view pkg/mesh/vertex.go @ 5591:0011f50cf216 surveysperbottleneckid

Removed no longer used alternative api for surveys/ endpoint. As bottlenecks in the summary for SR imports are now identified by their id and no longer by the (not guarantied to be unique!) name, there is no longer the need to request survey data by the name+date tuple (which isn't reliable anyway). So the workaround was now reversed.
author Sascha Wilde <wilde@sha-bang.de>
date Wed, 06 Apr 2022 13:30:29 +0200
parents 5f47eeea988d
children 1222b777f51f
line wrap: on
line source

// This is Free Software under GNU Affero General Public License v >= 3.0
// without warranty, see README.md and license for details.
//
// SPDX-License-Identifier: AGPL-3.0-or-later
// License-Filename: LICENSES/AGPL-3.0.txt
//
// Copyright (C) 2018 by via donau
//   – Österreichische Wasserstraßen-Gesellschaft mbH
// Software engineering by Intevation GmbH
//
// Author(s):
//  * Sascha L. Teichmann <sascha.teichmann@intevation.de>

package mesh

import (
	"bytes"
	"encoding/binary"
	"fmt"
	"io"
	"math"
	"sort"

	"gemma.intevation.de/gemma/pkg/log"
	"gemma.intevation.de/gemma/pkg/wkb"
)

type (
	// Point is a 2D point.
	Point struct {
		X float64
		Y float64
	}

	// Vertex is a 3D vertex.
	Vertex struct {
		X float64
		Y float64
		Z float64
	}

	// Triangle is a triangle consisting of three vertices.
	Triangle [3]Vertex

	// Line is a line defined by first vertex on that line
	// and the second being the direction.
	Line [2]Vertex

	// Box is a 3D box.
	Box [2]Vertex

	// MultiPointZ is a set of vertices.
	MultiPointZ []Vertex

	// LineStringZ is a line string formed of vertices.
	LineStringZ []Vertex

	// MultiLineStringZ is a set of line strings.
	MultiLineStringZ []LineStringZ

	// Box2D is 2D area from (X1, Y1) to (X2, Y2).
	Box2D struct {
		X1 float64
		Y1 float64
		X2 float64
		Y2 float64
	}

	// Plane2D is a 2D plane (a line in 2D space).
	Plane2D struct {
		A float64
		B float64
		C float64
	}

	// Plane3D is a 3D plane.
	Plane3D struct {
		A float64
		B float64
		C float64
		D float64
	}
)

// Plane3D returns the plane in which
// the three points of the triangles are in.
func (t *Triangle) Plane3D() Plane3D {

	v0 := t[1].Sub(t[0])
	v1 := t[2].Sub(t[0])
	n := v0.Cross(v1).Normalize()

	// x*nx+ y*ny+ z*nz + d = 0
	// d = - (x*nx+ y*ny + z*nz)
	d := -t[0].Dot(n)
	return Plane3D{
		A: n.X,
		B: n.Y,
		C: n.Z,
		D: d,
	}
}

// BBox calculates the 2D (in X/Y plane) bounding box
// of the triangle.
func (t *Triangle) BBox() Box2D {
	minX := math.Min(math.Min(t[0].X, t[1].X), t[2].X)
	maxX := math.Max(math.Max(t[0].X, t[1].X), t[2].X)
	minY := math.Min(math.Min(t[0].Y, t[1].Y), t[2].Y)
	maxY := math.Max(math.Max(t[0].Y, t[1].Y), t[2].Y)
	return Box2D{
		X1: minX, Y1: minY,
		X2: maxX, Y2: maxY,
	}
}

// Inside test if b is completely inside a.
func (a Box2D) Inside(b Box2D) bool {
	return a.X1 >= b.X1 && a.X2 <= b.X2 &&
		a.Y1 >= b.Y1 && a.Y2 <= b.Y2
}

// Size calculates the area of the box.
func (a Box2D) Size() (float64, float64) {
	return a.X2 - a.X1, a.Y2 - a.Y1
}

// Empty returns true if the box has no area.
func (a Box2D) Empty() bool {
	const eps = 0.0000001
	return math.Abs(a.X2-a.X1) < eps &&
		math.Abs(a.Y2-a.Y1) < eps
}

// Z calculates the Z value for a given X/Y value.
func (p Plane3D) Z(x, y float64) float64 {
	// p.A*x + p.B*y + p.C*z + p.D = 0
	return -(p.A*x + p.B*y + p.D) / p.C
}

// Eval evalutes the plane equation for a given vertex.
func (p Plane3D) Eval(v Vertex) float64 {
	return p.A*v.X + p.B*v.Y + p.C*v.Z + p.D
}

// Normalize constructs a new vertex with unit length for a given vertex.
func (v Vertex) Normalize() Vertex {
	s := 1 / v.Length()
	return Vertex{
		X: s * v.X,
		Y: s * v.Y,
		Z: s * v.Z,
	}
}

// Dot returns the 3D dot product of the two given vertices.
func (v Vertex) Dot(w Vertex) float64 {
	return v.X*w.X + v.Y*w.Y + v.Z*w.Z
}

// Length return the length of the vertex.
func (v Vertex) Length() float64 {
	return math.Sqrt(v.Dot(v))
}

// Box2D constructs a Box2D of this vertex.
func (v Vertex) Box2D() Box2D {
	return Box2D{
		X1: v.X,
		Y1: v.Y,
		X2: v.X,
		Y2: v.Y,
	}
}

func area(a, b, c Vertex) float64 {
	return (b.Y-a.Y)*(c.X-b.X) - (b.X-a.X)*(c.Y-b.Y)
}

func inCircle(a, b, c, p Vertex) bool {
	dx := a.X - p.X
	dy := a.Y - p.Y
	ex := b.X - p.X
	ey := b.Y - p.Y
	fx := c.X - p.X
	fy := c.Y - p.Y

	ap := dx*dx + dy*dy
	bp := ex*ex + ey*ey
	cp := fx*fx + fy*fy

	return dx*(ey*cp-bp*fy)-dy*(ex*cp-bp*fx)+ap*(ex*fy-ey*fx) < 0
}

func circumradius(a, b, c Vertex) float64 {
	dx := b.X - a.X
	dy := b.Y - a.Y
	ex := c.X - a.X
	ey := c.Y - a.Y

	bl := dx*dx + dy*dy
	cl := ex*ex + ey*ey
	d := dx*ey - dy*ex

	x := (ey*bl - dy*cl) * 0.5 / d
	y := (dx*cl - ex*bl) * 0.5 / d

	r := x*x + y*y

	if bl == 0 || cl == 0 || d == 0 || r == 0 {
		return infinity
	}

	return r
}

func circumcenter(a, b, c Vertex) Vertex {
	dx := b.X - a.X
	dy := b.Y - a.Y
	ex := c.X - a.X
	ey := c.Y - a.Y

	bl := dx*dx + dy*dy
	cl := ex*ex + ey*ey
	d := dx*ey - dy*ex

	x := a.X + (ey*bl-dy*cl)*0.5/d
	y := a.Y + (dx*cl-ex*bl)*0.5/d

	return Vertex{X: x, Y: y}
}

func polygonArea(points []Vertex) float64 {
	var result float64
	for i, p := range points {
		q := points[(i+1)%len(points)]
		result += (p.X - q.X) * (p.Y + q.Y)
	}
	return result / 2
}

// Distance2D returns the distance of the two vertices in the X/Y plane.
func (v Vertex) Distance2D(w Vertex) float64 {
	return math.Hypot(v.X-w.X, v.Y-w.Y)
}

// Distance returns the distance of the two vertices.
func (v Vertex) Distance(w Vertex) float64 {
	v = v.Sub(w)
	return math.Sqrt(v.Dot(v))
}

// Minimize adjust this vertex v to hold the minimum
// values component-wise of v and w.
func (v *Vertex) Minimize(w Vertex) {
	if w.X < v.X {
		v.X = w.X
	}
	if w.Y < v.Y {
		v.Y = w.Y
	}
	if w.Z < v.Z {
		v.Z = w.Z
	}
}

// Maximize adjust this vertex v to hold the maximum
// values component-wise of v and w.
func (v *Vertex) Maximize(w Vertex) {
	if w.X > v.X {
		v.X = w.X
	}
	if w.Y > v.Y {
		v.Y = w.Y
	}
	if w.Z > v.Z {
		v.Z = w.Z
	}
}

// SquaredDistance2D returns the squared distances of the
// two given vertices in the X/Y plane.
func (v Vertex) SquaredDistance2D(w Vertex) float64 {
	dx := v.X - w.X
	dy := v.Y - w.Y
	return dx*dx + dy*dy
}

// Sub2D returns (v - w) component-wise.
func (v Vertex) Sub2D(w Vertex) Vertex {
	return Vertex{
		X: v.X - w.X,
		Y: v.Y - w.Y,
	}
}

// Sub returns (v - w) component-wise.
func (v Vertex) Sub(w Vertex) Vertex {
	return Vertex{
		v.X - w.X,
		v.Y - w.Y,
		v.Z - w.Z,
	}
}

// Add returns (v + w) component-wise.
func (v Vertex) Add(w Vertex) Vertex {
	return Vertex{
		v.X + w.X,
		v.Y + w.Y,
		v.Z + w.Z,
	}
}

// Scale returns s*v component-wise.
func (v Vertex) Scale(s float64) Vertex {
	return Vertex{
		s * v.X,
		s * v.Y,
		s * v.Z,
	}
}

// Interpolate returns a function that return s*b[1] + b[0]
// component-wise.
func (b Box) Interpolate() func(Vertex) Vertex {
	v1, v2 := b[0], b[1]
	v2 = v2.Sub(v1)
	return func(s Vertex) Vertex {
		return Vertex{
			v2.X*s.X + v1.X,
			v2.Y*s.Y + v1.Y,
			v2.Z*s.Z + v1.Z,
		}
	}
}

// Less returns if one of v component is less than the
// corresponing component in w.
func (v Vertex) Less(w Vertex) bool {
	return v.X < w.X || v.Y < w.Y || v.Z < w.Z
}

// NewLine return a line of point/direction.
func NewLine(p1, p2 Vertex) Line {
	return Line{
		p2.Sub(p1),
		p1,
	}
}

// Eval returns the vertex for t*l[0] + l[1].
func (l Line) Eval(t float64) Vertex {
	return l[0].Scale(t).Add(l[1])
}

// IntersectHorizontal returns the intersection point
// for a given z value.
func (l Line) IntersectHorizontal(h float64) Vertex {
	t := (h - l[1].Z) / l[0].Z
	return l.Eval(t)
}

func side(z, h float64) int {
	switch {
	case z < h:
		return -1
	case z > h:
		return +1
	}
	return 0
}

// Dot2 calculates the 2D dot product of the vertices.
func (v Vertex) Dot2(w Vertex) float64 {
	return v.X*w.X + v.Y*w.Y
}

// Contains returns true if the given point is inside the triangle.
func (t *Triangle) Contains(x, y float64) bool {
	v0 := t[2].Sub2D(t[0])
	v1 := t[1].Sub2D(t[0])
	v2 := Vertex{X: x, Y: y}.Sub2D(t[0])

	dot00 := v0.Dot2(v0)
	dot01 := v0.Dot2(v1)
	dot02 := v0.Dot2(v2)
	dot11 := v1.Dot2(v1)
	dot12 := v1.Dot2(v2)

	// Compute barycentric coordinates
	invDenom := 1 / (dot00*dot11 - dot01*dot01)
	u := (dot11*dot02 - dot01*dot12) * invDenom
	v := (dot00*dot12 - dot01*dot02) * invDenom

	// Check if point is in triangle
	return u >= 0 && v >= 0 && u+v < 1
}

// IntersectHorizontal calculates the line string that
// results when cutting a triangle a a certain height.
// Can be empty (on intersection),
// one vertex (only touching an vertex) or
// two vertices (real intersection).
func (t *Triangle) IntersectHorizontal(h float64) LineStringZ {
	sides := [3]int{
		side(t[0].Z, h),
		side(t[1].Z, h),
		side(t[2].Z, h),
	}

	var points LineStringZ

	for i := 0; i < 3; i++ {
		j := (i + 1) % 3
		si := sides[i]
		sj := sides[j]

		switch {
		case si == 0 && sj == 0:
			// both on plane
			points = append(points, t[i], t[j])
		case si == 0 && sj != 0:
			// first on plane
			points = append(points, t[i])
		case si != 0 && sj == 0:
			// second on plane
			points = append(points, t[j])
		case si == sj:
			// both on same side
		default:
			// real intersection
			v := NewLine(t[i], t[j]).IntersectHorizontal(h)
			points = append(points, v)
		}
	}

	return points
}

func linearScale(x1, y1, x2, y2 float64) func(Vertex) float64 {
	dx := x2 - x1
	dy := y2 - y1

	switch {
	case dx != 0:
		return func(v Vertex) float64 {
			return (v.X - x1) / dx
		}
	case dy != 0:
		return func(v Vertex) float64 {
			return (v.Y - y1) / dy
		}
	default:
		return func(Vertex) float64 {
			return 0
		}
	}
}

// BBox calcultes the 2D bounding box in the X/Y plane
// of the given line string.
func (ls LineStringZ) BBox() Box2D {

	min := Vertex{math.MaxFloat64, math.MaxFloat64, math.MaxFloat64}
	max := Vertex{-math.MaxFloat64, -math.MaxFloat64, -math.MaxFloat64}

	for _, v := range ls {
		min.Minimize(v)
		max.Maximize(v)
	}

	return Box2D{
		X1: min.X,
		Y1: min.Y,
		X2: max.X,
		Y2: max.Y,
	}
}

// Area calculated the area of the line string.
func (ls LineStringZ) Area() float64 {
	return polygonArea(ls)
}

// Reverse reverses the the vertices of this line string in place.
func (ls LineStringZ) Reverse() {
	for i, j := 0, len(ls)-1; i < j; i, j = i+1, j-1 {
		ls[i], ls[j] = ls[j], ls[i]
	}
}

func (ls LineStringZ) order(position func(Vertex) float64) {
	type posVertex struct {
		pos float64
		v   Vertex
	}
	positions := make([]posVertex, len(ls))
	for i, v := range ls {
		positions[i] = posVertex{position(v), v}
	}
	sort.Slice(positions, func(i, j int) bool {
		return positions[i].pos < positions[j].pos
	})
	for i := range positions {
		ls[i] = positions[i].v
	}
}

// EpsEquals returns true if v and w are equal component-wise
// with the values within a epsilon range.
func (v Vertex) EpsEquals(w Vertex) bool {
	const eps = 1e-5
	return math.Abs(v.X-w.X) < eps &&
		math.Abs(v.Y-w.Y) < eps && math.Abs(v.Z-w.Z) < eps
}

// EpsEquals2D returns true if v and w are equal component-wise
// in the X/Y plane with the values within a epsilon range.
func (v Vertex) EpsEquals2D(w Vertex) bool {
	const eps = 1e-5
	return math.Abs(v.X-w.X) < eps &&
		math.Abs(v.Y-w.Y) < eps
}

// JoinOnLine joins the the elements of a given multi line string
// under the assumption that the segments are all on the line segment
// from (x1, y1) to (x2, y2).
func (mls MultiLineStringZ) JoinOnLine(x1, y1, x2, y2 float64) MultiLineStringZ {

	position := linearScale(x1, y1, x2, y2)

	type posLineString struct {
		pos  float64
		line LineStringZ
	}

	positions := make([]posLineString, 0, len(mls))

	for _, ls := range mls {
		if len(ls) == 0 {
			continue
		}
		// order the atoms first
		ls.order(position)
		positions = append(positions, posLineString{position(ls[0]), ls})
	}

	sort.Slice(positions, func(i, j int) bool {
		return positions[i].pos < positions[j].pos
	})

	out := make(MultiLineStringZ, 0, len(positions))

	var ignored int

	for i := range positions {
		curr := positions[i].line
		if l := len(out); l > 0 {
			last := out[l-1]

			if last[len(last)-1].EpsEquals(curr[0]) {
				out[l-1] = append(last[:len(last)-1], curr...)
				continue
			}
			if position(last[len(last)-1]) > position(curr[0]) {
				ignored++
				continue
			}
		}
		out = append(out, curr)
	}

	log.Infof("ignored parts: %d\n", ignored)

	return out
}

// Write writes a Vertex as three 64 bit values in little endian order
// to the given writer.
func (v *Vertex) Write(w io.Writer) error {
	if err := binary.Write(
		w, binary.LittleEndian, math.Float64bits(v.X)); err != nil {
		return err
	}
	if err := binary.Write(
		w, binary.LittleEndian, math.Float64bits(v.Y)); err != nil {
		return err
	}
	return binary.Write(
		w, binary.LittleEndian, math.Float64bits(v.Z))
}

// Read fills this vertex with three 64 bit values stored as
// little endian from the given reader.
func (v *Vertex) Read(r io.Reader) error {
	var buf [8]byte
	b := buf[:]
	if _, err := io.ReadFull(r, b); err != nil {
		return nil
	}
	v.X = math.Float64frombits(binary.LittleEndian.Uint64(b))
	if _, err := io.ReadFull(r, b); err != nil {
		return nil
	}
	v.Y = math.Float64frombits(binary.LittleEndian.Uint64(b))
	if _, err := io.ReadFull(r, b); err != nil {
		return nil
	}
	v.Z = math.Float64frombits(binary.LittleEndian.Uint64(b))
	return nil
}

// AsWKB returns the WKB representation of the given multi line string.
func (mls MultiLineStringZ) AsWKB() []byte {

	// pre-calculate size to avoid reallocations.
	size := 1 + 4 + 4
	for _, ml := range mls {
		size += 1 + 4 + 4 + len(ml)*3*8
	}

	buf := bytes.NewBuffer(make([]byte, 0, size))

	binary.Write(buf, binary.LittleEndian, wkb.NDR)
	binary.Write(buf, binary.LittleEndian, wkb.MultiLineStringZ)
	binary.Write(buf, binary.LittleEndian, uint32(len(mls)))

	for _, ml := range mls {
		binary.Write(buf, binary.LittleEndian, wkb.NDR)
		binary.Write(buf, binary.LittleEndian, wkb.LineStringZ)
		binary.Write(buf, binary.LittleEndian, uint32(len(ml)))
		for _, p := range ml {
			binary.Write(buf, binary.LittleEndian, math.Float64bits(p.X))
			binary.Write(buf, binary.LittleEndian, math.Float64bits(p.Y))
			binary.Write(buf, binary.LittleEndian, math.Float64bits(p.Z))
		}
	}

	return buf.Bytes()
}

// AsWKB2D returns the WKB representation of the given multi line string
// leaving the z component out.
func (mls MultiLineStringZ) AsWKB2D() []byte {

	// pre-calculate size to avoid reallocations.
	size := 1 + 4 + 4
	for _, ml := range mls {
		size += 1 + 4 + 4 + len(ml)*2*8
	}

	buf := bytes.NewBuffer(make([]byte, 0, size))

	binary.Write(buf, binary.LittleEndian, wkb.NDR)
	binary.Write(buf, binary.LittleEndian, wkb.MultiLineString)
	binary.Write(buf, binary.LittleEndian, uint32(len(mls)))

	for _, ml := range mls {
		binary.Write(buf, binary.LittleEndian, wkb.NDR)
		binary.Write(buf, binary.LittleEndian, wkb.LineString)
		binary.Write(buf, binary.LittleEndian, uint32(len(ml)))
		for _, p := range ml {
			binary.Write(buf, binary.LittleEndian, math.Float64bits(p.X))
			binary.Write(buf, binary.LittleEndian, math.Float64bits(p.Y))
		}
	}

	return buf.Bytes()
}

// CCW returns true if this line string is oriented counter clockwise.
func (ls LineStringZ) CCW() bool {
	var sum float64
	for i, v1 := range ls {
		v2 := ls[(i+1)%len(ls)]
		sum += (v2.X - v1.X) * (v2.Y + v1.Y)
	}
	return sum > 0
}

// Join joins two lines leaving the first of the second out.
func (ls LineStringZ) Join(other LineStringZ) LineStringZ {
	nline := make(LineStringZ, len(ls)+len(other)-1)
	copy(nline, ls)
	copy(nline[len(ls):], other[1:])
	return nline
}

// Merge merges line segments of a given multi line string
// by finding common start and end vertices.
func (mls MultiLineStringZ) Merge() MultiLineStringZ {

	var out MultiLineStringZ

	min := Vertex{math.MaxFloat64, math.MaxFloat64, math.MaxFloat64}

	for _, line := range mls {
		for _, v := range line {
			min.Minimize(v)
		}
	}

	type point struct {
		x int64
		y int64
	}

	const precision = 1e7

	quant := func(v Vertex) point {
		return point{
			x: int64(math.Round((v.X - min.X) * precision)),
			y: int64(math.Round((v.Y - min.Y) * precision)),
		}
	}

	heads := make(map[point]*[]LineStringZ)

	for _, line := range mls {
		if len(line) < 2 {
			out = append(out, line)
			continue
		}
		head := quant(line[0])
		tail := quant(line[len(line)-1])
		if head == tail { // its already a ring
			out = append(out, line)
			continue
		}

		if hs := heads[tail]; hs != nil {
			l := len(*hs)
			last := (*hs)[l-1]
			if l == 1 {
				delete(heads, tail)
			} else {
				(*hs)[l-1] = nil
				*hs = (*hs)[:l-1]
			}
			line = line.Join(last)

			if head == quant(line[len(line)-1]) { // its a ring
				out = append(out, line)
				continue
			}
		}

		if hs := heads[head]; hs != nil {
			*hs = append(*hs, line)
		} else {
			heads[head] = &[]LineStringZ{line}
		}
	}

again:
	for head, lines := range heads {
		for i, line := range *lines {
			tail := quant(line[len(line)-1])
			for hs := heads[tail]; hs != nil && len(*hs) > 0; hs = heads[tail] {
				l := len(*hs)
				last := (*hs)[l-1]
				(*hs)[l-1] = nil
				*hs = (*hs)[:l-1]
				line = line.Join(last)

				if tail = quant(line[len(line)-1]); head == tail { // its a ring
					out = append(out, line)
					// remove from current lines
					copy((*lines)[i:], (*lines)[i+1:])
					(*lines)[len(*lines)-1] = nil
					*lines = (*lines)[:len(*lines)-1]
					goto again
				}
				// overwrite in current lines
				(*lines)[i] = line
			}
		}
	}

	// rings := len(out)

	// The rest are open line strings.
	for _, lines := range heads {
		for _, line := range *lines {
			out = append(out, line)
		}
	}

	// log.Debugf("segments before/after merge: %d/%d (%d rings)\n",
	// len(mls), len(out), rings)

	return out
}

// Rect returns the bounding box of this box as separated coordinates.
func (a Box2D) Rect() ([2]float64, [2]float64) {
	return [2]float64{a.X1, a.Y1}, [2]float64{a.X2, a.Y2}
}

// Intersects checks if two Box2Ds intersect.
func (a Box2D) Intersects(b Box2D) bool {
	return !(a.X2 < a.X1 || a.X2 < b.X1 ||
		a.Y2 < a.Y1 || a.Y2 < b.Y1)
}

// Contains returns true if the given point is inside the box.
func (a Box2D) Contains(x, y float64) bool {
	return a.X1 <= x && x <= a.X2 &&
		a.Y1 <= y && y <= a.Y2
}

// Xi returns the i-th x component.
func (a Box2D) Xi(i int) float64 {
	if i == 0 {
		return a.X1
	}
	return a.X2
}

// Yi returns the i-th y component.
func (a Box2D) Yi(i int) float64 {
	if i == 0 {
		return a.Y1
	}
	return a.Y2
}

// Union calculates the united bounding box of the two given boxes.
func (a Box2D) Union(b Box2D) Box2D {
	return Box2D{
		X1: math.Min(a.X1, b.X1),
		Y1: math.Min(a.Y1, b.Y1),
		X2: math.Max(a.X2, b.X2),
		Y2: math.Max(a.Y2, b.Y2),
	}
}

// Area returns the area of the box.
func (a Box2D) Area() float64 {
	return (a.X2 - a.X1) * (a.Y2 - a.Y1)
}

// NewPlane2D creates a new Plane2D from two given points.
func NewPlane2D(x1, y1, x2, y2 float64) Plane2D {
	b := x2 - x1
	a := -(y2 - y1)

	l := math.Sqrt(a*a + b*b)
	a /= l
	b /= l

	// a*x1 + b*y1 + c = 0
	c := -(a*x1 + b*y1)
	return Plane2D{a, b, c}
}

// Eval determines the distance of a given point
// from the plane. The sign of the result indicates
// the sideness.
func (p Plane2D) Eval(x, y float64) float64 {
	return p.A*x + p.B*y + p.C
}

const epsPlane = 1e-5

func sides(s int, x float64) int {
	if math.Signbit(x) {
		return s | 2
	}
	return s | 1
}

// IntersectsPlane checks if a Box2D intersects with
// a given Plane2D.
func (a Box2D) IntersectsPlane(p Plane2D) bool {
	var s int
	for i := 0; i < 2; i++ {
		x := a.Xi(i)
		for j := 0; j < 2; j++ {
			y := a.Yi(j)
			v := p.Eval(x, y)
			if math.Abs(v) < epsPlane {
				//log.Printf("on line")
				return true
			}
			if s = sides(s, v); s == 3 {
				//log.Printf("... on both sides (djt)")
				return true
			}
		}
	}
	//log.Printf("side: %d\n", s)
	return false
}

// Cross calculates the cross product of two vertices.
func (v Vertex) Cross(w Vertex) Vertex {
	return Vertex{
		v.Y*w.Z - v.Z*w.Y,
		v.Z*w.X - v.X*w.Z,
		v.X*w.Y - v.Y*w.X,
	}
}

// Intersection calcultes the 2D intersection point of
// two Plane2Ds. If they do not intersect the returned
// bool flags is set to false.
func (p Plane2D) Intersection(o Plane2D) (float64, float64, bool) {

	u1 := Vertex{p.A, p.B, p.C}
	u2 := Vertex{o.A, o.B, o.C}

	plane := u1.Cross(u2)

	if plane.Z == 0 {
		return 0, 0, false
	}

	return plane.X / plane.Z, plane.Y / plane.Z, true
}

// VerticalLine is a 2D line segment.
type VerticalLine struct {
	x1 float64
	y1 float64
	x2 float64
	y2 float64

	line Plane2D
}

// NewVerticalLine creates a new 2D line segment.
func NewVerticalLine(x1, y1, x2, y2 float64) *VerticalLine {
	return &VerticalLine{
		x1:   x1,
		y1:   y1,
		x2:   x2,
		y2:   y2,
		line: NewPlane2D(x1, y1, x2, y2),
	}
}

func onPlane(x float64) bool { return math.Abs(x) < epsPlane }

func relative(v1, v2 Vertex) func(x, y float64) float64 {
	ls := linearScale(v1.X, v1.Y, v2.X, v2.Y)
	return func(x, y float64) float64 {
		return ls(Vertex{x, y, 0})
	}
}

func interpolate(a, b float64) func(float64) float64 {
	return func(x float64) float64 {
		return (b-a)*x + a
	}
}

func linear(v1, v2 Vertex) func(t float64) Vertex {
	return func(t float64) Vertex {
		return Vertex{
			(v2.X-v1.X)*t + v1.X,
			(v2.Y-v1.Y)*t + v1.Y,
			(v2.Z-v1.Z)*t + v1.Z,
		}
	}
}

func inRange(a float64) bool { return 0 <= a && a <= 1 }

// Intersection intersects a line segment with a triangle.
func (vl *VerticalLine) Intersection(t *Triangle) LineStringZ {

	var out LineStringZ

	//defer func() { log.Printf("length out: %d\n", len(out)) }()

edges:
	for i := 0; i < 3 && len(out) < 2; i++ {
		j := (i + 1) % 3
		edge := NewPlane2D(t[i].X, t[i].Y, t[j].X, t[j].Y)

		s1 := edge.Eval(vl.x1, vl.y1)
		s2 := edge.Eval(vl.x2, vl.y2)

		o1 := onPlane(s1)
		o2 := onPlane(s2)

		// log.Printf("s1, s2: %t %t (%f %f)\n", o1, o2, s1, s2)

		switch {
		case o1 && o2:
			pos := relative(t[i], t[j])
			t1 := pos(vl.x1, vl.y1)
			t2 := pos(vl.x2, vl.y2)

			r1 := inRange(t1)
			r2 := inRange(t2)

			switch {
			case r1 && r2:
				lin := linear(t[i], t[j])
				out = append(out, lin(t1), lin(t2))
				return out

			case !r1 && !r2: // the hole edge
				out = append(out, t[i], t[j])
				return out
			case !r1:
				if t1 < 0 {
					// below first -> clip by first
					lin := linear(t[i], t[j])
					out = append(out, t[i], lin(t2))
				} else {
					// above second -> clip by second
					lin := linear(t[i], t[j])
					out = append(out, lin(t2), t[j])
				}
				return out
			case !r2:
				if t2 < 0 {
					// below first -> clip by first
					lin := linear(t[i], t[j])
					out = append(out, t[i], lin(t1))
				} else {
					// above second -> clip by second
					lin := linear(t[i], t[j])
					out = append(out, lin(t1), t[j])
				}
				return out
			}

		case o1:
			t1 := relative(t[i], t[j])(vl.x1, vl.y1)
			if !inRange(t1) {
				continue edges
			}
			out = append(out, linear(t[i], t[j])(t1))

		case o2:
			t2 := relative(t[i], t[j])(vl.x2, vl.y2)
			if !inRange(t2) {
				continue edges
			}
			out = append(out, linear(t[i], t[j])(t2))

		default:
			x, y, intersects := vl.line.Intersection(edge)
			if !intersects {
				continue edges
			}

			// log.Println("Intersection -----------------------------")
			t1 := relative(t[i], t[j])(x, y)
			// log.Printf("relative pos: %f\n", t1)
			if !inRange(t1) {
				continue edges
			}

			// log.Println("valid ***************")

			z := interpolate(t[j].Z, t[i].Z)(t1)
			n := Vertex{x, y, z}

			if math.Signbit(s1) != math.Signbit(s2) {
				// log.Println("\ton different sides")
				// different sides -> vertex on edge.
				out = append(out, n)
			} else { // same side -> inside. Find peer
				if len(out) > 0 { // we already have our peer
					out = append(out, n)
					return out
				}

				for k := 0; k < 3; k++ {
					if k == i {
						continue
					}
					l := (k + 1) % 3
					other := NewPlane2D(t[k].X, t[k].Y, t[l].X, t[l].Y)
					xo, yo, intersects := vl.line.Intersection(other)
					if !intersects {
						continue
					}
					t2 := relative(t[k], t[l])(xo, yo)
					if !inRange(t2) {
						continue
					}
					zo := interpolate(t[k].Z, t[l].Z)(t2)

					m := Vertex{xo, yo, zo}

					var xn, yn, xf, yf float64

					// Which is nearer to current edge?
					if math.Abs(s1) < math.Abs(s2) {
						xn, yn = vl.x1, vl.y1
						xf, yf = vl.x2, vl.y2
					} else {
						xn, yn = vl.x2, vl.y2
						xf, yf = vl.x1, vl.y1
					}

					if onPlane(other.Eval(xn, yn)) {
						// triangle intersect in only point
						// treat as no intersection
						break edges
					}

					pos := relative(n, m)

					tzn := pos(xn, yn)
					tzf := pos(xf, yf)

					if !inRange(tzn) {
						// if near is out of range far is, too.
						return out
					}

					lin := interpolate(n.Z, m.Z)

					if inRange(tzf) {
						m.X = xf
						m.Y = yf
						m.Z = lin(tzf)
					} // else m is clipping

					n.X = xn
					n.Y = yn
					n.Z = lin(tzn)

					out = append(out, n, m)
					return out
				}
			}
		}
	}

	// supress single point touches.
	if len(out) == 1 {
		out = out[:0]
	}

	return out
}

// Filter returns a copy removed the vertices which
// don't pass the filter test.
func (mpz MultiPointZ) Filter(filter func(Vertex) bool) MultiPointZ {
	n := make(MultiPointZ, 0, len(mpz))
	for _, v := range mpz {
		if filter(v) {
			n = append(n, v)
		}
	}
	return n
}

// MinMaxVertex returns the extend of the point set.
func (mpz MultiPointZ) MinMax() (Vertex, Vertex) {
	min := Vertex{math.MaxFloat64, math.MaxFloat64, math.MaxFloat64}
	max := Vertex{-math.MaxFloat64, -math.MaxFloat64, -math.MaxFloat64}
	for _, v := range mpz {
		min.Minimize(v)
		max.Maximize(v)
	}
	return min, max
}

// AsWKB returns a WKB representation of the given point cloud.
func (mpz MultiPointZ) AsWKB() []byte {
	size := 1 + 4 + 4 + len(mpz)*(1+4+3*8)

	buf := bytes.NewBuffer(make([]byte, 0, size))

	binary.Write(buf, binary.LittleEndian, wkb.NDR)
	binary.Write(buf, binary.LittleEndian, wkb.MultiPointZ)
	binary.Write(buf, binary.LittleEndian, uint32(len(mpz)))

	perPoint := bytes.NewBuffer(make([]byte, 0, 1+4))
	binary.Write(perPoint, binary.LittleEndian, wkb.NDR)
	binary.Write(perPoint, binary.LittleEndian, wkb.PointZ)
	hdr := perPoint.Bytes()

	for _, p := range mpz {
		buf.Write(hdr)
		binary.Write(buf, binary.LittleEndian, math.Float64bits(p.X))
		binary.Write(buf, binary.LittleEndian, math.Float64bits(p.Y))
		binary.Write(buf, binary.LittleEndian, math.Float64bits(p.Z))
	}

	return buf.Bytes()
}

// FromWKB de-serializes this multi point z geometry from a WKB representation.
func (mpz *MultiPointZ) FromWKB(data []byte) error {

	r := bytes.NewReader(data)

	endian, err := r.ReadByte()

	var order binary.ByteOrder

	switch {
	case err != nil:
		return err
	case endian == wkb.NDR:
		order = binary.LittleEndian
	case endian == wkb.XDR:
		order = binary.BigEndian
	default:
		return fmt.Errorf("unknown byte order %x", endian)
	}

	var geomType uint32
	err = binary.Read(r, order, &geomType)

	switch {
	case err != nil:
		return err
	case geomType != wkb.MultiPointZ:
		return fmt.Errorf("unknown geometry type %x", geomType)
	}

	var numPoints uint32
	if err := binary.Read(r, order, &numPoints); err != nil {
		return err
	}

	points := make(MultiPointZ, numPoints)

	for i := range points {
		endian, err = r.ReadByte()

		switch {
		case err != nil:
			return err
		case endian == wkb.NDR:
			order = binary.LittleEndian
		case endian == wkb.XDR:
			order = binary.BigEndian
		default:
			return fmt.Errorf("unknown byte order %x", endian)
		}

		err = binary.Read(r, order, &geomType)

		switch {
		case err != nil:
			return err
		case geomType != wkb.PointZ:
			return fmt.Errorf("unknown geometry type %x", geomType)
		}

		var x, y, z uint64
		if err = binary.Read(r, order, &x); err != nil {
			return err
		}
		if err = binary.Read(r, order, &y); err != nil {
			return err
		}
		if err = binary.Read(r, order, &z); err != nil {
			return err
		}
		points[i] = Vertex{
			X: math.Float64frombits(x),
			Y: math.Float64frombits(y),
			Z: math.Float64frombits(z),
		}
	}

	*mpz = points

	return nil
}