use absolute position for tile distance calculation
This commit is contained in:
parent
9c3c860da8
commit
535204c2c2
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user