move the point origin back to bottom-left

This commit is contained in:
Ansis Brammanis
2015-08-25 11:59:02 -04:00
parent 10f0d8d23a
commit 36d71c95dc
2 changed files with 13 additions and 3 deletions

View File

@@ -1621,6 +1621,10 @@ mbgl::LatLngBounds MGLLatLngBoundsFromCoordinateBounds(MGLCoordinateBounds coord
{
CGPoint convertedPoint = [self convertPoint:point fromView:view];
// flip y coordinate for iOS view origin top left
//
convertedPoint.y = self.bounds.size.height - convertedPoint.y;
return MGLLocationCoordinate2DFromLatLng(_mbglMap->latLngForPixel(mbgl::vec2<double>(convertedPoint.x, convertedPoint.y)));
}
@@ -1628,6 +1632,10 @@ mbgl::LatLngBounds MGLLatLngBoundsFromCoordinateBounds(MGLCoordinateBounds coord
{
mbgl::vec2<double> pixel = _mbglMap->pixelForLatLng(MGLLatLngFromLocationCoordinate2D(coordinate));
// flip y coordinate for iOS view origin in top left
//
pixel.y = self.bounds.size.height - pixel.y;
return [self convertPoint:CGPointMake(pixel.x, pixel.y) toView:view];
}

View File

@@ -217,7 +217,7 @@ vec2<double> TransformState::coordinateToPoint(const TileCoordinate& coord) cons
matrix::vec4 p;
matrix::vec4 c = {{ coord.column, coord.row, 0, 1 }};
matrix::transformMat4(p, c, mat);
return { p[0] / p[3], p[1] / p[3] };
return { p[0] / p[3], height - p[1] / p[3] };
}
TileCoordinate TransformState::pointToCoordinate(const vec2<double> point) const {
@@ -232,14 +232,16 @@ TileCoordinate TransformState::pointToCoordinate(const vec2<double> point) const
if (err) throw std::runtime_error("failed to invert coordinatePointMatrix");
double flippedY = height - point.y;
// since we don't know the correct projected z value for the point,
// unproject two points to get a line and then find the point on that
// line with z=0
matrix::vec4 coord0;
matrix::vec4 coord1;
matrix::vec4 point0 = {{ point.x, point.y, 0, 1 }};
matrix::vec4 point1 = {{ point.x, point.y, 1, 1 }};
matrix::vec4 point0 = {{ point.x, flippedY, 0, 1 }};
matrix::vec4 point1 = {{ point.x, flippedY, 1, 1 }};
matrix::transformMat4(coord0, point0, inverted);
matrix::transformMat4(coord1, point1, inverted);