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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)}
-}