Type alias TMapViewOptions

TMapViewOptions: {
    alpha?: boolean;
    antialias?: boolean;
    aoEnabled?: boolean;
    aoQuality?: "performance" | "low" | "medium" | "high" | "ultra";
    aoResolution?: "half" | "full";
    backgroundAlpha?: number;
    backgroundColor?: string;
    disableHover?: boolean;
    disableZoomOnMapSizeChange?: boolean;
    dynamicFocus?: {
        baseMap?: MappedinMap;
        buildingFullyVisibleZoomLevel?: number;
        indoorsFullyVisibleZoomLevel?: number;
        preloadDefaultMaps?: boolean;
        setMapAtZoomLevel?: number;
    };
    firstMap?: MappedinMap | string;
    loadOptions?: {
        async?: boolean;
        mapRenderStrategy?: MAP_RENDER_MODE;
        outdoorGeometryLayers?: string[];
        zoomOverrides?: {
            blueDotFollowingZoomFactor?: number;
            focusZoomFactorPolygon?: number;
            zoomMultiplier?: number;
        };
    };
    multiBufferRendering?: boolean;
    onWebGLContextCreationError?: (() => void);
    onWebGLContextLost?: (() => void);
    onWebGLContextRestored?: (() => void);
    onWebGLRendererError?: (() => void);
    outdoorView?: TOutdoorViewControllerOptions & {
        enabled?: boolean;
    };
    xRayPath?: boolean;
}

Type declaration

  • Optional alpha?: boolean

    True if the opacity argument to setBackgroundColor should be considered.

    Default

    true
    
  • Optional antialias?: boolean

    Controls whether antialiasing is on. Defaults to true, as long as devicePixelRatio is 1. This is very expensive on high resolution screens.

    Default

    true
    
  • Optional Experimental aoEnabled?: boolean

    Enable ambient occlusion. Only works in single buffer mode and when device supports WebGL2.

    Default

    false
    
  • Optional Experimental aoQuality?: "performance" | "low" | "medium" | "high" | "ultra"

    Change the quality of ambient occlusion in the scene. Greater quality means less noise, but worse performance.

    Default

    'medium'
    
  • Optional Experimental aoResolution?: "half" | "full"

    Change the resolution of ambient occlusion. Lower resolution will see significant performance improvement at the cost of visual artifacting.

    Default

    'half'
    
  • Optional backgroundAlpha?: number

    The opacity of the initial background color.

  • Optional backgroundColor?: string

    Background color of the map as a string e.g. #2e2e2e.

  • Optional disableHover?: boolean
  • Optional disableZoomOnMapSizeChange?: boolean
  • Optional Experimental dynamicFocus?: {
        baseMap?: MappedinMap;
        buildingFullyVisibleZoomLevel?: number;
        indoorsFullyVisibleZoomLevel?: number;
        preloadDefaultMaps?: boolean;
        setMapAtZoomLevel?: number;
    }
    • Optional baseMap?: MappedinMap

      The Dynamic Focus Map to always be visible

    • Optional buildingFullyVisibleZoomLevel?: number

      Mercator Zoom level when the outdoors geometry is fully visible

    • Optional indoorsFullyVisibleZoomLevel?: number

      Mercator Zoom level where the indoors are fully visible

    • Optional preloadDefaultMaps?: boolean

      Whether we should preload the default maps of each building This will incur a cost up-front, but make transitions smoother

    • Optional setMapAtZoomLevel?: number

      Level at which the map is "set", and colliders become visible

  • Optional firstMap?: MappedinMap | string

    First map to be rendered

  • Optional loadOptions?: {
        async?: boolean;
        mapRenderStrategy?: MAP_RENDER_MODE;
        outdoorGeometryLayers?: string[];
        zoomOverrides?: {
            blueDotFollowingZoomFactor?: number;
            focusZoomFactorPolygon?: number;
            zoomMultiplier?: number;
        };
    }
    • Optional async?: boolean
    • Optional mapRenderStrategy?: MAP_RENDER_MODE

      By default, the SDK will merge all geometries by material to reduce the number of draw calls to the GPU To rever back to using a single geometry for every polygon, pass MAP_RENDER_MODE.MULTI_GEOMETRY

    • Optional Experimental outdoorGeometryLayers?: string[]

      Specify a list of layers that contain outdoor geometry

    • Optional zoomOverrides?: {
          blueDotFollowingZoomFactor?: number;
          focusZoomFactorPolygon?: number;
          zoomMultiplier?: number;
      }
      • Optional blueDotFollowingZoomFactor?: number
      • Optional focusZoomFactorPolygon?: number
      • Optional zoomMultiplier?: number
  • Optional Experimental multiBufferRendering?: boolean

    Multi-buffer rendering should improve performance but may cause issues on older GPUs/browsers

    Default

    false
    
  • Optional onWebGLContextCreationError?: (() => void)
      • (): void
      • Returns void

  • Optional onWebGLContextLost?: (() => void)
      • (): void
      • Returns void

  • Optional onWebGLContextRestored?: (() => void)
      • (): void
      • Returns void

  • Optional onWebGLRendererError?: (() => void)
      • (): void
      • Returns void

  • Optional Experimental outdoorView?: TOutdoorViewControllerOptions & {
        enabled?: boolean;
    }

    Settings for experimental vector tile -based outdoor context Requires multiBufferRendering to be enabled.

  • Optional Experimental xRayPath?: boolean

    Journey path will be visible through other objects. Note: this is on by default, but requires the multiBufferRendering option (which is off by default) to be turned on.

    Default

    true