revert ea45d0f447af24115275234403202fe993e0d84c - portal clustering still has some advantages

note: window.Render.prototype.getLinkPixelLength not restored - should have been deleted as part of an earlier change
This commit is contained in:
Jon Atkins 2014-02-21 16:34:40 +00:00
parent f57d429b42
commit 6e1008e107

View File

@ -5,6 +5,14 @@
window.Render = function() { window.Render = function() {
// when there are lots of portals close together, we only add some of them to the map
// the idea is to keep the impression of the dense set of portals, without rendering them all
this.CLUSTER_SIZE = L.Browser.mobile ? 10 : 4; // the map is divided into squares of this size in pixels for clustering purposes. mobile uses larger markers, so therefore larger clustering areas
this.CLUSTER_PORTAL_LIMIT = 4; // no more than this many portals are drawn in each cluster square
this.entityVisibilityZoom = undefined;
this.portalMarkerScale = undefined; this.portalMarkerScale = undefined;
} }
@ -393,6 +401,10 @@ window.Render.prototype.createLinkEntity = function(ent,faked) {
window.Render.prototype.updateEntityVisibility = function() { window.Render.prototype.updateEntityVisibility = function() {
if (this.entityVisibilityZoom === undefined || this.entityVisibilityZoom != map.getZoom()) {
this.entityVisibilityZoom = map.getZoom();
this.resetPortalClusters();
if (this.portalMarkerScale === undefined || this.portalMarkerScale != portalMarkerScale()) { if (this.portalMarkerScale === undefined || this.portalMarkerScale != portalMarkerScale()) {
this.portalMarkerScale = portalMarkerScale(); this.portalMarkerScale = portalMarkerScale();
@ -402,19 +414,100 @@ window.Render.prototype.updateEntityVisibility = function() {
//NOTE: we're not calling this because it resets highlights - we're calling it as it resets the style (inc size) of all portal markers //NOTE: we're not calling this because it resets highlights - we're calling it as it resets the style (inc size) of all portal markers
resetHighlightedPortals(); resetHighlightedPortals();
} }
}
} }
// portal clustering functionality
window.Render.prototype.resetPortalClusters = function() {
this.portalClusters = {};
// first, place the portals into the clusters
for (var pguid in window.portals) {
var p = window.portals[pguid];
var cid = this.getPortalClusterID(p);
if (!(cid in this.portalClusters)) this.portalClusters[cid] = [];
this.portalClusters[cid].push(pguid);
}
// now, for each cluster, sort by some arbitrary data (the level+guid will do), and display the first CLUSTER_PORTAL_LIMIT
for (var cid in this.portalClusters) {
var c = this.portalClusters[cid];
c.sort(function(a,b) {
var ka = (8-portals[a].options.level)+a;
var kb = (8-portals[b].options.level)+b;
if (ka<kb) return -1;
else if (ka>kb) return 1;
else return 0;
});
for (var i=0; i<c.length; i++) {
var guid = c[i];
var p = window.portals[guid];
var layerGroup = portalsFactionLayers[parseInt(p.options.level)][p.options.team];
if (i<this.CLUSTER_PORTAL_LIMIT || p.options.guid == selectedPortal || artifact.isInterestingPortal(p.options.guid)) {
if (!layerGroup.hasLayer(p)) {
layerGroup.addLayer(p);
}
} else {
if (layerGroup.hasLayer(p)) {
layerGroup.removeLayer(p);
}
}
}
}
}
// add the portal to the visible map layer unless we pass the cluster limits // add the portal to the visible map layer unless we pass the cluster limits
window.Render.prototype.addPortalToMapLayer = function(portal) { window.Render.prototype.addPortalToMapLayer = function(portal) {
var cid = this.getPortalClusterID(portal);
if (!(cid in this.portalClusters)) this.portalClusters[cid] = [];
this.portalClusters[cid].push(portal.options.guid);
// now, at this point, we could match the above re-cluster code - sorting, and adding/removing as necessary
// however, it won't make a lot of visible difference compared to just pushing to the end of the list, then
// adding to the visible layer if the list is below the limit
if (this.portalClusters[cid].length < this.CLUSTER_PORTAL_LIMIT || portal.options.guid == selectedPortal || artifact.isInterestingPortal(portal.options.guid)) {
portalsFactionLayers[parseInt(portal.options.level)][portal.options.team].addLayer(portal); portalsFactionLayers[parseInt(portal.options.level)][portal.options.team].addLayer(portal);
}
} }
window.Render.prototype.removePortalFromMapLayer = function(portal) { window.Render.prototype.removePortalFromMapLayer = function(portal) {
//remove it from the portalsLevels layer //remove it from the portalsLevels layer
portalsFactionLayers[parseInt(portal.options.level)][portal.options.team].removeLayer(portal); portalsFactionLayers[parseInt(portal.options.level)][portal.options.team].removeLayer(portal);
// and ensure there's no mention of the portal in the cluster list
var cid = this.getPortalClusterID(portal);
if (cid in this.portalClusters) {
var index = this.portalClusters[cid].indexOf(portal.options.guid);
if (index >= 0) {
this.portalClusters[cid].splice(index,1);
// FIXME? if this portal was in on the screen (in the first 10), and we still have 10+ portals, add the new 10to to the screen?
}
}
}
window.Render.prototype.getPortalClusterID = function(portal) {
// project the lat/lng into absolute map pixels
var z = map.getZoom();
var point = map.project(portal.getLatLng(), z);
var clusterpoint = point.divideBy(this.CLUSTER_SIZE).round();
return z+":"+clusterpoint.x+":"+clusterpoint.y;
} }