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This may not be a big deal for most consumers, but the algorithm used for getH3UnidirectionalEdgeBoundary produces 5 edges that follow the direction of the origin's geo boundary output, and one edge that goes in the opposite direction (from the origin's vertex 5 to vertex 0).
Given that we might rewrite that algorithm to something more efficient in any case, it would be a useful requirement for the output that all edges follow consistent directionality.
The text was updated successfully, but these errors were encountered:
Oh, rats. The same issue also results in the wrong order if the last-to-first edge is distorted and has three vertices - on a 10-vertex pentagon, the last edge has the vertexes in order [0, 8, 9], which is incorrect.
This may not be a big deal for most consumers, but the algorithm used for
getH3UnidirectionalEdgeBoundary
produces 5 edges that follow the direction of the origin's geo boundary output, and one edge that goes in the opposite direction (from the origin's vertex 5 to vertex 0).Given that we might rewrite that algorithm to something more efficient in any case, it would be a useful requirement for the output that all edges follow consistent directionality.
The text was updated successfully, but these errors were encountered: