mirror of
https://github.com/superseriousbusiness/gotosocial.git
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259 lines
9.7 KiB
Go
259 lines
9.7 KiB
Go
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// Copyright 2018 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package s2
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import (
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"sort"
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"github.com/golang/geo/r3"
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)
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// ConvexHullQuery builds the convex hull of any collection of points,
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// polylines, loops, and polygons. It returns a single convex loop.
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//
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// The convex hull is defined as the smallest convex region on the sphere that
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// contains all of your input geometry. Recall that a region is "convex" if
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// for every pair of points inside the region, the straight edge between them
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// is also inside the region. In our case, a "straight" edge is a geodesic,
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// i.e. the shortest path on the sphere between two points.
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//
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// Containment of input geometry is defined as follows:
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//
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// - Each input loop and polygon is contained by the convex hull exactly
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// (i.e., according to Polygon's Contains(Polygon)).
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//
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// - Each input point is either contained by the convex hull or is a vertex
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// of the convex hull. (Recall that S2Loops do not necessarily contain their
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// vertices.)
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//
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// - For each input polyline, the convex hull contains all of its vertices
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// according to the rule for points above. (The definition of convexity
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// then ensures that the convex hull also contains the polyline edges.)
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//
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// To use this type, call the various Add... methods to add your input geometry, and
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// then call ConvexHull. Note that ConvexHull does *not* reset the
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// state; you can continue adding geometry if desired and compute the convex
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// hull again. If you want to start from scratch, simply create a new
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// ConvexHullQuery value.
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//
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// This implement Andrew's monotone chain algorithm, which is a variant of the
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// Graham scan (see https://en.wikipedia.org/wiki/Graham_scan). The time
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// complexity is O(n log n), and the space required is O(n). In fact only the
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// call to "sort" takes O(n log n) time; the rest of the algorithm is linear.
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//
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// Demonstration of the algorithm and code:
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// en.wikibooks.org/wiki/Algorithm_Implementation/Geometry/Convex_hull/Monotone_chain
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//
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// This type is not safe for concurrent use.
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type ConvexHullQuery struct {
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bound Rect
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points []Point
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}
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// NewConvexHullQuery creates a new ConvexHullQuery.
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func NewConvexHullQuery() *ConvexHullQuery {
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return &ConvexHullQuery{
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bound: EmptyRect(),
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}
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}
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// AddPoint adds the given point to the input geometry.
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func (q *ConvexHullQuery) AddPoint(p Point) {
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q.bound = q.bound.AddPoint(LatLngFromPoint(p))
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q.points = append(q.points, p)
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}
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// AddPolyline adds the given polyline to the input geometry.
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func (q *ConvexHullQuery) AddPolyline(p *Polyline) {
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q.bound = q.bound.Union(p.RectBound())
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q.points = append(q.points, (*p)...)
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}
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// AddLoop adds the given loop to the input geometry.
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func (q *ConvexHullQuery) AddLoop(l *Loop) {
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q.bound = q.bound.Union(l.RectBound())
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if l.isEmptyOrFull() {
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return
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}
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q.points = append(q.points, l.vertices...)
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}
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// AddPolygon adds the given polygon to the input geometry.
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func (q *ConvexHullQuery) AddPolygon(p *Polygon) {
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q.bound = q.bound.Union(p.RectBound())
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for _, l := range p.loops {
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// Only loops at depth 0 can contribute to the convex hull.
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if l.depth == 0 {
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q.AddLoop(l)
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}
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}
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}
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// CapBound returns a bounding cap for the input geometry provided.
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//
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// Note that this method does not clear the geometry; you can continue
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// adding to it and call this method again if desired.
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func (q *ConvexHullQuery) CapBound() Cap {
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// We keep track of a rectangular bound rather than a spherical cap because
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// it is easy to compute a tight bound for a union of rectangles, whereas it
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// is quite difficult to compute a tight bound around a union of caps.
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// Also, polygons and polylines implement CapBound() in terms of
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// RectBound() for this same reason, so it is much better to keep track
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// of a rectangular bound as we go along and convert it at the end.
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//
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// TODO(roberts): We could compute an optimal bound by implementing Welzl's
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// algorithm. However we would still need to have special handling of loops
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// and polygons, since if a loop spans more than 180 degrees in any
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// direction (i.e., if it contains two antipodal points), then it is not
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// enough just to bound its vertices. In this case the only convex bounding
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// cap is FullCap(), and the only convex bounding loop is the full loop.
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return q.bound.CapBound()
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}
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// ConvexHull returns a Loop representing the convex hull of the input geometry provided.
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//
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// If there is no geometry, this method returns an empty loop containing no
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// points.
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//
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// If the geometry spans more than half of the sphere, this method returns a
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// full loop containing the entire sphere.
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//
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// If the geometry contains 1 or 2 points, or a single edge, this method
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// returns a very small loop consisting of three vertices (which are a
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// superset of the input vertices).
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//
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// Note that this method does not clear the geometry; you can continue
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// adding to the query and call this method again.
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func (q *ConvexHullQuery) ConvexHull() *Loop {
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c := q.CapBound()
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if c.Height() >= 1 {
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// The bounding cap is not convex. The current bounding cap
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// implementation is not optimal, but nevertheless it is likely that the
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// input geometry itself is not contained by any convex polygon. In any
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// case, we need a convex bounding cap to proceed with the algorithm below
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// (in order to construct a point "origin" that is definitely outside the
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// convex hull).
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return FullLoop()
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}
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// Remove duplicates. We need to do this before checking whether there are
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// fewer than 3 points.
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x := make(map[Point]bool)
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r, w := 0, 0 // read/write indexes
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for ; r < len(q.points); r++ {
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if x[q.points[r]] {
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continue
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}
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q.points[w] = q.points[r]
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x[q.points[r]] = true
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w++
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}
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q.points = q.points[:w]
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// This code implements Andrew's monotone chain algorithm, which is a simple
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// variant of the Graham scan. Rather than sorting by x-coordinate, instead
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// we sort the points in CCW order around an origin O such that all points
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// are guaranteed to be on one side of some geodesic through O. This
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// ensures that as we scan through the points, each new point can only
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// belong at the end of the chain (i.e., the chain is monotone in terms of
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// the angle around O from the starting point).
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origin := Point{c.Center().Ortho()}
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sort.Slice(q.points, func(i, j int) bool {
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return RobustSign(origin, q.points[i], q.points[j]) == CounterClockwise
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})
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// Special cases for fewer than 3 points.
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switch len(q.points) {
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case 0:
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return EmptyLoop()
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case 1:
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return singlePointLoop(q.points[0])
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case 2:
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return singleEdgeLoop(q.points[0], q.points[1])
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}
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// Generate the lower and upper halves of the convex hull. Each half
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// consists of the maximal subset of vertices such that the edge chain
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// makes only left (CCW) turns.
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lower := q.monotoneChain()
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// reverse the points
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for left, right := 0, len(q.points)-1; left < right; left, right = left+1, right-1 {
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q.points[left], q.points[right] = q.points[right], q.points[left]
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}
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upper := q.monotoneChain()
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// Remove the duplicate vertices and combine the chains.
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lower = lower[:len(lower)-1]
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upper = upper[:len(upper)-1]
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lower = append(lower, upper...)
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return LoopFromPoints(lower)
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}
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// monotoneChain iterates through the points, selecting the maximal subset of points
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// such that the edge chain makes only left (CCW) turns.
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func (q *ConvexHullQuery) monotoneChain() []Point {
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var output []Point
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for _, p := range q.points {
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// Remove any points that would cause the chain to make a clockwise turn.
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for len(output) >= 2 && RobustSign(output[len(output)-2], output[len(output)-1], p) != CounterClockwise {
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output = output[:len(output)-1]
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}
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output = append(output, p)
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}
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return output
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}
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// singlePointLoop constructs a 3-vertex polygon consisting of "p" and two nearby
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// vertices. Note that ContainsPoint(p) may be false for the resulting loop.
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func singlePointLoop(p Point) *Loop {
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const offset = 1e-15
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d0 := p.Ortho()
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d1 := p.Cross(d0)
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vertices := []Point{
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p,
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{p.Add(d0.Mul(offset)).Normalize()},
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{p.Add(d1.Mul(offset)).Normalize()},
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}
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return LoopFromPoints(vertices)
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}
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// singleEdgeLoop constructs a loop consisting of the two vertices and their midpoint.
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func singleEdgeLoop(a, b Point) *Loop {
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// If the points are exactly antipodal we return the full loop.
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//
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// Note that we could use the code below even in this case (which would
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// return a zero-area loop that follows the edge AB), except that (1) the
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// direction of AB is defined using symbolic perturbations and therefore is
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// not predictable by ordinary users, and (2) Loop disallows anitpodal
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// adjacent vertices and so we would need to use 4 vertices to define the
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// degenerate loop. (Note that the Loop antipodal vertex restriction is
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// historical and now could easily be removed, however it would still have
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// the problem that the edge direction is not easily predictable.)
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if a.Add(b.Vector) == (r3.Vector{}) {
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return FullLoop()
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}
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// Construct a loop consisting of the two vertices and their midpoint. We
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// use Interpolate() to ensure that the midpoint is very close to
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// the edge even when its endpoints nearly antipodal.
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vertices := []Point{a, b, Interpolate(0.5, a, b)}
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loop := LoopFromPoints(vertices)
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// The resulting loop may be clockwise, so invert it if necessary.
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loop.Normalize()
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return loop
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}
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