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Diffstat (limited to 'vendor/github.com/golang/geo/s2/predicates.go')
-rw-r--r-- | vendor/github.com/golang/geo/s2/predicates.go | 701 |
1 files changed, 0 insertions, 701 deletions
diff --git a/vendor/github.com/golang/geo/s2/predicates.go b/vendor/github.com/golang/geo/s2/predicates.go deleted file mode 100644 index 9fc5e1751..000000000 --- a/vendor/github.com/golang/geo/s2/predicates.go +++ /dev/null @@ -1,701 +0,0 @@ -// Copyright 2016 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 various predicates that are guaranteed to produce -// correct, consistent results. They are also relatively efficient. This is -// achieved by computing conservative error bounds and falling back to high -// precision or even exact arithmetic when the result is uncertain. Such -// predicates are useful in implementing robust algorithms. -// -// See also EdgeCrosser, which implements various exact -// edge-crossing predicates more efficiently than can be done here. - -import ( - "math" - "math/big" - - "github.com/golang/geo/r3" - "github.com/golang/geo/s1" -) - -const ( - // If any other machine architectures need to be suppported, these next three - // values will need to be updated. - - // epsilon is a small number that represents a reasonable level of noise between two - // values that can be considered to be equal. - epsilon = 1e-15 - // dblEpsilon is a smaller number for values that require more precision. - // This is the C++ DBL_EPSILON equivalent. - dblEpsilon = 2.220446049250313e-16 - // dblError is the C++ value for S2 rounding_epsilon(). - dblError = 1.110223024625156e-16 - - // maxDeterminantError is the maximum error in computing (AxB).C where all vectors - // are unit length. Using standard inequalities, it can be shown that - // - // fl(AxB) = AxB + D where |D| <= (|AxB| + (2/sqrt(3))*|A|*|B|) * e - // - // where "fl()" denotes a calculation done in floating-point arithmetic, - // |x| denotes either absolute value or the L2-norm as appropriate, and - // e is a reasonably small value near the noise level of floating point - // number accuracy. Similarly, - // - // fl(B.C) = B.C + d where |d| <= (|B.C| + 2*|B|*|C|) * e . - // - // Applying these bounds to the unit-length vectors A,B,C and neglecting - // relative error (which does not affect the sign of the result), we get - // - // fl((AxB).C) = (AxB).C + d where |d| <= (3 + 2/sqrt(3)) * e - maxDeterminantError = 1.8274 * dblEpsilon - - // detErrorMultiplier is the factor to scale the magnitudes by when checking - // for the sign of set of points with certainty. Using a similar technique to - // the one used for maxDeterminantError, the error is at most: - // - // |d| <= (3 + 6/sqrt(3)) * |A-C| * |B-C| * e - // - // If the determinant magnitude is larger than this value then we know - // its sign with certainty. - detErrorMultiplier = 3.2321 * dblEpsilon -) - -// Direction is an indication of the ordering of a set of points. -type Direction int - -// These are the three options for the direction of a set of points. -const ( - Clockwise Direction = -1 - Indeterminate Direction = 0 - CounterClockwise Direction = 1 -) - -// newBigFloat constructs a new big.Float with maximum precision. -func newBigFloat() *big.Float { return new(big.Float).SetPrec(big.MaxPrec) } - -// Sign returns true if the points A, B, C are strictly counterclockwise, -// and returns false if the points are clockwise or collinear (i.e. if they are all -// contained on some great circle). -// -// Due to numerical errors, situations may arise that are mathematically -// impossible, e.g. ABC may be considered strictly CCW while BCA is not. -// However, the implementation guarantees the following: -// -// If Sign(a,b,c), then !Sign(c,b,a) for all a,b,c. -func Sign(a, b, c Point) bool { - // NOTE(dnadasi): In the C++ API the equivalent method here was known as "SimpleSign". - - // We compute the signed volume of the parallelepiped ABC. The usual - // formula for this is (A ⨯ B) · C, but we compute it here using (C ⨯ A) · B - // in order to ensure that ABC and CBA are not both CCW. This follows - // from the following identities (which are true numerically, not just - // mathematically): - // - // (1) x ⨯ y == -(y ⨯ x) - // (2) -x · y == -(x · y) - return c.Cross(a.Vector).Dot(b.Vector) > 0 -} - -// RobustSign returns a Direction representing the ordering of the points. -// CounterClockwise is returned if the points are in counter-clockwise order, -// Clockwise for clockwise, and Indeterminate if any two points are the same (collinear), -// or the sign could not completely be determined. -// -// This function has additional logic to make sure that the above properties hold even -// when the three points are coplanar, and to deal with the limitations of -// floating-point arithmetic. -// -// RobustSign satisfies the following conditions: -// -// (1) RobustSign(a,b,c) == Indeterminate if and only if a == b, b == c, or c == a -// (2) RobustSign(b,c,a) == RobustSign(a,b,c) for all a,b,c -// (3) RobustSign(c,b,a) == -RobustSign(a,b,c) for all a,b,c -// -// In other words: -// -// (1) The result is Indeterminate if and only if two points are the same. -// (2) Rotating the order of the arguments does not affect the result. -// (3) Exchanging any two arguments inverts the result. -// -// On the other hand, note that it is not true in general that -// RobustSign(-a,b,c) == -RobustSign(a,b,c), or any similar identities -// involving antipodal points. -func RobustSign(a, b, c Point) Direction { - sign := triageSign(a, b, c) - if sign == Indeterminate { - sign = expensiveSign(a, b, c) - } - return sign -} - -// stableSign reports the direction sign of the points in a numerically stable way. -// Unlike triageSign, this method can usually compute the correct determinant sign -// even when all three points are as collinear as possible. For example if three -// points are spaced 1km apart along a random line on the Earth's surface using -// the nearest representable points, there is only a 0.4% chance that this method -// will not be able to find the determinant sign. The probability of failure -// decreases as the points get closer together; if the collinear points are 1 meter -// apart, the failure rate drops to 0.0004%. -// -// This method could be extended to also handle nearly-antipodal points, but antipodal -// points are rare in practice so it seems better to simply fall back to -// exact arithmetic in that case. -func stableSign(a, b, c Point) Direction { - ab := b.Sub(a.Vector) - ab2 := ab.Norm2() - bc := c.Sub(b.Vector) - bc2 := bc.Norm2() - ca := a.Sub(c.Vector) - ca2 := ca.Norm2() - - // Now compute the determinant ((A-C)x(B-C)).C, where the vertices have been - // cyclically permuted if necessary so that AB is the longest edge. (This - // minimizes the magnitude of cross product.) At the same time we also - // compute the maximum error in the determinant. - - // The two shortest edges, pointing away from their common point. - var e1, e2, op r3.Vector - if ab2 >= bc2 && ab2 >= ca2 { - // AB is the longest edge. - e1, e2, op = ca, bc, c.Vector - } else if bc2 >= ca2 { - // BC is the longest edge. - e1, e2, op = ab, ca, a.Vector - } else { - // CA is the longest edge. - e1, e2, op = bc, ab, b.Vector - } - - det := -e1.Cross(e2).Dot(op) - maxErr := detErrorMultiplier * math.Sqrt(e1.Norm2()*e2.Norm2()) - - // If the determinant isn't zero, within maxErr, we know definitively the point ordering. - if det > maxErr { - return CounterClockwise - } - if det < -maxErr { - return Clockwise - } - return Indeterminate -} - -// triageSign returns the direction sign of the points. It returns Indeterminate if two -// points are identical or the result is uncertain. Uncertain cases can be resolved, if -// desired, by calling expensiveSign. -// -// The purpose of this method is to allow additional cheap tests to be done without -// calling expensiveSign. -func triageSign(a, b, c Point) Direction { - det := a.Cross(b.Vector).Dot(c.Vector) - if det > maxDeterminantError { - return CounterClockwise - } - if det < -maxDeterminantError { - return Clockwise - } - return Indeterminate -} - -// expensiveSign reports the direction sign of the points. It returns Indeterminate -// if two of the input points are the same. It uses multiple-precision arithmetic -// to ensure that its results are always self-consistent. -func expensiveSign(a, b, c Point) Direction { - // Return Indeterminate if and only if two points are the same. - // This ensures RobustSign(a,b,c) == Indeterminate if and only if a == b, b == c, or c == a. - // ie. Property 1 of RobustSign. - if a == b || b == c || c == a { - return Indeterminate - } - - // Next we try recomputing the determinant still using floating-point - // arithmetic but in a more precise way. This is more expensive than the - // simple calculation done by triageSign, but it is still *much* cheaper - // than using arbitrary-precision arithmetic. This optimization is able to - // compute the correct determinant sign in virtually all cases except when - // the three points are truly collinear (e.g., three points on the equator). - detSign := stableSign(a, b, c) - if detSign != Indeterminate { - return detSign - } - - // Otherwise fall back to exact arithmetic and symbolic permutations. - return exactSign(a, b, c, true) -} - -// exactSign reports the direction sign of the points computed using high-precision -// arithmetic and/or symbolic perturbations. -func exactSign(a, b, c Point, perturb bool) Direction { - // Sort the three points in lexicographic order, keeping track of the sign - // of the permutation. (Each exchange inverts the sign of the determinant.) - permSign := CounterClockwise - pa := &a - pb := &b - pc := &c - if pa.Cmp(pb.Vector) > 0 { - pa, pb = pb, pa - permSign = -permSign - } - if pb.Cmp(pc.Vector) > 0 { - pb, pc = pc, pb - permSign = -permSign - } - if pa.Cmp(pb.Vector) > 0 { - pa, pb = pb, pa - permSign = -permSign - } - - // Construct multiple-precision versions of the sorted points and compute - // their precise 3x3 determinant. - xa := r3.PreciseVectorFromVector(pa.Vector) - xb := r3.PreciseVectorFromVector(pb.Vector) - xc := r3.PreciseVectorFromVector(pc.Vector) - xbCrossXc := xb.Cross(xc) - det := xa.Dot(xbCrossXc) - - // The precision of big.Float is high enough that the result should always - // be exact enough (no rounding was performed). - - // If the exact determinant is non-zero, we're done. - detSign := Direction(det.Sign()) - if detSign == Indeterminate && perturb { - // Otherwise, we need to resort to symbolic perturbations to resolve the - // sign of the determinant. - detSign = symbolicallyPerturbedSign(xa, xb, xc, xbCrossXc) - } - return permSign * detSign -} - -// symbolicallyPerturbedSign reports the sign of the determinant of three points -// A, B, C under a model where every possible Point is slightly perturbed by -// a unique infinitesmal amount such that no three perturbed points are -// collinear and no four points are coplanar. The perturbations are so small -// that they do not change the sign of any determinant that was non-zero -// before the perturbations, and therefore can be safely ignored unless the -// determinant of three points is exactly zero (using multiple-precision -// arithmetic). This returns CounterClockwise or Clockwise according to the -// sign of the determinant after the symbolic perturbations are taken into account. -// -// Since the symbolic perturbation of a given point is fixed (i.e., the -// perturbation is the same for all calls to this method and does not depend -// on the other two arguments), the results of this method are always -// self-consistent. It will never return results that would correspond to an -// impossible configuration of non-degenerate points. -// -// This requires that the 3x3 determinant of A, B, C must be exactly zero. -// And the points must be distinct, with A < B < C in lexicographic order. -// -// Reference: -// "Simulation of Simplicity" (Edelsbrunner and Muecke, ACM Transactions on -// Graphics, 1990). -// -func symbolicallyPerturbedSign(a, b, c, bCrossC r3.PreciseVector) Direction { - // This method requires that the points are sorted in lexicographically - // increasing order. This is because every possible Point has its own - // symbolic perturbation such that if A < B then the symbolic perturbation - // for A is much larger than the perturbation for B. - // - // Alternatively, we could sort the points in this method and keep track of - // the sign of the permutation, but it is more efficient to do this before - // converting the inputs to the multi-precision representation, and this - // also lets us re-use the result of the cross product B x C. - // - // Every input coordinate x[i] is assigned a symbolic perturbation dx[i]. - // We then compute the sign of the determinant of the perturbed points, - // i.e. - // | a.X+da.X a.Y+da.Y a.Z+da.Z | - // | b.X+db.X b.Y+db.Y b.Z+db.Z | - // | c.X+dc.X c.Y+dc.Y c.Z+dc.Z | - // - // The perturbations are chosen such that - // - // da.Z > da.Y > da.X > db.Z > db.Y > db.X > dc.Z > dc.Y > dc.X - // - // where each perturbation is so much smaller than the previous one that we - // don't even need to consider it unless the coefficients of all previous - // perturbations are zero. In fact, it is so small that we don't need to - // consider it unless the coefficient of all products of the previous - // perturbations are zero. For example, we don't need to consider the - // coefficient of db.Y unless the coefficient of db.Z *da.X is zero. - // - // The follow code simply enumerates the coefficients of the perturbations - // (and products of perturbations) that appear in the determinant above, in - // order of decreasing perturbation magnitude. The first non-zero - // coefficient determines the sign of the result. The easiest way to - // enumerate the coefficients in the correct order is to pretend that each - // perturbation is some tiny value "eps" raised to a power of two: - // - // eps** 1 2 4 8 16 32 64 128 256 - // da.Z da.Y da.X db.Z db.Y db.X dc.Z dc.Y dc.X - // - // Essentially we can then just count in binary and test the corresponding - // subset of perturbations at each step. So for example, we must test the - // coefficient of db.Z*da.X before db.Y because eps**12 > eps**16. - // - // Of course, not all products of these perturbations appear in the - // determinant above, since the determinant only contains the products of - // elements in distinct rows and columns. Thus we don't need to consider - // da.Z*da.Y, db.Y *da.Y, etc. Furthermore, sometimes different pairs of - // perturbations have the same coefficient in the determinant; for example, - // da.Y*db.X and db.Y*da.X have the same coefficient (c.Z). Therefore - // we only need to test this coefficient the first time we encounter it in - // the binary order above (which will be db.Y*da.X). - // - // The sequence of tests below also appears in Table 4-ii of the paper - // referenced above, if you just want to look it up, with the following - // translations: [a,b,c] -> [i,j,k] and [0,1,2] -> [1,2,3]. Also note that - // some of the signs are different because the opposite cross product is - // used (e.g., B x C rather than C x B). - - detSign := bCrossC.Z.Sign() // da.Z - if detSign != 0 { - return Direction(detSign) - } - detSign = bCrossC.Y.Sign() // da.Y - if detSign != 0 { - return Direction(detSign) - } - detSign = bCrossC.X.Sign() // da.X - if detSign != 0 { - return Direction(detSign) - } - - detSign = newBigFloat().Sub(newBigFloat().Mul(c.X, a.Y), newBigFloat().Mul(c.Y, a.X)).Sign() // db.Z - if detSign != 0 { - return Direction(detSign) - } - detSign = c.X.Sign() // db.Z * da.Y - if detSign != 0 { - return Direction(detSign) - } - detSign = -(c.Y.Sign()) // db.Z * da.X - if detSign != 0 { - return Direction(detSign) - } - - detSign = newBigFloat().Sub(newBigFloat().Mul(c.Z, a.X), newBigFloat().Mul(c.X, a.Z)).Sign() // db.Y - if detSign != 0 { - return Direction(detSign) - } - detSign = c.Z.Sign() // db.Y * da.X - if detSign != 0 { - return Direction(detSign) - } - - // The following test is listed in the paper, but it is redundant because - // the previous tests guarantee that C == (0, 0, 0). - // (c.Y*a.Z - c.Z*a.Y).Sign() // db.X - - detSign = newBigFloat().Sub(newBigFloat().Mul(a.X, b.Y), newBigFloat().Mul(a.Y, b.X)).Sign() // dc.Z - if detSign != 0 { - return Direction(detSign) - } - detSign = -(b.X.Sign()) // dc.Z * da.Y - if detSign != 0 { - return Direction(detSign) - } - detSign = b.Y.Sign() // dc.Z * da.X - if detSign != 0 { - return Direction(detSign) - } - detSign = a.X.Sign() // dc.Z * db.Y - if detSign != 0 { - return Direction(detSign) - } - return CounterClockwise // dc.Z * db.Y * da.X -} - -// CompareDistances returns -1, 0, or +1 according to whether AX < BX, A == B, -// or AX > BX respectively. Distances are measured with respect to the positions -// of X, A, and B as though they were reprojected to lie exactly on the surface of -// the unit sphere. Furthermore, this method uses symbolic perturbations to -// ensure that the result is non-zero whenever A != B, even when AX == BX -// exactly, or even when A and B project to the same point on the sphere. -// Such results are guaranteed to be self-consistent, i.e. if AB < BC and -// BC < AC, then AB < AC. -func CompareDistances(x, a, b Point) int { - // We start by comparing distances using dot products (i.e., cosine of the - // angle), because (1) this is the cheapest technique, and (2) it is valid - // over the entire range of possible angles. (We can only use the sin^2 - // technique if both angles are less than 90 degrees or both angles are - // greater than 90 degrees.) - sign := triageCompareCosDistances(x, a, b) - if sign != 0 { - return sign - } - - // Optimization for (a == b) to avoid falling back to exact arithmetic. - if a == b { - return 0 - } - - // It is much better numerically to compare distances using cos(angle) if - // the distances are near 90 degrees and sin^2(angle) if the distances are - // near 0 or 180 degrees. We only need to check one of the two angles when - // making this decision because the fact that the test above failed means - // that angles "a" and "b" are very close together. - cosAX := a.Dot(x.Vector) - if cosAX > 1/math.Sqrt2 { - // Angles < 45 degrees. - sign = triageCompareSin2Distances(x, a, b) - } else if cosAX < -1/math.Sqrt2 { - // Angles > 135 degrees. sin^2(angle) is decreasing in this range. - sign = -triageCompareSin2Distances(x, a, b) - } - // C++ adds an additional check here using 80-bit floats. - // This is skipped in Go because we only have 32 and 64 bit floats. - - if sign != 0 { - return sign - } - - sign = exactCompareDistances(r3.PreciseVectorFromVector(x.Vector), r3.PreciseVectorFromVector(a.Vector), r3.PreciseVectorFromVector(b.Vector)) - if sign != 0 { - return sign - } - return symbolicCompareDistances(x, a, b) -} - -// cosDistance returns cos(XY) where XY is the angle between X and Y, and the -// maximum error amount in the result. This requires X and Y be normalized. -func cosDistance(x, y Point) (cos, err float64) { - cos = x.Dot(y.Vector) - return cos, 9.5*dblError*math.Abs(cos) + 1.5*dblError -} - -// sin2Distance returns sin**2(XY), where XY is the angle between X and Y, -// and the maximum error amount in the result. This requires X and Y be normalized. -func sin2Distance(x, y Point) (sin2, err float64) { - // The (x-y).Cross(x+y) trick eliminates almost all of error due to x - // and y being not quite unit length. This method is extremely accurate - // for small distances; the *relative* error in the result is O(dblError) for - // distances as small as dblError. - n := x.Sub(y.Vector).Cross(x.Add(y.Vector)) - sin2 = 0.25 * n.Norm2() - err = ((21+4*math.Sqrt(3))*dblError*sin2 + - 32*math.Sqrt(3)*dblError*dblError*math.Sqrt(sin2) + - 768*dblError*dblError*dblError*dblError) - return sin2, err -} - -// triageCompareCosDistances returns -1, 0, or +1 according to whether AX < BX, -// A == B, or AX > BX by comparing the distances between them using cosDistance. -func triageCompareCosDistances(x, a, b Point) int { - cosAX, cosAXerror := cosDistance(a, x) - cosBX, cosBXerror := cosDistance(b, x) - diff := cosAX - cosBX - err := cosAXerror + cosBXerror - if diff > err { - return -1 - } - if diff < -err { - return 1 - } - return 0 -} - -// triageCompareSin2Distances returns -1, 0, or +1 according to whether AX < BX, -// A == B, or AX > BX by comparing the distances between them using sin2Distance. -func triageCompareSin2Distances(x, a, b Point) int { - sin2AX, sin2AXerror := sin2Distance(a, x) - sin2BX, sin2BXerror := sin2Distance(b, x) - diff := sin2AX - sin2BX - err := sin2AXerror + sin2BXerror - if diff > err { - return 1 - } - if diff < -err { - return -1 - } - return 0 -} - -// exactCompareDistances returns -1, 0, or 1 after comparing using the values as -// PreciseVectors. -func exactCompareDistances(x, a, b r3.PreciseVector) int { - // This code produces the same result as though all points were reprojected - // to lie exactly on the surface of the unit sphere. It is based on testing - // whether x.Dot(a.Normalize()) < x.Dot(b.Normalize()), reformulated - // so that it can be evaluated using exact arithmetic. - cosAX := x.Dot(a) - cosBX := x.Dot(b) - - // If the two values have different signs, we need to handle that case now - // before squaring them below. - aSign := cosAX.Sign() - bSign := cosBX.Sign() - if aSign != bSign { - // If cos(AX) > cos(BX), then AX < BX. - if aSign > bSign { - return -1 - } - return 1 - } - cosAX2 := newBigFloat().Mul(cosAX, cosAX) - cosBX2 := newBigFloat().Mul(cosBX, cosBX) - cmp := newBigFloat().Sub(cosBX2.Mul(cosBX2, a.Norm2()), cosAX2.Mul(cosAX2, b.Norm2())) - return aSign * cmp.Sign() -} - -// symbolicCompareDistances returns -1, 0, or +1 given three points such that AX == BX -// (exactly) according to whether AX < BX, AX == BX, or AX > BX after symbolic -// perturbations are taken into account. -func symbolicCompareDistances(x, a, b Point) int { - // Our symbolic perturbation strategy is based on the following model. - // Similar to "simulation of simplicity", we assign a perturbation to every - // point such that if A < B, then the symbolic perturbation for A is much, - // much larger than the symbolic perturbation for B. We imagine that - // rather than projecting every point to lie exactly on the unit sphere, - // instead each point is positioned on its own tiny pedestal that raises it - // just off the surface of the unit sphere. This means that the distance AX - // is actually the true distance AX plus the (symbolic) heights of the - // pedestals for A and X. The pedestals are infinitesmally thin, so they do - // not affect distance measurements except at the two endpoints. If several - // points project to exactly the same point on the unit sphere, we imagine - // that they are placed on separate pedestals placed close together, where - // the distance between pedestals is much, much less than the height of any - // pedestal. (There are a finite number of Points, and therefore a finite - // number of pedestals, so this is possible.) - // - // If A < B, then A is on a higher pedestal than B, and therefore AX > BX. - switch a.Cmp(b.Vector) { - case -1: - return 1 - case 1: - return -1 - default: - return 0 - } -} - -var ( - // ca45Degrees is a predefined ChordAngle representing (approximately) 45 degrees. - ca45Degrees = s1.ChordAngleFromSquaredLength(2 - math.Sqrt2) -) - -// CompareDistance returns -1, 0, or +1 according to whether the distance XY is -// respectively less than, equal to, or greater than the provided chord angle. Distances are measured -// with respect to the positions of all points as though they are projected to lie -// exactly on the surface of the unit sphere. -func CompareDistance(x, y Point, r s1.ChordAngle) int { - // As with CompareDistances, we start by comparing dot products because - // the sin^2 method is only valid when the distance XY and the limit "r" are - // both less than 90 degrees. - sign := triageCompareCosDistance(x, y, float64(r)) - if sign != 0 { - return sign - } - - // Unlike with CompareDistances, it's not worth using the sin^2 method - // when the distance limit is near 180 degrees because the ChordAngle - // representation itself has has a rounding error of up to 2e-8 radians for - // distances near 180 degrees. - if r < ca45Degrees { - sign = triageCompareSin2Distance(x, y, float64(r)) - if sign != 0 { - return sign - } - } - return exactCompareDistance(r3.PreciseVectorFromVector(x.Vector), r3.PreciseVectorFromVector(y.Vector), big.NewFloat(float64(r)).SetPrec(big.MaxPrec)) -} - -// triageCompareCosDistance returns -1, 0, or +1 according to whether the distance XY is -// less than, equal to, or greater than r2 respectively using cos distance. -func triageCompareCosDistance(x, y Point, r2 float64) int { - cosXY, cosXYError := cosDistance(x, y) - cosR := 1.0 - 0.5*r2 - cosRError := 2.0 * dblError * cosR - diff := cosXY - cosR - err := cosXYError + cosRError - if diff > err { - return -1 - } - if diff < -err { - return 1 - } - return 0 -} - -// triageCompareSin2Distance returns -1, 0, or +1 according to whether the distance XY is -// less than, equal to, or greater than r2 respectively using sin^2 distance. -func triageCompareSin2Distance(x, y Point, r2 float64) int { - // Only valid for distance limits < 90 degrees. - sin2XY, sin2XYError := sin2Distance(x, y) - sin2R := r2 * (1.0 - 0.25*r2) - sin2RError := 3.0 * dblError * sin2R - diff := sin2XY - sin2R - err := sin2XYError + sin2RError - if diff > err { - return 1 - } - if diff < -err { - return -1 - } - return 0 -} - -var ( - bigOne = big.NewFloat(1.0).SetPrec(big.MaxPrec) - bigHalf = big.NewFloat(0.5).SetPrec(big.MaxPrec) -) - -// exactCompareDistance returns -1, 0, or +1 after comparing using PreciseVectors. -func exactCompareDistance(x, y r3.PreciseVector, r2 *big.Float) int { - // This code produces the same result as though all points were reprojected - // to lie exactly on the surface of the unit sphere. It is based on - // comparing the cosine of the angle XY (when both points are projected to - // lie exactly on the sphere) to the given threshold. - cosXY := x.Dot(y) - cosR := newBigFloat().Sub(bigOne, newBigFloat().Mul(bigHalf, r2)) - - // If the two values have different signs, we need to handle that case now - // before squaring them below. - xySign := cosXY.Sign() - rSign := cosR.Sign() - if xySign != rSign { - if xySign > rSign { - return -1 - } - return 1 // If cos(XY) > cos(r), then XY < r. - } - cmp := newBigFloat().Sub( - newBigFloat().Mul( - newBigFloat().Mul(cosR, cosR), newBigFloat().Mul(x.Norm2(), y.Norm2())), - newBigFloat().Mul(cosXY, cosXY)) - return xySign * cmp.Sign() -} - -// TODO(roberts): Differences from C++ -// CompareEdgeDistance -// CompareEdgeDirections -// EdgeCircumcenterSign -// GetVoronoiSiteExclusion -// GetClosestVertex -// TriageCompareLineSin2Distance -// TriageCompareLineCos2Distance -// TriageCompareLineDistance -// TriageCompareEdgeDistance -// ExactCompareLineDistance -// ExactCompareEdgeDistance -// TriageCompareEdgeDirections -// ExactCompareEdgeDirections -// ArePointsAntipodal -// ArePointsLinearlyDependent -// GetCircumcenter -// TriageEdgeCircumcenterSign -// ExactEdgeCircumcenterSign -// UnperturbedSign -// SymbolicEdgeCircumcenterSign -// ExactVoronoiSiteExclusion |