mirror of
https://github.com/superseriousbusiness/gotosocial.git
synced 2024-12-23 18:52:11 +00:00
259 lines
9.7 KiB
Go
259 lines
9.7 KiB
Go
|
// 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 (
|
||
|
"sort"
|
||
|
|
||
|
"github.com/golang/geo/r3"
|
||
|
)
|
||
|
|
||
|
// ConvexHullQuery builds the convex hull of any collection of points,
|
||
|
// polylines, loops, and polygons. It returns a single convex loop.
|
||
|
//
|
||
|
// The convex hull is defined as the smallest convex region on the sphere that
|
||
|
// contains all of your input geometry. Recall that a region is "convex" if
|
||
|
// for every pair of points inside the region, the straight edge between them
|
||
|
// is also inside the region. In our case, a "straight" edge is a geodesic,
|
||
|
// i.e. the shortest path on the sphere between two points.
|
||
|
//
|
||
|
// Containment of input geometry is defined as follows:
|
||
|
//
|
||
|
// - Each input loop and polygon is contained by the convex hull exactly
|
||
|
// (i.e., according to Polygon's Contains(Polygon)).
|
||
|
//
|
||
|
// - Each input point is either contained by the convex hull or is a vertex
|
||
|
// of the convex hull. (Recall that S2Loops do not necessarily contain their
|
||
|
// vertices.)
|
||
|
//
|
||
|
// - For each input polyline, the convex hull contains all of its vertices
|
||
|
// according to the rule for points above. (The definition of convexity
|
||
|
// then ensures that the convex hull also contains the polyline edges.)
|
||
|
//
|
||
|
// To use this type, call the various Add... methods to add your input geometry, and
|
||
|
// then call ConvexHull. Note that ConvexHull does *not* reset the
|
||
|
// state; you can continue adding geometry if desired and compute the convex
|
||
|
// hull again. If you want to start from scratch, simply create a new
|
||
|
// ConvexHullQuery value.
|
||
|
//
|
||
|
// This implement Andrew's monotone chain algorithm, which is a variant of the
|
||
|
// Graham scan (see https://en.wikipedia.org/wiki/Graham_scan). The time
|
||
|
// complexity is O(n log n), and the space required is O(n). In fact only the
|
||
|
// call to "sort" takes O(n log n) time; the rest of the algorithm is linear.
|
||
|
//
|
||
|
// Demonstration of the algorithm and code:
|
||
|
// en.wikibooks.org/wiki/Algorithm_Implementation/Geometry/Convex_hull/Monotone_chain
|
||
|
//
|
||
|
// This type is not safe for concurrent use.
|
||
|
type ConvexHullQuery struct {
|
||
|
bound Rect
|
||
|
points []Point
|
||
|
}
|
||
|
|
||
|
// NewConvexHullQuery creates a new ConvexHullQuery.
|
||
|
func NewConvexHullQuery() *ConvexHullQuery {
|
||
|
return &ConvexHullQuery{
|
||
|
bound: EmptyRect(),
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// AddPoint adds the given point to the input geometry.
|
||
|
func (q *ConvexHullQuery) AddPoint(p Point) {
|
||
|
q.bound = q.bound.AddPoint(LatLngFromPoint(p))
|
||
|
q.points = append(q.points, p)
|
||
|
}
|
||
|
|
||
|
// AddPolyline adds the given polyline to the input geometry.
|
||
|
func (q *ConvexHullQuery) AddPolyline(p *Polyline) {
|
||
|
q.bound = q.bound.Union(p.RectBound())
|
||
|
q.points = append(q.points, (*p)...)
|
||
|
}
|
||
|
|
||
|
// AddLoop adds the given loop to the input geometry.
|
||
|
func (q *ConvexHullQuery) AddLoop(l *Loop) {
|
||
|
q.bound = q.bound.Union(l.RectBound())
|
||
|
if l.isEmptyOrFull() {
|
||
|
return
|
||
|
}
|
||
|
q.points = append(q.points, l.vertices...)
|
||
|
}
|
||
|
|
||
|
// AddPolygon adds the given polygon to the input geometry.
|
||
|
func (q *ConvexHullQuery) AddPolygon(p *Polygon) {
|
||
|
q.bound = q.bound.Union(p.RectBound())
|
||
|
for _, l := range p.loops {
|
||
|
// Only loops at depth 0 can contribute to the convex hull.
|
||
|
if l.depth == 0 {
|
||
|
q.AddLoop(l)
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// CapBound returns a bounding cap for the input geometry provided.
|
||
|
//
|
||
|
// Note that this method does not clear the geometry; you can continue
|
||
|
// adding to it and call this method again if desired.
|
||
|
func (q *ConvexHullQuery) CapBound() Cap {
|
||
|
// We keep track of a rectangular bound rather than a spherical cap because
|
||
|
// it is easy to compute a tight bound for a union of rectangles, whereas it
|
||
|
// is quite difficult to compute a tight bound around a union of caps.
|
||
|
// Also, polygons and polylines implement CapBound() in terms of
|
||
|
// RectBound() for this same reason, so it is much better to keep track
|
||
|
// of a rectangular bound as we go along and convert it at the end.
|
||
|
//
|
||
|
// TODO(roberts): We could compute an optimal bound by implementing Welzl's
|
||
|
// algorithm. However we would still need to have special handling of loops
|
||
|
// and polygons, since if a loop spans more than 180 degrees in any
|
||
|
// direction (i.e., if it contains two antipodal points), then it is not
|
||
|
// enough just to bound its vertices. In this case the only convex bounding
|
||
|
// cap is FullCap(), and the only convex bounding loop is the full loop.
|
||
|
return q.bound.CapBound()
|
||
|
}
|
||
|
|
||
|
// ConvexHull returns a Loop representing the convex hull of the input geometry provided.
|
||
|
//
|
||
|
// If there is no geometry, this method returns an empty loop containing no
|
||
|
// points.
|
||
|
//
|
||
|
// If the geometry spans more than half of the sphere, this method returns a
|
||
|
// full loop containing the entire sphere.
|
||
|
//
|
||
|
// If the geometry contains 1 or 2 points, or a single edge, this method
|
||
|
// returns a very small loop consisting of three vertices (which are a
|
||
|
// superset of the input vertices).
|
||
|
//
|
||
|
// Note that this method does not clear the geometry; you can continue
|
||
|
// adding to the query and call this method again.
|
||
|
func (q *ConvexHullQuery) ConvexHull() *Loop {
|
||
|
c := q.CapBound()
|
||
|
if c.Height() >= 1 {
|
||
|
// The bounding cap is not convex. The current bounding cap
|
||
|
// implementation is not optimal, but nevertheless it is likely that the
|
||
|
// input geometry itself is not contained by any convex polygon. In any
|
||
|
// case, we need a convex bounding cap to proceed with the algorithm below
|
||
|
// (in order to construct a point "origin" that is definitely outside the
|
||
|
// convex hull).
|
||
|
return FullLoop()
|
||
|
}
|
||
|
|
||
|
// Remove duplicates. We need to do this before checking whether there are
|
||
|
// fewer than 3 points.
|
||
|
x := make(map[Point]bool)
|
||
|
r, w := 0, 0 // read/write indexes
|
||
|
for ; r < len(q.points); r++ {
|
||
|
if x[q.points[r]] {
|
||
|
continue
|
||
|
}
|
||
|
q.points[w] = q.points[r]
|
||
|
x[q.points[r]] = true
|
||
|
w++
|
||
|
}
|
||
|
q.points = q.points[:w]
|
||
|
|
||
|
// This code implements Andrew's monotone chain algorithm, which is a simple
|
||
|
// variant of the Graham scan. Rather than sorting by x-coordinate, instead
|
||
|
// we sort the points in CCW order around an origin O such that all points
|
||
|
// are guaranteed to be on one side of some geodesic through O. This
|
||
|
// ensures that as we scan through the points, each new point can only
|
||
|
// belong at the end of the chain (i.e., the chain is monotone in terms of
|
||
|
// the angle around O from the starting point).
|
||
|
origin := Point{c.Center().Ortho()}
|
||
|
sort.Slice(q.points, func(i, j int) bool {
|
||
|
return RobustSign(origin, q.points[i], q.points[j]) == CounterClockwise
|
||
|
})
|
||
|
|
||
|
// Special cases for fewer than 3 points.
|
||
|
switch len(q.points) {
|
||
|
case 0:
|
||
|
return EmptyLoop()
|
||
|
case 1:
|
||
|
return singlePointLoop(q.points[0])
|
||
|
case 2:
|
||
|
return singleEdgeLoop(q.points[0], q.points[1])
|
||
|
}
|
||
|
|
||
|
// Generate the lower and upper halves of the convex hull. Each half
|
||
|
// consists of the maximal subset of vertices such that the edge chain
|
||
|
// makes only left (CCW) turns.
|
||
|
lower := q.monotoneChain()
|
||
|
|
||
|
// reverse the points
|
||
|
for left, right := 0, len(q.points)-1; left < right; left, right = left+1, right-1 {
|
||
|
q.points[left], q.points[right] = q.points[right], q.points[left]
|
||
|
}
|
||
|
upper := q.monotoneChain()
|
||
|
|
||
|
// Remove the duplicate vertices and combine the chains.
|
||
|
lower = lower[:len(lower)-1]
|
||
|
upper = upper[:len(upper)-1]
|
||
|
lower = append(lower, upper...)
|
||
|
|
||
|
return LoopFromPoints(lower)
|
||
|
}
|
||
|
|
||
|
// monotoneChain iterates through the points, selecting the maximal subset of points
|
||
|
// such that the edge chain makes only left (CCW) turns.
|
||
|
func (q *ConvexHullQuery) monotoneChain() []Point {
|
||
|
var output []Point
|
||
|
for _, p := range q.points {
|
||
|
// Remove any points that would cause the chain to make a clockwise turn.
|
||
|
for len(output) >= 2 && RobustSign(output[len(output)-2], output[len(output)-1], p) != CounterClockwise {
|
||
|
output = output[:len(output)-1]
|
||
|
}
|
||
|
output = append(output, p)
|
||
|
}
|
||
|
return output
|
||
|
}
|
||
|
|
||
|
// singlePointLoop constructs a 3-vertex polygon consisting of "p" and two nearby
|
||
|
// vertices. Note that ContainsPoint(p) may be false for the resulting loop.
|
||
|
func singlePointLoop(p Point) *Loop {
|
||
|
const offset = 1e-15
|
||
|
d0 := p.Ortho()
|
||
|
d1 := p.Cross(d0)
|
||
|
vertices := []Point{
|
||
|
p,
|
||
|
{p.Add(d0.Mul(offset)).Normalize()},
|
||
|
{p.Add(d1.Mul(offset)).Normalize()},
|
||
|
}
|
||
|
return LoopFromPoints(vertices)
|
||
|
}
|
||
|
|
||
|
// singleEdgeLoop constructs a loop consisting of the two vertices and their midpoint.
|
||
|
func singleEdgeLoop(a, b Point) *Loop {
|
||
|
// If the points are exactly antipodal we return the full loop.
|
||
|
//
|
||
|
// Note that we could use the code below even in this case (which would
|
||
|
// return a zero-area loop that follows the edge AB), except that (1) the
|
||
|
// direction of AB is defined using symbolic perturbations and therefore is
|
||
|
// not predictable by ordinary users, and (2) Loop disallows anitpodal
|
||
|
// adjacent vertices and so we would need to use 4 vertices to define the
|
||
|
// degenerate loop. (Note that the Loop antipodal vertex restriction is
|
||
|
// historical and now could easily be removed, however it would still have
|
||
|
// the problem that the edge direction is not easily predictable.)
|
||
|
if a.Add(b.Vector) == (r3.Vector{}) {
|
||
|
return FullLoop()
|
||
|
}
|
||
|
|
||
|
// Construct a loop consisting of the two vertices and their midpoint. We
|
||
|
// use Interpolate() to ensure that the midpoint is very close to
|
||
|
// the edge even when its endpoints nearly antipodal.
|
||
|
vertices := []Point{a, b, Interpolate(0.5, a, b)}
|
||
|
loop := LoopFromPoints(vertices)
|
||
|
// The resulting loop may be clockwise, so invert it if necessary.
|
||
|
loop.Normalize()
|
||
|
return loop
|
||
|
}
|