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.
- package/CHANGELOG.md +80 -0
- package/README.md +5 -5
- package/dist/basemap/vectortiles/placed.js +7 -4
- package/dist/basemap/vectortiles/placed.js.map +1 -1
- package/dist/basemap/vectortiles/tiles.d.ts +1 -1
- package/dist/basemap/vectortiles/tiles.js.map +1 -1
- package/dist/basemap/vectortiles/vectors.d.ts +3 -1
- package/dist/basemap/vectortiles/vectors.js +2 -0
- package/dist/basemap/vectortiles/vectors.js.map +1 -1
- package/dist/basemap/vectortiles.d.ts +1 -3
- package/dist/basemap/vectortiles.js +1 -3
- package/dist/basemap/vectortiles.js.map +1 -1
- package/dist/basemap/workerpool.d.ts +1 -1
- package/dist/basemap/workerpool.js.map +1 -1
- package/dist/bind/layers.js +2 -2
- package/dist/bind/layers.js.map +1 -1
- package/dist/decoder.worker.js +4 -5
- package/dist/decoder.worker.js.map +6 -6
- package/dist/decoding/decoders.d.ts +1 -1
- package/dist/decoding/decoders.js.map +1 -1
- package/dist/decoding/loader.d.ts +6 -3
- package/dist/decoding/loader.js +7 -5
- package/dist/decoding/loader.js.map +1 -1
- package/dist/decoding/protocol.d.ts +3 -2
- package/dist/decoding/protocol.js.map +1 -1
- package/dist/engine-loader.d.ts +20 -18
- package/dist/engine-loader.js +45 -42
- package/dist/engine-loader.js.map +1 -1
- package/dist/index.d.ts +3 -3
- package/dist/index.js.map +1 -1
- package/dist/isard_grid_bg.wasm +0 -0
- package/dist/isard_tess_bg.wasm +0 -0
- package/dist/isard_tiles3d_bg.wasm +0 -0
- package/dist/isard_webgl2_bg.wasm +0 -0
- package/dist/isard_webgpu_bg.wasm +0 -0
- package/dist/layers/custom.d.ts +35 -29
- package/dist/layers/custom.js +60 -46
- package/dist/layers/custom.js.map +1 -1
- package/dist/layers/extrusions.d.ts +6 -1
- package/dist/layers/extrusions.js +15 -4
- package/dist/layers/extrusions.js.map +1 -1
- package/dist/layers/features.js.map +1 -1
- package/dist/layers/flow.js.map +1 -1
- package/dist/layers/glyphs.d.ts +1 -1
- package/dist/layers/glyphs.js.map +1 -1
- package/dist/layers/ground.d.ts +21 -14
- package/dist/layers/ground.js +30 -9
- package/dist/layers/ground.js.map +1 -1
- package/dist/layers/icons.d.ts +1 -1
- package/dist/layers/icons.js.map +1 -1
- package/dist/layers/layers.d.ts +1 -2
- package/dist/layers/layers.js +3 -12
- package/dist/layers/layers.js.map +1 -1
- package/dist/layers/models.d.ts +7 -1
- package/dist/layers/models.js +19 -5
- package/dist/layers/models.js.map +1 -1
- package/dist/layers/network.d.ts +1 -1
- package/dist/layers/network.js.map +1 -1
- package/dist/layers/panoramas.d.ts +1 -0
- package/dist/layers/panoramas.js +3 -2
- package/dist/layers/panoramas.js.map +1 -1
- package/dist/layers/pointclouds.d.ts +3 -3
- package/dist/layers/pointclouds.js +3 -7
- package/dist/layers/pointclouds.js.map +1 -1
- package/dist/layers/raster.js +5 -0
- package/dist/layers/raster.js.map +1 -1
- package/dist/layers/symbols.js.map +1 -1
- package/dist/layers/tiles3d.d.ts +5 -7
- package/dist/layers/tiles3d.js +9 -18
- package/dist/layers/tiles3d.js.map +1 -1
- package/dist/layers/vectors.d.ts +10 -5
- package/dist/layers/vectors.js +25 -16
- package/dist/layers/vectors.js.map +1 -1
- package/dist/map/engine-settings.d.ts +5 -2
- package/dist/map/engine-settings.js +13 -2
- package/dist/map/engine-settings.js.map +1 -1
- package/dist/map/engines.d.ts +11 -26
- package/dist/map/engines.js +10 -48
- package/dist/map/engines.js.map +1 -1
- package/dist/map/frame-loop.d.ts +1 -3
- package/dist/map/frame-loop.js +3 -3
- package/dist/map/frame-loop.js.map +1 -1
- package/dist/map/hover-pick.d.ts +9 -3
- package/dist/map/hover-pick.js +29 -6
- package/dist/map/hover-pick.js.map +1 -1
- package/dist/map/layer-stack.d.ts +7 -8
- package/dist/map/layer-stack.js +6 -9
- package/dist/map/layer-stack.js.map +1 -1
- package/dist/map/symbol-atlases.d.ts +5 -4
- package/dist/map/symbol-atlases.js +8 -13
- package/dist/map/symbol-atlases.js.map +1 -1
- package/dist/map/viewshed.d.ts +1 -1
- package/dist/map/viewshed.js.map +1 -1
- package/dist/map.d.ts +45 -26
- package/dist/map.js +141 -90
- package/dist/map.js.map +1 -1
- package/dist/react/IsardMap.d.ts +1 -1
- package/dist/react/IsardMap.js.map +1 -1
- package/dist/react/VectorGeometry.d.ts +4 -1
- package/dist/react/VectorGeometry.js +5 -1
- package/dist/react/VectorGeometry.js.map +1 -1
- package/dist/react/index.d.ts +1 -1
- package/dist/react/index.js.map +1 -1
- package/dist/settings.d.ts +2 -0
- package/dist/settings.js +1 -1
- package/dist/settings.js.map +1 -1
- package/dist/types.d.ts +52 -22
- package/dist/types.js.map +1 -1
- package/dist/ui/interaction.d.ts +1 -1
- package/dist/ui/interaction.js.map +1 -1
- package/dist/util/animation.d.ts +1 -1
- package/dist/util/animation.js.map +1 -1
- package/dist/wasm/isard_tiles3d.d.ts +181 -0
- package/dist/wasm/isard_tiles3d.js +387 -0
- package/dist/wasm/{isard_core.d.ts → isard_webgl2.d.ts} +387 -182
- package/dist/wasm/{isard_core.js → isard_webgl2.js} +2087 -324
- package/dist/wasm/{isard.d.ts → isard_webgpu.d.ts} +195 -358
- package/dist/wasm/{isard.js → isard_webgpu.js} +1320 -1042
- package/package.json +4 -3
- package/vite.js +5 -4
- package/dist/isard_bg.wasm +0 -0
- package/dist/isard_core_bg.wasm +0 -0
package/dist/layers/ground.js
CHANGED
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@@ -1,6 +1,24 @@
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1
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-
/** A ground shader as a layer: the page's
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/** A ground shader as a layer: the page's WGSL over the ground, its uniforms and textures */
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2
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import { toMercator } from "../util/geo.js";
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3
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import { Layer } from "./layers.js";
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/** The WGSL type of a uniform given by its numbers */
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const typeOf = (values) => {
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const types = { 1: 'f32', 2: 'vec2f', 3: 'vec3f', 4: 'vec4f', 9: 'mat3x3f', 16: 'mat4x4f' };
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const type = types[values.length];
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if (!type)
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throw new Error(`isard: a ground uniform of ${values.length} numbers needs its type`);
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return type;
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};
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/** A uniform's WGSL type and numbers */
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const uniformOf = (uniform) => {
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if (typeof uniform === 'number' || Array.isArray(uniform)) {
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const values = [uniform].flat();
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return { type: typeOf(values), values };
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}
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if ('type' in uniform)
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return { type: uniform.type, values: [uniform.value].flat() };
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throw new Error('isard: a ground uniform is numbers or { type, value }');
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};
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const bytesOf = (data) => new Uint8Array(data.buffer, data.byteOffset, data.byteLength);
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/** The application's fragment shader run over the ground, draped on the relief (water depth, heat maps…) */
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export class GroundLayer extends Layer {
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@@ -15,8 +33,8 @@ export class GroundLayer extends Layer {
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Object.entries(options.textures ?? {}).forEach(([name, texture]) => {
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this.textures.set(name, texture);
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});
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Object.entries(options.uniforms ?? {}).forEach(([name,
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this.uniforms.set(name,
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Object.entries(options.uniforms ?? {}).forEach(([name, uniform]) => {
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this.uniforms.set(name, uniformOf(uniform));
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});
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}
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/** Creates or replaces a texture of the code's sampler `name` */
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@@ -27,17 +45,20 @@ export class GroundLayer extends Layer {
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}
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/**
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* Replaces a region of a texture: `data` holds `width` × `height` texels for (`x`, `y`) of `layer` (2D arrays).
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* Keep the texture's own `data` up to date too if it must survive
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* Keep the texture's own `data` up to date too if it must survive the GPU lost (`GeoMap`'s engine made again).
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*/
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updateTexture(name, data, region) {
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const { x = 0, y = 0, layer = 0, width, height } = region;
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this.map.engine.updateGroundTexture(this.id, name, x, y, layer, width, height, bytesOf(data));
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this.map.requestRender();
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}
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/** A uniform
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/** A uniform declared in `uniforms`: a number, or numbers for vectors and matrices (column major) */
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setUniform(name, value) {
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const uniform = this.uniforms.get(name);
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if (!uniform)
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throw new Error(`isard: no uniform ${name} declared for this ground layer`);
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const values = [value].flat();
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this.uniforms.set(name, values);
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this.uniforms.set(name, { ...uniform, values });
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this.map.engine.setGroundUniform(this.id, name, Float64Array.from(values));
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this.map.requestRender();
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}
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@@ -53,16 +74,16 @@ export class GroundLayer extends Layer {
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}
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sendTexture(engine, id, name, t) {
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const data = t.data && bytesOf(t.data);
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engine.setGroundTexture(id, name, t.format, t.width, t.height, t.depth ?? 0,
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engine.setGroundTexture(id, name, t.format, t.width, t.height, t.depth ?? 0, data);
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}
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/** @internal */
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create(engine) {
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const [ax, ay] = toMercator(this.options.anchor);
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const id = engine.addGround(this.options.code, ax, ay, ...mercatorBox(this.options.bounds ?? [-180, -85.06, 180, 85.06]));
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const id = engine.addGround(this.options.code, [...this.uniforms.keys()], [...this.uniforms.values()].map(({ type }) => type), ax, ay, ...mercatorBox(this.options.bounds ?? [-180, -85.06, 180, 85.06]));
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this.textures.forEach((texture, name) => {
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this.sendTexture(engine, id, name, texture);
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});
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this.uniforms.forEach((values, name) => {
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this.uniforms.forEach(({ values }, name) => {
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engine.setGroundUniform(id, name, Float64Array.from(values));
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});
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engine.setGroundVisible(id, this.visible);
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@@ -1 +1 @@
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0 or undefined: a 2D texture */\n depth?: number;\n /** Linear filtering (non-integer formats); default nearest */\n linear?: boolean;\n /** Texels row after row (layer after layer), any typed array; undefined: left empty */\n data?: ArrayBufferView;\n}\n\nexport interface GroundOptions extends Placement {\n /**\n * GLSL ES 3.0 defining `vec4 ground(vec2 offset)`: the color of the ground (premultiplied alpha, 0 for nothing) at\n * `offset`, the Mercator offset of the pixel from `anchor` (times `ISARD_CIRCUMFERENCE`: metres of EPSG:3857), exact to\n * the millimetre at any zoom. The code declares its own uniforms and samplers; also there: `u_zoom`,\n * `u_pixel_ratio`\n */\n code: string;\n /** Where the offsets are taken from */\n anchor: LonLat;\n /** Box it shows in, `[west, south, east, north]` (default the world): only the ground there is drawn again */\n bounds?: [west: number, south: number, east: number, north: number];\n textures?: Record<string, GroundTexture>;\n uniforms?: Record<string, number | readonly number[]>;\n}\n\nconst bytesOf = (data: ArrayBufferView) => new Uint8Array(data.buffer, data.byteOffset, data.byteLength);\n\n/** The application's fragment shader run over the ground, draped on the relief (water depth, heat maps…) */\nexport class GroundLayer extends Layer {\n private readonly textures = new Map<string, GroundTexture>();\n private readonly uniforms = new Map<string, number[]>();\n private visible = true;\n\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly options: GroundOptions,\n ) {\n super(map);\n Object.entries(options.textures ?? {}).forEach(([name, texture]) => {\n this.textures.set(name, texture);\n });\n Object.entries(options.uniforms ?? {}).forEach(([name, value]) => {\n this.uniforms.set(name, [value].flat());\n });\n }\n\n /** Creates or replaces a texture of the code's sampler `name` */\n setTexture(name: string, texture: GroundTexture): void {\n this.textures.set(name, texture);\n this.sendTexture(this.map.engine, this.id, name, texture);\n this.map.requestRender();\n }\n\n /**\n * Replaces a region of a texture: `data` holds `width` × `height` texels for (`x`, `y`) of `layer` (2D arrays).\n * Keep the texture's own `data` up to date too if it must survive a WebGL context loss.\n */\n updateTexture(\n name: string,\n data: ArrayBufferView,\n region: { x?: number; y?: number; layer?: number; width: number; height: number },\n ): void {\n const { x = 0, y = 0, layer = 0, width, height } = region;\n\n this.map.engine.updateGroundTexture(this.id, name, x, y, layer, width, height, bytesOf(data));\n this.map.requestRender();\n }\n\n /** A uniform of the code: a number, or numbers for vectors, arrays and matrices (column major) */\n setUniform(name: string, value: number | readonly number[]): void {\n const values = [value].flat();\n\n this.uniforms.set(name, values);\n this.map.engine.setGroundUniform(this.id, name, Float64Array.from(values));\n this.map.requestRender();\n }\n\n setBounds(bounds: [west: number, south: number, east: number, north: number]): void {\n this.options.bounds = bounds;\n this.map.engine.setGroundBounds(this.id, ...mercatorBox(bounds));\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.visible = visible;\n this.map.engine.setGroundVisible(this.id, visible);\n this.map.requestRender();\n }\n\n private sendTexture(engine: Engine, id: number, name: string, t: GroundTexture): void {\n const data = t.data && bytesOf(t.data);\n\n engine.setGroundTexture(id, name, t.format, t.width, t.height, t.depth ?? 0, t.linear ?? false, data);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const [ax, ay] = toMercator(this.options.anchor);\n const id = engine.addGround(\n this.options.code,\n ax,\n ay,\n ...mercatorBox(this.options.bounds ?? [-180, -85.06, 180, 85.06]),\n );\n\n this.textures.forEach((texture, name) => {\n this.sendTexture(engine, id, name, texture);\n });\n this.uniforms.forEach((values, name) => {\n engine.setGroundUniform(id, name, Float64Array.from(values));\n });\n engine.setGroundVisible(id, this.visible);\n\n return id;\n }\n}\n\n/** A lon/lat box to Mercator min x, min y, max x, max y (y towards the south) */\nconst mercatorBox = ([west, south, east, north]: [number, number, number, number]): [\n number,\n number,\n number,\n number,\n] => {\n const [x0, y1] = toMercator([west, south]);\n const [x1, y0] = toMercator([east, north]);\n\n return [x0, y0, x1, y1];\n};\n"]}
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A ground shader as a layer: the page's WGSL over the ground, its uniforms and textures */\n\nimport type { LayerHost, LonLat, Placement } from '../types.ts';\nimport { toMercator } from '../util/geo.ts';\nimport type { Engine } from '../wasm/isard_webgpu.js';\nimport { Layer } from './layers.ts';\n\n/** A texture of a ground layer (see `GroundLayer`): a global of its name in the shader, `texture_2d<f32>` (or\n * `<u32>`, `<i32>` for the integer formats, `texture_2d_array` with `depth`), read with `textureLoad` or sampled with\n * `isard_linear` (`r8`, `rgba8` only) or `isard_nearest` */\nexport interface GroundTexture {\n /** `r8`, `r8ui`, `r16ui`, `r16i`, `r32ui`, `r32f`, `rg16ui`, `rg32f`, `rgba8`, `rgba8ui`, `rgba16ui`, `rgba32f` */\n format: string;\n width: number;\n height: number;\n /** Layers of a 2D array; 0 or undefined: a 2D texture */\n depth?: number;\n /** Texels row after row (layer after layer), any typed array; undefined: left empty */\n data?: ArrayBufferView;\n}\n\n/** A uniform of a ground layer: a number (`f32`), 2 to 4 numbers (`vec2f`…`vec4f`), 9 or 16 (`mat3x3f`,\n * `mat4x4f`, column major), or its WGSL type and value (`{ type: 'u32', value: 3 }`, `vec2i`, `mat2x2f`…) */\nexport type GroundUniform = number | readonly number[] | { type: string; value: number | readonly number[] };\n\n/** The WGSL type of a uniform given by its numbers */\nconst typeOf = (values: readonly number[]): string => {\n const types: Record<number, string> = { 1: 'f32', 2: 'vec2f', 3: 'vec3f', 4: 'vec4f', 9: 'mat3x3f', 16: 'mat4x4f' };\n const type = types[values.length];\n\n if (!type) throw new Error(`isard: a ground uniform of ${values.length} numbers needs its type`);\n\n return type;\n};\n\n/** A uniform's WGSL type and numbers */\nconst uniformOf = (uniform: GroundUniform): { type: string; values: number[] } => {\n if (typeof uniform === 'number' || Array.isArray(uniform)) {\n const values = [uniform].flat();\n\n return { type: typeOf(values), values };\n }\n if ('type' in uniform) return { type: uniform.type, values: [uniform.value].flat() };\n\n throw new Error('isard: a ground uniform is numbers or { type, value }');\n};\n\nexport interface GroundOptions extends Placement {\n /**\n * WGSL defining `fn ground(offset: vec2f) -> vec4f`: the color of the ground (premultiplied alpha, 0 for nothing) at\n * `offset`, the Mercator offset of the pixel from `anchor` (times `ISARD_CIRCUMFERENCE`: metres of EPSG:3857), exact\n * to the millimetre at any zoom. Its uniforms (`uniforms`) are read as `u.<name>`, its textures (`textures`) by their\n * names; also there: `isard.zoom`, `isard.pixel_ratio`. Derivatives (`fwidth`, `textureSample`) before any branch\n * that depends on the pixel (WGSL's uniformity)\n */\n code: string;\n /** Where the offsets are taken from */\n anchor: LonLat;\n /** Box it shows in, `[west, south, east, north]` (default the world): only the ground there is drawn again */\n bounds?: [west: number, south: number, east: number, north: number];\n textures?: Record<string, GroundTexture>;\n /** Declared once, with their types: `setUniform` changes their values */\n uniforms?: Record<string, GroundUniform>;\n}\n\nconst bytesOf = (data: ArrayBufferView) => new Uint8Array(data.buffer, data.byteOffset, data.byteLength);\n\n/** The application's fragment shader run over the ground, draped on the relief (water depth, heat maps…) */\nexport class GroundLayer extends Layer {\n private readonly textures = new Map<string, GroundTexture>();\n private readonly uniforms = new Map<string, { type: string; values: number[] }>();\n private visible = true;\n\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly options: GroundOptions,\n ) {\n super(map);\n Object.entries(options.textures ?? {}).forEach(([name, texture]) => {\n this.textures.set(name, texture);\n });\n Object.entries(options.uniforms ?? {}).forEach(([name, uniform]) => {\n this.uniforms.set(name, uniformOf(uniform));\n });\n }\n\n /** Creates or replaces a texture of the code's sampler `name` */\n setTexture(name: string, texture: GroundTexture): void {\n this.textures.set(name, texture);\n this.sendTexture(this.map.engine, this.id, name, texture);\n this.map.requestRender();\n }\n\n /**\n * Replaces a region of a texture: `data` holds `width` × `height` texels for (`x`, `y`) of `layer` (2D arrays).\n * Keep the texture's own `data` up to date too if it must survive the GPU lost (`GeoMap`'s engine made again).\n */\n updateTexture(\n name: string,\n data: ArrayBufferView,\n region: { x?: number; y?: number; layer?: number; width: number; height: number },\n ): void {\n const { x = 0, y = 0, layer = 0, width, height } = region;\n\n this.map.engine.updateGroundTexture(this.id, name, x, y, layer, width, height, bytesOf(data));\n this.map.requestRender();\n }\n\n /** A uniform declared in `uniforms`: a number, or numbers for vectors and matrices (column major) */\n setUniform(name: string, value: number | readonly number[]): void {\n const uniform = this.uniforms.get(name);\n\n if (!uniform) throw new Error(`isard: no uniform ${name} declared for this ground layer`);\n\n const values = [value].flat();\n\n this.uniforms.set(name, { ...uniform, values });\n this.map.engine.setGroundUniform(this.id, name, Float64Array.from(values));\n this.map.requestRender();\n }\n\n setBounds(bounds: [west: number, south: number, east: number, north: number]): void {\n this.options.bounds = bounds;\n this.map.engine.setGroundBounds(this.id, ...mercatorBox(bounds));\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.visible = visible;\n this.map.engine.setGroundVisible(this.id, visible);\n this.map.requestRender();\n }\n\n private sendTexture(engine: Engine, id: number, name: string, t: GroundTexture): void {\n const data = t.data && bytesOf(t.data);\n\n engine.setGroundTexture(id, name, t.format, t.width, t.height, t.depth ?? 0, data);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const [ax, ay] = toMercator(this.options.anchor);\n const id = engine.addGround(\n this.options.code,\n [...this.uniforms.keys()],\n [...this.uniforms.values()].map(({ type }) => type),\n ax,\n ay,\n ...mercatorBox(this.options.bounds ?? [-180, -85.06, 180, 85.06]),\n );\n\n this.textures.forEach((texture, name) => {\n this.sendTexture(engine, id, name, texture);\n });\n this.uniforms.forEach(({ values }, name) => {\n engine.setGroundUniform(id, name, Float64Array.from(values));\n });\n engine.setGroundVisible(id, this.visible);\n\n return id;\n }\n}\n\n/** A lon/lat box to Mercator min x, min y, max x, max y (y towards the south) */\nconst mercatorBox = ([west, south, east, north]: [number, number, number, number]): [\n number,\n number,\n number,\n number,\n] => {\n const [x0, y1] = toMercator([west, south]);\n const [x1, y0] = toMercator([east, north]);\n\n return [x0, y0, x1, y1];\n};\n"]}
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package/dist/layers/icons.d.ts
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@@ -6,7 +6,7 @@
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* the stretchable zones and the content box of its image when it has them (`stretchX`, `stretchY`, `content`).
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*/
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import type { Anchor } from '../ui/overlay.ts';
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9
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-
import type { Engine } from '../wasm/
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9
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+
import type { Engine } from '../wasm/isard_webgpu.js';
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/** An image of a sprite's index: its place in the sheet (pixels) and how it is drawn */
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export interface SpriteIcon {
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x: number;
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package/dist/layers/icons.js.map
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@@ -1 +1 @@
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1
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-
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* Icons for the symbol layers: the images of a style's sprite (MapLibre's sprite format: a JSON index and a PNG sheet,\n * `@2x` on high-density screens, one sprite or several with their ids) and the application's own (`map.addImage`),\n * packed on first use into an RGBA atlas the engine samples (premultiplied: no dark fringe where it is scaled); and the\n * layout of an icon around its anchor: by its anchor and offset, or stretched around its text (`icon-text-fit`), by\n * the stretchable zones and the content box of its image when it has them (`stretchX`, `stretchY`, `content`).\n */\n\nimport type { Anchor } from '../ui/overlay.ts';\nimport { RAD } from '../util/geo.ts';\nimport { isNumbers, isRecord } from '../util/guards.ts';\nimport { clamp } from '../util/math.ts';\nimport { withHeaders } from '../util/requests.ts';\nimport type { Engine } from '../wasm/isard.js';\n\n/** An image of a sprite's index: its place in the sheet (pixels) and how it is drawn */\nexport interface SpriteIcon {\n x: number;\n y: number;\n width: number;\n height: number;\n /** Image pixels per CSS pixel (default 1; 2 in an `@2x` sheet) */\n pixelRatio?: number;\n /** A signed distance field in alpha, drawn in the icon color */\n sdf?: boolean;\n /** Columns and rows that stretch when the icon is fitted to its text (image pixels): the others keep their size */\n stretchX?: [number, number][];\n stretchY?: [number, number][];\n /** Where the text goes when the icon is fitted to it: left, top, right, bottom (image pixels) */\n content?: [number, number, number, number];\n}\n\nexport type SpriteIndex = Record<string, SpriteIcon>;\n\nconst isPairs = (value: unknown): value is [number, number][] =>\n Array.isArray(value) && value.every((pair) => isNumbers(pair) && pair.length === 2);\n\n/** An icon of a sprite index: its place, and what is drawn from the rest */\nconst isSpriteIcon = (value: unknown): value is SpriteIcon =>\n isRecord(value) &&\n [value.x, value.y, value.width, value.height].every((v) => typeof v === 'number') &&\n (value.pixelRatio === undefined || typeof value.pixelRatio === 'number') &&\n (value.sdf === undefined || typeof value.sdf === 'boolean') &&\n (value.stretchX === undefined || isPairs(value.stretchX)) &&\n (value.stretchY === undefined || isPairs(value.stretchY)) &&\n (value.content === undefined || (isNumbers(value.content) && value.content.length === 4));\n\n/** RGBA pixels, straight alpha, row after row */\nexport interface Pixels {\n width: number;\n height: number;\n data: Uint8Array | Uint8ClampedArray;\n}\n\n/** How an image of the application is drawn (`map.addImage`): `SpriteIcon` without its place */\nexport type ImageOptions = Omit<SpriteIcon, 'x' | 'y' | 'width' | 'height'>;\n\n/** An icon in the atlas: its place (texels) and how it is drawn */\nexport interface Icon {\n x: number;\n y: number;\n width: number;\n height: number;\n pixelRatio: number;\n sdf: boolean;\n stretchX: [number, number][] | undefined;\n stretchY: [number, number][] | undefined;\n content: [number, number, number, number] | undefined;\n}\n\n/** A sprite of a style: its id (`default`: its images keep their names, else `id:name`) and its URL without\n * extension */\nexport interface SpriteSource {\n id: string;\n url: string;\n}\n\n/** The sprites of a style's `sprite`: one URL, or several with their ids (MapLibre's style specification) */\nexport const spriteSources = (sprite: string | readonly SpriteSource[] | undefined): SpriteSource[] => {\n if (typeof sprite === 'string') return sprite ? [{ id: 'default', url: sprite }] : [];\n\n return Array.isArray(sprite) ? sprite.filter((s) => typeof s?.url === 'string' && typeof s.id === 'string') : [];\n};\n\n/** The name of an image of a sprite in the style: its own in the `default` sprite, `id:name` in another */\nexport const spriteName = (id: string, name: string): string => {\n return id === 'default' ? name : `${id}:${name}`;\n};\n\n/** The URL of a sprite's index or sheet: `.json` or `.png`, `@2x` before it for high-density screens, before the\n * query of the URL if it has one */\nexport const spriteFile = (url: string, extension: 'json' | 'png', ratio: number): string => {\n const suffix = `${ratio > 1 ? '@2x' : ''}.${extension}`;\n const query = url.search(/[?#]/);\n\n return query < 0 ? `${url}${suffix}` : `${url.slice(0, query)}${suffix}${url.slice(query)}`;\n};\n\n/** A sprite loaded: its images by name (with the sprite's prefix) and its sheet */\nexport interface LoadedSprite {\n icons: SpriteIndex;\n image: ImageBitmap;\n}\n\n/** Loads a style's sprites (`@2x` above a device pixel ratio of 1, the 1x ones if a server has none); the sprites\n * that fail are left out */\nexport const loadSprites = async (\n sprite: string | readonly SpriteSource[] | undefined,\n ratio = typeof devicePixelRatio === 'number' ? devicePixelRatio : 1,\n): Promise<LoadedSprite[]> => {\n const one = async ({ id, url }: SpriteSource, r: number): Promise<LoadedSprite | undefined> => {\n const [json, png] = await Promise.all([\n fetch(spriteFile(url, 'json', r), withHeaders(spriteFile(url, 'json', r))),\n fetch(spriteFile(url, 'png', r), withHeaders(spriteFile(url, 'png', r))),\n ]);\n\n if (!json.ok || !png.ok) return r > 1 ? one({ id, url }, 1) : undefined;\n\n const index: unknown = await json.json();\n\n if (!isRecord(index)) return r > 1 ? one({ id, url }, 1) : undefined;\n\n const icons: SpriteIndex = Object.fromEntries(\n Object.entries(index).flatMap(([name, icon]) => (isSpriteIcon(icon) ? [[spriteName(id, name), icon]] : [])),\n );\n\n return { icons, image: await createImageBitmap(await png.blob()) };\n };\n const loaded = await Promise.all(spriteSources(sprite).map((s) => one(s, ratio).catch(() => undefined)));\n\n return loaded.filter((s): s is LoadedSprite => s !== undefined);\n};\n\n/** The pixels of an image (read back through a canvas) */\nexport const readPixels = (image: CanvasImageSource & { width: number; height: number }): Pixels | undefined => {\n const { width, height } = image;\n\n if (!(width > 0 && height > 0)) return undefined;\n\n const g =\n typeof OffscreenCanvas === 'function'\n ? new OffscreenCanvas(width, height).getContext('2d')\n : Object.assign(document.createElement('canvas'), { width, height }).getContext('2d');\n\n if (!g) return undefined;\n g.drawImage(image, 0, 0);\n\n return g.getImageData(0, 0, width, height);\n};\n\n/** Where an icon's pixels are: a region of an image, read when first packed */\ninterface IconSource {\n pixels: () => Pixels | undefined;\n x: number;\n y: number;\n width: number;\n height: number;\n options: ImageOptions;\n}\n\n/** A shelf of the packer: its y, height, and the x of the next free place */\ninterface Shelf {\n y: number;\n height: number;\n x: number;\n}\n\n/** The icons of a map and their atlas: a square that doubles as it fills, up to the texture size limit */\nexport class Icons {\n private size = 256;\n private data = new Uint8Array(256 * 256 * 4);\n private shelves: Shelf[] = [];\n private readonly sources = new Map<string, IconSource>();\n /** Icons packed, null for those that cannot be (no pixels, the atlas full) */\n private readonly packed = new Map<string, Icon | null>();\n private engine: Engine | undefined;\n /** Rows changed since the last upload: first, end */\n private dirty: [number, number] | undefined;\n private full = false;\n private readonly maxSize: number;\n /** Bumped each time icons are added or removed: labels laid out without some of theirs are laid out again */\n version = 0;\n\n /** `maxSize`: the GPU's texture size limit if known (the atlas is at most 4096 × 4096) */\n constructor(maxSize = 4096) {\n this.maxSize = clamp(maxSize, 256, 4096);\n }\n\n /** Sends the whole atlas to an engine (a new one after a context loss) */\n attach(engine: Engine): void {\n this.engine = engine;\n this.dirty = undefined;\n this.upload();\n }\n\n /** Side of the atlas */\n get atlasSize(): number {\n return this.size;\n }\n\n /** An image of the application under `name` (another image of that name is replaced) */\n add(name: string, pixels: Pixels, options: ImageOptions = {}): void {\n this.define(name, { pixels: () => pixels, x: 0, y: 0, width: pixels.width, height: pixels.height, options });\n }\n\n /** The images of a sprite's index, `prefix` before their names, their pixels read from the sheet on first use */\n addSprite(prefix: string, index: SpriteIndex, sheet: () => Pixels | undefined): void {\n let pixels: Pixels | undefined;\n let read = false;\n const once = () => {\n if (!read) {\n read = true;\n pixels = sheet();\n }\n\n return pixels;\n };\n\n Object.entries(index).forEach(([name, icon]) => {\n if (!icon || typeof icon !== 'object') return;\n\n const { x, y, width, height, ...options } = icon;\n\n this.define(`${prefix}${name}`, { pixels: once, x, y, width, height, options }, false);\n });\n this.version += 1;\n }\n\n private define(name: string, source: IconSource, bump = true): void {\n this.sources.set(name, source);\n // Packed again on its next use (its old place stays taken)\n this.packed.delete(name);\n if (bump) this.version += 1;\n }\n\n has(name: string): boolean {\n return this.sources.has(name);\n }\n\n /** Forgets an image, or every image whose name starts with `prefix` (a sprite's) */\n remove(name: string, prefix = false): void {\n [...this.sources.keys()]\n .filter((key) => (prefix ? key.startsWith(name) : key === name))\n .forEach((key) => {\n this.sources.delete(key);\n this.packed.delete(key);\n });\n this.version += 1;\n }\n\n /** The icon of this name, packed into the atlas on first use; undefined if there is none (`flush` uploads it) */\n get(name: string): Icon | undefined {\n const hit = this.packed.get(name);\n\n if (hit !== undefined) return hit ?? undefined;\n\n const source = this.sources.get(name);\n\n if (!source) return undefined;\n\n const icon = this.pack(source);\n\n this.packed.set(name, icon ?? null);\n\n return icon;\n }\n\n /** Sends the rows changed since the last upload to the engine */\n flush(): void {\n const dirty = this.dirty;\n\n this.dirty = undefined;\n if (!dirty || !this.engine) return;\n\n const [y0, y1] = dirty;\n const row = this.size * 4;\n\n this.engine.updateIconAtlas(0, y0, this.size, y1 - y0, this.data.subarray(y0 * row, y1 * row));\n }\n\n private upload(): void {\n const engine = this.engine;\n\n if (!engine) return;\n engine.setIconAtlas(this.size, this.size);\n\n const used = this.shelves.reduce((m, s) => Math.max(m, s.y + s.height), 0);\n\n if (used > 0) engine.updateIconAtlas(0, 0, this.size, used, this.data.subarray(0, used * this.size * 4));\n }\n\n /** Copies an icon's pixels into the atlas, premultiplied, with a texel of room around it */\n private pack(source: IconSource): Icon | undefined {\n const pixels = source.pixels();\n const { x, y, width: w, height: h } = source;\n\n if (!pixels || !(w > 0 && h > 0) || x < 0 || y < 0 || x + w > pixels.width || y + h > pixels.height) {\n return undefined;\n }\n\n const place = this.place(w + 2, h + 2);\n\n if (!place) return undefined;\n\n const [px, py] = [place[0] + 1, place[1] + 1];\n\n for (let row = 0; row < h; row += 1) {\n for (let col = 0; col < w; col += 1) {\n const from = ((y + row) * pixels.width + x + col) * 4;\n const to = ((py + row) * this.size + px + col) * 4;\n const a = pixels.data[from + 3] ?? 0;\n\n this.data[to] = ((pixels.data[from] ?? 0) * a + 127) / 255;\n this.data[to + 1] = ((pixels.data[from + 1] ?? 0) * a + 127) / 255;\n this.data[to + 2] = ((pixels.data[from + 2] ?? 0) * a + 127) / 255;\n this.data[to + 3] = a;\n }\n }\n\n const [d0, d1] = this.dirty ?? [place[1], place[1]];\n\n this.dirty = [Math.min(d0, place[1]), Math.max(d1, place[1] + h + 2)];\n\n const { pixelRatio, sdf, stretchX, stretchY, content } = source.options;\n\n return {\n x: px,\n y: py,\n width: w,\n height: h,\n pixelRatio: pixelRatio && pixelRatio > 0 ? pixelRatio : 1,\n sdf: sdf === true,\n stretchX: Array.isArray(stretchX) ? stretchX : undefined,\n stretchY: Array.isArray(stretchY) ? stretchY : undefined,\n content: Array.isArray(content) && content.length === 4 ? content : undefined,\n };\n }\n\n /** A free place of `w` × `h` texels (shelves, the atlas doubled when full); undefined once it cannot grow */\n private place(w: number, h: number): [number, number] | undefined {\n for (;;) {\n const shelf = this.shelves.find((s) => s.height >= h && s.height <= h + 8 && s.x + w <= this.size);\n\n if (shelf) {\n shelf.x += w;\n\n return [shelf.x - w, shelf.y];\n }\n\n const last = this.shelves.at(-1);\n const y = last ? last.y + last.height : 0;\n\n if (y + h <= this.size && w <= this.size) {\n this.shelves.push({ y, height: h, x: w });\n\n return [0, y];\n }\n if (this.size * 2 > this.maxSize) {\n if (!this.full) console.warn(`isard: the icon atlas is full (${this.size} × ${this.size})`);\n this.full = true;\n\n return undefined;\n }\n this.grow();\n }\n }\n\n /** Doubles the atlas; the icons keep their places (texels) */\n private grow(): void {\n const size = this.size * 2;\n const data = new Uint8Array(size * size * 4);\n\n for (let row = 0; row < this.size; row += 1) {\n data.set(this.data.subarray(row * this.size * 4, (row + 1) * this.size * 4), row * size * 4);\n }\n this.size = size;\n this.data = data;\n this.dirty = undefined;\n this.upload();\n }\n}\n\n/** How an icon is laid out around its anchor */\nexport interface IconLayoutOptions {\n /** Scale of the image (`icon-size`) */\n size: number;\n anchor: Anchor;\n /** CSS pixels at size 1 */\n offset: [number, number];\n /** Degrees, clockwise */\n rotate: number;\n /** Stretched around the text: its width, its height, both (`icon-text-fit`) */\n fit: 'none' | 'width' | 'height' | 'both';\n /** Room around the text when fitted: top, right, bottom, left (CSS pixels) */\n padding: [number, number, number, number];\n /** The text's box around the anchor (CSS pixels), if it has one */\n text?: [number, number, number, number] | undefined;\n}\n\n/** An icon laid out: its quads (x, y, width, height in CSS pixels from the anchor, atlas u0, v0, u1, v1 in texels, -1\n * or -2 for a distance field, turn in radians) and its box from the anchor */\nexport interface IconLayout {\n quads: number[][];\n box: [number, number, number, number];\n}\n\n/** Pieces of an image along one axis: image start, end, laid out start, end */\ntype Pieces = [number, number, number, number][];\n\n/**\n * An axis of an icon fitted to `lo`…`hi` (CSS pixels): its content (the whole image by default) spans them, its\n * stretchable zones (the whole image by default) taking the room the fixed parts (at `scale` CSS pixels per image\n * pixel) leave\n */\nexport const stretch = (\n length: number,\n zones: readonly [number, number][] | undefined,\n content: [number, number] | undefined,\n lo: number,\n hi: number,\n scale: number,\n): Pieces => {\n const within = (v: number) => clamp(Number(v) || 0, 0, length);\n const whole: [number, number][] = [[0, length]];\n const spans = (zones?.length ? zones : whole)\n .map(([a, b]): [number, number] => [within(Math.min(a, b)), within(Math.max(a, b))])\n .filter(([a, b]) => b > a);\n const cuts = [...new Set([0, length, ...spans.flat()])].sort((a, b) => a - b);\n const pieces = cuts.slice(1).map((b, i): [number, number, boolean] => {\n const a = cuts[i] ?? 0;\n\n return [a, b, spans.some(([s, e]) => s <= a && b <= e)];\n });\n const [c0, c1] = content ? [within(content[0]), within(content[1])] : [0, length];\n const overlap = (a: number, b: number) => Math.max(0, Math.min(b, c1) - Math.max(a, c0));\n const stretchable = pieces.reduce((n, [a, b, s]) => n + (s ? overlap(a, b) : 0), 0);\n const fixed = c1 - c0 - stretchable;\n // CSS pixels per stretchable image pixel: what the fixed parts of the content leave of the room\n const k = stretchable > 0 ? Math.max(0, (hi - lo - fixed * scale) / stretchable) : scale;\n // Laid out position of an image coordinate\n const at = (x: number) => pieces.reduce((n, [a, b, s]) => n + Math.max(0, Math.min(x, b) - a) * (s ? k : scale), 0);\n const origin = lo - at(c0);\n\n return pieces.map(([a, b]) => [a, b, origin + at(a), origin + at(b)]);\n};\n\n/** Where an anchor's side lies along an axis of the icon: at its start 0, at its end 1, else the middle */\nconst align = (start: boolean, end: boolean): number => {\n if (start) return 0;\n\n return end ? 1 : 0.5;\n};\n\n/** Lays an icon out around its anchor: placed by its anchor and offset, or fitted to its text */\nexport const layoutIcon = (icon: Icon, options: IconLayoutOptions): IconLayout => {\n const { size, anchor, offset, rotate, fit, padding, text } = options;\n const { width: w, height: h, pixelRatio } = icon;\n const [xs, ys] = ((): [Pieces, Pieces] => {\n if (fit !== 'none' && text) {\n const [top, right, bottom, left] = padding;\n const [x0, y0, x1, y1] = [text[0] - left, text[1] - top, text[2] + right, text[3] + bottom];\n // The fixed parts at the image's own size; an axis not fitted at the icon's size, centered on the text\n const own = 1 / pixelRatio;\n const scaled = size / pixelRatio;\n const centered = (length: number, lo: number, hi: number): Pieces => {\n const c = (lo + hi) / 2;\n\n return [[0, length, c - (length * scaled) / 2, c + (length * scaled) / 2]];\n };\n const content = icon.content;\n\n return [\n fit === 'height'\n ? centered(w, x0, x1)\n : stretch(w, icon.stretchX, content && [content[0], content[2]], x0, x1, own),\n fit === 'width'\n ? centered(h, y0, y1)\n : stretch(h, icon.stretchY, content && [content[1], content[3]], y0, y1, own),\n ];\n }\n\n const [dw, dh] = [(w / pixelRatio) * size, (h / pixelRatio) * size];\n const ax = align(anchor.includes('left'), anchor.includes('right'));\n const ay = align(anchor.startsWith('top'), anchor.startsWith('bottom'));\n const [left, top] = [offset[0] * size - dw * ax, offset[1] * size - dh * ay];\n\n return [[[0, w, left, left + dw]], [[0, h, top, top + dh]]];\n })();\n const angle = (Number(rotate) || 0) * RAD;\n const kind = icon.sdf ? -2 : -1;\n const quads: number[][] = [];\n const [cs, sn] = [Math.cos(angle), Math.sin(angle)];\n const box: [number, number, number, number] = [\n Number.POSITIVE_INFINITY,\n Number.POSITIVE_INFINITY,\n Number.NEGATIVE_INFINITY,\n Number.NEGATIVE_INFINITY,\n ];\n\n ys.forEach(([v0, v1, top, bottom]) => {\n xs.forEach(([u0, u1, left, right]) => {\n if (right <= left || bottom <= top) return;\n quads.push([\n left,\n top,\n right - left,\n bottom - top,\n icon.x + u0,\n icon.y + v0,\n icon.x + u1,\n icon.y + v1,\n kind,\n angle,\n ]);\n\n // The box of the turned corners\n const corners: [number, number][] = [\n [left, top],\n [right, top],\n [left, bottom],\n [right, bottom],\n ];\n\n corners.forEach(([px, py]) => {\n const [rx, ry] = [px * cs - py * sn, px * sn + py * cs];\n\n box[0] = Math.min(box[0], rx);\n box[1] = Math.min(box[1], ry);\n box[2] = Math.max(box[2], rx);\n box[3] = Math.max(box[3], ry);\n });\n });\n });\n\n return { quads, box: quads.length ? box : [0, 0, 0, 0] };\n};\n"]}
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* Icons for the symbol layers: the images of a style's sprite (MapLibre's sprite format: a JSON index and a PNG sheet,\n * `@2x` on high-density screens, one sprite or several with their ids) and the application's own (`map.addImage`),\n * packed on first use into an RGBA atlas the engine samples (premultiplied: no dark fringe where it is scaled); and the\n * layout of an icon around its anchor: by its anchor and offset, or stretched around its text (`icon-text-fit`), by\n * the stretchable zones and the content box of its image when it has them (`stretchX`, `stretchY`, `content`).\n */\n\nimport type { Anchor } from '../ui/overlay.ts';\nimport { RAD } from '../util/geo.ts';\nimport { isNumbers, isRecord } from '../util/guards.ts';\nimport { clamp } from '../util/math.ts';\nimport { withHeaders } from '../util/requests.ts';\nimport type { Engine } from '../wasm/isard_webgpu.js';\n\n/** An image of a sprite's index: its place in the sheet (pixels) and how it is drawn */\nexport interface SpriteIcon {\n x: number;\n y: number;\n width: number;\n height: number;\n /** Image pixels per CSS pixel (default 1; 2 in an `@2x` sheet) */\n pixelRatio?: number;\n /** A signed distance field in alpha, drawn in the icon color */\n sdf?: boolean;\n /** Columns and rows that stretch when the icon is fitted to its text (image pixels): the others keep their size */\n stretchX?: [number, number][];\n stretchY?: [number, number][];\n /** Where the text goes when the icon is fitted to it: left, top, right, bottom (image pixels) */\n content?: [number, number, number, number];\n}\n\nexport type SpriteIndex = Record<string, SpriteIcon>;\n\nconst isPairs = (value: unknown): value is [number, number][] =>\n Array.isArray(value) && value.every((pair) => isNumbers(pair) && pair.length === 2);\n\n/** An icon of a sprite index: its place, and what is drawn from the rest */\nconst isSpriteIcon = (value: unknown): value is SpriteIcon =>\n isRecord(value) &&\n [value.x, value.y, value.width, value.height].every((v) => typeof v === 'number') &&\n (value.pixelRatio === undefined || typeof value.pixelRatio === 'number') &&\n (value.sdf === undefined || typeof value.sdf === 'boolean') &&\n (value.stretchX === undefined || isPairs(value.stretchX)) &&\n (value.stretchY === undefined || isPairs(value.stretchY)) &&\n (value.content === undefined || (isNumbers(value.content) && value.content.length === 4));\n\n/** RGBA pixels, straight alpha, row after row */\nexport interface Pixels {\n width: number;\n height: number;\n data: Uint8Array | Uint8ClampedArray;\n}\n\n/** How an image of the application is drawn (`map.addImage`): `SpriteIcon` without its place */\nexport type ImageOptions = Omit<SpriteIcon, 'x' | 'y' | 'width' | 'height'>;\n\n/** An icon in the atlas: its place (texels) and how it is drawn */\nexport interface Icon {\n x: number;\n y: number;\n width: number;\n height: number;\n pixelRatio: number;\n sdf: boolean;\n stretchX: [number, number][] | undefined;\n stretchY: [number, number][] | undefined;\n content: [number, number, number, number] | undefined;\n}\n\n/** A sprite of a style: its id (`default`: its images keep their names, else `id:name`) and its URL without\n * extension */\nexport interface SpriteSource {\n id: string;\n url: string;\n}\n\n/** The sprites of a style's `sprite`: one URL, or several with their ids (MapLibre's style specification) */\nexport const spriteSources = (sprite: string | readonly SpriteSource[] | undefined): SpriteSource[] => {\n if (typeof sprite === 'string') return sprite ? [{ id: 'default', url: sprite }] : [];\n\n return Array.isArray(sprite) ? sprite.filter((s) => typeof s?.url === 'string' && typeof s.id === 'string') : [];\n};\n\n/** The name of an image of a sprite in the style: its own in the `default` sprite, `id:name` in another */\nexport const spriteName = (id: string, name: string): string => {\n return id === 'default' ? name : `${id}:${name}`;\n};\n\n/** The URL of a sprite's index or sheet: `.json` or `.png`, `@2x` before it for high-density screens, before the\n * query of the URL if it has one */\nexport const spriteFile = (url: string, extension: 'json' | 'png', ratio: number): string => {\n const suffix = `${ratio > 1 ? '@2x' : ''}.${extension}`;\n const query = url.search(/[?#]/);\n\n return query < 0 ? `${url}${suffix}` : `${url.slice(0, query)}${suffix}${url.slice(query)}`;\n};\n\n/** A sprite loaded: its images by name (with the sprite's prefix) and its sheet */\nexport interface LoadedSprite {\n icons: SpriteIndex;\n image: ImageBitmap;\n}\n\n/** Loads a style's sprites (`@2x` above a device pixel ratio of 1, the 1x ones if a server has none); the sprites\n * that fail are left out */\nexport const loadSprites = async (\n sprite: string | readonly SpriteSource[] | undefined,\n ratio = typeof devicePixelRatio === 'number' ? devicePixelRatio : 1,\n): Promise<LoadedSprite[]> => {\n const one = async ({ id, url }: SpriteSource, r: number): Promise<LoadedSprite | undefined> => {\n const [json, png] = await Promise.all([\n fetch(spriteFile(url, 'json', r), withHeaders(spriteFile(url, 'json', r))),\n fetch(spriteFile(url, 'png', r), withHeaders(spriteFile(url, 'png', r))),\n ]);\n\n if (!json.ok || !png.ok) return r > 1 ? one({ id, url }, 1) : undefined;\n\n const index: unknown = await json.json();\n\n if (!isRecord(index)) return r > 1 ? one({ id, url }, 1) : undefined;\n\n const icons: SpriteIndex = Object.fromEntries(\n Object.entries(index).flatMap(([name, icon]) => (isSpriteIcon(icon) ? [[spriteName(id, name), icon]] : [])),\n );\n\n return { icons, image: await createImageBitmap(await png.blob()) };\n };\n const loaded = await Promise.all(spriteSources(sprite).map((s) => one(s, ratio).catch(() => undefined)));\n\n return loaded.filter((s): s is LoadedSprite => s !== undefined);\n};\n\n/** The pixels of an image (read back through a canvas) */\nexport const readPixels = (image: CanvasImageSource & { width: number; height: number }): Pixels | undefined => {\n const { width, height } = image;\n\n if (!(width > 0 && height > 0)) return undefined;\n\n const g =\n typeof OffscreenCanvas === 'function'\n ? new OffscreenCanvas(width, height).getContext('2d')\n : Object.assign(document.createElement('canvas'), { width, height }).getContext('2d');\n\n if (!g) return undefined;\n g.drawImage(image, 0, 0);\n\n return g.getImageData(0, 0, width, height);\n};\n\n/** Where an icon's pixels are: a region of an image, read when first packed */\ninterface IconSource {\n pixels: () => Pixels | undefined;\n x: number;\n y: number;\n width: number;\n height: number;\n options: ImageOptions;\n}\n\n/** A shelf of the packer: its y, height, and the x of the next free place */\ninterface Shelf {\n y: number;\n height: number;\n x: number;\n}\n\n/** The icons of a map and their atlas: a square that doubles as it fills, up to the texture size limit */\nexport class Icons {\n private size = 256;\n private data = new Uint8Array(256 * 256 * 4);\n private shelves: Shelf[] = [];\n private readonly sources = new Map<string, IconSource>();\n /** Icons packed, null for those that cannot be (no pixels, the atlas full) */\n private readonly packed = new Map<string, Icon | null>();\n private engine: Engine | undefined;\n /** Rows changed since the last upload: first, end */\n private dirty: [number, number] | undefined;\n private full = false;\n private readonly maxSize: number;\n /** Bumped each time icons are added or removed: labels laid out without some of theirs are laid out again */\n version = 0;\n\n /** `maxSize`: the GPU's texture size limit if known (the atlas is at most 4096 × 4096) */\n constructor(maxSize = 4096) {\n this.maxSize = clamp(maxSize, 256, 4096);\n }\n\n /** Sends the whole atlas to an engine (a new one after a context loss) */\n attach(engine: Engine): void {\n this.engine = engine;\n this.dirty = undefined;\n this.upload();\n }\n\n /** Side of the atlas */\n get atlasSize(): number {\n return this.size;\n }\n\n /** An image of the application under `name` (another image of that name is replaced) */\n add(name: string, pixels: Pixels, options: ImageOptions = {}): void {\n this.define(name, { pixels: () => pixels, x: 0, y: 0, width: pixels.width, height: pixels.height, options });\n }\n\n /** The images of a sprite's index, `prefix` before their names, their pixels read from the sheet on first use */\n addSprite(prefix: string, index: SpriteIndex, sheet: () => Pixels | undefined): void {\n let pixels: Pixels | undefined;\n let read = false;\n const once = () => {\n if (!read) {\n read = true;\n pixels = sheet();\n }\n\n return pixels;\n };\n\n Object.entries(index).forEach(([name, icon]) => {\n if (!icon || typeof icon !== 'object') return;\n\n const { x, y, width, height, ...options } = icon;\n\n this.define(`${prefix}${name}`, { pixels: once, x, y, width, height, options }, false);\n });\n this.version += 1;\n }\n\n private define(name: string, source: IconSource, bump = true): void {\n this.sources.set(name, source);\n // Packed again on its next use (its old place stays taken)\n this.packed.delete(name);\n if (bump) this.version += 1;\n }\n\n has(name: string): boolean {\n return this.sources.has(name);\n }\n\n /** Forgets an image, or every image whose name starts with `prefix` (a sprite's) */\n remove(name: string, prefix = false): void {\n [...this.sources.keys()]\n .filter((key) => (prefix ? key.startsWith(name) : key === name))\n .forEach((key) => {\n this.sources.delete(key);\n this.packed.delete(key);\n });\n this.version += 1;\n }\n\n /** The icon of this name, packed into the atlas on first use; undefined if there is none (`flush` uploads it) */\n get(name: string): Icon | undefined {\n const hit = this.packed.get(name);\n\n if (hit !== undefined) return hit ?? undefined;\n\n const source = this.sources.get(name);\n\n if (!source) return undefined;\n\n const icon = this.pack(source);\n\n this.packed.set(name, icon ?? null);\n\n return icon;\n }\n\n /** Sends the rows changed since the last upload to the engine */\n flush(): void {\n const dirty = this.dirty;\n\n this.dirty = undefined;\n if (!dirty || !this.engine) return;\n\n const [y0, y1] = dirty;\n const row = this.size * 4;\n\n this.engine.updateIconAtlas(0, y0, this.size, y1 - y0, this.data.subarray(y0 * row, y1 * row));\n }\n\n private upload(): void {\n const engine = this.engine;\n\n if (!engine) return;\n engine.setIconAtlas(this.size, this.size);\n\n const used = this.shelves.reduce((m, s) => Math.max(m, s.y + s.height), 0);\n\n if (used > 0) engine.updateIconAtlas(0, 0, this.size, used, this.data.subarray(0, used * this.size * 4));\n }\n\n /** Copies an icon's pixels into the atlas, premultiplied, with a texel of room around it */\n private pack(source: IconSource): Icon | undefined {\n const pixels = source.pixels();\n const { x, y, width: w, height: h } = source;\n\n if (!pixels || !(w > 0 && h > 0) || x < 0 || y < 0 || x + w > pixels.width || y + h > pixels.height) {\n return undefined;\n }\n\n const place = this.place(w + 2, h + 2);\n\n if (!place) return undefined;\n\n const [px, py] = [place[0] + 1, place[1] + 1];\n\n for (let row = 0; row < h; row += 1) {\n for (let col = 0; col < w; col += 1) {\n const from = ((y + row) * pixels.width + x + col) * 4;\n const to = ((py + row) * this.size + px + col) * 4;\n const a = pixels.data[from + 3] ?? 0;\n\n this.data[to] = ((pixels.data[from] ?? 0) * a + 127) / 255;\n this.data[to + 1] = ((pixels.data[from + 1] ?? 0) * a + 127) / 255;\n this.data[to + 2] = ((pixels.data[from + 2] ?? 0) * a + 127) / 255;\n this.data[to + 3] = a;\n }\n }\n\n const [d0, d1] = this.dirty ?? [place[1], place[1]];\n\n this.dirty = [Math.min(d0, place[1]), Math.max(d1, place[1] + h + 2)];\n\n const { pixelRatio, sdf, stretchX, stretchY, content } = source.options;\n\n return {\n x: px,\n y: py,\n width: w,\n height: h,\n pixelRatio: pixelRatio && pixelRatio > 0 ? pixelRatio : 1,\n sdf: sdf === true,\n stretchX: Array.isArray(stretchX) ? stretchX : undefined,\n stretchY: Array.isArray(stretchY) ? stretchY : undefined,\n content: Array.isArray(content) && content.length === 4 ? content : undefined,\n };\n }\n\n /** A free place of `w` × `h` texels (shelves, the atlas doubled when full); undefined once it cannot grow */\n private place(w: number, h: number): [number, number] | undefined {\n for (;;) {\n const shelf = this.shelves.find((s) => s.height >= h && s.height <= h + 8 && s.x + w <= this.size);\n\n if (shelf) {\n shelf.x += w;\n\n return [shelf.x - w, shelf.y];\n }\n\n const last = this.shelves.at(-1);\n const y = last ? last.y + last.height : 0;\n\n if (y + h <= this.size && w <= this.size) {\n this.shelves.push({ y, height: h, x: w });\n\n return [0, y];\n }\n if (this.size * 2 > this.maxSize) {\n if (!this.full) console.warn(`isard: the icon atlas is full (${this.size} × ${this.size})`);\n this.full = true;\n\n return undefined;\n }\n this.grow();\n }\n }\n\n /** Doubles the atlas; the icons keep their places (texels) */\n private grow(): void {\n const size = this.size * 2;\n const data = new Uint8Array(size * size * 4);\n\n for (let row = 0; row < this.size; row += 1) {\n data.set(this.data.subarray(row * this.size * 4, (row + 1) * this.size * 4), row * size * 4);\n }\n this.size = size;\n this.data = data;\n this.dirty = undefined;\n this.upload();\n }\n}\n\n/** How an icon is laid out around its anchor */\nexport interface IconLayoutOptions {\n /** Scale of the image (`icon-size`) */\n size: number;\n anchor: Anchor;\n /** CSS pixels at size 1 */\n offset: [number, number];\n /** Degrees, clockwise */\n rotate: number;\n /** Stretched around the text: its width, its height, both (`icon-text-fit`) */\n fit: 'none' | 'width' | 'height' | 'both';\n /** Room around the text when fitted: top, right, bottom, left (CSS pixels) */\n padding: [number, number, number, number];\n /** The text's box around the anchor (CSS pixels), if it has one */\n text?: [number, number, number, number] | undefined;\n}\n\n/** An icon laid out: its quads (x, y, width, height in CSS pixels from the anchor, atlas u0, v0, u1, v1 in texels, -1\n * or -2 for a distance field, turn in radians) and its box from the anchor */\nexport interface IconLayout {\n quads: number[][];\n box: [number, number, number, number];\n}\n\n/** Pieces of an image along one axis: image start, end, laid out start, end */\ntype Pieces = [number, number, number, number][];\n\n/**\n * An axis of an icon fitted to `lo`…`hi` (CSS pixels): its content (the whole image by default) spans them, its\n * stretchable zones (the whole image by default) taking the room the fixed parts (at `scale` CSS pixels per image\n * pixel) leave\n */\nexport const stretch = (\n length: number,\n zones: readonly [number, number][] | undefined,\n content: [number, number] | undefined,\n lo: number,\n hi: number,\n scale: number,\n): Pieces => {\n const within = (v: number) => clamp(Number(v) || 0, 0, length);\n const whole: [number, number][] = [[0, length]];\n const spans = (zones?.length ? zones : whole)\n .map(([a, b]): [number, number] => [within(Math.min(a, b)), within(Math.max(a, b))])\n .filter(([a, b]) => b > a);\n const cuts = [...new Set([0, length, ...spans.flat()])].sort((a, b) => a - b);\n const pieces = cuts.slice(1).map((b, i): [number, number, boolean] => {\n const a = cuts[i] ?? 0;\n\n return [a, b, spans.some(([s, e]) => s <= a && b <= e)];\n });\n const [c0, c1] = content ? [within(content[0]), within(content[1])] : [0, length];\n const overlap = (a: number, b: number) => Math.max(0, Math.min(b, c1) - Math.max(a, c0));\n const stretchable = pieces.reduce((n, [a, b, s]) => n + (s ? overlap(a, b) : 0), 0);\n const fixed = c1 - c0 - stretchable;\n // CSS pixels per stretchable image pixel: what the fixed parts of the content leave of the room\n const k = stretchable > 0 ? Math.max(0, (hi - lo - fixed * scale) / stretchable) : scale;\n // Laid out position of an image coordinate\n const at = (x: number) => pieces.reduce((n, [a, b, s]) => n + Math.max(0, Math.min(x, b) - a) * (s ? k : scale), 0);\n const origin = lo - at(c0);\n\n return pieces.map(([a, b]) => [a, b, origin + at(a), origin + at(b)]);\n};\n\n/** Where an anchor's side lies along an axis of the icon: at its start 0, at its end 1, else the middle */\nconst align = (start: boolean, end: boolean): number => {\n if (start) return 0;\n\n return end ? 1 : 0.5;\n};\n\n/** Lays an icon out around its anchor: placed by its anchor and offset, or fitted to its text */\nexport const layoutIcon = (icon: Icon, options: IconLayoutOptions): IconLayout => {\n const { size, anchor, offset, rotate, fit, padding, text } = options;\n const { width: w, height: h, pixelRatio } = icon;\n const [xs, ys] = ((): [Pieces, Pieces] => {\n if (fit !== 'none' && text) {\n const [top, right, bottom, left] = padding;\n const [x0, y0, x1, y1] = [text[0] - left, text[1] - top, text[2] + right, text[3] + bottom];\n // The fixed parts at the image's own size; an axis not fitted at the icon's size, centered on the text\n const own = 1 / pixelRatio;\n const scaled = size / pixelRatio;\n const centered = (length: number, lo: number, hi: number): Pieces => {\n const c = (lo + hi) / 2;\n\n return [[0, length, c - (length * scaled) / 2, c + (length * scaled) / 2]];\n };\n const content = icon.content;\n\n return [\n fit === 'height'\n ? centered(w, x0, x1)\n : stretch(w, icon.stretchX, content && [content[0], content[2]], x0, x1, own),\n fit === 'width'\n ? centered(h, y0, y1)\n : stretch(h, icon.stretchY, content && [content[1], content[3]], y0, y1, own),\n ];\n }\n\n const [dw, dh] = [(w / pixelRatio) * size, (h / pixelRatio) * size];\n const ax = align(anchor.includes('left'), anchor.includes('right'));\n const ay = align(anchor.startsWith('top'), anchor.startsWith('bottom'));\n const [left, top] = [offset[0] * size - dw * ax, offset[1] * size - dh * ay];\n\n return [[[0, w, left, left + dw]], [[0, h, top, top + dh]]];\n })();\n const angle = (Number(rotate) || 0) * RAD;\n const kind = icon.sdf ? -2 : -1;\n const quads: number[][] = [];\n const [cs, sn] = [Math.cos(angle), Math.sin(angle)];\n const box: [number, number, number, number] = [\n Number.POSITIVE_INFINITY,\n Number.POSITIVE_INFINITY,\n Number.NEGATIVE_INFINITY,\n Number.NEGATIVE_INFINITY,\n ];\n\n ys.forEach(([v0, v1, top, bottom]) => {\n xs.forEach(([u0, u1, left, right]) => {\n if (right <= left || bottom <= top) return;\n quads.push([\n left,\n top,\n right - left,\n bottom - top,\n icon.x + u0,\n icon.y + v0,\n icon.x + u1,\n icon.y + v1,\n kind,\n angle,\n ]);\n\n // The box of the turned corners\n const corners: [number, number][] = [\n [left, top],\n [right, top],\n [left, bottom],\n [right, bottom],\n ];\n\n corners.forEach(([px, py]) => {\n const [rx, ry] = [px * cs - py * sn, px * sn + py * cs];\n\n box[0] = Math.min(box[0], rx);\n box[1] = Math.min(box[1], ry);\n box[2] = Math.max(box[2], rx);\n box[3] = Math.max(box[3], ry);\n });\n });\n });\n\n return { quads, box: quads.length ? box : [0, 0, 0, 0] };\n};\n"]}
|
package/dist/layers/layers.d.ts
CHANGED
|
@@ -4,8 +4,7 @@ export declare abstract class Layer {
|
|
|
4
4
|
#private;
|
|
5
5
|
/** Id of the layer in the engine */
|
|
6
6
|
get id(): number;
|
|
7
|
-
/** Resolves once the map has drawn the layer, what it shows in view loaded (the map idle after it was added
|
|
8
|
-
* layer waiting for the engine with 3D Tiles, once that one has drawn it) */
|
|
7
|
+
/** Resolves once the map has drawn the layer, what it shows in view loaded (the map idle after it was added) */
|
|
9
8
|
get ready(): Promise<void>;
|
|
10
9
|
/** Whether the layer was removed (`remove`) */
|
|
11
10
|
get removed(): boolean;
|
package/dist/layers/layers.js
CHANGED
|
@@ -13,14 +13,9 @@ export class Layer {
|
|
|
13
13
|
return this.#id;
|
|
14
14
|
}
|
|
15
15
|
#ready;
|
|
16
|
-
/** Resolves once the map has drawn the layer, what it shows in view loaded (the map idle after it was added
|
|
17
|
-
* layer waiting for the engine with 3D Tiles, once that one has drawn it) */
|
|
16
|
+
/** Resolves once the map has drawn the layer, what it shows in view loaded (the map idle after it was added) */
|
|
18
17
|
get ready() {
|
|
19
|
-
this.#ready ??= (
|
|
20
|
-
do
|
|
21
|
-
await this.map.whenIdle();
|
|
22
|
-
while (this.#id < 0 && this.needsFullEngine);
|
|
23
|
-
})();
|
|
18
|
+
this.#ready ??= this.map.whenIdle();
|
|
24
19
|
return this.#ready;
|
|
25
20
|
}
|
|
26
21
|
/** @internal Creates the layer in an engine (again after a context loss); its id is -1 if that fails */
|
|
@@ -36,10 +31,6 @@ export class Layer {
|
|
|
36
31
|
relink(_engine) { }
|
|
37
32
|
/** @internal The map's quality changed (`GeoMap.setQuality`): what it draws by it sent again */
|
|
38
33
|
qualityChanged() { }
|
|
39
|
-
/** @internal Drawn by the engine with 3D Tiles only (3D Tiles, models): on the core engine, it waits for that one */
|
|
40
|
-
get needsFullEngine() {
|
|
41
|
-
return false;
|
|
42
|
-
}
|
|
43
34
|
/** @internal The layer is removed or its map destroyed: frees what it holds outside the engine */
|
|
44
35
|
dispose() { }
|
|
45
36
|
/** @internal Layers drawn with this one, removed and moved with it (the conifers of a basemap's trees) */
|
|
@@ -52,7 +43,7 @@ export class Layer {
|
|
|
52
43
|
return this.#removed;
|
|
53
44
|
}
|
|
54
45
|
remove() {
|
|
55
|
-
//
|
|
46
|
+
// No id: its creation failed, or the map waits for a new engine (the GPU lost)
|
|
56
47
|
if (this.#id >= 0)
|
|
57
48
|
this.map.engine.removeLayer(this.#id);
|
|
58
49
|
this.#id = -1;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"layers.js","sourceRoot":"","sources":["../../src/layers/layers.ts"],"names":[],"mappings":"AAAA;uEACuE;AAKvE,MAAM,OAAgB,KAAK;IACzB,GAAG,GAAG,CAAC,CAAC,CAAC;IAET,gBAAgB;IACG,GAAG,CAAY;IAElC,gBAAgB;IAChB,YAAY,GAAc;QACxB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;IACjB,CAAC;IAED,oCAAoC;IACpC,IAAI,EAAE;QACJ,OAAO,IAAI,CAAC,GAAG,CAAC;IAClB,CAAC;IAED,MAAM,CAA4B;IAElC;
|
|
1
|
+
{"version":3,"file":"layers.js","sourceRoot":"","sources":["../../src/layers/layers.ts"],"names":[],"mappings":"AAAA;uEACuE;AAKvE,MAAM,OAAgB,KAAK;IACzB,GAAG,GAAG,CAAC,CAAC,CAAC;IAET,gBAAgB;IACG,GAAG,CAAY;IAElC,gBAAgB;IAChB,YAAY,GAAc;QACxB,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;IACjB,CAAC;IAED,oCAAoC;IACpC,IAAI,EAAE;QACJ,OAAO,IAAI,CAAC,GAAG,CAAC;IAClB,CAAC;IAED,MAAM,CAA4B;IAElC,gHAAgH;IAChH,IAAI,KAAK;QACP,IAAI,CAAC,MAAM,KAAK,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC;QAEpC,OAAO,IAAI,CAAC,MAAM,CAAC;IACrB,CAAC;IAED,wGAAwG;IACxG,MAAM,CAAC,MAAc;QACnB,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;QACd,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;IACjC,CAAC;IAED,sGAAsG;IACtG,YAAY;QACV,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;IAChB,CAAC;IAED,+FAA+F;IAC/F,MAAM,CAAC,OAAe,IAAS,CAAC;IAEhC,gGAAgG;IAChG,cAAc,KAAU,CAAC;IAEzB,kGAAkG;IAClG,OAAO,KAAU,CAAC;IAKlB,0GAA0G;IACjG,UAAU,GAAY,EAAE,CAAC;IAElC,gGAAgG;IACvF,WAAW,GAAmB,EAAE,CAAC;IAE1C,QAAQ,GAAG,KAAK,CAAC;IAEjB,+CAA+C;IAC/C,IAAI,OAAO;QACT,OAAO,IAAI,CAAC,QAAQ,CAAC;IACvB,CAAC;IAED,MAAM;QACJ,+EAA+E;QAC/E,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC;YAAE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACzD,IAAI,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;QACd,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QACrB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QACtB,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;YAC5B,CAAC,CAAC,MAAM,EAAE,CAAC;QACb,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;YAC1C,IAAI,EAAE,CAAC;QACT,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,yGAAyG;IACzG,UAAU,CAAC,KAAwB;QACjC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QAChC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE;YAC5B,CAAC,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;QACtB,CAAC,CAAC,CAAC;IACL,CAAC;CACF","sourcesContent":["/** The base of the handles of the layers added to a map: its id in the engine, created again after a context\n * loss with the same handle; its companions, its place, its removal */\n\nimport type { LayerHost } from '../types.ts';\nimport type { Engine } from '../wasm/isard_webgpu.js';\n\nexport abstract class Layer {\n #id = -1;\n\n /** @internal */\n protected readonly map: LayerHost;\n\n /** @internal */\n constructor(map: LayerHost) {\n this.map = map;\n }\n\n /** Id of the layer in the engine */\n get id(): number {\n return this.#id;\n }\n\n #ready: Promise<void> | undefined;\n\n /** Resolves once the map has drawn the layer, what it shows in view loaded (the map idle after it was added) */\n get ready(): Promise<void> {\n this.#ready ??= this.map.whenIdle();\n\n return this.#ready;\n }\n\n /** @internal Creates the layer in an engine (again after a context loss); its id is -1 if that fails */\n attach(engine: Engine): void {\n this.#id = -1;\n this.#id = this.create(engine);\n }\n\n /** @internal Forgets its id in an engine that is gone (before the layers are created in a new one) */\n forgetEngine(): void {\n this.#id = -1;\n }\n\n /** @internal Sends what refers to other layers, once every layer of a new engine has its id */\n relink(_engine: Engine): void {}\n\n /** @internal The map's quality changed (`GeoMap.setQuality`): what it draws by it sent again */\n qualityChanged(): void {}\n\n /** @internal The layer is removed or its map destroyed: frees what it holds outside the engine */\n dispose(): void {}\n\n /** @internal */\n protected abstract create(engine: Engine): number;\n\n /** @internal Layers drawn with this one, removed and moved with it (the conifers of a basemap's trees) */\n readonly companions: Layer[] = [];\n\n /** @internal What stops once the layer is removed (a vector tiles' layer following the view) */\n readonly whenRemoved: (() => void)[] = [];\n\n #removed = false;\n\n /** Whether the layer was removed (`remove`) */\n get removed(): boolean {\n return this.#removed;\n }\n\n remove(): void {\n // No id: its creation failed, or the map waits for a new engine (the GPU lost)\n if (this.#id >= 0) this.map.engine.removeLayer(this.#id);\n this.#id = -1;\n this.#removed = true;\n this.map.detach(this);\n this.companions.forEach((c) => {\n c.remove();\n });\n this.whenRemoved.splice(0).forEach((stop) => {\n stop();\n });\n this.map.requestRender();\n }\n\n /** Moves the layer under `other`, or on top of every layer (above the labels of a vector basemap too) */\n moveBefore(other: Layer | undefined): void {\n this.map.moveLayer(this, other);\n this.companions.forEach((c) => {\n c.moveBefore(other);\n });\n }\n}\n"]}
|
package/dist/layers/models.d.ts
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
/** glTF models drawn at many positions as a layer: their instances, their glow, their highlight */
|
|
2
|
-
import type { LonLat, Placement } from '../types.ts';
|
|
2
|
+
import type { Drape, LonLat, Placement } from '../types.ts';
|
|
3
3
|
import { Layer } from './layers.ts';
|
|
4
4
|
/** Where and how a model stands */
|
|
5
5
|
export interface ModelInstance {
|
|
@@ -22,6 +22,8 @@ export interface ModelOptions extends Placement {
|
|
|
22
22
|
instances: readonly ModelInstance[];
|
|
23
23
|
/** What the altitudes are above: `'ground'` (the relief, the default) or `'sea'` (the ellipsoid) */
|
|
24
24
|
altitudeReference?: 'ground' | 'sea';
|
|
25
|
+
/** A raster layer draped on the faces looking up (`setDrape`): an ortho on the roofs of a city's models */
|
|
26
|
+
drape?: Drape | undefined;
|
|
25
27
|
}
|
|
26
28
|
/** A glTF model drawn at positions, in one instanced draw; `pickFeature` gives the instance's index */
|
|
27
29
|
export declare class ModelLayer extends Layer {
|
|
@@ -34,6 +36,8 @@ export declare class ModelLayer extends Layer {
|
|
|
34
36
|
/** Its feature highlighted (`setHighlight`) */
|
|
35
37
|
private highlight;
|
|
36
38
|
private ground;
|
|
39
|
+
/** The raster layer draped on it (`setDrape`) */
|
|
40
|
+
private drape;
|
|
37
41
|
/** Replaces the instances (and what their altitudes are above, kept if not given) */
|
|
38
42
|
setInstances(instances: readonly ModelInstance[], altitudeReference?: 'ground' | 'sea'): void;
|
|
39
43
|
/** Lights at night the part of the model from `from` metres above its foot (a street lamp's head) in a CSS color;
|
|
@@ -42,6 +46,8 @@ export declare class ModelLayer extends Layer {
|
|
|
42
46
|
/** Highlights a feature of the model (an IFC model's element, `hit.index` of a pick) in a CSS color (amber by
|
|
43
47
|
* default); none without a feature */
|
|
44
48
|
setHighlight(feature?: number, color?: string): void;
|
|
49
|
+
/** A raster layer draped on its faces looking up by default (see `Drape`); undefined: none */
|
|
50
|
+
setDrape(drape: Drape | undefined): void;
|
|
45
51
|
private sendHighlight;
|
|
46
52
|
private sendGlow;
|
|
47
53
|
remove(): void;
|
package/dist/layers/models.js
CHANGED
|
@@ -1,6 +1,7 @@
|
|
|
1
1
|
/** glTF models drawn at many positions as a layer: their instances, their glow, their highlight */
|
|
2
2
|
import { parseColor } from "../util/color.js";
|
|
3
3
|
import { Layer } from "./layers.js";
|
|
4
|
+
import { sendDrape } from "./raster.js";
|
|
4
5
|
/** The numbers of instances for the engine: longitude, latitude, altitude, heading, pitch, roll, scale */
|
|
5
6
|
const instanceNumbers = (instances) => {
|
|
6
7
|
const out = new Float64Array(instances.length * 7);
|
|
@@ -20,6 +21,8 @@ export class ModelLayer extends Layer {
|
|
|
20
21
|
/** Its feature highlighted (`setHighlight`) */
|
|
21
22
|
highlight;
|
|
22
23
|
ground;
|
|
24
|
+
/** The raster layer draped on it (`setDrape`) */
|
|
25
|
+
drape;
|
|
23
26
|
/** @internal */
|
|
24
27
|
constructor(map, options) {
|
|
25
28
|
super(map);
|
|
@@ -38,17 +41,14 @@ export class ModelLayer extends Layer {
|
|
|
38
41
|
}
|
|
39
42
|
this.instances = instanceNumbers(options.instances);
|
|
40
43
|
this.ground = options.altitudeReference !== 'sea';
|
|
41
|
-
|
|
42
|
-
/** @internal The engine with 3D Tiles decodes and draws the models */
|
|
43
|
-
get needsFullEngine() {
|
|
44
|
-
return true;
|
|
44
|
+
this.drape = options.drape;
|
|
45
45
|
}
|
|
46
46
|
/** Replaces the instances (and what their altitudes are above, kept if not given) */
|
|
47
47
|
setInstances(instances, altitudeReference) {
|
|
48
48
|
this.instances = instanceNumbers(instances);
|
|
49
49
|
if (altitudeReference)
|
|
50
50
|
this.ground = altitudeReference === 'ground';
|
|
51
|
-
// Kept for its creation
|
|
51
|
+
// Kept for its creation in a new engine (the GPU lost and given back), none while it has no id
|
|
52
52
|
if (this.id < 0)
|
|
53
53
|
return;
|
|
54
54
|
this.map.engine.setModelInstances(this.id, this.instances, this.ground);
|
|
@@ -72,6 +72,14 @@ export class ModelLayer extends Layer {
|
|
|
72
72
|
this.sendHighlight(this.map.engine, this.id);
|
|
73
73
|
this.map.requestRender();
|
|
74
74
|
}
|
|
75
|
+
/** A raster layer draped on its faces looking up by default (see `Drape`); undefined: none */
|
|
76
|
+
setDrape(drape) {
|
|
77
|
+
this.drape = drape;
|
|
78
|
+
if (this.id < 0)
|
|
79
|
+
return;
|
|
80
|
+
sendDrape(this.map.engine, this.id, drape);
|
|
81
|
+
this.map.requestRender();
|
|
82
|
+
}
|
|
75
83
|
sendHighlight(engine, id) {
|
|
76
84
|
const [r = 0, g = 0, b = 0] = this.highlight ? parseColor(this.highlight.color) : [];
|
|
77
85
|
engine.setModelHighlight(id, this.highlight ? this.highlight.feature : Number.NaN, r, g, b);
|
|
@@ -105,7 +113,13 @@ export class ModelLayer extends Layer {
|
|
|
105
113
|
this.sendGlow(engine, id);
|
|
106
114
|
if (this.highlight)
|
|
107
115
|
this.sendHighlight(engine, id);
|
|
116
|
+
// A raster created before (on a new engine, the map relinks once every layer is there)
|
|
117
|
+
sendDrape(engine, id, this.drape);
|
|
108
118
|
return id;
|
|
109
119
|
}
|
|
120
|
+
/** @internal On a new engine, the raster may come after the models: draped once both are there */
|
|
121
|
+
relink(engine) {
|
|
122
|
+
sendDrape(engine, this.id, this.drape);
|
|
123
|
+
}
|
|
110
124
|
}
|
|
111
125
|
//# sourceMappingURL=models.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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0 by default */\n altitude?: number;\n /** Degrees clockwise from the north of the model's front (glTF +Z); 0 by default */\n heading?: number;\n /** Degrees, nose up */\n pitch?: number;\n /** Degrees, right side down */\n roll?: number;\n /** 1 by default: the model's metres */\n scale?: number;\n}\n\nexport interface ModelOptions extends Placement {\n /** URL of a glTF binary (`.glb`): meshes, textures, Draco, meshopt, KTX2, as in 3D Tiles; or its bytes (`data`) */\n url?: string;\n data?: ArrayBuffer | ArrayBufferView<ArrayBuffer>;\n instances: readonly ModelInstance[];\n /** What the altitudes are above: `'ground'` (the relief, the default) or `'sea'` (the ellipsoid) */\n altitudeReference?: 'ground' | 'sea';\n}\n\n/** The numbers of instances for the engine: longitude, latitude, altitude, heading, pitch, roll, scale */\nconst instanceNumbers = (instances: readonly ModelInstance[]): Float64Array => {\n const out = new Float64Array(instances.length * 7);\n\n instances.forEach(({ lonLat, altitude = 0, heading = 0, pitch = 0, roll = 0, scale = 1 }, i) => {\n out.set([lonLat[0], lonLat[1], altitude, heading, pitch, roll, scale], i * 7);\n });\n\n return out;\n};\n\n/** A glTF model drawn at positions, in one instanced draw; `pickFeature` gives the instance's index */\nexport class ModelLayer extends Layer {\n private readonly url: string;\n /** The `blob:` URL of the page's bytes, revoked once the layer is gone */\n private readonly blob: string | undefined;\n private instances: Float64Array;\n /** Its glow at night (`setGlow`) */\n private glow: { from: number; color: string } | undefined;\n /** Its feature highlighted (`setHighlight`) */\n private highlight: { feature: number; color: string } | undefined;\n private ground: boolean;\n\n /** @internal */\n constructor(map: LayerHost, options: ModelOptions) {\n super(map);\n\n const { url, data } = options;\n\n if (data) {\n this.blob = URL.createObjectURL(new Blob([data], { type: 'model/gltf-binary' }));\n this.url = this.blob;\n } else if (url) {\n // Against the page: the decoding workers fetch it, and a relative URL would be theirs\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n\n this.url = base ? new URL(url, base).href : url;\n } else {\n throw new Error('isard: a model needs a url or data');\n }\n this.instances = instanceNumbers(options.instances);\n this.ground = options.altitudeReference !== 'sea';\n }\n\n /** @internal The engine with 3D Tiles decodes and draws the models */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** Replaces the instances (and what their altitudes are above, kept if not given) */\n setInstances(instances: readonly ModelInstance[], altitudeReference?: 'ground' | 'sea'): void {\n this.instances = instanceNumbers(instances);\n if (altitudeReference) this.ground = altitudeReference === 'ground';\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.map.engine.setModelInstances(this.id, this.instances, this.ground);\n this.map.requestRender();\n }\n\n /** Lights at night the part of the model from `from` metres above its foot (a street lamp's head) in a CSS color;\n * none without a color */\n setGlow(from: number, color?: string): void {\n this.glow = color === undefined ? undefined : { from, color };\n if (this.id < 0) return;\n this.sendGlow(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** Highlights a feature of the model (an IFC model's element, `hit.index` of a pick) in a CSS color (amber by\n * default); none without a feature */\n setHighlight(feature?: number, color = '#ffb000'): void {\n this.highlight = feature === undefined ? undefined : { feature, color };\n if (this.id < 0) return;\n this.sendHighlight(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private sendHighlight(engine: Engine, id: number): void {\n const [r = 0, g = 0, b = 0] = this.highlight ? parseColor(this.highlight.color) : [];\n\n engine.setModelHighlight(id, this.highlight ? this.highlight.feature : Number.NaN, r, g, b);\n }\n\n private sendGlow(engine: Engine, id: number): void {\n const [r = 0, g = 0, b = 0] = this.glow ? parseColor(this.glow.color) : [];\n\n engine.setModelGlow(id, this.glow ? this.glow.from : Number.NaN, r, g, b);\n }\n\n /** @internal The instances as the engine takes them (`instanceNumbers`: seven numbers each), above the ground */\n setInstanceNumbers(numbers: Float64Array): void {\n this.instances = numbers;\n this.ground = true;\n if (this.id < 0) return;\n this.map.engine.setModelInstances(this.id, this.instances, this.ground);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal */\n override dispose(): void {\n if (this.blob) URL.revokeObjectURL(this.blob);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addModels(this.url, this.instances, this.ground);\n\n if (this.glow) this.sendGlow(engine, id);\n if (this.highlight) this.sendHighlight(engine, id);\n\n return id;\n }\n}\n"]}
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+
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glTF models drawn at many positions as a layer: their instances, their glow, their highlight */\n\nimport type { Drape, LayerHost, LonLat, Placement } from '../types.ts';\nimport { parseColor } from '../util/color.ts';\nimport type { Engine } from '../wasm/isard_webgpu.js';\nimport { Layer } from './layers.ts';\nimport { sendDrape } from './raster.ts';\n\n/** Where and how a model stands */\nexport interface ModelInstance {\n lonLat: LonLat;\n /** Metres above the ground (or above the ellipsoid, `altitudeReference: 'sea'`); 0 by default */\n altitude?: number;\n /** Degrees clockwise from the north of the model's front (glTF +Z); 0 by default */\n heading?: number;\n /** Degrees, nose up */\n pitch?: number;\n /** Degrees, right side down */\n roll?: number;\n /** 1 by default: the model's metres */\n scale?: number;\n}\n\nexport interface ModelOptions extends Placement {\n /** URL of a glTF binary (`.glb`): meshes, textures, Draco, meshopt, KTX2, as in 3D Tiles; or its bytes (`data`) */\n url?: string;\n data?: ArrayBuffer | ArrayBufferView<ArrayBuffer>;\n instances: readonly ModelInstance[];\n /** What the altitudes are above: `'ground'` (the relief, the default) or `'sea'` (the ellipsoid) */\n altitudeReference?: 'ground' | 'sea';\n /** A raster layer draped on the faces looking up (`setDrape`): an ortho on the roofs of a city's models */\n drape?: Drape | undefined;\n}\n\n/** The numbers of instances for the engine: longitude, latitude, altitude, heading, pitch, roll, scale */\nconst instanceNumbers = (instances: readonly ModelInstance[]): Float64Array => {\n const out = new Float64Array(instances.length * 7);\n\n instances.forEach(({ lonLat, altitude = 0, heading = 0, pitch = 0, roll = 0, scale = 1 }, i) => {\n out.set([lonLat[0], lonLat[1], altitude, heading, pitch, roll, scale], i * 7);\n });\n\n return out;\n};\n\n/** A glTF model drawn at positions, in one instanced draw; `pickFeature` gives the instance's index */\nexport class ModelLayer extends Layer {\n private readonly url: string;\n /** The `blob:` URL of the page's bytes, revoked once the layer is gone */\n private readonly blob: string | undefined;\n private instances: Float64Array;\n /** Its glow at night (`setGlow`) */\n private glow: { from: number; color: string } | undefined;\n /** Its feature highlighted (`setHighlight`) */\n private highlight: { feature: number; color: string } | undefined;\n private ground: boolean;\n /** The raster layer draped on it (`setDrape`) */\n private drape: Drape | undefined;\n\n /** @internal */\n constructor(map: LayerHost, options: ModelOptions) {\n super(map);\n\n const { url, data } = options;\n\n if (data) {\n this.blob = URL.createObjectURL(new Blob([data], { type: 'model/gltf-binary' }));\n this.url = this.blob;\n } else if (url) {\n // Against the page: the decoding workers fetch it, and a relative URL would be theirs\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n\n this.url = base ? new URL(url, base).href : url;\n } else {\n throw new Error('isard: a model needs a url or data');\n }\n this.instances = instanceNumbers(options.instances);\n this.ground = options.altitudeReference !== 'sea';\n this.drape = options.drape;\n }\n\n /** Replaces the instances (and what their altitudes are above, kept if not given) */\n setInstances(instances: readonly ModelInstance[], altitudeReference?: 'ground' | 'sea'): void {\n this.instances = instanceNumbers(instances);\n if (altitudeReference) this.ground = altitudeReference === 'ground';\n // Kept for its creation in a new engine (the GPU lost and given back), none while it has no id\n if (this.id < 0) return;\n this.map.engine.setModelInstances(this.id, this.instances, this.ground);\n this.map.requestRender();\n }\n\n /** Lights at night the part of the model from `from` metres above its foot (a street lamp's head) in a CSS color;\n * none without a color */\n setGlow(from: number, color?: string): void {\n this.glow = color === undefined ? undefined : { from, color };\n if (this.id < 0) return;\n this.sendGlow(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** Highlights a feature of the model (an IFC model's element, `hit.index` of a pick) in a CSS color (amber by\n * default); none without a feature */\n setHighlight(feature?: number, color = '#ffb000'): void {\n this.highlight = feature === undefined ? undefined : { feature, color };\n if (this.id < 0) return;\n this.sendHighlight(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** A raster layer draped on its faces looking up by default (see `Drape`); undefined: none */\n setDrape(drape: Drape | undefined): void {\n this.drape = drape;\n if (this.id < 0) return;\n sendDrape(this.map.engine, this.id, drape);\n this.map.requestRender();\n }\n\n private sendHighlight(engine: Engine, id: number): void {\n const [r = 0, g = 0, b = 0] = this.highlight ? parseColor(this.highlight.color) : [];\n\n engine.setModelHighlight(id, this.highlight ? this.highlight.feature : Number.NaN, r, g, b);\n }\n\n private sendGlow(engine: Engine, id: number): void {\n const [r = 0, g = 0, b = 0] = this.glow ? parseColor(this.glow.color) : [];\n\n engine.setModelGlow(id, this.glow ? this.glow.from : Number.NaN, r, g, b);\n }\n\n /** @internal The instances as the engine takes them (`instanceNumbers`: seven numbers each), above the ground */\n setInstanceNumbers(numbers: Float64Array): void {\n this.instances = numbers;\n this.ground = true;\n if (this.id < 0) return;\n this.map.engine.setModelInstances(this.id, this.instances, this.ground);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal */\n override dispose(): void {\n if (this.blob) URL.revokeObjectURL(this.blob);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addModels(this.url, this.instances, this.ground);\n\n if (this.glow) this.sendGlow(engine, id);\n if (this.highlight) this.sendHighlight(engine, id);\n // A raster created before (on a new engine, the map relinks once every layer is there)\n sendDrape(engine, id, this.drape);\n\n return id;\n }\n\n /** @internal On a new engine, the raster may come after the models: draped once both are there */\n override relink(engine: Engine): void {\n sendDrape(engine, this.id, this.drape);\n }\n}\n"]}
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package/dist/layers/network.d.ts
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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/** A line network colored by a value per node (travel times, water depths…) as a layer */
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2
2
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import type { NetworkStyle } from '../types.ts';
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3
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-
import type { NetworkStats } from '../wasm/
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3
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+
import type { NetworkStats } from '../wasm/isard_webgpu.js';
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4
4
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import { Layer } from './layers.ts';
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5
5
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/** Line network colored by a value per node (travel time, water depth…) */
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6
6
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export declare class NetworkLayer extends Layer {
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