tile38/vendor/github.com/tidwall/geoindex/geoindex.go

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package geoindex
import (
"fmt"
"github.com/tidwall/geoindex/child"
)
// Interface is a tree-like structure that contains geospatial data
type Interface interface {
// Insert an item into the structure
Insert(min, max [2]float64, data interface{})
// Delete an item from the structure
Delete(min, max [2]float64, data interface{})
// Search the structure for items that intersects the rect param
Search(
min, max [2]float64,
iter func(min, max [2]float64, data interface{}) bool,
)
// Scan iterates through all data in tree in no specified order.
Scan(iter func(min, max [2]float64, data interface{}) bool)
// Len returns the number of items in tree
Len() int
// Bounds returns the minimum bounding box
Bounds() (min, max [2]float64)
// Children returns all children for parent node. If parent node is nil
// then the root nodes should be returned.
// The reuse buffer is an empty length slice that can optionally be used
// to avoid extra allocations.
Children(parent interface{}, reuse []child.Child) (children []child.Child)
}
// Index is a wrapper around Interface that provides extra features like a
// Nearby (kNN) function.
// This can be created like such:
// var tree = rbang.New()
// var index = index.Index{tree}
// Now you can use `index` just like tree but with the extra features.
type Index struct {
tree Interface
}
// Wrap a tree-like geospatial interface.
func Wrap(tree Interface) *Index {
return &Index{tree}
}
// Insert an item into the index
func (index *Index) Insert(min, max [2]float64, data interface{}) {
index.tree.Insert(min, max, data)
}
// Search the index for items that intersects the rect param
func (index *Index) Search(
min, max [2]float64,
iter func(min, max [2]float64, data interface{}) bool,
) {
index.tree.Search(min, max, iter)
}
// Delete an item from the index
func (index *Index) Delete(min, max [2]float64, data interface{}) {
index.tree.Delete(min, max, data)
}
// Children returns all children for parent node. If parent node is nil
// then the root nodes should be returned.
// The reuse buffer is an empty length slice that can optionally be used
// to avoid extra allocations.
func (index *Index) Children(parent interface{}, reuse []child.Child) (
children []child.Child,
) {
return index.tree.Children(parent, reuse)
}
// Nearby performs a kNN-type operation on the index.
// It's expected that the caller provides its own the `algo` function, which
// is used to calculate a distance to data. The `add` function should be
// called by the caller to "return" the data item along with a distance.
// The `iter` function will return all items from the smallest dist to the
// largest dist.
// Take a look at the SimpleBoxAlgo function for a usage example.
func (index *Index) Nearby(
algo func(
min, max [2]float64, data interface{}, item bool,
add func(min, max [2]float64, data interface{}, item bool, dist float64),
),
iter func(min, max [2]float64, data interface{}, dist float64) bool,
) {
var q queue
var parent interface{}
var children []child.Child
var added []qnode
add := func(min, max [2]float64, data interface{}, item bool, dist float64) {
added = append(added, qnode{
dist: dist,
child: child.Child{
Data: data,
Min: min,
Max: max,
Item: item,
},
})
}
for {
// gather all children for parent
children = index.tree.Children(parent, children[:0])
for _, child := range children {
added = added[:0]
algo(child.Min, child.Max, child.Data, child.Item, add)
for _, node := range added {
q.push(node)
}
}
for {
node, ok := q.pop()
if !ok {
// nothing left in queue
return
}
if node.child.Item {
if !iter(node.child.Min, node.child.Max,
node.child.Data, node.dist) {
return
}
} else {
// gather more children
parent = node.child.Data
break
}
}
}
}
// Len returns the number of items in tree
func (index *Index) Len() int {
return index.tree.Len()
}
// Bounds returns the minimum bounding box
func (index *Index) Bounds() (min, max [2]float64) {
return index.tree.Bounds()
}
// Priority Queue ordered by dist (smallest to largest)
type qnode struct {
dist float64
child child.Child
}
type queue struct {
nodes []qnode
len int
size int
}
func (q *queue) push(node qnode) {
if q.nodes == nil {
q.nodes = make([]qnode, 2)
} else {
q.nodes = append(q.nodes, qnode{})
}
i := q.len + 1
j := i / 2
for i > 1 && q.nodes[j].dist > node.dist {
q.nodes[i] = q.nodes[j]
i = j
j = j / 2
}
q.nodes[i] = node
q.len++
}
func (q *queue) pop() (qnode, bool) {
if q.len == 0 {
return qnode{}, false
}
n := q.nodes[1]
q.nodes[1] = q.nodes[q.len]
q.len--
var j, k int
i := 1
for i != q.len+1 {
k = q.len + 1
j = 2 * i
if j <= q.len && q.nodes[j].dist < q.nodes[k].dist {
k = j
}
if j+1 <= q.len && q.nodes[j+1].dist < q.nodes[k].dist {
k = j + 1
}
q.nodes[i] = q.nodes[k]
i = k
}
return n, true
}
// Scan iterates through all data in tree in no specified order.
func (index *Index) Scan(
iter func(min, max [2]float64, data interface{}) bool,
) {
index.tree.Scan(iter)
}
// SimpleBoxAlgo performs box-distance algorithm on rectangles.
func SimpleBoxAlgo(targetMin, targetMax [2]float64) (
algo func(
min, max [2]float64, data interface{}, item bool,
add func(min, max [2]float64, data interface{}, item bool, dist float64),
),
) {
return func(
min, max [2]float64, data interface{}, item bool,
add func(min, max [2]float64, data interface{}, item bool, dist float64),
) {
add(min, max, data, item, boxDist(targetMin, targetMax, min, max))
}
}
func boxDist(amin, amax, bmin, bmax [2]float64) float64 {
var dist float64
var min, max float64
if amin[0] > bmin[0] {
min = amin[0]
} else {
min = bmin[0]
}
if amax[0] < bmax[0] {
max = amax[0]
} else {
max = bmax[0]
}
squared := min - max
if squared > 0 {
dist += squared * squared
}
if amin[1] > bmin[1] {
min = amin[1]
} else {
min = bmin[1]
}
if amax[1] < bmax[1] {
max = amax[1]
} else {
max = bmax[1]
}
squared = min - max
if squared > 0 {
dist += squared * squared
}
return dist
}
func (index *Index) svg(child child.Child, height int) []byte {
var out []byte
point := true
for i := 0; i < 2; i++ {
if child.Min[i] != child.Max[i] {
point = false
break
}
}
if point { // is point
out = append(out, fmt.Sprintf(
"<rect x=\"%.0f\" y=\"%0.f\" width=\"%0.f\" height=\"%0.f\" "+
"stroke=\"%s\" fill=\"purple\" "+
"fill-opacity=\"0\" stroke-opacity=\"1\" "+
"rx=\"15\" ry=\"15\"/>\n",
(child.Min[0])*svgScale,
(child.Min[1])*svgScale,
(child.Max[0]-child.Min[0]+1/svgScale)*svgScale,
(child.Max[1]-child.Min[1]+1/svgScale)*svgScale,
strokes[height%len(strokes)])...)
} else { // is rect
out = append(out, fmt.Sprintf(
"<rect x=\"%.0f\" y=\"%0.f\" width=\"%0.f\" height=\"%0.f\" "+
"stroke=\"%s\" fill=\"purple\" "+
"fill-opacity=\"0\" stroke-opacity=\"1\"/>\n",
(child.Min[0])*svgScale,
(child.Min[1])*svgScale,
(child.Max[0]-child.Min[0]+1/svgScale)*svgScale,
(child.Max[1]-child.Min[1]+1/svgScale)*svgScale,
strokes[height%len(strokes)])...)
}
if !child.Item {
children := index.tree.Children(child.Data, nil)
for _, child := range children {
out = append(out, index.svg(child, height+1)...)
}
}
return out
}
const (
// Continue to first child rectangle and/or next sibling.
Continue = iota
// Ignore child rectangles but continue to next sibling.
Ignore
// Stop iterating
Stop
)
const svgScale = 4.0
var strokes = [...]string{"black", "#cccc00", "green", "red", "purple"}
// SVG prints 2D rtree in wgs84 coordinate space
func (index *Index) SVG() string {
var out string
out += fmt.Sprintf("<svg viewBox=\"%.0f %.0f %.0f %.0f\" "+
"xmlns =\"http://www.w3.org/2000/svg\">\n",
-190.0*svgScale, -100.0*svgScale,
380.0*svgScale, 190.0*svgScale)
out += fmt.Sprintf("<g transform=\"scale(1,-1)\">\n")
var outb []byte
for _, child := range index.Children(nil, nil) {
outb = append(outb, index.svg(child, 1)...)
}
out += string(outb)
out += fmt.Sprintf("</g>\n")
out += fmt.Sprintf("</svg>\n")
return out
}