All Downloads are FREE. Search and download functionalities are using the official Maven repository.

com.google.common.geometry.S2 Maven / Gradle / Ivy

The newest version!
/*
 * Copyright 2005 Google Inc.
 *
 * 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 com.google.common.geometry;

import com.google.common.annotations.VisibleForTesting;
import com.google.common.base.Preconditions;

public final strictfp class S2 {

  // Declare some frequently used constants
  public static final double M_PI = Math.PI;
  public static final double M_1_PI = 1.0 / Math.PI;
  public static final double M_PI_2 = Math.PI / 2.0;
  public static final double M_PI_4 = Math.PI / 4.0;
  public static final double M_SQRT2 = Math.sqrt(2);
  public static final double M_E = Math.E;

  // Together these flags define a cell orientation. If SWAP_MASK
  // is true, then canonical traversal order is flipped around the
  // diagonal (i.e. i and j are swapped with each other). If
  // INVERT_MASK is true, then the traversal order is rotated by 180
  // degrees (i.e. the bits of i and j are inverted, or equivalently,
  // the axis directions are reversed).
  public static final int SWAP_MASK = 0x01;
  public static final int INVERT_MASK = 0x02;

  // Number of bits in the mantissa of a double.
  private static final int EXPONENT_SHIFT = 52;
  // Mask to extract the exponent from a double.
  private static final long EXPONENT_MASK = 0x7ff0000000000000L;

  /**
   * If v is non-zero, return an integer {@code exp} such that
   * {@code (0.5 <= |v|*2^(-exp) < 1)}. If v is zero, return 0.
   *
   * 

Note that this arguably a bad definition of exponent because it makes * {@code exp(9) == 4}. In decimal this would be like saying that the * exponent of 1234 is 4, when in scientific 'exponent' notation 1234 is * {@code 1.234 x 10^3}. * * TODO(dbeaumont): Replace this with "DoubleUtils.getExponent(v) - 1" ? */ @VisibleForTesting static int exp(double v) { if (v == 0) { return 0; } long bits = Double.doubleToLongBits(v); return (int) ((EXPONENT_MASK & bits) >> EXPONENT_SHIFT) - 1022; } /** Mapping Hilbert traversal order to orientation adjustment mask. */ private static final int[] POS_TO_ORIENTATION = {SWAP_MASK, 0, 0, INVERT_MASK + SWAP_MASK}; /** * Returns an XOR bit mask indicating how the orientation of a child subcell * is related to the orientation of its parent cell. The returned value can * be XOR'd with the parent cell's orientation to give the orientation of * the child cell. * * @param position the position of the subcell in the Hilbert traversal, in * the range [0,3]. * @return a bit mask containing some combination of {@link #SWAP_MASK} and * {@link #INVERT_MASK}. * @throws IllegalArgumentException if position is out of bounds. */ public static int posToOrientation(int position) { Preconditions.checkArgument(0 <= position && position < 4); return POS_TO_ORIENTATION[position]; } /** Mapping from cell orientation + Hilbert traversal to IJ-index. */ private static final int[][] POS_TO_IJ = { // 0 1 2 3 {0, 1, 3, 2}, // canonical order: (0,0), (0,1), (1,1), (1,0) {0, 2, 3, 1}, // axes swapped: (0,0), (1,0), (1,1), (0,1) {3, 2, 0, 1}, // bits inverted: (1,1), (1,0), (0,0), (0,1) {3, 1, 0, 2}, // swapped & inverted: (1,1), (0,1), (0,0), (1,0) }; /** * Return the IJ-index of the subcell at the given position in the Hilbert * curve traversal with the given orientation. This is the inverse of * {@link #ijToPos}. * * @param orientation the subcell orientation, in the range [0,3]. * @param position the position of the subcell in the Hilbert traversal, in * the range [0,3]. * @return the IJ-index where {@code 0->(0,0), 1->(0,1), 2->(1,0), 3->(1,1)}. * @throws IllegalArgumentException if either parameter is out of bounds. */ public static int posToIJ(int orientation, int position) { Preconditions.checkArgument(0 <= orientation && orientation < 4); Preconditions.checkArgument(0 <= position && position < 4); return POS_TO_IJ[orientation][position]; } /** Mapping from Hilbert traversal order + cell orientation to IJ-index. */ private static final int IJ_TO_POS[][] = { // (0,0) (0,1) (1,0) (1,1) {0, 1, 3, 2}, // canonical order {0, 3, 1, 2}, // axes swapped {2, 3, 1, 0}, // bits inverted {2, 1, 3, 0}, // swapped & inverted }; /** * Returns the order in which a specified subcell is visited by the Hilbert * curve. This is the inverse of {@link #posToIJ}. * * @param orientation the subcell orientation, in the range [0,3]. * @param ijIndex the subcell index where * {@code 0->(0,0), 1->(0,1), 2->(1,0), 3->(1,1)}. * @return the position of the subcell in the Hilbert traversal, in the range * [0,3]. * @throws IllegalArgumentException if either parameter is out of bounds. */ public static final int ijToPos(int orientation, int ijIndex) { Preconditions.checkArgument(0 <= orientation && orientation < 4); Preconditions.checkArgument(0 <= ijIndex && ijIndex < 4); return IJ_TO_POS[orientation][ijIndex]; } /** * Defines an area or a length cell metric. */ public static class Metric { private final double deriv; private final int dim; /** * Defines a cell metric of the given dimension (1 == length, 2 == area). */ public Metric(int dim, double deriv) { this.deriv = deriv; this.dim = dim; } /** * The "deriv" value of a metric is a derivative, and must be multiplied by * a length or area in (s,t)-space to get a useful value. */ public double deriv() { return deriv; } /** Return the value of a metric for cells at the given level. */ public double getValue(int level) { return StrictMath.scalb(deriv, dim * (1 - level)); } /** * Return the level at which the metric has approximately the given value. * For example, S2::kAvgEdge.GetClosestLevel(0.1) returns the level at which * the average cell edge length is approximately 0.1. The return value is * always a valid level. */ public int getClosestLevel(double value) { return getMinLevel(M_SQRT2 * value); } /** * Return the minimum level such that the metric is at most the given value, * or S2CellId::kMaxLevel if there is no such level. For example, * S2::kMaxDiag.GetMinLevel(0.1) returns the minimum level such that all * cell diagonal lengths are 0.1 or smaller. The return value is always a * valid level. */ public int getMinLevel(double value) { if (value <= 0) { return S2CellId.MAX_LEVEL; } // This code is equivalent to computing a floating-point "level" // value and rounding up. int exponent = exp(value / ((1 << dim) * deriv)); int level = Math.max(0, Math.min(S2CellId.MAX_LEVEL, -((exponent - 1) >> (dim - 1)))); // assert (level == S2CellId.MAX_LEVEL || getValue(level) <= value); // assert (level == 0 || getValue(level - 1) > value); return level; } /** * Return the maximum level such that the metric is at least the given * value, or zero if there is no such level. For example, * S2.kMinWidth.GetMaxLevel(0.1) returns the maximum level such that all * cells have a minimum width of 0.1 or larger. The return value is always a * valid level. */ public int getMaxLevel(double value) { if (value <= 0) { return S2CellId.MAX_LEVEL; } // This code is equivalent to computing a floating-point "level" // value and rounding down. int exponent = exp((1 << dim) * deriv / value); int level = Math.max(0, Math.min(S2CellId.MAX_LEVEL, ((exponent - 1) >> (dim - 1)))); // assert (level == 0 || getValue(level) >= value); // assert (level == S2CellId.MAX_LEVEL || getValue(level + 1) < value); return level; } } /** * Return a unique "origin" on the sphere for operations that need a fixed * reference point. It should *not* be a point that is commonly used in edge * tests in order to avoid triggering code to handle degenerate cases. (This * rules out the north and south poles.) */ public static S2Point origin() { return new S2Point(0, 1, 0); } /** * Return true if the given point is approximately unit length (this is mainly * useful for assertions). */ public static boolean isUnitLength(S2Point p) { return Math.abs(p.norm2() - 1) <= 1e-15; } /** * Return true if edge AB crosses CD at a point that is interior to both * edges. Properties: * * (1) SimpleCrossing(b,a,c,d) == SimpleCrossing(a,b,c,d) (2) * SimpleCrossing(c,d,a,b) == SimpleCrossing(a,b,c,d) */ public static boolean simpleCrossing(S2Point a, S2Point b, S2Point c, S2Point d) { // We compute SimpleCCW() for triangles ACB, CBD, BDA, and DAC. All // of these triangles need to have the same orientation (CW or CCW) // for an intersection to exist. Note that this is slightly more // restrictive than the corresponding definition for planar edges, // since we need to exclude pairs of line segments that would // otherwise "intersect" by crossing two antipodal points. S2Point ab = S2Point.crossProd(a, b); S2Point cd = S2Point.crossProd(c, d); double acb = -ab.dotProd(c); double cbd = -cd.dotProd(b); double bda = ab.dotProd(d); double dac = cd.dotProd(a); return (acb * cbd > 0) && (cbd * bda > 0) && (bda * dac > 0); } /** * Return a vector "c" that is orthogonal to the given unit-length vectors "a" * and "b". This function is similar to a.CrossProd(b) except that it does a * better job of ensuring orthogonality when "a" is nearly parallel to "b", * and it returns a non-zero result even when a == b or a == -b. * * It satisfies the following properties (RCP == RobustCrossProd): * * (1) RCP(a,b) != 0 for all a, b (2) RCP(b,a) == -RCP(a,b) unless a == b or * a == -b (3) RCP(-a,b) == -RCP(a,b) unless a == b or a == -b (4) RCP(a,-b) * == -RCP(a,b) unless a == b or a == -b */ public static S2Point robustCrossProd(S2Point a, S2Point b) { // The direction of a.CrossProd(b) becomes unstable as (a + b) or (a - b) // approaches zero. This leads to situations where a.CrossProd(b) is not // very orthogonal to "a" and/or "b". We could fix this using Gram-Schmidt, // but we also want b.RobustCrossProd(a) == -b.RobustCrossProd(a). // // The easiest fix is to just compute the cross product of (b+a) and (b-a). // Given that "a" and "b" are unit-length, this has good orthogonality to // "a" and "b" even if they differ only in the lowest bit of one component. // assert (isUnitLength(a) && isUnitLength(b)); S2Point x = S2Point.crossProd(S2Point.add(b, a), S2Point.sub(b, a)); if (!x.equals(new S2Point(0, 0, 0))) { return x; } // The only result that makes sense mathematically is to return zero, but // we find it more convenient to return an arbitrary orthogonal vector. return ortho(a); } /** * Return a unit-length vector that is orthogonal to "a". Satisfies Ortho(-a) * = -Ortho(a) for all a. */ public static S2Point ortho(S2Point a) { // The current implementation in S2Point has the property we need, // i.e. Ortho(-a) = -Ortho(a) for all a. return a.ortho(); } /** * Return the area of triangle ABC. The method used is about twice as * expensive as Girard's formula, but it is numerically stable for both large * and very small triangles. The points do not need to be normalized. The area * is always positive. * * The triangle area is undefined if it contains two antipodal points, and * becomes numerically unstable as the length of any edge approaches 180 * degrees. */ static double area(S2Point a, S2Point b, S2Point c) { // This method is based on l'Huilier's theorem, // // tan(E/4) = sqrt(tan(s/2) tan((s-a)/2) tan((s-b)/2) tan((s-c)/2)) // // where E is the spherical excess of the triangle (i.e. its area), // a, b, c, are the side lengths, and // s is the semiperimeter (a + b + c) / 2 . // // The only significant source of error using l'Huilier's method is the // cancellation error of the terms (s-a), (s-b), (s-c). This leads to a // *relative* error of about 1e-16 * s / min(s-a, s-b, s-c). This compares // to a relative error of about 1e-15 / E using Girard's formula, where E is // the true area of the triangle. Girard's formula can be even worse than // this for very small triangles, e.g. a triangle with a true area of 1e-30 // might evaluate to 1e-5. // // So, we prefer l'Huilier's formula unless dmin < s * (0.1 * E), where // dmin = min(s-a, s-b, s-c). This basically includes all triangles // except for extremely long and skinny ones. // // Since we don't know E, we would like a conservative upper bound on // the triangle area in terms of s and dmin. It's possible to show that // E <= k1 * s * sqrt(s * dmin), where k1 = 2*sqrt(3)/Pi (about 1). // Using this, it's easy to show that we should always use l'Huilier's // method if dmin >= k2 * s^5, where k2 is about 1e-2. Furthermore, // if dmin < k2 * s^5, the triangle area is at most k3 * s^4, where // k3 is about 0.1. Since the best case error using Girard's formula // is about 1e-15, this means that we shouldn't even consider it unless // s >= 3e-4 or so. // We use volatile doubles to force the compiler to truncate all of these // quantities to 64 bits. Otherwise it may compute a value of dmin > 0 // simply because it chose to spill one of the intermediate values to // memory but not one of the others. final double sa = b.angle(c); final double sb = c.angle(a); final double sc = a.angle(b); final double s = 0.5 * (sa + sb + sc); if (s >= 3e-4) { // Consider whether Girard's formula might be more accurate. double s2 = s * s; double dmin = s - Math.max(sa, Math.max(sb, sc)); if (dmin < 1e-2 * s * s2 * s2) { // This triangle is skinny enough to consider Girard's formula. double area = girardArea(a, b, c); if (dmin < s * (0.1 * area)) { return area; } } } // Use l'Huilier's formula. return 4 * Math.atan( Math.sqrt( Math.max(0.0, Math.tan(0.5 * s) * Math.tan(0.5 * (s - sa)) * Math.tan(0.5 * (s - sb)) * Math.tan(0.5 * (s - sc))))); } /** * Return the area of the triangle computed using Girard's formula. This is * slightly faster than the Area() method above is not accurate for very small * triangles. */ public static double girardArea(S2Point a, S2Point b, S2Point c) { // This is equivalent to the usual Girard's formula but is slightly // more accurate, faster to compute, and handles a == b == c without // a special case. S2Point ab = S2Point.crossProd(a, b); S2Point bc = S2Point.crossProd(b, c); S2Point ac = S2Point.crossProd(a, c); return Math.max(0.0, ab.angle(ac) - ab.angle(bc) + bc.angle(ac)); } /** * Like Area(), but returns a positive value for counterclockwise triangles * and a negative value otherwise. */ public static double signedArea(S2Point a, S2Point b, S2Point c) { return area(a, b, c) * robustCCW(a, b, c); } // About centroids: // ---------------- // // There are several notions of the "centroid" of a triangle. First, there // // is the planar centroid, which is simply the centroid of the ordinary // (non-spherical) triangle defined by the three vertices. Second, there is // the surface centroid, which is defined as the intersection of the three // medians of the spherical triangle. It is possible to show that this // point is simply the planar centroid projected to the surface of the // sphere. Finally, there is the true centroid (mass centroid), which is // defined as the area integral over the spherical triangle of (x,y,z) // divided by the triangle area. This is the point that the triangle would // rotate around if it was spinning in empty space. // // The best centroid for most purposes is the true centroid. Unlike the // planar and surface centroids, the true centroid behaves linearly as // regions are added or subtracted. That is, if you split a triangle into // pieces and compute the average of their centroids (weighted by triangle // area), the result equals the centroid of the original triangle. This is // not true of the other centroids. // // Also note that the surface centroid may be nowhere near the intuitive // "center" of a spherical triangle. For example, consider the triangle // with vertices A=(1,eps,0), B=(0,0,1), C=(-1,eps,0) (a quarter-sphere). // The surface centroid of this triangle is at S=(0, 2*eps, 1), which is // within a distance of 2*eps of the vertex B. Note that the median from A // (the segment connecting A to the midpoint of BC) passes through S, since // this is the shortest path connecting the two endpoints. On the other // hand, the true centroid is at M=(0, 0.5, 0.5), which when projected onto // the surface is a much more reasonable interpretation of the "center" of // this triangle. /** * Return the centroid of the planar triangle ABC. This can be normalized to * unit length to obtain the "surface centroid" of the corresponding spherical * triangle, i.e. the intersection of the three medians. However, note that * for large spherical triangles the surface centroid may be nowhere near the * intuitive "center" (see example above). */ public static S2Point planarCentroid(S2Point a, S2Point b, S2Point c) { return new S2Point((a.x + b.x + c.x) / 3.0, (a.y + b.y + c.y) / 3.0, (a.z + b.z + c.z) / 3.0); } /** * Returns the true centroid of the spherical triangle ABC multiplied by the * signed area of spherical triangle ABC. The reasons for multiplying by the * signed area are (1) this is the quantity that needs to be summed to compute * the centroid of a union or difference of triangles, and (2) it's actually * easier to calculate this way. */ public static S2Point trueCentroid(S2Point a, S2Point b, S2Point c) { // I couldn't find any references for computing the true centroid of a // spherical triangle... I have a truly marvellous demonstration of this // formula which this margin is too narrow to contain :) // assert (isUnitLength(a) && isUnitLength(b) && isUnitLength(c)); double sina = S2Point.crossProd(b, c).norm(); double sinb = S2Point.crossProd(c, a).norm(); double sinc = S2Point.crossProd(a, b).norm(); double ra = (sina == 0) ? 1 : (Math.asin(sina) / sina); double rb = (sinb == 0) ? 1 : (Math.asin(sinb) / sinb); double rc = (sinc == 0) ? 1 : (Math.asin(sinc) / sinc); // Now compute a point M such that M.X = rX * det(ABC) / 2 for X in A,B,C. S2Point x = new S2Point(a.x, b.x, c.x); S2Point y = new S2Point(a.y, b.y, c.y); S2Point z = new S2Point(a.z, b.z, c.z); S2Point r = new S2Point(ra, rb, rc); return new S2Point(0.5 * S2Point.crossProd(y, z).dotProd(r), 0.5 * S2Point.crossProd(z, x).dotProd(r), 0.5 * S2Point.crossProd(x, y).dotProd(r)); } /** * Return true if the points A, B, C are strictly counterclockwise. Return * false if the points are clockwise or colinear (i.e. if they are all * contained on some great circle). * * Due to numerical errors, situations may arise that are mathematically * impossible, e.g. ABC may be considered strictly CCW while BCA is not. * However, the implementation guarantees the following: * * If SimpleCCW(a,b,c), then !SimpleCCW(c,b,a) for all a,b,c. * * In other words, ABC and CBA are guaranteed not to be both CCW */ public static boolean simpleCCW(S2Point a, S2Point b, S2Point c) { // We compute the signed volume of the parallelepiped ABC. The usual // formula for this is (AxB).C, but we compute it here using (CxA).B // in order to ensure that ABC and CBA are not both CCW. This follows // from the following identities (which are true numerically, not just // mathematically): // // (1) x.CrossProd(y) == -(y.CrossProd(x)) // (2) (-x).DotProd(y) == -(x.DotProd(y)) return S2Point.crossProd(c, a).dotProd(b) > 0; } /** * WARNING! This requires arbitrary precision arithmetic to be truly robust. * This means that for nearly colinear AB and AC, this function may return the * wrong answer. * *

* Like SimpleCCW(), but returns +1 if the points are counterclockwise and -1 * if the points are clockwise. It satisfies the following conditions: * * (1) RobustCCW(a,b,c) == 0 if and only if a == b, b == c, or c == a (2) * RobustCCW(b,c,a) == RobustCCW(a,b,c) for all a,b,c (3) RobustCCW(c,b,a) * ==-RobustCCW(a,b,c) for all a,b,c * * In other words: * * (1) The result is zero if and only if two points are the same. (2) * Rotating the order of the arguments does not affect the result. (3) * Exchanging any two arguments inverts the result. * * This function is essentially like taking the sign of the determinant of * a,b,c, except that it has additional logic to make sure that the above * properties hold even when the three points are coplanar, and to deal with * the limitations of floating-point arithmetic. * * Note: a, b and c are expected to be of unit length. Otherwise, the results * are undefined. */ public static int robustCCW(S2Point a, S2Point b, S2Point c) { return robustCCW(a, b, c, S2Point.crossProd(a, b)); } /** * A more efficient version of RobustCCW that allows the precomputed * cross-product of A and B to be specified. * * Note: a, b and c are expected to be of unit length. Otherwise, the results * are undefined */ public static int robustCCW(S2Point a, S2Point b, S2Point c, S2Point aCrossB) { // assert (isUnitLength(a) && isUnitLength(b) && isUnitLength(c)); // There are 14 multiplications and additions to compute the determinant // below. Since all three points are normalized, it is possible to show // that the average rounding error per operation does not exceed 2**-54, // the maximum rounding error for an operation whose result magnitude is in // the range [0.5,1). Therefore, if the absolute value of the determinant // is greater than 2*14*(2**-54), the determinant will have the same sign // even if the arguments are rotated (which produces a mathematically // equivalent result but with potentially different rounding errors). final double kMinAbsValue = 1.6e-15; // 2 * 14 * 2**-54 double det = aCrossB.dotProd(c); // Double-check borderline cases in debug mode. // assert ((Math.abs(det) < kMinAbsValue) || (Math.abs(det) > 1000 * kMinAbsValue) // || (det * expensiveCCW(a, b, c) > 0)); if (det > kMinAbsValue) { return 1; } if (det < -kMinAbsValue) { return -1; } return expensiveCCW(a, b, c); } /** * A relatively expensive calculation invoked by RobustCCW() if the sign of * the determinant is uncertain. */ private static int expensiveCCW(S2Point a, S2Point b, S2Point c) { // Return zero if and only if two points are the same. This ensures (1). if (a.equals(b) || b.equals(c) || c.equals(a)) { return 0; } // Now compute the determinant in a stable way. Since all three points are // unit length and we know that the determinant is very close to zero, this // means that points are very nearly colinear. Furthermore, the most common // situation is where two points are nearly identical or nearly antipodal. // To get the best accuracy in this situation, it is important to // immediately reduce the magnitude of the arguments by computing either // A+B or A-B for each pair of points. Note that even if A and B differ // only in their low bits, A-B can be computed very accurately. On the // other hand we can't accurately represent an arbitrary linear combination // of two vectors as would be required for Gaussian elimination. The code // below chooses the vertex opposite the longest edge as the "origin" for // the calculation, and computes the different vectors to the other two // vertices. This minimizes the sum of the lengths of these vectors. // // This implementation is very stable numerically, but it still does not // return consistent results in all cases. For example, if three points are // spaced far apart from each other along a great circle, the sign of the // result will basically be random (although it will still satisfy the // conditions documented in the header file). The only way to return // consistent results in all cases is to compute the result using // arbitrary-precision arithmetic. I considered using the Gnu MP library, // but this would be very expensive (up to 2000 bits of precision may be // needed to store the intermediate results) and seems like overkill for // this problem. The MP library is apparently also quite particular about // compilers and compilation options and would be a pain to maintain. // We want to handle the case of nearby points and nearly antipodal points // accurately, so determine whether A+B or A-B is smaller in each case. double sab = (a.dotProd(b) > 0) ? -1 : 1; double sbc = (b.dotProd(c) > 0) ? -1 : 1; double sca = (c.dotProd(a) > 0) ? -1 : 1; S2Point vab = S2Point.add(a, S2Point.mul(b, sab)); S2Point vbc = S2Point.add(b, S2Point.mul(c, sbc)); S2Point vca = S2Point.add(c, S2Point.mul(a, sca)); double dab = vab.norm2(); double dbc = vbc.norm2(); double dca = vca.norm2(); // Sort the difference vectors to find the longest edge, and use the // opposite vertex as the origin. If two difference vectors are the same // length, we break ties deterministically to ensure that the symmetry // properties guaranteed in the header file will be true. double sign; if (dca < dbc || (dca == dbc && a.lessThan(b))) { if (dab < dbc || (dab == dbc && a.lessThan(c))) { // The "sab" factor converts A +/- B into B +/- A. sign = S2Point.crossProd(vab, vca).dotProd(a) * sab; // BC is longest // edge } else { sign = S2Point.crossProd(vca, vbc).dotProd(c) * sca; // AB is longest // edge } } else { if (dab < dca || (dab == dca && b.lessThan(c))) { sign = S2Point.crossProd(vbc, vab).dotProd(b) * sbc; // CA is longest // edge } else { sign = S2Point.crossProd(vca, vbc).dotProd(c) * sca; // AB is longest // edge } } if (sign > 0) { return 1; } if (sign < 0) { return -1; } // The points A, B, and C are numerically indistinguishable from coplanar. // This may be due to roundoff error, or the points may in fact be exactly // coplanar. We handle this situation by perturbing all of the points by a // vector (eps, eps**2, eps**3) where "eps" is an infinitesmally small // positive number (e.g. 1 divided by a googolplex). The perturbation is // done symbolically, i.e. we compute what would happen if the points were // perturbed by this amount. It turns out that this is equivalent to // checking whether the points are ordered CCW around the origin first in // the Y-Z plane, then in the Z-X plane, and then in the X-Y plane. int ccw = planarOrderedCCW(new R2Vector(a.y, a.z), new R2Vector(b.y, b.z), new R2Vector(c.y, c.z)); if (ccw == 0) { ccw = planarOrderedCCW(new R2Vector(a.z, a.x), new R2Vector(b.z, b.x), new R2Vector(c.z, c.x)); if (ccw == 0) { ccw = planarOrderedCCW( new R2Vector(a.x, a.y), new R2Vector(b.x, b.y), new R2Vector(c.x, c.y)); // assert (ccw != 0); } } return ccw; } public static int planarCCW(R2Vector a, R2Vector b) { // Return +1 if the edge AB is CCW around the origin, etc. double sab = (a.dotProd(b) > 0) ? -1 : 1; R2Vector vab = R2Vector.add(a, R2Vector.mul(b, sab)); double da = a.norm2(); double db = b.norm2(); double sign; if (da < db || (da == db && a.lessThan(b))) { sign = a.crossProd(vab) * sab; } else { sign = vab.crossProd(b); } if (sign > 0) { return 1; } if (sign < 0) { return -1; } return 0; } public static int planarOrderedCCW(R2Vector a, R2Vector b, R2Vector c) { int sum = 0; sum += planarCCW(a, b); sum += planarCCW(b, c); sum += planarCCW(c, a); if (sum > 0) { return 1; } if (sum < 0) { return -1; } return 0; } /** * Return true if the edges OA, OB, and OC are encountered in that order while * sweeping CCW around the point O. You can think of this as testing whether * A <= B <= C with respect to a continuous CCW ordering around O. * * Properties: *

    *
  1. If orderedCCW(a,b,c,o) && orderedCCW(b,a,c,o), then a == b
  2. *
  3. If orderedCCW(a,b,c,o) && orderedCCW(a,c,b,o), then b == c
  4. *
  5. If orderedCCW(a,b,c,o) && orderedCCW(c,b,a,o), then a == b == c
  6. *
  7. If a == b or b == c, then orderedCCW(a,b,c,o) is true
  8. *
  9. Otherwise if a == c, then orderedCCW(a,b,c,o) is false
  10. *
*/ public static boolean orderedCCW(S2Point a, S2Point b, S2Point c, S2Point o) { // The last inequality below is ">" rather than ">=" so that we return true // if A == B or B == C, and otherwise false if A == C. Recall that // RobustCCW(x,y,z) == -RobustCCW(z,y,x) for all x,y,z. int sum = 0; if (robustCCW(b, o, a) >= 0) { ++sum; } if (robustCCW(c, o, b) >= 0) { ++sum; } if (robustCCW(a, o, c) > 0) { ++sum; } return sum >= 2; } /** * Return the angle at the vertex B in the triangle ABC. The return value is * always in the range [0, Pi]. The points do not need to be normalized. * Ensures that Angle(a,b,c) == Angle(c,b,a) for all a,b,c. * * The angle is undefined if A or C is diametrically opposite from B, and * becomes numerically unstable as the length of edge AB or BC approaches 180 * degrees. */ public static double angle(S2Point a, S2Point b, S2Point c) { return S2Point.crossProd(a, b).angle(S2Point.crossProd(c, b)); } /** * Return the exterior angle at the vertex B in the triangle ABC. The return * value is positive if ABC is counterclockwise and negative otherwise. If you * imagine an ant walking from A to B to C, this is the angle that the ant * turns at vertex B (positive = left, negative = right). Ensures that * TurnAngle(a,b,c) == -TurnAngle(c,b,a) for all a,b,c. * * @param a * @param b * @param c * @return the exterior angle at the vertex B in the triangle ABC */ public static double turnAngle(S2Point a, S2Point b, S2Point c) { // This is a bit less efficient because we compute all 3 cross products, but // it ensures that turnAngle(a,b,c) == -turnAngle(c,b,a) for all a,b,c. double outAngle = S2Point.crossProd(b, a).angle(S2Point.crossProd(c, b)); return (robustCCW(a, b, c) > 0) ? outAngle : -outAngle; } /** * Return true if two points are within the given distance of each other * (mainly useful for testing). */ public static boolean approxEquals(S2Point a, S2Point b, double maxError) { return a.angle(b) <= maxError; } public static boolean approxEquals(S2Point a, S2Point b) { return approxEquals(a, b, 1e-15); } public static boolean approxEquals(double a, double b, double maxError) { return Math.abs(a - b) <= maxError; } public static boolean approxEquals(double a, double b) { return approxEquals(a, b, 1e-15); } // Don't instantiate private S2() { } }




© 2015 - 2025 Weber Informatics LLC | Privacy Policy