isard 0.6.1 → 0.8.0
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 +100 -0
- package/dist/basemap.worker.d.ts +7 -1
- package/dist/basemap.worker.js +2 -2
- package/dist/basemap.worker.js.map +8 -7
- package/dist/decoder.worker.js +4 -4
- package/dist/decoder.worker.js.map +6 -5
- package/dist/engine-loader.d.ts +1 -1
- package/dist/engine-loader.js.map +1 -1
- package/dist/geoplateforme.d.ts +4 -3
- package/dist/geoplateforme.js +43 -19
- package/dist/geoplateforme.js.map +1 -1
- package/dist/glyphs.js +2 -1
- package/dist/glyphs.js.map +1 -1
- package/dist/icons.js +5 -1
- package/dist/icons.js.map +1 -1
- package/dist/index.d.ts +4 -2
- package/dist/index.js +3 -1
- package/dist/index.js.map +1 -1
- package/dist/interaction.d.ts +2 -0
- package/dist/interaction.js +29 -2
- package/dist/interaction.js.map +1 -1
- package/dist/isard_bg.wasm +0 -0
- package/dist/isard_core_bg.wasm +0 -0
- package/dist/layers.d.ts +2 -0
- package/dist/layers.js +22 -4
- package/dist/layers.js.map +1 -1
- package/dist/loader.d.ts +2 -0
- package/dist/loader.js +10 -0
- package/dist/loader.js.map +1 -1
- package/dist/map.d.ts +52 -3
- package/dist/map.js +171 -6
- package/dist/map.js.map +1 -1
- package/dist/overlay.d.ts +55 -0
- package/dist/overlay.js +185 -7
- package/dist/overlay.js.map +1 -1
- package/dist/panoramas.d.ts +94 -0
- package/dist/panoramas.js +245 -0
- package/dist/panoramas.js.map +1 -0
- package/dist/pmtiles.js +3 -2
- package/dist/pmtiles.js.map +1 -1
- package/dist/pointclouds.js +1 -1
- package/dist/pointclouds.js.map +1 -1
- package/dist/protocol.d.ts +7 -1
- package/dist/protocol.js.map +1 -1
- package/dist/requests.d.ts +14 -0
- package/dist/requests.js +48 -0
- package/dist/requests.js.map +1 -0
- package/dist/resample.js +2 -1
- package/dist/resample.js.map +1 -1
- package/dist/style.js +3 -0
- package/dist/style.js.map +1 -1
- package/dist/terrain.d.ts +0 -5
- package/dist/terrain.js +2 -1
- package/dist/terrain.js.map +1 -1
- package/dist/types.d.ts +36 -4
- package/dist/types.js.map +1 -1
- package/dist/vectortiles.d.ts +6 -2
- package/dist/vectortiles.js +92 -33
- package/dist/vectortiles.js.map +1 -1
- package/dist/wasm/isard.d.ts +105 -11
- package/dist/wasm/isard.js +211 -13
- package/dist/wasm/isard_core.d.ts +64 -6
- package/dist/wasm/isard_core.js +149 -6
- package/dist/wmts.js +2 -1
- package/dist/wmts.js.map +1 -1
- package/package.json +1 -1
package/dist/layers.js.map
CHANGED
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1
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-
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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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* 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 { type Feature, parseColor, rampTexels, stops } from './features.ts';\nimport { mercatorX, mercatorY, toMercator } from './geo.ts';\nimport type { GeoMap } from './map.ts';\nimport { rgb } from './settings.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 readonly geoid: boolean,\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.applyStyle(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** @internal The feature picked (`pickFeature`, 'hoverfeature'): the properties of its feature in the tile\n * (`EXT_structural_metadata`, a b3dm batch table), none for a mesh without features; its index in the tile as id */\n featureAt(index: number): Feature<Record<string, unknown>> | undefined {\n if (this.id < 0) return undefined;\n const hit = this.map.engine.tiles3dFeature(this.id, index);\n if (!hit) return undefined;\n const [properties, feature] = hit;\n return { type: 'Feature', id: feature, properties: properties ?? {}, geometry: null };\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, this.geoid);\n this.applyStyle(engine, id);\n return id;\n }\n\n private applyStyle(engine: Engine, id: number): void {\n const { maxScreenSpaceError, opacity, pointSize, color } = this.style;\n engine.setTiles3dStyle(id, maxScreenSpaceError, opacity, pointSize, new Float32Array(color ? rgb(color) : []));\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"]}
|
package/dist/loader.d.ts
CHANGED
|
@@ -18,6 +18,8 @@ export declare class TileLoader implements TileLoaderLike {
|
|
|
18
18
|
private readonly pending;
|
|
19
19
|
/** Every worker failed: why */
|
|
20
20
|
private failed;
|
|
21
|
+
/** The page's request headers, sent to the workers as they change */
|
|
22
|
+
private readonly unfollow;
|
|
21
23
|
constructor(module: WebAssembly.Module, workerUrl: string | URL, size: number, decoders: DecoderUrls, formats: TextureFormats,
|
|
22
24
|
/** URL of the point cloud module, for the workers */
|
|
23
25
|
points?: string);
|
package/dist/loader.js
CHANGED
|
@@ -1,3 +1,4 @@
|
|
|
1
|
+
import { headerRules, onHeaderRules } from "./requests.js";
|
|
1
2
|
export class TileLoader {
|
|
2
3
|
module;
|
|
3
4
|
workerUrl;
|
|
@@ -11,6 +12,11 @@ export class TileLoader {
|
|
|
11
12
|
pending = new Map();
|
|
12
13
|
/** Every worker failed: why */
|
|
13
14
|
failed;
|
|
15
|
+
/** The page's request headers, sent to the workers as they change */
|
|
16
|
+
unfollow = onHeaderRules((rules) => {
|
|
17
|
+
for (const worker of this.workers)
|
|
18
|
+
this.send(worker, { type: 'headers', rules });
|
|
19
|
+
});
|
|
14
20
|
constructor(module, workerUrl, size, decoders, formats,
|
|
15
21
|
/** URL of the point cloud module, for the workers */
|
|
16
22
|
points = '') {
|
|
@@ -50,6 +56,7 @@ export class TileLoader {
|
|
|
50
56
|
this.send(pending.worker, { type: 'abort', id });
|
|
51
57
|
}
|
|
52
58
|
destroy() {
|
|
59
|
+
this.unfollow();
|
|
53
60
|
for (const worker of this.workers)
|
|
54
61
|
worker.terminate();
|
|
55
62
|
this.workers = [];
|
|
@@ -72,6 +79,9 @@ export class TileLoader {
|
|
|
72
79
|
worker.onmessageerror = () => this.fail(worker, `the decoding worker ${this.workerUrl} sent an unreadable message`);
|
|
73
80
|
const { module, decoders, formats, points } = this;
|
|
74
81
|
this.send(worker, { type: 'init', module, decoders, formats, points });
|
|
82
|
+
const rules = headerRules();
|
|
83
|
+
if (rules.length > 0)
|
|
84
|
+
this.send(worker, { type: 'headers', rules });
|
|
75
85
|
this.workers.push(worker);
|
|
76
86
|
this.busy.set(worker, 0);
|
|
77
87
|
}
|
package/dist/loader.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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The engine calls `load`, `loadPoints` and `abort`\n * (`TileLoaderLike`); the main thread then only uploads the decoded arrays to the GPU.\n */\nimport type { DecoderUrls } from './decoders.ts';\nimport type { WorkerReply, WorkerRequest } from './protocol.ts';\nimport type { DecodedTile, TextureFormats, TileLoaderLike } from './wasm/isard.js';\n\ninterface Pending {\n resolve: (result: DecodedTile | Uint8Array<ArrayBuffer>) => void;\n reject: (error: Error) => void;\n worker: Worker;\n}\n\nexport class TileLoader implements TileLoaderLike {\n private workers: Worker[] = [];\n /** Requests in flight per worker */\n private readonly busy = new Map<Worker, number>();\n private readonly pending = new Map<number, Pending>();\n /** Every worker failed: why */\n private failed: Error | undefined;\n\n constructor(\n private readonly module: WebAssembly.Module,\n private readonly workerUrl: string | URL,\n private readonly size: number,\n private readonly decoders: DecoderUrls,\n private readonly formats: TextureFormats,\n /** URL of the point cloud module, for the workers */\n private readonly points: string = '',\n ) {}\n\n /** Called by the engine: fetch and decode off the main thread, on the least busy worker */\n load(\n id: number,\n url: string,\n transform: Float64Array,\n yUp: boolean,\n reload: boolean,\n priority?: 'high' | 'low',\n ): Promise<DecodedTile> {\n if (this.failed) return Promise.reject(this.failed);\n const worker = this.leastBusy();\n this.busy.set(worker, (this.busy.get(worker) ?? 0) + 1);\n return new Promise((resolve, reject) => {\n this.pending.set(id, { resolve: resolve as Pending['resolve'], reject, worker });\n this.send(worker, { type: 'load', id, url, transform, yUp, reload, ...(priority ? { priority } : {}) });\n });\n }\n\n /** Called by the engine: the points of a COPC node, fetched (a range request) and decoded off the main thread */\n loadPoints(\n id: number,\n url: string,\n offset: number,\n size: number,\n laz: Uint8Array,\n layout: Float64Array,\n grid: Float64Array,\n count: number,\n priority?: 'high' | 'low',\n ): Promise<Uint8Array<ArrayBuffer>> {\n if (this.failed) return Promise.reject(this.failed);\n const worker = this.leastBusy();\n this.busy.set(worker, (this.busy.get(worker) ?? 0) + 1);\n return new Promise((resolve, reject) => {\n this.pending.set(id, { resolve: resolve as Pending['resolve'], reject, worker });\n const message = { type: 'points', id, url, offset, size, laz, layout, grid, count } as const;\n this.send(worker, { ...message, ...(priority ? { priority } : {}) });\n });\n }\n\n abort(id: number): void {\n const pending = this.pending.get(id);\n if (pending) this.send(pending.worker, { type: 'abort', id });\n }\n\n destroy(): void {\n for (const worker of this.workers) worker.terminate();\n this.workers = [];\n this.busy.clear();\n for (const { reject } of this.pending.values()) reject(new Error('loader destroyed'));\n this.pending.clear();\n }\n\n /** Workers start with the first tile: a map without 3D Tiles costs nothing */\n private leastBusy(): Worker {\n if (this.workers.length === 0) {\n for (let i = 0; i < this.size; i++) {\n const worker = new Worker(this.workerUrl, { type: 'module' });\n worker.onmessage = (event: MessageEvent<WorkerReply>) => this.receive(worker, event.data);\n // A worker that fails to load (a bundler serving it from elsewhere) or to read a message fails its requests\n worker.onerror = (event) => {\n event.preventDefault();\n this.fail(worker, `the decoding worker ${this.workerUrl} failed${event.message ? `: ${event.message}` : ''}`);\n };\n worker.onmessageerror = () =>\n this.fail(worker, `the decoding worker ${this.workerUrl} sent an unreadable message`);\n const { module, decoders, formats, points } = this;\n this.send(worker, { type: 'init', module, decoders, formats, points });\n this.workers.push(worker);\n this.busy.set(worker, 0);\n }\n }\n let best = this.workers[0] as Worker;\n for (const worker of this.workers) {\n if ((this.busy.get(worker) ?? 0) < (this.busy.get(best) ?? 0)) best = worker;\n }\n return best;\n }\n\n private send(worker: Worker, message: WorkerRequest): void {\n worker.postMessage(message);\n }\n\n private receive(worker: Worker, reply: WorkerReply): void {\n this.busy.set(worker, Math.max(0, (this.busy.get(worker) ?? 1) - 1));\n const pending = this.pending.get(reply.id);\n if (!pending) return;\n this.pending.delete(reply.id);\n if (reply.type === 'tile') pending.resolve(reply.tile);\n else if (reply.type === 'points') pending.resolve(reply.vertices);\n else if (reply.aborted) pending.reject(new DOMException(`tile ${reply.id} aborted`, 'AbortError'));\n else pending.reject(new Error(reply.error));\n }\n\n /** Rejects the requests of a failed worker */\n private fail(worker: Worker, message: string): void {\n const error = new Error(\n `isard: ${message}. If a bundler moves the worker, give its URL in the \\`workerUrl\\` option (see \"With a bundler\" in the guide)`,\n );\n for (const [id, pending] of this.pending) {\n if (pending.worker !== worker) continue;\n this.pending.delete(id);\n pending.reject(error);\n }\n // Out of the pool: when none is left, the next requests fail at once\n worker.terminate();\n this.workers = this.workers.filter((w) => w !== worker);\n this.busy.delete(worker);\n if (this.workers.length === 0) this.failed = error;\n }\n}\n"]}
|
|
1
|
+
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* Pool of decoding workers for 3D Tiles content and point clouds. The engine calls `load`, `loadPoints` and `abort`\n * (`TileLoaderLike`); the main thread then only uploads the decoded arrays to the GPU.\n */\nimport type { DecoderUrls } from './decoders.ts';\nimport type { WorkerReply, WorkerRequest } from './protocol.ts';\nimport { headerRules, onHeaderRules } from './requests.ts';\nimport type { DecodedTile, TextureFormats, TileLoaderLike } from './wasm/isard.js';\n\ninterface Pending {\n resolve: (result: DecodedTile | Uint8Array<ArrayBuffer>) => void;\n reject: (error: Error) => void;\n worker: Worker;\n}\n\nexport class TileLoader implements TileLoaderLike {\n private workers: Worker[] = [];\n /** Requests in flight per worker */\n private readonly busy = new Map<Worker, number>();\n private readonly pending = new Map<number, Pending>();\n /** Every worker failed: why */\n private failed: Error | undefined;\n /** The page's request headers, sent to the workers as they change */\n private readonly unfollow = onHeaderRules((rules) => {\n for (const worker of this.workers) this.send(worker, { type: 'headers', rules });\n });\n\n constructor(\n private readonly module: WebAssembly.Module,\n private readonly workerUrl: string | URL,\n private readonly size: number,\n private readonly decoders: DecoderUrls,\n private readonly formats: TextureFormats,\n /** URL of the point cloud module, for the workers */\n private readonly points: string = '',\n ) {}\n\n /** Called by the engine: fetch and decode off the main thread, on the least busy worker */\n load(\n id: number,\n url: string,\n transform: Float64Array,\n yUp: boolean,\n reload: boolean,\n priority?: 'high' | 'low',\n ): Promise<DecodedTile> {\n if (this.failed) return Promise.reject(this.failed);\n const worker = this.leastBusy();\n this.busy.set(worker, (this.busy.get(worker) ?? 0) + 1);\n return new Promise((resolve, reject) => {\n this.pending.set(id, { resolve: resolve as Pending['resolve'], reject, worker });\n this.send(worker, { type: 'load', id, url, transform, yUp, reload, ...(priority ? { priority } : {}) });\n });\n }\n\n /** Called by the engine: the points of a COPC node, fetched (a range request) and decoded off the main thread */\n loadPoints(\n id: number,\n url: string,\n offset: number,\n size: number,\n laz: Uint8Array,\n layout: Float64Array,\n grid: Float64Array,\n count: number,\n priority?: 'high' | 'low',\n ): Promise<Uint8Array<ArrayBuffer>> {\n if (this.failed) return Promise.reject(this.failed);\n const worker = this.leastBusy();\n this.busy.set(worker, (this.busy.get(worker) ?? 0) + 1);\n return new Promise((resolve, reject) => {\n this.pending.set(id, { resolve: resolve as Pending['resolve'], reject, worker });\n const message = { type: 'points', id, url, offset, size, laz, layout, grid, count } as const;\n this.send(worker, { ...message, ...(priority ? { priority } : {}) });\n });\n }\n\n abort(id: number): void {\n const pending = this.pending.get(id);\n if (pending) this.send(pending.worker, { type: 'abort', id });\n }\n\n destroy(): void {\n this.unfollow();\n for (const worker of this.workers) worker.terminate();\n this.workers = [];\n this.busy.clear();\n for (const { reject } of this.pending.values()) reject(new Error('loader destroyed'));\n this.pending.clear();\n }\n\n /** Workers start with the first tile: a map without 3D Tiles costs nothing */\n private leastBusy(): Worker {\n if (this.workers.length === 0) {\n for (let i = 0; i < this.size; i++) {\n const worker = new Worker(this.workerUrl, { type: 'module' });\n worker.onmessage = (event: MessageEvent<WorkerReply>) => this.receive(worker, event.data);\n // A worker that fails to load (a bundler serving it from elsewhere) or to read a message fails its requests\n worker.onerror = (event) => {\n event.preventDefault();\n this.fail(worker, `the decoding worker ${this.workerUrl} failed${event.message ? `: ${event.message}` : ''}`);\n };\n worker.onmessageerror = () =>\n this.fail(worker, `the decoding worker ${this.workerUrl} sent an unreadable message`);\n const { module, decoders, formats, points } = this;\n this.send(worker, { type: 'init', module, decoders, formats, points });\n const rules = headerRules();\n if (rules.length > 0) this.send(worker, { type: 'headers', rules });\n this.workers.push(worker);\n this.busy.set(worker, 0);\n }\n }\n let best = this.workers[0] as Worker;\n for (const worker of this.workers) {\n if ((this.busy.get(worker) ?? 0) < (this.busy.get(best) ?? 0)) best = worker;\n }\n return best;\n }\n\n private send(worker: Worker, message: WorkerRequest): void {\n worker.postMessage(message);\n }\n\n private receive(worker: Worker, reply: WorkerReply): void {\n this.busy.set(worker, Math.max(0, (this.busy.get(worker) ?? 1) - 1));\n const pending = this.pending.get(reply.id);\n if (!pending) return;\n this.pending.delete(reply.id);\n if (reply.type === 'tile') pending.resolve(reply.tile);\n else if (reply.type === 'points') pending.resolve(reply.vertices);\n else if (reply.aborted) pending.reject(new DOMException(`tile ${reply.id} aborted`, 'AbortError'));\n else pending.reject(new Error(reply.error));\n }\n\n /** Rejects the requests of a failed worker */\n private fail(worker: Worker, message: string): void {\n const error = new Error(\n `isard: ${message}. If a bundler moves the worker, give its URL in the \\`workerUrl\\` option (see \"With a bundler\" in the guide)`,\n );\n for (const [id, pending] of this.pending) {\n if (pending.worker !== worker) continue;\n this.pending.delete(id);\n pending.reject(error);\n }\n // Out of the pool: when none is left, the next requests fail at once\n worker.terminate();\n this.workers = this.workers.filter((w) => w !== worker);\n this.busy.delete(worker);\n if (this.workers.length === 0) this.failed = error;\n }\n}\n"]}
|
package/dist/map.d.ts
CHANGED
|
@@ -3,9 +3,10 @@ import { ExtrusionLayer, type ExtrusionOptions } from './extrusions.ts';
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|
|
3
3
|
import { CircleLayer, type CircleOptions, FillLayer, type FillOptions, LineLayer, type LineOptions } from './features.ts';
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|
4
4
|
import { type ImageOptions, type Pixels } from './icons.ts';
|
|
5
5
|
import { CustomLayer, type CustomLayerInterface, GroundLayer, type GroundOptions, type Layer, ModelLayer, type ModelOptions, NetworkLayer, RasterLayer, Tiles3dLayer } from './layers.ts';
|
|
6
|
+
import { type PanoramaOptions, type Panoramas } from './panoramas.ts';
|
|
6
7
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import { PointCloudLayer, type PointCloudOptions } from './pointclouds.ts';
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import { SymbolLayer, type SymbolOptions } from './symbols.ts';
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import type { AnimationOptions, AtmosphereOptions, Basemap, FeatureHit, FlyToOptions, GeoMapOptions, LoadingMode, LonLat, MapEvents, NetworkOptions, Point, Projection, RasterOptions, TerrainModel, TerrainOptions, Tiles3dOptions, ViewshedOptions } from './types.ts';
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import type { AnimationOptions, AtmosphereOptions, Basemap, FeatureHit, FirstPersonView, FlyToOptions, GeoMapOptions, LoadingMode, LonLat, MapEvents, NetworkOptions, Point, Projection, RasterOptions, SwipeOptions, TerrainModel, TerrainOptions, Tiles3dOptions, ViewshedOptions } from './types.ts';
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import { type PmtilesOptions, VectorTiles, type VectorTilesOptions } from './vectortiles.ts';
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import type { Camera, PickHit, RasterLayerStats } from './wasm/isard.js';
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/** A map (see `GeoMap.create`); layers take it as their host */
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@@ -82,6 +83,8 @@ export declare class GeoMap {
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private basemapPool;
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/** Stops watching the device pixel ratio */
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private unwatchRatio;
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/** Stops following the page's request headers (`setRequestHeaders`) */
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private unwatchHeaders;
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/** Stops listening to the canvas's context loss and restoration */
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private readonly unwatchContext;
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/** The loaders of the relief by encoding, URL and floor: the same loader for the same tiles (the engine keeps its
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@@ -104,6 +107,23 @@ export declare class GeoMap {
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private preloadTiles3d;
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/** After a context loss: a new engine with the same camera, settings and layers (same handles, same order) */
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private restore;
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/** The street-level eye, if the camera is one */
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get firstPerson(): Readonly<Required<FirstPersonView>> | undefined;
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/**
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* Puts the camera at street level: an eye `height` metres above the ground, looking `bearing` and `pitch`, the
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* drag turning it around (the wheel narrows or widens its field of view); undefined gives back the camera turning
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* around a point, above where the eye stood, facing the same way
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*/
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setFirstPerson(view: FirstPersonView | undefined): void;
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/** The swipe set (`setSwipe`), applied again with the layers' ids of a new engine */
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private swipe;
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/**
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* Compares two states of a place: `layers` shown on one side of a vertical line only, at `position` CSS pixels
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* from the left of the map (left of it by default, `side: 'right'` for the other), the layers beneath them on the
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* other side. Set again as the line moves (a slider, a drag); undefined stops
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+
*/
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setSwipe(options: SwipeOptions | undefined): void;
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+
private applySwipe;
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/** Takes a layer out of the drawing order (to put it back elsewhere, or for good) */
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private unlist;
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private add;
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@@ -140,6 +160,8 @@ export declare class GeoMap {
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* (`direction`): the relief, extrusions, 3D Tiles and models hide what lies behind them (only what the map has
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* loaded for its view). Several observers (16 at most): what any of them sees is seen, what is hidden from all those
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* that reach it is hidden, in the colors and opacity of the first. Undefined or none removes it */
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+
/** The viewshed set, set again in a new engine */
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private viewshed;
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setViewshed(options: ViewshedOptions | readonly ViewshedOptions[] | undefined): void;
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/** Relief under the basemap: true for the body's terrain model (on the Earth the worldwide Terrain Tiles, NASA's
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* on the Moon and Mars), one of the Earth's models by name (`'ign'`), its options, or false; on another body, its
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@@ -171,10 +193,37 @@ export declare class GeoMap {
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private requestHoverPick;
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private readonly pollHoverPick;
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private cancelHoverPick;
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|
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/** Screen point (CSS pixels) of a position
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-
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+
/** Screen point (CSS pixels) of a position on the ground (the relief), or `height` metres above it, undefined
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* behind the camera */
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+
project(lonLat: LonLat, height?: number): Point | undefined;
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/** Position under a screen point (CSS pixels), undefined above the horizon */
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unproject(point: Point): LonLat | undefined;
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+
/**
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+
* Street-level panoramas (oriented images of a vehicle's cameras, the iTowns immersive format): their positions
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+
* and calibrations loaded, none shown until `show`, which projects one onto the scene around it
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+
*/
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205
|
+
addPanoramas(options: PanoramaOptions): Promise<Panoramas>;
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/** The panorama sets, their panorama shown again in a new engine */
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+
private readonly panoramaSets;
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/** Altitude of the relief at a position, in metres (exaggeration included): from the copy of its tiles the map
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* keeps, as fine as the tiles loaded there; undefined without relief or where none is loaded yet */
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+
elevationAt(lonLat: LonLat): number | undefined;
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+
/** Metres on the ground per CSS pixel at a screen point (default the center of the map), across the screen: for a
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+
* scale bar; undefined above the horizon */
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+
metersPerPixel(point?: Point): number | undefined;
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+
/** Whether a double click zooms in (Shift: out), on by default: off while a drawing takes double clicks */
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|
215
|
+
setDoubleClickZoom(enabled: boolean): void;
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/** What is drawn under a screen point (CSS pixels), on the relief or standing on it (a roof, a wall, a mesh): its
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+
* position and its height above the relief, in metres; undefined where nothing was drawn. The last frame's scene is
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+
* drawn again and read back, waiting for the GPU (a stall): for clicks and drags */
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|
219
|
+
pickSurface(point: Point): {
|
|
220
|
+
lonLat: LonLat;
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|
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|
+
height: number;
|
|
222
|
+
} | undefined;
|
|
223
|
+
/** The height above the relief, in metres, of the top of what stands at a position: a roof, a mesh, 0 on the bare
|
|
224
|
+
* ground; undefined where nothing of the last frame is there. The scene is drawn from above into a single pixel and
|
|
225
|
+
* read back: cheap, but it waits for the GPU */
|
|
226
|
+
surfaceAt(lonLat: LonLat): number | undefined;
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|
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|
/** Adds a control in a corner of the map; controls stack from the corner inward */
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|
179
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|
addControl(control: Control, position?: ControlPosition): this;
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|
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|
removeControl(control: Control): this;
|