/** * Convert (face, si, ti) coordinates (see s2.h) to a direction vector (not * necessarily unit length). */ private static S2Point FaceSiTiToXyz(int face, int si, int ti) { const double kScale = 1.0 / MaxSize; var u = S2Projections.StToUv(kScale * si); var v = S2Projections.StToUv(kScale * ti); return(S2Projections.FaceUvToXyz(face, u, v)); }
/** * Given (i, j) coordinates that may be out of bounds, normalize them by * returning the corresponding neighbor cell on an adjacent face. */ private static S2CellId FromFaceIjWrap(int face, int i, int j) { // Convert i and j to the coordinates of a leaf cell just beyond the // boundary of this face. This prevents 32-bit overflow in the case // of finding the neighbors of a face cell, and also means that we // don't need to worry about the distinction between (s,t) and (u,v). i = Math.Max(-1, Math.Min(MaxSize, i)); j = Math.Max(-1, Math.Min(MaxSize, j)); // Find the (s,t) coordinates corresponding to (i,j). At least one // of these coordinates will be just outside the range [0, 1]. const double kScale = 1.0 / MaxSize; var s = kScale * ((i << 1) + 1 - MaxSize); var t = kScale * ((j << 1) + 1 - MaxSize); // Find the leaf cell coordinates on the adjacent face, and convert // them to a cell id at the appropriate level. var p = S2Projections.FaceUvToXyz(face, s, t); face = S2Projections.XyzToFace(p); var st = S2Projections.ValidFaceXyzToUv(face, p); return(FromFaceIj(face, StToIj(st.X), StToIj(st.Y))); }
// Internal method that does the actual work in the constructors. private double GetLatitude(int i, int j) { var p = S2Projections.FaceUvToXyz(_face, _uv[0][i], _uv[1][j]); return(Math.Atan2(p.Z, Math.Sqrt(p.X * p.X + p.Y * p.Y))); }
private double GetLongitude(int i, int j) { var p = S2Projections.FaceUvToXyz(_face, _uv[0][i], _uv[1][j]); return(Math.Atan2(p.Y, p.X)); }
/** * Return the k-th vertex of the cell (k = 0,1,2,3). Vertices are returned in * CCW order. The points returned by GetVertexRaw are not necessarily unit * length. */ public S2Point GetVertexRaw(int k) { // Vertices are returned in the order SW, SE, NE, NW. return(S2Projections.FaceUvToXyz(_face, _uv[0][(k >> 1) ^ (k & 1)], _uv[1][k >> 1])); }