/
TileAvailability.js
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/
TileAvailability.js
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import binarySearch from "./binarySearch.js";
import Cartographic from "./Cartographic.js";
import defined from "./defined.js";
import Rectangle from "./Rectangle.js";
/**
* Reports the availability of tiles in a {@link TilingScheme}.
*
* @alias TileAvailability
* @constructor
*
* @param {TilingScheme} tilingScheme The tiling scheme in which to report availability.
* @param {Number} maximumLevel The maximum tile level that is potentially available.
*/
function TileAvailability(tilingScheme, maximumLevel) {
this._tilingScheme = tilingScheme;
this._maximumLevel = maximumLevel;
this._rootNodes = [];
}
const rectangleScratch = new Rectangle();
function findNode(level, x, y, nodes) {
const count = nodes.length;
for (let i = 0; i < count; ++i) {
const node = nodes[i];
if (node.x === x && node.y === y && node.level === level) {
return true;
}
}
return false;
}
/**
* Marks a rectangular range of tiles in a particular level as being available. For best performance,
* add your ranges in order of increasing level.
*
* @param {Number} level The level.
* @param {Number} startX The X coordinate of the first available tiles at the level.
* @param {Number} startY The Y coordinate of the first available tiles at the level.
* @param {Number} endX The X coordinate of the last available tiles at the level.
* @param {Number} endY The Y coordinate of the last available tiles at the level.
*/
TileAvailability.prototype.addAvailableTileRange = function (
level,
startX,
startY,
endX,
endY
) {
const tilingScheme = this._tilingScheme;
const rootNodes = this._rootNodes;
if (level === 0) {
for (let y = startY; y <= endY; ++y) {
for (let x = startX; x <= endX; ++x) {
if (!findNode(level, x, y, rootNodes)) {
rootNodes.push(new QuadtreeNode(tilingScheme, undefined, 0, x, y));
}
}
}
}
tilingScheme.tileXYToRectangle(startX, startY, level, rectangleScratch);
const west = rectangleScratch.west;
const north = rectangleScratch.north;
tilingScheme.tileXYToRectangle(endX, endY, level, rectangleScratch);
const east = rectangleScratch.east;
const south = rectangleScratch.south;
const rectangleWithLevel = new RectangleWithLevel(
level,
west,
south,
east,
north
);
for (let i = 0; i < rootNodes.length; ++i) {
const rootNode = rootNodes[i];
if (rectanglesOverlap(rootNode.extent, rectangleWithLevel)) {
putRectangleInQuadtree(this._maximumLevel, rootNode, rectangleWithLevel);
}
}
};
/**
* Determines the level of the most detailed tile covering the position. This function
* usually completes in time logarithmic to the number of rectangles added with
* {@link TileAvailability#addAvailableTileRange}.
*
* @param {Cartographic} position The position for which to determine the maximum available level. The height component is ignored.
* @return {Number} The level of the most detailed tile covering the position.
* @throws {DeveloperError} If position is outside any tile according to the tiling scheme.
*/
TileAvailability.prototype.computeMaximumLevelAtPosition = function (position) {
// Find the root node that contains this position.
let node;
for (let nodeIndex = 0; nodeIndex < this._rootNodes.length; ++nodeIndex) {
const rootNode = this._rootNodes[nodeIndex];
if (rectangleContainsPosition(rootNode.extent, position)) {
node = rootNode;
break;
}
}
if (!defined(node)) {
return -1;
}
return findMaxLevelFromNode(undefined, node, position);
};
const rectanglesScratch = [];
const remainingToCoverByLevelScratch = [];
const westScratch = new Rectangle();
const eastScratch = new Rectangle();
/**
* Finds the most detailed level that is available _everywhere_ within a given rectangle. More detailed
* tiles may be available in parts of the rectangle, but not the whole thing. The return value of this
* function may be safely passed to {@link sampleTerrain} for any position within the rectangle. This function
* usually completes in time logarithmic to the number of rectangles added with
* {@link TileAvailability#addAvailableTileRange}.
*
* @param {Rectangle} rectangle The rectangle.
* @return {Number} The best available level for the entire rectangle.
*/
TileAvailability.prototype.computeBestAvailableLevelOverRectangle = function (
rectangle
) {
const rectangles = rectanglesScratch;
rectangles.length = 0;
if (rectangle.east < rectangle.west) {
// Rectangle crosses the IDL, make it two rectangles.
rectangles.push(
Rectangle.fromRadians(
-Math.PI,
rectangle.south,
rectangle.east,
rectangle.north,
westScratch
)
);
rectangles.push(
Rectangle.fromRadians(
rectangle.west,
rectangle.south,
Math.PI,
rectangle.north,
eastScratch
)
);
} else {
rectangles.push(rectangle);
}
const remainingToCoverByLevel = remainingToCoverByLevelScratch;
remainingToCoverByLevel.length = 0;
let i;
for (i = 0; i < this._rootNodes.length; ++i) {
updateCoverageWithNode(
remainingToCoverByLevel,
this._rootNodes[i],
rectangles
);
}
for (i = remainingToCoverByLevel.length - 1; i >= 0; --i) {
if (
defined(remainingToCoverByLevel[i]) &&
remainingToCoverByLevel[i].length === 0
) {
return i;
}
}
return 0;
};
const cartographicScratch = new Cartographic();
/**
* Determines if a particular tile is available.
* @param {Number} level The tile level to check.
* @param {Number} x The X coordinate of the tile to check.
* @param {Number} y The Y coordinate of the tile to check.
* @return {Boolean} True if the tile is available; otherwise, false.
*/
TileAvailability.prototype.isTileAvailable = function (level, x, y) {
// Get the center of the tile and find the maximum level at that position.
// Because availability is by tile, if the level is available at that point, it
// is sure to be available for the whole tile. We assume that if a tile at level n exists,
// then all its parent tiles back to level 0 exist too. This isn't really enforced
// anywhere, but Cesium would never load a tile for which this is not true.
const rectangle = this._tilingScheme.tileXYToRectangle(
x,
y,
level,
rectangleScratch
);
Rectangle.center(rectangle, cartographicScratch);
return this.computeMaximumLevelAtPosition(cartographicScratch) >= level;
};
/**
* Computes a bit mask indicating which of a tile's four children exist.
* If a child's bit is set, a tile is available for that child. If it is cleared,
* the tile is not available. The bit values are as follows:
* <table>
* <tr><th>Bit Position</th><th>Bit Value</th><th>Child Tile</th></tr>
* <tr><td>0</td><td>1</td><td>Southwest</td></tr>
* <tr><td>1</td><td>2</td><td>Southeast</td></tr>
* <tr><td>2</td><td>4</td><td>Northwest</td></tr>
* <tr><td>3</td><td>8</td><td>Northeast</td></tr>
* </table>
*
* @param {Number} level The level of the parent tile.
* @param {Number} x The X coordinate of the parent tile.
* @param {Number} y The Y coordinate of the parent tile.
* @return {Number} The bit mask indicating child availability.
*/
TileAvailability.prototype.computeChildMaskForTile = function (level, x, y) {
const childLevel = level + 1;
if (childLevel >= this._maximumLevel) {
return 0;
}
let mask = 0;
mask |= this.isTileAvailable(childLevel, 2 * x, 2 * y + 1) ? 1 : 0;
mask |= this.isTileAvailable(childLevel, 2 * x + 1, 2 * y + 1) ? 2 : 0;
mask |= this.isTileAvailable(childLevel, 2 * x, 2 * y) ? 4 : 0;
mask |= this.isTileAvailable(childLevel, 2 * x + 1, 2 * y) ? 8 : 0;
return mask;
};
function QuadtreeNode(tilingScheme, parent, level, x, y) {
this.tilingScheme = tilingScheme;
this.parent = parent;
this.level = level;
this.x = x;
this.y = y;
this.extent = tilingScheme.tileXYToRectangle(x, y, level);
this.rectangles = [];
this._sw = undefined;
this._se = undefined;
this._nw = undefined;
this._ne = undefined;
}
Object.defineProperties(QuadtreeNode.prototype, {
nw: {
get: function () {
if (!this._nw) {
this._nw = new QuadtreeNode(
this.tilingScheme,
this,
this.level + 1,
this.x * 2,
this.y * 2
);
}
return this._nw;
},
},
ne: {
get: function () {
if (!this._ne) {
this._ne = new QuadtreeNode(
this.tilingScheme,
this,
this.level + 1,
this.x * 2 + 1,
this.y * 2
);
}
return this._ne;
},
},
sw: {
get: function () {
if (!this._sw) {
this._sw = new QuadtreeNode(
this.tilingScheme,
this,
this.level + 1,
this.x * 2,
this.y * 2 + 1
);
}
return this._sw;
},
},
se: {
get: function () {
if (!this._se) {
this._se = new QuadtreeNode(
this.tilingScheme,
this,
this.level + 1,
this.x * 2 + 1,
this.y * 2 + 1
);
}
return this._se;
},
},
});
function RectangleWithLevel(level, west, south, east, north) {
this.level = level;
this.west = west;
this.south = south;
this.east = east;
this.north = north;
}
function rectanglesOverlap(rectangle1, rectangle2) {
const west = Math.max(rectangle1.west, rectangle2.west);
const south = Math.max(rectangle1.south, rectangle2.south);
const east = Math.min(rectangle1.east, rectangle2.east);
const north = Math.min(rectangle1.north, rectangle2.north);
return south < north && west < east;
}
function putRectangleInQuadtree(maxDepth, node, rectangle) {
while (node.level < maxDepth) {
if (rectangleFullyContainsRectangle(node.nw.extent, rectangle)) {
node = node.nw;
} else if (rectangleFullyContainsRectangle(node.ne.extent, rectangle)) {
node = node.ne;
} else if (rectangleFullyContainsRectangle(node.sw.extent, rectangle)) {
node = node.sw;
} else if (rectangleFullyContainsRectangle(node.se.extent, rectangle)) {
node = node.se;
} else {
break;
}
}
if (
node.rectangles.length === 0 ||
node.rectangles[node.rectangles.length - 1].level <= rectangle.level
) {
node.rectangles.push(rectangle);
} else {
// Maintain ordering by level when inserting.
let index = binarySearch(
node.rectangles,
rectangle.level,
rectangleLevelComparator
);
if (index < 0) {
index = ~index;
}
node.rectangles.splice(index, 0, rectangle);
}
}
function rectangleLevelComparator(a, b) {
return a.level - b;
}
function rectangleFullyContainsRectangle(potentialContainer, rectangleToTest) {
return (
rectangleToTest.west >= potentialContainer.west &&
rectangleToTest.east <= potentialContainer.east &&
rectangleToTest.south >= potentialContainer.south &&
rectangleToTest.north <= potentialContainer.north
);
}
function rectangleContainsPosition(potentialContainer, positionToTest) {
return (
positionToTest.longitude >= potentialContainer.west &&
positionToTest.longitude <= potentialContainer.east &&
positionToTest.latitude >= potentialContainer.south &&
positionToTest.latitude <= potentialContainer.north
);
}
function findMaxLevelFromNode(stopNode, node, position) {
let maxLevel = 0;
// Find the deepest quadtree node containing this point.
let found = false;
while (!found) {
const nw = node._nw && rectangleContainsPosition(node._nw.extent, position);
const ne = node._ne && rectangleContainsPosition(node._ne.extent, position);
const sw = node._sw && rectangleContainsPosition(node._sw.extent, position);
const se = node._se && rectangleContainsPosition(node._se.extent, position);
// The common scenario is that the point is in only one quadrant and we can simply
// iterate down the tree. But if the point is on a boundary between tiles, it is
// in multiple tiles and we need to check all of them, so use recursion.
if (nw + ne + sw + se > 1) {
if (nw) {
maxLevel = Math.max(
maxLevel,
findMaxLevelFromNode(node, node._nw, position)
);
}
if (ne) {
maxLevel = Math.max(
maxLevel,
findMaxLevelFromNode(node, node._ne, position)
);
}
if (sw) {
maxLevel = Math.max(
maxLevel,
findMaxLevelFromNode(node, node._sw, position)
);
}
if (se) {
maxLevel = Math.max(
maxLevel,
findMaxLevelFromNode(node, node._se, position)
);
}
break;
} else if (nw) {
node = node._nw;
} else if (ne) {
node = node._ne;
} else if (sw) {
node = node._sw;
} else if (se) {
node = node._se;
} else {
found = true;
}
}
// Work up the tree until we find a rectangle that contains this point.
while (node !== stopNode) {
const rectangles = node.rectangles;
// Rectangles are sorted by level, lowest first.
for (
let i = rectangles.length - 1;
i >= 0 && rectangles[i].level > maxLevel;
--i
) {
const rectangle = rectangles[i];
if (rectangleContainsPosition(rectangle, position)) {
maxLevel = rectangle.level;
}
}
node = node.parent;
}
return maxLevel;
}
function updateCoverageWithNode(
remainingToCoverByLevel,
node,
rectanglesToCover
) {
if (!node) {
return;
}
let i;
let anyOverlap = false;
for (i = 0; i < rectanglesToCover.length; ++i) {
anyOverlap =
anyOverlap || rectanglesOverlap(node.extent, rectanglesToCover[i]);
}
if (!anyOverlap) {
// This node is not applicable to the rectangle(s).
return;
}
const rectangles = node.rectangles;
for (i = 0; i < rectangles.length; ++i) {
const rectangle = rectangles[i];
if (!remainingToCoverByLevel[rectangle.level]) {
remainingToCoverByLevel[rectangle.level] = rectanglesToCover;
}
remainingToCoverByLevel[rectangle.level] = subtractRectangle(
remainingToCoverByLevel[rectangle.level],
rectangle
);
}
// Update with child nodes.
updateCoverageWithNode(remainingToCoverByLevel, node._nw, rectanglesToCover);
updateCoverageWithNode(remainingToCoverByLevel, node._ne, rectanglesToCover);
updateCoverageWithNode(remainingToCoverByLevel, node._sw, rectanglesToCover);
updateCoverageWithNode(remainingToCoverByLevel, node._se, rectanglesToCover);
}
function subtractRectangle(rectangleList, rectangleToSubtract) {
const result = [];
for (let i = 0; i < rectangleList.length; ++i) {
const rectangle = rectangleList[i];
if (!rectanglesOverlap(rectangle, rectangleToSubtract)) {
// Disjoint rectangles. Original rectangle is unmodified.
result.push(rectangle);
} else {
// rectangleToSubtract partially or completely overlaps rectangle.
if (rectangle.west < rectangleToSubtract.west) {
result.push(
new Rectangle(
rectangle.west,
rectangle.south,
rectangleToSubtract.west,
rectangle.north
)
);
}
if (rectangle.east > rectangleToSubtract.east) {
result.push(
new Rectangle(
rectangleToSubtract.east,
rectangle.south,
rectangle.east,
rectangle.north
)
);
}
if (rectangle.south < rectangleToSubtract.south) {
result.push(
new Rectangle(
Math.max(rectangleToSubtract.west, rectangle.west),
rectangle.south,
Math.min(rectangleToSubtract.east, rectangle.east),
rectangleToSubtract.south
)
);
}
if (rectangle.north > rectangleToSubtract.north) {
result.push(
new Rectangle(
Math.max(rectangleToSubtract.west, rectangle.west),
rectangleToSubtract.north,
Math.min(rectangleToSubtract.east, rectangle.east),
rectangle.north
)
);
}
}
}
return result;
}
export default TileAvailability;