view pkg/mesh/polygon.go @ 5718:3d497077f888 uploadwg

Implemented direct file upload as alternative import method for WG. For testing and data corrections it is useful to be able to import waterway gauges data directly by uploading a xml file.
author Sascha Wilde <wilde@sha-bang.de>
date Thu, 18 Apr 2024 19:23:19 +0200
parents 6270951dda28
children
line wrap: on
line source

// This is Free Software under GNU Affero General Public License v >= 3.0
// without warranty, see README.md and license for details.
//
// SPDX-License-Identifier: AGPL-3.0-or-later
// License-Filename: LICENSES/AGPL-3.0.txt
//
// Copyright (C) 2018 by via donau
//   – Österreichische Wasserstraßen-Gesellschaft mbH
// Software engineering by Intevation GmbH
//
// Author(s):
//  * Sascha L. Teichmann <sascha.teichmann@intevation.de>

package mesh

import (
	"bytes"
	"encoding/binary"
	"fmt"
	"math"

	"github.com/tidwall/rtree"

	"gemma.intevation.de/gemma/pkg/log"
	"gemma.intevation.de/gemma/pkg/wkb"
)

type (
	ring []float64

	// Polygon has a border and holes.
	// The line segments are spatially indexed.
	Polygon struct {
		rings   []ring
		indices []*rtree.RTree
	}

	// IntersectionType represents an enum
	// of the type of intersection.
	IntersectionType byte

	lineSegment []float64
)

const (
	// IntersectionInside is inside the polygon.
	IntersectionInside IntersectionType = iota
	// IntersectionOutSide is outside the polygon.
	IntersectionOutSide
	// IntersectionOverlaps overlaps the polygon.
	IntersectionOverlaps
)

func (ls lineSegment) Rect() ([2]float64, [2]float64) {

	var min, max [2]float64

	if ls[0] < ls[2] {
		min[0] = ls[0]
		max[0] = ls[2]
	} else {
		min[0] = ls[2]
		max[0] = ls[0]
	}

	if ls[1] < ls[3] {
		min[1] = ls[1]
		max[1] = ls[3]
	} else {
		min[1] = ls[3]
		max[1] = ls[1]
	}

	return min, max
}

// Indexify creates a spatial index for thw polygon.
func (p *Polygon) Indexify() {
	indices := make([]*rtree.RTree, len(p.rings))

	for i := range indices {
		index := new(rtree.RTree)
		indices[i] = index

		rng := p.rings[i]

		for i := 0; i < len(rng); i += 2 {
			var ls lineSegment
			if i+4 <= len(rng) {
				ls = lineSegment(rng[i : i+4])
			} else {
				ls = []float64{rng[i], rng[i+1], rng[0], rng[1]}
			}
			min, max := ls.Rect()
			index.Insert(min, max, ls)
		}
	}

	p.indices = indices
}

func (ls lineSegment) intersects(a Box2D) bool {
	p1x := ls[0]
	p1y := ls[1]
	p2x := ls[2]
	p2y := ls[3]

	left := a.X1
	right := a.X2
	top := a.Y1
	bottom := a.Y2

	// The direction of the ray
	dx := p2x - p1x
	dy := p2y - p1y

	min, max := 0.0, 1.0

	var t0, t1 float64

	// Left and right sides.
	// - If the line is parallel to the y axis.
	if dx == 0 {
		if p1x < left || p1x > right {
			return false
		}
	} else {
		// - Make sure t0 holds the smaller value by checking the direction of the line.
		if dx > 0 {
			t0 = (left - p1x) / dx
			t1 = (right - p1x) / dx
		} else {
			t1 = (left - p1x) / dx
			t0 = (right - p1x) / dx
		}

		if t0 > min {
			min = t0
		}
		if t1 < max {
			max = t1
		}
		if min > max || max < 0 {
			return false
		}
	}

	// The top and bottom side.
	// - If the line is parallel to the x axis.
	if dy == 0 {
		if p1y < top || p1y > bottom {
			return false
		}
	} else {
		// - Make sure t0 holds the smaller value by checking the direction of the line.
		if dy > 0 {
			t0 = (top - p1y) / dy
			t1 = (bottom - p1y) / dy
		} else {
			t1 = (top - p1y) / dy
			t0 = (bottom - p1y) / dy
		}

		if t0 > min {
			min = t0
		}
		if t1 < max {
			max = t1
		}
		if min > max || max < 0 {
			return false
		}
	}

	// The point of intersection
	// ix = p1x + dx*min
	// iy = p1y + dy*min
	return true
}

func (ls lineSegment) intersectsLineSegment(o lineSegment) bool {

	p0 := ls[:2]
	p1 := ls[2:4]
	p2 := o[:2]
	p3 := o[2:4]

	s10x := p1[0] - p0[0]
	s10y := p1[1] - p0[1]
	s32x := p3[0] - p2[0]
	s32y := p3[1] - p2[1]

	den := s10x*s32y - s32x*s10y

	if den == 0 {
		return false
	}

	denPos := den > 0

	s02x := p0[0] - p2[0]
	s02y := p0[1] - p2[1]

	sNum := s10x*s02y - s10y*s02x
	if sNum < 0 == denPos {
		return false
	}

	tNum := s32x*s02y - s32y*s02x
	if tNum < 0 == denPos {
		return false
	}

	if sNum > den == denPos || tNum > den == denPos {
		return false
	}

	// t := tNum / den
	// intersection at( p0[0] + (t * s10x), p0[1] + (t * s10y) )
	return true
}

// IntersectionBox2D checks the type of intersection of the
// given box.
func (p *Polygon) IntersectionBox2D(box Box2D) IntersectionType {

	if len(p.rings) == 0 {
		return IntersectionOutSide
	}

	min, max := box.Rect()

	for _, index := range p.indices {
		var intersects bool
		index.Search(min, max, func(_, _ [2]float64, item any) bool {
			if item.(lineSegment).intersects(box) {
				intersects = true
				return false
			}
			return true
		})
		if intersects {
			return IntersectionOverlaps
		}
	}

	// No intersection -> check inside or outside
	// if an abritrary point  is inside or not.

	// Check holes first: inside a hole means outside.
	if len(p.rings) > 1 {
		for _, hole := range p.rings[1:] {
			if contains(hole, box.X1, box.Y1) {
				return IntersectionOutSide
			}
		}
	}

	// Check shell
	if contains(p.rings[0], box.X1, box.Y1) {
		return IntersectionInside
	}
	return IntersectionOutSide
}

// IntersectionWithTriangle checks the intersection type
// for the given triangle.
func (p *Polygon) IntersectionWithTriangle(t *Triangle) IntersectionType {
	box := t.BBox()
	min, max := box.Rect()
	for _, index := range p.indices {
		var intersects bool
		index.Search(min, max, func(_, _ [2]float64, item any) bool {
			ls := item.(lineSegment)
			other := make(lineSegment, 4)
			for i := range t {
				other[0] = t[i].X
				other[1] = t[i].Y
				other[2] = t[(i+1)%len(t)].X
				other[3] = t[(i+1)%len(t)].Y
				if ls.intersectsLineSegment(other) {
					intersects = true
					return false
				}
			}
			return true
		})
		if intersects {
			return IntersectionOverlaps
		}
	}
	// No intersection -> check inside or outside
	// if an abritrary point  is inside or not.
	pX, pY := t[0].X, t[0].Y

	// Check holes first: inside a hole means outside.
	if len(p.rings) > 1 {
		for _, hole := range p.rings[1:] {
			if contains(hole, pX, pY) {
				return IntersectionOutSide
			}
		}
	}

	// Check shell
	if contains(p.rings[0], pX, pY) {
		return IntersectionInside
	}
	return IntersectionOutSide
}

func (rng ring) length() int {
	return len(rng) / 2
}

func (rng ring) point(i int) (float64, float64) {
	i *= 2
	return rng[i], rng[i+1]
}

type segments interface {
	length() int
	point(int) (float64, float64)
}

func contains(s segments, pX, pY float64) bool {

	n := s.length()
	if n < 3 {
		return false
	}

	sX, sY := s.point(0)
	eX, eY := s.point(n - 1)

	const eps = 0.0000001

	if math.Abs(sX-eX) > eps || math.Abs(sY-eY) > eps {
		// It's not closed!
		return false
	}

	var inside bool

	for i := 1; i < n; i++ {
		eX, eY := s.point(i)
		if intersectsWithRaycast(pX, pY, sX, sY, eX, eY) {
			inside = !inside
		}
		sX, sY = eX, eY
	}

	return inside
}

// Using the raycast algorithm, this returns whether or not the passed in point
// Intersects with the edge drawn by the passed in start and end points.
// Original implementation: http://rosettacode.org/wiki/Ray-casting_algorithm#Go
func intersectsWithRaycast(pX, pY, sX, sY, eX, eY float64) bool {

	// Always ensure that the the first point
	// has a y coordinate that is less than the second point
	if sY > eY {
		// Switch the points if otherwise.
		sX, sY, eX, eY = eX, eY, sX, sY
	}

	// Move the point's y coordinate
	// outside of the bounds of the testing region
	// so we can start drawing a ray
	for pY == sY || pY == eY {
		pY = math.Nextafter(pY, math.Inf(1))
	}

	// If we are outside of the polygon, indicate so.
	if pY < sY || pY > eY {
		return false
	}

	if sX > eX {
		if pX > sX {
			return false
		}
		if pX < eX {
			return true
		}
	} else {
		if pX > eX {
			return false
		}
		if pX < sX {
			return true
		}
	}

	raySlope := (pY - sY) / (pX - sX)
	diagSlope := (eY - sY) / (eX - sX)

	return raySlope >= diagSlope
}

// NumVertices returns the number of vertices of a given ring.
func (p *Polygon) NumVertices(ring int) int {
	if ring < 0 || ring >= len(p.rings) {
		return 0
	}
	return len(p.rings[ring]) / 2
}

// Vertices passes the vertices of a given ring
// to the given fn function.
func (p *Polygon) Vertices(ring int, fn func(float64, float64)) {
	if ring < 0 || ring >= len(p.rings) {
		return
	}
	rng := p.rings[ring]
	for i := 0; i < len(rng); i += 2 {
		fn(rng[i+0], rng[i+1])
	}
}

// AsWKB serializes the polygon as WKB.
func (p *Polygon) AsWKB() []byte {

	size := 1 + 4 + 4
	for _, r := range p.rings {
		size += 4 + len(r)*8
	}

	buf := bytes.NewBuffer(make([]byte, 0, size))

	binary.Write(buf, binary.LittleEndian, wkb.NDR)
	binary.Write(buf, binary.LittleEndian, wkb.Polygon)
	binary.Write(buf, binary.LittleEndian, uint32(len(p.rings)))

	for _, r := range p.rings {
		binary.Write(buf, binary.LittleEndian, uint32(len(r)/2))
		for i := 0; i < len(r); i += 2 {
			binary.Write(buf, binary.LittleEndian, math.Float64bits(r[i+0]))
			binary.Write(buf, binary.LittleEndian, math.Float64bits(r[i+1]))
		}
	}

	return buf.Bytes()
}

// FromWKB deserializes a polygon from WKB.
func (p *Polygon) FromWKB(data []byte) error {

	r := bytes.NewReader(data)

	endian, err := r.ReadByte()

	var order binary.ByteOrder

	switch {
	case err != nil:
		return err
	case endian == wkb.NDR:
		order = binary.LittleEndian
	case endian == wkb.XDR:
		order = binary.BigEndian
	default:
		return fmt.Errorf("unknown byte order %x", endian)
	}

	var geomType uint32
	err = binary.Read(r, order, &geomType)

	switch {
	case err != nil:
		return err
	case geomType != wkb.Polygon:
		return fmt.Errorf("unknown geometry type %x", geomType)
	}

	var numRings uint32
	if err = binary.Read(r, order, &numRings); err != nil {
		return err
	}

	rngs := make([]ring, numRings)

	log.Infof("number of rings: %d\n", len(rngs))

	for rng := uint32(0); rng < numRings; rng++ {
		var numVertices uint32
		if err = binary.Read(r, order, &numVertices); err != nil {
			return err
		}

		log.Infof("number of vertices in ring %d: %d\n", rng, numVertices)

		numVertices *= 2
		vertices := make([]float64, numVertices)

		for v := uint32(0); v < numVertices; v += 2 {
			var lat, lon uint64
			if err = binary.Read(r, order, &lat); err != nil {
				return err
			}
			if err = binary.Read(r, order, &lon); err != nil {
				return err
			}
			vertices[v] = math.Float64frombits(lat)
			vertices[v+1] = math.Float64frombits(lon)
		}

		rngs[rng] = vertices
	}

	p.rings = rngs

	return nil
}

// FromLineStringZ creates a polygon from a given linestring z.
func (p *Polygon) FromLineStringZ(ls LineStringZ) {
	r := make([]float64, 2*len(ls))
	var pos int
	for i := range ls {
		r[pos+0] = ls[i].X
		r[pos+1] = ls[i].Y
		pos += 2
	}
	p.rings = []ring{r}
}