Source: util/measure/LengthMeasurer.js

/*
 * Copyright 2015-2017 WorldWind Contributors
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
/**
 * @exports LengthMeasurer
 */

define([
        '../../error/ArgumentError',
        '../../geom/Location',
        '../Logger',
        './MeasurerUtils',
        '../../geom/Position',
        '../../geom/Vec3'
    ],
    function (ArgumentError,
              Location,
              Logger,
              MeasurerUtils,
              Position,
              Vec3) {

        /**
         * Utility class to measure length along a path on a globe. <p/> <p>Segments which are longer then the current
         * maxSegmentLength will be subdivided along lines following the current pathType - WorldWind.LINEAR,
         * WorldWind.RHUMB_LINE or WorldWind.GREAT_CIRCLE.</p> <p/> <p>For follow terrain, the computed length will
         * account for terrain deformations as if someone was walking along that path. Otherwise the length is the sum
         * of the cartesian distance between the positions.</p>
         * <p/>
         * <p>When following terrain the measurer will sample terrain elevations at regular intervals along the path.
         * The minimum number of samples used for the whole length can be set with lengthTerrainSamplingSteps.
         * However, the minimum sampling interval is 30 meters.
         * @alias LengthMeasurer
         * @constructor
         * @param {WorldWindow} wwd The WorldWindow associated with LengthMeasurer.
         * @throws {ArgumentError} If the specified WorldWindow is null or undefined.
         */
        var LengthMeasurer = function (wwd) {

            if (!wwd) {
                throw new ArgumentError(
                    Logger.logMessage(Logger.LEVEL_SEVERE, "LengthMeasurer", "constructor", "missingWorldWindow"));
            }

            this.wwd = wwd;

            // Private. The minimum length of a terrain following subdivision.
            this.DEFAULT_MIN_SEGMENT_LENGTH = 30;

            // Private. Documentation is with the defined property below.
            this._maxSegmentLength = 100e3;

            // Private. Documentation is with the defined property below.
            this._lengthTerrainSamplingSteps = 128;

            // Private. A list of positions with no segment longer then maxLength and elevations following terrain or not.
            this.subdividedPositions = null;
        };

        Object.defineProperties(LengthMeasurer.prototype, {
            /**
             * The maximum length a segment can have before being subdivided along a line following the current pathType.
             * @type {Number}
             * @memberof LengthMeasurer.prototype
             */
            maxSegmentLength: {
                get: function () {
                    return this._maxSegmentLength;
                },
                set: function (value) {
                    this._maxSegmentLength = value;
                }
            },

            /**
             * The number of terrain elevation samples used along the path to approximate it's terrain following length.
             * @type {Number}
             * @memberof LengthMeasurer.prototype
             */
            lengthTerrainSamplingSteps: {
                get: function () {
                    return this._lengthTerrainSamplingSteps;
                },
                set: function (value) {
                    this._lengthTerrainSamplingSteps = value;
                }
            }
        });

        /**
         * Get the path length in meter. <p/> <p>If followTerrain is true, the computed length will account
         * for terrain deformations as if someone was walking along that path. Otherwise the length is the sum of the
         * cartesian distance between each positions.</p>
         *
         * @param {Position[]} positions
         * @param {Boolean} followTerrain
         * @param {String} pathType One of WorldWind.LINEAR, WorldWind.RHUMB_LINE or WorldWind.GREAT_CIRCLE
         *
         * @return the current path length or -1 if the position list is too short.
         */
        LengthMeasurer.prototype.getLength = function (positions, followTerrain, pathType) {
            pathType = pathType || WorldWind.GREAT_CIRCLE;
            this.subdividedPositions = null;
            return this.computeLength(positions, followTerrain, pathType);
        };

        /**
         * Get the path length in meter of a Path. <p/> <p>If the path's followTerrain is true, the computed length
         * will account for terrain deformations as if someone was walking along that path. Otherwise the length is the
         * sum of the cartesian distance between each positions.</p>
         *
         * @param {Path} path
         *
         * @return the current path length or -1 if the position list is too short.
         */
        LengthMeasurer.prototype.getPathLength = function (path) {
            this.subdividedPositions = null;
            return this.computeLength(path.positions, path.followTerrain, path.pathType);
        };

        /**
         * Get the great circle, rhumb or linear distance, in meter, of a Path or an array of Positions.
         *
         * @param {Path|Position[]} path A Path or an array of Positions
         * @param {String} pathType Optional argument used when path is an array of Positions.
         * Defaults to WorldWind.GREAT_CIRCLE.
         * Recognized values are:
         * <ul>
         * <li>[WorldWind.GREAT_CIRCLE]{@link WorldWind#GREAT_CIRCLE}</li>
         * <li>[WorldWind.RHUMB_LINE]{@link WorldWind#RHUMB_LINE}</li>
         * <li>[WorldWind.LINEAR]{@link WorldWind#LINEAR}</li>
         * </ul>
         *
         * @return {Number} the current path length or -1 if the position list is too short.
         */
        LengthMeasurer.prototype.getGeographicDistance = function (path, pathType) {
            if (path instanceof WorldWind.Path) {
                var positions = path.positions;
                var _pathType = path.pathType;
            }
            else if (Array.isArray(path)) {
                positions = path;
                _pathType = pathType || WorldWind.GREAT_CIRCLE;
            }

            if (!positions || positions.length < 2) {
                return -1;
            }

            var fn = Location.greatCircleDistance;
            if (_pathType === WorldWind.RHUMB_LINE) {
                fn = Location.rhumbDistance;
            }
            else if (_pathType === WorldWind.LINEAR) {
                fn = Location.linearDistance;
            }

            var distance = 0;
            for (var i = 0, len = positions.length - 1; i < len; i++) {
                var pos1 = positions[i];
                var pos2 = positions[i + 1];
                distance += fn(pos1, pos2);
            }

            return distance * this.wwd.globe.equatorialRadius;
        };

        /**
         * Computes the length.
         * @param {Position[]} positions
         * @param {Boolean} followTerrain
         * @param {String} pathType One of WorldWind.LINEAR, WorldWind.RHUMB_LINE or WorldWind.GREAT_CIRCLE
         */
        LengthMeasurer.prototype.computeLength = function (positions, followTerrain, pathType) {
            if (!positions || positions.length < 2) {
                return -1;
            }

            var globe = this.wwd.globe;

            if (this.subdividedPositions == null) {
                // Subdivide path so as to have at least segments smaller then maxSegmentLength. If follow terrain,
                // subdivide so as to have at least lengthTerrainSamplingSteps segments, but no segments shorter then
                // DEFAULT_MIN_SEGMENT_LENGTH either.
                var maxLength = this._maxSegmentLength;
                if (followTerrain) {
                    // Recurse to compute overall path length not following terrain
                    var pathLength = this.computeLength(positions, false, pathType);
                    // Determine segment length to have enough sampling points
                    maxLength = pathLength / this._lengthTerrainSamplingSteps;
                    maxLength = Math.min(Math.max(maxLength, this.DEFAULT_MIN_SEGMENT_LENGTH), this._maxSegmentLength);
                }
                this.subdividedPositions = MeasurerUtils.subdividePositions(globe, positions, followTerrain, pathType,
                    maxLength);
            }

            var distance = 0;
            var pos0 = this.subdividedPositions[0];
            var p1 = new Vec3(0, 0, 0);
            var p2 = new Vec3(0, 0, 0);
            p1 = globe.computePointFromPosition(pos0.latitude, pos0.longitude, pos0.altitude, p1);
            for (var i = 1, len = this.subdividedPositions.length; i < len; i++) {
                var pos = this.subdividedPositions[i];
                p2 = globe.computePointFromPosition(pos.latitude, pos.longitude, pos.altitude, p2);
                distance += p1.distanceTo(p2);
                p1.copy(p2);
            }

            return distance;
        };

        return LengthMeasurer;

    });