in src/h3lib/lib/h3UniEdge.c [35:93]
int H3_EXPORT(h3IndexesAreNeighbors)(H3Index origin, H3Index destination) {
// Make sure they're hexagon indexes
if (H3_GET_MODE(origin) != H3_HEXAGON_MODE ||
H3_GET_MODE(destination) != H3_HEXAGON_MODE) {
return 0;
}
// Hexagons cannot be neighbors with themselves
if (origin == destination) {
return 0;
}
// Only hexagons in the same resolution can be neighbors
if (H3_GET_RESOLUTION(origin) != H3_GET_RESOLUTION(destination)) {
return 0;
}
// H3 Indexes that share the same parent are very likely to be neighbors
// Child 0 is neighbor with all of its parent's 'offspring', the other
// children are neighbors with 3 of the 7 children. So a simple comparison
// of origin and destination parents and then a lookup table of the children
// is a super-cheap way to possibly determine they are neighbors.
int parentRes = H3_GET_RESOLUTION(origin) - 1;
if (parentRes > 0 && (H3_EXPORT(h3ToParent)(origin, parentRes) ==
H3_EXPORT(h3ToParent)(destination, parentRes))) {
Direction originResDigit = H3_GET_INDEX_DIGIT(origin, parentRes + 1);
Direction destinationResDigit =
H3_GET_INDEX_DIGIT(destination, parentRes + 1);
if (originResDigit == CENTER_DIGIT ||
destinationResDigit == CENTER_DIGIT) {
return 1;
}
// These sets are the relevant neighbors in the clockwise
// and counter-clockwise
const Direction neighborSetClockwise[] = {
CENTER_DIGIT, JK_AXES_DIGIT, IJ_AXES_DIGIT, J_AXES_DIGIT,
IK_AXES_DIGIT, K_AXES_DIGIT, I_AXES_DIGIT};
const Direction neighborSetCounterclockwise[] = {
CENTER_DIGIT, IK_AXES_DIGIT, JK_AXES_DIGIT, K_AXES_DIGIT,
IJ_AXES_DIGIT, I_AXES_DIGIT, J_AXES_DIGIT};
if (neighborSetClockwise[originResDigit] == destinationResDigit ||
neighborSetCounterclockwise[originResDigit] ==
destinationResDigit) {
return 1;
}
}
// Otherwise, we have to determine the neighbor relationship the "hard" way.
H3Index neighborRing[7] = {0};
H3_EXPORT(kRing)(origin, 1, neighborRing);
for (int i = 0; i < 7; i++) {
if (neighborRing[i] == destination) {
return 1;
}
}
// Made it here, they definitely aren't neighbors
return 0;
}