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📐 using earcut for triangulation, implementing own Canvas
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@ -27,7 +27,6 @@ No web browser around? No worries - discover the planet in your console!
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## Behind the scenes
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### Libraries
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#### Mastering the console
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* [`drawille-canvas-blessed-contrib`](https://github.com/yaronn/drawille-canvas-blessed-contrib/) for [braille](http://www.fileformat.info/info/unicode/block/braille_patterns/utf8test.htm) rendering
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* [`x256`](https://github.com/substack/node-x256) for finding nearest xterm-256 [color codes](https://en.wikipedia.org/wiki/File:Xterm_256color_chart.svg)
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* [`term-mouse`](https://github.com/CoderPuppy/term-mouse) for mouse handling
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* [`keypress`](https://github.com/TooTallNate/keypress) for input handling
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@ -38,9 +37,10 @@ No web browser around? No worries - discover the planet in your console!
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* [`vector-tile-js`](https://github.com/mapbox/vector-tile-js) for [VectorTile](https://github.com/mapbox/vector-tile-spec/tree/master/2.1) parsing
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#### Juggling the vectors and numbers
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* [`pnltri`](https://github.com/jahting/pnltri.js) for polygon triangulation to draw 'em filled
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* [`earcut`](https://github.com/mapbox/earcut) for polygon triangulation
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* [`rbush`](https://github.com/mourner/rbush) for 2D spatial indexing based label and mouse collision detection
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* [`gl-matrix`](https://github.com/toji/gl-matrix) for vector and matrix operations
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* [`breseham`](https://github.com/madbence/node-bresenham) for line calculations
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* [`sphericalmercator`](https://github.com/mapbox/node-sphericalmercator) for [EPSG:3857](http://spatialreference.org/ref/sr-org/6864/) <> [WGS84](http://spatialreference.org/ref/epsg/wgs-84/) conversions
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### TODOs
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@ -20,12 +20,12 @@
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"author": "Michael Straßburger <codepoet@cpan.org>",
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"license": "MIT",
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"dependencies": {
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"bresenham": "0.0.4",
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"coffee-script": "^1.10.0",
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"drawille-canvas-blessed-contrib": "git+https://github.com/rastapasta/drawille-canvas-blessed-contrib.git",
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"earcut": "^2.1.1",
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"gl-matrix": "^2.3.2",
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"keypress": "^0.2.1",
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"pbf": "^3.0.0",
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"pnltri": "^2.1.1",
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"rbush": "^2.0.1",
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"sphericalmercator": "^1.0.5",
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"term-mouse": "^0.1.1",
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@ -5,8 +5,9 @@
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Simple pixel to barille character mapper
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Implementation inspired by node-drawille (https://github.com/madbence/node-drawille)
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* added written text support
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* added color support
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* added support for filled polygons
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* added text label support
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* general optimizations
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-> more bit shifting/operations, less Math.floors
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@ -78,12 +79,5 @@ module.exports = class BrailleBuffer
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@colorBuffer[idx] = @termColor color
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writeText: (text, x, y, color, center = true) ->
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x -= text.length/2 if center
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x -= text.length/2+1 if center
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@setChar text.charAt(i), x+i*2, y, color for i in [0...text.length]
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# buffer = new BrailleBuffer 100, 16
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# for i in [0...255]
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# buffer.setPixel i, 8+8*Math.cos(i/10*Math.PI/2), i
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#
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# buffer.writeText "ruth", 10, 0, 111
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# console.log buffer.frame()
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@ -2,40 +2,107 @@
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termap - Terminal Map Viewer
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by Michael Strassburger <codepoet@cpan.org>
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Extends drawille-canvas to add additional drawing functions.
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To be PRed up the tree at some point.
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Simple pixel to barille character mapper
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Implementation inspired by node-drawille-canvas (https://github.com/madbence/node-drawille-canvas)
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* added support for filled polygons
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* improved text rendering
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Will most likely be turned into a stand alone module at some point
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###
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BlessedCanvas = require 'drawille-canvas-blessed-contrib'
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vec2 = require('gl-matrix').vec2
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bresenham = require 'bresenham'
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glMatrix = require 'gl-matrix'
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earcut = require 'earcut'
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module.exports = class Canvas extends BlessedCanvas
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BrailleBuffer = require './BrailleBuffer'
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# bresenham: (from, to) ->
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# points = []
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# adx = Math.abs dx = to.x - from.x
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# ady = Math.abs dy = to.y - from.y
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# eps = 0
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# sx = if dx > 0 then 1 else -1
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# sy = if dy > 0 then 1 else -1
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#
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# [x, y] = from
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# if adx > ady
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# while if sx < 0 then x >= x1 else x <= x1
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# points.add x:, y: y
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# eps += ady
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# if eps<<1 >= adx
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# y += sy
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# eps -= adx
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#
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# x += sx
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# else
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# while if sy < 0 then y >= y1 else y <= y1
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# fn(x, y);
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# eps += adx;
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# if eps<<1 >= ady
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# x += sx;
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# eps -= ady;
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#
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# y += sy
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# arr
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vec2 = glMatrix.vec2
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mat2d = glMatrix.mat2d
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module.exports = class Canvas
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matrix: null
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constructor: (@width, @height) ->
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@buffer = new BrailleBuffer @width, @height
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@reset()
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reset: ->
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@matrix = mat2d.create()
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print: ->
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process.stdout.write @buffer.frame()
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translate: (x, y) ->
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mat2d.translate @matrix, @matrix, vec2.fromValues(x, y)
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clear: ->
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@buffer.clear()
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text: (text, x, y, color, center = true) ->
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@buffer.writeText text, x, y, color, center
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polyline: (points, color) ->
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projected = (@_project point[0], point[1] for point in points)
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for i in [1...projected.length]
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bresenham projected[i-1]..., projected[i]...,
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(x, y) => @buffer.setPixel x, y, color
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# TODO: support for polygon holes
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polygon: (points, color) ->
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vertices = []
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for point in points
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vertices = vertices.concat @_project point[0], point[1]
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triangles = earcut vertices
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extract = (pointId) ->
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[vertices[pointId*2], vertices[pointId*2+1]]
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for i in [0...triangles.length] by 3
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@_filledTriangle extract(triangles[i]), extract(triangles[i+1]), extract(triangles[i+2]), color
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_bresenham: (pointA, pointB) ->
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bresenham pointA[0], pointA[1],
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pointB[0], pointB[1]
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_project: (x, y) ->
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point = vec2.transformMat2d vec2.create(), vec2.fromValues(x, y), @matrix
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[Math.floor(point[0]), Math.floor(point[1])]
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_filledRectangle: (x, y, width, height, color) ->
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pointA = @_project x, y
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pointB = @_project x+width, y
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pointC = @_project x, y+height
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pointD = @_project x+width, y+height
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@_filledTriangle pointA, pointB, pointC, color
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@_filledTriangle pointC, pointB, pointD, color
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# Draws a filled triangle
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_filledTriangle: (pointA, pointB, pointC, color) ->
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a = @_bresenham pointB, pointC
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b = @_bresenham pointA, pointC
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c = @_bresenham pointA, pointB
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# Filter out any points outside of the visible area
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# TODO: benchmark - is it more effective to filter double points, or does
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# it req more computing time than actually setting points multiple times?
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last = null
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points = a.concat(b).concat(c)
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.filter (point) => 0 <= point.y < @height
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.sort (a, b) -> if a.y is b.y then a.x - b.x else a.y-b.y
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.filter (point) ->
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[lastPoint, last] = [last, point]
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not lastPoint or lastPoint.x isnt point.x or lastPoint.y isnt point.y
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for i, point of points
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next = points[i*1+1]
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if point.y is next?.y
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left = Math.max 0, point.x
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right = Math.min @width, next?.x
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@buffer.setPixel x, point.y, color for x in [left..right]
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else
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@buffer.setPixel point.x, point.y, color
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@ -5,7 +5,6 @@
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The Console Vector Tile renderer - bäm!
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###
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x256 = require 'x256'
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triangulator = new (require('pnltri')).Triangulator()
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Canvas = require './Canvas'
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LabelBuffer = require './LabelBuffer'
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@ -17,7 +16,8 @@ module.exports = class Renderer
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fillPolygons: true
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language: 'de'
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drawOrder: ["admin", "building", "road", "water", "poi_label", "place_label", "housenum_label"]
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#"poi_label", "housenum_label", "water",
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drawOrder: ["admin", "building", "road", "place_label"]
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icons:
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car: "🚗"
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@ -77,14 +77,13 @@ module.exports = class Renderer
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# @canvas.strokeStyle = x256 utils.hex2rgb(color)...
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# @canvas.fillRect 0, 0, @width, @height
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# else
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@canvas.clearRect 0, 0, @width, @height
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@canvas.clear()
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@canvas.reset()
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@canvas.save()
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@canvas.translate @view[0], @view[1]
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@_drawLayers()
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@canvas.restore()
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@_write @canvas._canvas.frame()
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@canvas.print()
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@isDrawing = false
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@ -114,9 +113,7 @@ module.exports = class Renderer
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return false
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toDraw = for points in feature.points
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for point in points
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x: point.x/scale
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y: point.y/scale
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[point.x/scale, point.y/scale] for point in points
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color = style.paint['line-color'] or style.paint['fill-color'] or style.paint['text-color']
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@ -124,16 +121,15 @@ module.exports = class Renderer
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if color instanceof Object
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color = color.stops[0][1]
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@canvas.fillStyle = @canvas.strokeStyle = x256 utils.hex2rgb color
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colorCode = x256 utils.hex2rgb color
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switch feature.type
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when "LineString"
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@_drawWithLines points for points in toDraw
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@canvas.polyline points, colorCode for points in toDraw
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true
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when "Polygon"
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unless @config.fillPolygons and @_drawWithTriangles toDraw
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@_drawWithLines points for points in toDraw
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@canvas.polygon toDraw[0], colorCode
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true
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when "Point"
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@ -150,37 +146,11 @@ module.exports = class Renderer
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x = point.x - text.length
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#continue if x-@view[0] < 0
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if @labelBuffer.writeIfPossible text, x, point.y
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@canvas.fillText text, x, point.y
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@canvas.text text, x, point.y, colorCode
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wasDrawn = true
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wasDrawn
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_drawWithTriangles: (points) ->
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try
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triangles = triangulator.triangulate_polygon points
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catch
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return false
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return false unless triangles.length
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# TODO: triangles are returned as vertex references to a flattened input.
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# optimize it!
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arr = points.reduce (a, b) -> a.concat b
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for triangle in triangles
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try
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@canvas.fillTriangle arr[triangle[0]], arr[triangle[1]], arr[triangle[2]]
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catch
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return false
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true
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_drawWithLines: (points) ->
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@canvas.beginPath()
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first = points.shift()
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@canvas.moveTo first.x, first.y
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@canvas.lineTo point.x, point.y for point in points
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@canvas.stroke()
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_isOnScreen: (point) ->
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point.x+@view[0]>=4 and
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point.x+@view[0]<@width-4 and
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