Move tile priority function to the TileQueue module

This commit is contained in:
Andreas Hocevar
2020-03-04 16:01:43 +01:00
parent 3944a5a038
commit f896d9fb03
2 changed files with 34 additions and 23 deletions

View File

@@ -12,7 +12,7 @@ import MapProperty from './MapProperty.js';
import RenderEventType from './render/EventType.js';
import BaseObject, {getChangeEventType} from './Object.js';
import ObjectEventType from './ObjectEventType.js';
import TileQueue from './TileQueue.js';
import TileQueue, {getTilePriority} from './TileQueue.js';
import View from './View.js';
import ViewHint from './ViewHint.js';
import {assert} from './asserts.js';
@@ -24,7 +24,6 @@ import {TRUE} from './functions.js';
import {DEVICE_PIXEL_RATIO, IMAGE_DECODE, PASSIVE_EVENT_LISTENERS} from './has.js';
import LayerGroup from './layer/Group.js';
import {hasArea} from './size.js';
import {DROP} from './structs/PriorityQueue.js';
import {create as createTransform, apply as applyTransform} from './transform.js';
import {toUserCoordinate, fromUserCoordinate} from './proj.js';
@@ -891,26 +890,7 @@ class PluggableMap extends BaseObject {
* @return {number} Tile priority.
*/
getTilePriority(tile, tileSourceKey, tileCenter, tileResolution) {
// Filter out tiles at higher zoom levels than the current zoom level, or that
// are outside the visible extent.
const frameState = this.frameState_;
if (!frameState || !(tileSourceKey in frameState.wantedTiles)) {
return DROP;
}
if (!frameState.wantedTiles[tileSourceKey][tile.getKey()]) {
return DROP;
}
// Prioritize the highest zoom level tiles closest to the focus.
// Tiles at higher zoom levels are prioritized using Math.log(tileResolution).
// Within a zoom level, tiles are prioritized by the distance in pixels between
// the center of the tile and the center of the viewport. The factor of 65536
// means that the prioritization should behave as desired for tiles up to
// 65536 * Math.log(2) = 45426 pixels from the focus.
const center = frameState.viewState.center;
const deltaX = tileCenter[0] - center[0];
const deltaY = tileCenter[1] - center[1];
return 65536 * Math.log(tileResolution) +
Math.sqrt(deltaX * deltaX + deltaY * deltaY) / tileResolution;
return getTilePriority(this.frameState_, tile, tileSourceKey, tileCenter, tileResolution);
}
/**