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-// 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 (
- "math"
-
- "github.com/golang/geo/s1"
-)
-
-// PointArea returns the area of triangle ABC. This method combines two different
-// algorithms to get accurate results for both large and small triangles.
-// The maximum error is about 5e-15 (about 0.25 square meters on the Earth's
-// surface), the same as GirardArea below, but unlike that method it is
-// also accurate for small triangles. Example: when the true area is 100
-// square meters, PointArea yields an error about 1 trillion times smaller than
-// GirardArea.
-//
-// All points should be unit length, and no two points should be antipodal.
-// The area is always positive.
-func PointArea(a, b, c Point) float64 {
- // This method is based on l'Huilier's theorem,
- //
- // tan(E/4) = sqrt(tan(s/2) tan((s-a)/2) tan((s-b)/2) tan((s-c)/2))
- //
- // where E is the spherical excess of the triangle (i.e. its area),
- // a, b, c are the side lengths, and
- // s is the semiperimeter (a + b + c) / 2.
- //
- // The only significant source of error using l'Huilier's method is the
- // cancellation error of the terms (s-a), (s-b), (s-c). This leads to a
- // *relative* error of about 1e-16 * s / min(s-a, s-b, s-c). This compares
- // to a relative error of about 1e-15 / E using Girard's formula, where E is
- // the true area of the triangle. Girard's formula can be even worse than
- // this for very small triangles, e.g. a triangle with a true area of 1e-30
- // might evaluate to 1e-5.
- //
- // So, we prefer l'Huilier's formula unless dmin < s * (0.1 * E), where
- // dmin = min(s-a, s-b, s-c). This basically includes all triangles
- // except for extremely long and skinny ones.
- //
- // Since we don't know E, we would like a conservative upper bound on
- // the triangle area in terms of s and dmin. It's possible to show that
- // E <= k1 * s * sqrt(s * dmin), where k1 = 2*sqrt(3)/Pi (about 1).
- // Using this, it's easy to show that we should always use l'Huilier's
- // method if dmin >= k2 * s^5, where k2 is about 1e-2. Furthermore,
- // if dmin < k2 * s^5, the triangle area is at most k3 * s^4, where
- // k3 is about 0.1. Since the best case error using Girard's formula
- // is about 1e-15, this means that we shouldn't even consider it unless
- // s >= 3e-4 or so.
- sa := float64(b.Angle(c.Vector))
- sb := float64(c.Angle(a.Vector))
- sc := float64(a.Angle(b.Vector))
- s := 0.5 * (sa + sb + sc)
- if s >= 3e-4 {
- // Consider whether Girard's formula might be more accurate.
- dmin := s - math.Max(sa, math.Max(sb, sc))
- if dmin < 1e-2*s*s*s*s*s {
- // This triangle is skinny enough to use Girard's formula.
- area := GirardArea(a, b, c)
- if dmin < s*0.1*area {
- return area
- }
- }
- }
-
- // Use l'Huilier's formula.
- return 4 * math.Atan(math.Sqrt(math.Max(0.0, math.Tan(0.5*s)*math.Tan(0.5*(s-sa))*
- math.Tan(0.5*(s-sb))*math.Tan(0.5*(s-sc)))))
-}
-
-// GirardArea returns the area of the triangle computed using Girard's formula.
-// All points should be unit length, and no two points should be antipodal.
-//
-// This method is about twice as fast as PointArea() but has poor relative
-// accuracy for small triangles. The maximum error is about 5e-15 (about
-// 0.25 square meters on the Earth's surface) and the average error is about
-// 1e-15. These bounds apply to triangles of any size, even as the maximum
-// edge length of the triangle approaches 180 degrees. But note that for
-// such triangles, tiny perturbations of the input points can change the
-// true mathematical area dramatically.
-func GirardArea(a, b, c Point) float64 {
- // This is equivalent to the usual Girard's formula but is slightly more
- // accurate, faster to compute, and handles a == b == c without a special
- // case. PointCross is necessary to get good accuracy when two of
- // the input points are very close together.
- ab := a.PointCross(b)
- bc := b.PointCross(c)
- ac := a.PointCross(c)
-
- area := float64(ab.Angle(ac.Vector) - ab.Angle(bc.Vector) + bc.Angle(ac.Vector))
- if area < 0 {
- area = 0
- }
- return area
-}
-
-// SignedArea returns a positive value for counterclockwise triangles and a negative
-// value otherwise (similar to PointArea).
-func SignedArea(a, b, c Point) float64 {
- return float64(RobustSign(a, b, c)) * PointArea(a, b, c)
-}
-
-// Angle returns the interior angle at the vertex B in the triangle ABC. The
-// return value is always in the range [0, pi]. All points should be
-// normalized. Ensures that Angle(a,b,c) == Angle(c,b,a) for all a,b,c.
-//
-// The angle is undefined if A or C is diametrically opposite from B, and
-// becomes numerically unstable as the length of edge AB or BC approaches
-// 180 degrees.
-func Angle(a, b, c Point) s1.Angle {
- // PointCross is necessary to get good accuracy when two of the input
- // points are very close together.
- return a.PointCross(b).Angle(c.PointCross(b).Vector)
-}
-
-// TurnAngle returns the exterior angle at vertex B in the triangle ABC. The
-// return value is positive if ABC is counterclockwise and negative otherwise.
-// If you imagine an ant walking from A to B to C, this is the angle that the
-// ant turns at vertex B (positive = left = CCW, negative = right = CW).
-// This quantity is also known as the "geodesic curvature" at B.
-//
-// Ensures that TurnAngle(a,b,c) == -TurnAngle(c,b,a) for all distinct
-// a,b,c. The result is undefined if (a == b || b == c), but is either
-// -Pi or Pi if (a == c). All points should be normalized.
-func TurnAngle(a, b, c Point) s1.Angle {
- // We use PointCross to get good accuracy when two points are very
- // close together, and RobustSign to ensure that the sign is correct for
- // turns that are close to 180 degrees.
- angle := a.PointCross(b).Angle(b.PointCross(c).Vector)
-
- // Don't return RobustSign * angle because it is legal to have (a == c).
- if RobustSign(a, b, c) == CounterClockwise {
- return angle
- }
- return -angle
-}