本文整理汇总了C#中IProjection.ToZoomFactor方法的典型用法代码示例。如果您正苦于以下问题:C# IProjection.ToZoomFactor方法的具体用法?C# IProjection.ToZoomFactor怎么用?C# IProjection.ToZoomFactor使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IProjection
的用法示例。
在下文中一共展示了IProjection.ToZoomFactor方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: LayerOsm
/// <summary>
/// Creates a new OSM data layer.
/// </summary>
/// <param name="dataSource"></param>
/// <param name="styleInterpreter"></param>
public LayerOsm(IDataSourceReadOnly dataSource, StyleInterpreter styleInterpreter, IProjection projection)
{
// build the zoom-level cutoffs.
List<float> zoomLevelCutoffs = new List<float>();
zoomLevelCutoffs.Add((float)projection.ToZoomFactor(18));
//zoomLevelCutoffs.Add((float)projection.ToZoomFactor(16));
//zoomLevelCutoffs.Add((float)projection.ToZoomFactor(14));
//zoomLevelCutoffs.Add((float)projection.ToZoomFactor(12));
//zoomLevelCutoffs.Add((float)projection.ToZoomFactor(10));
//zoomLevelCutoffs.Add((float)projection.ToZoomFactor(8));
zoomLevelCutoffs.Add((float)projection.ToZoomFactor(0));
_dataSource = dataSource;
_styleSceneManager = new StyleSceneManager(styleInterpreter, zoomLevelCutoffs);
//_styleSceneManager = new StyleSceneManager(styleInterpreter);
}
示例2: TranslateWay
/// <summary>
/// Translates a way.
/// </summary>
/// <param name="scene">The scene to add primitives to.</param>
/// <param name="projection">The projection used to convert the objects.</param>
/// <param name="way"></param>
/// <param name="relevantTags"></param>
private bool TranslateWay(Scene2D scene, IProjection projection, CompleteWay way, TagsCollectionBase relevantTags)
{
// build the rules.
List<MapCSSRuleProperties> rules = null;
if (!_succesfullWays.TryGetValue(relevantTags, out rules))
{
rules = this.BuildRules(new MapCSSObject(way));
_succesfullWays.Add(relevantTags, rules);
}
// validate what's there.
if (rules.Count == 0)
{
return false;
}
bool success = false;
// get x/y.
double[] x = null, y = null;
if (x == null)
{ // pre-calculate x/y.
x = new double[way.Nodes.Count];
y = new double[way.Nodes.Count];
for (int idx = 0; idx < way.Nodes.Count; idx++)
{
x[idx] = projection.LongitudeToX(
way.Nodes[idx].Coordinate.Longitude);
y[idx] = projection.LatitudeToY(
way.Nodes[idx].Coordinate.Latitude);
}
// simplify.
if (x.Length > 2)
{
double[][] simplified = SimplifyCurve.Simplify(new double[][] {x, y}, 0.0001);
x = simplified[0];
y = simplified[1];
}
}
// add the z-index.
foreach (var rule in rules)
{
float minZoom = (float)projection.ToZoomFactor(rule.MinZoom);
float maxZoom = (float)projection.ToZoomFactor(rule.MaxZoom);
int zIndex ;
if (!rule.TryGetProperty<int>("zIndex", out zIndex))
{
zIndex = 0;
}
// interpret the results.
if (x != null &&
x.Length > 1)
{ // there is a valid interpretation of this way.
int color;
bool renderAsLine = true;
if (way.IsOfType(MapCSSTypes.Area))
{ // the way is an area. check if it can be rendered as an area.
int fillColor;
if (rule.TryGetProperty("fillColor", out fillColor))
{ // render as an area.
uint? pointsId = scene.AddPoints(x, y);
if (pointsId.HasValue)
{
scene.AddStylePolygon(pointsId.Value, this.CalculateSceneLayer(OffsetArea, zIndex), minZoom, maxZoom, fillColor, 1, true);
success = true;
if (rule.TryGetProperty("color", out color))
{
scene.AddStylePolygon(pointsId.Value, this.CalculateSceneLayer(OffsetCasing, zIndex), minZoom, maxZoom, color, 1, false);
success = true;
}
}
renderAsLine = false; // was validly rendered als a line.
}
}
if (renderAsLine)
{ // was not rendered as an area.
// the way has to rendered as a line.
LineJoin lineJoin;
if (!rule.TryGetProperty("lineJoin", out lineJoin))
{
lineJoin = LineJoin.Miter;
}
int[] dashes;
if (!rule.TryGetProperty("dashes", out dashes))
{
dashes = null;
}
if (rule.TryGetProperty("color", out color))
//.........这里部分代码省略.........
示例3: TranslateNode
/// <summary>
/// Translates a node.
/// </summary>
/// <param name="scene">The scene to add primitives to.</param>
/// <param name="projection">The projection used to convert the objects.</param>
/// <param name="node"></param>
private void TranslateNode(Scene2D scene, IProjection projection, Node node)
{
// build the rules.
IEnumerable<MapCSSRuleProperties> rules =
this.BuildRules(new MapCSSObject(node));
// interpret the results.
foreach (var rule in rules)
{
int zIndex;
if (!rule.TryGetProperty<int>("zIndex", out zIndex))
{
zIndex = 0;
}
float minZoom = (float)projection.ToZoomFactor(rule.MinZoom);
float maxZoom = (float)projection.ToZoomFactor(rule.MaxZoom);
uint? pointId = null;
int color;
if (rule.TryGetProperty<int>("color", out color))
{
float width;
if (rule.TryGetProperty<float>("width", out width))
{
pointId = scene.AddPoint(projection.LongitudeToX(node.Coordinate.Longitude),
projection.LatitudeToY(node.Coordinate.Latitude));
scene.AddStylePoint(pointId.Value, this.CalculateSceneLayer(OffsetPoint, zIndex), minZoom, maxZoom, color, width);
}
else
{
pointId = scene.AddPoint(projection.LongitudeToX(node.Coordinate.Longitude),
projection.LatitudeToY(node.Coordinate.Latitude));
scene.AddStylePoint(pointId.Value, this.CalculateSceneLayer(OffsetPoint, zIndex), minZoom, maxZoom, color, 1);
}
}
byte[] iconImage;
if (rule.TryGetProperty("iconImage", out iconImage))
{
if (!pointId.HasValue)
{
pointId = scene.AddPoint(projection.LongitudeToX(node.Coordinate.Longitude),
projection.LatitudeToY(node.Coordinate.Latitude));
}
// an icon is to be drawn!
ushort imageId = scene.AddImage(iconImage);
scene.AddIcon(pointId.Value, this.CalculateSceneLayer(OffsetPoint, zIndex), minZoom, maxZoom, imageId);
}
string text;
if (rule.TryGetProperty("text", out text))
{
int textColor;
if(!rule.TryGetProperty("textColor", out textColor))
{
textColor = SimpleColor.FromKnownColor(KnownColor.Black).Value;
}
int haloColor;
int? haloColorNullable = null;
if (rule.TryGetProperty("textHaloColor", out haloColor))
{
haloColorNullable = haloColor;
}
int haloRadius;
int? haloRadiusNullable = null;
if (rule.TryGetProperty("textHaloRadius", out haloRadius))
{
haloRadiusNullable = haloRadius;
}
int fontSize;
if (!rule.TryGetProperty("fontSize", out fontSize))
{
fontSize = 10;
}
string fontFamily;
if (!rule.TryGetProperty ("fontFamily", out fontFamily))
{
fontFamily = "Arial"; // just some default font.
}
// a text is to be drawn.
string value;
if (node.Tags.TryGetValue(text, out value))
{
if (!pointId.HasValue)
{
pointId = scene.AddPoint(projection.LongitudeToX(node.Coordinate.Longitude),
projection.LatitudeToY(node.Coordinate.Latitude));
}
scene.AddText(pointId.Value, this.CalculateSceneLayer(OffsetPointText, zIndex), minZoom, maxZoom, fontSize, value, textColor,
haloColorNullable, haloRadiusNullable, fontFamily);
}
}
}
//.........这里部分代码省略.........
示例4: TranslateLineairRing
/// <summary>
/// Translates a lineair ring.
/// </summary>
/// <param name="scene">The scene to add primitives to.</param>
/// <param name="projection">The projection used to convert the objects.</param>
/// <param name="lineairRing"></param>
private void TranslateLineairRing(Scene2D scene, IProjection projection, LineairRing lineairRing)
{
// build the rules.
List<MapCSSRuleProperties> rules =
this.BuildRules(new MapCSSObject(lineairRing));
// validate what's there.
if (rules.Count == 0)
{
return;
}
// get x/y.
double[] x = null, y = null;
if (lineairRing.Coordinates != null &&
lineairRing.Coordinates.Count > 0)
{ // pre-calculate x/y.
x = new double[lineairRing.Coordinates.Count];
y = new double[lineairRing.Coordinates.Count];
for (int idx = 0; idx < lineairRing.Coordinates.Count; idx++)
{
x[idx] = projection.LongitudeToX(
lineairRing.Coordinates[idx].Longitude);
y[idx] = projection.LatitudeToY(
lineairRing.Coordinates[idx].Latitude);
}
// simplify.
if (x.Length > 2)
{
double[][] simplified = SimplifyCurve.Simplify(new double[][] { x, y }, 0.0001);
x = simplified[0];
y = simplified[1];
}
}
// add the z-index.
foreach (var rule in rules)
{
float minZoom = (float)projection.ToZoomFactor(rule.MinZoom);
float maxZoom = (float)projection.ToZoomFactor(rule.MaxZoom);
int zIndex;
if (!rule.TryGetProperty<int>("zIndex", out zIndex))
{
zIndex = 0;
}
// interpret the results.
if (x != null)
{ // there is a valid interpretation of this way.
int color;
int fillColor;
if (rule.TryGetProperty("fillColor", out fillColor))
{ // render as an area.
float fillOpacity;
if(rule.TryGetProperty("fillOpacity", out fillOpacity))
{
SimpleColor simpleFillColor = new SimpleColor() { Value = fillColor };
fillColor = SimpleColor.FromArgb((int)(255 * fillOpacity),
simpleFillColor.R, simpleFillColor.G, simpleFillColor.B).Value;
}
uint? pointsId = scene.AddPoints(x, y);
if (pointsId.HasValue)
{
scene.AddStylePolygon(pointsId.Value, this.CalculateSceneLayer(OffsetArea, zIndex), minZoom, maxZoom, fillColor, 1, true);
if (rule.TryGetProperty("color", out color))
{
scene.AddStylePolygon(pointsId.Value, this.CalculateSceneLayer(OffsetCasing, zIndex), minZoom, maxZoom, color, 1, false);
}
}
}
}
}
}
示例5: TranslateWay
/// <summary>
/// Translates a way.
/// </summary>
/// <param name="scene">The scene to add primitives to.</param>
/// <param name="projection">The projection used to convert the objects.</param>
/// <param name="way"></param>
private void TranslateWay(Scene2D scene, IProjection projection, CompleteWay way)
{
// build the rules.
List<MapCSSRuleProperties> rules =
this.BuildRules(new MapCSSObject(way));
// validate what's there.
if (rules.Count == 0)
{
return;
}
// get x/y.
double[] x = null, y = null;
if (x == null)
{ // pre-calculate x/y.
x = new double[way.Nodes.Count];
y = new double[way.Nodes.Count];
for (int idx = 0; idx < way.Nodes.Count; idx++)
{
x[idx] = projection.LongitudeToX(
way.Nodes[idx].Coordinate.Longitude);
y[idx] = projection.LatitudeToY(
way.Nodes[idx].Coordinate.Latitude);
}
// simplify.
if (x.Length > 2)
{
double[][] simplified = SimplifyCurve.Simplify(new double[][] {x, y}, 0.0001);
x = simplified[0];
y = simplified[1];
}
}
// add the z-index.
foreach (var rule in rules)
{
float minZoom = (float)projection.ToZoomFactor(rule.MinZoom);
float maxZoom = (float)projection.ToZoomFactor(rule.MaxZoom);
int zIndex ;
if (!rule.TryGetProperty<int>("zIndex", out zIndex))
{
zIndex = 0;
}
// interpret the results.
if (x != null)
{ // there is a valid interpretation of this way.
int color;
if (way.IsOfType(MapCSSTypes.Area))
{ // the way is an area. check if it can be rendered as an area.
int fillColor;
if (rule.TryGetProperty("fillColor", out fillColor))
{ // render as an area.
scene.AddPolygon(this.CalculateSceneLayer(OffsetArea, zIndex), minZoom, maxZoom, x, y, fillColor, 1, true);
if (rule.TryGetProperty("color", out color))
{
scene.AddPolygon(this.CalculateSceneLayer(OffsetCasing, zIndex), minZoom, maxZoom, x, y, color, 1, false);
}
}
}
// the way has to rendered as a line.
LineJoin lineJoin;
if (!rule.TryGetProperty("lineJoin", out lineJoin))
{
lineJoin = LineJoin.Miter;
}
int[] dashes;
if (!rule.TryGetProperty("dashes", out dashes))
{
dashes = null;
}
if (rule.TryGetProperty("color", out color))
{
float casingWidth;
int casingColor;
if (!rule.TryGetProperty("casingWidth", out casingWidth))
{
casingWidth = 0;
}
if(!rule.TryGetProperty("casingColor", out casingColor))
{ // casing: use the casing layer.
casingColor = -1;
}
float width;
if (!rule.TryGetProperty("width", out width))
{
width = 1;
}
if (casingWidth > 0)
{ // adds the casing
//.........这里部分代码省略.........