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	Grand test fixup (#138)
* start fixing up tests * fix up tests + automate with drone * fiddle with linting * messing about with drone.yml * some more fiddling * hmmm * add cache * add vendor directory * verbose * ci updates * update some little things * update sig
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								vendor/github.com/golang/geo/s2/centroids.go
									
										
									
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								vendor/github.com/golang/geo/s2/centroids.go
									
										
									
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							|  | @ -0,0 +1,133 @@ | |||
| // Copyright 2018 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" | ||||
| 
 | ||||
| 	"github.com/golang/geo/r3" | ||||
| ) | ||||
| 
 | ||||
| // There are several notions of the "centroid" of a triangle. First, there | ||||
| // is the planar centroid, which is simply the centroid of the ordinary | ||||
| // (non-spherical) triangle defined by the three vertices. Second, there is | ||||
| // the surface centroid, which is defined as the intersection of the three | ||||
| // medians of the spherical triangle. It is possible to show that this | ||||
| // point is simply the planar centroid projected to the surface of the | ||||
| // sphere. Finally, there is the true centroid (mass centroid), which is | ||||
| // defined as the surface integral over the spherical triangle of (x,y,z) | ||||
| // divided by the triangle area. This is the point that the triangle would | ||||
| // rotate around if it was spinning in empty space. | ||||
| // | ||||
| // The best centroid for most purposes is the true centroid. Unlike the | ||||
| // planar and surface centroids, the true centroid behaves linearly as | ||||
| // regions are added or subtracted. That is, if you split a triangle into | ||||
| // pieces and compute the average of their centroids (weighted by triangle | ||||
| // area), the result equals the centroid of the original triangle. This is | ||||
| // not true of the other centroids. | ||||
| // | ||||
| // Also note that the surface centroid may be nowhere near the intuitive | ||||
| // "center" of a spherical triangle. For example, consider the triangle | ||||
| // with vertices A=(1,eps,0), B=(0,0,1), C=(-1,eps,0) (a quarter-sphere). | ||||
| // The surface centroid of this triangle is at S=(0, 2*eps, 1), which is | ||||
| // within a distance of 2*eps of the vertex B. Note that the median from A | ||||
| // (the segment connecting A to the midpoint of BC) passes through S, since | ||||
| // this is the shortest path connecting the two endpoints. On the other | ||||
| // hand, the true centroid is at M=(0, 0.5, 0.5), which when projected onto | ||||
| // the surface is a much more reasonable interpretation of the "center" of | ||||
| // this triangle. | ||||
| // | ||||
| 
 | ||||
| // TrueCentroid returns the true centroid of the spherical triangle ABC | ||||
| // multiplied by the signed area of spherical triangle ABC. The reasons for | ||||
| // multiplying by the signed area are (1) this is the quantity that needs to be | ||||
| // summed to compute the centroid of a union or difference of triangles, and | ||||
| // (2) it's actually easier to calculate this way. All points must have unit length. | ||||
| // | ||||
| // Note that the result of this function is defined to be Point(0, 0, 0) if | ||||
| // the triangle is degenerate. | ||||
| func TrueCentroid(a, b, c Point) Point { | ||||
| 	// Use Distance to get accurate results for small triangles. | ||||
| 	ra := float64(1) | ||||
| 	if sa := float64(b.Distance(c)); sa != 0 { | ||||
| 		ra = sa / math.Sin(sa) | ||||
| 	} | ||||
| 	rb := float64(1) | ||||
| 	if sb := float64(c.Distance(a)); sb != 0 { | ||||
| 		rb = sb / math.Sin(sb) | ||||
| 	} | ||||
| 	rc := float64(1) | ||||
| 	if sc := float64(a.Distance(b)); sc != 0 { | ||||
| 		rc = sc / math.Sin(sc) | ||||
| 	} | ||||
| 
 | ||||
| 	// Now compute a point M such that: | ||||
| 	// | ||||
| 	//  [Ax Ay Az] [Mx]                       [ra] | ||||
| 	//  [Bx By Bz] [My]  = 0.5 * det(A,B,C) * [rb] | ||||
| 	//  [Cx Cy Cz] [Mz]                       [rc] | ||||
| 	// | ||||
| 	// To improve the numerical stability we subtract the first row (A) from the | ||||
| 	// other two rows; this reduces the cancellation error when A, B, and C are | ||||
| 	// very close together. Then we solve it using Cramer's rule. | ||||
| 	// | ||||
| 	// The result is the true centroid of the triangle multiplied by the | ||||
| 	// triangle's area. | ||||
| 	// | ||||
| 	// This code still isn't as numerically stable as it could be. | ||||
| 	// The biggest potential improvement is to compute B-A and C-A more | ||||
| 	// accurately so that (B-A)x(C-A) is always inside triangle ABC. | ||||
| 	x := r3.Vector{a.X, b.X - a.X, c.X - a.X} | ||||
| 	y := r3.Vector{a.Y, b.Y - a.Y, c.Y - a.Y} | ||||
| 	z := r3.Vector{a.Z, b.Z - a.Z, c.Z - a.Z} | ||||
| 	r := r3.Vector{ra, rb - ra, rc - ra} | ||||
| 
 | ||||
| 	return Point{r3.Vector{y.Cross(z).Dot(r), z.Cross(x).Dot(r), x.Cross(y).Dot(r)}.Mul(0.5)} | ||||
| } | ||||
| 
 | ||||
| // EdgeTrueCentroid returns the true centroid of the spherical geodesic edge AB | ||||
| // multiplied by the length of the edge AB. As with triangles, the true centroid | ||||
| // of a collection of line segments may be computed simply by summing the result | ||||
| // of this method for each segment. | ||||
| // | ||||
| // Note that the planar centroid of a line segment is simply 0.5 * (a + b), | ||||
| // while the surface centroid is (a + b).Normalize(). However neither of | ||||
| // these values is appropriate for computing the centroid of a collection of | ||||
| // edges (such as a polyline). | ||||
| // | ||||
| // Also note that the result of this function is defined to be Point(0, 0, 0) | ||||
| // if the edge is degenerate. | ||||
| func EdgeTrueCentroid(a, b Point) Point { | ||||
| 	// The centroid (multiplied by length) is a vector toward the midpoint | ||||
| 	// of the edge, whose length is twice the sine of half the angle between | ||||
| 	// the two vertices. Defining theta to be this angle, we have: | ||||
| 	vDiff := a.Sub(b.Vector) // Length == 2*sin(theta) | ||||
| 	vSum := a.Add(b.Vector)  // Length == 2*cos(theta) | ||||
| 	sin2 := vDiff.Norm2() | ||||
| 	cos2 := vSum.Norm2() | ||||
| 	if cos2 == 0 { | ||||
| 		return Point{} // Ignore antipodal edges. | ||||
| 	} | ||||
| 	return Point{vSum.Mul(math.Sqrt(sin2 / cos2))} // Length == 2*sin(theta) | ||||
| } | ||||
| 
 | ||||
| // PlanarCentroid returns the centroid of the planar triangle ABC. This can be | ||||
| // normalized to unit length to obtain the "surface centroid" of the corresponding | ||||
| // spherical triangle, i.e. the intersection of the three medians. However, note | ||||
| // that for large spherical triangles the surface centroid may be nowhere near | ||||
| // the intuitive "center". | ||||
| func PlanarCentroid(a, b, c Point) Point { | ||||
| 	return Point{a.Add(b.Vector).Add(c.Vector).Mul(1. / 3)} | ||||
| } | ||||
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