forked from mirrors/gotosocial
699 lines
24 KiB
Go
699 lines
24 KiB
Go
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// Copyright 2014 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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"io"
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"math"
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"github.com/golang/geo/r1"
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"github.com/golang/geo/r2"
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"github.com/golang/geo/r3"
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"github.com/golang/geo/s1"
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)
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// Cell is an S2 region object that represents a cell. Unlike CellIDs,
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// it supports efficient containment and intersection tests. However, it is
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// also a more expensive representation.
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type Cell struct {
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face int8
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level int8
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orientation int8
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id CellID
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uv r2.Rect
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}
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// CellFromCellID constructs a Cell corresponding to the given CellID.
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func CellFromCellID(id CellID) Cell {
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c := Cell{}
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c.id = id
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f, i, j, o := c.id.faceIJOrientation()
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c.face = int8(f)
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c.level = int8(c.id.Level())
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c.orientation = int8(o)
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c.uv = ijLevelToBoundUV(i, j, int(c.level))
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return c
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}
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// CellFromPoint constructs a cell for the given Point.
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func CellFromPoint(p Point) Cell {
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return CellFromCellID(cellIDFromPoint(p))
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}
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// CellFromLatLng constructs a cell for the given LatLng.
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func CellFromLatLng(ll LatLng) Cell {
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return CellFromCellID(CellIDFromLatLng(ll))
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}
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// Face returns the face this cell is on.
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func (c Cell) Face() int {
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return int(c.face)
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}
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// oppositeFace returns the face opposite the given face.
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func oppositeFace(face int) int {
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return (face + 3) % 6
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}
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// Level returns the level of this cell.
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func (c Cell) Level() int {
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return int(c.level)
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}
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// ID returns the CellID this cell represents.
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func (c Cell) ID() CellID {
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return c.id
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}
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// IsLeaf returns whether this Cell is a leaf or not.
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func (c Cell) IsLeaf() bool {
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return c.level == maxLevel
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}
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// SizeIJ returns the edge length of this cell in (i,j)-space.
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func (c Cell) SizeIJ() int {
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return sizeIJ(int(c.level))
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}
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// SizeST returns the edge length of this cell in (s,t)-space.
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func (c Cell) SizeST() float64 {
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return c.id.sizeST(int(c.level))
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}
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// Vertex returns the k-th vertex of the cell (k = 0,1,2,3) in CCW order
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// (lower left, lower right, upper right, upper left in the UV plane).
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func (c Cell) Vertex(k int) Point {
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return Point{faceUVToXYZ(int(c.face), c.uv.Vertices()[k].X, c.uv.Vertices()[k].Y).Normalize()}
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}
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// Edge returns the inward-facing normal of the great circle passing through
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// the CCW ordered edge from vertex k to vertex k+1 (mod 4) (for k = 0,1,2,3).
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func (c Cell) Edge(k int) Point {
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switch k {
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case 0:
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return Point{vNorm(int(c.face), c.uv.Y.Lo).Normalize()} // Bottom
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case 1:
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return Point{uNorm(int(c.face), c.uv.X.Hi).Normalize()} // Right
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case 2:
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return Point{vNorm(int(c.face), c.uv.Y.Hi).Mul(-1.0).Normalize()} // Top
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default:
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return Point{uNorm(int(c.face), c.uv.X.Lo).Mul(-1.0).Normalize()} // Left
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}
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}
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// BoundUV returns the bounds of this cell in (u,v)-space.
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func (c Cell) BoundUV() r2.Rect {
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return c.uv
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}
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// Center returns the direction vector corresponding to the center in
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// (s,t)-space of the given cell. This is the point at which the cell is
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// divided into four subcells; it is not necessarily the centroid of the
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// cell in (u,v)-space or (x,y,z)-space
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func (c Cell) Center() Point {
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return Point{c.id.rawPoint().Normalize()}
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}
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// Children returns the four direct children of this cell in traversal order
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// and returns true. If this is a leaf cell, or the children could not be created,
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// false is returned.
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// The C++ method is called Subdivide.
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func (c Cell) Children() ([4]Cell, bool) {
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var children [4]Cell
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if c.id.IsLeaf() {
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return children, false
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}
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// Compute the cell midpoint in uv-space.
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uvMid := c.id.centerUV()
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// Create four children with the appropriate bounds.
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cid := c.id.ChildBegin()
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for pos := 0; pos < 4; pos++ {
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children[pos] = Cell{
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face: c.face,
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level: c.level + 1,
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orientation: c.orientation ^ int8(posToOrientation[pos]),
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id: cid,
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}
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// We want to split the cell in half in u and v. To decide which
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// side to set equal to the midpoint value, we look at cell's (i,j)
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// position within its parent. The index for i is in bit 1 of ij.
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ij := posToIJ[c.orientation][pos]
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i := ij >> 1
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j := ij & 1
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if i == 1 {
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children[pos].uv.X.Hi = c.uv.X.Hi
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children[pos].uv.X.Lo = uvMid.X
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} else {
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children[pos].uv.X.Lo = c.uv.X.Lo
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children[pos].uv.X.Hi = uvMid.X
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}
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if j == 1 {
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children[pos].uv.Y.Hi = c.uv.Y.Hi
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children[pos].uv.Y.Lo = uvMid.Y
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} else {
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children[pos].uv.Y.Lo = c.uv.Y.Lo
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children[pos].uv.Y.Hi = uvMid.Y
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}
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cid = cid.Next()
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}
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return children, true
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}
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// ExactArea returns the area of this cell as accurately as possible.
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func (c Cell) ExactArea() float64 {
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v0, v1, v2, v3 := c.Vertex(0), c.Vertex(1), c.Vertex(2), c.Vertex(3)
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return PointArea(v0, v1, v2) + PointArea(v0, v2, v3)
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}
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// ApproxArea returns the approximate area of this cell. This method is accurate
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// to within 3% percent for all cell sizes and accurate to within 0.1% for cells
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// at level 5 or higher (i.e. squares 350km to a side or smaller on the Earth's
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// surface). It is moderately cheap to compute.
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func (c Cell) ApproxArea() float64 {
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// All cells at the first two levels have the same area.
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if c.level < 2 {
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return c.AverageArea()
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}
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// First, compute the approximate area of the cell when projected
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// perpendicular to its normal. The cross product of its diagonals gives
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// the normal, and the length of the normal is twice the projected area.
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flatArea := 0.5 * (c.Vertex(2).Sub(c.Vertex(0).Vector).
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Cross(c.Vertex(3).Sub(c.Vertex(1).Vector)).Norm())
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// Now, compensate for the curvature of the cell surface by pretending
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// that the cell is shaped like a spherical cap. The ratio of the
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// area of a spherical cap to the area of its projected disc turns out
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// to be 2 / (1 + sqrt(1 - r*r)) where r is the radius of the disc.
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// For example, when r=0 the ratio is 1, and when r=1 the ratio is 2.
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// Here we set Pi*r*r == flatArea to find the equivalent disc.
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return flatArea * 2 / (1 + math.Sqrt(1-math.Min(1/math.Pi*flatArea, 1)))
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}
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// AverageArea returns the average area of cells at the level of this cell.
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// This is accurate to within a factor of 1.7.
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func (c Cell) AverageArea() float64 {
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return AvgAreaMetric.Value(int(c.level))
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}
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// IntersectsCell reports whether the intersection of this cell and the other cell is not nil.
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func (c Cell) IntersectsCell(oc Cell) bool {
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return c.id.Intersects(oc.id)
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}
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// ContainsCell reports whether this cell contains the other cell.
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func (c Cell) ContainsCell(oc Cell) bool {
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return c.id.Contains(oc.id)
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}
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// CellUnionBound computes a covering of the Cell.
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func (c Cell) CellUnionBound() []CellID {
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return c.CapBound().CellUnionBound()
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}
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// latitude returns the latitude of the cell vertex in radians given by (i,j),
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// where i and j indicate the Hi (1) or Lo (0) corner.
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func (c Cell) latitude(i, j int) float64 {
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var u, v float64
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switch {
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case i == 0 && j == 0:
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u = c.uv.X.Lo
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v = c.uv.Y.Lo
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case i == 0 && j == 1:
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u = c.uv.X.Lo
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v = c.uv.Y.Hi
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case i == 1 && j == 0:
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u = c.uv.X.Hi
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v = c.uv.Y.Lo
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case i == 1 && j == 1:
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u = c.uv.X.Hi
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v = c.uv.Y.Hi
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default:
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panic("i and/or j is out of bounds")
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}
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return latitude(Point{faceUVToXYZ(int(c.face), u, v)}).Radians()
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}
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// longitude returns the longitude of the cell vertex in radians given by (i,j),
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// where i and j indicate the Hi (1) or Lo (0) corner.
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func (c Cell) longitude(i, j int) float64 {
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var u, v float64
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switch {
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case i == 0 && j == 0:
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u = c.uv.X.Lo
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v = c.uv.Y.Lo
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case i == 0 && j == 1:
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u = c.uv.X.Lo
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v = c.uv.Y.Hi
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case i == 1 && j == 0:
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u = c.uv.X.Hi
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v = c.uv.Y.Lo
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case i == 1 && j == 1:
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u = c.uv.X.Hi
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v = c.uv.Y.Hi
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default:
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panic("i and/or j is out of bounds")
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}
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return longitude(Point{faceUVToXYZ(int(c.face), u, v)}).Radians()
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}
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var (
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poleMinLat = math.Asin(math.Sqrt(1.0/3)) - 0.5*dblEpsilon
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)
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// RectBound returns the bounding rectangle of this cell.
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func (c Cell) RectBound() Rect {
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if c.level > 0 {
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// Except for cells at level 0, the latitude and longitude extremes are
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// attained at the vertices. Furthermore, the latitude range is
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// determined by one pair of diagonally opposite vertices and the
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// longitude range is determined by the other pair.
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//
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// We first determine which corner (i,j) of the cell has the largest
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// absolute latitude. To maximize latitude, we want to find the point in
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// the cell that has the largest absolute z-coordinate and the smallest
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// absolute x- and y-coordinates. To do this we look at each coordinate
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// (u and v), and determine whether we want to minimize or maximize that
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// coordinate based on the axis direction and the cell's (u,v) quadrant.
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u := c.uv.X.Lo + c.uv.X.Hi
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v := c.uv.Y.Lo + c.uv.Y.Hi
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var i, j int
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if uAxis(int(c.face)).Z == 0 {
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if u < 0 {
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i = 1
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}
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} else if u > 0 {
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i = 1
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}
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if vAxis(int(c.face)).Z == 0 {
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if v < 0 {
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j = 1
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}
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} else if v > 0 {
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j = 1
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}
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lat := r1.IntervalFromPoint(c.latitude(i, j)).AddPoint(c.latitude(1-i, 1-j))
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lng := s1.EmptyInterval().AddPoint(c.longitude(i, 1-j)).AddPoint(c.longitude(1-i, j))
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// We grow the bounds slightly to make sure that the bounding rectangle
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// contains LatLngFromPoint(P) for any point P inside the loop L defined by the
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// four *normalized* vertices. Note that normalization of a vector can
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// change its direction by up to 0.5 * dblEpsilon radians, and it is not
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// enough just to add Normalize calls to the code above because the
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// latitude/longitude ranges are not necessarily determined by diagonally
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// opposite vertex pairs after normalization.
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//
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// We would like to bound the amount by which the latitude/longitude of a
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// contained point P can exceed the bounds computed above. In the case of
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// longitude, the normalization error can change the direction of rounding
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// leading to a maximum difference in longitude of 2 * dblEpsilon. In
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// the case of latitude, the normalization error can shift the latitude by
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// up to 0.5 * dblEpsilon and the other sources of error can cause the
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// two latitudes to differ by up to another 1.5 * dblEpsilon, which also
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// leads to a maximum difference of 2 * dblEpsilon.
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return Rect{lat, lng}.expanded(LatLng{s1.Angle(2 * dblEpsilon), s1.Angle(2 * dblEpsilon)}).PolarClosure()
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}
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// The 4 cells around the equator extend to +/-45 degrees latitude at the
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// midpoints of their top and bottom edges. The two cells covering the
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// poles extend down to +/-35.26 degrees at their vertices. The maximum
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// error in this calculation is 0.5 * dblEpsilon.
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var bound Rect
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switch c.face {
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case 0:
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bound = Rect{r1.Interval{-math.Pi / 4, math.Pi / 4}, s1.Interval{-math.Pi / 4, math.Pi / 4}}
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case 1:
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bound = Rect{r1.Interval{-math.Pi / 4, math.Pi / 4}, s1.Interval{math.Pi / 4, 3 * math.Pi / 4}}
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case 2:
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bound = Rect{r1.Interval{poleMinLat, math.Pi / 2}, s1.FullInterval()}
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case 3:
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bound = Rect{r1.Interval{-math.Pi / 4, math.Pi / 4}, s1.Interval{3 * math.Pi / 4, -3 * math.Pi / 4}}
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case 4:
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bound = Rect{r1.Interval{-math.Pi / 4, math.Pi / 4}, s1.Interval{-3 * math.Pi / 4, -math.Pi / 4}}
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default:
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bound = Rect{r1.Interval{-math.Pi / 2, -poleMinLat}, s1.FullInterval()}
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}
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// Finally, we expand the bound to account for the error when a point P is
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// converted to an LatLng to test for containment. (The bound should be
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// large enough so that it contains the computed LatLng of any contained
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// point, not just the infinite-precision version.) We don't need to expand
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// longitude because longitude is calculated via a single call to math.Atan2,
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// which is guaranteed to be semi-monotonic.
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return bound.expanded(LatLng{s1.Angle(dblEpsilon), s1.Angle(0)})
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}
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// CapBound returns the bounding cap of this cell.
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func (c Cell) CapBound() Cap {
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// We use the cell center in (u,v)-space as the cap axis. This vector is very close
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// to GetCenter() and faster to compute. Neither one of these vectors yields the
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// bounding cap with minimal surface area, but they are both pretty close.
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cap := CapFromPoint(Point{faceUVToXYZ(int(c.face), c.uv.Center().X, c.uv.Center().Y).Normalize()})
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for k := 0; k < 4; k++ {
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cap = cap.AddPoint(c.Vertex(k))
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}
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return cap
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}
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// ContainsPoint reports whether this cell contains the given point. Note that
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// unlike Loop/Polygon, a Cell is considered to be a closed set. This means
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// that a point on a Cell's edge or vertex belong to the Cell and the relevant
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// adjacent Cells too.
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//
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// If you want every point to be contained by exactly one Cell,
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// you will need to convert the Cell to a Loop.
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func (c Cell) ContainsPoint(p Point) bool {
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var uv r2.Point
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var ok bool
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if uv.X, uv.Y, ok = faceXYZToUV(int(c.face), p); !ok {
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return false
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}
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// Expand the (u,v) bound to ensure that
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//
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// CellFromPoint(p).ContainsPoint(p)
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//
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|
// is always true. To do this, we need to account for the error when
|
||
|
// converting from (u,v) coordinates to (s,t) coordinates. In the
|
||
|
// normal case the total error is at most dblEpsilon.
|
||
|
return c.uv.ExpandedByMargin(dblEpsilon).ContainsPoint(uv)
|
||
|
}
|
||
|
|
||
|
// Encode encodes the Cell.
|
||
|
func (c Cell) Encode(w io.Writer) error {
|
||
|
e := &encoder{w: w}
|
||
|
c.encode(e)
|
||
|
return e.err
|
||
|
}
|
||
|
|
||
|
func (c Cell) encode(e *encoder) {
|
||
|
c.id.encode(e)
|
||
|
}
|
||
|
|
||
|
// Decode decodes the Cell.
|
||
|
func (c *Cell) Decode(r io.Reader) error {
|
||
|
d := &decoder{r: asByteReader(r)}
|
||
|
c.decode(d)
|
||
|
return d.err
|
||
|
}
|
||
|
|
||
|
func (c *Cell) decode(d *decoder) {
|
||
|
c.id.decode(d)
|
||
|
*c = CellFromCellID(c.id)
|
||
|
}
|
||
|
|
||
|
// vertexChordDist2 returns the squared chord distance from point P to the
|
||
|
// given corner vertex specified by the Hi or Lo values of each.
|
||
|
func (c Cell) vertexChordDist2(p Point, xHi, yHi bool) s1.ChordAngle {
|
||
|
x := c.uv.X.Lo
|
||
|
y := c.uv.Y.Lo
|
||
|
if xHi {
|
||
|
x = c.uv.X.Hi
|
||
|
}
|
||
|
if yHi {
|
||
|
y = c.uv.Y.Hi
|
||
|
}
|
||
|
|
||
|
return ChordAngleBetweenPoints(p, PointFromCoords(x, y, 1))
|
||
|
}
|
||
|
|
||
|
// uEdgeIsClosest reports whether a point P is closer to the interior of the specified
|
||
|
// Cell edge (either the lower or upper edge of the Cell) or to the endpoints.
|
||
|
func (c Cell) uEdgeIsClosest(p Point, vHi bool) bool {
|
||
|
u0 := c.uv.X.Lo
|
||
|
u1 := c.uv.X.Hi
|
||
|
v := c.uv.Y.Lo
|
||
|
if vHi {
|
||
|
v = c.uv.Y.Hi
|
||
|
}
|
||
|
// These are the normals to the planes that are perpendicular to the edge
|
||
|
// and pass through one of its two endpoints.
|
||
|
dir0 := r3.Vector{v*v + 1, -u0 * v, -u0}
|
||
|
dir1 := r3.Vector{v*v + 1, -u1 * v, -u1}
|
||
|
return p.Dot(dir0) > 0 && p.Dot(dir1) < 0
|
||
|
}
|
||
|
|
||
|
// vEdgeIsClosest reports whether a point P is closer to the interior of the specified
|
||
|
// Cell edge (either the right or left edge of the Cell) or to the endpoints.
|
||
|
func (c Cell) vEdgeIsClosest(p Point, uHi bool) bool {
|
||
|
v0 := c.uv.Y.Lo
|
||
|
v1 := c.uv.Y.Hi
|
||
|
u := c.uv.X.Lo
|
||
|
if uHi {
|
||
|
u = c.uv.X.Hi
|
||
|
}
|
||
|
dir0 := r3.Vector{-u * v0, u*u + 1, -v0}
|
||
|
dir1 := r3.Vector{-u * v1, u*u + 1, -v1}
|
||
|
return p.Dot(dir0) > 0 && p.Dot(dir1) < 0
|
||
|
}
|
||
|
|
||
|
// edgeDistance reports the distance from a Point P to a given Cell edge. The point
|
||
|
// P is given by its dot product, and the uv edge by its normal in the
|
||
|
// given coordinate value.
|
||
|
func edgeDistance(ij, uv float64) s1.ChordAngle {
|
||
|
// Let P by the target point and let R be the closest point on the given
|
||
|
// edge AB. The desired distance PR can be expressed as PR^2 = PQ^2 + QR^2
|
||
|
// where Q is the point P projected onto the plane through the great circle
|
||
|
// through AB. We can compute the distance PQ^2 perpendicular to the plane
|
||
|
// from "dirIJ" (the dot product of the target point P with the edge
|
||
|
// normal) and the squared length the edge normal (1 + uv**2).
|
||
|
pq2 := (ij * ij) / (1 + uv*uv)
|
||
|
|
||
|
// We can compute the distance QR as (1 - OQ) where O is the sphere origin,
|
||
|
// and we can compute OQ^2 = 1 - PQ^2 using the Pythagorean theorem.
|
||
|
// (This calculation loses accuracy as angle POQ approaches Pi/2.)
|
||
|
qr := 1 - math.Sqrt(1-pq2)
|
||
|
return s1.ChordAngleFromSquaredLength(pq2 + qr*qr)
|
||
|
}
|
||
|
|
||
|
// distanceInternal reports the distance from the given point to the interior of
|
||
|
// the cell if toInterior is true or to the boundary of the cell otherwise.
|
||
|
func (c Cell) distanceInternal(targetXYZ Point, toInterior bool) s1.ChordAngle {
|
||
|
// All calculations are done in the (u,v,w) coordinates of this cell's face.
|
||
|
target := faceXYZtoUVW(int(c.face), targetXYZ)
|
||
|
|
||
|
// Compute dot products with all four upward or rightward-facing edge
|
||
|
// normals. dirIJ is the dot product for the edge corresponding to axis
|
||
|
// I, endpoint J. For example, dir01 is the right edge of the Cell
|
||
|
// (corresponding to the upper endpoint of the u-axis).
|
||
|
dir00 := target.X - target.Z*c.uv.X.Lo
|
||
|
dir01 := target.X - target.Z*c.uv.X.Hi
|
||
|
dir10 := target.Y - target.Z*c.uv.Y.Lo
|
||
|
dir11 := target.Y - target.Z*c.uv.Y.Hi
|
||
|
inside := true
|
||
|
if dir00 < 0 {
|
||
|
inside = false // Target is to the left of the cell
|
||
|
if c.vEdgeIsClosest(target, false) {
|
||
|
return edgeDistance(-dir00, c.uv.X.Lo)
|
||
|
}
|
||
|
}
|
||
|
if dir01 > 0 {
|
||
|
inside = false // Target is to the right of the cell
|
||
|
if c.vEdgeIsClosest(target, true) {
|
||
|
return edgeDistance(dir01, c.uv.X.Hi)
|
||
|
}
|
||
|
}
|
||
|
if dir10 < 0 {
|
||
|
inside = false // Target is below the cell
|
||
|
if c.uEdgeIsClosest(target, false) {
|
||
|
return edgeDistance(-dir10, c.uv.Y.Lo)
|
||
|
}
|
||
|
}
|
||
|
if dir11 > 0 {
|
||
|
inside = false // Target is above the cell
|
||
|
if c.uEdgeIsClosest(target, true) {
|
||
|
return edgeDistance(dir11, c.uv.Y.Hi)
|
||
|
}
|
||
|
}
|
||
|
if inside {
|
||
|
if toInterior {
|
||
|
return s1.ChordAngle(0)
|
||
|
}
|
||
|
// Although you might think of Cells as rectangles, they are actually
|
||
|
// arbitrary quadrilaterals after they are projected onto the sphere.
|
||
|
// Therefore the simplest approach is just to find the minimum distance to
|
||
|
// any of the four edges.
|
||
|
return minChordAngle(edgeDistance(-dir00, c.uv.X.Lo),
|
||
|
edgeDistance(dir01, c.uv.X.Hi),
|
||
|
edgeDistance(-dir10, c.uv.Y.Lo),
|
||
|
edgeDistance(dir11, c.uv.Y.Hi))
|
||
|
}
|
||
|
|
||
|
// Otherwise, the closest point is one of the four cell vertices. Note that
|
||
|
// it is *not* trivial to narrow down the candidates based on the edge sign
|
||
|
// tests above, because (1) the edges don't meet at right angles and (2)
|
||
|
// there are points on the far side of the sphere that are both above *and*
|
||
|
// below the cell, etc.
|
||
|
return minChordAngle(c.vertexChordDist2(target, false, false),
|
||
|
c.vertexChordDist2(target, true, false),
|
||
|
c.vertexChordDist2(target, false, true),
|
||
|
c.vertexChordDist2(target, true, true))
|
||
|
}
|
||
|
|
||
|
// Distance reports the distance from the cell to the given point. Returns zero if
|
||
|
// the point is inside the cell.
|
||
|
func (c Cell) Distance(target Point) s1.ChordAngle {
|
||
|
return c.distanceInternal(target, true)
|
||
|
}
|
||
|
|
||
|
// MaxDistance reports the maximum distance from the cell (including its interior) to the
|
||
|
// given point.
|
||
|
func (c Cell) MaxDistance(target Point) s1.ChordAngle {
|
||
|
// First check the 4 cell vertices. If all are within the hemisphere
|
||
|
// centered around target, the max distance will be to one of these vertices.
|
||
|
targetUVW := faceXYZtoUVW(int(c.face), target)
|
||
|
maxDist := maxChordAngle(c.vertexChordDist2(targetUVW, false, false),
|
||
|
c.vertexChordDist2(targetUVW, true, false),
|
||
|
c.vertexChordDist2(targetUVW, false, true),
|
||
|
c.vertexChordDist2(targetUVW, true, true))
|
||
|
|
||
|
if maxDist <= s1.RightChordAngle {
|
||
|
return maxDist
|
||
|
}
|
||
|
|
||
|
// Otherwise, find the minimum distance dMin to the antipodal point and the
|
||
|
// maximum distance will be pi - dMin.
|
||
|
return s1.StraightChordAngle - c.BoundaryDistance(Point{target.Mul(-1)})
|
||
|
}
|
||
|
|
||
|
// BoundaryDistance reports the distance from the cell boundary to the given point.
|
||
|
func (c Cell) BoundaryDistance(target Point) s1.ChordAngle {
|
||
|
return c.distanceInternal(target, false)
|
||
|
}
|
||
|
|
||
|
// DistanceToEdge returns the minimum distance from the cell to the given edge AB. Returns
|
||
|
// zero if the edge intersects the cell interior.
|
||
|
func (c Cell) DistanceToEdge(a, b Point) s1.ChordAngle {
|
||
|
// Possible optimizations:
|
||
|
// - Currently the (cell vertex, edge endpoint) distances are computed
|
||
|
// twice each, and the length of AB is computed 4 times.
|
||
|
// - To fix this, refactor GetDistance(target) so that it skips calculating
|
||
|
// the distance to each cell vertex. Instead, compute the cell vertices
|
||
|
// and distances in this function, and add a low-level UpdateMinDistance
|
||
|
// that allows the XA, XB, and AB distances to be passed in.
|
||
|
// - It might also be more efficient to do all calculations in UVW-space,
|
||
|
// since this would involve transforming 2 points rather than 4.
|
||
|
|
||
|
// First, check the minimum distance to the edge endpoints A and B.
|
||
|
// (This also detects whether either endpoint is inside the cell.)
|
||
|
minDist := minChordAngle(c.Distance(a), c.Distance(b))
|
||
|
if minDist == 0 {
|
||
|
return minDist
|
||
|
}
|
||
|
|
||
|
// Otherwise, check whether the edge crosses the cell boundary.
|
||
|
crosser := NewChainEdgeCrosser(a, b, c.Vertex(3))
|
||
|
for i := 0; i < 4; i++ {
|
||
|
if crosser.ChainCrossingSign(c.Vertex(i)) != DoNotCross {
|
||
|
return 0
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Finally, check whether the minimum distance occurs between a cell vertex
|
||
|
// and the interior of the edge AB. (Some of this work is redundant, since
|
||
|
// it also checks the distance to the endpoints A and B again.)
|
||
|
//
|
||
|
// Note that we don't need to check the distance from the interior of AB to
|
||
|
// the interior of a cell edge, because the only way that this distance can
|
||
|
// be minimal is if the two edges cross (already checked above).
|
||
|
for i := 0; i < 4; i++ {
|
||
|
minDist, _ = UpdateMinDistance(c.Vertex(i), a, b, minDist)
|
||
|
}
|
||
|
return minDist
|
||
|
}
|
||
|
|
||
|
// MaxDistanceToEdge returns the maximum distance from the cell (including its interior)
|
||
|
// to the given edge AB.
|
||
|
func (c Cell) MaxDistanceToEdge(a, b Point) s1.ChordAngle {
|
||
|
// If the maximum distance from both endpoints to the cell is less than π/2
|
||
|
// then the maximum distance from the edge to the cell is the maximum of the
|
||
|
// two endpoint distances.
|
||
|
maxDist := maxChordAngle(c.MaxDistance(a), c.MaxDistance(b))
|
||
|
if maxDist <= s1.RightChordAngle {
|
||
|
return maxDist
|
||
|
}
|
||
|
|
||
|
return s1.StraightChordAngle - c.DistanceToEdge(Point{a.Mul(-1)}, Point{b.Mul(-1)})
|
||
|
}
|
||
|
|
||
|
// DistanceToCell returns the minimum distance from this cell to the given cell.
|
||
|
// It returns zero if one cell contains the other.
|
||
|
func (c Cell) DistanceToCell(target Cell) s1.ChordAngle {
|
||
|
// If the cells intersect, the distance is zero. We use the (u,v) ranges
|
||
|
// rather than CellID intersects so that cells that share a partial edge or
|
||
|
// corner are considered to intersect.
|
||
|
if c.face == target.face && c.uv.Intersects(target.uv) {
|
||
|
return 0
|
||
|
}
|
||
|
|
||
|
// Otherwise, the minimum distance always occurs between a vertex of one
|
||
|
// cell and an edge of the other cell (including the edge endpoints). This
|
||
|
// represents a total of 32 possible (vertex, edge) pairs.
|
||
|
//
|
||
|
// TODO(roberts): This could be optimized to be at least 5x faster by pruning
|
||
|
// the set of possible closest vertex/edge pairs using the faces and (u,v)
|
||
|
// ranges of both cells.
|
||
|
var va, vb [4]Point
|
||
|
for i := 0; i < 4; i++ {
|
||
|
va[i] = c.Vertex(i)
|
||
|
vb[i] = target.Vertex(i)
|
||
|
}
|
||
|
minDist := s1.InfChordAngle()
|
||
|
for i := 0; i < 4; i++ {
|
||
|
for j := 0; j < 4; j++ {
|
||
|
minDist, _ = UpdateMinDistance(va[i], vb[j], vb[(j+1)&3], minDist)
|
||
|
minDist, _ = UpdateMinDistance(vb[i], va[j], va[(j+1)&3], minDist)
|
||
|
}
|
||
|
}
|
||
|
return minDist
|
||
|
}
|
||
|
|
||
|
// MaxDistanceToCell returns the maximum distance from the cell (including its
|
||
|
// interior) to the given target cell.
|
||
|
func (c Cell) MaxDistanceToCell(target Cell) s1.ChordAngle {
|
||
|
// Need to check the antipodal target for intersection with the cell. If it
|
||
|
// intersects, the distance is the straight ChordAngle.
|
||
|
// antipodalUV is the transpose of the original UV, interpreted within the opposite face.
|
||
|
antipodalUV := r2.Rect{target.uv.Y, target.uv.X}
|
||
|
if int(c.face) == oppositeFace(int(target.face)) && c.uv.Intersects(antipodalUV) {
|
||
|
return s1.StraightChordAngle
|
||
|
}
|
||
|
|
||
|
// Otherwise, the maximum distance always occurs between a vertex of one
|
||
|
// cell and an edge of the other cell (including the edge endpoints). This
|
||
|
// represents a total of 32 possible (vertex, edge) pairs.
|
||
|
//
|
||
|
// TODO(roberts): When the maximum distance is at most π/2, the maximum is
|
||
|
// always attained between a pair of vertices, and this could be made much
|
||
|
// faster by testing each vertex pair once rather than the current 4 times.
|
||
|
var va, vb [4]Point
|
||
|
for i := 0; i < 4; i++ {
|
||
|
va[i] = c.Vertex(i)
|
||
|
vb[i] = target.Vertex(i)
|
||
|
}
|
||
|
maxDist := s1.NegativeChordAngle
|
||
|
for i := 0; i < 4; i++ {
|
||
|
for j := 0; j < 4; j++ {
|
||
|
maxDist, _ = UpdateMaxDistance(va[i], vb[j], vb[(j+1)&3], maxDist)
|
||
|
maxDist, _ = UpdateMaxDistance(vb[i], va[j], va[(j+1)&3], maxDist)
|
||
|
}
|
||
|
}
|
||
|
return maxDist
|
||
|
}
|