mirror of https://github.com/apache/lucene.git
LUCENE-7229: Improve Polygon.relate for faster tree traversal/grid construction
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@ -61,7 +61,7 @@ Optimizations
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multiple polygons and holes, with memory usage independent of
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multiple polygons and holes, with memory usage independent of
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polygon complexity. (Karl Wright, Mike McCandless, Robert Muir)
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polygon complexity. (Karl Wright, Mike McCandless, Robert Muir)
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* LUCENE-7159, LUCENE-7222: Speed up LatLonPoint polygon performance for complex
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* LUCENE-7159, LUCENE-7222, LUCENE-7229: Speed up LatLonPoint polygon performance for complex
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polygons. (Robert Muir)
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polygons. (Robert Muir)
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* LUCENE-7211: Reduce memory & GC for spatial RPT Intersects when the number of
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* LUCENE-7211: Reduce memory & GC for spatial RPT Intersects when the number of
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@ -48,9 +48,6 @@ public final class Polygon {
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/** maximum longitude of this polygon's bounding box area */
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/** maximum longitude of this polygon's bounding box area */
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public final double maxLon;
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public final double maxLon;
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// TODO: refactor to GeoUtils once LUCENE-7165 is complete
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private static final double ENCODING_TOLERANCE = 1e-6;
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// TODO: we could also compute the maximal inner bounding box, to make relations faster to compute?
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// TODO: we could also compute the maximal inner bounding box, to make relations faster to compute?
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/**
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/**
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@ -234,70 +231,79 @@ public final class Polygon {
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return containsCount;
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return containsCount;
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}
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}
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private boolean crossesSlowly(double minLat, double maxLat, final double minLon, final double maxLon) {
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/** Returns true if the box crosses our polygon */
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/*
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private boolean crossesSlowly(double minLat, double maxLat, double minLon, double maxLon) {
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* Accurately compute (within restrictions of cartesian decimal degrees) whether a rectangle crosses a polygon
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// we compute line intersections of every polygon edge with every box line.
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*/
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// if we find one, return true.
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final double[] boxLats = new double[] { minLat, minLat, maxLat, maxLat, minLat };
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// for each box line (AB):
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final double[] boxLons = new double[] { minLon, maxLon, maxLon, minLon, minLon };
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// for each poly line (CD):
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// intersects = orient(C,D,A) * orient(C,D,B) <= 0 && orient(A,B,C) * orient(A,B,D) <= 0
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for (int i = 1; i < polyLons.length; i++) {
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double cy = polyLats[i - 1];
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double dy = polyLats[i];
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double cx = polyLons[i - 1];
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double dx = polyLons[i];
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// computes the intersection point between each bbox edge and the polygon edge
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// optimization: see if the rectangle is outside of the "bounding box" of the polyline at all
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for (int b=0; b<4; ++b) {
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// if not, don't waste our time trying more complicated stuff
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double a1 = boxLats[b+1]-boxLats[b];
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if ((cy < minLat && dy < minLat) ||
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double b1 = boxLons[b]-boxLons[b+1];
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(cy > maxLat && dy > maxLat) ||
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double c1 = a1*boxLons[b+1] + b1*boxLats[b+1];
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(cx < minLon && dx < minLon) ||
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for (int p=0; p<polyLons.length-1; ++p) {
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(cx > maxLon && dx > maxLon)) {
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double a2 = polyLats[p+1]-polyLats[p];
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continue;
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double b2 = polyLons[p]-polyLons[p+1];
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// compute determinant
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double d = a1*b2 - a2*b1;
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if (d != 0) {
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// lines are not parallel, check intersecting points
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double c2 = a2*polyLons[p+1] + b2*polyLats[p+1];
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double s = (1/d)*(b2*c1 - b1*c2);
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// todo TOLERANCE SHOULD MATCH EVERYWHERE this is currently blocked by LUCENE-7165
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double x00 = Math.min(boxLons[b], boxLons[b+1]) - ENCODING_TOLERANCE;
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if (x00 > s) {
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continue; // out of range
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}
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double x01 = Math.max(boxLons[b], boxLons[b+1]) + ENCODING_TOLERANCE;
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if (x01 < s) {
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continue; // out of range
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}
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double x10 = Math.min(polyLons[p], polyLons[p+1]) - ENCODING_TOLERANCE;
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if (x10 > s) {
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continue; // out of range
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}
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double x11 = Math.max(polyLons[p], polyLons[p+1]) + ENCODING_TOLERANCE;
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if (x11 < s) {
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continue; // out of range
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}
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}
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double t = (1/d)*(a1*c2 - a2*c1);
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// does box's top edge intersect polyline?
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double y00 = Math.min(boxLats[b], boxLats[b+1]) - ENCODING_TOLERANCE;
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// ax = minLon, bx = maxLon, ay = maxLat, by = maxLat
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if (y00 > t || (x00 == s && y00 == t)) {
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if (orient(cx, cy, dx, dy, minLon, maxLat) * orient(cx, cy, dx, dy, maxLon, maxLat) <= 0 &&
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continue; // out of range or touching
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orient(minLon, maxLat, maxLon, maxLat, cx, cy) * orient(minLon, maxLat, maxLon, maxLat, dx, dy) <= 0) {
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}
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double y01 = Math.max(boxLats[b], boxLats[b+1]) + ENCODING_TOLERANCE;
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if (y01 < t || (x01 == s && y01 == t)) {
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continue; // out of range or touching
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}
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double y10 = Math.min(polyLats[p], polyLats[p+1]) - ENCODING_TOLERANCE;
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if (y10 > t || (x10 == s && y10 == t)) {
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continue; // out of range or touching
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}
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double y11 = Math.max(polyLats[p], polyLats[p+1]) + ENCODING_TOLERANCE;
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if (y11 < t || (x11 == s && y11 == t)) {
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continue; // out of range or touching
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}
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// if line segments are not touching and the intersection point is within the range of either segment
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return true;
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return true;
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}
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}
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} // for each poly edge
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} // for each bbox edge
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// does box's right edge intersect polyline?
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// ax = maxLon, bx = maxLon, ay = maxLat, by = minLat
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if (orient(cx, cy, dx, dy, maxLon, maxLat) * orient(cx, cy, dx, dy, maxLon, minLat) <= 0 &&
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orient(maxLon, maxLat, maxLon, minLat, cx, cy) * orient(maxLon, maxLat, maxLon, minLat, dx, dy) <= 0) {
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return true;
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}
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// does box's bottom edge intersect polyline?
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// ax = maxLon, bx = minLon, ay = minLat, by = minLat
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if (orient(cx, cy, dx, dy, maxLon, minLat) * orient(cx, cy, dx, dy, minLon, minLat) <= 0 &&
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orient(maxLon, minLat, minLon, minLat, cx, cy) * orient(maxLon, minLat, minLon, minLat, dx, dy) <= 0) {
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return true;
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}
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// does box's left edge intersect polyline?
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// ax = minLon, bx = minLon, ay = minLat, by = maxLat
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if (orient(cx, cy, dx, dy, minLon, minLat) * orient(cx, cy, dx, dy, minLon, maxLat) <= 0 &&
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orient(minLon, minLat, minLon, maxLat, cx, cy) * orient(minLon, minLat, minLon, maxLat, dx, dy) <= 0) {
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return true;
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}
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}
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return false;
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return false;
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}
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}
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/**
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* Returns a positive value if points a, b, and c are arranged in counter-clockwise order,
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* negative value if clockwise, zero if collinear.
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*/
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// see the "Orient2D" method described here:
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// http://www.cs.berkeley.edu/~jrs/meshpapers/robnotes.pdf
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// https://www.cs.cmu.edu/~quake/robust.html
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// Note that this one does not yet have the floating point tricks to be exact!
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private static int orient(double ax, double ay, double bx, double by, double cx, double cy) {
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double v1 = (bx - ax) * (cy - ay);
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double v2 = (cx - ax) * (by - ay);
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if (v1 > v2) {
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return 1;
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} else if (v1 < v2) {
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return -1;
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} else {
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return 0;
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}
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}
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/** Returns a copy of the internal latitude array */
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/** Returns a copy of the internal latitude array */
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public double[] getPolyLats() {
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public double[] getPolyLats() {
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return polyLats.clone();
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return polyLats.clone();
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@ -48,7 +48,7 @@ import static org.apache.lucene.geo.GeoEncodingUtils.decodeLongitude;
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// relational operations as rectangle <-> rectangle relations in integer space in log(n) time..
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// relational operations as rectangle <-> rectangle relations in integer space in log(n) time..
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final class LatLonGrid {
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final class LatLonGrid {
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// must be a power of two!
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// must be a power of two!
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static final int GRID_SIZE = 1<<5;
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static final int GRID_SIZE = 1<<7;
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final int minLat;
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final int minLat;
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final int maxLat;
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final int maxLat;
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final int minLon;
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final int minLon;
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