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.
- package/CHANGELOG.md +50 -0
- package/README.md +9 -4
- package/dist/basemap/vectortiles/requests.d.ts +8 -1
- package/dist/basemap/vectortiles/requests.js +32 -4
- package/dist/basemap/vectortiles/requests.js.map +1 -1
- package/dist/basemap/vectortiles/vectors.d.ts +8 -1
- package/dist/basemap/vectortiles/vectors.js +26 -2
- package/dist/basemap/vectortiles/vectors.js.map +1 -1
- package/dist/basemap/vectortiles.d.ts +2 -1
- package/dist/basemap/vectortiles.js +3 -1
- package/dist/basemap/vectortiles.js.map +1 -1
- package/dist/basemap.worker.js +2 -2
- package/dist/basemap.worker.js.map +4 -4
- package/dist/bind/layers.js +3 -0
- package/dist/bind/layers.js.map +1 -1
- package/dist/data/tileset.d.ts +21 -0
- package/dist/data/tileset.js +101 -0
- package/dist/data/tileset.js.map +1 -0
- package/dist/decoder.worker.js +3 -3
- package/dist/decoder.worker.js.map +3 -3
- package/dist/engine-loader.d.ts +2 -2
- package/dist/engine-loader.js +9 -3
- package/dist/engine-loader.js.map +1 -1
- package/dist/isard_bg.wasm +0 -0
- package/dist/isard_core_bg.wasm +0 -0
- package/dist/isard_tess_bg.wasm +0 -0
- package/dist/layers/tiles3d.d.ts +5 -0
- package/dist/layers/tiles3d.js +15 -1
- package/dist/layers/tiles3d.js.map +1 -1
- package/dist/layers/vectors.d.ts +3 -0
- package/dist/layers/vectors.js +4 -0
- package/dist/layers/vectors.js.map +1 -1
- package/dist/map.d.ts +10 -0
- package/dist/map.js +23 -2
- package/dist/map.js.map +1 -1
- package/dist/react/VectorGeometry.d.ts +4 -0
- package/dist/react/VectorGeometry.js +6 -3
- package/dist/react/VectorGeometry.js.map +1 -1
- package/dist/types.d.ts +2 -0
- package/dist/types.js.map +1 -1
- package/dist/ui/interaction.d.ts +4 -0
- package/dist/ui/interaction.js +53 -2
- package/dist/ui/interaction.js.map +1 -1
- package/dist/wasm/isard.d.ts +18 -1
- package/dist/wasm/isard.js +28 -2
- package/dist/wasm/isard_core.d.ts +13 -1
- package/dist/wasm/isard_core.js +20 -2
- package/dist/workers/basemap/protocol.d.ts +3 -0
- package/package.json +1 -1
package/dist/engine-loader.d.ts
CHANGED
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@@ -44,6 +44,6 @@ export declare const gridUrl: (options: Pick<GeoMapOptions, "gridWasmUrl" | "ass
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/** The decoding workers of 3D Tiles and point clouds, running the full engine's module, unless turned off (`workers:
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* false` or 0, or no workers in this environment) */
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export declare const startTileLoader: (module: WebAssembly.Module, options: Pick<GeoMapOptions, "workers" | "workerUrl" | "decoders" | "pointsWasmUrl" | "assetsUrl">, engine: Engine) => TileLoader | undefined;
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/** The engine of a destroyed
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* bounds, which late callers read */
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/** The engine of a map that has none, destroyed or while its context is lost: every method a no-op returning
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* undefined, but the camera (the last one set: the next engine takes it) and the bounds, which late callers read */
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export declare const destroyedEngine: (camera: Camera) => Engine;
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package/dist/engine-loader.js
CHANGED
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@@ -154,13 +154,19 @@ export const startTileLoader = (module, options, engine) => {
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return undefined;
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return new TileLoader(module, assetUrl('decoder.worker.js', workerUrl, options.assetsUrl), workers, { ...DEFAULT_DECODERS, ...decoders }, engine.textureFormats(), pointsUrl(options));
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};
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/** The engine of a destroyed
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* bounds, which late callers read */
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/** The engine of a map that has none, destroyed or while its context is lost: every method a no-op returning
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* undefined, but the camera (the last one set: the next engine takes it) and the bounds, which late callers read */
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export const destroyedEngine = (camera) => {
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const state = { camera };
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return new Proxy({}, {
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get: (_, name) => {
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if (name === 'camera')
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return () => camera;
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return () => state.camera;
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if (name === 'setCamera') {
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return (lon, lat, zoom, pitch, bearing) => {
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state.camera = { ...state.camera, center: [lon, lat], zoom, pitch, bearing };
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};
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}
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if (name === 'bounds')
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return () => Float64Array.of(-180, -85, 180, 85);
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return () => undefined;
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@@ -1 +1 @@
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1
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-
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* The two builds of the engine, downloaded, compiled and instantiated once per page; the decoding workers of 3D Tiles\n * that run the full one; the engine of a destroyed map.\n */\n\nimport { defaultWorkerCount } from './basemap/workerpool.ts';\nimport { DEFAULT_DECODERS } from './decoding/decoders.ts';\nimport { TileLoader } from './decoding/loader.ts';\nimport type { GeoMapOptions } from './types.ts';\nimport type { Camera, Engine } from './wasm/isard.js';\n\n/** The class of an engine build: its constructor and its static `customMatrix` (custom layers) */\nexport type EngineClass = (new (\n canvas: HTMLCanvasElement,\n redraw: () => void,\n) => Engine) &\n Pick<typeof Engine, 'customMatrix' | 'geoidHeight'>;\n\n/** An engine loaded: its compiled module and its class */\nexport interface Bindings {\n module: WebAssembly.Module;\n Engine: EngineClass;\n}\n\n/** `core`: the engine without 3D Tiles; `full`: with them */\nexport type EngineKind = 'core' | 'full';\n\n/** The two builds of the engine, each compiled once per page: `core` without 3D Tiles (a third smaller), loaded by\n * every map; `full` with them, loaded for the first 3D Tiles layer, its module shared with the decoding workers. The\n * core engine has the same API but the 3D Tiles methods: its class is typed as the full one. */\nconst engines: { core?: Promise<Bindings>; full?: Promise<Bindings> } = {};\n/** The modules compiled (downloaded and compiled off the main thread, not instantiated): `tiles3d: 'preload'`\n * compiles the full engine ahead, its first 3D Tiles layer then only instantiates it */\nconst modules: { core?: Promise<WebAssembly.Module>; full?: Promise<WebAssembly.Module> } = {};\n\n/** @internal Forgets the engines loaded (tests) */\nexport const forgetEngines = (): void => {\n (['core', 'full'] as const).forEach((kind) => {\n delete engines[kind];\n delete modules[kind];\n });\n};\n\n/** The files a map loads at run time, next to the module unless given elsewhere */\nexport type AssetFile =\n | 'isard_bg.wasm'\n | 'isard_core_bg.wasm'\n | 'isard_points_bg.wasm'\n | 'isard_tess_bg.wasm'\n | 'isard_grid_bg.wasm'\n | 'decoder.worker.js'\n | 'basemap.worker.js';\n\n/** The folder the assets are served from for the whole page, as `isard/vite` sets it; undefined: next to the module */\nconst pageAssets = (): string | undefined => {\n const url: unknown = Reflect.get(globalThis, 'isardAssetsUrl');\n\n return typeof url === 'string' ? url : undefined;\n};\n\n/**\n * Where a file of isard is loaded from: its own option, else in the folder `assetsUrl` (the option, or the page's\n * as `isard/vite` sets it), else next to the module (`import.meta.url`)\n */\nexport const assetUrl = (\n file: AssetFile,\n explicit: string | URL | undefined,\n assetsUrl?: string | URL,\n): string | URL => {\n if (explicit) return explicit;\n\n const folder = assetsUrl ?? pageAssets();\n\n if (folder) {\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n const dir = String(folder).endsWith('/') ? String(folder) : `${String(folder)}/`;\n\n return new URL(file, base ? new URL(dir, base) : dir);\n }\n switch (file) {\n case 'isard_bg.wasm':\n return new URL('./isard_bg.wasm', import.meta.url);\n case 'isard_core_bg.wasm':\n return new URL('./isard_core_bg.wasm', import.meta.url);\n case 'isard_points_bg.wasm':\n return new URL('./isard_points_bg.wasm', import.meta.url);\n case 'isard_tess_bg.wasm':\n return new URL('./isard_tess_bg.wasm', import.meta.url);\n case 'isard_grid_bg.wasm':\n return new URL('./isard_grid_bg.wasm', import.meta.url);\n case 'decoder.worker.js':\n return new URL('./decoder.worker.js', import.meta.url);\n default:\n return new URL('./basemap.worker.js', import.meta.url);\n }\n};\n\n/** Where a build of the engine is loaded from: the option, the assets' folder, or next to the module */\nexport const engineUrl = (\n kind: EngineKind,\n options: Pick<GeoMapOptions, 'wasmUrl' | 'coreWasmUrl' | 'assetsUrl'>,\n): string | URL => {\n return kind === 'full'\n ? assetUrl('isard_bg.wasm', options.wasmUrl, options.assetsUrl)\n : assetUrl('isard_core_bg.wasm', options.coreWasmUrl, options.assetsUrl);\n};\n\n/** Downloads and compiles a build (once per page, unless it failed: a later call tries again) */\nconst compileEngine = (kind: EngineKind, url: string | URL): Promise<WebAssembly.Module> => {\n const compiled = modules[kind];\n\n if (compiled) return compiled;\n\n const compiling = compile(url).catch((error: unknown) => {\n // A later call tries again (a network error, a wrong URL fixed)\n delete modules[kind];\n throw error;\n });\n\n modules[kind] = compiling;\n\n return compiling;\n};\n\n/** A build compiled and instantiated with its bindings (once per page, unless it failed) */\nexport const loadEngine = (kind: EngineKind, url: string | URL): Promise<Bindings> => {\n const loaded = engines[kind];\n\n if (loaded) return loaded;\n\n const loading = (async () => {\n // The bindings by dynamic import: an application bundles the ones it loads only\n const [module, bindings] = await Promise.all([\n compileEngine(kind, url),\n kind === 'core' ? import('./wasm/isard_core.js') : import('./wasm/isard.js'),\n ]);\n\n await bindings.default({ module_or_path: module });\n\n return { module, Engine: bindings.Engine as unknown as EngineClass };\n })().catch((error: unknown) => {\n delete engines[kind];\n throw error;\n });\n\n engines[kind] = loading;\n\n return loading;\n};\n\n/** The full engine for a map on the core one, resolved in a task of its own, not in the one that instantiated it:\n * the map rebuilt on it there, two shorter tasks */\nexport const loadFullEngineLater = (url: string | URL): Promise<Bindings> => {\n return loadEngine('full', url).then(\n (bindings) => new Promise<Bindings>((resolve) => setTimeout(() => resolve(bindings), 0)),\n );\n};\n\n/** Downloads and compiles the full engine when the page is idle, without running it; a failure is left to the first\n * 3D Tiles layer, which tries again */\nexport const preloadFullEngine = (url: string | URL, wanted: () => boolean): void => {\n const start = () => {\n if (wanted()) compileEngine('full', url).catch(() => undefined);\n };\n\n if (typeof requestIdleCallback === 'function') requestIdleCallback(start, { timeout: 2000 });\n else setTimeout(start, 0);\n};\n\nconst compile = async (url: string | URL): Promise<WebAssembly.Module> => {\n const response = await fetch(url);\n\n // The engine named: a page fails here first\n if (!response.ok) throw new Error(`isard: failed to load the engine from ${url}: ${response.status}`);\n try {\n return await WebAssembly.compileStreaming(response.clone());\n } catch {\n // Servers that do not send application/wasm\n return WebAssembly.compile(await response.arrayBuffer());\n }\n};\n\n/** Where the workers load the point cloud module from (`isard_points_bg.wasm`, the LAZ decoder): the option, or next\n * to the module; absolute, the workers being elsewhere */\nexport const pointsUrl = (options: Pick<GeoMapOptions, 'pointsWasmUrl' | 'assetsUrl'>): string => {\n const url = assetUrl('isard_points_bg.wasm', options.pointsWasmUrl, options.assetsUrl);\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n\n return base ? new URL(url, base).href : String(url);\n};\n\n/** Where the basemap workers load the tessellation module from (`isard_tess_bg.wasm`: the vector tiles of `vectors()`\n * made ready for the GPU off the main thread): the option, or next to the module; absolute, the workers being\n * elsewhere */\nexport const tessUrl = (options: Pick<GeoMapOptions, 'tessWasmUrl' | 'assetsUrl'>): string => {\n const url = assetUrl('isard_tess_bg.wasm', options.tessWasmUrl, options.assetsUrl);\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n\n return base ? new URL(url, base).href : String(url);\n};\n\n/** Where the workers load the grid module from (`isard_grid_bg.wasm`: GRIB2 and NetCDF files read into grids): the\n * option, or next to the module (absolute: the workers resolve it against their own URL otherwise) */\nexport const gridUrl = (options: Pick<GeoMapOptions, 'gridWasmUrl' | 'assetsUrl'>): string => {\n const url = assetUrl('isard_grid_bg.wasm', options.gridWasmUrl, options.assetsUrl);\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n\n return base ? new URL(url, base).href : String(url);\n};\n\n/** The decoding workers of 3D Tiles and point clouds, running the full engine's module, unless turned off (`workers:\n * false` or 0, or no workers in this environment) */\nexport const startTileLoader = (\n module: WebAssembly.Module,\n options: Pick<GeoMapOptions, 'workers' | 'workerUrl' | 'decoders' | 'pointsWasmUrl' | 'assetsUrl'>,\n engine: Engine,\n): TileLoader | undefined => {\n const { workers: count, workerUrl, decoders } = options;\n const workers = count ?? defaultWorkerCount();\n\n if (workers === false || workers <= 0 || typeof Worker === 'undefined') return undefined;\n\n return new TileLoader(\n module,\n assetUrl('decoder.worker.js', workerUrl, options.assetsUrl),\n workers,\n { ...DEFAULT_DECODERS, ...decoders },\n engine.textureFormats(),\n pointsUrl(options),\n );\n};\n\n/** The engine of a destroyed map: every method a no-op returning undefined, but the camera (the last one) and the\n * bounds, which late callers read */\nexport const destroyedEngine = (camera: Camera): Engine => {\n return new Proxy(\n {},\n {\n get: (_, name) => {\n if (name === 'camera') return () => camera;\n if (name === 'bounds') return () => Float64Array.of(-180, -85, 180, 85);\n\n return () => undefined;\n },\n },\n ) as Engine;\n};\n"]}
|
|
1
|
+
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* The two builds of the engine, downloaded, compiled and instantiated once per page; the decoding workers of 3D Tiles\n * that run the full one; the engine of a destroyed map.\n */\n\nimport { defaultWorkerCount } from './basemap/workerpool.ts';\nimport { DEFAULT_DECODERS } from './decoding/decoders.ts';\nimport { TileLoader } from './decoding/loader.ts';\nimport type { GeoMapOptions } from './types.ts';\nimport type { Camera, Engine } from './wasm/isard.js';\n\n/** The class of an engine build: its constructor and its static `customMatrix` (custom layers) */\nexport type EngineClass = (new (\n canvas: HTMLCanvasElement,\n redraw: () => void,\n) => Engine) &\n Pick<typeof Engine, 'customMatrix' | 'geoidHeight'>;\n\n/** An engine loaded: its compiled module and its class */\nexport interface Bindings {\n module: WebAssembly.Module;\n Engine: EngineClass;\n}\n\n/** `core`: the engine without 3D Tiles; `full`: with them */\nexport type EngineKind = 'core' | 'full';\n\n/** The two builds of the engine, each compiled once per page: `core` without 3D Tiles (a third smaller), loaded by\n * every map; `full` with them, loaded for the first 3D Tiles layer, its module shared with the decoding workers. The\n * core engine has the same API but the 3D Tiles methods: its class is typed as the full one. */\nconst engines: { core?: Promise<Bindings>; full?: Promise<Bindings> } = {};\n/** The modules compiled (downloaded and compiled off the main thread, not instantiated): `tiles3d: 'preload'`\n * compiles the full engine ahead, its first 3D Tiles layer then only instantiates it */\nconst modules: { core?: Promise<WebAssembly.Module>; full?: Promise<WebAssembly.Module> } = {};\n\n/** @internal Forgets the engines loaded (tests) */\nexport const forgetEngines = (): void => {\n (['core', 'full'] as const).forEach((kind) => {\n delete engines[kind];\n delete modules[kind];\n });\n};\n\n/** The files a map loads at run time, next to the module unless given elsewhere */\nexport type AssetFile =\n | 'isard_bg.wasm'\n | 'isard_core_bg.wasm'\n | 'isard_points_bg.wasm'\n | 'isard_tess_bg.wasm'\n | 'isard_grid_bg.wasm'\n | 'decoder.worker.js'\n | 'basemap.worker.js';\n\n/** The folder the assets are served from for the whole page, as `isard/vite` sets it; undefined: next to the module */\nconst pageAssets = (): string | undefined => {\n const url: unknown = Reflect.get(globalThis, 'isardAssetsUrl');\n\n return typeof url === 'string' ? url : undefined;\n};\n\n/**\n * Where a file of isard is loaded from: its own option, else in the folder `assetsUrl` (the option, or the page's\n * as `isard/vite` sets it), else next to the module (`import.meta.url`)\n */\nexport const assetUrl = (\n file: AssetFile,\n explicit: string | URL | undefined,\n assetsUrl?: string | URL,\n): string | URL => {\n if (explicit) return explicit;\n\n const folder = assetsUrl ?? pageAssets();\n\n if (folder) {\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n const dir = String(folder).endsWith('/') ? String(folder) : `${String(folder)}/`;\n\n return new URL(file, base ? new URL(dir, base) : dir);\n }\n switch (file) {\n case 'isard_bg.wasm':\n return new URL('./isard_bg.wasm', import.meta.url);\n case 'isard_core_bg.wasm':\n return new URL('./isard_core_bg.wasm', import.meta.url);\n case 'isard_points_bg.wasm':\n return new URL('./isard_points_bg.wasm', import.meta.url);\n case 'isard_tess_bg.wasm':\n return new URL('./isard_tess_bg.wasm', import.meta.url);\n case 'isard_grid_bg.wasm':\n return new URL('./isard_grid_bg.wasm', import.meta.url);\n case 'decoder.worker.js':\n return new URL('./decoder.worker.js', import.meta.url);\n default:\n return new URL('./basemap.worker.js', import.meta.url);\n }\n};\n\n/** Where a build of the engine is loaded from: the option, the assets' folder, or next to the module */\nexport const engineUrl = (\n kind: EngineKind,\n options: Pick<GeoMapOptions, 'wasmUrl' | 'coreWasmUrl' | 'assetsUrl'>,\n): string | URL => {\n return kind === 'full'\n ? assetUrl('isard_bg.wasm', options.wasmUrl, options.assetsUrl)\n : assetUrl('isard_core_bg.wasm', options.coreWasmUrl, options.assetsUrl);\n};\n\n/** Downloads and compiles a build (once per page, unless it failed: a later call tries again) */\nconst compileEngine = (kind: EngineKind, url: string | URL): Promise<WebAssembly.Module> => {\n const compiled = modules[kind];\n\n if (compiled) return compiled;\n\n const compiling = compile(url).catch((error: unknown) => {\n // A later call tries again (a network error, a wrong URL fixed)\n delete modules[kind];\n throw error;\n });\n\n modules[kind] = compiling;\n\n return compiling;\n};\n\n/** A build compiled and instantiated with its bindings (once per page, unless it failed) */\nexport const loadEngine = (kind: EngineKind, url: string | URL): Promise<Bindings> => {\n const loaded = engines[kind];\n\n if (loaded) return loaded;\n\n const loading = (async () => {\n // The bindings by dynamic import: an application bundles the ones it loads only\n const [module, bindings] = await Promise.all([\n compileEngine(kind, url),\n kind === 'core' ? import('./wasm/isard_core.js') : import('./wasm/isard.js'),\n ]);\n\n await bindings.default({ module_or_path: module });\n\n return { module, Engine: bindings.Engine as unknown as EngineClass };\n })().catch((error: unknown) => {\n delete engines[kind];\n throw error;\n });\n\n engines[kind] = loading;\n\n return loading;\n};\n\n/** The full engine for a map on the core one, resolved in a task of its own, not in the one that instantiated it:\n * the map rebuilt on it there, two shorter tasks */\nexport const loadFullEngineLater = (url: string | URL): Promise<Bindings> => {\n return loadEngine('full', url).then(\n (bindings) => new Promise<Bindings>((resolve) => setTimeout(() => resolve(bindings), 0)),\n );\n};\n\n/** Downloads and compiles the full engine when the page is idle, without running it; a failure is left to the first\n * 3D Tiles layer, which tries again */\nexport const preloadFullEngine = (url: string | URL, wanted: () => boolean): void => {\n const start = () => {\n if (wanted()) compileEngine('full', url).catch(() => undefined);\n };\n\n if (typeof requestIdleCallback === 'function') requestIdleCallback(start, { timeout: 2000 });\n else setTimeout(start, 0);\n};\n\nconst compile = async (url: string | URL): Promise<WebAssembly.Module> => {\n const response = await fetch(url);\n\n // The engine named: a page fails here first\n if (!response.ok) throw new Error(`isard: failed to load the engine from ${url}: ${response.status}`);\n try {\n return await WebAssembly.compileStreaming(response.clone());\n } catch {\n // Servers that do not send application/wasm\n return WebAssembly.compile(await response.arrayBuffer());\n }\n};\n\n/** Where the workers load the point cloud module from (`isard_points_bg.wasm`, the LAZ decoder): the option, or next\n * to the module; absolute, the workers being elsewhere */\nexport const pointsUrl = (options: Pick<GeoMapOptions, 'pointsWasmUrl' | 'assetsUrl'>): string => {\n const url = assetUrl('isard_points_bg.wasm', options.pointsWasmUrl, options.assetsUrl);\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n\n return base ? new URL(url, base).href : String(url);\n};\n\n/** Where the basemap workers load the tessellation module from (`isard_tess_bg.wasm`: the vector tiles of `vectors()`\n * made ready for the GPU off the main thread): the option, or next to the module; absolute, the workers being\n * elsewhere */\nexport const tessUrl = (options: Pick<GeoMapOptions, 'tessWasmUrl' | 'assetsUrl'>): string => {\n const url = assetUrl('isard_tess_bg.wasm', options.tessWasmUrl, options.assetsUrl);\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n\n return base ? new URL(url, base).href : String(url);\n};\n\n/** Where the workers load the grid module from (`isard_grid_bg.wasm`: GRIB2 and NetCDF files read into grids): the\n * option, or next to the module (absolute: the workers resolve it against their own URL otherwise) */\nexport const gridUrl = (options: Pick<GeoMapOptions, 'gridWasmUrl' | 'assetsUrl'>): string => {\n const url = assetUrl('isard_grid_bg.wasm', options.gridWasmUrl, options.assetsUrl);\n const base = typeof document === 'undefined' ? undefined : document.baseURI;\n\n return base ? new URL(url, base).href : String(url);\n};\n\n/** The decoding workers of 3D Tiles and point clouds, running the full engine's module, unless turned off (`workers:\n * false` or 0, or no workers in this environment) */\nexport const startTileLoader = (\n module: WebAssembly.Module,\n options: Pick<GeoMapOptions, 'workers' | 'workerUrl' | 'decoders' | 'pointsWasmUrl' | 'assetsUrl'>,\n engine: Engine,\n): TileLoader | undefined => {\n const { workers: count, workerUrl, decoders } = options;\n const workers = count ?? defaultWorkerCount();\n\n if (workers === false || workers <= 0 || typeof Worker === 'undefined') return undefined;\n\n return new TileLoader(\n module,\n assetUrl('decoder.worker.js', workerUrl, options.assetsUrl),\n workers,\n { ...DEFAULT_DECODERS, ...decoders },\n engine.textureFormats(),\n pointsUrl(options),\n );\n};\n\n/** The engine of a map that has none, destroyed or while its context is lost: every method a no-op returning\n * undefined, but the camera (the last one set: the next engine takes it) and the bounds, which late callers read */\nexport const destroyedEngine = (camera: Camera): Engine => {\n const state = { camera };\n\n return new Proxy(\n {},\n {\n get: (_, name) => {\n if (name === 'camera') return () => state.camera;\n if (name === 'setCamera') {\n return (lon: number, lat: number, zoom: number, pitch: number, bearing: number) => {\n state.camera = { ...state.camera, center: [lon, lat], zoom, pitch, bearing };\n };\n }\n if (name === 'bounds') return () => Float64Array.of(-180, -85, 180, 85);\n\n return () => undefined;\n },\n },\n ) as Engine;\n};\n"]}
|
package/dist/isard_bg.wasm
CHANGED
|
Binary file
|
package/dist/isard_core_bg.wasm
CHANGED
|
Binary file
|
package/dist/isard_tess_bg.wasm
CHANGED
|
Binary file
|
package/dist/layers/tiles3d.d.ts
CHANGED
|
@@ -7,6 +7,11 @@ export declare class Tiles3dLayer extends Layer {
|
|
|
7
7
|
private readonly url;
|
|
8
8
|
private readonly geoid;
|
|
9
9
|
private style;
|
|
10
|
+
private facades;
|
|
11
|
+
/** Whether the walls of its untextured meshes (buildings without their photos, as the IGN's Bâtiments 3D) show
|
|
12
|
+
* windows, as the vector tiles' buildings do: glass by day, some lit at night. Their faces near vertical are walls,
|
|
13
|
+
* bays of 3 metres along them and floors of 3.2 metres from the ellipsoid (a mesh tells neither foot nor top) */
|
|
14
|
+
setFacades(facades: boolean): void;
|
|
10
15
|
setStyle(style: Partial<Tiles3dStyle>): void;
|
|
11
16
|
/** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see
|
|
12
17
|
* `GeoMapOptions.tiles3d`) */
|
package/dist/layers/tiles3d.js
CHANGED
|
@@ -6,12 +6,25 @@ export class Tiles3dLayer extends Layer {
|
|
|
6
6
|
url;
|
|
7
7
|
geoid;
|
|
8
8
|
style;
|
|
9
|
+
facades;
|
|
9
10
|
/** @internal */
|
|
10
|
-
constructor(map, url, geoid, style) {
|
|
11
|
+
constructor(map, url, geoid, style, facades = false) {
|
|
11
12
|
super(map);
|
|
12
13
|
this.url = url;
|
|
13
14
|
this.geoid = geoid;
|
|
14
15
|
this.style = style;
|
|
16
|
+
this.facades = facades;
|
|
17
|
+
}
|
|
18
|
+
/** Whether the walls of its untextured meshes (buildings without their photos, as the IGN's Bâtiments 3D) show
|
|
19
|
+
* windows, as the vector tiles' buildings do: glass by day, some lit at night. Their faces near vertical are walls,
|
|
20
|
+
* bays of 3 metres along them and floors of 3.2 metres from the ellipsoid (a mesh tells neither foot nor top) */
|
|
21
|
+
setFacades(facades) {
|
|
22
|
+
this.facades = facades;
|
|
23
|
+
// Kept for its creation while the engine with 3D Tiles loads
|
|
24
|
+
if (this.id < 0)
|
|
25
|
+
return;
|
|
26
|
+
this.map.engine.setTiles3dFacades(this.id, facades);
|
|
27
|
+
this.map.requestRender();
|
|
15
28
|
}
|
|
16
29
|
setStyle(style) {
|
|
17
30
|
this.style = { ...this.style, ...style };
|
|
@@ -45,6 +58,7 @@ export class Tiles3dLayer extends Layer {
|
|
|
45
58
|
create(engine) {
|
|
46
59
|
const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError, this.geoid);
|
|
47
60
|
this.applyStyle(engine, id);
|
|
61
|
+
engine.setTiles3dFacades(id, this.facades);
|
|
48
62
|
return id;
|
|
49
63
|
}
|
|
50
64
|
applyStyle(engine, id) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"tiles3d.js","sourceRoot":"","sources":["../../src/layers/tiles3d.ts"],"names":[],"mappings":"AAAA,oEAAoE;AAEpE,OAAO,EAAE,GAAG,EAAE,MAAM,gBAAgB,CAAC;AAIrC,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAEpC,kCAAkC;AAClC,MAAM,OAAO,YAAa,SAAQ,KAAK;IAIlB;IACA;IACT;
|
|
1
|
+
{"version":3,"file":"tiles3d.js","sourceRoot":"","sources":["../../src/layers/tiles3d.ts"],"names":[],"mappings":"AAAA,oEAAoE;AAEpE,OAAO,EAAE,GAAG,EAAE,MAAM,gBAAgB,CAAC;AAIrC,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAEpC,kCAAkC;AAClC,MAAM,OAAO,YAAa,SAAQ,KAAK;IAIlB;IACA;IACT;IACA;IANV,gBAAgB;IAChB,YACE,GAAc,EACG,GAAW,EACX,KAAc,EACvB,KAAmB,EACnB,UAAU,KAAK;QAEvB,KAAK,CAAC,GAAG,CAAC,CAAC;QALM,QAAG,GAAH,GAAG,CAAQ;QACX,UAAK,GAAL,KAAK,CAAS;QACvB,UAAK,GAAL,KAAK,CAAc;QACnB,YAAO,GAAP,OAAO,CAAQ;IAGzB,CAAC;IAED;;qHAEiH;IACjH,UAAU,CAAC,OAAgB;QACzB,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,6DAA6D;QAC7D,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO;QACxB,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,iBAAiB,CAAC,IAAI,CAAC,EAAE,EAAE,OAAO,CAAC,CAAC;QACpD,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,QAAQ,CAAC,KAA4B;QACnC,IAAI,CAAC,KAAK,GAAG,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC;QACzC,6DAA6D;QAC7D,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO;QACxB,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;QAC1C,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,gBAAgB;IAChB,IAAa,eAAe;QAC1B,OAAO,IAAI,CAAC;IACd,CAAC;IAED;wHACoH;IACpH,SAAS,CAAC,KAAa;QACrB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO,SAAS,CAAC;QAElC,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QAE3D,IAAI,CAAC,GAAG;YAAE,OAAO,SAAS,CAAC;QAE3B,MAAM,CAAC,UAAU,EAAE,OAAO,CAAC,GAAG,GAAG,CAAC;QAElC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,IAAI,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;IACxF,CAAC;IAED;kCAC8B;IAC9B,KAAK;QACH,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IACzE,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,EAAE,GAAG,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,mBAAmB,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAEnF,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC;QAC5B,MAAM,CAAC,iBAAiB,CAAC,EAAE,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAE3C,OAAO,EAAE,CAAC;IACZ,CAAC;IAEO,UAAU,CAAC,MAAc,EAAE,EAAU;QAC3C,MAAM,EAAE,mBAAmB,EAAE,OAAO,EAAE,SAAS,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC;QAEtE,MAAM,CAAC,eAAe,CAAC,EAAE,EAAE,mBAAmB,EAAE,OAAO,EAAE,SAAS,EAAE,IAAI,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACjH,CAAC;CACF","sourcesContent":["/** A 3D Tiles tileset as a layer: its style, its features picked */\n\nimport { rgb } from '../settings.ts';\nimport type { LayerHost, Tiles3dStyle } from '../types.ts';\nimport type { Engine, Tiles3dStats } from '../wasm/isard.js';\nimport type { Feature } from './features.ts';\nimport { Layer } from './layers.ts';\n\n/** Textured meshes in 3D Tiles */\nexport class Tiles3dLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly url: string,\n private readonly geoid: boolean,\n private style: Tiles3dStyle,\n private facades = false,\n ) {\n super(map);\n }\n\n /** Whether the walls of its untextured meshes (buildings without their photos, as the IGN's Bâtiments 3D) show\n * windows, as the vector tiles' buildings do: glass by day, some lit at night. Their faces near vertical are walls,\n * bays of 3 metres along them and floors of 3.2 metres from the ellipsoid (a mesh tells neither foot nor top) */\n setFacades(facades: boolean): void {\n this.facades = facades;\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.map.engine.setTiles3dFacades(this.id, facades);\n this.map.requestRender();\n }\n\n setStyle(style: Partial<Tiles3dStyle>): void {\n this.style = { ...this.style, ...style };\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.applyStyle(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** @internal The feature picked (`pickFeature`, 'hoverfeature'): the properties of its feature in the tile\n * (`EXT_structural_metadata`, a b3dm batch table), none for a mesh without features; its index in the tile as id */\n featureAt(index: number): Feature<Record<string, unknown>> | undefined {\n if (this.id < 0) return undefined;\n\n const hit = this.map.engine.tiles3dFeature(this.id, index);\n\n if (!hit) return undefined;\n\n const [properties, feature] = hit;\n\n return { type: 'Feature', id: feature, properties: properties ?? {}, geometry: null };\n }\n\n /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see\n * `GeoMapOptions.tiles3d`) */\n stats(): Tiles3dStats | undefined {\n return this.id < 0 ? undefined : this.map.engine.tiles3dStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError, this.geoid);\n\n this.applyStyle(engine, id);\n engine.setTiles3dFacades(id, this.facades);\n\n return id;\n }\n\n private applyStyle(engine: Engine, id: number): void {\n const { maxScreenSpaceError, opacity, pointSize, color } = this.style;\n\n engine.setTiles3dStyle(id, maxScreenSpaceError, opacity, pointSize, new Float32Array(color ? rgb(color) : []));\n }\n}\n"]}
|
package/dist/layers/vectors.d.ts
CHANGED
|
@@ -6,6 +6,7 @@
|
|
|
6
6
|
*/
|
|
7
7
|
import { type Feature, type Size } from './features.ts';
|
|
8
8
|
import { Layer } from './layers.ts';
|
|
9
|
+
import type { Tiles3dLayer } from './tiles3d.ts';
|
|
9
10
|
/** A style layer as the engine draws it: its kind, zoom range, visibility and dashes (dash, gap, dash, gap, in line
|
|
10
11
|
* widths; zeros: solid) */
|
|
11
12
|
export interface VectorSublayer {
|
|
@@ -54,6 +55,8 @@ export declare class VectorLayer extends Layer {
|
|
|
54
55
|
private shown;
|
|
55
56
|
/** Its buildings' walls show their windows (`setFacades`) */
|
|
56
57
|
private facades;
|
|
58
|
+
/** The 3D buildings drawn in place of its raised ones (`vectors({ buildings3d })`), for `map.pickFeature` */
|
|
59
|
+
buildings3d: Tiles3dLayer | undefined;
|
|
57
60
|
/** Resolves once the style is loaded, its layers drawn known (`layers`), and the map has drawn the layer; rejected
|
|
58
61
|
* if the style fails */
|
|
59
62
|
get ready(): Promise<void>;
|
package/dist/layers/vectors.js
CHANGED
|
@@ -28,6 +28,8 @@ export class VectorLayer extends Layer {
|
|
|
28
28
|
restyle;
|
|
29
29
|
/** @internal Asks the workers for the tiles in view again (set by its `VectorTiles`): an engine made anew has none */
|
|
30
30
|
recut;
|
|
31
|
+
/** The 3D buildings drawn in place of its raised ones (`vectors({ buildings3d })`), for `map.pickFeature` */
|
|
32
|
+
buildings3d;
|
|
31
33
|
/** @internal */
|
|
32
34
|
constructor(map) {
|
|
33
35
|
super(map);
|
|
@@ -179,6 +181,8 @@ export class VectorLayer extends Layer {
|
|
|
179
181
|
setFacades(facades) {
|
|
180
182
|
this.facades = facades;
|
|
181
183
|
this.map.engine.setFacades(this.id, facades);
|
|
184
|
+
// Its 3D buildings' walls too
|
|
185
|
+
this.buildings3d?.setFacades(facades);
|
|
182
186
|
this.map.requestRender();
|
|
183
187
|
}
|
|
184
188
|
setVisible(visible) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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* The fills and lines of a MapLibre style drawn as geometry, tile by tile (`VectorTiles.vectors`), instead of into the\n * images of a raster layer: sharp at any zoom and pitch, on the relief, picked by feature, restyled without cutting the\n * tiles again. The workers cut each vector tile into polygons and lines and style its features; the engine draws the\n * style's layers in their order, each over its zoom range.\n */\n\nimport type { LayerHost } from '../types.ts';\nimport { FLOATS } from '../util/style-floats.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport type { TileVectors } from '../workers/basemap/protocol.ts';\nimport { type Feature, type Size, stops } from './features.ts';\nimport { Layer } from './layers.ts';\n\n/** A style layer as the engine draws it: its kind, zoom range, visibility and dashes (dash, gap, dash, gap, in line\n * widths; zeros: solid) */\nexport interface VectorSublayer {\n /** The style layer's id */\n id: string;\n /** Its source layer, if any (not for a background) */\n sourceLayer: string | undefined;\n kind: 'fill' | 'line' | 'extrusion' | 'circle';\n minZoom: number;\n maxZoom: number;\n visible: boolean;\n /** Its opacity when it depends on the zoom only, evaluated at the camera's zoom (else 1: the features' colors hold\n * it) */\n opacity: Size;\n dash: [number, number, number, number];\n /** The caps of its lines' ends (`line-cap`) */\n cap: 'butt' | 'round' | 'square';\n /** The joins of its lines' pieces (`line-join`), a miter longer than `miterLimit` line widths bevelled\n * (`line-miter-limit`); round and 2 if left out */\n join?: 'miter' | 'bevel' | 'round';\n miterLimit?: number;\n /** How far its fills or lines move on screen (`fill-translate`, `line-translate`: CSS pixels, x right, y down),\n * turning with the map or staying on the screen (`*-translate-anchor`); none and `map` if left out */\n translate?: [number, number];\n translateAnchor?: 'map' | 'viewport';\n /** Its fills have patterns (`fill-pattern`, `background-pattern`): over the relief, the engine finds the ground under\n * them */\n patterned?: boolean;\n /** Its lines glow at night (the streets: its id names a road, not its casing; `setSun`) */\n lit: boolean;\n}\n\n/** The properties of a picked feature, with the style layer that drew it */\nexport type VectorFeature = Feature<Record<string, unknown>> & { layer: string; sourceLayer: string | undefined };\n\n/** The main thread's time a frame gives to uploading tiles (ms): tiles arriving together are uploaded over several\n * frames, not all in the one (copying a tile's buffers to the GPU takes milliseconds) */\nconst UPLOAD_MS = 4;\n\ninterface Tile {\n /** Its number in the engine: tiles are numbered for picking in this order */\n key: number;\n /** What picking needs (its geometry and styles are the engine's only: an engine made anew asks the tiles again) */\n vectors: Pick<TileVectors, 'properties' | 'sublayer'>;\n}\n\nexport class VectorLayer extends Layer {\n private readonly tiles = new Map<string, Tile>();\n /** The tiles waiting for their upload (`UPLOAD_MS` a frame), each with what resolves its `setTile`; `sent`: in the\n * engine already, its blocks still uploading */\n private readonly queue = new Map<string, { vectors: TileVectors; uploaded: () => void; sent?: number }>();\n private flushing = false;\n private sublayers: VectorSublayer[] = [];\n private nextKey = 0;\n /** The whole layer shown (`setVisible`), over each style layer's visibility */\n private shown = true;\n /** Its buildings' walls show their windows (`setFacades`) */\n private facades = false;\n /** @internal Resolved once the style is loaded and its layers drawn known (set by its `VectorTiles`) */\n styled: Promise<void> = Promise.resolve();\n /** @internal Changes a property of a style layer drawn (set by its `VectorTiles`) */\n restyle: ((layer: string, group: 'paint' | 'layout', name: string, value: unknown) => void) | undefined;\n /** @internal Asks the workers for the tiles in view again (set by its `VectorTiles`): an engine made anew has none */\n recut: (() => void) | undefined;\n\n /** @internal */\n constructor(map: LayerHost) {\n super(map);\n }\n\n /** Resolves once the style is loaded, its layers drawn known (`layers`), and the map has drawn the layer; rejected\n * if the style fails */\n override get ready(): Promise<void> {\n return this.styled.then(() => super.ready);\n }\n\n /** The style layers drawn, in order */\n get layers(): readonly VectorSublayer[] {\n return this.sublayers;\n }\n\n /** Keys of the tiles held (`z/x/y`) */\n get tileKeys(): string[] {\n return [...this.tiles.keys()];\n }\n\n /** @internal Sets the style layers drawn, in order (the tiles' sublayers) */\n setSublayers(sublayers: VectorSublayer[]): void {\n this.sublayers = sublayers;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal Adds or replaces a tile, cut by the workers (and made ready for the GPU there, with its mesh): uploaded\n * on a coming frame, within its share of the frame (`UPLOAD_MS`); resolves once it is (or once dropped meanwhile) */\n setTile(tile: string, vectors: TileVectors): Promise<void> {\n if (this.removed) return Promise.resolve();\n // The map not idle until it is uploaded\n return this.map.track(\n new Promise((uploaded) => {\n // A newer cut of a tile still waiting takes its place\n this.queue.get(tile)?.uploaded();\n this.queue.set(tile, { vectors, uploaded });\n this.flushSoon();\n }),\n );\n }\n\n /** Uploads the waiting tiles on the next frame */\n private flushSoon(): void {\n if (this.flushing) return;\n this.flushing = true;\n requestAnimationFrame(() => {\n this.flushing = false;\n this.flush();\n });\n }\n\n /** Uploads waiting tiles for `UPLOAD_MS` at most (one at least, or a part of its blocks), the rest on the next\n * frames; a tile's `setTile` resolves once its blocks are all there */\n private flush(): void {\n // Removed meanwhile, or between two engines (the new one asks for the tiles again)\n if (this.id < 0) return;\n\n const start = performance.now();\n const within = () => performance.now() - start <= UPLOAD_MS;\n\n for (const [tile, waiting] of this.queue) {\n waiting.sent ??= this.upload(tile, waiting.vectors);\n\n // A large tile's blocks (a pitched view's far tiles of a city: 10 MB and more), a part at a time\n let left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n\n while (left && within()) left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n if (left) break;\n this.queue.delete(tile);\n waiting.uploaded();\n if (!within()) break;\n }\n if (this.queue.size > 0) this.flushSoon();\n this.map.requestRender();\n }\n\n /** Sends a tile to the engine (its blocks' first part); its key */\n private upload(tile: string, vectors: TileVectors): number {\n const key = this.tiles.get(tile)?.key ?? this.nextKey++;\n const { properties, sublayer } = vectors;\n\n this.tiles.set(tile, { key, vectors: { properties, sublayer } });\n this.sendTile(this.map.engine, this.id, key, vectors);\n\n return key;\n }\n\n /** @internal New styles of a tile's features, as the workers evaluated them (the same features) */\n setTileStyles(tile: string, styles: Float32Array): void {\n const waiting = this.queue.get(tile);\n\n // Not uploaded yet: uploaded with them\n if (waiting && waiting.sent === undefined) {\n if (styles.length === waiting.vectors.properties.length * FLOATS) waiting.vectors.styles = styles;\n\n return;\n }\n\n const t = this.tiles.get(tile);\n\n if (!t || styles.length !== t.vectors.properties.length * FLOATS) return;\n this.map.engine.setFeatureStyle(this.id, styles, t.key);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal The tiles waiting resolved (dropped), none held */\n override dispose(): void {\n this.queue.forEach((waiting) => {\n waiting.uploaded();\n });\n this.queue.clear();\n this.tiles.clear();\n }\n\n /** @internal */\n removeTile(tile: string): void {\n this.queue.get(tile)?.uploaded();\n this.queue.delete(tile);\n\n const t = this.tiles.get(tile);\n\n if (!t) return;\n this.tiles.delete(tile);\n this.map.engine.removeVectorTile(this.id, t.key);\n this.map.requestRender();\n }\n\n /** The feature of a picked index (no geometry: the tiles hold it cut), its properties and style layer. Tiles are\n * numbered one after the other, in the order they were first added */\n featureAt(index: number): VectorFeature | undefined {\n const tiles = [...this.tiles.values()].sort((a, b) => a.key - b.key);\n // The tile holding the index, and the index among its features (one pass, the features of the tiles before\n // taken off)\n const { tile, rest } = tiles.reduce<{ tile?: Tile; rest: number }>(\n (found, t) => {\n if (found.tile) return found;\n\n const count = t.vectors.properties.length;\n\n return found.rest < count ? { tile: t, rest: found.rest } : { rest: found.rest - count };\n },\n { rest: index },\n );\n\n if (!tile) return undefined;\n\n const properties = tile.vectors.properties[rest];\n const sublayer = this.sublayers[tile.vectors.sublayer[rest] ?? -1];\n\n if (properties === undefined || !sublayer) return undefined;\n\n return { type: 'Feature', properties, geometry: null, layer: sublayer.id, sourceLayer: sublayer.sourceLayer };\n }\n\n /** Changes a paint property of a style layer drawn, as MapLibre's `setPaintProperty`: the tiles are restyled, not cut\n * again */\n setPaintProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'paint', name, value);\n }\n\n /** Changes a layout property of a style layer drawn (`visibility`: shown or hidden at once), as MapLibre's\n * `setLayoutProperty` */\n setLayoutProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'layout', name, value);\n }\n\n /** Whether its buildings' walls show their windows: glass by day, some lit at night (only the lit ones without) */\n setFacades(facades: boolean): void {\n this.facades = facades;\n this.map.engine.setFacades(this.id, facades);\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.shown = visible;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private sendSublayers(engine: Engine, id: number): void {\n const s = this.sublayers;\n\n engine.setVectorSublayers(\n id,\n Uint8Array.from(s, (l) => ({ fill: 0, line: 1, extrusion: 2, circle: 3 })[l.kind]),\n Float64Array.from(s.flatMap((l) => [l.minZoom, l.maxZoom])),\n Uint8Array.from(s, (l) => (l.visible && this.shown ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => l.dash)),\n Float32Array.from(s.flatMap((l) => stops(l.opacity))),\n Uint8Array.from(s, (l) => ({ butt: 0, round: 1, square: 2 })[l.cap]),\n Uint8Array.from(s, (l) => (l.lit ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => [{ round: 0, miter: 1, bevel: 2 }[l.join ?? 'round'], l.miterLimit ?? 2])),\n Float32Array.from(s.flatMap((l) => [...(l.translate ?? [0, 0]), l.translateAnchor === 'viewport' ? 1 : 0])),\n Uint8Array.from(s, (l) => (l.patterned ? 1 : 0)),\n );\n }\n\n /** A tile to the engine: its mesh uploaded as it is, or without one its geometry, which the engine makes ready */\n private sendTile(engine: Engine, id: number, key: number, vectors: TileVectors): void {\n const { fills, lines, circles, styles, properties, mesh } = vectors;\n\n if (mesh) {\n engine.setVectorTileMesh(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n mesh.vertices,\n mesh.indices,\n mesh.fillRanges,\n mesh.prism,\n mesh.pieces,\n mesh.lineTable,\n mesh.lineRanges,\n mesh.blocks,\n mesh.blockIndices,\n mesh.blockRanges,\n mesh.bounds,\n properties.length,\n );\n } else {\n engine.setVectorTile(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n lines.points,\n lines.start,\n lines.feature,\n lines.lineStart,\n properties.length,\n vectors.tile ?? new Float64Array(),\n fills.roofs ?? new Uint8Array(),\n fills.roofHeights ?? new Float32Array(),\n fills.roofOutlines ?? new Float64Array(),\n fills.roofOutlineStart ?? new Uint32Array(),\n fills.roofMetres ?? 0,\n );\n }\n // The circles' points, once the tile is there\n if (circles) engine.setVectorTilePoints(id, key, circles.points, circles.feature, circles.circleStart);\n engine.setFeatureStyle(id, styles, key);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addVectorTiles();\n\n this.sendSublayers(engine, id);\n engine.setFacades(id, this.facades);\n // An engine made anew (after a context loss, or the one with 3D Tiles): its tiles cut again by the workers, once\n // the layer has its id there. Keeping their geometry here would double the memory they take\n this.dispose();\n queueMicrotask(() => this.recut?.());\n\n return id;\n }\n}\n"]}
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+
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* The fills and lines of a MapLibre style drawn as geometry, tile by tile (`VectorTiles.vectors`), instead of into the\n * images of a raster layer: sharp at any zoom and pitch, on the relief, picked by feature, restyled without cutting the\n * tiles again. The workers cut each vector tile into polygons and lines and style its features; the engine draws the\n * style's layers in their order, each over its zoom range.\n */\n\nimport type { LayerHost } from '../types.ts';\nimport { FLOATS } from '../util/style-floats.ts';\nimport type { Engine } from '../wasm/isard.js';\nimport type { TileVectors } from '../workers/basemap/protocol.ts';\nimport { type Feature, type Size, stops } from './features.ts';\nimport { Layer } from './layers.ts';\nimport type { Tiles3dLayer } from './tiles3d.ts';\n\n/** A style layer as the engine draws it: its kind, zoom range, visibility and dashes (dash, gap, dash, gap, in line\n * widths; zeros: solid) */\nexport interface VectorSublayer {\n /** The style layer's id */\n id: string;\n /** Its source layer, if any (not for a background) */\n sourceLayer: string | undefined;\n kind: 'fill' | 'line' | 'extrusion' | 'circle';\n minZoom: number;\n maxZoom: number;\n visible: boolean;\n /** Its opacity when it depends on the zoom only, evaluated at the camera's zoom (else 1: the features' colors hold\n * it) */\n opacity: Size;\n dash: [number, number, number, number];\n /** The caps of its lines' ends (`line-cap`) */\n cap: 'butt' | 'round' | 'square';\n /** The joins of its lines' pieces (`line-join`), a miter longer than `miterLimit` line widths bevelled\n * (`line-miter-limit`); round and 2 if left out */\n join?: 'miter' | 'bevel' | 'round';\n miterLimit?: number;\n /** How far its fills or lines move on screen (`fill-translate`, `line-translate`: CSS pixels, x right, y down),\n * turning with the map or staying on the screen (`*-translate-anchor`); none and `map` if left out */\n translate?: [number, number];\n translateAnchor?: 'map' | 'viewport';\n /** Its fills have patterns (`fill-pattern`, `background-pattern`): over the relief, the engine finds the ground under\n * them */\n patterned?: boolean;\n /** Its lines glow at night (the streets: its id names a road, not its casing; `setSun`) */\n lit: boolean;\n}\n\n/** The properties of a picked feature, with the style layer that drew it */\nexport type VectorFeature = Feature<Record<string, unknown>> & { layer: string; sourceLayer: string | undefined };\n\n/** The main thread's time a frame gives to uploading tiles (ms): tiles arriving together are uploaded over several\n * frames, not all in the one (copying a tile's buffers to the GPU takes milliseconds) */\nconst UPLOAD_MS = 4;\n\ninterface Tile {\n /** Its number in the engine: tiles are numbered for picking in this order */\n key: number;\n /** What picking needs (its geometry and styles are the engine's only: an engine made anew asks the tiles again) */\n vectors: Pick<TileVectors, 'properties' | 'sublayer'>;\n}\n\nexport class VectorLayer extends Layer {\n private readonly tiles = new Map<string, Tile>();\n /** The tiles waiting for their upload (`UPLOAD_MS` a frame), each with what resolves its `setTile`; `sent`: in the\n * engine already, its blocks still uploading */\n private readonly queue = new Map<string, { vectors: TileVectors; uploaded: () => void; sent?: number }>();\n private flushing = false;\n private sublayers: VectorSublayer[] = [];\n private nextKey = 0;\n /** The whole layer shown (`setVisible`), over each style layer's visibility */\n private shown = true;\n /** Its buildings' walls show their windows (`setFacades`) */\n private facades = false;\n /** @internal Resolved once the style is loaded and its layers drawn known (set by its `VectorTiles`) */\n styled: Promise<void> = Promise.resolve();\n /** @internal Changes a property of a style layer drawn (set by its `VectorTiles`) */\n restyle: ((layer: string, group: 'paint' | 'layout', name: string, value: unknown) => void) | undefined;\n /** @internal Asks the workers for the tiles in view again (set by its `VectorTiles`): an engine made anew has none */\n recut: (() => void) | undefined;\n /** The 3D buildings drawn in place of its raised ones (`vectors({ buildings3d })`), for `map.pickFeature` */\n buildings3d: Tiles3dLayer | undefined;\n\n /** @internal */\n constructor(map: LayerHost) {\n super(map);\n }\n\n /** Resolves once the style is loaded, its layers drawn known (`layers`), and the map has drawn the layer; rejected\n * if the style fails */\n override get ready(): Promise<void> {\n return this.styled.then(() => super.ready);\n }\n\n /** The style layers drawn, in order */\n get layers(): readonly VectorSublayer[] {\n return this.sublayers;\n }\n\n /** Keys of the tiles held (`z/x/y`) */\n get tileKeys(): string[] {\n return [...this.tiles.keys()];\n }\n\n /** @internal Sets the style layers drawn, in order (the tiles' sublayers) */\n setSublayers(sublayers: VectorSublayer[]): void {\n this.sublayers = sublayers;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal Adds or replaces a tile, cut by the workers (and made ready for the GPU there, with its mesh): uploaded\n * on a coming frame, within its share of the frame (`UPLOAD_MS`); resolves once it is (or once dropped meanwhile) */\n setTile(tile: string, vectors: TileVectors): Promise<void> {\n if (this.removed) return Promise.resolve();\n // The map not idle until it is uploaded\n return this.map.track(\n new Promise((uploaded) => {\n // A newer cut of a tile still waiting takes its place\n this.queue.get(tile)?.uploaded();\n this.queue.set(tile, { vectors, uploaded });\n this.flushSoon();\n }),\n );\n }\n\n /** Uploads the waiting tiles on the next frame */\n private flushSoon(): void {\n if (this.flushing) return;\n this.flushing = true;\n requestAnimationFrame(() => {\n this.flushing = false;\n this.flush();\n });\n }\n\n /** Uploads waiting tiles for `UPLOAD_MS` at most (one at least, or a part of its blocks), the rest on the next\n * frames; a tile's `setTile` resolves once its blocks are all there */\n private flush(): void {\n // Removed meanwhile, or between two engines (the new one asks for the tiles again)\n if (this.id < 0) return;\n\n const start = performance.now();\n const within = () => performance.now() - start <= UPLOAD_MS;\n\n for (const [tile, waiting] of this.queue) {\n waiting.sent ??= this.upload(tile, waiting.vectors);\n\n // A large tile's blocks (a pitched view's far tiles of a city: 10 MB and more), a part at a time\n let left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n\n while (left && within()) left = this.map.engine.uploadVectorTile(this.id, waiting.sent);\n if (left) break;\n this.queue.delete(tile);\n waiting.uploaded();\n if (!within()) break;\n }\n if (this.queue.size > 0) this.flushSoon();\n this.map.requestRender();\n }\n\n /** Sends a tile to the engine (its blocks' first part); its key */\n private upload(tile: string, vectors: TileVectors): number {\n const key = this.tiles.get(tile)?.key ?? this.nextKey++;\n const { properties, sublayer } = vectors;\n\n this.tiles.set(tile, { key, vectors: { properties, sublayer } });\n this.sendTile(this.map.engine, this.id, key, vectors);\n\n return key;\n }\n\n /** @internal New styles of a tile's features, as the workers evaluated them (the same features) */\n setTileStyles(tile: string, styles: Float32Array): void {\n const waiting = this.queue.get(tile);\n\n // Not uploaded yet: uploaded with them\n if (waiting && waiting.sent === undefined) {\n if (styles.length === waiting.vectors.properties.length * FLOATS) waiting.vectors.styles = styles;\n\n return;\n }\n\n const t = this.tiles.get(tile);\n\n if (!t || styles.length !== t.vectors.properties.length * FLOATS) return;\n this.map.engine.setFeatureStyle(this.id, styles, t.key);\n this.map.requestRender();\n }\n\n override remove(): void {\n super.remove();\n this.dispose();\n }\n\n /** @internal The tiles waiting resolved (dropped), none held */\n override dispose(): void {\n this.queue.forEach((waiting) => {\n waiting.uploaded();\n });\n this.queue.clear();\n this.tiles.clear();\n }\n\n /** @internal */\n removeTile(tile: string): void {\n this.queue.get(tile)?.uploaded();\n this.queue.delete(tile);\n\n const t = this.tiles.get(tile);\n\n if (!t) return;\n this.tiles.delete(tile);\n this.map.engine.removeVectorTile(this.id, t.key);\n this.map.requestRender();\n }\n\n /** The feature of a picked index (no geometry: the tiles hold it cut), its properties and style layer. Tiles are\n * numbered one after the other, in the order they were first added */\n featureAt(index: number): VectorFeature | undefined {\n const tiles = [...this.tiles.values()].sort((a, b) => a.key - b.key);\n // The tile holding the index, and the index among its features (one pass, the features of the tiles before\n // taken off)\n const { tile, rest } = tiles.reduce<{ tile?: Tile; rest: number }>(\n (found, t) => {\n if (found.tile) return found;\n\n const count = t.vectors.properties.length;\n\n return found.rest < count ? { tile: t, rest: found.rest } : { rest: found.rest - count };\n },\n { rest: index },\n );\n\n if (!tile) return undefined;\n\n const properties = tile.vectors.properties[rest];\n const sublayer = this.sublayers[tile.vectors.sublayer[rest] ?? -1];\n\n if (properties === undefined || !sublayer) return undefined;\n\n return { type: 'Feature', properties, geometry: null, layer: sublayer.id, sourceLayer: sublayer.sourceLayer };\n }\n\n /** Changes a paint property of a style layer drawn, as MapLibre's `setPaintProperty`: the tiles are restyled, not cut\n * again */\n setPaintProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'paint', name, value);\n }\n\n /** Changes a layout property of a style layer drawn (`visibility`: shown or hidden at once), as MapLibre's\n * `setLayoutProperty` */\n setLayoutProperty(layer: string, name: string, value: unknown): void {\n this.restyle?.(layer, 'layout', name, value);\n }\n\n /** Whether its buildings' walls show their windows: glass by day, some lit at night (only the lit ones without) */\n setFacades(facades: boolean): void {\n this.facades = facades;\n this.map.engine.setFacades(this.id, facades);\n // Its 3D buildings' walls too\n this.buildings3d?.setFacades(facades);\n this.map.requestRender();\n }\n\n setVisible(visible: boolean): void {\n this.shown = visible;\n this.sendSublayers(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n private sendSublayers(engine: Engine, id: number): void {\n const s = this.sublayers;\n\n engine.setVectorSublayers(\n id,\n Uint8Array.from(s, (l) => ({ fill: 0, line: 1, extrusion: 2, circle: 3 })[l.kind]),\n Float64Array.from(s.flatMap((l) => [l.minZoom, l.maxZoom])),\n Uint8Array.from(s, (l) => (l.visible && this.shown ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => l.dash)),\n Float32Array.from(s.flatMap((l) => stops(l.opacity))),\n Uint8Array.from(s, (l) => ({ butt: 0, round: 1, square: 2 })[l.cap]),\n Uint8Array.from(s, (l) => (l.lit ? 1 : 0)),\n Float32Array.from(s.flatMap((l) => [{ round: 0, miter: 1, bevel: 2 }[l.join ?? 'round'], l.miterLimit ?? 2])),\n Float32Array.from(s.flatMap((l) => [...(l.translate ?? [0, 0]), l.translateAnchor === 'viewport' ? 1 : 0])),\n Uint8Array.from(s, (l) => (l.patterned ? 1 : 0)),\n );\n }\n\n /** A tile to the engine: its mesh uploaded as it is, or without one its geometry, which the engine makes ready */\n private sendTile(engine: Engine, id: number, key: number, vectors: TileVectors): void {\n const { fills, lines, circles, styles, properties, mesh } = vectors;\n\n if (mesh) {\n engine.setVectorTileMesh(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n mesh.vertices,\n mesh.indices,\n mesh.fillRanges,\n mesh.prism,\n mesh.pieces,\n mesh.lineTable,\n mesh.lineRanges,\n mesh.blocks,\n mesh.blockIndices,\n mesh.blockRanges,\n mesh.bounds,\n properties.length,\n );\n } else {\n engine.setVectorTile(\n id,\n key,\n fills.points,\n fills.ringStart,\n fills.polygonStart,\n fills.feature,\n fills.fillStart,\n lines.points,\n lines.start,\n lines.feature,\n lines.lineStart,\n properties.length,\n vectors.tile ?? new Float64Array(),\n fills.roofs ?? new Uint8Array(),\n fills.roofHeights ?? new Float32Array(),\n fills.roofOutlines ?? new Float64Array(),\n fills.roofOutlineStart ?? new Uint32Array(),\n fills.roofMetres ?? 0,\n );\n }\n // The circles' points, once the tile is there\n if (circles) engine.setVectorTilePoints(id, key, circles.points, circles.feature, circles.circleStart);\n engine.setFeatureStyle(id, styles, key);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addVectorTiles();\n\n this.sendSublayers(engine, id);\n engine.setFacades(id, this.facades);\n // An engine made anew (after a context loss, or the one with 3D Tiles): its tiles cut again by the workers, once\n // the layer has its id there. Keeping their geometry here would double the memory they take\n this.dispose();\n queueMicrotask(() => this.recut?.());\n\n return id;\n }\n}\n"]}
|
package/dist/map.d.ts
CHANGED
|
@@ -91,6 +91,13 @@ export declare class GeoMap {
|
|
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91
91
|
/** Downloads and compiles the engine with 3D Tiles once the map is idle (`tiles3d: 'preload'`), without running
|
|
92
92
|
* it: the first 3D Tiles layer then only instantiates it */
|
|
93
93
|
private preloadTiles3d;
|
|
94
|
+
/**
|
|
95
|
+
* The context is lost: its engine freed at once, the map's calls going to one that does nothing until `restore`
|
|
96
|
+
* builds the next. The old engine's GPU objects went with the context: deleted now, it is silent (on the context
|
|
97
|
+
* restored, each one warns); its 3D Tiles downloads stop. Its layers' updates meanwhile (a tile uploaded, labels)
|
|
98
|
+
* would fail on the lost context, whose limits read 0
|
|
99
|
+
*/
|
|
100
|
+
private dropLostEngine;
|
|
94
101
|
/** After a context loss: a new engine with the same camera, settings and layers (same handles, same order) */
|
|
95
102
|
private restore;
|
|
96
103
|
/** The street-level eye, if the camera is one */
|
|
@@ -198,6 +205,9 @@ export declare class GeoMap {
|
|
|
198
205
|
metersPerPixel(point?: Point): number | undefined;
|
|
199
206
|
/** Whether a double click zooms in (Shift: out), on by default: off while a drawing takes double clicks */
|
|
200
207
|
setDoubleClickZoom(enabled: boolean): void;
|
|
208
|
+
/** Whether a drag that turns and tilts the map (right button, Ctrl or Shift) goes around what is under the pointer
|
|
209
|
+
* where it starts, a roof or a mesh as the relief (on by default), or around the screen center */
|
|
210
|
+
setRotateAroundPointer(enabled: boolean): void;
|
|
201
211
|
/** What is drawn under a screen point (CSS pixels), on the relief or standing on it (a roof, a wall, a mesh): its
|
|
202
212
|
* position and its height above the relief, in metres; undefined where nothing was drawn. The last frame's scene is
|
|
203
213
|
* drawn again and read back, waiting for the GPU (a stall): for clicks and drags */
|
package/dist/map.js
CHANGED
|
@@ -172,6 +172,7 @@ export class GeoMap {
|
|
|
172
172
|
this.unwatchContext = watchContext(this.canvas, () => {
|
|
173
173
|
this.lost = true;
|
|
174
174
|
this.frames.cancel();
|
|
175
|
+
this.dropLostEngine();
|
|
175
176
|
}, () => this.restore());
|
|
176
177
|
const start = this.earth ? EARTH_START : BODY_START;
|
|
177
178
|
this.setCamera({ ...start, ...options });
|
|
@@ -238,6 +239,20 @@ export class GeoMap {
|
|
|
238
239
|
});
|
|
239
240
|
}
|
|
240
241
|
}
|
|
242
|
+
/**
|
|
243
|
+
* The context is lost: its engine freed at once, the map's calls going to one that does nothing until `restore`
|
|
244
|
+
* builds the next. The old engine's GPU objects went with the context: deleted now, it is silent (on the context
|
|
245
|
+
* restored, each one warns); its 3D Tiles downloads stop. Its layers' updates meanwhile (a tile uploaded, labels)
|
|
246
|
+
* would fail on the lost context, whose limits read 0
|
|
247
|
+
*/
|
|
248
|
+
dropLostEngine() {
|
|
249
|
+
this.hoverPick.cancel();
|
|
250
|
+
const camera = this.getCamera();
|
|
251
|
+
this.#engine.free();
|
|
252
|
+
this.#engine = destroyedEngine(camera);
|
|
253
|
+
// Glyph ranges and icons arriving meanwhile upload to it, not to the freed engine
|
|
254
|
+
this.atlases.attach(this.#engine);
|
|
255
|
+
}
|
|
241
256
|
/** After a context loss: a new engine with the same camera, settings and layers (same handles, same order) */
|
|
242
257
|
restore() {
|
|
243
258
|
if (this.gone)
|
|
@@ -584,6 +599,12 @@ export class GeoMap {
|
|
|
584
599
|
if (this.interaction)
|
|
585
600
|
this.interaction.doubleClickZoom = enabled;
|
|
586
601
|
}
|
|
602
|
+
/** Whether a drag that turns and tilts the map (right button, Ctrl or Shift) goes around what is under the pointer
|
|
603
|
+
* where it starts, a roof or a mesh as the relief (on by default), or around the screen center */
|
|
604
|
+
setRotateAroundPointer(enabled) {
|
|
605
|
+
if (this.interaction)
|
|
606
|
+
this.interaction.rotateAroundPointer = enabled;
|
|
607
|
+
}
|
|
587
608
|
/** What is drawn under a screen point (CSS pixels), on the relief or standing on it (a roof, a wall, a mesh): its
|
|
588
609
|
* position and its height above the relief, in metres; undefined where nothing was drawn. The last frame's scene is
|
|
589
610
|
* drawn again and read back, waiting for the GPU (a stall): for clicks and drags */
|
|
@@ -790,13 +811,13 @@ export class GeoMap {
|
|
|
790
811
|
}
|
|
791
812
|
/** Textured meshes in 3D Tiles (photogrammetry, buildings), drawn with depth over the basemap */
|
|
792
813
|
addTiles3d(options) {
|
|
793
|
-
const { url, maxScreenSpaceError = 16, opacity = 1, pointSize, color, geoid = false } = options;
|
|
814
|
+
const { url, maxScreenSpaceError = 16, opacity = 1, pointSize, color, geoid = false, facades = false } = options;
|
|
794
815
|
return this.place(new Tiles3dLayer(this, url, geoid, {
|
|
795
816
|
maxScreenSpaceError,
|
|
796
817
|
opacity,
|
|
797
818
|
...(pointSize !== undefined ? { pointSize } : {}),
|
|
798
819
|
...(color !== undefined ? { color } : {}),
|
|
799
|
-
}), options.before);
|
|
820
|
+
}, facades), options.before);
|
|
800
821
|
}
|
|
801
822
|
/**
|
|
802
823
|
* A point cloud (see `PointCloudOptions`): a COPC file read by range requests (IGN's LiDAR HD…), or 3D Tiles
|