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diff --git a/vendor/github.com/golang/geo/s2/edge_crossings.go b/vendor/github.com/golang/geo/s2/edge_crossings.go
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--- a/vendor/github.com/golang/geo/s2/edge_crossings.go
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@@ -1,396 +0,0 @@
-// 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 (
- "fmt"
- "math"
-
- "github.com/golang/geo/r3"
- "github.com/golang/geo/s1"
-)
-
-const (
- // intersectionError can be set somewhat arbitrarily, because the algorithm
- // uses more precision if necessary in order to achieve the specified error.
- // The only strict requirement is that intersectionError >= dblEpsilon
- // radians. However, using a larger error tolerance makes the algorithm more
- // efficient because it reduces the number of cases where exact arithmetic is
- // needed.
- intersectionError = s1.Angle(8 * dblError)
-
- // intersectionMergeRadius is used to ensure that intersection points that
- // are supposed to be coincident are merged back together into a single
- // vertex. This is required in order for various polygon operations (union,
- // intersection, etc) to work correctly. It is twice the intersection error
- // because two coincident intersection points might have errors in
- // opposite directions.
- intersectionMergeRadius = 2 * intersectionError
-)
-
-// A Crossing indicates how edges cross.
-type Crossing int
-
-const (
- // Cross means the edges cross.
- Cross Crossing = iota
- // MaybeCross means two vertices from different edges are the same.
- MaybeCross
- // DoNotCross means the edges do not cross.
- DoNotCross
-)
-
-func (c Crossing) String() string {
- switch c {
- case Cross:
- return "Cross"
- case MaybeCross:
- return "MaybeCross"
- case DoNotCross:
- return "DoNotCross"
- default:
- return fmt.Sprintf("(BAD CROSSING %d)", c)
- }
-}
-
-// CrossingSign reports whether the edge AB intersects the edge CD.
-// If AB crosses CD at a point that is interior to both edges, Cross is returned.
-// If any two vertices from different edges are the same it returns MaybeCross.
-// Otherwise it returns DoNotCross.
-// If either edge is degenerate (A == B or C == D), the return value is MaybeCross
-// if two vertices from different edges are the same and DoNotCross otherwise.
-//
-// 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
-//
-// This method implements an exact, consistent perturbation model such
-// that no three points are ever considered to be collinear. This means
-// that even if you have 4 points A, B, C, D that lie exactly in a line
-// (say, around the equator), C and D will be treated as being slightly to
-// one side or the other of AB. This is done in a way such that the
-// results are always consistent (see RobustSign).
-func CrossingSign(a, b, c, d Point) Crossing {
- crosser := NewChainEdgeCrosser(a, b, c)
- return crosser.ChainCrossingSign(d)
-}
-
-// VertexCrossing reports whether two edges "cross" in such a way that point-in-polygon
-// containment tests can be implemented by counting the number of edge crossings.
-//
-// Given two edges AB and CD where at least two vertices are identical
-// (i.e. CrossingSign(a,b,c,d) == 0), the basic rule is that a "crossing"
-// occurs if AB is encountered after CD during a CCW sweep around the shared
-// vertex starting from a fixed reference point.
-//
-// Note that according to this rule, if AB crosses CD then in general CD
-// does not cross AB. However, this leads to the correct result when
-// counting polygon edge crossings. For example, suppose that A,B,C are
-// three consecutive vertices of a CCW polygon. If we now consider the edge
-// crossings of a segment BP as P sweeps around B, the crossing number
-// changes parity exactly when BP crosses BA or BC.
-//
-// Useful properties of VertexCrossing (VC):
-//
-// (1) VC(a,a,c,d) == VC(a,b,c,c) == false
-// (2) VC(a,b,a,b) == VC(a,b,b,a) == true
-// (3) VC(a,b,c,d) == VC(a,b,d,c) == VC(b,a,c,d) == VC(b,a,d,c)
-// (3) If exactly one of a,b equals one of c,d, then exactly one of
-// VC(a,b,c,d) and VC(c,d,a,b) is true
-//
-// It is an error to call this method with 4 distinct vertices.
-func VertexCrossing(a, b, c, d Point) bool {
- // If A == B or C == D there is no intersection. We need to check this
- // case first in case 3 or more input points are identical.
- if a == b || c == d {
- return false
- }
-
- // If any other pair of vertices is equal, there is a crossing if and only
- // if OrderedCCW indicates that the edge AB is further CCW around the
- // shared vertex O (either A or B) than the edge CD, starting from an
- // arbitrary fixed reference point.
-
- // Optimization: if AB=CD or AB=DC, we can avoid most of the calculations.
- switch {
- case a == c:
- return (b == d) || OrderedCCW(Point{a.Ortho()}, d, b, a)
- case b == d:
- return OrderedCCW(Point{b.Ortho()}, c, a, b)
- case a == d:
- return (b == c) || OrderedCCW(Point{a.Ortho()}, c, b, a)
- case b == c:
- return OrderedCCW(Point{b.Ortho()}, d, a, b)
- }
-
- return false
-}
-
-// EdgeOrVertexCrossing is a convenience function that calls CrossingSign to
-// handle cases where all four vertices are distinct, and VertexCrossing to
-// handle cases where two or more vertices are the same. This defines a crossing
-// function such that point-in-polygon containment tests can be implemented
-// by simply counting edge crossings.
-func EdgeOrVertexCrossing(a, b, c, d Point) bool {
- switch CrossingSign(a, b, c, d) {
- case DoNotCross:
- return false
- case Cross:
- return true
- default:
- return VertexCrossing(a, b, c, d)
- }
-}
-
-// Intersection returns the intersection point of two edges AB and CD that cross
-// (CrossingSign(a,b,c,d) == Crossing).
-//
-// Useful properties of Intersection:
-//
-// (1) Intersection(b,a,c,d) == Intersection(a,b,d,c) == Intersection(a,b,c,d)
-// (2) Intersection(c,d,a,b) == Intersection(a,b,c,d)
-//
-// The returned intersection point X is guaranteed to be very close to the
-// true intersection point of AB and CD, even if the edges intersect at a
-// very small angle.
-func Intersection(a0, a1, b0, b1 Point) Point {
- // It is difficult to compute the intersection point of two edges accurately
- // when the angle between the edges is very small. Previously we handled
- // this by only guaranteeing that the returned intersection point is within
- // intersectionError of each edge. However, this means that when the edges
- // cross at a very small angle, the computed result may be very far from the
- // true intersection point.
- //
- // Instead this function now guarantees that the result is always within
- // intersectionError of the true intersection. This requires using more
- // sophisticated techniques and in some cases extended precision.
- //
- // - intersectionStable computes the intersection point using
- // projection and interpolation, taking care to minimize cancellation
- // error.
- //
- // - intersectionExact computes the intersection point using precision
- // arithmetic and converts the final result back to an Point.
- pt, ok := intersectionStable(a0, a1, b0, b1)
- if !ok {
- pt = intersectionExact(a0, a1, b0, b1)
- }
-
- // Make sure the intersection point is on the correct side of the sphere.
- // Since all vertices are unit length, and edges are less than 180 degrees,
- // (a0 + a1) and (b0 + b1) both have positive dot product with the
- // intersection point. We use the sum of all vertices to make sure that the
- // result is unchanged when the edges are swapped or reversed.
- if pt.Dot((a0.Add(a1.Vector)).Add(b0.Add(b1.Vector))) < 0 {
- pt = Point{pt.Mul(-1)}
- }
-
- return pt
-}
-
-// Computes the cross product of two vectors, normalized to be unit length.
-// Also returns the length of the cross
-// product before normalization, which is useful for estimating the amount of
-// error in the result. For numerical stability, the vectors should both be
-// approximately unit length.
-func robustNormalWithLength(x, y r3.Vector) (r3.Vector, float64) {
- var pt r3.Vector
- // This computes 2 * (x.Cross(y)), but has much better numerical
- // stability when x and y are unit length.
- tmp := x.Sub(y).Cross(x.Add(y))
- length := tmp.Norm()
- if length != 0 {
- pt = tmp.Mul(1 / length)
- }
- return pt, 0.5 * length // Since tmp == 2 * (x.Cross(y))
-}
-
-/*
-// intersectionSimple is not used by the C++ so it is skipped here.
-*/
-
-// projection returns the projection of aNorm onto X (x.Dot(aNorm)), and a bound
-// on the error in the result. aNorm is not necessarily unit length.
-//
-// The remaining parameters (the length of aNorm (aNormLen) and the edge endpoints
-// a0 and a1) allow this dot product to be computed more accurately and efficiently.
-func projection(x, aNorm r3.Vector, aNormLen float64, a0, a1 Point) (proj, bound float64) {
- // The error in the dot product is proportional to the lengths of the input
- // vectors, so rather than using x itself (a unit-length vector) we use
- // the vectors from x to the closer of the two edge endpoints. This
- // typically reduces the error by a huge factor.
- x0 := x.Sub(a0.Vector)
- x1 := x.Sub(a1.Vector)
- x0Dist2 := x0.Norm2()
- x1Dist2 := x1.Norm2()
-
- // If both distances are the same, we need to be careful to choose one
- // endpoint deterministically so that the result does not change if the
- // order of the endpoints is reversed.
- var dist float64
- if x0Dist2 < x1Dist2 || (x0Dist2 == x1Dist2 && x0.Cmp(x1) == -1) {
- dist = math.Sqrt(x0Dist2)
- proj = x0.Dot(aNorm)
- } else {
- dist = math.Sqrt(x1Dist2)
- proj = x1.Dot(aNorm)
- }
-
- // This calculation bounds the error from all sources: the computation of
- // the normal, the subtraction of one endpoint, and the dot product itself.
- // dblError appears because the input points are assumed to be
- // normalized in double precision.
- //
- // For reference, the bounds that went into this calculation are:
- // ||N'-N|| <= ((1 + 2 * sqrt(3))||N|| + 32 * sqrt(3) * dblError) * epsilon
- // |(A.B)'-(A.B)| <= (1.5 * (A.B) + 1.5 * ||A|| * ||B||) * epsilon
- // ||(X-Y)'-(X-Y)|| <= ||X-Y|| * epsilon
- bound = (((3.5+2*math.Sqrt(3))*aNormLen+32*math.Sqrt(3)*dblError)*dist + 1.5*math.Abs(proj)) * epsilon
- return proj, bound
-}
-
-// compareEdges reports whether (a0,a1) is less than (b0,b1) with respect to a total
-// ordering on edges that is invariant under edge reversals.
-func compareEdges(a0, a1, b0, b1 Point) bool {
- if a0.Cmp(a1.Vector) != -1 {
- a0, a1 = a1, a0
- }
- if b0.Cmp(b1.Vector) != -1 {
- b0, b1 = b1, b0
- }
- return a0.Cmp(b0.Vector) == -1 || (a0 == b0 && b0.Cmp(b1.Vector) == -1)
-}
-
-// intersectionStable returns the intersection point of the edges (a0,a1) and
-// (b0,b1) if it can be computed to within an error of at most intersectionError
-// by this function.
-//
-// The intersection point is not guaranteed to have the correct sign because we
-// choose to use the longest of the two edges first. The sign is corrected by
-// Intersection.
-func intersectionStable(a0, a1, b0, b1 Point) (Point, bool) {
- // Sort the two edges so that (a0,a1) is longer, breaking ties in a
- // deterministic way that does not depend on the ordering of the endpoints.
- // This is desirable for two reasons:
- // - So that the result doesn't change when edges are swapped or reversed.
- // - It reduces error, since the first edge is used to compute the edge
- // normal (where a longer edge means less error), and the second edge
- // is used for interpolation (where a shorter edge means less error).
- aLen2 := a1.Sub(a0.Vector).Norm2()
- bLen2 := b1.Sub(b0.Vector).Norm2()
- if aLen2 < bLen2 || (aLen2 == bLen2 && compareEdges(a0, a1, b0, b1)) {
- return intersectionStableSorted(b0, b1, a0, a1)
- }
- return intersectionStableSorted(a0, a1, b0, b1)
-}
-
-// intersectionStableSorted is a helper function for intersectionStable.
-// It expects that the edges (a0,a1) and (b0,b1) have been sorted so that
-// the first edge passed in is longer.
-func intersectionStableSorted(a0, a1, b0, b1 Point) (Point, bool) {
- var pt Point
-
- // Compute the normal of the plane through (a0, a1) in a stable way.
- aNorm := a0.Sub(a1.Vector).Cross(a0.Add(a1.Vector))
- aNormLen := aNorm.Norm()
- bLen := b1.Sub(b0.Vector).Norm()
-
- // Compute the projection (i.e., signed distance) of b0 and b1 onto the
- // plane through (a0, a1). Distances are scaled by the length of aNorm.
- b0Dist, b0Error := projection(b0.Vector, aNorm, aNormLen, a0, a1)
- b1Dist, b1Error := projection(b1.Vector, aNorm, aNormLen, a0, a1)
-
- // The total distance from b0 to b1 measured perpendicularly to (a0,a1) is
- // |b0Dist - b1Dist|. Note that b0Dist and b1Dist generally have
- // opposite signs because b0 and b1 are on opposite sides of (a0, a1). The
- // code below finds the intersection point by interpolating along the edge
- // (b0, b1) to a fractional distance of b0Dist / (b0Dist - b1Dist).
- //
- // It can be shown that the maximum error in the interpolation fraction is
- //
- // (b0Dist * b1Error - b1Dist * b0Error) / (distSum * (distSum - errorSum))
- //
- // We save ourselves some work by scaling the result and the error bound by
- // "distSum", since the result is normalized to be unit length anyway.
- distSum := math.Abs(b0Dist - b1Dist)
- errorSum := b0Error + b1Error
- if distSum <= errorSum {
- return pt, false // Error is unbounded in this case.
- }
-
- x := b1.Mul(b0Dist).Sub(b0.Mul(b1Dist))
- err := bLen*math.Abs(b0Dist*b1Error-b1Dist*b0Error)/
- (distSum-errorSum) + 2*distSum*epsilon
-
- // Finally we normalize the result, compute the corresponding error, and
- // check whether the total error is acceptable.
- xLen := x.Norm()
- maxError := intersectionError
- if err > (float64(maxError)-epsilon)*xLen {
- return pt, false
- }
-
- return Point{x.Mul(1 / xLen)}, true
-}
-
-// intersectionExact returns the intersection point of (a0, a1) and (b0, b1)
-// using precise arithmetic. Note that the result is not exact because it is
-// rounded down to double precision at the end. Also, the intersection point
-// is not guaranteed to have the correct sign (i.e., the return value may need
-// to be negated).
-func intersectionExact(a0, a1, b0, b1 Point) Point {
- // Since we are using presice arithmetic, we don't need to worry about
- // numerical stability.
- a0P := r3.PreciseVectorFromVector(a0.Vector)
- a1P := r3.PreciseVectorFromVector(a1.Vector)
- b0P := r3.PreciseVectorFromVector(b0.Vector)
- b1P := r3.PreciseVectorFromVector(b1.Vector)
- aNormP := a0P.Cross(a1P)
- bNormP := b0P.Cross(b1P)
- xP := aNormP.Cross(bNormP)
-
- // The final Normalize() call is done in double precision, which creates a
- // directional error of up to 2*dblError. (Precise conversion and Normalize()
- // each contribute up to dblError of directional error.)
- x := xP.Vector()
-
- if x == (r3.Vector{}) {
- // The two edges are exactly collinear, but we still consider them to be
- // "crossing" because of simulation of simplicity. Out of the four
- // endpoints, exactly two lie in the interior of the other edge. Of
- // those two we return the one that is lexicographically smallest.
- x = r3.Vector{10, 10, 10} // Greater than any valid S2Point
-
- aNorm := Point{aNormP.Vector()}
- bNorm := Point{bNormP.Vector()}
- if OrderedCCW(b0, a0, b1, bNorm) && a0.Cmp(x) == -1 {
- return a0
- }
- if OrderedCCW(b0, a1, b1, bNorm) && a1.Cmp(x) == -1 {
- return a1
- }
- if OrderedCCW(a0, b0, a1, aNorm) && b0.Cmp(x) == -1 {
- return b0
- }
- if OrderedCCW(a0, b1, a1, aNorm) && b1.Cmp(x) == -1 {
- return b1
- }
- }
-
- return Point{x}
-}