Initial cloud-services repo - gateway service + pkg modules

This commit is contained in:
Chris Rai
2026-01-30 23:14:52 -05:00
commit fbb820d7b3
1037 changed files with 171318 additions and 0 deletions

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