Рефактор. Больше явно заданных типов, так быстрее работает

This commit is contained in:
sasha80
2025-08-19 14:16:18 +03:00
parent 41c1797e46
commit e80e34719b

View File

@@ -156,7 +156,7 @@ func on_data_received(coords: Dictionary) -> void:
func _on_resize() -> void:
var center = $canvas.size / 2.0
var center: Vector2 = $canvas.size / 2.0
$canvas/spr_mask.position = center
$canvas/spr_mask.scale = $canvas.size / default_size
@@ -165,7 +165,7 @@ func _on_resize() -> void:
func add_mark_from_screen_pos(id: int, scr_xy: Vector2, mark: Node) -> bool:
if _marks.has(id):
return false
var wrld_pos = screen_to_world(_xyz, scr_xy)
var wrld_pos: Vector2 = screen_to_world(_xyz, scr_xy)
_marks[id] = { 'position': wrld_pos, 'mark': mark, 'gap_size': 0.0 }
add_child(mark)
return true
@@ -184,7 +184,7 @@ func delete_mark(id: int) -> bool:
func add_mark_from_lon_lat(id: int, lon: float, lat: float, mark: Node, gap_size: float = 32) -> bool:
if _marks.has(id):
return false
var wrld_pos = lonlat_to_world(lon, lat)
var wrld_pos: Vector2 = lonlat_to_world(lon, lat)
_marks[id] = {'position': wrld_pos, 'mark': mark, 'gap_size': gap_size}
add_child(mark)
queue_redraw()
@@ -273,30 +273,30 @@ func set_zoom(zoom: float, pivot: Vector2) -> void:
func _draw() -> void:
# Рисование плиток
var z = min(max_zoom_level, _xyz.z)
var t1 = screen_to_tile(Vector2(0, 0), z)
var t2 = screen_to_tile($canvas.size, z) + Vector2(1, 1)
var z: float = min(max_zoom_level, _xyz.z)
var t1: = screen_to_tile(Vector2(0, 0), z)
var t2: = screen_to_tile($canvas.size, z) + Vector2(1, 1)
is_out_border1 = true
is_out_border2 = true
for tx in range(t1.x, t2.x):
for ty in range(t1.y, t2.y):
_draw_tile(tx, ty, z)
# Рисование отметок
var n = pow(2, z)
var dx = n * tile_width
var n: = pow(2, z)
var dx: = n * tile_width
var c: Vector2 = $canvas.size / 2.0
var r = c.length()
var r: float = c.length()
visible_marks_count = 0
for dot in _marks.values():
var scr_pos = world_to_screen(dot.position)
var scr_pos: Vector2 = world_to_screen(dot.position)
scr_pos.x = posmod(scr_pos.x, dx)
dot.mark.position = scr_pos
dot.mark.visible = is_mark_visible(dot)
dot.mark.visible = c.distance_to(scr_pos) < (r - dot.gap_size)
visible_marks_count += int(dot.mark.visible)
# Рисование границ
var p1 = $canvas.position
var p2 = $canvas.size / Vector2(1, 20)
var p1: Vector2 = $canvas.position
var p2: Vector2 = $canvas.size / Vector2(1, 20)
if is_out_border1 and _dragging:
draw_texture_rect(border1, Rect2(p1, p2), false, Color.WHITE, false)
p1.y = p1.y + $canvas.size.y - p2.y
@@ -455,74 +455,74 @@ func _draw_tile(tx: int, ty: int, z: float) -> void:
## convert lon/lat to world coords
func lonlat_to_world(lon: float, lat: float) -> Vector2:
var x = lon / 180.0
var latsin = sin(deg_to_rad(lat) * sign(lat))
var y = (sign(lat) * (log((1.0 + latsin) / (1.0 - latsin)) / 2.0)) / PI
var x: = lon / 180.0
var latsin: = sin(deg_to_rad(lat) * sign(lat))
var y: float = (sign(lat) * (log((1.0 + latsin) / (1.0 - latsin)) / 2.0)) / PI
return Vector2(x, y)
## convert lon/lat to screen coords
func lonlat_to_screen(lon: float, lat: float) -> Vector2:
var w = lonlat_to_world(lon, lat)
var w: Vector2 = lonlat_to_world(lon, lat)
return world_to_screen(w)
## convert lon/lat to tile coords
func lonlat_to_tile(lon: float, lat: float, z: float) -> Vector2:
var w = lonlat_to_world(lon,lat)
var w: Vector2 = lonlat_to_world(lon,lat)
return world_to_tile(w.x, w.y, z)
## convert world coords to lon/lat
func world_to_lonlat(wx: float, wy: float) -> Vector2:
var lon = wx * 180.0
var lat = rad_to_deg(atan(sinh(wy * PI)))
var lon: float = wx * 180.0
var lat: float = rad_to_deg(atan(sinh(wy * PI)))
return Vector2(lon, lat)
## convert screen coords to lon/lat
func screen_to_lonlat(scr_xy: Vector2) -> Vector2:
var w = screen_to_world(_xyz, scr_xy)
var w: Vector2 = screen_to_world(_xyz, scr_xy)
return world_to_lonlat(w.x, w.y)
## convert tile coords to lon/lat
func tile_to_lonlat(tx: float, ty: float, tz: float) -> Vector2:
var w = tile_to_world(tx, ty, tz)
var w: Vector2 = tile_to_world(tx, ty, tz)
return world_to_lonlat(w.x, w.y)
## convert screen coords to world coords
func screen_to_world(xyz: Vector3, s: Vector2) -> Vector2:
var n = pow(2.0, xyz.z)
var span_w = n * tile_width
var span_h = n * tile_height
var px = s.x - $canvas.size.x / 2 + span_w / 2
var py = s.y - $canvas.size.y / 2 + span_h / 2
var xr = px / span_w
var yr = py / span_h
var x = (xr * 2.0 - 1.0) + xyz.x
var y = ((-yr * 2.0) + 1.0) + xyz.y
var n: float = pow(2.0, xyz.z)
var span_w: float = n * tile_width
var span_h: float = n * tile_height
var px: float = s.x - $canvas.size.x / 2 + span_w / 2
var py: float = s.y - $canvas.size.y / 2 + span_h / 2
var xr: float = px / span_w
var yr: float = py / span_h
var x: float = (xr * 2.0 - 1.0) + xyz.x
var y: float = ((-yr * 2.0) + 1.0) + xyz.y
return Vector2(x, y)
## convert screen coords to tile coords
func screen_to_tile(scr_xy: Vector2, z: float) -> Vector2:
var world = screen_to_world(_xyz, scr_xy)
var world: Vector2 = screen_to_world(_xyz, scr_xy)
return world_to_tile(world.x, world.y, z)
## convert tile coords to screen coords
func tile_to_screen(tx: float, ty: float, tz: float) -> Vector2:
var w = tile_to_world(tx, ty, tz)
var w: Vector2 = tile_to_world(tx, ty, tz)
return world_to_screen(w)
## convert tile coords to world coords
func tile_to_world(tx: float, ty: float, tz: float) -> Vector2:
var n = pow(2.0, floor(tz))
var x = (tx / n) * 2.0 - 1.0
var y = -((ty / n) * 2.0 - 1.0)
var n: float = pow(2.0, floor(tz))
var x: float = (tx / n) * 2.0 - 1.0
var y: float = -((ty / n) * 2.0 - 1.0)
return Vector2(x, y)
@@ -551,7 +551,7 @@ func xyz_to_idx(x: float, y: float, z: float) -> int:
func get_tile(x: int, y: int, z: int) -> Tile:
var n = pow(2, z)
var n: float = pow(2, z)
if x >= 0:
x %= int(n)
else:
@@ -561,7 +561,7 @@ func get_tile(x: int, y: int, z: int) -> Tile:
if z < 0 or y < 0 or y >= n:
return null
var idx = xyz_to_idx(x, y, z)
var idx: int = xyz_to_idx(x, y, z)
var req: = get_node_or_null(NodePath(TILE_REQUEST_NAME % idx))
if req:
@@ -594,12 +594,12 @@ func get_tile(x: int, y: int, z: int) -> Tile:
func lonlat_to_dms(lon: float, lat: float) -> String:
var pf = 'N' if lat >= 0 else 'S'
var pf: String = 'N' if lat >= 0 else 'S'
lat = abs(lat)
var deg = floor(lat)
var minute = (lat - deg) * 60
var second = (minute - floor(minute)) * 60
var text = ('%02d' % deg) + ('%02d' % floor(minute)) + ('%02d' % floor(second)) + pf + ' '
var deg: float = floor(lat)
var minute: float = (lat - deg) * 60
var second: float = (minute - floor(minute)) * 60
var text: String = ('%02d' % deg) + ('%02d' % floor(minute)) + ('%02d' % floor(second)) + pf + ' '
pf = 'E' if lon >= 0 else 'W'
lon = abs(lon)
@@ -679,7 +679,7 @@ func clear() -> void:
func set_coordinates(lon: float, lat: float) -> void:
var anim: Animation = $player.get_animation('goto')
var new_pos = lonlat_to_world(lon, lat)
var new_pos: Vector2 = lonlat_to_world(lon, lat)
anim.track_insert_key(0, 0, _xyz.x)
anim.track_insert_key(1, 0, _xyz.y)
anim.track_insert_key(0, animation_time, new_pos.x)