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fix(geom-closest-point): use alt algorithm closestPointEllipse()
- new approach has no weird edge cases as previous
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import { SQRT3, THIRD } from "@thi.ng/math"; | ||
import { clamp01, SQRT2_2 } from "@thi.ng/math"; | ||
import { ReadonlyVec } from "@thi.ng/vectors"; | ||
|
||
/** | ||
* Based on: https://www.iquilezles.org/www/articles/ellipsedist/ellipsedist.htm | ||
* | ||
* @remarks | ||
* Updated to avoid `NaN` if `px == eo.x` or `py == eo.y` | ||
* Based on iterative solution by Luc Maisonobe: | ||
* | ||
* - https://www.spaceroots.org/documents/distance/distance-to-ellipse.pdf | ||
* - https://gist.github.com/JohannesMP/777bdc8e84df6ddfeaa4f0ddb1c7adb3 | ||
* | ||
* Further optimizations: constant folding, avoiding duplicate calculations in | ||
* loop | ||
* | ||
* @param p - query point | ||
* @param eo - ellipse center/origin | ||
* @param er - ellipse radii | ||
* @param n - number of iterations | ||
*/ | ||
export const closestPointEllipse = ( | ||
[px, py]: ReadonlyVec, | ||
[ex, ey]: ReadonlyVec, | ||
[rx, ry]: ReadonlyVec | ||
[rx, ry]: ReadonlyVec, | ||
n = 3 | ||
) => { | ||
px = Math.abs(px - ex); | ||
py = Math.abs(py - ey); | ||
const flip = rx > ry; | ||
if (flip) { | ||
let t = px; | ||
px = py; | ||
py = t; | ||
t = rx; | ||
rx = ry; | ||
ry = t; | ||
} | ||
const l = ry * ry - rx * rx; | ||
const m = (rx * px) / l; | ||
const m2 = m * m; | ||
const n = (ry * py) / l; | ||
const n2 = n * n; | ||
const c = (m2 + n2 - 1) / 3; | ||
const c3 = c * c * c; | ||
const q = c3 + m2 * n2 * 2; | ||
const d = c3 + m2 * n2; | ||
const g = m + m * n2; | ||
let co: number; | ||
if (d < 0) { | ||
const h = Math.acos(q / c3) / 3; | ||
const s = Math.cos(h); | ||
const t = Math.sin(h) * SQRT3; | ||
const a = Math.sqrt(-c * (s + t + 2) + m2); | ||
const b = Math.sqrt(-c * (s - t + 2) + m2); | ||
co = (b + Math.sign(l) * a + Math.abs(g) / (a * b) - m) / 2; | ||
} else { | ||
const h = 2 * m * n * Math.sqrt(d); | ||
const s = Math.sign(q + h) * Math.pow(Math.abs(q + h), THIRD); | ||
const u = Math.sign(q - h) * Math.pow(Math.abs(q - h), THIRD); | ||
const a = -s - u - 4 * c + 2 * m2; | ||
const b = (s - u) * SQRT3; | ||
const rm = Math.sqrt(a * a + b * b); | ||
const p = Math.max(rm - a, 0); | ||
co = p > 0 ? (b / p + (2 * g) / rm - m) / 2 : 1; | ||
const apx = Math.abs(px - ex); | ||
const apy = Math.abs(py - ey); | ||
const ab = (rx * rx - ry * ry) / rx; | ||
const ba = (ry * ry - rx * rx) / ry; | ||
let tx = SQRT2_2; | ||
let ty = tx; | ||
for (; --n >= 0; ) { | ||
const _ex = ab * (tx * tx * tx); | ||
const _ey = ba * (ty * ty * ty); | ||
const qx = apx - _ex; | ||
const qy = apy - _ey; | ||
const q = Math.hypot(rx * tx - _ex, ry * ty - _ey) / Math.hypot(qx, qy); | ||
tx = clamp01((qx * q + _ex) / rx); | ||
ty = clamp01((qy * q + _ey) / ry); | ||
const t = Math.hypot(tx, ty); | ||
tx /= t; | ||
ty /= t; | ||
} | ||
const si = Math.sqrt(Math.max(1 - co * co, 0)); | ||
return flip ? [ry * si + ex, rx * co + ey] : [rx * co + ex, ry * si + ey]; | ||
return [rx * (px < ex ? -tx : tx) + ex, ry * (py < ey ? -ty : ty) + ey]; | ||
}; |