
The big change is that the GeoJSON package has been completely rewritten to fix a few of geometry calculation bugs, increase performance, and to better follow the GeoJSON spec RFC 7946. GeoJSON updates - A LineString now requires at least two points. - All json members, even foreign, now persist with the object. - The bbox member persists too but is no longer used for geometry calculations. This is change in behavior. Previously Tile38 would treat the bbox as the object's physical rectangle. - Corrections to geometry intersects and within calculations. Faster spatial queries - The performance of Point-in-polygon and object intersect operations are greatly improved for complex polygons and line strings. It went from O(n) to roughly O(log n). - The same for all collection types with many children, including FeatureCollection, GeometryCollection, MultiPoint, MultiLineString, and MultiPolygon. Codebase changes - The pkg directory has been renamed to internal - The GeoJSON internal package has been moved to a seperate repo at https://github.com/tidwall/geojson. It's now vendored. Please look out for higher memory usage for datasets using complex shapes. A complex shape is one that has 64 or more points. For these shapes it's expected that there will be increase of least 54 bytes per point.
280 lines
6.6 KiB
Go
280 lines
6.6 KiB
Go
// Copyright 2018 Joshua J Baker. All rights reserved.
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// Use of this source code is governed by an MIT-style
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// license that can be found in the LICENSE file.
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package geometry
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import "github.com/tidwall/boxtree/d2"
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// DefaultIndex are the minumum number of points required before it makes
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// sense to index the segments.
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// 64 seems to be the sweet spot
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const DefaultIndex = 64
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// Series is just a series of points with utilities for efficiently accessing
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// segments from rectangle queries, making stuff like point-in-polygon lookups
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// very quick.
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type Series interface {
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Rect() Rect
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Empty() bool
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Convex() bool
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Clockwise() bool
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NumPoints() int
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NumSegments() int
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PointAt(index int) Point
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SegmentAt(index int) Segment
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Search(rect Rect, iter func(seg Segment, index int) bool)
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}
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func seriesCopyPoints(series Series) []Point {
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points := make([]Point, series.NumPoints())
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for i := 0; i < len(points); i++ {
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points[i] = series.PointAt(i)
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}
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return points
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}
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// baseSeries is a concrete type containing all that is needed to make a Series.
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type baseSeries struct {
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closed bool // points create a closed shape
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clockwise bool // points move clockwise
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convex bool // points create a convex shape
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rect Rect // minumum bounding rectangle
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points []Point // original points
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tree *d2.BoxTree // segment tree
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}
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// makeSeries returns a processed baseSeries.
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func makeSeries(points []Point, copyPoints, closed bool, index int) baseSeries {
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var series baseSeries
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series.closed = closed
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if copyPoints {
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series.points = make([]Point, len(points))
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copy(series.points, points)
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} else {
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series.points = points
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}
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if index != 0 && len(points) >= int(index) {
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series.tree = new(d2.BoxTree)
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}
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series.convex, series.rect, series.clockwise =
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processPoints(points, closed, series.tree)
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return series
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}
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// Clockwise ...
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func (series *baseSeries) Clockwise() bool {
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return series.clockwise
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}
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func (series *baseSeries) Move(deltaX, deltaY float64) Series {
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points := make([]Point, len(series.points))
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for i := 0; i < len(series.points); i++ {
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points[i].X = series.points[i].X + deltaX
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points[i].Y = series.points[i].Y + deltaY
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}
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nseries := makeSeries(points, false, series.closed, 0)
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if series.tree != nil {
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nseries.buildTree()
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}
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return &nseries
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}
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// Empty returns true if the series does not take up space.
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func (series *baseSeries) Empty() bool {
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if series == nil {
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return true
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}
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return (series.closed && len(series.points) < 3) || len(series.points) < 2
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}
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// Rect returns the series rectangle
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func (series *baseSeries) Rect() Rect {
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return series.rect
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}
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// Convex returns true if the points create a convex loop or linestring
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func (series *baseSeries) Convex() bool {
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return series.convex
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}
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// Closed return true if the shape is closed
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func (series *baseSeries) Closed() bool {
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return series.closed
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}
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// NumPoints returns the number of points in the series
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func (series *baseSeries) NumPoints() int {
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return len(series.points)
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}
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// PointAt returns the point at index
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func (series *baseSeries) PointAt(index int) Point {
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return series.points[index]
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}
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// Search finds a searches for segments that intersect the provided rectangle
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func (series *baseSeries) Search(rect Rect, iter func(seg Segment, idx int) bool) {
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if series.tree == nil {
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n := series.NumSegments()
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for i := 0; i < n; i++ {
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seg := series.SegmentAt(i)
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if seg.Rect().IntersectsRect(rect) {
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if !iter(seg, i) {
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return
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}
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}
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}
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} else {
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series.tree.Search(
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[]float64{rect.Min.X, rect.Min.Y},
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[]float64{rect.Max.X, rect.Max.Y},
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func(_, _ []float64, value interface{}) bool {
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index := value.(int)
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var seg Segment
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seg.A = series.points[index]
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if series.closed && index == len(series.points)-1 {
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seg.B = series.points[0]
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} else {
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seg.B = series.points[index+1]
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}
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if !iter(seg, index) {
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return false
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}
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return true
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},
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)
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}
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}
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// NumSegments ...
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func (series *baseSeries) NumSegments() int {
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if series.closed {
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if len(series.points) < 3 {
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return 0
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}
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if series.points[len(series.points)-1] == series.points[0] {
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return len(series.points) - 1
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}
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return len(series.points)
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}
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if len(series.points) < 2 {
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return 0
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}
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return len(series.points) - 1
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}
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// SegmentAt ...
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func (series *baseSeries) SegmentAt(index int) Segment {
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var seg Segment
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seg.A = series.points[index]
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if index == len(series.points)-1 {
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seg.B = series.points[0]
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} else {
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seg.B = series.points[index+1]
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}
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return seg
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}
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func (series *baseSeries) buildTree() {
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if series.tree == nil {
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series.tree = new(d2.BoxTree)
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processPoints(series.points, series.closed, series.tree)
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}
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}
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// processPoints tests if the ring is convex, calculates the outer
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// rectangle, and inserts segments into a boxtree in one pass.
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func processPoints(points []Point, closed bool, tree *d2.BoxTree) (
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convex bool, rect Rect, clockwise bool,
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) {
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if (closed && len(points) < 3) || len(points) < 2 {
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return
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}
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var concave bool
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var dir int
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var a, b, c Point
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var segCount int
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var cwc float64
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if closed {
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segCount = len(points)
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} else {
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segCount = len(points) - 1
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}
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for i := 0; i < len(points); i++ {
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// process the segments for tree insertion
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if tree != nil && i < segCount {
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var seg Segment
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seg.A = points[i]
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if closed && i == len(points)-1 {
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if seg.A == points[0] {
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break
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}
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seg.B = points[0]
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} else {
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seg.B = points[i+1]
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}
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rect := seg.Rect()
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tree.Insert(
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[]float64{rect.Min.X, rect.Min.Y},
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[]float64{rect.Max.X, rect.Max.Y}, i)
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}
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// process the rectangle inflation
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if i == 0 {
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rect = Rect{points[i], points[i]}
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} else {
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if points[i].X < rect.Min.X {
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rect.Min.X = points[i].X
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} else if points[i].X > rect.Max.X {
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rect.Max.X = points[i].X
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}
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if points[i].Y < rect.Min.Y {
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rect.Min.Y = points[i].Y
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} else if points[i].Y > rect.Max.Y {
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rect.Max.Y = points[i].Y
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}
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}
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// gather some point positions for concave and clockwise detection
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a = points[i]
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if i == len(points)-1 {
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b = points[0]
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c = points[1]
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} else if i == len(points)-2 {
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b = points[i+1]
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c = points[0]
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} else {
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b = points[i+1]
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c = points[i+2]
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}
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// process the clockwise detection
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cwc += (b.X - a.X) * (b.Y + a.Y)
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// process the convex calculation
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if concave {
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continue
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}
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zCrossProduct := (b.X-a.X)*(c.Y-b.Y) - (b.Y-a.Y)*(c.X-b.X)
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if dir == 0 {
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if zCrossProduct < 0 {
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dir = -1
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} else if zCrossProduct > 0 {
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dir = 1
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}
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} else if zCrossProduct < 0 {
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if dir == 1 {
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concave = true
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}
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} else if zCrossProduct > 0 {
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if dir == -1 {
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concave = true
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}
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}
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}
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return !concave, rect, cwc > 0
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}
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