diff --git a/packages/cultmath/src/CultMath/CultSiteCells.cs b/packages/cultmath/src/CultMath/CultSiteCells.cs
new file mode 100644
index 00000000..3e5cea60
--- /dev/null
+++ b/packages/cultmath/src/CultMath/CultSiteCells.cs
@@ -0,0 +1,30 @@
+namespace CultMath;
+
+///
+/// The two nearest sites of a query point under one site score ( or
+/// ), built by folding sites through
+/// . Each score field follows the
+/// float4(gradient.xyz, value.w) layout of a bare value-and-gradient return.
+///
+public struct CultSiteCells
+{
+ /// (∇F1, F1): the smallest score and its gradient. 1.0e30 in w when no site was inserted.
+ public float4 nearest;
+
+ /// (∇F2, F2): the second smallest score and its gradient. 1.0e30 in w when fewer than two sites were inserted.
+ public float4 second;
+
+ /// Index of the nearest site as inserted, -1 when none. A float so the struct holds one scalar type, as does; exact below 2^24.
+ public float nearestSite;
+
+ /// Index of the second nearest site as inserted, -1 when none.
+ public float secondSite;
+
+ public CultSiteCells(float4 nearest, float4 second, float nearestSite, float secondSite)
+ {
+ this.nearest = nearest;
+ this.second = second;
+ this.nearestSite = nearestSite;
+ this.secondSite = secondSite;
+ }
+}
diff --git a/packages/cultmath/src/CultMath/CultSiteCells.cs.meta b/packages/cultmath/src/CultMath/CultSiteCells.cs.meta
new file mode 100644
index 00000000..a3033e23
--- /dev/null
+++ b/packages/cultmath/src/CultMath/CultSiteCells.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: f6479c37f7d349708f54ec7e4d671200
diff --git a/packages/cultmath/src/CultMath/math.Sites.cs b/packages/cultmath/src/CultMath/math.Sites.cs
new file mode 100644
index 00000000..724415f0
--- /dev/null
+++ b/packages/cultmath/src/CultMath/math.Sites.cs
@@ -0,0 +1,139 @@
+namespace CultMath;
+
+public static partial class math
+{
+ // Sites: the model page's span element float4(position.xyz, weight). A span function is a C# loop over
+ // a per-site step that has a shader twin (site_cells_empty, then site_cells_insert per site); a shader
+ // cannot take a span, so shader callers write the same loop over their own buffer. One fold, one rule.
+
+ // Power score of a site: value |p - s|^2 - w^2, gradient 2 (p - s). With this score F2 - F1 is affine in
+ // the query point, so site_cells_border's first-order distance is the exact distance to the power bisector.
+ public static float4 power_score(float3 p, float4 site)
+ {
+ var offset = p - site.xyz;
+ return new float4(offset * 2.0f, dot(offset, offset) - site.w * site.w);
+ }
+
+ // Multiplicative score of a site: value |p - s| / w, gradient (p - s) / (|p - s| w). At p = s the
+ // gradient is zero, cellular's degenerate-gradient convention.
+ public static float4 multiplicative_score(float3 p, float4 site)
+ {
+ var offset = p - site.xyz;
+ var r = length(offset);
+ var gradient = r > 0.0f ? offset / (r * site.w) : new float3(0.0f, 0.0f, 0.0f);
+ return new float4(gradient, r / site.w);
+ }
+
+ // The fold's identity: no site yet. 1.0e30 is cellular's sentinel (GLSL ES has no inf literal).
+ public static CultSiteCells site_cells_empty() =>
+ new(new float4(0.0f, 0.0f, 0.0f, 1.0e30f), new float4(0.0f, 0.0f, 0.0f, 1.0e30f), -1.0f, -1.0f);
+
+ // One fold step. Strict < against F1 (the old F1 moves to second), else strict < against F2, so an exact
+ // tie keeps the earlier index first.
+ public static CultSiteCells site_cells_insert(CultSiteCells cells, float4 score, int index)
+ {
+ var result = cells;
+ if (score.w < cells.nearest.w)
+ {
+ result.second = cells.nearest;
+ result.secondSite = cells.nearestSite;
+ result.nearest = score;
+ result.nearestSite = (float)index;
+ }
+ else if (score.w < cells.second.w)
+ {
+ result.second = score;
+ result.secondSite = (float)index;
+ }
+
+ return result;
+ }
+
+ // float4(unit normal, distance) of the border between the two nearest sites: n = grad F2 - grad F1,
+ // distance (F2 - F1) / |n|, normal n / |n|. First order; exact for power scores. n is the direction in
+ // which F2 - F1 grows, into the nearest site's cell. (0, 0, 0, 1.0e30) when there is no second site or
+ // |n| = 0.
+ public static float4 site_cells_border(CultSiteCells cells)
+ {
+ var n = cells.second.xyz - cells.nearest.xyz;
+ var len = length(n);
+ if (cells.secondSite < 0.0f || len <= 0.0f)
+ return new float4(0.0f, 0.0f, 0.0f, 1.0e30f);
+ return new float4(n / len, (cells.second.w - cells.nearest.w) / len);
+ }
+
+ // Gabriel margin of the pair (a, b) against a third site: (|other - mid| - r) / r with mid = (a + b) / 2
+ // and r = |a - b| / 2. 0 on the diameter circle, negative inside it, -1 when a and b coincide.
+ public static float gabriel_margin(float3 a, float3 b, float3 other)
+ {
+ var r = distance(a, b) * 0.5f;
+ if (r <= 0.0f)
+ return -1.0f;
+ return (distance(other, (a + b) * 0.5f) - r) / r;
+ }
+
+ ///
+ /// The two nearest sites of by (the power diagram), every
+ /// site visited. A site is float4(position.xyz, weight); use z = 0 for 2D. Ties keep the lower index first.
+ ///
+ /// A site weight is not finite.
+ public static CultSiteCells power_cells(float3 p, ReadOnlySpan sites)
+ {
+ var cells = site_cells_empty();
+ for (var i = 0; i < sites.Length; i++)
+ {
+ if (!float.IsFinite(sites[i].w))
+ throw new ArgumentException("Site weights must be finite.", nameof(sites));
+ cells = site_cells_insert(cells, power_score(p, sites[i]), i);
+ }
+
+ return cells;
+ }
+
+ ///
+ /// The two nearest sites of by (distance divided by
+ /// weight), every site visited. A site is float4(position.xyz, weight); use z = 0 for 2D.
+ ///
+ /// A site weight is not finite and greater than zero.
+ public static CultSiteCells multiplicative_cells(float3 p, ReadOnlySpan sites)
+ {
+ var cells = site_cells_empty();
+ for (var i = 0; i < sites.Length; i++)
+ {
+ if (!(float.IsFinite(sites[i].w) && sites[i].w > 0.0f))
+ throw new ArgumentException("Site weights must be finite and greater than zero.", nameof(sites));
+ cells = site_cells_insert(cells, multiplicative_score(p, sites[i]), i);
+ }
+
+ return cells;
+ }
+
+ ///
+ /// Whether sites and are neighbours in the Gabriel graph
+ /// of (positions only; weights are ignored): smoothstep(-softness, softness, the
+ /// least over every other site). 1 when no other site exists.
+ ///
+ /// An index is outside the span.
+ /// The indices are equal, or softness is not finite and greater than zero.
+ public static float soft_gabriel_gate(ReadOnlySpan sites, int first, int second, float softness)
+ {
+ if (first < 0 || first >= sites.Length)
+ throw new ArgumentOutOfRangeException(nameof(first), "Index is outside the site span.");
+ if (second < 0 || second >= sites.Length)
+ throw new ArgumentOutOfRangeException(nameof(second), "Index is outside the site span.");
+ if (first == second)
+ throw new ArgumentException("The two indices must differ.", nameof(second));
+ if (!(float.IsFinite(softness) && softness > 0.0f))
+ throw new ArgumentException("Softness must be finite and greater than zero.", nameof(softness));
+
+ var margin = float.PositiveInfinity;
+ for (var k = 0; k < sites.Length; k++)
+ {
+ if (k == first || k == second)
+ continue;
+ margin = min(margin, gabriel_margin(sites[first].xyz, sites[second].xyz, sites[k].xyz));
+ }
+
+ return smoothstep(-softness, softness, margin);
+ }
+}
diff --git a/packages/cultmath/src/CultMath/math.Sites.cs.meta b/packages/cultmath/src/CultMath/math.Sites.cs.meta
new file mode 100644
index 00000000..f9956189
--- /dev/null
+++ b/packages/cultmath/src/CultMath/math.Sites.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 856a5e425b6b45f4a8b3e9a8cd32fe38
diff --git a/packages/cultmath/src/CultMath/math.cs b/packages/cultmath/src/CultMath/math.cs
index a5a30a09..59197262 100644
--- a/packages/cultmath/src/CultMath/math.cs
+++ b/packages/cultmath/src/CultMath/math.cs
@@ -317,18 +317,39 @@ public static partial class math
}
public static float distance_to_segment(float2 point, float2 start, float2 end, out float2 closest)
+ {
+ closest = segment_closest(point, start, end);
+ return distance(point, closest);
+ }
+
+ /// The distance from to the segment -; a degenerate segment is its start.
+ public static float distance_to_segment(float2 point, float2 start, float2 end) =>
+ distance(point, segment_closest(point, start, end));
+
+ /// The distance from to the segment -; a degenerate segment is its start.
+ public static float distance_to_segment(float3 point, float3 start, float3 end) =>
+ distance(point, segment_closest(point, start, end));
+
+ private static float2 segment_closest(float2 point_value, float2 start, float2 end)
{
var segment = end - start;
var segmentLengthSq = lengthsq(segment);
if (segmentLengthSq <= 0.0f)
- {
- closest = start;
- return distance(point, start);
- }
+ return start;
- var t = saturate(dot(point - start, segment) / segmentLengthSq);
- closest = start + segment * t;
- return distance(point, closest);
+ var t = saturate(dot(point_value - start, segment) / segmentLengthSq);
+ return start + segment * t;
+ }
+
+ private static float3 segment_closest(float3 point_value, float3 start, float3 end)
+ {
+ var segment = end - start;
+ var segmentLengthSq = lengthsq(segment);
+ if (segmentLengthSq <= 0.0f)
+ return start;
+
+ var t = saturate(dot(point_value - start, segment) / segmentLengthSq);
+ return start + segment * t;
}
public static float catmullrom(float p0, float p1, float p2, float p3, float t)
diff --git a/packages/cultmath/tests/CultMath.Tests/SiteCellsTests.cs b/packages/cultmath/tests/CultMath.Tests/SiteCellsTests.cs
new file mode 100644
index 00000000..12859948
--- /dev/null
+++ b/packages/cultmath/tests/CultMath.Tests/SiteCellsTests.cs
@@ -0,0 +1,314 @@
+using Xunit;
+using static CultMath.math;
+
+namespace CultMath.Tests;
+
+///
+/// The site cells (power and multiplicative scores, the fold, the border), the Gabriel margin and gate, and the
+/// out-free segment distance. Every reference is written here in double from the site data, never by calling the
+/// function under test.
+///
+public sealed class SiteCellsTests
+{
+ private static float4[] RandomSites(System.Random r, int max)
+ {
+ var count = r.Next(max + 1);
+ var sites = new float4[count];
+ for (var i = 0; i < count; i++)
+ {
+ sites[i] = i > 0 && r.Next(4) == 0
+ ? sites[r.Next(i)]
+ : new float4(Span(r, 10.0f), Span(r, 10.0f), Span(r, 10.0f), 0.5f + 2.5f * r.NextSingle());
+ }
+
+ return sites;
+ }
+
+ private static float Span(System.Random r, float extent) => (r.NextSingle() * 2.0f - 1.0f) * extent;
+
+ private static float3 Point(System.Random r) => new(Span(r, 10.0f), Span(r, 10.0f), Span(r, 10.0f));
+
+ private static double PowerReference(float3 p, float4 s)
+ {
+ double dx = (double)p.x - s.x, dy = (double)p.y - s.y, dz = (double)p.z - s.z;
+ return dx * dx + dy * dy + dz * dz - (double)s.w * s.w;
+ }
+
+ private static double MultiplicativeReference(float3 p, float4 s)
+ {
+ double dx = (double)p.x - s.x, dy = (double)p.y - s.y, dz = (double)p.z - s.z;
+ return Math.Sqrt(dx * dx + dy * dy + dz * dz) / s.w;
+ }
+
+ // Checks cells against the stable (score, index) order of a double reference. A pair whose reference scores
+ // differ by less than a float's resolution may legitimately order either way, so such a pair is skipped; an
+ // exact tie (a duplicated site) is compared.
+ private static int CheckFold(CultSiteCells cells, double[] reference)
+ {
+ var order = Enumerable.Range(0, reference.Length).OrderBy(i => reference[i]).ThenBy(i => i).ToArray();
+ if (order.Length < 2)
+ {
+ Assert.Equal(-1.0f, cells.secondSite);
+ Assert.Equal(1.0e30f, cells.second.w);
+ }
+
+ if (order.Length < 1)
+ {
+ Assert.Equal(-1.0f, cells.nearestSite);
+ Assert.Equal(1.0e30f, cells.nearest.w);
+ return 0;
+ }
+
+ bool Clear(int a, int b) => reference[a] == reference[b] || Math.Abs(reference[b] - reference[a]) > 1.0e-4 * (1.0 + Math.Abs(reference[b]));
+ if (order.Length >= 2 && !Clear(order[0], order[1]))
+ return 0;
+ Assert.Equal((float)order[0], cells.nearestSite);
+ if (order.Length < 2 || (order.Length > 2 && !Clear(order[1], order[2])))
+ return 1;
+ Assert.Equal((float)order[1], cells.secondSite);
+ return 1;
+ }
+
+ [Fact]
+ public void PowerAndMultiplicativeCellsAreTheTwoSmallestScoresInIndexOrder()
+ {
+ var r = new System.Random(0x517E);
+ var checkedSpans = 0;
+ for (var n = 0; n < 4000; n++)
+ {
+ var sites = RandomSites(r, 12);
+ var p = Point(r);
+ checkedSpans += CheckFold(power_cells(p, sites), sites.Select(s => PowerReference(p, s)).ToArray());
+ checkedSpans += CheckFold(multiplicative_cells(p, sites), sites.Select(s => MultiplicativeReference(p, s)).ToArray());
+ }
+
+ Assert.True(checkedSpans > 5000, $"only {checkedSpans} spans were comparable");
+ }
+
+ [Fact]
+ public void ExactTiesKeepTheLowerIndexFirst()
+ {
+ var site = new float4(1.0f, 2.0f, 3.0f, 1.5f);
+ var sites = new[] { site, site, site };
+ var cells = power_cells(new float3(0.0f, 0.0f, 0.0f), sites);
+ Assert.Equal(0.0f, cells.nearestSite);
+ Assert.Equal(1.0f, cells.secondSite);
+ }
+
+ // TN2: F2 - F1 is affine for power scores, so the border distance is the distance to the bisector plane
+ // {x : |x - s1|^2 - w1^2 = |x - s2|^2 - w2^2}, computed here in double from the two winning sites.
+ [Fact]
+ public void PowerBorderIsTheDistanceToThePowerBisector()
+ {
+ var r = new System.Random(0xB0DE);
+ var compared = 0;
+ for (var n = 0; n < 3000; n++)
+ {
+ var sites = RandomSites(r, 8);
+ if (sites.Length < 3)
+ continue;
+ var p = Point(r);
+ var reference = sites.Select(s => PowerReference(p, s)).ToArray();
+ var order = Enumerable.Range(0, sites.Length).OrderBy(i => reference[i]).ThenBy(i => i).ToArray();
+ if (reference[order[1]] - reference[order[0]] < 1.0e-2 || reference[order[2]] - reference[order[1]] < 1.0e-2)
+ continue;
+ var (a, b) = (sites[order[0]], sites[order[1]]);
+ double nx = 2.0 * ((double)a.x - b.x), ny = 2.0 * ((double)a.y - b.y), nz = 2.0 * ((double)a.z - b.z);
+ var norm = Math.Sqrt(nx * nx + ny * ny + nz * nz);
+ if (norm < 1.0e-2)
+ continue;
+ var expected = (reference[order[1]] - reference[order[0]]) / norm;
+
+ var border = site_cells_border(power_cells(p, sites));
+ Assert.InRange(border.w, expected - 1.0e-4 * expected - 1.0e-3, expected + 1.0e-4 * expected + 1.0e-3);
+ // F2 - F1 grows toward the nearest site: the normal is (s1 - s2) / |s1 - s2|.
+ Assert.InRange(border.x, nx / norm - 1.0e-3, nx / norm + 1.0e-3);
+ Assert.InRange(border.y, ny / norm - 1.0e-3, ny / norm + 1.0e-3);
+ Assert.InRange(border.z, nz / norm - 1.0e-3, nz / norm + 1.0e-3);
+ compared++;
+ }
+
+ Assert.True(compared > 1000, $"only {compared} borders were comparable");
+ }
+
+ [Fact]
+ public void BorderIsEmptyWithoutASecondSite()
+ {
+ var one = power_cells(new float3(1.0f, 2.0f, 3.0f), new[] { new float4(0.0f, 0.0f, 0.0f, 1.0f) });
+ Assert.Equal(new float4(0.0f, 0.0f, 0.0f, 1.0e30f), site_cells_border(one));
+ Assert.Equal(new float4(0.0f, 0.0f, 0.0f, 1.0e30f), site_cells_border(site_cells_empty()));
+ }
+
+ // Two sites with weights w1 != w2: the border |p - s1| / w1 = |p - s2| / w2 is the Apollonius circle, centre
+ // (w1^2 s2 - w2^2 s1) / (w1^2 - w2^2), radius w1 w2 |s1 - s2| / |w1^2 - w2^2| (built in double). On it the
+ // multiplicative border distance vanishes; off it the distance is nonzero.
+ [Fact]
+ public void MultiplicativeBorderVanishesOnTheApolloniusCircle()
+ {
+ var r = new System.Random(0xA9011);
+ for (var n = 0; n < 300; n++)
+ {
+ var s1 = new float4(Span(r, 5.0f), Span(r, 5.0f), 0.0f, 1.0f + 2.0f * r.NextSingle());
+ var s2 = new float4(Span(r, 5.0f), Span(r, 5.0f), 0.0f, 1.0f + 2.0f * r.NextSingle());
+ double w1 = s1.w, w2 = s2.w, k = w1 * w1 - w2 * w2;
+ double sep = Math.Sqrt(Math.Pow((double)s1.x - s2.x, 2) + Math.Pow((double)s1.y - s2.y, 2));
+ if (Math.Abs(k) < 0.5 || sep < 1.0)
+ continue;
+ double cx = (w1 * w1 * s2.x - w2 * w2 * s1.x) / k, cy = (w1 * w1 * s2.y - w2 * w2 * s1.y) / k;
+ var radius = w1 * w2 * sep / Math.Abs(k);
+ if (radius > 50.0)
+ continue;
+
+ var sites = new[] { s1, s2 };
+ var angle = r.NextDouble() * 2.0 * Math.PI;
+ var on = new float3((float)(cx + radius * Math.Cos(angle)), (float)(cy + radius * Math.Sin(angle)), 0.0f);
+ var onBorder = site_cells_border(multiplicative_cells(on, sites));
+ Assert.True(Math.Abs(onBorder.w) < 1.0e-3 * radius + 1.0e-3, $"on the circle: {onBorder.w}");
+
+ var off = new float3((float)(cx + 1.5 * radius * Math.Cos(angle)), (float)(cy + 1.5 * radius * Math.Sin(angle)), 0.0f);
+ var offBorder = site_cells_border(multiplicative_cells(off, sites));
+ Assert.True(Math.Abs(offBorder.w) > 1.0e-2 * radius, $"off the circle: {offBorder.w}");
+ }
+ }
+
+ // Central differences in double of each score's value against the returned gradient.
+ [Fact]
+ public void ScoreGradientsAreAnalytic()
+ {
+ var r = new System.Random(0x6AAD);
+ const double h = 1.0e-3;
+ for (var n = 0; n < 500; n++)
+ {
+ var site = RandomSites(r, 1).FirstOrDefault(new float4(1.0f, -2.0f, 0.5f, 1.5f));
+ var p = Point(r);
+ if (Math.Abs(p.x - site.x) + Math.Abs(p.y - site.y) + Math.Abs(p.z - site.z) < 1.0f)
+ continue;
+ foreach (var (score, reference) in new (Func, Func)[] { (power_score, PowerReference), (multiplicative_score, MultiplicativeReference) })
+ {
+ var got = score(p, site);
+ var axes = new[] { new float3((float)h, 0.0f, 0.0f), new float3(0.0f, (float)h, 0.0f), new float3(0.0f, 0.0f, (float)h) };
+ var expected = axes.Select(a => (reference(p + a, site) - reference(p - a, site)) / (2.0 * h)).ToArray();
+ var scale = 1.0 + Math.Abs(expected[0]) + Math.Abs(expected[1]) + Math.Abs(expected[2]);
+ Assert.True(Math.Abs(got.x - expected[0]) < 2.0e-3 * scale, "x");
+ Assert.True(Math.Abs(got.y - expected[1]) < 2.0e-3 * scale, "y");
+ Assert.True(Math.Abs(got.z - expected[2]) < 2.0e-3 * scale, "z");
+ Assert.Equal(reference(p, site), got.w, 1.0e-3 * (1.0 + Math.Abs(got.w)));
+ }
+ }
+ }
+
+ [Fact]
+ public void MultiplicativeGradientIsZeroAtTheSite()
+ {
+ var site = new float4(1.0f, 2.0f, 3.0f, 2.0f);
+ var score = multiplicative_score(new float3(1.0f, 2.0f, 3.0f), site);
+ Assert.Equal(new float4(0.0f, 0.0f, 0.0f, 0.0f), score);
+ }
+
+ private static double MarginReference(float4 a, float4 b, float4 o)
+ {
+ double mx = ((double)a.x + b.x) / 2, my = ((double)a.y + b.y) / 2, mz = ((double)a.z + b.z) / 2;
+ var rr = Math.Sqrt(Math.Pow((double)a.x - b.x, 2) + Math.Pow((double)a.y - b.y, 2) + Math.Pow((double)a.z - b.z, 2)) / 2;
+ var d = Math.Sqrt(Math.Pow(o.x - mx, 2) + Math.Pow(o.y - my, 2) + Math.Pow(o.z - mz, 2));
+ return (d - rr) / rr;
+ }
+
+ private static double SmoothstepReference(double lo, double hi, double x)
+ {
+ var t = Math.Clamp((x - lo) / (hi - lo), 0.0, 1.0);
+ return t * t * (3.0 - 2.0 * t);
+ }
+
+ [Fact]
+ public void SoftGabrielGateFollowsTheEmptyDiscMargin()
+ {
+ var a = new float4(-2.0f, 0.0f, 0.0f, 1.0f);
+ var b = new float4(2.0f, 0.0f, 0.0f, 1.0f);
+ // On the diameter circle (radius 2 about the origin): margin 0, gate 0.5. At half radius: margin -0.5, gate 0.
+ Assert.Equal(0.5f, soft_gabriel_gate(new[] { a, b, new float4(0.0f, 2.0f, 0.0f, 1.0f) }, 0, 1, 0.15f), 6);
+ Assert.Equal(0.0f, soft_gabriel_gate(new[] { a, b, new float4(0.0f, 1.0f, 0.0f, 1.0f) }, 0, 1, 0.15f));
+ Assert.Equal(1.0f, soft_gabriel_gate(new[] { a, b }, 0, 1, 0.15f));
+
+ var r = new System.Random(0x6ABE);
+ for (var n = 0; n < 500; n++)
+ {
+ var sites = RandomSites(r, 9);
+ if (sites.Length < 3 || sites[0].Equals(sites[1]))
+ continue;
+ var first = r.Next(sites.Length);
+ var second = (first + 1 + r.Next(sites.Length - 1)) % sites.Length;
+ var softness = 0.05f + 0.5f * r.NextSingle();
+ var margin = Enumerable.Range(0, sites.Length).Where(k => k != first && k != second).Min(k => MarginReference(sites[first], sites[second], sites[k]));
+ if (!double.IsFinite(margin))
+ continue;
+ Assert.Equal(SmoothstepReference(-softness, softness, margin), soft_gabriel_gate(sites, first, second, softness), 1.0e-3);
+ }
+
+ // Continuity: a tiny radial step of a third site moves the gate by a small share of the softness band.
+ var prev = soft_gabriel_gate(new[] { a, b, new float4(0.0f, 1.8f, 0.0f, 1.0f) }, 0, 1, 0.3f);
+ for (var y = 1.8f; y < 2.2f; y += 0.001f)
+ {
+ var gate = soft_gabriel_gate(new[] { a, b, new float4(0.0f, y, 0.0f, 1.0f) }, 0, 1, 0.3f);
+ Assert.True(Math.Abs(gate - prev) < 0.01f, $"step at y={y}");
+ prev = gate;
+ }
+ }
+
+ [Fact]
+ public void SpanFunctionsRefuseBadInputsWithoutEchoingThem()
+ {
+ var good = new float4(0.0f, 0.0f, 0.0f, 1.0f);
+ var marker = 12345.678f;
+ foreach (var weight in new[] { 0.0f, -marker, float.NaN, float.PositiveInfinity })
+ {
+ var e = Assert.Throws(() => multiplicative_cells(default, new[] { good, new float4(1.0f, 1.0f, 1.0f, weight) }));
+ Assert.Equal("sites", e.ParamName);
+ Assert.DoesNotContain("12345", e.Message);
+ }
+
+ foreach (var weight in new[] { float.NaN, float.PositiveInfinity, float.NegativeInfinity })
+ Assert.Equal("sites", Assert.Throws(() => power_cells(default, new[] { good, new float4(1.0f, 1.0f, 1.0f, weight) })).ParamName);
+
+ var three = new[] { good, new float4(1.0f, 0.0f, 0.0f, 1.0f), new float4(0.0f, 1.0f, 0.0f, 1.0f) };
+ Assert.Equal("second", Assert.Throws(() => soft_gabriel_gate(three, 1, 1, 0.1f)).ParamName);
+ Assert.Equal("first", Assert.Throws(() => soft_gabriel_gate(three, -1, 1, 0.1f)).ParamName);
+ Assert.Equal("second", Assert.Throws(() => soft_gabriel_gate(three, 0, 3, 0.1f)).ParamName);
+ foreach (var softness in new[] { 0.0f, -marker, float.NaN, float.PositiveInfinity })
+ {
+ var e = Assert.Throws(() => soft_gabriel_gate(three, 0, 1, softness));
+ Assert.Equal("softness", e.ParamName);
+ Assert.DoesNotContain("12345", e.Message);
+ }
+ }
+
+ [Fact]
+ public void OutFreeDistanceToSegmentEqualsTheOutForm()
+ {
+ var r = new System.Random(0x5E61);
+ for (var n = 0; n < 2000; n++)
+ {
+ var p = new float2(Span(r, 5.0f), Span(r, 5.0f));
+ var start = new float2(Span(r, 5.0f), Span(r, 5.0f));
+ var end = r.Next(8) == 0 ? start : new float2(Span(r, 5.0f), Span(r, 5.0f));
+ var outForm = distance_to_segment(p, start, end, out var closest);
+ Assert.Equal(BitConverter.SingleToInt32Bits(outForm), BitConverter.SingleToInt32Bits(distance_to_segment(p, start, end)));
+ Assert.Equal(distance(p, closest), outForm);
+
+ var p3 = new float3(Span(r, 5.0f), Span(r, 5.0f), Span(r, 5.0f));
+ var a3 = new float3(Span(r, 5.0f), Span(r, 5.0f), Span(r, 5.0f));
+ var b3 = r.Next(8) == 0 ? a3 : new float3(Span(r, 5.0f), Span(r, 5.0f), Span(r, 5.0f));
+ var got = distance_to_segment(p3, a3, b3);
+ if (a3.Equals(b3))
+ {
+ Assert.Equal(distance(p3, a3), got);
+ continue;
+ }
+
+ double ex = (double)b3.x - a3.x, ey = (double)b3.y - a3.y, ez = (double)b3.z - a3.z;
+ double px = (double)p3.x - a3.x, py = (double)p3.y - a3.y, pz = (double)p3.z - a3.z;
+ var t = Math.Clamp((px * ex + py * ey + pz * ez) / (ex * ex + ey * ey + ez * ez), 0.0, 1.0);
+ var expected = Math.Sqrt(Math.Pow(px - t * ex, 2) + Math.Pow(py - t * ey, 2) + Math.Pow(pz - t * ez, 2));
+ Assert.Equal(expected, got, 1.0e-4 * (1.0 + expected));
+ }
+ }
+}