Initial cloud-services repo - gateway service + pkg modules
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278
pkg/utils/quadkey/quadkey.go
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278
pkg/utils/quadkey/quadkey.go
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package quadkey
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import (
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"math"
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"strings"
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)
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const (
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MAX_LATITUDE = 85.05112877980659
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MAX_LONGITUDE = 180.0
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zoom = 32
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EARTH_RADIUS = 6378137.0 //meters
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EARTH_CIRCUMFERENCE = 2.0 * math.Pi * EARTH_RADIUS
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METERS_TO_XY = 1.0 / EARTH_CIRCUMFERENCE * ((1 << zoom) - 1) //conversion coefficient between meters to XY
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XY_TO_METERS = EARTH_CIRCUMFERENCE / ((1 << zoom) - 1) //conversion coefficient from XY to meters
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)
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// Returns integer (X, Y) in range 0 - (1<<32) where 1<<32 is mapped to MAX LATITUDE, MAX LONGITUDE
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// XY (0,0) corresponds to LatLong (90, -180)
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func LatLongToXY(lat float64, long float64) (uint64, uint64) {
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lat = math.Min(MAX_LATITUDE, math.Max(-MAX_LATITUDE, lat))
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long = math.Min(MAX_LONGITUDE, math.Max(-MAX_LONGITUDE, long))
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//fx and fy compute fractional x, y in range 0.0-1.0
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fx := long/360.0 + 0.5
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sinlat := math.Sin(lat * math.Pi / 180.0)
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fy := 0.5 - math.Log((1+sinlat)/(1-sinlat))/(4*math.Pi)
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scale := 1 << zoom
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x := math.Min(float64(scale-1), math.Max(0, math.Floor(fx*float64(scale))))
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y := math.Min(float64(scale-1), math.Max(0, math.Floor(fy*float64(scale))))
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return uint64(x), uint64(y)
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}
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// converts XY to quadkey, where XY is int in range 0 - (1<<32).
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// taken from example code https://github.com/CartoDB/python-quadkey/
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// this implementation only works with ZOOM=32
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func XYToQuadkey(x uint64, y uint64) uint64 {
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B := []uint64{0x5555555555555555, 0x3333333333333333, 0x0F0F0F0F0F0F0F0F, 0x00FF00FF00FF00FF, 0x0000FFFF0000FFFF}
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S := []uint64{1, 2, 4, 8, 16}
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x = (x | (x << S[4])) & B[4]
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y = (y | (y << S[4])) & B[4]
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x = (x | (x << S[3])) & B[3]
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y = (y | (y << S[3])) & B[3]
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x = (x | (x << S[2])) & B[2]
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y = (y | (y << S[2])) & B[2]
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x = (x | (x << S[1])) & B[1]
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y = (y | (y << S[1])) & B[1]
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x = (x | (x << S[0])) & B[0]
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y = (y | (y << S[0])) & B[0]
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return x | (y << 1)
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}
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func LatLongToQuadKey(lat float64, long float64) uint64 {
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x, y := LatLongToXY(lat, long)
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return XYToQuadkey(x, y)
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}
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// converts quadkey back to XY, where XY is int in range 0 - (1<<32).
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// taken from example code https://github.com/CartoDB/python-quadkey/
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func QuadkeyToXY(quadkey uint64) (uint64, uint64) {
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B := []uint64{0x5555555555555555, 0x3333333333333333, 0x0F0F0F0F0F0F0F0F, 0x00FF00FF00FF00FF, 0x0000FFFF0000FFFF, 0x00000000FFFFFFFF}
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S := []uint64{0, 1, 2, 4, 8, 16}
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x := quadkey
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y := quadkey >> 1
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x = (x | (x >> S[0])) & B[0]
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y = (y | (y >> S[0])) & B[0]
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x = (x | (x >> S[1])) & B[1]
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y = (y | (y >> S[1])) & B[1]
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x = (x | (x >> S[2])) & B[2]
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y = (y | (y >> S[2])) & B[2]
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x = (x | (x >> S[3])) & B[3]
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y = (y | (y >> S[3])) & B[3]
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x = (x | (x >> S[4])) & B[4]
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y = (y | (y >> S[4])) & B[4]
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x = (x | (x >> S[5])) & B[5]
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y = (y | (y >> S[5])) & B[5]
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return x, y
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}
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// converts a uint64 quadkey to a string representation.
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// the string can be visualized using https://labs.mapbox.com/what-the-tile/
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func QuadkeyStr(quadkey uint64) string {
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sb := strings.Builder{}
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sb.Grow(zoom)
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for offset := 62; offset >= 0; offset -= 2 {
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digit := (quadkey >> offset) & 3
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switch digit {
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case 0:
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sb.WriteByte('0')
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case 1:
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sb.WriteByte('1')
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case 2:
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sb.WriteByte('2')
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case 3:
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sb.WriteByte('3')
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}
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}
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return sb.String()
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}
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// returns a list of quadkey buckets that can be used with a SQL query.
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// this performs a dfs with depth limited by coarseness; so small coarseness can be slow.
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// this is a much more accurate search for buckets in rect
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//
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// radius is in meters
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// coarseness is in meters, and defines the depth of buckets
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func QuadkeySearchBuckets(lat float64, long float64, radius float64, coarseness float64) map[uint64]QuadkeyBucket {
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maxDepth := coarseToDepth(coarseness)
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x, y := LatLongToXY(lat, long)
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radiusXY := uint64(radius * METERS_TO_XY)
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searchQuad := quad{
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x - radiusXY,
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x + radiusXY,
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y - radiusXY,
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y + radiusXY,
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0,
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0,
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}
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bucketsMap := map[uint64]QuadkeyBucket{}
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rectBucketSearch(&searchQuad, 0x0000000000000000, 0, maxDepth, bucketsMap)
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rectBucketSearch(&searchQuad, 0x4000000000000000, 0, maxDepth, bucketsMap)
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rectBucketSearch(&searchQuad, 0x8000000000000000, 0, maxDepth, bucketsMap)
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rectBucketSearch(&searchQuad, 0xC000000000000000, 0, maxDepth, bucketsMap)
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return bucketsMap
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}
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// returns a list of quadkey buckets that can be used with a SQL query.
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// this does grid lookup for quadkeys, using coarseness as a stepsize.
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// this is very inaccurate when coarseness is larger than radius
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//
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// radius is in meters
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// coarseness is in meters, and defines the depth of buckets and stepsize for grid.
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// coarseness is clamped to 2x radius
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func QuadkeyGridBuckets(lat float64, long float64, radius float64, coarseness float64) map[uint64]QuadkeyBucket {
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depth := coarseToDepth(coarseness)
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x, y := LatLongToXY(lat, long)
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radiusXY := uint64(radius * METERS_TO_XY)
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stepXY := uint64(math.Min(coarseness, 2*radius) * METERS_TO_XY)
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var mask uint64 = 0xFFFFFFFFFFFFFFFF << (64 - depth*2 - 2)
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x -= radiusXY
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y -= radiusXY
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bucketsMap := map[uint64]QuadkeyBucket{}
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for i := uint64(0); i <= 2*radiusXY; i += stepXY {
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for j := uint64(0); j <= 2*radiusXY; j += stepXY {
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qkey := XYToQuadkey(x+i, y+j)
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qkey &= mask
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_, ok := bucketsMap[qkey]
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if !ok {
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bucketsMap[qkey] = NewQuadkeyBucket(qkey, depth)
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}
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}
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}
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return bucketsMap
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}
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// recursive dfs search down to desired maxdepth.
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// quadkeys are appended to buckets map
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func rectBucketSearch(searchQuad *quad, node uint64, depth int, maxDepth int, buckets map[uint64]QuadkeyBucket) {
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nodeQuad := QuadkeyToQuad(node, depth)
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if !nodeQuad.Intersects(searchQuad) {
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return
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}
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if depth < maxDepth {
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offset := 62 - (depth*2 + 2)
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rectBucketSearch(searchQuad, node, depth+1, maxDepth, buckets) //child 0
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rectBucketSearch(searchQuad, node|(1<<offset), depth+1, maxDepth, buckets) //child 1
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rectBucketSearch(searchQuad, node|(2<<offset), depth+1, maxDepth, buckets) //child 2
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rectBucketSearch(searchQuad, node|(3<<offset), depth+1, maxDepth, buckets) //child 3
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} else {
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_, ok := buckets[node]
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if !ok {
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buckets[node] = NewQuadkeyBucket(node, depth)
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}
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}
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}
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// converts a coarseness (meters) to a quadtree depth (int)
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// depth 0 at maximum coarseness is bit 63. depth 32 at max resolution is bit 0
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func coarseToDepth(coarseness float64) int {
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size := EARTH_CIRCUMFERENCE / 2.0
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depth := 0
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for size > coarseness {
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depth++
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size /= 2.0
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}
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return depth - 1
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}
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// a quad is a rectangle used for intersection checks when performing
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// quadtree searches
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type quad struct {
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x0 uint64
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x1 uint64
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y0 uint64
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y1 uint64
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Quadkey uint64
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Depth int
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}
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func (q *quad) Intersects(other *quad) bool {
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if q.x0 >= q.x1 || q.y0 >= q.y1 || other.x0 >= other.x1 || other.y0 >= other.y1 {
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return false
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}
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if q.x0 > other.x1 || other.x0 > q.x1 {
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return false
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}
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if q.y0 > other.y1 || other.y0 > q.y1 {
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return false
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}
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return true
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}
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// creates a quad from the given quadkey and depth
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func QuadkeyToQuad(quadkey uint64, depth int) quad {
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var mask uint64 = 0xFFFFFFFFFFFFFFFF << (64 - depth*2 - 2)
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quadkey &= mask
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width := uint64(1<<(32-depth-1) - 1)
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x0, y0 := QuadkeyToXY(quadkey)
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q := quad{
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x0: x0,
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y0: y0,
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x1: x0 + width,
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y1: y0 + width,
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Quadkey: quadkey,
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Depth: depth,
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}
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return q
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}
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// A QuadkeyBucket represents a contiguous range of quadkey indices that can be searched in a SQL db.
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// an example query might use "WHERE quadkey BETWEEN {bucket.Start} AND {bucket.End}"
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type QuadkeyBucket struct {
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Quadkey uint64 //the parent node for the bucket
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Depth int //parent node depth for the bucket
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Start uint64 //Start Index of the bucket
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End uint64 //End Index of the bucket
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}
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func NewQuadkeyBucket(quadkey uint64, depth int) QuadkeyBucket {
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var mask uint64 = 0xFFFFFFFFFFFFFFFF << (64 - depth*2 - 2)
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return QuadkeyBucket{
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quadkey,
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depth,
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quadkey & mask,
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quadkey | (^mask),
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}
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}
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