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"Library to load OSM data into an Atlas format"
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package org.openstreetmap.atlas.geography;
import java.util.ArrayList;
import java.util.List;
import java.util.Optional;
import org.openstreetmap.atlas.utilities.collections.Iterables;
import org.openstreetmap.atlas.utilities.scalars.Distance;
import org.openstreetmap.atlas.utilities.scalars.Ratio;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
/**
* {@link PolyLine} made of two {@link Location}s
*
* @author matthieun
*/
public class Segment extends PolyLine
{
private static final Logger logger = LoggerFactory.getLogger(Segment.class);
private static final long serialVersionUID = -5796676985841139897L;
/**
* Convenience method to gather all {@link Location}s for a list of segments.
*
* @param segments
* target segments
* @return a list of {@link Location}s for the given segments
*/
public static List asList(final Iterable segments)
{
final List result = new ArrayList<>();
Iterables.stream(segments).forEach(segment ->
{
if (result.isEmpty() || !result.get(result.size() - 1).equals(segment.start()))
{
result.add(segment.start());
}
result.add(segment.end());
});
return result;
}
/**
* Convenience method to speed up the construction of the parent {@link PolyLine}.
*/
private static List asList(final Location start, final Location end)
{
// avoid the initial grow calls for ArrayList (there would be at least one grow call,
// possibly two here)
// The grow calls are ~50% of the cost for this method.
// This should decrease the cost for segment creation by ~1/3.
final List result = new ArrayList<>(2);
result.add(start);
result.add(end);
return result;
}
/**
* Ensures that numerator/denominator is within the range [0,1] without doing the division
*
* @param denominator
* The denominator of the fraction
* @param numerator
* The numerator of the fraction
* @return {@code true} if the fraction is in the range [0,1]
*/
private static boolean rangeCheck(final double denominator, final double numerator)
{
return denominator > 0 && (numerator < 0 || numerator > denominator)
|| denominator < 0 && (numerator > 0 || numerator < denominator);
}
/**
* Ensures that numerator/denominator is within the range [0,1] without doing the division
*
* @param denominator
* The denominator of the fraction
* @param numerator
* The numerator of the fraction
* @return {@code true} if the fraction is in the range [0,1]
*/
private static boolean rangeCheck(final long denominator, final long numerator)
{
return denominator > 0 && (numerator < 0 || numerator > denominator)
|| denominator < 0 && (numerator > 0 || numerator < denominator);
}
public Segment(final Location start, final Location end)
{
super(asList(start, end));
}
public Location end()
{
return this.last();
}
@Override
public boolean equals(final Object other)
{
if (other instanceof Segment)
{
final Segment that = (Segment) other;
return this.start().equals(that.start()) && this.end().equals(that.end());
}
return false;
}
@Override
public int hashCode()
{
final int prime = 31;
int result = 1;
result = prime * result + (this.end() == null ? 0 : this.end().hashCode());
result = prime * result + (this.start() == null ? 0 : this.start().hashCode());
return result;
}
/**
* @return The {@link Segment}'s {@link Heading}. In case the segment is the same start and end
* locations, then the result is empty.
*/
public Optional heading()
{
if (this.isPoint())
{
logger.warn(
"Cannot compute a segment's heading when the segment is a point with same start and end {}",
this.start());
return Optional.empty();
}
return Optional.of(this.start().headingTo(this.end()));
}
/**
* Intersection of two segments
*
* @param that
* The other segment to intersect
* @return The intersection point if any, null otherwise
* @see "http://stackoverflow.com/a/1968345/1558687"
*/
public Location intersection(final Segment that)
{
final double p0X = this.start().getLongitude().asDegrees();
final double p0Y = this.start().getLatitude().asDegrees();
final double p1X = this.end().getLongitude().asDegrees();
final double p1Y = this.end().getLatitude().asDegrees();
final double p2X = that.start().getLongitude().asDegrees();
final double p2Y = that.start().getLatitude().asDegrees();
final double p3X = that.end().getLongitude().asDegrees();
final double p3Y = that.end().getLatitude().asDegrees();
final double s1X;
final double s1Y;
final double s2X;
final double s2Y;
s1X = p1X - p0X;
s1Y = p1Y - p0Y;
s2X = p3X - p2X;
s2Y = p3Y - p2Y;
final double sValue;
final double tValue;
sValue = (-s1Y * (p0X - p2X) + s1X * (p0Y - p2Y)) / (-s2X * s1Y + s1X * s2Y);
tValue = (s2X * (p0Y - p2Y) - s2Y * (p0X - p2X)) / (-s2X * s1Y + s1X * s2Y);
if (sValue >= 0 && sValue <= 1 && tValue >= 0 && tValue <= 1)
{
// Collision detected
return new Location(Latitude.degrees(p0Y + tValue * s1Y),
Longitude.degrees(p0X + tValue * s1X));
}
// No collision
return null;
}
/**
* A fast method to test if two segments intersect
*
* @param that
* The other {@link Segment} to test with
* @return True if this segment intersects that segment
* @see "http://www.java-gaming.org/index.php?topic=22590.0"
*/
public boolean intersects(final Segment that)
{
final long xAxis1 = this.start().getLongitude().asDm7();
final long yAxis1 = this.start().getLatitude().asDm7();
final long xAxis2 = this.end().getLongitude().asDm7();
final long yAxis2 = this.end().getLatitude().asDm7();
final long xAxis3 = that.start().getLongitude().asDm7();
final long yAxis3 = that.start().getLatitude().asDm7();
final long xAxis4 = that.end().getLongitude().asDm7();
final long yAxis4 = that.end().getLatitude().asDm7();
// Return false if either of the lines have zero length
if (xAxis1 == xAxis2 && yAxis1 == yAxis2 || xAxis3 == xAxis4 && yAxis3 == yAxis4)
{
return false;
}
// Fastest method, based on Franklin Antonio's "Faster Line Segment Intersection" topic
// "in Graphics Gems III" book (http://www.graphicsgems.org/)
final long axAxis = xAxis2 - xAxis1;
final long ayAxis = yAxis2 - yAxis1;
final long bxAxis = xAxis3 - xAxis4;
final long byAxis = yAxis3 - yAxis4;
final long cxAxis = xAxis1 - xAxis3;
final long cyAxis = yAxis1 - yAxis3;
try
{
final long alphaNumerator = Math.subtractExact(byAxis * cxAxis, bxAxis * cyAxis);
final long commonDenominator = Math.subtractExact(ayAxis * bxAxis, axAxis * byAxis);
// ensures that alpha is within the range [0,1] without doing the division
if (rangeCheck(commonDenominator, alphaNumerator))
{
return false;
}
final long betaNumerator = Math.subtractExact(axAxis * cyAxis, ayAxis * cxAxis);
// ensures that beta is within the range [0,1] without doing the division
if (rangeCheck(commonDenominator, betaNumerator))
{
return false;
}
if (commonDenominator == 0)
{
// This code wasn't in Franklin Antonio's method. It was added by Keith Woodward.
// The
// lines are parallel. Check if they're collinear.
// see "http://mathworld.wolfram.com/Collinear.html"
final long collinearityTestForP3 = xAxis1 * (yAxis2 - yAxis3)
+ xAxis2 * (yAxis3 - yAxis1) + xAxis3 * (yAxis1 - yAxis2);
// If p3 is collinear with p1 and p2 then p4 will also be collinear, since p1-p2 is
// parallel with p3-p4
if (collinearityTestForP3 == 0)
{
// The lines are collinear. Now check if they overlap.
if ((xAxis1 >= xAxis3 && xAxis1 <= xAxis4
|| xAxis1 <= xAxis3 && xAxis1 >= xAxis4
|| xAxis2 >= xAxis3 && xAxis2 <= xAxis4
|| xAxis2 <= xAxis3 && xAxis2 >= xAxis4
|| xAxis3 >= xAxis1 && xAxis3 <= xAxis2
|| xAxis3 <= xAxis1 && xAxis3 >= xAxis2)
&& (yAxis1 >= yAxis3 && yAxis1 <= yAxis4
|| yAxis1 <= yAxis3 && yAxis1 >= yAxis4
|| yAxis2 >= yAxis3 && yAxis2 <= yAxis4
|| yAxis2 <= yAxis3 && yAxis2 >= yAxis4
|| yAxis3 >= yAxis1 && yAxis3 <= yAxis2
|| yAxis3 <= yAxis1 && yAxis3 >= yAxis2))
{
return true;
}
}
return false;
}
return true;
}
catch (final ArithmeticException overflow)
{
return this.intersectsApproximate(that);
}
}
/**
* @return True if this segment is exactly east west (the two latitudes are the same)
*/
public boolean isEastWest()
{
return start().hasSameLatitudeAs(end());
}
/**
* @return True if this segment is exactly north south (the two longitudes are the same)
*/
public boolean isNorthSouth()
{
return start().hasSameLongitudeAs(end());
}
@Override
public boolean isPoint()
{
return start().equals(end());
}
@Override
public Distance length()
{
return this.start().distanceTo(this.end());
}
@Override
public Location middle()
{
return new Location(
Latitude.degrees((this.start().getLatitude().asDegrees()
+ this.end().getLatitude().asDegrees()) / 2.0),
Longitude.degrees((this.start().getLongitude().asDegrees()
+ this.end().getLongitude().asDegrees()) / 2.0));
}
@Override
public Location offsetFromStart(final Ratio ratio)
{
final Optional heading = heading();
if (heading.isPresent())
{
return this.start().shiftAlongGreatCircle(heading.get(), length().scaleBy(ratio));
}
return this.start();
}
/**
* @return The same segment but pointing north if it is not already, by reversing it if it
* points south.
*/
public Segment pointingNorth()
{
if (this.isEastWest())
{
return this;
}
if (start().getLatitude().isLessThan(end().getLatitude()))
{
return this;
}
return new Segment(end(), start());
}
@Override
public Segment reversed()
{
return new Segment(end(), start());
}
public Location start()
{
return this.first();
}
/**
* The Dot Product of two segments (seen as 2D space vectors)
*
* @param that
* The other {@link Segment}
* @return The Dot Product of the two segments
*/
protected double dotProduct(final Segment that)
{
final double thisLatitudeSpan = this.latitudeSpan();
final double thatLatitudeSpan = that.latitudeSpan();
final double thisLongitudeSpan = this.longitudeSpan();
final double thatLongitudeSpan = that.longitudeSpan();
return thisLatitudeSpan * thatLatitudeSpan + thisLongitudeSpan * thatLongitudeSpan;
}
protected double dotProductLength()
{
return Math.sqrt(dotProduct(this));
}
protected long latitudeSpan()
{
return this.end().getLatitude().asDm7() - this.start().getLatitude().asDm7();
}
protected long longitudeSpan()
{
return this.end().getLongitude().asDm7() - this.start().getLongitude().asDm7();
}
/**
* Implements the same function as intersects but with doubles to avoid overlflow issues. Should
* only happen for cross world intersection.
*
* @param that
* @return
*/
private boolean intersectsApproximate(final Segment that)
{
final double xAxis1 = this.start().getLongitude().asDegrees();
final double yAxis1 = this.start().getLatitude().asDegrees();
final double xAxis2 = this.end().getLongitude().asDegrees();
final double yAxis2 = this.end().getLatitude().asDegrees();
final double xAxis3 = that.start().getLongitude().asDegrees();
final double yAxis3 = that.start().getLatitude().asDegrees();
final double xAxis4 = that.end().getLongitude().asDegrees();
final double yAxis4 = that.end().getLatitude().asDegrees();
// Return false if either of the lines have zero length
if (xAxis1 == xAxis2 && yAxis1 == yAxis2 || xAxis3 == xAxis4 && yAxis3 == yAxis4)
{
return false;
}
// Fastest method, based on Franklin Antonio's "Faster Line Segment Intersection" topic
// "in Graphics Gems III" book (http://www.graphicsgems.org/)
final double axAxis = xAxis2 - xAxis1;
final double ayAxis = yAxis2 - yAxis1;
final double bxAxis = xAxis3 - xAxis4;
final double byAxis = yAxis3 - yAxis4;
final double cxAxis = xAxis1 - xAxis3;
final double cyAxis = yAxis1 - yAxis3;
final double alphaNumerator = byAxis * cxAxis - bxAxis * cyAxis;
final double commonDenominator = ayAxis * bxAxis - axAxis * byAxis;
// ensures that alpha is within the range [0,1] without doing the division
if (rangeCheck(commonDenominator, alphaNumerator))
{
return false;
}
final double betaNumerator = axAxis * cyAxis - ayAxis * cxAxis;
// ensures that beta is within the range [0,1] without doing the division
if (rangeCheck(commonDenominator, betaNumerator))
{
return false;
}
if (commonDenominator == 0)
{
// This code wasn't in Franklin Antonio's method. It was added by Keith Woodward. The
// lines are parallel. Check if they're collinear.
// see "http://mathworld.wolfram.com/Collinear.html"
final double collinearityTestForP3 = xAxis1 * (yAxis2 - yAxis3)
+ xAxis2 * (yAxis3 - yAxis1) + xAxis3 * (yAxis1 - yAxis2);
// If p3 is collinear with p1 and p2 then p4 will also be collinear, since p1-p2 is
// parallel with p3-p4
if (collinearityTestForP3 == 0)
{
// The lines are collinear. Now check if they overlap.
if ((xAxis1 >= xAxis3 && xAxis1 <= xAxis4 || xAxis1 <= xAxis3 && xAxis1 >= xAxis4
|| xAxis2 >= xAxis3 && xAxis2 <= xAxis4
|| xAxis2 <= xAxis3 && xAxis2 >= xAxis4
|| xAxis3 >= xAxis1 && xAxis3 <= xAxis2
|| xAxis3 <= xAxis1 && xAxis3 >= xAxis2)
&& (yAxis1 >= yAxis3 && yAxis1 <= yAxis4
|| yAxis1 <= yAxis3 && yAxis1 >= yAxis4
|| yAxis2 >= yAxis3 && yAxis2 <= yAxis4
|| yAxis2 <= yAxis3 && yAxis2 >= yAxis4
|| yAxis3 >= yAxis1 && yAxis3 <= yAxis2
|| yAxis3 <= yAxis1 && yAxis3 >= yAxis2))
{
return true;
}
}
return false;
}
return true;
}
}