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+// Copyright 2017 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
+
+// This file contains a collection of methods for:
+//
+// (1) Robustly clipping geodesic edges to the faces of the S2 biunit cube
+// (see s2stuv), and
+//
+// (2) Robustly clipping 2D edges against 2D rectangles.
+//
+// These functions can be used to efficiently find the set of CellIDs that
+// are intersected by a geodesic edge (e.g., see CrossingEdgeQuery).
+
+import (
+ "math"
+
+ "github.com/golang/geo/r1"
+ "github.com/golang/geo/r2"
+ "github.com/golang/geo/r3"
+)
+
+const (
+ // edgeClipErrorUVCoord is the maximum error in a u- or v-coordinate
+ // compared to the exact result, assuming that the points A and B are in
+ // the rectangle [-1,1]x[1,1] or slightly outside it (by 1e-10 or less).
+ edgeClipErrorUVCoord = 2.25 * dblEpsilon
+
+ // edgeClipErrorUVDist is the maximum distance from a clipped point to
+ // the corresponding exact result. It is equal to the error in a single
+ // coordinate because at most one coordinate is subject to error.
+ edgeClipErrorUVDist = 2.25 * dblEpsilon
+
+ // faceClipErrorRadians is the maximum angle between a returned vertex
+ // and the nearest point on the exact edge AB. It is equal to the
+ // maximum directional error in PointCross, plus the error when
+ // projecting points onto a cube face.
+ faceClipErrorRadians = 3 * dblEpsilon
+
+ // faceClipErrorDist is the same angle expressed as a maximum distance
+ // in (u,v)-space. In other words, a returned vertex is at most this far
+ // from the exact edge AB projected into (u,v)-space.
+ faceClipErrorUVDist = 9 * dblEpsilon
+
+ // faceClipErrorUVCoord is the maximum angle between a returned vertex
+ // and the nearest point on the exact edge AB expressed as the maximum error
+ // in an individual u- or v-coordinate. In other words, for each
+ // returned vertex there is a point on the exact edge AB whose u- and
+ // v-coordinates differ from the vertex by at most this amount.
+ faceClipErrorUVCoord = 9.0 * (1.0 / math.Sqrt2) * dblEpsilon
+
+ // intersectsRectErrorUVDist is the maximum error when computing if a point
+ // intersects with a given Rect. If some point of AB is inside the
+ // rectangle by at least this distance, the result is guaranteed to be true;
+ // if all points of AB are outside the rectangle by at least this distance,
+ // the result is guaranteed to be false. This bound assumes that rect is
+ // a subset of the rectangle [-1,1]x[-1,1] or extends slightly outside it
+ // (e.g., by 1e-10 or less).
+ intersectsRectErrorUVDist = 3 * math.Sqrt2 * dblEpsilon
+)
+
+// ClipToFace returns the (u,v) coordinates for the portion of the edge AB that
+// intersects the given face, or false if the edge AB does not intersect.
+// This method guarantees that the clipped vertices lie within the [-1,1]x[-1,1]
+// cube face rectangle and are within faceClipErrorUVDist of the line AB, but
+// the results may differ from those produced by FaceSegments.
+func ClipToFace(a, b Point, face int) (aUV, bUV r2.Point, intersects bool) {
+ return ClipToPaddedFace(a, b, face, 0.0)
+}
+
+// ClipToPaddedFace returns the (u,v) coordinates for the portion of the edge AB that
+// intersects the given face, but rather than clipping to the square [-1,1]x[-1,1]
+// in (u,v) space, this method clips to [-R,R]x[-R,R] where R=(1+padding).
+// Padding must be non-negative.
+func ClipToPaddedFace(a, b Point, f int, padding float64) (aUV, bUV r2.Point, intersects bool) {
+ // Fast path: both endpoints are on the given face.
+ if face(a.Vector) == f && face(b.Vector) == f {
+ au, av := validFaceXYZToUV(f, a.Vector)
+ bu, bv := validFaceXYZToUV(f, b.Vector)
+ return r2.Point{au, av}, r2.Point{bu, bv}, true
+ }
+
+ // Convert everything into the (u,v,w) coordinates of the given face. Note
+ // that the cross product *must* be computed in the original (x,y,z)
+ // coordinate system because PointCross (unlike the mathematical cross
+ // product) can produce different results in different coordinate systems
+ // when one argument is a linear multiple of the other, due to the use of
+ // symbolic perturbations.
+ normUVW := pointUVW(faceXYZtoUVW(f, a.PointCross(b)))
+ aUVW := pointUVW(faceXYZtoUVW(f, a))
+ bUVW := pointUVW(faceXYZtoUVW(f, b))
+
+ // Padding is handled by scaling the u- and v-components of the normal.
+ // Letting R=1+padding, this means that when we compute the dot product of
+ // the normal with a cube face vertex (such as (-1,-1,1)), we will actually
+ // compute the dot product with the scaled vertex (-R,-R,1). This allows
+ // methods such as intersectsFace, exitAxis, etc, to handle padding
+ // with no further modifications.
+ scaleUV := 1 + padding
+ scaledN := pointUVW{r3.Vector{X: scaleUV * normUVW.X, Y: scaleUV * normUVW.Y, Z: normUVW.Z}}
+ if !scaledN.intersectsFace() {
+ return aUV, bUV, false
+ }
+
+ // TODO(roberts): This is a workaround for extremely small vectors where some
+ // loss of precision can occur in Normalize causing underflow. When PointCross
+ // is updated to work around this, this can be removed.
+ if math.Max(math.Abs(normUVW.X), math.Max(math.Abs(normUVW.Y), math.Abs(normUVW.Z))) < math.Ldexp(1, -511) {
+ normUVW = pointUVW{normUVW.Mul(math.Ldexp(1, 563))}
+ }
+
+ normUVW = pointUVW{normUVW.Normalize()}
+
+ aTan := pointUVW{normUVW.Cross(aUVW.Vector)}
+ bTan := pointUVW{bUVW.Cross(normUVW.Vector)}
+
+ // As described in clipDestination, if the sum of the scores from clipping the two
+ // endpoints is 3 or more, then the segment does not intersect this face.
+ aUV, aScore := clipDestination(bUVW, aUVW, pointUVW{scaledN.Mul(-1)}, bTan, aTan, scaleUV)
+ bUV, bScore := clipDestination(aUVW, bUVW, scaledN, aTan, bTan, scaleUV)
+
+ return aUV, bUV, aScore+bScore < 3
+}
+
+// ClipEdge returns the portion of the edge defined by AB that is contained by the
+// given rectangle. If there is no intersection, false is returned and aClip and bClip
+// are undefined.
+func ClipEdge(a, b r2.Point, clip r2.Rect) (aClip, bClip r2.Point, intersects bool) {
+ // Compute the bounding rectangle of AB, clip it, and then extract the new
+ // endpoints from the clipped bound.
+ bound := r2.RectFromPoints(a, b)
+ if bound, intersects = clipEdgeBound(a, b, clip, bound); !intersects {
+ return aClip, bClip, false
+ }
+ ai := 0
+ if a.X > b.X {
+ ai = 1
+ }
+ aj := 0
+ if a.Y > b.Y {
+ aj = 1
+ }
+
+ return bound.VertexIJ(ai, aj), bound.VertexIJ(1-ai, 1-aj), true
+}
+
+// The three functions below (sumEqual, intersectsFace, intersectsOppositeEdges)
+// all compare a sum (u + v) to a third value w. They are implemented in such a
+// way that they produce an exact result even though all calculations are done
+// with ordinary floating-point operations. Here are the principles on which these
+// functions are based:
+//
+// A. If u + v < w in floating-point, then u + v < w in exact arithmetic.
+//
+// B. If u + v < w in exact arithmetic, then at least one of the following
+// expressions is true in floating-point:
+// u + v < w
+// u < w - v
+// v < w - u
+//
+// Proof: By rearranging terms and substituting ">" for "<", we can assume
+// that all values are non-negative. Now clearly "w" is not the smallest
+// value, so assume WLOG that "u" is the smallest. We want to show that
+// u < w - v in floating-point. If v >= w/2, the calculation of w - v is
+// exact since the result is smaller in magnitude than either input value,
+// so the result holds. Otherwise we have u <= v < w/2 and w - v >= w/2
+// (even in floating point), so the result also holds.
+
+// sumEqual reports whether u + v == w exactly.
+func sumEqual(u, v, w float64) bool {
+ return (u+v == w) && (u == w-v) && (v == w-u)
+}
+
+// pointUVW represents a Point in (u,v,w) coordinate space of a cube face.
+type pointUVW Point
+
+// intersectsFace reports whether a given directed line L intersects the cube face F.
+// The line L is defined by its normal N in the (u,v,w) coordinates of F.
+func (p pointUVW) intersectsFace() bool {
+ // L intersects the [-1,1]x[-1,1] square in (u,v) if and only if the dot
+ // products of N with the four corner vertices (-1,-1,1), (1,-1,1), (1,1,1),
+ // and (-1,1,1) do not all have the same sign. This is true exactly when
+ // |Nu| + |Nv| >= |Nw|. The code below evaluates this expression exactly.
+ u := math.Abs(p.X)
+ v := math.Abs(p.Y)
+ w := math.Abs(p.Z)
+
+ // We only need to consider the cases where u or v is the smallest value,
+ // since if w is the smallest then both expressions below will have a
+ // positive LHS and a negative RHS.
+ return (v >= w-u) && (u >= w-v)
+}
+
+// intersectsOppositeEdges reports whether a directed line L intersects two
+// opposite edges of a cube face F. This includs the case where L passes
+// exactly through a corner vertex of F. The directed line L is defined
+// by its normal N in the (u,v,w) coordinates of F.
+func (p pointUVW) intersectsOppositeEdges() bool {
+ // The line L intersects opposite edges of the [-1,1]x[-1,1] (u,v) square if
+ // and only exactly two of the corner vertices lie on each side of L. This
+ // is true exactly when ||Nu| - |Nv|| >= |Nw|. The code below evaluates this
+ // expression exactly.
+ u := math.Abs(p.X)
+ v := math.Abs(p.Y)
+ w := math.Abs(p.Z)
+
+ // If w is the smallest, the following line returns an exact result.
+ if math.Abs(u-v) != w {
+ return math.Abs(u-v) >= w
+ }
+
+ // Otherwise u - v = w exactly, or w is not the smallest value. In either
+ // case the following returns the correct result.
+ if u >= v {
+ return u-w >= v
+ }
+ return v-w >= u
+}
+
+// axis represents the possible results of exitAxis.
+type axis int
+
+const (
+ axisU axis = iota
+ axisV
+)
+
+// exitAxis reports which axis the directed line L exits the cube face F on.
+// The directed line L is represented by its CCW normal N in the (u,v,w) coordinates
+// of F. It returns axisU if L exits through the u=-1 or u=+1 edge, and axisV if L exits
+// through the v=-1 or v=+1 edge. Either result is acceptable if L exits exactly
+// through a corner vertex of the cube face.
+func (p pointUVW) exitAxis() axis {
+ if p.intersectsOppositeEdges() {
+ // The line passes through through opposite edges of the face.
+ // It exits through the v=+1 or v=-1 edge if the u-component of N has a
+ // larger absolute magnitude than the v-component.
+ if math.Abs(p.X) >= math.Abs(p.Y) {
+ return axisV
+ }
+ return axisU
+ }
+
+ // The line passes through through two adjacent edges of the face.
+ // It exits the v=+1 or v=-1 edge if an even number of the components of N
+ // are negative. We test this using signbit() rather than multiplication
+ // to avoid the possibility of underflow.
+ var x, y, z int
+ if math.Signbit(p.X) {
+ x = 1
+ }
+ if math.Signbit(p.Y) {
+ y = 1
+ }
+ if math.Signbit(p.Z) {
+ z = 1
+ }
+
+ if x^y^z == 0 {
+ return axisV
+ }
+ return axisU
+}
+
+// exitPoint returns the UV coordinates of the point where a directed line L (represented
+// by the CCW normal of this point), exits the cube face this point is derived from along
+// the given axis.
+func (p pointUVW) exitPoint(a axis) r2.Point {
+ if a == axisU {
+ u := -1.0
+ if p.Y > 0 {
+ u = 1.0
+ }
+ return r2.Point{u, (-u*p.X - p.Z) / p.Y}
+ }
+
+ v := -1.0
+ if p.X < 0 {
+ v = 1.0
+ }
+ return r2.Point{(-v*p.Y - p.Z) / p.X, v}
+}
+
+// clipDestination returns a score which is used to indicate if the clipped edge AB
+// on the given face intersects the face at all. This function returns the score for
+// the given endpoint, which is an integer ranging from 0 to 3. If the sum of the scores
+// from both of the endpoints is 3 or more, then edge AB does not intersect this face.
+//
+// First, it clips the line segment AB to find the clipped destination B' on a given
+// face. (The face is specified implicitly by expressing *all arguments* in the (u,v,w)
+// coordinates of that face.) Second, it partially computes whether the segment AB
+// intersects this face at all. The actual condition is fairly complicated, but it
+// turns out that it can be expressed as a "score" that can be computed independently
+// when clipping the two endpoints A and B.
+func clipDestination(a, b, scaledN, aTan, bTan pointUVW, scaleUV float64) (r2.Point, int) {
+ var uv r2.Point
+
+ // Optimization: if B is within the safe region of the face, use it.
+ maxSafeUVCoord := 1 - faceClipErrorUVCoord
+ if b.Z > 0 {
+ uv = r2.Point{b.X / b.Z, b.Y / b.Z}
+ if math.Max(math.Abs(uv.X), math.Abs(uv.Y)) <= maxSafeUVCoord {
+ return uv, 0
+ }
+ }
+
+ // Otherwise find the point B' where the line AB exits the face.
+ uv = scaledN.exitPoint(scaledN.exitAxis()).Mul(scaleUV)
+
+ p := pointUVW(Point{r3.Vector{uv.X, uv.Y, 1.0}})
+
+ // Determine if the exit point B' is contained within the segment. We do this
+ // by computing the dot products with two inward-facing tangent vectors at A
+ // and B. If either dot product is negative, we say that B' is on the "wrong
+ // side" of that point. As the point B' moves around the great circle AB past
+ // the segment endpoint B, it is initially on the wrong side of B only; as it
+ // moves further it is on the wrong side of both endpoints; and then it is on
+ // the wrong side of A only. If the exit point B' is on the wrong side of
+ // either endpoint, we can't use it; instead the segment is clipped at the
+ // original endpoint B.
+ //
+ // We reject the segment if the sum of the scores of the two endpoints is 3
+ // or more. Here is what that rule encodes:
+ // - If B' is on the wrong side of A, then the other clipped endpoint A'
+ // must be in the interior of AB (otherwise AB' would go the wrong way
+ // around the circle). There is a similar rule for A'.
+ // - If B' is on the wrong side of either endpoint (and therefore we must
+ // use the original endpoint B instead), then it must be possible to
+ // project B onto this face (i.e., its w-coordinate must be positive).
+ // This rule is only necessary to handle certain zero-length edges (A=B).
+ score := 0
+ if p.Sub(a.Vector).Dot(aTan.Vector) < 0 {
+ score = 2 // B' is on wrong side of A.
+ } else if p.Sub(b.Vector).Dot(bTan.Vector) < 0 {
+ score = 1 // B' is on wrong side of B.
+ }
+
+ if score > 0 { // B' is not in the interior of AB.
+ if b.Z <= 0 {
+ score = 3 // B cannot be projected onto this face.
+ } else {
+ uv = r2.Point{b.X / b.Z, b.Y / b.Z}
+ }
+ }
+
+ return uv, score
+}
+
+// updateEndpoint returns the interval with the specified endpoint updated to
+// the given value. If the value lies beyond the opposite endpoint, nothing is
+// changed and false is returned.
+func updateEndpoint(bound r1.Interval, highEndpoint bool, value float64) (r1.Interval, bool) {
+ if !highEndpoint {
+ if bound.Hi < value {
+ return bound, false
+ }
+ if bound.Lo < value {
+ bound.Lo = value
+ }
+ return bound, true
+ }
+
+ if bound.Lo > value {
+ return bound, false
+ }
+ if bound.Hi > value {
+ bound.Hi = value
+ }
+ return bound, true
+}
+
+// clipBoundAxis returns the clipped versions of the bounding intervals for the given
+// axes for the line segment from (a0,a1) to (b0,b1) so that neither extends beyond the
+// given clip interval. negSlope is a precomputed helper variable that indicates which
+// diagonal of the bounding box is spanned by AB; it is false if AB has positive slope,
+// and true if AB has negative slope. If the clipping interval doesn't overlap the bounds,
+// false is returned.
+func clipBoundAxis(a0, b0 float64, bound0 r1.Interval, a1, b1 float64, bound1 r1.Interval,
+ negSlope bool, clip r1.Interval) (bound0c, bound1c r1.Interval, updated bool) {
+
+ if bound0.Lo < clip.Lo {
+ // If the upper bound is below the clips lower bound, there is nothing to do.
+ if bound0.Hi < clip.Lo {
+ return bound0, bound1, false
+ }
+ // narrow the intervals lower bound to the clip bound.
+ bound0.Lo = clip.Lo
+ if bound1, updated = updateEndpoint(bound1, negSlope, interpolateFloat64(clip.Lo, a0, b0, a1, b1)); !updated {
+ return bound0, bound1, false
+ }
+ }
+
+ if bound0.Hi > clip.Hi {
+ // If the lower bound is above the clips upper bound, there is nothing to do.
+ if bound0.Lo > clip.Hi {
+ return bound0, bound1, false
+ }
+ // narrow the intervals upper bound to the clip bound.
+ bound0.Hi = clip.Hi
+ if bound1, updated = updateEndpoint(bound1, !negSlope, interpolateFloat64(clip.Hi, a0, b0, a1, b1)); !updated {
+ return bound0, bound1, false
+ }
+ }
+ return bound0, bound1, true
+}
+
+// edgeIntersectsRect reports whether the edge defined by AB intersects the
+// given closed rectangle to within the error bound.
+func edgeIntersectsRect(a, b r2.Point, r r2.Rect) bool {
+ // First check whether the bounds of a Rect around AB intersects the given rect.
+ if !r.Intersects(r2.RectFromPoints(a, b)) {
+ return false
+ }
+
+ // Otherwise AB intersects the rect if and only if all four vertices of rect
+ // do not lie on the same side of the extended line AB. We test this by finding
+ // the two vertices of rect with minimum and maximum projections onto the normal
+ // of AB, and computing their dot products with the edge normal.
+ n := b.Sub(a).Ortho()
+
+ i := 0
+ if n.X >= 0 {
+ i = 1
+ }
+ j := 0
+ if n.Y >= 0 {
+ j = 1
+ }
+
+ max := n.Dot(r.VertexIJ(i, j).Sub(a))
+ min := n.Dot(r.VertexIJ(1-i, 1-j).Sub(a))
+
+ return (max >= 0) && (min <= 0)
+}
+
+// clippedEdgeBound returns the bounding rectangle of the portion of the edge defined
+// by AB intersected by clip. The resulting bound may be empty. This is a convenience
+// function built on top of clipEdgeBound.
+func clippedEdgeBound(a, b r2.Point, clip r2.Rect) r2.Rect {
+ bound := r2.RectFromPoints(a, b)
+ if b1, intersects := clipEdgeBound(a, b, clip, bound); intersects {
+ return b1
+ }
+ return r2.EmptyRect()
+}
+
+// clipEdgeBound clips an edge AB to sequence of rectangles efficiently.
+// It represents the clipped edges by their bounding boxes rather than as a pair of
+// endpoints. Specifically, let A'B' be some portion of an edge AB, and let bound be
+// a tight bound of A'B'. This function returns the bound that is a tight bound
+// of A'B' intersected with a given rectangle. If A'B' does not intersect clip,
+// it returns false and the original bound.
+func clipEdgeBound(a, b r2.Point, clip, bound r2.Rect) (r2.Rect, bool) {
+ // negSlope indicates which diagonal of the bounding box is spanned by AB: it
+ // is false if AB has positive slope, and true if AB has negative slope. This is
+ // used to determine which interval endpoints need to be updated each time
+ // the edge is clipped.
+ negSlope := (a.X > b.X) != (a.Y > b.Y)
+
+ b0x, b0y, up1 := clipBoundAxis(a.X, b.X, bound.X, a.Y, b.Y, bound.Y, negSlope, clip.X)
+ if !up1 {
+ return bound, false
+ }
+ b1y, b1x, up2 := clipBoundAxis(a.Y, b.Y, b0y, a.X, b.X, b0x, negSlope, clip.Y)
+ if !up2 {
+ return r2.Rect{b0x, b0y}, false
+ }
+ return r2.Rect{X: b1x, Y: b1y}, true
+}
+
+// interpolateFloat64 returns a value with the same combination of a1 and b1 as the
+// given value x is of a and b. This function makes the following guarantees:
+// - If x == a, then x1 = a1 (exactly).
+// - If x == b, then x1 = b1 (exactly).
+// - If a <= x <= b, then a1 <= x1 <= b1 (even if a1 == b1).
+// This requires a != b.
+func interpolateFloat64(x, a, b, a1, b1 float64) float64 {
+ // To get results that are accurate near both A and B, we interpolate
+ // starting from the closer of the two points.
+ if math.Abs(a-x) <= math.Abs(b-x) {
+ return a1 + (b1-a1)*(x-a)/(b-a)
+ }
+ return b1 + (a1-b1)*(x-b)/(a-b)
+}
+
+// FaceSegment represents an edge AB clipped to an S2 cube face. It is
+// represented by a face index and a pair of (u,v) coordinates.
+type FaceSegment struct {
+ face int
+ a, b r2.Point
+}
+
+// FaceSegments subdivides the given edge AB at every point where it crosses the
+// boundary between two S2 cube faces and returns the corresponding FaceSegments.
+// The segments are returned in order from A toward B. The input points must be
+// unit length.
+//
+// This function guarantees that the returned segments form a continuous path
+// from A to B, and that all vertices are within faceClipErrorUVDist of the
+// line AB. All vertices lie within the [-1,1]x[-1,1] cube face rectangles.
+// The results are consistent with Sign, i.e. the edge is well-defined even its
+// endpoints are antipodal.
+// TODO(roberts): Extend the implementation of PointCross so that this is true.
+func FaceSegments(a, b Point) []FaceSegment {
+ var segment FaceSegment
+
+ // Fast path: both endpoints are on the same face.
+ var aFace, bFace int
+ aFace, segment.a.X, segment.a.Y = xyzToFaceUV(a.Vector)
+ bFace, segment.b.X, segment.b.Y = xyzToFaceUV(b.Vector)
+ if aFace == bFace {
+ segment.face = aFace
+ return []FaceSegment{segment}
+ }
+
+ // Starting at A, we follow AB from face to face until we reach the face
+ // containing B. The following code is designed to ensure that we always
+ // reach B, even in the presence of numerical errors.
+ //
+ // First we compute the normal to the plane containing A and B. This normal
+ // becomes the ultimate definition of the line AB; it is used to resolve all
+ // questions regarding where exactly the line goes. Unfortunately due to
+ // numerical errors, the line may not quite intersect the faces containing
+ // the original endpoints. We handle this by moving A and/or B slightly if
+ // necessary so that they are on faces intersected by the line AB.
+ ab := a.PointCross(b)
+
+ aFace, segment.a = moveOriginToValidFace(aFace, a, ab, segment.a)
+ bFace, segment.b = moveOriginToValidFace(bFace, b, Point{ab.Mul(-1)}, segment.b)
+
+ // Now we simply follow AB from face to face until we reach B.
+ var segments []FaceSegment
+ segment.face = aFace
+ bSaved := segment.b
+
+ for face := aFace; face != bFace; {
+ // Complete the current segment by finding the point where AB
+ // exits the current face.
+ z := faceXYZtoUVW(face, ab)
+ n := pointUVW{z.Vector}
+
+ exitAxis := n.exitAxis()
+ segment.b = n.exitPoint(exitAxis)
+ segments = append(segments, segment)
+
+ // Compute the next face intersected by AB, and translate the exit
+ // point of the current segment into the (u,v) coordinates of the
+ // next face. This becomes the first point of the next segment.
+ exitXyz := faceUVToXYZ(face, segment.b.X, segment.b.Y)
+ face = nextFace(face, segment.b, exitAxis, n, bFace)
+ exitUvw := faceXYZtoUVW(face, Point{exitXyz})
+ segment.face = face
+ segment.a = r2.Point{exitUvw.X, exitUvw.Y}
+ }
+ // Finish the last segment.
+ segment.b = bSaved
+ return append(segments, segment)
+}
+
+// moveOriginToValidFace updates the origin point to a valid face if necessary.
+// Given a line segment AB whose origin A has been projected onto a given cube
+// face, determine whether it is necessary to project A onto a different face
+// instead. This can happen because the normal of the line AB is not computed
+// exactly, so that the line AB (defined as the set of points perpendicular to
+// the normal) may not intersect the cube face containing A. Even if it does
+// intersect the face, the exit point of the line from that face may be on
+// the wrong side of A (i.e., in the direction away from B). If this happens,
+// we reproject A onto the adjacent face where the line AB approaches A most
+// closely. This moves the origin by a small amount, but never more than the
+// error tolerances.
+func moveOriginToValidFace(face int, a, ab Point, aUV r2.Point) (int, r2.Point) {
+ // Fast path: if the origin is sufficiently far inside the face, it is
+ // always safe to use it.
+ const maxSafeUVCoord = 1 - faceClipErrorUVCoord
+ if math.Max(math.Abs((aUV).X), math.Abs((aUV).Y)) <= maxSafeUVCoord {
+ return face, aUV
+ }
+
+ // Otherwise check whether the normal AB even intersects this face.
+ z := faceXYZtoUVW(face, ab)
+ n := pointUVW{z.Vector}
+ if n.intersectsFace() {
+ // Check whether the point where the line AB exits this face is on the
+ // wrong side of A (by more than the acceptable error tolerance).
+ uv := n.exitPoint(n.exitAxis())
+ exit := faceUVToXYZ(face, uv.X, uv.Y)
+ aTangent := ab.Normalize().Cross(a.Vector)
+
+ // We can use the given face.
+ if exit.Sub(a.Vector).Dot(aTangent) >= -faceClipErrorRadians {
+ return face, aUV
+ }
+ }
+
+ // Otherwise we reproject A to the nearest adjacent face. (If line AB does
+ // not pass through a given face, it must pass through all adjacent faces.)
+ var dir int
+ if math.Abs((aUV).X) >= math.Abs((aUV).Y) {
+ // U-axis
+ if aUV.X > 0 {
+ dir = 1
+ }
+ face = uvwFace(face, 0, dir)
+ } else {
+ // V-axis
+ if aUV.Y > 0 {
+ dir = 1
+ }
+ face = uvwFace(face, 1, dir)
+ }
+
+ aUV.X, aUV.Y = validFaceXYZToUV(face, a.Vector)
+ aUV.X = math.Max(-1.0, math.Min(1.0, aUV.X))
+ aUV.Y = math.Max(-1.0, math.Min(1.0, aUV.Y))
+
+ return face, aUV
+}
+
+// nextFace returns the next face that should be visited by FaceSegments, given that
+// we have just visited face and we are following the line AB (represented
+// by its normal N in the (u,v,w) coordinates of that face). The other
+// arguments include the point where AB exits face, the corresponding
+// exit axis, and the target face containing the destination point B.
+func nextFace(face int, exit r2.Point, axis axis, n pointUVW, targetFace int) int {
+ // this bit is to work around C++ cleverly casting bools to ints for you.
+ exitA := exit.X
+ exit1MinusA := exit.Y
+
+ if axis == axisV {
+ exitA = exit.Y
+ exit1MinusA = exit.X
+ }
+ exitAPos := 0
+ if exitA > 0 {
+ exitAPos = 1
+ }
+ exit1MinusAPos := 0
+ if exit1MinusA > 0 {
+ exit1MinusAPos = 1
+ }
+
+ // We return the face that is adjacent to the exit point along the given
+ // axis. If line AB exits *exactly* through a corner of the face, there are
+ // two possible next faces. If one is the target face containing B, then
+ // we guarantee that we advance to that face directly.
+ //
+ // The three conditions below check that (1) AB exits approximately through
+ // a corner, (2) the adjacent face along the non-exit axis is the target
+ // face, and (3) AB exits *exactly* through the corner. (The sumEqual
+ // code checks whether the dot product of (u,v,1) and n is exactly zero.)
+ if math.Abs(exit1MinusA) == 1 &&
+ uvwFace(face, int(1-axis), exit1MinusAPos) == targetFace &&
+ sumEqual(exit.X*n.X, exit.Y*n.Y, -n.Z) {
+ return targetFace
+ }
+
+ // Otherwise return the face that is adjacent to the exit point in the
+ // direction of the exit axis.
+ return uvwFace(face, int(axis), exitAPos)
+}