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/*
* Copyright 2020 Uber Technologies, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/** @file vertex.h
* @brief Functions for working with cell vertexes.
*/
#include "vertex.h"
#include "baseCells.h"
#include "faceijk.h"
#include "geoCoord.h"
#include "h3Index.h"
#define DIRECTION_INDEX_OFFSET 2
/** @brief Table of direction-to-face mapping for each pentagon
*
* Note that faces are in directional order, starting at J_AXES_DIGIT.
* This table is generated by the generatePentagonDirectionFaces script.
*/
static const PentagonDirectionFaces pentagonDirectionFaces[NUM_PENTAGONS] = {
{4, {4, 0, 2, 1, 3}}, {14, {6, 11, 2, 7, 1}},
{24, {5, 10, 1, 6, 0}}, {38, {7, 12, 3, 8, 2}},
{49, {9, 14, 0, 5, 4}}, {58, {8, 13, 4, 9, 3}},
{63, {11, 6, 15, 10, 16}}, {72, {12, 7, 16, 11, 17}},
{83, {10, 5, 19, 14, 15}}, {97, {13, 8, 17, 12, 18}},
{107, {14, 9, 18, 13, 19}}, {117, {15, 19, 17, 18, 16}},
};
/**
* Get the number of CCW rotations of the cell's vertex numbers
* compared to the directional layout of its neighbors.
* @return Number of CCW rotations for the cell
*/
int vertexRotations(H3Index cell) {
// Get the face and other info for the origin
FaceIJK fijk;
_h3ToFaceIjk(cell, &fijk);
int baseCell = H3_EXPORT(h3GetBaseCell)(cell);
int cellLeadingDigit = _h3LeadingNonZeroDigit(cell);
// get the base cell face
FaceIJK baseFijk;
_baseCellToFaceIjk(baseCell, &baseFijk);
int ccwRot60 = _baseCellToCCWrot60(baseCell, fijk.face);
if (_isBaseCellPentagon(baseCell)) {
// Find the appropriate direction-to-face mapping
PentagonDirectionFaces dirFaces;
for (int p = 0; p < NUM_PENTAGONS; p++) {
if (pentagonDirectionFaces[p].baseCell == baseCell) {
dirFaces = pentagonDirectionFaces[p];
break;
}
}
// additional CCW rotation for polar neighbors or IK neighbors
if (fijk.face != baseFijk.face &&
(_isBaseCellPolarPentagon(baseCell) ||
fijk.face ==
dirFaces.faces[IK_AXES_DIGIT - DIRECTION_INDEX_OFFSET])) {
ccwRot60 = (ccwRot60 + 1) % 6;
}
// Check whether the cell crosses a deleted pentagon subsequence
if (cellLeadingDigit == JK_AXES_DIGIT &&
fijk.face ==
dirFaces.faces[IK_AXES_DIGIT - DIRECTION_INDEX_OFFSET]) {
// Crosses from JK to IK: Rotate CW
ccwRot60 = (ccwRot60 + 5) % 6;
} else if (cellLeadingDigit == IK_AXES_DIGIT &&
fijk.face ==
dirFaces.faces[JK_AXES_DIGIT - DIRECTION_INDEX_OFFSET]) {
// Crosses from IK to JK: Rotate CCW
ccwRot60 = (ccwRot60 + 1) % 6;
}
}
return ccwRot60;
}
/** @brief Hexagon direction to vertex number relationships (same face).
* Note that we don't use direction 0 (center).
*/
static const int directionToVertexNumHex[NUM_DIGITS] = {
INVALID_DIGIT, 3, 1, 2, 5, 4, 0};
/** @brief Pentagon direction to vertex number relationships (same face).
* Note that we don't use directions 0 (center) or 1 (deleted K axis).
*/
static const int directionToVertexNumPent[NUM_DIGITS] = {
INVALID_DIGIT, INVALID_DIGIT, 1, 2, 4, 3, 0};
/**
* Get the first vertex number for a given direction. The neighbor in this
* direction is located between this vertex number and the next number in
* sequence.
* @returns The number for the first topological vertex, or INVALID_VERTEX_NUM
* if the direction is not valid for this cell
*/
int vertexNumForDirection(const H3Index origin, const Direction direction) {
int isPentagon = H3_EXPORT(h3IsPentagon)(origin);
// Check for invalid directions
if (direction == CENTER_DIGIT || direction >= INVALID_DIGIT ||
(isPentagon && direction == K_AXES_DIGIT))
return INVALID_VERTEX_NUM;
// Determine the vertex rotations for this cell
int rotations = vertexRotations(origin);
// Find the appropriate vertex, rotating CCW if necessary
if (isPentagon) {
return (directionToVertexNumPent[direction] + NUM_PENT_VERTS -
rotations) %
NUM_PENT_VERTS;
} else {
return (directionToVertexNumHex[direction] + NUM_HEX_VERTS -
rotations) %
NUM_HEX_VERTS;
}
}
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