view pkg/octree/vertex.go @ 3678:8f58851927c0

client: make layer factory only return new layer config for individual maps instead of each time it is invoked. The purpose of the factory was to support multiple maps with individual layers. But returning a new config each time it is invoked leads to bugs that rely on the layer's state. Now this factory reuses the same objects it created before, per map.
author Markus Kottlaender <markus@intevation.de>
date Mon, 17 Jun 2019 17:31:35 +0200
parents a6c671abbc35
children 71164b817d6e
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 octree

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

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

type (
	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

	// 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 struct {
		A float64
		B float64
		C float64
		D float64
	}
)

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,
	}
}

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,
	}
}

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
}

func (v Vertex) Normalize() Vertex {
	s := 1 / v.Length()
	return Vertex{
		X: s * v.X,
		Y: s * v.Y,
		Z: s * v.Z,
	}
}

func (v Vertex) Dot(w Vertex) float64 {
	return v.X*w.X + v.Y*w.Y + v.Z*w.Z
}

func (v Vertex) Length() float64 {
	return math.Sqrt(v.Dot(v))
}

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
}

func polygonPerimeter(points []Vertex) float64 {
	if len(points) == 0 {
		return 0
	}
	var result float64
	q := points[len(points)-1]
	for _, p := range points {
		result += p.Distance2D(q)
		q = p
	}
	return result
}

func (v Vertex) Distance2D(w Vertex) float64 {
	return math.Hypot(v.X-w.X, v.Y-w.Y)
}

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
	}
}

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*v2 + v1
// component-wise.
func Interpolate(v1, v2 Vertex) func(Vertex) Vertex {
	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
}

func (v Vertex) Dot2(w Vertex) float64 {
	return v.X*w.X + v.Y*w.Y
}

func (t *Triangle) Contains(x, y float64) bool {
	v0 := t[2].Sub(t[0])
	v1 := t[1].Sub(t[0])
	v2 := Vertex{X: x, Y: y}.Sub(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
		}
	}
}

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,
	}
}

func (ls LineStringZ) Area() float64 {
	return polygonArea(ls)
}

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
}

// 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.Printf("info: 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()
}

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

	return out
}

func (a Box2D) Rect(interface{}) ([]float64, []float64) {
	return []float64{a.X1, a.Y1}, []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)
}

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
}

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),
	}
}

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
}

// 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()
}

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
}