/** * Pushes a quad (two triangles) based on a point geometry * @param {Float32Array} instructions Array of render instructions for points. * @param {number} elementIndex Index from which render instructions will be read. * @param {Float32Array} instanceAttributesBuffer Buffer in the form of a typed array. * @param {number} customAttributesSize Amount of custom attributes for each element. * @param {BufferPositions} [bufferPositions] Buffer write positions; if not specified, positions will be set at 0. * @return {BufferPositions} New buffer positions where to write next * @property {number} vertexAttributesPosition New position in the vertex buffer where future writes should start. * @property {number} indicesPosition New position in the index buffer where future writes should start. * @private */ export function writePointFeatureToBuffers(instructions: Float32Array, elementIndex: number, instanceAttributesBuffer: Float32Array, customAttributesSize: number, bufferPositions?: BufferPositions): BufferPositions; /** * Pushes a single quad to form a line segment; also includes a computation for the join angles with previous and next * segment, in order to be able to offset the vertices correctly in the shader. * Join angles are between 0 and 2PI. * This also computes the length of the current segment and the sum of the join angle tangents in order * to store this information on each subsequent segment along the line. This is necessary to correctly render dashes * and symbols along the line. * * pB (before) pA (after) * X negative X * \ offset / * \ / * \ join join / * \ angle 0 angle 1 / * \←--- ←---/ positive * \ ←-- ←-- / offset * \ ↑ ↓ / * X────┴───────┴─────X * p0 p1 * * @param {Float32Array} instructions Array of render instructions for lines.s * @param {number} segmentStartIndex Index of the segment start point from which render instructions will be read. * @param {number} segmentEndIndex Index of the segment end point from which render instructions will be read. * @param {number|null} beforeSegmentIndex Index of the point right before the segment (null if none, e.g this is a line start) * @param {number|null} afterSegmentIndex Index of the point right after the segment (null if none, e.g this is a line end) * @param {Array} instanceAttributesArray Array containing instance attributes. * @param {Array} customAttributes Array of custom attributes value * @param {import('../../transform.js').Transform} toWorldTransform Transform matrix used to obtain world coordinates from instructions * @param {number} currentLength Cumulated length of segments processed so far * @param {number} currentAngleTangentSum Cumulated tangents of the join angles processed so far * @return {{length: number, angle: number}} Cumulated length with the newly processed segment (in world units), new sum of the join angle tangents * @private */ export function writeLineSegmentToBuffers(instructions: Float32Array, segmentStartIndex: number, segmentEndIndex: number, beforeSegmentIndex: number | null, afterSegmentIndex: number | null, instanceAttributesArray: Array, customAttributes: Array, toWorldTransform: import("../../transform.js").Transform, currentLength: number, currentAngleTangentSum: number): { length: number; angle: number; }; /** * Pushes several triangles to form a polygon, including holes * @param {Float32Array} instructions Array of render instructions for lines. * @param {number} polygonStartIndex Index of the polygon start point from which render instructions will be read. * @param {Array} vertexArray Array containing vertices. * @param {Array} indexArray Array containing indices. * @param {number} customAttributesSize Amount of custom attributes for each element. * @return {number} Next polygon instructions index * @private */ export function writePolygonTrianglesToBuffers(instructions: Float32Array, polygonStartIndex: number, vertexArray: Array, indexArray: Array, customAttributesSize: number): number; export const LINESTRING_ANGLE_COSINE_CUTOFF: 0.985; /** * An object holding positions both in an index and a vertex buffer. */ export type BufferPositions = { /** * Position in the vertex buffer */ vertexAttributesPosition: number; /** * Position in the vertex buffer */ instanceAttributesPosition: number; /** * Position in the index buffer */ indicesPosition: number; }; //# sourceMappingURL=bufferUtil.d.ts.map