Files
meshcore-sar_android/lib/services/tile_math_service.dart
2026-04-04 15:57:41 +02:00

269 lines
8.2 KiB
Dart

import 'dart:math';
import 'package:latlong2/latlong.dart';
/// A tile coordinate with x, y, and zoom level.
class TileCoord {
final int x;
final int y;
final int z;
const TileCoord(this.x, this.y, this.z);
@override
bool operator ==(Object other) =>
other is TileCoord && other.x == x && other.y == y && other.z == z;
@override
int get hashCode => Object.hash(x, y, z);
@override
String toString() => 'TileCoord($z/$x/$y)';
}
/// A geographical bounding box.
class TileBounds {
final double north;
final double south;
final double east;
final double west;
const TileBounds({
required this.north,
required this.south,
required this.east,
required this.west,
});
}
/// Pure math utilities for slippy map tile calculations.
///
/// Ported from the Go offline-map-tile-downloader.
class TileMathService {
const TileMathService._();
/// Convert latitude/longitude to tile coordinates at the given zoom level.
static (int x, int y) latLonToTile(double lat, double lon, int zoom) {
final latRad = lat * pi / 180;
final n = pow(2, zoom).toDouble();
final x = (n * ((lon + 180) / 360)).floor();
final y =
(n * (1 - (log(tan(latRad) + 1 / cos(latRad)) / pi)) / 2).floor();
return (x, y);
}
/// Calculate the geographical bounding box of a tile.
static TileBounds tileBounds(int x, int y, int z) {
final n = pow(2.0, z).toDouble();
final lonDeg = x / n * 360.0 - 180.0;
final latRad = atan(sinh(pi * (1 - 2 * y / n)));
final latDeg = latRad * 180.0 / pi;
final lon2Deg = (x + 1) / n * 360.0 - 180.0;
final lat2Rad = atan(sinh(pi * (1 - 2 * (y + 1) / n)));
final lat2Deg = lat2Rad * 180.0 / pi;
return TileBounds(
north: latDeg,
south: lat2Deg,
east: lon2Deg,
west: lonDeg,
);
}
/// Hyperbolic sine.
static double sinh(double x) => (exp(x) - exp(-x)) / 2;
/// Check if a point is inside a polygon using the ray casting algorithm.
static bool polygonContains(List<LatLng> poly, LatLng point) {
var inside = false;
for (int i = 0, j = poly.length - 1; i < poly.length; j = i++) {
if ((poly[i].latitude > point.latitude) !=
(poly[j].latitude > point.latitude) &&
(point.longitude <
(poly[j].longitude - poly[i].longitude) *
(point.latitude - poly[i].latitude) /
(poly[j].latitude - poly[i].latitude) +
poly[i].longitude)) {
inside = !inside;
}
}
return inside;
}
/// Check if a bounding box contains a point.
static bool boundsContains(TileBounds bounds, LatLng point) {
return point.latitude <= bounds.north &&
point.latitude >= bounds.south &&
point.longitude >= bounds.west &&
point.longitude <= bounds.east;
}
/// Check if a polygon intersects with a tile bounding box.
static bool polygonIntersects(List<LatLng> poly, TileBounds bounds) {
// Check if any polygon vertex is inside the tile
for (final p in poly) {
if (boundsContains(bounds, p)) return true;
}
// Check if any tile corner is inside the polygon
final corners = [
LatLng(bounds.north, bounds.west),
LatLng(bounds.north, bounds.east),
LatLng(bounds.south, bounds.west),
LatLng(bounds.south, bounds.east),
];
for (final corner in corners) {
if (polygonContains(poly, corner)) return true;
}
// Check if any polygon edge intersects any tile edge
final tileEdges = [
(corners[0], corners[1]),
(corners[1], corners[3]),
(corners[3], corners[2]),
(corners[2], corners[0]),
];
for (int i = 0; i < poly.length; i++) {
final p1 = poly[i];
final p2 = poly[(i + 1) % poly.length];
for (final edge in tileEdges) {
if (_lineIntersects(p1, p2, edge.$1, edge.$2)) return true;
}
}
return false;
}
/// Check if two line segments intersect.
static bool _lineIntersects(LatLng p1, LatLng q1, LatLng p2, LatLng q2) {
final o1 = _orientation(p1, q1, p2);
final o2 = _orientation(p1, q1, q2);
final o3 = _orientation(p2, q2, p1);
final o4 = _orientation(p2, q2, q1);
if (o1 != o2 && o3 != o4) return true;
if (o1 == 0 && _onSegment(p1, p2, q1)) return true;
if (o2 == 0 && _onSegment(p1, q2, q1)) return true;
if (o3 == 0 && _onSegment(p2, p1, q2)) return true;
if (o4 == 0 && _onSegment(p2, q1, q2)) return true;
return false;
}
/// Find orientation of ordered triplet (p, q, r).
/// Returns 0 for collinear, 1 for clockwise, 2 for counterclockwise.
static int _orientation(LatLng p, LatLng q, LatLng r) {
final val = (q.longitude - p.longitude) * (r.latitude - q.latitude) -
(q.latitude - p.latitude) * (r.longitude - q.longitude);
if (val == 0) return 0;
return val > 0 ? 1 : 2;
}
/// Check if point q lies on segment pr.
static bool _onSegment(LatLng p, LatLng q, LatLng r) {
return q.latitude <= max(p.latitude, r.latitude) &&
q.latitude >= min(p.latitude, r.latitude) &&
q.longitude <= max(p.longitude, r.longitude) &&
q.longitude >= min(p.longitude, r.longitude);
}
/// Get all tiles that overlap with the given polygons across zoom levels.
static List<TileCoord> getTilesForPolygons(
List<List<LatLng>> polygons,
int minZoom,
int maxZoom,
) {
final tileSet = <TileCoord>{};
for (final poly in polygons) {
if (poly.length < 3) continue;
// Find bounding box of polygon
var minLat = 90.0, minLon = 180.0;
var maxLat = -90.0, maxLon = -180.0;
for (final p in poly) {
if (p.latitude < minLat) minLat = p.latitude;
if (p.latitude > maxLat) maxLat = p.latitude;
if (p.longitude < minLon) minLon = p.longitude;
if (p.longitude > maxLon) maxLon = p.longitude;
}
for (int z = minZoom; z <= maxZoom; z++) {
final (tlx, tly) = latLonToTile(maxLat, minLon, z);
final (brx, bry) = latLonToTile(minLat, maxLon, z);
for (int x = tlx; x <= brx; x++) {
for (int y = tly; y <= bry; y++) {
final tile = TileCoord(x, y, z);
if (tileSet.contains(tile)) continue;
final bounds = tileBounds(x, y, z);
// Check if all tile corners are inside the polygon
final allCornersInside = polygonContains(
poly, LatLng(bounds.north, bounds.west)) &&
polygonContains(poly, LatLng(bounds.north, bounds.east)) &&
polygonContains(poly, LatLng(bounds.south, bounds.west)) &&
polygonContains(poly, LatLng(bounds.south, bounds.east));
if (allCornersInside) {
tileSet.add(tile);
continue;
}
// Check if all polygon vertices are inside the tile
var polyInTile = true;
for (final p in poly) {
if (!boundsContains(bounds, p)) {
polyInTile = false;
break;
}
}
if (polyInTile) {
tileSet.add(tile);
continue;
}
// Check for intersection
if (polygonIntersects(poly, bounds)) {
tileSet.add(tile);
}
}
}
}
}
return tileSet.toList();
}
/// Estimate the number of tiles for given polygons and zoom range.
/// Faster than getTilesForPolygons — uses bounding box approximation.
static int estimateTileCount(
List<List<LatLng>> polygons,
int minZoom,
int maxZoom,
) {
var count = 0;
for (final poly in polygons) {
if (poly.length < 3) continue;
var minLat = 90.0, minLon = 180.0;
var maxLat = -90.0, maxLon = -180.0;
for (final p in poly) {
if (p.latitude < minLat) minLat = p.latitude;
if (p.latitude > maxLat) maxLat = p.latitude;
if (p.longitude < minLon) minLon = p.longitude;
if (p.longitude > maxLon) maxLon = p.longitude;
}
for (int z = minZoom; z <= maxZoom; z++) {
final (tlx, tly) = latLonToTile(maxLat, minLon, z);
final (brx, bry) = latLonToTile(minLat, maxLon, z);
count += (brx - tlx + 1) * (bry - tly + 1);
}
}
return count;
}
}