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+// 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)}
+}