// Copyright 2018 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 ( "math" "github.com/golang/geo/s1" ) // PointArea returns the area of triangle ABC. This method combines two different // algorithms to get accurate results for both large and small triangles. // The maximum error is about 5e-15 (about 0.25 square meters on the Earth's // surface), the same as GirardArea below, but unlike that method it is // also accurate for small triangles. Example: when the true area is 100 // square meters, PointArea yields an error about 1 trillion times smaller than // GirardArea. // // All points should be unit length, and no two points should be antipodal. // The area is always positive. func PointArea(a, b, c Point) float64 { // This method is based on l'Huilier's theorem, // // tan(E/4) = sqrt(tan(s/2) tan((s-a)/2) tan((s-b)/2) tan((s-c)/2)) // // where E is the spherical excess of the triangle (i.e. its area), // a, b, c are the side lengths, and // s is the semiperimeter (a + b + c) / 2. // // The only significant source of error using l'Huilier's method is the // cancellation error of the terms (s-a), (s-b), (s-c). This leads to a // *relative* error of about 1e-16 * s / min(s-a, s-b, s-c). This compares // to a relative error of about 1e-15 / E using Girard's formula, where E is // the true area of the triangle. Girard's formula can be even worse than // this for very small triangles, e.g. a triangle with a true area of 1e-30 // might evaluate to 1e-5. // // So, we prefer l'Huilier's formula unless dmin < s * (0.1 * E), where // dmin = min(s-a, s-b, s-c). This basically includes all triangles // except for extremely long and skinny ones. // // Since we don't know E, we would like a conservative upper bound on // the triangle area in terms of s and dmin. It's possible to show that // E <= k1 * s * sqrt(s * dmin), where k1 = 2*sqrt(3)/Pi (about 1). // Using this, it's easy to show that we should always use l'Huilier's // method if dmin >= k2 * s^5, where k2 is about 1e-2. Furthermore, // if dmin < k2 * s^5, the triangle area is at most k3 * s^4, where // k3 is about 0.1. Since the best case error using Girard's formula // is about 1e-15, this means that we shouldn't even consider it unless // s >= 3e-4 or so. sa := float64(b.Angle(c.Vector)) sb := float64(c.Angle(a.Vector)) sc := float64(a.Angle(b.Vector)) s := 0.5 * (sa + sb + sc) if s >= 3e-4 { // Consider whether Girard's formula might be more accurate. dmin := s - math.Max(sa, math.Max(sb, sc)) if dmin < 1e-2*s*s*s*s*s { // This triangle is skinny enough to use Girard's formula. area := GirardArea(a, b, c) if dmin < s*0.1*area { return area } } } // Use l'Huilier's formula. return 4 * math.Atan(math.Sqrt(math.Max(0.0, math.Tan(0.5*s)*math.Tan(0.5*(s-sa))* math.Tan(0.5*(s-sb))*math.Tan(0.5*(s-sc))))) } // GirardArea returns the area of the triangle computed using Girard's formula. // All points should be unit length, and no two points should be antipodal. // // This method is about twice as fast as PointArea() but has poor relative // accuracy for small triangles. The maximum error is about 5e-15 (about // 0.25 square meters on the Earth's surface) and the average error is about // 1e-15. These bounds apply to triangles of any size, even as the maximum // edge length of the triangle approaches 180 degrees. But note that for // such triangles, tiny perturbations of the input points can change the // true mathematical area dramatically. func GirardArea(a, b, c Point) float64 { // This is equivalent to the usual Girard's formula but is slightly more // accurate, faster to compute, and handles a == b == c without a special // case. PointCross is necessary to get good accuracy when two of // the input points are very close together. ab := a.PointCross(b) bc := b.PointCross(c) ac := a.PointCross(c) area := float64(ab.Angle(ac.Vector) - ab.Angle(bc.Vector) + bc.Angle(ac.Vector)) if area < 0 { area = 0 } return area } // SignedArea returns a positive value for counterclockwise triangles and a negative // value otherwise (similar to PointArea). func SignedArea(a, b, c Point) float64 { return float64(RobustSign(a, b, c)) * PointArea(a, b, c) } // Angle returns the interior angle at the vertex B in the triangle ABC. The // return value is always in the range [0, pi]. All points should be // normalized. Ensures that Angle(a,b,c) == Angle(c,b,a) for all a,b,c. // // The angle is undefined if A or C is diametrically opposite from B, and // becomes numerically unstable as the length of edge AB or BC approaches // 180 degrees. func Angle(a, b, c Point) s1.Angle { // PointCross is necessary to get good accuracy when two of the input // points are very close together. return a.PointCross(b).Angle(c.PointCross(b).Vector) } // TurnAngle returns the exterior angle at vertex B in the triangle ABC. The // return value is positive if ABC is counterclockwise and negative otherwise. // If you imagine an ant walking from A to B to C, this is the angle that the // ant turns at vertex B (positive = left = CCW, negative = right = CW). // This quantity is also known as the "geodesic curvature" at B. // // Ensures that TurnAngle(a,b,c) == -TurnAngle(c,b,a) for all distinct // a,b,c. The result is undefined if (a == b || b == c), but is either // -Pi or Pi if (a == c). All points should be normalized. func TurnAngle(a, b, c Point) s1.Angle { // We use PointCross to get good accuracy when two points are very // close together, and RobustSign to ensure that the sign is correct for // turns that are close to 180 degrees. angle := a.PointCross(b).Angle(b.PointCross(c).Vector) // Don't return RobustSign * angle because it is legal to have (a == c). if RobustSign(a, b, c) == CounterClockwise { return angle } return -angle }