isard 1.9.0 → 1.11.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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
@@ -1,17 +1,55 @@
1
1
  /** A 3D Tiles tileset as a layer: its style, its features picked */
2
2
  import { rgb } from "../settings.js";
3
+ import { parseColor } from "../util/color.js";
3
4
  import { Layer } from "./layers.js";
5
+ /**
6
+ * The engine's colors of a tile's features from a `featureColor`: RGBA bytes for each (alpha 0: the layer's color),
7
+ * the CSS colors parsed once each
8
+ */
9
+ const featureColors = (color) => {
10
+ const parsed = new Map();
11
+ const bytesOf = (css) => {
12
+ const known = parsed.get(css);
13
+ if (known)
14
+ return known;
15
+ const [r, g, b] = parseColor(css);
16
+ const made = [r, g, b].map((c) => Math.round(c * 255)).concat(255);
17
+ parsed.set(css, made);
18
+ return made;
19
+ };
20
+ return (properties, count) => {
21
+ const rgba = new Uint8Array(count * 4);
22
+ Array.from({ length: count }, (_, i) => color(properties?.[i] ?? {}, i)).forEach((css, i) => {
23
+ if (css)
24
+ rgba.set(bytesOf(css), i * 4);
25
+ });
26
+ return rgba;
27
+ };
28
+ };
4
29
  /** Textured meshes in 3D Tiles */
5
30
  export class Tiles3dLayer extends Layer {
6
31
  url;
7
32
  geoid;
8
33
  style;
34
+ facades;
9
35
  /** @internal */
10
- constructor(map, url, geoid, style) {
36
+ constructor(map, url, geoid, style, facades = false) {
11
37
  super(map);
12
38
  this.url = url;
13
39
  this.geoid = geoid;
14
40
  this.style = style;
41
+ this.facades = facades;
42
+ }
43
+ /** Whether the walls of its untextured meshes (buildings without their photos, as the IGN's Bâtiments 3D) show
44
+ * windows, as the vector tiles' buildings do: glass by day, some lit at night. Their faces near vertical are walls,
45
+ * bays of 3 metres along them and floors of 3.2 metres from the ellipsoid (a mesh tells neither foot nor top) */
46
+ setFacades(facades) {
47
+ this.facades = facades;
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+ // Kept for its creation while the engine with 3D Tiles loads
49
+ if (this.id < 0)
50
+ return;
51
+ this.map.engine.setTiles3dFacades(this.id, facades);
52
+ this.map.requestRender();
15
53
  }
16
54
  setStyle(style) {
17
55
  this.style = { ...this.style, ...style };
@@ -19,6 +57,9 @@ export class Tiles3dLayer extends Layer {
19
57
  if (this.id < 0)
20
58
  return;
21
59
  this.applyStyle(this.map.engine, this.id);
60
+ // The features colored again only when their function changed: every tile asks for its colors then
61
+ if ('featureColor' in style)
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+ this.applyFeatureColor(this.map.engine, this.id);
22
63
  this.map.requestRender();
23
64
  }
24
65
  /** @internal */
@@ -43,13 +84,26 @@ export class Tiles3dLayer extends Layer {
43
84
  }
44
85
  /** @internal */
45
86
  create(engine) {
46
- const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError, this.geoid);
87
+ const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError * this.map.quality.errorScale, this.geoid);
47
88
  this.applyStyle(engine, id);
89
+ this.applyFeatureColor(engine, id);
90
+ engine.setTiles3dFacades(id, this.facades);
48
91
  return id;
49
92
  }
93
+ /** @internal */
94
+ qualityChanged() {
95
+ if (this.id >= 0)
96
+ this.applyStyle(this.map.engine, this.id);
97
+ }
50
98
  applyStyle(engine, id) {
51
99
  const { maxScreenSpaceError, opacity, pointSize, color } = this.style;
52
- engine.setTiles3dStyle(id, maxScreenSpaceError, opacity, pointSize, new Float32Array(color ? rgb(color) : []));
100
+ // Coarser far away at a lower quality
101
+ const error = maxScreenSpaceError * this.map.quality.errorScale;
102
+ engine.setTiles3dStyle(id, error, opacity, pointSize, new Float32Array(color ? rgb(color) : []));
103
+ }
104
+ applyFeatureColor(engine, id) {
105
+ const { featureColor } = this.style;
106
+ engine.setTiles3dFeatureColors(id, featureColor ? featureColors(featureColor) : null);
53
107
  }
54
108
  }
55
109
  //# sourceMappingURL=tiles3d.js.map
@@ -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;IALV,gBAAgB;IAChB,YACE,GAAc,EACG,GAAW,EACX,KAAc,EACvB,KAAmB;QAE3B,KAAK,CAAC,GAAG,CAAC,CAAC;QAJM,QAAG,GAAH,GAAG,CAAQ;QACX,UAAK,GAAL,KAAK,CAAS;QACvB,UAAK,GAAL,KAAK,CAAc;IAG7B,CAAC;IAED,QAAQ,CAAC,KAA4B;QACnC,IAAI,CAAC,KAAK,GAAG,EAAE,GAAG,IAAI,CAAC,KAAK,EAAE,GAAG,KAAK,EAAE,CAAC;QACzC,6DAA6D;QAC7D,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO;QACxB,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,EAAE,CAAC,CAAC;QAC1C,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC;IAC3B,CAAC;IAED,gBAAgB;IAChB,IAAa,eAAe;QAC1B,OAAO,IAAI,CAAC;IACd,CAAC;IAED;wHACoH;IACpH,SAAS,CAAC,KAAa;QACrB,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC;YAAE,OAAO,SAAS,CAAC;QAElC,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,EAAE,EAAE,KAAK,CAAC,CAAC;QAE3D,IAAI,CAAC,GAAG;YAAE,OAAO,SAAS,CAAC;QAE3B,MAAM,CAAC,UAAU,EAAE,OAAO,CAAC,GAAG,GAAG,CAAC;QAElC,OAAO,EAAE,IAAI,EAAE,SAAS,EAAE,EAAE,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,IAAI,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;IACxF,CAAC;IAED;kCAC8B;IAC9B,KAAK;QACH,OAAO,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IACzE,CAAC;IAED,gBAAgB;IACN,MAAM,CAAC,MAAc;QAC7B,MAAM,EAAE,GAAG,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,mBAAmB,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAEnF,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,EAAE,CAAC,CAAC;QAE5B,OAAO,EAAE,CAAC;IACZ,CAAC;IAEO,UAAU,CAAC,MAAc,EAAE,EAAU;QAC3C,MAAM,EAAE,mBAAmB,EAAE,OAAO,EAAE,SAAS,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC;QAEtE,MAAM,CAAC,eAAe,CAAC,EAAE,EAAE,mBAAmB,EAAE,OAAO,EAAE,SAAS,EAAE,IAAI,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACjH,CAAC;CACF","sourcesContent":["/** A 3D Tiles tileset as a layer: its style, its features picked */\n\nimport { rgb } from '../settings.ts';\nimport type { LayerHost, Tiles3dStyle } from '../types.ts';\nimport type { Engine, Tiles3dStats } from '../wasm/isard.js';\nimport type { Feature } from './features.ts';\nimport { Layer } from './layers.ts';\n\n/** Textured meshes in 3D Tiles */\nexport class Tiles3dLayer extends Layer {\n /** @internal */\n constructor(\n map: LayerHost,\n private readonly url: string,\n private readonly geoid: boolean,\n private style: Tiles3dStyle,\n ) {\n super(map);\n }\n\n setStyle(style: Partial<Tiles3dStyle>): void {\n this.style = { ...this.style, ...style };\n // Kept for its creation while the engine with 3D Tiles loads\n if (this.id < 0) return;\n this.applyStyle(this.map.engine, this.id);\n this.map.requestRender();\n }\n\n /** @internal */\n override get needsFullEngine(): boolean {\n return true;\n }\n\n /** @internal The feature picked (`pickFeature`, 'hoverfeature'): the properties of its feature in the tile\n * (`EXT_structural_metadata`, a b3dm batch table), none for a mesh without features; its index in the tile as id */\n featureAt(index: number): Feature<Record<string, unknown>> | undefined {\n if (this.id < 0) return undefined;\n\n const hit = this.map.engine.tiles3dFeature(this.id, index);\n\n if (!hit) return undefined;\n\n const [properties, feature] = hit;\n\n return { type: 'Feature', id: feature, properties: properties ?? {}, geometry: null };\n }\n\n /** Loading counters; undefined once the layer is removed, and while the engine with 3D Tiles loads (see\n * `GeoMapOptions.tiles3d`) */\n stats(): Tiles3dStats | undefined {\n return this.id < 0 ? undefined : this.map.engine.tiles3dStats(this.id);\n }\n\n /** @internal */\n protected create(engine: Engine): number {\n const id = engine.addTiles3d(this.url, this.style.maxScreenSpaceError, this.geoid);\n\n this.applyStyle(engine, id);\n\n return id;\n }\n\n private applyStyle(engine: Engine, id: number): void {\n const { maxScreenSpaceError, opacity, pointSize, color } = this.style;\n\n engine.setTiles3dStyle(id, maxScreenSpaceError, opacity, pointSize, new Float32Array(color ? rgb(color) : []));\n }\n}\n"]}
1
+ 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A 3D Tiles tileset as a layer: its style, its features picked */\n\nimport { rgb } from '../settings.ts';\nimport type { FeatureColor, LayerHost, Tiles3dStyle } from '../types.ts';\nimport { parseColor } from '../util/color.ts';\nimport type { Engine, Tiles3dStats } from '../wasm/isard.js';\nimport type { Feature } from './features.ts';\nimport { Layer } from './layers.ts';\n\n/**\n * The engine's colors of a tile's features from a `featureColor`: RGBA bytes for each (alpha 0: the layer's color),\n * the CSS colors parsed once each\n */\nconst featureColors = (color: FeatureColor) => {\n const parsed = new Map<string, number[]>();\n const bytesOf = (css: string) => {\n const known = parsed.get(css);\n\n if (known) return known;\n\n const [r, g, b] = parseColor(css);\n const made = [r, g, b].map((c) => Math.round(c * 255)).concat(255);\n\n parsed.set(css, made);\n\n return made;\n };\n\n return (properties: Record<string, unknown>[] | undefined, count: number): Uint8Array => {\n const rgba = new Uint8Array(count * 4);\n\n Array.from({ length: count }, (_, i) => color(properties?.[i] ?? {}, i)).forEach((css, i) => {\n if (css) rgba.set(bytesOf(css), i * 4);\n });\n\n return rgba;\n };\n};\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 // The features colored again only when their function changed: every tile asks for its colors then\n if ('featureColor' in style) this.applyFeatureColor(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.map.quality.errorScale, this.geoid);\n\n this.applyStyle(engine, id);\n this.applyFeatureColor(engine, id);\n engine.setTiles3dFacades(id, this.facades);\n\n return id;\n }\n\n /** @internal */\n override qualityChanged(): void {\n if (this.id >= 0) this.applyStyle(this.map.engine, this.id);\n }\n\n private applyStyle(engine: Engine, id: number): void {\n const { maxScreenSpaceError, opacity, pointSize, color } = this.style;\n // Coarser far away at a lower quality\n const error = maxScreenSpaceError * this.map.quality.errorScale;\n\n engine.setTiles3dStyle(id, error, opacity, pointSize, new Float32Array(color ? rgb(color) : []));\n }\n\n private applyFeatureColor(engine: Engine, id: number): void {\n const { featureColor } = this.style;\n\n engine.setTiles3dFeatureColors(id, featureColor ? featureColors(featureColor) : null);\n }\n}\n"]}
@@ -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>;
@@ -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"]}
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';\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"]}
@@ -11,6 +11,7 @@ export class MapListeners {
11
11
  hoverfeature: new Set(),
12
12
  click: new Set(),
13
13
  render: new Set(),
14
+ quality: new Set(),
14
15
  idle: new Set(),
15
16
  leave: new Set(),
16
17
  };
@@ -1 +1 @@
1
- {"version":3,"file":"events.js","sourceRoot":"","sources":["../../src/map/events.ts"],"names":[],"mappings":"AAAA,8EAA8E;AAG9E,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAIrC,iDAAiD;AACjD,MAAM,OAAO,YAAY;IACN,SAAS,GAAc;QACtC,SAAS,EAAE,IAAI,GAAG,EAAE;QACpB,IAAI,EAAE,IAAI,GAAG,EAAE;QACf,OAAO,EAAE,IAAI,GAAG,EAAE;QAClB,MAAM,EAAE,IAAI,GAAG,EAAE;QACjB,KAAK,EAAE,IAAI,GAAG,EAAE;QAChB,YAAY,EAAE,IAAI,GAAG,EAAE;QACvB,KAAK,EAAE,IAAI,GAAG,EAAE;QAChB,MAAM,EAAE,IAAI,GAAG,EAAE;QACjB,IAAI,EAAE,IAAI,GAAG,EAAE;QACf,KAAK,EAAE,IAAI,GAAG,EAAE;KACjB,CAAC;IAEF,qEAAqE;IACrE,EAAE,CAA4B,IAAO,EAAE,QAAuC;QAC5E,MAAM,SAAS,GAAuC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAE3E,SAAS,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QAExB,OAAO,GAAG,EAAE,CAAC,SAAS,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;IAC1C,CAAC;IAED,kGAAkG;IAClG,IAAI,CAA4B,IAAO,EAAE,KAAmB;QAC1D,MAAM,SAAS,GAAuC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAE3E,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,EAAE,EAAE;YAC7B,IAAI,CAAC;gBACH,QAAQ,CAAC,KAAK,CAAC,CAAC;YAClB,CAAC;YAAC,OAAO,KAAK,EAAE,CAAC;gBACf,MAAM,CAAC,KAAK,CAAC,CAAC;YAChB,CAAC;QACH,CAAC,CAAC,CAAC;IACL,CAAC;IAED,kCAAkC;IAClC,GAAG,CAAC,IAAqB;QACvB,OAAO,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;IACvC,CAAC;IAED,6BAA6B;IAC7B,KAAK;QACH,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,OAAO,CAAC,CAAC,SAAS,EAAE,EAAE;YAClD,SAAS,CAAC,KAAK,EAAE,CAAC;QACpB,CAAC,CAAC,CAAC;IACL,CAAC;CACF","sourcesContent":["/** The listeners of the map's events: added, called, cleared with the map. */\n\nimport type { MapEvents } from '../types.ts';\nimport { report } from './checks.ts';\n\ntype Listeners = { [K in keyof MapEvents]: Set<(event: MapEvents[K]) => void> };\n\n/** The listeners of the map's events, by type */\nexport class MapListeners {\n private readonly listeners: Listeners = {\n movestart: new Set(),\n move: new Set(),\n moveend: new Set(),\n resize: new Set(),\n hover: new Set(),\n hoverfeature: new Set(),\n click: new Set(),\n render: new Set(),\n idle: new Set(),\n leave: new Set(),\n };\n\n /** Listens to an event; returns the function that stops listening */\n on<K extends keyof MapEvents>(type: K, listener: (event: MapEvents[K]) => void): () => void {\n const listeners: Set<(event: MapEvents[K]) => void> = this.listeners[type];\n\n listeners.add(listener);\n\n return () => listeners.delete(listener);\n }\n\n /** Calls the listeners; one that throws is reported and does not stop the others nor the frame */\n emit<K extends keyof MapEvents>(type: K, event: MapEvents[K]): void {\n const listeners: Set<(event: MapEvents[K]) => void> = this.listeners[type];\n\n listeners.forEach((listener) => {\n try {\n listener(event);\n } catch (error) {\n report(error);\n }\n });\n }\n\n /** Something listens to `type` */\n has(type: keyof MapEvents): boolean {\n return this.listeners[type].size > 0;\n }\n\n /** Forgets every listener */\n clear(): void {\n Object.values(this.listeners).forEach((listeners) => {\n listeners.clear();\n });\n }\n}\n"]}
1
+ {"version":3,"file":"events.js","sourceRoot":"","sources":["../../src/map/events.ts"],"names":[],"mappings":"AAAA,8EAA8E;AAG9E,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAIrC,iDAAiD;AACjD,MAAM,OAAO,YAAY;IACN,SAAS,GAAc;QACtC,SAAS,EAAE,IAAI,GAAG,EAAE;QACpB,IAAI,EAAE,IAAI,GAAG,EAAE;QACf,OAAO,EAAE,IAAI,GAAG,EAAE;QAClB,MAAM,EAAE,IAAI,GAAG,EAAE;QACjB,KAAK,EAAE,IAAI,GAAG,EAAE;QAChB,YAAY,EAAE,IAAI,GAAG,EAAE;QACvB,KAAK,EAAE,IAAI,GAAG,EAAE;QAChB,MAAM,EAAE,IAAI,GAAG,EAAE;QACjB,OAAO,EAAE,IAAI,GAAG,EAAE;QAClB,IAAI,EAAE,IAAI,GAAG,EAAE;QACf,KAAK,EAAE,IAAI,GAAG,EAAE;KACjB,CAAC;IAEF,qEAAqE;IACrE,EAAE,CAA4B,IAAO,EAAE,QAAuC;QAC5E,MAAM,SAAS,GAAuC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAE3E,SAAS,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QAExB,OAAO,GAAG,EAAE,CAAC,SAAS,CAAC,MAAM,CAAC,QAAQ,CAAC,CAAC;IAC1C,CAAC;IAED,kGAAkG;IAClG,IAAI,CAA4B,IAAO,EAAE,KAAmB;QAC1D,MAAM,SAAS,GAAuC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAE3E,SAAS,CAAC,OAAO,CAAC,CAAC,QAAQ,EAAE,EAAE;YAC7B,IAAI,CAAC;gBACH,QAAQ,CAAC,KAAK,CAAC,CAAC;YAClB,CAAC;YAAC,OAAO,KAAK,EAAE,CAAC;gBACf,MAAM,CAAC,KAAK,CAAC,CAAC;YAChB,CAAC;QACH,CAAC,CAAC,CAAC;IACL,CAAC;IAED,kCAAkC;IAClC,GAAG,CAAC,IAAqB;QACvB,OAAO,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC,IAAI,GAAG,CAAC,CAAC;IACvC,CAAC;IAED,6BAA6B;IAC7B,KAAK;QACH,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,OAAO,CAAC,CAAC,SAAS,EAAE,EAAE;YAClD,SAAS,CAAC,KAAK,EAAE,CAAC;QACpB,CAAC,CAAC,CAAC;IACL,CAAC;CACF","sourcesContent":["/** The listeners of the map's events: added, called, cleared with the map. */\n\nimport type { MapEvents } from '../types.ts';\nimport { report } from './checks.ts';\n\ntype Listeners = { [K in keyof MapEvents]: Set<(event: MapEvents[K]) => void> };\n\n/** The listeners of the map's events, by type */\nexport class MapListeners {\n private readonly listeners: Listeners = {\n movestart: new Set(),\n move: new Set(),\n moveend: new Set(),\n resize: new Set(),\n hover: new Set(),\n hoverfeature: new Set(),\n click: new Set(),\n render: new Set(),\n quality: new Set(),\n idle: new Set(),\n leave: new Set(),\n };\n\n /** Listens to an event; returns the function that stops listening */\n on<K extends keyof MapEvents>(type: K, listener: (event: MapEvents[K]) => void): () => void {\n const listeners: Set<(event: MapEvents[K]) => void> = this.listeners[type];\n\n listeners.add(listener);\n\n return () => listeners.delete(listener);\n }\n\n /** Calls the listeners; one that throws is reported and does not stop the others nor the frame */\n emit<K extends keyof MapEvents>(type: K, event: MapEvents[K]): void {\n const listeners: Set<(event: MapEvents[K]) => void> = this.listeners[type];\n\n listeners.forEach((listener) => {\n try {\n listener(event);\n } catch (error) {\n report(error);\n }\n });\n }\n\n /** Something listens to `type` */\n has(type: keyof MapEvents): boolean {\n return this.listeners[type].size > 0;\n }\n\n /** Forgets every listener */\n clear(): void {\n Object.values(this.listeners).forEach((listeners) => {\n listeners.clear();\n });\n }\n}\n"]}
@@ -0,0 +1,33 @@
1
+ /**
2
+ * The map's quality: what it draws less of on a device that cannot keep up. Each level a ceiling on the pixels drawn
3
+ * (the device's pixel ratio capped: a high-density screen draws four times the pixels of its CSS size), the sun's
4
+ * shadows (the solid scene drawn twice more for them: the sun's map, the camera's depth) and how far the 3D Tiles are
5
+ * refined (their screen-space error multiplied: fewer, coarser tiles far away). 'auto' starts high and steps down
6
+ * when the frames stay slow while the map moves.
7
+ */
8
+ import type { Quality } from '../types.ts';
9
+ /** What a level draws */
10
+ export interface QualitySettings {
11
+ /** The highest pixel ratio drawn */
12
+ pixelRatio: number;
13
+ /** The sun casts its shadows (its light and the night stay without) */
14
+ shadows: boolean;
15
+ /** Multiplies the 3D Tiles' screen-space error */
16
+ errorScale: number;
17
+ }
18
+ export declare const QUALITY: Readonly<Record<Quality, QualitySettings>>;
19
+ /**
20
+ * 'auto': the intervals between the frames drawn while the map moves; once a window of them (`WINDOW`) has a median
21
+ * past `SLOW_MS`, `step` is called with the level under the current one. It never steps up: at the display's rate a fast
22
+ * frame tells nothing of what a finer level would cost
23
+ */
24
+ export declare class QualityWatch {
25
+ private level;
26
+ private readonly step;
27
+ private readonly intervals;
28
+ private last;
29
+ private settled;
30
+ constructor(level: Quality, step: (level: Quality) => void);
31
+ /** A frame drawn at `now` (ms), the map moving or not */
32
+ frame(now: number, moving: boolean): void;
33
+ }
@@ -0,0 +1,61 @@
1
+ /**
2
+ * The map's quality: what it draws less of on a device that cannot keep up. Each level a ceiling on the pixels drawn
3
+ * (the device's pixel ratio capped: a high-density screen draws four times the pixels of its CSS size), the sun's
4
+ * shadows (the solid scene drawn twice more for them: the sun's map, the camera's depth) and how far the 3D Tiles are
5
+ * refined (their screen-space error multiplied: fewer, coarser tiles far away). 'auto' starts high and steps down
6
+ * when the frames stay slow while the map moves.
7
+ */
8
+ export const QUALITY = {
9
+ high: { pixelRatio: Number.POSITIVE_INFINITY, shadows: true, errorScale: 1 },
10
+ medium: { pixelRatio: 1.5, shadows: true, errorScale: 1.5 },
11
+ low: { pixelRatio: 1, shadows: false, errorScale: 2.5 },
12
+ };
13
+ /** The level under each, for 'auto' */
14
+ const LOWER = { high: 'medium', medium: 'low', low: undefined };
15
+ /** A move measured before it is judged: `WINDOW` frames, or `WINDOW_MS` of them on a slow device (at least
16
+ * `MIN_FRAMES`); a gap past `GAP_MS` between two frames is no move (the map was still) */
17
+ const WINDOW = 60;
18
+ const WINDOW_MS = 2000;
19
+ const MIN_FRAMES = 10;
20
+ const GAP_MS = 500;
21
+ /** The median interval between the frames of a move past which the map steps down (some 40 frames a second) */
22
+ const SLOW_MS = 25;
23
+ /** After a step down, the time the new level is given before it is judged */
24
+ const SETTLE_MS = 3000;
25
+ /**
26
+ * 'auto': the intervals between the frames drawn while the map moves; once a window of them (`WINDOW`) has a median
27
+ * past `SLOW_MS`, `step` is called with the level under the current one. It never steps up: at the display's rate a fast
28
+ * frame tells nothing of what a finer level would cost
29
+ */
30
+ export class QualityWatch {
31
+ level;
32
+ step;
33
+ intervals = [];
34
+ last = 0;
35
+ settled = 0;
36
+ constructor(level, step) {
37
+ this.level = level;
38
+ this.step = step;
39
+ }
40
+ /** A frame drawn at `now` (ms), the map moving or not */
41
+ frame(now, moving) {
42
+ const gap = now - this.last;
43
+ this.last = now;
44
+ if (!moving || gap > GAP_MS || now < this.settled)
45
+ return;
46
+ this.intervals.push(gap);
47
+ const spent = this.intervals.reduce((sum, i) => sum + i, 0);
48
+ if (this.intervals.length < WINDOW && (spent < WINDOW_MS || this.intervals.length < MIN_FRAMES))
49
+ return;
50
+ const sorted = [...this.intervals].sort((a, b) => a - b);
51
+ const median = sorted[Math.floor(sorted.length / 2)] ?? 0;
52
+ const lower = LOWER[this.level];
53
+ this.intervals.length = 0;
54
+ if (median <= SLOW_MS || !lower)
55
+ return;
56
+ this.level = lower;
57
+ this.settled = now + SETTLE_MS;
58
+ this.step(lower);
59
+ }
60
+ }
61
+ //# sourceMappingURL=quality.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"quality.js","sourceRoot":"","sources":["../../src/map/quality.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAcH,MAAM,CAAC,MAAM,OAAO,GAA+C;IACjE,IAAI,EAAE,EAAE,UAAU,EAAE,MAAM,CAAC,iBAAiB,EAAE,OAAO,EAAE,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE;IAC5E,MAAM,EAAE,EAAE,UAAU,EAAE,GAAG,EAAE,OAAO,EAAE,IAAI,EAAE,UAAU,EAAE,GAAG,EAAE;IAC3D,GAAG,EAAE,EAAE,UAAU,EAAE,CAAC,EAAE,OAAO,EAAE,KAAK,EAAE,UAAU,EAAE,GAAG,EAAE;CACxD,CAAC;AAEF,uCAAuC;AACvC,MAAM,KAAK,GAAmD,EAAE,IAAI,EAAE,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,GAAG,EAAE,SAAS,EAAE,CAAC;AAEhH;0FAC0F;AAC1F,MAAM,MAAM,GAAG,EAAE,CAAC;AAClB,MAAM,SAAS,GAAG,IAAI,CAAC;AACvB,MAAM,UAAU,GAAG,EAAE,CAAC;AACtB,MAAM,MAAM,GAAG,GAAG,CAAC;AAEnB,+GAA+G;AAC/G,MAAM,OAAO,GAAG,EAAE,CAAC;AAEnB,6EAA6E;AAC7E,MAAM,SAAS,GAAG,IAAI,CAAC;AAEvB;;;;GAIG;AACH,MAAM,OAAO,YAAY;IAMb;IACS;IANF,SAAS,GAAa,EAAE,CAAC;IAClC,IAAI,GAAG,CAAC,CAAC;IACT,OAAO,GAAG,CAAC,CAAC;IAEpB,YACU,KAAc,EACL,IAA8B;QADvC,UAAK,GAAL,KAAK,CAAS;QACL,SAAI,GAAJ,IAAI,CAA0B;IAC9C,CAAC;IAEJ,yDAAyD;IACzD,KAAK,CAAC,GAAW,EAAE,MAAe;QAChC,MAAM,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC;QAE5B,IAAI,CAAC,IAAI,GAAG,GAAG,CAAC;QAChB,IAAI,CAAC,MAAM,IAAI,GAAG,GAAG,MAAM,IAAI,GAAG,GAAG,IAAI,CAAC,OAAO;YAAE,OAAO;QAC1D,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QAEzB,MAAM,KAAK,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,EAAE,CAAC,GAAG,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;QAE5D,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,MAAM,IAAI,CAAC,KAAK,GAAG,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,UAAU,CAAC;YAAE,OAAO;QAExG,MAAM,MAAM,GAAG,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;QACzD,MAAM,MAAM,GAAG,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;QAC1D,MAAM,KAAK,GAAG,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAEhC,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC;QAC1B,IAAI,MAAM,IAAI,OAAO,IAAI,CAAC,KAAK;YAAE,OAAO;QACxC,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,OAAO,GAAG,GAAG,GAAG,SAAS,CAAC;QAC/B,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;IACnB,CAAC;CACF","sourcesContent":["/**\n * The map's quality: what it draws less of on a device that cannot keep up. Each level a ceiling on the pixels drawn\n * (the device's pixel ratio capped: a high-density screen draws four times the pixels of its CSS size), the sun's\n * shadows (the solid scene drawn twice more for them: the sun's map, the camera's depth) and how far the 3D Tiles are\n * refined (their screen-space error multiplied: fewer, coarser tiles far away). 'auto' starts high and steps down\n * when the frames stay slow while the map moves.\n */\n\nimport type { Quality } from '../types.ts';\n\n/** What a level draws */\nexport interface QualitySettings {\n /** The highest pixel ratio drawn */\n pixelRatio: number;\n /** The sun casts its shadows (its light and the night stay without) */\n shadows: boolean;\n /** Multiplies the 3D Tiles' screen-space error */\n errorScale: number;\n}\n\nexport const QUALITY: Readonly<Record<Quality, QualitySettings>> = {\n high: { pixelRatio: Number.POSITIVE_INFINITY, shadows: true, errorScale: 1 },\n medium: { pixelRatio: 1.5, shadows: true, errorScale: 1.5 },\n low: { pixelRatio: 1, shadows: false, errorScale: 2.5 },\n};\n\n/** The level under each, for 'auto' */\nconst LOWER: Readonly<Record<Quality, Quality | undefined>> = { high: 'medium', medium: 'low', low: undefined };\n\n/** A move measured before it is judged: `WINDOW` frames, or `WINDOW_MS` of them on a slow device (at least\n * `MIN_FRAMES`); a gap past `GAP_MS` between two frames is no move (the map was still) */\nconst WINDOW = 60;\nconst WINDOW_MS = 2000;\nconst MIN_FRAMES = 10;\nconst GAP_MS = 500;\n\n/** The median interval between the frames of a move past which the map steps down (some 40 frames a second) */\nconst SLOW_MS = 25;\n\n/** After a step down, the time the new level is given before it is judged */\nconst SETTLE_MS = 3000;\n\n/**\n * 'auto': the intervals between the frames drawn while the map moves; once a window of them (`WINDOW`) has a median\n * past `SLOW_MS`, `step` is called with the level under the current one. It never steps up: at the display's rate a fast\n * frame tells nothing of what a finer level would cost\n */\nexport class QualityWatch {\n private readonly intervals: number[] = [];\n private last = 0;\n private settled = 0;\n\n constructor(\n private level: Quality,\n private readonly step: (level: Quality) => void,\n ) {}\n\n /** A frame drawn at `now` (ms), the map moving or not */\n frame(now: number, moving: boolean): void {\n const gap = now - this.last;\n\n this.last = now;\n if (!moving || gap > GAP_MS || now < this.settled) return;\n this.intervals.push(gap);\n\n const spent = this.intervals.reduce((sum, i) => sum + i, 0);\n\n if (this.intervals.length < WINDOW && (spent < WINDOW_MS || this.intervals.length < MIN_FRAMES)) return;\n\n const sorted = [...this.intervals].sort((a, b) => a - b);\n const median = sorted[Math.floor(sorted.length / 2)] ?? 0;\n const lower = LOWER[this.level];\n\n this.intervals.length = 0;\n if (median <= SLOW_MS || !lower) return;\n this.level = lower;\n this.settled = now + SETTLE_MS;\n this.step(lower);\n }\n}\n"]}
package/dist/map.d.ts CHANGED
@@ -26,7 +26,7 @@ import { Tiles3dLayer } from './layers/tiles3d.ts';
26
26
  import { type TreeOptions } from './layers/trees.ts';
27
27
  import { type HoverPicking } from './map/hover-pick.ts';
28
28
  import { type LayerSpec } from './map/layer-spec.ts';
29
- import type { AnimationOptions, AtmosphereOptions, Basemap, FeatureHit, FirstPersonView, FlyToOptions, GeoMapOptions, LoadingMode, LonLat, MapEvents, NetworkOptions, PickOptions, Point, Projection, RasterOptions, SunOptions, SwipeOptions, TerrainModel, TerrainOptions, Tiles3dOptions, ViewshedOptions } from './types.ts';
29
+ import type { AnimationOptions, AtmosphereOptions, Basemap, FeatureHit, FirstPersonView, FlyToOptions, GeoMapOptions, LoadingMode, LonLat, MapEvents, NetworkOptions, PickOptions, Point, Projection, Quality, RasterOptions, SunOptions, SwipeOptions, TerrainModel, TerrainOptions, Tiles3dOptions, ViewshedOptions } from './types.ts';
30
30
  import { type Control, type ControlPosition } from './ui/controls.ts';
31
31
  import type { Camera, PickHit, RasterLayerStats } from './wasm/isard.js';
32
32
  export type { LayerSpec } from './map/layer-spec.ts';
@@ -91,6 +91,13 @@ export declare class GeoMap {
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 */
@@ -112,8 +119,19 @@ export declare class GeoMap {
112
119
  setSwipe(options: SwipeOptions | undefined): void;
113
120
  private applySwipe;
114
121
  private addLayer;
122
+ /** Whether the canvas's WebGL context is lost, its event come or not */
123
+ private contextLost;
115
124
  /** Listens to an event; returns the function that stops listening */
116
125
  on<K extends keyof MapEvents>(type: K, listener: (event: MapEvents[K]) => void): () => void;
126
+ /** 'auto': the frames watched, the map stepped down while they stay slow */
127
+ private qualityWatch;
128
+ private movingNow;
129
+ /** The map's quality: `'high'`, `'medium'` or `'low'` (as `GeoMapOptions.quality` says; `'auto'` the level it
130
+ * stepped down to) */
131
+ getQuality(): Quality;
132
+ /** Sets the map's quality (`GeoMapOptions.quality`); `'auto'` starts again from `'high'` */
133
+ setQuality(quality: Quality | 'auto'): void;
134
+ private applyQuality;
117
135
  getCamera(): Camera;
118
136
  setCamera(camera: Partial<Camera>): void;
119
137
  /** Animated move to a camera: over `duration` milliseconds (or the options), ease-out by default */
@@ -198,6 +216,9 @@ export declare class GeoMap {
198
216
  metersPerPixel(point?: Point): number | undefined;
199
217
  /** Whether a double click zooms in (Shift: out), on by default: off while a drawing takes double clicks */
200
218
  setDoubleClickZoom(enabled: boolean): void;
219
+ /** Whether a drag that turns and tilts the map (right button, Ctrl or Shift) goes around what is under the pointer
220
+ * where it starts, a roof or a mesh as the relief (on by default), or around the screen center */
221
+ setRotateAroundPointer(enabled: boolean): void;
201
222
  /** What is drawn under a screen point (CSS pixels), on the relief or standing on it (a roof, a wall, a mesh): its
202
223
  * position and its height above the relief, in metres; undefined where nothing was drawn. The last frame's scene is
203
224
  * drawn again and read back, waiting for the GPU (a stall): for clicks and drags */