/** * @module ol/reproj/Triangulation */ import { boundingExtent, createEmpty, extendCoordinate, getArea, getBottomLeft, getBottomRight, getTopLeft, getTopRight, getWidth, intersects, } from '../extent.js'; import {getTransform} from '../proj.js'; import {modulo} from '../math.js'; /** * Single triangle; consists of 3 source points and 3 target points. * @typedef {Object} Triangle * @property {Array} source Source. * @property {Array} 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. */ constructor( sourceProj, targetProj, targetExtent, maxSourceExtent, errorThreshold, destinationResolution ) { /** * @type {import("../proj/Projection.js").default} * @private */ this.sourceProj_ = sourceProj; /** * @type {import("../proj/Projection.js").default} * @private */ this.targetProj_ = targetProj; /** @type {!Object} */ let transformInvCache = {}; const transformInv = 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} * @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} Array of the calculated triangles. */ getTriangles() { return this.triangles_; } } export default Triangulation;