public override IEnumerable<TileIndex> GetTilesForRegion(DataRect region, double level)
		{
			region.Intersect(rect);
			//region.Intersect(new Rect(region.XMin, minY, region.Width, maxY - minY));
			if (region.IsEmpty)
				yield break;

			checked
			{
				double tileWidth = TileWidth;
				double tileHeight = TileHeight;

				int minIx = (int)Math.Floor(region.XMin / tileWidth);
				int maxIx = (int)Math.Ceiling(region.XMax / tileWidth);

				int minIy = (int)Math.Floor(region.YMin / tileHeight);
				int maxIy = (int)Math.Ceiling(region.YMax / tileHeight);

				var maxSideCount = GetSideTilesCount(Level);

				int maxIndex = maxSideCount / 2;
				if (maxIx > maxIndex)
					maxIx = maxIndex;
				if (maxIy > maxIndex)
					maxIy = maxIndex;
				if (minIx < -maxIndex)
					minIx = -maxIndex;
				if (minIy < -maxIndex)
					minIy = -maxIndex;

				if (level != 0)
				{
					maxIx--;
					maxIy--;
				}


				for (int ix = minIx; ix <= maxIx; ix++)
				{
					for (int iy = minIy; iy <= maxIy; iy++)
					{
						yield return new TileIndex(ix, iy, level);
					}
				}
			}
		}
Ejemplo n.º 2
0
		public IEnumerable<TileIndex> GetTiles(DataRect region)
		{
			region = region.Intersect(rect);
			if (region.IsEmpty)
				return Enumerable.Empty<TileIndex>();

			checked
			{
				double tileWidth = TileWidth;
				double tileHeight = TileHeight;

				int minTileX = (int)Math.Floor((region.XMin - minX) / tileWidth);
				int minTileY = (int)Math.Floor((region.YMin - minY) / tileHeight);

				double realX = minX + minTileX * tileWidth;
				double realY = minY + minTileY * tileHeight;

				int xNum = (int)Math.Ceiling((region.XMax - realX) / tileWidth);
				int yNum = (int)Math.Ceiling((region.YMax - realY) / tileHeight);

				int maxTileX = minTileX + xNum;
				int maxTileY = minTileY + yNum;

				List<TileIndex> res = new List<TileIndex>(xNum * yNum);
				for (int x = minTileX; x < maxTileX; x++)
				{
					for (int y = minTileY; y < maxTileY; y++)
					{
						res.Add(new TileIndex(x, y, level));
					}
				}

				return res;
			}
		}