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LUCENE-7173: Get the random nested polygon code working.
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@ -827,15 +827,14 @@ public class TestGeo3DPoint extends LuceneTestCase {
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assertFalse(q.equals(Geo3DPoint.newShapeQuery("point", shape2)));
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}
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@Ignore
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public void testComplexPolygons() {
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final PlanetModel pm = PlanetModel.WGS84;
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// Pick a random pole
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final GeoPoint randomPole = new GeoPoint(pm, Math.toRadians(randomLat()), Math.toRadians(randomLon()));
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// Create a polygon that's less than 180 degrees
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final Polygon clockWise = makePoly(pm, randomPole, true);
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final Polygon clockWise = makePoly(pm, randomPole, true, true);
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// Create a polygon that's greater than 180 degrees
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final Polygon counterClockWise = makePoly(pm, randomPole, false);
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final Polygon counterClockWise = makePoly(pm, randomPole, false, true);
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}
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@ -847,7 +846,7 @@ public class TestGeo3DPoint extends LuceneTestCase {
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* doesn't do it because it's almost impossible to come up with nested ones of the proper
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* clockwise/counterclockwise rotation that way.
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*/
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protected Polygon makePoly(final PlanetModel pm, final GeoPoint pole, final boolean clockwiseDesired) {
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protected Polygon makePoly(final PlanetModel pm, final GeoPoint pole, final boolean clockwiseDesired, final boolean createHoles) {
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// Polygon edges will be arranged around the provided pole, and holes will each have a pole selected within the parent
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// polygon.
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final int pointCount = TestUtil.nextInt(random(), 3, 10);
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@ -857,86 +856,97 @@ public class TestGeo3DPoint extends LuceneTestCase {
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// These are all picked in the context of the pole,
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final double[] angles = new double[pointCount];
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final double[] arcDistance = new double[pointCount];
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double accumulatedAngle = 0.0;
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for (int i = 0; i < pointCount; i++) {
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final int remainingEdgeCount = pointCount - i;
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final double remainingAngle = 2.0 * Math.PI - accumulatedAngle;
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if (remainingEdgeCount == 1) {
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angles[i] = remainingAngle;
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} else {
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// The maximum angle is 180 degrees, or what's left when you give a minimal amount to each edge.
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double maximumAngle = remainingAngle - (remainingEdgeCount-1) * MINIMUM_EDGE_ANGLE;
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if (maximumAngle > Math.PI) {
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maximumAngle = Math.PI;
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}
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// The minimum angle is MINIMUM_EDGE_ANGLE, or enough to be sure nobody afterwards needs more than
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// 180 degrees. And since we have three points to start with, we already know that.
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final double minimumAngle = MINIMUM_EDGE_ANGLE;
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// Pick the angle
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final double angle = random().nextDouble() * (maximumAngle - minimumAngle) + minimumAngle;
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angles[i] = angle;
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accumulatedAngle += angle;
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}
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// Pick the arc distance randomly
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arcDistance[i] = random().nextDouble() * (Math.PI - MINIMUM_ARC_ANGLE) + MINIMUM_ARC_ANGLE;
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}
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if (clockwiseDesired) {
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// Reverse the signs
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// Pick a set of points
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while (true) {
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double accumulatedAngle = 0.0;
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for (int i = 0; i < pointCount; i++) {
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angles[i] = -angles[i];
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}
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}
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// Now, use the pole's information plus angles and arcs to create GeoPoints in the right order.
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final List<GeoPoint> polyPoints = convertToPoints(pm, pole, angles, arcDistance);
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// Create the geo3d polygon, so we can test out our poles.
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GeoPolygon poly = GeoPolygonFactory.makeGeoPolygon(pm, polyPoints, null);
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// Next, do some holes. No more than 2 of these. The poles for holes must always be within the polygon, so we're
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// going to use Geo3D to help us select those given the points we just made.
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final int holeCount = TestUtil.nextInt(random(), 0, 2);
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final Polygon[] holes = new Polygon[holeCount];
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for (int i = 0; i < holeCount; i++) {
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// Choose a pole. The poly has to be within the polygon, but it also cannot be on the polygon edge.
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// We try indefinitely to find a good pole...
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while (true) {
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final GeoPoint poleChoice = new GeoPoint(pm, toRadians(randomLat()), toRadians(randomLon()));
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if (!poly.isWithin(poleChoice)) {
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continue;
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final int remainingEdgeCount = pointCount - i;
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final double remainingAngle = 2.0 * Math.PI - accumulatedAngle;
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if (remainingEdgeCount == 1) {
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angles[i] = remainingAngle;
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} else {
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// The maximum angle is 180 degrees, or what's left when you give a minimal amount to each edge.
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double maximumAngle = remainingAngle - (remainingEdgeCount-1) * MINIMUM_EDGE_ANGLE;
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if (maximumAngle > Math.PI) {
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maximumAngle = Math.PI;
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}
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// The minimum angle is MINIMUM_EDGE_ANGLE, or enough to be sure nobody afterwards needs more than
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// 180 degrees. And since we have three points to start with, we already know that.
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final double minimumAngle = MINIMUM_EDGE_ANGLE;
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// Pick the angle
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final double angle = random().nextDouble() * (maximumAngle - minimumAngle) + minimumAngle;
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angles[i] = angle;
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accumulatedAngle += angle;
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}
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// We have a pole within the polygon. Now try 100 times to build a polygon that does not intersect the outside ring.
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// After that we give up and pick a new pole.
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boolean foundOne = false;
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for (int j = 0; j < 100; j++) {
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final Polygon insidePoly = makePoly(pm, poleChoice, !clockwiseDesired);
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// Verify that the inside polygon is OK. If not, discard and repeat.
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if (!verifyPolygon(pm, insidePoly, poly)) {
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// Pick the arc distance randomly
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arcDistance[i] = random().nextDouble() * (Math.PI - MINIMUM_ARC_ANGLE) + MINIMUM_ARC_ANGLE;
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}
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if (clockwiseDesired) {
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// Reverse the signs
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for (int i = 0; i < pointCount; i++) {
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angles[i] = -angles[i];
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}
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}
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// Now, use the pole's information plus angles and arcs to create GeoPoints in the right order.
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final List<GeoPoint> polyPoints = convertToPoints(pm, pole, angles, arcDistance);
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// Create the geo3d polygon, so we can test out our poles.
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final GeoPolygon poly;
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try {
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poly = GeoPolygonFactory.makeGeoPolygon(pm, polyPoints, null);
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} catch (IllegalArgumentException e) {
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// This is what happens when three adjacent points are colinear, so try again.
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continue;
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}
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// Next, do some holes. No more than 2 of these. The poles for holes must always be within the polygon, so we're
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// going to use Geo3D to help us select those given the points we just made.
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final int holeCount = createHoles?TestUtil.nextInt(random(), 0, 2):0;
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final List<Polygon> holeList = new ArrayList<>();
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for (int i = 0; i < holeCount; i++) {
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// Choose a pole. The poly has to be within the polygon, but it also cannot be on the polygon edge.
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// If we can't find a good pole we have to give it up and not do the hole.
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for (int k = 0; k < 500; k++) {
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final GeoPoint poleChoice = new GeoPoint(pm, toRadians(randomLat()), toRadians(randomLon()));
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if (!poly.isWithin(poleChoice)) {
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continue;
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}
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holes[i] = insidePoly;
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foundOne = true;
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}
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if (foundOne) {
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break;
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// We have a pole within the polygon. Now try 100 times to build a polygon that does not intersect the outside ring.
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// After that we give up and pick a new pole.
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boolean foundOne = false;
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for (int j = 0; j < 100; j++) {
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final Polygon insidePoly = makePoly(pm, poleChoice, !clockwiseDesired, false);
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// Verify that the inside polygon is OK. If not, discard and repeat.
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if (!verifyPolygon(pm, insidePoly, poly)) {
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continue;
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}
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holeList.add(insidePoly);
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foundOne = true;
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}
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if (foundOne) {
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break;
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}
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}
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}
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}
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// Finally, build the polygon and return it
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final double[] lats = new double[polyPoints.size() + 1];
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final double[] lons = new double[polyPoints.size() + 1];
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final Polygon[] holes = holeList.toArray(new Polygon[0]);
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for (int i = 0; i < polyPoints.size(); i++) {
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lats[i] = polyPoints.get(i).getLatitude() * 180.0 / Math.PI;
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lons[i] = polyPoints.get(i).getLongitude() * 180.0 / Math.PI;
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// Finally, build the polygon and return it
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final double[] lats = new double[polyPoints.size() + 1];
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final double[] lons = new double[polyPoints.size() + 1];
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for (int i = 0; i < polyPoints.size(); i++) {
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lats[i] = polyPoints.get(i).getLatitude() * 180.0 / Math.PI;
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lons[i] = polyPoints.get(i).getLongitude() * 180.0 / Math.PI;
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}
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lats[polyPoints.size()] = lats[0];
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lons[polyPoints.size()] = lons[0];
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return new Polygon(lats, lons, holes);
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}
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lats[polyPoints.size()] = lats[0];
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lons[polyPoints.size()] = lons[0];
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return new Polygon(lats, lons, holes);
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}
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protected static List<GeoPoint> convertToPoints(final PlanetModel pm, final GeoPoint pole, final double[] angles, final double[] arcDistances) {
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@ -1035,7 +1045,7 @@ public class TestGeo3DPoint extends LuceneTestCase {
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}
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protected static int legalIndex(int index, int size) {
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if (index > size) {
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if (index >= size) {
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index -= size;
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}
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if (index < 0) {
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