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Use the squared distance when comparing tiles.
This drops a Math.sqrt calculation from every tile iterated over while drawing, improving performance.
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12
src/point.js
12
src/point.js
@ -148,6 +148,18 @@ $.Point.prototype = {
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);
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},
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/**
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* Compute the squared distance between this point and another point.
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* Useful for optimizing things like comparing distances.
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* @function
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* @param {OpenSeadragon.Point} point The point to compute the distance with.
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* @returns {Number} The distance between the 2 points
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*/
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squaredDistanceTo: function( point ) {
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return Math.pow( this.x - point.x, 2 ) +
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Math.pow( this.y - point.y, 2 );
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},
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/**
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* Apply a function to each coordinate of this point and return a new point.
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* @function
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@ -154,11 +154,12 @@ $.Tile = function(level, x, y, bounds, exists, url, context2D) {
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*/
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this.opacity = null;
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/**
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* The distance of this tile to the viewport center.
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* @member {Number} distance
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* The squared distance of this tile to the viewport center.
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* Use for comparing tiles.
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* @member {Number} squaredDistance
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* @memberof OpenSeadragon.Tile#
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*/
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this.distance = null;
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this.squaredDistance = null;
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/**
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* The visibility score of this tile.
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* @member {Number} visibility
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@ -1295,12 +1295,12 @@ function positionTile( tile, overlap, viewport, viewportCenter, levelVisibility,
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boundsSize.x *= tiledImage._scaleSpring.current.value;
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boundsSize.y *= tiledImage._scaleSpring.current.value;
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var positionC = viewport.pixelFromPointNoRotate(boundsTL, true),
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positionT = viewport.pixelFromPointNoRotate(boundsTL, false),
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sizeC = viewport.deltaPixelsFromPointsNoRotate(boundsSize, true),
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sizeT = viewport.deltaPixelsFromPointsNoRotate(boundsSize, false),
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tileCenter = positionT.plus( sizeT.divide( 2 ) ),
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tileDistance = viewportCenter.distanceTo( tileCenter );
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var positionC = viewport.pixelFromPointNoRotate(boundsTL, true),
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positionT = viewport.pixelFromPointNoRotate(boundsTL, false),
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sizeC = viewport.deltaPixelsFromPointsNoRotate(boundsSize, true),
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sizeT = viewport.deltaPixelsFromPointsNoRotate(boundsSize, false),
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tileCenter = positionT.plus( sizeT.divide( 2 ) ),
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tileSquaredDistance = viewportCenter.squaredDistanceTo( tileCenter );
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if ( !overlap ) {
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sizeC = sizeC.plus( new $.Point( 1, 1 ) );
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@ -1308,7 +1308,7 @@ function positionTile( tile, overlap, viewport, viewportCenter, levelVisibility,
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tile.position = positionC;
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tile.size = sizeC;
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tile.distance = tileDistance;
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tile.squaredDistance = tileSquaredDistance;
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tile.visibility = levelVisibility;
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}
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@ -1452,7 +1452,7 @@ function compareTiles( previousBest, tile ) {
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if ( tile.visibility > previousBest.visibility ) {
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return tile;
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} else if ( tile.visibility == previousBest.visibility ) {
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if ( tile.distance < previousBest.distance ) {
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if ( tile.squaredDistance < previousBest.squaredDistance ) {
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return tile;
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}
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}
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