isard 1.9.0 → 1.11.0

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Files changed (71) hide show
  1. package/CHANGELOG.md +86 -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 +15 -9
  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 +10 -2
  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/index.d.ts +3 -3
  25. package/dist/index.js +1 -0
  26. package/dist/index.js.map +1 -1
  27. package/dist/isard_bg.wasm +0 -0
  28. package/dist/isard_core_bg.wasm +0 -0
  29. package/dist/isard_tess_bg.wasm +0 -0
  30. package/dist/layers/features.d.ts +7 -0
  31. package/dist/layers/features.js +21 -5
  32. package/dist/layers/features.js.map +1 -1
  33. package/dist/layers/layers.js +2 -0
  34. package/dist/layers/layers.js.map +1 -1
  35. package/dist/layers/tiles3d.d.ts +6 -0
  36. package/dist/layers/tiles3d.js +57 -3
  37. package/dist/layers/tiles3d.js.map +1 -1
  38. package/dist/layers/vectors.d.ts +3 -0
  39. package/dist/layers/vectors.js +4 -0
  40. package/dist/layers/vectors.js.map +1 -1
  41. package/dist/map/events.js +1 -0
  42. package/dist/map/events.js.map +1 -1
  43. package/dist/map/quality.d.ts +33 -0
  44. package/dist/map/quality.js +61 -0
  45. package/dist/map/quality.js.map +1 -0
  46. package/dist/map.d.ts +22 -1
  47. package/dist/map.js +87 -8
  48. package/dist/map.js.map +1 -1
  49. package/dist/react/IsardMap.d.ts +1 -0
  50. package/dist/react/IsardMap.js +2 -0
  51. package/dist/react/IsardMap.js.map +1 -1
  52. package/dist/react/VectorGeometry.d.ts +4 -0
  53. package/dist/react/VectorGeometry.js +6 -3
  54. package/dist/react/VectorGeometry.js.map +1 -1
  55. package/dist/react/VectorTiles.d.ts +5 -1
  56. package/dist/react/VectorTiles.js +8 -0
  57. package/dist/react/VectorTiles.js.map +1 -1
  58. package/dist/react/index.d.ts +1 -1
  59. package/dist/react/index.js +1 -1
  60. package/dist/react/index.js.map +1 -1
  61. package/dist/types.d.ts +22 -0
  62. package/dist/types.js.map +1 -1
  63. package/dist/ui/interaction.d.ts +4 -0
  64. package/dist/ui/interaction.js +53 -2
  65. package/dist/ui/interaction.js.map +1 -1
  66. package/dist/wasm/isard.d.ts +30 -6
  67. package/dist/wasm/isard.js +61 -7
  68. package/dist/wasm/isard_core.d.ts +20 -6
  69. package/dist/wasm/isard_core.js +41 -7
  70. package/dist/workers/basemap/protocol.d.ts +3 -0
  71. package/package.json +1 -1
package/CHANGELOG.md CHANGED
@@ -3,6 +3,92 @@
3
3
  Every notable change of `isard`. The format follows [Keep a Changelog](https://keepachangelog.com), the
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  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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+ ## [1.11.0] - 2026-10-27
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+
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+ ### Added
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+
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+ - The map's quality, for weaker devices: `quality` (`GeoMapOptions`, `map.setQuality`, `<IsardMap quality>`) draws
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+ fewer pixels (`'medium'`: at most 1.5 a CSS pixel; `'low'`: one, and no sun's shadows) and coarser 3D Tiles far away;
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+ `'auto'` starts high and steps down while the frames of a move stay slow (the `'quality'` event, `getQuality`). The
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+ Bâtiments 3D example takes `'auto'`.
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+
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+ - The light way under 3D buildings on the relief, some three times as fast a frame: the ground as images
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+ (`tiles.raster`), the buildings and the streets alone as geometry (`isStreet`, now exported; `<Raster>` in React's
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+ `<VectorTiles>`). The Bâtiments 3D example takes it, its streets still glowing at night. `VectorRasterOptions` names
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+ `raster`'s options.
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+
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+ - 3D Tiles colored by their features' properties: `featureColor` (in `addTiles3d`, `setStyle`, and the React layer's
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+ props) gives each feature a CSS color from its properties (a thematic map of the buildings: their height, their use),
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+ or the layer's color. Each tile asks once when first drawn and again when it changes, its colors a table on the GPU
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+ read by the feature's number. The 3D Tiles features example colors its buildings by height.
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+ - Lines in space: `addLines({ altitudeReference: 'ground' | 'sea' })` stands each point at its third coordinate,
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+ metres above the ground or the sea, the line drawn in the scene's depth (hidden by the buildings, 3D Tiles and hills
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+ in front of it); without it, the lines lie on the ground as before. The Measure example draws its line so.
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+
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+ ### Fixed
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+
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+ - Hitches while the camera moves over the relief: `unproject` (and `metersPerPixel`, which the trees, the street
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+ lamps and the furniture ask as they follow the view) read the relief's altitude back from the GPU, a read that waits
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+ for the frame; it now reads the copy of the relief kept on the CPU, the GPU only where none is loaded. Over the
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+ Bâtiments 3D example, the longest frame of a turn from 51 ms to 10.
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+
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+ - A layer added while the WebGL context was lost but before the browser said so threw (an empty error from the
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+ engine, React's tree unmounted): it is kept and made with the others on the next engine.
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+ - 3D Tiles whose upper tiles are empty groupings over tiles of the finest level only (the IGN's Bâtiments 3D) were
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+ drawn whole up to the horizon in a tilted view, their screen-space error never weighed: an empty grouping tile now
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+ keeps its own error (as in Cesium), only a grafted external tileset is always gone through. Bâtiments 3D at a pitch
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+ of 80°: a third less GPU time per frame, and the tiles drawn no longer pile up as the view moves around.
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+
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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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  ## [1.9.0] - 2026-10-26
7
93
 
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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  ## Roadmap
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181
 
182
- 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: 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).
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191
 
187
192
  ## Licence
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193
 
@@ -6,6 +6,11 @@ export declare class TileRequests {
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  private readonly held;
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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 */
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  has(key: string): boolean;
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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;
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  private open;
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  }
@@ -2,10 +2,21 @@
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  * The requests of a layer whose tiles follow the view (`VectorTiles`' extrusions, streets' wind, trees, vectors): the
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  * tiles held or asked for, by key, each with the controller that aborts its request.
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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` */
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+ const RETRY_FIRST_MS = 1000;
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+ const RETRY_MAX_MS = 30_000;
5
9
  export class TileRequests {
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  held = new Map();
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  /** The requests not answered yet, by key */
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  pending = new Map();
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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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+ 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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+ }
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  /** Whether the tile is held or asked for */
10
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  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) {
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  const controller = this.open(key);
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- // A later request under the same key is not forgotten by this one's failure
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+ // A later request under the same key is not forgotten by this one's failure (nor one dropped: it is not wanted)
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  const forget = () => {
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- if (this.held.get(key) === controller)
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- this.held.delete(key);
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+ 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();
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  };
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46
  const answered = request(controller.signal)
34
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  .then(async (answer) => {
@@ -36,6 +49,7 @@ export class TileRequests {
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49
  return;
37
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  try {
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  await use(answer);
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+ this.retry.wait = RETRY_FIRST_MS;
39
53
  }
40
54
  catch (error) {
41
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  console.warn('isard: a vector tile not drawn', error);
@@ -58,12 +72,26 @@ export class TileRequests {
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  this.held.get(key)?.abort();
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  this.held.delete(key);
60
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  }
61
- /** Aborts every request and forgets every tile */
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+ /** Aborts every request and forgets every tile, a retry due with them */
62
76
  abortAll() {
63
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  this.held.forEach((controller) => {
64
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  controller.abort();
65
79
  });
66
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  this.held.clear();
81
+ clearTimeout(this.retry.timer);
82
+ this.retry.timer = undefined;
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+ 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)
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+ return;
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+ 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);
67
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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"]}
@@ -28,6 +28,18 @@ import { type LoadedStyle, OPENFREEMAP_STYLES, PLAN_STYLES, styleAttribution, VE
28
28
  import { type TreesOptions } from './vectortiles/trees.ts';
29
29
  import { dashes, type VectorsOptions } from './vectortiles/vectors.ts';
30
30
  export { dashes, OPENFREEMAP_STYLES, PLAN_STYLES, size, styleAttribution, tileLabels, VECTOR_BASEMAPS };
31
+ /** The options of `VectorTiles.raster` */
32
+ export interface VectorRasterOptions extends Placement {
33
+ /** The style layers drawn (default all but the symbols) */
34
+ layers?: (layer: StyleLayer) => boolean;
35
+ /** Style layers of the same source drawn after them */
36
+ extraLayers?: StyleLayer[];
37
+ /** Texture size of its tiles (512 by default: sharp lines) */
38
+ size?: number;
39
+ opacity?: number;
40
+ minZoom?: number;
41
+ maxZoom?: number;
42
+ }
31
43
  export interface VectorTilesOptions {
32
44
  /** A style URL or object (default OpenFreeMap's Positron) */
33
45
  style?: string | Style;
@@ -87,14 +99,7 @@ export declare class VectorTiles {
87
99
  * A raster layer drawing the style's fills, lines and circles (or those `layers` keeps, then `extraLayers`, of the
88
100
  * same source); `size`: texture size of its tiles (512 by default: sharp lines)
89
101
  */
90
- raster(options?: {
91
- layers?: (layer: StyleLayer) => boolean;
92
- extraLayers?: StyleLayer[];
93
- size?: number;
94
- opacity?: number;
95
- minZoom?: number;
96
- maxZoom?: number;
97
- } & Placement): RasterLayer;
102
+ raster(options?: VectorRasterOptions): RasterLayer;
98
103
  /**
99
104
  * An extrusion layer of the polygons of the style's fill layers that `layers` keeps (by default its buildings: the
100
105
  * fill or fill-extrusion layers of PLAN IGN's `bati_surf` or OpenMapTiles' `building`), raised by the style
@@ -172,7 +177,8 @@ export declare class VectorTiles {
172
177
  labels(options?: LabelsOptions): SymbolLayer<LabelCandidate>;
173
178
  /**
174
179
  * 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
180
+ * `VECTOR_MOVE_REFRESH_MS` while it moves, and again after a pause when tiles failed; the `requests` aborted when
181
+ * destroyed or the layer removed
176
182
  */
177
183
  private followView;
178
184
  /** 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();