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@missinglink
Created January 20, 2024 21:51
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Convert golang S2 geometries to Simple Features
package spatial
import (
"fmt"
"strconv"
"github.com/golang/geo/s2"
"github.com/peterstace/simplefeatures/geom"
)
const (
ORIENTATION_UNKNOWN uint8 = iota
ORIENTATION_COUNTER_CLOCKWISE
ORIENTATION_CLOCKWISE
)
func SFPolygonToS2Polygon(geometry geom.Geometry) *s2.Polygon {
polygon := geometry.MustAsPolygon()
num := polygon.NumInteriorRings()
loops := make([]*s2.Loop, 1+num)
shell := polygon.ExteriorRing()
loops[0] = SFLineStringToS2Loop(&shell)
for i := 0; i < num; i++ {
hole := polygon.InteriorRingN(i)
loops[1+i] = SFLineStringToS2Loop(&hole)
}
return s2.PolygonFromOrientedLoops(loops)
}
// https://s2geometry.io/devguide/basic_types#s2loop
func SFLineStringToS2Loop(linestring *geom.LineString) *s2.Loop {
orient := orientation(linestring)
seq := linestring.Coordinates()
len := seq.Length()
// s2: "It consists of a single chain of vertices where the first
// vertex is implicitly connected to the last.""
if linestring.IsClosed() {
len -= 1
}
points := make([]s2.Point, len)
// s2: "All loops are defined to have a CCW orientation"
for s := 0; s < len; s++ {
if orient == ORIENTATION_COUNTER_CLOCKWISE {
points[s] = SFCoordinatesToS2Point(seq.Get(s))
} else {
points[len-1-s] = SFCoordinatesToS2Point(seq.Get(s))
}
}
return s2.LoopFromPoints(points)
}
func SFLineStringToS2Polyline(geometry geom.Geometry) *s2.Polyline {
linestring := geometry.MustAsLineString()
seq := linestring.Coordinates()
vertices := make([]s2.LatLng, seq.Length())
for s := 0; s < seq.Length(); s++ {
vertices[s] = SFCoordinatesToS2LatLng(seq.Get(s))
}
return s2.PolylineFromLatLngs(vertices)
}
func SFCoordinatesToS2Point(coords geom.Coordinates) s2.Point {
return s2.PointFromLatLng(SFCoordinatesToS2LatLng(coords))
}
func SFCoordinatesToS2LatLng(coords geom.Coordinates) s2.LatLng {
return s2.LatLngFromDegrees(coords.Y, coords.X)
}
func SFPointToS2Cell(point geom.Point) s2.Cell {
coords, _ := point.Coordinates()
return s2.CellFromLatLng(SFCoordinatesToS2LatLng(coords))
}
func S2CellIDToSFGeometry(cellID s2.CellID) geom.Geometry {
return S2CellToSFGeometry(s2.CellFromCellID(cellID))
}
// s2: Vertex returns the k-th vertex of the cell (k = 0,1,2,3) in CCW order
// s2: (lower left, lower right, upper right, upper left in the UV plane).
// @todo: any advantage to converting to a polygon?
func S2CellToSFGeometry(cell s2.Cell) geom.Geometry {
v0 := s2.LatLngFromPoint(cell.Vertex(0))
v1 := s2.LatLngFromPoint(cell.Vertex(1))
v2 := s2.LatLngFromPoint(cell.Vertex(2))
v3 := s2.LatLngFromPoint(cell.Vertex(3))
floats := []float64{
v0.Lng.Degrees(),
v0.Lat.Degrees(),
v1.Lng.Degrees(),
v1.Lat.Degrees(),
v2.Lng.Degrees(),
v2.Lat.Degrees(),
v3.Lng.Degrees(),
v3.Lat.Degrees(),
v0.Lng.Degrees(),
v0.Lat.Degrees(),
}
shell, _ := geom.NewLineString(
geom.NewSequence(floats, geom.DimXY),
geom.DisableAllValidations,
)
polygon, _ := geom.NewPolygon(
[]geom.LineString{shell},
geom.DisableAllValidations,
)
return polygon.AsGeometry()
}
// @todo: can this be simplified?
func SFPointFromLatLng(lat float64, lon float64) geom.Geometry {
point, _ := geom.NewPoint(
geom.Coordinates{XY: geom.XY{X: lon, Y: lat}},
geom.DisableAllValidations,
)
return point.AsGeometry()
}
func SFPointFromLatLngStrings(latitude string, longitude string) (geom.Geometry, error) {
lat, err := strconv.ParseFloat(latitude, 64)
if err != nil || (lat < -90.0 || lat > 90.0) {
return geom.Geometry{}, fmt.Errorf("invalid latitude")
}
lon, err := strconv.ParseFloat(longitude, 64)
if err != nil || (lon < -180.0 || lon > 180.0) {
return geom.Geometry{}, fmt.Errorf("invalid longitude")
}
return SFPointFromLatLng(lat, lon), nil
}
// Discover winding order
// https://github.com/peterstace/simplefeatures/blob/560fd6d9e24316df1ee05c2fab00916a179f8a85/geom/type_polygon.go#L391
func orientation(lr *geom.LineString) uint8 {
// This is the "Shoelace Formula".
var sum float64
seq := lr.Coordinates()
n := seq.Length()
for i := 0; i < n; i++ {
pt0 := seq.GetXY(i)
pt1 := seq.GetXY((i + 1) % n)
sum += (pt1.X + pt0.X) * (pt1.Y - pt0.Y)
}
ret := sum / 2
if ret < 0 {
return ORIENTATION_CLOCKWISE
} else if ret > 0 {
return ORIENTATION_COUNTER_CLOCKWISE
}
return ORIENTATION_UNKNOWN
}
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