mirror of
https://github.com/superseriousbusiness/gotosocial.git
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94e87610c4
* add back exif-terminator and use only for jpeg,png,webp * fix arguments passed to terminateExif() * pull in latest exif-terminator * fix test * update processed img --------- Co-authored-by: tobi <tobi.smethurst@protonmail.com>
478 lines
17 KiB
Go
478 lines
17 KiB
Go
// Copyright 2015 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package s2
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import (
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"container/heap"
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)
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// RegionCoverer allows arbitrary regions to be approximated as unions of cells (CellUnion).
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// This is useful for implementing various sorts of search and precomputation operations.
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//
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// Typical usage:
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//
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// rc := &s2.RegionCoverer{MaxLevel: 30, MaxCells: 5}
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// r := s2.Region(CapFromCenterArea(center, area))
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// covering := rc.Covering(r)
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//
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// This yields a CellUnion of at most 5 cells that is guaranteed to cover the
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// given region (a disc-shaped region on the sphere).
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//
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// For covering, only cells where (level - MinLevel) is a multiple of LevelMod will be used.
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// This effectively allows the branching factor of the S2 CellID hierarchy to be increased.
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// Currently the only parameter values allowed are 1, 2, or 3, corresponding to
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// branching factors of 4, 16, and 64 respectively.
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//
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// Note the following:
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//
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// - MinLevel takes priority over MaxCells, i.e. cells below the given level will
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// never be used even if this causes a large number of cells to be returned.
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//
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// - For any setting of MaxCells, up to 6 cells may be returned if that
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// is the minimum number of cells required (e.g. if the region intersects
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// all six face cells). Up to 3 cells may be returned even for very tiny
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// convex regions if they happen to be located at the intersection of
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// three cube faces.
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//
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// - For any setting of MaxCells, an arbitrary number of cells may be
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// returned if MinLevel is too high for the region being approximated.
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//
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// - If MaxCells is less than 4, the area of the covering may be
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// arbitrarily large compared to the area of the original region even if
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// the region is convex (e.g. a Cap or Rect).
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//
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// The approximation algorithm is not optimal but does a pretty good job in
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// practice. The output does not always use the maximum number of cells
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// allowed, both because this would not always yield a better approximation,
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// and because MaxCells is a limit on how much work is done exploring the
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// possible covering as well as a limit on the final output size.
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//
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// Because it is an approximation algorithm, one should not rely on the
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// stability of the output. In particular, the output of the covering algorithm
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// may change across different versions of the library.
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//
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// One can also generate interior coverings, which are sets of cells which
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// are entirely contained within a region. Interior coverings can be
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// empty, even for non-empty regions, if there are no cells that satisfy
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// the provided constraints and are contained by the region. Note that for
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// performance reasons, it is wise to specify a MaxLevel when computing
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// interior coverings - otherwise for regions with small or zero area, the
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// algorithm may spend a lot of time subdividing cells all the way to leaf
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// level to try to find contained cells.
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type RegionCoverer struct {
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MinLevel int // the minimum cell level to be used.
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MaxLevel int // the maximum cell level to be used.
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LevelMod int // the LevelMod to be used.
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MaxCells int // the maximum desired number of cells in the approximation.
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}
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type coverer struct {
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minLevel int // the minimum cell level to be used.
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maxLevel int // the maximum cell level to be used.
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levelMod int // the LevelMod to be used.
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maxCells int // the maximum desired number of cells in the approximation.
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region Region
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result CellUnion
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pq priorityQueue
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interiorCovering bool
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}
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type candidate struct {
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cell Cell
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terminal bool // Cell should not be expanded further.
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numChildren int // Number of children that intersect the region.
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children []*candidate // Actual size may be 0, 4, 16, or 64 elements.
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priority int // Priority of the candidate.
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}
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type priorityQueue []*candidate
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func (pq priorityQueue) Len() int {
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return len(pq)
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}
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func (pq priorityQueue) Less(i, j int) bool {
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// We want Pop to give us the highest, not lowest, priority so we use greater than here.
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return pq[i].priority > pq[j].priority
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}
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func (pq priorityQueue) Swap(i, j int) {
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pq[i], pq[j] = pq[j], pq[i]
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}
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func (pq *priorityQueue) Push(x interface{}) {
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item := x.(*candidate)
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*pq = append(*pq, item)
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}
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func (pq *priorityQueue) Pop() interface{} {
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item := (*pq)[len(*pq)-1]
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*pq = (*pq)[:len(*pq)-1]
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return item
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}
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func (pq *priorityQueue) Reset() {
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*pq = (*pq)[:0]
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}
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// newCandidate returns a new candidate with no children if the cell intersects the given region.
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// The candidate is marked as terminal if it should not be expanded further.
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func (c *coverer) newCandidate(cell Cell) *candidate {
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if !c.region.IntersectsCell(cell) {
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return nil
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}
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cand := &candidate{cell: cell}
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level := int(cell.level)
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if level >= c.minLevel {
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if c.interiorCovering {
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if c.region.ContainsCell(cell) {
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cand.terminal = true
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} else if level+c.levelMod > c.maxLevel {
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return nil
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}
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} else if level+c.levelMod > c.maxLevel || c.region.ContainsCell(cell) {
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cand.terminal = true
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}
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}
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return cand
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}
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// expandChildren populates the children of the candidate by expanding the given number of
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// levels from the given cell. Returns the number of children that were marked "terminal".
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func (c *coverer) expandChildren(cand *candidate, cell Cell, numLevels int) int {
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numLevels--
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var numTerminals int
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last := cell.id.ChildEnd()
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for ci := cell.id.ChildBegin(); ci != last; ci = ci.Next() {
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childCell := CellFromCellID(ci)
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if numLevels > 0 {
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if c.region.IntersectsCell(childCell) {
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numTerminals += c.expandChildren(cand, childCell, numLevels)
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}
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continue
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}
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if child := c.newCandidate(childCell); child != nil {
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cand.children = append(cand.children, child)
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cand.numChildren++
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if child.terminal {
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numTerminals++
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}
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}
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}
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return numTerminals
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}
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// addCandidate adds the given candidate to the result if it is marked as "terminal",
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// otherwise expands its children and inserts it into the priority queue.
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// Passing an argument of nil does nothing.
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func (c *coverer) addCandidate(cand *candidate) {
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if cand == nil {
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return
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}
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if cand.terminal {
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c.result = append(c.result, cand.cell.id)
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return
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}
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// Expand one level at a time until we hit minLevel to ensure that we don't skip over it.
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numLevels := c.levelMod
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level := int(cand.cell.level)
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if level < c.minLevel {
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numLevels = 1
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}
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numTerminals := c.expandChildren(cand, cand.cell, numLevels)
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maxChildrenShift := uint(2 * c.levelMod)
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if cand.numChildren == 0 {
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return
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} else if !c.interiorCovering && numTerminals == 1<<maxChildrenShift && level >= c.minLevel {
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// Optimization: add the parent cell rather than all of its children.
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// We can't do this for interior coverings, since the children just
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// intersect the region, but may not be contained by it - we need to
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// subdivide them further.
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cand.terminal = true
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c.addCandidate(cand)
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} else {
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// We negate the priority so that smaller absolute priorities are returned
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// first. The heuristic is designed to refine the largest cells first,
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// since those are where we have the largest potential gain. Among cells
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// of the same size, we prefer the cells with the fewest children.
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// Finally, among cells with equal numbers of children we prefer those
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// with the smallest number of children that cannot be refined further.
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cand.priority = -(((level<<maxChildrenShift)+cand.numChildren)<<maxChildrenShift + numTerminals)
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heap.Push(&c.pq, cand)
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}
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}
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// adjustLevel returns the reduced "level" so that it satisfies levelMod. Levels smaller than minLevel
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// are not affected (since cells at these levels are eventually expanded).
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func (c *coverer) adjustLevel(level int) int {
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if c.levelMod > 1 && level > c.minLevel {
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level -= (level - c.minLevel) % c.levelMod
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}
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return level
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}
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// adjustCellLevels ensures that all cells with level > minLevel also satisfy levelMod,
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// by replacing them with an ancestor if necessary. Cell levels smaller
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// than minLevel are not modified (see AdjustLevel). The output is
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// then normalized to ensure that no redundant cells are present.
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func (c *coverer) adjustCellLevels(cells *CellUnion) {
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if c.levelMod == 1 {
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return
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}
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var out int
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for _, ci := range *cells {
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level := ci.Level()
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newLevel := c.adjustLevel(level)
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if newLevel != level {
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ci = ci.Parent(newLevel)
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}
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if out > 0 && (*cells)[out-1].Contains(ci) {
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continue
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}
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for out > 0 && ci.Contains((*cells)[out-1]) {
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out--
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}
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(*cells)[out] = ci
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out++
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}
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*cells = (*cells)[:out]
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}
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// initialCandidates computes a set of initial candidates that cover the given region.
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func (c *coverer) initialCandidates() {
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// Optimization: start with a small (usually 4 cell) covering of the region's bounding cap.
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temp := &RegionCoverer{MaxLevel: c.maxLevel, LevelMod: 1, MaxCells: minInt(4, c.maxCells)}
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cells := temp.FastCovering(c.region)
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c.adjustCellLevels(&cells)
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for _, ci := range cells {
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c.addCandidate(c.newCandidate(CellFromCellID(ci)))
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}
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}
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// coveringInternal generates a covering and stores it in result.
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// Strategy: Start with the 6 faces of the cube. Discard any
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// that do not intersect the shape. Then repeatedly choose the
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// largest cell that intersects the shape and subdivide it.
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//
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// result contains the cells that will be part of the output, while pq
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// contains cells that we may still subdivide further. Cells that are
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// entirely contained within the region are immediately added to the output,
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// while cells that do not intersect the region are immediately discarded.
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// Therefore pq only contains cells that partially intersect the region.
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// Candidates are prioritized first according to cell size (larger cells
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// first), then by the number of intersecting children they have (fewest
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// children first), and then by the number of fully contained children
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// (fewest children first).
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func (c *coverer) coveringInternal(region Region) {
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c.region = region
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c.initialCandidates()
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for c.pq.Len() > 0 && (!c.interiorCovering || len(c.result) < c.maxCells) {
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cand := heap.Pop(&c.pq).(*candidate)
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// For interior covering we keep subdividing no matter how many children
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// candidate has. If we reach MaxCells before expanding all children,
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// we will just use some of them.
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// For exterior covering we cannot do this, because result has to cover the
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// whole region, so all children have to be used.
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// candidate.numChildren == 1 case takes care of the situation when we
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// already have more than MaxCells in result (minLevel is too high).
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// Subdividing of the candidate with one child does no harm in this case.
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if c.interiorCovering || int(cand.cell.level) < c.minLevel || cand.numChildren == 1 || len(c.result)+c.pq.Len()+cand.numChildren <= c.maxCells {
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for _, child := range cand.children {
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if !c.interiorCovering || len(c.result) < c.maxCells {
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c.addCandidate(child)
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}
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}
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} else {
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cand.terminal = true
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c.addCandidate(cand)
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}
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}
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c.pq.Reset()
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c.region = nil
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}
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// newCoverer returns an instance of coverer.
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func (rc *RegionCoverer) newCoverer() *coverer {
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return &coverer{
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minLevel: maxInt(0, minInt(maxLevel, rc.MinLevel)),
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maxLevel: maxInt(0, minInt(maxLevel, rc.MaxLevel)),
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levelMod: maxInt(1, minInt(3, rc.LevelMod)),
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maxCells: rc.MaxCells,
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}
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}
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// Covering returns a CellUnion that covers the given region and satisfies the various restrictions.
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func (rc *RegionCoverer) Covering(region Region) CellUnion {
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covering := rc.CellUnion(region)
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covering.Denormalize(maxInt(0, minInt(maxLevel, rc.MinLevel)), maxInt(1, minInt(3, rc.LevelMod)))
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return covering
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}
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// InteriorCovering returns a CellUnion that is contained within the given region and satisfies the various restrictions.
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func (rc *RegionCoverer) InteriorCovering(region Region) CellUnion {
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intCovering := rc.InteriorCellUnion(region)
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intCovering.Denormalize(maxInt(0, minInt(maxLevel, rc.MinLevel)), maxInt(1, minInt(3, rc.LevelMod)))
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return intCovering
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}
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// CellUnion returns a normalized CellUnion that covers the given region and
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// satisfies the restrictions except for minLevel and levelMod. These criteria
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// cannot be satisfied using a cell union because cell unions are
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// automatically normalized by replacing four child cells with their parent
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// whenever possible. (Note that the list of cell ids passed to the CellUnion
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// constructor does in fact satisfy all the given restrictions.)
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func (rc *RegionCoverer) CellUnion(region Region) CellUnion {
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c := rc.newCoverer()
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c.coveringInternal(region)
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cu := c.result
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cu.Normalize()
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return cu
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}
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// InteriorCellUnion returns a normalized CellUnion that is contained within the given region and
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// satisfies the restrictions except for minLevel and levelMod. These criteria
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// cannot be satisfied using a cell union because cell unions are
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// automatically normalized by replacing four child cells with their parent
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// whenever possible. (Note that the list of cell ids passed to the CellUnion
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// constructor does in fact satisfy all the given restrictions.)
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func (rc *RegionCoverer) InteriorCellUnion(region Region) CellUnion {
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c := rc.newCoverer()
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c.interiorCovering = true
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c.coveringInternal(region)
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cu := c.result
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cu.Normalize()
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return cu
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}
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// FastCovering returns a CellUnion that covers the given region similar to Covering,
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// except that this method is much faster and the coverings are not as tight.
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// All of the usual parameters are respected (MaxCells, MinLevel, MaxLevel, and LevelMod),
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// except that the implementation makes no attempt to take advantage of large values of
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// MaxCells. (A small number of cells will always be returned.)
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//
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// This function is useful as a starting point for algorithms that
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// recursively subdivide cells.
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func (rc *RegionCoverer) FastCovering(region Region) CellUnion {
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c := rc.newCoverer()
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cu := CellUnion(region.CellUnionBound())
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c.normalizeCovering(&cu)
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return cu
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}
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// normalizeCovering normalizes the "covering" so that it conforms to the current covering
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// parameters (MaxCells, minLevel, maxLevel, and levelMod).
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// This method makes no attempt to be optimal. In particular, if
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// minLevel > 0 or levelMod > 1 then it may return more than the
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// desired number of cells even when this isn't necessary.
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//
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// Note that when the covering parameters have their default values, almost
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// all of the code in this function is skipped.
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func (c *coverer) normalizeCovering(covering *CellUnion) {
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// If any cells are too small, or don't satisfy levelMod, then replace them with ancestors.
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if c.maxLevel < maxLevel || c.levelMod > 1 {
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for i, ci := range *covering {
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level := ci.Level()
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newLevel := c.adjustLevel(minInt(level, c.maxLevel))
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if newLevel != level {
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(*covering)[i] = ci.Parent(newLevel)
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}
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}
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}
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// Sort the cells and simplify them.
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covering.Normalize()
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// If there are still too many cells, then repeatedly replace two adjacent
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// cells in CellID order by their lowest common ancestor.
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for len(*covering) > c.maxCells {
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bestIndex := -1
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bestLevel := -1
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for i := 0; i+1 < len(*covering); i++ {
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level, ok := (*covering)[i].CommonAncestorLevel((*covering)[i+1])
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if !ok {
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continue
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}
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level = c.adjustLevel(level)
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if level > bestLevel {
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bestLevel = level
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bestIndex = i
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}
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}
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if bestLevel < c.minLevel {
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break
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}
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(*covering)[bestIndex] = (*covering)[bestIndex].Parent(bestLevel)
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covering.Normalize()
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}
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// Make sure that the covering satisfies minLevel and levelMod,
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// possibly at the expense of satisfying MaxCells.
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if c.minLevel > 0 || c.levelMod > 1 {
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covering.Denormalize(c.minLevel, c.levelMod)
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}
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}
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// SimpleRegionCovering returns a set of cells at the given level that cover
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// the connected region and a starting point on the boundary or inside the
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// region. The cells are returned in arbitrary order.
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//
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// Note that this method is not faster than the regular Covering
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// method for most region types, such as Cap or Polygon, and in fact it
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// can be much slower when the output consists of a large number of cells.
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// Currently it can be faster at generating coverings of long narrow regions
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// such as polylines, but this may change in the future.
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func SimpleRegionCovering(region Region, start Point, level int) []CellID {
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return FloodFillRegionCovering(region, cellIDFromPoint(start).Parent(level))
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}
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// FloodFillRegionCovering returns all edge-connected cells at the same level as
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// the given CellID that intersect the given region, in arbitrary order.
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func FloodFillRegionCovering(region Region, start CellID) []CellID {
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var output []CellID
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all := map[CellID]bool{
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start: true,
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}
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frontier := []CellID{start}
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for len(frontier) > 0 {
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id := frontier[len(frontier)-1]
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frontier = frontier[:len(frontier)-1]
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if !region.IntersectsCell(CellFromCellID(id)) {
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continue
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}
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output = append(output, id)
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for _, nbr := range id.EdgeNeighbors() {
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if !all[nbr] {
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all[nbr] = true
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frontier = append(frontier, nbr)
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}
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}
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}
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return output
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}
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// TODO(roberts): The differences from the C++ version
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// finish up FastCovering to match C++
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// IsCanonical
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// CanonicalizeCovering
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// containsAllChildren
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// replaceCellsWithAncestor
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