@sakuzu/maplibre-gl-draw 2.1.0 → 2.1.2
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.
- package/CHANGELOG.md +49 -0
- package/dist/dataset/retained.js +19 -18
- package/dist/dataset/selection.d.ts +3 -3
- package/dist/dataset/selection.js +3 -7
- package/dist/dataset/table-source.js +13 -11
- package/dist/modes/select/click-handler.d.ts +4 -1
- package/dist/modes/select/click-handler.js +17 -9
- package/dist/view/layer/custom-layer.js +2 -1
- package/dist/view/layer/drape-planner.d.ts +3 -0
- package/dist/view/layer/drape-planner.js +9 -7
- package/dist/view/layer/frame-render.js +2 -3
- package/dist/view/layer/frame-state.d.ts +3 -0
- package/dist/view/layer/frame-state.js +2 -1
- package/dist/view/layer/gl-state.d.ts +2 -3
- package/dist/view/layer/gl-state.js +2 -3
- package/dist/view/layer/renderers.js +2 -1
- package/dist/view/renderers/line/dash.d.ts +27 -0
- package/dist/view/renderers/line/dash.js +23 -12
- package/dist/view/shaders/initializer.d.ts +3 -0
- package/dist/view/shaders/initializer.js +4 -2
- package/dist/view/terrain/anchor.js +20 -1
- package/dist/view/terrain/drape/bin-store.d.ts +11 -2
- package/dist/view/terrain/drape/bin-store.js +26 -2
- package/dist/view/terrain/drape/binning.d.ts +32 -0
- package/dist/view/terrain/drape/binning.js +15 -7
- package/dist/view/terrain/drape/geometry.d.ts +27 -0
- package/dist/view/terrain/drape/geometry.js +57 -6
- package/dist/view/terrain/drape/pass.d.ts +8 -3
- package/dist/view/terrain/drape/pass.js +39 -28
- package/dist/view/terrain/drape/renderer.d.ts +13 -0
- package/dist/view/terrain/drape/renderer.js +157 -30
- package/dist/view/ui/selection-ui/renderer.d.ts +2 -1
- package/dist/view/ui/selection-ui/renderer.js +88 -25
- package/dist/view/ui/selection-ui-drawer.js +4 -8
- package/package.json +1 -1
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@@ -23,7 +23,7 @@ export class ShaderInitializer {
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* Makes every renderer ensure its shader
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*/
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ensureShaders(shaderData) {
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const { featureDrawer, tentativeRenderer, quadShader, strokeRenderer, pointShapeRenderer, pointInstanceRenderer, sdfLineRenderer, polygonBatchRenderer, sdfPolygonRenderer, } = this.renderers;
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const { featureDrawer, tentativeRenderer, quadShader, strokeRenderer, pointShapeRenderer, pointInstanceRenderer, sdfLineRenderer, polygonBatchRenderer, sdfPolygonRenderer, fillShaderManager, } = this.renderers;
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if (featureDrawer) {
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featureDrawer.ensureShader(shaderData);
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}
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@@ -51,6 +51,7 @@ export class ShaderInitializer {
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if (sdfPolygonRenderer) {
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sdfPolygonRenderer.ensureShader(shaderData);
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}
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fillShaderManager?.ensureShader(shaderData);
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}
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/**
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* Sets the projection data on the renderers that need it
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@@ -79,7 +80,7 @@ export class ShaderInitializer {
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* uniforms once per frame and applies them for each slot.
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*/
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applyOffsetUniforms(uniforms) {
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const { featureDrawer, tentativeRenderer, quadShader, strokeRenderer, pointShapeRenderer, pointInstanceRenderer, sdfLineRenderer, polygonBatchRenderer, sdfPolygonRenderer, } = this.renderers;
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const { featureDrawer, tentativeRenderer, quadShader, strokeRenderer, pointShapeRenderer, pointInstanceRenderer, sdfLineRenderer, polygonBatchRenderer, sdfPolygonRenderer, fillShaderManager, } = this.renderers;
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if (featureDrawer) {
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featureDrawer.setOffsetUniforms(uniforms);
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}
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@@ -107,6 +108,7 @@ export class ShaderInitializer {
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if (sdfPolygonRenderer) {
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sdfPolygonRenderer.setOffsetUniforms(uniforms);
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}
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fillShaderManager?.setOffsetUniforms(uniforms);
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}
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/**
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* Increments the frame count of SDFLineRenderer
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@@ -140,11 +140,30 @@ export function drawnLongitude(context, lng) {
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* @internal
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*/
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export function projectAnchor(context, lng, lat) {
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const frame = context.anchorFrame;
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if (!frame.mainMatrix || !frame.terrain)
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return null;
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return projectAnchorAt(context, lng, lat, anchorElevationMeters(context, lng, lat));
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}
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/**
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* Maps a position at a given elevation to screen coordinates, with the projection of
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* {@link projectAnchor}
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*
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* Something drawn flat at one elevation, such as the frame of a selected point at the
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* elevation of the point, is projected with this so that it lands where the shader draws it.
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*
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* @param elevationMeters The elevation in meters (the exaggeration included, as
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* {@link anchorElevationMeters} gives it)
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* @returns null when the terrain is disabled, the frame state has not been established or the
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* position is behind the camera
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* @internal
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*/
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export function projectAnchorAt(context, lng, lat, elevationMeters) {
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const frame = context.anchorFrame;
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const { mainMatrix: m, offsetUniforms, terrain, width, height } = frame;
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if (!m || !terrain || width <= 0 || height <= 0)
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return null;
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const elevationMercator =
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const elevationMercator = elevationMeters * frame.elevationScale;
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// The anchor is projected on the copy of the world it is drawn on
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const drawnLng = drawnLongitude(context, lng);
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let clipX;
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*/
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import type { DrapeElement, DrapeQuadBreak, DrapeTile, TileBins } from './binning.js';
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/** The number of style texels per element */
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export declare const DRAPE_STYLE_TEXELS =
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export declare const DRAPE_STYLE_TEXELS = 5;
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/**
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* The index of the texel the selection highlight uses within the style table
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*
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* 0 = fill, 1 = stroke, 2 = specifications (width, kind, source, reference zoom), 3 =
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* selection. The selection alone is put in a separate texel so that the index (the binning)
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* selection, 4 = the dash pattern (`DRAPE_DASH_TEXEL`). The selection alone is put in a separate texel so that the index (the binning)
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* need not be touched at all when the selection changes. Mixing it into the same texel as the
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* color or the width would mean rebuilding the other values too on every rewrite.
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*/
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export declare const DRAPE_SELECTION_TEXEL = 3;
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/**
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* The index of the texel of the dash pattern within the style table
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*
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* (a, b, c, pixel ratio): the coefficients of the pattern (`DrapeDash` in `binning.ts`) and the
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* physical pixels of the width per CSS pixel. A pixel ratio of 0 marks a solid outline.
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*/
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export declare const DRAPE_DASH_TEXEL = 4;
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/** The upper bound on the number of edge texels (16 bytes per texel, so 1M is 16MB) */
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export declare const DRAPE_MAX_EDGE_TEXELS = 1048576;
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/** The key of a tile */
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* transferred) */
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readonly id: number;
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edges: Float32Array<ArrayBuffer>;
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/** Where each edge starts along its path (one number per edge, in step with `edges`) */
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edgeStarts: Float32Array<ArrayBuffer>;
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edgeCount: number;
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runs: Float32Array<ArrayBuffer>;
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runCount: number;
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// SPDX-License-Identifier: AGPL-3.0-only
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import { binTile, drapeCellWorkBudget } from './binning.js';
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/** The number of style texels per element */
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export const DRAPE_STYLE_TEXELS =
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export const DRAPE_STYLE_TEXELS = 5;
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/**
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* The index of the texel the selection highlight uses within the style table
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*
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* 0 = fill, 1 = stroke, 2 = specifications (width, kind, source, reference zoom), 3 =
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* selection. The selection alone is put in a separate texel so that the index (the binning)
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* selection, 4 = the dash pattern (`DRAPE_DASH_TEXEL`). The selection alone is put in a separate texel so that the index (the binning)
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* need not be touched at all when the selection changes. Mixing it into the same texel as the
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* color or the width would mean rebuilding the other values too on every rewrite.
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*/
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export const DRAPE_SELECTION_TEXEL = 3;
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/**
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* The index of the texel of the dash pattern within the style table
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*
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* (a, b, c, pixel ratio): the coefficients of the pattern (`DrapeDash` in `binning.ts`) and the
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* physical pixels of the width per CSS pixel. A pixel ratio of 0 marks a solid outline.
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*/
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export const DRAPE_DASH_TEXEL = 4;
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/** The upper bound on the tiles retained (beyond it, those outside the view are dropped and
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* the arrays are repacked) */
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const MAX_CACHED_TILES = 96;
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writable: true,
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value: new Float32Array(4 * 4096)
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});
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/** Where each edge starts along its path (one number per edge, in step with `edges`) */
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Object.defineProperty(this, "edgeStarts", {
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enumerable: true,
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configurable: true,
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writable: true,
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value: new Float32Array(4096)
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});
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Object.defineProperty(this, "edgeCount", {
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enumerable: true,
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configurable: true,
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styles[at + 9] = element.kind;
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styles[at + 10] = element.source;
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styles[at + 11] = element.widthZoom;
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const dash = element.dash;
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if (dash) {
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const dashAt = at + DRAPE_DASH_TEXEL * 4;
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styles[dashAt] = dash.a;
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styles[dashAt + 1] = dash.b;
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styles[dashAt + 2] = dash.c;
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styles[dashAt + 3] = dash.pixelRatio;
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}
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}
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this.styles = styles;
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this.elementCount = elements.length;
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const edgeTexels = bins.edges.length / 4;
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this.edges = ensureCapacity(this.edges, (this.edgeCount + edgeTexels) * 4);
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this.edges.set(bins.edges, edgeBase * 4);
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this.edgeStarts = ensureCapacity(this.edgeStarts, this.edgeCount + edgeTexels);
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this.edgeStarts.set(bins.edgeStarts, edgeBase);
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this.edgeCount += edgeTexels;
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const runTexels = bins.runs.length / 4;
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this.runs = ensureCapacity(this.runs, (this.runCount + runTexels) * 4);
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export declare const DRAPE_LOD_TRIGGER = 16000;
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/** The color (0..1, with the opacity already folded in) */
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export type DrapeColor = readonly [number, number, number, number];
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/**
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* The dash pattern of an outline that is not solid
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*
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* The coefficients are those of `DASH_COEFFICIENTS` in `view/renderers/line/dash.ts`: the shader
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* works the dash and the gap out of the width the line has in the frame, with the same formulas
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* as the subdividing path.
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*/
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export interface DrapeDash {
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/** The shortest dash (CSS px) */
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readonly a: number;
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/** The dash per pixel of width */
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readonly b: number;
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/** The gap per pixel of width */
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readonly c: number;
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/**
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* The physical pixels of `strokeWidthPx` per CSS pixel (the pixel ratio the width was
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* resolved with). The pattern is measured in CSS pixels, so the shader divides it back out
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*/
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readonly pixelRatio: number;
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}
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/**
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* An element handed to the analytic drape (a feature of the Store and a feature of a
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* dataset have the same shape)
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readonly stroke: DrapeColor;
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/** The width of the outline (physical pixels). 0 means the outline is not drawn */
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readonly strokeWidthPx: number;
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/**
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* The dash pattern of the outline (absent or null for a solid outline)
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*
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* Only an element with a pattern has the lengths along its paths worked out and binned next
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* to its edges (`TileBins.edgeStarts`).
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*/
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readonly dash?: DrapeDash | null;
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/**
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* The origin of the coefficients (0 = the Store, 1 and above = datasets)
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*
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readonly runs: Float32Array;
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/** (x0, y0, x1, y1) per edge. In-tile 0..1 coordinates */
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readonly edges: Float32Array;
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/**
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* Where each edge starts along its path, one per edge (Mercator units, the 0..1 world; not
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* in-tile). 0 for an edge of an element without a dash pattern
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*/
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readonly edgeStarts: Float32Array;
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/** Whether a limit was exceeded (if it was, the caller degrades) */
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readonly overflow: boolean;
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/** The number of cells truncated for exceeding the budget (a local degradation. Diagnostic) */
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// SPDX-FileCopyrightText: 2026 SAKAIDA Atsushi
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// SPDX-License-Identifier: AGPL-3.0-only
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import { DRAPE_BLOCK_EDGES, drapeQuantizedGeometry } from './geometry.js';
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import { DRAPE_BLOCK_EDGES, drapePathStarts, drapeQuantizedGeometry } from './geometry.js';
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/** The minimum number of divisions of the grid (per side) */
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/** The maximum number of divisions of the grid (per side) */
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cells: new Int32Array(grid * grid * 2),
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runs: new Float32Array(0),
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edges: new Float32Array(0),
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edgeStarts: new Float32Array(0),
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overflow,
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const cells = new Int32Array(cellCount * 2);
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/** The edges in in-tile coordinates (four numbers per edge). Stacked across elements */
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const edgeXY = [];
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/** Where each edge starts along its path (one number per edge) */
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const edgeS = [];
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/** The runs per cell. Triples of (elementIndex, inside, edgeListIndex) laid out in a row */
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const cellRuns = new Array(cellCount);
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/** The lists of edge indices that the runs point to */
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scratch.clear();
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touchedRows.length = 0;
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rowTouched.fill(0);
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const dashed = element.dash != null;
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for (const path of picked.geometries[p].paths) {
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scanPath(path, element.kind, tileX, tileY, scale, margin, grid, cellSize, edgeXY, scratch, rowDiff, rowTouched, touchedRows);
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scanPath(path, element.kind, tileX, tileY, scale, margin, grid, cellSize, { xy: edgeXY, starts: edgeS }, dashed ? drapePathStarts(path) : null, scratch, rowDiff, rowTouched, touchedRows);
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}
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// Turn the cells that are inside and the cells the edges touch into runs (they are stacked
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// in the order of the elements, so this comes out as the draw order)
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@@ -328,6 +332,7 @@ function assembleBins(elements, picked, tile, scale, grid, zoom) {
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// Repacking (laid out in the order cell -> run -> edge)
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const runs = [];
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const edges = [];
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const edgeStarts = [];
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for (let c = 0; c < cellCount; c++) {
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const list = cellRuns[c];
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cells[c * 2] = runs.length / 4;
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@@ -352,6 +357,7 @@ function assembleBins(elements, picked, tile, scale, grid, zoom) {
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break;
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}
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edges.push(edgeXY[at * 4], edgeXY[at * 4 + 1], edgeXY[at * 4 + 2], edgeXY[at * 4 + 3]);
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edgeStarts.push(edgeS[at]);
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edgeCount++;
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}
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}
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@@ -371,6 +377,7 @@ function assembleBins(elements, picked, tile, scale, grid, zoom) {
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cells,
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runs: new Float32Array(runs),
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edges: new Float32Array(edges),
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edgeStarts: new Float32Array(edgeStarts),
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overflow: false,
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truncatedCells,
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cellWork: (runs.length / 4 + edges.length / 4) / cellCount,
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@@ -430,7 +437,7 @@ function pickElements(elements, candidates, tile, scale, quantizeLevel, zoom) {
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* right of the origin, so an edge outside the tile on the right also counts (it becomes a flip
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* of a whole row). An edge outside on the left flips nothing, so it can be dropped.
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*/
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function scanPath(path, kind, tileX, tileY, scale, margin, grid, cellSize,
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function scanPath(path, kind, tileX, tileY, scale, margin, grid, cellSize, out, starts, scratch, rowDiff, rowTouched, touchedRows) {
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const xy = path.xy;
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const vertexCount = xy.length / 2;
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const blockCount = path.blocks.length / 4;
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@@ -458,7 +465,7 @@ function scanPath(path, kind, tileX, tileY, scale, margin, grid, cellSize, edgeX
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if (kind === 0) {
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accumulateInside(x0, y0, x1, y1, grid, cellSize, rowDiff, rowTouched, touchedRows);
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}
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scatterEdge(x0, y0, x1, y1, margin, grid, cellSize,
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scatterEdge(x0, y0, x1, y1, starts ? starts[e] : 0, margin, grid, cellSize, out, scratch);
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}
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}
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}
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@@ -511,7 +518,7 @@ function accumulateInside(x0, y0, x1, y1, grid, cellSize, rowDiff, rowTouched, t
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* that crosses the tile diagonally. The segment is cut per row to obtain the range of x, and
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* only the columns in that range are touched.
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*/
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function scatterEdge(x0, y0, x1, y1, margin, grid, cellSize,
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function scatterEdge(x0, y0, x1, y1, start, margin, grid, cellSize, out, scratch) {
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const exLo = Math.min(x0, x1) - margin;
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const exHi = Math.max(x0, x1) + margin;
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const eyLo = Math.min(y0, y1) - margin;
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@@ -526,8 +533,9 @@ function scatterEdge(x0, y0, x1, y1, margin, grid, cellSize, edgeXY, scratch) {
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jHi = grid - 1;
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if (jLo > jHi)
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return;
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-
const at =
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-
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const at = out.starts.length;
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out.xy.push(x0, y0, x1, y1);
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out.starts.push(start);
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const horizontal = y0 === y1;
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const inv = horizontal ? 0 : 1 / (y1 - y0);
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for (let j = jLo; j <= jHi; j++) {
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@@ -29,6 +29,20 @@ export interface DrapeGeometryPath {
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readonly closed: boolean;
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/** The bounding box of each block (minX, minY, maxX, maxY) */
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readonly blocks: Float64Array;
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/**
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* Where the vertices of a quantized path came from (absent on a path of the original
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* geometry)
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*
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* A dashed line keeps the pattern of the original path on a coarse tile: the length along
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* the path at a vertex is that of the original vertex it was rounded from
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* ({@link drapePathStarts}).
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*/
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readonly origin?: DrapePathOrigin;
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}
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/** The original path of a quantized path, and the original vertex of each of its vertices */
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export interface DrapePathOrigin {
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readonly path: DrapeGeometryPath;
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readonly vertices: Int32Array;
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}
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/** The geometry of a single feature */
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export interface DrapeGeometry {
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@@ -93,3 +107,16 @@ export declare function buildDrapeGeometry(paths: ReadonlyArray<ReadonlyArray<Co
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* @param level The fineness of the grid. The grid spacing is 2^-level (in Mercator units)
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*/
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export declare function drapeQuantizedGeometry(geometry: DrapeGeometry, level: number): DrapeGeometry;
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/**
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* The length along a path from its first vertex to each of its vertices (Mercator units)
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*
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* Entry `e` is where edge `e` starts on the path, so a dashed line can place its pattern on
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* every edge on its own (on a closed path the last edge, back to the first vertex, starts at
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* the last vertex). It is built only for dashed lines and polygons with a dashed outline, the
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* first time a tile needs it, so a solid line pays nothing for it.
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*
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* A quantized path takes the lengths of the original vertices it was rounded from, so the
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* pattern on a coarse tile stays in step with the pattern on the fine tiles next to it. A
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* square standing in for a collapsed polygon has no original and measures itself.
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*/
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export declare function drapePathStarts(path: DrapeGeometryPath): Float64Array;
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@@ -103,15 +103,18 @@ export function buildDrapeGeometry(paths, closed) {
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}
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/**
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* Assembles the geometry from paths in Mercator coordinates
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*
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* @param origins The origin of each path, for quantized geometry (null for a path that has none)
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*/
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-
function buildFromMercatorPaths(paths, closed) {
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function buildFromMercatorPaths(paths, closed, origins) {
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const out = [];
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let minX = Number.POSITIVE_INFINITY;
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let minY = Number.POSITIVE_INFINITY;
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let maxX = Number.NEGATIVE_INFINITY;
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let maxY = Number.NEGATIVE_INFINITY;
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let edgeCount = 0;
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for (
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for (let p = 0; p < paths.length; p++) {
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const xy = paths[p];
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const count = xy.length / 2;
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if (count < 2)
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continue;
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@@ -156,7 +159,10 @@ function buildFromMercatorPaths(paths, closed) {
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blocks[b * 4 + 2] = bx1;
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blocks[b * 4 + 3] = by1;
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}
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-
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+
const origin = origins?.[p];
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out.push(origin
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? { xy, edgeCount: edges, closed, blocks, origin }
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: { xy, edgeCount: edges, closed, blocks });
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edgeCount += edges;
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}
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if (out.length === 0) {
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@@ -193,10 +199,13 @@ export function drapeQuantizedGeometry(geometry, level) {
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return hit;
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const step = 2 ** -level;
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const paths = [];
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+
const origins = [];
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for (const path of geometry.paths) {
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const source = path.xy;
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const count = source.length / 2;
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const out = [];
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/** The original vertex of each vertex kept */
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const kept = [];
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let lastX = Number.NaN;
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let lastY = Number.NaN;
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for (let i = 0; i < count; i++) {
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@@ -205,6 +214,7 @@ export function drapeQuantizedGeometry(geometry, level) {
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if (qx === lastX && qy === lastY)
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continue;
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out.push(qx, qy);
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+
kept.push(i);
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lastX = qx;
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lastY = qy;
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}
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@@ -213,16 +223,20 @@ export function drapeQuantizedGeometry(geometry, level) {
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// dropped
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while (out.length >= 6 && out[out.length - 2] === out[0] && out[out.length - 1] === out[1]) {
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out.length -= 2;
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+
kept.length -= 1;
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}
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if (out.length / 2 < 3) {
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// A polygon collapsed by the rounding is replaced with a square of one grid cell.
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// Dropping it would leave the fill missing just there and produce spotty white
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// blotches (confirmed hands-on, the city center at z8.7; it was pronounced in areas
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221
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// where small polygons at the chome level line up).
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222
|
-
// The error stays within one grid cell (1/256 of a tile = about 2 pixels on screen)
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233
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+
// The error stays within one grid cell (1/256 of a tile = about 2 pixels on screen).
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234
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+
// It has no origin: a dash pattern on it would be smaller than a pixel anyway
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223
235
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const box = squareAt(source, step);
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224
|
-
if (box)
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|
236
|
+
if (box) {
|
|
225
237
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paths.push(box);
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|
238
|
+
origins.push(null);
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|
239
|
+
}
|
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226
240
|
continue;
|
|
227
241
|
}
|
|
228
242
|
}
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@@ -230,8 +244,9 @@ export function drapeQuantizedGeometry(geometry, level) {
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230
244
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continue;
|
|
231
245
|
}
|
|
232
246
|
paths.push(new Float64Array(out));
|
|
247
|
+
origins.push({ path, vertices: new Int32Array(kept) });
|
|
233
248
|
}
|
|
234
|
-
const built = buildFromMercatorPaths(paths, geometry.paths[0]?.closed ?? true);
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|
249
|
+
const built = buildFromMercatorPaths(paths, geometry.paths[0]?.closed ?? true, origins);
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|
235
250
|
cache.set(level, built);
|
|
236
251
|
return built;
|
|
237
252
|
}
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|
@@ -258,3 +273,39 @@ function squareAt(source, step) {
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258
273
|
const cy = Math.round(sy / count / step) * step;
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|
259
274
|
return new Float64Array([cx, cy, cx + step, cy, cx + step, cy + step, cx, cy + step]);
|
|
260
275
|
}
|
|
276
|
+
/** The lengths along the paths (path -> the length at each vertex) */
|
|
277
|
+
const startsCache = new WeakMap();
|
|
278
|
+
/**
|
|
279
|
+
* The length along a path from its first vertex to each of its vertices (Mercator units)
|
|
280
|
+
*
|
|
281
|
+
* Entry `e` is where edge `e` starts on the path, so a dashed line can place its pattern on
|
|
282
|
+
* every edge on its own (on a closed path the last edge, back to the first vertex, starts at
|
|
283
|
+
* the last vertex). It is built only for dashed lines and polygons with a dashed outline, the
|
|
284
|
+
* first time a tile needs it, so a solid line pays nothing for it.
|
|
285
|
+
*
|
|
286
|
+
* A quantized path takes the lengths of the original vertices it was rounded from, so the
|
|
287
|
+
* pattern on a coarse tile stays in step with the pattern on the fine tiles next to it. A
|
|
288
|
+
* square standing in for a collapsed polygon has no original and measures itself.
|
|
289
|
+
*/
|
|
290
|
+
export function drapePathStarts(path) {
|
|
291
|
+
const hit = startsCache.get(path);
|
|
292
|
+
if (hit)
|
|
293
|
+
return hit;
|
|
294
|
+
const count = path.xy.length / 2;
|
|
295
|
+
const starts = new Float64Array(count);
|
|
296
|
+
if (path.origin) {
|
|
297
|
+
const original = drapePathStarts(path.origin.path);
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|
298
|
+
for (let i = 0; i < count; i++)
|
|
299
|
+
starts[i] = original[path.origin.vertices[i]];
|
|
300
|
+
}
|
|
301
|
+
else {
|
|
302
|
+
const xy = path.xy;
|
|
303
|
+
let total = 0;
|
|
304
|
+
for (let i = 1; i < count; i++) {
|
|
305
|
+
total += Math.hypot(xy[i * 2] - xy[i * 2 - 2], xy[i * 2 + 1] - xy[i * 2 - 1]);
|
|
306
|
+
starts[i] = total;
|
|
307
|
+
}
|
|
308
|
+
}
|
|
309
|
+
startsCache.set(path, starts);
|
|
310
|
+
return starts;
|
|
311
|
+
}
|
|
@@ -25,8 +25,8 @@ export declare const DRAPE_MAX_VERTICES = 4000000;
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|
25
25
|
export interface DrapeCollectResult {
|
|
26
26
|
/** The elements in draw order */
|
|
27
27
|
readonly elements: DrapeElement[];
|
|
28
|
-
/** The IDs of the Store features that cannot be put on the drape (points, images
|
|
29
|
-
*
|
|
28
|
+
/** The IDs of the Store features that cannot be put on the drape (points, images and so
|
|
29
|
+
* on) */
|
|
30
30
|
readonly excluded: Set<string>;
|
|
31
31
|
/** The breaks in the stacking order (the positions of the images; dataset order =
|
|
32
32
|
* ascending afterElements) */
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|
@@ -98,8 +98,13 @@ export interface DrapeDatasetSource {
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|
|
98
98
|
* It is not narrowed down by the view. Narrowing it down would change the element order every
|
|
99
99
|
* time the view moves and require rebuilding the tile indices (the narrowing down within a
|
|
100
100
|
* tile is done by `binTile` using the bounding boxes).
|
|
101
|
+
*
|
|
102
|
+
* @param pixelRatio The rendering pixel ratio, for widths fixed in screen pixels (the rendering
|
|
103
|
+
* scale included; `resolvePixelRatio`)
|
|
104
|
+
* @param contentPixelRatio The rendering pixel ratio for widths that follow the zoom (the
|
|
105
|
+
* rendering scale not applied; `resolveContentPixelRatio`)
|
|
101
106
|
*/
|
|
102
|
-
export declare function collectDrapeElements(store: Store, styles: RetainedStyleResolver, pixelRatio: number, datasets: readonly DrapeDatasetSource[]): DrapeCollectResult;
|
|
107
|
+
export declare function collectDrapeElements(store: Store, styles: RetainedStyleResolver, pixelRatio: number, contentPixelRatio: number, datasets: readonly DrapeDatasetSource[]): DrapeCollectResult;
|
|
103
108
|
/**
|
|
104
109
|
* Whether the analytic drape may be used
|
|
105
110
|
*
|