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-rw-r--r--vendor/github.com/golang/geo/r3/doc.go20
-rw-r--r--vendor/github.com/golang/geo/r3/precisevector.go198
-rw-r--r--vendor/github.com/golang/geo/r3/vector.go183
3 files changed, 401 insertions, 0 deletions
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
+}