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maplibre-gl

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BSD licensed community fork of mapbox-gl, a WebGL interactive maps library

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import Point from '@mapbox/point-geometry'; import {mat4, vec4} from 'gl-matrix'; import * as symbolSize from './symbol_size'; import {addDynamicAttributes} from '../data/bucket/symbol_bucket'; import type {Painter} from '../render/painter'; import type {Transform} from '../geo/transform'; import type {SymbolBucket} from '../data/bucket/symbol_bucket'; import type { GlyphOffsetArray, SymbolLineVertexArray, SymbolDynamicLayoutArray } from '../data/array_types.g'; import {WritingMode} from '../symbol/shaping'; import {findLineIntersection} from '../util/util'; export {updateLineLabels, hideGlyphs, getLabelPlaneMatrix, getGlCoordMatrix, project, getPerspectiveRatio, placeFirstAndLastGlyph, placeGlyphAlongLine, xyTransformMat4, projectVertexToViewport, findOffsetIntersectionPoint, transformToOffsetNormal}; /* * # Overview of coordinate spaces * * ## Tile coordinate spaces * Each label has an anchor. Some labels have corresponding line geometries. * The points for both anchors and lines are stored in tile units. Each tile has it's own * coordinate space going from (0, 0) at the top left to (EXTENT, EXTENT) at the bottom right. * * ## GL coordinate space * At the end of everything, the vertex shader needs to produce a position in GL coordinate space, * which is (-1, 1) at the top left and (1, -1) in the bottom right. * * ## Map pixel coordinate spaces * Each tile has a pixel coordinate space. It's just the tile units scaled so that one unit is * whatever counts as 1 pixel at the current zoom. * This space is used for pitch-alignment=map, rotation-alignment=map * * ## Rotated map pixel coordinate spaces * Like the above, but rotated so axis of the space are aligned with the viewport instead of the tile. * This space is used for pitch-alignment=map, rotation-alignment=viewport * * ## Viewport pixel coordinate space * (0, 0) is at the top left of the canvas and (pixelWidth, pixelHeight) is at the bottom right corner * of the canvas. This space is used for pitch-alignment=viewport * * * # Vertex projection * It goes roughly like this: * 1. project the anchor and line from tile units into the correct label coordinate space * - map pixel space pitch-alignment=map rotation-alignment=map * - rotated map pixel space pitch-alignment=map rotation-alignment=viewport * - viewport pixel space pitch-alignment=viewport rotation-alignment=* * 2. if the label follows a line, find the point along the line that is the correct distance from the anchor. * 3. add the glyph's corner offset to the point from step 3 * 4. convert from the label coordinate space to gl coordinates * * For horizontal labels we want to do step 1 in the shader for performance reasons (no cpu work). * This is what `u_label_plane_matrix` is used for. * For labels aligned with lines we have to steps 1 and 2 on the cpu since we need access to the line geometry. * This is what `updateLineLabels(...)` does. * Since the conversion is handled on the cpu we just set `u_label_plane_matrix` to an identity matrix. * * Steps 3 and 4 are done in the shaders for all labels. */ /* * Returns a matrix for converting from tile units to the correct label coordinate space. */ function getLabelPlaneMatrix(posMatrix: mat4, pitchWithMap: boolean, rotateWithMap: boolean, transform: Transform, pixelsToTileUnits: number) { const m = mat4.create(); if (pitchWithMap) { mat4.scale(m, m, [1 / pixelsToTileUnits, 1 / pixelsToTileUnits, 1]); if (!rotateWithMap) { mat4.rotateZ(m, m, transform.angle); } } else { mat4.multiply(m, transform.labelPlaneMatrix, posMatrix); } return m; } /* * Returns a matrix for converting from the correct label coordinate space to gl coords. */ function getGlCoordMatrix(posMatrix: mat4, pitchWithMap: boolean, rotateWithMap: boolean, transform: Transform, pixelsToTileUnits: number) { if (pitchWithMap) { const m = mat4.clone(posMatrix); mat4.scale(m, m, [pixelsToTileUnits, pixelsToTileUnits, 1]); if (!rotateWithMap) { mat4.rotateZ(m, m, -transform.angle); } return m; } else { return transform.glCoordMatrix; } } function project(point: Point, matrix: mat4, getElevation?: (x: number, y: number) => number) { let pos; if (getElevation) { // slow because of handle z-index pos = [point.x, point.y, getElevation(point.x, point.y), 1] as vec4; vec4.transformMat4(pos, pos, matrix); } else { // fast because of ignore z-index pos = [point.x, point.y, 0, 1] as vec4; xyTransformMat4(pos, pos, matrix); } const w = pos[3]; return { point: new Point(pos[0] / w, pos[1] / w), signedDistanceFromCamera: w }; } function getPerspectiveRatio(cameraToCenterDistance: number, signedDistanceFromCamera: number): number { return 0.5 + 0.5 * (cameraToCenterDistance / signedDistanceFromCamera); } function isVisible(anchorPos: vec4, clippingBuffer: [number, number]) { const x = anchorPos[0] / anchorPos[3]; const y = anchorPos[1] / anchorPos[3]; const inPaddedViewport = ( x >= -clippingBuffer[0] && x <= clippingBuffer[0] && y >= -clippingBuffer[1] && y <= clippingBuffer[1]); return inPaddedViewport; } /* * Update the `dynamicLayoutVertexBuffer` for the buffer with the correct glyph positions for the current map view. * This is only run on labels that are aligned with lines. Horizontal labels are handled entirely in the shader. */ function updateLineLabels(bucket: SymbolBucket, posMatrix: mat4, painter: Painter, isText: boolean, labelPlaneMatrix: mat4, glCoordMatrix: mat4, pitchWithMap: boolean, keepUpright: boolean, rotateToLine: boolean, getElevation: (x: number, y: number) => number) { const sizeData = isText ? bucket.textSizeData : bucket.iconSizeData; const partiallyEvaluatedSize = symbolSize.evaluateSizeForZoom(sizeData, painter.transform.zoom); const clippingBuffer: [number, number] = [256 / painter.width * 2 + 1, 256 / painter.height * 2 + 1]; const dynamicLayoutVertexArray = isText ? bucket.text.dynamicLayoutVertexArray : bucket.icon.dynamicLayoutVertexArray; dynamicLayoutVertexArray.clear(); const lineVertexArray = bucket.lineVertexArray; const placedSymbols = isText ? bucket.text.placedSymbolArray : bucket.icon.placedSymbolArray; const aspectRatio = painter.transform.width / painter.transform.height; let useVertical = false; for (let s = 0; s < placedSymbols.length; s++) { const symbol = placedSymbols.get(s); // Don't do calculations for vertical glyphs unless the previous symbol was horizontal // and we determined that vertical glyphs were necessary. // Also don't do calculations for symbols that are collided and fully faded out if (symbol.hidden || symbol.writingMode === WritingMode.vertical && !useVertical) { hideGlyphs(symbol.numGlyphs, dynamicLayoutVertexArray); continue; } // Awkward... but we're counting on the paired "vertical" symbol coming immediately after its horizontal counterpart useVertical = false; let anchorPos; if (getElevation) { // slow because of handle z-index anchorPos = [symbol.anchorX, symbol.anchorY, getElevation(symbol.anchorX, symbol.anchorY), 1] as vec4; vec4.transformMat4(anchorPos, anchorPos, posMatrix); } else { // fast because of ignore z-index anchorPos = [symbol.anchorX, symbol.anchorY, 0, 1] as vec4; xyTransformMat4(anchorPos, anchorPos, posMatrix); } // Don't bother calculating the correct point for invisible labels. if (!isVisible(anchorPos, clippingBuffer)) { hideGlyphs(symbol.numGlyphs, dynamicLayoutVertexArray); continue; } const cameraToAnchorDistance = anchorPos[3]; const perspectiveRatio = getPerspectiveRatio(painter.transform.cameraToCenterDistance, cameraToAnchorDistance); const fontSize = symbolSize.evaluateSizeForFeature(sizeData, partiallyEvaluatedSize, symbol); const pitchScaledFontSize = pitchWithMap ? fontSize / perspectiveRatio : fontSize * perspectiveRatio; const tileAnchorPoint = new Point(symbol.anchorX, symbol.anchorY); const anchorPoint = project(tileAnchorPoint, labelPlaneMatrix, getElevation).point; const projectionCache = {projections: {}, offsets: {}}; const placeUnflipped: any = placeGlyphsAlongLine(symbol, pitchScaledFontSize, false /*unflipped*/, keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, bucket.glyphOffsetArray, lineVertexArray, dynamicLayoutVertexArray, anchorPoint, tileAnchorPoint, projectionCache, aspectRatio, rotateToLine, getElevation); useVertical = placeUnflipped.useVertical; if (placeUnflipped.notEnoughRoom || useVertical || (placeUnflipped.needsFlipping && (placeGlyphsAlongLine(symbol, pitchScaledFontSize, true /*flipped*/, keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, bucket.glyphOffsetArray, lineVertexArray, dynamicLayoutVertexArray, anchorPoint, tileAnchorPoint, projectionCache, aspectRatio, rotateToLine, getElevation) as any).notEnoughRoom)) { hideGlyphs(symbol.numGlyphs, dynamicLayoutVertexArray); } } if (isText) { bucket.text.dynamicLayoutVertexBuffer.updateData(dynamicLayoutVertexArray); } else { bucket.icon.dynamicLayoutVertexBuffer.updateData(dynamicLayoutVertexArray); } } type FirstAndLastGlyphPlacement = { first: PlacedGlyph; last: PlacedGlyph; } | null; /* * Place the first and last glyph of a line label, projected to the label plane. * This function is called both during collision detection (to determine the label's size) * and during line label rendering (to make sure the label fits on the line geometry with * the current camera position, which may differ from the position used during collision detection). * * Calling this function has the effect of populating the "projectionCache" with all projected * vertex locations the label will need, making future calls to placeGlyphAlongLine (for all the * intermediate glyphs) much cheaper. * * Returns null if the label can't fit on the geometry */ function placeFirstAndLastGlyph(fontScale: number, glyphOffsetArray: GlyphOffsetArray, lineOffsetX: number, lineOffsetY: number, flip: boolean, anchorPoint: Point, tileAnchorPoint: Point, symbol: any, lineVertexArray: SymbolLineVertexArray, labelPlaneMatrix: mat4, projectionCache: ProjectionCache, rotateToLine: boolean, getElevation: (x: number, y: number) => number): FirstAndLastGlyphPlacement { const glyphEndIndex = symbol.glyphStartIndex + symbol.numGlyphs; const lineStartIndex = symbol.lineStartIndex; const lineEndIndex = symbol.lineStartIndex + symbol.lineLength; const firstGlyphOffset = glyphOffsetArray.getoffsetX(symbol.glyphStartIndex); const lastGlyphOffset = glyphOffsetArray.getoffsetX(glyphEndIndex - 1); const firstPlacedGlyph = placeGlyphAlongLine(fontScale * firstGlyphOffset, lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, symbol.segment, lineStartIndex, lineEndIndex, lineVertexArray, labelPlaneMatrix, projectionCache, rotateToLine, getElevation); if (!firstPlacedGlyph) return null; const lastPlacedGlyph = placeGlyphAlongLine(fontScale * lastGlyphOffset, lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, symbol.segment, lineStartIndex, lineEndIndex, lineVertexArray, labelPlaneMatrix, projectionCache, rotateToLine, getElevation); if (!lastPlacedGlyph) return null; return {first: firstPlacedGlyph, last: lastPlacedGlyph}; } function requiresOrientationChange(writingMode, firstPoint, lastPoint, aspectRatio) { if (writingMode === WritingMode.horizontal) { // On top of choosing whether to flip, choose whether to render this version of the glyphs or the alternate // vertical glyphs. We can't just filter out vertical glyphs in the horizontal range because the horizontal // and vertical versions can have slightly different projections which could lead to angles where both or // neither showed. const rise = Math.abs(lastPoint.y - firstPoint.y); const run = Math.abs(lastPoint.x - firstPoint.x) * aspectRatio; if (rise > run) { return {useVertical: true}; } } if (writingMode === WritingMode.vertical ? firstPoint.y < lastPoint.y : firstPoint.x > lastPoint.x) { // Includes "horizontalOnly" case for labels without vertical glyphs return {needsFlipping: true}; } return null; } /* * Place first and last glyph along the line projected to label plane, and if they fit * iterate through all the intermediate glyphs, calculating their label plane positions * from the projected line. * * Finally, add resulting glyph position calculations to dynamicLayoutVertexArray for * upload to the GPU */ function placeGlyphsAlongLine(symbol, fontSize, flip, keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix, glyphOffsetArray, lineVertexArray, dynamicLayoutVertexArray, anchorPoint, tileAnchorPoint, projectionCache, aspectRatio, rotateToLine, getElevation) { const fontScale = fontSize / 24; const lineOffsetX = symbol.lineOffsetX * fontScale; const lineOffsetY = symbol.lineOffsetY * fontScale; let placedGlyphs; if (symbol.numGlyphs > 1) { const glyphEndIndex = symbol.glyphStartIndex + symbol.numGlyphs; const lineStartIndex = symbol.lineStartIndex; const lineEndIndex = symbol.lineStartIndex + symbol.lineLength; // Place the first and the last glyph in the label first, so we can figure out // the overall orientation of the label and determine whether it needs to be flipped in keepUpright mode const firstAndLastGlyph = placeFirstAndLastGlyph(fontScale, glyphOffsetArray, lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, symbol, lineVertexArray, labelPlaneMatrix, projectionCache, rotateToLine, getElevation); if (!firstAndLastGlyph) { return {notEnoughRoom: true}; } const firstPoint = project(firstAndLastGlyph.first.point, glCoordMatrix, getElevation).point; const lastPoint = project(firstAndLastGlyph.last.point, glCoordMatrix, getElevation).point; if (keepUpright && !flip) { const orientationChange = requiresOrientationChange(symbol.writingMode, firstPoint, lastPoint, aspectRatio); if (orientationChange) { return orientationChange; } } placedGlyphs = [firstAndLastGlyph.first]; for (let glyphIndex = symbol.glyphStartIndex + 1; glyphIndex < glyphEndIndex - 1; glyphIndex++) { // Since first and last glyph fit on the line, we're sure that the rest of the glyphs can be placed placedGlyphs.push(placeGlyphAlongLine(fontScale * glyphOffsetArray.getoffsetX(glyphIndex), lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, symbol.segment, lineStartIndex, lineEndIndex, lineVertexArray, labelPlaneMatrix, projectionCache, rotateToLine, getElevation)); } placedGlyphs.push(firstAndLastGlyph.last); } else { // Only a single glyph to place // So, determine whether to flip based on projected angle of the line segment it's on if (keepUpright && !flip) { const a = project(tileAnchorPoint, posMatrix, getElevation).point; const tileVertexIndex = (symbol.lineStartIndex + symbol.segment + 1); const tileSegmentEnd = new Point(lineVertexArray.getx(tileVertexIndex), lineVertexArray.gety(tileVertexIndex)); const projectedVertex = project(tileSegmentEnd, posMatrix, getElevation); // We know the anchor will be in the viewport, but the end of the line segment may be // behind the plane of the camera, in which case we can use a point at any arbitrary (closer) // point on the segment. const b = (projectedVertex.signedDistanceFromCamera > 0) ? projectedVertex.point : projectTruncatedLineSegment(tileAnchorPoint, tileSegmentEnd, a, 1, posMatrix, getElevation); const orientationChange = requiresOrientationChange(symbol.writingMode, a, b, aspectRatio); if (orientationChange) { return orientationChange; } } const singleGlyph = placeGlyphAlongLine(fontScale * glyphOffsetArray.getoffsetX(symbol.glyphStartIndex), lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, symbol.segment, symbol.lineStartIndex, symbol.lineStartIndex + symbol.lineLength, lineVertexArray, labelPlaneMatrix, projectionCache, rotateToLine, getElevation); if (!singleGlyph) return {notEnoughRoom: true}; placedGlyphs = [singleGlyph]; } for (const glyph of placedGlyphs) { addDynamicAttributes(dynamicLayoutVertexArray, glyph.point, glyph.angle); } return {}; } function projectTruncatedLineSegment(previousTilePoint: Point, currentTilePoint: Point, previousProjectedPoint: Point, minimumLength: number, projectionMatrix: mat4, getElevation: (x: number, y: number) => number) { // We are assuming "previousTilePoint" won't project to a point within one unit of the camera plane // If it did, that would mean our label extended all the way out from within the viewport to a (very distant) // point near the plane of the camera. We wouldn't be able to render the label anyway once it crossed the // plane of the camera. const projectedUnitVertex = project(previousTilePoint.add(previousTilePoint.sub(currentTilePoint)._unit()), projectionMatrix, getElevation).point; const projectedUnitSegment = previousProjectedPoint.sub(projectedUnitVertex); return previousProjectedPoint.add(projectedUnitSegment._mult(minimumLength / projectedUnitSegment.mag())); } type IndexToPointCache = { [lineIndex: number]: Point }; /** * We calculate label-plane projected points for line vertices as we place glyphs along the line * Since we will use the same vertices for potentially many glyphs, cache the results for this bucket * over the course of the render. Each vertex location also potentially has one offset equivalent * for us to hold onto. The vertex indices are per-symbol-bucket. */ type ProjectionCache = { /** * tile-unit vertices projected into label-plane units */ projections: IndexToPointCache; /** * label-plane vertices which have been shifted to follow an offset line */ offsets: IndexToPointCache; }; /** * Arguments necessary to project a vertex to the label plane */ type ProjectionArgs = { /** * Used to cache results, save cost if projecting the same vertex multiple times */ projectionCache: ProjectionCache; /** * The array of tile-unit vertices transferred from worker */ lineVertexArray: SymbolLineVertexArray; /** * Label plane projection matrix */ labelPlaneMatrix: mat4; /** * Function to get elevation at a point * @param x - the x coordinate * @param y - the y coordinate */ getElevation: (x: number, y: number) => number; /** * Only for creating synthetic vertices if vertex would otherwise project behind plane of camera */ tileAnchorPoint: Point; /** * Only for creating synthetic vertices if vertex would otherwise project behind plane of camera */ distanceFromAnchor: number; /** * Only for creating synthetic vertices if vertex would otherwise project behind plane of camera */ previousVertex: Point; /** * Only for creating synthetic vertices if vertex would otherwise project behind plane of camera */ direction: number; /** * Only for creating synthetic vertices if vertex would otherwise project behind plane of camera */ absOffsetX: number; }; /** * Transform a vertex from tile coordinates to label plane coordinates * @param index - index of vertex to project * @param projectionArgs - necessary data to project a vertex * @returns the vertex projected to the label plane */ function projectVertexToViewport(index: number, projectionArgs: ProjectionArgs): Point { const {projectionCache, lineVertexArray, labelPlaneMatrix, tileAnchorPoint, distanceFromAnchor, getElevation, previousVertex, direction, absOffsetX} = projectionArgs; if (projectionCache.projections[index]) { return projectionCache.projections[index]; } const currentVertex = new Point(lineVertexArray.getx(index), lineVertexArray.gety(index)); const projection = project(currentVertex, labelPlaneMatrix, getElevation); if (projection.signedDistanceFromCamera > 0) { projectionCache.projections[index] = projection.point; return projection.point; } // The vertex is behind the plane of the camera, so we can't project it // Instead, we'll create a vertex along the line that's far enough to include the glyph const previousLineVertexIndex = index - direction; const previousTilePoint = distanceFromAnchor === 0 ? tileAnchorPoint : new Point(lineVertexArray.getx(previousLineVertexIndex), lineVertexArray.gety(previousLineVertexIndex)); // Don't cache because the new vertex might not be far enough out for future glyphs on the same segment return projectTruncatedLineSegment(previousTilePoint, currentVertex, previousVertex, absOffsetX - distanceFromAnchor + 1, labelPlaneMatrix, getElevation); } /** * Calculate the normal vector for a line segment * @param segmentVector - will be mutated as a tiny optimization * @param offset - magnitude of resulting vector * @param direction - direction of line traversal * @returns a normal vector from the segment, with magnitude equal to offset amount */ function transformToOffsetNormal(segmentVector: Point, offset: number, direction: number): Point { return segmentVector._unit()._perp()._mult(offset * direction); } /** * Construct offset line segments for the current segment and the next segment, then extend/shrink * the segments until they intersect. If the segments are parallel, then they will touch with no modification. * * @param index - Index of the current vertex * @param prevToCurrentOffsetNormal - Normal vector of the line segment from the previous vertex to the current vertex * @param currentVertex - Current (non-offset) vertex projected to the label plane * @param lineStartIndex - Beginning index for the line this label is on * @param lineEndIndex - End index for the line this label is on * @param offsetPreviousVertex - The previous vertex projected to the label plane, and then offset along the previous segments normal * @param lineOffsetY - Magnitude of the offset * @param projectionArgs - Necessary data for tile-to-label-plane projection * @returns The point at which the current and next line segments intersect, once offset and extended/shrunk to their meeting point */ function findOffsetIntersectionPoint(index: number, prevToCurrentOffsetNormal: Point, currentVertex: Point, lineStartIndex: number, lineEndIndex: number, offsetPreviousVertex: Point, lineOffsetY: number, projectionArgs: ProjectionArgs) { const {projectionCache, direction} = projectionArgs; if (projectionCache.offsets[index]) { return projectionCache.offsets[index]; } const offsetCurrentVertex = currentVertex.add(prevToCurrentOffsetNormal); if (index + direction < lineStartIndex || index + direction >= lineEndIndex) { // This is the end of the line, no intersection to calculate projectionCache.offsets[index] = offsetCurrentVertex; return offsetCurrentVertex; } // Offset the vertices for the next segment const nextVertex = projectVertexToViewport(index + direction, projectionArgs); const currentToNextOffsetNormal = transformToOffsetNormal(nextVertex.sub(currentVertex), lineOffsetY, direction); const offsetNextSegmentBegin = currentVertex.add(currentToNextOffsetNormal); const offsetNextSegmentEnd = nextVertex.add(currentToNextOffsetNormal); // find the intersection of these two lines // if the lines are parallel, offsetCurrent/offsetNextBegin will touch projectionCache.offsets[index] = findLineIntersection(offsetPreviousVertex, offsetCurrentVertex, offsetNextSegmentBegin, offsetNextSegmentEnd) || offsetCurrentVertex; return projectionCache.offsets[index]; } /** * Placed Glyph type */ type PlacedGlyph = { /** * The point at which the glyph should be placed, in label plane coordinates */ point: Point; /** * The angle at which the glyph should be placed */ angle: number; /** * The label-plane path used to reach this glyph: used only for collision detection */ path: Array<Point>; }; /* * Place a single glyph along its line, projected into the label plane, by iterating outward * from the anchor point until the distance traversed in the label plane equals the glyph's * offsetX. Returns null if the glyph can't fit on the line geometry. */ function placeGlyphAlongLine( offsetX: number, lineOffsetX: number, lineOffsetY: number, flip: boolean, anchorPoint: Point, tileAnchorPoint: Point, anchorSegment: number, lineStartIndex: number, lineEndIndex: number, lineVertexArray: SymbolLineVertexArray, labelPlaneMatrix: mat4, projectionCache: ProjectionCache, rotateToLine: boolean, getElevation: (x: number, y: number) => number): PlacedGlyph | null { const combinedOffsetX = flip ? offsetX - lineOffsetX : offsetX + lineOffsetX; let direction = combinedOffsetX > 0 ? 1 : -1; let angle = 0; if (flip) { // The label needs to be flipped to keep text upright. // Iterate in the reverse direction. direction *= -1; angle = Math.PI; } if (direction < 0) angle += Math.PI; let currentIndex = direction > 0 ? lineStartIndex + anchorSegment : lineStartIndex + anchorSegment + 1; let currentVertex = anchorPoint; let previousVertex = anchorPoint; // offsetPrev and intersectionPoint are analogous to previousVertex and currentVertex // but if there's a line offset they are calculated in parallel as projection happens let offsetIntersectionPoint: Point; let offsetPreviousVertex: Point; let distanceFromAnchor = 0; let currentSegmentDistance = 0; const absOffsetX = Math.abs(combinedOffsetX); const pathVertices: Array<Point> = []; let currentLineSegment: Point; while (distanceFromAnchor + currentSegmentDistance <= absOffsetX) { currentIndex += direction; // offset does not fit on the projected line if (currentIndex < lineStartIndex || currentIndex >= lineEndIndex) return null; // accumulate values from last iteration distanceFromAnchor += currentSegmentDistance; previousVertex = currentVertex; offsetPreviousVertex = offsetIntersectionPoint; const projectionArgs: ProjectionArgs = { projectionCache, lineVertexArray, labelPlaneMatrix, tileAnchorPoint, distanceFromAnchor, getElevation, previousVertex, direction, absOffsetX }; // find next vertex in viewport space currentVertex = projectVertexToViewport(currentIndex, projectionArgs); if (lineOffsetY === 0) { // Store vertices for collision detection and update current segment geometry pathVertices.push(previousVertex); currentLineSegment = currentVertex.sub(previousVertex); } else { // Calculate the offset for this section let prevToCurrentOffsetNormal; const prevToCurrent = currentVertex.sub(previousVertex); if (prevToCurrent.mag() === 0) { // We are starting with our anchor point directly on the vertex, so look one vertex ahead // to calculate a normal const nextVertex = projectVertexToViewport(currentIndex + direction, projectionArgs); prevToCurrentOffsetNormal = transformToOffsetNormal(nextVertex.sub(currentVertex), lineOffsetY, direction); } else { prevToCurrentOffsetNormal = transformToOffsetNormal(prevToCurrent, lineOffsetY, direction); } // Initialize offsetPrev on our first iteration, after that it will be pre-calculated if (!offsetPreviousVertex) offsetPreviousVertex = previousVertex.add(prevToCurrentOffsetNormal); offsetIntersectionPoint = findOffsetIntersectionPoint(currentIndex, prevToCurrentOffsetNormal, currentVertex, lineStartIndex, lineEndIndex, offsetPreviousVertex, lineOffsetY, projectionArgs); pathVertices.push(offsetPreviousVertex); currentLineSegment = offsetIntersectionPoint.sub(offsetPreviousVertex); } currentSegmentDistance = currentLineSegment.mag(); } // The point is on the current segment. Interpolate to find it. const segmentInterpolationT = (absOffsetX - distanceFromAnchor) / currentSegmentDistance; const p = currentLineSegment._mult(segmentInterpolationT)._add(offsetPreviousVertex || previousVertex); const segmentAngle = angle + Math.atan2(currentVertex.y - previousVertex.y, currentVertex.x - previousVertex.x); pathVertices.push(p); return { point: p, angle: rotateToLine ? segmentAngle : 0.0, path: pathVertices }; } const hiddenGlyphAttributes = new Float32Array([-Infinity, -Infinity, 0, -Infinity, -Infinity, 0, -Infinity, -Infinity, 0, -Infinity, -Infinity, 0]); // Hide them by moving them offscreen. We still need to add them to the buffer // because the dynamic buffer is paired with a static buffer that doesn't get updated. function hideGlyphs(num: number, dynamicLayoutVertexArray: SymbolDynamicLayoutArray) { for (let i = 0; i < num; i++) { const offset = dynamicLayoutVertexArray.length; dynamicLayoutVertexArray.resize(offset + 4); // Since all hidden glyphs have the same attributes, we can build up the array faster with a single call to Float32Array.set // for each set of four vertices, instead of calling addDynamicAttributes for each vertex. dynamicLayoutVertexArray.float32.set(hiddenGlyphAttributes, offset * 3); } } // For line label layout, we're not using z output and our w input is always 1 // This custom matrix transformation ignores those components to make projection faster function xyTransformMat4(out: vec4, a: vec4, m: mat4) { const x = a[0], y = a[1]; out[0] = m[0] * x + m[4] * y + m[12]; out[1] = m[1] * x + m[5] * y + m[13]; out[3] = m[3] * x + m[7] * y + m[15]; return out; }