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🏃 using rbush's bulk load (2-3 times faster), working on polygon speed
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@ -74,7 +74,14 @@ module.exports = class Canvas
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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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pa = extract(triangles[i])
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pb = extract(triangles[i+1])
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pc = extract(triangles[i+2])
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if (0 <= pa[0] < @width and 0 <= pa[1] < @height) or
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(0 <= pb[0] < @width and 0 <= pb[1] < @height) or
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(0 <= pc[0] < @width and 0 <= pc[1] < @height)
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@_filledTriangle pa, pb, pc, color
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# Inspired by Alois Zingl's "The Beauty of Bresenham's Algorithm"
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# -> http://members.chello.at/~easyfilter/bresenham.html
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@ -210,20 +210,19 @@ module.exports = class Renderer
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if feature.style.minzoom and tile.zoom < feature.style.minzoom
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return false
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points = @_scaleAndReduce tile, feature
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unless points.length
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return false
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switch feature.style.type
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when "line"
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points = @_scaleAndReduce tile, feature, feature.points
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width = feature.style.paint['line-width']
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width = width.stops[0][1] if width instanceof Object
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@canvas.polyline points, feature.color, width
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@canvas.polyline points, feature.color, width if points.length
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when "fill"
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@canvas.polygon points, feature.color
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vertices = (@_scaleAndReduce tile, feature, points, false for points in feature.points)
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@canvas.polygon vertices[0], feature.color
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true
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when "symbol"
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text = feature.properties["name_"+@config.language] or
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@ -233,6 +232,7 @@ module.exports = class Renderer
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#@config.icons[feature.properties.maki] or
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"◉"
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points = @_scaleAndReduce tile, feature, feature.points
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for point in points
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x = point[0] - text.length
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margin = @config.layers[feature.layer]?.margin or @config.labelMargin
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@ -243,13 +243,13 @@ module.exports = class Renderer
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@canvas.text "◉", point[0], point[1], feature.color
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_seen: {}
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_scaleAndReduce: (tile, feature) ->
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_scaleAndReduce: (tile, feature, points, filter = true) ->
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lastX = null
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lastY = null
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outside = false
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scaled = []
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for point in feature.points
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for point in points
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x = Math.floor tile.position.x+(point.x/tile.scale)
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y = Math.floor tile.position.y+(point.y/tile.scale)
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@ -259,29 +259,31 @@ module.exports = class Renderer
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lastY = y
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lastX = x
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if tile.xyz.z > 1 and (
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x < -@tilePadding or
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y < -@tilePadding or
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x > @width+@tilePadding or
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y > @height+@tilePadding
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)
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continue if outside
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outside = true
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else
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if outside
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outside = null
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scaled.push [lastX, lastY]
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if filter
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if tile.xyz.z > 1 and (
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x < -@tilePadding or
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y < -@tilePadding or
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x > @width+@tilePadding or
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y > @height+@tilePadding
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)
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continue if outside
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outside = true
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else
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if outside
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outside = null
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scaled.push [lastX, lastY]
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scaled.push [x, y]
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if scaled.length is 2
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if @_seen[ka = scaled[0].concat(scaled[1]).join '-'] or
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@_seen[kb = scaled[1].concat(scaled[0]).join '-']
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if filter
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if scaled.length is 2
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if @_seen[ka = scaled[0].concat(scaled[1]).join '-'] or
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@_seen[kb = scaled[1].concat(scaled[0]).join '-']
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return []
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@_seen[ka] = @_seen[kb] = true
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if scaled.length < 2 and feature.style.type isnt "symbol"
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return []
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@_seen[ka] = @_seen[kb] = true
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if scaled.length < 2 and feature.style.type isnt "symbol"
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return []
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scaled
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@ -24,7 +24,7 @@ module.exports = class Termap
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initialZoom: null
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maxZoom: 17
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zoomStep: 0.2
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zoomStep: 0.1
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headless: false
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# size:
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@ -45,7 +45,7 @@ class Tile
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colorCache = {}
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for name, layer of tile.layers
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tree = rbush()
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nodes = []
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for i in [0...layer.length]
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# TODO: caching of similar attributes to avoid looking up the style each time
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#continue if @styler and not @styler.getStyleFor layer, feature
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@ -74,17 +74,17 @@ class Tile
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# TODO: handling polygon holes, only handling outer area for now
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if style.type is "fill"
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@_addToTree tree,
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nodes.push @_addBoundaries
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id: feature.id
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layer: name
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style: style
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properties: feature.properties
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points: geometries[0]
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points: geometries
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color: colorCode
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else
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for points in geometries
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@_addToTree tree,
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nodes.push @_addBoundaries
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id: feature.id
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layer: name
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style: style
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@ -92,25 +92,31 @@ class Tile
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points: points
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color: colorCode
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tree = rbush()
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tree.load nodes
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layers[name] = tree
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@layers = layers
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_addToTree: (tree, data) ->
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_addBoundaries: (data) ->
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[minX, maxX, minY, maxY] = [Infinity, -Infinity, Infinity, -Infinity]
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minMax = (points) ->
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for p in points
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minX = p.x if p.x < minX
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maxX = p.x if p.x > maxX
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minY = p.y if p.y < minY
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maxY = p.y if p.y > maxY
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for p in data.points
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minX = p.x if p.x < minX
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maxX = p.x if p.x > maxX
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minY = p.y if p.y < minY
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maxY = p.y if p.y > maxY
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if data.points[0] instanceof Array
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minMax points for points in data.points
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else
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minMax data.points
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data.minX = minX
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data.maxX = maxX
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data.minY = minY
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data.maxY = maxY
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tree.insert data
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data
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_reduceGeometry: (feature, factor) ->
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for points, i in feature.loadGeometry()
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