isard 1.5.0 → 1.6.0

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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
@@ -2,8 +2,10 @@
2
2
  * The vector layer of a vector basemap (`VectorTiles.vectors`): its fills, lines and buildings cut by the workers
3
3
  * into geometry the engine draws, the tiles following the view, and how its style layers are read for the engine.
4
4
  */
5
+ import type { Icons } from '../../layers/icons.ts';
5
6
  import type { Layer } from '../../layers/layers.ts';
6
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  import type { VectorLayer } from '../../layers/vectors.ts';
8
+ import type { RoofMode } from '../../workers/basemap/geometry.ts';
7
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  import { type Json, type StyleLayer } from '../vectorstyle.ts';
8
10
  import type { VectorTilesContext } from './context.ts';
9
11
  /**
@@ -11,10 +13,25 @@ import type { VectorTilesContext } from './context.ts';
11
13
  * canvas's `setLineDash`; past four, the first four), zeros for a solid line
12
14
  */
13
15
  export declare const dashes: (value: Json | undefined, zoom: number) => [number, number, number, number];
16
+ /** Whether a style layer draws streets, which glow at night: its id names a road (OpenMapTiles' styles, PLAN IGN's),
17
+ * not its casing, a railway, a path or a tunnel */
18
+ export declare const isStreet: (layer: StyleLayer) => boolean;
19
+ /** A tile's styles with their patterns placed: each feature's pattern, as its index past one into `names` (float 28
20
+ * for a fill, 29 for a line or a building: floats the engine does not keep), replaced by its image's place in the icon
21
+ * atlas (texels) and pixel ratio, at 12 and 16 for a fill, 4 and 27 for a line or a building; none if the atlas has no
22
+ * such image; the atlas uploaded */
23
+ export declare const placePatterns: (styles: Float32Array, names: readonly string[] | undefined, icons: Icons, prefix: string) => Float32Array;
24
+ /** A `fill-translate` or `line-translate` at the camera's zoom (CSS pixels; none if it is not two numbers) */
25
+ export declare const translation: (value: Json | undefined, zoom: number) => [number, number];
14
26
  /** The options of `VectorTiles.vectors` */
15
27
  export interface VectorsOptions {
16
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  layers?: (layer: StyleLayer) => boolean;
17
29
  streets?: (layer: StyleLayer) => boolean;
18
30
  before?: Layer;
31
+ /** The buildings' roofs: from their data (`roof:shape`, `roof:height`; flat without, the default), generated from
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+ * their outline where they have none (hipped, gabled or mansard by size and shape), or all flat */
33
+ roofs?: RoofMode;
34
+ /** The buildings' walls show their windows: glass by day, some lit at night (default false: only the lit ones) */
35
+ facades?: boolean;
19
36
  }
20
37
  export declare const vectors: (context: VectorTilesContext, options?: VectorsOptions) => VectorLayer;
@@ -2,11 +2,12 @@
2
2
  * The vector layer of a vector basemap (`VectorTiles.vectors`): its fills, lines and buildings cut by the workers
3
3
  * into geometry the engine draws, the tiles following the view, and how its style layers are read for the engine.
4
4
  */
5
+ import { FLOATS } from "../../layers/features.js";
5
6
  import { evaluate, isExpression, vectorKind, zoomOnly } from "../vectorstyle.js";
6
7
  import { TileRequests } from "./requests.js";
7
8
  import { nearPriority, parseTileKey, tileKey, tileTriples } from "./tiles.js";
8
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  /** The deepest level `vectors()` cuts its tiles at: past the source's deepest level, its tiles cut again into deeper
9
- * ones (overzoom, as MapLibre does) down to level 18, their filters and styles those of their level, smaller tiles
10
+ * ones (overzoom, as MapLibre does) down to level 18, their styles those of their level, smaller tiles
10
11
  * drawn in a closer view; past it, the tiles of that level stretched */
11
12
  const OVERZOOM_LEVEL = 18;
12
13
  /** The deepest level of the tiles of `vectors()` over a source whose deepest is `maxzoom` */
@@ -24,19 +25,72 @@ export const dashes = (value, zoom) => {
24
25
  };
25
26
  /** Whether a style layer draws streets, which glow at night: its id names a road (OpenMapTiles' styles, PLAN IGN's),
26
27
  * not its casing, a railway, a path or a tunnel */
27
- const isStreet = (layer) => /road|highway|street|motorway|trunk|primary|secondary|tertiary|minor|routier/i.test(layer.id) &&
28
+ export const isStreet = (layer) => /road|highway|street|motorway|trunk|primary|secondary|tertiary|minor|routier/i.test(layer.id) &&
28
29
  !/casing|outline|rail|path|track|ferry|tunnel|pier|area|pattern|label/i.test(layer.id);
29
30
  /** A `line-cap` as the engine draws it, at the camera's zoom (MapLibre's default: butt) */
30
31
  const lineCap = (value, zoom) => {
31
32
  const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;
32
33
  return v === 'round' || v === 'square' ? v : 'butt';
33
34
  };
35
+ /** A `line-join` as the engine draws it, at the camera's zoom (MapLibre's default: miter) */
36
+ const lineJoin = (value, zoom) => {
37
+ const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;
38
+ return v === 'round' || v === 'bevel' ? v : 'miter';
39
+ };
40
+ /** A `line-miter-limit` at the camera's zoom (MapLibre's default: 2) */
41
+ const miterLimit = (value, zoom) => {
42
+ const v = Number(isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : (value ?? 2));
43
+ return Number.isFinite(v) ? v : 2;
44
+ };
45
+ /** A tile's styles with their patterns placed: each feature's pattern, as its index past one into `names` (float 28
46
+ * for a fill, 29 for a line or a building: floats the engine does not keep), replaced by its image's place in the icon
47
+ * atlas (texels) and pixel ratio, at 12 and 16 for a fill, 4 and 27 for a line or a building; none if the atlas has no
48
+ * such image; the atlas uploaded */
49
+ export const placePatterns = (styles, names, icons, prefix) => {
50
+ if (!names?.length)
51
+ return styles;
52
+ // Thousands of features a tile: a loop
53
+ for (let f = 0; f + FLOATS <= styles.length; f += FLOATS) {
54
+ const fill = styles[f + 28] ?? 0;
55
+ const line = styles[f + 29] ?? 0;
56
+ const index = fill > 0 ? fill : line;
57
+ if (index <= 0)
58
+ continue;
59
+ const icon = icons.get(prefix + (names[index - 1] ?? ''));
60
+ const place = icon ? [icon.x, icon.y, icon.width, icon.height] : [0, 0, 0, 0];
61
+ const ratio = icon?.pixelRatio ?? 0;
62
+ if (fill > 0)
63
+ styles.set([...place, ratio], f + 12);
64
+ else {
65
+ styles.set(place, f + 4);
66
+ styles[f + 27] = ratio;
67
+ }
68
+ }
69
+ icons.flush();
70
+ return styles;
71
+ };
72
+ /** The paint properties of the patterns `vectors()` draws, whose images come from the style's sprite */
73
+ const PATTERNS = ['fill-pattern', 'background-pattern', 'line-pattern', 'fill-extrusion-pattern'];
74
+ /** A `fill-translate` or `line-translate` at the camera's zoom (CSS pixels; none if it is not two numbers) */
75
+ export const translation = (value, zoom) => {
76
+ const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;
77
+ const [x, y] = Array.isArray(v) ? v.map(Number) : [];
78
+ return Number.isFinite(x) && Number.isFinite(y) ? [x ?? 0, y ?? 0] : [0, 0];
79
+ };
34
80
  export const vectors = (context, options = {}) => {
35
81
  const { map } = context;
36
- const { layers = () => true, streets = isStreet, before } = options;
82
+ const { layers = () => true, streets = isStreet, before, roofs = 'data', facades = false } = options;
37
83
  const vector = map.addVectorLayer(before);
84
+ vector.setFacades(facades);
38
85
  const state = { renderer: context.renderer((l) => vectorKind(l) !== undefined && layers(l), []), update: 0, style: 0 };
39
86
  state.renderer.catch(() => undefined);
87
+ /** The style's sprites among the map's icons, if a layer drawn has a pattern: waited for before the first tiles */
88
+ const sprites = context.ready
89
+ .then(({ style }) => style.layers.some((l) => layers(l) && PATTERNS.some((k) => l.paint?.[k] !== undefined))
90
+ ? context.addSprites()
91
+ : undefined)
92
+ .catch(() => undefined);
93
+ const placed = (styles, names) => placePatterns(styles, names, map.icons, context.iconPrefix);
40
94
  context.layers.push(vector);
41
95
  const sublayers = (list) => {
42
96
  const zoom = map.getCamera().zoom;
@@ -49,6 +103,11 @@ export const vectors = (context, options = {}) => {
49
103
  visible: l.layout?.visibility !== 'none',
50
104
  opacity: zoomOnly(l.paint?.[`${l.type}-opacity`], 1) ?? 1,
51
105
  cap: lineCap(l.layout?.['line-cap'], zoom),
106
+ join: lineJoin(l.layout?.['line-join'], zoom),
107
+ miterLimit: miterLimit(l.layout?.['line-miter-limit'], zoom),
108
+ translate: translation(l.paint?.[`${l.type}-translate`], zoom),
109
+ translateAnchor: l.paint?.[`${l.type}-translate-anchor`] === 'viewport' ? 'viewport' : 'map',
110
+ patterned: l.paint?.['fill-pattern'] !== undefined || l.paint?.['background-pattern'] !== undefined,
52
111
  lit: l.type === 'line' && streets(l),
53
112
  dash: l.type === 'line' ? dashes(l.paint?.['line-dasharray'], zoom) : [0, 0, 0, 0],
54
113
  }));
@@ -59,7 +118,7 @@ export const vectors = (context, options = {}) => {
59
118
  * decoded tile its deeper tiles are cut from) */
60
119
  const ask = ({ key, maxzoom }, [z, x, y], styles, priority, signal) => {
61
120
  const d = Math.max(0, z - maxzoom);
62
- const work = { type: 'vectors', key, z, x, y, deepest: deepestLevel(maxzoom), priority };
121
+ const work = { type: 'vectors', key, z, x, y, deepest: deepestLevel(maxzoom), roofs, priority };
63
122
  // The geometry made ready for the GPU in the workers, with the prisms the relief needs
64
123
  return context.request(z - d, Math.floor(x / 2 ** d), Math.floor(y / 2 ** d), styles ? { ...work, styles } : { ...work, prism: map.hasRelief }, signal);
65
124
  };
@@ -70,13 +129,17 @@ export const vectors = (context, options = {}) => {
70
129
  const restyleTile = async (renderer, k) => {
71
130
  const r = await ask(renderer, parseTileKey(k), true, 'auto').catch(() => undefined);
72
131
  if (r && 'styles' in r)
73
- vector.setTileStyles(k, r.styles);
132
+ vector.setTileStyles(k, placed(r.styles, r.patterns));
74
133
  };
75
134
  const update = async () => {
76
135
  if (context.destroyed())
77
136
  return;
78
137
  const generation = ++state.update;
138
+ // The style the tiles are cut under: that of the renderer awaited, a restyle meanwhile (a paint property set as the
139
+ // style loads) asking their styles again once they are there
140
+ const style = state.style;
79
141
  const { key, maxzoom, layers: list } = await state.renderer;
142
+ await sprites;
80
143
  vector.setSublayers(sublayers(state.own ?? list));
81
144
  const wanted = tileTriples(map.engine.vectorTilesInView(0, deepestLevel(maxzoom)));
82
145
  const keys = new Set(wanted.map((t) => tileKey(...t)));
@@ -84,12 +147,11 @@ export const vectors = (context, options = {}) => {
84
147
  const k = tileKey(...t);
85
148
  if (requests.has(k))
86
149
  return [];
87
- const style = state.style;
88
150
  return [
89
151
  requests.ask(k, (signal) => ask({ key, maxzoom }, t, false, nearPriority(index, 'high', 'auto'), signal), async (r) => {
90
152
  if (!('vectors' in r))
91
153
  return;
92
- vector.setTile(k, r.vectors);
154
+ await vector.setTile(k, { ...r.vectors, styles: placed(r.vectors.styles, r.vectors.patterns) });
93
155
  // Cut under a style changed since: its styles asked for again
94
156
  if (style !== state.style)
95
157
  await restyleTile(await state.renderer, k);
@@ -109,7 +171,9 @@ export const vectors = (context, options = {}) => {
109
171
  });
110
172
  };
111
173
  drop(false);
112
- await Promise.all(loads);
174
+ // Every tile of the view, those an earlier update asked for too: a tile out of view stays drawn until all of them
175
+ // are there
176
+ await Promise.all([...loads, requests.answered(keys)]);
113
177
  // A later update (the view moved again meanwhile) drops for its own view: these keys are no longer the view
114
178
  if (!context.destroyed() && generation === state.update)
115
179
  drop(true);
@@ -1 +1 @@
1
- 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* The vector layer of a vector basemap (`VectorTiles.vectors`): its fills, lines and buildings cut by the workers\n * into geometry the engine draws, the tiles following the view, and how its style layers are read for the engine.\n */\n\nimport type { Layer } from '../../layers/layers.ts';\nimport type { VectorLayer, VectorSublayer } from '../../layers/vectors.ts';\nimport type { BasemapWork, Priority } from '../../workers/basemap.worker.ts';\nimport { evaluate, isExpression, type Json, type StyleLayer, vectorKind, zoomOnly } from '../vectorstyle.ts';\nimport type { Renderer, VectorTilesContext } from './context.ts';\nimport { TileRequests } from './requests.ts';\nimport { nearPriority, parseTileKey, type TileTriple, tileKey, tileTriples } from './tiles.ts';\n\n/** The deepest level `vectors()` cuts its tiles at: past the source's deepest level, its tiles cut again into deeper\n * ones (overzoom, as MapLibre does) down to level 18, their filters and styles those of their level, smaller tiles\n * drawn in a closer view; past it, the tiles of that level stretched */\nconst OVERZOOM_LEVEL = 18;\n\n/** The deepest level of the tiles of `vectors()` over a source whose deepest is `maxzoom` */\nconst deepestLevel = (maxzoom: number): number => Math.max(maxzoom, OVERZOOM_LEVEL);\n\n/**\n * A `line-dasharray` as the engine takes it: two dashes and gaps in line widths (an odd count repeated, as the\n * canvas's `setLineDash`; past four, the first four), zeros for a solid line\n */\nexport const dashes = (value: Json | undefined, zoom: number): [number, number, number, number] => {\n const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;\n const list = Array.isArray(v) ? v.map(Number).filter((d) => Number.isFinite(d) && d >= 0) : [];\n const even = list.length % 2 === 1 ? [...list, ...list] : list;\n const [a = 0, b = 0, c = 0, d = 0] = even.length >= 2 && even.some((x) => x > 0) ? even : [];\n\n return [a, b, c, d];\n};\n\n/** Whether a style layer draws streets, which glow at night: its id names a road (OpenMapTiles' styles, PLAN IGN's),\n * not its casing, a railway, a path or a tunnel */\nconst isStreet = (layer: StyleLayer): boolean =>\n /road|highway|street|motorway|trunk|primary|secondary|tertiary|minor|routier/i.test(layer.id) &&\n !/casing|outline|rail|path|track|ferry|tunnel|pier|area|pattern|label/i.test(layer.id);\n\n/** A `line-cap` as the engine draws it, at the camera's zoom (MapLibre's default: butt) */\nconst lineCap = (value: Json | undefined, zoom: number): 'butt' | 'round' | 'square' => {\n const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;\n\n return v === 'round' || v === 'square' ? v : 'butt';\n};\n\n/** The options of `VectorTiles.vectors` */\nexport interface VectorsOptions {\n layers?: (layer: StyleLayer) => boolean;\n streets?: (layer: StyleLayer) => boolean;\n before?: Layer;\n}\n\nexport const vectors = (context: VectorTilesContext, options: VectorsOptions = {}): VectorLayer => {\n const { map } = context;\n const { layers = () => true, streets = isStreet, before } = options;\n const vector = map.addVectorLayer(before);\n const state: {\n renderer: Promise<Renderer>;\n /** The style layers as the application changed them (`setPaintProperty`…): a copy, its style left as it is */\n own?: StyleLayer[];\n /** Bumped by each update: only the last one drops the tiles out of its view */\n update: number;\n /** Bumped by each restyle: a tile cut under an older style is restyled once it is there */\n style: number;\n } = { renderer: context.renderer((l) => vectorKind(l) !== undefined && layers(l), []), update: 0, style: 0 };\n\n state.renderer.catch(() => undefined);\n context.layers.push(vector);\n\n const sublayers = (list: StyleLayer[]): VectorSublayer[] => {\n const zoom = map.getCamera().zoom;\n\n return list.map((l) => ({\n id: l.id,\n sourceLayer: l['source-layer'],\n kind: vectorKind(l) ?? 'fill',\n minZoom: l.minzoom ?? 0,\n maxZoom: l.maxzoom ?? 24,\n visible: l.layout?.visibility !== 'none',\n opacity: zoomOnly(l.paint?.[`${l.type}-opacity`], 1) ?? 1,\n cap: lineCap(l.layout?.['line-cap'], zoom),\n lit: l.type === 'line' && streets(l),\n dash: l.type === 'line' ? dashes(l.paint?.['line-dasharray'], zoom) : [0, 0, 0, 0],\n }));\n };\n\n /** The tiles held or asked for, by `z/x/y` */\n const requests = new TileRequests();\n /** A tile's geometry, or its styles alone, asked of the worker of its tile of the source's level (which keeps the\n * decoded tile its deeper tiles are cut from) */\n const ask = (\n { key, maxzoom }: { key: string; maxzoom: number },\n [z, x, y]: TileTriple,\n styles: boolean,\n priority: Priority,\n signal?: AbortSignal,\n ) => {\n const d = Math.max(0, z - maxzoom);\n const work: BasemapWork = { type: 'vectors', key, z, x, y, deepest: deepestLevel(maxzoom), priority };\n\n // The geometry made ready for the GPU in the workers, with the prisms the relief needs\n return context.request(\n z - d,\n Math.floor(x / 2 ** d),\n Math.floor(y / 2 ** d),\n styles ? { ...work, styles } : { ...work, prism: map.hasRelief },\n signal,\n );\n };\n\n // The workers tessellate the tiles (the main thread only uploads them), once they know the module\n context.broadcast({ type: 'tess', url: map.tessUrl });\n /** Asks the workers again for the styles of a tile held, under the current style; the tile's geometry stays as it\n * is */\n const restyleTile = async (renderer: { key: string; maxzoom: number }, k: string) => {\n const r = await ask(renderer, parseTileKey(k), true, 'auto').catch(() => undefined);\n\n if (r && 'styles' in r) vector.setTileStyles(k, r.styles);\n };\n const update = async () => {\n if (context.destroyed()) return;\n\n const generation = ++state.update;\n const { key, maxzoom, layers: list } = await state.renderer;\n\n vector.setSublayers(sublayers(state.own ?? list));\n\n const wanted = tileTriples(map.engine.vectorTilesInView(0, deepestLevel(maxzoom)));\n const keys = new Set(wanted.map((t) => tileKey(...t)));\n const loads = wanted.flatMap((t, index) => {\n const k = tileKey(...t);\n\n if (requests.has(k)) return [];\n\n const style = state.style;\n\n return [\n requests.ask(\n k,\n (signal) => ask({ key, maxzoom }, t, false, nearPriority(index, 'high', 'auto'), signal),\n async (r) => {\n if (!('vectors' in r)) return;\n vector.setTile(k, r.vectors);\n // Cut under a style changed since: its styles asked for again\n if (style !== state.style) await restyleTile(await state.renderer, k);\n },\n ),\n ];\n });\n // Out of view: those still asked for go at once, those drawn once their replacements are there (no hole). The\n // drawn ones are those the engine shows, held or not (a recut forgets what it held, not what is drawn)\n const drop = (drawn: boolean) => {\n const shown = new Set(vector.tileKeys);\n const known = new Set([...requests.keys(), ...(drawn ? shown : [])]);\n\n known.forEach((k) => {\n if (keys.has(k) || shown.has(k) !== drawn) return;\n requests.drop(k);\n vector.removeTile(k);\n });\n };\n\n drop(false);\n await Promise.all(loads);\n // A later update (the view moved again meanwhile) drops for its own view: these keys are no longer the view\n if (!context.destroyed() && generation === state.update) drop(true);\n };\n const refresh = () => {\n update().catch(() => undefined);\n };\n /** The style layers changed: the workers' copy, then the styles of the tiles held */\n const restyle = async (list: StyleLayer[]) => {\n state.own = list;\n state.style++;\n state.renderer = state.renderer.then(({ key }) => context.renderer(() => false, list, key));\n\n const renderer = await state.renderer;\n\n vector.setSublayers(sublayers(list));\n await Promise.all(vector.tileKeys.map((k) => restyleTile(renderer, k)));\n };\n\n vector.restyle = (id, group, name, value) => {\n state.renderer\n .then(({ layers: list }) => {\n const next = (state.own ?? list).map((l) =>\n l.id === id ? { ...l, [group]: { ...l[group], [name]: value } } : l,\n );\n\n // Visibility and dashes are the engine's: the tiles stay as they are\n if ((group === 'layout' && name === 'visibility') || name === 'line-dasharray') {\n state.own = next;\n vector.setSublayers(sublayers(next));\n\n return undefined;\n }\n // An outline added or taken away: a feature more or less in each tile, cut again\n if (name === 'fill-outline-color' || name === 'fill-antialias') {\n state.own = next;\n state.style++;\n state.renderer = state.renderer.then(({ key }) => context.renderer(() => false, next, key));\n vector.setSublayers(sublayers(next));\n vector.recut?.();\n\n return undefined;\n }\n\n return restyle(next);\n })\n .catch(() => undefined);\n };\n vector.recut = () => {\n requests.abortAll();\n refresh();\n };\n vector.styled = state.renderer.then(({ layers: list }) => {\n if (!context.destroyed()) vector.setSublayers(sublayers(state.own ?? list));\n });\n // Reported by the style's `ready`\n vector.styled.catch(() => undefined);\n\n // While the camera moves, the tiles follow it (as the labels do: a long drag or flight does not leave the view of\n // its start drawn)\n context.followView(update, requests, update);\n\n return vector;\n};\n"]}
1
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* The vector layer of a vector basemap (`VectorTiles.vectors`): its fills, lines and buildings cut by the workers\n * into geometry the engine draws, the tiles following the view, and how its style layers are read for the engine.\n */\n\nimport { FLOATS } from '../../layers/features.ts';\nimport type { Icons } from '../../layers/icons.ts';\nimport type { Layer } from '../../layers/layers.ts';\nimport type { VectorLayer, VectorSublayer } from '../../layers/vectors.ts';\nimport type { RoofMode } from '../../workers/basemap/geometry.ts';\nimport type { BasemapWork, Priority } from '../../workers/basemap.worker.ts';\nimport { evaluate, isExpression, type Json, type StyleLayer, vectorKind, zoomOnly } from '../vectorstyle.ts';\nimport type { Renderer, VectorTilesContext } from './context.ts';\nimport { TileRequests } from './requests.ts';\nimport { nearPriority, parseTileKey, type TileTriple, tileKey, tileTriples } from './tiles.ts';\n\n/** The deepest level `vectors()` cuts its tiles at: past the source's deepest level, its tiles cut again into deeper\n * ones (overzoom, as MapLibre does) down to level 18, their styles those of their level, smaller tiles\n * drawn in a closer view; past it, the tiles of that level stretched */\nconst OVERZOOM_LEVEL = 18;\n\n/** The deepest level of the tiles of `vectors()` over a source whose deepest is `maxzoom` */\nconst deepestLevel = (maxzoom: number): number => Math.max(maxzoom, OVERZOOM_LEVEL);\n\n/**\n * A `line-dasharray` as the engine takes it: two dashes and gaps in line widths (an odd count repeated, as the\n * canvas's `setLineDash`; past four, the first four), zeros for a solid line\n */\nexport const dashes = (value: Json | undefined, zoom: number): [number, number, number, number] => {\n const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;\n const list = Array.isArray(v) ? v.map(Number).filter((d) => Number.isFinite(d) && d >= 0) : [];\n const even = list.length % 2 === 1 ? [...list, ...list] : list;\n const [a = 0, b = 0, c = 0, d = 0] = even.length >= 2 && even.some((x) => x > 0) ? even : [];\n\n return [a, b, c, d];\n};\n\n/** Whether a style layer draws streets, which glow at night: its id names a road (OpenMapTiles' styles, PLAN IGN's),\n * not its casing, a railway, a path or a tunnel */\nexport const isStreet = (layer: StyleLayer): boolean =>\n /road|highway|street|motorway|trunk|primary|secondary|tertiary|minor|routier/i.test(layer.id) &&\n !/casing|outline|rail|path|track|ferry|tunnel|pier|area|pattern|label/i.test(layer.id);\n\n/** A `line-cap` as the engine draws it, at the camera's zoom (MapLibre's default: butt) */\nconst lineCap = (value: Json | undefined, zoom: number): 'butt' | 'round' | 'square' => {\n const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;\n\n return v === 'round' || v === 'square' ? v : 'butt';\n};\n\n/** A `line-join` as the engine draws it, at the camera's zoom (MapLibre's default: miter) */\nconst lineJoin = (value: Json | undefined, zoom: number): 'miter' | 'bevel' | 'round' => {\n const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;\n\n return v === 'round' || v === 'bevel' ? v : 'miter';\n};\n\n/** A `line-miter-limit` at the camera's zoom (MapLibre's default: 2) */\nconst miterLimit = (value: Json | undefined, zoom: number): number => {\n const v = Number(isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : (value ?? 2));\n\n return Number.isFinite(v) ? v : 2;\n};\n\n/** A tile's styles with their patterns placed: each feature's pattern, as its index past one into `names` (float 28\n * for a fill, 29 for a line or a building: floats the engine does not keep), replaced by its image's place in the icon\n * atlas (texels) and pixel ratio, at 12 and 16 for a fill, 4 and 27 for a line or a building; none if the atlas has no\n * such image; the atlas uploaded */\nexport const placePatterns = (\n styles: Float32Array,\n names: readonly string[] | undefined,\n icons: Icons,\n prefix: string,\n): Float32Array => {\n if (!names?.length) return styles;\n // Thousands of features a tile: a loop\n for (let f = 0; f + FLOATS <= styles.length; f += FLOATS) {\n const fill = styles[f + 28] ?? 0;\n const line = styles[f + 29] ?? 0;\n const index = fill > 0 ? fill : line;\n\n if (index <= 0) continue;\n\n const icon = icons.get(prefix + (names[index - 1] ?? ''));\n const place = icon ? [icon.x, icon.y, icon.width, icon.height] : [0, 0, 0, 0];\n const ratio = icon?.pixelRatio ?? 0;\n\n if (fill > 0) styles.set([...place, ratio], f + 12);\n else {\n styles.set(place, f + 4);\n styles[f + 27] = ratio;\n }\n }\n icons.flush();\n\n return styles;\n};\n\n/** The paint properties of the patterns `vectors()` draws, whose images come from the style's sprite */\nconst PATTERNS = ['fill-pattern', 'background-pattern', 'line-pattern', 'fill-extrusion-pattern'];\n\n/** A `fill-translate` or `line-translate` at the camera's zoom (CSS pixels; none if it is not two numbers) */\nexport const translation = (value: Json | undefined, zoom: number): [number, number] => {\n const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;\n const [x, y] = Array.isArray(v) ? v.map(Number) : [];\n\n return Number.isFinite(x) && Number.isFinite(y) ? [x ?? 0, y ?? 0] : [0, 0];\n};\n\n/** The options of `VectorTiles.vectors` */\nexport interface VectorsOptions {\n layers?: (layer: StyleLayer) => boolean;\n streets?: (layer: StyleLayer) => boolean;\n before?: Layer;\n /** The buildings' roofs: from their data (`roof:shape`, `roof:height`; flat without, the default), generated from\n * their outline where they have none (hipped, gabled or mansard by size and shape), or all flat */\n roofs?: RoofMode;\n /** The buildings' walls show their windows: glass by day, some lit at night (default false: only the lit ones) */\n facades?: boolean;\n}\n\nexport const vectors = (context: VectorTilesContext, options: VectorsOptions = {}): VectorLayer => {\n const { map } = context;\n const { layers = () => true, streets = isStreet, before, roofs = 'data', facades = false } = options;\n const vector = map.addVectorLayer(before);\n\n vector.setFacades(facades);\n const state: {\n renderer: Promise<Renderer>;\n /** The style layers as the application changed them (`setPaintProperty`…): a copy, its style left as it is */\n own?: StyleLayer[];\n /** Bumped by each update: only the last one drops the tiles out of its view */\n update: number;\n /** Bumped by each restyle: a tile cut under an older style is restyled once it is there */\n style: number;\n } = { renderer: context.renderer((l) => vectorKind(l) !== undefined && layers(l), []), update: 0, style: 0 };\n\n state.renderer.catch(() => undefined);\n\n /** The style's sprites among the map's icons, if a layer drawn has a pattern: waited for before the first tiles */\n const sprites = context.ready\n .then(({ style }) =>\n style.layers.some((l) => layers(l) && PATTERNS.some((k) => l.paint?.[k] !== undefined))\n ? context.addSprites()\n : undefined,\n )\n .catch(() => undefined);\n const placed = (styles: Float32Array, names: readonly string[] | undefined) =>\n placePatterns(styles, names, map.icons, context.iconPrefix);\n context.layers.push(vector);\n\n const sublayers = (list: StyleLayer[]): VectorSublayer[] => {\n const zoom = map.getCamera().zoom;\n\n return list.map((l) => ({\n id: l.id,\n sourceLayer: l['source-layer'],\n kind: vectorKind(l) ?? 'fill',\n minZoom: l.minzoom ?? 0,\n maxZoom: l.maxzoom ?? 24,\n visible: l.layout?.visibility !== 'none',\n opacity: zoomOnly(l.paint?.[`${l.type}-opacity`], 1) ?? 1,\n cap: lineCap(l.layout?.['line-cap'], zoom),\n join: lineJoin(l.layout?.['line-join'], zoom),\n miterLimit: miterLimit(l.layout?.['line-miter-limit'], zoom),\n translate: translation(l.paint?.[`${l.type}-translate`], zoom),\n translateAnchor: l.paint?.[`${l.type}-translate-anchor`] === 'viewport' ? 'viewport' : 'map',\n patterned: l.paint?.['fill-pattern'] !== undefined || l.paint?.['background-pattern'] !== undefined,\n lit: l.type === 'line' && streets(l),\n dash: l.type === 'line' ? dashes(l.paint?.['line-dasharray'], zoom) : [0, 0, 0, 0],\n }));\n };\n\n /** The tiles held or asked for, by `z/x/y` */\n const requests = new TileRequests();\n /** A tile's geometry, or its styles alone, asked of the worker of its tile of the source's level (which keeps the\n * decoded tile its deeper tiles are cut from) */\n const ask = (\n { key, maxzoom }: { key: string; maxzoom: number },\n [z, x, y]: TileTriple,\n styles: boolean,\n priority: Priority,\n signal?: AbortSignal,\n ) => {\n const d = Math.max(0, z - maxzoom);\n const work: BasemapWork = { type: 'vectors', key, z, x, y, deepest: deepestLevel(maxzoom), roofs, priority };\n\n // The geometry made ready for the GPU in the workers, with the prisms the relief needs\n return context.request(\n z - d,\n Math.floor(x / 2 ** d),\n Math.floor(y / 2 ** d),\n styles ? { ...work, styles } : { ...work, prism: map.hasRelief },\n signal,\n );\n };\n\n // The workers tessellate the tiles (the main thread only uploads them), once they know the module\n context.broadcast({ type: 'tess', url: map.tessUrl });\n /** Asks the workers again for the styles of a tile held, under the current style; the tile's geometry stays as it\n * is */\n const restyleTile = async (renderer: { key: string; maxzoom: number }, k: string) => {\n const r = await ask(renderer, parseTileKey(k), true, 'auto').catch(() => undefined);\n\n if (r && 'styles' in r) vector.setTileStyles(k, placed(r.styles, r.patterns));\n };\n const update = async () => {\n if (context.destroyed()) return;\n\n const generation = ++state.update;\n // The style the tiles are cut under: that of the renderer awaited, a restyle meanwhile (a paint property set as the\n // style loads) asking their styles again once they are there\n const style = state.style;\n const { key, maxzoom, layers: list } = await state.renderer;\n\n await sprites;\n\n vector.setSublayers(sublayers(state.own ?? list));\n\n const wanted = tileTriples(map.engine.vectorTilesInView(0, deepestLevel(maxzoom)));\n const keys = new Set(wanted.map((t) => tileKey(...t)));\n const loads = wanted.flatMap((t, index) => {\n const k = tileKey(...t);\n\n if (requests.has(k)) return [];\n\n return [\n requests.ask(\n k,\n (signal) => ask({ key, maxzoom }, t, false, nearPriority(index, 'high', 'auto'), signal),\n async (r) => {\n if (!('vectors' in r)) return;\n await vector.setTile(k, { ...r.vectors, styles: placed(r.vectors.styles, r.vectors.patterns) });\n // Cut under a style changed since: its styles asked for again\n if (style !== state.style) await restyleTile(await state.renderer, k);\n },\n ),\n ];\n });\n // Out of view: those still asked for go at once, those drawn once their replacements are there (no hole). The\n // drawn ones are those the engine shows, held or not (a recut forgets what it held, not what is drawn)\n const drop = (drawn: boolean) => {\n const shown = new Set(vector.tileKeys);\n const known = new Set([...requests.keys(), ...(drawn ? shown : [])]);\n\n known.forEach((k) => {\n if (keys.has(k) || shown.has(k) !== drawn) return;\n requests.drop(k);\n vector.removeTile(k);\n });\n };\n\n drop(false);\n // Every tile of the view, those an earlier update asked for too: a tile out of view stays drawn until all of them\n // are there\n await Promise.all([...loads, requests.answered(keys)]);\n // A later update (the view moved again meanwhile) drops for its own view: these keys are no longer the view\n if (!context.destroyed() && generation === state.update) drop(true);\n };\n const refresh = () => {\n update().catch(() => undefined);\n };\n /** The style layers changed: the workers' copy, then the styles of the tiles held */\n const restyle = async (list: StyleLayer[]) => {\n state.own = list;\n state.style++;\n state.renderer = state.renderer.then(({ key }) => context.renderer(() => false, list, key));\n\n const renderer = await state.renderer;\n\n vector.setSublayers(sublayers(list));\n await Promise.all(vector.tileKeys.map((k) => restyleTile(renderer, k)));\n };\n\n vector.restyle = (id, group, name, value) => {\n state.renderer\n .then(({ layers: list }) => {\n const next = (state.own ?? list).map((l) =>\n l.id === id ? { ...l, [group]: { ...l[group], [name]: value } } : l,\n );\n\n // Visibility and dashes are the engine's: the tiles stay as they are\n if ((group === 'layout' && name === 'visibility') || name === 'line-dasharray') {\n state.own = next;\n vector.setSublayers(sublayers(next));\n\n return undefined;\n }\n // An outline added or taken away: a feature more or less in each tile, cut again\n if (name === 'fill-outline-color' || name === 'fill-antialias') {\n state.own = next;\n state.style++;\n state.renderer = state.renderer.then(({ key }) => context.renderer(() => false, next, key));\n vector.setSublayers(sublayers(next));\n vector.recut?.();\n\n return undefined;\n }\n\n return restyle(next);\n })\n .catch(() => undefined);\n };\n vector.recut = () => {\n requests.abortAll();\n refresh();\n };\n vector.styled = state.renderer.then(({ layers: list }) => {\n if (!context.destroyed()) vector.setSublayers(sublayers(state.own ?? list));\n });\n // Reported by the style's `ready`\n vector.styled.catch(() => undefined);\n\n // While the camera moves, the tiles follow it (as the labels do: a long drag or flight does not leave the view of\n // its start drawn)\n context.followView(update, requests, update);\n\n return vector;\n};\n"]}
@@ -19,6 +19,7 @@ import type { GeoMap } from '../map.ts';
19
19
  import type { LabelCandidate, Style, StyleLayer } from './vectorstyle.ts';
20
20
  import { type VectorExtrusionOptions } from './vectortiles/extrusions.ts';
21
21
  import { type LabelsOptions, size, tileLabels } from './vectortiles/labels.ts';
22
+ import { type LampsOptions } from './vectortiles/lamps.ts';
22
23
  import { type StreetWindLayer, type StreetWindOptions } from './vectortiles/street-wind.ts';
23
24
  import { type LoadedStyle, OPENFREEMAP_STYLES, PLAN_STYLES, styleAttribution, VECTOR_BASEMAPS } from './vectortiles/style.ts';
24
25
  import { type TreesOptions } from './vectortiles/trees.ts';
@@ -68,10 +69,17 @@ export declare class VectorTiles {
68
69
  private sprites;
69
70
  /** The style's sprites, kept once all of them came: one that failed is asked for again by the next layer */
70
71
  private loadSprites;
72
+ /** The style's sprites added to the map's icons, once */
73
+ private spritesAdded;
74
+ /** The style's sprites among the map's icons (under `iconPrefix`), added once: the labels' icons, the fills'
75
+ * patterns */
76
+ private addSprites;
71
77
  /** Prefix of the names of its sprites' images among the map's icons */
72
78
  private get iconPrefix();
73
79
  private request;
74
- /** Sends a renderer of these layers to every worker (again under `again`, restyled); returns its key */
80
+ /** Sends a renderer of these layers to every worker (again under `again`, restyled), with the style's sprites if it
81
+ * `draws` the tiles into images with patterns (the raster path: the others take their images in the page); returns
82
+ * its key */
75
83
  private renderer;
76
84
  /**
77
85
  * A raster layer drawing the style's fills, lines and circles (or those `layers` keeps, then `extraLayers`, of the
@@ -117,6 +125,14 @@ export declare class VectorTiles {
117
125
  * engine with 3D Tiles.
118
126
  */
119
127
  trees(options?: TreesOptions): ModelLayer;
128
+ /**
129
+ * Street lamps along the style's streets (the road line layers, or those `layers` keeps) as 3D models, from street
130
+ * level (`minZoom`, default 16): the workers place them `spacing` metres apart (default 30) along each street, every
131
+ * other one on its other side, as far from its middle as its class says; their heads lit at night (`light`). All of
132
+ * them near the ground under the camera, fewer and fewer away from it, at most `maxInstances` drawn (default 15000).
133
+ * The models load the engine with 3D Tiles.
134
+ */
135
+ lamps(options?: LampsOptions): ModelLayer;
120
136
  /**
121
137
  * A layer drawing the style's fills, lines and buildings (or those `layers` keeps; backgrounds as fills, the
122
138
  * `fill-extrusion` layers raised into buildings by their height and base height) as geometry instead of images: the
@@ -125,11 +141,15 @@ export declare class VectorTiles {
125
141
  * and pitch, picked by feature (`pick` gives its properties and style layer), restyled without cutting the tiles
126
142
  * again (`setPaintProperty`, `setLayoutProperty`). Its tiles follow the view, while it moves too, coarser far away in a
127
143
  * tilted view, and those leaving it stay until the ones replacing them are there; past the source's deepest level,
128
- * cut again from its tiles down to level 18 (overzoom: their filters and styles those of their level). The fills' outlines are drawn one
129
- * pixel wide, the lines' ends as their `line-cap` says (their joins round), the colors follow the camera's zoom. The
130
- * layers drawn with a pattern and the circles are left out (the raster path draws them), as are `line-offset`,
131
- * `line-blur` and the translations (`fill-translate`, `line-translate`); `raster` stays the lighter path for heavy
132
- * styles and small devices. At night (`setSun`) the line layers `streets` keeps glow (by default those whose id names
144
+ * cut again from its tiles down to level 18 (overzoom: their styles those of their level; a filter reading the zoom
145
+ * holds at the whole zoom under the camera's, as MapLibre evaluates it). The fills' outlines are drawn one
146
+ * pixel wide, the lines' ends as their `line-cap` says, their joins as their `line-join` says (and `line-miter-limit`),
147
+ * offset by `line-offset`; the colors follow the camera's zoom; the fills', lines' and buildings' patterns from the
148
+ * style's sprite (the fills' over the relief too; on the globe, their average color there), the circle layers' points
149
+ * as circles facing the screen, the lines' blur, the fills' and lines' translations. The buildings' roofs (`roofs`)
150
+ * as their data says (`roof:shape`, `roof:height`; flat without, the default), generated from their outline where
151
+ * they have none (`'generated'`), or all flat. `raster` stays the lighter path for heavy styles and small devices.
152
+ * At night (`setSun`) the line layers `streets` keeps glow (by default those whose id names
133
153
  * a road, not its casing, a railway, a path or a tunnel).
134
154
  */
135
155
  vectors(options?: VectorsOptions): VectorLayer;
@@ -11,9 +11,10 @@
11
11
  * The layers other than the raster ones are made in `vectortiles/` (one module each), from what they use of the
12
12
  * instance (`VectorTilesContext`); the style's loading is in `vectortiles/style.ts`.
13
13
  */
14
- import { loadSprites, spriteSources } from "../layers/icons.js";
14
+ import { loadSprites, readPixels, spriteSources } from "../layers/icons.js";
15
15
  import { extrusions } from "./vectortiles/extrusions.js";
16
16
  import { labels, size, tileLabels } from "./vectortiles/labels.js";
17
+ import { lamps } from "./vectortiles/lamps.js";
17
18
  import { streetWind } from "./vectortiles/street-wind.js";
18
19
  import { loadStyle, OPENFREEMAP_STYLES, PLAN_STYLES, styleAttribution, VECTOR_BASEMAPS, } from "./vectortiles/style.js";
19
20
  import { VECTOR_MOVE_REFRESH_MS } from "./vectortiles/tiles.js";
@@ -76,6 +77,7 @@ export class VectorTiles {
76
77
  request: (vz, vx, vy, work, signal) => this.request(vz, vx, vy, work, signal),
77
78
  renderer: (select, extra, again) => this.renderer(select, extra, again),
78
79
  loadSprites: (sprite) => this.loadSprites(sprite),
80
+ addSprites: () => this.addSprites(),
79
81
  followView: (update, requests, moving) => {
80
82
  this.followView(update, requests, moving);
81
83
  },
@@ -100,6 +102,21 @@ export class VectorTiles {
100
102
  this.sprites = loading;
101
103
  return loading;
102
104
  }
105
+ /** The style's sprites added to the map's icons, once */
106
+ spritesAdded;
107
+ /** The style's sprites among the map's icons (under `iconPrefix`), added once: the labels' icons, the fills'
108
+ * patterns */
109
+ addSprites() {
110
+ this.spritesAdded ??= this.ready.then(async ({ style }) => {
111
+ if (!style.sprite)
112
+ return;
113
+ (await this.loadSprites(style.sprite)).forEach((sprite) => {
114
+ if (!this.destroyed)
115
+ this.map.icons.addSprite(this.iconPrefix, sprite.icons, () => readPixels(sprite.image));
116
+ });
117
+ });
118
+ return this.spritesAdded;
119
+ }
103
120
  /** Prefix of the names of its sprites' images among the map's icons */
104
121
  get iconPrefix() {
105
122
  return `${this.namespace}/`;
@@ -109,12 +126,14 @@ export class VectorTiles {
109
126
  return Promise.reject(new DOMException('isard: vector tiles destroyed', 'AbortError'));
110
127
  return this.pool.request(this.pool.worker(vz, vx, vy), work, this, signal);
111
128
  }
112
- /** Sends a renderer of these layers to every worker (again under `again`, restyled); returns its key */
113
- async renderer(select, extra, again) {
129
+ /** Sends a renderer of these layers to every worker (again under `again`, restyled), with the style's sprites if it
130
+ * `draws` the tiles into images with patterns (the raster path: the others take their images in the page); returns
131
+ * its key */
132
+ async renderer(select, extra, again, draws = false) {
114
133
  const { style, tiles, maxzoom, rasters } = await this.ready;
115
134
  const key = again ?? rendererKey(this.namespace, this.keys++);
116
135
  const layers = [...style.layers.filter(select), ...extra];
117
- const patterns = layers.some((l) => l.paint?.['fill-pattern'] !== undefined);
136
+ const patterns = draws && layers.some((l) => l.paint?.['fill-pattern'] !== undefined);
118
137
  // The images are downloaded once, copied to each worker
119
138
  const sprites = patterns && style.sprite ? await this.loadSprites(style.sprite) : [];
120
139
  if (this.destroyed)
@@ -131,7 +150,7 @@ export class VectorTiles {
131
150
  raster(options = {}) {
132
151
  const { layers = () => true, extraLayers = [], size: texture = 512, opacity = 1, before } = options;
133
152
  const drawn = (l) => l.type !== 'symbol' && layers(l);
134
- const renderer = this.renderer(drawn, extraLayers);
153
+ const renderer = this.renderer(drawn, extraLayers, undefined, true);
135
154
  // Its failure is reported by `ready` and each tile
136
155
  renderer.catch(() => undefined);
137
156
  const loader = async (z, x, y, signal) => {
@@ -194,6 +213,16 @@ export class VectorTiles {
194
213
  trees(options = {}) {
195
214
  return trees(this.context, options);
196
215
  }
216
+ /**
217
+ * Street lamps along the style's streets (the road line layers, or those `layers` keeps) as 3D models, from street
218
+ * level (`minZoom`, default 16): the workers place them `spacing` metres apart (default 30) along each street, every
219
+ * other one on its other side, as far from its middle as its class says; their heads lit at night (`light`). All of
220
+ * them near the ground under the camera, fewer and fewer away from it, at most `maxInstances` drawn (default 15000).
221
+ * The models load the engine with 3D Tiles.
222
+ */
223
+ lamps(options = {}) {
224
+ return lamps(this.context, options);
225
+ }
197
226
  /**
198
227
  * A layer drawing the style's fills, lines and buildings (or those `layers` keeps; backgrounds as fills, the
199
228
  * `fill-extrusion` layers raised into buildings by their height and base height) as geometry instead of images: the
@@ -202,11 +231,15 @@ export class VectorTiles {
202
231
  * and pitch, picked by feature (`pick` gives its properties and style layer), restyled without cutting the tiles
203
232
  * again (`setPaintProperty`, `setLayoutProperty`). Its tiles follow the view, while it moves too, coarser far away in a
204
233
  * tilted view, and those leaving it stay until the ones replacing them are there; past the source's deepest level,
205
- * cut again from its tiles down to level 18 (overzoom: their filters and styles those of their level). The fills' outlines are drawn one
206
- * pixel wide, the lines' ends as their `line-cap` says (their joins round), the colors follow the camera's zoom. The
207
- * layers drawn with a pattern and the circles are left out (the raster path draws them), as are `line-offset`,
208
- * `line-blur` and the translations (`fill-translate`, `line-translate`); `raster` stays the lighter path for heavy
209
- * styles and small devices. At night (`setSun`) the line layers `streets` keeps glow (by default those whose id names
234
+ * cut again from its tiles down to level 18 (overzoom: their styles those of their level; a filter reading the zoom
235
+ * holds at the whole zoom under the camera's, as MapLibre evaluates it). The fills' outlines are drawn one
236
+ * pixel wide, the lines' ends as their `line-cap` says, their joins as their `line-join` says (and `line-miter-limit`),
237
+ * offset by `line-offset`; the colors follow the camera's zoom; the fills', lines' and buildings' patterns from the
238
+ * style's sprite (the fills' over the relief too; on the globe, their average color there), the circle layers' points
239
+ * as circles facing the screen, the lines' blur, the fills' and lines' translations. The buildings' roofs (`roofs`)
240
+ * as their data says (`roof:shape`, `roof:height`; flat without, the default), generated from their outline where
241
+ * they have none (`'generated'`), or all flat. `raster` stays the lighter path for heavy styles and small devices.
242
+ * At night (`setSun`) the line layers `streets` keeps glow (by default those whose id names
210
243
  * a road, not its casing, a railway, a path or a tunnel).
211
244
  */
212
245
  vectors(options = {}) {
@@ -1 +1 @@
1
- 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* Vector basemaps from a MapLibre style (OpenFreeMap's Positron by default): the fills, lines, circles and raster\n * layers drawn tile by tile in workers into the raster pool, so that they lie on the relief like any basemap and\n * composite with the hillshade in one pass; and the labels of the style's symbol layers in a symbol layer of their own,\n * kept above the application's layers (as MapLibre's `beforeId: firstSymbol` does), listed by the workers, shaped in\n * the page once per vector tile, placed by the engine.\n *\n * Any subset of the style can be drawn on its own raster layer (`raster({ layers })`), at its own place in the stack:\n * rivers from the basemap's data over a flood layer, for instance, restyled with `extraLayers`.\n *\n * The layers other than the raster ones are made in `vectortiles/` (one module each), from what they use of the\n * instance (`VectorTilesContext`); the style's loading is in `vectortiles/style.ts`.\n */\n\nimport type { ExtrusionLayer } from '../layers/extrusions.ts';\nimport { type LoadedSprite, loadSprites, spriteSources } from '../layers/icons.ts';\nimport type { Layer, ModelLayer, RasterLayer } from '../layers/layers.ts';\nimport type { SymbolLayer } from '../layers/symbols.ts';\nimport type { VectorLayer } from '../layers/vectors.ts';\nimport type { GeoMap } from '../map.ts';\nimport type { BasemapWork, Sprite } from '../workers/basemap.worker.ts';\nimport type { LabelCandidate, Style, StyleLayer } from './vectorstyle.ts';\nimport type { Renderer, VectorTilesContext } from './vectortiles/context.ts';\nimport { extrusions, type VectorExtrusionOptions } from './vectortiles/extrusions.ts';\nimport { type LabelsOptions, labels, size, tileLabels } from './vectortiles/labels.ts';\nimport type { TileRequests } from './vectortiles/requests.ts';\nimport { type StreetWindLayer, type StreetWindOptions, streetWind } from './vectortiles/street-wind.ts';\nimport {\n type LoadedStyle,\n loadStyle,\n OPENFREEMAP_STYLES,\n PLAN_STYLES,\n styleAttribution,\n VECTOR_BASEMAPS,\n} from './vectortiles/style.ts';\nimport { VECTOR_MOVE_REFRESH_MS } from './vectortiles/tiles.ts';\nimport { type TreesOptions, trees } from './vectortiles/trees.ts';\nimport { dashes, type VectorsOptions, vectors } from './vectortiles/vectors.ts';\nimport { type BasemapWorkers, rendererKey, tilePriority } from './workerpool.ts';\n\n// The names the package and its tests import from here, now made in `vectortiles/`\nexport { dashes, OPENFREEMAP_STYLES, PLAN_STYLES, size, styleAttribution, tileLabels, VECTOR_BASEMAPS };\n\nexport interface VectorTilesOptions {\n /** A style URL or object (default OpenFreeMap's Positron) */\n style?: string | Style;\n /** Workers drawing the tiles (default cores - 1, 1 to 4). The vector tiles of a map share its workers (and their\n * decoded tiles); another count gives these tiles workers of their own */\n workers?: number;\n /** Where to load the worker from, when a bundler does not resolve the default URL (default the map's\n * `basemapWorkerUrl`); another URL than the map's gives these tiles workers of their own */\n workerUrl?: string | URL;\n /** Credits of the tiles, shown while its raster layers are on the map (default: OpenFreeMap's for its styles, the\n * IGN's for PLAN.IGN's) */\n attribution?: string;\n}\n\nexport class VectorTiles {\n private readonly pool: BasemapWorkers;\n /** The pool is this instance's own (a worker count or URL other than the map's): stopped with it */\n private readonly ownPool: boolean;\n /** Prefix of its renderer keys in the pool's workers */\n private readonly namespace: string;\n private destroyed = false;\n private keys = 0;\n /** Renderers sent to the workers, dropped on destroy */\n private readonly renderers: string[] = [];\n private readonly cleanup: (() => void)[] = [];\n /** Credits of its raster layers */\n private readonly attribution: string | undefined;\n /** Its raster and label layers, removed with it */\n private readonly layers: Layer[] = [];\n /** Its first raster layer: the ground its labels follow */\n private ground: RasterLayer | undefined;\n /** What its layers made in `vectortiles/` use of it */\n private readonly context: VectorTilesContext;\n /** The style once loaded, with its source resolved */\n readonly ready: Promise<LoadedStyle>;\n\n /**\n * Its workers are the map's (shared by every `VectorTiles` of the map, a vector tile decoded once for all of them),\n * unless `workers` or `workerUrl` asks for others than the map's: then it has workers of its own\n */\n constructor(\n private readonly map: GeoMap,\n options: VectorTilesOptions = {},\n ) {\n const { pool, own } = map.basemapWorkers(options.workers, options.workerUrl);\n\n this.pool = pool;\n this.ownPool = own;\n this.namespace = pool.namespace();\n\n const style = options.style ?? OPENFREEMAP_STYLES.positron;\n\n this.attribution = options.attribution ?? styleAttribution(style);\n this.ready = loadStyle(style);\n // Reported once here; `ready`, the raster tiles and the labels fail with it\n this.ready.catch((error: unknown) => {\n if (!this.destroyed) console.warn('isard: vector tiles', error);\n });\n this.context = {\n map,\n ready: this.ready,\n layers: this.layers,\n cleanup: this.cleanup,\n iconPrefix: this.iconPrefix,\n destroyed: () => this.destroyed,\n ground: () => this.ground,\n broadcast: (message) => {\n this.pool.broadcast(message);\n },\n request: (vz, vx, vy, work, signal) => this.request(vz, vx, vy, work, signal),\n renderer: (select, extra, again) => this.renderer(select, extra, again),\n loadSprites: (sprite) => this.loadSprites(sprite),\n followView: (update, requests, moving) => {\n this.followView(update, requests, moving);\n },\n };\n }\n\n /** The style's sprites (their JSON and their images), loaded once, for the fill patterns and the icons */\n private sprites: Promise<LoadedSprite[]> | undefined;\n\n /** The style's sprites, kept once all of them came: one that failed is asked for again by the next layer */\n private loadSprites(sprite: Style['sprite']): Promise<LoadedSprite[]> {\n if (this.sprites) return this.sprites;\n\n const wanted = spriteSources(sprite).length;\n const loading: Promise<LoadedSprite[]> = loadSprites(sprite)\n .catch(() => [])\n .then((loaded) => {\n if (loaded.length < wanted && this.sprites === loading) {\n console.warn(\n `isard: ${wanted - loaded.length} of the style's sprites not loaded, its icons and patterns missing`,\n );\n this.sprites = undefined;\n }\n\n return loaded;\n });\n\n this.sprites = loading;\n\n return loading;\n }\n\n /** Prefix of the names of its sprites' images among the map's icons */\n private get iconPrefix(): string {\n return `${this.namespace}/`;\n }\n\n private request(vz: number, vx: number, vy: number, work: BasemapWork, signal?: AbortSignal) {\n if (this.destroyed) return Promise.reject(new DOMException('isard: vector tiles destroyed', 'AbortError'));\n\n return this.pool.request(this.pool.worker(vz, vx, vy), work, this, signal);\n }\n\n /** Sends a renderer of these layers to every worker (again under `again`, restyled); returns its key */\n private async renderer(\n select: (layer: StyleLayer) => boolean,\n extra: StyleLayer[],\n again?: string,\n ): Promise<Renderer> {\n const { style, tiles, maxzoom, rasters } = await this.ready;\n const key = again ?? rendererKey(this.namespace, this.keys++);\n const layers = [...style.layers.filter(select), ...extra];\n const patterns = layers.some((l) => l.paint?.['fill-pattern'] !== undefined);\n // The images are downloaded once, copied to each worker\n const sprites: Sprite[] = patterns && style.sprite ? await this.loadSprites(style.sprite) : [];\n\n if (this.destroyed) throw new DOMException('isard: vector tiles destroyed', 'AbortError');\n this.pool.broadcast({ type: 'init', key, tiles, maxzoom, layers, rasters, ...(sprites.length ? { sprites } : {}) });\n if (!again) this.renderers.push(key);\n\n return { key, maxzoom, layers };\n }\n\n /**\n * A raster layer drawing the style's fills, lines and circles (or those `layers` keeps, then `extraLayers`, of the\n * same source); `size`: texture size of its tiles (512 by default: sharp lines)\n */\n raster(\n options: {\n layers?: (layer: StyleLayer) => boolean;\n extraLayers?: StyleLayer[];\n size?: number;\n opacity?: number;\n minZoom?: number;\n maxZoom?: number;\n before?: Parameters<GeoMap['addRaster']>[0]['before'];\n } = {},\n ): RasterLayer {\n const { layers = () => true, extraLayers = [], size: texture = 512, opacity = 1, before } = options;\n const drawn = (l: StyleLayer) => l.type !== 'symbol' && layers(l);\n const renderer = this.renderer(drawn, extraLayers);\n\n // Its failure is reported by `ready` and each tile\n renderer.catch(() => undefined);\n\n const loader = async (z: number, x: number, y: number, signal: AbortSignal) => {\n const { key, maxzoom } = await renderer;\n // The vector tile it is drawn from (see the worker)\n const vz = Math.max(0, Math.min(z - 1, maxzoom));\n const shift = z - vz;\n const priority = tilePriority(z, x, y, this.map.getCamera());\n const response = await this.request(\n vz,\n x >> shift,\n y >> shift,\n { type: 'render', key, z, x, y, size: texture, priority },\n signal,\n );\n\n return 'image' in response ? response.image : null;\n };\n const layer = this.map.addRaster({\n url: '',\n size: texture,\n opacity,\n minZoom: options.minZoom ?? 0,\n maxZoom: options.maxZoom ?? 20,\n loader,\n ...(this.attribution ? { attribution: this.attribution } : {}),\n ...(before ? { before } : {}),\n });\n\n this.layers.push(layer);\n this.ground ??= layer;\n\n return layer;\n }\n\n /**\n * An extrusion layer of the polygons of the style's fill layers that `layers` keeps (by default its buildings: the\n * fill or fill-extrusion layers of PLAN IGN's `bati_surf` or OpenMapTiles' `building`), raised by the style\n * given (`height`, `base`, `color`, `ramp`…; the properties of the tiles' features). Its tiles follow the view: at\n * the source's deepest level, the `maxTiles` nearest to the center, from `minZoom` on (15 by default); the tiles\n * leaving the view are dropped.\n */\n extrusions<P = Record<string, unknown>>(options: VectorExtrusionOptions<P> = {}): ExtrusionLayer<P> {\n return extrusions<P>(this.context, options);\n }\n\n /**\n * The wind through the streets around the view, as particles at street level (`height`, default 3 metres) between\n * the style's buildings (`layers`, default its `building` and `bati_surf` layers): their footprints laid on a grid of\n * `cell` metres (default 4) over a square of `size` metres (default 1200) around the view's center, the flow of the\n * air round them a potential flow (it goes round the blocks and faster through the narrow streets; no wake behind\n * them), computed in a worker by the grid module from street level (`minZoom`, default 15) and again when the view\n * leaves the square's middle. `wind` is the wind far away (east and north, m/s, default a light breeze from the\n * south-west); `setWind` changes it at once (the flow is linear in it: nothing computed again), from a model's hour\n * (`windAt`) for instance; `computed` resolves once the first square's flow is there. The other options are the flow\n * layer's (`addFlow`)\n */\n streetWind(options: StreetWindOptions = {}): StreetWindLayer {\n return streetWind(this.context, options);\n }\n\n /**\n * Trees on the style's woods, forests and grass (or the fill layers `layers` keeps) as 3D models, from street level\n * (`minZoom`, default 15): the workers scatter them over the polygons of the vector tiles around the view, `spacing`\n * metres apart (by style layer: 9 in woods, 25 on grass, by default) on a jittered grid, the same trees whenever a\n * tile comes back; the engine draws them all in one instanced draw, on the relief. A low-poly tree by default (its\n * `colors`), or your own glTF (`url`, `data`, about 10 metres high, standing on its origin). Dense around the\n * view's center, fewer and fewer away from it (as the camera moves too), at most `maxInstances` drawn (default\n * 25000); at most `maxTiles` tiles (default 9) and `maxTrees` trees in each (default 30000). The models load the\n * engine with 3D Tiles.\n */\n trees(options: TreesOptions = {}): ModelLayer {\n return trees(this.context, options);\n }\n\n /**\n * A layer drawing the style's fills, lines and buildings (or those `layers` keeps; backgrounds as fills, the\n * `fill-extrusion` layers raised into buildings by their height and base height) as geometry instead of images: the\n * workers cut the vector tiles in view into polygons and lines, which the engine draws on the globe and the relief,\n * in the style's order, each style layer over its zoom range. Sharp at any zoom\n * and pitch, picked by feature (`pick` gives its properties and style layer), restyled without cutting the tiles\n * again (`setPaintProperty`, `setLayoutProperty`). Its tiles follow the view, while it moves too, coarser far away in a\n * tilted view, and those leaving it stay until the ones replacing them are there; past the source's deepest level,\n * cut again from its tiles down to level 18 (overzoom: their filters and styles those of their level). The fills' outlines are drawn one\n * pixel wide, the lines' ends as their `line-cap` says (their joins round), the colors follow the camera's zoom. The\n * layers drawn with a pattern and the circles are left out (the raster path draws them), as are `line-offset`,\n * `line-blur` and the translations (`fill-translate`, `line-translate`); `raster` stays the lighter path for heavy\n * styles and small devices. At night (`setSun`) the line layers `streets` keeps glow (by default those whose id names\n * a road, not its casing, a railway, a path or a tunnel).\n */\n vectors(options: VectorsOptions = {}): VectorLayer {\n return vectors(this.context, options);\n }\n\n /**\n * A symbol layer with the labels of the style's symbol layers (or those `layers` keeps), updated as the view\n * moves: the labels of the vector tiles in view, the higher style layers placed first. With a raster layer of\n * the style (`raster`), the tiles follow the levels the ground is drawn at: a tilted view takes coarser tiles far\n * away, with the few labels of a lower zoom, as near the camera it takes the fine ones. Without, the tiles around\n * the center at the zoom of the view. It stays above the layers added after it unless one is moved over it.\n */\n labels(options: LabelsOptions = {}): SymbolLayer<LabelCandidate> {\n return labels(this.context, options);\n }\n\n /**\n * Makes a layer's tiles follow the view: `update` now and where the camera stops (`moveend`), `moving` every\n * `VECTOR_MOVE_REFRESH_MS` while it moves; the `requests` aborted when destroyed\n */\n private followView(update: () => Promise<unknown>, requests: TileRequests, moving: () => unknown): void {\n const refresh = () => {\n update().catch(() => undefined);\n };\n const pace = { timer: 0 };\n const follow = () => {\n if (pace.timer) return;\n pace.timer = window.setTimeout(() => {\n pace.timer = 0;\n Promise.resolve(moving()).catch(() => undefined);\n }, VECTOR_MOVE_REFRESH_MS);\n };\n\n this.cleanup.push(this.map.on('move', follow), this.map.on('moveend', refresh), () => {\n clearTimeout(pace.timer);\n requests.abortAll();\n });\n refresh();\n }\n\n /** Stops its workers' work and removes its raster and label layers from the map (those still there) */\n destroy(): void {\n if (this.destroyed) return;\n this.destroyed = true;\n this.cleanup.forEach((off) => {\n off();\n });\n this.cleanup.length = 0;\n this.layers.forEach((layer) => {\n if (this.map.hasLayer(layer)) layer.remove();\n });\n this.layers.length = 0;\n this.map.dropVectorTiles(this);\n // The page's copy of the sprites (the workers have theirs), and their icons\n this.sprites\n ?.then((sprites) => {\n sprites.forEach((sprite) => {\n sprite.image.close();\n });\n this.map.icons.remove(this.iconPrefix, true);\n })\n .catch(() => undefined);\n if (this.ownPool) {\n this.pool.terminate();\n } else {\n // Shared workers: only its requests stop and its renderers go\n this.pool.cancel(this);\n this.renderers.forEach((key) => {\n this.pool.broadcast({ type: 'drop', key });\n });\n }\n this.renderers.length = 0;\n }\n}\n"]}
1
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* Vector basemaps from a MapLibre style (OpenFreeMap's Positron by default): the fills, lines, circles and raster\n * layers drawn tile by tile in workers into the raster pool, so that they lie on the relief like any basemap and\n * composite with the hillshade in one pass; and the labels of the style's symbol layers in a symbol layer of their own,\n * kept above the application's layers (as MapLibre's `beforeId: firstSymbol` does), listed by the workers, shaped in\n * the page once per vector tile, placed by the engine.\n *\n * Any subset of the style can be drawn on its own raster layer (`raster({ layers })`), at its own place in the stack:\n * rivers from the basemap's data over a flood layer, for instance, restyled with `extraLayers`.\n *\n * The layers other than the raster ones are made in `vectortiles/` (one module each), from what they use of the\n * instance (`VectorTilesContext`); the style's loading is in `vectortiles/style.ts`.\n */\n\nimport type { ExtrusionLayer } from '../layers/extrusions.ts';\nimport { type LoadedSprite, loadSprites, readPixels, spriteSources } from '../layers/icons.ts';\nimport type { Layer, ModelLayer, RasterLayer } from '../layers/layers.ts';\nimport type { SymbolLayer } from '../layers/symbols.ts';\nimport type { VectorLayer } from '../layers/vectors.ts';\nimport type { GeoMap } from '../map.ts';\nimport type { BasemapWork, Sprite } from '../workers/basemap.worker.ts';\nimport type { LabelCandidate, Style, StyleLayer } from './vectorstyle.ts';\nimport type { Renderer, VectorTilesContext } from './vectortiles/context.ts';\nimport { extrusions, type VectorExtrusionOptions } from './vectortiles/extrusions.ts';\nimport { type LabelsOptions, labels, size, tileLabels } from './vectortiles/labels.ts';\nimport { type LampsOptions, lamps } from './vectortiles/lamps.ts';\nimport type { TileRequests } from './vectortiles/requests.ts';\nimport { type StreetWindLayer, type StreetWindOptions, streetWind } from './vectortiles/street-wind.ts';\nimport {\n type LoadedStyle,\n loadStyle,\n OPENFREEMAP_STYLES,\n PLAN_STYLES,\n styleAttribution,\n VECTOR_BASEMAPS,\n} from './vectortiles/style.ts';\nimport { VECTOR_MOVE_REFRESH_MS } from './vectortiles/tiles.ts';\nimport { type TreesOptions, trees } from './vectortiles/trees.ts';\nimport { dashes, type VectorsOptions, vectors } from './vectortiles/vectors.ts';\nimport { type BasemapWorkers, rendererKey, tilePriority } from './workerpool.ts';\n\n// The names the package and its tests import from here, now made in `vectortiles/`\nexport { dashes, OPENFREEMAP_STYLES, PLAN_STYLES, size, styleAttribution, tileLabels, VECTOR_BASEMAPS };\n\nexport interface VectorTilesOptions {\n /** A style URL or object (default OpenFreeMap's Positron) */\n style?: string | Style;\n /** Workers drawing the tiles (default cores - 1, 1 to 4). The vector tiles of a map share its workers (and their\n * decoded tiles); another count gives these tiles workers of their own */\n workers?: number;\n /** Where to load the worker from, when a bundler does not resolve the default URL (default the map's\n * `basemapWorkerUrl`); another URL than the map's gives these tiles workers of their own */\n workerUrl?: string | URL;\n /** Credits of the tiles, shown while its raster layers are on the map (default: OpenFreeMap's for its styles, the\n * IGN's for PLAN.IGN's) */\n attribution?: string;\n}\n\nexport class VectorTiles {\n private readonly pool: BasemapWorkers;\n /** The pool is this instance's own (a worker count or URL other than the map's): stopped with it */\n private readonly ownPool: boolean;\n /** Prefix of its renderer keys in the pool's workers */\n private readonly namespace: string;\n private destroyed = false;\n private keys = 0;\n /** Renderers sent to the workers, dropped on destroy */\n private readonly renderers: string[] = [];\n private readonly cleanup: (() => void)[] = [];\n /** Credits of its raster layers */\n private readonly attribution: string | undefined;\n /** Its raster and label layers, removed with it */\n private readonly layers: Layer[] = [];\n /** Its first raster layer: the ground its labels follow */\n private ground: RasterLayer | undefined;\n /** What its layers made in `vectortiles/` use of it */\n private readonly context: VectorTilesContext;\n /** The style once loaded, with its source resolved */\n readonly ready: Promise<LoadedStyle>;\n\n /**\n * Its workers are the map's (shared by every `VectorTiles` of the map, a vector tile decoded once for all of them),\n * unless `workers` or `workerUrl` asks for others than the map's: then it has workers of its own\n */\n constructor(\n private readonly map: GeoMap,\n options: VectorTilesOptions = {},\n ) {\n const { pool, own } = map.basemapWorkers(options.workers, options.workerUrl);\n\n this.pool = pool;\n this.ownPool = own;\n this.namespace = pool.namespace();\n\n const style = options.style ?? OPENFREEMAP_STYLES.positron;\n\n this.attribution = options.attribution ?? styleAttribution(style);\n this.ready = loadStyle(style);\n // Reported once here; `ready`, the raster tiles and the labels fail with it\n this.ready.catch((error: unknown) => {\n if (!this.destroyed) console.warn('isard: vector tiles', error);\n });\n this.context = {\n map,\n ready: this.ready,\n layers: this.layers,\n cleanup: this.cleanup,\n iconPrefix: this.iconPrefix,\n destroyed: () => this.destroyed,\n ground: () => this.ground,\n broadcast: (message) => {\n this.pool.broadcast(message);\n },\n request: (vz, vx, vy, work, signal) => this.request(vz, vx, vy, work, signal),\n renderer: (select, extra, again) => this.renderer(select, extra, again),\n loadSprites: (sprite) => this.loadSprites(sprite),\n addSprites: () => this.addSprites(),\n followView: (update, requests, moving) => {\n this.followView(update, requests, moving);\n },\n };\n }\n\n /** The style's sprites (their JSON and their images), loaded once, for the fill patterns and the icons */\n private sprites: Promise<LoadedSprite[]> | undefined;\n\n /** The style's sprites, kept once all of them came: one that failed is asked for again by the next layer */\n private loadSprites(sprite: Style['sprite']): Promise<LoadedSprite[]> {\n if (this.sprites) return this.sprites;\n\n const wanted = spriteSources(sprite).length;\n const loading: Promise<LoadedSprite[]> = loadSprites(sprite)\n .catch(() => [])\n .then((loaded) => {\n if (loaded.length < wanted && this.sprites === loading) {\n console.warn(\n `isard: ${wanted - loaded.length} of the style's sprites not loaded, its icons and patterns missing`,\n );\n this.sprites = undefined;\n }\n\n return loaded;\n });\n\n this.sprites = loading;\n\n return loading;\n }\n\n /** The style's sprites added to the map's icons, once */\n private spritesAdded: Promise<void> | undefined;\n\n /** The style's sprites among the map's icons (under `iconPrefix`), added once: the labels' icons, the fills'\n * patterns */\n private addSprites(): Promise<void> {\n this.spritesAdded ??= this.ready.then(async ({ style }) => {\n if (!style.sprite) return;\n (await this.loadSprites(style.sprite)).forEach((sprite) => {\n if (!this.destroyed) this.map.icons.addSprite(this.iconPrefix, sprite.icons, () => readPixels(sprite.image));\n });\n });\n\n return this.spritesAdded;\n }\n\n /** Prefix of the names of its sprites' images among the map's icons */\n private get iconPrefix(): string {\n return `${this.namespace}/`;\n }\n\n private request(vz: number, vx: number, vy: number, work: BasemapWork, signal?: AbortSignal) {\n if (this.destroyed) return Promise.reject(new DOMException('isard: vector tiles destroyed', 'AbortError'));\n\n return this.pool.request(this.pool.worker(vz, vx, vy), work, this, signal);\n }\n\n /** Sends a renderer of these layers to every worker (again under `again`, restyled), with the style's sprites if it\n * `draws` the tiles into images with patterns (the raster path: the others take their images in the page); returns\n * its key */\n private async renderer(\n select: (layer: StyleLayer) => boolean,\n extra: StyleLayer[],\n again?: string,\n draws = false,\n ): Promise<Renderer> {\n const { style, tiles, maxzoom, rasters } = await this.ready;\n const key = again ?? rendererKey(this.namespace, this.keys++);\n const layers = [...style.layers.filter(select), ...extra];\n const patterns = draws && layers.some((l) => l.paint?.['fill-pattern'] !== undefined);\n // The images are downloaded once, copied to each worker\n const sprites: Sprite[] = patterns && style.sprite ? await this.loadSprites(style.sprite) : [];\n\n if (this.destroyed) throw new DOMException('isard: vector tiles destroyed', 'AbortError');\n this.pool.broadcast({ type: 'init', key, tiles, maxzoom, layers, rasters, ...(sprites.length ? { sprites } : {}) });\n if (!again) this.renderers.push(key);\n\n return { key, maxzoom, layers };\n }\n\n /**\n * A raster layer drawing the style's fills, lines and circles (or those `layers` keeps, then `extraLayers`, of the\n * same source); `size`: texture size of its tiles (512 by default: sharp lines)\n */\n raster(\n options: {\n layers?: (layer: StyleLayer) => boolean;\n extraLayers?: StyleLayer[];\n size?: number;\n opacity?: number;\n minZoom?: number;\n maxZoom?: number;\n before?: Parameters<GeoMap['addRaster']>[0]['before'];\n } = {},\n ): RasterLayer {\n const { layers = () => true, extraLayers = [], size: texture = 512, opacity = 1, before } = options;\n const drawn = (l: StyleLayer) => l.type !== 'symbol' && layers(l);\n const renderer = this.renderer(drawn, extraLayers, undefined, true);\n\n // Its failure is reported by `ready` and each tile\n renderer.catch(() => undefined);\n\n const loader = async (z: number, x: number, y: number, signal: AbortSignal) => {\n const { key, maxzoom } = await renderer;\n // The vector tile it is drawn from (see the worker)\n const vz = Math.max(0, Math.min(z - 1, maxzoom));\n const shift = z - vz;\n const priority = tilePriority(z, x, y, this.map.getCamera());\n const response = await this.request(\n vz,\n x >> shift,\n y >> shift,\n { type: 'render', key, z, x, y, size: texture, priority },\n signal,\n );\n\n return 'image' in response ? response.image : null;\n };\n const layer = this.map.addRaster({\n url: '',\n size: texture,\n opacity,\n minZoom: options.minZoom ?? 0,\n maxZoom: options.maxZoom ?? 20,\n loader,\n ...(this.attribution ? { attribution: this.attribution } : {}),\n ...(before ? { before } : {}),\n });\n\n this.layers.push(layer);\n this.ground ??= layer;\n\n return layer;\n }\n\n /**\n * An extrusion layer of the polygons of the style's fill layers that `layers` keeps (by default its buildings: the\n * fill or fill-extrusion layers of PLAN IGN's `bati_surf` or OpenMapTiles' `building`), raised by the style\n * given (`height`, `base`, `color`, `ramp`…; the properties of the tiles' features). Its tiles follow the view: at\n * the source's deepest level, the `maxTiles` nearest to the center, from `minZoom` on (15 by default); the tiles\n * leaving the view are dropped.\n */\n extrusions<P = Record<string, unknown>>(options: VectorExtrusionOptions<P> = {}): ExtrusionLayer<P> {\n return extrusions<P>(this.context, options);\n }\n\n /**\n * The wind through the streets around the view, as particles at street level (`height`, default 3 metres) between\n * the style's buildings (`layers`, default its `building` and `bati_surf` layers): their footprints laid on a grid of\n * `cell` metres (default 4) over a square of `size` metres (default 1200) around the view's center, the flow of the\n * air round them a potential flow (it goes round the blocks and faster through the narrow streets; no wake behind\n * them), computed in a worker by the grid module from street level (`minZoom`, default 15) and again when the view\n * leaves the square's middle. `wind` is the wind far away (east and north, m/s, default a light breeze from the\n * south-west); `setWind` changes it at once (the flow is linear in it: nothing computed again), from a model's hour\n * (`windAt`) for instance; `computed` resolves once the first square's flow is there. The other options are the flow\n * layer's (`addFlow`)\n */\n streetWind(options: StreetWindOptions = {}): StreetWindLayer {\n return streetWind(this.context, options);\n }\n\n /**\n * Trees on the style's woods, forests and grass (or the fill layers `layers` keeps) as 3D models, from street level\n * (`minZoom`, default 15): the workers scatter them over the polygons of the vector tiles around the view, `spacing`\n * metres apart (by style layer: 9 in woods, 25 on grass, by default) on a jittered grid, the same trees whenever a\n * tile comes back; the engine draws them all in one instanced draw, on the relief. A low-poly tree by default (its\n * `colors`), or your own glTF (`url`, `data`, about 10 metres high, standing on its origin). Dense around the\n * view's center, fewer and fewer away from it (as the camera moves too), at most `maxInstances` drawn (default\n * 25000); at most `maxTiles` tiles (default 9) and `maxTrees` trees in each (default 30000). The models load the\n * engine with 3D Tiles.\n */\n trees(options: TreesOptions = {}): ModelLayer {\n return trees(this.context, options);\n }\n\n /**\n * Street lamps along the style's streets (the road line layers, or those `layers` keeps) as 3D models, from street\n * level (`minZoom`, default 16): the workers place them `spacing` metres apart (default 30) along each street, every\n * other one on its other side, as far from its middle as its class says; their heads lit at night (`light`). All of\n * them near the ground under the camera, fewer and fewer away from it, at most `maxInstances` drawn (default 15000).\n * The models load the engine with 3D Tiles.\n */\n lamps(options: LampsOptions = {}): ModelLayer {\n return lamps(this.context, options);\n }\n\n /**\n * A layer drawing the style's fills, lines and buildings (or those `layers` keeps; backgrounds as fills, the\n * `fill-extrusion` layers raised into buildings by their height and base height) as geometry instead of images: the\n * workers cut the vector tiles in view into polygons and lines, which the engine draws on the globe and the relief,\n * in the style's order, each style layer over its zoom range. Sharp at any zoom\n * and pitch, picked by feature (`pick` gives its properties and style layer), restyled without cutting the tiles\n * again (`setPaintProperty`, `setLayoutProperty`). Its tiles follow the view, while it moves too, coarser far away in a\n * tilted view, and those leaving it stay until the ones replacing them are there; past the source's deepest level,\n * cut again from its tiles down to level 18 (overzoom: their styles those of their level; a filter reading the zoom\n * holds at the whole zoom under the camera's, as MapLibre evaluates it). The fills' outlines are drawn one\n * pixel wide, the lines' ends as their `line-cap` says, their joins as their `line-join` says (and `line-miter-limit`),\n * offset by `line-offset`; the colors follow the camera's zoom; the fills', lines' and buildings' patterns from the\n * style's sprite (the fills' over the relief too; on the globe, their average color there), the circle layers' points\n * as circles facing the screen, the lines' blur, the fills' and lines' translations. The buildings' roofs (`roofs`)\n * as their data says (`roof:shape`, `roof:height`; flat without, the default), generated from their outline where\n * they have none (`'generated'`), or all flat. `raster` stays the lighter path for heavy styles and small devices.\n * At night (`setSun`) the line layers `streets` keeps glow (by default those whose id names\n * a road, not its casing, a railway, a path or a tunnel).\n */\n vectors(options: VectorsOptions = {}): VectorLayer {\n return vectors(this.context, options);\n }\n\n /**\n * A symbol layer with the labels of the style's symbol layers (or those `layers` keeps), updated as the view\n * moves: the labels of the vector tiles in view, the higher style layers placed first. With a raster layer of\n * the style (`raster`), the tiles follow the levels the ground is drawn at: a tilted view takes coarser tiles far\n * away, with the few labels of a lower zoom, as near the camera it takes the fine ones. Without, the tiles around\n * the center at the zoom of the view. It stays above the layers added after it unless one is moved over it.\n */\n labels(options: LabelsOptions = {}): SymbolLayer<LabelCandidate> {\n return labels(this.context, options);\n }\n\n /**\n * Makes a layer's tiles follow the view: `update` now and where the camera stops (`moveend`), `moving` every\n * `VECTOR_MOVE_REFRESH_MS` while it moves; the `requests` aborted when destroyed\n */\n private followView(update: () => Promise<unknown>, requests: TileRequests, moving: () => unknown): void {\n const refresh = () => {\n update().catch(() => undefined);\n };\n const pace = { timer: 0 };\n const follow = () => {\n if (pace.timer) return;\n pace.timer = window.setTimeout(() => {\n pace.timer = 0;\n Promise.resolve(moving()).catch(() => undefined);\n }, VECTOR_MOVE_REFRESH_MS);\n };\n\n this.cleanup.push(this.map.on('move', follow), this.map.on('moveend', refresh), () => {\n clearTimeout(pace.timer);\n requests.abortAll();\n });\n refresh();\n }\n\n /** Stops its workers' work and removes its raster and label layers from the map (those still there) */\n destroy(): void {\n if (this.destroyed) return;\n this.destroyed = true;\n this.cleanup.forEach((off) => {\n off();\n });\n this.cleanup.length = 0;\n this.layers.forEach((layer) => {\n if (this.map.hasLayer(layer)) layer.remove();\n });\n this.layers.length = 0;\n this.map.dropVectorTiles(this);\n // The page's copy of the sprites (the workers have theirs), and their icons\n this.sprites\n ?.then((sprites) => {\n sprites.forEach((sprite) => {\n sprite.image.close();\n });\n this.map.icons.remove(this.iconPrefix, true);\n })\n .catch(() => undefined);\n if (this.ownPool) {\n this.pool.terminate();\n } else {\n // Shared workers: only its requests stop and its renderers go\n this.pool.cancel(this);\n this.renderers.forEach((key) => {\n this.pool.broadcast({ type: 'drop', key });\n });\n }\n this.renderers.length = 0;\n }\n}\n"]}