// Copyright 2019 Google Inc. All rights reserved. // // Licensed 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 s2 import ( "sort" "github.com/golang/geo/s1" ) // EdgeQueryOptions holds the options for controlling how EdgeQuery operates. // // Options can be chained together builder-style: // // opts = NewClosestEdgeQueryOptions(). // MaxResults(1). // DistanceLimit(s1.ChordAngleFromAngle(3 * s1.Degree)). // MaxError(s1.ChordAngleFromAngle(0.001 * s1.Degree)) // query = NewClosestEdgeQuery(index, opts) // // or set individually: // // opts = NewClosestEdgeQueryOptions() // opts.IncludeInteriors(true) // // or just inline: // // query = NewClosestEdgeQuery(index, NewClosestEdgeQueryOptions().MaxResults(3)) // // If you pass a nil as the options you get the default values for the options. type EdgeQueryOptions struct { common *queryOptions } // DistanceLimit specifies that only edges whose distance to the target is // within, this distance should be returned. Edges whose distance is equal // are not returned. To include values that are equal, specify the limit with // the next largest representable distance. i.e. limit.Successor(). func (e *EdgeQueryOptions) DistanceLimit(limit s1.ChordAngle) *EdgeQueryOptions { e.common = e.common.DistanceLimit(limit) return e } // IncludeInteriors specifies whether polygon interiors should be // included when measuring distances. func (e *EdgeQueryOptions) IncludeInteriors(x bool) *EdgeQueryOptions { e.common = e.common.IncludeInteriors(x) return e } // UseBruteForce sets or disables the use of brute force in a query. func (e *EdgeQueryOptions) UseBruteForce(x bool) *EdgeQueryOptions { e.common = e.common.UseBruteForce(x) return e } // MaxError specifies that edges up to dist away than the true // matching edges may be substituted in the result set, as long as such // edges satisfy all the remaining search criteria (such as DistanceLimit). // This option only has an effect if MaxResults is also specified; // otherwise all edges closer than MaxDistance will always be returned. func (e *EdgeQueryOptions) MaxError(dist s1.ChordAngle) *EdgeQueryOptions { e.common = e.common.MaxError(dist) return e } // MaxResults specifies that at most MaxResults edges should be returned. // This must be at least 1. func (e *EdgeQueryOptions) MaxResults(n int) *EdgeQueryOptions { e.common = e.common.MaxResults(n) return e } // NewClosestEdgeQueryOptions returns a set of edge query options suitable // for performing closest edge queries. func NewClosestEdgeQueryOptions() *EdgeQueryOptions { return &EdgeQueryOptions{ common: newQueryOptions(minDistance(0)), } } // NewFurthestEdgeQueryOptions returns a set of edge query options suitable // for performing furthest edge queries. func NewFurthestEdgeQueryOptions() *EdgeQueryOptions { return &EdgeQueryOptions{ common: newQueryOptions(maxDistance(0)), } } // EdgeQueryResult represents an edge that meets the target criteria for the // query. Note the following special cases: // // - ShapeID >= 0 && EdgeID < 0 represents the interior of a shape. // Such results may be returned when the option IncludeInteriors is true. // // - ShapeID < 0 && EdgeID < 0 is returned to indicate that no edge // satisfies the requested query options. type EdgeQueryResult struct { distance distance shapeID int32 edgeID int32 } // Distance reports the distance between the edge in this shape that satisfied // the query's parameters. func (e EdgeQueryResult) Distance() s1.ChordAngle { return e.distance.chordAngle() } // ShapeID reports the ID of the Shape this result is for. func (e EdgeQueryResult) ShapeID() int32 { return e.shapeID } // EdgeID reports the ID of the edge in the results Shape. func (e EdgeQueryResult) EdgeID() int32 { return e.edgeID } // newEdgeQueryResult returns a result instance with default values. func newEdgeQueryResult(target distanceTarget) EdgeQueryResult { return EdgeQueryResult{ distance: target.distance().infinity(), shapeID: -1, edgeID: -1, } } // IsInterior reports if this result represents the interior of a Shape. func (e EdgeQueryResult) IsInterior() bool { return e.shapeID >= 0 && e.edgeID < 0 } // IsEmpty reports if this has no edge that satisfies the given edge query options. // This result is only returned in one special case, namely when FindEdge() does // not find any suitable edges. func (e EdgeQueryResult) IsEmpty() bool { return e.shapeID < 0 } // Less reports if this results is less that the other first by distance, // then by (shapeID, edgeID). This is used for sorting. func (e EdgeQueryResult) Less(other EdgeQueryResult) bool { if e.distance.chordAngle() != other.distance.chordAngle() { return e.distance.less(other.distance) } if e.shapeID != other.shapeID { return e.shapeID < other.shapeID } return e.edgeID < other.edgeID } // EdgeQuery is used to find the edge(s) between two geometries that match a // given set of options. It is flexible enough so that it can be adapted to // compute maximum distances and even potentially Hausdorff distances. // // By using the appropriate options, this type can answer questions such as: // // - Find the minimum distance between two geometries A and B. // - Find all edges of geometry A that are within a distance D of geometry B. // - Find the k edges of geometry A that are closest to a given point P. // // You can also specify whether polygons should include their interiors (i.e., // if a point is contained by a polygon, should the distance be zero or should // it be measured to the polygon boundary?) // // The input geometries may consist of any number of points, polylines, and // polygons (collectively referred to as "shapes"). Shapes do not need to be // disjoint; they may overlap or intersect arbitrarily. The implementation is // designed to be fast for both simple and complex geometries. type EdgeQuery struct { index *ShapeIndex opts *queryOptions target distanceTarget // True if opts.maxError must be subtracted from ShapeIndex cell distances // in order to ensure that such distances are measured conservatively. This // is true only if the target takes advantage of maxError in order to // return faster results, and 0 < maxError < distanceLimit. useConservativeCellDistance bool // The decision about whether to use the brute force algorithm is based on // counting the total number of edges in the index. However if the index // contains a large number of shapes, this in itself might take too long. // So instead we only count edges up to (maxBruteForceIndexSize() + 1) // for the current target type (stored as indexNumEdgesLimit). indexNumEdges int indexNumEdgesLimit int // The distance beyond which we can safely ignore further candidate edges. // (Candidates that are exactly at the limit are ignored; this is more // efficient for UpdateMinDistance and should not affect clients since // distance measurements have a small amount of error anyway.) // // Initially this is the same as the maximum distance specified by the user, // but it can also be updated by the algorithm (see maybeAddResult). distanceLimit distance // The current set of results of the query. results []EdgeQueryResult // This field is true when duplicates must be avoided explicitly. This // is achieved by maintaining a separate set keyed by (shapeID, edgeID) // only, and checking whether each edge is in that set before computing the // distance to it. avoidDuplicates bool // testedEdges tracks the set of shape and edges that have already been tested. testedEdges map[ShapeEdgeID]uint32 // For the optimized algorihm we precompute the top-level CellIDs that // will be added to the priority queue. There can be at most 6 of these // cells. Essentially this is just a covering of the indexed edges, except // that we also store pointers to the corresponding ShapeIndexCells to // reduce the number of index seeks required. indexCovering []CellID indexCells []*ShapeIndexCell // The algorithm maintains a priority queue of unprocessed CellIDs, sorted // in increasing order of distance from the target. queue *queryQueue iter *ShapeIndexIterator maxDistanceCovering []CellID initialCells []CellID } // NewClosestEdgeQuery returns an EdgeQuery that is used for finding the // closest edge(s) to a given Point, Edge, Cell, or geometry collection. // // You can find either the k closest edges, or all edges within a given // radius, or both (i.e., the k closest edges up to a given maximum radius). // E.g. to find all the edges within 5 kilometers, set the DistanceLimit in // the options. // // By default *all* edges are returned, so you should always specify either // MaxResults or DistanceLimit options or both. // // Note that by default, distances are measured to the boundary and interior // of polygons. For example, if a point is inside a polygon then its distance // is zero. To change this behavior, set the IncludeInteriors option to false. // // If you only need to test whether the distance is above or below a given // threshold (e.g., 10 km), you can use the IsDistanceLess() method. This is // much faster than actually calculating the distance with FindEdge, // since the implementation can stop as soon as it can prove that the minimum // distance is either above or below the threshold. func NewClosestEdgeQuery(index *ShapeIndex, opts *EdgeQueryOptions) *EdgeQuery { if opts == nil { opts = NewClosestEdgeQueryOptions() } e := &EdgeQuery{ testedEdges: make(map[ShapeEdgeID]uint32), index: index, opts: opts.common, queue: newQueryQueue(), } return e } // NewFurthestEdgeQuery returns an EdgeQuery that is used for finding the // furthest edge(s) to a given Point, Edge, Cell, or geometry collection. // // The furthest edge is defined as the one which maximizes the // distance from any point on that edge to any point on the target geometry. // // Similar to the example in NewClosestEdgeQuery, to find the 5 furthest edges // from a given Point: func NewFurthestEdgeQuery(index *ShapeIndex, opts *EdgeQueryOptions) *EdgeQuery { if opts == nil { opts = NewFurthestEdgeQueryOptions() } e := &EdgeQuery{ testedEdges: make(map[ShapeEdgeID]uint32), index: index, opts: opts.common, queue: newQueryQueue(), } return e } // Reset resets the state of this EdgeQuery. func (e *EdgeQuery) Reset() { e.indexNumEdges = 0 e.indexNumEdgesLimit = 0 e.indexCovering = nil e.indexCells = nil } // FindEdges returns the edges for the given target that satisfy the current options. // // Note that if opts.IncludeInteriors is true, the results may include some // entries with edge_id == -1. This indicates that the target intersects // the indexed polygon with the given ShapeID. func (e *EdgeQuery) FindEdges(target distanceTarget) []EdgeQueryResult { return e.findEdges(target, e.opts) } // Distance reports the distance to the target. If the index or target is empty, // returns the EdgeQuery's maximal sentinel. // // Use IsDistanceLess()/IsDistanceGreater() if you only want to compare the // distance against a threshold value, since it is often much faster. func (e *EdgeQuery) Distance(target distanceTarget) s1.ChordAngle { return e.findEdge(target, e.opts).Distance() } // IsDistanceLess reports if the distance to target is less than the given limit. // // This method is usually much faster than Distance(), since it is much // less work to determine whether the minimum distance is above or below a // threshold than it is to calculate the actual minimum distance. // // If you wish to check if the distance is less than or equal to the limit, use: // // query.IsDistanceLess(target, limit.Successor()) // func (e *EdgeQuery) IsDistanceLess(target distanceTarget, limit s1.ChordAngle) bool { opts := e.opts opts = opts.MaxResults(1). DistanceLimit(limit). MaxError(s1.StraightChordAngle) return !e.findEdge(target, opts).IsEmpty() } // IsDistanceGreater reports if the distance to target is greater than limit. // // This method is usually much faster than Distance, since it is much // less work to determine whether the maximum distance is above or below a // threshold than it is to calculate the actual maximum distance. // If you wish to check if the distance is less than or equal to the limit, use: // // query.IsDistanceGreater(target, limit.Predecessor()) // func (e *EdgeQuery) IsDistanceGreater(target distanceTarget, limit s1.ChordAngle) bool { return e.IsDistanceLess(target, limit) } // IsConservativeDistanceLessOrEqual reports if the distance to target is less // or equal to the limit, where the limit has been expanded by the maximum error // for the distance calculation. // // For example, suppose that we want to test whether two geometries might // intersect each other after they are snapped together using Builder // (using the IdentitySnapFunction with a given "snap radius"). Since // Builder uses exact distance predicates (s2predicates), we need to // measure the distance between the two geometries conservatively. If the // distance is definitely greater than "snap radius", then the geometries // are guaranteed to not intersect after snapping. func (e *EdgeQuery) IsConservativeDistanceLessOrEqual(target distanceTarget, limit s1.ChordAngle) bool { return e.IsDistanceLess(target, limit.Expanded(minUpdateDistanceMaxError(limit))) } // IsConservativeDistanceGreaterOrEqual reports if the distance to the target is greater // than or equal to the given limit with some small tolerance. func (e *EdgeQuery) IsConservativeDistanceGreaterOrEqual(target distanceTarget, limit s1.ChordAngle) bool { return e.IsDistanceGreater(target, limit.Expanded(-minUpdateDistanceMaxError(limit))) } // findEdges returns the closest edges to the given target that satisfy the given options. // // Note that if opts.includeInteriors is true, the results may include some // entries with edgeID == -1. This indicates that the target intersects the // indexed polygon with the given shapeID. func (e *EdgeQuery) findEdges(target distanceTarget, opts *queryOptions) []EdgeQueryResult { e.findEdgesInternal(target, opts) // TODO(roberts): Revisit this if there is a heap or other sorted and // uniquing datastructure we can use instead of just a slice. e.results = sortAndUniqueResults(e.results) if len(e.results) > e.opts.maxResults { e.results = e.results[:e.opts.maxResults] } return e.results } func sortAndUniqueResults(results []EdgeQueryResult) []EdgeQueryResult { if len(results) <= 1 { return results } sort.Slice(results, func(i, j int) bool { return results[i].Less(results[j]) }) j := 0 for i := 1; i < len(results); i++ { if results[j] == results[i] { continue } j++ results[j] = results[i] } return results[:j+1] } // findEdge is a convenience method that returns exactly one edge, and if no // edges satisfy the given search criteria, then a default Result is returned. // // This is primarily to ease the usage of a number of the methods in the DistanceTargets // and in EdgeQuery. func (e *EdgeQuery) findEdge(target distanceTarget, opts *queryOptions) EdgeQueryResult { opts.MaxResults(1) e.findEdges(target, opts) if len(e.results) > 0 { return e.results[0] } return newEdgeQueryResult(target) } // findEdgesInternal does the actual work for find edges that match the given options. func (e *EdgeQuery) findEdgesInternal(target distanceTarget, opts *queryOptions) { e.target = target e.opts = opts e.testedEdges = make(map[ShapeEdgeID]uint32) e.distanceLimit = target.distance().fromChordAngle(opts.distanceLimit) e.results = make([]EdgeQueryResult, 0) if e.distanceLimit == target.distance().zero() { return } if opts.includeInteriors { shapeIDs := map[int32]struct{}{} e.target.visitContainingShapes(e.index, func(containingShape Shape, targetPoint Point) bool { shapeIDs[e.index.idForShape(containingShape)] = struct{}{} return len(shapeIDs) < opts.maxResults }) for shapeID := range shapeIDs { e.addResult(EdgeQueryResult{target.distance().zero(), shapeID, -1}) } if e.distanceLimit == target.distance().zero() { return } } // If maxError > 0 and the target takes advantage of this, then we may // need to adjust the distance estimates to ShapeIndex cells to ensure // that they are always a lower bound on the true distance. For example, // suppose max_distance == 100, maxError == 30, and we compute the distance // to the target from some cell C0 as d(C0) == 80. Then because the target // takes advantage of maxError, the true distance could be as low as 50. // In order not to miss edges contained by such cells, we need to subtract // maxError from the distance estimates. This behavior is controlled by // the useConservativeCellDistance flag. // // However there is one important case where this adjustment is not // necessary, namely when distanceLimit < maxError, This is because // maxError only affects the algorithm once at least maxEdges edges // have been found that satisfy the given distance limit. At that point, // maxError is subtracted from distanceLimit in order to ensure that // any further matches are closer by at least that amount. But when // distanceLimit < maxError, this reduces the distance limit to 0, // i.e. all remaining candidate cells and edges can safely be discarded. // (This is how IsDistanceLess() and friends are implemented.) targetUsesMaxError := opts.maxError != target.distance().zero().chordAngle() && e.target.setMaxError(opts.maxError) // Note that we can't compare maxError and distanceLimit directly // because one is a Delta and one is a Distance. Instead we subtract them. e.useConservativeCellDistance = targetUsesMaxError && (e.distanceLimit == target.distance().infinity() || target.distance().zero().less(e.distanceLimit.sub(target.distance().fromChordAngle(opts.maxError)))) // Use the brute force algorithm if the index is small enough. To avoid // spending too much time counting edges when there are many shapes, we stop // counting once there are too many edges. We may need to recount the edges // if we later see a target with a larger brute force edge threshold. minOptimizedEdges := e.target.maxBruteForceIndexSize() + 1 if minOptimizedEdges > e.indexNumEdgesLimit && e.indexNumEdges >= e.indexNumEdgesLimit { e.indexNumEdges = e.index.NumEdgesUpTo(minOptimizedEdges) e.indexNumEdgesLimit = minOptimizedEdges } if opts.useBruteForce || e.indexNumEdges < minOptimizedEdges { // The brute force algorithm already considers each edge exactly once. e.avoidDuplicates = false e.findEdgesBruteForce() } else { // If the target takes advantage of maxError then we need to avoid // duplicate edges explicitly. (Otherwise it happens automatically.) e.avoidDuplicates = targetUsesMaxError && opts.maxResults > 1 e.findEdgesOptimized() } } func (e *EdgeQuery) addResult(r EdgeQueryResult) { e.results = append(e.results, r) if e.opts.maxResults == 1 { // Optimization for the common case where only the closest edge is wanted. e.distanceLimit = r.distance.sub(e.target.distance().fromChordAngle(e.opts.maxError)) } // TODO(roberts): Add the other if/else cases when a different data structure // is used for the results. } func (e *EdgeQuery) maybeAddResult(shape Shape, edgeID int32) { if _, ok := e.testedEdges[ShapeEdgeID{e.index.idForShape(shape), edgeID}]; e.avoidDuplicates && !ok { return } edge := shape.Edge(int(edgeID)) dist := e.distanceLimit if dist, ok := e.target.updateDistanceToEdge(edge, dist); ok { e.addResult(EdgeQueryResult{dist, e.index.idForShape(shape), edgeID}) } } func (e *EdgeQuery) findEdgesBruteForce() { // Range over all shapes in the index. Does order matter here? if so // switch to for i = 0 .. n? for _, shape := range e.index.shapes { // TODO(roberts): can this happen if we are only ranging over current entries? if shape == nil { continue } for edgeID := int32(0); edgeID < int32(shape.NumEdges()); edgeID++ { e.maybeAddResult(shape, edgeID) } } } func (e *EdgeQuery) findEdgesOptimized() { e.initQueue() // Repeatedly find the closest Cell to "target" and either split it into // its four children or process all of its edges. for e.queue.size() > 0 { // We need to copy the top entry before removing it, and we need to // remove it before adding any new entries to the queue. entry := e.queue.pop() if !entry.distance.less(e.distanceLimit) { e.queue.reset() // Clear any remaining entries. break } // If this is already known to be an index cell, just process it. if entry.indexCell != nil { e.processEdges(entry) continue } // Otherwise split the cell into its four children. Before adding a // child back to the queue, we first check whether it is empty. We do // this in two seek operations rather than four by seeking to the key // between children 0 and 1 and to the key between children 2 and 3. id := entry.id ch := id.Children() e.iter.seek(ch[1].RangeMin()) if !e.iter.Done() && e.iter.CellID() <= ch[1].RangeMax() { e.processOrEnqueueCell(ch[1]) } if e.iter.Prev() && e.iter.CellID() >= id.RangeMin() { e.processOrEnqueueCell(ch[0]) } e.iter.seek(ch[3].RangeMin()) if !e.iter.Done() && e.iter.CellID() <= id.RangeMax() { e.processOrEnqueueCell(ch[3]) } if e.iter.Prev() && e.iter.CellID() >= ch[2].RangeMin() { e.processOrEnqueueCell(ch[2]) } } } func (e *EdgeQuery) processOrEnqueueCell(id CellID) { if e.iter.CellID() == id { e.processOrEnqueue(id, e.iter.IndexCell()) } else { e.processOrEnqueue(id, nil) } } func (e *EdgeQuery) initQueue() { if len(e.indexCovering) == 0 { // We delay iterator initialization until now to make queries on very // small indexes a bit faster (i.e., where brute force is used). e.iter = NewShapeIndexIterator(e.index) } // Optimization: if the user is searching for just the closest edge, and the // center of the target's bounding cap happens to intersect an index cell, // then we try to limit the search region to a small disc by first // processing the edges in that cell. This sets distance_limit_ based on // the closest edge in that cell, which we can then use to limit the search // area. This means that the cell containing "target" will be processed // twice, but in general this is still faster. // // TODO(roberts): Even if the cap center is not contained, we could still // process one or both of the adjacent index cells in CellID order, // provided that those cells are closer than distanceLimit. cb := e.target.capBound() if cb.IsEmpty() { return // Empty target. } if e.opts.maxResults == 1 && e.iter.LocatePoint(cb.Center()) { e.processEdges(&queryQueueEntry{ distance: e.target.distance().zero(), id: e.iter.CellID(), indexCell: e.iter.IndexCell(), }) // Skip the rest of the algorithm if we found an intersecting edge. if e.distanceLimit == e.target.distance().zero() { return } } if len(e.indexCovering) == 0 { e.initCovering() } if e.distanceLimit == e.target.distance().infinity() { // Start with the precomputed index covering. for i := range e.indexCovering { e.processOrEnqueue(e.indexCovering[i], e.indexCells[i]) } } else { // Compute a covering of the search disc and intersect it with the // precomputed index covering. coverer := &RegionCoverer{MaxCells: 4, LevelMod: 1, MaxLevel: maxLevel} radius := cb.Radius() + e.distanceLimit.chordAngleBound().Angle() searchCB := CapFromCenterAngle(cb.Center(), radius) maxDistCover := coverer.FastCovering(searchCB) e.initialCells = CellUnionFromIntersection(e.indexCovering, maxDistCover) // Now we need to clean up the initial cells to ensure that they all // contain at least one cell of the ShapeIndex. (Some may not intersect // the index at all, while other may be descendants of an index cell.) i, j := 0, 0 for i < len(e.initialCells) { idI := e.initialCells[i] // Find the top-level cell that contains this initial cell. for e.indexCovering[j].RangeMax() < idI { j++ } idJ := e.indexCovering[j] if idI == idJ { // This initial cell is one of the top-level cells. Use the // precomputed ShapeIndexCell pointer to avoid an index seek. e.processOrEnqueue(idJ, e.indexCells[j]) i++ j++ } else { // This initial cell is a proper descendant of a top-level cell. // Check how it is related to the cells of the ShapeIndex. r := e.iter.LocateCellID(idI) if r == Indexed { // This cell is a descendant of an index cell. // Enqueue it and skip any other initial cells // that are also descendants of this cell. e.processOrEnqueue(e.iter.CellID(), e.iter.IndexCell()) lastID := e.iter.CellID().RangeMax() for i < len(e.initialCells) && e.initialCells[i] <= lastID { i++ } } else { // Enqueue the cell only if it contains at least one index cell. if r == Subdivided { e.processOrEnqueue(idI, nil) } i++ } } } } } func (e *EdgeQuery) initCovering() { // Find the range of Cells spanned by the index and choose a level such // that the entire index can be covered with just a few cells. These are // the "top-level" cells. There are two cases: // // - If the index spans more than one face, then there is one top-level cell // per spanned face, just big enough to cover the index cells on that face. // // - If the index spans only one face, then we find the smallest cell "C" // that covers the index cells on that face (just like the case above). // Then for each of the 4 children of "C", if the child contains any index // cells then we create a top-level cell that is big enough to just fit // those index cells (i.e., shrinking the child as much as possible to fit // its contents). This essentially replicates what would happen if we // started with "C" as the top-level cell, since "C" would immediately be // split, except that we take the time to prune the children further since // this will save work on every subsequent query. e.indexCovering = make([]CellID, 0, 6) // TODO(roberts): Use a single iterator below and save position // information using pair {CellID, ShapeIndexCell}. next := NewShapeIndexIterator(e.index, IteratorBegin) last := NewShapeIndexIterator(e.index, IteratorEnd) last.Prev() if next.CellID() != last.CellID() { // The index has at least two cells. Choose a level such that the entire // index can be spanned with at most 6 cells (if the index spans multiple // faces) or 4 cells (it the index spans a single face). level, ok := next.CellID().CommonAncestorLevel(last.CellID()) if !ok { level = 0 } else { level++ } // Visit each potential top-level cell except the last (handled below). lastID := last.CellID().Parent(level) for id := next.CellID().Parent(level); id != lastID; id = id.Next() { // Skip any top-level cells that don't contain any index cells. if id.RangeMax() < next.CellID() { continue } // Find the range of index cells contained by this top-level cell and // then shrink the cell if necessary so that it just covers them. cellFirst := next.clone() next.seek(id.RangeMax().Next()) cellLast := next.clone() cellLast.Prev() e.addInitialRange(cellFirst, cellLast) break } } e.addInitialRange(next, last) } // addInitialRange adds an entry to the indexCovering and indexCells that covers the given // inclusive range of cells. // // This requires that first and last cells have a common ancestor. func (e *EdgeQuery) addInitialRange(first, last *ShapeIndexIterator) { if first.CellID() == last.CellID() { // The range consists of a single index cell. e.indexCovering = append(e.indexCovering, first.CellID()) e.indexCells = append(e.indexCells, first.IndexCell()) } else { // Add the lowest common ancestor of the given range. level, _ := first.CellID().CommonAncestorLevel(last.CellID()) e.indexCovering = append(e.indexCovering, first.CellID().Parent(level)) e.indexCells = append(e.indexCells, nil) } } // processEdges processes all the edges of the given index cell. func (e *EdgeQuery) processEdges(entry *queryQueueEntry) { for _, clipped := range entry.indexCell.shapes { shape := e.index.Shape(clipped.shapeID) for j := 0; j < clipped.numEdges(); j++ { e.maybeAddResult(shape, int32(clipped.edges[j])) } } } // processOrEnqueue the given cell id and indexCell. func (e *EdgeQuery) processOrEnqueue(id CellID, indexCell *ShapeIndexCell) { if indexCell != nil { // If this index cell has only a few edges, then it is faster to check // them directly rather than computing the minimum distance to the Cell // and inserting it into the queue. const minEdgesToEnqueue = 10 numEdges := indexCell.numEdges() if numEdges == 0 { return } if numEdges < minEdgesToEnqueue { // Set "distance" to zero to avoid the expense of computing it. e.processEdges(&queryQueueEntry{ distance: e.target.distance().zero(), id: id, indexCell: indexCell, }) return } } // Otherwise compute the minimum distance to any point in the cell and add // it to the priority queue. cell := CellFromCellID(id) dist := e.distanceLimit var ok bool if dist, ok = e.target.updateDistanceToCell(cell, dist); !ok { return } if e.useConservativeCellDistance { // Ensure that "distance" is a lower bound on the true distance to the cell. dist = dist.sub(e.target.distance().fromChordAngle(e.opts.maxError)) } e.queue.push(&queryQueueEntry{ distance: dist, id: id, indexCell: indexCell, }) } // TODO(roberts): Remaining pieces // GetEdge // Project