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https://github.com/superseriousbusiness/gotosocial.git
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98263a7de6
* start fixing up tests * fix up tests + automate with drone * fiddle with linting * messing about with drone.yml * some more fiddling * hmmm * add cache * add vendor directory * verbose * ci updates * update some little things * update sig
410 lines
13 KiB
Go
410 lines
13 KiB
Go
// 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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import (
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"sort"
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"github.com/golang/geo/r2"
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)
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// CrossingEdgeQuery is used to find the Edge IDs of Shapes that are crossed by
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// a given edge(s).
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//
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// Note that if you need to query many edges, it is more efficient to declare
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// a single CrossingEdgeQuery instance and reuse it.
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//
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// If you want to find *all* the pairs of crossing edges, it is more efficient to
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// use the not yet implemented VisitCrossings in shapeutil.
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type CrossingEdgeQuery struct {
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index *ShapeIndex
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// temporary values used while processing a query.
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a, b r2.Point
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iter *ShapeIndexIterator
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// candidate cells generated when finding crossings.
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cells []*ShapeIndexCell
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}
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// NewCrossingEdgeQuery creates a CrossingEdgeQuery for the given index.
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func NewCrossingEdgeQuery(index *ShapeIndex) *CrossingEdgeQuery {
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c := &CrossingEdgeQuery{
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index: index,
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iter: index.Iterator(),
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}
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return c
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}
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// Crossings returns the set of edge of the shape S that intersect the given edge AB.
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// If the CrossingType is Interior, then only intersections at a point interior to both
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// edges are reported, while if it is CrossingTypeAll then edges that share a vertex
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// are also reported.
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func (c *CrossingEdgeQuery) Crossings(a, b Point, shape Shape, crossType CrossingType) []int {
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edges := c.candidates(a, b, shape)
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if len(edges) == 0 {
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return nil
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}
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crosser := NewEdgeCrosser(a, b)
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out := 0
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n := len(edges)
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for in := 0; in < n; in++ {
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b := shape.Edge(edges[in])
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sign := crosser.CrossingSign(b.V0, b.V1)
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if crossType == CrossingTypeAll && (sign == MaybeCross || sign == Cross) || crossType != CrossingTypeAll && sign == Cross {
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edges[out] = edges[in]
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out++
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}
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}
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if out < n {
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edges = edges[0:out]
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}
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return edges
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}
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// EdgeMap stores a sorted set of edge ids for each shape.
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type EdgeMap map[Shape][]int
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// CrossingsEdgeMap returns the set of all edges in the index that intersect the given
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// edge AB. If crossType is CrossingTypeInterior, then only intersections at a
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// point interior to both edges are reported, while if it is CrossingTypeAll
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// then edges that share a vertex are also reported.
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//
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// The edges are returned as a mapping from shape to the edges of that shape
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// that intersect AB. Every returned shape has at least one crossing edge.
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func (c *CrossingEdgeQuery) CrossingsEdgeMap(a, b Point, crossType CrossingType) EdgeMap {
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edgeMap := c.candidatesEdgeMap(a, b)
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if len(edgeMap) == 0 {
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return nil
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}
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crosser := NewEdgeCrosser(a, b)
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for shape, edges := range edgeMap {
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out := 0
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n := len(edges)
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for in := 0; in < n; in++ {
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edge := shape.Edge(edges[in])
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sign := crosser.CrossingSign(edge.V0, edge.V1)
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if (crossType == CrossingTypeAll && (sign == MaybeCross || sign == Cross)) || (crossType != CrossingTypeAll && sign == Cross) {
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edgeMap[shape][out] = edges[in]
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out++
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}
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}
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if out == 0 {
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delete(edgeMap, shape)
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} else {
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if out < n {
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edgeMap[shape] = edgeMap[shape][0:out]
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}
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}
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}
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return edgeMap
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}
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// candidates returns a superset of the edges of the given shape that intersect
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// the edge AB.
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func (c *CrossingEdgeQuery) candidates(a, b Point, shape Shape) []int {
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var edges []int
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// For small loops it is faster to use brute force. The threshold below was
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// determined using benchmarks.
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const maxBruteForceEdges = 27
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maxEdges := shape.NumEdges()
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if maxEdges <= maxBruteForceEdges {
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edges = make([]int, maxEdges)
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for i := 0; i < maxEdges; i++ {
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edges[i] = i
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}
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return edges
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}
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// Compute the set of index cells intersected by the query edge.
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c.getCellsForEdge(a, b)
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if len(c.cells) == 0 {
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return nil
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}
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// Gather all the edges that intersect those cells and sort them.
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// TODO(roberts): Shapes don't track their ID, so we need to range over
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// the index to find the ID manually.
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var shapeID int32
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for k, v := range c.index.shapes {
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if v == shape {
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shapeID = k
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}
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}
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for _, cell := range c.cells {
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if cell == nil {
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continue
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}
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clipped := cell.findByShapeID(shapeID)
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if clipped == nil {
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continue
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}
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edges = append(edges, clipped.edges...)
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}
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if len(c.cells) > 1 {
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edges = uniqueInts(edges)
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}
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return edges
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}
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// uniqueInts returns the sorted uniqued values from the given input.
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func uniqueInts(in []int) []int {
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var edges []int
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m := make(map[int]bool)
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for _, i := range in {
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if m[i] {
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continue
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}
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m[i] = true
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edges = append(edges, i)
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}
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sort.Ints(edges)
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return edges
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}
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// candidatesEdgeMap returns a map from shapes to the superse of edges for that
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// shape that intersect the edge AB.
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//
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// CAVEAT: This method may return shapes that have an empty set of candidate edges.
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// However the return value is non-empty only if at least one shape has a candidate edge.
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func (c *CrossingEdgeQuery) candidatesEdgeMap(a, b Point) EdgeMap {
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edgeMap := make(EdgeMap)
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// If there are only a few edges then it's faster to use brute force. We
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// only bother with this optimization when there is a single shape.
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if len(c.index.shapes) == 1 {
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// Typically this method is called many times, so it is worth checking
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// whether the edge map is empty or already consists of a single entry for
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// this shape, and skip clearing edge map in that case.
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shape := c.index.Shape(0)
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// Note that we leave the edge map non-empty even if there are no candidates
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// (i.e., there is a single entry with an empty set of edges).
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edgeMap[shape] = c.candidates(a, b, shape)
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return edgeMap
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}
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// Compute the set of index cells intersected by the query edge.
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c.getCellsForEdge(a, b)
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if len(c.cells) == 0 {
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return edgeMap
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}
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// Gather all the edges that intersect those cells and sort them.
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for _, cell := range c.cells {
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for _, clipped := range cell.shapes {
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s := c.index.Shape(clipped.shapeID)
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for j := 0; j < clipped.numEdges(); j++ {
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edgeMap[s] = append(edgeMap[s], clipped.edges[j])
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}
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}
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}
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if len(c.cells) > 1 {
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for s, edges := range edgeMap {
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edgeMap[s] = uniqueInts(edges)
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}
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}
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return edgeMap
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}
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// getCells returns the set of ShapeIndexCells that might contain edges intersecting
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// the edge AB in the given cell root. This method is used primarily by loop and shapeutil.
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func (c *CrossingEdgeQuery) getCells(a, b Point, root *PaddedCell) []*ShapeIndexCell {
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aUV, bUV, ok := ClipToFace(a, b, root.id.Face())
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if ok {
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c.a = aUV
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c.b = bUV
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edgeBound := r2.RectFromPoints(c.a, c.b)
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if root.Bound().Intersects(edgeBound) {
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c.computeCellsIntersected(root, edgeBound)
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}
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}
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if len(c.cells) == 0 {
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return nil
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}
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return c.cells
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}
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// getCellsForEdge populates the cells field to the set of index cells intersected by an edge AB.
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func (c *CrossingEdgeQuery) getCellsForEdge(a, b Point) {
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c.cells = nil
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segments := FaceSegments(a, b)
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for _, segment := range segments {
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c.a = segment.a
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c.b = segment.b
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// Optimization: rather than always starting the recursive subdivision at
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// the top level face cell, instead we start at the smallest S2CellId that
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// contains the edge (the edge root cell). This typically lets us skip
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// quite a few levels of recursion since most edges are short.
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edgeBound := r2.RectFromPoints(c.a, c.b)
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pcell := PaddedCellFromCellID(CellIDFromFace(segment.face), 0)
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edgeRoot := pcell.ShrinkToFit(edgeBound)
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// Now we need to determine how the edge root cell is related to the cells
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// in the spatial index (cellMap). There are three cases:
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//
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// 1. edgeRoot is an index cell or is contained within an index cell.
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// In this case we only need to look at the contents of that cell.
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// 2. edgeRoot is subdivided into one or more index cells. In this case
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// we recursively subdivide to find the cells intersected by AB.
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// 3. edgeRoot does not intersect any index cells. In this case there
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// is nothing to do.
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relation := c.iter.LocateCellID(edgeRoot)
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if relation == Indexed {
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// edgeRoot is an index cell or is contained by an index cell (case 1).
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c.cells = append(c.cells, c.iter.IndexCell())
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} else if relation == Subdivided {
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// edgeRoot is subdivided into one or more index cells (case 2). We
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// find the cells intersected by AB using recursive subdivision.
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if !edgeRoot.isFace() {
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pcell = PaddedCellFromCellID(edgeRoot, 0)
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}
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c.computeCellsIntersected(pcell, edgeBound)
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}
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}
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}
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// computeCellsIntersected computes the index cells intersected by the current
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// edge that are descendants of pcell and adds them to this queries set of cells.
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func (c *CrossingEdgeQuery) computeCellsIntersected(pcell *PaddedCell, edgeBound r2.Rect) {
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c.iter.seek(pcell.id.RangeMin())
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if c.iter.Done() || c.iter.CellID() > pcell.id.RangeMax() {
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// The index does not contain pcell or any of its descendants.
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return
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}
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if c.iter.CellID() == pcell.id {
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// The index contains this cell exactly.
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c.cells = append(c.cells, c.iter.IndexCell())
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return
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}
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// Otherwise, split the edge among the four children of pcell.
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center := pcell.Middle().Lo()
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if edgeBound.X.Hi < center.X {
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// Edge is entirely contained in the two left children.
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c.clipVAxis(edgeBound, center.Y, 0, pcell)
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return
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} else if edgeBound.X.Lo >= center.X {
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// Edge is entirely contained in the two right children.
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c.clipVAxis(edgeBound, center.Y, 1, pcell)
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return
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}
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childBounds := c.splitUBound(edgeBound, center.X)
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if edgeBound.Y.Hi < center.Y {
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// Edge is entirely contained in the two lower children.
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c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, 0, 0), childBounds[0])
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c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, 1, 0), childBounds[1])
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} else if edgeBound.Y.Lo >= center.Y {
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// Edge is entirely contained in the two upper children.
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c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, 0, 1), childBounds[0])
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c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, 1, 1), childBounds[1])
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} else {
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// The edge bound spans all four children. The edge itself intersects
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// at most three children (since no padding is being used).
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c.clipVAxis(childBounds[0], center.Y, 0, pcell)
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c.clipVAxis(childBounds[1], center.Y, 1, pcell)
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}
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}
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// clipVAxis computes the intersected cells recursively for a given padded cell.
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// Given either the left (i=0) or right (i=1) side of a padded cell pcell,
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// determine whether the current edge intersects the lower child, upper child,
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// or both children, and call c.computeCellsIntersected recursively on those children.
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// The center is the v-coordinate at the center of pcell.
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func (c *CrossingEdgeQuery) clipVAxis(edgeBound r2.Rect, center float64, i int, pcell *PaddedCell) {
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if edgeBound.Y.Hi < center {
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// Edge is entirely contained in the lower child.
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c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, i, 0), edgeBound)
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} else if edgeBound.Y.Lo >= center {
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// Edge is entirely contained in the upper child.
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c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, i, 1), edgeBound)
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} else {
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// The edge intersects both children.
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childBounds := c.splitVBound(edgeBound, center)
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c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, i, 0), childBounds[0])
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c.computeCellsIntersected(PaddedCellFromParentIJ(pcell, i, 1), childBounds[1])
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}
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}
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// splitUBound returns the bound for two children as a result of spliting the
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// current edge at the given value U.
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func (c *CrossingEdgeQuery) splitUBound(edgeBound r2.Rect, u float64) [2]r2.Rect {
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v := edgeBound.Y.ClampPoint(interpolateFloat64(u, c.a.X, c.b.X, c.a.Y, c.b.Y))
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// diag indicates which diagonal of the bounding box is spanned by AB:
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// it is 0 if AB has positive slope, and 1 if AB has negative slope.
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var diag int
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if (c.a.X > c.b.X) != (c.a.Y > c.b.Y) {
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diag = 1
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}
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return splitBound(edgeBound, 0, diag, u, v)
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}
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// splitVBound returns the bound for two children as a result of spliting the
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// current edge into two child edges at the given value V.
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func (c *CrossingEdgeQuery) splitVBound(edgeBound r2.Rect, v float64) [2]r2.Rect {
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u := edgeBound.X.ClampPoint(interpolateFloat64(v, c.a.Y, c.b.Y, c.a.X, c.b.X))
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var diag int
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if (c.a.X > c.b.X) != (c.a.Y > c.b.Y) {
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diag = 1
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}
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return splitBound(edgeBound, diag, 0, u, v)
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}
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// splitBound returns the bounds for the two childrenn as a result of spliting
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// the current edge into two child edges at the given point (u,v). uEnd and vEnd
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// indicate which bound endpoints of the first child will be updated.
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func splitBound(edgeBound r2.Rect, uEnd, vEnd int, u, v float64) [2]r2.Rect {
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var childBounds = [2]r2.Rect{
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edgeBound,
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edgeBound,
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}
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if uEnd == 1 {
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childBounds[0].X.Lo = u
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childBounds[1].X.Hi = u
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} else {
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childBounds[0].X.Hi = u
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childBounds[1].X.Lo = u
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}
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if vEnd == 1 {
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childBounds[0].Y.Lo = v
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childBounds[1].Y.Hi = v
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} else {
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childBounds[0].Y.Hi = v
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childBounds[1].Y.Lo = v
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}
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return childBounds
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}
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