fixed raycast bug

This commit is contained in:
Josh Baker 2016-12-04 08:57:54 -07:00
parent 2e41d49c4b
commit 204b3ef724
8 changed files with 122 additions and 164 deletions

21
geojson/poly/LICENSE Normal file
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@ -0,0 +1,21 @@
Copyright (c) 2016 Josh Baker
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Contact GitHub API Training Shop Blog About

14
geojson/poly/README.md Normal file
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@ -0,0 +1,14 @@
Poly
====
[![Build Status](https://travis-ci.org/tidwall/poly.svg?branch=master)](https://travis-ci.org/tidwall/poly)
[![GoDoc](https://godoc.org/github.com/tidwall/poly?status.svg)](https://godoc.org/github.com/tidwall/poly)
Polygon detection methods for Go.
Contact
-------
Josh Baker [@tidwall](http://twitter.com/tidwall)
License
-------
Poly source code is available under the MIT [License](/LICENSE).

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@ -42,10 +42,10 @@ func insideshpext(p Point, shape Polygon, exterior bool) bool {
in := false in := false
for i := 0; i < len(shape); i++ { for i := 0; i < len(shape); i++ {
res := raycast(p, shape[i], shape[(i+1)%len(shape)]) res := raycast(p, shape[i], shape[(i+1)%len(shape)])
if res == on { if res.on {
return exterior return exterior
} }
if res == left { if res.in {
in = !in in = !in
} }
} }

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@ -34,6 +34,14 @@ func TestRayInside(t *testing.T) {
testRayInside(t, P(1, -0.1), strange, false) testRayInside(t, P(1, -0.1), strange, false)
} }
func TestRayInside2(t *testing.T) {
normal := []Point{P(0, 0), P(4, 3), P(5, 2), P(0, 0)}
testRayInside(t, P(1, 2), normal, false)
testRayInside(t, P(1, 3), normal, false)
testRayInside(t, P(4, 2), normal, true)
testRayInside(t, P(2, 1), normal, true)
}
var texterior = Polygon{ var texterior = Polygon{
P(0, 0), P(0, 0),
P(0, 6), P(0, 6),
@ -74,6 +82,10 @@ func TestRayExteriorHoles(t *testing.T) {
{P(8, -3), false}, {P(8, -3), false},
{P(8, 1), false}, {P(8, 1), false},
{P(14, -1), false}, {P(14, -1), false},
{P(8, -0.5), true},
{P(8, -1.5), true},
{P(8, -1), true},
} }
// add the edges, all should be inside // add the edges, all should be inside
for i := 0; i < len(texterior); i++ { for i := 0; i < len(texterior); i++ {

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@ -9,6 +9,8 @@ func (p Point) Intersects(exterior Polygon, holes []Polygon) bool {
func (shape Polygon) Intersects(exterior Polygon, holes []Polygon) bool { func (shape Polygon) Intersects(exterior Polygon, holes []Polygon) bool {
return shape.doesIntersects(false, exterior, holes) return shape.doesIntersects(false, exterior, holes)
} }
// LineStringIntersects detects if a polygon intersects a linestring
func (shape Polygon) LineStringIntersects(exterior Polygon, holes []Polygon) bool { func (shape Polygon) LineStringIntersects(exterior Polygon, holes []Polygon) bool {
return shape.doesIntersects(true, exterior, holes) return shape.doesIntersects(true, exterior, holes)
} }

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@ -1,8 +1,9 @@
// Package poly provides polygon detection methods.
package poly package poly
import "fmt" import "fmt"
// Point is simple 3D point // Point is simple 2D point
type Point struct { type Point struct {
X, Y, Z float64 X, Y, Z float64
} }

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@ -1,121 +1,95 @@
package poly package poly
// This implementation of the raycast algorithm test if a point is import "math"
// to the left of a line, or on the segment line. Otherwise it is
// assumed that the point is outside of the segment line.
type rayres int type rayres struct {
in, on bool
func (r rayres) String() string {
switch r {
default:
return "unknown"
case out:
return "out"
case left:
return "left"
case on:
return "on"
}
} }
const (
out = rayres(0) // outside of the segment.
left = rayres(1) // to the left of the segment
on = rayres(2) // on segment or vertex, special condition
)
func raycast(p, a, b Point) rayres { func raycast(p, a, b Point) rayres {
// make sure that the point is inside the segment bounds
if a.Y < b.Y && (p.Y < a.Y || p.Y > b.Y) {
return rayres{false, false}
} else if a.Y > b.Y && (p.Y < b.Y || p.Y > a.Y) {
return rayres{false, false}
}
// test if point is in on the segment
if a.Y == b.Y { if a.Y == b.Y {
// A and B share the same Y plane.
if a.X == b.X { if a.X == b.X {
// AB is just a point. if p == a {
if p.X == a.X && p.Y == a.Y { return rayres{false, true}
return on } else {
return rayres{false, false}
} }
return out
} }
// AB is a horizontal line. if p.Y == b.Y {
if p.Y != a.Y { // horizontal segment
// P is not on same Y plane as A and B. // check if the point in on the line
return out if a.X < b.X {
} if p.X >= a.X && p.X <= b.X {
// P is on same Y plane as A and B return rayres{false, true}
if a.X < b.X { }
if p.X >= a.X && p.X <= b.X { } else {
return on if p.X >= b.X && p.X <= a.X {
return rayres{false, true}
}
} }
if p.X < a.X { }
return left }
if a.X == b.X && p.X == b.X {
// vertical segment
// check if the point in on the line
if a.Y < b.Y {
if p.Y >= a.Y && p.Y <= b.Y {
return rayres{false, true}
} }
} else { } else {
if p.X >= b.X && p.X <= a.X { if p.Y >= b.Y && p.Y <= a.Y {
return on return rayres{false, true}
}
if p.X < b.X {
return left
} }
} }
return out }
if (p.X-a.X)/(b.X-a.X) == (p.Y-a.Y)/(b.Y-a.Y) {
return rayres{false, true}
} }
if a.X == b.X { // do the actual raycast here.
// AB is a vertical line. for p.Y == a.Y || p.Y == b.Y {
if a.Y > b.Y { p.Y = math.Nextafter(p.Y, math.Inf(1))
// A is above B
if p.Y > a.Y || p.Y < b.Y {
return out
}
} else {
// B is above A
if p.Y > b.Y || p.Y < a.Y {
return out
}
}
if p.X == a.X {
return on
}
if p.X < a.X {
return left
}
return out
} }
if a.Y < b.Y {
// AB is an angled line if p.Y < a.Y || p.Y > b.Y {
if a.Y > b.Y { return rayres{false, false}
// swap A and B so that A is below B.
a.X, a.Y, b.X, b.Y = b.X, b.Y, a.X, a.Y
}
if p.Y < a.Y || p.Y > b.Y {
return out
}
if a.X < b.X {
if p.X < a.X {
return left
}
if p.X > b.X {
return out
} }
} else { } else {
if p.X < b.X { if p.Y < b.Y || p.Y > a.Y {
return left return rayres{false, false}
} }
}
if a.X > b.X {
if p.X > a.X { if p.X > a.X {
return out return rayres{false, false}
}
if p.X < b.X {
return rayres{true, false}
}
} else {
if p.X > b.X {
return rayres{false, false}
}
if p.X < a.X {
return rayres{true, false}
} }
} }
if (p.X == a.X && p.Y == a.Y) || (p.X == b.X && p.Y == b.Y) { if a.Y < b.Y {
// P is on a vertex. if (p.Y-a.Y)/(p.X-a.X) >= (b.Y-a.Y)/(b.X-a.X) {
return on return rayres{true, false}
}
} else {
if (p.Y-b.Y)/(p.X-b.X) >= (a.Y-b.Y)/(a.X-b.X) {
return rayres{true, false}
}
} }
v1 := (p.Y - a.Y) / (p.X - a.X) return rayres{false, false}
v2 := (b.Y - a.Y) / (b.X - a.X)
if v1-v2 == 0 {
// P is on a segment
return on
}
if v1 >= v2 {
return left
}
return out
} }

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@ -1,66 +0,0 @@
package poly
import "testing"
func testRayRay(t *testing.T, p, a, b Point, expect rayres) {
res := raycast(p, a, b)
if res != expect {
t.Fatalf("1) %v,%v,%v = %s, expect %s", p, a, b, res, expect)
}
res = raycast(p, a, b)
if res != expect {
t.Fatalf("1) %v,%v,%v = %s, expect %s", p, b, a, res, expect)
}
}
func TestRayHorizontal(t *testing.T) {
for x := float64(-1); x <= 4+1; x++ {
expect := on
if x < 0 {
expect = left
} else if x > 4 {
expect = out
}
testRayRay(t, P(x, 0), P(0, 0), P(4, 0), expect)
}
for x := float64(-1); x <= 4+1; x++ {
expect := out
testRayRay(t, P(x, -1), P(0, 0), P(4, 0), expect)
}
for x := float64(-1); x <= 4+1; x++ {
expect := out
testRayRay(t, P(x, +1), P(0, 0), P(4, 0), expect)
}
}
func TestRayVertical(t *testing.T) {
for y := float64(-1); y <= 4+1; y++ {
expect := on
if y < 0 || y > 4 {
expect = out
}
testRayRay(t, P(0, y), P(0, 0), P(0, 4), expect)
}
for y := float64(-1); y <= 4+1; y++ {
expect := left
if y < 0 || y > 4 {
expect = out
}
testRayRay(t, P(-1, y), P(0, 0), P(0, 4), expect)
}
for y := float64(-1); y <= 4+1; y++ {
expect := out
testRayRay(t, P(+1, y), P(0, 0), P(0, 4), expect)
}
}
func TestRayAngled(t *testing.T) {
testRayRay(t, P(1, 3), P(0, 4), P(4, 0), on)
testRayRay(t, P(0, 4), P(0, 4), P(4, 0), on)
testRayRay(t, P(4, 0), P(0, 4), P(4, 0), on)
testRayRay(t, P(1, 4), P(0, 4), P(4, 0), out)
testRayRay(t, P(5, 0), P(0, 4), P(4, 0), out)
testRayRay(t, P(-1, 4), P(0, 4), P(4, 0), left)
testRayRay(t, P(3, 0), P(0, 4), P(4, 0), left)
testRayRay(t, P(2, 2), P(0, 4), P(4, 0), on)
}