mapbox-gl
Version:
A WebGL interactive maps library
101 lines (82 loc) • 3.08 kB
JavaScript
// @flow
import MercatorCoordinate from '../geo/mercator_coordinate';
import Point from '@mapbox/point-geometry';
import { OverscaledTileID } from '../source/tile_id';
export default tileCover;
function tileCover(z: number, bounds: [MercatorCoordinate, MercatorCoordinate, MercatorCoordinate, MercatorCoordinate],
actualZ: number, renderWorldCopies: boolean | void): Array<OverscaledTileID> {
if (renderWorldCopies === undefined) {
renderWorldCopies = true;
}
const tiles = 1 << z;
const t = {};
function scanLine(x0, x1, y) {
let x, w, wx, coord;
if (y >= 0 && y <= tiles) {
for (x = x0; x < x1; x++) {
w = Math.floor(x / tiles);
wx = (x % tiles + tiles) % tiles;
if (w === 0 || renderWorldCopies === true) {
coord = new OverscaledTileID(actualZ, w, z, wx, y);
t[coord.key] = coord;
}
}
}
}
const zoomedBounds = bounds.map((coord) => new Point(coord.x, coord.y)._mult(tiles));
// Divide the screen up in two triangles and scan each of them:
// +---/
// | / |
// /---+
scanTriangle(zoomedBounds[0], zoomedBounds[1], zoomedBounds[2], 0, tiles, scanLine);
scanTriangle(zoomedBounds[2], zoomedBounds[3], zoomedBounds[0], 0, tiles, scanLine);
return Object.keys(t).map((id) => {
return t[id];
});
}
// Taken from polymaps src/Layer.js
// https://github.com/simplegeo/polymaps/blob/master/src/Layer.js#L333-L383
function edge(a: Point, b: Point) {
if (a.y > b.y) { const t = a; a = b; b = t; }
return {
x0: a.x,
y0: a.y,
x1: b.x,
y1: b.y,
dx: b.x - a.x,
dy: b.y - a.y
};
}
function scanSpans(e0, e1, ymin, ymax, scanLine) {
const y0 = Math.max(ymin, Math.floor(e1.y0));
const 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)) {
const t = e0; e0 = e1; e1 = t;
}
// scan lines!
const m0 = e0.dx / e0.dy;
const m1 = e1.dx / e1.dy;
const d0 = e0.dx > 0; // use y + 1 to compute x0
const d1 = e1.dx < 0; // use y + 1 to compute x1
for (let y = y0; y < y1; y++) {
const x0 = m0 * Math.max(0, Math.min(e0.dy, y + d0 - e0.y0)) + e0.x0;
const 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: Point, b: Point, c: Point, ymin, ymax, scanLine) {
let ab = edge(a, b),
bc = edge(b, c),
ca = edge(c, a);
let 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);
}