A minimal TypeScript implementation of GeoArrow building on top of Arrow JS.
It complements the work-in-progress geoarrow-wasm
, which will provide Rust-based operations on GeoArrow memory.
- Performant spatial operations.
- Rich static typing of geometry arrays.
- Tree shakeable.
- Utilities for sharing Arrow data across Web Workers (not specific to GeoArrow)
Only spatial operations that are implemented on binary representations of geometry will be added to this repo.
This means that geoarrow-js
will not, say, use algorithms from Turf, because that would require conversions to and from GeoJSON for the operation.
Refer to the algorithm
namespace in the docs.
- Polygon area and signed area (via
@math.gl/polygon
) - Polygon winding order (via
@math.gl/polygon
) - Polygon triangulation (via
@math.gl/polygon
, a fork ofearcut
.) - Coordinate reprojection (via
proj4
) - Total bounds (the bounding box of an array of geometries).
Refer to the worker
namespace. Use preparePostMessage
to obtain references to all underlying ArrayBuffer
objects, so they can be transfered instead of copied.
import * as arrow from "apache-arrow";
import {
preparePostMessage,
rehydrateVector,
} from "@geoarrow/geoarrow-js/worker";
const originalVector = arrow.makeVector(new Int32Array([1, 2, 3]));
const [preparedVector, arrayBuffers] = preparePostMessage(originalVector);
// Here we use structuredClone to simulate a postMessage but on the main thread
const receivedVector = structuredClone(preparedVector, {
transfer: arrayBuffers,
});
const rehydratedVector = rehydrateVector(receivedVector);
geoarrow-js
is designed to be used seamlessly with WebAssembly-based GeoArrow operations, such as those in the JavaScript bindings of the Rust GeoArrow implementation, and with rendering libraries, such as deck.gl, with the help of @geoarrow/deck.gl-layers
.
For more background on my plans for GeoArrow ecosystem in JS and WebAssembly, refer to this thread.