isard 1.8.0 → 1.10.0
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.
- package/CHANGELOG.md +82 -1
- package/README.md +9 -4
- package/dist/basemap/grid.js +2 -5
- package/dist/basemap/grid.js.map +1 -1
- package/dist/basemap/models/furniture.d.ts +12 -0
- package/dist/basemap/{furniture.js → models/furniture.js} +6 -8
- package/dist/basemap/models/furniture.js.map +1 -0
- package/dist/basemap/{meshes.js → models/meshes.js} +1 -1
- package/dist/basemap/models/meshes.js.map +1 -0
- package/dist/basemap/models/trees.d.ts +21 -0
- package/dist/basemap/{trees.js → models/trees.js} +4 -36
- package/dist/basemap/models/trees.js.map +1 -0
- package/dist/basemap/placed.d.ts +2 -0
- package/dist/basemap/placed.js +2 -0
- package/dist/basemap/placed.js.map +1 -1
- package/dist/basemap/pmtiles.js +4 -3
- package/dist/basemap/pmtiles.js.map +1 -1
- package/dist/basemap/pmtileslayer.d.ts +4 -4
- package/dist/basemap/pmtileslayer.js +2 -1
- package/dist/basemap/pmtileslayer.js.map +1 -1
- package/dist/basemap/resample.js +3 -2
- package/dist/basemap/resample.js.map +1 -1
- package/dist/basemap/terrain.d.ts +5 -0
- package/dist/basemap/terrain.js +6 -4
- package/dist/basemap/terrain.js.map +1 -1
- package/dist/basemap/vectortiles/context.d.ts +3 -2
- package/dist/basemap/vectortiles/context.js.map +1 -1
- package/dist/basemap/vectortiles/extrusions.js.map +1 -1
- package/dist/basemap/vectortiles/furniture.d.ts +3 -3
- package/dist/basemap/vectortiles/furniture.js +2 -1
- package/dist/basemap/vectortiles/furniture.js.map +1 -1
- package/dist/basemap/vectortiles/labels.js +2 -1
- package/dist/basemap/vectortiles/labels.js.map +1 -1
- package/dist/basemap/vectortiles/lamps.d.ts +3 -3
- package/dist/basemap/vectortiles/lamps.js +1 -1
- package/dist/basemap/vectortiles/lamps.js.map +1 -1
- package/dist/basemap/vectortiles/placed.d.ts +3 -2
- package/dist/basemap/vectortiles/placed.js +5 -10
- package/dist/basemap/vectortiles/placed.js.map +1 -1
- package/dist/basemap/vectortiles/requests.d.ts +8 -1
- package/dist/basemap/vectortiles/requests.js +32 -4
- package/dist/basemap/vectortiles/requests.js.map +1 -1
- package/dist/basemap/vectortiles/street-wind.js +2 -2
- package/dist/basemap/vectortiles/street-wind.js.map +1 -1
- package/dist/basemap/vectortiles/style.js +7 -8
- package/dist/basemap/vectortiles/style.js.map +1 -1
- package/dist/basemap/vectortiles/tiles.d.ts +1 -3
- package/dist/basemap/vectortiles/tiles.js +1 -1
- package/dist/basemap/vectortiles/tiles.js.map +1 -1
- package/dist/basemap/vectortiles/trees.d.ts +4 -4
- package/dist/basemap/vectortiles/trees.js +2 -1
- package/dist/basemap/vectortiles/trees.js.map +1 -1
- package/dist/basemap/vectortiles/vectors.d.ts +9 -3
- package/dist/basemap/vectortiles/vectors.js +26 -2
- package/dist/basemap/vectortiles/vectors.js.map +1 -1
- package/dist/basemap/vectortiles.d.ts +8 -6
- package/dist/basemap/vectortiles.js +7 -4
- package/dist/basemap/vectortiles.js.map +1 -1
- package/dist/basemap/wmts.js +3 -4
- package/dist/basemap/wmts.js.map +1 -1
- package/dist/basemap/{trees.d.ts → woods.d.ts} +2 -19
- package/dist/basemap/woods.js +38 -0
- package/dist/basemap/woods.js.map +1 -0
- package/dist/basemap/workerpool.d.ts +1 -1
- package/dist/basemap/workerpool.js +3 -3
- package/dist/basemap/workerpool.js.map +1 -1
- package/dist/basemap.worker.js +2 -2
- package/dist/basemap.worker.js.map +23 -22
- package/dist/bind/layers.js +3 -0
- package/dist/bind/layers.js.map +1 -1
- package/dist/data/collada.js +4 -4
- package/dist/data/collada.js.map +1 -1
- package/dist/data/ifc.js +6 -11
- package/dist/data/ifc.js.map +1 -1
- package/dist/data/tileset.d.ts +21 -0
- package/dist/data/tileset.js +101 -0
- package/dist/data/tileset.js.map +1 -0
- package/dist/decoder.worker.js +5 -5
- package/dist/decoder.worker.js.map +7 -6
- package/dist/decoding/decoders.js.map +1 -0
- package/dist/{engine → decoding}/loader.js +2 -2
- package/dist/decoding/loader.js.map +1 -0
- package/dist/{engine → decoding}/protocol.d.ts +1 -1
- package/dist/decoding/protocol.js.map +1 -0
- package/dist/engine-loader.d.ts +3 -3
- package/dist/engine-loader.js +12 -5
- package/dist/engine-loader.js.map +1 -1
- package/dist/geoplateforme.d.ts +2 -1
- package/dist/geoplateforme.js +6 -8
- package/dist/geoplateforme.js.map +1 -1
- package/dist/index.d.ts +15 -7
- package/dist/index.js +9 -3
- package/dist/index.js.map +1 -1
- package/dist/isard_bg.wasm +0 -0
- package/dist/isard_core_bg.wasm +0 -0
- package/dist/isard_tess_bg.wasm +0 -0
- package/dist/layers/custom.d.ts +56 -0
- package/dist/layers/custom.js +93 -0
- package/dist/layers/custom.js.map +1 -0
- package/dist/layers/extrusions.d.ts +4 -2
- package/dist/layers/extrusions.js +2 -1
- package/dist/layers/extrusions.js.map +1 -1
- package/dist/layers/features.d.ts +3 -14
- package/dist/layers/features.js +4 -25
- package/dist/layers/features.js.map +1 -1
- package/dist/layers/flow.d.ts +3 -3
- package/dist/layers/flow.js +3 -4
- package/dist/layers/flow.js.map +1 -1
- package/dist/layers/glyphs.js +5 -3
- package/dist/layers/glyphs.js.map +1 -1
- package/dist/layers/ground.d.ts +57 -0
- package/dist/layers/ground.js +78 -0
- package/dist/layers/ground.js.map +1 -0
- package/dist/layers/icons.js +8 -6
- package/dist/layers/icons.js.map +1 -1
- package/dist/layers/layers.d.ts +2 -199
- package/dist/layers/layers.js +2 -469
- package/dist/layers/layers.js.map +1 -1
- package/dist/layers/models.d.ts +48 -0
- package/dist/layers/models.js +111 -0
- package/dist/layers/models.js.map +1 -0
- package/dist/layers/network.d.ts +26 -0
- package/dist/layers/network.js +127 -0
- package/dist/layers/network.js.map +1 -0
- package/dist/layers/panoramas.d.ts +2 -11
- package/dist/layers/panoramas.js +19 -9
- package/dist/layers/panoramas.js.map +1 -1
- package/dist/layers/photos.d.ts +4 -7
- package/dist/layers/photos.js +3 -4
- package/dist/layers/photos.js.map +1 -1
- package/dist/layers/pointclouds.d.ts +3 -2
- package/dist/layers/pointclouds.js +3 -3
- package/dist/layers/pointclouds.js.map +1 -1
- package/dist/layers/raster.d.ts +9 -0
- package/dist/layers/raster.js +24 -0
- package/dist/layers/raster.js.map +1 -0
- package/dist/layers/symbols.d.ts +2 -2
- package/dist/layers/symbols.js +2 -1
- package/dist/layers/symbols.js.map +1 -1
- package/dist/layers/tiles3d.d.ts +20 -0
- package/dist/layers/tiles3d.js +69 -0
- package/dist/layers/tiles3d.js.map +1 -0
- package/dist/layers/trees.d.ts +5 -7
- package/dist/layers/trees.js +2 -1
- package/dist/layers/trees.js.map +1 -1
- package/dist/layers/vectors.d.ts +3 -0
- package/dist/layers/vectors.js +4 -0
- package/dist/layers/vectors.js.map +1 -1
- package/dist/map/basemap-layers.js +1 -1
- package/dist/map/basemap-layers.js.map +1 -1
- package/dist/map/engine-settings.d.ts +1 -1
- package/dist/map/engine-settings.js +1 -1
- package/dist/map/engine-settings.js.map +1 -1
- package/dist/map/engines.js.map +1 -1
- package/dist/map/layer-spec.d.ts +7 -13
- package/dist/map/layer-spec.js.map +1 -1
- package/dist/map/workers.js +3 -4
- package/dist/map/workers.js.map +1 -1
- package/dist/map.d.ts +25 -58
- package/dist/map.js +61 -53
- package/dist/map.js.map +1 -1
- package/dist/panoramax.js +6 -8
- package/dist/panoramax.js.map +1 -1
- package/dist/react/CustomLayer.d.ts +1 -1
- package/dist/react/CustomLayer.js.map +1 -1
- package/dist/react/Layer.d.ts +5 -1
- package/dist/react/Layer.js.map +1 -1
- package/dist/react/VectorGeometry.d.ts +4 -0
- package/dist/react/VectorGeometry.js +6 -3
- package/dist/react/VectorGeometry.js.map +1 -1
- package/dist/react/VectorTiles.d.ts +2 -2
- package/dist/react/VectorTiles.js +1 -1
- package/dist/react/VectorTiles.js.map +1 -1
- package/dist/types.d.ts +16 -4
- package/dist/types.js.map +1 -1
- package/dist/ui/controls.js +2 -1
- package/dist/ui/controls.js.map +1 -1
- package/dist/ui/interaction.d.ts +4 -0
- package/dist/ui/interaction.js +59 -7
- package/dist/ui/interaction.js.map +1 -1
- package/dist/ui/minimap.js +1 -1
- package/dist/ui/minimap.js.map +1 -1
- package/dist/ui/overlay.js +3 -3
- package/dist/ui/overlay.js.map +1 -1
- package/dist/ui/search.js +1 -1
- package/dist/ui/search.js.map +1 -1
- package/dist/util/animation.js +3 -2
- package/dist/util/animation.js.map +1 -1
- package/dist/util/color.d.ts +10 -0
- package/dist/util/color.js +29 -9
- package/dist/util/color.js.map +1 -1
- package/dist/util/fetch.d.ts +5 -0
- package/dist/util/fetch.js +11 -0
- package/dist/util/fetch.js.map +1 -0
- package/dist/util/geo.d.ts +5 -0
- package/dist/util/geo.js +8 -2
- package/dist/util/geo.js.map +1 -1
- package/dist/util/math.d.ts +3 -0
- package/dist/util/math.js +4 -0
- package/dist/util/math.js.map +1 -0
- package/dist/util/requests.js.map +1 -0
- package/dist/util/roofs.d.ts +0 -2
- package/dist/util/roofs.js +0 -3
- package/dist/util/roofs.js.map +1 -1
- package/dist/wasm/isard.d.ts +18 -1
- package/dist/wasm/isard.js +28 -2
- package/dist/wasm/isard_core.d.ts +13 -1
- package/dist/wasm/isard_core.js +20 -2
- package/dist/workers/basemap/geometry.d.ts +9 -19
- package/dist/workers/{basemap.worker.d.ts → basemap/protocol.d.ts} +32 -23
- package/dist/workers/basemap/street.d.ts +4 -2
- package/dist/workers/basemap/tiles.d.ts +1 -3
- package/dist/workers/basemap/trees.d.ts +2 -2
- package/package.json +1 -1
- package/dist/basemap/furniture.d.ts +0 -26
- package/dist/basemap/furniture.js.map +0 -1
- package/dist/basemap/meshes.js.map +0 -1
- package/dist/basemap/trees.js.map +0 -1
- package/dist/engine/decoders.js.map +0 -1
- package/dist/engine/loader.js.map +0 -1
- package/dist/engine/protocol.js.map +0 -1
- package/dist/engine/requests.js.map +0 -1
- package/dist/workers/basemap/furniture.d.ts +0 -13
- package/dist/workers/basemap/labels.d.ts +0 -24
- package/dist/workers/basemap/lamps.d.ts +0 -10
- package/dist/workers/basemap/raster.d.ts +0 -10
- package/dist/workers/basemap.worker.js +0 -221
- package/dist/workers/basemap.worker.js.map +0 -1
- /package/dist/basemap/{meshes.d.ts → models/meshes.d.ts} +0 -0
- /package/dist/{engine → decoding}/decoders.d.ts +0 -0
- /package/dist/{engine → decoding}/decoders.js +0 -0
- /package/dist/{engine → decoding}/loader.d.ts +0 -0
- /package/dist/{engine → decoding}/protocol.js +0 -0
- /package/dist/{engine → util}/requests.d.ts +0 -0
- /package/dist/{engine → util}/requests.js +0 -0
package/dist/ui/interaction.js
CHANGED
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@@ -2,13 +2,18 @@
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* Mouse, touch and keyboard controls. Every gesture only updates the camera and asks for a frame: the engine draws at most
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* once per display refresh, whatever the event rate of the device.
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*/
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import { latitude, mercatorX, mercatorY } from "../util/geo.js";
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import { latitude, mercatorX, mercatorY, RAD } from "../util/geo.js";
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import { clamp } from "../util/math.js";
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/** Zoom levels per wheel pixel (a mouse notch is about 100 px: 1/3 of a level) */
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const WHEEL_RATE = 1 / 300;
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/** Share of the remaining wheel zoom applied per frame (smooth, about 150 ms to settle) */
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const WHEEL_EASE = 0.3;
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/** Degrees per pixel when rotating or tilting with the mouse */
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const ROTATE_RATE = 0.4;
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/** Degrees of tilt per CSS pixel two fingers move up or down together (MapLibre's rate) */
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const TOUCH_PITCH_RATE = 0.5;
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/** CSS pixels a finger moves before a two-finger gesture is told: a tilt or a pinch */
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const GESTURE_THRESHOLD = 6;
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/** A press that moves less than this (CSS pixels) is a click */
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const CLICK_TOLERANCE = 4;
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/** Pan speed kept on release, decaying with this time constant (ms) */
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@@ -56,15 +61,15 @@ export const keyCamera = (action, camera) => {
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return { pitch: Math.max(0, camera.pitch + action.pitch) };
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if ('reset' in action)
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return { bearing: 0, pitch: 0 };
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const b =
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const [sx, sy] = [action.pan[0], action.pan[1] / Math.max(0.25, Math.cos(
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const b = camera.bearing * RAD;
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const [sx, sy] = [action.pan[0], action.pan[1] / Math.max(0.25, Math.cos(camera.pitch * RAD))];
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// Web Mercator units (0 to 1 across the world, y down); the world is 512 CSS pixels at zoom 0
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const world = 512 * 2 ** camera.zoom;
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const dx = (sx * Math.cos(b) - sy * Math.sin(b)) / world;
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const dy = (sx * Math.sin(b) + sy * Math.cos(b)) / world;
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const [lon, lat] = camera.center;
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const x = mercatorX(lon) + dx;
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const y =
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const y = clamp(mercatorY(lat) + dy, 0, 1);
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const wrapped = ((((x * 360) % 360) + 360) % 360) - 180;
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return { center: [wrapped, latitude(y)] };
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};
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@@ -74,11 +79,31 @@ const editable = (target) => {
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return false;
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return target.isContentEditable || ['INPUT', 'TEXTAREA', 'SELECT'].includes(target.tagName);
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};
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/**
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* What two fingers do, once both moved (or one far, alone): a tilt if they lie side by side and both move up or down
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* together (as MapLibre and Google Earth take it), else a pinch (zoom, turn, pan); undefined before. A touch screen
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* sends the fingers' moves one after the other: the first one alone tells nothing yet
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*/
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const twoFingerGesture = (a, b) => {
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const [ma, mb] = [Math.hypot(...a.moved), Math.hypot(...b.moved)];
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const [most, least] = [Math.max(ma, mb), Math.min(ma, mb)];
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if (most < GESTURE_THRESHOLD)
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return undefined;
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if (least < GESTURE_THRESHOLD / 2 && most < 2 * GESTURE_THRESHOLD)
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return undefined;
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const sideBySide = Math.abs(a.point[1] - b.point[1]) < Math.abs(a.point[0] - b.point[0]);
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const vertical = (q) => Math.abs(q.moved[1]) > 2 * Math.abs(q.moved[0]);
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const together = Math.sign(a.moved[1]) === Math.sign(b.moved[1]);
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const both = Math.min(Math.abs(a.moved[1]), Math.abs(b.moved[1])) >= GESTURE_THRESHOLD / 2;
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return sideBySide && vertical(a) && vertical(b) && together && both ? 'tilt' : 'pinch';
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};
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export class Interaction {
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map;
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pointers = new Map();
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cleanup = [];
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wheel = { pending: 0, at: [0, 0] };
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/** What the two fingers on the map do, once told (`twoFingerGesture`) */
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gesture;
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/** Recent pan moves, for the release speed: [time, dx, dy] */
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trail = [];
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moved = false;
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@@ -87,6 +112,8 @@ export class Interaction {
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rect;
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/** A double click zooms in (Shift: out); off while the page takes double clicks (ending a drawing) */
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doubleClickZoom = true;
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/** A drag that turns and tilts goes around what is under the pointer where it starts (else around the center) */
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rotateAroundPointer = true;
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constructor(map, options = {}) {
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this.map = map;
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const canvas = map.canvas;
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@@ -151,7 +178,19 @@ export class Interaction {
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this.map.canvas.setPointerCapture(e.pointerId);
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const point = this.local(e);
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const rotate = e.button === 2 || e.ctrlKey || e.shiftKey;
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this.pointers.set(e.pointerId, { point, start: point, button: e.button, rotate });
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this.pointers.set(e.pointerId, { point, start: point, button: e.button, rotate, moved: [0, 0] });
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// A new gesture: told again from here
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this.gesture = undefined;
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this.pointers.forEach((q) => {
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q.moved = [0, 0];
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});
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// A turn goes around what the pointer grabbed (a roof, a mesh, the relief); a pinch around the center
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if (rotate && this.rotateAroundPointer && this.pointers.size === 1 && !this.map.firstPerson) {
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this.map.engine.setPivot(...point);
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}
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else {
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this.map.engine.clearPivot();
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}
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this.trail = [];
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this.moved = false;
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// Grabbing the map stops any running animation (inertia, wheel zoom, easeTo)
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@@ -179,7 +218,14 @@ export class Interaction {
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}
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const engine = this.map.engine;
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const other = [...this.pointers.values()].find((q) => q !== p);
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p.moved = [p.moved[0] + dx, p.moved[1] + dy];
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if (this.pointers.size === 2 && other)
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this.gesture ??= twoFingerGesture(p, other);
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if (this.pointers.size === 2 && this.gesture === 'tilt') {
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|
+
// Both fingers up or down: the midpoint moves by half of this one's move
|
|
226
|
+
engine.rotate(0, (-dy / 2) * TOUCH_PITCH_RATE);
|
|
227
|
+
}
|
|
228
|
+
else if (this.pointers.size === 2 && other && this.gesture === 'pinch') {
|
|
183
229
|
// Pinch: zoom by the change of spread, turn by the change of angle, pan by the midpoint
|
|
184
230
|
const before = Math.hypot(p.point[0] - other.point[0], p.point[1] - other.point[1]);
|
|
185
231
|
const after = Math.hypot(point[0] - other.point[0], point[1] - other.point[1]);
|
|
@@ -190,6 +236,9 @@ export class Interaction {
|
|
|
190
236
|
engine.zoomAt(Math.log2(after / before), ...mid(point));
|
|
191
237
|
engine.rotate((-(angle(point) - angle(p.point)) * 180) / Math.PI, 0);
|
|
192
238
|
}
|
|
239
|
+
else if (this.pointers.size === 2) {
|
|
240
|
+
// Two fingers whose gesture is not told yet: a few pixels left out
|
|
241
|
+
}
|
|
193
242
|
else if (p.rotate) {
|
|
194
243
|
engine.rotate(-dx * ROTATE_RATE, -dy * ROTATE_RATE);
|
|
195
244
|
}
|
|
@@ -205,6 +254,9 @@ export class Interaction {
|
|
|
205
254
|
if (!p)
|
|
206
255
|
return;
|
|
207
256
|
this.pointers.delete(e.pointerId);
|
|
257
|
+
this.gesture = undefined;
|
|
258
|
+
if (p.rotate)
|
|
259
|
+
this.map.engine.clearPivot();
|
|
208
260
|
// The next frame sends 'moveend' if the camera stays
|
|
209
261
|
this.map.requestRender();
|
|
210
262
|
if (!this.moved && e.type === 'pointerup' && p.button === 0 && this.pointers.size === 0) {
|
|
@@ -249,7 +301,7 @@ export class Interaction {
|
|
|
249
301
|
this.map.setFirstPerson({ ...eye, fov: eye.fov * Math.exp(pixels * 0.001) });
|
|
250
302
|
return;
|
|
251
303
|
}
|
|
252
|
-
this.zoomBy(
|
|
304
|
+
this.zoomBy(clamp(-pixels * WHEEL_RATE, -1, 1), this.local(e), e.deltaMode === 0 && Math.abs(pixels) < 40);
|
|
253
305
|
}
|
|
254
306
|
onKey(e) {
|
|
255
307
|
if (e.defaultPrevented || e.ctrlKey || e.metaKey || e.altKey || editable(e.target))
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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* Mouse, touch and keyboard controls. Every gesture only updates the camera and asks for a frame: the engine draws at most\n * once per display refresh, whatever the event rate of the device.\n */\n\nimport type { GeoMap } from '../map.ts';\nimport type { Point } from '../types.ts';\nimport { latitude, mercatorX, mercatorY } from '../util/geo.ts';\nimport type { Camera } from '../wasm/isard.js';\n\n/** Zoom levels per wheel pixel (a mouse notch is about 100 px: 1/3 of a level) */\nconst WHEEL_RATE = 1 / 300;\n/** Share of the remaining wheel zoom applied per frame (smooth, about 150 ms to settle) */\nconst WHEEL_EASE = 0.3;\n/** Degrees per pixel when rotating or tilting with the mouse */\nconst ROTATE_RATE = 0.4;\n/** A press that moves less than this (CSS pixels) is a click */\nconst CLICK_TOLERANCE = 4;\n/** Pan speed kept on release, decaying with this time constant (ms) */\nconst INERTIA_DECAY = 280;\n\n/** CSS pixels per arrow key press */\nconst KEY_PAN = 100;\n/** Degrees per Shift + left or right arrow */\nconst KEY_BEARING = 15;\n/** Degrees per Shift + up or down arrow */\nconst KEY_PITCH = 10;\n/** Duration of the moves made by keys, milliseconds */\nconst KEY_DURATION = 300;\n\n/** What a key does to the camera: a pan in CSS pixels, a zoom, rotation or tilt step, or facing north */\nexport type KeyAction = { pan: Point } | { zoom: number } | { bearing: number } | { pitch: number } | { reset: true };\n\n/** The action of a key (`KeyboardEvent.key`), as MapLibre's: arrows pan (with Shift: rotate and tilt), + and - zoom\n * (with Shift: two levels), 0 faces north and levels the view */\nexport const keyAction = (key: string, shift: boolean): KeyAction | undefined => {\n switch (key) {\n case 'ArrowLeft':\n return shift ? { bearing: -KEY_BEARING } : { pan: [-KEY_PAN, 0] };\n case 'ArrowRight':\n return shift ? { bearing: KEY_BEARING } : { pan: [KEY_PAN, 0] };\n case 'ArrowUp':\n return shift ? { pitch: KEY_PITCH } : { pan: [0, -KEY_PAN] };\n case 'ArrowDown':\n return shift ? { pitch: -KEY_PITCH } : { pan: [0, KEY_PAN] };\n case '+':\n case '=':\n return { zoom: shift ? 2 : 1 };\n case '-':\n case '_':\n return { zoom: shift ? -2 : -1 };\n case '0':\n return { reset: true };\n default:\n return undefined;\n }\n};\n\n/** The camera after a key's action: a pan moves the center by that many CSS pixels on screen (the ground in view,\n * turned with the bearing, stretched by the tilt) */\nexport const keyCamera = (action: KeyAction, camera: Camera): Partial<Camera> => {\n if ('zoom' in action) return { zoom: camera.zoom + action.zoom };\n if ('bearing' in action) return { bearing: camera.bearing + action.bearing };\n if ('pitch' in action) return { pitch: Math.max(0, camera.pitch + action.pitch) };\n if ('reset' in action) return { bearing: 0, pitch: 0 };\n\n const b = (camera.bearing * Math.PI) / 180;\n const [sx, sy] = [action.pan[0], action.pan[1] / Math.max(0.25, Math.cos((camera.pitch * Math.PI) / 180))];\n // Web Mercator units (0 to 1 across the world, y down); the world is 512 CSS pixels at zoom 0\n const world = 512 * 2 ** camera.zoom;\n const dx = (sx * Math.cos(b) - sy * Math.sin(b)) / world;\n const dy = (sx * Math.sin(b) + sy * Math.cos(b)) / world;\n const [lon, lat] = camera.center;\n const x = mercatorX(lon) + dx;\n const y = Math.max(0, Math.min(1, mercatorY(lat) + dy));\n const wrapped = ((((x * 360) % 360) + 360) % 360) - 180;\n\n return { center: [wrapped, latitude(y)] };\n};\n\n/** An element that takes the keys typed in it */\nconst editable = (target: EventTarget | null): boolean => {\n if (!(target instanceof HTMLElement)) return false;\n\n return target.isContentEditable || ['INPUT', 'TEXTAREA', 'SELECT'].includes(target.tagName);\n};\n\ninterface Pointer {\n point: Point;\n start: Point;\n button: number;\n rotate: boolean;\n}\n\nexport class Interaction {\n private readonly pointers = new Map<number, Pointer>();\n private readonly cleanup: (() => void)[] = [];\n private wheel: { pending: number; at: Point } = { pending: 0, at: [0, 0] };\n /** Recent pan moves, for the release speed: [time, dx, dy] */\n private trail: [number, number, number][] = [];\n private moved = false;\n /** The canvas's place on the page, read once: reading it on every pointer move would force a layout each time.\n * Read again after a resize, a scroll, and when a pointer comes in or goes down */\n private rect: DOMRect | undefined;\n /** A double click zooms in (Shift: out); off while the page takes double clicks (ending a drawing) */\n doubleClickZoom = true;\n\n constructor(\n private readonly map: GeoMap,\n options: { keyboard?: boolean } = {},\n ) {\n const canvas = map.canvas;\n const listen = <K extends keyof HTMLElementEventMap>(\n type: K,\n handler: (e: HTMLElementEventMap[K]) => void,\n options?: AddEventListenerOptions,\n ) => {\n canvas.addEventListener(type, handler, options);\n this.cleanup.push(() => canvas.removeEventListener(type, handler));\n };\n const moved = () => {\n this.rect = undefined;\n };\n\n listen('pointerenter', moved);\n // Scrolls of the page or of any element holding the map\n if (typeof addEventListener === 'function') {\n addEventListener('scroll', moved, { capture: true, passive: true });\n this.cleanup.push(() => removeEventListener('scroll', moved, { capture: true }));\n }\n this.cleanup.push(map.on('resize', moved));\n listen('pointerdown', (e) => {\n this.rect = undefined;\n this.down(e);\n });\n listen('pointermove', (e) => this.move(e));\n listen('pointerup', (e) => this.up(e));\n listen('pointercancel', (e) => this.up(e));\n listen('pointerleave', (e) => {\n if (e.pointerType !== 'mouse') return;\n map.hover(undefined);\n map.emit('leave', {});\n });\n\n // On the container, the wheel zooms over markers and popups too\n const container = map.getContainer();\n const wheel = (e: WheelEvent) => this.onWheel(e);\n\n container.addEventListener('wheel', wheel, { passive: false });\n this.cleanup.push(() => container.removeEventListener('wheel', wheel));\n listen('dblclick', (e) => {\n if (this.doubleClickZoom && !this.map.firstPerson) this.zoomBy(e.shiftKey ? -1 : 1, this.local(e));\n });\n listen('contextmenu', (e) => e.preventDefault());\n if (options.keyboard ?? true) {\n // On the container: the keys work with the focus on a marker or a control too\n const key = (e: KeyboardEvent) => this.onKey(e);\n\n container.addEventListener('keydown', key);\n this.cleanup.push(() => container.removeEventListener('keydown', key));\n }\n }\n\n destroy(): void {\n this.cleanup.forEach((off) => {\n off();\n });\n }\n\n /** A gesture holds the map (pointers down): the camera has not stopped moving */\n get active(): boolean {\n return this.pointers.size > 0;\n }\n\n private local(e: MouseEvent): Point {\n this.rect ??= this.map.canvas.getBoundingClientRect();\n\n return [e.clientX - this.rect.left, e.clientY - this.rect.top];\n }\n\n private down(e: PointerEvent): void {\n this.map.canvas.setPointerCapture(e.pointerId);\n\n const point = this.local(e);\n const rotate = e.button === 2 || e.ctrlKey || e.shiftKey;\n\n this.pointers.set(e.pointerId, { point, start: point, button: e.button, rotate });\n this.trail = [];\n this.moved = false;\n // Grabbing the map stops any running animation (inertia, wheel zoom, easeTo)\n this.wheel.pending = 0;\n this.map.animate(undefined);\n }\n\n private move(e: PointerEvent): void {\n const point = this.local(e);\n const p = this.pointers.get(e.pointerId);\n\n if (!p) {\n if (e.pointerType === 'mouse') this.map.hover(point);\n\n return;\n }\n\n const [dx, dy] = [point[0] - p.point[0], point[1] - p.point[1]];\n\n if (Math.hypot(point[0] - p.start[0], point[1] - p.start[1]) > CLICK_TOLERANCE) this.moved = true;\n\n const eye = this.map.firstPerson;\n\n if (eye) {\n // At street level the drag turns the eye, the scene following the pointer as if grabbed\n const degrees = eye.fov / Math.max(1, this.map.canvas.clientHeight);\n\n this.map.setFirstPerson({ ...eye, bearing: eye.bearing - dx * degrees, pitch: eye.pitch + dy * degrees });\n p.point = point;\n\n return;\n }\n\n const engine = this.map.engine;\n const other = [...this.pointers.values()].find((q) => q !== p);\n\n if (this.pointers.size === 2 && other) {\n // Pinch: zoom by the change of spread, turn by the change of angle, pan by the midpoint\n const before = Math.hypot(p.point[0] - other.point[0], p.point[1] - other.point[1]);\n const after = Math.hypot(point[0] - other.point[0], point[1] - other.point[1]);\n const angle = (q: Point) => Math.atan2(q[1] - other.point[1], q[0] - other.point[0]);\n const mid = (q: Point): Point => [(q[0] + other.point[0]) / 2, (q[1] + other.point[1]) / 2];\n\n engine.pan(...mid(p.point), ...mid(point));\n if (before > 0 && after > 0) engine.zoomAt(Math.log2(after / before), ...mid(point));\n engine.rotate((-(angle(point) - angle(p.point)) * 180) / Math.PI, 0);\n } else if (p.rotate) {\n engine.rotate(-dx * ROTATE_RATE, -dy * ROTATE_RATE);\n } else {\n engine.pan(p.point[0], p.point[1], point[0], point[1]);\n this.trail.push([e.timeStamp, dx, dy]);\n }\n p.point = point;\n this.map.requestRender();\n }\n\n private up(e: PointerEvent): void {\n const p = this.pointers.get(e.pointerId);\n\n if (!p) return;\n this.pointers.delete(e.pointerId);\n // The next frame sends 'moveend' if the camera stays\n this.map.requestRender();\n if (!this.moved && e.type === 'pointerup' && p.button === 0 && this.pointers.size === 0) {\n this.map.emit('click', { point: p.point, lonLat: this.map.unproject(p.point) });\n\n return;\n }\n if (!p.rotate && this.pointers.size === 0 && !this.map.firstPerson) this.inertia(e.timeStamp, p.point);\n }\n\n /** Keeps panning at the release speed (last 50 ms), decaying exponentially */\n private inertia(now: number, from: Point): void {\n const recent = this.trail.filter(([t]) => now - t < 50);\n const first = recent[0];\n\n if (!first || recent.length < 2) return;\n\n const span = Math.max(16, now - first[0]);\n let vx = recent.reduce((s, [, dx]) => s + dx, 0) / span;\n let vy = recent.reduce((s, [, , dy]) => s + dy, 0) / span;\n\n if (Math.hypot(vx, vy) < 0.1) return;\n\n let last = performance.now();\n let point = from;\n\n this.map.animate((t) => {\n const dt = Math.min(64, t - last);\n\n last = t;\n\n const decay = Math.exp(-dt / INERTIA_DECAY);\n const next: Point = [point[0] + vx * dt, point[1] + vy * dt];\n\n this.map.engine.pan(point[0], point[1], next[0], next[1]);\n point = next;\n vx *= decay;\n vy *= decay;\n\n return Math.hypot(vx, vy) > 0.02;\n });\n }\n\n private onWheel(e: WheelEvent): void {\n e.preventDefault();\n\n // Lines (Firefox mouse wheels) are about 33 px\n const pixels = e.deltaMode === 1 ? e.deltaY * 33 : e.deltaY;\n const eye = this.map.firstPerson;\n\n if (eye) {\n // At street level: a narrower or wider field of view\n this.map.setFirstPerson({ ...eye, fov: eye.fov * Math.exp(pixels * 0.001) });\n\n return;\n }\n this.zoomBy(\n Math.max(-1, Math.min(1, -pixels * WHEEL_RATE)),\n this.local(e),\n e.deltaMode === 0 && Math.abs(pixels) < 40,\n );\n }\n\n private onKey(e: KeyboardEvent): void {\n if (e.defaultPrevented || e.ctrlKey || e.metaKey || e.altKey || editable(e.target)) return;\n\n const action = keyAction(e.key, e.shiftKey);\n\n if (!action) return;\n e.preventDefault();\n\n const eye = this.map.firstPerson;\n\n if (eye) {\n // At street level the arrows turn the eye\n const turn = { ArrowLeft: [-10, 0], ArrowRight: [10, 0], ArrowUp: [0, 10], ArrowDown: [0, -10] }[e.key];\n\n if (turn)\n this.map.setFirstPerson({ ...eye, bearing: eye.bearing + (turn[0] ?? 0), pitch: eye.pitch + (turn[1] ?? 0) });\n\n return;\n }\n this.wheel.pending = 0;\n\n const reduced = typeof matchMedia === 'function' && matchMedia('(prefers-reduced-motion: reduce)').matches;\n\n this.map.easeTo(keyCamera(action, this.map.getCamera()), reduced ? 0 : KEY_DURATION);\n }\n\n /** Smooth zoom around a screen point; touchpads (`direct`) follow the fingers without easing */\n private zoomBy(delta: number, at: Point, direct = false): void {\n if (direct) {\n this.map.engine.zoomAt(delta, at[0], at[1]);\n this.map.requestRender();\n\n return;\n }\n // Accumulate: a second notch before the end of the first one adds to it\n this.wheel.pending += delta;\n this.wheel.at = at;\n this.map.animate(() => {\n const step = Math.abs(this.wheel.pending) < 0.002 ? this.wheel.pending : this.wheel.pending * WHEEL_EASE;\n\n this.wheel.pending -= step;\n this.map.engine.zoomAt(step, this.wheel.at[0], this.wheel.at[1]);\n\n return this.wheel.pending !== 0;\n });\n }\n}\n"]}
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* Mouse, touch and keyboard controls. Every gesture only updates the camera and asks for a frame: the engine draws at most\n * once per display refresh, whatever the event rate of the device.\n */\n\nimport type { GeoMap } from '../map.ts';\nimport type { Point } from '../types.ts';\nimport { latitude, mercatorX, mercatorY, RAD } from '../util/geo.ts';\nimport { clamp } from '../util/math.ts';\nimport type { Camera } from '../wasm/isard.js';\n\n/** Zoom levels per wheel pixel (a mouse notch is about 100 px: 1/3 of a level) */\nconst WHEEL_RATE = 1 / 300;\n/** Share of the remaining wheel zoom applied per frame (smooth, about 150 ms to settle) */\nconst WHEEL_EASE = 0.3;\n/** Degrees per pixel when rotating or tilting with the mouse */\nconst ROTATE_RATE = 0.4;\n/** Degrees of tilt per CSS pixel two fingers move up or down together (MapLibre's rate) */\nconst TOUCH_PITCH_RATE = 0.5;\n/** CSS pixels a finger moves before a two-finger gesture is told: a tilt or a pinch */\nconst GESTURE_THRESHOLD = 6;\n/** A press that moves less than this (CSS pixels) is a click */\nconst CLICK_TOLERANCE = 4;\n/** Pan speed kept on release, decaying with this time constant (ms) */\nconst INERTIA_DECAY = 280;\n\n/** CSS pixels per arrow key press */\nconst KEY_PAN = 100;\n/** Degrees per Shift + left or right arrow */\nconst KEY_BEARING = 15;\n/** Degrees per Shift + up or down arrow */\nconst KEY_PITCH = 10;\n/** Duration of the moves made by keys, milliseconds */\nconst KEY_DURATION = 300;\n\n/** What a key does to the camera: a pan in CSS pixels, a zoom, rotation or tilt step, or facing north */\nexport type KeyAction = { pan: Point } | { zoom: number } | { bearing: number } | { pitch: number } | { reset: true };\n\n/** The action of a key (`KeyboardEvent.key`), as MapLibre's: arrows pan (with Shift: rotate and tilt), + and - zoom\n * (with Shift: two levels), 0 faces north and levels the view */\nexport const keyAction = (key: string, shift: boolean): KeyAction | undefined => {\n switch (key) {\n case 'ArrowLeft':\n return shift ? { bearing: -KEY_BEARING } : { pan: [-KEY_PAN, 0] };\n case 'ArrowRight':\n return shift ? { bearing: KEY_BEARING } : { pan: [KEY_PAN, 0] };\n case 'ArrowUp':\n return shift ? { pitch: KEY_PITCH } : { pan: [0, -KEY_PAN] };\n case 'ArrowDown':\n return shift ? { pitch: -KEY_PITCH } : { pan: [0, KEY_PAN] };\n case '+':\n case '=':\n return { zoom: shift ? 2 : 1 };\n case '-':\n case '_':\n return { zoom: shift ? -2 : -1 };\n case '0':\n return { reset: true };\n default:\n return undefined;\n }\n};\n\n/** The camera after a key's action: a pan moves the center by that many CSS pixels on screen (the ground in view,\n * turned with the bearing, stretched by the tilt) */\nexport const keyCamera = (action: KeyAction, camera: Camera): Partial<Camera> => {\n if ('zoom' in action) return { zoom: camera.zoom + action.zoom };\n if ('bearing' in action) return { bearing: camera.bearing + action.bearing };\n if ('pitch' in action) return { pitch: Math.max(0, camera.pitch + action.pitch) };\n if ('reset' in action) return { bearing: 0, pitch: 0 };\n\n const b = camera.bearing * RAD;\n const [sx, sy] = [action.pan[0], action.pan[1] / Math.max(0.25, Math.cos(camera.pitch * RAD))];\n // Web Mercator units (0 to 1 across the world, y down); the world is 512 CSS pixels at zoom 0\n const world = 512 * 2 ** camera.zoom;\n const dx = (sx * Math.cos(b) - sy * Math.sin(b)) / world;\n const dy = (sx * Math.sin(b) + sy * Math.cos(b)) / world;\n const [lon, lat] = camera.center;\n const x = mercatorX(lon) + dx;\n const y = clamp(mercatorY(lat) + dy, 0, 1);\n const wrapped = ((((x * 360) % 360) + 360) % 360) - 180;\n\n return { center: [wrapped, latitude(y)] };\n};\n\n/** An element that takes the keys typed in it */\nconst editable = (target: EventTarget | null): boolean => {\n if (!(target instanceof HTMLElement)) return false;\n\n return target.isContentEditable || ['INPUT', 'TEXTAREA', 'SELECT'].includes(target.tagName);\n};\n\ninterface Pointer {\n point: Point;\n start: Point;\n button: number;\n rotate: boolean;\n /** How far it moved since the two-finger gesture began (CSS pixels) */\n moved: Point;\n}\n\n/**\n * What two fingers do, once both moved (or one far, alone): a tilt if they lie side by side and both move up or down\n * together (as MapLibre and Google Earth take it), else a pinch (zoom, turn, pan); undefined before. A touch screen\n * sends the fingers' moves one after the other: the first one alone tells nothing yet\n */\nconst twoFingerGesture = (a: Pointer, b: Pointer): 'tilt' | 'pinch' | undefined => {\n const [ma, mb] = [Math.hypot(...a.moved), Math.hypot(...b.moved)];\n const [most, least] = [Math.max(ma, mb), Math.min(ma, mb)];\n\n if (most < GESTURE_THRESHOLD) return undefined;\n if (least < GESTURE_THRESHOLD / 2 && most < 2 * GESTURE_THRESHOLD) return undefined;\n\n const sideBySide = Math.abs(a.point[1] - b.point[1]) < Math.abs(a.point[0] - b.point[0]);\n const vertical = (q: Pointer) => Math.abs(q.moved[1]) > 2 * Math.abs(q.moved[0]);\n const together = Math.sign(a.moved[1]) === Math.sign(b.moved[1]);\n const both = Math.min(Math.abs(a.moved[1]), Math.abs(b.moved[1])) >= GESTURE_THRESHOLD / 2;\n\n return sideBySide && vertical(a) && vertical(b) && together && both ? 'tilt' : 'pinch';\n};\n\nexport class Interaction {\n private readonly pointers = new Map<number, Pointer>();\n private readonly cleanup: (() => void)[] = [];\n private wheel: { pending: number; at: Point } = { pending: 0, at: [0, 0] };\n /** What the two fingers on the map do, once told (`twoFingerGesture`) */\n private gesture: 'tilt' | 'pinch' | undefined;\n /** Recent pan moves, for the release speed: [time, dx, dy] */\n private trail: [number, number, number][] = [];\n private moved = false;\n /** The canvas's place on the page, read once: reading it on every pointer move would force a layout each time.\n * Read again after a resize, a scroll, and when a pointer comes in or goes down */\n private rect: DOMRect | undefined;\n /** A double click zooms in (Shift: out); off while the page takes double clicks (ending a drawing) */\n doubleClickZoom = true;\n /** A drag that turns and tilts goes around what is under the pointer where it starts (else around the center) */\n rotateAroundPointer = true;\n\n constructor(\n private readonly map: GeoMap,\n options: { keyboard?: boolean } = {},\n ) {\n const canvas = map.canvas;\n const listen = <K extends keyof HTMLElementEventMap>(\n type: K,\n handler: (e: HTMLElementEventMap[K]) => void,\n options?: AddEventListenerOptions,\n ) => {\n canvas.addEventListener(type, handler, options);\n this.cleanup.push(() => canvas.removeEventListener(type, handler));\n };\n const moved = () => {\n this.rect = undefined;\n };\n\n listen('pointerenter', moved);\n // Scrolls of the page or of any element holding the map\n if (typeof addEventListener === 'function') {\n addEventListener('scroll', moved, { capture: true, passive: true });\n this.cleanup.push(() => removeEventListener('scroll', moved, { capture: true }));\n }\n this.cleanup.push(map.on('resize', moved));\n listen('pointerdown', (e) => {\n this.rect = undefined;\n this.down(e);\n });\n listen('pointermove', (e) => this.move(e));\n listen('pointerup', (e) => this.up(e));\n listen('pointercancel', (e) => this.up(e));\n listen('pointerleave', (e) => {\n if (e.pointerType !== 'mouse') return;\n map.hover(undefined);\n map.emit('leave', {});\n });\n\n // On the container, the wheel zooms over markers and popups too\n const container = map.getContainer();\n const wheel = (e: WheelEvent) => this.onWheel(e);\n\n container.addEventListener('wheel', wheel, { passive: false });\n this.cleanup.push(() => container.removeEventListener('wheel', wheel));\n listen('dblclick', (e) => {\n if (this.doubleClickZoom && !this.map.firstPerson) this.zoomBy(e.shiftKey ? -1 : 1, this.local(e));\n });\n listen('contextmenu', (e) => e.preventDefault());\n if (options.keyboard ?? true) {\n // On the container: the keys work with the focus on a marker or a control too\n const key = (e: KeyboardEvent) => this.onKey(e);\n\n container.addEventListener('keydown', key);\n this.cleanup.push(() => container.removeEventListener('keydown', key));\n }\n }\n\n destroy(): void {\n this.cleanup.forEach((off) => {\n off();\n });\n }\n\n /** A gesture holds the map (pointers down): the camera has not stopped moving */\n get active(): boolean {\n return this.pointers.size > 0;\n }\n\n private local(e: MouseEvent): Point {\n this.rect ??= this.map.canvas.getBoundingClientRect();\n\n return [e.clientX - this.rect.left, e.clientY - this.rect.top];\n }\n\n private down(e: PointerEvent): void {\n this.map.canvas.setPointerCapture(e.pointerId);\n\n const point = this.local(e);\n const rotate = e.button === 2 || e.ctrlKey || e.shiftKey;\n\n this.pointers.set(e.pointerId, { point, start: point, button: e.button, rotate, moved: [0, 0] });\n // A new gesture: told again from here\n this.gesture = undefined;\n this.pointers.forEach((q) => {\n q.moved = [0, 0];\n });\n // A turn goes around what the pointer grabbed (a roof, a mesh, the relief); a pinch around the center\n if (rotate && this.rotateAroundPointer && this.pointers.size === 1 && !this.map.firstPerson) {\n this.map.engine.setPivot(...point);\n } else {\n this.map.engine.clearPivot();\n }\n this.trail = [];\n this.moved = false;\n // Grabbing the map stops any running animation (inertia, wheel zoom, easeTo)\n this.wheel.pending = 0;\n this.map.animate(undefined);\n }\n\n private move(e: PointerEvent): void {\n const point = this.local(e);\n const p = this.pointers.get(e.pointerId);\n\n if (!p) {\n if (e.pointerType === 'mouse') this.map.hover(point);\n\n return;\n }\n\n const [dx, dy] = [point[0] - p.point[0], point[1] - p.point[1]];\n\n if (Math.hypot(point[0] - p.start[0], point[1] - p.start[1]) > CLICK_TOLERANCE) this.moved = true;\n\n const eye = this.map.firstPerson;\n\n if (eye) {\n // At street level the drag turns the eye, the scene following the pointer as if grabbed\n const degrees = eye.fov / Math.max(1, this.map.canvas.clientHeight);\n\n this.map.setFirstPerson({ ...eye, bearing: eye.bearing - dx * degrees, pitch: eye.pitch + dy * degrees });\n p.point = point;\n\n return;\n }\n\n const engine = this.map.engine;\n const other = [...this.pointers.values()].find((q) => q !== p);\n\n p.moved = [p.moved[0] + dx, p.moved[1] + dy];\n if (this.pointers.size === 2 && other) this.gesture ??= twoFingerGesture(p, other);\n if (this.pointers.size === 2 && this.gesture === 'tilt') {\n // Both fingers up or down: the midpoint moves by half of this one's move\n engine.rotate(0, (-dy / 2) * TOUCH_PITCH_RATE);\n } else if (this.pointers.size === 2 && other && this.gesture === 'pinch') {\n // Pinch: zoom by the change of spread, turn by the change of angle, pan by the midpoint\n const before = Math.hypot(p.point[0] - other.point[0], p.point[1] - other.point[1]);\n const after = Math.hypot(point[0] - other.point[0], point[1] - other.point[1]);\n const angle = (q: Point) => Math.atan2(q[1] - other.point[1], q[0] - other.point[0]);\n const mid = (q: Point): Point => [(q[0] + other.point[0]) / 2, (q[1] + other.point[1]) / 2];\n\n engine.pan(...mid(p.point), ...mid(point));\n if (before > 0 && after > 0) engine.zoomAt(Math.log2(after / before), ...mid(point));\n engine.rotate((-(angle(point) - angle(p.point)) * 180) / Math.PI, 0);\n } else if (this.pointers.size === 2) {\n // Two fingers whose gesture is not told yet: a few pixels left out\n } else if (p.rotate) {\n engine.rotate(-dx * ROTATE_RATE, -dy * ROTATE_RATE);\n } else {\n engine.pan(p.point[0], p.point[1], point[0], point[1]);\n this.trail.push([e.timeStamp, dx, dy]);\n }\n p.point = point;\n this.map.requestRender();\n }\n\n private up(e: PointerEvent): void {\n const p = this.pointers.get(e.pointerId);\n\n if (!p) return;\n this.pointers.delete(e.pointerId);\n this.gesture = undefined;\n if (p.rotate) this.map.engine.clearPivot();\n // The next frame sends 'moveend' if the camera stays\n this.map.requestRender();\n if (!this.moved && e.type === 'pointerup' && p.button === 0 && this.pointers.size === 0) {\n this.map.emit('click', { point: p.point, lonLat: this.map.unproject(p.point) });\n\n return;\n }\n if (!p.rotate && this.pointers.size === 0 && !this.map.firstPerson) this.inertia(e.timeStamp, p.point);\n }\n\n /** Keeps panning at the release speed (last 50 ms), decaying exponentially */\n private inertia(now: number, from: Point): void {\n const recent = this.trail.filter(([t]) => now - t < 50);\n const first = recent[0];\n\n if (!first || recent.length < 2) return;\n\n const span = Math.max(16, now - first[0]);\n let vx = recent.reduce((s, [, dx]) => s + dx, 0) / span;\n let vy = recent.reduce((s, [, , dy]) => s + dy, 0) / span;\n\n if (Math.hypot(vx, vy) < 0.1) return;\n\n let last = performance.now();\n let point = from;\n\n this.map.animate((t) => {\n const dt = Math.min(64, t - last);\n\n last = t;\n\n const decay = Math.exp(-dt / INERTIA_DECAY);\n const next: Point = [point[0] + vx * dt, point[1] + vy * dt];\n\n this.map.engine.pan(point[0], point[1], next[0], next[1]);\n point = next;\n vx *= decay;\n vy *= decay;\n\n return Math.hypot(vx, vy) > 0.02;\n });\n }\n\n private onWheel(e: WheelEvent): void {\n e.preventDefault();\n\n // Lines (Firefox mouse wheels) are about 33 px\n const pixels = e.deltaMode === 1 ? e.deltaY * 33 : e.deltaY;\n const eye = this.map.firstPerson;\n\n if (eye) {\n // At street level: a narrower or wider field of view\n this.map.setFirstPerson({ ...eye, fov: eye.fov * Math.exp(pixels * 0.001) });\n\n return;\n }\n this.zoomBy(clamp(-pixels * WHEEL_RATE, -1, 1), this.local(e), e.deltaMode === 0 && Math.abs(pixels) < 40);\n }\n\n private onKey(e: KeyboardEvent): void {\n if (e.defaultPrevented || e.ctrlKey || e.metaKey || e.altKey || editable(e.target)) return;\n\n const action = keyAction(e.key, e.shiftKey);\n\n if (!action) return;\n e.preventDefault();\n\n const eye = this.map.firstPerson;\n\n if (eye) {\n // At street level the arrows turn the eye\n const turn = { ArrowLeft: [-10, 0], ArrowRight: [10, 0], ArrowUp: [0, 10], ArrowDown: [0, -10] }[e.key];\n\n if (turn)\n this.map.setFirstPerson({ ...eye, bearing: eye.bearing + (turn[0] ?? 0), pitch: eye.pitch + (turn[1] ?? 0) });\n\n return;\n }\n this.wheel.pending = 0;\n\n const reduced = typeof matchMedia === 'function' && matchMedia('(prefers-reduced-motion: reduce)').matches;\n\n this.map.easeTo(keyCamera(action, this.map.getCamera()), reduced ? 0 : KEY_DURATION);\n }\n\n /** Smooth zoom around a screen point; touchpads (`direct`) follow the fingers without easing */\n private zoomBy(delta: number, at: Point, direct = false): void {\n if (direct) {\n this.map.engine.zoomAt(delta, at[0], at[1]);\n this.map.requestRender();\n\n return;\n }\n // Accumulate: a second notch before the end of the first one adds to it\n this.wheel.pending += delta;\n this.wheel.at = at;\n this.map.animate(() => {\n const step = Math.abs(this.wheel.pending) < 0.002 ? this.wheel.pending : this.wheel.pending * WHEEL_EASE;\n\n this.wheel.pending -= step;\n this.map.engine.zoomAt(step, this.wheel.at[0], this.wheel.at[1]);\n\n return this.wheel.pending !== 0;\n });\n }\n}\n"]}
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package/dist/ui/minimap.js
CHANGED
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@@ -72,7 +72,7 @@ export class MinimapControl {
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72
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element.addEventListener('click', click);
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state.offs.push(() => element.removeEventListener('click', click));
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follow();
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75
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-
}, (error) => console.warn(error));
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75
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+
}, (error) => console.warn('isard: minimap', error));
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76
76
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this.stop = () => {
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state.removed = true;
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78
78
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state.offs.forEach((off) => {
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package/dist/ui/minimap.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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1
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+
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removed: boolean; offs: (() => void)[] } = { removed: false, offs: [] };\n\n element.className = 'isard-ctrl-minimap';\n element.style.width = `${size}px`;\n element.style.height = `${size}px`;\n element.setAttribute('aria-hidden', 'true');\n\n const cameraOf = () => {\n const { center, zoom } = map.getCamera();\n\n return { center, zoom: Math.max(0, zoom - zoomOffset), pitch: 0, bearing: 0 };\n };\n\n GeoMap.create(element, {\n ...cameraOf(),\n basemap,\n projection: 'mercator',\n interactive: false,\n attributionControl: false,\n }).then(\n (mini) => {\n if (state.removed) {\n mini.destroy();\n\n return;\n }\n\n state.mini = mini;\n\n const view = mini.addLines({ data: outline(map.getBounds()), color, width: 2 });\n const follow = () => {\n mini.setCamera(cameraOf());\n view.setData(outline(map.getBounds()));\n };\n\n state.offs.push(map.on('move', follow), map.on('resize', follow));\n // Not interactive (no gestures, no events): its clicks read on its element\n const click = (e: MouseEvent) => {\n const box = element.getBoundingClientRect();\n const lonLat = mini.unproject([e.clientX - box.left, e.clientY - box.top]);\n\n if (lonLat) map.easeTo({ center: lonLat });\n };\n\n element.addEventListener('click', click);\n state.offs.push(() => element.removeEventListener('click', click));\n follow();\n },\n (error: unknown) => console.warn('isard: minimap', error),\n );\n\n this.stop = () => {\n state.removed = true;\n state.offs.forEach((off) => {\n off();\n });\n state.mini?.destroy();\n };\n\n return element;\n }\n\n onRemove(): void {\n this.stop?.();\n this.stop = undefined;\n }\n}\n"]}
|
package/dist/ui/overlay.js
CHANGED
|
@@ -1,3 +1,4 @@
|
|
|
1
|
+
import { RAD } from "../util/geo.js";
|
|
1
2
|
const ANCHOR_TRANSLATE = {
|
|
2
3
|
center: 'translate(-50%, -50%)',
|
|
3
4
|
top: 'translate(-50%, 0)',
|
|
@@ -207,7 +208,7 @@ export class Marker {
|
|
|
207
208
|
const [dx, dy] = [ground[0] - top[0], ground[1] - top[1]];
|
|
208
209
|
this.stem.style.display = '';
|
|
209
210
|
this.stem.style.height = `${Math.hypot(dx, dy)}px`;
|
|
210
|
-
this.stem.style.transform = `rotate(${Math.atan2(dy, dx) - Math.PI / 2}
|
|
211
|
+
this.stem.style.transform = `rotate(${Math.atan2(dy, dx) - Math.PI / 2}RAD)`;
|
|
211
212
|
}
|
|
212
213
|
local(e) {
|
|
213
214
|
const rect = this.map?.getCanvas().getBoundingClientRect();
|
|
@@ -476,8 +477,7 @@ export class Panel {
|
|
|
476
477
|
const local = map.engine.localMatrix(this.lonLat[0], this.lonLat[1], ground);
|
|
477
478
|
// The element's pixels to the local frame (metres, x east, y north, z up): its bottom edge centered on the
|
|
478
479
|
// position, `height` up, facing `heading`, leant back by `pitch`
|
|
479
|
-
const
|
|
480
|
-
const [hd, pt] = [this.heading * rad, this.pitch * rad];
|
|
480
|
+
const [hd, pt] = [this.heading * RAD, this.pitch * RAD];
|
|
481
481
|
const s = this.width / w;
|
|
482
482
|
// Across it (left to right as read from the side it faces), and up it
|
|
483
483
|
const [ax, ay] = [-Math.cos(hd), Math.sin(hd)];
|
package/dist/ui/overlay.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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* DOM overlays tied to a position: markers and popups. The map places them all in one pass after each frame it draws\n * (camera moves, finer relief arriving), with a CSS transform from `map.project`: the browser only composites them,\n * nothing is laid out again.\n */\nimport type { GeoMap } from '../map.ts';\nimport type { LonLat, Point } from '../types.ts';\n\n/** Which part of the element sits on the position */\nexport type Anchor =\n | 'center'\n | 'top'\n | 'bottom'\n | 'left'\n | 'right'\n | 'top-left'\n | 'top-right'\n | 'bottom-left'\n | 'bottom-right';\n\nconst ANCHOR_TRANSLATE: Record<Anchor, string> = {\n center: 'translate(-50%, -50%)',\n top: 'translate(-50%, 0)',\n bottom: 'translate(-50%, -100%)',\n left: 'translate(0, -50%)',\n right: 'translate(-100%, -50%)',\n 'top-left': 'translate(0, 0)',\n 'top-right': 'translate(-100%, 0)',\n 'bottom-left': 'translate(0, -100%)',\n 'bottom-right': 'translate(-100%, -100%)',\n};\n\n/** Where the anchor lies within the element, CSS percentages: the stem of a raised marker starts there */\nconst ANCHOR_POINT: Record<Anchor, [string, string]> = {\n center: ['50%', '50%'],\n top: ['50%', '0'],\n bottom: ['50%', '100%'],\n left: ['0', '50%'],\n right: ['100%', '50%'],\n 'top-left': ['0', '0'],\n 'top-right': ['100%', '0'],\n 'bottom-left': ['0', '100%'],\n 'bottom-right': ['100%', '100%'],\n};\n\n/** Overlays further than this out of the canvas (CSS pixels) are hidden: no part of them can show, and huge\n * transforms near the horizon would only cost the compositor */\nconst MARGIN = 500;\n/** A press on a draggable marker that moves less than this (CSS pixels) is a click */\nconst DRAG_TOLERANCE = 3;\n\n/** @internal What the map places after each frame */\nexport interface Positioned {\n /** Places the overlay for the current camera; `size` is the canvas size in CSS pixels */\n position(size: Point): void;\n}\n\n/** Typed listeners of an overlay */\nclass Emitter<E> {\n private readonly listeners: { [K in keyof E]?: Set<(event: E[K]) => void> } = {};\n\n on<K extends keyof E>(type: K, listener: (event: E[K]) => void): () => void {\n const set = this.listeners[type] ?? new Set();\n\n this.listeners[type] = set;\n set.add(listener);\n\n return () => set.delete(listener);\n }\n\n emit<K extends keyof E>(type: K, event: E[K]): void {\n this.listeners[type]?.forEach((listener) => {\n listener(event);\n });\n }\n}\n\n/** Moves `element` so that its anchor sits on `lonLat`, `height` metres above the ground, or hides it when the\n * position is out of sight; returns the screen point */\nconst place = (\n map: GeoMap,\n element: HTMLElement,\n lonLat: LonLat,\n height: number,\n anchor: Anchor,\n offset: Point,\n size: Point,\n): Point | undefined => {\n const point = map.project(lonLat, height);\n const visible =\n point !== undefined &&\n point[0] > -MARGIN &&\n point[0] < size[0] + MARGIN &&\n point[1] > -MARGIN &&\n point[1] < size[1] + MARGIN;\n\n if (!visible) {\n element.style.display = 'none';\n\n return undefined;\n }\n element.style.display = '';\n\n // Whole pixels: a fractional translation blurs text and icons\n const x = Math.round(point[0] + offset[0]);\n const y = Math.round(point[1] + offset[1]);\n\n element.style.transform = `translate(${x}px, ${y}px) ${ANCHOR_TRANSLATE[anchor]}`;\n\n return point;\n};\n\n/** Round pin, its tip at the bottom: the default marker */\nconst pin = (): HTMLElement => {\n const element = document.createElement('div');\n\n element.innerHTML =\n '<svg class=\"isard-marker-pin\" width=\"25\" height=\"34\" viewBox=\"0 0 25 34\" aria-hidden=\"true\">' +\n '<path fill=\"currentColor\" stroke=\"rgb(0 0 0 / 0.25)\" d=\"M12.5 33.5C12.5 33.5 .5 20.6 .5 12.5a12 12 0 0 1 24 0' +\n 'c0 8.1-12 21-12 21z\"/><circle cx=\"12.5\" cy=\"12.5\" r=\"4.5\" fill=\"#fff\"/></svg>';\n\n return element;\n};\n\nexport interface MarkerOptions {\n /** The element to show (default: a round pin) */\n element?: HTMLElement;\n /** Which part of the element sits on the position (default 'center' with an element of your own, 'bottom' for the\n * default pin) */\n anchor?: Anchor;\n /** Shift from the anchor, CSS pixels (default [0, 0]) */\n offset?: Point;\n /** The marker can be dragged over the map, on the relief (default false) */\n draggable?: boolean;\n /** Metres above the ground (default 0): a raised marker has a stem down to its position on the ground */\n height?: number;\n /** Classes added to the element, space separated */\n className?: string;\n}\n\nexport interface MarkerEvent {\n target: Marker;\n lonLat: LonLat;\n}\n\nexport interface MarkerEvents {\n dragstart: MarkerEvent;\n drag: MarkerEvent;\n dragend: MarkerEvent;\n}\n\n/** An element at a position on the map, optionally draggable */\nexport class Marker {\n private readonly element: HTMLElement;\n private readonly anchor: Anchor;\n private readonly events = new Emitter<MarkerEvents>();\n private offset: Point;\n private draggable: boolean;\n private lonLat: LonLat = [0, 0];\n private height: number;\n /** Metres above the ground of what the marker stands on, where its stem ends */\n private base = 0;\n /** The line from a raised marker down to the ground */\n private readonly stem: HTMLElement;\n private map: GeoMap | undefined;\n private popup: Popup | undefined;\n /** While pressed: the press point and the gap between the pointer and the marker's position */\n private grab: { start: Point; gap: Point } | undefined;\n private dragging = false;\n /** The click that ends a drag is not a click on the marker */\n private swallowClick = false;\n\n constructor(options: MarkerOptions = {}) {\n this.element = options.element ?? pin();\n this.anchor = options.anchor ?? (options.element ? 'center' : 'bottom');\n this.offset = options.offset ?? [0, 0];\n this.draggable = options.draggable ?? false;\n this.height = options.height ?? 0;\n this.stem = document.createElement('div');\n this.stem.className = 'isard-marker-stem';\n [this.stem.style.left, this.stem.style.top] = ANCHOR_POINT[this.anchor];\n this.element.append(this.stem);\n this.element.classList.add('isard-marker');\n if (options.className) this.element.classList.add(...options.className.split(/\\s+/).filter(Boolean));\n this.element.classList.toggle('isard-marker-draggable', this.draggable);\n this.element.addEventListener('pointerdown', (e) => this.down(e));\n this.element.addEventListener('pointermove', (e) => this.move(e));\n this.element.addEventListener('pointerup', (e) => this.up(e));\n this.element.addEventListener('pointercancel', (e) => this.up(e));\n this.element.addEventListener('click', (e) => this.click(e), { capture: true });\n }\n\n getElement(): HTMLElement {\n return this.element;\n }\n\n getLonLat(): LonLat {\n return [...this.lonLat];\n }\n\n setLonLat(lonLat: LonLat): this {\n this.lonLat = [lonLat[0], lonLat[1]];\n this.map?.positionOverlay(this);\n // An open popup of the marker goes with it\n if (this.popup?.isOpen()) this.popup.setLonLat(this.lonLat);\n\n return this;\n }\n\n getHeight(): number {\n return this.height;\n }\n\n /** Metres above the ground: a raised marker has a stem down to `base` metres, what it stands on (a roof, a mesh;\n * the ground by default); its popup is raised too */\n setHeight(height: number, base = 0): this {\n this.height = Number.isFinite(height) ? height : 0;\n this.base = Number.isFinite(base) ? Math.min(base, this.height) : 0;\n this.popup?.setHeight(this.height);\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n setOffset(offset: Point): this {\n this.offset = [offset[0], offset[1]];\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n setDraggable(draggable: boolean): this {\n this.draggable = draggable;\n this.element.classList.toggle('isard-marker-draggable', draggable);\n\n return this;\n }\n\n isDraggable(): boolean {\n return this.draggable;\n }\n\n /** A popup that a click on the marker opens and closes, at the marker's position; give it an offset clearing the\n * marker (with the default pin, [0, -34]) */\n setPopup(popup: Popup | undefined): this {\n this.popup?.remove();\n this.popup = popup;\n popup?.setHeight(this.height);\n\n return this;\n }\n\n getPopup(): Popup | undefined {\n return this.popup;\n }\n\n /** Opens the marker's popup, or closes it if open */\n togglePopup(): this {\n if (!this.popup || !this.map) return this;\n if (this.popup.isOpen()) this.popup.remove();\n else this.popup.setLonLat(this.lonLat).addTo(this.map);\n\n return this;\n }\n\n /** Listens to the drag of the marker; returns the function that stops listening */\n on<K extends keyof MarkerEvents>(type: K, listener: (event: MarkerEvents[K]) => void): () => void {\n return this.events.on(type, listener);\n }\n\n addTo(map: GeoMap): this {\n if (this.map === map) return this;\n // From another map: off it first (its popup with it); a popup opened before the marker is added stays open\n if (this.map) this.remove();\n this.map = map;\n map.attachOverlay(this, this.element);\n\n return this;\n }\n\n remove(): this {\n this.popup?.remove();\n this.map?.detachOverlay(this, this.element);\n this.map = undefined;\n this.grab = undefined;\n this.dragging = false;\n this.element.classList.remove('isard-marker-dragging');\n\n return this;\n }\n\n /** @internal */\n position(size: Point): void {\n if (!this.map) return;\n\n const top = place(this.map, this.element, this.lonLat, this.height, this.anchor, this.offset, size);\n const ground = top && this.height !== this.base ? this.map.project(this.lonLat, this.base) : undefined;\n\n if (!top || !ground) {\n this.stem.style.display = 'none';\n\n return;\n }\n\n // From the anchor down to what it stands on, a line turned toward it\n const [dx, dy] = [ground[0] - top[0], ground[1] - top[1]];\n\n this.stem.style.display = '';\n this.stem.style.height = `${Math.hypot(dx, dy)}px`;\n this.stem.style.transform = `rotate(${Math.atan2(dy, dx) - Math.PI / 2}rad)`;\n }\n\n private local(e: PointerEvent): Point | undefined {\n const rect = this.map?.getCanvas().getBoundingClientRect();\n\n return rect && [e.clientX - rect.left, e.clientY - rect.top];\n }\n\n private down(e: PointerEvent): void {\n this.swallowClick = false;\n if (!this.draggable || !this.map || e.button !== 0) return;\n\n // The gap to the position on the ground, below a raised marker\n const point = this.map.project(this.lonLat);\n const at = this.local(e);\n\n if (!point || !at) return;\n // The map must not start panning under the marker\n e.stopPropagation();\n e.preventDefault();\n this.element.setPointerCapture(e.pointerId);\n // The grabbed spot of the marker stays under the pointer, wherever the element was pressed\n this.grab = { start: at, gap: [at[0] - point[0], at[1] - point[1]] };\n this.dragging = false;\n }\n\n private move(e: PointerEvent): void {\n const at = this.local(e);\n\n if (!this.grab || !this.map || !at) return;\n e.stopPropagation();\n\n const { start, gap } = this.grab;\n\n if (!this.dragging && Math.hypot(at[0] - start[0], at[1] - start[1]) < DRAG_TOLERANCE) return;\n\n // On the relief: the ground under the point, read back from the picking pass\n const lonLat = this.map.unproject([at[0] - gap[0], at[1] - gap[1]]);\n\n if (!lonLat) return;\n if (!this.dragging) {\n this.dragging = true;\n this.element.classList.add('isard-marker-dragging');\n this.events.emit('dragstart', { target: this, lonLat: this.getLonLat() });\n }\n this.setLonLat(lonLat);\n this.events.emit('drag', { target: this, lonLat: this.getLonLat() });\n }\n\n private up(e: PointerEvent): void {\n if (!this.grab) return;\n e.stopPropagation();\n this.grab = undefined;\n if (this.element.hasPointerCapture(e.pointerId)) this.element.releasePointerCapture(e.pointerId);\n if (!this.dragging) return;\n this.dragging = false;\n this.swallowClick = true;\n this.element.classList.remove('isard-marker-dragging');\n this.events.emit('dragend', { target: this, lonLat: this.getLonLat() });\n }\n\n private click(e: MouseEvent): void {\n if (this.swallowClick) {\n this.swallowClick = false;\n e.stopImmediatePropagation();\n e.preventDefault();\n\n return;\n }\n if (this.popup) this.togglePopup();\n }\n}\n\nexport interface PopupOptions {\n /** A × button in the corner (default true) */\n closeButton?: boolean;\n /** A click on the map elsewhere closes the popup (default true) */\n closeOnClick?: boolean;\n /** CSS max-width of the popup (default '240px') */\n maxWidth?: string;\n /** Classes added to the popup, space separated */\n className?: string;\n /** Which part of the popup sits on the position, its tip there (default 'bottom': the popup is above the point) */\n anchor?: Anchor;\n /** Shift from the anchor, CSS pixels (default [0, 0]) */\n offset?: Point;\n}\n\nexport interface PopupEvents {\n open: { target: Popup };\n close: { target: Popup };\n}\n\n/** A box of content at a position, its tip pointing at it */\nexport class Popup {\n private readonly container: HTMLElement;\n private readonly content: HTMLElement;\n private readonly closeButton: HTMLButtonElement | undefined;\n private readonly anchor: Anchor;\n private readonly closeOnClick: boolean;\n private readonly events = new Emitter<PopupEvents>();\n private offset: Point;\n private lonLat: LonLat = [0, 0];\n private height = 0;\n private map: GeoMap | undefined;\n private stopListening: (() => void) | undefined;\n\n constructor(options: PopupOptions = {}) {\n this.anchor = options.anchor ?? 'bottom';\n this.offset = options.offset ?? [0, 0];\n this.closeOnClick = options.closeOnClick ?? true;\n this.container = document.createElement('div');\n this.container.className = `isard-popup isard-popup-anchor-${this.anchor}`;\n if (options.className) this.container.classList.add(...options.className.split(/\\s+/).filter(Boolean));\n this.container.style.maxWidth = options.maxWidth ?? '240px';\n\n const tip = document.createElement('div');\n\n tip.className = 'isard-popup-tip';\n this.content = document.createElement('div');\n this.content.className = 'isard-popup-content';\n if (options.closeButton ?? true) {\n this.container.classList.add('isard-popup-has-close');\n this.closeButton = document.createElement('button');\n this.closeButton.type = 'button';\n this.closeButton.className = 'isard-popup-close';\n this.closeButton.setAttribute('aria-label', 'Close popup');\n this.closeButton.textContent = '×';\n this.closeButton.addEventListener('click', () => this.remove());\n this.content.append(this.closeButton);\n }\n this.container.append(tip, this.content);\n }\n\n getElement(): HTMLElement {\n return this.container;\n }\n\n getLonLat(): LonLat {\n return [...this.lonLat];\n }\n\n setLonLat(lonLat: LonLat): this {\n this.lonLat = [lonLat[0], lonLat[1]];\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n setOffset(offset: Point): this {\n this.offset = [offset[0], offset[1]];\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n getHeight(): number {\n return this.height;\n }\n\n /** Metres above the ground (default 0); a marker's popup follows the marker's height */\n setHeight(height: number): this {\n this.height = Number.isFinite(height) ? height : 0;\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n /** Content from an HTML string: only for trusted HTML (use `setText` for user or remote data) */\n setHTML(html: string): this {\n const template = document.createElement('template');\n\n template.innerHTML = html;\n\n return this.setDOMContent(template.content);\n }\n\n setText(text: string): this {\n return this.setDOMContent(document.createTextNode(text));\n }\n\n setDOMContent(node: Node): this {\n this.content.replaceChildren(node);\n if (this.closeButton) this.content.append(this.closeButton);\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n isOpen(): boolean {\n return this.map !== undefined;\n }\n\n /** Listens to the popup opening or closing; returns the function that stops listening */\n on<K extends keyof PopupEvents>(type: K, listener: (event: PopupEvents[K]) => void): () => void {\n return this.events.on(type, listener);\n }\n\n addTo(map: GeoMap): this {\n if (this.map === map) return this;\n this.remove();\n this.map = map;\n map.attachOverlay(this, this.container);\n if (this.closeOnClick) {\n // From the next task on: a popup opened by a map click must not be closed by that same click\n queueMicrotask(() => {\n if (this.map === map && !this.stopListening) this.stopListening = map.on('click', () => this.remove());\n });\n }\n this.events.emit('open', { target: this });\n\n return this;\n }\n\n remove(): this {\n if (!this.map) return this;\n this.stopListening?.();\n this.stopListening = undefined;\n this.map.detachOverlay(this, this.container);\n this.map = undefined;\n this.events.emit('close', { target: this });\n\n return this;\n }\n\n /** @internal */\n position(size: Point): void {\n if (this.map) place(this.map, this.container, this.lonLat, this.height, this.anchor, this.offset, size);\n }\n}\n\nexport interface PanelOptions {\n /** The element shown in 3D (a video, an iframe, an image…), laid out at its CSS size */\n element: HTMLElement;\n /** Its width on the ground, metres; its height follows its CSS aspect */\n width: number;\n /** Degrees clockwise from north the side it faces (default 0: it faces north, read from the north) */\n heading?: number;\n /** Degrees it leans back from upright (default 0: standing; 90: lying flat) */\n pitch?: number;\n /** Metres of its bottom edge above the ground (the relief; default 0) */\n height?: number;\n /** Classes added to the element, space separated */\n className?: string;\n}\n\n/** `a × b`, 4 × 4 column-major */\nconst multiply = (a: ArrayLike<number>, b: ArrayLike<number>): number[] =>\n Array.from({ length: 16 }, (_, i) => {\n const [c, r] = [Math.floor(i / 4), i % 4];\n\n return [0, 1, 2, 3].reduce((sum, k) => sum + (a[k * 4 + r] ?? 0) * (b[c * 4 + k] ?? 0), 0);\n });\n\n/**\n * An element standing in 3D at a position: a video, a web page, a sign, `width` metres wide on the ground, facing\n * `heading`. Placed after each frame by a CSS 3D transform (the element is not drawn by WebGL: the scene does not\n * hide it); hidden when its position is behind the camera\n */\nexport class Panel {\n private readonly element: HTMLElement;\n private lonLat: LonLat = [0, 0];\n private width: number;\n private heading: number;\n private pitch: number;\n private height: number;\n private map: GeoMap | undefined;\n /** Its CSS size, read once it is on the page (`resize` reads it again) */\n private size: Point | undefined;\n\n constructor(options: PanelOptions) {\n this.element = options.element;\n this.width = options.width;\n this.heading = options.heading ?? 0;\n this.pitch = options.pitch ?? 0;\n this.height = options.height ?? 0;\n this.element.classList.add('isard-panel');\n if (options.className) this.element.classList.add(...options.className.split(/\\s+/).filter(Boolean));\n }\n\n getElement(): HTMLElement {\n return this.element;\n }\n\n getLonLat(): LonLat {\n return [...this.lonLat];\n }\n\n setLonLat(lonLat: LonLat): this {\n this.lonLat = [lonLat[0], lonLat[1]];\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n /** Width (metres), heading and pitch (degrees), height of its bottom edge (metres), as in `PanelOptions` */\n setPlacement(placement: Partial<Pick<PanelOptions, 'width' | 'heading' | 'pitch' | 'height'>>): this {\n this.width = placement.width ?? this.width;\n this.heading = placement.heading ?? this.heading;\n this.pitch = placement.pitch ?? this.pitch;\n this.height = placement.height ?? this.height;\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n /** Reads the element's CSS size again (after it changed) */\n resize(): this {\n this.size = undefined;\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n addTo(map: GeoMap): this {\n if (this.map === map) return this;\n // From another map: off it first (its popup with it); a popup opened before the marker is added stays open\n if (this.map) this.remove();\n this.map = map;\n map.attachOverlay(this, this.element);\n\n return this;\n }\n\n remove(): this {\n this.map?.detachOverlay(this, this.element);\n this.map = undefined;\n this.size = undefined;\n\n return this;\n }\n\n /** @internal */\n position(viewport: Point): void {\n const map = this.map;\n\n if (!map) return;\n this.size ??= [this.element.offsetWidth || 300, this.element.offsetHeight || 150];\n\n const [w, h] = this.size;\n const ground = map.elevationAt(this.lonLat) ?? 0;\n const local = map.engine.localMatrix(this.lonLat[0], this.lonLat[1], ground);\n // The element's pixels to the local frame (metres, x east, y north, z up): its bottom edge centered on the\n // position, `height` up, facing `heading`, leant back by `pitch`\n const rad = Math.PI / 180;\n const [hd, pt] = [this.heading * rad, this.pitch * rad];\n const s = this.width / w;\n // Across it (left to right as read from the side it faces), and up it\n const [ax, ay] = [-Math.cos(hd), Math.sin(hd)];\n const [ux, uy, uz] = [-Math.sin(hd) * Math.sin(pt), -Math.cos(hd) * Math.sin(pt), Math.cos(pt)];\n const top = h * s;\n const origin = [-ax * (this.width / 2) + ux * top, -ay * (this.width / 2) + uy * top, this.height + uz * top];\n const toLocal = [ax * s, ay * s, 0, 0, -ux * s, -uy * s, -uz * s, 0, 0, 0, 0, 0, ...origin, 1];\n // Clip space to the map's CSS pixels; the depth flattened\n const [vw, vh] = viewport;\n const toScreen = [vw / 2, 0, 0, 0, 0, -vh / 2, 0, 0, 0, 0, 0, 0, vw / 2, vh / 2, 0, 1];\n const clip = multiply(local, toLocal);\n // Behind the camera (its center): hidden\n const centerW = (clip[3] ?? 0) * (w / 2) + (clip[7] ?? 0) * (h / 2) + (clip[15] ?? 0);\n\n // Hidden without touching its display (the page's layout of its content)\n if (!(centerW > 0)) {\n this.element.style.visibility = 'hidden';\n\n return;\n }\n this.element.style.visibility = '';\n\n // Its depth axis the identity, out of the rest: its points have no depth, and a transform that cannot be\n // inverted is not drawn\n const m = multiply(toScreen, clip);\n\n m.splice(8, 4, 0, 0, 1, 0);\n [2, 6, 14].forEach((k) => {\n m[k] = 0;\n });\n this.element.style.transform = `matrix3d(${m.join(',')})`;\n }\n}\n"]}
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* DOM overlays tied to a position: markers and popups. The map places them all in one pass after each frame it draws\n * (camera moves, finer relief arriving), with a CSS transform from `map.project`: the browser only composites them,\n * nothing is laid out again.\n */\nimport type { GeoMap } from '../map.ts';\nimport type { LonLat, Point } from '../types.ts';\nimport { RAD } from '../util/geo.ts';\n\n/** Which part of the element sits on the position */\nexport type Anchor =\n | 'center'\n | 'top'\n | 'bottom'\n | 'left'\n | 'right'\n | 'top-left'\n | 'top-right'\n | 'bottom-left'\n | 'bottom-right';\n\nconst ANCHOR_TRANSLATE: Record<Anchor, string> = {\n center: 'translate(-50%, -50%)',\n top: 'translate(-50%, 0)',\n bottom: 'translate(-50%, -100%)',\n left: 'translate(0, -50%)',\n right: 'translate(-100%, -50%)',\n 'top-left': 'translate(0, 0)',\n 'top-right': 'translate(-100%, 0)',\n 'bottom-left': 'translate(0, -100%)',\n 'bottom-right': 'translate(-100%, -100%)',\n};\n\n/** Where the anchor lies within the element, CSS percentages: the stem of a raised marker starts there */\nconst ANCHOR_POINT: Record<Anchor, [string, string]> = {\n center: ['50%', '50%'],\n top: ['50%', '0'],\n bottom: ['50%', '100%'],\n left: ['0', '50%'],\n right: ['100%', '50%'],\n 'top-left': ['0', '0'],\n 'top-right': ['100%', '0'],\n 'bottom-left': ['0', '100%'],\n 'bottom-right': ['100%', '100%'],\n};\n\n/** Overlays further than this out of the canvas (CSS pixels) are hidden: no part of them can show, and huge\n * transforms near the horizon would only cost the compositor */\nconst MARGIN = 500;\n/** A press on a draggable marker that moves less than this (CSS pixels) is a click */\nconst DRAG_TOLERANCE = 3;\n\n/** @internal What the map places after each frame */\nexport interface Positioned {\n /** Places the overlay for the current camera; `size` is the canvas size in CSS pixels */\n position(size: Point): void;\n}\n\n/** Typed listeners of an overlay */\nclass Emitter<E> {\n private readonly listeners: { [K in keyof E]?: Set<(event: E[K]) => void> } = {};\n\n on<K extends keyof E>(type: K, listener: (event: E[K]) => void): () => void {\n const set = this.listeners[type] ?? new Set();\n\n this.listeners[type] = set;\n set.add(listener);\n\n return () => set.delete(listener);\n }\n\n emit<K extends keyof E>(type: K, event: E[K]): void {\n this.listeners[type]?.forEach((listener) => {\n listener(event);\n });\n }\n}\n\n/** Moves `element` so that its anchor sits on `lonLat`, `height` metres above the ground, or hides it when the\n * position is out of sight; returns the screen point */\nconst place = (\n map: GeoMap,\n element: HTMLElement,\n lonLat: LonLat,\n height: number,\n anchor: Anchor,\n offset: Point,\n size: Point,\n): Point | undefined => {\n const point = map.project(lonLat, height);\n const visible =\n point !== undefined &&\n point[0] > -MARGIN &&\n point[0] < size[0] + MARGIN &&\n point[1] > -MARGIN &&\n point[1] < size[1] + MARGIN;\n\n if (!visible) {\n element.style.display = 'none';\n\n return undefined;\n }\n element.style.display = '';\n\n // Whole pixels: a fractional translation blurs text and icons\n const x = Math.round(point[0] + offset[0]);\n const y = Math.round(point[1] + offset[1]);\n\n element.style.transform = `translate(${x}px, ${y}px) ${ANCHOR_TRANSLATE[anchor]}`;\n\n return point;\n};\n\n/** Round pin, its tip at the bottom: the default marker */\nconst pin = (): HTMLElement => {\n const element = document.createElement('div');\n\n element.innerHTML =\n '<svg class=\"isard-marker-pin\" width=\"25\" height=\"34\" viewBox=\"0 0 25 34\" aria-hidden=\"true\">' +\n '<path fill=\"currentColor\" stroke=\"rgb(0 0 0 / 0.25)\" d=\"M12.5 33.5C12.5 33.5 .5 20.6 .5 12.5a12 12 0 0 1 24 0' +\n 'c0 8.1-12 21-12 21z\"/><circle cx=\"12.5\" cy=\"12.5\" r=\"4.5\" fill=\"#fff\"/></svg>';\n\n return element;\n};\n\nexport interface MarkerOptions {\n /** The element to show (default: a round pin) */\n element?: HTMLElement;\n /** Which part of the element sits on the position (default 'center' with an element of your own, 'bottom' for the\n * default pin) */\n anchor?: Anchor;\n /** Shift from the anchor, CSS pixels (default [0, 0]) */\n offset?: Point;\n /** The marker can be dragged over the map, on the relief (default false) */\n draggable?: boolean;\n /** Metres above the ground (default 0): a raised marker has a stem down to its position on the ground */\n height?: number;\n /** Classes added to the element, space separated */\n className?: string;\n}\n\nexport interface MarkerEvent {\n target: Marker;\n lonLat: LonLat;\n}\n\nexport interface MarkerEvents {\n dragstart: MarkerEvent;\n drag: MarkerEvent;\n dragend: MarkerEvent;\n}\n\n/** An element at a position on the map, optionally draggable */\nexport class Marker {\n private readonly element: HTMLElement;\n private readonly anchor: Anchor;\n private readonly events = new Emitter<MarkerEvents>();\n private offset: Point;\n private draggable: boolean;\n private lonLat: LonLat = [0, 0];\n private height: number;\n /** Metres above the ground of what the marker stands on, where its stem ends */\n private base = 0;\n /** The line from a raised marker down to the ground */\n private readonly stem: HTMLElement;\n private map: GeoMap | undefined;\n private popup: Popup | undefined;\n /** While pressed: the press point and the gap between the pointer and the marker's position */\n private grab: { start: Point; gap: Point } | undefined;\n private dragging = false;\n /** The click that ends a drag is not a click on the marker */\n private swallowClick = false;\n\n constructor(options: MarkerOptions = {}) {\n this.element = options.element ?? pin();\n this.anchor = options.anchor ?? (options.element ? 'center' : 'bottom');\n this.offset = options.offset ?? [0, 0];\n this.draggable = options.draggable ?? false;\n this.height = options.height ?? 0;\n this.stem = document.createElement('div');\n this.stem.className = 'isard-marker-stem';\n [this.stem.style.left, this.stem.style.top] = ANCHOR_POINT[this.anchor];\n this.element.append(this.stem);\n this.element.classList.add('isard-marker');\n if (options.className) this.element.classList.add(...options.className.split(/\\s+/).filter(Boolean));\n this.element.classList.toggle('isard-marker-draggable', this.draggable);\n this.element.addEventListener('pointerdown', (e) => this.down(e));\n this.element.addEventListener('pointermove', (e) => this.move(e));\n this.element.addEventListener('pointerup', (e) => this.up(e));\n this.element.addEventListener('pointercancel', (e) => this.up(e));\n this.element.addEventListener('click', (e) => this.click(e), { capture: true });\n }\n\n getElement(): HTMLElement {\n return this.element;\n }\n\n getLonLat(): LonLat {\n return [...this.lonLat];\n }\n\n setLonLat(lonLat: LonLat): this {\n this.lonLat = [lonLat[0], lonLat[1]];\n this.map?.positionOverlay(this);\n // An open popup of the marker goes with it\n if (this.popup?.isOpen()) this.popup.setLonLat(this.lonLat);\n\n return this;\n }\n\n getHeight(): number {\n return this.height;\n }\n\n /** Metres above the ground: a raised marker has a stem down to `base` metres, what it stands on (a roof, a mesh;\n * the ground by default); its popup is raised too */\n setHeight(height: number, base = 0): this {\n this.height = Number.isFinite(height) ? height : 0;\n this.base = Number.isFinite(base) ? Math.min(base, this.height) : 0;\n this.popup?.setHeight(this.height);\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n setOffset(offset: Point): this {\n this.offset = [offset[0], offset[1]];\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n setDraggable(draggable: boolean): this {\n this.draggable = draggable;\n this.element.classList.toggle('isard-marker-draggable', draggable);\n\n return this;\n }\n\n isDraggable(): boolean {\n return this.draggable;\n }\n\n /** A popup that a click on the marker opens and closes, at the marker's position; give it an offset clearing the\n * marker (with the default pin, [0, -34]) */\n setPopup(popup: Popup | undefined): this {\n this.popup?.remove();\n this.popup = popup;\n popup?.setHeight(this.height);\n\n return this;\n }\n\n getPopup(): Popup | undefined {\n return this.popup;\n }\n\n /** Opens the marker's popup, or closes it if open */\n togglePopup(): this {\n if (!this.popup || !this.map) return this;\n if (this.popup.isOpen()) this.popup.remove();\n else this.popup.setLonLat(this.lonLat).addTo(this.map);\n\n return this;\n }\n\n /** Listens to the drag of the marker; returns the function that stops listening */\n on<K extends keyof MarkerEvents>(type: K, listener: (event: MarkerEvents[K]) => void): () => void {\n return this.events.on(type, listener);\n }\n\n addTo(map: GeoMap): this {\n if (this.map === map) return this;\n // From another map: off it first (its popup with it); a popup opened before the marker is added stays open\n if (this.map) this.remove();\n this.map = map;\n map.attachOverlay(this, this.element);\n\n return this;\n }\n\n remove(): this {\n this.popup?.remove();\n this.map?.detachOverlay(this, this.element);\n this.map = undefined;\n this.grab = undefined;\n this.dragging = false;\n this.element.classList.remove('isard-marker-dragging');\n\n return this;\n }\n\n /** @internal */\n position(size: Point): void {\n if (!this.map) return;\n\n const top = place(this.map, this.element, this.lonLat, this.height, this.anchor, this.offset, size);\n const ground = top && this.height !== this.base ? this.map.project(this.lonLat, this.base) : undefined;\n\n if (!top || !ground) {\n this.stem.style.display = 'none';\n\n return;\n }\n\n // From the anchor down to what it stands on, a line turned toward it\n const [dx, dy] = [ground[0] - top[0], ground[1] - top[1]];\n\n this.stem.style.display = '';\n this.stem.style.height = `${Math.hypot(dx, dy)}px`;\n this.stem.style.transform = `rotate(${Math.atan2(dy, dx) - Math.PI / 2}RAD)`;\n }\n\n private local(e: PointerEvent): Point | undefined {\n const rect = this.map?.getCanvas().getBoundingClientRect();\n\n return rect && [e.clientX - rect.left, e.clientY - rect.top];\n }\n\n private down(e: PointerEvent): void {\n this.swallowClick = false;\n if (!this.draggable || !this.map || e.button !== 0) return;\n\n // The gap to the position on the ground, below a raised marker\n const point = this.map.project(this.lonLat);\n const at = this.local(e);\n\n if (!point || !at) return;\n // The map must not start panning under the marker\n e.stopPropagation();\n e.preventDefault();\n this.element.setPointerCapture(e.pointerId);\n // The grabbed spot of the marker stays under the pointer, wherever the element was pressed\n this.grab = { start: at, gap: [at[0] - point[0], at[1] - point[1]] };\n this.dragging = false;\n }\n\n private move(e: PointerEvent): void {\n const at = this.local(e);\n\n if (!this.grab || !this.map || !at) return;\n e.stopPropagation();\n\n const { start, gap } = this.grab;\n\n if (!this.dragging && Math.hypot(at[0] - start[0], at[1] - start[1]) < DRAG_TOLERANCE) return;\n\n // On the relief: the ground under the point, read back from the picking pass\n const lonLat = this.map.unproject([at[0] - gap[0], at[1] - gap[1]]);\n\n if (!lonLat) return;\n if (!this.dragging) {\n this.dragging = true;\n this.element.classList.add('isard-marker-dragging');\n this.events.emit('dragstart', { target: this, lonLat: this.getLonLat() });\n }\n this.setLonLat(lonLat);\n this.events.emit('drag', { target: this, lonLat: this.getLonLat() });\n }\n\n private up(e: PointerEvent): void {\n if (!this.grab) return;\n e.stopPropagation();\n this.grab = undefined;\n if (this.element.hasPointerCapture(e.pointerId)) this.element.releasePointerCapture(e.pointerId);\n if (!this.dragging) return;\n this.dragging = false;\n this.swallowClick = true;\n this.element.classList.remove('isard-marker-dragging');\n this.events.emit('dragend', { target: this, lonLat: this.getLonLat() });\n }\n\n private click(e: MouseEvent): void {\n if (this.swallowClick) {\n this.swallowClick = false;\n e.stopImmediatePropagation();\n e.preventDefault();\n\n return;\n }\n if (this.popup) this.togglePopup();\n }\n}\n\nexport interface PopupOptions {\n /** A × button in the corner (default true) */\n closeButton?: boolean;\n /** A click on the map elsewhere closes the popup (default true) */\n closeOnClick?: boolean;\n /** CSS max-width of the popup (default '240px') */\n maxWidth?: string;\n /** Classes added to the popup, space separated */\n className?: string;\n /** Which part of the popup sits on the position, its tip there (default 'bottom': the popup is above the point) */\n anchor?: Anchor;\n /** Shift from the anchor, CSS pixels (default [0, 0]) */\n offset?: Point;\n}\n\nexport interface PopupEvents {\n open: { target: Popup };\n close: { target: Popup };\n}\n\n/** A box of content at a position, its tip pointing at it */\nexport class Popup {\n private readonly container: HTMLElement;\n private readonly content: HTMLElement;\n private readonly closeButton: HTMLButtonElement | undefined;\n private readonly anchor: Anchor;\n private readonly closeOnClick: boolean;\n private readonly events = new Emitter<PopupEvents>();\n private offset: Point;\n private lonLat: LonLat = [0, 0];\n private height = 0;\n private map: GeoMap | undefined;\n private stopListening: (() => void) | undefined;\n\n constructor(options: PopupOptions = {}) {\n this.anchor = options.anchor ?? 'bottom';\n this.offset = options.offset ?? [0, 0];\n this.closeOnClick = options.closeOnClick ?? true;\n this.container = document.createElement('div');\n this.container.className = `isard-popup isard-popup-anchor-${this.anchor}`;\n if (options.className) this.container.classList.add(...options.className.split(/\\s+/).filter(Boolean));\n this.container.style.maxWidth = options.maxWidth ?? '240px';\n\n const tip = document.createElement('div');\n\n tip.className = 'isard-popup-tip';\n this.content = document.createElement('div');\n this.content.className = 'isard-popup-content';\n if (options.closeButton ?? true) {\n this.container.classList.add('isard-popup-has-close');\n this.closeButton = document.createElement('button');\n this.closeButton.type = 'button';\n this.closeButton.className = 'isard-popup-close';\n this.closeButton.setAttribute('aria-label', 'Close popup');\n this.closeButton.textContent = '×';\n this.closeButton.addEventListener('click', () => this.remove());\n this.content.append(this.closeButton);\n }\n this.container.append(tip, this.content);\n }\n\n getElement(): HTMLElement {\n return this.container;\n }\n\n getLonLat(): LonLat {\n return [...this.lonLat];\n }\n\n setLonLat(lonLat: LonLat): this {\n this.lonLat = [lonLat[0], lonLat[1]];\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n setOffset(offset: Point): this {\n this.offset = [offset[0], offset[1]];\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n getHeight(): number {\n return this.height;\n }\n\n /** Metres above the ground (default 0); a marker's popup follows the marker's height */\n setHeight(height: number): this {\n this.height = Number.isFinite(height) ? height : 0;\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n /** Content from an HTML string: only for trusted HTML (use `setText` for user or remote data) */\n setHTML(html: string): this {\n const template = document.createElement('template');\n\n template.innerHTML = html;\n\n return this.setDOMContent(template.content);\n }\n\n setText(text: string): this {\n return this.setDOMContent(document.createTextNode(text));\n }\n\n setDOMContent(node: Node): this {\n this.content.replaceChildren(node);\n if (this.closeButton) this.content.append(this.closeButton);\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n isOpen(): boolean {\n return this.map !== undefined;\n }\n\n /** Listens to the popup opening or closing; returns the function that stops listening */\n on<K extends keyof PopupEvents>(type: K, listener: (event: PopupEvents[K]) => void): () => void {\n return this.events.on(type, listener);\n }\n\n addTo(map: GeoMap): this {\n if (this.map === map) return this;\n this.remove();\n this.map = map;\n map.attachOverlay(this, this.container);\n if (this.closeOnClick) {\n // From the next task on: a popup opened by a map click must not be closed by that same click\n queueMicrotask(() => {\n if (this.map === map && !this.stopListening) this.stopListening = map.on('click', () => this.remove());\n });\n }\n this.events.emit('open', { target: this });\n\n return this;\n }\n\n remove(): this {\n if (!this.map) return this;\n this.stopListening?.();\n this.stopListening = undefined;\n this.map.detachOverlay(this, this.container);\n this.map = undefined;\n this.events.emit('close', { target: this });\n\n return this;\n }\n\n /** @internal */\n position(size: Point): void {\n if (this.map) place(this.map, this.container, this.lonLat, this.height, this.anchor, this.offset, size);\n }\n}\n\nexport interface PanelOptions {\n /** The element shown in 3D (a video, an iframe, an image…), laid out at its CSS size */\n element: HTMLElement;\n /** Its width on the ground, metres; its height follows its CSS aspect */\n width: number;\n /** Degrees clockwise from north the side it faces (default 0: it faces north, read from the north) */\n heading?: number;\n /** Degrees it leans back from upright (default 0: standing; 90: lying flat) */\n pitch?: number;\n /** Metres of its bottom edge above the ground (the relief; default 0) */\n height?: number;\n /** Classes added to the element, space separated */\n className?: string;\n}\n\n/** `a × b`, 4 × 4 column-major */\nconst multiply = (a: ArrayLike<number>, b: ArrayLike<number>): number[] =>\n Array.from({ length: 16 }, (_, i) => {\n const [c, r] = [Math.floor(i / 4), i % 4];\n\n return [0, 1, 2, 3].reduce((sum, k) => sum + (a[k * 4 + r] ?? 0) * (b[c * 4 + k] ?? 0), 0);\n });\n\n/**\n * An element standing in 3D at a position: a video, a web page, a sign, `width` metres wide on the ground, facing\n * `heading`. Placed after each frame by a CSS 3D transform (the element is not drawn by WebGL: the scene does not\n * hide it); hidden when its position is behind the camera\n */\nexport class Panel {\n private readonly element: HTMLElement;\n private lonLat: LonLat = [0, 0];\n private width: number;\n private heading: number;\n private pitch: number;\n private height: number;\n private map: GeoMap | undefined;\n /** Its CSS size, read once it is on the page (`resize` reads it again) */\n private size: Point | undefined;\n\n constructor(options: PanelOptions) {\n this.element = options.element;\n this.width = options.width;\n this.heading = options.heading ?? 0;\n this.pitch = options.pitch ?? 0;\n this.height = options.height ?? 0;\n this.element.classList.add('isard-panel');\n if (options.className) this.element.classList.add(...options.className.split(/\\s+/).filter(Boolean));\n }\n\n getElement(): HTMLElement {\n return this.element;\n }\n\n getLonLat(): LonLat {\n return [...this.lonLat];\n }\n\n setLonLat(lonLat: LonLat): this {\n this.lonLat = [lonLat[0], lonLat[1]];\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n /** Width (metres), heading and pitch (degrees), height of its bottom edge (metres), as in `PanelOptions` */\n setPlacement(placement: Partial<Pick<PanelOptions, 'width' | 'heading' | 'pitch' | 'height'>>): this {\n this.width = placement.width ?? this.width;\n this.heading = placement.heading ?? this.heading;\n this.pitch = placement.pitch ?? this.pitch;\n this.height = placement.height ?? this.height;\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n /** Reads the element's CSS size again (after it changed) */\n resize(): this {\n this.size = undefined;\n this.map?.positionOverlay(this);\n\n return this;\n }\n\n addTo(map: GeoMap): this {\n if (this.map === map) return this;\n // From another map: off it first (its popup with it); a popup opened before the marker is added stays open\n if (this.map) this.remove();\n this.map = map;\n map.attachOverlay(this, this.element);\n\n return this;\n }\n\n remove(): this {\n this.map?.detachOverlay(this, this.element);\n this.map = undefined;\n this.size = undefined;\n\n return this;\n }\n\n /** @internal */\n position(viewport: Point): void {\n const map = this.map;\n\n if (!map) return;\n this.size ??= [this.element.offsetWidth || 300, this.element.offsetHeight || 150];\n\n const [w, h] = this.size;\n const ground = map.elevationAt(this.lonLat) ?? 0;\n const local = map.engine.localMatrix(this.lonLat[0], this.lonLat[1], ground);\n // The element's pixels to the local frame (metres, x east, y north, z up): its bottom edge centered on the\n // position, `height` up, facing `heading`, leant back by `pitch`\n const [hd, pt] = [this.heading * RAD, this.pitch * RAD];\n const s = this.width / w;\n // Across it (left to right as read from the side it faces), and up it\n const [ax, ay] = [-Math.cos(hd), Math.sin(hd)];\n const [ux, uy, uz] = [-Math.sin(hd) * Math.sin(pt), -Math.cos(hd) * Math.sin(pt), Math.cos(pt)];\n const top = h * s;\n const origin = [-ax * (this.width / 2) + ux * top, -ay * (this.width / 2) + uy * top, this.height + uz * top];\n const toLocal = [ax * s, ay * s, 0, 0, -ux * s, -uy * s, -uz * s, 0, 0, 0, 0, 0, ...origin, 1];\n // Clip space to the map's CSS pixels; the depth flattened\n const [vw, vh] = viewport;\n const toScreen = [vw / 2, 0, 0, 0, 0, -vh / 2, 0, 0, 0, 0, 0, 0, vw / 2, vh / 2, 0, 1];\n const clip = multiply(local, toLocal);\n // Behind the camera (its center): hidden\n const centerW = (clip[3] ?? 0) * (w / 2) + (clip[7] ?? 0) * (h / 2) + (clip[15] ?? 0);\n\n // Hidden without touching its display (the page's layout of its content)\n if (!(centerW > 0)) {\n this.element.style.visibility = 'hidden';\n\n return;\n }\n this.element.style.visibility = '';\n\n // Its depth axis the identity, out of the rest: its points have no depth, and a transform that cannot be\n // inverted is not drawn\n const m = multiply(toScreen, clip);\n\n m.splice(8, 4, 0, 0, 1, 0);\n [2, 6, 14].forEach((k) => {\n m[k] = 0;\n });\n this.element.style.transform = `matrix3d(${m.join(',')})`;\n }\n}\n"]}
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