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Add EllipsoidRhumb class similar to EllipsoidGeodesic #7484

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merged 12 commits into from
Jan 18, 2019

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shehzan10
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As the title suggest, this PR adds an EllipsoidRhumb class similar to EllipsoidGeodesic. This is the first step in adding rhumb line support for geometry (#4000).

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Thanks for the pull request @shehzan10!

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@shehzan10
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@likangning93 Can you do the initial review?

@pjcozzi
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pjcozzi commented Jan 15, 2019

Are you sure about the name? Why isn't this EllipsoidRhumbLine?

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Are you sure about the name? Why isn't this EllipsoidRhumbLine?

I think most dictionaries consider the term rhumb to imply the arc/line. It's the same as saying geodesic instead of geodesic line.

On the other hand the Wikipedia entry argues for loxodrome, but it also admits that modern usage is synonymous, so I think shorter is better in this case ;)

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pjcozzi commented Jan 15, 2019

Please double check how the term is used in our field; in the past 15 years, I have only heard people say "rhumb line", not "rhumb" - it's OK if it really is commonly called "rhumb" - just be sure please.

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I think most dictionaries consider the term rhumb to imply the arc/line. It's the same as saying geodesic instead of geodesic line.

@pjcozzi This was my exact reasoning behind the name, that's geodesic is EllipsoidGeodesic and not EllipsoidGeodesicLine, so I made it EllipsoidRhumb accordingly.

I'm seeing uses of both in API references (I'm guessing others chose the shorter name for the same reason). One notable use is STK Components which uses EllipsoidRhumbLine http://help.agi.com/AGIComponents/html/T_AGI_Foundation_Geometry_Shapes_EllipsoidRhumbLine.htm

Should I change it to EllipsoidRhumbLine?

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pjcozzi commented Jan 15, 2019

Should I change it to EllipsoidRhumbLine?

Seems that way even though it does not have perfect symmetry with EllipsoidGeodesic; these are the household names AFAIK.

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Can't say I was able to parse much of the math, but some comments in other places:

Source/Core/EllipsoidRhumbLine.js Outdated Show resolved Hide resolved
Source/Core/EllipsoidRhumbLine.js Outdated Show resolved Hide resolved
Source/Core/EllipsoidRhumbLine.js Outdated Show resolved Hide resolved
Source/Core/EllipsoidRhumbLine.js Outdated Show resolved Hide resolved
Source/Core/EllipsoidRhumbLine.js Outdated Show resolved Hide resolved
Specs/Core/EllipsoidRhumbLineSpec.js Outdated Show resolved Hide resolved
Specs/Core/EllipsoidRhumbLineSpec.js Show resolved Hide resolved
Specs/Core/EllipsoidRhumbLineSpec.js Outdated Show resolved Hide resolved
Specs/Core/EllipsoidRhumbLineSpec.js Show resolved Hide resolved
Specs/Core/EllipsoidRhumbLineSpec.js Outdated Show resolved Hide resolved
@shehzan10
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@likangning93 Updated.

@shehzan10
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@likangning93 I added 2 new functions to compute intersections.

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likangning93 commented Jan 15, 2019

I threw together a crude toy to play with rhumbs vs. geodesics in Sandcastle, and it looks like the lines work as advertised:

var viewer = new Cesium.Viewer('cesiumContainer', {
    mapProjection : new Cesium.WebMercatorProjection()
});

var entities = viewer.entities;

var drawing = false;
var startPoint;

var handler = new Cesium.ScreenSpaceEventHandler(viewer.canvas);
handler.setInputAction(function(event) {
    if (drawing) {
        drawing = false;
        return;
    }

    var earthPosition = viewer.camera.pickEllipsoid(event.position);

    if (Cesium.defined(earthPosition)) {
        drawing = true;
        startPoint = Cesium.Cartographic.fromCartesian(earthPosition);
    }
}, Cesium.ScreenSpaceEventType.RIGHT_CLICK);

handler.setInputAction(function(event) {
    if (!drawing) {
        return;
    }

    var newPosition = viewer.camera.pickEllipsoid(event.endPosition);
    if (Cesium.defined(newPosition)) {
        var endPoint = Cesium.Cartographic.fromCartesian(newPosition);
        if (!Cesium.Cartographic.equalsEpsilon(endPoint, startPoint, Cesium.Math.EPSILON3)) {
            makeLines(startPoint, endPoint);
        }
    }
}, Cesium.ScreenSpaceEventType.MOUSE_MOVE);

function makeLines(start, end) {
    entities.removeAll();

    // create regular line
    entities.add({
        name : 'Geodesic',
        polyline : {
            positions : Cesium.Cartesian3.fromRadiansArray([start.longitude, start.latitude,
                                                            end.longitude, end.latitude]),
            width : 5,
            material : Cesium.Color.RED
        }
    });

    var rhumb = new Cesium.EllipsoidRhumbLine(start, end);

    var radians = [];
    var positionsCount = 100;
    for (var i = 0; i <= positionsCount; i++) {
        var interpolated = rhumb.interpolateUsingFraction(i / positionsCount);
        radians.push(interpolated.longitude);
        radians.push(interpolated.latitude);
    }

    entities.add({
        name : 'Rhumbline',
        polyline : {
            positions : Cesium.Cartesian3.fromRadiansArray(radians),
            width : 5,
            material : Cesium.Color.BLUE
        }
    });
}

rhumbfun

Source/Core/EllipsoidRhumbLine.js Outdated Show resolved Hide resolved
Source/Core/EllipsoidRhumbLine.js Outdated Show resolved Hide resolved
Source/Core/EllipsoidRhumbLine.js Outdated Show resolved Hide resolved
result.height = 0;
return result;
} else if (CesiumMath.equalsEpsilon(Math.abs(CesiumMath.PI_OVER_TWO - absHeading), CesiumMath.PI_OVER_TWO, CesiumMath.EPSILON8)) {
if (CesiumMath.equalsEpsilon(intersectionLongitude, start.longitude, CesiumMath.EPSILON12)) {
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Should this be !CesiumMath.equalsEpsilon(...?

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No, this is correct. It's else if is checking if the line is N-S, and the nested if is checking if the longitude is the same, in which case there are infinite intersections.

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Hmmm ok. So this case is "infinite intersections" and returns undefined, and the path below returns the intersection at the pole when considering the rhumbline to be an infinite spiral defined by a start and a heading? If so, that might be worth noting in the doc.

var eSinPhi = ellipticity * Math.sin(phi);
var numerator = (1 + eSinPhi) / (1 - eSinPhi);
newPhi = 2 * Math.atan(leftComponent * Math.pow(numerator / denominator, ellipticity / 2)) - CesiumMath.PI_OVER_TWO;
} while (!CesiumMath.equalsEpsilon(newPhi, phi, CesiumMath.EPSILON12));
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Do you know if there's a situation where this wouldn't converge, and we would want this to break after some number of iterations?

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It will converge and it's converging pretty quickly in all the tests I did. In the test cases I ran, it took less than 20 iterations.

Specs/Core/EllipsoidRhumbLineSpec.js Outdated Show resolved Hide resolved
Specs/Core/EllipsoidRhumbLineSpec.js Outdated Show resolved Hide resolved
expect(pointUsingInterpolation.longitude).toEqualEpsilon(pointUsingIntersection.longitude, CesiumMath.EPSILON12);
expect(pointUsingInterpolation.latitude).toEqualEpsilon(pointUsingIntersection.latitude, CesiumMath.EPSILON12);

pointUsingInterpolation = rhumb.interpolateUsingFraction(1.1);
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What's the expected behavior here? I guess does it clamp to the endpoint?

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It will interpolate beyond the endpoint.

Specs/Core/EllipsoidRhumbLineSpec.js Show resolved Hide resolved
Specs/Core/EllipsoidRhumbLineSpec.js Outdated Show resolved Hide resolved
@shehzan10
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@likangning93 Updated.

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Maybe document the "infinite spiral from start+heading" behavior, since that might change expectations for N-S rhumb/longitude intersection and interpolation beyond length. Otherwise that should be it for me, this looks good @shehzan10!

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Thanks @likangning93. I added the comment.

@mramato Do you want to take a look?

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mramato commented Jan 16, 2019

Will do later today or first thing tomorrow.

heading : {
get : function() {
//>>includeStart('debug', pragmas.debug);
Check.defined('distance', this._distance);
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I know this is what EllipsoidGeodesic has, but this is a really odd check to me, especially since there is no public property called distance. Would it be better for us to update this and EllipsoidGeodesic to just be undefined? On the other hand, it may never happen in practice so I could be bikeshedding. I'm okay with just punting, but since EllipsoidGeodesic is so old, it's good to revisit things once in a while.

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I think it was just a way to assure that heading and distance are both computed since the constructor allows using undefined as start and end.

We could simply change this to check whether heading is defined, which will make more sense here.

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Since EllipsoidGeodescic has been like this forever, I'm probably bike shedding, let's just leave it as-is and we can worry about it if it ever comes up.

* @param {EllipsoidRhumbLine} [result] The object in which to store the result.
* @returns {EllipsoidRhumbLine} The EllipsoidRhumbLine object.
*/
EllipsoidRhumbLine.fromStartAndEnd = function(start, end, ellipsoid, result) {
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Why is this function needed, it just matches the constructor, doesn't it??

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I added it because it allows using a scratch result object.

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Seems like overkill, can't you just call setEndPoints on an existing object? I doubt someone would need to change the ellipsoid on an existing instance. If we have a valid use case, then maybe it's worth it, but we try not to add code "just because it might be useful" since that introduces more code to maintain.

result._heading = CesiumMath.negativePiToPi(heading);
result._distance = distance;

result._end = result.interpolateUsingSurfaceDistance(distance, new Cartographic());
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This whole function is kind of an odd implementation to me. Why not break out interpolateUsingSurfaceDistance into a standalone local private function that can be called with start, heading, distance, ellipsoid, us that to compute the end point then just create the fully contructed result. Using a half-initialized instance like this seems like something that could bite us.

Obviously we still expose the prototype version of interpolateUsingSurfaceDistance that just called the local one.

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Yeah, this could work better. I'll make the change.

result.latitude = start.latitude;
result.height = 0;
return result;
} else if (CesiumMath.equalsEpsilon(Math.abs(CesiumMath.PI_OVER_TWO - absHeading), CesiumMath.PI_OVER_TWO, CesiumMath.EPSILON8)) {
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I assume these epsilons were from the ported code? (if not, how did we choose them?) Same for the rest of the PR.

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Yes, it was chosen as the epsilon at which Math.cos() returns 1.0 similar to http://help.agi.com/AGIComponents/html/F_AGI_Foundation_Trig_AngleEpsilon.htm.

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mramato commented Jan 17, 2019

Plese merge in master when you get a chance.

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mramato commented Jan 17, 2019

Thanks @shehzan10, tests look comprehensive (but I can't run coverage right now since I'm on Linux).

Those few comments are all I have, bump when ready and I'll merge.

Looking forward to the follow-up PR for geometries!


/**
* Initializes a rhumb line on the ellipsoid connecting the two provided planetodetic points.
*

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Should document behavior when start and end are on opposite meridians (returns E-W line). Should there be a mechanism to get the opposite line?

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@GatorScott This check does not allow points to be on opposite ends meridians (same limitation as EllipsoidGeodesic).

https://github.com/AnalyticalGraphicsInc/cesium/blob/c323623a52b7b7b318421ffbb09738a4d9727d5e/Source/Core/EllipsoidRhumbLine.js#L159

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Shouldn't this limitation/restriction be documented so the developer can protect themselves from this DeveloperError: "Expected value to be greater than or equal to 0.0125, actual value was 0.0"? Secondarily, is 0.716197 degrees the right epsilon?

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I added the documentation for the developer error. I'm not entirely certain about how 0.0125 came to be, which is from the STK Components code. @fstoner anything you can add?

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@mramato Updated.

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mramato commented Jan 18, 2019

Looks good, just document the exception that @GatorScott mentioned and this should be good to go.

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mramato commented Jan 18, 2019

Thanks again, @shehzan10.

@mramato mramato merged commit 38efff5 into CesiumGS:master Jan 18, 2019
@shehzan10 shehzan10 deleted the ellipsoid-rhumb branch January 18, 2019 15:27
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6 participants