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#![doc = include_str!("../README.md")]
use float_next_after::NextAfter;
use rtree_rs::RTree;
use rtree_rs::Rect as RTreeRect;
#[derive(Copy, Clone, Debug)]
pub struct Point {
pub x: f64,
pub y: f64,
}
#[derive(Copy, Clone, Debug)]
pub struct Rect {
min: Point,
max: Point,
}
impl Rect {
pub fn contains_point(&self, p: Point) -> bool {
return p.x >= self.min.x && p.x <= self.max.x && p.y >= self.min.y && p.y <= self.max.y;
}
pub fn intersects_rect(&self, other: Rect) -> bool {
if self.min.y > other.max.y || self.max.y < other.min.y {
return false;
}
if self.min.x > other.max.x || self.max.x < other.min.x {
return false;
}
return true;
}
pub fn nw(&self) -> Point {
Point {
x: self.min.x,
y: self.max.y,
}
}
pub fn sw(&self) -> Point {
Point {
x: self.min.x,
y: self.min.y,
}
}
pub fn se(&self) -> Point {
Point {
x: self.max.x,
y: self.min.y,
}
}
pub fn ne(&self) -> Point {
Point {
x: self.max.x,
y: self.max.y,
}
}
pub fn south(&self) -> Segment {
Segment {
a: self.sw(),
b: self.se(),
}
}
pub fn east(&self) -> Segment {
Segment {
a: self.se(),
b: self.ne(),
}
}
pub fn north(&self) -> Segment {
Segment {
a: self.ne(),
b: self.nw(),
}
}
pub fn west(&self) -> Segment {
Segment {
a: self.nw(),
b: self.sw(),
}
}
pub fn segment_at(&self, index: i64) -> Segment {
match index {
0 => return self.south(),
1 => return self.east(),
2 => return self.north(),
3 => return self.west(),
_ => return self.south(), // TODO(ringsaturn): raise err
}
}
}
fn segment_at_for_vec_point(exterior: &Vec<Point>, index: i64) -> Segment {
let seg_a: Point = exterior[index as usize];
let mut seg_b_index = index;
if seg_b_index == (exterior.len() - 1) as i64 {
seg_b_index = 0
} else {
seg_b_index += 1
}
let seg_b: Point = exterior[seg_b_index as usize];
return Segment { a: seg_a, b: seg_b };
}
fn rings_contains_point(ring: &Vec<Point>, point: Point, allow_on_edge: bool) -> bool {
let rect = Rect {
min: Point {
x: std::f64::NEG_INFINITY,
y: point.y,
},
max: Point {
x: std::f64::INFINITY,
y: point.y,
},
};
let mut inside: bool = false;
let n: i64 = (ring.len() - 1) as i64;
for i in 0..n {
let seg: Segment = segment_at_for_vec_point(&ring, i);
if seg.rect().intersects_rect(rect) {
let res: RaycastResult = raycast(&seg, point);
// print!("res= inside:{:?} on:{:?}\n", res.inside, res.on);
if res.on {
inside = allow_on_edge;
break;
}
if res.inside {
inside = !inside;
}
}
}
return inside;
}
fn rings_contains_point_by_rtree_index(
ring: &Vec<Point>,
ring_rtree: &rtree_rs::RTree<2, f64, i64>,
point: Point,
allow_on_edge: bool,
) -> bool {
let rect = Rect {
min: Point {
x: std::f64::NEG_INFINITY,
y: point.y,
},
max: Point {
x: std::f64::INFINITY,
y: point.y,
},
};
for item in ring_rtree.search(RTreeRect::new(
[std::f64::NEG_INFINITY, point.y],
[std::f64::INFINITY, point.y],
)) {
let seg: Segment = segment_at_for_vec_point(&ring, *item.data);
let irect = seg.rect();
if irect.intersects_rect(rect) {
let res: RaycastResult = raycast(&seg, point);
if res.on {
return allow_on_edge;
}
if res.inside {
return true;
}
}
}
return false;
}
pub struct Polygon {
exterior: Vec<Point>,
exterior_rtree: rtree_rs::RTree<2, f64, i64>,
holes: Vec<Vec<Point>>,
holes_rtree: Vec<rtree_rs::RTree<2, f64, i64>>,
rect: Rect,
with_index: bool,
}
impl Polygon {
/// Point-In-Polygon check with RTree index.
/// `with_index` param must true for this query.
/// Query speed is faster compare with [contains_point_normal].
fn contains_point_with_index(&self, p: Point) -> bool {
if !rings_contains_point_by_rtree_index(&self.exterior, &self.exterior_rtree, p, false) {
return false;
}
let mut contains: bool = true;
let mut i: usize = 0;
for hole in self.holes.iter() {
let tr = self.holes_rtree.get(i).unwrap();
if rings_contains_point_by_rtree_index(&hole, &tr, p, false) {
contains = false;
break;
}
i += 1;
}
return contains;
}
/// Point-In-Polygon check, the normal way.
/// It's most used algorithm implementation, port from Go's [geojson]
///
/// [geojson]: https://github.com/tidwall/geojson
fn contains_point_normal(&self, p: Point) -> bool {
if !rings_contains_point(&self.exterior, p, false) {
return false;
}
let mut contains: bool = true;
for hole in self.holes.iter() {
if rings_contains_point(&hole, p, false) {
contains = false;
break;
}
}
return contains;
}
/// Do point-in-polygon search.
pub fn contains_point(&self, p: Point) -> bool {
if !self.rect.contains_point(p) {
return false;
}
if self.with_index {
return self.contains_point_with_index(p);
}
return self.contains_point_normal(p);
}
/// Create a new Polygon instance from exterior and holes.
///
/// Please note that set `with_index` to true will increase performance, but requires more memory.
/// See [#4] for more details.
///
/// [#4]: https://github.com/ringsaturn/geometry-rs/pull/4
///
/// Example:
///
/// ```rust
/// use std::vec;
/// use geometry_rs;
/// let poly = geometry_rs::Polygon::new(
/// vec![
/// geometry_rs::Point {
/// x: 90.48826291293898,
/// y: 45.951129815858565,
/// },
/// geometry_rs::Point {
/// x: 90.48826291293898,
/// y: 27.99437617512571,
/// },
/// geometry_rs::Point {
/// x: 122.83201291294,
/// y: 27.99437617512571,
/// },
/// geometry_rs::Point {
/// x: 122.83201291294,
/// y: 45.951129815858565,
/// },
/// geometry_rs::Point {
/// x: 90.48826291293898,
/// y: 45.951129815858565,
/// },
/// ],
/// vec![],
/// );
///
/// let p_out = geometry_rs::Point {
/// x: 130.74216916294148,
/// y: 37.649011392900306,
/// };
///
/// print!("{:?}\n", poly.contains_point(p_out));
///
/// let p_in = geometry_rs::Point {
/// x: 99.9804504129416,
/// y: 39.70716466970461,
/// };
/// print!("{:?}\n", poly.contains_point(p_in));
/// ```
pub fn new(exterior: Vec<Point>, holes: Vec<Vec<Point>>) -> Polygon {
return Polygon::new_with_rtree_index_opt(exterior, holes, false);
}
pub fn new_with_rtree_index_opt(
exterior: Vec<Point>,
holes: Vec<Vec<Point>>,
with_index: bool,
) -> Polygon {
let mut minx: f64 = exterior.get(0).unwrap().x;
let mut miny: f64 = exterior.get(0).unwrap().y;
let mut maxx: f64 = exterior.get(0).unwrap().x;
let mut maxy: f64 = exterior.get(0).unwrap().y;
// for p in exterior.iter() {
for i in 0..exterior.len() - 1 {
let p = exterior[i];
if p.x < minx {
minx = p.x;
}
if p.y < miny {
miny = p.y;
}
if p.x > maxx {
maxx = p.x;
}
if p.y > maxy {
maxy = p.y;
}
}
let rect = Rect {
min: Point { x: minx, y: miny },
max: Point { x: maxx, y: maxy },
};
let mut exterior_rtree = RTree::new();
let n = (exterior.len() - 1) as i64;
for i in 0..n {
let segrect = segment_at_for_vec_point(&exterior, i).rect();
if with_index {
exterior_rtree.insert(
RTreeRect::new(
[segrect.min.x, segrect.min.y],
[segrect.max.x, segrect.max.y],
),
i as i64,
);
}
}
let mut holes_rtree = vec![];
for hole_poly in holes.iter() {
let mut hole_rtre = RTree::new();
let n = (hole_poly.len() - 1) as i64;
for i in 0..n {
let segrect = segment_at_for_vec_point(&hole_poly, i).rect();
if with_index {
hole_rtre.insert(
RTreeRect::new(
[segrect.min.x, segrect.min.y],
[segrect.max.x, segrect.max.y],
),
i as i64,
);
}
}
if with_index {
holes_rtree.push(hole_rtre);
}
}
return Polygon {
exterior,
exterior_rtree,
holes,
holes_rtree,
rect,
with_index,
};
}
}
#[derive(Copy, Clone, Debug)]
pub struct Segment {
a: Point,
b: Point,
}
impl Segment {
pub fn rect(&self) -> Rect {
let mut min_x: f64 = self.a.x;
let mut min_y: f64 = self.a.y;
let mut max_x: f64 = self.b.x;
let mut max_y: f64 = self.b.y;
if min_x > max_x {
let actual_min_x = max_x;
let actual_max_x = min_x;
min_x = actual_min_x;
max_x = actual_max_x;
}
if min_y > max_y {
let actual_min_y = max_y;
let actual_max_y = min_y;
min_y = actual_min_y;
max_y = actual_max_y;
}
return Rect {
min: Point { x: min_x, y: min_y },
max: Point { x: max_x, y: max_y },
};
}
}
pub struct RaycastResult {
inside: bool, // point on the left
on: bool, // point is directly on top of
}
pub fn raycast(seg: &Segment, point: Point) -> RaycastResult {
let mut p = point;
let a = seg.a;
let b = seg.b;
// make sure that the point is inside the segment bounds
if a.y < b.y && (p.y < a.y || p.y > b.y) {
return RaycastResult {
inside: false,
on: false,
};
} else if a.y > b.y && (p.y < b.y || p.y > a.y) {
return RaycastResult {
inside: false,
on: false,
};
}
// test if point is in on the segment
if a.y == b.y {
if a.x == b.x {
if p.x == a.x && p.y == a.y {
return RaycastResult {
inside: false,
on: true,
};
}
return RaycastResult {
inside: false,
on: false,
};
}
if p.y == b.y {
// horizontal segment
// check if the point in on the line
if a.x < b.x {
if p.x >= a.x && p.x <= b.x {
return RaycastResult {
inside: false,
on: true,
};
}
} else {
if p.x >= b.x && p.x <= a.x {
return RaycastResult {
inside: false,
on: true,
};
}
}
}
}
if a.x == b.x && p.x == b.x {
// vertical segment
// check if the point in on the line
if a.y < b.y {
if p.y >= a.y && p.y <= b.y {
return RaycastResult {
inside: false,
on: true,
};
}
} else {
if p.y >= b.y && p.y <= a.y {
return RaycastResult {
inside: false,
on: true,
};
}
}
}
if (p.x - a.x) / (b.x - a.x) == (p.y - a.y) / (b.y - a.y) {
return RaycastResult {
inside: false,
on: true,
};
}
// do the actual raycast here.
while p.y == a.y || p.y == b.y {
// p.y = NextAfter(p.y, &std::f64::INFINITY)
// let next = big_num.next_after(&std::f64::INFINITY);
p.y = p.y.next_after(std::f64::INFINITY);
}
if a.y < b.y {
if p.y < a.y || p.y > b.y {
return RaycastResult {
inside: false,
on: false,
};
}
} else {
if p.y < b.y || p.y > a.y {
return RaycastResult {
inside: false,
on: false,
};
}
}
if a.x > b.x {
if p.x >= a.x {
return RaycastResult {
inside: false,
on: false,
};
}
if p.x <= b.x {
return RaycastResult {
inside: true,
on: false,
};
}
} else {
if p.x >= b.x {
return RaycastResult {
inside: false,
on: false,
};
}
if p.x <= a.x {
return RaycastResult {
inside: true,
on: false,
};
}
}
if a.y < b.y {
if (p.y - a.y) / (p.x - a.x) >= (b.y - a.y) / (b.x - a.x) {
return RaycastResult {
inside: true,
on: false,
};
}
} else {
if (p.y - b.y) / (p.x - b.x) >= (a.y - b.y) / (a.x - b.x) {
return RaycastResult {
inside: true,
on: false,
};
}
}
return RaycastResult {
inside: false,
on: false,
};
}