// 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" ) // 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 { vertices := []Point{a, b, {a.Add(b.Vector).Normalize()}} loop := LoopFromPoints(vertices) // The resulting loop may be clockwise, so invert it if necessary. loop.Normalize() return loop }