isard 0.4.0 → 0.5.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +60 -0
- package/README.md +6 -2
- package/dist/decoder.worker.js +4 -4
- package/dist/decoder.worker.js.map +7 -6
- package/dist/decoders.d.ts +3 -2
- package/dist/decoders.js +28 -5
- package/dist/decoders.js.map +1 -1
- package/dist/engine-loader.d.ts +6 -3
- package/dist/engine-loader.js +10 -3
- package/dist/engine-loader.js.map +1 -1
- package/dist/formats.d.ts +11 -0
- package/dist/formats.js +12 -0
- package/dist/formats.js.map +1 -0
- package/dist/index.d.ts +3 -1
- package/dist/index.js +1 -0
- package/dist/index.js.map +1 -1
- package/dist/isard_bg.wasm +0 -0
- package/dist/isard_core_bg.wasm +0 -0
- package/dist/isard_points_bg.wasm +0 -0
- package/dist/layers.js +2 -2
- package/dist/layers.js.map +1 -1
- package/dist/loader.d.ts +9 -3
- package/dist/loader.js +22 -3
- package/dist/loader.js.map +1 -1
- package/dist/map.d.ts +8 -0
- package/dist/map.js +10 -2
- package/dist/map.js.map +1 -1
- package/dist/pointclouds.d.ts +98 -0
- package/dist/pointclouds.js +232 -0
- package/dist/pointclouds.js.map +1 -0
- package/dist/projections.d.ts +13 -0
- package/dist/projections.js +13 -0
- package/dist/projections.js.map +1 -0
- package/dist/protocol.d.ts +17 -0
- package/dist/protocol.js.map +1 -1
- package/dist/types.d.ts +8 -2
- package/dist/types.js.map +1 -1
- package/dist/wasm/isard.d.ts +124 -12
- package/dist/wasm/isard.js +127 -8
- package/dist/wasm/isard_core.d.ts +0 -3
- package/dist/wasm/isard_core.js +0 -1
- package/dist/wasm/isard_points.d.ts +43 -0
- package/dist/wasm/isard_points.js +212 -0
- package/package.json +17 -1
package/dist/decoders.d.ts
CHANGED
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@@ -15,13 +15,14 @@ import type { CompressedTexture, DracoGeometry, DracoRequest, TextureFormats } f
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* to your server and give their folders in `GeoMapOptions.decoders`.
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*/
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export interface DecoderUrls {
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/** Folder of `draco_wasm_wrapper_gltf.js` and `draco_decoder_gltf.wasm`
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/** Folder of `draco_wasm_wrapper_gltf.js` and `draco_decoder_gltf.wasm` (and, for Draco point clouds, of the full
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* decoder `draco_wasm_wrapper.js` and `draco_decoder.wasm`) */
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draco: string;
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/** Folder of `basis_transcoder.js` and `basis_transcoder.wasm` */
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basis: string;
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}
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export declare const DEFAULT_DECODERS: DecoderUrls;
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/** Decodes the Draco primitives of a tile */
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/** Decodes the Draco primitives of a tile (their points alone for point clouds) */
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export declare function decodeDraco(urls: DecoderUrls, requests: DracoRequest[]): Promise<DracoGeometry[]>;
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/** Transcodes a KTX2 image for the GPU */
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export declare function transcodeKtx2(urls: DecoderUrls, formats: TextureFormats, bytes: Uint8Array): Promise<CompressedTexture>;
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package/dist/decoders.js
CHANGED
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@@ -16,17 +16,28 @@ async function instantiate(base, script, wasm, name) {
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return create({ wasmBinary: binary });
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}
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let draco;
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/** The full Draco decoder: the glTF build decodes meshes only, not the point clouds */
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let dracoPoints;
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let basis;
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-
/** Decodes the Draco primitives of a tile */
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/** Decodes the Draco primitives of a tile (their points alone for point clouds) */
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export async function decodeDraco(urls, requests) {
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-
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const meshes = requests.some((r) => !r.points);
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if (meshes) {
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draco ??= instantiate(urls.draco, 'draco_wasm_wrapper_gltf.js', 'draco_decoder_gltf.wasm', 'DracoDecoderModule');
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}
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if (requests.some((r) => r.points)) {
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dracoPoints ??= instantiate(urls.draco, 'draco_wasm_wrapper.js', 'draco_decoder.wasm', 'DracoDecoderModule');
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}
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const [forMeshes, forPoints] = await Promise.all([meshes ? draco : undefined, dracoPoints]);
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return requests.map((request) => {
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const module = (request.points ? forPoints : forMeshes);
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const decoder = new module.Decoder();
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const mesh = new module.Mesh();
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const mesh = request.points ? new module.PointCloud() : new module.Mesh();
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try {
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const data = new Int8Array(request.data.buffer, request.data.byteOffset, request.data.byteLength);
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const status =
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const status = request.points
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? decoder.DecodeArrayToPointCloud(data, data.byteLength, mesh)
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: decoder.DecodeArrayToMesh(data, data.byteLength, mesh);
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if (!status.ok())
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throw new Error(`Draco: ${status.error_msg()}`);
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const floats = (id) => {
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@@ -41,6 +52,18 @@ export async function decodeDraco(urls, requests) {
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module._free(pointer);
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}
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};
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if (request.points) {
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const geometry = {
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mesh: request.mesh,
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primitive: request.primitive,
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positions: floats(request.position),
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};
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if (request.color !== undefined)
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geometry.colors = floats(request.color);
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if (request.normal !== undefined)
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geometry.normals = floats(request.normal);
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return geometry;
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}
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const count = mesh.num_faces() * 3;
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const pointer = module._malloc(count * 4);
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let indices;
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package/dist/decoders.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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* Optional decoders of the worker, loaded on first use from configurable URLs (the official builds three.js and\n * Cesium use): Draco geometry (`KHR_draco_mesh_compression`) and KTX2 / Basis Universal textures (`KHR_texture_basisu`),\n * transcoded to the best compressed format the GPU supports.\n */\nimport type { CompressedTexture, DracoGeometry, DracoRequest, TextureFormats } from './wasm/isard.js';\n\n/**\n * Base URLs of the decoders (each ending with `/`).\n *\n * The decoders are Emscripten builds published as classic scripts: the worker fetches the script and runs it with\n * `new Function`, so a Content Security Policy must allow `'unsafe-eval'` in `script-src` (or `worker-src`) for 3D\n * Tiles that use Draco or KTX2. They are fetched from the default CDNs; to self-host them (offline, locked-down\n * networks, no third-party requests), copy the four files (`draco_wasm_wrapper_gltf.js`, `draco_decoder_gltf.wasm`\n * from the Draco release, `basis_transcoder.js`, `basis_transcoder.wasm` from three.js's `examples/jsm/libs/basis/`)\n * to your server and give their folders in `GeoMapOptions.decoders`.\n */\nexport interface DecoderUrls {\n /** Folder of `draco_wasm_wrapper_gltf.js` and `draco_decoder_gltf.wasm` */\n draco: string;\n /** Folder of `basis_transcoder.js` and `basis_transcoder.wasm` */\n basis: string;\n}\n\nexport const DEFAULT_DECODERS: DecoderUrls = {\n draco: 'https://www.gstatic.com/draco/versioned/decoders/1.5.7/',\n basis: 'https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/libs/basis/',\n};\n\n// ── Draco (the subset of its Emscripten API used here) ──\n\ninterface DracoStatus {\n ok(): boolean;\n error_msg(): string;\n}\ninterface DracoMesh {\n num_points(): number;\n num_faces(): number;\n}\ninterface DracoAttribute {\n num_components(): number;\n}\ninterface DracoDecoder {\n DecodeArrayToMesh(data: Int8Array, size: number, mesh: DracoMesh): DracoStatus;\n GetAttributeByUniqueId(mesh: DracoMesh, id: number): DracoAttribute;\n GetAttributeDataArrayForAllPoints(\n mesh: DracoMesh,\n attribute: DracoAttribute,\n type: number,\n bytes: number,\n pointer: number,\n ): boolean;\n GetTrianglesUInt32Array(mesh: DracoMesh, bytes: number, pointer: number): boolean;\n}\ninterface DracoModule {\n Decoder: new () => DracoDecoder;\n Mesh: new () => DracoMesh;\n DT_FLOAT32: number;\n HEAPF32: Float32Array;\n HEAPU32: Uint32Array;\n _malloc(bytes: number): number;\n _free(pointer: number): void;\n destroy(object: object): void;\n}\n\n// ── Basis Universal transcoder ──\n\ninterface KTX2File {\n isValid(): boolean;\n getLevels(): number;\n getHasAlpha(): boolean;\n startTranscoding(): boolean;\n getImageLevelInfo(level: number, layer: number, face: number): { origWidth: number; origHeight: number };\n getImageTranscodedSizeInBytes(level: number, layer: number, face: number, format: number): number;\n transcodeImage(\n target: Uint8Array,\n level: number,\n layer: number,\n face: number,\n format: number,\n alphaForOpaque: number,\n channel0: number,\n channel1: number,\n ): boolean;\n close(): void;\n delete(): void;\n}\ninterface BasisModule {\n initializeBasis(): void;\n KTX2File: new (data: Uint8Array) => KTX2File;\n}\n\ntype Factory<T> = (options: { wasmBinary: ArrayBuffer }) => Promise<T>;\n\n/** Loads an Emscripten factory published as a classic script (module workers have no importScripts); needs\n * `'unsafe-eval'` under a Content Security Policy (see `DecoderUrls`) */\nasync function factory<T>(url: string, name: string): Promise<Factory<T>> {\n const source = await (await fetch(url)).text();\n return new Function(`${source}\\nreturn ${name};`)() as Factory<T>;\n}\n\nasync function instantiate<T>(base: string, script: string, wasm: string, name: string): Promise<T> {\n const [create, binary] = await Promise.all([\n factory<T>(`${base}${script}`, name),\n fetch(`${base}${wasm}`).then((r) => r.arrayBuffer()),\n ]);\n return create({ wasmBinary: binary });\n}\n\nlet draco: Promise<DracoModule> | undefined;\nlet basis: Promise<BasisModule> | undefined;\n\n/** Decodes the Draco primitives of a tile */\nexport async function decodeDraco(urls: DecoderUrls, requests: DracoRequest[]): Promise<DracoGeometry[]> {\n draco ??= instantiate<DracoModule>(\n urls.draco,\n 'draco_wasm_wrapper_gltf.js',\n 'draco_decoder_gltf.wasm',\n 'DracoDecoderModule',\n );\n const module = await draco;\n return requests.map((request) => {\n const decoder = new module.Decoder();\n const mesh = new module.Mesh();\n try {\n const data = new Int8Array(request.data.buffer, request.data.byteOffset, request.data.byteLength);\n const status = decoder.DecodeArrayToMesh(data, data.byteLength, mesh);\n if (!status.ok()) throw new Error(`Draco: ${status.error_msg()}`);\n const floats = (id: number): Float32Array => {\n const attribute = decoder.GetAttributeByUniqueId(mesh, id);\n const count = mesh.num_points() * attribute.num_components();\n const pointer = module._malloc(count * 4);\n try {\n decoder.GetAttributeDataArrayForAllPoints(mesh, attribute, module.DT_FLOAT32, count * 4, pointer);\n return module.HEAPF32.slice(pointer / 4, pointer / 4 + count);\n } finally {\n module._free(pointer);\n }\n };\n const count = mesh.num_faces() * 3;\n const pointer = module._malloc(count * 4);\n let indices: Uint32Array;\n try {\n decoder.GetTrianglesUInt32Array(mesh, count * 4, pointer);\n indices = module.HEAPU32.slice(pointer / 4, pointer / 4 + count);\n } finally {\n module._free(pointer);\n }\n const geometry: DracoGeometry = {\n mesh: request.mesh,\n primitive: request.primitive,\n positions: floats(request.position),\n indices,\n };\n if (request.uv !== undefined) geometry.uvs = floats(request.uv);\n return geometry;\n } finally {\n module.destroy(mesh);\n module.destroy(decoder);\n }\n });\n}\n\n/** Basis target format and WebGL internal format, best first */\nfunction target(formats: TextureFormats, alpha: boolean): { basis: number; gl: number } {\n if (formats.astc) return { basis: 10, gl: 0x93b0 }; // ASTC 4×4\n if (formats.bptc) return { basis: 6, gl: 0x8e8c }; // BC7\n if (formats.etc) return alpha ? { basis: 1, gl: 0x9278 } : { basis: 0, gl: 0x9274 }; // ETC2 RGBA / ETC1 as ETC2 RGB\n if (formats.s3tc) return alpha ? { basis: 3, gl: 0x83f3 } : { basis: 2, gl: 0x83f0 }; // BC3 / BC1\n return { basis: 13, gl: 0x8058 }; // RGBA8, uncompressed\n}\n\n/** Transcodes a KTX2 image for the GPU */\nexport async function transcodeKtx2(\n urls: DecoderUrls,\n formats: TextureFormats,\n bytes: Uint8Array,\n): Promise<CompressedTexture> {\n basis ??= instantiate<BasisModule>(urls.basis, 'basis_transcoder.js', 'basis_transcoder.wasm', 'BASIS').then((m) => {\n m.initializeBasis();\n return m;\n });\n const module = await basis;\n const file = new module.KTX2File(bytes);\n try {\n if (!file.isValid() || !file.startTranscoding()) throw new Error('KTX2: invalid file');\n const { basis: format, gl } = target(formats, file.getHasAlpha());\n const levels: CompressedTexture['levels'] = [];\n for (let level = 0; level < file.getLevels(); level++) {\n const { origWidth: width, origHeight: height } = file.getImageLevelInfo(level, 0, 0);\n const data = new Uint8Array(file.getImageTranscodedSizeInBytes(level, 0, 0, format));\n if (!file.transcodeImage(data, level, 0, 0, format, 0, -1, -1)) throw new Error('KTX2: transcoding failed');\n levels.push({ width, height, data });\n }\n return { format: gl, levels };\n } finally {\n file.close();\n file.delete();\n }\n}\n"]}
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They are fetched from the default CDNs; to self-host them (offline, locked-down\n * networks, no third-party requests), copy the four files (`draco_wasm_wrapper_gltf.js`, `draco_decoder_gltf.wasm`\n * from the Draco release, `basis_transcoder.js`, `basis_transcoder.wasm` from three.js's `examples/jsm/libs/basis/`)\n * to your server and give their folders in `GeoMapOptions.decoders`.\n */\nexport interface DecoderUrls {\n /** Folder of `draco_wasm_wrapper_gltf.js` and `draco_decoder_gltf.wasm` (and, for Draco point clouds, of the full\n * decoder `draco_wasm_wrapper.js` and `draco_decoder.wasm`) */\n draco: string;\n /** Folder of `basis_transcoder.js` and `basis_transcoder.wasm` */\n basis: string;\n}\n\nexport const DEFAULT_DECODERS: DecoderUrls = {\n draco: 'https://www.gstatic.com/draco/versioned/decoders/1.5.7/',\n basis: 'https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/libs/basis/',\n};\n\n// ── Draco (the subset of its Emscripten API used here) ──\n\ninterface DracoStatus {\n ok(): boolean;\n error_msg(): string;\n}\ninterface DracoMesh {\n num_points(): number;\n num_faces(): number;\n}\ninterface DracoAttribute {\n num_components(): number;\n}\ninterface DracoDecoder {\n DecodeArrayToMesh(data: Int8Array, size: number, mesh: DracoMesh): DracoStatus;\n DecodeArrayToPointCloud(data: Int8Array, size: number, cloud: DracoMesh): DracoStatus;\n GetAttributeByUniqueId(mesh: DracoMesh, id: number): DracoAttribute;\n GetAttributeDataArrayForAllPoints(\n mesh: DracoMesh,\n attribute: DracoAttribute,\n type: number,\n bytes: number,\n pointer: number,\n ): boolean;\n GetTrianglesUInt32Array(mesh: DracoMesh, bytes: number, pointer: number): boolean;\n}\ninterface DracoModule {\n Decoder: new () => DracoDecoder;\n Mesh: new () => DracoMesh;\n PointCloud: new () => DracoMesh;\n DT_FLOAT32: number;\n HEAPF32: Float32Array;\n HEAPU32: Uint32Array;\n _malloc(bytes: number): number;\n _free(pointer: number): void;\n destroy(object: object): void;\n}\n\n// ── Basis Universal transcoder ──\n\ninterface KTX2File {\n isValid(): boolean;\n getLevels(): number;\n getHasAlpha(): boolean;\n startTranscoding(): boolean;\n getImageLevelInfo(level: number, layer: number, face: number): { origWidth: number; origHeight: number };\n getImageTranscodedSizeInBytes(level: number, layer: number, face: number, format: number): number;\n transcodeImage(\n target: Uint8Array,\n level: number,\n layer: number,\n face: number,\n format: number,\n alphaForOpaque: number,\n channel0: number,\n channel1: number,\n ): boolean;\n close(): void;\n delete(): void;\n}\ninterface BasisModule {\n initializeBasis(): void;\n KTX2File: new (data: Uint8Array) => KTX2File;\n}\n\ntype Factory<T> = (options: { wasmBinary: ArrayBuffer }) => Promise<T>;\n\n/** Loads an Emscripten factory published as a classic script (module workers have no importScripts); needs\n * `'unsafe-eval'` under a Content Security Policy (see `DecoderUrls`) */\nasync function factory<T>(url: string, name: string): Promise<Factory<T>> {\n const source = await (await fetch(url)).text();\n return new Function(`${source}\\nreturn ${name};`)() as Factory<T>;\n}\n\nasync function instantiate<T>(base: string, script: string, wasm: string, name: string): Promise<T> {\n const [create, binary] = await Promise.all([\n factory<T>(`${base}${script}`, name),\n fetch(`${base}${wasm}`).then((r) => r.arrayBuffer()),\n ]);\n return create({ wasmBinary: binary });\n}\n\nlet draco: Promise<DracoModule> | undefined;\n/** The full Draco decoder: the glTF build decodes meshes only, not the point clouds */\nlet dracoPoints: Promise<DracoModule> | undefined;\nlet basis: Promise<BasisModule> | undefined;\n\n/** Decodes the Draco primitives of a tile (their points alone for point clouds) */\nexport async function decodeDraco(urls: DecoderUrls, requests: DracoRequest[]): Promise<DracoGeometry[]> {\n const meshes = requests.some((r) => !r.points);\n if (meshes) {\n draco ??= instantiate<DracoModule>(\n urls.draco,\n 'draco_wasm_wrapper_gltf.js',\n 'draco_decoder_gltf.wasm',\n 'DracoDecoderModule',\n );\n }\n if (requests.some((r) => r.points)) {\n dracoPoints ??= instantiate<DracoModule>(\n urls.draco,\n 'draco_wasm_wrapper.js',\n 'draco_decoder.wasm',\n 'DracoDecoderModule',\n );\n }\n const [forMeshes, forPoints] = await Promise.all([meshes ? draco : undefined, dracoPoints]);\n return requests.map((request) => {\n const module = (request.points ? forPoints : forMeshes) as DracoModule;\n const decoder = new module.Decoder();\n const mesh = request.points ? new module.PointCloud() : new module.Mesh();\n try {\n const data = new Int8Array(request.data.buffer, request.data.byteOffset, request.data.byteLength);\n const status = request.points\n ? decoder.DecodeArrayToPointCloud(data, data.byteLength, mesh)\n : decoder.DecodeArrayToMesh(data, data.byteLength, mesh);\n if (!status.ok()) throw new Error(`Draco: ${status.error_msg()}`);\n const floats = (id: number): Float32Array => {\n const attribute = decoder.GetAttributeByUniqueId(mesh, id);\n const count = mesh.num_points() * attribute.num_components();\n const pointer = module._malloc(count * 4);\n try {\n decoder.GetAttributeDataArrayForAllPoints(mesh, attribute, module.DT_FLOAT32, count * 4, pointer);\n return module.HEAPF32.slice(pointer / 4, pointer / 4 + count);\n } finally {\n module._free(pointer);\n }\n };\n if (request.points) {\n const geometry: DracoGeometry = {\n mesh: request.mesh,\n primitive: request.primitive,\n positions: floats(request.position),\n };\n if (request.color !== undefined) geometry.colors = floats(request.color);\n if (request.normal !== undefined) geometry.normals = floats(request.normal);\n return geometry;\n }\n const count = mesh.num_faces() * 3;\n const pointer = module._malloc(count * 4);\n let indices: Uint32Array;\n try {\n decoder.GetTrianglesUInt32Array(mesh, count * 4, pointer);\n indices = module.HEAPU32.slice(pointer / 4, pointer / 4 + count);\n } finally {\n module._free(pointer);\n }\n const geometry: DracoGeometry = {\n mesh: request.mesh,\n primitive: request.primitive,\n positions: floats(request.position),\n indices,\n };\n if (request.uv !== undefined) geometry.uvs = floats(request.uv);\n return geometry;\n } finally {\n module.destroy(mesh);\n module.destroy(decoder);\n }\n });\n}\n\n/** Basis target format and WebGL internal format, best first */\nfunction target(formats: TextureFormats, alpha: boolean): { basis: number; gl: number } {\n if (formats.astc) return { basis: 10, gl: 0x93b0 }; // ASTC 4×4\n if (formats.bptc) return { basis: 6, gl: 0x8e8c }; // BC7\n if (formats.etc) return alpha ? { basis: 1, gl: 0x9278 } : { basis: 0, gl: 0x9274 }; // ETC2 RGBA / ETC1 as ETC2 RGB\n if (formats.s3tc) return alpha ? { basis: 3, gl: 0x83f3 } : { basis: 2, gl: 0x83f0 }; // BC3 / BC1\n return { basis: 13, gl: 0x8058 }; // RGBA8, uncompressed\n}\n\n/** Transcodes a KTX2 image for the GPU */\nexport async function transcodeKtx2(\n urls: DecoderUrls,\n formats: TextureFormats,\n bytes: Uint8Array,\n): Promise<CompressedTexture> {\n basis ??= instantiate<BasisModule>(urls.basis, 'basis_transcoder.js', 'basis_transcoder.wasm', 'BASIS').then((m) => {\n m.initializeBasis();\n return m;\n });\n const module = await basis;\n const file = new module.KTX2File(bytes);\n try {\n if (!file.isValid() || !file.startTranscoding()) throw new Error('KTX2: invalid file');\n const { basis: format, gl } = target(formats, file.getHasAlpha());\n const levels: CompressedTexture['levels'] = [];\n for (let level = 0; level < file.getLevels(); level++) {\n const { origWidth: width, origHeight: height } = file.getImageLevelInfo(level, 0, 0);\n const data = new Uint8Array(file.getImageTranscodedSizeInBytes(level, 0, 0, format));\n if (!file.transcodeImage(data, level, 0, 0, format, 0, -1, -1)) throw new Error('KTX2: transcoding failed');\n levels.push({ width, height, data });\n }\n return { format: gl, levels };\n } finally {\n file.close();\n file.delete();\n }\n}\n"]}
|
package/dist/engine-loader.d.ts
CHANGED
|
@@ -20,9 +20,12 @@ export declare function loadFullEngineLater(url: string | URL): Promise<Bindings
|
|
|
20
20
|
/** Downloads and compiles the full engine when the page is idle, without running it; a failure is left to the first
|
|
21
21
|
* 3D Tiles layer, which tries again */
|
|
22
22
|
export declare function preloadFullEngine(url: string | URL, wanted: () => boolean): void;
|
|
23
|
-
/**
|
|
24
|
-
*
|
|
25
|
-
export declare function
|
|
23
|
+
/** Where the workers load the point cloud module from (`isard_points_bg.wasm`, the LAZ decoder): the option, or next
|
|
24
|
+
* to the module; absolute, the workers being elsewhere */
|
|
25
|
+
export declare function pointsUrl(options: Pick<GeoMapOptions, 'pointsWasmUrl'>): string;
|
|
26
|
+
/** The decoding workers of 3D Tiles and point clouds, running the full engine's module, unless turned off (`workers:
|
|
27
|
+
* false` or 0, or no workers in this environment) */
|
|
28
|
+
export declare function startTileLoader(module: WebAssembly.Module, options: Pick<GeoMapOptions, 'workers' | 'workerUrl' | 'decoders' | 'pointsWasmUrl'>, engine: Engine): TileLoader | undefined;
|
|
26
29
|
/** The engine of a destroyed map: every method a no-op returning undefined, but the camera (the last one) and the
|
|
27
30
|
* bounds, which late callers read */
|
|
28
31
|
export declare function destroyedEngine(camera: Camera): Engine;
|
package/dist/engine-loader.js
CHANGED
|
@@ -87,14 +87,21 @@ async function compile(url) {
|
|
|
87
87
|
return WebAssembly.compile(await response.arrayBuffer());
|
|
88
88
|
}
|
|
89
89
|
}
|
|
90
|
-
/**
|
|
91
|
-
*
|
|
90
|
+
/** Where the workers load the point cloud module from (`isard_points_bg.wasm`, the LAZ decoder): the option, or next
|
|
91
|
+
* to the module; absolute, the workers being elsewhere */
|
|
92
|
+
export function pointsUrl(options) {
|
|
93
|
+
const url = options.pointsWasmUrl ?? new URL('./isard_points_bg.wasm', import.meta.url);
|
|
94
|
+
const base = typeof document === 'undefined' ? undefined : document.baseURI;
|
|
95
|
+
return base ? new URL(url, base).href : String(url);
|
|
96
|
+
}
|
|
97
|
+
/** The decoding workers of 3D Tiles and point clouds, running the full engine's module, unless turned off (`workers:
|
|
98
|
+
* false` or 0, or no workers in this environment) */
|
|
92
99
|
export function startTileLoader(module, options, engine) {
|
|
93
100
|
const { workers: count, workerUrl, decoders } = options;
|
|
94
101
|
const workers = count ?? defaultWorkerCount();
|
|
95
102
|
if (workers === false || workers <= 0 || typeof Worker === 'undefined')
|
|
96
103
|
return undefined;
|
|
97
|
-
return new TileLoader(module, workerUrl ?? new URL('./decoder.worker.js', import.meta.url), workers, { ...DEFAULT_DECODERS, ...decoders }, engine.textureFormats());
|
|
104
|
+
return new TileLoader(module, workerUrl ?? new URL('./decoder.worker.js', import.meta.url), workers, { ...DEFAULT_DECODERS, ...decoders }, engine.textureFormats(), pointsUrl(options));
|
|
98
105
|
}
|
|
99
106
|
/** The engine of a destroyed map: every method a no-op returning undefined, but the camera (the last one) and the
|
|
100
107
|
* bounds, which late callers read */
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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the decoding workers of 3D Tiles\n * that run the full one; the engine of a destroyed map.\n */\nimport { DEFAULT_DECODERS } from './decoders.ts';\nimport { TileLoader } from './loader.ts';\nimport type { GeoMapOptions } from './types.ts';\nimport { defaultWorkerCount } from './vectortiles.ts';\nimport type { Camera, Engine } from './wasm/isard.js';\n\n/** The class of an engine build: its constructor and its static `customMatrix` (custom layers) */\nexport type EngineClass = (new (\n canvas: HTMLCanvasElement,\n redraw: () => void,\n) => Engine) &\n Pick<typeof Engine, 'customMatrix'>;\n\n/** An engine loaded: its compiled module and its class */\nexport interface Bindings {\n module: WebAssembly.Module;\n Engine: EngineClass;\n}\n\n/** `core`: the engine without 3D Tiles; `full`: with them */\nexport type EngineKind = 'core' | 'full';\n\n/** The two builds of the engine, each compiled once per page: `core` without 3D Tiles (a third smaller), loaded by\n * every map; `full` with them, loaded for the first 3D Tiles layer, its module shared with the decoding workers. The\n * core engine has the same API but the 3D Tiles methods: its class is typed as the full one. */\nconst engines: { core?: Promise<Bindings>; full?: Promise<Bindings> } = {};\n/** The modules compiled (downloaded and compiled off the main thread, not instantiated): `tiles3d: 'preload'`\n * compiles the full engine ahead, its first 3D Tiles layer then only instantiates it */\nconst modules: { core?: Promise<WebAssembly.Module>; full?: Promise<WebAssembly.Module> } = {};\n\n/** @internal Forgets the engines loaded (tests) */\nexport function forgetEngines(): void {\n for (const kind of ['core', 'full'] as const) {\n delete engines[kind];\n delete modules[kind];\n }\n}\n\n/** Where a build of the engine is loaded from: the option, or next to the module */\nexport function engineUrl(kind: EngineKind, options: Pick<GeoMapOptions, 'wasmUrl' | 'coreWasmUrl'>): string | URL {\n return kind === 'full'\n ? 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the decoding workers of 3D Tiles\n * that run the full one; the engine of a destroyed map.\n */\nimport { DEFAULT_DECODERS } from './decoders.ts';\nimport { TileLoader } from './loader.ts';\nimport type { GeoMapOptions } from './types.ts';\nimport { defaultWorkerCount } from './vectortiles.ts';\nimport type { Camera, Engine } from './wasm/isard.js';\n\n/** The class of an engine build: its constructor and its static `customMatrix` (custom layers) */\nexport type EngineClass = (new (\n canvas: HTMLCanvasElement,\n redraw: () => void,\n) => Engine) &\n Pick<typeof Engine, 'customMatrix'>;\n\n/** An engine loaded: its compiled module and its class */\nexport interface Bindings {\n module: WebAssembly.Module;\n Engine: EngineClass;\n}\n\n/** `core`: the engine without 3D Tiles; `full`: with them */\nexport type EngineKind = 'core' | 'full';\n\n/** The two builds of the engine, each compiled once per page: `core` without 3D Tiles (a third smaller), loaded by\n * every map; `full` with them, loaded for the first 3D Tiles layer, its module shared with the decoding workers. The\n * core engine has the same API but the 3D Tiles methods: its class is typed as the full one. */\nconst engines: { core?: Promise<Bindings>; full?: Promise<Bindings> } = {};\n/** The modules compiled (downloaded and compiled off the main thread, not instantiated): `tiles3d: 'preload'`\n * compiles the full engine ahead, its first 3D Tiles layer then only instantiates it */\nconst modules: { core?: Promise<WebAssembly.Module>; full?: Promise<WebAssembly.Module> } = {};\n\n/** @internal Forgets the engines loaded (tests) */\nexport function forgetEngines(): void {\n for (const kind of ['core', 'full'] as const) {\n delete engines[kind];\n delete modules[kind];\n }\n}\n\n/** Where a build of the engine is loaded from: the option, or next to the module */\nexport function engineUrl(kind: EngineKind, options: Pick<GeoMapOptions, 'wasmUrl' | 'coreWasmUrl'>): string | URL {\n return kind === 'full'\n ? (options.wasmUrl ?? new URL('./isard_bg.wasm', import.meta.url))\n : (options.coreWasmUrl ?? new URL('./isard_core_bg.wasm', import.meta.url));\n}\n\n/** Downloads and compiles a build (once per page, unless it failed: a later call tries again) */\nfunction compileEngine(kind: EngineKind, url: string | URL): Promise<WebAssembly.Module> {\n const compiled = modules[kind];\n if (compiled) return compiled;\n const compiling = compile(url).catch((error: unknown) => {\n // A later call tries again (a network error, a wrong URL fixed)\n delete modules[kind];\n throw error;\n });\n modules[kind] = compiling;\n return compiling;\n}\n\n/** A build compiled and instantiated with its bindings (once per page, unless it failed) */\nexport function loadEngine(kind: EngineKind, url: string | URL): Promise<Bindings> {\n const loaded = engines[kind];\n if (loaded) return loaded;\n const loading = (async () => {\n // The bindings by dynamic import: an application bundles the ones it loads only\n const [module, bindings] = await Promise.all([\n compileEngine(kind, url),\n kind === 'core' ? import('./wasm/isard_core.js') : import('./wasm/isard.js'),\n ]);\n await bindings.default({ module_or_path: module });\n return { module, Engine: bindings.Engine as unknown as EngineClass };\n })().catch((error: unknown) => {\n delete engines[kind];\n throw error;\n });\n engines[kind] = loading;\n return loading;\n}\n\n/** The full engine for a map on the core one, resolved in a task of its own, not in the one that instantiated it:\n * the map rebuilt on it there, two shorter tasks */\nexport function loadFullEngineLater(url: string | URL): Promise<Bindings> {\n return loadEngine('full', url).then(\n (bindings) => new Promise<Bindings>((resolve) => setTimeout(() => resolve(bindings), 0)),\n );\n}\n\n/** Downloads and compiles the full engine when the page is idle, without running it; a failure is left to the first\n * 3D Tiles layer, which tries again */\nexport function preloadFullEngine(url: string | URL, wanted: () => boolean): void {\n const start = () => {\n if (wanted()) compileEngine('full', url).catch(() => undefined);\n };\n if (typeof requestIdleCallback === 'function') requestIdleCallback(start, { timeout: 2000 });\n else setTimeout(start, 0);\n}\n\nasync function compile(url: string | URL): Promise<WebAssembly.Module> {\n const response = await fetch(url);\n if (!response.ok) throw new Error(`isard: failed to load the engine from ${url}: ${response.status}`);\n try {\n return await WebAssembly.compileStreaming(response.clone());\n } catch {\n // Servers that do not send application/wasm\n return WebAssembly.compile(await response.arrayBuffer());\n }\n}\n\n/** Where the workers load the point cloud module from (`isard_points_bg.wasm`, the LAZ decoder): the option, or next\n * to the module; absolute, the workers being elsewhere */\nexport function pointsUrl(options: Pick<GeoMapOptions, 'pointsWasmUrl'>): string {\n const url = options.pointsWasmUrl ?? new URL('./isard_points_bg.wasm', import.meta.url);\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n return base ? new URL(url, base).href : String(url);\n}\n\n/** The decoding workers of 3D Tiles and point clouds, running the full engine's module, unless turned off (`workers:\n * false` or 0, or no workers in this environment) */\nexport function startTileLoader(\n module: WebAssembly.Module,\n options: Pick<GeoMapOptions, 'workers' | 'workerUrl' | 'decoders' | 'pointsWasmUrl'>,\n engine: Engine,\n): TileLoader | undefined {\n const { workers: count, workerUrl, decoders } = options;\n const workers = count ?? defaultWorkerCount();\n if (workers === false || workers <= 0 || typeof Worker === 'undefined') return undefined;\n return new TileLoader(\n module,\n workerUrl ?? new URL('./decoder.worker.js', import.meta.url),\n workers,\n { ...DEFAULT_DECODERS, ...decoders },\n engine.textureFormats(),\n pointsUrl(options),\n );\n}\n\n/** The engine of a destroyed map: every method a no-op returning undefined, but the camera (the last one) and the\n * bounds, which late callers read */\nexport function destroyedEngine(camera: Camera): Engine {\n return new Proxy(\n {},\n {\n get: (_, name) => {\n if (name === 'camera') return () => camera;\n if (name === 'bounds') return () => Float64Array.of(-180, -85, 180, 85);\n return () => undefined;\n },\n },\n ) as Engine;\n}\n"]}
|
|
@@ -0,0 +1,11 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* `isard/formats`: KML, GPX and TopoJSON read into GeoJSON feature collections, for the feature layers.
|
|
3
|
+
*
|
|
4
|
+
* ```ts
|
|
5
|
+
* import { parseGpx } from 'isard/formats';
|
|
6
|
+
* map.addLines({ data: parseGpx(await (await fetch('track.gpx')).text()), color: '#0057b8' });
|
|
7
|
+
* ```
|
|
8
|
+
*/
|
|
9
|
+
export { parseGpx } from './gpx.ts';
|
|
10
|
+
export { parseKml } from './kml.ts';
|
|
11
|
+
export { parseTopoJson, type TopoGeometry, type Topology } from './topojson.ts';
|
package/dist/formats.js
ADDED
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* `isard/formats`: KML, GPX and TopoJSON read into GeoJSON feature collections, for the feature layers.
|
|
3
|
+
*
|
|
4
|
+
* ```ts
|
|
5
|
+
* import { parseGpx } from 'isard/formats';
|
|
6
|
+
* map.addLines({ data: parseGpx(await (await fetch('track.gpx')).text()), color: '#0057b8' });
|
|
7
|
+
* ```
|
|
8
|
+
*/
|
|
9
|
+
export { parseGpx } from "./gpx.js";
|
|
10
|
+
export { parseKml } from "./kml.js";
|
|
11
|
+
export { parseTopoJson } from "./topojson.js";
|
|
12
|
+
//# sourceMappingURL=formats.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"formats.js","sourceRoot":"","sources":["../src/formats.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH,OAAO,EAAE,QAAQ,EAAE,MAAM,UAAU,CAAC;AACpC,OAAO,EAAE,QAAQ,EAAE,MAAM,UAAU,CAAC;AACpC,OAAO,EAAE,aAAa,EAAoC,MAAM,eAAe,CAAC","sourcesContent":["/**\n * `isard/formats`: KML, GPX and TopoJSON read into GeoJSON feature collections, for the feature layers.\n *\n * ```ts\n * import { parseGpx } from 'isard/formats';\n * map.addLines({ data: parseGpx(await (await fetch('track.gpx')).text()), color: '#0057b8' });\n * ```\n */\nexport { parseGpx } from './gpx.ts';\nexport { parseKml } from './kml.ts';\nexport { parseTopoJson, type TopoGeometry, type Topology } from './topojson.ts';\n"]}
|
package/dist/index.d.ts
CHANGED
|
@@ -30,6 +30,8 @@ export type { CustomFrame, CustomLayerInterface, GroundOptions, GroundTexture, M
|
|
|
30
30
|
export { CustomLayer, GroundLayer, Layer, ModelLayer, NetworkLayer, RasterLayer, Tiles3dLayer, } from './layers.ts';
|
|
31
31
|
export { GeoMap } from './map.ts';
|
|
32
32
|
export { type Anchor, Marker, type MarkerEvent, type MarkerEvents, type MarkerOptions, Popup, type PopupEvents, type PopupOptions, } from './overlay.ts';
|
|
33
|
+
export type { ClassStyle, PointCloudOptions, PointCloudStyle, PointColor } from './pointclouds.ts';
|
|
34
|
+
export { CLASSIFICATIONS, ELEVATION_RAMP, PointCloudLayer } from './pointclouds.ts';
|
|
33
35
|
export type { Overlap, SymbolOptions, SymbolStyle } from './symbols.ts';
|
|
34
36
|
export { SymbolLayer } from './symbols.ts';
|
|
35
37
|
export { parseTopoJson, type TopoGeometry, type Topology } from './topojson.ts';
|
|
@@ -37,5 +39,5 @@ export type { AnimationOptions, AtmosphereOptions, Basemap, BasemapName, BodyOpt
|
|
|
37
39
|
export type { CandidateIcon, CandidateOverlap, Json, LabelCandidate, RasterSource, Style, StyleLayer, } from './vectorstyle.ts';
|
|
38
40
|
export type { VectorTilesOptions } from './vectortiles.ts';
|
|
39
41
|
export { OPENFREEMAP_STYLES, PLAN_STYLES, VectorTiles } from './vectortiles.ts';
|
|
40
|
-
export type { Camera, NetworkStats, PickHit, PickResult, RasterLayerStats, Tiles3dStats } from './wasm/isard.js';
|
|
42
|
+
export type { Camera, NetworkStats, PickHit, PickResult, PointCloudInfo, PointCloudPoint, PointCloudStats, RasterLayerStats, Tiles3dStats, } from './wasm/isard.js';
|
|
41
43
|
export { parseWmtsGrid, wmtsGrid } from './wmts.ts';
|
package/dist/index.js
CHANGED
|
@@ -23,6 +23,7 @@ export { parseKml } from "./kml.js";
|
|
|
23
23
|
export { CustomLayer, GroundLayer, Layer, ModelLayer, NetworkLayer, RasterLayer, Tiles3dLayer, } from "./layers.js";
|
|
24
24
|
export { GeoMap } from "./map.js";
|
|
25
25
|
export { Marker, Popup, } from "./overlay.js";
|
|
26
|
+
export { CLASSIFICATIONS, ELEVATION_RAMP, PointCloudLayer } from "./pointclouds.js";
|
|
26
27
|
export { SymbolLayer } from "./symbols.js";
|
|
27
28
|
export { parseTopoJson } from "./topojson.js";
|
|
28
29
|
export { OPENFREEMAP_STYLES, PLAN_STYLES, VectorTiles } from "./vectortiles.js";
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AACH,OAAO,EAAE,uBAAuB,EAAE,yBAAyB,EAAE,MAAM,eAAe,CAAC;AACnF,OAAO,EACL,kBAAkB,EAIlB,mBAAmB,EACnB,iBAAiB,GAElB,MAAM,eAAe,CAAC;AACvB,OAAO,EAGL,MAAM,EACN,qBAAqB,EACrB,WAAW,EACX,SAAS,EACT,kBAAkB,GACnB,MAAM,UAAU,CAAC;AAGlB,OAAO,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAqBjD,OAAO,EAAE,WAAW,EAAE,YAAY,EAAE,SAAS,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AACzG,OAAO,EAAE,gBAAgB,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAE5G,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,aAAa,CAAC;AACvD,OAAO,EAAE,QAAQ,EAAE,MAAM,UAAU,CAAC;AAGpC,OAAO,EAAE,QAAQ,EAAE,MAAM,UAAU,CAAC;AASpC,OAAO,EACL,WAAW,EACX,WAAW,EACX,KAAK,EACL,UAAU,EACV,YAAY,EACZ,WAAW,EACX,YAAY,GACb,MAAM,aAAa,CAAC;AACrB,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAEL,MAAM,EAIN,KAAK,GAGN,MAAM,cAAc,CAAC;AAEtB,OAAO,EAAE,WAAW,EAAE,MAAM,cAAc,CAAC;AAC3C,OAAO,EAAE,aAAa,EAAoC,MAAM,eAAe,CAAC;AAwChF,OAAO,EAAE,kBAAkB,EAAE,WAAW,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AACH,OAAO,EAAE,uBAAuB,EAAE,yBAAyB,EAAE,MAAM,eAAe,CAAC;AACnF,OAAO,EACL,kBAAkB,EAIlB,mBAAmB,EACnB,iBAAiB,GAElB,MAAM,eAAe,CAAC;AACvB,OAAO,EAGL,MAAM,EACN,qBAAqB,EACrB,WAAW,EACX,SAAS,EACT,kBAAkB,GACnB,MAAM,UAAU,CAAC;AAGlB,OAAO,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAqBjD,OAAO,EAAE,WAAW,EAAE,YAAY,EAAE,SAAS,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AACzG,OAAO,EAAE,gBAAgB,EAAE,gBAAgB,EAAE,iBAAiB,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAE5G,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,aAAa,CAAC;AACvD,OAAO,EAAE,QAAQ,EAAE,MAAM,UAAU,CAAC;AAGpC,OAAO,EAAE,QAAQ,EAAE,MAAM,UAAU,CAAC;AASpC,OAAO,EACL,WAAW,EACX,WAAW,EACX,KAAK,EACL,UAAU,EACV,YAAY,EACZ,WAAW,EACX,YAAY,GACb,MAAM,aAAa,CAAC;AACrB,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAEL,MAAM,EAIN,KAAK,GAGN,MAAM,cAAc,CAAC;AAEtB,OAAO,EAAE,eAAe,EAAE,cAAc,EAAE,eAAe,EAAE,MAAM,kBAAkB,CAAC;AAEpF,OAAO,EAAE,WAAW,EAAE,MAAM,cAAc,CAAC;AAC3C,OAAO,EAAE,aAAa,EAAoC,MAAM,eAAe,CAAC;AAwChF,OAAO,EAAE,kBAAkB,EAAE,WAAW,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAYhF,OAAO,EAAE,aAAa,EAAE,QAAQ,EAAE,MAAM,WAAW,CAAC","sourcesContent":["/**\n * isard: a WebGL2 map engine for large, interactive data layers, labels and 3D Tiles.\n *\n * ```ts\n * import { GeoMap } from 'isard';\n * const map = await GeoMap.create(container, { center: [2.4246, 48.8457], zoom: 13 });\n * const network = map.addNetwork({ nodes, edges, max: 1800, contour: 300 });\n * map.on('hover', ({ lonLat }) => lonLat && network.setValues(travelTimes(lonLat)));\n * map.addTiles3d({ url: 'https://…/tileset.json' });\n * map.addControl(new NavigationControl());\n * new Marker().setLonLat([2.4246, 48.8457]).setPopup(new Popup({ offset: [0, -34] }).setText('Here')).addTo(map);\n * ```\n */\nexport { OPENFREEMAP_ATTRIBUTION, TERRAIN_TILES_ATTRIBUTION } from './basemaps.ts';\nexport {\n AttributionControl,\n type AttributionOptions,\n type Control,\n type ControlPosition,\n DEFAULT_ATTRIBUTION,\n NavigationControl,\n type NavigationOptions,\n} from './controls.ts';\nexport {\n type Crs,\n type CrsLike,\n getCrs,\n lambertConformalConic,\n registerCrs,\n reproject,\n transverseMercator,\n} from './crs.ts';\nexport type { DecoderUrls } from './decoders.ts';\nexport type { ExtrusionOptions, ExtrusionStyle, PolygonArrays, TileKey } from './extrusions.ts';\nexport { ExtrusionLayer } from './extrusions.ts';\nexport type {\n CircleOptions,\n CircleStyle,\n Feature,\n FeatureCollection,\n FeatureData,\n FeatureLayerStyle,\n FillOptions,\n FillStyle,\n Geometry,\n LineOptions,\n LineStyle,\n Placement,\n Position,\n Properties,\n Ramp,\n Size,\n Stops,\n Styled,\n} from './features.ts';\nexport { CircleLayer, FeatureLayer, FillLayer, interpolate, LineLayer, parseColor } from './features.ts';\nexport { geoplateformeWfs, geoplateformeWms, geoplateformeWmts, IGN_ATTRIBUTION } from './geoplateforme.ts';\nexport type { TextPart } from './glyphs.ts';\nexport { DEFAULT_FONT, GLYPHS_URL } from './glyphs.ts';\nexport { parseGpx } from './gpx.ts';\nexport type { TileGrid, TileMatrix } from './grid.ts';\nexport type { ImageOptions, Pixels, SpriteIcon } from './icons.ts';\nexport { parseKml } from './kml.ts';\nexport type {\n CustomFrame,\n CustomLayerInterface,\n GroundOptions,\n GroundTexture,\n ModelInstance,\n ModelOptions,\n} from './layers.ts';\nexport {\n CustomLayer,\n GroundLayer,\n Layer,\n ModelLayer,\n NetworkLayer,\n RasterLayer,\n Tiles3dLayer,\n} from './layers.ts';\nexport { GeoMap } from './map.ts';\nexport {\n type Anchor,\n Marker,\n type MarkerEvent,\n type MarkerEvents,\n type MarkerOptions,\n Popup,\n type PopupEvents,\n type PopupOptions,\n} from './overlay.ts';\nexport type { ClassStyle, PointCloudOptions, PointCloudStyle, PointColor } from './pointclouds.ts';\nexport { CLASSIFICATIONS, ELEVATION_RAMP, PointCloudLayer } from './pointclouds.ts';\nexport type { Overlap, SymbolOptions, SymbolStyle } from './symbols.ts';\nexport { SymbolLayer } from './symbols.ts';\nexport { parseTopoJson, type TopoGeometry, type Topology } from './topojson.ts';\nexport type {\n AnimationOptions,\n AtmosphereOptions,\n Basemap,\n BasemapName,\n BodyOptions,\n CelestialBody,\n FeatureHit,\n FlyToOptions,\n GeoMapOptions,\n LegacyBasemap,\n LoadingMode,\n LonLat,\n MapEvents,\n MapHoverFeatureEvent,\n MapPointerEvent,\n NetworkOptions,\n NetworkStyle,\n Point,\n Projection,\n RasterGrid,\n RasterOptions,\n RasterStyle,\n TerrainEncoding,\n TerrainModel,\n TerrainOptions,\n Tiles3dOptions,\n Tiles3dStyle,\n} from './types.ts';\nexport type {\n CandidateIcon,\n CandidateOverlap,\n Json,\n LabelCandidate,\n RasterSource,\n Style,\n StyleLayer,\n} from './vectorstyle.ts';\nexport type { VectorTilesOptions } from './vectortiles.ts';\nexport { OPENFREEMAP_STYLES, PLAN_STYLES, VectorTiles } from './vectortiles.ts';\nexport type {\n Camera,\n NetworkStats,\n PickHit,\n PickResult,\n PointCloudInfo,\n PointCloudPoint,\n PointCloudStats,\n RasterLayerStats,\n Tiles3dStats,\n} from './wasm/isard.js';\nexport { parseWmtsGrid, wmtsGrid } from './wmts.ts';\n"]}
|
package/dist/isard_bg.wasm
CHANGED
|
Binary file
|
package/dist/isard_core_bg.wasm
CHANGED
|
Binary file
|
|
Binary file
|
package/dist/layers.js
CHANGED
|
@@ -204,7 +204,7 @@ export class Tiles3dLayer extends Layer {
|
|
|
204
204
|
// Kept for its creation while the engine with 3D Tiles loads
|
|
205
205
|
if (this.id < 0)
|
|
206
206
|
return;
|
|
207
|
-
this.map.engine.setTiles3dStyle(this.id, this.style.maxScreenSpaceError, this.style.opacity);
|
|
207
|
+
this.map.engine.setTiles3dStyle(this.id, this.style.maxScreenSpaceError, this.style.opacity, this.style.pointSize);
|
|
208
208
|
this.map.requestRender();
|
|
209
209
|
}
|
|
210
210
|
/** @internal */
|
|
@@ -219,7 +219,7 @@ export class Tiles3dLayer extends Layer {
|
|
|
219
219
|
/** @internal */
|
|
220
220
|
create(engine) {
|
|
221
221
|
const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError);
|
|
222
|
-
engine.setTiles3dStyle(id, this.style.maxScreenSpaceError, this.style.opacity);
|
|
222
|
+
engine.setTiles3dStyle(id, this.style.maxScreenSpaceError, this.style.opacity, this.style.pointSize);
|
|
223
223
|
return id;
|
|
224
224
|
}
|
|
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|
}
|
package/dist/layers.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
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* Handles of the layers added to a map. Each one keeps what it needs to be created again: after a WebGL context loss,\n * the map recreates its engine and every layer in order, with the same handle (its id is updated). Also the page's\n * own 3D content: custom layers (its WebGL code called in every frame) and glTF models drawn at positions.\n */\nimport { parseColor, rampTexels, stops } from './features.ts';\nimport { mercatorX, mercatorY, toMercator } from './geo.ts';\nimport type { GeoMap } from './map.ts';\nimport type {\n LayerHost,\n LonLat,\n NetworkOptions,\n NetworkStyle,\n RasterOptions,\n RasterStyle,\n Tiles3dStyle,\n} from './types.ts';\nimport type { Camera, Engine, NetworkStats, Tiles3dStats } from './wasm/isard.js';\n\nexport abstract class Layer {\n #id = -1;\n\n /** @internal */\n protected readonly map: LayerHost;\n\n /** @internal */\n constructor(map: LayerHost) {\n this.map = map;\n }\n\n /** Id of the layer in the engine */\n get id(): number {\n return this.#id;\n }\n\n /** @internal Creates the layer in an engine (again after a context loss); its id is -1 if that fails */\n attach(engine: Engine): void {\n this.#id = -1;\n this.#id = this.create(engine);\n }\n\n /** @internal Forgets its id in an engine that is gone (before the layers are created in a new one) */\n forgetEngine(): void {\n this.#id = -1;\n }\n\n /** @internal Sends what refers to other layers, once every layer of a new engine has its id */\n relink(_engine: Engine): void {}\n\n /** @internal Drawn by the engine with 3D Tiles only (3D Tiles, models): on the core engine, it waits for that one */\n get needsFullEngine(): boolean {\n return false;\n }\n\n /** @internal The layer is removed or its map destroyed: frees what it holds outside the engine */\n dispose(): void {}\n\n /** @internal */\n protected abstract create(engine: Engine): number;\n\n remove(): void {\n // Not created yet: a 3D Tiles layer or a model waiting for the engine with 3D Tiles\n if (this.#id >= 0) this.map.engine.removeLayer(this.#id);\n this.#id = -1;\n this.map.detach(this);\n this.map.requestRender();\n }\n\n /** Moves the layer under `other`, or on top of every layer (above the labels of a vector basemap too) */\n moveBefore(other: Layer | undefined): void {\n this.map.moveLayer(this, other);\n }\n}\n\n/** Raster tiles (basemaps, overlays) */\nexport class RasterLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly options: Required<Omit<RasterOptions, 'size' | 'loader' | 'grid' | 'attribution'>> & {\n size: number | undefined;\n loader: RasterOptions['loader'] | undefined;\n },\n ) {\n super(map);\n }\n\n /** Changes the opacity or saturation, the other kept */\n setStyle(style: Partial<RasterStyle>): void;\n /** @deprecated Positional form (saturation back to 1 when not given): `setStyle({ opacity, saturation })` */\n setStyle(opacity: number, saturation?: number): void;\n setStyle(style: Partial<RasterStyle> | number, saturation = 1): void {\n const changed = typeof style === 'number' ? { opacity: style, saturation } : style;\n this.options.opacity = changed.opacity ?? this.options.opacity;\n this.options.saturation = changed.saturation ?? this.options.saturation;\n this.map.engine.setRasterStyle(this.id, this.options.opacity, this.options.saturation);\n this.map.requestRender();\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const { url, minZoom, maxZoom, opacity, saturation, size, loader } = this.options;\n return engine.addRaster(url, minZoom, maxZoom, opacity, saturation, size, loader);\n }\n}\n\n/** Line network colored by a value per node (travel time, water depth…) */\nexport class NetworkLayer extends Layer {\n private values: Float32Array | undefined;\n /** Node and line positions in Mercator, kept for a context loss: f32 offsets from an origin (exact to the centimetre\n * across a region, half the memory of f64) */\n private kept: { origin: [number, number]; nodes: Float32Array; lines: Float32Array | undefined } | undefined;\n\n /** @internal */\n constructor(\n map: LayerHost,\n private geometry: { nodes: Float64Array; edges: Uint32Array; lines: NetworkOptions['lines'] | undefined },\n private costs: Float32Array | undefined,\n private style: NetworkStyle,\n private edgeWidths: Float32Array | undefined,\n ) {\n super(map);\n }\n\n /** One value per node, in node order; negative (or 1e30 and above) = unreached. Costs one texture upload, drawn\n * next frame. */\n setValues(values: Float32Array): void {\n this.values = values;\n this.map.engine.setNetworkValues(this.id, values);\n this.map.requestRender();\n }\n\n /** Costs of the edges, A → B then B → A (see `NetworkOptions.costs`), when the way the network is travelled\n * changes; undefined: values interpolated along the edges. The geometry stays on the graphics card. */\n setCosts(costs: Float32Array | undefined): void {\n this.costs = costs;\n this.map.engine.setNetworkCosts(this.id, costs);\n this.map.requestRender();\n }\n\n setStyle(style: Partial<NetworkStyle>): void {\n const ramp = this.style.ramp;\n this.style = { ...this.style, ...style };\n this.map.engine.setNetworkStyle(this.id, networkStyle(this.style));\n if (this.style.ramp !== ramp)\n this.map.engine.setNetworkRamp(this.id, this.style.ramp && rampTexels(this.style.ramp).rgba);\n this.map.requestRender();\n }\n\n /** Width factor of each edge (undefined: 1 for all) */\n setEdgeWidths(widths: Float32Array | undefined): void {\n this.edgeWidths = widths;\n this.map.engine.setNetworkScales(this.id, widths);\n this.map.requestRender();\n }\n\n /** Pieces in all and drawn in the last frame */\n stats(): NetworkStats | undefined {\n return this.map.engine.networkStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const { nodes, edges, lines } = this.geometry;\n let mercator: { nodes: Float64Array; lines: Float64Array | undefined };\n if (this.kept) {\n const { origin, nodes: n, lines: l } = this.kept;\n mercator = { nodes: unpack(n, origin), lines: l && unpack(l, origin) };\n } else {\n // Mercator here: Math.tan and Math.log run natively, several times faster than in WebAssembly\n mercator = { nodes: mercatorPoints(nodes), lines: lines && mercatorPoints(lines.points) };\n const origin: [number, number] = [mercator.nodes[0] ?? 0, mercator.nodes[1] ?? 0];\n this.kept = {\n origin,\n nodes: pack(mercator.nodes, origin),\n lines: mercator.lines && pack(mercator.lines, origin),\n };\n // The degrees are not needed again: millions of points for a region\n this.geometry = { nodes: EMPTY, edges, lines: lines && { start: lines.start, points: EMPTY } };\n }\n const id = engine.addNetwork(\n mercator.nodes,\n edges,\n lines?.start,\n mercator.lines,\n this.costs,\n networkStyle(this.style),\n );\n if (this.style.ramp) engine.setNetworkRamp(id, rampTexels(this.style.ramp).rgba);\n if (this.edgeWidths) engine.setNetworkScales(id, this.edgeWidths);\n if (this.values) engine.setNetworkValues(id, this.values);\n return id;\n }\n}\n\n/** The 25 numbers of a network style for the engine */\nfunction networkStyle(style: NetworkStyle): Float32Array {\n const { width, halo, max, contour, opacity, haloOpacity, unreachedColor, fade } = style;\n return Float32Array.from([\n ...stops(width),\n ...stops(halo),\n max,\n contour,\n opacity,\n haloOpacity,\n ...parseColor(unreachedColor),\n fade,\n ]);\n}\n\nconst EMPTY = new Float64Array(0);\n\n/** Interleaved points as f32 offsets from an origin, and back */\nfunction pack(points: Float64Array, [ox, oy]: [number, number]): Float32Array {\n const out = new Float32Array(points.length);\n for (let i = 0; i < points.length; i += 2) {\n out[i] = (points[i] ?? 0) - ox;\n out[i + 1] = (points[i + 1] ?? 0) - oy;\n }\n return out;\n}\n\nfunction unpack(points: Float32Array, [ox, oy]: [number, number]): Float64Array {\n const out = new Float64Array(points.length);\n for (let i = 0; i < points.length; i += 2) {\n out[i] = (points[i] ?? 0) + ox;\n out[i + 1] = (points[i + 1] ?? 0) + oy;\n }\n return out;\n}\n\n/** Longitudes and latitudes (degrees, interleaved) to Mercator [0, 1], y towards the south */\nfunction mercatorPoints(lonLat: Float64Array): Float64Array {\n const out = new Float64Array(lonLat.length);\n for (let i = 0; i < lonLat.length; i += 2) {\n out[i] = mercatorX(lonLat[i] ?? 0);\n out[i + 1] = mercatorY(lonLat[i + 1] ?? 0);\n }\n return out;\n}\n\n/** Textured meshes in 3D Tiles */\nexport class Tiles3dLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly url: string,\n private style: Tiles3dStyle,\n ) {\n super(map);\n }\n\n setStyle(style: Partial<Tiles3dStyle>): void {\n this.style = { ...this.style, ...style };\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.map.engine.setTiles3dStyle(this.id, this.style.maxScreenSpaceError, this.style.opacity);\n this.map.requestRender();\n }\n\n /** @internal */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see\n * `GeoMapOptions.tiles3d`) */\n stats(): Tiles3dStats | undefined {\n return this.id < 0 ? undefined : this.map.engine.tiles3dStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError);\n engine.setTiles3dStyle(id, this.style.maxScreenSpaceError, this.style.opacity);\n return id;\n }\n}\n\n/** A texture of a ground layer (see `GroundLayer`) */\nexport interface GroundTexture {\n /** `r8`, `r8ui`, `r16ui`, `r16i`, `r32ui`, `r32f`, `rg16ui`, `rg32f`, `rgba8`, `rgba8ui`, `rgba16ui`, `rgba32f`:\n * integer formats are read with `usampler2D` / `isampler2D` and `texelFetch` */\n format: string;\n width: number;\n height: number;\n /** Layers of a 2D array (`sampler2DArray`, `usampler2DArray`…); 0 or undefined: a 2D texture */\n depth?: number;\n /** Linear filtering (non-integer formats); default nearest */\n linear?: boolean;\n /** Texels row after row (layer after layer), any typed array; undefined: left empty */\n data?: ArrayBufferView;\n}\n\nexport interface GroundOptions {\n /**\n * GLSL ES 3.0 defining `vec4 ground(vec2 offset)`: the color of the ground (premultiplied alpha, 0 for nothing) at\n * `offset`, the Mercator offset of the pixel from `anchor` (times `ISARD_CIRCUMFERENCE`: metres of EPSG:3857), exact to\n * the millimetre at any zoom. The code declares its own uniforms and samplers; also there: `u_zoom`,\n * `u_pixel_ratio`\n */\n code: string;\n /** Where the offsets are taken from */\n anchor: LonLat;\n /** Box it shows in, `[west, south, east, north]` (default the world): only the ground there is drawn again */\n bounds?: [west: number, south: number, east: number, north: number];\n textures?: Record<string, GroundTexture>;\n uniforms?: Record<string, number | readonly number[]>;\n}\n\nconst bytesOf = (data: ArrayBufferView) => new Uint8Array(data.buffer, data.byteOffset, data.byteLength);\n\n/** The application's fragment shader run over the ground, draped on the relief (water depth, heat maps…) */\nexport class GroundLayer extends Layer {\n private readonly textures = new Map<string, GroundTexture>();\n private readonly uniforms = new Map<string, number[]>();\n private visible = true;\n\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly options: GroundOptions,\n ) {\n super(map);\n for (const [name, texture] of Object.entries(options.textures ?? {})) this.textures.set(name, texture);\n for (const [name, value] of Object.entries(options.uniforms ?? {})) this.uniforms.set(name, [value].flat());\n }\n\n /** Creates or replaces a texture of the code's sampler `name` */\n setTexture(name: string, texture: GroundTexture): void {\n this.textures.set(name, texture);\n this.sendTexture(this.map.engine, this.id, name, texture);\n this.map.requestRender();\n }\n\n /**\n * Replaces a region of a texture: `data` holds `width` × `height` texels for (`x`, `y`) of `layer` (2D arrays).\n * Keep the texture's own `data` up to date too if it must survive a WebGL context loss.\n */\n updateTexture(\n name: string,\n data: ArrayBufferView,\n region: { x?: number; y?: number; layer?: number; width: number; height: number },\n ): void {\n const { x = 0, y = 0, layer = 0, width, height } = region;\n this.map.engine.updateGroundTexture(this.id, name, x, y, layer, width, height, bytesOf(data));\n this.map.requestRender();\n }\n\n /** A uniform of the code: a number, or numbers for vectors, arrays and matrices (column major) */\n setUniform(name: string, value: number | readonly number[]): void {\n const values = [value].flat();\n this.uniforms.set(name, values);\n this.map.engine.setGroundUniform(this.id, name, Float64Array.from(values));\n this.map.requestRender();\n }\n\n setBounds(bounds: [west: number, south: number, east: number, north: number]): void {\n this.options.bounds = bounds;\n this.map.engine.setGroundBounds(this.id, ...mercatorBox(bounds));\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.visible = visible;\n this.map.engine.setGroundVisible(this.id, visible);\n this.map.requestRender();\n }\n\n private sendTexture(engine: Engine, id: number, name: string, t: GroundTexture): void {\n const data = t.data && bytesOf(t.data);\n engine.setGroundTexture(id, name, t.format, t.width, t.height, t.depth ?? 0, t.linear ?? false, data);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const [ax, ay] = toMercator(this.options.anchor);\n const id = engine.addGround(\n this.options.code,\n ax,\n ay,\n ...mercatorBox(this.options.bounds ?? [-180, -85.06, 180, 85.06]),\n );\n for (const [name, texture] of this.textures) this.sendTexture(engine, id, name, texture);\n for (const [name, values] of this.uniforms) engine.setGroundUniform(id, name, Float64Array.from(values));\n engine.setGroundVisible(id, this.visible);\n return id;\n }\n}\n\n/** A lon/lat box to Mercator min x, min y, max x, max y (y towards the south) */\nfunction mercatorBox([west, south, east, north]: [number, number, number, number]): [number, number, number, number] {\n const [x0, y1] = toMercator([west, south]);\n const [x1, y0] = toMercator([east, north]);\n return [x0, y0, x1, y1];\n}\n\n// ── The page's own 3D content: custom layers, glTF models ──\n\n/** Reports an error of the page without throwing it here: the console shows it, as an uncaught one */\nfunction report(error: unknown): void {\n if (typeof reportError === 'function') reportError(error);\n else\n queueMicrotask(() => {\n throw error;\n });\n}\n\n/** What a custom layer gets to draw a frame (`CustomLayerInterface.render`) */\nexport interface CustomFrame {\n /**\n * The model-view-projection matrix of a local frame at a position and altitude (metres above the ellipsoid, as the\n * relief is drawn: times its exaggeration), column-major for `uniformMatrix4fv` or a three.js camera: x east, y\n * north, z up, in metres. Made in double precision relative to the camera, so that what is drawn stays exact at\n * any zoom; draw within a few kilometres of the position (or take one matrix per object far apart). Only during\n * `render`.\n */\n matrixAt(lonLat: LonLat, altitude?: number): Float32Array;\n /** The camera of the frame */\n readonly camera: Camera;\n}\n\n/**\n * A layer drawn by the page with its own WebGL code, as MapLibre's `CustomLayerInterface`: `render` is called at the\n * layer's place in every frame drawn. It starts with the canvas bound, its viewport set, blending on (`SRC_ALPHA`,\n * `ONE_MINUS_SRC_ALPHA`), no culling, and in `'3d'` mode the depth test on (`LEQUAL`, depth written): the relief, the\n * buildings and the 3D Tiles hide what it draws and what it draws hides them. Whatever WebGL state it changes is set\n * back afterwards; a library that caches the WebGL state (three.js) must forget it first (`renderer.resetState()`).\n *\n * The map is busy drawing meanwhile: `render` reads the frame, not the map (`getCamera` excepted); it may call\n * `requestRender` for an animation.\n */\nexport interface CustomLayerInterface {\n /** A name for the application (the map numbers its layers) */\n id?: string;\n /** `'2d'` (the default): drawn over what is under it; `'3d'`: with the depth buffer of the 3D layers */\n renderingMode?: '2d' | '3d';\n /** Creates the WebGL objects: once added, and again after the WebGL context was lost and restored */\n onAdd?(gl: WebGL2RenderingContext, map: GeoMap): void;\n render(gl: WebGL2RenderingContext, frame: CustomFrame): void;\n /** Frees the WebGL objects: the layer is removed, or the map destroyed */\n onRemove?(gl: WebGL2RenderingContext, map: GeoMap): void;\n}\n\n/** The model-view-projection of a local frame in the engine running the map (`Engine.customMatrix`) */\n/** @internal */\nexport type CustomMatrix = (lon: number, lat: number, altitude: number) => Float32Array | undefined;\n\n/** A layer drawn by the page's WebGL code (see `CustomLayerInterface`) */\nexport class CustomLayer extends Layer {\n /** The map's WebGL context, and whether `onAdd` made the layer's objects there (until `onRemove`) */\n private readonly gl: WebGL2RenderingContext;\n private added = false;\n /** The context was lost since `onAdd`: its objects are gone */\n private stale = false;\n private readonly lost = () => {\n this.stale = true;\n };\n private readonly frame: CustomFrame;\n\n /** @internal */\n constructor(\n map: LayerHost,\n /** The application's object */\n readonly implementation: CustomLayerInterface,\n private readonly canvas: HTMLCanvasElement,\n private readonly owner: GeoMap,\n matrix: CustomMatrix,\n camera: () => Camera,\n ) {\n super(map);\n // The context the engine made on the canvas\n this.gl = canvas.getContext('webgl2') as WebGL2RenderingContext;\n this.frame = {\n matrixAt: ([lon, lat], altitude = 0) => {\n const m = matrix(lon, lat, altitude);\n if (!m) throw new Error('isard: frame.matrixAt is only available during render');\n return m;\n },\n get camera() {\n return camera();\n },\n };\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n // Once, and again on a context restored (not when the map moves onto another engine: the same context)\n if (!this.added || this.stale) {\n if (!this.added) this.canvas.addEventListener('webglcontextlost', this.lost);\n this.added = true;\n this.stale = false;\n this.implementation.onAdd?.(this.gl, this.owner);\n }\n return engine.addCustomLayer(this.draw, this.implementation.renderingMode === '3d');\n }\n\n /** Called by the engine at the layer's place in the frame; the page's errors are reported, the frame goes on */\n private readonly draw = (): void => {\n try {\n this.implementation.render(this.gl, this.frame);\n } catch (error) {\n report(error);\n }\n };\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal The layer is removed or the map destroyed: `onRemove`, unless the context is lost */\n override dispose(): void {\n if (!this.added) return;\n this.added = false;\n this.canvas.removeEventListener('webglcontextlost', this.lost);\n if (this.stale) return;\n try {\n this.implementation.onRemove?.(this.gl, this.owner);\n } catch (error) {\n report(error);\n }\n }\n}\n\n/** Where and how a model stands */\nexport interface ModelInstance {\n lonLat: LonLat;\n /** Metres above the ground (or above the ellipsoid, `altitudeReference: 'sea'`); 0 by default */\n altitude?: number;\n /** Degrees clockwise from the north of the model's front (glTF +Z); 0 by default */\n heading?: number;\n /** Degrees, nose up */\n pitch?: number;\n /** Degrees, right side down */\n roll?: number;\n /** 1 by default: the model's metres */\n scale?: number;\n}\n\nexport interface ModelOptions {\n /** URL of a glTF binary (`.glb`): meshes, textures, Draco, meshopt, KTX2, as in 3D Tiles; or its bytes (`data`) */\n url?: string;\n data?: ArrayBuffer | ArrayBufferView<ArrayBuffer>;\n instances: readonly ModelInstance[];\n /** What the altitudes are above: `'ground'` (the relief, the default) or `'sea'` (the ellipsoid) */\n altitudeReference?: 'ground' | 'sea';\n}\n\n/** The numbers of instances for the engine: longitude, latitude, altitude, heading, pitch, roll, scale */\nexport function instanceNumbers(instances: readonly ModelInstance[]): Float64Array {\n const out = new Float64Array(instances.length * 7);\n instances.forEach(({ lonLat, altitude = 0, heading = 0, pitch = 0, roll = 0, scale = 1 }, i) => {\n out.set([lonLat[0], lonLat[1], altitude, heading, pitch, roll, scale], i * 7);\n });\n return out;\n}\n\n/** A glTF model drawn at positions, in one instanced draw; `pickFeature` gives the instance's index */\nexport class ModelLayer extends Layer {\n private readonly url: string;\n /** The `blob:` URL of the page's bytes, revoked once the layer is gone */\n private readonly blob: string | undefined;\n private instances: Float64Array;\n private ground: boolean;\n\n /** @internal */\n constructor(map: LayerHost, options: ModelOptions) {\n super(map);\n const { url, data } = options;\n if (data) {\n this.blob = URL.createObjectURL(new Blob([data], { type: 'model/gltf-binary' }));\n this.url = this.blob;\n } else if (url) {\n // Against the page: the decoding workers fetch it, and a relative URL would be theirs\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n this.url = base ? new URL(url, base).href : url;\n } else {\n throw new Error('isard: a model needs a url or data');\n }\n this.instances = instanceNumbers(options.instances);\n this.ground = options.altitudeReference !== 'sea';\n }\n\n /** @internal The engine with 3D Tiles decodes and draws the models */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** Replaces the instances (and what their altitudes are above, kept if not given) */\n setInstances(instances: readonly ModelInstance[], altitudeReference?: 'ground' | 'sea'): void {\n this.instances = instanceNumbers(instances);\n if (altitudeReference) this.ground = altitudeReference === 'ground';\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.map.engine.setModelInstances(this.id, this.instances, this.ground);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal */\n override dispose(): void {\n if (this.blob) URL.revokeObjectURL(this.blob);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n return engine.addModels(this.url, this.instances, this.ground);\n }\n}\n"]}
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* Handles of the layers added to a map. Each one keeps what it needs to be created again: after a WebGL context loss,\n * the map recreates its engine and every layer in order, with the same handle (its id is updated). Also the page's\n * own 3D content: custom layers (its WebGL code called in every frame) and glTF models drawn at positions.\n */\nimport { parseColor, rampTexels, stops } from './features.ts';\nimport { mercatorX, mercatorY, toMercator } from './geo.ts';\nimport type { GeoMap } from './map.ts';\nimport type {\n LayerHost,\n LonLat,\n NetworkOptions,\n NetworkStyle,\n RasterOptions,\n RasterStyle,\n Tiles3dStyle,\n} from './types.ts';\nimport type { Camera, Engine, NetworkStats, Tiles3dStats } from './wasm/isard.js';\n\nexport abstract class Layer {\n #id = -1;\n\n /** @internal */\n protected readonly map: LayerHost;\n\n /** @internal */\n constructor(map: LayerHost) {\n this.map = map;\n }\n\n /** Id of the layer in the engine */\n get id(): number {\n return this.#id;\n }\n\n /** @internal Creates the layer in an engine (again after a context loss); its id is -1 if that fails */\n attach(engine: Engine): void {\n this.#id = -1;\n this.#id = this.create(engine);\n }\n\n /** @internal Forgets its id in an engine that is gone (before the layers are created in a new one) */\n forgetEngine(): void {\n this.#id = -1;\n }\n\n /** @internal Sends what refers to other layers, once every layer of a new engine has its id */\n relink(_engine: Engine): void {}\n\n /** @internal Drawn by the engine with 3D Tiles only (3D Tiles, models): on the core engine, it waits for that one */\n get needsFullEngine(): boolean {\n return false;\n }\n\n /** @internal The layer is removed or its map destroyed: frees what it holds outside the engine */\n dispose(): void {}\n\n /** @internal */\n protected abstract create(engine: Engine): number;\n\n remove(): void {\n // Not created yet: a 3D Tiles layer or a model waiting for the engine with 3D Tiles\n if (this.#id >= 0) this.map.engine.removeLayer(this.#id);\n this.#id = -1;\n this.map.detach(this);\n this.map.requestRender();\n }\n\n /** Moves the layer under `other`, or on top of every layer (above the labels of a vector basemap too) */\n moveBefore(other: Layer | undefined): void {\n this.map.moveLayer(this, other);\n }\n}\n\n/** Raster tiles (basemaps, overlays) */\nexport class RasterLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly options: Required<Omit<RasterOptions, 'size' | 'loader' | 'grid' | 'attribution'>> & {\n size: number | undefined;\n loader: RasterOptions['loader'] | undefined;\n },\n ) {\n super(map);\n }\n\n /** Changes the opacity or saturation, the other kept */\n setStyle(style: Partial<RasterStyle>): void;\n /** @deprecated Positional form (saturation back to 1 when not given): `setStyle({ opacity, saturation })` */\n setStyle(opacity: number, saturation?: number): void;\n setStyle(style: Partial<RasterStyle> | number, saturation = 1): void {\n const changed = typeof style === 'number' ? { opacity: style, saturation } : style;\n this.options.opacity = changed.opacity ?? this.options.opacity;\n this.options.saturation = changed.saturation ?? this.options.saturation;\n this.map.engine.setRasterStyle(this.id, this.options.opacity, this.options.saturation);\n this.map.requestRender();\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const { url, minZoom, maxZoom, opacity, saturation, size, loader } = this.options;\n return engine.addRaster(url, minZoom, maxZoom, opacity, saturation, size, loader);\n }\n}\n\n/** Line network colored by a value per node (travel time, water depth…) */\nexport class NetworkLayer extends Layer {\n private values: Float32Array | undefined;\n /** Node and line positions in Mercator, kept for a context loss: f32 offsets from an origin (exact to the centimetre\n * across a region, half the memory of f64) */\n private kept: { origin: [number, number]; nodes: Float32Array; lines: Float32Array | undefined } | undefined;\n\n /** @internal */\n constructor(\n map: LayerHost,\n private geometry: { nodes: Float64Array; edges: Uint32Array; lines: NetworkOptions['lines'] | undefined },\n private costs: Float32Array | undefined,\n private style: NetworkStyle,\n private edgeWidths: Float32Array | undefined,\n ) {\n super(map);\n }\n\n /** One value per node, in node order; negative (or 1e30 and above) = unreached. Costs one texture upload, drawn\n * next frame. */\n setValues(values: Float32Array): void {\n this.values = values;\n this.map.engine.setNetworkValues(this.id, values);\n this.map.requestRender();\n }\n\n /** Costs of the edges, A → B then B → A (see `NetworkOptions.costs`), when the way the network is travelled\n * changes; undefined: values interpolated along the edges. The geometry stays on the graphics card. */\n setCosts(costs: Float32Array | undefined): void {\n this.costs = costs;\n this.map.engine.setNetworkCosts(this.id, costs);\n this.map.requestRender();\n }\n\n setStyle(style: Partial<NetworkStyle>): void {\n const ramp = this.style.ramp;\n this.style = { ...this.style, ...style };\n this.map.engine.setNetworkStyle(this.id, networkStyle(this.style));\n if (this.style.ramp !== ramp)\n this.map.engine.setNetworkRamp(this.id, this.style.ramp && rampTexels(this.style.ramp).rgba);\n this.map.requestRender();\n }\n\n /** Width factor of each edge (undefined: 1 for all) */\n setEdgeWidths(widths: Float32Array | undefined): void {\n this.edgeWidths = widths;\n this.map.engine.setNetworkScales(this.id, widths);\n this.map.requestRender();\n }\n\n /** Pieces in all and drawn in the last frame */\n stats(): NetworkStats | undefined {\n return this.map.engine.networkStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const { nodes, edges, lines } = this.geometry;\n let mercator: { nodes: Float64Array; lines: Float64Array | undefined };\n if (this.kept) {\n const { origin, nodes: n, lines: l } = this.kept;\n mercator = { nodes: unpack(n, origin), lines: l && unpack(l, origin) };\n } else {\n // Mercator here: Math.tan and Math.log run natively, several times faster than in WebAssembly\n mercator = { nodes: mercatorPoints(nodes), lines: lines && mercatorPoints(lines.points) };\n const origin: [number, number] = [mercator.nodes[0] ?? 0, mercator.nodes[1] ?? 0];\n this.kept = {\n origin,\n nodes: pack(mercator.nodes, origin),\n lines: mercator.lines && pack(mercator.lines, origin),\n };\n // The degrees are not needed again: millions of points for a region\n this.geometry = { nodes: EMPTY, edges, lines: lines && { start: lines.start, points: EMPTY } };\n }\n const id = engine.addNetwork(\n mercator.nodes,\n edges,\n lines?.start,\n mercator.lines,\n this.costs,\n networkStyle(this.style),\n );\n if (this.style.ramp) engine.setNetworkRamp(id, rampTexels(this.style.ramp).rgba);\n if (this.edgeWidths) engine.setNetworkScales(id, this.edgeWidths);\n if (this.values) engine.setNetworkValues(id, this.values);\n return id;\n }\n}\n\n/** The 25 numbers of a network style for the engine */\nfunction networkStyle(style: NetworkStyle): Float32Array {\n const { width, halo, max, contour, opacity, haloOpacity, unreachedColor, fade } = style;\n return Float32Array.from([\n ...stops(width),\n ...stops(halo),\n max,\n contour,\n opacity,\n haloOpacity,\n ...parseColor(unreachedColor),\n fade,\n ]);\n}\n\nconst EMPTY = new Float64Array(0);\n\n/** Interleaved points as f32 offsets from an origin, and back */\nfunction pack(points: Float64Array, [ox, oy]: [number, number]): Float32Array {\n const out = new Float32Array(points.length);\n for (let i = 0; i < points.length; i += 2) {\n out[i] = (points[i] ?? 0) - ox;\n out[i + 1] = (points[i + 1] ?? 0) - oy;\n }\n return out;\n}\n\nfunction unpack(points: Float32Array, [ox, oy]: [number, number]): Float64Array {\n const out = new Float64Array(points.length);\n for (let i = 0; i < points.length; i += 2) {\n out[i] = (points[i] ?? 0) + ox;\n out[i + 1] = (points[i + 1] ?? 0) + oy;\n }\n return out;\n}\n\n/** Longitudes and latitudes (degrees, interleaved) to Mercator [0, 1], y towards the south */\nfunction mercatorPoints(lonLat: Float64Array): Float64Array {\n const out = new Float64Array(lonLat.length);\n for (let i = 0; i < lonLat.length; i += 2) {\n out[i] = mercatorX(lonLat[i] ?? 0);\n out[i + 1] = mercatorY(lonLat[i + 1] ?? 0);\n }\n return out;\n}\n\n/** Textured meshes in 3D Tiles */\nexport class Tiles3dLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly url: string,\n private style: Tiles3dStyle,\n ) {\n super(map);\n }\n\n setStyle(style: Partial<Tiles3dStyle>): void {\n this.style = { ...this.style, ...style };\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.map.engine.setTiles3dStyle(this.id, this.style.maxScreenSpaceError, this.style.opacity, this.style.pointSize);\n this.map.requestRender();\n }\n\n /** @internal */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see\n * `GeoMapOptions.tiles3d`) */\n stats(): Tiles3dStats | undefined {\n return this.id < 0 ? undefined : this.map.engine.tiles3dStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError);\n engine.setTiles3dStyle(id, this.style.maxScreenSpaceError, this.style.opacity, this.style.pointSize);\n return id;\n }\n}\n\n/** A texture of a ground layer (see `GroundLayer`) */\nexport interface GroundTexture {\n /** `r8`, `r8ui`, `r16ui`, `r16i`, `r32ui`, `r32f`, `rg16ui`, `rg32f`, `rgba8`, `rgba8ui`, `rgba16ui`, `rgba32f`:\n * integer formats are read with `usampler2D` / `isampler2D` and `texelFetch` */\n format: string;\n width: number;\n height: number;\n /** Layers of a 2D array (`sampler2DArray`, `usampler2DArray`…); 0 or undefined: a 2D texture */\n depth?: number;\n /** Linear filtering (non-integer formats); default nearest */\n linear?: boolean;\n /** Texels row after row (layer after layer), any typed array; undefined: left empty */\n data?: ArrayBufferView;\n}\n\nexport interface GroundOptions {\n /**\n * GLSL ES 3.0 defining `vec4 ground(vec2 offset)`: the color of the ground (premultiplied alpha, 0 for nothing) at\n * `offset`, the Mercator offset of the pixel from `anchor` (times `ISARD_CIRCUMFERENCE`: metres of EPSG:3857), exact to\n * the millimetre at any zoom. The code declares its own uniforms and samplers; also there: `u_zoom`,\n * `u_pixel_ratio`\n */\n code: string;\n /** Where the offsets are taken from */\n anchor: LonLat;\n /** Box it shows in, `[west, south, east, north]` (default the world): only the ground there is drawn again */\n bounds?: [west: number, south: number, east: number, north: number];\n textures?: Record<string, GroundTexture>;\n uniforms?: Record<string, number | readonly number[]>;\n}\n\nconst bytesOf = (data: ArrayBufferView) => new Uint8Array(data.buffer, data.byteOffset, data.byteLength);\n\n/** The application's fragment shader run over the ground, draped on the relief (water depth, heat maps…) */\nexport class GroundLayer extends Layer {\n private readonly textures = new Map<string, GroundTexture>();\n private readonly uniforms = new Map<string, number[]>();\n private visible = true;\n\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly options: GroundOptions,\n ) {\n super(map);\n for (const [name, texture] of Object.entries(options.textures ?? {})) this.textures.set(name, texture);\n for (const [name, value] of Object.entries(options.uniforms ?? {})) this.uniforms.set(name, [value].flat());\n }\n\n /** Creates or replaces a texture of the code's sampler `name` */\n setTexture(name: string, texture: GroundTexture): void {\n this.textures.set(name, texture);\n this.sendTexture(this.map.engine, this.id, name, texture);\n this.map.requestRender();\n }\n\n /**\n * Replaces a region of a texture: `data` holds `width` × `height` texels for (`x`, `y`) of `layer` (2D arrays).\n * Keep the texture's own `data` up to date too if it must survive a WebGL context loss.\n */\n updateTexture(\n name: string,\n data: ArrayBufferView,\n region: { x?: number; y?: number; layer?: number; width: number; height: number },\n ): void {\n const { x = 0, y = 0, layer = 0, width, height } = region;\n this.map.engine.updateGroundTexture(this.id, name, x, y, layer, width, height, bytesOf(data));\n this.map.requestRender();\n }\n\n /** A uniform of the code: a number, or numbers for vectors, arrays and matrices (column major) */\n setUniform(name: string, value: number | readonly number[]): void {\n const values = [value].flat();\n this.uniforms.set(name, values);\n this.map.engine.setGroundUniform(this.id, name, Float64Array.from(values));\n this.map.requestRender();\n }\n\n setBounds(bounds: [west: number, south: number, east: number, north: number]): void {\n this.options.bounds = bounds;\n this.map.engine.setGroundBounds(this.id, ...mercatorBox(bounds));\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.visible = visible;\n this.map.engine.setGroundVisible(this.id, visible);\n this.map.requestRender();\n }\n\n private sendTexture(engine: Engine, id: number, name: string, t: GroundTexture): void {\n const data = t.data && bytesOf(t.data);\n engine.setGroundTexture(id, name, t.format, t.width, t.height, t.depth ?? 0, t.linear ?? false, data);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const [ax, ay] = toMercator(this.options.anchor);\n const id = engine.addGround(\n this.options.code,\n ax,\n ay,\n ...mercatorBox(this.options.bounds ?? [-180, -85.06, 180, 85.06]),\n );\n for (const [name, texture] of this.textures) this.sendTexture(engine, id, name, texture);\n for (const [name, values] of this.uniforms) engine.setGroundUniform(id, name, Float64Array.from(values));\n engine.setGroundVisible(id, this.visible);\n return id;\n }\n}\n\n/** A lon/lat box to Mercator min x, min y, max x, max y (y towards the south) */\nfunction mercatorBox([west, south, east, north]: [number, number, number, number]): [number, number, number, number] {\n const [x0, y1] = toMercator([west, south]);\n const [x1, y0] = toMercator([east, north]);\n return [x0, y0, x1, y1];\n}\n\n// ── The page's own 3D content: custom layers, glTF models ──\n\n/** Reports an error of the page without throwing it here: the console shows it, as an uncaught one */\nfunction report(error: unknown): void {\n if (typeof reportError === 'function') reportError(error);\n else\n queueMicrotask(() => {\n throw error;\n });\n}\n\n/** What a custom layer gets to draw a frame (`CustomLayerInterface.render`) */\nexport interface CustomFrame {\n /**\n * The model-view-projection matrix of a local frame at a position and altitude (metres above the ellipsoid, as the\n * relief is drawn: times its exaggeration), column-major for `uniformMatrix4fv` or a three.js camera: x east, y\n * north, z up, in metres. Made in double precision relative to the camera, so that what is drawn stays exact at\n * any zoom; draw within a few kilometres of the position (or take one matrix per object far apart). Only during\n * `render`.\n */\n matrixAt(lonLat: LonLat, altitude?: number): Float32Array;\n /** The camera of the frame */\n readonly camera: Camera;\n}\n\n/**\n * A layer drawn by the page with its own WebGL code, as MapLibre's `CustomLayerInterface`: `render` is called at the\n * layer's place in every frame drawn. It starts with the canvas bound, its viewport set, blending on (`SRC_ALPHA`,\n * `ONE_MINUS_SRC_ALPHA`), no culling, and in `'3d'` mode the depth test on (`LEQUAL`, depth written): the relief, the\n * buildings and the 3D Tiles hide what it draws and what it draws hides them. Whatever WebGL state it changes is set\n * back afterwards; a library that caches the WebGL state (three.js) must forget it first (`renderer.resetState()`).\n *\n * The map is busy drawing meanwhile: `render` reads the frame, not the map (`getCamera` excepted); it may call\n * `requestRender` for an animation.\n */\nexport interface CustomLayerInterface {\n /** A name for the application (the map numbers its layers) */\n id?: string;\n /** `'2d'` (the default): drawn over what is under it; `'3d'`: with the depth buffer of the 3D layers */\n renderingMode?: '2d' | '3d';\n /** Creates the WebGL objects: once added, and again after the WebGL context was lost and restored */\n onAdd?(gl: WebGL2RenderingContext, map: GeoMap): void;\n render(gl: WebGL2RenderingContext, frame: CustomFrame): void;\n /** Frees the WebGL objects: the layer is removed, or the map destroyed */\n onRemove?(gl: WebGL2RenderingContext, map: GeoMap): void;\n}\n\n/** The model-view-projection of a local frame in the engine running the map (`Engine.customMatrix`) */\n/** @internal */\nexport type CustomMatrix = (lon: number, lat: number, altitude: number) => Float32Array | undefined;\n\n/** A layer drawn by the page's WebGL code (see `CustomLayerInterface`) */\nexport class CustomLayer extends Layer {\n /** The map's WebGL context, and whether `onAdd` made the layer's objects there (until `onRemove`) */\n private readonly gl: WebGL2RenderingContext;\n private added = false;\n /** The context was lost since `onAdd`: its objects are gone */\n private stale = false;\n private readonly lost = () => {\n this.stale = true;\n };\n private readonly frame: CustomFrame;\n\n /** @internal */\n constructor(\n map: LayerHost,\n /** The application's object */\n readonly implementation: CustomLayerInterface,\n private readonly canvas: HTMLCanvasElement,\n private readonly owner: GeoMap,\n matrix: CustomMatrix,\n camera: () => Camera,\n ) {\n super(map);\n // The context the engine made on the canvas\n this.gl = canvas.getContext('webgl2') as WebGL2RenderingContext;\n this.frame = {\n matrixAt: ([lon, lat], altitude = 0) => {\n const m = matrix(lon, lat, altitude);\n if (!m) throw new Error('isard: frame.matrixAt is only available during render');\n return m;\n },\n get camera() {\n return camera();\n },\n };\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n // Once, and again on a context restored (not when the map moves onto another engine: the same context)\n if (!this.added || this.stale) {\n if (!this.added) this.canvas.addEventListener('webglcontextlost', this.lost);\n this.added = true;\n this.stale = false;\n this.implementation.onAdd?.(this.gl, this.owner);\n }\n return engine.addCustomLayer(this.draw, this.implementation.renderingMode === '3d');\n }\n\n /** Called by the engine at the layer's place in the frame; the page's errors are reported, the frame goes on */\n private readonly draw = (): void => {\n try {\n this.implementation.render(this.gl, this.frame);\n } catch (error) {\n report(error);\n }\n };\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal The layer is removed or the map destroyed: `onRemove`, unless the context is lost */\n override dispose(): void {\n if (!this.added) return;\n this.added = false;\n this.canvas.removeEventListener('webglcontextlost', this.lost);\n if (this.stale) return;\n try {\n this.implementation.onRemove?.(this.gl, this.owner);\n } catch (error) {\n report(error);\n }\n }\n}\n\n/** Where and how a model stands */\nexport interface ModelInstance {\n lonLat: LonLat;\n /** Metres above the ground (or above the ellipsoid, `altitudeReference: 'sea'`); 0 by default */\n altitude?: number;\n /** Degrees clockwise from the north of the model's front (glTF +Z); 0 by default */\n heading?: number;\n /** Degrees, nose up */\n pitch?: number;\n /** Degrees, right side down */\n roll?: number;\n /** 1 by default: the model's metres */\n scale?: number;\n}\n\nexport interface ModelOptions {\n /** URL of a glTF binary (`.glb`): meshes, textures, Draco, meshopt, KTX2, as in 3D Tiles; or its bytes (`data`) */\n url?: string;\n data?: ArrayBuffer | ArrayBufferView<ArrayBuffer>;\n instances: readonly ModelInstance[];\n /** What the altitudes are above: `'ground'` (the relief, the default) or `'sea'` (the ellipsoid) */\n altitudeReference?: 'ground' | 'sea';\n}\n\n/** The numbers of instances for the engine: longitude, latitude, altitude, heading, pitch, roll, scale */\nexport function instanceNumbers(instances: readonly ModelInstance[]): Float64Array {\n const out = new Float64Array(instances.length * 7);\n instances.forEach(({ lonLat, altitude = 0, heading = 0, pitch = 0, roll = 0, scale = 1 }, i) => {\n out.set([lonLat[0], lonLat[1], altitude, heading, pitch, roll, scale], i * 7);\n });\n return out;\n}\n\n/** A glTF model drawn at positions, in one instanced draw; `pickFeature` gives the instance's index */\nexport class ModelLayer extends Layer {\n private readonly url: string;\n /** The `blob:` URL of the page's bytes, revoked once the layer is gone */\n private readonly blob: string | undefined;\n private instances: Float64Array;\n private ground: boolean;\n\n /** @internal */\n constructor(map: LayerHost, options: ModelOptions) {\n super(map);\n const { url, data } = options;\n if (data) {\n this.blob = URL.createObjectURL(new Blob([data], { type: 'model/gltf-binary' }));\n this.url = this.blob;\n } else if (url) {\n // Against the page: the decoding workers fetch it, and a relative URL would be theirs\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n this.url = base ? new URL(url, base).href : url;\n } else {\n throw new Error('isard: a model needs a url or data');\n }\n this.instances = instanceNumbers(options.instances);\n this.ground = options.altitudeReference !== 'sea';\n }\n\n /** @internal The engine with 3D Tiles decodes and draws the models */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** Replaces the instances (and what their altitudes are above, kept if not given) */\n setInstances(instances: readonly ModelInstance[], altitudeReference?: 'ground' | 'sea'): void {\n this.instances = instanceNumbers(instances);\n if (altitudeReference) this.ground = altitudeReference === 'ground';\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.map.engine.setModelInstances(this.id, this.instances, this.ground);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal */\n override dispose(): void {\n if (this.blob) URL.revokeObjectURL(this.blob);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n return engine.addModels(this.url, this.instances, this.ground);\n }\n}\n"]}
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package/dist/loader.d.ts
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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/**
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2
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-
* Pool of decoding workers for 3D Tiles content. The engine calls `load` and `abort`
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3
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-
* thread then only uploads the decoded arrays to the GPU.
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2
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+
* Pool of decoding workers for 3D Tiles content and point clouds. The engine calls `load`, `loadPoints` and `abort`
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3
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+
* (`TileLoaderLike`); the main thread then only uploads the decoded arrays to the GPU.
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4
4
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*/
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5
5
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import type { DecoderUrls } from './decoders.ts';
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6
6
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import type { DecodedTile, TextureFormats, TileLoaderLike } from './wasm/isard.js';
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@@ -10,15 +10,21 @@ export declare class TileLoader implements TileLoaderLike {
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10
10
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private readonly size;
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11
11
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private readonly decoders;
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12
12
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private readonly formats;
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13
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+
/** URL of the point cloud module, for the workers */
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14
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+
private readonly points;
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13
15
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private workers;
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14
16
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/** Requests in flight per worker */
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15
17
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private readonly busy;
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16
18
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private readonly pending;
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17
19
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/** Every worker failed: why */
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18
20
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private failed;
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19
|
-
constructor(module: WebAssembly.Module, workerUrl: string | URL, size: number, decoders: DecoderUrls, formats: TextureFormats
|
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21
|
+
constructor(module: WebAssembly.Module, workerUrl: string | URL, size: number, decoders: DecoderUrls, formats: TextureFormats,
|
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22
|
+
/** URL of the point cloud module, for the workers */
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23
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+
points?: string);
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20
24
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/** Called by the engine: fetch and decode off the main thread, on the least busy worker */
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21
25
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load(id: number, url: string, transform: Float64Array, yUp: boolean, reload: boolean, priority?: 'high' | 'low'): Promise<DecodedTile>;
|
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26
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+
/** Called by the engine: the points of a COPC node, fetched (a range request) and decoded off the main thread */
|
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27
|
+
loadPoints(id: number, url: string, offset: number, size: number, laz: Uint8Array, layout: Float64Array, grid: Float64Array, count: number, priority?: 'high' | 'low'): Promise<Uint8Array<ArrayBuffer>>;
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22
28
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abort(id: number): void;
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23
29
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destroy(): void;
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24
30
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/** Workers start with the first tile: a map without 3D Tiles costs nothing */
|