral over +//    the loop exterior has been returned, and the integral over the loop +//    interior can be obtained by adding the integral of f over the entire +//    unit sphere (a constant) to the result. +// +// Any changes to this method may need corresponding changes to surfaceIntegralPoint as well. +func (l *Loop) surfaceIntegralFloat64(f func(a, b, c Point) float64) float64 { +	// We sum f over a collection T of oriented triangles, possibly +	// overlapping. Let the sign of a triangle be +1 if it is CCW and -1 +	// otherwise, and let the sign of a point x be the sum of the signs of the +	// triangles containing x. Then the collection of triangles T is chosen +	// such that either: +	// +	//  (1) Each point in the loop interior has sign +1, and sign 0 otherwise; or +	//  (2) Each point in the loop exterior has sign -1, and sign 0 otherwise. +	// +	// The triangles basically consist of a fan from vertex 0 to every loop +	// edge that does not include vertex 0. These triangles will always satisfy +	// either (1) or (2). However, what makes this a bit tricky is that +	// spherical edges become numerically unstable as their length approaches +	// 180 degrees. Of course there is not much we can do if the loop itself +	// contains such edges, but we would like to make sure that all the triangle +	// edges under our control (i.e., the non-loop edges) are stable. For +	// example, consider a loop around the equator consisting of four equally +	// spaced points. This is a well-defined loop, but we cannot just split it +	// into two triangles by connecting vertex 0 to vertex 2. +	// +	// We handle this type of situation by moving the origin of the triangle fan +	// whenever we are about to create an unstable edge. We choose a new +	// location for the origin such that all relevant edges are stable. We also +	// create extra triangles with the appropriate orientation so that the sum +	// of the triangle signs is still correct at every point. + +	// The maximum length of an edge for it to be considered numerically stable. +	// The exact value is fairly arbitrary since it depends on the stability of +	// the function f. The value below is quite conservative but could be +	// reduced further if desired. +	const maxLength = math.Pi - 1e-5 + +	var sum float64 +	origin := l.Vertex(0) +	for i := 1; i+1 < len(l.vertices); i++ { +		// Let V_i be vertex(i), let O be the current origin, and let length(A,B) +		// be the length of edge (A,B). At the start of each loop iteration, the +		// "leading edge" of the triangle fan is (O,V_i), and we want to extend +		// the triangle fan so that the leading edge is (O,V_i+1). +		// +		// Invariants: +		//  1. length(O,V_i) < maxLength for all (i > 1). +		//  2. Either O == V_0, or O is approximately perpendicular to V_0. +		//  3. "sum" is the oriented integral of f over the area defined by +		//     (O, V_0, V_1, ..., V_i). +		if l.Vertex(i+1).Angle(origin.Vector) > maxLength { +			// We are about to create an unstable edge, so choose a new origin O' +			// for the triangle fan. +			oldOrigin := origin +			if origin == l.Vertex(0) { +				// The following point is well-separated from V_i and V_0 (and +				// therefore V_i+1 as well). +				origin = Point{l.Vertex(0).PointCross(l.Vertex(i)).Normalize()} +			} else if l.Vertex(i).Angle(l.Vertex(0).Vector) < maxLength { +				// All edges of the triangle (O, V_0, V_i) are stable, so we can +				// revert to using V_0 as the origin. +				origin = l.Vertex(0) +			} else { +				// (O, V_i+1) and (V_0, V_i) are antipodal pairs, and O and V_0 are +				// perpendicular. Therefore V_0.CrossProd(O) is approximately +				// perpendicular to all of {O, V_0, V_i, V_i+1}, and we can choose +				// this point O' as the new origin. +				origin = Point{l.Vertex(0).Cross(oldOrigin.Vector)} + +				// Advance the edge (V_0,O) to (V_0,O'). +				sum += f(l.Vertex(0), oldOrigin, origin) +			} +			// Advance the edge (O,V_i) to (O',V_i). +			sum += f(oldOrigin, l.Vertex(i), origin) +		} +		// Advance the edge (O,V_i) to (O,V_i+1). +		sum += f(origin, l.Vertex(i), l.Vertex(i+1)) +	} +	// If the origin is not V_0, we need to sum one more triangle. +	if origin != l.Vertex(0) { +		// Advance the edge (O,V_n-1) to (O,V_0). +		sum += f(origin, l.Vertex(len(l.vertices)-1), l.Vertex(0)) +	} +	return sum +} + +// surfaceIntegralPoint mirrors the surfaceIntegralFloat64 method but over Points; +// see that method for commentary. The C++ version uses a templated method. +// Any changes to this method may need corresponding changes to surfaceIntegralFloat64 as well. +func (l *Loop) surfaceIntegralPoint(f func(a, b, c Point) Point) Point { +	const maxLength = math.Pi - 1e-5 +	var sum r3.Vector + +	origin := l.Vertex(0) +	for i := 1; i+1 < len(l.vertices); i++ { +		if l.Vertex(i+1).Angle(origin.Vector) > maxLength { +			oldOrigin := origin +			if origin == l.Vertex(0) { +				origin = Point{l.Vertex(0).PointCross(l.Vertex(i)).Normalize()} +			} else if l.Vertex(i).Angle(l.Vertex(0).Vector) < maxLength { +				origin = l.Vertex(0) +			} else { +				origin = Point{l.Vertex(0).Cross(oldOrigin.Vector)} +				sum = sum.Add(f(l.Vertex(0), oldOrigin, origin).Vector) +			} +			sum = sum.Add(f(oldOrigin, l.Vertex(i), origin).Vector) +		} +		sum = sum.Add(f(origin, l.Vertex(i), l.Vertex(i+1)).Vector) +	} +	if origin != l.Vertex(0) { +		sum = sum.Add(f(origin, l.Vertex(len(l.vertices)-1), l.Vertex(0)).Vector) +	} +	return Point{sum} +} + +// Area returns the area of the loop interior, i.e. the region on the left side of +// the loop. The return value is between 0 and 4*pi. (Note that the return +// value is not affected by whether this loop is a "hole" or a "shell".) +func (l *Loop) Area() float64 { +	// It is surprisingly difficult to compute the area of a loop robustly. The +	// main issues are (1) whether degenerate loops are considered to be CCW or +	// not (i.e., whether their area is close to 0 or 4*pi), and (2) computing +	// the areas of small loops with good relative accuracy. +	// +	// With respect to degeneracies, we would like Area to be consistent +	// with ContainsPoint in that loops that contain many points +	// should have large areas, and loops that contain few points should have +	// small areas. For example, if a degenerate triangle is considered CCW +	// according to s2predicates Sign, then it will contain very few points and +	// its area should be approximately zero. On the other hand if it is +	// considered clockwise, then it will contain virtually all points and so +	// its area should be approximately 4*pi. +	// +	// More precisely, let U be the set of Points for which IsUnitLength +	// is true, let P(U) be the projection of those points onto the mathematical +	// unit sphere, and let V(P(U)) be the Voronoi diagram of the projected +	// points. Then for every loop x, we would like Area to approximately +	// equal the sum of the areas of the Voronoi regions of the points p for +	// which x.ContainsPoint(p) is true. +	// +	// The second issue is that we want to compute the area of small loops +	// accurately. This requires having good relative precision rather than +	// good absolute precision. For example, if the area of a loop is 1e-12 and +	// the error is 1e-15, then the area only has 3 digits of accuracy. (For +	// reference, 1e-12 is about 40 square meters on the surface of the earth.) +	// We would like to have good relative accuracy even for small loops. +	// +	// To achieve these goals, we combine two different methods of computing the +	// area. This first method is based on the Gauss-Bonnet theorem, which says +	// that the area enclosed by the loop equals 2*pi minus the total geodesic +	// curvature of the loop (i.e., the sum of the "turning angles" at all the +	// loop vertices). The big advantage of this method is that as long as we +	// use Sign to compute the turning angle at each vertex, then +	// degeneracies are always handled correctly. In other words, if a +	// degenerate loop is CCW according to the symbolic perturbations used by +	// Sign, then its turning angle will be approximately 2*pi. +	// +	// The disadvantage of the Gauss-Bonnet method is that its absolute error is +	// about 2e-15 times the number of vertices (see turningAngleMaxError). +	// So, it cannot compute the area of small loops accurately. +	// +	// The second method is based on splitting the loop into triangles and +	// summing the area of each triangle. To avoid the difficulty and expense +	// of decomposing the loop into a union of non-overlapping triangles, +	// instead we compute a signed sum over triangles that may overlap (see the +	// comments for surfaceIntegral). The advantage of this method +	// is that the area of each triangle can be computed with much better +	// relative accuracy (using l'Huilier's theorem). The disadvantage is that +	// the result is a signed area: CCW loops may yield a small positive value, +	// while CW loops may yield a small negative value (which is converted to a +	// positive area by adding 4*pi). This means that small errors in computing +	// the signed area may translate into a very large error in the result (if +	// the sign of the sum is incorrect). +	// +	// So, our strategy is to combine these two methods as follows. First we +	// compute the area using the "signed sum over triangles" approach (since it +	// is generally more accurate). We also estimate the maximum error in this +	// result. If the signed area is too close to zero (i.e., zero is within +	// the error bounds), then we double-check the sign of the result using the +	// Gauss-Bonnet method. (In fact we just call IsNormalized, which is +	// based on this method.) If the two methods disagree, we return either 0 +	// or 4*pi based on the result of IsNormalized. Otherwise we return the +	// area that we computed originally. +	if l.isEmptyOrFull() { +		if l.ContainsOrigin() { +			return 4 * math.Pi +		} +		return 0 +	} +	area := l.surfaceIntegralFloat64(SignedArea) + +	// TODO(roberts): This error estimate is very approximate. There are two +	// issues: (1) SignedArea needs some improvements to ensure that its error +	// is actually never higher than GirardArea, and (2) although the number of +	// triangles in the sum is typically N-2, in theory it could be as high as +	// 2*N for pathological inputs. But in other respects this error bound is +	// very conservative since it assumes that the maximum error is achieved on +	// every triangle. +	maxError := l.turningAngleMaxError() + +	// The signed area should be between approximately -4*pi and 4*pi. +	if area < 0 { +		// We have computed the negative of the area of the loop exterior. +		area += 4 * math.Pi +	} + +	if area > 4*math.Pi { +		area = 4 * math.Pi +	} +	if area < 0 { +		area = 0 +	} + +	// If the area is close enough to zero or 4*pi so that the loop orientation +	// is ambiguous, then we compute the loop orientation explicitly. +	if area < maxError && !l.IsNormalized() { +		return 4 * math.Pi +	} else if area > (4*math.Pi-maxError) && l.IsNormalized() { +		return 0 +	} + +	return area +} + +// Centroid returns the true centroid of the loop multiplied by the area of the +// loop. The result is not unit length, so you may want to normalize it. Also +// note that in general, the centroid may not be contained by the loop. +// +// We prescale by the loop area for two reasons: (1) it is cheaper to +// compute this way, and (2) it makes it easier to compute the centroid of +// more complicated shapes (by splitting them into disjoint regions and +// adding their centroids). +// +// Note that the return value is not affected by whether this loop is a +// "hole" or a "shell". +func (l *Loop) Centroid() Point { +	// surfaceIntegralPoint() returns either the integral of position over loop +	// interior, or the negative of the integral of position over the loop +	// exterior. But these two values are the same (!), because the integral of +	// position over the entire sphere is (0, 0, 0). +	return l.surfaceIntegralPoint(TrueCentroid) +} + +// Encode encodes the Loop. +func (l Loop) Encode(w io.Writer) error { +	e := &encoder{w: w} +	l.encode(e) +	return e.err +} + +func (l Loop) encode(e *encoder) { +	e.writeInt8(encodingVersion) +	e.writeUint32(uint32(len(l.vertices))) +	for _, v := range l.vertices { +		e.writeFloat64(v.X) +		e.writeFloat64(v.Y) +		e.writeFloat64(v.Z) +	} + +	e.writeBool(l.originInside) +	e.writeInt32(int32(l.depth)) + +	// Encode the bound. +	l.bound.encode(e) +} + +// Decode decodes a loop. +func (l *Loop) Decode(r io.Reader) error { +	*l = Loop{} +	d := &decoder{r: asByteReader(r)} +	l.decode(d) +	return d.err +} + +func (l *Loop) decode(d *decoder) { +	version := int8(d.readUint8()) +	if d.err != nil { +		return +	} +	if version != encodingVersion { +		d.err = fmt.Errorf("cannot decode version %d", version) +		return +	} + +	// Empty loops are explicitly allowed here: a newly created loop has zero vertices +	// and such loops encode and decode properly. +	nvertices := d.readUint32() +	if nvertices > maxEncodedVertices { +		if d.err == nil { +			d.err = fmt.Errorf("too many vertices (%d; max is %d)", nvertices, maxEncodedVertices) + +		} +		return +	} +	l.vertices = make([]Point, nvertices) +	for i := range l.vertices { +		l.vertices[i].X = d.readFloat64() +		l.vertices[i].Y = d.readFloat64() +		l.vertices[i].Z = d.readFloat64() +	} +	l.index = NewShapeIndex() +	l.originInside = d.readBool() +	l.depth = int(d.readUint32()) +	l.bound.decode(d) +	l.subregionBound = ExpandForSubregions(l.bound) + +	l.index.Add(l) +} + +// Bitmasks to read from properties. +const ( +	originInside = 1 << iota +	boundEncoded +) + +func (l *Loop) xyzFaceSiTiVertices() []xyzFaceSiTi { +	ret := make([]xyzFaceSiTi, len(l.vertices)) +	for i, v := range l.vertices { +		ret[i].xyz = v +		ret[i].face, ret[i].si, ret[i].ti, ret[i].level = xyzToFaceSiTi(v) +	} +	return ret +} + +func (l *Loop) encodeCompressed(e *encoder, snapLevel int, vertices []xyzFaceSiTi) { +	if len(l.vertices) != len(vertices) { +		panic("encodeCompressed: vertices must be the same length as l.vertices") +	} +	if len(vertices) > maxEncodedVertices { +		if e.err == nil { +			e.err = fmt.Errorf("too many vertices (%d; max is %d)", len(vertices), maxEncodedVertices) +		} +		return +	} +	e.writeUvarint(uint64(len(vertices))) +	encodePointsCompressed(e, vertices, snapLevel) + +	props := l.compressedEncodingProperties() +	e.writeUvarint(props) +	e.writeUvarint(uint64(l.depth)) +	if props&boundEncoded != 0 { +		l.bound.encode(e) +	} +} + +func (l *Loop) compressedEncodingProperties() uint64 { +	var properties uint64 +	if l.originInside { +		properties |= originInside +	} + +	// Write whether there is a bound so we can change the threshold later. +	// Recomputing the bound multiplies the decode time taken per vertex +	// by a factor of about 3.5.  Without recomputing the bound, decode +	// takes approximately 125 ns / vertex.  A loop with 63 vertices +	// encoded without the bound will take ~30us to decode, which is +	// acceptable.  At ~3.5 bytes / vertex without the bound, adding +	// the bound will increase the size by <15%, which is also acceptable. +	const minVerticesForBound = 64 +	if len(l.vertices) >= minVerticesForBound { +		properties |= boundEncoded +	} + +	return properties +} + +func (l *Loop) decodeCompressed(d *decoder, snapLevel int) { +	nvertices := d.readUvarint() +	if d.err != nil { +		return +	} +	if nvertices > maxEncodedVertices { +		d.err = fmt.Errorf("too many vertices (%d; max is %d)", nvertices, maxEncodedVertices) +		return +	} +	l.vertices = make([]Point, nvertices) +	decodePointsCompressed(d, snapLevel, l.vertices) +	properties := d.readUvarint() + +	// Make sure values are valid before using. +	if d.err != nil { +		return +	} + +	l.index = NewShapeIndex() +	l.originInside = (properties & originInside) != 0 + +	l.depth = int(d.readUvarint()) + +	if (properties & boundEncoded) != 0 { +		l.bound.decode(d) +		if d.err != nil { +			return +		} +		l.subregionBound = ExpandForSubregions(l.bound) +	} else { +		l.initBound() +	} + +	l.index.Add(l) +} + +// crossingTarget is an enum representing the possible crossing target cases for relations. +type crossingTarget int + +const ( +	crossingTargetDontCare crossingTarget = iota +	crossingTargetDontCross +	crossingTargetCross +) + +// loopRelation defines the interface for checking a type of relationship between two loops. +// Some examples of relations are Contains, Intersects, or CompareBoundary. +type loopRelation interface { +	// Optionally, aCrossingTarget and bCrossingTarget can specify an early-exit +	// condition for the loop relation. If any point P is found such that +	// +	//   A.ContainsPoint(P) == aCrossingTarget() && +	//   B.ContainsPoint(P) == bCrossingTarget() +	// +	// then the loop relation is assumed to be the same as if a pair of crossing +	// edges were found. For example, the ContainsPoint relation has +	// +	//   aCrossingTarget() == crossingTargetDontCross +	//   bCrossingTarget() == crossingTargetCross +	// +	// because if A.ContainsPoint(P) == false and B.ContainsPoint(P) == true +	// for any point P, then it is equivalent to finding an edge crossing (i.e., +	// since Contains returns false in both cases). +	// +	// Loop relations that do not have an early-exit condition of this form +	// should return crossingTargetDontCare for both crossing targets. + +	// aCrossingTarget reports whether loop A crosses the target point with +	// the given relation type. +	aCrossingTarget() crossingTarget +	// bCrossingTarget reports whether loop B crosses the target point with +	// the given relation type. +	bCrossingTarget() crossingTarget + +	// wedgesCross reports if a shared vertex ab1 and the two associated wedges +	// (a0, ab1, b2) and (b0, ab1, b2) are equivalent to an edge crossing. +	// The loop relation is also allowed to maintain its own internal state, and +	// can return true if it observes any sequence of wedges that are equivalent +	// to an edge crossing. +	wedgesCross(a0, ab1, a2, b0, b2 Point) bool +} + +// loopCrosser is a helper type for determining whether two loops cross. +// It is instantiated twice for each pair of loops to be tested, once for the +// pair (A,B) and once for the pair (B,A), in order to be able to process +// edges in either loop nesting order. +type loopCrosser struct { +	a, b            *Loop +	relation        loopRelation +	swapped         bool +	aCrossingTarget crossingTarget +	bCrossingTarget crossingTarget + +	// state maintained by startEdge and edgeCrossesCell. +	crosser    *EdgeCrosser +	aj, bjPrev int + +	// temporary data declared here to avoid repeated memory allocations. +	bQuery *CrossingEdgeQuery +	bCells []*ShapeIndexCell +} + +// newLoopCrosser creates a loopCrosser from the given values. If swapped is true, +// the loops A and B have been swapped. This affects how arguments are passed to +// the given loop relation, since for example A.Contains(B) is not the same as +// B.Contains(A). +func newLoopCrosser(a, b *Loop, relation loopRelation, swapped bool) *loopCrosser { +	l := &loopCrosser{ +		a:               a, +		b:               b, +		relation:        relation, +		swapped:         swapped, +		aCrossingTarget: relation.aCrossingTarget(), +		bCrossingTarget: relation.bCrossingTarget(), +		bQuery:          NewCrossingEdgeQuery(b.index), +	} +	if swapped { +		l.aCrossingTarget, l.bCrossingTarget = l.bCrossingTarget, l.aCrossingTarget +	} + +	return l +} + +// startEdge sets the crossers state for checking the given edge of loop A. +func (l *loopCrosser) startEdge(aj int) { +	l.crosser = NewEdgeCrosser(l.a.Vertex(aj), l.a.Vertex(aj+1)) +	l.aj = aj +	l.bjPrev = -2 +} + +// edgeCrossesCell reports whether the current edge of loop A has any crossings with +// edges of the index cell of loop B. +func (l *loopCrosser) edgeCrossesCell(bClipped *clippedShape) bool { +	// Test the current edge of A against all edges of bClipped +	bNumEdges := bClipped.numEdges() +	for j := 0; j < bNumEdges; j++ { +		bj := bClipped.edges[j] +		if bj != l.bjPrev+1 { +			l.crosser.RestartAt(l.b.Vertex(bj)) +		} +		l.bjPrev = bj +		if crossing := l.crosser.ChainCrossingSign(l.b.Vertex(bj + 1)); crossing == DoNotCross { +			continue +		} else if crossing == Cross { +			return true +		} + +		// We only need to check each shared vertex once, so we only +		// consider the case where l.aVertex(l.aj+1) == l.b.Vertex(bj+1). +		if l.a.Vertex(l.aj+1) == l.b.Vertex(bj+1) { +			if l.swapped { +				if l.relation.wedgesCross(l.b.Vertex(bj), l.b.Vertex(bj+1), l.b.Vertex(bj+2), l.a.Vertex(l.aj), l.a.Vertex(l.aj+2)) { +					return true +				} +			} else { +				if l.relation.wedgesCross(l.a.Vertex(l.aj), l.a.Vertex(l.aj+1), l.a.Vertex(l.aj+2), l.b.Vertex(bj), l.b.Vertex(bj+2)) { +					return true +				} +			} +		} +	} + +	return false +} + +// cellCrossesCell reports whether there are any edge crossings or wedge crossings +// within the two given cells. +func (l *loopCrosser) cellCrossesCell(aClipped, bClipped *clippedShape) bool { +	// Test all edges of aClipped against all edges of bClipped. +	for _, edge := range aClipped.edges { +		l.startEdge(edge) +		if l.edgeCrossesCell(bClipped) { +			return true +		} +	} + +	return false +} + +// cellCrossesAnySubcell reports whether given an index cell of A, if there are any +// edge or wedge crossings with any index cell of B contained within bID. +func (l *loopCrosser) cellCrossesAnySubcell(aClipped *clippedShape, bID CellID) bool { +	// Test all edges of aClipped against all edges of B. The relevant B +	// edges are guaranteed to be children of bID, which lets us find the +	// correct index cells more efficiently. +	bRoot := PaddedCellFromCellID(bID, 0) +	for _, aj := range aClipped.edges { +		// Use an CrossingEdgeQuery starting at bRoot to find the index cells +		// of B that might contain crossing edges. +		l.bCells = l.bQuery.getCells(l.a.Vertex(aj), l.a.Vertex(aj+1), bRoot) +		if len(l.bCells) == 0 { +			continue +		} +		l.startEdge(aj) +		for c := 0; c < len(l.bCells); c++ { +			if l.edgeCrossesCell(l.bCells[c].shapes[0]) { +				return true +			} +		} +	} + +	return false +} + +// hasCrossing reports whether given two iterators positioned such that +// ai.cellID().ContainsCellID(bi.cellID()), there is an edge or wedge crossing +// anywhere within ai.cellID(). This function advances bi only past ai.cellID(). +func (l *loopCrosser) hasCrossing(ai, bi *rangeIterator) bool { +	// If ai.CellID() intersects many edges of B, then it is faster to use +	// CrossingEdgeQuery to narrow down the candidates. But if it intersects +	// only a few edges, it is faster to check all the crossings directly. +	// We handle this by advancing bi and keeping track of how many edges we +	// would need to test. +	const edgeQueryMinEdges = 20 // Tuned from benchmarks. +	var totalEdges int +	l.bCells = nil + +	for { +		if n := bi.it.IndexCell().shapes[0].numEdges(); n > 0 { +			totalEdges += n +			if totalEdges >= edgeQueryMinEdges { +				// There are too many edges to test them directly, so use CrossingEdgeQuery. +				if l.cellCrossesAnySubcell(ai.it.IndexCell().shapes[0], ai.cellID()) { +					return true +				} +				bi.seekBeyond(ai) +				return false +			} +			l.bCells = append(l.bCells, bi.indexCell()) +		} +		bi.next() +		if bi.cellID() > ai.rangeMax { +			break +		} +	} + +	// Test all the edge crossings directly. +	for _, c := range l.bCells { +		if l.cellCrossesCell(ai.it.IndexCell().shapes[0], c.shapes[0]) { +			return true +		} +	} + +	return false +} + +// containsCenterMatches reports if the clippedShapes containsCenter boolean corresponds +// to the crossing target type given. (This is to work around C++ allowing false == 0, +// true == 1 type implicit conversions and comparisons) +func containsCenterMatches(a *clippedShape, target crossingTarget) bool { +	return (!a.containsCenter && target == crossingTargetDontCross) || +		(a.containsCenter && target == crossingTargetCross) +} + +// hasCrossingRelation reports whether given two iterators positioned such that +// ai.cellID().ContainsCellID(bi.cellID()), there is a crossing relationship +// anywhere within ai.cellID(). Specifically, this method returns true if there +// is an edge crossing, a wedge crossing, or a point P that matches both relations +// crossing targets. This function advances both iterators past ai.cellID. +func (l *loopCrosser) hasCrossingRelation(ai, bi *rangeIterator) bool { +	aClipped := ai.it.IndexCell().shapes[0] +	if aClipped.numEdges() != 0 { +		// The current cell of A has at least one edge, so check for crossings. +		if l.hasCrossing(ai, bi) { +			return true +		} +		ai.next() +		return false +	} + +	if containsCenterMatches(aClipped, l.aCrossingTarget) { +		// The crossing target for A is not satisfied, so we skip over these cells of B. +		bi.seekBeyond(ai) +		ai.next() +		return false +	} + +	// All points within ai.cellID() satisfy the crossing target for A, so it's +	// worth iterating through the cells of B to see whether any cell +	// centers also satisfy the crossing target for B. +	for bi.cellID() <= ai.rangeMax { +		bClipped := bi.it.IndexCell().shapes[0] +		if containsCenterMatches(bClipped, l.bCrossingTarget) { +			return true +		} +		bi.next() +	} +	ai.next() +	return false +} + +// hasCrossingRelation checks all edges of loop A for intersection against all edges +// of loop B and reports if there are any that satisfy the given relation. If there +// is any shared vertex, the wedges centered at this vertex are sent to the given +// relation to be tested. +// +// If the two loop boundaries cross, this method is guaranteed to return +// true. It also returns true in certain cases if the loop relationship is +// equivalent to crossing. For example, if the relation is Contains and a +// point P is found such that B contains P but A does not contain P, this +// method will return true to indicate that the result is the same as though +// a pair of crossing edges were found (since Contains returns false in +// both cases). +// +// See Contains, Intersects and CompareBoundary for the three uses of this function. +func hasCrossingRelation(a, b *Loop, relation loopRelation) bool { +	// We look for CellID ranges where the indexes of A and B overlap, and +	// then test those edges for crossings. +	ai := newRangeIterator(a.index) +	bi := newRangeIterator(b.index) + +	ab := newLoopCrosser(a, b, relation, false) // Tests edges of A against B +	ba := newLoopCrosser(b, a, relation, true)  // Tests edges of B against A + +	for !ai.done() || !bi.done() { +		if ai.rangeMax < bi.rangeMin { +			// The A and B cells don't overlap, and A precedes B. +			ai.seekTo(bi) +		} else if bi.rangeMax < ai.rangeMin { +			// The A and B cells don't overlap, and B precedes A. +			bi.seekTo(ai) +		} else { +			// One cell contains the other. Determine which cell is larger. +			abRelation := int64(ai.it.CellID().lsb() - bi.it.CellID().lsb()) +			if abRelation > 0 { +				// A's index cell is larger. +				if ab.hasCrossingRelation(ai, bi) { +					return true +				} +			} else if abRelation < 0 { +				// B's index cell is larger. +				if ba.hasCrossingRelation(bi, ai) { +					return true +				} +			} else { +				// The A and B cells are the same. Since the two cells +				// have the same center point P, check whether P satisfies +				// the crossing targets. +				aClipped := ai.it.IndexCell().shapes[0] +				bClipped := bi.it.IndexCell().shapes[0] +				if containsCenterMatches(aClipped, ab.aCrossingTarget) && +					containsCenterMatches(bClipped, ab.bCrossingTarget) { +					return true +				} +				// Otherwise test all the edge crossings directly. +				if aClipped.numEdges() > 0 && bClipped.numEdges() > 0 && ab.cellCrossesCell(aClipped, bClipped) { +					return true +				} +				ai.next() +				bi.next() +			} +		} +	} +	return false +} + +// containsRelation implements loopRelation for a contains operation. If +// A.ContainsPoint(P) == false && B.ContainsPoint(P) == true, it is equivalent +// to having an edge crossing (i.e., Contains returns false). +type containsRelation struct { +	foundSharedVertex bool +} + +func (c *containsRelation) aCrossingTarget() crossingTarget { return crossingTargetDontCross } +func (c *containsRelation) bCrossingTarget() crossingTarget { return crossingTargetCross } +func (c *containsRelation) wedgesCross(a0, ab1, a2, b0, b2 Point) bool { +	c.foundSharedVertex = true +	return !WedgeContains(a0, ab1, a2, b0, b2) +} + +// intersectsRelation implements loopRelation for an intersects operation. Given +// two loops, A and B, if A.ContainsPoint(P) == true && B.ContainsPoint(P) == true, +// it is equivalent to having an edge crossing (i.e., Intersects returns true). +type intersectsRelation struct { +	foundSharedVertex bool +} + +func (i *intersectsRelation) aCrossingTarget() crossingTarget { return crossingTargetCross } +func (i *intersectsRelation) bCrossingTarget() crossingTarget { return crossingTargetCross } +func (i *intersectsRelation) wedgesCross(a0, ab1, a2, b0, b2 Point) bool { +	i.foundSharedVertex = true +	return WedgeIntersects(a0, ab1, a2, b0, b2) +} + +// compareBoundaryRelation implements loopRelation for comparing boundaries. +// +// The compare boundary relation does not have a useful early-exit condition, +// so we return crossingTargetDontCare for both crossing targets. +// +// Aside: A possible early exit condition could be based on the following. +//   If A contains a point of both B and ~B, then A intersects Boundary(B). +//   If ~A contains a point of both B and ~B, then ~A intersects Boundary(B). +//   So if the intersections of {A, ~A} with {B, ~B} are all non-empty, +//   the return value is 0, i.e., Boundary(A) intersects Boundary(B). +// Unfortunately it isn't worth detecting this situation because by the +// time we have seen a point in all four intersection regions, we are also +// guaranteed to have seen at least one pair of crossing edges. +type compareBoundaryRelation struct { +	reverse           bool // True if the other loop should be reversed. +	foundSharedVertex bool // True if any wedge was processed. +	containsEdge      bool // True if any edge of the other loop is contained by this loop. +	excludesEdge      bool // True if any edge of the other loop is excluded by this loop. +} + +func newCompareBoundaryRelation(reverse bool) *compareBoundaryRelation { +	return &compareBoundaryRelation{reverse: reverse} +} + +func (c *compareBoundaryRelation) aCrossingTarget() crossingTarget { return crossingTargetDontCare } +func (c *compareBoundaryRelation) bCrossingTarget() crossingTarget { return crossingTargetDontCare } +func (c *compareBoundaryRelation) wedgesCross(a0, ab1, a2, b0, b2 Point) bool { +	// Because we don't care about the interior of the other, only its boundary, +	// it is sufficient to check whether this one contains the semiwedge (ab1, b2). +	c.foundSharedVertex = true +	if wedgeContainsSemiwedge(a0, ab1, a2, b2, c.reverse) { +		c.containsEdge = true +	} else { +		c.excludesEdge = true +	} +	return c.containsEdge && c.excludesEdge +} + +// wedgeContainsSemiwedge reports whether the wedge (a0, ab1, a2) contains the +// "semiwedge" defined as any non-empty open set of rays immediately CCW from +// the edge (ab1, b2). If reverse is true, then substitute clockwise for CCW; +// this simulates what would happen if the direction of the other loop was reversed. +func wedgeContainsSemiwedge(a0, ab1, a2, b2 Point, reverse bool) bool { +	if b2 == a0 || b2 == a2 { +		// We have a shared or reversed edge. +		return (b2 == a0) == reverse +	} +	return OrderedCCW(a0, a2, b2, ab1) +} + +// containsNonCrossingBoundary reports whether given two loops whose boundaries +// do not cross (see compareBoundary), if this loop contains the boundary of the +// other loop. If reverse is true, the boundary of the other loop is reversed +// first (which only affects the result when there are shared edges). This method +// is cheaper than compareBoundary because it does not test for edge intersections. +// +// This function requires that neither loop is empty, and that if the other is full, +// then reverse == false. +func (l *Loop) containsNonCrossingBoundary(other *Loop, reverseOther bool) bool { +	// The bounds must intersect for containment. +	if !l.bound.Intersects(other.bound) { +		return false +	} + +	// Full loops are handled as though the loop surrounded the entire sphere. +	if l.IsFull() { +		return true +	} +	if other.IsFull() { +		return false +	} + +	m, ok := l.findVertex(other.Vertex(0)) +	if !ok { +		// Since the other loops vertex 0 is not shared, we can check if this contains it. +		return l.ContainsPoint(other.Vertex(0)) +	} +	// Otherwise check whether the edge (b0, b1) is contained by this loop. +	return wedgeContainsSemiwedge(l.Vertex(m-1), l.Vertex(m), l.Vertex(m+1), +		other.Vertex(1), reverseOther) +} + +// TODO(roberts): Differences from the C++ version: +// DistanceToPoint +// DistanceToBoundary +// Project +// ProjectToBoundary +// BoundaryApproxEqual +// BoundaryNear diff --git a/vendor/github.com/golang/geo/s2/matrix3x3.go b/vendor/github.com/golang/geo/s2/matrix3x3.go new file mode 100644 index 000000000..01696fe83 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/matrix3x3.go @@ -0,0 +1,127 @@ +// Copyright 2015 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 ( +	"fmt" + +	"github.com/golang/geo/r3" +) + +// matrix3x3 represents a traditional 3x3 matrix of floating point values. +// This is not a full fledged matrix. It only contains the pieces needed +// to satisfy the computations done within the s2 package. +type matrix3x3 [3][3]float64 + +// col returns the given column as a Point. +func (m *matrix3x3) col(col int) Point { +	return Point{r3.Vector{m[0][col], m[1][col], m[2][col]}} +} + +// row returns the given row as a Point. +func (m *matrix3x3) row(row int) Point { +	return Point{r3.Vector{m[row][0], m[row][1], m[row][2]}} +} + +// setCol sets the specified column to the value in the given Point. +func (m *matrix3x3) setCol(col int, p Point) *matrix3x3 { +	m[0][col] = p.X +	m[1][col] = p.Y +	m[2][col] = p.Z + +	return m +} + +// setRow sets the specified row to the value in the given Point. +func (m *matrix3x3) setRow(row int, p Point) *matrix3x3 { +	m[row][0] = p.X +	m[row][1] = p.Y +	m[row][2] = p.Z + +	return m +} + +// scale multiplies the matrix by the given value. +func (m *matrix3x3) scale(f float64) *matrix3x3 { +	return &matrix3x3{ +		[3]float64{f * m[0][0], f * m[0][1], f * m[0][2]}, +		[3]float64{f * m[1][0], f * m[1][1], f * m[1][2]}, +		[3]float64{f * m[2][0], f * m[2][1], f * m[2][2]}, +	} +} + +// mul returns the multiplication of m by the Point p and converts the +// resulting 1x3 matrix into a Point. +func (m *matrix3x3) mul(p Point) Point { +	return Point{r3.Vector{ +		m[0][0]*p.X + m[0][1]*p.Y + m[0][2]*p.Z, +		m[1][0]*p.X + m[1][1]*p.Y + m[1][2]*p.Z, +		m[2][0]*p.X + m[2][1]*p.Y + m[2][2]*p.Z, +	}} +} + +// det returns the determinant of this matrix. +func (m *matrix3x3) det() float64 { +	//      | a  b  c | +	//  det | d  e  f | = aei + bfg + cdh - ceg - bdi - afh +	//      | g  h  i | +	return m[0][0]*m[1][1]*m[2][2] + m[0][1]*m[1][2]*m[2][0] + m[0][2]*m[1][0]*m[2][1] - +		m[0][2]*m[1][1]*m[2][0] - m[0][1]*m[1][0]*m[2][2] - m[0][0]*m[1][2]*m[2][1] +} + +// transpose reflects the matrix along its diagonal and returns the result. +func (m *matrix3x3) transpose() *matrix3x3 { +	m[0][1], m[1][0] = m[1][0], m[0][1] +	m[0][2], m[2][0] = m[2][0], m[0][2] +	m[1][2], m[2][1] = m[2][1], m[1][2] + +	return m +} + +// String formats the matrix into an easier to read layout. +func (m *matrix3x3) String() string { +	return fmt.Sprintf("[ %0.4f %0.4f %0.4f ] [ %0.4f %0.4f %0.4f ] [ %0.4f %0.4f %0.4f ]", +		m[0][0], m[0][1], m[0][2], +		m[1][0], m[1][1], m[1][2], +		m[2][0], m[2][1], m[2][2], +	) +} + +// getFrame returns the orthonormal frame for the given point on the unit sphere. +func getFrame(p Point) matrix3x3 { +	// Given the point p on the unit sphere, extend this into a right-handed +	// coordinate frame of unit-length column vectors m = (x,y,z).  Note that +	// the vectors (x,y) are an orthonormal frame for the tangent space at point p, +	// while p itself is an orthonormal frame for the normal space at p. +	m := matrix3x3{} +	m.setCol(2, p) +	m.setCol(1, Point{p.Ortho()}) +	m.setCol(0, Point{m.col(1).Cross(p.Vector)}) +	return m +} + +// toFrame returns the coordinates of the given point with respect to its orthonormal basis m. +// The resulting point q satisfies the identity (m * q == p). +func toFrame(m matrix3x3, p Point) Point { +	// The inverse of an orthonormal matrix is its transpose. +	return m.transpose().mul(p) +} + +// fromFrame returns the coordinates of the given point in standard axis-aligned basis +// from its orthonormal basis m. +// The resulting point p satisfies the identity (p == m * q). +func fromFrame(m matrix3x3, q Point) Point { +	return m.mul(q) +} diff --git a/vendor/github.com/golang/geo/s2/max_distance_targets.go b/vendor/github.com/golang/geo/s2/max_distance_targets.go new file mode 100644 index 000000000..92e916d98 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/max_distance_targets.go @@ -0,0 +1,306 @@ +// Copyright 2019 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" + +	"github.com/golang/geo/s1" +) + +// maxDistance implements distance as the supplementary distance (Pi - x) to find +// results that are the furthest using the distance related algorithms. +type maxDistance s1.ChordAngle + +func (m maxDistance) chordAngle() s1.ChordAngle { return s1.ChordAngle(m) } +func (m maxDistance) zero() distance            { return maxDistance(s1.StraightChordAngle) } +func (m maxDistance) negative() distance        { return maxDistance(s1.InfChordAngle()) } +func (m maxDistance) infinity() distance        { return maxDistance(s1.NegativeChordAngle) } +func (m maxDistance) less(other distance) bool  { return m.chordAngle() > other.chordAngle() } +func (m maxDistance) sub(other distance) distance { +	return maxDistance(m.chordAngle() + other.chordAngle()) +} +func (m maxDistance) chordAngleBound() s1.ChordAngle { +	return s1.StraightChordAngle - m.chordAngle() +} +func (m maxDistance) updateDistance(dist distance) (distance, bool) { +	if dist.less(m) { +		m = maxDistance(dist.chordAngle()) +		return m, true +	} +	return m, false +} + +func (m maxDistance) fromChordAngle(o s1.ChordAngle) distance { +	return maxDistance(o) +} + +// MaxDistanceToPointTarget is used for computing the maximum distance to a Point. +type MaxDistanceToPointTarget struct { +	point Point +	dist  distance +} + +// NewMaxDistanceToPointTarget returns a new target for the given Point. +func NewMaxDistanceToPointTarget(point Point) *MaxDistanceToPointTarget { +	m := maxDistance(0) +	return &MaxDistanceToPointTarget{point: point, dist: &m} +} + +func (m *MaxDistanceToPointTarget) capBound() Cap { +	return CapFromCenterChordAngle(Point{m.point.Mul(-1)}, (s1.ChordAngle(0))) +} + +func (m *MaxDistanceToPointTarget) updateDistanceToPoint(p Point, dist distance) (distance, bool) { +	return dist.updateDistance(maxDistance(ChordAngleBetweenPoints(p, m.point))) +} + +func (m *MaxDistanceToPointTarget) updateDistanceToEdge(edge Edge, dist distance) (distance, bool) { +	if d, ok := UpdateMaxDistance(m.point, edge.V0, edge.V1, dist.chordAngle()); ok { +		dist, _ = dist.updateDistance(maxDistance(d)) +		return dist, true +	} +	return dist, false +} + +func (m *MaxDistanceToPointTarget) updateDistanceToCell(cell Cell, dist distance) (distance, bool) { +	return dist.updateDistance(maxDistance(cell.MaxDistance(m.point))) +} + +func (m *MaxDistanceToPointTarget) visitContainingShapes(index *ShapeIndex, v shapePointVisitorFunc) bool { +	// For furthest points, we visit the polygons whose interior contains +	// the antipode of the target point. These are the polygons whose +	// distance to the target is maxDistance.zero() +	q := NewContainsPointQuery(index, VertexModelSemiOpen) +	return q.visitContainingShapes(Point{m.point.Mul(-1)}, func(shape Shape) bool { +		return v(shape, m.point) +	}) +} + +func (m *MaxDistanceToPointTarget) setMaxError(maxErr s1.ChordAngle) bool { return false } +func (m *MaxDistanceToPointTarget) maxBruteForceIndexSize() int           { return 30 } +func (m *MaxDistanceToPointTarget) distance() distance                    { return m.dist } + +// MaxDistanceToEdgeTarget is used for computing the maximum distance to an Edge. +type MaxDistanceToEdgeTarget struct { +	e    Edge +	dist distance +} + +// NewMaxDistanceToEdgeTarget returns a new target for the given Edge. +func NewMaxDistanceToEdgeTarget(e Edge) *MaxDistanceToEdgeTarget { +	m := maxDistance(0) +	return &MaxDistanceToEdgeTarget{e: e, dist: m} +} + +// capBound returns a Cap that bounds the antipode of the target. (This +// is the set of points whose maxDistance to the target is maxDistance.zero) +func (m *MaxDistanceToEdgeTarget) capBound() Cap { +	// The following computes a radius equal to half the edge length in an +	// efficient and numerically stable way. +	d2 := float64(ChordAngleBetweenPoints(m.e.V0, m.e.V1)) +	r2 := (0.5 * d2) / (1 + math.Sqrt(1-0.25*d2)) +	return CapFromCenterChordAngle(Point{m.e.V0.Add(m.e.V1.Vector).Mul(-1).Normalize()}, s1.ChordAngleFromSquaredLength(r2)) +} + +func (m *MaxDistanceToEdgeTarget) updateDistanceToPoint(p Point, dist distance) (distance, bool) { +	if d, ok := UpdateMaxDistance(p, m.e.V0, m.e.V1, dist.chordAngle()); ok { +		dist, _ = dist.updateDistance(maxDistance(d)) +		return dist, true +	} +	return dist, false +} + +func (m *MaxDistanceToEdgeTarget) updateDistanceToEdge(edge Edge, dist distance) (distance, bool) { +	if d, ok := updateEdgePairMaxDistance(m.e.V0, m.e.V1, edge.V0, edge.V1, dist.chordAngle()); ok { +		dist, _ = dist.updateDistance(maxDistance(d)) +		return dist, true +	} +	return dist, false +} + +func (m *MaxDistanceToEdgeTarget) updateDistanceToCell(cell Cell, dist distance) (distance, bool) { +	return dist.updateDistance(maxDistance(cell.MaxDistanceToEdge(m.e.V0, m.e.V1))) +} + +func (m *MaxDistanceToEdgeTarget) visitContainingShapes(index *ShapeIndex, v shapePointVisitorFunc) bool { +	// We only need to test one edge point. That is because the method *must* +	// visit a polygon if it fully contains the target, and *is allowed* to +	// visit a polygon if it intersects the target. If the tested vertex is not +	// contained, we know the full edge is not contained; if the tested vertex is +	// contained, then the edge either is fully contained (must be visited) or it +	// intersects (is allowed to be visited). We visit the center of the edge so +	// that edge AB gives identical results to BA. +	target := NewMaxDistanceToPointTarget(Point{m.e.V0.Add(m.e.V1.Vector).Normalize()}) +	return target.visitContainingShapes(index, v) +} + +func (m *MaxDistanceToEdgeTarget) setMaxError(maxErr s1.ChordAngle) bool { return false } +func (m *MaxDistanceToEdgeTarget) maxBruteForceIndexSize() int           { return 30 } +func (m *MaxDistanceToEdgeTarget) distance() distance                    { return m.dist } + +// MaxDistanceToCellTarget is used for computing the maximum distance to a Cell. +type MaxDistanceToCellTarget struct { +	cell Cell +	dist distance +} + +// NewMaxDistanceToCellTarget returns a new target for the given Cell. +func NewMaxDistanceToCellTarget(cell Cell) *MaxDistanceToCellTarget { +	m := maxDistance(0) +	return &MaxDistanceToCellTarget{cell: cell, dist: m} +} + +func (m *MaxDistanceToCellTarget) capBound() Cap { +	c := m.cell.CapBound() +	return CapFromCenterAngle(Point{c.Center().Mul(-1)}, c.Radius()) +} + +func (m *MaxDistanceToCellTarget) updateDistanceToPoint(p Point, dist distance) (distance, bool) { +	return dist.updateDistance(maxDistance(m.cell.MaxDistance(p))) +} + +func (m *MaxDistanceToCellTarget) updateDistanceToEdge(edge Edge, dist distance) (distance, bool) { +	return dist.updateDistance(maxDistance(m.cell.MaxDistanceToEdge(edge.V0, edge.V1))) +} + +func (m *MaxDistanceToCellTarget) updateDistanceToCell(cell Cell, dist distance) (distance, bool) { +	return dist.updateDistance(maxDistance(m.cell.MaxDistanceToCell(cell))) +} + +func (m *MaxDistanceToCellTarget) visitContainingShapes(index *ShapeIndex, v shapePointVisitorFunc) bool { +	// We only need to check one point here - cell center is simplest. +	// See comment at MaxDistanceToEdgeTarget's visitContainingShapes. +	target := NewMaxDistanceToPointTarget(m.cell.Center()) +	return target.visitContainingShapes(index, v) +} + +func (m *MaxDistanceToCellTarget) setMaxError(maxErr s1.ChordAngle) bool { return false } +func (m *MaxDistanceToCellTarget) maxBruteForceIndexSize() int           { return 30 } +func (m *MaxDistanceToCellTarget) distance() distance                    { return m.dist } + +// MaxDistanceToShapeIndexTarget is used for computing the maximum distance to a ShapeIndex. +type MaxDistanceToShapeIndexTarget struct { +	index *ShapeIndex +	query *EdgeQuery +	dist  distance +} + +// NewMaxDistanceToShapeIndexTarget returns a new target for the given ShapeIndex. +func NewMaxDistanceToShapeIndexTarget(index *ShapeIndex) *MaxDistanceToShapeIndexTarget { +	m := maxDistance(0) +	return &MaxDistanceToShapeIndexTarget{ +		index: index, +		dist:  m, +		query: NewFurthestEdgeQuery(index, NewFurthestEdgeQueryOptions()), +	} +} + +// capBound returns a Cap that bounds the antipode of the target. This +// is the set of points whose maxDistance to the target is maxDistance.zero() +func (m *MaxDistanceToShapeIndexTarget) capBound() Cap { +	// TODO(roberts): Depends on ShapeIndexRegion +	// c := makeShapeIndexRegion(m.index).CapBound() +	// return CapFromCenterRadius(Point{c.Center.Mul(-1)}, c.Radius()) +	panic("not implemented yet") +} + +func (m *MaxDistanceToShapeIndexTarget) updateDistanceToPoint(p Point, dist distance) (distance, bool) { +	m.query.opts.distanceLimit = dist.chordAngle() +	target := NewMaxDistanceToPointTarget(p) +	r := m.query.findEdge(target, m.query.opts) +	if r.shapeID < 0 { +		return dist, false +	} +	return r.distance, true +} + +func (m *MaxDistanceToShapeIndexTarget) updateDistanceToEdge(edge Edge, dist distance) (distance, bool) { +	m.query.opts.distanceLimit = dist.chordAngle() +	target := NewMaxDistanceToEdgeTarget(edge) +	r := m.query.findEdge(target, m.query.opts) +	if r.shapeID < 0 { +		return dist, false +	} +	return r.distance, true +} + +func (m *MaxDistanceToShapeIndexTarget) updateDistanceToCell(cell Cell, dist distance) (distance, bool) { +	m.query.opts.distanceLimit = dist.chordAngle() +	target := NewMaxDistanceToCellTarget(cell) +	r := m.query.findEdge(target, m.query.opts) +	if r.shapeID < 0 { +		return dist, false +	} +	return r.distance, true +} + +// visitContainingShapes returns the polygons containing the antipodal +// reflection of *any* connected component for target types consisting of +// multiple connected components. It is sufficient to test containment of +// one vertex per connected component, since this allows us to also return +// any polygon whose boundary has distance.zero() to the target. +func (m *MaxDistanceToShapeIndexTarget) visitContainingShapes(index *ShapeIndex, v shapePointVisitorFunc) bool { +	// It is sufficient to find the set of chain starts in the target index +	// (i.e., one vertex per connected component of edges) that are contained by +	// the query index, except for one special case to handle full polygons. +	// +	// TODO(roberts): Do this by merge-joining the two ShapeIndexes and share +	// the code with BooleanOperation. +	for _, shape := range m.index.shapes { +		numChains := shape.NumChains() +		// Shapes that don't have any edges require a special case (below). +		testedPoint := false +		for c := 0; c < numChains; c++ { +			chain := shape.Chain(c) +			if chain.Length == 0 { +				continue +			} +			testedPoint = true +			target := NewMaxDistanceToPointTarget(shape.ChainEdge(c, 0).V0) +			if !target.visitContainingShapes(index, v) { +				return false +			} +		} +		if !testedPoint { +			// Special case to handle full polygons. +			ref := shape.ReferencePoint() +			if !ref.Contained { +				continue +			} +			target := NewMaxDistanceToPointTarget(ref.Point) +			if !target.visitContainingShapes(index, v) { +				return false +			} +		} +	} +	return true +} + +func (m *MaxDistanceToShapeIndexTarget) setMaxError(maxErr s1.ChordAngle) bool { +	m.query.opts.maxError = maxErr +	return true +} +func (m *MaxDistanceToShapeIndexTarget) maxBruteForceIndexSize() int { return 30 } +func (m *MaxDistanceToShapeIndexTarget) distance() distance          { return m.dist } +func (m *MaxDistanceToShapeIndexTarget) setIncludeInteriors(b bool) { +	m.query.opts.includeInteriors = b +} +func (m *MaxDistanceToShapeIndexTarget) setUseBruteForce(b bool) { m.query.opts.useBruteForce = b } + +// TODO(roberts): Remaining methods +// +// func (m *MaxDistanceToShapeIndexTarget) capBound() Cap { +// CellUnionTarget diff --git a/vendor/github.com/golang/geo/s2/metric.go b/vendor/github.com/golang/geo/s2/metric.go new file mode 100644 index 000000000..53db3d317 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/metric.go @@ -0,0 +1,164 @@ +// Copyright 2015 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 implements functions for various S2 measurements. + +import "math" + +// A Metric is a measure for cells. It is used to describe the shape and size +// of cells. They are useful for deciding which cell level to use in order to +// satisfy a given condition (e.g. that cell vertices must be no further than +// "x" apart). You can use the Value(level) method to compute the corresponding +// length or area on the unit sphere for cells at a given level. The minimum +// and maximum bounds are valid for cells at all levels, but they may be +// somewhat conservative for very large cells (e.g. face cells). +type Metric struct { +	// Dim is either 1 or 2, for a 1D or 2D metric respectively. +	Dim int +	// Deriv is the scaling factor for the metric. +	Deriv float64 +} + +// Defined metrics. +// Of the projection methods defined in C++, Go only supports the quadratic projection. + +// Each cell is bounded by four planes passing through its four edges and +// the center of the sphere. These metrics relate to the angle between each +// pair of opposite bounding planes, or equivalently, between the planes +// corresponding to two different s-values or two different t-values. +var ( +	MinAngleSpanMetric = Metric{1, 4.0 / 3} +	AvgAngleSpanMetric = Metric{1, math.Pi / 2} +	MaxAngleSpanMetric = Metric{1, 1.704897179199218452} +) + +// The width of geometric figure is defined as the distance between two +// parallel bounding lines in a given direction. For cells, the minimum +// width is always attained between two opposite edges, and the maximum +// width is attained between two opposite vertices. However, for our +// purposes we redefine the width of a cell as the perpendicular distance +// between a pair of opposite edges. A cell therefore has two widths, one +// in each direction. The minimum width according to this definition agrees +// with the classic geometric one, but the maximum width is different. (The +// maximum geometric width corresponds to MaxDiag defined below.) +// +// The average width in both directions for all cells at level k is approximately +// AvgWidthMetric.Value(k). +// +// The width is useful for bounding the minimum or maximum distance from a +// point on one edge of a cell to the closest point on the opposite edge. +// For example, this is useful when growing regions by a fixed distance. +var ( +	MinWidthMetric = Metric{1, 2 * math.Sqrt2 / 3} +	AvgWidthMetric = Metric{1, 1.434523672886099389} +	MaxWidthMetric = Metric{1, MaxAngleSpanMetric.Deriv} +) + +// The edge length metrics can be used to bound the minimum, maximum, +// or average distance from the center of one cell to the center of one of +// its edge neighbors. In particular, it can be used to bound the distance +// between adjacent cell centers along the space-filling Hilbert curve for +// cells at any given level. +var ( +	MinEdgeMetric = Metric{1, 2 * math.Sqrt2 / 3} +	AvgEdgeMetric = Metric{1, 1.459213746386106062} +	MaxEdgeMetric = Metric{1, MaxAngleSpanMetric.Deriv} + +	// MaxEdgeAspect is the maximum edge aspect ratio over all cells at any level, +	// where the edge aspect ratio of a cell is defined as the ratio of its longest +	// edge length to its shortest edge length. +	MaxEdgeAspect = 1.442615274452682920 + +	MinAreaMetric = Metric{2, 8 * math.Sqrt2 / 9} +	AvgAreaMetric = Metric{2, 4 * math.Pi / 6} +	MaxAreaMetric = Metric{2, 2.635799256963161491} +) + +// The maximum diagonal is also the maximum diameter of any cell, +// and also the maximum geometric width (see the comment for widths). For +// example, the distance from an arbitrary point to the closest cell center +// at a given level is at most half the maximum diagonal length. +var ( +	MinDiagMetric = Metric{1, 8 * math.Sqrt2 / 9} +	AvgDiagMetric = Metric{1, 2.060422738998471683} +	MaxDiagMetric = Metric{1, 2.438654594434021032} + +	// MaxDiagAspect is the maximum diagonal aspect ratio over all cells at any +	// level, where the diagonal aspect ratio of a cell is defined as the ratio +	// of its longest diagonal length to its shortest diagonal length. +	MaxDiagAspect = math.Sqrt(3) +) + +// Value returns the value of the metric at the given level. +func (m Metric) Value(level int) float64 { +	return math.Ldexp(m.Deriv, -m.Dim*level) +} + +// MinLevel returns the minimum level such that the metric is at most +// the given value, or maxLevel (30) if there is no such level. +// +// For example, MinLevel(0.1) returns the minimum level such that all cell diagonal +// lengths are 0.1 or smaller. The returned value is always a valid level. +// +// In C++, this is called GetLevelForMaxValue. +func (m Metric) MinLevel(val float64) int { +	if val < 0 { +		return maxLevel +	} + +	level := -(math.Ilogb(val/m.Deriv) >> uint(m.Dim-1)) +	if level > maxLevel { +		level = maxLevel +	} +	if level < 0 { +		level = 0 +	} +	return level +} + +// MaxLevel returns the maximum level such that the metric is at least +// the given value, or zero if there is no such level. +// +// For example, MaxLevel(0.1) returns the maximum level such that all cells have a +// minimum width of 0.1 or larger. The returned value is always a valid level. +// +// In C++, this is called GetLevelForMinValue. +func (m Metric) MaxLevel(val float64) int { +	if val <= 0 { +		return maxLevel +	} + +	level := math.Ilogb(m.Deriv/val) >> uint(m.Dim-1) +	if level > maxLevel { +		level = maxLevel +	} +	if level < 0 { +		level = 0 +	} +	return level +} + +// ClosestLevel returns the level at which the metric has approximately the given +// value. The return value is always a valid level. For example, +// AvgEdgeMetric.ClosestLevel(0.1) returns the level at which the average cell edge +// length is approximately 0.1. +func (m Metric) ClosestLevel(val float64) int { +	x := math.Sqrt2 +	if m.Dim == 2 { +		x = 2 +	} +	return m.MinLevel(x * val) +} diff --git a/vendor/github.com/golang/geo/s2/min_distance_targets.go b/vendor/github.com/golang/geo/s2/min_distance_targets.go new file mode 100644 index 000000000..b4cbd43ef --- /dev/null +++ b/vendor/github.com/golang/geo/s2/min_distance_targets.go @@ -0,0 +1,362 @@ +// Copyright 2019 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" + +	"github.com/golang/geo/s1" +) + +// minDistance implements distance interface to find closest distance types. +type minDistance s1.ChordAngle + +func (m minDistance) chordAngle() s1.ChordAngle { return s1.ChordAngle(m) } +func (m minDistance) zero() distance            { return minDistance(0) } +func (m minDistance) negative() distance        { return minDistance(s1.NegativeChordAngle) } +func (m minDistance) infinity() distance        { return minDistance(s1.InfChordAngle()) } +func (m minDistance) less(other distance) bool  { return m.chordAngle() < other.chordAngle() } +func (m minDistance) sub(other distance) distance { +	return minDistance(m.chordAngle() - other.chordAngle()) +} +func (m minDistance) chordAngleBound() s1.ChordAngle { +	return m.chordAngle().Expanded(m.chordAngle().MaxAngleError()) +} + +// updateDistance updates its own value if the other value is less() than it is, +// and reports if it updated. +func (m minDistance) updateDistance(dist distance) (distance, bool) { +	if dist.less(m) { +		m = minDistance(dist.chordAngle()) +		return m, true +	} +	return m, false +} + +func (m minDistance) fromChordAngle(o s1.ChordAngle) distance { +	return minDistance(o) +} + +// MinDistanceToPointTarget is a type for computing the minimum distance to a Point. +type MinDistanceToPointTarget struct { +	point Point +	dist  distance +} + +// NewMinDistanceToPointTarget returns a new target for the given Point. +func NewMinDistanceToPointTarget(point Point) *MinDistanceToPointTarget { +	m := minDistance(0) +	return &MinDistanceToPointTarget{point: point, dist: &m} +} + +func (m *MinDistanceToPointTarget) capBound() Cap { +	return CapFromCenterChordAngle(m.point, s1.ChordAngle(0)) +} + +func (m *MinDistanceToPointTarget) updateDistanceToPoint(p Point, dist distance) (distance, bool) { +	var ok bool +	dist, ok = dist.updateDistance(minDistance(ChordAngleBetweenPoints(p, m.point))) +	return dist, ok +} + +func (m *MinDistanceToPointTarget) updateDistanceToEdge(edge Edge, dist distance) (distance, bool) { +	if d, ok := UpdateMinDistance(m.point, edge.V0, edge.V1, dist.chordAngle()); ok { +		dist, _ = dist.updateDistance(minDistance(d)) +		return dist, true +	} +	return dist, false +} + +func (m *MinDistanceToPointTarget) updateDistanceToCell(cell Cell, dist distance) (distance, bool) { +	var ok bool +	dist, ok = dist.updateDistance(minDistance(cell.Distance(m.point))) +	return dist, ok +} + +func (m *MinDistanceToPointTarget) visitContainingShapes(index *ShapeIndex, v shapePointVisitorFunc) bool { +	// For furthest points, we visit the polygons whose interior contains +	// the antipode of the target point. These are the polygons whose +	// distance to the target is maxDistance.zero() +	q := NewContainsPointQuery(index, VertexModelSemiOpen) +	return q.visitContainingShapes(m.point, func(shape Shape) bool { +		return v(shape, m.point) +	}) +} + +func (m *MinDistanceToPointTarget) setMaxError(maxErr s1.ChordAngle) bool { return false } +func (m *MinDistanceToPointTarget) maxBruteForceIndexSize() int           { return 30 } +func (m *MinDistanceToPointTarget) distance() distance                    { return m.dist } + +// ---------------------------------------------------------- + +// MinDistanceToEdgeTarget is a type for computing the minimum distance to an Edge. +type MinDistanceToEdgeTarget struct { +	e    Edge +	dist distance +} + +// NewMinDistanceToEdgeTarget returns a new target for the given Edge. +func NewMinDistanceToEdgeTarget(e Edge) *MinDistanceToEdgeTarget { +	m := minDistance(0) +	return &MinDistanceToEdgeTarget{e: e, dist: m} +} + +// capBound returns a Cap that bounds the antipode of the target. (This +// is the set of points whose maxDistance to the target is maxDistance.zero) +func (m *MinDistanceToEdgeTarget) capBound() Cap { +	// The following computes a radius equal to half the edge length in an +	// efficient and numerically stable way. +	d2 := float64(ChordAngleBetweenPoints(m.e.V0, m.e.V1)) +	r2 := (0.5 * d2) / (1 + math.Sqrt(1-0.25*d2)) +	return CapFromCenterChordAngle(Point{m.e.V0.Add(m.e.V1.Vector).Normalize()}, s1.ChordAngleFromSquaredLength(r2)) +} + +func (m *MinDistanceToEdgeTarget) updateDistanceToPoint(p Point, dist distance) (distance, bool) { +	if d, ok := UpdateMinDistance(p, m.e.V0, m.e.V1, dist.chordAngle()); ok { +		dist, _ = dist.updateDistance(minDistance(d)) +		return dist, true +	} +	return dist, false +} + +func (m *MinDistanceToEdgeTarget) updateDistanceToEdge(edge Edge, dist distance) (distance, bool) { +	if d, ok := updateEdgePairMinDistance(m.e.V0, m.e.V1, edge.V0, edge.V1, dist.chordAngle()); ok { +		dist, _ = dist.updateDistance(minDistance(d)) +		return dist, true +	} +	return dist, false +} + +func (m *MinDistanceToEdgeTarget) updateDistanceToCell(cell Cell, dist distance) (distance, bool) { +	return dist.updateDistance(minDistance(cell.DistanceToEdge(m.e.V0, m.e.V1))) +} + +func (m *MinDistanceToEdgeTarget) visitContainingShapes(index *ShapeIndex, v shapePointVisitorFunc) bool { +	// We test the center of the edge in order to ensure that edge targets AB +	// and BA yield identical results (which is not guaranteed by the API but +	// users might expect).  Other options would be to test both endpoints, or +	// return different results for AB and BA in some cases. +	target := NewMinDistanceToPointTarget(Point{m.e.V0.Add(m.e.V1.Vector).Normalize()}) +	return target.visitContainingShapes(index, v) +} + +func (m *MinDistanceToEdgeTarget) setMaxError(maxErr s1.ChordAngle) bool { return false } +func (m *MinDistanceToEdgeTarget) maxBruteForceIndexSize() int           { return 30 } +func (m *MinDistanceToEdgeTarget) distance() distance                    { return m.dist } + +// ---------------------------------------------------------- + +// MinDistanceToCellTarget is a type for computing the minimum distance to a Cell. +type MinDistanceToCellTarget struct { +	cell Cell +	dist distance +} + +// NewMinDistanceToCellTarget returns a new target for the given Cell. +func NewMinDistanceToCellTarget(cell Cell) *MinDistanceToCellTarget { +	m := minDistance(0) +	return &MinDistanceToCellTarget{cell: cell, dist: m} +} + +func (m *MinDistanceToCellTarget) capBound() Cap { +	return m.cell.CapBound() +} + +func (m *MinDistanceToCellTarget) updateDistanceToPoint(p Point, dist distance) (distance, bool) { +	return dist.updateDistance(minDistance(m.cell.Distance(p))) +} + +func (m *MinDistanceToCellTarget) updateDistanceToEdge(edge Edge, dist distance) (distance, bool) { +	return dist.updateDistance(minDistance(m.cell.DistanceToEdge(edge.V0, edge.V1))) +} + +func (m *MinDistanceToCellTarget) updateDistanceToCell(cell Cell, dist distance) (distance, bool) { +	return dist.updateDistance(minDistance(m.cell.DistanceToCell(cell))) +} + +func (m *MinDistanceToCellTarget) visitContainingShapes(index *ShapeIndex, v shapePointVisitorFunc) bool { +	// The simplest approach is simply to return the polygons that contain the +	// cell center.  Alternatively, if the index cell is smaller than the target +	// cell then we could return all polygons that are present in the +	// shapeIndexCell, but since the index is built conservatively this may +	// include some polygons that don't quite intersect the cell.  So we would +	// either need to recheck for intersection more accurately, or weaken the +	// VisitContainingShapes contract so that it only guarantees approximate +	// intersection, neither of which seems like a good tradeoff. +	target := NewMinDistanceToPointTarget(m.cell.Center()) +	return target.visitContainingShapes(index, v) +} +func (m *MinDistanceToCellTarget) setMaxError(maxErr s1.ChordAngle) bool { return false } +func (m *MinDistanceToCellTarget) maxBruteForceIndexSize() int           { return 30 } +func (m *MinDistanceToCellTarget) distance() distance                    { return m.dist } + +// ---------------------------------------------------------- + +/* +// MinDistanceToCellUnionTarget is a type for computing the minimum distance to a CellUnion. +type MinDistanceToCellUnionTarget struct { +	cu    CellUnion +	query *ClosestCellQuery +	dist  distance +} + +// NewMinDistanceToCellUnionTarget returns a new target for the given CellUnion. +func NewMinDistanceToCellUnionTarget(cu CellUnion) *MinDistanceToCellUnionTarget { +	m := minDistance(0) +	return &MinDistanceToCellUnionTarget{cu: cu, dist: m} +} + +func (m *MinDistanceToCellUnionTarget) capBound() Cap { +	return m.cu.CapBound() +} + +func (m *MinDistanceToCellUnionTarget) updateDistanceToCell(cell Cell, dist distance) (distance, bool) { +	m.query.opts.DistanceLimit = dist.chordAngle() +	target := NewMinDistanceToPointTarget(p) +	r := m.query.findEdge(target) +	if r.ShapeID < 0 { +		return dist, false +	} +	return minDistance(r.Distance), true +} + +func (m *MinDistanceToCellUnionTarget) visitContainingShapes(index *ShapeIndex, v shapePointVisitorFunc) bool { +	// We test the center of the edge in order to ensure that edge targets AB +	// and BA yield identical results (which is not guaranteed by the API but +	// users might expect).  Other options would be to test both endpoints, or +	// return different results for AB and BA in some cases. +	target := NewMinDistanceToPointTarget(Point{m.e.V0.Add(m.e.V1.Vector).Normalize()}) +	return target.visitContainingShapes(index, v) +} +func (m *MinDistanceToCellUnionTarget) setMaxError(maxErr s1.ChordAngle) bool { +	m.query.opts.MaxError = maxErr +	return true +} +func (m *MinDistanceToCellUnionTarget) maxBruteForceIndexSize() int           { return 30 } +func (m *MinDistanceToCellUnionTarget) distance() distance                    { return m.dist } +*/ + +// ---------------------------------------------------------- + +// MinDistanceToShapeIndexTarget is a type for computing the minimum distance to a ShapeIndex. +type MinDistanceToShapeIndexTarget struct { +	index *ShapeIndex +	query *EdgeQuery +	dist  distance +} + +// NewMinDistanceToShapeIndexTarget returns a new target for the given ShapeIndex. +func NewMinDistanceToShapeIndexTarget(index *ShapeIndex) *MinDistanceToShapeIndexTarget { +	m := minDistance(0) +	return &MinDistanceToShapeIndexTarget{ +		index: index, +		dist:  m, +		query: NewClosestEdgeQuery(index, NewClosestEdgeQueryOptions()), +	} +} + +func (m *MinDistanceToShapeIndexTarget) capBound() Cap { +	// TODO(roberts): Depends on ShapeIndexRegion existing. +	// c := makeS2ShapeIndexRegion(m.index).CapBound() +	// return CapFromCenterRadius(Point{c.Center.Mul(-1)}, c.Radius()) +	panic("not implemented yet") +} + +func (m *MinDistanceToShapeIndexTarget) updateDistanceToPoint(p Point, dist distance) (distance, bool) { +	m.query.opts.distanceLimit = dist.chordAngle() +	target := NewMinDistanceToPointTarget(p) +	r := m.query.findEdge(target, m.query.opts) +	if r.shapeID < 0 { +		return dist, false +	} +	return r.distance, true +} + +func (m *MinDistanceToShapeIndexTarget) updateDistanceToEdge(edge Edge, dist distance) (distance, bool) { +	m.query.opts.distanceLimit = dist.chordAngle() +	target := NewMinDistanceToEdgeTarget(edge) +	r := m.query.findEdge(target, m.query.opts) +	if r.shapeID < 0 { +		return dist, false +	} +	return r.distance, true +} + +func (m *MinDistanceToShapeIndexTarget) updateDistanceToCell(cell Cell, dist distance) (distance, bool) { +	m.query.opts.distanceLimit = dist.chordAngle() +	target := NewMinDistanceToCellTarget(cell) +	r := m.query.findEdge(target, m.query.opts) +	if r.shapeID < 0 { +		return dist, false +	} +	return r.distance, true +} + +// For target types consisting of multiple connected components (such as this one), +// this method should return the polygons containing the antipodal reflection of +// *any* connected component. (It is sufficient to test containment of one vertex per +// connected component, since this allows us to also return any polygon whose +// boundary has distance.zero() to the target.) +func (m *MinDistanceToShapeIndexTarget) visitContainingShapes(index *ShapeIndex, v shapePointVisitorFunc) bool { +	// It is sufficient to find the set of chain starts in the target index +	// (i.e., one vertex per connected component of edges) that are contained by +	// the query index, except for one special case to handle full polygons. +	// +	// TODO(roberts): Do this by merge-joining the two ShapeIndexes. +	for _, shape := range m.index.shapes { +		numChains := shape.NumChains() +		// Shapes that don't have any edges require a special case (below). +		testedPoint := false +		for c := 0; c < numChains; c++ { +			chain := shape.Chain(c) +			if chain.Length == 0 { +				continue +			} +			testedPoint = true +			target := NewMinDistanceToPointTarget(shape.ChainEdge(c, 0).V0) +			if !target.visitContainingShapes(index, v) { +				return false +			} +		} +		if !testedPoint { +			// Special case to handle full polygons. +			ref := shape.ReferencePoint() +			if !ref.Contained { +				continue +			} +			target := NewMinDistanceToPointTarget(ref.Point) +			if !target.visitContainingShapes(index, v) { +				return false +			} +		} +	} +	return true +} + +func (m *MinDistanceToShapeIndexTarget) setMaxError(maxErr s1.ChordAngle) bool { +	m.query.opts.maxError = maxErr +	return true +} +func (m *MinDistanceToShapeIndexTarget) maxBruteForceIndexSize() int { return 25 } +func (m *MinDistanceToShapeIndexTarget) distance() distance          { return m.dist } +func (m *MinDistanceToShapeIndexTarget) setIncludeInteriors(b bool) { +	m.query.opts.includeInteriors = b +} +func (m *MinDistanceToShapeIndexTarget) setUseBruteForce(b bool) { m.query.opts.useBruteForce = b } + +// TODO(roberts): Remaining methods +// +// func (m *MinDistanceToShapeIndexTarget) capBound() Cap { +// CellUnionTarget diff --git a/vendor/github.com/golang/geo/s2/nthderivative.go b/vendor/github.com/golang/geo/s2/nthderivative.go new file mode 100644 index 000000000..73445d6c9 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/nthderivative.go @@ -0,0 +1,88 @@ +// 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 + +// nthDerivativeCoder provides Nth Derivative Coding. +//   (In signal processing disciplines, this is known as N-th Delta Coding.) +// +// Good for varint coding integer sequences with polynomial trends. +// +// Instead of coding a sequence of values directly, code its nth-order discrete +// derivative.  Overflow in integer addition and subtraction makes this a +// lossless transform. +// +//                                       constant     linear      quadratic +//                                        trend       trend         trend +//                                      /        \  /        \  /           \_ +// input                               |0  0  0  0  1  2  3  4  9  16  25  36 +// 0th derivative(identity)            |0  0  0  0  1  2  3  4  9  16  25  36 +// 1st derivative(delta coding)        |   0  0  0  1  1  1  1  5   7   9  11 +// 2nd derivative(linear prediction)   |      0  0  1  0  0  0  4   2   2   2 +//                                      ------------------------------------- +//                                      0  1  2  3  4  5  6  7  8   9  10  11 +//                                                  n in sequence +// +// Higher-order codings can break even or be detrimental on other sequences. +// +//                                           random            oscillating +//                                      /               \  /                  \_ +// input                               |5  9  6  1   8  8  2 -2   4  -4   6  -6 +// 0th derivative(identity)            |5  9  6  1   8  8  2 -2   4  -4   6  -6 +// 1st derivative(delta coding)        |   4 -3 -5   7  0 -6 -4   6  -8  10 -12 +// 2nd derivative(linear prediction)   |     -7 -2  12 -7 -6  2  10 -14  18 -22 +//                                      --------------------------------------- +//                                      0  1  2  3  4   5  6  7   8   9  10  11 +//                                                  n in sequence +// +// Note that the nth derivative isn't available until sequence item n.  Earlier +// values are coded at lower order.  For the above table, read 5 4 -7 -2 12 ... +type nthDerivativeCoder struct { +	n, m   int +	memory [10]int32 +} + +// newNthDerivativeCoder returns a new coder, where n is the derivative order of the encoder (the N in NthDerivative). +// n must be within [0,10]. +func newNthDerivativeCoder(n int) *nthDerivativeCoder { +	c := &nthDerivativeCoder{n: n} +	if n < 0 || n > len(c.memory) { +		panic("unsupported n. Must be within [0,10].") +	} +	return c +} + +func (c *nthDerivativeCoder) encode(k int32) int32 { +	for i := 0; i < c.m; i++ { +		delta := k - c.memory[i] +		c.memory[i] = k +		k = delta +	} +	if c.m < c.n { +		c.memory[c.m] = k +		c.m++ +	} +	return k +} + +func (c *nthDerivativeCoder) decode(k int32) int32 { +	if c.m < c.n { +		c.m++ +	} +	for i := c.m - 1; i >= 0; i-- { +		c.memory[i] += k +		k = c.memory[i] +	} +	return k +} diff --git a/vendor/github.com/golang/geo/s2/paddedcell.go b/vendor/github.com/golang/geo/s2/paddedcell.go new file mode 100644 index 000000000..ac304a6cc --- /dev/null +++ b/vendor/github.com/golang/geo/s2/paddedcell.go @@ -0,0 +1,252 @@ +// 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 ( +	"github.com/golang/geo/r1" +	"github.com/golang/geo/r2" +) + +// PaddedCell represents a Cell whose (u,v)-range has been expanded on +// all sides by a given amount of "padding". Unlike Cell, its methods and +// representation are optimized for clipping edges against Cell boundaries +// to determine which cells are intersected by a given set of edges. +type PaddedCell struct { +	id          CellID +	padding     float64 +	bound       r2.Rect +	middle      r2.Rect // A rect in (u, v)-space that belongs to all four children. +	iLo, jLo    int     // Minimum (i,j)-coordinates of this cell before padding +	orientation int     // Hilbert curve orientation of this cell. +	level       int +} + +// PaddedCellFromCellID constructs a padded cell with the given padding. +func PaddedCellFromCellID(id CellID, padding float64) *PaddedCell { +	p := &PaddedCell{ +		id:      id, +		padding: padding, +		middle:  r2.EmptyRect(), +	} + +	// Fast path for constructing a top-level face (the most common case). +	if id.isFace() { +		limit := padding + 1 +		p.bound = r2.Rect{r1.Interval{-limit, limit}, r1.Interval{-limit, limit}} +		p.middle = r2.Rect{r1.Interval{-padding, padding}, r1.Interval{-padding, padding}} +		p.orientation = id.Face() & 1 +		return p +	} + +	_, p.iLo, p.jLo, p.orientation = id.faceIJOrientation() +	p.level = id.Level() +	p.bound = ijLevelToBoundUV(p.iLo, p.jLo, p.level).ExpandedByMargin(padding) +	ijSize := sizeIJ(p.level) +	p.iLo &= -ijSize +	p.jLo &= -ijSize + +	return p +} + +// PaddedCellFromParentIJ constructs the child of parent with the given (i,j) index. +// The four child cells have indices of (0,0), (0,1), (1,0), (1,1), where the i and j +// indices correspond to increasing u- and v-values respectively. +func PaddedCellFromParentIJ(parent *PaddedCell, i, j int) *PaddedCell { +	// Compute the position and orientation of the child incrementally from the +	// orientation of the parent. +	pos := ijToPos[parent.orientation][2*i+j] + +	p := &PaddedCell{ +		id:          parent.id.Children()[pos], +		padding:     parent.padding, +		bound:       parent.bound, +		orientation: parent.orientation ^ posToOrientation[pos], +		level:       parent.level + 1, +		middle:      r2.EmptyRect(), +	} + +	ijSize := sizeIJ(p.level) +	p.iLo = parent.iLo + i*ijSize +	p.jLo = parent.jLo + j*ijSize + +	// For each child, one corner of the bound is taken directly from the parent +	// while the diagonally opposite corner is taken from middle(). +	middle := parent.Middle() +	if i == 1 { +		p.bound.X.Lo = middle.X.Lo +	} else { +		p.bound.X.Hi = middle.X.Hi +	} +	if j == 1 { +		p.bound.Y.Lo = middle.Y.Lo +	} else { +		p.bound.Y.Hi = middle.Y.Hi +	} + +	return p +} + +// CellID returns the CellID this padded cell represents. +func (p PaddedCell) CellID() CellID { +	return p.id +} + +// Padding returns the amount of padding on this cell. +func (p PaddedCell) Padding() float64 { +	return p.padding +} + +// Level returns the level this cell is at. +func (p PaddedCell) Level() int { +	return p.level +} + +// Center returns the center of this cell. +func (p PaddedCell) Center() Point { +	ijSize := sizeIJ(p.level) +	si := uint32(2*p.iLo + ijSize) +	ti := uint32(2*p.jLo + ijSize) +	return Point{faceSiTiToXYZ(p.id.Face(), si, ti).Normalize()} +} + +// Middle returns the rectangle in the middle of this cell that belongs to +// all four of its children in (u,v)-space. +func (p *PaddedCell) Middle() r2.Rect { +	// We compute this field lazily because it is not needed the majority of the +	// time (i.e., for cells where the recursion terminates). +	if p.middle.IsEmpty() { +		ijSize := sizeIJ(p.level) +		u := stToUV(siTiToST(uint32(2*p.iLo + ijSize))) +		v := stToUV(siTiToST(uint32(2*p.jLo + ijSize))) +		p.middle = r2.Rect{ +			r1.Interval{u - p.padding, u + p.padding}, +			r1.Interval{v - p.padding, v + p.padding}, +		} +	} +	return p.middle +} + +// Bound returns the bounds for this cell in (u,v)-space including padding. +func (p PaddedCell) Bound() r2.Rect { +	return p.bound +} + +// ChildIJ returns the (i,j) coordinates for the child cell at the given traversal +// position. The traversal position corresponds to the order in which child +// cells are visited by the Hilbert curve. +func (p PaddedCell) ChildIJ(pos int) (i, j int) { +	ij := posToIJ[p.orientation][pos] +	return ij >> 1, ij & 1 +} + +// EntryVertex return the vertex where the space-filling curve enters this cell. +func (p PaddedCell) EntryVertex() Point { +	// The curve enters at the (0,0) vertex unless the axis directions are +	// reversed, in which case it enters at the (1,1) vertex. +	i := p.iLo +	j := p.jLo +	if p.orientation&invertMask != 0 { +		ijSize := sizeIJ(p.level) +		i += ijSize +		j += ijSize +	} +	return Point{faceSiTiToXYZ(p.id.Face(), uint32(2*i), uint32(2*j)).Normalize()} +} + +// ExitVertex returns the vertex where the space-filling curve exits this cell. +func (p PaddedCell) ExitVertex() Point { +	// The curve exits at the (1,0) vertex unless the axes are swapped or +	// inverted but not both, in which case it exits at the (0,1) vertex. +	i := p.iLo +	j := p.jLo +	ijSize := sizeIJ(p.level) +	if p.orientation == 0 || p.orientation == swapMask+invertMask { +		i += ijSize +	} else { +		j += ijSize +	} +	return Point{faceSiTiToXYZ(p.id.Face(), uint32(2*i), uint32(2*j)).Normalize()} +} + +// ShrinkToFit returns the smallest CellID that contains all descendants of this +// padded cell whose bounds intersect the given rect. For algorithms that use +// recursive subdivision to find the cells that intersect a particular object, this +// method can be used to skip all of the initial subdivision steps where only +// one child needs to be expanded. +// +// Note that this method is not the same as returning the smallest cell that contains +// the intersection of this cell with rect. Because of the padding, even if one child +// completely contains rect it is still possible that a neighboring child may also +// intersect the given rect. +// +// The provided Rect must intersect the bounds of this cell. +func (p *PaddedCell) ShrinkToFit(rect r2.Rect) CellID { +	// Quick rejection test: if rect contains the center of this cell along +	// either axis, then no further shrinking is possible. +	if p.level == 0 { +		// Fast path (most calls to this function start with a face cell). +		if rect.X.Contains(0) || rect.Y.Contains(0) { +			return p.id +		} +	} + +	ijSize := sizeIJ(p.level) +	if rect.X.Contains(stToUV(siTiToST(uint32(2*p.iLo+ijSize)))) || +		rect.Y.Contains(stToUV(siTiToST(uint32(2*p.jLo+ijSize)))) { +		return p.id +	} + +	// Otherwise we expand rect by the given padding on all sides and find +	// the range of coordinates that it spans along the i- and j-axes. We then +	// compute the highest bit position at which the min and max coordinates +	// differ. This corresponds to the first cell level at which at least two +	// children intersect rect. + +	// Increase the padding to compensate for the error in uvToST. +	// (The constant below is a provable upper bound on the additional error.) +	padded := rect.ExpandedByMargin(p.padding + 1.5*dblEpsilon) +	iMin, jMin := p.iLo, p.jLo // Min i- or j- coordinate spanned by padded +	var iXor, jXor int         // XOR of the min and max i- or j-coordinates + +	if iMin < stToIJ(uvToST(padded.X.Lo)) { +		iMin = stToIJ(uvToST(padded.X.Lo)) +	} +	if a, b := p.iLo+ijSize-1, stToIJ(uvToST(padded.X.Hi)); a <= b { +		iXor = iMin ^ a +	} else { +		iXor = iMin ^ b +	} + +	if jMin < stToIJ(uvToST(padded.Y.Lo)) { +		jMin = stToIJ(uvToST(padded.Y.Lo)) +	} +	if a, b := p.jLo+ijSize-1, stToIJ(uvToST(padded.Y.Hi)); a <= b { +		jXor = jMin ^ a +	} else { +		jXor = jMin ^ b +	} + +	// Compute the highest bit position where the two i- or j-endpoints differ, +	// and then choose the cell level that includes both of these endpoints. So +	// if both pairs of endpoints are equal we choose maxLevel; if they differ +	// only at bit 0, we choose (maxLevel - 1), and so on. +	levelMSB := uint64(((iXor | jXor) << 1) + 1) +	level := maxLevel - findMSBSetNonZero64(levelMSB) +	if level <= p.level { +		return p.id +	} + +	return cellIDFromFaceIJ(p.id.Face(), iMin, jMin).Parent(level) +} diff --git a/vendor/github.com/golang/geo/s2/point.go b/vendor/github.com/golang/geo/s2/point.go new file mode 100644 index 000000000..89e7ae0ed --- /dev/null +++ b/vendor/github.com/golang/geo/s2/point.go @@ -0,0 +1,258 @@ +// Copyright 2014 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 ( +	"fmt" +	"io" +	"math" +	"sort" + +	"github.com/golang/geo/r3" +	"github.com/golang/geo/s1" +) + +// Point represents a point on the unit sphere as a normalized 3D vector. +// Fields should be treated as read-only. Use one of the factory methods for creation. +type Point struct { +	r3.Vector +} + +// sortPoints sorts the slice of Points in place. +func sortPoints(e []Point) { +	sort.Sort(points(e)) +} + +// points implements the Sort interface for slices of Point. +type points []Point + +func (p points) Len() int           { return len(p) } +func (p points) Swap(i, j int)      { p[i], p[j] = p[j], p[i] } +func (p points) Less(i, j int) bool { return p[i].Cmp(p[j].Vector) == -1 } + +// PointFromCoords creates a new normalized point from coordinates. +// +// This always returns a valid point. If the given coordinates can not be normalized +// the origin point will be returned. +// +// This behavior is different from the C++ construction of a S2Point from coordinates +// (i.e. S2Point(x, y, z)) in that in C++ they do not Normalize. +func PointFromCoords(x, y, z float64) Point { +	if x == 0 && y == 0 && z == 0 { +		return OriginPoint() +	} +	return Point{r3.Vector{x, y, z}.Normalize()} +} + +// OriginPoint returns a unique "origin" on the sphere for operations that need a fixed +// reference point. In particular, this is the "point at infinity" used for +// point-in-polygon testing (by counting the number of edge crossings). +// +// It should *not* be a point that is commonly used in edge tests in order +// to avoid triggering code to handle degenerate cases (this rules out the +// north and south poles). It should also not be on the boundary of any +// low-level S2Cell for the same reason. +func OriginPoint() Point { +	return Point{r3.Vector{-0.0099994664350250197, 0.0025924542609324121, 0.99994664350250195}} +} + +// PointCross returns a Point that is orthogonal to both p and op. This is similar to +// p.Cross(op) (the true cross product) except that it does a better job of +// ensuring orthogonality when the Point is nearly parallel to op, it returns +// a non-zero result even when p == op or p == -op and the result is a Point. +// +// It satisfies the following properties (f == PointCross): +// +//   (1) f(p, op) != 0 for all p, op +//   (2) f(op,p) == -f(p,op) unless p == op or p == -op +//   (3) f(-p,op) == -f(p,op) unless p == op or p == -op +//   (4) f(p,-op) == -f(p,op) unless p == op or p == -op +func (p Point) PointCross(op Point) Point { +	// NOTE(dnadasi): In the C++ API the equivalent method here was known as "RobustCrossProd", +	// but PointCross more accurately describes how this method is used. +	x := p.Add(op.Vector).Cross(op.Sub(p.Vector)) + +	// Compare exactly to the 0 vector. +	if x == (r3.Vector{}) { +		// The only result that makes sense mathematically is to return zero, but +		// we find it more convenient to return an arbitrary orthogonal vector. +		return Point{p.Ortho()} +	} + +	return Point{x} +} + +// OrderedCCW returns true if the edges OA, OB, and OC are encountered in that +// order while sweeping CCW around the point O. +// +// You can think of this as testing whether A <= B <= C with respect to the +// CCW ordering around O that starts at A, or equivalently, whether B is +// contained in the range of angles (inclusive) that starts at A and extends +// CCW to C. Properties: +// +//  (1) If OrderedCCW(a,b,c,o) && OrderedCCW(b,a,c,o), then a == b +//  (2) If OrderedCCW(a,b,c,o) && OrderedCCW(a,c,b,o), then b == c +//  (3) If OrderedCCW(a,b,c,o) && OrderedCCW(c,b,a,o), then a == b == c +//  (4) If a == b or b == c, then OrderedCCW(a,b,c,o) is true +//  (5) Otherwise if a == c, then OrderedCCW(a,b,c,o) is false +func OrderedCCW(a, b, c, o Point) bool { +	sum := 0 +	if RobustSign(b, o, a) != Clockwise { +		sum++ +	} +	if RobustSign(c, o, b) != Clockwise { +		sum++ +	} +	if RobustSign(a, o, c) == CounterClockwise { +		sum++ +	} +	return sum >= 2 +} + +// Distance returns the angle between two points. +func (p Point) Distance(b Point) s1.Angle { +	return p.Vector.Angle(b.Vector) +} + +// ApproxEqual reports whether the two points are similar enough to be equal. +func (p Point) ApproxEqual(other Point) bool { +	return p.approxEqual(other, s1.Angle(epsilon)) +} + +// approxEqual reports whether the two points are within the given epsilon. +func (p Point) approxEqual(other Point, eps s1.Angle) bool { +	return p.Vector.Angle(other.Vector) <= eps +} + +// ChordAngleBetweenPoints constructs a ChordAngle corresponding to the distance +// between the two given points. The points must be unit length. +func ChordAngleBetweenPoints(x, y Point) s1.ChordAngle { +	return s1.ChordAngle(math.Min(4.0, x.Sub(y.Vector).Norm2())) +} + +// regularPoints generates a slice of points shaped as a regular polygon with +// the numVertices vertices, all located on a circle of the specified angular radius +// around the center. The radius is the actual distance from center to each vertex. +func regularPoints(center Point, radius s1.Angle, numVertices int) []Point { +	return regularPointsForFrame(getFrame(center), radius, numVertices) +} + +// regularPointsForFrame generates a slice of points shaped as a regular polygon +// with numVertices vertices, all on a circle of the specified angular radius around +// the center. The radius is the actual distance from the center to each vertex. +func regularPointsForFrame(frame matrix3x3, radius s1.Angle, numVertices int) []Point { +	// We construct the loop in the given frame coordinates, with the center at +	// (0, 0, 1). For a loop of radius r, the loop vertices have the form +	// (x, y, z) where x^2 + y^2 = sin(r) and z = cos(r). The distance on the +	// sphere (arc length) from each vertex to the center is acos(cos(r)) = r. +	z := math.Cos(radius.Radians()) +	r := math.Sin(radius.Radians()) +	radianStep := 2 * math.Pi / float64(numVertices) +	var vertices []Point + +	for i := 0; i < numVertices; i++ { +		angle := float64(i) * radianStep +		p := Point{r3.Vector{r * math.Cos(angle), r * math.Sin(angle), z}} +		vertices = append(vertices, Point{fromFrame(frame, p).Normalize()}) +	} + +	return vertices +} + +// CapBound returns a bounding cap for this point. +func (p Point) CapBound() Cap { +	return CapFromPoint(p) +} + +// RectBound returns a bounding latitude-longitude rectangle from this point. +func (p Point) RectBound() Rect { +	return RectFromLatLng(LatLngFromPoint(p)) +} + +// ContainsCell returns false as Points do not contain any other S2 types. +func (p Point) ContainsCell(c Cell) bool { return false } + +// IntersectsCell reports whether this Point intersects the given cell. +func (p Point) IntersectsCell(c Cell) bool { +	return c.ContainsPoint(p) +} + +// ContainsPoint reports if this Point contains the other Point. +// (This method is named to satisfy the Region interface.) +func (p Point) ContainsPoint(other Point) bool { +	return p.Contains(other) +} + +// CellUnionBound computes a covering of the Point. +func (p Point) CellUnionBound() []CellID { +	return p.CapBound().CellUnionBound() +} + +// Contains reports if this Point contains the other Point. +// (This method matches all other s2 types where the reflexive Contains +// method does not contain the type's name.) +func (p Point) Contains(other Point) bool { return p == other } + +// Encode encodes the Point. +func (p Point) Encode(w io.Writer) error { +	e := &encoder{w: w} +	p.encode(e) +	return e.err +} + +func (p Point) encode(e *encoder) { +	e.writeInt8(encodingVersion) +	e.writeFloat64(p.X) +	e.writeFloat64(p.Y) +	e.writeFloat64(p.Z) +} + +// Decode decodes the Point. +func (p *Point) Decode(r io.Reader) error { +	d := &decoder{r: asByteReader(r)} +	p.decode(d) +	return d.err +} + +func (p *Point) decode(d *decoder) { +	version := d.readInt8() +	if d.err != nil { +		return +	} +	if version != encodingVersion { +		d.err = fmt.Errorf("only version %d is supported", encodingVersion) +		return +	} +	p.X = d.readFloat64() +	p.Y = d.readFloat64() +	p.Z = d.readFloat64() +} + +// Rotate the given point about the given axis by the given angle. p and +// axis must be unit length; angle has no restrictions (e.g., it can be +// positive, negative, greater than 360 degrees, etc). +func Rotate(p, axis Point, angle s1.Angle) Point { +	// Let M be the plane through P that is perpendicular to axis, and let +	// center be the point where M intersects axis. We construct a +	// right-handed orthogonal frame (dx, dy, center) such that dx is the +	// vector from center to P, and dy has the same length as dx. The +	// result can then be expressed as (cos(angle)*dx + sin(angle)*dy + center). +	center := axis.Mul(p.Dot(axis.Vector)) +	dx := p.Sub(center) +	dy := axis.Cross(p.Vector) +	// Mathematically the result is unit length, but normalization is necessary +	// to ensure that numerical errors don't accumulate. +	return Point{dx.Mul(math.Cos(angle.Radians())).Add(dy.Mul(math.Sin(angle.Radians()))).Add(center).Normalize()} +} diff --git a/vendor/github.com/golang/geo/s2/point_measures.go b/vendor/github.com/golang/geo/s2/point_measures.go new file mode 100644 index 000000000..6fa9b7ae4 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/point_measures.go @@ -0,0 +1,149 @@ +// Copyright 2018 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" + +	"github.com/golang/geo/s1" +) + +// PointArea returns the area of triangle ABC. This method combines two different +// algorithms to get accurate results for both large and small triangles. +// The maximum error is about 5e-15 (about 0.25 square meters on the Earth's +// surface), the same as GirardArea below, but unlike that method it is +// also accurate for small triangles. Example: when the true area is 100 +// square meters, PointArea yields an error about 1 trillion times smaller than +// GirardArea. +// +// All points should be unit length, and no two points should be antipodal. +// The area is always positive. +func PointArea(a, b, c Point) float64 { +	// This method is based on l'Huilier's theorem, +	// +	//   tan(E/4) = sqrt(tan(s/2) tan((s-a)/2) tan((s-b)/2) tan((s-c)/2)) +	// +	// where E is the spherical excess of the triangle (i.e. its area), +	//       a, b, c are the side lengths, and +	//       s is the semiperimeter (a + b + c) / 2. +	// +	// The only significant source of error using l'Huilier's method is the +	// cancellation error of the terms (s-a), (s-b), (s-c). This leads to a +	// *relative* error of about 1e-16 * s / min(s-a, s-b, s-c). This compares +	// to a relative error of about 1e-15 / E using Girard's formula, where E is +	// the true area of the triangle. Girard's formula can be even worse than +	// this for very small triangles, e.g. a triangle with a true area of 1e-30 +	// might evaluate to 1e-5. +	// +	// So, we prefer l'Huilier's formula unless dmin < s * (0.1 * E), where +	// dmin = min(s-a, s-b, s-c). This basically includes all triangles +	// except for extremely long and skinny ones. +	// +	// Since we don't know E, we would like a conservative upper bound on +	// the triangle area in terms of s and dmin. It's possible to show that +	// E <= k1 * s * sqrt(s * dmin), where k1 = 2*sqrt(3)/Pi (about 1). +	// Using this, it's easy to show that we should always use l'Huilier's +	// method if dmin >= k2 * s^5, where k2 is about 1e-2. Furthermore, +	// if dmin < k2 * s^5, the triangle area is at most k3 * s^4, where +	// k3 is about 0.1. Since the best case error using Girard's formula +	// is about 1e-15, this means that we shouldn't even consider it unless +	// s >= 3e-4 or so. +	sa := float64(b.Angle(c.Vector)) +	sb := float64(c.Angle(a.Vector)) +	sc := float64(a.Angle(b.Vector)) +	s := 0.5 * (sa + sb + sc) +	if s >= 3e-4 { +		// Consider whether Girard's formula might be more accurate. +		dmin := s - math.Max(sa, math.Max(sb, sc)) +		if dmin < 1e-2*s*s*s*s*s { +			// This triangle is skinny enough to use Girard's formula. +			area := GirardArea(a, b, c) +			if dmin < s*0.1*area { +				return area +			} +		} +	} + +	// Use l'Huilier's formula. +	return 4 * math.Atan(math.Sqrt(math.Max(0.0, math.Tan(0.5*s)*math.Tan(0.5*(s-sa))* +		math.Tan(0.5*(s-sb))*math.Tan(0.5*(s-sc))))) +} + +// GirardArea returns the area of the triangle computed using Girard's formula. +// All points should be unit length, and no two points should be antipodal. +// +// This method is about twice as fast as PointArea() but has poor relative +// accuracy for small triangles. The maximum error is about 5e-15 (about +// 0.25 square meters on the Earth's surface) and the average error is about +// 1e-15. These bounds apply to triangles of any size, even as the maximum +// edge length of the triangle approaches 180 degrees. But note that for +// such triangles, tiny perturbations of the input points can change the +// true mathematical area dramatically. +func GirardArea(a, b, c Point) float64 { +	// This is equivalent to the usual Girard's formula but is slightly more +	// accurate, faster to compute, and handles a == b == c without a special +	// case. PointCross is necessary to get good accuracy when two of +	// the input points are very close together. +	ab := a.PointCross(b) +	bc := b.PointCross(c) +	ac := a.PointCross(c) + +	area := float64(ab.Angle(ac.Vector) - ab.Angle(bc.Vector) + bc.Angle(ac.Vector)) +	if area < 0 { +		area = 0 +	} +	return area +} + +// SignedArea returns a positive value for counterclockwise triangles and a negative +// value otherwise (similar to PointArea). +func SignedArea(a, b, c Point) float64 { +	return float64(RobustSign(a, b, c)) * PointArea(a, b, c) +} + +// Angle returns the interior angle at the vertex B in the triangle ABC. The +// return value is always in the range [0, pi]. All points should be +// normalized. Ensures that Angle(a,b,c) == Angle(c,b,a) for all a,b,c. +// +// The angle is undefined if A or C is diametrically opposite from B, and +// becomes numerically unstable as the length of edge AB or BC approaches +// 180 degrees. +func Angle(a, b, c Point) s1.Angle { +	// PointCross is necessary to get good accuracy when two of the input +	// points are very close together. +	return a.PointCross(b).Angle(c.PointCross(b).Vector) +} + +// TurnAngle returns the exterior angle at vertex B in the triangle ABC. The +// return value is positive if ABC is counterclockwise and negative otherwise. +// If you imagine an ant walking from A to B to C, this is the angle that the +// ant turns at vertex B (positive = left = CCW, negative = right = CW). +// This quantity is also known as the "geodesic curvature" at B. +// +// Ensures that TurnAngle(a,b,c) == -TurnAngle(c,b,a) for all distinct +// a,b,c. The result is undefined if (a == b || b == c), but is either +// -Pi or Pi if (a == c). All points should be normalized. +func TurnAngle(a, b, c Point) s1.Angle { +	// We use PointCross to get good accuracy when two points are very +	// close together, and RobustSign to ensure that the sign is correct for +	// turns that are close to 180 degrees. +	angle := a.PointCross(b).Angle(b.PointCross(c).Vector) + +	// Don't return RobustSign * angle because it is legal to have (a == c). +	if RobustSign(a, b, c) == CounterClockwise { +		return angle +	} +	return -angle +} diff --git a/vendor/github.com/golang/geo/s2/point_vector.go b/vendor/github.com/golang/geo/s2/point_vector.go new file mode 100644 index 000000000..f8e6f65b5 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/point_vector.go @@ -0,0 +1,42 @@ +// 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 + +// Shape interface enforcement +var ( +	_ Shape = (*PointVector)(nil) +) + +// PointVector is a Shape representing a set of Points. Each point +// is represented as a degenerate edge with the same starting and ending +// vertices. +// +// This type is useful for adding a collection of points to an ShapeIndex. +// +// Its methods are on *PointVector due to implementation details of ShapeIndex. +type PointVector []Point + +func (p *PointVector) NumEdges() int                     { return len(*p) } +func (p *PointVector) Edge(i int) Edge                   { return Edge{(*p)[i], (*p)[i]} } +func (p *PointVector) ReferencePoint() ReferencePoint    { return OriginReferencePoint(false) } +func (p *PointVector) NumChains() int                    { return len(*p) } +func (p *PointVector) Chain(i int) Chain                 { return Chain{i, 1} } +func (p *PointVector) ChainEdge(i, j int) Edge           { return Edge{(*p)[i], (*p)[j]} } +func (p *PointVector) ChainPosition(e int) ChainPosition { return ChainPosition{e, 0} } +func (p *PointVector) Dimension() int                    { return 0 } +func (p *PointVector) IsEmpty() bool                     { return defaultShapeIsEmpty(p) } +func (p *PointVector) IsFull() bool                      { return defaultShapeIsFull(p) } +func (p *PointVector) typeTag() typeTag                  { return typeTagPointVector } +func (p *PointVector) privateInterface()                 {} diff --git a/vendor/github.com/golang/geo/s2/pointcompression.go b/vendor/github.com/golang/geo/s2/pointcompression.go new file mode 100644 index 000000000..018381799 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/pointcompression.go @@ -0,0 +1,319 @@ +// 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 + +import ( +	"errors" +	"fmt" + +	"github.com/golang/geo/r3" +) + +// maxEncodedVertices is the maximum number of vertices, in a row, to be encoded or decoded. +// On decode, this defends against malicious encodings that try and have us exceed RAM. +const maxEncodedVertices = 50000000 + +// xyzFaceSiTi represents the The XYZ and face,si,ti coordinates of a Point +// and, if this point is equal to the center of a Cell, the level of this cell +// (-1 otherwise). This is used for Loops and Polygons to store data in a more +// compressed format. +type xyzFaceSiTi struct { +	xyz    Point +	face   int +	si, ti uint32 +	level  int +} + +const derivativeEncodingOrder = 2 + +func appendFace(faces []faceRun, face int) []faceRun { +	if len(faces) == 0 || faces[len(faces)-1].face != face { +		return append(faces, faceRun{face, 1}) +	} +	faces[len(faces)-1].count++ +	return faces +} + +// encodePointsCompressed uses an optimized compressed format to encode the given values. +func encodePointsCompressed(e *encoder, vertices []xyzFaceSiTi, level int) { +	var faces []faceRun +	for _, v := range vertices { +		faces = appendFace(faces, v.face) +	} +	encodeFaces(e, faces) + +	type piQi struct { +		pi, qi uint32 +	} +	verticesPiQi := make([]piQi, len(vertices)) +	for i, v := range vertices { +		verticesPiQi[i] = piQi{siTitoPiQi(v.si, level), siTitoPiQi(v.ti, level)} +	} +	piCoder, qiCoder := newNthDerivativeCoder(derivativeEncodingOrder), newNthDerivativeCoder(derivativeEncodingOrder) +	for i, v := range verticesPiQi { +		f := encodePointCompressed +		if i == 0 { +			// The first point will be just the (pi, qi) coordinates +			// of the Point. NthDerivativeCoder will not save anything +			// in that case, so we encode in fixed format rather than varint +			// to avoid the varint overhead. +			f = encodeFirstPointFixedLength +		} +		f(e, v.pi, v.qi, level, piCoder, qiCoder) +	} + +	var offCenter []int +	for i, v := range vertices { +		if v.level != level { +			offCenter = append(offCenter, i) +		} +	} +	e.writeUvarint(uint64(len(offCenter))) +	for _, idx := range offCenter { +		e.writeUvarint(uint64(idx)) +		e.writeFloat64(vertices[idx].xyz.X) +		e.writeFloat64(vertices[idx].xyz.Y) +		e.writeFloat64(vertices[idx].xyz.Z) +	} +} + +func encodeFirstPointFixedLength(e *encoder, pi, qi uint32, level int, piCoder, qiCoder *nthDerivativeCoder) { +	// Do not ZigZagEncode the first point, since it cannot be negative. +	codedPi, codedQi := piCoder.encode(int32(pi)), qiCoder.encode(int32(qi)) +	// Interleave to reduce overhead from two partial bytes to one. +	interleaved := interleaveUint32(uint32(codedPi), uint32(codedQi)) + +	// Write as little endian. +	bytesRequired := (level + 7) / 8 * 2 +	for i := 0; i < bytesRequired; i++ { +		e.writeUint8(uint8(interleaved)) +		interleaved >>= 8 +	} +} + +// encodePointCompressed encodes points into e. +// Given a sequence of Points assumed to be the center of level-k cells, +// compresses it into a stream using the following method: +// - decompose the points into (face, si, ti) tuples. +// - run-length encode the faces, combining face number and count into a +//     varint32. See the faceRun struct. +// - right shift the (si, ti) to remove the part that's constant for all cells +//     of level-k. The result is called the (pi, qi) space. +// - 2nd derivative encode the pi and qi sequences (linear prediction) +// - zig-zag encode all derivative values but the first, which cannot be +//     negative +// - interleave the zig-zag encoded values +// - encode the first interleaved value in a fixed length encoding +//     (varint would make this value larger) +// - encode the remaining interleaved values as varint64s, as the +//     derivative encoding should make the values small. +// In addition, provides a lossless method to compress a sequence of points even +// if some points are not the center of level-k cells. These points are stored +// exactly, using 3 double precision values, after the above encoded string, +// together with their index in the sequence (this leads to some redundancy - it +// is expected that only a small fraction of the points are not cell centers). +// +// To encode leaf cells, this requires 8 bytes for the first vertex plus +// an average of 3.8 bytes for each additional vertex, when computed on +// Google's geographic repository. +func encodePointCompressed(e *encoder, pi, qi uint32, level int, piCoder, qiCoder *nthDerivativeCoder) { +	// ZigZagEncode, as varint requires the maximum number of bytes for +	// negative numbers. +	zzPi := zigzagEncode(piCoder.encode(int32(pi))) +	zzQi := zigzagEncode(qiCoder.encode(int32(qi))) +	// Interleave to reduce overhead from two partial bytes to one. +	interleaved := interleaveUint32(zzPi, zzQi) +	e.writeUvarint(interleaved) +} + +type faceRun struct { +	face, count int +} + +func decodeFaceRun(d *decoder) faceRun { +	faceAndCount := d.readUvarint() +	ret := faceRun{ +		face:  int(faceAndCount % numFaces), +		count: int(faceAndCount / numFaces), +	} +	if ret.count <= 0 && d.err == nil { +		d.err = errors.New("non-positive count for face run") +	} +	return ret +} + +func decodeFaces(numVertices int, d *decoder) []faceRun { +	var frs []faceRun +	for nparsed := 0; nparsed < numVertices; { +		fr := decodeFaceRun(d) +		if d.err != nil { +			return nil +		} +		frs = append(frs, fr) +		nparsed += fr.count +	} +	return frs +} + +// encodeFaceRun encodes each faceRun as a varint64 with value numFaces * count + face. +func encodeFaceRun(e *encoder, fr faceRun) { +	// It isn't necessary to encode the number of faces left for the last run, +	// but since this would only help if there were more than 21 faces, it will +	// be a small overall savings, much smaller than the bound encoding. +	coded := numFaces*uint64(fr.count) + uint64(fr.face) +	e.writeUvarint(coded) +} + +func encodeFaces(e *encoder, frs []faceRun) { +	for _, fr := range frs { +		encodeFaceRun(e, fr) +	} +} + +type facesIterator struct { +	faces []faceRun +	// How often have we yet shown the current face? +	numCurrentFaceShown int +	curFace             int +} + +func (fi *facesIterator) next() (ok bool) { +	if len(fi.faces) == 0 { +		return false +	} +	fi.curFace = fi.faces[0].face +	fi.numCurrentFaceShown++ + +	// Advance fs if needed. +	if fi.faces[0].count <= fi.numCurrentFaceShown { +		fi.faces = fi.faces[1:] +		fi.numCurrentFaceShown = 0 +	} + +	return true +} + +func decodePointsCompressed(d *decoder, level int, target []Point) { +	faces := decodeFaces(len(target), d) + +	piCoder := newNthDerivativeCoder(derivativeEncodingOrder) +	qiCoder := newNthDerivativeCoder(derivativeEncodingOrder) + +	iter := facesIterator{faces: faces} +	for i := range target { +		decodeFn := decodePointCompressed +		if i == 0 { +			decodeFn = decodeFirstPointFixedLength +		} +		pi, qi := decodeFn(d, level, piCoder, qiCoder) +		if ok := iter.next(); !ok && d.err == nil { +			d.err = fmt.Errorf("ran out of faces at target %d", i) +			return +		} +		target[i] = Point{facePiQitoXYZ(iter.curFace, pi, qi, level)} +	} + +	numOffCenter := int(d.readUvarint()) +	if d.err != nil { +		return +	} +	if numOffCenter > len(target) { +		d.err = fmt.Errorf("numOffCenter = %d, should be at most len(target) = %d", numOffCenter, len(target)) +		return +	} +	for i := 0; i < numOffCenter; i++ { +		idx := int(d.readUvarint()) +		if d.err != nil { +			return +		} +		if idx >= len(target) { +			d.err = fmt.Errorf("off center index = %d, should be < len(target) = %d", idx, len(target)) +			return +		} +		target[idx].X = d.readFloat64() +		target[idx].Y = d.readFloat64() +		target[idx].Z = d.readFloat64() +	} +} + +func decodeFirstPointFixedLength(d *decoder, level int, piCoder, qiCoder *nthDerivativeCoder) (pi, qi uint32) { +	bytesToRead := (level + 7) / 8 * 2 +	var interleaved uint64 +	for i := 0; i < bytesToRead; i++ { +		rr := d.readUint8() +		interleaved |= (uint64(rr) << uint(i*8)) +	} + +	piCoded, qiCoded := deinterleaveUint32(interleaved) + +	return uint32(piCoder.decode(int32(piCoded))), uint32(qiCoder.decode(int32(qiCoded))) +} + +func zigzagEncode(x int32) uint32 { +	return (uint32(x) << 1) ^ uint32(x>>31) +} + +func zigzagDecode(x uint32) int32 { +	return int32((x >> 1) ^ uint32((int32(x&1)<<31)>>31)) +} + +func decodePointCompressed(d *decoder, level int, piCoder, qiCoder *nthDerivativeCoder) (pi, qi uint32) { +	interleavedZigZagEncodedDerivPiQi := d.readUvarint() +	piZigzag, qiZigzag := deinterleaveUint32(interleavedZigZagEncodedDerivPiQi) +	return uint32(piCoder.decode(zigzagDecode(piZigzag))), uint32(qiCoder.decode(zigzagDecode(qiZigzag))) +} + +// We introduce a new coordinate system (pi, qi), which is (si, ti) +// with the bits that are constant for cells of that level shifted +// off to the right. +// si = round(s * 2^31) +// pi = si >> (31 - level) +//    = floor(s * 2^level) +// If the point has been snapped to the level, the bits that are +// shifted off will be a 1 in the msb, then 0s after that, so the +// fractional part discarded by the cast is (close to) 0.5. + +// stToPiQi returns the value transformed to the PiQi coordinate space. +func stToPiQi(s float64, level uint) uint32 { +	return uint32(s * float64(int(1)<<level)) +} + +// siTiToPiQi returns the value transformed into the PiQi coordinate spade. +// encodeFirstPointFixedLength encodes the return value using level bits, +// so we clamp si to the range [0, 2**level - 1] before trying to encode +// it. This is okay because if si == maxSiTi, then it is not a cell center +// anyway and will be encoded separately as an off-center point. +func siTitoPiQi(siTi uint32, level int) uint32 { +	s := uint(siTi) +	const max = maxSiTi - 1 +	if s > max { +		s = max +	} + +	return uint32(s >> (maxLevel + 1 - uint(level))) +} + +// piQiToST returns the value transformed to ST space. +func piQiToST(pi uint32, level int) float64 { +	// We want to recover the position at the center of the cell. If the point +	// was snapped to the center of the cell, then math.Modf(s * 2^level) == 0.5. +	// Inverting STtoPiQi gives: +	// s = (pi + 0.5) / 2^level. +	return (float64(pi) + 0.5) / float64(int(1)<<uint(level)) +} + +func facePiQitoXYZ(face int, pi, qi uint32, level int) r3.Vector { +	return faceUVToXYZ(face, stToUV(piQiToST(pi, level)), stToUV(piQiToST(qi, level))).Normalize() +} diff --git a/vendor/github.com/golang/geo/s2/polygon.go b/vendor/github.com/golang/geo/s2/polygon.go new file mode 100644 index 000000000..c691ec083 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/polygon.go @@ -0,0 +1,1213 @@ +// Copyright 2015 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 ( +	"fmt" +	"io" +	"math" +) + +// Polygon represents a sequence of zero or more loops; recall that the +// interior of a loop is defined to be its left-hand side (see Loop). +// +// When the polygon is initialized, the given loops are automatically converted +// into a canonical form consisting of "shells" and "holes". Shells and holes +// are both oriented CCW, and are nested hierarchically. The loops are +// reordered to correspond to a pre-order traversal of the nesting hierarchy. +// +// Polygons may represent any region of the sphere with a polygonal boundary, +// including the entire sphere (known as the "full" polygon). The full polygon +// consists of a single full loop (see Loop), whereas the empty polygon has no +// loops at all. +// +// Use FullPolygon() to construct a full polygon. The zero value of Polygon is +// treated as the empty polygon. +// +// Polygons have the following restrictions: +// +//  - Loops may not cross, i.e. the boundary of a loop may not intersect +//    both the interior and exterior of any other loop. +// +//  - Loops may not share edges, i.e. if a loop contains an edge AB, then +//    no other loop may contain AB or BA. +// +//  - Loops may share vertices, however no vertex may appear twice in a +//    single loop (see Loop). +// +//  - No loop may be empty. The full loop may appear only in the full polygon. +type Polygon struct { +	loops []*Loop + +	// index is a spatial index of all the polygon loops. +	index *ShapeIndex + +	// hasHoles tracks if this polygon has at least one hole. +	hasHoles bool + +	// numVertices keeps the running total of all of the vertices of the contained loops. +	numVertices int + +	// numEdges tracks the total number of edges in all the loops in this polygon. +	numEdges int + +	// bound is a conservative bound on all points contained by this loop. +	// If l.ContainsPoint(P), then l.bound.ContainsPoint(P). +	bound Rect + +	// Since bound is not exact, it is possible that a loop A contains +	// another loop B whose bounds are slightly larger. subregionBound +	// has been expanded sufficiently to account for this error, i.e. +	// if A.Contains(B), then A.subregionBound.Contains(B.bound). +	subregionBound Rect + +	// A slice where element i is the cumulative number of edges in the +	// preceding loops in the polygon. This field is used for polygons that +	// have a large number of loops, and may be empty for polygons with few loops. +	cumulativeEdges []int +} + +// PolygonFromLoops constructs a polygon from the given set of loops. The polygon +// interior consists of the points contained by an odd number of loops. (Recall +// that a loop contains the set of points on its left-hand side.) +// +// This method determines the loop nesting hierarchy and assigns every loop a +// depth. Shells have even depths, and holes have odd depths. +// +// Note: The given set of loops are reordered by this method so that the hierarchy +// can be traversed using Parent, LastDescendant and the loops depths. +func PolygonFromLoops(loops []*Loop) *Polygon { +	p := &Polygon{} +	// Empty polygons do not contain any loops, even the Empty loop. +	if len(loops) == 1 && loops[0].IsEmpty() { +		p.initLoopProperties() +		return p +	} +	p.loops = loops +	p.initNested() +	return p +} + +// PolygonFromOrientedLoops returns a Polygon from the given set of loops, +// like PolygonFromLoops. It expects loops to be oriented such that the polygon +// interior is on the left-hand side of all loops. This implies that shells +// and holes should have opposite orientations in the input to this method. +// (During initialization, loops representing holes will automatically be +// inverted.) +func PolygonFromOrientedLoops(loops []*Loop) *Polygon { +	// Here is the algorithm: +	// +	// 1. Remember which of the given loops contain OriginPoint. +	// +	// 2. Invert loops as necessary to ensure that they are nestable (i.e., no +	//    loop contains the complement of any other loop). This may result in a +	//    set of loops corresponding to the complement of the given polygon, but +	//    we will fix that problem later. +	// +	//    We make the loops nestable by first normalizing all the loops (i.e., +	//    inverting any loops whose turning angle is negative). This handles +	//    all loops except those whose turning angle is very close to zero +	//    (within the maximum error tolerance). Any such loops are inverted if +	//    and only if they contain OriginPoint(). (In theory this step is only +	//    necessary if there are at least two such loops.) The resulting set of +	//    loops is guaranteed to be nestable. +	// +	// 3. Build the polygon. This yields either the desired polygon or its +	//    complement. +	// +	// 4. If there is at least one loop, we find a loop L that is adjacent to +	//    OriginPoint() (where "adjacent" means that there exists a path +	//    connecting OriginPoint() to some vertex of L such that the path does +	//    not cross any loop). There may be a single such adjacent loop, or +	//    there may be several (in which case they should all have the same +	//    contains_origin() value). We choose L to be the loop containing the +	//    origin whose depth is greatest, or loop(0) (a top-level shell) if no +	//    such loop exists. +	// +	// 5. If (L originally contained origin) != (polygon contains origin), we +	//    invert the polygon. This is done by inverting a top-level shell whose +	//    turning angle is minimal and then fixing the nesting hierarchy. Note +	//    that because we normalized all the loops initially, this step is only +	//    necessary if the polygon requires at least one non-normalized loop to +	//    represent it. + +	containedOrigin := make(map[*Loop]bool) +	for _, l := range loops { +		containedOrigin[l] = l.ContainsOrigin() +	} + +	for _, l := range loops { +		angle := l.TurningAngle() +		if math.Abs(angle) > l.turningAngleMaxError() { +			// Normalize the loop. +			if angle < 0 { +				l.Invert() +			} +		} else { +			// Ensure that the loop does not contain the origin. +			if l.ContainsOrigin() { +				l.Invert() +			} +		} +	} + +	p := PolygonFromLoops(loops) + +	if p.NumLoops() > 0 { +		originLoop := p.Loop(0) +		polygonContainsOrigin := false +		for _, l := range p.Loops() { +			if l.ContainsOrigin() { +				polygonContainsOrigin = !polygonContainsOrigin + +				originLoop = l +			} +		} +		if containedOrigin[originLoop] != polygonContainsOrigin { +			p.Invert() +		} +	} + +	return p +} + +// Invert inverts the polygon (replaces it by its complement). +func (p *Polygon) Invert() { +	// Inverting any one loop will invert the polygon.  The best loop to invert +	// is the one whose area is largest, since this yields the smallest area +	// after inversion. The loop with the largest area is always at depth 0. +	// The descendents of this loop all have their depth reduced by 1, while the +	// former siblings of this loop all have their depth increased by 1. + +	// The empty and full polygons are handled specially. +	if p.IsEmpty() { +		*p = *FullPolygon() +		p.initLoopProperties() +		return +	} +	if p.IsFull() { +		*p = Polygon{} +		p.initLoopProperties() +		return +	} + +	// Find the loop whose area is largest (i.e., whose turning angle is +	// smallest), minimizing calls to TurningAngle(). In particular, for +	// polygons with a single shell at level 0 there is no need to call +	// TurningAngle() at all. (This method is relatively expensive.) +	best := 0 +	const none = 10.0 // Flag that means "not computed yet" +	bestAngle := none +	for i := 1; i < p.NumLoops(); i++ { +		if p.Loop(i).depth != 0 { +			continue +		} +		// We defer computing the turning angle of loop 0 until we discover +		// that the polygon has another top-level shell. +		if bestAngle == none { +			bestAngle = p.Loop(best).TurningAngle() +		} +		angle := p.Loop(i).TurningAngle() +		// We break ties deterministically in order to avoid having the output +		// depend on the input order of the loops. +		if angle < bestAngle || (angle == bestAngle && compareLoops(p.Loop(i), p.Loop(best)) < 0) { +			best = i +			bestAngle = angle +		} +	} +	// Build the new loops vector, starting with the inverted loop. +	p.Loop(best).Invert() +	newLoops := make([]*Loop, 0, p.NumLoops()) +	// Add the former siblings of this loop as descendants. +	lastBest := p.LastDescendant(best) +	newLoops = append(newLoops, p.Loop(best)) +	for i, l := range p.Loops() { +		if i < best || i > lastBest { +			l.depth++ +			newLoops = append(newLoops, l) +		} +	} +	// Add the former children of this loop as siblings. +	for i, l := range p.Loops() { +		if i > best && i <= lastBest { +			l.depth-- +			newLoops = append(newLoops, l) +		} +	} + +	p.loops = newLoops +	p.initLoopProperties() +} + +// Defines a total ordering on Loops that does not depend on the cyclic +// order of loop vertices. This function is used to choose which loop to +// invert in the case where several loops have exactly the same area. +func compareLoops(a, b *Loop) int { +	if na, nb := a.NumVertices(), b.NumVertices(); na != nb { +		return na - nb +	} +	ai, aDir := a.CanonicalFirstVertex() +	bi, bDir := b.CanonicalFirstVertex() +	if aDir != bDir { +		return aDir - bDir +	} +	for n := a.NumVertices() - 1; n >= 0; n, ai, bi = n-1, ai+aDir, bi+bDir { +		if cmp := a.Vertex(ai).Cmp(b.Vertex(bi).Vector); cmp != 0 { +			return cmp +		} +	} +	return 0 +} + +// PolygonFromCell returns a Polygon from a single loop created from the given Cell. +func PolygonFromCell(cell Cell) *Polygon { +	return PolygonFromLoops([]*Loop{LoopFromCell(cell)}) +} + +// initNested takes the set of loops in this polygon and performs the nesting +// computations to set the proper nesting and parent/child relationships. +func (p *Polygon) initNested() { +	if len(p.loops) == 1 { +		p.initOneLoop() +		return +	} + +	lm := make(loopMap) + +	for _, l := range p.loops { +		lm.insertLoop(l, nil) +	} +	// The loops have all been added to the loopMap for ordering. Clear the +	// loops slice because we add all the loops in-order in initLoops. +	p.loops = nil + +	// Reorder the loops in depth-first traversal order. +	p.initLoops(lm) +	p.initLoopProperties() +} + +// loopMap is a map of a loop to its immediate children with respect to nesting. +// It is used to determine which loops are shells and which are holes. +type loopMap map[*Loop][]*Loop + +// insertLoop adds the given loop to the loop map under the specified parent. +// All children of the new entry are checked to see if the need to move up to +// a different level. +func (lm loopMap) insertLoop(newLoop, parent *Loop) { +	var children []*Loop +	for done := false; !done; { +		children = lm[parent] +		done = true +		for _, child := range children { +			if child.ContainsNested(newLoop) { +				parent = child +				done = false +				break +			} +		} +	} + +	// Now, we have found a parent for this loop, it may be that some of the +	// children of the parent of this loop may now be children of the new loop. +	newChildren := lm[newLoop] +	for i := 0; i < len(children); { +		child := children[i] +		if newLoop.ContainsNested(child) { +			newChildren = append(newChildren, child) +			children = append(children[0:i], children[i+1:]...) +		} else { +			i++ +		} +	} + +	lm[newLoop] = newChildren +	lm[parent] = append(children, newLoop) +} + +// loopStack simplifies access to the loops while being initialized. +type loopStack []*Loop + +func (s *loopStack) push(v *Loop) { +	*s = append(*s, v) +} +func (s *loopStack) pop() *Loop { +	l := len(*s) +	r := (*s)[l-1] +	*s = (*s)[:l-1] +	return r +} + +// initLoops walks the mapping of loops to all of their children, and adds them in +// order into to the polygons set of loops. +func (p *Polygon) initLoops(lm loopMap) { +	var stack loopStack +	stack.push(nil) +	depth := -1 + +	for len(stack) > 0 { +		loop := stack.pop() +		if loop != nil { +			depth = loop.depth +			p.loops = append(p.loops, loop) +		} +		children := lm[loop] +		for i := len(children) - 1; i >= 0; i-- { +			child := children[i] +			child.depth = depth + 1 +			stack.push(child) +		} +	} +} + +// initOneLoop set the properties for a polygon made of a single loop. +// TODO(roberts): Can this be merged with initLoopProperties +func (p *Polygon) initOneLoop() { +	p.hasHoles = false +	p.numVertices = len(p.loops[0].vertices) +	p.bound = p.loops[0].RectBound() +	p.subregionBound = ExpandForSubregions(p.bound) +	// Ensure the loops depth is set correctly. +	p.loops[0].depth = 0 + +	p.initEdgesAndIndex() +} + +// initLoopProperties sets the properties for polygons with multiple loops. +func (p *Polygon) initLoopProperties() { +	p.numVertices = 0 +	// the loops depths are set by initNested/initOriented prior to this. +	p.bound = EmptyRect() +	p.hasHoles = false +	for _, l := range p.loops { +		if l.IsHole() { +			p.hasHoles = true +		} else { +			p.bound = p.bound.Union(l.RectBound()) +		} +		p.numVertices += l.NumVertices() +	} +	p.subregionBound = ExpandForSubregions(p.bound) + +	p.initEdgesAndIndex() +} + +// initEdgesAndIndex performs the shape related initializations and adds the final +// polygon to the index. +func (p *Polygon) initEdgesAndIndex() { +	p.numEdges = 0 +	p.cumulativeEdges = nil +	if p.IsFull() { +		return +	} +	const maxLinearSearchLoops = 12 // Based on benchmarks. +	if len(p.loops) > maxLinearSearchLoops { +		p.cumulativeEdges = make([]int, 0, len(p.loops)) +	} + +	for _, l := range p.loops { +		if p.cumulativeEdges != nil { +			p.cumulativeEdges = append(p.cumulativeEdges, p.numEdges) +		} +		p.numEdges += len(l.vertices) +	} + +	p.index = NewShapeIndex() +	p.index.Add(p) +} + +// FullPolygon returns a special "full" polygon. +func FullPolygon() *Polygon { +	ret := &Polygon{ +		loops: []*Loop{ +			FullLoop(), +		}, +		numVertices:    len(FullLoop().Vertices()), +		bound:          FullRect(), +		subregionBound: FullRect(), +	} +	ret.initEdgesAndIndex() +	return ret +} + +// Validate checks whether this is a valid polygon, +// including checking whether all the loops are themselves valid. +func (p *Polygon) Validate() error { +	for i, l := range p.loops { +		// Check for loop errors that don't require building a ShapeIndex. +		if err := l.findValidationErrorNoIndex(); err != nil { +			return fmt.Errorf("loop %d: %v", i, err) +		} +		// Check that no loop is empty, and that the full loop only appears in the +		// full polygon. +		if l.IsEmpty() { +			return fmt.Errorf("loop %d: empty loops are not allowed", i) +		} +		if l.IsFull() && len(p.loops) > 1 { +			return fmt.Errorf("loop %d: full loop appears in non-full polygon", i) +		} +	} + +	// TODO(roberts): Uncomment the remaining checks when they are completed. + +	// Check for loop self-intersections and loop pairs that cross +	// (including duplicate edges and vertices). +	// if findSelfIntersection(p.index) { +	//	return fmt.Errorf("polygon has loop pairs that cross") +	// } + +	// Check whether initOriented detected inconsistent loop orientations. +	// if p.hasInconsistentLoopOrientations { +	// 	return fmt.Errorf("inconsistent loop orientations detected") +	// } + +	// Finally, verify the loop nesting hierarchy. +	return p.findLoopNestingError() +} + +// findLoopNestingError reports if there is an error in the loop nesting hierarchy. +func (p *Polygon) findLoopNestingError() error { +	// First check that the loop depths make sense. +	lastDepth := -1 +	for i, l := range p.loops { +		depth := l.depth +		if depth < 0 || depth > lastDepth+1 { +			return fmt.Errorf("loop %d: invalid loop depth (%d)", i, depth) +		} +		lastDepth = depth +	} +	// Then check that they correspond to the actual loop nesting.  This test +	// is quadratic in the number of loops but the cost per iteration is small. +	for i, l := range p.loops { +		last := p.LastDescendant(i) +		for j, l2 := range p.loops { +			if i == j { +				continue +			} +			nested := (j >= i+1) && (j <= last) +			const reverseB = false + +			if l.containsNonCrossingBoundary(l2, reverseB) != nested { +				nestedStr := "" +				if !nested { +					nestedStr = "not " +				} +				return fmt.Errorf("invalid nesting: loop %d should %scontain loop %d", i, nestedStr, j) +			} +		} +	} +	return nil +} + +// IsEmpty reports whether this is the special "empty" polygon (consisting of no loops). +func (p *Polygon) IsEmpty() bool { +	return len(p.loops) == 0 +} + +// IsFull reports whether this is the special "full" polygon (consisting of a +// single loop that encompasses the entire sphere). +func (p *Polygon) IsFull() bool { +	return len(p.loops) == 1 && p.loops[0].IsFull() +} + +// NumLoops returns the number of loops in this polygon. +func (p *Polygon) NumLoops() int { +	return len(p.loops) +} + +// Loops returns the loops in this polygon. +func (p *Polygon) Loops() []*Loop { +	return p.loops +} + +// Loop returns the loop at the given index. Note that during initialization, +// the given loops are reordered according to a pre-order traversal of the loop +// nesting hierarchy. This implies that every loop is immediately followed by +// its descendants. This hierarchy can be traversed using the methods Parent, +// LastDescendant, and Loop.depth. +func (p *Polygon) Loop(k int) *Loop { +	return p.loops[k] +} + +// Parent returns the index of the parent of loop k. +// If the loop does not have a parent, ok=false is returned. +func (p *Polygon) Parent(k int) (index int, ok bool) { +	// See where we are on the depth hierarchy. +	depth := p.loops[k].depth +	if depth == 0 { +		return -1, false +	} + +	// There may be several loops at the same nesting level as us that share a +	// parent loop with us. (Imagine a slice of swiss cheese, of which we are one loop. +	// we don't know how many may be next to us before we get back to our parent loop.) +	// Move up one position from us, and then begin traversing back through the set of loops +	// until we find the one that is our parent or we get to the top of the polygon. +	for k--; k >= 0 && p.loops[k].depth <= depth; k-- { +	} +	return k, true +} + +// LastDescendant returns the index of the last loop that is contained within loop k. +// If k is negative, it returns the last loop in the polygon. +// Note that loops are indexed according to a pre-order traversal of the nesting +// hierarchy, so the immediate children of loop k can be found by iterating over +// the loops (k+1)..LastDescendant(k) and selecting those whose depth is equal +// to Loop(k).depth+1. +func (p *Polygon) LastDescendant(k int) int { +	if k < 0 { +		return len(p.loops) - 1 +	} + +	depth := p.loops[k].depth + +	// Find the next loop immediately past us in the set of loops, and then start +	// moving down the list until we either get to the end or find the next loop +	// that is higher up the hierarchy than we are. +	for k++; k < len(p.loops) && p.loops[k].depth > depth; k++ { +	} +	return k - 1 +} + +// CapBound returns a bounding spherical cap. +func (p *Polygon) CapBound() Cap { return p.bound.CapBound() } + +// RectBound returns a bounding latitude-longitude rectangle. +func (p *Polygon) RectBound() Rect { return p.bound } + +// ContainsPoint reports whether the polygon contains the point. +func (p *Polygon) ContainsPoint(point Point) bool { +	// NOTE: A bounds check slows down this function by about 50%. It is +	// worthwhile only when it might allow us to delay building the index. +	if !p.index.IsFresh() && !p.bound.ContainsPoint(point) { +		return false +	} + +	// For small polygons, and during initial construction, it is faster to just +	// check all the crossing. +	const maxBruteForceVertices = 32 +	if p.numVertices < maxBruteForceVertices || p.index == nil { +		inside := false +		for _, l := range p.loops { +			// use loops bruteforce to avoid building the index on each loop. +			inside = inside != l.bruteForceContainsPoint(point) +		} +		return inside +	} + +	// Otherwise we look up the ShapeIndex cell containing this point. +	return NewContainsPointQuery(p.index, VertexModelSemiOpen).Contains(point) +} + +// ContainsCell reports whether the polygon contains the given cell. +func (p *Polygon) ContainsCell(cell Cell) bool { +	it := p.index.Iterator() +	relation := it.LocateCellID(cell.ID()) + +	// If "cell" is disjoint from all index cells, it is not contained. +	// Similarly, if "cell" is subdivided into one or more index cells then it +	// is not contained, since index cells are subdivided only if they (nearly) +	// intersect a sufficient number of edges.  (But note that if "cell" itself +	// is an index cell then it may be contained, since it could be a cell with +	// no edges in the loop interior.) +	if relation != Indexed { +		return false +	} + +	// Otherwise check if any edges intersect "cell". +	if p.boundaryApproxIntersects(it, cell) { +		return false +	} + +	// Otherwise check if the loop contains the center of "cell". +	return p.iteratorContainsPoint(it, cell.Center()) +} + +// IntersectsCell reports whether the polygon intersects the given cell. +func (p *Polygon) IntersectsCell(cell Cell) bool { +	it := p.index.Iterator() +	relation := it.LocateCellID(cell.ID()) + +	// If cell does not overlap any index cell, there is no intersection. +	if relation == Disjoint { +		return false +	} +	// If cell is subdivided into one or more index cells, there is an +	// intersection to within the S2ShapeIndex error bound (see Contains). +	if relation == Subdivided { +		return true +	} +	// If cell is an index cell, there is an intersection because index cells +	// are created only if they have at least one edge or they are entirely +	// contained by the loop. +	if it.CellID() == cell.id { +		return true +	} +	// Otherwise check if any edges intersect cell. +	if p.boundaryApproxIntersects(it, cell) { +		return true +	} +	// Otherwise check if the loop contains the center of cell. +	return p.iteratorContainsPoint(it, cell.Center()) +} + +// CellUnionBound computes a covering of the Polygon. +func (p *Polygon) CellUnionBound() []CellID { +	// TODO(roberts): Use ShapeIndexRegion when it's available. +	return p.CapBound().CellUnionBound() +} + +// boundaryApproxIntersects reports whether the loop's boundary intersects cell. +// It may also return true when the loop boundary does not intersect cell but +// some edge comes within the worst-case error tolerance. +// +// This requires that it.Locate(cell) returned Indexed. +func (p *Polygon) boundaryApproxIntersects(it *ShapeIndexIterator, cell Cell) bool { +	aClipped := it.IndexCell().findByShapeID(0) + +	// If there are no edges, there is no intersection. +	if len(aClipped.edges) == 0 { +		return false +	} + +	// We can save some work if cell is the index cell itself. +	if it.CellID() == cell.ID() { +		return true +	} + +	// Otherwise check whether any of the edges intersect cell. +	maxError := (faceClipErrorUVCoord + intersectsRectErrorUVDist) +	bound := cell.BoundUV().ExpandedByMargin(maxError) +	for _, e := range aClipped.edges { +		edge := p.index.Shape(0).Edge(e) +		v0, v1, ok := ClipToPaddedFace(edge.V0, edge.V1, cell.Face(), maxError) +		if ok && edgeIntersectsRect(v0, v1, bound) { +			return true +		} +	} + +	return false +} + +// iteratorContainsPoint reports whether the iterator that is positioned at the +// ShapeIndexCell that may contain p, contains the point p. +func (p *Polygon) iteratorContainsPoint(it *ShapeIndexIterator, point Point) bool { +	// Test containment by drawing a line segment from the cell center to the +	// given point and counting edge crossings. +	aClipped := it.IndexCell().findByShapeID(0) +	inside := aClipped.containsCenter + +	if len(aClipped.edges) == 0 { +		return inside +	} + +	// This block requires ShapeIndex. +	crosser := NewEdgeCrosser(it.Center(), point) +	shape := p.index.Shape(0) +	for _, e := range aClipped.edges { +		edge := shape.Edge(e) +		inside = inside != crosser.EdgeOrVertexCrossing(edge.V0, edge.V1) +	} + +	return inside +} + +// Shape Interface + +// NumEdges returns the number of edges in this shape. +func (p *Polygon) NumEdges() int { +	return p.numEdges +} + +// Edge returns endpoints for the given edge index. +func (p *Polygon) Edge(e int) Edge { +	var i int + +	if len(p.cumulativeEdges) > 0 { +		for i = range p.cumulativeEdges { +			if i+1 >= len(p.cumulativeEdges) || e < p.cumulativeEdges[i+1] { +				e -= p.cumulativeEdges[i] +				break +			} +		} +	} else { +		// When the number of loops is small, use linear search. Most often +		// there is exactly one loop and the code below executes zero times. +		for i = 0; e >= len(p.Loop(i).vertices); i++ { +			e -= len(p.Loop(i).vertices) +		} +	} + +	return Edge{p.Loop(i).OrientedVertex(e), p.Loop(i).OrientedVertex(e + 1)} +} + +// ReferencePoint returns the reference point for this polygon. +func (p *Polygon) ReferencePoint() ReferencePoint { +	containsOrigin := false +	for _, l := range p.loops { +		containsOrigin = containsOrigin != l.ContainsOrigin() +	} +	return OriginReferencePoint(containsOrigin) +} + +// NumChains reports the number of contiguous edge chains in the Polygon. +func (p *Polygon) NumChains() int { +	return p.NumLoops() +} + +// Chain returns the i-th edge Chain (loop) in the Shape. +func (p *Polygon) Chain(chainID int) Chain { +	if p.cumulativeEdges != nil { +		return Chain{p.cumulativeEdges[chainID], len(p.Loop(chainID).vertices)} +	} +	e := 0 +	for j := 0; j < chainID; j++ { +		e += len(p.Loop(j).vertices) +	} + +	// Polygon represents a full loop as a loop with one vertex, while +	// Shape represents a full loop as a chain with no vertices. +	if numVertices := p.Loop(chainID).NumVertices(); numVertices != 1 { +		return Chain{e, numVertices} +	} +	return Chain{e, 0} +} + +// ChainEdge returns the j-th edge of the i-th edge Chain (loop). +func (p *Polygon) ChainEdge(i, j int) Edge { +	return Edge{p.Loop(i).OrientedVertex(j), p.Loop(i).OrientedVertex(j + 1)} +} + +// ChainPosition returns a pair (i, j) such that edgeID is the j-th edge +// of the i-th edge Chain. +func (p *Polygon) ChainPosition(edgeID int) ChainPosition { +	var i int + +	if len(p.cumulativeEdges) > 0 { +		for i = range p.cumulativeEdges { +			if i+1 >= len(p.cumulativeEdges) || edgeID < p.cumulativeEdges[i+1] { +				edgeID -= p.cumulativeEdges[i] +				break +			} +		} +	} else { +		// When the number of loops is small, use linear search. Most often +		// there is exactly one loop and the code below executes zero times. +		for i = 0; edgeID >= len(p.Loop(i).vertices); i++ { +			edgeID -= len(p.Loop(i).vertices) +		} +	} +	// TODO(roberts): unify this and Edge since they are mostly identical. +	return ChainPosition{i, edgeID} +} + +// Dimension returns the dimension of the geometry represented by this Polygon. +func (p *Polygon) Dimension() int { return 2 } + +func (p *Polygon) typeTag() typeTag { return typeTagPolygon } + +func (p *Polygon) privateInterface() {} + +// Contains reports whether this polygon contains the other polygon. +// Specifically, it reports whether all the points in the other polygon +// are also in this polygon. +func (p *Polygon) Contains(o *Polygon) bool { +	// If both polygons have one loop, use the more efficient Loop method. +	// Note that Loop's Contains does its own bounding rectangle check. +	if len(p.loops) == 1 && len(o.loops) == 1 { +		return p.loops[0].Contains(o.loops[0]) +	} + +	// Otherwise if neither polygon has holes, we can still use the more +	// efficient Loop's Contains method (rather than compareBoundary), +	// but it's worthwhile to do our own bounds check first. +	if !p.subregionBound.Contains(o.bound) { +		// Even though Bound(A) does not contain Bound(B), it is still possible +		// that A contains B. This can only happen when union of the two bounds +		// spans all longitudes. For example, suppose that B consists of two +		// shells with a longitude gap between them, while A consists of one shell +		// that surrounds both shells of B but goes the other way around the +		// sphere (so that it does not intersect the longitude gap). +		if !p.bound.Lng.Union(o.bound.Lng).IsFull() { +			return false +		} +	} + +	if !p.hasHoles && !o.hasHoles { +		for _, l := range o.loops { +			if !p.anyLoopContains(l) { +				return false +			} +		} +		return true +	} + +	// Polygon A contains B iff B does not intersect the complement of A. From +	// the intersection algorithm below, this means that the complement of A +	// must exclude the entire boundary of B, and B must exclude all shell +	// boundaries of the complement of A. (It can be shown that B must then +	// exclude the entire boundary of the complement of A.) The first call +	// below returns false if the boundaries cross, therefore the second call +	// does not need to check for any crossing edges (which makes it cheaper). +	return p.containsBoundary(o) && o.excludesNonCrossingComplementShells(p) +} + +// Intersects reports whether this polygon intersects the other polygon, i.e. +// if there is a point that is contained by both polygons. +func (p *Polygon) Intersects(o *Polygon) bool { +	// If both polygons have one loop, use the more efficient Loop method. +	// Note that Loop Intersects does its own bounding rectangle check. +	if len(p.loops) == 1 && len(o.loops) == 1 { +		return p.loops[0].Intersects(o.loops[0]) +	} + +	// Otherwise if neither polygon has holes, we can still use the more +	// efficient Loop.Intersects method. The polygons intersect if and +	// only if some pair of loop regions intersect. +	if !p.bound.Intersects(o.bound) { +		return false +	} + +	if !p.hasHoles && !o.hasHoles { +		for _, l := range o.loops { +			if p.anyLoopIntersects(l) { +				return true +			} +		} +		return false +	} + +	// Polygon A is disjoint from B if A excludes the entire boundary of B and B +	// excludes all shell boundaries of A. (It can be shown that B must then +	// exclude the entire boundary of A.) The first call below returns false if +	// the boundaries cross, therefore the second call does not need to check +	// for crossing edges. +	return !p.excludesBoundary(o) || !o.excludesNonCrossingShells(p) +} + +// compareBoundary returns +1 if this polygon contains the boundary of B, -1 if A +// excludes the boundary of B, and 0 if the boundaries of A and B cross. +func (p *Polygon) compareBoundary(o *Loop) int { +	result := -1 +	for i := 0; i < len(p.loops) && result != 0; i++ { +		// If B crosses any loop of A, the result is 0. Otherwise the result +		// changes sign each time B is contained by a loop of A. +		result *= -p.loops[i].compareBoundary(o) +	} +	return result +} + +// containsBoundary reports whether this polygon contains the entire boundary of B. +func (p *Polygon) containsBoundary(o *Polygon) bool { +	for _, l := range o.loops { +		if p.compareBoundary(l) <= 0 { +			return false +		} +	} +	return true +} + +// excludesBoundary reports whether this polygon excludes the entire boundary of B. +func (p *Polygon) excludesBoundary(o *Polygon) bool { +	for _, l := range o.loops { +		if p.compareBoundary(l) >= 0 { +			return false +		} +	} +	return true +} + +// containsNonCrossingBoundary reports whether polygon A contains the boundary of +// loop B. Shared edges are handled according to the rule described in loops +// containsNonCrossingBoundary. +func (p *Polygon) containsNonCrossingBoundary(o *Loop, reverse bool) bool { +	var inside bool +	for _, l := range p.loops { +		x := l.containsNonCrossingBoundary(o, reverse) +		inside = (inside != x) +	} +	return inside +} + +// excludesNonCrossingShells reports wheterh given two polygons A and B such that the +// boundary of A does not cross any loop of B, if A excludes all shell boundaries of B. +func (p *Polygon) excludesNonCrossingShells(o *Polygon) bool { +	for _, l := range o.loops { +		if l.IsHole() { +			continue +		} +		if p.containsNonCrossingBoundary(l, false) { +			return false +		} +	} +	return true +} + +// excludesNonCrossingComplementShells reports whether given two polygons A and B +// such that the boundary of A does not cross any loop of B, if A excludes all +// shell boundaries of the complement of B. +func (p *Polygon) excludesNonCrossingComplementShells(o *Polygon) bool { +	// Special case to handle the complement of the empty or full polygons. +	if o.IsEmpty() { +		return !p.IsFull() +	} +	if o.IsFull() { +		return true +	} + +	// Otherwise the complement of B may be obtained by inverting loop(0) and +	// then swapping the shell/hole status of all other loops. This implies +	// that the shells of the complement consist of loop 0 plus all the holes of +	// the original polygon. +	for j, l := range o.loops { +		if j > 0 && !l.IsHole() { +			continue +		} + +		// The interior of the complement is to the right of loop 0, and to the +		// left of the loops that were originally holes. +		if p.containsNonCrossingBoundary(l, j == 0) { +			return false +		} +	} +	return true +} + +// anyLoopContains reports whether any loop in this polygon contains the given loop. +func (p *Polygon) anyLoopContains(o *Loop) bool { +	for _, l := range p.loops { +		if l.Contains(o) { +			return true +		} +	} +	return false +} + +// anyLoopIntersects reports whether any loop in this polygon intersects the given loop. +func (p *Polygon) anyLoopIntersects(o *Loop) bool { +	for _, l := range p.loops { +		if l.Intersects(o) { +			return true +		} +	} +	return false +} + +// Area returns the area of the polygon interior, i.e. the region on the left side +// of an odd number of loops. The return value is between 0 and 4*Pi. +func (p *Polygon) Area() float64 { +	var area float64 +	for _, loop := range p.loops { +		area += float64(loop.Sign()) * loop.Area() +	} +	return area +} + +// Encode encodes the Polygon +func (p *Polygon) Encode(w io.Writer) error { +	e := &encoder{w: w} +	p.encode(e) +	return e.err +} + +// encode only supports lossless encoding and not compressed format. +func (p *Polygon) encode(e *encoder) { +	if p.numVertices == 0 { +		p.encodeCompressed(e, maxLevel, nil) +		return +	} + +	// Convert all the polygon vertices to XYZFaceSiTi format. +	vs := make([]xyzFaceSiTi, 0, p.numVertices) +	for _, l := range p.loops { +		vs = append(vs, l.xyzFaceSiTiVertices()...) +	} + +	// Computes a histogram of the cell levels at which the vertices are snapped. +	// (histogram[0] is the number of unsnapped vertices, histogram[i] the number +	// of vertices snapped at level i-1). +	histogram := make([]int, maxLevel+2) +	for _, v := range vs { +		histogram[v.level+1]++ +	} + +	// Compute the level at which most of the vertices are snapped. +	// If multiple levels have the same maximum number of vertices +	// snapped to it, the first one (lowest level number / largest +	// area / smallest encoding length) will be chosen, so this +	// is desired. +	var snapLevel, numSnapped int +	for level, h := range histogram[1:] { +		if h > numSnapped { +			snapLevel, numSnapped = level, h +		} +	} + +	// Choose an encoding format based on the number of unsnapped vertices and a +	// rough estimate of the encoded sizes. +	numUnsnapped := p.numVertices - numSnapped // Number of vertices that won't be snapped at snapLevel. +	const pointSize = 3 * 8                    // s2.Point is an r3.Vector, which is 3 float64s. That's 3*8 = 24 bytes. +	compressedSize := 4*p.numVertices + (pointSize+2)*numUnsnapped +	losslessSize := pointSize * p.numVertices +	if compressedSize < losslessSize { +		p.encodeCompressed(e, snapLevel, vs) +	} else { +		p.encodeLossless(e) +	} +} + +// encodeLossless encodes the polygon's Points as float64s. +func (p *Polygon) encodeLossless(e *encoder) { +	e.writeInt8(encodingVersion) +	e.writeBool(true) // a legacy c++ value. must be true. +	e.writeBool(p.hasHoles) +	e.writeUint32(uint32(len(p.loops))) + +	if e.err != nil { +		return +	} +	if len(p.loops) > maxEncodedLoops { +		e.err = fmt.Errorf("too many loops (%d; max is %d)", len(p.loops), maxEncodedLoops) +		return +	} +	for _, l := range p.loops { +		l.encode(e) +	} + +	// Encode the bound. +	p.bound.encode(e) +} + +func (p *Polygon) encodeCompressed(e *encoder, snapLevel int, vertices []xyzFaceSiTi) { +	e.writeUint8(uint8(encodingCompressedVersion)) +	e.writeUint8(uint8(snapLevel)) +	e.writeUvarint(uint64(len(p.loops))) + +	if e.err != nil { +		return +	} +	if l := len(p.loops); l > maxEncodedLoops { +		e.err = fmt.Errorf("too many loops to encode: %d; max is %d", l, maxEncodedLoops) +		return +	} + +	for _, l := range p.loops { +		l.encodeCompressed(e, snapLevel, vertices[:len(l.vertices)]) +		vertices = vertices[len(l.vertices):] +	} +	// Do not write the bound, num_vertices, or has_holes_ as they can be +	// cheaply recomputed by decodeCompressed.  Microbenchmarks show the +	// speed difference is inconsequential. +} + +// Decode decodes the Polygon. +func (p *Polygon) Decode(r io.Reader) error { +	d := &decoder{r: asByteReader(r)} +	version := int8(d.readUint8()) +	var dec func(*decoder) +	switch version { +	case encodingVersion: +		dec = p.decode +	case encodingCompressedVersion: +		dec = p.decodeCompressed +	default: +		return fmt.Errorf("unsupported version %d", version) +	} +	dec(d) +	return d.err +} + +// maxEncodedLoops is the biggest supported number of loops in a polygon during encoding. +// Setting a maximum guards an allocation: it prevents an attacker from easily pushing us OOM. +const maxEncodedLoops = 10000000 + +func (p *Polygon) decode(d *decoder) { +	*p = Polygon{} +	d.readUint8() // Ignore irrelevant serialized owns_loops_ value. + +	p.hasHoles = d.readBool() + +	// Polygons with no loops are explicitly allowed here: a newly created +	// polygon has zero loops and such polygons encode and decode properly. +	nloops := d.readUint32() +	if d.err != nil { +		return +	} +	if nloops > maxEncodedLoops { +		d.err = fmt.Errorf("too many loops (%d; max is %d)", nloops, maxEncodedLoops) +		return +	} +	p.loops = make([]*Loop, nloops) +	for i := range p.loops { +		p.loops[i] = new(Loop) +		p.loops[i].decode(d) +		p.numVertices += len(p.loops[i].vertices) +	} + +	p.bound.decode(d) +	if d.err != nil { +		return +	} +	p.subregionBound = ExpandForSubregions(p.bound) +	p.initEdgesAndIndex() +} + +func (p *Polygon) decodeCompressed(d *decoder) { +	snapLevel := int(d.readUint8()) + +	if snapLevel > maxLevel { +		d.err = fmt.Errorf("snaplevel too big: %d", snapLevel) +		return +	} +	// Polygons with no loops are explicitly allowed here: a newly created +	// polygon has zero loops and such polygons encode and decode properly. +	nloops := int(d.readUvarint()) +	if nloops > maxEncodedLoops { +		d.err = fmt.Errorf("too many loops (%d; max is %d)", nloops, maxEncodedLoops) +	} +	p.loops = make([]*Loop, nloops) +	for i := range p.loops { +		p.loops[i] = new(Loop) +		p.loops[i].decodeCompressed(d, snapLevel) +	} +	p.initLoopProperties() +} + +// TODO(roberts): Differences from C++ +// Centroid +// SnapLevel +// DistanceToPoint +// DistanceToBoundary +// Project +// ProjectToBoundary +// ApproxContains/ApproxDisjoint for Polygons +// InitTo{Intersection/ApproxIntersection/Union/ApproxUnion/Diff/ApproxDiff} +// InitToSimplified +// InitToSnapped +// IntersectWithPolyline +// ApproxIntersectWithPolyline +// SubtractFromPolyline +// ApproxSubtractFromPolyline +// DestructiveUnion +// DestructiveApproxUnion +// InitToCellUnionBorder +// IsNormalized +// Equal/BoundaryEqual/BoundaryApproxEqual/BoundaryNear Polygons +// BreakEdgesAndAddToBuilder +// +// clearLoops +// findLoopNestingError +// initToSimplifiedInternal +// internalClipPolyline +// clipBoundary diff --git a/vendor/github.com/golang/geo/s2/polyline.go b/vendor/github.com/golang/geo/s2/polyline.go new file mode 100644 index 000000000..517968342 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/polyline.go @@ -0,0 +1,589 @@ +// 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 ( +	"fmt" +	"io" +	"math" + +	"github.com/golang/geo/s1" +) + +// Polyline represents a sequence of zero or more vertices connected by +// straight edges (geodesics). Edges of length 0 and 180 degrees are not +// allowed, i.e. adjacent vertices should not be identical or antipodal. +type Polyline []Point + +// PolylineFromLatLngs creates a new Polyline from the given LatLngs. +func PolylineFromLatLngs(points []LatLng) *Polyline { +	p := make(Polyline, len(points)) +	for k, v := range points { +		p[k] = PointFromLatLng(v) +	} +	return &p +} + +// Reverse reverses the order of the Polyline vertices. +func (p *Polyline) Reverse() { +	for i := 0; i < len(*p)/2; i++ { +		(*p)[i], (*p)[len(*p)-i-1] = (*p)[len(*p)-i-1], (*p)[i] +	} +} + +// Length returns the length of this Polyline. +func (p *Polyline) Length() s1.Angle { +	var length s1.Angle + +	for i := 1; i < len(*p); i++ { +		length += (*p)[i-1].Distance((*p)[i]) +	} +	return length +} + +// Centroid returns the true centroid of the polyline multiplied by the length of the +// polyline. The result is not unit length, so you may wish to normalize it. +// +// Scaling by the Polyline length makes it easy to compute the centroid +// of several Polylines (by simply adding up their centroids). +func (p *Polyline) Centroid() Point { +	var centroid Point +	for i := 1; i < len(*p); i++ { +		// The centroid (multiplied by length) is a vector toward the midpoint +		// of the edge, whose length is twice the sin of half the angle between +		// the two vertices. Defining theta to be this angle, we have: +		vSum := (*p)[i-1].Add((*p)[i].Vector)  // Length == 2*cos(theta) +		vDiff := (*p)[i-1].Sub((*p)[i].Vector) // Length == 2*sin(theta) + +		// Length == 2*sin(theta) +		centroid = Point{centroid.Add(vSum.Mul(math.Sqrt(vDiff.Norm2() / vSum.Norm2())))} +	} +	return centroid +} + +// Equal reports whether the given Polyline is exactly the same as this one. +func (p *Polyline) Equal(b *Polyline) bool { +	if len(*p) != len(*b) { +		return false +	} +	for i, v := range *p { +		if v != (*b)[i] { +			return false +		} +	} + +	return true +} + +// ApproxEqual reports whether two polylines have the same number of vertices, +// and corresponding vertex pairs are separated by no more the standard margin. +func (p *Polyline) ApproxEqual(o *Polyline) bool { +	return p.approxEqual(o, s1.Angle(epsilon)) +} + +// approxEqual reports whether two polylines are equal within the given margin. +func (p *Polyline) approxEqual(o *Polyline, maxError s1.Angle) bool { +	if len(*p) != len(*o) { +		return false +	} +	for offset, val := range *p { +		if !val.approxEqual((*o)[offset], maxError) { +			return false +		} +	} +	return true +} + +// CapBound returns the bounding Cap for this Polyline. +func (p *Polyline) CapBound() Cap { +	return p.RectBound().CapBound() +} + +// RectBound returns the bounding Rect for this Polyline. +func (p *Polyline) RectBound() Rect { +	rb := NewRectBounder() +	for _, v := range *p { +		rb.AddPoint(v) +	} +	return rb.RectBound() +} + +// ContainsCell reports whether this Polyline contains the given Cell. Always returns false +// because "containment" is not numerically well-defined except at the Polyline vertices. +func (p *Polyline) ContainsCell(cell Cell) bool { +	return false +} + +// IntersectsCell reports whether this Polyline intersects the given Cell. +func (p *Polyline) IntersectsCell(cell Cell) bool { +	if len(*p) == 0 { +		return false +	} + +	// We only need to check whether the cell contains vertex 0 for correctness, +	// but these tests are cheap compared to edge crossings so we might as well +	// check all the vertices. +	for _, v := range *p { +		if cell.ContainsPoint(v) { +			return true +		} +	} + +	cellVertices := []Point{ +		cell.Vertex(0), +		cell.Vertex(1), +		cell.Vertex(2), +		cell.Vertex(3), +	} + +	for j := 0; j < 4; j++ { +		crosser := NewChainEdgeCrosser(cellVertices[j], cellVertices[(j+1)&3], (*p)[0]) +		for i := 1; i < len(*p); i++ { +			if crosser.ChainCrossingSign((*p)[i]) != DoNotCross { +				// There is a proper crossing, or two vertices were the same. +				return true +			} +		} +	} +	return false +} + +// ContainsPoint returns false since Polylines are not closed. +func (p *Polyline) ContainsPoint(point Point) bool { +	return false +} + +// CellUnionBound computes a covering of the Polyline. +func (p *Polyline) CellUnionBound() []CellID { +	return p.CapBound().CellUnionBound() +} + +// NumEdges returns the number of edges in this shape. +func (p *Polyline) NumEdges() int { +	if len(*p) == 0 { +		return 0 +	} +	return len(*p) - 1 +} + +// Edge returns endpoints for the given edge index. +func (p *Polyline) Edge(i int) Edge { +	return Edge{(*p)[i], (*p)[i+1]} +} + +// ReferencePoint returns the default reference point with negative containment because Polylines are not closed. +func (p *Polyline) ReferencePoint() ReferencePoint { +	return OriginReferencePoint(false) +} + +// NumChains reports the number of contiguous edge chains in this Polyline. +func (p *Polyline) NumChains() int { +	return minInt(1, p.NumEdges()) +} + +// Chain returns the i-th edge Chain in the Shape. +func (p *Polyline) Chain(chainID int) Chain { +	return Chain{0, p.NumEdges()} +} + +// ChainEdge returns the j-th edge of the i-th edge Chain. +func (p *Polyline) ChainEdge(chainID, offset int) Edge { +	return Edge{(*p)[offset], (*p)[offset+1]} +} + +// ChainPosition returns a pair (i, j) such that edgeID is the j-th edge +func (p *Polyline) ChainPosition(edgeID int) ChainPosition { +	return ChainPosition{0, edgeID} +} + +// Dimension returns the dimension of the geometry represented by this Polyline. +func (p *Polyline) Dimension() int { return 1 } + +// IsEmpty reports whether this shape contains no points. +func (p *Polyline) IsEmpty() bool { return defaultShapeIsEmpty(p) } + +// IsFull reports whether this shape contains all points on the sphere. +func (p *Polyline) IsFull() bool { return defaultShapeIsFull(p) } + +func (p *Polyline) typeTag() typeTag { return typeTagPolyline } + +func (p *Polyline) privateInterface() {} + +// findEndVertex reports the maximal end index such that the line segment between +// the start index and this one such that the line segment between these two +// vertices passes within the given tolerance of all interior vertices, in order. +func findEndVertex(p Polyline, tolerance s1.Angle, index int) int { +	// The basic idea is to keep track of the "pie wedge" of angles +	// from the starting vertex such that a ray from the starting +	// vertex at that angle will pass through the discs of radius +	// tolerance centered around all vertices processed so far. +	// +	// First we define a coordinate frame for the tangent and normal +	// spaces at the starting vertex. Essentially this means picking +	// three orthonormal vectors X,Y,Z such that X and Y span the +	// tangent plane at the starting vertex, and Z is up. We use +	// the coordinate frame to define a mapping from 3D direction +	// vectors to a one-dimensional ray angle in the range (-π, +	// π]. The angle of a direction vector is computed by +	// transforming it into the X,Y,Z basis, and then calculating +	// atan2(y,x). This mapping allows us to represent a wedge of +	// angles as a 1D interval. Since the interval wraps around, we +	// represent it as an Interval, i.e. an interval on the unit +	// circle. +	origin := p[index] +	frame := getFrame(origin) + +	// As we go along, we keep track of the current wedge of angles +	// and the distance to the last vertex (which must be +	// non-decreasing). +	currentWedge := s1.FullInterval() +	var lastDistance s1.Angle + +	for index++; index < len(p); index++ { +		candidate := p[index] +		distance := origin.Distance(candidate) + +		// We don't allow simplification to create edges longer than +		// 90 degrees, to avoid numeric instability as lengths +		// approach 180 degrees. We do need to allow for original +		// edges longer than 90 degrees, though. +		if distance > math.Pi/2 && lastDistance > 0 { +			break +		} + +		// Vertices must be in increasing order along the ray, except +		// for the initial disc around the origin. +		if distance < lastDistance && lastDistance > tolerance { +			break +		} + +		lastDistance = distance + +		// Points that are within the tolerance distance of the origin +		// do not constrain the ray direction, so we can ignore them. +		if distance <= tolerance { +			continue +		} + +		// If the current wedge of angles does not contain the angle +		// to this vertex, then stop right now. Note that the wedge +		// of possible ray angles is not necessarily empty yet, but we +		// can't continue unless we are willing to backtrack to the +		// last vertex that was contained within the wedge (since we +		// don't create new vertices). This would be more complicated +		// and also make the worst-case running time more than linear. +		direction := toFrame(frame, candidate) +		center := math.Atan2(direction.Y, direction.X) +		if !currentWedge.Contains(center) { +			break +		} + +		// To determine how this vertex constrains the possible ray +		// angles, consider the triangle ABC where A is the origin, B +		// is the candidate vertex, and C is one of the two tangent +		// points between A and the spherical cap of radius +		// tolerance centered at B. Then from the spherical law of +		// sines, sin(a)/sin(A) = sin(c)/sin(C), where a and c are +		// the lengths of the edges opposite A and C. In our case C +		// is a 90 degree angle, therefore A = asin(sin(a) / sin(c)). +		// Angle A is the half-angle of the allowable wedge. +		halfAngle := math.Asin(math.Sin(tolerance.Radians()) / math.Sin(distance.Radians())) +		target := s1.IntervalFromPointPair(center, center).Expanded(halfAngle) +		currentWedge = currentWedge.Intersection(target) +	} + +	// We break out of the loop when we reach a vertex index that +	// can't be included in the line segment, so back up by one +	// vertex. +	return index - 1 +} + +// SubsampleVertices returns a subsequence of vertex indices such that the +// polyline connecting these vertices is never further than the given tolerance from +// the original polyline. Provided the first and last vertices are distinct, +// they are always preserved; if they are not, the subsequence may contain +// only a single index. +// +// Some useful properties of the algorithm: +// +//  - It runs in linear time. +// +//  - The output always represents a valid polyline. In particular, adjacent +//    output vertices are never identical or antipodal. +// +//  - The method is not optimal, but it tends to produce 2-3% fewer +//    vertices than the Douglas-Peucker algorithm with the same tolerance. +// +//  - The output is parametrically equivalent to the original polyline to +//    within the given tolerance. For example, if a polyline backtracks on +//    itself and then proceeds onwards, the backtracking will be preserved +//    (to within the given tolerance). This is different than the +//    Douglas-Peucker algorithm which only guarantees geometric equivalence. +func (p *Polyline) SubsampleVertices(tolerance s1.Angle) []int { +	var result []int + +	if len(*p) < 1 { +		return result +	} + +	result = append(result, 0) +	clampedTolerance := s1.Angle(math.Max(tolerance.Radians(), 0)) + +	for index := 0; index+1 < len(*p); { +		nextIndex := findEndVertex(*p, clampedTolerance, index) +		// Don't create duplicate adjacent vertices. +		if (*p)[nextIndex] != (*p)[index] { +			result = append(result, nextIndex) +		} +		index = nextIndex +	} + +	return result +} + +// Encode encodes the Polyline. +func (p Polyline) Encode(w io.Writer) error { +	e := &encoder{w: w} +	p.encode(e) +	return e.err +} + +func (p Polyline) encode(e *encoder) { +	e.writeInt8(encodingVersion) +	e.writeUint32(uint32(len(p))) +	for _, v := range p { +		e.writeFloat64(v.X) +		e.writeFloat64(v.Y) +		e.writeFloat64(v.Z) +	} +} + +// Decode decodes the polyline. +func (p *Polyline) Decode(r io.Reader) error { +	d := decoder{r: asByteReader(r)} +	p.decode(d) +	return d.err +} + +func (p *Polyline) decode(d decoder) { +	version := d.readInt8() +	if d.err != nil { +		return +	} +	if int(version) != int(encodingVersion) { +		d.err = fmt.Errorf("can't decode version %d; my version: %d", version, encodingVersion) +		return +	} +	nvertices := d.readUint32() +	if d.err != nil { +		return +	} +	if nvertices > maxEncodedVertices { +		d.err = fmt.Errorf("too many vertices (%d; max is %d)", nvertices, maxEncodedVertices) +		return +	} +	*p = make([]Point, nvertices) +	for i := range *p { +		(*p)[i].X = d.readFloat64() +		(*p)[i].Y = d.readFloat64() +		(*p)[i].Z = d.readFloat64() +	} +} + +// Project returns a point on the polyline that is closest to the given point, +// and the index of the next vertex after the projected point. The +// value of that index is always in the range [1, len(polyline)]. +// The polyline must not be empty. +func (p *Polyline) Project(point Point) (Point, int) { +	if len(*p) == 1 { +		// If there is only one vertex, it is always closest to any given point. +		return (*p)[0], 1 +	} + +	// Initial value larger than any possible distance on the unit sphere. +	minDist := 10 * s1.Radian +	minIndex := -1 + +	// Find the line segment in the polyline that is closest to the point given. +	for i := 1; i < len(*p); i++ { +		if dist := DistanceFromSegment(point, (*p)[i-1], (*p)[i]); dist < minDist { +			minDist = dist +			minIndex = i +		} +	} + +	// Compute the point on the segment found that is closest to the point given. +	closest := Project(point, (*p)[minIndex-1], (*p)[minIndex]) +	if closest == (*p)[minIndex] { +		minIndex++ +	} + +	return closest, minIndex +} + +// IsOnRight reports whether the point given is on the right hand side of the +// polyline, using a naive definition of "right-hand-sideness" where the point +// is on the RHS of the polyline iff the point is on the RHS of the line segment +// in the polyline which it is closest to. +// The polyline must have at least 2 vertices. +func (p *Polyline) IsOnRight(point Point) bool { +	// If the closest point C is an interior vertex of the polyline, let B and D +	// be the previous and next vertices. The given point P is on the right of +	// the polyline (locally) if B, P, D are ordered CCW around vertex C. +	closest, next := p.Project(point) +	if closest == (*p)[next-1] && next > 1 && next < len(*p) { +		if point == (*p)[next-1] { +			// Polyline vertices are not on the RHS. +			return false +		} +		return OrderedCCW((*p)[next-2], point, (*p)[next], (*p)[next-1]) +	} +	// Otherwise, the closest point C is incident to exactly one polyline edge. +	// We test the point P against that edge. +	if next == len(*p) { +		next-- +	} +	return Sign(point, (*p)[next], (*p)[next-1]) +} + +// Validate checks whether this is a valid polyline or not. +func (p *Polyline) Validate() error { +	// All vertices must be unit length. +	for i, pt := range *p { +		if !pt.IsUnit() { +			return fmt.Errorf("vertex %d is not unit length", i) +		} +	} + +	// Adjacent vertices must not be identical or antipodal. +	for i := 1; i < len(*p); i++ { +		prev, cur := (*p)[i-1], (*p)[i] +		if prev == cur { +			return fmt.Errorf("vertices %d and %d are identical", i-1, i) +		} +		if prev == (Point{cur.Mul(-1)}) { +			return fmt.Errorf("vertices %d and %d are antipodal", i-1, i) +		} +	} + +	return nil +} + +// Intersects reports whether this polyline intersects the given polyline. If +// the polylines share a vertex they are considered to be intersecting. When a +// polyline endpoint is the only intersection with the other polyline, the +// function may return true or false arbitrarily. +// +// The running time is quadratic in the number of vertices. +func (p *Polyline) Intersects(o *Polyline) bool { +	if len(*p) == 0 || len(*o) == 0 { +		return false +	} + +	if !p.RectBound().Intersects(o.RectBound()) { +		return false +	} + +	// TODO(roberts): Use ShapeIndex here. +	for i := 1; i < len(*p); i++ { +		crosser := NewChainEdgeCrosser((*p)[i-1], (*p)[i], (*o)[0]) +		for j := 1; j < len(*o); j++ { +			if crosser.ChainCrossingSign((*o)[j]) != DoNotCross { +				return true +			} +		} +	} +	return false +} + +// Interpolate returns the point whose distance from vertex 0 along the polyline is +// the given fraction of the polyline's total length, and the index of +// the next vertex after the interpolated point P. Fractions less than zero +// or greater than one are clamped. The return value is unit length. The cost of +// this function is currently linear in the number of vertices. +// +// This method allows the caller to easily construct a given suffix of the +// polyline by concatenating P with the polyline vertices starting at that next +// vertex. Note that P is guaranteed to be different than the point at the next +// vertex, so this will never result in a duplicate vertex. +// +// The polyline must not be empty. Note that if fraction >= 1.0, then the next +// vertex will be set to len(p) (indicating that no vertices from the polyline +// need to be appended). The value of the next vertex is always between 1 and +// len(p). +// +// This method can also be used to construct a prefix of the polyline, by +// taking the polyline vertices up to next vertex-1 and appending the +// returned point P if it is different from the last vertex (since in this +// case there is no guarantee of distinctness). +func (p *Polyline) Interpolate(fraction float64) (Point, int) { +	// We intentionally let the (fraction >= 1) case fall through, since +	// we need to handle it in the loop below in any case because of +	// possible roundoff errors. +	if fraction <= 0 { +		return (*p)[0], 1 +	} +	target := s1.Angle(fraction) * p.Length() + +	for i := 1; i < len(*p); i++ { +		length := (*p)[i-1].Distance((*p)[i]) +		if target < length { +			// This interpolates with respect to arc length rather than +			// straight-line distance, and produces a unit-length result. +			result := InterpolateAtDistance(target, (*p)[i-1], (*p)[i]) + +			// It is possible that (result == vertex(i)) due to rounding errors. +			if result == (*p)[i] { +				return result, i + 1 +			} +			return result, i +		} +		target -= length +	} + +	return (*p)[len(*p)-1], len(*p) +} + +// Uninterpolate is the inverse operation of Interpolate. Given a point on the +// polyline, it returns the ratio of the distance to the point from the +// beginning of the polyline over the length of the polyline. The return +// value is always betwen 0 and 1 inclusive. +// +// The polyline should not be empty.  If it has fewer than 2 vertices, the +// return value is zero. +func (p *Polyline) Uninterpolate(point Point, nextVertex int) float64 { +	if len(*p) < 2 { +		return 0 +	} + +	var sum s1.Angle +	for i := 1; i < nextVertex; i++ { +		sum += (*p)[i-1].Distance((*p)[i]) +	} +	lengthToPoint := sum + (*p)[nextVertex-1].Distance(point) +	for i := nextVertex; i < len(*p); i++ { +		sum += (*p)[i-1].Distance((*p)[i]) +	} +	// The ratio can be greater than 1.0 due to rounding errors or because the +	// point is not exactly on the polyline. +	return minFloat64(1.0, float64(lengthToPoint/sum)) +} + +// TODO(roberts): Differences from C++. +// NearlyCoversPolyline +// InitToSnapped +// InitToSimplified +// SnapLevel +// encode/decode compressed diff --git a/vendor/github.com/golang/geo/s2/polyline_measures.go b/vendor/github.com/golang/geo/s2/polyline_measures.go new file mode 100644 index 000000000..38ce991b5 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/polyline_measures.go @@ -0,0 +1,53 @@ +// Copyright 2018 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 various measures for polylines on the sphere. These are +// low-level methods that work directly with arrays of Points. They are used to +// implement the methods in various other measures files. + +import ( +	"github.com/golang/geo/r3" +	"github.com/golang/geo/s1" +) + +// polylineLength returns the length of the given Polyline. +// It returns 0 for polylines with fewer than two vertices. +func polylineLength(p []Point) s1.Angle { +	var length s1.Angle + +	for i := 1; i < len(p); i++ { +		length += p[i-1].Distance(p[i]) +	} +	return length +} + +// polylineCentroid returns the true centroid of the polyline multiplied by the +// length of the polyline. The result is not unit length, so you may wish to +// normalize it. +// +// Scaling by the Polyline length makes it easy to compute the centroid +// of several Polylines (by simply adding up their centroids). +// +// Note that for degenerate Polylines (e.g., AA) this returns Point(0, 0, 0). +// (This answer is correct; the result of this function is a line integral over +// the polyline, whose value is always zero if the polyline is degenerate.) +func polylineCentroid(p []Point) Point { +	var centroid r3.Vector +	for i := 1; i < len(p); i++ { +		centroid = centroid.Add(EdgeTrueCentroid(p[i-1], p[i]).Vector) +	} +	return Point{centroid} +} diff --git a/vendor/github.com/golang/geo/s2/predicates.go b/vendor/github.com/golang/geo/s2/predicates.go new file mode 100644 index 000000000..9fc5e1751 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/predicates.go @@ -0,0 +1,701 @@ +// 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 + +// This file contains various predicates that are guaranteed to produce +// correct, consistent results. They are also relatively efficient. This is +// achieved by computing conservative error bounds and falling back to high +// precision or even exact arithmetic when the result is uncertain. Such +// predicates are useful in implementing robust algorithms. +// +// See also EdgeCrosser, which implements various exact +// edge-crossing predicates more efficiently than can be done here. + +import ( +	"math" +	"math/big" + +	"github.com/golang/geo/r3" +	"github.com/golang/geo/s1" +) + +const ( +	// If any other machine architectures need to be suppported, these next three +	// values will need to be updated. + +	// epsilon is a small number that represents a reasonable level of noise between two +	// values that can be considered to be equal. +	epsilon = 1e-15 +	// dblEpsilon is a smaller number for values that require more precision. +	// This is the C++ DBL_EPSILON equivalent. +	dblEpsilon = 2.220446049250313e-16 +	// dblError is the C++ value for S2 rounding_epsilon(). +	dblError = 1.110223024625156e-16 + +	// maxDeterminantError is the maximum error in computing (AxB).C where all vectors +	// are unit length. Using standard inequalities, it can be shown that +	// +	//  fl(AxB) = AxB + D where |D| <= (|AxB| + (2/sqrt(3))*|A|*|B|) * e +	// +	// where "fl()" denotes a calculation done in floating-point arithmetic, +	// |x| denotes either absolute value or the L2-norm as appropriate, and +	// e is a reasonably small value near the noise level of floating point +	// number accuracy. Similarly, +	// +	//  fl(B.C) = B.C + d where |d| <= (|B.C| + 2*|B|*|C|) * e . +	// +	// Applying these bounds to the unit-length vectors A,B,C and neglecting +	// relative error (which does not affect the sign of the result), we get +	// +	//  fl((AxB).C) = (AxB).C + d where |d| <= (3 + 2/sqrt(3)) * e +	maxDeterminantError = 1.8274 * dblEpsilon + +	// detErrorMultiplier is the factor to scale the magnitudes by when checking +	// for the sign of set of points with certainty. Using a similar technique to +	// the one used for maxDeterminantError, the error is at most: +	// +	//   |d| <= (3 + 6/sqrt(3)) * |A-C| * |B-C| * e +	// +	// If the determinant magnitude is larger than this value then we know +	// its sign with certainty. +	detErrorMultiplier = 3.2321 * dblEpsilon +) + +// Direction is an indication of the ordering of a set of points. +type Direction int + +// These are the three options for the direction of a set of points. +const ( +	Clockwise        Direction = -1 +	Indeterminate    Direction = 0 +	CounterClockwise Direction = 1 +) + +// newBigFloat constructs a new big.Float with maximum precision. +func newBigFloat() *big.Float { return new(big.Float).SetPrec(big.MaxPrec) } + +// Sign returns true if the points A, B, C are strictly counterclockwise, +// and returns false if the points are clockwise or collinear (i.e. if they are all +// contained on some great circle). +// +// Due to numerical errors, situations may arise that are mathematically +// impossible, e.g. ABC may be considered strictly CCW while BCA is not. +// However, the implementation guarantees the following: +// +// If Sign(a,b,c), then !Sign(c,b,a) for all a,b,c. +func Sign(a, b, c Point) bool { +	// NOTE(dnadasi): In the C++ API the equivalent method here was known as "SimpleSign". + +	// We compute the signed volume of the parallelepiped ABC. The usual +	// formula for this is (A ⨯ B) · C, but we compute it here using (C ⨯ A) · B +	// in order to ensure that ABC and CBA are not both CCW. This follows +	// from the following identities (which are true numerically, not just +	// mathematically): +	// +	//     (1) x ⨯ y == -(y ⨯ x) +	//     (2) -x · y == -(x · y) +	return c.Cross(a.Vector).Dot(b.Vector) > 0 +} + +// RobustSign returns a Direction representing the ordering of the points. +// CounterClockwise is returned if the points are in counter-clockwise order, +// Clockwise for clockwise, and Indeterminate if any two points are the same (collinear), +// or the sign could not completely be determined. +// +// This function has additional logic to make sure that the above properties hold even +// when the three points are coplanar, and to deal with the limitations of +// floating-point arithmetic. +// +// RobustSign satisfies the following conditions: +// +//  (1) RobustSign(a,b,c) == Indeterminate if and only if a == b, b == c, or c == a +//  (2) RobustSign(b,c,a) == RobustSign(a,b,c) for all a,b,c +//  (3) RobustSign(c,b,a) == -RobustSign(a,b,c) for all a,b,c +// +// In other words: +// +//  (1) The result is Indeterminate if and only if two points are the same. +//  (2) Rotating the order of the arguments does not affect the result. +//  (3) Exchanging any two arguments inverts the result. +// +// On the other hand, note that it is not true in general that +// RobustSign(-a,b,c) == -RobustSign(a,b,c), or any similar identities +// involving antipodal points. +func RobustSign(a, b, c Point) Direction { +	sign := triageSign(a, b, c) +	if sign == Indeterminate { +		sign = expensiveSign(a, b, c) +	} +	return sign +} + +// stableSign reports the direction sign of the points in a numerically stable way. +// Unlike triageSign, this method can usually compute the correct determinant sign +// even when all three points are as collinear as possible. For example if three +// points are spaced 1km apart along a random line on the Earth's surface using +// the nearest representable points, there is only a 0.4% chance that this method +// will not be able to find the determinant sign. The probability of failure +// decreases as the points get closer together; if the collinear points are 1 meter +// apart, the failure rate drops to 0.0004%. +// +// This method could be extended to also handle nearly-antipodal points, but antipodal +// points are rare in practice so it seems better to simply fall back to +// exact arithmetic in that case. +func stableSign(a, b, c Point) Direction { +	ab := b.Sub(a.Vector) +	ab2 := ab.Norm2() +	bc := c.Sub(b.Vector) +	bc2 := bc.Norm2() +	ca := a.Sub(c.Vector) +	ca2 := ca.Norm2() + +	// Now compute the determinant ((A-C)x(B-C)).C, where the vertices have been +	// cyclically permuted if necessary so that AB is the longest edge. (This +	// minimizes the magnitude of cross product.)  At the same time we also +	// compute the maximum error in the determinant. + +	// The two shortest edges, pointing away from their common point. +	var e1, e2, op r3.Vector +	if ab2 >= bc2 && ab2 >= ca2 { +		// AB is the longest edge. +		e1, e2, op = ca, bc, c.Vector +	} else if bc2 >= ca2 { +		// BC is the longest edge. +		e1, e2, op = ab, ca, a.Vector +	} else { +		// CA is the longest edge. +		e1, e2, op = bc, ab, b.Vector +	} + +	det := -e1.Cross(e2).Dot(op) +	maxErr := detErrorMultiplier * math.Sqrt(e1.Norm2()*e2.Norm2()) + +	// If the determinant isn't zero, within maxErr, we know definitively the point ordering. +	if det > maxErr { +		return CounterClockwise +	} +	if det < -maxErr { +		return Clockwise +	} +	return Indeterminate +} + +// triageSign returns the direction sign of the points. It returns Indeterminate if two +// points are identical or the result is uncertain. Uncertain cases can be resolved, if +// desired, by calling expensiveSign. +// +// The purpose of this method is to allow additional cheap tests to be done without +// calling expensiveSign. +func triageSign(a, b, c Point) Direction { +	det := a.Cross(b.Vector).Dot(c.Vector) +	if det > maxDeterminantError { +		return CounterClockwise +	} +	if det < -maxDeterminantError { +		return Clockwise +	} +	return Indeterminate +} + +// expensiveSign reports the direction sign of the points. It returns Indeterminate +// if two of the input points are the same. It uses multiple-precision arithmetic +// to ensure that its results are always self-consistent. +func expensiveSign(a, b, c Point) Direction { +	// Return Indeterminate if and only if two points are the same. +	// This ensures RobustSign(a,b,c) == Indeterminate if and only if a == b, b == c, or c == a. +	// ie. Property 1 of RobustSign. +	if a == b || b == c || c == a { +		return Indeterminate +	} + +	// Next we try recomputing the determinant still using floating-point +	// arithmetic but in a more precise way. This is more expensive than the +	// simple calculation done by triageSign, but it is still *much* cheaper +	// than using arbitrary-precision arithmetic. This optimization is able to +	// compute the correct determinant sign in virtually all cases except when +	// the three points are truly collinear (e.g., three points on the equator). +	detSign := stableSign(a, b, c) +	if detSign != Indeterminate { +		return detSign +	} + +	// Otherwise fall back to exact arithmetic and symbolic permutations. +	return exactSign(a, b, c, true) +} + +// exactSign reports the direction sign of the points computed using high-precision +// arithmetic and/or symbolic perturbations. +func exactSign(a, b, c Point, perturb bool) Direction { +	// Sort the three points in lexicographic order, keeping track of the sign +	// of the permutation. (Each exchange inverts the sign of the determinant.) +	permSign := CounterClockwise +	pa := &a +	pb := &b +	pc := &c +	if pa.Cmp(pb.Vector) > 0 { +		pa, pb = pb, pa +		permSign = -permSign +	} +	if pb.Cmp(pc.Vector) > 0 { +		pb, pc = pc, pb +		permSign = -permSign +	} +	if pa.Cmp(pb.Vector) > 0 { +		pa, pb = pb, pa +		permSign = -permSign +	} + +	// Construct multiple-precision versions of the sorted points and compute +	// their precise 3x3 determinant. +	xa := r3.PreciseVectorFromVector(pa.Vector) +	xb := r3.PreciseVectorFromVector(pb.Vector) +	xc := r3.PreciseVectorFromVector(pc.Vector) +	xbCrossXc := xb.Cross(xc) +	det := xa.Dot(xbCrossXc) + +	// The precision of big.Float is high enough that the result should always +	// be exact enough (no rounding was performed). + +	// If the exact determinant is non-zero, we're done. +	detSign := Direction(det.Sign()) +	if detSign == Indeterminate && perturb { +		// Otherwise, we need to resort to symbolic perturbations to resolve the +		// sign of the determinant. +		detSign = symbolicallyPerturbedSign(xa, xb, xc, xbCrossXc) +	} +	return permSign * detSign +} + +// symbolicallyPerturbedSign reports the sign of the determinant of three points +// A, B, C under a model where every possible Point is slightly perturbed by +// a unique infinitesmal amount such that no three perturbed points are +// collinear and no four points are coplanar. The perturbations are so small +// that they do not change the sign of any determinant that was non-zero +// before the perturbations, and therefore can be safely ignored unless the +// determinant of three points is exactly zero (using multiple-precision +// arithmetic). This returns CounterClockwise or Clockwise according to the +// sign of the determinant after the symbolic perturbations are taken into account. +// +// Since the symbolic perturbation of a given point is fixed (i.e., the +// perturbation is the same for all calls to this method and does not depend +// on the other two arguments), the results of this method are always +// self-consistent. It will never return results that would correspond to an +// impossible configuration of non-degenerate points. +// +// This requires that the 3x3 determinant of A, B, C must be exactly zero. +// And the points must be distinct, with A < B < C in lexicographic order. +// +// Reference: +//   "Simulation of Simplicity" (Edelsbrunner and Muecke, ACM Transactions on +//   Graphics, 1990). +// +func symbolicallyPerturbedSign(a, b, c, bCrossC r3.PreciseVector) Direction { +	// This method requires that the points are sorted in lexicographically +	// increasing order. This is because every possible Point has its own +	// symbolic perturbation such that if A < B then the symbolic perturbation +	// for A is much larger than the perturbation for B. +	// +	// Alternatively, we could sort the points in this method and keep track of +	// the sign of the permutation, but it is more efficient to do this before +	// converting the inputs to the multi-precision representation, and this +	// also lets us re-use the result of the cross product B x C. +	// +	// Every input coordinate x[i] is assigned a symbolic perturbation dx[i]. +	// We then compute the sign of the determinant of the perturbed points, +	// i.e. +	//               | a.X+da.X  a.Y+da.Y  a.Z+da.Z | +	//               | b.X+db.X  b.Y+db.Y  b.Z+db.Z | +	//               | c.X+dc.X  c.Y+dc.Y  c.Z+dc.Z | +	// +	// The perturbations are chosen such that +	// +	//   da.Z > da.Y > da.X > db.Z > db.Y > db.X > dc.Z > dc.Y > dc.X +	// +	// where each perturbation is so much smaller than the previous one that we +	// don't even need to consider it unless the coefficients of all previous +	// perturbations are zero. In fact, it is so small that we don't need to +	// consider it unless the coefficient of all products of the previous +	// perturbations are zero. For example, we don't need to consider the +	// coefficient of db.Y unless the coefficient of db.Z *da.X is zero. +	// +	// The follow code simply enumerates the coefficients of the perturbations +	// (and products of perturbations) that appear in the determinant above, in +	// order of decreasing perturbation magnitude. The first non-zero +	// coefficient determines the sign of the result. The easiest way to +	// enumerate the coefficients in the correct order is to pretend that each +	// perturbation is some tiny value "eps" raised to a power of two: +	// +	// eps**     1      2      4      8     16     32     64    128    256 +	//        da.Z   da.Y   da.X   db.Z   db.Y   db.X   dc.Z   dc.Y   dc.X +	// +	// Essentially we can then just count in binary and test the corresponding +	// subset of perturbations at each step. So for example, we must test the +	// coefficient of db.Z*da.X before db.Y because eps**12 > eps**16. +	// +	// Of course, not all products of these perturbations appear in the +	// determinant above, since the determinant only contains the products of +	// elements in distinct rows and columns. Thus we don't need to consider +	// da.Z*da.Y, db.Y *da.Y, etc. Furthermore, sometimes different pairs of +	// perturbations have the same coefficient in the determinant; for example, +	// da.Y*db.X and db.Y*da.X have the same coefficient (c.Z). Therefore +	// we only need to test this coefficient the first time we encounter it in +	// the binary order above (which will be db.Y*da.X). +	// +	// The sequence of tests below also appears in Table 4-ii of the paper +	// referenced above, if you just want to look it up, with the following +	// translations: [a,b,c] -> [i,j,k] and [0,1,2] -> [1,2,3]. Also note that +	// some of the signs are different because the opposite cross product is +	// used (e.g., B x C rather than C x B). + +	detSign := bCrossC.Z.Sign() // da.Z +	if detSign != 0 { +		return Direction(detSign) +	} +	detSign = bCrossC.Y.Sign() // da.Y +	if detSign != 0 { +		return Direction(detSign) +	} +	detSign = bCrossC.X.Sign() // da.X +	if detSign != 0 { +		return Direction(detSign) +	} + +	detSign = newBigFloat().Sub(newBigFloat().Mul(c.X, a.Y), newBigFloat().Mul(c.Y, a.X)).Sign() // db.Z +	if detSign != 0 { +		return Direction(detSign) +	} +	detSign = c.X.Sign() // db.Z * da.Y +	if detSign != 0 { +		return Direction(detSign) +	} +	detSign = -(c.Y.Sign()) // db.Z * da.X +	if detSign != 0 { +		return Direction(detSign) +	} + +	detSign = newBigFloat().Sub(newBigFloat().Mul(c.Z, a.X), newBigFloat().Mul(c.X, a.Z)).Sign() // db.Y +	if detSign != 0 { +		return Direction(detSign) +	} +	detSign = c.Z.Sign() // db.Y * da.X +	if detSign != 0 { +		return Direction(detSign) +	} + +	// The following test is listed in the paper, but it is redundant because +	// the previous tests guarantee that C == (0, 0, 0). +	// (c.Y*a.Z - c.Z*a.Y).Sign() // db.X + +	detSign = newBigFloat().Sub(newBigFloat().Mul(a.X, b.Y), newBigFloat().Mul(a.Y, b.X)).Sign() // dc.Z +	if detSign != 0 { +		return Direction(detSign) +	} +	detSign = -(b.X.Sign()) // dc.Z * da.Y +	if detSign != 0 { +		return Direction(detSign) +	} +	detSign = b.Y.Sign() // dc.Z * da.X +	if detSign != 0 { +		return Direction(detSign) +	} +	detSign = a.X.Sign() // dc.Z * db.Y +	if detSign != 0 { +		return Direction(detSign) +	} +	return CounterClockwise // dc.Z * db.Y * da.X +} + +// CompareDistances returns -1, 0, or +1 according to whether AX < BX, A == B, +// or AX > BX respectively. Distances are measured with respect to the positions +// of X, A, and B as though they were reprojected to lie exactly on the surface of +// the unit sphere. Furthermore, this method uses symbolic perturbations to +// ensure that the result is non-zero whenever A != B, even when AX == BX +// exactly, or even when A and B project to the same point on the sphere. +// Such results are guaranteed to be self-consistent, i.e. if AB < BC and +// BC < AC, then AB < AC. +func CompareDistances(x, a, b Point) int { +	// We start by comparing distances using dot products (i.e., cosine of the +	// angle), because (1) this is the cheapest technique, and (2) it is valid +	// over the entire range of possible angles. (We can only use the sin^2 +	// technique if both angles are less than 90 degrees or both angles are +	// greater than 90 degrees.) +	sign := triageCompareCosDistances(x, a, b) +	if sign != 0 { +		return sign +	} + +	// Optimization for (a == b) to avoid falling back to exact arithmetic. +	if a == b { +		return 0 +	} + +	// It is much better numerically to compare distances using cos(angle) if +	// the distances are near 90 degrees and sin^2(angle) if the distances are +	// near 0 or 180 degrees. We only need to check one of the two angles when +	// making this decision because the fact that the test above failed means +	// that angles "a" and "b" are very close together. +	cosAX := a.Dot(x.Vector) +	if cosAX > 1/math.Sqrt2 { +		// Angles < 45 degrees. +		sign = triageCompareSin2Distances(x, a, b) +	} else if cosAX < -1/math.Sqrt2 { +		// Angles > 135 degrees. sin^2(angle) is decreasing in this range. +		sign = -triageCompareSin2Distances(x, a, b) +	} +	// C++ adds an additional check here using 80-bit floats. +	// This is skipped in Go because we only have 32 and 64 bit floats. + +	if sign != 0 { +		return sign +	} + +	sign = exactCompareDistances(r3.PreciseVectorFromVector(x.Vector), r3.PreciseVectorFromVector(a.Vector), r3.PreciseVectorFromVector(b.Vector)) +	if sign != 0 { +		return sign +	} +	return symbolicCompareDistances(x, a, b) +} + +// cosDistance returns cos(XY) where XY is the angle between X and Y, and the +// maximum error amount in the result. This requires X and Y be normalized. +func cosDistance(x, y Point) (cos, err float64) { +	cos = x.Dot(y.Vector) +	return cos, 9.5*dblError*math.Abs(cos) + 1.5*dblError +} + +// sin2Distance returns sin**2(XY), where XY is the angle between X and Y, +// and the maximum error amount in the result. This requires X and Y be normalized. +func sin2Distance(x, y Point) (sin2, err float64) { +	// The (x-y).Cross(x+y) trick eliminates almost all of error due to x +	// and y being not quite unit length. This method is extremely accurate +	// for small distances; the *relative* error in the result is O(dblError) for +	// distances as small as dblError. +	n := x.Sub(y.Vector).Cross(x.Add(y.Vector)) +	sin2 = 0.25 * n.Norm2() +	err = ((21+4*math.Sqrt(3))*dblError*sin2 + +		32*math.Sqrt(3)*dblError*dblError*math.Sqrt(sin2) + +		768*dblError*dblError*dblError*dblError) +	return sin2, err +} + +// triageCompareCosDistances returns -1, 0, or +1 according to whether AX < BX, +// A == B, or AX > BX by comparing the distances between them using cosDistance. +func triageCompareCosDistances(x, a, b Point) int { +	cosAX, cosAXerror := cosDistance(a, x) +	cosBX, cosBXerror := cosDistance(b, x) +	diff := cosAX - cosBX +	err := cosAXerror + cosBXerror +	if diff > err { +		return -1 +	} +	if diff < -err { +		return 1 +	} +	return 0 +} + +// triageCompareSin2Distances returns -1, 0, or +1 according to whether AX < BX, +// A == B, or AX > BX by comparing the distances between them using sin2Distance. +func triageCompareSin2Distances(x, a, b Point) int { +	sin2AX, sin2AXerror := sin2Distance(a, x) +	sin2BX, sin2BXerror := sin2Distance(b, x) +	diff := sin2AX - sin2BX +	err := sin2AXerror + sin2BXerror +	if diff > err { +		return 1 +	} +	if diff < -err { +		return -1 +	} +	return 0 +} + +// exactCompareDistances returns -1, 0, or 1 after comparing using the values as +// PreciseVectors. +func exactCompareDistances(x, a, b r3.PreciseVector) int { +	// This code produces the same result as though all points were reprojected +	// to lie exactly on the surface of the unit sphere. It is based on testing +	// whether x.Dot(a.Normalize()) < x.Dot(b.Normalize()), reformulated +	// so that it can be evaluated using exact arithmetic. +	cosAX := x.Dot(a) +	cosBX := x.Dot(b) + +	// If the two values have different signs, we need to handle that case now +	// before squaring them below. +	aSign := cosAX.Sign() +	bSign := cosBX.Sign() +	if aSign != bSign { +		// If cos(AX) > cos(BX), then AX < BX. +		if aSign > bSign { +			return -1 +		} +		return 1 +	} +	cosAX2 := newBigFloat().Mul(cosAX, cosAX) +	cosBX2 := newBigFloat().Mul(cosBX, cosBX) +	cmp := newBigFloat().Sub(cosBX2.Mul(cosBX2, a.Norm2()), cosAX2.Mul(cosAX2, b.Norm2())) +	return aSign * cmp.Sign() +} + +// symbolicCompareDistances returns -1, 0, or +1 given three points such that AX == BX +// (exactly) according to whether AX < BX, AX == BX, or AX > BX after symbolic +// perturbations are taken into account. +func symbolicCompareDistances(x, a, b Point) int { +	// Our symbolic perturbation strategy is based on the following model. +	// Similar to "simulation of simplicity", we assign a perturbation to every +	// point such that if A < B, then the symbolic perturbation for A is much, +	// much larger than the symbolic perturbation for B. We imagine that +	// rather than projecting every point to lie exactly on the unit sphere, +	// instead each point is positioned on its own tiny pedestal that raises it +	// just off the surface of the unit sphere. This means that the distance AX +	// is actually the true distance AX plus the (symbolic) heights of the +	// pedestals for A and X. The pedestals are infinitesmally thin, so they do +	// not affect distance measurements except at the two endpoints. If several +	// points project to exactly the same point on the unit sphere, we imagine +	// that they are placed on separate pedestals placed close together, where +	// the distance between pedestals is much, much less than the height of any +	// pedestal. (There are a finite number of Points, and therefore a finite +	// number of pedestals, so this is possible.) +	// +	// If A < B, then A is on a higher pedestal than B, and therefore AX > BX. +	switch a.Cmp(b.Vector) { +	case -1: +		return 1 +	case 1: +		return -1 +	default: +		return 0 +	} +} + +var ( +	// ca45Degrees is a predefined ChordAngle representing (approximately) 45 degrees. +	ca45Degrees = s1.ChordAngleFromSquaredLength(2 - math.Sqrt2) +) + +// CompareDistance returns -1, 0, or +1 according to whether the distance XY is +// respectively less than, equal to, or greater than the provided chord angle. Distances are measured +// with respect to the positions of all points as though they are projected to lie +// exactly on the surface of the unit sphere. +func CompareDistance(x, y Point, r s1.ChordAngle) int { +	// As with CompareDistances, we start by comparing dot products because +	// the sin^2 method is only valid when the distance XY and the limit "r" are +	// both less than 90 degrees. +	sign := triageCompareCosDistance(x, y, float64(r)) +	if sign != 0 { +		return sign +	} + +	// Unlike with CompareDistances, it's not worth using the sin^2 method +	// when the distance limit is near 180 degrees because the ChordAngle +	// representation itself has has a rounding error of up to 2e-8 radians for +	// distances near 180 degrees. +	if r < ca45Degrees { +		sign = triageCompareSin2Distance(x, y, float64(r)) +		if sign != 0 { +			return sign +		} +	} +	return exactCompareDistance(r3.PreciseVectorFromVector(x.Vector), r3.PreciseVectorFromVector(y.Vector), big.NewFloat(float64(r)).SetPrec(big.MaxPrec)) +} + +// triageCompareCosDistance returns -1, 0, or +1 according to whether the distance XY is +// less than, equal to, or greater than r2 respectively using cos distance. +func triageCompareCosDistance(x, y Point, r2 float64) int { +	cosXY, cosXYError := cosDistance(x, y) +	cosR := 1.0 - 0.5*r2 +	cosRError := 2.0 * dblError * cosR +	diff := cosXY - cosR +	err := cosXYError + cosRError +	if diff > err { +		return -1 +	} +	if diff < -err { +		return 1 +	} +	return 0 +} + +// triageCompareSin2Distance returns -1, 0, or +1 according to whether the distance XY is +// less than, equal to, or greater than r2 respectively using sin^2 distance. +func triageCompareSin2Distance(x, y Point, r2 float64) int { +	// Only valid for distance limits < 90 degrees. +	sin2XY, sin2XYError := sin2Distance(x, y) +	sin2R := r2 * (1.0 - 0.25*r2) +	sin2RError := 3.0 * dblError * sin2R +	diff := sin2XY - sin2R +	err := sin2XYError + sin2RError +	if diff > err { +		return 1 +	} +	if diff < -err { +		return -1 +	} +	return 0 +} + +var ( +	bigOne  = big.NewFloat(1.0).SetPrec(big.MaxPrec) +	bigHalf = big.NewFloat(0.5).SetPrec(big.MaxPrec) +) + +// exactCompareDistance returns -1, 0, or +1 after comparing using PreciseVectors. +func exactCompareDistance(x, y r3.PreciseVector, r2 *big.Float) int { +	// This code produces the same result as though all points were reprojected +	// to lie exactly on the surface of the unit sphere.  It is based on +	// comparing the cosine of the angle XY (when both points are projected to +	// lie exactly on the sphere) to the given threshold. +	cosXY := x.Dot(y) +	cosR := newBigFloat().Sub(bigOne, newBigFloat().Mul(bigHalf, r2)) + +	// If the two values have different signs, we need to handle that case now +	// before squaring them below. +	xySign := cosXY.Sign() +	rSign := cosR.Sign() +	if xySign != rSign { +		if xySign > rSign { +			return -1 +		} +		return 1 // If cos(XY) > cos(r), then XY < r. +	} +	cmp := newBigFloat().Sub( +		newBigFloat().Mul( +			newBigFloat().Mul(cosR, cosR), newBigFloat().Mul(x.Norm2(), y.Norm2())), +		newBigFloat().Mul(cosXY, cosXY)) +	return xySign * cmp.Sign() +} + +// TODO(roberts): Differences from C++ +// CompareEdgeDistance +// CompareEdgeDirections +// EdgeCircumcenterSign +// GetVoronoiSiteExclusion +// GetClosestVertex +// TriageCompareLineSin2Distance +// TriageCompareLineCos2Distance +// TriageCompareLineDistance +// TriageCompareEdgeDistance +// ExactCompareLineDistance +// ExactCompareEdgeDistance +// TriageCompareEdgeDirections +// ExactCompareEdgeDirections +// ArePointsAntipodal +// ArePointsLinearlyDependent +// GetCircumcenter +// TriageEdgeCircumcenterSign +// ExactEdgeCircumcenterSign +// UnperturbedSign +// SymbolicEdgeCircumcenterSign +// ExactVoronoiSiteExclusion diff --git a/vendor/github.com/golang/geo/s2/projections.go b/vendor/github.com/golang/geo/s2/projections.go new file mode 100644 index 000000000..f7273609c --- /dev/null +++ b/vendor/github.com/golang/geo/s2/projections.go @@ -0,0 +1,241 @@ +// Copyright 2018 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" + +	"github.com/golang/geo/r2" +	"github.com/golang/geo/s1" +) + +// Projection defines an interface for different ways of mapping between s2 and r2 Points. +// It can also define the coordinate wrapping behavior along each axis. +type Projection interface { +	// Project converts a point on the sphere to a projected 2D point. +	Project(p Point) r2.Point + +	// Unproject converts a projected 2D point to a point on the sphere. +	// +	// If wrapping is defined for a given axis (see below), then this method +	// should accept any real number for the corresponding coordinate. +	Unproject(p r2.Point) Point + +	// FromLatLng is a convenience function equivalent to Project(LatLngToPoint(ll)), +	// but the implementation is more efficient. +	FromLatLng(ll LatLng) r2.Point + +	// ToLatLng is a convenience function equivalent to LatLngFromPoint(Unproject(p)), +	// but the implementation is more efficient. +	ToLatLng(p r2.Point) LatLng + +	// Interpolate returns the point obtained by interpolating the given +	// fraction of the distance along the line from A to B. +	// Fractions < 0 or > 1 result in extrapolation instead. +	Interpolate(f float64, a, b r2.Point) r2.Point + +	// WrapDistance reports the coordinate wrapping distance along each axis. +	// If this value is non-zero for a given axis, the coordinates are assumed +	// to "wrap" with the given period. For example, if WrapDistance.Y == 360 +	// then (x, y) and (x, y + 360) should map to the same Point. +	// +	// This information is used to ensure that edges takes the shortest path +	// between two given points. For example, if coordinates represent +	// (latitude, longitude) pairs in degrees and WrapDistance().Y == 360, +	// then the edge (5:179, 5:-179) would be interpreted as spanning 2 degrees +	// of longitude rather than 358 degrees. +	// +	// If a given axis does not wrap, its WrapDistance should be set to zero. +	WrapDistance() r2.Point + +	// WrapDestination that wraps the coordinates of B if necessary in order to +	// obtain the shortest edge AB. For example, suppose that A = [170, 20], +	// B = [-170, 20], and the projection wraps so that [x, y] == [x + 360, y]. +	// Then this function would return [190, 20] for point B (reducing the edge +	// length in the "x" direction from 340 to 20). +	WrapDestination(a, b r2.Point) r2.Point + +	// We do not support implementations of this interface outside this package. +	privateInterface() +} + +// PlateCarreeProjection defines the "plate carree" (square plate) projection, +// which converts points on the sphere to (longitude, latitude) pairs. +// Coordinates can be scaled so that they represent radians, degrees, etc, but +// the projection is always centered around (latitude=0, longitude=0). +// +// Note that (x, y) coordinates are backwards compared to the usual (latitude, +// longitude) ordering, in order to match the usual convention for graphs in +// which "x" is horizontal and "y" is vertical. +type PlateCarreeProjection struct { +	xWrap       float64 +	toRadians   float64 // Multiplier to convert coordinates to radians. +	fromRadians float64 // Multiplier to convert coordinates from radians. +} + +// NewPlateCarreeProjection constructs a plate carree projection where the +// x-coordinates (lng) span [-xScale, xScale] and the y coordinates (lat) +// span [-xScale/2, xScale/2]. For example if xScale==180 then the x +// range is [-180, 180] and the y range is [-90, 90]. +// +// By default coordinates are expressed in radians, i.e. the x range is +// [-Pi, Pi] and the y range is [-Pi/2, Pi/2]. +func NewPlateCarreeProjection(xScale float64) Projection { +	return &PlateCarreeProjection{ +		xWrap:       2 * xScale, +		toRadians:   math.Pi / xScale, +		fromRadians: xScale / math.Pi, +	} +} + +// Project converts a point on the sphere to a projected 2D point. +func (p *PlateCarreeProjection) Project(pt Point) r2.Point { +	return p.FromLatLng(LatLngFromPoint(pt)) +} + +// Unproject converts a projected 2D point to a point on the sphere. +func (p *PlateCarreeProjection) Unproject(pt r2.Point) Point { +	return PointFromLatLng(p.ToLatLng(pt)) +} + +// FromLatLng returns the LatLng projected into an R2 Point. +func (p *PlateCarreeProjection) FromLatLng(ll LatLng) r2.Point { +	return r2.Point{ +		X: p.fromRadians * ll.Lng.Radians(), +		Y: p.fromRadians * ll.Lat.Radians(), +	} +} + +// ToLatLng returns the LatLng projected from the given R2 Point. +func (p *PlateCarreeProjection) ToLatLng(pt r2.Point) LatLng { +	return LatLng{ +		Lat: s1.Angle(p.toRadians * pt.Y), +		Lng: s1.Angle(p.toRadians * math.Remainder(pt.X, p.xWrap)), +	} +} + +// Interpolate returns the point obtained by interpolating the given +// fraction of the distance along the line from A to B. +func (p *PlateCarreeProjection) Interpolate(f float64, a, b r2.Point) r2.Point { +	return a.Mul(1 - f).Add(b.Mul(f)) +} + +// WrapDistance reports the coordinate wrapping distance along each axis. +func (p *PlateCarreeProjection) WrapDistance() r2.Point { +	return r2.Point{p.xWrap, 0} +} + +// WrapDestination wraps the points if needed to get the shortest edge. +func (p *PlateCarreeProjection) WrapDestination(a, b r2.Point) r2.Point { +	return wrapDestination(a, b, p.WrapDistance) +} + +func (p *PlateCarreeProjection) privateInterface() {} + +// MercatorProjection defines the spherical Mercator projection. Google Maps +// uses this projection together with WGS84 coordinates, in which case it is +// known as the "Web Mercator" projection (see Wikipedia). This class makes +// no assumptions regarding the coordinate system of its input points, but +// simply applies the spherical Mercator projection to them. +// +// The Mercator projection is finite in width (x) but infinite in height (y). +// "x" corresponds to longitude, and spans a finite range such as [-180, 180] +// (with coordinate wrapping), while "y" is a function of latitude and spans +// an infinite range. (As "y" coordinates get larger, points get closer to +// the north pole but never quite reach it.) The north and south poles have +// infinite "y" values. (Note that this will cause problems if you tessellate +// a Mercator edge where one endpoint is a pole. If you need to do this, clip +// the edge first so that the "y" coordinate is no more than about 5 * maxX.) +type MercatorProjection struct { +	xWrap       float64 +	toRadians   float64 // Multiplier to convert coordinates to radians. +	fromRadians float64 // Multiplier to convert coordinates from radians. +} + +// NewMercatorProjection constructs a Mercator projection with the given maximum +// longitude axis value corresponding to a range of [-maxLng, maxLng]. +// The horizontal and vertical axes are scaled equally. +func NewMercatorProjection(maxLng float64) Projection { +	return &MercatorProjection{ +		xWrap:       2 * maxLng, +		toRadians:   math.Pi / maxLng, +		fromRadians: maxLng / math.Pi, +	} +} + +// Project converts a point on the sphere to a projected 2D point. +func (p *MercatorProjection) Project(pt Point) r2.Point { +	return p.FromLatLng(LatLngFromPoint(pt)) +} + +// Unproject converts a projected 2D point to a point on the sphere. +func (p *MercatorProjection) Unproject(pt r2.Point) Point { +	return PointFromLatLng(p.ToLatLng(pt)) +} + +// FromLatLng returns the LatLng projected into an R2 Point. +func (p *MercatorProjection) FromLatLng(ll LatLng) r2.Point { +	// This formula is more accurate near zero than the log(tan()) version. +	// Note that latitudes of +/- 90 degrees yield "y" values of +/- infinity. +	sinPhi := math.Sin(float64(ll.Lat)) +	y := 0.5 * math.Log((1+sinPhi)/(1-sinPhi)) +	return r2.Point{p.fromRadians * float64(ll.Lng), p.fromRadians * y} +} + +// ToLatLng returns the LatLng projected from the given R2 Point. +func (p *MercatorProjection) ToLatLng(pt r2.Point) LatLng { +	// This formula is more accurate near zero than the atan(exp()) version. +	x := p.toRadians * math.Remainder(pt.X, p.xWrap) +	k := math.Exp(2 * p.toRadians * pt.Y) +	var y float64 +	if math.IsInf(k, 0) { +		y = math.Pi / 2 +	} else { +		y = math.Asin((k - 1) / (k + 1)) +	} +	return LatLng{s1.Angle(y), s1.Angle(x)} +} + +// Interpolate returns the point obtained by interpolating the given +// fraction of the distance along the line from A to B. +func (p *MercatorProjection) Interpolate(f float64, a, b r2.Point) r2.Point { +	return a.Mul(1 - f).Add(b.Mul(f)) +} + +// WrapDistance reports the coordinate wrapping distance along each axis. +func (p *MercatorProjection) WrapDistance() r2.Point { +	return r2.Point{p.xWrap, 0} +} + +// WrapDestination wraps the points if needed to get the shortest edge. +func (p *MercatorProjection) WrapDestination(a, b r2.Point) r2.Point { +	return wrapDestination(a, b, p.WrapDistance) +} + +func (p *MercatorProjection) privateInterface() {} + +func wrapDestination(a, b r2.Point, wrapDistance func() r2.Point) r2.Point { +	wrap := wrapDistance() +	x := b.X +	y := b.Y +	// The code below ensures that "b" is unmodified unless wrapping is required. +	if wrap.X > 0 && math.Abs(x-a.X) > 0.5*wrap.X { +		x = a.X + math.Remainder(x-a.X, wrap.X) +	} +	if wrap.Y > 0 && math.Abs(y-a.Y) > 0.5*wrap.Y { +		y = a.Y + math.Remainder(y-a.Y, wrap.Y) +	} +	return r2.Point{x, y} +} diff --git a/vendor/github.com/golang/geo/s2/query_entry.go b/vendor/github.com/golang/geo/s2/query_entry.go new file mode 100644 index 000000000..65e819e3a --- /dev/null +++ b/vendor/github.com/golang/geo/s2/query_entry.go @@ -0,0 +1,93 @@ +// Copyright 2020 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 "container/heap" + +// A queryQueueEntry stores CellIDs and distance from a target. It is used by the +// different S2 Query types to efficiently build their internal priority queue +// in the optimized algorithm implementations. +type queryQueueEntry struct { +	// A lower bound on the distance from the target to ID. This is the key +	// of the priority queue. +	distance distance + +	// The cell being queued. +	id CellID + +	// If the CellID belongs to a ShapeIndex, this field stores the +	// corresponding ShapeIndexCell. Otherwise ID is a proper ancestor of +	// one or more ShapeIndexCells and this field stores is nil. +	indexCell *ShapeIndexCell +} + +// queryQueue is used by the optimized algorithm to maintain a priority queue of +// unprocessed CellIDs, sorted in increasing order of distance from the target. +type queryQueue struct { +	queue queryPQ +} + +// newQueryQueue returns a new initialized queryQueue. +func newQueryQueue() *queryQueue { +	q := &queryQueue{ +		queue: make(queryPQ, 0), +	} +	heap.Init(&q.queue) +	return q +} + +// push adds the given entry to the top of this queue. +func (q *queryQueue) push(e *queryQueueEntry) { +	heap.Push(&q.queue, e) +} + +// pop returns the top element of this queue. +func (q *queryQueue) pop() *queryQueueEntry { +	return heap.Pop(&q.queue).(*queryQueueEntry) +} + +func (q *queryQueue) size() int { +	return q.queue.Len() +} + +func (q *queryQueue) reset() { +	q.queue = q.queue[:0] +} + +// queryPQ is a priority queue that implements the heap interface. +type queryPQ []*queryQueueEntry + +func (q queryPQ) Len() int { return len(q) } +func (q queryPQ) Less(i, j int) bool { +	return q[i].distance.less(q[j].distance) +} + +// Swap swaps the two entries. +func (q queryPQ) Swap(i, j int) { +	q[i], q[j] = q[j], q[i] +} + +// Push adds the given entry to the queue. +func (q *queryPQ) Push(x interface{}) { +	item := x.(*queryQueueEntry) +	*q = append(*q, item) +} + +// Pop returns the top element of the queue. +func (q *queryPQ) Pop() interface{} { +	item := (*q)[len(*q)-1] +	*q = (*q)[:len(*q)-1] +	return item +} diff --git a/vendor/github.com/golang/geo/s2/query_options.go b/vendor/github.com/golang/geo/s2/query_options.go new file mode 100644 index 000000000..9b7e38d62 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/query_options.go @@ -0,0 +1,196 @@ +// Copyright 2019 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" + +	"github.com/golang/geo/s1" +) + +const maxQueryResults = math.MaxInt32 + +// queryOptions represents the set of all configurable parameters used by all of +// the Query types. Most of these fields have non-zero defaults, so initialization +// is handled within each Query type. All of the exported methods accept user +// supplied sets of options to set or adjust as necessary. +// +// Several of the defaults depend on the distance interface type being used +// (e.g. minDistance, maxDistance, etc.) +// +// If a user sets an option value that a given query type doesn't use, it is ignored. +type queryOptions struct { +	// maxResults specifies that at most MaxResults edges should be returned. +	// This must be at least 1. +	// +	// The default value is to return all results. +	maxResults int + +	// distanceLimit specifies that only edges whose distance to the target is +	// within this distance should be returned. +	// +	// Note that edges whose distance is exactly equal to this are +	// not returned. In most cases this doesn't matter (since distances are +	// not computed exactly in the first place), but if such edges are needed +	// then you can retrieve them by specifying the distance as the next +	// largest representable distance. i.e. distanceLimit.Successor(). +	// +	// The default value is the infinity value, such that all results will be +	// returned. +	distanceLimit s1.ChordAngle + +	// maxError specifies that edges up to MaxError further away than the true +	// closest edges may be substituted in the result set, as long as such +	// edges satisfy all the remaining search criteria (such as DistanceLimit). +	// This option only has an effect if MaxResults is also specified; +	// otherwise all edges closer than MaxDistance will always be returned. +	// +	// Note that this does not affect how the distance between edges is +	// computed; it simply gives the algorithm permission to stop the search +	// early as soon as the best possible improvement drops below MaxError. +	// +	// This can be used to implement distance predicates efficiently. For +	// example, to determine whether the minimum distance is less than D, set +	// MaxResults == 1 and MaxDistance == MaxError == D. This causes +	// the algorithm to terminate as soon as it finds any edge whose distance +	// is less than D, rather than continuing to search for an edge that is +	// even closer. +	// +	// The default value is zero. +	maxError s1.ChordAngle + +	// includeInteriors specifies that polygon interiors should be included +	// when measuring distances. In other words, polygons that contain the target +	// should have a distance of zero. (For targets consisting of multiple connected +	// components, the distance is zero if any component is contained.) This +	// is indicated in the results by returning a (ShapeID, EdgeID) pair +	// with EdgeID == -1, i.e. this value denotes the polygons's interior. +	// +	// Note that for efficiency, any polygon that intersects the target may or +	// may not have an EdgeID == -1 result. Such results are optional +	// because in that case the distance to the polygon is already zero. +	// +	// The default value is true. +	includeInteriors bool + +	// specifies that distances should be computed by examining every edge +	// rather than using the ShapeIndex. +	// +	// TODO(roberts): When optimized is implemented, update the default to false. +	// The default value is true. +	useBruteForce bool + +	// region specifies that results must intersect the given Region. +	// +	// Note that if you want to set the region to a disc around a target +	// point, it is faster to use a PointTarget with distanceLimit set +	// instead. You can also set a distance limit and also require that results +	// lie within a given rectangle. +	// +	// The default is nil (no region limits). +	region Region +} + +// UseBruteForce sets or disables the use of brute force in a query. +func (q *queryOptions) UseBruteForce(x bool) *queryOptions { +	q.useBruteForce = x +	return q +} + +// IncludeInteriors specifies whether polygon interiors should be +// included when measuring distances. +func (q *queryOptions) IncludeInteriors(x bool) *queryOptions { +	q.includeInteriors = x +	return q +} + +// MaxError specifies that edges up to dist away than the true +// matching edges may be substituted in the result set, as long as such +// edges satisfy all the remaining search criteria (such as DistanceLimit). +// This option only has an effect if MaxResults is also specified; +// otherwise all edges closer than MaxDistance will always be returned. +func (q *queryOptions) MaxError(x s1.ChordAngle) *queryOptions { +	q.maxError = x +	return q +} + +// MaxResults specifies that at most MaxResults edges should be returned. +// This must be at least 1. +func (q *queryOptions) MaxResults(x int) *queryOptions { +	// TODO(roberts): What should be done if the value is <= 0? +	q.maxResults = int(x) +	return q +} + +// DistanceLimit specifies that only edges whose distance to the target is +// within, this distance should be returned. Edges whose distance is equal +// are not returned. +// +// To include values that are equal, specify the limit with the next largest +// representable distance such as limit.Successor(), or set the option with +// Furthest/ClosestInclusiveDistanceLimit. +func (q *queryOptions) DistanceLimit(x s1.ChordAngle) *queryOptions { +	q.distanceLimit = x +	return q +} + +// ClosestInclusiveDistanceLimit sets the distance limit such that results whose +// distance is exactly equal to the limit are also returned. +func (q *queryOptions) ClosestInclusiveDistanceLimit(limit s1.ChordAngle) *queryOptions { +	q.distanceLimit = limit.Successor() +	return q +} + +// FurthestInclusiveDistanceLimit sets the distance limit such that results whose +// distance is exactly equal to the limit are also returned. +func (q *queryOptions) FurthestInclusiveDistanceLimit(limit s1.ChordAngle) *queryOptions { +	q.distanceLimit = limit.Predecessor() +	return q +} + +// ClosestConservativeDistanceLimit sets the distance limit such that results +// also incorporates the error in distance calculations. This ensures that all +// edges whose true distance is less than or equal to limit will be returned +// (along with some edges whose true distance is slightly greater). +// +// Algorithms that need to do exact distance comparisons can use this +// option to find a set of candidate edges that can then be filtered +// further (e.g., using CompareDistance). +func (q *queryOptions) ClosestConservativeDistanceLimit(limit s1.ChordAngle) *queryOptions { +	q.distanceLimit = limit.Expanded(minUpdateDistanceMaxError(limit)) +	return q +} + +// FurthestConservativeDistanceLimit sets the distance limit such that results +// also incorporates the error in distance calculations. This ensures that all +// edges whose true distance is greater than or equal to limit will be returned +// (along with some edges whose true distance is slightly less). +func (q *queryOptions) FurthestConservativeDistanceLimit(limit s1.ChordAngle) *queryOptions { +	q.distanceLimit = limit.Expanded(-minUpdateDistanceMaxError(limit)) +	return q +} + +// newQueryOptions returns a set of options using the given distance type +// with the proper default values. +func newQueryOptions(d distance) *queryOptions { +	return &queryOptions{ +		maxResults:       maxQueryResults, +		distanceLimit:    d.infinity().chordAngle(), +		maxError:         0, +		includeInteriors: true, +		useBruteForce:    false, +		region:           nil, +	} +} diff --git a/vendor/github.com/golang/geo/s2/rect.go b/vendor/github.com/golang/geo/s2/rect.go new file mode 100644 index 000000000..f6b52a59e --- /dev/null +++ b/vendor/github.com/golang/geo/s2/rect.go @@ -0,0 +1,710 @@ +// Copyright 2014 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 ( +	"fmt" +	"io" +	"math" + +	"github.com/golang/geo/r1" +	"github.com/golang/geo/r3" +	"github.com/golang/geo/s1" +) + +// Rect represents a closed latitude-longitude rectangle. +type Rect struct { +	Lat r1.Interval +	Lng s1.Interval +} + +var ( +	validRectLatRange = r1.Interval{-math.Pi / 2, math.Pi / 2} +	validRectLngRange = s1.FullInterval() +) + +// EmptyRect returns the empty rectangle. +func EmptyRect() Rect { return Rect{r1.EmptyInterval(), s1.EmptyInterval()} } + +// FullRect returns the full rectangle. +func FullRect() Rect { return Rect{validRectLatRange, validRectLngRange} } + +// RectFromLatLng constructs a rectangle containing a single point p. +func RectFromLatLng(p LatLng) Rect { +	return Rect{ +		Lat: r1.Interval{p.Lat.Radians(), p.Lat.Radians()}, +		Lng: s1.Interval{p.Lng.Radians(), p.Lng.Radians()}, +	} +} + +// RectFromCenterSize constructs a rectangle with the given size and center. +// center needs to be normalized, but size does not. The latitude +// interval of the result is clamped to [-90,90] degrees, and the longitude +// interval of the result is FullRect() if and only if the longitude size is +// 360 degrees or more. +// +// Examples of clamping (in degrees): +//   center=(80,170),  size=(40,60)   -> lat=[60,90],   lng=[140,-160] +//   center=(10,40),   size=(210,400) -> lat=[-90,90],  lng=[-180,180] +//   center=(-90,180), size=(20,50)   -> lat=[-90,-80], lng=[155,-155] +func RectFromCenterSize(center, size LatLng) Rect { +	half := LatLng{size.Lat / 2, size.Lng / 2} +	return RectFromLatLng(center).expanded(half) +} + +// IsValid returns true iff the rectangle is valid. +// This requires Lat ⊆ [-π/2,π/2] and Lng ⊆ [-π,π], and Lat = ∅ iff Lng = ∅ +func (r Rect) IsValid() bool { +	return math.Abs(r.Lat.Lo) <= math.Pi/2 && +		math.Abs(r.Lat.Hi) <= math.Pi/2 && +		r.Lng.IsValid() && +		r.Lat.IsEmpty() == r.Lng.IsEmpty() +} + +// IsEmpty reports whether the rectangle is empty. +func (r Rect) IsEmpty() bool { return r.Lat.IsEmpty() } + +// IsFull reports whether the rectangle is full. +func (r Rect) IsFull() bool { return r.Lat.Equal(validRectLatRange) && r.Lng.IsFull() } + +// IsPoint reports whether the rectangle is a single point. +func (r Rect) IsPoint() bool { return r.Lat.Lo == r.Lat.Hi && r.Lng.Lo == r.Lng.Hi } + +// Vertex returns the i-th vertex of the rectangle (i = 0,1,2,3) in CCW order +// (lower left, lower right, upper right, upper left). +func (r Rect) Vertex(i int) LatLng { +	var lat, lng float64 + +	switch i { +	case 0: +		lat = r.Lat.Lo +		lng = r.Lng.Lo +	case 1: +		lat = r.Lat.Lo +		lng = r.Lng.Hi +	case 2: +		lat = r.Lat.Hi +		lng = r.Lng.Hi +	case 3: +		lat = r.Lat.Hi +		lng = r.Lng.Lo +	} +	return LatLng{s1.Angle(lat) * s1.Radian, s1.Angle(lng) * s1.Radian} +} + +// Lo returns one corner of the rectangle. +func (r Rect) Lo() LatLng { +	return LatLng{s1.Angle(r.Lat.Lo) * s1.Radian, s1.Angle(r.Lng.Lo) * s1.Radian} +} + +// Hi returns the other corner of the rectangle. +func (r Rect) Hi() LatLng { +	return LatLng{s1.Angle(r.Lat.Hi) * s1.Radian, s1.Angle(r.Lng.Hi) * s1.Radian} +} + +// Center returns the center of the rectangle. +func (r Rect) Center() LatLng { +	return LatLng{s1.Angle(r.Lat.Center()) * s1.Radian, s1.Angle(r.Lng.Center()) * s1.Radian} +} + +// Size returns the size of the Rect. +func (r Rect) Size() LatLng { +	return LatLng{s1.Angle(r.Lat.Length()) * s1.Radian, s1.Angle(r.Lng.Length()) * s1.Radian} +} + +// Area returns the surface area of the Rect. +func (r Rect) Area() float64 { +	if r.IsEmpty() { +		return 0 +	} +	capDiff := math.Abs(math.Sin(r.Lat.Hi) - math.Sin(r.Lat.Lo)) +	return r.Lng.Length() * capDiff +} + +// AddPoint increases the size of the rectangle to include the given point. +func (r Rect) AddPoint(ll LatLng) Rect { +	if !ll.IsValid() { +		return r +	} +	return Rect{ +		Lat: r.Lat.AddPoint(ll.Lat.Radians()), +		Lng: r.Lng.AddPoint(ll.Lng.Radians()), +	} +} + +// expanded returns a rectangle that has been expanded by margin.Lat on each side +// in the latitude direction, and by margin.Lng on each side in the longitude +// direction. If either margin is negative, then it shrinks the rectangle on +// the corresponding sides instead. The resulting rectangle may be empty. +// +// The latitude-longitude space has the topology of a cylinder. Longitudes +// "wrap around" at +/-180 degrees, while latitudes are clamped to range [-90, 90]. +// This means that any expansion (positive or negative) of the full longitude range +// remains full (since the "rectangle" is actually a continuous band around the +// cylinder), while expansion of the full latitude range remains full only if the +// margin is positive. +// +// If either the latitude or longitude interval becomes empty after +// expansion by a negative margin, the result is empty. +// +// Note that if an expanded rectangle contains a pole, it may not contain +// all possible lat/lng representations of that pole, e.g., both points [π/2,0] +// and [π/2,1] represent the same pole, but they might not be contained by the +// same Rect. +// +// If you are trying to grow a rectangle by a certain distance on the +// sphere (e.g. 5km), refer to the ExpandedByDistance() C++ method implementation +// instead. +func (r Rect) expanded(margin LatLng) Rect { +	lat := r.Lat.Expanded(margin.Lat.Radians()) +	lng := r.Lng.Expanded(margin.Lng.Radians()) + +	if lat.IsEmpty() || lng.IsEmpty() { +		return EmptyRect() +	} + +	return Rect{ +		Lat: lat.Intersection(validRectLatRange), +		Lng: lng, +	} +} + +func (r Rect) String() string { return fmt.Sprintf("[Lo%v, Hi%v]", r.Lo(), r.Hi()) } + +// PolarClosure returns the rectangle unmodified if it does not include either pole. +// If it includes either pole, PolarClosure returns an expansion of the rectangle along +// the longitudinal range to include all possible representations of the contained poles. +func (r Rect) PolarClosure() Rect { +	if r.Lat.Lo == -math.Pi/2 || r.Lat.Hi == math.Pi/2 { +		return Rect{r.Lat, s1.FullInterval()} +	} +	return r +} + +// Union returns the smallest Rect containing the union of this rectangle and the given rectangle. +func (r Rect) Union(other Rect) Rect { +	return Rect{ +		Lat: r.Lat.Union(other.Lat), +		Lng: r.Lng.Union(other.Lng), +	} +} + +// Intersection returns the smallest rectangle containing the intersection of +// this rectangle and the given rectangle. Note that the region of intersection +// may consist of two disjoint rectangles, in which case a single rectangle +// spanning both of them is returned. +func (r Rect) Intersection(other Rect) Rect { +	lat := r.Lat.Intersection(other.Lat) +	lng := r.Lng.Intersection(other.Lng) + +	if lat.IsEmpty() || lng.IsEmpty() { +		return EmptyRect() +	} +	return Rect{lat, lng} +} + +// Intersects reports whether this rectangle and the other have any points in common. +func (r Rect) Intersects(other Rect) bool { +	return r.Lat.Intersects(other.Lat) && r.Lng.Intersects(other.Lng) +} + +// CapBound returns a cap that contains Rect. +func (r Rect) CapBound() Cap { +	// We consider two possible bounding caps, one whose axis passes +	// through the center of the lat-long rectangle and one whose axis +	// is the north or south pole.  We return the smaller of the two caps. + +	if r.IsEmpty() { +		return EmptyCap() +	} + +	var poleZ, poleAngle float64 +	if r.Lat.Hi+r.Lat.Lo < 0 { +		// South pole axis yields smaller cap. +		poleZ = -1 +		poleAngle = math.Pi/2 + r.Lat.Hi +	} else { +		poleZ = 1 +		poleAngle = math.Pi/2 - r.Lat.Lo +	} +	poleCap := CapFromCenterAngle(Point{r3.Vector{0, 0, poleZ}}, s1.Angle(poleAngle)*s1.Radian) + +	// For bounding rectangles that span 180 degrees or less in longitude, the +	// maximum cap size is achieved at one of the rectangle vertices.  For +	// rectangles that are larger than 180 degrees, we punt and always return a +	// bounding cap centered at one of the two poles. +	if math.Remainder(r.Lng.Hi-r.Lng.Lo, 2*math.Pi) >= 0 && r.Lng.Hi-r.Lng.Lo < 2*math.Pi { +		midCap := CapFromPoint(PointFromLatLng(r.Center())).AddPoint(PointFromLatLng(r.Lo())).AddPoint(PointFromLatLng(r.Hi())) +		if midCap.Height() < poleCap.Height() { +			return midCap +		} +	} +	return poleCap +} + +// RectBound returns itself. +func (r Rect) RectBound() Rect { +	return r +} + +// Contains reports whether this Rect contains the other Rect. +func (r Rect) Contains(other Rect) bool { +	return r.Lat.ContainsInterval(other.Lat) && r.Lng.ContainsInterval(other.Lng) +} + +// ContainsCell reports whether the given Cell is contained by this Rect. +func (r Rect) ContainsCell(c Cell) bool { +	// A latitude-longitude rectangle contains a cell if and only if it contains +	// the cell's bounding rectangle. This test is exact from a mathematical +	// point of view, assuming that the bounds returned by Cell.RectBound() +	// are tight. However, note that there can be a loss of precision when +	// converting between representations -- for example, if an s2.Cell is +	// converted to a polygon, the polygon's bounding rectangle may not contain +	// the cell's bounding rectangle. This has some slightly unexpected side +	// effects; for instance, if one creates an s2.Polygon from an s2.Cell, the +	// polygon will contain the cell, but the polygon's bounding box will not. +	return r.Contains(c.RectBound()) +} + +// ContainsLatLng reports whether the given LatLng is within the Rect. +func (r Rect) ContainsLatLng(ll LatLng) bool { +	if !ll.IsValid() { +		return false +	} +	return r.Lat.Contains(ll.Lat.Radians()) && r.Lng.Contains(ll.Lng.Radians()) +} + +// ContainsPoint reports whether the given Point is within the Rect. +func (r Rect) ContainsPoint(p Point) bool { +	return r.ContainsLatLng(LatLngFromPoint(p)) +} + +// CellUnionBound computes a covering of the Rect. +func (r Rect) CellUnionBound() []CellID { +	return r.CapBound().CellUnionBound() +} + +// intersectsLatEdge reports whether the edge AB intersects the given edge of constant +// latitude. Requires the points to have unit length. +func intersectsLatEdge(a, b Point, lat s1.Angle, lng s1.Interval) bool { +	// Unfortunately, lines of constant latitude are curves on +	// the sphere. They can intersect a straight edge in 0, 1, or 2 points. + +	// First, compute the normal to the plane AB that points vaguely north. +	z := Point{a.PointCross(b).Normalize()} +	if z.Z < 0 { +		z = Point{z.Mul(-1)} +	} + +	// Extend this to an orthonormal frame (x,y,z) where x is the direction +	// where the great circle through AB achieves its maximium latitude. +	y := Point{z.PointCross(PointFromCoords(0, 0, 1)).Normalize()} +	x := y.Cross(z.Vector) + +	// Compute the angle "theta" from the x-axis (in the x-y plane defined +	// above) where the great circle intersects the given line of latitude. +	sinLat := math.Sin(float64(lat)) +	if math.Abs(sinLat) >= x.Z { +		// The great circle does not reach the given latitude. +		return false +	} + +	cosTheta := sinLat / x.Z +	sinTheta := math.Sqrt(1 - cosTheta*cosTheta) +	theta := math.Atan2(sinTheta, cosTheta) + +	// The candidate intersection points are located +/- theta in the x-y +	// plane. For an intersection to be valid, we need to check that the +	// intersection point is contained in the interior of the edge AB and +	// also that it is contained within the given longitude interval "lng". + +	// Compute the range of theta values spanned by the edge AB. +	abTheta := s1.IntervalFromPointPair( +		math.Atan2(a.Dot(y.Vector), a.Dot(x)), +		math.Atan2(b.Dot(y.Vector), b.Dot(x))) + +	if abTheta.Contains(theta) { +		// Check if the intersection point is also in the given lng interval. +		isect := x.Mul(cosTheta).Add(y.Mul(sinTheta)) +		if lng.Contains(math.Atan2(isect.Y, isect.X)) { +			return true +		} +	} + +	if abTheta.Contains(-theta) { +		// Check if the other intersection point is also in the given lng interval. +		isect := x.Mul(cosTheta).Sub(y.Mul(sinTheta)) +		if lng.Contains(math.Atan2(isect.Y, isect.X)) { +			return true +		} +	} +	return false +} + +// intersectsLngEdge reports whether the edge AB intersects the given edge of constant +// longitude. Requires the points to have unit length. +func intersectsLngEdge(a, b Point, lat r1.Interval, lng s1.Angle) bool { +	// The nice thing about edges of constant longitude is that +	// they are straight lines on the sphere (geodesics). +	return CrossingSign(a, b, PointFromLatLng(LatLng{s1.Angle(lat.Lo), lng}), +		PointFromLatLng(LatLng{s1.Angle(lat.Hi), lng})) == Cross +} + +// IntersectsCell reports whether this rectangle intersects the given cell. This is an +// exact test and may be fairly expensive. +func (r Rect) IntersectsCell(c Cell) bool { +	// First we eliminate the cases where one region completely contains the +	// other. Once these are disposed of, then the regions will intersect +	// if and only if their boundaries intersect. +	if r.IsEmpty() { +		return false +	} +	if r.ContainsPoint(Point{c.id.rawPoint()}) { +		return true +	} +	if c.ContainsPoint(PointFromLatLng(r.Center())) { +		return true +	} + +	// Quick rejection test (not required for correctness). +	if !r.Intersects(c.RectBound()) { +		return false +	} + +	// Precompute the cell vertices as points and latitude-longitudes. We also +	// check whether the Cell contains any corner of the rectangle, or +	// vice-versa, since the edge-crossing tests only check the edge interiors. +	vertices := [4]Point{} +	latlngs := [4]LatLng{} + +	for i := range vertices { +		vertices[i] = c.Vertex(i) +		latlngs[i] = LatLngFromPoint(vertices[i]) +		if r.ContainsLatLng(latlngs[i]) { +			return true +		} +		if c.ContainsPoint(PointFromLatLng(r.Vertex(i))) { +			return true +		} +	} + +	// Now check whether the boundaries intersect. Unfortunately, a +	// latitude-longitude rectangle does not have straight edges: two edges +	// are curved, and at least one of them is concave. +	for i := range vertices { +		edgeLng := s1.IntervalFromEndpoints(latlngs[i].Lng.Radians(), latlngs[(i+1)&3].Lng.Radians()) +		if !r.Lng.Intersects(edgeLng) { +			continue +		} + +		a := vertices[i] +		b := vertices[(i+1)&3] +		if edgeLng.Contains(r.Lng.Lo) && intersectsLngEdge(a, b, r.Lat, s1.Angle(r.Lng.Lo)) { +			return true +		} +		if edgeLng.Contains(r.Lng.Hi) && intersectsLngEdge(a, b, r.Lat, s1.Angle(r.Lng.Hi)) { +			return true +		} +		if intersectsLatEdge(a, b, s1.Angle(r.Lat.Lo), r.Lng) { +			return true +		} +		if intersectsLatEdge(a, b, s1.Angle(r.Lat.Hi), r.Lng) { +			return true +		} +	} +	return false +} + +// Encode encodes the Rect. +func (r Rect) Encode(w io.Writer) error { +	e := &encoder{w: w} +	r.encode(e) +	return e.err +} + +func (r Rect) encode(e *encoder) { +	e.writeInt8(encodingVersion) +	e.writeFloat64(r.Lat.Lo) +	e.writeFloat64(r.Lat.Hi) +	e.writeFloat64(r.Lng.Lo) +	e.writeFloat64(r.Lng.Hi) +} + +// Decode decodes a rectangle. +func (r *Rect) Decode(rd io.Reader) error { +	d := &decoder{r: asByteReader(rd)} +	r.decode(d) +	return d.err +} + +func (r *Rect) decode(d *decoder) { +	if version := d.readUint8(); int8(version) != encodingVersion && d.err == nil { +		d.err = fmt.Errorf("can't decode version %d; my version: %d", version, encodingVersion) +		return +	} +	r.Lat.Lo = d.readFloat64() +	r.Lat.Hi = d.readFloat64() +	r.Lng.Lo = d.readFloat64() +	r.Lng.Hi = d.readFloat64() +	return +} + +// DistanceToLatLng returns the minimum distance (measured along the surface of the sphere) +// from a given point to the rectangle (both its boundary and its interior). +// If r is empty, the result is meaningless. +// The latlng must be valid. +func (r Rect) DistanceToLatLng(ll LatLng) s1.Angle { +	if r.Lng.Contains(float64(ll.Lng)) { +		return maxAngle(0, ll.Lat-s1.Angle(r.Lat.Hi), s1.Angle(r.Lat.Lo)-ll.Lat) +	} + +	i := s1.IntervalFromEndpoints(r.Lng.Hi, r.Lng.ComplementCenter()) +	rectLng := r.Lng.Lo +	if i.Contains(float64(ll.Lng)) { +		rectLng = r.Lng.Hi +	} + +	lo := LatLng{s1.Angle(r.Lat.Lo) * s1.Radian, s1.Angle(rectLng) * s1.Radian} +	hi := LatLng{s1.Angle(r.Lat.Hi) * s1.Radian, s1.Angle(rectLng) * s1.Radian} +	return DistanceFromSegment(PointFromLatLng(ll), PointFromLatLng(lo), PointFromLatLng(hi)) +} + +// DirectedHausdorffDistance returns the directed Hausdorff distance (measured along the +// surface of the sphere) to the given Rect. The directed Hausdorff +// distance from rectangle A to rectangle B is given by +//     h(A, B) = max_{p in A} min_{q in B} d(p, q). +func (r Rect) DirectedHausdorffDistance(other Rect) s1.Angle { +	if r.IsEmpty() { +		return 0 * s1.Radian +	} +	if other.IsEmpty() { +		return math.Pi * s1.Radian +	} + +	lng := r.Lng.DirectedHausdorffDistance(other.Lng) +	return directedHausdorffDistance(lng, r.Lat, other.Lat) +} + +// HausdorffDistance returns the undirected Hausdorff distance (measured along the +// surface of the sphere) to the given Rect. +// The Hausdorff distance between rectangle A and rectangle B is given by +//     H(A, B) = max{h(A, B), h(B, A)}. +func (r Rect) HausdorffDistance(other Rect) s1.Angle { +	return maxAngle(r.DirectedHausdorffDistance(other), +		other.DirectedHausdorffDistance(r)) +} + +// ApproxEqual reports whether the latitude and longitude intervals of the two rectangles +// are the same up to a small tolerance. +func (r Rect) ApproxEqual(other Rect) bool { +	return r.Lat.ApproxEqual(other.Lat) && r.Lng.ApproxEqual(other.Lng) +} + +// directedHausdorffDistance returns the directed Hausdorff distance +// from one longitudinal edge spanning latitude range 'a' to the other +// longitudinal edge spanning latitude range 'b', with their longitudinal +// difference given by 'lngDiff'. +func directedHausdorffDistance(lngDiff s1.Angle, a, b r1.Interval) s1.Angle { +	// By symmetry, we can assume a's longitude is 0 and b's longitude is +	// lngDiff. Call b's two endpoints bLo and bHi. Let H be the hemisphere +	// containing a and delimited by the longitude line of b. The Voronoi diagram +	// of b on H has three edges (portions of great circles) all orthogonal to b +	// and meeting at bLo cross bHi. +	// E1: (bLo, bLo cross bHi) +	// E2: (bHi, bLo cross bHi) +	// E3: (-bMid, bLo cross bHi), where bMid is the midpoint of b +	// +	// They subdivide H into three Voronoi regions. Depending on how longitude 0 +	// (which contains edge a) intersects these regions, we distinguish two cases: +	// Case 1: it intersects three regions. This occurs when lngDiff <= π/2. +	// Case 2: it intersects only two regions. This occurs when lngDiff > π/2. +	// +	// In the first case, the directed Hausdorff distance to edge b can only be +	// realized by the following points on a: +	// A1: two endpoints of a. +	// A2: intersection of a with the equator, if b also intersects the equator. +	// +	// In the second case, the directed Hausdorff distance to edge b can only be +	// realized by the following points on a: +	// B1: two endpoints of a. +	// B2: intersection of a with E3 +	// B3: farthest point from bLo to the interior of D, and farthest point from +	//     bHi to the interior of U, if any, where D (resp. U) is the portion +	//     of edge a below (resp. above) the intersection point from B2. + +	if lngDiff < 0 { +		panic("impossible: negative lngDiff") +	} +	if lngDiff > math.Pi { +		panic("impossible: lngDiff > Pi") +	} + +	if lngDiff == 0 { +		return s1.Angle(a.DirectedHausdorffDistance(b)) +	} + +	// Assumed longitude of b. +	bLng := lngDiff +	// Two endpoints of b. +	bLo := PointFromLatLng(LatLng{s1.Angle(b.Lo), bLng}) +	bHi := PointFromLatLng(LatLng{s1.Angle(b.Hi), bLng}) + +	// Cases A1 and B1. +	aLo := PointFromLatLng(LatLng{s1.Angle(a.Lo), 0}) +	aHi := PointFromLatLng(LatLng{s1.Angle(a.Hi), 0}) +	maxDistance := maxAngle( +		DistanceFromSegment(aLo, bLo, bHi), +		DistanceFromSegment(aHi, bLo, bHi)) + +	if lngDiff <= math.Pi/2 { +		// Case A2. +		if a.Contains(0) && b.Contains(0) { +			maxDistance = maxAngle(maxDistance, lngDiff) +		} +		return maxDistance +	} + +	// Case B2. +	p := bisectorIntersection(b, bLng) +	pLat := LatLngFromPoint(p).Lat +	if a.Contains(float64(pLat)) { +		maxDistance = maxAngle(maxDistance, p.Angle(bLo.Vector)) +	} + +	// Case B3. +	if pLat > s1.Angle(a.Lo) { +		intDist, ok := interiorMaxDistance(r1.Interval{a.Lo, math.Min(float64(pLat), a.Hi)}, bLo) +		if ok { +			maxDistance = maxAngle(maxDistance, intDist) +		} +	} +	if pLat < s1.Angle(a.Hi) { +		intDist, ok := interiorMaxDistance(r1.Interval{math.Max(float64(pLat), a.Lo), a.Hi}, bHi) +		if ok { +			maxDistance = maxAngle(maxDistance, intDist) +		} +	} + +	return maxDistance +} + +// interiorMaxDistance returns the max distance from a point b to the segment spanning latitude range +// aLat on longitude 0 if the max occurs in the interior of aLat. Otherwise, returns (0, false). +func interiorMaxDistance(aLat r1.Interval, b Point) (a s1.Angle, ok bool) { +	// Longitude 0 is in the y=0 plane. b.X >= 0 implies that the maximum +	// does not occur in the interior of aLat. +	if aLat.IsEmpty() || b.X >= 0 { +		return 0, false +	} + +	// Project b to the y=0 plane. The antipodal of the normalized projection is +	// the point at which the maxium distance from b occurs, if it is contained +	// in aLat. +	intersectionPoint := PointFromCoords(-b.X, 0, -b.Z) +	if !aLat.InteriorContains(float64(LatLngFromPoint(intersectionPoint).Lat)) { +		return 0, false +	} +	return b.Angle(intersectionPoint.Vector), true +} + +// bisectorIntersection return the intersection of longitude 0 with the bisector of an edge +// on longitude 'lng' and spanning latitude range 'lat'. +func bisectorIntersection(lat r1.Interval, lng s1.Angle) Point { +	lng = s1.Angle(math.Abs(float64(lng))) +	latCenter := s1.Angle(lat.Center()) + +	// A vector orthogonal to the bisector of the given longitudinal edge. +	orthoBisector := LatLng{latCenter - math.Pi/2, lng} +	if latCenter < 0 { +		orthoBisector = LatLng{-latCenter - math.Pi/2, lng - math.Pi} +	} + +	// A vector orthogonal to longitude 0. +	orthoLng := Point{r3.Vector{0, -1, 0}} + +	return orthoLng.PointCross(PointFromLatLng(orthoBisector)) +} + +// Centroid returns the true centroid of the given Rect multiplied by its +// surface area. The result is not unit length, so you may want to normalize it. +// Note that in general the centroid is *not* at the center of the rectangle, and +// in fact it may not even be contained by the rectangle. (It is the "center of +// mass" of the rectangle viewed as subset of the unit sphere, i.e. it is the +// point in space about which this curved shape would rotate.) +// +// The reason for multiplying the result by the rectangle area is to make it +// easier to compute the centroid of more complicated shapes. The centroid +// of a union of disjoint regions can be computed simply by adding their +// Centroid results. +func (r Rect) Centroid() Point { +	// When a sphere is divided into slices of constant thickness by a set +	// of parallel planes, all slices have the same surface area. This +	// implies that the z-component of the centroid is simply the midpoint +	// of the z-interval spanned by the Rect. +	// +	// Similarly, it is easy to see that the (x,y) of the centroid lies in +	// the plane through the midpoint of the rectangle's longitude interval. +	// We only need to determine the distance "d" of this point from the +	// z-axis. +	// +	// Let's restrict our attention to a particular z-value. In this +	// z-plane, the Rect is a circular arc. The centroid of this arc +	// lies on a radial line through the midpoint of the arc, and at a +	// distance from the z-axis of +	// +	//     r * (sin(alpha) / alpha) +	// +	// where r = sqrt(1-z^2) is the radius of the arc, and "alpha" is half +	// of the arc length (i.e., the arc covers longitudes [-alpha, alpha]). +	// +	// To find the centroid distance from the z-axis for the entire +	// rectangle, we just need to integrate over the z-interval. This gives +	// +	//    d = Integrate[sqrt(1-z^2)*sin(alpha)/alpha, z1..z2] / (z2 - z1) +	// +	// where [z1, z2] is the range of z-values covered by the rectangle. +	// This simplifies to +	// +	//    d = sin(alpha)/(2*alpha*(z2-z1))*(z2*r2 - z1*r1 + theta2 - theta1) +	// +	// where [theta1, theta2] is the latitude interval, z1=sin(theta1), +	// z2=sin(theta2), r1=cos(theta1), and r2=cos(theta2). +	// +	// Finally, we want to return not the centroid itself, but the centroid +	// scaled by the area of the rectangle. The area of the rectangle is +	// +	//    A = 2 * alpha * (z2 - z1) +	// +	// which fortunately appears in the denominator of "d". + +	if r.IsEmpty() { +		return Point{} +	} + +	z1 := math.Sin(r.Lat.Lo) +	z2 := math.Sin(r.Lat.Hi) +	r1 := math.Cos(r.Lat.Lo) +	r2 := math.Cos(r.Lat.Hi) + +	alpha := 0.5 * r.Lng.Length() +	r0 := math.Sin(alpha) * (r2*z2 - r1*z1 + r.Lat.Length()) +	lng := r.Lng.Center() +	z := alpha * (z2 + z1) * (z2 - z1) // scaled by the area + +	return Point{r3.Vector{r0 * math.Cos(lng), r0 * math.Sin(lng), z}} +} + +// BUG: The major differences from the C++ version are: +//  - Get*Distance, Vertex, InteriorContains(LatLng|Rect|Point) diff --git a/vendor/github.com/golang/geo/s2/rect_bounder.go b/vendor/github.com/golang/geo/s2/rect_bounder.go new file mode 100644 index 000000000..419dea0c1 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/rect_bounder.go @@ -0,0 +1,352 @@ +// 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 + +import ( +	"math" + +	"github.com/golang/geo/r1" +	"github.com/golang/geo/r3" +	"github.com/golang/geo/s1" +) + +// RectBounder is used to compute a bounding rectangle that contains all edges +// defined by a vertex chain (v0, v1, v2, ...). All vertices must be unit length. +// Note that the bounding rectangle of an edge can be larger than the bounding +// rectangle of its endpoints, e.g. consider an edge that passes through the North Pole. +// +// The bounds are calculated conservatively to account for numerical errors +// when points are converted to LatLngs. More precisely, this function +// guarantees the following: +// Let L be a closed edge chain (Loop) such that the interior of the loop does +// not contain either pole. Now if P is any point such that L.ContainsPoint(P), +// then RectBound(L).ContainsPoint(LatLngFromPoint(P)). +type RectBounder struct { +	// The previous vertex in the chain. +	a Point +	// The previous vertex latitude longitude. +	aLL   LatLng +	bound Rect +} + +// NewRectBounder returns a new instance of a RectBounder. +func NewRectBounder() *RectBounder { +	return &RectBounder{ +		bound: EmptyRect(), +	} +} + +// maxErrorForTests returns the maximum error in RectBound provided that the +// result does not include either pole. It is only used for testing purposes +func (r *RectBounder) maxErrorForTests() LatLng { +	// The maximum error in the latitude calculation is +	//    3.84 * dblEpsilon   for the PointCross calculation +	//    0.96 * dblEpsilon   for the Latitude calculation +	//    5    * dblEpsilon   added by AddPoint/RectBound to compensate for error +	//    ----------------- +	//    9.80 * dblEpsilon   maximum error in result +	// +	// The maximum error in the longitude calculation is dblEpsilon. RectBound +	// does not do any expansion because this isn't necessary in order to +	// bound the *rounded* longitudes of contained points. +	return LatLng{10 * dblEpsilon * s1.Radian, 1 * dblEpsilon * s1.Radian} +} + +// AddPoint adds the given point to the chain. The Point must be unit length. +func (r *RectBounder) AddPoint(b Point) { +	bLL := LatLngFromPoint(b) + +	if r.bound.IsEmpty() { +		r.a = b +		r.aLL = bLL +		r.bound = r.bound.AddPoint(bLL) +		return +	} + +	// First compute the cross product N = A x B robustly. This is the normal +	// to the great circle through A and B. We don't use RobustSign +	// since that method returns an arbitrary vector orthogonal to A if the two +	// vectors are proportional, and we want the zero vector in that case. +	n := r.a.Sub(b.Vector).Cross(r.a.Add(b.Vector)) // N = 2 * (A x B) + +	// The relative error in N gets large as its norm gets very small (i.e., +	// when the two points are nearly identical or antipodal). We handle this +	// by choosing a maximum allowable error, and if the error is greater than +	// this we fall back to a different technique. Since it turns out that +	// the other sources of error in converting the normal to a maximum +	// latitude add up to at most 1.16 * dblEpsilon, and it is desirable to +	// have the total error be a multiple of dblEpsilon, we have chosen to +	// limit the maximum error in the normal to be 3.84 * dblEpsilon. +	// It is possible to show that the error is less than this when +	// +	// n.Norm() >= 8 * sqrt(3) / (3.84 - 0.5 - sqrt(3)) * dblEpsilon +	//          = 1.91346e-15 (about 8.618 * dblEpsilon) +	nNorm := n.Norm() +	if nNorm < 1.91346e-15 { +		// A and B are either nearly identical or nearly antipodal (to within +		// 4.309 * dblEpsilon, or about 6 nanometers on the earth's surface). +		if r.a.Dot(b.Vector) < 0 { +			// The two points are nearly antipodal. The easiest solution is to +			// assume that the edge between A and B could go in any direction +			// around the sphere. +			r.bound = FullRect() +		} else { +			// The two points are nearly identical (to within 4.309 * dblEpsilon). +			// In this case we can just use the bounding rectangle of the points, +			// since after the expansion done by GetBound this Rect is +			// guaranteed to include the (lat,lng) values of all points along AB. +			r.bound = r.bound.Union(RectFromLatLng(r.aLL).AddPoint(bLL)) +		} +		r.a = b +		r.aLL = bLL +		return +	} + +	// Compute the longitude range spanned by AB. +	lngAB := s1.EmptyInterval().AddPoint(r.aLL.Lng.Radians()).AddPoint(bLL.Lng.Radians()) +	if lngAB.Length() >= math.Pi-2*dblEpsilon { +		// The points lie on nearly opposite lines of longitude to within the +		// maximum error of the calculation. The easiest solution is to assume +		// that AB could go on either side of the pole. +		lngAB = s1.FullInterval() +	} + +	// Next we compute the latitude range spanned by the edge AB. We start +	// with the range spanning the two endpoints of the edge: +	latAB := r1.IntervalFromPoint(r.aLL.Lat.Radians()).AddPoint(bLL.Lat.Radians()) + +	// This is the desired range unless the edge AB crosses the plane +	// through N and the Z-axis (which is where the great circle through A +	// and B attains its minimum and maximum latitudes). To test whether AB +	// crosses this plane, we compute a vector M perpendicular to this +	// plane and then project A and B onto it. +	m := n.Cross(r3.Vector{0, 0, 1}) +	mA := m.Dot(r.a.Vector) +	mB := m.Dot(b.Vector) + +	// We want to test the signs of "mA" and "mB", so we need to bound +	// the error in these calculations. It is possible to show that the +	// total error is bounded by +	// +	// (1 + sqrt(3)) * dblEpsilon * nNorm + 8 * sqrt(3) * (dblEpsilon**2) +	//   = 6.06638e-16 * nNorm + 6.83174e-31 + +	mError := 6.06638e-16*nNorm + 6.83174e-31 +	if mA*mB < 0 || math.Abs(mA) <= mError || math.Abs(mB) <= mError { +		// Minimum/maximum latitude *may* occur in the edge interior. +		// +		// The maximum latitude is 90 degrees minus the latitude of N. We +		// compute this directly using atan2 in order to get maximum accuracy +		// near the poles. +		// +		// Our goal is compute a bound that contains the computed latitudes of +		// all S2Points P that pass the point-in-polygon containment test. +		// There are three sources of error we need to consider: +		// - the directional error in N (at most 3.84 * dblEpsilon) +		// - converting N to a maximum latitude +		// - computing the latitude of the test point P +		// The latter two sources of error are at most 0.955 * dblEpsilon +		// individually, but it is possible to show by a more complex analysis +		// that together they can add up to at most 1.16 * dblEpsilon, for a +		// total error of 5 * dblEpsilon. +		// +		// We add 3 * dblEpsilon to the bound here, and GetBound() will pad +		// the bound by another 2 * dblEpsilon. +		maxLat := math.Min( +			math.Atan2(math.Sqrt(n.X*n.X+n.Y*n.Y), math.Abs(n.Z))+3*dblEpsilon, +			math.Pi/2) + +		// In order to get tight bounds when the two points are close together, +		// we also bound the min/max latitude relative to the latitudes of the +		// endpoints A and B. First we compute the distance between A and B, +		// and then we compute the maximum change in latitude between any two +		// points along the great circle that are separated by this distance. +		// This gives us a latitude change "budget". Some of this budget must +		// be spent getting from A to B; the remainder bounds the round-trip +		// distance (in latitude) from A or B to the min or max latitude +		// attained along the edge AB. +		latBudget := 2 * math.Asin(0.5*(r.a.Sub(b.Vector)).Norm()*math.Sin(maxLat)) +		maxDelta := 0.5*(latBudget-latAB.Length()) + dblEpsilon + +		// Test whether AB passes through the point of maximum latitude or +		// minimum latitude. If the dot product(s) are small enough then the +		// result may be ambiguous. +		if mA <= mError && mB >= -mError { +			latAB.Hi = math.Min(maxLat, latAB.Hi+maxDelta) +		} +		if mB <= mError && mA >= -mError { +			latAB.Lo = math.Max(-maxLat, latAB.Lo-maxDelta) +		} +	} +	r.a = b +	r.aLL = bLL +	r.bound = r.bound.Union(Rect{latAB, lngAB}) +} + +// RectBound returns the bounding rectangle of the edge chain that connects the +// vertices defined so far. This bound satisfies the guarantee made +// above, i.e. if the edge chain defines a Loop, then the bound contains +// the LatLng coordinates of all Points contained by the loop. +func (r *RectBounder) RectBound() Rect { +	return r.bound.expanded(LatLng{s1.Angle(2 * dblEpsilon), 0}).PolarClosure() +} + +// ExpandForSubregions expands a bounding Rect so that it is guaranteed to +// contain the bounds of any subregion whose bounds are computed using +// ComputeRectBound. For example, consider a loop L that defines a square. +// GetBound ensures that if a point P is contained by this square, then +// LatLngFromPoint(P) is contained by the bound. But now consider a diamond +// shaped loop S contained by L. It is possible that GetBound returns a +// *larger* bound for S than it does for L, due to rounding errors. This +// method expands the bound for L so that it is guaranteed to contain the +// bounds of any subregion S. +// +// More precisely, if L is a loop that does not contain either pole, and S +// is a loop such that L.Contains(S), then +// +//   ExpandForSubregions(L.RectBound).Contains(S.RectBound). +// +func ExpandForSubregions(bound Rect) Rect { +	// Empty bounds don't need expansion. +	if bound.IsEmpty() { +		return bound +	} + +	// First we need to check whether the bound B contains any nearly-antipodal +	// points (to within 4.309 * dblEpsilon). If so then we need to return +	// FullRect, since the subregion might have an edge between two +	// such points, and AddPoint returns Full for such edges. Note that +	// this can happen even if B is not Full for example, consider a loop +	// that defines a 10km strip straddling the equator extending from +	// longitudes -100 to +100 degrees. +	// +	// It is easy to check whether B contains any antipodal points, but checking +	// for nearly-antipodal points is trickier. Essentially we consider the +	// original bound B and its reflection through the origin B', and then test +	// whether the minimum distance between B and B' is less than 4.309 * dblEpsilon. + +	// lngGap is a lower bound on the longitudinal distance between B and its +	// reflection B'. (2.5 * dblEpsilon is the maximum combined error of the +	// endpoint longitude calculations and the Length call.) +	lngGap := math.Max(0, math.Pi-bound.Lng.Length()-2.5*dblEpsilon) + +	// minAbsLat is the minimum distance from B to the equator (if zero or +	// negative, then B straddles the equator). +	minAbsLat := math.Max(bound.Lat.Lo, -bound.Lat.Hi) + +	// latGapSouth and latGapNorth measure the minimum distance from B to the +	// south and north poles respectively. +	latGapSouth := math.Pi/2 + bound.Lat.Lo +	latGapNorth := math.Pi/2 - bound.Lat.Hi + +	if minAbsLat >= 0 { +		// The bound B does not straddle the equator. In this case the minimum +		// distance is between one endpoint of the latitude edge in B closest to +		// the equator and the other endpoint of that edge in B'. The latitude +		// distance between these two points is 2*minAbsLat, and the longitude +		// distance is lngGap. We could compute the distance exactly using the +		// Haversine formula, but then we would need to bound the errors in that +		// calculation. Since we only need accuracy when the distance is very +		// small (close to 4.309 * dblEpsilon), we substitute the Euclidean +		// distance instead. This gives us a right triangle XYZ with two edges of +		// length x = 2*minAbsLat and y ~= lngGap. The desired distance is the +		// length of the third edge z, and we have +		// +		//         z  ~=  sqrt(x^2 + y^2)  >=  (x + y) / sqrt(2) +		// +		// Therefore the region may contain nearly antipodal points only if +		// +		//  2*minAbsLat + lngGap  <  sqrt(2) * 4.309 * dblEpsilon +		//                        ~= 1.354e-15 +		// +		// Note that because the given bound B is conservative, minAbsLat and +		// lngGap are both lower bounds on their true values so we do not need +		// to make any adjustments for their errors. +		if 2*minAbsLat+lngGap < 1.354e-15 { +			return FullRect() +		} +	} else if lngGap >= math.Pi/2 { +		// B spans at most Pi/2 in longitude. The minimum distance is always +		// between one corner of B and the diagonally opposite corner of B'. We +		// use the same distance approximation that we used above; in this case +		// we have an obtuse triangle XYZ with two edges of length x = latGapSouth +		// and y = latGapNorth, and angle Z >= Pi/2 between them. We then have +		// +		//         z  >=  sqrt(x^2 + y^2)  >=  (x + y) / sqrt(2) +		// +		// Unlike the case above, latGapSouth and latGapNorth are not lower bounds +		// (because of the extra addition operation, and because math.Pi/2 is not +		// exactly equal to Pi/2); they can exceed their true values by up to +		// 0.75 * dblEpsilon. Putting this all together, the region may contain +		// nearly antipodal points only if +		// +		//   latGapSouth + latGapNorth  <  (sqrt(2) * 4.309 + 1.5) * dblEpsilon +		//                              ~= 1.687e-15 +		if latGapSouth+latGapNorth < 1.687e-15 { +			return FullRect() +		} +	} else { +		// Otherwise we know that (1) the bound straddles the equator and (2) its +		// width in longitude is at least Pi/2. In this case the minimum +		// distance can occur either between a corner of B and the diagonally +		// opposite corner of B' (as in the case above), or between a corner of B +		// and the opposite longitudinal edge reflected in B'. It is sufficient +		// to only consider the corner-edge case, since this distance is also a +		// lower bound on the corner-corner distance when that case applies. + +		// Consider the spherical triangle XYZ where X is a corner of B with +		// minimum absolute latitude, Y is the closest pole to X, and Z is the +		// point closest to X on the opposite longitudinal edge of B'. This is a +		// right triangle (Z = Pi/2), and from the spherical law of sines we have +		// +		//     sin(z) / sin(Z)  =  sin(y) / sin(Y) +		//     sin(maxLatGap) / 1  =  sin(dMin) / sin(lngGap) +		//     sin(dMin)  =  sin(maxLatGap) * sin(lngGap) +		// +		// where "maxLatGap" = max(latGapSouth, latGapNorth) and "dMin" is the +		// desired minimum distance. Now using the facts that sin(t) >= (2/Pi)*t +		// for 0 <= t <= Pi/2, that we only need an accurate approximation when +		// at least one of "maxLatGap" or lngGap is extremely small (in which +		// case sin(t) ~= t), and recalling that "maxLatGap" has an error of up +		// to 0.75 * dblEpsilon, we want to test whether +		// +		//   maxLatGap * lngGap  <  (4.309 + 0.75) * (Pi/2) * dblEpsilon +		//                       ~= 1.765e-15 +		if math.Max(latGapSouth, latGapNorth)*lngGap < 1.765e-15 { +			return FullRect() +		} +	} +	// Next we need to check whether the subregion might contain any edges that +	// span (math.Pi - 2 * dblEpsilon) radians or more in longitude, since AddPoint +	// sets the longitude bound to Full in that case. This corresponds to +	// testing whether (lngGap <= 0) in lngExpansion below. + +	// Otherwise, the maximum latitude error in AddPoint is 4.8 * dblEpsilon. +	// In the worst case, the errors when computing the latitude bound for a +	// subregion could go in the opposite direction as the errors when computing +	// the bound for the original region, so we need to double this value. +	// (More analysis shows that it's okay to round down to a multiple of +	// dblEpsilon.) +	// +	// For longitude, we rely on the fact that atan2 is correctly rounded and +	// therefore no additional bounds expansion is necessary. + +	latExpansion := 9 * dblEpsilon +	lngExpansion := 0.0 +	if lngGap <= 0 { +		lngExpansion = math.Pi +	} +	return bound.expanded(LatLng{s1.Angle(latExpansion), s1.Angle(lngExpansion)}).PolarClosure() +} diff --git a/vendor/github.com/golang/geo/s2/region.go b/vendor/github.com/golang/geo/s2/region.go new file mode 100644 index 000000000..9ea3de1ca --- /dev/null +++ b/vendor/github.com/golang/geo/s2/region.go @@ -0,0 +1,71 @@ +// Copyright 2014 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 + +// A Region represents a two-dimensional region on the unit sphere. +// +// The purpose of this interface is to allow complex regions to be +// approximated as simpler regions. The interface is restricted to methods +// that are useful for computing approximations. +type Region interface { +	// CapBound returns a bounding spherical cap. This is not guaranteed to be exact. +	CapBound() Cap + +	// RectBound returns a bounding latitude-longitude rectangle that contains +	// the region. The bounds are not guaranteed to be tight. +	RectBound() Rect + +	// ContainsCell reports whether the region completely contains the given region. +	// It returns false if containment could not be determined. +	ContainsCell(c Cell) bool + +	// IntersectsCell reports whether the region intersects the given cell or +	// if intersection could not be determined. It returns false if the region +	// does not intersect. +	IntersectsCell(c Cell) bool + +	// ContainsPoint reports whether the region contains the given point or not. +	// The point should be unit length, although some implementations may relax +	// this restriction. +	ContainsPoint(p Point) bool + +	// CellUnionBound returns a small collection of CellIDs whose union covers +	// the region. The cells are not sorted, may have redundancies (such as cells +	// that contain other cells), and may cover much more area than necessary. +	// +	// This method is not intended for direct use by client code. Clients +	// should typically use Covering, which has options to control the size and +	// accuracy of the covering. Alternatively, if you want a fast covering and +	// don't care about accuracy, consider calling FastCovering (which returns a +	// cleaned-up version of the covering computed by this method). +	// +	// CellUnionBound implementations should attempt to return a small +	// covering (ideally 4 cells or fewer) that covers the region and can be +	// computed quickly. The result is used by RegionCoverer as a starting +	// point for further refinement. +	CellUnionBound() []CellID +} + +// Enforce Region interface satisfaction. +var ( +	_ Region = Cap{} +	_ Region = Cell{} +	_ Region = (*CellUnion)(nil) +	_ Region = (*Loop)(nil) +	_ Region = Point{} +	_ Region = (*Polygon)(nil) +	_ Region = (*Polyline)(nil) +	_ Region = Rect{} +) diff --git a/vendor/github.com/golang/geo/s2/regioncoverer.go b/vendor/github.com/golang/geo/s2/regioncoverer.go new file mode 100644 index 000000000..de5b0c20d --- /dev/null +++ b/vendor/github.com/golang/geo/s2/regioncoverer.go @@ -0,0 +1,615 @@ +// Copyright 2015 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 ( +	"container/heap" +	"sort" +) + +// RegionCoverer allows arbitrary regions to be approximated as unions of cells (CellUnion). +// This is useful for implementing various sorts of search and precomputation operations. +// +// Typical usage: +// +//	rc := &s2.RegionCoverer{MaxLevel: 30, MaxCells: 5} +//	r := s2.Region(CapFromCenterArea(center, area)) +//	covering := rc.Covering(r) +// +// This yields a CellUnion of at most 5 cells that is guaranteed to cover the +// given region (a disc-shaped region on the sphere). +// +// For covering, only cells where (level - MinLevel) is a multiple of LevelMod will be used. +// This effectively allows the branching factor of the S2 CellID hierarchy to be increased. +// Currently the only parameter values allowed are 1, 2, or 3, corresponding to +// branching factors of 4, 16, and 64 respectively. +// +// Note the following: +// +//  - MinLevel takes priority over MaxCells, i.e. cells below the given level will +//    never be used even if this causes a large number of cells to be returned. +// +//  - For any setting of MaxCells, up to 6 cells may be returned if that +//    is the minimum number of cells required (e.g. if the region intersects +//    all six face cells).  Up to 3 cells may be returned even for very tiny +//    convex regions if they happen to be located at the intersection of +//    three cube faces. +// +//  - For any setting of MaxCells, an arbitrary number of cells may be +//    returned if MinLevel is too high for the region being approximated. +// +//  - If MaxCells is less than 4, the area of the covering may be +//    arbitrarily large compared to the area of the original region even if +//    the region is convex (e.g. a Cap or Rect). +// +// The approximation algorithm is not optimal but does a pretty good job in +// practice. The output does not always use the maximum number of cells +// allowed, both because this would not always yield a better approximation, +// and because MaxCells is a limit on how much work is done exploring the +// possible covering as well as a limit on the final output size. +// +// Because it is an approximation algorithm, one should not rely on the +// stability of the output. In particular, the output of the covering algorithm +// may change across different versions of the library. +// +// One can also generate interior coverings, which are sets of cells which +// are entirely contained within a region. Interior coverings can be +// empty, even for non-empty regions, if there are no cells that satisfy +// the provided constraints and are contained by the region. Note that for +// performance reasons, it is wise to specify a MaxLevel when computing +// interior coverings - otherwise for regions with small or zero area, the +// algorithm may spend a lot of time subdividing cells all the way to leaf +// level to try to find contained cells. +type RegionCoverer struct { +	MinLevel int // the minimum cell level to be used. +	MaxLevel int // the maximum cell level to be used. +	LevelMod int // the LevelMod to be used. +	MaxCells int // the maximum desired number of cells in the approximation. +} + +// NewRegionCoverer returns a region coverer with the appropriate defaults. +func NewRegionCoverer() *RegionCoverer { +	return &RegionCoverer{ +		MinLevel: 0, +		MaxLevel: maxLevel, +		LevelMod: 1, +		MaxCells: 8, +	} +} + +type coverer struct { +	minLevel         int // the minimum cell level to be used. +	maxLevel         int // the maximum cell level to be used. +	levelMod         int // the LevelMod to be used. +	maxCells         int // the maximum desired number of cells in the approximation. +	region           Region +	result           CellUnion +	pq               priorityQueue +	interiorCovering bool +} + +type candidate struct { +	cell        Cell +	terminal    bool         // Cell should not be expanded further. +	numChildren int          // Number of children that intersect the region. +	children    []*candidate // Actual size may be 0, 4, 16, or 64 elements. +	priority    int          // Priority of the candidate. +} + +type priorityQueue []*candidate + +func (pq priorityQueue) Len() int { +	return len(pq) +} + +func (pq priorityQueue) Less(i, j int) bool { +	// We want Pop to give us the highest, not lowest, priority so we use greater than here. +	return pq[i].priority > pq[j].priority +} + +func (pq priorityQueue) Swap(i, j int) { +	pq[i], pq[j] = pq[j], pq[i] +} + +func (pq *priorityQueue) Push(x interface{}) { +	item := x.(*candidate) +	*pq = append(*pq, item) +} + +func (pq *priorityQueue) Pop() interface{} { +	item := (*pq)[len(*pq)-1] +	*pq = (*pq)[:len(*pq)-1] +	return item +} + +func (pq *priorityQueue) Reset() { +	*pq = (*pq)[:0] +} + +// newCandidate returns a new candidate with no children if the cell intersects the given region. +// The candidate is marked as terminal if it should not be expanded further. +func (c *coverer) newCandidate(cell Cell) *candidate { +	if !c.region.IntersectsCell(cell) { +		return nil +	} +	cand := &candidate{cell: cell} +	level := int(cell.level) +	if level >= c.minLevel { +		if c.interiorCovering { +			if c.region.ContainsCell(cell) { +				cand.terminal = true +			} else if level+c.levelMod > c.maxLevel { +				return nil +			} +		} else if level+c.levelMod > c.maxLevel || c.region.ContainsCell(cell) { +			cand.terminal = true +		} +	} +	return cand +} + +// expandChildren populates the children of the candidate by expanding the given number of +// levels from the given cell.  Returns the number of children that were marked "terminal". +func (c *coverer) expandChildren(cand *candidate, cell Cell, numLevels int) int { +	numLevels-- +	var numTerminals int +	last := cell.id.ChildEnd() +	for ci := cell.id.ChildBegin(); ci != last; ci = ci.Next() { +		childCell := CellFromCellID(ci) +		if numLevels > 0 { +			if c.region.IntersectsCell(childCell) { +				numTerminals += c.expandChildren(cand, childCell, numLevels) +			} +			continue +		} +		if child := c.newCandidate(childCell); child != nil { +			cand.children = append(cand.children, child) +			cand.numChildren++ +			if child.terminal { +				numTerminals++ +			} +		} +	} +	return numTerminals +} + +// addCandidate adds the given candidate to the result if it is marked as "terminal", +// otherwise expands its children and inserts it into the priority queue. +// Passing an argument of nil does nothing. +func (c *coverer) addCandidate(cand *candidate) { +	if cand == nil { +		return +	} + +	if cand.terminal { +		c.result = append(c.result, cand.cell.id) +		return +	} + +	// Expand one level at a time until we hit minLevel to ensure that we don't skip over it. +	numLevels := c.levelMod +	level := int(cand.cell.level) +	if level < c.minLevel { +		numLevels = 1 +	} + +	numTerminals := c.expandChildren(cand, cand.cell, numLevels) +	maxChildrenShift := uint(2 * c.levelMod) +	if cand.numChildren == 0 { +		return +	} else if !c.interiorCovering && numTerminals == 1<<maxChildrenShift && level >= c.minLevel { +		// Optimization: add the parent cell rather than all of its children. +		// We can't do this for interior coverings, since the children just +		// intersect the region, but may not be contained by it - we need to +		// subdivide them further. +		cand.terminal = true +		c.addCandidate(cand) +	} else { +		// We negate the priority so that smaller absolute priorities are returned +		// first. The heuristic is designed to refine the largest cells first, +		// since those are where we have the largest potential gain. Among cells +		// of the same size, we prefer the cells with the fewest children. +		// Finally, among cells with equal numbers of children we prefer those +		// with the smallest number of children that cannot be refined further. +		cand.priority = -(((level<<maxChildrenShift)+cand.numChildren)<<maxChildrenShift + numTerminals) +		heap.Push(&c.pq, cand) +	} +} + +// adjustLevel returns the reduced "level" so that it satisfies levelMod. Levels smaller than minLevel +// are not affected (since cells at these levels are eventually expanded). +func (c *coverer) adjustLevel(level int) int { +	if c.levelMod > 1 && level > c.minLevel { +		level -= (level - c.minLevel) % c.levelMod +	} +	return level +} + +// adjustCellLevels ensures that all cells with level > minLevel also satisfy levelMod, +// by replacing them with an ancestor if necessary. Cell levels smaller +// than minLevel are not modified (see AdjustLevel). The output is +// then normalized to ensure that no redundant cells are present. +func (c *coverer) adjustCellLevels(cells *CellUnion) { +	if c.levelMod == 1 { +		return +	} + +	var out int +	for _, ci := range *cells { +		level := ci.Level() +		newLevel := c.adjustLevel(level) +		if newLevel != level { +			ci = ci.Parent(newLevel) +		} +		if out > 0 && (*cells)[out-1].Contains(ci) { +			continue +		} +		for out > 0 && ci.Contains((*cells)[out-1]) { +			out-- +		} +		(*cells)[out] = ci +		out++ +	} +	*cells = (*cells)[:out] +} + +// initialCandidates computes a set of initial candidates that cover the given region. +func (c *coverer) initialCandidates() { +	// Optimization: start with a small (usually 4 cell) covering of the region's bounding cap. +	temp := &RegionCoverer{MaxLevel: c.maxLevel, LevelMod: 1, MaxCells: minInt(4, c.maxCells)} + +	cells := temp.FastCovering(c.region) +	c.adjustCellLevels(&cells) +	for _, ci := range cells { +		c.addCandidate(c.newCandidate(CellFromCellID(ci))) +	} +} + +// coveringInternal generates a covering and stores it in result. +// Strategy: Start with the 6 faces of the cube.  Discard any +// that do not intersect the shape.  Then repeatedly choose the +// largest cell that intersects the shape and subdivide it. +// +// result contains the cells that will be part of the output, while pq +// contains cells that we may still subdivide further. Cells that are +// entirely contained within the region are immediately added to the output, +// while cells that do not intersect the region are immediately discarded. +// Therefore pq only contains cells that partially intersect the region. +// Candidates are prioritized first according to cell size (larger cells +// first), then by the number of intersecting children they have (fewest +// children first), and then by the number of fully contained children +// (fewest children first). +func (c *coverer) coveringInternal(region Region) { +	c.region = region + +	c.initialCandidates() +	for c.pq.Len() > 0 && (!c.interiorCovering || len(c.result) < c.maxCells) { +		cand := heap.Pop(&c.pq).(*candidate) + +		// For interior covering we keep subdividing no matter how many children +		// candidate has. If we reach MaxCells before expanding all children, +		// we will just use some of them. +		// For exterior covering we cannot do this, because result has to cover the +		// whole region, so all children have to be used. +		// candidate.numChildren == 1 case takes care of the situation when we +		// already have more than MaxCells in result (minLevel is too high). +		// Subdividing of the candidate with one child does no harm in this case. +		if c.interiorCovering || int(cand.cell.level) < c.minLevel || cand.numChildren == 1 || len(c.result)+c.pq.Len()+cand.numChildren <= c.maxCells { +			for _, child := range cand.children { +				if !c.interiorCovering || len(c.result) < c.maxCells { +					c.addCandidate(child) +				} +			} +		} else { +			cand.terminal = true +			c.addCandidate(cand) +		} +	} + +	c.pq.Reset() +	c.region = nil + +	// Rather than just returning the raw list of cell ids, we construct a cell +	// union and then denormalize it. This has the effect of replacing four +	// child cells with their parent whenever this does not violate the covering +	// parameters specified (min_level, level_mod, etc). This significantly +	// reduces the number of cells returned in many cases, and it is cheap +	// compared to computing the covering in the first place. +	c.result.Normalize() +	if c.minLevel > 0 || c.levelMod > 1 { +		c.result.Denormalize(c.minLevel, c.levelMod) +	} +} + +// newCoverer returns an instance of coverer. +func (rc *RegionCoverer) newCoverer() *coverer { +	return &coverer{ +		minLevel: maxInt(0, minInt(maxLevel, rc.MinLevel)), +		maxLevel: maxInt(0, minInt(maxLevel, rc.MaxLevel)), +		levelMod: maxInt(1, minInt(3, rc.LevelMod)), +		maxCells: rc.MaxCells, +	} +} + +// Covering returns a CellUnion that covers the given region and satisfies the various restrictions. +func (rc *RegionCoverer) Covering(region Region) CellUnion { +	covering := rc.CellUnion(region) +	covering.Denormalize(maxInt(0, minInt(maxLevel, rc.MinLevel)), maxInt(1, minInt(3, rc.LevelMod))) +	return covering +} + +// InteriorCovering returns a CellUnion that is contained within the given region and satisfies the various restrictions. +func (rc *RegionCoverer) InteriorCovering(region Region) CellUnion { +	intCovering := rc.InteriorCellUnion(region) +	intCovering.Denormalize(maxInt(0, minInt(maxLevel, rc.MinLevel)), maxInt(1, minInt(3, rc.LevelMod))) +	return intCovering +} + +// CellUnion returns a normalized CellUnion that covers the given region and +// satisfies the restrictions except for minLevel and levelMod. These criteria +// cannot be satisfied using a cell union because cell unions are +// automatically normalized by replacing four child cells with their parent +// whenever possible. (Note that the list of cell ids passed to the CellUnion +// constructor does in fact satisfy all the given restrictions.) +func (rc *RegionCoverer) CellUnion(region Region) CellUnion { +	c := rc.newCoverer() +	c.coveringInternal(region) +	cu := c.result +	cu.Normalize() +	return cu +} + +// InteriorCellUnion returns a normalized CellUnion that is contained within the given region and +// satisfies the restrictions except for minLevel and levelMod. These criteria +// cannot be satisfied using a cell union because cell unions are +// automatically normalized by replacing four child cells with their parent +// whenever possible. (Note that the list of cell ids passed to the CellUnion +// constructor does in fact satisfy all the given restrictions.) +func (rc *RegionCoverer) InteriorCellUnion(region Region) CellUnion { +	c := rc.newCoverer() +	c.interiorCovering = true +	c.coveringInternal(region) +	cu := c.result +	cu.Normalize() +	return cu +} + +// FastCovering returns a CellUnion that covers the given region similar to Covering, +// except that this method is much faster and the coverings are not as tight. +// All of the usual parameters are respected (MaxCells, MinLevel, MaxLevel, and LevelMod), +// except that the implementation makes no attempt to take advantage of large values of +// MaxCells.  (A small number of cells will always be returned.) +// +// This function is useful as a starting point for algorithms that +// recursively subdivide cells. +func (rc *RegionCoverer) FastCovering(region Region) CellUnion { +	c := rc.newCoverer() +	cu := CellUnion(region.CellUnionBound()) +	c.normalizeCovering(&cu) +	return cu +} + +// IsCanonical reports whether the given CellUnion represents a valid covering +// that conforms to the current covering parameters.  In particular: +// +//  - All CellIDs must be valid. +// +//  - CellIDs must be sorted and non-overlapping. +// +//  - CellID levels must satisfy MinLevel, MaxLevel, and LevelMod. +// +//  - If the covering has more than MaxCells, there must be no two cells with +//    a common ancestor at MinLevel or higher. +// +//  - There must be no sequence of cells that could be replaced by an +//    ancestor (i.e. with LevelMod == 1, the 4 child cells of a parent). +func (rc *RegionCoverer) IsCanonical(covering CellUnion) bool { +	return rc.newCoverer().isCanonical(covering) +} + +// normalizeCovering normalizes the "covering" so that it conforms to the +// current covering parameters (maxCells, minLevel, maxLevel, and levelMod). +// This method makes no attempt to be optimal. In particular, if +// minLevel > 0 or levelMod > 1 then it may return more than the +// desired number of cells even when this isn't necessary. +// +// Note that when the covering parameters have their default values, almost +// all of the code in this function is skipped. +func (c *coverer) normalizeCovering(covering *CellUnion) { +	// If any cells are too small, or don't satisfy levelMod, then replace them with ancestors. +	if c.maxLevel < maxLevel || c.levelMod > 1 { +		for i, ci := range *covering { +			level := ci.Level() +			newLevel := c.adjustLevel(minInt(level, c.maxLevel)) +			if newLevel != level { +				(*covering)[i] = ci.Parent(newLevel) +			} +		} +	} +	// Sort the cells and simplify them. +	covering.Normalize() + +	// Make sure that the covering satisfies minLevel and levelMod, +	// possibly at the expense of satisfying MaxCells. +	if c.minLevel > 0 || c.levelMod > 1 { +		covering.Denormalize(c.minLevel, c.levelMod) +	} + +	// If there are too many cells and the covering is very large, use the +	// RegionCoverer to compute a new covering. (This avoids possible O(n^2) +	// behavior of the simpler algorithm below.) +	excess := len(*covering) - c.maxCells +	if excess <= 0 || c.isCanonical(*covering) { +		return +	} +	if excess*len(*covering) > 10000 { +		rc := NewRegionCoverer() +		(*covering) = rc.Covering(covering) +		return +	} + +	// If there are still too many cells, then repeatedly replace two adjacent +	// cells in CellID order by their lowest common ancestor. +	for len(*covering) > c.maxCells { +		bestIndex := -1 +		bestLevel := -1 +		for i := 0; i+1 < len(*covering); i++ { +			level, ok := (*covering)[i].CommonAncestorLevel((*covering)[i+1]) +			if !ok { +				continue +			} +			level = c.adjustLevel(level) +			if level > bestLevel { +				bestLevel = level +				bestIndex = i +			} +		} + +		if bestLevel < c.minLevel { +			break +		} + +		// Replace all cells contained by the new ancestor cell. +		id := (*covering)[bestIndex].Parent(bestLevel) +		(*covering) = c.replaceCellsWithAncestor(*covering, id) + +		// Now repeatedly check whether all children of the parent cell are +		// present, in which case we can replace those cells with their parent. +		for bestLevel > c.minLevel { +			bestLevel -= c.levelMod +			id = id.Parent(bestLevel) +			if !c.containsAllChildren(*covering, id) { +				break +			} +			(*covering) = c.replaceCellsWithAncestor(*covering, id) +		} +	} +} + +// isCanonical reports whether the covering is canonical. +func (c *coverer) isCanonical(covering CellUnion) bool { +	trueMax := c.maxLevel +	if c.levelMod != 1 { +		trueMax = c.maxLevel - (c.maxLevel-c.minLevel)%c.levelMod +	} +	tooManyCells := len(covering) > c.maxCells +	sameParentCount := 1 + +	prevID := CellID(0) +	for _, id := range covering { +		if !id.IsValid() { +			return false +		} + +		// Check that the CellID level is acceptable. +		level := id.Level() +		if level < c.minLevel || level > trueMax { +			return false +		} +		if c.levelMod > 1 && (level-c.minLevel)%c.levelMod != 0 { +			return false +		} + +		if prevID != 0 { +			// Check that cells are sorted and non-overlapping. +			if prevID.RangeMax() >= id.RangeMin() { +				return false +			} + +			lev, ok := id.CommonAncestorLevel(prevID) +			// If there are too many cells, check that no pair of adjacent cells +			// could be replaced by an ancestor. +			if tooManyCells && (ok && lev >= c.minLevel) { +				return false +			} + +			// Check that there are no sequences of (4 ** level_mod) cells that all +			// have the same parent (considering only multiples of "level_mod"). +			pLevel := level - c.levelMod +			if pLevel < c.minLevel || level != prevID.Level() || +				id.Parent(pLevel) != prevID.Parent(pLevel) { +				sameParentCount = 1 +			} else { +				sameParentCount++ +				if sameParentCount == 1<<uint(2*c.levelMod) { +					return false +				} +			} +		} +		prevID = id +	} + +	return true +} + +func (c *coverer) containsAllChildren(covering []CellID, id CellID) bool { +	pos := sort.Search(len(covering), func(i int) bool { return (covering)[i] >= id.RangeMin() }) +	level := id.Level() + c.levelMod +	for child := id.ChildBeginAtLevel(level); child != id.ChildEndAtLevel(level); child = child.Next() { +		if pos == len(covering) || covering[pos] != child { +			return false +		} +		pos++ +	} +	return true +} + +// replaceCellsWithAncestor replaces all descendants of the given id in covering +// with id. This requires the covering contains at least one descendant of id. +func (c *coverer) replaceCellsWithAncestor(covering []CellID, id CellID) []CellID { +	begin := sort.Search(len(covering), func(i int) bool { return covering[i] > id.RangeMin() }) +	end := sort.Search(len(covering), func(i int) bool { return covering[i] > id.RangeMax() }) + +	return append(append(covering[:begin], id), covering[end:]...) +} + +// SimpleRegionCovering returns a set of cells at the given level that cover +// the connected region and a starting point on the boundary or inside the +// region. The cells are returned in arbitrary order. +// +// Note that this method is not faster than the regular Covering +// method for most region types, such as Cap or Polygon, and in fact it +// can be much slower when the output consists of a large number of cells. +// Currently it can be faster at generating coverings of long narrow regions +// such as polylines, but this may change in the future. +func SimpleRegionCovering(region Region, start Point, level int) []CellID { +	return FloodFillRegionCovering(region, cellIDFromPoint(start).Parent(level)) +} + +// FloodFillRegionCovering returns all edge-connected cells at the same level as +// the given CellID that intersect the given region, in arbitrary order. +func FloodFillRegionCovering(region Region, start CellID) []CellID { +	var output []CellID +	all := map[CellID]bool{ +		start: true, +	} +	frontier := []CellID{start} +	for len(frontier) > 0 { +		id := frontier[len(frontier)-1] +		frontier = frontier[:len(frontier)-1] +		if !region.IntersectsCell(CellFromCellID(id)) { +			continue +		} +		output = append(output, id) +		for _, nbr := range id.EdgeNeighbors() { +			if !all[nbr] { +				all[nbr] = true +				frontier = append(frontier, nbr) +			} +		} +	} + +	return output +} diff --git a/vendor/github.com/golang/geo/s2/regionunion.go b/vendor/github.com/golang/geo/s2/regionunion.go new file mode 100644 index 000000000..915b7c330 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/regionunion.go @@ -0,0 +1,66 @@ +// Copyright 2020 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 + +// A RegionUnion represents a union of possibly overlapping regions. +// It is convenient for computing a covering of a set of regions. +type RegionUnion []Region + +// CapBound returns a bounding cap for this RegionUnion. +func (ru RegionUnion) CapBound() Cap { return ru.RectBound().CapBound() } + +// RectBound returns a bounding latitude-longitude rectangle for this RegionUnion. +func (ru RegionUnion) RectBound() Rect { +	ret := EmptyRect() +	for _, reg := range ru { +		ret = ret.Union(reg.RectBound()) +	} +	return ret +} + +// ContainsCell reports whether the given Cell is contained by this RegionUnion. +func (ru RegionUnion) ContainsCell(c Cell) bool { +	for _, reg := range ru { +		if reg.ContainsCell(c) { +			return true +		} +	} +	return false +} + +// IntersectsCell reports whether this RegionUnion intersects the given cell. +func (ru RegionUnion) IntersectsCell(c Cell) bool { +	for _, reg := range ru { +		if reg.IntersectsCell(c) { +			return true +		} +	} +	return false +} + +// ContainsPoint reports whether this RegionUnion contains the Point. +func (ru RegionUnion) ContainsPoint(p Point) bool { +	for _, reg := range ru { +		if reg.ContainsPoint(p) { +			return true +		} +	} +	return false +} + +// CellUnionBound computes a covering of the RegionUnion. +func (ru RegionUnion) CellUnionBound() []CellID { +	return ru.CapBound().CellUnionBound() +} diff --git a/vendor/github.com/golang/geo/s2/shape.go b/vendor/github.com/golang/geo/s2/shape.go new file mode 100644 index 000000000..2cbf170c3 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/shape.go @@ -0,0 +1,263 @@ +// 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 + +import ( +	"sort" +) + +// Edge represents a geodesic edge consisting of two vertices. Zero-length edges are +// allowed, and can be used to represent points. +type Edge struct { +	V0, V1 Point +} + +// Cmp compares the two edges using the underlying Points Cmp method and returns +// +//   -1 if e <  other +//    0 if e == other +//   +1 if e >  other +// +// The two edges are compared by first vertex, and then by the second vertex. +func (e Edge) Cmp(other Edge) int { +	if v0cmp := e.V0.Cmp(other.V0.Vector); v0cmp != 0 { +		return v0cmp +	} +	return e.V1.Cmp(other.V1.Vector) +} + +// sortEdges sorts the slice of Edges in place. +func sortEdges(e []Edge) { +	sort.Sort(edges(e)) +} + +// edges implements the Sort interface for slices of Edge. +type edges []Edge + +func (e edges) Len() int           { return len(e) } +func (e edges) Swap(i, j int)      { e[i], e[j] = e[j], e[i] } +func (e edges) Less(i, j int) bool { return e[i].Cmp(e[j]) == -1 } + +// ShapeEdgeID is a unique identifier for an Edge within an ShapeIndex, +// consisting of a (shapeID, edgeID) pair. +type ShapeEdgeID struct { +	ShapeID int32 +	EdgeID  int32 +} + +// Cmp compares the two ShapeEdgeIDs and returns +// +//   -1 if s <  other +//    0 if s == other +//   +1 if s >  other +// +// The two are compared first by shape id and then by edge id. +func (s ShapeEdgeID) Cmp(other ShapeEdgeID) int { +	switch { +	case s.ShapeID < other.ShapeID: +		return -1 +	case s.ShapeID > other.ShapeID: +		return 1 +	} +	switch { +	case s.EdgeID < other.EdgeID: +		return -1 +	case s.EdgeID > other.EdgeID: +		return 1 +	} +	return 0 +} + +// ShapeEdge represents a ShapeEdgeID with the two endpoints of that Edge. +type ShapeEdge struct { +	ID   ShapeEdgeID +	Edge Edge +} + +// Chain represents a range of edge IDs corresponding to a chain of connected +// edges, specified as a (start, length) pair. The chain is defined to consist of +// edge IDs {start, start + 1, ..., start + length - 1}. +type Chain struct { +	Start, Length int +} + +// ChainPosition represents the position of an edge within a given edge chain, +// specified as a (chainID, offset) pair. Chains are numbered sequentially +// starting from zero, and offsets are measured from the start of each chain. +type ChainPosition struct { +	ChainID, Offset int +} + +// A ReferencePoint consists of a point and a boolean indicating whether the point +// is contained by a particular shape. +type ReferencePoint struct { +	Point     Point +	Contained bool +} + +// OriginReferencePoint returns a ReferencePoint with the given value for +// contained and the origin point. It should be used when all points or no +// points are contained. +func OriginReferencePoint(contained bool) ReferencePoint { +	return ReferencePoint{Point: OriginPoint(), Contained: contained} +} + +// typeTag is a 32-bit tag that can be used to identify the type of an encoded +// Shape. All encodable types have a non-zero type tag. The tag associated with +type typeTag uint32 + +const ( +	// Indicates that a given Shape type cannot be encoded. +	typeTagNone        typeTag = 0 +	typeTagPolygon     typeTag = 1 +	typeTagPolyline    typeTag = 2 +	typeTagPointVector typeTag = 3 +	typeTagLaxPolyline typeTag = 4 +	typeTagLaxPolygon  typeTag = 5 + +	// The minimum allowable tag for future user-defined Shape types. +	typeTagMinUser typeTag = 8192 +) + +// Shape represents polygonal geometry in a flexible way. It is organized as a +// collection of edges that optionally defines an interior. All geometry +// represented by a given Shape must have the same dimension, which means that +// an Shape can represent either a set of points, a set of polylines, or a set +// of polygons. +// +// Shape is defined as an interface in order to give clients control over the +// underlying data representation. Sometimes an Shape does not have any data of +// its own, but instead wraps some other type. +// +// Shape operations are typically defined on a ShapeIndex rather than +// individual shapes. An ShapeIndex is simply a collection of Shapes, +// possibly of different dimensions (e.g. 10 points and 3 polygons), organized +// into a data structure for efficient edge access. +// +// The edges of a Shape are indexed by a contiguous range of edge IDs +// starting at 0. The edges are further subdivided into chains, where each +// chain consists of a sequence of edges connected end-to-end (a polyline). +// For example, a Shape representing two polylines AB and CDE would have +// three edges (AB, CD, DE) grouped into two chains: (AB) and (CD, DE). +// Similarly, an Shape representing 5 points would have 5 chains consisting +// of one edge each. +// +// Shape has methods that allow edges to be accessed either using the global +// numbering (edge ID) or within a particular chain. The global numbering is +// sufficient for most purposes, but the chain representation is useful for +// certain algorithms such as intersection (see BooleanOperation). +type Shape interface { +	// NumEdges returns the number of edges in this shape. +	NumEdges() int + +	// Edge returns the edge for the given edge index. +	Edge(i int) Edge + +	// ReferencePoint returns an arbitrary reference point for the shape. (The +	// containment boolean value must be false for shapes that do not have an interior.) +	// +	// This reference point may then be used to compute the containment of other +	// points by counting edge crossings. +	ReferencePoint() ReferencePoint + +	// NumChains reports the number of contiguous edge chains in the shape. +	// For example, a shape whose edges are [AB, BC, CD, AE, EF] would consist +	// of two chains (AB,BC,CD and AE,EF). Every chain is assigned a chain Id +	// numbered sequentially starting from zero. +	// +	// Note that it is always acceptable to implement this method by returning +	// NumEdges, i.e. every chain consists of a single edge, but this may +	// reduce the efficiency of some algorithms. +	NumChains() int + +	// Chain returns the range of edge IDs corresponding to the given edge chain. +	// Edge chains must form contiguous, non-overlapping ranges that cover +	// the entire range of edge IDs. This is spelled out more formally below: +	// +	//  0 <= i < NumChains() +	//  Chain(i).length > 0, for all i +	//  Chain(0).start == 0 +	//  Chain(i).start + Chain(i).length == Chain(i+1).start, for i < NumChains()-1 +	//  Chain(i).start + Chain(i).length == NumEdges(), for i == NumChains()-1 +	Chain(chainID int) Chain + +	// ChainEdgeReturns the edge at offset "offset" within edge chain "chainID". +	// Equivalent to "shape.Edge(shape.Chain(chainID).start + offset)" +	// but more efficient. +	ChainEdge(chainID, offset int) Edge + +	// ChainPosition finds the chain containing the given edge, and returns the +	// position of that edge as a ChainPosition(chainID, offset) pair. +	// +	//  shape.Chain(pos.chainID).start + pos.offset == edgeID +	//  shape.Chain(pos.chainID+1).start > edgeID +	// +	// where pos == shape.ChainPosition(edgeID). +	ChainPosition(edgeID int) ChainPosition + +	// Dimension returns the dimension of the geometry represented by this shape, +	// either 0, 1 or 2 for point, polyline and polygon geometry respectively. +	// +	//  0 - Point geometry. Each point is represented as a degenerate edge. +	// +	//  1 - Polyline geometry. Polyline edges may be degenerate. A shape may +	//      represent any number of polylines. Polylines edges may intersect. +	// +	//  2 - Polygon geometry. Edges should be oriented such that the polygon +	//      interior is always on the left. In theory the edges may be returned +	//      in any order, but typically the edges are organized as a collection +	//      of edge chains where each chain represents one polygon loop. +	//      Polygons may have degeneracies (e.g., degenerate edges or sibling +	//      pairs consisting of an edge and its corresponding reversed edge). +	//      A polygon loop may also be full (containing all points on the +	//      sphere); by convention this is represented as a chain with no edges. +	//      (See laxPolygon for details.) +	// +	// This method allows degenerate geometry of different dimensions +	// to be distinguished, e.g. it allows a point to be distinguished from a +	// polyline or polygon that has been simplified to a single point. +	Dimension() int + +	// IsEmpty reports whether the Shape contains no points. (Note that the full +	// polygon is represented as a chain with zero edges.) +	IsEmpty() bool + +	// IsFull reports whether the Shape contains all points on the sphere. +	IsFull() bool + +	// typeTag returns a value that can be used to identify the type of an +	// encoded Shape. +	typeTag() typeTag + +	// We do not support implementations of this interface outside this package. +	privateInterface() +} + +// defaultShapeIsEmpty reports whether this shape contains no points. +func defaultShapeIsEmpty(s Shape) bool { +	return s.NumEdges() == 0 && (s.Dimension() != 2 || s.NumChains() == 0) +} + +// defaultShapeIsFull reports whether this shape contains all points on the sphere. +func defaultShapeIsFull(s Shape) bool { +	return s.NumEdges() == 0 && s.Dimension() == 2 && s.NumChains() > 0 +} + +// A minimal check for types that should satisfy the Shape interface. +var ( +	_ Shape = &Loop{} +	_ Shape = &Polygon{} +	_ Shape = &Polyline{} +) diff --git a/vendor/github.com/golang/geo/s2/shapeindex.go b/vendor/github.com/golang/geo/s2/shapeindex.go new file mode 100644 index 000000000..6efa213ab --- /dev/null +++ b/vendor/github.com/golang/geo/s2/shapeindex.go @@ -0,0 +1,1526 @@ +// 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 +} + +func (s *ShapeIndexIterator) clone() *ShapeIndexIterator { +	return &ShapeIndexIterator{ +		index:    s.index, +		position: s.position, +		id:       s.id, +		cell:     s.cell, +	} +} + +// 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) +} + +// Build triggers the update of the index. Calls to Add and Release are normally +// queued and processed on the first subsequent query. This has many advantages, +// the most important of which is that sometimes there *is* no subsequent +// query, which lets us avoid building the index completely. +// +// This method forces any pending updates to be applied immediately. +func (s *ShapeIndex) Build() { +	s.maybeApplyUpdates() +} + +// 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. +} diff --git a/vendor/github.com/golang/geo/s2/shapeutil.go b/vendor/github.com/golang/geo/s2/shapeutil.go new file mode 100644 index 000000000..64245dfa1 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/shapeutil.go @@ -0,0 +1,228 @@ +// 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 + +// CrossingType defines different ways of reporting edge intersections. +type CrossingType int + +const ( +	// CrossingTypeInterior reports intersections that occur at a point +	// interior to both edges (i.e., not at a vertex). +	CrossingTypeInterior CrossingType = iota + +	// CrossingTypeAll reports all intersections, even those where two edges +	// intersect only because they share a common vertex. +	CrossingTypeAll + +	// CrossingTypeNonAdjacent reports all intersections except for pairs of +	// the form (AB, BC) where both edges are from the same ShapeIndex. +	CrossingTypeNonAdjacent +) + +// rangeIterator is a wrapper over ShapeIndexIterator with extra methods +// that are useful for merging the contents of two or more ShapeIndexes. +type rangeIterator struct { +	it *ShapeIndexIterator +	// The min and max leaf cell ids covered by the current cell. If done() is +	// true, these methods return a value larger than any valid cell id. +	rangeMin CellID +	rangeMax CellID +} + +// newRangeIterator creates a new rangeIterator positioned at the first cell of the given index. +func newRangeIterator(index *ShapeIndex) *rangeIterator { +	r := &rangeIterator{ +		it: index.Iterator(), +	} +	r.refresh() +	return r +} + +func (r *rangeIterator) cellID() CellID             { return r.it.CellID() } +func (r *rangeIterator) indexCell() *ShapeIndexCell { return r.it.IndexCell() } +func (r *rangeIterator) next()                      { r.it.Next(); r.refresh() } +func (r *rangeIterator) done() bool                 { return r.it.Done() } + +// seekTo positions the iterator at the first cell that overlaps or follows +// the current range minimum of the target iterator, i.e. such that its +// rangeMax >= target.rangeMin. +func (r *rangeIterator) seekTo(target *rangeIterator) { +	r.it.seek(target.rangeMin) +	// If the current cell does not overlap target, it is possible that the +	// previous cell is the one we are looking for. This can only happen when +	// the previous cell contains target but has a smaller CellID. +	if r.it.Done() || r.it.CellID().RangeMin() > target.rangeMax { +		if r.it.Prev() && r.it.CellID().RangeMax() < target.cellID() { +			r.it.Next() +		} +	} +	r.refresh() +} + +// seekBeyond positions the iterator at the first cell that follows the current +// range minimum of the target iterator. i.e. the first cell such that its +// rangeMin > target.rangeMax. +func (r *rangeIterator) seekBeyond(target *rangeIterator) { +	r.it.seek(target.rangeMax.Next()) +	if !r.it.Done() && r.it.CellID().RangeMin() <= target.rangeMax { +		r.it.Next() +	} +	r.refresh() +} + +// refresh updates the iterators min and max values. +func (r *rangeIterator) refresh() { +	r.rangeMin = r.cellID().RangeMin() +	r.rangeMax = r.cellID().RangeMax() +} + +// referencePointForShape is a helper function for implementing various Shapes +// ReferencePoint functions. +// +// Given a shape consisting of closed polygonal loops, the interior of the +// shape is defined as the region to the left of all edges (which must be +// oriented consistently). This function then chooses an arbitrary point and +// returns true if that point is contained by the shape. +// +// Unlike Loop and Polygon, this method allows duplicate vertices and +// edges, which requires some extra care with definitions. The rule that we +// apply is that an edge and its reverse edge cancel each other: the result +// is the same as if that edge pair were not present. Therefore shapes that +// consist only of degenerate loop(s) are either empty or full; by convention, +// the shape is considered full if and only if it contains an empty loop (see +// laxPolygon for details). +// +// Determining whether a loop on the sphere contains a point is harder than +// the corresponding problem in 2D plane geometry. It cannot be implemented +// just by counting edge crossings because there is no such thing as a point +// at infinity that is guaranteed to be outside the loop. +// +// This function requires that the given Shape have an interior. +func referencePointForShape(shape Shape) ReferencePoint { +	if shape.NumEdges() == 0 { +		// A shape with no edges is defined to be full if and only if it +		// contains at least one chain. +		return OriginReferencePoint(shape.NumChains() > 0) +	} +	// Define a "matched" edge as one that can be paired with a corresponding +	// reversed edge. Define a vertex as "balanced" if all of its edges are +	// matched. In order to determine containment, we must find an unbalanced +	// vertex. Often every vertex is unbalanced, so we start by trying an +	// arbitrary vertex. +	edge := shape.Edge(0) + +	if ref, ok := referencePointAtVertex(shape, edge.V0); ok { +		return ref +	} + +	// That didn't work, so now we do some extra work to find an unbalanced +	// vertex (if any). Essentially we gather a list of edges and a list of +	// reversed edges, and then sort them. The first edge that appears in one +	// list but not the other is guaranteed to be unmatched. +	n := shape.NumEdges() +	var edges = make([]Edge, n) +	var revEdges = make([]Edge, n) +	for i := 0; i < n; i++ { +		edge := shape.Edge(i) +		edges[i] = edge +		revEdges[i] = Edge{V0: edge.V1, V1: edge.V0} +	} + +	sortEdges(edges) +	sortEdges(revEdges) + +	for i := 0; i < n; i++ { +		if edges[i].Cmp(revEdges[i]) == -1 { // edges[i] is unmatched +			if ref, ok := referencePointAtVertex(shape, edges[i].V0); ok { +				return ref +			} +		} +		if revEdges[i].Cmp(edges[i]) == -1 { // revEdges[i] is unmatched +			if ref, ok := referencePointAtVertex(shape, revEdges[i].V0); ok { +				return ref +			} +		} +	} + +	// All vertices are balanced, so this polygon is either empty or full except +	// for degeneracies. By convention it is defined to be full if it contains +	// any chain with no edges. +	for i := 0; i < shape.NumChains(); i++ { +		if shape.Chain(i).Length == 0 { +			return OriginReferencePoint(true) +		} +	} + +	return OriginReferencePoint(false) +} + +// referencePointAtVertex reports whether the given vertex is unbalanced, and +// returns a ReferencePoint indicating if the point is contained. +// Otherwise returns false. +func referencePointAtVertex(shape Shape, vTest Point) (ReferencePoint, bool) { +	var ref ReferencePoint + +	// Let P be an unbalanced vertex. Vertex P is defined to be inside the +	// region if the region contains a particular direction vector starting from +	// P, namely the direction p.Ortho(). This can be calculated using +	// ContainsVertexQuery. + +	containsQuery := NewContainsVertexQuery(vTest) +	n := shape.NumEdges() +	for e := 0; e < n; e++ { +		edge := shape.Edge(e) +		if edge.V0 == vTest { +			containsQuery.AddEdge(edge.V1, 1) +		} +		if edge.V1 == vTest { +			containsQuery.AddEdge(edge.V0, -1) +		} +	} +	containsSign := containsQuery.ContainsVertex() +	if containsSign == 0 { +		return ref, false // There are no unmatched edges incident to this vertex. +	} +	ref.Point = vTest +	ref.Contained = containsSign > 0 + +	return ref, true +} + +// containsBruteForce reports whether the given shape contains the given point. +// Most clients should not use this method, since its running time is linear in +// the number of shape edges. Instead clients should create a ShapeIndex and use +// ContainsPointQuery, since this strategy is much more efficient when many +// points need to be tested. +// +// Polygon boundaries are treated as being semi-open (see ContainsPointQuery +// and VertexModel for other options). +func containsBruteForce(shape Shape, point Point) bool { +	if shape.Dimension() != 2 { +		return false +	} + +	refPoint := shape.ReferencePoint() +	if refPoint.Point == point { +		return refPoint.Contained +	} + +	crosser := NewEdgeCrosser(refPoint.Point, point) +	inside := refPoint.Contained +	for e := 0; e < shape.NumEdges(); e++ { +		edge := shape.Edge(e) +		inside = inside != crosser.EdgeOrVertexCrossing(edge.V0, edge.V1) +	} +	return inside +} diff --git a/vendor/github.com/golang/geo/s2/shapeutil_edge_iterator.go b/vendor/github.com/golang/geo/s2/shapeutil_edge_iterator.go new file mode 100644 index 000000000..2a0d82361 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/shapeutil_edge_iterator.go @@ -0,0 +1,72 @@ +// Copyright 2020 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 + +// EdgeIterator is an iterator that advances through all edges in an ShapeIndex. +// This is different to the ShapeIndexIterator, which advances through the cells in the +// ShapeIndex. +type EdgeIterator struct { +	index    *ShapeIndex +	shapeID  int32 +	numEdges int32 +	edgeID   int32 +} + +// NewEdgeIterator creates a new edge iterator for the given index. +func NewEdgeIterator(index *ShapeIndex) *EdgeIterator { +	e := &EdgeIterator{ +		index:   index, +		shapeID: -1, +		edgeID:  -1, +	} + +	e.Next() +	return e +} + +// ShapeID returns the current shape ID. +func (e *EdgeIterator) ShapeID() int32 { return e.shapeID } + +// EdgeID returns the current edge ID. +func (e *EdgeIterator) EdgeID() int32 { return e.edgeID } + +// ShapeEdgeID returns the current (shapeID, edgeID). +func (e *EdgeIterator) ShapeEdgeID() ShapeEdgeID { return ShapeEdgeID{e.shapeID, e.edgeID} } + +// Edge returns the current edge. +func (e *EdgeIterator) Edge() Edge { +	return e.index.Shape(e.shapeID).Edge(int(e.edgeID)) +} + +// Done reports if the iterator is positioned at or after the last index edge. +func (e *EdgeIterator) Done() bool { return e.shapeID >= int32(len(e.index.shapes)) } + +// Next positions the iterator at the next index edge. +func (e *EdgeIterator) Next() { +	e.edgeID++ +	for ; e.edgeID >= e.numEdges; e.edgeID++ { +		e.shapeID++ +		if e.shapeID >= int32(len(e.index.shapes)) { +			break +		} +		shape := e.index.Shape(e.shapeID) +		if shape == nil { +			e.numEdges = 0 +		} else { +			e.numEdges = int32(shape.NumEdges()) +		} +		e.edgeID = -1 +	} +} diff --git a/vendor/github.com/golang/geo/s2/stuv.go b/vendor/github.com/golang/geo/s2/stuv.go new file mode 100644 index 000000000..7663bb398 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/stuv.go @@ -0,0 +1,427 @@ +// Copyright 2014 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" + +	"github.com/golang/geo/r3" +) + +// +// This file contains documentation of the various coordinate systems used +// throughout the library. Most importantly, S2 defines a framework for +// decomposing the unit sphere into a hierarchy of "cells". Each cell is a +// quadrilateral bounded by four geodesics. The top level of the hierarchy is +// obtained by projecting the six faces of a cube onto the unit sphere, and +// lower levels are obtained by subdividing each cell into four children +// recursively. Cells are numbered such that sequentially increasing cells +// follow a continuous space-filling curve over the entire sphere. The +// transformation is designed to make the cells at each level fairly uniform +// in size. +// +////////////////////////// S2 Cell Decomposition ///////////////////////// +// +// The following methods define the cube-to-sphere projection used by +// the Cell decomposition. +// +// In the process of converting a latitude-longitude pair to a 64-bit cell +// id, the following coordinate systems are used: +// +//  (id) +//    An CellID is a 64-bit encoding of a face and a Hilbert curve position +//    on that face. The Hilbert curve position implicitly encodes both the +//    position of a cell and its subdivision level (see s2cellid.go). +// +//  (face, i, j) +//    Leaf-cell coordinates. "i" and "j" are integers in the range +//    [0,(2**30)-1] that identify a particular leaf cell on the given face. +//    The (i, j) coordinate system is right-handed on each face, and the +//    faces are oriented such that Hilbert curves connect continuously from +//    one face to the next. +// +//  (face, s, t) +//    Cell-space coordinates. "s" and "t" are real numbers in the range +//    [0,1] that identify a point on the given face. For example, the point +//    (s, t) = (0.5, 0.5) corresponds to the center of the top-level face +//    cell. This point is also a vertex of exactly four cells at each +//    subdivision level greater than zero. +// +//  (face, si, ti) +//    Discrete cell-space coordinates. These are obtained by multiplying +//    "s" and "t" by 2**31 and rounding to the nearest unsigned integer. +//    Discrete coordinates lie in the range [0,2**31]. This coordinate +//    system can represent the edge and center positions of all cells with +//    no loss of precision (including non-leaf cells). In binary, each +//    coordinate of a level-k cell center ends with a 1 followed by +//    (30 - k) 0s. The coordinates of its edges end with (at least) +//    (31 - k) 0s. +// +//  (face, u, v) +//    Cube-space coordinates in the range [-1,1]. To make the cells at each +//    level more uniform in size after they are projected onto the sphere, +//    we apply a nonlinear transformation of the form u=f(s), v=f(t). +//    The (u, v) coordinates after this transformation give the actual +//    coordinates on the cube face (modulo some 90 degree rotations) before +//    it is projected onto the unit sphere. +// +//  (face, u, v, w) +//    Per-face coordinate frame. This is an extension of the (face, u, v) +//    cube-space coordinates that adds a third axis "w" in the direction of +//    the face normal. It is always a right-handed 3D coordinate system. +//    Cube-space coordinates can be converted to this frame by setting w=1, +//    while (u,v,w) coordinates can be projected onto the cube face by +//    dividing by w, i.e. (face, u/w, v/w). +// +//  (x, y, z) +//    Direction vector (Point). Direction vectors are not necessarily unit +//    length, and are often chosen to be points on the biunit cube +//    [-1,+1]x[-1,+1]x[-1,+1]. They can be be normalized to obtain the +//    corresponding point on the unit sphere. +// +//  (lat, lng) +//    Latitude and longitude (LatLng). Latitudes must be between -90 and +//    90 degrees inclusive, and longitudes must be between -180 and 180 +//    degrees inclusive. +// +// Note that the (i, j), (s, t), (si, ti), and (u, v) coordinate systems are +// right-handed on all six faces. +// +// +// There are a number of different projections from cell-space (s,t) to +// cube-space (u,v): linear, quadratic, and tangent. They have the following +// tradeoffs: +// +//   Linear - This is the fastest transformation, but also produces the least +//   uniform cell sizes. Cell areas vary by a factor of about 5.2, with the +//   largest cells at the center of each face and the smallest cells in +//   the corners. +// +//   Tangent - Transforming the coordinates via Atan makes the cell sizes +//   more uniform. The areas vary by a maximum ratio of 1.4 as opposed to a +//   maximum ratio of 5.2. However, each call to Atan is about as expensive +//   as all of the other calculations combined when converting from points to +//   cell ids, i.e. it reduces performance by a factor of 3. +// +//   Quadratic - This is an approximation of the tangent projection that +//   is much faster and produces cells that are almost as uniform in size. +//   It is about 3 times faster than the tangent projection for converting +//   cell ids to points or vice versa. Cell areas vary by a maximum ratio of +//   about 2.1. +// +// Here is a table comparing the cell uniformity using each projection. Area +// Ratio is the maximum ratio over all subdivision levels of the largest cell +// area to the smallest cell area at that level, Edge Ratio is the maximum +// ratio of the longest edge of any cell to the shortest edge of any cell at +// the same level, and Diag Ratio is the ratio of the longest diagonal of +// any cell to the shortest diagonal of any cell at the same level. +// +//               Area    Edge    Diag +//              Ratio   Ratio   Ratio +// ----------------------------------- +// Linear:      5.200   2.117   2.959 +// Tangent:     1.414   1.414   1.704 +// Quadratic:   2.082   1.802   1.932 +// +// The worst-case cell aspect ratios are about the same with all three +// projections. The maximum ratio of the longest edge to the shortest edge +// within the same cell is about 1.4 and the maximum ratio of the diagonals +// within the same cell is about 1.7. +// +// For Go we have chosen to use only the Quadratic approach. Other language +// implementations may offer other choices. + +const ( +	// maxSiTi is the maximum value of an si- or ti-coordinate. +	// It is one shift more than maxSize. The range of valid (si,ti) +	// values is [0..maxSiTi]. +	maxSiTi = maxSize << 1 +) + +// siTiToST converts an si- or ti-value to the corresponding s- or t-value. +// Value is capped at 1.0 because there is no DCHECK in Go. +func siTiToST(si uint32) float64 { +	if si > maxSiTi { +		return 1.0 +	} +	return float64(si) / float64(maxSiTi) +} + +// stToSiTi converts the s- or t-value to the nearest si- or ti-coordinate. +// The result may be outside the range of valid (si,ti)-values. Value of +// 0.49999999999999994 (math.NextAfter(0.5, -1)), will be incorrectly rounded up. +func stToSiTi(s float64) uint32 { +	if s < 0 { +		return uint32(s*maxSiTi - 0.5) +	} +	return uint32(s*maxSiTi + 0.5) +} + +// stToUV converts an s or t value to the corresponding u or v value. +// This is a non-linear transformation from [-1,1] to [-1,1] that +// attempts to make the cell sizes more uniform. +// This uses what the C++ version calls 'the quadratic transform'. +func stToUV(s float64) float64 { +	if s >= 0.5 { +		return (1 / 3.) * (4*s*s - 1) +	} +	return (1 / 3.) * (1 - 4*(1-s)*(1-s)) +} + +// uvToST is the inverse of the stToUV transformation. Note that it +// is not always true that uvToST(stToUV(x)) == x due to numerical +// errors. +func uvToST(u float64) float64 { +	if u >= 0 { +		return 0.5 * math.Sqrt(1+3*u) +	} +	return 1 - 0.5*math.Sqrt(1-3*u) +} + +// face returns face ID from 0 to 5 containing the r. For points on the +// boundary between faces, the result is arbitrary but deterministic. +func face(r r3.Vector) int { +	f := r.LargestComponent() +	switch { +	case f == r3.XAxis && r.X < 0: +		f += 3 +	case f == r3.YAxis && r.Y < 0: +		f += 3 +	case f == r3.ZAxis && r.Z < 0: +		f += 3 +	} +	return int(f) +} + +// validFaceXYZToUV given a valid face for the given point r (meaning that +// dot product of r with the face normal is positive), returns +// the corresponding u and v values, which may lie outside the range [-1,1]. +func validFaceXYZToUV(face int, r r3.Vector) (float64, float64) { +	switch face { +	case 0: +		return r.Y / r.X, r.Z / r.X +	case 1: +		return -r.X / r.Y, r.Z / r.Y +	case 2: +		return -r.X / r.Z, -r.Y / r.Z +	case 3: +		return r.Z / r.X, r.Y / r.X +	case 4: +		return r.Z / r.Y, -r.X / r.Y +	} +	return -r.Y / r.Z, -r.X / r.Z +} + +// xyzToFaceUV converts a direction vector (not necessarily unit length) to +// (face, u, v) coordinates. +func xyzToFaceUV(r r3.Vector) (f int, u, v float64) { +	f = face(r) +	u, v = validFaceXYZToUV(f, r) +	return f, u, v +} + +// faceUVToXYZ turns face and UV coordinates into an unnormalized 3 vector. +func faceUVToXYZ(face int, u, v float64) r3.Vector { +	switch face { +	case 0: +		return r3.Vector{1, u, v} +	case 1: +		return r3.Vector{-u, 1, v} +	case 2: +		return r3.Vector{-u, -v, 1} +	case 3: +		return r3.Vector{-1, -v, -u} +	case 4: +		return r3.Vector{v, -1, -u} +	default: +		return r3.Vector{v, u, -1} +	} +} + +// faceXYZToUV returns the u and v values (which may lie outside the range +// [-1, 1]) if the dot product of the point p with the given face normal is positive. +func faceXYZToUV(face int, p Point) (u, v float64, ok bool) { +	switch face { +	case 0: +		if p.X <= 0 { +			return 0, 0, false +		} +	case 1: +		if p.Y <= 0 { +			return 0, 0, false +		} +	case 2: +		if p.Z <= 0 { +			return 0, 0, false +		} +	case 3: +		if p.X >= 0 { +			return 0, 0, false +		} +	case 4: +		if p.Y >= 0 { +			return 0, 0, false +		} +	default: +		if p.Z >= 0 { +			return 0, 0, false +		} +	} + +	u, v = validFaceXYZToUV(face, p.Vector) +	return u, v, true +} + +// faceXYZtoUVW transforms the given point P to the (u,v,w) coordinate frame of the given +// face where the w-axis represents the face normal. +func faceXYZtoUVW(face int, p Point) Point { +	// The result coordinates are simply the dot products of P with the (u,v,w) +	// axes for the given face (see faceUVWAxes). +	switch face { +	case 0: +		return Point{r3.Vector{p.Y, p.Z, p.X}} +	case 1: +		return Point{r3.Vector{-p.X, p.Z, p.Y}} +	case 2: +		return Point{r3.Vector{-p.X, -p.Y, p.Z}} +	case 3: +		return Point{r3.Vector{-p.Z, -p.Y, -p.X}} +	case 4: +		return Point{r3.Vector{-p.Z, p.X, -p.Y}} +	default: +		return Point{r3.Vector{p.Y, p.X, -p.Z}} +	} +} + +// faceSiTiToXYZ transforms the (si, ti) coordinates to a (not necessarily +// unit length) Point on the given face. +func faceSiTiToXYZ(face int, si, ti uint32) Point { +	return Point{faceUVToXYZ(face, stToUV(siTiToST(si)), stToUV(siTiToST(ti)))} +} + +// xyzToFaceSiTi transforms the (not necessarily unit length) Point to +// (face, si, ti) coordinates and the level the Point is at. +func xyzToFaceSiTi(p Point) (face int, si, ti uint32, level int) { +	face, u, v := xyzToFaceUV(p.Vector) +	si = stToSiTi(uvToST(u)) +	ti = stToSiTi(uvToST(v)) + +	// If the levels corresponding to si,ti are not equal, then p is not a cell +	// center. The si,ti values of 0 and maxSiTi need to be handled specially +	// because they do not correspond to cell centers at any valid level; they +	// are mapped to level -1 by the code at the end. +	level = maxLevel - findLSBSetNonZero64(uint64(si|maxSiTi)) +	if level < 0 || level != maxLevel-findLSBSetNonZero64(uint64(ti|maxSiTi)) { +		return face, si, ti, -1 +	} + +	// In infinite precision, this test could be changed to ST == SiTi. However, +	// due to rounding errors, uvToST(xyzToFaceUV(faceUVToXYZ(stToUV(...)))) is +	// not idempotent. On the other hand, the center is computed exactly the same +	// way p was originally computed (if it is indeed the center of a Cell); +	// the comparison can be exact. +	if p.Vector == faceSiTiToXYZ(face, si, ti).Normalize() { +		return face, si, ti, level +	} + +	return face, si, ti, -1 +} + +// uNorm returns the right-handed normal (not necessarily unit length) for an +// edge in the direction of the positive v-axis at the given u-value on +// the given face.  (This vector is perpendicular to the plane through +// the sphere origin that contains the given edge.) +func uNorm(face int, u float64) r3.Vector { +	switch face { +	case 0: +		return r3.Vector{u, -1, 0} +	case 1: +		return r3.Vector{1, u, 0} +	case 2: +		return r3.Vector{1, 0, u} +	case 3: +		return r3.Vector{-u, 0, 1} +	case 4: +		return r3.Vector{0, -u, 1} +	default: +		return r3.Vector{0, -1, -u} +	} +} + +// vNorm returns the right-handed normal (not necessarily unit length) for an +// edge in the direction of the positive u-axis at the given v-value on +// the given face. +func vNorm(face int, v float64) r3.Vector { +	switch face { +	case 0: +		return r3.Vector{-v, 0, 1} +	case 1: +		return r3.Vector{0, -v, 1} +	case 2: +		return r3.Vector{0, -1, -v} +	case 3: +		return r3.Vector{v, -1, 0} +	case 4: +		return r3.Vector{1, v, 0} +	default: +		return r3.Vector{1, 0, v} +	} +} + +// faceUVWAxes are the U, V, and W axes for each face. +var faceUVWAxes = [6][3]Point{ +	{Point{r3.Vector{0, 1, 0}}, Point{r3.Vector{0, 0, 1}}, Point{r3.Vector{1, 0, 0}}}, +	{Point{r3.Vector{-1, 0, 0}}, Point{r3.Vector{0, 0, 1}}, Point{r3.Vector{0, 1, 0}}}, +	{Point{r3.Vector{-1, 0, 0}}, Point{r3.Vector{0, -1, 0}}, Point{r3.Vector{0, 0, 1}}}, +	{Point{r3.Vector{0, 0, -1}}, Point{r3.Vector{0, -1, 0}}, Point{r3.Vector{-1, 0, 0}}}, +	{Point{r3.Vector{0, 0, -1}}, Point{r3.Vector{1, 0, 0}}, Point{r3.Vector{0, -1, 0}}}, +	{Point{r3.Vector{0, 1, 0}}, Point{r3.Vector{1, 0, 0}}, Point{r3.Vector{0, 0, -1}}}, +} + +// faceUVWFaces are the precomputed neighbors of each face. +var faceUVWFaces = [6][3][2]int{ +	{{4, 1}, {5, 2}, {3, 0}}, +	{{0, 3}, {5, 2}, {4, 1}}, +	{{0, 3}, {1, 4}, {5, 2}}, +	{{2, 5}, {1, 4}, {0, 3}}, +	{{2, 5}, {3, 0}, {1, 4}}, +	{{4, 1}, {3, 0}, {2, 5}}, +} + +// uvwAxis returns the given axis of the given face. +func uvwAxis(face, axis int) Point { +	return faceUVWAxes[face][axis] +} + +// uvwFaces returns the face in the (u,v,w) coordinate system on the given axis +// in the given direction. +func uvwFace(face, axis, direction int) int { +	return faceUVWFaces[face][axis][direction] +} + +// uAxis returns the u-axis for the given face. +func uAxis(face int) Point { +	return uvwAxis(face, 0) +} + +// vAxis returns the v-axis for the given face. +func vAxis(face int) Point { +	return uvwAxis(face, 1) +} + +// Return the unit-length normal for the given face. +func unitNorm(face int) Point { +	return uvwAxis(face, 2) +} diff --git a/vendor/github.com/golang/geo/s2/util.go b/vendor/github.com/golang/geo/s2/util.go new file mode 100644 index 000000000..7cab746d8 --- /dev/null +++ b/vendor/github.com/golang/geo/s2/util.go @@ -0,0 +1,125 @@ +// 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 + +import "github.com/golang/geo/s1" + +// roundAngle returns the value rounded to nearest as an int32. +// This does not match C++ exactly for the case of x.5. +func roundAngle(val s1.Angle) int32 { +	if val < 0 { +		return int32(val - 0.5) +	} +	return int32(val + 0.5) +} + +// minAngle returns the smallest of the given values. +func minAngle(x s1.Angle, others ...s1.Angle) s1.Angle { +	min := x +	for _, y := range others { +		if y < min { +			min = y +		} +	} +	return min +} + +// maxAngle returns the largest of the given values. +func maxAngle(x s1.Angle, others ...s1.Angle) s1.Angle { +	max := x +	for _, y := range others { +		if y > max { +			max = y +		} +	} +	return max +} + +// minChordAngle returns the smallest of the given values. +func minChordAngle(x s1.ChordAngle, others ...s1.ChordAngle) s1.ChordAngle { +	min := x +	for _, y := range others { +		if y < min { +			min = y +		} +	} +	return min +} + +// maxChordAngle returns the largest of the given values. +func maxChordAngle(x s1.ChordAngle, others ...s1.ChordAngle) s1.ChordAngle { +	max := x +	for _, y := range others { +		if y > max { +			max = y +		} +	} +	return max +} + +// minFloat64 returns the smallest of the given values. +func minFloat64(x float64, others ...float64) float64 { +	min := x +	for _, y := range others { +		if y < min { +			min = y +		} +	} +	return min +} + +// maxFloat64 returns the largest of the given values. +func maxFloat64(x float64, others ...float64) float64 { +	max := x +	for _, y := range others { +		if y > max { +			max = y +		} +	} +	return max +} + +// minInt returns the smallest of the given values. +func minInt(x int, others ...int) int { +	min := x +	for _, y := range others { +		if y < min { +			min = y +		} +	} +	return min +} + +// maxInt returns the largest of the given values. +func maxInt(x int, others ...int) int { +	max := x +	for _, y := range others { +		if y > max { +			max = y +		} +	} +	return max +} + +// clampInt returns the number closest to x within the range min..max. +func clampInt(x, min, max int) int { +	if x < min { +		return min +	} +	if x > max { +		return max +	} +	return x +} diff --git a/vendor/github.com/golang/geo/s2/wedge_relations.go b/vendor/github.com/golang/geo/s2/wedge_relations.go new file mode 100644 index 000000000..d637bb68c --- /dev/null +++ b/vendor/github.com/golang/geo/s2/wedge_relations.go @@ -0,0 +1,97 @@ +// 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 + +// WedgeRel enumerates the possible relation between two wedges A and B. +type WedgeRel int + +// Define the different possible relationships between two wedges. +// +// Given an edge chain (x0, x1, x2), the wedge at x1 is the region to the +// left of the edges. More precisely, it is the set of all rays from x1x0 +// (inclusive) to x1x2 (exclusive) in the *clockwise* direction. +const ( +	WedgeEquals              WedgeRel = iota // A and B are equal. +	WedgeProperlyContains                    // A is a strict superset of B. +	WedgeIsProperlyContained                 // A is a strict subset of B. +	WedgeProperlyOverlaps                    // A-B, B-A, and A intersect B are non-empty. +	WedgeIsDisjoint                          // A and B are disjoint. +) + +// WedgeRelation reports the relation between two non-empty wedges +// A=(a0, ab1, a2) and B=(b0, ab1, b2). +func WedgeRelation(a0, ab1, a2, b0, b2 Point) WedgeRel { +	// There are 6 possible edge orderings at a shared vertex (all +	// of these orderings are circular, i.e. abcd == bcda): +	// +	//  (1) a2 b2 b0 a0: A contains B +	//  (2) a2 a0 b0 b2: B contains A +	//  (3) a2 a0 b2 b0: A and B are disjoint +	//  (4) a2 b0 a0 b2: A and B intersect in one wedge +	//  (5) a2 b2 a0 b0: A and B intersect in one wedge +	//  (6) a2 b0 b2 a0: A and B intersect in two wedges +	// +	// We do not distinguish between 4, 5, and 6. +	// We pay extra attention when some of the edges overlap.  When edges +	// overlap, several of these orderings can be satisfied, and we take +	// the most specific. +	if a0 == b0 && a2 == b2 { +		return WedgeEquals +	} + +	// Cases 1, 2, 5, and 6 +	if OrderedCCW(a0, a2, b2, ab1) { +		// The cases with this vertex ordering are 1, 5, and 6, +		if OrderedCCW(b2, b0, a0, ab1) { +			return WedgeProperlyContains +		} + +		// We are in case 5 or 6, or case 2 if a2 == b2. +		if a2 == b2 { +			return WedgeIsProperlyContained +		} +		return WedgeProperlyOverlaps + +	} +	// We are in case 2, 3, or 4. +	if OrderedCCW(a0, b0, b2, ab1) { +		return WedgeIsProperlyContained +	} + +	if OrderedCCW(a0, b0, a2, ab1) { +		return WedgeIsDisjoint +	} +	return WedgeProperlyOverlaps +} + +// WedgeContains reports whether non-empty wedge A=(a0, ab1, a2) contains B=(b0, ab1, b2). +// Equivalent to WedgeRelation == WedgeProperlyContains || WedgeEquals. +func WedgeContains(a0, ab1, a2, b0, b2 Point) bool { +	// For A to contain B (where each loop interior is defined to be its left +	// side), the CCW edge order around ab1 must be a2 b2 b0 a0.  We split +	// this test into two parts that test three vertices each. +	return OrderedCCW(a2, b2, b0, ab1) && OrderedCCW(b0, a0, a2, ab1) +} + +// WedgeIntersects reports whether non-empty wedge A=(a0, ab1, a2) intersects B=(b0, ab1, b2). +// Equivalent but faster than WedgeRelation != WedgeIsDisjoint +func WedgeIntersects(a0, ab1, a2, b0, b2 Point) bool { +	// For A not to intersect B (where each loop interior is defined to be +	// its left side), the CCW edge order around ab1 must be a0 b2 b0 a2. +	// Note that it's important to write these conditions as negatives +	// (!OrderedCCW(a,b,c,o) rather than Ordered(c,b,a,o)) to get correct +	// results when two vertices are the same. +	return !(OrderedCCW(a0, b2, b0, ab1) && OrderedCCW(b0, a2, a0, ab1)) +}  | 
