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#include <mbgl/util/tile_cover.hpp>
#include <mbgl/util/vec.hpp>
#include <mbgl/util/box.hpp>
#include <mbgl/util/tile_coordinate.hpp>
namespace mbgl {
// Taken from polymaps src/Layer.js
// https://github.com/simplegeo/polymaps/blob/master/src/Layer.js#L333-L383
struct edge {
double x0 = 0, y0 = 0;
double x1 = 0, y1 = 0;
double dx = 0, dy = 0;
edge(vec2<double> a, vec2<double> b) {
if (a.y > b.y) { std::swap(a, b); }
x0 = a.x;
y0 = a.y;
x1 = b.x;
y1 = b.y;
dx = b.x - a.x;
dy = b.y - a.y;
}
};
typedef const std::function<void(int32_t x0, int32_t x1, int32_t y)> ScanLine;
// scan-line conversion
static void scanSpans(edge e0, edge e1, int32_t ymin, int32_t ymax, ScanLine scanLine) {
double y0 = ::fmax(ymin, std::floor(e1.y0));
double y1 = ::fmin(ymax, std::ceil(e1.y1));
// sort edges by x-coordinate
if ((e0.x0 == e1.x0 && e0.y0 == e1.y0) ?
(e0.x0 + e1.dy / e0.dy * e0.dx < e1.x1) :
(e0.x1 - e1.dy / e0.dy * e0.dx < e1.x0)) {
std::swap(e0, e1);
}
// scan lines!
double m0 = e0.dx / e0.dy;
double m1 = e1.dx / e1.dy;
double d0 = e0.dx > 0; // use y + 1 to compute x0
double d1 = e1.dx < 0; // use y + 1 to compute x1
for (int32_t y = y0; y < y1; y++) {
double x0 = m0 * ::fmax(0, ::fmin(e0.dy, y + d0 - e0.y0)) + e0.x0;
double x1 = m1 * ::fmax(0, ::fmin(e1.dy, y + d1 - e1.y0)) + e1.x0;
scanLine(std::floor(x1), std::ceil(x0), y);
}
}
// scan-line conversion
static void scanTriangle(const mbgl::vec2<double> a, const mbgl::vec2<double> b, const mbgl::vec2<double> c, int32_t ymin, int32_t ymax, ScanLine& scanLine) {
edge ab = edge(a, b);
edge bc = edge(b, c);
edge ca = edge(c, a);
// sort edges by y-length
if (ab.dy > bc.dy) { std::swap(ab, bc); }
if (ab.dy > ca.dy) { std::swap(ab, ca); }
if (bc.dy > ca.dy) { std::swap(bc, ca); }
// scan span! scan span!
if (ab.dy) scanSpans(ca, ab, ymin, ymax, scanLine);
if (bc.dy) scanSpans(ca, bc, ymin, ymax, scanLine);
}
std::forward_list<TileID> tileCover(int8_t z, const mbgl::box &bounds, int8_t actualZ) {
int32_t tiles = 1 << z;
std::forward_list<mbgl::TileID> t;
auto scanLine = [&](int32_t x0, int32_t x1, int32_t y) {
int32_t x;
if (y >= 0 && y <= tiles) {
for (x = x0; x < x1; x++) {
t.emplace_front(actualZ, x, y, z);
}
}
};
mbgl::vec2<double> tl = { bounds.tl.column, bounds.tl.row };
mbgl::vec2<double> tr = { bounds.tr.column, bounds.tr.row };
mbgl::vec2<double> br = { bounds.br.column, bounds.br.row };
mbgl::vec2<double> bl = { bounds.bl.column, bounds.bl.row };
// Divide the screen up in two triangles and scan each of them:
// \---+
// | \ |
// +---\.
scanTriangle(tl, tr, br, 0, tiles, scanLine);
scanTriangle(br, bl, tl, 0, tiles, scanLine);
t.sort();
t.unique();
return t;
}
} // namespace mbgl
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