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tile_cover.cpp
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tile_cover.cpp
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#include <mbgl/map/transform_state.hpp>
#include <mbgl/math/log2.hpp>
#include <mbgl/util/bounding_volumes.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/interpolate.hpp>
#include <mbgl/util/tile_coordinate.hpp>
#include <mbgl/util/tile_cover.hpp>
#include <mbgl/util/tile_cover_impl.hpp>
#include <functional>
#include <list>
namespace mbgl {
namespace {
using ScanLine = const std::function<void(int32_t x0, int32_t x1, int32_t y)>;
// Taken from polymaps src/Layer.js
// https://github.com/simplegeo/polymaps/blob/master/src/Layer.js#L333-L383
struct edge {
double x0 = 0, y0 = 0;
double x1 = 0, y1 = 0;
double dx = 0, dy = 0;
edge(Point<double> a, Point<double> b) {
if (a.y > b.y) std::swap(a, b);
x0 = a.x;
y0 = a.y;
x1 = b.x;
y1 = b.y;
dx = b.x - a.x;
dy = b.y - a.y;
}
};
// scan-line conversion
void scanSpans(edge e0, edge e1, int32_t ymin, int32_t ymax, ScanLine& scanLine) {
double y0 = ::fmax(ymin, std::floor(e1.y0));
double y1 = ::fmin(ymax, std::ceil(e1.y1));
// sort edges by x-coordinate
if ((e0.x0 == e1.x0 && e0.y0 == e1.y0) ?
(e0.x0 + e1.dy / e0.dy * e0.dx < e1.x1) :
(e0.x1 - e1.dy / e0.dy * e0.dx < e1.x0)) {
std::swap(e0, e1);
}
// scan lines!
double m0 = e0.dx / e0.dy;
double m1 = e1.dx / e1.dy;
double d0 = e0.dx > 0; // use y + 1 to compute x0
double d1 = e1.dx < 0; // use y + 1 to compute x1
for (int32_t y = y0; y < y1; y++) {
double x0 = m0 * ::fmax(0, ::fmin(e0.dy, y + d0 - e0.y0)) + e0.x0;
double x1 = m1 * ::fmax(0, ::fmin(e1.dy, y + d1 - e1.y0)) + e1.x0;
scanLine(std::floor(x1), std::ceil(x0), y);
}
}
// scan-line conversion
void scanTriangle(const Point<double>& a,
const Point<double>& b,
const Point<double>& c,
int32_t ymin,
int32_t ymax,
ScanLine& scanLine) {
edge ab = edge(a, b);
edge bc = edge(b, c);
edge ca = edge(c, a);
// sort edges by y-length
if (ab.dy > bc.dy) { std::swap(ab, bc); }
if (ab.dy > ca.dy) { std::swap(ab, ca); }
if (bc.dy > ca.dy) { std::swap(bc, ca); }
// scan span! scan span!
if (ab.dy) scanSpans(ca, ab, ymin, ymax, scanLine);
if (bc.dy) scanSpans(ca, bc, ymin, ymax, scanLine);
}
} // namespace
namespace util {
namespace {
std::vector<UnwrappedTileID> tileCover(const Point<double>& tl,
const Point<double>& tr,
const Point<double>& br,
const Point<double>& bl,
const Point<double>& c,
uint8_t z) {
const int32_t tiles = 1 << z;
struct ID {
int32_t x, y;
double sqDist;
};
std::vector<ID> t;
auto scanLine = [&](int32_t x0, int32_t x1, int32_t y) {
int32_t x;
if (y >= 0 && y <= tiles) {
for (x = x0; x < x1; ++x) {
const auto dx = x + 0.5 - c.x;
const auto dy = y + 0.5 - c.y;
t.emplace_back(ID{ x, y, dx * dx + dy * dy });
}
}
};
// Divide the screen up in two triangles and scan each of them:
// \---+
// | \ |
// +---\.
scanTriangle(tl, tr, br, 0, tiles, scanLine);
scanTriangle(br, bl, tl, 0, tiles, scanLine);
// Sort first by distance, then by x/y.
std::sort(t.begin(), t.end(), [](const ID& a, const ID& b) {
return std::tie(a.sqDist, a.x, a.y) < std::tie(b.sqDist, b.x, b.y);
});
// Erase duplicate tile IDs (they typically occur at the common side of both triangles).
t.erase(std::unique(t.begin(), t.end(), [](const ID& a, const ID& b) {
return a.x == b.x && a.y == b.y;
}), t.end());
std::vector<UnwrappedTileID> result;
result.reserve(t.size());
for (const auto& id : t) {
result.emplace_back(z, id.x, id.y);
}
return result;
}
} // namespace
int32_t coveringZoomLevel(double zoom, style::SourceType type, uint16_t size) {
zoom += util::log2(util::tileSize / size);
if (type == style::SourceType::Raster || type == style::SourceType::Video) {
return ::round(zoom);
} else {
return std::floor(zoom);
}
}
std::vector<OverscaledTileID> tileCover(const TransformState& state, uint8_t z, const optional<uint8_t>& overscaledZ) {
struct Node {
AABB aabb;
uint8_t zoom;
uint32_t x, y;
int16_t wrap;
bool fullyVisible;
};
struct ResultTile {
OverscaledTileID id;
double sqrDist;
};
const double numTiles = std::pow(2.0, z);
const double worldSize = Projection::worldSize(state.getScale());
const uint8_t minZoom = state.getPitch() <= (60.0 / 180.0) * M_PI ? z : 0;
const uint8_t maxZoom = z;
const uint8_t overscaledZoom = overscaledZ.value_or(z);
const bool flippedY = state.getViewportMode() == ViewportMode::FlippedY;
auto centerPoint =
TileCoordinate::fromScreenCoordinate(state, z, {state.getSize().width / 2.0, state.getSize().height / 2.0}).p;
vec3 centerCoord = {{centerPoint.x, centerPoint.y, 0.0}};
const Frustum frustum = Frustum::fromInvProjMatrix(state.getInvProjectionMatrix(), worldSize, z, flippedY);
// There should always be a certain number of maximum zoom level tiles surrounding the center location
const double radiusOfMaxLvlLodInTiles = 3;
const auto newRootTile = [&](int16_t wrap) -> Node {
return {AABB({{wrap * numTiles, 0.0, 0.0}}, {{(wrap + 1) * numTiles, numTiles, 0.0}}),
uint8_t(0),
uint16_t(0),
uint16_t(0),
wrap,
false};
};
// Perform depth-first traversal on tile tree to find visible tiles
std::vector<Node> stack;
std::vector<ResultTile> result;
stack.reserve(128);
// World copies shall be rendered three times on both sides from closest to farthest
for (int i = 1; i <= 3; i++) {
stack.push_back(newRootTile(-i));
stack.push_back(newRootTile(i));
}
stack.push_back(newRootTile(0));
while (!stack.empty()) {
Node node = stack.back();
stack.pop_back();
// Use cached visibility information of ancestor nodes
if (!node.fullyVisible) {
const IntersectionResult intersection = frustum.intersects(node.aabb);
if (intersection == IntersectionResult::Separate) continue;
node.fullyVisible = intersection == IntersectionResult::Contains;
}
const vec3 distanceXyz = node.aabb.distanceXYZ(centerCoord);
const double* longestDim = std::max_element(distanceXyz.data(), distanceXyz.data() + distanceXyz.size());
assert(longestDim);
// We're using distance based heuristics to determine if a tile should be split into quadrants or not.
// radiusOfMaxLvlLodInTiles defines that there's always a certain number of maxLevel tiles next to the map
// center. Using the fact that a parent node in quadtree is twice the size of its children (per dimension) we
// can define distance thresholds for each relative level: f(k) = offset + 2 + 4 + 8 + 16 + ... + 2^k. This is
// the same as "offset+2^(k+1)-2"
const double distToSplit = radiusOfMaxLvlLodInTiles + (1 << (maxZoom - node.zoom)) - 2;
// Have we reached the target depth or is the tile too far away to be any split further?
if (node.zoom == maxZoom || (*longestDim > distToSplit && node.zoom >= minZoom)) {
// Perform precise intersection test between the frustum and aabb. This will cull < 1% false positives
// missed by the original test
if (node.fullyVisible || frustum.intersectsPrecise(node.aabb, true) != IntersectionResult::Separate) {
const OverscaledTileID id = {
node.zoom == maxZoom ? overscaledZoom : node.zoom, node.wrap, node.zoom, node.x, node.y};
const double dx = node.wrap * numTiles + node.x + 0.5 - centerCoord[0];
const double dy = node.y + 0.5 - centerCoord[1];
result.push_back({id, dx * dx + dy * dy});
}
continue;
}
for (int i = 0; i < 4; i++) {
const uint32_t childX = (node.x << 1) + (i % 2);
const uint32_t childY = (node.y << 1) + (i >> 1);
// Create child node and push to the stack for traversal
Node child = node;
child.aabb = node.aabb.quadrant(i);
child.zoom = node.zoom + 1;
child.x = childX;
child.y = childY;
stack.push_back(child);
}
}
// Sort results by distance
std::sort(
result.begin(), result.end(), [](const ResultTile& a, const ResultTile& b) { return a.sqrDist < b.sqrDist; });
std::vector<OverscaledTileID> ids;
ids.reserve(result.size());
for (const auto& tile : result) {
ids.push_back(tile.id);
}
return ids;
}
std::vector<UnwrappedTileID> tileCover(const LatLngBounds& bounds_, uint8_t z) {
if (bounds_.isEmpty() ||
bounds_.south() > util::LATITUDE_MAX ||
bounds_.north() < -util::LATITUDE_MAX) {
return {};
}
LatLngBounds bounds = LatLngBounds::hull(
{ std::max(bounds_.south(), -util::LATITUDE_MAX), bounds_.west() },
{ std::min(bounds_.north(), util::LATITUDE_MAX), bounds_.east() });
return tileCover(
Projection::project(bounds.northwest(), z),
Projection::project(bounds.northeast(), z),
Projection::project(bounds.southeast(), z),
Projection::project(bounds.southwest(), z),
Projection::project(bounds.center(), z),
z);
}
std::vector<UnwrappedTileID> tileCover(const Geometry<double>& geometry, uint8_t z) {
std::vector<UnwrappedTileID> result;
TileCover tc(geometry, z, true);
while (tc.hasNext()) {
result.push_back(*tc.next());
};
return result;
}
// Taken from https://github.com/mapbox/sphericalmercator#xyzbbox-zoom-tms_style-srs
// Computes the projected tiles for the lower left and upper right points of the bounds
// and uses that to compute the tile cover count
uint64_t tileCount(const LatLngBounds& bounds, uint8_t zoom){
if (zoom == 0) {
return 1;
}
auto sw = Projection::project(bounds.southwest(), zoom);
auto ne = Projection::project(bounds.northeast(), zoom);
auto maxTile = std::pow(2.0, zoom);
auto x1 = floor(sw.x);
auto x2 = ceil(ne.x) - 1;
auto y1 = util::clamp(floor(sw.y), 0.0, maxTile - 1);
auto y2 = util::clamp(floor(ne.y), 0.0, maxTile - 1);
auto dx = x1 > x2 ? (maxTile - x1) + x2 : x2 - x1;
auto dy = y1 - y2;
return (dx + 1) * (dy + 1);
}
uint64_t tileCount(const Geometry<double>& geometry, uint8_t z) {
uint64_t tileCount = 0;
TileCover tc(geometry, z, true);
while (tc.next()) {
tileCount++;
};
return tileCount;
}
TileCover::TileCover(const LatLngBounds&bounds_, uint8_t z) {
LatLngBounds bounds = LatLngBounds::hull(
{ std::max(bounds_.south(), -util::LATITUDE_MAX), bounds_.west() },
{ std::min(bounds_.north(), util::LATITUDE_MAX), bounds_.east() });
if (bounds.isEmpty() ||
bounds.south() > util::LATITUDE_MAX ||
bounds.north() < -util::LATITUDE_MAX) {
bounds = LatLngBounds::world();
}
auto sw = Projection::project(bounds.southwest(), z);
auto ne = Projection::project(bounds.northeast(), z);
auto se = Projection::project(bounds.southeast(), z);
auto nw = Projection::project(bounds.northwest(), z);
Polygon<double> p({ {sw, nw, ne, se, sw} });
impl = std::make_unique<TileCover::Impl>(z, p, false);
}
TileCover::TileCover(const Geometry<double>& geom, uint8_t z, bool project/* = true*/)
: impl( std::make_unique<TileCover::Impl>(z, geom, project)) {
}
TileCover::~TileCover() = default;
optional<UnwrappedTileID> TileCover::next() {
return impl->next();
}
bool TileCover::hasNext() {
return impl->hasNext();
}
} // namespace util
} // namespace mbgl