@giro3d/giro3d
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A JS/WebGL framework for 3D geospatial data visualization
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text/typescript
import {
Box3,
Color,
FrontSide,
Group,
MathUtils,
Matrix4,
Quaternion,
Raycaster,
UnsignedByteType,
Vector2,
Vector3,
type ColorRepresentation,
type Intersection,
type Object3D,
type Side,
type TextureDataType,
type Camera as ThreeCamera,
} from 'three';
import type ColorimetryOptions from '../core/ColorimetryOptions';
import { defaultColorimetryOptions } from '../core/ColorimetryOptions';
import type ColorMap from '../core/ColorMap';
import type Context from '../core/Context';
import type ContourLineOptions from '../core/ContourLineOptions';
import type ElevationProvider from '../core/ElevationProvider';
import type ElevationRange from '../core/ElevationRange';
import Coordinates from '../core/geographic/Coordinates';
import type Extent from '../core/geographic/Extent';
import type GetElevationOptions from '../core/GetElevationOptions';
import type GetElevationResult from '../core/GetElevationResult';
import type GraticuleOptions from '../core/GraticuleOptions';
import ColorLayer, { isColorLayer } from '../core/layer/ColorLayer';
import ElevationLayer, { isElevationLayer } from '../core/layer/ElevationLayer';
import type HasLayers from '../core/layer/HasLayers';
import Layer from '../core/layer/Layer';
import type MemoryUsage from '../core/MemoryUsage';
import { type GetMemoryUsageContext } from '../core/MemoryUsage';
import type Pickable from '../core/picking/Pickable';
import type PickableFeatures from '../core/picking/PickableFeatures';
import { isPickableFeatures } from '../core/picking/PickableFeatures';
import traversePickingCircle from '../core/picking/PickingCircle';
import type PickOptions from '../core/picking/PickOptions';
import pickTilesAt, { type MapPickResult } from '../core/picking/PickTilesAt';
import type { SSE } from '../core/ScreenSpaceError';
import ScreenSpaceError from '../core/ScreenSpaceError';
import Capabilities from '../core/system/Capabilities';
import type TerrainOptions from '../core/TerrainOptions';
import {
DEFAULT_ENABLE_CPU_TERRAIN,
DEFAULT_ENABLE_STITCHING,
DEFAULT_ENABLE_TERRAIN,
} from '../core/TerrainOptions';
import type TileGeometry from '../core/TileGeometry';
import TileIndex, { type NeighbourList } from '../core/TileIndex';
import TileMesh, { isTileMesh } from '../core/TileMesh';
import AtlasBuilder, { type AtlasInfo } from '../renderer/AtlasBuilder';
import ColorMapAtlas from '../renderer/ColorMapAtlas';
import LayeredMaterial, {
DEFAULT_AZIMUTH,
DEFAULT_GRATICULE_COLOR,
DEFAULT_GRATICULE_STEP,
DEFAULT_GRATICULE_THICKNESS,
DEFAULT_HILLSHADING_INTENSITY,
DEFAULT_HILLSHADING_ZFACTOR,
DEFAULT_ZENITH,
type MaterialOptions,
} from '../renderer/LayeredMaterial';
import type RenderingState from '../renderer/RenderingState';
import TextureGenerator from '../utils/TextureGenerator';
import { nonNull } from '../utils/tsutils';
import type { EntityUserData } from './Entity';
import Entity3D, { type Entity3DEventMap } from './Entity3D';
import type MapLightingOptions from './MapLightingOptions';
import { MapLightingMode } from './MapLightingOptions';
/**
* The default background color of maps.
*/
export const DEFAULT_MAP_BACKGROUND_COLOR: ColorRepresentation = '#0a3b59';
/**
* The default tile subdivision threshold.
*/
export const DEFAULT_SUBDIVISION_THRESHOLD = 1.5;
/**
* The default number of segments in a map's tile.
*/
export const DEFAULT_MAP_SEGMENTS = 32;
/**
* Comparison function to order layers.
*/
export type LayerCompareFn = (a: Layer, b: Layer) => number;
const IDENTITY = new Matrix4().identity();
/**
* A predicate to determine if the given tile can be used as a neighbour for stitching purposes.
*/
function isStitchableNeighbour(neighbour: TileMesh): boolean {
return (
!neighbour.disposed &&
neighbour.visible &&
neighbour.material.visible &&
neighbour.material.getElevationTexture() != null
);
}
/**
* The maximum supported aspect ratio for the map tiles, before we stop trying to create square
* tiles. This is a safety measure to avoid huge number of root tiles when the extent is a very
* elongated rectangle. If the map extent has a greater ratio than this value, the generated tiles
* will not be square-ish anymore.
*/
const MAX_SUPPORTED_ASPECT_RATIO = 10;
const tmpVector = new Vector3();
const tmpBox3 = new Box3();
const tempNDC = new Vector2();
const tempCanvasCoords = new Vector2();
const tmpSseSizes: [number, number] = [0, 0];
const tmpIntersectList: Intersection<TileMesh>[] = [];
const tmpNeighbours: NeighbourList<TileMesh> = [null, null, null, null, null, null, null, null];
function getContourLineOptions(input?: boolean | ContourLineOptions): Required<ContourLineOptions> {
if (input == null) {
// Default values
return {
enabled: false,
thickness: 1,
interval: 100,
secondaryInterval: 20,
color: new Color(0, 0, 0),
opacity: 1,
};
}
if (typeof input === 'boolean') {
// Default values
return {
enabled: true,
thickness: 1,
interval: 100,
secondaryInterval: 20,
color: new Color(0, 0, 0),
opacity: 1,
};
}
return {
enabled: input.enabled ?? false,
thickness: input.thickness ?? 1,
interval: input.interval ?? 100,
secondaryInterval: input.secondaryInterval ?? 20,
color: input.color ?? new Color(0, 0, 0),
opacity: input.opacity ?? 1,
};
}
function getTerrainOptions(input?: boolean | TerrainOptions): Required<TerrainOptions> {
if (input == null) {
// Default values
return {
enabled: DEFAULT_ENABLE_TERRAIN,
stitching: DEFAULT_ENABLE_STITCHING,
enableCPUTerrain: DEFAULT_ENABLE_CPU_TERRAIN,
};
}
if (typeof input === 'boolean') {
return {
enabled: input,
stitching: DEFAULT_ENABLE_STITCHING,
enableCPUTerrain: DEFAULT_ENABLE_CPU_TERRAIN,
};
}
return {
enabled: input.enabled ?? DEFAULT_ENABLE_TERRAIN,
stitching: input.stitching ?? DEFAULT_ENABLE_STITCHING,
enableCPUTerrain: input.enableCPUTerrain ?? DEFAULT_ENABLE_CPU_TERRAIN,
};
}
function getGraticuleOptions(input?: boolean | GraticuleOptions): Required<GraticuleOptions> {
if (input == null) {
// Default values
return {
enabled: false,
color: DEFAULT_GRATICULE_COLOR,
xStep: DEFAULT_GRATICULE_STEP,
yStep: DEFAULT_GRATICULE_STEP,
xOffset: 0,
yOffset: 0,
thickness: DEFAULT_GRATICULE_THICKNESS,
opacity: 1,
};
}
if (typeof input === 'boolean') {
return {
enabled: input,
color: DEFAULT_GRATICULE_COLOR,
xStep: DEFAULT_GRATICULE_STEP,
yStep: DEFAULT_GRATICULE_STEP,
xOffset: 0,
yOffset: 0,
thickness: DEFAULT_GRATICULE_THICKNESS,
opacity: 1,
};
}
return {
enabled: input.enabled ?? true,
color: input.color ?? DEFAULT_GRATICULE_COLOR,
thickness: input.thickness ?? DEFAULT_GRATICULE_THICKNESS,
xStep: input.xStep ?? DEFAULT_GRATICULE_STEP,
yStep: input.yStep ?? DEFAULT_GRATICULE_STEP,
xOffset: input.xOffset ?? 0,
yOffset: input.yOffset ?? 0,
opacity: input.opacity ?? 1,
};
}
function getColorimetryOptions(input?: ColorimetryOptions): ColorimetryOptions {
return input ?? defaultColorimetryOptions();
}
function getLightingOptions(
input: boolean | Partial<MapLightingOptions> | undefined,
defaultValue: Readonly<Required<MapLightingOptions>>,
): Required<MapLightingOptions> {
if (input == null) {
// Default values
return {
...defaultValue,
};
}
if (typeof input === 'boolean') {
// Default values
return {
...defaultValue,
enabled: input,
};
}
return {
enabled: input.enabled ?? defaultValue.enabled,
mode: input.mode ?? defaultValue.mode,
elevationLayersOnly: input.elevationLayersOnly ?? defaultValue.elevationLayersOnly,
hillshadeAzimuth: input.hillshadeAzimuth ?? defaultValue.hillshadeAzimuth,
hillshadeZenith: input.hillshadeZenith ?? defaultValue.hillshadeZenith,
hillshadeIntensity: input.hillshadeIntensity ?? defaultValue.hillshadeIntensity,
zFactor: input.zFactor ?? defaultValue.zFactor,
};
}
function selectBestSubdivisions(extent: Extent) {
const dims = extent.dimensions();
const ratio = dims.x / dims.y;
let x = 1;
let y = 1;
if (ratio > 1) {
// Our extent is an horizontal rectangle
x = Math.min(Math.round(ratio), MAX_SUPPORTED_ASPECT_RATIO);
} else if (ratio < 1) {
// Our extent is an vertical rectangle
y = Math.min(Math.round(1 / ratio), MAX_SUPPORTED_ASPECT_RATIO);
}
return { x, y };
}
/**
* Compute the best image size for tiles, taking into account the extent ratio.
* In other words, rectangular tiles will have more pixels in their longest side.
*
* @param extent - The map extent.
*/
function computeImageSize(extent: Extent) {
const baseSize = 512;
const dims = extent.dimensions();
const ratio = dims.x / dims.y;
if (Math.abs(ratio - 1) < 0.01) {
// We have a square tile
return new Vector2(baseSize, baseSize);
}
if (ratio > 1) {
const actualRatio = Math.min(ratio, MAX_SUPPORTED_ASPECT_RATIO);
// We have an horizontal tile
return new Vector2(Math.round(baseSize * actualRatio), baseSize);
}
const actualRatio = Math.min(1 / ratio, MAX_SUPPORTED_ASPECT_RATIO);
// We have a vertical tile
return new Vector2(baseSize, Math.round(baseSize * actualRatio));
}
function getWidestDataType(layers: Layer[]): TextureDataType {
// Select the type that can contain all the layers (i.e the widest data type.)
let currentSize = -1;
let result: TextureDataType = UnsignedByteType;
for (let i = 0; i < layers.length; i++) {
const layer = layers[i];
const type = layer.getRenderTargetDataType();
const size = TextureGenerator.getBytesPerChannel(type);
if (size > currentSize) {
currentSize = size;
result = type;
}
}
return result;
}
export interface MapEventMap extends Entity3DEventMap {
/** Fires when a the layer ordering changes. */
'layer-order-changed': unknown;
/** Fires when a layer is added to the map. */
'layer-added': { layer: Layer };
/** Fires when a layer is removed from the map. */
'layer-removed': { layer: Layer };
/** Fires when elevation data has changed on a specific extent of the map. */
'elevation-changed': { extent: Extent };
}
export type MapConstructorOptions = {
/**
* The geographic extent of the map.
*
* Note: It must have the same CRS as the instance this map will be added to.
*/
extent: Extent;
/**
* Maximum tile depth of the map. If `undefined`, there is no limit to the subdivision
* of the map.
* @defaultValue undefined
*/
maxSubdivisionLevel?: number;
/**
* Lighting and shading parameters.
* @defaultValue `undefined` (lighting is disabled)
*/
lighting?: boolean | MapLightingOptions;
/**
* Enables contour lines. If `undefined` or `false`, contour lines
* are not displayed.
*
* Note: this option has no effect if the map does not contain an elevation layer.
* @defaultValue `undefined` (contour lines are disabled)
*/
contourLines?: boolean | ContourLineOptions;
/**
* The graticule options.
* @defaultValue undefined (graticule is disabled).
*/
graticule?: boolean | GraticuleOptions;
/**
* The colorimetry for the whole map.
* Those are distinct from the individual layers' own colorimetry.
* @defaultValue undefined
*/
colorimetry?: ColorimetryOptions;
/**
* The number of geometry segments in each map tile.
* The higher the better. It *must* be power of two between `1` included and `256` included.
* Note: the number of vertices per tile side is `segments` + 1.
* @defaultValue {@link DEFAULT_MAP_SEGMENTS}
*/
segments?: number;
/**
* The sidedness of the map surface:
* - `FrontSide` will only display the "above ground" side of the map (in cartesian maps),
* or the outer shell of the map (in globe settings).
* - `BackSide` will only display the "underground" side of the map (in cartesian maps),
* or the inner shell of the map (in globe settings).
* - `DoubleSide` will display both sides of the map.
* @defaultValue `FrontSide`
*/
side?: Side;
/**
* Enable or disable depth testing on materials.
* @defaultValue true
*/
depthTest?: boolean;
/**
* Options for geometric terrain rendering.
*/
terrain?: boolean | TerrainOptions;
/**
* If `true`, parts of the map that relate to no-data elevation
* values are not displayed. Note: you should only set this value to `true` if
* an elevation layer is present, otherwise the map will never be displayed.
* @defaultValue false
*/
discardNoData?: boolean;
/**
* The optional `Object3D` to use as the root object of this map.
* If none provided, a new one will be created.
*/
object3d?: Object3D;
/**
* The color of the map when no color layers are present.
* @defaultValue {@link DEFAULT_MAP_BACKGROUND_COLOR}
*/
backgroundColor?: ColorRepresentation;
/**
* The opacity of the map background.
* @defaultValue 1 (opaque)
*/
backgroundOpacity?: number;
/**
* Show the map tiles' borders.
* @defaultValue false
*/
showOutline?: boolean;
/**
* The color of the tile borders.
* @defaultValue red
*/
outlineColor?: ColorRepresentation;
/**
* The optional elevation range of the map. The map will not be
* rendered for elevations outside of this range.
* Note: this feature is only useful if an elevation layer is added to this map.
* @defaultValue undefined (elevation range is disabled)
*/
elevationRange?: ElevationRange;
/**
* Force using texture atlases even when not required.
* @defaultValue false
*/
forceTextureAtlases?: boolean;
/**
* The threshold before which a map tile is subdivided.
* @defaultValue {@link DEFAULT_SUBDIVISION_THRESHOLD}
*/
subdivisionThreshold?: number;
/**
* If `true`, the map will cast shadow.
* @defaultValue true
*/
castShadow?: boolean;
/**
* If `true`, the map will receive shadow.
* Note: only available if {@link lighting.mode} is {@link MapLightingMode.LightBased}
* @defaultValue true
*/
receiveShadow?: boolean;
};
type ObjectOptions = {
castShadow: boolean;
receiveShadow: boolean;
};
/**
* A map is an {@link Entity3D} that represents a flat surface displaying one or more {@link core.layer.Layer | layer(s)}.
*
* ## Supported layers
*
* Maps support various types of layers.
*
* ### Color layers
*
* Maps can contain any number of {@link core.layer.ColorLayer | color layers}, as well as any number of {@link core.layer.MaskLayer | mask layers}.
*
* Color layers are used to display satellite imagery, vector features or any other dataset.
* Mask layers are used to mask parts of a map (like an alpha channel).
*
* ### Elevation layers
*
* Up to one elevation layer can be added to a map, to provide features related to elevation, such
* as terrain deformation, shading, contour lines, etc. Without an elevation layer, the map
* will appear like a flat rectangle on the specified extent.
*
* Note: to benefit from the features given by elevation layers (shading for instance) while keeping
* a flat map, disable terrain in the {@link TerrainOptions}.
*
* 💡 If the {@link TerrainOptions.enableCPUTerrain} is enabled, the elevation data can be sampled
* by the {@link getElevation} method.
*
* ## Picking on maps
*
* Maps can be picked like any other 3D entity, using the {@link entities.Entity3D#pick | pick()} method.
*
* However, if {@link TerrainOptions.enableCPUTerrain} is enabled, then the map provides an alternate
* methods for: raycasting-based picking, in addition to GPU-based picking.
*
* ### GPU-based picking
*
* This is the default method for picking maps. When the user calls {@link entities.Entity3D#pick | pick()},
* the camera's field of view is rendered into a temporary texture, then the pixel(s) around the picked
* point are analyzed to determine the location of the picked point.
*
* The main advantage of this method is that it ignores transparent pixels of the map (such as
* no-data elevation pixels, or transparent color layers).
*
* ### Raycasting-based picking
*
* 💡 This method requires that {@link TerrainOptions.enableCPUTerrain} is enabled, and that
* {@link core.picking.PickOptions.gpuPicking} is disabled.
*
* This method casts a ray that is then intersected with the map's meshes. The first intersection is
* returned.
*
* The main advantage of this method is that it's much faster and puts less pressure on the GPU.
*
* ## Lighting and shadows
*
* The Map currently support two lighting modes:
* - the simplified, hillshade model
* - the dynamic, light-based model, that uses three.js lights
*
* Both modes support casting shadows from the Map (on other objects), but only the light-based
* mode enables Maps to _receive_ shadows (from itself or other objects).
*
* @typeParam UserData - The type of the {@link entities.Entity#userData} property.
*/
class Map<UserData extends EntityUserData = EntityUserData>
extends Entity3D<MapEventMap, UserData>
implements
Pickable<MapPickResult>,
PickableFeatures<unknown, MapPickResult>,
ElevationProvider,
HasLayers,
MemoryUsage
{
readonly isMap = true as const;
readonly type = 'Map' as const;
readonly hasLayers = true as const;
private readonly _objectOptions: ObjectOptions = {
castShadow: true,
receiveShadow: true,
};
private _segments: number;
private _hasElevationLayer = false;
private readonly _atlasInfo: AtlasInfo;
private _subdivisions: { x: number; y: number } | null = null;
private _colorAtlasDataType: TextureDataType = UnsignedByteType;
private _imageSize: Vector2 | null = null;
private _wireframe = false;
private readonly _layers: Layer[] = [];
private readonly _onLayerVisibilityChanged: (event: { target: Layer }) => void;
private readonly _onTileElevationChanged: (tile: TileMesh) => void;
/** @internal */
readonly level0Nodes: TileMesh[];
/** @internal */
readonly allTiles: Set<TileMesh> = new Set();
private readonly _layerIndices: globalThis.Map<string, number>;
private readonly _layerIds: Set<string> = new Set();
/** @internal */
readonly geometryPool: globalThis.Map<string, TileGeometry>;
readonly extent: Extent;
readonly maxSubdivisionLevel: number;
readonly isPickableFeatures = true;
private readonly _materialOptions: MaterialOptions;
/** @internal */
readonly tileIndex: TileIndex<TileMesh>;
/**
* The global factor that drives SSE (screen space error) computation. The lower this value, the
* sooner a tile is subdivided. Note: changing this scale to a value less than 1 can drastically
* increase the number of tiles displayed in the scene, and can even lead to WebGL crashes.
*
* @defaultValue {@link DEFAULT_SUBDIVISION_THRESHOLD}
*/
subdivisionThreshold: number;
getMemoryUsage(context: GetMemoryUsageContext) {
this._layers.forEach(layer => layer.getMemoryUsage(context));
this.geometryPool.forEach(geometry => geometry.getMemoryUsage(context));
this.allTiles.forEach(tile => tile.getMemoryUsage(context));
}
/**
* Constructs a Map object.
*
* @param options - Constructor options.
*/
constructor(options: MapConstructorOptions) {
super(options.object3d || new Group());
this.level0Nodes = [];
this.geometryPool = new window.Map();
this._layerIndices = new window.Map();
this._atlasInfo = { maxX: 0, maxY: 0, atlas: null };
if (!options.extent.isValid()) {
throw new Error(
'Invalid extent: minX must be less than maxX and minY must be less than maxY.',
);
}
this.extent = options.extent;
this.subdivisionThreshold = options.subdivisionThreshold ?? DEFAULT_SUBDIVISION_THRESHOLD;
this.maxSubdivisionLevel = options.maxSubdivisionLevel ?? 30;
this._onTileElevationChanged = this.onTileElevationChanged.bind(this);
this._onLayerVisibilityChanged = this.onLayerVisibilityChanged.bind(this);
this._segments = options.segments ?? DEFAULT_MAP_SEGMENTS;
this._materialOptions = {
showColliderMeshes: false,
forceTextureAtlases: options.forceTextureAtlases ?? false,
lighting: getLightingOptions(options.lighting, this.getDefaultLightingOptions()),
contourLines: getContourLineOptions(options.contourLines),
discardNoData: options.discardNoData ?? false,
side: options.side ?? FrontSide,
depthTest: options.depthTest ?? true,
showTileOutlines: options.showOutline ?? false,
terrain: getTerrainOptions(options.terrain),
colorimetry: getColorimetryOptions(options.colorimetry),
graticule: getGraticuleOptions(options.graticule),
segments: this.segments,
colorMapAtlas: null,
elevationRange: options.elevationRange ?? null,
backgroundOpacity: options.backgroundOpacity ?? 1,
tileOutlineColor: new Color(options.outlineColor ?? '#ff0000'),
backgroundColor:
options.backgroundColor !== undefined
? new Color(options.backgroundColor)
: new Color(DEFAULT_MAP_BACKGROUND_COLOR),
};
this.tileIndex = new TileIndex();
}
/**
* Returns `true` if this map is currently processing data.
*/
get loading() {
return this._layers.some(l => l.loading);
}
/**
* Gets the loading progress (between 0 and 1) of the map. This is the average progress of all
* layers in this map.
* Note: if no layer is present, this will always be 1.
* Note: This value is only meaningful is {@link loading} is `true`.
*/
get progress() {
if (this._layers.length === 0) {
return 1;
}
const sum = this._layers.reduce((accum, layer) => accum + layer.progress, 0);
return sum / this._layers.length;
}
/**
* Gets or sets depth testing on materials.
*/
get depthTest() {
return this._materialOptions.depthTest;
}
set depthTest(v: boolean) {
this._materialOptions.depthTest = v;
}
/**
* Gets or sets the background opacity.
*/
get backgroundOpacity(): number {
return this._materialOptions.backgroundOpacity;
}
set backgroundOpacity(opacity: number) {
this._materialOptions.backgroundOpacity = opacity;
}
/**
* Gets or sets the terrain options.
*/
get terrain(): Required<TerrainOptions> {
return this._materialOptions.terrain;
}
set terrain(terrain: TerrainOptions) {
this._materialOptions.terrain = getTerrainOptions(terrain);
}
/**
* Gets or sets the sidedness of the map surface:
* - `FrontSide` will only display the "above ground" side of the map (in cartesian maps),
* or the outer shell of the map (in globe settings).
* - `BackSide` will only display the "underground" side of the map (in cartesian maps),
* or the inner shell of the map (in globe settings).
* - `DoubleSide` will display both sides of the map.
* @defaultValue `FrontSide`
*/
get side(): Side {
return this._materialOptions.side;
}
set side(newSide: Side) {
this._materialOptions.side = newSide;
}
/**
* Toggles discard no-data pixels.
*/
get discardNoData(): boolean {
return this._materialOptions.discardNoData;
}
set discardNoData(opacity: boolean) {
this._materialOptions.discardNoData = opacity;
}
/**
* Gets or sets the background color.
*/
get backgroundColor(): Color {
return this._materialOptions.backgroundColor;
}
set backgroundColor(c: ColorRepresentation) {
this._materialOptions.backgroundColor = new Color(c);
}
/**
* Gets or sets graticule options.
*/
get graticule(): Required<GraticuleOptions> {
return this._materialOptions.graticule;
}
set graticule(opts: GraticuleOptions) {
this._materialOptions.graticule = getGraticuleOptions(opts);
}
private updateObject(obj: Object3D) {
const opts = this._objectOptions;
obj.castShadow = opts.castShadow;
obj.receiveShadow = opts.receiveShadow;
}
private updateObjectOption<K extends keyof ObjectOptions>(key: K, value: ObjectOptions[K]) {
if (this._objectOptions[key] !== value) {
this._objectOptions[key] = value;
this.traverse(o => this.updateObject(o));
this.notifyChange(this);
}
}
/**
* Toggles the `.castShadow` property on objects generated by this entity.
*/
get castShadow() {
return this._objectOptions.castShadow;
}
set castShadow(v: boolean) {
this.updateObjectOption('castShadow', v);
}
/**
* Toggles the `.receiveShadow` property on objects generated by this entity.
*
* Note that map tiles will receive shadows only if {@link lighting} mode is set to {@link MapLightingMode.LightBased}.
*/
get receiveShadow() {
return this._objectOptions.receiveShadow;
}
set receiveShadow(v: boolean) {
this.updateObjectOption('receiveShadow', v);
}
/**
* Gets or sets lighting options.
*/
get lighting(): Required<MapLightingOptions> {
return this._materialOptions.lighting;
}
set lighting(opts: MapLightingOptions) {
this._materialOptions.lighting = getLightingOptions(opts, this.getDefaultLightingOptions());
}
/**
* Gets or sets colorimetry options.
*/
get colorimetry(): Required<ColorimetryOptions> {
return this._materialOptions.colorimetry;
}
set colorimetry(opts: ColorimetryOptions) {
this._materialOptions.colorimetry = opts;
}
/**
* Gets or sets elevation range.
*/
get elevationRange(): ElevationRange | null {
return this._materialOptions.elevationRange;
}
set elevationRange(range: ElevationRange | null) {
this._materialOptions.elevationRange = range;
}
/**
* Shows tile outlines.
*/
get showTileOutlines(): boolean {
return this._materialOptions.showTileOutlines;
}
set showTileOutlines(show: boolean) {
this._materialOptions.showTileOutlines = show;
}
/**
* Gets or sets tile outline color.
*/
get tileOutlineColor(): Color {
return this._materialOptions.tileOutlineColor;
}
set tileOutlineColor(color: ColorRepresentation) {
this._materialOptions.tileOutlineColor = new Color(color);
}
/**
* Gets or sets contour line options.
*/
get contourLines(): Required<ContourLineOptions> {
return this._materialOptions.contourLines;
}
set contourLines(opts: ContourLineOptions) {
this._materialOptions.contourLines = getContourLineOptions(opts);
}
/**
* Shows meshes used for raycasting purposes.
*/
get showColliderMeshes(): boolean {
return this._materialOptions.showColliderMeshes;
}
set showColliderMeshes(show: boolean) {
this._materialOptions.showColliderMeshes = show;
}
get segments() {
return this._segments;
}
set segments(v) {
if (this._segments !== v) {
if (MathUtils.isPowerOfTwo(v) && v >= 1 && v <= 128) {
// Delete cached geometries that just became obsolete
this.clearGeometryPool();
this._segments = v;
this._materialOptions.segments = v;
this.updateGeometries();
} else {
throw new Error(
'invalid segments. Must be a power of two between 1 and 128 included',
);
}
}
}
/**
* Displays the map tiles in wireframe.
*/
get wireframe(): boolean {
return this._wireframe;
}
set wireframe(v: boolean) {
if (v !== this._wireframe) {
this._wireframe = v;
this.traverseTiles(tile => {
tile.material.wireframe = v;
});
}
}
get imageSize(): Vector2 {
return this._imageSize as Vector2;
}
private subdivideNode(context: Context, node: TileMesh) {
if (!node.children.some(n => isTileMesh(n))) {
const extents = node.extent.split(2, 2);
let i = 0;
const { x, y, z } = node;
for (const extent of extents) {
let child: TileMesh;
if (i === 0) {
child = this.requestNewTile(extent, node, z + 1, 2 * x + 0, 2 * y + 0);
} else if (i === 1) {
child = this.requestNewTile(extent, node, z + 1, 2 * x + 0, 2 * y + 1);
} else if (i === 2) {
child = this.requestNewTile(extent, node, z + 1, 2 * x + 1, 2 * y + 0);
} else {
child = this.requestNewTile(extent, node, z + 1, 2 * x + 1, 2 * y + 1);
}
// inherit our parent's textures
for (const e of this.getElevationLayers()) {
e.update(context, child);
}
for (const c of this.getColorLayers()) {
c.update(context, child);
}
child.update(this._materialOptions);
child.updateMatrixWorld(true);
i++;
}
this.notifyChange(node);
}
}
private clearGeometryPool() {
this.geometryPool.forEach(v => v.dispose());
this.geometryPool.clear();
}
private updateGeometries() {
this.traverseTiles(tile => {
tile.segments = this.segments;
});
}
get subdivisions(): { x: number; y: number } {
return this._subdivisions as Vector2;
}
preprocess() {
if (this.extent.crs !== this.instance.referenceCrs) {
throw new Error('The extent of this map is not in the same CRS as the Instance CRS');
}
const subdivs = selectBestSubdivisions(this.extent);
this._subdivisions = subdivs;
// If the map is not square, we want to have more than a single
// root tile to avoid elongated tiles that hurt visual quality and SSE computation.
const rootExtents = this.extent.split(subdivs.x, subdivs.y);
this._imageSize = computeImageSize(rootExtents[0]);
let i = 0;
for (const root of rootExtents) {
if (subdivs.x > subdivs.y) {
this.level0Nodes.push(this.requestNewTile(root, undefined, 0, i, 0));
} else if (subdivs.y > subdivs.x) {
this.level0Nodes.push(this.requestNewTile(root, undefined, 0, 0, i));
} else {
this.level0Nodes.push(this.requestNewTile(root, undefined, 0, 0, 0));
}
i++;
}
for (const level0 of this.level0Nodes) {
this.object3d.add(level0);
level0.updateMatrixWorld(false);
}
return Promise.resolve();
}
private requestNewTile(
extent: Extent,
parent: TileMesh | undefined,
level: number,
x = 0,
y = 0,
): TileMesh {
const quaternion = new Quaternion();
const position = extent.centerAsVector3();
// build tile
const material = new LayeredMaterial({
renderer: this.instance.renderer,
atlasInfo: this._atlasInfo,
options: this._materialOptions,
extent,
textureSize: nonNull(this._imageSize),
tileDimensions: extent.dimensions(),
getIndexFn: this.getIndex.bind(this),
textureDataType: this._colorAtlasDataType,
hasElevationLayer: this._hasElevationLayer,
maxTextureImageUnits: Capabilities.getMaxTextureUnitsCount(),
});
const tile = new TileMesh({
geometryPool: this.geometryPool,
instance: this.instance,
material,
extent,
textureSize: nonNull(this._imageSize),
segments: this.segments,
coord: { level, x, y },
enableCPUTerrain: this._materialOptions.terrain.enableCPUTerrain ?? true,
enableTerrainDeformation: this._materialOptions.terrain.enabled ?? true,
onElevationChanged: this._onTileElevationChanged,
});
this.allTiles.add(tile);
this.tileIndex.addTile(tile);
tile.material.opacity = this.opacity;
if (parent && parent instanceof TileMesh) {
// get parent position from extent
const positionParent = parent.extent.centerAsVector3();
// place relative to his parent
position.sub(positionParent).applyQuaternion(parent.quaternion.invert());
quaternion.premultiply(parent.quaternion);
}
tile.position.copy(position);
tile.quaternion.copy(quaternion);
tile.opacity = this.opacity;
tile.setVisibility(false);
tile.updateMatrix();
tile.material.wireframe = this.wireframe || false;
if (parent) {
tile.setBBoxZ(parent.minmax.min, parent.minmax.max);
} else {
const { min, max } = this.getElevationMinMax();
tile.setBBoxZ(min, max);
}
this.updateObject(tile);
this.onObjectCreated(tile);
if (parent) {
parent.addChildTile(tile);
}
return tile;
}
private onTileElevationChanged(tile: TileMesh) {
this.dispatchEvent({ type: 'elevation-changed', extent: tile.extent });
}
/**
* Sets the render state of the map.
*
* @internal
* @param state - The new state.
* @returns The function to revert to the previous state.
*/
setRenderState(state: RenderingState) {
const restores = this.level0Nodes.map(n => n.pushRenderState(state));
return () => {
restores.forEach(r => r());
};
}
pick(coordinates: Vector2, options?: PickOptions): MapPickResult[] {
if (options?.gpuPicking === true) {
return pickTilesAt(this.instance, coordinates, this, options);
} else {
return this.pickUsingRaycast(coordinates, options);
}
}
private raycastAtCoordinate(
coordinates: Vector2,
results: MapPickResult[],
options?: PickOptions,
) {
const normalized = this.instance.canvasToNormalizedCoords(coordinates, tempNDC);
const raycaster = new Raycaster();
raycaster.setFromCamera(normalized, this.instance.view.camera);
tmpIntersectList.length = 0;
this.raycast(raycaster, tmpIntersectList);
const filter = options?.filter ?? (() => true);
if (tmpIntersectList.length > 0) {
tmpIntersectList.sort((a, b) => a.distance - b.distance);
const intersect = tmpIntersectList[0];
const { x, y, z } = intersect.point;
const pickResult: MapPickResult = {
isMapPickResult: true,
coord: new Coordinates(this.instance.referenceCrs, x, y, z),
entity: this,
...intersect,
};
if (filter(pickResult)) {
results.push(pickResult);
}
}
}
protected getDefaultLightingOptions(): Readonly<Required<MapLightingOptions>> {
return {
enabled: false,
mode: MapLightingMode.Hillshade,
elevationLayersOnly: false,
hillshadeIntensity: DEFAULT_HILLSHADING_INTENSITY,
zFactor: DEFAULT_HILLSHADING_ZFACTOR,
hillshadeAzimuth: DEFAULT_AZIMUTH,
hillshadeZenith: DEFAULT_ZENITH,
};
}
private pickUsingRaycast(coordinates: Vector2, options?: PickOptions): MapPickResult[] {
const results: MapPickResult[] = [];
const radius = options?.radius;
if (radius == null || radius === 0) {
this.raycastAtCoordinate(coordinates, results, options);
} else {
const originX = coordinates.x;
const originY = coordinates.y;
traversePickingCircle(radius, (x, y) => {
tempCanvasCoords.set(originX + x, originY + y);
this.raycastAtCoordinate(tempCanvasCoords, results, options);
return null;
});
}
return results;
}
/**
* Perform raycasting on visible tiles.
* @param raycaster - The THREE raycaster.
* @param intersects - The intersections array to populate with intersections.
*/
raycast(raycaster: Raycaster, intersects: Intersection<TileMesh>[]): void {
this.traverseTiles(tile => {
if (!tile.disposed && tile.visible && tile.material.visible) {
tile.raycast(raycaster, intersects);
}
});
intersects.sort((a, b) => a.distance - b.distance);
}
pickFeaturesFrom(pickedResult: MapPickResult, options?: PickOptions): unknown[] {
const result: unknown[] = [];
for (const layer of this._layers) {
if (isPickableFeatures(layer)) {
const res = layer.pickFeaturesFrom(pickedResult, options);
result.push(...res);
}
}
pickedResult.features = result;
return result;
}
preUpdate(context: Context, changeSources: Set<unknown>) {
this._materialOptions.colorMapAtlas?.update();
this.tileIndex.update();
if (changeSources.has(undefined) || changeSources.size === 0) {
return this.level0Nodes;
}
let commonAncestor: TileMesh | null = null;
for (const source of changeSources.values()) {
if ((source as ThreeCamera).isCamera) {
// if the change is caused by a camera move, no need to bother
// to find common ancestor: we need to update the whole tree:
// some invisible tiles may now be visible
return this.level0Nodes;
}
if (isTileMesh(source)) {
if (!commonAncestor) {
commonAncestor = source;
} else {
commonAncestor = source.findCommonAncestor(commonAncestor);
if (!commonAncestor) {
return this.level0Nodes;
}
}
if (commonAncestor.material == null) {
commonAncestor = null;
}
}
}
if (commonAncestor) {
return [commonAncestor];
}
return this.level0Nodes;
}
/**
* Sort the color layers according to the comparator function.
*
* @param compareFn - The comparator function.
*/
sortColorLayers(compareFn: LayerCompareFn) {
if (compareFn == null) {
throw new Error('missing comparator function');
}
this._layers.sort((a, b) => {
if (isColorLayer(a) && isColorLayer(b)) {
return compareFn(a, b);
}
// Sorting elevation layers has no effect currently, so by convention
// we push them to the start of the list.
if (isElevationLayer(a) && isElevationLayer(b)) {
return 0;
}
if (isElevationLayer(a)) {
return -1;
}
return 1;
});
this.reorderLayers();
}
/**
* Moves the layer closer to the foreground.
*
* Note: this only applies to color layers.
*
* @param layer - The layer to move.
* @throws If the layer is not present in the map.
* @example
* map.addLayer(foo);
* map.addLayer(bar);
* map.addLayer(baz);
* // Layers (back to front) : foo, bar, baz
*
* map.moveLayerUp(foo);
* // Layers (back to front) : bar, foo, baz
*/
moveLayerUp(layer: ColorLayer) {
const position = this._layers.indexOf(layer);
if (position === -1) {
throw new Error('The layer is not present in the map.');
}
if (position < this._layers.length - 1) {
const next = this._layers[position + 1];
this._layers[position + 1] = layer;
this._layers[position] = next;
this.reorderLayers();
}
}
onRenderingContextRestored(): void {
this._materialOptions.colorMapAtlas?.forceUpdate();
this.forEachLayer(layer => layer.onRenderingContextRestored());
this.notifyChange(this);
}
/**
* Moves the specified layer after the other layer in the list.
*
* @param layer - The layer to move.
* @param target - The target layer. If `null`, then the layer is put at the
* beginning of the layer list.
* @throws If the layer is not present in the map.
* @example
* map.addLayer(foo);
* map.addLayer(bar);
* map.addLayer(baz);
* // Layers (back to front) : foo, bar, baz
*
* map.insertLayerAfter(foo, baz);
* // Layers (back to front) : bar, baz, foo
*/
insertLayerAfter(layer: ColorLayer, target: ColorLayer | null) {
const position = this._layers.indexOf(layer);
let afterPosition = target == null ? -1 : this._layers.indexOf(target);
if (position === -1) {
throw new Error('The layer is not present in the map.');
}
if (afterPosition === -1) {
afterPosition = 0;
}
this._layers.splice(position, 1);
afterPosition = target == null ? -1 : this._layers.indexOf(target);
this._layers.splice(afterPosition + 1, 0, layer);
this.reorderLayers();
}
/**
* Moves the layer closer to the background.
*
* Note: this only applies to color layers.
*
* @param layer - The layer to move.
* @throws If the layer is not present in the map.
* @example
* map.addLayer(foo);
* map.addLayer(bar);
* map.addLayer(baz);
* // Layers (back to front) : foo, bar, baz
*
* map.moveLayerDown(baz);
* // Layers (back to front) : foo, baz, bar
*/
moveLayerDown(layer: ColorLayer) {
const position = this._layers.indexOf(layer);
if (position === -1) {
throw new Error('The layer is not present in the map.');
}
if (position > 0) {
const prev = this._layers[position - 1];
this._layers[position - 1] = layer;
this._layers[position] = prev;
this.reorderLayers();
}
}
/**
* Returns the position of the layer in the layer list, or -1 if it is not found.
*
* @param layer - The layer to search.
* @returns The index of the layer.
*/
getIndex(layer: Layer): number {
const value = this._layerIndices.get(layer.id);
if (value == null) {
return -1;
}
return value;
}
private reorderLayers() {
const layers = this._layers;
for (let i = 0; i < layers.length; i++) {
const element = layers[i];
this._layerIndices.set(element.id, i);
}
this.traverseTiles(tile => tile.reorderLayers());
this.dispatchEvent({ type: 'layer-order-changed' });
this.notifyChange(this);
}
contains(obj: unknown) {
if ((obj as Layer).isLayer) {
return this._layers.includes(obj as Layer);
}
return false;
}
update(context: Context, node: TileMesh): unknown[] | undefined {
if (!node.parent) {
this.disposeTile(node);
return undefined;
}
// do proper culling
if (!this.frozen) {
node.visible = this.testVisibility(node, context);
}
if (node.visible) {
let requestChildrenUpdate = false;
if (!this.frozen) {
const worldBox = node.getWorldSpaceBoundingBox(tmpBox3);
const size = worldBox.getSize(tmpVector);
const geometricError = Math.max(size.x, size.y);
const sse = ScreenSpaceError.computeFromBox3(
context.view,
worldBox,
IDENTITY,
geometricError,
ScreenSpaceError.Mode.MODE_2D,
);
if (this.testTileSSE(node, sse) && this.canSubdivide(node)) {
this.subdivideNode(context, node);
// display iff children aren't ready
node.setDisplayed(false);
requestChildrenUpdate = true;
} else {
node.setDisplayed(true);
}
} else {
requestChildrenUpdate = true;
}
if (node.material.visible) {
node.material.update(this._materialOptions);
this.updateMinMaxDistance(context, node);
// update uniforms
if (!requestChildrenUpdate) {
return node.detachChildren();
}
}
return requestChildrenUpdate ? node.children.filter(n => isTileMesh(n)) : undefined;
}
node.setDisplayed(false);
return node.detachChildren();
}
private testVisibility(node: TileMesh, context: Context): boolean {
node.update(this._materialOptions);
const isVisible = context.view.isBox3Visible(node.boundingBox, node.matrixWorld);
return isVisible;
}
postUpdate(context: Context) {
this.traverseTiles(tile => {
if (tile.visible && tile.material.visible) {
this._layers.forEach(layer => layer.update(context, tile));
}
});
this._layers.forEach(l => l.postUpdate());
const computeNeighbours =
this._materialOptions.terrain.stitching && this._materialOptions.terrain.enabled;
if (computeNeighbours) {
this.traverseTiles(tile => {
if (tile.material.visible) {
const neighbours = this.tileIndex.getNeighbours(
tile,
tmpNeighbours,
isStitchableNeighbour,
);
tile.processNeighbours(neighbours);
}
});
}
}
private registerColorLayer(layer: ColorLayer) {
const colorLayers = this._layers.filter(l => l instanceof ColorLayer);
// rebuild color textures atlas
// We use a margin to prevent atlas bleeding.
const margin = 1.1;
const factor = layer.resolutionFactor * margin;
const { x, y } = nonNull(this._imageSize);
const size = new Vector2(Math.round(x * factor), Math.round(y * factor));
const { atlas, maxX, maxY } = AtlasBuilder.pack(
Capabilities.getMaxTextureSize(),
colorLayers.map(l => ({ id: l.id, size })),
this._atlasInfo.atlas,
);
this._atlasInfo.atlas = atlas;
this._atlasInfo.maxX = Math.max(this._atlasInfo.maxX, maxX);
this._atlasInfo.maxY = Math.max(this._atlasInfo.maxY, maxY);
this._colorAtlasDataType = getWidestDataType(this.getColorLayers());
}
private updateGlobalMinMax() {
const minmax = this.getElevationMinMax();
this.traverseTiles(tile => {
tile.setBBoxZ(minmax.min, minmax.max);
});
}
private registerColorMap(colorMap: ColorMap) {
if (!this._materialOptions.colorMapAtlas) {
this._materialOptions.colorMapAtlas = new ColorMapAtlas(this.instance.renderer);
this.traverseTiles(t => {
t.material.setColorMapAtlas(this._materialOptions.colorMapAtlas);
});
}
this._materialOptions.colorMapAtlas.add(colorMap);
}
/**
* Adds a layer, then returns the created layer.
* Before using this method, make sure that the map is added in an instance.
* If the extent or the projection of the layer is not provided,
* those values will be inherited from the map.
*
* @param layer - the layer to add
* @returns a promi