Source: util/Tile.js

/*
 * Copyright 2003-2006, 2009, 2017, United States Government, as represented by the Administrator of the
 * National Aeronautics and Space Administration. All rights reserved.
 *
 * The NASAWorldWind/WebWorldWind platform is licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
/**
 * @exports Tile
 */
define([
        '../error/ArgumentError',
        '../geom/BoundingBox',
        '../util/Logger',
        '../geom/Sector',
        '../geom/Vec3',
        '../util/WWUtil'
    ],
    function (ArgumentError,
              BoundingBox,
              Logger,
              Sector,
              Vec3,
              WWUtil) {
        "use strict";

        /**
         * Constructs a tile for a specified sector, level, row and column.
         * @alias Tile
         * @constructor
         * @classdesc Represents a tile of terrain or imagery.
         * Provides a base class for texture tiles used by tiled image layers and elevation tiles used by elevation models.
         * Applications typically do not interact with this class.
         * @param {Sector} sector The sector represented by this tile.
         * @param {Level} level This tile's level in a tile pyramid.
         * @param {Number} row This tile's row in the specified level in a tile pyramid.
         * @param {Number} column This tile's column in the specified level in a tile pyramid.
         * @throws {ArgumentError} If the specified sector or level is null or undefined or the row or column arguments
         * are less than zero.
         */
        var Tile = function (sector, level, row, column) {
            if (!sector) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "constructor", "missingSector"));
            }

            if (!level) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "constructor",
                        "The specified level is null or undefined."));
            }

            if (row < 0 || column < 0) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "constructor",
                        "The specified row or column is less than zero."));
            }

            /**
             * The sector represented by this tile.
             * @type {Sector}
             * @readonly
             */
            this.sector = sector;

            /**
             * The level at which this tile lies in a tile pyramid.
             * @type {Number}
             * @readonly
             */
            this.level = level;

            /**
             * The row in this tile's level in which this tile lies in a tile pyramid.
             * @type {Number}
             * @readonly
             */
            this.row = row;

            /**
             * The column in this tile's level in which this tile lies in a tile pyramid.
             * @type {Number}
             * @readonly
             */
            this.column = column;

            /**
             * The width in pixels or cells of this tile's associated resource.
             * @type {Number}
             */
            this.tileWidth = level.tileWidth;

            /**
             * The height in pixels or cells of this tile's associated resource.
             * @type {Number}
             */
            this.tileHeight = level.tileHeight;

            /**
             * The size in radians of pixels or cells of this tile's associated resource.
             * @type {Number}
             */
            this.texelSize = level.texelSize;

            /**
             * A key that uniquely identifies this tile within a level set.
             * @type {String}
             * @readonly
             */
            this.tileKey = Tile.computeTileKey(level.levelNumber, row, column);

            /**
             * The Cartesian bounding box of this tile.
             * @type {BoundingBox}
             */
            this.extent = null;

            /**
             * The tile's local origin in model coordinates. Any model coordinate points associates with the tile
             * should be relative to this point.
             * @type {Vec3}
             */
            this.referencePoint = null;

            /**
             * This tile's opacity.
             * @type {Number}
             * @default 1
             */
            this.opacity = 1;

            // Internal use only. Intentionally not documented.
            this.samplePoints = null;

            // Internal use only. Intentionally not documented.
            this.sampleElevations = null;

            // Internal use only. Intentionally not documented.
            this.updateTimestamp = null;

            // Internal use only. Intentionally not documented.
            this.updateVerticalExaggeration = null;

            // Internal use only. Intentionally not documented.
            this.updateGlobeStateKey = null;
        };

        /**
         * Indicates whether this tile is equivalent to a specified tile.
         * @param {Tile} that The tile to check equivalence with.
         * @returns {boolean} true if this tile is equivalent to the specified one, false if
         * they are not equivalent or the specified tile is null or undefined.
         */
        Tile.prototype.isEqual = function (that) {
            if (!that)
                return false;

            if (!that.tileKey)
                return false;

            return this.tileKey == that.tileKey;
        };

        /**
         * Returns the size of this tile in bytes.
         * @returns {Number} The size of this tile in bytes.
         */
        Tile.prototype.size = function () {
            return 4 // child pointer
                + (4 + 32) // sector
                + 4 //level pointer (the level is common to the layer or tessellator so is not included here)
                + 8 // row and column
                + 8 // texel size
                + (4 + 32) // reference point
                + (4 + 676) // bounding box
                + 8 // min and max height
                + (4 + 32) // nearest point
                + 8; // extent timestamp and vertical exaggeration
        };

        /**
         * Computes an approximate distance from this tile to a specified vector.
         * @param {Vec3} vector The vector to compute the distance to.
         * @returns {number} The distance between this tile and the vector.
         * @throws {ArgumentError} If the specified vector is null or undefined.
         */
        Tile.prototype.distanceTo = function (vector) {
            if (!vector) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "distanceTo", "missingVector"));
            }

            var px = vector[0], py = vector[1], pz = vector[2],
                dx, dy, dz,
                points = this.samplePoints,
                distance = Number.POSITIVE_INFINITY;

            for (var i = 0, len = points.length; i < len; i += 3) {
                dx = px - points[i];
                dy = py - points[i + 1];
                dz = pz - points[i + 2];
                distance = Math.min(distance, dx * dx + dy * dy + dz * dz); // minimum squared distance
            }

            return Math.sqrt(distance);
        };

        /**
         * Returns the four children formed by subdividing this tile.
         * @param {Level} level The level of the children.
         * @param {TileFactory} tileFactory The tile factory to use to create the children.
         * @returns {Tile[]} An array containing the four child tiles.
         * @throws {ArgumentError} If the specified tile factory or level is null or undefined.
         */
        Tile.prototype.subdivide = function (level, tileFactory) {
            if (!level) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "subdivide",
                        "The specified level is null or undefined."));
            }

            if (!tileFactory) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "subdivide",
                        "The specified tile factory is null or undefined."));
            }

            var latMin = this.sector.minLatitude,
                latMax = this.sector.maxLatitude,
                latMid = this.sector.centroidLatitude(),

                lonMin = this.sector.minLongitude,
                lonMax = this.sector.maxLongitude,
                lonMid = this.sector.centroidLongitude(),

                subRow,
                subCol,
                childSector,
                children = [];

            subRow = 2 * this.row;
            subCol = 2 * this.column;
            childSector = new Sector(latMin, latMid, lonMin, lonMid);
            children.push(tileFactory.createTile(childSector, level, subRow, subCol));

            subRow = 2 * this.row;
            subCol = 2 * this.column + 1;
            childSector = new Sector(latMin, latMid, lonMid, lonMax);
            children.push(tileFactory.createTile(childSector, level, subRow, subCol));

            subRow = 2 * this.row + 1;
            subCol = 2 * this.column;
            childSector = new Sector(latMid, latMax, lonMin, lonMid);
            children.push(tileFactory.createTile(childSector, level, subRow, subCol));

            subRow = 2 * this.row + 1;
            subCol = 2 * this.column + 1;
            childSector = new Sector(latMid, latMax, lonMid, lonMax);
            children.push(tileFactory.createTile(childSector, level, subRow, subCol));

            return children;
        };

        /**
         * Returns the four children formed by subdividing this tile, drawing those children from a specified cache
         * if they exist there.
         * @param {Level} level The level of the children.
         * @param {TileFactory} tileFactory The tile factory to use to create the children.
         * @param {MemoryCache} cache A memory cache that may contain pre-existing child tiles. If non-null, the
         * cache is checked for a child collection prior to creating that tile. If one exists
         * in the cache it is returned rather than creating a new collection of children. If a new collection is
         * created, it is added to the cache.
         * @returns {Tile[]} An array containing the four tiles.
         * @throws {ArgumentError} If the specified tile factory or level is null or undefined.
         */
        Tile.prototype.subdivideToCache = function (level, tileFactory, cache) {
            if (!level) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "subdivideToCache",
                        "The specified level is null or undefined."));
            }

            if (!tileFactory) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "subdivideToCache",
                        "The specified tile factory is null or undefined."));
            }

            var childList = cache ? cache.entryForKey(this.tileKey) : null;
            if (!childList) {
                childList = this.subdivide(level, tileFactory);
                if (childList && cache) {
                    cache.putEntry(this.tileKey, childList, 4 * childList[0].size());
                }
            }

            return childList;
        };

        /**
         * Indicates whether this tile should be subdivided based on the current navigation state and a specified
         * detail factor.
         * @param {DrawContext} dc The current draw context.
         * @param {Number} detailFactor The detail factor to consider.
         * @returns {boolean} true If the tile should be subdivided, otherwise false.
         */
        Tile.prototype.mustSubdivide = function (dc, detailFactor) {
            // Split when the cell height (length of a texel) becomes greater than the specified fraction of the eye
            // distance. The fraction is specified as a power of 10. For example, a detail factor of 3 means split when
            // the cell height becomes more than one thousandth of the eye distance. Another way to say it is, use the
            // current tile if the cell height is less than the specified fraction of the eye distance.
            //
            // Note: It's tempting to instead compare a screen pixel size to the texel size, but that calculation is
            // window-size dependent and results in selecting an excessive number of tiles when the window is large.

            var cellSize = dc.globe.equatorialRadius * this.texelSize,
                distance = this.distanceTo(dc.eyePoint),
                pixelSize = dc.pixelSizeAtDistance(distance);

            return cellSize > detailFactor * pixelSize;
        };

        /**
         * Updates this tile's frame-dependent properties as necessary, according to the specified draw context.
         * <p>
         * The tile's frame-dependent properties, include the extent (bounding volume). These properties are dependent
         * on the tile's sector and the elevation values currently in memory, and change when those dependencies change.
         * Therefore <code>update</code> must be called once per frame before the extent and any other frame-dependent
         * properties are used. <code>update</code> intelligently determines when it is necessary to recompute these
         * properties, and does nothing if the state of all dependencies has not changed since the last call.
         * @param {DrawContext} dc The current draw context.
         */
        Tile.prototype.update = function (dc) {
            var elevationTimestamp = dc.globe.elevationTimestamp(),
                verticalExaggeration = dc.verticalExaggeration,
                globeStateKey = dc.globeStateKey;

            if (this.updateTimestamp != elevationTimestamp
                || this.updateVerticalExaggeration != verticalExaggeration
                || this.updateGlobeStateKey != globeStateKey) {

                this.doUpdate(dc);
                dc.frameStatistics.incrementTileUpdateCount(1);

                // Set the geometry extent to the globe's elevation timestamp on which the geometry is based. This
                // ensures that the geometry timestamp can be reliably compared to the elevation timestamp in subsequent
                // frames.
                this.updateTimestamp = elevationTimestamp;
                this.updateVerticalExaggeration = verticalExaggeration;
                this.updateGlobeStateKey = globeStateKey;
            }
        };

        /**
         * Updates this tile's frame-dependent properties according to the specified draw context.
         * @param {DrawContext} dc The current draw context.
         * @protected
         */
        Tile.prototype.doUpdate = function (dc) {
            // Compute the minimum and maximum world coordinate height for this tile's sector by multiplying the minimum
            // and maximum elevations by the scene's vertical exaggeration. This ensures that the elevations to used
            // build the terrain are contained by this tile's extent. Use zero if the globe as no elevations in this
            // tile's sector.
            var globe = dc.globe,
                verticalExaggeration = dc.verticalExaggeration,
                extremes = globe.minAndMaxElevationsForSector(this.sector),
                minHeight = extremes[0] * verticalExaggeration,
                maxHeight = extremes[1] * verticalExaggeration;

            if (minHeight === maxHeight) {
                minHeight = maxHeight + 10; // TODO: Determine if this is necessary.
            }

            // Compute a bounding box for this tile that contains the terrain surface in the tile's coverage area.
            if (!this.extent) {
                this.extent = new BoundingBox();
            }
            this.extent.setToSector(this.sector, globe, minHeight, maxHeight);

            // Compute the cartesian points for a 3x3 geographic grid. This grid captures sufficiently close sample
            // points in order to estimate the distance from the viewer to this tile.
            if (!this.samplePoints) {
                this.sampleElevations = new Float64Array(9);
                this.samplePoints = new Float64Array(3 * this.sampleElevations.length);
            }
            WWUtil.fillArray(this.sampleElevations, 0.5 * (minHeight + maxHeight));
            globe.computePointsForGrid(this.sector, 3, 3, this.sampleElevations, Vec3.ZERO, this.samplePoints);

            // Compute the reference point used as a local coordinate origin for the tile.
            if (!this.referencePoint) {
                this.referencePoint = new Vec3(0, 0, 0);
            }

            globe.computePointFromPosition(this.sector.centroidLatitude(), this.sector.centroidLongitude(), 0,
                this.referencePoint);
        };

        /**
         * Computes a key that uniquely identifies a tile within its level set.
         *
         * @param {Number} levelNumber The tile's level number in a tile pyramid.
         * @param {Number} row The tile's row in the specified level in a tile pyramid.
         * @param {Number} column The tile's column in the specified level in a tile pyramid.
         * @returns {String} A string key uniquely identifying a tile with the specified level, row, and column.
         */
        Tile.computeTileKey = function (levelNumber, row, column) {
            return levelNumber + "." + row + "." + column;
        };

        /**
         * Computes a row number for a tile within a level given the tile's latitude.
         * @param {Number} delta The level's latitudinal tile delta in degrees.
         * @param {Number} latitude The tile's minimum latitude.
         * @returns {Number} The computed row number.
         */
        Tile.computeRow = function (delta, latitude) {
            var row = Math.floor((latitude + 90) / delta);

            // If latitude is at the end of the grid, subtract 1 from the computed row to return the last row.
            if (latitude == 90) {
                row -= 1;
            }

            return row;
        };

        /**
         * Computes a column number for a tile within a level given the tile's longitude.
         * @param {Number} delta The level's longitudinal tile delta in degrees.
         * @param {Number} longitude The tile's minimum longitude.
         * @returns {Number} The computed column number.
         */
        Tile.computeColumn = function (delta, longitude) {
            var col = Math.floor((longitude + 180) / delta);

            // If longitude is at the end of the grid, subtract 1 from the computed column to return the last column.
            if (longitude == 180) {
                col -= 1;
            }

            return col;
        };

        /**
         * Computes the last row number for a tile within a level given the tile's maximum latitude.
         * @param {Number} delta The level's latitudinal tile delta in degrees.
         * @param {Number} maxLatitude The tile's maximum latitude in degrees.
         * @returns {Number} The computed row number.
         */
        Tile.computeLastRow = function (delta, maxLatitude) {
            var row = Math.ceil((maxLatitude + 90) / delta - 1);

            // If max latitude is in the first row, set the max row to 0.
            if (maxLatitude + 90 < delta) {
                row = 0;
            }

            return row;
        };

        /**
         * Computes the last column number for a tile within a level given the tile's maximum longitude.
         * @param {Number} delta The level's longitudinal tile delta in degrees.
         * @param {Number} maxLongitude The tile's maximum longitude in degrees.
         * @returns {Number} The computed column number.
         */
        Tile.computeLastColumn = function (delta, maxLongitude) {
            var col = Math.ceil((maxLongitude + 180) / delta - 1);

            // If max longitude is in the first column, set the max column to 0.
            if (maxLongitude + 180 < delta) {
                col = 0;
            }

            return col;
        };

        /**
         * Computes a sector spanned by a tile with the specified level number, row and column.
         * @param {Level} level The tile's level number.
         * @param {Number} row The tile's row number.
         * @param {Number} column The tile's column number.
         * @returns {Sector} The sector spanned by the tile.
         * @throws {ArgumentError} If the specified level is null or undefined or the row or column are less than zero.
         */
        Tile.computeSector = function (level, row, column) {
            if (!level) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "computeSector", "missingLevel"));
            }

            if (row < 0 || column < 0) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "computeSector",
                        "The specified row or column is less than zero."));
            }

            var deltaLat = level.tileDelta.latitude,
                deltaLon = level.tileDelta.longitude,

                minLat = -90 + row * deltaLat,
                minLon = -180 + column * deltaLon,
                maxLat = minLat + deltaLat,
                maxLon = minLon + deltaLon;

            return new Sector(minLat, maxLat, minLon, maxLon);
        };

        /**
         * Creates all tiles for a specified level number.
         * @param {Level} level The level to create the tiles for.
         * @param {TileFactory} tileFactory The tile factory to use for creating tiles.
         * @param {Tile[]} result An array in which to return the results.
         * @throws {ArgumentError} If any argument is null or undefined.
         */
        Tile.createTilesForLevel = function (level, tileFactory, result) {
            if (!level) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "createTilesForLevel", "missingLevel"));
            }

            if (!tileFactory) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "createTilesForLevel",
                        "The specified tile factory is null or undefined"));
            }

            if (!result) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "Tile", "createTilesForLevel", "missingResult"));
            }

            var deltaLat = level.tileDelta.latitude,
                deltaLon = level.tileDelta.longitude,

                sector = level.sector,
                firstRow = Tile.computeRow(deltaLat, sector.minLatitude),
                lastRow = Tile.computeRow(deltaLat, sector.maxLatitude),

                firstCol = Tile.computeColumn(deltaLon, sector.minLongitude),
                lastCol = Tile.computeColumn(deltaLon, sector.maxLongitude),

                firstRowLat = -90 + firstRow * deltaLat,
                firstRowLon = -180 + firstCol * deltaLon,

                minLat = firstRowLat,
                minLon,
                maxLat,
                maxLon;

            for (var row = firstRow; row <= lastRow; row += 1) {
                maxLat = minLat + deltaLat;
                minLon = firstRowLon;

                for (var col = firstCol; col <= lastCol; col += 1) {
                    maxLon = minLon + deltaLon;
                    var tileSector = new Sector(minLat, maxLat, minLon, maxLon),
                        tile = tileFactory.createTile(tileSector, level, row, col);
                    result.push(tile);

                    minLon = maxLon;
                }

                minLat = maxLat;
            }
        };

        return Tile;
    });