Alternative reprojection triangulation strategy
The quads are now subdivided more granually (to 2 instead of 4), which usually leads to reduced number of triangles and higher performance.
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@@ -189,9 +189,9 @@ ol.RASTER_REPROJ_MAX_SOURCE_TILES = 100;
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* @define {number} Maximum number of subdivision steps during raster
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* reprojection triangulation. Prevents high memory usage and large
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* number of proj4 calls when for certain transformations and areas.
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* At most `2*(4^this)` triangles are created. Default is `5`.
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* At most `2*(2^this)` triangles are created. Default is `10`.
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*/
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ol.RASTER_REPROJ_MAX_SUBDIVISION = 5;
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ol.RASTER_REPROJ_MAX_SUBDIVISION = 10;
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/**
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@@ -185,10 +185,10 @@ ol.reproj.Triangulation.prototype.addQuadIfValid_ = function(a, b, c, d,
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}
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if (maxSubdiv > 0) {
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var center = [(a[0] + c[0]) / 2, (a[1] + c[1]) / 2];
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var centerSrc = this.transformInv_(center);
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if (!needsSubdivision) {
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var center = [(a[0] + c[0]) / 2, (a[1] + c[1]) / 2];
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var centerSrc = this.transformInv_(center);
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var dx;
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if (wrapsX) {
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goog.asserts.assert(!goog.isNull(this.sourceWorldWidth_));
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@@ -205,24 +205,27 @@ ol.reproj.Triangulation.prototype.addQuadIfValid_ = function(a, b, c, d,
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needsSubdivision = centerSrcErrorSquared > this.errorThresholdSquared_;
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}
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if (needsSubdivision) {
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var ab = [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2];
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var abSrc = this.transformInv_(ab);
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var bc = [(b[0] + c[0]) / 2, (b[1] + c[1]) / 2];
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var bcSrc = this.transformInv_(bc);
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var cd = [(c[0] + d[0]) / 2, (c[1] + d[1]) / 2];
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var cdSrc = this.transformInv_(cd);
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var da = [(d[0] + a[0]) / 2, (d[1] + a[1]) / 2];
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var daSrc = this.transformInv_(da);
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if (Math.abs(a[0] - c[0]) <= Math.abs(a[1] - c[1])) {
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var bc = [(b[0] + c[0]) / 2, (b[1] + c[1]) / 2];
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var bcSrc = this.transformInv_(bc);
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var da = [(d[0] + a[0]) / 2, (d[1] + a[1]) / 2];
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var daSrc = this.transformInv_(da);
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this.addQuadIfValid_(a, ab, center, da,
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aSrc, abSrc, centerSrc, daSrc, maxSubdiv - 1);
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this.addQuadIfValid_(ab, b, bc, center,
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abSrc, bSrc, bcSrc, centerSrc, maxSubdiv - 1);
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this.addQuadIfValid_(center, bc, c, cd,
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centerSrc, bcSrc, cSrc, cdSrc, maxSubdiv - 1);
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this.addQuadIfValid_(da, center, cd, d,
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daSrc, centerSrc, cdSrc, dSrc, maxSubdiv - 1);
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this.addQuadIfValid_(a, b, bc, da,
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aSrc, bSrc, bcSrc, daSrc, maxSubdiv - 1);
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this.addQuadIfValid_(da, bc, c, d,
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daSrc, bcSrc, cSrc, dSrc, maxSubdiv - 1);
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} else {
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var ab = [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2];
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var abSrc = this.transformInv_(ab);
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var cd = [(c[0] + d[0]) / 2, (c[1] + d[1]) / 2];
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var cdSrc = this.transformInv_(cd);
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this.addQuadIfValid_(a, ab, cd, d,
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aSrc, abSrc, cdSrc, dSrc, maxSubdiv - 1);
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this.addQuadIfValid_(ab, b, c, cd,
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abSrc, bSrc, cSrc, cdSrc, maxSubdiv - 1);
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}
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return;
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}
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}
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