maplibre-gl
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BSD licensed community fork of mapbox-gl, a WebGL interactive maps library
1,113 lines (1,011 loc) • 39.1 kB
text/typescript
import Point from '@mapbox/point-geometry';
import UnitBezier from '@mapbox/unitbezier';
import {isOffscreenCanvasDistorted} from './offscreen_canvas_distorted';
import type {Size} from './image';
import type {WorkerGlobalScopeInterface} from './web_worker';
import {mat3, mat4, quat, vec2, vec3, type vec4} from 'gl-matrix';
import {pixelsToTileUnits} from '../source/pixels_to_tile_units';
import {type OverscaledTileID} from '../source/tile_id';
import type {Event} from './evented';
/**
* Returns a new 64 bit float vec4 of zeroes.
*/
export function createVec4f64(): vec4 { return new Float64Array(4) as any; }
/**
* Returns a new 64 bit float vec3 of zeroes.
*/
export function createVec3f64(): vec3 { return new Float64Array(3) as any; }
/**
* Returns a new 64 bit float mat4 of zeroes.
*/
export function createMat4f64(): mat4 { return new Float64Array(16) as any; }
/**
* Returns a new 32 bit float mat4 of zeroes.
*/
export function createMat4f32(): mat4 { return new Float32Array(16) as any; }
/**
* Returns a new 64 bit float mat4 set to identity.
*/
export function createIdentityMat4f64(): mat4 {
const m = new Float64Array(16) as any;
mat4.identity(m);
return m;
}
/**
* Returns a new 32 bit float mat4 set to identity.
*/
export function createIdentityMat4f32(): mat4 {
const m = new Float32Array(16) as any;
mat4.identity(m);
return m;
}
/**
* Returns a translation in tile units that correctly incorporates the view angle and the *-translate and *-translate-anchor properties.
* @param inViewportPixelUnitsUnits - True when the units accepted by the matrix are in viewport pixels instead of tile units.
*/
export function translatePosition(
transform: { bearingInRadians: number; zoom: number },
tile: { tileID: OverscaledTileID; tileSize: number },
translate: [number, number],
translateAnchor: 'map' | 'viewport',
inViewportPixelUnitsUnits: boolean = false
): [number, number] {
if (!translate[0] && !translate[1]) return [0, 0];
const angle = inViewportPixelUnitsUnits ?
(translateAnchor === 'map' ? -transform.bearingInRadians : 0) :
(translateAnchor === 'viewport' ? transform.bearingInRadians : 0);
if (angle) {
const sinA = Math.sin(angle);
const cosA = Math.cos(angle);
translate = [
translate[0] * cosA - translate[1] * sinA,
translate[0] * sinA + translate[1] * cosA
];
}
return [
inViewportPixelUnitsUnits ? translate[0] : pixelsToTileUnits(tile, translate[0], transform.zoom),
inViewportPixelUnitsUnits ? translate[1] : pixelsToTileUnits(tile, translate[1], transform.zoom)];
}
/**
* Returns the signed distance between a point and a plane.
* @param plane - The plane equation, in the form where the first three components are the normal and the fourth component is the plane's distance from origin along normal.
* @param point - The point whose distance from plane is returned.
* @returns Signed distance of the point from the plane. Positive distances are in the half space where the plane normal points to, negative otherwise.
*/
export function pointPlaneSignedDistance(
plane: vec4 | [number, number, number, number],
point: vec3 | [number, number, number]
): number {
return plane[0] * point[0] + plane[1] * point[1] + plane[2] * point[2] + plane[3];
}
/**
* Finds an intersection points of three planes. Returns `null` if no such (single) point exists.
* The planes *must* be in Hessian normal form - their xyz components must form a unit vector.
*/
export function threePlaneIntersection(plane0: vec4, plane1: vec4, plane2: vec4): vec3 | null {
// https://mathworld.wolfram.com/Plane-PlaneIntersection.html
const det = mat3.determinant([
plane0[0], plane0[1], plane0[2],
plane1[0], plane1[1], plane1[2],
plane2[0], plane2[1], plane2[2]
] as mat3);
if (det === 0) {
return null;
}
const cross12 = vec3.cross([] as any, [plane1[0], plane1[1], plane1[2]], [plane2[0], plane2[1], plane2[2]]);
const cross20 = vec3.cross([] as any, [plane2[0], plane2[1], plane2[2]], [plane0[0], plane0[1], plane0[2]]);
const cross01 = vec3.cross([] as any, [plane0[0], plane0[1], plane0[2]], [plane1[0], plane1[1], plane1[2]]);
const sum = vec3.scale([] as any, cross12, -plane0[3]);
vec3.add(sum, sum, vec3.scale([] as any, cross20, -plane1[3]));
vec3.add(sum, sum, vec3.scale([] as any, cross01, -plane2[3]));
vec3.scale(sum, sum, 1.0 / det);
return sum;
}
/**
* Returns a parameter `t` such that the point obtained by
* `origin + direction * t` lies on the given plane.
* If the ray is parallel to the plane, returns null.
* Returns a negative value if the ray is pointing away from the plane.
* Direction does not need to be normalized.
*/
export function rayPlaneIntersection(origin: vec3, direction: vec3, plane: vec4): number | null {
const dotOriginPlane = origin[0] * plane[0] + origin[1] * plane[1] + origin[2] * plane[2];
const dotDirectionPlane = direction[0] * plane[0] + direction[1] * plane[1] + direction[2] * plane[2];
if (dotDirectionPlane === 0) {
return null;
}
return (-dotOriginPlane -plane[3]) / dotDirectionPlane;
}
/**
* Solves a quadratic equation in the form ax^2 + bx + c = 0 and returns its roots in no particular order.
* Returns null if the equation has no roots or if it has infinitely many roots.
*/
export function solveQuadratic(a: number, b: number, c: number): {
t0: number;
t1: number;
} {
const d = b * b - 4 * a * c;
if (d < 0 || (a === 0 && b === 0)) {
return null;
}
// Uses a more precise solution from the book Ray Tracing Gems, chapter 7.
// https://www.realtimerendering.com/raytracinggems/rtg/index.html
const q = -0.5 * (b + Math.sign(b) * Math.sqrt(d));
if (Math.abs(q) > 1e-12) {
return {
t0: c / q,
t1: q / a
};
} else {
// Use the schoolbook way if q is too small
return {
t0: (-b + Math.sqrt(d)) * 0.5 / a,
t1: (-b + Math.sqrt(d)) * 0.5 / a
};
}
}
/**
* Returns the angle in radians between two 2D vectors.
* The angle is signed and describes how much the first vector would need to be be rotated clockwise
* (assuming X is right and Y is down) so that it points in the same direction as the second vector.
* @param vec1x - The X component of the first vector.
* @param vec1y - The Y component of the first vector.
* @param vec2x - The X component of the second vector.
* @param vec2y - The Y component of the second vector.
* @returns The signed angle between the two vectors, in range -PI..PI.
*/
export function angleToRotateBetweenVectors2D(vec1x: number, vec1y: number, vec2x: number, vec2y: number): number {
// Normalize both vectors
const length1 = Math.sqrt(vec1x * vec1x + vec1y * vec1y);
const length2 = Math.sqrt(vec2x * vec2x + vec2y * vec2y);
vec1x /= length1;
vec1y /= length1;
vec2x /= length2;
vec2y /= length2;
const dot = vec1x * vec2x + vec1y * vec2y;
const angle = Math.acos(dot);
// dot second vector with vector to the right of first (-vec1y, vec1x)
const isVec2RightOfVec1 = (-vec1y * vec2x + vec1x * vec2y) > 0;
if (isVec2RightOfVec1) {
return angle;
} else {
return -angle;
}
}
/**
* For two angles in degrees, returns how many degrees to add to the first angle in order to obtain the second angle.
* The returned difference value is always the shorted of the two - its absolute value is never greater than 180°.
*/
export function differenceOfAnglesDegrees(degreesA: number, degreesB: number): number {
const a = mod(degreesA, 360);
const b = mod(degreesB, 360);
const diff1 = b - a;
const diff2 = (b > a) ? (diff1 - 360) : (diff1 + 360);
if (Math.abs(diff1) < Math.abs(diff2)) {
return diff1;
} else {
return diff2;
}
}
/**
* For two angles in radians, returns how many radians to add to the first angle in order to obtain the second angle.
* The returned difference value is always the shorted of the two - its absolute value is never greater than PI.
*/
export function differenceOfAnglesRadians(degreesA: number, degreesB: number): number {
const a = mod(degreesA, Math.PI * 2);
const b = mod(degreesB, Math.PI * 2);
const diff1 = b - a;
const diff2 = (b > a) ? (diff1 - Math.PI * 2) : (diff1 + Math.PI * 2);
if (Math.abs(diff1) < Math.abs(diff2)) {
return diff1;
} else {
return diff2;
}
}
/**
* When given two angles in degrees, returns the angular distance between them - the shorter one of the two possible arcs.
*/
export function distanceOfAnglesDegrees(degreesA: number, degreesB: number): number {
const a = mod(degreesA, 360);
const b = mod(degreesB, 360);
return Math.min(
Math.abs(a - b),
Math.abs(a - b + 360),
Math.abs(a - b - 360)
);
}
/**
* When given two angles in radians, returns the angular distance between them - the shorter one of the two possible arcs.
*/
export function distanceOfAnglesRadians(radiansA: number, radiansB: number): number {
const a = mod(radiansA, Math.PI * 2);
const b = mod(radiansB, Math.PI * 2);
return Math.min(
Math.abs(a - b),
Math.abs(a - b + Math.PI * 2),
Math.abs(a - b - Math.PI * 2)
);
}
/**
* Modulo function, as opposed to javascript's `%`, which is a remainder.
* This functions will return positive values, even if the first operand is negative.
*/
export function mod(n, m) {
return ((n % m) + m) % m;
}
/**
* Takes a value in *old range*, linearly maps that range to *new range*, and returns the value in that new range.
* Additionally, if the value is outside *old range*, it is clamped inside it.
* Also works if one of the ranges is flipped (its `min` being larger than `max`).
*/
export function remapSaturate(value: number, oldRangeMin: number, oldRangeMax: number, newRangeMin: number, newRangeMax: number): number {
const inOldRange = clamp((value - oldRangeMin) / (oldRangeMax - oldRangeMin), 0.0, 1.0);
return lerp(newRangeMin, newRangeMax, inOldRange);
}
/**
* Linearly interpolate between two values, similar to `mix` function from GLSL. No clamping is done.
* @param a - The first value to interpolate. This value is returned when mix=0.
* @param b - The second value to interpolate. This value is returned when mix=1.
* @param mix - The interpolation factor. Range 0..1 interpolates between `a` and `b`, but values outside this range are also accepted.
*/
export function lerp(a: number, b: number, mix: number): number {
return a * (1.0 - mix) + b * mix;
}
/**
* For a given collection of 2D points, returns their axis-aligned bounding box,
* in the format [minX, minY, maxX, maxY].
*/
export function getAABB(points: Array<Point>): [number, number, number, number] {
let tlX = Infinity;
let tlY = Infinity;
let brX = -Infinity;
let brY = -Infinity;
for (const p of points) {
tlX = Math.min(tlX, p.x);
tlY = Math.min(tlY, p.y);
brX = Math.max(brX, p.x);
brY = Math.max(brY, p.y);
}
return [tlX, tlY, brX, brY];
}
/**
* Given a value `t` that varies between 0 and 1, return
* an interpolation function that eases between 0 and 1 in a pleasing
* cubic in-out fashion.
*/
export function easeCubicInOut(t: number): number {
if (t <= 0) return 0;
if (t >= 1) return 1;
const t2 = t * t,
t3 = t2 * t;
return 4 * (t < 0.5 ? t3 : 3 * (t - t2) + t3 - 0.75);
}
/**
* Given given (x, y), (x1, y1) control points for a bezier curve,
* return a function that interpolates along that curve.
*
* @param p1x - control point 1 x coordinate
* @param p1y - control point 1 y coordinate
* @param p2x - control point 2 x coordinate
* @param p2y - control point 2 y coordinate
*/
export function bezier(p1x: number, p1y: number, p2x: number, p2y: number): (t: number) => number {
const bezier = new UnitBezier(p1x, p1y, p2x, p2y);
return (t: number) => {
return bezier.solve(t);
};
}
/**
* A default bezier-curve powered easing function with
* control points (0.25, 0.1) and (0.25, 1)
*/
export const defaultEasing = bezier(0.25, 0.1, 0.25, 1);
/**
* constrain n to the given range via min + max
*
* @param n - value
* @param min - the minimum value to be returned
* @param max - the maximum value to be returned
* @returns the clamped value
*/
export function clamp(n: number, min: number, max: number): number {
return Math.min(max, Math.max(min, n));
}
/**
* constrain n to the given range, excluding the minimum, via modular arithmetic
*
* @param n - value
* @param min - the minimum value to be returned, exclusive
* @param max - the maximum value to be returned, inclusive
* @returns constrained number
*/
export function wrap(n: number, min: number, max: number): number {
const d = max - min;
const w = ((n - min) % d + d) % d + min;
return (w === min) ? max : w;
}
/**
* Compute the difference between the keys in one object and the keys
* in another object.
*
* @returns keys difference
*/
export function keysDifference<S, T>(
obj: {[key: string]: S},
other: {[key: string]: T}
): Array<string> {
const difference = [];
for (const i in obj) {
if (!(i in other)) {
difference.push(i);
}
}
return difference;
}
/**
* Given a destination object and optionally many source objects,
* copy all properties from the source objects into the destination.
* The last source object given overrides properties from previous
* source objects.
*
* @param dest - destination object
* @param sources - sources from which properties are pulled
*/
export function extend<T extends {}, U>(dest: T, source: U): T & U;
export function extend<T extends {}, U, V>(dest: T, source1: U, source2: V): T & U & V;
export function extend<T extends {}, U, V, W>(dest: T, source1: U, source2: V, source3: W): T & U & V & W;
export function extend(dest: object, ...sources: Array<any>): any;
export function extend(dest: object, ...sources: Array<any>): any {
for (const src of sources) {
for (const k in src) {
dest[k] = src[k];
}
}
return dest;
}
// See https://stackoverflow.com/questions/49401866/all-possible-keys-of-an-union-type
type KeysOfUnion<T> = T extends T ? keyof T: never;
/**
* Given an object and a number of properties as strings, return version
* of that object with only those properties.
*
* @param src - the object
* @param properties - an array of property names chosen
* to appear on the resulting object.
* @returns object with limited properties.
* @example
* ```ts
* let foo = { name: 'Charlie', age: 10 };
* let justName = pick(foo, ['name']); // justName = { name: 'Charlie' }
* ```
*/
export function pick<T extends object>(src: T, properties: Array<KeysOfUnion<T>>): Partial<T> {
const result: Partial<T> = {};
for (let i = 0; i < properties.length; i++) {
const k = properties[i];
if (k in src) {
result[k] = src[k];
}
}
return result;
}
let id = 1;
/**
* Return a unique numeric id, starting at 1 and incrementing with
* each call.
*
* @returns unique numeric id.
*/
export function uniqueId(): number {
return id++;
}
/**
* Return whether a given value is a power of two
*/
export function isPowerOfTwo(value: number): boolean {
return (Math.log(value) / Math.LN2) % 1 === 0;
}
/**
* Return the next power of two, or the input value if already a power of two
*/
export function nextPowerOfTwo(value: number): number {
if (value <= 1) return 1;
return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
}
/**
* Computes scaling from zoom level.
*/
export function zoomScale(zoom: number) { return Math.pow(2, zoom); }
/**
* Computes zoom level from scaling.
*/
export function scaleZoom(scale: number) { return Math.log(scale) / Math.LN2; }
/**
* Create an object by mapping all the values of an existing object while
* preserving their keys.
*/
export function mapObject(input: any, iterator: Function, context?: any): any {
const output = {};
for (const key in input) {
output[key] = iterator.call(context || this, input[key], key, input);
}
return output;
}
/**
* Create an object by filtering out values of an existing object.
*/
export function filterObject(input: any, iterator: Function, context?: any): any {
const output = {};
for (const key in input) {
if (iterator.call(context || this, input[key], key, input)) {
output[key] = input[key];
}
}
return output;
}
/**
* Deeply compares two object literals.
* @param a - first object literal to be compared
* @param b - second object literal to be compared
* @returns true if the two object literals are deeply equal, false otherwise
*/
export function deepEqual(a?: unknown | null, b?: unknown | null): boolean {
if (Array.isArray(a)) {
if (!Array.isArray(b) || a.length !== b.length) return false;
for (let i = 0; i < a.length; i++) {
if (!deepEqual(a[i], b[i])) return false;
}
return true;
}
if (typeof a === 'object' && a !== null && b !== null) {
if (!(typeof b === 'object')) return false;
const keys = Object.keys(a);
if (keys.length !== Object.keys(b).length) return false;
for (const key in a) {
if (!deepEqual(a[key], b[key])) return false;
}
return true;
}
return a === b;
}
/**
* Deeply clones two objects.
*/
export function clone<T>(input: T): T {
if (Array.isArray(input)) {
return input.map(clone) as any as T;
} else if (typeof input === 'object' && input) {
return mapObject(input, clone) as any as T;
} else {
return input;
}
}
/**
* Check if two arrays have at least one common element.
*/
export function arraysIntersect<T>(a: Array<T>, b: Array<T>): boolean {
for (let l = 0; l < a.length; l++) {
if (b.indexOf(a[l]) >= 0) return true;
}
return false;
}
/**
* Print a warning message to the console and ensure duplicate warning messages
* are not printed.
*/
const warnOnceHistory: {[key: string]: boolean} = {};
export function warnOnce(message: string): void {
if (!warnOnceHistory[message]) {
// console isn't defined in some WebWorkers, see #2558
if (typeof console !== 'undefined') console.warn(message);
warnOnceHistory[message] = true;
}
}
/**
* Indicates if the provided Points are in a counter clockwise (true) or clockwise (false) order
*
* @returns true for a counter clockwise set of points
*/
// https://bryceboe.com/2006/10/23/line-segment-intersection-algorithm/
export function isCounterClockwise(a: Point, b: Point, c: Point): boolean {
return (c.y - a.y) * (b.x - a.x) > (b.y - a.y) * (c.x - a.x);
}
/**
* For two lines a and b in 2d space, defined by any two points along the lines,
* find the intersection point, or return null if the lines are parallel
*
* @param a1 - First point on line a
* @param a2 - Second point on line a
* @param b1 - First point on line b
* @param b2 - Second point on line b
*
* @returns the intersection point of the two lines or null if they are parallel
*/
export function findLineIntersection(a1: Point, a2: Point, b1: Point, b2: Point): Point | null {
const aDeltaY = a2.y - a1.y;
const aDeltaX = a2.x - a1.x;
const bDeltaY = b2.y - b1.y;
const bDeltaX = b2.x - b1.x;
const denominator = (bDeltaY * aDeltaX) - (bDeltaX * aDeltaY);
if (denominator === 0) {
// Lines are parallel
return null;
}
const originDeltaY = a1.y - b1.y;
const originDeltaX = a1.x - b1.x;
const aInterpolation = (bDeltaX * originDeltaY - bDeltaY * originDeltaX) / denominator;
// Find intersection by projecting out from origin of first segment
return new Point(a1.x + (aInterpolation * aDeltaX), a1.y + (aInterpolation * aDeltaY));
}
/**
* Converts spherical coordinates to cartesian coordinates.
*
* @param spherical - Spherical coordinates, in [radial, azimuthal, polar]
* @returns cartesian coordinates in [x, y, z]
*/
export function sphericalToCartesian([r, azimuthal, polar]: [number, number, number]): {
x: number;
y: number;
z: number;
} {
// We abstract "north"/"up" (compass-wise) to be 0° when really this is 90° (π/2):
// correct for that here
azimuthal += 90;
// Convert azimuthal and polar angles to radians
azimuthal *= Math.PI / 180;
polar *= Math.PI / 180;
return {
x: r * Math.cos(azimuthal) * Math.sin(polar),
y: r * Math.sin(azimuthal) * Math.sin(polar),
z: r * Math.cos(polar)
};
}
/**
* Returns true if the when run in the web-worker context.
*
* @returns `true` if the when run in the web-worker context.
*/
export function isWorker(self: any): self is WorkerGlobalScopeInterface {
// @ts-ignore
return typeof WorkerGlobalScope !== 'undefined' && typeof self !== 'undefined' && self instanceof WorkerGlobalScope;
}
/**
* Parses data from 'Cache-Control' headers.
*
* @param cacheControl - Value of 'Cache-Control' header
* @returns object containing parsed header info.
*/
export function parseCacheControl(cacheControl: string): any {
// Taken from [Wreck](https://github.com/hapijs/wreck)
const re = /(?:^|(?:\s*\,\s*))([^\x00-\x20\(\)<>@\,;\:\\"\/\[\]\?\=\{\}\x7F]+)(?:\=(?:([^\x00-\x20\(\)<>@\,;\:\\"\/\[\]\?\=\{\}\x7F]+)|(?:\"((?:[^"\\]|\\.)*)\")))?/g;
const header = {};
cacheControl.replace(re, ($0, $1, $2, $3) => {
const value = $2 || $3;
header[$1] = value ? value.toLowerCase() : true;
return '';
});
if (header['max-age']) {
const maxAge = parseInt(header['max-age'], 10);
if (isNaN(maxAge)) delete header['max-age'];
else header['max-age'] = maxAge;
}
return header;
}
let _isSafari = null;
/**
* Returns true when run in WebKit derived browsers.
* This is used as a workaround for a memory leak in Safari caused by using Transferable objects to
* transfer data between WebWorkers and the main thread.
* https://github.com/mapbox/mapbox-gl-js/issues/8771
*
* This should be removed once the underlying Safari issue is fixed.
*
* @param scope - Since this function is used both on the main thread and WebWorker context,
* let the calling scope pass in the global scope object.
* @returns `true` when run in WebKit derived browsers.
*/
export function isSafari(scope: any): boolean {
if (_isSafari == null) {
const userAgent = scope.navigator ? scope.navigator.userAgent : null;
_isSafari = !!scope.safari ||
!!(userAgent && (/\b(iPad|iPhone|iPod)\b/.test(userAgent) || (!!userAgent.match('Safari') && !userAgent.match('Chrome'))));
}
return _isSafari;
}
export function storageAvailable(type: string): boolean {
try {
const storage = window[type];
storage.setItem('_mapbox_test_', 1);
storage.removeItem('_mapbox_test_');
return true;
} catch {
return false;
}
}
// The following methods are from https://developer.mozilla.org/en-US/docs/Web/API/WindowBase64/Base64_encoding_and_decoding#The_Unicode_Problem
//Unicode compliant base64 encoder for strings
export function b64EncodeUnicode(str: string) {
return btoa(
encodeURIComponent(str).replace(/%([0-9A-F]{2})/g,
(match, p1) => {
return String.fromCharCode(Number('0x' + p1)); //eslint-disable-line
}
)
);
}
// Unicode compliant decoder for base64-encoded strings
export function b64DecodeUnicode(str: string) {
return decodeURIComponent(atob(str).split('').map((c) => {
return '%' + ('00' + c.charCodeAt(0).toString(16)).slice(-2); //eslint-disable-line
}).join(''));
}
export function isImageBitmap(image: any): image is ImageBitmap {
return typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap;
}
/**
* Converts an ArrayBuffer to an ImageBitmap.
*
* Used mostly for testing purposes only, because mocking libs don't know how to work with ArrayBuffers, but work
* perfectly fine with ImageBitmaps. Might also be used for environments (other than testing) not supporting
* ArrayBuffers.
*
* @param data - Data to convert
* @returns - A promise resolved when the conversion is finished
*/
export const arrayBufferToImageBitmap = async (data: ArrayBuffer): Promise<ImageBitmap> => {
if (data.byteLength === 0) {
return createImageBitmap(new ImageData(1, 1));
}
const blob: Blob = new Blob([new Uint8Array(data)], {type: 'image/png'});
try {
return createImageBitmap(blob);
} catch (e) {
throw new Error(`Could not load image because of ${e.message}. Please make sure to use a supported image type such as PNG or JPEG. Note that SVGs are not supported.`);
}
};
const transparentPngUrl = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAAC0lEQVQYV2NgAAIAAAUAAarVyFEAAAAASUVORK5CYII=';
/**
* Converts an ArrayBuffer to an HTMLImageElement.
*
* Used mostly for testing purposes only, because mocking libs don't know how to work with ArrayBuffers, but work
* perfectly fine with ImageBitmaps. Might also be used for environments (other than testing) not supporting
* ArrayBuffers.
*
* @param data - Data to convert
* @returns - A promise resolved when the conversion is finished
*/
export const arrayBufferToImage = (data: ArrayBuffer): Promise<HTMLImageElement> => {
return new Promise((resolve, reject) => {
const img: HTMLImageElement = new Image();
img.onload = () => {
resolve(img);
URL.revokeObjectURL(img.src);
// prevent image dataURI memory leak in Safari;
// but don't free the image immediately because it might be uploaded in the next frame
// https://github.com/mapbox/mapbox-gl-js/issues/10226
img.onload = null;
window.requestAnimationFrame(() => { img.src = transparentPngUrl; });
};
img.onerror = () => reject(new Error('Could not load image. Please make sure to use a supported image type such as PNG or JPEG. Note that SVGs are not supported.'));
const blob: Blob = new Blob([new Uint8Array(data)], {type: 'image/png'});
img.src = data.byteLength ? URL.createObjectURL(blob) : transparentPngUrl;
});
};
/**
* Computes the webcodecs VideoFrame API options to select a rectangle out of
* an image and write it into the destination rectangle.
*
* Rect (x/y/width/height) select the overlapping rectangle from the source image
* and layout (offset/stride) write that overlapping rectangle to the correct place
* in the destination image.
*
* Offset is the byte offset in the dest image that the first pixel appears at
* and stride is the number of bytes to the start of the next row:
* ┌───────────┐
* │ dest │
* │ ┌───┼───────┐
* │offset→│▓▓▓│ source│
* │ │▓▓▓│ │
* │ └───┼───────┘
* │stride ⇠╌╌╌│
* │╌╌╌╌╌╌→ │
* └───────────┘
*
* @param image - source image containing a width and height attribute
* @param x - top-left x coordinate to read from the image
* @param y - top-left y coordinate to read from the image
* @param width - width of the rectangle to read from the image
* @param height - height of the rectangle to read from the image
* @returns the layout and rect options to pass into VideoFrame API
*/
function computeVideoFrameParameters(image: Size, x: number, y: number, width: number, height: number): VideoFrameCopyToOptions {
const destRowOffset = Math.max(-x, 0) * 4;
const firstSourceRow = Math.max(0, y);
const firstDestRow = firstSourceRow - y;
const offset = firstDestRow * width * 4 + destRowOffset;
const stride = width * 4;
const sourceLeft = Math.max(0, x);
const sourceTop = Math.max(0, y);
const sourceRight = Math.min(image.width, x + width);
const sourceBottom = Math.min(image.height, y + height);
return {
rect: {
x: sourceLeft,
y: sourceTop,
width: sourceRight - sourceLeft,
height: sourceBottom - sourceTop
},
layout: [{offset, stride}]
};
}
/**
* Reads pixels from an ImageBitmap/Image/canvas using webcodec VideoFrame API.
*
* @param data - image, imagebitmap, or canvas to parse
* @param x - top-left x coordinate to read from the image
* @param y - top-left y coordinate to read from the image
* @param width - width of the rectangle to read from the image
* @param height - height of the rectangle to read from the image
* @returns a promise containing the parsed RGBA pixel values of the image, or the error if an error occurred
*/
export async function readImageUsingVideoFrame(
image: HTMLImageElement | HTMLCanvasElement | ImageBitmap | OffscreenCanvas,
x: number, y: number, width: number, height: number
): Promise<Uint8ClampedArray> {
if (typeof VideoFrame === 'undefined') {
throw new Error('VideoFrame not supported');
}
const frame = new VideoFrame(image, {timestamp: 0});
try {
const format = frame?.format;
if (!format || !(format.startsWith('BGR') || format.startsWith('RGB'))) {
throw new Error(`Unrecognized format ${format}`);
}
const swapBR = format.startsWith('BGR');
const result = new Uint8ClampedArray(width * height * 4);
await frame.copyTo(result, computeVideoFrameParameters(image, x, y, width, height));
if (swapBR) {
for (let i = 0; i < result.length; i += 4) {
const tmp = result[i];
result[i] = result[i + 2];
result[i + 2] = tmp;
}
}
return result;
} finally {
frame.close();
}
}
let offscreenCanvas: OffscreenCanvas;
let offscreenCanvasContext: OffscreenCanvasRenderingContext2D;
/**
* Reads pixels from an ImageBitmap/Image/canvas using OffscreenCanvas
*
* @param data - image, imagebitmap, or canvas to parse
* @param x - top-left x coordinate to read from the image
* @param y - top-left y coordinate to read from the image
* @param width - width of the rectangle to read from the image
* @param height - height of the rectangle to read from the image
* @returns a promise containing the parsed RGBA pixel values of the image, or the error if an error occurred
*/
export function readImageDataUsingOffscreenCanvas(
imgBitmap: HTMLImageElement | HTMLCanvasElement | ImageBitmap | OffscreenCanvas,
x: number, y: number, width: number, height: number
): Uint8ClampedArray {
const origWidth = imgBitmap.width;
const origHeight = imgBitmap.height;
// Lazily initialize OffscreenCanvas
if (!offscreenCanvas || !offscreenCanvasContext) {
// Dem tiles are typically 256x256
offscreenCanvas = new OffscreenCanvas(origWidth, origHeight);
offscreenCanvasContext = offscreenCanvas.getContext('2d', {willReadFrequently: true});
}
offscreenCanvas.width = origWidth;
offscreenCanvas.height = origHeight;
offscreenCanvasContext.drawImage(imgBitmap, 0, 0, origWidth, origHeight);
const imgData = offscreenCanvasContext.getImageData(x, y, width, height);
offscreenCanvasContext.clearRect(0, 0, origWidth, origHeight);
return imgData.data;
}
/**
* Reads RGBA pixels from an preferring OffscreenCanvas, but falling back to VideoFrame if supported and
* the browser is mangling OffscreenCanvas getImageData results.
*
* @param data - image, imagebitmap, or canvas to parse
* @param x - top-left x coordinate to read from the image
* @param y - top-left y coordinate to read from the image
* @param width - width of the rectangle to read from the image
* @param height - height of the rectangle to read from the image
* @returns a promise containing the parsed RGBA pixel values of the image
*/
export async function getImageData(
image: HTMLImageElement | HTMLCanvasElement | ImageBitmap | OffscreenCanvas,
x: number, y: number, width: number, height: number
): Promise<Uint8ClampedArray> {
if (isOffscreenCanvasDistorted()) {
try {
return await readImageUsingVideoFrame(image, x, y, width, height);
} catch {
// fall back to OffscreenCanvas
}
}
return readImageDataUsingOffscreenCanvas(image, x, y, width, height);
}
/**
* Allows to unsubscribe from events without the need to store the method reference.
*/
export interface Subscription {
/**
* Unsubscribes from the event.
*/
unsubscribe(): void;
}
export interface Subscriber {
addEventListener: typeof window.addEventListener;
removeEventListener: typeof window.removeEventListener;
}
/**
* This method is used in order to register an event listener using a lambda function.
* The return value will allow unsubscribing from the event, without the need to store the method reference.
* @param target - The target
* @param message - The message
* @param listener - The listener
* @param options - The options
* @returns a subscription object that can be used to unsubscribe from the event
*/
export function subscribe(target: Subscriber, message: keyof WindowEventMap, listener: (...args: any) => void, options: boolean | AddEventListenerOptions): Subscription {
target.addEventListener(message, listener, options);
return {
unsubscribe: () => {
target.removeEventListener(message, listener, options);
}
};
}
/**
* This method converts degrees to radians.
* The return value is the radian value.
* @param degrees - The number of degrees
* @returns radians
*/
export function degreesToRadians(degrees: number): number {
return degrees * Math.PI / 180;
}
/**
* This method converts radians to degrees.
* The return value is the degrees value.
* @param degrees - The number of radians
* @returns degrees
*/
export function radiansToDegrees(degrees: number): number {
return degrees / Math.PI * 180;
}
export type RollPitchBearing = {
roll: number;
pitch: number;
bearing: number;
};
export function rollPitchBearingEqual(a: RollPitchBearing, b: RollPitchBearing): boolean {
return a.roll == b.roll && a.pitch == b.pitch && a.bearing == b.bearing;
}
/**
* This method converts a rotation quaternion to roll, pitch, and bearing angles in degrees.
* @param rotation - The rotation quaternion
* @returns roll, pitch, and bearing angles in degrees
*/
export function getRollPitchBearing(rotation: quat): RollPitchBearing {
const m: mat3 = new Float64Array(9) as any;
mat3.fromQuat(m, rotation);
const xAngle = radiansToDegrees(-Math.asin(clamp(m[2], -1, 1)));
let roll: number;
let bearing: number;
if (Math.hypot(m[5], m[8]) < 1.0e-3) {
roll = 0.0;
bearing = -radiansToDegrees(Math.atan2(m[3], m[4]));
} else {
roll = radiansToDegrees((m[5] === 0.0 && m[8] === 0.0) ? 0.0 : Math.atan2(m[5], m[8]));
bearing = radiansToDegrees((m[1] === 0.0 && m[0] === 0.0) ? 0.0 : Math.atan2(m[1], m[0]));
}
return {roll, pitch: xAngle + 90.0, bearing};
}
export function getAngleDelta(lastPoint: Point, currentPoint: Point, center: Point): number {
const pointVect = vec2.fromValues(currentPoint.x - center.x, currentPoint.y - center.y);
const lastPointVec = vec2.fromValues(lastPoint.x - center.x, lastPoint.y - center.y);
const crossProduct = pointVect[0] * lastPointVec[1] - pointVect[1] * lastPointVec[0];
const angleRadians = Math.atan2(crossProduct, vec2.dot(pointVect, lastPointVec));
return radiansToDegrees(angleRadians);
}
/**
* This method converts roll, pitch, and bearing angles in degrees to a rotation quaternion.
* @param roll - Roll angle in degrees
* @param pitch - Pitch angle in degrees
* @param bearing - Bearing angle in degrees
* @returns The rotation quaternion
*/
export function rollPitchBearingToQuat(roll: number, pitch: number, bearing: number): quat {
const rotation: quat = new Float64Array(4) as any;
quat.fromEuler(rotation, roll, pitch - 90.0, bearing);
return rotation;
}
/**
* Makes optional keys required and add the the undefined type.
*
* ```
* interface Test {
* foo: number;
* bar?: number;
* baz: number | undefined;
* }
*
* Complete<Test> {
* foo: number;
* bar: number | undefined;
* baz: number | undefined;
* }
*
* ```
*
* See https://medium.com/terria/typescript-transforming-optional-properties-to-required-properties-that-may-be-undefined-7482cb4e1585
*/
export type Complete<T> = {
[P in keyof Required<T>]: Pick<T, P> extends Required<Pick<T, P>> ? T[P] : (T[P] | undefined);
};
/**
* A helper to allow require of at least one property
*/
export type RequireAtLeastOne<T> = { [K in keyof T]-?: Required<Pick<T, K>> & Partial<Pick<T, Exclude<keyof T, K>>>; }[keyof T];
export type TileJSON = {
tilejson: '2.2.0' | '2.1.0' | '2.0.1' | '2.0.0' | '1.0.0';
name?: string;
description?: string;
version?: string;
attribution?: string;
template?: string;
tiles: Array<string>;
grids?: Array<string>;
data?: Array<string>;
minzoom?: number;
maxzoom?: number;
bounds?: [number, number, number, number];
center?: [number, number, number];
vector_layers: [{id: string}]; // this is partial but enough for what we need
};
/**
* The maximum world tile zoom (Z).
* In other words, the upper bound supported for tile zoom.
*/
export const MAX_TILE_ZOOM = 25;
/**
* The minimum world tile zoom (Z).
* In other words, the lower bound supported for tile zoom.
*/
export const MIN_TILE_ZOOM = 0;
export const MAX_VALID_LATITUDE = 85.051129;
const touchableEvents = {
touchstart: true,
touchmove: true,
touchmoveWindow: true,
touchend: true,
touchcancel: true
};
const pointableEvents = {
dblclick: true,
click: true,
mouseover: true,
mouseout: true,
mousedown: true,
mousemove: true,
mousemoveWindow: true,
mouseup: true,
mouseupWindow: true,
contextmenu: true,
wheel: true
};
export function isTouchableEvent(event: Event, eventType: string): event is TouchEvent {
return touchableEvents[eventType] && 'touches' in event;
}
export function isPointableEvent(event: Event, eventType: string): event is MouseEvent {
return pointableEvents[eventType] && (event instanceof MouseEvent || event instanceof WheelEvent);
}
export function isTouchableOrPointableType(eventType: string): boolean {
return touchableEvents[eventType] || pointableEvents[eventType];
}