// Copyright 2017 Google Inc. All rights reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package s2 import ( "fmt" "math" "github.com/golang/geo/r3" "github.com/golang/geo/s1" ) const ( // intersectionError can be set somewhat arbitrarily, because the algorithm // uses more precision if necessary in order to achieve the specified error. // The only strict requirement is that intersectionError >= dblEpsilon // radians. However, using a larger error tolerance makes the algorithm more // efficient because it reduces the number of cases where exact arithmetic is // needed. intersectionError = s1.Angle(8 * dblError) // intersectionMergeRadius is used to ensure that intersection points that // are supposed to be coincident are merged back together into a single // vertex. This is required in order for various polygon operations (union, // intersection, etc) to work correctly. It is twice the intersection error // because two coincident intersection points might have errors in // opposite directions. intersectionMergeRadius = 2 * intersectionError ) // A Crossing indicates how edges cross. type Crossing int const ( // Cross means the edges cross. Cross Crossing = iota // MaybeCross means two vertices from different edges are the same. MaybeCross // DoNotCross means the edges do not cross. DoNotCross ) func (c Crossing) String() string { switch c { case Cross: return "Cross" case MaybeCross: return "MaybeCross" case DoNotCross: return "DoNotCross" default: return fmt.Sprintf("(BAD CROSSING %d)", c) } } // CrossingSign reports whether the edge AB intersects the edge CD. // If AB crosses CD at a point that is interior to both edges, Cross is returned. // If any two vertices from different edges are the same it returns MaybeCross. // Otherwise it returns DoNotCross. // If either edge is degenerate (A == B or C == D), the return value is MaybeCross // if two vertices from different edges are the same and DoNotCross otherwise. // // Properties of CrossingSign: // // (1) CrossingSign(b,a,c,d) == CrossingSign(a,b,c,d) // (2) CrossingSign(c,d,a,b) == CrossingSign(a,b,c,d) // (3) CrossingSign(a,b,c,d) == MaybeCross if a==c, a==d, b==c, b==d // (3) CrossingSign(a,b,c,d) == DoNotCross or MaybeCross if a==b or c==d // // This method implements an exact, consistent perturbation model such // that no three points are ever considered to be collinear. This means // that even if you have 4 points A, B, C, D that lie exactly in a line // (say, around the equator), C and D will be treated as being slightly to // one side or the other of AB. This is done in a way such that the // results are always consistent (see RobustSign). func CrossingSign(a, b, c, d Point) Crossing { crosser := NewChainEdgeCrosser(a, b, c) return crosser.ChainCrossingSign(d) } // VertexCrossing reports whether two edges "cross" in such a way that point-in-polygon // containment tests can be implemented by counting the number of edge crossings. // // Given two edges AB and CD where at least two vertices are identical // (i.e. CrossingSign(a,b,c,d) == 0), the basic rule is that a "crossing" // occurs if AB is encountered after CD during a CCW sweep around the shared // vertex starting from a fixed reference point. // // Note that according to this rule, if AB crosses CD then in general CD // does not cross AB. However, this leads to the correct result when // counting polygon edge crossings. For example, suppose that A,B,C are // three consecutive vertices of a CCW polygon. If we now consider the edge // crossings of a segment BP as P sweeps around B, the crossing number // changes parity exactly when BP crosses BA or BC. // // Useful properties of VertexCrossing (VC): // // (1) VC(a,a,c,d) == VC(a,b,c,c) == false // (2) VC(a,b,a,b) == VC(a,b,b,a) == true // (3) VC(a,b,c,d) == VC(a,b,d,c) == VC(b,a,c,d) == VC(b,a,d,c) // (3) If exactly one of a,b equals one of c,d, then exactly one of // VC(a,b,c,d) and VC(c,d,a,b) is true // // It is an error to call this method with 4 distinct vertices. func VertexCrossing(a, b, c, d Point) bool { // If A == B or C == D there is no intersection. We need to check this // case first in case 3 or more input points are identical. if a == b || c == d { return false } // If any other pair of vertices is equal, there is a crossing if and only // if OrderedCCW indicates that the edge AB is further CCW around the // shared vertex O (either A or B) than the edge CD, starting from an // arbitrary fixed reference point. // Optimization: if AB=CD or AB=DC, we can avoid most of the calculations. switch { case a == c: return (b == d) || OrderedCCW(Point{a.Ortho()}, d, b, a) case b == d: return OrderedCCW(Point{b.Ortho()}, c, a, b) case a == d: return (b == c) || OrderedCCW(Point{a.Ortho()}, c, b, a) case b == c: return OrderedCCW(Point{b.Ortho()}, d, a, b) } return false } // EdgeOrVertexCrossing is a convenience function that calls CrossingSign to // handle cases where all four vertices are distinct, and VertexCrossing to // handle cases where two or more vertices are the same. This defines a crossing // function such that point-in-polygon containment tests can be implemented // by simply counting edge crossings. func EdgeOrVertexCrossing(a, b, c, d Point) bool { switch CrossingSign(a, b, c, d) { case DoNotCross: return false case Cross: return true default: return VertexCrossing(a, b, c, d) } } // Intersection returns the intersection point of two edges AB and CD that cross // (CrossingSign(a,b,c,d) == Crossing). // // Useful properties of Intersection: // // (1) Intersection(b,a,c,d) == Intersection(a,b,d,c) == Intersection(a,b,c,d) // (2) Intersection(c,d,a,b) == Intersection(a,b,c,d) // // The returned intersection point X is guaranteed to be very close to the // true intersection point of AB and CD, even if the edges intersect at a // very small angle. func Intersection(a0, a1, b0, b1 Point) Point { // It is difficult to compute the intersection point of two edges accurately // when the angle between the edges is very small. Previously we handled // this by only guaranteeing that the returned intersection point is within // intersectionError of each edge. However, this means that when the edges // cross at a very small angle, the computed result may be very far from the // true intersection point. // // Instead this function now guarantees that the result is always within // intersectionError of the true intersection. This requires using more // sophisticated techniques and in some cases extended precision. // // - intersectionStable computes the intersection point using // projection and interpolation, taking care to minimize cancellation // error. // // - intersectionExact computes the intersection point using precision // arithmetic and converts the final result back to an Point. pt, ok := intersectionStable(a0, a1, b0, b1) if !ok { pt = intersectionExact(a0, a1, b0, b1) } // Make sure the intersection point is on the correct side of the sphere. // Since all vertices are unit length, and edges are less than 180 degrees, // (a0 + a1) and (b0 + b1) both have positive dot product with the // intersection point. We use the sum of all vertices to make sure that the // result is unchanged when the edges are swapped or reversed. if pt.Dot((a0.Add(a1.Vector)).Add(b0.Add(b1.Vector))) < 0 { pt = Point{pt.Mul(-1)} } return pt } // Computes the cross product of two vectors, normalized to be unit length. // Also returns the length of the cross // product before normalization, which is useful for estimating the amount of // error in the result. For numerical stability, the vectors should both be // approximately unit length. func robustNormalWithLength(x, y r3.Vector) (r3.Vector, float64) { var pt r3.Vector // This computes 2 * (x.Cross(y)), but has much better numerical // stability when x and y are unit length. tmp := x.Sub(y).Cross(x.Add(y)) length := tmp.Norm() if length != 0 { pt = tmp.Mul(1 / length) } return pt, 0.5 * length // Since tmp == 2 * (x.Cross(y)) } /* // intersectionSimple is not used by the C++ so it is skipped here. */ // projection returns the projection of aNorm onto X (x.Dot(aNorm)), and a bound // on the error in the result. aNorm is not necessarily unit length. // // The remaining parameters (the length of aNorm (aNormLen) and the edge endpoints // a0 and a1) allow this dot product to be computed more accurately and efficiently. func projection(x, aNorm r3.Vector, aNormLen float64, a0, a1 Point) (proj, bound float64) { // The error in the dot product is proportional to the lengths of the input // vectors, so rather than using x itself (a unit-length vector) we use // the vectors from x to the closer of the two edge endpoints. This // typically reduces the error by a huge factor. x0 := x.Sub(a0.Vector) x1 := x.Sub(a1.Vector) x0Dist2 := x0.Norm2() x1Dist2 := x1.Norm2() // If both distances are the same, we need to be careful to choose one // endpoint deterministically so that the result does not change if the // order of the endpoints is reversed. var dist float64 if x0Dist2 < x1Dist2 || (x0Dist2 == x1Dist2 && x0.Cmp(x1) == -1) { dist = math.Sqrt(x0Dist2) proj = x0.Dot(aNorm) } else { dist = math.Sqrt(x1Dist2) proj = x1.Dot(aNorm) } // This calculation bounds the error from all sources: the computation of // the normal, the subtraction of one endpoint, and the dot product itself. // dblError appears because the input points are assumed to be // normalized in double precision. // // For reference, the bounds that went into this calculation are: // ||N'-N|| <= ((1 + 2 * sqrt(3))||N|| + 32 * sqrt(3) * dblError) * epsilon // |(A.B)'-(A.B)| <= (1.5 * (A.B) + 1.5 * ||A|| * ||B||) * epsilon // ||(X-Y)'-(X-Y)|| <= ||X-Y|| * epsilon bound = (((3.5+2*math.Sqrt(3))*aNormLen+32*math.Sqrt(3)*dblError)*dist + 1.5*math.Abs(proj)) * epsilon return proj, bound } // compareEdges reports whether (a0,a1) is less than (b0,b1) with respect to a total // ordering on edges that is invariant under edge reversals. func compareEdges(a0, a1, b0, b1 Point) bool { if a0.Cmp(a1.Vector) != -1 { a0, a1 = a1, a0 } if b0.Cmp(b1.Vector) != -1 { b0, b1 = b1, b0 } return a0.Cmp(b0.Vector) == -1 || (a0 == b0 && b0.Cmp(b1.Vector) == -1) } // intersectionStable returns the intersection point of the edges (a0,a1) and // (b0,b1) if it can be computed to within an error of at most intersectionError // by this function. // // The intersection point is not guaranteed to have the correct sign because we // choose to use the longest of the two edges first. The sign is corrected by // Intersection. func intersectionStable(a0, a1, b0, b1 Point) (Point, bool) { // Sort the two edges so that (a0,a1) is longer, breaking ties in a // deterministic way that does not depend on the ordering of the endpoints. // This is desirable for two reasons: // - So that the result doesn't change when edges are swapped or reversed. // - It reduces error, since the first edge is used to compute the edge // normal (where a longer edge means less error), and the second edge // is used for interpolation (where a shorter edge means less error). aLen2 := a1.Sub(a0.Vector).Norm2() bLen2 := b1.Sub(b0.Vector).Norm2() if aLen2 < bLen2 || (aLen2 == bLen2 && compareEdges(a0, a1, b0, b1)) { return intersectionStableSorted(b0, b1, a0, a1) } return intersectionStableSorted(a0, a1, b0, b1) } // intersectionStableSorted is a helper function for intersectionStable. // It expects that the edges (a0,a1) and (b0,b1) have been sorted so that // the first edge passed in is longer. func intersectionStableSorted(a0, a1, b0, b1 Point) (Point, bool) { var pt Point // Compute the normal of the plane through (a0, a1) in a stable way. aNorm := a0.Sub(a1.Vector).Cross(a0.Add(a1.Vector)) aNormLen := aNorm.Norm() bLen := b1.Sub(b0.Vector).Norm() // Compute the projection (i.e., signed distance) of b0 and b1 onto the // plane through (a0, a1). Distances are scaled by the length of aNorm. b0Dist, b0Error := projection(b0.Vector, aNorm, aNormLen, a0, a1) b1Dist, b1Error := projection(b1.Vector, aNorm, aNormLen, a0, a1) // The total distance from b0 to b1 measured perpendicularly to (a0,a1) is // |b0Dist - b1Dist|. Note that b0Dist and b1Dist generally have // opposite signs because b0 and b1 are on opposite sides of (a0, a1). The // code below finds the intersection point by interpolating along the edge // (b0, b1) to a fractional distance of b0Dist / (b0Dist - b1Dist). // // It can be shown that the maximum error in the interpolation fraction is // // (b0Dist * b1Error - b1Dist * b0Error) / (distSum * (distSum - errorSum)) // // We save ourselves some work by scaling the result and the error bound by // "distSum", since the result is normalized to be unit length anyway. distSum := math.Abs(b0Dist - b1Dist) errorSum := b0Error + b1Error if distSum <= errorSum { return pt, false // Error is unbounded in this case. } x := b1.Mul(b0Dist).Sub(b0.Mul(b1Dist)) err := bLen*math.Abs(b0Dist*b1Error-b1Dist*b0Error)/ (distSum-errorSum) + 2*distSum*epsilon // Finally we normalize the result, compute the corresponding error, and // check whether the total error is acceptable. xLen := x.Norm() maxError := intersectionError if err > (float64(maxError)-epsilon)*xLen { return pt, false } return Point{x.Mul(1 / xLen)}, true } // intersectionExact returns the intersection point of (a0, a1) and (b0, b1) // using precise arithmetic. Note that the result is not exact because it is // rounded down to double precision at the end. Also, the intersection point // is not guaranteed to have the correct sign (i.e., the return value may need // to be negated). func intersectionExact(a0, a1, b0, b1 Point) Point { // Since we are using presice arithmetic, we don't need to worry about // numerical stability. a0P := r3.PreciseVectorFromVector(a0.Vector) a1P := r3.PreciseVectorFromVector(a1.Vector) b0P := r3.PreciseVectorFromVector(b0.Vector) b1P := r3.PreciseVectorFromVector(b1.Vector) aNormP := a0P.Cross(a1P) bNormP := b0P.Cross(b1P) xP := aNormP.Cross(bNormP) // The final Normalize() call is done in double precision, which creates a // directional error of up to 2*dblError. (Precise conversion and Normalize() // each contribute up to dblError of directional error.) x := xP.Vector() if x == (r3.Vector{}) { // The two edges are exactly collinear, but we still consider them to be // "crossing" because of simulation of simplicity. Out of the four // endpoints, exactly two lie in the interior of the other edge. Of // those two we return the one that is lexicographically smallest. x = r3.Vector{10, 10, 10} // Greater than any valid S2Point aNorm := Point{aNormP.Vector()} bNorm := Point{bNormP.Vector()} if OrderedCCW(b0, a0, b1, bNorm) && a0.Cmp(x) == -1 { return a0 } if OrderedCCW(b0, a1, b1, bNorm) && a1.Cmp(x) == -1 { return a1 } if OrderedCCW(a0, b0, a1, aNorm) && b0.Cmp(x) == -1 { return b0 } if OrderedCCW(a0, b1, a1, aNorm) && b1.Cmp(x) == -1 { return b1 } } return Point{x} }