Extra coordinate precision; feature ordering; compression improvements

* Add an option to retain extra coordinate precision at maxzoom

* Make sure not to shift away the extra detail from coordinates

* Add an option to convert double-precision attributes to single

* Sort attribute values in tiles to make them compress a little better

* Slightly improve polygon simplification

By choosing a point that would be retained after simplification
to be the start/end point that always gets retained

* I regret making all of these tests involve polygons

* Add an option to specify the size of tiny polygons

* Fix accidental requiring of argument for --single-precision

* Guard against duplicate points when generating "sizes" for them

* Restore the intended behavior that tiny polygons don't get simplified

* Make the extra detail settable rather than always maximizing it

* Revert "Improve maxzoom guessing for tightly-clustered point data sources (#4)"

This reverts commit fec5e8354c.

* Add an option to prevent choosing a base zoom higher than the maxzoom

* Keep the drop rate high enough when the basezoom gets constrained

* Revert "Revert "Improve maxzoom guessing for tightly-clustered point data sources (#4)""

This reverts commit db6bc27d9e.

* Add --order-by and --order-descending options

* Accept multiple --order-by and --order-descending-by sort keys
This commit is contained in:
Erica Fischer
2022-09-06 13:08:11 -07:00
committed by Erica Fischer
parent 4ea8a37611
commit a447dfc089
80 changed files with 13616 additions and 9945 deletions
+62 -7
View File
@@ -517,7 +517,7 @@ drawvec simple_clip_poly(drawvec &geom, int z, int buffer) {
drawvec reduce_tiny_poly(drawvec &geom, int z, int detail, bool *reduced, double *accum_area) {
drawvec out;
long long pixel = (1 << (32 - detail - z)) * 2;
const long long pixel = (1 << (32 - detail - z)) * tiny_polygon_size;
*reduced = true;
bool included_last_outer = false;
@@ -544,6 +544,11 @@ drawvec reduce_tiny_poly(drawvec &geom, int z, int detail, bool *reduced, double
// inner rings must just have their area de-accumulated rather
// than being drawn since we don't really know where they are.
// i.e., this ring (inner or outer) is small enough that we are including it
// in a tiny polygon rather than letting it represent itself,
// OR it is an inner ring and we haven't output an outer ring for it to be
// cut out of, so we are just subtracting its area from the tiny polygon
// rather than trying to deal with it geometrically
if (std::fabs(area) <= pixel * pixel || (area < 0 && !included_last_outer)) {
// printf("area is only %f vs %lld so using square\n", area, pixel * pixel);
@@ -552,9 +557,9 @@ drawvec reduce_tiny_poly(drawvec &geom, int z, int detail, bool *reduced, double
// XXX use centroid;
out.push_back(draw(VT_MOVETO, geom[i].x - pixel / 2, geom[i].y - pixel / 2));
out.push_back(draw(VT_LINETO, geom[i].x + pixel / 2, geom[i].y - pixel / 2));
out.push_back(draw(VT_LINETO, geom[i].x + pixel / 2, geom[i].y + pixel / 2));
out.push_back(draw(VT_LINETO, geom[i].x - pixel / 2, geom[i].y + pixel / 2));
out.push_back(draw(VT_LINETO, geom[i].x - pixel / 2 + pixel, geom[i].y - pixel / 2));
out.push_back(draw(VT_LINETO, geom[i].x - pixel / 2 + pixel, geom[i].y - pixel / 2 + pixel));
out.push_back(draw(VT_LINETO, geom[i].x - pixel / 2, geom[i].y - pixel / 2 + pixel));
out.push_back(draw(VT_LINETO, geom[i].x - pixel / 2, geom[i].y - pixel / 2));
*accum_area -= pixel * pixel;
@@ -563,13 +568,17 @@ drawvec reduce_tiny_poly(drawvec &geom, int z, int detail, bool *reduced, double
if (area > 0) {
included_last_outer = false;
}
} else {
}
// i.e., this ring is large enough that it gets to represent itself
else {
// printf("area is %f so keeping instead of %lld\n", area, pixel * pixel);
for (size_t k = i; k <= j && k < geom.size(); k++) {
out.push_back(geom[k]);
}
// which means that the overall polygon has a real geometry,
// which means that it gets to be simplified.
*reduced = false;
if (area > 0) {
@@ -950,14 +959,60 @@ drawvec fix_polygon(drawvec &geom) {
ring = tmp;
}
// calculate centroid
// a + 1 < size() because point 0 is duplicated at the end
long long xtotal = 0;
long long ytotal = 0;
long long count = 0;
for (size_t a = 0; a + 1 < ring.size(); a++) {
xtotal += ring[a].x;
ytotal += ring[a].y;
count++;
}
xtotal /= count;
ytotal /= count;
// figure out which point is furthest from the centroid
long long dist2 = 0;
long long furthest = 0;
for (size_t a = 0; a + 1 < ring.size(); a++) {
long long xd = ring[a].x - xtotal;
long long yd = ring[a].y - ytotal;
long long d2 = xd * xd + yd * yd;
if (d2 > dist2) {
dist2 = d2;
furthest = a;
}
}
// then figure out which point is furthest from *that*
long long dist2b = 0;
long long furthestb = 0;
for (size_t a = 0; a + 1 < ring.size(); a++) {
long long xd = ring[a].x - ring[furthest].x;
long long yd = ring[a].y - ring[furthest].y;
long long d2 = xd * xd + yd * yd;
if (d2 > dist2b) {
dist2b = d2;
furthestb = a;
}
}
// rotate ring so the furthest point is the duplicated one.
// the idea is that simplification will then be more efficient,
// never wasting the start and end points, which are always retained,
// on a point that has little impact on the shape.
// Copy ring into output, fixing the moveto/lineto ops if necessary because of
// reversal or closing
for (size_t a = 0; a < ring.size(); a++) {
size_t a2 = (a + furthestb) % (ring.size() - 1);
if (a == 0) {
out.push_back(draw(VT_MOVETO, ring[a].x, ring[a].y));
out.push_back(draw(VT_MOVETO, ring[a2].x, ring[a2].y));
} else {
out.push_back(draw(VT_LINETO, ring[a].x, ring[a].y));
out.push_back(draw(VT_LINETO, ring[a2].x, ring[a2].y));
}
}