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Diffstat (limited to 'vendor/github.com/golang/geo/s2/edge_crossings.go')
-rw-r--r-- | vendor/github.com/golang/geo/s2/edge_crossings.go | 396 |
1 files changed, 0 insertions, 396 deletions
diff --git a/vendor/github.com/golang/geo/s2/edge_crossings.go b/vendor/github.com/golang/geo/s2/edge_crossings.go deleted file mode 100644 index a98ec76ff..000000000 --- a/vendor/github.com/golang/geo/s2/edge_crossings.go +++ /dev/null @@ -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} -} |