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-// 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