isard 1.16.0 → 2.1.0

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.
Files changed (122) hide show
  1. package/CHANGELOG.md +80 -0
  2. package/README.md +5 -5
  3. package/dist/basemap/vectortiles/placed.js +7 -4
  4. package/dist/basemap/vectortiles/placed.js.map +1 -1
  5. package/dist/basemap/vectortiles/tiles.d.ts +1 -1
  6. package/dist/basemap/vectortiles/tiles.js.map +1 -1
  7. package/dist/basemap/vectortiles/vectors.d.ts +3 -1
  8. package/dist/basemap/vectortiles/vectors.js +2 -0
  9. package/dist/basemap/vectortiles/vectors.js.map +1 -1
  10. package/dist/basemap/vectortiles.d.ts +1 -3
  11. package/dist/basemap/vectortiles.js +1 -3
  12. package/dist/basemap/vectortiles.js.map +1 -1
  13. package/dist/basemap/workerpool.d.ts +1 -1
  14. package/dist/basemap/workerpool.js.map +1 -1
  15. package/dist/bind/layers.js +2 -2
  16. package/dist/bind/layers.js.map +1 -1
  17. package/dist/decoder.worker.js +4 -5
  18. package/dist/decoder.worker.js.map +6 -6
  19. package/dist/decoding/decoders.d.ts +1 -1
  20. package/dist/decoding/decoders.js.map +1 -1
  21. package/dist/decoding/loader.d.ts +6 -3
  22. package/dist/decoding/loader.js +7 -5
  23. package/dist/decoding/loader.js.map +1 -1
  24. package/dist/decoding/protocol.d.ts +3 -2
  25. package/dist/decoding/protocol.js.map +1 -1
  26. package/dist/engine-loader.d.ts +20 -18
  27. package/dist/engine-loader.js +45 -42
  28. package/dist/engine-loader.js.map +1 -1
  29. package/dist/index.d.ts +3 -3
  30. package/dist/index.js.map +1 -1
  31. package/dist/isard_grid_bg.wasm +0 -0
  32. package/dist/isard_tess_bg.wasm +0 -0
  33. package/dist/isard_tiles3d_bg.wasm +0 -0
  34. package/dist/isard_webgl2_bg.wasm +0 -0
  35. package/dist/isard_webgpu_bg.wasm +0 -0
  36. package/dist/layers/custom.d.ts +35 -29
  37. package/dist/layers/custom.js +60 -46
  38. package/dist/layers/custom.js.map +1 -1
  39. package/dist/layers/extrusions.d.ts +6 -1
  40. package/dist/layers/extrusions.js +15 -4
  41. package/dist/layers/extrusions.js.map +1 -1
  42. package/dist/layers/features.js.map +1 -1
  43. package/dist/layers/flow.js.map +1 -1
  44. package/dist/layers/glyphs.d.ts +1 -1
  45. package/dist/layers/glyphs.js.map +1 -1
  46. package/dist/layers/ground.d.ts +21 -14
  47. package/dist/layers/ground.js +30 -9
  48. package/dist/layers/ground.js.map +1 -1
  49. package/dist/layers/icons.d.ts +1 -1
  50. package/dist/layers/icons.js.map +1 -1
  51. package/dist/layers/layers.d.ts +1 -2
  52. package/dist/layers/layers.js +3 -12
  53. package/dist/layers/layers.js.map +1 -1
  54. package/dist/layers/models.d.ts +7 -1
  55. package/dist/layers/models.js +19 -5
  56. package/dist/layers/models.js.map +1 -1
  57. package/dist/layers/network.d.ts +1 -1
  58. package/dist/layers/network.js.map +1 -1
  59. package/dist/layers/panoramas.d.ts +1 -0
  60. package/dist/layers/panoramas.js +3 -2
  61. package/dist/layers/panoramas.js.map +1 -1
  62. package/dist/layers/pointclouds.d.ts +3 -3
  63. package/dist/layers/pointclouds.js +3 -7
  64. package/dist/layers/pointclouds.js.map +1 -1
  65. package/dist/layers/raster.js +5 -0
  66. package/dist/layers/raster.js.map +1 -1
  67. package/dist/layers/symbols.js.map +1 -1
  68. package/dist/layers/tiles3d.d.ts +5 -7
  69. package/dist/layers/tiles3d.js +9 -18
  70. package/dist/layers/tiles3d.js.map +1 -1
  71. package/dist/layers/vectors.d.ts +10 -5
  72. package/dist/layers/vectors.js +25 -16
  73. package/dist/layers/vectors.js.map +1 -1
  74. package/dist/map/engine-settings.d.ts +5 -2
  75. package/dist/map/engine-settings.js +13 -2
  76. package/dist/map/engine-settings.js.map +1 -1
  77. package/dist/map/engines.d.ts +11 -26
  78. package/dist/map/engines.js +10 -48
  79. package/dist/map/engines.js.map +1 -1
  80. package/dist/map/frame-loop.d.ts +1 -3
  81. package/dist/map/frame-loop.js +3 -3
  82. package/dist/map/frame-loop.js.map +1 -1
  83. package/dist/map/hover-pick.d.ts +9 -3
  84. package/dist/map/hover-pick.js +29 -6
  85. package/dist/map/hover-pick.js.map +1 -1
  86. package/dist/map/layer-stack.d.ts +7 -8
  87. package/dist/map/layer-stack.js +6 -9
  88. package/dist/map/layer-stack.js.map +1 -1
  89. package/dist/map/symbol-atlases.d.ts +5 -4
  90. package/dist/map/symbol-atlases.js +8 -13
  91. package/dist/map/symbol-atlases.js.map +1 -1
  92. package/dist/map/viewshed.d.ts +1 -1
  93. package/dist/map/viewshed.js.map +1 -1
  94. package/dist/map.d.ts +45 -26
  95. package/dist/map.js +141 -90
  96. package/dist/map.js.map +1 -1
  97. package/dist/react/IsardMap.d.ts +1 -1
  98. package/dist/react/IsardMap.js.map +1 -1
  99. package/dist/react/VectorGeometry.d.ts +4 -1
  100. package/dist/react/VectorGeometry.js +5 -1
  101. package/dist/react/VectorGeometry.js.map +1 -1
  102. package/dist/react/index.d.ts +1 -1
  103. package/dist/react/index.js.map +1 -1
  104. package/dist/settings.d.ts +2 -0
  105. package/dist/settings.js +1 -1
  106. package/dist/settings.js.map +1 -1
  107. package/dist/types.d.ts +52 -22
  108. package/dist/types.js.map +1 -1
  109. package/dist/ui/interaction.d.ts +1 -1
  110. package/dist/ui/interaction.js.map +1 -1
  111. package/dist/util/animation.d.ts +1 -1
  112. package/dist/util/animation.js.map +1 -1
  113. package/dist/wasm/isard_tiles3d.d.ts +181 -0
  114. package/dist/wasm/isard_tiles3d.js +387 -0
  115. package/dist/wasm/{isard_core.d.ts → isard_webgl2.d.ts} +387 -182
  116. package/dist/wasm/{isard_core.js → isard_webgl2.js} +2087 -324
  117. package/dist/wasm/{isard.d.ts → isard_webgpu.d.ts} +195 -358
  118. package/dist/wasm/{isard.js → isard_webgpu.js} +1320 -1042
  119. package/package.json +4 -3
  120. package/vite.js +5 -4
  121. package/dist/isard_bg.wasm +0 -0
  122. package/dist/isard_core_bg.wasm +0 -0
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- 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* isard: a WebGL2 map engine for large, interactive data layers, labels and 3D Tiles.\n *\n * ```ts\n * import { GeoMap } from 'isard';\n * const map = await GeoMap.create(container, { center: [2.4246, 48.8457], zoom: 13 });\n * const network = map.addNetwork({ nodes, edges, max: 1800, contour: 300 });\n * map.on('hover', ({ lonLat }) => lonLat && network.setValues(travelTimes(lonLat)));\n * map.addTiles3d({ url: 'https://…/tileset.json' });\n * map.addControl(new NavigationControl());\n * new Marker().setLonLat([2.4246, 48.8457]).setPopup(new Popup({ offset: [0, -34] }).setText('Here')).addTo(map);\n * ```\n */\nexport { OPENFREEMAP_ATTRIBUTION, TERRAIN_TILES_ATTRIBUTION } from './basemap/basemaps.ts';\nexport type { TileGrid, TileMatrix } from './basemap/grid.ts';\nexport { coniferModel, type TreeColors, treeModel } from './basemap/models/trees.ts';\nexport {\n PMTiles,\n type PmtilesEntry,\n type PmtilesHeader,\n type PmtilesTileType,\n tileIdToZxy,\n zxyToTileId,\n} from './basemap/pmtiles.ts';\nexport { basicStyle, type PmtilesOptions } from './basemap/pmtileslayer.ts';\nexport type {\n CandidateIcon,\n CandidateOverlap,\n Json,\n LabelCandidate,\n RasterSource,\n Style,\n StyleLayer,\n} from './basemap/vectorstyle.ts';\nexport type { VectorExtrusionOptions } from './basemap/vectortiles/extrusions.ts';\nexport type { FurnitureOptions } from './basemap/vectortiles/furniture.ts';\nexport type { LabelsOptions } from './basemap/vectortiles/labels.ts';\nexport type { LampsOptions } from './basemap/vectortiles/lamps.ts';\nexport type { StreetWindLayer, StreetWindOptions } from './basemap/vectortiles/street-wind.ts';\nexport type { LoadedStyle } from './basemap/vectortiles/style.ts';\nexport type { TreesOptions } from './basemap/vectortiles/trees.ts';\nexport { isStreet, type VectorsOptions } from './basemap/vectortiles/vectors.ts';\nexport type { VectorRasterOptions, VectorTilesOptions } from './basemap/vectortiles.ts';\nexport { OPENFREEMAP_STYLES, PLAN_STYLES, VectorTiles } from './basemap/vectortiles.ts';\nexport { parseWmtsGrid, wmtsGrid } from './basemap/wmts.ts';\nexport { type ColladaImages, colladaImages, loadCollada, parseCollada } from './data/collada.ts';\nexport {\n type Crs,\n type CrsLike,\n getCrs,\n lambertConformalConic,\n registerCrs,\n reproject,\n transverseMercator,\n} from './data/crs.ts';\nexport { parseGpx } from './data/gpx.ts';\nexport {\n type IfcElement,\n type IfcModel,\n type IfcOptions,\n type IfcPlace,\n type IfcProperties,\n type IfcStorey,\n loadIfc,\n WEB_IFC,\n} from './data/ifc.ts';\nexport { parseKml } from './data/kml.ts';\nexport { parseTopoJson, type TopoGeometry, type Topology } from './data/topojson.ts';\nexport type { DecoderUrls } from './decoding/decoders.ts';\nexport {\n BATIMENTS_3D_URL,\n type BdTopoBuilding,\n batiments3d,\n bdtopoBuildings,\n bdtopoRoofs,\n type GeocodedPlace,\n geoplateformeGeocode,\n geoplateformeWfs,\n geoplateformeWms,\n geoplateformeWmts,\n IGN_ATTRIBUTION,\n IGN_PRESETS,\n type IgnPreset,\n lambert93Grid,\n} from './geoplateforme.ts';\nexport { type Grid, windAt, windFields } from './grids.ts';\nexport type { CustomFrame, CustomLayerInterface } from './layers/custom.ts';\nexport { CustomLayer } from './layers/custom.ts';\nexport type { ExtrusionOptions, ExtrusionStyle, PolygonArrays, TileKey } from './layers/extrusions.ts';\nexport { ExtrusionLayer } from './layers/extrusions.ts';\nexport type {\n CircleOptions,\n CircleStyle,\n Feature,\n FeatureCollection,\n FeatureData,\n FeatureLayerStyle,\n FillOptions,\n FillStyle,\n Geometry,\n LineOptions,\n LineStyle,\n Position,\n Properties,\n Ramp,\n Size,\n Stops,\n Styled,\n} from './layers/features.ts';\nexport { CircleLayer, FeatureLayer, FillLayer, interpolate, LineLayer, parseColor } from './layers/features.ts';\nexport type { FlowField, FlowOptions, FlowStyle, TimedField } from './layers/flow.ts';\nexport { FlowLayer, flowFieldFromImage, flowFieldsFromImage } from './layers/flow.ts';\nexport type { TextPart } from './layers/glyphs.ts';\nexport { DEFAULT_FONT, GLYPHS_URL } from './layers/glyphs.ts';\nexport type { GroundOptions, GroundTexture } from './layers/ground.ts';\nexport { GroundLayer } from './layers/ground.ts';\nexport type { ImageOptions, Pixels, SpriteIcon } from './layers/icons.ts';\nexport { Layer } from './layers/layers.ts';\nexport type { ModelInstance, ModelOptions } from './layers/models.ts';\nexport { ModelLayer } from './layers/models.ts';\nexport { NetworkLayer } from './layers/network.ts';\nexport {\n type CalibratedPanoramaOptions,\n type Panorama,\n type PanoramaOptions,\n type PanoramaPhoto,\n Panoramas,\n type PhotoPanoramaOptions,\n} from './layers/panoramas.ts';\nexport { type PhotoOptions, photoModel } from './layers/photos.ts';\nexport type { ClassStyle, PointCloudOptions, PointCloudStyle, PointColor } from './layers/pointclouds.ts';\nexport { CLASSIFICATIONS, ELEVATION_RAMP, PointCloudLayer } from './layers/pointclouds.ts';\nexport { RasterLayer } from './layers/raster.ts';\nexport type { Overlap, SymbolOptions, SymbolStyle } from './layers/symbols.ts';\nexport { SymbolLayer } from './layers/symbols.ts';\nexport { Tiles3dLayer } from './layers/tiles3d.ts';\nexport { type TreeKind, type TreeOptions, treeKind } from './layers/trees.ts';\nexport { type VectorFeature, VectorLayer, type VectorSublayer } from './layers/vectors.ts';\nexport type { HoverPicking } from './map/hover-pick.ts';\nexport { GeoMap, type LayerSpec } from './map.ts';\nexport {\n PANORAMAX_API,\n type PanoramaxPicture,\n type PanoramaxSequenceOptions,\n panoramaxPanoramas,\n panoramaxPhoto,\n panoramaxPicture,\n panoramaxSequence,\n panoramaxStyle,\n} from './panoramax.ts';\nexport type {\n AnimationOptions,\n AtmosphereOptions,\n Basemap,\n BasemapName,\n BodyOptions,\n CelestialBody,\n FeatureColor,\n FeatureHit,\n FirstPersonView,\n FlyToOptions,\n GeoMapOptions,\n LoadingMode,\n LonLat,\n MapEvents,\n MapHoverFeatureEvent,\n MapPointerEvent,\n NetworkOptions,\n NetworkStyle,\n PickOptions,\n Placement,\n Point,\n Projection,\n Quality,\n RasterGrid,\n RasterOptions,\n RasterStyle,\n SunOptions,\n SwipeOptions,\n TerrainEncoding,\n TerrainModel,\n TerrainOptions,\n Tiles3dDrape,\n Tiles3dOptions,\n Tiles3dStyle,\n ViewshedOptions,\n} from './types.ts';\nexport {\n AttributionControl,\n type AttributionOptions,\n type Control,\n type ControlPosition,\n NavigationControl,\n type NavigationOptions,\n} from './ui/controls.ts';\nexport { MinimapControl, type MinimapOptions } from './ui/minimap.ts';\nexport {\n type Anchor,\n Marker,\n type MarkerEvent,\n type MarkerEvents,\n type MarkerOptions,\n Panel,\n type PanelOptions,\n Popup,\n type PopupEvents,\n type PopupOptions,\n} from './ui/overlay.ts';\nexport { lengthLabel, roundLength, ScaleControl, type ScaleOptions } from './ui/scale.ts';\nexport { SearchControl, type SearchOptions } from './ui/search.ts';\nexport { setRequestHeaders } from './util/requests.ts';\nexport type { RoofMode } from './util/roofs.ts';\nexport { sunPosition } from './util/sun.ts';\nexport type {\n Camera,\n NetworkStats,\n PickHit,\n PickResult,\n PointCloudInfo,\n PointCloudPoint,\n PointCloudStats,\n RasterLayerStats,\n Tiles3dStats,\n} from './wasm/isard.js';\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AACH,OAAO,EAAE,uBAAuB,EAAE,yBAAyB,EAAE,MAAM,uBAAuB,CAAC;AAE3F,OAAO,EAAE,YAAY,EAAmB,SAAS,EAAE,MAAM,2BAA2B,CAAC;AACrF,OAAO,EACL,OAAO,EAIP,WAAW,EACX,WAAW,GACZ,MAAM,sBAAsB,CAAC;AAC9B,OAAO,EAAE,UAAU,EAAuB,MAAM,2BAA2B,CAAC;AAiB5E,OAAO,EAAE,QAAQ,EAAuB,MAAM,kCAAkC,CAAC;AAEjF,OAAO,EAAE,kBAAkB,EAAE,WAAW,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACxF,OAAO,EAAE,aAAa,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAC5D,OAAO,EAAsB,aAAa,EAAE,WAAW,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjG,OAAO,EAGL,MAAM,EACN,qBAAqB,EACrB,WAAW,EACX,SAAS,EACT,kBAAkB,GACnB,MAAM,eAAe,CAAC;AACvB,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AACzC,OAAO,EAOL,OAAO,EACP,OAAO,GACR,MAAM,eAAe,CAAC;AACvB,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AACzC,OAAO,EAAE,aAAa,EAAoC,MAAM,oBAAoB,CAAC;AAErF,OAAO,EACL,gBAAgB,EAEhB,WAAW,EACX,eAAe,EACf,WAAW,EAEX,oBAAoB,EACpB,gBAAgB,EAChB,gBAAgB,EAChB,iBAAiB,EACjB,eAAe,EACf,WAAW,EAEX,aAAa,GACd,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAa,MAAM,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AAE3D,OAAO,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AAEjD,OAAO,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAC;AAoBxD,OAAO,EAAE,WAAW,EAAE,YAAY,EAAE,SAAS,EAAE,WAAW,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAEhH,OAAO,EAAE,SAAS,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,MAAM,kBAAkB,CAAC;AAEtF,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAE9D,OAAO,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AAEjD,OAAO,EAAE,KAAK,EAAE,MAAM,oBAAoB,CAAC;AAE3C,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AACnD,OAAO,EAKL,SAAS,GAEV,MAAM,uBAAuB,CAAC;AAC/B,OAAO,EAAqB,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAEnE,OAAO,EAAE,eAAe,EAAE,cAAc,EAAE,eAAe,EAAE,MAAM,yBAAyB,CAAC;AAC3F,OAAO,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AAEjD,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAClD,OAAO,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AACnD,OAAO,EAAmC,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAC9E,OAAO,EAAsB,WAAW,EAAuB,MAAM,qBAAqB,CAAC;AAE3F,OAAO,EAAE,MAAM,EAAkB,MAAM,UAAU,CAAC;AAClD,OAAO,EACL,aAAa,EAGb,kBAAkB,EAClB,cAAc,EACd,gBAAgB,EAChB,iBAAiB,EACjB,cAAc,GACf,MAAM,gBAAgB,CAAC;AAwCxB,OAAO,EACL,kBAAkB,EAIlB,iBAAiB,GAElB,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAE,cAAc,EAAuB,MAAM,iBAAiB,CAAC;AACtE,OAAO,EAEL,MAAM,EAIN,KAAK,EAEL,KAAK,GAGN,MAAM,iBAAiB,CAAC;AACzB,OAAO,EAAE,WAAW,EAAE,WAAW,EAAE,YAAY,EAAqB,MAAM,eAAe,CAAC;AAC1F,OAAO,EAAE,aAAa,EAAsB,MAAM,gBAAgB,CAAC;AACnE,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAEvD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC","sourcesContent":["/**\n * isard: a WebGL2 map engine for large, interactive data layers, labels and 3D Tiles.\n *\n * ```ts\n * import { GeoMap } from 'isard';\n * const map = await GeoMap.create(container, { center: [2.4246, 48.8457], zoom: 13 });\n * const network = map.addNetwork({ nodes, edges, max: 1800, contour: 300 });\n * map.on('hover', ({ lonLat }) => lonLat && network.setValues(travelTimes(lonLat)));\n * map.addTiles3d({ url: 'https://…/tileset.json' });\n * map.addControl(new NavigationControl());\n * new Marker().setLonLat([2.4246, 48.8457]).setPopup(new Popup({ offset: [0, -34] }).setText('Here')).addTo(map);\n * ```\n */\nexport { OPENFREEMAP_ATTRIBUTION, TERRAIN_TILES_ATTRIBUTION } from './basemap/basemaps.ts';\nexport type { TileGrid, TileMatrix } from './basemap/grid.ts';\nexport { coniferModel, type TreeColors, treeModel } from './basemap/models/trees.ts';\nexport {\n PMTiles,\n type PmtilesEntry,\n type PmtilesHeader,\n type PmtilesTileType,\n tileIdToZxy,\n zxyToTileId,\n} from './basemap/pmtiles.ts';\nexport { basicStyle, type PmtilesOptions } from './basemap/pmtileslayer.ts';\nexport type {\n CandidateIcon,\n CandidateOverlap,\n Json,\n LabelCandidate,\n RasterSource,\n Style,\n StyleLayer,\n} from './basemap/vectorstyle.ts';\nexport type { VectorExtrusionOptions } from './basemap/vectortiles/extrusions.ts';\nexport type { FurnitureOptions } from './basemap/vectortiles/furniture.ts';\nexport type { LabelsOptions } from './basemap/vectortiles/labels.ts';\nexport type { LampsOptions } from './basemap/vectortiles/lamps.ts';\nexport type { StreetWindLayer, StreetWindOptions } from './basemap/vectortiles/street-wind.ts';\nexport type { LoadedStyle } from './basemap/vectortiles/style.ts';\nexport type { TreesOptions } from './basemap/vectortiles/trees.ts';\nexport { isStreet, type VectorsOptions } from './basemap/vectortiles/vectors.ts';\nexport type { VectorRasterOptions, VectorTilesOptions } from './basemap/vectortiles.ts';\nexport { OPENFREEMAP_STYLES, PLAN_STYLES, VectorTiles } from './basemap/vectortiles.ts';\nexport { parseWmtsGrid, wmtsGrid } from './basemap/wmts.ts';\nexport { type ColladaImages, colladaImages, loadCollada, parseCollada } from './data/collada.ts';\nexport {\n type Crs,\n type CrsLike,\n getCrs,\n lambertConformalConic,\n registerCrs,\n reproject,\n transverseMercator,\n} from './data/crs.ts';\nexport { parseGpx } from './data/gpx.ts';\nexport {\n type IfcElement,\n type IfcModel,\n type IfcOptions,\n type IfcPlace,\n type IfcProperties,\n type IfcStorey,\n loadIfc,\n WEB_IFC,\n} from './data/ifc.ts';\nexport { parseKml } from './data/kml.ts';\nexport { parseTopoJson, type TopoGeometry, type Topology } from './data/topojson.ts';\nexport type { DecoderUrls } from './decoding/decoders.ts';\nexport {\n BATIMENTS_3D_URL,\n type BdTopoBuilding,\n batiments3d,\n bdtopoBuildings,\n bdtopoRoofs,\n type GeocodedPlace,\n geoplateformeGeocode,\n geoplateformeWfs,\n geoplateformeWms,\n geoplateformeWmts,\n IGN_ATTRIBUTION,\n IGN_PRESETS,\n type IgnPreset,\n lambert93Grid,\n} from './geoplateforme.ts';\nexport { type Grid, windAt, windFields } from './grids.ts';\nexport type { CustomFrame, CustomLayerInterface } from './layers/custom.ts';\nexport { CustomLayer } from './layers/custom.ts';\nexport type { ExtrusionOptions, ExtrusionStyle, PolygonArrays, TileKey } from './layers/extrusions.ts';\nexport { ExtrusionLayer } from './layers/extrusions.ts';\nexport type {\n CircleOptions,\n CircleStyle,\n Feature,\n FeatureCollection,\n FeatureData,\n FeatureLayerStyle,\n FillOptions,\n FillStyle,\n Geometry,\n LineOptions,\n LineStyle,\n Position,\n Properties,\n Ramp,\n Size,\n Stops,\n Styled,\n} from './layers/features.ts';\nexport { CircleLayer, FeatureLayer, FillLayer, interpolate, LineLayer, parseColor } from './layers/features.ts';\nexport type { FlowField, FlowOptions, FlowStyle, TimedField } from './layers/flow.ts';\nexport { FlowLayer, flowFieldFromImage, flowFieldsFromImage } from './layers/flow.ts';\nexport type { TextPart } from './layers/glyphs.ts';\nexport { DEFAULT_FONT, GLYPHS_URL } from './layers/glyphs.ts';\nexport type { GroundOptions, GroundTexture, GroundUniform } from './layers/ground.ts';\nexport { GroundLayer } from './layers/ground.ts';\nexport type { ImageOptions, Pixels, SpriteIcon } from './layers/icons.ts';\nexport { Layer } from './layers/layers.ts';\nexport type { ModelInstance, ModelOptions } from './layers/models.ts';\nexport { ModelLayer } from './layers/models.ts';\nexport { NetworkLayer } from './layers/network.ts';\nexport {\n type CalibratedPanoramaOptions,\n type Panorama,\n type PanoramaOptions,\n type PanoramaPhoto,\n Panoramas,\n type PhotoPanoramaOptions,\n} from './layers/panoramas.ts';\nexport { type PhotoOptions, photoModel } from './layers/photos.ts';\nexport type { ClassStyle, PointCloudOptions, PointCloudStyle, PointColor } from './layers/pointclouds.ts';\nexport { CLASSIFICATIONS, ELEVATION_RAMP, PointCloudLayer } from './layers/pointclouds.ts';\nexport { RasterLayer } from './layers/raster.ts';\nexport type { Overlap, SymbolOptions, SymbolStyle } from './layers/symbols.ts';\nexport { SymbolLayer } from './layers/symbols.ts';\nexport { Tiles3dLayer } from './layers/tiles3d.ts';\nexport { type TreeKind, type TreeOptions, treeKind } from './layers/trees.ts';\nexport { type VectorFeature, VectorLayer, type VectorSublayer } from './layers/vectors.ts';\nexport type { HoverPicking } from './map/hover-pick.ts';\nexport { GeoMap, type LayerSpec } from './map.ts';\nexport {\n PANORAMAX_API,\n type PanoramaxPicture,\n type PanoramaxSequenceOptions,\n panoramaxPanoramas,\n panoramaxPhoto,\n panoramaxPicture,\n panoramaxSequence,\n panoramaxStyle,\n} from './panoramax.ts';\nexport type {\n AnimationOptions,\n AtmosphereOptions,\n Basemap,\n BasemapName,\n BodyOptions,\n CelestialBody,\n Drape,\n FeatureColor,\n FeatureHit,\n FirstPersonView,\n FlyToOptions,\n GeoMapOptions,\n LoadingMode,\n LonLat,\n MapEvents,\n MapGpuTimings,\n MapHoverFeatureEvent,\n MapMemory,\n MapPointerEvent,\n NetworkOptions,\n NetworkStyle,\n PickOptions,\n Placement,\n Point,\n Projection,\n Quality,\n RasterGrid,\n RasterOptions,\n RasterStyle,\n SunOptions,\n SwipeOptions,\n TerrainEncoding,\n TerrainModel,\n TerrainOptions,\n Tiles3dOptions,\n Tiles3dStyle,\n ViewshedOptions,\n} from './types.ts';\nexport {\n AttributionControl,\n type AttributionOptions,\n type Control,\n type ControlPosition,\n NavigationControl,\n type NavigationOptions,\n} from './ui/controls.ts';\nexport { MinimapControl, type MinimapOptions } from './ui/minimap.ts';\nexport {\n type Anchor,\n Marker,\n type MarkerEvent,\n type MarkerEvents,\n type MarkerOptions,\n Panel,\n type PanelOptions,\n Popup,\n type PopupEvents,\n type PopupOptions,\n} from './ui/overlay.ts';\nexport { lengthLabel, roundLength, ScaleControl, type ScaleOptions } from './ui/scale.ts';\nexport { SearchControl, type SearchOptions } from './ui/search.ts';\nexport { setRequestHeaders } from './util/requests.ts';\nexport type { RoofMode } from './util/roofs.ts';\nexport { sunPosition } from './util/sun.ts';\nexport type {\n Camera,\n NetworkStats,\n PickHit,\n PickResult,\n PointCloudInfo,\n PointCloudPoint,\n PointCloudStats,\n RasterLayerStats,\n Tiles3dStats,\n} from './wasm/isard_webgpu.js';\n"]}
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@@ -1,56 +1,62 @@
1
- /** The page's own WebGL drawing as a layer, called in every frame with the map's matrices */
1
+ /** The page's own WebGPU drawing as a layer, called in every frame with the map's matrices and targets */
2
2
  import type { GeoMap } from '../map.ts';
3
3
  import type { LonLat } from '../types.ts';
4
- import type { Camera } from '../wasm/isard.js';
4
+ import type { Camera } from '../wasm/isard_webgpu.js';
5
5
  import { Layer } from './layers.ts';
6
6
  /** What a custom layer gets to draw a frame (`CustomLayerInterface.render`) */
7
7
  export interface CustomFrame {
8
8
  /**
9
9
  * The model-view-projection matrix of a local frame at a position and altitude (metres above the ellipsoid, as the
10
- * relief is drawn: times its exaggeration), column-major for `uniformMatrix4fv` or a three.js camera: x east, y
11
- * north, z up, in metres. Made in double precision relative to the camera, so that what is drawn stays exact at
12
- * any zoom; draw within a few kilometres of the position (or take one matrix per object far apart). Only during
13
- * `render`.
10
+ * relief is drawn: times its exaggeration), column-major, WebGPU's clip depth (0 to 1, as three.js's WebGPU renderer
11
+ * takes it): x east, y north, z up, in metres. Made in double precision relative to the camera, so that what is
12
+ * drawn stays exact at any zoom; draw within a few kilometres of the position (or take one matrix per object far
13
+ * apart). Only during `render`.
14
14
  */
15
15
  matrixAt(lonLat: LonLat, altitude?: number): Float32Array;
16
16
  /** The camera of the frame */
17
17
  readonly camera: Camera;
18
+ /** Where to draw: a texture at the canvas's size (`width` × `height` device pixels), cleared, laid over the frame at
19
+ * the layer's place, its alpha premultiplied */
20
+ readonly color: GPUTexture;
21
+ readonly format: 'rgba8unorm';
22
+ /** In the `'3d'` mode, the depth of the solid scene (the relief, the buildings, the 3D Tiles) to test against
23
+ * (`depthLoadOp: 'load'`): what it hides of what is drawn is hidden. Copyable into a library's own depth target */
24
+ readonly depth: GPUTexture | undefined;
25
+ readonly depthFormat: 'depth32float';
26
+ readonly width: number;
27
+ readonly height: number;
18
28
  }
19
29
  /**
20
- * A layer drawn by the page with its own WebGL code, as MapLibre's `CustomLayerInterface`: `render` is called at the
21
- * layer's place in every frame drawn. It starts with the canvas bound, its viewport set, blending on (`SRC_ALPHA`,
22
- * `ONE_MINUS_SRC_ALPHA`), no culling, and in `'3d'` mode the depth test on (`LEQUAL`, depth written): the relief, the
23
- * buildings and the 3D Tiles hide what it draws and what it draws hides them. Whatever WebGL state it changes is set
24
- * back afterwards; a library that caches the WebGL state (three.js) must forget it first (`renderer.resetState()`).
30
+ * A layer drawn by the page with its own WebGPU code, on the map's `GPUDevice`: before every frame's pass, `render`
31
+ * encodes and submits its passes into the layer's color texture (and tests against the scene's depth in the `'3d'`
32
+ * mode); what it draws is laid over the frame at the layer's place. The map is busy drawing meanwhile: `render` reads
33
+ * the frame, not the map (`getCamera` excepted); it may call `requestRender` for an animation.
25
34
  *
26
- * The map is busy drawing meanwhile: `render` reads the frame, not the map (`getCamera` excepted); it may call
27
- * `requestRender` for an animation.
35
+ * On a browser without WebGPU (the map on its WebGL2 fallback) custom layers are not drawn: the console says so once.
28
36
  */
29
37
  export interface CustomLayerInterface {
30
38
  /** A name for the application (the map numbers its layers) */
31
39
  id?: string;
32
- /** `'2d'` (the default): drawn over what is under it; `'3d'`: with the depth buffer of the 3D layers */
40
+ /** `'2d'` (the default): drawn over what is under it; `'3d'`: tested against the depth of the solid scene */
33
41
  renderingMode?: '2d' | '3d';
34
- /** Creates the WebGL objects: once added, and again after the WebGL context was lost and restored */
35
- onAdd?(gl: WebGL2RenderingContext, map: GeoMap): void;
36
- render(gl: WebGL2RenderingContext, frame: CustomFrame): void;
37
- /** Frees the WebGL objects: the layer is removed, or the map destroyed */
38
- onRemove?(gl: WebGL2RenderingContext, map: GeoMap): void;
42
+ /** Creates the GPU objects: once added, and again on the device of a new engine (the GPU lost and given back) */
43
+ onAdd?(device: GPUDevice, map: GeoMap): void;
44
+ render(device: GPUDevice, frame: CustomFrame): void;
45
+ /** Frees the GPU objects: the layer is removed, or the map destroyed */
46
+ onRemove?(device: GPUDevice, map: GeoMap): void;
39
47
  }
40
- /** A layer drawn by the page's WebGL code (see `CustomLayerInterface`) */
48
+ /** A layer drawn by the page's WebGPU code (see `CustomLayerInterface`) */
41
49
  export declare class CustomLayer extends Layer {
42
50
  /** The application's object */
43
51
  readonly implementation: CustomLayerInterface;
44
- private readonly canvas;
45
52
  private readonly owner;
46
- /** The map's WebGL context, and whether `onAdd` made the layer's objects there (until `onRemove`) */
47
- private readonly gl;
48
- private added;
49
- /** The context was lost since `onAdd`: its objects are gone */
50
- private stale;
51
- private readonly lost;
52
- private readonly frame;
53
- /** Called by the engine at the layer's place in the frame; the page's errors are reported, the frame goes on */
53
+ /** The device `onAdd` made the layer's objects on (until `onRemove`), and whether it was lost since */
54
+ private device;
55
+ private lost;
56
+ private readonly matrix;
57
+ private readonly camera;
58
+ /** Called by the engine before the frame's pass with the layer's targets; the page's errors are reported, the frame
59
+ * goes on */
54
60
  private readonly draw;
55
61
  remove(): void;
56
62
  }
@@ -1,4 +1,4 @@
1
- /** The page's own WebGL drawing as a layer, called in every frame with the map's matrices */
1
+ /** The page's own WebGPU drawing as a layer, called in every frame with the map's matrices and targets */
2
2
  import { Layer } from "./layers.js";
3
3
  // ── The page's own 3D content: custom layers, glTF models ──
4
4
  /** Reports an error of the page without throwing it here: the console shows it, as an uncaught one */
@@ -10,61 +10,75 @@ const report = (error) => {
10
10
  throw error;
11
11
  });
12
12
  };
13
- /** A layer drawn by the page's WebGL code (see `CustomLayerInterface`) */
13
+ /** The page warned once that custom layers need WebGPU */
14
+ let warned = false;
15
+ /** A layer drawn by the page's WebGPU code (see `CustomLayerInterface`) */
14
16
  export class CustomLayer extends Layer {
15
17
  implementation;
16
- canvas;
17
18
  owner;
18
- /** The map's WebGL context, and whether `onAdd` made the layer's objects there (until `onRemove`) */
19
- gl;
20
- added = false;
21
- /** The context was lost since `onAdd`: its objects are gone */
22
- stale = false;
23
- lost = () => {
24
- this.stale = true;
25
- };
26
- frame;
19
+ /** The device `onAdd` made the layer's objects on (until `onRemove`), and whether it was lost since */
20
+ device;
21
+ lost = false;
22
+ matrix;
23
+ camera;
27
24
  /** @internal */
28
25
  constructor(map,
29
26
  /** The application's object */
30
- implementation, canvas, owner, matrix, camera) {
27
+ implementation, owner, matrix, camera) {
31
28
  super(map);
32
29
  this.implementation = implementation;
33
- this.canvas = canvas;
34
30
  this.owner = owner;
35
- // The context the engine made on the canvas (none once it is lost)
36
- const gl = canvas.getContext('webgl2');
37
- if (!gl)
38
- throw new Error('isard: a custom layer needs the WebGL2 context of the map');
39
- this.gl = gl;
40
- this.frame = {
41
- matrixAt: ([lon, lat], altitude = 0) => {
42
- const m = matrix(lon, lat, altitude);
43
- if (!m)
44
- throw new Error('isard: frame.matrixAt is only available during render');
45
- return m;
46
- },
47
- get camera() {
48
- return camera();
49
- },
50
- };
31
+ this.matrix = matrix;
32
+ this.camera = camera;
51
33
  }
52
34
  /** @internal */
53
35
  create(engine) {
54
- // Once, and again on a context restored (not when the map moves onto another engine: the same context)
55
- if (!this.added || this.stale) {
56
- if (!this.added)
57
- this.canvas.addEventListener('webglcontextlost', this.lost);
58
- this.added = true;
59
- this.stale = false;
60
- this.implementation.onAdd?.(this.gl, this.owner);
36
+ const device = engine.gpuDevice();
37
+ if (!device) {
38
+ if (!warned)
39
+ console.warn('isard: custom layers need WebGPU; on its WebGL2 fallback, the map does not draw them');
40
+ warned = true;
41
+ }
42
+ else if (device !== this.device) {
43
+ // Once, and again on the device of a new engine (its objects gone with the old one)
44
+ this.device = device;
45
+ this.lost = false;
46
+ device.lost.then(() => {
47
+ if (this.device === device)
48
+ this.lost = true;
49
+ });
50
+ try {
51
+ this.implementation.onAdd?.(device, this.owner);
52
+ }
53
+ catch (error) {
54
+ report(error);
55
+ }
61
56
  }
62
57
  return engine.addCustomLayer(this.draw, this.implementation.renderingMode === '3d');
63
58
  }
64
- /** Called by the engine at the layer's place in the frame; the page's errors are reported, the frame goes on */
65
- draw = () => {
59
+ /** Called by the engine before the frame's pass with the layer's targets; the page's errors are reported, the frame
60
+ * goes on */
61
+ draw = (target) => {
62
+ const { matrix } = this;
63
+ const camera = this.camera;
66
64
  try {
67
- this.implementation.render(this.gl, this.frame);
65
+ this.implementation.render(target.device, {
66
+ matrixAt: ([lon, lat], altitude = 0) => {
67
+ const m = matrix(lon, lat, altitude);
68
+ if (!m)
69
+ throw new Error('isard: frame.matrixAt is only available during render');
70
+ return m;
71
+ },
72
+ get camera() {
73
+ return camera();
74
+ },
75
+ color: target.color,
76
+ format: target.format,
77
+ depth: target.depth,
78
+ depthFormat: target.depthFormat,
79
+ width: target.width,
80
+ height: target.height,
81
+ });
68
82
  }
69
83
  catch (error) {
70
84
  report(error);
@@ -74,16 +88,16 @@ export class CustomLayer extends Layer {
74
88
  super.remove();
75
89
  this.dispose();
76
90
  }
77
- /** @internal The layer is removed or the map destroyed: `onRemove`, unless the context is lost */
91
+ /** @internal The layer is removed or the map destroyed: `onRemove`, unless its device is lost */
78
92
  dispose() {
79
- if (!this.added)
93
+ const device = this.device;
94
+ if (!device)
80
95
  return;
81
- this.added = false;
82
- this.canvas.removeEventListener('webglcontextlost', this.lost);
83
- if (this.stale)
96
+ this.device = undefined;
97
+ if (this.lost)
84
98
  return;
85
99
  try {
86
- this.implementation.onRemove?.(this.gl, this.owner);
100
+ this.implementation.onRemove?.(device, this.owner);
87
101
  }
88
102
  catch (error) {
89
103
  report(error);
@@ -1 +1 @@
1
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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 (none once it is lost)\n const gl = canvas.getContext('webgl2');\n\n if (!gl) throw new Error('isard: a custom layer needs the WebGL2 context of the map');\n this.gl = gl;\n this.frame = {\n matrixAt: ([lon, lat], altitude = 0) => {\n const m = matrix(lon, lat, altitude);\n\n if (!m) throw new Error('isard: frame.matrixAt is only available during render');\n\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\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"]}
1
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Made in double precision relative to the camera, so that what is\n * drawn stays exact at any zoom; draw within a few kilometres of the position (or take one matrix per object far\n * apart). Only during `render`.\n */\n matrixAt(lonLat: LonLat, altitude?: number): Float32Array;\n /** The camera of the frame */\n readonly camera: Camera;\n /** Where to draw: a texture at the canvas's size (`width` × `height` device pixels), cleared, laid over the frame at\n * the layer's place, its alpha premultiplied */\n readonly color: GPUTexture;\n readonly format: 'rgba8unorm';\n /** In the `'3d'` mode, the depth of the solid scene (the relief, the buildings, the 3D Tiles) to test against\n * (`depthLoadOp: 'load'`): what it hides of what is drawn is hidden. Copyable into a library's own depth target */\n readonly depth: GPUTexture | undefined;\n readonly depthFormat: 'depth32float';\n readonly width: number;\n readonly height: number;\n}\n\n/**\n * A layer drawn by the page with its own WebGPU code, on the map's `GPUDevice`: before every frame's pass, `render`\n * encodes and submits its passes into the layer's color texture (and tests against the scene's depth in the `'3d'`\n * mode); what it draws is laid over the frame at the layer's place. The map is busy drawing meanwhile: `render` reads\n * the frame, not the map (`getCamera` excepted); it may call `requestRender` for an animation.\n *\n * On a browser without WebGPU (the map on its WebGL2 fallback) custom layers are not drawn: the console says so once.\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'`: tested against the depth of the solid scene */\n renderingMode?: '2d' | '3d';\n /** Creates the GPU objects: once added, and again on the device of a new engine (the GPU lost and given back) */\n onAdd?(device: GPUDevice, map: GeoMap): void;\n render(device: GPUDevice, frame: CustomFrame): void;\n /** Frees the GPU objects: the layer is removed, or the map destroyed */\n onRemove?(device: GPUDevice, 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/** The page warned once that custom layers need WebGPU */\nlet warned = false;\n\n/** A layer drawn by the page's WebGPU code (see `CustomLayerInterface`) */\nexport class CustomLayer extends Layer {\n /** The device `onAdd` made the layer's objects on (until `onRemove`), and whether it was lost since */\n private device: GPUDevice | undefined;\n private lost = false;\n private readonly matrix: CustomMatrix;\n private readonly camera: () => Camera;\n\n /** @internal */\n constructor(\n map: LayerHost,\n /** The application's object */\n readonly implementation: CustomLayerInterface,\n private readonly owner: GeoMap,\n matrix: CustomMatrix,\n camera: () => Camera,\n ) {\n super(map);\n this.matrix = matrix;\n this.camera = camera;\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const device = engine.gpuDevice();\n\n if (!device) {\n if (!warned) console.warn('isard: custom layers need WebGPU; on its WebGL2 fallback, the map does not draw them');\n warned = true;\n } else if (device !== this.device) {\n // Once, and again on the device of a new engine (its objects gone with the old one)\n this.device = device;\n this.lost = false;\n device.lost.then(() => {\n if (this.device === device) this.lost = true;\n });\n try {\n this.implementation.onAdd?.(device, this.owner);\n } catch (error) {\n report(error);\n }\n }\n\n return engine.addCustomLayer(this.draw, this.implementation.renderingMode === '3d');\n }\n\n /** Called by the engine before the frame's pass with the layer's targets; the page's errors are reported, the frame\n * goes on */\n private readonly draw = (target: CustomTarget): void => {\n const { matrix } = this;\n const camera = this.camera;\n\n try {\n this.implementation.render(target.device, {\n matrixAt: ([lon, lat], altitude = 0) => {\n const m = matrix(lon, lat, altitude);\n\n if (!m) throw new Error('isard: frame.matrixAt is only available during render');\n\n return m;\n },\n get camera() {\n return camera();\n },\n color: target.color,\n format: target.format,\n depth: target.depth,\n depthFormat: target.depthFormat,\n width: target.width,\n height: target.height,\n });\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 its device is lost */\n override dispose(): void {\n const device = this.device;\n\n if (!device) return;\n this.device = undefined;\n if (this.lost) return;\n try {\n this.implementation.onRemove?.(device, this.owner);\n } catch (error) {\n report(error);\n }\n }\n}\n"]}
@@ -4,7 +4,7 @@
4
4
  * with `removeTile`. Colored by their color, by a value per building through the ramp (water at a building), or by
5
5
  * the node values of a network layer (`linkNetwork`: the travel time to each building, recolored with the network).
6
6
  */
7
- import type { Placement } from '../types.ts';
7
+ import type { Drape, Placement } from '../types.ts';
8
8
  import { type Feature, type FeatureData, type FeatureLayerStyle, type Properties, type Styled } from './features.ts';
9
9
  import { Layer } from './layers.ts';
10
10
  import type { NetworkLayer } from './network.ts';
@@ -27,6 +27,8 @@ export interface ExtrusionStyle<P = Properties> extends FeatureLayerStyle<P> {
27
27
  export interface ExtrusionOptions<P = Properties> extends Partial<ExtrusionStyle<P>>, Placement {
28
28
  /** Polygon and MultiPolygon features, as one set (tiles come with `setTile`) */
29
29
  data?: FeatureData<P>;
30
+ /** A raster layer draped on the roofs (`setDrape`): an ortho or a solar potential */
31
+ drape?: Drape | undefined;
30
32
  }
31
33
  /** Key of a tile of extrusions (see `ExtrusionLayer.setTile`) */
32
34
  export type TileKey = string | number;
@@ -43,9 +45,12 @@ export interface PolygonArrays {
43
45
  }
44
46
  export declare class ExtrusionLayer<P = Properties> extends Layer {
45
47
  private style;
48
+ private drape;
46
49
  private readonly tiles;
47
50
  private nextBatch;
48
51
  private network;
52
+ /** A raster layer draped on its roofs by default (see `Drape`); undefined: none */
53
+ setDrape(drape: Drape | undefined): void;
49
54
  /** Replaces the set given as `data` */
50
55
  setData(data: FeatureData<P>): void;
51
56
  /** Adds or replaces the buildings of a tile: GeoJSON, or typed arrays with the properties of each feature */
@@ -9,17 +9,20 @@ import { roofNumber } from "../util/roofs.js";
9
9
  import { FLOATS, STYLE } from "../util/style-floats.js";
10
10
  import { evaluate, featuresOf, parseColor, polygonGeometry, rampTexels, stops, } from "./features.js";
11
11
  import { Layer } from "./layers.js";
12
+ import { sendDrape } from "./raster.js";
12
13
  /** TileKey of the set given as `data` */
13
14
  const DATA = Symbol('data');
14
15
  export class ExtrusionLayer extends Layer {
15
16
  style;
17
+ drape;
16
18
  tiles = new Map();
17
19
  nextBatch = 1;
18
20
  network;
19
21
  /** @internal */
20
- constructor(map, data, style) {
22
+ constructor(map, data, style, drape = undefined) {
21
23
  super(map);
22
24
  this.style = style;
25
+ this.drape = drape;
23
26
  if (data) {
24
27
  const features = featuresOf(data);
25
28
  const properties = features.map((f) => f.properties);
@@ -33,6 +36,12 @@ export class ExtrusionLayer extends Layer {
33
36
  });
34
37
  }
35
38
  }
39
+ /** A raster layer draped on its roofs by default (see `Drape`); undefined: none */
40
+ setDrape(drape) {
41
+ this.drape = drape;
42
+ sendDrape(this.map.engine, this.id, drape);
43
+ this.map.requestRender();
44
+ }
36
45
  /** Replaces the set given as `data` */
37
46
  setData(data) {
38
47
  const features = featuresOf(data);
@@ -225,19 +234,21 @@ export class ExtrusionLayer extends Layer {
225
234
  this.tiles.forEach((tile) => {
226
235
  this.sendTile(engine, id, tile);
227
236
  });
228
- // A network created before (on a new engine, the map relinks once every layer is there)
237
+ // A network or a raster created before (on a new engine, the map relinks once every layer is there)
229
238
  if (!this.network || this.network.layer.id >= 0)
230
239
  this.sendLink(engine, id);
240
+ sendDrape(engine, id, this.drape);
231
241
  return id;
232
242
  }
233
- /** @internal On a new engine, the network may come after the buildings: linked once both are there */
243
+ /** @internal On a new engine, the network and the raster may come after the buildings: linked once all are there */
234
244
  relink(engine) {
235
245
  if (this.network)
236
246
  this.sendLink(engine, this.id);
247
+ sendDrape(engine, this.id, this.drape);
237
248
  }
238
249
  }
239
250
  export const extrusionStyle = (options) => {
240
- const { data: _, before: __, ...rest } = options;
251
+ const { data: _, before: __, drape: ___, ...rest } = options;
241
252
  return {
242
253
  opacity: 1,
243
254
  minZoom: 0,
@@ -1 +1 @@
1
- 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* Extruded polygons (buildings), styled per feature like the other feature layers, coming in tiles (or one set): an\n * application loading a tiled source (BD TOPO vector tiles…) hands each tile's buildings to `setTile` and drops them\n * with `removeTile`. Colored by their color, by a value per building through the ramp (water at a building), or by\n * the node values of a network layer (`linkNetwork`: the travel time to each building, recolored with the network).\n */\n\nimport type { LayerHost, Placement } from '../types.ts';\nimport { metresAt } from '../util/geo.ts';\nimport { roofNumber } from '../util/roofs.ts';\nimport { FLOATS, STYLE } from '../util/style-floats.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport {\n evaluate,\n type Feature,\n type FeatureData,\n type FeatureLayerStyle,\n featuresOf,\n type Properties,\n parseColor,\n polygonGeometry,\n rampTexels,\n type Styled,\n stops,\n} from './features.ts';\nimport { Layer } from './layers.ts';\nimport type { NetworkLayer } from './network.ts';\n\nexport interface ExtrusionStyle<P = Properties> extends FeatureLayerStyle<P> {\n /** CSS color (default `#e4e1dc`) */\n color: Styled<string, P>;\n /** Height of the roof over the ground, metres (default 6) */\n height: Styled<number, P>;\n /** Height of the foot of the walls, metres (default 0) */\n base: Styled<number, P>;\n /** Its roof's shape (default `flat`): one of OpenStreetMap's `roof:shape` (hipped, gabled, pyramidal, mansard; the\n * others drawn as the nearest of them), or `generated` from its outline (hipped or gabled under 450 m², a mansard\n * under 3000 m², flat past that). Fitted into the building's height, at most half of it */\n roof: Styled<string, P>;\n /** Its roof's height over the walls' top, metres (default: as its slopes make it) */\n roofHeight: Styled<number, P>;\n /** The walls show their windows: glass by day, some lit at night (default false: only the lit ones) */\n facades: boolean;\n}\n\nexport interface ExtrusionOptions<P = Properties> extends Partial<ExtrusionStyle<P>>, Placement {\n /** Polygon and MultiPolygon features, as one set (tiles come with `setTile`) */\n data?: FeatureData<P>;\n}\n\n/** Key of a tile of extrusions (see `ExtrusionLayer.setTile`) */\nexport type TileKey = string | number;\n\n/**\n * Polygons as typed arrays, for tiles decoded in a worker (no GeoJSON in between): points in Mercator [0, 1] (x, y\n * interleaved, y towards the south), the first point of each ring and the first ring of each polygon (one more entry\n * than rings and polygons; the first ring of a polygon is its outline), the feature of each polygon\n */\nexport interface PolygonArrays {\n points: Float64Array;\n ringStart: Uint32Array;\n polygonStart: Uint32Array;\n feature: Uint32Array;\n}\n\ninterface Tile<P> {\n /** Batch number in the engine: tiles are drawn, and their features numbered for picking, in this order */\n batch: number;\n /** The properties of the features, which the style reads */\n properties: P[];\n features: Feature<P>[] | undefined;\n arrays: PolygonArrays | undefined;\n values: Float32Array | undefined;\n anchors: Float32Array | undefined;\n}\n\n/** TileKey of the set given as `data` */\nconst DATA = Symbol('data');\n\nexport class ExtrusionLayer<P = Properties> extends Layer {\n private readonly tiles = new Map<TileKey | typeof DATA, Tile<P>>();\n private nextBatch = 1;\n private network: { layer: NetworkLayer; max: number } | undefined;\n\n /** @internal */\n constructor(\n map: LayerHost,\n data: FeatureData<P> | undefined,\n private style: ExtrusionStyle<P>,\n ) {\n super(map);\n if (data) {\n const features = featuresOf(data);\n const properties = features.map((f) => f.properties);\n\n this.tiles.set(DATA, {\n batch: 0,\n properties,\n features,\n arrays: undefined,\n values: undefined,\n anchors: undefined,\n });\n }\n }\n\n /** Replaces the set given as `data` */\n setData(data: FeatureData<P>): void {\n const features = featuresOf(data);\n\n this.put(\n DATA,\n features.map((f) => f.properties),\n features,\n undefined,\n );\n }\n\n /** Adds or replaces the buildings of a tile: GeoJSON, or typed arrays with the properties of each feature */\n setTile(key: TileKey, data: FeatureData<P> | { arrays: PolygonArrays; properties: P[] }): void {\n if ('arrays' in data) this.put(key, data.properties, undefined, data.arrays);\n else {\n const features = featuresOf(data);\n\n this.put(\n key,\n features.map((f) => f.properties),\n features,\n undefined,\n );\n }\n }\n\n removeTile(key: TileKey): void {\n const tile = this.tiles.get(key);\n\n if (!tile) return;\n this.tiles.delete(key);\n this.map.engine.removeExtrusionBatch(this.id, tile.batch);\n this.map.requestRender();\n }\n\n /** Keys of the tiles held */\n get tileKeys(): TileKey[] {\n return [...this.tiles.keys()].filter((k): k is TileKey => k !== DATA);\n }\n\n /** The properties of the features of a tile (or of the data) */\n properties(key?: TileKey): readonly P[] {\n return this.tiles.get(key ?? DATA)?.properties ?? [];\n }\n\n /** The feature of a picked index (its geometry if given as GeoJSON): tiles are numbered one after the other, in the\n * order they were added */\n featureAt(index: number): Feature<P> | undefined {\n let rest = index;\n\n for (const tile of [...this.tiles.values()].sort((a, b) => a.batch - b.batch)) {\n const n = tile.properties.length;\n\n if (rest < n) {\n const properties = tile.properties[rest];\n\n if (properties === undefined) return undefined;\n\n return tile.features?.[rest] ?? { type: 'Feature', properties, geometry: null };\n }\n rest -= n;\n }\n\n return undefined;\n }\n\n /** The tile and the index in it of a picked index */\n tileAt(index: number): { key: TileKey | undefined; index: number } | undefined {\n let rest = index;\n\n for (const [key, tile] of [...this.tiles].sort((a, b) => a[1].batch - b[1].batch)) {\n if (rest < tile.properties.length) return { key: key === DATA ? undefined : key, index: rest };\n rest -= tile.properties.length;\n }\n\n return undefined;\n }\n\n setStyle(style: Partial<ExtrusionStyle<P>>): void {\n this.style = { ...this.style, ...style };\n\n const engine = this.map.engine;\n // The roofs are geometry: the blocks built again\n const reshaped = style.roof !== undefined || style.roofHeight !== undefined;\n\n this.tiles.forEach((tile) => {\n if (reshaped) this.sendTile(engine, this.id, tile);\n else this.sendStyle(engine, this.id, tile);\n });\n this.sendLayer(engine, this.id);\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.setStyle({ visible });\n }\n\n setFilter(filter: ((properties: P, index: number) => boolean) | undefined): void {\n this.style = { ...this.style, filter };\n this.tiles.forEach((tile) => {\n this.map.engine.setFeatureMask(this.id, this.mask(tile), tile.batch);\n });\n this.map.requestRender();\n }\n\n /** One value per building of a tile (or of the data), colored through the ramp; NaN keeps a building's color */\n setValues(values: Float32Array | undefined, key?: TileKey): void {\n const tile = this.tiles.get(key ?? DATA);\n\n if (!tile) return;\n tile.values = values;\n this.map.engine.setFeatureValues(\n this.id,\n values ?? new Float32Array(tile.properties.length).fill(Number.NaN),\n tile.batch,\n );\n this.map.requestRender();\n }\n\n /**\n * Colors the buildings by the node values of a network layer, recolored with it: each building takes min(value(A)\n * + cost from A, value(B) + cost from B) from its anchors (`setAnchors`), through the ramp, up to `max` (above, or\n * unreached: its own color). Undefined: back to the buildings' own values.\n */\n linkNetwork(network: NetworkLayer | undefined, max = Number.POSITIVE_INFINITY): void {\n this.network = network && { layer: network, max };\n this.sendLink(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** Per building of a tile (or of the data): node A, node B, cost from A, cost from B (4 floats each) */\n setAnchors(anchors: Float32Array, key?: TileKey): void {\n const tile = this.tiles.get(key ?? DATA);\n\n if (!tile) return;\n tile.anchors = anchors;\n this.map.engine.setExtrusionAnchors(this.id, tile.batch, anchors);\n this.map.requestRender();\n }\n\n private put(\n key: TileKey | typeof DATA,\n properties: P[],\n features: Feature<P>[] | undefined,\n arrays: PolygonArrays | undefined,\n ): void {\n const old = this.tiles.get(key);\n const tile: Tile<P> = {\n batch: old?.batch ?? (key === DATA ? 0 : this.nextBatch++),\n properties,\n features,\n arrays,\n values: undefined,\n anchors: undefined,\n };\n\n this.tiles.set(key, tile);\n this.sendTile(this.map.engine, this.id, tile);\n this.map.requestRender();\n }\n\n private mask(tile: Tile<P>): Uint8Array {\n const { filter } = this.style;\n const mask = new Uint8Array(tile.properties.length).fill(255);\n\n if (filter)\n tile.properties.forEach((p, i) => {\n if (!filter(p, i)) mask[i] = 0;\n });\n\n return mask;\n }\n\n private sendTile(engine: Engine, id: number, tile: Tile<P>): void {\n const g = tile.arrays ?? polygonGeometry(tile.features ?? []);\n const n = tile.properties.length;\n const { roofs, heights } = this.roofs(tile, g.feature);\n // The metres per Mercator unit at the middle of the batch (a batch spanning a country errs by a few hundredths)\n const [north, south] = g.points.reduce(\n ([lo, hi], v, i) => (i % 2 === 1 ? [Math.min(lo, v), Math.max(hi, v)] : [lo, hi]),\n [1, 0],\n );\n const metres = north <= south ? metresAt((north + south) / 2) : 0;\n\n engine.setExtrusionBatch(\n id,\n tile.batch,\n g.points,\n g.ringStart,\n g.polygonStart,\n g.feature,\n n,\n roofs,\n heights,\n metres,\n );\n this.sendStyle(engine, id, tile);\n if (tile.values) engine.setFeatureValues(id, tile.values, tile.batch);\n if (tile.anchors) engine.setExtrusionAnchors(id, tile.batch, tile.anchors);\n }\n\n /** Each polygon's roof (`roofNumber`: none if all flat) and height, from its feature's style */\n private roofs(tile: Tile<P>, feature: Uint32Array): { roofs: Uint8Array; heights: Float32Array } {\n const { roof, roofHeight } = this.style;\n\n if (roof === 'flat') return { roofs: new Uint8Array(), heights: new Float32Array() };\n\n const shapes = tile.properties.map((p, i) => roofNumber(evaluate(roof, p, i)) ?? 0);\n const heights = tile.properties.map((p, i) => evaluate(roofHeight, p, i));\n\n return {\n roofs: Uint8Array.from(feature, (f) => shapes[f] ?? 0),\n heights: Float32Array.from(feature, (f) => heights[f] ?? Number.NaN),\n };\n }\n\n private sendStyle(engine: Engine, id: number, tile: Tile<P>): void {\n const { color, height, base } = this.style;\n const out = new Float32Array(tile.properties.length * FLOATS);\n // Constant colors parsed once: a tile has thousands of buildings\n const fixed = typeof color === 'string' ? parseColor(color) : undefined;\n\n tile.properties.forEach((p, i) => {\n const o = i * FLOATS;\n\n out.set(fixed ?? parseColor(evaluate(color, p, i)), o + STYLE.color);\n out.set(stops(evaluate(height, p, i)), o + STYLE.size);\n out.set(stops(evaluate(base, p, i)), o + STYLE.size2);\n });\n engine.setFeatureStyle(id, out, tile.batch);\n engine.setFeatureMask(id, this.mask(tile), tile.batch);\n }\n\n private sendLayer(engine: Engine, id: number): void {\n const { ramp, opacity, minZoom, maxZoom, visible } = this.style;\n const r = ramp && rampTexels(ramp);\n\n engine.setFeatureRamp(id, r?.rgba, r?.min ?? 0, r?.max ?? 1);\n engine.setFeatureLayer(id, Float32Array.from(stops(opacity)), minZoom, maxZoom, visible);\n engine.setFacades(id, this.style.facades);\n }\n\n private sendLink(engine: Engine, id: number): void {\n const n = this.network;\n // A network removed (or not created) links to nothing\n const network = n && n.layer.id >= 0 ? n.layer.id : undefined;\n\n engine.linkExtrusionNetwork(id, network, n ? Math.min(n.max, 1e29) : 0);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addExtrusions();\n\n this.sendLayer(engine, id);\n this.tiles.forEach((tile) => {\n this.sendTile(engine, id, tile);\n });\n // A network created before (on a new engine, the map relinks once every layer is there)\n if (!this.network || this.network.layer.id >= 0) this.sendLink(engine, id);\n\n return id;\n }\n\n /** @internal On a new engine, the network may come after the buildings: linked once both are there */\n override relink(engine: Engine): void {\n if (this.network) this.sendLink(engine, this.id);\n }\n}\n\nexport const extrusionStyle = <P>(options: ExtrusionOptions<P>): ExtrusionStyle<P> => {\n const { data: _, before: __, ...rest } = options;\n\n return {\n opacity: 1,\n minZoom: 0,\n maxZoom: 24,\n visible: true,\n filter: undefined,\n ramp: undefined,\n color: '#e4e1dc',\n height: 6,\n base: 0,\n roof: 'flat',\n roofHeight: Number.NaN,\n facades: false,\n ...rest,\n };\n};\n"]}
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* Extruded polygons (buildings), styled per feature like the other feature layers, coming in tiles (or one set): an\n * application loading a tiled source (BD TOPO vector tiles…) hands each tile's buildings to `setTile` and drops them\n * with `removeTile`. Colored by their color, by a value per building through the ramp (water at a building), or by\n * the node values of a network layer (`linkNetwork`: the travel time to each building, recolored with the network).\n */\n\nimport type { Drape, LayerHost, Placement } from '../types.ts';\nimport { metresAt } from '../util/geo.ts';\nimport { roofNumber } from '../util/roofs.ts';\nimport { FLOATS, STYLE } from '../util/style-floats.ts';\nimport type { Engine } from '../wasm/isard_webgpu.js';\nimport {\n evaluate,\n type Feature,\n type FeatureData,\n type FeatureLayerStyle,\n featuresOf,\n type Properties,\n parseColor,\n polygonGeometry,\n rampTexels,\n type Styled,\n stops,\n} from './features.ts';\nimport { Layer } from './layers.ts';\nimport type { NetworkLayer } from './network.ts';\nimport { sendDrape } from './raster.ts';\n\nexport interface ExtrusionStyle<P = Properties> extends FeatureLayerStyle<P> {\n /** CSS color (default `#e4e1dc`) */\n color: Styled<string, P>;\n /** Height of the roof over the ground, metres (default 6) */\n height: Styled<number, P>;\n /** Height of the foot of the walls, metres (default 0) */\n base: Styled<number, P>;\n /** Its roof's shape (default `flat`): one of OpenStreetMap's `roof:shape` (hipped, gabled, pyramidal, mansard; the\n * others drawn as the nearest of them), or `generated` from its outline (hipped or gabled under 450 m², a mansard\n * under 3000 m², flat past that). Fitted into the building's height, at most half of it */\n roof: Styled<string, P>;\n /** Its roof's height over the walls' top, metres (default: as its slopes make it) */\n roofHeight: Styled<number, P>;\n /** The walls show their windows: glass by day, some lit at night (default false: only the lit ones) */\n facades: boolean;\n}\n\nexport interface ExtrusionOptions<P = Properties> extends Partial<ExtrusionStyle<P>>, Placement {\n /** Polygon and MultiPolygon features, as one set (tiles come with `setTile`) */\n data?: FeatureData<P>;\n /** A raster layer draped on the roofs (`setDrape`): an ortho or a solar potential */\n drape?: Drape | undefined;\n}\n\n/** Key of a tile of extrusions (see `ExtrusionLayer.setTile`) */\nexport type TileKey = string | number;\n\n/**\n * Polygons as typed arrays, for tiles decoded in a worker (no GeoJSON in between): points in Mercator [0, 1] (x, y\n * interleaved, y towards the south), the first point of each ring and the first ring of each polygon (one more entry\n * than rings and polygons; the first ring of a polygon is its outline), the feature of each polygon\n */\nexport interface PolygonArrays {\n points: Float64Array;\n ringStart: Uint32Array;\n polygonStart: Uint32Array;\n feature: Uint32Array;\n}\n\ninterface Tile<P> {\n /** Batch number in the engine: tiles are drawn, and their features numbered for picking, in this order */\n batch: number;\n /** The properties of the features, which the style reads */\n properties: P[];\n features: Feature<P>[] | undefined;\n arrays: PolygonArrays | undefined;\n values: Float32Array | undefined;\n anchors: Float32Array | undefined;\n}\n\n/** TileKey of the set given as `data` */\nconst DATA = Symbol('data');\n\nexport class ExtrusionLayer<P = Properties> extends Layer {\n private readonly tiles = new Map<TileKey | typeof DATA, Tile<P>>();\n private nextBatch = 1;\n private network: { layer: NetworkLayer; max: number } | undefined;\n\n /** @internal */\n constructor(\n map: LayerHost,\n data: FeatureData<P> | undefined,\n private style: ExtrusionStyle<P>,\n private drape: Drape | undefined = undefined,\n ) {\n super(map);\n if (data) {\n const features = featuresOf(data);\n const properties = features.map((f) => f.properties);\n\n this.tiles.set(DATA, {\n batch: 0,\n properties,\n features,\n arrays: undefined,\n values: undefined,\n anchors: undefined,\n });\n }\n }\n\n /** A raster layer draped on its roofs by default (see `Drape`); undefined: none */\n setDrape(drape: Drape | undefined): void {\n this.drape = drape;\n sendDrape(this.map.engine, this.id, drape);\n this.map.requestRender();\n }\n\n /** Replaces the set given as `data` */\n setData(data: FeatureData<P>): void {\n const features = featuresOf(data);\n\n this.put(\n DATA,\n features.map((f) => f.properties),\n features,\n undefined,\n );\n }\n\n /** Adds or replaces the buildings of a tile: GeoJSON, or typed arrays with the properties of each feature */\n setTile(key: TileKey, data: FeatureData<P> | { arrays: PolygonArrays; properties: P[] }): void {\n if ('arrays' in data) this.put(key, data.properties, undefined, data.arrays);\n else {\n const features = featuresOf(data);\n\n this.put(\n key,\n features.map((f) => f.properties),\n features,\n undefined,\n );\n }\n }\n\n removeTile(key: TileKey): void {\n const tile = this.tiles.get(key);\n\n if (!tile) return;\n this.tiles.delete(key);\n this.map.engine.removeExtrusionBatch(this.id, tile.batch);\n this.map.requestRender();\n }\n\n /** Keys of the tiles held */\n get tileKeys(): TileKey[] {\n return [...this.tiles.keys()].filter((k): k is TileKey => k !== DATA);\n }\n\n /** The properties of the features of a tile (or of the data) */\n properties(key?: TileKey): readonly P[] {\n return this.tiles.get(key ?? DATA)?.properties ?? [];\n }\n\n /** The feature of a picked index (its geometry if given as GeoJSON): tiles are numbered one after the other, in the\n * order they were added */\n featureAt(index: number): Feature<P> | undefined {\n let rest = index;\n\n for (const tile of [...this.tiles.values()].sort((a, b) => a.batch - b.batch)) {\n const n = tile.properties.length;\n\n if (rest < n) {\n const properties = tile.properties[rest];\n\n if (properties === undefined) return undefined;\n\n return tile.features?.[rest] ?? { type: 'Feature', properties, geometry: null };\n }\n rest -= n;\n }\n\n return undefined;\n }\n\n /** The tile and the index in it of a picked index */\n tileAt(index: number): { key: TileKey | undefined; index: number } | undefined {\n let rest = index;\n\n for (const [key, tile] of [...this.tiles].sort((a, b) => a[1].batch - b[1].batch)) {\n if (rest < tile.properties.length) return { key: key === DATA ? undefined : key, index: rest };\n rest -= tile.properties.length;\n }\n\n return undefined;\n }\n\n setStyle(style: Partial<ExtrusionStyle<P>>): void {\n this.style = { ...this.style, ...style };\n\n const engine = this.map.engine;\n // The roofs are geometry: the blocks built again\n const reshaped = style.roof !== undefined || style.roofHeight !== undefined;\n\n this.tiles.forEach((tile) => {\n if (reshaped) this.sendTile(engine, this.id, tile);\n else this.sendStyle(engine, this.id, tile);\n });\n this.sendLayer(engine, this.id);\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.setStyle({ visible });\n }\n\n setFilter(filter: ((properties: P, index: number) => boolean) | undefined): void {\n this.style = { ...this.style, filter };\n this.tiles.forEach((tile) => {\n this.map.engine.setFeatureMask(this.id, this.mask(tile), tile.batch);\n });\n this.map.requestRender();\n }\n\n /** One value per building of a tile (or of the data), colored through the ramp; NaN keeps a building's color */\n setValues(values: Float32Array | undefined, key?: TileKey): void {\n const tile = this.tiles.get(key ?? DATA);\n\n if (!tile) return;\n tile.values = values;\n this.map.engine.setFeatureValues(\n this.id,\n values ?? new Float32Array(tile.properties.length).fill(Number.NaN),\n tile.batch,\n );\n this.map.requestRender();\n }\n\n /**\n * Colors the buildings by the node values of a network layer, recolored with it: each building takes min(value(A)\n * + cost from A, value(B) + cost from B) from its anchors (`setAnchors`), through the ramp, up to `max` (above, or\n * unreached: its own color). Undefined: back to the buildings' own values.\n */\n linkNetwork(network: NetworkLayer | undefined, max = Number.POSITIVE_INFINITY): void {\n this.network = network && { layer: network, max };\n this.sendLink(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** Per building of a tile (or of the data): node A, node B, cost from A, cost from B (4 floats each) */\n setAnchors(anchors: Float32Array, key?: TileKey): void {\n const tile = this.tiles.get(key ?? DATA);\n\n if (!tile) return;\n tile.anchors = anchors;\n this.map.engine.setExtrusionAnchors(this.id, tile.batch, anchors);\n this.map.requestRender();\n }\n\n private put(\n key: TileKey | typeof DATA,\n properties: P[],\n features: Feature<P>[] | undefined,\n arrays: PolygonArrays | undefined,\n ): void {\n const old = this.tiles.get(key);\n const tile: Tile<P> = {\n batch: old?.batch ?? (key === DATA ? 0 : this.nextBatch++),\n properties,\n features,\n arrays,\n values: undefined,\n anchors: undefined,\n };\n\n this.tiles.set(key, tile);\n this.sendTile(this.map.engine, this.id, tile);\n this.map.requestRender();\n }\n\n private mask(tile: Tile<P>): Uint8Array {\n const { filter } = this.style;\n const mask = new Uint8Array(tile.properties.length).fill(255);\n\n if (filter)\n tile.properties.forEach((p, i) => {\n if (!filter(p, i)) mask[i] = 0;\n });\n\n return mask;\n }\n\n private sendTile(engine: Engine, id: number, tile: Tile<P>): void {\n const g = tile.arrays ?? polygonGeometry(tile.features ?? []);\n const n = tile.properties.length;\n const { roofs, heights } = this.roofs(tile, g.feature);\n // The metres per Mercator unit at the middle of the batch (a batch spanning a country errs by a few hundredths)\n const [north, south] = g.points.reduce(\n ([lo, hi], v, i) => (i % 2 === 1 ? [Math.min(lo, v), Math.max(hi, v)] : [lo, hi]),\n [1, 0],\n );\n const metres = north <= south ? metresAt((north + south) / 2) : 0;\n\n engine.setExtrusionBatch(\n id,\n tile.batch,\n g.points,\n g.ringStart,\n g.polygonStart,\n g.feature,\n n,\n roofs,\n heights,\n metres,\n );\n this.sendStyle(engine, id, tile);\n if (tile.values) engine.setFeatureValues(id, tile.values, tile.batch);\n if (tile.anchors) engine.setExtrusionAnchors(id, tile.batch, tile.anchors);\n }\n\n /** Each polygon's roof (`roofNumber`: none if all flat) and height, from its feature's style */\n private roofs(tile: Tile<P>, feature: Uint32Array): { roofs: Uint8Array; heights: Float32Array } {\n const { roof, roofHeight } = this.style;\n\n if (roof === 'flat') return { roofs: new Uint8Array(), heights: new Float32Array() };\n\n const shapes = tile.properties.map((p, i) => roofNumber(evaluate(roof, p, i)) ?? 0);\n const heights = tile.properties.map((p, i) => evaluate(roofHeight, p, i));\n\n return {\n roofs: Uint8Array.from(feature, (f) => shapes[f] ?? 0),\n heights: Float32Array.from(feature, (f) => heights[f] ?? Number.NaN),\n };\n }\n\n private sendStyle(engine: Engine, id: number, tile: Tile<P>): void {\n const { color, height, base } = this.style;\n const out = new Float32Array(tile.properties.length * FLOATS);\n // Constant colors parsed once: a tile has thousands of buildings\n const fixed = typeof color === 'string' ? parseColor(color) : undefined;\n\n tile.properties.forEach((p, i) => {\n const o = i * FLOATS;\n\n out.set(fixed ?? parseColor(evaluate(color, p, i)), o + STYLE.color);\n out.set(stops(evaluate(height, p, i)), o + STYLE.size);\n out.set(stops(evaluate(base, p, i)), o + STYLE.size2);\n });\n engine.setFeatureStyle(id, out, tile.batch);\n engine.setFeatureMask(id, this.mask(tile), tile.batch);\n }\n\n private sendLayer(engine: Engine, id: number): void {\n const { ramp, opacity, minZoom, maxZoom, visible } = this.style;\n const r = ramp && rampTexels(ramp);\n\n engine.setFeatureRamp(id, r?.rgba, r?.min ?? 0, r?.max ?? 1);\n engine.setFeatureLayer(id, Float32Array.from(stops(opacity)), minZoom, maxZoom, visible);\n engine.setFacades(id, this.style.facades);\n }\n\n private sendLink(engine: Engine, id: number): void {\n const n = this.network;\n // A network removed (or not created) links to nothing\n const network = n && n.layer.id >= 0 ? n.layer.id : undefined;\n\n engine.linkExtrusionNetwork(id, network, n ? Math.min(n.max, 1e29) : 0);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addExtrusions();\n\n this.sendLayer(engine, id);\n this.tiles.forEach((tile) => {\n this.sendTile(engine, id, tile);\n });\n // A network or a raster created before (on a new engine, the map relinks once every layer is there)\n if (!this.network || this.network.layer.id >= 0) this.sendLink(engine, id);\n sendDrape(engine, id, this.drape);\n\n return id;\n }\n\n /** @internal On a new engine, the network and the raster may come after the buildings: linked once all are there */\n override relink(engine: Engine): void {\n if (this.network) this.sendLink(engine, this.id);\n sendDrape(engine, this.id, this.drape);\n }\n}\n\nexport const extrusionStyle = <P>(options: ExtrusionOptions<P>): ExtrusionStyle<P> => {\n const { data: _, before: __, drape: ___, ...rest } = options;\n\n return {\n opacity: 1,\n minZoom: 0,\n maxZoom: 24,\n visible: true,\n filter: undefined,\n ramp: undefined,\n color: '#e4e1dc',\n height: 6,\n base: 0,\n roof: 'flat',\n roofHeight: Number.NaN,\n facades: false,\n ...rest,\n };\n};\n"]}