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Diffstat (limited to 'vendor/github.com/golang/geo/s2/convex_hull_query.go')
-rw-r--r-- | vendor/github.com/golang/geo/s2/convex_hull_query.go | 258 |
1 files changed, 258 insertions, 0 deletions
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 +} |