GoToSocial/vendor/github.com/golang/geo/s2/convex_hull_query.go

259 lines
9.7 KiB
Go

// 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 (
"sort"
"github.com/golang/geo/r3"
)
// ConvexHullQuery builds the convex hull of any collection of points,
// polylines, loops, and polygons. It returns a single convex loop.
//
// The convex hull is defined as the smallest convex region on the sphere that
// contains all of your input geometry. Recall that a region is "convex" if
// for every pair of points inside the region, the straight edge between them
// is also inside the region. In our case, a "straight" edge is a geodesic,
// i.e. the shortest path on the sphere between two points.
//
// Containment of input geometry is defined as follows:
//
// - Each input loop and polygon is contained by the convex hull exactly
// (i.e., according to Polygon's Contains(Polygon)).
//
// - Each input point is either contained by the convex hull or is a vertex
// of the convex hull. (Recall that S2Loops do not necessarily contain their
// vertices.)
//
// - For each input polyline, the convex hull contains all of its vertices
// according to the rule for points above. (The definition of convexity
// then ensures that the convex hull also contains the polyline edges.)
//
// To use this type, call the various Add... methods to add your input geometry, and
// then call ConvexHull. Note that ConvexHull does *not* reset the
// state; you can continue adding geometry if desired and compute the convex
// hull again. If you want to start from scratch, simply create a new
// ConvexHullQuery value.
//
// This implement Andrew's monotone chain algorithm, which is a variant of the
// Graham scan (see https://en.wikipedia.org/wiki/Graham_scan). The time
// complexity is O(n log n), and the space required is O(n). In fact only the
// call to "sort" takes O(n log n) time; the rest of the algorithm is linear.
//
// Demonstration of the algorithm and code:
// en.wikibooks.org/wiki/Algorithm_Implementation/Geometry/Convex_hull/Monotone_chain
//
// This type is not safe for concurrent use.
type ConvexHullQuery struct {
bound Rect
points []Point
}
// NewConvexHullQuery creates a new ConvexHullQuery.
func NewConvexHullQuery() *ConvexHullQuery {
return &ConvexHullQuery{
bound: EmptyRect(),
}
}
// AddPoint adds the given point to the input geometry.
func (q *ConvexHullQuery) AddPoint(p Point) {
q.bound = q.bound.AddPoint(LatLngFromPoint(p))
q.points = append(q.points, p)
}
// AddPolyline adds the given polyline to the input geometry.
func (q *ConvexHullQuery) AddPolyline(p *Polyline) {
q.bound = q.bound.Union(p.RectBound())
q.points = append(q.points, (*p)...)
}
// AddLoop adds the given loop to the input geometry.
func (q *ConvexHullQuery) AddLoop(l *Loop) {
q.bound = q.bound.Union(l.RectBound())
if l.isEmptyOrFull() {
return
}
q.points = append(q.points, l.vertices...)
}
// AddPolygon adds the given polygon to the input geometry.
func (q *ConvexHullQuery) AddPolygon(p *Polygon) {
q.bound = q.bound.Union(p.RectBound())
for _, l := range p.loops {
// Only loops at depth 0 can contribute to the convex hull.
if l.depth == 0 {
q.AddLoop(l)
}
}
}
// CapBound returns a bounding cap for the input geometry provided.
//
// Note that this method does not clear the geometry; you can continue
// adding to it and call this method again if desired.
func (q *ConvexHullQuery) CapBound() Cap {
// We keep track of a rectangular bound rather than a spherical cap because
// it is easy to compute a tight bound for a union of rectangles, whereas it
// is quite difficult to compute a tight bound around a union of caps.
// Also, polygons and polylines implement CapBound() in terms of
// RectBound() for this same reason, so it is much better to keep track
// of a rectangular bound as we go along and convert it at the end.
//
// TODO(roberts): We could compute an optimal bound by implementing Welzl's
// algorithm. However we would still need to have special handling of loops
// and polygons, since if a loop spans more than 180 degrees in any
// direction (i.e., if it contains two antipodal points), then it is not
// enough just to bound its vertices. In this case the only convex bounding
// cap is FullCap(), and the only convex bounding loop is the full loop.
return q.bound.CapBound()
}
// ConvexHull returns a Loop representing the convex hull of the input geometry provided.
//
// If there is no geometry, this method returns an empty loop containing no
// points.
//
// If the geometry spans more than half of the sphere, this method returns a
// full loop containing the entire sphere.
//
// If the geometry contains 1 or 2 points, or a single edge, this method
// returns a very small loop consisting of three vertices (which are a
// superset of the input vertices).
//
// Note that this method does not clear the geometry; you can continue
// adding to the query and call this method again.
func (q *ConvexHullQuery) ConvexHull() *Loop {
c := q.CapBound()
if c.Height() >= 1 {
// The bounding cap is not convex. The current bounding cap
// implementation is not optimal, but nevertheless it is likely that the
// input geometry itself is not contained by any convex polygon. In any
// case, we need a convex bounding cap to proceed with the algorithm below
// (in order to construct a point "origin" that is definitely outside the
// convex hull).
return FullLoop()
}
// Remove duplicates. We need to do this before checking whether there are
// fewer than 3 points.
x := make(map[Point]bool)
r, w := 0, 0 // read/write indexes
for ; r < len(q.points); r++ {
if x[q.points[r]] {
continue
}
q.points[w] = q.points[r]
x[q.points[r]] = true
w++
}
q.points = q.points[:w]
// This code implements Andrew's monotone chain algorithm, which is a simple
// variant of the Graham scan. Rather than sorting by x-coordinate, instead
// we sort the points in CCW order around an origin O such that all points
// are guaranteed to be on one side of some geodesic through O. This
// ensures that as we scan through the points, each new point can only
// belong at the end of the chain (i.e., the chain is monotone in terms of
// the angle around O from the starting point).
origin := Point{c.Center().Ortho()}
sort.Slice(q.points, func(i, j int) bool {
return RobustSign(origin, q.points[i], q.points[j]) == CounterClockwise
})
// Special cases for fewer than 3 points.
switch len(q.points) {
case 0:
return EmptyLoop()
case 1:
return singlePointLoop(q.points[0])
case 2:
return singleEdgeLoop(q.points[0], q.points[1])
}
// Generate the lower and upper halves of the convex hull. Each half
// consists of the maximal subset of vertices such that the edge chain
// makes only left (CCW) turns.
lower := q.monotoneChain()
// reverse the points
for left, right := 0, len(q.points)-1; left < right; left, right = left+1, right-1 {
q.points[left], q.points[right] = q.points[right], q.points[left]
}
upper := q.monotoneChain()
// Remove the duplicate vertices and combine the chains.
lower = lower[:len(lower)-1]
upper = upper[:len(upper)-1]
lower = append(lower, upper...)
return LoopFromPoints(lower)
}
// monotoneChain iterates through the points, selecting the maximal subset of points
// such that the edge chain makes only left (CCW) turns.
func (q *ConvexHullQuery) monotoneChain() []Point {
var output []Point
for _, p := range q.points {
// Remove any points that would cause the chain to make a clockwise turn.
for len(output) >= 2 && RobustSign(output[len(output)-2], output[len(output)-1], p) != CounterClockwise {
output = output[:len(output)-1]
}
output = append(output, p)
}
return output
}
// singlePointLoop constructs a 3-vertex polygon consisting of "p" and two nearby
// vertices. Note that ContainsPoint(p) may be false for the resulting loop.
func singlePointLoop(p Point) *Loop {
const offset = 1e-15
d0 := p.Ortho()
d1 := p.Cross(d0)
vertices := []Point{
p,
{p.Add(d0.Mul(offset)).Normalize()},
{p.Add(d1.Mul(offset)).Normalize()},
}
return LoopFromPoints(vertices)
}
// singleEdgeLoop constructs a loop consisting of the two vertices and their midpoint.
func singleEdgeLoop(a, b Point) *Loop {
// If the points are exactly antipodal we return the full loop.
//
// Note that we could use the code below even in this case (which would
// return a zero-area loop that follows the edge AB), except that (1) the
// direction of AB is defined using symbolic perturbations and therefore is
// not predictable by ordinary users, and (2) Loop disallows anitpodal
// adjacent vertices and so we would need to use 4 vertices to define the
// degenerate loop. (Note that the Loop antipodal vertex restriction is
// historical and now could easily be removed, however it would still have
// the problem that the edge direction is not easily predictable.)
if a.Add(b.Vector) == (r3.Vector{}) {
return FullLoop()
}
// Construct a loop consisting of the two vertices and their midpoint. We
// use Interpolate() to ensure that the midpoint is very close to
// the edge even when its endpoints nearly antipodal.
vertices := []Point{a, b, Interpolate(0.5, a, b)}
loop := LoopFromPoints(vertices)
// The resulting loop may be clockwise, so invert it if necessary.
loop.Normalize()
return loop
}