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staticmap/vendor/github.com/golang/geo/s2/regioncoverer.go

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/*
Copyright 2015 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 (
"container/heap"
)
// RegionCoverer allows arbitrary regions to be approximated as unions of cells (CellUnion).
// This is useful for implementing various sorts of search and precomputation operations.
//
// Typical usage:
//
// rc := &s2.RegionCoverer{MaxLevel: 30, MaxCells: 5}
// r := s2.Region(CapFromCenterArea(center, area))
// covering := rc.Covering(r)
//
// This yields a CellUnion of at most 5 cells that is guaranteed to cover the
// given region (a disc-shaped region on the sphere).
//
// For covering, only cells where (level - MinLevel) is a multiple of LevelMod will be used.
// This effectively allows the branching factor of the S2 CellID hierarchy to be increased.
// Currently the only parameter values allowed are 0/1, 2, or 3, corresponding to
// branching factors of 4, 16, and 64 respectively.
//
// Note the following:
//
// - MinLevel takes priority over MaxCells, i.e. cells below the given level will
// never be used even if this causes a large number of cells to be returned.
//
// - For any setting of MaxCells, up to 6 cells may be returned if that
// is the minimum number of cells required (e.g. if the region intersects
// all six face cells). Up to 3 cells may be returned even for very tiny
// convex regions if they happen to be located at the intersection of
// three cube faces.
//
// - For any setting of MaxCells, an arbitrary number of cells may be
// returned if MinLevel is too high for the region being approximated.
//
// - If MaxCells is less than 4, the area of the covering may be
// arbitrarily large compared to the area of the original region even if
// the region is convex (e.g. a Cap or Rect).
//
// The approximation algorithm is not optimal but does a pretty good job in
// practice. The output does not always use the maximum number of cells
// allowed, both because this would not always yield a better approximation,
// and because MaxCells is a limit on how much work is done exploring the
// possible covering as well as a limit on the final output size.
//
// Because it is an approximation algorithm, one should not rely on the
// stability of the output. In particular, the output of the covering algorithm
// may change across different versions of the library.
//
// One can also generate interior coverings, which are sets of cells which
// are entirely contained within a region. Interior coverings can be
// empty, even for non-empty regions, if there are no cells that satisfy
// the provided constraints and are contained by the region. Note that for
// performance reasons, it is wise to specify a MaxLevel when computing
// interior coverings - otherwise for regions with small or zero area, the
// algorithm may spend a lot of time subdividing cells all the way to leaf
// level to try to find contained cells.
type RegionCoverer struct {
MinLevel int // the minimum cell level to be used.
MaxLevel int // the maximum cell level to be used.
LevelMod int // the LevelMod to be used.
MaxCells int // the maximum desired number of cells in the approximation.
}
type coverer struct {
minLevel int // the minimum cell level to be used.
maxLevel int // the maximum cell level to be used.
levelMod int // the LevelMod to be used.
maxCells int // the maximum desired number of cells in the approximation.
region Region
result CellUnion
pq priorityQueue
interiorCovering bool
}
type candidate struct {
cell Cell
terminal bool // Cell should not be expanded further.
numChildren int // Number of children that intersect the region.
children []*candidate // Actual size may be 0, 4, 16, or 64 elements.
priority int // Priority of the candiate.
}
func min(x, y int) int {
if x < y {
return x
}
return y
}
func max(x, y int) int {
if x > y {
return x
}
return y
}
type priorityQueue []*candidate
func (pq priorityQueue) Len() int {
return len(pq)
}
func (pq priorityQueue) Less(i, j int) bool {
// We want Pop to give us the highest, not lowest, priority so we use greater than here.
return pq[i].priority > pq[j].priority
}
func (pq priorityQueue) Swap(i, j int) {
pq[i], pq[j] = pq[j], pq[i]
}
func (pq *priorityQueue) Push(x interface{}) {
item := x.(*candidate)
*pq = append(*pq, item)
}
func (pq *priorityQueue) Pop() interface{} {
item := (*pq)[len(*pq)-1]
*pq = (*pq)[:len(*pq)-1]
return item
}
func (pq *priorityQueue) Reset() {
*pq = (*pq)[:0]
}
// newCandidate returns a new candidate with no children if the cell intersects the given region.
// The candidate is marked as terminal if it should not be expanded further.
func (c *coverer) newCandidate(cell Cell) *candidate {
if !c.region.IntersectsCell(cell) {
return nil
}
cand := &candidate{cell: cell}
level := int(cell.level)
if level >= c.minLevel {
if c.interiorCovering {
if c.region.ContainsCell(cell) {
cand.terminal = true
} else if level+c.levelMod > c.maxLevel {
return nil
}
} else if level+c.levelMod > c.maxLevel || c.region.ContainsCell(cell) {
cand.terminal = true
}
}
return cand
}
// expandChildren populates the children of the candidate by expanding the given number of
// levels from the given cell. Returns the number of children that were marked "terminal".
func (c *coverer) expandChildren(cand *candidate, cell Cell, numLevels int) int {
numLevels--
var numTerminals int
last := cell.id.ChildEnd()
for ci := cell.id.ChildBegin(); ci != last; ci = ci.Next() {
childCell := CellFromCellID(ci)
if numLevels > 0 {
if c.region.IntersectsCell(childCell) {
numTerminals += c.expandChildren(cand, childCell, numLevels)
}
continue
}
if child := c.newCandidate(childCell); child != nil {
cand.children = append(cand.children, child)
cand.numChildren++
if child.terminal {
numTerminals++
}
}
}
return numTerminals
}
// addCandidate adds the given candidate to the result if it is marked as "terminal",
// otherwise expands its children and inserts it into the priority queue.
// Passing an argument of nil does nothing.
func (c *coverer) addCandidate(cand *candidate) {
if cand == nil {
return
}
if cand.terminal {
c.result = append(c.result, cand.cell.id)
return
}
// Expand one level at a time until we hit minLevel to ensure that we don't skip over it.
numLevels := c.levelMod
level := int(cand.cell.level)
if level < c.minLevel {
numLevels = 1
}
numTerminals := c.expandChildren(cand, cand.cell, numLevels)
maxChildrenShift := uint(2 * c.levelMod)
if cand.numChildren == 0 {
return
} else if !c.interiorCovering && numTerminals == 1<<maxChildrenShift && level >= c.minLevel {
// Optimization: add the parent cell rather than all of its children.
// We can't do this for interior coverings, since the children just
// intersect the region, but may not be contained by it - we need to
// subdivide them further.
cand.terminal = true
c.addCandidate(cand)
} else {
// We negate the priority so that smaller absolute priorities are returned
// first. The heuristic is designed to refine the largest cells first,
// since those are where we have the largest potential gain. Among cells
// of the same size, we prefer the cells with the fewest children.
// Finally, among cells with equal numbers of children we prefer those
// with the smallest number of children that cannot be refined further.
cand.priority = -(((level<<maxChildrenShift)+cand.numChildren)<<maxChildrenShift + numTerminals)
heap.Push(&c.pq, cand)
}
}
// adjustLevel returns the reduced "level" so that it satisfies levelMod. Levels smaller than minLevel
// are not affected (since cells at these levels are eventually expanded).
func (c *coverer) adjustLevel(level int) int {
if c.levelMod > 1 && level > c.minLevel {
level -= (level - c.minLevel) % c.levelMod
}
return level
}
// adjustCellLevels ensures that all cells with level > minLevel also satisfy levelMod,
// by replacing them with an ancestor if necessary. Cell levels smaller
// than minLevel are not modified (see AdjustLevel). The output is
// then normalized to ensure that no redundant cells are present.
func (c *coverer) adjustCellLevels(cells *CellUnion) {
if c.levelMod == 1 {
return
}
var out int
for _, ci := range *cells {
level := ci.Level()
newLevel := c.adjustLevel(level)
if newLevel != level {
ci = ci.Parent(newLevel)
}
if out > 0 && (*cells)[out-1].Contains(ci) {
continue
}
for out > 0 && ci.Contains((*cells)[out-1]) {
out--
}
(*cells)[out] = ci
out++
}
*cells = (*cells)[:out]
}
// initialCandidates computes a set of initial candidates that cover the given region.
func (c *coverer) initialCandidates() {
// Optimization: start with a small (usually 4 cell) covering of the region's bounding cap.
temp := &RegionCoverer{MaxLevel: c.maxLevel, LevelMod: 1, MaxCells: min(4, c.maxCells)}
cells := temp.FastCovering(c.region.CapBound())
c.adjustCellLevels(&cells)
for _, ci := range cells {
c.addCandidate(c.newCandidate(CellFromCellID(ci)))
}
}
// coveringInternal generates a covering and stores it in result.
// Strategy: Start with the 6 faces of the cube. Discard any
// that do not intersect the shape. Then repeatedly choose the
// largest cell that intersects the shape and subdivide it.
//
// result contains the cells that will be part of the output, while pq
// contains cells that we may still subdivide further. Cells that are
// entirely contained within the region are immediately added to the output,
// while cells that do not intersect the region are immediately discarded.
// Therefore pq only contains cells that partially intersect the region.
// Candidates are prioritized first according to cell size (larger cells
// first), then by the number of intersecting children they have (fewest
// children first), and then by the number of fully contained children
// (fewest children first).
func (c *coverer) coveringInternal(region Region) {
c.region = region
c.initialCandidates()
for c.pq.Len() > 0 && (!c.interiorCovering || len(c.result) < c.maxCells) {
cand := heap.Pop(&c.pq).(*candidate)
// For interior covering we keep subdividing no matter how many children
// candidate has. If we reach MaxCells before expanding all children,
// we will just use some of them.
// For exterior covering we cannot do this, because result has to cover the
// whole region, so all children have to be used.
// candidate.numChildren == 1 case takes care of the situation when we
// already have more then MaxCells in result (minLevel is too high).
// Subdividing of the candidate with one child does no harm in this case.
if c.interiorCovering || int(cand.cell.level) < c.minLevel || cand.numChildren == 1 || len(c.result)+c.pq.Len()+cand.numChildren <= c.maxCells {
for _, child := range cand.children {
if !c.interiorCovering || len(c.result) < c.maxCells {
c.addCandidate(child)
}
}
} else {
cand.terminal = true
c.addCandidate(cand)
}
}
c.pq.Reset()
c.region = nil
}
// newCoverer returns an instance of coverer.
func (rc *RegionCoverer) newCoverer() *coverer {
return &coverer{
minLevel: max(0, min(maxLevel, rc.MinLevel)),
maxLevel: max(0, min(maxLevel, rc.MaxLevel)),
levelMod: max(1, min(3, rc.LevelMod)),
maxCells: rc.MaxCells,
}
}
// Covering returns a CellUnion that covers the given region and satisfies the various restrictions.
func (rc *RegionCoverer) Covering(region Region) CellUnion {
covering := rc.CellUnion(region)
covering.Denormalize(max(0, min(maxLevel, rc.MinLevel)), max(1, min(3, rc.LevelMod)))
return covering
}
// InteriorCovering returns a CellUnion that is contained within the given region and satisfies the various restrictions.
func (rc *RegionCoverer) InteriorCovering(region Region) CellUnion {
intCovering := rc.InteriorCellUnion(region)
intCovering.Denormalize(max(0, min(maxLevel, rc.MinLevel)), max(1, min(3, rc.LevelMod)))
return intCovering
}
// CellUnion returns a normalized CellUnion that covers the given region and
// satisfies the restrictions except for minLevel and levelMod. These criteria
// cannot be satisfied using a cell union because cell unions are
// automatically normalized by replacing four child cells with their parent
// whenever possible. (Note that the list of cell ids passed to the CellUnion
// constructor does in fact satisfy all the given restrictions.)
func (rc *RegionCoverer) CellUnion(region Region) CellUnion {
c := rc.newCoverer()
c.coveringInternal(region)
cu := c.result
cu.Normalize()
return cu
}
// InteriorCellUnion returns a normalized CellUnion that is contained within the given region and
// satisfies the restrictions except for minLevel and levelMod. These criteria
// cannot be satisfied using a cell union because cell unions are
// automatically normalized by replacing four child cells with their parent
// whenever possible. (Note that the list of cell ids passed to the CellUnion
// constructor does in fact satisfy all the given restrictions.)
func (rc *RegionCoverer) InteriorCellUnion(region Region) CellUnion {
c := rc.newCoverer()
c.interiorCovering = true
c.coveringInternal(region)
cu := c.result
cu.Normalize()
return cu
}
// FastCovering returns a CellUnion that covers the given region similar to Covering,
// except that this method is much faster and the coverings are not as tight.
// All of the usual parameters are respected (MaxCells, MinLevel, MaxLevel, and LevelMod),
// except that the implementation makes no attempt to take advantage of large values of
// MaxCells. (A small number of cells will always be returned.)
//
// This function is useful as a starting point for algorithms that
// recursively subdivide cells.
func (rc *RegionCoverer) FastCovering(cap Cap) CellUnion {
c := rc.newCoverer()
cu := c.rawFastCovering(cap)
c.normalizeCovering(&cu)
return cu
}
// rawFastCovering computes a covering of the given cap. In general the covering consists of
// at most 4 cells (except for very large caps, which may need up to 6 cells).
// The output is not sorted.
func (c *coverer) rawFastCovering(cap Cap) CellUnion {
var covering CellUnion
// Find the maximum level such that the cap contains at most one cell vertex
// and such that CellId.VertexNeighbors() can be called.
level := min(MinWidthMetric.MaxLevel(2*cap.Radius().Radians()), maxLevel-1)
if level == 0 {
for face := 0; face < 6; face++ {
covering = append(covering, CellIDFromFace(face))
}
} else {
covering = append(covering, cellIDFromPoint(cap.center).VertexNeighbors(level)...)
}
return covering
}
// normalizeCovering normalizes the "covering" so that it conforms to the current covering
// parameters (MaxCells, minLevel, maxLevel, and levelMod).
// This method makes no attempt to be optimal. In particular, if
// minLevel > 0 or levelMod > 1 then it may return more than the
// desired number of cells even when this isn't necessary.
//
// Note that when the covering parameters have their default values, almost
// all of the code in this function is skipped.
func (c *coverer) normalizeCovering(covering *CellUnion) {
// If any cells are too small, or don't satisfy levelMod, then replace them with ancestors.
if c.maxLevel < maxLevel || c.levelMod > 1 {
for i, ci := range *covering {
level := ci.Level()
newLevel := c.adjustLevel(min(level, c.maxLevel))
if newLevel != level {
(*covering)[i] = ci.Parent(newLevel)
}
}
}
// Sort the cells and simplify them.
covering.Normalize()
// If there are still too many cells, then repeatedly replace two adjacent
// cells in CellID order by their lowest common ancestor.
for len(*covering) > c.maxCells {
bestIndex := -1
bestLevel := -1
for i := 0; i+1 < len(*covering); i++ {
level, ok := (*covering)[i].CommonAncestorLevel((*covering)[i+1])
if !ok {
continue
}
level = c.adjustLevel(level)
if level > bestLevel {
bestLevel = level
bestIndex = i
}
}
if bestLevel < c.minLevel {
break
}
(*covering)[bestIndex] = (*covering)[bestIndex].Parent(bestLevel)
covering.Normalize()
}
// Make sure that the covering satisfies minLevel and levelMod,
// possibly at the expense of satisfying MaxCells.
if c.minLevel > 0 || c.levelMod > 1 {
covering.Denormalize(c.minLevel, c.levelMod)
}
}
// BUG(akashagrawal): The differences from the C++ version FloodFill, SimpleCovering