mirror of
https://codeberg.org/superseriousbusiness/gotosocial.git
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409 lines
17 KiB
Go
409 lines
17 KiB
Go
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// 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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// This file defines a collection of methods for computing the distance to an edge,
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// interpolating along an edge, projecting points onto edges, etc.
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import (
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"math"
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"github.com/golang/geo/s1"
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)
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// DistanceFromSegment returns the distance of point X from line segment AB.
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// The points are expected to be normalized. The result is very accurate for small
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// distances but may have some numerical error if the distance is large
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// (approximately pi/2 or greater). The case A == B is handled correctly.
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func DistanceFromSegment(x, a, b Point) s1.Angle {
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var minDist s1.ChordAngle
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minDist, _ = updateMinDistance(x, a, b, minDist, true)
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return minDist.Angle()
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}
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// IsDistanceLess reports whether the distance from X to the edge AB is less
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// than limit. (For less than or equal to, specify limit.Successor()).
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// This method is faster than DistanceFromSegment(). If you want to
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// compare against a fixed s1.Angle, you should convert it to an s1.ChordAngle
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// once and save the value, since this conversion is relatively expensive.
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func IsDistanceLess(x, a, b Point, limit s1.ChordAngle) bool {
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_, less := UpdateMinDistance(x, a, b, limit)
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return less
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}
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// UpdateMinDistance checks if the distance from X to the edge AB is less
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// than minDist, and if so, returns the updated value and true.
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// The case A == B is handled correctly.
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//
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// Use this method when you want to compute many distances and keep track of
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// the minimum. It is significantly faster than using DistanceFromSegment
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// because (1) using s1.ChordAngle is much faster than s1.Angle, and (2) it
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// can save a lot of work by not actually computing the distance when it is
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// obviously larger than the current minimum.
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func UpdateMinDistance(x, a, b Point, minDist s1.ChordAngle) (s1.ChordAngle, bool) {
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return updateMinDistance(x, a, b, minDist, false)
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}
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// UpdateMaxDistance checks if the distance from X to the edge AB is greater
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// than maxDist, and if so, returns the updated value and true.
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// Otherwise it returns false. The case A == B is handled correctly.
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func UpdateMaxDistance(x, a, b Point, maxDist s1.ChordAngle) (s1.ChordAngle, bool) {
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dist := maxChordAngle(ChordAngleBetweenPoints(x, a), ChordAngleBetweenPoints(x, b))
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if dist > s1.RightChordAngle {
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dist, _ = updateMinDistance(Point{x.Mul(-1)}, a, b, dist, true)
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dist = s1.StraightChordAngle - dist
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}
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if maxDist < dist {
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return dist, true
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}
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return maxDist, false
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}
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// IsInteriorDistanceLess reports whether the minimum distance from X to the edge
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// AB is attained at an interior point of AB (i.e., not an endpoint), and that
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// distance is less than limit. (Specify limit.Successor() for less than or equal to).
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func IsInteriorDistanceLess(x, a, b Point, limit s1.ChordAngle) bool {
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_, less := UpdateMinInteriorDistance(x, a, b, limit)
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return less
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}
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// UpdateMinInteriorDistance reports whether the minimum distance from X to AB
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// is attained at an interior point of AB (i.e., not an endpoint), and that distance
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// is less than minDist. If so, the value of minDist is updated and true is returned.
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// Otherwise it is unchanged and returns false.
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func UpdateMinInteriorDistance(x, a, b Point, minDist s1.ChordAngle) (s1.ChordAngle, bool) {
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return interiorDist(x, a, b, minDist, false)
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}
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// Project returns the point along the edge AB that is closest to the point X.
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// The fractional distance of this point along the edge AB can be obtained
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// using DistanceFraction.
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//
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// This requires that all points are unit length.
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func Project(x, a, b Point) Point {
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aXb := a.PointCross(b)
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// Find the closest point to X along the great circle through AB.
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p := x.Sub(aXb.Mul(x.Dot(aXb.Vector) / aXb.Vector.Norm2()))
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// If this point is on the edge AB, then it's the closest point.
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if Sign(aXb, a, Point{p}) && Sign(Point{p}, b, aXb) {
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return Point{p.Normalize()}
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}
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// Otherwise, the closest point is either A or B.
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if x.Sub(a.Vector).Norm2() <= x.Sub(b.Vector).Norm2() {
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return a
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}
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return b
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}
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// DistanceFraction returns the distance ratio of the point X along an edge AB.
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// If X is on the line segment AB, this is the fraction T such
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// that X == Interpolate(T, A, B).
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//
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// This requires that A and B are distinct.
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func DistanceFraction(x, a, b Point) float64 {
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d0 := x.Angle(a.Vector)
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d1 := x.Angle(b.Vector)
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return float64(d0 / (d0 + d1))
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}
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// Interpolate returns the point X along the line segment AB whose distance from A
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// is the given fraction "t" of the distance AB. Does NOT require that "t" be
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// between 0 and 1. Note that all distances are measured on the surface of
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// the sphere, so this is more complicated than just computing (1-t)*a + t*b
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// and normalizing the result.
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func Interpolate(t float64, a, b Point) Point {
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if t == 0 {
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return a
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}
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if t == 1 {
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return b
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}
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ab := a.Angle(b.Vector)
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return InterpolateAtDistance(s1.Angle(t)*ab, a, b)
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}
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// InterpolateAtDistance returns the point X along the line segment AB whose
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// distance from A is the angle ax.
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func InterpolateAtDistance(ax s1.Angle, a, b Point) Point {
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aRad := ax.Radians()
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// Use PointCross to compute the tangent vector at A towards B. The
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// result is always perpendicular to A, even if A=B or A=-B, but it is not
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// necessarily unit length. (We effectively normalize it below.)
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normal := a.PointCross(b)
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tangent := normal.Vector.Cross(a.Vector)
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// Now compute the appropriate linear combination of A and "tangent". With
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// infinite precision the result would always be unit length, but we
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// normalize it anyway to ensure that the error is within acceptable bounds.
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// (Otherwise errors can build up when the result of one interpolation is
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// fed into another interpolation.)
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return Point{(a.Mul(math.Cos(aRad)).Add(tangent.Mul(math.Sin(aRad) / tangent.Norm()))).Normalize()}
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}
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// minUpdateDistanceMaxError returns the maximum error in the result of
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// UpdateMinDistance (and the associated functions such as
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// UpdateMinInteriorDistance, IsDistanceLess, etc), assuming that all
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// input points are normalized to within the bounds guaranteed by r3.Vector's
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// Normalize. The error can be added or subtracted from an s1.ChordAngle
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// using its Expanded method.
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func minUpdateDistanceMaxError(dist s1.ChordAngle) float64 {
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// There are two cases for the maximum error in UpdateMinDistance(),
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// depending on whether the closest point is interior to the edge.
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return math.Max(minUpdateInteriorDistanceMaxError(dist), dist.MaxPointError())
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}
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// minUpdateInteriorDistanceMaxError returns the maximum error in the result of
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// UpdateMinInteriorDistance, assuming that all input points are normalized
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// to within the bounds guaranteed by Point's Normalize. The error can be added
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// or subtracted from an s1.ChordAngle using its Expanded method.
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//
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// Note that accuracy goes down as the distance approaches 0 degrees or 180
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// degrees (for different reasons). Near 0 degrees the error is acceptable
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// for all practical purposes (about 1.2e-15 radians ~= 8 nanometers). For
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// exactly antipodal points the maximum error is quite high (0.5 meters),
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// but this error drops rapidly as the points move away from antipodality
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// (approximately 1 millimeter for points that are 50 meters from antipodal,
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// and 1 micrometer for points that are 50km from antipodal).
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//
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// TODO(roberts): Currently the error bound does not hold for edges whose endpoints
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// are antipodal to within about 1e-15 radians (less than 1 micron). This could
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// be fixed by extending PointCross to use higher precision when necessary.
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func minUpdateInteriorDistanceMaxError(dist s1.ChordAngle) float64 {
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// If a point is more than 90 degrees from an edge, then the minimum
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// distance is always to one of the endpoints, not to the edge interior.
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if dist >= s1.RightChordAngle {
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return 0.0
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}
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// This bound includes all source of error, assuming that the input points
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// are normalized. a and b are components of chord length that are
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// perpendicular and parallel to a plane containing the edge respectively.
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b := math.Min(1.0, 0.5*float64(dist))
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a := math.Sqrt(b * (2 - b))
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return ((2.5+2*math.Sqrt(3)+8.5*a)*a +
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(2+2*math.Sqrt(3)/3+6.5*(1-b))*b +
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(23+16/math.Sqrt(3))*dblEpsilon) * dblEpsilon
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}
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// updateMinDistance computes the distance from a point X to a line segment AB,
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// and if either the distance was less than the given minDist, or alwaysUpdate is
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// true, the value and whether it was updated are returned.
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func updateMinDistance(x, a, b Point, minDist s1.ChordAngle, alwaysUpdate bool) (s1.ChordAngle, bool) {
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if d, ok := interiorDist(x, a, b, minDist, alwaysUpdate); ok {
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// Minimum distance is attained along the edge interior.
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return d, true
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}
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// Otherwise the minimum distance is to one of the endpoints.
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xa2, xb2 := (x.Sub(a.Vector)).Norm2(), x.Sub(b.Vector).Norm2()
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dist := s1.ChordAngle(math.Min(xa2, xb2))
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if !alwaysUpdate && dist >= minDist {
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return minDist, false
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}
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return dist, true
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}
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// interiorDist returns the shortest distance from point x to edge ab, assuming
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// that the closest point to X is interior to AB. If the closest point is not
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// interior to AB, interiorDist returns (minDist, false). If alwaysUpdate is set to
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// false, the distance is only updated when the value exceeds certain the given minDist.
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func interiorDist(x, a, b Point, minDist s1.ChordAngle, alwaysUpdate bool) (s1.ChordAngle, bool) {
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// Chord distance of x to both end points a and b.
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xa2, xb2 := (x.Sub(a.Vector)).Norm2(), x.Sub(b.Vector).Norm2()
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// The closest point on AB could either be one of the two vertices (the
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// vertex case) or in the interior (the interior case). Let C = A x B.
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// If X is in the spherical wedge extending from A to B around the axis
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// through C, then we are in the interior case. Otherwise we are in the
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// vertex case.
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//
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// Check whether we might be in the interior case. For this to be true, XAB
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// and XBA must both be acute angles. Checking this condition exactly is
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// expensive, so instead we consider the planar triangle ABX (which passes
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// through the sphere's interior). The planar angles XAB and XBA are always
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// less than the corresponding spherical angles, so if we are in the
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// interior case then both of these angles must be acute.
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//
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// We check this by computing the squared edge lengths of the planar
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// triangle ABX, and testing whether angles XAB and XBA are both acute using
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// the law of cosines:
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//
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// | XA^2 - XB^2 | < AB^2 (*)
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//
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// This test must be done conservatively (taking numerical errors into
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// account) since otherwise we might miss a situation where the true minimum
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// distance is achieved by a point on the edge interior.
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//
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// There are two sources of error in the expression above (*). The first is
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// that points are not normalized exactly; they are only guaranteed to be
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// within 2 * dblEpsilon of unit length. Under the assumption that the two
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// sides of (*) are nearly equal, the total error due to normalization errors
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// can be shown to be at most
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//
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// 2 * dblEpsilon * (XA^2 + XB^2 + AB^2) + 8 * dblEpsilon ^ 2 .
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//
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// The other source of error is rounding of results in the calculation of (*).
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// Each of XA^2, XB^2, AB^2 has a maximum relative error of 2.5 * dblEpsilon,
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// plus an additional relative error of 0.5 * dblEpsilon in the final
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// subtraction which we further bound as 0.25 * dblEpsilon * (XA^2 + XB^2 +
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// AB^2) for convenience. This yields a final error bound of
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//
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// 4.75 * dblEpsilon * (XA^2 + XB^2 + AB^2) + 8 * dblEpsilon ^ 2 .
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ab2 := a.Sub(b.Vector).Norm2()
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maxError := (4.75*dblEpsilon*(xa2+xb2+ab2) + 8*dblEpsilon*dblEpsilon)
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if math.Abs(xa2-xb2) >= ab2+maxError {
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return minDist, false
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}
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// The minimum distance might be to a point on the edge interior. Let R
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// be closest point to X that lies on the great circle through AB. Rather
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// than computing the geodesic distance along the surface of the sphere,
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// instead we compute the "chord length" through the sphere's interior.
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//
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// The squared chord length XR^2 can be expressed as XQ^2 + QR^2, where Q
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// is the point X projected onto the plane through the great circle AB.
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// The distance XQ^2 can be written as (X.C)^2 / |C|^2 where C = A x B.
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// We ignore the QR^2 term and instead use XQ^2 as a lower bound, since it
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// is faster and the corresponding distance on the Earth's surface is
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// accurate to within 1% for distances up to about 1800km.
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c := a.PointCross(b)
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c2 := c.Norm2()
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xDotC := x.Dot(c.Vector)
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xDotC2 := xDotC * xDotC
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if !alwaysUpdate && xDotC2 > c2*float64(minDist) {
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// The closest point on the great circle AB is too far away. We need to
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// test this using ">" rather than ">=" because the actual minimum bound
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// on the distance is (xDotC2 / c2), which can be rounded differently
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// than the (more efficient) multiplicative test above.
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return minDist, false
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}
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// Otherwise we do the exact, more expensive test for the interior case.
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// This test is very likely to succeed because of the conservative planar
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// test we did initially.
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//
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// TODO(roberts): Ensure that the errors in test are accurately reflected in the
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// minUpdateInteriorDistanceMaxError.
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cx := c.Cross(x.Vector)
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if a.Sub(x.Vector).Dot(cx) >= 0 || b.Sub(x.Vector).Dot(cx) <= 0 {
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return minDist, false
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}
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// Compute the squared chord length XR^2 = XQ^2 + QR^2 (see above).
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// This calculation has good accuracy for all chord lengths since it
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// is based on both the dot product and cross product (rather than
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// deriving one from the other). However, note that the chord length
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// representation itself loses accuracy as the angle approaches π.
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qr := 1 - math.Sqrt(cx.Norm2()/c2)
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dist := s1.ChordAngle((xDotC2 / c2) + (qr * qr))
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if !alwaysUpdate && dist >= minDist {
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return minDist, false
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}
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return dist, true
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}
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// updateEdgePairMinDistance computes the minimum distance between the given
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// pair of edges. If the two edges cross, the distance is zero. The cases
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// a0 == a1 and b0 == b1 are handled correctly.
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func updateEdgePairMinDistance(a0, a1, b0, b1 Point, minDist s1.ChordAngle) (s1.ChordAngle, bool) {
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if minDist == 0 {
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return 0, false
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}
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if CrossingSign(a0, a1, b0, b1) == Cross {
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minDist = 0
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return 0, true
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}
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// Otherwise, the minimum distance is achieved at an endpoint of at least
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// one of the two edges. We ensure that all four possibilities are always checked.
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//
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// The calculation below computes each of the six vertex-vertex distances
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// twice (this could be optimized).
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var ok1, ok2, ok3, ok4 bool
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minDist, ok1 = UpdateMinDistance(a0, b0, b1, minDist)
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minDist, ok2 = UpdateMinDistance(a1, b0, b1, minDist)
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minDist, ok3 = UpdateMinDistance(b0, a0, a1, minDist)
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minDist, ok4 = UpdateMinDistance(b1, a0, a1, minDist)
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return minDist, ok1 || ok2 || ok3 || ok4
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}
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// updateEdgePairMaxDistance reports the minimum distance between the given pair of edges.
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// If one edge crosses the antipodal reflection of the other, the distance is pi.
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func updateEdgePairMaxDistance(a0, a1, b0, b1 Point, maxDist s1.ChordAngle) (s1.ChordAngle, bool) {
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if maxDist == s1.StraightChordAngle {
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return s1.StraightChordAngle, false
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}
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if CrossingSign(a0, a1, Point{b0.Mul(-1)}, Point{b1.Mul(-1)}) == Cross {
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return s1.StraightChordAngle, true
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}
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// Otherwise, the maximum distance is achieved at an endpoint of at least
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// one of the two edges. We ensure that all four possibilities are always checked.
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|
//
|
||
|
// The calculation below computes each of the six vertex-vertex distances
|
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|
// twice (this could be optimized).
|
||
|
var ok1, ok2, ok3, ok4 bool
|
||
|
maxDist, ok1 = UpdateMaxDistance(a0, b0, b1, maxDist)
|
||
|
maxDist, ok2 = UpdateMaxDistance(a1, b0, b1, maxDist)
|
||
|
maxDist, ok3 = UpdateMaxDistance(b0, a0, a1, maxDist)
|
||
|
maxDist, ok4 = UpdateMaxDistance(b1, a0, a1, maxDist)
|
||
|
return maxDist, ok1 || ok2 || ok3 || ok4
|
||
|
}
|
||
|
|
||
|
// EdgePairClosestPoints returns the pair of points (a, b) that achieves the
|
||
|
// minimum distance between edges a0a1 and b0b1, where a is a point on a0a1 and
|
||
|
// b is a point on b0b1. If the two edges intersect, a and b are both equal to
|
||
|
// the intersection point. Handles a0 == a1 and b0 == b1 correctly.
|
||
|
func EdgePairClosestPoints(a0, a1, b0, b1 Point) (Point, Point) {
|
||
|
if CrossingSign(a0, a1, b0, b1) == Cross {
|
||
|
x := Intersection(a0, a1, b0, b1)
|
||
|
return x, x
|
||
|
}
|
||
|
// We save some work by first determining which vertex/edge pair achieves
|
||
|
// the minimum distance, and then computing the closest point on that edge.
|
||
|
var minDist s1.ChordAngle
|
||
|
var ok bool
|
||
|
|
||
|
minDist, ok = updateMinDistance(a0, b0, b1, minDist, true)
|
||
|
closestVertex := 0
|
||
|
if minDist, ok = UpdateMinDistance(a1, b0, b1, minDist); ok {
|
||
|
closestVertex = 1
|
||
|
}
|
||
|
if minDist, ok = UpdateMinDistance(b0, a0, a1, minDist); ok {
|
||
|
closestVertex = 2
|
||
|
}
|
||
|
if minDist, ok = UpdateMinDistance(b1, a0, a1, minDist); ok {
|
||
|
closestVertex = 3
|
||
|
}
|
||
|
switch closestVertex {
|
||
|
case 0:
|
||
|
return a0, Project(a0, b0, b1)
|
||
|
case 1:
|
||
|
return a1, Project(a1, b0, b1)
|
||
|
case 2:
|
||
|
return Project(b0, a0, a1), b0
|
||
|
case 3:
|
||
|
return Project(b1, a0, a1), b1
|
||
|
default:
|
||
|
panic("illegal case reached")
|
||
|
}
|
||
|
}
|