309 lines
8.8 KiB
JavaScript
309 lines
8.8 KiB
JavaScript
import {
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TileState_default
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} from "./chunk-5D2XPBR2.js";
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import {
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assert
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} from "./chunk-QFCIXVZ3.js";
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import {
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EventType_default
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} from "./chunk-KJXIHBKT.js";
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import {
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clear
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} from "./chunk-5RHQVMYD.js";
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// node_modules/ol/structs/PriorityQueue.js
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var DROP = Infinity;
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var PriorityQueue = class {
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/**
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* @param {function(T): number} priorityFunction Priority function.
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* @param {function(T): string} keyFunction Key function.
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*/
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constructor(priorityFunction, keyFunction) {
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this.priorityFunction_ = priorityFunction;
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this.keyFunction_ = keyFunction;
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this.elements_ = [];
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this.priorities_ = [];
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this.queuedElements_ = {};
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}
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/**
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* FIXME empty description for jsdoc
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*/
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clear() {
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this.elements_.length = 0;
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this.priorities_.length = 0;
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clear(this.queuedElements_);
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}
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/**
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* Remove and return the highest-priority element. O(log N).
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* @return {T} Element.
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*/
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dequeue() {
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const elements = this.elements_;
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const priorities = this.priorities_;
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const element = elements[0];
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if (elements.length == 1) {
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elements.length = 0;
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priorities.length = 0;
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} else {
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elements[0] = /** @type {T} */
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elements.pop();
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priorities[0] = /** @type {number} */
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priorities.pop();
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this.siftUp_(0);
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}
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const elementKey = this.keyFunction_(element);
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delete this.queuedElements_[elementKey];
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return element;
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}
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/**
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* Enqueue an element. O(log N).
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* @param {T} element Element.
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* @return {boolean} The element was added to the queue.
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*/
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enqueue(element) {
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assert(
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!(this.keyFunction_(element) in this.queuedElements_),
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"Tried to enqueue an `element` that was already added to the queue"
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);
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const priority = this.priorityFunction_(element);
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if (priority != DROP) {
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this.elements_.push(element);
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this.priorities_.push(priority);
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this.queuedElements_[this.keyFunction_(element)] = true;
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this.siftDown_(0, this.elements_.length - 1);
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return true;
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}
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return false;
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}
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/**
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* @return {number} Count.
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*/
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getCount() {
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return this.elements_.length;
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}
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/**
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* Gets the index of the left child of the node at the given index.
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* @param {number} index The index of the node to get the left child for.
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* @return {number} The index of the left child.
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* @private
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*/
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getLeftChildIndex_(index) {
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return index * 2 + 1;
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}
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/**
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* Gets the index of the right child of the node at the given index.
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* @param {number} index The index of the node to get the right child for.
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* @return {number} The index of the right child.
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* @private
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*/
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getRightChildIndex_(index) {
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return index * 2 + 2;
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}
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/**
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* Gets the index of the parent of the node at the given index.
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* @param {number} index The index of the node to get the parent for.
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* @return {number} The index of the parent.
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* @private
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*/
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getParentIndex_(index) {
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return index - 1 >> 1;
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}
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/**
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* Make this a heap. O(N).
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* @private
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*/
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heapify_() {
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let i;
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for (i = (this.elements_.length >> 1) - 1; i >= 0; i--) {
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this.siftUp_(i);
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}
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}
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/**
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* @return {boolean} Is empty.
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*/
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isEmpty() {
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return this.elements_.length === 0;
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}
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/**
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* @param {string} key Key.
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* @return {boolean} Is key queued.
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*/
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isKeyQueued(key) {
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return key in this.queuedElements_;
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}
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/**
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* @param {T} element Element.
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* @return {boolean} Is queued.
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*/
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isQueued(element) {
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return this.isKeyQueued(this.keyFunction_(element));
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}
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/**
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* @param {number} index The index of the node to move down.
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* @private
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*/
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siftUp_(index) {
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const elements = this.elements_;
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const priorities = this.priorities_;
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const count = elements.length;
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const element = elements[index];
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const priority = priorities[index];
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const startIndex = index;
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while (index < count >> 1) {
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const lIndex = this.getLeftChildIndex_(index);
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const rIndex = this.getRightChildIndex_(index);
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const smallerChildIndex = rIndex < count && priorities[rIndex] < priorities[lIndex] ? rIndex : lIndex;
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elements[index] = elements[smallerChildIndex];
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priorities[index] = priorities[smallerChildIndex];
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index = smallerChildIndex;
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}
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elements[index] = element;
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priorities[index] = priority;
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this.siftDown_(startIndex, index);
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}
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/**
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* @param {number} startIndex The index of the root.
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* @param {number} index The index of the node to move up.
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* @private
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*/
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siftDown_(startIndex, index) {
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const elements = this.elements_;
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const priorities = this.priorities_;
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const element = elements[index];
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const priority = priorities[index];
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while (index > startIndex) {
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const parentIndex = this.getParentIndex_(index);
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if (priorities[parentIndex] > priority) {
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elements[index] = elements[parentIndex];
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priorities[index] = priorities[parentIndex];
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index = parentIndex;
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} else {
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break;
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}
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}
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elements[index] = element;
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priorities[index] = priority;
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}
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/**
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* FIXME empty description for jsdoc
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*/
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reprioritize() {
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const priorityFunction = this.priorityFunction_;
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const elements = this.elements_;
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const priorities = this.priorities_;
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let index = 0;
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const n = elements.length;
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let element, i, priority;
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for (i = 0; i < n; ++i) {
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element = elements[i];
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priority = priorityFunction(element);
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if (priority == DROP) {
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delete this.queuedElements_[this.keyFunction_(element)];
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} else {
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priorities[index] = priority;
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elements[index++] = element;
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}
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}
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elements.length = index;
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priorities.length = index;
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this.heapify_();
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}
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};
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var PriorityQueue_default = PriorityQueue;
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// node_modules/ol/TileQueue.js
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var TileQueue = class extends PriorityQueue_default {
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/**
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* @param {PriorityFunction} tilePriorityFunction Tile priority function.
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* @param {function(): ?} tileChangeCallback Function called on each tile change event.
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*/
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constructor(tilePriorityFunction, tileChangeCallback) {
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super(
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(element) => tilePriorityFunction.apply(null, element),
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(element) => element[0].getKey()
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);
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this.boundHandleTileChange_ = this.handleTileChange.bind(this);
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this.tileChangeCallback_ = tileChangeCallback;
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this.tilesLoading_ = 0;
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this.tilesLoadingKeys_ = {};
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}
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/**
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* @param {TileQueueElement} element Element.
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* @return {boolean} The element was added to the queue.
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* @override
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*/
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enqueue(element) {
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const added = super.enqueue(element);
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if (added) {
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const tile = element[0];
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tile.addEventListener(EventType_default.CHANGE, this.boundHandleTileChange_);
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}
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return added;
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}
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/**
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* @return {number} Number of tiles loading.
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*/
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getTilesLoading() {
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return this.tilesLoading_;
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}
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/**
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* @param {import("./events/Event.js").default} event Event.
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* @protected
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*/
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handleTileChange(event) {
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const tile = (
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/** @type {import("./Tile.js").default} */
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event.target
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);
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const state = tile.getState();
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if (state === TileState_default.LOADED || state === TileState_default.ERROR || state === TileState_default.EMPTY) {
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if (state !== TileState_default.ERROR) {
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tile.removeEventListener(EventType_default.CHANGE, this.boundHandleTileChange_);
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}
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const tileKey = tile.getKey();
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if (tileKey in this.tilesLoadingKeys_) {
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delete this.tilesLoadingKeys_[tileKey];
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--this.tilesLoading_;
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}
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this.tileChangeCallback_();
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}
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}
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/**
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* @param {number} maxTotalLoading Maximum number tiles to load simultaneously.
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* @param {number} maxNewLoads Maximum number of new tiles to load.
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*/
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loadMoreTiles(maxTotalLoading, maxNewLoads) {
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let newLoads = 0;
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while (this.tilesLoading_ < maxTotalLoading && newLoads < maxNewLoads && this.getCount() > 0) {
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const tile = this.dequeue()[0];
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const tileKey = tile.getKey();
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const state = tile.getState();
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if (state === TileState_default.IDLE && !(tileKey in this.tilesLoadingKeys_)) {
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this.tilesLoadingKeys_[tileKey] = true;
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++this.tilesLoading_;
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++newLoads;
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tile.load();
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}
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}
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}
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};
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var TileQueue_default = TileQueue;
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function getTilePriority(frameState, tile, tileSourceKey, tileCenter, tileResolution) {
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if (!frameState || !(tileSourceKey in frameState.wantedTiles)) {
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return DROP;
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}
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if (!frameState.wantedTiles[tileSourceKey][tile.getKey()]) {
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return DROP;
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}
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const center = frameState.viewState.center;
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const deltaX = tileCenter[0] - center[0];
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const deltaY = tileCenter[1] - center[1];
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return 65536 * Math.log(tileResolution) + Math.sqrt(deltaX * deltaX + deltaY * deltaY) / tileResolution;
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}
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export {
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TileQueue_default,
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getTilePriority
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};
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//# sourceMappingURL=chunk-RLY4OFPK.js.map
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