mirror of
https://github.com/superseriousbusiness/gotosocial.git
synced 2024-12-29 10:36:31 +00:00
134 lines
5.8 KiB
Go
134 lines
5.8 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 (
|
||
|
"math"
|
||
|
|
||
|
"github.com/golang/geo/r3"
|
||
|
)
|
||
|
|
||
|
// There are several notions of the "centroid" of a triangle. First, there
|
||
|
// is the planar centroid, which is simply the centroid of the ordinary
|
||
|
// (non-spherical) triangle defined by the three vertices. Second, there is
|
||
|
// the surface centroid, which is defined as the intersection of the three
|
||
|
// medians of the spherical triangle. It is possible to show that this
|
||
|
// point is simply the planar centroid projected to the surface of the
|
||
|
// sphere. Finally, there is the true centroid (mass centroid), which is
|
||
|
// defined as the surface integral over the spherical triangle of (x,y,z)
|
||
|
// divided by the triangle area. This is the point that the triangle would
|
||
|
// rotate around if it was spinning in empty space.
|
||
|
//
|
||
|
// The best centroid for most purposes is the true centroid. Unlike the
|
||
|
// planar and surface centroids, the true centroid behaves linearly as
|
||
|
// regions are added or subtracted. That is, if you split a triangle into
|
||
|
// pieces and compute the average of their centroids (weighted by triangle
|
||
|
// area), the result equals the centroid of the original triangle. This is
|
||
|
// not true of the other centroids.
|
||
|
//
|
||
|
// Also note that the surface centroid may be nowhere near the intuitive
|
||
|
// "center" of a spherical triangle. For example, consider the triangle
|
||
|
// with vertices A=(1,eps,0), B=(0,0,1), C=(-1,eps,0) (a quarter-sphere).
|
||
|
// The surface centroid of this triangle is at S=(0, 2*eps, 1), which is
|
||
|
// within a distance of 2*eps of the vertex B. Note that the median from A
|
||
|
// (the segment connecting A to the midpoint of BC) passes through S, since
|
||
|
// this is the shortest path connecting the two endpoints. On the other
|
||
|
// hand, the true centroid is at M=(0, 0.5, 0.5), which when projected onto
|
||
|
// the surface is a much more reasonable interpretation of the "center" of
|
||
|
// this triangle.
|
||
|
//
|
||
|
|
||
|
// TrueCentroid returns the true centroid of the spherical triangle ABC
|
||
|
// multiplied by the signed area of spherical triangle ABC. The reasons for
|
||
|
// multiplying by the signed area are (1) this is the quantity that needs to be
|
||
|
// summed to compute the centroid of a union or difference of triangles, and
|
||
|
// (2) it's actually easier to calculate this way. All points must have unit length.
|
||
|
//
|
||
|
// Note that the result of this function is defined to be Point(0, 0, 0) if
|
||
|
// the triangle is degenerate.
|
||
|
func TrueCentroid(a, b, c Point) Point {
|
||
|
// Use Distance to get accurate results for small triangles.
|
||
|
ra := float64(1)
|
||
|
if sa := float64(b.Distance(c)); sa != 0 {
|
||
|
ra = sa / math.Sin(sa)
|
||
|
}
|
||
|
rb := float64(1)
|
||
|
if sb := float64(c.Distance(a)); sb != 0 {
|
||
|
rb = sb / math.Sin(sb)
|
||
|
}
|
||
|
rc := float64(1)
|
||
|
if sc := float64(a.Distance(b)); sc != 0 {
|
||
|
rc = sc / math.Sin(sc)
|
||
|
}
|
||
|
|
||
|
// Now compute a point M such that:
|
||
|
//
|
||
|
// [Ax Ay Az] [Mx] [ra]
|
||
|
// [Bx By Bz] [My] = 0.5 * det(A,B,C) * [rb]
|
||
|
// [Cx Cy Cz] [Mz] [rc]
|
||
|
//
|
||
|
// To improve the numerical stability we subtract the first row (A) from the
|
||
|
// other two rows; this reduces the cancellation error when A, B, and C are
|
||
|
// very close together. Then we solve it using Cramer's rule.
|
||
|
//
|
||
|
// The result is the true centroid of the triangle multiplied by the
|
||
|
// triangle's area.
|
||
|
//
|
||
|
// This code still isn't as numerically stable as it could be.
|
||
|
// The biggest potential improvement is to compute B-A and C-A more
|
||
|
// accurately so that (B-A)x(C-A) is always inside triangle ABC.
|
||
|
x := r3.Vector{a.X, b.X - a.X, c.X - a.X}
|
||
|
y := r3.Vector{a.Y, b.Y - a.Y, c.Y - a.Y}
|
||
|
z := r3.Vector{a.Z, b.Z - a.Z, c.Z - a.Z}
|
||
|
r := r3.Vector{ra, rb - ra, rc - ra}
|
||
|
|
||
|
return Point{r3.Vector{y.Cross(z).Dot(r), z.Cross(x).Dot(r), x.Cross(y).Dot(r)}.Mul(0.5)}
|
||
|
}
|
||
|
|
||
|
// EdgeTrueCentroid returns the true centroid of the spherical geodesic edge AB
|
||
|
// multiplied by the length of the edge AB. As with triangles, the true centroid
|
||
|
// of a collection of line segments may be computed simply by summing the result
|
||
|
// of this method for each segment.
|
||
|
//
|
||
|
// Note that the planar centroid of a line segment is simply 0.5 * (a + b),
|
||
|
// while the surface centroid is (a + b).Normalize(). However neither of
|
||
|
// these values is appropriate for computing the centroid of a collection of
|
||
|
// edges (such as a polyline).
|
||
|
//
|
||
|
// Also note that the result of this function is defined to be Point(0, 0, 0)
|
||
|
// if the edge is degenerate.
|
||
|
func EdgeTrueCentroid(a, b Point) Point {
|
||
|
// The centroid (multiplied by length) is a vector toward the midpoint
|
||
|
// of the edge, whose length is twice the sine of half the angle between
|
||
|
// the two vertices. Defining theta to be this angle, we have:
|
||
|
vDiff := a.Sub(b.Vector) // Length == 2*sin(theta)
|
||
|
vSum := a.Add(b.Vector) // Length == 2*cos(theta)
|
||
|
sin2 := vDiff.Norm2()
|
||
|
cos2 := vSum.Norm2()
|
||
|
if cos2 == 0 {
|
||
|
return Point{} // Ignore antipodal edges.
|
||
|
}
|
||
|
return Point{vSum.Mul(math.Sqrt(sin2 / cos2))} // Length == 2*sin(theta)
|
||
|
}
|
||
|
|
||
|
// PlanarCentroid returns the centroid of the planar triangle ABC. This can be
|
||
|
// normalized to unit length to obtain the "surface centroid" of the corresponding
|
||
|
// spherical triangle, i.e. the intersection of the three medians. However, note
|
||
|
// that for large spherical triangles the surface centroid may be nowhere near
|
||
|
// the intuitive "center".
|
||
|
func PlanarCentroid(a, b, c Point) Point {
|
||
|
return Point{a.Add(b.Vector).Add(c.Vector).Mul(1. / 3)}
|
||
|
}
|