279 lines
7.7 KiB
Go
279 lines
7.7 KiB
Go
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),
|
|
}
|
|
}
|