Add hit detection support to LineStringReplay
Also, making it more consistent with ImageReplay
This commit is contained in:
@@ -1072,7 +1072,7 @@ ol.render.webgl.LineStringReplay = function(tolerance, maxExtent) {
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changed: false
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changed: false
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};
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};
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this.startIndices_ = [0];
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this.startIndices_ = [];
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};
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};
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ol.inherits(ol.render.webgl.LineStringReplay, ol.render.webgl.Replay);
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ol.inherits(ol.render.webgl.LineStringReplay, ol.render.webgl.Replay);
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@@ -1316,13 +1316,13 @@ ol.render.webgl.LineStringReplay.prototype.drawLineString = function(lineStringG
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var stride = lineStringGeometry.getStride();
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var stride = lineStringGeometry.getStride();
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if (this.isValid_(flatCoordinates, 0, flatCoordinates.length, stride)) {
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if (this.isValid_(flatCoordinates, 0, flatCoordinates.length, stride)) {
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if (this.state_.changed) {
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if (this.state_.changed) {
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this.styleIndices_.push(this.indices_.length - 1);
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this.styleIndices_.push(this.indices_.length);
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this.state_.changed = false;
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this.state_.changed = false;
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}
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}
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this.drawCoordinates_(
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flatCoordinates, 0, flatCoordinates.length, stride);
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this.startIndices_.push(this.indices_.length);
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this.startIndices_.push(this.indices_.length);
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this.startIndicesFeature_.push(feature);
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this.startIndicesFeature_.push(feature);
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this.drawCoordinates_(
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flatCoordinates, 0, flatCoordinates.length, stride);
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}
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}
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};
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};
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@@ -1343,10 +1343,10 @@ ol.render.webgl.LineStringReplay.prototype.drawMultiLineString = function(multiL
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}
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}
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}
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}
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if (this.indices_.length > indexCount) {
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if (this.indices_.length > indexCount) {
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this.startIndices_.push(this.indices_.length);
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this.startIndices_.push(indexCount);
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this.startIndicesFeature_.push(feature);
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this.startIndicesFeature_.push(feature);
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if (this.state_.changed) {
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if (this.state_.changed) {
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this.styleIndices_.push(indexCount - 1);
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this.styleIndices_.push(indexCount);
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this.state_.changed = false;
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this.state_.changed = false;
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}
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}
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}
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}
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@@ -1365,6 +1365,13 @@ ol.render.webgl.LineStringReplay.prototype.finish = function(context) {
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this.indicesBuffer_ = new ol.webgl.Buffer(this.indices_);
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this.indicesBuffer_ = new ol.webgl.Buffer(this.indices_);
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context.bindBuffer(goog.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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context.bindBuffer(goog.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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this.startIndices_.push(this.indices_.length);
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//Clean up, if there is nothing to draw
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if (this.styleIndices_.length === 0 && this.styles_.length > 0) {
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this.styles_.pop();
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}
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this.vertices_ = null;
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this.vertices_ = null;
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this.indices_ = null;
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this.indices_ = null;
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};
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};
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@@ -1462,28 +1469,22 @@ ol.render.webgl.LineStringReplay.prototype.drawReplay_ = function(gl, context, s
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gl.depthFunc(gl.NOTEQUAL);
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gl.depthFunc(gl.NOTEQUAL);
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}
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}
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var nextStyle;
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//Initial styling
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nextStyle = this.styles_[0];
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this.setStrokeStyle_(gl, nextStyle[0], nextStyle[1], nextStyle[2]);
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if (!goog.object.isEmpty(skippedFeaturesHash)) {
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if (!goog.object.isEmpty(skippedFeaturesHash)) {
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// TODO: draw by blocks to skip features
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// TODO: draw by blocks to skip features
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} else {
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} else {
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goog.asserts.assert(this.styles_.length === this.styleIndices_.length,
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goog.asserts.assert(this.styles_.length === this.styleIndices_.length,
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'number of styles and style indices match');
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'number of styles and styleIndices match');
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//Draw by style groups to minimize drawElements() calls.
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//Draw by style groups to minimize drawElements() calls.
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var i, ii, end;
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var i, start, end, nextStyle;
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end = this.startIndices_[this.startIndices_.length - 1];
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for (i = 1, ii = this.styleIndices_.length; i < ii; ++i) {
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for (i = this.styleIndices_.length - 1; i >= 0; --i) {
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end = this.styleIndices_[i];
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start = this.styleIndices_[i];
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this.drawElements_(gl, context, 0, end);
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nextStyle = this.styles_[i];
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nextStyle = this.styles_[i];
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this.setStrokeStyle_(gl, nextStyle[0], nextStyle[1], nextStyle[2]);
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this.setStrokeStyle_(gl, nextStyle[0], nextStyle[1], nextStyle[2]);
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this.drawElements_(gl, context, start, end);
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end = start;
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}
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}
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end = this.startIndices_[this.startIndices_.length - 1];
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this.drawElements_(gl, context, 0, end);
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}
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}
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if (!hitDetection) {
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if (!hitDetection) {
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gl.clear(gl.DEPTH_BUFFER_BIT);
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gl.clear(gl.DEPTH_BUFFER_BIT);
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@@ -1495,6 +1496,62 @@ ol.render.webgl.LineStringReplay.prototype.drawReplay_ = function(gl, context, s
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};
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};
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/**
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* @private
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* @param {WebGLRenderingContext} gl gl.
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* @param {ol.webgl.Context} context Context.
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* @param {Object.<string, boolean>} skippedFeaturesHash Ids of features
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* to skip.
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* @param {function((ol.Feature|ol.render.Feature)): T|undefined} featureCallback Feature callback.
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* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
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* this extent are checked.
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* @return {T|undefined} Callback result.
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* @template T
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*/
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ol.render.webgl.LineStringReplay.prototype.drawHitDetectionReplayOneByOne_ = function(gl, context, skippedFeaturesHash,
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featureCallback, opt_hitExtent) {
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goog.asserts.assert(this.styles_.length === this.styleIndices_.length,
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'number of styles and styleIndices match');
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goog.asserts.assert(this.startIndices_.length - 1 === this.startIndicesFeature_.length,
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'number of startIndices and startIndicesFeature match');
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var i, start, end, nextStyle, groupStart, feature, featureUid, featureIndex;
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featureIndex = this.startIndices_.length - 2;
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end = this.startIndices_[featureIndex + 1];
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for (i = this.styleIndices_.length - 1; i >= 0; --i) {
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nextStyle = this.styles_[i];
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this.setStrokeStyle_(gl, nextStyle[0], nextStyle[1], nextStyle[2]);
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groupStart = this.styleIndices_[i];
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while (featureIndex >= 0 &&
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this.startIndices_[featureIndex] >= groupStart) {
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start = this.startIndices_[featureIndex];
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feature = this.startIndicesFeature_[featureIndex];
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featureUid = goog.getUid(feature).toString();
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if (skippedFeaturesHash[featureUid] === undefined &&
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feature.getGeometry() &&
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(opt_hitExtent === undefined || ol.extent.intersects(
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/** @type {Array<number>} */ (opt_hitExtent),
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feature.getGeometry().getExtent()))) {
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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this.drawElements_(gl, context, start, end);
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var result = featureCallback(feature);
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if (result) {
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return result;
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}
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}
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featureIndex--;
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end = start;
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}
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}
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return undefined;
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};
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/**
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/**
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* @private
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* @private
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* @param {WebGLRenderingContext} gl gl.
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* @param {WebGLRenderingContext} gl gl.
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