/*
* 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;
});