org.oscim.gdx.resources.js.tessellate.js Maven / Gradle / Ivy
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OpenGL vector map library written in Java - running on Android, iOS, Desktop and within the browser.
tessellate = (function() {
Module.TOTAL_MEMORY = 1024 * 1024;
var c_tessellate = Module.cwrap('tessellate', 'void', [ 'number', 'number',
'number', 'number', 'number', 'number' ]);
// special tessellator for extrusion layer - only returns triangle indices
var tessellate = function(vertices, v_start, v_end, boundaries, b_start,
b_end, mode) {
var i;
var v_len = (v_end - v_start);
var b_len = (b_end - b_start);
var p = Module._malloc(v_len * 8);
for (i = 0; i < v_len; ++i)
Module.setValue(p + i * 8, vertices[v_start + i], 'double');
var contours = Module._malloc((b_len + 1) * 4);
// pointer to first contour
Module.setValue(contours + 0, p + 0, 'i32');
var offset = p;
// pointer to further contours + end
for (i = 0; i < b_len; ++i) {
offset += 8 * boundaries[b_start + i];
Module.setValue(contours + 4 * (i + 1), offset, 'i32');
}
var ppcoordinates_out = Module._malloc(4);
var pptris_out = Module._malloc(4);
var pnverts = Module._malloc(4);
var pntris = Module._malloc(4);
c_tessellate(ppcoordinates_out, pnverts, pptris_out, pntris, contours,
contours + 4 * (b_len + 1));
var pcoordinates_out = Module.getValue(ppcoordinates_out, 'i32');
var ptris_out = Module.getValue(pptris_out, 'i32');
var nverts = Module.getValue(pnverts, 'i32');
var ntris = Module.getValue(pntris, 'i32');
var result_triangles = null;
var result_vertices = null;
if (mode){
result_triangles = new Int32Array(ntris * 3);
for (i = 0; i < 3 * ntris; ++i)
result_triangles[i] = Module.getValue(ptris_out + i * 4, 'i32');
result_vertices = new Float32Array(nverts * 2);
for (i = 0; i < 2 * nverts; ++i)
result_vertices[i] = Module.getValue(pcoordinates_out + i * 8, 'double');
} else {
if (nverts * 2 == v_len) {
result_triangles = new Int32Array(ntris * 3);
for (i = 0; i < 3 * ntris; ++i) {
result_triangles[i] = Module.getValue(ptris_out + i * 4, 'i32') * 2;
}
// when a ring has an odd number of points one (or rather two)
// additional vertices will be added. so the following rings
// needs extra offset...
var start = 0;
for ( var j = 0, m = b_len - 1; j < m; j++) {
start += boundaries[b_start + j];
// even number of points?
if (!((boundaries[b_start + j] >> 1) & 1))
continue;
for ( var n = ntris * 3, tri = 0; tri < n; tri++)
if (result_triangles[tri] >= start)
result_triangles[tri] += 2;
start += 2;
}
}
}
Module._free(pnverts);
Module._free(pntris);
Module._free(ppcoordinates_out);
Module._free(pcoordinates_out);
Module._free(pptris_out);
Module._free(ptris_out);
Module._free(p);
Module._free(contours);
if (mode)
return { vertices: result_vertices, triangles: result_triangles };
else
return result_triangles;
};
return tessellate;
})();