isard 1.9.0 → 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.
Files changed (49) hide show
  1. package/CHANGELOG.md +50 -0
  2. package/README.md +9 -4
  3. package/dist/basemap/vectortiles/requests.d.ts +8 -1
  4. package/dist/basemap/vectortiles/requests.js +32 -4
  5. package/dist/basemap/vectortiles/requests.js.map +1 -1
  6. package/dist/basemap/vectortiles/vectors.d.ts +8 -1
  7. package/dist/basemap/vectortiles/vectors.js +26 -2
  8. package/dist/basemap/vectortiles/vectors.js.map +1 -1
  9. package/dist/basemap/vectortiles.d.ts +2 -1
  10. package/dist/basemap/vectortiles.js +3 -1
  11. package/dist/basemap/vectortiles.js.map +1 -1
  12. package/dist/basemap.worker.js +2 -2
  13. package/dist/basemap.worker.js.map +4 -4
  14. package/dist/bind/layers.js +3 -0
  15. package/dist/bind/layers.js.map +1 -1
  16. package/dist/data/tileset.d.ts +21 -0
  17. package/dist/data/tileset.js +101 -0
  18. package/dist/data/tileset.js.map +1 -0
  19. package/dist/decoder.worker.js +3 -3
  20. package/dist/decoder.worker.js.map +3 -3
  21. package/dist/engine-loader.d.ts +2 -2
  22. package/dist/engine-loader.js +9 -3
  23. package/dist/engine-loader.js.map +1 -1
  24. package/dist/isard_bg.wasm +0 -0
  25. package/dist/isard_core_bg.wasm +0 -0
  26. package/dist/isard_tess_bg.wasm +0 -0
  27. package/dist/layers/tiles3d.d.ts +5 -0
  28. package/dist/layers/tiles3d.js +15 -1
  29. package/dist/layers/tiles3d.js.map +1 -1
  30. package/dist/layers/vectors.d.ts +3 -0
  31. package/dist/layers/vectors.js +4 -0
  32. package/dist/layers/vectors.js.map +1 -1
  33. package/dist/map.d.ts +10 -0
  34. package/dist/map.js +23 -2
  35. package/dist/map.js.map +1 -1
  36. package/dist/react/VectorGeometry.d.ts +4 -0
  37. package/dist/react/VectorGeometry.js +6 -3
  38. package/dist/react/VectorGeometry.js.map +1 -1
  39. package/dist/types.d.ts +2 -0
  40. package/dist/types.js.map +1 -1
  41. package/dist/ui/interaction.d.ts +4 -0
  42. package/dist/ui/interaction.js +53 -2
  43. package/dist/ui/interaction.js.map +1 -1
  44. package/dist/wasm/isard.d.ts +18 -1
  45. package/dist/wasm/isard.js +28 -2
  46. package/dist/wasm/isard_core.d.ts +13 -1
  47. package/dist/wasm/isard_core.js +20 -2
  48. package/dist/workers/basemap/protocol.d.ts +3 -0
  49. package/package.json +1 -1
package/CHANGELOG.md CHANGED
@@ -3,6 +3,56 @@
3
3
  Every notable change of `isard`. The format follows [Keep a Changelog](https://keepachangelog.com), the
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4
  versions [Semantic Versioning](https://semver.org) (before 1.0.0, a minor version may change an API).
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5
 
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+ ## [1.10.0] - 2026-10-27
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+
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+ ### Added
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+
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+ - `isard-react-native` (packages/react-native): the map in a React Native app, `<IsardMapView>` holding isard's page
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+ in a WebView, driven by its props (the map's options, its layers as `map.add` takes them) and its ref (`flyTo`,
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+ `easeTo`, `getCamera`, `pickSurface`…), the taps and the camera's stops told back. On the web, the same view holds
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+ the page in an iframe with the same messages: the Places example runs on React Native for Web, its page in the
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+ documentation (React, React Native).
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+ - 3D buildings in the vector map: `vectors({ buildings3d: batiments3d() })` draws a 3D Tiles tileset (the IGN's
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+ Bâtiments 3D) with the layer, in place of the style's raised buildings where the tileset covers, the style's kept
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+ elsewhere (a town it has none of yet, abroad). The coverage is read from the tileset's children (`tilesetCoverage`,
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+ a child tileset read when a tile meets it: Brussels out of the Nord's first box); `layer.buildings3d` for picking;
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+ `<Geometry buildings3d>` in React. The Bâtiments 3D example uses it.
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+ - 3D Tiles' facades: `addTiles3d({ facades: true })` or `tiles3dLayer.setFacades(true)` gives the walls of the
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+ untextured meshes (the IGN's Bâtiments 3D) windows as the vector tiles' buildings have, glass by day and lit at night;
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+ their faces lit as those buildings' are (the walls by the side they face, the roofs by their slope).
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+ - A drag that turns and tilts the map (right button, Ctrl or Shift) goes around what it grabbed, a roof or a mesh as
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+ the relief, which stays under the pointer (as in Google Earth), rather than around the street under the screen's
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+ center; `map.setRotateAroundPointer(false)` turns around the center again.
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+ - The Measure example: lengths in space between points clicked on the roofs and the ground (`map.pickSurface`), each
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+ segment's rise, the line drawn over the map; an application's tool built on the map's API.
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+ - Touch: two fingers side by side moving up or down together tilt the map (as MapLibre and Google Earth take them);
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+ any other move of two fingers is still a pinch (zoom, turn, pan). The examples on a phone: their panel along the
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+ bottom, scrolled within a part of the screen, folded by its title.
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+
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+ ### Changed
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+
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+ - The Bâtiments 3D example: its buildings a neutral grey, without the windows of the facades, the camera tilting up to
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+ the horizon (`maxPitch: 85`).
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+ - The documentation: the roadmap by priority (a table at its top, P1 to P4, and what's next on the home page), a
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+ React Native page, Layers in the API menu.
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+
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+ ### Fixed
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+
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+ - Fills and extrusions: ring offsets running backwards no longer read the same points again and again. A ring starting
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+ before the end of its polygon's previous rings starts at that end, so a polygon never costs more than its points (the
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+ fuzzer's input piled one ring as 98 identical holes, earcut taking over 150 ms where it now takes under 1 ms).
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+ - Tiles that never came on a still map:
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+ - a raster or relief tile that failed was asked again only at the next move: it now is once its cooldown is over;
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+ - a raster request that hangs (no answer, a proxy holding the connection) is given up after 30 s and counted a
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+ failure, where it held one of the requests allowed for good;
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+ - the vector tiles' requests in the basemap workers are given up after 30 s too;
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+ - a vector tile that failed (`vectors()`, extrusions, trees, lamps, furniture) is asked again after a pause (1 s,
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+ doubled up to 30 s), not only at the next move.
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+ - A lost WebGL context: the map's engine is freed at once and its calls go to one that does nothing until the context
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+ is restored, the next engine taking the camera set meanwhile. A vector tile uploaded meanwhile threw "more than this
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+ GPU takes (0 at most)" (the limits of a lost context read 0), and freeing the old engine on the context restored
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+ raised a warning for each of its GPU objects (#87).
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+
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56
  ## [1.9.0] - 2026-10-26
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57
 
8
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  ### Changed
package/README.md CHANGED
@@ -179,10 +179,15 @@ More in [Develop and release](https://ideal-adventure-zqn6y6p.pages.github.io/gu
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179
 
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  ## Roadmap
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181
 
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- The whole MapLibre style drawn as vectors, a 3D vector map to walk through, Panoramax's street-level photos on the map
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- and at street level, fluids on the globe (wakes behind the buildings, more of the models' files), several projections
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- on the globe, and smaller items: see
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- [Roadmap](https://ideal-adventure-zqn6y6p.pages.github.io/guide/roadmap).
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+ By priority:
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+
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+ - **P1**, next: 3D Tiles colored by their attributes; lines in space (then areas and heights in the measure).
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+ - **P2**, then: rasters draped on the buildings; rasters draped within an area; a clipping volume; a performance report.
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+ - **P3**, later: objects moving along paths; video in the scene.
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+ - **P4**, when time allows: the whole MapLibre style drawn as vectors, a 3D vector map to walk through, Panoramax's
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+ street-level photos, fluids on the globe, several projections on the globe, smaller items.
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+
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+ See [Roadmap](https://ideal-adventure-zqn6y6p.pages.github.io/guide/roadmap).
186
191
 
187
192
  ## Licence
188
193
 
@@ -6,6 +6,11 @@ export declare class TileRequests {
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  private readonly held;
7
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  /** The requests not answered yet, by key */
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  private readonly pending;
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+ /** What asks again for the tiles that failed (the layer's update), and when it is due */
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+ private readonly retry;
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+ /** Asks again for the tiles that failed with `update` (the layer's), after a pause: a still map brings no update of
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+ * its own, a tile failed would wait for the next move */
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+ retryWith(update: () => void): void;
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  /** Whether the tile is held or asked for */
10
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  has(key: string): boolean;
11
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  /** The keys of the tiles held or asked for (a copy: the tiles can be dropped while it is gone through) */
@@ -22,7 +27,9 @@ export declare class TileRequests {
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  answered(keys: Iterable<string>): Promise<void>;
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  /** Aborts the tile's request and forgets it */
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  drop(key: string): void;
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- /** Aborts every request and forgets every tile */
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+ /** Aborts every request and forgets every tile, a retry due with them */
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  abortAll(): void;
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+ /** A tile failed: the update asked for after the pause, once for every tile failed meanwhile */
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+ private failed;
27
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  private open;
28
35
  }
@@ -2,10 +2,21 @@
2
2
  * The requests of a layer whose tiles follow the view (`VectorTiles`' extrusions, streets' wind, trees, vectors): the
3
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  * tiles held or asked for, by key, each with the controller that aborts its request.
4
4
  */
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+ /** Pause before the tiles that failed are asked for again when no move brings an update (ms), doubled at each failure
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+ * in a row up to `RETRY_MAX_MS` */
7
+ const RETRY_FIRST_MS = 1000;
8
+ const RETRY_MAX_MS = 30_000;
5
9
  export class TileRequests {
6
10
  held = new Map();
7
11
  /** The requests not answered yet, by key */
8
12
  pending = new Map();
13
+ /** What asks again for the tiles that failed (the layer's update), and when it is due */
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+ retry = { timer: undefined, wait: RETRY_FIRST_MS };
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+ /** Asks again for the tiles that failed with `update` (the layer's), after a pause: a still map brings no update of
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+ * its own, a tile failed would wait for the next move */
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+ retryWith(update) {
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+ this.retry.update = update;
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+ }
9
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  /** Whether the tile is held or asked for */
10
21
  has(key) {
11
22
  return this.held.has(key);
@@ -25,10 +36,12 @@ export class TileRequests {
25
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  */
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  ask(key, request, use) {
27
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  const controller = this.open(key);
28
- // A later request under the same key is not forgotten by this one's failure
39
+ // A later request under the same key is not forgotten by this one's failure (nor one dropped: it is not wanted)
29
40
  const forget = () => {
30
- if (this.held.get(key) === controller)
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- this.held.delete(key);
41
+ if (this.held.get(key) !== controller)
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+ return;
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+ this.held.delete(key);
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+ this.failed();
32
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  };
33
46
  const answered = request(controller.signal)
34
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  .then(async (answer) => {
@@ -36,6 +49,7 @@ export class TileRequests {
36
49
  return;
37
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  try {
38
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  await use(answer);
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+ this.retry.wait = RETRY_FIRST_MS;
39
53
  }
40
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  catch (error) {
41
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  console.warn('isard: a vector tile not drawn', error);
@@ -58,12 +72,26 @@ export class TileRequests {
58
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  this.held.get(key)?.abort();
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  this.held.delete(key);
60
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  }
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- /** Aborts every request and forgets every tile */
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+ /** Aborts every request and forgets every tile, a retry due with them */
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  abortAll() {
63
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  this.held.forEach((controller) => {
64
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  controller.abort();
65
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  });
66
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  this.held.clear();
81
+ clearTimeout(this.retry.timer);
82
+ this.retry.timer = undefined;
83
+ this.retry.wait = RETRY_FIRST_MS;
84
+ }
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+ /** A tile failed: the update asked for after the pause, once for every tile failed meanwhile */
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+ failed() {
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+ const { update, timer, wait } = this.retry;
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+ if (!update || timer !== undefined)
89
+ return;
90
+ this.retry.timer = setTimeout(() => {
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+ this.retry.timer = undefined;
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+ update();
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+ }, wait);
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+ this.retry.wait = Math.min(wait * 2, RETRY_MAX_MS);
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  }
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  open(key) {
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  const controller = new AbortController();
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"requests.js","sourceRoot":"","sources":["../../../src/basemap/vectortiles/requests.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH;mCACmC;AACnC,MAAM,cAAc,GAAG,IAAI,CAAC;AAC5B,MAAM,YAAY,GAAG,MAAM,CAAC;AAE5B,MAAM,OAAO,YAAY;IACN,IAAI,GAAG,IAAI,GAAG,EAA2B,CAAC;IAC3D,4CAA4C;IAC3B,OAAO,GAAG,IAAI,GAAG,EAAyB,CAAC;IAC5D,yFAAyF;IACxE,KAAK,GAIlB,EAAE,KAAK,EAAE,SAAS,EAAE,IAAI,EAAE,cAAc,EAAE,CAAC;IAE/C;6DACyD;IACzD,SAAS,CAAC,MAAkB;QAC1B,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,MAAM,CAAC;IAC7B,CAAC;IAED,4CAA4C;IAC5C,GAAG,CAAC,GAAW;QACb,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;IAC5B,CAAC;IAED,0GAA0G;IAC1G,IAAI;QACF,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,CAAC,CAAC;IAC/B,CAAC;IAED,6GAA6G;IAC7G,KAAK,CAAC,GAAW;QACf,OAAO,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACH,GAAG,CAAI,GAAW,EAAE,OAA4C,EAAE,GAA2B;QAC3F,MAAM,UAAU,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QAClC,gHAAgH;QAChH,MAAM,MAAM,GAAG,GAAG,EAAE;YAClB,IAAI,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,KAAK,UAAU;gBAAE,OAAO;YAC9C,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;YACtB,IAAI,CAAC,MAAM,EAAE,CAAC;QAChB,CAAC,CAAC;QAEF,MAAM,QAAQ,GAAG,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC;aACxC,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,EAAE;YACrB,IAAI,UAAU,CAAC,MAAM,CAAC,OAAO;gBAAE,OAAO;YAEtC,IAAI,CAAC;gBACH,MAAM,GAAG,CAAC,MAAM,CAAC,CAAC;gBAClB,IAAI,CAAC,KAAK,CAAC,IAAI,GAAG,cAAc,CAAC;YACnC,CAAC;YAAC,OAAO,KAAK,EAAE,CAAC;gBACf,OAAO,CAAC,IAAI,CAAC,gCAAgC,EAAE,KAAK,CAAC,CAAC;gBACtD,MAAM,EAAE,CAAC;YACX,CAAC;QACH,CAAC,EAAE,MAAM,CAAC;aACT,OAAO,CAAC,GAAG,EAAE;YACZ,IAAI,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,GAAG,CAAC,KAAK,QAAQ;gBAAE,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;QACnE,CAAC,CAAC,CAAC;QAEL,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,GAAG,EAAE,QAAQ,CAAC,CAAC;QAEhC,OAAO,QAAQ,CAAC;IAClB,CAAC;IAED,+GAA+G;IAC/G,QAAQ,CAAC,IAAsB;QAC7B,OAAO,OAAO,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,CAAC,SAAS,CAAC,CAAC;IACtF,CAAC;IAED,+CAA+C;IAC/C,IAAI,CAAC,GAAW;QACd,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,KAAK,EAAE,CAAC;QAC5B,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;IACxB,CAAC;IAED,yEAAyE;IACzE,QAAQ;QACN,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,UAAU,EAAE,EAAE;YAC/B,UAAU,CAAC,KAAK,EAAE,CAAC;QACrB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;QAClB,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC;QAC/B,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,SAAS,CAAC;QAC7B,IAAI,CAAC,KAAK,CAAC,IAAI,GAAG,cAAc,CAAC;IACnC,CAAC;IAED,gGAAgG;IACxF,MAAM;QACZ,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC;QAE3C,IAAI,CAAC,MAAM,IAAI,KAAK,KAAK,SAAS;YAAE,OAAO;QAC3C,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,UAAU,CAAC,GAAG,EAAE;YACjC,IAAI,CAAC,KAAK,CAAC,KAAK,GAAG,SAAS,CAAC;YAC7B,MAAM,EAAE,CAAC;QACX,CAAC,EAAE,IAAI,CAAC,CAAC;QACT,IAAI,CAAC,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,GAAG,CAAC,EAAE,YAAY,CAAC,CAAC;IACrD,CAAC;IAEO,IAAI,CAAC,GAAW;QACtB,MAAM,UAAU,GAAG,IAAI,eAAe,EAAE,CAAC;QAEzC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,UAAU,CAAC,CAAC;QAE/B,OAAO,UAAU,CAAC;IACpB,CAAC;CACF","sourcesContent":["/**\n * The requests of a layer whose tiles follow the view (`VectorTiles`' extrusions, streets' wind, trees, vectors): the\n * tiles held or asked for, by key, each with the controller that aborts its request.\n */\n\n/** Pause before the tiles that failed are asked for again when no move brings an update (ms), doubled at each failure\n * in a row up to `RETRY_MAX_MS` */\nconst RETRY_FIRST_MS = 1000;\nconst RETRY_MAX_MS = 30_000;\n\nexport class TileRequests {\n private readonly held = new Map<string, AbortController>();\n /** The requests not answered yet, by key */\n private readonly pending = new Map<string, Promise<void>>();\n /** What asks again for the tiles that failed (the layer's update), and when it is due */\n private readonly retry: {\n update?: () => void;\n timer: ReturnType<typeof setTimeout> | undefined;\n wait: number;\n } = { timer: undefined, wait: RETRY_FIRST_MS };\n\n /** Asks again for the tiles that failed with `update` (the layer's), after a pause: a still map brings no update of\n * its own, a tile failed would wait for the next move */\n retryWith(update: () => void): void {\n this.retry.update = update;\n }\n\n /** Whether the tile is held or asked for */\n has(key: string): boolean {\n return this.held.has(key);\n }\n\n /** The keys of the tiles held or asked for (a copy: the tiles can be dropped while it is gone through) */\n keys(): string[] {\n return [...this.held.keys()];\n }\n\n /** Holds a new request under `key` (the one it held before is forgotten, not aborted); returns its signal */\n start(key: string): AbortSignal {\n return this.open(key).signal;\n }\n\n /**\n * Asks for a tile (`request`) and does with its answer what `use` does, unless the request was aborted meanwhile. On\n * a failure of either, the tile is forgotten (the next update asks for it again); an error of `use` (the engine\n * refusing the tile) is reported, never left unhandled\n */\n ask<T>(key: string, request: (signal: AbortSignal) => Promise<T>, use: (answer: T) => unknown): Promise<void> {\n const controller = this.open(key);\n // A later request under the same key is not forgotten by this one's failure (nor one dropped: it is not wanted)\n const forget = () => {\n if (this.held.get(key) !== controller) return;\n this.held.delete(key);\n this.failed();\n };\n\n const answered = request(controller.signal)\n .then(async (answer) => {\n if (controller.signal.aborted) return;\n\n try {\n await use(answer);\n this.retry.wait = RETRY_FIRST_MS;\n } catch (error) {\n console.warn('isard: a vector tile not drawn', error);\n forget();\n }\n }, forget)\n .finally(() => {\n if (this.pending.get(key) === answered) this.pending.delete(key);\n });\n\n this.pending.set(key, answered);\n\n return answered;\n }\n\n /** Resolves once the tiles of `keys` asked for, by this update or an earlier one, are answered (or dropped) */\n answered(keys: Iterable<string>): Promise<void> {\n return Promise.all([...keys].map((k) => this.pending.get(k))).then(() => undefined);\n }\n\n /** Aborts the tile's request and forgets it */\n drop(key: string): void {\n this.held.get(key)?.abort();\n this.held.delete(key);\n }\n\n /** Aborts every request and forgets every tile, a retry due with them */\n abortAll(): void {\n this.held.forEach((controller) => {\n controller.abort();\n });\n this.held.clear();\n clearTimeout(this.retry.timer);\n this.retry.timer = undefined;\n this.retry.wait = RETRY_FIRST_MS;\n }\n\n /** A tile failed: the update asked for after the pause, once for every tile failed meanwhile */\n private failed(): void {\n const { update, timer, wait } = this.retry;\n\n if (!update || timer !== undefined) return;\n this.retry.timer = setTimeout(() => {\n this.retry.timer = undefined;\n update();\n }, wait);\n this.retry.wait = Math.min(wait * 2, RETRY_MAX_MS);\n }\n\n private open(key: string): AbortController {\n const controller = new AbortController();\n\n this.held.set(key, controller);\n\n return controller;\n }\n}\n"]}
@@ -4,7 +4,7 @@
4
4
  */
5
5
  import type { Icons } from '../../layers/icons.ts';
6
6
  import type { VectorLayer } from '../../layers/vectors.ts';
7
- import type { Placement } from '../../types.ts';
7
+ import type { Placement, Tiles3dOptions } from '../../types.ts';
8
8
  import type { RoofMode } from '../../util/roofs.ts';
9
9
  import { type Json, type StyleLayer } from '../vectorstyle.ts';
10
10
  import type { VectorTilesContext } from './context.ts';
@@ -31,5 +31,12 @@ export interface VectorsOptions extends Placement {
31
31
  roofs?: RoofMode;
32
32
  /** The buildings' walls show their windows: glass by day, some lit at night (default false: only the lit ones) */
33
33
  facades?: boolean;
34
+ /**
35
+ * 3D buildings in place of the style's raised ones where they have some: a 3D Tiles tileset (`batiments3d()`: the
36
+ * IGN's Bâtiments 3D over France) drawn with the layer, removed and moved with it (its `companions`); the style's
37
+ * buildings left out where the tileset's children cover (their boxes, read from its `tileset.json`, a child that is
38
+ * a tileset of its own read when a tile meets it), kept elsewhere; their walls' windows with `facades`
39
+ */
40
+ buildings3d?: Tiles3dOptions;
34
41
  }
35
42
  export declare const vectors: (context: VectorTilesContext, options?: VectorsOptions) => VectorLayer;
@@ -2,6 +2,8 @@
2
2
  * The vector layer of a vector basemap (`VectorTiles.vectors`): its fills, lines and buildings cut by the workers
3
3
  * into geometry the engine draws, the tiles following the view, and how its style layers are read for the engine.
4
4
  */
5
+ import { tilesetCoverage } from "../../data/tileset.js";
6
+ import { latitude, longitude } from "../../util/geo.js";
5
7
  import { FLOATS, STYLE } from "../../util/style-floats.js";
6
8
  import { evaluate, isExpression, vectorKind, zoomOnly } from "../vectorstyle.js";
7
9
  import { TileRequests } from "./requests.js";
@@ -82,6 +84,12 @@ export const vectors = (context, options = {}) => {
82
84
  const { map } = context;
83
85
  const { layers = () => true, streets = isStreet, before, roofs = 'data', facades = false } = options;
84
86
  const vector = map.addVectorLayer(before);
87
+ // The 3D buildings over the layer's ground, and where they stand
88
+ const buildings = options.buildings3d && map.addTiles3d({ ...options.buildings3d, ...(before && { before }) });
89
+ const coverage = options.buildings3d && tilesetCoverage(options.buildings3d.url);
90
+ if (buildings)
91
+ vector.companions.push(buildings);
92
+ vector.buildings3d = buildings;
85
93
  vector.setFacades(facades);
86
94
  const state = { renderer: context.renderer((l) => vectorKind(l) !== undefined && layers(l), []), update: 0, style: 0 };
87
95
  state.renderer.catch(() => undefined);
@@ -117,9 +125,25 @@ export const vectors = (context, options = {}) => {
117
125
  const requests = new TileRequests();
118
126
  /** A tile's geometry, or its styles alone, asked of the worker of its tile of the source's level (which keeps the
119
127
  * decoded tile its deeper tiles are cut from) */
120
- const ask = ({ key, maxzoom }, [z, x, y], styles, priority, signal) => {
128
+ const ask = async ({ key, maxzoom }, [z, x, y], styles, priority, signal) => {
121
129
  const d = Math.max(0, z - maxzoom);
122
- const work = { type: 'vectors', key, z, x, y, deepest: deepestLevel(maxzoom), roofs, priority };
130
+ // Where the 3D buildings stand over the source's tile the worker cuts (none known: the style's buildings kept)
131
+ const n = 2 ** (z - d);
132
+ const [tx, ty] = [Math.floor(x / 2 ** d), Math.floor(y / 2 ** d)];
133
+ const covered = await coverage
134
+ ?.within([longitude(tx / n), latitude((ty + 1) / n), longitude((tx + 1) / n), latitude(ty / n)])
135
+ .catch(() => undefined);
136
+ const work = {
137
+ type: 'vectors',
138
+ key,
139
+ z,
140
+ x,
141
+ y,
142
+ deepest: deepestLevel(maxzoom),
143
+ roofs,
144
+ ...(covered?.length ? { covered } : {}),
145
+ priority,
146
+ };
123
147
  // The geometry made ready for the GPU in the workers, with the prisms the relief needs
124
148
  return context.request(z - d, Math.floor(x / 2 ** d), Math.floor(y / 2 ** d), styles ? { ...work, styles } : { ...work, prism: map.hasRelief }, signal);
125
149
  };
@@ -1 +1 @@
1
- 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* The vector layer of a vector basemap (`VectorTiles.vectors`): its fills, lines and buildings cut by the workers\n * into geometry the engine draws, the tiles following the view, and how its style layers are read for the engine.\n */\n\nimport type { Icons } from '../../layers/icons.ts';\nimport type { VectorLayer, VectorSublayer } from '../../layers/vectors.ts';\nimport type { Placement } from '../../types.ts';\nimport type { RoofMode } from '../../util/roofs.ts';\nimport { FLOATS, STYLE } from '../../util/style-floats.ts';\nimport type { BasemapWork, Priority } from '../../workers/basemap/protocol.ts';\nimport { evaluate, isExpression, type Json, type StyleLayer, vectorKind, zoomOnly } from '../vectorstyle.ts';\nimport type { Renderer, VectorTilesContext } from './context.ts';\nimport { TileRequests } from './requests.ts';\nimport { nearPriority, parseTileKey, type TileTriple, tileKey, tileTriples } from './tiles.ts';\n\n/** The deepest level `vectors()` cuts its tiles at: past the source's deepest level, its tiles cut again into deeper\n * ones (overzoom, as MapLibre does) down to level 18, their styles those of their level, smaller tiles\n * drawn in a closer view; past it, the tiles of that level stretched */\nconst OVERZOOM_LEVEL = 18;\n\n/** The deepest level of the tiles of `vectors()` over a source whose deepest is `maxzoom` */\nconst deepestLevel = (maxzoom: number): number => Math.max(maxzoom, OVERZOOM_LEVEL);\n\n/** A layout or paint value at a zoom, whatever the feature (an expression evaluated) */\nconst atZoom = (value: Json | undefined, zoom: number): unknown =>\n isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;\n\n/**\n * A `line-dasharray` as the engine takes it: two dashes and gaps in line widths (an odd count repeated, as the\n * canvas's `setLineDash`; past four, the first four), zeros for a solid line\n */\nexport const dashes = (value: Json | undefined, zoom: number): [number, number, number, number] => {\n const v = atZoom(value, zoom);\n const list = Array.isArray(v) ? v.map(Number).filter((d) => Number.isFinite(d) && d >= 0) : [];\n const even = list.length % 2 === 1 ? [...list, ...list] : list;\n const [a = 0, b = 0, c = 0, d = 0] = even.length >= 2 && even.some((x) => x > 0) ? even : [];\n\n return [a, b, c, d];\n};\n\n/** Whether a style layer draws streets, which glow at night: its id names a road (OpenMapTiles' styles, PLAN IGN's),\n * not its casing, a railway, a path or a tunnel */\nexport const isStreet = (layer: StyleLayer): boolean =>\n /road|highway|street|motorway|trunk|primary|secondary|tertiary|minor|routier/i.test(layer.id) &&\n !/casing|outline|rail|path|track|ferry|tunnel|pier|area|pattern|label/i.test(layer.id);\n\n/** A `line-cap` as the engine draws it, at the camera's zoom (MapLibre's default: butt) */\nconst lineCap = (value: Json | undefined, zoom: number): 'butt' | 'round' | 'square' => {\n const v = atZoom(value, zoom);\n\n return v === 'round' || v === 'square' ? v : 'butt';\n};\n\n/** A `line-join` as the engine draws it, at the camera's zoom (MapLibre's default: miter) */\nconst lineJoin = (value: Json | undefined, zoom: number): 'miter' | 'bevel' | 'round' => {\n const v = atZoom(value, zoom);\n\n return v === 'round' || v === 'bevel' ? v : 'miter';\n};\n\n/** A `line-miter-limit` at the camera's zoom (MapLibre's default: 2) */\nconst miterLimit = (value: Json | undefined, zoom: number): number => {\n const v = Number(atZoom(value, zoom) ?? 2);\n\n return Number.isFinite(v) ? v : 2;\n};\n\n/** A tile's styles with their patterns placed: each feature's pattern, as its index past one into `names`\n * (`STYLE.fillPattern`, `STYLE.linePattern`), replaced by its image's place in the icon atlas (texels) and pixel\n * ratio; none if the atlas has no such image; the atlas uploaded */\nexport const placePatterns = (\n styles: Float32Array,\n names: readonly string[] | undefined,\n icons: Icons,\n prefix: string,\n): Float32Array => {\n if (!names?.length) return styles;\n // Thousands of features a tile: a loop\n for (let f = 0; f + FLOATS <= styles.length; f += FLOATS) {\n const fill = styles[f + STYLE.fillPattern] ?? 0;\n const line = styles[f + STYLE.linePattern] ?? 0;\n const index = fill > 0 ? fill : line;\n\n if (index <= 0) continue;\n\n const icon = icons.get(prefix + (names[index - 1] ?? ''));\n const place = icon ? [icon.x, icon.y, icon.width, icon.height] : [0, 0, 0, 0];\n const ratio = icon?.pixelRatio ?? 0;\n\n if (fill > 0) styles.set([...place, ratio], f + STYLE.size + 4);\n else {\n styles.set(place, f + STYLE.second);\n styles[f + STYLE.patternRatio] = ratio;\n }\n }\n icons.flush();\n\n return styles;\n};\n\n/** The paint properties of the patterns `vectors()` draws, whose images come from the style's sprite */\nconst PATTERNS = ['fill-pattern', 'background-pattern', 'line-pattern', 'fill-extrusion-pattern'];\n\n/** A `fill-translate` or `line-translate` at the camera's zoom (CSS pixels; none if it is not two numbers) */\nexport const translation = (value: Json | undefined, zoom: number): [number, number] => {\n const v = atZoom(value, zoom);\n const [x, y] = Array.isArray(v) ? v.map(Number) : [];\n\n return Number.isFinite(x) && Number.isFinite(y) ? [x ?? 0, y ?? 0] : [0, 0];\n};\n\n/** The options of `VectorTiles.vectors` */\nexport interface VectorsOptions extends Placement {\n layers?: (layer: StyleLayer) => boolean;\n streets?: (layer: StyleLayer) => boolean;\n /** The buildings' roofs: from their data (`roof:shape`, `roof:height`; flat without, the default), generated from\n * their outline where they have none (hipped, gabled or mansard by size and shape), or all flat */\n roofs?: RoofMode;\n /** The buildings' walls show their windows: glass by day, some lit at night (default false: only the lit ones) */\n facades?: boolean;\n}\n\nexport const vectors = (context: VectorTilesContext, options: VectorsOptions = {}): VectorLayer => {\n const { map } = context;\n const { layers = () => true, streets = isStreet, before, roofs = 'data', facades = false } = options;\n const vector = map.addVectorLayer(before);\n\n vector.setFacades(facades);\n const state: {\n renderer: Promise<Renderer>;\n /** The style layers as the application changed them (`setPaintProperty`…): a copy, its style left as it is */\n own?: StyleLayer[];\n /** Bumped by each update: only the last one drops the tiles out of its view */\n update: number;\n /** Bumped by each restyle: a tile cut under an older style is restyled once it is there */\n style: number;\n } = { renderer: context.renderer((l) => vectorKind(l) !== undefined && layers(l), []), update: 0, style: 0 };\n\n state.renderer.catch(() => undefined);\n\n /** The style's sprites among the map's icons, if a layer drawn has a pattern: waited for before the first tiles */\n const sprites = context.ready\n .then(({ style }) =>\n style.layers.some((l) => layers(l) && PATTERNS.some((k) => l.paint?.[k] !== undefined))\n ? context.addSprites()\n : undefined,\n )\n .catch(() => undefined);\n const placed = (styles: Float32Array, names: readonly string[] | undefined) =>\n placePatterns(styles, names, map.icons, context.iconPrefix);\n context.layers.push(vector);\n\n const sublayers = (list: StyleLayer[]): VectorSublayer[] => {\n const zoom = map.getCamera().zoom;\n\n return list.map((l) => ({\n id: l.id,\n sourceLayer: l['source-layer'],\n kind: vectorKind(l) ?? 'fill',\n minZoom: l.minzoom ?? 0,\n maxZoom: l.maxzoom ?? 24,\n visible: l.layout?.visibility !== 'none',\n opacity: zoomOnly(l.paint?.[`${l.type}-opacity`], 1) ?? 1,\n cap: lineCap(l.layout?.['line-cap'], zoom),\n join: lineJoin(l.layout?.['line-join'], zoom),\n miterLimit: miterLimit(l.layout?.['line-miter-limit'], zoom),\n translate: translation(l.paint?.[`${l.type}-translate`], zoom),\n translateAnchor: l.paint?.[`${l.type}-translate-anchor`] === 'viewport' ? 'viewport' : 'map',\n patterned: l.paint?.['fill-pattern'] !== undefined || l.paint?.['background-pattern'] !== undefined,\n lit: l.type === 'line' && streets(l),\n dash: l.type === 'line' ? dashes(l.paint?.['line-dasharray'], zoom) : [0, 0, 0, 0],\n }));\n };\n\n /** The tiles held or asked for, by `z/x/y` */\n const requests = new TileRequests();\n /** A tile's geometry, or its styles alone, asked of the worker of its tile of the source's level (which keeps the\n * decoded tile its deeper tiles are cut from) */\n const ask = (\n { key, maxzoom }: { key: string; maxzoom: number },\n [z, x, y]: TileTriple,\n styles: boolean,\n priority: Priority,\n signal?: AbortSignal,\n ) => {\n const d = Math.max(0, z - maxzoom);\n const work: BasemapWork = { type: 'vectors', key, z, x, y, deepest: deepestLevel(maxzoom), roofs, priority };\n\n // The geometry made ready for the GPU in the workers, with the prisms the relief needs\n return context.request(\n z - d,\n Math.floor(x / 2 ** d),\n Math.floor(y / 2 ** d),\n styles ? { ...work, styles } : { ...work, prism: map.hasRelief },\n signal,\n );\n };\n\n // The workers tessellate the tiles (the main thread only uploads them), once they know the module\n context.broadcast({ type: 'tess', url: map.tessUrl });\n /** Asks the workers again for the styles of a tile held, under the current style; the tile's geometry stays as it\n * is */\n const restyleTile = async (renderer: { key: string; maxzoom: number }, k: string) => {\n const r = await ask(renderer, parseTileKey(k), true, 'auto').catch(() => undefined);\n\n if (r && 'styles' in r) vector.setTileStyles(k, placed(r.styles, r.patterns));\n };\n const update = async () => {\n if (context.destroyed()) return;\n\n const generation = ++state.update;\n // The style the tiles are cut under: that of the renderer awaited, a restyle meanwhile (a paint property set as the\n // style loads) asking their styles again once they are there\n const style = state.style;\n const { key, maxzoom, layers: list } = await state.renderer;\n\n await sprites;\n\n vector.setSublayers(sublayers(state.own ?? list));\n\n const wanted = tileTriples(map.engine.vectorTilesInView(0, deepestLevel(maxzoom)));\n const keys = new Set(wanted.map((t) => tileKey(...t)));\n const loads = wanted.flatMap((t, index) => {\n const k = tileKey(...t);\n\n if (requests.has(k)) return [];\n\n return [\n requests.ask(\n k,\n (signal) => ask({ key, maxzoom }, t, false, nearPriority(index, 'high', 'auto'), signal),\n async (r) => {\n if (!('vectors' in r)) return;\n await vector.setTile(k, { ...r.vectors, styles: placed(r.vectors.styles, r.vectors.patterns) });\n // Cut under a style changed since: its styles asked for again\n if (style !== state.style) await restyleTile(await state.renderer, k);\n },\n ),\n ];\n });\n // Out of view: those still asked for go at once, those drawn once their replacements are there (no hole). The\n // drawn ones are those the engine shows, held or not (a recut forgets what it held, not what is drawn)\n const drop = (drawn: boolean) => {\n const shown = new Set(vector.tileKeys);\n const known = new Set([...requests.keys(), ...(drawn ? shown : [])]);\n\n known.forEach((k) => {\n if (keys.has(k) || shown.has(k) !== drawn) return;\n requests.drop(k);\n vector.removeTile(k);\n });\n };\n\n drop(false);\n // Every tile of the view, those an earlier update asked for too: a tile out of view stays drawn until all of them\n // are there\n await Promise.all([...loads, requests.answered(keys)]);\n // A later update (the view moved again meanwhile) drops for its own view: these keys are no longer the view\n if (!context.destroyed() && generation === state.update) drop(true);\n };\n const refresh = () => {\n update().catch(() => undefined);\n };\n /** The style layers changed: the workers' copy, then the styles of the tiles held */\n const restyle = async (list: StyleLayer[]) => {\n state.own = list;\n state.style++;\n state.renderer = state.renderer.then(({ key }) => context.renderer(() => false, list, key));\n\n const renderer = await state.renderer;\n\n vector.setSublayers(sublayers(list));\n await Promise.all(vector.tileKeys.map((k) => restyleTile(renderer, k)));\n };\n\n vector.restyle = (id, group, name, value) => {\n state.renderer\n .then(({ layers: list }) => {\n const next = (state.own ?? list).map((l) =>\n l.id === id ? { ...l, [group]: { ...l[group], [name]: value } } : l,\n );\n\n // Visibility and dashes are the engine's: the tiles stay as they are\n if ((group === 'layout' && name === 'visibility') || name === 'line-dasharray') {\n state.own = next;\n vector.setSublayers(sublayers(next));\n\n return undefined;\n }\n // An outline added or taken away: a feature more or less in each tile, cut again\n if (name === 'fill-outline-color' || name === 'fill-antialias') {\n state.own = next;\n state.style++;\n state.renderer = state.renderer.then(({ key }) => context.renderer(() => false, next, key));\n vector.setSublayers(sublayers(next));\n vector.recut?.();\n\n return undefined;\n }\n\n return restyle(next);\n })\n .catch(() => undefined);\n };\n vector.recut = () => {\n requests.abortAll();\n refresh();\n };\n vector.styled = state.renderer.then(({ layers: list }) => {\n if (!context.destroyed()) vector.setSublayers(sublayers(state.own ?? list));\n });\n // Reported by the style's `ready`\n vector.styled.catch(() => undefined);\n\n // While the camera moves, the tiles follow it (as the labels do: a long drag or flight does not leave the view of\n // its start drawn)\n context.followView(vector, update, requests, update);\n\n return vector;\n};\n"]}
1
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* The vector layer of a vector basemap (`VectorTiles.vectors`): its fills, lines and buildings cut by the workers\n * into geometry the engine draws, the tiles following the view, and how its style layers are read for the engine.\n */\n\nimport { tilesetCoverage } from '../../data/tileset.ts';\nimport type { Icons } from '../../layers/icons.ts';\nimport type { VectorLayer, VectorSublayer } from '../../layers/vectors.ts';\nimport type { Placement, Tiles3dOptions } from '../../types.ts';\nimport { latitude, longitude } from '../../util/geo.ts';\nimport type { RoofMode } from '../../util/roofs.ts';\nimport { FLOATS, STYLE } from '../../util/style-floats.ts';\nimport type { BasemapWork, Priority } from '../../workers/basemap/protocol.ts';\nimport { evaluate, isExpression, type Json, type StyleLayer, vectorKind, zoomOnly } from '../vectorstyle.ts';\nimport type { Renderer, VectorTilesContext } from './context.ts';\nimport { TileRequests } from './requests.ts';\nimport { nearPriority, parseTileKey, type TileTriple, tileKey, tileTriples } from './tiles.ts';\n\n/** The deepest level `vectors()` cuts its tiles at: past the source's deepest level, its tiles cut again into deeper\n * ones (overzoom, as MapLibre does) down to level 18, their styles those of their level, smaller tiles\n * drawn in a closer view; past it, the tiles of that level stretched */\nconst OVERZOOM_LEVEL = 18;\n\n/** The deepest level of the tiles of `vectors()` over a source whose deepest is `maxzoom` */\nconst deepestLevel = (maxzoom: number): number => Math.max(maxzoom, OVERZOOM_LEVEL);\n\n/** A layout or paint value at a zoom, whatever the feature (an expression evaluated) */\nconst atZoom = (value: Json | undefined, zoom: number): unknown =>\n isExpression(value) ? evaluate(value, { zoom, properties: {}, type: 'Unknown' }) : value;\n\n/**\n * A `line-dasharray` as the engine takes it: two dashes and gaps in line widths (an odd count repeated, as the\n * canvas's `setLineDash`; past four, the first four), zeros for a solid line\n */\nexport const dashes = (value: Json | undefined, zoom: number): [number, number, number, number] => {\n const v = atZoom(value, zoom);\n const list = Array.isArray(v) ? v.map(Number).filter((d) => Number.isFinite(d) && d >= 0) : [];\n const even = list.length % 2 === 1 ? [...list, ...list] : list;\n const [a = 0, b = 0, c = 0, d = 0] = even.length >= 2 && even.some((x) => x > 0) ? even : [];\n\n return [a, b, c, d];\n};\n\n/** Whether a style layer draws streets, which glow at night: its id names a road (OpenMapTiles' styles, PLAN IGN's),\n * not its casing, a railway, a path or a tunnel */\nexport const isStreet = (layer: StyleLayer): boolean =>\n /road|highway|street|motorway|trunk|primary|secondary|tertiary|minor|routier/i.test(layer.id) &&\n !/casing|outline|rail|path|track|ferry|tunnel|pier|area|pattern|label/i.test(layer.id);\n\n/** A `line-cap` as the engine draws it, at the camera's zoom (MapLibre's default: butt) */\nconst lineCap = (value: Json | undefined, zoom: number): 'butt' | 'round' | 'square' => {\n const v = atZoom(value, zoom);\n\n return v === 'round' || v === 'square' ? v : 'butt';\n};\n\n/** A `line-join` as the engine draws it, at the camera's zoom (MapLibre's default: miter) */\nconst lineJoin = (value: Json | undefined, zoom: number): 'miter' | 'bevel' | 'round' => {\n const v = atZoom(value, zoom);\n\n return v === 'round' || v === 'bevel' ? v : 'miter';\n};\n\n/** A `line-miter-limit` at the camera's zoom (MapLibre's default: 2) */\nconst miterLimit = (value: Json | undefined, zoom: number): number => {\n const v = Number(atZoom(value, zoom) ?? 2);\n\n return Number.isFinite(v) ? v : 2;\n};\n\n/** A tile's styles with their patterns placed: each feature's pattern, as its index past one into `names`\n * (`STYLE.fillPattern`, `STYLE.linePattern`), replaced by its image's place in the icon atlas (texels) and pixel\n * ratio; none if the atlas has no such image; the atlas uploaded */\nexport const placePatterns = (\n styles: Float32Array,\n names: readonly string[] | undefined,\n icons: Icons,\n prefix: string,\n): Float32Array => {\n if (!names?.length) return styles;\n // Thousands of features a tile: a loop\n for (let f = 0; f + FLOATS <= styles.length; f += FLOATS) {\n const fill = styles[f + STYLE.fillPattern] ?? 0;\n const line = styles[f + STYLE.linePattern] ?? 0;\n const index = fill > 0 ? fill : line;\n\n if (index <= 0) continue;\n\n const icon = icons.get(prefix + (names[index - 1] ?? ''));\n const place = icon ? [icon.x, icon.y, icon.width, icon.height] : [0, 0, 0, 0];\n const ratio = icon?.pixelRatio ?? 0;\n\n if (fill > 0) styles.set([...place, ratio], f + STYLE.size + 4);\n else {\n styles.set(place, f + STYLE.second);\n styles[f + STYLE.patternRatio] = ratio;\n }\n }\n icons.flush();\n\n return styles;\n};\n\n/** The paint properties of the patterns `vectors()` draws, whose images come from the style's sprite */\nconst PATTERNS = ['fill-pattern', 'background-pattern', 'line-pattern', 'fill-extrusion-pattern'];\n\n/** A `fill-translate` or `line-translate` at the camera's zoom (CSS pixels; none if it is not two numbers) */\nexport const translation = (value: Json | undefined, zoom: number): [number, number] => {\n const v = atZoom(value, zoom);\n const [x, y] = Array.isArray(v) ? v.map(Number) : [];\n\n return Number.isFinite(x) && Number.isFinite(y) ? [x ?? 0, y ?? 0] : [0, 0];\n};\n\n/** The options of `VectorTiles.vectors` */\nexport interface VectorsOptions extends Placement {\n layers?: (layer: StyleLayer) => boolean;\n streets?: (layer: StyleLayer) => boolean;\n /** The buildings' roofs: from their data (`roof:shape`, `roof:height`; flat without, the default), generated from\n * their outline where they have none (hipped, gabled or mansard by size and shape), or all flat */\n roofs?: RoofMode;\n /** The buildings' walls show their windows: glass by day, some lit at night (default false: only the lit ones) */\n facades?: boolean;\n /**\n * 3D buildings in place of the style's raised ones where they have some: a 3D Tiles tileset (`batiments3d()`: the\n * IGN's Bâtiments 3D over France) drawn with the layer, removed and moved with it (its `companions`); the style's\n * buildings left out where the tileset's children cover (their boxes, read from its `tileset.json`, a child that is\n * a tileset of its own read when a tile meets it), kept elsewhere; their walls' windows with `facades`\n */\n buildings3d?: Tiles3dOptions;\n}\n\nexport const vectors = (context: VectorTilesContext, options: VectorsOptions = {}): VectorLayer => {\n const { map } = context;\n const { layers = () => true, streets = isStreet, before, roofs = 'data', facades = false } = options;\n const vector = map.addVectorLayer(before);\n // The 3D buildings over the layer's ground, and where they stand\n const buildings = options.buildings3d && map.addTiles3d({ ...options.buildings3d, ...(before && { before }) });\n const coverage = options.buildings3d && tilesetCoverage(options.buildings3d.url);\n\n if (buildings) vector.companions.push(buildings);\n vector.buildings3d = buildings;\n vector.setFacades(facades);\n const state: {\n renderer: Promise<Renderer>;\n /** The style layers as the application changed them (`setPaintProperty`…): a copy, its style left as it is */\n own?: StyleLayer[];\n /** Bumped by each update: only the last one drops the tiles out of its view */\n update: number;\n /** Bumped by each restyle: a tile cut under an older style is restyled once it is there */\n style: number;\n } = { renderer: context.renderer((l) => vectorKind(l) !== undefined && layers(l), []), update: 0, style: 0 };\n\n state.renderer.catch(() => undefined);\n\n /** The style's sprites among the map's icons, if a layer drawn has a pattern: waited for before the first tiles */\n const sprites = context.ready\n .then(({ style }) =>\n style.layers.some((l) => layers(l) && PATTERNS.some((k) => l.paint?.[k] !== undefined))\n ? context.addSprites()\n : undefined,\n )\n .catch(() => undefined);\n const placed = (styles: Float32Array, names: readonly string[] | undefined) =>\n placePatterns(styles, names, map.icons, context.iconPrefix);\n context.layers.push(vector);\n\n const sublayers = (list: StyleLayer[]): VectorSublayer[] => {\n const zoom = map.getCamera().zoom;\n\n return list.map((l) => ({\n id: l.id,\n sourceLayer: l['source-layer'],\n kind: vectorKind(l) ?? 'fill',\n minZoom: l.minzoom ?? 0,\n maxZoom: l.maxzoom ?? 24,\n visible: l.layout?.visibility !== 'none',\n opacity: zoomOnly(l.paint?.[`${l.type}-opacity`], 1) ?? 1,\n cap: lineCap(l.layout?.['line-cap'], zoom),\n join: lineJoin(l.layout?.['line-join'], zoom),\n miterLimit: miterLimit(l.layout?.['line-miter-limit'], zoom),\n translate: translation(l.paint?.[`${l.type}-translate`], zoom),\n translateAnchor: l.paint?.[`${l.type}-translate-anchor`] === 'viewport' ? 'viewport' : 'map',\n patterned: l.paint?.['fill-pattern'] !== undefined || l.paint?.['background-pattern'] !== undefined,\n lit: l.type === 'line' && streets(l),\n dash: l.type === 'line' ? dashes(l.paint?.['line-dasharray'], zoom) : [0, 0, 0, 0],\n }));\n };\n\n /** The tiles held or asked for, by `z/x/y` */\n const requests = new TileRequests();\n /** A tile's geometry, or its styles alone, asked of the worker of its tile of the source's level (which keeps the\n * decoded tile its deeper tiles are cut from) */\n const ask = async (\n { key, maxzoom }: { key: string; maxzoom: number },\n [z, x, y]: TileTriple,\n styles: boolean,\n priority: Priority,\n signal?: AbortSignal,\n ) => {\n const d = Math.max(0, z - maxzoom);\n // Where the 3D buildings stand over the source's tile the worker cuts (none known: the style's buildings kept)\n const n = 2 ** (z - d);\n const [tx, ty] = [Math.floor(x / 2 ** d), Math.floor(y / 2 ** d)];\n const covered = await coverage\n ?.within([longitude(tx / n), latitude((ty + 1) / n), longitude((tx + 1) / n), latitude(ty / n)])\n .catch(() => undefined);\n const work: BasemapWork = {\n type: 'vectors',\n key,\n z,\n x,\n y,\n deepest: deepestLevel(maxzoom),\n roofs,\n ...(covered?.length ? { covered } : {}),\n priority,\n };\n\n // The geometry made ready for the GPU in the workers, with the prisms the relief needs\n return context.request(\n z - d,\n Math.floor(x / 2 ** d),\n Math.floor(y / 2 ** d),\n styles ? { ...work, styles } : { ...work, prism: map.hasRelief },\n signal,\n );\n };\n\n // The workers tessellate the tiles (the main thread only uploads them), once they know the module\n context.broadcast({ type: 'tess', url: map.tessUrl });\n /** Asks the workers again for the styles of a tile held, under the current style; the tile's geometry stays as it\n * is */\n const restyleTile = async (renderer: { key: string; maxzoom: number }, k: string) => {\n const r = await ask(renderer, parseTileKey(k), true, 'auto').catch(() => undefined);\n\n if (r && 'styles' in r) vector.setTileStyles(k, placed(r.styles, r.patterns));\n };\n const update = async () => {\n if (context.destroyed()) return;\n\n const generation = ++state.update;\n // The style the tiles are cut under: that of the renderer awaited, a restyle meanwhile (a paint property set as the\n // style loads) asking their styles again once they are there\n const style = state.style;\n const { key, maxzoom, layers: list } = await state.renderer;\n\n await sprites;\n\n vector.setSublayers(sublayers(state.own ?? list));\n\n const wanted = tileTriples(map.engine.vectorTilesInView(0, deepestLevel(maxzoom)));\n const keys = new Set(wanted.map((t) => tileKey(...t)));\n const loads = wanted.flatMap((t, index) => {\n const k = tileKey(...t);\n\n if (requests.has(k)) return [];\n\n return [\n requests.ask(\n k,\n (signal) => ask({ key, maxzoom }, t, false, nearPriority(index, 'high', 'auto'), signal),\n async (r) => {\n if (!('vectors' in r)) return;\n await vector.setTile(k, { ...r.vectors, styles: placed(r.vectors.styles, r.vectors.patterns) });\n // Cut under a style changed since: its styles asked for again\n if (style !== state.style) await restyleTile(await state.renderer, k);\n },\n ),\n ];\n });\n // Out of view: those still asked for go at once, those drawn once their replacements are there (no hole). The\n // drawn ones are those the engine shows, held or not (a recut forgets what it held, not what is drawn)\n const drop = (drawn: boolean) => {\n const shown = new Set(vector.tileKeys);\n const known = new Set([...requests.keys(), ...(drawn ? shown : [])]);\n\n known.forEach((k) => {\n if (keys.has(k) || shown.has(k) !== drawn) return;\n requests.drop(k);\n vector.removeTile(k);\n });\n };\n\n drop(false);\n // Every tile of the view, those an earlier update asked for too: a tile out of view stays drawn until all of them\n // are there\n await Promise.all([...loads, requests.answered(keys)]);\n // A later update (the view moved again meanwhile) drops for its own view: these keys are no longer the view\n if (!context.destroyed() && generation === state.update) drop(true);\n };\n const refresh = () => {\n update().catch(() => undefined);\n };\n /** The style layers changed: the workers' copy, then the styles of the tiles held */\n const restyle = async (list: StyleLayer[]) => {\n state.own = list;\n state.style++;\n state.renderer = state.renderer.then(({ key }) => context.renderer(() => false, list, key));\n\n const renderer = await state.renderer;\n\n vector.setSublayers(sublayers(list));\n await Promise.all(vector.tileKeys.map((k) => restyleTile(renderer, k)));\n };\n\n vector.restyle = (id, group, name, value) => {\n state.renderer\n .then(({ layers: list }) => {\n const next = (state.own ?? list).map((l) =>\n l.id === id ? { ...l, [group]: { ...l[group], [name]: value } } : l,\n );\n\n // Visibility and dashes are the engine's: the tiles stay as they are\n if ((group === 'layout' && name === 'visibility') || name === 'line-dasharray') {\n state.own = next;\n vector.setSublayers(sublayers(next));\n\n return undefined;\n }\n // An outline added or taken away: a feature more or less in each tile, cut again\n if (name === 'fill-outline-color' || name === 'fill-antialias') {\n state.own = next;\n state.style++;\n state.renderer = state.renderer.then(({ key }) => context.renderer(() => false, next, key));\n vector.setSublayers(sublayers(next));\n vector.recut?.();\n\n return undefined;\n }\n\n return restyle(next);\n })\n .catch(() => undefined);\n };\n vector.recut = () => {\n requests.abortAll();\n refresh();\n };\n vector.styled = state.renderer.then(({ layers: list }) => {\n if (!context.destroyed()) vector.setSublayers(sublayers(state.own ?? list));\n });\n // Reported by the style's `ready`\n vector.styled.catch(() => undefined);\n\n // While the camera moves, the tiles follow it (as the labels do: a long drag or flight does not leave the view of\n // its start drawn)\n context.followView(vector, update, requests, update);\n\n return vector;\n};\n"]}
@@ -172,7 +172,8 @@ export declare class VectorTiles {
172
172
  labels(options?: LabelsOptions): SymbolLayer<LabelCandidate>;
173
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  /**
174
174
  * Makes a layer's tiles follow the view: `update` now and where the camera stops (`moveend`), `moving` every
175
- * `VECTOR_MOVE_REFRESH_MS` while it moves; the `requests` aborted when destroyed or the layer removed
175
+ * `VECTOR_MOVE_REFRESH_MS` while it moves, and again after a pause when tiles failed; the `requests` aborted when
176
+ * destroyed or the layer removed
176
177
  */
177
178
  private followView;
178
179
  /** Calls `stop` when destroyed or once `layer` is removed, whichever comes first */
@@ -271,7 +271,8 @@ export class VectorTiles {
271
271
  }
272
272
  /**
273
273
  * Makes a layer's tiles follow the view: `update` now and where the camera stops (`moveend`), `moving` every
274
- * `VECTOR_MOVE_REFRESH_MS` while it moves; the `requests` aborted when destroyed or the layer removed
274
+ * `VECTOR_MOVE_REFRESH_MS` while it moves, and again after a pause when tiles failed; the `requests` aborted when
275
+ * destroyed or the layer removed
275
276
  */
276
277
  followView(layer, update, requests, moving) {
277
278
  const refresh = () => {
@@ -287,6 +288,7 @@ export class VectorTiles {
287
288
  }, VECTOR_MOVE_REFRESH_MS);
288
289
  };
289
290
  const [offMove, offEnd] = [this.map.on('move', follow), this.map.on('moveend', refresh)];
291
+ requests.retryWith(refresh);
290
292
  this.stopWith(layer, () => {
291
293
  offMove();
292
294
  offEnd();
@@ -1 +1 @@
1
- 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* Vector basemaps from a MapLibre style (OpenFreeMap's Positron by default): the fills, lines, circles and raster\n * layers drawn tile by tile in workers into the raster pool, so that they lie on the relief like any basemap and\n * composite with the hillshade in one pass; and the labels of the style's symbol layers in a symbol layer of their own,\n * kept above the application's layers (as MapLibre's `beforeId: firstSymbol` does), listed by the workers, shaped in\n * the page once per vector tile, placed by the engine.\n *\n * Any subset of the style can be drawn on its own raster layer (`raster({ layers })`), at its own place in the stack:\n * rivers from the basemap's data over a flood layer, for instance, restyled with `extraLayers`.\n *\n * The layers other than the raster ones are made in `vectortiles/` (one module each), from what they use of the\n * instance (`VectorTilesContext`); the style's loading is in `vectortiles/style.ts`.\n */\n\nimport type { ExtrusionLayer } from '../layers/extrusions.ts';\nimport { type LoadedSprite, loadSprites, readPixels, spriteSources } from '../layers/icons.ts';\nimport type { Layer } from '../layers/layers.ts';\nimport type { ModelLayer } from '../layers/models.ts';\nimport type { RasterLayer } from '../layers/raster.ts';\nimport type { SymbolLayer } from '../layers/symbols.ts';\nimport type { VectorLayer } from '../layers/vectors.ts';\nimport type { GeoMap } from '../map.ts';\nimport type { Placement } from '../types.ts';\nimport { clamp } from '../util/math.ts';\nimport type { BasemapWork, Sprite } from '../workers/basemap/protocol.ts';\nimport type { LabelCandidate, Style, StyleLayer } from './vectorstyle.ts';\nimport type { Renderer, VectorTilesContext } from './vectortiles/context.ts';\nimport { extrusions, type VectorExtrusionOptions } from './vectortiles/extrusions.ts';\nimport { type FurnitureOptions, furniture } from './vectortiles/furniture.ts';\nimport { type LabelsOptions, labels, size, tileLabels } from './vectortiles/labels.ts';\nimport { type LampsOptions, lamps } from './vectortiles/lamps.ts';\nimport type { TileRequests } from './vectortiles/requests.ts';\nimport { type StreetWindLayer, type StreetWindOptions, streetWind } from './vectortiles/street-wind.ts';\nimport {\n type LoadedStyle,\n loadStyle,\n OPENFREEMAP_STYLES,\n PLAN_STYLES,\n styleAttribution,\n VECTOR_BASEMAPS,\n} from './vectortiles/style.ts';\nimport { VECTOR_MOVE_REFRESH_MS } from './vectortiles/tiles.ts';\nimport { type TreesOptions, trees } from './vectortiles/trees.ts';\nimport { dashes, type VectorsOptions, vectors } from './vectortiles/vectors.ts';\nimport { type BasemapWorkers, rendererKey, tilePriority } from './workerpool.ts';\n\n// The names the package and its tests import from here, now made in `vectortiles/`\nexport { dashes, OPENFREEMAP_STYLES, PLAN_STYLES, size, styleAttribution, tileLabels, VECTOR_BASEMAPS };\n\nexport interface VectorTilesOptions {\n /** A style URL or object (default OpenFreeMap's Positron) */\n style?: string | Style;\n /** Workers drawing the tiles (default cores - 1, 1 to 4). The vector tiles of a map share its workers (and their\n * decoded tiles); another count gives these tiles workers of their own */\n workers?: number;\n /** Where to load the worker from, when a bundler does not resolve the default URL (default the map's\n * `basemapWorkerUrl`); another URL than the map's gives these tiles workers of their own */\n workerUrl?: string | URL;\n /** Credits of the tiles, shown while its raster layers are on the map (default: OpenFreeMap's for its styles, the\n * IGN's for PLAN.IGN's) */\n attribution?: string;\n}\n\nexport class VectorTiles {\n private readonly pool: BasemapWorkers;\n /** The pool is this instance's own (a worker count or URL other than the map's): stopped with it */\n private readonly ownPool: boolean;\n /** Prefix of its renderer keys in the pool's workers */\n private readonly namespace: string;\n private destroyed = false;\n private keys = 0;\n /** Renderers sent to the workers, dropped on destroy */\n private readonly renderers: string[] = [];\n private readonly cleanup: (() => void)[] = [];\n /** Credits of its raster layers */\n private readonly attribution: string | undefined;\n /** Its raster and label layers, removed with it */\n private readonly layers: Layer[] = [];\n /** Its first raster layer: the ground its labels follow */\n private ground: RasterLayer | undefined;\n /** What its layers made in `vectortiles/` use of it */\n private readonly context: VectorTilesContext;\n /** The style once loaded, with its source resolved */\n readonly ready: Promise<LoadedStyle>;\n\n /**\n * Its workers are the map's (shared by every `VectorTiles` of the map, a vector tile decoded once for all of them),\n * unless `workers` or `workerUrl` asks for others than the map's: then it has workers of its own\n */\n constructor(\n private readonly map: GeoMap,\n options: VectorTilesOptions = {},\n ) {\n const { pool, own } = map.basemapWorkers(options.workers, options.workerUrl);\n\n this.pool = pool;\n this.ownPool = own;\n this.namespace = pool.namespace();\n\n const style = options.style ?? OPENFREEMAP_STYLES.positron;\n\n this.attribution = options.attribution ?? styleAttribution(style);\n this.ready = loadStyle(style);\n // Reported once here; `ready`, the raster tiles and the labels fail with it\n this.ready.catch((error: unknown) => {\n if (!this.destroyed) console.warn('isard: vector tiles', error);\n });\n this.context = {\n map,\n ready: this.ready,\n layers: this.layers,\n cleanup: this.cleanup,\n iconPrefix: this.iconPrefix,\n destroyed: () => this.destroyed,\n ground: () => this.ground,\n broadcast: (message) => {\n this.pool.broadcast(message);\n },\n request: (vz, vx, vy, work, signal) => this.request(vz, vx, vy, work, signal),\n renderer: (select, extra, again) => this.renderer(select, extra, { again }),\n loadSprites: (sprite) => this.loadSprites(sprite),\n addSprites: () => this.addSprites(),\n followView: (layer, update, requests, moving) => {\n this.followView(layer, update, requests, moving);\n },\n stopWith: (layer, stop) => {\n this.stopWith(layer, stop);\n },\n };\n }\n\n /** The style's sprites (their JSON and their images), loaded once, for the fill patterns and the icons */\n private sprites: Promise<LoadedSprite[]> | undefined;\n\n /** The style's sprites, kept once all of them came: one that failed is asked for again by the next layer */\n private loadSprites(sprite: Style['sprite']): Promise<LoadedSprite[]> {\n if (this.sprites) return this.sprites;\n\n const wanted = spriteSources(sprite).length;\n const loading: Promise<LoadedSprite[]> = loadSprites(sprite)\n .catch(() => [])\n .then((loaded) => {\n if (loaded.length < wanted && this.sprites === loading) {\n console.warn(\n `isard: ${wanted - loaded.length} of the style's sprites not loaded, its icons and patterns missing`,\n );\n this.sprites = undefined;\n }\n\n return loaded;\n });\n\n this.sprites = loading;\n\n return loading;\n }\n\n /** The style's sprites added to the map's icons, once */\n private spritesAdded: Promise<void> | undefined;\n\n /** The style's sprites among the map's icons (under `iconPrefix`), added once: the labels' icons, the fills'\n * patterns */\n private addSprites(): Promise<void> {\n this.spritesAdded ??= this.ready.then(async ({ style }) => {\n if (!style.sprite) return;\n (await this.loadSprites(style.sprite)).forEach((sprite) => {\n if (!this.destroyed) this.map.icons.addSprite(this.iconPrefix, sprite.icons, () => readPixels(sprite.image));\n });\n });\n\n return this.spritesAdded;\n }\n\n /** Prefix of the names of its sprites' images among the map's icons */\n private get iconPrefix(): string {\n return `${this.namespace}/`;\n }\n\n private request(vz: number, vx: number, vy: number, work: BasemapWork, signal?: AbortSignal) {\n if (this.destroyed) return Promise.reject(new DOMException('isard: vector tiles destroyed', 'AbortError'));\n\n return this.map.track(this.pool.request(this.pool.worker(vz, vx, vy), work, this, signal));\n }\n\n /** Sends a renderer of these layers to every worker (`again`: under that key, restyled), with the style's sprites if\n * it `draws` the tiles into images with patterns (the raster path: the others take their images in the page) */\n private async renderer(\n select: (layer: StyleLayer) => boolean,\n extra: StyleLayer[],\n { again, draws = false }: { again?: string | undefined; draws?: boolean } = {},\n ): Promise<Renderer> {\n const { style, tiles, maxzoom, rasters } = await this.ready;\n const key = again ?? rendererKey(this.namespace, this.keys++);\n const layers = [...style.layers.filter(select), ...extra];\n const patterns = draws && layers.some((l) => l.paint?.['fill-pattern'] !== undefined);\n // The images are downloaded once, copied to each worker\n const sprites: Sprite[] = patterns && style.sprite ? await this.loadSprites(style.sprite) : [];\n\n if (this.destroyed) throw new DOMException('isard: vector tiles destroyed', 'AbortError');\n this.pool.broadcast({ type: 'init', key, tiles, maxzoom, layers, rasters, ...(sprites.length ? { sprites } : {}) });\n if (!again) this.renderers.push(key);\n\n return { key, maxzoom, layers };\n }\n\n /**\n * A raster layer drawing the style's fills, lines and circles (or those `layers` keeps, then `extraLayers`, of the\n * same source); `size`: texture size of its tiles (512 by default: sharp lines)\n */\n raster(\n options: {\n layers?: (layer: StyleLayer) => boolean;\n extraLayers?: StyleLayer[];\n size?: number;\n opacity?: number;\n minZoom?: number;\n maxZoom?: number;\n } & Placement = {},\n ): RasterLayer {\n const { layers = () => true, extraLayers = [], size: texture = 512, opacity = 1, before } = options;\n const drawn = (l: StyleLayer) => l.type !== 'symbol' && layers(l);\n const renderer = this.renderer(drawn, extraLayers, { draws: true });\n\n // Its failure is reported by `ready` and each tile\n renderer.catch(() => undefined);\n\n const loader = async (z: number, x: number, y: number, signal: AbortSignal) => {\n const { key, maxzoom } = await renderer;\n // The vector tile it is drawn from (see the worker)\n const vz = clamp(z - 1, 0, maxzoom);\n const shift = z - vz;\n const priority = tilePriority(z, x, y, this.map.getCamera());\n const response = await this.request(\n vz,\n x >> shift,\n y >> shift,\n { type: 'render', key, z, x, y, size: texture, priority },\n signal,\n );\n\n return 'image' in response ? response.image : null;\n };\n const layer = this.map.addRaster({\n url: '',\n size: texture,\n opacity,\n minZoom: options.minZoom ?? 0,\n maxZoom: options.maxZoom ?? 20,\n loader,\n ...(this.attribution ? { attribution: this.attribution } : {}),\n ...(before ? { before } : {}),\n });\n\n this.layers.push(layer);\n this.ground ??= layer;\n\n return layer;\n }\n\n /**\n * An extrusion layer of the polygons of the style's fill layers that `layers` keeps (by default its buildings: the\n * fill or fill-extrusion layers of PLAN IGN's `bati_surf` or OpenMapTiles' `building`), raised by the style\n * given (`height`, `base`, `color`, `ramp`…; the properties of the tiles' features). Its tiles follow the view: at\n * the source's deepest level, the `maxTiles` nearest to the center, from `minZoom` on (15 by default); the tiles\n * leaving the view are dropped.\n */\n extrusions<P = Record<string, unknown>>(options: VectorExtrusionOptions<P> = {}): ExtrusionLayer<P> {\n return extrusions<P>(this.context, options);\n }\n\n /**\n * The wind through the streets around the view, as particles at street level (`height`, default 3 metres) between\n * the style's buildings (`layers`, default its `building` and `bati_surf` layers): their footprints laid on a grid of\n * `cell` metres (default 4) over a square of `size` metres (default 1200) around the view's center, the flow of the\n * air round them a potential flow (it goes round the blocks and faster through the narrow streets; no wake behind\n * them), computed in a worker by the grid module from street level (`minZoom`, default 15) and again when the view\n * leaves the square's middle. `wind` is the wind far away (east and north, m/s, default a light breeze from the\n * south-west); `setWind` changes it at once (the flow is linear in it: nothing computed again), from a model's hour\n * (`windAt`) for instance; `computed` resolves once the first square's flow is there. The other options are the flow\n * layer's (`addFlow`)\n */\n streetWind(options: StreetWindOptions = {}): StreetWindLayer {\n return streetWind(this.context, options);\n }\n\n /**\n * Trees on the style's woods, forests and grass (or the fill layers `layers` keeps) as 3D models, from street level\n * (`minZoom`, default 15): the workers scatter them over the polygons of the vector tiles around the view, `spacing`\n * metres apart (by style layer: 9 in woods, 25 on grass, by default) on a jittered grid, the same trees whenever a\n * tile comes back; the engine draws them all in one instanced draw, on the relief. A low-poly tree by default (its\n * `colors`), or your own glTF (`url`, `data`, about 10 metres high, standing on its origin). Dense around the\n * view's center, fewer and fewer away from it (as the camera moves too), at most `maxInstances` drawn (default\n * 25000); at most `maxTiles` tiles (default 9) and `maxTrees` trees in each (default 30000). The models load the\n * engine with 3D Tiles.\n */\n trees(options: TreesOptions = {}): ModelLayer {\n return trees(this.context, options);\n }\n\n /**\n * Street lamps along the style's streets (the road line layers, or those `layers` keeps) as 3D models, from street\n * level (`minZoom`, default 16): the workers place them `spacing` metres apart (default 30) along each street, every\n * other one on its other side, as far from its middle as its class says; their heads lit at night (`light`). All of\n * them near the ground under the camera, fewer and fewer away from it, at most `maxInstances` drawn (default 15000).\n * The models load the engine with 3D Tiles.\n */\n lamps(options: LampsOptions = {}): ModelLayer {\n return lamps(this.context, options);\n }\n\n /**\n * The street furniture as 3D models, from OpenMapTiles' points of interest of the street: bus shelters at the bus\n * stops, waste baskets, post boxes, drinking fountains (Wallace's in Paris), bicycle racks, each facing its street;\n * benches along the pedestrian streets and the paths of the parks and gardens. Placed by the workers, one instanced\n * draw a kind, all of them near the camera and fewer away from it. The layer returned holds the other kinds' (its\n * `companions`); removed with it\n */\n furniture(options: FurnitureOptions = {}): ModelLayer {\n return furniture(this.context, options);\n }\n\n /**\n * A layer drawing the style's fills, lines and buildings (or those `layers` keeps; backgrounds as fills, the\n * `fill-extrusion` layers raised into buildings by their height and base height) as geometry instead of images: the\n * workers cut the vector tiles in view into polygons and lines, which the engine draws on the globe and the relief,\n * in the style's order, each style layer over its zoom range. Sharp at any zoom\n * and pitch, picked by feature (`pick` gives its properties and style layer), restyled without cutting the tiles\n * again (`setPaintProperty`, `setLayoutProperty`). Its tiles follow the view, while it moves too, coarser far away in a\n * tilted view, and those leaving it stay until the ones replacing them are there; past the source's deepest level,\n * cut again from its tiles down to level 18 (overzoom: their styles those of their level; a filter reading the zoom\n * holds at the whole zoom under the camera's, as MapLibre evaluates it). The fills' outlines are drawn one\n * pixel wide, the lines' ends as their `line-cap` says, their joins as their `line-join` says (and `line-miter-limit`),\n * offset by `line-offset`; the colors follow the camera's zoom; the fills', lines' and buildings' patterns from the\n * style's sprite (the fills' over the relief too; on the globe, their average color there), the circle layers' points\n * as circles facing the screen, the lines' blur, the fills' and lines' translations. The buildings' roofs (`roofs`)\n * as their data says (`roof:shape`, `roof:height`; flat without, the default), generated from their outline where\n * they have none (`'generated'`), or all flat. `raster` stays the lighter path for heavy styles and small devices.\n * At night (`setSun`) the line layers `streets` keeps glow (by default those whose id names\n * a road, not its casing, a railway, a path or a tunnel).\n */\n vectors(options: VectorsOptions = {}): VectorLayer {\n return vectors(this.context, options);\n }\n\n /**\n * A symbol layer with the labels of the style's symbol layers (or those `layers` keeps), updated as the view\n * moves: the labels of the vector tiles in view, the higher style layers placed first. With a raster layer of\n * the style (`raster`), the tiles follow the levels the ground is drawn at: a tilted view takes coarser tiles far\n * away, with the few labels of a lower zoom, as near the camera it takes the fine ones. Without, the tiles around\n * the center at the zoom of the view. It stays above the layers added after it unless one is moved over it.\n */\n labels(options: LabelsOptions = {}): SymbolLayer<LabelCandidate> {\n return labels(this.context, options);\n }\n\n /**\n * Makes a layer's tiles follow the view: `update` now and where the camera stops (`moveend`), `moving` every\n * `VECTOR_MOVE_REFRESH_MS` while it moves; the `requests` aborted when destroyed or the layer removed\n */\n private followView(\n layer: Layer,\n update: () => Promise<unknown>,\n requests: TileRequests,\n moving: () => unknown,\n ): void {\n const refresh = () => {\n update().catch(() => undefined);\n };\n const pace = { timer: 0 };\n const follow = () => {\n if (pace.timer) return;\n pace.timer = window.setTimeout(() => {\n pace.timer = 0;\n Promise.resolve(moving()).catch(() => undefined);\n }, VECTOR_MOVE_REFRESH_MS);\n };\n const [offMove, offEnd] = [this.map.on('move', follow), this.map.on('moveend', refresh)];\n\n this.stopWith(layer, () => {\n offMove();\n offEnd();\n clearTimeout(pace.timer);\n requests.abortAll();\n });\n refresh();\n }\n\n /** Calls `stop` when destroyed or once `layer` is removed, whichever comes first */\n private stopWith(layer: Layer, stop: () => void): void {\n const once = { done: false };\n const run = () => {\n if (once.done) return;\n once.done = true;\n stop();\n };\n\n this.cleanup.push(run);\n layer.whenRemoved.push(run);\n }\n\n /** Removes its layers from the map (those still there) and stops its workers' work */\n remove(): void {\n if (this.destroyed) return;\n this.destroyed = true;\n this.cleanup.forEach((off) => {\n off();\n });\n this.cleanup.length = 0;\n this.layers.forEach((layer) => {\n if (this.map.hasLayer(layer)) layer.remove();\n });\n this.layers.length = 0;\n this.map.dropVectorTiles(this);\n // The page's copy of the sprites (the workers have theirs), and their icons\n this.sprites\n ?.then((sprites) => {\n sprites.forEach((sprite) => {\n sprite.image.close();\n });\n this.map.icons.remove(this.iconPrefix, true);\n })\n .catch(() => undefined);\n if (this.ownPool) {\n this.pool.terminate();\n } else {\n // Shared workers: only its requests stop and its renderers go\n this.pool.cancel(this);\n this.renderers.forEach((key) => {\n this.pool.broadcast({ type: 'drop', key });\n });\n }\n this.renderers.length = 0;\n }\n}\n"]}
1
+ 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* Vector basemaps from a MapLibre style (OpenFreeMap's Positron by default): the fills, lines, circles and raster\n * layers drawn tile by tile in workers into the raster pool, so that they lie on the relief like any basemap and\n * composite with the hillshade in one pass; and the labels of the style's symbol layers in a symbol layer of their own,\n * kept above the application's layers (as MapLibre's `beforeId: firstSymbol` does), listed by the workers, shaped in\n * the page once per vector tile, placed by the engine.\n *\n * Any subset of the style can be drawn on its own raster layer (`raster({ layers })`), at its own place in the stack:\n * rivers from the basemap's data over a flood layer, for instance, restyled with `extraLayers`.\n *\n * The layers other than the raster ones are made in `vectortiles/` (one module each), from what they use of the\n * instance (`VectorTilesContext`); the style's loading is in `vectortiles/style.ts`.\n */\n\nimport type { ExtrusionLayer } from '../layers/extrusions.ts';\nimport { type LoadedSprite, loadSprites, readPixels, spriteSources } from '../layers/icons.ts';\nimport type { Layer } from '../layers/layers.ts';\nimport type { ModelLayer } from '../layers/models.ts';\nimport type { RasterLayer } from '../layers/raster.ts';\nimport type { SymbolLayer } from '../layers/symbols.ts';\nimport type { VectorLayer } from '../layers/vectors.ts';\nimport type { GeoMap } from '../map.ts';\nimport type { Placement } from '../types.ts';\nimport { clamp } from '../util/math.ts';\nimport type { BasemapWork, Sprite } from '../workers/basemap/protocol.ts';\nimport type { LabelCandidate, Style, StyleLayer } from './vectorstyle.ts';\nimport type { Renderer, VectorTilesContext } from './vectortiles/context.ts';\nimport { extrusions, type VectorExtrusionOptions } from './vectortiles/extrusions.ts';\nimport { type FurnitureOptions, furniture } from './vectortiles/furniture.ts';\nimport { type LabelsOptions, labels, size, tileLabels } from './vectortiles/labels.ts';\nimport { type LampsOptions, lamps } from './vectortiles/lamps.ts';\nimport type { TileRequests } from './vectortiles/requests.ts';\nimport { type StreetWindLayer, type StreetWindOptions, streetWind } from './vectortiles/street-wind.ts';\nimport {\n type LoadedStyle,\n loadStyle,\n OPENFREEMAP_STYLES,\n PLAN_STYLES,\n styleAttribution,\n VECTOR_BASEMAPS,\n} from './vectortiles/style.ts';\nimport { VECTOR_MOVE_REFRESH_MS } from './vectortiles/tiles.ts';\nimport { type TreesOptions, trees } from './vectortiles/trees.ts';\nimport { dashes, type VectorsOptions, vectors } from './vectortiles/vectors.ts';\nimport { type BasemapWorkers, rendererKey, tilePriority } from './workerpool.ts';\n\n// The names the package and its tests import from here, now made in `vectortiles/`\nexport { dashes, OPENFREEMAP_STYLES, PLAN_STYLES, size, styleAttribution, tileLabels, VECTOR_BASEMAPS };\n\nexport interface VectorTilesOptions {\n /** A style URL or object (default OpenFreeMap's Positron) */\n style?: string | Style;\n /** Workers drawing the tiles (default cores - 1, 1 to 4). The vector tiles of a map share its workers (and their\n * decoded tiles); another count gives these tiles workers of their own */\n workers?: number;\n /** Where to load the worker from, when a bundler does not resolve the default URL (default the map's\n * `basemapWorkerUrl`); another URL than the map's gives these tiles workers of their own */\n workerUrl?: string | URL;\n /** Credits of the tiles, shown while its raster layers are on the map (default: OpenFreeMap's for its styles, the\n * IGN's for PLAN.IGN's) */\n attribution?: string;\n}\n\nexport class VectorTiles {\n private readonly pool: BasemapWorkers;\n /** The pool is this instance's own (a worker count or URL other than the map's): stopped with it */\n private readonly ownPool: boolean;\n /** Prefix of its renderer keys in the pool's workers */\n private readonly namespace: string;\n private destroyed = false;\n private keys = 0;\n /** Renderers sent to the workers, dropped on destroy */\n private readonly renderers: string[] = [];\n private readonly cleanup: (() => void)[] = [];\n /** Credits of its raster layers */\n private readonly attribution: string | undefined;\n /** Its raster and label layers, removed with it */\n private readonly layers: Layer[] = [];\n /** Its first raster layer: the ground its labels follow */\n private ground: RasterLayer | undefined;\n /** What its layers made in `vectortiles/` use of it */\n private readonly context: VectorTilesContext;\n /** The style once loaded, with its source resolved */\n readonly ready: Promise<LoadedStyle>;\n\n /**\n * Its workers are the map's (shared by every `VectorTiles` of the map, a vector tile decoded once for all of them),\n * unless `workers` or `workerUrl` asks for others than the map's: then it has workers of its own\n */\n constructor(\n private readonly map: GeoMap,\n options: VectorTilesOptions = {},\n ) {\n const { pool, own } = map.basemapWorkers(options.workers, options.workerUrl);\n\n this.pool = pool;\n this.ownPool = own;\n this.namespace = pool.namespace();\n\n const style = options.style ?? OPENFREEMAP_STYLES.positron;\n\n this.attribution = options.attribution ?? styleAttribution(style);\n this.ready = loadStyle(style);\n // Reported once here; `ready`, the raster tiles and the labels fail with it\n this.ready.catch((error: unknown) => {\n if (!this.destroyed) console.warn('isard: vector tiles', error);\n });\n this.context = {\n map,\n ready: this.ready,\n layers: this.layers,\n cleanup: this.cleanup,\n iconPrefix: this.iconPrefix,\n destroyed: () => this.destroyed,\n ground: () => this.ground,\n broadcast: (message) => {\n this.pool.broadcast(message);\n },\n request: (vz, vx, vy, work, signal) => this.request(vz, vx, vy, work, signal),\n renderer: (select, extra, again) => this.renderer(select, extra, { again }),\n loadSprites: (sprite) => this.loadSprites(sprite),\n addSprites: () => this.addSprites(),\n followView: (layer, update, requests, moving) => {\n this.followView(layer, update, requests, moving);\n },\n stopWith: (layer, stop) => {\n this.stopWith(layer, stop);\n },\n };\n }\n\n /** The style's sprites (their JSON and their images), loaded once, for the fill patterns and the icons */\n private sprites: Promise<LoadedSprite[]> | undefined;\n\n /** The style's sprites, kept once all of them came: one that failed is asked for again by the next layer */\n private loadSprites(sprite: Style['sprite']): Promise<LoadedSprite[]> {\n if (this.sprites) return this.sprites;\n\n const wanted = spriteSources(sprite).length;\n const loading: Promise<LoadedSprite[]> = loadSprites(sprite)\n .catch(() => [])\n .then((loaded) => {\n if (loaded.length < wanted && this.sprites === loading) {\n console.warn(\n `isard: ${wanted - loaded.length} of the style's sprites not loaded, its icons and patterns missing`,\n );\n this.sprites = undefined;\n }\n\n return loaded;\n });\n\n this.sprites = loading;\n\n return loading;\n }\n\n /** The style's sprites added to the map's icons, once */\n private spritesAdded: Promise<void> | undefined;\n\n /** The style's sprites among the map's icons (under `iconPrefix`), added once: the labels' icons, the fills'\n * patterns */\n private addSprites(): Promise<void> {\n this.spritesAdded ??= this.ready.then(async ({ style }) => {\n if (!style.sprite) return;\n (await this.loadSprites(style.sprite)).forEach((sprite) => {\n if (!this.destroyed) this.map.icons.addSprite(this.iconPrefix, sprite.icons, () => readPixels(sprite.image));\n });\n });\n\n return this.spritesAdded;\n }\n\n /** Prefix of the names of its sprites' images among the map's icons */\n private get iconPrefix(): string {\n return `${this.namespace}/`;\n }\n\n private request(vz: number, vx: number, vy: number, work: BasemapWork, signal?: AbortSignal) {\n if (this.destroyed) return Promise.reject(new DOMException('isard: vector tiles destroyed', 'AbortError'));\n\n return this.map.track(this.pool.request(this.pool.worker(vz, vx, vy), work, this, signal));\n }\n\n /** Sends a renderer of these layers to every worker (`again`: under that key, restyled), with the style's sprites if\n * it `draws` the tiles into images with patterns (the raster path: the others take their images in the page) */\n private async renderer(\n select: (layer: StyleLayer) => boolean,\n extra: StyleLayer[],\n { again, draws = false }: { again?: string | undefined; draws?: boolean } = {},\n ): Promise<Renderer> {\n const { style, tiles, maxzoom, rasters } = await this.ready;\n const key = again ?? rendererKey(this.namespace, this.keys++);\n const layers = [...style.layers.filter(select), ...extra];\n const patterns = draws && layers.some((l) => l.paint?.['fill-pattern'] !== undefined);\n // The images are downloaded once, copied to each worker\n const sprites: Sprite[] = patterns && style.sprite ? await this.loadSprites(style.sprite) : [];\n\n if (this.destroyed) throw new DOMException('isard: vector tiles destroyed', 'AbortError');\n this.pool.broadcast({ type: 'init', key, tiles, maxzoom, layers, rasters, ...(sprites.length ? { sprites } : {}) });\n if (!again) this.renderers.push(key);\n\n return { key, maxzoom, layers };\n }\n\n /**\n * A raster layer drawing the style's fills, lines and circles (or those `layers` keeps, then `extraLayers`, of the\n * same source); `size`: texture size of its tiles (512 by default: sharp lines)\n */\n raster(\n options: {\n layers?: (layer: StyleLayer) => boolean;\n extraLayers?: StyleLayer[];\n size?: number;\n opacity?: number;\n minZoom?: number;\n maxZoom?: number;\n } & Placement = {},\n ): RasterLayer {\n const { layers = () => true, extraLayers = [], size: texture = 512, opacity = 1, before } = options;\n const drawn = (l: StyleLayer) => l.type !== 'symbol' && layers(l);\n const renderer = this.renderer(drawn, extraLayers, { draws: true });\n\n // Its failure is reported by `ready` and each tile\n renderer.catch(() => undefined);\n\n const loader = async (z: number, x: number, y: number, signal: AbortSignal) => {\n const { key, maxzoom } = await renderer;\n // The vector tile it is drawn from (see the worker)\n const vz = clamp(z - 1, 0, maxzoom);\n const shift = z - vz;\n const priority = tilePriority(z, x, y, this.map.getCamera());\n const response = await this.request(\n vz,\n x >> shift,\n y >> shift,\n { type: 'render', key, z, x, y, size: texture, priority },\n signal,\n );\n\n return 'image' in response ? response.image : null;\n };\n const layer = this.map.addRaster({\n url: '',\n size: texture,\n opacity,\n minZoom: options.minZoom ?? 0,\n maxZoom: options.maxZoom ?? 20,\n loader,\n ...(this.attribution ? { attribution: this.attribution } : {}),\n ...(before ? { before } : {}),\n });\n\n this.layers.push(layer);\n this.ground ??= layer;\n\n return layer;\n }\n\n /**\n * An extrusion layer of the polygons of the style's fill layers that `layers` keeps (by default its buildings: the\n * fill or fill-extrusion layers of PLAN IGN's `bati_surf` or OpenMapTiles' `building`), raised by the style\n * given (`height`, `base`, `color`, `ramp`…; the properties of the tiles' features). Its tiles follow the view: at\n * the source's deepest level, the `maxTiles` nearest to the center, from `minZoom` on (15 by default); the tiles\n * leaving the view are dropped.\n */\n extrusions<P = Record<string, unknown>>(options: VectorExtrusionOptions<P> = {}): ExtrusionLayer<P> {\n return extrusions<P>(this.context, options);\n }\n\n /**\n * The wind through the streets around the view, as particles at street level (`height`, default 3 metres) between\n * the style's buildings (`layers`, default its `building` and `bati_surf` layers): their footprints laid on a grid of\n * `cell` metres (default 4) over a square of `size` metres (default 1200) around the view's center, the flow of the\n * air round them a potential flow (it goes round the blocks and faster through the narrow streets; no wake behind\n * them), computed in a worker by the grid module from street level (`minZoom`, default 15) and again when the view\n * leaves the square's middle. `wind` is the wind far away (east and north, m/s, default a light breeze from the\n * south-west); `setWind` changes it at once (the flow is linear in it: nothing computed again), from a model's hour\n * (`windAt`) for instance; `computed` resolves once the first square's flow is there. The other options are the flow\n * layer's (`addFlow`)\n */\n streetWind(options: StreetWindOptions = {}): StreetWindLayer {\n return streetWind(this.context, options);\n }\n\n /**\n * Trees on the style's woods, forests and grass (or the fill layers `layers` keeps) as 3D models, from street level\n * (`minZoom`, default 15): the workers scatter them over the polygons of the vector tiles around the view, `spacing`\n * metres apart (by style layer: 9 in woods, 25 on grass, by default) on a jittered grid, the same trees whenever a\n * tile comes back; the engine draws them all in one instanced draw, on the relief. A low-poly tree by default (its\n * `colors`), or your own glTF (`url`, `data`, about 10 metres high, standing on its origin). Dense around the\n * view's center, fewer and fewer away from it (as the camera moves too), at most `maxInstances` drawn (default\n * 25000); at most `maxTiles` tiles (default 9) and `maxTrees` trees in each (default 30000). The models load the\n * engine with 3D Tiles.\n */\n trees(options: TreesOptions = {}): ModelLayer {\n return trees(this.context, options);\n }\n\n /**\n * Street lamps along the style's streets (the road line layers, or those `layers` keeps) as 3D models, from street\n * level (`minZoom`, default 16): the workers place them `spacing` metres apart (default 30) along each street, every\n * other one on its other side, as far from its middle as its class says; their heads lit at night (`light`). All of\n * them near the ground under the camera, fewer and fewer away from it, at most `maxInstances` drawn (default 15000).\n * The models load the engine with 3D Tiles.\n */\n lamps(options: LampsOptions = {}): ModelLayer {\n return lamps(this.context, options);\n }\n\n /**\n * The street furniture as 3D models, from OpenMapTiles' points of interest of the street: bus shelters at the bus\n * stops, waste baskets, post boxes, drinking fountains (Wallace's in Paris), bicycle racks, each facing its street;\n * benches along the pedestrian streets and the paths of the parks and gardens. Placed by the workers, one instanced\n * draw a kind, all of them near the camera and fewer away from it. The layer returned holds the other kinds' (its\n * `companions`); removed with it\n */\n furniture(options: FurnitureOptions = {}): ModelLayer {\n return furniture(this.context, options);\n }\n\n /**\n * A layer drawing the style's fills, lines and buildings (or those `layers` keeps; backgrounds as fills, the\n * `fill-extrusion` layers raised into buildings by their height and base height) as geometry instead of images: the\n * workers cut the vector tiles in view into polygons and lines, which the engine draws on the globe and the relief,\n * in the style's order, each style layer over its zoom range. Sharp at any zoom\n * and pitch, picked by feature (`pick` gives its properties and style layer), restyled without cutting the tiles\n * again (`setPaintProperty`, `setLayoutProperty`). Its tiles follow the view, while it moves too, coarser far away in a\n * tilted view, and those leaving it stay until the ones replacing them are there; past the source's deepest level,\n * cut again from its tiles down to level 18 (overzoom: their styles those of their level; a filter reading the zoom\n * holds at the whole zoom under the camera's, as MapLibre evaluates it). The fills' outlines are drawn one\n * pixel wide, the lines' ends as their `line-cap` says, their joins as their `line-join` says (and `line-miter-limit`),\n * offset by `line-offset`; the colors follow the camera's zoom; the fills', lines' and buildings' patterns from the\n * style's sprite (the fills' over the relief too; on the globe, their average color there), the circle layers' points\n * as circles facing the screen, the lines' blur, the fills' and lines' translations. The buildings' roofs (`roofs`)\n * as their data says (`roof:shape`, `roof:height`; flat without, the default), generated from their outline where\n * they have none (`'generated'`), or all flat. `raster` stays the lighter path for heavy styles and small devices.\n * At night (`setSun`) the line layers `streets` keeps glow (by default those whose id names\n * a road, not its casing, a railway, a path or a tunnel).\n */\n vectors(options: VectorsOptions = {}): VectorLayer {\n return vectors(this.context, options);\n }\n\n /**\n * A symbol layer with the labels of the style's symbol layers (or those `layers` keeps), updated as the view\n * moves: the labels of the vector tiles in view, the higher style layers placed first. With a raster layer of\n * the style (`raster`), the tiles follow the levels the ground is drawn at: a tilted view takes coarser tiles far\n * away, with the few labels of a lower zoom, as near the camera it takes the fine ones. Without, the tiles around\n * the center at the zoom of the view. It stays above the layers added after it unless one is moved over it.\n */\n labels(options: LabelsOptions = {}): SymbolLayer<LabelCandidate> {\n return labels(this.context, options);\n }\n\n /**\n * Makes a layer's tiles follow the view: `update` now and where the camera stops (`moveend`), `moving` every\n * `VECTOR_MOVE_REFRESH_MS` while it moves, and again after a pause when tiles failed; the `requests` aborted when\n * destroyed or the layer removed\n */\n private followView(\n layer: Layer,\n update: () => Promise<unknown>,\n requests: TileRequests,\n moving: () => unknown,\n ): void {\n const refresh = () => {\n update().catch(() => undefined);\n };\n const pace = { timer: 0 };\n const follow = () => {\n if (pace.timer) return;\n pace.timer = window.setTimeout(() => {\n pace.timer = 0;\n Promise.resolve(moving()).catch(() => undefined);\n }, VECTOR_MOVE_REFRESH_MS);\n };\n const [offMove, offEnd] = [this.map.on('move', follow), this.map.on('moveend', refresh)];\n\n requests.retryWith(refresh);\n\n this.stopWith(layer, () => {\n offMove();\n offEnd();\n clearTimeout(pace.timer);\n requests.abortAll();\n });\n refresh();\n }\n\n /** Calls `stop` when destroyed or once `layer` is removed, whichever comes first */\n private stopWith(layer: Layer, stop: () => void): void {\n const once = { done: false };\n const run = () => {\n if (once.done) return;\n once.done = true;\n stop();\n };\n\n this.cleanup.push(run);\n layer.whenRemoved.push(run);\n }\n\n /** Removes its layers from the map (those still there) and stops its workers' work */\n remove(): void {\n if (this.destroyed) return;\n this.destroyed = true;\n this.cleanup.forEach((off) => {\n off();\n });\n this.cleanup.length = 0;\n this.layers.forEach((layer) => {\n if (this.map.hasLayer(layer)) layer.remove();\n });\n this.layers.length = 0;\n this.map.dropVectorTiles(this);\n // The page's copy of the sprites (the workers have theirs), and their icons\n this.sprites\n ?.then((sprites) => {\n sprites.forEach((sprite) => {\n sprite.image.close();\n });\n this.map.icons.remove(this.iconPrefix, true);\n })\n .catch(() => undefined);\n if (this.ownPool) {\n this.pool.terminate();\n } else {\n // Shared workers: only its requests stop and its renderers go\n this.pool.cancel(this);\n this.renderers.forEach((key) => {\n this.pool.broadcast({ type: 'drop', key });\n });\n }\n this.renderers.length = 0;\n }\n}\n"]}