// 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 // This file contains a collection of methods for: // // (1) Robustly clipping geodesic edges to the faces of the S2 biunit cube // (see s2stuv), and // // (2) Robustly clipping 2D edges against 2D rectangles. // // These functions can be used to efficiently find the set of CellIDs that // are intersected by a geodesic edge (e.g., see CrossingEdgeQuery). import ( "math" "github.com/golang/geo/r1" "github.com/golang/geo/r2" "github.com/golang/geo/r3" ) const ( // edgeClipErrorUVCoord is the maximum error in a u- or v-coordinate // compared to the exact result, assuming that the points A and B are in // the rectangle [-1,1]x[1,1] or slightly outside it (by 1e-10 or less). edgeClipErrorUVCoord = 2.25 * dblEpsilon // edgeClipErrorUVDist is the maximum distance from a clipped point to // the corresponding exact result. It is equal to the error in a single // coordinate because at most one coordinate is subject to error. edgeClipErrorUVDist = 2.25 * dblEpsilon // faceClipErrorRadians is the maximum angle between a returned vertex // and the nearest point on the exact edge AB. It is equal to the // maximum directional error in PointCross, plus the error when // projecting points onto a cube face. faceClipErrorRadians = 3 * dblEpsilon // faceClipErrorDist is the same angle expressed as a maximum distance // in (u,v)-space. In other words, a returned vertex is at most this far // from the exact edge AB projected into (u,v)-space. faceClipErrorUVDist = 9 * dblEpsilon // faceClipErrorUVCoord is the maximum angle between a returned vertex // and the nearest point on the exact edge AB expressed as the maximum error // in an individual u- or v-coordinate. In other words, for each // returned vertex there is a point on the exact edge AB whose u- and // v-coordinates differ from the vertex by at most this amount. faceClipErrorUVCoord = 9.0 * (1.0 / math.Sqrt2) * dblEpsilon // intersectsRectErrorUVDist is the maximum error when computing if a point // intersects with a given Rect. If some point of AB is inside the // rectangle by at least this distance, the result is guaranteed to be true; // if all points of AB are outside the rectangle by at least this distance, // the result is guaranteed to be false. This bound assumes that rect is // a subset of the rectangle [-1,1]x[-1,1] or extends slightly outside it // (e.g., by 1e-10 or less). intersectsRectErrorUVDist = 3 * math.Sqrt2 * dblEpsilon ) // ClipToFace returns the (u,v) coordinates for the portion of the edge AB that // intersects the given face, or false if the edge AB does not intersect. // This method guarantees that the clipped vertices lie within the [-1,1]x[-1,1] // cube face rectangle and are within faceClipErrorUVDist of the line AB, but // the results may differ from those produced by FaceSegments. func ClipToFace(a, b Point, face int) (aUV, bUV r2.Point, intersects bool) { return ClipToPaddedFace(a, b, face, 0.0) } // ClipToPaddedFace returns the (u,v) coordinates for the portion of the edge AB that // intersects the given face, but rather than clipping to the square [-1,1]x[-1,1] // in (u,v) space, this method clips to [-R,R]x[-R,R] where R=(1+padding). // Padding must be non-negative. func ClipToPaddedFace(a, b Point, f int, padding float64) (aUV, bUV r2.Point, intersects bool) { // Fast path: both endpoints are on the given face. if face(a.Vector) == f && face(b.Vector) == f { au, av := validFaceXYZToUV(f, a.Vector) bu, bv := validFaceXYZToUV(f, b.Vector) return r2.Point{au, av}, r2.Point{bu, bv}, true } // Convert everything into the (u,v,w) coordinates of the given face. Note // that the cross product *must* be computed in the original (x,y,z) // coordinate system because PointCross (unlike the mathematical cross // product) can produce different results in different coordinate systems // when one argument is a linear multiple of the other, due to the use of // symbolic perturbations. normUVW := pointUVW(faceXYZtoUVW(f, a.PointCross(b))) aUVW := pointUVW(faceXYZtoUVW(f, a)) bUVW := pointUVW(faceXYZtoUVW(f, b)) // Padding is handled by scaling the u- and v-components of the normal. // Letting R=1+padding, this means that when we compute the dot product of // the normal with a cube face vertex (such as (-1,-1,1)), we will actually // compute the dot product with the scaled vertex (-R,-R,1). This allows // methods such as intersectsFace, exitAxis, etc, to handle padding // with no further modifications. scaleUV := 1 + padding scaledN := pointUVW{r3.Vector{X: scaleUV * normUVW.X, Y: scaleUV * normUVW.Y, Z: normUVW.Z}} if !scaledN.intersectsFace() { return aUV, bUV, false } // TODO(roberts): This is a workaround for extremely small vectors where some // loss of precision can occur in Normalize causing underflow. When PointCross // is updated to work around this, this can be removed. if math.Max(math.Abs(normUVW.X), math.Max(math.Abs(normUVW.Y), math.Abs(normUVW.Z))) < math.Ldexp(1, -511) { normUVW = pointUVW{normUVW.Mul(math.Ldexp(1, 563))} } normUVW = pointUVW{normUVW.Normalize()} aTan := pointUVW{normUVW.Cross(aUVW.Vector)} bTan := pointUVW{bUVW.Cross(normUVW.Vector)} // As described in clipDestination, if the sum of the scores from clipping the two // endpoints is 3 or more, then the segment does not intersect this face. aUV, aScore := clipDestination(bUVW, aUVW, pointUVW{scaledN.Mul(-1)}, bTan, aTan, scaleUV) bUV, bScore := clipDestination(aUVW, bUVW, scaledN, aTan, bTan, scaleUV) return aUV, bUV, aScore+bScore < 3 } // ClipEdge returns the portion of the edge defined by AB that is contained by the // given rectangle. If there is no intersection, false is returned and aClip and bClip // are undefined. func ClipEdge(a, b r2.Point, clip r2.Rect) (aClip, bClip r2.Point, intersects bool) { // Compute the bounding rectangle of AB, clip it, and then extract the new // endpoints from the clipped bound. bound := r2.RectFromPoints(a, b) if bound, intersects = clipEdgeBound(a, b, clip, bound); !intersects { return aClip, bClip, false } ai := 0 if a.X > b.X { ai = 1 } aj := 0 if a.Y > b.Y { aj = 1 } return bound.VertexIJ(ai, aj), bound.VertexIJ(1-ai, 1-aj), true } // The three functions below (sumEqual, intersectsFace, intersectsOppositeEdges) // all compare a sum (u + v) to a third value w. They are implemented in such a // way that they produce an exact result even though all calculations are done // with ordinary floating-point operations. Here are the principles on which these // functions are based: // // A. If u + v < w in floating-point, then u + v < w in exact arithmetic. // // B. If u + v < w in exact arithmetic, then at least one of the following // expressions is true in floating-point: // u + v < w // u < w - v // v < w - u // // Proof: By rearranging terms and substituting ">" for "<", we can assume // that all values are non-negative. Now clearly "w" is not the smallest // value, so assume WLOG that "u" is the smallest. We want to show that // u < w - v in floating-point. If v >= w/2, the calculation of w - v is // exact since the result is smaller in magnitude than either input value, // so the result holds. Otherwise we have u <= v < w/2 and w - v >= w/2 // (even in floating point), so the result also holds. // sumEqual reports whether u + v == w exactly. func sumEqual(u, v, w float64) bool { return (u+v == w) && (u == w-v) && (v == w-u) } // pointUVW represents a Point in (u,v,w) coordinate space of a cube face. type pointUVW Point // intersectsFace reports whether a given directed line L intersects the cube face F. // The line L is defined by its normal N in the (u,v,w) coordinates of F. func (p pointUVW) intersectsFace() bool { // L intersects the [-1,1]x[-1,1] square in (u,v) if and only if the dot // products of N with the four corner vertices (-1,-1,1), (1,-1,1), (1,1,1), // and (-1,1,1) do not all have the same sign. This is true exactly when // |Nu| + |Nv| >= |Nw|. The code below evaluates this expression exactly. u := math.Abs(p.X) v := math.Abs(p.Y) w := math.Abs(p.Z) // We only need to consider the cases where u or v is the smallest value, // since if w is the smallest then both expressions below will have a // positive LHS and a negative RHS. return (v >= w-u) && (u >= w-v) } // intersectsOppositeEdges reports whether a directed line L intersects two // opposite edges of a cube face F. This includs the case where L passes // exactly through a corner vertex of F. The directed line L is defined // by its normal N in the (u,v,w) coordinates of F. func (p pointUVW) intersectsOppositeEdges() bool { // The line L intersects opposite edges of the [-1,1]x[-1,1] (u,v) square if // and only exactly two of the corner vertices lie on each side of L. This // is true exactly when ||Nu| - |Nv|| >= |Nw|. The code below evaluates this // expression exactly. u := math.Abs(p.X) v := math.Abs(p.Y) w := math.Abs(p.Z) // If w is the smallest, the following line returns an exact result. if math.Abs(u-v) != w { return math.Abs(u-v) >= w } // Otherwise u - v = w exactly, or w is not the smallest value. In either // case the following returns the correct result. if u >= v { return u-w >= v } return v-w >= u } // axis represents the possible results of exitAxis. type axis int const ( axisU axis = iota axisV ) // exitAxis reports which axis the directed line L exits the cube face F on. // The directed line L is represented by its CCW normal N in the (u,v,w) coordinates // of F. It returns axisU if L exits through the u=-1 or u=+1 edge, and axisV if L exits // through the v=-1 or v=+1 edge. Either result is acceptable if L exits exactly // through a corner vertex of the cube face. func (p pointUVW) exitAxis() axis { if p.intersectsOppositeEdges() { // The line passes through through opposite edges of the face. // It exits through the v=+1 or v=-1 edge if the u-component of N has a // larger absolute magnitude than the v-component. if math.Abs(p.X) >= math.Abs(p.Y) { return axisV } return axisU } // The line passes through through two adjacent edges of the face. // It exits the v=+1 or v=-1 edge if an even number of the components of N // are negative. We test this using signbit() rather than multiplication // to avoid the possibility of underflow. var x, y, z int if math.Signbit(p.X) { x = 1 } if math.Signbit(p.Y) { y = 1 } if math.Signbit(p.Z) { z = 1 } if x^y^z == 0 { return axisV } return axisU } // exitPoint returns the UV coordinates of the point where a directed line L (represented // by the CCW normal of this point), exits the cube face this point is derived from along // the given axis. func (p pointUVW) exitPoint(a axis) r2.Point { if a == axisU { u := -1.0 if p.Y > 0 { u = 1.0 } return r2.Point{u, (-u*p.X - p.Z) / p.Y} } v := -1.0 if p.X < 0 { v = 1.0 } return r2.Point{(-v*p.Y - p.Z) / p.X, v} } // clipDestination returns a score which is used to indicate if the clipped edge AB // on the given face intersects the face at all. This function returns the score for // the given endpoint, which is an integer ranging from 0 to 3. If the sum of the scores // from both of the endpoints is 3 or more, then edge AB does not intersect this face. // // First, it clips the line segment AB to find the clipped destination B' on a given // face. (The face is specified implicitly by expressing *all arguments* in the (u,v,w) // coordinates of that face.) Second, it partially computes whether the segment AB // intersects this face at all. The actual condition is fairly complicated, but it // turns out that it can be expressed as a "score" that can be computed independently // when clipping the two endpoints A and B. func clipDestination(a, b, scaledN, aTan, bTan pointUVW, scaleUV float64) (r2.Point, int) { var uv r2.Point // Optimization: if B is within the safe region of the face, use it. maxSafeUVCoord := 1 - faceClipErrorUVCoord if b.Z > 0 { uv = r2.Point{b.X / b.Z, b.Y / b.Z} if math.Max(math.Abs(uv.X), math.Abs(uv.Y)) <= maxSafeUVCoord { return uv, 0 } } // Otherwise find the point B' where the line AB exits the face. uv = scaledN.exitPoint(scaledN.exitAxis()).Mul(scaleUV) p := pointUVW(Point{r3.Vector{uv.X, uv.Y, 1.0}}) // Determine if the exit point B' is contained within the segment. We do this // by computing the dot products with two inward-facing tangent vectors at A // and B. If either dot product is negative, we say that B' is on the "wrong // side" of that point. As the point B' moves around the great circle AB past // the segment endpoint B, it is initially on the wrong side of B only; as it // moves further it is on the wrong side of both endpoints; and then it is on // the wrong side of A only. If the exit point B' is on the wrong side of // either endpoint, we can't use it; instead the segment is clipped at the // original endpoint B. // // We reject the segment if the sum of the scores of the two endpoints is 3 // or more. Here is what that rule encodes: // - If B' is on the wrong side of A, then the other clipped endpoint A' // must be in the interior of AB (otherwise AB' would go the wrong way // around the circle). There is a similar rule for A'. // - If B' is on the wrong side of either endpoint (and therefore we must // use the original endpoint B instead), then it must be possible to // project B onto this face (i.e., its w-coordinate must be positive). // This rule is only necessary to handle certain zero-length edges (A=B). score := 0 if p.Sub(a.Vector).Dot(aTan.Vector) < 0 { score = 2 // B' is on wrong side of A. } else if p.Sub(b.Vector).Dot(bTan.Vector) < 0 { score = 1 // B' is on wrong side of B. } if score > 0 { // B' is not in the interior of AB. if b.Z <= 0 { score = 3 // B cannot be projected onto this face. } else { uv = r2.Point{b.X / b.Z, b.Y / b.Z} } } return uv, score } // updateEndpoint returns the interval with the specified endpoint updated to // the given value. If the value lies beyond the opposite endpoint, nothing is // changed and false is returned. func updateEndpoint(bound r1.Interval, highEndpoint bool, value float64) (r1.Interval, bool) { if !highEndpoint { if bound.Hi < value { return bound, false } if bound.Lo < value { bound.Lo = value } return bound, true } if bound.Lo > value { return bound, false } if bound.Hi > value { bound.Hi = value } return bound, true } // clipBoundAxis returns the clipped versions of the bounding intervals for the given // axes for the line segment from (a0,a1) to (b0,b1) so that neither extends beyond the // given clip interval. negSlope is a precomputed helper variable that indicates which // diagonal of the bounding box is spanned by AB; it is false if AB has positive slope, // and true if AB has negative slope. If the clipping interval doesn't overlap the bounds, // false is returned. func clipBoundAxis(a0, b0 float64, bound0 r1.Interval, a1, b1 float64, bound1 r1.Interval, negSlope bool, clip r1.Interval) (bound0c, bound1c r1.Interval, updated bool) { if bound0.Lo < clip.Lo { // If the upper bound is below the clips lower bound, there is nothing to do. if bound0.Hi < clip.Lo { return bound0, bound1, false } // narrow the intervals lower bound to the clip bound. bound0.Lo = clip.Lo if bound1, updated = updateEndpoint(bound1, negSlope, interpolateFloat64(clip.Lo, a0, b0, a1, b1)); !updated { return bound0, bound1, false } } if bound0.Hi > clip.Hi { // If the lower bound is above the clips upper bound, there is nothing to do. if bound0.Lo > clip.Hi { return bound0, bound1, false } // narrow the intervals upper bound to the clip bound. bound0.Hi = clip.Hi if bound1, updated = updateEndpoint(bound1, !negSlope, interpolateFloat64(clip.Hi, a0, b0, a1, b1)); !updated { return bound0, bound1, false } } return bound0, bound1, true } // edgeIntersectsRect reports whether the edge defined by AB intersects the // given closed rectangle to within the error bound. func edgeIntersectsRect(a, b r2.Point, r r2.Rect) bool { // First check whether the bounds of a Rect around AB intersects the given rect. if !r.Intersects(r2.RectFromPoints(a, b)) { return false } // Otherwise AB intersects the rect if and only if all four vertices of rect // do not lie on the same side of the extended line AB. We test this by finding // the two vertices of rect with minimum and maximum projections onto the normal // of AB, and computing their dot products with the edge normal. n := b.Sub(a).Ortho() i := 0 if n.X >= 0 { i = 1 } j := 0 if n.Y >= 0 { j = 1 } max := n.Dot(r.VertexIJ(i, j).Sub(a)) min := n.Dot(r.VertexIJ(1-i, 1-j).Sub(a)) return (max >= 0) && (min <= 0) } // clippedEdgeBound returns the bounding rectangle of the portion of the edge defined // by AB intersected by clip. The resulting bound may be empty. This is a convenience // function built on top of clipEdgeBound. func clippedEdgeBound(a, b r2.Point, clip r2.Rect) r2.Rect { bound := r2.RectFromPoints(a, b) if b1, intersects := clipEdgeBound(a, b, clip, bound); intersects { return b1 } return r2.EmptyRect() } // clipEdgeBound clips an edge AB to sequence of rectangles efficiently. // It represents the clipped edges by their bounding boxes rather than as a pair of // endpoints. Specifically, let A'B' be some portion of an edge AB, and let bound be // a tight bound of A'B'. This function returns the bound that is a tight bound // of A'B' intersected with a given rectangle. If A'B' does not intersect clip, // it returns false and the original bound. func clipEdgeBound(a, b r2.Point, clip, bound r2.Rect) (r2.Rect, bool) { // negSlope indicates which diagonal of the bounding box is spanned by AB: it // is false if AB has positive slope, and true if AB has negative slope. This is // used to determine which interval endpoints need to be updated each time // the edge is clipped. negSlope := (a.X > b.X) != (a.Y > b.Y) b0x, b0y, up1 := clipBoundAxis(a.X, b.X, bound.X, a.Y, b.Y, bound.Y, negSlope, clip.X) if !up1 { return bound, false } b1y, b1x, up2 := clipBoundAxis(a.Y, b.Y, b0y, a.X, b.X, b0x, negSlope, clip.Y) if !up2 { return r2.Rect{b0x, b0y}, false } return r2.Rect{X: b1x, Y: b1y}, true } // interpolateFloat64 returns a value with the same combination of a1 and b1 as the // given value x is of a and b. This function makes the following guarantees: // - If x == a, then x1 = a1 (exactly). // - If x == b, then x1 = b1 (exactly). // - If a <= x <= b, then a1 <= x1 <= b1 (even if a1 == b1). // This requires a != b. func interpolateFloat64(x, a, b, a1, b1 float64) float64 { // To get results that are accurate near both A and B, we interpolate // starting from the closer of the two points. if math.Abs(a-x) <= math.Abs(b-x) { return a1 + (b1-a1)*(x-a)/(b-a) } return b1 + (a1-b1)*(x-b)/(a-b) } // FaceSegment represents an edge AB clipped to an S2 cube face. It is // represented by a face index and a pair of (u,v) coordinates. type FaceSegment struct { face int a, b r2.Point } // FaceSegments subdivides the given edge AB at every point where it crosses the // boundary between two S2 cube faces and returns the corresponding FaceSegments. // The segments are returned in order from A toward B. The input points must be // unit length. // // This function guarantees that the returned segments form a continuous path // from A to B, and that all vertices are within faceClipErrorUVDist of the // line AB. All vertices lie within the [-1,1]x[-1,1] cube face rectangles. // The results are consistent with Sign, i.e. the edge is well-defined even its // endpoints are antipodal. // TODO(roberts): Extend the implementation of PointCross so that this is true. func FaceSegments(a, b Point) []FaceSegment { var segment FaceSegment // Fast path: both endpoints are on the same face. var aFace, bFace int aFace, segment.a.X, segment.a.Y = xyzToFaceUV(a.Vector) bFace, segment.b.X, segment.b.Y = xyzToFaceUV(b.Vector) if aFace == bFace { segment.face = aFace return []FaceSegment{segment} } // Starting at A, we follow AB from face to face until we reach the face // containing B. The following code is designed to ensure that we always // reach B, even in the presence of numerical errors. // // First we compute the normal to the plane containing A and B. This normal // becomes the ultimate definition of the line AB; it is used to resolve all // questions regarding where exactly the line goes. Unfortunately due to // numerical errors, the line may not quite intersect the faces containing // the original endpoints. We handle this by moving A and/or B slightly if // necessary so that they are on faces intersected by the line AB. ab := a.PointCross(b) aFace, segment.a = moveOriginToValidFace(aFace, a, ab, segment.a) bFace, segment.b = moveOriginToValidFace(bFace, b, Point{ab.Mul(-1)}, segment.b) // Now we simply follow AB from face to face until we reach B. var segments []FaceSegment segment.face = aFace bSaved := segment.b for face := aFace; face != bFace; { // Complete the current segment by finding the point where AB // exits the current face. z := faceXYZtoUVW(face, ab) n := pointUVW{z.Vector} exitAxis := n.exitAxis() segment.b = n.exitPoint(exitAxis) segments = append(segments, segment) // Compute the next face intersected by AB, and translate the exit // point of the current segment into the (u,v) coordinates of the // next face. This becomes the first point of the next segment. exitXyz := faceUVToXYZ(face, segment.b.X, segment.b.Y) face = nextFace(face, segment.b, exitAxis, n, bFace) exitUvw := faceXYZtoUVW(face, Point{exitXyz}) segment.face = face segment.a = r2.Point{exitUvw.X, exitUvw.Y} } // Finish the last segment. segment.b = bSaved return append(segments, segment) } // moveOriginToValidFace updates the origin point to a valid face if necessary. // Given a line segment AB whose origin A has been projected onto a given cube // face, determine whether it is necessary to project A onto a different face // instead. This can happen because the normal of the line AB is not computed // exactly, so that the line AB (defined as the set of points perpendicular to // the normal) may not intersect the cube face containing A. Even if it does // intersect the face, the exit point of the line from that face may be on // the wrong side of A (i.e., in the direction away from B). If this happens, // we reproject A onto the adjacent face where the line AB approaches A most // closely. This moves the origin by a small amount, but never more than the // error tolerances. func moveOriginToValidFace(face int, a, ab Point, aUV r2.Point) (int, r2.Point) { // Fast path: if the origin is sufficiently far inside the face, it is // always safe to use it. const maxSafeUVCoord = 1 - faceClipErrorUVCoord if math.Max(math.Abs((aUV).X), math.Abs((aUV).Y)) <= maxSafeUVCoord { return face, aUV } // Otherwise check whether the normal AB even intersects this face. z := faceXYZtoUVW(face, ab) n := pointUVW{z.Vector} if n.intersectsFace() { // Check whether the point where the line AB exits this face is on the // wrong side of A (by more than the acceptable error tolerance). uv := n.exitPoint(n.exitAxis()) exit := faceUVToXYZ(face, uv.X, uv.Y) aTangent := ab.Normalize().Cross(a.Vector) // We can use the given face. if exit.Sub(a.Vector).Dot(aTangent) >= -faceClipErrorRadians { return face, aUV } } // Otherwise we reproject A to the nearest adjacent face. (If line AB does // not pass through a given face, it must pass through all adjacent faces.) var dir int if math.Abs((aUV).X) >= math.Abs((aUV).Y) { // U-axis if aUV.X > 0 { dir = 1 } face = uvwFace(face, 0, dir) } else { // V-axis if aUV.Y > 0 { dir = 1 } face = uvwFace(face, 1, dir) } aUV.X, aUV.Y = validFaceXYZToUV(face, a.Vector) aUV.X = math.Max(-1.0, math.Min(1.0, aUV.X)) aUV.Y = math.Max(-1.0, math.Min(1.0, aUV.Y)) return face, aUV } // nextFace returns the next face that should be visited by FaceSegments, given that // we have just visited face and we are following the line AB (represented // by its normal N in the (u,v,w) coordinates of that face). The other // arguments include the point where AB exits face, the corresponding // exit axis, and the target face containing the destination point B. func nextFace(face int, exit r2.Point, axis axis, n pointUVW, targetFace int) int { // this bit is to work around C++ cleverly casting bools to ints for you. exitA := exit.X exit1MinusA := exit.Y if axis == axisV { exitA = exit.Y exit1MinusA = exit.X } exitAPos := 0 if exitA > 0 { exitAPos = 1 } exit1MinusAPos := 0 if exit1MinusA > 0 { exit1MinusAPos = 1 } // We return the face that is adjacent to the exit point along the given // axis. If line AB exits *exactly* through a corner of the face, there are // two possible next faces. If one is the target face containing B, then // we guarantee that we advance to that face directly. // // The three conditions below check that (1) AB exits approximately through // a corner, (2) the adjacent face along the non-exit axis is the target // face, and (3) AB exits *exactly* through the corner. (The sumEqual // code checks whether the dot product of (u,v,1) and n is exactly zero.) if math.Abs(exit1MinusA) == 1 && uvwFace(face, int(1-axis), exit1MinusAPos) == targetFace && sumEqual(exit.X*n.X, exit.Y*n.Y, -n.Z) { return targetFace } // Otherwise return the face that is adjacent to the exit point in the // direction of the exit axis. return uvwFace(face, int(axis), exitAPos) }