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https://github.com/superseriousbusiness/gotosocial.git
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94e87610c4
* add back exif-terminator and use only for jpeg,png,webp * fix arguments passed to terminateExif() * pull in latest exif-terminator * fix test * update processed img --------- Co-authored-by: tobi <tobi.smethurst@protonmail.com>
134 lines
5.8 KiB
Go
134 lines
5.8 KiB
Go
// Copyright 2018 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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"math"
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"github.com/golang/geo/r3"
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)
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// There are several notions of the "centroid" of a triangle. First, there
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// is the planar centroid, which is simply the centroid of the ordinary
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// (non-spherical) triangle defined by the three vertices. Second, there is
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// the surface centroid, which is defined as the intersection of the three
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// medians of the spherical triangle. It is possible to show that this
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// point is simply the planar centroid projected to the surface of the
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// sphere. Finally, there is the true centroid (mass centroid), which is
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// defined as the surface integral over the spherical triangle of (x,y,z)
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// divided by the triangle area. This is the point that the triangle would
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// rotate around if it was spinning in empty space.
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//
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// The best centroid for most purposes is the true centroid. Unlike the
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// planar and surface centroids, the true centroid behaves linearly as
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// regions are added or subtracted. That is, if you split a triangle into
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// pieces and compute the average of their centroids (weighted by triangle
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// area), the result equals the centroid of the original triangle. This is
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// not true of the other centroids.
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//
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// Also note that the surface centroid may be nowhere near the intuitive
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// "center" of a spherical triangle. For example, consider the triangle
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// with vertices A=(1,eps,0), B=(0,0,1), C=(-1,eps,0) (a quarter-sphere).
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// The surface centroid of this triangle is at S=(0, 2*eps, 1), which is
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// within a distance of 2*eps of the vertex B. Note that the median from A
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// (the segment connecting A to the midpoint of BC) passes through S, since
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// this is the shortest path connecting the two endpoints. On the other
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// hand, the true centroid is at M=(0, 0.5, 0.5), which when projected onto
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// the surface is a much more reasonable interpretation of the "center" of
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// this triangle.
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//
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// TrueCentroid returns the true centroid of the spherical triangle ABC
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// multiplied by the signed area of spherical triangle ABC. The reasons for
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// multiplying by the signed area are (1) this is the quantity that needs to be
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// summed to compute the centroid of a union or difference of triangles, and
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// (2) it's actually easier to calculate this way. All points must have unit length.
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//
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// Note that the result of this function is defined to be Point(0, 0, 0) if
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// the triangle is degenerate.
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func TrueCentroid(a, b, c Point) Point {
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// Use Distance to get accurate results for small triangles.
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ra := float64(1)
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if sa := float64(b.Distance(c)); sa != 0 {
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ra = sa / math.Sin(sa)
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}
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rb := float64(1)
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if sb := float64(c.Distance(a)); sb != 0 {
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rb = sb / math.Sin(sb)
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}
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rc := float64(1)
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if sc := float64(a.Distance(b)); sc != 0 {
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rc = sc / math.Sin(sc)
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}
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// Now compute a point M such that:
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//
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// [Ax Ay Az] [Mx] [ra]
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// [Bx By Bz] [My] = 0.5 * det(A,B,C) * [rb]
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// [Cx Cy Cz] [Mz] [rc]
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//
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// To improve the numerical stability we subtract the first row (A) from the
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// other two rows; this reduces the cancellation error when A, B, and C are
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// very close together. Then we solve it using Cramer's rule.
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//
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// The result is the true centroid of the triangle multiplied by the
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// triangle's area.
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//
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// This code still isn't as numerically stable as it could be.
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// The biggest potential improvement is to compute B-A and C-A more
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// accurately so that (B-A)x(C-A) is always inside triangle ABC.
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x := r3.Vector{a.X, b.X - a.X, c.X - a.X}
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y := r3.Vector{a.Y, b.Y - a.Y, c.Y - a.Y}
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z := r3.Vector{a.Z, b.Z - a.Z, c.Z - a.Z}
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r := r3.Vector{ra, rb - ra, rc - ra}
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return Point{r3.Vector{y.Cross(z).Dot(r), z.Cross(x).Dot(r), x.Cross(y).Dot(r)}.Mul(0.5)}
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}
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// EdgeTrueCentroid returns the true centroid of the spherical geodesic edge AB
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// multiplied by the length of the edge AB. As with triangles, the true centroid
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// of a collection of line segments may be computed simply by summing the result
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// of this method for each segment.
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//
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// Note that the planar centroid of a line segment is simply 0.5 * (a + b),
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// while the surface centroid is (a + b).Normalize(). However neither of
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// these values is appropriate for computing the centroid of a collection of
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// edges (such as a polyline).
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//
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// Also note that the result of this function is defined to be Point(0, 0, 0)
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// if the edge is degenerate.
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func EdgeTrueCentroid(a, b Point) Point {
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// The centroid (multiplied by length) is a vector toward the midpoint
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// of the edge, whose length is twice the sine of half the angle between
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// the two vertices. Defining theta to be this angle, we have:
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vDiff := a.Sub(b.Vector) // Length == 2*sin(theta)
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vSum := a.Add(b.Vector) // Length == 2*cos(theta)
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sin2 := vDiff.Norm2()
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cos2 := vSum.Norm2()
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if cos2 == 0 {
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return Point{} // Ignore antipodal edges.
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}
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return Point{vSum.Mul(math.Sqrt(sin2 / cos2))} // Length == 2*sin(theta)
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}
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// PlanarCentroid returns the centroid of the planar triangle ABC. This can be
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// normalized to unit length to obtain the "surface centroid" of the corresponding
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// spherical triangle, i.e. the intersection of the three medians. However, note
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// that for large spherical triangles the surface centroid may be nowhere near
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// the intuitive "center".
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func PlanarCentroid(a, b, c Point) Point {
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return Point{a.Add(b.Vector).Add(c.Vector).Mul(1. / 3)}
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}
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