mirror of
https://github.com/superseriousbusiness/gotosocial.git
synced 2024-11-30 15:42:46 +00:00
397 lines
15 KiB
Go
397 lines
15 KiB
Go
|
// Copyright 2017 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 (
|
||
|
"fmt"
|
||
|
"math"
|
||
|
|
||
|
"github.com/golang/geo/r3"
|
||
|
"github.com/golang/geo/s1"
|
||
|
)
|
||
|
|
||
|
const (
|
||
|
// intersectionError can be set somewhat arbitrarily, because the algorithm
|
||
|
// uses more precision if necessary in order to achieve the specified error.
|
||
|
// The only strict requirement is that intersectionError >= dblEpsilon
|
||
|
// radians. However, using a larger error tolerance makes the algorithm more
|
||
|
// efficient because it reduces the number of cases where exact arithmetic is
|
||
|
// needed.
|
||
|
intersectionError = s1.Angle(8 * dblError)
|
||
|
|
||
|
// intersectionMergeRadius is used to ensure that intersection points that
|
||
|
// are supposed to be coincident are merged back together into a single
|
||
|
// vertex. This is required in order for various polygon operations (union,
|
||
|
// intersection, etc) to work correctly. It is twice the intersection error
|
||
|
// because two coincident intersection points might have errors in
|
||
|
// opposite directions.
|
||
|
intersectionMergeRadius = 2 * intersectionError
|
||
|
)
|
||
|
|
||
|
// A Crossing indicates how edges cross.
|
||
|
type Crossing int
|
||
|
|
||
|
const (
|
||
|
// Cross means the edges cross.
|
||
|
Cross Crossing = iota
|
||
|
// MaybeCross means two vertices from different edges are the same.
|
||
|
MaybeCross
|
||
|
// DoNotCross means the edges do not cross.
|
||
|
DoNotCross
|
||
|
)
|
||
|
|
||
|
func (c Crossing) String() string {
|
||
|
switch c {
|
||
|
case Cross:
|
||
|
return "Cross"
|
||
|
case MaybeCross:
|
||
|
return "MaybeCross"
|
||
|
case DoNotCross:
|
||
|
return "DoNotCross"
|
||
|
default:
|
||
|
return fmt.Sprintf("(BAD CROSSING %d)", c)
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// CrossingSign reports whether the edge AB intersects the edge CD.
|
||
|
// If AB crosses CD at a point that is interior to both edges, Cross is returned.
|
||
|
// If any two vertices from different edges are the same it returns MaybeCross.
|
||
|
// Otherwise it returns DoNotCross.
|
||
|
// If either edge is degenerate (A == B or C == D), the return value is MaybeCross
|
||
|
// if two vertices from different edges are the same and DoNotCross otherwise.
|
||
|
//
|
||
|
// Properties of CrossingSign:
|
||
|
//
|
||
|
// (1) CrossingSign(b,a,c,d) == CrossingSign(a,b,c,d)
|
||
|
// (2) CrossingSign(c,d,a,b) == CrossingSign(a,b,c,d)
|
||
|
// (3) CrossingSign(a,b,c,d) == MaybeCross if a==c, a==d, b==c, b==d
|
||
|
// (3) CrossingSign(a,b,c,d) == DoNotCross or MaybeCross if a==b or c==d
|
||
|
//
|
||
|
// This method implements an exact, consistent perturbation model such
|
||
|
// that no three points are ever considered to be collinear. This means
|
||
|
// that even if you have 4 points A, B, C, D that lie exactly in a line
|
||
|
// (say, around the equator), C and D will be treated as being slightly to
|
||
|
// one side or the other of AB. This is done in a way such that the
|
||
|
// results are always consistent (see RobustSign).
|
||
|
func CrossingSign(a, b, c, d Point) Crossing {
|
||
|
crosser := NewChainEdgeCrosser(a, b, c)
|
||
|
return crosser.ChainCrossingSign(d)
|
||
|
}
|
||
|
|
||
|
// VertexCrossing reports whether two edges "cross" in such a way that point-in-polygon
|
||
|
// containment tests can be implemented by counting the number of edge crossings.
|
||
|
//
|
||
|
// Given two edges AB and CD where at least two vertices are identical
|
||
|
// (i.e. CrossingSign(a,b,c,d) == 0), the basic rule is that a "crossing"
|
||
|
// occurs if AB is encountered after CD during a CCW sweep around the shared
|
||
|
// vertex starting from a fixed reference point.
|
||
|
//
|
||
|
// Note that according to this rule, if AB crosses CD then in general CD
|
||
|
// does not cross AB. However, this leads to the correct result when
|
||
|
// counting polygon edge crossings. For example, suppose that A,B,C are
|
||
|
// three consecutive vertices of a CCW polygon. If we now consider the edge
|
||
|
// crossings of a segment BP as P sweeps around B, the crossing number
|
||
|
// changes parity exactly when BP crosses BA or BC.
|
||
|
//
|
||
|
// Useful properties of VertexCrossing (VC):
|
||
|
//
|
||
|
// (1) VC(a,a,c,d) == VC(a,b,c,c) == false
|
||
|
// (2) VC(a,b,a,b) == VC(a,b,b,a) == true
|
||
|
// (3) VC(a,b,c,d) == VC(a,b,d,c) == VC(b,a,c,d) == VC(b,a,d,c)
|
||
|
// (3) If exactly one of a,b equals one of c,d, then exactly one of
|
||
|
// VC(a,b,c,d) and VC(c,d,a,b) is true
|
||
|
//
|
||
|
// It is an error to call this method with 4 distinct vertices.
|
||
|
func VertexCrossing(a, b, c, d Point) bool {
|
||
|
// If A == B or C == D there is no intersection. We need to check this
|
||
|
// case first in case 3 or more input points are identical.
|
||
|
if a == b || c == d {
|
||
|
return false
|
||
|
}
|
||
|
|
||
|
// If any other pair of vertices is equal, there is a crossing if and only
|
||
|
// if OrderedCCW indicates that the edge AB is further CCW around the
|
||
|
// shared vertex O (either A or B) than the edge CD, starting from an
|
||
|
// arbitrary fixed reference point.
|
||
|
|
||
|
// Optimization: if AB=CD or AB=DC, we can avoid most of the calculations.
|
||
|
switch {
|
||
|
case a == c:
|
||
|
return (b == d) || OrderedCCW(Point{a.Ortho()}, d, b, a)
|
||
|
case b == d:
|
||
|
return OrderedCCW(Point{b.Ortho()}, c, a, b)
|
||
|
case a == d:
|
||
|
return (b == c) || OrderedCCW(Point{a.Ortho()}, c, b, a)
|
||
|
case b == c:
|
||
|
return OrderedCCW(Point{b.Ortho()}, d, a, b)
|
||
|
}
|
||
|
|
||
|
return false
|
||
|
}
|
||
|
|
||
|
// EdgeOrVertexCrossing is a convenience function that calls CrossingSign to
|
||
|
// handle cases where all four vertices are distinct, and VertexCrossing to
|
||
|
// handle cases where two or more vertices are the same. This defines a crossing
|
||
|
// function such that point-in-polygon containment tests can be implemented
|
||
|
// by simply counting edge crossings.
|
||
|
func EdgeOrVertexCrossing(a, b, c, d Point) bool {
|
||
|
switch CrossingSign(a, b, c, d) {
|
||
|
case DoNotCross:
|
||
|
return false
|
||
|
case Cross:
|
||
|
return true
|
||
|
default:
|
||
|
return VertexCrossing(a, b, c, d)
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Intersection returns the intersection point of two edges AB and CD that cross
|
||
|
// (CrossingSign(a,b,c,d) == Crossing).
|
||
|
//
|
||
|
// Useful properties of Intersection:
|
||
|
//
|
||
|
// (1) Intersection(b,a,c,d) == Intersection(a,b,d,c) == Intersection(a,b,c,d)
|
||
|
// (2) Intersection(c,d,a,b) == Intersection(a,b,c,d)
|
||
|
//
|
||
|
// The returned intersection point X is guaranteed to be very close to the
|
||
|
// true intersection point of AB and CD, even if the edges intersect at a
|
||
|
// very small angle.
|
||
|
func Intersection(a0, a1, b0, b1 Point) Point {
|
||
|
// It is difficult to compute the intersection point of two edges accurately
|
||
|
// when the angle between the edges is very small. Previously we handled
|
||
|
// this by only guaranteeing that the returned intersection point is within
|
||
|
// intersectionError of each edge. However, this means that when the edges
|
||
|
// cross at a very small angle, the computed result may be very far from the
|
||
|
// true intersection point.
|
||
|
//
|
||
|
// Instead this function now guarantees that the result is always within
|
||
|
// intersectionError of the true intersection. This requires using more
|
||
|
// sophisticated techniques and in some cases extended precision.
|
||
|
//
|
||
|
// - intersectionStable computes the intersection point using
|
||
|
// projection and interpolation, taking care to minimize cancellation
|
||
|
// error.
|
||
|
//
|
||
|
// - intersectionExact computes the intersection point using precision
|
||
|
// arithmetic and converts the final result back to an Point.
|
||
|
pt, ok := intersectionStable(a0, a1, b0, b1)
|
||
|
if !ok {
|
||
|
pt = intersectionExact(a0, a1, b0, b1)
|
||
|
}
|
||
|
|
||
|
// Make sure the intersection point is on the correct side of the sphere.
|
||
|
// Since all vertices are unit length, and edges are less than 180 degrees,
|
||
|
// (a0 + a1) and (b0 + b1) both have positive dot product with the
|
||
|
// intersection point. We use the sum of all vertices to make sure that the
|
||
|
// result is unchanged when the edges are swapped or reversed.
|
||
|
if pt.Dot((a0.Add(a1.Vector)).Add(b0.Add(b1.Vector))) < 0 {
|
||
|
pt = Point{pt.Mul(-1)}
|
||
|
}
|
||
|
|
||
|
return pt
|
||
|
}
|
||
|
|
||
|
// Computes the cross product of two vectors, normalized to be unit length.
|
||
|
// Also returns the length of the cross
|
||
|
// product before normalization, which is useful for estimating the amount of
|
||
|
// error in the result. For numerical stability, the vectors should both be
|
||
|
// approximately unit length.
|
||
|
func robustNormalWithLength(x, y r3.Vector) (r3.Vector, float64) {
|
||
|
var pt r3.Vector
|
||
|
// This computes 2 * (x.Cross(y)), but has much better numerical
|
||
|
// stability when x and y are unit length.
|
||
|
tmp := x.Sub(y).Cross(x.Add(y))
|
||
|
length := tmp.Norm()
|
||
|
if length != 0 {
|
||
|
pt = tmp.Mul(1 / length)
|
||
|
}
|
||
|
return pt, 0.5 * length // Since tmp == 2 * (x.Cross(y))
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
// intersectionSimple is not used by the C++ so it is skipped here.
|
||
|
*/
|
||
|
|
||
|
// projection returns the projection of aNorm onto X (x.Dot(aNorm)), and a bound
|
||
|
// on the error in the result. aNorm is not necessarily unit length.
|
||
|
//
|
||
|
// The remaining parameters (the length of aNorm (aNormLen) and the edge endpoints
|
||
|
// a0 and a1) allow this dot product to be computed more accurately and efficiently.
|
||
|
func projection(x, aNorm r3.Vector, aNormLen float64, a0, a1 Point) (proj, bound float64) {
|
||
|
// The error in the dot product is proportional to the lengths of the input
|
||
|
// vectors, so rather than using x itself (a unit-length vector) we use
|
||
|
// the vectors from x to the closer of the two edge endpoints. This
|
||
|
// typically reduces the error by a huge factor.
|
||
|
x0 := x.Sub(a0.Vector)
|
||
|
x1 := x.Sub(a1.Vector)
|
||
|
x0Dist2 := x0.Norm2()
|
||
|
x1Dist2 := x1.Norm2()
|
||
|
|
||
|
// If both distances are the same, we need to be careful to choose one
|
||
|
// endpoint deterministically so that the result does not change if the
|
||
|
// order of the endpoints is reversed.
|
||
|
var dist float64
|
||
|
if x0Dist2 < x1Dist2 || (x0Dist2 == x1Dist2 && x0.Cmp(x1) == -1) {
|
||
|
dist = math.Sqrt(x0Dist2)
|
||
|
proj = x0.Dot(aNorm)
|
||
|
} else {
|
||
|
dist = math.Sqrt(x1Dist2)
|
||
|
proj = x1.Dot(aNorm)
|
||
|
}
|
||
|
|
||
|
// This calculation bounds the error from all sources: the computation of
|
||
|
// the normal, the subtraction of one endpoint, and the dot product itself.
|
||
|
// dblError appears because the input points are assumed to be
|
||
|
// normalized in double precision.
|
||
|
//
|
||
|
// For reference, the bounds that went into this calculation are:
|
||
|
// ||N'-N|| <= ((1 + 2 * sqrt(3))||N|| + 32 * sqrt(3) * dblError) * epsilon
|
||
|
// |(A.B)'-(A.B)| <= (1.5 * (A.B) + 1.5 * ||A|| * ||B||) * epsilon
|
||
|
// ||(X-Y)'-(X-Y)|| <= ||X-Y|| * epsilon
|
||
|
bound = (((3.5+2*math.Sqrt(3))*aNormLen+32*math.Sqrt(3)*dblError)*dist + 1.5*math.Abs(proj)) * epsilon
|
||
|
return proj, bound
|
||
|
}
|
||
|
|
||
|
// compareEdges reports whether (a0,a1) is less than (b0,b1) with respect to a total
|
||
|
// ordering on edges that is invariant under edge reversals.
|
||
|
func compareEdges(a0, a1, b0, b1 Point) bool {
|
||
|
if a0.Cmp(a1.Vector) != -1 {
|
||
|
a0, a1 = a1, a0
|
||
|
}
|
||
|
if b0.Cmp(b1.Vector) != -1 {
|
||
|
b0, b1 = b1, b0
|
||
|
}
|
||
|
return a0.Cmp(b0.Vector) == -1 || (a0 == b0 && b0.Cmp(b1.Vector) == -1)
|
||
|
}
|
||
|
|
||
|
// intersectionStable returns the intersection point of the edges (a0,a1) and
|
||
|
// (b0,b1) if it can be computed to within an error of at most intersectionError
|
||
|
// by this function.
|
||
|
//
|
||
|
// The intersection point is not guaranteed to have the correct sign because we
|
||
|
// choose to use the longest of the two edges first. The sign is corrected by
|
||
|
// Intersection.
|
||
|
func intersectionStable(a0, a1, b0, b1 Point) (Point, bool) {
|
||
|
// Sort the two edges so that (a0,a1) is longer, breaking ties in a
|
||
|
// deterministic way that does not depend on the ordering of the endpoints.
|
||
|
// This is desirable for two reasons:
|
||
|
// - So that the result doesn't change when edges are swapped or reversed.
|
||
|
// - It reduces error, since the first edge is used to compute the edge
|
||
|
// normal (where a longer edge means less error), and the second edge
|
||
|
// is used for interpolation (where a shorter edge means less error).
|
||
|
aLen2 := a1.Sub(a0.Vector).Norm2()
|
||
|
bLen2 := b1.Sub(b0.Vector).Norm2()
|
||
|
if aLen2 < bLen2 || (aLen2 == bLen2 && compareEdges(a0, a1, b0, b1)) {
|
||
|
return intersectionStableSorted(b0, b1, a0, a1)
|
||
|
}
|
||
|
return intersectionStableSorted(a0, a1, b0, b1)
|
||
|
}
|
||
|
|
||
|
// intersectionStableSorted is a helper function for intersectionStable.
|
||
|
// It expects that the edges (a0,a1) and (b0,b1) have been sorted so that
|
||
|
// the first edge passed in is longer.
|
||
|
func intersectionStableSorted(a0, a1, b0, b1 Point) (Point, bool) {
|
||
|
var pt Point
|
||
|
|
||
|
// Compute the normal of the plane through (a0, a1) in a stable way.
|
||
|
aNorm := a0.Sub(a1.Vector).Cross(a0.Add(a1.Vector))
|
||
|
aNormLen := aNorm.Norm()
|
||
|
bLen := b1.Sub(b0.Vector).Norm()
|
||
|
|
||
|
// Compute the projection (i.e., signed distance) of b0 and b1 onto the
|
||
|
// plane through (a0, a1). Distances are scaled by the length of aNorm.
|
||
|
b0Dist, b0Error := projection(b0.Vector, aNorm, aNormLen, a0, a1)
|
||
|
b1Dist, b1Error := projection(b1.Vector, aNorm, aNormLen, a0, a1)
|
||
|
|
||
|
// The total distance from b0 to b1 measured perpendicularly to (a0,a1) is
|
||
|
// |b0Dist - b1Dist|. Note that b0Dist and b1Dist generally have
|
||
|
// opposite signs because b0 and b1 are on opposite sides of (a0, a1). The
|
||
|
// code below finds the intersection point by interpolating along the edge
|
||
|
// (b0, b1) to a fractional distance of b0Dist / (b0Dist - b1Dist).
|
||
|
//
|
||
|
// It can be shown that the maximum error in the interpolation fraction is
|
||
|
//
|
||
|
// (b0Dist * b1Error - b1Dist * b0Error) / (distSum * (distSum - errorSum))
|
||
|
//
|
||
|
// We save ourselves some work by scaling the result and the error bound by
|
||
|
// "distSum", since the result is normalized to be unit length anyway.
|
||
|
distSum := math.Abs(b0Dist - b1Dist)
|
||
|
errorSum := b0Error + b1Error
|
||
|
if distSum <= errorSum {
|
||
|
return pt, false // Error is unbounded in this case.
|
||
|
}
|
||
|
|
||
|
x := b1.Mul(b0Dist).Sub(b0.Mul(b1Dist))
|
||
|
err := bLen*math.Abs(b0Dist*b1Error-b1Dist*b0Error)/
|
||
|
(distSum-errorSum) + 2*distSum*epsilon
|
||
|
|
||
|
// Finally we normalize the result, compute the corresponding error, and
|
||
|
// check whether the total error is acceptable.
|
||
|
xLen := x.Norm()
|
||
|
maxError := intersectionError
|
||
|
if err > (float64(maxError)-epsilon)*xLen {
|
||
|
return pt, false
|
||
|
}
|
||
|
|
||
|
return Point{x.Mul(1 / xLen)}, true
|
||
|
}
|
||
|
|
||
|
// intersectionExact returns the intersection point of (a0, a1) and (b0, b1)
|
||
|
// using precise arithmetic. Note that the result is not exact because it is
|
||
|
// rounded down to double precision at the end. Also, the intersection point
|
||
|
// is not guaranteed to have the correct sign (i.e., the return value may need
|
||
|
// to be negated).
|
||
|
func intersectionExact(a0, a1, b0, b1 Point) Point {
|
||
|
// Since we are using presice arithmetic, we don't need to worry about
|
||
|
// numerical stability.
|
||
|
a0P := r3.PreciseVectorFromVector(a0.Vector)
|
||
|
a1P := r3.PreciseVectorFromVector(a1.Vector)
|
||
|
b0P := r3.PreciseVectorFromVector(b0.Vector)
|
||
|
b1P := r3.PreciseVectorFromVector(b1.Vector)
|
||
|
aNormP := a0P.Cross(a1P)
|
||
|
bNormP := b0P.Cross(b1P)
|
||
|
xP := aNormP.Cross(bNormP)
|
||
|
|
||
|
// The final Normalize() call is done in double precision, which creates a
|
||
|
// directional error of up to 2*dblError. (Precise conversion and Normalize()
|
||
|
// each contribute up to dblError of directional error.)
|
||
|
x := xP.Vector()
|
||
|
|
||
|
if x == (r3.Vector{}) {
|
||
|
// The two edges are exactly collinear, but we still consider them to be
|
||
|
// "crossing" because of simulation of simplicity. Out of the four
|
||
|
// endpoints, exactly two lie in the interior of the other edge. Of
|
||
|
// those two we return the one that is lexicographically smallest.
|
||
|
x = r3.Vector{10, 10, 10} // Greater than any valid S2Point
|
||
|
|
||
|
aNorm := Point{aNormP.Vector()}
|
||
|
bNorm := Point{bNormP.Vector()}
|
||
|
if OrderedCCW(b0, a0, b1, bNorm) && a0.Cmp(x) == -1 {
|
||
|
return a0
|
||
|
}
|
||
|
if OrderedCCW(b0, a1, b1, bNorm) && a1.Cmp(x) == -1 {
|
||
|
return a1
|
||
|
}
|
||
|
if OrderedCCW(a0, b0, a1, aNorm) && b0.Cmp(x) == -1 {
|
||
|
return b0
|
||
|
}
|
||
|
if OrderedCCW(a0, b1, a1, aNorm) && b1.Cmp(x) == -1 {
|
||
|
return b1
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return Point{x}
|
||
|
}
|