isard 1.6.0 → 1.8.0

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Files changed (131) hide show
  1. package/CHANGELOG.md +70 -0
  2. package/dist/basemap/furniture.d.ts +20 -2
  3. package/dist/basemap/furniture.js +72 -3
  4. package/dist/basemap/furniture.js.map +1 -1
  5. package/dist/basemap/meshes.d.ts +21 -0
  6. package/dist/basemap/meshes.js +159 -0
  7. package/dist/basemap/meshes.js.map +1 -0
  8. package/dist/basemap/placed.d.ts +13 -0
  9. package/dist/basemap/placed.js +14 -0
  10. package/dist/basemap/placed.js.map +1 -0
  11. package/dist/basemap/trees.d.ts +4 -14
  12. package/dist/basemap/trees.js +12 -93
  13. package/dist/basemap/trees.js.map +1 -1
  14. package/dist/basemap/vectortiles/context.d.ts +4 -2
  15. package/dist/basemap/vectortiles/context.js.map +1 -1
  16. package/dist/basemap/vectortiles/extrusions.d.ts +1 -1
  17. package/dist/basemap/vectortiles/extrusions.js +7 -16
  18. package/dist/basemap/vectortiles/extrusions.js.map +1 -1
  19. package/dist/basemap/vectortiles/furniture.d.ts +19 -0
  20. package/dist/basemap/vectortiles/furniture.js +29 -0
  21. package/dist/basemap/vectortiles/furniture.js.map +1 -0
  22. package/dist/basemap/vectortiles/labels.js +8 -1
  23. package/dist/basemap/vectortiles/labels.js.map +1 -1
  24. package/dist/basemap/vectortiles/lamps.js +11 -76
  25. package/dist/basemap/vectortiles/lamps.js.map +1 -1
  26. package/dist/basemap/vectortiles/placed.d.ts +38 -0
  27. package/dist/basemap/vectortiles/placed.js +143 -0
  28. package/dist/basemap/vectortiles/placed.js.map +1 -0
  29. package/dist/basemap/vectortiles/street-wind.js +4 -6
  30. package/dist/basemap/vectortiles/street-wind.js.map +1 -1
  31. package/dist/basemap/vectortiles/trees.d.ts +2 -9
  32. package/dist/basemap/vectortiles/trees.js +34 -165
  33. package/dist/basemap/vectortiles/trees.js.map +1 -1
  34. package/dist/basemap/vectortiles/vectors.d.ts +4 -5
  35. package/dist/basemap/vectortiles/vectors.js +17 -16
  36. package/dist/basemap/vectortiles/vectors.js.map +1 -1
  37. package/dist/basemap/vectortiles.d.ts +14 -4
  38. package/dist/basemap/vectortiles.js +40 -12
  39. package/dist/basemap/vectortiles.js.map +1 -1
  40. package/dist/basemap/wmts.js +2 -2
  41. package/dist/basemap/wmts.js.map +1 -1
  42. package/dist/basemap.worker.js +2 -2
  43. package/dist/basemap.worker.js.map +18 -14
  44. package/dist/bind/layers.d.ts +10 -3
  45. package/dist/bind/layers.js +11 -4
  46. package/dist/bind/layers.js.map +1 -1
  47. package/dist/data/collada.js +3 -17
  48. package/dist/data/collada.js.map +1 -1
  49. package/dist/data/crs.js +1 -1
  50. package/dist/data/crs.js.map +1 -1
  51. package/dist/data/ifc.js +21 -22
  52. package/dist/data/ifc.js.map +1 -1
  53. package/dist/geoplateforme.d.ts +16 -4
  54. package/dist/geoplateforme.js +26 -4
  55. package/dist/geoplateforme.js.map +1 -1
  56. package/dist/index.d.ts +5 -4
  57. package/dist/index.js +3 -3
  58. package/dist/index.js.map +1 -1
  59. package/dist/isard_bg.wasm +0 -0
  60. package/dist/isard_core_bg.wasm +0 -0
  61. package/dist/isard_grid_bg.wasm +0 -0
  62. package/dist/isard_tess_bg.wasm +0 -0
  63. package/dist/layers/extrusions.js +5 -4
  64. package/dist/layers/extrusions.js.map +1 -1
  65. package/dist/layers/features.d.ts +0 -2
  66. package/dist/layers/features.js +5 -6
  67. package/dist/layers/features.js.map +1 -1
  68. package/dist/layers/layers.d.ts +2 -0
  69. package/dist/layers/layers.js +11 -0
  70. package/dist/layers/layers.js.map +1 -1
  71. package/dist/layers/panoramas.d.ts +32 -10
  72. package/dist/layers/panoramas.js +55 -28
  73. package/dist/layers/panoramas.js.map +1 -1
  74. package/dist/layers/photos.js +5 -6
  75. package/dist/layers/photos.js.map +1 -1
  76. package/dist/layers/trees.js +7 -7
  77. package/dist/layers/trees.js.map +1 -1
  78. package/dist/layers/vectors.d.ts +1 -0
  79. package/dist/layers/vectors.js +23 -8
  80. package/dist/layers/vectors.js.map +1 -1
  81. package/dist/map/frame-loop.d.ts +2 -0
  82. package/dist/map/frame-loop.js +3 -3
  83. package/dist/map/frame-loop.js.map +1 -1
  84. package/dist/map.js +17 -0
  85. package/dist/map.js.map +1 -1
  86. package/dist/panoramax.d.ts +19 -0
  87. package/dist/panoramax.js +48 -3
  88. package/dist/panoramax.js.map +1 -1
  89. package/dist/react/CustomLayer.js +5 -4
  90. package/dist/react/CustomLayer.js.map +1 -1
  91. package/dist/react/Layer.d.ts +1 -1
  92. package/dist/react/Layer.js +6 -5
  93. package/dist/react/Layer.js.map +1 -1
  94. package/dist/react/VectorGeometry.d.ts +18 -9
  95. package/dist/react/VectorGeometry.js +30 -15
  96. package/dist/react/VectorGeometry.js.map +1 -1
  97. package/dist/react/VectorTiles.d.ts +65 -0
  98. package/dist/react/VectorTiles.js +112 -0
  99. package/dist/react/VectorTiles.js.map +1 -0
  100. package/dist/react/context.d.ts +12 -0
  101. package/dist/react/context.js +40 -1
  102. package/dist/react/context.js.map +1 -1
  103. package/dist/react/index.d.ts +7 -1
  104. package/dist/react/index.js +7 -1
  105. package/dist/react/index.js.map +1 -1
  106. package/dist/types.d.ts +2 -0
  107. package/dist/types.js.map +1 -1
  108. package/dist/util/geo.d.ts +8 -0
  109. package/dist/util/geo.js +8 -0
  110. package/dist/util/geo.js.map +1 -1
  111. package/dist/util/gltf.d.ts +18 -1
  112. package/dist/util/gltf.js +26 -1
  113. package/dist/util/gltf.js.map +1 -1
  114. package/dist/util/roofs.d.ts +8 -0
  115. package/dist/util/roofs.js +16 -2
  116. package/dist/util/roofs.js.map +1 -1
  117. package/dist/util/style-floats.d.ts +33 -0
  118. package/dist/util/style-floats.js +34 -0
  119. package/dist/util/style-floats.js.map +1 -0
  120. package/dist/util/sun.js +1 -1
  121. package/dist/util/sun.js.map +1 -1
  122. package/dist/workers/basemap/furniture.d.ts +13 -0
  123. package/dist/workers/basemap/geometry.d.ts +2 -5
  124. package/dist/workers/basemap/labels.d.ts +5 -2
  125. package/dist/workers/basemap/lamps.d.ts +3 -3
  126. package/dist/workers/basemap/tiles.d.ts +2 -0
  127. package/dist/workers/basemap/trees.d.ts +3 -0
  128. package/dist/workers/basemap.worker.d.ts +17 -1
  129. package/dist/workers/basemap.worker.js +12 -1
  130. package/dist/workers/basemap.worker.js.map +1 -1
  131. package/package.json +1 -1
@@ -1,178 +1,47 @@
1
1
  /** The trees of a vector basemap (`VectorTiles.trees`): 3D models scattered by the workers over its woods and grass */
2
- import { coniferModel, isWoodland, TREE_NUMBERS, treeModel, treeSpacing } from "../trees.js";
3
- import { TileRequests } from "./requests.js";
4
- import { nearPriority, STREET_ZOOM, tileKey, tilesAround } from "./tiles.js";
2
+ import { coniferModel, isWoodland, treeModel, treeSpacing } from "../trees.js";
3
+ import { placed } from "./placed.js";
4
+ import { STREET_ZOOM } from "./tiles.js";
5
5
  /** Metres around the view's center where every tree is drawn in full at zoom 16 (twice as far a zoom level out);
6
6
  * past them, simplified (`treeModel(…, true)`) */
7
7
  const TREES_NEAR_METRES = 350;
8
- /** The engine's vertical field of view (radians, `camera::FOV`): where the camera stands behind the view's center */
9
- const FOV = 0.6435011087932844;
10
8
  /** How much denser the simplified trees far away stay than the full ones would (four times fewer triangles each): a
11
9
  * tree twice as far kept as often */
12
10
  const FAR_DENSITY = 4;
13
11
  /** The simplified trees drawn at most, for so many full ones (`maxInstances`) */
14
12
  const FAR_INSTANCES = 3;
15
- /** While the camera moves, the trees chosen again once it has gone this share of the full trees' radius (or turned
16
- * or zoomed as much): going through the tiles' trees at every frame of a drag would hold the main thread */
17
- const RESEND_SHARE = 0.05;
18
- /** Metres in a degree of latitude (and of longitude at the equator), near enough for the trees' distances */
19
- export const METRES_PER_DEGREE = 111320;
20
- /** The ground under the camera: east and north metres from the view's center, and its distance from it (the camera
21
- * stands behind the center of a tilted view, `FOV` its field of view) */
22
- export const groundUnderCamera = (map) => {
23
- const { pitch, bearing } = map.getCamera();
24
- const back = ((0.5 * map.getCanvas().clientHeight) / Math.tan(FOV / 2)) *
25
- Math.sin((pitch * Math.PI) / 180) *
26
- (map.metersPerPixel() ?? 0);
27
- return [-back * Math.sin((bearing * Math.PI) / 180), -back * Math.cos((bearing * Math.PI) / 180), back];
28
- };
29
- /** What follows the camera as it moves: `send` called again once it has gone `RESEND_SHARE` of `radius` metres (or
30
- * turned or zoomed as much), not at every frame of a drag */
31
- export const followWhenMoved = (map, radius, send) => {
32
- /** The view of the last call: center (metres), zoom, bearing, pitch */
33
- let sent;
34
- return () => {
35
- const { center, zoom, bearing, pitch } = map.getCamera();
36
- const [x, y] = [
37
- center[0] * METRES_PER_DEGREE * Math.cos((center[1] * Math.PI) / 180),
38
- center[1] * METRES_PER_DEGREE,
39
- ];
40
- if (sent &&
41
- Math.hypot(x - sent[0], y - sent[1]) < RESEND_SHARE * radius(zoom) &&
42
- Math.abs(zoom - sent[2]) < RESEND_SHARE &&
43
- Math.abs(bearing - sent[3]) < 45 * RESEND_SHARE &&
44
- Math.abs(pitch - sent[4]) < 45 * RESEND_SHARE)
45
- return;
46
- sent = [x, y, zoom, bearing, pitch];
47
- send();
48
- };
49
- };
13
+ /** The trees' layers: broadleaved in full (the one returned, holding the others), conifers, then both simplified far
14
+ * away; with a model of the page's (`url`, `data`), that one alone, every tree in full */
50
15
  export const trees = (context, options = {}) => {
51
- const { map } = context;
52
- const { layers = isWoodland, spacing = treeSpacing, minZoom = STREET_ZOOM, maxTiles = 9, maxTrees = 30000, maxInstances = 25000, } = options;
53
- const own = options.url !== undefined || options.data !== undefined;
54
- const model = options.url ? { url: options.url } : { data: options.data ?? treeModel(options.colors) };
55
- const before = options.before ? { before: options.before } : {};
56
- const layer = map.addModels({ ...model, instances: [], ...before });
57
- const add = (data) => map.addModels({ data, instances: [], ...before });
58
- // The other kinds and the simplified trees far away on layers of their own, with it: conifers near, the broadleaved
59
- // and the conifers far away (a model of the page's: every tree, in full)
60
- const others = own
61
- ? undefined
62
- : {
63
- conifers: add(coniferModel(options.colors)),
64
- farBroadleaved: add(treeModel(options.colors, true)),
65
- farConifers: add(coniferModel(options.colors, true)),
66
- };
67
- if (others)
68
- layer.companions.push(others.conifers, others.farBroadleaved, others.farConifers);
69
- const renderer = context.renderer((l) => l.type === 'fill' && layers(l), []);
70
- renderer.catch(() => undefined);
71
- context.layers.push(layer);
72
- /** The tiles held or asked for, by key, and the trees of those that came */
73
- const requests = new TileRequests();
74
- const found = new Map();
75
- /** The trees drawn to the engine (longitude, latitude, altitude, heading, pitch, roll, scale each): all of them in
76
- * full near the camera (as far as `TREES_NEAR_METRES` past the view's center), at most `maxInstances`; past `near`
77
- * metres, simplified, those of a rank under
78
- * `FAR_DENSITY` (near / distance)², at most `FAR_INSTANCES` times as many (a model of the page's: thinned as the
79
- * full ones would be, none simplified) */
80
- const send = () => {
81
- const { center, zoom } = map.getCamera();
82
- const cos = Math.cos((center[1] * Math.PI) / 180);
83
- // The trees near the ground under the camera in full, as far as some way past the center
84
- const [ex, ey, back] = groundUnderCamera(map);
85
- const near = TREES_NEAR_METRES * 2 ** (16 - zoom) + back;
86
- const density = others ? FAR_DENSITY : 1;
87
- /** Each tree of the tiles that may be drawn: in full (near, or every one with a model of the page's) or
88
- * simplified, with its score (the lowest kept first) */
89
- const visit = (each) => {
90
- found.forEach((t) => {
91
- for (let i = 0; i < t.length / TREE_NUMBERS; i += 1) {
92
- const dx = ((t[i * TREE_NUMBERS] ?? 0) - center[0]) * METRES_PER_DEGREE * cos - ex;
93
- const dy = ((t[i * TREE_NUMBERS + 1] ?? 0) - center[1]) * METRES_PER_DEGREE - ey;
94
- const distance = (dx * dx + dy * dy) / (near * near);
95
- const rank = t[i * TREE_NUMBERS + 4] ?? 0;
96
- if (distance <= 1)
97
- each(t, i, true, rank);
98
- else if (rank * (distance / density) < 1)
99
- each(t, i, !others, rank * (distance / density));
100
- }
101
- });
102
- };
103
- // How many would be drawn: past a cap, the score kept lowered in proportion (the ranks are even, no sort needed)
104
- let [fullCount, farCount] = [0, 0];
105
- visit((_, __, full) => {
106
- if (full)
107
- fullCount += 1;
108
- else
109
- farCount += 1;
110
- });
111
- const limits = [
112
- Math.min(1, maxInstances / Math.max(fullCount, 1)),
113
- Math.min(1, (maxInstances * FAR_INSTANCES) / Math.max(farCount, 1)),
114
- ];
115
- // The engine's numbers (longitude, latitude, altitude, heading, pitch, roll, scale): broadleaved and conifers in
116
- // full, then simplified
117
- const out = [[], [], [], []];
118
- visit((t, i, full, score) => {
119
- if (score >= (limits[full ? 0 : 1] ?? 1))
120
- return;
121
- const at = i * TREE_NUMBERS;
122
- const conifer = others && t[at + 5] === 1 ? 1 : 0;
123
- out[(full ? 0 : 2) + conifer]?.push(t[at] ?? 0, t[at + 1] ?? 0, 0, t[at + 3] ?? 0, 0, 0, t[at + 2] ?? 1);
124
- });
125
- const none = new Float64Array();
126
- const [broadleaved = none, conifers = none, farBroadleaved = none, farConifers = none] = out.map((o) => Float64Array.from(o));
127
- layer.setInstanceNumbers(broadleaved);
128
- if (others) {
129
- others.conifers.setInstanceNumbers(conifers);
130
- others.farBroadleaved.setInstanceNumbers(farBroadleaved);
131
- others.farConifers.setInstanceNumbers(farConifers);
132
- }
133
- };
134
- const update = async () => {
135
- if (context.destroyed())
136
- return;
137
- const { key, maxzoom, layers: list } = await renderer;
138
- const camera = map.getCamera();
139
- const z = maxzoom;
140
- const wanted = camera.zoom < minZoom ? [] : tilesAround(map, camera, z, maxTiles);
141
- const keys = new Set(wanted.map(([x, y]) => tileKey(z, x, y)));
142
- const metres = list.map((l) => (typeof spacing === 'number' ? spacing : spacing(l)));
143
- const dropped = requests.keys().filter((k) => !keys.has(k));
144
- // Out of view: dropped, or no longer asked for
145
- dropped.forEach((k) => {
146
- requests.drop(k);
147
- found.delete(k);
148
- });
149
- // Dense around the new center
150
- send();
151
- wanted.forEach(([x, y], index) => {
152
- const k = tileKey(z, x, y);
153
- if (requests.has(k))
154
- return;
155
- const work = {
156
- type: 'trees',
157
- key,
158
- z,
159
- x,
160
- y,
161
- spacing: metres,
162
- maxTrees,
163
- priority: nearPriority(index),
164
- };
165
- requests.ask(k, (signal) => context.request(z, x, y, work, signal), (r) => {
166
- if (!('trees' in r))
167
- return;
168
- found.set(k, r.trees);
169
- send();
170
- });
171
- });
172
- };
173
- // While the camera moves, the trees drawn follow it (dense near it), chosen again once it has gone far enough
174
- const follow = followWhenMoved(map, (zoom) => TREES_NEAR_METRES * 2 ** (16 - zoom), send);
175
- context.followView(update, requests, follow);
16
+ const { layers = isWoodland, spacing = treeSpacing, minZoom = STREET_ZOOM, maxTiles = 9, maxTrees = 30000, maxInstances = 25000, colors, } = options;
17
+ const own = options.url !== undefined ? { url: options.url } : options.data && { data: options.data };
18
+ const [layer] = placed(context, {
19
+ models: own ? [own] : [{ data: treeModel(colors) }, { data: coniferModel(colors) }],
20
+ ...(!own && {
21
+ far: {
22
+ models: [{ data: treeModel(colors, true) }, { data: coniferModel(colors, true) }],
23
+ density: FAR_DENSITY,
24
+ instances: FAR_INSTANCES,
25
+ },
26
+ }),
27
+ layers: (l) => l.type === 'fill' && layers(l),
28
+ work: (key, z, x, y, priority, list) => ({
29
+ type: 'trees',
30
+ key,
31
+ z,
32
+ x,
33
+ y,
34
+ spacing: list.map((l) => (typeof spacing === 'number' ? spacing : spacing(l))),
35
+ maxTrees,
36
+ priority,
37
+ }),
38
+ read: (r) => ('trees' in r ? r.trees : undefined),
39
+ near: [TREES_NEAR_METRES, 16],
40
+ minZoom,
41
+ maxTiles,
42
+ maxInstances,
43
+ ...(options.before && { before: options.before }),
44
+ });
176
45
  return layer;
177
46
  };
178
47
  //# sourceMappingURL=trees.js.map
@@ -1 +1 @@
1
- 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The trees of a vector basemap (`VectorTiles.trees`): 3D models scattered by the workers over its woods and grass */\n\nimport type { Layer, ModelLayer } from '../../layers/layers.ts';\nimport type { GeoMap } from '../../map.ts';\nimport type { BasemapWork } from '../../workers/basemap.worker.ts';\nimport { coniferModel, isWoodland, TREE_NUMBERS, type TreeColors, treeModel, treeSpacing } from '../trees.ts';\nimport type { StyleLayer } from '../vectorstyle.ts';\nimport type { VectorTilesContext } from './context.ts';\nimport { TileRequests } from './requests.ts';\nimport { nearPriority, STREET_ZOOM, tileKey, tilesAround } from './tiles.ts';\n\n/** Metres around the view's center where every tree is drawn in full at zoom 16 (twice as far a zoom level out);\n * past them, simplified (`treeModel(…, true)`) */\nconst TREES_NEAR_METRES = 350;\n\n/** The engine's vertical field of view (radians, `camera::FOV`): where the camera stands behind the view's center */\nconst FOV = 0.6435011087932844;\n\n/** How much denser the simplified trees far away stay than the full ones would (four times fewer triangles each): a\n * tree twice as far kept as often */\nconst FAR_DENSITY = 4;\n\n/** The simplified trees drawn at most, for so many full ones (`maxInstances`) */\nconst FAR_INSTANCES = 3;\n\n/** While the camera moves, the trees chosen again once it has gone this share of the full trees' radius (or turned\n * or zoomed as much): going through the tiles' trees at every frame of a drag would hold the main thread */\nconst RESEND_SHARE = 0.05;\n\n/** Metres in a degree of latitude (and of longitude at the equator), near enough for the trees' distances */\nexport const METRES_PER_DEGREE = 111320;\n\n/** The options of `VectorTiles.trees` */\nexport interface TreesOptions {\n layers?: (layer: StyleLayer) => boolean;\n spacing?: number | ((layer: StyleLayer) => number);\n minZoom?: number;\n maxTiles?: number;\n maxTrees?: number;\n maxInstances?: number;\n colors?: Partial<TreeColors>;\n url?: string;\n data?: ArrayBuffer | ArrayBufferView<ArrayBuffer>;\n before?: Layer;\n}\n\n/** The ground under the camera: east and north metres from the view's center, and its distance from it (the camera\n * stands behind the center of a tilted view, `FOV` its field of view) */\nexport const groundUnderCamera = (map: GeoMap): [east: number, north: number, distance: number] => {\n const { pitch, bearing } = map.getCamera();\n const back =\n ((0.5 * map.getCanvas().clientHeight) / Math.tan(FOV / 2)) *\n Math.sin((pitch * Math.PI) / 180) *\n (map.metersPerPixel() ?? 0);\n\n return [-back * Math.sin((bearing * Math.PI) / 180), -back * Math.cos((bearing * Math.PI) / 180), back];\n};\n\n/** What follows the camera as it moves: `send` called again once it has gone `RESEND_SHARE` of `radius` metres (or\n * turned or zoomed as much), not at every frame of a drag */\nexport const followWhenMoved = (map: GeoMap, radius: (zoom: number) => number, send: () => void): (() => void) => {\n /** The view of the last call: center (metres), zoom, bearing, pitch */\n let sent: [number, number, number, number, number] | undefined;\n\n return () => {\n const { center, zoom, bearing, pitch } = map.getCamera();\n const [x, y] = [\n center[0] * METRES_PER_DEGREE * Math.cos((center[1] * Math.PI) / 180),\n center[1] * METRES_PER_DEGREE,\n ];\n\n if (\n sent &&\n Math.hypot(x - sent[0], y - sent[1]) < RESEND_SHARE * radius(zoom) &&\n Math.abs(zoom - sent[2]) < RESEND_SHARE &&\n Math.abs(bearing - sent[3]) < 45 * RESEND_SHARE &&\n Math.abs(pitch - sent[4]) < 45 * RESEND_SHARE\n )\n return;\n sent = [x, y, zoom, bearing, pitch];\n send();\n };\n};\n\nexport const trees = (context: VectorTilesContext, options: TreesOptions = {}): ModelLayer => {\n const { map } = context;\n const {\n layers = isWoodland,\n spacing = treeSpacing,\n minZoom = STREET_ZOOM,\n maxTiles = 9,\n maxTrees = 30000,\n maxInstances = 25000,\n } = options;\n const own = options.url !== undefined || options.data !== undefined;\n const model = options.url ? { url: options.url } : { data: options.data ?? treeModel(options.colors) };\n const before = options.before ? { before: options.before } : {};\n const layer = map.addModels({ ...model, instances: [], ...before });\n const add = (data: Uint8Array<ArrayBuffer>) => map.addModels({ data, instances: [], ...before });\n // The other kinds and the simplified trees far away on layers of their own, with it: conifers near, the broadleaved\n // and the conifers far away (a model of the page's: every tree, in full)\n const others = own\n ? undefined\n : {\n conifers: add(coniferModel(options.colors)),\n farBroadleaved: add(treeModel(options.colors, true)),\n farConifers: add(coniferModel(options.colors, true)),\n };\n\n if (others) layer.companions.push(others.conifers, others.farBroadleaved, others.farConifers);\n const renderer = context.renderer((l) => l.type === 'fill' && layers(l), []);\n\n renderer.catch(() => undefined);\n context.layers.push(layer);\n\n /** The tiles held or asked for, by key, and the trees of those that came */\n const requests = new TileRequests();\n const found = new Map<string, Float64Array>();\n /** The trees drawn to the engine (longitude, latitude, altitude, heading, pitch, roll, scale each): all of them in\n * full near the camera (as far as `TREES_NEAR_METRES` past the view's center), at most `maxInstances`; past `near`\n * metres, simplified, those of a rank under\n * `FAR_DENSITY` (near / distance)², at most `FAR_INSTANCES` times as many (a model of the page's: thinned as the\n * full ones would be, none simplified) */\n const send = () => {\n const { center, zoom } = map.getCamera();\n const cos = Math.cos((center[1] * Math.PI) / 180);\n // The trees near the ground under the camera in full, as far as some way past the center\n const [ex, ey, back] = groundUnderCamera(map);\n const near = TREES_NEAR_METRES * 2 ** (16 - zoom) + back;\n const density = others ? FAR_DENSITY : 1;\n /** Each tree of the tiles that may be drawn: in full (near, or every one with a model of the page's) or\n * simplified, with its score (the lowest kept first) */\n const visit = (each: (t: Float64Array, i: number, full: boolean, score: number) => void) => {\n found.forEach((t) => {\n for (let i = 0; i < t.length / TREE_NUMBERS; i += 1) {\n const dx = ((t[i * TREE_NUMBERS] ?? 0) - center[0]) * METRES_PER_DEGREE * cos - ex;\n const dy = ((t[i * TREE_NUMBERS + 1] ?? 0) - center[1]) * METRES_PER_DEGREE - ey;\n const distance = (dx * dx + dy * dy) / (near * near);\n const rank = t[i * TREE_NUMBERS + 4] ?? 0;\n\n if (distance <= 1) each(t, i, true, rank);\n else if (rank * (distance / density) < 1) each(t, i, !others, rank * (distance / density));\n }\n });\n };\n // How many would be drawn: past a cap, the score kept lowered in proportion (the ranks are even, no sort needed)\n let [fullCount, farCount] = [0, 0];\n\n visit((_, __, full) => {\n if (full) fullCount += 1;\n else farCount += 1;\n });\n\n const limits = [\n Math.min(1, maxInstances / Math.max(fullCount, 1)),\n Math.min(1, (maxInstances * FAR_INSTANCES) / Math.max(farCount, 1)),\n ];\n // The engine's numbers (longitude, latitude, altitude, heading, pitch, roll, scale): broadleaved and conifers in\n // full, then simplified\n const out: number[][] = [[], [], [], []];\n\n visit((t, i, full, score) => {\n if (score >= (limits[full ? 0 : 1] ?? 1)) return;\n\n const at = i * TREE_NUMBERS;\n const conifer = others && t[at + 5] === 1 ? 1 : 0;\n\n out[(full ? 0 : 2) + conifer]?.push(t[at] ?? 0, t[at + 1] ?? 0, 0, t[at + 3] ?? 0, 0, 0, t[at + 2] ?? 1);\n });\n\n const none = new Float64Array();\n const [broadleaved = none, conifers = none, farBroadleaved = none, farConifers = none] = out.map((o) =>\n Float64Array.from(o),\n );\n\n layer.setInstanceNumbers(broadleaved);\n if (others) {\n others.conifers.setInstanceNumbers(conifers);\n others.farBroadleaved.setInstanceNumbers(farBroadleaved);\n others.farConifers.setInstanceNumbers(farConifers);\n }\n };\n const update = async () => {\n if (context.destroyed()) return;\n\n const { key, maxzoom, layers: list } = await renderer;\n const camera = map.getCamera();\n const z = maxzoom;\n const wanted = camera.zoom < minZoom ? [] : tilesAround(map, camera, z, maxTiles);\n const keys = new Set(wanted.map(([x, y]) => tileKey(z, x, y)));\n const metres = list.map((l) => (typeof spacing === 'number' ? spacing : spacing(l)));\n const dropped = requests.keys().filter((k) => !keys.has(k));\n\n // Out of view: dropped, or no longer asked for\n dropped.forEach((k) => {\n requests.drop(k);\n found.delete(k);\n });\n // Dense around the new center\n send();\n wanted.forEach(([x, y], index) => {\n const k = tileKey(z, x, y);\n\n if (requests.has(k)) return;\n\n const work: BasemapWork = {\n type: 'trees',\n key,\n z,\n x,\n y,\n spacing: metres,\n maxTrees,\n priority: nearPriority(index),\n };\n\n requests.ask(\n k,\n (signal) => context.request(z, x, y, work, signal),\n (r) => {\n if (!('trees' in r)) return;\n found.set(k, r.trees);\n send();\n },\n );\n });\n };\n // While the camera moves, the trees drawn follow it (dense near it), chosen again once it has gone far enough\n const follow = followWhenMoved(map, (zoom) => TREES_NEAR_METRES * 2 ** (16 - zoom), send);\n\n context.followView(update, requests, follow);\n\n return layer;\n};\n"]}
1
+ {"version":3,"file":"trees.js","sourceRoot":"","sources":["../../../src/basemap/vectortiles/trees.ts"],"names":[],"mappings":"AAAA,uHAAuH;AAGvH,OAAO,EAAE,YAAY,EAAE,UAAU,EAAmB,SAAS,EAAE,WAAW,EAAE,MAAM,aAAa,CAAC;AAGhG,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AACrC,OAAO,EAAE,WAAW,EAAE,MAAM,YAAY,CAAC;AAEzC;kDACkD;AAClD,MAAM,iBAAiB,GAAG,GAAG,CAAC;AAE9B;qCACqC;AACrC,MAAM,WAAW,GAAG,CAAC,CAAC;AAEtB,iFAAiF;AACjF,MAAM,aAAa,GAAG,CAAC,CAAC;AAgBxB;0FAC0F;AAC1F,MAAM,CAAC,MAAM,KAAK,GAAG,CAAC,OAA2B,EAAE,UAAwB,EAAE,EAAc,EAAE;IAC3F,MAAM,EACJ,MAAM,GAAG,UAAU,EACnB,OAAO,GAAG,WAAW,EACrB,OAAO,GAAG,WAAW,EACrB,QAAQ,GAAG,CAAC,EACZ,QAAQ,GAAG,KAAK,EAChB,YAAY,GAAG,KAAK,EACpB,MAAM,GACP,GAAG,OAAO,CAAC;IACZ,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,IAAI,EAAE,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,CAAC;IACtG,MAAM,CAAC,KAAK,CAAC,GAAG,MAAM,CAAC,OAAO,EAAE;QAC9B,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,SAAS,CAAC,MAAM,CAAC,EAAE,EAAE,EAAE,IAAI,EAAE,YAAY,CAAC,MAAM,CAAC,EAAE,CAAC;QACnF,GAAG,CAAC,CAAC,GAAG,IAAI;YACV,GAAG,EAAE;gBACH,MAAM,EAAE,CAAC,EAAE,IAAI,EAAE,SAAS,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,EAAE,EAAE,IAAI,EAAE,YAAY,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC;gBACjF,OAAO,EAAE,WAAW;gBACpB,SAAS,EAAE,aAAa;aACzB;SACF,CAAC;QACF,MAAM,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,KAAK,MAAM,IAAI,MAAM,CAAC,CAAC,CAAC;QAC7C,IAAI,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,EAAE,IAAI,EAAE,EAAE,CAAC,CAAC;YACvC,IAAI,EAAE,OAAO;YACb,GAAG;YACH,CAAC;YACD,CAAC;YACD,CAAC;YACD,OAAO,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,OAAO,OAAO,KAAK,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC9E,QAAQ;YACR,QAAQ;SACT,CAAC;QACF,IAAI,EAAE,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,OAAO,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,SAAS,CAAC;QACjD,IAAI,EAAE,CAAC,iBAAiB,EAAE,EAAE,CAAC;QAC7B,OAAO;QACP,QAAQ;QACR,YAAY;QACZ,GAAG,CAAC,OAAO,CAAC,MAAM,IAAI,EAAE,MAAM,EAAE,OAAO,CAAC,MAAM,EAAE,CAAC;KAClD,CAAC,CAAC;IAEH,OAAO,KAAK,CAAC;AACf,CAAC,CAAC","sourcesContent":["/** The trees of a vector basemap (`VectorTiles.trees`): 3D models scattered by the workers over its woods and grass */\n\nimport type { Layer, ModelLayer } from '../../layers/layers.ts';\nimport { coniferModel, isWoodland, type TreeColors, treeModel, treeSpacing } from '../trees.ts';\nimport type { StyleLayer } from '../vectorstyle.ts';\nimport type { VectorTilesContext } from './context.ts';\nimport { placed } from './placed.ts';\nimport { STREET_ZOOM } from './tiles.ts';\n\n/** Metres around the view's center where every tree is drawn in full at zoom 16 (twice as far a zoom level out);\n * past them, simplified (`treeModel(…, true)`) */\nconst TREES_NEAR_METRES = 350;\n\n/** How much denser the simplified trees far away stay than the full ones would (four times fewer triangles each): a\n * tree twice as far kept as often */\nconst FAR_DENSITY = 4;\n\n/** The simplified trees drawn at most, for so many full ones (`maxInstances`) */\nconst FAR_INSTANCES = 3;\n\n/** The options of `VectorTiles.trees` */\nexport interface TreesOptions {\n layers?: (layer: StyleLayer) => boolean;\n spacing?: number | ((layer: StyleLayer) => number);\n minZoom?: number;\n maxTiles?: number;\n maxTrees?: number;\n maxInstances?: number;\n colors?: Partial<TreeColors>;\n url?: string;\n data?: ArrayBuffer | ArrayBufferView<ArrayBuffer>;\n before?: Layer;\n}\n\n/** The trees' layers: broadleaved in full (the one returned, holding the others), conifers, then both simplified far\n * away; with a model of the page's (`url`, `data`), that one alone, every tree in full */\nexport const trees = (context: VectorTilesContext, options: TreesOptions = {}): ModelLayer => {\n const {\n layers = isWoodland,\n spacing = treeSpacing,\n minZoom = STREET_ZOOM,\n maxTiles = 9,\n maxTrees = 30000,\n maxInstances = 25000,\n colors,\n } = options;\n const own = options.url !== undefined ? { url: options.url } : options.data && { data: options.data };\n const [layer] = placed(context, {\n models: own ? [own] : [{ data: treeModel(colors) }, { data: coniferModel(colors) }],\n ...(!own && {\n far: {\n models: [{ data: treeModel(colors, true) }, { data: coniferModel(colors, true) }],\n density: FAR_DENSITY,\n instances: FAR_INSTANCES,\n },\n }),\n layers: (l) => l.type === 'fill' && layers(l),\n work: (key, z, x, y, priority, list) => ({\n type: 'trees',\n key,\n z,\n x,\n y,\n spacing: list.map((l) => (typeof spacing === 'number' ? spacing : spacing(l))),\n maxTrees,\n priority,\n }),\n read: (r) => ('trees' in r ? r.trees : undefined),\n near: [TREES_NEAR_METRES, 16],\n minZoom,\n maxTiles,\n maxInstances,\n ...(options.before && { before: options.before }),\n });\n\n return layer;\n};\n"]}
@@ -5,7 +5,7 @@
5
5
  import type { Icons } from '../../layers/icons.ts';
6
6
  import type { Layer } from '../../layers/layers.ts';
7
7
  import type { VectorLayer } from '../../layers/vectors.ts';
8
- import type { RoofMode } from '../../workers/basemap/geometry.ts';
8
+ import type { RoofMode } from '../../util/roofs.ts';
9
9
  import { type Json, type StyleLayer } from '../vectorstyle.ts';
10
10
  import type { VectorTilesContext } from './context.ts';
11
11
  /**
@@ -16,10 +16,9 @@ export declare const dashes: (value: Json | undefined, zoom: number) => [number,
16
16
  /** Whether a style layer draws streets, which glow at night: its id names a road (OpenMapTiles' styles, PLAN IGN's),
17
17
  * not its casing, a railway, a path or a tunnel */
18
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 */
19
+ /** A tile's styles with their patterns placed: each feature's pattern, as its index past one into `names`
20
+ * (`STYLE.fillPattern`, `STYLE.linePattern`), replaced by its image's place in the icon atlas (texels) and pixel
21
+ * ratio; none if the atlas has no such image; the atlas uploaded */
23
22
  export declare const placePatterns: (styles: Float32Array, names: readonly string[] | undefined, icons: Icons, prefix: string) => Float32Array;
24
23
  /** A `fill-translate` or `line-translate` at the camera's zoom (CSS pixels; none if it is not two numbers) */
25
24
  export declare const translation: (value: Json | undefined, zoom: number) => [number, number];
@@ -2,7 +2,7 @@
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
+ import { FLOATS, STYLE } from "../../util/style-floats.js";
6
6
  import { evaluate, isExpression, vectorKind, zoomOnly } from "../vectorstyle.js";
7
7
  import { TileRequests } from "./requests.js";
8
8
  import { nearPriority, parseTileKey, tileKey, tileTriples } from "./tiles.js";
@@ -12,12 +12,14 @@ import { nearPriority, parseTileKey, tileKey, tileTriples } from "./tiles.js";
12
12
  const OVERZOOM_LEVEL = 18;
13
13
  /** The deepest level of the tiles of `vectors()` over a source whose deepest is `maxzoom` */
14
14
  const deepestLevel = (maxzoom) => Math.max(maxzoom, OVERZOOM_LEVEL);
15
+ /** A layout or paint value at a zoom, whatever the feature (an expression evaluated) */
16
+ const atZoom = (value, zoom) => isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;
15
17
  /**
16
18
  * A `line-dasharray` as the engine takes it: two dashes and gaps in line widths (an odd count repeated, as the
17
19
  * canvas's `setLineDash`; past four, the first four), zeros for a solid line
18
20
  */
19
21
  export const dashes = (value, zoom) => {
20
- const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;
22
+ const v = atZoom(value, zoom);
21
23
  const list = Array.isArray(v) ? v.map(Number).filter((d) => Number.isFinite(d) && d >= 0) : [];
22
24
  const even = list.length % 2 === 1 ? [...list, ...list] : list;
23
25
  const [a = 0, b = 0, c = 0, d = 0] = even.length >= 2 && even.some((x) => x > 0) ? even : [];
@@ -29,30 +31,29 @@ export const isStreet = (layer) => /road|highway|street|motorway|trunk|primary|s
29
31
  !/casing|outline|rail|path|track|ferry|tunnel|pier|area|pattern|label/i.test(layer.id);
30
32
  /** A `line-cap` as the engine draws it, at the camera's zoom (MapLibre's default: butt) */
31
33
  const lineCap = (value, zoom) => {
32
- const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;
34
+ const v = atZoom(value, zoom);
33
35
  return v === 'round' || v === 'square' ? v : 'butt';
34
36
  };
35
37
  /** A `line-join` as the engine draws it, at the camera's zoom (MapLibre's default: miter) */
36
38
  const lineJoin = (value, zoom) => {
37
- const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;
39
+ const v = atZoom(value, zoom);
38
40
  return v === 'round' || v === 'bevel' ? v : 'miter';
39
41
  };
40
42
  /** A `line-miter-limit` at the camera's zoom (MapLibre's default: 2) */
41
43
  const miterLimit = (value, zoom) => {
42
- const v = Number(isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : (value ?? 2));
44
+ const v = Number(atZoom(value, zoom) ?? 2);
43
45
  return Number.isFinite(v) ? v : 2;
44
46
  };
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 */
47
+ /** A tile's styles with their patterns placed: each feature's pattern, as its index past one into `names`
48
+ * (`STYLE.fillPattern`, `STYLE.linePattern`), replaced by its image's place in the icon atlas (texels) and pixel
49
+ * ratio; none if the atlas has no such image; the atlas uploaded */
49
50
  export const placePatterns = (styles, names, icons, prefix) => {
50
51
  if (!names?.length)
51
52
  return styles;
52
53
  // Thousands of features a tile: a loop
53
54
  for (let f = 0; f + FLOATS <= styles.length; f += FLOATS) {
54
- const fill = styles[f + 28] ?? 0;
55
- const line = styles[f + 29] ?? 0;
55
+ const fill = styles[f + STYLE.fillPattern] ?? 0;
56
+ const line = styles[f + STYLE.linePattern] ?? 0;
56
57
  const index = fill > 0 ? fill : line;
57
58
  if (index <= 0)
58
59
  continue;
@@ -60,10 +61,10 @@ export const placePatterns = (styles, names, icons, prefix) => {
60
61
  const place = icon ? [icon.x, icon.y, icon.width, icon.height] : [0, 0, 0, 0];
61
62
  const ratio = icon?.pixelRatio ?? 0;
62
63
  if (fill > 0)
63
- styles.set([...place, ratio], f + 12);
64
+ styles.set([...place, ratio], f + STYLE.size + 4);
64
65
  else {
65
- styles.set(place, f + 4);
66
- styles[f + 27] = ratio;
66
+ styles.set(place, f + STYLE.second);
67
+ styles[f + STYLE.patternRatio] = ratio;
67
68
  }
68
69
  }
69
70
  icons.flush();
@@ -73,7 +74,7 @@ export const placePatterns = (styles, names, icons, prefix) => {
73
74
  const PATTERNS = ['fill-pattern', 'background-pattern', 'line-pattern', 'fill-extrusion-pattern'];
74
75
  /** A `fill-translate` or `line-translate` at the camera's zoom (CSS pixels; none if it is not two numbers) */
75
76
  export const translation = (value, zoom) => {
76
- const v = isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;
77
+ const v = atZoom(value, zoom);
77
78
  const [x, y] = Array.isArray(v) ? v.map(Number) : [];
78
79
  return Number.isFinite(x) && Number.isFinite(y) ? [x ?? 0, y ?? 0] : [0, 0];
79
80
  };
@@ -225,7 +226,7 @@ export const vectors = (context, options = {}) => {
225
226
  vector.styled.catch(() => undefined);
226
227
  // While the camera moves, the tiles follow it (as the labels do: a long drag or flight does not leave the view of
227
228
  // its start drawn)
228
- context.followView(update, requests, update);
229
+ context.followView(vector, update, requests, update);
229
230
  return vector;
230
231
  };
231
232
  //# sourceMappingURL=vectors.js.map
@@ -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 { 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"]}
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 { Icons } from '../../layers/icons.ts';\nimport type { Layer } from '../../layers/layers.ts';\nimport type { VectorLayer, VectorSublayer } from '../../layers/vectors.ts';\nimport type { RoofMode } from '../../util/roofs.ts';\nimport { FLOATS, STYLE } from '../../util/style-floats.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/** A layout or paint value at a zoom, whatever the feature (an expression evaluated) */\nconst atZoom = (value: Json | undefined, zoom: number): unknown =>\n isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;\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 = atZoom(value, zoom);\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 = atZoom(value, zoom);\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 = atZoom(value, zoom);\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(atZoom(value, zoom) ?? 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`\n * (`STYLE.fillPattern`, `STYLE.linePattern`), replaced by its image's place in the icon atlas (texels) and pixel\n * ratio; none if the atlas has no 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 + STYLE.fillPattern] ?? 0;\n const line = styles[f + STYLE.linePattern] ?? 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 + STYLE.size + 4);\n else {\n styles.set(place, f + STYLE.second);\n styles[f + STYLE.patternRatio] = 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 = atZoom(value, zoom);\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(vector, update, requests, update);\n\n return vector;\n};\n"]}
@@ -18,6 +18,7 @@ import type { VectorLayer } from '../layers/vectors.ts';
18
18
  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
+ import { type FurnitureOptions } from './vectortiles/furniture.ts';
21
22
  import { type LabelsOptions, size, tileLabels } from './vectortiles/labels.ts';
22
23
  import { type LampsOptions } from './vectortiles/lamps.ts';
23
24
  import { type StreetWindLayer, type StreetWindOptions } from './vectortiles/street-wind.ts';
@@ -77,9 +78,8 @@ export declare class VectorTiles {
77
78
  /** Prefix of the names of its sprites' images among the map's icons */
78
79
  private get iconPrefix();
79
80
  private request;
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 */
81
+ /** Sends a renderer of these layers to every worker (`again`: under that key, restyled), with the style's sprites if
82
+ * it `draws` the tiles into images with patterns (the raster path: the others take their images in the page) */
83
83
  private renderer;
84
84
  /**
85
85
  * A raster layer drawing the style's fills, lines and circles (or those `layers` keeps, then `extraLayers`, of the
@@ -133,6 +133,14 @@ export declare class VectorTiles {
133
133
  * The models load the engine with 3D Tiles.
134
134
  */
135
135
  lamps(options?: LampsOptions): ModelLayer;
136
+ /**
137
+ * The street furniture as 3D models, from OpenMapTiles' points of interest of the street: bus shelters at the bus
138
+ * stops, waste baskets, post boxes, drinking fountains (Wallace's in Paris), bicycle racks, each facing its street;
139
+ * benches along the pedestrian streets and the paths of the parks and gardens. Placed by the workers, one instanced
140
+ * draw a kind, all of them near the camera and fewer away from it. The layer returned holds the other kinds' (its
141
+ * `companions`); removed with it
142
+ */
143
+ furniture(options?: FurnitureOptions): ModelLayer;
136
144
  /**
137
145
  * A layer drawing the style's fills, lines and buildings (or those `layers` keeps; backgrounds as fills, the
138
146
  * `fill-extrusion` layers raised into buildings by their height and base height) as geometry instead of images: the
@@ -163,9 +171,11 @@ export declare class VectorTiles {
163
171
  labels(options?: LabelsOptions): SymbolLayer<LabelCandidate>;
164
172
  /**
165
173
  * Makes a layer's tiles follow the view: `update` now and where the camera stops (`moveend`), `moving` every
166
- * `VECTOR_MOVE_REFRESH_MS` while it moves; the `requests` aborted when destroyed
174
+ * `VECTOR_MOVE_REFRESH_MS` while it moves; the `requests` aborted when destroyed or the layer removed
167
175
  */
168
176
  private followView;
177
+ /** Calls `stop` when destroyed or once `layer` is removed, whichever comes first */
178
+ private stopWith;
169
179
  /** Stops its workers' work and removes its raster and label layers from the map (those still there) */
170
180
  destroy(): void;
171
181
  }