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<h1><a href="vectortile_v1.html">Semantic Tile API</a> . <a href="vectortile_v1.terraintiles.html">terraintiles</a></h1>
<h2>Instance Methods</h2>
<p class="toc_element">
<code><a href="#get">get(name, terrainFormats=None, clientInfo_operatingSystem=None, clientInfo_apiClient=None, altitudePrecisionCentimeters=None, maxElevationResolutionCells=None, clientInfo_applicationId=None, clientInfo_platform=None, clientInfo_deviceModel=None, minElevationResolutionCells=None, clientInfo_userId=None, clientInfo_applicationVersion=None, x__xgafv=None)</a></code></p>
<p class="firstline">Gets a terrain tile by its tile resource name.</p>
<h3>Method Details</h3>
<div class="method">
<code class="details" id="get">get(name, terrainFormats=None, clientInfo_operatingSystem=None, clientInfo_apiClient=None, altitudePrecisionCentimeters=None, maxElevationResolutionCells=None, clientInfo_applicationId=None, clientInfo_platform=None, clientInfo_deviceModel=None, minElevationResolutionCells=None, clientInfo_userId=None, clientInfo_applicationVersion=None, x__xgafv=None)</code>
<pre>Gets a terrain tile by its tile resource name.
Args:
name: string, Required. Resource name of the tile. The tile resource name is prefixed by
its collection ID `terraintiles/` followed by the resource ID, which
encodes the tile&#x27;s global x and y coordinates and zoom level as
`@&lt;x&gt;,&lt;y&gt;,&lt;zoom&gt;z`. For example, `terraintiles/@1,2,3z`. (required)
terrainFormats: string, Terrain formats that the client understands. (repeated)
clientInfo_operatingSystem: string, Operating system name and version as reported by the OS. For example,
&quot;Mac OS X 10.10.4&quot;. The exact format is platform-dependent.
clientInfo_apiClient: string, API client name and version. For example, the SDK calling the API. The
exact format is up to the client.
altitudePrecisionCentimeters: integer, The precision of terrain altitudes in centimeters.
Possible values: between 1 (cm level precision) and 1,000,000 (10-kilometer
level precision).
maxElevationResolutionCells: integer, The maximum allowed resolution for the returned elevation heightmap.
Possible values: between 1 and 1024 (and not less than
min_elevation_resolution_cells).
Over-sized heightmaps will be non-uniformly down-sampled such that each
edge is no longer than this value. Non-uniformity is chosen to maximise the
amount of preserved data.
For example:
Original resolution: 100px (width) * 30px (height)
max_elevation_resolution: 30
New resolution: 30px (width) * 30px (height)
clientInfo_applicationId: string, Application ID, such as the package name on Android and the bundle
identifier on iOS platforms.
clientInfo_platform: string, Platform where the application is running.
clientInfo_deviceModel: string, Device model as reported by the device. The exact format is
platform-dependent.
minElevationResolutionCells: integer, The minimum allowed resolution for the returned elevation heightmap.
Possible values: between 0 and 1024 (and not more than
max_elevation_resolution_cells). Zero is supported for backward
compatibility.
Under-sized heightmaps will be non-uniformly up-sampled
such that each edge is no shorter than this value. Non-uniformity is chosen
to maximise the amount of preserved data.
For example:
Original resolution: 30px (width) * 10px (height)
min_elevation_resolution: 30
New resolution: 30px (width) * 30px (height)
clientInfo_userId: string, A client-generated user ID. The ID should be generated and persisted during
the first user session or whenever a pre-existing ID is not found. The
exact format is up to the client. This must be non-empty in a
GetFeatureTileRequest (whether via the header or
GetFeatureTileRequest.client_info).
clientInfo_applicationVersion: string, Application version number, such as &quot;1.2.3&quot;. The exact format is
application-dependent.
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # A tile containing information about the terrain located in the region it
# covers.
&quot;coordinates&quot;: { # Global tile coordinates. Global tile coordinates reference a specific tile on # The global tile coordinates that uniquely identify this tile.
# the map at a specific zoom level.
#
# The origin of this coordinate system is always at the northwest corner of the
# map, with x values increasing from west to east and y values increasing from
# north to south. Tiles are indexed using x, y coordinates from that origin.
# The zoom level containing the entire world in a tile is 0, and it increases
# as you zoom in. Zoom level n + 1 will contain 4 times as many tiles as zoom
# level n.
#
# The zoom level controls the level of detail of the data that is returned. In
# particular, this affects the set of feature types returned, their density,
# and geometry simplification. The exact tile contents may change over time,
# but care will be taken to keep supporting the most important use cases. For
# example, zoom level 15 shows roads for orientation and planning in the local
# neighborhood and zoom level 17 shows buildings to give users on foot a sense
# of situational awareness.
&quot;zoom&quot;: 42, # Required. The Google Maps API zoom level.
&quot;x&quot;: 42, # Required. The x coordinate.
&quot;y&quot;: 42, # Required. The y coordinate.
},
&quot;name&quot;: &quot;A String&quot;, # Resource name of the tile. The tile resource name is prefixed by its
# collection ID `terrain/` followed by the resource ID, which encodes the
# tile&#x27;s global x and y coordinates and zoom level as `@&lt;x&gt;,&lt;y&gt;,&lt;zoom&gt;z`.
# For example, `terrain/@1,2,3z`.
&quot;firstDerivative&quot;: { # A packed representation of a 2D grid of uniformly spaced points containing # Terrain elevation data encoded as a FirstDerivativeElevationGrid.
# elevation data. Each point within the grid represents the altitude in
# meters above average sea level at that location within the tile.
#
# Elevations provided are (generally) relative to the EGM96 geoid, however
# some areas will be relative to NAVD88. EGM96 and NAVD88 are off by no more
# than 2 meters.
#
# The grid is oriented north-west to south-east, as illustrated:
#
# rows[0].a[0] rows[0].a[m]
# +-----------------+
# | |
# | N |
# | ^ |
# | | |
# | W &lt;-----&gt; E |
# | | |
# | v |
# | S |
# | |
# +-----------------+
# rows[n].a[0] rows[n].a[m]
#
# Rather than storing the altitudes directly, we store the diffs between them
# as integers at some requested level of precision to take advantage of
# integer packing. The actual altitude values a[] can be reconstructed using
# the scale and each row&#x27;s first_altitude and altitude_diff fields.
&quot;rows&quot;: [ # Rows of points containing altitude data making up the elevation grid.
# Each row is the same length. Rows are ordered from north to south. E.g:
# rows[0] is the north-most row, and rows[n] is the south-most row.
{ # A row of altitude points in the elevation grid, ordered from west to
# east.
&quot;altitudeDiffs&quot;: [ # The difference between each successive pair of altitudes, from west to
# east. The first, westmost point, is just the altitude rather than a
# diff. The units are specified by the altitude_multiplier parameter
# above; the value in meters is given by altitude_multiplier *
# altitude_diffs[n]. The altitude row (in metres above sea level) can be
# reconstructed with: a[0] = altitude_diffs[0] * altitude_multiplier when
# n &gt; 0, a[n] = a[n-1] + altitude_diffs[n-1] * altitude_multiplier.
42,
],
},
],
&quot;altitudeMultiplier&quot;: 3.14, # A multiplier applied to the altitude fields below to extract the actual
# altitudes in meters from the elevation grid.
},
&quot;secondDerivative&quot;: { # A packed representation of a 2D grid of uniformly spaced points containing # Terrain elevation data encoded as a SecondDerivativeElevationGrid.
# .
# elevation data. Each point within the grid represents the altitude in
# meters above average sea level at that location within the tile.
#
# Elevations provided are (generally) relative to the EGM96 geoid, however
# some areas will be relative to NAVD88. EGM96 and NAVD88 are off by no more
# than 2 meters.
#
# The grid is oriented north-west to south-east, as illustrated:
#
# rows[0].a[0] rows[0].a[m]
# +-----------------+
# | |
# | N |
# | ^ |
# | | |
# | W &lt;-----&gt; E |
# | | |
# | v |
# | S |
# | |
# +-----------------+
# rows[n].a[0] rows[n].a[m]
#
# Rather than storing the altitudes directly, we store the diffs of the diffs
# between them as integers at some requested level of precision to take
# advantage of integer packing.
#
# Note that the data is packed in such a way that is fast to decode in
# Unity and that further optimizes wire size.
&quot;columnCount&quot;: 42, # The number of columns included in the encoded elevation data (i.e. the
# horizontal resolution of the grid).
&quot;altitudeMultiplier&quot;: 3.14, # A multiplier applied to the elements in the encoded data to extract the
# actual altitudes in meters.
&quot;rowCount&quot;: 42, # The number of rows included in the encoded elevation data (i.e. the
# vertical resolution of the grid).
&quot;encodedData&quot;: &quot;A String&quot;, # A stream of elements each representing a point on the tile running across
# each row from left to right, top to bottom.
#
# There will be precisely horizontal_resolution * vertical_resolution
# elements in the stream.
#
# The elements are not the heights, rather the second order derivative of
# the values one would expect in a stream of height data.
#
# Each element is a varint with the following encoding:
# ------------------------------------------------------------------------|
# | Head Nibble |
# ------------------------------------------------------------------------|
# | Bit 0 | Bit 1 | Bits 2-3 |
# | Terminator| Sign (1=neg) | Least significant 2 bits of absolute error |
# ------------------------------------------------------------------------|
# | Tail Nibble #1 |
# ------------------------------------------------------------------------|
# | Bit 0 | Bit 1-3 |
# | Terminator| Least significant 3 bits of absolute error |
# ------------------------------------------------------------------------|
# | ...
# | Tail Nibble #n |
# ------------------------------------------------------------------------|
# | Bit 0 | Bit 1-3 |
# | Terminator| Least significant 3 bits of absolute error |
# ------------------------------------------------------------------------|
},
}</pre>
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