@mapwhit/tilerenderer 0.47.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (356) hide show
  1. package/LICENSE.txt +87 -0
  2. package/README.md +25 -0
  3. package/build/min/.dir +0 -0
  4. package/build/min/package.json +3 -0
  5. package/build/min/src/shaders/_prelude.fragment.glsl.txt +13 -0
  6. package/build/min/src/shaders/_prelude.vertex.glsl.txt +14 -0
  7. package/build/min/src/shaders/background.fragment.glsl.txt +5 -0
  8. package/build/min/src/shaders/background.vertex.glsl.txt +1 -0
  9. package/build/min/src/shaders/background_pattern.fragment.glsl.txt +5 -0
  10. package/build/min/src/shaders/background_pattern.vertex.glsl.txt +1 -0
  11. package/build/min/src/shaders/circle.fragment.glsl.txt +20 -0
  12. package/build/min/src/shaders/circle.vertex.glsl.txt +17 -0
  13. package/build/min/src/shaders/clipping_mask.fragment.glsl.txt +1 -0
  14. package/build/min/src/shaders/clipping_mask.vertex.glsl.txt +1 -0
  15. package/build/min/src/shaders/collision_box.fragment.glsl.txt +1 -0
  16. package/build/min/src/shaders/collision_box.vertex.glsl.txt +1 -0
  17. package/build/min/src/shaders/collision_circle.fragment.glsl.txt +1 -0
  18. package/build/min/src/shaders/collision_circle.vertex.glsl.txt +1 -0
  19. package/build/min/src/shaders/debug.fragment.glsl.txt +1 -0
  20. package/build/min/src/shaders/debug.vertex.glsl.txt +1 -0
  21. package/build/min/src/shaders/fill.fragment.glsl.txt +10 -0
  22. package/build/min/src/shaders/fill.vertex.glsl.txt +7 -0
  23. package/build/min/src/shaders/fill_extrusion.fragment.glsl.txt +13 -0
  24. package/build/min/src/shaders/fill_extrusion.vertex.glsl.txt +9 -0
  25. package/build/min/src/shaders/fill_extrusion_pattern.fragment.glsl.txt +15 -0
  26. package/build/min/src/shaders/fill_extrusion_pattern.vertex.glsl.txt +11 -0
  27. package/build/min/src/shaders/fill_outline.fragment.glsl.txt +10 -0
  28. package/build/min/src/shaders/fill_outline.vertex.glsl.txt +7 -0
  29. package/build/min/src/shaders/fill_outline_pattern.fragment.glsl.txt +13 -0
  30. package/build/min/src/shaders/fill_outline_pattern.vertex.glsl.txt +9 -0
  31. package/build/min/src/shaders/fill_pattern.fragment.glsl.txt +13 -0
  32. package/build/min/src/shaders/fill_pattern.vertex.glsl.txt +9 -0
  33. package/build/min/src/shaders/heatmap.fragment.glsl.txt +10 -0
  34. package/build/min/src/shaders/heatmap.vertex.glsl.txt +8 -0
  35. package/build/min/src/shaders/heatmap_texture.fragment.glsl.txt +5 -0
  36. package/build/min/src/shaders/heatmap_texture.vertex.glsl.txt +1 -0
  37. package/build/min/src/shaders/hillshade.fragment.glsl.txt +7 -0
  38. package/build/min/src/shaders/hillshade.vertex.glsl.txt +1 -0
  39. package/build/min/src/shaders/hillshade_prepare.fragment.glsl.txt +8 -0
  40. package/build/min/src/shaders/hillshade_prepare.vertex.glsl.txt +1 -0
  41. package/build/min/src/shaders/line.fragment.glsl.txt +12 -0
  42. package/build/min/src/shaders/line.vertex.glsl.txt +17 -0
  43. package/build/min/src/shaders/line_gradient.fragment.glsl.txt +10 -0
  44. package/build/min/src/shaders/line_gradient.vertex.glsl.txt +16 -0
  45. package/build/min/src/shaders/line_pattern.fragment.glsl.txt +15 -0
  46. package/build/min/src/shaders/line_pattern.vertex.glsl.txt +20 -0
  47. package/build/min/src/shaders/line_sdf.fragment.glsl.txt +17 -0
  48. package/build/min/src/shaders/line_sdf.vertex.glsl.txt +20 -0
  49. package/build/min/src/shaders/raster.fragment.glsl.txt +5 -0
  50. package/build/min/src/shaders/raster.vertex.glsl.txt +1 -0
  51. package/build/min/src/shaders/symbol_icon.fragment.glsl.txt +9 -0
  52. package/build/min/src/shaders/symbol_icon.vertex.glsl.txt +5 -0
  53. package/build/min/src/shaders/symbol_sdf.fragment.glsl.txt +19 -0
  54. package/build/min/src/shaders/symbol_sdf.vertex.glsl.txt +13 -0
  55. package/package.json +44 -0
  56. package/src/css/mapbox-gl.css +506 -0
  57. package/src/css/svg/mapboxgl-ctrl-attrib.svg +3 -0
  58. package/src/css/svg/mapboxgl-ctrl-compass.svg +4 -0
  59. package/src/css/svg/mapboxgl-ctrl-fullscreen.svg +3 -0
  60. package/src/css/svg/mapboxgl-ctrl-geolocate-background.svg +3 -0
  61. package/src/css/svg/mapboxgl-ctrl-geolocate.svg +3 -0
  62. package/src/css/svg/mapboxgl-ctrl-logo-compact.svg +2 -0
  63. package/src/css/svg/mapboxgl-ctrl-logo.svg +1 -0
  64. package/src/css/svg/mapboxgl-ctrl-shrink.svg +3 -0
  65. package/src/css/svg/mapboxgl-ctrl-zoom-in.svg +3 -0
  66. package/src/css/svg/mapboxgl-ctrl-zoom-out.svg +3 -0
  67. package/src/data/array_types.js +1138 -0
  68. package/src/data/bucket/circle_attributes.js +5 -0
  69. package/src/data/bucket/circle_bucket.js +118 -0
  70. package/src/data/bucket/fill_attributes.js +5 -0
  71. package/src/data/bucket/fill_bucket.js +166 -0
  72. package/src/data/bucket/fill_extrusion_attributes.js +11 -0
  73. package/src/data/bucket/fill_extrusion_bucket.js +247 -0
  74. package/src/data/bucket/heatmap_bucket.js +12 -0
  75. package/src/data/bucket/line_attributes.js +11 -0
  76. package/src/data/bucket/line_bucket.js +625 -0
  77. package/src/data/bucket/pattern_attributes.js +9 -0
  78. package/src/data/bucket/pattern_bucket_features.js +44 -0
  79. package/src/data/bucket/symbol_attributes.js +95 -0
  80. package/src/data/bucket/symbol_bucket.js +697 -0
  81. package/src/data/bucket.js +53 -0
  82. package/src/data/dem_data.js +126 -0
  83. package/src/data/extent.js +17 -0
  84. package/src/data/feature_index.js +254 -0
  85. package/src/data/index_array_type.js +14 -0
  86. package/src/data/load_geometry.js +42 -0
  87. package/src/data/pos_attributes.js +3 -0
  88. package/src/data/program_configuration.js +782 -0
  89. package/src/data/raster_bounds_attributes.js +6 -0
  90. package/src/data/segment.js +63 -0
  91. package/src/geo/coordinate.js +78 -0
  92. package/src/geo/lng_lat.js +129 -0
  93. package/src/geo/lng_lat_bounds.js +253 -0
  94. package/src/geo/transform.js +605 -0
  95. package/src/gl/color_mode.js +21 -0
  96. package/src/gl/context.js +193 -0
  97. package/src/gl/cull_face_mode.js +22 -0
  98. package/src/gl/depth_mode.js +18 -0
  99. package/src/gl/framebuffer.js +28 -0
  100. package/src/gl/index_buffer.js +52 -0
  101. package/src/gl/stencil_mode.js +17 -0
  102. package/src/gl/types.js +0 -0
  103. package/src/gl/value.js +676 -0
  104. package/src/gl/vertex_buffer.js +101 -0
  105. package/src/index.js +50 -0
  106. package/src/render/draw_background.js +60 -0
  107. package/src/render/draw_circle.js +55 -0
  108. package/src/render/draw_collision_debug.js +45 -0
  109. package/src/render/draw_debug.js +429 -0
  110. package/src/render/draw_fill.js +143 -0
  111. package/src/render/draw_fill_extrusion.js +101 -0
  112. package/src/render/draw_heatmap.js +159 -0
  113. package/src/render/draw_hillshade.js +144 -0
  114. package/src/render/draw_line.js +99 -0
  115. package/src/render/draw_raster.js +151 -0
  116. package/src/render/draw_symbol.js +231 -0
  117. package/src/render/glyph_atlas.js +55 -0
  118. package/src/render/glyph_manager.js +145 -0
  119. package/src/render/image_atlas.js +97 -0
  120. package/src/render/image_manager.js +183 -0
  121. package/src/render/line_atlas.js +139 -0
  122. package/src/render/painter.js +483 -0
  123. package/src/render/program/background_program.js +46 -0
  124. package/src/render/program/circle_program.js +40 -0
  125. package/src/render/program/clipping_mask_program.js +11 -0
  126. package/src/render/program/collision_program.js +28 -0
  127. package/src/render/program/debug_program.js +13 -0
  128. package/src/render/program/fill_extrusion_program.js +76 -0
  129. package/src/render/program/fill_program.js +60 -0
  130. package/src/render/program/heatmap_program.js +46 -0
  131. package/src/render/program/hillshade_program.js +77 -0
  132. package/src/render/program/line_program.js +119 -0
  133. package/src/render/program/pattern.js +57 -0
  134. package/src/render/program/program_uniforms.js +46 -0
  135. package/src/render/program/raster_program.js +50 -0
  136. package/src/render/program/symbol_program.js +112 -0
  137. package/src/render/program.js +133 -0
  138. package/src/render/texture.js +88 -0
  139. package/src/render/tile_mask.js +108 -0
  140. package/src/render/uniform_binding.js +129 -0
  141. package/src/render/vertex_array_object.js +155 -0
  142. package/src/shaders/README.md +42 -0
  143. package/src/shaders/_prelude.fragment.glsl +17 -0
  144. package/src/shaders/_prelude.vertex.glsl +73 -0
  145. package/src/shaders/background.fragment.glsl +10 -0
  146. package/src/shaders/background.vertex.glsl +7 -0
  147. package/src/shaders/background_pattern.fragment.glsl +28 -0
  148. package/src/shaders/background_pattern.vertex.glsl +20 -0
  149. package/src/shaders/circle.fragment.glsl +39 -0
  150. package/src/shaders/circle.vertex.glsl +63 -0
  151. package/src/shaders/clipping_mask.fragment.glsl +3 -0
  152. package/src/shaders/clipping_mask.vertex.glsl +7 -0
  153. package/src/shaders/collision_box.fragment.glsl +21 -0
  154. package/src/shaders/collision_box.vertex.glsl +26 -0
  155. package/src/shaders/collision_circle.fragment.glsl +34 -0
  156. package/src/shaders/collision_circle.vertex.glsl +36 -0
  157. package/src/shaders/debug.fragment.glsl +5 -0
  158. package/src/shaders/debug.vertex.glsl +7 -0
  159. package/src/shaders/encode_attribute.js +19 -0
  160. package/src/shaders/fill.fragment.glsl +13 -0
  161. package/src/shaders/fill.vertex.glsl +13 -0
  162. package/src/shaders/fill_extrusion.fragment.glsl +16 -0
  163. package/src/shaders/fill_extrusion.vertex.glsl +66 -0
  164. package/src/shaders/fill_extrusion_pattern.fragment.glsl +41 -0
  165. package/src/shaders/fill_extrusion_pattern.vertex.glsl +76 -0
  166. package/src/shaders/fill_outline.fragment.glsl +17 -0
  167. package/src/shaders/fill_outline.vertex.glsl +17 -0
  168. package/src/shaders/fill_outline_pattern.fragment.glsl +43 -0
  169. package/src/shaders/fill_outline_pattern.vertex.glsl +41 -0
  170. package/src/shaders/fill_pattern.fragment.glsl +36 -0
  171. package/src/shaders/fill_pattern.vertex.glsl +36 -0
  172. package/src/shaders/heatmap.fragment.glsl +21 -0
  173. package/src/shaders/heatmap.vertex.glsl +53 -0
  174. package/src/shaders/heatmap_texture.fragment.glsl +14 -0
  175. package/src/shaders/heatmap_texture.vertex.glsl +11 -0
  176. package/src/shaders/hillshade.fragment.glsl +52 -0
  177. package/src/shaders/hillshade.vertex.glsl +11 -0
  178. package/src/shaders/hillshade_prepare.fragment.glsl +72 -0
  179. package/src/shaders/hillshade_prepare.vertex.glsl +15 -0
  180. package/src/shaders/index.js +194 -0
  181. package/src/shaders/line.fragment.glsl +28 -0
  182. package/src/shaders/line.vertex.glsl +84 -0
  183. package/src/shaders/line_gradient.fragment.glsl +34 -0
  184. package/src/shaders/line_gradient.vertex.glsl +84 -0
  185. package/src/shaders/line_pattern.fragment.glsl +69 -0
  186. package/src/shaders/line_pattern.vertex.glsl +88 -0
  187. package/src/shaders/line_sdf.fragment.glsl +44 -0
  188. package/src/shaders/line_sdf.vertex.glsl +95 -0
  189. package/src/shaders/raster.fragment.glsl +52 -0
  190. package/src/shaders/raster.vertex.glsl +21 -0
  191. package/src/shaders/symbol_icon.fragment.glsl +17 -0
  192. package/src/shaders/symbol_icon.vertex.glsl +91 -0
  193. package/src/shaders/symbol_sdf.fragment.glsl +50 -0
  194. package/src/shaders/symbol_sdf.vertex.glsl +117 -0
  195. package/src/source/geojson_source.js +267 -0
  196. package/src/source/geojson_worker_source.js +210 -0
  197. package/src/source/geojson_wrapper.js +67 -0
  198. package/src/source/image_source.js +213 -0
  199. package/src/source/load_tilejson.js +40 -0
  200. package/src/source/pixels_to_tile_units.js +17 -0
  201. package/src/source/query_features.js +198 -0
  202. package/src/source/raster_dem_tile_source.js +140 -0
  203. package/src/source/raster_dem_tile_worker_source.js +26 -0
  204. package/src/source/raster_tile_source.js +126 -0
  205. package/src/source/rtl_text_plugin.js +63 -0
  206. package/src/source/source.js +75 -0
  207. package/src/source/source_cache.js +794 -0
  208. package/src/source/source_state.js +55 -0
  209. package/src/source/tile.js +332 -0
  210. package/src/source/tile_bounds.js +40 -0
  211. package/src/source/tile_cache.js +122 -0
  212. package/src/source/tile_id.js +150 -0
  213. package/src/source/vector_tile_source.js +144 -0
  214. package/src/source/vector_tile_worker_source.js +126 -0
  215. package/src/source/worker.js +175 -0
  216. package/src/source/worker_source.js +14 -0
  217. package/src/source/worker_tile.js +199 -0
  218. package/src/style/create_style_layer.js +25 -0
  219. package/src/style/evaluation_parameters.js +45 -0
  220. package/src/style/light.js +112 -0
  221. package/src/style/load_glyph_range.js +17 -0
  222. package/src/style/load_sprite.js +26 -0
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  224. package/src/style/pauseable_placement.js +88 -0
  225. package/src/style/properties.js +691 -0
  226. package/src/style/query_utils.js +39 -0
  227. package/src/style/style.js +955 -0
  228. package/src/style/style_layer/background_style_layer.js +11 -0
  229. package/src/style/style_layer/background_style_layer_properties.js +25 -0
  230. package/src/style/style_layer/circle_style_layer.js +93 -0
  231. package/src/style/style_layer/circle_style_layer_properties.js +76 -0
  232. package/src/style/style_layer/fill_extrusion_style_layer.js +194 -0
  233. package/src/style/style_layer/fill_extrusion_style_layer_properties.js +56 -0
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  235. package/src/style/style_layer/fill_style_layer_properties.js +45 -0
  236. package/src/style/style_layer/heatmap_style_layer.js +51 -0
  237. package/src/style/style_layer/heatmap_style_layer_properties.js +52 -0
  238. package/src/style/style_layer/hillshade_style_layer.js +15 -0
  239. package/src/style/style_layer/hillshade_style_layer_properties.js +43 -0
  240. package/src/style/style_layer/line_style_layer.js +129 -0
  241. package/src/style/style_layer/line_style_layer_properties.js +104 -0
  242. package/src/style/style_layer/raster_style_layer.js +11 -0
  243. package/src/style/style_layer/raster_style_layer_properties.js +55 -0
  244. package/src/style/style_layer/symbol_style_layer.js +66 -0
  245. package/src/style/style_layer/symbol_style_layer_properties.js +288 -0
  246. package/src/style/style_layer.js +183 -0
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  248. package/src/style/zoom_history.js +36 -0
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  343. package/src/util/script_detection.js +337 -0
  344. package/src/util/struct_array.js +197 -0
  345. package/src/util/task_queue.js +57 -0
  346. package/src/util/throttle.js +26 -0
  347. package/src/util/tile_cover.js +114 -0
  348. package/src/util/token.js +13 -0
  349. package/src/util/unique_id.js +12 -0
  350. package/src/util/util.js +192 -0
  351. package/src/util/vectortile_to_geojson.js +44 -0
  352. package/src/util/verticalize_punctuation.js +112 -0
  353. package/src/util/warn.js +21 -0
  354. package/src/util/web_worker.js +5 -0
  355. package/src/util/web_worker_transfer.js +228 -0
  356. package/src/util/worker_pool.js +41 -0
@@ -0,0 +1,379 @@
1
+ const Point = require('@mapbox/point-geometry');
2
+
3
+ const intersectionTests = require('../util/intersection_tests');
4
+ const Grid = require('./grid_index');
5
+
6
+ const projection = require('../symbol/projection');
7
+
8
+ // When a symbol crosses the edge that causes it to be included in
9
+ // collision detection, it will cause changes in the symbols around
10
+ // it. This constant specifies how many pixels to pad the edge of
11
+ // the viewport for collision detection so that the bulk of the changes
12
+ // occur offscreen. Making this constant greater increases label
13
+ // stability, but it's expensive.
14
+ const viewportPadding = 100;
15
+
16
+ /**
17
+ * A collision index used to prevent symbols from overlapping. It keep tracks of
18
+ * where previous symbols have been placed and is used to check if a new
19
+ * symbol overlaps with any previously added symbols.
20
+ *
21
+ * There are two steps to insertion: first placeCollisionBox/Circles checks if
22
+ * there's room for a symbol, then insertCollisionBox/Circles actually puts the
23
+ * symbol in the index. The two step process allows paired symbols to be inserted
24
+ * together even if they overlap.
25
+ *
26
+ * @private
27
+ */
28
+ class CollisionIndex {
29
+ constructor(
30
+ transform,
31
+ grid = new Grid(transform.width + 2 * viewportPadding, transform.height + 2 * viewportPadding, 25),
32
+ ignoredGrid = new Grid(transform.width + 2 * viewportPadding, transform.height + 2 * viewportPadding, 25)
33
+ ) {
34
+ this.transform = transform;
35
+
36
+ this.grid = grid;
37
+ this.ignoredGrid = ignoredGrid;
38
+ this.pitchfactor = Math.cos(transform._pitch) * transform.cameraToCenterDistance;
39
+
40
+ this.screenRightBoundary = transform.width + viewportPadding;
41
+ this.screenBottomBoundary = transform.height + viewportPadding;
42
+ }
43
+
44
+ placeCollisionBox(collisionBox, allowOverlap, textPixelRatio, posMatrix, collisionGroupPredicate) {
45
+ const projectedPoint = this.projectAndGetPerspectiveRatio(
46
+ posMatrix,
47
+ collisionBox.anchorPointX,
48
+ collisionBox.anchorPointY
49
+ );
50
+ const tileToViewport = textPixelRatio * projectedPoint.perspectiveRatio;
51
+ const tlX = collisionBox.x1 * tileToViewport + projectedPoint.point.x;
52
+ const tlY = collisionBox.y1 * tileToViewport + projectedPoint.point.y;
53
+ const brX = collisionBox.x2 * tileToViewport + projectedPoint.point.x;
54
+ const brY = collisionBox.y2 * tileToViewport + projectedPoint.point.y;
55
+
56
+ if (!allowOverlap) {
57
+ if (this.grid.hitTest(tlX, tlY, brX, brY, collisionGroupPredicate)) {
58
+ return {
59
+ box: [],
60
+ offscreen: false
61
+ };
62
+ }
63
+ }
64
+ return {
65
+ box: [tlX, tlY, brX, brY],
66
+ offscreen: this.isOffscreen(tlX, tlY, brX, brY)
67
+ };
68
+ }
69
+
70
+ approximateTileDistance(tileDistance, lastSegmentAngle, pixelsToTileUnits, cameraToAnchorDistance, pitchWithMap) {
71
+ // This is a quick and dirty solution for chosing which collision circles to use (since collision circles are
72
+ // laid out in tile units). Ideally, I think we should generate collision circles on the fly in viewport coordinates
73
+ // at the time we do collision detection.
74
+ // See https://github.com/mapbox/mapbox-gl-js/issues/5474
75
+
76
+ // incidenceStretch is the ratio of how much y space a label takes up on a tile while drawn perpendicular to the viewport vs
77
+ // how much space it would take up if it were drawn flat on the tile
78
+ // Using law of sines, camera_to_anchor/sin(ground_angle) = camera_to_center/sin(incidence_angle)
79
+ // Incidence angle 90 -> head on, sin(incidence_angle) = 1, no stretch
80
+ // Incidence angle 1 -> very oblique, sin(incidence_angle) =~ 0, lots of stretch
81
+ // ground_angle = u_pitch + PI/2 -> sin(ground_angle) = cos(u_pitch)
82
+ // incidenceStretch = 1 / sin(incidenceAngle)
83
+
84
+ const incidenceStretch = pitchWithMap ? 1 : cameraToAnchorDistance / this.pitchfactor;
85
+ const lastSegmentTile = tileDistance.lastSegmentViewportDistance * pixelsToTileUnits;
86
+ return (
87
+ tileDistance.prevTileDistance +
88
+ lastSegmentTile +
89
+ (incidenceStretch - 1) * lastSegmentTile * Math.abs(Math.sin(lastSegmentAngle))
90
+ );
91
+ }
92
+
93
+ placeCollisionCircles(
94
+ collisionCircles,
95
+ allowOverlap,
96
+ scale,
97
+ textPixelRatio,
98
+ key,
99
+ symbol,
100
+ lineVertexArray,
101
+ glyphOffsetArray,
102
+ fontSize,
103
+ posMatrix,
104
+ labelPlaneMatrix,
105
+ showCollisionCircles,
106
+ pitchWithMap,
107
+ collisionGroupPredicate
108
+ ) {
109
+ const placedCollisionCircles = [];
110
+
111
+ const projectedAnchor = this.projectAnchor(posMatrix, symbol.anchorX, symbol.anchorY);
112
+
113
+ const projectionCache = {};
114
+ const fontScale = fontSize / 24;
115
+ const lineOffsetX = symbol.lineOffsetX * fontSize;
116
+ const lineOffsetY = symbol.lineOffsetY * fontSize;
117
+
118
+ const tileUnitAnchorPoint = new Point(symbol.anchorX, symbol.anchorY);
119
+ // projection.project generates NDC coordinates, as opposed to the
120
+ // pixel-based grid coordinates generated by this.projectPoint
121
+ const labelPlaneAnchorPoint = projection.project(tileUnitAnchorPoint, labelPlaneMatrix).point;
122
+ const firstAndLastGlyph = projection.placeFirstAndLastGlyph(
123
+ fontScale,
124
+ glyphOffsetArray,
125
+ lineOffsetX,
126
+ lineOffsetY,
127
+ /*flip*/ false,
128
+ labelPlaneAnchorPoint,
129
+ tileUnitAnchorPoint,
130
+ symbol,
131
+ lineVertexArray,
132
+ labelPlaneMatrix,
133
+ projectionCache,
134
+ /*return tile distance*/ true
135
+ );
136
+
137
+ let collisionDetected = false;
138
+ let entirelyOffscreen = true;
139
+
140
+ const tileToViewport = projectedAnchor.perspectiveRatio * textPixelRatio;
141
+ // pixelsToTileUnits is used for translating line geometry to tile units
142
+ // ... so we care about 'scale' but not 'perspectiveRatio'
143
+ // equivalent to pixel_to_tile_units
144
+ const pixelsToTileUnits = 1 / (textPixelRatio * scale);
145
+
146
+ let firstTileDistance = 0;
147
+ let lastTileDistance = 0;
148
+ if (firstAndLastGlyph) {
149
+ firstTileDistance = this.approximateTileDistance(
150
+ firstAndLastGlyph.first.tileDistance,
151
+ firstAndLastGlyph.first.angle,
152
+ pixelsToTileUnits,
153
+ projectedAnchor.cameraDistance,
154
+ pitchWithMap
155
+ );
156
+ lastTileDistance = this.approximateTileDistance(
157
+ firstAndLastGlyph.last.tileDistance,
158
+ firstAndLastGlyph.last.angle,
159
+ pixelsToTileUnits,
160
+ projectedAnchor.cameraDistance,
161
+ pitchWithMap
162
+ );
163
+ }
164
+
165
+ for (let k = 0; k < collisionCircles.length; k += 5) {
166
+ const anchorPointX = collisionCircles[k];
167
+ const anchorPointY = collisionCircles[k + 1];
168
+ const tileUnitRadius = collisionCircles[k + 2];
169
+ const boxSignedDistanceFromAnchor = collisionCircles[k + 3];
170
+ if (
171
+ !firstAndLastGlyph ||
172
+ boxSignedDistanceFromAnchor < -firstTileDistance ||
173
+ boxSignedDistanceFromAnchor > lastTileDistance
174
+ ) {
175
+ // The label either doesn't fit on its line or we
176
+ // don't need to use this circle because the label
177
+ // doesn't extend this far. Either way, mark the circle unused.
178
+ markCollisionCircleUsed(collisionCircles, k, false);
179
+ continue;
180
+ }
181
+
182
+ const projectedPoint = this.projectPoint(posMatrix, anchorPointX, anchorPointY);
183
+ const radius = tileUnitRadius * tileToViewport;
184
+
185
+ const atLeastOneCirclePlaced = placedCollisionCircles.length > 0;
186
+ if (atLeastOneCirclePlaced) {
187
+ const dx = projectedPoint.x - placedCollisionCircles[placedCollisionCircles.length - 4];
188
+ const dy = projectedPoint.y - placedCollisionCircles[placedCollisionCircles.length - 3];
189
+ // The circle edges touch when the distance between their centers is 2x the radius
190
+ // When the distance is 1x the radius, they're doubled up, and we could remove
191
+ // every other circle while keeping them all in touch.
192
+ // We actually start removing circles when the distance is √2x the radius:
193
+ // thinning the number of circles as much as possible is a major performance win,
194
+ // and the small gaps introduced don't make a very noticeable difference.
195
+ const placedTooDensely = radius * radius * 2 > dx * dx + dy * dy;
196
+ if (placedTooDensely) {
197
+ const atLeastOneMoreCircle = k + 8 < collisionCircles.length;
198
+ if (atLeastOneMoreCircle) {
199
+ const nextBoxDistanceToAnchor = collisionCircles[k + 8];
200
+ if (nextBoxDistanceToAnchor > -firstTileDistance && nextBoxDistanceToAnchor < lastTileDistance) {
201
+ // Hide significantly overlapping circles, unless this is the last one we can
202
+ // use, in which case we want to keep it in place even if it's tightly packed
203
+ // with the one before it.
204
+ markCollisionCircleUsed(collisionCircles, k, false);
205
+ continue;
206
+ }
207
+ }
208
+ }
209
+ }
210
+ const collisionBoxArrayIndex = k / 5;
211
+ placedCollisionCircles.push(projectedPoint.x, projectedPoint.y, radius, collisionBoxArrayIndex);
212
+ markCollisionCircleUsed(collisionCircles, k, true);
213
+
214
+ entirelyOffscreen =
215
+ entirelyOffscreen &&
216
+ this.isOffscreen(
217
+ projectedPoint.x - radius,
218
+ projectedPoint.y - radius,
219
+ projectedPoint.x + radius,
220
+ projectedPoint.y + radius
221
+ );
222
+
223
+ if (!allowOverlap) {
224
+ if (this.grid.hitTestCircle(projectedPoint.x, projectedPoint.y, radius, collisionGroupPredicate)) {
225
+ if (!showCollisionCircles) {
226
+ return {
227
+ circles: [],
228
+ offscreen: false
229
+ };
230
+ }
231
+ // Don't early exit if we're showing the debug circles because we still want to calculate
232
+ // which circles are in use
233
+ collisionDetected = true;
234
+ }
235
+ }
236
+ }
237
+
238
+ return {
239
+ circles: collisionDetected ? [] : placedCollisionCircles,
240
+ offscreen: entirelyOffscreen
241
+ };
242
+ }
243
+
244
+ /**
245
+ * Because the geometries in the CollisionIndex are an approximation of the shape of
246
+ * symbols on the map, we use the CollisionIndex to look up the symbol part of
247
+ * `queryRenderedFeatures`.
248
+ *
249
+ * @private
250
+ */
251
+ queryRenderedSymbols(viewportQueryGeometry) {
252
+ if (viewportQueryGeometry.length === 0 || (this.grid.keysLength() === 0 && this.ignoredGrid.keysLength() === 0)) {
253
+ return {};
254
+ }
255
+
256
+ const query = [];
257
+ let minX = Number.POSITIVE_INFINITY;
258
+ let minY = Number.POSITIVE_INFINITY;
259
+ let maxX = Number.NEGATIVE_INFINITY;
260
+ let maxY = Number.NEGATIVE_INFINITY;
261
+ for (const point of viewportQueryGeometry) {
262
+ const gridPoint = new Point(point.x + viewportPadding, point.y + viewportPadding);
263
+ minX = Math.min(minX, gridPoint.x);
264
+ minY = Math.min(minY, gridPoint.y);
265
+ maxX = Math.max(maxX, gridPoint.x);
266
+ maxY = Math.max(maxY, gridPoint.y);
267
+ query.push(gridPoint);
268
+ }
269
+
270
+ const features = this.grid.query(minX, minY, maxX, maxY).concat(this.ignoredGrid.query(minX, minY, maxX, maxY));
271
+
272
+ const seenFeatures = {};
273
+ const result = {};
274
+
275
+ for (const feature of features) {
276
+ const featureKey = feature.key;
277
+ // Skip already seen features.
278
+ if (seenFeatures[featureKey.bucketInstanceId] === undefined) {
279
+ seenFeatures[featureKey.bucketInstanceId] = {};
280
+ }
281
+ if (seenFeatures[featureKey.bucketInstanceId][featureKey.featureIndex]) {
282
+ continue;
283
+ }
284
+
285
+ // Check if query intersects with the feature box
286
+ // "Collision Circles" for line labels are treated as boxes here
287
+ // Since there's no actual collision taking place, the circle vs. square
288
+ // distinction doesn't matter as much, and box geometry is easier
289
+ // to work with.
290
+ const bbox = [
291
+ new Point(feature.x1, feature.y1),
292
+ new Point(feature.x2, feature.y1),
293
+ new Point(feature.x2, feature.y2),
294
+ new Point(feature.x1, feature.y2)
295
+ ];
296
+ if (!intersectionTests.polygonIntersectsPolygon(query, bbox)) {
297
+ continue;
298
+ }
299
+
300
+ seenFeatures[featureKey.bucketInstanceId][featureKey.featureIndex] = true;
301
+ if (result[featureKey.bucketInstanceId] === undefined) {
302
+ result[featureKey.bucketInstanceId] = [];
303
+ }
304
+ result[featureKey.bucketInstanceId].push(featureKey.featureIndex);
305
+ }
306
+
307
+ return result;
308
+ }
309
+
310
+ insertCollisionBox(collisionBox, ignorePlacement, bucketInstanceId, featureIndex, collisionGroupID) {
311
+ const grid = ignorePlacement ? this.ignoredGrid : this.grid;
312
+
313
+ const key = {
314
+ bucketInstanceId: bucketInstanceId,
315
+ featureIndex: featureIndex,
316
+ collisionGroupID: collisionGroupID
317
+ };
318
+ grid.insert(key, collisionBox[0], collisionBox[1], collisionBox[2], collisionBox[3]);
319
+ }
320
+
321
+ insertCollisionCircles(collisionCircles, ignorePlacement, bucketInstanceId, featureIndex, collisionGroupID) {
322
+ const grid = ignorePlacement ? this.ignoredGrid : this.grid;
323
+
324
+ const key = {
325
+ bucketInstanceId: bucketInstanceId,
326
+ featureIndex: featureIndex,
327
+ collisionGroupID: collisionGroupID
328
+ };
329
+ for (let k = 0; k < collisionCircles.length; k += 4) {
330
+ grid.insertCircle(key, collisionCircles[k], collisionCircles[k + 1], collisionCircles[k + 2]);
331
+ }
332
+ }
333
+
334
+ projectAnchor(posMatrix, x, y) {
335
+ const p = [x, y, 0, 1];
336
+ projection.xyTransformMat4(p, p, posMatrix);
337
+ return {
338
+ perspectiveRatio: 0.5 + 0.5 * (this.transform.cameraToCenterDistance / p[3]),
339
+ cameraDistance: p[3]
340
+ };
341
+ }
342
+
343
+ projectPoint(posMatrix, x, y) {
344
+ const p = [x, y, 0, 1];
345
+ projection.xyTransformMat4(p, p, posMatrix);
346
+ return new Point(
347
+ ((p[0] / p[3] + 1) / 2) * this.transform.width + viewportPadding,
348
+ ((-p[1] / p[3] + 1) / 2) * this.transform.height + viewportPadding
349
+ );
350
+ }
351
+
352
+ projectAndGetPerspectiveRatio(posMatrix, x, y) {
353
+ const p = [x, y, 0, 1];
354
+ projection.xyTransformMat4(p, p, posMatrix);
355
+ const a = new Point(
356
+ ((p[0] / p[3] + 1) / 2) * this.transform.width + viewportPadding,
357
+ ((-p[1] / p[3] + 1) / 2) * this.transform.height + viewportPadding
358
+ );
359
+ return {
360
+ point: a,
361
+ // See perspective ratio comment in symbol_sdf.vertex
362
+ // We're doing collision detection in viewport space so we need
363
+ // to scale down boxes in the distance
364
+ perspectiveRatio: 0.5 + 0.5 * (this.transform.cameraToCenterDistance / p[3])
365
+ };
366
+ }
367
+
368
+ isOffscreen(x1, y1, x2, y2) {
369
+ return (
370
+ x2 < viewportPadding || x1 >= this.screenRightBoundary || y2 < viewportPadding || y1 > this.screenBottomBoundary
371
+ );
372
+ }
373
+ }
374
+
375
+ function markCollisionCircleUsed(collisionCircles, index, used) {
376
+ collisionCircles[index + 4] = used ? 1 : 0;
377
+ }
378
+
379
+ module.exports = CollisionIndex;
@@ -0,0 +1,270 @@
1
+ const EXTENT = require('../data/extent');
2
+
3
+ /*
4
+ The CrossTileSymbolIndex generally works on the assumption that
5
+ a conceptual "unique symbol" can be identified by the text of
6
+ the label combined with the anchor point. The goal is to assign
7
+ these conceptual "unique symbols" a shared crossTileID that can be
8
+ used by Placement to keep fading opacity states consistent and to
9
+ deduplicate labels.
10
+
11
+ The CrossTileSymbolIndex indexes all the current symbol instances and
12
+ their crossTileIDs. When a symbol bucket gets added or updated, the
13
+ index assigns a crossTileID to each of it's symbol instances by either
14
+ matching it with an existing id or assigning a new one.
15
+ */
16
+
17
+ // Round anchor positions to roughly 4 pixel grid
18
+ const roundingFactor = 512 / EXTENT / 2;
19
+
20
+ class TileLayerIndex {
21
+ constructor(tileID, symbolInstances, bucketInstanceId) {
22
+ this.tileID = tileID;
23
+ this.indexedSymbolInstances = {};
24
+ this.bucketInstanceId = bucketInstanceId;
25
+
26
+ for (const symbolInstance of symbolInstances) {
27
+ const key = symbolInstance.key;
28
+ if (!this.indexedSymbolInstances[key]) {
29
+ this.indexedSymbolInstances[key] = [];
30
+ }
31
+ // This tile may have multiple symbol instances with the same key
32
+ // Store each one along with its coordinates
33
+ this.indexedSymbolInstances[key].push({
34
+ crossTileID: symbolInstance.crossTileID,
35
+ coord: this.getScaledCoordinates(symbolInstance, tileID)
36
+ });
37
+ }
38
+ }
39
+
40
+ // Converts the coordinates of the input symbol instance into coordinates that be can compared
41
+ // against other symbols in this index. Coordinates are:
42
+ // (1) world-based (so after conversion the source tile is irrelevant)
43
+ // (2) converted to the z-scale of this TileLayerIndex
44
+ // (3) down-sampled by "roundingFactor" from tile coordinate precision in order to be
45
+ // more tolerant of small differences between tiles.
46
+ getScaledCoordinates(symbolInstance, childTileID) {
47
+ const zDifference = childTileID.canonical.z - this.tileID.canonical.z;
48
+ const scale = roundingFactor / 2 ** zDifference;
49
+ const anchor = symbolInstance.anchor;
50
+ return {
51
+ x: Math.floor((childTileID.canonical.x * EXTENT + anchor.x) * scale),
52
+ y: Math.floor((childTileID.canonical.y * EXTENT + anchor.y) * scale)
53
+ };
54
+ }
55
+
56
+ findMatches(symbolInstances, newTileID, zoomCrossTileIDs) {
57
+ const tolerance =
58
+ this.tileID.canonical.z < newTileID.canonical.z ? 1 : 2 ** (this.tileID.canonical.z - newTileID.canonical.z);
59
+
60
+ for (const symbolInstance of symbolInstances) {
61
+ if (symbolInstance.crossTileID) {
62
+ // already has a match, skip
63
+ continue;
64
+ }
65
+
66
+ const indexedInstances = this.indexedSymbolInstances[symbolInstance.key];
67
+ if (!indexedInstances) {
68
+ // No symbol with this key in this bucket
69
+ continue;
70
+ }
71
+
72
+ const scaledSymbolCoord = this.getScaledCoordinates(symbolInstance, newTileID);
73
+
74
+ for (const thisTileSymbol of indexedInstances) {
75
+ // Return any symbol with the same keys whose coordinates are within 1
76
+ // grid unit. (with a 4px grid, this covers a 12px by 12px area)
77
+ if (
78
+ Math.abs(thisTileSymbol.coord.x - scaledSymbolCoord.x) <= tolerance &&
79
+ Math.abs(thisTileSymbol.coord.y - scaledSymbolCoord.y) <= tolerance &&
80
+ !zoomCrossTileIDs[thisTileSymbol.crossTileID]
81
+ ) {
82
+ // Once we've marked ourselves duplicate against this parent symbol,
83
+ // don't let any other symbols at the same zoom level duplicate against
84
+ // the same parent (see issue #5993)
85
+ zoomCrossTileIDs[thisTileSymbol.crossTileID] = true;
86
+ symbolInstance.crossTileID = thisTileSymbol.crossTileID;
87
+ break;
88
+ }
89
+ }
90
+ }
91
+ }
92
+ }
93
+
94
+ class CrossTileIDs {
95
+ constructor() {
96
+ this.maxCrossTileID = 0;
97
+ }
98
+ generate() {
99
+ return ++this.maxCrossTileID;
100
+ }
101
+ }
102
+
103
+ class CrossTileSymbolLayerIndex {
104
+ constructor() {
105
+ this.indexes = {};
106
+ this.usedCrossTileIDs = {};
107
+ this.lng = 0;
108
+ }
109
+
110
+ /*
111
+ * Sometimes when a user pans across the antimeridian the longitude value gets wrapped.
112
+ * To prevent labels from flashing out and in we adjust the tileID values in the indexes
113
+ * so that they match the new wrapped version of the map.
114
+ */
115
+ handleWrapJump(lng) {
116
+ const wrapDelta = Math.round((lng - this.lng) / 360);
117
+ if (wrapDelta !== 0) {
118
+ for (const zoom in this.indexes) {
119
+ const zoomIndexes = this.indexes[zoom];
120
+ const newZoomIndex = {};
121
+ for (const key in zoomIndexes) {
122
+ // change the tileID's wrap and add it to a new index
123
+ const index = zoomIndexes[key];
124
+ index.tileID = index.tileID.unwrapTo(index.tileID.wrap + wrapDelta);
125
+ newZoomIndex[index.tileID.key] = index;
126
+ }
127
+ this.indexes[zoom] = newZoomIndex;
128
+ }
129
+ }
130
+ this.lng = lng;
131
+ }
132
+
133
+ addBucket(tileID, bucket, crossTileIDs) {
134
+ if (this.indexes[tileID.overscaledZ] && this.indexes[tileID.overscaledZ][tileID.key]) {
135
+ if (this.indexes[tileID.overscaledZ][tileID.key].bucketInstanceId === bucket.bucketInstanceId) {
136
+ return false;
137
+ }
138
+ // We're replacing this bucket with an updated version
139
+ // Remove the old bucket's "used crossTileIDs" now so that
140
+ // the new bucket can claim them.
141
+ // The old index entries themselves stick around until
142
+ // 'removeStaleBuckets' is called.
143
+ this.removeBucketCrossTileIDs(tileID.overscaledZ, this.indexes[tileID.overscaledZ][tileID.key]);
144
+ }
145
+
146
+ for (const symbolInstance of bucket.symbolInstances) {
147
+ symbolInstance.crossTileID = 0;
148
+ }
149
+
150
+ if (!this.usedCrossTileIDs[tileID.overscaledZ]) {
151
+ this.usedCrossTileIDs[tileID.overscaledZ] = {};
152
+ }
153
+ const zoomCrossTileIDs = this.usedCrossTileIDs[tileID.overscaledZ];
154
+
155
+ for (const zoom in this.indexes) {
156
+ const zoomIndexes = this.indexes[zoom];
157
+ if (Number(zoom) > tileID.overscaledZ) {
158
+ for (const id in zoomIndexes) {
159
+ const childIndex = zoomIndexes[id];
160
+ if (childIndex.tileID.isChildOf(tileID)) {
161
+ childIndex.findMatches(bucket.symbolInstances, tileID, zoomCrossTileIDs);
162
+ }
163
+ }
164
+ } else {
165
+ const parentCoord = tileID.scaledTo(Number(zoom));
166
+ const parentIndex = zoomIndexes[parentCoord.key];
167
+ if (parentIndex) {
168
+ parentIndex.findMatches(bucket.symbolInstances, tileID, zoomCrossTileIDs);
169
+ }
170
+ }
171
+ }
172
+
173
+ for (const symbolInstance of bucket.symbolInstances) {
174
+ if (!symbolInstance.crossTileID) {
175
+ // symbol did not match any known symbol, assign a new id
176
+ symbolInstance.crossTileID = crossTileIDs.generate();
177
+ zoomCrossTileIDs[symbolInstance.crossTileID] = true;
178
+ }
179
+ }
180
+
181
+ if (this.indexes[tileID.overscaledZ] === undefined) {
182
+ this.indexes[tileID.overscaledZ] = {};
183
+ }
184
+ this.indexes[tileID.overscaledZ][tileID.key] = new TileLayerIndex(
185
+ tileID,
186
+ bucket.symbolInstances,
187
+ bucket.bucketInstanceId
188
+ );
189
+
190
+ return true;
191
+ }
192
+
193
+ removeBucketCrossTileIDs(zoom, removedBucket) {
194
+ for (const key in removedBucket.indexedSymbolInstances) {
195
+ for (const symbolInstance of removedBucket.indexedSymbolInstances[key]) {
196
+ delete this.usedCrossTileIDs[zoom][symbolInstance.crossTileID];
197
+ }
198
+ }
199
+ }
200
+
201
+ removeStaleBuckets(currentIDs) {
202
+ let tilesChanged = false;
203
+ for (const z in this.indexes) {
204
+ const zoomIndexes = this.indexes[z];
205
+ for (const tileKey in zoomIndexes) {
206
+ if (!currentIDs[zoomIndexes[tileKey].bucketInstanceId]) {
207
+ this.removeBucketCrossTileIDs(z, zoomIndexes[tileKey]);
208
+ delete zoomIndexes[tileKey];
209
+ tilesChanged = true;
210
+ }
211
+ }
212
+ }
213
+ return tilesChanged;
214
+ }
215
+ }
216
+
217
+ class CrossTileSymbolIndex {
218
+ constructor() {
219
+ this.layerIndexes = {};
220
+ this.crossTileIDs = new CrossTileIDs();
221
+ this.maxBucketInstanceId = 0;
222
+ this.bucketsInCurrentPlacement = {};
223
+ }
224
+
225
+ addLayer(styleLayer, tiles, lng) {
226
+ let layerIndex = this.layerIndexes[styleLayer.id];
227
+ if (layerIndex === undefined) {
228
+ layerIndex = this.layerIndexes[styleLayer.id] = new CrossTileSymbolLayerIndex();
229
+ }
230
+
231
+ let symbolBucketsChanged = false;
232
+ const currentBucketIDs = {};
233
+
234
+ layerIndex.handleWrapJump(lng);
235
+
236
+ for (const tile of tiles) {
237
+ const symbolBucket = tile.getBucket(styleLayer);
238
+ if (!symbolBucket || styleLayer.id !== symbolBucket.layerIds[0]) continue;
239
+
240
+ if (!symbolBucket.bucketInstanceId) {
241
+ symbolBucket.bucketInstanceId = ++this.maxBucketInstanceId;
242
+ }
243
+
244
+ if (layerIndex.addBucket(tile.tileID, symbolBucket, this.crossTileIDs)) {
245
+ symbolBucketsChanged = true;
246
+ }
247
+ currentBucketIDs[symbolBucket.bucketInstanceId] = true;
248
+ }
249
+
250
+ if (layerIndex.removeStaleBuckets(currentBucketIDs)) {
251
+ symbolBucketsChanged = true;
252
+ }
253
+
254
+ return symbolBucketsChanged;
255
+ }
256
+
257
+ pruneUnusedLayers(usedLayers) {
258
+ const usedLayerMap = {};
259
+ usedLayers.forEach(usedLayer => {
260
+ usedLayerMap[usedLayer] = true;
261
+ });
262
+ for (const layerId in this.layerIndexes) {
263
+ if (!usedLayerMap[layerId]) {
264
+ delete this.layerIndexes[layerId];
265
+ }
266
+ }
267
+ }
268
+ }
269
+
270
+ module.exports = CrossTileSymbolIndex;