isard 0.8.0 → 1.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +47 -0
- package/dist/{basemaps.d.ts → basemap/basemaps.d.ts} +4 -4
- package/dist/{basemaps.js → basemap/basemaps.js} +3 -15
- package/dist/basemap/basemaps.js.map +1 -0
- package/dist/{grid.d.ts → basemap/grid.d.ts} +1 -1
- package/dist/{grid.js → basemap/grid.js} +2 -2
- package/dist/basemap/grid.js.map +1 -0
- package/dist/basemap/mvt.js.map +1 -0
- package/dist/{pmtiles.d.ts → basemap/pmtiles.d.ts} +6 -0
- package/dist/{pmtiles.js → basemap/pmtiles.js} +2 -2
- package/dist/basemap/pmtiles.js.map +1 -0
- package/dist/{resample.d.ts → basemap/resample.d.ts} +9 -0
- package/dist/{resample.js → basemap/resample.js} +2 -2
- package/dist/basemap/resample.js.map +1 -0
- package/dist/{terrain.js → basemap/terrain.js} +1 -1
- package/dist/basemap/terrain.js.map +1 -0
- package/dist/{vectorstyle.js → basemap/vectorstyle.js} +1 -1
- package/dist/basemap/vectorstyle.js.map +1 -0
- package/dist/{vectortiles.d.ts → basemap/vectortiles.d.ts} +9 -9
- package/dist/{vectortiles.js → basemap/vectortiles.js} +19 -8
- package/dist/basemap/vectortiles.js.map +1 -0
- package/dist/{wmts.js → basemap/wmts.js} +3 -3
- package/dist/basemap/wmts.js.map +1 -0
- package/dist/basemap.worker.js +2 -2
- package/dist/basemap.worker.js.map +10 -10
- package/dist/bind/layers.d.ts +37 -0
- package/dist/bind/layers.js +130 -0
- package/dist/bind/layers.js.map +1 -0
- package/dist/{crs.d.ts → data/crs.d.ts} +1 -1
- package/dist/data/crs.js.map +1 -0
- package/dist/{gpx.d.ts → data/gpx.d.ts} +1 -1
- package/dist/data/gpx.js.map +1 -0
- package/dist/{kml.d.ts → data/kml.d.ts} +1 -1
- package/dist/data/kml.js.map +1 -0
- package/dist/{topojson.d.ts → data/topojson.d.ts} +1 -1
- package/dist/data/topojson.js.map +1 -0
- package/dist/data/xml.js.map +1 -0
- package/dist/decoder.worker.js +1 -1
- package/dist/decoder.worker.js.map +4 -4
- package/dist/{decoders.d.ts → engine/decoders.d.ts} +1 -1
- package/dist/engine/decoders.js.map +1 -0
- package/dist/{loader.d.ts → engine/loader.d.ts} +1 -1
- package/dist/{loader.js → engine/loader.js} +4 -0
- package/dist/engine/loader.js.map +1 -0
- package/dist/{protocol.d.ts → engine/protocol.d.ts} +1 -1
- package/dist/engine/protocol.js +3 -0
- package/dist/engine/protocol.js.map +1 -0
- package/dist/engine/requests.js.map +1 -0
- package/dist/engine-loader.d.ts +16 -5
- package/dist/engine-loader.js +39 -8
- package/dist/engine-loader.js.map +1 -1
- package/dist/formats.d.ts +3 -3
- package/dist/formats.js +3 -3
- package/dist/formats.js.map +1 -1
- package/dist/geoplateforme.d.ts +53 -3
- package/dist/geoplateforme.js +35 -1
- package/dist/geoplateforme.js.map +1 -1
- package/dist/index.d.ts +32 -32
- package/dist/index.js +19 -19
- package/dist/index.js.map +1 -1
- package/dist/isard_bg.wasm +0 -0
- package/dist/isard_core_bg.wasm +0 -0
- package/dist/layers/extrusions.js.map +1 -0
- package/dist/{features.js → layers/features.js} +3 -3
- package/dist/layers/features.js.map +1 -0
- package/dist/{glyphs.d.ts → layers/glyphs.d.ts} +3 -3
- package/dist/{glyphs.js → layers/glyphs.js} +11 -1
- package/dist/layers/glyphs.js.map +1 -0
- package/dist/{icons.d.ts → layers/icons.d.ts} +2 -2
- package/dist/{icons.js → layers/icons.js} +8 -1
- package/dist/layers/icons.js.map +1 -0
- package/dist/{layers.d.ts → layers/layers.d.ts} +11 -5
- package/dist/{layers.js → layers/layers.js} +17 -6
- package/dist/layers/layers.js.map +1 -0
- package/dist/{panoramas.d.ts → layers/panoramas.d.ts} +1 -1
- package/dist/{panoramas.js → layers/panoramas.js} +2 -2
- package/dist/layers/panoramas.js.map +1 -0
- package/dist/{pointclouds.d.ts → layers/pointclouds.d.ts} +2 -2
- package/dist/{pointclouds.js → layers/pointclouds.js} +1 -1
- package/dist/layers/pointclouds.js.map +1 -0
- package/dist/{symbols.d.ts → layers/symbols.d.ts} +2 -2
- package/dist/{symbols.js → layers/symbols.js} +1 -1
- package/dist/layers/symbols.js.map +1 -0
- package/dist/map.d.ts +93 -12
- package/dist/map.js +119 -28
- package/dist/map.js.map +1 -1
- package/dist/projections.d.ts +3 -3
- package/dist/projections.js +2 -2
- package/dist/projections.js.map +1 -1
- package/dist/react/index.d.ts +119 -0
- package/dist/react/index.js +409 -0
- package/dist/react/index.js.map +1 -0
- package/dist/settings.d.ts +1 -1
- package/dist/settings.js +2 -2
- package/dist/settings.js.map +1 -1
- package/dist/types.d.ts +16 -12
- package/dist/types.js +1 -0
- package/dist/types.js.map +1 -1
- package/dist/{controls.d.ts → ui/controls.d.ts} +5 -4
- package/dist/{controls.js → ui/controls.js} +0 -8
- package/dist/ui/controls.js.map +1 -0
- package/dist/{interaction.d.ts → ui/interaction.d.ts} +7 -3
- package/dist/{interaction.js → ui/interaction.js} +1 -1
- package/dist/ui/interaction.js.map +1 -0
- package/dist/{overlay.d.ts → ui/overlay.d.ts} +2 -2
- package/dist/ui/overlay.js.map +1 -0
- package/dist/ui/style.js.map +1 -0
- package/dist/{animation.d.ts → util/animation.d.ts} +6 -2
- package/dist/util/animation.js.map +1 -0
- package/dist/util/color.js.map +1 -0
- package/dist/util/geo.js.map +1 -0
- package/dist/util/lru.js.map +1 -0
- package/dist/{basemap.worker.d.ts → workers/basemap.worker.d.ts} +14 -4
- package/dist/workers/basemap.worker.js +647 -0
- package/dist/workers/basemap.worker.js.map +1 -0
- package/package.json +31 -2
- package/vite.d.ts +17 -0
- package/vite.js +64 -0
- package/dist/animation.js.map +0 -1
- package/dist/basemaps.js.map +0 -1
- package/dist/color.js.map +0 -1
- package/dist/controls.js.map +0 -1
- package/dist/crs.js.map +0 -1
- package/dist/decoders.js.map +0 -1
- package/dist/extrusions.js.map +0 -1
- package/dist/features.js.map +0 -1
- package/dist/geo.js.map +0 -1
- package/dist/glyphs.js.map +0 -1
- package/dist/gpx.js.map +0 -1
- package/dist/grid.js.map +0 -1
- package/dist/icons.js.map +0 -1
- package/dist/interaction.js.map +0 -1
- package/dist/kml.js.map +0 -1
- package/dist/layers.js.map +0 -1
- package/dist/loader.js.map +0 -1
- package/dist/lru.js.map +0 -1
- package/dist/mvt.js.map +0 -1
- package/dist/overlay.js.map +0 -1
- package/dist/panoramas.js.map +0 -1
- package/dist/pmtiles.js.map +0 -1
- package/dist/pointclouds.js.map +0 -1
- package/dist/protocol.js +0 -2
- package/dist/protocol.js.map +0 -1
- package/dist/requests.js.map +0 -1
- package/dist/resample.js.map +0 -1
- package/dist/style.js.map +0 -1
- package/dist/symbols.js.map +0 -1
- package/dist/terrain.js.map +0 -1
- package/dist/topojson.js.map +0 -1
- package/dist/vectorstyle.js.map +0 -1
- package/dist/vectortiles.js.map +0 -1
- package/dist/wmts.js.map +0 -1
- package/dist/xml.js.map +0 -1
- /package/dist/{mvt.d.ts → basemap/mvt.d.ts} +0 -0
- /package/dist/{mvt.js → basemap/mvt.js} +0 -0
- /package/dist/{terrain.d.ts → basemap/terrain.d.ts} +0 -0
- /package/dist/{vectorstyle.d.ts → basemap/vectorstyle.d.ts} +0 -0
- /package/dist/{wmts.d.ts → basemap/wmts.d.ts} +0 -0
- /package/dist/{crs.js → data/crs.js} +0 -0
- /package/dist/{gpx.js → data/gpx.js} +0 -0
- /package/dist/{kml.js → data/kml.js} +0 -0
- /package/dist/{topojson.js → data/topojson.js} +0 -0
- /package/dist/{xml.d.ts → data/xml.d.ts} +0 -0
- /package/dist/{xml.js → data/xml.js} +0 -0
- /package/dist/{decoders.js → engine/decoders.js} +0 -0
- /package/dist/{requests.d.ts → engine/requests.d.ts} +0 -0
- /package/dist/{requests.js → engine/requests.js} +0 -0
- /package/dist/{extrusions.d.ts → layers/extrusions.d.ts} +0 -0
- /package/dist/{extrusions.js → layers/extrusions.js} +0 -0
- /package/dist/{features.d.ts → layers/features.d.ts} +0 -0
- /package/dist/{overlay.js → ui/overlay.js} +0 -0
- /package/dist/{style.d.ts → ui/style.d.ts} +0 -0
- /package/dist/{style.js → ui/style.js} +0 -0
- /package/dist/{animation.js → util/animation.js} +0 -0
- /package/dist/{color.d.ts → util/color.d.ts} +0 -0
- /package/dist/{color.js → util/color.js} +0 -0
- /package/dist/{geo.d.ts → util/geo.d.ts} +0 -0
- /package/dist/{geo.js → util/geo.js} +0 -0
- /package/dist/{lru.d.ts → util/lru.d.ts} +0 -0
- /package/dist/{lru.js → util/lru.js} +0 -0
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/**
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* Handles of the layers added to a map. Each one keeps what it needs to be created again: after a WebGL context loss,
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* the map recreates its engine and every layer in order, with the same handle (its id is updated). Also the page's
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* own 3D content: custom layers (its WebGL code called in every frame) and glTF models drawn at positions.
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*/
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import type { GeoMap } from '../map.ts';
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import type { LonLat, NetworkStyle, RasterStyle, Tiles3dStyle } from '../types.ts';
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import type { Camera, NetworkStats, Tiles3dStats } from '../wasm/isard.js';
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export declare abstract class Layer {
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#private;
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/** Id of the layer in the engine */
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get id(): number;
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/** Resolves once the map has drawn the layer, what it shows in view loaded (the map idle after it was added; a
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* layer waiting for the engine with 3D Tiles, once that one has drawn it) */
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get ready(): Promise<void>;
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remove(): void;
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/** Moves the layer under `other`, or on top of every layer (above the labels of a vector basemap too) */
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moveBefore(other: Layer | undefined): void;
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private readonly options;
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/** Changes the opacity or saturation, the other kept */
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setStyle(style: Partial<RasterStyle>): void;
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/** @deprecated Positional form (saturation back to 1 when not given): `setStyle({ opacity, saturation })` */
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setStyle(opacity: number, saturation?: number): void;
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}
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/** Line network colored by a value per node (travel time, water depth…) */
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export declare class NetworkLayer extends Layer {
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* own 3D content: custom layers (its WebGL code called in every frame) and glTF models drawn at positions.
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*/
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import { rgb } from "../settings.js";
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import { mercatorX, mercatorY, toMercator } from "../util/geo.js";
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import { parseColor, rampTexels, stops } from "./features.js";
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import { mercatorX, mercatorY, toMercator } from "./geo.js";
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export class Layer {
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#ready;
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* layer waiting for the engine with 3D Tiles, once that one has drawn it) */
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get ready() {
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this.#ready ??= (async () => {
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do
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await this.map.whenIdle();
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while (this.#id < 0 && this.needsFullEngine);
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})();
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}
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}
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* Handles of the layers added to a map. Each one keeps what it needs to be created again: after a WebGL context loss,\n * the map recreates its engine and every layer in order, with the same handle (its id is updated). Also the page's\n * own 3D content: custom layers (its WebGL code called in every frame) and glTF models drawn at positions.\n */\n\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 { mercatorX, mercatorY, toMercator } from '../util/geo.ts';\nimport type { Camera, Engine, NetworkStats, Tiles3dStats } from '../wasm/isard.js';\nimport { type Feature, parseColor, rampTexels, stops } from './features.ts';\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 #ready: Promise<void> | undefined;\n\n /** Resolves once the map has drawn the layer, what it shows in view loaded (the map idle after it was added; a\n * layer waiting for the engine with 3D Tiles, once that one has drawn it) */\n get ready(): Promise<void> {\n this.#ready ??= (async () => {\n do await this.map.whenIdle();\n while (this.#id < 0 && this.needsFullEngine);\n })();\n return this.#ready;\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 this.options.opacity = style.opacity ?? this.options.opacity;\n this.options.saturation = style.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"]}
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@@ -10,8 +10,8 @@
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* await panoramas.show(panoramas.nearest([2.3345, 48.8505]).index);
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* ```
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*/
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-
import { getCrs } from "
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-
import { withHeaders } from "
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+
import { getCrs } from "../data/crs.js";
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import { withHeaders } from "../engine/requests.js";
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const RAD = Math.PI / 180;
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/** 3 × 3 product, row-major */
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function times(a, b) {
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@@ -0,0 +1 @@
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1
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+
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* Street-level panoramas: the oriented images of a vehicle's cameras around each of its positions (Stereopolis, the\n * iTowns immersive examples), projected onto the scene around the panorama shown. Their positions and attitudes come\n * as GeoJSON points (Lambert-93 by default, altitudes NGF-IGN69 raised by the RAF20 geoid onto the IGN relief), the\n * calibration of the cameras as JSON (rotation and position in the panorama frame, intrinsics, MicMac's radial\n * distortion), the images from a URL template with `{cameraId}` and `{panoId}`.\n *\n * ```ts\n * const panoramas = await map.addPanoramas({ url, orientationsUrl, calibrationUrl });\n * await panoramas.show(panoramas.nearest([2.3345, 48.8505]).index);\n * ```\n */\nimport { getCrs } from '../data/crs.ts';\nimport { withHeaders } from '../engine/requests.ts';\nimport type { FirstPersonView, LonLat } from '../types.ts';\n\nexport interface PanoramaOptions {\n /** URL of an image: `{cameraId}` and `{panoId}` replaced by a camera's id and a panorama's */\n url: string;\n /** GeoJSON points: each panorama's position, and its `id`, `heading`, `pitch`, `roll` (degrees) in properties */\n orientationsUrl: string;\n /** JSON array of the cameras: `id`, `rotation` (row-major), `position`, `projection`, `size`, `distortion` */\n calibrationUrl: string;\n /** CRS of the positions (default the GeoJSON's `crs` member, else `EPSG:2154`) */\n crs?: string;\n /** Altitudes above the geoid (NGF-IGN69), raised by the RAF20 geoid onto the IGN relief (default true in\n * Lambert-93) */\n geoid?: boolean;\n /** Radius of the sphere around the panorama its images are a backdrop on, metres (default 1000) */\n backgroundDistance?: number;\n /** 0-1 (default 1) */\n opacity?: number;\n}\n\n/** A panorama: where it is and which way the vehicle faced */\nexport interface Panorama {\n index: number;\n id: number | string;\n lonLat: LonLat;\n /** Metres above the ellipsoid */\n height: number;\n /** Degrees clockwise from north */\n heading: number;\n}\n\n/** What the map gives the panoramas */\nexport interface PanoramaHost {\n setPanorama(\n lon: number,\n lat: number,\n height: number,\n rotation: Float64Array,\n cameras: Float64Array,\n radius: number,\n opacity: number,\n ): void;\n setPanoramaImage(index: number, image: ImageBitmap): void;\n clearPanorama(): void;\n geoidHeight(lon: number, lat: number): number;\n /** The street-level eye, and setting it (undefined: back to the camera turning around a point) */\n firstPerson(): Readonly<Required<FirstPersonView>> | undefined;\n setFirstPerson(view: FirstPersonView | undefined): void;\n elevationAt(lonLat: LonLat): number | undefined;\n /** Follows the clicks on the map (with the ground clicked), the keys typed on it and its wheel (taken from the\n * map's own); returns what stops */\n listen(\n click: (lonLat: LonLat | undefined) => void,\n key: (e: KeyboardEvent) => void,\n wheel: (e: WheelEvent) => void,\n ): () => void;\n}\n\ninterface Calibration {\n id: number | string;\n rotation: number[];\n position: number[];\n projection: number[];\n size: number[];\n distortion?: { pps: number[]; poly357: number[]; limit?: number };\n}\n\ninterface Attitude {\n heading: number;\n pitch: number;\n roll: number;\n}\n\nconst RAD = Math.PI / 180;\n\n/** 3 × 3 product, row-major */\nfunction times(a: number[], b: number[]): number[] {\n const out: number[] = [];\n for (let r = 0; r < 3; r++) {\n for (let c = 0; c < 3; c++) {\n let sum = 0;\n for (let k = 0; k < 3; k++) sum += (a[r * 3 + k] ?? 0) * (b[k * 3 + c] ?? 0);\n out.push(sum);\n }\n }\n return out;\n}\n\nconst rotX = (t: number) => [1, 0, 0, 0, Math.cos(t), -Math.sin(t), 0, Math.sin(t), Math.cos(t)];\nconst rotY = (t: number) => [Math.cos(t), 0, Math.sin(t), 0, 1, 0, -Math.sin(t), 0, Math.cos(t)];\nconst rotZ = (t: number) => [Math.cos(t), -Math.sin(t), 0, Math.sin(t), Math.cos(t), 0, 0, 0, 1];\n\n/**\n * The panorama frame to east, north, up (row-major): the vehicle's attitude in the CRS's grid (iTowns'\n * `quaternionFromRollPitchHeading`: Ry(-roll) · Rx(-pitch) · Rz(-heading)), turned by the meridian convergence of the\n * projection (Lambert-93: sin(46.5°) · (3° - longitude))\n */\nexport function panoramaRotation(attitude: Attitude, lon: number, lambert93: boolean): number[] {\n const vehicle = times(times(rotY(-attitude.roll * RAD), rotX(-attitude.pitch * RAD)), rotZ(-attitude.heading * RAD));\n const convergence = lambert93 ? Math.sin(46.5 * RAD) * (3 - lon) * RAD : 0;\n return times(rotZ(convergence), vehicle);\n}\n\n/** The 25 numbers of a camera for `setPanorama` */\nfunction cameraNumbers(c: Calibration): number[] {\n const p = c.projection;\n const d = c.distortion;\n return [\n ...c.rotation.slice(0, 9),\n ...c.position.slice(0, 3),\n p[0] ?? 1,\n p[4] ?? 1,\n p[2] ?? 0,\n p[5] ?? 0,\n p[1] ?? 0,\n c.size[0] ?? 1,\n c.size[1] ?? 1,\n d?.pps[0] ?? 0,\n d?.pps[1] ?? 0,\n d?.poly357[0] ?? 0,\n d?.poly357[1] ?? 0,\n d?.poly357[2] ?? 0,\n d?.limit ?? 0,\n ];\n}\n\n/** The panoramas of a set, one shown at a time */\nexport class Panoramas {\n /** The panorama shown, if any */\n current: Panorama | undefined;\n private shown = 0;\n\n /** @internal */\n constructor(\n private readonly host: PanoramaHost,\n private readonly options: Required<Pick<PanoramaOptions, 'url' | 'backgroundDistance' | 'opacity'>>,\n readonly list: readonly Panorama[],\n private readonly attitudes: readonly Attitude[],\n private readonly cameras: readonly Calibration[],\n private readonly lambert93: boolean,\n ) {}\n\n /** The panorama nearest to a position */\n nearest(lonLat: LonLat): Panorama | undefined {\n const cos = Math.cos(lonLat[1] * RAD);\n let best: Panorama | undefined;\n let distance = Number.POSITIVE_INFINITY;\n for (const p of this.list) {\n const d = ((p.lonLat[0] - lonLat[0]) * cos) ** 2 + (p.lonLat[1] - lonLat[1]) ** 2;\n if (d < distance) [best, distance] = [p, d];\n }\n return best;\n }\n\n /** Shows a panorama (its index in `list`): projected as soon as its first image arrives, the others after */\n async show(index: number): Promise<void> {\n const pano = this.list[index];\n const attitude = this.attitudes[index];\n if (!pano || !attitude) return;\n const shown = ++this.shown;\n this.current = pano;\n const rotation = panoramaRotation(attitude, pano.lonLat[0], this.lambert93);\n const { url, backgroundDistance, opacity } = this.options;\n this.host.setPanorama(\n pano.lonLat[0],\n pano.lonLat[1],\n pano.height,\n Float64Array.from(rotation),\n Float64Array.from(this.cameras.flatMap(cameraNumbers)),\n backgroundDistance,\n opacity,\n );\n await Promise.all(\n this.cameras.map(async (camera, k) => {\n const src = url.replaceAll('{cameraId}', String(camera.id)).replaceAll('{panoId}', String(pano.id));\n const response = await fetch(src, withHeaders(src));\n if (!response.ok) throw new Error(`isard: panorama image ${src}: ${response.status}`);\n const image = await createImageBitmap(await response.blob(), { premultiplyAlpha: 'none' });\n // Another panorama shown since: this image is not its\n if (shown === this.shown) this.host.setPanoramaImage(k, image);\n image.close();\n }),\n );\n }\n\n /** Hides the panorama shown */\n hide(): void {\n this.shown++;\n this.current = undefined;\n this.host.clearPanorama();\n }\n\n /** Stops the walk (`enter`) */\n private stopWalking: (() => void) | undefined;\n\n /**\n * Street-level walk from panorama to panorama (the iTowns immersive view): the eye on a panorama, the drag\n * turning it; a click goes to the panorama nearest to the clicked point, the wheel to the nearest one ahead (or\n * behind), Z and S (or Page Up and Page Down) to the next and the previous ones. Starts on the panorama `index`,\n * else the one nearest to `near`\n */\n async enter(start: { index?: number; near?: LonLat } = {}): Promise<void> {\n const first = start.index ?? (start.near && this.nearest(start.near)?.index) ?? 0;\n this.stopWalking?.();\n this.stopWalking = this.host.listen(\n (lonLat) => {\n const target = lonLat && this.nearest(lonLat);\n if (target && target !== this.current) void this.go(target.index);\n },\n (e) => {\n const step = { z: 1, Z: 1, PageUp: 1, s: -1, S: -1, PageDown: -1 }[e.key];\n if (!step || !this.current) return;\n e.preventDefault();\n void this.go((this.current.index + step + this.list.length) % this.list.length);\n },\n (e) => {\n // One step per notch, the next ones once it is shown\n if (this.moving || e.deltaY === 0) return;\n const target = this.ahead(e.deltaY < 0);\n if (target) {\n this.moving = true;\n void this.go(target.index).finally(() => {\n this.moving = false;\n });\n }\n },\n );\n await this.go(first, this.list[first]?.heading);\n }\n\n /** A step of the wheel under way */\n private moving = false;\n\n /** The nearest panorama ahead of the eye (within 60° of where it looks), or behind it */\n ahead(forward = true): Panorama | undefined {\n const eye = this.host.firstPerson();\n const here = this.current;\n if (!eye || !here) return undefined;\n const cos = Math.cos(here.lonLat[1] * RAD);\n const look = (eye.bearing + (forward ? 0 : 180)) * RAD;\n let best: Panorama | undefined;\n let distance = Number.POSITIVE_INFINITY;\n for (const p of this.list) {\n if (p === here) continue;\n const [east, north] = [(p.lonLat[0] - here.lonLat[0]) * cos, p.lonLat[1] - here.lonLat[1]];\n const d = Math.hypot(east, north);\n const off = Math.acos(Math.max(-1, Math.min(1, (east * Math.sin(look) + north * Math.cos(look)) / (d || 1))));\n if (off < 60 * RAD && d < distance) [best, distance] = [p, d];\n }\n return best;\n }\n\n /** Goes to a panorama during the walk, the eye looking the same way (or `bearing`) */\n async go(index: number, bearing?: number): Promise<void> {\n const pano = this.list[index];\n if (!pano) return;\n const eye = this.host.firstPerson();\n // The eye at the panorama's cameras, above the ground there\n const ground = this.host.elevationAt(pano.lonLat);\n this.host.setFirstPerson({\n lonLat: pano.lonLat,\n height: ground === undefined ? 2.5 : Math.max(0.5, pano.height - ground),\n bearing: bearing ?? eye?.bearing ?? pano.heading,\n ...(eye ? { pitch: eye.pitch, fov: eye.fov } : {}),\n });\n await this.show(index);\n }\n\n /** Ends the walk: the panorama hidden, the camera turning around a point again, above where the eye stood */\n exit(): void {\n this.stopWalking?.();\n this.stopWalking = undefined;\n this.hide();\n this.host.setFirstPerson(undefined);\n }\n}\n\n/** Loads a set of panoramas: their positions and attitudes, the calibration of their cameras */\nexport async function loadPanoramas(host: PanoramaHost, options: PanoramaOptions): Promise<Panoramas> {\n const json = async <T>(src: string) => {\n const response = await fetch(src, withHeaders(src));\n if (!response.ok) throw new Error(`isard: ${src}: ${response.status}`);\n return (await response.json()) as T;\n };\n const [orientations, cameras] = await Promise.all([\n json<{\n crs?: { properties?: { name?: string } };\n features: { geometry: { coordinates: number[] }; properties: Record<string, unknown> }[];\n }>(options.orientationsUrl),\n json<Calibration[]>(options.calibrationUrl),\n ]);\n const crsName = options.crs ?? orientations.crs?.properties?.name ?? 'EPSG:2154';\n const lambert93 = /2154/.test(crsName);\n const crs = getCrs(crsName);\n const geoid = options.geoid ?? lambert93;\n const list: Panorama[] = [];\n const attitudes: Attitude[] = [];\n for (const feature of orientations.features) {\n const [x = 0, y = 0, z = 0] = feature.geometry.coordinates;\n const [lon = 0, lat = 0] = crs.inverse([x, y]);\n const p = feature.properties;\n const number = (key: string) => (typeof p[key] === 'number' ? (p[key] as number) : 0);\n attitudes.push({ heading: number('heading'), pitch: number('pitch'), roll: number('roll') });\n list.push({\n index: list.length,\n id: (p.id as number | string | undefined) ?? list.length,\n lonLat: [lon, lat],\n height: z + (geoid ? host.geoidHeight(lon, lat) : 0),\n heading: number('heading'),\n });\n }\n return new Panoramas(\n host,\n {\n url: options.url,\n backgroundDistance: options.backgroundDistance ?? 1000,\n opacity: options.opacity ?? 1,\n },\n list,\n attitudes,\n cameras,\n lambert93,\n );\n}\n"]}
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/** The default classes: ASPRS LAS 1.4, then IGN's LiDAR HD (64 permanent structures, 65 artefacts, 66 virtual points,
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* Point clouds: a COPC file (Cloud Optimized Point Cloud: LAZ 1.4 with an octree, read by HTTP range requests, as the\n * IGN distributes LiDAR HD) or a 3D Tiles point cloud (`.pnts`, glTF points), drawn by the engine with 3D Tiles. The\n * COPC file's CRS comes from its WKT (built-in CRSs, or registered ones: `registerCrs`) or the `crs` option; altitudes\n * in NGF-IGN69 (Lambert-93, the CC zones) are raised by the RAF20 geoid height onto the ellipsoid of the relief and\n * the 3D Tiles.\n */\nimport { type Crs, type CrsLike, epsgCode, getCrs } from '../data/crs.ts';\nimport type { LayerHost } from '../types.ts';\nimport type {\n Engine,\n PointCloudCrs,\n PointCloudInfo,\n PointCloudPoint,\n PointCloudStats,\n Tiles3dStats,\n} from '../wasm/isard.js';\nimport { type Feature, parseColor, type Ramp, rampTexels } from './features.ts';\nimport { Layer } from './layers.ts';\n\n/** What the points are colored by */\nexport type PointColor = 'rgb' | 'classification' | 'elevation' | 'intensity';\n\n/** The look of a class of points */\nexport interface ClassStyle {\n /** CSS color */\n color?: string;\n /** false hides the class */\n visible?: boolean;\n}\n\nexport interface PointCloudStyle {\n /** By RGB (files with colors), class (the ASPRS palette, `classifications`), altitude (`elevationRamp` over\n * `elevationRange`) or intensity (grey over `intensityRange`). Default: RGB when the file has colors, else class */\n colorBy?: PointColor;\n /** CSS pixels: the size of the points, or the smallest with `sizeMode: 'adaptive'` (default 2) */\n pointSize: number;\n /** CSS pixels: the largest adaptive size (default 4) */\n maxPointSize: number;\n /** `'adaptive'` (default): the spacing of the points of the finest level drawn there, at their distance (the\n * nearer, the larger, no gap); `'fixed'`: `pointSize` everywhere */\n sizeMode: 'adaptive' | 'fixed';\n /** `'circle'` (default) or `'square'` */\n shape: 'circle' | 'square';\n /** Eye-Dome Lighting: points shaded by the depth of their neighbours on screen, their relief read without normals\n * nor colors (default false; `strength` 1, `radius` 1.4 CSS pixels) */\n edl: boolean | { strength?: number; radius?: number };\n /** Colors and visibility by class code, over the defaults (ASPRS, and IGN's LiDAR HD classes 64 to 67; the noise\n * 7 and 18 and the artefacts 65 hidden): `{ 2: { color: '#a0522d' }, 66: { visible: false } }` */\n classifications: Record<number, ClassStyle>;\n /** Altitudes (metres, the file's vertical datum) mapped onto the ramp; default the file's lowest and highest */\n elevationRange?: [min: number, max: number];\n /** Colors from the lowest altitude (0) to the highest (1) */\n elevationRamp: Ramp;\n /** Intensities mapped from black to white; default the bulk of the first node's (2nd to 98th percentile) */\n intensityRange?: [min: number, max: number];\n /** CSS pixels: a node is refined while the spacing of its points covers more on screen (default 1.5; lower is finer\n * and heavier). For 3D Tiles, their screen-space error (default 16) */\n maxScreenSpaceError: number;\n /** Points drawn at most, the nearest and the coarsest first (default 3 000 000) */\n pointBudget: number;\n}\n\nexport interface PointCloudOptions extends Partial<PointCloudStyle> {\n /** A COPC file (`.copc.laz`) or a 3D Tiles `tileset.json` of points */\n url: string;\n /** Default: `'3dtiles'` for a `.json` URL, else `'copc'` */\n format?: 'copc' | '3dtiles';\n /** The CRS of a COPC file without a WKT, or whose CRS is not built in (`proj4('EPSG:2992')`) */\n crs?: CrsLike;\n /** Its altitudes are above the geoid (NGF-IGN69), raised by the RAF20 geoid height; default for Lambert-93 and the\n * CC zones */\n geoid?: boolean;\n /** Metres of a unit of z; default the vertical unit of the WKT (a US survey foot…), else that of x and y */\n verticalScale?: number;\n /** Requests a second at most: 8 by default for the Géoplateforme (data.geopf.fr allows 10), no limit elsewhere */\n requestsPerSecond?: number;\n}\n\n/** The default classes: ASPRS LAS 1.4, then IGN's LiDAR HD (64 permanent structures, 65 artefacts, 66 virtual points,\n * 67 miscellaneous buildings) */\nexport const CLASSIFICATIONS: Readonly<Record<number, Readonly<Required<ClassStyle>>>> = {\n 0: { color: '#a6a6a6', visible: true },\n 1: { color: '#c8c8c8', visible: true },\n 2: { color: '#b08458', visible: true },\n 3: { color: '#9ccc65', visible: true },\n 4: { color: '#5aa83f', visible: true },\n 5: { color: '#2e7d32', visible: true },\n 6: { color: '#e57352', visible: true },\n 7: { color: '#ff00ff', visible: false },\n 8: { color: '#ff0000', visible: true },\n 9: { color: '#3d8fd6', visible: true },\n 10: { color: '#8e6bb0', visible: true },\n 11: { color: '#7a7a7a', visible: true },\n 12: { color: '#ffe680', visible: true },\n 13: { color: '#ffff00', visible: true },\n 14: { color: '#ffc800', visible: true },\n 15: { color: '#c89600', visible: true },\n 16: { color: '#ff9632', visible: true },\n 17: { color: '#b48cc8', visible: true },\n 18: { color: '#ff00ff', visible: false },\n 64: { color: '#8c6e5a', visible: true },\n 65: { color: '#ff00ff', visible: false },\n 66: { color: '#5a6ec8', visible: true },\n 67: { color: '#e6966e', visible: true },\n};\n\n/** The default ramp of the altitudes, low to high */\nexport const ELEVATION_RAMP: Ramp = [\n [0, '#2b83ba'],\n [0.25, '#abdda4'],\n [0.5, '#ffffbf'],\n [0.75, '#fdae61'],\n [1, '#d7191c'],\n];\n\n/** The colors of the 256 classes (RGBA, alpha 0 hides one) */\nexport function classPalette(overrides: Record<number, ClassStyle> = {}): Uint8Array {\n const out = new Uint8Array(256 * 4);\n for (let code = 0; code < 256; code += 1) {\n const base = CLASSIFICATIONS[code] ?? { color: '#c8c8c8', visible: true };\n const own = overrides[code] ?? {};\n const [r = 0, g = 0, b = 0] = parseColor(own.color ?? base.color);\n out.set([r * 255, g * 255, b * 255, (own.visible ?? base.visible) ? 255 : 0], code * 4);\n }\n return out;\n}\n\n/** The section of a WKT opening with one of `keywords` (`PROJCS[…]`), from its keyword to its closing bracket */\nfunction section(wkt: string, keywords: string[]): string | undefined {\n for (const keyword of keywords) {\n const start = wkt.indexOf(`${keyword}[`);\n if (start < 0) continue;\n let depth = 0;\n for (let i = start + keyword.length; i < wkt.length; i += 1) {\n if (wkt[i] === '[') depth += 1;\n else if (wkt[i] === ']' && --depth === 0) return wkt.slice(start, i + 1);\n }\n }\n return undefined;\n}\n\n/** The EPSG code a WKT section ends with (its own `AUTHORITY`, or `ID` in WKT2), the last of its nested ones */\nfunction lastCode(part: string): number | undefined {\n const codes = [...part.matchAll(/(?:AUTHORITY|ID)\\[\\s*\"EPSG\"\\s*,\\s*\"?(\\d+)\"?\\s*\\]/g)];\n const last = codes.at(-1)?.[1];\n return last === undefined ? undefined : Number(last);\n}\n\n/** The factor of the last `UNIT` (`LENGTHUNIT` in WKT2) of a WKT section */\nfunction lastUnit(part: string | undefined): number | undefined {\n const units = [...(part ?? '').matchAll(/(?:LENGTH)?UNIT\\[\\s*\"[^\"]*\"\\s*,\\s*([\\d.eE+-]+)/g)];\n const factor = Number(units.at(-1)?.[1]);\n return Number.isFinite(factor) && factor > 0 ? factor : undefined;\n}\n\n/** What a WKT says of a CRS: its EPSG code (projected first), the metres of a unit of z */\nexport function wktCrs(wkt: string): { code: number | undefined; verticalScale: number | undefined } {\n const projected = section(wkt, ['PROJCS', 'PROJCRS']);\n const geographic = section(wkt, ['GEOGCS', 'GEOGCRS']);\n let code = lastCode(projected ?? geographic ?? '');\n if (code === undefined && /Lambert[- ]93/i.test(wkt)) code = 2154;\n const vertical = section(wkt, ['VERT_CS', 'VERTCRS']);\n const verticalScale = lastUnit(vertical ?? projected);\n return { code, verticalScale };\n}\n\n/** Whether the altitudes of a CRS are NGF-IGN69 by default: Lambert-93 and the CC zones */\nconst FRENCH = (code: number | undefined) => code === 2154 || (code !== undefined && code >= 3942 && code <= 3950);\n\n/** The CRS of a COPC file for the engine, from its WKT and the options */\nexport function pointCloudCrs(\n wkt: string | undefined,\n options: Pick<PointCloudOptions, 'crs' | 'geoid' | 'verticalScale'>,\n): PointCloudCrs {\n const parsed = wkt ? wktCrs(wkt) : { code: undefined, verticalScale: undefined };\n let crs: Crs;\n let code = parsed.code;\n if (options.crs !== undefined) {\n crs = getCrs(options.crs);\n if (typeof options.crs === 'string') code = epsgCode(options.crs) ?? code;\n } else if (code !== undefined) {\n try {\n crs = getCrs(`EPSG:${code}`);\n } catch {\n throw new Error(`the CRS of the file, EPSG:${code}, is not built in: give it as \\`crs\\` (proj4('EPSG:${code}'))`);\n }\n } else {\n throw new Error('the file names no CRS: give it as `crs`');\n }\n const inverse = (xy: Float64Array) => {\n const out = new Float64Array(xy.length);\n for (let i = 0; i + 1 < xy.length; i += 2) {\n const [lon = Number.NaN, lat = Number.NaN] = crs.inverse([xy[i] as number, xy[i + 1] as number]);\n out[i] = lon;\n out[i + 1] = lat;\n }\n return out;\n };\n return {\n inverse,\n geoid: options.geoid ?? (FRENCH(code) || /IGN69|NGF/.test(wkt ?? '')),\n verticalScale: options.verticalScale ?? parsed.verticalScale ?? 1,\n };\n}\n\n/** The style numbers of the engine (`setPointCloudStyle`) */\nfunction styleNumbers(s: PointCloudStyle, rate: number): Float64Array {\n const colors: PointColor[] = ['rgb', 'classification', 'elevation', 'intensity'];\n let edl: { strength?: number; radius?: number } | undefined;\n if (s.edl) edl = s.edl === true ? {} : s.edl;\n const [emin = Number.NaN, emax = Number.NaN] = s.elevationRange ?? [];\n const [imin = Number.NaN, imax = Number.NaN] = s.intensityRange ?? [];\n return Float64Array.of(\n s.colorBy ? colors.indexOf(s.colorBy) : -1,\n s.pointSize,\n s.maxPointSize,\n s.sizeMode === 'fixed' ? 0 : 1,\n s.shape === 'square' ? 0 : 1,\n edl ? (edl.strength ?? 1) : 0,\n edl?.radius ?? 1.4,\n emin,\n emax,\n imin,\n imax,\n s.maxScreenSpaceError,\n s.pointBudget,\n rate,\n );\n}\n\n/** A point cloud (`GeoMap.addPointCloud`): COPC or 3D Tiles points; `pickFeature` gives a COPC point's attributes */\nexport class PointCloudLayer extends Layer {\n readonly url: string;\n readonly format: 'copc' | '3dtiles';\n private style: PointCloudStyle;\n private readonly options: PointCloudOptions;\n\n /** @internal */\n constructor(map: LayerHost, options: PointCloudOptions) {\n super(map);\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(options.url, base).href : options.url;\n this.format = options.format ?? (/\\.json(?:[?#]|$)/i.test(options.url) ? '3dtiles' : 'copc');\n this.options = options;\n const tiles = this.format === '3dtiles';\n this.style = {\n ...(options.colorBy ? { colorBy: options.colorBy } : {}),\n pointSize: options.pointSize ?? 2,\n maxPointSize: options.maxPointSize ?? 4,\n sizeMode: options.sizeMode ?? 'adaptive',\n shape: options.shape ?? 'circle',\n edl: options.edl ?? false,\n classifications: options.classifications ?? {},\n ...(options.elevationRange ? { elevationRange: options.elevationRange } : {}),\n elevationRamp: options.elevationRamp ?? ELEVATION_RAMP,\n ...(options.intensityRange ? { intensityRange: options.intensityRange } : {}),\n maxScreenSpaceError: options.maxScreenSpaceError ?? (tiles ? 16 : 1.5),\n pointBudget: options.pointBudget ?? 3_000_000,\n };\n }\n\n /** @internal Drawn by the engine with 3D Tiles (the point cloud module loads with the first one) */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** Changes the style, the rest kept */\n setStyle(style: Partial<PointCloudStyle>): 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.apply(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n getStyle(): Readonly<PointCloudStyle> {\n return this.style;\n }\n\n /** Loading counters; undefined once removed and while the engine with 3D Tiles loads */\n stats(): PointCloudStats | Tiles3dStats | undefined {\n if (this.id < 0) return undefined;\n return this.format === '3dtiles' ? this.map.engine.tiles3dStats(this.id) : this.map.engine.pointCloudStats(this.id);\n }\n\n /** What a COPC file says of itself (points, format, CRS, center, altitudes), once its head is read */\n info(): PointCloudInfo | undefined {\n return this.id < 0 || this.format === '3dtiles' ? undefined : this.map.engine.pointCloudInfo(this.id);\n }\n\n /** @internal The point picked (`pickFeature`, 'hoverfeature'): a Point at its longitude, latitude and height, its\n * attributes as properties */\n featureAt(index: number): Feature<PointCloudPoint> | undefined {\n if (this.id < 0 || this.format === '3dtiles') return undefined;\n const point = this.map.engine.pointCloudPoint(this.id, index);\n if (!point) return undefined;\n return {\n type: 'Feature',\n geometry: { type: 'Point', coordinates: [...point.lonLat, point.height] },\n properties: point,\n };\n }\n\n private apply(engine: Engine, id: number): void {\n const s = this.style;\n if (this.format === '3dtiles') {\n engine.setTiles3dStyle(id, s.maxScreenSpaceError, 1, s.pointSize, new Float32Array());\n return;\n }\n const rate = this.options.requestsPerSecond ?? (/^https?:\\/\\/data\\.geopf\\.fr\\//.test(this.url) ? 8 : 0);\n engine.setPointCloudStyle(\n id,\n styleNumbers(s, rate),\n classPalette(s.classifications),\n rampTexels(s.elevationRamp).rgba,\n );\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id =\n this.format === '3dtiles'\n ? engine.addTiles3d(this.url, this.style.maxScreenSpaceError)\n : engine.addPointCloud(this.url, (wkt) => pointCloudCrs(wkt, this.options));\n this.apply(engine, id);\n return id;\n }\n}\n"]}
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+
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* Text labels and icons from GeoJSON: at points, at the middle of lines, at the center of polygons. Shaped on the page,\n * placed by the engine every frame with collisions shared by all symbol layers (the top layer first, each layer in\n * data order), drawn with a halo, standing on the relief. The icons are the map's images (`map.addImage`, a vector\n * basemap's sprite), beside their text or stretched around it.\n */\n\nimport type { LayerHost } from '../types.ts';\nimport type { Anchor } from '../ui/overlay.ts';\nimport { toMercator } from '../util/geo.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport {\n evaluate,\n type Feature,\n type FeatureData,\n type FeatureLayerStyle,\n featuresOf,\n type Geometry,\n type Placement,\n type Position,\n type Properties,\n parseColor,\n type Size,\n type Styled,\n stops,\n} from './features.ts';\nimport { codes, DEFAULT_FONT, type Glyph, type Glyphs, type Shaping, shape, type TextPart } from './glyphs.ts';\nimport { type Icons, layoutIcon } from './icons.ts';\nimport { Layer } from './layers.ts';\n\nexport interface SymbolStyle<P = Properties> extends Omit<FeatureLayerStyle<P>, 'ramp'> {\n /** The text: a string (`\\n` breaks lines) or runs with their own scale and font; empty: no label */\n text: Styled<string | TextPart[], P>;\n /** A font of the map's glyphs (default `Noto Sans Regular`; also Bold and Italic with the default glyphs) */\n font: Styled<string, P>;\n /** CSS pixels, or zoom stops (default 12) */\n size: Styled<Size, P>;\n /** `'point'` (default): horizontal text; `'line'`: along the line at its middle, kept upright */\n placement: Styled<'point' | 'line', P>;\n color: Styled<string, P>;\n haloColor: Styled<string, P>;\n /** CSS pixels (default 0) */\n haloWidth: Styled<number, P>;\n /** Side of the text at the anchor (default `'center'`) */\n anchor: Styled<Anchor, P>;\n /** Shift, ems (default [0, 0]) */\n offset: Styled<[x: number, y: number], P>;\n /** Wrapping width, ems (default 10) */\n maxWidth: Styled<number, P>;\n /** Ems (default 1.2) */\n lineHeight: Styled<number, P>;\n /** Shown even where it overlaps other labels, and hiding none (MapLibre's allow-overlap and ignore-placement);\n * `'allow'`: shown even where it overlaps, still hiding the labels after it; `'ignore'`: shown only where it fits,\n * hiding none (default false) */\n overlap: Styled<Overlap, P>;\n /** Shown without its icon where the icon does not fit (default false) */\n textOptional: Styled<boolean, P>;\n /** An image of the map (`map.addImage`); empty: none (default) */\n icon: Styled<string, P>;\n /** Scale of the image, or zoom stops (default 1) */\n iconSize: Styled<Size, P>;\n /** Side of the icon at the anchor (default `'center'`) */\n iconAnchor: Styled<Anchor, P>;\n /** Shift, CSS pixels at size 1 (default [0, 0]) */\n iconOffset: Styled<[x: number, y: number], P>;\n /** Degrees, clockwise (default 0) */\n iconRotate: Styled<number, P>;\n /** `'viewport'`: facing the screen; `'map'`: turning with the map, along its line when placed on one; `'auto'`\n * (default): `'map'` with the `'line'` placement */\n iconRotationAlignment: Styled<'map' | 'viewport' | 'auto', P>;\n /** As `overlap`, for the icon (default false) */\n iconOverlap: Styled<Overlap, P>;\n /** Shown without its text where the text does not fit (default false) */\n iconOptional: Styled<boolean, P>;\n /** Stretched around its text: its width, its height, both (a road shield; `'none'` by default) */\n iconTextFit: Styled<'none' | 'width' | 'height' | 'both', P>;\n /** Room around the text of a fitted icon: top, right, bottom, left (CSS pixels, default 0) */\n iconTextFitPadding: Styled<[top: number, right: number, bottom: number, left: number], P>;\n /** Color of a signed distance field image (default black) */\n iconColor: Styled<string, P>;\n /** 0 to 1 (default 1) */\n iconOpacity: Styled<number, P>;\n}\n\n/** How a label's text or icon meets the others: `true` shown wherever and hiding none, `'allow'` shown wherever,\n * `'ignore'` hiding none, `false` neither (MapLibre's allow-overlap and ignore-placement) */\nexport type Overlap = boolean | 'allow' | 'ignore';\n\nexport interface SymbolOptions<P = Properties> extends Partial<SymbolStyle<P>>, Placement {\n data: FeatureData<P>;\n}\n\n/** Where a geometry is labelled: its points, the middle of its longest line (with the direction of the line there),\n * the centroid of its largest polygon */\nfunction anchors(geometry: Geometry | null): { at: Position; along?: [number, number] }[] {\n return points(geometry).map((p) => (p.length > 2 ? { at: [p[0], p[1]], along: [p[2] ?? 0, p[3] ?? 0] } : { at: p }));\n}\n\n/** Anchors as positions, a line's carrying the direction (lon, lat, dlon, dlat) */\nfunction points(geometry: Geometry | null): Position[] {\n if (!geometry) return [];\n switch (geometry.type) {\n case 'Point':\n return [geometry.coordinates];\n case 'MultiPoint':\n return geometry.coordinates;\n case 'LineString':\n case 'MultiLineString': {\n const lines = geometry.type === 'LineString' ? [geometry.coordinates] : geometry.coordinates;\n const length = (l: Position[]) =>\n l.slice(1).reduce((s, p, i) => s + Math.hypot(p[0] - (l[i]?.[0] ?? 0), p[1] - (l[i]?.[1] ?? 0)), 0);\n const line = lines.reduce((a, b) => (length(b) > length(a) ? b : a), lines[0] ?? []);\n let rest = length(line) / 2;\n for (let i = 1; i < line.length; i += 1) {\n const [a, b] = [line[i - 1], line[i]];\n if (!a || !b) continue;\n const d = Math.hypot(b[0] - a[0], b[1] - a[1]);\n if (d >= rest && d > 0) {\n return [[a[0] + ((b[0] - a[0]) * rest) / d, a[1] + ((b[1] - a[1]) * rest) / d, b[0] - a[0], b[1] - a[1]]];\n }\n rest -= d;\n }\n return line[0] ? [line[0]] : [];\n }\n case 'Polygon':\n case 'MultiPolygon': {\n const polygons = geometry.type === 'Polygon' ? [geometry.coordinates] : geometry.coordinates;\n let best: Position | undefined;\n let bestArea = 0;\n for (const p of polygons) {\n const ring = p[0] ?? [];\n let [a, cx, cy] = [0, 0, 0];\n for (let i = 0; i + 1 < ring.length; i += 1) {\n const [x0, y0] = ring[i] ?? [0, 0];\n const [x1, y1] = ring[i + 1] ?? [0, 0];\n const cross = x0 * y1 - x1 * y0;\n a += cross;\n cx += (x0 + x1) * cross;\n cy += (y0 + y1) * cross;\n }\n if (Math.abs(a) > bestArea) {\n bestArea = Math.abs(a);\n best = [cx / (3 * a), cy / (3 * a)];\n }\n }\n return best ? [best] : [];\n }\n case 'GeometryCollection':\n return geometry.geometries.flatMap(points);\n }\n}\n\n/** The map's glyphs and icons, for a layer */\nexport interface GlyphHost extends LayerHost {\n readonly glyphs: Glyphs;\n readonly icons: Icons;\n}\n\n/** Flags of a label for the engine (`flag` in symbols.rs) */\nconst FLAG = {\n textOverlap: 1,\n textIgnore: 2,\n iconOverlap: 4,\n iconIgnore: 8,\n textOptional: 16,\n iconOptional: 32,\n text: 64,\n icon: 128,\n textAlong: 256,\n iconAlong: 512,\n iconUpright: 1024,\n} as const;\n\n/** Flags of an overlap: allowed to overlap, ignored by the placement */\nfunction overlapFlags(overlap: Overlap, allow: number, ignore: number): number {\n if (overlap === true) return allow | ignore;\n if (overlap === 'allow') return allow;\n return overlap === 'ignore' ? ignore : 0;\n}\n\n/** Room around an icon's box, CSS pixels (MapLibre's default `icon-padding`) */\nconst ICON_PADDING = 2;\n\n/** Labels built for the engine: an anchor (Mercator x, y), a collision box, a style per label; glyph quads whose first\n * number is their label's index */\ninterface Labels {\n anchors: Float64Array;\n boxes: Float32Array;\n styles: Float32Array;\n quads: Float32Array;\n}\n\n/** Numbers per quad: its label's index, its place, its atlas coordinates, its scale (a glyph's; -1 or -2: an icon),\n * its turn */\nconst QUAD = 11;\n\n/** The labels of a group of features, kept while they stay valid: same style, the same index of the group's first\n * feature (unless the style reads no index), and their glyphs and icons complete or none added since */\ninterface Chunk extends Labels {\n count: number;\n style: number;\n base: number;\n glyphs: number;\n icons: number;\n complete: boolean;\n}\n\n/** Every character of a run has its glyph */\nfunction present(part: TextPart, loaded: Map<string, Map<number, Glyph>>): boolean {\n const glyphs = loaded.get(part.font ?? DEFAULT_FONT);\n if (!glyphs) return false;\n for (const ch of part.text) if (ch !== '\\n' && !glyphs.has(ch.codePointAt(0) ?? 32)) return false;\n return true;\n}\n\n/** The labels of chunks one after the other, the quads' label indices moved past those of the chunks before */\nfunction concat(chunks: readonly Chunk[]): Labels {\n if (chunks.length === 1 && chunks[0]) return chunks[0];\n const length = (key: keyof Labels) => chunks.reduce((n, c) => n + c[key].length, 0);\n const out: Labels = {\n anchors: new Float64Array(length('anchors')),\n boxes: new Float32Array(length('boxes')),\n styles: new Float32Array(length('styles')),\n quads: new Float32Array(length('quads')),\n };\n const at = { anchors: 0, boxes: 0, styles: 0, quads: 0 };\n let labels = 0;\n for (const c of chunks) {\n out.anchors.set(c.anchors, at.anchors);\n out.boxes.set(c.boxes, at.boxes);\n out.styles.set(c.styles, at.styles);\n out.quads.set(c.quads, at.quads);\n if (labels > 0)\n for (let q = at.quads; q < at.quads + c.quads.length; q += QUAD) out.quads[q] = (out.quads[q] ?? 0) + labels;\n at.anchors += c.anchors.length;\n at.boxes += c.boxes.length;\n at.styles += c.styles.length;\n at.quads += c.quads.length;\n labels += c.count;\n }\n return out;\n}\n\nexport class SymbolLayer<P = Properties> extends Layer {\n private list: Feature<P>[];\n /** The features in groups that do not change (`setGroups`): each group's labels kept between updates */\n private groups: readonly (readonly Feature<P>[])[] | undefined;\n private readonly chunks = new WeakMap<readonly Feature<P>[], Chunk>();\n /** Bumped by each change: a shaping that finished after a newer one began is dropped */\n private generation = 0;\n /** Bumped by each change of style: the labels kept are shaped again */\n private styleGeneration = 0;\n /** No style function takes the index of a feature: a group's labels do not depend on its place */\n private indexFree = true;\n private labels: Labels | undefined;\n\n /** @internal */\n constructor(\n private readonly host: GlyphHost,\n data: FeatureData<P>,\n private style: SymbolStyle<P>,\n ) {\n super(host);\n this.list = featuresOf(data);\n this.styled();\n }\n\n get features(): readonly Feature<P>[] {\n return this.list;\n }\n\n setData(data: FeatureData<P>): void {\n this.list = featuresOf(data);\n this.groups = undefined;\n void this.update();\n }\n\n /**\n * @internal The features as groups that are never changed once given (the labels of a vector tile and style layer),\n * in order: the labels of a group seen before are not shaped again\n */\n setGroups(groups: readonly (readonly Feature<P>[])[]): void {\n this.groups = groups;\n this.list = groups.flat();\n void this.update();\n }\n\n setStyle(style: Partial<SymbolStyle<P>>): void {\n this.style = { ...this.style, ...style };\n this.styled();\n void this.update();\n }\n\n setFilter(filter: ((properties: P, index: number) => boolean) | undefined): void {\n this.setStyle({ filter } as Partial<SymbolStyle<P>>);\n }\n\n setVisible(visible: boolean): void {\n this.style = { ...this.style, visible };\n this.sendLayer(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private styled(): void {\n this.styleGeneration += 1;\n // A function of one parameter reads the properties only\n this.indexFree = Object.values(this.style).every((v) => typeof v !== 'function' || v.length < 2);\n }\n\n /** The runs of text of each feature of a group (none for a feature filtered out) */\n private parts(group: readonly Feature<P>[], base: number): TextPart[][] {\n const { text, font, filter } = this.style;\n return group.map((f, k): TextPart[] => {\n const i = base + k;\n if (filter && !filter(f.properties, i)) return [];\n const t = evaluate(text, f.properties, i);\n const own = evaluate(font, f.properties, i);\n // Each run in its font, the feature's by default\n return (typeof t === 'string' ? [{ text: t }] : t).map((p) => ({ ...p, font: p.font ?? own }));\n });\n }\n\n /** Shapes the labels (loading their glyphs first) and sends them; the groups' labels still valid are kept */\n private async update(): Promise<void> {\n const generation = ++this.generation;\n const groups = this.groups ?? [this.list];\n const keep = this.groups !== undefined;\n const glyphs = this.host.glyphs;\n const todo: { group: readonly Feature<P>[]; base: number; parts: TextPart[][] }[] = [];\n let base = 0;\n for (const group of groups) {\n const c = keep ? this.chunks.get(group) : undefined;\n const valid =\n c !== undefined &&\n c.style === this.styleGeneration &&\n (c.base === base || this.indexFree) &&\n (c.complete || (c.glyphs === glyphs.version && c.icons === this.host.icons.version));\n if (!valid) todo.push({ group, base, parts: this.parts(group, base) });\n base += group.length;\n }\n const byFont = new Map<string, Set<number>>();\n for (const { parts } of todo) {\n for (const p of parts.flat()) {\n const key = p.font ?? DEFAULT_FONT;\n const set = byFont.get(key) ?? new Set<number>();\n for (const code of codes([p])) set.add(code);\n byFont.set(key, set);\n }\n }\n const loaded = new Map<string, Map<number, Glyph>>();\n await Promise.all(\n [...byFont].map(async ([f, set]) => {\n loaded.set(f, await glyphs.load(f, set));\n }),\n );\n if (generation !== this.generation) return;\n const built = new Map<readonly Feature<P>[], Chunk>();\n for (const { group, base: b, parts } of todo) {\n const chunk = this.build(group, b, parts, loaded);\n built.set(group, chunk);\n if (keep) this.chunks.set(group, chunk);\n }\n this.labels = concat(groups.map((g) => built.get(g) ?? (this.chunks.get(g) as Chunk)));\n // The icons packed for them\n this.host.icons.flush();\n this.send(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** The labels of a group of features, `base` the index of its first feature */\n private build(\n group: readonly Feature<P>[],\n base: number,\n parts: TextPart[][],\n loaded: Map<string, Map<number, Glyph>>,\n ): Chunk {\n const { font, size, anchor, offset, maxWidth, lineHeight, color, haloColor, haloWidth, overlap, placement } =\n this.style;\n const st = this.style;\n const icons = this.host.icons;\n const anchorList: number[] = [];\n const boxes: number[] = [];\n const styles: number[] = [];\n const iconQuads: number[] = [];\n const textQuads: number[] = [];\n let count = 0;\n let complete = true;\n group.forEach((f, k) => {\n const i = base + k;\n const p = f.properties;\n const text = parts[k];\n const filtered = st.filter !== undefined && !st.filter(p, i);\n const hasText = !!text?.length && text.some((t) => t.text);\n const iconName = filtered ? '' : evaluate(st.icon, p, i);\n const icon = iconName ? icons.get(iconName) : undefined;\n // An image not added yet: laid out again once more are\n if (iconName && !icon) complete = false;\n if (!hasText && !icon) return;\n // Glyphs still missing: shaped again once more glyphs are loaded\n if (complete && text && !text.every((t) => present(t, loaded))) complete = false;\n // Shaped at its largest size; the engine scales by the zoom stops\n const shapedAt = (v: Size) => (typeof v === 'number' ? v : Math.max(...v.map(([, x]) => x), 1e-6));\n const scaleOf = (v: Size, at: number): Size =>\n typeof v === 'number' ? 1 : v.map(([z, x]): [number, number] => [z, x / at]);\n const s0 = evaluate(size, p, i);\n const shaped = shapedAt(s0);\n const scale = scaleOf(s0, shaped);\n let s: Shaping | undefined;\n if (hasText && text) {\n s = shape(text, (name) => loaded.get(name), {\n font: evaluate(font, p, i),\n size: shaped,\n maxWidth: evaluate(maxWidth, p, i),\n lineHeight: evaluate(lineHeight, p, i),\n anchor: evaluate(anchor, p, i),\n offset: evaluate(offset, p, i),\n });\n if (!s.quads.length) s = undefined;\n }\n if (!s && !icon) return;\n const along = evaluate(placement, p, i) === 'line';\n let flags = overlapFlags(evaluate(overlap, p, i), FLAG.textOverlap, FLAG.textIgnore);\n if (evaluate(st.textOptional, p, i)) flags |= FLAG.textOptional;\n if (s) flags |= FLAG.text;\n // The icon: beside its text, or stretched around it (then scaled and turned with it)\n let iconScale: Size = 1;\n let iconBox: [number, number, number, number] = [0, 0, 0, 0];\n let iconColor: [number, number, number, number] = [0, 0, 0, 0];\n let quads: number[][] = [];\n let iconTurns = false;\n let fitted = false;\n if (icon) {\n const fit = evaluate(st.iconTextFit, p, i);\n fitted = fit !== 'none' && s !== undefined;\n const i0 = evaluate(st.iconSize, p, i);\n const iconShaped = fitted ? 1 : shapedAt(i0);\n iconScale = fitted ? scale : scaleOf(i0, iconShaped);\n const laid = layoutIcon(icon, {\n size: iconShaped,\n anchor: evaluate(st.iconAnchor, p, i),\n offset: evaluate(st.iconOffset, p, i),\n rotate: evaluate(st.iconRotate, p, i),\n fit,\n padding: evaluate(st.iconTextFitPadding, p, i),\n text: s?.layout,\n });\n quads = laid.quads;\n if (quads.length) {\n flags |= FLAG.icon | overlapFlags(evaluate(st.iconOverlap, p, i), FLAG.iconOverlap, FLAG.iconIgnore);\n if (evaluate(st.iconOptional, p, i)) flags |= FLAG.iconOptional;\n const alignment = evaluate(st.iconRotationAlignment, p, i);\n if (fitted) flags |= FLAG.iconUpright;\n iconTurns = alignment === 'map' || (alignment === 'auto' && along);\n iconBox = [\n laid.box[0] - ICON_PADDING,\n laid.box[1] - ICON_PADDING,\n laid.box[2] + ICON_PADDING,\n laid.box[3] + ICON_PADDING,\n ];\n const [r, g, b, a] = parseColor(evaluate(st.iconColor, p, i));\n iconColor = [r, g, b, a * Math.max(0, Math.min(1, evaluate(st.iconOpacity, p, i)))];\n }\n }\n if (!(flags & (FLAG.text | FLAG.icon))) return;\n const halo = s ? evaluate(haloWidth, p, i) : 0;\n const fill = parseColor(evaluate(color, p, i));\n const haloRgba = parseColor(evaluate(haloColor, p, i));\n // The collision box: the ink, with the halo and a little room\n const pad = halo + 1;\n const textBox = s ? [s.box[0] - pad, s.box[1] - pad, s.box[2] + pad, s.box[3] + pad] : [0, 0, 0, 0];\n for (const { at, along: line } of anchors(f.geometry)) {\n const label = count++;\n const [x, y] = toMercator(at);\n anchorList.push(x, y);\n // The text along its line, kept upright; the icon turning with the map (along its line, or with the east at a\n // point), or with its text when fitted to it\n const textAlong = along && line !== undefined && s !== undefined;\n const iconAlong = (flags & FLAG.icon) !== 0 && (fitted ? textAlong : iconTurns);\n let labelFlags = flags | (textAlong ? FLAG.textAlong : 0) | (iconAlong ? FLAG.iconAlong : 0);\n // The direction of its line in Mercator (y towards the south)\n let direction: [number, number] = [0, 0];\n if (line && (textAlong || iconAlong)) {\n const [x1, y1] = toMercator([at[0] + line[0], at[1] + line[1]]);\n direction = [x1 - x, y1 - y];\n } else if (iconAlong) {\n direction = [1, 0];\n }\n if (direction[0] === 0 && direction[1] === 0) labelFlags &= ~(FLAG.textAlong | FLAG.iconAlong);\n boxes.push(...textBox);\n styles.push(\n ...fill,\n ...haloRgba,\n halo,\n labelFlags,\n ...direction,\n ...stops(scale),\n ...iconBox,\n ...iconColor,\n ...stops(iconScale),\n );\n for (const q of quads) iconQuads.push(label, ...q);\n if (s) for (const q of s.quads) textQuads.push(label, ...q, 0);\n }\n });\n return {\n anchors: Float64Array.from(anchorList),\n boxes: Float32Array.from(boxes),\n styles: Float32Array.from(styles),\n // The icons under the texts\n quads: Float32Array.from([...iconQuads, ...textQuads]),\n count,\n style: this.styleGeneration,\n base,\n glyphs: this.host.glyphs.version,\n icons: icons.version,\n complete,\n };\n }\n\n private send(engine: Engine, id: number): void {\n const l = this.labels;\n if (l) engine.setSymbols(id, l.anchors, l.boxes, l.styles, l.quads);\n this.sendLayer(engine, id);\n }\n\n private sendLayer(engine: Engine, id: number): void {\n const { opacity, minZoom, maxZoom, visible } = this.style;\n // The sizes are per label; the layer's own scale stays 1\n engine.setSymbolLayer(\n id,\n Float32Array.from(stops(1)),\n Float32Array.from(stops(opacity)),\n minZoom,\n maxZoom,\n visible,\n );\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addSymbols();\n if (this.labels) this.send(engine, id);\n else {\n this.sendLayer(engine, id);\n // The first shaping, once the id is known\n queueMicrotask(() => void this.update());\n }\n return id;\n }\n}\n\nexport function symbolStyle<P>(options: SymbolOptions<P>): SymbolStyle<P> {\n const { data: _, before: __, ...rest } = options;\n return {\n opacity: 1,\n minZoom: 0,\n maxZoom: 24,\n visible: true,\n filter: undefined,\n text: '',\n font: DEFAULT_FONT,\n size: 12,\n color: '#000',\n haloColor: '#fff',\n haloWidth: 0,\n anchor: 'center',\n placement: 'point',\n offset: [0, 0],\n maxWidth: 10,\n lineHeight: 1.2,\n overlap: false,\n textOptional: false,\n icon: '',\n iconSize: 1,\n iconAnchor: 'center',\n iconOffset: [0, 0],\n iconRotate: 0,\n iconRotationAlignment: 'auto',\n iconOverlap: false,\n iconOptional: false,\n iconTextFit: 'none',\n iconTextFitPadding: [0, 0, 0, 0],\n iconColor: '#000',\n iconOpacity: 1,\n ...rest,\n };\n}\n"]}
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