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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
228 lines
8.4 KiB
Go
228 lines
8.4 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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"math"
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)
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// EdgeCrosser allows edges to be efficiently tested for intersection with a
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// given fixed edge AB. It is especially efficient when testing for
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// intersection with an edge chain connecting vertices v0, v1, v2, ...
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//
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// Example usage:
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//
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// func CountIntersections(a, b Point, edges []Edge) int {
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// count := 0
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// crosser := NewEdgeCrosser(a, b)
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// for _, edge := range edges {
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// if crosser.CrossingSign(&edge.First, &edge.Second) != DoNotCross {
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// count++
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// }
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// }
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// return count
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// }
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//
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type EdgeCrosser struct {
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a Point
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b Point
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aXb Point
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// To reduce the number of calls to expensiveSign, we compute an
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// outward-facing tangent at A and B if necessary. If the plane
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// perpendicular to one of these tangents separates AB from CD (i.e., one
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// edge on each side) then there is no intersection.
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aTangent Point // Outward-facing tangent at A.
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bTangent Point // Outward-facing tangent at B.
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// The fields below are updated for each vertex in the chain.
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c Point // Previous vertex in the vertex chain.
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acb Direction // The orientation of triangle ACB.
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}
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// NewEdgeCrosser returns an EdgeCrosser with the fixed edge AB.
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func NewEdgeCrosser(a, b Point) *EdgeCrosser {
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norm := a.PointCross(b)
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return &EdgeCrosser{
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a: a,
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b: b,
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aXb: Point{a.Cross(b.Vector)},
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aTangent: Point{a.Cross(norm.Vector)},
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bTangent: Point{norm.Cross(b.Vector)},
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}
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}
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// CrossingSign reports whether the edge AB intersects the edge CD. If any two
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// vertices from different edges are the same, returns MaybeCross. If either edge
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// is degenerate (A == B or C == D), returns either DoNotCross or MaybeCross.
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//
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// Properties of CrossingSign:
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//
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// (1) CrossingSign(b,a,c,d) == CrossingSign(a,b,c,d)
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// (2) CrossingSign(c,d,a,b) == CrossingSign(a,b,c,d)
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// (3) CrossingSign(a,b,c,d) == MaybeCross if a==c, a==d, b==c, b==d
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// (3) CrossingSign(a,b,c,d) == DoNotCross or MaybeCross if a==b or c==d
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//
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// Note that if you want to check an edge against a chain of other edges,
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// it is slightly more efficient to use the single-argument version
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// ChainCrossingSign below.
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func (e *EdgeCrosser) CrossingSign(c, d Point) Crossing {
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if c != e.c {
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e.RestartAt(c)
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}
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return e.ChainCrossingSign(d)
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}
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// EdgeOrVertexCrossing reports whether if CrossingSign(c, d) > 0, or AB and
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// CD share a vertex and VertexCrossing(a, b, c, d) is true.
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//
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// This method extends the concept of a "crossing" to the case where AB
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// and CD have a vertex in common. The two edges may or may not cross,
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// according to the rules defined in VertexCrossing above. The rules
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// are designed so that point containment tests can be implemented simply
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// by counting edge crossings. Similarly, determining whether one edge
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// chain crosses another edge chain can be implemented by counting.
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func (e *EdgeCrosser) EdgeOrVertexCrossing(c, d Point) bool {
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if c != e.c {
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e.RestartAt(c)
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}
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return e.EdgeOrVertexChainCrossing(d)
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}
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// NewChainEdgeCrosser is a convenience constructor that uses AB as the fixed edge,
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// and C as the first vertex of the vertex chain (equivalent to calling RestartAt(c)).
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//
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// You don't need to use this or any of the chain functions unless you're trying to
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// squeeze out every last drop of performance. Essentially all you are saving is a test
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// whether the first vertex of the current edge is the same as the second vertex of the
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// previous edge.
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func NewChainEdgeCrosser(a, b, c Point) *EdgeCrosser {
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e := NewEdgeCrosser(a, b)
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e.RestartAt(c)
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return e
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}
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// RestartAt sets the current point of the edge crosser to be c.
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// Call this method when your chain 'jumps' to a new place.
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// The argument must point to a value that persists until the next call.
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func (e *EdgeCrosser) RestartAt(c Point) {
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e.c = c
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e.acb = -triageSign(e.a, e.b, e.c)
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}
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// ChainCrossingSign is like CrossingSign, but uses the last vertex passed to one of
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// the crossing methods (or RestartAt) as the first vertex of the current edge.
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func (e *EdgeCrosser) ChainCrossingSign(d Point) Crossing {
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// For there to be an edge crossing, the triangles ACB, CBD, BDA, DAC must
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// all be oriented the same way (CW or CCW). We keep the orientation of ACB
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// as part of our state. When each new point D arrives, we compute the
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// orientation of BDA and check whether it matches ACB. This checks whether
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// the points C and D are on opposite sides of the great circle through AB.
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// Recall that triageSign is invariant with respect to rotating its
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// arguments, i.e. ABD has the same orientation as BDA.
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bda := triageSign(e.a, e.b, d)
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if e.acb == -bda && bda != Indeterminate {
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// The most common case -- triangles have opposite orientations. Save the
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// current vertex D as the next vertex C, and also save the orientation of
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// the new triangle ACB (which is opposite to the current triangle BDA).
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e.c = d
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e.acb = -bda
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return DoNotCross
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}
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return e.crossingSign(d, bda)
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}
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// EdgeOrVertexChainCrossing is like EdgeOrVertexCrossing, but uses the last vertex
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// passed to one of the crossing methods (or RestartAt) as the first vertex of the current edge.
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func (e *EdgeCrosser) EdgeOrVertexChainCrossing(d Point) bool {
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// We need to copy e.c since it is clobbered by ChainCrossingSign.
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c := e.c
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switch e.ChainCrossingSign(d) {
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case DoNotCross:
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return false
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case Cross:
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return true
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}
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return VertexCrossing(e.a, e.b, c, d)
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}
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// crossingSign handle the slow path of CrossingSign.
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func (e *EdgeCrosser) crossingSign(d Point, bda Direction) Crossing {
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// Compute the actual result, and then save the current vertex D as the next
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// vertex C, and save the orientation of the next triangle ACB (which is
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// opposite to the current triangle BDA).
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defer func() {
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e.c = d
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e.acb = -bda
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}()
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// At this point, a very common situation is that A,B,C,D are four points on
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// a line such that AB does not overlap CD. (For example, this happens when
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// a line or curve is sampled finely, or when geometry is constructed by
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// computing the union of S2CellIds.) Most of the time, we can determine
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// that AB and CD do not intersect using the two outward-facing
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// tangents at A and B (parallel to AB) and testing whether AB and CD are on
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// opposite sides of the plane perpendicular to one of these tangents. This
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// is moderately expensive but still much cheaper than expensiveSign.
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// The error in RobustCrossProd is insignificant. The maximum error in
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// the call to CrossProd (i.e., the maximum norm of the error vector) is
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// (0.5 + 1/sqrt(3)) * dblEpsilon. The maximum error in each call to
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// DotProd below is dblEpsilon. (There is also a small relative error
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// term that is insignificant because we are comparing the result against a
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// constant that is very close to zero.)
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maxError := (1.5 + 1/math.Sqrt(3)) * dblEpsilon
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if (e.c.Dot(e.aTangent.Vector) > maxError && d.Dot(e.aTangent.Vector) > maxError) || (e.c.Dot(e.bTangent.Vector) > maxError && d.Dot(e.bTangent.Vector) > maxError) {
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return DoNotCross
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}
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// Otherwise, eliminate the cases where two vertices from different edges are
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// equal. (These cases could be handled in the code below, but we would rather
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// avoid calling ExpensiveSign if possible.)
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if e.a == e.c || e.a == d || e.b == e.c || e.b == d {
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return MaybeCross
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}
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// Eliminate the cases where an input edge is degenerate. (Note that in
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// most cases, if CD is degenerate then this method is not even called
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// because acb and bda have different signs.)
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if e.a == e.b || e.c == d {
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return DoNotCross
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}
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// Otherwise it's time to break out the big guns.
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if e.acb == Indeterminate {
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e.acb = -expensiveSign(e.a, e.b, e.c)
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}
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if bda == Indeterminate {
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bda = expensiveSign(e.a, e.b, d)
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}
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if bda != e.acb {
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return DoNotCross
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}
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cbd := -RobustSign(e.c, d, e.b)
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if cbd != e.acb {
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return DoNotCross
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}
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dac := RobustSign(e.c, d, e.a)
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if dac != e.acb {
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return DoNotCross
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}
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return Cross
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}
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