isard 1.2.0 → 1.3.0

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 (94) hide show
  1. package/CHANGELOG.md +88 -0
  2. package/README.md +44 -39
  3. package/dist/basemap/pmtileslayer.d.ts +33 -0
  4. package/dist/basemap/pmtileslayer.js +97 -0
  5. package/dist/basemap/pmtileslayer.js.map +1 -0
  6. package/dist/basemap/trees.d.ts +26 -0
  7. package/dist/basemap/trees.js +141 -0
  8. package/dist/basemap/trees.js.map +1 -0
  9. package/dist/basemap/vectorstyle.d.ts +10 -0
  10. package/dist/basemap/vectorstyle.js +35 -0
  11. package/dist/basemap/vectorstyle.js.map +1 -1
  12. package/dist/basemap/vectortiles.d.ts +67 -44
  13. package/dist/basemap/vectortiles.js +386 -302
  14. package/dist/basemap/vectortiles.js.map +1 -1
  15. package/dist/basemap/workerpool.d.ts +17 -0
  16. package/dist/basemap/workerpool.js +194 -0
  17. package/dist/basemap/workerpool.js.map +1 -0
  18. package/dist/basemap.worker.js +2 -2
  19. package/dist/basemap.worker.js.map +15 -8
  20. package/dist/decoder.worker.js +4 -4
  21. package/dist/decoder.worker.js.map +3 -3
  22. package/dist/engine-loader.d.ts +5 -1
  23. package/dist/engine-loader.js +11 -1
  24. package/dist/engine-loader.js.map +1 -1
  25. package/dist/geoplateforme.d.ts +16 -0
  26. package/dist/geoplateforme.js +23 -0
  27. package/dist/geoplateforme.js.map +1 -1
  28. package/dist/index.d.ts +11 -4
  29. package/dist/index.js +9 -2
  30. package/dist/index.js.map +1 -1
  31. package/dist/isard_bg.wasm +0 -0
  32. package/dist/isard_core_bg.wasm +0 -0
  33. package/dist/isard_tess_bg.wasm +0 -0
  34. package/dist/layers/layers.js +9 -0
  35. package/dist/layers/layers.js.map +1 -1
  36. package/dist/layers/vectors.d.ts +60 -0
  37. package/dist/layers/vectors.js +130 -0
  38. package/dist/layers/vectors.js.map +1 -0
  39. package/dist/map/frame-loop.d.ts +3 -0
  40. package/dist/map/frame-loop.js +6 -0
  41. package/dist/map/frame-loop.js.map +1 -1
  42. package/dist/map/raster-source.js +1 -1
  43. package/dist/map/raster-source.js.map +1 -1
  44. package/dist/map/workers.d.ts +1 -1
  45. package/dist/map/workers.js +1 -1
  46. package/dist/map/workers.js.map +1 -1
  47. package/dist/map.d.ts +21 -6
  48. package/dist/map.js +65 -11
  49. package/dist/map.js.map +1 -1
  50. package/dist/react/IsardMap.js +1 -0
  51. package/dist/react/IsardMap.js.map +1 -1
  52. package/dist/react/Swipe.d.ts +11 -4
  53. package/dist/react/Swipe.js +26 -15
  54. package/dist/react/Swipe.js.map +1 -1
  55. package/dist/react/VectorGeometry.d.ts +35 -0
  56. package/dist/react/VectorGeometry.js +82 -0
  57. package/dist/react/VectorGeometry.js.map +1 -0
  58. package/dist/react/context.d.ts +2 -1
  59. package/dist/react/context.js.map +1 -1
  60. package/dist/react/index.d.ts +2 -1
  61. package/dist/react/index.js +2 -1
  62. package/dist/react/index.js.map +1 -1
  63. package/dist/types.d.ts +24 -1
  64. package/dist/types.js.map +1 -1
  65. package/dist/ui/minimap.d.ts +25 -0
  66. package/dist/ui/minimap.js +90 -0
  67. package/dist/ui/minimap.js.map +1 -0
  68. package/dist/ui/scale.d.ts +19 -0
  69. package/dist/ui/scale.js +44 -0
  70. package/dist/ui/scale.js.map +1 -0
  71. package/dist/ui/search.d.ts +25 -0
  72. package/dist/ui/search.js +119 -0
  73. package/dist/ui/search.js.map +1 -0
  74. package/dist/ui/style.js +17 -0
  75. package/dist/ui/style.js.map +1 -1
  76. package/dist/util/sun.d.ts +11 -0
  77. package/dist/util/sun.js +26 -0
  78. package/dist/util/sun.js.map +1 -0
  79. package/dist/wasm/isard.d.ts +82 -7
  80. package/dist/wasm/isard.js +229 -8
  81. package/dist/wasm/isard_core.d.ts +82 -7
  82. package/dist/wasm/isard_core.js +229 -8
  83. package/dist/wasm/isard_tess.d.ts +109 -0
  84. package/dist/wasm/isard_tess.js +398 -0
  85. package/dist/workers/basemap/geometry.d.ts +72 -0
  86. package/dist/workers/basemap/labels.d.ts +8 -0
  87. package/dist/workers/basemap/raster.d.ts +10 -0
  88. package/dist/workers/basemap/tiles.d.ts +65 -0
  89. package/dist/workers/basemap/trees.d.ts +19 -0
  90. package/dist/workers/basemap.worker.d.ts +126 -22
  91. package/dist/workers/basemap.worker.js +72 -551
  92. package/dist/workers/basemap.worker.js.map +1 -1
  93. package/package.json +5 -4
  94. package/vite.js +10 -2
@@ -1 +1 @@
1
- {"version":3,"file":"layers.js","sourceRoot":"","sources":["../../src/layers/layers.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAGH,OAAO,EAAE,GAAG,EAAE,MAAM,gBAAgB,CAAC;AAUrC,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAC;AAElE,OAAO,EAAgB,UAAU,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AAE5E,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;iFAC6E;IAC7E,IAAI,KAAK;QACP,IAAI,CAAC,MAAM,KAAK,CAAC,KAAK,IAAI,EAAE;YAC1B;gBAAG,MAAM,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC;mBACtB,IAAI,CAAC,GAAG,GAAG,CAAC,IAAI,IAAI,CAAC,eAAe,EAAE;QAC/C,CAAC,CAAC,EAAE,CAAC;QAEL,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,qHAAqH;IACrH,IAAI,eAAe;QACjB,OAAO,KAAK,CAAC;IACf,CAAC;IAED,kGAAkG;IAClG,OAAO,KAAU,CAAC;IAKlB,MAAM;QACJ,oFAAoF;QACpF,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,GAAG,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QACtB,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;IAClC,CAAC;CACF;AAED,wCAAwC;AACxC,MAAM,OAAO,WAAY,SAAQ,KAAK;IAIjB;IAHnB,gBAAgB;IAChB,YACE,GAAc,EACG,OAGhB;QAED,KAAK,CAAC,GAAG,CAAC,CAAC;QALM,YAAO,GAAP,OAAO,CAGvB;IAGH,CAAC;IAED,wDAAwD;IACxD,QAAQ,CAAC,KAA2B;QAClC,IAAI,CAAC,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC,OAAO,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;QAC7D,IAAI,CAAC,OAAO,CAAC,UAAU,GAAG,KAAK,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;QACtE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QACvF,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,EAAE,GAAG,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC;QAElF,OAAO,MAAM,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;IACpF,CAAC;CACF;AAED,2EAA2E;AAC3E,MAAM,OAAO,YAAa,SAAQ,KAAK;IAS3B;IACA;IACA;IACA;IAXF,MAAM,CAA2B;IACzC;kDAC8C;IACtC,IAAI,CAAiG;IAE7G,gBAAgB;IAChB,YACE,GAAc,EACN,QAAiG,EACjG,KAA+B,EAC/B,KAAmB,EACnB,UAAoC;QAE5C,KAAK,CAAC,GAAG,CAAC,CAAC;QALH,aAAQ,GAAR,QAAQ,CAAyF;QACjG,UAAK,GAAL,KAAK,CAA0B;QAC/B,UAAK,GAAL,KAAK,CAAc;QACnB,eAAU,GAAV,UAAU,CAA0B;IAG9C,CAAC;IAED;qBACiB;IACjB,SAAS,CAAC,MAAoB;QAC5B,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC;QAClD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED;2GACuG;IACvG,QAAQ,CAAC,KAA+B;QACtC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QAChD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,QAAQ,CAAC,KAA4B;QACnC,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC;QAE7B,IAAI,CAAC,KAAK,GAAG,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC;QACzC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,EAAE,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;QACnE,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,KAAK,IAAI;YAC1B,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,IAAI,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;QAC/F,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,uDAAuD;IACvD,aAAa,CAAC,MAAgC;QAC5C,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC;QACzB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC;QAClD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,gDAAgD;IAChD,KAAK;QACH,OAAO,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IAC/C,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC9C,MAAM,QAAQ,GAAG,CAAC,GAA6D,EAAE;YAC/E,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;gBACd,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC;gBAEjD,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,KAAK,EAAE,CAAC,IAAI,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC;YACrE,CAAC;YAED,8FAA8F;YAC9F,MAAM,SAAS,GAAG,EAAE,KAAK,EAAE,cAAc,CAAC,KAAK,CAAC,EAAE,KAAK,EAAE,KAAK,IAAI,cAAc,CAAC,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC;YACjG,MAAM,MAAM,GAAqB,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAEpF,IAAI,CAAC,IAAI,GAAG;gBACV,MAAM;gBACN,KAAK,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,MAAM,CAAC;gBACpC,KAAK,EAAE,SAAS,CAAC,KAAK,IAAI,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,MAAM,CAAC;aACxD,CAAC;YACF,oEAAoE;YACpE,IAAI,CAAC,QAAQ,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;YAE/F,OAAO,SAAS,CAAC;QACnB,CAAC,CAAC,EAAE,CAAC;QACL,MAAM,EAAE,GAAG,MAAM,CAAC,UAAU,CAC1B,QAAQ,CAAC,KAAK,EACd,KAAK,EACL,KAAK,EAAE,KAAK,EACZ,QAAQ,CAAC,KAAK,EACd,IAAI,CAAC,KAAK,EACV,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,CACzB,CAAC;QAEF,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI;YAAE,MAAM,CAAC,cAAc,CAAC,EAAE,EAAE,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;QACjF,IAAI,IAAI,CAAC,UAAU;YAAE,MAAM,CAAC,gBAAgB,CAAC,EAAE,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAClE,IAAI,IAAI,CAAC,MAAM;YAAE,MAAM,CAAC,gBAAgB,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAE1D,OAAO,EAAE,CAAC;IACZ,CAAC;CACF;AAED,uDAAuD;AACvD,MAAM,YAAY,GAAG,CAAC,KAAmB,EAAgB,EAAE;IACzD,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,IAAI,EAAE,GAAG,KAAK,CAAC;IAExF,OAAO,YAAY,CAAC,IAAI,CAAC;QACvB,GAAG,KAAK,CAAC,KAAK,CAAC;QACf,GAAG,KAAK,CAAC,IAAI,CAAC;QACd,GAAG;QACH,OAAO;QACP,OAAO;QACP,WAAW;QACX,GAAG,UAAU,CAAC,cAAc,CAAC;QAC7B,IAAI;KACL,CAAC,CAAC;AACL,CAAC,CAAC;AAEF,MAAM,KAAK,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;AAElC,iEAAiE;AACjE,MAAM,IAAI,GAAG,CAAC,MAAoB,EAAE,CAAC,EAAE,EAAE,EAAE,CAAmB,EAAgB,EAAE;IAC9E,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;IAE5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;QAC1C,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;QAC/B,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;IACzC,CAAC;IAED,OAAO,GAAG,CAAC;AACb,CAAC,CAAC;AAEF,MAAM,MAAM,GAAG,CAAC,MAAoB,EAAE,CAAC,EAAE,EAAE,EAAE,CAAmB,EAAgB,EAAE;IAChF,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;IAE5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;QAC1C,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;QAC/B,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;IACzC,CAAC;IAED,OAAO,GAAG,CAAC;AACb,CAAC,CAAC;AAEF,8FAA8F;AAC9F,MAAM,cAAc,GAAG,CAAC,MAAoB,EAAgB,EAAE;IAC5D,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;IAE5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;QAC1C,GAAG,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;QACnC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;IAC7C,CAAC;IAED,OAAO,GAAG,CAAC;AACb,CAAC,CAAC;AAEF,kCAAkC;AAClC,MAAM,OAAO,YAAa,SAAQ,KAAK;IAIlB;IACA;IACT;IALV,gBAAgB;IAChB,YACE,GAAc,EACG,GAAW,EACX,KAAc,EACvB,KAAmB;QAE3B,KAAK,CAAC,GAAG,CAAC,CAAC;QAJM,QAAG,GAAH,GAAG,CAAQ;QACX,UAAK,GAAL,KAAK,CAAS;QACvB,UAAK,GAAL,KAAK,CAAc;IAG7B,CAAC;IAED,QAAQ,CAAC,KAA4B;QACnC,IAAI,CAAC,KAAK,GAAG,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC;QACzC,6DAA6D;QAC7D,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO;QACxB,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;QAC1C,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,gBAAgB;IAChB,IAAa,eAAe;QAC1B,OAAO,IAAI,CAAC;IACd,CAAC;IAED;wHACoH;IACpH,SAAS,CAAC,KAAa;QACrB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO,SAAS,CAAC;QAElC,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QAE3D,IAAI,CAAC,GAAG;YAAE,OAAO,SAAS,CAAC;QAE3B,MAAM,CAAC,UAAU,EAAE,OAAO,CAAC,GAAG,GAAG,CAAC;QAElC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,IAAI,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;IACxF,CAAC;IAED;kCAC8B;IAC9B,KAAK;QACH,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IACzE,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,EAAE,GAAG,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,mBAAmB,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAEnF,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC;QAE5B,OAAO,EAAE,CAAC;IACZ,CAAC;IAEO,UAAU,CAAC,MAAc,EAAE,EAAU;QAC3C,MAAM,EAAE,mBAAmB,EAAE,OAAO,EAAE,SAAS,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC;QAEtE,MAAM,CAAC,eAAe,CAAC,EAAE,EAAE,mBAAmB,EAAE,OAAO,EAAE,SAAS,EAAE,IAAI,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACjH,CAAC;CACF;AAiCD,MAAM,OAAO,GAAG,CAAC,IAAqB,EAAE,EAAE,CAAC,IAAI,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;AAEzG,4GAA4G;AAC5G,MAAM,OAAO,WAAY,SAAQ,KAAK;IAQjB;IAPF,QAAQ,GAAG,IAAI,GAAG,EAAyB,CAAC;IAC5C,QAAQ,GAAG,IAAI,GAAG,EAAoB,CAAC;IAChD,OAAO,GAAG,IAAI,CAAC;IAEvB,gBAAgB;IAChB,YACE,GAAc,EACG,OAAsB;QAEvC,KAAK,CAAC,GAAG,CAAC,CAAC;QAFM,YAAO,GAAP,OAAO,CAAe;QAGvC,MAAM,CAAC,OAAO,CAAC,OAAO,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,OAAO,CAAC,EAAE,EAAE;YACjE,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;QACnC,CAAC,CAAC,CAAC;QACH,MAAM,CAAC,OAAO,CAAC,OAAO,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,EAAE;YAC/D,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC;QAC1C,CAAC,CAAC,CAAC;IACL,CAAC;IAED,iEAAiE;IACjE,UAAU,CAAC,IAAY,EAAE,OAAsB;QAC7C,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;QACjC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC;QAC1D,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACH,aAAa,CACX,IAAY,EACZ,IAAqB,EACrB,MAAiF;QAEjF,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC;QAE1D,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;QAC9F,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,kGAAkG;IAClG,UAAU,CAAC,IAAY,EAAE,KAAiC;QACxD,MAAM,MAAM,GAAG,CAAC,KAAK,CAAC,CAAC,IAAI,EAAE,CAAC;QAE9B,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAChC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC3E,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,SAAS,CAAC,MAAkE;QAC1E,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,MAAM,CAAC;QAC7B,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,EAAE,GAAG,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC;QACjE,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,UAAU,CAAC,OAAgB;QACzB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,EAAE,OAAO,CAAC,CAAC;QACnD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAEO,WAAW,CAAC,MAAc,EAAE,EAAU,EAAE,IAAY,EAAE,CAAgB;QAC5E,MAAM,IAAI,GAAG,CAAC,CAAC,IAAI,IAAI,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QAEvC,MAAM,CAAC,gBAAgB,CAAC,EAAE,EAAE,IAAI,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,KAAK,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,KAAK,IAAI,CAAC,EAAE,CAAC,CAAC,MAAM,IAAI,KAAK,EAAE,IAAI,CAAC,CAAC;IACxG,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACjD,MAAM,EAAE,GAAG,MAAM,CAAC,SAAS,CACzB,IAAI,CAAC,OAAO,CAAC,IAAI,EACjB,EAAE,EACF,EAAE,EACF,GAAG,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,CAClE,CAAC;QAEF,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE;YACtC,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC;QAC9C,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE;YACrC,MAAM,CAAC,gBAAgB,CAAC,EAAE,EAAE,IAAI,EAAE,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC/D,CAAC,CAAC,CAAC;QACH,MAAM,CAAC,gBAAgB,CAAC,EAAE,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAE1C,OAAO,EAAE,CAAC;IACZ,CAAC;CACF;AAED,iFAAiF;AACjF,MAAM,WAAW,GAAG,CAAC,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,CAAmC,EAK/E,EAAE;IACF,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;IAC3C,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;IAE3C,OAAO,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;AAC1B,CAAC,CAAC;AAEF,8DAA8D;AAE9D,sGAAsG;AACtG,MAAM,MAAM,GAAG,CAAC,KAAc,EAAQ,EAAE;IACtC,IAAI,OAAO,WAAW,KAAK,UAAU;QAAE,WAAW,CAAC,KAAK,CAAC,CAAC;;QAExD,cAAc,CAAC,GAAG,EAAE;YAClB,MAAM,KAAK,CAAC;QACd,CAAC,CAAC,CAAC;AACP,CAAC,CAAC;AA0CF,0EAA0E;AAC1E,MAAM,OAAO,WAAY,SAAQ,KAAK;IAezB;IACQ;IACA;IAhBnB,qGAAqG;IACpF,EAAE,CAAyB;IACpC,KAAK,GAAG,KAAK,CAAC;IACtB,+DAA+D;IACvD,KAAK,GAAG,KAAK,CAAC;IACL,IAAI,GAAG,GAAG,EAAE;QAC3B,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;IACpB,CAAC,CAAC;IACe,KAAK,CAAc;IAEpC,gBAAgB;IAChB,YACE,GAAc;IACd,+BAA+B;IACtB,cAAoC,EAC5B,MAAyB,EACzB,KAAa,EAC9B,MAAoB,EACpB,MAAoB;QAEpB,KAAK,CAAC,GAAG,CAAC,CAAC;QANF,mBAAc,GAAd,cAAc,CAAsB;QAC5B,WAAM,GAAN,MAAM,CAAmB;QACzB,UAAK,GAAL,KAAK,CAAQ;QAK9B,4CAA4C;QAC5C,IAAI,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,CAAC,QAAQ,CAA2B,CAAC;QAChE,IAAI,CAAC,KAAK,GAAG;YACX,QAAQ,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,QAAQ,GAAG,CAAC,EAAE,EAAE;gBACrC,MAAM,CAAC,GAAG,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,CAAC,CAAC;gBAErC,IAAI,CAAC,CAAC;oBAAE,MAAM,IAAI,KAAK,CAAC,uDAAuD,CAAC,CAAC;gBAEjF,OAAO,CAAC,CAAC;YACX,CAAC;YACD,IAAI,MAAM;gBACR,OAAO,MAAM,EAAE,CAAC;YAClB,CAAC;SACF,CAAC;IACJ,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,uGAAuG;QACvG,IAAI,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YAC9B,IAAI,CAAC,IAAI,CAAC,KAAK;gBAAE,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;YAC7E,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;YAClB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;YACnB,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QACnD,CAAC;QAED,OAAO,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,cAAc,CAAC,aAAa,KAAK,IAAI,CAAC,CAAC;IACtF,CAAC;IAED,gHAAgH;IAC/F,IAAI,GAAG,GAAS,EAAE;QACjC,IAAI,CAAC;YACH,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAClD,CAAC;QAAC,OAAO,KAAK,EAAE,CAAC;YACf,MAAM,CAAC,KAAK,CAAC,CAAC;QAChB,CAAC;IACH,CAAC,CAAC;IAEO,MAAM;QACb,KAAK,CAAC,MAAM,EAAE,CAAC;QACf,IAAI,CAAC,OAAO,EAAE,CAAC;IACjB,CAAC;IAED,kGAAkG;IACzF,OAAO;QACd,IAAI,CAAC,IAAI,CAAC,KAAK;YAAE,OAAO;QACxB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;QAC/D,IAAI,IAAI,CAAC,KAAK;YAAE,OAAO;QACvB,IAAI,CAAC;YACH,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QACtD,CAAC;QAAC,OAAO,KAAK,EAAE,CAAC;YACf,MAAM,CAAC,KAAK,CAAC,CAAC;QAChB,CAAC;IACH,CAAC;CACF;AA0BD,0GAA0G;AAC1G,MAAM,CAAC,MAAM,eAAe,GAAG,CAAC,SAAmC,EAAgB,EAAE;IACnF,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;IAEnD,SAAS,CAAC,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,QAAQ,GAAG,CAAC,EAAE,OAAO,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,IAAI,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE;QAC7F,GAAG,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;IAChF,CAAC,CAAC,CAAC;IAEH,OAAO,GAAG,CAAC;AACb,CAAC,CAAC;AAEF,uGAAuG;AACvG,MAAM,OAAO,UAAW,SAAQ,KAAK;IAClB,GAAG,CAAS;IAC7B,0EAA0E;IACzD,IAAI,CAAqB;IAClC,SAAS,CAAe;IACxB,MAAM,CAAU;IAExB,gBAAgB;IAChB,YAAY,GAAc,EAAE,OAAqB;QAC/C,KAAK,CAAC,GAAG,CAAC,CAAC;QAEX,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,OAAO,CAAC;QAE9B,IAAI,IAAI,EAAE,CAAC;YACT,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC,eAAe,CAAC,IAAI,IAAI,CAAC,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE,mBAAmB,EAAE,CAAC,CAAC,CAAC;YACjF,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,CAAC;aAAM,IAAI,GAAG,EAAE,CAAC;YACf,sFAAsF;YACtF,MAAM,IAAI,GAAG,OAAO,QAAQ,KAAK,WAAW,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,QAAQ,CAAC,OAAO,CAAC;YAE5E,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC;QAClD,CAAC;aAAM,CAAC;YACN,MAAM,IAAI,KAAK,CAAC,oCAAoC,CAAC,CAAC;QACxD,CAAC;QACD,IAAI,CAAC,SAAS,GAAG,eAAe,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;QACpD,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,iBAAiB,KAAK,KAAK,CAAC;IACpD,CAAC;IAED,sEAAsE;IACtE,IAAa,eAAe;QAC1B,OAAO,IAAI,CAAC;IACd,CAAC;IAED,qFAAqF;IACrF,YAAY,CAAC,SAAmC,EAAE,iBAAoC;QACpF,IAAI,CAAC,SAAS,GAAG,eAAe,CAAC,SAAS,CAAC,CAAC;QAC5C,IAAI,iBAAiB;YAAE,IAAI,CAAC,MAAM,GAAG,iBAAiB,KAAK,QAAQ,CAAC;QACpE,6DAA6D;QAC7D,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO;QACxB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QACxE,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAEQ,MAAM;QACb,KAAK,CAAC,MAAM,EAAE,CAAC;QACf,IAAI,CAAC,OAAO,EAAE,CAAC;IACjB,CAAC;IAED,gBAAgB;IACP,OAAO;QACd,IAAI,IAAI,CAAC,IAAI;YAAE,GAAG,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAChD,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,OAAO,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IACjE,CAAC;CACF","sourcesContent":["/**\n * Handles of the layers added to a map. Each one keeps what it needs to be created again: after a WebGL context loss,\n * the map recreates its engine and every layer in order, with the same handle (its id is updated). Also the page's\n * own 3D content: custom layers (its WebGL code called in every frame) and glTF models drawn at positions.\n */\n\nimport type { GeoMap } from '../map.ts';\nimport { rgb } from '../settings.ts';\nimport type {\n LayerHost,\n LonLat,\n NetworkOptions,\n NetworkStyle,\n RasterOptions,\n RasterStyle,\n Tiles3dStyle,\n} from '../types.ts';\nimport { mercatorX, mercatorY, toMercator } from '../util/geo.ts';\nimport type { Camera, Engine, NetworkStats, Tiles3dStats } from '../wasm/isard.js';\nimport { type Feature, parseColor, rampTexels, stops } from './features.ts';\n\nexport abstract class Layer {\n #id = -1;\n\n /** @internal */\n protected readonly map: LayerHost;\n\n /** @internal */\n constructor(map: LayerHost) {\n this.map = map;\n }\n\n /** Id of the layer in the engine */\n get id(): number {\n return this.#id;\n }\n\n #ready: Promise<void> | undefined;\n\n /** Resolves once the map has drawn the layer, what it shows in view loaded (the map idle after it was added; a\n * layer waiting for the engine with 3D Tiles, once that one has drawn it) */\n get ready(): Promise<void> {\n this.#ready ??= (async () => {\n do await this.map.whenIdle();\n while (this.#id < 0 && this.needsFullEngine);\n })();\n\n return this.#ready;\n }\n\n /** @internal Creates the layer in an engine (again after a context loss); its id is -1 if that fails */\n attach(engine: Engine): void {\n this.#id = -1;\n this.#id = this.create(engine);\n }\n\n /** @internal Forgets its id in an engine that is gone (before the layers are created in a new one) */\n forgetEngine(): void {\n this.#id = -1;\n }\n\n /** @internal Sends what refers to other layers, once every layer of a new engine has its id */\n relink(_engine: Engine): void {}\n\n /** @internal Drawn by the engine with 3D Tiles only (3D Tiles, models): on the core engine, it waits for that one */\n get needsFullEngine(): boolean {\n return false;\n }\n\n /** @internal The layer is removed or its map destroyed: frees what it holds outside the engine */\n dispose(): void {}\n\n /** @internal */\n protected abstract create(engine: Engine): number;\n\n remove(): void {\n // Not created yet: a 3D Tiles layer or a model waiting for the engine with 3D Tiles\n if (this.#id >= 0) this.map.engine.removeLayer(this.#id);\n this.#id = -1;\n this.map.detach(this);\n this.map.requestRender();\n }\n\n /** Moves the layer under `other`, or on top of every layer (above the labels of a vector basemap too) */\n moveBefore(other: Layer | undefined): void {\n this.map.moveLayer(this, other);\n }\n}\n\n/** Raster tiles (basemaps, overlays) */\nexport class RasterLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly options: Required<Omit<RasterOptions, 'size' | 'loader' | 'grid' | 'attribution'>> & {\n size: number | undefined;\n loader: RasterOptions['loader'] | undefined;\n },\n ) {\n super(map);\n }\n\n /** Changes the opacity or saturation, the other kept */\n setStyle(style: Partial<RasterStyle>): void {\n this.options.opacity = style.opacity ?? this.options.opacity;\n this.options.saturation = style.saturation ?? this.options.saturation;\n this.map.engine.setRasterStyle(this.id, this.options.opacity, this.options.saturation);\n this.map.requestRender();\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const { url, minZoom, maxZoom, opacity, saturation, size, loader } = this.options;\n\n return engine.addRaster(url, minZoom, maxZoom, opacity, saturation, size, loader);\n }\n}\n\n/** Line network colored by a value per node (travel time, water depth…) */\nexport class NetworkLayer extends Layer {\n private values: Float32Array | undefined;\n /** Node and line positions in Mercator, kept for a context loss: f32 offsets from an origin (exact to the centimetre\n * across a region, half the memory of f64) */\n private kept: { origin: [number, number]; nodes: Float32Array; lines: Float32Array | undefined } | undefined;\n\n /** @internal */\n constructor(\n map: LayerHost,\n private geometry: { nodes: Float64Array; edges: Uint32Array; lines: NetworkOptions['lines'] | undefined },\n private costs: Float32Array | undefined,\n private style: NetworkStyle,\n private edgeWidths: Float32Array | undefined,\n ) {\n super(map);\n }\n\n /** One value per node, in node order; negative (or 1e30 and above) = unreached. Costs one texture upload, drawn\n * next frame. */\n setValues(values: Float32Array): void {\n this.values = values;\n this.map.engine.setNetworkValues(this.id, values);\n this.map.requestRender();\n }\n\n /** Costs of the edges, A → B then B → A (see `NetworkOptions.costs`), when the way the network is travelled\n * changes; undefined: values interpolated along the edges. The geometry stays on the graphics card. */\n setCosts(costs: Float32Array | undefined): void {\n this.costs = costs;\n this.map.engine.setNetworkCosts(this.id, costs);\n this.map.requestRender();\n }\n\n setStyle(style: Partial<NetworkStyle>): void {\n const ramp = this.style.ramp;\n\n this.style = { ...this.style, ...style };\n this.map.engine.setNetworkStyle(this.id, networkStyle(this.style));\n if (this.style.ramp !== ramp)\n this.map.engine.setNetworkRamp(this.id, this.style.ramp && rampTexels(this.style.ramp).rgba);\n this.map.requestRender();\n }\n\n /** Width factor of each edge (undefined: 1 for all) */\n setEdgeWidths(widths: Float32Array | undefined): void {\n this.edgeWidths = widths;\n this.map.engine.setNetworkScales(this.id, widths);\n this.map.requestRender();\n }\n\n /** Pieces in all and drawn in the last frame */\n stats(): NetworkStats | undefined {\n return this.map.engine.networkStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const { nodes, edges, lines } = this.geometry;\n const mercator = ((): { nodes: Float64Array; lines: Float64Array | undefined } => {\n if (this.kept) {\n const { origin, nodes: n, lines: l } = this.kept;\n\n return { nodes: unpack(n, origin), lines: l && unpack(l, origin) };\n }\n\n // Mercator here: Math.tan and Math.log run natively, several times faster than in WebAssembly\n const projected = { nodes: mercatorPoints(nodes), lines: lines && mercatorPoints(lines.points) };\n const origin: [number, number] = [projected.nodes[0] ?? 0, projected.nodes[1] ?? 0];\n\n this.kept = {\n origin,\n nodes: pack(projected.nodes, origin),\n lines: projected.lines && pack(projected.lines, origin),\n };\n // The degrees are not needed again: millions of points for a region\n this.geometry = { nodes: EMPTY, edges, lines: lines && { start: lines.start, points: EMPTY } };\n\n return projected;\n })();\n const id = engine.addNetwork(\n mercator.nodes,\n edges,\n lines?.start,\n mercator.lines,\n this.costs,\n networkStyle(this.style),\n );\n\n if (this.style.ramp) engine.setNetworkRamp(id, rampTexels(this.style.ramp).rgba);\n if (this.edgeWidths) engine.setNetworkScales(id, this.edgeWidths);\n if (this.values) engine.setNetworkValues(id, this.values);\n\n return id;\n }\n}\n\n/** The 25 numbers of a network style for the engine */\nconst networkStyle = (style: NetworkStyle): Float32Array => {\n const { width, halo, max, contour, opacity, haloOpacity, unreachedColor, fade } = style;\n\n return Float32Array.from([\n ...stops(width),\n ...stops(halo),\n max,\n contour,\n opacity,\n haloOpacity,\n ...parseColor(unreachedColor),\n fade,\n ]);\n};\n\nconst EMPTY = new Float64Array(0);\n\n/** Interleaved points as f32 offsets from an origin, and back */\nconst pack = (points: Float64Array, [ox, oy]: [number, number]): Float32Array => {\n const out = new Float32Array(points.length);\n\n for (let i = 0; i < points.length; i += 2) {\n out[i] = (points[i] ?? 0) - ox;\n out[i + 1] = (points[i + 1] ?? 0) - oy;\n }\n\n return out;\n};\n\nconst unpack = (points: Float32Array, [ox, oy]: [number, number]): Float64Array => {\n const out = new Float64Array(points.length);\n\n for (let i = 0; i < points.length; i += 2) {\n out[i] = (points[i] ?? 0) + ox;\n out[i + 1] = (points[i + 1] ?? 0) + oy;\n }\n\n return out;\n};\n\n/** Longitudes and latitudes (degrees, interleaved) to Mercator [0, 1], y towards the south */\nconst mercatorPoints = (lonLat: Float64Array): Float64Array => {\n const out = new Float64Array(lonLat.length);\n\n for (let i = 0; i < lonLat.length; i += 2) {\n out[i] = mercatorX(lonLat[i] ?? 0);\n out[i + 1] = mercatorY(lonLat[i + 1] ?? 0);\n }\n\n return out;\n};\n\n/** Textured meshes in 3D Tiles */\nexport class Tiles3dLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly url: string,\n private readonly geoid: boolean,\n private style: Tiles3dStyle,\n ) {\n super(map);\n }\n\n setStyle(style: Partial<Tiles3dStyle>): void {\n this.style = { ...this.style, ...style };\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.applyStyle(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** @internal The feature picked (`pickFeature`, 'hoverfeature'): the properties of its feature in the tile\n * (`EXT_structural_metadata`, a b3dm batch table), none for a mesh without features; its index in the tile as id */\n featureAt(index: number): Feature<Record<string, unknown>> | undefined {\n if (this.id < 0) return undefined;\n\n const hit = this.map.engine.tiles3dFeature(this.id, index);\n\n if (!hit) return undefined;\n\n const [properties, feature] = hit;\n\n return { type: 'Feature', id: feature, properties: properties ?? {}, geometry: null };\n }\n\n /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see\n * `GeoMapOptions.tiles3d`) */\n stats(): Tiles3dStats | undefined {\n return this.id < 0 ? undefined : this.map.engine.tiles3dStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError, this.geoid);\n\n this.applyStyle(engine, id);\n\n return id;\n }\n\n private applyStyle(engine: Engine, id: number): void {\n const { maxScreenSpaceError, opacity, pointSize, color } = this.style;\n\n engine.setTiles3dStyle(id, maxScreenSpaceError, opacity, pointSize, new Float32Array(color ? rgb(color) : []));\n }\n}\n\n/** A texture of a ground layer (see `GroundLayer`) */\nexport interface GroundTexture {\n /** `r8`, `r8ui`, `r16ui`, `r16i`, `r32ui`, `r32f`, `rg16ui`, `rg32f`, `rgba8`, `rgba8ui`, `rgba16ui`, `rgba32f`:\n * integer formats are read with `usampler2D` / `isampler2D` and `texelFetch` */\n format: string;\n width: number;\n height: number;\n /** Layers of a 2D array (`sampler2DArray`, `usampler2DArray`…); 0 or undefined: a 2D texture */\n depth?: number;\n /** Linear filtering (non-integer formats); default nearest */\n linear?: boolean;\n /** Texels row after row (layer after layer), any typed array; undefined: left empty */\n data?: ArrayBufferView;\n}\n\nexport interface GroundOptions {\n /**\n * GLSL ES 3.0 defining `vec4 ground(vec2 offset)`: the color of the ground (premultiplied alpha, 0 for nothing) at\n * `offset`, the Mercator offset of the pixel from `anchor` (times `ISARD_CIRCUMFERENCE`: metres of EPSG:3857), exact to\n * the millimetre at any zoom. The code declares its own uniforms and samplers; also there: `u_zoom`,\n * `u_pixel_ratio`\n */\n code: string;\n /** Where the offsets are taken from */\n anchor: LonLat;\n /** Box it shows in, `[west, south, east, north]` (default the world): only the ground there is drawn again */\n bounds?: [west: number, south: number, east: number, north: number];\n textures?: Record<string, GroundTexture>;\n uniforms?: Record<string, number | readonly number[]>;\n}\n\nconst bytesOf = (data: ArrayBufferView) => new Uint8Array(data.buffer, data.byteOffset, data.byteLength);\n\n/** The application's fragment shader run over the ground, draped on the relief (water depth, heat maps…) */\nexport class GroundLayer extends Layer {\n private readonly textures = new Map<string, GroundTexture>();\n private readonly uniforms = new Map<string, number[]>();\n private visible = true;\n\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly options: GroundOptions,\n ) {\n super(map);\n 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\n// ── The page's own 3D content: custom layers, glTF models ──\n\n/** Reports an error of the page without throwing it here: the console shows it, as an uncaught one */\nconst report = (error: unknown): void => {\n if (typeof reportError === 'function') reportError(error);\n else\n queueMicrotask(() => {\n throw error;\n });\n};\n\n/** What a custom layer gets to draw a frame (`CustomLayerInterface.render`) */\nexport interface CustomFrame {\n /**\n * The model-view-projection matrix of a local frame at a position and altitude (metres above the ellipsoid, as the\n * relief is drawn: times its exaggeration), column-major for `uniformMatrix4fv` or a three.js camera: x east, y\n * north, z up, in metres. Made in double precision relative to the camera, so that what is drawn stays exact at\n * any zoom; draw within a few kilometres of the position (or take one matrix per object far apart). Only during\n * `render`.\n */\n matrixAt(lonLat: LonLat, altitude?: number): Float32Array;\n /** The camera of the frame */\n readonly camera: Camera;\n}\n\n/**\n * A layer drawn by the page with its own WebGL code, as MapLibre's `CustomLayerInterface`: `render` is called at the\n * layer's place in every frame drawn. It starts with the canvas bound, its viewport set, blending on (`SRC_ALPHA`,\n * `ONE_MINUS_SRC_ALPHA`), no culling, and in `'3d'` mode the depth test on (`LEQUAL`, depth written): the relief, the\n * buildings and the 3D Tiles hide what it draws and what it draws hides them. Whatever WebGL state it changes is set\n * back afterwards; a library that caches the WebGL state (three.js) must forget it first (`renderer.resetState()`).\n *\n * The map is busy drawing meanwhile: `render` reads the frame, not the map (`getCamera` excepted); it may call\n * `requestRender` for an animation.\n */\nexport interface CustomLayerInterface {\n /** A name for the application (the map numbers its layers) */\n id?: string;\n /** `'2d'` (the default): drawn over what is under it; `'3d'`: with the depth buffer of the 3D layers */\n renderingMode?: '2d' | '3d';\n /** Creates the WebGL objects: once added, and again after the WebGL context was lost and restored */\n onAdd?(gl: WebGL2RenderingContext, map: GeoMap): void;\n render(gl: WebGL2RenderingContext, frame: CustomFrame): void;\n /** Frees the WebGL objects: the layer is removed, or the map destroyed */\n onRemove?(gl: WebGL2RenderingContext, map: GeoMap): void;\n}\n\n/** The model-view-projection of a local frame in the engine running the map (`Engine.customMatrix`) */\n/** @internal */\nexport type CustomMatrix = (lon: number, lat: number, altitude: number) => Float32Array | undefined;\n\n/** A layer drawn by the page's WebGL code (see `CustomLayerInterface`) */\nexport class CustomLayer extends Layer {\n /** The map's WebGL context, and whether `onAdd` made the layer's objects there (until `onRemove`) */\n private readonly gl: WebGL2RenderingContext;\n private added = false;\n /** The context was lost since `onAdd`: its objects are gone */\n private stale = false;\n private readonly lost = () => {\n this.stale = true;\n };\n private readonly frame: CustomFrame;\n\n /** @internal */\n constructor(\n map: LayerHost,\n /** The application's object */\n readonly implementation: CustomLayerInterface,\n private readonly canvas: HTMLCanvasElement,\n private readonly owner: GeoMap,\n matrix: CustomMatrix,\n camera: () => Camera,\n ) {\n super(map);\n // The context the engine made on the canvas\n this.gl = canvas.getContext('webgl2') as WebGL2RenderingContext;\n this.frame = {\n matrixAt: ([lon, lat], altitude = 0) => {\n const m = matrix(lon, lat, altitude);\n\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\n/** Where and how a model stands */\nexport interface ModelInstance {\n lonLat: LonLat;\n /** Metres above the ground (or above the ellipsoid, `altitudeReference: 'sea'`); 0 by default */\n altitude?: number;\n /** Degrees clockwise from the north of the model's front (glTF +Z); 0 by default */\n heading?: number;\n /** Degrees, nose up */\n pitch?: number;\n /** Degrees, right side down */\n roll?: number;\n /** 1 by default: the model's metres */\n scale?: number;\n}\n\nexport interface ModelOptions {\n /** URL of a glTF binary (`.glb`): meshes, textures, Draco, meshopt, KTX2, as in 3D Tiles; or its bytes (`data`) */\n url?: string;\n data?: ArrayBuffer | ArrayBufferView<ArrayBuffer>;\n instances: readonly ModelInstance[];\n /** What the altitudes are above: `'ground'` (the relief, the default) or `'sea'` (the ellipsoid) */\n altitudeReference?: 'ground' | 'sea';\n}\n\n/** The numbers of instances for the engine: longitude, latitude, altitude, heading, pitch, roll, scale */\nexport const 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 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 override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal */\n override dispose(): void {\n if (this.blob) URL.revokeObjectURL(this.blob);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n return engine.addModels(this.url, this.instances, this.ground);\n }\n}\n"]}
1
+ {"version":3,"file":"layers.js","sourceRoot":"","sources":["../../src/layers/layers.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAGH,OAAO,EAAE,GAAG,EAAE,MAAM,gBAAgB,CAAC;AAUrC,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,UAAU,EAAE,MAAM,gBAAgB,CAAC;AAElE,OAAO,EAAgB,UAAU,EAAE,UAAU,EAAE,KAAK,EAAE,MAAM,eAAe,CAAC;AAE5E,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;iFAC6E;IAC7E,IAAI,KAAK;QACP,IAAI,CAAC,MAAM,KAAK,CAAC,KAAK,IAAI,EAAE;YAC1B;gBAAG,MAAM,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,CAAC;mBACtB,IAAI,CAAC,GAAG,GAAG,CAAC,IAAI,IAAI,CAAC,eAAe,EAAE;QAC/C,CAAC,CAAC,EAAE,CAAC;QAEL,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,qHAAqH;IACrH,IAAI,eAAe;QACjB,OAAO,KAAK,CAAC;IACf,CAAC;IAED,kGAAkG;IAClG,OAAO,KAAU,CAAC;IAKlB,MAAM;QACJ,oFAAoF;QACpF,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,GAAG,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QACtB,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;IAClC,CAAC;CACF;AAED,wCAAwC;AACxC,MAAM,OAAO,WAAY,SAAQ,KAAK;IAIjB;IAHnB,gBAAgB;IAChB,YACE,GAAc,EACG,OAGhB;QAED,KAAK,CAAC,GAAG,CAAC,CAAC;QALM,YAAO,GAAP,OAAO,CAGvB;IAGH,CAAC;IAED,wDAAwD;IACxD,QAAQ,CAAC,KAA2B;QAClC,IAAI,CAAC,OAAO,CAAC,OAAO,GAAG,KAAK,CAAC,OAAO,IAAI,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC;QAC7D,IAAI,CAAC,OAAO,CAAC,UAAU,GAAG,KAAK,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC;QACtE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QACvF,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,EAAE,GAAG,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC;QAElF,OAAO,MAAM,CAAC,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;IACpF,CAAC;CACF;AAED,2EAA2E;AAC3E,MAAM,OAAO,YAAa,SAAQ,KAAK;IAS3B;IACA;IACA;IACA;IAXF,MAAM,CAA2B;IACzC;kDAC8C;IACtC,IAAI,CAAiG;IAE7G,gBAAgB;IAChB,YACE,GAAc,EACN,QAAiG,EACjG,KAA+B,EAC/B,KAAmB,EACnB,UAAoC;QAE5C,KAAK,CAAC,GAAG,CAAC,CAAC;QALH,aAAQ,GAAR,QAAQ,CAAyF;QACjG,UAAK,GAAL,KAAK,CAA0B;QAC/B,UAAK,GAAL,KAAK,CAAc;QACnB,eAAU,GAAV,UAAU,CAA0B;IAG9C,CAAC;IAED;qBACiB;IACjB,SAAS,CAAC,MAAoB;QAC5B,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC;QAClD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED;2GACuG;IACvG,QAAQ,CAAC,KAA+B;QACtC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QAChD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,QAAQ,CAAC,KAA4B;QACnC,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC;QAE7B,IAAI,CAAC,KAAK,GAAG,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC;QACzC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,EAAE,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC;QACnE,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI,KAAK,IAAI;YAC1B,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,IAAI,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;QAC/F,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,uDAAuD;IACvD,aAAa,CAAC,MAAgC;QAC5C,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC;QACzB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,EAAE,MAAM,CAAC,CAAC;QAClD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,gDAAgD;IAChD,KAAK;QACH,OAAO,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IAC/C,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,QAAQ,CAAC;QAC9C,MAAM,QAAQ,GAAG,CAAC,GAA6D,EAAE;YAC/E,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;gBACd,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC;gBAEjD,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,KAAK,EAAE,CAAC,IAAI,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,EAAE,CAAC;YACrE,CAAC;YAED,8FAA8F;YAC9F,MAAM,SAAS,GAAG,EAAE,KAAK,EAAE,cAAc,CAAC,KAAK,CAAC,EAAE,KAAK,EAAE,KAAK,IAAI,cAAc,CAAC,KAAK,CAAC,MAAM,CAAC,EAAE,CAAC;YACjG,MAAM,MAAM,GAAqB,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,EAAE,SAAS,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;YAEpF,IAAI,CAAC,IAAI,GAAG;gBACV,MAAM;gBACN,KAAK,EAAE,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,MAAM,CAAC;gBACpC,KAAK,EAAE,SAAS,CAAC,KAAK,IAAI,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,MAAM,CAAC;aACxD,CAAC;YACF,oEAAoE;YACpE,IAAI,CAAC,QAAQ,GAAG,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,KAAK,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,EAAE,CAAC;YAE/F,OAAO,SAAS,CAAC;QACnB,CAAC,CAAC,EAAE,CAAC;QACL,MAAM,EAAE,GAAG,MAAM,CAAC,UAAU,CAC1B,QAAQ,CAAC,KAAK,EACd,KAAK,EACL,KAAK,EAAE,KAAK,EACZ,QAAQ,CAAC,KAAK,EACd,IAAI,CAAC,KAAK,EACV,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,CACzB,CAAC;QAEF,IAAI,IAAI,CAAC,KAAK,CAAC,IAAI;YAAE,MAAM,CAAC,cAAc,CAAC,EAAE,EAAE,UAAU,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;QACjF,IAAI,IAAI,CAAC,UAAU;YAAE,MAAM,CAAC,gBAAgB,CAAC,EAAE,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;QAClE,IAAI,IAAI,CAAC,MAAM;YAAE,MAAM,CAAC,gBAAgB,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAE1D,OAAO,EAAE,CAAC;IACZ,CAAC;CACF;AAED,uDAAuD;AACvD,MAAM,YAAY,GAAG,CAAC,KAAmB,EAAgB,EAAE;IACzD,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,GAAG,EAAE,OAAO,EAAE,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,IAAI,EAAE,GAAG,KAAK,CAAC;IAExF,OAAO,YAAY,CAAC,IAAI,CAAC;QACvB,GAAG,KAAK,CAAC,KAAK,CAAC;QACf,GAAG,KAAK,CAAC,IAAI,CAAC;QACd,GAAG;QACH,OAAO;QACP,OAAO;QACP,WAAW;QACX,GAAG,UAAU,CAAC,cAAc,CAAC;QAC7B,IAAI;KACL,CAAC,CAAC;AACL,CAAC,CAAC;AAEF,MAAM,KAAK,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,CAAC;AAElC,iEAAiE;AACjE,MAAM,IAAI,GAAG,CAAC,MAAoB,EAAE,CAAC,EAAE,EAAE,EAAE,CAAmB,EAAgB,EAAE;IAC9E,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;IAE5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;QAC1C,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;QAC/B,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;IACzC,CAAC;IAED,OAAO,GAAG,CAAC;AACb,CAAC,CAAC;AAEF,MAAM,MAAM,GAAG,CAAC,MAAoB,EAAE,CAAC,EAAE,EAAE,EAAE,CAAmB,EAAgB,EAAE;IAChF,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;IAE5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;QAC1C,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;QAC/B,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC;IACzC,CAAC;IAED,OAAO,GAAG,CAAC;AACb,CAAC,CAAC;AAEF,8FAA8F;AAC9F,MAAM,cAAc,GAAG,CAAC,MAAoB,EAAgB,EAAE;IAC5D,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;IAE5C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,IAAI,CAAC,EAAE,CAAC;QAC1C,GAAG,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;QACnC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;IAC7C,CAAC;IAED,OAAO,GAAG,CAAC;AACb,CAAC,CAAC;AAEF,kCAAkC;AAClC,MAAM,OAAO,YAAa,SAAQ,KAAK;IAIlB;IACA;IACT;IALV,gBAAgB;IAChB,YACE,GAAc,EACG,GAAW,EACX,KAAc,EACvB,KAAmB;QAE3B,KAAK,CAAC,GAAG,CAAC,CAAC;QAJM,QAAG,GAAH,GAAG,CAAQ;QACX,UAAK,GAAL,KAAK,CAAS;QACvB,UAAK,GAAL,KAAK,CAAc;IAG7B,CAAC;IAED,QAAQ,CAAC,KAA4B;QACnC,IAAI,CAAC,KAAK,GAAG,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC;QACzC,6DAA6D;QAC7D,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO;QACxB,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;QAC1C,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,gBAAgB;IAChB,IAAa,eAAe;QAC1B,OAAO,IAAI,CAAC;IACd,CAAC;IAED;wHACoH;IACpH,SAAS,CAAC,KAAa;QACrB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO,SAAS,CAAC;QAElC,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QAE3D,IAAI,CAAC,GAAG;YAAE,OAAO,SAAS,CAAC;QAE3B,MAAM,CAAC,UAAU,EAAE,OAAO,CAAC,GAAG,GAAG,CAAC;QAElC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,IAAI,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;IACxF,CAAC;IAED;kCAC8B;IAC9B,KAAK;QACH,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IACzE,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,EAAE,GAAG,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,mBAAmB,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAEnF,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC;QAE5B,OAAO,EAAE,CAAC;IACZ,CAAC;IAEO,UAAU,CAAC,MAAc,EAAE,EAAU;QAC3C,MAAM,EAAE,mBAAmB,EAAE,OAAO,EAAE,SAAS,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC;QAEtE,MAAM,CAAC,eAAe,CAAC,EAAE,EAAE,mBAAmB,EAAE,OAAO,EAAE,SAAS,EAAE,IAAI,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACjH,CAAC;CACF;AAiCD,MAAM,OAAO,GAAG,CAAC,IAAqB,EAAE,EAAE,CAAC,IAAI,UAAU,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;AAEzG,4GAA4G;AAC5G,MAAM,OAAO,WAAY,SAAQ,KAAK;IAQjB;IAPF,QAAQ,GAAG,IAAI,GAAG,EAAyB,CAAC;IAC5C,QAAQ,GAAG,IAAI,GAAG,EAAoB,CAAC;IAChD,OAAO,GAAG,IAAI,CAAC;IAEvB,gBAAgB;IAChB,YACE,GAAc,EACG,OAAsB;QAEvC,KAAK,CAAC,GAAG,CAAC,CAAC;QAFM,YAAO,GAAP,OAAO,CAAe;QAGvC,MAAM,CAAC,OAAO,CAAC,OAAO,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,OAAO,CAAC,EAAE,EAAE;YACjE,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;QACnC,CAAC,CAAC,CAAC;QACH,MAAM,CAAC,OAAO,CAAC,OAAO,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,EAAE;YAC/D,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,CAAC,KAAK,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC;QAC1C,CAAC,CAAC,CAAC;IACL,CAAC;IAED,iEAAiE;IACjE,UAAU,CAAC,IAAY,EAAE,OAAsB;QAC7C,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;QACjC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC;QAC1D,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACH,aAAa,CACX,IAAY,EACZ,IAAqB,EACrB,MAAiF;QAEjF,MAAM,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC;QAE1D,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;QAC9F,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,kGAAkG;IAClG,UAAU,CAAC,IAAY,EAAE,KAAiC;QACxD,MAAM,MAAM,GAAG,CAAC,KAAK,CAAC,CAAC,IAAI,EAAE,CAAC;QAE9B,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAChC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC3E,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,SAAS,CAAC,MAAkE;QAC1E,IAAI,CAAC,OAAO,CAAC,MAAM,GAAG,MAAM,CAAC;QAC7B,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,EAAE,GAAG,WAAW,CAAC,MAAM,CAAC,CAAC,CAAC;QACjE,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,UAAU,CAAC,OAAgB;QACzB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,EAAE,OAAO,CAAC,CAAC;QACnD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAEO,WAAW,CAAC,MAAc,EAAE,EAAU,EAAE,IAAY,EAAE,CAAgB;QAC5E,MAAM,IAAI,GAAG,CAAC,CAAC,IAAI,IAAI,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QAEvC,MAAM,CAAC,gBAAgB,CAAC,EAAE,EAAE,IAAI,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,KAAK,EAAE,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,KAAK,IAAI,CAAC,EAAE,CAAC,CAAC,MAAM,IAAI,KAAK,EAAE,IAAI,CAAC,CAAC;IACxG,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACjD,MAAM,EAAE,GAAG,MAAM,CAAC,SAAS,CACzB,IAAI,CAAC,OAAO,CAAC,IAAI,EACjB,EAAE,EACF,EAAE,EACF,GAAG,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,KAAK,EAAE,GAAG,EAAE,KAAK,CAAC,CAAC,CAClE,CAAC;QAEF,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC,OAAO,EAAE,IAAI,EAAE,EAAE;YACtC,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,EAAE,EAAE,IAAI,EAAE,OAAO,CAAC,CAAC;QAC9C,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,CAAC,MAAM,EAAE,IAAI,EAAE,EAAE;YACrC,MAAM,CAAC,gBAAgB,CAAC,EAAE,EAAE,IAAI,EAAE,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC/D,CAAC,CAAC,CAAC;QACH,MAAM,CAAC,gBAAgB,CAAC,EAAE,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAE1C,OAAO,EAAE,CAAC;IACZ,CAAC;CACF;AAED,iFAAiF;AACjF,MAAM,WAAW,GAAG,CAAC,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,CAAmC,EAK/E,EAAE;IACF,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;IAC3C,MAAM,CAAC,EAAE,EAAE,EAAE,CAAC,GAAG,UAAU,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC,CAAC;IAE3C,OAAO,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,CAAC;AAC1B,CAAC,CAAC;AAEF,8DAA8D;AAE9D,sGAAsG;AACtG,MAAM,MAAM,GAAG,CAAC,KAAc,EAAQ,EAAE;IACtC,IAAI,OAAO,WAAW,KAAK,UAAU;QAAE,WAAW,CAAC,KAAK,CAAC,CAAC;;QAExD,cAAc,CAAC,GAAG,EAAE;YAClB,MAAM,KAAK,CAAC;QACd,CAAC,CAAC,CAAC;AACP,CAAC,CAAC;AA0CF,0EAA0E;AAC1E,MAAM,OAAO,WAAY,SAAQ,KAAK;IAezB;IACQ;IACA;IAhBnB,qGAAqG;IACpF,EAAE,CAAyB;IACpC,KAAK,GAAG,KAAK,CAAC;IACtB,+DAA+D;IACvD,KAAK,GAAG,KAAK,CAAC;IACL,IAAI,GAAG,GAAG,EAAE;QAC3B,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;IACpB,CAAC,CAAC;IACe,KAAK,CAAc;IAEpC,gBAAgB;IAChB,YACE,GAAc;IACd,+BAA+B;IACtB,cAAoC,EAC5B,MAAyB,EACzB,KAAa,EAC9B,MAAoB,EACpB,MAAoB;QAEpB,KAAK,CAAC,GAAG,CAAC,CAAC;QANF,mBAAc,GAAd,cAAc,CAAsB;QAC5B,WAAM,GAAN,MAAM,CAAmB;QACzB,UAAK,GAAL,KAAK,CAAQ;QAK9B,4CAA4C;QAC5C,IAAI,CAAC,EAAE,GAAG,MAAM,CAAC,UAAU,CAAC,QAAQ,CAA2B,CAAC;QAChE,IAAI,CAAC,KAAK,GAAG;YACX,QAAQ,EAAE,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,QAAQ,GAAG,CAAC,EAAE,EAAE;gBACrC,MAAM,CAAC,GAAG,MAAM,CAAC,GAAG,EAAE,GAAG,EAAE,QAAQ,CAAC,CAAC;gBAErC,IAAI,CAAC,CAAC;oBAAE,MAAM,IAAI,KAAK,CAAC,uDAAuD,CAAC,CAAC;gBAEjF,OAAO,CAAC,CAAC;YACX,CAAC;YACD,IAAI,MAAM;gBACR,OAAO,MAAM,EAAE,CAAC;YAClB,CAAC;SACF,CAAC;IACJ,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,uGAAuG;QACvG,IAAI,CAAC,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YAC9B,IAAI,CAAC,IAAI,CAAC,KAAK;gBAAE,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;YAC7E,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;YAClB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;YACnB,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QACnD,CAAC;QAED,OAAO,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,cAAc,CAAC,aAAa,KAAK,IAAI,CAAC,CAAC;IACtF,CAAC;IAED,gHAAgH;IAC/F,IAAI,GAAG,GAAS,EAAE;QACjC,IAAI,CAAC;YACH,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAClD,CAAC;QAAC,OAAO,KAAK,EAAE,CAAC;YACf,MAAM,CAAC,KAAK,CAAC,CAAC;QAChB,CAAC;IACH,CAAC,CAAC;IAEO,MAAM;QACb,KAAK,CAAC,MAAM,EAAE,CAAC;QACf,IAAI,CAAC,OAAO,EAAE,CAAC;IACjB,CAAC;IAED,kGAAkG;IACzF,OAAO;QACd,IAAI,CAAC,IAAI,CAAC,KAAK;YAAE,OAAO;QACxB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,kBAAkB,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;QAC/D,IAAI,IAAI,CAAC,KAAK;YAAE,OAAO;QACvB,IAAI,CAAC;YACH,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QACtD,CAAC;QAAC,OAAO,KAAK,EAAE,CAAC;YACf,MAAM,CAAC,KAAK,CAAC,CAAC;QAChB,CAAC;IACH,CAAC;CACF;AA0BD,0GAA0G;AAC1G,MAAM,CAAC,MAAM,eAAe,GAAG,CAAC,SAAmC,EAAgB,EAAE;IACnF,MAAM,GAAG,GAAG,IAAI,YAAY,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;IAEnD,SAAS,CAAC,OAAO,CAAC,CAAC,EAAE,MAAM,EAAE,QAAQ,GAAG,CAAC,EAAE,OAAO,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,IAAI,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,EAAE,CAAC,EAAE,EAAE;QAC7F,GAAG,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,EAAE,QAAQ,EAAE,OAAO,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,CAAC;IAChF,CAAC,CAAC,CAAC;IAEH,OAAO,GAAG,CAAC;AACb,CAAC,CAAC;AAEF,uGAAuG;AACvG,MAAM,OAAO,UAAW,SAAQ,KAAK;IAClB,GAAG,CAAS;IAC7B,0EAA0E;IACzD,IAAI,CAAqB;IAClC,SAAS,CAAe;IACxB,MAAM,CAAU;IAExB,gBAAgB;IAChB,YAAY,GAAc,EAAE,OAAqB;QAC/C,KAAK,CAAC,GAAG,CAAC,CAAC;QAEX,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,OAAO,CAAC;QAE9B,IAAI,IAAI,EAAE,CAAC;YACT,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC,eAAe,CAAC,IAAI,IAAI,CAAC,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE,mBAAmB,EAAE,CAAC,CAAC,CAAC;YACjF,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,CAAC;aAAM,IAAI,GAAG,EAAE,CAAC;YACf,sFAAsF;YACtF,MAAM,IAAI,GAAG,OAAO,QAAQ,KAAK,WAAW,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,QAAQ,CAAC,OAAO,CAAC;YAE5E,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC;QAClD,CAAC;aAAM,CAAC;YACN,MAAM,IAAI,KAAK,CAAC,oCAAoC,CAAC,CAAC;QACxD,CAAC;QACD,IAAI,CAAC,SAAS,GAAG,eAAe,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;QACpD,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,iBAAiB,KAAK,KAAK,CAAC;IACpD,CAAC;IAED,sEAAsE;IACtE,IAAa,eAAe;QAC1B,OAAO,IAAI,CAAC;IACd,CAAC;IAED,qFAAqF;IACrF,YAAY,CAAC,SAAmC,EAAE,iBAAoC;QACpF,IAAI,CAAC,SAAS,GAAG,eAAe,CAAC,SAAS,CAAC,CAAC;QAC5C,IAAI,iBAAiB;YAAE,IAAI,CAAC,MAAM,GAAG,iBAAiB,KAAK,QAAQ,CAAC;QACpE,6DAA6D;QAC7D,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO;QACxB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QACxE,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,iHAAiH;IACjH,kBAAkB,CAAC,OAAqB;QACtC,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC;QACzB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;QACnB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO;QACxB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QACxE,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAEQ,MAAM;QACb,KAAK,CAAC,MAAM,EAAE,CAAC;QACf,IAAI,CAAC,OAAO,EAAE,CAAC;IACjB,CAAC;IAED,gBAAgB;IACP,OAAO;QACd,IAAI,IAAI,CAAC,IAAI;YAAE,GAAG,CAAC,eAAe,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAChD,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,OAAO,MAAM,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IACjE,CAAC;CACF","sourcesContent":["/**\n * Handles of the layers added to a map. Each one keeps what it needs to be created again: after a WebGL context loss,\n * the map recreates its engine and every layer in order, with the same handle (its id is updated). Also the page's\n * own 3D content: custom layers (its WebGL code called in every frame) and glTF models drawn at positions.\n */\n\nimport type { GeoMap } from '../map.ts';\nimport { rgb } from '../settings.ts';\nimport type {\n LayerHost,\n LonLat,\n NetworkOptions,\n NetworkStyle,\n RasterOptions,\n RasterStyle,\n Tiles3dStyle,\n} from '../types.ts';\nimport { mercatorX, mercatorY, toMercator } from '../util/geo.ts';\nimport type { Camera, Engine, NetworkStats, Tiles3dStats } from '../wasm/isard.js';\nimport { type Feature, parseColor, rampTexels, stops } from './features.ts';\n\nexport abstract class Layer {\n #id = -1;\n\n /** @internal */\n protected readonly map: LayerHost;\n\n /** @internal */\n constructor(map: LayerHost) {\n this.map = map;\n }\n\n /** Id of the layer in the engine */\n get id(): number {\n return this.#id;\n }\n\n #ready: Promise<void> | undefined;\n\n /** Resolves once the map has drawn the layer, what it shows in view loaded (the map idle after it was added; a\n * layer waiting for the engine with 3D Tiles, once that one has drawn it) */\n get ready(): Promise<void> {\n this.#ready ??= (async () => {\n do await this.map.whenIdle();\n while (this.#id < 0 && this.needsFullEngine);\n })();\n\n return this.#ready;\n }\n\n /** @internal Creates the layer in an engine (again after a context loss); its id is -1 if that fails */\n attach(engine: Engine): void {\n this.#id = -1;\n this.#id = this.create(engine);\n }\n\n /** @internal Forgets its id in an engine that is gone (before the layers are created in a new one) */\n forgetEngine(): void {\n this.#id = -1;\n }\n\n /** @internal Sends what refers to other layers, once every layer of a new engine has its id */\n relink(_engine: Engine): void {}\n\n /** @internal Drawn by the engine with 3D Tiles only (3D Tiles, models): on the core engine, it waits for that one */\n get needsFullEngine(): boolean {\n return false;\n }\n\n /** @internal The layer is removed or its map destroyed: frees what it holds outside the engine */\n dispose(): void {}\n\n /** @internal */\n protected abstract create(engine: Engine): number;\n\n remove(): void {\n // Not created yet: a 3D Tiles layer or a model waiting for the engine with 3D Tiles\n if (this.#id >= 0) this.map.engine.removeLayer(this.#id);\n this.#id = -1;\n this.map.detach(this);\n this.map.requestRender();\n }\n\n /** Moves the layer under `other`, or on top of every layer (above the labels of a vector basemap too) */\n moveBefore(other: Layer | undefined): void {\n this.map.moveLayer(this, other);\n }\n}\n\n/** Raster tiles (basemaps, overlays) */\nexport class RasterLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly options: Required<Omit<RasterOptions, 'size' | 'loader' | 'grid' | 'attribution'>> & {\n size: number | undefined;\n loader: RasterOptions['loader'] | undefined;\n },\n ) {\n super(map);\n }\n\n /** Changes the opacity or saturation, the other kept */\n setStyle(style: Partial<RasterStyle>): void {\n this.options.opacity = style.opacity ?? this.options.opacity;\n this.options.saturation = style.saturation ?? this.options.saturation;\n this.map.engine.setRasterStyle(this.id, this.options.opacity, this.options.saturation);\n this.map.requestRender();\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const { url, minZoom, maxZoom, opacity, saturation, size, loader } = this.options;\n\n return engine.addRaster(url, minZoom, maxZoom, opacity, saturation, size, loader);\n }\n}\n\n/** Line network colored by a value per node (travel time, water depth…) */\nexport class NetworkLayer extends Layer {\n private values: Float32Array | undefined;\n /** Node and line positions in Mercator, kept for a context loss: f32 offsets from an origin (exact to the centimetre\n * across a region, half the memory of f64) */\n private kept: { origin: [number, number]; nodes: Float32Array; lines: Float32Array | undefined } | undefined;\n\n /** @internal */\n constructor(\n map: LayerHost,\n private geometry: { nodes: Float64Array; edges: Uint32Array; lines: NetworkOptions['lines'] | undefined },\n private costs: Float32Array | undefined,\n private style: NetworkStyle,\n private edgeWidths: Float32Array | undefined,\n ) {\n super(map);\n }\n\n /** One value per node, in node order; negative (or 1e30 and above) = unreached. Costs one texture upload, drawn\n * next frame. */\n setValues(values: Float32Array): void {\n this.values = values;\n this.map.engine.setNetworkValues(this.id, values);\n this.map.requestRender();\n }\n\n /** Costs of the edges, A → B then B → A (see `NetworkOptions.costs`), when the way the network is travelled\n * changes; undefined: values interpolated along the edges. The geometry stays on the graphics card. */\n setCosts(costs: Float32Array | undefined): void {\n this.costs = costs;\n this.map.engine.setNetworkCosts(this.id, costs);\n this.map.requestRender();\n }\n\n setStyle(style: Partial<NetworkStyle>): void {\n const ramp = this.style.ramp;\n\n this.style = { ...this.style, ...style };\n this.map.engine.setNetworkStyle(this.id, networkStyle(this.style));\n if (this.style.ramp !== ramp)\n this.map.engine.setNetworkRamp(this.id, this.style.ramp && rampTexels(this.style.ramp).rgba);\n this.map.requestRender();\n }\n\n /** Width factor of each edge (undefined: 1 for all) */\n setEdgeWidths(widths: Float32Array | undefined): void {\n this.edgeWidths = widths;\n this.map.engine.setNetworkScales(this.id, widths);\n this.map.requestRender();\n }\n\n /** Pieces in all and drawn in the last frame */\n stats(): NetworkStats | undefined {\n return this.map.engine.networkStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const { nodes, edges, lines } = this.geometry;\n const mercator = ((): { nodes: Float64Array; lines: Float64Array | undefined } => {\n if (this.kept) {\n const { origin, nodes: n, lines: l } = this.kept;\n\n return { nodes: unpack(n, origin), lines: l && unpack(l, origin) };\n }\n\n // Mercator here: Math.tan and Math.log run natively, several times faster than in WebAssembly\n const projected = { nodes: mercatorPoints(nodes), lines: lines && mercatorPoints(lines.points) };\n const origin: [number, number] = [projected.nodes[0] ?? 0, projected.nodes[1] ?? 0];\n\n this.kept = {\n origin,\n nodes: pack(projected.nodes, origin),\n lines: projected.lines && pack(projected.lines, origin),\n };\n // The degrees are not needed again: millions of points for a region\n this.geometry = { nodes: EMPTY, edges, lines: lines && { start: lines.start, points: EMPTY } };\n\n return projected;\n })();\n const id = engine.addNetwork(\n mercator.nodes,\n edges,\n lines?.start,\n mercator.lines,\n this.costs,\n networkStyle(this.style),\n );\n\n if (this.style.ramp) engine.setNetworkRamp(id, rampTexels(this.style.ramp).rgba);\n if (this.edgeWidths) engine.setNetworkScales(id, this.edgeWidths);\n if (this.values) engine.setNetworkValues(id, this.values);\n\n return id;\n }\n}\n\n/** The 25 numbers of a network style for the engine */\nconst networkStyle = (style: NetworkStyle): Float32Array => {\n const { width, halo, max, contour, opacity, haloOpacity, unreachedColor, fade } = style;\n\n return Float32Array.from([\n ...stops(width),\n ...stops(halo),\n max,\n contour,\n opacity,\n haloOpacity,\n ...parseColor(unreachedColor),\n fade,\n ]);\n};\n\nconst EMPTY = new Float64Array(0);\n\n/** Interleaved points as f32 offsets from an origin, and back */\nconst pack = (points: Float64Array, [ox, oy]: [number, number]): Float32Array => {\n const out = new Float32Array(points.length);\n\n for (let i = 0; i < points.length; i += 2) {\n out[i] = (points[i] ?? 0) - ox;\n out[i + 1] = (points[i + 1] ?? 0) - oy;\n }\n\n return out;\n};\n\nconst unpack = (points: Float32Array, [ox, oy]: [number, number]): Float64Array => {\n const out = new Float64Array(points.length);\n\n for (let i = 0; i < points.length; i += 2) {\n out[i] = (points[i] ?? 0) + ox;\n out[i + 1] = (points[i + 1] ?? 0) + oy;\n }\n\n return out;\n};\n\n/** Longitudes and latitudes (degrees, interleaved) to Mercator [0, 1], y towards the south */\nconst mercatorPoints = (lonLat: Float64Array): Float64Array => {\n const out = new Float64Array(lonLat.length);\n\n for (let i = 0; i < lonLat.length; i += 2) {\n out[i] = mercatorX(lonLat[i] ?? 0);\n out[i + 1] = mercatorY(lonLat[i + 1] ?? 0);\n }\n\n return out;\n};\n\n/** Textured meshes in 3D Tiles */\nexport class Tiles3dLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly url: string,\n private readonly geoid: boolean,\n private style: Tiles3dStyle,\n ) {\n super(map);\n }\n\n setStyle(style: Partial<Tiles3dStyle>): void {\n this.style = { ...this.style, ...style };\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.applyStyle(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** @internal The feature picked (`pickFeature`, 'hoverfeature'): the properties of its feature in the tile\n * (`EXT_structural_metadata`, a b3dm batch table), none for a mesh without features; its index in the tile as id */\n featureAt(index: number): Feature<Record<string, unknown>> | undefined {\n if (this.id < 0) return undefined;\n\n const hit = this.map.engine.tiles3dFeature(this.id, index);\n\n if (!hit) return undefined;\n\n const [properties, feature] = hit;\n\n return { type: 'Feature', id: feature, properties: properties ?? {}, geometry: null };\n }\n\n /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see\n * `GeoMapOptions.tiles3d`) */\n stats(): Tiles3dStats | undefined {\n return this.id < 0 ? undefined : this.map.engine.tiles3dStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError, this.geoid);\n\n this.applyStyle(engine, id);\n\n return id;\n }\n\n private applyStyle(engine: Engine, id: number): void {\n const { maxScreenSpaceError, opacity, pointSize, color } = this.style;\n\n engine.setTiles3dStyle(id, maxScreenSpaceError, opacity, pointSize, new Float32Array(color ? rgb(color) : []));\n }\n}\n\n/** A texture of a ground layer (see `GroundLayer`) */\nexport interface GroundTexture {\n /** `r8`, `r8ui`, `r16ui`, `r16i`, `r32ui`, `r32f`, `rg16ui`, `rg32f`, `rgba8`, `rgba8ui`, `rgba16ui`, `rgba32f`:\n * integer formats are read with `usampler2D` / `isampler2D` and `texelFetch` */\n format: string;\n width: number;\n height: number;\n /** Layers of a 2D array (`sampler2DArray`, `usampler2DArray`…); 0 or undefined: a 2D texture */\n depth?: number;\n /** Linear filtering (non-integer formats); default nearest */\n linear?: boolean;\n /** Texels row after row (layer after layer), any typed array; undefined: left empty */\n data?: ArrayBufferView;\n}\n\nexport interface GroundOptions {\n /**\n * GLSL ES 3.0 defining `vec4 ground(vec2 offset)`: the color of the ground (premultiplied alpha, 0 for nothing) at\n * `offset`, the Mercator offset of the pixel from `anchor` (times `ISARD_CIRCUMFERENCE`: metres of EPSG:3857), exact to\n * the millimetre at any zoom. The code declares its own uniforms and samplers; also there: `u_zoom`,\n * `u_pixel_ratio`\n */\n code: string;\n /** Where the offsets are taken from */\n anchor: LonLat;\n /** Box it shows in, `[west, south, east, north]` (default the world): only the ground there is drawn again */\n bounds?: [west: number, south: number, east: number, north: number];\n textures?: Record<string, GroundTexture>;\n uniforms?: Record<string, number | readonly number[]>;\n}\n\nconst bytesOf = (data: ArrayBufferView) => new Uint8Array(data.buffer, data.byteOffset, data.byteLength);\n\n/** The application's fragment shader run over the ground, draped on the relief (water depth, heat maps…) */\nexport class GroundLayer extends Layer {\n private readonly textures = new Map<string, GroundTexture>();\n private readonly uniforms = new Map<string, number[]>();\n private visible = true;\n\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly options: GroundOptions,\n ) {\n super(map);\n 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\n// ── The page's own 3D content: custom layers, glTF models ──\n\n/** Reports an error of the page without throwing it here: the console shows it, as an uncaught one */\nconst report = (error: unknown): void => {\n if (typeof reportError === 'function') reportError(error);\n else\n queueMicrotask(() => {\n throw error;\n });\n};\n\n/** What a custom layer gets to draw a frame (`CustomLayerInterface.render`) */\nexport interface CustomFrame {\n /**\n * The model-view-projection matrix of a local frame at a position and altitude (metres above the ellipsoid, as the\n * relief is drawn: times its exaggeration), column-major for `uniformMatrix4fv` or a three.js camera: x east, y\n * north, z up, in metres. Made in double precision relative to the camera, so that what is drawn stays exact at\n * any zoom; draw within a few kilometres of the position (or take one matrix per object far apart). Only during\n * `render`.\n */\n matrixAt(lonLat: LonLat, altitude?: number): Float32Array;\n /** The camera of the frame */\n readonly camera: Camera;\n}\n\n/**\n * A layer drawn by the page with its own WebGL code, as MapLibre's `CustomLayerInterface`: `render` is called at the\n * layer's place in every frame drawn. It starts with the canvas bound, its viewport set, blending on (`SRC_ALPHA`,\n * `ONE_MINUS_SRC_ALPHA`), no culling, and in `'3d'` mode the depth test on (`LEQUAL`, depth written): the relief, the\n * buildings and the 3D Tiles hide what it draws and what it draws hides them. Whatever WebGL state it changes is set\n * back afterwards; a library that caches the WebGL state (three.js) must forget it first (`renderer.resetState()`).\n *\n * The map is busy drawing meanwhile: `render` reads the frame, not the map (`getCamera` excepted); it may call\n * `requestRender` for an animation.\n */\nexport interface CustomLayerInterface {\n /** A name for the application (the map numbers its layers) */\n id?: string;\n /** `'2d'` (the default): drawn over what is under it; `'3d'`: with the depth buffer of the 3D layers */\n renderingMode?: '2d' | '3d';\n /** Creates the WebGL objects: once added, and again after the WebGL context was lost and restored */\n onAdd?(gl: WebGL2RenderingContext, map: GeoMap): void;\n render(gl: WebGL2RenderingContext, frame: CustomFrame): void;\n /** Frees the WebGL objects: the layer is removed, or the map destroyed */\n onRemove?(gl: WebGL2RenderingContext, map: GeoMap): void;\n}\n\n/** The model-view-projection of a local frame in the engine running the map (`Engine.customMatrix`) */\n/** @internal */\nexport type CustomMatrix = (lon: number, lat: number, altitude: number) => Float32Array | undefined;\n\n/** A layer drawn by the page's WebGL code (see `CustomLayerInterface`) */\nexport class CustomLayer extends Layer {\n /** The map's WebGL context, and whether `onAdd` made the layer's objects there (until `onRemove`) */\n private readonly gl: WebGL2RenderingContext;\n private added = false;\n /** The context was lost since `onAdd`: its objects are gone */\n private stale = false;\n private readonly lost = () => {\n this.stale = true;\n };\n private readonly frame: CustomFrame;\n\n /** @internal */\n constructor(\n map: LayerHost,\n /** The application's object */\n readonly implementation: CustomLayerInterface,\n private readonly canvas: HTMLCanvasElement,\n private readonly owner: GeoMap,\n matrix: CustomMatrix,\n camera: () => Camera,\n ) {\n super(map);\n // The context the engine made on the canvas\n this.gl = canvas.getContext('webgl2') as WebGL2RenderingContext;\n this.frame = {\n matrixAt: ([lon, lat], altitude = 0) => {\n const m = matrix(lon, lat, altitude);\n\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\n/** Where and how a model stands */\nexport interface ModelInstance {\n lonLat: LonLat;\n /** Metres above the ground (or above the ellipsoid, `altitudeReference: 'sea'`); 0 by default */\n altitude?: number;\n /** Degrees clockwise from the north of the model's front (glTF +Z); 0 by default */\n heading?: number;\n /** Degrees, nose up */\n pitch?: number;\n /** Degrees, right side down */\n roll?: number;\n /** 1 by default: the model's metres */\n scale?: number;\n}\n\nexport interface ModelOptions {\n /** URL of a glTF binary (`.glb`): meshes, textures, Draco, meshopt, KTX2, as in 3D Tiles; or its bytes (`data`) */\n url?: string;\n data?: ArrayBuffer | ArrayBufferView<ArrayBuffer>;\n instances: readonly ModelInstance[];\n /** What the altitudes are above: `'ground'` (the relief, the default) or `'sea'` (the ellipsoid) */\n altitudeReference?: 'ground' | 'sea';\n}\n\n/** The numbers of instances for the engine: longitude, latitude, altitude, heading, pitch, roll, scale */\nexport const 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 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 /** @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 return engine.addModels(this.url, this.instances, this.ground);\n }\n}\n"]}
@@ -0,0 +1,60 @@
1
+ /**
2
+ * The fills and lines of a MapLibre style drawn as geometry, tile by tile (`VectorTiles.vectors`), instead of into the
3
+ * images of a raster layer: sharp at any zoom and pitch, on the relief, picked by feature, restyled without cutting the
4
+ * tiles again. The workers cut each vector tile into polygons and lines and style its features; the engine draws the
5
+ * style's layers in their order, each over its zoom range.
6
+ */
7
+ import { type Feature, type Size } from './features.ts';
8
+ import { Layer } from './layers.ts';
9
+ /** A style layer as the engine draws it: its kind, zoom range, visibility and dashes (dash, gap, dash, gap, in line
10
+ * widths; zeros: solid) */
11
+ export interface VectorSublayer {
12
+ /** The style layer's id */
13
+ id: string;
14
+ /** Its source layer, if any (not for a background) */
15
+ sourceLayer: string | undefined;
16
+ kind: 'fill' | 'line' | 'extrusion';
17
+ minZoom: number;
18
+ maxZoom: number;
19
+ visible: boolean;
20
+ /** Its opacity when it depends on the zoom only, evaluated at the camera's zoom (else 1: the features' colors hold
21
+ * it) */
22
+ opacity: Size;
23
+ dash: [number, number, number, number];
24
+ /** The caps of its lines' ends (`line-cap`; the joins between their pieces are round) */
25
+ cap: 'butt' | 'round' | 'square';
26
+ /** Its lines glow at night (the streets: its id names a road, not its casing; `setSun`) */
27
+ lit: boolean;
28
+ }
29
+ /** The properties of a picked feature, with the style layer that drew it */
30
+ export type VectorFeature = Feature<Record<string, unknown>> & {
31
+ layer: string;
32
+ sourceLayer: string | undefined;
33
+ };
34
+ export declare class VectorLayer extends Layer {
35
+ private readonly tiles;
36
+ private sublayers;
37
+ private nextKey;
38
+ /** The whole layer shown (`setVisible`), over each style layer's visibility */
39
+ private shown;
40
+ /** Resolves once the style is loaded, its layers drawn known (`layers`), and the map has drawn the layer; rejected
41
+ * if the style fails */
42
+ get ready(): Promise<void>;
43
+ /** The style layers drawn, in order */
44
+ get layers(): readonly VectorSublayer[];
45
+ /** Keys of the tiles held (`z/x/y`) */
46
+ get tileKeys(): string[];
47
+ /** The feature of a picked index (no geometry: the tiles hold it cut), its properties and style layer. Tiles are
48
+ * numbered one after the other, in the order they were first added */
49
+ featureAt(index: number): VectorFeature | undefined;
50
+ /** Changes a paint property of a style layer drawn, as MapLibre's `setPaintProperty`: the tiles are restyled, not cut
51
+ * again */
52
+ setPaintProperty(layer: string, name: string, value: unknown): void;
53
+ /** Changes a layout property of a style layer drawn (`visibility`: shown or hidden at once), as MapLibre's
54
+ * `setLayoutProperty` */
55
+ setLayoutProperty(layer: string, name: string, value: unknown): void;
56
+ setVisible(visible: boolean): void;
57
+ private sendSublayers;
58
+ /** A tile to the engine: its mesh uploaded as it is, or without one its geometry, which the engine makes ready */
59
+ private sendTile;
60
+ }
@@ -0,0 +1,130 @@
1
+ /**
2
+ * The fills and lines of a MapLibre style drawn as geometry, tile by tile (`VectorTiles.vectors`), instead of into the
3
+ * images of a raster layer: sharp at any zoom and pitch, on the relief, picked by feature, restyled without cutting the
4
+ * tiles again. The workers cut each vector tile into polygons and lines and style its features; the engine draws the
5
+ * style's layers in their order, each over its zoom range.
6
+ */
7
+ import { FLOATS, stops } from "./features.js";
8
+ import { Layer } from "./layers.js";
9
+ export class VectorLayer extends Layer {
10
+ tiles = new Map();
11
+ sublayers = [];
12
+ nextKey = 0;
13
+ /** The whole layer shown (`setVisible`), over each style layer's visibility */
14
+ shown = true;
15
+ /** @internal Resolved once the style is loaded and its layers drawn known (set by its `VectorTiles`) */
16
+ styled = Promise.resolve();
17
+ /** @internal Changes a property of a style layer drawn (set by its `VectorTiles`) */
18
+ restyle;
19
+ /** @internal Asks the workers for the tiles in view again (set by its `VectorTiles`): an engine made anew has none */
20
+ recut;
21
+ /** @internal */
22
+ constructor(map) {
23
+ super(map);
24
+ }
25
+ /** Resolves once the style is loaded, its layers drawn known (`layers`), and the map has drawn the layer; rejected
26
+ * if the style fails */
27
+ get ready() {
28
+ return this.styled.then(() => super.ready);
29
+ }
30
+ /** The style layers drawn, in order */
31
+ get layers() {
32
+ return this.sublayers;
33
+ }
34
+ /** Keys of the tiles held (`z/x/y`) */
35
+ get tileKeys() {
36
+ return [...this.tiles.keys()];
37
+ }
38
+ /** @internal Sets the style layers drawn, in order (the tiles' sublayers) */
39
+ setSublayers(sublayers) {
40
+ this.sublayers = sublayers;
41
+ this.sendSublayers(this.map.engine, this.id);
42
+ this.map.requestRender();
43
+ }
44
+ /** @internal Adds or replaces a tile, cut by the workers (and made ready for the GPU there, with its mesh) */
45
+ setTile(tile, vectors) {
46
+ const key = this.tiles.get(tile)?.key ?? this.nextKey++;
47
+ const { properties, sublayer } = vectors;
48
+ this.tiles.set(tile, { key, vectors: { properties, sublayer } });
49
+ this.sendTile(this.map.engine, this.id, key, vectors);
50
+ this.map.requestRender();
51
+ }
52
+ /** @internal New styles of a tile's features, as the workers evaluated them (the same features) */
53
+ setTileStyles(tile, styles) {
54
+ const t = this.tiles.get(tile);
55
+ if (!t || styles.length !== t.vectors.properties.length * FLOATS)
56
+ return;
57
+ this.map.engine.setFeatureStyle(this.id, styles, t.key);
58
+ this.map.requestRender();
59
+ }
60
+ /** @internal */
61
+ removeTile(tile) {
62
+ const t = this.tiles.get(tile);
63
+ if (!t)
64
+ return;
65
+ this.tiles.delete(tile);
66
+ this.map.engine.removeVectorTile(this.id, t.key);
67
+ this.map.requestRender();
68
+ }
69
+ /** The feature of a picked index (no geometry: the tiles hold it cut), its properties and style layer. Tiles are
70
+ * numbered one after the other, in the order they were first added */
71
+ featureAt(index) {
72
+ const tiles = [...this.tiles.values()].sort((a, b) => a.key - b.key);
73
+ // The tile holding the index, and the index among its features (one pass, the features of the tiles before
74
+ // taken off)
75
+ const { tile, rest } = tiles.reduce((found, t) => {
76
+ if (found.tile)
77
+ return found;
78
+ const count = t.vectors.properties.length;
79
+ return found.rest < count ? { tile: t, rest: found.rest } : { rest: found.rest - count };
80
+ }, { rest: index });
81
+ if (!tile)
82
+ return undefined;
83
+ const properties = tile.vectors.properties[rest];
84
+ const sublayer = this.sublayers[tile.vectors.sublayer[rest] ?? -1];
85
+ if (properties === undefined || !sublayer)
86
+ return undefined;
87
+ return { type: 'Feature', properties, geometry: null, layer: sublayer.id, sourceLayer: sublayer.sourceLayer };
88
+ }
89
+ /** Changes a paint property of a style layer drawn, as MapLibre's `setPaintProperty`: the tiles are restyled, not cut
90
+ * again */
91
+ setPaintProperty(layer, name, value) {
92
+ this.restyle?.(layer, 'paint', name, value);
93
+ }
94
+ /** Changes a layout property of a style layer drawn (`visibility`: shown or hidden at once), as MapLibre's
95
+ * `setLayoutProperty` */
96
+ setLayoutProperty(layer, name, value) {
97
+ this.restyle?.(layer, 'layout', name, value);
98
+ }
99
+ setVisible(visible) {
100
+ this.shown = visible;
101
+ this.sendSublayers(this.map.engine, this.id);
102
+ this.map.requestRender();
103
+ }
104
+ sendSublayers(engine, id) {
105
+ const s = this.sublayers;
106
+ engine.setVectorSublayers(id, Uint8Array.from(s, (l) => ({ fill: 0, line: 1, extrusion: 2 })[l.kind]), Float64Array.from(s.flatMap((l) => [l.minZoom, l.maxZoom])), Uint8Array.from(s, (l) => (l.visible && this.shown ? 1 : 0)), Float32Array.from(s.flatMap((l) => l.dash)), Float32Array.from(s.flatMap((l) => stops(l.opacity))), Uint8Array.from(s, (l) => ({ butt: 0, round: 1, square: 2 })[l.cap]), Uint8Array.from(s, (l) => (l.lit ? 1 : 0)));
107
+ }
108
+ /** A tile to the engine: its mesh uploaded as it is, or without one its geometry, which the engine makes ready */
109
+ sendTile(engine, id, key, vectors) {
110
+ const { fills, lines, styles, properties, mesh } = vectors;
111
+ if (mesh) {
112
+ engine.setVectorTileMesh(id, key, fills.points, fills.ringStart, fills.polygonStart, fills.feature, fills.fillStart, mesh.vertices, mesh.indices, mesh.fillRanges, mesh.prism, mesh.pieces, mesh.lineTable, mesh.lineRanges, mesh.blocks, mesh.blockIndices, mesh.blockRanges, mesh.bounds, properties.length);
113
+ engine.setFeatureStyle(id, styles, key);
114
+ return;
115
+ }
116
+ engine.setVectorTile(id, key, fills.points, fills.ringStart, fills.polygonStart, fills.feature, fills.fillStart, lines.points, lines.start, lines.feature, lines.lineStart, properties.length, vectors.tile ?? new Float64Array());
117
+ engine.setFeatureStyle(id, styles, key);
118
+ }
119
+ /** @internal */
120
+ create(engine) {
121
+ const id = engine.addVectorTiles();
122
+ this.sendSublayers(engine, id);
123
+ // An engine made anew (after a context loss, or the one with 3D Tiles): its tiles cut again by the workers, once
124
+ // the layer has its id there. Keeping their geometry here would double the memory they take
125
+ this.tiles.clear();
126
+ queueMicrotask(() => this.recut?.());
127
+ return id;
128
+ }
129
+ }
130
+ //# sourceMappingURL=vectors.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"vectors.js","sourceRoot":"","sources":["../../src/layers/vectors.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAKH,OAAO,EAAgB,MAAM,EAAa,KAAK,EAAE,MAAM,eAAe,CAAC;AACvE,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAiCpC,MAAM,OAAO,WAAY,SAAQ,KAAK;IACnB,KAAK,GAAG,IAAI,GAAG,EAAgB,CAAC;IACzC,SAAS,GAAqB,EAAE,CAAC;IACjC,OAAO,GAAG,CAAC,CAAC;IACpB,+EAA+E;IACvE,KAAK,GAAG,IAAI,CAAC;IACrB,wGAAwG;IACxG,MAAM,GAAkB,OAAO,CAAC,OAAO,EAAE,CAAC;IAC1C,qFAAqF;IACrF,OAAO,CAAiG;IACxG,sHAAsH;IACtH,KAAK,CAA2B;IAEhC,gBAAgB;IAChB,YAAY,GAAc;QACxB,KAAK,CAAC,GAAG,CAAC,CAAC;IACb,CAAC;IAED;4BACwB;IACxB,IAAa,KAAK;QAChB,OAAO,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,GAAG,EAAE,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;IAC7C,CAAC;IAED,uCAAuC;IACvC,IAAI,MAAM;QACR,OAAO,IAAI,CAAC,SAAS,CAAC;IACxB,CAAC;IAED,uCAAuC;IACvC,IAAI,QAAQ;QACV,OAAO,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC,CAAC;IAChC,CAAC;IAED,6EAA6E;IAC7E,YAAY,CAAC,SAA2B;QACtC,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;QAC7C,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,8GAA8G;IAC9G,OAAO,CAAC,IAAY,EAAE,OAAoB;QACxC,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,GAAG,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;QACxD,MAAM,EAAE,UAAU,EAAE,QAAQ,EAAE,GAAG,OAAO,CAAC;QAEzC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,EAAE,EAAE,GAAG,EAAE,OAAO,EAAE,EAAE,UAAU,EAAE,QAAQ,EAAE,EAAE,CAAC,CAAC;QACjE,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,EAAE,GAAG,EAAE,OAAO,CAAC,CAAC;QACtD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,mGAAmG;IACnG,aAAa,CAAC,IAAY,EAAE,MAAoB;QAC9C,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAE/B,IAAI,CAAC,CAAC,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC,CAAC,OAAO,CAAC,UAAU,CAAC,MAAM,GAAG,MAAM;YAAE,OAAO;QACzE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,EAAE,MAAM,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;QACxD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,gBAAgB;IAChB,UAAU,CAAC,IAAY;QACrB,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAE/B,IAAI,CAAC,CAAC;YAAE,OAAO;QACf,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QACxB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC;QACjD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED;0EACsE;IACtE,SAAS,CAAC,KAAa;QACrB,MAAM,KAAK,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;QACrE,2GAA2G;QAC3G,aAAa;QACb,MAAM,EAAE,IAAI,EAAE,IAAI,EAAE,GAAG,KAAK,CAAC,MAAM,CACjC,CAAC,KAAK,EAAE,CAAC,EAAE,EAAE;YACX,IAAI,KAAK,CAAC,IAAI;gBAAE,OAAO,KAAK,CAAC;YAE7B,MAAM,KAAK,GAAG,CAAC,CAAC,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC;YAE1C,OAAO,KAAK,CAAC,IAAI,GAAG,KAAK,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,KAAK,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,KAAK,CAAC,IAAI,GAAG,KAAK,EAAE,CAAC;QAC3F,CAAC,EACD,EAAE,IAAI,EAAE,KAAK,EAAE,CAChB,CAAC;QAEF,IAAI,CAAC,IAAI;YAAE,OAAO,SAAS,CAAC;QAE5B,MAAM,UAAU,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACjD,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;QAEnE,IAAI,UAAU,KAAK,SAAS,IAAI,CAAC,QAAQ;YAAE,OAAO,SAAS,CAAC;QAE5D,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,UAAU,EAAE,QAAQ,EAAE,IAAI,EAAE,KAAK,EAAE,QAAQ,CAAC,EAAE,EAAE,WAAW,EAAE,QAAQ,CAAC,WAAW,EAAE,CAAC;IAChH,CAAC;IAED;eACW;IACX,gBAAgB,CAAC,KAAa,EAAE,IAAY,EAAE,KAAc;QAC1D,IAAI,CAAC,OAAO,EAAE,CAAC,KAAK,EAAE,OAAO,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;IAC9C,CAAC;IAED;6BACyB;IACzB,iBAAiB,CAAC,KAAa,EAAE,IAAY,EAAE,KAAc;QAC3D,IAAI,CAAC,OAAO,EAAE,CAAC,KAAK,EAAE,QAAQ,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;IAC/C,CAAC;IAED,UAAU,CAAC,OAAgB;QACzB,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC;QACrB,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;QAC7C,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAEO,aAAa,CAAC,MAAc,EAAE,EAAU;QAC9C,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC;QAEzB,MAAM,CAAC,kBAAkB,CACvB,EAAE,EACF,UAAU,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,EACvE,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,EAC3D,UAAU,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,OAAO,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,EAC5D,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,EAC3C,YAAY,CAAC,IAAI,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,KAAK,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,EACrD,UAAU,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,EACpE,UAAU,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAC3C,CAAC;IACJ,CAAC;IAED,kHAAkH;IAC1G,QAAQ,CAAC,MAAc,EAAE,EAAU,EAAE,GAAW,EAAE,OAAoB;QAC5E,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,MAAM,EAAE,UAAU,EAAE,IAAI,EAAE,GAAG,OAAO,CAAC;QAE3D,IAAI,IAAI,EAAE,CAAC;YACT,MAAM,CAAC,iBAAiB,CACtB,EAAE,EACF,GAAG,EACH,KAAK,CAAC,MAAM,EACZ,KAAK,CAAC,SAAS,EACf,KAAK,CAAC,YAAY,EAClB,KAAK,CAAC,OAAO,EACb,KAAK,CAAC,SAAS,EACf,IAAI,CAAC,QAAQ,EACb,IAAI,CAAC,OAAO,EACZ,IAAI,CAAC,UAAU,EACf,IAAI,CAAC,KAAK,EACV,IAAI,CAAC,MAAM,EACX,IAAI,CAAC,SAAS,EACd,IAAI,CAAC,UAAU,EACf,IAAI,CAAC,MAAM,EACX,IAAI,CAAC,YAAY,EACjB,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,MAAM,EACX,UAAU,CAAC,MAAM,CAClB,CAAC;YACF,MAAM,CAAC,eAAe,CAAC,EAAE,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC;YAExC,OAAO;QACT,CAAC;QACD,MAAM,CAAC,aAAa,CAClB,EAAE,EACF,GAAG,EACH,KAAK,CAAC,MAAM,EACZ,KAAK,CAAC,SAAS,EACf,KAAK,CAAC,YAAY,EAClB,KAAK,CAAC,OAAO,EACb,KAAK,CAAC,SAAS,EACf,KAAK,CAAC,MAAM,EACZ,KAAK,CAAC,KAAK,EACX,KAAK,CAAC,OAAO,EACb,KAAK,CAAC,SAAS,EACf,UAAU,CAAC,MAAM,EACjB,OAAO,CAAC,IAAI,IAAI,IAAI,YAAY,EAAE,CACnC,CAAC;QACF,MAAM,CAAC,eAAe,CAAC,EAAE,EAAE,MAAM,EAAE,GAAG,CAAC,CAAC;IAC1C,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,EAAE,GAAG,MAAM,CAAC,cAAc,EAAE,CAAC;QAEnC,IAAI,CAAC,aAAa,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC;QAC/B,iHAAiH;QACjH,4FAA4F;QAC5F,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC;QACnB,cAAc,CAAC,GAAG,EAAE,CAAC,IAAI,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;QAErC,OAAO,EAAE,CAAC;IACZ,CAAC;CACF","sourcesContent":["/**\n * The fills and lines of a MapLibre style drawn as geometry, tile by tile (`VectorTiles.vectors`), instead of into the\n * images of a raster layer: sharp at any zoom and pitch, on the relief, picked by feature, restyled without cutting the\n * tiles again. The workers cut each vector tile into polygons and lines and style its features; the engine draws the\n * style's layers in their order, each over its zoom range.\n */\n\nimport type { LayerHost } from '../types.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport type { TileVectors } from '../workers/basemap.worker.ts';\nimport { type Feature, FLOATS, type Size, stops } from './features.ts';\nimport { Layer } from './layers.ts';\n\n/** A style layer as the engine draws it: its kind, zoom range, visibility and dashes (dash, gap, dash, gap, in line\n * widths; zeros: solid) */\nexport interface VectorSublayer {\n /** The style layer's id */\n id: string;\n /** Its source layer, if any (not for a background) */\n sourceLayer: string | undefined;\n kind: 'fill' | 'line' | 'extrusion';\n minZoom: number;\n maxZoom: number;\n visible: boolean;\n /** Its opacity when it depends on the zoom only, evaluated at the camera's zoom (else 1: the features' colors hold\n * it) */\n opacity: Size;\n dash: [number, number, number, number];\n /** The caps of its lines' ends (`line-cap`; the joins between their pieces are round) */\n cap: 'butt' | 'round' | 'square';\n /** Its lines glow at night (the streets: its id names a road, not its casing; `setSun`) */\n lit: boolean;\n}\n\n/** The properties of a picked feature, with the style layer that drew it */\nexport type VectorFeature = Feature<Record<string, unknown>> & { layer: string; sourceLayer: string | undefined };\n\ninterface Tile {\n /** Its number in the engine: tiles are numbered for picking in this order */\n key: number;\n /** What picking needs (its geometry and styles are the engine's only: an engine made anew asks the tiles again) */\n vectors: Pick<TileVectors, 'properties' | 'sublayer'>;\n}\n\nexport class VectorLayer extends Layer {\n private readonly tiles = new Map<string, Tile>();\n private sublayers: VectorSublayer[] = [];\n private nextKey = 0;\n /** The whole layer shown (`setVisible`), over each style layer's visibility */\n private shown = true;\n /** @internal Resolved once the style is loaded and its layers drawn known (set by its `VectorTiles`) */\n styled: Promise<void> = Promise.resolve();\n /** @internal Changes a property of a style layer drawn (set by its `VectorTiles`) */\n restyle: ((layer: string, group: 'paint' | 'layout', name: string, value: unknown) => void) | undefined;\n /** @internal Asks the workers for the tiles in view again (set by its `VectorTiles`): an engine made anew has none */\n recut: (() => void) | undefined;\n\n /** @internal */\n constructor(map: LayerHost) {\n super(map);\n }\n\n /** Resolves once the style is loaded, its layers drawn known (`layers`), and the map has drawn the layer; rejected\n * if the style fails */\n override get ready(): Promise<void> {\n return this.styled.then(() => super.ready);\n }\n\n /** The style layers drawn, in order */\n get layers(): readonly VectorSublayer[] {\n return this.sublayers;\n }\n\n /** Keys of the tiles held (`z/x/y`) */\n get tileKeys(): string[] {\n return [...this.tiles.keys()];\n }\n\n /** @internal Sets the style layers drawn, in order (the tiles' sublayers) */\n setSublayers(sublayers: VectorSublayer[]): void {\n this.sublayers = sublayers;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal Adds or replaces a tile, cut by the workers (and made ready for the GPU there, with its mesh) */\n setTile(tile: string, vectors: TileVectors): void {\n const key = this.tiles.get(tile)?.key ?? this.nextKey++;\n const { properties, sublayer } = vectors;\n\n this.tiles.set(tile, { key, vectors: { properties, sublayer } });\n this.sendTile(this.map.engine, this.id, key, vectors);\n this.map.requestRender();\n }\n\n /** @internal New styles of a tile's features, as the workers evaluated them (the same features) */\n setTileStyles(tile: string, styles: Float32Array): void {\n const t = this.tiles.get(tile);\n\n if (!t || styles.length !== t.vectors.properties.length * FLOATS) return;\n this.map.engine.setFeatureStyle(this.id, styles, t.key);\n this.map.requestRender();\n }\n\n /** @internal */\n removeTile(tile: string): void {\n const t = this.tiles.get(tile);\n\n if (!t) return;\n this.tiles.delete(tile);\n this.map.engine.removeVectorTile(this.id, t.key);\n this.map.requestRender();\n }\n\n /** The feature of a picked index (no geometry: the tiles hold it cut), its properties and style layer. Tiles are\n * numbered one after the other, in the order they were first added */\n featureAt(index: number): VectorFeature | undefined {\n const tiles = [...this.tiles.values()].sort((a, b) => a.key - b.key);\n // The tile holding the index, and the index among its features (one pass, the features of the tiles before\n // taken off)\n const { tile, rest } = tiles.reduce<{ tile?: Tile; rest: number }>(\n (found, t) => {\n if (found.tile) return found;\n\n const count = t.vectors.properties.length;\n\n return found.rest < count ? { tile: t, rest: found.rest } : { rest: found.rest - count };\n },\n { rest: index },\n );\n\n if (!tile) return undefined;\n\n const properties = tile.vectors.properties[rest];\n const sublayer = this.sublayers[tile.vectors.sublayer[rest] ?? -1];\n\n if (properties === undefined || !sublayer) return undefined;\n\n return { type: 'Feature', properties, geometry: null, layer: sublayer.id, sourceLayer: sublayer.sourceLayer };\n }\n\n /** Changes a paint property of a style layer drawn, as MapLibre's `setPaintProperty`: the tiles are restyled, not cut\n * again */\n setPaintProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'paint', name, value);\n }\n\n /** Changes a layout property of a style layer drawn (`visibility`: shown or hidden at once), as MapLibre's\n * `setLayoutProperty` */\n setLayoutProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'layout', name, value);\n }\n\n setVisible(visible: boolean): void {\n this.shown = visible;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private sendSublayers(engine: Engine, id: number): void {\n const s = this.sublayers;\n\n engine.setVectorSublayers(\n id,\n Uint8Array.from(s, (l) => ({ fill: 0, line: 1, extrusion: 2 })[l.kind]),\n Float64Array.from(s.flatMap((l) => [l.minZoom, l.maxZoom])),\n Uint8Array.from(s, (l) => (l.visible && this.shown ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => l.dash)),\n Float32Array.from(s.flatMap((l) => stops(l.opacity))),\n Uint8Array.from(s, (l) => ({ butt: 0, round: 1, square: 2 })[l.cap]),\n Uint8Array.from(s, (l) => (l.lit ? 1 : 0)),\n );\n }\n\n /** A tile to the engine: its mesh uploaded as it is, or without one its geometry, which the engine makes ready */\n private sendTile(engine: Engine, id: number, key: number, vectors: TileVectors): void {\n const { fills, lines, styles, properties, mesh } = vectors;\n\n if (mesh) {\n engine.setVectorTileMesh(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n mesh.vertices,\n mesh.indices,\n mesh.fillRanges,\n mesh.prism,\n mesh.pieces,\n mesh.lineTable,\n mesh.lineRanges,\n mesh.blocks,\n mesh.blockIndices,\n mesh.blockRanges,\n mesh.bounds,\n properties.length,\n );\n engine.setFeatureStyle(id, styles, key);\n\n return;\n }\n engine.setVectorTile(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n lines.points,\n lines.start,\n lines.feature,\n lines.lineStart,\n properties.length,\n vectors.tile ?? new Float64Array(),\n );\n engine.setFeatureStyle(id, styles, key);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addVectorTiles();\n\n this.sendSublayers(engine, id);\n // An engine made anew (after a context loss, or the one with 3D Tiles): its tiles cut again by the workers, once\n // the layer has its id there. Keeping their geometry here would double the memory they take\n this.tiles.clear();\n queueMicrotask(() => this.recut?.());\n\n return id;\n }\n}\n"]}
@@ -46,6 +46,9 @@ export declare class FrameLoop {
46
46
  get camera(): Camera | undefined;
47
47
  /** Asks for a frame; several calls before the next frame draw it once */
48
48
  request(): void;
49
+ /** Asks for a frame that sends 'idle' once everything is loaded, even if the last one already did: the waiters of
50
+ * `whenIdle` on a map already idle (else no frame would change from loading to loaded, and none would send it) */
51
+ requestIdle(): void;
49
52
  /** Runs `step` every frame until it returns false; replaces the running animation */
50
53
  animate(step: Step | undefined): void;
51
54
  /** The pointer's position for the next frame (undefined: none) */
@@ -38,6 +38,12 @@ export class FrameLoop {
38
38
  return;
39
39
  this.requested ||= requestAnimationFrame((now) => this.frame(now));
40
40
  }
41
+ /** Asks for a frame that sends 'idle' once everything is loaded, even if the last one already did: the waiters of
42
+ * `whenIdle` on a map already idle (else no frame would change from loading to loaded, and none would send it) */
43
+ requestIdle() {
44
+ this.#settled = false;
45
+ this.request();
46
+ }
41
47
  /** Runs `step` every frame until it returns false; replaces the running animation */
42
48
  animate(step) {
43
49
  // A flight cut short no longer needs its destination
@@ -1 +1 @@
1
- {"version":3,"file":"frame-loop.js","sourceRoot":"","sources":["../../src/map/frame-loop.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAyBH,+CAA+C;AAC/C,MAAM,OAAO,SAAS;IACH,IAAI,CAAY;IAChB,SAAS,CAAe;IACzC,iCAAiC;IACzB,SAAS,GAAG,CAAC,CAAC;IACd,OAAO,GAAG,KAAK,CAAC;IAChB,SAAS,CAAmB;IACpC,gDAAgD;IACxC,UAAU,CAAoB;IAC9B,UAAU,GAAG,EAAE,CAAC;IACxB,gDAAgD;IACxC,MAAM,GAAG,KAAK,CAAC;IACvB,QAAQ,GAAG,KAAK,CAAC;IACjB,OAAO,CAAqB;IAE5B,yDAAyD;IACzD,YAAY,IAAe,EAAE,SAAuB;QAClD,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;IAC7B,CAAC;IAED,2DAA2D;IAC3D,IAAI,OAAO;QACT,OAAO,IAAI,CAAC,QAAQ,CAAC;IACvB,CAAC;IAED,6GAA6G;IAC7G,IAAI,MAAM;QACR,OAAO,IAAI,CAAC,OAAO,CAAC;IACtB,CAAC;IAED,yEAAyE;IACzE,OAAO;QACL,uGAAuG;QACvG,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;YAAE,OAAO;QAC7C,IAAI,CAAC,SAAS,KAAK,qBAAqB,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC;IACrE,CAAC;IAED,qFAAqF;IACrF,OAAO,CAAC,IAAsB;QAC5B,qDAAqD;QACrD,IAAI,IAAI,CAAC,SAAS;YAAE,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC,YAAY,EAAE,CAAC;QACtD,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QACtB,IAAI,CAAC,OAAO,EAAE,CAAC;IACjB,CAAC;IAED,kEAAkE;IAClE,KAAK,CAAC,KAAwB;QAC5B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED,oHAAoH;IACpH,OAAO;QACL,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACrC,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,GAAG,EAAE,CAAC,CAAC;IAChC,CAAC;IAED,oFAAoF;IACpF,MAAM;QACJ,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACrC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;IACrB,CAAC;IAED,iGAAiG;IACjG,IAAI;QACF,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IACvC,CAAC;IAEO,KAAK,CAAC,GAAW;QACvB,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;QACnB,IAAI,CAAC;YACH,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;YACpB,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACjB,CAAC;gBAAS,CAAC;YACT,4DAA4D;YAC5D,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACvB,CAAC;IACH,CAAC;IAEO,IAAI,CAAC,GAAW;QACtB,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC;YAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAEvE,MAAM,EAAE,IAAI,EAAE,SAAS,EAAE,GAAG,IAAI,CAAC;QACjC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;QAC7B,MAAM,GAAG,GAAG,GAAG,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,IAAI,IAAI,MAAM,CAAC,KAAK,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC;QAChF,MAAM,KAAK,GAAG,GAAG,KAAK,IAAI,CAAC,UAAU,CAAC;QAEtC,IAAI,KAAK,EAAE,CAAC;YACV,6BAA6B;YAC7B,IAAI,CAAC,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,UAAU,KAAK,EAAE,EAAE,CAAC;gBAC3C,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;gBACnB,SAAS,CAAC,IAAI,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;YACtC,CAAC;YACD,IAAI,CAAC,UAAU,GAAG,GAAG,CAAC;YACtB,SAAS,CAAC,IAAI,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACjC,CAAC;aAAM,IAAI,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,EAAE,CAAC;YACjE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;YACpB,SAAS,CAAC,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,CAAC;QACpC,CAAC;QAED,iFAAiF;QACjF,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QAEhC,IAAI,OAAO,EAAE,CAAC;YACZ,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;YAC5B,kGAAkG;YAClG,IAAI,SAAS,CAAC,GAAG,CAAC,OAAO,CAAC,EAAE,CAAC;gBAC3B,SAAS,CAAC,IAAI,CAAC,OAAO,EAAE,EAAE,KAAK,EAAE,OAAO,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;YACpG,CAAC;QACH,CAAC;QAED,MAAM,EAAE,GAAG,WAAW,CAAC,GAAG,EAAE,CAAC;QAE7B,wGAAwG;QACxG,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,oGAAoG;QACpG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC,SAAS,CAAC;QAExE,MAAM,MAAM,GAAG,GAAY,EAAE;YAC3B,IAAI,CAAC;gBACH,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC;YAChC,CAAC;oBAAS,CAAC;gBACT,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;YAC3B,CAAC;QACH,CAAC,CAAC;QACF,MAAM,OAAO,GAAG,MAAM,EAAE,CAAC;QAEzB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC;QACpB,SAAS,CAAC,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,EAAE,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,CAAC;QACzD,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,kFAAkF;QAClF,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC;YAAE,IAAI,CAAC,OAAO,EAAE,CAAC;QAC7D,+GAA+G;QAC/G,oBAAoB;QACpB,IAAI,OAAO,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,KAAK,CAAC,EAAE,CAAC;YAC1E,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACxB,CAAC;aAAM,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC1B,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;YACrB,SAAS,CAAC,IAAI,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC;QAC7B,CAAC;IACH,CAAC;CACF","sourcesContent":["/**\n * The frame loop of a map: frames drawn on demand only (an idle map costs nothing), the running animation stepped in\n * each, and the events of a frame sent with it: the camera's moves, the pointer's position (coalesced to one per\n * frame, so the values computed for it are drawn in the same frame), 'render', and 'idle' once everything is loaded.\n */\n\nimport type { Point } from '../types.ts';\nimport type { Step } from '../util/animation.ts';\nimport type { Camera, Engine } from '../wasm/isard.js';\nimport type { MapListeners } from './events.ts';\n\n/** What the frame loop needs of its map */\nexport interface FrameHost {\n /** The map's engine of the moment */\n engine(): Engine;\n /** The map's camera */\n camera(): Camera;\n /** The WebGL context is lost: nothing is drawn */\n lost(): boolean;\n /** The pointer or the keys are moving the camera: no 'moveend' yet */\n interacting(): boolean;\n /** Custom layers are drawn: they read the camera of the frame */\n customLayers(): boolean;\n /** The engine with 3D Tiles is loading: not idle */\n upgrading(): boolean;\n /** The frame is drawn: what follows it (the overlays placed, the hover picking asked for at `hovered`) */\n drawn(hovered: Point | undefined): void;\n}\n\n/** The frames of a map, asked for and drawn */\nexport class FrameLoop {\n private readonly host: FrameHost;\n private readonly listeners: MapListeners;\n /** Frame asked for, 0 if none */\n private requested = 0;\n private inFrame = false;\n private animation: Step | undefined;\n /** The pointer's position for the next frame */\n private hoverPoint: Point | undefined;\n private lastCamera = '';\n /** The camera moved since the last 'moveend' */\n private moving = false;\n #settled = false;\n #camera: Camera | undefined;\n\n /** `listeners`: the map's, told of the frame's events */\n constructor(host: FrameHost, listeners: MapListeners) {\n this.host = host;\n this.listeners = listeners;\n }\n\n /** The last frame found everything loaded ('idle' sent) */\n get settled(): boolean {\n return this.#settled;\n }\n\n /** The camera of the frame being drawn: what `getCamera` gives the custom layers while the engine is busy */\n get camera(): Camera | undefined {\n return this.#camera;\n }\n\n /** Asks for a frame; several calls before the next frame draw it once */\n request(): void {\n // Changes made by listeners during a frame are drawn by that frame; nothing is drawn without a context\n if (this.inFrame || this.host.lost()) return;\n this.requested ||= requestAnimationFrame((now) => this.frame(now));\n }\n\n /** Runs `step` every frame until it returns false; replaces the running animation */\n animate(step: Step | undefined): void {\n // A flight cut short no longer needs its destination\n if (this.animation) this.host.engine().clearPreload();\n this.animation = step;\n this.request();\n }\n\n /** The pointer's position for the next frame (undefined: none) */\n hover(point: Point | undefined): void {\n this.hoverPoint = point;\n }\n\n /** Draws a frame now, in place of the one asked for (a resized canvas is cleared: waiting one frame would flash) */\n drawNow(): void {\n cancelAnimationFrame(this.requested);\n this.frame(performance.now());\n }\n\n /** Cancels the frame asked for (the context is lost); a new one can be asked for */\n cancel(): void {\n cancelAnimationFrame(this.requested);\n this.requested = 0;\n }\n\n /** Cancels the frame asked for, for good (the map is destroyed): it stays marked as asked for */\n stop(): void {\n cancelAnimationFrame(this.requested);\n }\n\n private frame(now: number): void {\n this.requested = 0;\n try {\n this.inFrame = true;\n this.draw(now);\n } finally {\n // Whatever throws in a frame, the next ones are still drawn\n this.inFrame = false;\n }\n }\n\n private draw(now: number): void {\n if (this.animation && !this.animation(now)) this.animation = undefined;\n\n const { host, listeners } = this;\n const camera = host.camera();\n const key = `${camera.center}|${camera.zoom}|${camera.pitch}|${camera.bearing}`;\n const moved = key !== this.lastCamera;\n\n if (moved) {\n // The first frame is no move\n if (!this.moving && this.lastCamera !== '') {\n this.moving = true;\n listeners.emit('movestart', camera);\n }\n this.lastCamera = key;\n listeners.emit('move', camera);\n } else if (this.moving && !this.animation && !host.interacting()) {\n this.moving = false;\n listeners.emit('moveend', camera);\n }\n\n // Values for the pointer position are computed before drawing, in the same frame\n const hovered = this.hoverPoint;\n\n if (hovered) {\n this.hoverPoint = undefined;\n // The position under the pointer for its listeners only (a 'hoverfeature' alone does not need it)\n if (listeners.has('hover')) {\n listeners.emit('hover', { point: hovered, lonLat: host.engine().ground(hovered[0], hovered[1]) });\n }\n }\n\n const t0 = performance.now();\n\n // The engine asks for the next frame while it draws (uploads past the frame budget, fades): not ignored\n this.inFrame = false;\n // As the engine has it now (a listener may have moved it), for the custom layers drawn in the frame\n this.#camera = host.customLayers() ? host.engine().camera() : undefined;\n\n const render = (): boolean => {\n try {\n return host.engine().render();\n } finally {\n this.#camera = undefined;\n }\n };\n const loading = render();\n\n this.inFrame = true;\n host.drawn(hovered);\n listeners.emit('render', { ms: performance.now() - t0 });\n this.inFrame = false;\n // A move goes on until a frame finds the camera still: that frame sends 'moveend'\n if (this.animation || (moved && this.moving)) this.request();\n // Idle: nothing loading (the engine with 3D Tiles neither), no animation, no frame asked for (uploads waiting,\n // fades, listeners)\n if (loading || host.upgrading() || this.animation || this.requested !== 0) {\n this.#settled = false;\n } else if (!this.#settled) {\n this.#settled = true;\n listeners.emit('idle', {});\n }\n }\n}\n"]}
1
+ {"version":3,"file":"frame-loop.js","sourceRoot":"","sources":["../../src/map/frame-loop.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAyBH,+CAA+C;AAC/C,MAAM,OAAO,SAAS;IACH,IAAI,CAAY;IAChB,SAAS,CAAe;IACzC,iCAAiC;IACzB,SAAS,GAAG,CAAC,CAAC;IACd,OAAO,GAAG,KAAK,CAAC;IAChB,SAAS,CAAmB;IACpC,gDAAgD;IACxC,UAAU,CAAoB;IAC9B,UAAU,GAAG,EAAE,CAAC;IACxB,gDAAgD;IACxC,MAAM,GAAG,KAAK,CAAC;IACvB,QAAQ,GAAG,KAAK,CAAC;IACjB,OAAO,CAAqB;IAE5B,yDAAyD;IACzD,YAAY,IAAe,EAAE,SAAuB;QAClD,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;IAC7B,CAAC;IAED,2DAA2D;IAC3D,IAAI,OAAO;QACT,OAAO,IAAI,CAAC,QAAQ,CAAC;IACvB,CAAC;IAED,6GAA6G;IAC7G,IAAI,MAAM;QACR,OAAO,IAAI,CAAC,OAAO,CAAC;IACtB,CAAC;IAED,yEAAyE;IACzE,OAAO;QACL,uGAAuG;QACvG,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;YAAE,OAAO;QAC7C,IAAI,CAAC,SAAS,KAAK,qBAAqB,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC;IACrE,CAAC;IAED;sHACkH;IAClH,WAAW;QACT,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,OAAO,EAAE,CAAC;IACjB,CAAC;IAED,qFAAqF;IACrF,OAAO,CAAC,IAAsB;QAC5B,qDAAqD;QACrD,IAAI,IAAI,CAAC,SAAS;YAAE,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC,YAAY,EAAE,CAAC;QACtD,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QACtB,IAAI,CAAC,OAAO,EAAE,CAAC;IACjB,CAAC;IAED,kEAAkE;IAClE,KAAK,CAAC,KAAwB;QAC5B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED,oHAAoH;IACpH,OAAO;QACL,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACrC,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,GAAG,EAAE,CAAC,CAAC;IAChC,CAAC;IAED,oFAAoF;IACpF,MAAM;QACJ,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACrC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;IACrB,CAAC;IAED,iGAAiG;IACjG,IAAI;QACF,oBAAoB,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IACvC,CAAC;IAEO,KAAK,CAAC,GAAW;QACvB,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;QACnB,IAAI,CAAC;YACH,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;YACpB,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACjB,CAAC;gBAAS,CAAC;YACT,4DAA4D;YAC5D,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACvB,CAAC;IACH,CAAC;IAEO,IAAI,CAAC,GAAW;QACtB,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,CAAC;YAAE,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAEvE,MAAM,EAAE,IAAI,EAAE,SAAS,EAAE,GAAG,IAAI,CAAC;QACjC,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,CAAC;QAC7B,MAAM,GAAG,GAAG,GAAG,MAAM,CAAC,MAAM,IAAI,MAAM,CAAC,IAAI,IAAI,MAAM,CAAC,KAAK,IAAI,MAAM,CAAC,OAAO,EAAE,CAAC;QAChF,MAAM,KAAK,GAAG,GAAG,KAAK,IAAI,CAAC,UAAU,CAAC;QAEtC,IAAI,KAAK,EAAE,CAAC;YACV,6BAA6B;YAC7B,IAAI,CAAC,IAAI,CAAC,MAAM,IAAI,IAAI,CAAC,UAAU,KAAK,EAAE,EAAE,CAAC;gBAC3C,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;gBACnB,SAAS,CAAC,IAAI,CAAC,WAAW,EAAE,MAAM,CAAC,CAAC;YACtC,CAAC;YACD,IAAI,CAAC,UAAU,GAAG,GAAG,CAAC;YACtB,SAAS,CAAC,IAAI,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;QACjC,CAAC;aAAM,IAAI,IAAI,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,EAAE,CAAC;YACjE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;YACpB,SAAS,CAAC,IAAI,CAAC,SAAS,EAAE,MAAM,CAAC,CAAC;QACpC,CAAC;QAED,iFAAiF;QACjF,MAAM,OAAO,GAAG,IAAI,CAAC,UAAU,CAAC;QAEhC,IAAI,OAAO,EAAE,CAAC;YACZ,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;YAC5B,kGAAkG;YAClG,IAAI,SAAS,CAAC,GAAG,CAAC,OAAO,CAAC,EAAE,CAAC;gBAC3B,SAAS,CAAC,IAAI,CAAC,OAAO,EAAE,EAAE,KAAK,EAAE,OAAO,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;YACpG,CAAC;QACH,CAAC;QAED,MAAM,EAAE,GAAG,WAAW,CAAC,GAAG,EAAE,CAAC;QAE7B,wGAAwG;QACxG,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,oGAAoG;QACpG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC,CAAC,CAAC,SAAS,CAAC;QAExE,MAAM,MAAM,GAAG,GAAY,EAAE;YAC3B,IAAI,CAAC;gBACH,OAAO,IAAI,CAAC,MAAM,EAAE,CAAC,MAAM,EAAE,CAAC;YAChC,CAAC;oBAAS,CAAC;gBACT,IAAI,CAAC,OAAO,GAAG,SAAS,CAAC;YAC3B,CAAC;QACH,CAAC,CAAC;QACF,MAAM,OAAO,GAAG,MAAM,EAAE,CAAC;QAEzB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC;QACpB,SAAS,CAAC,IAAI,CAAC,QAAQ,EAAE,EAAE,EAAE,EAAE,WAAW,CAAC,GAAG,EAAE,GAAG,EAAE,EAAE,CAAC,CAAC;QACzD,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,kFAAkF;QAClF,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,KAAK,IAAI,IAAI,CAAC,MAAM,CAAC;YAAE,IAAI,CAAC,OAAO,EAAE,CAAC;QAC7D,+GAA+G;QAC/G,oBAAoB;QACpB,IAAI,OAAO,IAAI,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,KAAK,CAAC,EAAE,CAAC;YAC1E,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACxB,CAAC;aAAM,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC;YAC1B,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;YACrB,SAAS,CAAC,IAAI,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC;QAC7B,CAAC;IACH,CAAC;CACF","sourcesContent":["/**\n * The frame loop of a map: frames drawn on demand only (an idle map costs nothing), the running animation stepped in\n * each, and the events of a frame sent with it: the camera's moves, the pointer's position (coalesced to one per\n * frame, so the values computed for it are drawn in the same frame), 'render', and 'idle' once everything is loaded.\n */\n\nimport type { Point } from '../types.ts';\nimport type { Step } from '../util/animation.ts';\nimport type { Camera, Engine } from '../wasm/isard.js';\nimport type { MapListeners } from './events.ts';\n\n/** What the frame loop needs of its map */\nexport interface FrameHost {\n /** The map's engine of the moment */\n engine(): Engine;\n /** The map's camera */\n camera(): Camera;\n /** The WebGL context is lost: nothing is drawn */\n lost(): boolean;\n /** The pointer or the keys are moving the camera: no 'moveend' yet */\n interacting(): boolean;\n /** Custom layers are drawn: they read the camera of the frame */\n customLayers(): boolean;\n /** The engine with 3D Tiles is loading: not idle */\n upgrading(): boolean;\n /** The frame is drawn: what follows it (the overlays placed, the hover picking asked for at `hovered`) */\n drawn(hovered: Point | undefined): void;\n}\n\n/** The frames of a map, asked for and drawn */\nexport class FrameLoop {\n private readonly host: FrameHost;\n private readonly listeners: MapListeners;\n /** Frame asked for, 0 if none */\n private requested = 0;\n private inFrame = false;\n private animation: Step | undefined;\n /** The pointer's position for the next frame */\n private hoverPoint: Point | undefined;\n private lastCamera = '';\n /** The camera moved since the last 'moveend' */\n private moving = false;\n #settled = false;\n #camera: Camera | undefined;\n\n /** `listeners`: the map's, told of the frame's events */\n constructor(host: FrameHost, listeners: MapListeners) {\n this.host = host;\n this.listeners = listeners;\n }\n\n /** The last frame found everything loaded ('idle' sent) */\n get settled(): boolean {\n return this.#settled;\n }\n\n /** The camera of the frame being drawn: what `getCamera` gives the custom layers while the engine is busy */\n get camera(): Camera | undefined {\n return this.#camera;\n }\n\n /** Asks for a frame; several calls before the next frame draw it once */\n request(): void {\n // Changes made by listeners during a frame are drawn by that frame; nothing is drawn without a context\n if (this.inFrame || this.host.lost()) return;\n this.requested ||= requestAnimationFrame((now) => this.frame(now));\n }\n\n /** Asks for a frame that sends 'idle' once everything is loaded, even if the last one already did: the waiters of\n * `whenIdle` on a map already idle (else no frame would change from loading to loaded, and none would send it) */\n requestIdle(): void {\n this.#settled = false;\n this.request();\n }\n\n /** Runs `step` every frame until it returns false; replaces the running animation */\n animate(step: Step | undefined): void {\n // A flight cut short no longer needs its destination\n if (this.animation) this.host.engine().clearPreload();\n this.animation = step;\n this.request();\n }\n\n /** The pointer's position for the next frame (undefined: none) */\n hover(point: Point | undefined): void {\n this.hoverPoint = point;\n }\n\n /** Draws a frame now, in place of the one asked for (a resized canvas is cleared: waiting one frame would flash) */\n drawNow(): void {\n cancelAnimationFrame(this.requested);\n this.frame(performance.now());\n }\n\n /** Cancels the frame asked for (the context is lost); a new one can be asked for */\n cancel(): void {\n cancelAnimationFrame(this.requested);\n this.requested = 0;\n }\n\n /** Cancels the frame asked for, for good (the map is destroyed): it stays marked as asked for */\n stop(): void {\n cancelAnimationFrame(this.requested);\n }\n\n private frame(now: number): void {\n this.requested = 0;\n try {\n this.inFrame = true;\n this.draw(now);\n } finally {\n // Whatever throws in a frame, the next ones are still drawn\n this.inFrame = false;\n }\n }\n\n private draw(now: number): void {\n if (this.animation && !this.animation(now)) this.animation = undefined;\n\n const { host, listeners } = this;\n const camera = host.camera();\n const key = `${camera.center}|${camera.zoom}|${camera.pitch}|${camera.bearing}`;\n const moved = key !== this.lastCamera;\n\n if (moved) {\n // The first frame is no move\n if (!this.moving && this.lastCamera !== '') {\n this.moving = true;\n listeners.emit('movestart', camera);\n }\n this.lastCamera = key;\n listeners.emit('move', camera);\n } else if (this.moving && !this.animation && !host.interacting()) {\n this.moving = false;\n listeners.emit('moveend', camera);\n }\n\n // Values for the pointer position are computed before drawing, in the same frame\n const hovered = this.hoverPoint;\n\n if (hovered) {\n this.hoverPoint = undefined;\n // The position under the pointer for its listeners only (a 'hoverfeature' alone does not need it)\n if (listeners.has('hover')) {\n listeners.emit('hover', { point: hovered, lonLat: host.engine().ground(hovered[0], hovered[1]) });\n }\n }\n\n const t0 = performance.now();\n\n // The engine asks for the next frame while it draws (uploads past the frame budget, fades): not ignored\n this.inFrame = false;\n // As the engine has it now (a listener may have moved it), for the custom layers drawn in the frame\n this.#camera = host.customLayers() ? host.engine().camera() : undefined;\n\n const render = (): boolean => {\n try {\n return host.engine().render();\n } finally {\n this.#camera = undefined;\n }\n };\n const loading = render();\n\n this.inFrame = true;\n host.drawn(hovered);\n listeners.emit('render', { ms: performance.now() - t0 });\n this.inFrame = false;\n // A move goes on until a frame finds the camera still: that frame sends 'moveend'\n if (this.animation || (moved && this.moving)) this.request();\n // Idle: nothing loading (the engine with 3D Tiles neither), no animation, no frame asked for (uploads waiting,\n // fades, listeners)\n if (loading || host.upgrading() || this.animation || this.requested !== 0) {\n this.#settled = false;\n } else if (!this.#settled) {\n this.#settled = true;\n listeners.emit('idle', {});\n }\n }\n}\n"]}
@@ -1,6 +1,6 @@
1
1
  /** Where a raster layer's tiles come from: a PMTiles archive, Web Mercator tiles, or tiles reprojected from a grid. */
2
2
  import { equirectangularGrid, gridLoader, gridZooms, resolveGrid } from "../basemap/grid.js";
3
- import { pmtilesRasterLoader } from "../basemap/vectortiles.js";
3
+ import { pmtilesRasterLoader } from "../basemap/pmtileslayer.js";
4
4
  /** The loader of a raster layer's tiles and its zooms; `remote` reprojects in the workers */
5
5
  export const rasterSource = (options, remote) => {
6
6
  const { url, grid = 'mercator', size } = options;
@@ -1 +1 @@
1
- {"version":3,"file":"raster-source.js","sourceRoot":"","sources":["../../src/map/raster-source.ts"],"names":[],"mappings":"AAAA,uHAAuH;AAEvH,OAAO,EAAE,mBAAmB,EAAE,UAAU,EAAE,SAAS,EAA2B,WAAW,EAAE,MAAM,oBAAoB,CAAC;AACtH,OAAO,EAAE,mBAAmB,EAAE,MAAM,2BAA2B,CAAC;AAUhE,6FAA6F;AAC7F,MAAM,CAAC,MAAM,YAAY,GAAG,CAAC,OAAsB,EAAE,MAA0B,EAAgB,EAAE;IAC/F,MAAM,EAAE,GAAG,EAAE,IAAI,GAAG,UAAU,EAAE,IAAI,EAAE,GAAG,OAAO,CAAC;IACjD,MAAM,EAAE,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,EAAE,EAAE,GAAG,OAAO,CAAC;IAC9C,sEAAsE;IACtE,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,mBAAmB,CAAC,GAAG,EAAE,IAAI,IAAI,GAAG,CAAC,CAAC;IAEvE,IAAI,IAAI,KAAK,UAAU,IAAI,MAAM;QAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;IACvE,IAAI,IAAI,KAAK,iBAAiB,EAAE,CAAC;QAC/B,kHAAkH;QAClH,UAAU;QACV,MAAM,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,WAAW,CAAC,mBAAmB,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC,EAAE,IAAI,IAAI,GAAG,EAAE,MAAM,CAAC,CAAC;QAE7G,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,OAAO,EAAE,OAAO,GAAG,CAAC,EAAE,OAAO,EAAE,OAAO,GAAG,CAAC,EAAE,CAAC;IAC7E,CAAC;IAED,MAAM,QAAQ,GAAG,WAAW,CAAC,IAAI,CAAC,CAAC;IACnC,MAAM,KAAK,GAAG,SAAS,CAAC,QAAQ,CAAC,CAAC;IAElC,OAAO;QACL,MAAM,EAAE,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,IAAI,IAAI,GAAG,EAAE,MAAM,CAAC;QACtD,OAAO,EAAE,OAAO,CAAC,OAAO,IAAI,KAAK,CAAC,OAAO;QACzC,OAAO,EAAE,OAAO,CAAC,OAAO,IAAI,KAAK,CAAC,OAAO;KAC1C,CAAC;AACJ,CAAC,CAAC","sourcesContent":["/** Where a raster layer's tiles come from: a PMTiles archive, Web Mercator tiles, or tiles reprojected from a grid. */\n\nimport { equirectangularGrid, gridLoader, gridZooms, type RemoteReprojection, resolveGrid } from '../basemap/grid.ts';\nimport { pmtilesRasterLoader } from '../basemap/vectortiles.ts';\nimport type { RasterOptions } from '../types.ts';\n\n/** The loader of a raster layer's tiles (none: the engine fetches them) and its zooms, in Web Mercator levels */\nexport interface RasterSource {\n loader: RasterOptions['loader'];\n minZoom: number;\n maxZoom: number;\n}\n\n/** The loader of a raster layer's tiles and its zooms; `remote` reprojects in the workers */\nexport const rasterSource = (options: RasterOptions, remote: RemoteReprojection): RasterSource => {\n const { url, grid = 'mercator', size } = options;\n const { minZoom = 0, maxZoom = 19 } = options;\n // A PMTiles archive (`pmtiles://…`): its tiles read by range requests\n const loader = options.loader ?? pmtilesRasterLoader(url, size ?? 256);\n\n if (grid === 'mercator' || loader) return { loader, minZoom, maxZoom };\n if (grid === 'equirectangular') {\n // `minZoom` and `maxZoom` are levels of the source: its level n has the pixel size of Mercator level n + 1 at the\n // equator\n const reprojected = gridLoader(url, resolveGrid(equirectangularGrid(minZoom, maxZoom)), size ?? 256, remote);\n\n return { loader: reprojected, minZoom: minZoom + 1, maxZoom: maxZoom + 1 };\n }\n\n const resolved = resolveGrid(grid);\n const zooms = gridZooms(resolved);\n\n return {\n loader: gridLoader(url, resolved, size ?? 256, remote),\n minZoom: options.minZoom ?? zooms.minZoom,\n maxZoom: options.maxZoom ?? zooms.maxZoom,\n };\n};\n"]}
1
+ {"version":3,"file":"raster-source.js","sourceRoot":"","sources":["../../src/map/raster-source.ts"],"names":[],"mappings":"AAAA,uHAAuH;AAEvH,OAAO,EAAE,mBAAmB,EAAE,UAAU,EAAE,SAAS,EAA2B,WAAW,EAAE,MAAM,oBAAoB,CAAC;AACtH,OAAO,EAAE,mBAAmB,EAAE,MAAM,4BAA4B,CAAC;AAUjE,6FAA6F;AAC7F,MAAM,CAAC,MAAM,YAAY,GAAG,CAAC,OAAsB,EAAE,MAA0B,EAAgB,EAAE;IAC/F,MAAM,EAAE,GAAG,EAAE,IAAI,GAAG,UAAU,EAAE,IAAI,EAAE,GAAG,OAAO,CAAC;IACjD,MAAM,EAAE,OAAO,GAAG,CAAC,EAAE,OAAO,GAAG,EAAE,EAAE,GAAG,OAAO,CAAC;IAC9C,sEAAsE;IACtE,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,mBAAmB,CAAC,GAAG,EAAE,IAAI,IAAI,GAAG,CAAC,CAAC;IAEvE,IAAI,IAAI,KAAK,UAAU,IAAI,MAAM;QAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC;IACvE,IAAI,IAAI,KAAK,iBAAiB,EAAE,CAAC;QAC/B,kHAAkH;QAClH,UAAU;QACV,MAAM,WAAW,GAAG,UAAU,CAAC,GAAG,EAAE,WAAW,CAAC,mBAAmB,CAAC,OAAO,EAAE,OAAO,CAAC,CAAC,EAAE,IAAI,IAAI,GAAG,EAAE,MAAM,CAAC,CAAC;QAE7G,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,OAAO,EAAE,OAAO,GAAG,CAAC,EAAE,OAAO,EAAE,OAAO,GAAG,CAAC,EAAE,CAAC;IAC7E,CAAC;IAED,MAAM,QAAQ,GAAG,WAAW,CAAC,IAAI,CAAC,CAAC;IACnC,MAAM,KAAK,GAAG,SAAS,CAAC,QAAQ,CAAC,CAAC;IAElC,OAAO;QACL,MAAM,EAAE,UAAU,CAAC,GAAG,EAAE,QAAQ,EAAE,IAAI,IAAI,GAAG,EAAE,MAAM,CAAC;QACtD,OAAO,EAAE,OAAO,CAAC,OAAO,IAAI,KAAK,CAAC,OAAO;QACzC,OAAO,EAAE,OAAO,CAAC,OAAO,IAAI,KAAK,CAAC,OAAO;KAC1C,CAAC;AACJ,CAAC,CAAC","sourcesContent":["/** Where a raster layer's tiles come from: a PMTiles archive, Web Mercator tiles, or tiles reprojected from a grid. */\n\nimport { equirectangularGrid, gridLoader, gridZooms, type RemoteReprojection, resolveGrid } from '../basemap/grid.ts';\nimport { pmtilesRasterLoader } from '../basemap/pmtileslayer.ts';\nimport type { RasterOptions } from '../types.ts';\n\n/** The loader of a raster layer's tiles (none: the engine fetches them) and its zooms, in Web Mercator levels */\nexport interface RasterSource {\n loader: RasterOptions['loader'];\n minZoom: number;\n maxZoom: number;\n}\n\n/** The loader of a raster layer's tiles and its zooms; `remote` reprojects in the workers */\nexport const rasterSource = (options: RasterOptions, remote: RemoteReprojection): RasterSource => {\n const { url, grid = 'mercator', size } = options;\n const { minZoom = 0, maxZoom = 19 } = options;\n // A PMTiles archive (`pmtiles://…`): its tiles read by range requests\n const loader = options.loader ?? pmtilesRasterLoader(url, size ?? 256);\n\n if (grid === 'mercator' || loader) return { loader, minZoom, maxZoom };\n if (grid === 'equirectangular') {\n // `minZoom` and `maxZoom` are levels of the source: its level n has the pixel size of Mercator level n + 1 at the\n // equator\n const reprojected = gridLoader(url, resolveGrid(equirectangularGrid(minZoom, maxZoom)), size ?? 256, remote);\n\n return { loader: reprojected, minZoom: minZoom + 1, maxZoom: maxZoom + 1 };\n }\n\n const resolved = resolveGrid(grid);\n const zooms = gridZooms(resolved);\n\n return {\n loader: gridLoader(url, resolved, size ?? 256, remote),\n minZoom: options.minZoom ?? zooms.minZoom,\n maxZoom: options.maxZoom ?? zooms.maxZoom,\n };\n};\n"]}
@@ -4,7 +4,7 @@
4
4
  */
5
5
  import type { RemoteReprojection } from '../basemap/grid.ts';
6
6
  import { type PngEncoding } from '../basemap/terrain.ts';
7
- import { BasemapWorkers } from '../basemap/vectortiles.ts';
7
+ import { BasemapWorkers } from '../basemap/workerpool.ts';
8
8
  import type { TerrainLoader } from '../settings.ts';
9
9
  import type { GeoMapOptions } from '../types.ts';
10
10
  /** The workers of a map, created on first use */
@@ -3,7 +3,7 @@
3
3
  * reprojects rasters off the page; and the loaders of the relief, one per tile source.
4
4
  */
5
5
  import { encodedTerrainLoader } from "../basemap/terrain.js";
6
- import { BasemapWorkers, defaultWorkerCount } from "../basemap/vectortiles.js";
6
+ import { BasemapWorkers, defaultWorkerCount } from "../basemap/workerpool.js";
7
7
  /** The workers of a map, created on first use */
8
8
  export class MapWorkers {
9
9
  /** URL of the workers' script */
@@ -1 +1 @@
1
- {"version":3,"file":"workers.js","sourceRoot":"","sources":["../../src/map/workers.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAGH,OAAO,EAAE,oBAAoB,EAAwC,MAAM,uBAAuB,CAAC;AACnG,OAAO,EAAE,cAAc,EAAE,kBAAkB,EAAE,MAAM,2BAA2B,CAAC;AAI/E,iDAAiD;AACjD,MAAM,OAAO,UAAU;IACrB,iCAAiC;IACxB,GAAG,CAAe;IACV,OAAO,CAA2B;IACnD,gEAAgE;IAC/C,IAAI,CAAgB;IACrC,8DAA8D;IAC7C,KAAK,CAAS;IAC/B,4CAA4C;IACpC,MAAM,CAA6B;IAC3C;mDAC+C;IAC9B,cAAc,GAAG,IAAI,GAAG,EAAyB,CAAC;IAEnE,4EAA4E;IAC5E,YAAY,GAAiB,EAAE,OAAiC,EAAE,IAAmB,EAAE,KAAa;QAClG,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACrB,CAAC;IAED;;;OAGG;IACH,IAAI,CAAC,KAAc,EAAE,GAAkB;QACrC,MAAM,MAAM,GAAG,kBAAkB,EAAE,CAAC;QACpC,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,IAAI,MAAM,CAAC,CAAC;QAC7C,MAAM,SAAS,GAAG,GAAG,IAAI,IAAI,CAAC,GAAG,CAAC;QAElC,IAAI,OAAO,KAAK,MAAM,IAAI,MAAM,CAAC,SAAS,CAAC,KAAK,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACjE,IAAI,CAAC,MAAM,KAAK,IAAI,cAAc,CAAC,MAAM,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC;YAErD,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;QAC3C,CAAC;QAED,OAAO,EAAE,IAAI,EAAE,IAAI,cAAc,CAAC,OAAO,EAAE,SAAS,CAAC,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;IACrE,CAAC;IAED,4BAA4B;IAC5B,SAAS;QACP,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;QACzB,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC;IAC1B,CAAC;IAED,oEAAoE;IAC3D,kBAAkB,GAAuB,CAAC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,EAAE,CACtE,IAAI,CAAC,YAAY,EAAE,EAAE,SAAS,CAAC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;IAEhE,kGAAkG;IACzF,aAAa,GAAG,CAAC,GAAW,EAAE,QAAqB,EAAE,KAAc,EAAiB,EAAE;QAC7F,MAAM,GAAG,GAAG,GAAG,QAAQ,IAAI,KAAK,IAAI,EAAE,IAAI,GAAG,EAAE,CAAC;QAChD,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QAE5C,IAAI,MAAM;YAAE,OAAO,MAAM,CAAC;QAE1B,MAAM,MAAM,GAAG,oBAAoB,CAAC,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAE9E,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC;QAErC,OAAO,MAAM,CAAC;IAChB,CAAC,CAAC;IAEe,aAAa,GAAkB,CAAC,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,EAAE,CACrF,IAAI,CAAC,YAAY,EAAE,EAAE,OAAO,CAAC,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;IAE/E;;;OAGG;IACK,YAAY;QAClB,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAE7B,IAAI,IAAI,CAAC,IAAI,EAAE,IAAI,OAAO,KAAK,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,IAAI,OAAO,IAAI,CAAC,CAAC;YAAE,OAAO,SAAS,CAAC;QAClG,IAAI,OAAO,MAAM,KAAK,WAAW,IAAI,OAAO,eAAe,KAAK,WAAW;YAAE,OAAO,SAAS,CAAC;QAE9F,OAAO,IAAI,CAAC,IAAI,EAAE,CAAC,IAAI,CAAC;IAC1B,CAAC;CACF","sourcesContent":["/**\n * A map's workers: the pool drawing vector tiles, shared by the map's `VectorTiles`, which also decodes the relief and\n * reprojects rasters off the page; and the loaders of the relief, one per tile source.\n */\n\nimport type { RemoteReprojection } from '../basemap/grid.ts';\nimport { encodedTerrainLoader, type PngEncoding, type RemoteHeights } from '../basemap/terrain.ts';\nimport { BasemapWorkers, defaultWorkerCount } from '../basemap/vectortiles.ts';\nimport type { TerrainLoader } from '../settings.ts';\nimport type { GeoMapOptions } from '../types.ts';\n\n/** The workers of a map, created on first use */\nexport class MapWorkers {\n /** URL of the workers' script */\n readonly url: string | URL;\n private readonly workers: GeoMapOptions['workers'];\n /** The map is destroyed: nothing more is sent to the workers */\n private readonly gone: () => boolean;\n /** Whose requests the workers' answer (cancelled together) */\n private readonly owner: object;\n /** The shared pool, created on first use */\n private shared: BasemapWorkers | undefined;\n /** The loaders of the relief by encoding, URL and floor: the same loader for the same tiles (the engine keeps its\n * tiles when only the exaggeration changes) */\n private readonly terrainLoaders = new Map<string, TerrainLoader>();\n\n /** `workers`: the map's option (false or 0, no worker); `owner`: the map */\n constructor(url: string | URL, workers: GeoMapOptions['workers'], gone: () => boolean, owner: object) {\n this.url = url;\n this.workers = workers;\n this.gone = gone;\n this.owner = owner;\n }\n\n /**\n * The workers for a `VectorTiles`: the shared pool, or a pool of its own (`own`, to stop with it) when it asks for\n * another count or URL\n */\n pool(count?: number, url?: string | URL): { pool: BasemapWorkers; own: boolean } {\n const shared = defaultWorkerCount();\n const workers = Math.max(1, count ?? shared);\n const workerUrl = url ?? this.url;\n\n if (workers === shared && String(workerUrl) === String(this.url)) {\n this.shared ??= new BasemapWorkers(shared, this.url);\n\n return { pool: this.shared, own: false };\n }\n\n return { pool: new BasemapWorkers(workers, workerUrl), own: true };\n }\n\n /** Stops the shared pool */\n terminate(): void {\n this.shared?.terminate();\n this.shared = undefined;\n }\n\n /** Rasters reprojected by the workers (in the page without them) */\n readonly remoteReprojection: RemoteReprojection = (job, tile, signal) =>\n this.decodingPool()?.reproject(job, tile, signal, this.owner);\n\n /** The loader of the relief tiles of `url` in a PNG encoding (one per URL, encoding and floor) */\n readonly terrainLoader = (url: string, encoding: PngEncoding, floor?: number): TerrainLoader => {\n const key = `${encoding} ${floor ?? ''} ${url}`;\n const cached = this.terrainLoaders.get(key);\n\n if (cached) return cached;\n\n const loader = encodedTerrainLoader(url, encoding, floor, this.remoteHeights);\n\n this.terrainLoaders.set(key, loader);\n\n return loader;\n };\n\n private readonly remoteHeights: RemoteHeights = (url, encoding, floor, tile, signal) =>\n this.decodingPool()?.heights(url, encoding, floor, tile, signal, this.owner);\n\n /**\n * The workers decoding the relief and reprojecting rasters: the shared pool, unless the map has no workers\n * (`workers: false` or 0, or none in this browser): that is done in the page then\n */\n private decodingPool(): BasemapWorkers | undefined {\n const workers = this.workers;\n\n if (this.gone() || workers === false || (workers !== undefined && workers <= 0)) return undefined;\n if (typeof Worker === 'undefined' || typeof OffscreenCanvas === 'undefined') return undefined;\n\n return this.pool().pool;\n }\n}\n"]}
1
+ {"version":3,"file":"workers.js","sourceRoot":"","sources":["../../src/map/workers.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAGH,OAAO,EAAE,oBAAoB,EAAwC,MAAM,uBAAuB,CAAC;AACnG,OAAO,EAAE,cAAc,EAAE,kBAAkB,EAAE,MAAM,0BAA0B,CAAC;AAI9E,iDAAiD;AACjD,MAAM,OAAO,UAAU;IACrB,iCAAiC;IACxB,GAAG,CAAe;IACV,OAAO,CAA2B;IACnD,gEAAgE;IAC/C,IAAI,CAAgB;IACrC,8DAA8D;IAC7C,KAAK,CAAS;IAC/B,4CAA4C;IACpC,MAAM,CAA6B;IAC3C;mDAC+C;IAC9B,cAAc,GAAG,IAAI,GAAG,EAAyB,CAAC;IAEnE,4EAA4E;IAC5E,YAAY,GAAiB,EAAE,OAAiC,EAAE,IAAmB,EAAE,KAAa;QAClG,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACrB,CAAC;IAED;;;OAGG;IACH,IAAI,CAAC,KAAc,EAAE,GAAkB;QACrC,MAAM,MAAM,GAAG,kBAAkB,EAAE,CAAC;QACpC,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,IAAI,MAAM,CAAC,CAAC;QAC7C,MAAM,SAAS,GAAG,GAAG,IAAI,IAAI,CAAC,GAAG,CAAC;QAElC,IAAI,OAAO,KAAK,MAAM,IAAI,MAAM,CAAC,SAAS,CAAC,KAAK,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACjE,IAAI,CAAC,MAAM,KAAK,IAAI,cAAc,CAAC,MAAM,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC;YAErD,OAAO,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC;QAC3C,CAAC;QAED,OAAO,EAAE,IAAI,EAAE,IAAI,cAAc,CAAC,OAAO,EAAE,SAAS,CAAC,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC;IACrE,CAAC;IAED,4BAA4B;IAC5B,SAAS;QACP,IAAI,CAAC,MAAM,EAAE,SAAS,EAAE,CAAC;QACzB,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC;IAC1B,CAAC;IAED,oEAAoE;IAC3D,kBAAkB,GAAuB,CAAC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,EAAE,CACtE,IAAI,CAAC,YAAY,EAAE,EAAE,SAAS,CAAC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;IAEhE,kGAAkG;IACzF,aAAa,GAAG,CAAC,GAAW,EAAE,QAAqB,EAAE,KAAc,EAAiB,EAAE;QAC7F,MAAM,GAAG,GAAG,GAAG,QAAQ,IAAI,KAAK,IAAI,EAAE,IAAI,GAAG,EAAE,CAAC;QAChD,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;QAE5C,IAAI,MAAM;YAAE,OAAO,MAAM,CAAC;QAE1B,MAAM,MAAM,GAAG,oBAAoB,CAAC,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAE9E,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,GAAG,EAAE,MAAM,CAAC,CAAC;QAErC,OAAO,MAAM,CAAC;IAChB,CAAC,CAAC;IAEe,aAAa,GAAkB,CAAC,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,EAAE,CACrF,IAAI,CAAC,YAAY,EAAE,EAAE,OAAO,CAAC,GAAG,EAAE,QAAQ,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;IAE/E;;;OAGG;IACK,YAAY;QAClB,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QAE7B,IAAI,IAAI,CAAC,IAAI,EAAE,IAAI,OAAO,KAAK,KAAK,IAAI,CAAC,OAAO,KAAK,SAAS,IAAI,OAAO,IAAI,CAAC,CAAC;YAAE,OAAO,SAAS,CAAC;QAClG,IAAI,OAAO,MAAM,KAAK,WAAW,IAAI,OAAO,eAAe,KAAK,WAAW;YAAE,OAAO,SAAS,CAAC;QAE9F,OAAO,IAAI,CAAC,IAAI,EAAE,CAAC,IAAI,CAAC;IAC1B,CAAC;CACF","sourcesContent":["/**\n * A map's workers: the pool drawing vector tiles, shared by the map's `VectorTiles`, which also decodes the relief and\n * reprojects rasters off the page; and the loaders of the relief, one per tile source.\n */\n\nimport type { RemoteReprojection } from '../basemap/grid.ts';\nimport { encodedTerrainLoader, type PngEncoding, type RemoteHeights } from '../basemap/terrain.ts';\nimport { BasemapWorkers, defaultWorkerCount } from '../basemap/workerpool.ts';\nimport type { TerrainLoader } from '../settings.ts';\nimport type { GeoMapOptions } from '../types.ts';\n\n/** The workers of a map, created on first use */\nexport class MapWorkers {\n /** URL of the workers' script */\n readonly url: string | URL;\n private readonly workers: GeoMapOptions['workers'];\n /** The map is destroyed: nothing more is sent to the workers */\n private readonly gone: () => boolean;\n /** Whose requests the workers' answer (cancelled together) */\n private readonly owner: object;\n /** The shared pool, created on first use */\n private shared: BasemapWorkers | undefined;\n /** The loaders of the relief by encoding, URL and floor: the same loader for the same tiles (the engine keeps its\n * tiles when only the exaggeration changes) */\n private readonly terrainLoaders = new Map<string, TerrainLoader>();\n\n /** `workers`: the map's option (false or 0, no worker); `owner`: the map */\n constructor(url: string | URL, workers: GeoMapOptions['workers'], gone: () => boolean, owner: object) {\n this.url = url;\n this.workers = workers;\n this.gone = gone;\n this.owner = owner;\n }\n\n /**\n * The workers for a `VectorTiles`: the shared pool, or a pool of its own (`own`, to stop with it) when it asks for\n * another count or URL\n */\n pool(count?: number, url?: string | URL): { pool: BasemapWorkers; own: boolean } {\n const shared = defaultWorkerCount();\n const workers = Math.max(1, count ?? shared);\n const workerUrl = url ?? this.url;\n\n if (workers === shared && String(workerUrl) === String(this.url)) {\n this.shared ??= new BasemapWorkers(shared, this.url);\n\n return { pool: this.shared, own: false };\n }\n\n return { pool: new BasemapWorkers(workers, workerUrl), own: true };\n }\n\n /** Stops the shared pool */\n terminate(): void {\n this.shared?.terminate();\n this.shared = undefined;\n }\n\n /** Rasters reprojected by the workers (in the page without them) */\n readonly remoteReprojection: RemoteReprojection = (job, tile, signal) =>\n this.decodingPool()?.reproject(job, tile, signal, this.owner);\n\n /** The loader of the relief tiles of `url` in a PNG encoding (one per URL, encoding and floor) */\n readonly terrainLoader = (url: string, encoding: PngEncoding, floor?: number): TerrainLoader => {\n const key = `${encoding} ${floor ?? ''} ${url}`;\n const cached = this.terrainLoaders.get(key);\n\n if (cached) return cached;\n\n const loader = encodedTerrainLoader(url, encoding, floor, this.remoteHeights);\n\n this.terrainLoaders.set(key, loader);\n\n return loader;\n };\n\n private readonly remoteHeights: RemoteHeights = (url, encoding, floor, tile, signal) =>\n this.decodingPool()?.heights(url, encoding, floor, tile, signal, this.owner);\n\n /**\n * The workers decoding the relief and reprojecting rasters: the shared pool, unless the map has no workers\n * (`workers: false` or 0, or none in this browser): that is done in the page then\n */\n private decodingPool(): BasemapWorkers | undefined {\n const workers = this.workers;\n\n if (this.gone() || workers === false || (workers !== undefined && workers <= 0)) return undefined;\n if (typeof Worker === 'undefined' || typeof OffscreenCanvas === 'undefined') return undefined;\n\n return this.pool().pool;\n }\n}\n"]}