isard 1.13.0 → 1.15.0
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 +64 -0
- package/dist/decoder.worker.js +5 -5
- package/dist/decoder.worker.js.map +3 -3
- package/dist/isard_bg.wasm +0 -0
- package/dist/isard_core_bg.wasm +0 -0
- package/dist/isard_grid_bg.wasm +0 -0
- package/dist/isard_points_bg.wasm +0 -0
- package/dist/layers/vectors.js +3 -3
- package/dist/layers/vectors.js.map +1 -1
- package/dist/wasm/isard.d.ts +7 -6
- package/dist/wasm/isard.js +26 -14
- package/dist/wasm/isard_core.d.ts +7 -6
- package/dist/wasm/isard_core.js +25 -13
- package/package.json +1 -1
package/dist/isard_bg.wasm
CHANGED
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Binary file
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package/dist/isard_core_bg.wasm
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Binary file
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package/dist/isard_grid_bg.wasm
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Binary file
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Binary file
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package/dist/layers/vectors.js
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@@ -202,12 +202,12 @@ export class VectorLayer extends Layer {
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}
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/** A tile to the engine: its mesh uploaded as it is, or without one its geometry, which the engine makes ready */
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sendTile(engine, id, key, vectors) {
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205
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-
const { fills, lines, circles, styles,
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205
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+
const { fills, lines, circles, styles, sublayer, mesh } = vectors;
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if (mesh) {
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207
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-
engine.setVectorTileMesh(id, key, fills.points, fills.ringStart, fills.polygonStart, fills.feature, fills.fillStart, mesh.vertices, mesh.indices, mesh.fillRanges, mesh.prism, mesh.pieces, mesh.lineTable, mesh.lineRanges, mesh.blocks, mesh.blockIndices, mesh.blockRanges, mesh.bounds,
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207
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+
engine.setVectorTileMesh(id, key, fills.points, fills.ringStart, fills.polygonStart, fills.feature, fills.fillStart, mesh.vertices, mesh.indices, mesh.fillRanges, mesh.prism, mesh.pieces, mesh.lineTable, mesh.lineRanges, mesh.blocks, mesh.blockIndices, mesh.blockRanges, mesh.bounds, sublayer);
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}
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else {
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210
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-
engine.setVectorTile(id, key, fills.points, fills.ringStart, fills.polygonStart, fills.feature, fills.fillStart, lines.points, lines.start, lines.feature, lines.lineStart,
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210
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+
engine.setVectorTile(id, key, fills.points, fills.ringStart, fills.polygonStart, fills.feature, fills.fillStart, lines.points, lines.start, lines.feature, lines.lineStart, sublayer, vectors.tile ?? new Float64Array(), fills.roofs ?? new Uint8Array(), fills.roofHeights ?? new Float32Array(), fills.roofOutlines ?? new Float64Array(), fills.roofOutlineStart ?? new Uint32Array(), fills.roofMetres ?? 0);
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}
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// The circles' points, once the tile is there
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if (circles)
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@@ -1 +1 @@
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1
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-
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* The fills and lines of a MapLibre style drawn as geometry, tile by tile (`VectorTiles.vectors`), instead of into the\n * images of a raster layer: sharp at any zoom and pitch, on the relief, picked by feature, restyled without cutting the\n * tiles again. The workers cut each vector tile into polygons and lines and style its features; the engine draws the\n * style's layers in their order, each over its zoom range.\n */\n\nimport type { LayerHost } from '../types.ts';\nimport { FLOATS } from '../util/style-floats.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport type { TileVectors } from '../workers/basemap/protocol.ts';\nimport { type Feature, type Size, stops } from './features.ts';\nimport { Layer } from './layers.ts';\nimport type { Tiles3dLayer } from './tiles3d.ts';\n\n/** A style layer as the engine draws it: its kind, zoom range, visibility and dashes (dash, gap, dash, gap, in line\n * widths; zeros: solid) */\nexport interface VectorSublayer {\n /** The style layer's id */\n id: string;\n /** Its source layer, if any (not for a background) */\n sourceLayer: string | undefined;\n kind: 'fill' | 'line' | 'extrusion' | 'circle';\n minZoom: number;\n maxZoom: number;\n visible: boolean;\n /** Its opacity when it depends on the zoom only, evaluated at the camera's zoom (else 1: the features' colors hold\n * it) */\n opacity: Size;\n dash: [number, number, number, number];\n /** The caps of its lines' ends (`line-cap`) */\n cap: 'butt' | 'round' | 'square';\n /** The joins of its lines' pieces (`line-join`), a miter longer than `miterLimit` line widths bevelled\n * (`line-miter-limit`); round and 2 if left out */\n join?: 'miter' | 'bevel' | 'round';\n miterLimit?: number;\n /** How far its fills or lines move on screen (`fill-translate`, `line-translate`: CSS pixels, x right, y down),\n * turning with the map or staying on the screen (`*-translate-anchor`); none and `map` if left out */\n translate?: [number, number];\n translateAnchor?: 'map' | 'viewport';\n /** Its fills have patterns (`fill-pattern`, `background-pattern`): over the relief, the engine finds the ground under\n * them */\n patterned?: boolean;\n /** Its lines glow at night (the streets: its id names a road, not its casing; `setSun`) */\n lit: boolean;\n}\n\n/** The properties of a picked feature, with the style layer that drew it */\nexport type VectorFeature = Feature<Record<string, unknown>> & { layer: string; sourceLayer: string | undefined };\n\n/** The main thread's time a frame gives to uploading tiles (ms): tiles arriving together are uploaded over several\n * frames, not all in the one (copying a tile's buffers to the GPU takes milliseconds) */\nconst UPLOAD_MS = 4;\n\ninterface Tile {\n /** Its number in the engine: tiles are numbered for picking in this order */\n key: number;\n /** What picking needs (its geometry and styles are the engine's only: an engine made anew asks the tiles again) */\n vectors: Pick<TileVectors, 'properties' | 'sublayer'>;\n}\n\nexport class VectorLayer extends Layer {\n private readonly tiles = new Map<string, Tile>();\n /** The tiles waiting for their upload (`UPLOAD_MS` a frame), each with what resolves its `setTile`; `sent`: in the\n * engine already, its blocks still uploading */\n private readonly queue = new Map<string, { vectors: TileVectors; uploaded: () => void; sent?: number }>();\n private flushing = false;\n private sublayers: VectorSublayer[] = [];\n private nextKey = 0;\n /** The whole layer shown (`setVisible`), over each style layer's visibility */\n private shown = true;\n /** Its buildings' walls show their windows (`setFacades`) */\n private facades = false;\n /** @internal Resolved once the style is loaded and its layers drawn known (set by its `VectorTiles`) */\n styled: Promise<void> = Promise.resolve();\n /** @internal Changes a property of a style layer drawn (set by its `VectorTiles`) */\n restyle: ((layer: string, group: 'paint' | 'layout', name: string, value: unknown) => void) | undefined;\n /** @internal Asks the workers for the tiles in view again (set by its `VectorTiles`): an engine made anew has none */\n recut: (() => void) | undefined;\n /** @internal Asks for the tiles in view (set by its `VectorTiles`): those of a new quality */\n refresh: (() => void) | undefined;\n /** The 3D buildings drawn in place of its raised ones (`vectors({ buildings3d })`), for `map.pickFeature` */\n buildings3d: Tiles3dLayer | undefined;\n\n /** @internal */\n constructor(map: LayerHost) {\n super(map);\n }\n\n /** @internal Its tiles as far as the map's quality reaches */\n override qualityChanged(): void {\n this.refresh?.();\n }\n\n /** Resolves once the style is loaded, its layers drawn known (`layers`), and the map has drawn the layer; rejected\n * if the style fails */\n override get ready(): Promise<void> {\n return this.styled.then(() => super.ready);\n }\n\n /** The style layers drawn, in order */\n get layers(): readonly VectorSublayer[] {\n return this.sublayers;\n }\n\n /** Keys of the tiles held (`z/x/y`) */\n get tileKeys(): string[] {\n return [...this.tiles.keys()];\n }\n\n /** @internal Sets the style layers drawn, in order (the tiles' sublayers) */\n setSublayers(sublayers: VectorSublayer[]): void {\n this.sublayers = sublayers;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal Adds or replaces a tile, cut by the workers (and made ready for the GPU there, with its mesh): uploaded\n * on a coming frame, within its share of the frame (`UPLOAD_MS`); resolves once it is (or once dropped meanwhile) */\n setTile(tile: string, vectors: TileVectors): Promise<void> {\n if (this.removed) return Promise.resolve();\n // The map not idle until it is uploaded\n return this.map.track(\n new Promise((uploaded) => {\n // A newer cut of a tile still waiting takes its place\n this.queue.get(tile)?.uploaded();\n this.queue.set(tile, { vectors, uploaded });\n this.flushSoon();\n }),\n );\n }\n\n /** Uploads the waiting tiles on the next frame */\n private flushSoon(): void {\n if (this.flushing) return;\n this.flushing = true;\n requestAnimationFrame(() => {\n this.flushing = false;\n this.flush();\n });\n }\n\n /** Uploads waiting tiles for `UPLOAD_MS` at most (one at least, or a part of its blocks), the rest on the next\n * frames; a tile's `setTile` resolves once its blocks are all there */\n private flush(): void {\n // Removed meanwhile, or between two engines (the new one asks for the tiles again)\n if (this.id < 0) return;\n\n const start = performance.now();\n const within = () => performance.now() - start <= UPLOAD_MS;\n\n for (const [tile, waiting] of this.queue) {\n waiting.sent ??= this.upload(tile, waiting.vectors);\n\n // A large tile's blocks (a pitched view's far tiles of a city: 10 MB and more), a part at a time\n let left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n\n while (left && within()) left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n if (left) break;\n this.queue.delete(tile);\n waiting.uploaded();\n if (!within()) break;\n }\n if (this.queue.size > 0) this.flushSoon();\n this.map.requestRender();\n }\n\n /** Sends a tile to the engine (its blocks' first part); its key */\n private upload(tile: string, vectors: TileVectors): number {\n const key = this.tiles.get(tile)?.key ?? this.nextKey++;\n const { properties, sublayer } = vectors;\n\n this.tiles.set(tile, { key, vectors: { properties, sublayer } });\n this.sendTile(this.map.engine, this.id, key, vectors);\n\n return key;\n }\n\n /** @internal New styles of a tile's features, as the workers evaluated them (the same features) */\n setTileStyles(tile: string, styles: Float32Array): void {\n const waiting = this.queue.get(tile);\n\n // Not uploaded yet: uploaded with them\n if (waiting && waiting.sent === undefined) {\n if (styles.length === waiting.vectors.properties.length * FLOATS) waiting.vectors.styles = styles;\n\n return;\n }\n\n const t = this.tiles.get(tile);\n\n if (!t || styles.length !== t.vectors.properties.length * FLOATS) return;\n this.map.engine.setFeatureStyle(this.id, styles, t.key);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal The tiles waiting resolved (dropped), none held */\n override dispose(): void {\n this.queue.forEach((waiting) => {\n waiting.uploaded();\n });\n this.queue.clear();\n this.tiles.clear();\n }\n\n /** @internal */\n removeTile(tile: string): void {\n this.queue.get(tile)?.uploaded();\n this.queue.delete(tile);\n\n const t = this.tiles.get(tile);\n\n if (!t) return;\n this.tiles.delete(tile);\n this.map.engine.removeVectorTile(this.id, t.key);\n this.map.requestRender();\n }\n\n /** The feature of a picked index (no geometry: the tiles hold it cut), its properties and style layer. Tiles are\n * numbered one after the other, in the order they were first added */\n featureAt(index: number): VectorFeature | undefined {\n const tiles = [...this.tiles.values()].sort((a, b) => a.key - b.key);\n // The tile holding the index, and the index among its features (one pass, the features of the tiles before\n // taken off)\n const { tile, rest } = tiles.reduce<{ tile?: Tile; rest: number }>(\n (found, t) => {\n if (found.tile) return found;\n\n const count = t.vectors.properties.length;\n\n return found.rest < count ? { tile: t, rest: found.rest } : { rest: found.rest - count };\n },\n { rest: index },\n );\n\n if (!tile) return undefined;\n\n const properties = tile.vectors.properties[rest];\n const sublayer = this.sublayers[tile.vectors.sublayer[rest] ?? -1];\n\n if (properties === undefined || !sublayer) return undefined;\n\n return { type: 'Feature', properties, geometry: null, layer: sublayer.id, sourceLayer: sublayer.sourceLayer };\n }\n\n /** Changes a paint property of a style layer drawn, as MapLibre's `setPaintProperty`: the tiles are restyled, not cut\n * again */\n setPaintProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'paint', name, value);\n }\n\n /** Changes a layout property of a style layer drawn (`visibility`: shown or hidden at once), as MapLibre's\n * `setLayoutProperty` */\n setLayoutProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'layout', name, value);\n }\n\n /** Whether its buildings' walls show their windows: glass by day, some lit at night (only the lit ones without) */\n setFacades(facades: boolean): void {\n this.facades = facades;\n this.map.engine.setFacades(this.id, facades);\n // Its 3D buildings' walls too\n this.buildings3d?.setFacades(facades);\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.shown = visible;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private sendSublayers(engine: Engine, id: number): void {\n const s = this.sublayers;\n\n engine.setVectorSublayers(\n id,\n Uint8Array.from(s, (l) => ({ fill: 0, line: 1, extrusion: 2, circle: 3 })[l.kind]),\n Float64Array.from(s.flatMap((l) => [l.minZoom, l.maxZoom])),\n Uint8Array.from(s, (l) => (l.visible && this.shown ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => l.dash)),\n Float32Array.from(s.flatMap((l) => stops(l.opacity))),\n Uint8Array.from(s, (l) => ({ butt: 0, round: 1, square: 2 })[l.cap]),\n Uint8Array.from(s, (l) => (l.lit ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => [{ round: 0, miter: 1, bevel: 2 }[l.join ?? 'round'], l.miterLimit ?? 2])),\n Float32Array.from(s.flatMap((l) => [...(l.translate ?? [0, 0]), l.translateAnchor === 'viewport' ? 1 : 0])),\n Uint8Array.from(s, (l) => (l.patterned ? 1 : 0)),\n );\n }\n\n /** A tile to the engine: its mesh uploaded as it is, or without one its geometry, which the engine makes ready */\n private sendTile(engine: Engine, id: number, key: number, vectors: TileVectors): void {\n const { fills, lines, circles, styles, properties, mesh } = vectors;\n\n if (mesh) {\n engine.setVectorTileMesh(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n mesh.vertices,\n mesh.indices,\n mesh.fillRanges,\n mesh.prism,\n mesh.pieces,\n mesh.lineTable,\n mesh.lineRanges,\n mesh.blocks,\n mesh.blockIndices,\n mesh.blockRanges,\n mesh.bounds,\n properties.length,\n );\n } else {\n engine.setVectorTile(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n lines.points,\n lines.start,\n lines.feature,\n lines.lineStart,\n properties.length,\n vectors.tile ?? new Float64Array(),\n fills.roofs ?? new Uint8Array(),\n fills.roofHeights ?? new Float32Array(),\n fills.roofOutlines ?? new Float64Array(),\n fills.roofOutlineStart ?? new Uint32Array(),\n fills.roofMetres ?? 0,\n );\n }\n // The circles' points, once the tile is there\n if (circles) engine.setVectorTilePoints(id, key, circles.points, circles.feature, circles.circleStart);\n engine.setFeatureStyle(id, styles, key);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addVectorTiles();\n\n this.sendSublayers(engine, id);\n engine.setFacades(id, this.facades);\n // An engine made anew (after a context loss, or the one with 3D Tiles): its tiles cut again by the workers, once\n // the layer has its id there. Keeping their geometry here would double the memory they take\n this.dispose();\n queueMicrotask(() => this.recut?.());\n\n return id;\n }\n}\n"]}
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* The fills and lines of a MapLibre style drawn as geometry, tile by tile (`VectorTiles.vectors`), instead of into the\n * images of a raster layer: sharp at any zoom and pitch, on the relief, picked by feature, restyled without cutting the\n * tiles again. The workers cut each vector tile into polygons and lines and style its features; the engine draws the\n * style's layers in their order, each over its zoom range.\n */\n\nimport type { LayerHost } from '../types.ts';\nimport { FLOATS } from '../util/style-floats.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport type { TileVectors } from '../workers/basemap/protocol.ts';\nimport { type Feature, type Size, stops } from './features.ts';\nimport { Layer } from './layers.ts';\nimport type { Tiles3dLayer } from './tiles3d.ts';\n\n/** A style layer as the engine draws it: its kind, zoom range, visibility and dashes (dash, gap, dash, gap, in line\n * widths; zeros: solid) */\nexport interface VectorSublayer {\n /** The style layer's id */\n id: string;\n /** Its source layer, if any (not for a background) */\n sourceLayer: string | undefined;\n kind: 'fill' | 'line' | 'extrusion' | 'circle';\n minZoom: number;\n maxZoom: number;\n visible: boolean;\n /** Its opacity when it depends on the zoom only, evaluated at the camera's zoom (else 1: the features' colors hold\n * it) */\n opacity: Size;\n dash: [number, number, number, number];\n /** The caps of its lines' ends (`line-cap`) */\n cap: 'butt' | 'round' | 'square';\n /** The joins of its lines' pieces (`line-join`), a miter longer than `miterLimit` line widths bevelled\n * (`line-miter-limit`); round and 2 if left out */\n join?: 'miter' | 'bevel' | 'round';\n miterLimit?: number;\n /** How far its fills or lines move on screen (`fill-translate`, `line-translate`: CSS pixels, x right, y down),\n * turning with the map or staying on the screen (`*-translate-anchor`); none and `map` if left out */\n translate?: [number, number];\n translateAnchor?: 'map' | 'viewport';\n /** Its fills have patterns (`fill-pattern`, `background-pattern`): over the relief, the engine finds the ground under\n * them */\n patterned?: boolean;\n /** Its lines glow at night (the streets: its id names a road, not its casing; `setSun`) */\n lit: boolean;\n}\n\n/** The properties of a picked feature, with the style layer that drew it */\nexport type VectorFeature = Feature<Record<string, unknown>> & { layer: string; sourceLayer: string | undefined };\n\n/** The main thread's time a frame gives to uploading tiles (ms): tiles arriving together are uploaded over several\n * frames, not all in the one (copying a tile's buffers to the GPU takes milliseconds) */\nconst UPLOAD_MS = 4;\n\ninterface Tile {\n /** Its number in the engine: tiles are numbered for picking in this order */\n key: number;\n /** What picking needs (its geometry and styles are the engine's only: an engine made anew asks the tiles again) */\n vectors: Pick<TileVectors, 'properties' | 'sublayer'>;\n}\n\nexport class VectorLayer extends Layer {\n private readonly tiles = new Map<string, Tile>();\n /** The tiles waiting for their upload (`UPLOAD_MS` a frame), each with what resolves its `setTile`; `sent`: in the\n * engine already, its blocks still uploading */\n private readonly queue = new Map<string, { vectors: TileVectors; uploaded: () => void; sent?: number }>();\n private flushing = false;\n private sublayers: VectorSublayer[] = [];\n private nextKey = 0;\n /** The whole layer shown (`setVisible`), over each style layer's visibility */\n private shown = true;\n /** Its buildings' walls show their windows (`setFacades`) */\n private facades = false;\n /** @internal Resolved once the style is loaded and its layers drawn known (set by its `VectorTiles`) */\n styled: Promise<void> = Promise.resolve();\n /** @internal Changes a property of a style layer drawn (set by its `VectorTiles`) */\n restyle: ((layer: string, group: 'paint' | 'layout', name: string, value: unknown) => void) | undefined;\n /** @internal Asks the workers for the tiles in view again (set by its `VectorTiles`): an engine made anew has none */\n recut: (() => void) | undefined;\n /** @internal Asks for the tiles in view (set by its `VectorTiles`): those of a new quality */\n refresh: (() => void) | undefined;\n /** The 3D buildings drawn in place of its raised ones (`vectors({ buildings3d })`), for `map.pickFeature` */\n buildings3d: Tiles3dLayer | undefined;\n\n /** @internal */\n constructor(map: LayerHost) {\n super(map);\n }\n\n /** @internal Its tiles as far as the map's quality reaches */\n override qualityChanged(): void {\n this.refresh?.();\n }\n\n /** Resolves once the style is loaded, its layers drawn known (`layers`), and the map has drawn the layer; rejected\n * if the style fails */\n override get ready(): Promise<void> {\n return this.styled.then(() => super.ready);\n }\n\n /** The style layers drawn, in order */\n get layers(): readonly VectorSublayer[] {\n return this.sublayers;\n }\n\n /** Keys of the tiles held (`z/x/y`) */\n get tileKeys(): string[] {\n return [...this.tiles.keys()];\n }\n\n /** @internal Sets the style layers drawn, in order (the tiles' sublayers) */\n setSublayers(sublayers: VectorSublayer[]): void {\n this.sublayers = sublayers;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal Adds or replaces a tile, cut by the workers (and made ready for the GPU there, with its mesh): uploaded\n * on a coming frame, within its share of the frame (`UPLOAD_MS`); resolves once it is (or once dropped meanwhile) */\n setTile(tile: string, vectors: TileVectors): Promise<void> {\n if (this.removed) return Promise.resolve();\n // The map not idle until it is uploaded\n return this.map.track(\n new Promise((uploaded) => {\n // A newer cut of a tile still waiting takes its place\n this.queue.get(tile)?.uploaded();\n this.queue.set(tile, { vectors, uploaded });\n this.flushSoon();\n }),\n );\n }\n\n /** Uploads the waiting tiles on the next frame */\n private flushSoon(): void {\n if (this.flushing) return;\n this.flushing = true;\n requestAnimationFrame(() => {\n this.flushing = false;\n this.flush();\n });\n }\n\n /** Uploads waiting tiles for `UPLOAD_MS` at most (one at least, or a part of its blocks), the rest on the next\n * frames; a tile's `setTile` resolves once its blocks are all there */\n private flush(): void {\n // Removed meanwhile, or between two engines (the new one asks for the tiles again)\n if (this.id < 0) return;\n\n const start = performance.now();\n const within = () => performance.now() - start <= UPLOAD_MS;\n\n for (const [tile, waiting] of this.queue) {\n waiting.sent ??= this.upload(tile, waiting.vectors);\n\n // A large tile's blocks (a pitched view's far tiles of a city: 10 MB and more), a part at a time\n let left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n\n while (left && within()) left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n if (left) break;\n this.queue.delete(tile);\n waiting.uploaded();\n if (!within()) break;\n }\n if (this.queue.size > 0) this.flushSoon();\n this.map.requestRender();\n }\n\n /** Sends a tile to the engine (its blocks' first part); its key */\n private upload(tile: string, vectors: TileVectors): number {\n const key = this.tiles.get(tile)?.key ?? this.nextKey++;\n const { properties, sublayer } = vectors;\n\n this.tiles.set(tile, { key, vectors: { properties, sublayer } });\n this.sendTile(this.map.engine, this.id, key, vectors);\n\n return key;\n }\n\n /** @internal New styles of a tile's features, as the workers evaluated them (the same features) */\n setTileStyles(tile: string, styles: Float32Array): void {\n const waiting = this.queue.get(tile);\n\n // Not uploaded yet: uploaded with them\n if (waiting && waiting.sent === undefined) {\n if (styles.length === waiting.vectors.properties.length * FLOATS) waiting.vectors.styles = styles;\n\n return;\n }\n\n const t = this.tiles.get(tile);\n\n if (!t || styles.length !== t.vectors.properties.length * FLOATS) return;\n this.map.engine.setFeatureStyle(this.id, styles, t.key);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal The tiles waiting resolved (dropped), none held */\n override dispose(): void {\n this.queue.forEach((waiting) => {\n waiting.uploaded();\n });\n this.queue.clear();\n this.tiles.clear();\n }\n\n /** @internal */\n removeTile(tile: string): void {\n this.queue.get(tile)?.uploaded();\n this.queue.delete(tile);\n\n const t = this.tiles.get(tile);\n\n if (!t) return;\n this.tiles.delete(tile);\n this.map.engine.removeVectorTile(this.id, t.key);\n this.map.requestRender();\n }\n\n /** The feature of a picked index (no geometry: the tiles hold it cut), its properties and style layer. Tiles are\n * numbered one after the other, in the order they were first added */\n featureAt(index: number): VectorFeature | undefined {\n const tiles = [...this.tiles.values()].sort((a, b) => a.key - b.key);\n // The tile holding the index, and the index among its features (one pass, the features of the tiles before\n // taken off)\n const { tile, rest } = tiles.reduce<{ tile?: Tile; rest: number }>(\n (found, t) => {\n if (found.tile) return found;\n\n const count = t.vectors.properties.length;\n\n return found.rest < count ? { tile: t, rest: found.rest } : { rest: found.rest - count };\n },\n { rest: index },\n );\n\n if (!tile) return undefined;\n\n const properties = tile.vectors.properties[rest];\n const sublayer = this.sublayers[tile.vectors.sublayer[rest] ?? -1];\n\n if (properties === undefined || !sublayer) return undefined;\n\n return { type: 'Feature', properties, geometry: null, layer: sublayer.id, sourceLayer: sublayer.sourceLayer };\n }\n\n /** Changes a paint property of a style layer drawn, as MapLibre's `setPaintProperty`: the tiles are restyled, not cut\n * again */\n setPaintProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'paint', name, value);\n }\n\n /** Changes a layout property of a style layer drawn (`visibility`: shown or hidden at once), as MapLibre's\n * `setLayoutProperty` */\n setLayoutProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'layout', name, value);\n }\n\n /** Whether its buildings' walls show their windows: glass by day, some lit at night (only the lit ones without) */\n setFacades(facades: boolean): void {\n this.facades = facades;\n this.map.engine.setFacades(this.id, facades);\n // Its 3D buildings' walls too\n this.buildings3d?.setFacades(facades);\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.shown = visible;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private sendSublayers(engine: Engine, id: number): void {\n const s = this.sublayers;\n\n engine.setVectorSublayers(\n id,\n Uint8Array.from(s, (l) => ({ fill: 0, line: 1, extrusion: 2, circle: 3 })[l.kind]),\n Float64Array.from(s.flatMap((l) => [l.minZoom, l.maxZoom])),\n Uint8Array.from(s, (l) => (l.visible && this.shown ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => l.dash)),\n Float32Array.from(s.flatMap((l) => stops(l.opacity))),\n Uint8Array.from(s, (l) => ({ butt: 0, round: 1, square: 2 })[l.cap]),\n Uint8Array.from(s, (l) => (l.lit ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => [{ round: 0, miter: 1, bevel: 2 }[l.join ?? 'round'], l.miterLimit ?? 2])),\n Float32Array.from(s.flatMap((l) => [...(l.translate ?? [0, 0]), l.translateAnchor === 'viewport' ? 1 : 0])),\n Uint8Array.from(s, (l) => (l.patterned ? 1 : 0)),\n );\n }\n\n /** A tile to the engine: its mesh uploaded as it is, or without one its geometry, which the engine makes ready */\n private sendTile(engine: Engine, id: number, key: number, vectors: TileVectors): void {\n const { fills, lines, circles, styles, sublayer, mesh } = vectors;\n\n if (mesh) {\n engine.setVectorTileMesh(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n mesh.vertices,\n mesh.indices,\n mesh.fillRanges,\n mesh.prism,\n mesh.pieces,\n mesh.lineTable,\n mesh.lineRanges,\n mesh.blocks,\n mesh.blockIndices,\n mesh.blockRanges,\n mesh.bounds,\n sublayer,\n );\n } else {\n engine.setVectorTile(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n lines.points,\n lines.start,\n lines.feature,\n lines.lineStart,\n sublayer,\n vectors.tile ?? new Float64Array(),\n fills.roofs ?? new Uint8Array(),\n fills.roofHeights ?? new Float32Array(),\n fills.roofOutlines ?? new Float64Array(),\n fills.roofOutlineStart ?? new Uint32Array(),\n fills.roofMetres ?? 0,\n );\n }\n // The circles' points, once the tile is there\n if (circles) engine.setVectorTilePoints(id, key, circles.points, circles.feature, circles.circleStart);\n engine.setFeatureStyle(id, styles, key);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addVectorTiles();\n\n this.sendSublayers(engine, id);\n engine.setFacades(id, this.facades);\n // An engine made anew (after a context loss, or the one with 3D Tiles): its tiles cut again by the workers, once\n // the layer has its id there. Keeping their geometry here would double the memory they take\n this.dispose();\n queueMicrotask(() => this.recut?.());\n\n return id;\n }\n}\n"]}
|
package/dist/wasm/isard.d.ts
CHANGED
|
@@ -933,14 +933,14 @@ export class Engine {
|
|
|
933
933
|
* end of each), its line pieces (`pieces::Piece` as bytes), the line table (feature and length of each line),
|
|
934
934
|
* per sublayer its pieces (`line_ranges`: first, end), the blocks of its extrusion sublayers (`shapes::Block` as
|
|
935
935
|
* bytes), their triangles, per sublayer its blocks' triangles (`block_ranges`: first, end), the extent of its
|
|
936
|
-
* points (`bounds`: min x, min y, max x, max y), `
|
|
936
|
+
* points (`bounds`: min x, min y, max x, max y), its features' sublayers (one each, as for `setVectorTile`)
|
|
937
937
|
*
|
|
938
938
|
* # Errors
|
|
939
939
|
*
|
|
940
940
|
* Throws (to JavaScript) when the vertices, pieces or blocks are cut short, when a WebGL object of the tile cannot be
|
|
941
941
|
* created, or when its features or lines need a table texture past the GPU's `MAX_TEXTURE_SIZE`
|
|
942
942
|
*/
|
|
943
|
-
setVectorTileMesh(id: number, key: number, points: Float64Array, ring_start: Uint32Array, polygon_start: Uint32Array, polygon_feature: Uint32Array, fill_start: Uint32Array, vertices: Uint8Array, indices: Uint32Array, fill_ranges: Uint32Array, prism: boolean, pieces: Uint8Array, line_table: Float32Array, line_ranges: Uint32Array, blocks: Uint8Array, block_indices: Uint32Array, block_ranges: Uint32Array, bounds: Float64Array,
|
|
943
|
+
setVectorTileMesh(id: number, key: number, points: Float64Array, ring_start: Uint32Array, polygon_start: Uint32Array, polygon_feature: Uint32Array, fill_start: Uint32Array, vertices: Uint8Array, indices: Uint32Array, fill_ranges: Uint32Array, prism: boolean, pieces: Uint8Array, line_table: Float32Array, line_ranges: Uint32Array, blocks: Uint8Array, block_indices: Uint32Array, block_ranges: Uint32Array, bounds: Float64Array, feature_sublayer: Uint16Array): void;
|
|
944
944
|
/**
|
|
945
945
|
* The points of tile `key` of a vector tile layer, after the tile itself (`setVectorTile`, `setVectorTileMesh`):
|
|
946
946
|
* Mercator, interleaved, each with its feature (styled as a circle's: a color, a radius and a stroke width, then the
|
|
@@ -950,7 +950,8 @@ export class Engine {
|
|
|
950
950
|
/**
|
|
951
951
|
* Adds or replaces tile `key` of a vector tile layer: its polygons as for `addFills` (`fill_start`: the first
|
|
952
952
|
* polygon of each sublayer, and the end; those of an extrusion sublayer raised into blocks), its lines as for
|
|
953
|
-
* `addLines` (`line_start`: the first line of each sublayer, and the end),
|
|
953
|
+
* `addLines` (`line_start`: the first line of each sublayer, and the end), its features' sublayers (one each, the
|
|
954
|
+
* features of a sublayer after those of the one before), styled as an
|
|
954
955
|
* extrusion layer's (`setFeatureStyle` with the key: a color, then a line's width or a block's height and base);
|
|
955
956
|
* `tile`: the corners of the tile they are cut to (west, north, east, south; empty: none), along whose edges no
|
|
956
957
|
* wall of a block rises; `roofs` and `roof_heights`: per polygon, the shape and height of its block's roof
|
|
@@ -964,7 +965,7 @@ export class Engine {
|
|
|
964
965
|
* Throws (to JavaScript) when a WebGL object of the tile cannot be created, or when its features or lines need a
|
|
965
966
|
* table texture past the GPU's `MAX_TEXTURE_SIZE`
|
|
966
967
|
*/
|
|
967
|
-
setVectorTile(id: number, key: number, points: Float64Array, ring_start: Uint32Array, polygon_start: Uint32Array, polygon_feature: Uint32Array, fill_start: Uint32Array, line_points: Float64Array, line_first: Uint32Array, line_feature: Uint32Array, line_start: Uint32Array,
|
|
968
|
+
setVectorTile(id: number, key: number, points: Float64Array, ring_start: Uint32Array, polygon_start: Uint32Array, polygon_feature: Uint32Array, fill_start: Uint32Array, line_points: Float64Array, line_first: Uint32Array, line_feature: Uint32Array, line_start: Uint32Array, feature_sublayer: Uint16Array, tile: Float64Array, roofs: Uint8Array, roof_heights: Float32Array, roof_outlines: Float64Array, roof_outline_start: Uint32Array, roof_metres: number): void;
|
|
968
969
|
/**
|
|
969
970
|
* Shows what can be seen from points, each within its range: `observers` holds 8 numbers per observer
|
|
970
971
|
* (16 at most): longitude, latitude (degrees), metres above the ground, range (metres), then to look one way
|
|
@@ -1186,8 +1187,8 @@ export interface InitOutput {
|
|
|
1186
1187
|
readonly engine_setTiles3dFeatureColors: (a: number, b: number, c: any) => void;
|
|
1187
1188
|
readonly engine_setTiles3dStyle: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number) => void;
|
|
1188
1189
|
readonly engine_setVectorSublayers: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number) => void;
|
|
1189
|
-
readonly engine_setVectorTile: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number, a1: number, b1: number, c1: number, d1: number, e1: number, f1: number, g1: number) => [number, number];
|
|
1190
|
-
readonly engine_setVectorTileMesh: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number, a1: number, b1: number, c1: number, d1: number, e1: number, f1: number, g1: number, h1: number, i1: number) => [number, number];
|
|
1190
|
+
readonly engine_setVectorTile: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number, a1: number, b1: number, c1: number, d1: number, e1: number, f1: number, g1: number, h1: number) => [number, number];
|
|
1191
|
+
readonly engine_setVectorTileMesh: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number, a1: number, b1: number, c1: number, d1: number, e1: number, f1: number, g1: number, h1: number, i1: number, j1: number) => [number, number];
|
|
1191
1192
|
readonly engine_setVectorTilePoints: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => void;
|
|
1192
1193
|
readonly engine_setViewshed: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number) => [number, number];
|
|
1193
1194
|
readonly engine_setZoomRange: (a: number, b: number, c: number) => void;
|
package/dist/wasm/isard.js
CHANGED
|
@@ -1550,7 +1550,7 @@ export class Engine {
|
|
|
1550
1550
|
* end of each), its line pieces (`pieces::Piece` as bytes), the line table (feature and length of each line),
|
|
1551
1551
|
* per sublayer its pieces (`line_ranges`: first, end), the blocks of its extrusion sublayers (`shapes::Block` as
|
|
1552
1552
|
* bytes), their triangles, per sublayer its blocks' triangles (`block_ranges`: first, end), the extent of its
|
|
1553
|
-
* points (`bounds`: min x, min y, max x, max y), `
|
|
1553
|
+
* points (`bounds`: min x, min y, max x, max y), its features' sublayers (one each, as for `setVectorTile`)
|
|
1554
1554
|
*
|
|
1555
1555
|
* # Errors
|
|
1556
1556
|
*
|
|
@@ -1574,9 +1574,9 @@ export class Engine {
|
|
|
1574
1574
|
* @param {Uint32Array} block_indices
|
|
1575
1575
|
* @param {Uint32Array} block_ranges
|
|
1576
1576
|
* @param {Float64Array} bounds
|
|
1577
|
-
* @param {
|
|
1577
|
+
* @param {Uint16Array} feature_sublayer
|
|
1578
1578
|
*/
|
|
1579
|
-
setVectorTileMesh(id, key, points, ring_start, polygon_start, polygon_feature, fill_start, vertices, indices, fill_ranges, prism, pieces, line_table, line_ranges, blocks, block_indices, block_ranges, bounds,
|
|
1579
|
+
setVectorTileMesh(id, key, points, ring_start, polygon_start, polygon_feature, fill_start, vertices, indices, fill_ranges, prism, pieces, line_table, line_ranges, blocks, block_indices, block_ranges, bounds, feature_sublayer) {
|
|
1580
1580
|
const ptr0 = passArrayF64ToWasm0(points, wasm.__wbindgen_malloc);
|
|
1581
1581
|
const len0 = WASM_VECTOR_LEN;
|
|
1582
1582
|
const ptr1 = passArray32ToWasm0(ring_start, wasm.__wbindgen_malloc);
|
|
@@ -1607,7 +1607,9 @@ export class Engine {
|
|
|
1607
1607
|
const len13 = WASM_VECTOR_LEN;
|
|
1608
1608
|
const ptr14 = passArrayF64ToWasm0(bounds, wasm.__wbindgen_malloc);
|
|
1609
1609
|
const len14 = WASM_VECTOR_LEN;
|
|
1610
|
-
const
|
|
1610
|
+
const ptr15 = passArray16ToWasm0(feature_sublayer, wasm.__wbindgen_malloc);
|
|
1611
|
+
const len15 = WASM_VECTOR_LEN;
|
|
1612
|
+
const ret = wasm.engine_setVectorTileMesh(this.__wbg_ptr, id, key, ptr0, len0, ptr1, len1, ptr2, len2, ptr3, len3, ptr4, len4, ptr5, len5, ptr6, len6, ptr7, len7, prism, ptr8, len8, ptr9, len9, ptr10, len10, ptr11, len11, ptr12, len12, ptr13, len13, ptr14, len14, ptr15, len15);
|
|
1611
1613
|
if (ret[1]) {
|
|
1612
1614
|
throw takeFromExternrefTable0(ret[0]);
|
|
1613
1615
|
}
|
|
@@ -1634,7 +1636,8 @@ export class Engine {
|
|
|
1634
1636
|
/**
|
|
1635
1637
|
* Adds or replaces tile `key` of a vector tile layer: its polygons as for `addFills` (`fill_start`: the first
|
|
1636
1638
|
* polygon of each sublayer, and the end; those of an extrusion sublayer raised into blocks), its lines as for
|
|
1637
|
-
* `addLines` (`line_start`: the first line of each sublayer, and the end),
|
|
1639
|
+
* `addLines` (`line_start`: the first line of each sublayer, and the end), its features' sublayers (one each, the
|
|
1640
|
+
* features of a sublayer after those of the one before), styled as an
|
|
1638
1641
|
* extrusion layer's (`setFeatureStyle` with the key: a color, then a line's width or a block's height and base);
|
|
1639
1642
|
* `tile`: the corners of the tile they are cut to (west, north, east, south; empty: none), along whose edges no
|
|
1640
1643
|
* wall of a block rises; `roofs` and `roof_heights`: per polygon, the shape and height of its block's roof
|
|
@@ -1658,7 +1661,7 @@ export class Engine {
|
|
|
1658
1661
|
* @param {Uint32Array} line_first
|
|
1659
1662
|
* @param {Uint32Array} line_feature
|
|
1660
1663
|
* @param {Uint32Array} line_start
|
|
1661
|
-
* @param {
|
|
1664
|
+
* @param {Uint16Array} feature_sublayer
|
|
1662
1665
|
* @param {Float64Array} tile
|
|
1663
1666
|
* @param {Uint8Array} roofs
|
|
1664
1667
|
* @param {Float32Array} roof_heights
|
|
@@ -1666,7 +1669,7 @@ export class Engine {
|
|
|
1666
1669
|
* @param {Uint32Array} roof_outline_start
|
|
1667
1670
|
* @param {number} roof_metres
|
|
1668
1671
|
*/
|
|
1669
|
-
setVectorTile(id, key, points, ring_start, polygon_start, polygon_feature, fill_start, line_points, line_first, line_feature, line_start,
|
|
1672
|
+
setVectorTile(id, key, points, ring_start, polygon_start, polygon_feature, fill_start, line_points, line_first, line_feature, line_start, feature_sublayer, tile, roofs, roof_heights, roof_outlines, roof_outline_start, roof_metres) {
|
|
1670
1673
|
const ptr0 = passArrayF64ToWasm0(points, wasm.__wbindgen_malloc);
|
|
1671
1674
|
const len0 = WASM_VECTOR_LEN;
|
|
1672
1675
|
const ptr1 = passArray32ToWasm0(ring_start, wasm.__wbindgen_malloc);
|
|
@@ -1685,17 +1688,19 @@ export class Engine {
|
|
|
1685
1688
|
const len7 = WASM_VECTOR_LEN;
|
|
1686
1689
|
const ptr8 = passArray32ToWasm0(line_start, wasm.__wbindgen_malloc);
|
|
1687
1690
|
const len8 = WASM_VECTOR_LEN;
|
|
1688
|
-
const ptr9 =
|
|
1691
|
+
const ptr9 = passArray16ToWasm0(feature_sublayer, wasm.__wbindgen_malloc);
|
|
1689
1692
|
const len9 = WASM_VECTOR_LEN;
|
|
1690
|
-
const ptr10 =
|
|
1693
|
+
const ptr10 = passArrayF64ToWasm0(tile, wasm.__wbindgen_malloc);
|
|
1691
1694
|
const len10 = WASM_VECTOR_LEN;
|
|
1692
|
-
const ptr11 =
|
|
1695
|
+
const ptr11 = passArray8ToWasm0(roofs, wasm.__wbindgen_malloc);
|
|
1693
1696
|
const len11 = WASM_VECTOR_LEN;
|
|
1694
|
-
const ptr12 =
|
|
1697
|
+
const ptr12 = passArrayF32ToWasm0(roof_heights, wasm.__wbindgen_malloc);
|
|
1695
1698
|
const len12 = WASM_VECTOR_LEN;
|
|
1696
|
-
const ptr13 =
|
|
1699
|
+
const ptr13 = passArrayF64ToWasm0(roof_outlines, wasm.__wbindgen_malloc);
|
|
1697
1700
|
const len13 = WASM_VECTOR_LEN;
|
|
1698
|
-
const
|
|
1701
|
+
const ptr14 = passArray32ToWasm0(roof_outline_start, wasm.__wbindgen_malloc);
|
|
1702
|
+
const len14 = WASM_VECTOR_LEN;
|
|
1703
|
+
const ret = wasm.engine_setVectorTile(this.__wbg_ptr, id, key, ptr0, len0, ptr1, len1, ptr2, len2, ptr3, len3, ptr4, len4, ptr5, len5, ptr6, len6, ptr7, len7, ptr8, len8, ptr9, len9, ptr10, len10, ptr11, len11, ptr12, len12, ptr13, len13, ptr14, len14, roof_metres);
|
|
1699
1704
|
if (ret[1]) {
|
|
1700
1705
|
throw takeFromExternrefTable0(ret[0]);
|
|
1701
1706
|
}
|
|
@@ -3185,7 +3190,7 @@ function __wbg_get_imports() {
|
|
|
3185
3190
|
return ret;
|
|
3186
3191
|
},
|
|
3187
3192
|
__wbindgen_generic_0000000000000001: function(arg0, arg1) {
|
|
3188
|
-
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx:
|
|
3193
|
+
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 230, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
|
|
3189
3194
|
const ret = makeMutClosure(arg0, arg1, wasm_bindgen_2e566c63402fe7fa___convert__closures_____invoke___wasm_bindgen_2e566c63402fe7fa___JsValue__core_37ee0ce0c4cd57d5___result__Result_____wasm_bindgen_2e566c63402fe7fa___JsError___true_);
|
|
3190
3195
|
return ret;
|
|
3191
3196
|
},
|
|
@@ -3508,6 +3513,13 @@ function makeMutClosure(arg0, arg1, f) {
|
|
|
3508
3513
|
return real;
|
|
3509
3514
|
}
|
|
3510
3515
|
|
|
3516
|
+
function passArray16ToWasm0(arg, malloc) {
|
|
3517
|
+
const ptr = malloc(arg.length * 2, 2) >>> 0;
|
|
3518
|
+
getUint16ArrayMemory0().set(arg, ptr / 2);
|
|
3519
|
+
WASM_VECTOR_LEN = arg.length;
|
|
3520
|
+
return ptr;
|
|
3521
|
+
}
|
|
3522
|
+
|
|
3511
3523
|
function passArray32ToWasm0(arg, malloc) {
|
|
3512
3524
|
const ptr = malloc(arg.length * 4, 4) >>> 0;
|
|
3513
3525
|
getUint32ArrayMemory0().set(arg, ptr / 4);
|
|
@@ -620,14 +620,14 @@ export class Engine {
|
|
|
620
620
|
* end of each), its line pieces (`pieces::Piece` as bytes), the line table (feature and length of each line),
|
|
621
621
|
* per sublayer its pieces (`line_ranges`: first, end), the blocks of its extrusion sublayers (`shapes::Block` as
|
|
622
622
|
* bytes), their triangles, per sublayer its blocks' triangles (`block_ranges`: first, end), the extent of its
|
|
623
|
-
* points (`bounds`: min x, min y, max x, max y), `
|
|
623
|
+
* points (`bounds`: min x, min y, max x, max y), its features' sublayers (one each, as for `setVectorTile`)
|
|
624
624
|
*
|
|
625
625
|
* # Errors
|
|
626
626
|
*
|
|
627
627
|
* Throws (to JavaScript) when the vertices, pieces or blocks are cut short, when a WebGL object of the tile cannot be
|
|
628
628
|
* created, or when its features or lines need a table texture past the GPU's `MAX_TEXTURE_SIZE`
|
|
629
629
|
*/
|
|
630
|
-
setVectorTileMesh(id: number, key: number, points: Float64Array, ring_start: Uint32Array, polygon_start: Uint32Array, polygon_feature: Uint32Array, fill_start: Uint32Array, vertices: Uint8Array, indices: Uint32Array, fill_ranges: Uint32Array, prism: boolean, pieces: Uint8Array, line_table: Float32Array, line_ranges: Uint32Array, blocks: Uint8Array, block_indices: Uint32Array, block_ranges: Uint32Array, bounds: Float64Array,
|
|
630
|
+
setVectorTileMesh(id: number, key: number, points: Float64Array, ring_start: Uint32Array, polygon_start: Uint32Array, polygon_feature: Uint32Array, fill_start: Uint32Array, vertices: Uint8Array, indices: Uint32Array, fill_ranges: Uint32Array, prism: boolean, pieces: Uint8Array, line_table: Float32Array, line_ranges: Uint32Array, blocks: Uint8Array, block_indices: Uint32Array, block_ranges: Uint32Array, bounds: Float64Array, feature_sublayer: Uint16Array): void;
|
|
631
631
|
/**
|
|
632
632
|
* The points of tile `key` of a vector tile layer, after the tile itself (`setVectorTile`, `setVectorTileMesh`):
|
|
633
633
|
* Mercator, interleaved, each with its feature (styled as a circle's: a color, a radius and a stroke width, then the
|
|
@@ -637,7 +637,8 @@ export class Engine {
|
|
|
637
637
|
/**
|
|
638
638
|
* Adds or replaces tile `key` of a vector tile layer: its polygons as for `addFills` (`fill_start`: the first
|
|
639
639
|
* polygon of each sublayer, and the end; those of an extrusion sublayer raised into blocks), its lines as for
|
|
640
|
-
* `addLines` (`line_start`: the first line of each sublayer, and the end),
|
|
640
|
+
* `addLines` (`line_start`: the first line of each sublayer, and the end), its features' sublayers (one each, the
|
|
641
|
+
* features of a sublayer after those of the one before), styled as an
|
|
641
642
|
* extrusion layer's (`setFeatureStyle` with the key: a color, then a line's width or a block's height and base);
|
|
642
643
|
* `tile`: the corners of the tile they are cut to (west, north, east, south; empty: none), along whose edges no
|
|
643
644
|
* wall of a block rises; `roofs` and `roof_heights`: per polygon, the shape and height of its block's roof
|
|
@@ -651,7 +652,7 @@ export class Engine {
|
|
|
651
652
|
* Throws (to JavaScript) when a WebGL object of the tile cannot be created, or when its features or lines need a
|
|
652
653
|
* table texture past the GPU's `MAX_TEXTURE_SIZE`
|
|
653
654
|
*/
|
|
654
|
-
setVectorTile(id: number, key: number, points: Float64Array, ring_start: Uint32Array, polygon_start: Uint32Array, polygon_feature: Uint32Array, fill_start: Uint32Array, line_points: Float64Array, line_first: Uint32Array, line_feature: Uint32Array, line_start: Uint32Array,
|
|
655
|
+
setVectorTile(id: number, key: number, points: Float64Array, ring_start: Uint32Array, polygon_start: Uint32Array, polygon_feature: Uint32Array, fill_start: Uint32Array, line_points: Float64Array, line_first: Uint32Array, line_feature: Uint32Array, line_start: Uint32Array, feature_sublayer: Uint16Array, tile: Float64Array, roofs: Uint8Array, roof_heights: Float32Array, roof_outlines: Float64Array, roof_outline_start: Uint32Array, roof_metres: number): void;
|
|
655
656
|
/**
|
|
656
657
|
* Shows what can be seen from points, each within its range: `observers` holds 8 numbers per observer
|
|
657
658
|
* (16 at most): longitude, latitude (degrees), metres above the ground, range (metres), then to look one way
|
|
@@ -826,8 +827,8 @@ export interface InitOutput {
|
|
|
826
827
|
readonly engine_setSymbols: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number) => [number, number];
|
|
827
828
|
readonly engine_setTerrain: (a: number, b: number, c: number, d: number, e: number, f: number, g: number) => [number, number];
|
|
828
829
|
readonly engine_setVectorSublayers: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number) => void;
|
|
829
|
-
readonly engine_setVectorTile: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number, a1: number, b1: number, c1: number, d1: number, e1: number, f1: number, g1: number) => [number, number];
|
|
830
|
-
readonly engine_setVectorTileMesh: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number, a1: number, b1: number, c1: number, d1: number, e1: number, f1: number, g1: number, h1: number, i1: number) => [number, number];
|
|
830
|
+
readonly engine_setVectorTile: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number, a1: number, b1: number, c1: number, d1: number, e1: number, f1: number, g1: number, h1: number) => [number, number];
|
|
831
|
+
readonly engine_setVectorTileMesh: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number, k: number, l: number, m: number, n: number, o: number, p: number, q: number, r: number, s: number, t: number, u: number, v: number, w: number, x: number, y: number, z: number, a1: number, b1: number, c1: number, d1: number, e1: number, f1: number, g1: number, h1: number, i1: number, j1: number) => [number, number];
|
|
831
832
|
readonly engine_setVectorTilePoints: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number) => void;
|
|
832
833
|
readonly engine_setViewshed: (a: number, b: number, c: number, d: number, e: number, f: number, g: number, h: number, i: number, j: number) => [number, number];
|
|
833
834
|
readonly engine_setZoomRange: (a: number, b: number, c: number) => void;
|
package/dist/wasm/isard_core.js
CHANGED
|
@@ -1310,7 +1310,7 @@ export class Engine {
|
|
|
1310
1310
|
* end of each), its line pieces (`pieces::Piece` as bytes), the line table (feature and length of each line),
|
|
1311
1311
|
* per sublayer its pieces (`line_ranges`: first, end), the blocks of its extrusion sublayers (`shapes::Block` as
|
|
1312
1312
|
* bytes), their triangles, per sublayer its blocks' triangles (`block_ranges`: first, end), the extent of its
|
|
1313
|
-
* points (`bounds`: min x, min y, max x, max y), `
|
|
1313
|
+
* points (`bounds`: min x, min y, max x, max y), its features' sublayers (one each, as for `setVectorTile`)
|
|
1314
1314
|
*
|
|
1315
1315
|
* # Errors
|
|
1316
1316
|
*
|
|
@@ -1334,9 +1334,9 @@ export class Engine {
|
|
|
1334
1334
|
* @param {Uint32Array} block_indices
|
|
1335
1335
|
* @param {Uint32Array} block_ranges
|
|
1336
1336
|
* @param {Float64Array} bounds
|
|
1337
|
-
* @param {
|
|
1337
|
+
* @param {Uint16Array} feature_sublayer
|
|
1338
1338
|
*/
|
|
1339
|
-
setVectorTileMesh(id, key, points, ring_start, polygon_start, polygon_feature, fill_start, vertices, indices, fill_ranges, prism, pieces, line_table, line_ranges, blocks, block_indices, block_ranges, bounds,
|
|
1339
|
+
setVectorTileMesh(id, key, points, ring_start, polygon_start, polygon_feature, fill_start, vertices, indices, fill_ranges, prism, pieces, line_table, line_ranges, blocks, block_indices, block_ranges, bounds, feature_sublayer) {
|
|
1340
1340
|
const ptr0 = passArrayF64ToWasm0(points, wasm.__wbindgen_malloc);
|
|
1341
1341
|
const len0 = WASM_VECTOR_LEN;
|
|
1342
1342
|
const ptr1 = passArray32ToWasm0(ring_start, wasm.__wbindgen_malloc);
|
|
@@ -1367,7 +1367,9 @@ export class Engine {
|
|
|
1367
1367
|
const len13 = WASM_VECTOR_LEN;
|
|
1368
1368
|
const ptr14 = passArrayF64ToWasm0(bounds, wasm.__wbindgen_malloc);
|
|
1369
1369
|
const len14 = WASM_VECTOR_LEN;
|
|
1370
|
-
const
|
|
1370
|
+
const ptr15 = passArray16ToWasm0(feature_sublayer, wasm.__wbindgen_malloc);
|
|
1371
|
+
const len15 = WASM_VECTOR_LEN;
|
|
1372
|
+
const ret = wasm.engine_setVectorTileMesh(this.__wbg_ptr, id, key, ptr0, len0, ptr1, len1, ptr2, len2, ptr3, len3, ptr4, len4, ptr5, len5, ptr6, len6, ptr7, len7, prism, ptr8, len8, ptr9, len9, ptr10, len10, ptr11, len11, ptr12, len12, ptr13, len13, ptr14, len14, ptr15, len15);
|
|
1371
1373
|
if (ret[1]) {
|
|
1372
1374
|
throw takeFromExternrefTable0(ret[0]);
|
|
1373
1375
|
}
|
|
@@ -1394,7 +1396,8 @@ export class Engine {
|
|
|
1394
1396
|
/**
|
|
1395
1397
|
* Adds or replaces tile `key` of a vector tile layer: its polygons as for `addFills` (`fill_start`: the first
|
|
1396
1398
|
* polygon of each sublayer, and the end; those of an extrusion sublayer raised into blocks), its lines as for
|
|
1397
|
-
* `addLines` (`line_start`: the first line of each sublayer, and the end),
|
|
1399
|
+
* `addLines` (`line_start`: the first line of each sublayer, and the end), its features' sublayers (one each, the
|
|
1400
|
+
* features of a sublayer after those of the one before), styled as an
|
|
1398
1401
|
* extrusion layer's (`setFeatureStyle` with the key: a color, then a line's width or a block's height and base);
|
|
1399
1402
|
* `tile`: the corners of the tile they are cut to (west, north, east, south; empty: none), along whose edges no
|
|
1400
1403
|
* wall of a block rises; `roofs` and `roof_heights`: per polygon, the shape and height of its block's roof
|
|
@@ -1418,7 +1421,7 @@ export class Engine {
|
|
|
1418
1421
|
* @param {Uint32Array} line_first
|
|
1419
1422
|
* @param {Uint32Array} line_feature
|
|
1420
1423
|
* @param {Uint32Array} line_start
|
|
1421
|
-
* @param {
|
|
1424
|
+
* @param {Uint16Array} feature_sublayer
|
|
1422
1425
|
* @param {Float64Array} tile
|
|
1423
1426
|
* @param {Uint8Array} roofs
|
|
1424
1427
|
* @param {Float32Array} roof_heights
|
|
@@ -1426,7 +1429,7 @@ export class Engine {
|
|
|
1426
1429
|
* @param {Uint32Array} roof_outline_start
|
|
1427
1430
|
* @param {number} roof_metres
|
|
1428
1431
|
*/
|
|
1429
|
-
setVectorTile(id, key, points, ring_start, polygon_start, polygon_feature, fill_start, line_points, line_first, line_feature, line_start,
|
|
1432
|
+
setVectorTile(id, key, points, ring_start, polygon_start, polygon_feature, fill_start, line_points, line_first, line_feature, line_start, feature_sublayer, tile, roofs, roof_heights, roof_outlines, roof_outline_start, roof_metres) {
|
|
1430
1433
|
const ptr0 = passArrayF64ToWasm0(points, wasm.__wbindgen_malloc);
|
|
1431
1434
|
const len0 = WASM_VECTOR_LEN;
|
|
1432
1435
|
const ptr1 = passArray32ToWasm0(ring_start, wasm.__wbindgen_malloc);
|
|
@@ -1445,17 +1448,19 @@ export class Engine {
|
|
|
1445
1448
|
const len7 = WASM_VECTOR_LEN;
|
|
1446
1449
|
const ptr8 = passArray32ToWasm0(line_start, wasm.__wbindgen_malloc);
|
|
1447
1450
|
const len8 = WASM_VECTOR_LEN;
|
|
1448
|
-
const ptr9 =
|
|
1451
|
+
const ptr9 = passArray16ToWasm0(feature_sublayer, wasm.__wbindgen_malloc);
|
|
1449
1452
|
const len9 = WASM_VECTOR_LEN;
|
|
1450
|
-
const ptr10 =
|
|
1453
|
+
const ptr10 = passArrayF64ToWasm0(tile, wasm.__wbindgen_malloc);
|
|
1451
1454
|
const len10 = WASM_VECTOR_LEN;
|
|
1452
|
-
const ptr11 =
|
|
1455
|
+
const ptr11 = passArray8ToWasm0(roofs, wasm.__wbindgen_malloc);
|
|
1453
1456
|
const len11 = WASM_VECTOR_LEN;
|
|
1454
|
-
const ptr12 =
|
|
1457
|
+
const ptr12 = passArrayF32ToWasm0(roof_heights, wasm.__wbindgen_malloc);
|
|
1455
1458
|
const len12 = WASM_VECTOR_LEN;
|
|
1456
|
-
const ptr13 =
|
|
1459
|
+
const ptr13 = passArrayF64ToWasm0(roof_outlines, wasm.__wbindgen_malloc);
|
|
1457
1460
|
const len13 = WASM_VECTOR_LEN;
|
|
1458
|
-
const
|
|
1461
|
+
const ptr14 = passArray32ToWasm0(roof_outline_start, wasm.__wbindgen_malloc);
|
|
1462
|
+
const len14 = WASM_VECTOR_LEN;
|
|
1463
|
+
const ret = wasm.engine_setVectorTile(this.__wbg_ptr, id, key, ptr0, len0, ptr1, len1, ptr2, len2, ptr3, len3, ptr4, len4, ptr5, len5, ptr6, len6, ptr7, len7, ptr8, len8, ptr9, len9, ptr10, len10, ptr11, len11, ptr12, len12, ptr13, len13, ptr14, len14, roof_metres);
|
|
1459
1464
|
if (ret[1]) {
|
|
1460
1465
|
throw takeFromExternrefTable0(ret[0]);
|
|
1461
1466
|
}
|
|
@@ -2995,6 +3000,13 @@ function makeMutClosure(arg0, arg1, f) {
|
|
|
2995
3000
|
return real;
|
|
2996
3001
|
}
|
|
2997
3002
|
|
|
3003
|
+
function passArray16ToWasm0(arg, malloc) {
|
|
3004
|
+
const ptr = malloc(arg.length * 2, 2) >>> 0;
|
|
3005
|
+
getUint16ArrayMemory0().set(arg, ptr / 2);
|
|
3006
|
+
WASM_VECTOR_LEN = arg.length;
|
|
3007
|
+
return ptr;
|
|
3008
|
+
}
|
|
3009
|
+
|
|
2998
3010
|
function passArray32ToWasm0(arg, malloc) {
|
|
2999
3011
|
const ptr = malloc(arg.length * 4, 4) >>> 0;
|
|
3000
3012
|
getUint32ArrayMemory0().set(arg, ptr / 4);
|
package/package.json
CHANGED