gotosocial/vendor/github.com/golang/geo/s2/edge_clipping.go
Tobi Smethurst 98263a7de6
Grand test fixup (#138)
* 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
2021-08-12 21:03:24 +02:00

672 lines
26 KiB
Go

// 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)
}