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h3_h3UniEdge.c
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/*
* Copyright 2017-2018 Uber Technologies, Inc.
*
* 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.
*/
/** @file h3UniEdge.c
* @brief H3UniEdge functions for manipulating unidirectional edge indexes.
*/
#include <inttypes.h>
#include <stdbool.h>
#include "h3_algos.h"
#include "h3_constants.h"
#include "h3_coordijk.h"
#include "h3_geoCoord.h"
#include "h3_h3Index.h"
/**
* Returns whether or not the provided H3Indexes are neighbors.
* @param origin The origin H3 index.
* @param destination The destination H3 index.
* @return 1 if the indexes are neighbors, 0 otherwise;
*/
int H3_EXPORT(h3IndexesAreNeighbors)(H3Index origin, H3Index destination) {
// Make sure they're hexagon indexes
if (H3_GET_MODE(origin) != H3_HEXAGON_MODE ||
H3_GET_MODE(destination) != H3_HEXAGON_MODE) {
return 0;
}
// Hexagons cannot be neighbors with themselves
if (origin == destination) {
return 0;
}
// Only hexagons in the same resolution can be neighbors
if (H3_GET_RESOLUTION(origin) != H3_GET_RESOLUTION(destination)) {
return 0;
}
// H3 Indexes that share the same parent are very likely to be neighbors
// Child 0 is neighbor with all of its parent's 'offspring', the other
// children are neighbors with 3 of the 7 children. So a simple comparison
// of origin and destination parents and then a lookup table of the children
// is a super-cheap way to possibly determine they are neighbors.
int parentRes = H3_GET_RESOLUTION(origin) - 1;
if (parentRes > 0 && (H3_EXPORT(h3ToParent)(origin, parentRes) ==
H3_EXPORT(h3ToParent)(destination, parentRes))) {
Direction originResDigit = H3_GET_INDEX_DIGIT(origin, parentRes + 1);
Direction destinationResDigit =
H3_GET_INDEX_DIGIT(destination, parentRes + 1);
if (originResDigit == CENTER_DIGIT ||
destinationResDigit == CENTER_DIGIT) {
return 1;
}
// These sets are the relevant neighbors in the clockwise
// and counter-clockwise
const Direction neighborSetClockwise[] = {
CENTER_DIGIT, JK_AXES_DIGIT, IJ_AXES_DIGIT, J_AXES_DIGIT,
IK_AXES_DIGIT, K_AXES_DIGIT, I_AXES_DIGIT};
const Direction neighborSetCounterclockwise[] = {
CENTER_DIGIT, IK_AXES_DIGIT, JK_AXES_DIGIT, K_AXES_DIGIT,
IJ_AXES_DIGIT, I_AXES_DIGIT, J_AXES_DIGIT};
if (neighborSetClockwise[originResDigit] == destinationResDigit ||
neighborSetCounterclockwise[originResDigit] ==
destinationResDigit) {
return 1;
}
}
// Otherwise, we have to determine the neighbor relationship the "hard" way.
H3Index neighborRing[7] = {0};
H3_EXPORT(kRing)(origin, 1, neighborRing);
for (int i = 0; i < 7; i++) {
if (neighborRing[i] == destination) {
return 1;
}
}
// Made it here, they definitely aren't neighbors
return 0;
}
/**
* Returns a unidirectional edge H3 index based on the provided origin and
* destination
* @param origin The origin H3 hexagon index
* @param destination The destination H3 hexagon index
* @return The unidirectional edge H3Index, or 0 on failure.
*/
H3Index H3_EXPORT(getH3UnidirectionalEdge)(H3Index origin,
H3Index destination) {
// Short-circuit and return an invalid index value if they are not neighbors
if (H3_EXPORT(h3IndexesAreNeighbors)(origin, destination) == 0) {
return H3_INVALID_INDEX;
}
// Otherwise, determine the IJK direction from the origin to the destination
H3Index output = origin;
H3_SET_MODE(output, H3_UNIEDGE_MODE);
// Checks each neighbor, in order, to determine which direction the
// destination neighbor is located. Skips CENTER_DIGIT since that
// would be this index.
H3Index neighbor;
for (Direction direction = K_AXES_DIGIT; direction < NUM_DIGITS;
direction++) {
int rotations = 0;
neighbor = h3NeighborRotations(origin, direction, &rotations);
if (neighbor == destination) {
H3_SET_RESERVED_BITS(output, direction);
return output;
}
}
// This should be impossible, return an invalid H3Index in this case;
return H3_INVALID_INDEX; // LCOV_EXCL_LINE
}
/**
* Returns the origin hexagon from the unidirectional edge H3Index
* @param edge The edge H3 index
* @return The origin H3 hexagon index
*/
H3Index H3_EXPORT(getOriginH3IndexFromUnidirectionalEdge)(H3Index edge) {
if (H3_GET_MODE(edge) != H3_UNIEDGE_MODE) {
return H3_INVALID_INDEX;
}
H3Index origin = edge;
H3_SET_MODE(origin, H3_HEXAGON_MODE);
H3_SET_RESERVED_BITS(origin, 0);
return origin;
}
/**
* Returns the destination hexagon from the unidirectional edge H3Index
* @param edge The edge H3 index
* @return The destination H3 hexagon index
*/
H3Index H3_EXPORT(getDestinationH3IndexFromUnidirectionalEdge)(H3Index edge) {
if (H3_GET_MODE(edge) != H3_UNIEDGE_MODE) {
return H3_INVALID_INDEX;
}
Direction direction = H3_GET_RESERVED_BITS(edge);
int rotations = 0;
H3Index destination = h3NeighborRotations(
H3_EXPORT(getOriginH3IndexFromUnidirectionalEdge)(edge), direction,
&rotations);
return destination;
}
/**
* Determines if the provided H3Index is a valid unidirectional edge index
* @param edge The unidirectional edge H3Index
* @return 1 if it is a unidirectional edge H3Index, otherwise 0.
*/
int H3_EXPORT(h3UnidirectionalEdgeIsValid)(H3Index edge) {
if (H3_GET_MODE(edge) != H3_UNIEDGE_MODE) {
return 0;
}
Direction neighborDirection = H3_GET_RESERVED_BITS(edge);
if (neighborDirection <= CENTER_DIGIT || neighborDirection >= NUM_DIGITS) {
return 0;
}
H3Index origin = H3_EXPORT(getOriginH3IndexFromUnidirectionalEdge)(edge);
if (H3_EXPORT(h3IsPentagon)(origin) && neighborDirection == K_AXES_DIGIT) {
return 0;
}
return H3_EXPORT(h3IsValid)(origin);
}
/**
* Returns the origin, destination pair of hexagon IDs for the given edge ID
* @param edge The unidirectional edge H3Index
* @param originDestination Pointer to memory to store origin and destination
* IDs
*/
void H3_EXPORT(getH3IndexesFromUnidirectionalEdge)(H3Index edge,
H3Index* originDestination) {
originDestination[0] =
H3_EXPORT(getOriginH3IndexFromUnidirectionalEdge)(edge);
originDestination[1] =
H3_EXPORT(getDestinationH3IndexFromUnidirectionalEdge)(edge);
}
/**
* Provides all of the unidirectional edges from the current H3Index.
* @param origin The origin hexagon H3Index to find edges for.
* @param edges The memory to store all of the edges inside.
*/
void H3_EXPORT(getH3UnidirectionalEdgesFromHexagon)(H3Index origin,
H3Index* edges) {
// Determine if the origin is a pentagon and special treatment needed.
int isPentagon = H3_EXPORT(h3IsPentagon)(origin);
// This is actually quite simple. Just modify the bits of the origin
// slightly for each direction, except the 'k' direction in pentagons,
// which is zeroed.
for (int i = 0; i < 6; i++) {
if (isPentagon && i == 0) {
edges[i] = H3_INVALID_INDEX;
} else {
edges[i] = origin;
H3_SET_MODE(edges[i], H3_UNIEDGE_MODE);
H3_SET_RESERVED_BITS(edges[i], i + 1);
}
}
}
/**
* Whether the given coordinate has a matching vertex in the given geo boundary.
* @param vertex Coordinate to check
* @param boundary Geo boundary to look in
* @return Whether a match was found
*/
static bool _hasMatchingVertex(const GeoCoord* vertex,
const GeoBoundary* boundary) {
for (int i = 0; i < boundary->numVerts; i++) {
if (geoAlmostEqualThreshold(vertex, &boundary->verts[i], 0.000001)) {
return true;
}
}
return false;
}
/**
* Provides the coordinates defining the unidirectional edge.
* @param edge The unidirectional edge H3Index
* @param gb The geoboundary object to store the edge coordinates.
*/
void H3_EXPORT(getH3UnidirectionalEdgeBoundary)(H3Index edge, GeoBoundary* gb) {
// TODO: More efficient solution :)
GeoBoundary origin = {0};
GeoBoundary destination = {0};
GeoCoord postponedVertex = {0};
bool hasPostponedVertex = false;
H3_EXPORT(h3ToGeoBoundary)
(H3_EXPORT(getOriginH3IndexFromUnidirectionalEdge)(edge), &origin);
H3_EXPORT(h3ToGeoBoundary)
(H3_EXPORT(getDestinationH3IndexFromUnidirectionalEdge)(edge),
&destination);
int k = 0;
for (int i = 0; i < origin.numVerts; i++) {
if (_hasMatchingVertex(&origin.verts[i], &destination)) {
// If we are on vertex 0, we need to handle the case where it's the
// end of the edge, not the beginning.
if (i == 0 &&
!_hasMatchingVertex(&origin.verts[i + 1], &destination)) {
postponedVertex = origin.verts[i];
hasPostponedVertex = true;
} else {
gb->verts[k] = origin.verts[i];
k++;
}
}
}
// If we postponed adding the last vertex, add it now
if (hasPostponedVertex) {
gb->verts[k] = postponedVertex;
k++;
}
gb->numVerts = k;
}