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correct zoom, bearing and shear for projections #10976

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124 changes: 124 additions & 0 deletions src/geo/projection/adjustments.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,124 @@
// @flow

import LngLat from '../lng_lat.js';
import MercatorCoordinate from '../mercator_coordinate.js';
import {mat4} from 'gl-matrix';
import type {Projection} from './index.js';
import type Transform from '../transform.js';

export default function getProjectionAdjustments(transform: Transform) {

const projection = transform.projection;

const interpT = getInterpolationT(transform);

const zoomAdjustment = getZoomAdjustment(projection, transform.center);
const zoomAdjustmentOrigin = getZoomAdjustment(projection, LngLat.convert(projection.center));
const scaleAdjustment = Math.pow(2, zoomAdjustment * interpT + (1 - interpT) * zoomAdjustmentOrigin);

const matrix = getShearAdjustment(transform.projection, transform.zoom, transform.center, interpT);

mat4.scale(matrix, matrix, [scaleAdjustment, scaleAdjustment, 1]);

return matrix;
}

function getInterpolationT(transform: Transform) {
const range = transform.projection.range;
if (!range) return 0;

const size = Math.max(transform.width, transform.height);
const rangeAdjustment = Math.log(size / 1024) / Math.LN2;
const zoomA = range[0] + rangeAdjustment;
const zoomB = range[1] + rangeAdjustment;
const t = Math.max(0, Math.min(1, (transform.zoom - zoomA) / (zoomB - zoomA)));

return t;
}

/*
* Calculates the scale difference between Mercator and the given projection at a certain location.
*/
function getZoomAdjustment(projection: Projection, loc: LngLat) {
const loc2 = new LngLat(loc.lng + 360 / 40000, loc.lat);
const p1 = projection.project(loc.lng, loc.lat);
const p2 = projection.project(loc2.lng, loc2.lat);

const m1 = MercatorCoordinate.fromLngLat(loc);
const m2 = MercatorCoordinate.fromLngLat(loc2);

const pdx = p2.x - p1.x;
const pdy = p2.y - p1.y;
const mdx = m2.x - m1.x;
const mdy = m2.y - m1.y;

const scale = Math.sqrt((mdx * mdx + mdy * mdy) / (pdx * pdx + pdy * pdy));

return Math.log(scale) / Math.LN2;
}

function getShearAdjustment(projection, zoom, loc, interpT) {

// create a location a tiny amount (~1km) east of the given location
const loc2 = new LngLat(loc.lng + 360 / 40000, loc.lat);

const p1 = projection.project(loc.lng, loc.lat);
const p2 = projection.project(loc2.lng, loc2.lat);

const pdx = p2.x - p1.x;
const pdy = p2.y - p1.y;

// Calculate how much the map would need to be rotated to make east-west in
// projected coordinates be left-right
const angleAdjust = -Math.atan(pdy / pdx) / Math.PI * 180;

// Find the projected coordinates of two locations, one slightly north and one slightly east.
// Then calculate the transform that would make the projected coordinates of the two locations be:
// - equal distances from the original location
// - perpendicular to one another
//
// Only the position of the coordinate to the north is adjusted.
// The coordinate to the east stays where it is.
const mc3 = MercatorCoordinate.fromLngLat(loc);
const offset = 1 / 40000;
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the 40000 number is used in a few places. it might make sense to pull it out into a constant that explains where this figure comes from

mc3.x += offset;
const loc3 = mc3.toLngLat();
const p3 = projection.project(loc3.lng, loc3.lat);
const pdx3 = p3.x - p1.x;
const pdy3 = p3.y - p1.y;
const delta3 = rotate(pdx3, pdy3, angleAdjust);

const mc4 = MercatorCoordinate.fromLngLat(loc);
mc4.y += offset;
const loc4 = mc4.toLngLat();
const p4 = projection.project(loc4.lng, loc4.lat);
const pdx4 = p4.x - p1.x;
const pdy4 = p4.y - p1.y;
const delta4 = rotate(pdx4, pdy4, angleAdjust);

const scale = Math.abs(delta3.x) / Math.abs(delta4.y);

const unrotate = mat4.identity([]);
mat4.rotateZ(unrotate, unrotate, -angleAdjust / 180 * Math.PI * (1 - interpT));

// unskew
const shear = mat4.identity([]);
mat4.scale(shear, shear, [1, 1 - (1 - scale) * interpT, 1]);
shear[4] = -delta4.x / delta4.y * interpT;

// unrotate
mat4.rotateZ(shear, shear, angleAdjust / 180 * Math.PI);

mat4.multiply(shear, unrotate, shear);

return shear;
}

function rotate(x, y, angle) {
const cos = Math.cos(angle / 180 * Math.PI);
const sin = Math.sin(angle / 180 * Math.PI);
return {
x: x * cos - y * sin,
y: x * sin + y * cos
};
}
4 changes: 2 additions & 2 deletions src/geo/projection/albers.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ import LngLat from '../lng_lat.js';

export const albers = {
name: 'albers',
range: [3.5, 7],
range: [4, 7],

center: [-96, 37.5],
parallels: [29.5, 45.5],
Expand Down Expand Up @@ -42,7 +42,7 @@ export const albers = {
export const alaska = {
...albers,
name: 'alaska',
range: [4, 7],
range: [4.5, 7],
center: [-154, 50],
parallels: [55, 65]
};
19 changes: 3 additions & 16 deletions src/geo/transform.js
Original file line number Diff line number Diff line change
Expand Up @@ -266,25 +266,12 @@ class Transform {
return new Point(this.width, this.height);
}

// calculates the angle between a vector pointing north in
// Mercator and a vector pointing north in the projection
// and converts the angle from radians to degrees
_getBearingOffset(lngLat?: LngLat): number {
if (this.projection.name === 'mercator') return 0;
const {lng, lat} = lngLat || this.center;
const north = {lng, lat: lat + 0.0001};
const projectedCenter = this.projection.project(lng, lat);
const projectedNorth = this.projection.project(north.lng, north.lat);
const northVector = {x: projectedNorth.x - projectedCenter.x, y: projectedNorth.y - projectedCenter.y};
return (Math.atan2(northVector.x, northVector.y) * 180 / Math.PI) + 180;
}

get bearing(): number {
return wrap(this._getBearingOffset() + this.rotation, -180, 180);
return wrap(this.rotation, -180, 180);
}

set bearing(bearing: number) {
this.rotation = bearing - this._getBearingOffset();
this.rotation = bearing;
}

get rotation(): number {
Expand Down Expand Up @@ -1573,7 +1560,7 @@ class Transform {
// seems to solve z-fighting issues in deckgl while not clipping buildings too close to the camera.
const nearZ = this.height / 50;

const worldToCamera = this._camera.getWorldToCamera(this.worldSize, pixelsPerMeter);
const worldToCamera = this._camera.getWorldToCamera(this.worldSize, pixelsPerMeter, this);
const cameraToClip = this._camera.getCameraToClipPerspective(this._fov, this.width / this.height, nearZ, farZ);

// Apply center of perspective offset
Expand Down
12 changes: 9 additions & 3 deletions src/ui/free_camera.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,9 @@
import MercatorCoordinate, {mercatorZfromAltitude} from '../geo/mercator_coordinate.js';
import {degToRad, wrap} from '../util/util.js';
import {vec3, vec4, quat, mat4} from 'gl-matrix';
import getProjectionAdjustments from '../geo/projection/adjustments.js';
import type {Elevation} from '../terrain/elevation.js';
import type Transform from '../geo/transform.js';

import type {LngLatLike} from '../geo/lng_lat.js';

Expand Down Expand Up @@ -241,9 +243,9 @@ class FreeCamera {
return [col[0], col[1], col[2]];
}

getCameraToWorld(worldSize: number, pixelsPerMeter: number): Float64Array {
getCameraToWorld(worldSize: number, pixelsPerMeter: number, transform: Transform): Float64Array {
const cameraToWorld = new Float64Array(16);
mat4.invert(cameraToWorld, this.getWorldToCamera(worldSize, pixelsPerMeter));
mat4.invert(cameraToWorld, this.getWorldToCamera(worldSize, pixelsPerMeter, transform));
return cameraToWorld;
}

Expand All @@ -261,7 +263,7 @@ class FreeCamera {
return matrix;
}

getWorldToCamera(worldSize: number, pixelsPerMeter: number): Float64Array {
getWorldToCamera(worldSize: number, pixelsPerMeter: number, transform: Transform): Float64Array {
// transformation chain from world space to camera space:
// 1. Height value (z) of renderables is in meters. Scale z coordinate by pixelsPerMeter
// 2. Transform from pixel coordinates to camera space with cameraMatrix^-1
Expand All @@ -279,6 +281,10 @@ class FreeCamera {
vec3.scale(invPosition, invPosition, -worldSize);

mat4.fromQuat(matrix, invOrientation);

const adjustments = getProjectionAdjustments(transform);
mat4.multiply(matrix, matrix, adjustments);

mat4.translate(matrix, matrix, invPosition);

// Pre-multiply y (2nd row)
Expand Down