@deck.gl-community/layers 9.1.0-beta.8 → 9.2.0-beta.2

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.
package/LICENSE CHANGED
@@ -1,5 +1,5 @@
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  Copyright (c) 2015 - 2021 Uber Technologies, Inc.
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- Copyright (c) 2022 - 2023 vis.gl contributors
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+ Copyright (c) 2022 - 2025 vis.gl contributors
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  Permission is hereby granted, free of charge, to any person obtaining a copy
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  of this software and associated documentation files (the "Software"), to deal
package/dist/index.cjs CHANGED
@@ -161,7 +161,7 @@ var PathOutlineLayer = class extends import_layers.PathLayer {
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  super.initializeState();
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  this.setState({
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  outlineFramebuffer: context.device.createFramebuffer({}),
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- dummyTexture: context.device.createTexture({})
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+ dummyTexture: context.device.createTexture({ width: 1, height: 1 })
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  });
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  this.state.attributeManager.addInstanced({
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  instanceZLevel: {
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../src/index.ts", "../src/path-outline-layer/path-outline-layer.ts", "../src/path-outline-layer/outline.ts", "../src/path-marker-layer/path-marker-layer.ts", "../src/path-marker-layer/arrow-2d-geometry.ts", "../src/path-marker-layer/create-path-markers.ts", "../src/path-marker-layer/polyline.ts"],
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- "sourcesContent": ["// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nexport type {PathOutlineLayerProps} from './path-outline-layer/path-outline-layer';\nexport {PathOutlineLayer} from './path-outline-layer/path-outline-layer';\n\nexport type {PathMarkerLayerProps} from './path-marker-layer/path-marker-layer';\nexport {PathMarkerLayer} from './path-marker-layer/path-marker-layer';\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {PathLayerProps} from '@deck.gl/layers';\nimport {PathLayer} from '@deck.gl/layers';\nimport type {DefaultProps, LayerContext} from '@deck.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {Framebuffer, Texture} from '@luma.gl/core';\nimport {outline} from './outline';\n\n/**\n * Unit literal to shader unit number conversion.\n */\nexport const UNIT = {\n common: 0,\n meters: 1,\n pixels: 2\n};\n\n// TODO - this should be built into assembleShaders\nfunction injectShaderCode({source, code = ''}) {\n const INJECT_CODE = /}[^{}]*$/;\n return source.replace(INJECT_CODE, code.concat('\\n}\\n'));\n}\n\nconst VS_CODE = `\\\n outline_setUV(gl_Position);\n outline_setZLevel(instanceZLevel);\n`;\n\nconst FS_CODE = `\\\n fragColor = outline_filterColor(fragColor);\n`;\n\nexport type PathOutlineLayerProps<DataT> = PathLayerProps<DataT> & {\n dashJustified?: boolean;\n getDashArray?: [number, number] | ((d: DataT) => [number, number] | null);\n getZLevel?: (d: DataT, index: number) => number;\n};\n\nconst defaultProps: DefaultProps<PathOutlineLayerProps<any>> = {\n getZLevel: () => 0\n};\n\nexport class PathOutlineLayer<DataT = any, ExtraPropsT = Record<string, unknown>> extends PathLayer<\n DataT,\n ExtraPropsT & Required<PathOutlineLayerProps<DataT>>\n> {\n static layerName = 'PathOutlineLayer';\n static defaultProps = defaultProps;\n\n state: {\n model?: any;\n pathTesselator: any;\n outlineFramebuffer: Framebuffer;\n dummyTexture: Texture;\n } = undefined!;\n\n // Override getShaders to inject the outline module\n getShaders() {\n const shaders = super.getShaders();\n return Object.assign({}, shaders, {\n modules: shaders.modules.concat([outline]),\n vs: injectShaderCode({source: shaders.vs, code: VS_CODE}),\n fs: injectShaderCode({source: shaders.fs, code: FS_CODE})\n });\n }\n\n // @ts-expect-error PathLayer is missing LayerContext arg\n initializeState(context: LayerContext) {\n super.initializeState();\n\n // Create an outline \"shadow\" map\n // TODO - we should create a single outlineMap for all layers\n this.setState({\n outlineFramebuffer: context.device.createFramebuffer({}),\n dummyTexture: context.device.createTexture({})\n });\n\n // Create an attribute manager\n // @ts-expect-error check whether this.getAttributeManager works here\n this.state.attributeManager.addInstanced({\n instanceZLevel: {\n size: 1,\n type: GL.UNSIGNED_BYTE,\n accessor: 'getZLevel'\n }\n });\n }\n\n // Override draw to add render module\n draw({moduleParameters = {}, parameters, uniforms, context}) {\n // Need to calculate same uniforms as base layer\n const {\n jointRounded,\n capRounded,\n billboard,\n miterLimit,\n widthUnits,\n widthScale,\n widthMinPixels,\n widthMaxPixels\n } = this.props;\n\n uniforms = Object.assign({}, uniforms, {\n jointType: Number(jointRounded),\n capType: Number(capRounded),\n billboard,\n widthUnits: UNIT[widthUnits],\n widthScale,\n miterLimit,\n widthMinPixels,\n widthMaxPixels\n });\n\n // Render the outline shadowmap (based on segment z orders)\n const {outlineFramebuffer, dummyTexture} = this.state;\n // TODO(v9): resize, see 'sf' example.\n // outlineFramebuffer.resize();\n // TODO(v9) clear FBO\n // outlineFramebuffer.clear({ color: true, depth: true, stencil: true });\n\n this.state.model.updateModuleSettings({\n outlineEnabled: true,\n outlineRenderShadowmap: true,\n outlineShadowmap: dummyTexture\n });\n\n this.state.model.draw({\n uniforms: Object.assign({}, uniforms, {\n jointType: 0,\n widthScale: this.props.widthScale * 1.3\n }),\n parameters: {\n depthTest: false,\n // Biggest value needs to go into buffer\n blendEquation: GL.MAX\n },\n framebuffer: outlineFramebuffer\n });\n\n // Now use the outline shadowmap to render the lines (with outlines)\n this.state.model.updateModuleSettings({\n outlineEnabled: true,\n outlineRenderShadowmap: false,\n outlineShadowmap: outlineFramebuffer\n });\n this.state.model.draw({\n uniforms: Object.assign({}, uniforms, {\n jointType: Number(jointRounded),\n capType: Number(capRounded),\n widthScale: this.props.widthScale\n }),\n parameters: {\n depthTest: false\n }\n });\n }\n}\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\n\n/* eslint-disable camelcase */\nconst INITIAL_STATE: Record<string, any> = {\n outlineEnabled: false,\n outlineRenderShadowmap: false,\n outlineShadowmap: null\n};\n\nfunction getUniforms({outlineEnabled, outlineRenderShadowmap, outlineShadowmap} = INITIAL_STATE) {\n const uniforms: Record<string, any> = {};\n if (outlineEnabled !== undefined) {\n // ? 1.0 : 0.0;\n uniforms.outline_uEnabled = outlineEnabled;\n }\n if (outlineRenderShadowmap !== undefined) {\n // ? 1.0 : 0.0;\n uniforms.outline_uRenderOutlines = outlineRenderShadowmap;\n }\n if (outlineShadowmap !== undefined) {\n uniforms.outline_uShadowmap = outlineShadowmap;\n }\n return uniforms;\n}\n\nconst vs = `\\\n#version 300 es\nin float instanceZLevel;\nout float outline_vzLevel;\nout vec4 outline_vPosition;\n\n// Set the z level for the outline shadowmap rendering\nvoid outline_setZLevel(float zLevel) {\n outline_vzLevel = zLevel;\n}\n\n// Store an adjusted position for texture2DProj\nvoid outline_setUV(vec4 position) {\n // mat4(\n // 0.5, 0.0, 0.0, 0.0,\n // 0.0, 0.5, 0.0, 0.0,\n // 0.0, 0.0, 0.5, 0.0,\n // 0.5, 0.5, 0.5, 1.0\n // ) * position;\n outline_vPosition = vec4(position.xyz * 0.5 + position.w * 0.5, position.w);\n}\n`;\n\nconst fs = `\\\nuniform bool outline_uEnabled;\nuniform bool outline_uRenderOutlines;\nuniform sampler2D outline_uShadowmap;\n\nin float outline_vzLevel;\n// in vec2 outline_vUV;\nin vec4 outline_vPosition;\n\nout vec4 fragColor;\n\nconst float OUTLINE_Z_LEVEL_ERROR = 0.01;\n\n// Return a darker color in shadowmap\nvec4 outline_filterShadowColor(vec4 color) {\n return vec4(outline_vzLevel / 255., outline_vzLevel / 255., outline_vzLevel / 255., 1.);\n}\n\n// Return a darker color if in shadowmap\nvec4 outline_filterDarkenColor(vec4 color) {\n if (outline_uEnabled) {\n float maxZLevel;\n if (outline_vPosition.q > 0.0) {\n maxZLevel = texture2DProj(outline_uShadowmap, outline_vPosition).r * 255.;\n } else {\n discard;\n }\n if (maxZLevel < outline_vzLevel + OUTLINE_Z_LEVEL_ERROR) {\n vec4(color.rgb * 0.5, color.a);\n } else {\n discard;\n }\n }\n return color;\n}\n\n// if enabled and rendering outlines - Render depth to shadowmap\n// if enabled and rendering colors - Return a darker color if in shadowmap\n// if disabled, just return color\nvec4 outline_filterColor(vec4 color) {\n if (outline_uEnabled) {\n return outline_uRenderOutlines ?\n outline_filterShadowColor(color) :\n outline_filterDarkenColor(color);\n }\n return color;\n}\n`;\n\nexport const outline = {\n name: 'outline',\n vs,\n fs,\n getUniforms\n} as const satisfies ShaderModule;\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {DefaultProps} from '@deck.gl/core';\nimport {CompositeLayer, COORDINATE_SYSTEM} from '@deck.gl/core';\nimport {ScatterplotLayer} from '@deck.gl/layers';\nimport {SimpleMeshLayer} from '@deck.gl/mesh-layers';\nimport {PathOutlineLayer, PathOutlineLayerProps} from '../path-outline-layer/path-outline-layer';\nimport {Arrow2DGeometry} from './arrow-2d-geometry';\n\nimport {createPathMarkers} from './create-path-markers';\nimport {getClosestPointOnPolyline} from './polyline';\nimport {Vector3} from '@math.gl/core';\n\nconst DISTANCE_FOR_MULTI_ARROWS = 0.1;\nconst ARROW_HEAD_SIZE = 0.2;\nconst ARROW_TAIL_WIDTH = 0.05;\n// const ARROW_CENTER_ADJUST = -0.8;\n\nconst DEFAULT_MARKER_LAYER = SimpleMeshLayer;\n\nexport type PathMarkerLayerProps<DataT> = PathOutlineLayerProps<DataT> & {\n getDirection?: (x) => any;\n getMarkerColor?: (x) => number[];\n getMarkerPercentages?: (x: any, info: any) => number[];\n highlightPoint?: any;\n highlightIndex?: number;\n MarkerLayer?: any;\n markerLayerProps?: any;\n sizeScale?: number;\n fp64?: boolean;\n nebulaLayer?: any;\n};\n\nconst DEFAULT_MARKER_LAYER_PROPS = {\n mesh: new Arrow2DGeometry({headSize: ARROW_HEAD_SIZE, tailWidth: ARROW_TAIL_WIDTH})\n};\n\nconst defaultProps: DefaultProps<PathMarkerLayerProps<any>> = Object.assign(\n {},\n PathOutlineLayer.defaultProps,\n {\n MarkerLayer: DEFAULT_MARKER_LAYER,\n markerLayerProps: DEFAULT_MARKER_LAYER_PROPS,\n\n sizeScale: 100,\n fp64: false,\n\n highlightIndex: -1,\n highlightPoint: null,\n\n getPath: (x) => x.path,\n getColor: (x) => x.color,\n getMarkerColor: (x) => [0, 0, 0, 255],\n getDirection: (x) => x.direction,\n getMarkerPercentages: (object, {lineLength}) =>\n lineLength > DISTANCE_FOR_MULTI_ARROWS ? [0.25, 0.5, 0.75] : [0.5]\n }\n);\n\nexport class PathMarkerLayer<\n DataT = any,\n ExtraPropsT = Record<string, unknown>\n> extends CompositeLayer<ExtraPropsT & Required<PathMarkerLayerProps<DataT>>> {\n static layerName = 'PathMarkerLayer';\n static defaultProps = defaultProps;\n\n state: {\n closestPoint: Vector3 | null;\n closestPoints?: {position: Vector3}[];\n markers: any[];\n mesh: Arrow2DGeometry;\n } = undefined!;\n\n initializeState() {\n this.state = {\n markers: [],\n mesh: new Arrow2DGeometry({headSize: ARROW_HEAD_SIZE, tailWidth: ARROW_TAIL_WIDTH}),\n closestPoint: null,\n closestPoints: []\n };\n }\n\n projectFlat(xyz, viewport, coordinateSystem, coordinateOrigin) {\n if (coordinateSystem === COORDINATE_SYSTEM.METER_OFFSETS) {\n const [dx, dy] = viewport.metersToLngLatDelta(xyz);\n const [x, y] = coordinateOrigin;\n return viewport.projectFlat([x + dx, dy + y]);\n } else if (coordinateSystem === COORDINATE_SYSTEM.LNGLAT_OFFSETS) {\n const [dx, dy] = xyz;\n const [x, y] = coordinateOrigin;\n return viewport.projectFlat([x + dx, dy + y]);\n }\n\n return viewport.projectFlat(xyz);\n }\n\n updateState({props, oldProps, changeFlags}) {\n if (changeFlags.dataChanged || changeFlags.updateTriggersChanged) {\n const {\n data,\n getPath,\n getDirection,\n getMarkerColor,\n getMarkerPercentages,\n coordinateSystem,\n coordinateOrigin\n } = this.props;\n\n const {viewport} = this.context;\n const projectFlat = (o) => this.projectFlat(o, viewport, coordinateSystem, coordinateOrigin);\n this.state.markers = createPathMarkers({\n data,\n getPath,\n getDirection,\n getColor: getMarkerColor,\n getMarkerPercentages,\n projectFlat\n });\n this._recalculateClosestPoint();\n }\n if (changeFlags.propsChanged) {\n if (props.point !== oldProps.point) {\n this._recalculateClosestPoint();\n }\n }\n }\n\n _recalculateClosestPoint() {\n const {highlightPoint, highlightIndex} = this.props;\n if (highlightPoint && highlightIndex >= 0) {\n const object = this.props.data[highlightIndex];\n const points = this.props.getPath(object, null as any);\n const {point} = getClosestPointOnPolyline({points, p: highlightPoint});\n this.state.closestPoints = [{position: point}];\n } else {\n this.state.closestPoints = [];\n }\n }\n\n getPickingInfo({info}) {\n return Object.assign(info, {\n // override object with picked feature\n object: (info.object && info.object.path) || info.object\n });\n }\n\n renderLayers() {\n return [\n new PathOutlineLayer(\n this.props,\n this.getSubLayerProps({\n id: 'paths',\n // Note: data has to be passed explicitly like this to avoid being empty\n data: this.props.data\n })\n ),\n new this.props.MarkerLayer(\n this.getSubLayerProps(\n Object.assign({}, this.props.markerLayerProps, {\n id: 'markers',\n data: this.state.markers,\n getOrientation: (x) => [0, -x.angle, 0],\n getColor: (x) => x.color,\n sizeScale: this.props.sizeScale,\n fp64: this.props.fp64,\n pickable: false,\n parameters: {\n blend: false,\n depthTest: false\n }\n })\n )\n ),\n this.state.closestPoints &&\n new ScatterplotLayer({\n id: `${this.props.id}-highlight`,\n data: this.state.closestPoints,\n fp64: this.props.fp64\n })\n ];\n }\n}\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Geometry} from '@luma.gl/engine';\n\nexport class Arrow2DGeometry extends Geometry {\n constructor(opts = {}) {\n super(\n Object.assign({}, opts, {\n attributes: getArrowAttributes(opts),\n topology: 'triangle-list' as const\n })\n );\n }\n}\n\nfunction getArrowAttributes({length = 1, headSize = 0.2, tailWidth = 0.05, tailStart = 0.05}) {\n const texCoords = [\n // HEAD\n 0.5,\n 1.0,\n 0,\n 0.5 - headSize / 2,\n 1.0 - headSize,\n 0,\n 0.5 + headSize / 2,\n 1.0 - headSize,\n 0,\n 0.5 - tailWidth / 2,\n tailStart,\n 0,\n 0.5 + tailWidth / 2,\n 1.0 - headSize,\n 0,\n 0.5 + tailWidth / 2,\n tailStart,\n 0,\n 0.5 - tailWidth / 2,\n tailStart,\n 0,\n 0.5 - tailWidth / 2,\n 1.0 - headSize,\n 0,\n 0.5 + tailWidth / 2,\n 1.0 - headSize,\n 0\n ];\n\n const normals = [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1];\n\n // Center and scale\n const positions = new Array(texCoords.length);\n for (let i = 0; i < texCoords.length / 3; i++) {\n const i3 = i * 3;\n positions[i3 + 0] = (texCoords[i3 + 0] - 0.5) * length;\n positions[i3 + 1] = (texCoords[i3 + 1] - 0.5) * length;\n positions[i3 + 2] = 0;\n }\n return {\n positions: {size: 3, value: new Float32Array(positions)},\n normals: {size: 3, value: new Float32Array(normals)},\n texCoords: {size: 2, value: new Float32Array(texCoords)}\n };\n}\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Vector2} from '@math.gl/core';\n\n/** GeoJSON style position coordinate vector */\nexport type Position = [number, number] | [number, number, number];\n\n/** [red, green, blue, alpha] in premultiplied alpha format */\nexport type Color = [number, number, number, number];\n\nexport interface PathMarker {\n position: Position;\n angle: number;\n color: Color;\n object: unknown;\n}\n\nfunction getLineLength(vPoints) {\n // calculate total length\n let lineLength = 0;\n for (let i = 0; i < vPoints.length - 1; i++) {\n lineLength += vPoints[i].distance(vPoints[i + 1]);\n }\n return lineLength;\n}\n\nconst DEFAULT_COLOR = [0, 0, 0, 255];\nconst DEFAULT_DIRECTION = {forward: true, backward: false};\n\nexport function createPathMarkers({\n data,\n getPath = (x, context) => x.path,\n getDirection = (x) => x.direction,\n getColor = (x) => DEFAULT_COLOR,\n getMarkerPercentages = (x, info) => [0.5],\n projectFlat\n}): PathMarker[] {\n const markers: PathMarker[] = [];\n\n for (const object of data) {\n const path = getPath(object, null);\n const direction = getDirection(object) || DEFAULT_DIRECTION;\n const color = getColor(object);\n\n const vPoints = path.map((p) => new Vector2(p));\n const vPointsReverse = vPoints.slice(0).reverse();\n\n // calculate total length\n const lineLength = getLineLength(vPoints);\n\n // Ask for where to put markers\n const percentages = getMarkerPercentages(object, {lineLength});\n\n // Create the markers\n for (const percentage of percentages) {\n if (direction.forward) {\n const marker = createMarkerAlongPath({\n path: vPoints,\n percentage,\n lineLength,\n color,\n object,\n projectFlat\n });\n markers.push(marker);\n }\n\n if (direction.backward) {\n const marker = createMarkerAlongPath({\n path: vPointsReverse,\n percentage,\n lineLength,\n color,\n object,\n projectFlat\n });\n markers.push(marker);\n }\n }\n }\n\n return markers;\n}\n\nfunction createMarkerAlongPath({\n path,\n percentage,\n lineLength,\n color,\n object,\n projectFlat\n}): PathMarker {\n const distanceAlong = lineLength * percentage;\n let currentDistance = 0;\n let previousDistance = 0;\n let i = 0;\n for (i = 0; i < path.length - 1; i++) {\n currentDistance += path[i].distance(path[i + 1]);\n if (currentDistance > distanceAlong) {\n break;\n }\n previousDistance = currentDistance;\n }\n\n // If reached the end of the loop without exiting early,\n // undo the final increment to avoid a null-pointer exception\n if (i === path.length - 1) {\n i -= 1;\n }\n\n const vDirection = path[i + 1].clone().subtract(path[i]).normalize();\n const along = distanceAlong - previousDistance;\n const vCenter = vDirection.clone().multiply(new Vector2(along, along)).add(path[i]);\n\n const vDirection2 = new Vector2(projectFlat(path[i + 1])).subtract(projectFlat(path[i]));\n\n const angle = (vDirection2.verticalAngle() * 180) / Math.PI;\n\n return {position: [vCenter.x, vCenter.y, 0], angle, color, object};\n}\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Vector3, clamp} from '@math.gl/core';\n\n// Return the closest point on a line segment\nexport function getClosestPointOnLine({p, p1, p2, clampToLine = true}) {\n const lineVector = new Vector3(p2).subtract(p1);\n const pointVector = new Vector3(p).subtract(p1);\n let dotProduct = lineVector.dot(pointVector);\n if (clampToLine) {\n dotProduct = clamp(dotProduct, 0, 1);\n }\n\n return lineVector.lerp(p1, p2, dotProduct);\n}\n\n// Return the closest point on a line segment\nexport function getClosestPointOnPolyline({p, points}) {\n p = new Vector3(p);\n let pClosest: Vector3 | null = null;\n let distanceSquared = Infinity;\n let index = -1;\n for (let i = 0; i < points.length - 1; ++i) {\n const p1 = points[i];\n const p2 = points[i + 1];\n const pClosestOnLine = getClosestPointOnLine({p, p1, p2});\n const distanceToLineSquared = p.distanceSquared(pClosestOnLine);\n if (distanceToLineSquared < distanceSquared) {\n distanceSquared = distanceToLineSquared;\n pClosest = pClosestOnLine;\n index = i;\n }\n }\n return {\n point: pClosest,\n index,\n p1: points[index],\n p2: points[index + 1],\n distanceSquared,\n distance: Math.sqrt(distanceSquared)\n };\n}\n"],
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- "mappings": 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+ "sourcesContent": ["// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nexport type {PathOutlineLayerProps} from './path-outline-layer/path-outline-layer';\nexport {PathOutlineLayer} from './path-outline-layer/path-outline-layer';\n\nexport type {PathMarkerLayerProps} from './path-marker-layer/path-marker-layer';\nexport {PathMarkerLayer} from './path-marker-layer/path-marker-layer';\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {PathLayerProps} from '@deck.gl/layers';\nimport {PathLayer} from '@deck.gl/layers';\nimport type {DefaultProps, LayerContext} from '@deck.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {Framebuffer, Texture} from '@luma.gl/core';\nimport {outline} from './outline';\n\n/**\n * Unit literal to shader unit number conversion.\n */\nexport const UNIT = {\n common: 0,\n meters: 1,\n pixels: 2\n};\n\n// TODO - this should be built into assembleShaders\nfunction injectShaderCode({source, code = ''}) {\n const INJECT_CODE = /}[^{}]*$/;\n return source.replace(INJECT_CODE, code.concat('\\n}\\n'));\n}\n\nconst VS_CODE = `\\\n outline_setUV(gl_Position);\n outline_setZLevel(instanceZLevel);\n`;\n\nconst FS_CODE = `\\\n fragColor = outline_filterColor(fragColor);\n`;\n\nexport type PathOutlineLayerProps<DataT> = PathLayerProps<DataT> & {\n dashJustified?: boolean;\n getDashArray?: [number, number] | ((d: DataT) => [number, number] | null);\n getZLevel?: (d: DataT, index: number) => number;\n};\n\nconst defaultProps: DefaultProps<PathOutlineLayerProps<any>> = {\n getZLevel: () => 0\n};\n\nexport class PathOutlineLayer<DataT = any, ExtraPropsT = Record<string, unknown>> extends PathLayer<\n DataT,\n ExtraPropsT & Required<PathOutlineLayerProps<DataT>>\n> {\n static layerName = 'PathOutlineLayer';\n static defaultProps = defaultProps;\n\n state: {\n model?: any;\n pathTesselator: any;\n outlineFramebuffer: Framebuffer;\n dummyTexture: Texture;\n } = undefined!;\n\n // Override getShaders to inject the outline module\n getShaders() {\n const shaders = super.getShaders();\n return Object.assign({}, shaders, {\n modules: shaders.modules.concat([outline]),\n vs: injectShaderCode({source: shaders.vs, code: VS_CODE}),\n fs: injectShaderCode({source: shaders.fs, code: FS_CODE})\n });\n }\n\n // @ts-expect-error PathLayer is missing LayerContext arg\n initializeState(context: LayerContext) {\n super.initializeState();\n\n // Create an outline \"shadow\" map\n // TODO - we should create a single outlineMap for all layers\n this.setState({\n outlineFramebuffer: context.device.createFramebuffer({}),\n dummyTexture: context.device.createTexture({width: 1, height: 1})\n });\n\n // Create an attribute manager\n // @ts-expect-error check whether this.getAttributeManager works here\n this.state.attributeManager.addInstanced({\n instanceZLevel: {\n size: 1,\n type: GL.UNSIGNED_BYTE,\n accessor: 'getZLevel'\n }\n });\n }\n\n // Override draw to add render module\n draw({moduleParameters = {}, parameters, uniforms, context}) {\n // Need to calculate same uniforms as base layer\n const {\n jointRounded,\n capRounded,\n billboard,\n miterLimit,\n widthUnits,\n widthScale,\n widthMinPixels,\n widthMaxPixels\n } = this.props;\n\n uniforms = Object.assign({}, uniforms, {\n jointType: Number(jointRounded),\n capType: Number(capRounded),\n billboard,\n widthUnits: UNIT[widthUnits],\n widthScale,\n miterLimit,\n widthMinPixels,\n widthMaxPixels\n });\n\n // Render the outline shadowmap (based on segment z orders)\n const {outlineFramebuffer, dummyTexture} = this.state;\n // TODO(v9): resize, see 'sf' example.\n // outlineFramebuffer.resize();\n // TODO(v9) clear FBO\n // outlineFramebuffer.clear({ color: true, depth: true, stencil: true });\n\n this.state.model.updateModuleSettings({\n outlineEnabled: true,\n outlineRenderShadowmap: true,\n outlineShadowmap: dummyTexture\n });\n\n this.state.model.draw({\n uniforms: Object.assign({}, uniforms, {\n jointType: 0,\n widthScale: this.props.widthScale * 1.3\n }),\n parameters: {\n depthTest: false,\n // Biggest value needs to go into buffer\n blendEquation: GL.MAX\n },\n framebuffer: outlineFramebuffer\n });\n\n // Now use the outline shadowmap to render the lines (with outlines)\n this.state.model.updateModuleSettings({\n outlineEnabled: true,\n outlineRenderShadowmap: false,\n outlineShadowmap: outlineFramebuffer\n });\n this.state.model.draw({\n uniforms: Object.assign({}, uniforms, {\n jointType: Number(jointRounded),\n capType: Number(capRounded),\n widthScale: this.props.widthScale\n }),\n parameters: {\n depthTest: false\n }\n });\n }\n}\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\n\n/* eslint-disable camelcase */\nconst INITIAL_STATE: Record<string, any> = {\n outlineEnabled: false,\n outlineRenderShadowmap: false,\n outlineShadowmap: null\n};\n\nfunction getUniforms({outlineEnabled, outlineRenderShadowmap, outlineShadowmap} = INITIAL_STATE) {\n const uniforms: Record<string, any> = {};\n if (outlineEnabled !== undefined) {\n // ? 1.0 : 0.0;\n uniforms.outline_uEnabled = outlineEnabled;\n }\n if (outlineRenderShadowmap !== undefined) {\n // ? 1.0 : 0.0;\n uniforms.outline_uRenderOutlines = outlineRenderShadowmap;\n }\n if (outlineShadowmap !== undefined) {\n uniforms.outline_uShadowmap = outlineShadowmap;\n }\n return uniforms;\n}\n\nconst vs = `\\\n#version 300 es\nin float instanceZLevel;\nout float outline_vzLevel;\nout vec4 outline_vPosition;\n\n// Set the z level for the outline shadowmap rendering\nvoid outline_setZLevel(float zLevel) {\n outline_vzLevel = zLevel;\n}\n\n// Store an adjusted position for texture2DProj\nvoid outline_setUV(vec4 position) {\n // mat4(\n // 0.5, 0.0, 0.0, 0.0,\n // 0.0, 0.5, 0.0, 0.0,\n // 0.0, 0.0, 0.5, 0.0,\n // 0.5, 0.5, 0.5, 1.0\n // ) * position;\n outline_vPosition = vec4(position.xyz * 0.5 + position.w * 0.5, position.w);\n}\n`;\n\nconst fs = `\\\nuniform bool outline_uEnabled;\nuniform bool outline_uRenderOutlines;\nuniform sampler2D outline_uShadowmap;\n\nin float outline_vzLevel;\n// in vec2 outline_vUV;\nin vec4 outline_vPosition;\n\nout vec4 fragColor;\n\nconst float OUTLINE_Z_LEVEL_ERROR = 0.01;\n\n// Return a darker color in shadowmap\nvec4 outline_filterShadowColor(vec4 color) {\n return vec4(outline_vzLevel / 255., outline_vzLevel / 255., outline_vzLevel / 255., 1.);\n}\n\n// Return a darker color if in shadowmap\nvec4 outline_filterDarkenColor(vec4 color) {\n if (outline_uEnabled) {\n float maxZLevel;\n if (outline_vPosition.q > 0.0) {\n maxZLevel = texture2DProj(outline_uShadowmap, outline_vPosition).r * 255.;\n } else {\n discard;\n }\n if (maxZLevel < outline_vzLevel + OUTLINE_Z_LEVEL_ERROR) {\n vec4(color.rgb * 0.5, color.a);\n } else {\n discard;\n }\n }\n return color;\n}\n\n// if enabled and rendering outlines - Render depth to shadowmap\n// if enabled and rendering colors - Return a darker color if in shadowmap\n// if disabled, just return color\nvec4 outline_filterColor(vec4 color) {\n if (outline_uEnabled) {\n return outline_uRenderOutlines ?\n outline_filterShadowColor(color) :\n outline_filterDarkenColor(color);\n }\n return color;\n}\n`;\n\nexport const outline = {\n name: 'outline',\n vs,\n fs,\n getUniforms\n} as const satisfies ShaderModule;\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {DefaultProps} from '@deck.gl/core';\nimport {CompositeLayer, COORDINATE_SYSTEM} from '@deck.gl/core';\nimport {ScatterplotLayer} from '@deck.gl/layers';\nimport {SimpleMeshLayer} from '@deck.gl/mesh-layers';\nimport {PathOutlineLayer, PathOutlineLayerProps} from '../path-outline-layer/path-outline-layer';\nimport {Arrow2DGeometry} from './arrow-2d-geometry';\n\nimport {createPathMarkers} from './create-path-markers';\nimport {getClosestPointOnPolyline} from './polyline';\nimport {Vector3} from '@math.gl/core';\n\nconst DISTANCE_FOR_MULTI_ARROWS = 0.1;\nconst ARROW_HEAD_SIZE = 0.2;\nconst ARROW_TAIL_WIDTH = 0.05;\n// const ARROW_CENTER_ADJUST = -0.8;\n\nconst DEFAULT_MARKER_LAYER = SimpleMeshLayer;\n\nexport type PathMarkerLayerProps<DataT> = PathOutlineLayerProps<DataT> & {\n getDirection?: (x) => any;\n getMarkerColor?: (x) => number[];\n getMarkerPercentages?: (x: any, info: any) => number[];\n highlightPoint?: any;\n highlightIndex?: number;\n MarkerLayer?: any;\n markerLayerProps?: any;\n sizeScale?: number;\n fp64?: boolean;\n nebulaLayer?: any;\n};\n\nconst DEFAULT_MARKER_LAYER_PROPS = {\n mesh: new Arrow2DGeometry({headSize: ARROW_HEAD_SIZE, tailWidth: ARROW_TAIL_WIDTH})\n};\n\nconst defaultProps: DefaultProps<PathMarkerLayerProps<any>> = Object.assign(\n {},\n PathOutlineLayer.defaultProps,\n {\n MarkerLayer: DEFAULT_MARKER_LAYER,\n markerLayerProps: DEFAULT_MARKER_LAYER_PROPS,\n\n sizeScale: 100,\n fp64: false,\n\n highlightIndex: -1,\n highlightPoint: null,\n\n getPath: (x) => x.path,\n getColor: (x) => x.color,\n getMarkerColor: (x) => [0, 0, 0, 255],\n getDirection: (x) => x.direction,\n getMarkerPercentages: (object, {lineLength}) =>\n lineLength > DISTANCE_FOR_MULTI_ARROWS ? [0.25, 0.5, 0.75] : [0.5]\n }\n);\n\nexport class PathMarkerLayer<\n DataT = any,\n ExtraPropsT = Record<string, unknown>\n> extends CompositeLayer<ExtraPropsT & Required<PathMarkerLayerProps<DataT>>> {\n static layerName = 'PathMarkerLayer';\n static defaultProps = defaultProps;\n\n state: {\n closestPoint: Vector3 | null;\n closestPoints?: {position: Vector3}[];\n markers: any[];\n mesh: Arrow2DGeometry;\n } = undefined!;\n\n initializeState() {\n this.state = {\n markers: [],\n mesh: new Arrow2DGeometry({headSize: ARROW_HEAD_SIZE, tailWidth: ARROW_TAIL_WIDTH}),\n closestPoint: null,\n closestPoints: []\n };\n }\n\n projectFlat(xyz, viewport, coordinateSystem, coordinateOrigin) {\n if (coordinateSystem === COORDINATE_SYSTEM.METER_OFFSETS) {\n const [dx, dy] = viewport.metersToLngLatDelta(xyz);\n const [x, y] = coordinateOrigin;\n return viewport.projectFlat([x + dx, dy + y]);\n } else if (coordinateSystem === COORDINATE_SYSTEM.LNGLAT_OFFSETS) {\n const [dx, dy] = xyz;\n const [x, y] = coordinateOrigin;\n return viewport.projectFlat([x + dx, dy + y]);\n }\n\n return viewport.projectFlat(xyz);\n }\n\n updateState({props, oldProps, changeFlags}) {\n if (changeFlags.dataChanged || changeFlags.updateTriggersChanged) {\n const {\n data,\n getPath,\n getDirection,\n getMarkerColor,\n getMarkerPercentages,\n coordinateSystem,\n coordinateOrigin\n } = this.props;\n\n const {viewport} = this.context;\n const projectFlat = (o) => this.projectFlat(o, viewport, coordinateSystem, coordinateOrigin);\n this.state.markers = createPathMarkers({\n data,\n getPath,\n getDirection,\n getColor: getMarkerColor,\n getMarkerPercentages,\n projectFlat\n });\n this._recalculateClosestPoint();\n }\n if (changeFlags.propsChanged) {\n if (props.point !== oldProps.point) {\n this._recalculateClosestPoint();\n }\n }\n }\n\n _recalculateClosestPoint() {\n const {highlightPoint, highlightIndex} = this.props;\n if (highlightPoint && highlightIndex >= 0) {\n const object = this.props.data[highlightIndex];\n const points = this.props.getPath(object, null as any);\n const {point} = getClosestPointOnPolyline({points, p: highlightPoint});\n this.state.closestPoints = [{position: point}];\n } else {\n this.state.closestPoints = [];\n }\n }\n\n getPickingInfo({info}) {\n return Object.assign(info, {\n // override object with picked feature\n object: (info.object && info.object.path) || info.object\n });\n }\n\n renderLayers() {\n return [\n new PathOutlineLayer(\n this.props,\n this.getSubLayerProps({\n id: 'paths',\n // Note: data has to be passed explicitly like this to avoid being empty\n data: this.props.data\n })\n ),\n new this.props.MarkerLayer(\n this.getSubLayerProps(\n Object.assign({}, this.props.markerLayerProps, {\n id: 'markers',\n data: this.state.markers,\n getOrientation: (x) => [0, -x.angle, 0],\n getColor: (x) => x.color,\n sizeScale: this.props.sizeScale,\n fp64: this.props.fp64,\n pickable: false,\n parameters: {\n blend: false,\n depthTest: false\n }\n })\n )\n ),\n this.state.closestPoints &&\n new ScatterplotLayer({\n id: `${this.props.id}-highlight`,\n data: this.state.closestPoints,\n fp64: this.props.fp64\n })\n ];\n }\n}\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Geometry} from '@luma.gl/engine';\n\nexport class Arrow2DGeometry extends Geometry {\n constructor(opts = {}) {\n super(\n Object.assign({}, opts, {\n attributes: getArrowAttributes(opts),\n topology: 'triangle-list' as const\n })\n );\n }\n}\n\nfunction getArrowAttributes({length = 1, headSize = 0.2, tailWidth = 0.05, tailStart = 0.05}) {\n const texCoords = [\n // HEAD\n 0.5,\n 1.0,\n 0,\n 0.5 - headSize / 2,\n 1.0 - headSize,\n 0,\n 0.5 + headSize / 2,\n 1.0 - headSize,\n 0,\n 0.5 - tailWidth / 2,\n tailStart,\n 0,\n 0.5 + tailWidth / 2,\n 1.0 - headSize,\n 0,\n 0.5 + tailWidth / 2,\n tailStart,\n 0,\n 0.5 - tailWidth / 2,\n tailStart,\n 0,\n 0.5 - tailWidth / 2,\n 1.0 - headSize,\n 0,\n 0.5 + tailWidth / 2,\n 1.0 - headSize,\n 0\n ];\n\n const normals = [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1];\n\n // Center and scale\n const positions = new Array(texCoords.length);\n for (let i = 0; i < texCoords.length / 3; i++) {\n const i3 = i * 3;\n positions[i3 + 0] = (texCoords[i3 + 0] - 0.5) * length;\n positions[i3 + 1] = (texCoords[i3 + 1] - 0.5) * length;\n positions[i3 + 2] = 0;\n }\n return {\n positions: {size: 3, value: new Float32Array(positions)},\n normals: {size: 3, value: new Float32Array(normals)},\n texCoords: {size: 2, value: new Float32Array(texCoords)}\n };\n}\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Vector2} from '@math.gl/core';\n\n/** GeoJSON style position coordinate vector */\nexport type Position = [number, number] | [number, number, number];\n\n/** [red, green, blue, alpha] in premultiplied alpha format */\nexport type Color = [number, number, number, number];\n\nexport interface PathMarker {\n position: Position;\n angle: number;\n color: Color;\n object: unknown;\n}\n\nfunction getLineLength(vPoints) {\n // calculate total length\n let lineLength = 0;\n for (let i = 0; i < vPoints.length - 1; i++) {\n lineLength += vPoints[i].distance(vPoints[i + 1]);\n }\n return lineLength;\n}\n\nconst DEFAULT_COLOR = [0, 0, 0, 255];\nconst DEFAULT_DIRECTION = {forward: true, backward: false};\n\nexport function createPathMarkers({\n data,\n getPath = (x, context) => x.path,\n getDirection = (x) => x.direction,\n getColor = (x) => DEFAULT_COLOR,\n getMarkerPercentages = (x, info) => [0.5],\n projectFlat\n}): PathMarker[] {\n const markers: PathMarker[] = [];\n\n for (const object of data) {\n const path = getPath(object, null);\n const direction = getDirection(object) || DEFAULT_DIRECTION;\n const color = getColor(object);\n\n const vPoints = path.map((p) => new Vector2(p));\n const vPointsReverse = vPoints.slice(0).reverse();\n\n // calculate total length\n const lineLength = getLineLength(vPoints);\n\n // Ask for where to put markers\n const percentages = getMarkerPercentages(object, {lineLength});\n\n // Create the markers\n for (const percentage of percentages) {\n if (direction.forward) {\n const marker = createMarkerAlongPath({\n path: vPoints,\n percentage,\n lineLength,\n color,\n object,\n projectFlat\n });\n markers.push(marker);\n }\n\n if (direction.backward) {\n const marker = createMarkerAlongPath({\n path: vPointsReverse,\n percentage,\n lineLength,\n color,\n object,\n projectFlat\n });\n markers.push(marker);\n }\n }\n }\n\n return markers;\n}\n\nfunction createMarkerAlongPath({\n path,\n percentage,\n lineLength,\n color,\n object,\n projectFlat\n}): PathMarker {\n const distanceAlong = lineLength * percentage;\n let currentDistance = 0;\n let previousDistance = 0;\n let i = 0;\n for (i = 0; i < path.length - 1; i++) {\n currentDistance += path[i].distance(path[i + 1]);\n if (currentDistance > distanceAlong) {\n break;\n }\n previousDistance = currentDistance;\n }\n\n // If reached the end of the loop without exiting early,\n // undo the final increment to avoid a null-pointer exception\n if (i === path.length - 1) {\n i -= 1;\n }\n\n const vDirection = path[i + 1].clone().subtract(path[i]).normalize();\n const along = distanceAlong - previousDistance;\n const vCenter = vDirection.clone().multiply(new Vector2(along, along)).add(path[i]);\n\n const vDirection2 = new Vector2(projectFlat(path[i + 1])).subtract(projectFlat(path[i]));\n\n const angle = (vDirection2.verticalAngle() * 180) / Math.PI;\n\n return {position: [vCenter.x, vCenter.y, 0], angle, color, object};\n}\n", "// deck.gl-community\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Vector3, clamp} from '@math.gl/core';\n\n// Return the closest point on a line segment\nexport function getClosestPointOnLine({p, p1, p2, clampToLine = true}) {\n const lineVector = new Vector3(p2).subtract(p1);\n const pointVector = new Vector3(p).subtract(p1);\n let dotProduct = lineVector.dot(pointVector);\n if (clampToLine) {\n dotProduct = clamp(dotProduct, 0, 1);\n }\n\n return lineVector.lerp(p1, p2, dotProduct);\n}\n\n// Return the closest point on a line segment\nexport function getClosestPointOnPolyline({p, points}) {\n p = new Vector3(p);\n let pClosest: Vector3 | null = null;\n let distanceSquared = Infinity;\n let index = -1;\n for (let i = 0; i < points.length - 1; ++i) {\n const p1 = points[i];\n const p2 = points[i + 1];\n const pClosestOnLine = getClosestPointOnLine({p, p1, p2});\n const distanceToLineSquared = p.distanceSquared(pClosestOnLine);\n if (distanceToLineSquared < distanceSquared) {\n distanceSquared = distanceToLineSquared;\n pClosest = pClosestOnLine;\n index = i;\n }\n }\n return {\n point: pClosest,\n index,\n p1: points[index],\n p2: points[index + 1],\n distanceSquared,\n distance: Math.sqrt(distanceSquared)\n };\n}\n"],
5
+ "mappings": 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6
6
  "names": ["import_core", "import_layers", "import_core", "defaultProps"]
7
7
  }
@@ -47,7 +47,7 @@ export class PathOutlineLayer extends PathLayer {
47
47
  // TODO - we should create a single outlineMap for all layers
48
48
  this.setState({
49
49
  outlineFramebuffer: context.device.createFramebuffer({}),
50
- dummyTexture: context.device.createTexture({})
50
+ dummyTexture: context.device.createTexture({ width: 1, height: 1 })
51
51
  });
52
52
  // Create an attribute manager
53
53
  // @ts-expect-error check whether this.getAttributeManager works here
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"path-outline-layer.js","sourceRoot":"","sources":["../../src/path-outline-layer/path-outline-layer.ts"],"names":[],"mappings":"AAAA,oBAAoB;AACpB,+BAA+B;AAC/B,oCAAoC;AAGpC,OAAO,EAAC,SAAS,EAAC,MAAM,iBAAiB,CAAC;AAE1C,OAAO,EAAC,EAAE,EAAC,MAAM,oBAAoB,CAAC;AAEtC,OAAO,EAAC,OAAO,EAAC,qBAAkB;AAElC;;GAEG;AACH,MAAM,CAAC,MAAM,IAAI,GAAG;IAClB,MAAM,EAAE,CAAC;IACT,MAAM,EAAE,CAAC;IACT,MAAM,EAAE,CAAC;CACV,CAAC;AAEF,mDAAmD;AACnD,SAAS,gBAAgB,CAAC,EAAC,MAAM,EAAE,IAAI,GAAG,EAAE,EAAC;IAC3C,MAAM,WAAW,GAAG,UAAU,CAAC;IAC/B,OAAO,MAAM,CAAC,OAAO,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC;AAC3D,CAAC;AAED,MAAM,OAAO,GAAG;;;CAGf,CAAC;AAEF,MAAM,OAAO,GAAG;;CAEf,CAAC;AAQF,MAAM,YAAY,GAA6C;IAC7D,SAAS,EAAE,GAAG,EAAE,CAAC,CAAC;CACnB,CAAC;AAEF,MAAM,OAAO,gBAAqE,SAAQ,SAGzF;IACC,MAAM,CAAC,SAAS,GAAG,kBAAkB,CAAC;IACtC,MAAM,CAAC,YAAY,GAAG,YAAY,CAAC;IAEnC,KAAK,GAKD,SAAU,CAAC;IAEf,mDAAmD;IACnD,UAAU;QACR,MAAM,OAAO,GAAG,KAAK,CAAC,UAAU,EAAE,CAAC;QACnC,OAAO,MAAM,CAAC,MAAM,CAAC,EAAE,EAAE,OAAO,EAAE;YAChC,OAAO,EAAE,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,OAAO,CAAC,CAAC;YAC1C,EAAE,EAAE,gBAAgB,CAAC,EAAC,MAAM,EAAE,OAAO,CAAC,EAAE,EAAE,IAAI,EAAE,OAAO,EAAC,CAAC;YACzD,EAAE,EAAE,gBAAgB,CAAC,EAAC,MAAM,EAAE,OAAO,CAAC,EAAE,EAAE,IAAI,EAAE,OAAO,EAAC,CAAC;SAC1D,CAAC,CAAC;IACL,CAAC;IAED,yDAAyD;IACzD,eAAe,CAAC,OAAqB;QACnC,KAAK,CAAC,eAAe,EAAE,CAAC;QAExB,iCAAiC;QACjC,6DAA6D;QAC7D,IAAI,CAAC,QAAQ,CAAC;YACZ,kBAAkB,EAAE,OAAO,CAAC,MAAM,CAAC,iBAAiB,CAAC,EAAE,CAAC;YACxD,YAAY,EAAE,OAAO,CAAC,MAAM,CAAC,aAAa,CAAC,EAAC,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAC,CAAC;SAClE,CAAC,CAAC;QAEH,8BAA8B;QAC9B,qEAAqE;QACrE,IAAI,CAAC,KAAK,CAAC,gBAAgB,CAAC,YAAY,CAAC;YACvC,cAAc,EAAE;gBACd,IAAI,EAAE,CAAC;gBACP,IAAI,MAAkB;gBACtB,QAAQ,EAAE,WAAW;aACtB;SACF,CAAC,CAAC;IACL,CAAC;IAED,qCAAqC;IACrC,IAAI,CAAC,EAAC,gBAAgB,GAAG,EAAE,EAAE,UAAU,EAAE,QAAQ,EAAE,OAAO,EAAC;QACzD,gDAAgD;QAChD,MAAM,EACJ,YAAY,EACZ,UAAU,EACV,SAAS,EACT,UAAU,EACV,UAAU,EACV,UAAU,EACV,cAAc,EACd,cAAc,EACf,GAAG,IAAI,CAAC,KAAK,CAAC;QAEf,QAAQ,GAAG,MAAM,CAAC,MAAM,CAAC,EAAE,EAAE,QAAQ,EAAE;YACrC,SAAS,EAAE,MAAM,CAAC,YAAY,CAAC;YAC/B,OAAO,EAAE,MAAM,CAAC,UAAU,CAAC;YAC3B,SAAS;YACT,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC;YAC5B,UAAU;YACV,UAAU;YACV,cAAc;YACd,cAAc;SACf,CAAC,CAAC;QAEH,2DAA2D;QAC3D,MAAM,EAAC,kBAAkB,EAAE,YAAY,EAAC,GAAG,IAAI,CAAC,KAAK,CAAC;QACtD,sCAAsC;QACtC,+BAA+B;QAC/B,qBAAqB;QACrB,yEAAyE;QAEzE,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,oBAAoB,CAAC;YACpC,cAAc,EAAE,IAAI;YACpB,sBAAsB,EAAE,IAAI;YAC5B,gBAAgB,EAAE,YAAY;SAC/B,CAAC,CAAC;QAEH,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,CAAC;YACpB,QAAQ,EAAE,MAAM,CAAC,MAAM,CAAC,EAAE,EAAE,QAAQ,EAAE;gBACpC,SAAS,EAAE,CAAC;gBACZ,UAAU,EAAE,IAAI,CAAC,KAAK,CAAC,UAAU,GAAG,GAAG;aACxC,CAAC;YACF,UAAU,EAAE;gBACV,SAAS,EAAE,KAAK;gBAChB,wCAAwC;gBACxC,aAAa,OAAQ;aACtB;YACD,WAAW,EAAE,kBAAkB;SAChC,CAAC,CAAC;QAEH,oEAAoE;QACpE,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,oBAAoB,CAAC;YACpC,cAAc,EAAE,IAAI;YACpB,sBAAsB,EAAE,KAAK;YAC7B,gBAAgB,EAAE,kBAAkB;SACrC,CAAC,CAAC;QACH,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,IAAI,CAAC;YACpB,QAAQ,EAAE,MAAM,CAAC,MAAM,CAAC,EAAE,EAAE,QAAQ,EAAE;gBACpC,SAAS,EAAE,MAAM,CAAC,YAAY,CAAC;gBAC/B,OAAO,EAAE,MAAM,CAAC,UAAU,CAAC;gBAC3B,UAAU,EAAE,IAAI,CAAC,KAAK,CAAC,UAAU;aAClC,CAAC;YACF,UAAU,EAAE;gBACV,SAAS,EAAE,KAAK;aACjB;SACF,CAAC,CAAC;IACL,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@deck.gl-community/layers",
3
- "version": "9.1.0-beta.8",
3
+ "version": "9.2.0-beta.2",
4
4
  "description": "Add-on layers for deck.gl",
5
5
  "license": "MIT",
6
6
  "keywords": [
@@ -30,27 +30,19 @@
30
30
  "test-watch": "vitest"
31
31
  },
32
32
  "dependencies": {
33
- "@deck.gl/core": "^9.1.12",
34
- "@deck.gl/extensions": "^9.1.0",
35
- "@deck.gl/geo-layers": "^9.1.0",
36
- "@deck.gl/layers": "^9.1.0",
37
- "@deck.gl/mesh-layers": "^9.1.0",
38
- "@deck.gl/react": "^9.1.0",
39
- "@loaders.gl/core": "^4.2.0",
40
- "@loaders.gl/i3s": "^4.2.0",
41
- "@loaders.gl/loader-utils": "^4.2.0",
42
- "@loaders.gl/schema": "^4.2.0",
43
- "@loaders.gl/tiles": "^4.2.0",
44
- "@luma.gl/constants": "^9.1.9",
45
- "@luma.gl/core": "^9.1.9",
46
- "@luma.gl/engine": "^9.1.9",
47
- "@math.gl/core": "^4.0.0",
48
- "a5-js": "^0.1.4",
49
- "h3-js": "^4.2.1"
33
+ "@deck.gl/core": "~9.2.1",
34
+ "@deck.gl/layers": "~9.2.1",
35
+ "@deck.gl/mesh-layers": "~9.2.1",
36
+ "@luma.gl/constants": "~9.2.0",
37
+ "@luma.gl/core": "~9.2.0",
38
+ "@luma.gl/engine": "~9.2.0",
39
+ "@luma.gl/shadertools": "~9.2.0",
40
+ "@math.gl/core": "^4.0.0"
50
41
  },
51
42
  "devDependencies": {
52
- "@deck.gl/test-utils": "^9.1.12",
53
- "@luma.gl/webgpu": "^9.1.9"
43
+ "@deck.gl/test-utils": "~9.2.1",
44
+ "@luma.gl/webgpu": "~9.2.0",
45
+ "@probe.gl/test-utils": "^4.0.4"
54
46
  },
55
- "gitHead": "63ffab49b65290486fcc7c8e3891c090f4ef5136"
47
+ "gitHead": "b434bcba10800f27e95a7c9e6c4c7edd0b915773"
56
48
  }
@@ -75,7 +75,7 @@ export class PathOutlineLayer<DataT = any, ExtraPropsT = Record<string, unknown>
75
75
  // TODO - we should create a single outlineMap for all layers
76
76
  this.setState({
77
77
  outlineFramebuffer: context.device.createFramebuffer({}),
78
- dummyTexture: context.device.createTexture({})
78
+ dummyTexture: context.device.createTexture({width: 1, height: 1})
79
79
  });
80
80
 
81
81
  // Create an attribute manager