mirror of
https://github.com/Luzifer/staticmap.git
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396 lines
12 KiB
Go
396 lines
12 KiB
Go
// Copyright 2016 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package s2
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import (
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"fmt"
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"io"
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"math"
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"github.com/golang/geo/s1"
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)
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// Polyline represents a sequence of zero or more vertices connected by
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// straight edges (geodesics). Edges of length 0 and 180 degrees are not
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// allowed, i.e. adjacent vertices should not be identical or antipodal.
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type Polyline []Point
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// PolylineFromLatLngs creates a new Polyline from the given LatLngs.
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func PolylineFromLatLngs(points []LatLng) *Polyline {
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p := make(Polyline, len(points))
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for k, v := range points {
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p[k] = PointFromLatLng(v)
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}
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return &p
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}
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// Reverse reverses the order of the Polyline vertices.
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func (p *Polyline) Reverse() {
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for i := 0; i < len(*p)/2; i++ {
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(*p)[i], (*p)[len(*p)-i-1] = (*p)[len(*p)-i-1], (*p)[i]
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}
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}
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// Length returns the length of this Polyline.
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func (p *Polyline) Length() s1.Angle {
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var length s1.Angle
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for i := 1; i < len(*p); i++ {
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length += (*p)[i-1].Distance((*p)[i])
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}
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return length
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}
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// Centroid returns the true centroid of the polyline multiplied by the length of the
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// polyline. The result is not unit length, so you may wish to normalize it.
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//
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// Scaling by the Polyline length makes it easy to compute the centroid
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// of several Polylines (by simply adding up their centroids).
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func (p *Polyline) Centroid() Point {
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var centroid Point
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for i := 1; i < len(*p); i++ {
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// The centroid (multiplied by length) is a vector toward the midpoint
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// of the edge, whose length is twice the sin of half the angle between
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// the two vertices. Defining theta to be this angle, we have:
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vSum := (*p)[i-1].Add((*p)[i].Vector) // Length == 2*cos(theta)
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vDiff := (*p)[i-1].Sub((*p)[i].Vector) // Length == 2*sin(theta)
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// Length == 2*sin(theta)
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centroid = Point{centroid.Add(vSum.Mul(math.Sqrt(vDiff.Norm2() / vSum.Norm2())))}
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}
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return centroid
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}
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// Equal reports whether the given Polyline is exactly the same as this one.
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func (p *Polyline) Equal(b *Polyline) bool {
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if len(*p) != len(*b) {
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return false
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}
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for i, v := range *p {
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if v != (*b)[i] {
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return false
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}
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}
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return true
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}
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// CapBound returns the bounding Cap for this Polyline.
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func (p *Polyline) CapBound() Cap {
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return p.RectBound().CapBound()
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}
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// RectBound returns the bounding Rect for this Polyline.
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func (p *Polyline) RectBound() Rect {
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rb := NewRectBounder()
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for _, v := range *p {
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rb.AddPoint(v)
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}
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return rb.RectBound()
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}
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// ContainsCell reports whether this Polyline contains the given Cell. Always returns false
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// because "containment" is not numerically well-defined except at the Polyline vertices.
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func (p *Polyline) ContainsCell(cell Cell) bool {
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return false
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}
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// IntersectsCell reports whether this Polyline intersects the given Cell.
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func (p *Polyline) IntersectsCell(cell Cell) bool {
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if len(*p) == 0 {
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return false
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}
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// We only need to check whether the cell contains vertex 0 for correctness,
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// but these tests are cheap compared to edge crossings so we might as well
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// check all the vertices.
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for _, v := range *p {
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if cell.ContainsPoint(v) {
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return true
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}
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}
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cellVertices := []Point{
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cell.Vertex(0),
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cell.Vertex(1),
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cell.Vertex(2),
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cell.Vertex(3),
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}
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for j := 0; j < 4; j++ {
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crosser := NewChainEdgeCrosser(cellVertices[j], cellVertices[(j+1)&3], (*p)[0])
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for i := 1; i < len(*p); i++ {
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if crosser.ChainCrossingSign((*p)[i]) != DoNotCross {
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// There is a proper crossing, or two vertices were the same.
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return true
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}
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}
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}
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return false
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}
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// ContainsPoint returns false since Polylines are not closed.
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func (p *Polyline) ContainsPoint(point Point) bool {
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return false
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}
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// CellUnionBound computes a covering of the Polyline.
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func (p *Polyline) CellUnionBound() []CellID {
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return p.CapBound().CellUnionBound()
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}
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// NumEdges returns the number of edges in this shape.
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func (p *Polyline) NumEdges() int {
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if len(*p) == 0 {
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return 0
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}
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return len(*p) - 1
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}
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// Edge returns endpoints for the given edge index.
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func (p *Polyline) Edge(i int) Edge {
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return Edge{(*p)[i], (*p)[i+1]}
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}
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// HasInterior returns false as Polylines are not closed.
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func (p *Polyline) HasInterior() bool {
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return false
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}
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// ReferencePoint returns the default reference point with negative containment because Polylines are not closed.
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func (p *Polyline) ReferencePoint() ReferencePoint {
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return OriginReferencePoint(false)
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}
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// NumChains reports the number of contiguous edge chains in this Polyline.
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func (p *Polyline) NumChains() int {
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return minInt(1, p.NumEdges())
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}
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// Chain returns the i-th edge Chain in the Shape.
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func (p *Polyline) Chain(chainID int) Chain {
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return Chain{0, p.NumEdges()}
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}
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// ChainEdge returns the j-th edge of the i-th edge Chain.
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func (p *Polyline) ChainEdge(chainID, offset int) Edge {
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return Edge{(*p)[offset], (*p)[offset+1]}
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}
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// ChainPosition returns a pair (i, j) such that edgeID is the j-th edge
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func (p *Polyline) ChainPosition(edgeID int) ChainPosition {
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return ChainPosition{0, edgeID}
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}
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// dimension returns the dimension of the geometry represented by this Polyline.
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func (p *Polyline) dimension() dimension { return polylineGeometry }
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// IsEmpty reports whether this shape contains no points.
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func (p *Polyline) IsEmpty() bool { return defaultShapeIsEmpty(p) }
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// IsFull reports whether this shape contains all points on the sphere.
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func (p *Polyline) IsFull() bool { return defaultShapeIsFull(p) }
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// findEndVertex reports the maximal end index such that the line segment between
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// the start index and this one such that the line segment between these two
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// vertices passes within the given tolerance of all interior vertices, in order.
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func findEndVertex(p Polyline, tolerance s1.Angle, index int) int {
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// The basic idea is to keep track of the "pie wedge" of angles
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// from the starting vertex such that a ray from the starting
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// vertex at that angle will pass through the discs of radius
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// tolerance centered around all vertices processed so far.
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//
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// First we define a coordinate frame for the tangent and normal
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// spaces at the starting vertex. Essentially this means picking
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// three orthonormal vectors X,Y,Z such that X and Y span the
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// tangent plane at the starting vertex, and Z is up. We use
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// the coordinate frame to define a mapping from 3D direction
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// vectors to a one-dimensional ray angle in the range (-π,
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// π]. The angle of a direction vector is computed by
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// transforming it into the X,Y,Z basis, and then calculating
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// atan2(y,x). This mapping allows us to represent a wedge of
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// angles as a 1D interval. Since the interval wraps around, we
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// represent it as an Interval, i.e. an interval on the unit
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// circle.
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origin := p[index]
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frame := getFrame(origin)
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// As we go along, we keep track of the current wedge of angles
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// and the distance to the last vertex (which must be
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// non-decreasing).
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currentWedge := s1.FullInterval()
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var lastDistance s1.Angle
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for index++; index < len(p); index++ {
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candidate := p[index]
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distance := origin.Distance(candidate)
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// We don't allow simplification to create edges longer than
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// 90 degrees, to avoid numeric instability as lengths
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// approach 180 degrees. We do need to allow for original
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// edges longer than 90 degrees, though.
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if distance > math.Pi/2 && lastDistance > 0 {
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break
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}
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// Vertices must be in increasing order along the ray, except
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// for the initial disc around the origin.
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if distance < lastDistance && lastDistance > tolerance {
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break
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}
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lastDistance = distance
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// Points that are within the tolerance distance of the origin
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// do not constrain the ray direction, so we can ignore them.
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if distance <= tolerance {
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continue
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}
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// If the current wedge of angles does not contain the angle
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// to this vertex, then stop right now. Note that the wedge
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// of possible ray angles is not necessarily empty yet, but we
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// can't continue unless we are willing to backtrack to the
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// last vertex that was contained within the wedge (since we
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// don't create new vertices). This would be more complicated
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// and also make the worst-case running time more than linear.
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direction := toFrame(frame, candidate)
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center := math.Atan2(direction.Y, direction.X)
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if !currentWedge.Contains(center) {
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break
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}
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// To determine how this vertex constrains the possible ray
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// angles, consider the triangle ABC where A is the origin, B
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// is the candidate vertex, and C is one of the two tangent
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// points between A and the spherical cap of radius
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// tolerance centered at B. Then from the spherical law of
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// sines, sin(a)/sin(A) = sin(c)/sin(C), where a and c are
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// the lengths of the edges opposite A and C. In our case C
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// is a 90 degree angle, therefore A = asin(sin(a) / sin(c)).
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// Angle A is the half-angle of the allowable wedge.
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halfAngle := math.Asin(math.Sin(tolerance.Radians()) / math.Sin(distance.Radians()))
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target := s1.IntervalFromPointPair(center, center).Expanded(halfAngle)
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currentWedge = currentWedge.Intersection(target)
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}
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// We break out of the loop when we reach a vertex index that
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// can't be included in the line segment, so back up by one
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// vertex.
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return index - 1
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}
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// SubsampleVertices returns a subsequence of vertex indices such that the
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// polyline connecting these vertices is never further than the given tolerance from
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// the original polyline. Provided the first and last vertices are distinct,
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// they are always preserved; if they are not, the subsequence may contain
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// only a single index.
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//
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// Some useful properties of the algorithm:
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//
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// - It runs in linear time.
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//
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// - The output always represents a valid polyline. In particular, adjacent
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// output vertices are never identical or antipodal.
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//
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// - The method is not optimal, but it tends to produce 2-3% fewer
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// vertices than the Douglas-Peucker algorithm with the same tolerance.
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//
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// - The output is parametrically equivalent to the original polyline to
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// within the given tolerance. For example, if a polyline backtracks on
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// itself and then proceeds onwards, the backtracking will be preserved
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// (to within the given tolerance). This is different than the
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// Douglas-Peucker algorithm which only guarantees geometric equivalence.
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func (p *Polyline) SubsampleVertices(tolerance s1.Angle) []int {
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var result []int
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if len(*p) < 1 {
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return result
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}
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result = append(result, 0)
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clampedTolerance := s1.Angle(math.Max(tolerance.Radians(), 0))
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for index := 0; index+1 < len(*p); {
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nextIndex := findEndVertex(*p, clampedTolerance, index)
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// Don't create duplicate adjacent vertices.
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if (*p)[nextIndex] != (*p)[index] {
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result = append(result, nextIndex)
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}
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index = nextIndex
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}
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return result
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}
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// Encode encodes the Polyline.
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func (p Polyline) Encode(w io.Writer) error {
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e := &encoder{w: w}
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p.encode(e)
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return e.err
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}
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func (p Polyline) encode(e *encoder) {
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e.writeInt8(encodingVersion)
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e.writeUint32(uint32(len(p)))
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for _, v := range p {
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e.writeFloat64(v.X)
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e.writeFloat64(v.Y)
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e.writeFloat64(v.Z)
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}
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}
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// Decode decodes the polyline.
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func (p *Polyline) Decode(r io.Reader) error {
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d := decoder{r: asByteReader(r)}
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p.decode(d)
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return d.err
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}
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func (p *Polyline) decode(d decoder) {
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version := d.readInt8()
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if d.err != nil {
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return
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}
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if int(version) != int(encodingVersion) {
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d.err = fmt.Errorf("can't decode version %d; my version: %d", version, encodingVersion)
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return
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}
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nvertices := d.readUint32()
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if d.err != nil {
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return
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}
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if nvertices > maxEncodedVertices {
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d.err = fmt.Errorf("too many vertices (%d; max is %d)", nvertices, maxEncodedVertices)
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return
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}
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*p = make([]Point, nvertices)
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for i := range *p {
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(*p)[i].X = d.readFloat64()
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(*p)[i].Y = d.readFloat64()
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(*p)[i].Z = d.readFloat64()
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}
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}
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// TODO(roberts): Differences from C++.
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// IsValid
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// Suffix
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// Interpolate/UnInterpolate
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// Project
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// IsPointOnRight
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// Intersects(Polyline)
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// Reverse
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// ApproxEqual
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// NearlyCoversPolyline
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