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diff --git a/vendor/github.com/golang/geo/s2/edge_crosser.go b/vendor/github.com/golang/geo/s2/edge_crosser.go
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--- a/vendor/github.com/golang/geo/s2/edge_crosser.go
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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
-
-import (
- "math"
-)
-
-// EdgeCrosser allows edges to be efficiently tested for intersection with a
-// given fixed edge AB. It is especially efficient when testing for
-// intersection with an edge chain connecting vertices v0, v1, v2, ...
-//
-// Example usage:
-//
-// func CountIntersections(a, b Point, edges []Edge) int {
-// count := 0
-// crosser := NewEdgeCrosser(a, b)
-// for _, edge := range edges {
-// if crosser.CrossingSign(&edge.First, &edge.Second) != DoNotCross {
-// count++
-// }
-// }
-// return count
-// }
-//
-type EdgeCrosser struct {
- a Point
- b Point
- aXb Point
-
- // To reduce the number of calls to expensiveSign, we compute an
- // outward-facing tangent at A and B if necessary. If the plane
- // perpendicular to one of these tangents separates AB from CD (i.e., one
- // edge on each side) then there is no intersection.
- aTangent Point // Outward-facing tangent at A.
- bTangent Point // Outward-facing tangent at B.
-
- // The fields below are updated for each vertex in the chain.
- c Point // Previous vertex in the vertex chain.
- acb Direction // The orientation of triangle ACB.
-}
-
-// NewEdgeCrosser returns an EdgeCrosser with the fixed edge AB.
-func NewEdgeCrosser(a, b Point) *EdgeCrosser {
- norm := a.PointCross(b)
- return &EdgeCrosser{
- a: a,
- b: b,
- aXb: Point{a.Cross(b.Vector)},
- aTangent: Point{a.Cross(norm.Vector)},
- bTangent: Point{norm.Cross(b.Vector)},
- }
-}
-
-// CrossingSign reports whether the edge AB intersects the edge CD. If any two
-// vertices from different edges are the same, returns MaybeCross. If either edge
-// is degenerate (A == B or C == D), returns either DoNotCross or MaybeCross.
-//
-// Properties of CrossingSign:
-//
-// (1) CrossingSign(b,a,c,d) == CrossingSign(a,b,c,d)
-// (2) CrossingSign(c,d,a,b) == CrossingSign(a,b,c,d)
-// (3) CrossingSign(a,b,c,d) == MaybeCross if a==c, a==d, b==c, b==d
-// (3) CrossingSign(a,b,c,d) == DoNotCross or MaybeCross if a==b or c==d
-//
-// Note that if you want to check an edge against a chain of other edges,
-// it is slightly more efficient to use the single-argument version
-// ChainCrossingSign below.
-func (e *EdgeCrosser) CrossingSign(c, d Point) Crossing {
- if c != e.c {
- e.RestartAt(c)
- }
- return e.ChainCrossingSign(d)
-}
-
-// EdgeOrVertexCrossing reports whether if CrossingSign(c, d) > 0, or AB and
-// CD share a vertex and VertexCrossing(a, b, c, d) is true.
-//
-// This method extends the concept of a "crossing" to the case where AB
-// and CD have a vertex in common. The two edges may or may not cross,
-// according to the rules defined in VertexCrossing above. The rules
-// are designed so that point containment tests can be implemented simply
-// by counting edge crossings. Similarly, determining whether one edge
-// chain crosses another edge chain can be implemented by counting.
-func (e *EdgeCrosser) EdgeOrVertexCrossing(c, d Point) bool {
- if c != e.c {
- e.RestartAt(c)
- }
- return e.EdgeOrVertexChainCrossing(d)
-}
-
-// NewChainEdgeCrosser is a convenience constructor that uses AB as the fixed edge,
-// and C as the first vertex of the vertex chain (equivalent to calling RestartAt(c)).
-//
-// You don't need to use this or any of the chain functions unless you're trying to
-// squeeze out every last drop of performance. Essentially all you are saving is a test
-// whether the first vertex of the current edge is the same as the second vertex of the
-// previous edge.
-func NewChainEdgeCrosser(a, b, c Point) *EdgeCrosser {
- e := NewEdgeCrosser(a, b)
- e.RestartAt(c)
- return e
-}
-
-// RestartAt sets the current point of the edge crosser to be c.
-// Call this method when your chain 'jumps' to a new place.
-// The argument must point to a value that persists until the next call.
-func (e *EdgeCrosser) RestartAt(c Point) {
- e.c = c
- e.acb = -triageSign(e.a, e.b, e.c)
-}
-
-// ChainCrossingSign is like CrossingSign, but uses the last vertex passed to one of
-// the crossing methods (or RestartAt) as the first vertex of the current edge.
-func (e *EdgeCrosser) ChainCrossingSign(d Point) Crossing {
- // For there to be an edge crossing, the triangles ACB, CBD, BDA, DAC must
- // all be oriented the same way (CW or CCW). We keep the orientation of ACB
- // as part of our state. When each new point D arrives, we compute the
- // orientation of BDA and check whether it matches ACB. This checks whether
- // the points C and D are on opposite sides of the great circle through AB.
-
- // Recall that triageSign is invariant with respect to rotating its
- // arguments, i.e. ABD has the same orientation as BDA.
- bda := triageSign(e.a, e.b, d)
- if e.acb == -bda && bda != Indeterminate {
- // The most common case -- triangles have opposite orientations. Save the
- // current vertex D as the next vertex C, and also save the orientation of
- // the new triangle ACB (which is opposite to the current triangle BDA).
- e.c = d
- e.acb = -bda
- return DoNotCross
- }
- return e.crossingSign(d, bda)
-}
-
-// EdgeOrVertexChainCrossing is like EdgeOrVertexCrossing, but uses the last vertex
-// passed to one of the crossing methods (or RestartAt) as the first vertex of the current edge.
-func (e *EdgeCrosser) EdgeOrVertexChainCrossing(d Point) bool {
- // We need to copy e.c since it is clobbered by ChainCrossingSign.
- c := e.c
- switch e.ChainCrossingSign(d) {
- case DoNotCross:
- return false
- case Cross:
- return true
- }
- return VertexCrossing(e.a, e.b, c, d)
-}
-
-// crossingSign handle the slow path of CrossingSign.
-func (e *EdgeCrosser) crossingSign(d Point, bda Direction) Crossing {
- // Compute the actual result, and then save the current vertex D as the next
- // vertex C, and save the orientation of the next triangle ACB (which is
- // opposite to the current triangle BDA).
- defer func() {
- e.c = d
- e.acb = -bda
- }()
-
- // At this point, a very common situation is that A,B,C,D are four points on
- // a line such that AB does not overlap CD. (For example, this happens when
- // a line or curve is sampled finely, or when geometry is constructed by
- // computing the union of S2CellIds.) Most of the time, we can determine
- // that AB and CD do not intersect using the two outward-facing
- // tangents at A and B (parallel to AB) and testing whether AB and CD are on
- // opposite sides of the plane perpendicular to one of these tangents. This
- // is moderately expensive but still much cheaper than expensiveSign.
-
- // The error in RobustCrossProd is insignificant. The maximum error in
- // the call to CrossProd (i.e., the maximum norm of the error vector) is
- // (0.5 + 1/sqrt(3)) * dblEpsilon. The maximum error in each call to
- // DotProd below is dblEpsilon. (There is also a small relative error
- // term that is insignificant because we are comparing the result against a
- // constant that is very close to zero.)
- maxError := (1.5 + 1/math.Sqrt(3)) * dblEpsilon
- if (e.c.Dot(e.aTangent.Vector) > maxError && d.Dot(e.aTangent.Vector) > maxError) || (e.c.Dot(e.bTangent.Vector) > maxError && d.Dot(e.bTangent.Vector) > maxError) {
- return DoNotCross
- }
-
- // Otherwise, eliminate the cases where two vertices from different edges are
- // equal. (These cases could be handled in the code below, but we would rather
- // avoid calling ExpensiveSign if possible.)
- if e.a == e.c || e.a == d || e.b == e.c || e.b == d {
- return MaybeCross
- }
-
- // Eliminate the cases where an input edge is degenerate. (Note that in
- // most cases, if CD is degenerate then this method is not even called
- // because acb and bda have different signs.)
- if e.a == e.b || e.c == d {
- return DoNotCross
- }
-
- // Otherwise it's time to break out the big guns.
- if e.acb == Indeterminate {
- e.acb = -expensiveSign(e.a, e.b, e.c)
- }
- if bda == Indeterminate {
- bda = expensiveSign(e.a, e.b, d)
- }
-
- if bda != e.acb {
- return DoNotCross
- }
-
- cbd := -RobustSign(e.c, d, e.b)
- if cbd != e.acb {
- return DoNotCross
- }
- dac := RobustSign(e.c, d, e.a)
- if dac != e.acb {
- return DoNotCross
- }
- return Cross
-}