isard 0.7.0 → 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.
Files changed (64) hide show
  1. package/CHANGELOG.md +47 -0
  2. package/dist/basemap.worker.d.ts +7 -1
  3. package/dist/basemap.worker.js +2 -2
  4. package/dist/basemap.worker.js.map +8 -7
  5. package/dist/decoder.worker.js +4 -4
  6. package/dist/decoder.worker.js.map +6 -5
  7. package/dist/engine-loader.d.ts +1 -1
  8. package/dist/engine-loader.js.map +1 -1
  9. package/dist/geoplateforme.js +2 -1
  10. package/dist/geoplateforme.js.map +1 -1
  11. package/dist/glyphs.js +2 -1
  12. package/dist/glyphs.js.map +1 -1
  13. package/dist/icons.js +5 -1
  14. package/dist/icons.js.map +1 -1
  15. package/dist/index.d.ts +4 -2
  16. package/dist/index.js +3 -1
  17. package/dist/index.js.map +1 -1
  18. package/dist/interaction.d.ts +2 -0
  19. package/dist/interaction.js +29 -2
  20. package/dist/interaction.js.map +1 -1
  21. package/dist/isard_bg.wasm +0 -0
  22. package/dist/isard_core_bg.wasm +0 -0
  23. package/dist/layers.d.ts +2 -0
  24. package/dist/layers.js +22 -4
  25. package/dist/layers.js.map +1 -1
  26. package/dist/loader.d.ts +2 -0
  27. package/dist/loader.js +10 -0
  28. package/dist/loader.js.map +1 -1
  29. package/dist/map.d.ts +38 -1
  30. package/dist/map.js +153 -2
  31. package/dist/map.js.map +1 -1
  32. package/dist/overlay.d.ts +40 -0
  33. package/dist/overlay.js +119 -0
  34. package/dist/overlay.js.map +1 -1
  35. package/dist/panoramas.d.ts +94 -0
  36. package/dist/panoramas.js +245 -0
  37. package/dist/panoramas.js.map +1 -0
  38. package/dist/pmtiles.js +3 -2
  39. package/dist/pmtiles.js.map +1 -1
  40. package/dist/pointclouds.js +1 -1
  41. package/dist/pointclouds.js.map +1 -1
  42. package/dist/protocol.d.ts +7 -1
  43. package/dist/protocol.js.map +1 -1
  44. package/dist/requests.d.ts +14 -0
  45. package/dist/requests.js +48 -0
  46. package/dist/requests.js.map +1 -0
  47. package/dist/resample.js +2 -1
  48. package/dist/resample.js.map +1 -1
  49. package/dist/style.js +1 -0
  50. package/dist/style.js.map +1 -1
  51. package/dist/terrain.d.ts +0 -5
  52. package/dist/terrain.js +2 -1
  53. package/dist/terrain.js.map +1 -1
  54. package/dist/types.d.ts +29 -1
  55. package/dist/types.js.map +1 -1
  56. package/dist/vectortiles.js +12 -1
  57. package/dist/vectortiles.js.map +1 -1
  58. package/dist/wasm/isard.d.ts +79 -5
  59. package/dist/wasm/isard.js +165 -7
  60. package/dist/wasm/isard_core.d.ts +38 -0
  61. package/dist/wasm/isard_core.js +99 -0
  62. package/dist/wmts.js +2 -1
  63. package/dist/wmts.js.map +1 -1
  64. package/package.json +1 -1
@@ -30,6 +30,8 @@ export declare class Interaction {
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  /** The canvas's place on the page, read once: reading it on every pointer move would force a layout each time.
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  * Read again after a resize, a scroll, and when a pointer comes in or goes down */
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  private rect;
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+ /** A double click zooms in (Shift: out); off while the page takes double clicks (ending a drawing) */
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+ doubleClickZoom: boolean;
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  constructor(map: GeoMap, options?: {
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  keyboard?: boolean;
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  });
@@ -85,6 +85,8 @@ export class Interaction {
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  /** The canvas's place on the page, read once: reading it on every pointer move would force a layout each time.
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  * Read again after a resize, a scroll, and when a pointer comes in or goes down */
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  rect;
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+ /** A double click zooms in (Shift: out); off while the page takes double clicks (ending a drawing) */
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+ doubleClickZoom = true;
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  constructor(map, options = {}) {
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  this.map = map;
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  const canvas = map.canvas;
@@ -120,7 +122,10 @@ export class Interaction {
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  const wheel = (e) => this.onWheel(e);
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  container.addEventListener('wheel', wheel, { passive: false });
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  this.cleanup.push(() => container.removeEventListener('wheel', wheel));
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- listen('dblclick', (e) => this.zoomBy(e.shiftKey ? -1 : 1, this.local(e)));
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+ listen('dblclick', (e) => {
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+ if (this.doubleClickZoom && !this.map.firstPerson)
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+ this.zoomBy(e.shiftKey ? -1 : 1, this.local(e));
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+ });
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  listen('contextmenu', (e) => e.preventDefault());
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  if (options.keyboard ?? true) {
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  // On the container: the keys work with the focus on a marker or a control too
@@ -163,6 +168,14 @@ export class Interaction {
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  const [dx, dy] = [point[0] - p.point[0], point[1] - p.point[1]];
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  if (Math.hypot(point[0] - p.start[0], point[1] - p.start[1]) > CLICK_TOLERANCE)
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  this.moved = true;
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+ const eye = this.map.firstPerson;
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+ if (eye) {
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+ // At street level the drag turns the eye, the scene following the pointer as if grabbed
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+ const degrees = eye.fov / Math.max(1, this.map.canvas.clientHeight);
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+ this.map.setFirstPerson({ ...eye, bearing: eye.bearing - dx * degrees, pitch: eye.pitch + dy * degrees });
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+ p.point = point;
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+ return;
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+ }
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  const engine = this.map.engine;
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  const other = [...this.pointers.values()].find((q) => q !== p);
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  if (this.pointers.size === 2 && other) {
@@ -197,7 +210,7 @@ export class Interaction {
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  this.map.emit('click', { point: p.point, lonLat: this.map.unproject(p.point) });
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  return;
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  }
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- if (!p.rotate && this.pointers.size === 0)
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+ if (!p.rotate && this.pointers.size === 0 && !this.map.firstPerson)
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  this.inertia(e.timeStamp, p.point);
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  }
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  /** Keeps panning at the release speed (last 50 ms), decaying exponentially */
@@ -229,6 +242,12 @@ export class Interaction {
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  e.preventDefault();
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  // Lines (Firefox mouse wheels) are about 33 px
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  const pixels = e.deltaMode === 1 ? e.deltaY * 33 : e.deltaY;
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+ const eye = this.map.firstPerson;
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+ if (eye) {
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+ // At street level: a narrower or wider field of view
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+ this.map.setFirstPerson({ ...eye, fov: eye.fov * Math.exp(pixels * 0.001) });
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+ return;
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+ }
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  this.zoomBy(Math.max(-1, Math.min(1, -pixels * WHEEL_RATE)), this.local(e), e.deltaMode === 0 && Math.abs(pixels) < 40);
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  }
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  onKey(e) {
@@ -238,6 +257,14 @@ export class Interaction {
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  if (!action)
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  return;
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  e.preventDefault();
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+ const eye = this.map.firstPerson;
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+ if (eye) {
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+ // At street level the arrows turn the eye
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+ const turn = { ArrowLeft: [-10, 0], ArrowRight: [10, 0], ArrowUp: [0, 10], ArrowDown: [0, -10] }[e.key];
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+ if (turn)
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+ this.map.setFirstPerson({ ...eye, bearing: eye.bearing + (turn[0] ?? 0), pitch: eye.pitch + (turn[1] ?? 0) });
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+ return;
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+ }
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  this.wheel.pending = 0;
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  const reduced = typeof matchMedia === 'function' && matchMedia('(prefers-reduced-motion: reduce)').matches;
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  this.map.easeTo(keyCamera(action, this.map.getCamera()), reduced ? 0 : KEY_DURATION);
@@ -1 +1 @@
1
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Every gesture only updates the camera and asks for a frame: the engine draws at most\n * once per display refresh, whatever the event rate of the device.\n */\nimport { latitude, mercatorX, mercatorY } from './geo.ts';\nimport type { GeoMap } from './map.ts';\nimport type { Point } from './types.ts';\nimport type { Camera } from './wasm/isard.js';\n\n/** Zoom levels per wheel pixel (a mouse notch is about 100 px: 1/3 of a level) */\nconst WHEEL_RATE = 1 / 300;\n/** Share of the remaining wheel zoom applied per frame (smooth, about 150 ms to settle) */\nconst WHEEL_EASE = 0.3;\n/** Degrees per pixel when rotating or tilting with the mouse */\nconst ROTATE_RATE = 0.4;\n/** A press that moves less than this (CSS pixels) is a click */\nconst CLICK_TOLERANCE = 4;\n/** Pan speed kept on release, decaying with this time constant (ms) */\nconst INERTIA_DECAY = 280;\n\n/** CSS pixels per arrow key press */\nconst KEY_PAN = 100;\n/** Degrees per Shift + left or right arrow */\nconst KEY_BEARING = 15;\n/** Degrees per Shift + up or down arrow */\nconst KEY_PITCH = 10;\n/** Duration of the moves made by keys, milliseconds */\nconst KEY_DURATION = 300;\n\n/** What a key does to the camera: a pan in CSS pixels, a zoom, rotation or tilt step, or facing north */\nexport type KeyAction = { pan: Point } | { zoom: number } | { bearing: number } | { pitch: number } | { reset: true };\n\n/** The action of a key (`KeyboardEvent.key`), as MapLibre's: arrows pan (with Shift: rotate and tilt), + and - zoom\n * (with Shift: two levels), 0 faces north and levels the view */\nexport function keyAction(key: string, shift: boolean): KeyAction | undefined {\n switch (key) {\n case 'ArrowLeft':\n return shift ? { bearing: -KEY_BEARING } : { pan: [-KEY_PAN, 0] };\n case 'ArrowRight':\n return shift ? { bearing: KEY_BEARING } : { pan: [KEY_PAN, 0] };\n case 'ArrowUp':\n return shift ? { pitch: KEY_PITCH } : { pan: [0, -KEY_PAN] };\n case 'ArrowDown':\n return shift ? { pitch: -KEY_PITCH } : { pan: [0, KEY_PAN] };\n case '+':\n case '=':\n return { zoom: shift ? 2 : 1 };\n case '-':\n case '_':\n return { zoom: shift ? -2 : -1 };\n case '0':\n return { reset: true };\n default:\n return undefined;\n }\n}\n\n/** The camera after a key's action: a pan moves the center by that many CSS pixels on screen (the ground in view,\n * turned with the bearing, stretched by the tilt) */\nexport function keyCamera(action: KeyAction, camera: Camera): Partial<Camera> {\n if ('zoom' in action) return { zoom: camera.zoom + action.zoom };\n if ('bearing' in action) return { bearing: camera.bearing + action.bearing };\n if ('pitch' in action) return { pitch: Math.max(0, camera.pitch + action.pitch) };\n if ('reset' in action) return { bearing: 0, pitch: 0 };\n const b = (camera.bearing * Math.PI) / 180;\n const [sx, sy] = [action.pan[0], action.pan[1] / Math.max(0.25, Math.cos((camera.pitch * Math.PI) / 180))];\n // Web Mercator units (0 to 1 across the world, y down); the world is 512 CSS pixels at zoom 0\n const world = 512 * 2 ** camera.zoom;\n const dx = (sx * Math.cos(b) - sy * Math.sin(b)) / world;\n const dy = (sx * Math.sin(b) + sy * Math.cos(b)) / world;\n const [lon, lat] = camera.center;\n const x = mercatorX(lon) + dx;\n const y = Math.max(0, Math.min(1, mercatorY(lat) + dy));\n const wrapped = ((((x * 360) % 360) + 360) % 360) - 180;\n return { center: [wrapped, latitude(y)] };\n}\n\n/** An element that takes the keys typed in it */\nfunction editable(target: EventTarget | null): boolean {\n if (!(target instanceof HTMLElement)) return false;\n return target.isContentEditable || ['INPUT', 'TEXTAREA', 'SELECT'].includes(target.tagName);\n}\n\ninterface Pointer {\n point: Point;\n start: Point;\n button: number;\n rotate: boolean;\n}\n\nexport class Interaction {\n private readonly pointers = new Map<number, Pointer>();\n private readonly cleanup: (() => void)[] = [];\n private wheel = { pending: 0, at: [0, 0] as Point };\n /** Recent pan moves, for the release speed: [time, dx, dy] */\n private trail: [number, number, number][] = [];\n private moved = false;\n /** The canvas's place on the page, read once: reading it on every pointer move would force a layout each time.\n * Read again after a resize, a scroll, and when a pointer comes in or goes down */\n private rect: DOMRect | undefined;\n\n constructor(\n private readonly map: GeoMap,\n options: { keyboard?: boolean } = {},\n ) {\n const canvas = map.canvas;\n const listen = <K extends keyof HTMLElementEventMap>(\n type: K,\n handler: (e: HTMLElementEventMap[K]) => void,\n options?: AddEventListenerOptions,\n ) => {\n canvas.addEventListener(type, handler, options);\n this.cleanup.push(() => canvas.removeEventListener(type, handler));\n };\n const moved = () => {\n this.rect = undefined;\n };\n listen('pointerenter', moved);\n // Scrolls of the page or of any element holding the map\n if (typeof addEventListener === 'function') {\n addEventListener('scroll', moved, { capture: true, passive: true });\n this.cleanup.push(() => removeEventListener('scroll', moved, { capture: true }));\n }\n this.cleanup.push(map.on('resize', moved));\n listen('pointerdown', (e) => {\n this.rect = undefined;\n this.down(e);\n });\n listen('pointermove', (e) => this.move(e));\n listen('pointerup', (e) => this.up(e));\n listen('pointercancel', (e) => this.up(e));\n listen('pointerleave', (e) => {\n if (e.pointerType !== 'mouse') return;\n map.hover(undefined);\n map.emit('leave', {});\n });\n // On the container, the wheel zooms over markers and popups too\n const container = map.getContainer();\n const wheel = (e: WheelEvent) => this.onWheel(e);\n container.addEventListener('wheel', wheel, { passive: false });\n this.cleanup.push(() => container.removeEventListener('wheel', wheel));\n listen('dblclick', (e) => this.zoomBy(e.shiftKey ? -1 : 1, this.local(e)));\n listen('contextmenu', (e) => e.preventDefault());\n if (options.keyboard ?? true) {\n // On the container: the keys work with the focus on a marker or a control too\n const key = (e: KeyboardEvent) => this.onKey(e);\n container.addEventListener('keydown', key);\n this.cleanup.push(() => container.removeEventListener('keydown', key));\n }\n }\n\n destroy(): void {\n for (const off of this.cleanup) off();\n }\n\n /** A gesture holds the map (pointers down): the camera has not stopped moving */\n get active(): boolean {\n return this.pointers.size > 0;\n }\n\n private local(e: MouseEvent): Point {\n this.rect ??= this.map.canvas.getBoundingClientRect();\n return [e.clientX - this.rect.left, e.clientY - this.rect.top];\n }\n\n private down(e: PointerEvent): void {\n this.map.canvas.setPointerCapture(e.pointerId);\n const point = this.local(e);\n const rotate = e.button === 2 || e.ctrlKey || e.shiftKey;\n this.pointers.set(e.pointerId, { point, start: point, button: e.button, rotate });\n this.trail = [];\n this.moved = false;\n // Grabbing the map stops any running animation (inertia, wheel zoom, easeTo)\n this.wheel.pending = 0;\n this.map.animate(undefined);\n }\n\n private move(e: PointerEvent): void {\n const point = this.local(e);\n const p = this.pointers.get(e.pointerId);\n if (!p) {\n if (e.pointerType === 'mouse') this.map.hover(point);\n return;\n }\n const [dx, dy] = [point[0] - p.point[0], point[1] - p.point[1]];\n if (Math.hypot(point[0] - p.start[0], point[1] - p.start[1]) > CLICK_TOLERANCE) this.moved = true;\n const engine = this.map.engine;\n const other = [...this.pointers.values()].find((q) => q !== p);\n if (this.pointers.size === 2 && other) {\n // Pinch: zoom by the change of spread, turn by the change of angle, pan by the midpoint\n const before = Math.hypot(p.point[0] - other.point[0], p.point[1] - other.point[1]);\n const after = Math.hypot(point[0] - other.point[0], point[1] - other.point[1]);\n const angle = (q: Point) => Math.atan2(q[1] - other.point[1], q[0] - other.point[0]);\n const mid = (q: Point): Point => [(q[0] + other.point[0]) / 2, (q[1] + other.point[1]) / 2];\n engine.pan(...mid(p.point), ...mid(point));\n if (before > 0 && after > 0) engine.zoomAt(Math.log2(after / before), ...mid(point));\n engine.rotate((-(angle(point) - angle(p.point)) * 180) / Math.PI, 0);\n } else if (p.rotate) {\n engine.rotate(-dx * ROTATE_RATE, -dy * ROTATE_RATE);\n } else {\n engine.pan(p.point[0], p.point[1], point[0], point[1]);\n this.trail.push([e.timeStamp, dx, dy]);\n }\n p.point = point;\n this.map.requestRender();\n }\n\n private up(e: PointerEvent): void {\n const p = this.pointers.get(e.pointerId);\n if (!p) return;\n this.pointers.delete(e.pointerId);\n // The next frame sends 'moveend' if the camera stays\n this.map.requestRender();\n if (!this.moved && e.type === 'pointerup' && p.button === 0 && this.pointers.size === 0) {\n this.map.emit('click', { point: p.point, lonLat: this.map.unproject(p.point) });\n return;\n }\n if (!p.rotate && this.pointers.size === 0) this.inertia(e.timeStamp, p.point);\n }\n\n /** Keeps panning at the release speed (last 50 ms), decaying exponentially */\n private inertia(now: number, from: Point): void {\n const recent = this.trail.filter(([t]) => now - t < 50);\n const first = recent[0];\n if (!first || recent.length < 2) return;\n const span = Math.max(16, now - first[0]);\n let vx = recent.reduce((s, [, dx]) => s + dx, 0) / span;\n let vy = recent.reduce((s, [, , dy]) => s + dy, 0) / span;\n if (Math.hypot(vx, vy) < 0.1) return;\n let last = performance.now();\n let point = from;\n this.map.animate((t) => {\n const dt = Math.min(64, t - last);\n last = t;\n const decay = Math.exp(-dt / INERTIA_DECAY);\n const next: Point = [point[0] + vx * dt, point[1] + vy * dt];\n this.map.engine.pan(point[0], point[1], next[0], next[1]);\n point = next;\n vx *= decay;\n vy *= decay;\n return Math.hypot(vx, vy) > 0.02;\n });\n }\n\n private onWheel(e: WheelEvent): void {\n e.preventDefault();\n // Lines (Firefox mouse wheels) are about 33 px\n const pixels = e.deltaMode === 1 ? e.deltaY * 33 : e.deltaY;\n this.zoomBy(\n Math.max(-1, Math.min(1, -pixels * WHEEL_RATE)),\n this.local(e),\n e.deltaMode === 0 && Math.abs(pixels) < 40,\n );\n }\n\n private onKey(e: KeyboardEvent): void {\n if (e.defaultPrevented || e.ctrlKey || e.metaKey || e.altKey || editable(e.target)) return;\n const action = keyAction(e.key, e.shiftKey);\n if (!action) return;\n e.preventDefault();\n this.wheel.pending = 0;\n const reduced = typeof matchMedia === 'function' && matchMedia('(prefers-reduced-motion: reduce)').matches;\n this.map.easeTo(keyCamera(action, this.map.getCamera()), reduced ? 0 : KEY_DURATION);\n }\n\n /** Smooth zoom around a screen point; touchpads (`direct`) follow the fingers without easing */\n private zoomBy(delta: number, at: Point, direct = false): void {\n if (direct) {\n this.map.engine.zoomAt(delta, at[0], at[1]);\n this.map.requestRender();\n return;\n }\n // Accumulate: a second notch before the end of the first one adds to it\n this.wheel.pending += delta;\n this.wheel.at = at;\n this.map.animate(() => {\n const step = Math.abs(this.wheel.pending) < 0.002 ? this.wheel.pending : this.wheel.pending * WHEEL_EASE;\n this.wheel.pending -= step;\n this.map.engine.zoomAt(step, this.wheel.at[0], this.wheel.at[1]);\n return this.wheel.pending !== 0;\n });\n }\n}\n"]}
1
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* Mouse, touch and keyboard controls. Every gesture only updates the camera and asks for a frame: the engine draws at most\n * once per display refresh, whatever the event rate of the device.\n */\nimport { latitude, mercatorX, mercatorY } from './geo.ts';\nimport type { GeoMap } from './map.ts';\nimport type { Point } from './types.ts';\nimport type { Camera } from './wasm/isard.js';\n\n/** Zoom levels per wheel pixel (a mouse notch is about 100 px: 1/3 of a level) */\nconst WHEEL_RATE = 1 / 300;\n/** Share of the remaining wheel zoom applied per frame (smooth, about 150 ms to settle) */\nconst WHEEL_EASE = 0.3;\n/** Degrees per pixel when rotating or tilting with the mouse */\nconst ROTATE_RATE = 0.4;\n/** A press that moves less than this (CSS pixels) is a click */\nconst CLICK_TOLERANCE = 4;\n/** Pan speed kept on release, decaying with this time constant (ms) */\nconst INERTIA_DECAY = 280;\n\n/** CSS pixels per arrow key press */\nconst KEY_PAN = 100;\n/** Degrees per Shift + left or right arrow */\nconst KEY_BEARING = 15;\n/** Degrees per Shift + up or down arrow */\nconst KEY_PITCH = 10;\n/** Duration of the moves made by keys, milliseconds */\nconst KEY_DURATION = 300;\n\n/** What a key does to the camera: a pan in CSS pixels, a zoom, rotation or tilt step, or facing north */\nexport type KeyAction = { pan: Point } | { zoom: number } | { bearing: number } | { pitch: number } | { reset: true };\n\n/** The action of a key (`KeyboardEvent.key`), as MapLibre's: arrows pan (with Shift: rotate and tilt), + and - zoom\n * (with Shift: two levels), 0 faces north and levels the view */\nexport function keyAction(key: string, shift: boolean): KeyAction | undefined {\n switch (key) {\n case 'ArrowLeft':\n return shift ? { bearing: -KEY_BEARING } : { pan: [-KEY_PAN, 0] };\n case 'ArrowRight':\n return shift ? { bearing: KEY_BEARING } : { pan: [KEY_PAN, 0] };\n case 'ArrowUp':\n return shift ? { pitch: KEY_PITCH } : { pan: [0, -KEY_PAN] };\n case 'ArrowDown':\n return shift ? { pitch: -KEY_PITCH } : { pan: [0, KEY_PAN] };\n case '+':\n case '=':\n return { zoom: shift ? 2 : 1 };\n case '-':\n case '_':\n return { zoom: shift ? -2 : -1 };\n case '0':\n return { reset: true };\n default:\n return undefined;\n }\n}\n\n/** The camera after a key's action: a pan moves the center by that many CSS pixels on screen (the ground in view,\n * turned with the bearing, stretched by the tilt) */\nexport function keyCamera(action: KeyAction, camera: Camera): Partial<Camera> {\n if ('zoom' in action) return { zoom: camera.zoom + action.zoom };\n if ('bearing' in action) return { bearing: camera.bearing + action.bearing };\n if ('pitch' in action) return { pitch: Math.max(0, camera.pitch + action.pitch) };\n if ('reset' in action) return { bearing: 0, pitch: 0 };\n const b = (camera.bearing * Math.PI) / 180;\n const [sx, sy] = [action.pan[0], action.pan[1] / Math.max(0.25, Math.cos((camera.pitch * Math.PI) / 180))];\n // Web Mercator units (0 to 1 across the world, y down); the world is 512 CSS pixels at zoom 0\n const world = 512 * 2 ** camera.zoom;\n const dx = (sx * Math.cos(b) - sy * Math.sin(b)) / world;\n const dy = (sx * Math.sin(b) + sy * Math.cos(b)) / world;\n const [lon, lat] = camera.center;\n const x = mercatorX(lon) + dx;\n const y = Math.max(0, Math.min(1, mercatorY(lat) + dy));\n const wrapped = ((((x * 360) % 360) + 360) % 360) - 180;\n return { center: [wrapped, latitude(y)] };\n}\n\n/** An element that takes the keys typed in it */\nfunction editable(target: EventTarget | null): boolean {\n if (!(target instanceof HTMLElement)) return false;\n return target.isContentEditable || ['INPUT', 'TEXTAREA', 'SELECT'].includes(target.tagName);\n}\n\ninterface Pointer {\n point: Point;\n start: Point;\n button: number;\n rotate: boolean;\n}\n\nexport class Interaction {\n private readonly pointers = new Map<number, Pointer>();\n private readonly cleanup: (() => void)[] = [];\n private wheel = { pending: 0, at: [0, 0] as Point };\n /** Recent pan moves, for the release speed: [time, dx, dy] */\n private trail: [number, number, number][] = [];\n private moved = false;\n /** The canvas's place on the page, read once: reading it on every pointer move would force a layout each time.\n * Read again after a resize, a scroll, and when a pointer comes in or goes down */\n private rect: DOMRect | undefined;\n /** A double click zooms in (Shift: out); off while the page takes double clicks (ending a drawing) */\n doubleClickZoom = true;\n\n constructor(\n private readonly map: GeoMap,\n options: { keyboard?: boolean } = {},\n ) {\n const canvas = map.canvas;\n const listen = <K extends keyof HTMLElementEventMap>(\n type: K,\n handler: (e: HTMLElementEventMap[K]) => void,\n options?: AddEventListenerOptions,\n ) => {\n canvas.addEventListener(type, handler, options);\n this.cleanup.push(() => canvas.removeEventListener(type, handler));\n };\n const moved = () => {\n this.rect = undefined;\n };\n listen('pointerenter', moved);\n // Scrolls of the page or of any element holding the map\n if (typeof addEventListener === 'function') {\n addEventListener('scroll', moved, { capture: true, passive: true });\n this.cleanup.push(() => removeEventListener('scroll', moved, { capture: true }));\n }\n this.cleanup.push(map.on('resize', moved));\n listen('pointerdown', (e) => {\n this.rect = undefined;\n this.down(e);\n });\n listen('pointermove', (e) => this.move(e));\n listen('pointerup', (e) => this.up(e));\n listen('pointercancel', (e) => this.up(e));\n listen('pointerleave', (e) => {\n if (e.pointerType !== 'mouse') return;\n map.hover(undefined);\n map.emit('leave', {});\n });\n // On the container, the wheel zooms over markers and popups too\n const container = map.getContainer();\n const wheel = (e: WheelEvent) => this.onWheel(e);\n container.addEventListener('wheel', wheel, { passive: false });\n this.cleanup.push(() => container.removeEventListener('wheel', wheel));\n listen('dblclick', (e) => {\n if (this.doubleClickZoom && !this.map.firstPerson) this.zoomBy(e.shiftKey ? -1 : 1, this.local(e));\n });\n listen('contextmenu', (e) => e.preventDefault());\n if (options.keyboard ?? true) {\n // On the container: the keys work with the focus on a marker or a control too\n const key = (e: KeyboardEvent) => this.onKey(e);\n container.addEventListener('keydown', key);\n this.cleanup.push(() => container.removeEventListener('keydown', key));\n }\n }\n\n destroy(): void {\n for (const off of this.cleanup) off();\n }\n\n /** A gesture holds the map (pointers down): the camera has not stopped moving */\n get active(): boolean {\n return this.pointers.size > 0;\n }\n\n private local(e: MouseEvent): Point {\n this.rect ??= this.map.canvas.getBoundingClientRect();\n return [e.clientX - this.rect.left, e.clientY - this.rect.top];\n }\n\n private down(e: PointerEvent): void {\n this.map.canvas.setPointerCapture(e.pointerId);\n const point = this.local(e);\n const rotate = e.button === 2 || e.ctrlKey || e.shiftKey;\n this.pointers.set(e.pointerId, { point, start: point, button: e.button, rotate });\n this.trail = [];\n this.moved = false;\n // Grabbing the map stops any running animation (inertia, wheel zoom, easeTo)\n this.wheel.pending = 0;\n this.map.animate(undefined);\n }\n\n private move(e: PointerEvent): void {\n const point = this.local(e);\n const p = this.pointers.get(e.pointerId);\n if (!p) {\n if (e.pointerType === 'mouse') this.map.hover(point);\n return;\n }\n const [dx, dy] = [point[0] - p.point[0], point[1] - p.point[1]];\n if (Math.hypot(point[0] - p.start[0], point[1] - p.start[1]) > CLICK_TOLERANCE) this.moved = true;\n const eye = this.map.firstPerson;\n if (eye) {\n // At street level the drag turns the eye, the scene following the pointer as if grabbed\n const degrees = eye.fov / Math.max(1, this.map.canvas.clientHeight);\n this.map.setFirstPerson({ ...eye, bearing: eye.bearing - dx * degrees, pitch: eye.pitch + dy * degrees });\n p.point = point;\n return;\n }\n const engine = this.map.engine;\n const other = [...this.pointers.values()].find((q) => q !== p);\n if (this.pointers.size === 2 && other) {\n // Pinch: zoom by the change of spread, turn by the change of angle, pan by the midpoint\n const before = Math.hypot(p.point[0] - other.point[0], p.point[1] - other.point[1]);\n const after = Math.hypot(point[0] - other.point[0], point[1] - other.point[1]);\n const angle = (q: Point) => Math.atan2(q[1] - other.point[1], q[0] - other.point[0]);\n const mid = (q: Point): Point => [(q[0] + other.point[0]) / 2, (q[1] + other.point[1]) / 2];\n engine.pan(...mid(p.point), ...mid(point));\n if (before > 0 && after > 0) engine.zoomAt(Math.log2(after / before), ...mid(point));\n engine.rotate((-(angle(point) - angle(p.point)) * 180) / Math.PI, 0);\n } else if (p.rotate) {\n engine.rotate(-dx * ROTATE_RATE, -dy * ROTATE_RATE);\n } else {\n engine.pan(p.point[0], p.point[1], point[0], point[1]);\n this.trail.push([e.timeStamp, dx, dy]);\n }\n p.point = point;\n this.map.requestRender();\n }\n\n private up(e: PointerEvent): void {\n const p = this.pointers.get(e.pointerId);\n if (!p) return;\n this.pointers.delete(e.pointerId);\n // The next frame sends 'moveend' if the camera stays\n this.map.requestRender();\n if (!this.moved && e.type === 'pointerup' && p.button === 0 && this.pointers.size === 0) {\n this.map.emit('click', { point: p.point, lonLat: this.map.unproject(p.point) });\n return;\n }\n if (!p.rotate && this.pointers.size === 0 && !this.map.firstPerson) this.inertia(e.timeStamp, p.point);\n }\n\n /** Keeps panning at the release speed (last 50 ms), decaying exponentially */\n private inertia(now: number, from: Point): void {\n const recent = this.trail.filter(([t]) => now - t < 50);\n const first = recent[0];\n if (!first || recent.length < 2) return;\n const span = Math.max(16, now - first[0]);\n let vx = recent.reduce((s, [, dx]) => s + dx, 0) / span;\n let vy = recent.reduce((s, [, , dy]) => s + dy, 0) / span;\n if (Math.hypot(vx, vy) < 0.1) return;\n let last = performance.now();\n let point = from;\n this.map.animate((t) => {\n const dt = Math.min(64, t - last);\n last = t;\n const decay = Math.exp(-dt / INERTIA_DECAY);\n const next: Point = [point[0] + vx * dt, point[1] + vy * dt];\n this.map.engine.pan(point[0], point[1], next[0], next[1]);\n point = next;\n vx *= decay;\n vy *= decay;\n return Math.hypot(vx, vy) > 0.02;\n });\n }\n\n private onWheel(e: WheelEvent): void {\n e.preventDefault();\n // Lines (Firefox mouse wheels) are about 33 px\n const pixels = e.deltaMode === 1 ? e.deltaY * 33 : e.deltaY;\n const eye = this.map.firstPerson;\n if (eye) {\n // At street level: a narrower or wider field of view\n this.map.setFirstPerson({ ...eye, fov: eye.fov * Math.exp(pixels * 0.001) });\n return;\n }\n this.zoomBy(\n Math.max(-1, Math.min(1, -pixels * WHEEL_RATE)),\n this.local(e),\n e.deltaMode === 0 && Math.abs(pixels) < 40,\n );\n }\n\n private onKey(e: KeyboardEvent): void {\n if (e.defaultPrevented || e.ctrlKey || e.metaKey || e.altKey || editable(e.target)) return;\n const action = keyAction(e.key, e.shiftKey);\n if (!action) return;\n e.preventDefault();\n const eye = this.map.firstPerson;\n if (eye) {\n // At street level the arrows turn the eye\n const turn = { ArrowLeft: [-10, 0], ArrowRight: [10, 0], ArrowUp: [0, 10], ArrowDown: [0, -10] }[e.key];\n if (turn)\n this.map.setFirstPerson({ ...eye, bearing: eye.bearing + (turn[0] ?? 0), pitch: eye.pitch + (turn[1] ?? 0) });\n return;\n }\n this.wheel.pending = 0;\n const reduced = typeof matchMedia === 'function' && matchMedia('(prefers-reduced-motion: reduce)').matches;\n this.map.easeTo(keyCamera(action, this.map.getCamera()), reduced ? 0 : KEY_DURATION);\n }\n\n /** Smooth zoom around a screen point; touchpads (`direct`) follow the fingers without easing */\n private zoomBy(delta: number, at: Point, direct = false): void {\n if (direct) {\n this.map.engine.zoomAt(delta, at[0], at[1]);\n this.map.requestRender();\n return;\n }\n // Accumulate: a second notch before the end of the first one adds to it\n this.wheel.pending += delta;\n this.wheel.at = at;\n this.map.animate(() => {\n const step = Math.abs(this.wheel.pending) < 0.002 ? this.wheel.pending : this.wheel.pending * WHEEL_EASE;\n this.wheel.pending -= step;\n this.map.engine.zoomAt(step, this.wheel.at[0], this.wheel.at[1]);\n return this.wheel.pending !== 0;\n });\n }\n}\n"]}
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package/dist/layers.d.ts CHANGED
@@ -42,11 +42,13 @@ export declare class NetworkLayer extends Layer {
42
42
  /** Textured meshes in 3D Tiles */
43
43
  export declare class Tiles3dLayer extends Layer {
44
44
  private readonly url;
45
+ private readonly geoid;
45
46
  private style;
46
47
  setStyle(style: Partial<Tiles3dStyle>): void;
47
48
  /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see
48
49
  * `GeoMapOptions.tiles3d`) */
49
50
  stats(): Tiles3dStats | undefined;
51
+ private applyStyle;
50
52
  }
51
53
  /** A texture of a ground layer (see `GroundLayer`) */
52
54
  export interface GroundTexture {
package/dist/layers.js CHANGED
@@ -5,6 +5,7 @@
5
5
  */
6
6
  import { parseColor, rampTexels, stops } from "./features.js";
7
7
  import { mercatorX, mercatorY, toMercator } from "./geo.js";
8
+ import { rgb } from "./settings.js";
8
9
  export class Layer {
9
10
  #id = -1;
10
11
  /** @internal */
@@ -192,11 +193,13 @@ function mercatorPoints(lonLat) {
192
193
  /** Textured meshes in 3D Tiles */
193
194
  export class Tiles3dLayer extends Layer {
194
195
  url;
196
+ geoid;
195
197
  style;
196
198
  /** @internal */
197
- constructor(map, url, style) {
199
+ constructor(map, url, geoid, style) {
198
200
  super(map);
199
201
  this.url = url;
202
+ this.geoid = geoid;
200
203
  this.style = style;
201
204
  }
202
205
  setStyle(style) {
@@ -204,13 +207,24 @@ export class Tiles3dLayer extends Layer {
204
207
  // Kept for its creation while the engine with 3D Tiles loads
205
208
  if (this.id < 0)
206
209
  return;
207
- this.map.engine.setTiles3dStyle(this.id, this.style.maxScreenSpaceError, this.style.opacity, this.style.pointSize);
210
+ this.applyStyle(this.map.engine, this.id);
208
211
  this.map.requestRender();
209
212
  }
210
213
  /** @internal */
211
214
  get needsFullEngine() {
212
215
  return true;
213
216
  }
217
+ /** @internal The feature picked (`pickFeature`, 'hoverfeature'): the properties of its feature in the tile
218
+ * (`EXT_structural_metadata`, a b3dm batch table), none for a mesh without features; its index in the tile as id */
219
+ featureAt(index) {
220
+ if (this.id < 0)
221
+ return undefined;
222
+ const hit = this.map.engine.tiles3dFeature(this.id, index);
223
+ if (!hit)
224
+ return undefined;
225
+ const [properties, feature] = hit;
226
+ return { type: 'Feature', id: feature, properties: properties ?? {}, geometry: null };
227
+ }
214
228
  /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see
215
229
  * `GeoMapOptions.tiles3d`) */
216
230
  stats() {
@@ -218,10 +232,14 @@ export class Tiles3dLayer extends Layer {
218
232
  }
219
233
  /** @internal */
220
234
  create(engine) {
221
- const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError);
222
- engine.setTiles3dStyle(id, this.style.maxScreenSpaceError, this.style.opacity, this.style.pointSize);
235
+ const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError, this.geoid);
236
+ this.applyStyle(engine, id);
223
237
  return id;
224
238
  }
239
+ applyStyle(engine, id) {
240
+ const { maxScreenSpaceError, opacity, pointSize, color } = this.style;
241
+ engine.setTiles3dStyle(id, maxScreenSpaceError, opacity, pointSize, new Float32Array(color ? rgb(color) : []));
242
+ }
225
243
  }
226
244
  const bytesOf = (data) => new Uint8Array(data.buffer, data.byteOffset, data.byteLength);
227
245
  /** The application's fragment shader run over the ground, draped on the relief (water depth, heat maps…) */
@@ -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, 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"]}
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 { 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
  }
@@ -1 +1 @@
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 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 ? 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`: ${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}. 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