Coverage Report

Created: 2025-07-18 06:12

/src/h3/src/h3lib/lib/vertex.c
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/*
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 * Copyright 2020-2021 Uber Technologies, Inc.
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 *
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 * Licensed under the Apache License, Version 2.0 (the "License");
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 * you may not use this file except in compliance with the License.
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 * You may obtain a copy of the License at
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 *
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 *         http://www.apache.org/licenses/LICENSE-2.0
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 *
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 * Unless required by applicable law or agreed to in writing, software
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 * distributed under the License is distributed on an "AS IS" BASIS,
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 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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 * See the License for the specific language governing permissions and
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 * limitations under the License.
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 */
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/** @file  vertex.h
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 *  @brief Functions for working with cell vertexes.
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 */
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#include "vertex.h"
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#include <assert.h>
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#include <stdbool.h>
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#include "algos.h"
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#include "baseCells.h"
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#include "faceijk.h"
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#include "h3Assert.h"
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#include "h3Index.h"
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#include "latLng.h"
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#define DIRECTION_INDEX_OFFSET 2
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/** @brief Table of direction-to-face mapping for each pentagon
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 *
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 * Note that faces are in directional order, starting at J_AXES_DIGIT.
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 * This table is generated by the generatePentagonDirectionFaces script.
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 */
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static const PentagonDirectionFaces pentagonDirectionFaces[NUM_PENTAGONS] = {
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    {4, {4, 0, 2, 1, 3}},       {14, {6, 11, 2, 7, 1}},
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    {24, {5, 10, 1, 6, 0}},     {38, {7, 12, 3, 8, 2}},
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    {49, {9, 14, 0, 5, 4}},     {58, {8, 13, 4, 9, 3}},
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    {63, {11, 6, 15, 10, 16}},  {72, {12, 7, 16, 11, 17}},
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    {83, {10, 5, 19, 14, 15}},  {97, {13, 8, 17, 12, 18}},
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    {107, {14, 9, 18, 13, 19}}, {117, {15, 19, 17, 18, 16}},
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};
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/**
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 * Get the number of CCW rotations of the cell's vertex numbers
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 * compared to the directional layout of its neighbors.
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 * @param out Number of CCW rotations for the cell
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 */
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static H3Error vertexRotations(H3Index cell, int *out) {
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    // Get the face and other info for the origin
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    FaceIJK fijk;
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    H3Error err = _h3ToFaceIjk(cell, &fijk);
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    if (err) {
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1
        return err;
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1
    }
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    int baseCell = H3_EXPORT(getBaseCellNumber)(cell);
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    int cellLeadingDigit = _h3LeadingNonZeroDigit(cell);
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    // get the base cell face
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    FaceIJK baseFijk;
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    _baseCellToFaceIjk(baseCell, &baseFijk);
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    int ccwRot60 = _baseCellToCCWrot60(baseCell, fijk.face);
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    if (_isBaseCellPentagon(baseCell)) {
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        // Find the appropriate direction-to-face mapping
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        PentagonDirectionFaces dirFaces;
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        // We never hit the end condition
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        int p = 0;
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        // Don't use a for loop here, for coverage reasons.
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1.25k
        while (ALWAYS(p < NUM_PENTAGONS)) {
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            if (pentagonDirectionFaces[p].baseCell == baseCell) {
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                dirFaces = pentagonDirectionFaces[p];
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                break;
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            }
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            p++;
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1.06k
        }
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        if (NEVER(p == NUM_PENTAGONS)) {
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            return E_FAILED;
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        }
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        // additional CCW rotation for polar neighbors or IK neighbors
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        if (fijk.face != baseFijk.face &&
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            (_isBaseCellPolarPentagon(baseCell) ||
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             fijk.face ==
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                 dirFaces.faces[IK_AXES_DIGIT - DIRECTION_INDEX_OFFSET])) {
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            ccwRot60 = (ccwRot60 + 1) % 6;
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        }
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        // Check whether the cell crosses a deleted pentagon subsequence
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        if (cellLeadingDigit == JK_AXES_DIGIT &&
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            fijk.face ==
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                dirFaces.faces[IK_AXES_DIGIT - DIRECTION_INDEX_OFFSET]) {
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            // Crosses from JK to IK: Rotate CW
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            ccwRot60 = (ccwRot60 + 5) % 6;
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        } else if (cellLeadingDigit == IK_AXES_DIGIT &&
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                   fijk.face ==
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                       dirFaces.faces[JK_AXES_DIGIT - DIRECTION_INDEX_OFFSET]) {
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            // Crosses from IK to JK: Rotate CCW
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            ccwRot60 = (ccwRot60 + 1) % 6;
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        }
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    }
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    *out = ccwRot60;
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    return E_SUCCESS;
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}
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/** @brief Hexagon direction to vertex number relationships (same face).
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 *         Note that we don't use direction 0 (center).
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 */
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static const int directionToVertexNumHex[NUM_DIGITS] = {
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    INVALID_DIGIT, 3, 1, 2, 5, 4, 0};
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/** @brief Pentagon direction to vertex number relationships (same face).
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 *         Note that we don't use directions 0 (center) or 1 (deleted K axis).
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 */
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static const int directionToVertexNumPent[NUM_DIGITS] = {
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    INVALID_DIGIT, INVALID_DIGIT, 1, 2, 4, 3, 0};
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/**
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 * Get the first vertex number for a given direction. The neighbor in this
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 * direction is located between this vertex number and the next number in
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 * sequence.
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 * @returns The number for the first topological vertex, or INVALID_VERTEX_NUM
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 *          if the direction is not valid for this cell
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 */
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int vertexNumForDirection(const H3Index origin, const Direction direction) {
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    int isPent = H3_EXPORT(isPentagon)(origin);
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    // Check for invalid directions
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    if (direction == CENTER_DIGIT || direction >= INVALID_DIGIT ||
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        (isPent && direction == K_AXES_DIGIT))
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        return INVALID_VERTEX_NUM;
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    // Determine the vertex rotations for this cell
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    int rotations;
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    H3Error err = vertexRotations(origin, &rotations);
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    if (err) {
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        return INVALID_VERTEX_NUM;
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    }
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    // Find the appropriate vertex, rotating CCW if necessary
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    if (isPent) {
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        return (directionToVertexNumPent[direction] + NUM_PENT_VERTS -
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                rotations) %
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               NUM_PENT_VERTS;
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    } else {
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        return (directionToVertexNumHex[direction] + NUM_HEX_VERTS -
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                rotations) %
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               NUM_HEX_VERTS;
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    }
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}
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/** @brief Vertex number to hexagon direction relationships (same face).
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 */
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static const Direction vertexNumToDirectionHex[NUM_HEX_VERTS] = {
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    IJ_AXES_DIGIT, J_AXES_DIGIT,  JK_AXES_DIGIT,
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    K_AXES_DIGIT,  IK_AXES_DIGIT, I_AXES_DIGIT};
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/** @brief Vertex number to pentagon direction relationships (same face).
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 */
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static const Direction vertexNumToDirectionPent[NUM_PENT_VERTS] = {
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    IJ_AXES_DIGIT, J_AXES_DIGIT, JK_AXES_DIGIT, IK_AXES_DIGIT, I_AXES_DIGIT};
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/**
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 * Get the direction for a given vertex number. This returns the direction for
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 * the neighbor between the given vertex number and the next number in sequence.
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 * @returns The direction for this vertex, or INVALID_DIGIT if the vertex
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 * number is invalid.
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 */
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0
Direction directionForVertexNum(const H3Index origin, const int vertexNum) {
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    int isPent = H3_EXPORT(isPentagon)(origin);
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    // Check for invalid vertexes
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    if (vertexNum < 0 ||
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        vertexNum > (isPent ? NUM_PENT_VERTS : NUM_HEX_VERTS) - 1)
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        return INVALID_DIGIT;
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    // Determine the vertex rotations for this cell
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    int rotations;
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    H3Error err = vertexRotations(origin, &rotations);
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    if (err) {
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        return INVALID_DIGIT;
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    }
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    // Find the appropriate direction, rotating CW if necessary
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    return isPent ? vertexNumToDirectionPent[(vertexNum + rotations) %
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                                             NUM_PENT_VERTS]
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                  : vertexNumToDirectionHex[(vertexNum + rotations) %
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                                            NUM_HEX_VERTS];
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}
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/** @brief Directions in CCW order */
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static const Direction DIRECTIONS[NUM_HEX_VERTS] = {
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    J_AXES_DIGIT,  JK_AXES_DIGIT, K_AXES_DIGIT,
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    IK_AXES_DIGIT, I_AXES_DIGIT,  IJ_AXES_DIGIT};
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/** @brief Reverse direction from neighbor in each direction,
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 *         given as an index into DIRECTIONS to facilitate rotation
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 */
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static const int revNeighborDirectionsHex[NUM_DIGITS] = {
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    INVALID_DIGIT, 5, 3, 4, 1, 0, 2};
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/**
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 * Get a single vertex for a given cell, as an H3 index, or
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 * H3_NULL if the vertex is invalid
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 * @param cell    Cell to get the vertex for
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 * @param vertexNum Number (index) of the vertex to calculate
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 * @param out Output: The vertex index
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 */
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H3Error H3_EXPORT(cellToVertex)(H3Index cell, int vertexNum, H3Index *out) {
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    int cellIsPentagon = H3_EXPORT(isPentagon)(cell);
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    int cellNumVerts = cellIsPentagon ? NUM_PENT_VERTS : NUM_HEX_VERTS;
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    int res = H3_GET_RESOLUTION(cell);
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    // Check for invalid vertexes
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    if (vertexNum < 0 || vertexNum > cellNumVerts - 1) return E_DOMAIN;
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    // Default the owner and vertex number to the input cell
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    H3Index owner = cell;
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    int ownerVertexNum = vertexNum;
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    // Determine the owner, looking at the three cells that share the vertex.
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    // By convention, the owner is the cell with the lowest numerical index.
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    // If the cell is the center child of its parent, it will always have
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    // the lowest index of any neighbor, so we can skip determining the owner
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    if (res == 0 || H3_GET_INDEX_DIGIT(cell, res) != CENTER_DIGIT) {
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        // Get the left neighbor of the vertex, with its rotations
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        Direction left = directionForVertexNum(cell, vertexNum);
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        if (left == INVALID_DIGIT) return E_FAILED;
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        int lRotations = 0;
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        H3Index leftNeighbor;
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        H3Error leftNeighborError =
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            h3NeighborRotations(cell, left, &lRotations, &leftNeighbor);
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        if (leftNeighborError) return leftNeighborError;
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        // Set to owner if lowest index
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        if (leftNeighbor < owner) owner = leftNeighbor;
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        // As above, skip the right neighbor if the left is known lowest
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        if (res == 0 || H3_GET_INDEX_DIGIT(leftNeighbor, res) != CENTER_DIGIT) {
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            // Get the right neighbor of the vertex, with its rotations
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            // Note that vertex - 1 is the right side, as vertex numbers are CCW
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            Direction right = directionForVertexNum(
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                cell, (vertexNum - 1 + cellNumVerts) % cellNumVerts);
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            // This case should be unreachable; invalid verts fail earlier
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            if (NEVER(right == INVALID_DIGIT)) return E_FAILED;
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            int rRotations = 0;
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            H3Index rightNeighbor;
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            H3Error rightNeighborError =
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                h3NeighborRotations(cell, right, &rRotations, &rightNeighbor);
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            if (rightNeighborError) return rightNeighborError;
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            // Set to owner if lowest index
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            if (rightNeighbor < owner) {
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                owner = rightNeighbor;
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                Direction dir =
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                    H3_EXPORT(isPentagon)(owner)
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                        ? directionForNeighbor(owner, cell)
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                        : DIRECTIONS[(revNeighborDirectionsHex[right] +
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                                      rRotations) %
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                                     NUM_HEX_VERTS];
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                ownerVertexNum = vertexNumForDirection(owner, dir);
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            }
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        }
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        // Determine the vertex number for the left neighbor
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        if (owner == leftNeighbor) {
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            int ownerIsPentagon = H3_EXPORT(isPentagon)(owner);
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            Direction dir =
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                ownerIsPentagon
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                    ? directionForNeighbor(owner, cell)
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                    : DIRECTIONS[(revNeighborDirectionsHex[left] + lRotations) %
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0
                                 NUM_HEX_VERTS];
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            // For the left neighbor, we need the second vertex of the
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            // edge, which may involve looping around the vertex nums
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            ownerVertexNum = vertexNumForDirection(owner, dir) + 1;
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            if (ownerVertexNum == NUM_HEX_VERTS ||
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                (ownerIsPentagon && ownerVertexNum == NUM_PENT_VERTS)) {
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                ownerVertexNum = 0;
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0
            }
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0
        }
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    }
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    // Create the vertex index
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    H3Index vertex = owner;
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    H3_SET_MODE(vertex, H3_VERTEX_MODE);
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    H3_SET_RESERVED_BITS(vertex, ownerVertexNum);
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    *out = vertex;
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    return E_SUCCESS;
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}
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/**
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 * Get all vertexes for the given cell
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 * @param cell      Cell to get the vertexes for
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 * @param vertexes  Array to hold vertex output. Must have length >= 6.
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 */
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0
H3Error H3_EXPORT(cellToVertexes)(H3Index cell, H3Index *vertexes) {
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    // Get all vertexes. If the cell is a pentagon, will fill the final slot
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    // with H3_NULL.
303
0
    bool isPent = H3_EXPORT(isPentagon)(cell);
304
0
    for (int i = 0; i < NUM_HEX_VERTS; i++) {
305
0
        if (i == 5 && isPent) {
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0
            vertexes[i] = H3_NULL;
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        } else {
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            H3Error cellError = H3_EXPORT(cellToVertex)(cell, i, &vertexes[i]);
309
0
            if (cellError) {
310
0
                return cellError;
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0
            }
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0
        }
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0
    }
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    return E_SUCCESS;
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0
}
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/**
318
 * Get the geocoordinates of an H3 vertex
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 * @param vertex H3 index describing a vertex
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 * @param coord  Output geo coordinate
321
 */
322
0
H3Error H3_EXPORT(vertexToLatLng)(H3Index vertex, LatLng *coord) {
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    // Get the vertex number and owner from the vertex
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0
    int vertexNum = H3_GET_RESERVED_BITS(vertex);
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0
    H3Index owner = vertex;
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    H3_SET_MODE(owner, H3_CELL_MODE);
327
0
    H3_SET_RESERVED_BITS(owner, 0);
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    // Get the single vertex from the boundary
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0
    CellBoundary gb;
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0
    FaceIJK fijk;
332
0
    H3Error fijkError = _h3ToFaceIjk(owner, &fijk);
333
0
    if (fijkError) {
334
0
        return fijkError;
335
0
    }
336
0
    int res = H3_GET_RESOLUTION(owner);
337
338
0
    if (H3_EXPORT(isPentagon)(owner)) {
339
0
        _faceIjkPentToCellBoundary(&fijk, res, vertexNum, 1, &gb);
340
0
    } else {
341
0
        _faceIjkToCellBoundary(&fijk, res, vertexNum, 1, &gb);
342
0
    }
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    // Copy from boundary to output coord
345
0
    *coord = gb.verts[0];
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0
    return E_SUCCESS;
347
0
}
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/**
350
 * Whether the input is a valid H3 vertex
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 * @param  vertex H3 index possibly describing a vertex
352
 * @return        Whether the input is valid
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 */
354
0
int H3_EXPORT(isValidVertex)(H3Index vertex) {
355
0
    if (H3_GET_MODE(vertex) != H3_VERTEX_MODE) {
356
0
        return 0;
357
0
    }
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359
0
    int vertexNum = H3_GET_RESERVED_BITS(vertex);
360
0
    H3Index owner = vertex;
361
0
    H3_SET_MODE(owner, H3_CELL_MODE);
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0
    H3_SET_RESERVED_BITS(owner, 0);
363
364
0
    if (!H3_EXPORT(isValidCell)(owner)) {
365
0
        return 0;
366
0
    }
367
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    // The easiest way to ensure that the owner + vertex number is valid,
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    // and that the vertex is canonical, is to recreate and compare.
370
0
    H3Index canonical;
371
0
    if (H3_EXPORT(cellToVertex)(owner, vertexNum, &canonical)) {
372
0
        return 0;
373
0
    }
374
375
0
    return vertex == canonical ? 1 : 0;
376
0
}