mapbox-gl
Version:
A WebGL interactive maps library
175 lines (144 loc) • 5.09 kB
JavaScript
'use strict';
var assert = require('assert');
var Coordinate = require('../geo/coordinate');
module.exports = TileCoord;
function TileCoord(z, x, y, w) {
assert(!isNaN(z) && z >= 0 && z % 1 === 0);
assert(!isNaN(x) && x >= 0 && x % 1 === 0);
assert(!isNaN(y) && y >= 0 && y % 1 === 0);
if (isNaN(w)) w = 0;
this.z = +z;
this.x = +x;
this.y = +y;
this.w = +w;
// calculate id
w *= 2;
if (w < 0) w = w * -1 - 1;
var dim = 1 << this.z;
this.id = ((dim * dim * w + dim * this.y + this.x) * 32) + this.z;
}
TileCoord.prototype.toString = function() {
return this.z + "/" + this.x + "/" + this.y;
};
TileCoord.prototype.toCoordinate = function() {
var zoom = this.z;
var tileScale = Math.pow(2, zoom);
var row = this.y;
var column = this.x + tileScale * this.w;
return new Coordinate(column, row, zoom);
};
// Parse a packed integer id into a TileCoord object
TileCoord.fromID = function(id) {
var z = id % 32, dim = 1 << z;
var xy = ((id - z) / 32);
var x = xy % dim, y = ((xy - x) / dim) % dim;
var w = Math.floor(xy / (dim * dim));
if (w % 2 !== 0) w = w * -1 - 1;
w /= 2;
return new TileCoord(z, x, y, w);
};
// given a list of urls, choose a url template and return a tile URL
TileCoord.prototype.url = function(urls, sourceMaxZoom) {
return urls[(this.x + this.y) % urls.length]
.replace('{prefix}', (this.x % 16).toString(16) + (this.y % 16).toString(16))
.replace('{z}', Math.min(this.z, sourceMaxZoom || this.z))
.replace('{x}', this.x)
.replace('{y}', this.y);
};
// Return the coordinate of the parent tile
TileCoord.prototype.parent = function(sourceMaxZoom) {
if (this.z === 0) return null;
// the id represents an overscaled tile, return the same coordinates with a lower z
if (this.z > sourceMaxZoom) {
return new TileCoord(this.z - 1, this.x, this.y, this.w);
}
return new TileCoord(this.z - 1, Math.floor(this.x / 2), Math.floor(this.y / 2), this.w);
};
TileCoord.prototype.wrapped = function() {
return new TileCoord(this.z, this.x, this.y, 0);
};
// Return the coordinates of the tile's children
TileCoord.prototype.children = function(sourceMaxZoom) {
if (this.z >= sourceMaxZoom) {
// return a single tile coord representing a an overscaled tile
return [new TileCoord(this.z + 1, this.x, this.y, this.w)];
}
var z = this.z + 1;
var x = this.x * 2;
var y = this.y * 2;
return [
new TileCoord(z, x, y, this.w),
new TileCoord(z, x + 1, y, this.w),
new TileCoord(z, x, y + 1, this.w),
new TileCoord(z, x + 1, y + 1, this.w)
];
};
// Taken from polymaps src/Layer.js
// https://github.com/simplegeo/polymaps/blob/master/src/Layer.js#L333-L383
function edge(a, b) {
if (a.row > b.row) { var t = a; a = b; b = t; }
return {
x0: a.column,
y0: a.row,
x1: b.column,
y1: b.row,
dx: b.column - a.column,
dy: b.row - a.row
};
}
function scanSpans(e0, e1, ymin, ymax, scanLine) {
var y0 = Math.max(ymin, Math.floor(e1.y0));
var y1 = Math.min(ymax, Math.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)) {
var t = e0; e0 = e1; e1 = t;
}
// scan lines!
var m0 = e0.dx / e0.dy;
var m1 = e1.dx / e1.dy;
var d0 = e0.dx > 0; // use y + 1 to compute x0
var d1 = e1.dx < 0; // use y + 1 to compute x1
for (var y = y0; y < y1; y++) {
var x0 = m0 * Math.max(0, Math.min(e0.dy, y + d0 - e0.y0)) + e0.x0;
var x1 = m1 * Math.max(0, Math.min(e1.dy, y + d1 - e1.y0)) + e1.x0;
scanLine(Math.floor(x1), Math.ceil(x0), y);
}
}
function scanTriangle(a, b, c, ymin, ymax, scanLine) {
var ab = edge(a, b),
bc = edge(b, c),
ca = edge(c, a);
var t;
// sort edges by y-length
if (ab.dy > bc.dy) { t = ab; ab = bc; bc = t; }
if (ab.dy > ca.dy) { t = ab; ab = ca; ca = t; }
if (bc.dy > ca.dy) { t = bc; bc = ca; ca = t; }
// scan span! scan span!
if (ab.dy) scanSpans(ca, ab, ymin, ymax, scanLine);
if (bc.dy) scanSpans(ca, bc, ymin, ymax, scanLine);
}
TileCoord.cover = function(z, bounds, actualZ) {
var tiles = 1 << z;
var t = {};
function scanLine(x0, x1, y) {
var x, wx, coord;
if (y >= 0 && y <= tiles) {
for (x = x0; x < x1; x++) {
wx = (x % tiles + tiles) % tiles;
coord = new TileCoord(actualZ, wx, y, Math.floor(x / tiles));
t[coord.id] = coord;
}
}
}
// Divide the screen up in two triangles and scan each of them:
// +---/
// | / |
// /---+
scanTriangle(bounds[0], bounds[1], bounds[2], 0, tiles, scanLine);
scanTriangle(bounds[2], bounds[3], bounds[0], 0, tiles, scanLine);
return Object.keys(t).map(function(id) {
return t[id];
});
};