I searched a lot for an answer & I can't imagine that such method is not existing!! I've an MKTileOverlayPath (x , y & z) and also was able to get lon/lat of the center of this rectangle. Now I need to get span of each rect, is that possible?
Yes, though it's not entirely obvious with only MapKit.
Tiles & overlay paths are defined in a grid system where the number of points on a side of the (square) map equals 2^z * 256
since the default screen tile size is 256px
square. z0
is one 256px
square tile, z1
is four tiles for a total world of 512px
square, etc. Tile coordinates in this system are linear (all squares in a square map).
MKMapPoint
is derived from z20
such that MKMapSizeWorld
is 268,435,456
map points on a side. If you do the math, 2^20 * 256 = 268,435,456
. Map points are also linear (pixels/points in a square map).
Latitude and longitude of course is not linear since this is a projected representation which is why you have functions like MKMetersPerMapPointAtLatitude()
.
If you have the following MKTileOverlayPath
:
z = 10
x = 12
y = 8
You know that the world point size is 2^10 * 256 = 262,144
and that the world is 2^10 = 1,024
tiles on a side.
The tile's left edge is 256 * 12 = 3,072
points in and the top edge is 256 * 8 = 2,048
points down. These are in relation to z10
, which is 268,435,456 / 262,144 = 1,024
times smaller scale than z20
.
This is an MKMapPoint
of { x: (3,072 * 1,024 = 3,145,728), y: (2,048 * 1,024 = 2,097,152) }
.
The bottom right is similarly { x: 3,407,872, y: 2,359,296 }
(add the tile's size of 256 * 1,024 = 262,144
to each).
You can use MKCoordinateForMapPoint()
on each to get CLLocationCoordinate2D
out, as well as subtract their differences to get the MKCoordinateSpan
.
{ latitude: 84.8024737243345, longitude: -175.78125 }
{ latitude: 84.7705283207591, longitude: -175.4296875 }
{ latitudeDelta: 0.0319454035754205, longitudeDelta: 0.3515625 }
Yes, these points are very close to the top-left Alaska region of the map, but that's logical given that x = 12
and y = 8
out of 1,024
tiles numbered from the top left.
@interface GridTileOverlay : MKTileOverlay
@end
@implementation GridTileOverlay
-(void)loadTileAtPath:(MKTileOverlayPath)path result:(void (^)(NSData *, NSError *))result {
NSLog(@"Loading tile x/y/z: %ld/%ld/%ld",(long)path.x,(long)path.y,(long)path.z);
int worldPointSize = pow(2,(int)path.z)*256; // 2^10 * 256 = 262,144
int tilesOnASide = pow(2,(int)path.z); // 2^10 = 1,024
long leftEdge = path.x *256; // 256 * 12 = 3,072 points
long topEdge = path.y *256; // 256 * 8 = 2,048
int w = self.boundingMapRect.size.width; // 2^20 * 256 = 268,435,456
int zScale = w / worldPointSize; // 268,435,456 / 262,144 = 1,024
int tileSize = 256 * zScale; // 256 * 1,024 = 262,144
long x0 = leftEdge*zScale; // 3,072 * 1,024 = 3,145,728
long y0 = topEdge*zScale; // 2,048 * 1,024 = 3,145,728
long x1 = x0 + tileSize;
long y1 = y0 + tileSize;
MKMapPoint ul = MKMapPointMake(x0, y0); // upper left
MKMapPoint lr = MKMapPointMake(x1, y1); // lower right
MKMapRect mapRect = MKMapRectMake (fmin(ul.x, lr.x),
fmin(ul.y, lr.y),
fabs(ul.x - lr.x),
fabs(ul.y - lr.y));
}
@end
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With