diff options
Diffstat (limited to 'vendor/github.com/golang/geo/s2/centroids.go')
-rw-r--r-- | vendor/github.com/golang/geo/s2/centroids.go | 133 |
1 files changed, 133 insertions, 0 deletions
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)} +} |