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An abstract projection class and child mercprojection class #7

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Sep 19, 2014
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3 changes: 0 additions & 3 deletions core/mapTile/mapTile.h
Original file line number Diff line number Diff line change
Expand Up @@ -19,9 +19,6 @@ class MapTile {
//Helper Functions
bool setVBO(std::vector<float> _vboData);
glm::vec2 GetBoundingBox();
//Maybe these should be moved 2 functions to sceneDefinition
glm::vec3 MercToPix();
glm::vec2 MercToLatLong();
~MapTile() {
m_Vertices.clear();
}
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80 changes: 80 additions & 0 deletions core/util/projection.cpp
Original file line number Diff line number Diff line change
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#include <cmath>

#include "projection.h"


//Constructor for MercProjection
MercProjection::MercProjection(ProjectionType _type, int _tileSize) : MapProjection(_type), m_TileSize(_tileSize) {
float invTileSize = 1.0/m_TileSize;
m_Res = 2.0 * HALF_CIRCUMFERENCE * invTileSize;
}

glm::vec2 MercProjection::LatLonToMeters(glm::vec2 _latLon) {
glm::vec2 meters;
float inv180 = 1.0/180.0;
float inv360 = 1.0/360.0;
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May be useful to #DEFINE these common ratios

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Or at least make them const (#define makes sense though)

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Yup, will do it. Me and @blair1618 were discussing on a standard between const vs #define... but not sure which one to pick. I will use #define for the time being.

//Lon -> origin shift, as parallel lines
meters.x = _latLon.y * HALF_CIRCUMFERENCE * inv180;
//Lat -> first do scaling as per mercator then origin shift
meters.y = glm::log( glm::tan(90.0 + _latLon.x) * PI * inv360) * PI * inv180;
meters.y = meters.y * HALF_CIRCUMFERENCE * inv180;
return meters;
}

glm::vec2 MercProjection::MetersToLatLon(glm::vec2 _meters) {
glm::vec2 latLon;
float invHalfCircum = 1.0/HALF_CIRCUMFERENCE;
float inv180 = 1.0/180.0;
float invPI = 1.0/PI;
latLon.y = _meters.x * invHalfCircum * 180.0;
latLon.x = _meters.y * invHalfCircum * 180.0;
latLon.x = 180.0 * invPI * (2.0 * glm::atan( glm::exp(latLon.x * PI * inv180) ) - PI * 0.5);
return latLon;
}

glm::vec2 MercProjection::PixelsToMeters(glm::vec2 _pix, int _zoom) {
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I'm not clear on the purpose of the "pixel" functions, the results of any pixel measurements here aren't meaningful without knowing the display size (which only the view module would have, at the moment). Even then, "pixels" are a problematic unit of measurement on mobile devices where native pixel doubling or tripling is common. Measuring tiles in pixels is a common practice on legacy raster tile maps, but I don't know that it has a use for us.

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Generally agree, but there are still cases where you want to refer to & project or un-project a particular point in screenspace. On the WebGL side, I track "CSS pixels" (which are "logical" pixels), and "device pixels" (which are the 2x or 3x ones). We don't need to do that here but we do need a way to transform the position of an individual pixel.

glm::vec2 meters;
// resolution: meters/pixel for a given zoom level
float res = m_Res * pow(2, -_zoom);
meters.x = _pix.x * res - HALF_CIRCUMFERENCE;
meters.y = _pix.y * res - HALF_CIRCUMFERENCE;
return meters;
}

glm::vec2 MercProjection::MetersToPixel(glm::vec2 _meters, int _zoom) {
glm::vec2 pix;
float res = m_Res * pow(2, -_zoom);
float invRes = 1.0/res;
pix.x = ( _meters.x + HALF_CIRCUMFERENCE ) * invRes;
pix.y = ( _meters.y + HALF_CIRCUMFERENCE ) * invRes;
return pix;
}

glm::ivec2 MercProjection::PixelsToTileXY(glm::vec2 _pix) {
//returns the tile covering a region of a pixel
glm::ivec2 tileXY;
float invTileSize = 1.0/m_TileSize;
tileXY.x = int(glm::ceil( _pix.x * invTileSize) - 1);
tileXY.y = int(glm::ceil( _pix.y * invTileSize) - 1);
return tileXY;
}

glm::ivec2 MercProjection::MetersToTileXY(glm::vec2 _meters, int _zoom) {
return PixelsToTileXY( MetersToPixel(_meters, _zoom));
}

glm::vec4 MercProjection::TileBounds(glm::ivec3 _tileCoord) {
glm::vec2 boundMin, boundMax;
boundMin = PixelsToMeters( glm::vec2(_tileCoord.x*m_TileSize, _tileCoord.y*m_TileSize), _tileCoord.z);
boundMax = PixelsToMeters( glm::vec2((_tileCoord.x+1)*m_TileSize, (_tileCoord.y+1)*m_TileSize), _tileCoord.z);
return glm::vec4(boundMin.x, boundMin.y, boundMax.x, boundMax.y);
}

glm::vec4 MercProjection::TileLatLonBounds(glm::ivec3 _tileCoord) {
glm::vec4 bounds = TileBounds(_tileCoord);
glm::vec2 minBound, maxBound;
minBound = MetersToLatLon(glm::vec2(bounds.x, bounds.y));
maxBound = MetersToLatLon(glm::vec2(bounds.z, bounds.w));
return glm::vec4(minBound.x, minBound.y, maxBound.x, maxBound.y);
}

51 changes: 51 additions & 0 deletions core/util/projection.h
Original file line number Diff line number Diff line change
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#pragma one
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Typo: should be "once"

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Ahh ... :|


//Define global constants
#define PI 3.1415926535
#define HALF_CIRCUMFERENCE 20037508.342789244

#include "glm/glm.hpp"

const glm::vec2 ORIGIN(HALF_CIRCUMFERENCE, HALF_CIRCUMFERENCE);

enum class ProjectionType {
mercator
};

class MapProjection {
protected:
/* m_type: type of map projection: example: mercator*/
ProjectionType m_type;
public:
MapProjection(ProjectionType _type) : m_type(_type) {};
virtual glm::vec2 LatLonToMeters(glm::vec2 _latLon) = 0;
virtual glm::vec2 MetersToLatLon(glm::vec2 _meters) = 0;
virtual glm::vec2 PixelsToMeters(glm::vec2 _pix, int _zoom) = 0;
virtual glm::vec2 MetersToPixel(glm::vec2 _meters, int _zoom) = 0;
virtual glm::ivec2 PixelsToTileXY(glm::vec2 _pix) = 0;
virtual glm::ivec2 MetersToTileXY(glm::vec2 _meters, int _zoom) = 0;
virtual glm::vec4 TileBounds(glm::ivec3 _tileCoord) = 0;
virtual glm::vec4 TileLatLonBounds(glm::ivec3 _tileCoord) = 0;
virtual ProjectionType GetMapProjectionType() {return m_type;}
virtual ~MapProjection() {}
};

class MercProjection : public MapProjection {
/*
* Following define the boundry covered by this mercator projection
*/
float m_TileSize;
float m_Res;
public:
MercProjection(ProjectionType _type, int _tileSize=256);
virtual glm::vec2 LatLonToMeters(glm::vec2 _latLon);
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Does C++11 override not apply when you're implementing pure virtual methods?

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I completely forgot about override keyword :P.

virtual glm::vec2 MetersToLatLon(glm::vec2 _meters);
virtual glm::vec2 PixelsToMeters(glm::vec2 _pix, int _zoom);
virtual glm::vec2 MetersToPixel(glm::vec2 _meters, int _zoom);
virtual glm::ivec2 PixelsToTileXY(glm::vec2 _pix);
virtual glm::ivec2 MetersToTileXY(glm::vec2 _meters, int _zoom);
virtual glm::vec4 TileBounds(glm::ivec3 _tileCoord);
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A comment describing the returned value would be helpful when the structure is not obvious

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Agreed.. Will do.

virtual glm::vec4 TileLatLonBounds(glm::ivec3 _tileCoord);
virtual ~MercProjection() {}
};