isard 1.10.0 → 1.12.0

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 (51) hide show
  1. package/CHANGELOG.md +58 -0
  2. package/README.md +1 -1
  3. package/dist/basemap/vectortiles/vectors.js +2 -1
  4. package/dist/basemap/vectortiles/vectors.js.map +1 -1
  5. package/dist/basemap/vectortiles.d.ts +13 -8
  6. package/dist/basemap/vectortiles.js.map +1 -1
  7. package/dist/bind/layers.js +7 -2
  8. package/dist/bind/layers.js.map +1 -1
  9. package/dist/decoder.worker.js +3 -3
  10. package/dist/decoder.worker.js.map +3 -3
  11. package/dist/index.d.ts +3 -3
  12. package/dist/index.js +1 -0
  13. package/dist/index.js.map +1 -1
  14. package/dist/isard_bg.wasm +0 -0
  15. package/dist/isard_core_bg.wasm +0 -0
  16. package/dist/isard_grid_bg.wasm +0 -0
  17. package/dist/isard_tess_bg.wasm +0 -0
  18. package/dist/layers/features.d.ts +7 -0
  19. package/dist/layers/features.js +21 -5
  20. package/dist/layers/features.js.map +1 -1
  21. package/dist/layers/layers.js +2 -0
  22. package/dist/layers/layers.js.map +1 -1
  23. package/dist/layers/tiles3d.d.ts +1 -0
  24. package/dist/layers/tiles3d.js +42 -2
  25. package/dist/layers/tiles3d.js.map +1 -1
  26. package/dist/layers/vectors.js +6 -0
  27. package/dist/layers/vectors.js.map +1 -1
  28. package/dist/map/events.js +1 -0
  29. package/dist/map/events.js.map +1 -1
  30. package/dist/map/quality.d.ts +37 -0
  31. package/dist/map/quality.js +63 -0
  32. package/dist/map/quality.js.map +1 -0
  33. package/dist/map.d.ts +12 -1
  34. package/dist/map.js +64 -6
  35. package/dist/map.js.map +1 -1
  36. package/dist/react/IsardMap.d.ts +1 -0
  37. package/dist/react/IsardMap.js +2 -0
  38. package/dist/react/IsardMap.js.map +1 -1
  39. package/dist/react/VectorTiles.d.ts +5 -1
  40. package/dist/react/VectorTiles.js +8 -0
  41. package/dist/react/VectorTiles.js.map +1 -1
  42. package/dist/react/index.d.ts +1 -1
  43. package/dist/react/index.js +1 -1
  44. package/dist/react/index.js.map +1 -1
  45. package/dist/types.d.ts +20 -0
  46. package/dist/types.js.map +1 -1
  47. package/dist/wasm/isard.d.ts +16 -8
  48. package/dist/wasm/isard.js +38 -8
  49. package/dist/wasm/isard_core.d.ts +11 -8
  50. package/dist/wasm/isard_core.js +26 -8
  51. package/package.json +1 -1
@@ -154,16 +154,20 @@ export class Engine {
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  * @param {Uint32Array} start
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  * @param {Uint32Array} feature
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  * @param {number} feature_count
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+ * @param {Float64Array | null} [heights]
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+ * @param {boolean | null} [sea]
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  * @returns {number}
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  */
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- addLines(points, start, feature, feature_count) {
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+ addLines(points, start, feature, feature_count, heights, sea) {
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  const ptr0 = passArrayF64ToWasm0(points, wasm.__wbindgen_malloc);
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  const len0 = WASM_VECTOR_LEN;
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  const ptr1 = passArray32ToWasm0(start, wasm.__wbindgen_malloc);
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  const len1 = WASM_VECTOR_LEN;
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  const ptr2 = passArray32ToWasm0(feature, wasm.__wbindgen_malloc);
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  const len2 = WASM_VECTOR_LEN;
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- const ret = wasm.engine_addLines(this.__wbg_ptr, ptr0, len0, ptr1, len1, ptr2, len2, feature_count);
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+ var ptr3 = isLikeNone(heights) ? 0 : passArrayF64ToWasm0(heights, wasm.__wbindgen_malloc);
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+ var len3 = WASM_VECTOR_LEN;
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+ const ret = wasm.engine_addLines(this.__wbg_ptr, ptr0, len0, ptr1, len1, ptr2, len2, feature_count, ptr3, len3, isLikeNone(sea) ? 0xFFFFFF : sea ? 1 : 0);
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  if (ret[2]) {
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  throw takeFromExternrefTable0(ret[1]);
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  }
@@ -344,7 +348,9 @@ export class Engine {
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  return ret;
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  }
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  /**
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- * Position under a screen point (CSS pixels), undefined above the horizon; on the relief itself
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+ * Position under a screen point (CSS pixels), undefined above the horizon; on the relief itself: from the copy of
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+ * its tiles kept on the CPU, the drawn ground read back from the GPU only where none is there (a read back waits
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+ * for the frame: called during a move, it stalls it)
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  * @param {number} x
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  * @param {number} y
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  * @returns {[lon: number, lat: number] | undefined}
@@ -1018,15 +1024,19 @@ export class Engine {
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  * @param {Float64Array} points
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  * @param {Uint32Array} start
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  * @param {Uint32Array} feature
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+ * @param {Float64Array | null} [heights]
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+ * @param {boolean | null} [sea]
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  */
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- setLines(id, points, start, feature) {
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+ setLines(id, points, start, feature, heights, sea) {
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  const ptr0 = passArrayF64ToWasm0(points, wasm.__wbindgen_malloc);
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  const len0 = WASM_VECTOR_LEN;
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  const ptr1 = passArray32ToWasm0(start, wasm.__wbindgen_malloc);
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  const len1 = WASM_VECTOR_LEN;
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  const ptr2 = passArray32ToWasm0(feature, wasm.__wbindgen_malloc);
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  const len2 = WASM_VECTOR_LEN;
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- const ret = wasm.engine_setLines(this.__wbg_ptr, id, ptr0, len0, ptr1, len1, ptr2, len2);
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+ var ptr3 = isLikeNone(heights) ? 0 : passArrayF64ToWasm0(heights, wasm.__wbindgen_malloc);
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+ var len3 = WASM_VECTOR_LEN;
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+ const ret = wasm.engine_setLines(this.__wbg_ptr, id, ptr0, len0, ptr1, len1, ptr2, len2, ptr3, len3, isLikeNone(sea) ? 0xFFFFFF : sea ? 1 : 0);
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  if (ret[1]) {
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  throw takeFromExternrefTable0(ret[0]);
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  }
@@ -1612,13 +1622,15 @@ export class Engine {
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  /**
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  * Vector tiles (512 CSS pixels across at their level, as `MapLibre`'s) for the view of the last frame (else the
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  * camera's), levels `min_z` to `max_z`, three numbers per tile (z, x, y), the nearest to the eye first: what a
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- * vector tile layer draws (`addVectorTiles`), coarser far away in a tilted view as the raster layers
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+ * vector tile layer draws (`addVectorTiles`), coarser far away in a tilted view as the raster layers, and no
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+ * farther than `reach` times the screen center's distance (infinite: to the horizon)
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  * @param {number} min_z
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  * @param {number} max_z
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+ * @param {number} reach
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  * @returns {Uint32Array}
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  */
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- vectorTilesInView(min_z, max_z) {
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- const ret = wasm.engine_vectorTilesInView(this.__wbg_ptr, min_z, max_z);
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+ vectorTilesInView(min_z, max_z, reach) {
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+ const ret = wasm.engine_vectorTilesInView(this.__wbg_ptr, min_z, max_z, reach);
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  var v1 = getArrayU32FromWasm0(ret[0], ret[1]).slice();
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  wasm.__wbindgen_free(ret[0], ret[1] * 4, 4);
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  return v1;
@@ -1970,6 +1982,12 @@ function __wbg_get_imports() {
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  __wbg_detachShader_67dabaaad80a795e: function(arg0, arg1, arg2) {
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  arg0.detachShader(arg1, arg2);
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  },
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+ __wbg_disableVertexAttribArray_11c9f11bee30c9d8: function(arg0, arg1) {
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+ arg0.disableVertexAttribArray(arg1 >>> 0);
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+ },
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+ __wbg_disableVertexAttribArray_c4c8af1f9e4120d4: function(arg0, arg1) {
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+ arg0.disableVertexAttribArray(arg1 >>> 0);
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+ },
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  __wbg_disable_19fe787eccdf0272: function(arg0, arg1) {
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  arg0.disable(arg1 >>> 0);
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  },
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "isard",
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- "version": "1.10.0",
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+ "version": "1.12.0",
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  "description": "A WebGL2 map engine for large, interactive data layers, labels and 3D Tiles over raster or vector basemaps (Rust core in WebAssembly)",
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  "license": "MIT",
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  "author": "Kevin Graff",