ol
Version:
OpenLayers mapping library
517 lines (476 loc) • 16.2 kB
JavaScript
/**
* @module ol/reproj/Triangulation
*/
import {
boundingExtent,
createEmpty,
extendCoordinate,
getArea,
getBottomLeft,
getBottomRight,
getTopLeft,
getTopRight,
getWidth,
intersects,
} from '../extent.js';
import {modulo} from '../math.js';
import {
createTransformFromCoordinateTransform,
getTransform,
transform,
} from '../proj.js';
import {apply as applyMatrix} from '../transform.js';
/**
* Single triangle; consists of 3 source points and 3 target points.
* @typedef {Object} Triangle
* @property {Array<import("../coordinate.js").Coordinate>} source Source.
* @property {Array<import("../coordinate.js").Coordinate>} target Target.
*/
/**
* Maximum number of subdivision steps during raster reprojection triangulation.
* Prevents high memory usage and large number of proj4 calls (for certain
* transformations and areas). At most `2*(2^this)` triangles are created for
* each triangulated extent (tile/image).
* @type {number}
*/
const MAX_SUBDIVISION = 10;
/**
* Maximum allowed size of triangle relative to world width. When transforming
* corners of world extent between certain projections, the resulting
* triangulation seems to have zero error and no subdivision is performed. If
* the triangle width is more than this (relative to world width; 0-1),
* subdivison is forced (up to `MAX_SUBDIVISION`). Default is `0.25`.
* @type {number}
*/
const MAX_TRIANGLE_WIDTH = 0.25;
/**
* @classdesc
* Class containing triangulation of the given target extent.
* Used for determining source data and the reprojection itself.
*/
class Triangulation {
/**
* @param {import("../proj/Projection.js").default} sourceProj Source projection.
* @param {import("../proj/Projection.js").default} targetProj Target projection.
* @param {import("../extent.js").Extent} targetExtent Target extent to triangulate.
* @param {import("../extent.js").Extent} maxSourceExtent Maximal source extent that can be used.
* @param {number} errorThreshold Acceptable error (in source units).
* @param {?number} destinationResolution The (optional) resolution of the destination.
* @param {import("../transform.js").Transform} [sourceMatrix] Source transform matrix.
*/
constructor(
sourceProj,
targetProj,
targetExtent,
maxSourceExtent,
errorThreshold,
destinationResolution,
sourceMatrix,
) {
/**
* @type {import("../proj/Projection.js").default}
* @private
*/
this.sourceProj_ = sourceProj;
/**
* @type {import("../proj/Projection.js").default}
* @private
*/
this.targetProj_ = targetProj;
/** @type {!Object<string, import("../coordinate.js").Coordinate>} */
let transformInvCache = {};
const transformInv = sourceMatrix
? createTransformFromCoordinateTransform((input) =>
applyMatrix(
sourceMatrix,
transform(input, this.targetProj_, this.sourceProj_),
),
)
: getTransform(this.targetProj_, this.sourceProj_);
/**
* @param {import("../coordinate.js").Coordinate} c A coordinate.
* @return {import("../coordinate.js").Coordinate} Transformed coordinate.
* @private
*/
this.transformInv_ = function (c) {
const key = c[0] + '/' + c[1];
if (!transformInvCache[key]) {
transformInvCache[key] = transformInv(c);
}
return transformInvCache[key];
};
/**
* @type {import("../extent.js").Extent}
* @private
*/
this.maxSourceExtent_ = maxSourceExtent;
/**
* @type {number}
* @private
*/
this.errorThresholdSquared_ = errorThreshold * errorThreshold;
/**
* @type {Array<Triangle>}
* @private
*/
this.triangles_ = [];
/**
* Indicates that the triangulation crosses edge of the source projection.
* @type {boolean}
* @private
*/
this.wrapsXInSource_ = false;
/**
* @type {boolean}
* @private
*/
this.canWrapXInSource_ =
this.sourceProj_.canWrapX() &&
!!maxSourceExtent &&
!!this.sourceProj_.getExtent() &&
getWidth(maxSourceExtent) >= getWidth(this.sourceProj_.getExtent());
/**
* @type {?number}
* @private
*/
this.sourceWorldWidth_ = this.sourceProj_.getExtent()
? getWidth(this.sourceProj_.getExtent())
: null;
/**
* @type {?number}
* @private
*/
this.targetWorldWidth_ = this.targetProj_.getExtent()
? getWidth(this.targetProj_.getExtent())
: null;
const destinationTopLeft = getTopLeft(targetExtent);
const destinationTopRight = getTopRight(targetExtent);
const destinationBottomRight = getBottomRight(targetExtent);
const destinationBottomLeft = getBottomLeft(targetExtent);
const sourceTopLeft = this.transformInv_(destinationTopLeft);
const sourceTopRight = this.transformInv_(destinationTopRight);
const sourceBottomRight = this.transformInv_(destinationBottomRight);
const sourceBottomLeft = this.transformInv_(destinationBottomLeft);
/*
* The maxSubdivision controls how many splittings of the target area can
* be done. The idea here is to do a linear mapping of the target areas
* but the actual overall reprojection (can be) extremely non-linear. The
* default value of MAX_SUBDIVISION was chosen based on mapping a 256x256
* tile size. However this function is also called to remap canvas rendered
* layers which can be much larger. This calculation increases the maxSubdivision
* value by the right factor so that each 256x256 pixel area has
* MAX_SUBDIVISION divisions.
*/
const maxSubdivision =
MAX_SUBDIVISION +
(destinationResolution
? Math.max(
0,
Math.ceil(
Math.log2(
getArea(targetExtent) /
(destinationResolution * destinationResolution * 256 * 256),
),
),
)
: 0);
this.addQuad_(
destinationTopLeft,
destinationTopRight,
destinationBottomRight,
destinationBottomLeft,
sourceTopLeft,
sourceTopRight,
sourceBottomRight,
sourceBottomLeft,
maxSubdivision,
);
if (this.wrapsXInSource_) {
let leftBound = Infinity;
this.triangles_.forEach(function (triangle, i, arr) {
leftBound = Math.min(
leftBound,
triangle.source[0][0],
triangle.source[1][0],
triangle.source[2][0],
);
});
// Shift triangles to be as close to `leftBound` as possible
// (if the distance is more than `worldWidth / 2` it can be closer.
this.triangles_.forEach((triangle) => {
if (
Math.max(
triangle.source[0][0],
triangle.source[1][0],
triangle.source[2][0],
) -
leftBound >
this.sourceWorldWidth_ / 2
) {
const newTriangle = [
[triangle.source[0][0], triangle.source[0][1]],
[triangle.source[1][0], triangle.source[1][1]],
[triangle.source[2][0], triangle.source[2][1]],
];
if (newTriangle[0][0] - leftBound > this.sourceWorldWidth_ / 2) {
newTriangle[0][0] -= this.sourceWorldWidth_;
}
if (newTriangle[1][0] - leftBound > this.sourceWorldWidth_ / 2) {
newTriangle[1][0] -= this.sourceWorldWidth_;
}
if (newTriangle[2][0] - leftBound > this.sourceWorldWidth_ / 2) {
newTriangle[2][0] -= this.sourceWorldWidth_;
}
// Rarely (if the extent contains both the dateline and prime meridian)
// the shift can in turn break some triangles.
// Detect this here and don't shift in such cases.
const minX = Math.min(
newTriangle[0][0],
newTriangle[1][0],
newTriangle[2][0],
);
const maxX = Math.max(
newTriangle[0][0],
newTriangle[1][0],
newTriangle[2][0],
);
if (maxX - minX < this.sourceWorldWidth_ / 2) {
triangle.source = newTriangle;
}
}
});
}
transformInvCache = {};
}
/**
* Adds triangle to the triangulation.
* @param {import("../coordinate.js").Coordinate} a The target a coordinate.
* @param {import("../coordinate.js").Coordinate} b The target b coordinate.
* @param {import("../coordinate.js").Coordinate} c The target c coordinate.
* @param {import("../coordinate.js").Coordinate} aSrc The source a coordinate.
* @param {import("../coordinate.js").Coordinate} bSrc The source b coordinate.
* @param {import("../coordinate.js").Coordinate} cSrc The source c coordinate.
* @private
*/
addTriangle_(a, b, c, aSrc, bSrc, cSrc) {
this.triangles_.push({
source: [aSrc, bSrc, cSrc],
target: [a, b, c],
});
}
/**
* Adds quad (points in clock-wise order) to the triangulation
* (and reprojects the vertices) if valid.
* Performs quad subdivision if needed to increase precision.
*
* @param {import("../coordinate.js").Coordinate} a The target a coordinate.
* @param {import("../coordinate.js").Coordinate} b The target b coordinate.
* @param {import("../coordinate.js").Coordinate} c The target c coordinate.
* @param {import("../coordinate.js").Coordinate} d The target d coordinate.
* @param {import("../coordinate.js").Coordinate} aSrc The source a coordinate.
* @param {import("../coordinate.js").Coordinate} bSrc The source b coordinate.
* @param {import("../coordinate.js").Coordinate} cSrc The source c coordinate.
* @param {import("../coordinate.js").Coordinate} dSrc The source d coordinate.
* @param {number} maxSubdivision Maximal allowed subdivision of the quad.
* @private
*/
addQuad_(a, b, c, d, aSrc, bSrc, cSrc, dSrc, maxSubdivision) {
const sourceQuadExtent = boundingExtent([aSrc, bSrc, cSrc, dSrc]);
const sourceCoverageX = this.sourceWorldWidth_
? getWidth(sourceQuadExtent) / this.sourceWorldWidth_
: null;
const sourceWorldWidth = /** @type {number} */ (this.sourceWorldWidth_);
// when the quad is wrapped in the source projection
// it covers most of the projection extent, but not fully
const wrapsX =
this.sourceProj_.canWrapX() &&
sourceCoverageX > 0.5 &&
sourceCoverageX < 1;
let needsSubdivision = false;
if (maxSubdivision > 0) {
if (this.targetProj_.isGlobal() && this.targetWorldWidth_) {
const targetQuadExtent = boundingExtent([a, b, c, d]);
const targetCoverageX =
getWidth(targetQuadExtent) / this.targetWorldWidth_;
needsSubdivision =
targetCoverageX > MAX_TRIANGLE_WIDTH || needsSubdivision;
}
if (!wrapsX && this.sourceProj_.isGlobal() && sourceCoverageX) {
needsSubdivision =
sourceCoverageX > MAX_TRIANGLE_WIDTH || needsSubdivision;
}
}
if (!needsSubdivision && this.maxSourceExtent_) {
if (
isFinite(sourceQuadExtent[0]) &&
isFinite(sourceQuadExtent[1]) &&
isFinite(sourceQuadExtent[2]) &&
isFinite(sourceQuadExtent[3])
) {
if (!intersects(sourceQuadExtent, this.maxSourceExtent_)) {
// whole quad outside source projection extent -> ignore
return;
}
}
}
let isNotFinite = 0;
if (!needsSubdivision) {
if (
!isFinite(aSrc[0]) ||
!isFinite(aSrc[1]) ||
!isFinite(bSrc[0]) ||
!isFinite(bSrc[1]) ||
!isFinite(cSrc[0]) ||
!isFinite(cSrc[1]) ||
!isFinite(dSrc[0]) ||
!isFinite(dSrc[1])
) {
if (maxSubdivision > 0) {
needsSubdivision = true;
} else {
// It might be the case that only 1 of the points is infinite. In this case
// we can draw a single triangle with the other three points
isNotFinite =
(!isFinite(aSrc[0]) || !isFinite(aSrc[1]) ? 8 : 0) +
(!isFinite(bSrc[0]) || !isFinite(bSrc[1]) ? 4 : 0) +
(!isFinite(cSrc[0]) || !isFinite(cSrc[1]) ? 2 : 0) +
(!isFinite(dSrc[0]) || !isFinite(dSrc[1]) ? 1 : 0);
if (
isNotFinite != 1 &&
isNotFinite != 2 &&
isNotFinite != 4 &&
isNotFinite != 8
) {
return;
}
}
}
}
if (maxSubdivision > 0) {
if (!needsSubdivision) {
const center = [(a[0] + c[0]) / 2, (a[1] + c[1]) / 2];
const centerSrc = this.transformInv_(center);
let dx;
if (wrapsX) {
const centerSrcEstimX =
(modulo(aSrc[0], sourceWorldWidth) +
modulo(cSrc[0], sourceWorldWidth)) /
2;
dx = centerSrcEstimX - modulo(centerSrc[0], sourceWorldWidth);
} else {
dx = (aSrc[0] + cSrc[0]) / 2 - centerSrc[0];
}
const dy = (aSrc[1] + cSrc[1]) / 2 - centerSrc[1];
const centerSrcErrorSquared = dx * dx + dy * dy;
needsSubdivision = centerSrcErrorSquared > this.errorThresholdSquared_;
}
if (needsSubdivision) {
if (Math.abs(a[0] - c[0]) <= Math.abs(a[1] - c[1])) {
// split horizontally (top & bottom)
const bc = [(b[0] + c[0]) / 2, (b[1] + c[1]) / 2];
const bcSrc = this.transformInv_(bc);
const da = [(d[0] + a[0]) / 2, (d[1] + a[1]) / 2];
const daSrc = this.transformInv_(da);
this.addQuad_(
a,
b,
bc,
da,
aSrc,
bSrc,
bcSrc,
daSrc,
maxSubdivision - 1,
);
this.addQuad_(
da,
bc,
c,
d,
daSrc,
bcSrc,
cSrc,
dSrc,
maxSubdivision - 1,
);
} else {
// split vertically (left & right)
const ab = [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2];
const abSrc = this.transformInv_(ab);
const cd = [(c[0] + d[0]) / 2, (c[1] + d[1]) / 2];
const cdSrc = this.transformInv_(cd);
this.addQuad_(
a,
ab,
cd,
d,
aSrc,
abSrc,
cdSrc,
dSrc,
maxSubdivision - 1,
);
this.addQuad_(
ab,
b,
c,
cd,
abSrc,
bSrc,
cSrc,
cdSrc,
maxSubdivision - 1,
);
}
return;
}
}
if (wrapsX) {
if (!this.canWrapXInSource_) {
return;
}
this.wrapsXInSource_ = true;
}
// Exactly zero or one of *Src is not finite
// The triangles must have the diagonal line as the first side
// This is to allow easy code in reproj.s to make it straight for broken
// browsers that can't handle diagonal clipping
if ((isNotFinite & 0xb) == 0) {
this.addTriangle_(a, c, d, aSrc, cSrc, dSrc);
}
if ((isNotFinite & 0xe) == 0) {
this.addTriangle_(a, c, b, aSrc, cSrc, bSrc);
}
if (isNotFinite) {
// Try the other two triangles
if ((isNotFinite & 0xd) == 0) {
this.addTriangle_(b, d, a, bSrc, dSrc, aSrc);
}
if ((isNotFinite & 0x7) == 0) {
this.addTriangle_(b, d, c, bSrc, dSrc, cSrc);
}
}
}
/**
* Calculates extent of the `source` coordinates from all the triangles.
*
* @return {import("../extent.js").Extent} Calculated extent.
*/
calculateSourceExtent() {
const extent = createEmpty();
this.triangles_.forEach(function (triangle, i, arr) {
const src = triangle.source;
extendCoordinate(extent, src[0]);
extendCoordinate(extent, src[1]);
extendCoordinate(extent, src[2]);
});
return extent;
}
/**
* @return {Array<Triangle>} Array of the calculated triangles.
*/
getTriangles() {
return this.triangles_;
}
}
export default Triangulation;