// @flow import LngLat from './lng_lat'; import LngLatBounds from './lng_lat_bounds'; import MercatorCoordinate, {mercatorXfromLng, mercatorYfromLat, mercatorZfromAltitude} from './mercator_coordinate'; import Point from '@mapbox/point-geometry'; import {wrap, clamp} from '../util/util'; import {number as interpolate} from '../style-spec/util/interpolate'; import EXTENT from '../data/extent'; import {vec4, mat4, mat2, vec2} from 'gl-matrix'; import {Aabb, Frustum} from '../util/primitives.js'; import EdgeInsets from './edge_insets'; import {UnwrappedTileID, OverscaledTileID, CanonicalTileID} from '../source/tile_id'; import type {PaddingOptions} from './edge_insets'; /** * A single transform, generally used for a single tile to be * scaled, rotated, and zoomed. * @private */ class Transform { tileSize: number; tileZoom: number; lngRange: ?[number, number]; latRange: ?[number, number]; maxValidLatitude: number; scale: number; width: number; height: number; angle: number; rotationMatrix: Float64Array; zoomFraction: number; pixelsToGLUnits: [number, number]; cameraToCenterDistance: number; mercatorMatrix: Array; projMatrix: Float64Array; invProjMatrix: Float64Array; alignedProjMatrix: Float64Array; pixelMatrix: Float64Array; pixelMatrixInverse: Float64Array; glCoordMatrix: Float32Array; labelPlaneMatrix: Float32Array; _fov: number; _pitch: number; _zoom: number; _unmodified: boolean; _renderWorldCopies: boolean; _minZoom: number; _maxZoom: number; _minPitch: number; _maxPitch: number; _center: LngLat; _edgeInsets: EdgeInsets; _constraining: boolean; _posMatrixCache: {[_: string]: Float32Array}; _alignedPosMatrixCache: {[_: string]: Float32Array}; constructor(minZoom: ?number, maxZoom: ?number, minPitch: ?number, maxPitch: ?number, renderWorldCopies: boolean | void) { this.tileSize = 512; // constant this.maxValidLatitude = 85.051129; // constant this._renderWorldCopies = renderWorldCopies === undefined ? true : renderWorldCopies; this._minZoom = minZoom || 0; this._maxZoom = maxZoom || 22; this._minPitch = (minPitch === undefined || minPitch === null) ? 0 : minPitch; this._maxPitch = (maxPitch === undefined || maxPitch === null) ? 60 : maxPitch; this.setMaxBounds(); this.width = 0; this.height = 0; this._center = new LngLat(0, 0); this.zoom = 0; this.angle = 0; this._fov = 0.6435011087932844; this._pitch = 0; this._unmodified = true; this._edgeInsets = new EdgeInsets(); this._posMatrixCache = {}; this._alignedPosMatrixCache = {}; } clone(): Transform { const clone = new Transform(this._minZoom, this._maxZoom, this._minPitch, this.maxPitch, this._renderWorldCopies); clone.tileSize = this.tileSize; clone.latRange = this.latRange; clone.width = this.width; clone.height = this.height; clone._center = this._center; clone.zoom = this.zoom; clone.angle = this.angle; clone._fov = this._fov; clone._pitch = this._pitch; clone._unmodified = this._unmodified; clone._edgeInsets = this._edgeInsets.clone(); clone._calcMatrices(); return clone; } get minZoom(): number { return this._minZoom; } set minZoom(zoom: number) { if (this._minZoom === zoom) return; this._minZoom = zoom; this.zoom = Math.max(this.zoom, zoom); } get maxZoom(): number { return this._maxZoom; } set maxZoom(zoom: number) { if (this._maxZoom === zoom) return; this._maxZoom = zoom; this.zoom = Math.min(this.zoom, zoom); } get minPitch(): number { return this._minPitch; } set minPitch(pitch: number) { if (this._minPitch === pitch) return; this._minPitch = pitch; this.pitch = Math.max(this.pitch, pitch); } get maxPitch(): number { return this._maxPitch; } set maxPitch(pitch: number) { if (this._maxPitch === pitch) return; this._maxPitch = pitch; this.pitch = Math.min(this.pitch, pitch); } get renderWorldCopies(): boolean { return this._renderWorldCopies; } set renderWorldCopies(renderWorldCopies?: ?boolean) { if (renderWorldCopies === undefined) { renderWorldCopies = true; } else if (renderWorldCopies === null) { renderWorldCopies = false; } this._renderWorldCopies = renderWorldCopies; } get worldSize(): number { return this.tileSize * this.scale; } get centerOffset(): Point { return this.centerPoint._sub(this.size._div(2)); } get size(): Point { return new Point(this.width, this.height); } get bearing(): number { return -this.angle / Math.PI * 180; } set bearing(bearing: number) { const b = -wrap(bearing, -180, 180) * Math.PI / 180; if (this.angle === b) return; this._unmodified = false; this.angle = b; this._calcMatrices(); // 2x2 matrix for rotating points this.rotationMatrix = mat2.create(); mat2.rotate(this.rotationMatrix, this.rotationMatrix, this.angle); } get pitch(): number { return this._pitch / Math.PI * 180; } set pitch(pitch: number) { const p = clamp(pitch, this.minPitch, this.maxPitch) / 180 * Math.PI; if (this._pitch === p) return; this._unmodified = false; this._pitch = p; this._calcMatrices(); } get fov(): number { return this._fov / Math.PI * 180; } set fov(fov: number) { fov = Math.max(0.01, Math.min(60, fov)); if (this._fov === fov) return; this._unmodified = false; this._fov = fov / 180 * Math.PI; this._calcMatrices(); } get zoom(): number { return this._zoom; } set zoom(zoom: number) { const z = Math.min(Math.max(zoom, this.minZoom), this.maxZoom); if (this._zoom === z) return; this._unmodified = false; this._zoom = z; this.scale = this.zoomScale(z); this.tileZoom = Math.floor(z); this.zoomFraction = z - this.tileZoom; this._constrain(); this._calcMatrices(); } get center(): LngLat { return this._center; } set center(center: LngLat) { if (center.lat === this._center.lat && center.lng === this._center.lng) return; this._unmodified = false; this._center = center; this._constrain(); this._calcMatrices(); } get padding(): PaddingOptions { return this._edgeInsets.toJSON(); } set padding(padding: PaddingOptions) { if (this._edgeInsets.equals(padding)) return; this._unmodified = false; //Update edge-insets inplace this._edgeInsets.interpolate(this._edgeInsets, padding, 1); this._calcMatrices(); } /** * The center of the screen in pixels with the top-left corner being (0,0) * and +y axis pointing downwards. This accounts for padding. * * @readonly * @type {Point} * @memberof Transform */ get centerPoint(): Point { return this._edgeInsets.getCenter(this.width, this.height); } /** * Returns if the padding params match * * @param {PaddingOptions} padding * @returns {boolean} * @memberof Transform */ isPaddingEqual(padding: PaddingOptions): boolean { return this._edgeInsets.equals(padding); } /** * Helper method to upadte edge-insets inplace * * @param {PaddingOptions} target * @param {number} t * @memberof Transform */ interpolatePadding(start: PaddingOptions, target: PaddingOptions, t: number) { this._unmodified = false; this._edgeInsets.interpolate(start, target, t); this._constrain(); this._calcMatrices(); } /** * Return a zoom level that will cover all tiles the transform * @param {Object} options options * @param {number} options.tileSize Tile size, expressed in screen pixels. * @param {boolean} options.roundZoom Target zoom level. If true, the value will be rounded to the closest integer. Otherwise the value will be floored. * @returns {number} zoom level An integer zoom level at which all tiles will be visible. */ coveringZoomLevel(options: {roundZoom?: boolean, tileSize: number}) { const z = (options.roundZoom ? Math.round : Math.floor)( this.zoom + this.scaleZoom(this.tileSize / options.tileSize) ); // At negative zoom levels load tiles from z0 because negative tile zoom levels don't exist. return Math.max(0, z); } /** * Return any "wrapped" copies of a given tile coordinate that are visible * in the current view. * * @private */ getVisibleUnwrappedCoordinates(tileID: CanonicalTileID) { const result = [new UnwrappedTileID(0, tileID)]; if (this._renderWorldCopies) { const utl = this.pointCoordinate(new Point(0, 0)); const utr = this.pointCoordinate(new Point(this.width, 0)); const ubl = this.pointCoordinate(new Point(this.width, this.height)); const ubr = this.pointCoordinate(new Point(0, this.height)); const w0 = Math.floor(Math.min(utl.x, utr.x, ubl.x, ubr.x)); const w1 = Math.floor(Math.max(utl.x, utr.x, ubl.x, ubr.x)); // Add an extra copy of the world on each side to properly render ImageSources and CanvasSources. // Both sources draw outside the tile boundaries of the tile that "contains them" so we need // to add extra copies on both sides in case offscreen tiles need to draw into on-screen ones. const extraWorldCopy = 1; for (let w = w0 - extraWorldCopy; w <= w1 + extraWorldCopy; w++) { if (w === 0) continue; result.push(new UnwrappedTileID(w, tileID)); } } return result; } /** * Return all coordinates that could cover this transform for a covering * zoom level. * @param {Object} options * @param {number} options.tileSize * @param {number} options.minzoom * @param {number} options.maxzoom * @param {boolean} options.roundZoom * @param {boolean} options.reparseOverscaled * @param {boolean} options.renderWorldCopies * @returns {Array} OverscaledTileIDs * @private */ coveringTiles( options: { tileSize: number, minzoom?: number, maxzoom?: number, roundZoom?: boolean, reparseOverscaled?: boolean, renderWorldCopies?: boolean } ): Array { let z = this.coveringZoomLevel(options); const actualZ = z; if (options.minzoom !== undefined && z < options.minzoom) return []; if (options.maxzoom !== undefined && z > options.maxzoom) z = options.maxzoom; const centerCoord = MercatorCoordinate.fromLngLat(this.center); const numTiles = Math.pow(2, z); const centerPoint = [numTiles * centerCoord.x, numTiles * centerCoord.y, 0]; const cameraFrustum = Frustum.fromInvProjectionMatrix(this.invProjMatrix, this.worldSize, z); // No change of LOD behavior for pitch lower than 60 and when there is no top padding: return only tile ids from the requested zoom level let minZoom = options.minzoom || 0; // Use 0.1 as an epsilon to avoid for explicit == 0.0 floating point checks if (this.pitch <= 60.0 && this._edgeInsets.top < 0.1) minZoom = z; // There should always be a certain number of maximum zoom level tiles surrounding the center location const radiusOfMaxLvlLodInTiles = 3; const newRootTile = (wrap: number): any => { return { // All tiles are on zero elevation plane => z difference is zero aabb: new Aabb([wrap * numTiles, 0, 0], [(wrap + 1) * numTiles, numTiles, 0]), zoom: 0, x: 0, y: 0, wrap, fullyVisible: false }; }; // Do a depth-first traversal to find visible tiles and proper levels of detail const stack = []; const result = []; const maxZoom = z; const overscaledZ = options.reparseOverscaled ? actualZ : z; if (this._renderWorldCopies) { // Render copy of the globe thrice on both sides for (let i = 1; i <= 3; i++) { stack.push(newRootTile(-i)); stack.push(newRootTile(i)); } } stack.push(newRootTile(0)); while (stack.length > 0) { const it = stack.pop(); const x = it.x; const y = it.y; let fullyVisible = it.fullyVisible; // Visibility of a tile is not required if any of its ancestor if fully inside the frustum if (!fullyVisible) { const intersectResult = it.aabb.intersects(cameraFrustum); if (intersectResult === 0) continue; fullyVisible = intersectResult === 2; } const distanceX = it.aabb.distanceX(centerPoint); const distanceY = it.aabb.distanceY(centerPoint); const longestDim = Math.max(Math.abs(distanceX), Math.abs(distanceY)); // We're using distance based heuristics to determine if a tile should be split into quadrants or not. // radiusOfMaxLvlLodInTiles defines that there's always a certain number of maxLevel tiles next to the map center. // Using the fact that a parent node in quadtree is twice the size of its children (per dimension) // we can define distance thresholds for each relative level: // f(k) = offset + 2 + 4 + 8 + 16 + ... + 2^k. This is the same as "offset+2^(k+1)-2" const distToSplit = radiusOfMaxLvlLodInTiles + (1 << (maxZoom - it.zoom)) - 2; // Have we reached the target depth or is the tile too far away to be any split further? if (it.zoom === maxZoom || (longestDim > distToSplit && it.zoom >= minZoom)) { result.push({ tileID: new OverscaledTileID(it.zoom === maxZoom ? overscaledZ : it.zoom, it.wrap, it.zoom, x, y), distanceSq: vec2.sqrLen([centerPoint[0] - 0.5 - x, centerPoint[1] - 0.5 - y]) }); continue; } for (let i = 0; i < 4; i++) { const childX = (x << 1) + (i % 2); const childY = (y << 1) + (i >> 1); stack.push({aabb: it.aabb.quadrant(i), zoom: it.zoom + 1, x: childX, y: childY, wrap: it.wrap, fullyVisible}); } } return result.sort((a, b) => a.distanceSq - b.distanceSq).map(a => a.tileID); } resize(width: number, height: number) { this.width = width; this.height = height; this.pixelsToGLUnits = [2 / width, -2 / height]; this._constrain(); this._calcMatrices(); } get unmodified(): boolean { return this._unmodified; } zoomScale(zoom: number) { return Math.pow(2, zoom); } scaleZoom(scale: number) { return Math.log(scale) / Math.LN2; } project(lnglat: LngLat) { const lat = clamp(lnglat.lat, -this.maxValidLatitude, this.maxValidLatitude); return new Point( mercatorXfromLng(lnglat.lng) * this.worldSize, mercatorYfromLat(lat) * this.worldSize); } unproject(point: Point): LngLat { return new MercatorCoordinate(point.x / this.worldSize, point.y / this.worldSize).toLngLat(); } get point(): Point { return this.project(this.center); } setLocationAtPoint(lnglat: LngLat, point: Point) { const a = this.pointCoordinate(point); const b = this.pointCoordinate(this.centerPoint); const loc = this.locationCoordinate(lnglat); const newCenter = new MercatorCoordinate( loc.x - (a.x - b.x), loc.y - (a.y - b.y)); this.center = this.coordinateLocation(newCenter); if (this._renderWorldCopies) { this.center = this.center.wrap(); } } /** * Given a location, return the screen point that corresponds to it * @param {LngLat} lnglat location * @returns {Point} screen point * @private */ locationPoint(lnglat: LngLat) { return this.coordinatePoint(this.locationCoordinate(lnglat)); } /** * Given a point on screen, return its lnglat * @param {Point} p screen point * @returns {LngLat} lnglat location * @private */ pointLocation(p: Point) { return this.coordinateLocation(this.pointCoordinate(p)); } /** * Given a geographical lnglat, return an unrounded * coordinate that represents it at this transform's zoom level. * @param {LngLat} lnglat * @returns {Coordinate} * @private */ locationCoordinate(lnglat: LngLat) { return MercatorCoordinate.fromLngLat(lnglat); } /** * Given a Coordinate, return its geographical position. * @param {Coordinate} coord * @returns {LngLat} lnglat * @private */ coordinateLocation(coord: MercatorCoordinate) { return coord.toLngLat(); } pointCoordinate(p: Point) { const targetZ = 0; // since we don't know the correct projected z value for the point, // unproject two points to get a line and then find the point on that // line with z=0 const coord0 = [p.x, p.y, 0, 1]; const coord1 = [p.x, p.y, 1, 1]; vec4.transformMat4(coord0, coord0, this.pixelMatrixInverse); vec4.transformMat4(coord1, coord1, this.pixelMatrixInverse); const w0 = coord0[3]; const w1 = coord1[3]; const x0 = coord0[0] / w0; const x1 = coord1[0] / w1; const y0 = coord0[1] / w0; const y1 = coord1[1] / w1; const z0 = coord0[2] / w0; const z1 = coord1[2] / w1; const t = z0 === z1 ? 0 : (targetZ - z0) / (z1 - z0); return new MercatorCoordinate( interpolate(x0, x1, t) / this.worldSize, interpolate(y0, y1, t) / this.worldSize); } /** * Given a coordinate, return the screen point that corresponds to it * @param {Coordinate} coord * @returns {Point} screen point * @private */ coordinatePoint(coord: MercatorCoordinate) { const p = [coord.x * this.worldSize, coord.y * this.worldSize, 0, 1]; vec4.transformMat4(p, p, this.pixelMatrix); return new Point(p[0] / p[3], p[1] / p[3]); } /** * Returns the map's geographical bounds. When the bearing or pitch is non-zero, the visible region is not * an axis-aligned rectangle, and the result is the smallest bounds that encompasses the visible region. * @returns {LngLatBounds} Returns a {@link LngLatBounds} object describing the map's geographical bounds. */ getBounds(): LngLatBounds { return new LngLatBounds() .extend(this.pointLocation(new Point(0, 0))) .extend(this.pointLocation(new Point(this.width, 0))) .extend(this.pointLocation(new Point(this.width, this.height))) .extend(this.pointLocation(new Point(0, this.height))); } /** * Returns the maximum geographical bounds the map is constrained to, or `null` if none set. * @returns {LngLatBounds} {@link LngLatBounds} */ getMaxBounds(): LngLatBounds | null { if (!this.latRange || this.latRange.length !== 2 || !this.lngRange || this.lngRange.length !== 2) return null; return new LngLatBounds([this.lngRange[0], this.latRange[0]], [this.lngRange[1], this.latRange[1]]); } /** * Sets or clears the map's geographical constraints. * @param {LngLatBounds} bounds A {@link LngLatBounds} object describing the new geographic boundaries of the map. */ setMaxBounds(bounds?: LngLatBounds) { if (bounds) { this.lngRange = [bounds.getWest(), bounds.getEast()]; this.latRange = [bounds.getSouth(), bounds.getNorth()]; this._constrain(); } else { this.lngRange = null; this.latRange = [-this.maxValidLatitude, this.maxValidLatitude]; } } /** * Calculate the posMatrix that, given a tile coordinate, would be used to display the tile on a map. * @param {UnwrappedTileID} unwrappedTileID; * @private */ calculatePosMatrix(unwrappedTileID: UnwrappedTileID, aligned: boolean = false): Float32Array { const posMatrixKey = unwrappedTileID.key; const cache = aligned ? this._alignedPosMatrixCache : this._posMatrixCache; if (cache[posMatrixKey]) { return cache[posMatrixKey]; } const canonical = unwrappedTileID.canonical; const scale = this.worldSize / this.zoomScale(canonical.z); const unwrappedX = canonical.x + Math.pow(2, canonical.z) * unwrappedTileID.wrap; const posMatrix = mat4.identity(new Float64Array(16)); mat4.translate(posMatrix, posMatrix, [unwrappedX * scale, canonical.y * scale, 0]); mat4.scale(posMatrix, posMatrix, [scale / EXTENT, scale / EXTENT, 1]); mat4.multiply(posMatrix, aligned ? this.alignedProjMatrix : this.projMatrix, posMatrix); cache[posMatrixKey] = new Float32Array(posMatrix); return cache[posMatrixKey]; } customLayerMatrix(): Array { return this.mercatorMatrix.slice(); } _constrain() { if (!this.center || !this.width || !this.height || this._constraining) return; this._constraining = true; let minY = -90; let maxY = 90; let minX = -180; let maxX = 180; let sy, sx, x2, y2; const size = this.size, unmodified = this._unmodified; if (this.latRange) { const latRange = this.latRange; minY = mercatorYfromLat(latRange[1]) * this.worldSize; maxY = mercatorYfromLat(latRange[0]) * this.worldSize; sy = maxY - minY < size.y ? size.y / (maxY - minY) : 0; } if (this.lngRange) { const lngRange = this.lngRange; minX = mercatorXfromLng(lngRange[0]) * this.worldSize; maxX = mercatorXfromLng(lngRange[1]) * this.worldSize; sx = maxX - minX < size.x ? size.x / (maxX - minX) : 0; } const point = this.point; // how much the map should scale to fit the screen into given latitude/longitude ranges const s = Math.max(sx || 0, sy || 0); if (s) { this.center = this.unproject(new Point( sx ? (maxX + minX) / 2 : point.x, sy ? (maxY + minY) / 2 : point.y)); this.zoom += this.scaleZoom(s); this._unmodified = unmodified; this._constraining = false; return; } if (this.latRange) { const y = point.y, h2 = size.y / 2; if (y - h2 < minY) y2 = minY + h2; if (y + h2 > maxY) y2 = maxY - h2; } if (this.lngRange) { const x = point.x, w2 = size.x / 2; if (x - w2 < minX) x2 = minX + w2; if (x + w2 > maxX) x2 = maxX - w2; } // pan the map if the screen goes off the range if (x2 !== undefined || y2 !== undefined) { this.center = this.unproject(new Point( x2 !== undefined ? x2 : point.x, y2 !== undefined ? y2 : point.y)); } this._unmodified = unmodified; this._constraining = false; } _calcMatrices() { if (!this.height) return; const halfFov = this._fov / 2; const offset = this.centerOffset; this.cameraToCenterDistance = 0.5 / Math.tan(halfFov) * this.height; // Find the distance from the center point [width/2 + offset.x, height/2 + offset.y] to the // center top point [width/2 + offset.x, 0] in Z units, using the law of sines. // 1 Z unit is equivalent to 1 horizontal px at the center of the map // (the distance between[width/2, height/2] and [width/2 + 1, height/2]) const groundAngle = Math.PI / 2 + this._pitch; const fovAboveCenter = this._fov * (0.5 + offset.y / this.height); const topHalfSurfaceDistance = Math.sin(fovAboveCenter) * this.cameraToCenterDistance / Math.sin(clamp(Math.PI - groundAngle - fovAboveCenter, 0.01, Math.PI - 0.01)); const point = this.point; const x = point.x, y = point.y; // Calculate z distance of the farthest fragment that should be rendered. const furthestDistance = Math.cos(Math.PI / 2 - this._pitch) * topHalfSurfaceDistance + this.cameraToCenterDistance; // Add a bit extra to avoid precision problems when a fragment's distance is exactly `furthestDistance` const farZ = furthestDistance * 1.01; // The larger the value of nearZ is // - the more depth precision is available for features (good) // - clipping starts appearing sooner when the camera is close to 3d features (bad) // // Smaller values worked well for mapbox-gl-js but deckgl was encountering precision issues // when rendering it's layers using custom layers. This value was experimentally chosen and // seems to solve z-fighting issues in deckgl while not clipping buildings too close to the camera. const nearZ = this.height / 50; // matrix for conversion from location to GL coordinates (-1 .. 1) let m = new Float64Array(16); mat4.perspective(m, this._fov, this.width / this.height, nearZ, farZ); //Apply center of perspective offset m[8] = -offset.x * 2 / this.width; m[9] = offset.y * 2 / this.height; mat4.scale(m, m, [1, -1, 1]); mat4.translate(m, m, [0, 0, -this.cameraToCenterDistance]); mat4.rotateX(m, m, this._pitch); mat4.rotateZ(m, m, this.angle); mat4.translate(m, m, [-x, -y, 0]); // The mercatorMatrix can be used to transform points from mercator coordinates // ([0, 0] nw, [1, 1] se) to GL coordinates. this.mercatorMatrix = mat4.scale([], m, [this.worldSize, this.worldSize, this.worldSize]); // scale vertically to meters per pixel (inverse of ground resolution): mat4.scale(m, m, [1, 1, mercatorZfromAltitude(1, this.center.lat) * this.worldSize, 1]); this.projMatrix = m; this.invProjMatrix = mat4.invert([], this.projMatrix); // Make a second projection matrix that is aligned to a pixel grid for rendering raster tiles. // We're rounding the (floating point) x/y values to achieve to avoid rendering raster images to fractional // coordinates. Additionally, we adjust by half a pixel in either direction in case that viewport dimension // is an odd integer to preserve rendering to the pixel grid. We're rotating this shift based on the angle // of the transformation so that 0°, 90°, 180°, and 270° rasters are crisp, and adjust the shift so that // it is always <= 0.5 pixels. const xShift = (this.width % 2) / 2, yShift = (this.height % 2) / 2, angleCos = Math.cos(this.angle), angleSin = Math.sin(this.angle), dx = x - Math.round(x) + angleCos * xShift + angleSin * yShift, dy = y - Math.round(y) + angleCos * yShift + angleSin * xShift; const alignedM = new Float64Array(m); mat4.translate(alignedM, alignedM, [ dx > 0.5 ? dx - 1 : dx, dy > 0.5 ? dy - 1 : dy, 0 ]); this.alignedProjMatrix = alignedM; m = mat4.create(); mat4.scale(m, m, [this.width / 2, -this.height / 2, 1]); mat4.translate(m, m, [1, -1, 0]); this.labelPlaneMatrix = m; m = mat4.create(); mat4.scale(m, m, [1, -1, 1]); mat4.translate(m, m, [-1, -1, 0]); mat4.scale(m, m, [2 / this.width, 2 / this.height, 1]); this.glCoordMatrix = m; // matrix for conversion from location to screen coordinates this.pixelMatrix = mat4.multiply(new Float64Array(16), this.labelPlaneMatrix, this.projMatrix); // inverse matrix for conversion from screen coordinaes to location m = mat4.invert(new Float64Array(16), this.pixelMatrix); if (!m) throw new Error("failed to invert matrix"); this.pixelMatrixInverse = m; this._posMatrixCache = {}; this._alignedPosMatrixCache = {}; } maxPitchScaleFactor() { // calcMatrices hasn't run yet if (!this.pixelMatrixInverse) return 1; const coord = this.pointCoordinate(new Point(0, 0)); const p = [coord.x * this.worldSize, coord.y * this.worldSize, 0, 1]; const topPoint = vec4.transformMat4(p, p, this.pixelMatrix); return topPoint[3] / this.cameraToCenterDistance; } /* * The camera looks at the map from a 3D (lng, lat, altitude) location. Let's use `cameraLocation` * as the name for the location under the camera and on the surface of the earth (lng, lat, 0). * `cameraPoint` is the projected position of the `cameraLocation`. * * This point is useful to us because only fill-extrusions that are between `cameraPoint` and * the query point on the surface of the earth can extend and intersect the query. * * When the map is not pitched the `cameraPoint` is equivalent to the center of the map because * the camera is right above the center of the map. */ getCameraPoint() { const pitch = this._pitch; const yOffset = Math.tan(pitch) * (this.cameraToCenterDistance || 1); return this.centerPoint.add(new Point(0, yOffset)); } /* * When the map is pitched, some of the 3D features that intersect a query will not intersect * the query at the surface of the earth. Instead the feature may be closer and only intersect * the query because it extrudes into the air. * * This returns a geometry that includes all of the original query as well as all possible ares of the * screen where the *base* of a visible extrusion could be. * - For point queries, the line from the query point to the "camera point" * - For other geometries, the envelope of the query geometry and the "camera point" */ getCameraQueryGeometry(queryGeometry: Array): Array { const c = this.getCameraPoint(); if (queryGeometry.length === 1) { return [queryGeometry[0], c]; } else { let minX = c.x; let minY = c.y; let maxX = c.x; let maxY = c.y; for (const p of queryGeometry) { minX = Math.min(minX, p.x); minY = Math.min(minY, p.y); maxX = Math.max(maxX, p.x); maxY = Math.max(maxY, p.y); } return [ new Point(minX, minY), new Point(maxX, minY), new Point(maxX, maxY), new Point(minX, maxY), new Point(minX, minY) ]; } } } export default Transform;