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673 lines
26 KiB
Go
673 lines
26 KiB
Go
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// Copyright 2017 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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// This file contains a collection of methods for:
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//
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// (1) Robustly clipping geodesic edges to the faces of the S2 biunit cube
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// (see s2stuv), and
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//
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// (2) Robustly clipping 2D edges against 2D rectangles.
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//
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// These functions can be used to efficiently find the set of CellIDs that
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// are intersected by a geodesic edge (e.g., see CrossingEdgeQuery).
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import (
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"math"
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"github.com/golang/geo/r1"
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"github.com/golang/geo/r2"
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"github.com/golang/geo/r3"
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)
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const (
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// edgeClipErrorUVCoord is the maximum error in a u- or v-coordinate
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// compared to the exact result, assuming that the points A and B are in
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// the rectangle [-1,1]x[1,1] or slightly outside it (by 1e-10 or less).
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edgeClipErrorUVCoord = 2.25 * dblEpsilon
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// edgeClipErrorUVDist is the maximum distance from a clipped point to
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// the corresponding exact result. It is equal to the error in a single
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// coordinate because at most one coordinate is subject to error.
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edgeClipErrorUVDist = 2.25 * dblEpsilon
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// faceClipErrorRadians is the maximum angle between a returned vertex
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// and the nearest point on the exact edge AB. It is equal to the
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// maximum directional error in PointCross, plus the error when
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// projecting points onto a cube face.
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faceClipErrorRadians = 3 * dblEpsilon
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// faceClipErrorDist is the same angle expressed as a maximum distance
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// in (u,v)-space. In other words, a returned vertex is at most this far
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// from the exact edge AB projected into (u,v)-space.
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faceClipErrorUVDist = 9 * dblEpsilon
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// faceClipErrorUVCoord is the maximum angle between a returned vertex
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// and the nearest point on the exact edge AB expressed as the maximum error
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// in an individual u- or v-coordinate. In other words, for each
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// returned vertex there is a point on the exact edge AB whose u- and
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// v-coordinates differ from the vertex by at most this amount.
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faceClipErrorUVCoord = 9.0 * (1.0 / math.Sqrt2) * dblEpsilon
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// intersectsRectErrorUVDist is the maximum error when computing if a point
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// intersects with a given Rect. If some point of AB is inside the
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// rectangle by at least this distance, the result is guaranteed to be true;
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// if all points of AB are outside the rectangle by at least this distance,
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// the result is guaranteed to be false. This bound assumes that rect is
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// a subset of the rectangle [-1,1]x[-1,1] or extends slightly outside it
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// (e.g., by 1e-10 or less).
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intersectsRectErrorUVDist = 3 * math.Sqrt2 * dblEpsilon
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)
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// ClipToFace returns the (u,v) coordinates for the portion of the edge AB that
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// intersects the given face, or false if the edge AB does not intersect.
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// This method guarantees that the clipped vertices lie within the [-1,1]x[-1,1]
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// cube face rectangle and are within faceClipErrorUVDist of the line AB, but
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// the results may differ from those produced by FaceSegments.
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func ClipToFace(a, b Point, face int) (aUV, bUV r2.Point, intersects bool) {
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return ClipToPaddedFace(a, b, face, 0.0)
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}
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// ClipToPaddedFace returns the (u,v) coordinates for the portion of the edge AB that
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// intersects the given face, but rather than clipping to the square [-1,1]x[-1,1]
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// in (u,v) space, this method clips to [-R,R]x[-R,R] where R=(1+padding).
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// Padding must be non-negative.
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func ClipToPaddedFace(a, b Point, f int, padding float64) (aUV, bUV r2.Point, intersects bool) {
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// Fast path: both endpoints are on the given face.
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if face(a.Vector) == f && face(b.Vector) == f {
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au, av := validFaceXYZToUV(f, a.Vector)
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bu, bv := validFaceXYZToUV(f, b.Vector)
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return r2.Point{au, av}, r2.Point{bu, bv}, true
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}
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// Convert everything into the (u,v,w) coordinates of the given face. Note
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// that the cross product *must* be computed in the original (x,y,z)
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// coordinate system because PointCross (unlike the mathematical cross
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// product) can produce different results in different coordinate systems
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// when one argument is a linear multiple of the other, due to the use of
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// symbolic perturbations.
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normUVW := pointUVW(faceXYZtoUVW(f, a.PointCross(b)))
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aUVW := pointUVW(faceXYZtoUVW(f, a))
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bUVW := pointUVW(faceXYZtoUVW(f, b))
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// Padding is handled by scaling the u- and v-components of the normal.
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// Letting R=1+padding, this means that when we compute the dot product of
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// the normal with a cube face vertex (such as (-1,-1,1)), we will actually
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// compute the dot product with the scaled vertex (-R,-R,1). This allows
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// methods such as intersectsFace, exitAxis, etc, to handle padding
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// with no further modifications.
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scaleUV := 1 + padding
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scaledN := pointUVW{r3.Vector{X: scaleUV * normUVW.X, Y: scaleUV * normUVW.Y, Z: normUVW.Z}}
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if !scaledN.intersectsFace() {
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return aUV, bUV, false
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}
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// TODO(roberts): This is a workaround for extremely small vectors where some
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// loss of precision can occur in Normalize causing underflow. When PointCross
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// is updated to work around this, this can be removed.
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if math.Max(math.Abs(normUVW.X), math.Max(math.Abs(normUVW.Y), math.Abs(normUVW.Z))) < math.Ldexp(1, -511) {
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normUVW = pointUVW{normUVW.Mul(math.Ldexp(1, 563))}
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}
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normUVW = pointUVW{normUVW.Normalize()}
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aTan := pointUVW{normUVW.Cross(aUVW.Vector)}
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bTan := pointUVW{bUVW.Cross(normUVW.Vector)}
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// As described in clipDestination, if the sum of the scores from clipping the two
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// endpoints is 3 or more, then the segment does not intersect this face.
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aUV, aScore := clipDestination(bUVW, aUVW, pointUVW{scaledN.Mul(-1)}, bTan, aTan, scaleUV)
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bUV, bScore := clipDestination(aUVW, bUVW, scaledN, aTan, bTan, scaleUV)
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return aUV, bUV, aScore+bScore < 3
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}
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// ClipEdge returns the portion of the edge defined by AB that is contained by the
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// given rectangle. If there is no intersection, false is returned and aClip and bClip
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// are undefined.
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func ClipEdge(a, b r2.Point, clip r2.Rect) (aClip, bClip r2.Point, intersects bool) {
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// Compute the bounding rectangle of AB, clip it, and then extract the new
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// endpoints from the clipped bound.
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bound := r2.RectFromPoints(a, b)
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if bound, intersects = clipEdgeBound(a, b, clip, bound); !intersects {
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return aClip, bClip, false
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}
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ai := 0
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if a.X > b.X {
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ai = 1
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}
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aj := 0
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if a.Y > b.Y {
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aj = 1
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}
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return bound.VertexIJ(ai, aj), bound.VertexIJ(1-ai, 1-aj), true
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}
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// The three functions below (sumEqual, intersectsFace, intersectsOppositeEdges)
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// all compare a sum (u + v) to a third value w. They are implemented in such a
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// way that they produce an exact result even though all calculations are done
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// with ordinary floating-point operations. Here are the principles on which these
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// functions are based:
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//
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// A. If u + v < w in floating-point, then u + v < w in exact arithmetic.
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//
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// B. If u + v < w in exact arithmetic, then at least one of the following
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// expressions is true in floating-point:
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// u + v < w
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// u < w - v
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// v < w - u
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//
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// Proof: By rearranging terms and substituting ">" for "<", we can assume
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// that all values are non-negative. Now clearly "w" is not the smallest
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// value, so assume WLOG that "u" is the smallest. We want to show that
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// u < w - v in floating-point. If v >= w/2, the calculation of w - v is
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// exact since the result is smaller in magnitude than either input value,
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// so the result holds. Otherwise we have u <= v < w/2 and w - v >= w/2
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// (even in floating point), so the result also holds.
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// sumEqual reports whether u + v == w exactly.
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func sumEqual(u, v, w float64) bool {
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return (u+v == w) && (u == w-v) && (v == w-u)
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}
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// pointUVW represents a Point in (u,v,w) coordinate space of a cube face.
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type pointUVW Point
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// intersectsFace reports whether a given directed line L intersects the cube face F.
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// The line L is defined by its normal N in the (u,v,w) coordinates of F.
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func (p pointUVW) intersectsFace() bool {
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// L intersects the [-1,1]x[-1,1] square in (u,v) if and only if the dot
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// products of N with the four corner vertices (-1,-1,1), (1,-1,1), (1,1,1),
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// and (-1,1,1) do not all have the same sign. This is true exactly when
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// |Nu| + |Nv| >= |Nw|. The code below evaluates this expression exactly.
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u := math.Abs(p.X)
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v := math.Abs(p.Y)
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w := math.Abs(p.Z)
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// We only need to consider the cases where u or v is the smallest value,
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// since if w is the smallest then both expressions below will have a
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// positive LHS and a negative RHS.
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return (v >= w-u) && (u >= w-v)
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}
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// intersectsOppositeEdges reports whether a directed line L intersects two
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// opposite edges of a cube face F. This includs the case where L passes
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// exactly through a corner vertex of F. The directed line L is defined
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// by its normal N in the (u,v,w) coordinates of F.
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func (p pointUVW) intersectsOppositeEdges() bool {
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// The line L intersects opposite edges of the [-1,1]x[-1,1] (u,v) square if
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// and only exactly two of the corner vertices lie on each side of L. This
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// is true exactly when ||Nu| - |Nv|| >= |Nw|. The code below evaluates this
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// expression exactly.
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u := math.Abs(p.X)
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v := math.Abs(p.Y)
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w := math.Abs(p.Z)
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// If w is the smallest, the following line returns an exact result.
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if math.Abs(u-v) != w {
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return math.Abs(u-v) >= w
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}
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// Otherwise u - v = w exactly, or w is not the smallest value. In either
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// case the following returns the correct result.
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if u >= v {
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return u-w >= v
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}
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return v-w >= u
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}
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// axis represents the possible results of exitAxis.
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type axis int
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const (
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axisU axis = iota
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axisV
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)
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// exitAxis reports which axis the directed line L exits the cube face F on.
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// The directed line L is represented by its CCW normal N in the (u,v,w) coordinates
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// of F. It returns axisU if L exits through the u=-1 or u=+1 edge, and axisV if L exits
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// through the v=-1 or v=+1 edge. Either result is acceptable if L exits exactly
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// through a corner vertex of the cube face.
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func (p pointUVW) exitAxis() axis {
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if p.intersectsOppositeEdges() {
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// The line passes through through opposite edges of the face.
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// It exits through the v=+1 or v=-1 edge if the u-component of N has a
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// larger absolute magnitude than the v-component.
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if math.Abs(p.X) >= math.Abs(p.Y) {
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return axisV
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}
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return axisU
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}
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// The line passes through through two adjacent edges of the face.
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// It exits the v=+1 or v=-1 edge if an even number of the components of N
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// are negative. We test this using signbit() rather than multiplication
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// to avoid the possibility of underflow.
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var x, y, z int
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if math.Signbit(p.X) {
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x = 1
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}
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if math.Signbit(p.Y) {
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y = 1
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}
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if math.Signbit(p.Z) {
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z = 1
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}
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if x^y^z == 0 {
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return axisV
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}
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return axisU
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}
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// exitPoint returns the UV coordinates of the point where a directed line L (represented
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// by the CCW normal of this point), exits the cube face this point is derived from along
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// the given axis.
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func (p pointUVW) exitPoint(a axis) r2.Point {
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if a == axisU {
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u := -1.0
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if p.Y > 0 {
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u = 1.0
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}
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return r2.Point{u, (-u*p.X - p.Z) / p.Y}
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}
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v := -1.0
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if p.X < 0 {
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v = 1.0
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}
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return r2.Point{(-v*p.Y - p.Z) / p.X, v}
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}
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// clipDestination returns a score which is used to indicate if the clipped edge AB
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// on the given face intersects the face at all. This function returns the score for
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// the given endpoint, which is an integer ranging from 0 to 3. If the sum of the scores
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// from both of the endpoints is 3 or more, then edge AB does not intersect this face.
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//
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// First, it clips the line segment AB to find the clipped destination B' on a given
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// face. (The face is specified implicitly by expressing *all arguments* in the (u,v,w)
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// coordinates of that face.) Second, it partially computes whether the segment AB
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// intersects this face at all. The actual condition is fairly complicated, but it
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// turns out that it can be expressed as a "score" that can be computed independently
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// when clipping the two endpoints A and B.
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func clipDestination(a, b, scaledN, aTan, bTan pointUVW, scaleUV float64) (r2.Point, int) {
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var uv r2.Point
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// Optimization: if B is within the safe region of the face, use it.
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maxSafeUVCoord := 1 - faceClipErrorUVCoord
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if b.Z > 0 {
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uv = r2.Point{b.X / b.Z, b.Y / b.Z}
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if math.Max(math.Abs(uv.X), math.Abs(uv.Y)) <= maxSafeUVCoord {
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return uv, 0
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}
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}
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// Otherwise find the point B' where the line AB exits the face.
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uv = scaledN.exitPoint(scaledN.exitAxis()).Mul(scaleUV)
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p := pointUVW(Point{r3.Vector{uv.X, uv.Y, 1.0}})
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// Determine if the exit point B' is contained within the segment. We do this
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// by computing the dot products with two inward-facing tangent vectors at A
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// and B. If either dot product is negative, we say that B' is on the "wrong
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// side" of that point. As the point B' moves around the great circle AB past
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// the segment endpoint B, it is initially on the wrong side of B only; as it
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// moves further it is on the wrong side of both endpoints; and then it is on
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// the wrong side of A only. If the exit point B' is on the wrong side of
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// either endpoint, we can't use it; instead the segment is clipped at the
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// original endpoint B.
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//
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// We reject the segment if the sum of the scores of the two endpoints is 3
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// or more. Here is what that rule encodes:
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// - If B' is on the wrong side of A, then the other clipped endpoint A'
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// must be in the interior of AB (otherwise AB' would go the wrong way
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// around the circle). There is a similar rule for A'.
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// - If B' is on the wrong side of either endpoint (and therefore we must
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// use the original endpoint B instead), then it must be possible to
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// project B onto this face (i.e., its w-coordinate must be positive).
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// This rule is only necessary to handle certain zero-length edges (A=B).
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score := 0
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if p.Sub(a.Vector).Dot(aTan.Vector) < 0 {
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score = 2 // B' is on wrong side of A.
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} else if p.Sub(b.Vector).Dot(bTan.Vector) < 0 {
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score = 1 // B' is on wrong side of B.
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}
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if score > 0 { // B' is not in the interior of AB.
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if b.Z <= 0 {
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score = 3 // B cannot be projected onto this face.
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} else {
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uv = r2.Point{b.X / b.Z, b.Y / b.Z}
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}
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}
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return uv, score
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}
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// updateEndpoint returns the interval with the specified endpoint updated to
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// the given value. If the value lies beyond the opposite endpoint, nothing is
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// changed and false is returned.
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func updateEndpoint(bound r1.Interval, highEndpoint bool, value float64) (r1.Interval, bool) {
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if !highEndpoint {
|
||
|
if bound.Hi < value {
|
||
|
return bound, false
|
||
|
}
|
||
|
if bound.Lo < value {
|
||
|
bound.Lo = value
|
||
|
}
|
||
|
return bound, true
|
||
|
}
|
||
|
|
||
|
if bound.Lo > value {
|
||
|
return bound, false
|
||
|
}
|
||
|
if bound.Hi > value {
|
||
|
bound.Hi = value
|
||
|
}
|
||
|
return bound, true
|
||
|
}
|
||
|
|
||
|
// clipBoundAxis returns the clipped versions of the bounding intervals for the given
|
||
|
// axes for the line segment from (a0,a1) to (b0,b1) so that neither extends beyond the
|
||
|
// given clip interval. negSlope is a precomputed helper variable that indicates which
|
||
|
// diagonal of the bounding box is spanned by AB; it is false if AB has positive slope,
|
||
|
// and true if AB has negative slope. If the clipping interval doesn't overlap the bounds,
|
||
|
// false is returned.
|
||
|
func clipBoundAxis(a0, b0 float64, bound0 r1.Interval, a1, b1 float64, bound1 r1.Interval,
|
||
|
negSlope bool, clip r1.Interval) (bound0c, bound1c r1.Interval, updated bool) {
|
||
|
|
||
|
if bound0.Lo < clip.Lo {
|
||
|
// If the upper bound is below the clips lower bound, there is nothing to do.
|
||
|
if bound0.Hi < clip.Lo {
|
||
|
return bound0, bound1, false
|
||
|
}
|
||
|
// narrow the intervals lower bound to the clip bound.
|
||
|
bound0.Lo = clip.Lo
|
||
|
if bound1, updated = updateEndpoint(bound1, negSlope, interpolateFloat64(clip.Lo, a0, b0, a1, b1)); !updated {
|
||
|
return bound0, bound1, false
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if bound0.Hi > clip.Hi {
|
||
|
// If the lower bound is above the clips upper bound, there is nothing to do.
|
||
|
if bound0.Lo > clip.Hi {
|
||
|
return bound0, bound1, false
|
||
|
}
|
||
|
// narrow the intervals upper bound to the clip bound.
|
||
|
bound0.Hi = clip.Hi
|
||
|
if bound1, updated = updateEndpoint(bound1, !negSlope, interpolateFloat64(clip.Hi, a0, b0, a1, b1)); !updated {
|
||
|
return bound0, bound1, false
|
||
|
}
|
||
|
}
|
||
|
return bound0, bound1, true
|
||
|
}
|
||
|
|
||
|
// edgeIntersectsRect reports whether the edge defined by AB intersects the
|
||
|
// given closed rectangle to within the error bound.
|
||
|
func edgeIntersectsRect(a, b r2.Point, r r2.Rect) bool {
|
||
|
// First check whether the bounds of a Rect around AB intersects the given rect.
|
||
|
if !r.Intersects(r2.RectFromPoints(a, b)) {
|
||
|
return false
|
||
|
}
|
||
|
|
||
|
// Otherwise AB intersects the rect if and only if all four vertices of rect
|
||
|
// do not lie on the same side of the extended line AB. We test this by finding
|
||
|
// the two vertices of rect with minimum and maximum projections onto the normal
|
||
|
// of AB, and computing their dot products with the edge normal.
|
||
|
n := b.Sub(a).Ortho()
|
||
|
|
||
|
i := 0
|
||
|
if n.X >= 0 {
|
||
|
i = 1
|
||
|
}
|
||
|
j := 0
|
||
|
if n.Y >= 0 {
|
||
|
j = 1
|
||
|
}
|
||
|
|
||
|
max := n.Dot(r.VertexIJ(i, j).Sub(a))
|
||
|
min := n.Dot(r.VertexIJ(1-i, 1-j).Sub(a))
|
||
|
|
||
|
return (max >= 0) && (min <= 0)
|
||
|
}
|
||
|
|
||
|
// clippedEdgeBound returns the bounding rectangle of the portion of the edge defined
|
||
|
// by AB intersected by clip. The resulting bound may be empty. This is a convenience
|
||
|
// function built on top of clipEdgeBound.
|
||
|
func clippedEdgeBound(a, b r2.Point, clip r2.Rect) r2.Rect {
|
||
|
bound := r2.RectFromPoints(a, b)
|
||
|
if b1, intersects := clipEdgeBound(a, b, clip, bound); intersects {
|
||
|
return b1
|
||
|
}
|
||
|
return r2.EmptyRect()
|
||
|
}
|
||
|
|
||
|
// clipEdgeBound clips an edge AB to sequence of rectangles efficiently.
|
||
|
// It represents the clipped edges by their bounding boxes rather than as a pair of
|
||
|
// endpoints. Specifically, let A'B' be some portion of an edge AB, and let bound be
|
||
|
// a tight bound of A'B'. This function returns the bound that is a tight bound
|
||
|
// of A'B' intersected with a given rectangle. If A'B' does not intersect clip,
|
||
|
// it returns false and the original bound.
|
||
|
func clipEdgeBound(a, b r2.Point, clip, bound r2.Rect) (r2.Rect, bool) {
|
||
|
// negSlope indicates which diagonal of the bounding box is spanned by AB: it
|
||
|
// is false if AB has positive slope, and true if AB has negative slope. This is
|
||
|
// used to determine which interval endpoints need to be updated each time
|
||
|
// the edge is clipped.
|
||
|
negSlope := (a.X > b.X) != (a.Y > b.Y)
|
||
|
|
||
|
b0x, b0y, up1 := clipBoundAxis(a.X, b.X, bound.X, a.Y, b.Y, bound.Y, negSlope, clip.X)
|
||
|
if !up1 {
|
||
|
return bound, false
|
||
|
}
|
||
|
b1y, b1x, up2 := clipBoundAxis(a.Y, b.Y, b0y, a.X, b.X, b0x, negSlope, clip.Y)
|
||
|
if !up2 {
|
||
|
return r2.Rect{b0x, b0y}, false
|
||
|
}
|
||
|
return r2.Rect{X: b1x, Y: b1y}, true
|
||
|
}
|
||
|
|
||
|
// interpolateFloat64 returns a value with the same combination of a1 and b1 as the
|
||
|
// given value x is of a and b. This function makes the following guarantees:
|
||
|
// - If x == a, then x1 = a1 (exactly).
|
||
|
// - If x == b, then x1 = b1 (exactly).
|
||
|
// - If a <= x <= b, then a1 <= x1 <= b1 (even if a1 == b1).
|
||
|
// This requires a != b.
|
||
|
func interpolateFloat64(x, a, b, a1, b1 float64) float64 {
|
||
|
// To get results that are accurate near both A and B, we interpolate
|
||
|
// starting from the closer of the two points.
|
||
|
if math.Abs(a-x) <= math.Abs(b-x) {
|
||
|
return a1 + (b1-a1)*(x-a)/(b-a)
|
||
|
}
|
||
|
return b1 + (a1-b1)*(x-b)/(a-b)
|
||
|
}
|
||
|
|
||
|
// FaceSegment represents an edge AB clipped to an S2 cube face. It is
|
||
|
// represented by a face index and a pair of (u,v) coordinates.
|
||
|
type FaceSegment struct {
|
||
|
face int
|
||
|
a, b r2.Point
|
||
|
}
|
||
|
|
||
|
// FaceSegments subdivides the given edge AB at every point where it crosses the
|
||
|
// boundary between two S2 cube faces and returns the corresponding FaceSegments.
|
||
|
// The segments are returned in order from A toward B. The input points must be
|
||
|
// unit length.
|
||
|
//
|
||
|
// This function guarantees that the returned segments form a continuous path
|
||
|
// from A to B, and that all vertices are within faceClipErrorUVDist of the
|
||
|
// line AB. All vertices lie within the [-1,1]x[-1,1] cube face rectangles.
|
||
|
// The results are consistent with Sign, i.e. the edge is well-defined even its
|
||
|
// endpoints are antipodal.
|
||
|
// TODO(roberts): Extend the implementation of PointCross so that this is true.
|
||
|
func FaceSegments(a, b Point) []FaceSegment {
|
||
|
var segment FaceSegment
|
||
|
|
||
|
// Fast path: both endpoints are on the same face.
|
||
|
var aFace, bFace int
|
||
|
aFace, segment.a.X, segment.a.Y = xyzToFaceUV(a.Vector)
|
||
|
bFace, segment.b.X, segment.b.Y = xyzToFaceUV(b.Vector)
|
||
|
if aFace == bFace {
|
||
|
segment.face = aFace
|
||
|
return []FaceSegment{segment}
|
||
|
}
|
||
|
|
||
|
// Starting at A, we follow AB from face to face until we reach the face
|
||
|
// containing B. The following code is designed to ensure that we always
|
||
|
// reach B, even in the presence of numerical errors.
|
||
|
//
|
||
|
// First we compute the normal to the plane containing A and B. This normal
|
||
|
// becomes the ultimate definition of the line AB; it is used to resolve all
|
||
|
// questions regarding where exactly the line goes. Unfortunately due to
|
||
|
// numerical errors, the line may not quite intersect the faces containing
|
||
|
// the original endpoints. We handle this by moving A and/or B slightly if
|
||
|
// necessary so that they are on faces intersected by the line AB.
|
||
|
ab := a.PointCross(b)
|
||
|
|
||
|
aFace, segment.a = moveOriginToValidFace(aFace, a, ab, segment.a)
|
||
|
bFace, segment.b = moveOriginToValidFace(bFace, b, Point{ab.Mul(-1)}, segment.b)
|
||
|
|
||
|
// Now we simply follow AB from face to face until we reach B.
|
||
|
var segments []FaceSegment
|
||
|
segment.face = aFace
|
||
|
bSaved := segment.b
|
||
|
|
||
|
for face := aFace; face != bFace; {
|
||
|
// Complete the current segment by finding the point where AB
|
||
|
// exits the current face.
|
||
|
z := faceXYZtoUVW(face, ab)
|
||
|
n := pointUVW{z.Vector}
|
||
|
|
||
|
exitAxis := n.exitAxis()
|
||
|
segment.b = n.exitPoint(exitAxis)
|
||
|
segments = append(segments, segment)
|
||
|
|
||
|
// Compute the next face intersected by AB, and translate the exit
|
||
|
// point of the current segment into the (u,v) coordinates of the
|
||
|
// next face. This becomes the first point of the next segment.
|
||
|
exitXyz := faceUVToXYZ(face, segment.b.X, segment.b.Y)
|
||
|
face = nextFace(face, segment.b, exitAxis, n, bFace)
|
||
|
exitUvw := faceXYZtoUVW(face, Point{exitXyz})
|
||
|
segment.face = face
|
||
|
segment.a = r2.Point{exitUvw.X, exitUvw.Y}
|
||
|
}
|
||
|
// Finish the last segment.
|
||
|
segment.b = bSaved
|
||
|
return append(segments, segment)
|
||
|
}
|
||
|
|
||
|
// moveOriginToValidFace updates the origin point to a valid face if necessary.
|
||
|
// Given a line segment AB whose origin A has been projected onto a given cube
|
||
|
// face, determine whether it is necessary to project A onto a different face
|
||
|
// instead. This can happen because the normal of the line AB is not computed
|
||
|
// exactly, so that the line AB (defined as the set of points perpendicular to
|
||
|
// the normal) may not intersect the cube face containing A. Even if it does
|
||
|
// intersect the face, the exit point of the line from that face may be on
|
||
|
// the wrong side of A (i.e., in the direction away from B). If this happens,
|
||
|
// we reproject A onto the adjacent face where the line AB approaches A most
|
||
|
// closely. This moves the origin by a small amount, but never more than the
|
||
|
// error tolerances.
|
||
|
func moveOriginToValidFace(face int, a, ab Point, aUV r2.Point) (int, r2.Point) {
|
||
|
// Fast path: if the origin is sufficiently far inside the face, it is
|
||
|
// always safe to use it.
|
||
|
const maxSafeUVCoord = 1 - faceClipErrorUVCoord
|
||
|
if math.Max(math.Abs((aUV).X), math.Abs((aUV).Y)) <= maxSafeUVCoord {
|
||
|
return face, aUV
|
||
|
}
|
||
|
|
||
|
// Otherwise check whether the normal AB even intersects this face.
|
||
|
z := faceXYZtoUVW(face, ab)
|
||
|
n := pointUVW{z.Vector}
|
||
|
if n.intersectsFace() {
|
||
|
// Check whether the point where the line AB exits this face is on the
|
||
|
// wrong side of A (by more than the acceptable error tolerance).
|
||
|
uv := n.exitPoint(n.exitAxis())
|
||
|
exit := faceUVToXYZ(face, uv.X, uv.Y)
|
||
|
aTangent := ab.Normalize().Cross(a.Vector)
|
||
|
|
||
|
// We can use the given face.
|
||
|
if exit.Sub(a.Vector).Dot(aTangent) >= -faceClipErrorRadians {
|
||
|
return face, aUV
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Otherwise we reproject A to the nearest adjacent face. (If line AB does
|
||
|
// not pass through a given face, it must pass through all adjacent faces.)
|
||
|
var dir int
|
||
|
if math.Abs((aUV).X) >= math.Abs((aUV).Y) {
|
||
|
// U-axis
|
||
|
if aUV.X > 0 {
|
||
|
dir = 1
|
||
|
}
|
||
|
face = uvwFace(face, 0, dir)
|
||
|
} else {
|
||
|
// V-axis
|
||
|
if aUV.Y > 0 {
|
||
|
dir = 1
|
||
|
}
|
||
|
face = uvwFace(face, 1, dir)
|
||
|
}
|
||
|
|
||
|
aUV.X, aUV.Y = validFaceXYZToUV(face, a.Vector)
|
||
|
aUV.X = math.Max(-1.0, math.Min(1.0, aUV.X))
|
||
|
aUV.Y = math.Max(-1.0, math.Min(1.0, aUV.Y))
|
||
|
|
||
|
return face, aUV
|
||
|
}
|
||
|
|
||
|
// nextFace returns the next face that should be visited by FaceSegments, given that
|
||
|
// we have just visited face and we are following the line AB (represented
|
||
|
// by its normal N in the (u,v,w) coordinates of that face). The other
|
||
|
// arguments include the point where AB exits face, the corresponding
|
||
|
// exit axis, and the target face containing the destination point B.
|
||
|
func nextFace(face int, exit r2.Point, axis axis, n pointUVW, targetFace int) int {
|
||
|
// this bit is to work around C++ cleverly casting bools to ints for you.
|
||
|
exitA := exit.X
|
||
|
exit1MinusA := exit.Y
|
||
|
|
||
|
if axis == axisV {
|
||
|
exitA = exit.Y
|
||
|
exit1MinusA = exit.X
|
||
|
}
|
||
|
exitAPos := 0
|
||
|
if exitA > 0 {
|
||
|
exitAPos = 1
|
||
|
}
|
||
|
exit1MinusAPos := 0
|
||
|
if exit1MinusA > 0 {
|
||
|
exit1MinusAPos = 1
|
||
|
}
|
||
|
|
||
|
// We return the face that is adjacent to the exit point along the given
|
||
|
// axis. If line AB exits *exactly* through a corner of the face, there are
|
||
|
// two possible next faces. If one is the target face containing B, then
|
||
|
// we guarantee that we advance to that face directly.
|
||
|
//
|
||
|
// The three conditions below check that (1) AB exits approximately through
|
||
|
// a corner, (2) the adjacent face along the non-exit axis is the target
|
||
|
// face, and (3) AB exits *exactly* through the corner. (The sumEqual
|
||
|
// code checks whether the dot product of (u,v,1) and n is exactly zero.)
|
||
|
if math.Abs(exit1MinusA) == 1 &&
|
||
|
uvwFace(face, int(1-axis), exit1MinusAPos) == targetFace &&
|
||
|
sumEqual(exit.X*n.X, exit.Y*n.Y, -n.Z) {
|
||
|
return targetFace
|
||
|
}
|
||
|
|
||
|
// Otherwise return the face that is adjacent to the exit point in the
|
||
|
// direction of the exit axis.
|
||
|
return uvwFace(face, int(axis), exitAPos)
|
||
|
}
|