// @ts-check
import defined from "../Core/defined.js";
import DeveloperError from "../Core/DeveloperError.js";
import Rectangle from "../Core/Rectangle.js";
import Cartographic from "../Core/Cartographic.js";
import QuadtreeTileLoadState from "./QuadtreeTileLoadState.js";
import TileSelectionResult from "./TileSelectionResult.js";
/** @import TilingScheme from "../Core/TilingScheme.js"; */
/**
* A simple Least Recently Used (LRU) cache implementation.
*
* @private
*/
class LRUCache {
/** @param {number} maxSize */
constructor(maxSize) {
this.maxSize = maxSize;
this.cache = new Map();
}
/**
* @param {unknown} key
* @returns {unknown}
*/
get(key) {
if (!this.cache.has(key)) {
return undefined;
}
// Move accessed item to the end (most recently used)
const value = this.cache.get(key);
this.cache.delete(key);
this.cache.set(key, value);
return value;
}
/**
* @param {unknown} key
* @param {unknown} value
*/
set(key, value) {
if (this.cache.has(key)) {
this.cache.delete(key);
} else if (this.cache.size >= this.maxSize) {
// Remove the least recently used (first entry)
const firstKey = this.cache.keys().next().value;
this.cache.delete(firstKey);
}
this.cache.set(key, value);
}
/**
* @type {number}
* @readonly
*/
get size() {
return this.cache.size;
}
clear() {
this.cache.clear();
}
}
// Maximum cache entries per tile
const MAX_CACHE_ENTRIES = 1000;
/**
* A single tile in a {@link QuadtreePrimitive}.
*
* @private
*/
class QuadtreeTile {
/**
* @param {object} options
* @param {number} options.level The level of the tile in the quadtree.
* @param {number} options.x The X coordinate of the tile in the quadtree. 0 is the westernmost tile.
* @param {number} options.y The Y coordinate of the tile in the quadtree. 0 is the northernmost tile.
* @param {TilingScheme} options.tilingScheme The tiling scheme in which this tile exists.
* @param {QuadtreeTile} [options.parent] This tile's parent, or undefined if this is a root tile.
*/
constructor(options) {
//>>includeStart('debug', pragmas.debug);
if (!defined(options)) {
throw new DeveloperError("options is required.");
}
if (!defined(options.x)) {
throw new DeveloperError("options.x is required.");
} else if (!defined(options.y)) {
throw new DeveloperError("options.y is required.");
} else if (options.x < 0 || options.y < 0) {
throw new DeveloperError(
"options.x and options.y must be greater than or equal to zero.",
);
}
if (!defined(options.level)) {
throw new DeveloperError(
"options.level is required and must be greater than or equal to zero.",
);
}
if (!defined(options.tilingScheme)) {
throw new DeveloperError("options.tilingScheme is required.");
}
//>>includeEnd('debug');
this._tilingScheme = options.tilingScheme;
this._x = options.x;
this._y = options.y;
this._level = options.level;
this._parent = options.parent;
/** @type {Rectangle} */
this._rectangle = this._tilingScheme.tileXYToRectangle(
this._x,
this._y,
this._level,
);
this._southwestChild = undefined;
this._southeastChild = undefined;
this._northwestChild = undefined;
this._northeastChild = undefined;
// TileReplacementQueue gets/sets these private properties.
this.replacementPrevious = undefined;
this.replacementNext = undefined;
// The distance from the camera to this tile, updated when the tile is selected
// for rendering. We can get rid of this if we have a better way to sort by
// distance - for example, by using the natural ordering of a quadtree.
// QuadtreePrimitive gets/sets this private property.
this._distance = 0.0;
this._loadPriority = 0.0;
this._customData = new Set();
this._customDataIterator = undefined;
/** @type {unknown[]} */
this._addedCustomData = [];
/** @type {unknown[]} */
this._removedCustomData = [];
this._lastSelectionResult = TileSelectionResult.NONE;
this._lastSelectionResultFrame = undefined;
this._loadedCallbacks = {};
// Cache for storing computed position values per tile to avoid redundant calculations
this._positionCache = new LRUCache(MAX_CACHE_ENTRIES);
/**
* Gets or sets the current state of the tile in the tile load pipeline.
* @type {QuadtreeTileLoadState}
* @default {@link QuadtreeTileLoadState.START}
*/
this.state = QuadtreeTileLoadState.START;
/**
* Gets or sets a value indicating whether or not the tile is currently renderable.
* @type {boolean}
* @default false
*/
this.renderable = false;
/**
* Gets or set a value indicating whether or not the tile was entirely upsampled from its
* parent tile. If all four children of a parent tile were upsampled from the parent,
* we will render the parent instead of the children even if the LOD indicates that
* the children would be preferable.
* @type {boolean}
* @default false
*/
this.upsampledFromParent = false;
/**
* Gets or sets the additional data associated with this tile. The exact content is specific to the
* {@link QuadtreeTileProvider}.
* @type {object}
* @default undefined
*/
this.data = undefined;
}
/**
* Creates a rectangular set of tiles for level of detail zero, the coarsest, least detailed level.
*
*
* @param {TilingScheme} tilingScheme The tiling scheme for which the tiles are to be created.
* @returns {QuadtreeTile[]} An array containing the tiles at level of detail zero, starting with the
* tile in the northwest corner and followed by the tile (if any) to its east.
*/
static createLevelZeroTiles(tilingScheme) {
//>>includeStart('debug', pragmas.debug);
if (!defined(tilingScheme)) {
throw new DeveloperError("tilingScheme is required.");
}
//>>includeEnd('debug');
const numberOfLevelZeroTilesX = tilingScheme.getNumberOfXTilesAtLevel(0);
const numberOfLevelZeroTilesY = tilingScheme.getNumberOfYTilesAtLevel(0);
const result = new Array(numberOfLevelZeroTilesX * numberOfLevelZeroTilesY);
let index = 0;
for (let y = 0; y < numberOfLevelZeroTilesY; ++y) {
for (let x = 0; x < numberOfLevelZeroTilesX; ++x) {
result[index++] = new QuadtreeTile({
tilingScheme: tilingScheme,
x: x,
y: y,
level: 0,
});
}
}
return result;
}
/**
* Generates a unique cache key for a given cartographic position.
*
* @param {Cartographic} cartographic The cartographic coordinates.
* @param {number} maximumScreenSpaceError The maximum screen-space error, in pixels, that is allowed.
* A higher maximum error will render fewer tiles and improve performance, while a lower
* value will improve visual quality.
* @returns {string} A string representing the spatial hash key.
*/
_getCacheKey(cartographic, maximumScreenSpaceError) {
return createSpatialHashKey(
cartographic.longitude,
cartographic.latitude,
this._rectangle,
maximumScreenSpaceError,
);
}
/**
* Retrieves a cached position for the specified cartographic position.
*
*
* @param {Cartographic} cartographic - The cartographic coordinates.
* @param {number} maximumScreenSpaceError The maximum screen-space error, in pixels, that is allowed.
* A higher maximum error will render fewer tiles and improve performance, while a lower
* value will improve visual quality.
* @returns {object|undefined} The cached position data or undefined if not found.
*/
getPositionCacheEntry(cartographic, maximumScreenSpaceError) {
const result = this._positionCache.get(
this._getCacheKey(cartographic, maximumScreenSpaceError),
);
return /** @type {object|undefined} */ (result);
}
/**
* Sets a position on the cache for this tile.
*
*
* @param {Cartographic} cartographic - The cartographic coordinates.
* @param {number} maximumScreenSpaceError The maximum screen-space error, in pixels, that is allowed.
* A higher maximum error will render fewer tiles and improve performance, while a lower
* value will improve visual quality.
* @param {object} value - The object to be cached.
*/
setPositionCacheEntry(cartographic, maximumScreenSpaceError, value) {
this._positionCache.set(
this._getCacheKey(cartographic, maximumScreenSpaceError),
value,
);
}
/**
* Clears the position cache for this tile.
* This function removes all cached positions that were previously stored
* to optimize height computations.
*
*/
clearPositionCache() {
if (this._positionCache.size > 0) {
this._positionCache.clear();
}
}
updateCustomData() {
const added = this._addedCustomData;
const removed = this._removedCustomData;
if (added.length === 0 && removed.length === 0) {
return;
}
const customData = this.customData;
for (let i = 0; i < added.length; ++i) {
const data = /** @type {*} */ (added[i]);
customData.add(data);
const child = childTileAtPosition(this, data.positionCartographic);
child._addedCustomData.push(data);
}
this._addedCustomData.length = 0;
for (let i = 0; i < removed.length; ++i) {
const data = /** @type {*} */ (removed[i]);
if (customData.has(data)) {
customData.delete(data);
}
const child = childTileAtPosition(this, data.positionCartographic);
child._removedCustomData.push(data);
}
this._removedCustomData.length = 0;
}
/**
* Gets the tiling scheme used to tile the surface.
* @type {TilingScheme}
*/
get tilingScheme() {
return this._tilingScheme;
}
/**
* Gets the tile X coordinate.
* @type {number}
*/
get x() {
return this._x;
}
/**
* Gets the tile Y coordinate.
* @type {number}
*/
get y() {
return this._y;
}
/**
* Gets the level-of-detail, where zero is the coarsest, least-detailed.
* @type {number}
*/
get level() {
return this._level;
}
/**
* Gets the parent tile of this tile.
* @type {QuadtreeTile}
*/
get parent() {
return this._parent;
}
/**
* Gets the cartographic rectangle of the tile, with north, south, east and
* west properties in radians.
* @type {Rectangle}
*/
get rectangle() {
return this._rectangle;
}
/**
* An array of tiles that is at the next level of the tile tree.
* @type {QuadtreeTile[]}
*/
get children() {
return [
this.northwestChild,
this.northeastChild,
this.southwestChild,
this.southeastChild,
];
}
/**
* Gets the southwest child tile.
* @type {QuadtreeTile}
*/
get southwestChild() {
if (!defined(this._southwestChild)) {
this._southwestChild = new QuadtreeTile({
tilingScheme: this.tilingScheme,
x: this.x * 2,
y: this.y * 2 + 1,
level: this.level + 1,
parent: this,
});
}
return this._southwestChild;
}
/**
* Gets the southeast child tile.
* @type {QuadtreeTile}
*/
get southeastChild() {
if (!defined(this._southeastChild)) {
this._southeastChild = new QuadtreeTile({
tilingScheme: this.tilingScheme,
x: this.x * 2 + 1,
y: this.y * 2 + 1,
level: this.level + 1,
parent: this,
});
}
return this._southeastChild;
}
/**
* Gets the northwest child tile.
* @type {QuadtreeTile}
*/
get northwestChild() {
if (!defined(this._northwestChild)) {
this._northwestChild = new QuadtreeTile({
tilingScheme: this.tilingScheme,
x: this.x * 2,
y: this.y * 2,
level: this.level + 1,
parent: this,
});
}
return this._northwestChild;
}
/**
* Gets the northeast child tile.
* @type {QuadtreeTile}
*/
get northeastChild() {
if (!defined(this._northeastChild)) {
this._northeastChild = new QuadtreeTile({
tilingScheme: this.tilingScheme,
x: this.x * 2 + 1,
y: this.y * 2,
level: this.level + 1,
parent: this,
});
}
return this._northeastChild;
}
/**
* A set of objects associated with this tile.
* @type {Set<*>}
*/
get customData() {
return this._customData;
}
/**
* Gets a value indicating whether or not this tile needs further loading.
* This property will return true if the {@link QuadtreeTile#state} is
* START or LOADING.
* @type {boolean}
*/
get needsLoading() {
return this.state < QuadtreeTileLoadState.DONE;
}
/**
* Gets a value indicating whether or not this tile is eligible to be unloaded.
* Typically, a tile is ineligible to be unloaded while an asynchronous operation,
* such as a request for data, is in progress on it. A tile will never be
* unloaded while it is needed for rendering, regardless of the value of this
* property. If {@link QuadtreeTile#data} is defined and has an
* eligibleForUnloading property, the value of that property is returned.
* Otherwise, this property returns true.
* @type {boolean}
*/
get eligibleForUnloading() {
let result = true;
if (defined(this.data)) {
result = /** @type {*} */ (this.data).eligibleForUnloading;
if (!defined(result)) {
result = true;
}
}
return result;
}
/**
* @param {QuadtreeTile[]} levelZeroTiles
* @param {number} x
* @param {number} y
* @returns {QuadtreeTile}
*/
findLevelZeroTile(levelZeroTiles, x, y) {
const xTiles = this.tilingScheme.getNumberOfXTilesAtLevel(0);
if (x < 0) {
x += xTiles;
} else if (x >= xTiles) {
x -= xTiles;
}
if (y < 0 || y >= this.tilingScheme.getNumberOfYTilesAtLevel(0)) {
return undefined;
}
return levelZeroTiles.filter(function (tile) {
return tile.x === x && tile.y === y;
})[0];
}
/**
* @param {QuadtreeTile[]} levelZeroTiles
* @returns {QuadtreeTile|undefined}
*/
findTileToWest(levelZeroTiles) {
const parent = this.parent;
if (parent === undefined) {
return this.findLevelZeroTile(levelZeroTiles, this.x - 1, this.y);
}
if (parent.southeastChild === this) {
return parent.southwestChild;
} else if (parent.northeastChild === this) {
return parent.northwestChild;
}
const westOfParent = parent.findTileToWest(levelZeroTiles);
if (westOfParent === undefined) {
return undefined;
} else if (parent.southwestChild === this) {
return westOfParent.southeastChild;
}
return westOfParent.northeastChild;
}
/**
* @param {QuadtreeTile[]} levelZeroTiles
* @returns {QuadtreeTile|undefined}
*/
findTileToEast(levelZeroTiles) {
const parent = this.parent;
if (parent === undefined) {
return this.findLevelZeroTile(levelZeroTiles, this.x + 1, this.y);
}
if (parent.southwestChild === this) {
return parent.southeastChild;
} else if (parent.northwestChild === this) {
return parent.northeastChild;
}
const eastOfParent = parent.findTileToEast(levelZeroTiles);
if (eastOfParent === undefined) {
return undefined;
} else if (parent.southeastChild === this) {
return eastOfParent.southwestChild;
}
return eastOfParent.northwestChild;
}
/**
* @param {QuadtreeTile[]} levelZeroTiles
* @returns {QuadtreeTile|undefined}
*/
findTileToSouth(levelZeroTiles) {
const parent = this.parent;
if (parent === undefined) {
return this.findLevelZeroTile(levelZeroTiles, this.x, this.y + 1);
}
if (parent.northwestChild === this) {
return parent.southwestChild;
} else if (parent.northeastChild === this) {
return parent.southeastChild;
}
const southOfParent = parent.findTileToSouth(levelZeroTiles);
if (southOfParent === undefined) {
return undefined;
} else if (parent.southwestChild === this) {
return southOfParent.northwestChild;
}
return southOfParent.northeastChild;
}
/**
* @param {QuadtreeTile[]} levelZeroTiles
* @returns {QuadtreeTile|undefined}
*/
findTileToNorth(levelZeroTiles) {
const parent = this.parent;
if (parent === undefined) {
return this.findLevelZeroTile(levelZeroTiles, this.x, this.y - 1);
}
if (parent.southwestChild === this) {
return parent.northwestChild;
} else if (parent.southeastChild === this) {
return parent.northeastChild;
}
const northOfParent = parent.findTileToNorth(levelZeroTiles);
if (northOfParent === undefined) {
return undefined;
} else if (parent.northwestChild === this) {
return northOfParent.southwestChild;
}
return northOfParent.southeastChild;
}
/**
* Frees the resources associated with this tile and returns it to the START
* {@link QuadtreeTileLoadState}. If the {@link QuadtreeTile#data} property is defined and it
* has a freeResources method, the method will be invoked.
*
*/
freeResources() {
// Clears cached heights when the tile is freed
this.clearPositionCache();
this.state = QuadtreeTileLoadState.START;
this.renderable = false;
this.upsampledFromParent = false;
const data = /** @type {*} */ (this.data);
if (defined(data) && defined(data.freeResources)) {
data.freeResources();
}
freeTile(this._southwestChild);
this._southwestChild = undefined;
freeTile(this._southeastChild);
this._southeastChild = undefined;
freeTile(this._northwestChild);
this._northwestChild = undefined;
freeTile(this._northeastChild);
this._northeastChild = undefined;
}
}
/**
* Creates a spatial hash key for the given longitude, latitude, and tile level.
* The precision is adjusted based on the tile level and extent to achieve finer precision at higher levels.
*
* This function calculates the spatial hash key by first determining the precision at the given tile for the current maximum screenspace error (MAX_ERROR_PX),
* and then rounding the longitude and latitude to that precision for consistency.
*
* The steps for computing the level precision are as follows:
*
* 1. Compute the resolution (meters per pixel) at the given level:
* level_resolution_m = (2 * PI * RADIUS) / (2^level * TILE_SIZE)
*
* 2. Compute the target precision in meters:
* level_precision_m = level_resolution_m * MAX_ERROR_PX
*
* 3. Compute the target precision to radians:
* level_precision_rad = level_precision_m / BODY_RADIUS
*
* This simplifies to:
* level_precision_rad = (2 * PI * MAX_ERROR_PX) / (2^level * TILE_SIZE)
* which can also be written as:
* level_precision_rad = (PI * MAX_ERROR_PX) / (2^(level-1) * TILE_SIZE)
*
* The computed level_precision_rad is then used to round the input longitude and latitude,
* ensuring that positions that fall within the same spatial bin produce the same hash key.
*
* The constants below are computed once since they are fixed for the given configuration.
*
* @param {number} longitude - The longitude in radians.
* @param {number} latitude - The latitude in radians.
* @param {Rectangle} rectangle - The quadtree tile extents.
* @returns {string} A string representing the spatial hash key.
*/
const TILE_SIZE = 256;
/**
* @param {number} longitude
* @param {number} latitude
* @param {Rectangle} rectangle
* @param {number} maximumScreenSpaceError
* @returns {string}
* @ignore
*/
function createSpatialHashKey(
longitude,
latitude,
rectangle,
maximumScreenSpaceError,
) {
// Adjust precision based on quadtree level - higher levels get finer precision
const maxError = (rectangle.width / TILE_SIZE) * maximumScreenSpaceError;
// Round to the grid precision
const lonGrid = Math.floor(longitude / maxError) * maxError;
const latGrid = Math.floor(latitude / maxError) * maxError;
return `${lonGrid.toFixed(10)},${latGrid.toFixed(10)}`;
}
const splitPointScratch = new Cartographic();
/**
* Determines which child tile that contains the specified position. Assumes the position is within
* the bounds of the parent tile.
* @private
* @param {QuadtreeTile} tile - The parent tile.
* @param {Cartographic} positionCartographic - The cartographic position.
* @returns {QuadtreeTile} The child tile that contains the position.
*/
function childTileAtPosition(tile, positionCartographic) {
// Can't assume that a given tiling scheme divides a parent into four tiles at its rectangle's center.
// But we can safely take any child tile's rectangle and take its center-facing corner as the parent's split point.
const nwChildRectangle = tile.northwestChild.rectangle;
const tileSplitPoint = Rectangle.southeast(
nwChildRectangle,
splitPointScratch,
);
const x = positionCartographic.longitude >= tileSplitPoint.longitude ? 1 : 0;
const y = positionCartographic.latitude < tileSplitPoint.latitude ? 1 : 0;
switch (y * 2 + x) {
case 0:
return tile.northwestChild;
case 1:
return tile.northeastChild;
case 2:
return tile.southwestChild;
default:
return tile.southeastChild;
}
}
/**
* @param {QuadtreeTile} tile
* @ignore
*/
function freeTile(tile) {
if (defined(tile)) {
tile.freeResources();
}
}
export default QuadtreeTile;