isard 1.7.0 → 1.9.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (229) hide show
  1. package/CHANGELOG.md +53 -0
  2. package/dist/basemap/grid.js +2 -5
  3. package/dist/basemap/grid.js.map +1 -1
  4. package/dist/basemap/models/furniture.d.ts +12 -0
  5. package/dist/basemap/{furniture.js → models/furniture.js} +6 -8
  6. package/dist/basemap/models/furniture.js.map +1 -0
  7. package/dist/basemap/{meshes.js → models/meshes.js} +1 -1
  8. package/dist/basemap/models/meshes.js.map +1 -0
  9. package/dist/basemap/models/trees.d.ts +21 -0
  10. package/dist/basemap/{trees.js → models/trees.js} +4 -36
  11. package/dist/basemap/models/trees.js.map +1 -0
  12. package/dist/basemap/placed.d.ts +2 -0
  13. package/dist/basemap/placed.js +2 -0
  14. package/dist/basemap/placed.js.map +1 -1
  15. package/dist/basemap/pmtiles.js +4 -3
  16. package/dist/basemap/pmtiles.js.map +1 -1
  17. package/dist/basemap/pmtileslayer.d.ts +4 -4
  18. package/dist/basemap/pmtileslayer.js +2 -1
  19. package/dist/basemap/pmtileslayer.js.map +1 -1
  20. package/dist/basemap/resample.js +3 -2
  21. package/dist/basemap/resample.js.map +1 -1
  22. package/dist/basemap/terrain.d.ts +5 -0
  23. package/dist/basemap/terrain.js +6 -4
  24. package/dist/basemap/terrain.js.map +1 -1
  25. package/dist/basemap/vectortiles/context.d.ts +3 -2
  26. package/dist/basemap/vectortiles/context.js.map +1 -1
  27. package/dist/basemap/vectortiles/extrusions.js.map +1 -1
  28. package/dist/basemap/vectortiles/furniture.d.ts +3 -3
  29. package/dist/basemap/vectortiles/furniture.js +2 -1
  30. package/dist/basemap/vectortiles/furniture.js.map +1 -1
  31. package/dist/basemap/vectortiles/labels.js +2 -1
  32. package/dist/basemap/vectortiles/labels.js.map +1 -1
  33. package/dist/basemap/vectortiles/lamps.d.ts +3 -3
  34. package/dist/basemap/vectortiles/lamps.js +1 -1
  35. package/dist/basemap/vectortiles/lamps.js.map +1 -1
  36. package/dist/basemap/vectortiles/placed.d.ts +3 -2
  37. package/dist/basemap/vectortiles/placed.js +5 -10
  38. package/dist/basemap/vectortiles/placed.js.map +1 -1
  39. package/dist/basemap/vectortiles/street-wind.js +2 -2
  40. package/dist/basemap/vectortiles/street-wind.js.map +1 -1
  41. package/dist/basemap/vectortiles/style.js +7 -8
  42. package/dist/basemap/vectortiles/style.js.map +1 -1
  43. package/dist/basemap/vectortiles/tiles.d.ts +1 -3
  44. package/dist/basemap/vectortiles/tiles.js +1 -1
  45. package/dist/basemap/vectortiles/tiles.js.map +1 -1
  46. package/dist/basemap/vectortiles/trees.d.ts +4 -4
  47. package/dist/basemap/vectortiles/trees.js +2 -1
  48. package/dist/basemap/vectortiles/trees.js.map +1 -1
  49. package/dist/basemap/vectortiles/vectors.d.ts +2 -3
  50. package/dist/basemap/vectortiles/vectors.js.map +1 -1
  51. package/dist/basemap/vectortiles.d.ts +6 -5
  52. package/dist/basemap/vectortiles.js +4 -3
  53. package/dist/basemap/vectortiles.js.map +1 -1
  54. package/dist/basemap/wmts.js +3 -4
  55. package/dist/basemap/wmts.js.map +1 -1
  56. package/dist/basemap/{trees.d.ts → woods.d.ts} +2 -19
  57. package/dist/basemap/woods.js +38 -0
  58. package/dist/basemap/woods.js.map +1 -0
  59. package/dist/basemap/workerpool.d.ts +1 -1
  60. package/dist/basemap/workerpool.js +3 -3
  61. package/dist/basemap/workerpool.js.map +1 -1
  62. package/dist/basemap.worker.js +2 -2
  63. package/dist/basemap.worker.js.map +23 -22
  64. package/dist/bind/layers.d.ts +10 -3
  65. package/dist/bind/layers.js +11 -4
  66. package/dist/bind/layers.js.map +1 -1
  67. package/dist/data/collada.js +4 -4
  68. package/dist/data/collada.js.map +1 -1
  69. package/dist/data/ifc.js +6 -11
  70. package/dist/data/ifc.js.map +1 -1
  71. package/dist/decoder.worker.js +5 -5
  72. package/dist/decoder.worker.js.map +7 -6
  73. package/dist/decoding/decoders.js.map +1 -0
  74. package/dist/{engine → decoding}/loader.js +2 -2
  75. package/dist/decoding/loader.js.map +1 -0
  76. package/dist/{engine → decoding}/protocol.d.ts +1 -1
  77. package/dist/decoding/protocol.js.map +1 -0
  78. package/dist/engine-loader.d.ts +1 -1
  79. package/dist/engine-loader.js +3 -2
  80. package/dist/engine-loader.js.map +1 -1
  81. package/dist/geoplateforme.d.ts +4 -3
  82. package/dist/geoplateforme.js +8 -10
  83. package/dist/geoplateforme.js.map +1 -1
  84. package/dist/index.d.ts +16 -8
  85. package/dist/index.js +9 -3
  86. package/dist/index.js.map +1 -1
  87. package/dist/isard_bg.wasm +0 -0
  88. package/dist/isard_core_bg.wasm +0 -0
  89. package/dist/isard_grid_bg.wasm +0 -0
  90. package/dist/isard_tess_bg.wasm +0 -0
  91. package/dist/layers/custom.d.ts +56 -0
  92. package/dist/layers/custom.js +93 -0
  93. package/dist/layers/custom.js.map +1 -0
  94. package/dist/layers/extrusions.d.ts +4 -2
  95. package/dist/layers/extrusions.js +2 -1
  96. package/dist/layers/extrusions.js.map +1 -1
  97. package/dist/layers/features.d.ts +3 -14
  98. package/dist/layers/features.js +4 -25
  99. package/dist/layers/features.js.map +1 -1
  100. package/dist/layers/flow.d.ts +3 -3
  101. package/dist/layers/flow.js +3 -4
  102. package/dist/layers/flow.js.map +1 -1
  103. package/dist/layers/glyphs.js +5 -3
  104. package/dist/layers/glyphs.js.map +1 -1
  105. package/dist/layers/ground.d.ts +57 -0
  106. package/dist/layers/ground.js +78 -0
  107. package/dist/layers/ground.js.map +1 -0
  108. package/dist/layers/icons.js +8 -6
  109. package/dist/layers/icons.js.map +1 -1
  110. package/dist/layers/layers.d.ts +2 -199
  111. package/dist/layers/layers.js +2 -469
  112. package/dist/layers/layers.js.map +1 -1
  113. package/dist/layers/models.d.ts +48 -0
  114. package/dist/layers/models.js +111 -0
  115. package/dist/layers/models.js.map +1 -0
  116. package/dist/layers/network.d.ts +26 -0
  117. package/dist/layers/network.js +127 -0
  118. package/dist/layers/network.js.map +1 -0
  119. package/dist/layers/panoramas.d.ts +2 -11
  120. package/dist/layers/panoramas.js +19 -9
  121. package/dist/layers/panoramas.js.map +1 -1
  122. package/dist/layers/photos.d.ts +4 -7
  123. package/dist/layers/photos.js +3 -4
  124. package/dist/layers/photos.js.map +1 -1
  125. package/dist/layers/pointclouds.d.ts +3 -2
  126. package/dist/layers/pointclouds.js +3 -3
  127. package/dist/layers/pointclouds.js.map +1 -1
  128. package/dist/layers/raster.d.ts +9 -0
  129. package/dist/layers/raster.js +24 -0
  130. package/dist/layers/raster.js.map +1 -0
  131. package/dist/layers/symbols.d.ts +2 -2
  132. package/dist/layers/symbols.js +2 -1
  133. package/dist/layers/symbols.js.map +1 -1
  134. package/dist/layers/tiles3d.d.ts +15 -0
  135. package/dist/layers/tiles3d.js +55 -0
  136. package/dist/layers/tiles3d.js.map +1 -0
  137. package/dist/layers/trees.d.ts +5 -7
  138. package/dist/layers/trees.js +2 -1
  139. package/dist/layers/trees.js.map +1 -1
  140. package/dist/layers/vectors.js.map +1 -1
  141. package/dist/map/basemap-layers.js +1 -1
  142. package/dist/map/basemap-layers.js.map +1 -1
  143. package/dist/map/engine-settings.d.ts +1 -1
  144. package/dist/map/engine-settings.js +1 -1
  145. package/dist/map/engine-settings.js.map +1 -1
  146. package/dist/map/engines.js.map +1 -1
  147. package/dist/map/layer-spec.d.ts +7 -13
  148. package/dist/map/layer-spec.js.map +1 -1
  149. package/dist/map/workers.js +3 -4
  150. package/dist/map/workers.js.map +1 -1
  151. package/dist/map.d.ts +15 -58
  152. package/dist/map.js +39 -52
  153. package/dist/map.js.map +1 -1
  154. package/dist/panoramax.d.ts +15 -2
  155. package/dist/panoramax.js +38 -21
  156. package/dist/panoramax.js.map +1 -1
  157. package/dist/react/CustomLayer.d.ts +1 -1
  158. package/dist/react/CustomLayer.js +5 -4
  159. package/dist/react/CustomLayer.js.map +1 -1
  160. package/dist/react/Layer.d.ts +6 -2
  161. package/dist/react/Layer.js +6 -5
  162. package/dist/react/Layer.js.map +1 -1
  163. package/dist/react/VectorGeometry.js +5 -4
  164. package/dist/react/VectorGeometry.js.map +1 -1
  165. package/dist/react/VectorTiles.d.ts +2 -2
  166. package/dist/react/VectorTiles.js +1 -1
  167. package/dist/react/VectorTiles.js.map +1 -1
  168. package/dist/react/context.d.ts +3 -0
  169. package/dist/react/context.js +8 -1
  170. package/dist/react/context.js.map +1 -1
  171. package/dist/types.d.ts +14 -4
  172. package/dist/types.js.map +1 -1
  173. package/dist/ui/controls.js +2 -1
  174. package/dist/ui/controls.js.map +1 -1
  175. package/dist/ui/interaction.js +6 -5
  176. package/dist/ui/interaction.js.map +1 -1
  177. package/dist/ui/minimap.js +1 -1
  178. package/dist/ui/minimap.js.map +1 -1
  179. package/dist/ui/overlay.js +3 -3
  180. package/dist/ui/overlay.js.map +1 -1
  181. package/dist/ui/search.js +1 -1
  182. package/dist/ui/search.js.map +1 -1
  183. package/dist/util/animation.js +3 -2
  184. package/dist/util/animation.js.map +1 -1
  185. package/dist/util/color.d.ts +10 -0
  186. package/dist/util/color.js +29 -9
  187. package/dist/util/color.js.map +1 -1
  188. package/dist/util/fetch.d.ts +5 -0
  189. package/dist/util/fetch.js +11 -0
  190. package/dist/util/fetch.js.map +1 -0
  191. package/dist/util/geo.d.ts +5 -0
  192. package/dist/util/geo.js +8 -2
  193. package/dist/util/geo.js.map +1 -1
  194. package/dist/util/math.d.ts +3 -0
  195. package/dist/util/math.js +4 -0
  196. package/dist/util/math.js.map +1 -0
  197. package/dist/util/requests.js.map +1 -0
  198. package/dist/util/roofs.d.ts +0 -2
  199. package/dist/util/roofs.js +0 -3
  200. package/dist/util/roofs.js.map +1 -1
  201. package/dist/wasm/isard.js +1 -1
  202. package/dist/wasm/isard_core.js +1 -1
  203. package/dist/workers/basemap/geometry.d.ts +9 -19
  204. package/dist/workers/{basemap.worker.d.ts → basemap/protocol.d.ts} +29 -23
  205. package/dist/workers/basemap/street.d.ts +4 -2
  206. package/dist/workers/basemap/tiles.d.ts +1 -3
  207. package/dist/workers/basemap/trees.d.ts +2 -2
  208. package/package.json +1 -1
  209. package/dist/basemap/furniture.d.ts +0 -26
  210. package/dist/basemap/furniture.js.map +0 -1
  211. package/dist/basemap/meshes.js.map +0 -1
  212. package/dist/basemap/trees.js.map +0 -1
  213. package/dist/engine/decoders.js.map +0 -1
  214. package/dist/engine/loader.js.map +0 -1
  215. package/dist/engine/protocol.js.map +0 -1
  216. package/dist/engine/requests.js.map +0 -1
  217. package/dist/workers/basemap/furniture.d.ts +0 -13
  218. package/dist/workers/basemap/labels.d.ts +0 -24
  219. package/dist/workers/basemap/lamps.d.ts +0 -10
  220. package/dist/workers/basemap/raster.d.ts +0 -10
  221. package/dist/workers/basemap.worker.js +0 -221
  222. package/dist/workers/basemap.worker.js.map +0 -1
  223. /package/dist/basemap/{meshes.d.ts → models/meshes.d.ts} +0 -0
  224. /package/dist/{engine → decoding}/decoders.d.ts +0 -0
  225. /package/dist/{engine → decoding}/decoders.js +0 -0
  226. /package/dist/{engine → decoding}/loader.d.ts +0 -0
  227. /package/dist/{engine → decoding}/protocol.js +0 -0
  228. /package/dist/{engine → util}/requests.d.ts +0 -0
  229. /package/dist/{engine → util}/requests.js +0 -0
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* Text labels and icons from GeoJSON: at points, at the middle of lines, at the center of polygons. Shaped on the page,\n * placed by the engine every frame with collisions shared by all symbol layers (the top layer first, each layer in\n * data order), drawn with a halo, standing on the relief. The icons are the map's images (`map.addImage`, a vector\n * basemap's sprite), beside their text or stretched around it.\n */\n\nimport type { LayerHost } from '../types.ts';\nimport type { Anchor } from '../ui/overlay.ts';\nimport { toMercator } from '../util/geo.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport {\n evaluate,\n type Feature,\n type FeatureData,\n type FeatureLayerStyle,\n featuresOf,\n type Geometry,\n type Placement,\n type Position,\n type Properties,\n parseColor,\n type Size,\n type Styled,\n stops,\n} from './features.ts';\nimport { codes, DEFAULT_FONT, type Glyph, type Glyphs, type Shaping, shape, type TextPart } from './glyphs.ts';\nimport { type Icons, layoutIcon } from './icons.ts';\nimport { Layer } from './layers.ts';\n\nexport interface SymbolStyle<P = Properties> extends Omit<FeatureLayerStyle<P>, 'ramp'> {\n /** Metres over the ground the label stands at (default 0): on a floor of a building, over a roof */\n height: Styled<number, P>;\n /** The labels hidden by what stands before them on a flat map too: the buildings, trees and models (default false:\n * drawn over them; in relief, the hills hide them either way). A label in a building then needs its `height` on\n * its roof */\n occluded: boolean;\n /** The text: a string (`\\n` breaks lines) or runs with their own scale and font; empty: no label */\n text: Styled<string | TextPart[], P>;\n /** A font of the map's glyphs (default `Noto Sans Regular`; also Bold and Italic with the default glyphs) */\n font: Styled<string, P>;\n /** CSS pixels, or zoom stops (default 12) */\n size: Styled<Size, P>;\n /** `'point'` (default): horizontal text; `'line'`: along the line at its middle, kept upright */\n placement: Styled<'point' | 'line', P>;\n color: Styled<string, P>;\n haloColor: Styled<string, P>;\n /** CSS pixels (default 0) */\n haloWidth: Styled<number, P>;\n /** Side of the text at the anchor (default `'center'`) */\n anchor: Styled<Anchor, P>;\n /** Shift, ems (default [0, 0]) */\n offset: Styled<[x: number, y: number], P>;\n /** Wrapping width, ems (default 10) */\n maxWidth: Styled<number, P>;\n /** Ems (default 1.2) */\n lineHeight: Styled<number, P>;\n /** Shown even where it overlaps other labels, and hiding none (MapLibre's allow-overlap and ignore-placement);\n * `'allow'`: shown even where it overlaps, still hiding the labels after it; `'ignore'`: shown only where it fits,\n * hiding none (default false) */\n overlap: Styled<Overlap, P>;\n /** Shown without its icon where the icon does not fit (default false) */\n textOptional: Styled<boolean, P>;\n /** An image of the map (`map.addImage`); empty: none (default) */\n icon: Styled<string, P>;\n /** Scale of the image, or zoom stops (default 1) */\n iconSize: Styled<Size, P>;\n /** Side of the icon at the anchor (default `'center'`) */\n iconAnchor: Styled<Anchor, P>;\n /** Shift, CSS pixels at size 1 (default [0, 0]) */\n iconOffset: Styled<[x: number, y: number], P>;\n /** Degrees, clockwise (default 0) */\n iconRotate: Styled<number, P>;\n /** `'viewport'`: facing the screen; `'map'`: turning with the map, along its line when placed on one; `'auto'`\n * (default): `'map'` with the `'line'` placement */\n iconRotationAlignment: Styled<'map' | 'viewport' | 'auto', P>;\n /** As `overlap`, for the icon (default false) */\n iconOverlap: Styled<Overlap, P>;\n /** Shown without its text where the text does not fit (default false) */\n iconOptional: Styled<boolean, P>;\n /** Stretched around its text: its width, its height, both (a road shield; `'none'` by default) */\n iconTextFit: Styled<'none' | 'width' | 'height' | 'both', P>;\n /** Room around the text of a fitted icon: top, right, bottom, left (CSS pixels, default 0) */\n iconTextFitPadding: Styled<[top: number, right: number, bottom: number, left: number], P>;\n /** Color of a signed distance field image (default black) */\n iconColor: Styled<string, P>;\n /** 0 to 1 (default 1) */\n iconOpacity: Styled<number, P>;\n}\n\n/** How a label's text or icon meets the others: `true` shown wherever and hiding none, `'allow'` shown wherever,\n * `'ignore'` hiding none, `false` neither (MapLibre's allow-overlap and ignore-placement) */\nexport type Overlap = boolean | 'allow' | 'ignore';\n\nexport interface SymbolOptions<P = Properties> extends Partial<SymbolStyle<P>>, Placement {\n data: FeatureData<P>;\n}\n\n/** Where a geometry is labelled: its points, the middle of its longest line (with the direction of the line there,\n * and the line with that middle as one of its points, for a text that follows it), the centroid of its largest\n * polygon */\nconst anchors = (\n geometry: Geometry | null,\n): { at: Position; along?: [number, number]; path?: Position[]; pathAnchor?: number }[] => {\n if (geometry?.type === 'LineString' || geometry?.type === 'MultiLineString') {\n const lines = geometry.type === 'LineString' ? [geometry.coordinates] : geometry.coordinates;\n const middle = lineMiddle(lines);\n\n return middle ? [middle] : [];\n }\n\n return points(geometry).map((p) => ({ at: p }));\n};\n\n/** The middle of the longest of lines, measured in Mercator as the map draws them: the point, the direction of its\n * segment (lon, lat), and the line with the point put in it */\nconst lineMiddle = (\n lines: Position[][],\n): { at: Position; along: [number, number]; path: Position[]; pathAnchor: number } | undefined => {\n const lengths = lines.map((l) => {\n const m = l.map((p) => toMercator(p));\n\n return m.slice(1).map((p, i) => Math.hypot(p[0] - (m[i]?.[0] ?? 0), p[1] - (m[i]?.[1] ?? 0)));\n });\n const totals = lengths.map((d) => d.reduce((a, b) => a + b, 0));\n const best = totals.reduce((b, t, i) => (t > (totals[b] ?? 0) ? i : b), 0);\n const line = lines[best] ?? [];\n const segments = lengths[best] ?? [];\n let rest = (totals[best] ?? 0) / 2;\n\n for (let i = 1; i < line.length; i += 1) {\n const [a, b] = [line[i - 1], line[i]];\n const d = segments[i - 1] ?? 0;\n\n if (!a || !b) continue;\n if (d >= rest && d > 0) {\n const t = rest / d;\n const at: Position = [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t];\n\n return {\n at,\n along: [b[0] - a[0], b[1] - a[1]],\n path: [...line.slice(0, i), at, ...line.slice(i)],\n pathAnchor: i,\n };\n }\n rest -= d;\n }\n\n const first = line[0];\n\n return first ? { at: first, along: [0, 0], path: [], pathAnchor: 0 } : undefined;\n};\n\n/** The icon of a label as packed: its scale, box, color, quads and flags */\ninterface LaidIcon {\n iconScale: Size;\n iconBox: [number, number, number, number];\n iconColor: [number, number, number, number];\n quads: number[][];\n iconTurns: boolean;\n fitted: boolean;\n iconFlags: number;\n}\n\n/** The anchors of points, polygons and the lines of a collection (a line's own: `lineMiddle`) */\nconst points = (geometry: Geometry | null): Position[] => {\n if (!geometry) return [];\n switch (geometry.type) {\n case 'Point':\n return [geometry.coordinates];\n case 'MultiPoint':\n return geometry.coordinates;\n case 'LineString':\n case 'MultiLineString': {\n // In a collection: the middle alone\n const at = lineMiddle(geometry.type === 'LineString' ? [geometry.coordinates] : geometry.coordinates)?.at;\n\n return at ? [at] : [];\n }\n case 'Polygon':\n case 'MultiPolygon': {\n const polygons = geometry.type === 'Polygon' ? [geometry.coordinates] : geometry.coordinates;\n let best: Position | undefined;\n let bestArea = 0;\n\n for (const p of polygons) {\n const ring = p[0] ?? [];\n let [a, cx, cy] = [0, 0, 0];\n\n for (let i = 0; i + 1 < ring.length; i += 1) {\n const [x0, y0] = ring[i] ?? [0, 0];\n const [x1, y1] = ring[i + 1] ?? [0, 0];\n const cross = x0 * y1 - x1 * y0;\n\n a += cross;\n cx += (x0 + x1) * cross;\n cy += (y0 + y1) * cross;\n }\n if (Math.abs(a) > bestArea) {\n bestArea = Math.abs(a);\n best = [cx / (3 * a), cy / (3 * a)];\n }\n }\n\n return best ? [best] : [];\n }\n case 'GeometryCollection':\n return geometry.geometries.flatMap(points);\n }\n};\n\n/** The map's glyphs and icons, for a layer */\nexport interface GlyphHost extends LayerHost {\n readonly glyphs: Glyphs;\n readonly icons: Icons;\n}\n\n/** Flags of a label for the engine (`flag` in symbols.rs) */\nconst FLAG = {\n textCurved: 2048,\n textOverlap: 1,\n textIgnore: 2,\n iconOverlap: 4,\n iconIgnore: 8,\n textOptional: 16,\n iconOptional: 32,\n text: 64,\n icon: 128,\n textAlong: 256,\n iconAlong: 512,\n iconUpright: 1024,\n} as const;\n\n/** Flags of an overlap: allowed to overlap, ignored by the placement */\nconst overlapFlags = (overlap: Overlap, allow: number, ignore: number): number => {\n if (overlap === true) return allow | ignore;\n if (overlap === 'allow') return allow;\n\n return overlap === 'ignore' ? ignore : 0;\n};\n\n/** Room around an icon's box, CSS pixels (MapLibre's default `icon-padding`) */\nconst ICON_PADDING = 2;\n\n/** Labels built for the engine: an anchor (Mercator x, y), a collision box, a style per label; glyph quads whose first\n * number is their label's index */\ninterface Labels {\n anchors: Float64Array;\n boxes: Float32Array;\n styles: Float32Array;\n quads: Float32Array;\n /** For each label: its line's number of points, its anchor's index among them, then the points (Mercator); 0, 0\n * for a label whose text does not follow its line */\n paths: Float64Array;\n}\n\n/** Numbers per quad: its label's index, its place, its atlas coordinates, its scale (a glyph's; -1 or -2: an icon),\n * its turn */\nconst QUAD = 11;\n\n/** The labels of a group of features, kept while they stay valid: same style, the same index of the group's first\n * feature (unless the style reads no index), and their glyphs and icons complete or none added since */\ninterface Chunk extends Labels {\n count: number;\n style: number;\n base: number;\n glyphs: number;\n icons: number;\n complete: boolean;\n}\n\n/** Every character of a run has its glyph */\nconst present = (part: TextPart, loaded: Map<string, Map<number, Glyph>>): boolean => {\n const glyphs = loaded.get(part.font ?? DEFAULT_FONT);\n\n if (!glyphs) return false;\n for (const ch of part.text) if (ch !== '\\n' && !glyphs.has(ch.codePointAt(0) ?? 32)) return false;\n\n return true;\n};\n\n/** The main thread's time a shaping takes before it lets a frame be drawn (ms): the labels of new tiles, thousands of\n * features at the deeper zooms, are shaped over several frames instead of holding one */\nconst SLICE_MS = 6;\n/** Features shaped between two looks at the time */\nconst SLICE_FEATURES = 128;\n\n/** Lets the browser draw a frame and handle the events waiting */\nconst pause = (): Promise<void> => new Promise((resolve) => setTimeout(resolve, 0));\n\n/** The labels of chunks one after the other, the quads' label indices moved past those of the chunks before */\nconst concat = (chunks: readonly Chunk[]): Labels => {\n if (chunks.length === 1 && chunks[0]) return chunks[0];\n\n const length = (key: keyof Labels) => chunks.reduce((n, c) => n + c[key].length, 0);\n const out: Labels = {\n anchors: new Float64Array(length('anchors')),\n boxes: new Float32Array(length('boxes')),\n styles: new Float32Array(length('styles')),\n quads: new Float32Array(length('quads')),\n paths: new Float64Array(length('paths')),\n };\n const at = { anchors: 0, boxes: 0, styles: 0, quads: 0, paths: 0 };\n let labels = 0;\n\n for (const c of chunks) {\n out.anchors.set(c.anchors, at.anchors);\n out.boxes.set(c.boxes, at.boxes);\n out.styles.set(c.styles, at.styles);\n out.quads.set(c.quads, at.quads);\n out.paths.set(c.paths, at.paths);\n if (labels > 0)\n for (let q = at.quads; q < at.quads + c.quads.length; q += QUAD) out.quads[q] = (out.quads[q] ?? 0) + labels;\n at.anchors += c.anchors.length;\n at.boxes += c.boxes.length;\n at.styles += c.styles.length;\n at.quads += c.quads.length;\n at.paths += c.paths.length;\n labels += c.count;\n }\n\n return out;\n};\n\n/** The pieces of a group's labels as one chunk, valid as long as its first piece (the glyphs and icons it saw) */\nconst joined = (first: Chunk, rest: readonly Chunk[]): Chunk => {\n if (rest.length === 0) return first;\n\n const pieces = [first, ...rest];\n\n return {\n ...first,\n ...concat(pieces),\n count: pieces.reduce((n, c) => n + c.count, 0),\n complete: pieces.every((c) => c.complete),\n };\n};\n\nexport class SymbolLayer<P = Properties> extends Layer {\n private list: Feature<P>[];\n /** The features in groups that do not change (`setGroups`): each group's labels kept between updates */\n private groups: readonly (readonly Feature<P>[])[] | undefined;\n private readonly chunks = new WeakMap<readonly Feature<P>[], Chunk>();\n /** Bumped by each change: a shaping that finished after a newer one began is dropped */\n private generation = 0;\n /** Bumped by each change of style: the labels kept are shaped again */\n private styleGeneration = 0;\n /** No style function takes the index of a feature: a group's labels do not depend on its place */\n private indexFree = true;\n private labels: Labels | undefined;\n\n /** @internal */\n constructor(\n private readonly host: GlyphHost,\n data: FeatureData<P>,\n private style: SymbolStyle<P>,\n ) {\n super(host);\n this.list = featuresOf(data);\n this.styled();\n }\n\n get features(): readonly Feature<P>[] {\n return this.list;\n }\n\n setData(data: FeatureData<P>): void {\n this.list = featuresOf(data);\n this.groups = undefined;\n void this.update();\n }\n\n /**\n * @internal The features as groups that are never changed once given (the labels of a vector tile and style layer),\n * in order: the labels of a group seen before are not shaped again\n */\n setGroups(groups: readonly (readonly Feature<P>[])[]): void {\n this.groups = groups;\n this.list = groups.flat();\n void this.update();\n }\n\n setStyle(style: Partial<SymbolStyle<P>>): void {\n this.style = { ...this.style, ...style };\n this.styled();\n void this.update();\n }\n\n setFilter(filter: ((properties: P, index: number) => boolean) | undefined): void {\n this.setStyle({ filter });\n }\n\n setVisible(visible: boolean): void {\n this.style = { ...this.style, visible };\n this.sendLayer(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private styled(): void {\n this.styleGeneration += 1;\n // A function of one parameter reads the properties only\n this.indexFree = Object.values(this.style).every((v) => typeof v !== 'function' || v.length < 2);\n }\n\n /** The runs of text of each feature of a group (none for a feature filtered out) */\n private parts(group: readonly Feature<P>[], base: number): TextPart[][] {\n const { text, font, filter } = this.style;\n\n return group.map((f, k): TextPart[] => {\n const i = base + k;\n\n if (filter && !filter(f.properties, i)) return [];\n\n const t = evaluate(text, f.properties, i);\n const own = evaluate(font, f.properties, i);\n\n // Each run in its font, the feature's by default\n return (typeof t === 'string' ? [{ text: t }] : t).map((p) => ({ ...p, font: p.font ?? own }));\n });\n }\n\n /** Shapes the labels (loading their glyphs first) and sends them; the groups' labels still valid are kept */\n private async update(): Promise<void> {\n const generation = ++this.generation;\n const groups = this.groups ?? [this.list];\n const keep = this.groups !== undefined;\n const glyphs = this.host.glyphs;\n const todo: { group: readonly Feature<P>[]; base: number; parts: TextPart[][] }[] = [];\n\n groups.reduce((base, group) => {\n const c = keep ? this.chunks.get(group) : undefined;\n const valid =\n c !== undefined &&\n c.style === this.styleGeneration &&\n (c.base === base || this.indexFree) &&\n (c.complete || (c.glyphs === glyphs.version && c.icons === this.host.icons.version));\n\n if (!valid) todo.push({ group, base, parts: this.parts(group, base) });\n\n return base + group.length;\n }, 0);\n\n const byFont = new Map<string, Set<number>>();\n\n todo.forEach(({ parts }) => {\n parts.flat().forEach((p) => {\n const key = p.font ?? DEFAULT_FONT;\n const set = byFont.get(key) ?? new Set<number>();\n\n codes([p]).forEach((code) => {\n set.add(code);\n });\n byFont.set(key, set);\n });\n });\n\n const loaded = new Map<string, Map<number, Glyph>>();\n\n await Promise.all(\n [...byFont].map(async ([f, set]) => {\n loaded.set(f, await glyphs.load(f, set));\n }),\n );\n if (generation !== this.generation) return;\n\n const built = new Map<readonly Feature<P>[], Chunk>();\n let since = performance.now();\n\n // A slice of features at a time, a frame let through past `SLICE_MS`; a group shaped is kept even if a newer\n // update began meanwhile (that one reuses it), the rest dropped\n for (const { group, base: b, parts } of todo) {\n const slice = (from: number) => this.build(group, b, parts, loaded, from, from + SLICE_FEATURES);\n const first = slice(0);\n const rest: Chunk[] = [];\n\n for (let from = SLICE_FEATURES; from < group.length; from += SLICE_FEATURES) {\n if (performance.now() - since > SLICE_MS) {\n await pause();\n since = performance.now();\n }\n rest.push(slice(from));\n }\n\n const chunk = joined(first, rest);\n\n built.set(group, chunk);\n if (keep) this.chunks.set(group, chunk);\n if (generation !== this.generation) return;\n }\n this.labels = concat(\n groups.map((g) => built.get(g) ?? this.chunks.get(g)).filter((c): c is Chunk => c !== undefined),\n );\n // The icons packed for them\n this.host.icons.flush();\n this.send(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** The labels of a group's features `from` to `to` (excluded), `base` the index of the group's first feature */\n private build(\n group: readonly Feature<P>[],\n base: number,\n parts: TextPart[][],\n loaded: Map<string, Map<number, Glyph>>,\n from: number,\n to: number,\n ): Chunk {\n const { font, size, anchor, offset, maxWidth, lineHeight, color, haloColor, haloWidth, overlap, placement } =\n this.style;\n const st = this.style;\n const icons = this.host.icons;\n const anchorList: number[] = [];\n const boxes: number[] = [];\n const styles: number[] = [];\n const iconQuads: number[] = [];\n const textQuads: number[] = [];\n const paths: number[] = [];\n let count = 0;\n let complete = true;\n\n group.slice(from, to).forEach((f, j) => {\n const k = from + j;\n const i = base + k;\n const p = f.properties;\n const text = parts[k];\n const filtered = st.filter !== undefined && !st.filter(p, i);\n const hasText = !!text?.length && text.some((t) => t.text);\n const iconName = filtered ? '' : evaluate(st.icon, p, i);\n const icon = iconName ? icons.get(iconName) : undefined;\n\n // An image not added yet: laid out again once more are\n if (iconName && !icon) complete = false;\n if (!hasText && !icon) return;\n // Glyphs still missing: shaped again once more glyphs are loaded\n if (complete && text && !text.every((t) => present(t, loaded))) complete = false;\n\n // Shaped at its largest size; the engine scales by the zoom stops\n const shapedAt = (v: Size) => (typeof v === 'number' ? v : Math.max(...v.map(([, x]) => x), 1e-6));\n const scaleOf = (v: Size, at: number): Size =>\n typeof v === 'number' ? 1 : v.map(([z, x]): [number, number] => [z, x / at]);\n const s0 = evaluate(size, p, i);\n const shaped = shapedAt(s0);\n const scale = scaleOf(s0, shaped);\n const shaping =\n hasText && text\n ? shape(text, (name) => loaded.get(name), {\n font: evaluate(font, p, i),\n size: shaped,\n // Along a line, one line of text (MapLibre does not wrap it)\n maxWidth: evaluate(placement, p, i) === 'line' ? Number.POSITIVE_INFINITY : evaluate(maxWidth, p, i),\n lineHeight: evaluate(lineHeight, p, i),\n anchor: evaluate(anchor, p, i),\n offset: evaluate(offset, p, i),\n })\n : undefined;\n const s: Shaping | undefined = shaping?.quads.length ? shaping : undefined;\n\n if (!s && !icon) return;\n\n const along = evaluate(placement, p, i) === 'line';\n const textFlags =\n overlapFlags(evaluate(overlap, p, i), FLAG.textOverlap, FLAG.textIgnore) |\n (evaluate(st.textOptional, p, i) ? FLAG.textOptional : 0) |\n (s ? FLAG.text : 0);\n // The icon: beside its text, or stretched around it (then scaled and turned with it)\n const { iconScale, iconBox, iconColor, quads, iconTurns, fitted, iconFlags } = ((): LaidIcon => {\n const none: LaidIcon = {\n iconScale: 1,\n iconBox: [0, 0, 0, 0],\n iconColor: [0, 0, 0, 0],\n quads: [],\n iconTurns: false,\n fitted: false,\n iconFlags: 0,\n };\n\n if (!icon) return none;\n\n const fit = evaluate(st.iconTextFit, p, i);\n const fitted = fit !== 'none' && s !== undefined;\n const i0 = evaluate(st.iconSize, p, i);\n const iconShaped = fitted ? 1 : shapedAt(i0);\n const iconScale = fitted ? scale : scaleOf(i0, iconShaped);\n const laid = layoutIcon(icon, {\n size: iconShaped,\n anchor: evaluate(st.iconAnchor, p, i),\n offset: evaluate(st.iconOffset, p, i),\n rotate: evaluate(st.iconRotate, p, i),\n fit,\n padding: evaluate(st.iconTextFitPadding, p, i),\n text: s?.layout,\n });\n const laidOut = { ...none, fitted, iconScale, quads: laid.quads };\n\n if (!laid.quads.length) return laidOut;\n\n const iconFlags =\n FLAG.icon |\n overlapFlags(evaluate(st.iconOverlap, p, i), FLAG.iconOverlap, FLAG.iconIgnore) |\n (evaluate(st.iconOptional, p, i) ? FLAG.iconOptional : 0);\n const alignment = evaluate(st.iconRotationAlignment, p, i);\n const [r, g, b, a] = parseColor(evaluate(st.iconColor, p, i));\n\n return {\n ...laidOut,\n iconFlags: iconFlags | (fitted ? FLAG.iconUpright : 0),\n iconTurns: alignment === 'map' || (alignment === 'auto' && along),\n iconBox: [\n laid.box[0] - ICON_PADDING,\n laid.box[1] - ICON_PADDING,\n laid.box[2] + ICON_PADDING,\n laid.box[3] + ICON_PADDING,\n ],\n iconColor: [r, g, b, a * Math.max(0, Math.min(1, evaluate(st.iconOpacity, p, i)))],\n };\n })();\n const flags = textFlags | iconFlags;\n\n if (!(flags & (FLAG.text | FLAG.icon))) return;\n\n const halo = s ? evaluate(haloWidth, p, i) : 0;\n const fill = parseColor(evaluate(color, p, i));\n const haloRgba = parseColor(evaluate(haloColor, p, i));\n // The collision box: the ink, with the halo and a little room\n const pad = halo + 1;\n const textBox = s ? [s.box[0] - pad, s.box[1] - pad, s.box[2] + pad, s.box[3] + pad] : [0, 0, 0, 0];\n\n for (const { at, along: line, path, pathAnchor = 0 } of anchors(f.geometry)) {\n const label = count++;\n const [x, y] = toMercator(at);\n\n anchorList.push(x, y);\n\n // The text along its line, kept upright; the icon turning with the map (along its line, or with the east at a\n // point), or with its text when fitted to it\n const textAlong = along && line !== undefined && s !== undefined;\n const iconAlong = (flags & FLAG.icon) !== 0 && (fitted ? textAlong : iconTurns);\n // The direction of its line in Mercator (y towards the south)\n const end = line && (textAlong || iconAlong) ? toMercator([at[0] + line[0], at[1] + line[1]]) : undefined;\n const direction: [number, number] = end ? [end[0] - x, end[1] - y] : [iconAlong ? 1 : 0, 0];\n // A text alone along its line follows its bends (with an icon, both stay straight)\n const curved = textAlong && !(flags & FLAG.icon) && path !== undefined && path.length >= 2;\n const alongFlags =\n (textAlong ? FLAG.textAlong : 0) | (iconAlong ? FLAG.iconAlong : 0) | (curved ? FLAG.textCurved : 0);\n const labelFlags = flags | (direction[0] === 0 && direction[1] === 0 ? 0 : alongFlags);\n\n if (curved && path) {\n paths.push(path.length, pathAnchor);\n for (const p of path) paths.push(...toMercator(p));\n } else {\n paths.push(0, 0);\n }\n\n boxes.push(...textBox);\n styles.push(\n ...fill,\n ...haloRgba,\n halo,\n labelFlags,\n ...direction,\n ...stops(scale),\n ...iconBox,\n ...iconColor,\n ...stops(iconScale),\n Math.max(0, Number(evaluate(st.height, p, i)) || 0),\n );\n for (const q of quads) iconQuads.push(label, ...q);\n if (s) for (const q of s.quads) textQuads.push(label, ...q, 0);\n }\n });\n\n return {\n anchors: Float64Array.from(anchorList),\n boxes: Float32Array.from(boxes),\n styles: Float32Array.from(styles),\n // The icons under the texts\n quads: Float32Array.from([...iconQuads, ...textQuads]),\n paths: Float64Array.from(paths),\n count,\n style: this.styleGeneration,\n base,\n glyphs: this.host.glyphs.version,\n icons: icons.version,\n complete,\n };\n }\n\n private send(engine: Engine, id: number): void {\n const l = this.labels;\n\n if (l) engine.setSymbols(id, l.anchors, l.boxes, l.styles, l.quads, l.paths);\n this.sendLayer(engine, id);\n }\n\n private sendLayer(engine: Engine, id: number): void {\n const { opacity, minZoom, maxZoom, visible, occluded } = this.style;\n\n // The sizes are per label; the layer's own scale stays 1\n engine.setSymbolLayer(\n id,\n Float32Array.from(stops(1)),\n Float32Array.from(stops(opacity)),\n minZoom,\n maxZoom,\n visible,\n occluded,\n );\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addSymbols();\n\n if (this.labels) this.send(engine, id);\n else {\n this.sendLayer(engine, id);\n // The first shaping, once the id is known\n queueMicrotask(() => void this.update());\n }\n\n return id;\n }\n}\n\nexport const symbolStyle = <P>(options: SymbolOptions<P>): SymbolStyle<P> => {\n const { data: _, before: __, ...rest } = options;\n\n return {\n opacity: 1,\n minZoom: 0,\n maxZoom: 24,\n visible: true,\n filter: undefined,\n height: 0,\n occluded: false,\n text: '',\n font: DEFAULT_FONT,\n size: 12,\n color: '#000',\n haloColor: '#fff',\n haloWidth: 0,\n anchor: 'center',\n placement: 'point',\n offset: [0, 0],\n maxWidth: 10,\n lineHeight: 1.2,\n overlap: false,\n textOptional: false,\n icon: '',\n iconSize: 1,\n iconAnchor: 'center',\n iconOffset: [0, 0],\n iconRotate: 0,\n iconRotationAlignment: 'auto',\n iconOverlap: false,\n iconOptional: false,\n iconTextFit: 'none',\n iconTextFitPadding: [0, 0, 0, 0],\n iconColor: '#000',\n iconOpacity: 1,\n ...rest,\n };\n};\n"]}
1
+ 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* Text labels and icons from GeoJSON: at points, at the middle of lines, at the center of polygons. Shaped on the page,\n * placed by the engine every frame with collisions shared by all symbol layers (the top layer first, each layer in\n * data order), drawn with a halo, standing on the relief. The icons are the map's images (`map.addImage`, a vector\n * basemap's sprite), beside their text or stretched around it.\n */\n\nimport type { LayerHost, Placement } from '../types.ts';\nimport type { Anchor } from '../ui/overlay.ts';\nimport { toMercator } from '../util/geo.ts';\nimport { clamp } from '../util/math.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport {\n evaluate,\n type Feature,\n type FeatureData,\n type FeatureLayerStyle,\n featuresOf,\n type Geometry,\n type Position,\n type Properties,\n parseColor,\n type Size,\n type Styled,\n stops,\n} from './features.ts';\nimport { codes, DEFAULT_FONT, type Glyph, type Glyphs, type Shaping, shape, type TextPart } from './glyphs.ts';\nimport { type Icons, layoutIcon } from './icons.ts';\nimport { Layer } from './layers.ts';\n\nexport interface SymbolStyle<P = Properties> extends Omit<FeatureLayerStyle<P>, 'ramp'> {\n /** Metres over the ground the label stands at (default 0): on a floor of a building, over a roof */\n height: Styled<number, P>;\n /** The labels hidden by what stands before them on a flat map too: the buildings, trees and models (default false:\n * drawn over them; in relief, the hills hide them either way). A label in a building then needs its `height` on\n * its roof */\n occluded: boolean;\n /** The text: a string (`\\n` breaks lines) or runs with their own scale and font; empty: no label */\n text: Styled<string | TextPart[], P>;\n /** A font of the map's glyphs (default `Noto Sans Regular`; also Bold and Italic with the default glyphs) */\n font: Styled<string, P>;\n /** CSS pixels, or zoom stops (default 12) */\n size: Styled<Size, P>;\n /** `'point'` (default): horizontal text; `'line'`: along the line at its middle, kept upright */\n placement: Styled<'point' | 'line', P>;\n color: Styled<string, P>;\n haloColor: Styled<string, P>;\n /** CSS pixels (default 0) */\n haloWidth: Styled<number, P>;\n /** Side of the text at the anchor (default `'center'`) */\n anchor: Styled<Anchor, P>;\n /** Shift, ems (default [0, 0]) */\n offset: Styled<[x: number, y: number], P>;\n /** Wrapping width, ems (default 10) */\n maxWidth: Styled<number, P>;\n /** Ems (default 1.2) */\n lineHeight: Styled<number, P>;\n /** Shown even where it overlaps other labels, and hiding none (MapLibre's allow-overlap and ignore-placement);\n * `'allow'`: shown even where it overlaps, still hiding the labels after it; `'ignore'`: shown only where it fits,\n * hiding none (default false) */\n overlap: Styled<Overlap, P>;\n /** Shown without its icon where the icon does not fit (default false) */\n textOptional: Styled<boolean, P>;\n /** An image of the map (`map.addImage`); empty: none (default) */\n icon: Styled<string, P>;\n /** Scale of the image, or zoom stops (default 1) */\n iconSize: Styled<Size, P>;\n /** Side of the icon at the anchor (default `'center'`) */\n iconAnchor: Styled<Anchor, P>;\n /** Shift, CSS pixels at size 1 (default [0, 0]) */\n iconOffset: Styled<[x: number, y: number], P>;\n /** Degrees, clockwise (default 0) */\n iconRotate: Styled<number, P>;\n /** `'viewport'`: facing the screen; `'map'`: turning with the map, along its line when placed on one; `'auto'`\n * (default): `'map'` with the `'line'` placement */\n iconRotationAlignment: Styled<'map' | 'viewport' | 'auto', P>;\n /** As `overlap`, for the icon (default false) */\n iconOverlap: Styled<Overlap, P>;\n /** Shown without its text where the text does not fit (default false) */\n iconOptional: Styled<boolean, P>;\n /** Stretched around its text: its width, its height, both (a road shield; `'none'` by default) */\n iconTextFit: Styled<'none' | 'width' | 'height' | 'both', P>;\n /** Room around the text of a fitted icon: top, right, bottom, left (CSS pixels, default 0) */\n iconTextFitPadding: Styled<[top: number, right: number, bottom: number, left: number], P>;\n /** Color of a signed distance field image (default black) */\n iconColor: Styled<string, P>;\n /** 0 to 1 (default 1) */\n iconOpacity: Styled<number, P>;\n}\n\n/** How a label's text or icon meets the others: `true` shown wherever and hiding none, `'allow'` shown wherever,\n * `'ignore'` hiding none, `false` neither (MapLibre's allow-overlap and ignore-placement) */\nexport type Overlap = boolean | 'allow' | 'ignore';\n\nexport interface SymbolOptions<P = Properties> extends Partial<SymbolStyle<P>>, Placement {\n data: FeatureData<P>;\n}\n\n/** Where a geometry is labelled: its points, the middle of its longest line (with the direction of the line there,\n * and the line with that middle as one of its points, for a text that follows it), the centroid of its largest\n * polygon */\nconst anchors = (\n geometry: Geometry | null,\n): { at: Position; along?: [number, number]; path?: Position[]; pathAnchor?: number }[] => {\n if (geometry?.type === 'LineString' || geometry?.type === 'MultiLineString') {\n const lines = geometry.type === 'LineString' ? [geometry.coordinates] : geometry.coordinates;\n const middle = lineMiddle(lines);\n\n return middle ? [middle] : [];\n }\n\n return points(geometry).map((p) => ({ at: p }));\n};\n\n/** The middle of the longest of lines, measured in Mercator as the map draws them: the point, the direction of its\n * segment (lon, lat), and the line with the point put in it */\nconst lineMiddle = (\n lines: Position[][],\n): { at: Position; along: [number, number]; path: Position[]; pathAnchor: number } | undefined => {\n const lengths = lines.map((l) => {\n const m = l.map((p) => toMercator(p));\n\n return m.slice(1).map((p, i) => Math.hypot(p[0] - (m[i]?.[0] ?? 0), p[1] - (m[i]?.[1] ?? 0)));\n });\n const totals = lengths.map((d) => d.reduce((a, b) => a + b, 0));\n const best = totals.reduce((b, t, i) => (t > (totals[b] ?? 0) ? i : b), 0);\n const line = lines[best] ?? [];\n const segments = lengths[best] ?? [];\n let rest = (totals[best] ?? 0) / 2;\n\n for (let i = 1; i < line.length; i += 1) {\n const [a, b] = [line[i - 1], line[i]];\n const d = segments[i - 1] ?? 0;\n\n if (!a || !b) continue;\n if (d >= rest && d > 0) {\n const t = rest / d;\n const at: Position = [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t];\n\n return {\n at,\n along: [b[0] - a[0], b[1] - a[1]],\n path: [...line.slice(0, i), at, ...line.slice(i)],\n pathAnchor: i,\n };\n }\n rest -= d;\n }\n\n const first = line[0];\n\n return first ? { at: first, along: [0, 0], path: [], pathAnchor: 0 } : undefined;\n};\n\n/** The icon of a label as packed: its scale, box, color, quads and flags */\ninterface LaidIcon {\n iconScale: Size;\n iconBox: [number, number, number, number];\n iconColor: [number, number, number, number];\n quads: number[][];\n iconTurns: boolean;\n fitted: boolean;\n iconFlags: number;\n}\n\n/** The anchors of points, polygons and the lines of a collection (a line's own: `lineMiddle`) */\nconst points = (geometry: Geometry | null): Position[] => {\n if (!geometry) return [];\n switch (geometry.type) {\n case 'Point':\n return [geometry.coordinates];\n case 'MultiPoint':\n return geometry.coordinates;\n case 'LineString':\n case 'MultiLineString': {\n // In a collection: the middle alone\n const at = lineMiddle(geometry.type === 'LineString' ? [geometry.coordinates] : geometry.coordinates)?.at;\n\n return at ? [at] : [];\n }\n case 'Polygon':\n case 'MultiPolygon': {\n const polygons = geometry.type === 'Polygon' ? [geometry.coordinates] : geometry.coordinates;\n let best: Position | undefined;\n let bestArea = 0;\n\n for (const p of polygons) {\n const ring = p[0] ?? [];\n let [a, cx, cy] = [0, 0, 0];\n\n for (let i = 0; i + 1 < ring.length; i += 1) {\n const [x0, y0] = ring[i] ?? [0, 0];\n const [x1, y1] = ring[i + 1] ?? [0, 0];\n const cross = x0 * y1 - x1 * y0;\n\n a += cross;\n cx += (x0 + x1) * cross;\n cy += (y0 + y1) * cross;\n }\n if (Math.abs(a) > bestArea) {\n bestArea = Math.abs(a);\n best = [cx / (3 * a), cy / (3 * a)];\n }\n }\n\n return best ? [best] : [];\n }\n case 'GeometryCollection':\n return geometry.geometries.flatMap(points);\n }\n};\n\n/** The map's glyphs and icons, for a layer */\nexport interface GlyphHost extends LayerHost {\n readonly glyphs: Glyphs;\n readonly icons: Icons;\n}\n\n/** Flags of a label for the engine (`flag` in symbols.rs) */\nconst FLAG = {\n textCurved: 2048,\n textOverlap: 1,\n textIgnore: 2,\n iconOverlap: 4,\n iconIgnore: 8,\n textOptional: 16,\n iconOptional: 32,\n text: 64,\n icon: 128,\n textAlong: 256,\n iconAlong: 512,\n iconUpright: 1024,\n} as const;\n\n/** Flags of an overlap: allowed to overlap, ignored by the placement */\nconst overlapFlags = (overlap: Overlap, allow: number, ignore: number): number => {\n if (overlap === true) return allow | ignore;\n if (overlap === 'allow') return allow;\n\n return overlap === 'ignore' ? ignore : 0;\n};\n\n/** Room around an icon's box, CSS pixels (MapLibre's default `icon-padding`) */\nconst ICON_PADDING = 2;\n\n/** Labels built for the engine: an anchor (Mercator x, y), a collision box, a style per label; glyph quads whose first\n * number is their label's index */\ninterface Labels {\n anchors: Float64Array;\n boxes: Float32Array;\n styles: Float32Array;\n quads: Float32Array;\n /** For each label: its line's number of points, its anchor's index among them, then the points (Mercator); 0, 0\n * for a label whose text does not follow its line */\n paths: Float64Array;\n}\n\n/** Numbers per quad: its label's index, its place, its atlas coordinates, its scale (a glyph's; -1 or -2: an icon),\n * its turn */\nconst QUAD = 11;\n\n/** The labels of a group of features, kept while they stay valid: same style, the same index of the group's first\n * feature (unless the style reads no index), and their glyphs and icons complete or none added since */\ninterface Chunk extends Labels {\n count: number;\n style: number;\n base: number;\n glyphs: number;\n icons: number;\n complete: boolean;\n}\n\n/** Every character of a run has its glyph */\nconst present = (part: TextPart, loaded: Map<string, Map<number, Glyph>>): boolean => {\n const glyphs = loaded.get(part.font ?? DEFAULT_FONT);\n\n if (!glyphs) return false;\n for (const ch of part.text) if (ch !== '\\n' && !glyphs.has(ch.codePointAt(0) ?? 32)) return false;\n\n return true;\n};\n\n/** The main thread's time a shaping takes before it lets a frame be drawn (ms): the labels of new tiles, thousands of\n * features at the deeper zooms, are shaped over several frames instead of holding one */\nconst SLICE_MS = 6;\n/** Features shaped between two looks at the time */\nconst SLICE_FEATURES = 128;\n\n/** Lets the browser draw a frame and handle the events waiting */\nconst pause = (): Promise<void> => new Promise((resolve) => setTimeout(resolve, 0));\n\n/** The labels of chunks one after the other, the quads' label indices moved past those of the chunks before */\nconst concat = (chunks: readonly Chunk[]): Labels => {\n if (chunks.length === 1 && chunks[0]) return chunks[0];\n\n const length = (key: keyof Labels) => chunks.reduce((n, c) => n + c[key].length, 0);\n const out: Labels = {\n anchors: new Float64Array(length('anchors')),\n boxes: new Float32Array(length('boxes')),\n styles: new Float32Array(length('styles')),\n quads: new Float32Array(length('quads')),\n paths: new Float64Array(length('paths')),\n };\n const at = { anchors: 0, boxes: 0, styles: 0, quads: 0, paths: 0 };\n let labels = 0;\n\n for (const c of chunks) {\n out.anchors.set(c.anchors, at.anchors);\n out.boxes.set(c.boxes, at.boxes);\n out.styles.set(c.styles, at.styles);\n out.quads.set(c.quads, at.quads);\n out.paths.set(c.paths, at.paths);\n if (labels > 0)\n for (let q = at.quads; q < at.quads + c.quads.length; q += QUAD) out.quads[q] = (out.quads[q] ?? 0) + labels;\n at.anchors += c.anchors.length;\n at.boxes += c.boxes.length;\n at.styles += c.styles.length;\n at.quads += c.quads.length;\n at.paths += c.paths.length;\n labels += c.count;\n }\n\n return out;\n};\n\n/** The pieces of a group's labels as one chunk, valid as long as its first piece (the glyphs and icons it saw) */\nconst joined = (first: Chunk, rest: readonly Chunk[]): Chunk => {\n if (rest.length === 0) return first;\n\n const pieces = [first, ...rest];\n\n return {\n ...first,\n ...concat(pieces),\n count: pieces.reduce((n, c) => n + c.count, 0),\n complete: pieces.every((c) => c.complete),\n };\n};\n\nexport class SymbolLayer<P = Properties> extends Layer {\n private list: Feature<P>[];\n /** The features in groups that do not change (`setGroups`): each group's labels kept between updates */\n private groups: readonly (readonly Feature<P>[])[] | undefined;\n private readonly chunks = new WeakMap<readonly Feature<P>[], Chunk>();\n /** Bumped by each change: a shaping that finished after a newer one began is dropped */\n private generation = 0;\n /** Bumped by each change of style: the labels kept are shaped again */\n private styleGeneration = 0;\n /** No style function takes the index of a feature: a group's labels do not depend on its place */\n private indexFree = true;\n private labels: Labels | undefined;\n\n /** @internal */\n constructor(\n private readonly host: GlyphHost,\n data: FeatureData<P>,\n private style: SymbolStyle<P>,\n ) {\n super(host);\n this.list = featuresOf(data);\n this.styled();\n }\n\n get features(): readonly Feature<P>[] {\n return this.list;\n }\n\n setData(data: FeatureData<P>): void {\n this.list = featuresOf(data);\n this.groups = undefined;\n void this.update();\n }\n\n /**\n * @internal The features as groups that are never changed once given (the labels of a vector tile and style layer),\n * in order: the labels of a group seen before are not shaped again\n */\n setGroups(groups: readonly (readonly Feature<P>[])[]): void {\n this.groups = groups;\n this.list = groups.flat();\n void this.update();\n }\n\n setStyle(style: Partial<SymbolStyle<P>>): void {\n this.style = { ...this.style, ...style };\n this.styled();\n void this.update();\n }\n\n setFilter(filter: ((properties: P, index: number) => boolean) | undefined): void {\n this.setStyle({ filter });\n }\n\n setVisible(visible: boolean): void {\n this.style = { ...this.style, visible };\n this.sendLayer(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private styled(): void {\n this.styleGeneration += 1;\n // A function of one parameter reads the properties only\n this.indexFree = Object.values(this.style).every((v) => typeof v !== 'function' || v.length < 2);\n }\n\n /** The runs of text of each feature of a group (none for a feature filtered out) */\n private parts(group: readonly Feature<P>[], base: number): TextPart[][] {\n const { text, font, filter } = this.style;\n\n return group.map((f, k): TextPart[] => {\n const i = base + k;\n\n if (filter && !filter(f.properties, i)) return [];\n\n const t = evaluate(text, f.properties, i);\n const own = evaluate(font, f.properties, i);\n\n // Each run in its font, the feature's by default\n return (typeof t === 'string' ? [{ text: t }] : t).map((p) => ({ ...p, font: p.font ?? own }));\n });\n }\n\n /** Shapes the labels (loading their glyphs first) and sends them; the groups' labels still valid are kept */\n private async update(): Promise<void> {\n const generation = ++this.generation;\n const groups = this.groups ?? [this.list];\n const keep = this.groups !== undefined;\n const glyphs = this.host.glyphs;\n const todo: { group: readonly Feature<P>[]; base: number; parts: TextPart[][] }[] = [];\n\n groups.reduce((base, group) => {\n const c = keep ? this.chunks.get(group) : undefined;\n const valid =\n c !== undefined &&\n c.style === this.styleGeneration &&\n (c.base === base || this.indexFree) &&\n (c.complete || (c.glyphs === glyphs.version && c.icons === this.host.icons.version));\n\n if (!valid) todo.push({ group, base, parts: this.parts(group, base) });\n\n return base + group.length;\n }, 0);\n\n const byFont = new Map<string, Set<number>>();\n\n todo.forEach(({ parts }) => {\n parts.flat().forEach((p) => {\n const key = p.font ?? DEFAULT_FONT;\n const set = byFont.get(key) ?? new Set<number>();\n\n codes([p]).forEach((code) => {\n set.add(code);\n });\n byFont.set(key, set);\n });\n });\n\n const loaded = new Map<string, Map<number, Glyph>>();\n\n await Promise.all(\n [...byFont].map(async ([f, set]) => {\n loaded.set(f, await glyphs.load(f, set));\n }),\n );\n if (generation !== this.generation) return;\n\n const built = new Map<readonly Feature<P>[], Chunk>();\n let since = performance.now();\n\n // A slice of features at a time, a frame let through past `SLICE_MS`; a group shaped is kept even if a newer\n // update began meanwhile (that one reuses it), the rest dropped\n for (const { group, base: b, parts } of todo) {\n const slice = (from: number) => this.build(group, b, parts, loaded, from, from + SLICE_FEATURES);\n const first = slice(0);\n const rest: Chunk[] = [];\n\n for (let from = SLICE_FEATURES; from < group.length; from += SLICE_FEATURES) {\n if (performance.now() - since > SLICE_MS) {\n await pause();\n since = performance.now();\n }\n rest.push(slice(from));\n }\n\n const chunk = joined(first, rest);\n\n built.set(group, chunk);\n if (keep) this.chunks.set(group, chunk);\n if (generation !== this.generation) return;\n }\n this.labels = concat(\n groups.map((g) => built.get(g) ?? this.chunks.get(g)).filter((c): c is Chunk => c !== undefined),\n );\n // The icons packed for them\n this.host.icons.flush();\n this.send(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** The labels of a group's features `from` to `to` (excluded), `base` the index of the group's first feature */\n private build(\n group: readonly Feature<P>[],\n base: number,\n parts: TextPart[][],\n loaded: Map<string, Map<number, Glyph>>,\n from: number,\n to: number,\n ): Chunk {\n const { font, size, anchor, offset, maxWidth, lineHeight, color, haloColor, haloWidth, overlap, placement } =\n this.style;\n const st = this.style;\n const icons = this.host.icons;\n const anchorList: number[] = [];\n const boxes: number[] = [];\n const styles: number[] = [];\n const iconQuads: number[] = [];\n const textQuads: number[] = [];\n const paths: number[] = [];\n let count = 0;\n let complete = true;\n\n group.slice(from, to).forEach((f, j) => {\n const k = from + j;\n const i = base + k;\n const p = f.properties;\n const text = parts[k];\n const filtered = st.filter !== undefined && !st.filter(p, i);\n const hasText = !!text?.length && text.some((t) => t.text);\n const iconName = filtered ? '' : evaluate(st.icon, p, i);\n const icon = iconName ? icons.get(iconName) : undefined;\n\n // An image not added yet: laid out again once more are\n if (iconName && !icon) complete = false;\n if (!hasText && !icon) return;\n // Glyphs still missing: shaped again once more glyphs are loaded\n if (complete && text && !text.every((t) => present(t, loaded))) complete = false;\n\n // Shaped at its largest size; the engine scales by the zoom stops\n const shapedAt = (v: Size) => (typeof v === 'number' ? v : Math.max(...v.map(([, x]) => x), 1e-6));\n const scaleOf = (v: Size, at: number): Size =>\n typeof v === 'number' ? 1 : v.map(([z, x]): [number, number] => [z, x / at]);\n const s0 = evaluate(size, p, i);\n const shaped = shapedAt(s0);\n const scale = scaleOf(s0, shaped);\n const shaping =\n hasText && text\n ? shape(text, (name) => loaded.get(name), {\n font: evaluate(font, p, i),\n size: shaped,\n // Along a line, one line of text (MapLibre does not wrap it)\n maxWidth: evaluate(placement, p, i) === 'line' ? Number.POSITIVE_INFINITY : evaluate(maxWidth, p, i),\n lineHeight: evaluate(lineHeight, p, i),\n anchor: evaluate(anchor, p, i),\n offset: evaluate(offset, p, i),\n })\n : undefined;\n const s: Shaping | undefined = shaping?.quads.length ? shaping : undefined;\n\n if (!s && !icon) return;\n\n const along = evaluate(placement, p, i) === 'line';\n const textFlags =\n overlapFlags(evaluate(overlap, p, i), FLAG.textOverlap, FLAG.textIgnore) |\n (evaluate(st.textOptional, p, i) ? FLAG.textOptional : 0) |\n (s ? FLAG.text : 0);\n // The icon: beside its text, or stretched around it (then scaled and turned with it)\n const { iconScale, iconBox, iconColor, quads, iconTurns, fitted, iconFlags } = ((): LaidIcon => {\n const none: LaidIcon = {\n iconScale: 1,\n iconBox: [0, 0, 0, 0],\n iconColor: [0, 0, 0, 0],\n quads: [],\n iconTurns: false,\n fitted: false,\n iconFlags: 0,\n };\n\n if (!icon) return none;\n\n const fit = evaluate(st.iconTextFit, p, i);\n const fitted = fit !== 'none' && s !== undefined;\n const i0 = evaluate(st.iconSize, p, i);\n const iconShaped = fitted ? 1 : shapedAt(i0);\n const iconScale = fitted ? scale : scaleOf(i0, iconShaped);\n const laid = layoutIcon(icon, {\n size: iconShaped,\n anchor: evaluate(st.iconAnchor, p, i),\n offset: evaluate(st.iconOffset, p, i),\n rotate: evaluate(st.iconRotate, p, i),\n fit,\n padding: evaluate(st.iconTextFitPadding, p, i),\n text: s?.layout,\n });\n const laidOut = { ...none, fitted, iconScale, quads: laid.quads };\n\n if (!laid.quads.length) return laidOut;\n\n const iconFlags =\n FLAG.icon |\n overlapFlags(evaluate(st.iconOverlap, p, i), FLAG.iconOverlap, FLAG.iconIgnore) |\n (evaluate(st.iconOptional, p, i) ? FLAG.iconOptional : 0);\n const alignment = evaluate(st.iconRotationAlignment, p, i);\n const [r, g, b, a] = parseColor(evaluate(st.iconColor, p, i));\n\n return {\n ...laidOut,\n iconFlags: iconFlags | (fitted ? FLAG.iconUpright : 0),\n iconTurns: alignment === 'map' || (alignment === 'auto' && along),\n iconBox: [\n laid.box[0] - ICON_PADDING,\n laid.box[1] - ICON_PADDING,\n laid.box[2] + ICON_PADDING,\n laid.box[3] + ICON_PADDING,\n ],\n iconColor: [r, g, b, a * clamp(evaluate(st.iconOpacity, p, i), 0, 1)],\n };\n })();\n const flags = textFlags | iconFlags;\n\n if (!(flags & (FLAG.text | FLAG.icon))) return;\n\n const halo = s ? evaluate(haloWidth, p, i) : 0;\n const fill = parseColor(evaluate(color, p, i));\n const haloRgba = parseColor(evaluate(haloColor, p, i));\n // The collision box: the ink, with the halo and a little room\n const pad = halo + 1;\n const textBox = s ? [s.box[0] - pad, s.box[1] - pad, s.box[2] + pad, s.box[3] + pad] : [0, 0, 0, 0];\n\n for (const { at, along: line, path, pathAnchor = 0 } of anchors(f.geometry)) {\n const label = count++;\n const [x, y] = toMercator(at);\n\n anchorList.push(x, y);\n\n // The text along its line, kept upright; the icon turning with the map (along its line, or with the east at a\n // point), or with its text when fitted to it\n const textAlong = along && line !== undefined && s !== undefined;\n const iconAlong = (flags & FLAG.icon) !== 0 && (fitted ? textAlong : iconTurns);\n // The direction of its line in Mercator (y towards the south)\n const end = line && (textAlong || iconAlong) ? toMercator([at[0] + line[0], at[1] + line[1]]) : undefined;\n const direction: [number, number] = end ? [end[0] - x, end[1] - y] : [iconAlong ? 1 : 0, 0];\n // A text alone along its line follows its bends (with an icon, both stay straight)\n const curved = textAlong && !(flags & FLAG.icon) && path !== undefined && path.length >= 2;\n const alongFlags =\n (textAlong ? FLAG.textAlong : 0) | (iconAlong ? FLAG.iconAlong : 0) | (curved ? FLAG.textCurved : 0);\n const labelFlags = flags | (direction[0] === 0 && direction[1] === 0 ? 0 : alongFlags);\n\n if (curved && path) {\n paths.push(path.length, pathAnchor);\n for (const p of path) paths.push(...toMercator(p));\n } else {\n paths.push(0, 0);\n }\n\n boxes.push(...textBox);\n styles.push(\n ...fill,\n ...haloRgba,\n halo,\n labelFlags,\n ...direction,\n ...stops(scale),\n ...iconBox,\n ...iconColor,\n ...stops(iconScale),\n Math.max(0, Number(evaluate(st.height, p, i)) || 0),\n );\n for (const q of quads) iconQuads.push(label, ...q);\n if (s) for (const q of s.quads) textQuads.push(label, ...q, 0);\n }\n });\n\n return {\n anchors: Float64Array.from(anchorList),\n boxes: Float32Array.from(boxes),\n styles: Float32Array.from(styles),\n // The icons under the texts\n quads: Float32Array.from([...iconQuads, ...textQuads]),\n paths: Float64Array.from(paths),\n count,\n style: this.styleGeneration,\n base,\n glyphs: this.host.glyphs.version,\n icons: icons.version,\n complete,\n };\n }\n\n private send(engine: Engine, id: number): void {\n const l = this.labels;\n\n if (l) engine.setSymbols(id, l.anchors, l.boxes, l.styles, l.quads, l.paths);\n this.sendLayer(engine, id);\n }\n\n private sendLayer(engine: Engine, id: number): void {\n const { opacity, minZoom, maxZoom, visible, occluded } = this.style;\n\n // The sizes are per label; the layer's own scale stays 1\n engine.setSymbolLayer(\n id,\n Float32Array.from(stops(1)),\n Float32Array.from(stops(opacity)),\n minZoom,\n maxZoom,\n visible,\n occluded,\n );\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addSymbols();\n\n if (this.labels) this.send(engine, id);\n else {\n this.sendLayer(engine, id);\n // The first shaping, once the id is known\n queueMicrotask(() => void this.update());\n }\n\n return id;\n }\n}\n\nexport const symbolStyle = <P>(options: SymbolOptions<P>): SymbolStyle<P> => {\n const { data: _, before: __, ...rest } = options;\n\n return {\n opacity: 1,\n minZoom: 0,\n maxZoom: 24,\n visible: true,\n filter: undefined,\n height: 0,\n occluded: false,\n text: '',\n font: DEFAULT_FONT,\n size: 12,\n color: '#000',\n haloColor: '#fff',\n haloWidth: 0,\n anchor: 'center',\n placement: 'point',\n offset: [0, 0],\n maxWidth: 10,\n lineHeight: 1.2,\n overlap: false,\n textOptional: false,\n icon: '',\n iconSize: 1,\n iconAnchor: 'center',\n iconOffset: [0, 0],\n iconRotate: 0,\n iconRotationAlignment: 'auto',\n iconOverlap: false,\n iconOptional: false,\n iconTextFit: 'none',\n iconTextFitPadding: [0, 0, 0, 0],\n iconColor: '#000',\n iconOpacity: 1,\n ...rest,\n };\n};\n"]}
@@ -0,0 +1,15 @@
1
+ /** A 3D Tiles tileset as a layer: its style, its features picked */
2
+ import type { Tiles3dStyle } from '../types.ts';
3
+ import type { Tiles3dStats } from '../wasm/isard.js';
4
+ import { Layer } from './layers.ts';
5
+ /** Textured meshes in 3D Tiles */
6
+ export declare class Tiles3dLayer extends Layer {
7
+ private readonly url;
8
+ private readonly geoid;
9
+ private style;
10
+ setStyle(style: Partial<Tiles3dStyle>): void;
11
+ /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see
12
+ * `GeoMapOptions.tiles3d`) */
13
+ stats(): Tiles3dStats | undefined;
14
+ private applyStyle;
15
+ }
@@ -0,0 +1,55 @@
1
+ /** A 3D Tiles tileset as a layer: its style, its features picked */
2
+ import { rgb } from "../settings.js";
3
+ import { Layer } from "./layers.js";
4
+ /** Textured meshes in 3D Tiles */
5
+ export class Tiles3dLayer extends Layer {
6
+ url;
7
+ geoid;
8
+ style;
9
+ /** @internal */
10
+ constructor(map, url, geoid, style) {
11
+ super(map);
12
+ this.url = url;
13
+ this.geoid = geoid;
14
+ this.style = style;
15
+ }
16
+ setStyle(style) {
17
+ this.style = { ...this.style, ...style };
18
+ // Kept for its creation while the engine with 3D Tiles loads
19
+ if (this.id < 0)
20
+ return;
21
+ this.applyStyle(this.map.engine, this.id);
22
+ this.map.requestRender();
23
+ }
24
+ /** @internal */
25
+ get needsFullEngine() {
26
+ return true;
27
+ }
28
+ /** @internal The feature picked (`pickFeature`, 'hoverfeature'): the properties of its feature in the tile
29
+ * (`EXT_structural_metadata`, a b3dm batch table), none for a mesh without features; its index in the tile as id */
30
+ featureAt(index) {
31
+ if (this.id < 0)
32
+ return undefined;
33
+ const hit = this.map.engine.tiles3dFeature(this.id, index);
34
+ if (!hit)
35
+ return undefined;
36
+ const [properties, feature] = hit;
37
+ return { type: 'Feature', id: feature, properties: properties ?? {}, geometry: null };
38
+ }
39
+ /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see
40
+ * `GeoMapOptions.tiles3d`) */
41
+ stats() {
42
+ return this.id < 0 ? undefined : this.map.engine.tiles3dStats(this.id);
43
+ }
44
+ /** @internal */
45
+ create(engine) {
46
+ const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError, this.geoid);
47
+ this.applyStyle(engine, id);
48
+ return id;
49
+ }
50
+ applyStyle(engine, id) {
51
+ const { maxScreenSpaceError, opacity, pointSize, color } = this.style;
52
+ engine.setTiles3dStyle(id, maxScreenSpaceError, opacity, pointSize, new Float32Array(color ? rgb(color) : []));
53
+ }
54
+ }
55
+ //# sourceMappingURL=tiles3d.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"tiles3d.js","sourceRoot":"","sources":["../../src/layers/tiles3d.ts"],"names":[],"mappings":"AAAA,oEAAoE;AAEpE,OAAO,EAAE,GAAG,EAAE,MAAM,gBAAgB,CAAC;AAIrC,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAEpC,kCAAkC;AAClC,MAAM,OAAO,YAAa,SAAQ,KAAK;IAIlB;IACA;IACT;IALV,gBAAgB;IAChB,YACE,GAAc,EACG,GAAW,EACX,KAAc,EACvB,KAAmB;QAE3B,KAAK,CAAC,GAAG,CAAC,CAAC;QAJM,QAAG,GAAH,GAAG,CAAQ;QACX,UAAK,GAAL,KAAK,CAAS;QACvB,UAAK,GAAL,KAAK,CAAc;IAG7B,CAAC;IAED,QAAQ,CAAC,KAA4B;QACnC,IAAI,CAAC,KAAK,GAAG,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC;QACzC,6DAA6D;QAC7D,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO;QACxB,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;QAC1C,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,gBAAgB;IAChB,IAAa,eAAe;QAC1B,OAAO,IAAI,CAAC;IACd,CAAC;IAED;wHACoH;IACpH,SAAS,CAAC,KAAa;QACrB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO,SAAS,CAAC;QAElC,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QAE3D,IAAI,CAAC,GAAG;YAAE,OAAO,SAAS,CAAC;QAE3B,MAAM,CAAC,UAAU,EAAE,OAAO,CAAC,GAAG,GAAG,CAAC;QAElC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,IAAI,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;IACxF,CAAC;IAED;kCAC8B;IAC9B,KAAK;QACH,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IACzE,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,EAAE,GAAG,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,mBAAmB,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAEnF,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC;QAE5B,OAAO,EAAE,CAAC;IACZ,CAAC;IAEO,UAAU,CAAC,MAAc,EAAE,EAAU;QAC3C,MAAM,EAAE,mBAAmB,EAAE,OAAO,EAAE,SAAS,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC;QAEtE,MAAM,CAAC,eAAe,CAAC,EAAE,EAAE,mBAAmB,EAAE,OAAO,EAAE,SAAS,EAAE,IAAI,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACjH,CAAC;CACF","sourcesContent":["/** A 3D Tiles tileset as a layer: its style, its features picked */\n\nimport { rgb } from '../settings.ts';\nimport type { LayerHost, Tiles3dStyle } from '../types.ts';\nimport type { Engine, Tiles3dStats } from '../wasm/isard.js';\nimport type { Feature } from './features.ts';\nimport { Layer } from './layers.ts';\n\n/** Textured meshes in 3D Tiles */\nexport class Tiles3dLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly url: string,\n private readonly geoid: boolean,\n private style: Tiles3dStyle,\n ) {\n super(map);\n }\n\n setStyle(style: Partial<Tiles3dStyle>): void {\n this.style = { ...this.style, ...style };\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.applyStyle(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** @internal The feature picked (`pickFeature`, 'hoverfeature'): the properties of its feature in the tile\n * (`EXT_structural_metadata`, a b3dm batch table), none for a mesh without features; its index in the tile as id */\n featureAt(index: number): Feature<Record<string, unknown>> | undefined {\n if (this.id < 0) return undefined;\n\n const hit = this.map.engine.tiles3dFeature(this.id, index);\n\n if (!hit) return undefined;\n\n const [properties, feature] = hit;\n\n return { type: 'Feature', id: feature, properties: properties ?? {}, geometry: null };\n }\n\n /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see\n * `GeoMapOptions.tiles3d`) */\n stats(): Tiles3dStats | undefined {\n return this.id < 0 ? undefined : this.map.engine.tiles3dStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError, this.geoid);\n\n this.applyStyle(engine, id);\n\n return id;\n }\n\n private applyStyle(engine: Engine, id: number): void {\n const { maxScreenSpaceError, opacity, pointSize, color } = this.style;\n\n engine.setTiles3dStyle(id, maxScreenSpaceError, opacity, pointSize, new Float32Array(color ? rgb(color) : []));\n }\n}\n"]}
@@ -3,13 +3,14 @@
3
3
  * `natural=tree`), as the basemap's trees are drawn: a broadleaved model and a conifer, each on a layer in one instanced
4
4
  * draw, scaled to the tree's height when the data gives it.
5
5
  */
6
- import { type TreeColors } from '../basemap/trees.ts';
6
+ import { type TreeColors } from '../basemap/models/trees.ts';
7
+ import type { Placement } from '../types.ts';
7
8
  import { type FeatureData, type Properties } from './features.ts';
8
- import type { Layer, ModelLayer, ModelOptions } from './layers.ts';
9
+ import type { ModelLayer, ModelOptions } from './models.ts';
9
10
  /** The kind of a tree */
10
11
  export type TreeKind = 'broadleaved' | 'conifer';
11
12
  /** The options of `GeoMap.addTrees` */
12
- export interface TreeOptions<P = Properties> {
13
+ export interface TreeOptions<P = Properties> extends Placement {
13
14
  /** Points (and multipoints): a tree at each */
14
15
  data: FeatureData<P>;
15
16
  /** A tree's kind (default: its `leaf_type`, else a conifer if its genus is one: `genre`, `genus` or `species`
@@ -18,11 +19,8 @@ export interface TreeOptions<P = Properties> {
18
19
  /** A tree's height, metres (default: its `height`, `hauteur` or `hauteurenm`, else 10) */
19
20
  height?: (properties: P) => number;
20
21
  colors?: Partial<TreeColors>;
21
- before?: Layer;
22
22
  }
23
23
  /** A tree's kind from its data: OpenStreetMap's `leaf_type`, else its genus */
24
24
  export declare const treeKind: (properties: Properties) => TreeKind;
25
25
  /** The broadleaved trees' layer (`addModels`: the map's), the conifers' with it (`Layer.companions`) */
26
- export declare const addTrees: <P = Properties>(addModels: (options: ModelOptions & {
27
- before?: Layer;
28
- }) => ModelLayer, options: TreeOptions<P>) => ModelLayer;
26
+ export declare const addTrees: <P = Properties>(addModels: (options: ModelOptions) => ModelLayer, options: TreeOptions<P>) => ModelLayer;
@@ -3,8 +3,9 @@
3
3
  * `natural=tree`), as the basemap's trees are drawn: a broadleaved model and a conifer, each on a layer in one instanced
4
4
  * draw, scaled to the tree's height when the data gives it.
5
5
  */
6
+ import { coniferModel, treeModel } from "../basemap/models/trees.js";
6
7
  import { turned } from "../basemap/placed.js";
7
- import { coniferModel, TREE_METRES, treeModel } from "../basemap/trees.js";
8
+ import { TREE_METRES } from "../basemap/woods.js";
8
9
  import { isRecord } from "../util/guards.js";
9
10
  import { featuresOf } from "./features.js";
10
11
  /** The genera of conifers among street and park trees */
@@ -1 +1 @@
1
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'conifer' : 'broadleaved';\n};\n\n/** A tree's height from its data (metres), 10 without */\nconst treeHeight = (properties: Properties): number => {\n const height = Number(properties.height ?? properties.hauteur ?? properties.hauteurenm ?? Number.NaN);\n\n return height > 0 ? height : 10;\n};\n\n/** The points of a geometry: a point's, a multipoint's, none of another */\nconst pointsOf = (geometry: Geometry | null): Position[] => {\n if (geometry?.type === 'Point') return [geometry.coordinates];\n\n return geometry?.type === 'MultiPoint' ? geometry.coordinates : [];\n};\n\n/** The broadleaved trees' layer (`addModels`: the map's), the conifers' with it (`Layer.companions`) */\nexport const addTrees = <P = Properties>(\n addModels: (options: ModelOptions & { before?: Layer }) => ModelLayer,\n options: TreeOptions<P>,\n): ModelLayer => {\n const kindOf = options.kind ?? ((p: P) => treeKind(isRecord(p) ? p : {}));\n const heightOf = options.height ?? ((p: P) => treeHeight(isRecord(p) ? p : {}));\n const instances: Record<TreeKind, ModelInstance[]> = { broadleaved: [], conifer: [] };\n\n featuresOf(options.data).forEach((f, i) => {\n const points = pointsOf(f.geometry);\n const kind = kindOf(f.properties);\n const scale = heightOf(f.properties) / TREE_METRES[kind];\n\n points.forEach(([lon = 0, lat = 0]) => {\n // Each turned its own way, the same each time\n instances[kind].push({ lonLat: [lon, lat], heading: turned(i), scale });\n });\n });\n\n const before = options.before ? { before: options.before } : {};\n const layer = addModels({ data: treeModel(options.colors), instances: instances.broadleaved, ...before });\n\n layer.companions.push(addModels({ data: coniferModel(options.colors), instances: instances.conifer, ...before }));\n\n return layer;\n};\n"]}
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'conifer' : 'broadleaved';\n};\n\n/** A tree's height from its data (metres), 10 without */\nconst treeHeight = (properties: Properties): number => {\n const height = Number(properties.height ?? properties.hauteur ?? properties.hauteurenm ?? Number.NaN);\n\n return height > 0 ? height : 10;\n};\n\n/** The points of a geometry: a point's, a multipoint's, none of another */\nconst pointsOf = (geometry: Geometry | null): Position[] => {\n if (geometry?.type === 'Point') return [geometry.coordinates];\n\n return geometry?.type === 'MultiPoint' ? geometry.coordinates : [];\n};\n\n/** The broadleaved trees' layer (`addModels`: the map's), the conifers' with it (`Layer.companions`) */\nexport const addTrees = <P = Properties>(\n addModels: (options: ModelOptions) => ModelLayer,\n options: TreeOptions<P>,\n): ModelLayer => {\n const kindOf = options.kind ?? ((p: P) => treeKind(isRecord(p) ? p : {}));\n const heightOf = options.height ?? ((p: P) => treeHeight(isRecord(p) ? p : {}));\n const instances: Record<TreeKind, ModelInstance[]> = { broadleaved: [], conifer: [] };\n\n featuresOf(options.data).forEach((f, i) => {\n const points = pointsOf(f.geometry);\n const kind = kindOf(f.properties);\n const scale = heightOf(f.properties) / TREE_METRES[kind];\n\n points.forEach(([lon = 0, lat = 0]) => {\n // Each turned its own way, the same each time\n instances[kind].push({ lonLat: [lon, lat], heading: turned(i), scale });\n });\n });\n\n const before = options.before ? { before: options.before } : {};\n const layer = addModels({ data: treeModel(options.colors), instances: instances.broadleaved, ...before });\n\n layer.companions.push(addModels({ data: coniferModel(options.colors), instances: instances.conifer, ...before }));\n\n return layer;\n};\n"]}
@@ -1 +1 @@
1
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* The fills and lines of a MapLibre style drawn as geometry, tile by tile (`VectorTiles.vectors`), instead of into the\n * images of a raster layer: sharp at any zoom and pitch, on the relief, picked by feature, restyled without cutting the\n * tiles again. The workers cut each vector tile into polygons and lines and style its features; the engine draws the\n * style's layers in their order, each over its zoom range.\n */\n\nimport type { LayerHost } from '../types.ts';\nimport { FLOATS } from '../util/style-floats.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport type { TileVectors } from '../workers/basemap.worker.ts';\nimport { type Feature, type Size, stops } from './features.ts';\nimport { Layer } from './layers.ts';\n\n/** A style layer as the engine draws it: its kind, zoom range, visibility and dashes (dash, gap, dash, gap, in line\n * widths; zeros: solid) */\nexport interface VectorSublayer {\n /** The style layer's id */\n id: string;\n /** Its source layer, if any (not for a background) */\n sourceLayer: string | undefined;\n kind: 'fill' | 'line' | 'extrusion' | 'circle';\n minZoom: number;\n maxZoom: number;\n visible: boolean;\n /** Its opacity when it depends on the zoom only, evaluated at the camera's zoom (else 1: the features' colors hold\n * it) */\n opacity: Size;\n dash: [number, number, number, number];\n /** The caps of its lines' ends (`line-cap`) */\n cap: 'butt' | 'round' | 'square';\n /** The joins of its lines' pieces (`line-join`), a miter longer than `miterLimit` line widths bevelled\n * (`line-miter-limit`); round and 2 if left out */\n join?: 'miter' | 'bevel' | 'round';\n miterLimit?: number;\n /** How far its fills or lines move on screen (`fill-translate`, `line-translate`: CSS pixels, x right, y down),\n * turning with the map or staying on the screen (`*-translate-anchor`); none and `map` if left out */\n translate?: [number, number];\n translateAnchor?: 'map' | 'viewport';\n /** Its fills have patterns (`fill-pattern`, `background-pattern`): over the relief, the engine finds the ground under\n * them */\n patterned?: boolean;\n /** Its lines glow at night (the streets: its id names a road, not its casing; `setSun`) */\n lit: boolean;\n}\n\n/** The properties of a picked feature, with the style layer that drew it */\nexport type VectorFeature = Feature<Record<string, unknown>> & { layer: string; sourceLayer: string | undefined };\n\n/** The main thread's time a frame gives to uploading tiles (ms): tiles arriving together are uploaded over several\n * frames, not all in the one (copying a tile's buffers to the GPU takes milliseconds) */\nconst UPLOAD_MS = 4;\n\ninterface Tile {\n /** Its number in the engine: tiles are numbered for picking in this order */\n key: number;\n /** What picking needs (its geometry and styles are the engine's only: an engine made anew asks the tiles again) */\n vectors: Pick<TileVectors, 'properties' | 'sublayer'>;\n}\n\nexport class VectorLayer extends Layer {\n private readonly tiles = new Map<string, Tile>();\n /** The tiles waiting for their upload (`UPLOAD_MS` a frame), each with what resolves its `setTile`; `sent`: in the\n * engine already, its blocks still uploading */\n private readonly queue = new Map<string, { vectors: TileVectors; uploaded: () => void; sent?: number }>();\n private flushing = false;\n private sublayers: VectorSublayer[] = [];\n private nextKey = 0;\n /** The whole layer shown (`setVisible`), over each style layer's visibility */\n private shown = true;\n /** Its buildings' walls show their windows (`setFacades`) */\n private facades = false;\n /** @internal Resolved once the style is loaded and its layers drawn known (set by its `VectorTiles`) */\n styled: Promise<void> = Promise.resolve();\n /** @internal Changes a property of a style layer drawn (set by its `VectorTiles`) */\n restyle: ((layer: string, group: 'paint' | 'layout', name: string, value: unknown) => void) | undefined;\n /** @internal Asks the workers for the tiles in view again (set by its `VectorTiles`): an engine made anew has none */\n recut: (() => void) | undefined;\n\n /** @internal */\n constructor(map: LayerHost) {\n super(map);\n }\n\n /** Resolves once the style is loaded, its layers drawn known (`layers`), and the map has drawn the layer; rejected\n * if the style fails */\n override get ready(): Promise<void> {\n return this.styled.then(() => super.ready);\n }\n\n /** The style layers drawn, in order */\n get layers(): readonly VectorSublayer[] {\n return this.sublayers;\n }\n\n /** Keys of the tiles held (`z/x/y`) */\n get tileKeys(): string[] {\n return [...this.tiles.keys()];\n }\n\n /** @internal Sets the style layers drawn, in order (the tiles' sublayers) */\n setSublayers(sublayers: VectorSublayer[]): void {\n this.sublayers = sublayers;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal Adds or replaces a tile, cut by the workers (and made ready for the GPU there, with its mesh): uploaded\n * on a coming frame, within its share of the frame (`UPLOAD_MS`); resolves once it is (or once dropped meanwhile) */\n setTile(tile: string, vectors: TileVectors): Promise<void> {\n if (this.removed) return Promise.resolve();\n // The map not idle until it is uploaded\n return this.map.track(\n new Promise((uploaded) => {\n // A newer cut of a tile still waiting takes its place\n this.queue.get(tile)?.uploaded();\n this.queue.set(tile, { vectors, uploaded });\n this.flushSoon();\n }),\n );\n }\n\n /** Uploads the waiting tiles on the next frame */\n private flushSoon(): void {\n if (this.flushing) return;\n this.flushing = true;\n requestAnimationFrame(() => {\n this.flushing = false;\n this.flush();\n });\n }\n\n /** Uploads waiting tiles for `UPLOAD_MS` at most (one at least, or a part of its blocks), the rest on the next\n * frames; a tile's `setTile` resolves once its blocks are all there */\n private flush(): void {\n // Removed meanwhile, or between two engines (the new one asks for the tiles again)\n if (this.id < 0) return;\n\n const start = performance.now();\n const within = () => performance.now() - start <= UPLOAD_MS;\n\n for (const [tile, waiting] of this.queue) {\n waiting.sent ??= this.upload(tile, waiting.vectors);\n\n // A large tile's blocks (a pitched view's far tiles of a city: 10 MB and more), a part at a time\n let left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n\n while (left && within()) left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n if (left) break;\n this.queue.delete(tile);\n waiting.uploaded();\n if (!within()) break;\n }\n if (this.queue.size > 0) this.flushSoon();\n this.map.requestRender();\n }\n\n /** Sends a tile to the engine (its blocks' first part); its key */\n private upload(tile: string, vectors: TileVectors): number {\n const key = this.tiles.get(tile)?.key ?? this.nextKey++;\n const { properties, sublayer } = vectors;\n\n this.tiles.set(tile, { key, vectors: { properties, sublayer } });\n this.sendTile(this.map.engine, this.id, key, vectors);\n\n return key;\n }\n\n /** @internal New styles of a tile's features, as the workers evaluated them (the same features) */\n setTileStyles(tile: string, styles: Float32Array): void {\n const waiting = this.queue.get(tile);\n\n // Not uploaded yet: uploaded with them\n if (waiting && waiting.sent === undefined) {\n if (styles.length === waiting.vectors.properties.length * FLOATS) waiting.vectors.styles = styles;\n\n return;\n }\n\n const t = this.tiles.get(tile);\n\n if (!t || styles.length !== t.vectors.properties.length * FLOATS) return;\n this.map.engine.setFeatureStyle(this.id, styles, t.key);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal The tiles waiting resolved (dropped), none held */\n override dispose(): void {\n this.queue.forEach((waiting) => {\n waiting.uploaded();\n });\n this.queue.clear();\n this.tiles.clear();\n }\n\n /** @internal */\n removeTile(tile: string): void {\n this.queue.get(tile)?.uploaded();\n this.queue.delete(tile);\n\n const t = this.tiles.get(tile);\n\n if (!t) return;\n this.tiles.delete(tile);\n this.map.engine.removeVectorTile(this.id, t.key);\n this.map.requestRender();\n }\n\n /** The feature of a picked index (no geometry: the tiles hold it cut), its properties and style layer. Tiles are\n * numbered one after the other, in the order they were first added */\n featureAt(index: number): VectorFeature | undefined {\n const tiles = [...this.tiles.values()].sort((a, b) => a.key - b.key);\n // The tile holding the index, and the index among its features (one pass, the features of the tiles before\n // taken off)\n const { tile, rest } = tiles.reduce<{ tile?: Tile; rest: number }>(\n (found, t) => {\n if (found.tile) return found;\n\n const count = t.vectors.properties.length;\n\n return found.rest < count ? { tile: t, rest: found.rest } : { rest: found.rest - count };\n },\n { rest: index },\n );\n\n if (!tile) return undefined;\n\n const properties = tile.vectors.properties[rest];\n const sublayer = this.sublayers[tile.vectors.sublayer[rest] ?? -1];\n\n if (properties === undefined || !sublayer) return undefined;\n\n return { type: 'Feature', properties, geometry: null, layer: sublayer.id, sourceLayer: sublayer.sourceLayer };\n }\n\n /** Changes a paint property of a style layer drawn, as MapLibre's `setPaintProperty`: the tiles are restyled, not cut\n * again */\n setPaintProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'paint', name, value);\n }\n\n /** Changes a layout property of a style layer drawn (`visibility`: shown or hidden at once), as MapLibre's\n * `setLayoutProperty` */\n setLayoutProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'layout', name, value);\n }\n\n /** Whether its buildings' walls show their windows: glass by day, some lit at night (only the lit ones without) */\n setFacades(facades: boolean): void {\n this.facades = facades;\n this.map.engine.setFacades(this.id, facades);\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.shown = visible;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private sendSublayers(engine: Engine, id: number): void {\n const s = this.sublayers;\n\n engine.setVectorSublayers(\n id,\n Uint8Array.from(s, (l) => ({ fill: 0, line: 1, extrusion: 2, circle: 3 })[l.kind]),\n Float64Array.from(s.flatMap((l) => [l.minZoom, l.maxZoom])),\n Uint8Array.from(s, (l) => (l.visible && this.shown ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => l.dash)),\n Float32Array.from(s.flatMap((l) => stops(l.opacity))),\n Uint8Array.from(s, (l) => ({ butt: 0, round: 1, square: 2 })[l.cap]),\n Uint8Array.from(s, (l) => (l.lit ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => [{ round: 0, miter: 1, bevel: 2 }[l.join ?? 'round'], l.miterLimit ?? 2])),\n Float32Array.from(s.flatMap((l) => [...(l.translate ?? [0, 0]), l.translateAnchor === 'viewport' ? 1 : 0])),\n Uint8Array.from(s, (l) => (l.patterned ? 1 : 0)),\n );\n }\n\n /** A tile to the engine: its mesh uploaded as it is, or without one its geometry, which the engine makes ready */\n private sendTile(engine: Engine, id: number, key: number, vectors: TileVectors): void {\n const { fills, lines, circles, styles, properties, mesh } = vectors;\n\n if (mesh) {\n engine.setVectorTileMesh(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n mesh.vertices,\n mesh.indices,\n mesh.fillRanges,\n mesh.prism,\n mesh.pieces,\n mesh.lineTable,\n mesh.lineRanges,\n mesh.blocks,\n mesh.blockIndices,\n mesh.blockRanges,\n mesh.bounds,\n properties.length,\n );\n } else {\n engine.setVectorTile(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n lines.points,\n lines.start,\n lines.feature,\n lines.lineStart,\n properties.length,\n vectors.tile ?? new Float64Array(),\n fills.roofs ?? new Uint8Array(),\n fills.roofHeights ?? new Float32Array(),\n fills.roofOutlines ?? new Float64Array(),\n fills.roofOutlineStart ?? new Uint32Array(),\n fills.roofMetres ?? 0,\n );\n }\n // The circles' points, once the tile is there\n if (circles) engine.setVectorTilePoints(id, key, circles.points, circles.feature, circles.circleStart);\n engine.setFeatureStyle(id, styles, key);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addVectorTiles();\n\n this.sendSublayers(engine, id);\n engine.setFacades(id, this.facades);\n // An engine made anew (after a context loss, or the one with 3D Tiles): its tiles cut again by the workers, once\n // the layer has its id there. Keeping their geometry here would double the memory they take\n this.dispose();\n queueMicrotask(() => this.recut?.());\n\n return id;\n }\n}\n"]}
1
+ 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* The fills and lines of a MapLibre style drawn as geometry, tile by tile (`VectorTiles.vectors`), instead of into the\n * images of a raster layer: sharp at any zoom and pitch, on the relief, picked by feature, restyled without cutting the\n * tiles again. The workers cut each vector tile into polygons and lines and style its features; the engine draws the\n * style's layers in their order, each over its zoom range.\n */\n\nimport type { LayerHost } from '../types.ts';\nimport { FLOATS } from '../util/style-floats.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport type { TileVectors } from '../workers/basemap/protocol.ts';\nimport { type Feature, type Size, stops } from './features.ts';\nimport { Layer } from './layers.ts';\n\n/** A style layer as the engine draws it: its kind, zoom range, visibility and dashes (dash, gap, dash, gap, in line\n * widths; zeros: solid) */\nexport interface VectorSublayer {\n /** The style layer's id */\n id: string;\n /** Its source layer, if any (not for a background) */\n sourceLayer: string | undefined;\n kind: 'fill' | 'line' | 'extrusion' | 'circle';\n minZoom: number;\n maxZoom: number;\n visible: boolean;\n /** Its opacity when it depends on the zoom only, evaluated at the camera's zoom (else 1: the features' colors hold\n * it) */\n opacity: Size;\n dash: [number, number, number, number];\n /** The caps of its lines' ends (`line-cap`) */\n cap: 'butt' | 'round' | 'square';\n /** The joins of its lines' pieces (`line-join`), a miter longer than `miterLimit` line widths bevelled\n * (`line-miter-limit`); round and 2 if left out */\n join?: 'miter' | 'bevel' | 'round';\n miterLimit?: number;\n /** How far its fills or lines move on screen (`fill-translate`, `line-translate`: CSS pixels, x right, y down),\n * turning with the map or staying on the screen (`*-translate-anchor`); none and `map` if left out */\n translate?: [number, number];\n translateAnchor?: 'map' | 'viewport';\n /** Its fills have patterns (`fill-pattern`, `background-pattern`): over the relief, the engine finds the ground under\n * them */\n patterned?: boolean;\n /** Its lines glow at night (the streets: its id names a road, not its casing; `setSun`) */\n lit: boolean;\n}\n\n/** The properties of a picked feature, with the style layer that drew it */\nexport type VectorFeature = Feature<Record<string, unknown>> & { layer: string; sourceLayer: string | undefined };\n\n/** The main thread's time a frame gives to uploading tiles (ms): tiles arriving together are uploaded over several\n * frames, not all in the one (copying a tile's buffers to the GPU takes milliseconds) */\nconst UPLOAD_MS = 4;\n\ninterface Tile {\n /** Its number in the engine: tiles are numbered for picking in this order */\n key: number;\n /** What picking needs (its geometry and styles are the engine's only: an engine made anew asks the tiles again) */\n vectors: Pick<TileVectors, 'properties' | 'sublayer'>;\n}\n\nexport class VectorLayer extends Layer {\n private readonly tiles = new Map<string, Tile>();\n /** The tiles waiting for their upload (`UPLOAD_MS` a frame), each with what resolves its `setTile`; `sent`: in the\n * engine already, its blocks still uploading */\n private readonly queue = new Map<string, { vectors: TileVectors; uploaded: () => void; sent?: number }>();\n private flushing = false;\n private sublayers: VectorSublayer[] = [];\n private nextKey = 0;\n /** The whole layer shown (`setVisible`), over each style layer's visibility */\n private shown = true;\n /** Its buildings' walls show their windows (`setFacades`) */\n private facades = false;\n /** @internal Resolved once the style is loaded and its layers drawn known (set by its `VectorTiles`) */\n styled: Promise<void> = Promise.resolve();\n /** @internal Changes a property of a style layer drawn (set by its `VectorTiles`) */\n restyle: ((layer: string, group: 'paint' | 'layout', name: string, value: unknown) => void) | undefined;\n /** @internal Asks the workers for the tiles in view again (set by its `VectorTiles`): an engine made anew has none */\n recut: (() => void) | undefined;\n\n /** @internal */\n constructor(map: LayerHost) {\n super(map);\n }\n\n /** Resolves once the style is loaded, its layers drawn known (`layers`), and the map has drawn the layer; rejected\n * if the style fails */\n override get ready(): Promise<void> {\n return this.styled.then(() => super.ready);\n }\n\n /** The style layers drawn, in order */\n get layers(): readonly VectorSublayer[] {\n return this.sublayers;\n }\n\n /** Keys of the tiles held (`z/x/y`) */\n get tileKeys(): string[] {\n return [...this.tiles.keys()];\n }\n\n /** @internal Sets the style layers drawn, in order (the tiles' sublayers) */\n setSublayers(sublayers: VectorSublayer[]): void {\n this.sublayers = sublayers;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal Adds or replaces a tile, cut by the workers (and made ready for the GPU there, with its mesh): uploaded\n * on a coming frame, within its share of the frame (`UPLOAD_MS`); resolves once it is (or once dropped meanwhile) */\n setTile(tile: string, vectors: TileVectors): Promise<void> {\n if (this.removed) return Promise.resolve();\n // The map not idle until it is uploaded\n return this.map.track(\n new Promise((uploaded) => {\n // A newer cut of a tile still waiting takes its place\n this.queue.get(tile)?.uploaded();\n this.queue.set(tile, { vectors, uploaded });\n this.flushSoon();\n }),\n );\n }\n\n /** Uploads the waiting tiles on the next frame */\n private flushSoon(): void {\n if (this.flushing) return;\n this.flushing = true;\n requestAnimationFrame(() => {\n this.flushing = false;\n this.flush();\n });\n }\n\n /** Uploads waiting tiles for `UPLOAD_MS` at most (one at least, or a part of its blocks), the rest on the next\n * frames; a tile's `setTile` resolves once its blocks are all there */\n private flush(): void {\n // Removed meanwhile, or between two engines (the new one asks for the tiles again)\n if (this.id < 0) return;\n\n const start = performance.now();\n const within = () => performance.now() - start <= UPLOAD_MS;\n\n for (const [tile, waiting] of this.queue) {\n waiting.sent ??= this.upload(tile, waiting.vectors);\n\n // A large tile's blocks (a pitched view's far tiles of a city: 10 MB and more), a part at a time\n let left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n\n while (left && within()) left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n if (left) break;\n this.queue.delete(tile);\n waiting.uploaded();\n if (!within()) break;\n }\n if (this.queue.size > 0) this.flushSoon();\n this.map.requestRender();\n }\n\n /** Sends a tile to the engine (its blocks' first part); its key */\n private upload(tile: string, vectors: TileVectors): number {\n const key = this.tiles.get(tile)?.key ?? this.nextKey++;\n const { properties, sublayer } = vectors;\n\n this.tiles.set(tile, { key, vectors: { properties, sublayer } });\n this.sendTile(this.map.engine, this.id, key, vectors);\n\n return key;\n }\n\n /** @internal New styles of a tile's features, as the workers evaluated them (the same features) */\n setTileStyles(tile: string, styles: Float32Array): void {\n const waiting = this.queue.get(tile);\n\n // Not uploaded yet: uploaded with them\n if (waiting && waiting.sent === undefined) {\n if (styles.length === waiting.vectors.properties.length * FLOATS) waiting.vectors.styles = styles;\n\n return;\n }\n\n const t = this.tiles.get(tile);\n\n if (!t || styles.length !== t.vectors.properties.length * FLOATS) return;\n this.map.engine.setFeatureStyle(this.id, styles, t.key);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal The tiles waiting resolved (dropped), none held */\n override dispose(): void {\n this.queue.forEach((waiting) => {\n waiting.uploaded();\n });\n this.queue.clear();\n this.tiles.clear();\n }\n\n /** @internal */\n removeTile(tile: string): void {\n this.queue.get(tile)?.uploaded();\n this.queue.delete(tile);\n\n const t = this.tiles.get(tile);\n\n if (!t) return;\n this.tiles.delete(tile);\n this.map.engine.removeVectorTile(this.id, t.key);\n this.map.requestRender();\n }\n\n /** The feature of a picked index (no geometry: the tiles hold it cut), its properties and style layer. Tiles are\n * numbered one after the other, in the order they were first added */\n featureAt(index: number): VectorFeature | undefined {\n const tiles = [...this.tiles.values()].sort((a, b) => a.key - b.key);\n // The tile holding the index, and the index among its features (one pass, the features of the tiles before\n // taken off)\n const { tile, rest } = tiles.reduce<{ tile?: Tile; rest: number }>(\n (found, t) => {\n if (found.tile) return found;\n\n const count = t.vectors.properties.length;\n\n return found.rest < count ? { tile: t, rest: found.rest } : { rest: found.rest - count };\n },\n { rest: index },\n );\n\n if (!tile) return undefined;\n\n const properties = tile.vectors.properties[rest];\n const sublayer = this.sublayers[tile.vectors.sublayer[rest] ?? -1];\n\n if (properties === undefined || !sublayer) return undefined;\n\n return { type: 'Feature', properties, geometry: null, layer: sublayer.id, sourceLayer: sublayer.sourceLayer };\n }\n\n /** Changes a paint property of a style layer drawn, as MapLibre's `setPaintProperty`: the tiles are restyled, not cut\n * again */\n setPaintProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'paint', name, value);\n }\n\n /** Changes a layout property of a style layer drawn (`visibility`: shown or hidden at once), as MapLibre's\n * `setLayoutProperty` */\n setLayoutProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'layout', name, value);\n }\n\n /** Whether its buildings' walls show their windows: glass by day, some lit at night (only the lit ones without) */\n setFacades(facades: boolean): void {\n this.facades = facades;\n this.map.engine.setFacades(this.id, facades);\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.shown = visible;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private sendSublayers(engine: Engine, id: number): void {\n const s = this.sublayers;\n\n engine.setVectorSublayers(\n id,\n Uint8Array.from(s, (l) => ({ fill: 0, line: 1, extrusion: 2, circle: 3 })[l.kind]),\n Float64Array.from(s.flatMap((l) => [l.minZoom, l.maxZoom])),\n Uint8Array.from(s, (l) => (l.visible && this.shown ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => l.dash)),\n Float32Array.from(s.flatMap((l) => stops(l.opacity))),\n Uint8Array.from(s, (l) => ({ butt: 0, round: 1, square: 2 })[l.cap]),\n Uint8Array.from(s, (l) => (l.lit ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => [{ round: 0, miter: 1, bevel: 2 }[l.join ?? 'round'], l.miterLimit ?? 2])),\n Float32Array.from(s.flatMap((l) => [...(l.translate ?? [0, 0]), l.translateAnchor === 'viewport' ? 1 : 0])),\n Uint8Array.from(s, (l) => (l.patterned ? 1 : 0)),\n );\n }\n\n /** A tile to the engine: its mesh uploaded as it is, or without one its geometry, which the engine makes ready */\n private sendTile(engine: Engine, id: number, key: number, vectors: TileVectors): void {\n const { fills, lines, circles, styles, properties, mesh } = vectors;\n\n if (mesh) {\n engine.setVectorTileMesh(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n mesh.vertices,\n mesh.indices,\n mesh.fillRanges,\n mesh.prism,\n mesh.pieces,\n mesh.lineTable,\n mesh.lineRanges,\n mesh.blocks,\n mesh.blockIndices,\n mesh.blockRanges,\n mesh.bounds,\n properties.length,\n );\n } else {\n engine.setVectorTile(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n lines.points,\n lines.start,\n lines.feature,\n lines.lineStart,\n properties.length,\n vectors.tile ?? new Float64Array(),\n fills.roofs ?? new Uint8Array(),\n fills.roofHeights ?? new Float32Array(),\n fills.roofOutlines ?? new Float64Array(),\n fills.roofOutlineStart ?? new Uint32Array(),\n fills.roofMetres ?? 0,\n );\n }\n // The circles' points, once the tile is there\n if (circles) engine.setVectorTilePoints(id, key, circles.points, circles.feature, circles.circleStart);\n engine.setFeatureStyle(id, styles, key);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addVectorTiles();\n\n this.sendSublayers(engine, id);\n engine.setFacades(id, this.facades);\n // An engine made anew (after a context loss, or the one with 3D Tiles): its tiles cut again by the workers, once\n // the layer has its id there. Keeping their geometry here would double the memory they take\n this.dispose();\n queueMicrotask(() => this.recut?.());\n\n return id;\n }\n}\n"]}
@@ -55,7 +55,7 @@ export class BasemapLayers {
55
55
  }
56
56
  /** Stops the vector basemap's tiles (their layers removed) */
57
57
  destroy() {
58
- this.vector?.tiles.destroy();
58
+ this.vector?.tiles.remove();
59
59
  }
60
60
  }
61
61
  //# sourceMappingURL=basemap-layers.js.map
@@ -1 +1 @@
1
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{ workerUrl: this.workerUrl } : {}),\n });\n\n this.basemap = tiles.raster(this.tileSize ? { size: this.tileSize } : {});\n this.vector = { tiles, labels: tiles.labels() };\n } else {\n this.basemap = isRaster(name) ? map.addRaster(BASEMAPS[name]) : undefined;\n }\n }\n\n /** Adds the hillshade at `opacity` (0: none), then puts it and the basemap under all the other layers */\n addHillshade(opacity: number): void {\n this.hillshade = opacity > 0 ? this.map.addRaster({ ...HILLSHADE, opacity }) : undefined;\n if (this.hillshade) this.stack.toBottom(this.hillshade);\n if (this.basemap) this.stack.toBottom(this.basemap);\n }\n\n /** Stops the vector basemap's tiles (their layers removed) */\n destroy(): void {\n this.vector?.tiles.destroy();\n }\n}\n"]}
1
+ {"version":3,"file":"basemap-layers.js","sourceRoot":"","sources":["../../src/map/basemap-layers.ts"],"names":[],"mappings":"AAAA;mBACmB;AAEnB,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AAE7D,OAAO,EAAE,eAAe,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAOzE,MAAM,QAAQ,GAAG,CAAC,IAAiB,EAAwC,EAAE,CAAC,MAAM,CAAC,MAAM,CAAC,eAAe,EAAE,IAAI,CAAC,CAAC;AACnH,MAAM,QAAQ,GAAG,CAAC,IAAiB,EAAiC,EAAE,CAAC,MAAM,CAAC,MAAM,CAAC,QAAQ,EAAE,IAAI,CAAC,CAAC;AAErG,gEAAgE;AAChE,MAAM,OAAO,aAAa;IACP,GAAG,CAAS;IACZ,KAAK,CAAa;IACnC,0CAA0C;IACzB,SAAS,CAAe;IACzC,iDAAiD;IAChC,QAAQ,CAAqB;IACtC,OAAO,CAA0B;IACjC,SAAS,CAA0B;IAC3C,oEAAoE;IAC5D,MAAM,CAA0E;IAExF,uCAAuC;IACvC,YAAY,GAAW,EAAE,KAAiB,EAAE,SAAuB,EAAE,QAA4B;QAC/F,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;IAC3B,CAAC;IAED,4FAA4F;IAC5F,OAAO,CAAC,IAAiB;QACvB,MAAM,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC;QAErB,IAAI,IAAI,CAAC,OAAO,IAAI,GAAG,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC;YAAE,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC;QACtE,IAAI,IAAI,CAAC,SAAS,IAAI,GAAG,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC;YAAE,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC;QAC5E,mCAAmC;QACnC,IAAI,CAAC,OAAO,EAAE,CAAC;QACf,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC;QAExB,IAAI,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC;YACnB,MAAM,KAAK,GAAG,IAAI,WAAW,CAAC,GAAG,EAAE;gBACjC,KAAK,EAAE,eAAe,CAAC,IAAI,CAAC;gBAC5B,GAAG,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,SAAS,EAAE,IAAI,CAAC,SAAS,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC;aACzD,CAAC,CAAC;YAEH,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,MAAM,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,IAAI,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;YAC1E,IAAI,CAAC,MAAM,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,EAAE,CAAC;QAClD,CAAC;aAAM,CAAC;YACN,IAAI,CAAC,OAAO,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QAC5E,CAAC;IACH,CAAC;IAED,yGAAyG;IACzG,YAAY,CAAC,OAAe;QAC1B,IAAI,CAAC,SAAS,GAAG,OAAO,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,CAAC,EAAE,GAAG,SAAS,EAAE,OAAO,EAAE,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;QACzF,IAAI,IAAI,CAAC,SAAS;YAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QACxD,IAAI,IAAI,CAAC,OAAO;YAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;IACtD,CAAC;IAED,8DAA8D;IAC9D,OAAO;QACL,IAAI,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,CAAC;IAC9B,CAAC;CACF","sourcesContent":["/** The layers of a map's basemap: a raster or vector basemap (its labels kept on top) and the IGN hillshade, under the\n * other layers. */\n\nimport { BASEMAPS, HILLSHADE } from '../basemap/basemaps.ts';\nimport type { LabelCandidate } from '../basemap/vectorstyle.ts';\nimport { VECTOR_BASEMAPS, VectorTiles } from '../basemap/vectortiles.ts';\nimport type { RasterLayer } from '../layers/raster.ts';\nimport type { SymbolLayer } from '../layers/symbols.ts';\nimport type { GeoMap } from '../map.ts';\nimport type { BasemapName } from '../types.ts';\nimport type { LayerStack } from './layer-stack.ts';\n\nconst isVector = (name: BasemapName): name is keyof typeof VECTOR_BASEMAPS => Object.hasOwn(VECTOR_BASEMAPS, name);\nconst isRaster = (name: BasemapName): name is keyof typeof BASEMAPS => Object.hasOwn(BASEMAPS, name);\n\n/** The basemap and the hillshade of a map, replaced together */\nexport class BasemapLayers {\n private readonly map: GeoMap;\n private readonly stack: LayerStack;\n /** URL of the vector basemaps' workers */\n private readonly workerUrl: string | URL;\n /** Texture size of the vector basemap's tiles */\n private readonly tileSize: number | undefined;\n private basemap: RasterLayer | undefined;\n private hillshade: RasterLayer | undefined;\n /** The vector basemap, if any: its tiles' workers and its labels */\n private vector: { tiles: VectorTiles; labels: SymbolLayer<LabelCandidate> } | undefined;\n\n /** `stack`: the map's drawing order */\n constructor(map: GeoMap, stack: LayerStack, workerUrl: string | URL, tileSize: number | undefined) {\n this.map = map;\n this.stack = stack;\n this.workerUrl = workerUrl;\n this.tileSize = tileSize;\n }\n\n /** Removes the basemap and the hillshade, then adds the basemap `name` (none for 'none') */\n replace(name: BasemapName): void {\n const { map } = this;\n\n if (this.basemap && map.hasLayer(this.basemap)) this.basemap.remove();\n if (this.hillshade && map.hasLayer(this.hillshade)) this.hillshade.remove();\n // Its raster and labels go with it\n this.destroy();\n this.vector = undefined;\n\n if (isVector(name)) {\n const tiles = new VectorTiles(map, {\n style: VECTOR_BASEMAPS[name],\n ...(this.workerUrl ? { workerUrl: this.workerUrl } : {}),\n });\n\n this.basemap = tiles.raster(this.tileSize ? { size: this.tileSize } : {});\n this.vector = { tiles, labels: tiles.labels() };\n } else {\n this.basemap = isRaster(name) ? map.addRaster(BASEMAPS[name]) : undefined;\n }\n }\n\n /** Adds the hillshade at `opacity` (0: none), then puts it and the basemap under all the other layers */\n addHillshade(opacity: number): void {\n this.hillshade = opacity > 0 ? this.map.addRaster({ ...HILLSHADE, opacity }) : undefined;\n if (this.hillshade) this.stack.toBottom(this.hillshade);\n if (this.basemap) this.stack.toBottom(this.basemap);\n }\n\n /** Stops the vector basemap's tiles (their layers removed) */\n destroy(): void {\n this.vector?.tiles.remove();\n }\n}\n"]}
@@ -3,9 +3,9 @@
3
3
  * context loss or once the engine with 3D Tiles is loaded), with the page's request headers.
4
4
  */
5
5
  import type { PngEncoding } from '../basemap/terrain.ts';
6
- import { type HeaderRules } from '../engine/requests.ts';
7
6
  import { type Settings, type TerrainLoader } from '../settings.ts';
8
7
  import type { GeoMapOptions } from '../types.ts';
8
+ import { type HeaderRules } from '../util/requests.ts';
9
9
  import type { Engine } from '../wasm/isard.js';
10
10
  /** The settings of a map from its options; `earth`: the map is of the Earth */
11
11
  export declare const mapSettings: (options: GeoMapOptions, earth: boolean, terrainLoader: (url: string, encoding: PngEncoding, floor?: number) => TerrainLoader) => Settings;