@Override public boolean isInBounds(Bounds bounds) { // TODO there is no float polygon, so I have to think about s.th. else (or leave it the way it // is now) int x[] = new int[nodes.length]; int y[] = new int[nodes.length]; int i = 0; for (Node node : nodes) { x[i] = (int) (node.getPos().getLongitude() * 1000); // 1000 is a random factor, can be changed i++; } i = 0; for (Node node : nodes) { y[i] = (int) (node.getPos().getLatitude() * 1000); i++; } Polygon area = new Polygon(x, y, nodes.length); Rectangle2D.Double box = new Rectangle2D.Double( bounds.getLeft() * 1000 - 1, bounds.getTop() * 1000 - 1, bounds.getWidth() * 1000 + 1, bounds.getHeight() * 1000 + 1); boolean inside = false; for (Node node : nodes) { if (node.isInBounds(bounds)) { inside = true; } } return inside || area.contains(box) || area.intersects(box); }
public void createChildren() { children = new DividerTree[4]; float width = bounds.getWidth() / 2; float height = bounds.getHeight() / 2; for (int i = 0; i < 4; i++) { Coordinates topLeft = bounds.getTopLeft().add(height * (i % 2), width * (i / 2)); children[i] = new DividerTree(new Bounds(topLeft, topLeft.clone().add(height, width))); } };
@Override public MapElement getReduced(int detail, float range) { // draw everything on detail 0 if (detail == 0) { return this; } // determine bounding box, discard too small areas Bounds bounds = new Bounds(nodes[0].getPos(), 0); for (Node node : nodes) { bounds.extend(node.getLatitude(), node.getLongitude()); } if (bounds.getHeight() + bounds.getWidth() < range) { return null; } // return simplified area Area result = new Area(name, wayInfo); result.setNodes(Street.simplifyNodes(nodes, range / 2)); if (result.nodes.length <= MIN_REDUCTION_NODES && nodes.length > MIN_REDUCTION_NODES) { return null; } return (result.nodes.length == nodes.length) ? this : result; }