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maplibre-gl

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BSD licensed community fork of mapbox-gl, a WebGL interactive maps library

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import {quat, type ReadonlyVec4, vec3} from 'gl-matrix'; import {clamp, createVec3f64, createVec4f64, lerp, MAX_VALID_LATITUDE, mod, remapSaturate, scaleZoom, wrap} from '../../util/util.ts'; import {LngLat} from '../lng_lat.ts'; import {EXTENT} from '../../data/extent.ts'; import type Point from '@mapbox/point-geometry'; import type {ITransform} from '../transform_interface.ts'; export function getGlobeCircumferencePixels(transform: {worldSize: number; center: {lat: number}}): number { const radius = getGlobeRadiusPixels(transform.worldSize, transform.center.lat); return 2.0 * Math.PI * radius; } export function globeDistanceOfLocationsPixels(transform: {worldSize: number; center: {lat: number}}, a: LngLat, b: LngLat): number { const vecA = angularCoordinatesToSurfaceVector(a); const vecB = angularCoordinatesToSurfaceVector(b); const dot = vec3.dot(vecA, vecB); const radians = Math.acos(dot); const circumference = getGlobeCircumferencePixels(transform); return radians / (2.0 * Math.PI) * circumference; } /** * For given mercator coordinates in range 0..1, returns the angular coordinates on the sphere's surface, in radians. */ export function mercatorCoordinatesToAngularCoordinatesRadians(mercatorX: number, mercatorY: number): [number, number] { const sphericalX = mod(mercatorX * Math.PI * 2.0 + Math.PI, Math.PI * 2); const sphericalY = 2.0 * Math.atan(Math.exp(Math.PI - (mercatorY * Math.PI * 2.0))) - Math.PI * 0.5; return [sphericalX, sphericalY]; } /** * For a given longitude and latitude (note: in radians) returns the normalized vector from the planet center to the specified place on the surface. * @param lngRadians - Longitude in radians. * @param latRadians - Latitude in radians. */ export function angularCoordinatesRadiansToVector(lngRadians: number, latRadians: number): vec3 { const len = Math.cos(latRadians); const vec = new Float64Array(3) as any; vec[0] = Math.sin(lngRadians) * len; vec[1] = Math.sin(latRadians); vec[2] = Math.cos(lngRadians) * len; return vec; } /** * Projects a point within a tile to the surface of the unit sphere globe. * @param inTileX - X coordinate inside the tile in range [0 .. 8192]. * @param inTileY - Y coordinate inside the tile in range [0 .. 8192]. * @param tileIdX - Tile's X coordinate in range [0 .. 2^zoom - 1]. * @param tileIdY - Tile's Y coordinate in range [0 .. 2^zoom - 1]. * @param tileIdZ - Tile's zoom. * @returns A 3D vector - coordinates of the projected point on a unit sphere. */ export function projectTileCoordinatesToSphere(inTileX: number, inTileY: number, tileIdX: number, tileIdY: number, tileIdZ: number): vec3 { // This code could be assembled from 3 functions, but this is a hot path for symbol placement, // so for optimization purposes everything is inlined by hand. // // Non-inlined variant of this function would be this: // const mercator = tileCoordinatesToMercatorCoordinates(inTileX, inTileY, tileID); // const angular = mercatorCoordinatesToAngularCoordinatesRadians(mercator.x, mercator.y); // const sphere = angularCoordinatesRadiansToVector(angular[0], angular[1]); // return sphere; const scale = 1.0 / (1 << tileIdZ); const mercatorX = inTileX / EXTENT * scale + tileIdX * scale; const mercatorY = inTileY / EXTENT * scale + tileIdY * scale; const sphericalX = mod(mercatorX * Math.PI * 2.0 + Math.PI, Math.PI * 2); const sphericalY = 2.0 * Math.atan(Math.exp(Math.PI - (mercatorY * Math.PI * 2.0))) - Math.PI * 0.5; const len = Math.cos(sphericalY); const vec = new Float64Array(3) as any; vec[0] = Math.sin(sphericalX) * len; vec[1] = Math.sin(sphericalY); vec[2] = Math.cos(sphericalX) * len; return vec; } /** * For a given longitude and latitude (note: in degrees) returns the normalized vector from the planet center to the specified place on the surface. */ export function angularCoordinatesToSurfaceVector(lngLat: LngLat): vec3 { return angularCoordinatesRadiansToVector(lngLat.lng * Math.PI / 180, lngLat.lat * Math.PI / 180); } export function getGlobeRadiusPixels(worldSize: number, latitudeDegrees: number): number { // We want zoom levels to be consistent between globe and flat views. // This means that the pixel size of features at the map center point // should be the same for both globe and flat view. // For this reason we scale the globe up when map center is nearer to the poles. return worldSize / (2.0 * Math.PI) / Math.cos(latitudeDegrees * Math.PI / 180); } /** * Given a 3D point on the surface of a unit sphere, returns its angular coordinates in degrees. * The input vector must be normalized. */ export function sphereSurfacePointToCoordinates(surface: vec3): LngLat { const latRadians = Math.asin(surface[1]); const latDegrees = latRadians / Math.PI * 180.0; const lengthXZ = Math.sqrt(surface[0] * surface[0] + surface[2] * surface[2]); if (lengthXZ > 1e-6) { const projX = surface[0] / lengthXZ; const projZ = surface[2] / lengthXZ; const acosZ = Math.acos(projZ); const lngRadians = (projX > 0) ? acosZ : -acosZ; const lngDegrees = lngRadians / Math.PI * 180.0; return new LngLat(wrap(lngDegrees, -180, 180), latDegrees); } else { return new LngLat(0.0, latDegrees); } } /** * Returns the globe orientation quaternion for the given map center and bearing. * The inverse of {@link lngLatBearingFromOrientation}. */ export function orientationFromLngLatBearing(lngLat: LngLat, bearing: number): quat { return quat.fromEuler(createVec4f64(), -lngLat.lng, -lngLat.lat, bearing); } /** * Given a globe orientation quaternion, returns the corresponding map center and bearing. * The inverse of {@link orientationFromLngLatBearing}. */ export function lngLatBearingFromOrientation(q: quat): { lng: number; lat: number; bearing: number } { const x = q[0], y = q[1], z = q[2], w = q[3]; const lng = -Math.atan2(2 * (w * x + y * z), 1 - 2 * (x * x + y * y)) * 180 / Math.PI; const lat = -Math.asin(clamp(2 * (w * y - z * x), -1, 1)) * 180 / Math.PI; const bearing = Math.atan2(2 * (w * z + x * y), 1 - 2 * (y * y + z * z)) * 180 / Math.PI; return {lng, lat, bearing}; } /** * How much of the angle between the view axis and the horizon is given over to easing off, measured * inward from the horizon. Only the outermost sliver of the globe is affected, where a pixel is * already worth degrees of arc. * * This is the one number here open to taste, and it sets two things at once: narrowing it keeps the * drag exact over more of the globe, and, since the exact curve steepens towards tangency, hands * over at a higher rate too. Bell has no such freedom, as a hyperbola of the fixed form `k/d` meets * a sphere in both value and slope at exactly one radius. */ const PAN_FALLOFF_BAND = 0.1; /** * Radius around the pole's screen position, in pixels, within which the cursor's sweep around it * stops being trusted at face value: the angle a given drag subtends grows without bound as the * cursor closes on the pole, and at the pole itself there is no angle at all. */ const DIAL_MIN_RADIUS_PIXELS = 20; /** Kept just below a half turn so the center cannot land exactly on the far side of the globe. */ const PAN_MAX_ANGLE = Math.PI * 0.98; /** * Returns the point on the globe that a drag towards `point` should aim at. * * Exact tracking breaks down at the silhouette: the ray meets the globe at `asin(D sin a) - a`, * whose slope runs away to infinity as the ray goes tangent, and past it there is no intersection * at all. So the exact curve is left {@link PAN_FALLOFF_BAND} early and continued with a hyperbola * matching it in value and slope, easing off and saturating short of the far side. Bell's virtual * trackball takes the same idea of easing a sphere into a hyperbola before the rim, though it fits * the curve differently: SGI's `trackball.c`, described in Henriksen, Sporring and Hornbæk, * "Virtual Trackballs Revisited", IEEE TVCG 10(2):206-216, 2004. * * The angle comes from atan2, so a ray pointing away from the globe is a wide angle the falloff * saturates rather than a case to reject. * @param tr - The transform being dragged. * @param point - The cursor position. */ function panSurfaceLocation(tr: ITransform, point: Point): LngLat { const origin = tr.cameraPosition; const distance = vec3.length(origin); if (distance <= 1) { return tr.screenPointToLocation(point); } const u = createVec3f64(); vec3.normalize(u, origin); const direction = tr.getRayDirectionFromPixel(point); const c = -vec3.dot(direction, u); const lateral = createVec3f64(); vec3.scaleAndAdd(lateral, direction, u, c); const s = vec3.length(lateral); if (s < 1e-9) { return tr.screenPointToLocation(point); } const angle = Math.atan2(s, c); const horizonAngle = Math.asin(1 / distance); const handoverAngle = horizonAngle * (1 - PAN_FALLOFF_BAND); if (angle < handoverAngle) { return tr.screenPointToLocation(point); } const sinHandover = distance * Math.sin(handoverAngle); const targetAtHandover = Math.asin(clamp(sinHandover, -1, 1)) - handoverAngle; const slopeAtHandover = distance * Math.cos(handoverAngle) / Math.sqrt(Math.max(1 - sinHandover * sinHandover, 1e-12)) - 1; const room = PAN_MAX_ANGLE - targetAtHandover; const excess = angle - handoverAngle; const target = targetAtHandover + room * (slopeAtHandover * excess) / (room + slopeAtHandover * excess); const e = createVec3f64(); vec3.scale(e, lateral, 1 / s); const surface = createVec3f64(); vec3.scale(surface, u, Math.cos(clamp(target, 0, PAN_MAX_ANGLE))); vec3.scaleAndAdd(surface, surface, e, Math.sin(clamp(target, 0, PAN_MAX_ANGLE))); vec3.normalize(surface, surface); return sphereSurfacePointToCoordinates(surface); } /** * Rotates the globe so that the given location appears at the given screen point, by composing * versors, the unit quaternions that represent rotations. Unlike the bearing-preserving * {@link ITransform.setLocationAtPoint}, this stays smooth near and across the poles, and keeps * panning once the cursor leaves the globe. * * Note: the delta rotation's axis is in the surface-vector frame of * {@link angularCoordinatesToSurfaceVector}, while the orientation quaternion uses the Euler frame * of {@link orientationFromLngLatBearing}, hence the component swizzle where they combine. Zoom is * adjusted to keep the planet the same size, as `setLocationAtPoint` does. * @param tr - The transform to rotate. * @param lnglat - The location to bring under `point`. * @param point - The screen point that `lnglat` should appear at. * @param panDelta - The drag's pixel delta. Used to re-derive the previous cursor location through * {@link panSurfaceLocation}, since both ends of the rotation must come from the same mapping. * @param fixedBearing - Applies the swing only, keeping the bearing fixed, which is what dragging * the globe does. Pass `false` to apply the twist about the view axis as well, so that the grabbed * location tracks the cursor exactly and the bearing drifts with it. */ export function versorSetLocationAtPoint(tr: ITransform, lnglat: LngLat, point: Point, panDelta?: Point, fixedBearing = true): void { const pointLngLat = panSurfaceLocation(tr, point); let sourceLngLat = lnglat; if (panDelta) { sourceLngLat = panSurfaceLocation(tr, point.sub(panDelta)); } else if (!tr.isPointOnMapSurface(point)) { return; } const vecToPixelCurrent = angularCoordinatesToSurfaceVector(pointLngLat); const vecToTarget = angularCoordinatesToSurfaceVector(sourceLngLat); const centerQuat = orientationFromLngLatBearing(tr.center, tr.bearing); const w = vec3.cross(createVec3f64(), vecToTarget, vecToPixelCurrent); const l = Math.sqrt(vec3.dot(w, w)); const t = Math.acos(clamp(vec3.dot(vecToTarget, vecToPixelCurrent), -1, 1)) / 2; const s = Math.sin(t); const delta = l ? quat.fromValues((w[1] / l) * s, (-w[0] / l) * s, (w[2] / l) * s, Math.cos(t)) : quat.fromValues(0, 0, 0, 1); const newCenterQuat = quat.multiply(createVec4f64(), centerQuat, delta); const {lng: newCenterLng, lat: newCenterLat, bearing: newBearing} = lngLatBearingFromOrientation(newCenterQuat); const oldLat = tr.center.lat; const oldZoom = tr.zoom; const finalLat = clamp(newCenterLat, -90, 90); const finalLng = fixedBearing ? fixedBearingLongitude(tr, point, panDelta, newCenterLng) : newCenterLng; tr.setCenter(new LngLat(wrap(finalLng, -180, 180), finalLat)); if (!fixedBearing) { tr.setBearing(newBearing); } tr.setZoom(oldZoom + getZoomAdjustment(oldLat, tr.center.lat)); } /** * Returns the center longitude for a bearing-preserving drag. * * The swing longitude becomes ill-conditioned near the pole and the grabbed location slips away * from the cursor, so within the last ~12 degrees of latitude the cursor is treated as turning a * dial around the pole, blended in with a smoothstep anchored on {@link MAX_VALID_LATITUDE}, the * highest latitude the center can reach. The sweep comes from the raw pixel delta rather than a * round-tripped previous cursor position, which would lose its sign to cancellation at the pole, * and is damped within {@link DIAL_MIN_RADIUS_PIXELS} so it eases to nothing there instead of * being dropped, which would leave a spot where the drag could not move at all. * @param tr - The transform being dragged. * @param point - The cursor position. * @param panDelta - The drag's pixel delta, or undefined to use the swing longitude only. * @param newCenterLng - The swing target longitude. * @returns the center longitude to apply. */ function fixedBearingLongitude(tr: ITransform, point: Point, panDelta: Point | undefined, newCenterLng: number): number { const oldLng = tr.center.lng; const oldLat = tr.center.lat; const poleLat = oldLat >= 0 ? 90 : -90; const polePoint = tr.locationToScreenPoint(new LngLat(0, poleLat)); const rx = point.x - polePoint.x, ry = point.y - polePoint.y; const r2 = rx * rx + ry * ry; const tRamp = clamp(1 - (MAX_VALID_LATITUDE - Math.abs(oldLat)) / 12, 0, 1); const dial = tRamp * tRamp * (3 - 2 * tRamp); const dLngSwing = mod(newCenterLng - oldLng + 180, 360) - 180; let dLngDial = 0; if (dial > 0 && panDelta) { const dTheta = (rx * panDelta.y - ry * panDelta.x) / Math.max(r2, DIAL_MIN_RADIUS_PIXELS * DIAL_MIN_RADIUS_PIXELS); dLngDial = (poleLat > 0 ? 1 : -1) * dTheta * 180 / Math.PI; } return oldLng + (1 - dial) * dLngSwing + dial * dLngDial; } /** * Given a normalized horizon plane in Ax+By+Cz+D=0 format, compute the center and radius of * the circle in that plain that contains the entire visible portion of the unit sphere from horizon * to horizon. * @param horizonPlane - The plane that passes through visible horizon in Ax + By + Cz + D = 0 format where mag(A,B,C)=1 * @returns the center point and radius of the disc that passes through the entire visible horizon */ export function horizonPlaneToCenterAndRadius(horizonPlane: ReadonlyVec4): { center: vec3; radius: number } { const center = createVec3f64(); center[0] = horizonPlane[0] * -horizonPlane[3]; center[1] = horizonPlane[1] * -horizonPlane[3]; center[2] = horizonPlane[2] * -horizonPlane[3]; /* .******* ****|\ ** | \ ** | 1 * radius | \ * | \ * center +--D--+(0,0,0) */ const radius = Math.sqrt(1 - horizonPlane[3] * horizonPlane[3]); return {center, radius}; } /** * Computes the closest point on a sphere to `point`. * @param center - Center of the sphere * @param radius - Radius of the sphere * @param point - Point inside or outside the sphere * @returns A 3d vector of the point on the sphere closest to `point` */ export function clampToSphere(center: vec3, radius: number, point: vec3): vec3 { const relativeToCenter = createVec3f64(); vec3.sub(relativeToCenter, point, center); const clamped = createVec3f64(); vec3.scaleAndAdd(clamped, center, relativeToCenter, radius / vec3.len(relativeToCenter)); return clamped; } function planetScaleAtLatitude(latitudeDegrees: number): number { return Math.cos(latitudeDegrees * Math.PI / 180); } /** * Computes how much to modify zoom to keep the globe size constant when changing latitude. * @param transform - An instance of any transform. Does not have any relation on the computed values. * @param oldLat - Latitude before change, in degrees. * @param newLat - Latitude after change, in degrees. * @returns A value to add to zoom level used for old latitude to keep same planet radius at new latitude. */ export function getZoomAdjustment(oldLat: number, newLat: number): number { const oldCircumference = planetScaleAtLatitude(oldLat); const newCircumference = planetScaleAtLatitude(newLat); return scaleZoom(newCircumference / oldCircumference); } export function getDegreesPerPixel(worldSize: number, lat: number): number { return 360.0 / getGlobeCircumferencePixels({worldSize, center: {lat}}); } /** * Returns transform's new center rotation after applying panning. * @param panDelta - Panning delta, in same units as what is supplied to {@link HandlerManager}. * @param tr - Current transform. This object is not modified by the function. * @returns New center location to set to the map's transform to apply the specified panning. */ export function computeGlobePanCenter(panDelta: Point, tr: { readonly bearingInRadians: number; readonly worldSize: number; readonly center: LngLat; readonly zoom: number; }): LngLat { // Apply map bearing to the panning vector const rotatedPanDelta = panDelta.rotate(tr.bearingInRadians); // Compute what the current zoom would be if the transform center would be moved to latitude 0. const normalizedGlobeZoom = tr.zoom + getZoomAdjustment(tr.center.lat, 0); // Note: we divide longitude speed by planet width at the given latitude. But we diminish this effect when the globe is zoomed out a lot. const lngSpeed = lerp( 1.0 / planetScaleAtLatitude(tr.center.lat), // speed adjusted by latitude 1.0 / planetScaleAtLatitude(Math.min(Math.abs(tr.center.lat), 60)), // also adjusted, but latitude is clamped to 60° to avoid too large speeds near poles remapSaturate(normalizedGlobeZoom, 7, 3, 0, 1.0) // Values chosen so that globe interactions feel good. Not scientific by any means. ); const panningDegreesPerPixel = getDegreesPerPixel(tr.worldSize, tr.center.lat); return new LngLat( tr.center.lng - rotatedPanDelta.x * panningDegreesPerPixel * lngSpeed, clamp(tr.center.lat + rotatedPanDelta.y * panningDegreesPerPixel, -MAX_VALID_LATITUDE, MAX_VALID_LATITUDE) ); } /** * Integration of `1 / cos(x)`. */ function integrateSecX(x: number): number { const xHalf = 0.5 * x; const sin = Math.sin(xHalf); const cos = Math.cos(xHalf); return Math.log(sin + cos) - Math.log(cos - sin); } /** * Interpolates globe center between two locations while preserving apparent rotation speed during interpolation. * @param start - The starting location of the interpolation. * @param deltaLng - Longitude delta to the end of the interpolation. * @param deltaLat - Latitude delta to the end of the interpolation. * @param t - The interpolation point in [0..1], where 0 is starting location, 1 is end location and other values are in between. * @returns The interpolated location. */ export function interpolateLngLatForGlobe(start: LngLat, deltaLng: number, deltaLat: number, t: number): LngLat { // Rate of change of longitude when moving the globe should be roughly 1/cos(latitude) // We want to use this rate of change, even for interpolation during easing. // Thus we know the derivative of our interpolation function: 1/cos(x) // To get our interpolation function, we need to integrate that. const interpolatedLat = start.lat + deltaLat * t; if (Math.abs(deltaLat) > 1) { const endLat = start.lat + deltaLat; const onDifferentHemispheres = Math.sign(endLat) !== Math.sign(start.lat); // Where do we sample the integrated speed curve? const samplePointStart = (onDifferentHemispheres ? -Math.abs(start.lat) : Math.abs(start.lat)) * Math.PI / 180; const samplePointEnd = Math.abs(start.lat + deltaLat) * Math.PI / 180; // Read the integrated speed curve at those points, and at the interpolation value "t". const valueT = integrateSecX(samplePointStart + t * (samplePointEnd - samplePointStart)); const valueStart = integrateSecX(samplePointStart); const valueEnd = integrateSecX(samplePointEnd); // Compute new interpolation factor based on the speed curve const newT = (valueT - valueStart) / (valueEnd - valueStart); // Interpolate using that factor const interpolatedLng = start.lng + deltaLng * newT; return new LngLat( interpolatedLng, interpolatedLat ); } else { // Fall back to simple interpolation when latitude doesn't change much. const interpolatedLng = start.lng + deltaLng * t; return new LngLat( interpolatedLng, interpolatedLat ); } }