use absolute position for tile distance calculation

This commit is contained in:
Hannes Janetzek 2013-04-11 17:42:44 +02:00
parent 9c3c860da8
commit 535204c2c2

View File

@ -164,21 +164,7 @@ public class TileManager {
// scale and translate projection to tile coordinates
// load some tiles more than currently visible (* 0.75)
// float scale = mapPosition.scale * 0.75f;
// float tileScale = scale * Tile.SIZE;
// double px = mapPosition.x * scale;
// double py = mapPosition.y * scale;
//
// float[] coords = mTileCoords;
// mMapViewPosition.getMapViewProjection(coords);
// for (int i = 0; i < 8; i += 2) {
// coords[i + 0] = (float)(px + coords[i + 0]) / tileScale;
// coords[i + 1] = (float)(py + coords[i + 1]) / tileScale;
// }
// scale and translate projection to tile coordinates
// load some tiles more than currently visible (* 0.75)
double scale = pos.scale * 0.5f;
double scale = pos.scale * 0.9f;
double curScale = Tile.SIZE * scale;
int zoomLevel = FastMath.clamp(pos.zoomLevel, MIN_ZOOMLEVEL, MAX_ZOOMLEVEL);
@ -409,44 +395,47 @@ public class TileManager {
// TODO there is probably a better quad-tree distance function
int zoom = mapPosition.zoomLevel;
double x = mapPosition.x * (1 << zoom);
double y = mapPosition.y * (1 << zoom);
double x = mapPosition.x;
double y = mapPosition.y;
final float h = 0.5f;
long center = (long)(h * (1 << zoom));
// half tile size at current zoom-level
final double h = 1.0 / (2 << zoom);
//long center = (long)(h * (1 << zoom));
for (int i = 0; i < size; i++) {
JobTile t = (JobTile) tiles[i];
MapTile t = (MapTile) tiles[i];
if (t == null)
continue;
int diff = (t.zoomLevel - zoom);
double dx, dy, dz, scale;
dz = 0;
double dx, dy, scale;
if (diff == 0) {
dx = (t.tileX + h) - x;
dy = (t.tileY + h) - y;
dx = (t.x + h) - x;
dy = (t.y + h) - y;
scale = 0.5f;
} else if (diff > 0) {
// tile zoom level is greater than current
// NB: distance increase by the factor 2
// with each zoom-level, so that children
// will be kept less likely than parent tiles.
dx = (t.tileX + h) - x * (1 << diff);
dy = (t.tileY + h) - y * (1 << diff);
double dh = 1.0 / (2 << t.zoomLevel);
dx = (t.x + dh) - x;
dy = (t.y + dh) - y;
// add tilesize/2 with each zoom-level
// so that children near the current
// map position but a few levels above
// will also be removed
dz = diff * h;
scale = 0.25f * (1 << diff);
//dz = diff * h;
scale = (1 << diff);
} else {
diff = -diff;
// tile zoom level is smaller than current
dx = (t.tileX + h) - x / (1 << diff);
dy = (t.tileY + h) - y / (1 << diff);
dz = diff * h;
double dh = 1.0 / (2 << t.zoomLevel);
dx = (t.x + dh) - x;
dy = (t.y + dh) - y;
scale = 0.5f * (1 << diff);
}
if (dx < 0)
@ -455,9 +444,7 @@ public class TileManager {
if (dy < 0)
dy = -dy;
dx %= center;
dy %= center;
t.distance = (float) ((dx + dy + dz) * scale);
t.distance = (float) ((dx + dy) * scale * 1024);
}
}