// Copyright 2016 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 ( "math" "sync" "sync/atomic" "github.com/golang/geo/r1" "github.com/golang/geo/r2" ) // CellRelation describes the possible relationships between a target cell // and the cells of the ShapeIndex. If the target is an index cell or is // contained by an index cell, it is Indexed. If the target is subdivided // into one or more index cells, it is Subdivided. Otherwise it is Disjoint. type CellRelation int // The possible CellRelations for a ShapeIndex. const ( Indexed CellRelation = iota Subdivided Disjoint ) const ( // cellPadding defines the total error when clipping an edge which comes // from two sources: // (1) Clipping the original spherical edge to a cube face (the face edge). // The maximum error in this step is faceClipErrorUVCoord. // (2) Clipping the face edge to the u- or v-coordinate of a cell boundary. // The maximum error in this step is edgeClipErrorUVCoord. // Finally, since we encounter the same errors when clipping query edges, we // double the total error so that we only need to pad edges during indexing // and not at query time. cellPadding = 2.0 * (faceClipErrorUVCoord + edgeClipErrorUVCoord) // cellSizeToLongEdgeRatio defines the cell size relative to the length of an // edge at which it is first considered to be long. Long edges do not // contribute toward the decision to subdivide a cell further. For example, // a value of 2.0 means that the cell must be at least twice the size of the // edge in order for that edge to be counted. There are two reasons for not // counting long edges: (1) such edges typically need to be propagated to // several children, which increases time and memory costs without much benefit, // and (2) in pathological cases, many long edges close together could force // subdivision to continue all the way to the leaf cell level. cellSizeToLongEdgeRatio = 1.0 ) // clippedShape represents the part of a shape that intersects a Cell. // It consists of the set of edge IDs that intersect that cell and a boolean // indicating whether the center of the cell is inside the shape (for shapes // that have an interior). // // Note that the edges themselves are not clipped; we always use the original // edges for intersection tests so that the results will be the same as the // original shape. type clippedShape struct { // shapeID is the index of the shape this clipped shape is a part of. shapeID int32 // containsCenter indicates if the center of the CellID this shape has been // clipped to falls inside this shape. This is false for shapes that do not // have an interior. containsCenter bool // edges is the ordered set of ShapeIndex original edge IDs. Edges // are stored in increasing order of edge ID. edges []int } // newClippedShape returns a new clipped shape for the given shapeID and number of expected edges. func newClippedShape(id int32, numEdges int) *clippedShape { return &clippedShape{ shapeID: id, edges: make([]int, numEdges), } } // numEdges returns the number of edges that intersect the CellID of the Cell this was clipped to. func (c *clippedShape) numEdges() int { return len(c.edges) } // containsEdge reports if this clipped shape contains the given edge ID. func (c *clippedShape) containsEdge(id int) bool { // Linear search is fast because the number of edges per shape is typically // very small (less than 10). for _, e := range c.edges { if e == id { return true } } return false } // ShapeIndexCell stores the index contents for a particular CellID. type ShapeIndexCell struct { shapes []*clippedShape } // NewShapeIndexCell creates a new cell that is sized to hold the given number of shapes. func NewShapeIndexCell(numShapes int) *ShapeIndexCell { return &ShapeIndexCell{ shapes: make([]*clippedShape, numShapes), } } // numEdges reports the total number of edges in all clipped shapes in this cell. func (s *ShapeIndexCell) numEdges() int { var e int for _, cs := range s.shapes { e += cs.numEdges() } return e } // add adds the given clipped shape to this index cell. func (s *ShapeIndexCell) add(c *clippedShape) { s.shapes = append(s.shapes, c) } // findByShapeID returns the clipped shape that contains the given shapeID, // or nil if none of the clipped shapes contain it. func (s *ShapeIndexCell) findByShapeID(shapeID int32) *clippedShape { // Linear search is fine because the number of shapes per cell is typically // very small (most often 1), and is large only for pathological inputs // (e.g. very deeply nested loops). for _, clipped := range s.shapes { if clipped.shapeID == shapeID { return clipped } } return nil } // faceEdge and clippedEdge store temporary edge data while the index is being // updated. // // While it would be possible to combine all the edge information into one // structure, there are two good reasons for separating it: // // - Memory usage. Separating the two means that we only need to // store one copy of the per-face data no matter how many times an edge is // subdivided, and it also lets us delay computing bounding boxes until // they are needed for processing each face (when the dataset spans // multiple faces). // // - Performance. UpdateEdges is significantly faster on large polygons when // the data is separated, because it often only needs to access the data in // clippedEdge and this data is cached more successfully. // faceEdge represents an edge that has been projected onto a given face, type faceEdge struct { shapeID int32 // The ID of shape that this edge belongs to edgeID int // Edge ID within that shape maxLevel int // Not desirable to subdivide this edge beyond this level hasInterior bool // Belongs to a shape that has an interior a, b r2.Point // The edge endpoints, clipped to a given face edge Edge // The original edge. } // clippedEdge represents the portion of that edge that has been clipped to a given Cell. type clippedEdge struct { faceEdge *faceEdge // The original unclipped edge bound r2.Rect // Bounding box for the clipped portion } // ShapeIndexIteratorPos defines the set of possible iterator starting positions. By // default iterators are unpositioned, since this avoids an extra seek in this // situation where one of the seek methods (such as Locate) is immediately called. type ShapeIndexIteratorPos int const ( // IteratorBegin specifies the iterator should be positioned at the beginning of the index. IteratorBegin ShapeIndexIteratorPos = iota // IteratorEnd specifies the iterator should be positioned at the end of the index. IteratorEnd ) // ShapeIndexIterator is an iterator that provides low-level access to // the cells of the index. Cells are returned in increasing order of CellID. // // for it := index.Iterator(); !it.Done(); it.Next() { // fmt.Print(it.CellID()) // } // type ShapeIndexIterator struct { index *ShapeIndex position int id CellID cell *ShapeIndexCell } // NewShapeIndexIterator creates a new iterator for the given index. If a starting // position is specified, the iterator is positioned at the given spot. func NewShapeIndexIterator(index *ShapeIndex, pos ...ShapeIndexIteratorPos) *ShapeIndexIterator { s := &ShapeIndexIterator{ index: index, } if len(pos) > 0 { if len(pos) > 1 { panic("too many ShapeIndexIteratorPos arguments") } switch pos[0] { case IteratorBegin: s.Begin() case IteratorEnd: s.End() default: panic("unknown ShapeIndexIteratorPos value") } } return s } // CellID returns the CellID of the current index cell. // If s.Done() is true, a value larger than any valid CellID is returned. func (s *ShapeIndexIterator) CellID() CellID { return s.id } // IndexCell returns the current index cell. func (s *ShapeIndexIterator) IndexCell() *ShapeIndexCell { // TODO(roberts): C++ has this call a virtual method to allow subclasses // of ShapeIndexIterator to do other work before returning the cell. Do // we need such a thing? return s.cell } // Center returns the Point at the center of the current position of the iterator. func (s *ShapeIndexIterator) Center() Point { return s.CellID().Point() } // Begin positions the iterator at the beginning of the index. func (s *ShapeIndexIterator) Begin() { if !s.index.IsFresh() { s.index.maybeApplyUpdates() } s.position = 0 s.refresh() } // Next positions the iterator at the next index cell. func (s *ShapeIndexIterator) Next() { s.position++ s.refresh() } // Prev advances the iterator to the previous cell in the index and returns true to // indicate it was not yet at the beginning of the index. If the iterator is at the // first cell the call does nothing and returns false. func (s *ShapeIndexIterator) Prev() bool { if s.position <= 0 { return false } s.position-- s.refresh() return true } // End positions the iterator at the end of the index. func (s *ShapeIndexIterator) End() { s.position = len(s.index.cells) s.refresh() } // Done reports if the iterator is positioned at or after the last index cell. func (s *ShapeIndexIterator) Done() bool { return s.id == SentinelCellID } // refresh updates the stored internal iterator values. func (s *ShapeIndexIterator) refresh() { if s.position < len(s.index.cells) { s.id = s.index.cells[s.position] s.cell = s.index.cellMap[s.CellID()] } else { s.id = SentinelCellID s.cell = nil } } // seek positions the iterator at the first cell whose ID >= target, or at the // end of the index if no such cell exists. func (s *ShapeIndexIterator) seek(target CellID) { s.position = 0 // In C++, this relies on the lower_bound method of the underlying btree_map. // TODO(roberts): Convert this to a binary search since the list of cells is ordered. for k, v := range s.index.cells { // We've passed the cell that is after us, so we are done. if v >= target { s.position = k break } // Otherwise, advance the position. s.position++ } s.refresh() } // LocatePoint positions the iterator at the cell that contains the given Point. // If no such cell exists, the iterator position is unspecified, and false is returned. // The cell at the matched position is guaranteed to contain all edges that might // intersect the line segment between target and the cell's center. func (s *ShapeIndexIterator) LocatePoint(p Point) bool { // Let I = cellMap.LowerBound(T), where T is the leaf cell containing // point P. Then if T is contained by an index cell, then the // containing cell is either I or I'. We test for containment by comparing // the ranges of leaf cells spanned by T, I, and I'. target := cellIDFromPoint(p) s.seek(target) if !s.Done() && s.CellID().RangeMin() <= target { return true } if s.Prev() && s.CellID().RangeMax() >= target { return true } return false } // LocateCellID attempts to position the iterator at the first matching index cell // in the index that has some relation to the given CellID. Let T be the target CellID. // If T is contained by (or equal to) some index cell I, then the iterator is positioned // at I and returns Indexed. Otherwise if T contains one or more (smaller) index cells, // then the iterator is positioned at the first such cell I and return Subdivided. // Otherwise Disjoint is returned and the iterator position is undefined. func (s *ShapeIndexIterator) LocateCellID(target CellID) CellRelation { // Let T be the target, let I = cellMap.LowerBound(T.RangeMin()), and // let I' be the predecessor of I. If T contains any index cells, then T // contains I. Similarly, if T is contained by an index cell, then the // containing cell is either I or I'. We test for containment by comparing // the ranges of leaf cells spanned by T, I, and I'. s.seek(target.RangeMin()) if !s.Done() { if s.CellID() >= target && s.CellID().RangeMin() <= target { return Indexed } if s.CellID() <= target.RangeMax() { return Subdivided } } if s.Prev() && s.CellID().RangeMax() >= target { return Indexed } return Disjoint } // tracker keeps track of which shapes in a given set contain a particular point // (the focus). It provides an efficient way to move the focus from one point // to another and incrementally update the set of shapes which contain it. We use // this to compute which shapes contain the center of every CellID in the index, // by advancing the focus from one cell center to the next. // // Initially the focus is at the start of the CellID space-filling curve. We then // visit all the cells that are being added to the ShapeIndex in increasing order // of CellID. For each cell, we draw two edges: one from the entry vertex to the // center, and another from the center to the exit vertex (where entry and exit // refer to the points where the space-filling curve enters and exits the cell). // By counting edge crossings we can incrementally compute which shapes contain // the cell center. Note that the same set of shapes will always contain the exit // point of one cell and the entry point of the next cell in the index, because // either (a) these two points are actually the same, or (b) the intervening // cells in CellID order are all empty, and therefore there are no edge crossings // if we follow this path from one cell to the other. // // In C++, this is S2ShapeIndex::InteriorTracker. type tracker struct { isActive bool a Point b Point nextCellID CellID crosser *EdgeCrosser shapeIDs []int32 // Shape ids saved by saveAndClearStateBefore. The state is never saved // recursively so we don't need to worry about maintaining a stack. savedIDs []int32 } // newTracker returns a new tracker with the appropriate defaults. func newTracker() *tracker { // As shapes are added, we compute which ones contain the start of the // CellID space-filling curve by drawing an edge from OriginPoint to this // point and counting how many shape edges cross this edge. t := &tracker{ isActive: false, b: trackerOrigin(), nextCellID: CellIDFromFace(0).ChildBeginAtLevel(maxLevel), } t.drawTo(Point{faceUVToXYZ(0, -1, -1).Normalize()}) // CellID curve start return t } // trackerOrigin returns the initial focus point when the tracker is created // (corresponding to the start of the CellID space-filling curve). func trackerOrigin() Point { // The start of the S2CellId space-filling curve. return Point{faceUVToXYZ(0, -1, -1).Normalize()} } // focus returns the current focus point of the tracker. func (t *tracker) focus() Point { return t.b } // addShape adds a shape whose interior should be tracked. containsOrigin indicates // whether the current focus point is inside the shape. Alternatively, if // the focus point is in the process of being moved (via moveTo/drawTo), you // can also specify containsOrigin at the old focus point and call testEdge // for every edge of the shape that might cross the current drawTo line. // This updates the state to correspond to the new focus point. // // This requires shape.HasInterior func (t *tracker) addShape(shapeID int32, containsFocus bool) { t.isActive = true if containsFocus { t.toggleShape(shapeID) } } // moveTo moves the focus of the tracker to the given point. This method should // only be used when it is known that there are no edge crossings between the old // and new focus locations; otherwise use drawTo. func (t *tracker) moveTo(b Point) { t.b = b } // drawTo moves the focus of the tracker to the given point. After this method is // called, testEdge should be called with all edges that may cross the line // segment between the old and new focus locations. func (t *tracker) drawTo(b Point) { t.a = t.b t.b = b // TODO: the edge crosser may need an in-place Init method if this gets expensive t.crosser = NewEdgeCrosser(t.a, t.b) } // testEdge checks if the given edge crosses the current edge, and if so, then // toggle the state of the given shapeID. // This requires shape to have an interior. func (t *tracker) testEdge(shapeID int32, edge Edge) { if t.crosser.EdgeOrVertexCrossing(edge.V0, edge.V1) { t.toggleShape(shapeID) } } // setNextCellID is used to indicate that the last argument to moveTo or drawTo // was the entry vertex of the given CellID, i.e. the tracker is positioned at the // start of this cell. By using this method together with atCellID, the caller // can avoid calling moveTo in cases where the exit vertex of the previous cell // is the same as the entry vertex of the current cell. func (t *tracker) setNextCellID(nextCellID CellID) { t.nextCellID = nextCellID.RangeMin() } // atCellID reports if the focus is already at the entry vertex of the given // CellID (provided that the caller calls setNextCellID as each cell is processed). func (t *tracker) atCellID(cellid CellID) bool { return cellid.RangeMin() == t.nextCellID } // toggleShape adds or removes the given shapeID from the set of IDs it is tracking. func (t *tracker) toggleShape(shapeID int32) { // Most shapeIDs slices are small, so special case the common steps. // If there is nothing here, add it. if len(t.shapeIDs) == 0 { t.shapeIDs = append(t.shapeIDs, shapeID) return } // If it's the first element, drop it from the slice. if t.shapeIDs[0] == shapeID { t.shapeIDs = t.shapeIDs[1:] return } for i, s := range t.shapeIDs { if s < shapeID { continue } // If it's in the set, cut it out. if s == shapeID { copy(t.shapeIDs[i:], t.shapeIDs[i+1:]) // overwrite the ith element t.shapeIDs = t.shapeIDs[:len(t.shapeIDs)-1] return } // We've got to a point in the slice where we should be inserted. // (the given shapeID is now less than the current positions id.) t.shapeIDs = append(t.shapeIDs[0:i], append([]int32{shapeID}, t.shapeIDs[i:len(t.shapeIDs)]...)...) return } // We got to the end and didn't find it, so add it to the list. t.shapeIDs = append(t.shapeIDs, shapeID) } // saveAndClearStateBefore makes an internal copy of the state for shape ids below // the given limit, and then clear the state for those shapes. This is used during // incremental updates to track the state of added and removed shapes separately. func (t *tracker) saveAndClearStateBefore(limitShapeID int32) { limit := t.lowerBound(limitShapeID) t.savedIDs = append([]int32(nil), t.shapeIDs[:limit]...) t.shapeIDs = t.shapeIDs[limit:] } // restoreStateBefore restores the state previously saved by saveAndClearStateBefore. // This only affects the state for shapeIDs below "limitShapeID". func (t *tracker) restoreStateBefore(limitShapeID int32) { limit := t.lowerBound(limitShapeID) t.shapeIDs = append(append([]int32(nil), t.savedIDs...), t.shapeIDs[limit:]...) t.savedIDs = nil } // lowerBound returns the shapeID of the first entry x where x >= shapeID. func (t *tracker) lowerBound(shapeID int32) int32 { panic("not implemented") } // removedShape represents a set of edges from the given shape that is queued for removal. type removedShape struct { shapeID int32 hasInterior bool containsTrackerOrigin bool edges []Edge } // There are three basic states the index can be in. const ( stale int32 = iota // There are pending updates. updating // Updates are currently being applied. fresh // There are no pending updates. ) // ShapeIndex indexes a set of Shapes, where a Shape is some collection of edges // that optionally defines an interior. It can be used to represent a set of // points, a set of polylines, or a set of polygons. For Shapes that have // interiors, the index makes it very fast to determine which Shape(s) contain // a given point or region. // // The index can be updated incrementally by adding or removing shapes. It is // designed to handle up to hundreds of millions of edges. All data structures // are designed to be small, so the index is compact; generally it is smaller // than the underlying data being indexed. The index is also fast to construct. // // Polygon, Loop, and Polyline implement Shape which allows these objects to // be indexed easily. You can find useful query methods in CrossingEdgeQuery // and ClosestEdgeQuery (Not yet implemented in Go). // // Example showing how to build an index of Polylines: // // index := NewShapeIndex() // for _, polyline := range polylines { // index.Add(polyline); // } // // Now you can use a CrossingEdgeQuery or ClosestEdgeQuery here. // type ShapeIndex struct { // shapes is a map of shape ID to shape. shapes map[int32]Shape // The maximum number of edges per cell. // TODO(roberts): Update the comments when the usage of this is implemented. maxEdgesPerCell int // nextID tracks the next ID to hand out. IDs are not reused when shapes // are removed from the index. nextID int32 // cellMap is a map from CellID to the set of clipped shapes that intersect that // cell. The cell IDs cover a set of non-overlapping regions on the sphere. // In C++, this is a BTree, so the cells are ordered naturally by the data structure. cellMap map[CellID]*ShapeIndexCell // Track the ordered list of cell IDs. cells []CellID // The current status of the index; accessed atomically. status int32 // Additions and removals are queued and processed on the first subsequent // query. There are several reasons to do this: // // - It is significantly more efficient to process updates in batches if // the amount of entities added grows. // - Often the index will never be queried, in which case we can save both // the time and memory required to build it. Examples: // + Loops that are created simply to pass to an Polygon. (We don't // need the Loop index, because Polygon builds its own index.) // + Applications that load a database of geometry and then query only // a small fraction of it. // // The main drawback is that we need to go to some extra work to ensure that // some methods are still thread-safe. Note that the goal is *not* to // make this thread-safe in general, but simply to hide the fact that // we defer some of the indexing work until query time. // // This mutex protects all of following fields in the index. mu sync.RWMutex // pendingAdditionsPos is the index of the first entry that has not been processed // via applyUpdatesInternal. pendingAdditionsPos int32 // The set of shapes that have been queued for removal but not processed yet by // applyUpdatesInternal. pendingRemovals []*removedShape } // NewShapeIndex creates a new ShapeIndex. func NewShapeIndex() *ShapeIndex { return &ShapeIndex{ maxEdgesPerCell: 10, shapes: make(map[int32]Shape), cellMap: make(map[CellID]*ShapeIndexCell), cells: nil, status: fresh, } } // Iterator returns an iterator for this index. func (s *ShapeIndex) Iterator() *ShapeIndexIterator { s.maybeApplyUpdates() return NewShapeIndexIterator(s, IteratorBegin) } // Begin positions the iterator at the first cell in the index. func (s *ShapeIndex) Begin() *ShapeIndexIterator { s.maybeApplyUpdates() return NewShapeIndexIterator(s, IteratorBegin) } // End positions the iterator at the last cell in the index. func (s *ShapeIndex) End() *ShapeIndexIterator { // TODO(roberts): It's possible that updates could happen to the index between // the time this is called and the time the iterators position is used and this // will be invalid or not the end. For now, things will be undefined if this // happens. See about referencing the IsFresh to guard for this in the future. s.maybeApplyUpdates() return NewShapeIndexIterator(s, IteratorEnd) } // Len reports the number of Shapes in this index. func (s *ShapeIndex) Len() int { return len(s.shapes) } // Reset resets the index to its original state. func (s *ShapeIndex) Reset() { s.shapes = make(map[int32]Shape) s.nextID = 0 s.cellMap = make(map[CellID]*ShapeIndexCell) s.cells = nil atomic.StoreInt32(&s.status, fresh) } // NumEdges returns the number of edges in this index. func (s *ShapeIndex) NumEdges() int { numEdges := 0 for _, shape := range s.shapes { numEdges += shape.NumEdges() } return numEdges } // Shape returns the shape with the given ID, or nil if the shape has been removed from the index. func (s *ShapeIndex) Shape(id int32) Shape { return s.shapes[id] } // idForShape returns the id of the given shape in this index, or -1 if it is // not in the index. // // TODO(roberts): Need to figure out an appropriate way to expose this on a Shape. // C++ allows a given S2 type (Loop, Polygon, etc) to be part of multiple indexes. // By having each type extend S2Shape which has an id element, they all inherit their // own id field rather than having to track it themselves. func (s *ShapeIndex) idForShape(shape Shape) int32 { for k, v := range s.shapes { if v == shape { return k } } return -1 } // Add adds the given shape to the index and returns the assigned ID.. func (s *ShapeIndex) Add(shape Shape) int32 { s.shapes[s.nextID] = shape s.nextID++ atomic.StoreInt32(&s.status, stale) return s.nextID - 1 } // Remove removes the given shape from the index. func (s *ShapeIndex) Remove(shape Shape) { // The index updates itself lazily because it is much more efficient to // process additions and removals in batches. id := s.idForShape(shape) // If the shape wasn't found, it's already been removed or was not in the index. if s.shapes[id] == nil { return } // Remove the shape from the shapes map. delete(s.shapes, id) // We are removing a shape that has not yet been added to the index, // so there is nothing else to do. if id >= s.pendingAdditionsPos { return } numEdges := shape.NumEdges() removed := &removedShape{ shapeID: id, hasInterior: shape.HasInterior(), containsTrackerOrigin: shape.ReferencePoint().Contained, edges: make([]Edge, numEdges), } for e := 0; e < numEdges; e++ { removed.edges[e] = shape.Edge(e) } s.pendingRemovals = append(s.pendingRemovals, removed) atomic.StoreInt32(&s.status, stale) } // IsFresh reports if there are no pending updates that need to be applied. // This can be useful to avoid building the index unnecessarily, or for // choosing between two different algorithms depending on whether the index // is available. // // The returned index status may be slightly out of date if the index was // built in a different thread. This is fine for the intended use (as an // efficiency hint), but it should not be used by internal methods. func (s *ShapeIndex) IsFresh() bool { return atomic.LoadInt32(&s.status) == fresh } // isFirstUpdate reports if this is the first update to the index. func (s *ShapeIndex) isFirstUpdate() bool { // Note that it is not sufficient to check whether cellMap is empty, since // entries are added to it during the update process. return s.pendingAdditionsPos == 0 } // isShapeBeingRemoved reports if the shape with the given ID is currently slated for removal. func (s *ShapeIndex) isShapeBeingRemoved(shapeID int32) bool { // All shape ids being removed fall below the index position of shapes being added. return shapeID < s.pendingAdditionsPos } // maybeApplyUpdates checks if the index pieces have changed, and if so, applies pending updates. func (s *ShapeIndex) maybeApplyUpdates() { // TODO(roberts): To avoid acquiring and releasing the mutex on every // query, we should use atomic operations when testing whether the status // is fresh and when updating the status to be fresh. This guarantees // that any thread that sees a status of fresh will also see the // corresponding index updates. if atomic.LoadInt32(&s.status) != fresh { s.mu.Lock() s.applyUpdatesInternal() atomic.StoreInt32(&s.status, fresh) s.mu.Unlock() } } // applyUpdatesInternal does the actual work of updating the index by applying all // pending additions and removals. It does *not* update the indexes status. func (s *ShapeIndex) applyUpdatesInternal() { // TODO(roberts): Building the index can use up to 20x as much memory per // edge as the final index memory size. If this causes issues, add in // batched updating to limit the amount of items per batch to a // configurable memory footprint overhead. t := newTracker() // allEdges maps a Face to a collection of faceEdges. allEdges := make([][]faceEdge, 6) for _, p := range s.pendingRemovals { s.removeShapeInternal(p, allEdges, t) } for id := s.pendingAdditionsPos; id < int32(len(s.shapes)); id++ { s.addShapeInternal(id, allEdges, t) } for face := 0; face < 6; face++ { s.updateFaceEdges(face, allEdges[face], t) } s.pendingRemovals = s.pendingRemovals[:0] s.pendingAdditionsPos = int32(len(s.shapes)) // It is the caller's responsibility to update the index status. } // addShapeInternal clips all edges of the given shape to the six cube faces, // adds the clipped edges to the set of allEdges, and starts tracking its // interior if necessary. func (s *ShapeIndex) addShapeInternal(shapeID int32, allEdges [][]faceEdge, t *tracker) { shape, ok := s.shapes[shapeID] if !ok { // This shape has already been removed. return } faceEdge := faceEdge{ shapeID: shapeID, hasInterior: shape.HasInterior(), } if faceEdge.hasInterior { t.addShape(shapeID, containsBruteForce(shape, t.focus())) } numEdges := shape.NumEdges() for e := 0; e < numEdges; e++ { edge := shape.Edge(e) faceEdge.edgeID = e faceEdge.edge = edge faceEdge.maxLevel = maxLevelForEdge(edge) s.addFaceEdge(faceEdge, allEdges) } } // addFaceEdge adds the given faceEdge into the collection of all edges. func (s *ShapeIndex) addFaceEdge(fe faceEdge, allEdges [][]faceEdge) { aFace := face(fe.edge.V0.Vector) // See if both endpoints are on the same face, and are far enough from // the edge of the face that they don't intersect any (padded) adjacent face. if aFace == face(fe.edge.V1.Vector) { x, y := validFaceXYZToUV(aFace, fe.edge.V0.Vector) fe.a = r2.Point{x, y} x, y = validFaceXYZToUV(aFace, fe.edge.V1.Vector) fe.b = r2.Point{x, y} maxUV := 1 - cellPadding if math.Abs(fe.a.X) <= maxUV && math.Abs(fe.a.Y) <= maxUV && math.Abs(fe.b.X) <= maxUV && math.Abs(fe.b.Y) <= maxUV { allEdges[aFace] = append(allEdges[aFace], fe) return } } // Otherwise, we simply clip the edge to all six faces. for face := 0; face < 6; face++ { if aClip, bClip, intersects := ClipToPaddedFace(fe.edge.V0, fe.edge.V1, face, cellPadding); intersects { fe.a = aClip fe.b = bClip allEdges[face] = append(allEdges[face], fe) } } return } // updateFaceEdges adds or removes the various edges from the index. // An edge is added if shapes[id] is not nil, and removed otherwise. func (s *ShapeIndex) updateFaceEdges(face int, faceEdges []faceEdge, t *tracker) { numEdges := len(faceEdges) if numEdges == 0 && len(t.shapeIDs) == 0 { return } // Create the initial clippedEdge for each faceEdge. Additional clipped // edges are created when edges are split between child cells. We create // two arrays, one containing the edge data and another containing pointers // to those edges, so that during the recursion we only need to copy // pointers in order to propagate an edge to the correct child. clippedEdges := make([]*clippedEdge, numEdges) bound := r2.EmptyRect() for e := 0; e < numEdges; e++ { clipped := &clippedEdge{ faceEdge: &faceEdges[e], } clipped.bound = r2.RectFromPoints(faceEdges[e].a, faceEdges[e].b) clippedEdges[e] = clipped bound = bound.AddRect(clipped.bound) } // Construct the initial face cell containing all the edges, and then update // all the edges in the index recursively. faceID := CellIDFromFace(face) pcell := PaddedCellFromCellID(faceID, cellPadding) disjointFromIndex := s.isFirstUpdate() if numEdges > 0 { shrunkID := s.shrinkToFit(pcell, bound) if shrunkID != pcell.id { // All the edges are contained by some descendant of the face cell. We // can save a lot of work by starting directly with that cell, but if we // are in the interior of at least one shape then we need to create // index entries for the cells we are skipping over. s.skipCellRange(faceID.RangeMin(), shrunkID.RangeMin(), t, disjointFromIndex) pcell = PaddedCellFromCellID(shrunkID, cellPadding) s.updateEdges(pcell, clippedEdges, t, disjointFromIndex) s.skipCellRange(shrunkID.RangeMax().Next(), faceID.RangeMax().Next(), t, disjointFromIndex) return } } // Otherwise (no edges, or no shrinking is possible), subdivide normally. s.updateEdges(pcell, clippedEdges, t, disjointFromIndex) } // shrinkToFit shrinks the PaddedCell to fit within the given bounds. func (s *ShapeIndex) shrinkToFit(pcell *PaddedCell, bound r2.Rect) CellID { shrunkID := pcell.ShrinkToFit(bound) if !s.isFirstUpdate() && shrunkID != pcell.CellID() { // Don't shrink any smaller than the existing index cells, since we need // to combine the new edges with those cells. iter := s.Iterator() if iter.LocateCellID(shrunkID) == Indexed { shrunkID = iter.CellID() } } return shrunkID } // skipCellRange skips over the cells in the given range, creating index cells if we are // currently in the interior of at least one shape. func (s *ShapeIndex) skipCellRange(begin, end CellID, t *tracker, disjointFromIndex bool) { // If we aren't in the interior of a shape, then skipping over cells is easy. if len(t.shapeIDs) == 0 { return } // Otherwise generate the list of cell ids that we need to visit, and create // an index entry for each one. skipped := CellUnionFromRange(begin, end) for _, cell := range skipped { var clippedEdges []*clippedEdge s.updateEdges(PaddedCellFromCellID(cell, cellPadding), clippedEdges, t, disjointFromIndex) } } // updateEdges adds or removes the given edges whose bounding boxes intersect a // given cell. disjointFromIndex is an optimization hint indicating that cellMap // does not contain any entries that overlap the given cell. func (s *ShapeIndex) updateEdges(pcell *PaddedCell, edges []*clippedEdge, t *tracker, disjointFromIndex bool) { // This function is recursive with a maximum recursion depth of 30 (maxLevel). // Incremental updates are handled as follows. All edges being added or // removed are combined together in edges, and all shapes with interiors // are tracked using tracker. We subdivide recursively as usual until we // encounter an existing index cell. At this point we absorb the index // cell as follows: // // - Edges and shapes that are being removed are deleted from edges and // tracker. // - All remaining edges and shapes from the index cell are added to // edges and tracker. // - Continue subdividing recursively, creating new index cells as needed. // - When the recursion gets back to the cell that was absorbed, we // restore edges and tracker to their previous state. // // Note that the only reason that we include removed shapes in the recursive // subdivision process is so that we can find all of the index cells that // contain those shapes efficiently, without maintaining an explicit list of // index cells for each shape (which would be expensive in terms of memory). indexCellAbsorbed := false if !disjointFromIndex { // There may be existing index cells contained inside pcell. If we // encounter such a cell, we need to combine the edges being updated with // the existing cell contents by absorbing the cell. iter := s.Iterator() r := iter.LocateCellID(pcell.id) if r == Disjoint { disjointFromIndex = true } else if r == Indexed { // Absorb the index cell by transferring its contents to edges and // deleting it. We also start tracking the interior of any new shapes. s.absorbIndexCell(pcell, iter, edges, t) indexCellAbsorbed = true disjointFromIndex = true } else { // DCHECK_EQ(SUBDIVIDED, r) } } // If there are existing index cells below us, then we need to keep // subdividing so that we can merge with those cells. Otherwise, // makeIndexCell checks if the number of edges is small enough, and creates // an index cell if possible (returning true when it does so). if !disjointFromIndex || !s.makeIndexCell(pcell, edges, t) { // TODO(roberts): If it turns out to have memory problems when there // are 10M+ edges in the index, look into pre-allocating space so we // are not always appending. childEdges := [2][2][]*clippedEdge{} // [i][j] // Compute the middle of the padded cell, defined as the rectangle in // (u,v)-space that belongs to all four (padded) children. By comparing // against the four boundaries of middle we can determine which children // each edge needs to be propagated to. middle := pcell.Middle() // Build up a vector edges to be passed to each child cell. The (i,j) // directions are left (i=0), right (i=1), lower (j=0), and upper (j=1). // Note that the vast majority of edges are propagated to a single child. for _, edge := range edges { if edge.bound.X.Hi <= middle.X.Lo { // Edge is entirely contained in the two left children. a, b := s.clipVAxis(edge, middle.Y) if a != nil { childEdges[0][0] = append(childEdges[0][0], a) } if b != nil { childEdges[0][1] = append(childEdges[0][1], b) } } else if edge.bound.X.Lo >= middle.X.Hi { // Edge is entirely contained in the two right children. a, b := s.clipVAxis(edge, middle.Y) if a != nil { childEdges[1][0] = append(childEdges[1][0], a) } if b != nil { childEdges[1][1] = append(childEdges[1][1], b) } } else if edge.bound.Y.Hi <= middle.Y.Lo { // Edge is entirely contained in the two lower children. if a := s.clipUBound(edge, 1, middle.X.Hi); a != nil { childEdges[0][0] = append(childEdges[0][0], a) } if b := s.clipUBound(edge, 0, middle.X.Lo); b != nil { childEdges[1][0] = append(childEdges[1][0], b) } } else if edge.bound.Y.Lo >= middle.Y.Hi { // Edge is entirely contained in the two upper children. if a := s.clipUBound(edge, 1, middle.X.Hi); a != nil { childEdges[0][1] = append(childEdges[0][1], a) } if b := s.clipUBound(edge, 0, middle.X.Lo); b != nil { childEdges[1][1] = append(childEdges[1][1], b) } } else { // The edge bound spans all four children. The edge // itself intersects either three or four padded children. left := s.clipUBound(edge, 1, middle.X.Hi) a, b := s.clipVAxis(left, middle.Y) if a != nil { childEdges[0][0] = append(childEdges[0][0], a) } if b != nil { childEdges[0][1] = append(childEdges[0][1], b) } right := s.clipUBound(edge, 0, middle.X.Lo) a, b = s.clipVAxis(right, middle.Y) if a != nil { childEdges[1][0] = append(childEdges[1][0], a) } if b != nil { childEdges[1][1] = append(childEdges[1][1], b) } } } // Now recursively update the edges in each child. We call the children in // increasing order of CellID so that when the index is first constructed, // all insertions into cellMap are at the end (which is much faster). for pos := 0; pos < 4; pos++ { i, j := pcell.ChildIJ(pos) if len(childEdges[i][j]) > 0 || len(t.shapeIDs) > 0 { s.updateEdges(PaddedCellFromParentIJ(pcell, i, j), childEdges[i][j], t, disjointFromIndex) } } } if indexCellAbsorbed { // Restore the state for any edges being removed that we are tracking. t.restoreStateBefore(s.pendingAdditionsPos) } } // makeIndexCell builds an indexCell from the given padded cell and set of edges and adds // it to the index. If the cell or edges are empty, no cell is added. func (s *ShapeIndex) makeIndexCell(p *PaddedCell, edges []*clippedEdge, t *tracker) bool { // If the cell is empty, no index cell is needed. (In most cases this // situation is detected before we get to this point, but this can happen // when all shapes in a cell are removed.) if len(edges) == 0 && len(t.shapeIDs) == 0 { return true } // Count the number of edges that have not reached their maximum level yet. // Return false if there are too many such edges. count := 0 for _, ce := range edges { if p.Level() < ce.faceEdge.maxLevel { count++ } if count > s.maxEdgesPerCell { return false } } // Possible optimization: Continue subdividing as long as exactly one child // of the padded cell intersects the given edges. This can be done by finding // the bounding box of all the edges and calling ShrinkToFit: // // cellID = p.ShrinkToFit(RectBound(edges)); // // Currently this is not beneficial; it slows down construction by 4-25% // (mainly computing the union of the bounding rectangles) and also slows // down queries (since more recursive clipping is required to get down to // the level of a spatial index cell). But it may be worth trying again // once containsCenter is computed and all algorithms are modified to // take advantage of it. // We update the InteriorTracker as follows. For every Cell in the index // we construct two edges: one edge from entry vertex of the cell to its // center, and one from the cell center to its exit vertex. Here entry // and exit refer the CellID ordering, i.e. the order in which points // are encountered along the 2 space-filling curve. The exit vertex then // becomes the entry vertex for the next cell in the index, unless there are // one or more empty intervening cells, in which case the InteriorTracker // state is unchanged because the intervening cells have no edges. // Shift the InteriorTracker focus point to the center of the current cell. if t.isActive && len(edges) != 0 { if !t.atCellID(p.id) { t.moveTo(p.EntryVertex()) } t.drawTo(p.Center()) s.testAllEdges(edges, t) } // Allocate and fill a new index cell. To get the total number of shapes we // need to merge the shapes associated with the intersecting edges together // with the shapes that happen to contain the cell center. cshapeIDs := t.shapeIDs numShapes := s.countShapes(edges, cshapeIDs) cell := NewShapeIndexCell(numShapes) // To fill the index cell we merge the two sources of shapes: edge shapes // (those that have at least one edge that intersects this cell), and // containing shapes (those that contain the cell center). We keep track // of the index of the next intersecting edge and the next containing shape // as we go along. Both sets of shape ids are already sorted. eNext := 0 cNextIdx := 0 for i := 0; i < numShapes; i++ { var clipped *clippedShape // advance to next value base + i eshapeID := int32(s.Len()) cshapeID := int32(eshapeID) // Sentinels if eNext != len(edges) { eshapeID = edges[eNext].faceEdge.shapeID } if cNextIdx != len(cshapeIDs) { cshapeID = cshapeIDs[cNextIdx] } eBegin := eNext if cshapeID < eshapeID { // The entire cell is in the shape interior. clipped = newClippedShape(cshapeID, 0) clipped.containsCenter = true cNextIdx++ } else { // Count the number of edges for this shape and allocate space for them. for eNext < len(edges) && edges[eNext].faceEdge.shapeID == eshapeID { eNext++ } clipped = newClippedShape(eshapeID, eNext-eBegin) for e := eBegin; e < eNext; e++ { clipped.edges[e-eBegin] = edges[e].faceEdge.edgeID } if cshapeID == eshapeID { clipped.containsCenter = true cNextIdx++ } } cell.shapes[i] = clipped } // Add this cell to the map. s.cellMap[p.id] = cell s.cells = append(s.cells, p.id) // Shift the tracker focus point to the exit vertex of this cell. if t.isActive && len(edges) != 0 { t.drawTo(p.ExitVertex()) s.testAllEdges(edges, t) t.setNextCellID(p.id.Next()) } return true } // updateBound updates the specified endpoint of the given clipped edge and returns the // resulting clipped edge. func (s *ShapeIndex) updateBound(edge *clippedEdge, uEnd int, u float64, vEnd int, v float64) *clippedEdge { c := &clippedEdge{faceEdge: edge.faceEdge} if uEnd == 0 { c.bound.X.Lo = u c.bound.X.Hi = edge.bound.X.Hi } else { c.bound.X.Lo = edge.bound.X.Lo c.bound.X.Hi = u } if vEnd == 0 { c.bound.Y.Lo = v c.bound.Y.Hi = edge.bound.Y.Hi } else { c.bound.Y.Lo = edge.bound.Y.Lo c.bound.Y.Hi = v } return c } // clipUBound clips the given endpoint (lo=0, hi=1) of the u-axis so that // it does not extend past the given value of the given edge. func (s *ShapeIndex) clipUBound(edge *clippedEdge, uEnd int, u float64) *clippedEdge { // First check whether the edge actually requires any clipping. (Sometimes // this method is called when clipping is not necessary, e.g. when one edge // endpoint is in the overlap area between two padded child cells.) if uEnd == 0 { if edge.bound.X.Lo >= u { return edge } } else { if edge.bound.X.Hi <= u { return edge } } // We interpolate the new v-value from the endpoints of the original edge. // This has two advantages: (1) we don't need to store the clipped endpoints // at all, just their bounding box; and (2) it avoids the accumulation of // roundoff errors due to repeated interpolations. The result needs to be // clamped to ensure that it is in the appropriate range. e := edge.faceEdge v := edge.bound.Y.ClampPoint(interpolateFloat64(u, e.a.X, e.b.X, e.a.Y, e.b.Y)) // Determine which endpoint of the v-axis bound to update. If the edge // slope is positive we update the same endpoint, otherwise we update the // opposite endpoint. var vEnd int positiveSlope := (e.a.X > e.b.X) == (e.a.Y > e.b.Y) if (uEnd == 1) == positiveSlope { vEnd = 1 } return s.updateBound(edge, uEnd, u, vEnd, v) } // clipVBound clips the given endpoint (lo=0, hi=1) of the v-axis so that // it does not extend past the given value of the given edge. func (s *ShapeIndex) clipVBound(edge *clippedEdge, vEnd int, v float64) *clippedEdge { if vEnd == 0 { if edge.bound.Y.Lo >= v { return edge } } else { if edge.bound.Y.Hi <= v { return edge } } // We interpolate the new v-value from the endpoints of the original edge. // This has two advantages: (1) we don't need to store the clipped endpoints // at all, just their bounding box; and (2) it avoids the accumulation of // roundoff errors due to repeated interpolations. The result needs to be // clamped to ensure that it is in the appropriate range. e := edge.faceEdge u := edge.bound.X.ClampPoint(interpolateFloat64(v, e.a.Y, e.b.Y, e.a.X, e.b.X)) // Determine which endpoint of the v-axis bound to update. If the edge // slope is positive we update the same endpoint, otherwise we update the // opposite endpoint. var uEnd int positiveSlope := (e.a.X > e.b.X) == (e.a.Y > e.b.Y) if (vEnd == 1) == positiveSlope { uEnd = 1 } return s.updateBound(edge, uEnd, u, vEnd, v) } // cliupVAxis returns the given edge clipped to within the boundaries of the middle // interval along the v-axis, and adds the result to its children. func (s *ShapeIndex) clipVAxis(edge *clippedEdge, middle r1.Interval) (a, b *clippedEdge) { if edge.bound.Y.Hi <= middle.Lo { // Edge is entirely contained in the lower child. return edge, nil } else if edge.bound.Y.Lo >= middle.Hi { // Edge is entirely contained in the upper child. return nil, edge } // The edge bound spans both children. return s.clipVBound(edge, 1, middle.Hi), s.clipVBound(edge, 0, middle.Lo) } // absorbIndexCell absorbs an index cell by transferring its contents to edges // and/or "tracker", and then delete this cell from the index. If edges includes // any edges that are being removed, this method also updates their // InteriorTracker state to correspond to the exit vertex of this cell. func (s *ShapeIndex) absorbIndexCell(p *PaddedCell, iter *ShapeIndexIterator, edges []*clippedEdge, t *tracker) { // When we absorb a cell, we erase all the edges that are being removed. // However when we are finished with this cell, we want to restore the state // of those edges (since that is how we find all the index cells that need // to be updated). The edges themselves are restored automatically when // UpdateEdges returns from its recursive call, but the InteriorTracker // state needs to be restored explicitly. // // Here we first update the InteriorTracker state for removed edges to // correspond to the exit vertex of this cell, and then save the // InteriorTracker state. This state will be restored by UpdateEdges when // it is finished processing the contents of this cell. if t.isActive && len(edges) != 0 && s.isShapeBeingRemoved(edges[0].faceEdge.shapeID) { // We probably need to update the tracker. ("Probably" because // it's possible that all shapes being removed do not have interiors.) if !t.atCellID(p.id) { t.moveTo(p.EntryVertex()) } t.drawTo(p.ExitVertex()) t.setNextCellID(p.id.Next()) for _, edge := range edges { fe := edge.faceEdge if !s.isShapeBeingRemoved(fe.shapeID) { break // All shapes being removed come first. } if fe.hasInterior { t.testEdge(fe.shapeID, fe.edge) } } } // Save the state of the edges being removed, so that it can be restored // when we are finished processing this cell and its children. We don't // need to save the state of the edges being added because they aren't being // removed from "edges" and will therefore be updated normally as we visit // this cell and its children. t.saveAndClearStateBefore(s.pendingAdditionsPos) // Create a faceEdge for each edge in this cell that isn't being removed. var faceEdges []*faceEdge trackerMoved := false cell := iter.IndexCell() for _, clipped := range cell.shapes { shapeID := clipped.shapeID shape := s.Shape(shapeID) if shape == nil { continue // This shape is being removed. } numClipped := clipped.numEdges() // If this shape has an interior, start tracking whether we are inside the // shape. updateEdges wants to know whether the entry vertex of this // cell is inside the shape, but we only know whether the center of the // cell is inside the shape, so we need to test all the edges against the // line segment from the cell center to the entry vertex. edge := &faceEdge{ shapeID: shapeID, hasInterior: shape.HasInterior(), } if edge.hasInterior { t.addShape(shapeID, clipped.containsCenter) // There might not be any edges in this entire cell (i.e., it might be // in the interior of all shapes), so we delay updating the tracker // until we see the first edge. if !trackerMoved && numClipped > 0 { t.moveTo(p.Center()) t.drawTo(p.EntryVertex()) t.setNextCellID(p.id) trackerMoved = true } } for i := 0; i < numClipped; i++ { edgeID := clipped.edges[i] edge.edgeID = edgeID edge.edge = shape.Edge(edgeID) edge.maxLevel = maxLevelForEdge(edge.edge) if edge.hasInterior { t.testEdge(shapeID, edge.edge) } var ok bool edge.a, edge.b, ok = ClipToPaddedFace(edge.edge.V0, edge.edge.V1, p.id.Face(), cellPadding) if !ok { panic("invariant failure in ShapeIndex") } faceEdges = append(faceEdges, edge) } } // Now create a clippedEdge for each faceEdge, and put them in "new_edges". var newEdges []*clippedEdge for _, faceEdge := range faceEdges { clipped := &clippedEdge{ faceEdge: faceEdge, bound: clippedEdgeBound(faceEdge.a, faceEdge.b, p.bound), } newEdges = append(newEdges, clipped) } // Discard any edges from "edges" that are being removed, and append the // remainder to "newEdges" (This keeps the edges sorted by shape id.) for i, clipped := range edges { if !s.isShapeBeingRemoved(clipped.faceEdge.shapeID) { newEdges = append(newEdges, edges[i:]...) break } } // Update the edge list and delete this cell from the index. edges, newEdges = newEdges, edges delete(s.cellMap, p.id) // TODO(roberts): delete from s.Cells } // testAllEdges calls the trackers testEdge on all edges from shapes that have interiors. func (s *ShapeIndex) testAllEdges(edges []*clippedEdge, t *tracker) { for _, edge := range edges { if edge.faceEdge.hasInterior { t.testEdge(edge.faceEdge.shapeID, edge.faceEdge.edge) } } } // countShapes reports the number of distinct shapes that are either associated with the // given edges, or that are currently stored in the InteriorTracker. func (s *ShapeIndex) countShapes(edges []*clippedEdge, shapeIDs []int32) int { count := 0 lastShapeID := int32(-1) cNext := int32(0) for _, edge := range edges { if edge.faceEdge.shapeID == lastShapeID { continue } count++ lastShapeID = edge.faceEdge.shapeID // Skip over any containing shapes up to and including this one, // updating count as appropriate. for ; cNext < int32(len(shapeIDs)); cNext++ { if cNext > lastShapeID { break } if cNext < lastShapeID { count++ } } } // Count any remaining containing shapes. count += int(len(shapeIDs) - int(cNext)) return count } // maxLevelForEdge reports the maximum level for a given edge. func maxLevelForEdge(edge Edge) int { // Compute the maximum cell size for which this edge is considered long. // The calculation does not need to be perfectly accurate, so we use Norm // rather than Angle for speed. cellSize := edge.V0.Sub(edge.V1.Vector).Norm() * cellSizeToLongEdgeRatio // Now return the first level encountered during subdivision where the // average cell size is at most cellSize. return AvgEdgeMetric.MinLevel(cellSize) } // removeShapeInternal does the actual work for removing a given shape from the index. func (s *ShapeIndex) removeShapeInternal(removed *removedShape, allEdges [][]faceEdge, t *tracker) { // TODO(roberts): finish the implementation of this. } // TODO(roberts): Differences from C++. // ShapeContainsPoint // FindContainingShapes