isard 1.5.0 → 1.6.0

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 (108) hide show
  1. package/CHANGELOG.md +165 -1
  2. package/README.md +3 -2
  3. package/dist/basemap/furniture.d.ts +8 -0
  4. package/dist/basemap/furniture.js +26 -0
  5. package/dist/basemap/furniture.js.map +1 -0
  6. package/dist/basemap/trees.d.ts +35 -8
  7. package/dist/basemap/trees.js +105 -52
  8. package/dist/basemap/trees.js.map +1 -1
  9. package/dist/basemap/vectorstyle.d.ts +9 -3
  10. package/dist/basemap/vectorstyle.js +5 -6
  11. package/dist/basemap/vectorstyle.js.map +1 -1
  12. package/dist/basemap/vectortiles/context.d.ts +3 -0
  13. package/dist/basemap/vectortiles/context.js.map +1 -1
  14. package/dist/basemap/vectortiles/extrusions.d.ts +4 -0
  15. package/dist/basemap/vectortiles/extrusions.js +17 -2
  16. package/dist/basemap/vectortiles/extrusions.js.map +1 -1
  17. package/dist/basemap/vectortiles/labels.d.ts +3 -0
  18. package/dist/basemap/vectortiles/labels.js +42 -17
  19. package/dist/basemap/vectortiles/labels.js.map +1 -1
  20. package/dist/basemap/vectortiles/lamps.d.ts +23 -0
  21. package/dist/basemap/vectortiles/lamps.js +90 -0
  22. package/dist/basemap/vectortiles/lamps.js.map +1 -0
  23. package/dist/basemap/vectortiles/requests.d.ts +4 -0
  24. package/dist/basemap/vectortiles/requests.js +15 -2
  25. package/dist/basemap/vectortiles/requests.js.map +1 -1
  26. package/dist/basemap/vectortiles/trees.d.ts +9 -0
  27. package/dist/basemap/vectortiles/trees.js +114 -29
  28. package/dist/basemap/vectortiles/trees.js.map +1 -1
  29. package/dist/basemap/vectortiles/vectors.d.ts +17 -0
  30. package/dist/basemap/vectortiles/vectors.js +72 -8
  31. package/dist/basemap/vectortiles/vectors.js.map +1 -1
  32. package/dist/basemap/vectortiles.d.ts +26 -6
  33. package/dist/basemap/vectortiles.js +43 -10
  34. package/dist/basemap/vectortiles.js.map +1 -1
  35. package/dist/basemap.worker.js +2 -2
  36. package/dist/basemap.worker.js.map +12 -10
  37. package/dist/bind/layers.js +1 -0
  38. package/dist/bind/layers.js.map +1 -1
  39. package/dist/data/collada.d.ts +19 -0
  40. package/dist/data/collada.js +319 -0
  41. package/dist/data/collada.js.map +1 -0
  42. package/dist/data/ifc.d.ts +100 -0
  43. package/dist/data/ifc.js +372 -0
  44. package/dist/data/ifc.js.map +1 -0
  45. package/dist/decoder.worker.js +5 -5
  46. package/dist/decoder.worker.js.map +3 -3
  47. package/dist/formats.d.ts +7 -2
  48. package/dist/formats.js +7 -2
  49. package/dist/formats.js.map +1 -1
  50. package/dist/index.d.ts +8 -1
  51. package/dist/index.js +6 -1
  52. package/dist/index.js.map +1 -1
  53. package/dist/isard_bg.wasm +0 -0
  54. package/dist/isard_core_bg.wasm +0 -0
  55. package/dist/isard_grid_bg.wasm +0 -0
  56. package/dist/isard_tess_bg.wasm +0 -0
  57. package/dist/layers/extrusions.d.ts +10 -0
  58. package/dist/layers/extrusions.js +28 -2
  59. package/dist/layers/extrusions.js.map +1 -1
  60. package/dist/layers/layers.d.ts +12 -0
  61. package/dist/layers/layers.js +44 -1
  62. package/dist/layers/layers.js.map +1 -1
  63. package/dist/layers/photos.d.ts +48 -0
  64. package/dist/layers/photos.js +140 -0
  65. package/dist/layers/photos.js.map +1 -0
  66. package/dist/layers/symbols.d.ts +5 -1
  67. package/dist/layers/symbols.js +111 -32
  68. package/dist/layers/symbols.js.map +1 -1
  69. package/dist/layers/trees.d.ts +28 -0
  70. package/dist/layers/trees.js +51 -0
  71. package/dist/layers/trees.js.map +1 -0
  72. package/dist/layers/vectors.d.ts +28 -2
  73. package/dist/layers/vectors.js +81 -7
  74. package/dist/layers/vectors.js.map +1 -1
  75. package/dist/map/layer-spec.d.ts +3 -0
  76. package/dist/map/layer-spec.js +2 -0
  77. package/dist/map/layer-spec.js.map +1 -1
  78. package/dist/map.d.ts +8 -0
  79. package/dist/map.js +15 -2
  80. package/dist/map.js.map +1 -1
  81. package/dist/panoramax.d.ts +49 -0
  82. package/dist/panoramax.js +71 -0
  83. package/dist/panoramax.js.map +1 -0
  84. package/dist/react/Layer.d.ts +1 -0
  85. package/dist/react/Layer.js.map +1 -1
  86. package/dist/react/VectorGeometry.d.ts +5 -0
  87. package/dist/react/VectorGeometry.js +12 -4
  88. package/dist/react/VectorGeometry.js.map +1 -1
  89. package/dist/util/gltf.d.ts +9 -0
  90. package/dist/util/gltf.js +27 -0
  91. package/dist/util/gltf.js.map +1 -0
  92. package/dist/util/roofs.d.ts +10 -0
  93. package/dist/util/roofs.js +30 -0
  94. package/dist/util/roofs.js.map +1 -0
  95. package/dist/wasm/isard.d.ts +56 -17
  96. package/dist/wasm/isard.js +128 -18
  97. package/dist/wasm/isard_core.d.ts +44 -17
  98. package/dist/wasm/isard_core.js +104 -18
  99. package/dist/wasm/isard_tess.d.ts +6 -3
  100. package/dist/wasm/isard_tess.js +27 -4
  101. package/dist/workers/basemap/geometry.d.ts +38 -22
  102. package/dist/workers/basemap/labels.d.ts +14 -1
  103. package/dist/workers/basemap/lamps.d.ts +10 -0
  104. package/dist/workers/basemap/trees.d.ts +3 -1
  105. package/dist/workers/basemap.worker.d.ts +43 -3
  106. package/dist/workers/basemap.worker.js +14 -2
  107. package/dist/workers/basemap.worker.js.map +1 -1
  108. package/package.json +1 -1
@@ -1 +1 @@
1
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* 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"]}
1
+ 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* 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 /** @internal Layers drawn with this one, removed and moved with it (the conifers of a basemap's trees) */\n readonly companions: Layer[] = [];\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.companions.forEach((c) => {\n c.remove();\n });\n this.map.requestRender();\n }\n\n /** Moves the layer under `other`, or on top of every layer (above the labels of a vector basemap too) */\n moveBefore(other: Layer | undefined): void {\n this.map.moveLayer(this, other);\n this.companions.forEach((c) => {\n c.moveBefore(other);\n });\n }\n}\n\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 /** Its glow at night (`setGlow`) */\n private glow: { from: number; color: string } | undefined;\n /** Its feature highlighted (`setHighlight`) */\n private highlight: { feature: number; color: string } | undefined;\n private ground: boolean;\n\n /** @internal */\n constructor(map: LayerHost, options: ModelOptions) {\n super(map);\n\n const { url, data } = options;\n\n if (data) {\n this.blob = URL.createObjectURL(new Blob([data], { type: 'model/gltf-binary' }));\n this.url = this.blob;\n } else if (url) {\n // Against the page: the decoding workers fetch it, and a relative URL would be theirs\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n\n this.url = base ? new URL(url, base).href : url;\n } else {\n throw new Error('isard: a model needs a url or data');\n }\n this.instances = instanceNumbers(options.instances);\n this.ground = options.altitudeReference !== 'sea';\n }\n\n /** @internal The engine with 3D Tiles decodes and draws the models */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** Replaces the instances (and what their altitudes are above, kept if not given) */\n setInstances(instances: readonly ModelInstance[], altitudeReference?: 'ground' | 'sea'): void {\n this.instances = instanceNumbers(instances);\n if (altitudeReference) this.ground = altitudeReference === 'ground';\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.map.engine.setModelInstances(this.id, this.instances, this.ground);\n this.map.requestRender();\n }\n\n /** Lights at night the part of the model from `from` metres above its foot (a street lamp's head) in a CSS color;\n * none without a color */\n setGlow(from: number, color?: string): void {\n this.glow = color === undefined ? undefined : { from, color };\n if (this.id < 0) return;\n this.sendGlow(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** Highlights a feature of the model (an IFC model's element, `hit.index` of a pick) in a CSS color (amber by\n * default); none without a feature */\n setHighlight(feature?: number, color = '#ffb000'): void {\n this.highlight = feature === undefined ? undefined : { feature, color };\n if (this.id < 0) return;\n this.sendHighlight(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private sendHighlight(engine: Engine, id: number): void {\n const [r = 0, g = 0, b = 0] = this.highlight ? parseColor(this.highlight.color) : [];\n\n engine.setModelHighlight(id, this.highlight ? this.highlight.feature : Number.NaN, r, g, b);\n }\n\n private sendGlow(engine: Engine, id: number): void {\n const [r = 0, g = 0, b = 0] = this.glow ? parseColor(this.glow.color) : [];\n\n engine.setModelGlow(id, this.glow ? this.glow.from : Number.NaN, r, g, b);\n }\n\n /** @internal The instances as the engine takes them (`instanceNumbers`: seven numbers each), above the ground */\n setInstanceNumbers(numbers: Float64Array): void {\n this.instances = numbers;\n this.ground = true;\n if (this.id < 0) return;\n this.map.engine.setModelInstances(this.id, this.instances, this.ground);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal */\n override dispose(): void {\n if (this.blob) URL.revokeObjectURL(this.blob);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addModels(this.url, this.instances, this.ground);\n\n if (this.glow) this.sendGlow(engine, id);\n if (this.highlight) this.sendHighlight(engine, id);\n\n return id;\n }\n}\n"]}
@@ -0,0 +1,48 @@
1
+ /**
2
+ * A photo standing where it was taken (a street-level photo: Panoramax's, a phone's), facing the way it looked, over
3
+ * the 3D map: a flat photo on a frame across its field of view, a 360° photo (equirectangular) on a band curved round
4
+ * its camera, each pixel where the camera saw it. Seen from where it was taken, it lies over the buildings it shows.
5
+ */
6
+ import type { LonLat } from '../types.ts';
7
+ import type { Layer, ModelLayer, ModelOptions } from './layers.ts';
8
+ /** The options of `GeoMap.addPhoto` */
9
+ export interface PhotoOptions {
10
+ /** The image (JPEG or PNG); or its bytes (`data`) */
11
+ url?: string;
12
+ data?: ArrayBuffer | ArrayBufferView<ArrayBuffer>;
13
+ /** Where it was taken */
14
+ lonLat: LonLat;
15
+ /** Degrees clockwise from the north of the photo's middle (0 by default) */
16
+ heading?: number;
17
+ /** `'flat'` (the default) or `'equirectangular'`: a 360° photo, its middle at `heading` */
18
+ projection?: 'flat' | 'equirectangular';
19
+ /** A flat photo's field of view across, degrees (70 by default) */
20
+ fov?: number;
21
+ /** Degrees of a 360° photo shown round its heading (120 by default) */
22
+ span?: number;
23
+ /** Metres of its camera above the ground (2 by default) */
24
+ height?: number;
25
+ /** Metres from its camera to the photo drawn (15 by default) */
26
+ distance?: number;
27
+ before?: Layer;
28
+ }
29
+ /** A photo's surface: positions (glTF: x left, y up, z ahead, metres from its foot), image coordinates, triangles */
30
+ export interface PhotoMesh {
31
+ positions: number[];
32
+ uvs: number[];
33
+ indices: number[];
34
+ }
35
+ /**
36
+ * The surface a photo is drawn on, `aspect` its width over its height: a flat photo on a frame `distance` ahead
37
+ * spanning its field of view; a 360° photo on a band `distance` round its camera, its columns at their bearings and its
38
+ * rows at their heights over the horizon, as the camera saw them
39
+ */
40
+ export declare const photoMesh: (options: Omit<PhotoOptions, "lonLat">, aspect: number) => PhotoMesh;
41
+ /** The width and height of a JPEG or a PNG from its header, undefined for another image */
42
+ export declare const imageSize: (bytes: Uint8Array) => [width: number, height: number] | undefined;
43
+ /** A photo as a glTF binary: its surface (`photoMesh`) textured by its image, unlit, both sides drawn */
44
+ export declare const photoModel: (image: Uint8Array, options?: Omit<PhotoOptions, "lonLat">) => Uint8Array<ArrayBuffer>;
45
+ /** The photo's layer (`addModels`: the map's), its image read */
46
+ export declare const addPhoto: (addModels: (options: ModelOptions & {
47
+ before?: Layer;
48
+ }) => ModelLayer, options: PhotoOptions) => Promise<ModelLayer>;
@@ -0,0 +1,140 @@
1
+ /**
2
+ * A photo standing where it was taken (a street-level photo: Panoramax's, a phone's), facing the way it looked, over
3
+ * the 3D map: a flat photo on a frame across its field of view, a 360° photo (equirectangular) on a band curved round
4
+ * its camera, each pixel where the camera saw it. Seen from where it was taken, it lies over the buildings it shows.
5
+ */
6
+ import { withHeaders } from "../engine/requests.js";
7
+ import { bounds, glbOf } from "../util/gltf.js";
8
+ /** Degrees between the rows and the columns of a 360° photo's band */
9
+ const STEP = 5;
10
+ /** Degrees of a 360° photo shown above and below the horizon */
11
+ const TILT = 40;
12
+ /** Degrees to radians */
13
+ const rad = (degrees) => (degrees * Math.PI) / 180;
14
+ /**
15
+ * The surface a photo is drawn on, `aspect` its width over its height: a flat photo on a frame `distance` ahead
16
+ * spanning its field of view; a 360° photo on a band `distance` round its camera, its columns at their bearings and its
17
+ * rows at their heights over the horizon, as the camera saw them
18
+ */
19
+ export const photoMesh = (options, aspect) => {
20
+ const { projection = 'flat', fov = 70, span = 120, height = 2, distance = 15 } = options;
21
+ // A grid of columns (left to right) and rows (top to bottom): its points and their image coordinates
22
+ const grid = (columns, rows, at) => {
23
+ const points = rows.flatMap((row) => columns.map((column) => at(column, row)));
24
+ const indices = rows.slice(1).flatMap((_, r) => columns.slice(1).flatMap((_, c) => {
25
+ const [a, b] = [r * columns.length + c, r * columns.length + c + 1];
26
+ const [d, e] = [a + columns.length, b + columns.length];
27
+ // Facing the camera
28
+ return [a, d, b, b, d, e];
29
+ }));
30
+ return {
31
+ positions: points.flatMap((p) => p.slice(0, 3)),
32
+ uvs: points.flatMap(([, , , u, v]) => [u, v]),
33
+ indices,
34
+ };
35
+ };
36
+ if (projection === 'flat') {
37
+ const half = distance * Math.tan(rad(Math.min(fov, 170) / 2));
38
+ // Its left (u 0) at +x, glTF's left; its top (v 0) up
39
+ return grid([0, 1], [0, 1], (u, v) => [half * (1 - 2 * u), height + (half / aspect) * (1 - 2 * v), distance, u, v]);
40
+ }
41
+ const range = (from, to) => Array.from({ length: Math.round((to - from) / STEP) + 1 }, (_, i) => from + i * STEP);
42
+ const half = Math.min(span, 360) / 2;
43
+ // Bearing `theta` right of the heading, `phi` above the horizon: in the image at u 0.5 + theta / 360, v 0.5 - phi / 180
44
+ return grid(range(-half, half), range(-TILT, TILT).reverse(), (theta, phi) => [
45
+ -distance * Math.sin(rad(theta)),
46
+ height + distance * Math.tan(rad(phi)),
47
+ distance * Math.cos(rad(theta)),
48
+ 0.5 + theta / 360,
49
+ 0.5 - phi / 180,
50
+ ]);
51
+ };
52
+ /** The width and height of a JPEG or a PNG from its header, undefined for another image */
53
+ export const imageSize = (bytes) => {
54
+ const view = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength);
55
+ // PNG: its IHDR chunk first
56
+ if (bytes.length >= 24 && view.getUint32(0) === 0x89504e47)
57
+ return [view.getUint32(16), view.getUint32(20)];
58
+ if (bytes.length < 4 || view.getUint16(0) !== 0xffd8)
59
+ return undefined;
60
+ // JPEG: the segments up to a start of frame (C0 to CF, but C4, C8 and CC)
61
+ for (let at = 2; at + 9 < bytes.length;) {
62
+ const marker = view.getUint16(at);
63
+ const length = view.getUint16(at + 2);
64
+ if ((marker & 0xff00) !== 0xff00)
65
+ return undefined;
66
+ if (marker >= 0xffc0 && marker <= 0xffcf && ![0xffc4, 0xffc8, 0xffcc].includes(marker))
67
+ return [view.getUint16(at + 7), view.getUint16(at + 5)];
68
+ at += 2 + length;
69
+ }
70
+ return undefined;
71
+ };
72
+ /** A photo as a glTF binary: its surface (`photoMesh`) textured by its image, unlit, both sides drawn */
73
+ export const photoModel = (image, options = {}) => {
74
+ const [width, height] = imageSize(image) ?? [4, 3];
75
+ const mesh = photoMesh(options, width / height);
76
+ const floats = new Float32Array([...mesh.positions, ...mesh.uvs]);
77
+ const indices = new Uint32Array(mesh.indices);
78
+ const parts = [new Uint8Array(floats.buffer), new Uint8Array(indices.buffer), image];
79
+ // Each part 4-byte aligned in the buffer
80
+ const offsets = parts.map((_, i) => parts.slice(0, i).reduce((n, p) => n + Math.ceil(p.byteLength / 4) * 4, 0));
81
+ const bin = new Uint8Array((offsets.at(-1) ?? 0) + image.byteLength);
82
+ parts.forEach((p, i) => {
83
+ bin.set(p, offsets[i]);
84
+ });
85
+ const count = mesh.positions.length / 3;
86
+ const gltf = {
87
+ asset: { version: '2.0', generator: 'isard' },
88
+ extensionsUsed: ['KHR_materials_unlit'],
89
+ scene: 0,
90
+ scenes: [{ nodes: [0] }],
91
+ nodes: [{ mesh: 0 }],
92
+ meshes: [{ primitives: [{ attributes: { POSITION: 0, TEXCOORD_0: 1 }, indices: 2, material: 0 }] }],
93
+ materials: [
94
+ {
95
+ pbrMetallicRoughness: { baseColorTexture: { index: 0 }, metallicFactor: 0, roughnessFactor: 1 },
96
+ extensions: { KHR_materials_unlit: {} },
97
+ doubleSided: true,
98
+ },
99
+ ],
100
+ textures: [{ source: 0, sampler: 0 }],
101
+ samplers: [{ magFilter: 9729, minFilter: 9987, wrapS: 33071, wrapT: 33071 }],
102
+ images: [{ bufferView: 3, mimeType: image[0] === 0x89 ? 'image/png' : 'image/jpeg' }],
103
+ accessors: [
104
+ { bufferView: 0, componentType: 5126, count, type: 'VEC3', ...bounds(mesh.positions) },
105
+ { bufferView: 1, componentType: 5126, count, type: 'VEC2' },
106
+ { bufferView: 2, componentType: 5125, count: indices.length, type: 'SCALAR' },
107
+ ],
108
+ bufferViews: [
109
+ { buffer: 0, byteOffset: 0, byteLength: mesh.positions.length * 4, target: 34962 },
110
+ { buffer: 0, byteOffset: mesh.positions.length * 4, byteLength: mesh.uvs.length * 4, target: 34962 },
111
+ { buffer: 0, byteOffset: offsets[1], byteLength: indices.byteLength, target: 34963 },
112
+ { buffer: 0, byteOffset: offsets[2], byteLength: image.byteLength },
113
+ ],
114
+ buffers: [{ byteLength: bin.byteLength }],
115
+ };
116
+ return glbOf(gltf, bin);
117
+ };
118
+ /** The bytes of a photo's image: given, or read from its URL (with the map's request headers) */
119
+ const imageOf = async ({ url, data }) => {
120
+ if (data)
121
+ return ArrayBuffer.isView(data)
122
+ ? new Uint8Array(data.buffer, data.byteOffset, data.byteLength)
123
+ : new Uint8Array(data);
124
+ if (!url)
125
+ throw new Error('isard: a photo needs a url or data');
126
+ const response = await fetch(url, withHeaders(url));
127
+ if (!response.ok)
128
+ throw new Error(`isard: ${url}: ${response.status}`);
129
+ return new Uint8Array(await response.arrayBuffer());
130
+ };
131
+ /** The photo's layer (`addModels`: the map's), its image read */
132
+ export const addPhoto = async (addModels, options) => {
133
+ const data = photoModel(await imageOf(options), options);
134
+ return addModels({
135
+ data,
136
+ instances: [{ lonLat: options.lonLat, heading: options.heading ?? 0 }],
137
+ ...(options.before && { before: options.before }),
138
+ });
139
+ };
140
+ //# sourceMappingURL=photos.js.map
@@ -0,0 +1 @@
1
+ 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* A photo standing where it was taken (a street-level photo: Panoramax's, a phone's), facing the way it looked, over\n * the 3D map: a flat photo on a frame across its field of view, a 360° photo (equirectangular) on a band curved round\n * its camera, each pixel where the camera saw it. Seen from where it was taken, it lies over the buildings it shows.\n */\n\nimport { withHeaders } from '../engine/requests.ts';\nimport type { LonLat } from '../types.ts';\nimport { bounds, glbOf } from '../util/gltf.ts';\nimport type { Layer, ModelLayer, ModelOptions } from './layers.ts';\n\n/** The options of `GeoMap.addPhoto` */\nexport interface PhotoOptions {\n /** The image (JPEG or PNG); or its bytes (`data`) */\n url?: string;\n data?: ArrayBuffer | ArrayBufferView<ArrayBuffer>;\n /** Where it was taken */\n lonLat: LonLat;\n /** Degrees clockwise from the north of the photo's middle (0 by default) */\n heading?: number;\n /** `'flat'` (the default) or `'equirectangular'`: a 360° photo, its middle at `heading` */\n projection?: 'flat' | 'equirectangular';\n /** A flat photo's field of view across, degrees (70 by default) */\n fov?: number;\n /** Degrees of a 360° photo shown round its heading (120 by default) */\n span?: number;\n /** Metres of its camera above the ground (2 by default) */\n height?: number;\n /** Metres from its camera to the photo drawn (15 by default) */\n distance?: number;\n before?: Layer;\n}\n\n/** A photo's surface: positions (glTF: x left, y up, z ahead, metres from its foot), image coordinates, triangles */\nexport interface PhotoMesh {\n positions: number[];\n uvs: number[];\n indices: number[];\n}\n\n/** Degrees between the rows and the columns of a 360° photo's band */\nconst STEP = 5;\n/** Degrees of a 360° photo shown above and below the horizon */\nconst TILT = 40;\n\n/** Degrees to radians */\nconst rad = (degrees: number): number => (degrees * Math.PI) / 180;\n\n/**\n * The surface a photo is drawn on, `aspect` its width over its height: a flat photo on a frame `distance` ahead\n * spanning its field of view; a 360° photo on a band `distance` round its camera, its columns at their bearings and its\n * rows at their heights over the horizon, as the camera saw them\n */\nexport const photoMesh = (options: Omit<PhotoOptions, 'lonLat'>, aspect: number): PhotoMesh => {\n const { projection = 'flat', fov = 70, span = 120, height = 2, distance = 15 } = options;\n // A grid of columns (left to right) and rows (top to bottom): its points and their image coordinates\n const grid = (\n columns: number[],\n rows: number[],\n at: (column: number, row: number) => [x: number, y: number, z: number, u: number, v: number],\n ): PhotoMesh => {\n const points = rows.flatMap((row) => columns.map((column) => at(column, row)));\n const indices = rows.slice(1).flatMap((_, r) =>\n columns.slice(1).flatMap((_, c) => {\n const [a, b] = [r * columns.length + c, r * columns.length + c + 1];\n const [d, e] = [a + columns.length, b + columns.length];\n\n // Facing the camera\n return [a, d, b, b, d, e];\n }),\n );\n\n return {\n positions: points.flatMap((p) => p.slice(0, 3)),\n uvs: points.flatMap(([, , , u, v]) => [u, v]),\n indices,\n };\n };\n\n if (projection === 'flat') {\n const half = distance * Math.tan(rad(Math.min(fov, 170) / 2));\n\n // Its left (u 0) at +x, glTF's left; its top (v 0) up\n return grid([0, 1], [0, 1], (u, v) => [half * (1 - 2 * u), height + (half / aspect) * (1 - 2 * v), distance, u, v]);\n }\n\n const range = (from: number, to: number) =>\n Array.from({ length: Math.round((to - from) / STEP) + 1 }, (_, i) => from + i * STEP);\n const half = Math.min(span, 360) / 2;\n\n // Bearing `theta` right of the heading, `phi` above the horizon: in the image at u 0.5 + theta / 360, v 0.5 - phi / 180\n return grid(range(-half, half), range(-TILT, TILT).reverse(), (theta, phi) => [\n -distance * Math.sin(rad(theta)),\n height + distance * Math.tan(rad(phi)),\n distance * Math.cos(rad(theta)),\n 0.5 + theta / 360,\n 0.5 - phi / 180,\n ]);\n};\n\n/** The width and height of a JPEG or a PNG from its header, undefined for another image */\nexport const imageSize = (bytes: Uint8Array): [width: number, height: number] | undefined => {\n const view = new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength);\n\n // PNG: its IHDR chunk first\n if (bytes.length >= 24 && view.getUint32(0) === 0x89504e47) return [view.getUint32(16), view.getUint32(20)];\n if (bytes.length < 4 || view.getUint16(0) !== 0xffd8) return undefined;\n\n // JPEG: the segments up to a start of frame (C0 to CF, but C4, C8 and CC)\n for (let at = 2; at + 9 < bytes.length; ) {\n const marker = view.getUint16(at);\n const length = view.getUint16(at + 2);\n\n if ((marker & 0xff00) !== 0xff00) return undefined;\n if (marker >= 0xffc0 && marker <= 0xffcf && ![0xffc4, 0xffc8, 0xffcc].includes(marker))\n return [view.getUint16(at + 7), view.getUint16(at + 5)];\n at += 2 + length;\n }\n\n return undefined;\n};\n\n/** A photo as a glTF binary: its surface (`photoMesh`) textured by its image, unlit, both sides drawn */\nexport const photoModel = (image: Uint8Array, options: Omit<PhotoOptions, 'lonLat'> = {}): Uint8Array<ArrayBuffer> => {\n const [width, height] = imageSize(image) ?? [4, 3];\n const mesh = photoMesh(options, width / height);\n const floats = new Float32Array([...mesh.positions, ...mesh.uvs]);\n const indices = new Uint32Array(mesh.indices);\n const parts = [new Uint8Array(floats.buffer), new Uint8Array(indices.buffer), image];\n // Each part 4-byte aligned in the buffer\n const offsets = parts.map((_, i) => parts.slice(0, i).reduce((n, p) => n + Math.ceil(p.byteLength / 4) * 4, 0));\n const bin = new Uint8Array((offsets.at(-1) ?? 0) + image.byteLength);\n\n parts.forEach((p, i) => {\n bin.set(p, offsets[i]);\n });\n\n const count = mesh.positions.length / 3;\n const gltf = {\n asset: { version: '2.0', generator: 'isard' },\n extensionsUsed: ['KHR_materials_unlit'],\n scene: 0,\n scenes: [{ nodes: [0] }],\n nodes: [{ mesh: 0 }],\n meshes: [{ primitives: [{ attributes: { POSITION: 0, TEXCOORD_0: 1 }, indices: 2, material: 0 }] }],\n materials: [\n {\n pbrMetallicRoughness: { baseColorTexture: { index: 0 }, metallicFactor: 0, roughnessFactor: 1 },\n extensions: { KHR_materials_unlit: {} },\n doubleSided: true,\n },\n ],\n textures: [{ source: 0, sampler: 0 }],\n samplers: [{ magFilter: 9729, minFilter: 9987, wrapS: 33071, wrapT: 33071 }],\n images: [{ bufferView: 3, mimeType: image[0] === 0x89 ? 'image/png' : 'image/jpeg' }],\n accessors: [\n { bufferView: 0, componentType: 5126, count, type: 'VEC3', ...bounds(mesh.positions) },\n { bufferView: 1, componentType: 5126, count, type: 'VEC2' },\n { bufferView: 2, componentType: 5125, count: indices.length, type: 'SCALAR' },\n ],\n bufferViews: [\n { buffer: 0, byteOffset: 0, byteLength: mesh.positions.length * 4, target: 34962 },\n { buffer: 0, byteOffset: mesh.positions.length * 4, byteLength: mesh.uvs.length * 4, target: 34962 },\n { buffer: 0, byteOffset: offsets[1], byteLength: indices.byteLength, target: 34963 },\n { buffer: 0, byteOffset: offsets[2], byteLength: image.byteLength },\n ],\n buffers: [{ byteLength: bin.byteLength }],\n };\n\n return glbOf(gltf, bin);\n};\n\n/** The bytes of a photo's image: given, or read from its URL (with the map's request headers) */\nconst imageOf = async ({ url, data }: PhotoOptions): Promise<Uint8Array> => {\n if (data)\n return ArrayBuffer.isView(data)\n ? new Uint8Array(data.buffer, data.byteOffset, data.byteLength)\n : new Uint8Array(data);\n if (!url) throw new Error('isard: a photo needs a url or data');\n\n const response = await fetch(url, withHeaders(url));\n\n if (!response.ok) throw new Error(`isard: ${url}: ${response.status}`);\n\n return new Uint8Array(await response.arrayBuffer());\n};\n\n/** The photo's layer (`addModels`: the map's), its image read */\nexport const addPhoto = async (\n addModels: (options: ModelOptions & { before?: Layer }) => ModelLayer,\n options: PhotoOptions,\n): Promise<ModelLayer> => {\n const data = photoModel(await imageOf(options), options);\n\n return addModels({\n data,\n instances: [{ lonLat: options.lonLat, heading: options.heading ?? 0 }],\n ...(options.before && { before: options.before }),\n });\n};\n"]}
@@ -13,6 +13,10 @@ import { Layer } from './layers.ts';
13
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  export interface SymbolStyle<P = Properties> extends Omit<FeatureLayerStyle<P>, 'ramp'> {
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  /** Metres over the ground the label stands at (default 0): on a floor of a building, over a roof */
15
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  height: Styled<number, P>;
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+ /** The labels hidden by what stands before them on a flat map too: the buildings, trees and models (default false:
17
+ * drawn over them; in relief, the hills hide them either way). A label in a building then needs its `height` on
18
+ * its roof */
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+ occluded: boolean;
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  /** The text: a string (`\n` breaks lines) or runs with their own scale and font; empty: no label */
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  text: Styled<string | TextPart[], P>;
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  /** A font of the map's glyphs (default `Noto Sans Regular`; also Bold and Italic with the default glyphs) */
@@ -100,7 +104,7 @@ export declare class SymbolLayer<P = Properties> extends Layer {
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  private parts;
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  /** Shapes the labels (loading their glyphs first) and sends them; the groups' labels still valid are kept */
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  private update;
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- /** The labels of a group of features, `base` the index of its first feature */
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+ /** The labels of a group's features `from` to `to` (excluded), `base` the index of the group's first feature */
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  private build;
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  private send;
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  private sendLayer;