cesium
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
import Check from "./Check.js";
import DeveloperError from "./DeveloperError.js";
/**
* Hilbert Order helper functions.
*
* @namespace HilbertOrder
*/
var HilbertOrder = {};
/**
* Computes the Hilbert index at the given level from 2D coordinates.
*
* @param {Number} level The level of the curve
* @param {Number} x The X coordinate
* @param {Number} y The Y coordinate
* @returns {Number} The Hilbert index.
* @private
*/
HilbertOrder.encode2D = function (level, x, y) {
var n = Math.pow(2, level);
//>>includeStart('debug', pragmas.debug);
Check.typeOf.number("level", level);
Check.typeOf.number("x", x);
Check.typeOf.number("y", y);
if (level < 1) {
throw new DeveloperError("Hilbert level cannot be less than 1.");
}
if (x < 0 || x >= n || y < 0 || y >= n) {
throw new DeveloperError("Invalid coordinates for given level.");
}
//>>includeEnd('debug');
var p = {
x: x,
y: y,
};
var rx,
ry,
s,
index = 0;
for (s = n / 2; s > 0; s /= 2) {
rx = (p.x & s) > 0 ? 1 : 0;
ry = (p.y & s) > 0 ? 1 : 0;
index += ((3 * rx) ^ ry) * s * s;
rotate(n, p, rx, ry);
}
return index;
};
/**
* Computes the 2D coordinates from the Hilbert index at the given level.
*
* @param {Number} level The level of the curve
* @param {Number} index The Hilbert index
* @returns {Number[]} An array containing the 2D coordinates ([x, y]) corresponding to the Morton index.
* @private
*/
HilbertOrder.decode2D = function (level, index) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.number("level", level);
Check.typeOf.number("index", index);
if (level < 1) {
throw new DeveloperError("Hilbert level cannot be less than 1.");
}
if (index < 0 || index >= Math.pow(4, level)) {
throw new DeveloperError(
"Hilbert index exceeds valid maximum for given level."
);
}
//>>includeEnd('debug');
var n = Math.pow(2, level);
var p = {
x: 0,
y: 0,
};
var rx, ry, s, t;
for (s = 1, t = index; s < n; s *= 2) {
rx = 1 & (t / 2);
ry = 1 & (t ^ rx);
rotate(s, p, rx, ry);
p.x += s * rx;
p.y += s * ry;
t /= 4;
}
return [p.x, p.y];
};
/**
* @private
*/
function rotate(n, p, rx, ry) {
if (ry !== 0) {
return;
}
if (rx === 1) {
p.x = n - 1 - p.x;
p.y = n - 1 - p.y;
}
var t = p.x;
p.x = p.y;
p.y = t;
}
export default HilbertOrder;