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前文链接:QGraphicsView实现简易地图7『异步加载-多瓦片-无底图』
前7篇的地图加载,都采用最少瓦片数量的算法,即用最少数量的瓦片覆盖视口,以获得最快的加载速度。但是这样会带来一个问题,那就是每当移动地图时,视口周边的瓦片才会加载,这样会造成地图的延时甚至卡顿,而这会令用户感到非常反感。为此,需要在之前的算法上进行改进:加载覆盖视口的最少瓦片后,立即加载视口周边瓦片;加载过的瓦片离开视口后不再删除,以加快下次进入视口后的渲染。
1、动态演示效果
2、获取视口及周边瓦片代码:以视口宽高的一半向四周扩展
QRect CommonUtility::getViewAndAroundTileCoords(int tempTileTop, int tileLeft, int tempTileBottom, int tileRight, int level, vector<TileCoord> &vecTileCoord) { // <1> 视口 for (int row = tempTileTop; row <= tempTileBottom; ++row) { for (int col = tileLeft; col <= tileRight; ++col) { vecTileCoord.push_back(TileCoord(col, row)); } } int mapSize = pow(2, level); int tileW = tileRight - tileLeft + 1; int tileH = tempTileBottom - tempTileTop + 1; int tempTileT, tempTileL, tempTileB, tempTileR; int tileT, tileL, tileB, tileR; // <2> 上侧 tileT = tempTileT = qMax(tempTileTop - tileH / 2, 0); tempTileB = tempTileTop - 1; tempTileL = qMax(tileLeft - tileW / 2, 0); tempTileR = qMin(tileRight + tileW / 2, mapSize - 1); for (int row = tempTileT; row <= tempTileB; ++row) { for (int col = tempTileL; col <= tempTileR; ++col) { vecTileCoord.push_back(TileCoord(col, row)); } } // <3> 下侧 tempTileT = tempTileBottom + 1; tileB = tempTileB = qMin(tempTileBottom + tileH / 2, mapSize - 1); tempTileL = qMax(tileLeft - tileW / 2, 0); tempTileR = qMin(tileRight + tileW / 2, mapSize - 1); for (int row = tempTileT; row <= tempTileB; ++row) { for (int col = tempTileL; col <= tempTileR; ++col) { vecTileCoord.push_back(TileCoord(col, row)); } } // <4> 左侧 tileL = tempTileL = qMax(tileLeft - tileW / 2, 0); tempTileR = tileLeft - 1; for (int row = tempTileTop; row <= tempTileBottom; ++row) { for (int col = tempTileL; col <= tempTileR; ++col) { vecTileCoord.push_back(TileCoord(col, row)); } } // <5> 右侧 tempTileL = tileRight + 1; tileR = tempTileR = qMin(tileRight + tileW / 2, mapSize - 1); for (int row = tempTileTop; row <= tempTileBottom; ++row) { for (int col = tempTileL; col <= tempTileR; ++col) { vecTileCoord.push_back(TileCoord(col, row)); } } return QRect(tileL, tileT, (tileR - tileL + 1), (tileB - tileT + 1)); }
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