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Posted to commits@lucene.apache.org by ds...@apache.org on 2016/03/08 02:20:02 UTC

[21/32] lucene-solr git commit: LUCENE-7056: Geo3D package re-org (cherry picked from commit 3a31a8c)

http://git-wip-us.apache.org/repos/asf/lucene-solr/blob/0a1951be/lucene/spatial3d/src/java/org/apache/lucene/spatial3d/geom/Plane.java
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diff --git a/lucene/spatial3d/src/java/org/apache/lucene/spatial3d/geom/Plane.java b/lucene/spatial3d/src/java/org/apache/lucene/spatial3d/geom/Plane.java
new file mode 100755
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+++ b/lucene/spatial3d/src/java/org/apache/lucene/spatial3d/geom/Plane.java
@@ -0,0 +1,1657 @@
+/*
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements.  See the NOTICE file distributed with
+ * this work for additional information regarding copyright ownership.
+ * The ASF licenses this file to You under the Apache License, Version 2.0
+ * (the "License"); you may not use this file except in compliance with
+ * the License.  You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+package org.apache.lucene.spatial3d.geom;
+
+/**
+ * We know about three kinds of planes.  First kind: general plain through two points and origin
+ * Second kind: horizontal plane at specified height.  Third kind: vertical plane with specified x and y value, through origin.
+ *
+ * @lucene.experimental
+ */
+public class Plane extends Vector {
+  /** An array with no points in it */
+  protected final static GeoPoint[] NO_POINTS = new GeoPoint[0];
+  /** An array with no bounds in it */
+  protected final static Membership[] NO_BOUNDS = new Membership[0];
+  /** A vertical plane normal to the Y axis */
+  protected final static Plane normalYPlane = new Plane(0.0,1.0,0.0,0.0);
+  /** A vertical plane normal to the X axis */
+  protected final static Plane normalXPlane = new Plane(1.0,0.0,0.0,0.0);
+  /** A vertical plane normal to the Z axis */
+  protected final static Plane normalZPlane = new Plane(0.0,0.0,1.0,0.0);
+
+  /** Ax + By + Cz + D = 0 */
+  public final double D;
+
+  /**
+   * Construct a plane with all four coefficients defined.
+   *@param A is A
+   *@param B is B
+   *@param C is C
+   *@param D is D
+   */
+  public Plane(final double A, final double B, final double C, final double D) {
+    super(A, B, C);
+    this.D = D;
+  }
+
+  /**
+   * Construct a plane through two points and origin.
+   *
+   * @param A is the first point (origin based).
+   * @param B is the second point (origin based).
+   */
+  public Plane(final Vector A, final Vector B) {
+    super(A, B);
+    D = 0.0;
+  }
+
+  /**
+   * Construct a horizontal plane at a specified Z.
+   *
+   * @param planetModel is the planet model.
+   * @param sinLat is the sin(latitude).
+   */
+  public Plane(final PlanetModel planetModel, final double sinLat) {
+    super(0.0, 0.0, 1.0);
+    D = -sinLat * computeDesiredEllipsoidMagnitude(planetModel, sinLat);
+  }
+
+  /**
+   * Construct a vertical plane through a specified
+   * x, y and origin.
+   *
+   * @param x is the specified x value.
+   * @param y is the specified y value.
+   */
+  public Plane(final double x, final double y) {
+    super(y, -x, 0.0);
+    D = 0.0;
+  }
+
+  /**
+   * Construct a plane with a specific vector, and D offset
+   * from origin.
+   * @param v is the normal vector.
+   * @param D is the D offset from the origin.
+   */
+  public Plane(final Vector v, final double D) {
+    super(v.x, v.y, v.z);
+    this.D = D;
+  }
+
+  /** Construct the most accurate normalized plane through an x-y point and including the Z axis.
+   * If none of the points can determine the plane, return null.
+   * @param planePoints is a set of points to choose from.  The best one for constructing the most precise plane is picked.
+   * @return the plane
+   */
+  public static Plane constructNormalizedZPlane(final Vector... planePoints) {
+    // Pick the best one (with the greatest x-y distance)
+    double bestDistance = 0.0;
+    Vector bestPoint = null;
+    for (final Vector point : planePoints) {
+      final double pointDist = point.x * point.x + point.y * point.y;
+      if (pointDist > bestDistance) {
+        bestDistance = pointDist;
+        bestPoint = point;
+      }
+    }
+    return constructNormalizedZPlane(bestPoint.x, bestPoint.y);
+  }
+
+  /** Construct the most accurate normalized plane through an x-z point and including the Y axis.
+   * If none of the points can determine the plane, return null.
+   * @param planePoints is a set of points to choose from.  The best one for constructing the most precise plane is picked.
+   * @return the plane
+   */
+  public static Plane constructNormalizedYPlane(final Vector... planePoints) {
+    // Pick the best one (with the greatest x-z distance)
+    double bestDistance = 0.0;
+    Vector bestPoint = null;
+    for (final Vector point : planePoints) {
+      final double pointDist = point.x * point.x + point.z * point.z;
+      if (pointDist > bestDistance) {
+        bestDistance = pointDist;
+        bestPoint = point;
+      }
+    }
+    return constructNormalizedYPlane(bestPoint.x, bestPoint.z, 0.0);
+  }
+
+  /** Construct the most accurate normalized plane through an y-z point and including the X axis.
+   * If none of the points can determine the plane, return null.
+   * @param planePoints is a set of points to choose from.  The best one for constructing the most precise plane is picked.
+   * @return the plane
+   */
+  public static Plane constructNormalizedXPlane(final Vector... planePoints) {
+    // Pick the best one (with the greatest y-z distance)
+    double bestDistance = 0.0;
+    Vector bestPoint = null;
+    for (final Vector point : planePoints) {
+      final double pointDist = point.y * point.y + point.z * point.z;
+      if (pointDist > bestDistance) {
+        bestDistance = pointDist;
+        bestPoint = point;
+      }
+    }
+    return constructNormalizedXPlane(bestPoint.y, bestPoint.z, 0.0);
+  }
+
+  /** Construct a normalized plane through an x-y point and including the Z axis.
+   * If the x-y point is at (0,0), return null.
+   * @param x is the x value.
+   * @param y is the y value.
+   * @return a plane passing through the Z axis and (x,y,0).
+   */
+  public static Plane constructNormalizedZPlane(final double x, final double y) {
+    if (Math.abs(x) < MINIMUM_RESOLUTION && Math.abs(y) < MINIMUM_RESOLUTION)
+      return null;
+    final double denom = 1.0 / Math.sqrt(x*x + y*y);
+    return new Plane(y * denom, -x * denom, 0.0, 0.0);
+  }
+
+  /** Construct a normalized plane through an x-z point and parallel to the Y axis.
+   * If the x-z point is at (0,0), return null.
+   * @param x is the x value.
+   * @param z is the z value.
+   * @param DValue is the offset from the origin for the plane.
+   * @return a plane parallel to the Y axis and perpendicular to the x and z values given.
+   */
+  public static Plane constructNormalizedYPlane(final double x, final double z, final double DValue) {
+    if (Math.abs(x) < MINIMUM_RESOLUTION && Math.abs(z) < MINIMUM_RESOLUTION)
+      return null;
+    final double denom = 1.0 / Math.sqrt(x*x + z*z);
+    return new Plane(z * denom, 0.0, -x * denom, DValue);
+  }
+
+  /** Construct a normalized plane through a y-z point and parallel to the X axis.
+   * If the y-z point is at (0,0), return null.
+   * @param y is the y value.
+   * @param z is the z value.
+   * @param DValue is the offset from the origin for the plane.
+   * @return a plane parallel to the X axis and perpendicular to the y and z values given.
+   */
+  public static Plane constructNormalizedXPlane(final double y, final double z, final double DValue) {
+    if (Math.abs(y) < MINIMUM_RESOLUTION && Math.abs(z) < MINIMUM_RESOLUTION)
+      return null;
+    final double denom = 1.0 / Math.sqrt(y*y + z*z);
+    return new Plane(0.0, z * denom, -y * denom, DValue);
+  }
+  
+  /**
+   * Evaluate the plane equation for a given point, as represented
+   * by a vector.
+   *
+   * @param v is the vector.
+   * @return the result of the evaluation.
+   */
+  public double evaluate(final Vector v) {
+    return dotProduct(v) + D;
+  }
+
+  /**
+   * Evaluate the plane equation for a given point, as represented
+   * by a vector.
+   * @param x is the x value.
+   * @param y is the y value.
+   * @param z is the z value.
+   * @return the result of the evaluation.
+   */
+  public double evaluate(final double x, final double y, final double z) {
+    return dotProduct(x, y, z) + D;
+  }
+
+  /**
+   * Evaluate the plane equation for a given point, as represented
+   * by a vector.
+   *
+   * @param v is the vector.
+   * @return true if the result is on the plane.
+   */
+  public boolean evaluateIsZero(final Vector v) {
+    return Math.abs(evaluate(v)) < MINIMUM_RESOLUTION;
+  }
+
+  /**
+   * Evaluate the plane equation for a given point, as represented
+   * by a vector.
+   *
+   * @param x is the x value.
+   * @param y is the y value.
+   * @param z is the z value.
+   * @return true if the result is on the plane.
+   */
+  public boolean evaluateIsZero(final double x, final double y, final double z) {
+    return Math.abs(evaluate(x, y, z)) < MINIMUM_RESOLUTION;
+  }
+
+  /**
+   * Build a normalized plane, so that the vector is normalized.
+   *
+   * @return the normalized plane object, or null if the plane is indeterminate.
+   */
+  public Plane normalize() {
+    Vector normVect = super.normalize();
+    if (normVect == null)
+      return null;
+    return new Plane(normVect, this.D);
+  }
+
+  /** Compute arc distance from plane to a vector expressed with a {@link GeoPoint}.
+   *  @see #arcDistance(PlanetModel, double, double, double, Membership...) */
+  public double arcDistance(final PlanetModel planetModel, final GeoPoint v, final Membership... bounds) {
+    return arcDistance(planetModel, v.x, v.y, v.z, bounds);
+  }
+    
+  /**
+   * Compute arc distance from plane to a vector.
+   * @param planetModel is the planet model.
+   * @param x is the x vector value.
+   * @param y is the y vector value.
+   * @param z is the z vector value.
+   * @param bounds are the bounds which constrain the intersection point.
+   * @return the arc distance.
+   */
+  public double arcDistance(final PlanetModel planetModel, final double x, final double y, final double z, final Membership... bounds) {
+
+    if (evaluateIsZero(x,y,z)) {
+      if (meetsAllBounds(x,y,z, bounds))
+        return 0.0;
+      return Double.MAX_VALUE;
+    }
+    
+    // First, compute the perpendicular plane.
+    final Plane perpPlane = new Plane(this.y * z - this.z * y, this.z * x - this.x * z, this.x * y - this.y * x, 0.0);
+
+    // We need to compute the intersection of two planes on the geo surface: this one, and its perpendicular.
+    // Then, we need to choose which of the two points we want to compute the distance to.  We pick the
+    // shorter distance always.
+    
+    final GeoPoint[] intersectionPoints = findIntersections(planetModel, perpPlane);
+    
+    // For each point, compute a linear distance, and take the minimum of them
+    double minDistance = Double.MAX_VALUE;
+    
+    for (final GeoPoint intersectionPoint : intersectionPoints) {
+      if (meetsAllBounds(intersectionPoint, bounds)) {
+        final double theDistance = intersectionPoint.arcDistance(x,y,z);
+        if (theDistance < minDistance) {
+          minDistance = theDistance;
+        }
+      }
+    }
+    return minDistance;
+
+  }
+
+  /**
+   * Compute normal distance from plane to a vector.
+   * @param v is the vector.
+   * @param bounds are the bounds which constrain the intersection point.
+   * @return the normal distance.
+   */
+  public double normalDistance(final Vector v, final Membership... bounds) {
+    return normalDistance(v.x, v.y, v.z, bounds);
+  }
+    
+  /**
+   * Compute normal distance from plane to a vector.
+   * @param x is the vector x.
+   * @param y is the vector y.
+   * @param z is the vector z.
+   * @param bounds are the bounds which constrain the intersection point.
+   * @return the normal distance.
+   */
+  public double normalDistance(final double x, final double y, final double z, final Membership... bounds) {
+
+    final double dist = evaluate(x,y,z);
+    final double perpX = x - dist * this.x;
+    final double perpY = y - dist * this.y;
+    final double perpZ = z - dist * this.z;
+
+    if (!meetsAllBounds(perpX, perpY, perpZ, bounds)) {
+      return Double.MAX_VALUE;
+    }
+    
+    return Math.abs(dist);
+  }
+  
+  /**
+   * Compute normal distance squared from plane to a vector.
+   * @param v is the vector.
+   * @param bounds are the bounds which constrain the intersection point.
+   * @return the normal distance squared.
+   */
+  public double normalDistanceSquared(final Vector v, final Membership... bounds) {
+    return normalDistanceSquared(v.x, v.y, v.z, bounds);
+  }
+  
+  /**
+   * Compute normal distance squared from plane to a vector.
+   * @param x is the vector x.
+   * @param y is the vector y.
+   * @param z is the vector z.
+   * @param bounds are the bounds which constrain the intersection point.
+   * @return the normal distance squared.
+   */
+  public double normalDistanceSquared(final double x, final double y, final double z, final Membership... bounds) {
+    final double normal = normalDistance(x,y,z,bounds);
+    if (normal == Double.MAX_VALUE)
+      return normal;
+    return normal * normal;
+  }
+
+  /**
+   * Compute linear distance from plane to a vector.  This is defined
+   * as the distance from the given point to the nearest intersection of 
+   * this plane with the planet surface.
+   * @param planetModel is the planet model.
+   * @param v is the point.
+   * @param bounds are the bounds which constrain the intersection point.
+   * @return the linear distance.
+   */
+  public double linearDistance(final PlanetModel planetModel, final GeoPoint v, final Membership... bounds) {
+    return linearDistance(planetModel, v.x, v.y, v.z, bounds);
+  }
+    
+  /**
+   * Compute linear distance from plane to a vector.  This is defined
+   * as the distance from the given point to the nearest intersection of 
+   * this plane with the planet surface.
+   * @param planetModel is the planet model.
+   * @param x is the vector x.
+   * @param y is the vector y.
+   * @param z is the vector z.
+   * @param bounds are the bounds which constrain the intersection point.
+   * @return the linear distance.
+   */
+  public double linearDistance(final PlanetModel planetModel, final double x, final double y, final double z, final Membership... bounds) {
+    if (evaluateIsZero(x,y,z)) {
+      if (meetsAllBounds(x,y,z, bounds))
+        return 0.0;
+      return Double.MAX_VALUE;
+    }
+    
+    // First, compute the perpendicular plane.
+    final Plane perpPlane = new Plane(this.y * z - this.z * y, this.z * x - this.x * z, this.x * y - this.y * x, 0.0);
+
+    // We need to compute the intersection of two planes on the geo surface: this one, and its perpendicular.
+    // Then, we need to choose which of the two points we want to compute the distance to.  We pick the
+    // shorter distance always.
+    
+    final GeoPoint[] intersectionPoints = findIntersections(planetModel, perpPlane);
+    
+    // For each point, compute a linear distance, and take the minimum of them
+    double minDistance = Double.MAX_VALUE;
+    
+    for (final GeoPoint intersectionPoint : intersectionPoints) {
+      if (meetsAllBounds(intersectionPoint, bounds)) {
+        final double theDistance = intersectionPoint.linearDistance(x,y,z);
+        if (theDistance < minDistance) {
+          minDistance = theDistance;
+        }
+      }
+    }
+    return minDistance;
+  }
+      
+  /**
+   * Compute linear distance squared from plane to a vector.  This is defined
+   * as the distance from the given point to the nearest intersection of 
+   * this plane with the planet surface.
+   * @param planetModel is the planet model.
+   * @param v is the point.
+   * @param bounds are the bounds which constrain the intersection point.
+   * @return the linear distance squared.
+   */
+  public double linearDistanceSquared(final PlanetModel planetModel, final GeoPoint v, final Membership... bounds) {
+    return linearDistanceSquared(planetModel, v.x, v.y, v.z, bounds);
+  }
+  
+  /**
+   * Compute linear distance squared from plane to a vector.  This is defined
+   * as the distance from the given point to the nearest intersection of 
+   * this plane with the planet surface.
+   * @param planetModel is the planet model.
+   * @param x is the vector x.
+   * @param y is the vector y.
+   * @param z is the vector z.
+   * @param bounds are the bounds which constrain the intersection point.
+   * @return the linear distance squared.
+   */
+  public double linearDistanceSquared(final PlanetModel planetModel, final double x, final double y, final double z, final Membership... bounds) {
+    final double linearDistance = linearDistance(planetModel, x, y, z, bounds);
+    return linearDistance * linearDistance;
+  }
+
+  /**
+   * Find points on the boundary of the intersection of a plane and the unit sphere,
+   * given a starting point, and ending point, and a list of proportions of the arc (e.g. 0.25, 0.5, 0.75).
+   * The angle between the starting point and ending point is assumed to be less than pi.
+   * @param start is the start point.
+   * @param end is the end point.
+   * @param proportions is an array of fractional proportions measured between start and end.
+   * @return an array of points corresponding to the proportions passed in.
+   */
+  public GeoPoint[] interpolate(final GeoPoint start, final GeoPoint end, final double[] proportions) {
+    // Steps:
+    // (1) Translate (x0,y0,z0) of endpoints into origin-centered place:
+    // x1 = x0 + D*A
+    // y1 = y0 + D*B
+    // z1 = z0 + D*C
+    // (2) Rotate counterclockwise in x-y:
+    // ra = -atan2(B,A)
+    // x2 = x1 cos ra - y1 sin ra
+    // y2 = x1 sin ra + y1 cos ra
+    // z2 = z1
+    // Faster:
+    // cos ra = A/sqrt(A^2+B^2+C^2)
+    // sin ra = -B/sqrt(A^2+B^2+C^2)
+    // cos (-ra) = A/sqrt(A^2+B^2+C^2)
+    // sin (-ra) = B/sqrt(A^2+B^2+C^2)
+    // (3) Rotate clockwise in x-z:
+    // ha = pi/2 - asin(C/sqrt(A^2+B^2+C^2))
+    // x3 = x2 cos ha - z2 sin ha
+    // y3 = y2
+    // z3 = x2 sin ha + z2 cos ha
+    // At this point, z3 should be zero.
+    // Faster:
+    // sin(ha) = cos(asin(C/sqrt(A^2+B^2+C^2))) = sqrt(1 - C^2/(A^2+B^2+C^2)) = sqrt(A^2+B^2)/sqrt(A^2+B^2+C^2)
+    // cos(ha) = sin(asin(C/sqrt(A^2+B^2+C^2))) = C/sqrt(A^2+B^2+C^2)
+    // (4) Compute interpolations by getting longitudes of original points
+    // la = atan2(y3,x3)
+    // (5) Rotate new points (xN0, yN0, zN0) counter-clockwise in x-z:
+    // ha = -(pi - asin(C/sqrt(A^2+B^2+C^2)))
+    // xN1 = xN0 cos ha - zN0 sin ha
+    // yN1 = yN0
+    // zN1 = xN0 sin ha + zN0 cos ha
+    // (6) Rotate new points clockwise in x-y:
+    // ra = atan2(B,A)
+    // xN2 = xN1 cos ra - yN1 sin ra
+    // yN2 = xN1 sin ra + yN1 cos ra
+    // zN2 = zN1
+    // (7) Translate new points:
+    // xN3 = xN2 - D*A
+    // yN3 = yN2 - D*B
+    // zN3 = zN2 - D*C
+
+    // First, calculate the angles and their sin/cos values
+    double A = x;
+    double B = y;
+    double C = z;
+
+    // Translation amounts
+    final double transX = -D * A;
+    final double transY = -D * B;
+    final double transZ = -D * C;
+
+    double cosRA;
+    double sinRA;
+    double cosHA;
+    double sinHA;
+
+    double magnitude = magnitude();
+    if (magnitude >= MINIMUM_RESOLUTION) {
+      final double denom = 1.0 / magnitude;
+      A *= denom;
+      B *= denom;
+      C *= denom;
+
+      // cos ra = A/sqrt(A^2+B^2+C^2)
+      // sin ra = -B/sqrt(A^2+B^2+C^2)
+      // cos (-ra) = A/sqrt(A^2+B^2+C^2)
+      // sin (-ra) = B/sqrt(A^2+B^2+C^2)
+      final double xyMagnitude = Math.sqrt(A * A + B * B);
+      if (xyMagnitude >= MINIMUM_RESOLUTION) {
+        final double xyDenom = 1.0 / xyMagnitude;
+        cosRA = A * xyDenom;
+        sinRA = -B * xyDenom;
+      } else {
+        cosRA = 1.0;
+        sinRA = 0.0;
+      }
+
+      // sin(ha) = cos(asin(C/sqrt(A^2+B^2+C^2))) = sqrt(1 - C^2/(A^2+B^2+C^2)) = sqrt(A^2+B^2)/sqrt(A^2+B^2+C^2)
+      // cos(ha) = sin(asin(C/sqrt(A^2+B^2+C^2))) = C/sqrt(A^2+B^2+C^2)
+      sinHA = xyMagnitude;
+      cosHA = C;
+    } else {
+      cosRA = 1.0;
+      sinRA = 0.0;
+      cosHA = 1.0;
+      sinHA = 0.0;
+    }
+
+    // Forward-translate the start and end points
+    final Vector modifiedStart = modify(start, transX, transY, transZ, sinRA, cosRA, sinHA, cosHA);
+    final Vector modifiedEnd = modify(end, transX, transY, transZ, sinRA, cosRA, sinHA, cosHA);
+    if (Math.abs(modifiedStart.z) >= MINIMUM_RESOLUTION)
+      throw new IllegalArgumentException("Start point was not on plane: " + modifiedStart.z);
+    if (Math.abs(modifiedEnd.z) >= MINIMUM_RESOLUTION)
+      throw new IllegalArgumentException("End point was not on plane: " + modifiedEnd.z);
+
+    // Compute the angular distance between start and end point
+    final double startAngle = Math.atan2(modifiedStart.y, modifiedStart.x);
+    final double endAngle = Math.atan2(modifiedEnd.y, modifiedEnd.x);
+
+    final double startMagnitude = Math.sqrt(modifiedStart.x * modifiedStart.x + modifiedStart.y * modifiedStart.y);
+    double delta;
+
+    double newEndAngle = endAngle;
+    while (newEndAngle < startAngle) {
+      newEndAngle += Math.PI * 2.0;
+    }
+
+    if (newEndAngle - startAngle <= Math.PI) {
+      delta = newEndAngle - startAngle;
+    } else {
+      double newStartAngle = startAngle;
+      while (newStartAngle < endAngle) {
+        newStartAngle += Math.PI * 2.0;
+      }
+      delta = newStartAngle - endAngle;
+    }
+
+    final GeoPoint[] returnValues = new GeoPoint[proportions.length];
+    for (int i = 0; i < returnValues.length; i++) {
+      final double newAngle = startAngle + proportions[i] * delta;
+      final double sinNewAngle = Math.sin(newAngle);
+      final double cosNewAngle = Math.cos(newAngle);
+      final Vector newVector = new Vector(cosNewAngle * startMagnitude, sinNewAngle * startMagnitude, 0.0);
+      returnValues[i] = reverseModify(newVector, transX, transY, transZ, sinRA, cosRA, sinHA, cosHA);
+    }
+
+    return returnValues;
+  }
+
+  /**
+   * Modify a point to produce a vector in translated/rotated space.
+   * @param start is the start point.
+   * @param transX is the translation x value.
+   * @param transY is the translation y value.
+   * @param transZ is the translation z value.
+   * @param sinRA is the sine of the ascension angle.
+   * @param cosRA is the cosine of the ascension angle.
+   * @param sinHA is the sine of the height angle.
+   * @param cosHA is the cosine of the height angle.
+   * @return the modified point.
+   */
+  protected static Vector modify(final GeoPoint start, final double transX, final double transY, final double transZ,
+                                 final double sinRA, final double cosRA, final double sinHA, final double cosHA) {
+    return start.translate(transX, transY, transZ).rotateXY(sinRA, cosRA).rotateXZ(sinHA, cosHA);
+  }
+
+  /**
+   * Reverse modify a point to produce a GeoPoint in normal space.
+   * @param point is the translated point.
+   * @param transX is the translation x value.
+   * @param transY is the translation y value.
+   * @param transZ is the translation z value.
+   * @param sinRA is the sine of the ascension angle.
+   * @param cosRA is the cosine of the ascension angle.
+   * @param sinHA is the sine of the height angle.
+   * @param cosHA is the cosine of the height angle.
+   * @return the original point.
+   */
+  protected static GeoPoint reverseModify(final Vector point, final double transX, final double transY, final double transZ,
+                                          final double sinRA, final double cosRA, final double sinHA, final double cosHA) {
+    final Vector result = point.rotateXZ(-sinHA, cosHA).rotateXY(-sinRA, cosRA).translate(-transX, -transY, -transZ);
+    return new GeoPoint(result.x, result.y, result.z);
+  }
+
+  /**
+   * Public version of findIntersections.
+   * @param planetModel is the planet model.
+   * @param q is the plane to intersect with.
+   * @param bounds are the bounds to consider to determine legal intersection points.
+   * @return the set of legal intersection points.
+   */
+  public GeoPoint[] findIntersections(final PlanetModel planetModel, final Plane q, final Membership... bounds) {
+    if (isNumericallyIdentical(q)) {
+      return null;
+    }
+    return findIntersections(planetModel, q, bounds, NO_BOUNDS);
+  }
+  
+  /**
+   * Find the intersection points between two planes, given a set of bounds.
+   *
+   * @param planetModel is the planet model to use in finding points.
+   * @param q          is the plane to intersect with.
+   * @param bounds     is the set of bounds.
+   * @param moreBounds is another set of bounds.
+   * @return the intersection point(s) on the unit sphere, if there are any.
+   */
+  protected GeoPoint[] findIntersections(final PlanetModel planetModel, final Plane q, final Membership[] bounds, final Membership[] moreBounds) {
+    //System.err.println("Looking for intersection between plane "+this+" and plane "+q+" within bounds");
+    // Unnormalized, unchecked...
+    final Vector lineVector = new Vector(y * q.z - z * q.y, z * q.x - x * q.z, x * q.y - y * q.x);
+    if (Math.abs(lineVector.x) < MINIMUM_RESOLUTION && Math.abs(lineVector.y) < MINIMUM_RESOLUTION && Math.abs(lineVector.z) < MINIMUM_RESOLUTION) {
+      // Degenerate case: parallel planes
+      //System.err.println(" planes are parallel - no intersection");
+      return NO_POINTS;
+    }
+
+    // The line will have the equation: A t + A0 = x, B t + B0 = y, C t + C0 = z.
+    // We have A, B, and C.  In order to come up with A0, B0, and C0, we need to find a point that is on both planes.
+    // To do this, we find the largest vector value (either x, y, or z), and look for a point that solves both plane equations
+    // simultaneous.  For example, let's say that the vector is (0.5,0.5,1), and the two plane equations are:
+    // 0.7 x + 0.3 y + 0.1 z + 0.0 = 0
+    // and
+    // 0.9 x - 0.1 y + 0.2 z + 4.0 = 0
+    // Then we'd pick z = 0, so the equations to solve for x and y would be:
+    // 0.7 x + 0.3y = 0.0
+    // 0.9 x - 0.1y = -4.0
+    // ... which can readily be solved using standard linear algebra.  Generally:
+    // Q0 x + R0 y = S0
+    // Q1 x + R1 y = S1
+    // ... can be solved by Cramer's rule:
+    // x = det(S0 R0 / S1 R1) / det(Q0 R0 / Q1 R1)
+    // y = det(Q0 S0 / Q1 S1) / det(Q0 R0 / Q1 R1)
+    // ... where det( a b / c d ) = ad - bc, so:
+    // x = (S0 * R1 - R0 * S1) / (Q0 * R1 - R0 * Q1)
+    // y = (Q0 * S1 - S0 * Q1) / (Q0 * R1 - R0 * Q1)
+    double x0;
+    double y0;
+    double z0;
+    // We try to maximize the determinant in the denominator
+    final double denomYZ = this.y * q.z - this.z * q.y;
+    final double denomXZ = this.x * q.z - this.z * q.x;
+    final double denomXY = this.x * q.y - this.y * q.x;
+    if (Math.abs(denomYZ) >= Math.abs(denomXZ) && Math.abs(denomYZ) >= Math.abs(denomXY)) {
+      // X is the biggest, so our point will have x0 = 0.0
+      if (Math.abs(denomYZ) < MINIMUM_RESOLUTION_SQUARED) {
+        //System.err.println(" Denominator is zero: no intersection");
+        return NO_POINTS;
+      }
+      final double denom = 1.0 / denomYZ;
+      x0 = 0.0;
+      y0 = (-this.D * q.z - this.z * -q.D) * denom;
+      z0 = (this.y * -q.D + this.D * q.y) * denom;
+    } else if (Math.abs(denomXZ) >= Math.abs(denomXY) && Math.abs(denomXZ) >= Math.abs(denomYZ)) {
+      // Y is the biggest, so y0 = 0.0
+      if (Math.abs(denomXZ) < MINIMUM_RESOLUTION_SQUARED) {
+        //System.err.println(" Denominator is zero: no intersection");
+        return NO_POINTS;
+      }
+      final double denom = 1.0 / denomXZ;
+      x0 = (-this.D * q.z - this.z * -q.D) * denom;
+      y0 = 0.0;
+      z0 = (this.x * -q.D + this.D * q.x) * denom;
+    } else {
+      // Z is the biggest, so Z0 = 0.0
+      if (Math.abs(denomXY) < MINIMUM_RESOLUTION_SQUARED) {
+        //System.err.println(" Denominator is zero: no intersection");
+        return NO_POINTS;
+      }
+      final double denom = 1.0 / denomXY;
+      x0 = (-this.D * q.y - this.y * -q.D) * denom;
+      y0 = (this.x * -q.D + this.D * q.x) * denom;
+      z0 = 0.0;
+    }
+
+    // Once an intersecting line is determined, the next step is to intersect that line with the ellipsoid, which
+    // will yield zero, one, or two points.
+    // The ellipsoid equation: 1,0 = x^2/a^2 + y^2/b^2 + z^2/c^2
+    // 1.0 = (At+A0)^2/a^2 + (Bt+B0)^2/b^2 + (Ct+C0)^2/c^2
+    // A^2 t^2 / a^2 + 2AA0t / a^2 + A0^2 / a^2 + B^2 t^2 / b^2 + 2BB0t / b^2 + B0^2 / b^2 + C^2 t^2 / c^2 + 2CC0t / c^2 + C0^2 / c^2  - 1,0 = 0.0
+    // [A^2 / a^2 + B^2 / b^2 + C^2 / c^2] t^2 + [2AA0 / a^2 + 2BB0 / b^2 + 2CC0 / c^2] t + [A0^2 / a^2 + B0^2 / b^2 + C0^2 / c^2 - 1,0] = 0.0
+    // Use the quadratic formula to determine t values and candidate point(s)
+    final double A = lineVector.x * lineVector.x * planetModel.inverseAbSquared +
+      lineVector.y * lineVector.y * planetModel.inverseAbSquared +
+      lineVector.z * lineVector.z * planetModel.inverseCSquared;
+    final double B = 2.0 * (lineVector.x * x0 * planetModel.inverseAbSquared + lineVector.y * y0 * planetModel.inverseAbSquared + lineVector.z * z0 * planetModel.inverseCSquared);
+    final double C = x0 * x0 * planetModel.inverseAbSquared + y0 * y0 * planetModel.inverseAbSquared + z0 * z0 * planetModel.inverseCSquared - 1.0;
+
+    final double BsquaredMinus = B * B - 4.0 * A * C;
+    if (Math.abs(BsquaredMinus) < MINIMUM_RESOLUTION_SQUARED) {
+      //System.err.println(" One point of intersection");
+      final double inverse2A = 1.0 / (2.0 * A);
+      // One solution only
+      final double t = -B * inverse2A;
+      GeoPoint point = new GeoPoint(lineVector.x * t + x0, lineVector.y * t + y0, lineVector.z * t + z0);
+      //System.err.println("  point: "+point);
+      //verifyPoint(planetModel, point, q);
+      if (point.isWithin(bounds, moreBounds))
+        return new GeoPoint[]{point};
+      return NO_POINTS;
+    } else if (BsquaredMinus > 0.0) {
+      //System.err.println(" Two points of intersection");
+      final double inverse2A = 1.0 / (2.0 * A);
+      // Two solutions
+      final double sqrtTerm = Math.sqrt(BsquaredMinus);
+      final double t1 = (-B + sqrtTerm) * inverse2A;
+      final double t2 = (-B - sqrtTerm) * inverse2A;
+      GeoPoint point1 = new GeoPoint(lineVector.x * t1 + x0, lineVector.y * t1 + y0, lineVector.z * t1 + z0);
+      GeoPoint point2 = new GeoPoint(lineVector.x * t2 + x0, lineVector.y * t2 + y0, lineVector.z * t2 + z0);
+      //verifyPoint(planetModel, point1, q);
+      //verifyPoint(planetModel, point2, q);
+      //System.err.println("  "+point1+" and "+point2);
+      if (point1.isWithin(bounds, moreBounds)) {
+        if (point2.isWithin(bounds, moreBounds))
+          return new GeoPoint[]{point1, point2};
+        return new GeoPoint[]{point1};
+      }
+      if (point2.isWithin(bounds, moreBounds))
+        return new GeoPoint[]{point2};
+      return NO_POINTS;
+    } else {
+      //System.err.println(" no solutions - no intersection");
+      return NO_POINTS;
+    }
+  }
+
+  /*
+  protected void verifyPoint(final PlanetModel planetModel, final GeoPoint point, final Plane q) {
+    if (!evaluateIsZero(point))
+      throw new RuntimeException("Intersection point not on original plane; point="+point+", plane="+this);
+    if (!q.evaluateIsZero(point))
+      throw new RuntimeException("Intersection point not on intersected plane; point="+point+", plane="+q);
+    if (Math.abs(point.x * point.x * planetModel.inverseASquared + point.y * point.y * planetModel.inverseBSquared + point.z * point.z * planetModel.inverseCSquared - 1.0) >= MINIMUM_RESOLUTION) 
+      throw new RuntimeException("Intersection point not on ellipsoid; point="+point);
+  }
+  */
+
+  /**
+   * Accumulate (x,y,z) bounds information for this plane, intersected with the unit sphere.
+   * Updates min/max information, using max/min points found
+   * within the specified bounds.
+   *
+   * @param planetModel is the planet model to use in determining bounds.
+   * @param boundsInfo is the xyz info to update with additional bounding information.
+   * @param bounds     are the surfaces delineating what's inside the shape.
+   */
+  public void recordBounds(final PlanetModel planetModel, final XYZBounds boundsInfo, final Membership... bounds) {
+    // Basic plan is to do three intersections of the plane and the planet.
+    // For min/max x, we intersect a vertical plane such that y = 0.
+    // For min/max y, we intersect a vertical plane such that x = 0.
+    // For min/max z, we intersect a vertical plane that is chosen to go through the high point of the arc.
+    // For clarity, load local variables with good names
+    final double A = this.x;
+    final double B = this.y;
+    final double C = this.z;
+
+    // Do Z.  This can be done simply because it is symmetrical.
+    if (!boundsInfo.isSmallestMinZ(planetModel) || !boundsInfo.isLargestMaxZ(planetModel)) {
+      //System.err.println("    computing Z bound");
+      // Compute Z bounds for this arc
+      // With ellipsoids, we really have only one viable way to do this computation.
+      // Specifically, we compute an appropriate vertical plane, based on the current plane's x-y orientation, and
+      // then intersect it with this one and with the ellipsoid.  This gives us zero, one, or two points to use
+      // as bounds.
+      // There is one special case: horizontal circles.  These require TWO vertical planes: one for the x, and one for
+      // the y, and we use all four resulting points in the bounds computation.
+      if ((Math.abs(A) >= MINIMUM_RESOLUTION || Math.abs(B) >= MINIMUM_RESOLUTION)) {
+        // NOT a degenerate case
+        //System.err.println("    not degenerate");
+        final Plane normalizedZPlane = constructNormalizedZPlane(A,B);
+        final GeoPoint[] points = findIntersections(planetModel, normalizedZPlane, bounds, NO_BOUNDS);
+        for (final GeoPoint point : points) {
+          assert planetModel.pointOnSurface(point);
+          //System.err.println("      Point = "+point+"; this.evaluate(point)="+this.evaluate(point)+"; normalizedZPlane.evaluate(point)="+normalizedZPlane.evaluate(point));
+          addPoint(boundsInfo, bounds, point);
+        }
+      } else {
+        // Since a==b==0, any plane including the Z axis suffices.
+        //System.err.println("      Perpendicular to z");
+        final GeoPoint[] points = findIntersections(planetModel, normalYPlane, NO_BOUNDS, NO_BOUNDS);
+        boundsInfo.addZValue(points[0]);
+      }
+    }
+
+    // First, compute common subexpressions
+    final double k = 1.0 / ((x*x + y*y)*planetModel.ab*planetModel.ab + z*z*planetModel.c*planetModel.c);
+    final double abSquared = planetModel.ab * planetModel.ab;
+    final double cSquared = planetModel.c * planetModel.c;
+    final double ASquared = A * A;
+    final double BSquared = B * B;
+    final double CSquared = C * C;
+    
+    final double r = 2.0*D*k;
+    final double rSquared = r * r;
+    
+    if (!boundsInfo.isSmallestMinX(planetModel) || !boundsInfo.isLargestMaxX(planetModel)) {
+      // For min/max x, we need to use lagrange multipliers.
+      //
+      // For this, we need grad(F(x,y,z)) = (dF/dx, dF/dy, dF/dz).
+      //
+      // Minimize and maximize f(x,y,z) = x, with respect to g(x,y,z) = Ax + By + Cz - D and h(x,y,z) = x^2/ab^2 + y^2/ab^2 + z^2/c^2 - 1
+      //
+      // grad(f(x,y,z)) = (1,0,0)
+      // grad(g(x,y,z)) = (A,B,C)
+      // grad(h(x,y,z)) = (2x/ab^2,2y/ab^2,2z/c^2)
+      //
+      // Equations we need to simultaneously solve:
+      // 
+      // grad(f(x,y,z)) = l * grad(g(x,y,z)) + m * grad(h(x,y,z))
+      // g(x,y,z) = 0
+      // h(x,y,z) = 0
+      // 
+      // Equations:
+      // 1 = l*A + m*2x/ab^2
+      // 0 = l*B + m*2y/ab^2
+      // 0 = l*C + m*2z/c^2
+      // Ax + By + Cz + D = 0
+      // x^2/ab^2 + y^2/ab^2 + z^2/c^2 - 1 = 0
+      // 
+      // Solve for x,y,z in terms of (l, m):
+      // 
+      // x = ((1 - l*A) * ab^2 ) / (2 * m)
+      // y = (-l*B * ab^2) / ( 2 * m)
+      // z = (-l*C * c^2)/ (2 * m)
+      // 
+      // Two equations, two unknowns:
+      // 
+      // A * (((1 - l*A) * ab^2 ) / (2 * m)) + B * ((-l*B * ab^2) / ( 2 * m)) + C * ((-l*C * c^2)/ (2 * m)) + D = 0
+      // 
+      // and
+      // 
+      // (((1 - l*A) * ab^2 ) / (2 * m))^2/ab^2 + ((-l*B * ab^2) / ( 2 * m))^2/ab^2 + ((-l*C * c^2)/ (2 * m))^2/c^2 - 1 = 0
+      // 
+      // Simple: solve for l and m, then find x from it.
+      // 
+      // (a) Use first equation to find l in terms of m.
+      // 
+      // A * (((1 - l*A) * ab^2 ) / (2 * m)) + B * ((-l*B * ab^2) / ( 2 * m)) + C * ((-l*C * c^2)/ (2 * m)) + D = 0
+      // A * ((1 - l*A) * ab^2 ) + B * (-l*B * ab^2) + C * (-l*C * c^2) + D * 2 * m = 0
+      // A * ab^2 - l*A^2* ab^2 - B^2 * l * ab^2 - C^2 * l * c^2 + D * 2 * m = 0
+      // - l *(A^2* ab^2 + B^2 * ab^2 + C^2 * c^2) + (A * ab^2 + D * 2 * m) = 0
+      // l = (A * ab^2 + D * 2 * m) / (A^2* ab^2 + B^2 * ab^2 + C^2 * c^2)
+      // l = A * ab^2 / (A^2* ab^2 + B^2 * ab^2 + C^2 * c^2) + m * 2 * D / (A^2* ab^2 + B^2 * ab^2 + C^2 * c^2)
+      // 
+      // For convenience:
+      // 
+      // k = 1.0 / (A^2* ab^2 + B^2 * ab^2 + C^2 * c^2)
+      // 
+      // Then:
+      // 
+      // l = A * ab^2 * k + m * 2 * D * k
+      // l = k * (A*ab^2 + m*2*D)
+      //
+      // For further convenience:
+      //
+      // q = A*ab^2*k
+      // r = 2*D*k
+      //
+      // l = (r*m + q)
+      // l^2 = (r^2 * m^2 + 2*r*m*q + q^2)
+      // 
+      // (b) Simplify the second equation before substitution
+      // 
+      // (((1 - l*A) * ab^2 ) / (2 * m))^2/ab^2 + ((-l*B * ab^2) / ( 2 * m))^2/ab^2 + ((-l*C * c^2)/ (2 * m))^2/c^2 - 1 = 0
+      // ((1 - l*A) * ab^2 )^2/ab^2 + (-l*B * ab^2)^2/ab^2 + (-l*C * c^2)^2/c^2 = 4 * m^2
+      // (1 - l*A)^2 * ab^2 + (-l*B)^2 * ab^2 + (-l*C)^2 * c^2 = 4 * m^2
+      // (1 - 2*l*A + l^2*A^2) * ab^2 + l^2*B^2 * ab^2 + l^2*C^2 * c^2 = 4 * m^2
+      // ab^2 - 2*A*ab^2*l + A^2*ab^2*l^2 + B^2*ab^2*l^2 + C^2*c^2*l^2 - 4*m^2 = 0
+      // 
+      // (c) Substitute for l, l^2
+      //
+      // ab^2 - 2*A*ab^2*(r*m + q) + A^2*ab^2*(r^2 * m^2 + 2*r*m*q + q^2) + B^2*ab^2*(r^2 * m^2 + 2*r*m*q + q^2) + C^2*c^2*(r^2 * m^2 + 2*r*m*q + q^2) - 4*m^2 = 0
+      // ab^2 - 2*A*ab^2*r*m - 2*A*ab^2*q + A^2*ab^2*r^2*m^2 + 2*A^2*ab^2*r*q*m +
+      //        A^2*ab^2*q^2 + B^2*ab^2*r^2*m^2 + 2*B^2*ab^2*r*q*m + B^2*ab^2*q^2 + C^2*c^2*r^2*m^2 + 2*C^2*c^2*r*q*m + C^2*c^2*q^2 - 4*m^2 = 0
+      //
+      // (d) Group
+      //
+      // m^2 * [A^2*ab^2*r^2 + B^2*ab^2*r^2 + C^2*c^2*r^2 - 4] +
+      // m * [- 2*A*ab^2*r + 2*A^2*ab^2*r*q + 2*B^2*ab^2*r*q + 2*C^2*c^2*r*q] +
+      // [ab^2 - 2*A*ab^2*q + A^2*ab^2*q^2 + B^2*ab^2*q^2 + C^2*c^2*q^2]  =  0
+      
+      //System.err.println("    computing X bound");
+      
+      // Useful subexpressions for this bound
+      final double q = A*abSquared*k;
+      final double qSquared = q * q;
+
+      // Quadratic equation
+      final double a = ASquared*abSquared*rSquared + BSquared*abSquared*rSquared + CSquared*cSquared*rSquared - 4.0;
+      final double b = - 2.0*A*abSquared*r + 2.0*ASquared*abSquared*r*q + 2.0*BSquared*abSquared*r*q + 2.0*CSquared*cSquared*r*q;
+      final double c = abSquared - 2.0*A*abSquared*q + ASquared*abSquared*qSquared + BSquared*abSquared*qSquared + CSquared*cSquared*qSquared;
+      
+      if (Math.abs(a) >= MINIMUM_RESOLUTION_SQUARED) {
+        final double sqrtTerm = b*b - 4.0*a*c;
+        if (Math.abs(sqrtTerm) < MINIMUM_RESOLUTION_SQUARED) {
+          // One solution
+          final double m = -b / (2.0 * a);
+          final double l = r * m + q;
+          // x = ((1 - l*A) * ab^2 ) / (2 * m)
+          // y = (-l*B * ab^2) / ( 2 * m)
+          // z = (-l*C * c^2)/ (2 * m)
+          final double denom0 = 0.5 / m;
+          final GeoPoint thePoint = new GeoPoint((1.0-l*A) * abSquared * denom0, -l*B * abSquared * denom0, -l*C * cSquared * denom0);
+          //Math is not quite accurate enough for this
+          //assert planetModel.pointOnSurface(thePoint): "Point: "+thePoint+"; Planetmodel="+planetModel+"; A="+A+" B="+B+" C="+C+" D="+D+" planetfcn="+
+          //  (thePoint.x*thePoint.x*planetModel.inverseAb*planetModel.inverseAb + thePoint.y*thePoint.y*planetModel.inverseAb*planetModel.inverseAb + thePoint.z*thePoint.z*planetModel.inverseC*planetModel.inverseC);
+          //assert evaluateIsZero(thePoint): "Evaluation of point: "+evaluate(thePoint);
+          addPoint(boundsInfo, bounds, thePoint);
+        } else if (sqrtTerm > 0.0) {
+          // Two solutions
+          final double sqrtResult = Math.sqrt(sqrtTerm);
+          final double commonDenom = 0.5/a;
+          final double m1 = (-b + sqrtResult) * commonDenom;
+          assert Math.abs(a * m1 * m1 + b * m1 + c) < MINIMUM_RESOLUTION;
+          final double m2 = (-b - sqrtResult) * commonDenom;
+          assert Math.abs(a * m2 * m2 + b * m2 + c) < MINIMUM_RESOLUTION;
+          final double l1 = r * m1 + q;
+          final double l2 = r * m2 + q;
+          // x = ((1 - l*A) * ab^2 ) / (2 * m)
+          // y = (-l*B * ab^2) / ( 2 * m)
+          // z = (-l*C * c^2)/ (2 * m)
+          final double denom1 = 0.5 / m1;
+          final double denom2 = 0.5 / m2;
+          final GeoPoint thePoint1 = new GeoPoint((1.0-l1*A) * abSquared * denom1, -l1*B * abSquared * denom1, -l1*C * cSquared * denom1);
+          final GeoPoint thePoint2 = new GeoPoint((1.0-l2*A) * abSquared * denom2, -l2*B * abSquared * denom2, -l2*C * cSquared * denom2);
+          //Math is not quite accurate enough for this
+          //assert planetModel.pointOnSurface(thePoint1): "Point1: "+thePoint1+"; Planetmodel="+planetModel+"; A="+A+" B="+B+" C="+C+" D="+D+" planetfcn="+
+          //  (thePoint1.x*thePoint1.x*planetModel.inverseAb*planetModel.inverseAb + thePoint1.y*thePoint1.y*planetModel.inverseAb*planetModel.inverseAb + thePoint1.z*thePoint1.z*planetModel.inverseC*planetModel.inverseC);
+          //assert planetModel.pointOnSurface(thePoint2): "Point1: "+thePoint2+"; Planetmodel="+planetModel+"; A="+A+" B="+B+" C="+C+" D="+D+" planetfcn="+
+          //  (thePoint2.x*thePoint2.x*planetModel.inverseAb*planetModel.inverseAb + thePoint2.y*thePoint2.y*planetModel.inverseAb*planetModel.inverseAb + thePoint2.z*thePoint2.z*planetModel.inverseC*planetModel.inverseC);
+          //assert evaluateIsZero(thePoint1): "Evaluation of point1: "+evaluate(thePoint1);
+          //assert evaluateIsZero(thePoint2): "Evaluation of point2: "+evaluate(thePoint2);
+          addPoint(boundsInfo, bounds, thePoint1);
+          addPoint(boundsInfo, bounds, thePoint2);
+        } else {
+          // No solutions
+        }
+      } else if (Math.abs(b) > MINIMUM_RESOLUTION_SQUARED) {
+        //System.err.println("Not x quadratic");
+        // a = 0, so m = - c / b
+        final double m = -c / b;
+        final double l = r * m + q;
+        // x = ((1 - l*A) * ab^2 ) / (2 * m)
+        // y = (-l*B * ab^2) / ( 2 * m)
+        // z = (-l*C * c^2)/ (2 * m)
+        final double denom0 = 0.5 / m;
+        final GeoPoint thePoint = new GeoPoint((1.0-l*A) * abSquared * denom0, -l*B * abSquared * denom0, -l*C * cSquared * denom0);
+        //Math is not quite accurate enough for this
+        //assert planetModel.pointOnSurface(thePoint): "Point: "+thePoint+"; Planetmodel="+planetModel+"; A="+A+" B="+B+" C="+C+" D="+D+" planetfcn="+
+        //  (thePoint.x*thePoint.x*planetModel.inverseAb*planetModel.inverseAb + thePoint.y*thePoint.y*planetModel.inverseAb*planetModel.inverseAb + thePoint.z*thePoint.z*planetModel.inverseC*planetModel.inverseC);
+        //assert evaluateIsZero(thePoint): "Evaluation of point: "+evaluate(thePoint);
+        addPoint(boundsInfo, bounds, thePoint);
+      } else {
+        // Something went very wrong; a = b = 0
+      }
+    }
+    
+    // Do Y
+    if (!boundsInfo.isSmallestMinY(planetModel) || !boundsInfo.isLargestMaxY(planetModel)) {
+      // For min/max x, we need to use lagrange multipliers.
+      //
+      // For this, we need grad(F(x,y,z)) = (dF/dx, dF/dy, dF/dz).
+      //
+      // Minimize and maximize f(x,y,z) = y, with respect to g(x,y,z) = Ax + By + Cz - D and h(x,y,z) = x^2/ab^2 + y^2/ab^2 + z^2/c^2 - 1
+      //
+      // grad(f(x,y,z)) = (0,1,0)
+      // grad(g(x,y,z)) = (A,B,C)
+      // grad(h(x,y,z)) = (2x/ab^2,2y/ab^2,2z/c^2)
+      //
+      // Equations we need to simultaneously solve:
+      // 
+      // grad(f(x,y,z)) = l * grad(g(x,y,z)) + m * grad(h(x,y,z))
+      // g(x,y,z) = 0
+      // h(x,y,z) = 0
+      // 
+      // Equations:
+      // 0 = l*A + m*2x/ab^2
+      // 1 = l*B + m*2y/ab^2
+      // 0 = l*C + m*2z/c^2
+      // Ax + By + Cz + D = 0
+      // x^2/ab^2 + y^2/ab^2 + z^2/c^2 - 1 = 0
+      // 
+      // Solve for x,y,z in terms of (l, m):
+      // 
+      // x = (-l*A * ab^2 ) / (2 * m)
+      // y = ((1 - l*B) * ab^2) / ( 2 * m)
+      // z = (-l*C * c^2)/ (2 * m)
+      // 
+      // Two equations, two unknowns:
+      // 
+      // A * ((-l*A * ab^2 ) / (2 * m)) + B * (((1 - l*B) * ab^2) / ( 2 * m)) + C * ((-l*C * c^2)/ (2 * m)) + D = 0
+      // 
+      // and
+      // 
+      // ((-l*A * ab^2 ) / (2 * m))^2/ab^2 + (((1 - l*B) * ab^2) / ( 2 * m))^2/ab^2 + ((-l*C * c^2)/ (2 * m))^2/c^2 - 1 = 0
+      // 
+      // Simple: solve for l and m, then find y from it.
+      // 
+      // (a) Use first equation to find l in terms of m.
+      // 
+      // A * ((-l*A * ab^2 ) / (2 * m)) + B * (((1 - l*B) * ab^2) / ( 2 * m)) + C * ((-l*C * c^2)/ (2 * m)) + D = 0
+      // A * (-l*A * ab^2 ) + B * ((1-l*B) * ab^2) + C * (-l*C * c^2) + D * 2 * m = 0
+      // -A^2*l*ab^2 + B*ab^2 - l*B^2*ab^2 - C^2*l*c^2 + D*2*m = 0
+      // - l *(A^2* ab^2 + B^2 * ab^2 + C^2 * c^2) + (B * ab^2 + D * 2 * m) = 0
+      // l = (B * ab^2 + D * 2 * m) / (A^2* ab^2 + B^2 * ab^2 + C^2 * c^2)
+      // l = B * ab^2 / (A^2* ab^2 + B^2 * ab^2 + C^2 * c^2) + m * 2 * D / (A^2* ab^2 + B^2 * ab^2 + C^2 * c^2)
+      // 
+      // For convenience:
+      // 
+      // k = 1.0 / (A^2* ab^2 + B^2 * ab^2 + C^2 * c^2)
+      // 
+      // Then:
+      // 
+      // l = B * ab^2 * k + m * 2 * D * k
+      // l = k * (B*ab^2 + m*2*D)
+      //
+      // For further convenience:
+      //
+      // q = B*ab^2*k
+      // r = 2*D*k
+      //
+      // l = (r*m + q)
+      // l^2 = (r^2 * m^2 + 2*r*m*q + q^2)
+      // 
+      // (b) Simplify the second equation before substitution
+      // 
+      // ((-l*A * ab^2 ) / (2 * m))^2/ab^2 + (((1 - l*B) * ab^2) / ( 2 * m))^2/ab^2 + ((-l*C * c^2)/ (2 * m))^2/c^2 - 1 = 0
+      // (-l*A * ab^2 )^2/ab^2 + ((1 - l*B) * ab^2)^2/ab^2 + (-l*C * c^2)^2/c^2 = 4 * m^2
+      // (-l*A)^2 * ab^2 + (1 - l*B)^2 * ab^2 + (-l*C)^2 * c^2 = 4 * m^2
+      // l^2*A^2 * ab^2 + (1 - 2*l*B + l^2*B^2) * ab^2 + l^2*C^2 * c^2 = 4 * m^2
+      // A^2*ab^2*l^2 + ab^2 - 2*B*ab^2*l + B^2*ab^2*l^2 + C^2*c^2*l^2 - 4*m^2 = 0
+      // 
+      // (c) Substitute for l, l^2
+      //
+      // A^2*ab^2*(r^2 * m^2 + 2*r*m*q + q^2) + ab^2 - 2*B*ab^2*(r*m + q) + B^2*ab^2*(r^2 * m^2 + 2*r*m*q + q^2) + C^2*c^2*(r^2 * m^2 + 2*r*m*q + q^2) - 4*m^2 = 0
+      // A^2*ab^2*r^2*m^2 + 2*A^2*ab^2*r*q*m + A^2*ab^2*q^2 + ab^2 - 2*B*ab^2*r*m - 2*B*ab^2*q + B^2*ab^2*r^2*m^2 +
+      //    2*B^2*ab^2*r*q*m + B^2*ab^2*q^2 + C^2*c^2*r^2*m^2 + 2*C^2*c^2*r*q*m + C^2*c^2*q^2 - 4*m^2 = 0
+      //
+      // (d) Group
+      //
+      // m^2 * [A^2*ab^2*r^2 + B^2*ab^2*r^2 + C^2*c^2*r^2 - 4] +
+      // m * [2*A^2*ab^2*r*q - 2*B*ab^2*r + 2*B^2*ab^2*r*q + 2*C^2*c^2*r*q] +
+      // [A^2*ab^2*q^2 + ab^2 - 2*B*ab^2*q + B^2*ab^2*q^2 + C^2*c^2*q^2]  =  0
+
+      //System.err.println("    computing Y bound");
+      
+      // Useful subexpressions for this bound
+      final double q = B*abSquared*k;
+      final double qSquared = q * q;
+
+      // Quadratic equation
+      final double a = ASquared*abSquared*rSquared + BSquared*abSquared*rSquared + CSquared*cSquared*rSquared - 4.0;
+      final double b = 2.0*ASquared*abSquared*r*q - 2.0*B*abSquared*r + 2.0*BSquared*abSquared*r*q + 2.0*CSquared*cSquared*r*q;
+      final double c = ASquared*abSquared*qSquared + abSquared - 2.0*B*abSquared*q + BSquared*abSquared*qSquared + CSquared*cSquared*qSquared;
+
+      if (Math.abs(a) >= MINIMUM_RESOLUTION_SQUARED) {
+        final double sqrtTerm = b*b - 4.0*a*c;
+        if (Math.abs(sqrtTerm) < MINIMUM_RESOLUTION_SQUARED) {
+          // One solution
+          final double m = -b / (2.0 * a);
+          final double l = r * m + q;
+          // x = (-l*A * ab^2 ) / (2 * m)
+          // y = ((1.0-l*B) * ab^2) / ( 2 * m)
+          // z = (-l*C * c^2)/ (2 * m)
+          final double denom0 = 0.5 / m;
+          final GeoPoint thePoint = new GeoPoint(-l*A * abSquared * denom0, (1.0-l*B) * abSquared * denom0, -l*C * cSquared * denom0);
+          //Math is not quite accurate enough for this
+          //assert planetModel.pointOnSurface(thePoint): "Point: "+thePoint+"; Planetmodel="+planetModel+"; A="+A+" B="+B+" C="+C+" D="+D+" planetfcn="+
+          //  (thePoint1.x*thePoint.x*planetModel.inverseAb*planetModel.inverseAb + thePoint.y*thePoint.y*planetModel.inverseAb*planetModel.inverseAb + thePoint.z*thePoint.z*planetModel.inverseC*planetModel.inverseC);
+          //assert evaluateIsZero(thePoint): "Evaluation of point: "+evaluate(thePoint);
+          addPoint(boundsInfo, bounds, thePoint);
+        } else if (sqrtTerm > 0.0) {
+          // Two solutions
+          final double sqrtResult = Math.sqrt(sqrtTerm);
+          final double commonDenom = 0.5/a;
+          final double m1 = (-b + sqrtResult) * commonDenom;
+          assert Math.abs(a * m1 * m1 + b * m1 + c) < MINIMUM_RESOLUTION;
+          final double m2 = (-b - sqrtResult) * commonDenom;
+          assert Math.abs(a * m2 * m2 + b * m2 + c) < MINIMUM_RESOLUTION;
+          final double l1 = r * m1 + q;
+          final double l2 = r * m2 + q;
+          // x = (-l*A * ab^2 ) / (2 * m)
+          // y = ((1.0-l*B) * ab^2) / ( 2 * m)
+          // z = (-l*C * c^2)/ (2 * m)
+          final double denom1 = 0.5 / m1;
+          final double denom2 = 0.5 / m2;
+          final GeoPoint thePoint1 = new GeoPoint(-l1*A * abSquared * denom1, (1.0-l1*B) * abSquared * denom1, -l1*C * cSquared * denom1);
+          final GeoPoint thePoint2 = new GeoPoint(-l2*A * abSquared * denom2, (1.0-l2*B) * abSquared * denom2, -l2*C * cSquared * denom2);
+          //Math is not quite accurate enough for this
+          //assert planetModel.pointOnSurface(thePoint1): "Point1: "+thePoint1+"; Planetmodel="+planetModel+"; A="+A+" B="+B+" C="+C+" D="+D+" planetfcn="+
+          //  (thePoint1.x*thePoint1.x*planetModel.inverseAb*planetModel.inverseAb + thePoint1.y*thePoint1.y*planetModel.inverseAb*planetModel.inverseAb + thePoint1.z*thePoint1.z*planetModel.inverseC*planetModel.inverseC);
+          //assert planetModel.pointOnSurface(thePoint2): "Point2: "+thePoint2+"; Planetmodel="+planetModel+"; A="+A+" B="+B+" C="+C+" D="+D+" planetfcn="+
+          //  (thePoint2.x*thePoint2.x*planetModel.inverseAb*planetModel.inverseAb + thePoint2.y*thePoint2.y*planetModel.inverseAb*planetModel.inverseAb + thePoint2.z*thePoint2.z*planetModel.inverseC*planetModel.inverseC);
+          //assert evaluateIsZero(thePoint1): "Evaluation of point1: "+evaluate(thePoint1);
+          //assert evaluateIsZero(thePoint2): "Evaluation of point2: "+evaluate(thePoint2);
+          addPoint(boundsInfo, bounds, thePoint1);
+          addPoint(boundsInfo, bounds, thePoint2);
+        } else {
+          // No solutions
+        }
+      } else if (Math.abs(b) > MINIMUM_RESOLUTION_SQUARED) {
+        // a = 0, so m = - c / b
+        final double m = -c / b;
+        final double l = r * m + q;
+        // x = ( -l*A * ab^2 ) / (2 * m)
+        // y = ((1-l*B) * ab^2) / ( 2 * m)
+        // z = (-l*C * c^2)/ (2 * m)
+        final double denom0 = 0.5 / m;
+        final GeoPoint thePoint = new GeoPoint(-l*A * abSquared * denom0, (1.0-l*B) * abSquared * denom0, -l*C * cSquared * denom0);
+        //Math is not quite accurate enough for this
+        //assert planetModel.pointOnSurface(thePoint): "Point: "+thePoint+"; Planetmodel="+planetModel+"; A="+A+" B="+B+" C="+C+" D="+D+" planetfcn="+
+        //  (thePoint.x*thePoint.x*planetModel.inverseAb*planetModel.inverseAb + thePoint.y*thePoint.y*planetModel.inverseAb*planetModel.inverseAb + thePoint.z*thePoint.z*planetModel.inverseC*planetModel.inverseC);
+        //assert evaluateIsZero(thePoint): "Evaluation of point: "+evaluate(thePoint);
+        addPoint(boundsInfo, bounds, thePoint);
+      } else {
+        // Something went very wrong; a = b = 0
+      }
+    }
+  }
+  
+  /**
+   * Accumulate bounds information for this plane, intersected with the unit sphere.
+   * Updates both latitude and longitude information, using max/min points found
+   * within the specified bounds.
+   *
+   * @param planetModel is the planet model to use in determining bounds.
+   * @param boundsInfo is the lat/lon info to update with additional bounding information.
+   * @param bounds     are the surfaces delineating what's inside the shape.
+   */
+  public void recordBounds(final PlanetModel planetModel, final LatLonBounds boundsInfo, final Membership... bounds) {
+    // For clarity, load local variables with good names
+    final double A = this.x;
+    final double B = this.y;
+    final double C = this.z;
+
+    // Now compute latitude min/max points
+    if (!boundsInfo.checkNoTopLatitudeBound() || !boundsInfo.checkNoBottomLatitudeBound()) {
+      //System.err.println("Looking at latitude for plane "+this);
+      // With ellipsoids, we really have only one viable way to do this computation.
+      // Specifically, we compute an appropriate vertical plane, based on the current plane's x-y orientation, and
+      // then intersect it with this one and with the ellipsoid.  This gives us zero, one, or two points to use
+      // as bounds.
+      // There is one special case: horizontal circles.  These require TWO vertical planes: one for the x, and one for
+      // the y, and we use all four resulting points in the bounds computation.
+      if ((Math.abs(A) >= MINIMUM_RESOLUTION || Math.abs(B) >= MINIMUM_RESOLUTION)) {
+        // NOT a horizontal circle!
+        //System.err.println(" Not a horizontal circle");
+        final Plane verticalPlane = constructNormalizedZPlane(A,B);
+        final GeoPoint[] points = findIntersections(planetModel, verticalPlane, bounds, NO_BOUNDS);
+        for (final GeoPoint point : points) {
+          addPoint(boundsInfo, bounds, point);
+        }
+      } else {
+        // Horizontal circle.  Since a==b, any vertical plane suffices.
+        final GeoPoint[] points = findIntersections(planetModel, normalXPlane, NO_BOUNDS, NO_BOUNDS);
+        boundsInfo.addZValue(points[0]);
+      }
+      //System.err.println("Done latitude bounds");
+    }
+
+    // First, figure out our longitude bounds, unless we no longer need to consider that
+    if (!boundsInfo.checkNoLongitudeBound()) {
+      //System.err.println("Computing longitude bounds for "+this);
+      //System.out.println("A = "+A+" B = "+B+" C = "+C+" D = "+D);
+      // Compute longitude bounds
+
+      double a;
+      double b;
+      double c;
+
+      if (Math.abs(C) < MINIMUM_RESOLUTION) {
+        // Degenerate; the equation describes a line
+        //System.out.println("It's a zero-width ellipse");
+        // Ax + By + D = 0
+        if (Math.abs(D) >= MINIMUM_RESOLUTION) {
+          if (Math.abs(A) > Math.abs(B)) {
+            // Use equation suitable for A != 0
+            // We need to find the endpoints of the zero-width ellipse.
+            // Geometrically, we have a line segment in x-y space.  We need to locate the endpoints
+            // of that line.  But luckily, we know some things: specifically, since it is a
+            // degenerate situation in projection, the C value had to have been 0.  That
+            // means that our line's endpoints will coincide with the projected ellipse.  All we
+            // need to do then is to find the intersection of the projected ellipse and the line
+            // equation:
+            //
+            // A x + B y + D = 0
+            //
+            // Since A != 0:
+            // x = (-By - D)/A
+            //
+            // The projected ellipse:
+            // x^2/a^2 + y^2/b^2 - 1 = 0
+            // Substitute:
+            // [(-By-D)/A]^2/a^2 + y^2/b^2 -1 = 0
+            // Multiply through by A^2:
+            // [-By - D]^2/a^2 + A^2*y^2/b^2 - A^2 = 0
+            // Multiply out:
+            // B^2*y^2/a^2 + 2BDy/a^2 + D^2/a^2 + A^2*y^2/b^2 - A^2 = 0
+            // Group:
+            // y^2 * [B^2/a^2 + A^2/b^2] + y [2BD/a^2] + [D^2/a^2-A^2] = 0
+
+            a = B * B * planetModel.inverseAbSquared + A * A * planetModel.inverseAbSquared;
+            b = 2.0 * B * D * planetModel.inverseAbSquared;
+            c = D * D * planetModel.inverseAbSquared - A * A;
+
+            double sqrtClause = b * b - 4.0 * a * c;
+
+            if (Math.abs(sqrtClause) < MINIMUM_RESOLUTION_SQUARED) {
+              double y0 = -b / (2.0 * a);
+              double x0 = (-D - B * y0) / A;
+              double z0 = 0.0;
+              addPoint(boundsInfo, bounds, new GeoPoint(x0, y0, z0));
+            } else if (sqrtClause > 0.0) {
+              double sqrtResult = Math.sqrt(sqrtClause);
+              double denom = 1.0 / (2.0 * a);
+              double Hdenom = 1.0 / A;
+
+              double y0a = (-b + sqrtResult) * denom;
+              double y0b = (-b - sqrtResult) * denom;
+
+              double x0a = (-D - B * y0a) * Hdenom;
+              double x0b = (-D - B * y0b) * Hdenom;
+
+              double z0a = 0.0;
+              double z0b = 0.0;
+
+              addPoint(boundsInfo, bounds, new GeoPoint(x0a, y0a, z0a));
+              addPoint(boundsInfo, bounds, new GeoPoint(x0b, y0b, z0b));
+            }
+
+          } else {
+            // Use equation suitable for B != 0
+            // Since I != 0, we rewrite:
+            // y = (-Ax - D)/B
+            a = B * B * planetModel.inverseAbSquared + A * A * planetModel.inverseAbSquared;
+            b = 2.0 * A * D * planetModel.inverseAbSquared;
+            c = D * D * planetModel.inverseAbSquared - B * B;
+
+            double sqrtClause = b * b - 4.0 * a * c;
+
+            if (Math.abs(sqrtClause) < MINIMUM_RESOLUTION_SQUARED) {
+              double x0 = -b / (2.0 * a);
+              double y0 = (-D - A * x0) / B;
+              double z0 = 0.0;
+              addPoint(boundsInfo, bounds, new GeoPoint(x0, y0, z0));
+            } else if (sqrtClause > 0.0) {
+              double sqrtResult = Math.sqrt(sqrtClause);
+              double denom = 1.0 / (2.0 * a);
+              double Idenom = 1.0 / B;
+
+              double x0a = (-b + sqrtResult) * denom;
+              double x0b = (-b - sqrtResult) * denom;
+              double y0a = (-D - A * x0a) * Idenom;
+              double y0b = (-D - A * x0b) * Idenom;
+              double z0a = 0.0;
+              double z0b = 0.0;
+
+              addPoint(boundsInfo, bounds, new GeoPoint(x0a, y0a, z0a));
+              addPoint(boundsInfo, bounds, new GeoPoint(x0b, y0b, z0b));
+            }
+          }
+        }
+
+      } else {
+        //System.err.println("General longitude bounds...");
+
+        // NOTE WELL: The x,y,z values generated here are NOT on the unit sphere.
+        // They are for lat/lon calculation purposes only.  x-y is meant to be used for longitude determination,
+        // and z for latitude, and that's all the values are good for.
+
+        // (1) Intersect the plane and the ellipsoid, and project the results into the x-y plane:
+        // From plane:
+        // z = (-Ax - By - D) / C
+        // From ellipsoid:
+        // x^2/a^2 + y^2/b^2 + [(-Ax - By - D) / C]^2/c^2 = 1
+        // Simplify/expand:
+        // C^2*x^2/a^2 + C^2*y^2/b^2 + (-Ax - By - D)^2/c^2 = C^2
+        //
+        // x^2 * C^2/a^2 + y^2 * C^2/b^2 + x^2 * A^2/c^2 + ABxy/c^2 + ADx/c^2 + ABxy/c^2 + y^2 * B^2/c^2 + BDy/c^2 + ADx/c^2 + BDy/c^2 + D^2/c^2 = C^2
+        // Group:
+        // [A^2/c^2 + C^2/a^2] x^2 + [B^2/c^2 + C^2/b^2] y^2 + [2AB/c^2]xy + [2AD/c^2]x + [2BD/c^2]y + [D^2/c^2-C^2] = 0
+        // For convenience, introduce post-projection coefficient variables to make life easier.
+        // E x^2 + F y^2 + G xy + H x + I y + J = 0
+        double E = A * A * planetModel.inverseCSquared + C * C * planetModel.inverseAbSquared;
+        double F = B * B * planetModel.inverseCSquared + C * C * planetModel.inverseAbSquared;
+        double G = 2.0 * A * B * planetModel.inverseCSquared;
+        double H = 2.0 * A * D * planetModel.inverseCSquared;
+        double I = 2.0 * B * D * planetModel.inverseCSquared;
+        double J = D * D * planetModel.inverseCSquared - C * C;
+
+        //System.err.println("E = " + E + " F = " + F + " G = " + G + " H = "+ H + " I = " + I + " J = " + J);
+
+        // Check if the origin is within, by substituting x = 0, y = 0 and seeing if less than zero
+        if (Math.abs(J) >= MINIMUM_RESOLUTION && J > 0.0) {
+          // The derivative of the curve above is:
+          // 2Exdx + 2Fydy + G(xdy+ydx) + Hdx + Idy = 0
+          // (2Ex + Gy + H)dx + (2Fy + Gx + I)dy = 0
+          // dy/dx = - (2Ex + Gy + H) / (2Fy + Gx + I)
+          //
+          // The equation of a line going through the origin with the slope dy/dx is:
+          // y = dy/dx x
+          // y = - (2Ex + Gy + H) / (2Fy + Gx + I)  x
+          // Rearrange:
+          // (2Fy + Gx + I) y + (2Ex + Gy + H) x = 0
+          // 2Fy^2 + Gxy + Iy + 2Ex^2 + Gxy + Hx = 0
+          // 2Ex^2 + 2Fy^2 + 2Gxy + Hx + Iy = 0
+          //
+          // Multiply the original equation by 2:
+          // 2E x^2 + 2F y^2 + 2G xy + 2H x + 2I y + 2J = 0
+          // Subtract one from the other, to remove the high-order terms:
+          // Hx + Iy + 2J = 0
+          // Now, we can substitute either x = or y = into the derivative equation, or into the original equation.
+          // But we will need to base this on which coefficient is non-zero
+
+          if (Math.abs(H) > Math.abs(I)) {
+            //System.err.println(" Using the y quadratic");
+            // x = (-2J - Iy)/H
+
+            // Plug into the original equation:
+            // E [(-2J - Iy)/H]^2 + F y^2 + G [(-2J - Iy)/H]y + H [(-2J - Iy)/H] + I y + J = 0
+            // E [(-2J - Iy)/H]^2 + F y^2 + G [(-2J - Iy)/H]y - J = 0
+            // Same equation as derivative equation, except for a factor of 2!  So it doesn't matter which we pick.
+
+            // Plug into derivative equation:
+            // 2E[(-2J - Iy)/H]^2 + 2Fy^2 + 2G[(-2J - Iy)/H]y + H[(-2J - Iy)/H] + Iy = 0
+            // 2E[(-2J - Iy)/H]^2 + 2Fy^2 + 2G[(-2J - Iy)/H]y - 2J = 0
+            // E[(-2J - Iy)/H]^2 + Fy^2 + G[(-2J - Iy)/H]y - J = 0
+
+            // Multiply by H^2 to make manipulation easier
+            // E[(-2J - Iy)]^2 + F*H^2*y^2 + GH[(-2J - Iy)]y - J*H^2 = 0
+            // Do the square
+            // E[4J^2 + 4IJy + I^2*y^2] + F*H^2*y^2 + GH(-2Jy - I*y^2) - J*H^2 = 0
+
+            // Multiply it out
+            // 4E*J^2 + 4EIJy + E*I^2*y^2 + H^2*Fy^2 - 2GHJy - GH*I*y^2 - J*H^2 = 0
+            // Group:
+            // y^2 [E*I^2 - GH*I + F*H^2] + y [4EIJ - 2GHJ] + [4E*J^2 - J*H^2] = 0
+
+            a = E * I * I - G * H * I + F * H * H;
+            b = 4.0 * E * I * J - 2.0 * G * H * J;
+            c = 4.0 * E * J * J - J * H * H;
+
+            //System.out.println("a="+a+" b="+b+" c="+c);
+            double sqrtClause = b * b - 4.0 * a * c;
+            //System.out.println("sqrtClause="+sqrtClause);
+
+            if (Math.abs(sqrtClause) < MINIMUM_RESOLUTION_CUBED) {
+              //System.err.println(" One solution");
+              double y0 = -b / (2.0 * a);
+              double x0 = (-2.0 * J - I * y0) / H;
+              double z0 = (-A * x0 - B * y0 - D) / C;
+
+              addPoint(boundsInfo, bounds, new GeoPoint(x0, y0, z0));
+            } else if (sqrtClause > 0.0) {
+              //System.err.println(" Two solutions");
+              double sqrtResult = Math.sqrt(sqrtClause);
+              double denom = 1.0 / (2.0 * a);
+              double Hdenom = 1.0 / H;
+              double Cdenom = 1.0 / C;
+
+              double y0a = (-b + sqrtResult) * denom;
+              double y0b = (-b - sqrtResult) * denom;
+              double x0a = (-2.0 * J - I * y0a) * Hdenom;
+              double x0b = (-2.0 * J - I * y0b) * Hdenom;
+              double z0a = (-A * x0a - B * y0a - D) * Cdenom;
+              double z0b = (-A * x0b - B * y0b - D) * Cdenom;
+
+              addPoint(boundsInfo, bounds, new GeoPoint(x0a, y0a, z0a));
+              addPoint(boundsInfo, bounds, new GeoPoint(x0b, y0b, z0b));
+            }
+
+          } else {
+            //System.err.println(" Using the x quadratic");
+            // y = (-2J - Hx)/I
+
+            // Plug into the original equation:
+            // E x^2 + F [(-2J - Hx)/I]^2 + G x[(-2J - Hx)/I] - J = 0
+
+            // Multiply by I^2 to make manipulation easier
+            // E * I^2 * x^2 + F [(-2J - Hx)]^2 + GIx[(-2J - Hx)] - J * I^2 = 0
+            // Do the square
+            // E * I^2 * x^2 + F [ 4J^2 + 4JHx + H^2*x^2] + GI[(-2Jx - H*x^2)] - J * I^2 = 0
+
+            // Multiply it out
+            // E * I^2 * x^2 + 4FJ^2 + 4FJHx + F*H^2*x^2 - 2GIJx - HGI*x^2 - J * I^2 = 0
+            // Group:
+            // x^2 [E*I^2 - GHI + F*H^2] + x [4FJH - 2GIJ] + [4FJ^2 - J*I^2] = 0
+
+            // E x^2 + F y^2 + G xy + H x + I y + J = 0
+
+            a = E * I * I - G * H * I + F * H * H;
+            b = 4.0 * F * H * J - 2.0 * G * I * J;
+            c = 4.0 * F * J * J - J * I * I;
+
+            //System.out.println("a="+a+" b="+b+" c="+c);
+            double sqrtClause = b * b - 4.0 * a * c;
+            //System.out.println("sqrtClause="+sqrtClause);
+            if (Math.abs(sqrtClause) < MINIMUM_RESOLUTION_CUBED) {
+              //System.err.println(" One solution; sqrt clause was "+sqrtClause);
+              double x0 = -b / (2.0 * a);
+              double y0 = (-2.0 * J - H * x0) / I;
+              double z0 = (-A * x0 - B * y0 - D) / C;
+              // Verify that x&y fulfill the equation
+              // 2Ex^2 + 2Fy^2 + 2Gxy + Hx + Iy = 0
+              addPoint(boundsInfo, bounds, new GeoPoint(x0, y0, z0));
+            } else if (sqrtClause > 0.0) {
+              //System.err.println(" Two solutions");
+              double sqrtResult = Math.sqrt(sqrtClause);
+              double denom = 1.0 / (2.0 * a);
+              double Idenom = 1.0 / I;
+              double Cdenom = 1.0 / C;
+
+              double x0a = (-b + sqrtResult) * denom;
+              double x0b = (-b - sqrtResult) * denom;
+              double y0a = (-2.0 * J - H * x0a) * Idenom;
+              double y0b = (-2.0 * J - H * x0b) * Idenom;
+              double z0a = (-A * x0a - B * y0a - D) * Cdenom;
+              double z0b = (-A * x0b - B * y0b - D) * Cdenom;
+
+              addPoint(boundsInfo, bounds, new GeoPoint(x0a, y0a, z0a));
+              addPoint(boundsInfo, bounds, new GeoPoint(x0b, y0b, z0b));
+            }
+          }
+        }
+      }
+    }
+
+  }
+
+  /** Add a point to boundsInfo if within a specifically bounded area.
+   * @param boundsInfo is the object to be modified.
+   * @param bounds is the area that the point must be within.
+   * @param point is the point.
+   */
+  protected static void addPoint(final Bounds boundsInfo, final Membership[] bounds, final GeoPoint point) {
+    // Make sure the discovered point is within the bounds
+    for (Membership bound : bounds) {
+      if (!bound.isWithin(point))
+        return;
+    }
+    // Add the point
+    boundsInfo.addPoint(point);
+  }
+
+  /** Add a point to boundsInfo if within a specifically bounded area.
+   * @param boundsInfo is the object to be modified.
+   * @param bounds is the area that the point must be within.
+   * @param x is the x value.
+   * @param y is the y value.
+   * @param z is the z value.
+   */
+  /*
+  protected static void addPoint(final Bounds boundsInfo, final Membership[] bounds, final double x, final double y, final double z) {
+    //System.err.println(" Want to add point x="+x+" y="+y+" z="+z);
+    // Make sure the discovered point is within the bounds
+    for (Membership bound : bounds) {
+      if (!bound.isWithin(x, y, z))
+        return;
+    }
+    // Add the point
+    //System.err.println("  point added");
+    //System.out.println("Adding point x="+x+" y="+y+" z="+z);
+    boundsInfo.addPoint(x, y, z);
+  }
+  */
+
+  /**
+   * Determine whether the plane intersects another plane within the
+   * bounds provided.
+   *
+   * @param planetModel is the planet model to use in determining intersection.
+   * @param q                 is the other plane.
+   * @param notablePoints     are points to look at to disambiguate cases when the two planes are identical.
+   * @param moreNotablePoints are additional points to look at to disambiguate cases when the two planes are identical.
+   * @param bounds            is one part of the bounds.
+   * @param moreBounds        are more bounds.
+   * @return true if there's an intersection.
+   */
+  public boolean intersects(final PlanetModel planetModel, final Plane q, final GeoPoint[] notablePoints, final GeoPoint[] moreNotablePoints, final Membership[] bounds, final Membership... moreBounds) {
+    //System.err.println("Does plane "+this+" intersect with plane "+q);
+    // If the two planes are identical, then the math will find no points of intersection.
+    // So a special case of this is to check for plane equality.  But that is not enough, because
+    // what we really need at that point is to determine whether overlap occurs between the two parts of the intersection
+    // of plane and circle.  That is, are there *any* points on the plane that are within the bounds described?
+    if (isNumericallyIdentical(q)) {
+      //System.err.println(" Identical plane");
+      // The only way to efficiently figure this out will be to have a list of trial points available to evaluate.
+      // We look for any point that fulfills all the bounds.
+      for (GeoPoint p : notablePoints) {
+        if (meetsAllBounds(p, bounds, moreBounds)) {
+          //System.err.println("  found a notable point in bounds, so intersects");
+          return true;
+        }
+      }
+      for (GeoPoint p : moreNotablePoints) {
+        if (meetsAllBounds(p, bounds, moreBounds)) {
+          //System.err.println("  found a notable point in bounds, so intersects");
+          return true;
+        }
+      }
+      //System.err.println("  no notable points inside found; no intersection");
+      return false;
+    }
+    return findIntersections(planetModel, q, bounds, moreBounds).length > 0;
+  }
+
+  /**
+   * Returns true if this plane and the other plane are identical within the margin of error.
+   * @param p is the plane to compare against.
+   * @return true if the planes are numerically identical.
+   */
+  protected boolean isNumericallyIdentical(final Plane p) {
+    // We can get the correlation by just doing a parallel plane check.  If that passes, then compute a point on the plane
+    // (using D) and see if it also on the other plane.
+    if (Math.abs(this.y * p.z - this.z * p.y) >= MINIMUM_RESOLUTION)
+      return false;
+    if (Math.abs(this.z * p.x - this.x * p.z) >= MINIMUM_RESOLUTION)
+      return false;
+    if (Math.abs(this.x * p.y - this.y * p.x) >= MINIMUM_RESOLUTION)
+      return false;
+
+    // Now, see whether the parallel planes are in fact on top of one another.
+    // The math:
+    // We need a single point that fulfills:
+    // Ax + By + Cz + D = 0
+    // Pick:
+    // x0 = -(A * D) / (A^2 + B^2 + C^2)
+    // y0 = -(B * D) / (A^2 + B^2 + C^2)
+    // z0 = -(C * D) / (A^2 + B^2 + C^2)
+    // Check:
+    // A (x0) + B (y0) + C (z0) + D =? 0
+    // A (-(A * D) / (A^2 + B^2 + C^2)) + B (-(B * D) / (A^2 + B^2 + C^2)) + C (-(C * D) / (A^2 + B^2 + C^2)) + D ?= 0
+    // -D [ A^2 / (A^2 + B^2 + C^2) + B^2 / (A^2 + B^2 + C^2) + C^2 / (A^2 + B^2 + C^2)] + D ?= 0
+    // Yes.
+    final double denom = 1.0 / (p.x * p.x + p.y * p.y + p.z * p.z);
+    return evaluateIsZero(-p.x * p.D * denom, -p.y * p.D * denom, -p.z * p.D * denom);
+  }
+
+  /**
+   * Check if a vector meets the provided bounds.
+   * @param p is the vector.
+   * @param bounds are the bounds.
+   * @return true if the vector describes a point within the bounds.
+   */
+  protected static boolean meetsAllBounds(final Vector p, final Membership[] bounds) {
+    return meetsAllBounds(p.x, p.y, p.z, bounds);
+  }
+
+  /**
+   * Check if a vector meets the provided bounds.
+   * @param x is the x value.
+   * @param y is the y value.
+   * @param z is the z value.
+   * @param bounds are the bounds.
+   * @return true if the vector describes a point within the bounds.
+   */
+  protected static boolean meetsAllBounds(final double x, final double y, final double z, final Membership[] bounds) {
+    for (final Membership bound : bounds) {
+      if (!bound.isWithin(x,y,z))
+        return false;
+    }
+    return true;
+  }
+
+  /**
+   * Check if a vector meets the provided bounds.
+   * @param p is the vector.
+   * @param bounds are the bounds.
+   * @param moreBounds are an additional set of bounds.
+   * @return true if the vector describes a point within the bounds.
+   */
+  protected static boolean meetsAllBounds(final Vector p, final Membership[] bounds, final Membership[] moreBounds) {
+    return meetsAllBounds(p.x, p.y, p.z, bounds, moreBounds);
+  }
+
+  /**
+   * Check if a vector meets the provided bounds.
+   * @param x is the x value.
+   * @param y is the y value.
+   * @param z is the z value.
+   * @param bounds are the bounds.
+   * @param moreBounds are an additional set of bounds.
+   * @return true if the vector describes a point within the bounds.
+   */
+  protected static boolean meetsAllBounds(final double x, final double y, final double z, final Membership[] bounds,
+                                          final Membership[] moreBounds) {
+    return meetsAllBounds(x,y,z, bounds) && meetsAllBounds(x,y,z, moreBounds);
+  }
+
+  /**
+   * Find a sample point on the intersection between two planes and the world.
+   * @param planetModel is the planet model.
+   * @param q is the second plane to consider.
+   * @return a sample point that is on the intersection between the two planes and the world.
+   */
+  public GeoPoint getSampleIntersectionPoint(final PlanetModel planetModel, final Plane q) {
+    final GeoPoint[] intersections = findIntersections(planetModel, q, NO_BOUNDS, NO_BOUNDS);
+    if (intersections.length == 0)
+      return null;
+    return intersections[0];
+  }
+
+  @Override
+  public String toString() {
+    return "[A=" + x + ", B=" + y + "; C=" + z + "; D=" + D + "]";
+  }
+
+  @Override
+  public boolean equals(Object o) {
+    if (!super.equals(o))
+      return false;
+    if (!(o instanceof Plane))
+      return false;
+    Plane other = (Plane) o;
+    return other.D == D;
+  }
+
+  @Override
+  public int hashCode() {
+    int result = super.hashCode();
+    long temp;
+    temp = Double.doubleToLongBits(D);
+    result = 31 * result + (int) (temp ^ (temp >>> 32));
+    return result;
+  }
+}

http://git-wip-us.apache.org/repos/asf/lucene-solr/blob/0a1951be/lucene/spatial3d/src/java/org/apache/lucene/spatial3d/geom/PlanetModel.java
----------------------------------------------------------------------
diff --git a/lucene/spatial3d/src/java/org/apache/lucene/spatial3d/geom/PlanetModel.java b/lucene/spatial3d/src/java/org/apache/lucene/spatial3d/geom/PlanetModel.java
new file mode 100644
index 0000000..d45d776
--- /dev/null
+++ b/lucene/spatial3d/src/java/org/apache/lucene/spatial3d/geom/PlanetModel.java
@@ -0,0 +1,277 @@
+/*
+ * Licensed to the Apache Software Foundation (ASF) under one or more
+ * contributor license agreements.  See the NOTICE file distributed with
+ * this work for additional information regarding copyright ownership.
+ * The ASF licenses this file to You under the Apache License, Version 2.0
+ * (the "License"); you may not use this file except in compliance with
+ * the License.  You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+package org.apache.lucene.spatial3d.geom;
+
+/**
+ * Holds mathematical constants associated with the model of a planet.
+ * @lucene.experimental
+ */
+public class PlanetModel {
+  
+  /** Planet model corresponding to sphere. */
+  public static final PlanetModel SPHERE = new PlanetModel(1.0,1.0);
+
+  /** Mean radius */
+  public static final double WGS84_MEAN = 6371009.0;
+  /** Polar radius */
+  public static final double WGS84_POLAR = 6356752.314245;
+  /** Equatorial radius */
+  public static final double WGS84_EQUATORIAL = 6378137.0;
+  /** Planet model corresponding to WGS84 */
+  public static final PlanetModel WGS84 = new PlanetModel(WGS84_EQUATORIAL/WGS84_MEAN,
+    WGS84_POLAR/WGS84_MEAN);
+
+  // Surface of the planet:
+  // x^2/a^2 + y^2/b^2 + z^2/c^2 = 1.0
+  // Scaling factors are a,b,c.  geo3d can only support models where a==b, so use ab instead.
+  
+  /** The x/y scaling factor */
+  public final double ab;
+  /** The z scaling factor */
+  public final double c;
+  /** The inverse of ab */
+  public final double inverseAb;
+  /** The inverse of c */
+  public final double inverseC;
+  /** The square of the inverse of ab */
+  public final double inverseAbSquared;
+  /** The square of the inverse of c */
+  public final double inverseCSquared;
+  /** The flattening value */
+  public final double flattening;
+  /** The square ratio */
+  public final double squareRatio;
+  
+  // We do NOT include radius, because all computations in geo3d are in radians, not meters.
+  
+  // Compute north and south pole for planet model, since these are commonly used.
+  
+  /** North pole */
+  public final GeoPoint NORTH_POLE;
+  /** South pole */
+  public final GeoPoint SOUTH_POLE;
+  /** Min X pole */
+  public final GeoPoint MIN_X_POLE;
+  /** Max X pole */
+  public final GeoPoint MAX_X_POLE;
+  /** Min Y pole */
+  public final GeoPoint MIN_Y_POLE;
+  /** Max Y pole */
+  public final GeoPoint MAX_Y_POLE;
+  
+  /** Constructor.
+   * @param ab is the x/y scaling factor.
+   * @param c is the z scaling factor.
+   */
+  public PlanetModel(final double ab, final double c) {
+    this.ab = ab;
+    this.c = c;
+    this.inverseAb = 1.0 / ab;
+    this.inverseC = 1.0 / c;
+    this.flattening = (ab - c) * inverseAb;
+    this.squareRatio = (ab * ab - c * c) / (c * c);
+    this.inverseAbSquared = inverseAb * inverseAb;
+    this.inverseCSquared = inverseC * inverseC;
+    this.NORTH_POLE = new GeoPoint(c, 0.0, 0.0, 1.0, Math.PI * 0.5, 0.0);
+    this.SOUTH_POLE = new GeoPoint(c, 0.0, 0.0, -1.0, -Math.PI * 0.5, 0.0);
+    this.MIN_X_POLE = new GeoPoint(ab, -1.0, 0.0, 0.0, 0.0, -Math.PI);
+    this.MAX_X_POLE = new GeoPoint(ab, 1.0, 0.0, 0.0, 0.0, 0.0);
+    this.MIN_Y_POLE = new GeoPoint(ab, 0.0, -1.0, 0.0, 0.0, -Math.PI * 0.5);
+    this.MAX_Y_POLE = new GeoPoint(ab, 0.0, 1.0, 0.0, 0.0, Math.PI * 0.5);
+  }
+  
+  /** Find the minimum magnitude of all points on the ellipsoid.
+   * @return the minimum magnitude for the planet.
+   */
+  public double getMinimumMagnitude() {
+    return Math.min(this.ab, this.c);
+  }
+
+  /** Find the maximum magnitude of all points on the ellipsoid.
+   * @return the maximum magnitude for the planet.
+   */
+  public double getMaximumMagnitude() {
+    return Math.max(this.ab, this.c);
+  }
+  
+  /** Find the minimum x value.
+   *@return the minimum X value.
+   */
+  public double getMinimumXValue() {
+    return -this.ab;
+  }
+  
+  /** Find the maximum x value.
+   *@return the maximum X value.
+   */
+  public double getMaximumXValue() {
+    return this.ab;
+  }
+
+  /** Find the minimum y value.
+   *@return the minimum Y value.
+   */
+  public double getMinimumYValue() {
+    return -this.ab;
+  }
+  
+  /** Find the maximum y value.
+   *@return the maximum Y value.
+   */
+  public double getMaximumYValue() {
+    return this.ab;
+  }
+  
+  /** Find the minimum z value.
+   *@return the minimum Z value.
+   */
+  public double getMinimumZValue() {
+    return -this.c;
+  }
+  
+  /** Find the maximum z value.
+   *@return the maximum Z value.
+   */
+  public double getMaximumZValue() {
+    return this.c;
+  }
+
+  /** Check if point is on surface.
+   * @param v is the point to check.
+   * @return true if the point is on the planet surface.
+   */
+  public boolean pointOnSurface(final Vector v) {
+    return pointOnSurface(v.x, v.y, v.z);
+  }
+  
+  /** Check if point is on surface.
+   * @param x is the x coord.
+   * @param y is the y coord.
+   * @param z is the z coord.
+   */
+  public boolean pointOnSurface(final double x, final double y, final double z) {
+    // Equation of planet surface is:
+    // x^2 / a^2 + y^2 / b^2 + z^2 / c^2 - 1 = 0
+    return Math.abs(x * x * inverseAb * inverseAb + y * y * inverseAb * inverseAb + z * z * inverseC * inverseC - 1.0) < Vector.MINIMUM_RESOLUTION;
+  }
+
+  /** Check if point is outside surface.
+   * @param v is the point to check.
+   * @return true if the point is outside the planet surface.
+   */
+  public boolean pointOutside(final Vector v) {
+    return pointOutside(v.x, v.y, v.z);
+  }
+  
+  /** Check if point is outside surface.
+   * @param x is the x coord.
+   * @param y is the y coord.
+   * @param z is the z coord.
+   */
+  public boolean pointOutside(final double x, final double y, final double z) {
+    // Equation of planet surface is:
+    // x^2 / a^2 + y^2 / b^2 + z^2 / c^2 - 1 = 0
+    return (x * x + y * y) * inverseAb * inverseAb + z * z * inverseC * inverseC - 1.0 > Vector.MINIMUM_RESOLUTION;
+  }
+  
+  /** Compute surface distance between two points.
+   * @param p1 is the first point.
+   * @param p2 is the second point.
+   * @return the adjusted angle, when multiplied by the mean earth radius, yields a surface distance.  This will differ
+   * from GeoPoint.arcDistance() only when the planet model is not a sphere. @see {@link GeoPoint#arcDistance(GeoPoint)}
+   */
+  public double surfaceDistance(final GeoPoint p1, final GeoPoint p2) {
+    final double latA = p1.getLatitude();
+    final double lonA = p1.getLongitude();
+    final double latB = p2.getLatitude();
+    final double lonB = p2.getLongitude();
+
+    final double L = lonB - lonA;
+    final double oF = 1.0 - this.flattening;
+    final double U1 = Math.atan(oF * Math.tan(latA));
+    final double U2 = Math.atan(oF * Math.tan(latB));
+    final double sU1 = Math.sin(U1);
+    final double cU1 = Math.cos(U1);
+    final double sU2 = Math.sin(U2);
+    final double cU2 = Math.cos(U2);
+
+    double sigma, sinSigma, cosSigma;
+    double cos2Alpha, cos2SigmaM;
+    
+    double lambda = L;
+    double iters = 100;
+
+    do {
+      final double sinLambda = Math.sin(lambda);
+      final double cosLambda = Math.cos(lambda);
+      sinSigma = Math.sqrt((cU2 * sinLambda) * (cU2 * sinLambda) + (cU1 * sU2 - sU1 * cU2 * cosLambda)
+          * (cU1 * sU2 - sU1 * cU2 * cosLambda));
+      if (Math.abs(sinSigma) < Vector.MINIMUM_RESOLUTION)
+        return 0.0;
+
+      cosSigma = sU1 * sU2 + cU1 * cU2 * cosLambda;
+      sigma = Math.atan2(sinSigma, cosSigma);
+      final double sinAlpha = cU1 * cU2 * sinLambda / sinSigma;
+      cos2Alpha = 1.0 - sinAlpha * sinAlpha;
+      cos2SigmaM = cosSigma - 2.0 * sU1 * sU2 / cos2Alpha;
+
+      final double c = this.flattening * 0.625 * cos2Alpha * (4.0 + this.flattening * (4.0 - 3.0 * cos2Alpha));
+      final double lambdaP = lambda;
+      lambda = L + (1.0 - c) * this.flattening * sinAlpha * (sigma + c * sinSigma * (cos2SigmaM + c * cosSigma *
+          (-1.0 + 2.0 * cos2SigmaM * cos2SigmaM)));
+      if (Math.abs(lambda - lambdaP) < Vector.MINIMUM_RESOLUTION)
+        break;
+    } while (--iters > 0);
+
+    if (iters == 0)
+      return 0.0;
+
+    final double uSq = cos2Alpha * this.squareRatio;
+    final double A = 1.0 + uSq * 0.00006103515625 * (4096.0 + uSq * (-768.0 + uSq * (320.0 - 175.0 * uSq)));
+    final double B = uSq * 0.0009765625 * (256.0 + uSq * (-128.0 + uSq * (74.0 - 47.0 * uSq)));
+    final double deltaSigma = B * sinSigma * (cos2SigmaM + B * 0.25 * (cosSigma * (-1.0 + 2.0 * cos2SigmaM * cos2SigmaM) - B * 0.16666666666666666666667 * cos2SigmaM
+            * (-3.0 + 4.0 * sinSigma * sinSigma) * (-3.0 + 4.0 * cos2SigmaM * cos2SigmaM)));
+
+    return this.c * A * (sigma - deltaSigma);
+  }
+
+  @Override
+  public boolean equals(final Object o) {
+    if (!(o instanceof PlanetModel))
+      return false;
+    final PlanetModel other = (PlanetModel)o;
+    return ab == other.ab && c == other.c;
+  }
+  
+  @Override
+  public int hashCode() {
+    return Double.hashCode(ab) + Double.hashCode(c);
+  }
+  
+  @Override
+  public String toString() {
+    if (this.equals(SPHERE)) {
+      return "PlanetModel.SPHERE";
+    } else if (this.equals(WGS84)) {
+      return "PlanetModel.WGS84";
+    } else {
+      return "PlanetModel(ab="+ab+" c="+c+")";
+    }
+  }
+}
+
+