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https://github.com/superseriousbusiness/gotosocial
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98263a7de6
* 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
228 lines
8.1 KiB
Go
228 lines
8.1 KiB
Go
// Copyright 2017 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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// CrossingType defines different ways of reporting edge intersections.
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type CrossingType int
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const (
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// CrossingTypeInterior reports intersections that occur at a point
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// interior to both edges (i.e., not at a vertex).
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CrossingTypeInterior CrossingType = iota
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// CrossingTypeAll reports all intersections, even those where two edges
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// intersect only because they share a common vertex.
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CrossingTypeAll
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// CrossingTypeNonAdjacent reports all intersections except for pairs of
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// the form (AB, BC) where both edges are from the same ShapeIndex.
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CrossingTypeNonAdjacent
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)
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// rangeIterator is a wrapper over ShapeIndexIterator with extra methods
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// that are useful for merging the contents of two or more ShapeIndexes.
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type rangeIterator struct {
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it *ShapeIndexIterator
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// The min and max leaf cell ids covered by the current cell. If done() is
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// true, these methods return a value larger than any valid cell id.
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rangeMin CellID
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rangeMax CellID
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}
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// newRangeIterator creates a new rangeIterator positioned at the first cell of the given index.
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func newRangeIterator(index *ShapeIndex) *rangeIterator {
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r := &rangeIterator{
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it: index.Iterator(),
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}
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r.refresh()
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return r
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}
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func (r *rangeIterator) cellID() CellID { return r.it.CellID() }
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func (r *rangeIterator) indexCell() *ShapeIndexCell { return r.it.IndexCell() }
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func (r *rangeIterator) next() { r.it.Next(); r.refresh() }
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func (r *rangeIterator) done() bool { return r.it.Done() }
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// seekTo positions the iterator at the first cell that overlaps or follows
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// the current range minimum of the target iterator, i.e. such that its
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// rangeMax >= target.rangeMin.
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func (r *rangeIterator) seekTo(target *rangeIterator) {
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r.it.seek(target.rangeMin)
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// If the current cell does not overlap target, it is possible that the
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// previous cell is the one we are looking for. This can only happen when
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// the previous cell contains target but has a smaller CellID.
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if r.it.Done() || r.it.CellID().RangeMin() > target.rangeMax {
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if r.it.Prev() && r.it.CellID().RangeMax() < target.cellID() {
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r.it.Next()
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}
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}
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r.refresh()
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}
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// seekBeyond positions the iterator at the first cell that follows the current
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// range minimum of the target iterator. i.e. the first cell such that its
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// rangeMin > target.rangeMax.
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func (r *rangeIterator) seekBeyond(target *rangeIterator) {
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r.it.seek(target.rangeMax.Next())
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if !r.it.Done() && r.it.CellID().RangeMin() <= target.rangeMax {
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r.it.Next()
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}
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r.refresh()
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}
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// refresh updates the iterators min and max values.
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func (r *rangeIterator) refresh() {
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r.rangeMin = r.cellID().RangeMin()
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r.rangeMax = r.cellID().RangeMax()
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}
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// referencePointForShape is a helper function for implementing various Shapes
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// ReferencePoint functions.
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//
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// Given a shape consisting of closed polygonal loops, the interior of the
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// shape is defined as the region to the left of all edges (which must be
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// oriented consistently). This function then chooses an arbitrary point and
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// returns true if that point is contained by the shape.
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//
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// Unlike Loop and Polygon, this method allows duplicate vertices and
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// edges, which requires some extra care with definitions. The rule that we
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// apply is that an edge and its reverse edge cancel each other: the result
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// is the same as if that edge pair were not present. Therefore shapes that
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// consist only of degenerate loop(s) are either empty or full; by convention,
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// the shape is considered full if and only if it contains an empty loop (see
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// laxPolygon for details).
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//
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// Determining whether a loop on the sphere contains a point is harder than
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// the corresponding problem in 2D plane geometry. It cannot be implemented
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// just by counting edge crossings because there is no such thing as a point
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// at infinity that is guaranteed to be outside the loop.
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//
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// This function requires that the given Shape have an interior.
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func referencePointForShape(shape Shape) ReferencePoint {
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if shape.NumEdges() == 0 {
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// A shape with no edges is defined to be full if and only if it
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// contains at least one chain.
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return OriginReferencePoint(shape.NumChains() > 0)
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}
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// Define a "matched" edge as one that can be paired with a corresponding
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// reversed edge. Define a vertex as "balanced" if all of its edges are
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// matched. In order to determine containment, we must find an unbalanced
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// vertex. Often every vertex is unbalanced, so we start by trying an
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// arbitrary vertex.
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edge := shape.Edge(0)
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if ref, ok := referencePointAtVertex(shape, edge.V0); ok {
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return ref
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}
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// That didn't work, so now we do some extra work to find an unbalanced
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// vertex (if any). Essentially we gather a list of edges and a list of
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// reversed edges, and then sort them. The first edge that appears in one
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// list but not the other is guaranteed to be unmatched.
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n := shape.NumEdges()
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var edges = make([]Edge, n)
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var revEdges = make([]Edge, n)
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for i := 0; i < n; i++ {
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edge := shape.Edge(i)
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edges[i] = edge
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revEdges[i] = Edge{V0: edge.V1, V1: edge.V0}
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}
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sortEdges(edges)
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sortEdges(revEdges)
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for i := 0; i < n; i++ {
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if edges[i].Cmp(revEdges[i]) == -1 { // edges[i] is unmatched
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if ref, ok := referencePointAtVertex(shape, edges[i].V0); ok {
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return ref
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}
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}
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if revEdges[i].Cmp(edges[i]) == -1 { // revEdges[i] is unmatched
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if ref, ok := referencePointAtVertex(shape, revEdges[i].V0); ok {
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return ref
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}
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}
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}
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// All vertices are balanced, so this polygon is either empty or full except
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// for degeneracies. By convention it is defined to be full if it contains
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// any chain with no edges.
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for i := 0; i < shape.NumChains(); i++ {
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if shape.Chain(i).Length == 0 {
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return OriginReferencePoint(true)
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}
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}
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return OriginReferencePoint(false)
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}
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// referencePointAtVertex reports whether the given vertex is unbalanced, and
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// returns a ReferencePoint indicating if the point is contained.
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// Otherwise returns false.
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func referencePointAtVertex(shape Shape, vTest Point) (ReferencePoint, bool) {
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var ref ReferencePoint
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// Let P be an unbalanced vertex. Vertex P is defined to be inside the
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// region if the region contains a particular direction vector starting from
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// P, namely the direction p.Ortho(). This can be calculated using
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// ContainsVertexQuery.
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containsQuery := NewContainsVertexQuery(vTest)
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n := shape.NumEdges()
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for e := 0; e < n; e++ {
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edge := shape.Edge(e)
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if edge.V0 == vTest {
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containsQuery.AddEdge(edge.V1, 1)
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}
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if edge.V1 == vTest {
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containsQuery.AddEdge(edge.V0, -1)
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}
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}
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containsSign := containsQuery.ContainsVertex()
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if containsSign == 0 {
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return ref, false // There are no unmatched edges incident to this vertex.
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}
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ref.Point = vTest
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ref.Contained = containsSign > 0
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return ref, true
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}
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// containsBruteForce reports whether the given shape contains the given point.
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// Most clients should not use this method, since its running time is linear in
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// the number of shape edges. Instead clients should create a ShapeIndex and use
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// ContainsPointQuery, since this strategy is much more efficient when many
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// points need to be tested.
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//
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// Polygon boundaries are treated as being semi-open (see ContainsPointQuery
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// and VertexModel for other options).
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func containsBruteForce(shape Shape, point Point) bool {
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if shape.Dimension() != 2 {
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return false
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}
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refPoint := shape.ReferencePoint()
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if refPoint.Point == point {
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return refPoint.Contained
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}
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crosser := NewEdgeCrosser(refPoint.Point, point)
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inside := refPoint.Contained
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for e := 0; e < shape.NumEdges(); e++ {
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edge := shape.Edge(e)
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inside = inside != crosser.EdgeOrVertexCrossing(edge.V0, edge.V1)
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}
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return inside
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}
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