move near plane back, fixes clipping issue with most large buildings
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@@ -26,7 +26,6 @@ import org.oscim.core.MapPosition;
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import org.oscim.core.MercatorProjection;
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import org.oscim.core.Tile;
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import org.oscim.utils.FastMath;
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import org.oscim.utils.GeometryUtils;
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import org.oscim.utils.GeometryUtils.Point2D;
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import org.oscim.utils.GlUtils;
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@@ -98,8 +97,8 @@ public class MapViewPosition {
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private float mHeight, mWidth;
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public final static float VIEW_DISTANCE = 3.0f;
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public final static float VIEW_NEAR = 2;
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public final static float VIEW_FAR = 7;
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public final static float VIEW_NEAR = 1;
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public final static float VIEW_FAR = 6;
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// scale map plane at VIEW_DISTANCE to near plane
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public final static float VIEW_SCALE = (VIEW_NEAR / VIEW_DISTANCE) * 0.5f;
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@@ -163,22 +162,6 @@ public class MapViewPosition {
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return true;
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}
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public static byte calcLinesIntersect(
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double ax2, double ay2,
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double bx1, double by1,
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double bx2, double by2,
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GeometryUtils.Point2D point)
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{
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double ua_numr = (bx2 - bx1) * (-by1) - (by2 - by1) * (-bx1);
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double denr = (by2 - by1) * (ax2) - (bx2 - bx1) * (ay2);
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double ua = ua_numr / denr;
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point.x = ua * ax2;
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point.y = ua * ay2;
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return 1;
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}
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// get the z-value of the map-plane for a point on screen
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private float getZ(float y) {
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// calculate the intersection of a ray from
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