@deck.gl/aggregation-layers 8.8.0-alpha.5 → 8.8.0-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.
Files changed (269) hide show
  1. package/dist/dist.dev.js +753 -640
  2. package/dist/es5/aggregation-layer.js +19 -7
  3. package/dist/es5/aggregation-layer.js.map +1 -1
  4. package/dist/es5/contour-layer/contour-layer.js +5 -5
  5. package/dist/es5/contour-layer/contour-layer.js.map +1 -1
  6. package/dist/es5/contour-layer/contour-utils.js +1 -1
  7. package/dist/es5/contour-layer/contour-utils.js.map +1 -1
  8. package/dist/es5/contour-layer/marching-squares-codes.js.map +1 -1
  9. package/dist/es5/contour-layer/marching-squares.js.map +1 -1
  10. package/dist/es5/cpu-grid-layer/cpu-grid-layer.js +5 -3
  11. package/dist/es5/cpu-grid-layer/cpu-grid-layer.js.map +1 -1
  12. package/dist/es5/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js +1 -1
  13. package/dist/es5/gpu-grid-layer/gpu-grid-cell-layer.js +8 -12
  14. package/dist/es5/gpu-grid-layer/gpu-grid-cell-layer.js.map +1 -1
  15. package/dist/es5/gpu-grid-layer/gpu-grid-layer.js +12 -12
  16. package/dist/es5/gpu-grid-layer/gpu-grid-layer.js.map +1 -1
  17. package/dist/es5/grid-aggregation-layer.js +25 -12
  18. package/dist/es5/grid-aggregation-layer.js.map +1 -1
  19. package/dist/es5/grid-layer/grid-layer.js +18 -9
  20. package/dist/es5/grid-layer/grid-layer.js.map +1 -1
  21. package/dist/es5/heatmap-layer/heatmap-layer-utils.js +5 -2
  22. package/dist/es5/heatmap-layer/heatmap-layer-utils.js.map +1 -1
  23. package/dist/es5/heatmap-layer/heatmap-layer.js +19 -7
  24. package/dist/es5/heatmap-layer/heatmap-layer.js.map +1 -1
  25. package/dist/es5/heatmap-layer/max-vs.glsl.js +1 -1
  26. package/dist/es5/heatmap-layer/triangle-layer-fragment.glsl.js +1 -1
  27. package/dist/es5/heatmap-layer/triangle-layer-vertex.glsl.js +1 -1
  28. package/dist/es5/heatmap-layer/triangle-layer.js +7 -7
  29. package/dist/es5/heatmap-layer/triangle-layer.js.map +1 -1
  30. package/dist/es5/heatmap-layer/weights-fs.glsl.js +1 -1
  31. package/dist/es5/heatmap-layer/weights-vs.glsl.js +1 -1
  32. package/dist/es5/hexagon-layer/hexagon-layer.js +16 -5
  33. package/dist/es5/hexagon-layer/hexagon-layer.js.map +1 -1
  34. package/dist/es5/index.js.map +1 -1
  35. package/dist/es5/screen-grid-layer/screen-grid-cell-layer.js +26 -19
  36. package/dist/es5/screen-grid-layer/screen-grid-cell-layer.js.map +1 -1
  37. package/dist/es5/screen-grid-layer/screen-grid-layer-vertex.glsl.js +1 -1
  38. package/dist/es5/screen-grid-layer/screen-grid-layer.js +18 -8
  39. package/dist/es5/screen-grid-layer/screen-grid-layer.js.map +1 -1
  40. package/dist/es5/types.js +2 -0
  41. package/dist/es5/types.js.map +1 -0
  42. package/dist/es5/utils/bin-sorter.js +9 -0
  43. package/dist/es5/utils/bin-sorter.js.map +1 -1
  44. package/dist/es5/utils/color-utils.js.map +1 -1
  45. package/dist/esm/aggregation-layer.js +12 -5
  46. package/dist/esm/aggregation-layer.js.map +1 -1
  47. package/dist/esm/contour-layer/contour-layer.js +6 -3
  48. package/dist/esm/contour-layer/contour-layer.js.map +1 -1
  49. package/dist/esm/contour-layer/contour-utils.js +1 -1
  50. package/dist/esm/contour-layer/contour-utils.js.map +1 -1
  51. package/dist/esm/contour-layer/marching-squares-codes.js.map +1 -1
  52. package/dist/esm/contour-layer/marching-squares.js.map +1 -1
  53. package/dist/esm/cpu-grid-layer/cpu-grid-layer.js +6 -3
  54. package/dist/esm/cpu-grid-layer/cpu-grid-layer.js.map +1 -1
  55. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.js.map +1 -1
  56. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js +1 -1
  57. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js.map +1 -1
  58. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer.js +8 -10
  59. package/dist/esm/gpu-grid-layer/gpu-grid-cell-layer.js.map +1 -1
  60. package/dist/esm/gpu-grid-layer/gpu-grid-layer.js +11 -9
  61. package/dist/esm/gpu-grid-layer/gpu-grid-layer.js.map +1 -1
  62. package/dist/esm/grid-aggregation-layer.js +13 -5
  63. package/dist/esm/grid-aggregation-layer.js.map +1 -1
  64. package/dist/esm/grid-layer/grid-layer.js +15 -8
  65. package/dist/esm/grid-layer/grid-layer.js.map +1 -1
  66. package/dist/esm/heatmap-layer/heatmap-layer-utils.js +5 -2
  67. package/dist/esm/heatmap-layer/heatmap-layer-utils.js.map +1 -1
  68. package/dist/esm/heatmap-layer/heatmap-layer.js +24 -14
  69. package/dist/esm/heatmap-layer/heatmap-layer.js.map +1 -1
  70. package/dist/esm/heatmap-layer/max-fs.glsl.js.map +1 -1
  71. package/dist/esm/heatmap-layer/max-vs.glsl.js +1 -1
  72. package/dist/esm/heatmap-layer/max-vs.glsl.js.map +1 -1
  73. package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js +1 -1
  74. package/dist/esm/heatmap-layer/triangle-layer-fragment.glsl.js.map +1 -1
  75. package/dist/esm/heatmap-layer/triangle-layer-vertex.glsl.js +1 -1
  76. package/dist/esm/heatmap-layer/triangle-layer-vertex.glsl.js.map +1 -1
  77. package/dist/esm/heatmap-layer/triangle-layer.js +6 -5
  78. package/dist/esm/heatmap-layer/triangle-layer.js.map +1 -1
  79. package/dist/esm/heatmap-layer/weights-fs.glsl.js +1 -1
  80. package/dist/esm/heatmap-layer/weights-fs.glsl.js.map +1 -1
  81. package/dist/esm/heatmap-layer/weights-vs.glsl.js +1 -1
  82. package/dist/esm/heatmap-layer/weights-vs.glsl.js.map +1 -1
  83. package/dist/esm/hexagon-layer/hexagon-layer.js +11 -2
  84. package/dist/esm/hexagon-layer/hexagon-layer.js.map +1 -1
  85. package/dist/esm/index.js.map +1 -1
  86. package/dist/esm/screen-grid-layer/screen-grid-cell-layer.js +16 -10
  87. package/dist/esm/screen-grid-layer/screen-grid-cell-layer.js.map +1 -1
  88. package/dist/esm/screen-grid-layer/screen-grid-layer-fragment.glsl.js.map +1 -1
  89. package/dist/esm/screen-grid-layer/screen-grid-layer-vertex.glsl.js +1 -1
  90. package/dist/esm/screen-grid-layer/screen-grid-layer-vertex.glsl.js.map +1 -1
  91. package/dist/esm/screen-grid-layer/screen-grid-layer.js +15 -7
  92. package/dist/esm/screen-grid-layer/screen-grid-layer.js.map +1 -1
  93. package/dist/esm/types.js +2 -0
  94. package/dist/esm/types.js.map +1 -0
  95. package/dist/esm/utils/bin-sorter.js +16 -0
  96. package/dist/esm/utils/bin-sorter.js.map +1 -1
  97. package/dist/esm/utils/color-utils.js.map +1 -1
  98. package/dist.min.js +1 -1
  99. package/package.json +7 -5
  100. package/src/{aggregation-layer.js → aggregation-layer.ts} +32 -15
  101. package/src/contour-layer/{contour-layer.js → contour-layer.ts} +97 -16
  102. package/src/contour-layer/{contour-utils.js → contour-utils.ts} +11 -5
  103. package/src/contour-layer/{marching-squares-codes.js → marching-squares-codes.ts} +0 -0
  104. package/src/contour-layer/{marching-squares.js → marching-squares.ts} +6 -6
  105. package/src/cpu-grid-layer/cpu-grid-layer.ts +324 -0
  106. package/src/gpu-grid-layer/{gpu-grid-cell-layer-fragment.glsl.js → gpu-grid-cell-layer-fragment.glsl.ts} +0 -0
  107. package/src/gpu-grid-layer/{gpu-grid-cell-layer-vertex.glsl.js → gpu-grid-cell-layer-vertex.glsl.ts} +0 -0
  108. package/src/gpu-grid-layer/{gpu-grid-cell-layer.js → gpu-grid-cell-layer.ts} +36 -19
  109. package/src/gpu-grid-layer/{gpu-grid-layer.js → gpu-grid-layer.ts} +125 -18
  110. package/src/{grid-aggregation-layer.js → grid-aggregation-layer.ts} +25 -13
  111. package/src/grid-layer/{grid-layer.js → grid-layer.ts} +45 -14
  112. package/src/heatmap-layer/{heatmap-layer-utils.js → heatmap-layer-utils.ts} +15 -10
  113. package/src/heatmap-layer/{heatmap-layer.js → heatmap-layer.ts} +147 -32
  114. package/src/heatmap-layer/{max-fs.glsl.js → max-fs.glsl.ts} +0 -0
  115. package/src/heatmap-layer/{max-vs.glsl.js → max-vs.glsl.ts} +0 -0
  116. package/src/heatmap-layer/{triangle-layer-fragment.glsl.js → triangle-layer-fragment.glsl.ts} +0 -0
  117. package/src/heatmap-layer/{triangle-layer-vertex.glsl.js → triangle-layer-vertex.glsl.ts} +0 -0
  118. package/src/heatmap-layer/{triangle-layer.js → triangle-layer.ts} +20 -10
  119. package/src/heatmap-layer/{weights-fs.glsl.js → weights-fs.glsl.ts} +0 -0
  120. package/src/heatmap-layer/{weights-vs.glsl.js → weights-vs.glsl.ts} +0 -0
  121. package/src/hexagon-layer/{hexagon-layer.js → hexagon-layer.ts} +194 -9
  122. package/src/index.ts +9 -0
  123. package/src/screen-grid-layer/{screen-grid-cell-layer.js → screen-grid-cell-layer.ts} +33 -15
  124. package/src/screen-grid-layer/{screen-grid-layer-fragment.glsl.js → screen-grid-layer-fragment.glsl.ts} +0 -0
  125. package/src/screen-grid-layer/{screen-grid-layer-vertex.glsl.js → screen-grid-layer-vertex.glsl.ts} +0 -0
  126. package/src/screen-grid-layer/{screen-grid-layer.js → screen-grid-layer.ts} +119 -16
  127. package/src/types.ts +10 -0
  128. package/src/utils/{bin-sorter.js → bin-sorter.ts} +26 -11
  129. package/src/utils/{color-utils.js → color-utils.ts} +1 -1
  130. package/typed/aggregation-layer.d.ts +38 -0
  131. package/typed/aggregation-layer.d.ts.map +1 -0
  132. package/typed/aggregation-layer.js +151 -0
  133. package/typed/contour-layer/contour-layer.d.ts +74 -0
  134. package/typed/contour-layer/contour-layer.d.ts.map +1 -0
  135. package/typed/contour-layer/contour-layer.js +234 -0
  136. package/typed/contour-layer/contour-utils.d.ts +18 -0
  137. package/typed/contour-layer/contour-utils.d.ts.map +1 -0
  138. package/typed/contour-layer/contour-utils.js +64 -0
  139. package/typed/contour-layer/marching-squares-codes.d.ts +32 -0
  140. package/typed/contour-layer/marching-squares-codes.d.ts.map +1 -0
  141. package/typed/contour-layer/marching-squares-codes.js +337 -0
  142. package/typed/contour-layer/marching-squares.d.ts +10 -0
  143. package/typed/contour-layer/marching-squares.d.ts.map +1 -0
  144. package/typed/contour-layer/marching-squares.js +147 -0
  145. package/typed/cpu-grid-layer/cpu-grid-layer.d.ts +152 -0
  146. package/typed/cpu-grid-layer/cpu-grid-layer.d.ts.map +1 -0
  147. package/typed/cpu-grid-layer/cpu-grid-layer.js +129 -0
  148. package/typed/cpu-grid-layer/grid-aggregator.d.ts +23 -0
  149. package/typed/cpu-grid-layer/grid-aggregator.d.ts.map +1 -0
  150. package/typed/cpu-grid-layer/grid-aggregator.js +141 -0
  151. package/typed/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.d.ts +3 -0
  152. package/typed/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.d.ts.map +1 -0
  153. package/typed/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.js +34 -0
  154. package/typed/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.d.ts +3 -0
  155. package/typed/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.d.ts.map +1 -0
  156. package/typed/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js +141 -0
  157. package/typed/gpu-grid-layer/gpu-grid-cell-layer.d.ts +34 -0
  158. package/typed/gpu-grid-layer/gpu-grid-cell-layer.d.ts.map +1 -0
  159. package/typed/gpu-grid-layer/gpu-grid-cell-layer.js +143 -0
  160. package/typed/gpu-grid-layer/gpu-grid-layer.d.ts +96 -0
  161. package/typed/gpu-grid-layer/gpu-grid-layer.d.ts.map +1 -0
  162. package/typed/gpu-grid-layer/gpu-grid-layer.js +289 -0
  163. package/typed/grid-aggregation-layer.d.ts +32 -0
  164. package/typed/grid-aggregation-layer.d.ts.map +1 -0
  165. package/typed/grid-aggregation-layer.js +172 -0
  166. package/typed/grid-layer/grid-layer.d.ts +31 -0
  167. package/typed/grid-layer/grid-layer.d.ts.map +1 -0
  168. package/typed/grid-layer/grid-layer.js +60 -0
  169. package/typed/heatmap-layer/heatmap-layer-utils.d.ts +13 -0
  170. package/typed/heatmap-layer/heatmap-layer-utils.d.ts.map +1 -0
  171. package/typed/heatmap-layer/heatmap-layer-utils.js +78 -0
  172. package/typed/heatmap-layer/heatmap-layer.d.ts +116 -0
  173. package/typed/heatmap-layer/heatmap-layer.d.ts.map +1 -0
  174. package/typed/heatmap-layer/heatmap-layer.js +478 -0
  175. package/typed/heatmap-layer/max-fs.glsl.d.ts +3 -0
  176. package/typed/heatmap-layer/max-fs.glsl.d.ts.map +1 -0
  177. package/typed/heatmap-layer/max-fs.glsl.js +7 -0
  178. package/typed/heatmap-layer/max-vs.glsl.d.ts +3 -0
  179. package/typed/heatmap-layer/max-vs.glsl.d.ts.map +1 -0
  180. package/typed/heatmap-layer/max-vs.glsl.js +12 -0
  181. package/typed/heatmap-layer/triangle-layer-fragment.glsl.d.ts +3 -0
  182. package/typed/heatmap-layer/triangle-layer-fragment.glsl.d.ts.map +1 -0
  183. package/typed/heatmap-layer/triangle-layer-fragment.glsl.js +58 -0
  184. package/typed/heatmap-layer/triangle-layer-vertex.glsl.d.ts +3 -0
  185. package/typed/heatmap-layer/triangle-layer-vertex.glsl.d.ts.map +1 -0
  186. package/typed/heatmap-layer/triangle-layer-vertex.glsl.js +51 -0
  187. package/typed/heatmap-layer/triangle-layer.d.ts +27 -0
  188. package/typed/heatmap-layer/triangle-layer.d.ts.map +1 -0
  189. package/typed/heatmap-layer/triangle-layer.js +67 -0
  190. package/typed/heatmap-layer/weights-fs.glsl.d.ts +3 -0
  191. package/typed/heatmap-layer/weights-fs.glsl.d.ts.map +1 -0
  192. package/typed/heatmap-layer/weights-fs.glsl.js +19 -0
  193. package/typed/heatmap-layer/weights-vs.glsl.d.ts +3 -0
  194. package/typed/heatmap-layer/weights-vs.glsl.d.ts.map +1 -0
  195. package/typed/heatmap-layer/weights-vs.glsl.js +23 -0
  196. package/typed/hexagon-layer/hexagon-aggregator.d.ts +24 -0
  197. package/typed/hexagon-layer/hexagon-aggregator.d.ts.map +1 -0
  198. package/typed/hexagon-layer/hexagon-aggregator.js +112 -0
  199. package/typed/hexagon-layer/hexagon-layer.d.ts +165 -0
  200. package/typed/hexagon-layer/hexagon-layer.d.ts.map +1 -0
  201. package/typed/hexagon-layer/hexagon-layer.js +171 -0
  202. package/typed/index.d.ts +20 -0
  203. package/typed/index.d.ts.map +1 -0
  204. package/typed/index.js +33 -0
  205. package/typed/package.json +6 -0
  206. package/typed/screen-grid-layer/screen-grid-cell-layer.d.ts +42 -0
  207. package/typed/screen-grid-layer/screen-grid-cell-layer.d.ts.map +1 -0
  208. package/typed/screen-grid-layer/screen-grid-cell-layer.js +159 -0
  209. package/typed/screen-grid-layer/screen-grid-layer-fragment.glsl.d.ts +3 -0
  210. package/typed/screen-grid-layer/screen-grid-layer-fragment.glsl.d.ts.map +1 -0
  211. package/typed/screen-grid-layer/screen-grid-layer-fragment.glsl.js +37 -0
  212. package/typed/screen-grid-layer/screen-grid-layer-vertex.glsl.d.ts +3 -0
  213. package/typed/screen-grid-layer/screen-grid-layer-vertex.glsl.d.ts.map +1 -0
  214. package/typed/screen-grid-layer/screen-grid-layer-vertex.glsl.js +83 -0
  215. package/typed/screen-grid-layer/screen-grid-layer.d.ts +95 -0
  216. package/typed/screen-grid-layer/screen-grid-layer.d.ts.map +1 -0
  217. package/typed/screen-grid-layer/screen-grid-layer.js +216 -0
  218. package/typed/types.d.ts +11 -0
  219. package/typed/types.d.ts.map +1 -0
  220. package/typed/types.js +1 -0
  221. package/typed/utils/aggregation-operation-utils.d.ts +13 -0
  222. package/typed/utils/aggregation-operation-utils.d.ts.map +1 -0
  223. package/typed/utils/aggregation-operation-utils.js +94 -0
  224. package/typed/utils/bin-sorter.d.ts +52 -0
  225. package/typed/utils/bin-sorter.d.ts.map +1 -0
  226. package/typed/utils/bin-sorter.js +167 -0
  227. package/typed/utils/color-utils.d.ts +3 -0
  228. package/typed/utils/color-utils.d.ts.map +1 -0
  229. package/typed/utils/color-utils.js +53 -0
  230. package/typed/utils/cpu-aggregator.d.ts +155 -0
  231. package/typed/utils/cpu-aggregator.d.ts.map +1 -0
  232. package/typed/utils/cpu-aggregator.js +417 -0
  233. package/typed/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.d.ts +3 -0
  234. package/typed/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.d.ts.map +1 -0
  235. package/typed/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.js +39 -0
  236. package/typed/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.d.ts +3 -0
  237. package/typed/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.d.ts.map +1 -0
  238. package/typed/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.js +53 -0
  239. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.d.ts +3 -0
  240. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.d.ts.map +1 -0
  241. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js +31 -0
  242. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.d.ts +3 -0
  243. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.d.ts.map +1 -0
  244. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js +77 -0
  245. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator-constants.d.ts +36 -0
  246. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator-constants.d.ts.map +1 -0
  247. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator-constants.js +41 -0
  248. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator-utils.d.ts +1 -0
  249. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator-utils.d.ts.map +1 -0
  250. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator-utils.js +1 -0
  251. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator.d.ts +66 -0
  252. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator.d.ts.map +1 -0
  253. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator.js +562 -0
  254. package/typed/utils/gpu-grid-aggregation/transform-mean-vs.glsl.d.ts +3 -0
  255. package/typed/utils/gpu-grid-aggregation/transform-mean-vs.glsl.d.ts.map +1 -0
  256. package/typed/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js +36 -0
  257. package/typed/utils/grid-aggregation-utils.d.ts +24 -0
  258. package/typed/utils/grid-aggregation-utils.d.ts.map +1 -0
  259. package/typed/utils/grid-aggregation-utils.js +114 -0
  260. package/typed/utils/prop-utils.d.ts +2 -0
  261. package/typed/utils/prop-utils.d.ts.map +1 -0
  262. package/typed/utils/prop-utils.js +28 -0
  263. package/typed/utils/resource-utils.d.ts +4 -0
  264. package/typed/utils/resource-utils.d.ts.map +1 -0
  265. package/typed/utils/resource-utils.js +40 -0
  266. package/typed/utils/scale-utils.d.ts +15 -0
  267. package/typed/utils/scale-utils.d.ts.map +1 -0
  268. package/typed/utils/scale-utils.js +184 -0
  269. package/src/cpu-grid-layer/cpu-grid-layer.js +0 -153
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1
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Copyright (c) 2015 - 2018 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport GL from '@luma.gl/constants';\nimport {LineLayer, SolidPolygonLayer} from '@deck.gl/layers';\nimport {generateContours} from './contour-utils';\nimport {log} from '@deck.gl/core';\n\nimport GPUGridAggregator from '../utils/gpu-grid-aggregation/gpu-grid-aggregator';\nimport {AGGREGATION_OPERATION, getValueFunc} from '../utils/aggregation-operation-utils';\nimport {getBoundingBox, getGridParams} from '../utils/grid-aggregation-utils';\nimport GridAggregationLayer from '../grid-aggregation-layer';\n\nconst DEFAULT_COLOR = [255, 255, 255, 255];\nconst DEFAULT_STROKE_WIDTH = 1;\nconst DEFAULT_THRESHOLD = 1;\n\nconst defaultProps = {\n // grid aggregation\n cellSize: {type: 'number', min: 1, max: 1000, value: 1000},\n getPosition: {type: 'accessor', value: x => x.position},\n getWeight: {type: 'accessor', value: 1},\n gpuAggregation: true,\n aggregation: 'SUM',\n\n // contour lines\n contours: [{threshold: DEFAULT_THRESHOLD}],\n\n zOffset: 0.005\n};\n\nconst POSITION_ATTRIBUTE_NAME = 'positions';\n\nconst DIMENSIONS = {\n data: {\n props: ['cellSize']\n },\n weights: {\n props: ['aggregation'],\n accessors: ['getWeight']\n }\n};\n\nexport default class ContourLayer extends GridAggregationLayer {\n initializeState() {\n super.initializeState({\n dimensions: DIMENSIONS\n });\n this.setState({\n contourData: {},\n projectPoints: false,\n weights: {\n count: {\n size: 1,\n operation: AGGREGATION_OPERATION.SUM\n }\n }\n });\n const attributeManager = this.getAttributeManager();\n attributeManager.add({\n [POSITION_ATTRIBUTE_NAME]: {\n size: 3,\n accessor: 'getPosition',\n type: GL.DOUBLE,\n fp64: this.use64bitPositions()\n },\n // this attribute is used in gpu aggregation path only\n count: {size: 3, accessor: 'getWeight'}\n });\n }\n\n updateState(opts) {\n super.updateState(opts);\n let contoursChanged = false;\n const {oldProps, props} = opts;\n const {aggregationDirty} = this.state;\n\n if (oldProps.contours !== props.contours || oldProps.zOffset !== props.zOffset) {\n contoursChanged = true;\n this._updateThresholdData(opts.props);\n }\n\n if (this.getNumInstances() > 0 && (aggregationDirty || contoursChanged)) {\n this._generateContours();\n }\n }\n\n renderLayers() {\n const {contourSegments, contourPolygons} = this.state.contourData;\n\n const LinesSubLayerClass = this.getSubLayerClass('lines', LineLayer);\n const BandsSubLayerClass = this.getSubLayerClass('bands', SolidPolygonLayer);\n\n // Contour lines layer\n const lineLayer =\n contourSegments &&\n contourSegments.length > 0 &&\n new LinesSubLayerClass(\n this.getSubLayerProps({\n id: 'lines'\n }),\n {\n data: this.state.contourData.contourSegments,\n getSourcePosition: d => d.start,\n getTargetPosition: d => d.end,\n getColor: d => d.contour.color || DEFAULT_COLOR,\n getWidth: d => d.contour.strokeWidth || DEFAULT_STROKE_WIDTH\n }\n );\n\n // Contour bands layer\n const bandsLayer =\n contourPolygons &&\n contourPolygons.length > 0 &&\n new BandsSubLayerClass(\n this.getSubLayerProps({\n id: 'bands'\n }),\n {\n data: this.state.contourData.contourPolygons,\n getPolygon: d => d.vertices,\n getFillColor: d => d.contour.color || DEFAULT_COLOR\n }\n );\n\n return [lineLayer, bandsLayer];\n }\n\n // Aggregation Overrides\n\n /* eslint-disable max-statements, complexity */\n updateAggregationState(opts) {\n const {props, oldProps} = opts;\n const {cellSize, coordinateSystem} = props;\n const {viewport} = this.context;\n const cellSizeChanged = oldProps.cellSize !== cellSize;\n let gpuAggregation = props.gpuAggregation;\n if (this.state.gpuAggregation !== props.gpuAggregation) {\n if (gpuAggregation && !GPUGridAggregator.isSupported(this.context.gl)) {\n log.warn('GPU Grid Aggregation not supported, falling back to CPU')();\n gpuAggregation = false;\n }\n }\n const gpuAggregationChanged = gpuAggregation !== this.state.gpuAggregation;\n this.setState({\n gpuAggregation\n });\n\n const {dimensions} = this.state;\n const positionsChanged = this.isAttributeChanged(POSITION_ATTRIBUTE_NAME);\n const {data, weights} = dimensions;\n\n let {boundingBox} = this.state;\n if (positionsChanged) {\n boundingBox = getBoundingBox(this.getAttributes(), this.getNumInstances());\n this.setState({boundingBox});\n }\n if (positionsChanged || cellSizeChanged) {\n const {gridOffset, translation, width, height, numCol, numRow} = getGridParams(\n boundingBox,\n cellSize,\n viewport,\n coordinateSystem\n );\n this.allocateResources(numRow, numCol);\n this.setState({\n gridOffset,\n boundingBox,\n translation,\n posOffset: translation.slice(), // Used for CPU aggregation, to offset points\n gridOrigin: [-1 * translation[0], -1 * translation[1]],\n width,\n height,\n numCol,\n numRow\n });\n }\n\n const aggregationDataDirty =\n positionsChanged ||\n gpuAggregationChanged ||\n this.isAggregationDirty(opts, {\n dimension: data,\n compareAll: gpuAggregation // check for all (including extentions props) when using gpu aggregation\n });\n const aggregationWeightsDirty = this.isAggregationDirty(opts, {\n dimension: weights\n });\n\n if (aggregationWeightsDirty) {\n this._updateAccessors(opts);\n }\n if (aggregationDataDirty || aggregationWeightsDirty) {\n this._resetResults();\n }\n this.setState({\n aggregationDataDirty,\n aggregationWeightsDirty\n });\n }\n /* eslint-enable max-statements, complexity */\n\n // Private (Aggregation)\n\n _updateAccessors(opts) {\n const {getWeight, aggregation, data} = opts.props;\n const {count} = this.state.weights;\n if (count) {\n count.getWeight = getWeight;\n count.operation = AGGREGATION_OPERATION[aggregation];\n }\n this.setState({getValue: getValueFunc(aggregation, getWeight, {data})});\n }\n\n _resetResults() {\n const {count} = this.state.weights;\n if (count) {\n count.aggregationData = null;\n }\n }\n\n // Private (Contours)\n\n _generateContours() {\n const {numCol, numRow, gridOrigin, gridOffset, thresholdData} = this.state;\n const {count} = this.state.weights;\n let {aggregationData} = count;\n if (!aggregationData) {\n aggregationData = count.aggregationBuffer.getData();\n count.aggregationData = aggregationData;\n }\n\n const {cellWeights} = GPUGridAggregator.getCellData({countsData: aggregationData});\n const contourData = generateContours({\n thresholdData,\n cellWeights,\n gridSize: [numCol, numRow],\n gridOrigin,\n cellSize: [gridOffset.xOffset, gridOffset.yOffset]\n });\n\n // contourData contains both iso-lines and iso-bands if requested.\n this.setState({contourData});\n }\n\n _updateThresholdData(props) {\n const {contours, zOffset} = props;\n const count = contours.length;\n const thresholdData = new Array(count);\n for (let i = 0; i < count; i++) {\n const contour = contours[i];\n thresholdData[i] = {\n contour,\n zIndex: contour.zIndex || i,\n zOffset\n };\n }\n this.setState({thresholdData});\n }\n}\n\nContourLayer.layerName = 'ContourLayer';\nContourLayer.defaultProps = defaultProps;\n"],"file":"contour-layer.js"}
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Copyright (c) 2015 - 2018 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport GL from '@luma.gl/constants';\nimport {LineLayer, SolidPolygonLayer} from '@deck.gl/layers';\nimport {generateContours} from './contour-utils';\nimport {\n Accessor,\n AccessorFunction,\n Color,\n Layer,\n log,\n Position,\n UpdateParameters,\n DefaultProps\n} from '@deck.gl/core';\n\nimport GPUGridAggregator from '../utils/gpu-grid-aggregation/gpu-grid-aggregator';\nimport {AGGREGATION_OPERATION, getValueFunc} from '../utils/aggregation-operation-utils';\nimport {getBoundingBox, getGridParams} from '../utils/grid-aggregation-utils';\nimport GridAggregationLayer, {GridAggregationLayerProps} from '../grid-aggregation-layer';\n\nconst DEFAULT_COLOR = [255, 255, 255, 255];\nconst DEFAULT_STROKE_WIDTH = 1;\nconst DEFAULT_THRESHOLD = 1;\n\nconst defaultProps: DefaultProps<ContourLayerProps> = {\n // grid aggregation\n cellSize: {type: 'number', min: 1, max: 1000, value: 1000},\n getPosition: {type: 'accessor', value: x => x.position},\n getWeight: {type: 'accessor', value: 1},\n gpuAggregation: true,\n aggregation: 'SUM',\n\n // contour lines\n contours: [{threshold: DEFAULT_THRESHOLD}],\n\n zOffset: 0.005\n};\n\nconst POSITION_ATTRIBUTE_NAME = 'positions';\n\nconst DIMENSIONS = {\n data: {\n props: ['cellSize']\n },\n weights: {\n props: ['aggregation'],\n accessors: ['getWeight']\n }\n};\n\n/** All properties supported by ContourLayer. */\nexport type ContourLayerProps<DataT = any> = _ContourLayerProps<DataT> &\n GridAggregationLayerProps<DataT>;\n\n/** Properties added by ContourLayer. */\nexport type _ContourLayerProps<DataT> = {\n /**\n * Size of each cell in meters.\n * @default 1000\n */\n cellSize?: number;\n\n /**\n * When set to true, aggregation is performed on GPU, provided other conditions are met.\n * @default true\n */\n gpuAggregation?: boolean;\n\n /**\n * Defines the type of aggregation operation, valid values are 'SUM', 'MEAN', 'MIN' and 'MAX'.\n * @default 'SUM'\n */\n aggregation?: 'SUM' | 'MEAN' | 'MIN' | 'MAX';\n\n /**\n * Definition of contours to be drawn.\n * @default [{threshold: 1}]\n */\n contours: {\n /**\n * Isolines: `threshold` value must be a single `Number`, Isolines are generated based on this threshold value.\n *\n * Isobands: `threshold` value must be an Array of two `Number`s. Isobands are generated using `[threshold[0], threshold[1])` as threshold range, i.e area that has values `>= threshold[0]` and `< threshold[1]` are rendered with corresponding color. NOTE: `threshold[0]` is inclusive and `threshold[1]` is not inclusive.\n */\n threshold: number | number[];\n\n /**\n * RGBA color array to be used to render the contour.\n * @default [255, 255, 255, 255]\n */\n color?: Color;\n\n /**\n * Applicable for `Isoline`s only, width of the Isoline in pixels.\n * @default 1\n */\n strokeWidth?: number;\n\n /** Defines z order of the contour. */\n zIndex?: number;\n }[];\n\n /**\n * A very small z offset that is added for each vertex of a contour (Isoline or Isoband).\n * @default 0.005\n */\n zOffset?: number;\n\n /**\n * Method called to retrieve the position of each object.\n * @default object => object.position\n */\n getPosition?: AccessorFunction<DataT, Position>;\n\n /**\n * The weight of each object.\n * @default 1\n */\n getWeight?: Accessor<DataT, number>;\n};\nexport default class ContourLayer<DataT = any, ExtraPropsT = {}> extends GridAggregationLayer<\n ExtraPropsT & Required<_ContourLayerProps<DataT>>\n> {\n static layerName = 'ContourLayer';\n static defaultProps = defaultProps;\n\n initializeState(): void {\n super.initializeAggregationLayer({\n dimensions: DIMENSIONS\n });\n this.setState({\n contourData: {},\n projectPoints: false,\n weights: {\n count: {\n size: 1,\n operation: AGGREGATION_OPERATION.SUM\n }\n }\n });\n const attributeManager = this.getAttributeManager()!;\n attributeManager.add({\n [POSITION_ATTRIBUTE_NAME]: {\n size: 3,\n accessor: 'getPosition',\n type: GL.DOUBLE,\n fp64: this.use64bitPositions()\n },\n // this attribute is used in gpu aggregation path only\n count: {size: 3, accessor: 'getWeight'}\n });\n }\n\n updateState(opts: UpdateParameters<this>): void {\n super.updateState(opts);\n let contoursChanged = false;\n const {oldProps, props} = opts;\n const {aggregationDirty} = this.state;\n\n if (oldProps.contours !== props.contours || oldProps.zOffset !== props.zOffset) {\n contoursChanged = true;\n this._updateThresholdData(opts.props);\n }\n\n if (this.getNumInstances() > 0 && (aggregationDirty || contoursChanged)) {\n this._generateContours();\n }\n }\n\n renderLayers(): Layer[] {\n const {contourSegments, contourPolygons} = this.state.contourData;\n\n const LinesSubLayerClass = this.getSubLayerClass('lines', LineLayer);\n const BandsSubLayerClass = this.getSubLayerClass('bands', SolidPolygonLayer);\n\n // Contour lines layer\n const lineLayer =\n contourSegments &&\n contourSegments.length > 0 &&\n new LinesSubLayerClass(\n this.getSubLayerProps({\n id: 'lines'\n }),\n {\n data: this.state.contourData.contourSegments,\n getSourcePosition: d => d.start,\n getTargetPosition: d => d.end,\n getColor: d => d.contour.color || DEFAULT_COLOR,\n getWidth: d => d.contour.strokeWidth || DEFAULT_STROKE_WIDTH\n }\n );\n\n // Contour bands layer\n const bandsLayer =\n contourPolygons &&\n contourPolygons.length > 0 &&\n new BandsSubLayerClass(\n this.getSubLayerProps({\n id: 'bands'\n }),\n {\n data: this.state.contourData.contourPolygons,\n getPolygon: d => d.vertices,\n getFillColor: d => d.contour.color || DEFAULT_COLOR\n }\n );\n\n return [lineLayer, bandsLayer];\n }\n\n // Aggregation Overrides\n\n /* eslint-disable max-statements, complexity */\n updateAggregationState(opts) {\n const {props, oldProps} = opts;\n const {cellSize, coordinateSystem} = props;\n const {viewport} = this.context;\n const cellSizeChanged = oldProps.cellSize !== cellSize;\n let gpuAggregation = props.gpuAggregation;\n if (this.state.gpuAggregation !== props.gpuAggregation) {\n if (gpuAggregation && !GPUGridAggregator.isSupported(this.context.gl)) {\n log.warn('GPU Grid Aggregation not supported, falling back to CPU')();\n gpuAggregation = false;\n }\n }\n const gpuAggregationChanged = gpuAggregation !== this.state.gpuAggregation;\n this.setState({\n gpuAggregation\n });\n\n const {dimensions} = this.state;\n const positionsChanged = this.isAttributeChanged(POSITION_ATTRIBUTE_NAME);\n const {data, weights} = dimensions;\n\n let {boundingBox} = this.state;\n if (positionsChanged) {\n boundingBox = getBoundingBox(this.getAttributes(), this.getNumInstances());\n this.setState({boundingBox});\n }\n if (positionsChanged || cellSizeChanged) {\n const {gridOffset, translation, width, height, numCol, numRow} = getGridParams(\n boundingBox,\n cellSize,\n viewport,\n coordinateSystem\n );\n this.allocateResources(numRow, numCol);\n this.setState({\n gridOffset,\n boundingBox,\n translation,\n posOffset: translation.slice(), // Used for CPU aggregation, to offset points\n gridOrigin: [-1 * translation[0], -1 * translation[1]],\n width,\n height,\n numCol,\n numRow\n });\n }\n\n const aggregationDataDirty =\n positionsChanged ||\n gpuAggregationChanged ||\n this.isAggregationDirty(opts, {\n dimension: data,\n compareAll: gpuAggregation // check for all (including extentions props) when using gpu aggregation\n });\n const aggregationWeightsDirty = this.isAggregationDirty(opts, {\n dimension: weights\n });\n\n if (aggregationWeightsDirty) {\n this._updateAccessors(opts);\n }\n if (aggregationDataDirty || aggregationWeightsDirty) {\n this._resetResults();\n }\n this.setState({\n aggregationDataDirty,\n aggregationWeightsDirty\n });\n }\n /* eslint-enable max-statements, complexity */\n\n // Private (Aggregation)\n\n private _updateAccessors(opts) {\n const {getWeight, aggregation, data} = opts.props;\n const {count} = this.state.weights;\n if (count) {\n count.getWeight = getWeight;\n count.operation = AGGREGATION_OPERATION[aggregation];\n }\n this.setState({getValue: getValueFunc(aggregation, getWeight, {data})});\n }\n\n private _resetResults() {\n const {count} = this.state.weights;\n if (count) {\n count.aggregationData = null;\n }\n }\n\n // Private (Contours)\n\n private _generateContours() {\n const {numCol, numRow, gridOrigin, gridOffset, thresholdData} = this.state;\n const {count} = this.state.weights;\n let {aggregationData} = count;\n if (!aggregationData) {\n aggregationData = count.aggregationBuffer.getData();\n count.aggregationData = aggregationData;\n }\n\n const {cellWeights} = GPUGridAggregator.getCellData({countsData: aggregationData});\n const contourData = generateContours({\n thresholdData,\n cellWeights,\n gridSize: [numCol, numRow],\n gridOrigin,\n cellSize: [gridOffset.xOffset, gridOffset.yOffset]\n });\n\n // contourData contains both iso-lines and iso-bands if requested.\n this.setState({contourData});\n }\n\n private _updateThresholdData(props) {\n const {contours, zOffset} = props;\n const count = contours.length;\n const thresholdData = new Array(count);\n for (let i = 0; i < count; i++) {\n const contour = contours[i];\n thresholdData[i] = {\n contour,\n zIndex: contour.zIndex || i,\n zOffset\n };\n }\n this.setState({thresholdData});\n }\n}\n"],"file":"contour-layer.js"}
@@ -1,7 +1,6 @@
1
1
  import { getCode, getVertices, CONTOUR_TYPE } from './marching-squares';
2
2
  export function generateContours({
3
3
  thresholdData,
4
- colors,
5
4
  cellWeights,
6
5
  gridSize,
7
6
  gridOrigin,
@@ -36,6 +35,7 @@ export function generateContours({
36
35
  height
37
36
  });
38
37
  const opts = {
38
+ type: CONTOUR_TYPE.ISO_BANDS,
39
39
  gridOrigin,
40
40
  cellSize,
41
41
  x,
@@ -1 +1 @@
1
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1
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@@ -1 +1 @@
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Code to Offsets Map needed to implement Marching Squares algorithm\n// Ref: https://en.wikipedia.org/wiki/Marching_squares\n\n// Table to map code to the intersection offsets\n// All offsets are relative to the center of marching cell (which is top right corner of grid-cell, and center of marching-square)\nconst HALF = 0.5;\nconst ONE6TH = 1 / 6;\nconst OFFSET = {\n N: [0, HALF], // NORTH\n E: [HALF, 0], // EAST\n S: [0, -HALF], // SOUTH\n W: [-HALF, 0], // WEST\n\n // CORNERS\n NE: [HALF, HALF],\n NW: [-HALF, HALF],\n SE: [HALF, -HALF],\n SW: [-HALF, -HALF]\n};\n\n// NOTE: vertices are ordered in CCW direction, starting from NW corner\n\n// Triangles\nconst SW_TRIANGLE = [OFFSET.W, OFFSET.SW, OFFSET.S];\nconst SE_TRIANGLE = [OFFSET.S, OFFSET.SE, OFFSET.E];\nconst NE_TRIANGLE = [OFFSET.E, OFFSET.NE, OFFSET.N];\nconst NW_TRIANGLE = [OFFSET.NW, OFFSET.W, OFFSET.N];\n\n// Trapezoids\nconst SW_TRAPEZOID = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF]\n];\nconst SE_TRAPEZOID = [\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH]\n];\nconst NE_TRAPEZOID = [\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\nconst NW_TRAPEZOID = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Rectangles\nconst S_RECTANGLE = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.E];\nconst E_RECTANGLE = [OFFSET.S, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst N_RECTANGLE = [OFFSET.NW, OFFSET.W, OFFSET.E, OFFSET.NE];\nconst W_RECTANGLE = [OFFSET.NW, OFFSET.SW, OFFSET.S, OFFSET.N];\nconst EW_RECTANGEL = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [HALF, -ONE6TH],\n [HALF, ONE6TH]\n];\nconst SN_RECTANGEL = [\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Square\nconst SQUARE = [OFFSET.NW, OFFSET.SW, OFFSET.SE, OFFSET.NE];\n\n// Pentagons\nconst SW_PENTAGON = [OFFSET.NW, OFFSET.SW, OFFSET.SE, OFFSET.E, OFFSET.N];\nconst SE_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst NE_PENTAGON = [OFFSET.NW, OFFSET.W, OFFSET.S, OFFSET.SE, OFFSET.NE];\nconst NW_PENTAGON = [OFFSET.NW, OFFSET.SW, OFFSET.S, OFFSET.E, OFFSET.NE];\n\nconst NW_N_PENTAGON = [OFFSET.NW, OFFSET.W, [HALF, -ONE6TH], [HALF, ONE6TH], OFFSET.N];\nconst NE_E_PENTAGON = [[-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.E, OFFSET.NE, OFFSET.N];\nconst SE_S_PENTAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.S, OFFSET.SE, OFFSET.E];\nconst SW_W_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, [ONE6TH, HALF], [-ONE6TH, HALF]];\n\nconst NW_W_PENTAGON = [OFFSET.NW, OFFSET.W, [-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.N];\nconst NE_N_PENTAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.E, OFFSET.NE, OFFSET.N];\nconst SE_E_PENTAGON = [OFFSET.S, OFFSET.SE, OFFSET.E, [ONE6TH, HALF], [-ONE6TH, HALF]];\nconst SW_S_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, [HALF, -ONE6TH], [HALF, ONE6TH]];\n\n// Hexagon\nconst S_HEXAGON = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.E, [ONE6TH, HALF], [-ONE6TH, HALF]];\nconst E_HEXAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.S, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst N_HEXAGON = [OFFSET.NW, OFFSET.W, [-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.E, OFFSET.NE];\nconst W_HEXAGON = [OFFSET.NW, OFFSET.SW, OFFSET.S, [HALF, -ONE6TH], [HALF, ONE6TH], OFFSET.N];\nconst SW_NE_HEXAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, OFFSET.E, OFFSET.NE, OFFSET.N];\nconst NW_SE_HEXAGON = [OFFSET.NW, OFFSET.W, OFFSET.S, OFFSET.SE, OFFSET.E, OFFSET.N];\n\n// Heptagon (7-sided)\nconst NE_HEPTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n OFFSET.E,\n OFFSET.NE,\n OFFSET.N\n];\nconst SW_HEPTAGON = [\n OFFSET.W,\n OFFSET.SW,\n OFFSET.S,\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\nconst NW_HEPTAGON = [\n OFFSET.NW,\n OFFSET.W,\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n OFFSET.N\n];\nconst SE_HEPTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n OFFSET.S,\n OFFSET.SE,\n OFFSET.E,\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Octagon\nconst OCTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Note: above wiki page invertes white/black dots for generating the code, we don't\nexport const ISOLINES_CODE_OFFSET_MAP = {\n // key is equal to the code of 4 vertices (invert the code specified in wiki)\n // value can be an array or an Object\n // Array : [line] or [line, line], where each line is [start-point, end-point], and each point is [x, y]\n // Object : to handle saddle cases, whos output depends on mean value of all 4 corners\n // key: code of mean value (0 or 1)\n // value: Array , as above defines one or two line segments\n 0: [],\n 1: [[OFFSET.W, OFFSET.S]],\n 2: [[OFFSET.S, OFFSET.E]],\n 3: [[OFFSET.W, OFFSET.E]],\n 4: [[OFFSET.N, OFFSET.E]],\n 5: {\n 0: [\n [OFFSET.W, OFFSET.S],\n [OFFSET.N, OFFSET.E]\n ],\n 1: [\n [OFFSET.W, OFFSET.N],\n [OFFSET.S, OFFSET.E]\n ]\n },\n 6: [[OFFSET.N, OFFSET.S]],\n 7: [[OFFSET.W, OFFSET.N]],\n 8: [[OFFSET.W, OFFSET.N]],\n 9: [[OFFSET.N, OFFSET.S]],\n 10: {\n 0: [\n [OFFSET.W, OFFSET.N],\n [OFFSET.S, OFFSET.E]\n ],\n 1: [\n [OFFSET.W, OFFSET.S],\n [OFFSET.N, OFFSET.E]\n ]\n },\n 11: [[OFFSET.N, OFFSET.E]],\n 12: [[OFFSET.W, OFFSET.E]],\n 13: [[OFFSET.S, OFFSET.E]],\n 14: [[OFFSET.W, OFFSET.S]],\n 15: []\n};\n\nfunction ternaryToIndex(ternary) {\n return parseInt(ternary, 4);\n}\n\nexport const ISOBANDS_CODE_OFFSET_MAP = {\n // Below list of cases, follow the same order as in above mentioned wiki page.\n // Each case has its code on first commented line // T,TR,R,C\n // where T: Top, TR: Top-right, R: Right and C: current, each will be either 0, 1 or 2\n // final code is binary representation of above code , where takes 2 digits\n // for example: code 2-2-2-1 => 10-10-10-01 => 10101001 => 169\n\n // no contours\n [ternaryToIndex('0000')]: [],\n [ternaryToIndex('2222')]: [],\n\n // single triangle\n [ternaryToIndex('2221')]: [SW_TRIANGLE],\n [ternaryToIndex('2212')]: [SE_TRIANGLE],\n [ternaryToIndex('2122')]: [NE_TRIANGLE],\n [ternaryToIndex('1222')]: [NW_TRIANGLE],\n [ternaryToIndex('0001')]: [SW_TRIANGLE],\n [ternaryToIndex('0010')]: [SE_TRIANGLE],\n [ternaryToIndex('0100')]: [NE_TRIANGLE],\n [ternaryToIndex('1000')]: [NW_TRIANGLE],\n\n // single trapezoid\n [ternaryToIndex('2220')]: [SW_TRAPEZOID],\n [ternaryToIndex('2202')]: [SE_TRAPEZOID],\n [ternaryToIndex('2022')]: [NE_TRAPEZOID],\n [ternaryToIndex('0222')]: [NW_TRAPEZOID],\n [ternaryToIndex('0002')]: [SW_TRAPEZOID],\n [ternaryToIndex('0020')]: [SE_TRAPEZOID],\n [ternaryToIndex('0200')]: [NE_TRAPEZOID],\n [ternaryToIndex('2000')]: [NW_TRAPEZOID],\n\n // single rectangle\n [ternaryToIndex('0011')]: [S_RECTANGLE],\n [ternaryToIndex('0110')]: [E_RECTANGLE],\n [ternaryToIndex('1100')]: [N_RECTANGLE],\n [ternaryToIndex('1001')]: [W_RECTANGLE],\n [ternaryToIndex('2211')]: [S_RECTANGLE],\n [ternaryToIndex('2112')]: [E_RECTANGLE],\n [ternaryToIndex('1122')]: [N_RECTANGLE],\n [ternaryToIndex('1221')]: [W_RECTANGLE],\n [ternaryToIndex('2200')]: [EW_RECTANGEL],\n [ternaryToIndex('2002')]: [SN_RECTANGEL],\n [ternaryToIndex('0022')]: [EW_RECTANGEL],\n [ternaryToIndex('0220')]: [SN_RECTANGEL],\n\n // single square\n // 1111\n [ternaryToIndex('1111')]: [SQUARE],\n\n // single pentagon\n [ternaryToIndex('1211')]: [SW_PENTAGON],\n [ternaryToIndex('2111')]: [SE_PENTAGON],\n [ternaryToIndex('1112')]: [NE_PENTAGON],\n [ternaryToIndex('1121')]: [NW_PENTAGON],\n [ternaryToIndex('1011')]: [SW_PENTAGON],\n [ternaryToIndex('0111')]: [SE_PENTAGON],\n [ternaryToIndex('1110')]: [NE_PENTAGON],\n [ternaryToIndex('1101')]: [NW_PENTAGON],\n [ternaryToIndex('1200')]: [NW_N_PENTAGON],\n [ternaryToIndex('0120')]: [NE_E_PENTAGON],\n [ternaryToIndex('0012')]: [SE_S_PENTAGON],\n [ternaryToIndex('2001')]: [SW_W_PENTAGON],\n [ternaryToIndex('1022')]: [NW_N_PENTAGON],\n [ternaryToIndex('2102')]: [NE_E_PENTAGON],\n [ternaryToIndex('2210')]: [SE_S_PENTAGON],\n [ternaryToIndex('0221')]: [SW_W_PENTAGON],\n [ternaryToIndex('1002')]: [NW_W_PENTAGON],\n [ternaryToIndex('2100')]: [NE_N_PENTAGON],\n [ternaryToIndex('0210')]: [SE_E_PENTAGON],\n [ternaryToIndex('0021')]: [SW_S_PENTAGON],\n [ternaryToIndex('1220')]: [NW_W_PENTAGON],\n [ternaryToIndex('0122')]: [NE_N_PENTAGON],\n [ternaryToIndex('2012')]: [SE_E_PENTAGON],\n [ternaryToIndex('2201')]: [SW_S_PENTAGON],\n\n // single hexagon\n [ternaryToIndex('0211')]: [S_HEXAGON],\n [ternaryToIndex('2110')]: [E_HEXAGON],\n [ternaryToIndex('1102')]: [N_HEXAGON],\n [ternaryToIndex('1021')]: [W_HEXAGON],\n [ternaryToIndex('2011')]: [S_HEXAGON],\n [ternaryToIndex('0112')]: [E_HEXAGON],\n [ternaryToIndex('1120')]: [N_HEXAGON],\n [ternaryToIndex('1201')]: [W_HEXAGON],\n [ternaryToIndex('2101')]: [SW_NE_HEXAGON],\n [ternaryToIndex('0121')]: [SW_NE_HEXAGON],\n [ternaryToIndex('1012')]: [NW_SE_HEXAGON],\n [ternaryToIndex('1210')]: [NW_SE_HEXAGON],\n\n // 6-sided polygons based on mean weight\n // NOTE: merges mean value codes for extreme changes (as per above Wiki doc)\n [ternaryToIndex('0101')]: {\n 0: [SW_TRIANGLE, NE_TRIANGLE],\n 1: [SW_NE_HEXAGON],\n 2: [SW_NE_HEXAGON]\n },\n [ternaryToIndex('1010')]: {\n 0: [NW_TRIANGLE, SE_TRIANGLE],\n 1: [NW_SE_HEXAGON],\n 2: [NW_SE_HEXAGON]\n },\n [ternaryToIndex('2121')]: {\n 0: [SW_NE_HEXAGON],\n 1: [SW_NE_HEXAGON],\n 2: [SW_TRIANGLE, NE_TRIANGLE]\n },\n [ternaryToIndex('1212')]: {\n 0: [NW_SE_HEXAGON],\n 1: [NW_SE_HEXAGON],\n 2: [NW_TRIANGLE, SE_TRIANGLE]\n },\n\n // 7-sided polygons based on mean weight\n [ternaryToIndex('2120')]: {\n 0: [NE_HEPTAGON],\n 1: [NE_HEPTAGON],\n 2: [SW_TRAPEZOID, NE_TRIANGLE]\n },\n [ternaryToIndex('2021')]: {\n 0: [SW_HEPTAGON],\n 1: [SW_HEPTAGON],\n 2: [SW_TRIANGLE, NE_TRAPEZOID]\n },\n [ternaryToIndex('1202')]: {\n 0: [NW_HEPTAGON],\n 1: [NW_HEPTAGON],\n 2: [NW_TRIANGLE, SE_TRAPEZOID]\n },\n [ternaryToIndex('0212')]: {\n 0: [SE_HEPTAGON],\n 1: [SE_HEPTAGON],\n 2: [SE_TRIANGLE, NW_TRAPEZOID]\n },\n [ternaryToIndex('0102')]: {\n 0: [SW_TRAPEZOID, NE_TRIANGLE],\n 1: [NE_HEPTAGON],\n 2: [NE_HEPTAGON]\n },\n [ternaryToIndex('0201')]: {\n 0: [SW_TRIANGLE, NE_TRAPEZOID],\n 1: [SW_HEPTAGON],\n 2: [SW_HEPTAGON]\n },\n [ternaryToIndex('1020')]: {\n 0: [NW_TRIANGLE, SE_TRAPEZOID],\n 1: [NW_HEPTAGON],\n 2: [NW_HEPTAGON]\n },\n [ternaryToIndex('2010')]: {\n 0: [SE_TRIANGLE, NW_TRAPEZOID],\n 1: [SE_HEPTAGON],\n 2: [SE_HEPTAGON]\n },\n\n // 8-sided polygons based on mean weight\n [ternaryToIndex('2020')]: {\n 0: [NW_TRAPEZOID, SE_TRAPEZOID],\n 1: [OCTAGON],\n 2: [SW_TRAPEZOID, NE_TRAPEZOID]\n },\n [ternaryToIndex('0202')]: {\n 0: [NE_TRAPEZOID, SW_TRAPEZOID],\n 1: [OCTAGON],\n 2: [NW_TRAPEZOID, SE_TRAPEZOID]\n }\n};\n"],"file":"marching-squares-codes.js"}
1
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Code to Offsets Map needed to implement Marching Squares algorithm\n// Ref: https://en.wikipedia.org/wiki/Marching_squares\n\n// Table to map code to the intersection offsets\n// All offsets are relative to the center of marching cell (which is top right corner of grid-cell, and center of marching-square)\nconst HALF = 0.5;\nconst ONE6TH = 1 / 6;\nconst OFFSET = {\n N: [0, HALF], // NORTH\n E: [HALF, 0], // EAST\n S: [0, -HALF], // SOUTH\n W: [-HALF, 0], // WEST\n\n // CORNERS\n NE: [HALF, HALF],\n NW: [-HALF, HALF],\n SE: [HALF, -HALF],\n SW: [-HALF, -HALF]\n};\n\n// NOTE: vertices are ordered in CCW direction, starting from NW corner\n\n// Triangles\nconst SW_TRIANGLE = [OFFSET.W, OFFSET.SW, OFFSET.S];\nconst SE_TRIANGLE = [OFFSET.S, OFFSET.SE, OFFSET.E];\nconst NE_TRIANGLE = [OFFSET.E, OFFSET.NE, OFFSET.N];\nconst NW_TRIANGLE = [OFFSET.NW, OFFSET.W, OFFSET.N];\n\n// Trapezoids\nconst SW_TRAPEZOID = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF]\n];\nconst SE_TRAPEZOID = [\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH]\n];\nconst NE_TRAPEZOID = [\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\nconst NW_TRAPEZOID = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Rectangles\nconst S_RECTANGLE = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.E];\nconst E_RECTANGLE = [OFFSET.S, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst N_RECTANGLE = [OFFSET.NW, OFFSET.W, OFFSET.E, OFFSET.NE];\nconst W_RECTANGLE = [OFFSET.NW, OFFSET.SW, OFFSET.S, OFFSET.N];\nconst EW_RECTANGEL = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [HALF, -ONE6TH],\n [HALF, ONE6TH]\n];\nconst SN_RECTANGEL = [\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Square\nconst SQUARE = [OFFSET.NW, OFFSET.SW, OFFSET.SE, OFFSET.NE];\n\n// Pentagons\nconst SW_PENTAGON = [OFFSET.NW, OFFSET.SW, OFFSET.SE, OFFSET.E, OFFSET.N];\nconst SE_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst NE_PENTAGON = [OFFSET.NW, OFFSET.W, OFFSET.S, OFFSET.SE, OFFSET.NE];\nconst NW_PENTAGON = [OFFSET.NW, OFFSET.SW, OFFSET.S, OFFSET.E, OFFSET.NE];\n\nconst NW_N_PENTAGON = [OFFSET.NW, OFFSET.W, [HALF, -ONE6TH], [HALF, ONE6TH], OFFSET.N];\nconst NE_E_PENTAGON = [[-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.E, OFFSET.NE, OFFSET.N];\nconst SE_S_PENTAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.S, OFFSET.SE, OFFSET.E];\nconst SW_W_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, [ONE6TH, HALF], [-ONE6TH, HALF]];\n\nconst NW_W_PENTAGON = [OFFSET.NW, OFFSET.W, [-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.N];\nconst NE_N_PENTAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.E, OFFSET.NE, OFFSET.N];\nconst SE_E_PENTAGON = [OFFSET.S, OFFSET.SE, OFFSET.E, [ONE6TH, HALF], [-ONE6TH, HALF]];\nconst SW_S_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, [HALF, -ONE6TH], [HALF, ONE6TH]];\n\n// Hexagon\nconst S_HEXAGON = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.E, [ONE6TH, HALF], [-ONE6TH, HALF]];\nconst E_HEXAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.S, OFFSET.SE, OFFSET.NE, OFFSET.N];\nconst N_HEXAGON = [OFFSET.NW, OFFSET.W, [-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.E, OFFSET.NE];\nconst W_HEXAGON = [OFFSET.NW, OFFSET.SW, OFFSET.S, [HALF, -ONE6TH], [HALF, ONE6TH], OFFSET.N];\nconst SW_NE_HEXAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, OFFSET.E, OFFSET.NE, OFFSET.N];\nconst NW_SE_HEXAGON = [OFFSET.NW, OFFSET.W, OFFSET.S, OFFSET.SE, OFFSET.E, OFFSET.N];\n\n// Heptagon (7-sided)\nconst NE_HEPTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n OFFSET.E,\n OFFSET.NE,\n OFFSET.N\n];\nconst SW_HEPTAGON = [\n OFFSET.W,\n OFFSET.SW,\n OFFSET.S,\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\nconst NW_HEPTAGON = [\n OFFSET.NW,\n OFFSET.W,\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n OFFSET.N\n];\nconst SE_HEPTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n OFFSET.S,\n OFFSET.SE,\n OFFSET.E,\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Octagon\nconst OCTAGON = [\n [-HALF, ONE6TH],\n [-HALF, -ONE6TH],\n [-ONE6TH, -HALF],\n [ONE6TH, -HALF],\n [HALF, -ONE6TH],\n [HALF, ONE6TH],\n [ONE6TH, HALF],\n [-ONE6TH, HALF]\n];\n\n// Note: above wiki page invertes white/black dots for generating the code, we don't\nexport const ISOLINES_CODE_OFFSET_MAP = {\n // key is equal to the code of 4 vertices (invert the code specified in wiki)\n // value can be an array or an Object\n // Array : [line] or [line, line], where each line is [start-point, end-point], and each point is [x, y]\n // Object : to handle saddle cases, whos output depends on mean value of all 4 corners\n // key: code of mean value (0 or 1)\n // value: Array , as above defines one or two line segments\n 0: [],\n 1: [[OFFSET.W, OFFSET.S]],\n 2: [[OFFSET.S, OFFSET.E]],\n 3: [[OFFSET.W, OFFSET.E]],\n 4: [[OFFSET.N, OFFSET.E]],\n 5: {\n 0: [\n [OFFSET.W, OFFSET.S],\n [OFFSET.N, OFFSET.E]\n ],\n 1: [\n [OFFSET.W, OFFSET.N],\n [OFFSET.S, OFFSET.E]\n ]\n },\n 6: [[OFFSET.N, OFFSET.S]],\n 7: [[OFFSET.W, OFFSET.N]],\n 8: [[OFFSET.W, OFFSET.N]],\n 9: [[OFFSET.N, OFFSET.S]],\n 10: {\n 0: [\n [OFFSET.W, OFFSET.N],\n [OFFSET.S, OFFSET.E]\n ],\n 1: [\n [OFFSET.W, OFFSET.S],\n [OFFSET.N, OFFSET.E]\n ]\n },\n 11: [[OFFSET.N, OFFSET.E]],\n 12: [[OFFSET.W, OFFSET.E]],\n 13: [[OFFSET.S, OFFSET.E]],\n 14: [[OFFSET.W, OFFSET.S]],\n 15: []\n};\n\nfunction ternaryToIndex(ternary) {\n return parseInt(ternary, 4);\n}\n\nexport const ISOBANDS_CODE_OFFSET_MAP = {\n // Below list of cases, follow the same order as in above mentioned wiki page.\n // Each case has its code on first commented line // T,TR,R,C\n // where T: Top, TR: Top-right, R: Right and C: current, each will be either 0, 1 or 2\n // final code is binary representation of above code , where takes 2 digits\n // for example: code 2-2-2-1 => 10-10-10-01 => 10101001 => 169\n\n // no contours\n [ternaryToIndex('0000')]: [],\n [ternaryToIndex('2222')]: [],\n\n // single triangle\n [ternaryToIndex('2221')]: [SW_TRIANGLE],\n [ternaryToIndex('2212')]: [SE_TRIANGLE],\n [ternaryToIndex('2122')]: [NE_TRIANGLE],\n [ternaryToIndex('1222')]: [NW_TRIANGLE],\n [ternaryToIndex('0001')]: [SW_TRIANGLE],\n [ternaryToIndex('0010')]: [SE_TRIANGLE],\n [ternaryToIndex('0100')]: [NE_TRIANGLE],\n [ternaryToIndex('1000')]: [NW_TRIANGLE],\n\n // single trapezoid\n [ternaryToIndex('2220')]: [SW_TRAPEZOID],\n [ternaryToIndex('2202')]: [SE_TRAPEZOID],\n [ternaryToIndex('2022')]: [NE_TRAPEZOID],\n [ternaryToIndex('0222')]: [NW_TRAPEZOID],\n [ternaryToIndex('0002')]: [SW_TRAPEZOID],\n [ternaryToIndex('0020')]: [SE_TRAPEZOID],\n [ternaryToIndex('0200')]: [NE_TRAPEZOID],\n [ternaryToIndex('2000')]: [NW_TRAPEZOID],\n\n // single rectangle\n [ternaryToIndex('0011')]: [S_RECTANGLE],\n [ternaryToIndex('0110')]: [E_RECTANGLE],\n [ternaryToIndex('1100')]: [N_RECTANGLE],\n [ternaryToIndex('1001')]: [W_RECTANGLE],\n [ternaryToIndex('2211')]: [S_RECTANGLE],\n [ternaryToIndex('2112')]: [E_RECTANGLE],\n [ternaryToIndex('1122')]: [N_RECTANGLE],\n [ternaryToIndex('1221')]: [W_RECTANGLE],\n [ternaryToIndex('2200')]: [EW_RECTANGEL],\n [ternaryToIndex('2002')]: [SN_RECTANGEL],\n [ternaryToIndex('0022')]: [EW_RECTANGEL],\n [ternaryToIndex('0220')]: [SN_RECTANGEL],\n\n // single square\n // 1111\n [ternaryToIndex('1111')]: [SQUARE],\n\n // single pentagon\n [ternaryToIndex('1211')]: [SW_PENTAGON],\n [ternaryToIndex('2111')]: [SE_PENTAGON],\n [ternaryToIndex('1112')]: [NE_PENTAGON],\n [ternaryToIndex('1121')]: [NW_PENTAGON],\n [ternaryToIndex('1011')]: [SW_PENTAGON],\n [ternaryToIndex('0111')]: [SE_PENTAGON],\n [ternaryToIndex('1110')]: [NE_PENTAGON],\n [ternaryToIndex('1101')]: [NW_PENTAGON],\n [ternaryToIndex('1200')]: [NW_N_PENTAGON],\n [ternaryToIndex('0120')]: [NE_E_PENTAGON],\n [ternaryToIndex('0012')]: [SE_S_PENTAGON],\n [ternaryToIndex('2001')]: [SW_W_PENTAGON],\n [ternaryToIndex('1022')]: [NW_N_PENTAGON],\n [ternaryToIndex('2102')]: [NE_E_PENTAGON],\n [ternaryToIndex('2210')]: [SE_S_PENTAGON],\n [ternaryToIndex('0221')]: [SW_W_PENTAGON],\n [ternaryToIndex('1002')]: [NW_W_PENTAGON],\n [ternaryToIndex('2100')]: [NE_N_PENTAGON],\n [ternaryToIndex('0210')]: [SE_E_PENTAGON],\n [ternaryToIndex('0021')]: [SW_S_PENTAGON],\n [ternaryToIndex('1220')]: [NW_W_PENTAGON],\n [ternaryToIndex('0122')]: [NE_N_PENTAGON],\n [ternaryToIndex('2012')]: [SE_E_PENTAGON],\n [ternaryToIndex('2201')]: [SW_S_PENTAGON],\n\n // single hexagon\n [ternaryToIndex('0211')]: [S_HEXAGON],\n [ternaryToIndex('2110')]: [E_HEXAGON],\n [ternaryToIndex('1102')]: [N_HEXAGON],\n [ternaryToIndex('1021')]: [W_HEXAGON],\n [ternaryToIndex('2011')]: [S_HEXAGON],\n [ternaryToIndex('0112')]: [E_HEXAGON],\n [ternaryToIndex('1120')]: [N_HEXAGON],\n [ternaryToIndex('1201')]: [W_HEXAGON],\n [ternaryToIndex('2101')]: [SW_NE_HEXAGON],\n [ternaryToIndex('0121')]: [SW_NE_HEXAGON],\n [ternaryToIndex('1012')]: [NW_SE_HEXAGON],\n [ternaryToIndex('1210')]: [NW_SE_HEXAGON],\n\n // 6-sided polygons based on mean weight\n // NOTE: merges mean value codes for extreme changes (as per above Wiki doc)\n [ternaryToIndex('0101')]: {\n 0: [SW_TRIANGLE, NE_TRIANGLE],\n 1: [SW_NE_HEXAGON],\n 2: [SW_NE_HEXAGON]\n },\n [ternaryToIndex('1010')]: {\n 0: [NW_TRIANGLE, SE_TRIANGLE],\n 1: [NW_SE_HEXAGON],\n 2: [NW_SE_HEXAGON]\n },\n [ternaryToIndex('2121')]: {\n 0: [SW_NE_HEXAGON],\n 1: [SW_NE_HEXAGON],\n 2: [SW_TRIANGLE, NE_TRIANGLE]\n },\n [ternaryToIndex('1212')]: {\n 0: [NW_SE_HEXAGON],\n 1: [NW_SE_HEXAGON],\n 2: [NW_TRIANGLE, SE_TRIANGLE]\n },\n\n // 7-sided polygons based on mean weight\n [ternaryToIndex('2120')]: {\n 0: [NE_HEPTAGON],\n 1: [NE_HEPTAGON],\n 2: [SW_TRAPEZOID, NE_TRIANGLE]\n },\n [ternaryToIndex('2021')]: {\n 0: [SW_HEPTAGON],\n 1: [SW_HEPTAGON],\n 2: [SW_TRIANGLE, NE_TRAPEZOID]\n },\n [ternaryToIndex('1202')]: {\n 0: [NW_HEPTAGON],\n 1: [NW_HEPTAGON],\n 2: [NW_TRIANGLE, SE_TRAPEZOID]\n },\n [ternaryToIndex('0212')]: {\n 0: [SE_HEPTAGON],\n 1: [SE_HEPTAGON],\n 2: [SE_TRIANGLE, NW_TRAPEZOID]\n },\n [ternaryToIndex('0102')]: {\n 0: [SW_TRAPEZOID, NE_TRIANGLE],\n 1: [NE_HEPTAGON],\n 2: [NE_HEPTAGON]\n },\n [ternaryToIndex('0201')]: {\n 0: [SW_TRIANGLE, NE_TRAPEZOID],\n 1: [SW_HEPTAGON],\n 2: [SW_HEPTAGON]\n },\n [ternaryToIndex('1020')]: {\n 0: [NW_TRIANGLE, SE_TRAPEZOID],\n 1: [NW_HEPTAGON],\n 2: [NW_HEPTAGON]\n },\n [ternaryToIndex('2010')]: {\n 0: [SE_TRIANGLE, NW_TRAPEZOID],\n 1: [SE_HEPTAGON],\n 2: [SE_HEPTAGON]\n },\n\n // 8-sided polygons based on mean weight\n [ternaryToIndex('2020')]: {\n 0: [NW_TRAPEZOID, SE_TRAPEZOID],\n 1: [OCTAGON],\n 2: [SW_TRAPEZOID, NE_TRAPEZOID]\n },\n [ternaryToIndex('0202')]: {\n 0: [NE_TRAPEZOID, SW_TRAPEZOID],\n 1: [OCTAGON],\n 2: [NW_TRAPEZOID, SE_TRAPEZOID]\n }\n};\n"],"file":"marching-squares-codes.js"}
@@ -1 +1 @@
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All utility methods needed to implement Marching Squares algorithm\n// Ref: https://en.wikipedia.org/wiki/Marching_squares\n\nimport {log} from '@deck.gl/core';\nimport {ISOLINES_CODE_OFFSET_MAP, ISOBANDS_CODE_OFFSET_MAP} from './marching-squares-codes';\n\nexport const CONTOUR_TYPE = {\n ISO_LINES: 1,\n ISO_BANDS: 2\n};\n\nconst DEFAULT_THRESHOLD_DATA = {\n zIndex: 0,\n zOffset: 0.005\n};\n\n// Utility methods\n\nfunction getVertexCode(weight, threshold) {\n // threshold must be a single value or a range (array of size 2)\n\n // Iso-bands\n if (Array.isArray(threshold)) {\n if (weight < threshold[0]) {\n return 0;\n }\n return weight < threshold[1] ? 1 : 2;\n }\n // Iso-lines\n return weight >= threshold ? 1 : 0;\n}\n\n// Returns marching square code for given cell\n/* eslint-disable complexity, max-statements*/\nexport function getCode(opts) {\n // Assumptions\n // Origin is on bottom-left , and X increase to right, Y to top\n // When processing one cell, we process 4 cells, by extending row to top and on column to right\n // to create a 2X2 cell grid\n const {cellWeights, x, y, width, height} = opts;\n let threshold = opts.threshold;\n if (opts.thresholdValue) {\n log.deprecated('thresholdValue', 'threshold')();\n threshold = opts.thresholdValue;\n }\n\n const isLeftBoundary = x < 0;\n const isRightBoundary = x >= width - 1;\n const isBottomBoundary = y < 0;\n const isTopBoundary = y >= height - 1;\n const isBoundary = isLeftBoundary || isRightBoundary || isBottomBoundary || isTopBoundary;\n\n const weights = {};\n const codes = {};\n\n // TOP\n if (isLeftBoundary || isTopBoundary) {\n codes.top = 0;\n } else {\n weights.top = cellWeights[(y + 1) * width + x];\n codes.top = getVertexCode(weights.top, threshold);\n }\n\n // TOP-RIGHT\n if (isRightBoundary || isTopBoundary) {\n codes.topRight = 0;\n } else {\n weights.topRight = cellWeights[(y + 1) * width + x + 1];\n codes.topRight = getVertexCode(weights.topRight, threshold);\n }\n\n // RIGHT\n if (isRightBoundary || isBottomBoundary) {\n codes.right = 0;\n } else {\n weights.right = cellWeights[y * width + x + 1];\n codes.right = getVertexCode(weights.right, threshold);\n }\n\n // CURRENT\n if (isLeftBoundary || isBottomBoundary) {\n codes.current = 0;\n } else {\n weights.current = cellWeights[y * width + x];\n codes.current = getVertexCode(weights.current, threshold);\n }\n\n const {top, topRight, right, current} = codes;\n let code = -1;\n if (Number.isFinite(threshold)) {\n code = (top << 3) | (topRight << 2) | (right << 1) | current;\n }\n if (Array.isArray(threshold)) {\n code = (top << 6) | (topRight << 4) | (right << 2) | current;\n }\n\n let meanCode = 0;\n // meanCode is only needed for saddle cases, and they should\n // only occur when we are not processing a cell on boundary\n // because when on a boundary either, bottom-row, top-row, left-column or right-column will have both 0 codes\n if (!isBoundary) {\n meanCode = getVertexCode(\n (weights.top + weights.topRight + weights.right + weights.current) / 4,\n threshold\n );\n }\n return {code, meanCode};\n}\n/* eslint-enable complexity, max-statements*/\n\n// Returns intersection vertices for given cellindex\n// [x, y] refers current marching cell, reference vertex is always top-right corner\nexport function getVertices(opts) {\n const {gridOrigin, cellSize, x, y, code, meanCode, type = CONTOUR_TYPE.ISO_LINES} = opts;\n const thresholdData = {...DEFAULT_THRESHOLD_DATA, ...opts.thresholdData};\n let offsets =\n type === CONTOUR_TYPE.ISO_BANDS\n ? ISOBANDS_CODE_OFFSET_MAP[code]\n : ISOLINES_CODE_OFFSET_MAP[code];\n\n // handle saddle cases\n if (!Array.isArray(offsets)) {\n offsets = offsets[meanCode];\n }\n\n // Reference vertex is at top-right move to top-right corner\n\n const vZ = thresholdData.zIndex * thresholdData.zOffset;\n const rX = (x + 1) * cellSize[0];\n const rY = (y + 1) * cellSize[1];\n\n const refVertexX = gridOrigin[0] + rX;\n const refVertexY = gridOrigin[1] + rY;\n\n // offsets format\n // ISO_LINES: [[1A, 1B], [2A, 2B]],\n // ISO_BANDS: [[1A, 1B, 1C, ...], [2A, 2B, 2C, ...]],\n\n // vertices format\n\n // ISO_LINES: [[x1A, y1A], [x1B, y1B], [x2A, x2B], ...],\n\n // ISO_BANDS: => confirms to SolidPolygonLayer's simple polygon format\n // [\n // [[x1A, y1A], [x1B, y1B], [x1C, y1C] ... ],\n // ...\n // ]\n\n if (type === CONTOUR_TYPE.ISO_BANDS) {\n const polygons = [];\n offsets.forEach(polygonOffsets => {\n const polygon = [];\n polygonOffsets.forEach(xyOffset => {\n const vX = refVertexX + xyOffset[0] * cellSize[0];\n const vY = refVertexY + xyOffset[1] * cellSize[1];\n polygon.push([vX, vY, vZ]);\n });\n polygons.push(polygon);\n });\n return polygons;\n }\n\n // default case is ISO_LINES\n const lines = [];\n offsets.forEach(xyOffsets => {\n xyOffsets.forEach(offset => {\n const vX = refVertexX + offset[0] * cellSize[0];\n const vY = refVertexY + offset[1] * cellSize[1];\n lines.push([vX, vY, vZ]);\n });\n });\n return lines;\n}\n"],"file":"marching-squares.js"}
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All utility methods needed to implement Marching Squares algorithm\n// Ref: https://en.wikipedia.org/wiki/Marching_squares\n\nimport {log} from '@deck.gl/core';\nimport {ISOLINES_CODE_OFFSET_MAP, ISOBANDS_CODE_OFFSET_MAP} from './marching-squares-codes';\n\nexport const CONTOUR_TYPE = {\n ISO_LINES: 1,\n ISO_BANDS: 2\n};\n\nconst DEFAULT_THRESHOLD_DATA = {\n zIndex: 0,\n zOffset: 0.005\n};\n\n// Utility methods\n\nfunction getVertexCode(weight: number, threshold: number | number[]): number {\n // threshold must be a single value or a range (array of size 2)\n\n // Iso-bands\n if (Array.isArray(threshold)) {\n if (weight < threshold[0]) {\n return 0;\n }\n return weight < threshold[1] ? 1 : 2;\n }\n // Iso-lines\n return weight >= threshold ? 1 : 0;\n}\n\n// Returns marching square code for given cell\n/* eslint-disable complexity, max-statements*/\nexport function getCode(opts) {\n // Assumptions\n // Origin is on bottom-left , and X increase to right, Y to top\n // When processing one cell, we process 4 cells, by extending row to top and on column to right\n // to create a 2X2 cell grid\n const {cellWeights, x, y, width, height} = opts;\n let threshold = opts.threshold;\n if (opts.thresholdValue) {\n log.deprecated('thresholdValue', 'threshold')();\n threshold = opts.thresholdValue;\n }\n\n const isLeftBoundary = x < 0;\n const isRightBoundary = x >= width - 1;\n const isBottomBoundary = y < 0;\n const isTopBoundary = y >= height - 1;\n const isBoundary = isLeftBoundary || isRightBoundary || isBottomBoundary || isTopBoundary;\n\n const weights: Record<string, number> = {};\n const codes: Record<string, number> = {};\n\n // TOP\n if (isLeftBoundary || isTopBoundary) {\n codes.top = 0;\n } else {\n weights.top = cellWeights[(y + 1) * width + x];\n codes.top = getVertexCode(weights.top, threshold);\n }\n\n // TOP-RIGHT\n if (isRightBoundary || isTopBoundary) {\n codes.topRight = 0;\n } else {\n weights.topRight = cellWeights[(y + 1) * width + x + 1];\n codes.topRight = getVertexCode(weights.topRight, threshold);\n }\n\n // RIGHT\n if (isRightBoundary || isBottomBoundary) {\n codes.right = 0;\n } else {\n weights.right = cellWeights[y * width + x + 1];\n codes.right = getVertexCode(weights.right, threshold);\n }\n\n // CURRENT\n if (isLeftBoundary || isBottomBoundary) {\n codes.current = 0;\n } else {\n weights.current = cellWeights[y * width + x];\n codes.current = getVertexCode(weights.current, threshold);\n }\n\n const {top, topRight, right, current} = codes;\n let code = -1;\n if (Number.isFinite(threshold)) {\n code = (top << 3) | (topRight << 2) | (right << 1) | current;\n }\n if (Array.isArray(threshold)) {\n code = (top << 6) | (topRight << 4) | (right << 2) | current;\n }\n\n let meanCode = 0;\n // meanCode is only needed for saddle cases, and they should\n // only occur when we are not processing a cell on boundary\n // because when on a boundary either, bottom-row, top-row, left-column or right-column will have both 0 codes\n if (!isBoundary) {\n meanCode = getVertexCode(\n (weights.top + weights.topRight + weights.right + weights.current) / 4,\n threshold\n );\n }\n return {code, meanCode};\n}\n/* eslint-enable complexity, max-statements*/\n\n// Returns intersection vertices for given cellindex\n// [x, y] refers current marching cell, reference vertex is always top-right corner\nexport function getVertices(opts) {\n const {gridOrigin, cellSize, x, y, code, meanCode, type = CONTOUR_TYPE.ISO_LINES} = opts;\n const thresholdData = {...DEFAULT_THRESHOLD_DATA, ...opts.thresholdData};\n let offsets =\n type === CONTOUR_TYPE.ISO_BANDS\n ? ISOBANDS_CODE_OFFSET_MAP[code]\n : ISOLINES_CODE_OFFSET_MAP[code];\n\n // handle saddle cases\n if (!Array.isArray(offsets)) {\n offsets = offsets[meanCode];\n }\n\n // Reference vertex is at top-right move to top-right corner\n\n const vZ = thresholdData.zIndex * thresholdData.zOffset;\n const rX = (x + 1) * cellSize[0];\n const rY = (y + 1) * cellSize[1];\n\n const refVertexX = gridOrigin[0] + rX;\n const refVertexY = gridOrigin[1] + rY;\n\n // offsets format\n // ISO_LINES: [[1A, 1B], [2A, 2B]],\n // ISO_BANDS: [[1A, 1B, 1C, ...], [2A, 2B, 2C, ...]],\n\n // vertices format\n\n // ISO_LINES: [[x1A, y1A], [x1B, y1B], [x2A, x2B], ...],\n\n // ISO_BANDS: => confirms to SolidPolygonLayer's simple polygon format\n // [\n // [[x1A, y1A], [x1B, y1B], [x1C, y1C] ... ],\n // ...\n // ]\n\n if (type === CONTOUR_TYPE.ISO_BANDS) {\n const polygons: number[][][] = [];\n offsets.forEach(polygonOffsets => {\n const polygon: number[][] = [];\n polygonOffsets.forEach(xyOffset => {\n const vX = refVertexX + xyOffset[0] * cellSize[0];\n const vY = refVertexY + xyOffset[1] * cellSize[1];\n polygon.push([vX, vY, vZ]);\n });\n polygons.push(polygon);\n });\n return polygons;\n }\n\n // default case is ISO_LINES\n const lines: number[][] = [];\n offsets.forEach(xyOffsets => {\n xyOffsets.forEach(offset => {\n const vX = refVertexX + offset[0] * cellSize[0];\n const vY = refVertexY + offset[1] * cellSize[1];\n lines.push([vX, vY, vZ]);\n });\n });\n return lines;\n}\n"],"file":"marching-squares.js"}
@@ -1,3 +1,4 @@
1
+ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
1
2
  import { GridCellLayer } from '@deck.gl/layers';
2
3
  import { defaultColorRange } from '../utils/color-utils';
3
4
  import { pointToDensityGridDataCPU } from './grid-aggregator';
@@ -113,7 +114,7 @@ export default class CPUGridLayer extends AggregationLayer {
113
114
  aggregatorState: this.state.cpuAggregator.updateState(opts, {
114
115
  viewport: this.context.viewport,
115
116
  attributes: this.getAttributes(),
116
- numInstances: this.getNumInstances(opts.props)
117
+ numInstances: this.getNumInstances()
117
118
  })
118
119
  });
119
120
  }
@@ -175,6 +176,8 @@ export default class CPUGridLayer extends AggregationLayer {
175
176
  }
176
177
 
177
178
  }
178
- CPUGridLayer.layerName = 'CPUGridLayer';
179
- CPUGridLayer.defaultProps = defaultProps;
179
+
180
+ _defineProperty(CPUGridLayer, "layerName", 'CPUGridLayer');
181
+
182
+ _defineProperty(CPUGridLayer, "defaultProps", defaultProps);
180
183
  //# sourceMappingURL=cpu-grid-layer.js.map
@@ -1 +1 @@
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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {GridCellLayer} from '@deck.gl/layers';\n\nimport {defaultColorRange} from '../utils/color-utils';\nimport {pointToDensityGridDataCPU} from './grid-aggregator';\nimport CPUAggregator from '../utils/cpu-aggregator';\nimport AggregationLayer from '../aggregation-layer';\n\nimport GL from '@luma.gl/constants';\n\nfunction nop() {}\n\nconst defaultProps = {\n // color\n colorDomain: null,\n colorRange: defaultColorRange,\n getColorValue: {type: 'accessor', value: null}, // default value is calculated from `getColorWeight` and `colorAggregation`\n getColorWeight: {type: 'accessor', value: 1},\n colorAggregation: 'SUM',\n lowerPercentile: {type: 'number', min: 0, max: 100, value: 0},\n upperPercentile: {type: 'number', min: 0, max: 100, value: 100},\n colorScaleType: 'quantize',\n onSetColorDomain: nop,\n\n // elevation\n elevationDomain: null,\n elevationRange: [0, 1000],\n getElevationValue: {type: 'accessor', value: null}, // default value is calculated from `getElevationWeight` and `elevationAggregation`\n getElevationWeight: {type: 'accessor', value: 1},\n elevationAggregation: 'SUM',\n elevationLowerPercentile: {type: 'number', min: 0, max: 100, value: 0},\n elevationUpperPercentile: {type: 'number', min: 0, max: 100, value: 100},\n elevationScale: {type: 'number', min: 0, value: 1},\n elevationScaleType: 'linear',\n onSetElevationDomain: nop,\n\n gridAggregator: pointToDensityGridDataCPU,\n\n // grid\n cellSize: {type: 'number', min: 0, max: 1000, value: 1000},\n coverage: {type: 'number', min: 0, max: 1, value: 1},\n getPosition: {type: 'accessor', value: x => x.position},\n extruded: false,\n\n // Optional material for 'lighting' shader module\n material: true,\n\n // data filter\n _filterData: {type: 'function', value: null, optional: true}\n};\n\nexport default class CPUGridLayer extends AggregationLayer {\n initializeState() {\n const cpuAggregator = new CPUAggregator({\n getAggregator: props => props.gridAggregator,\n getCellSize: props => props.cellSize\n });\n\n this.state = {\n cpuAggregator,\n aggregatorState: cpuAggregator.state\n };\n const attributeManager = this.getAttributeManager();\n attributeManager.add({\n positions: {size: 3, type: GL.DOUBLE, accessor: 'getPosition'}\n });\n // color and elevation attributes can't be added as attributes\n // they are calcualted using 'getValue' accessor that takes an array of pints.\n }\n\n updateState(opts) {\n super.updateState(opts);\n this.setState({\n // make a copy of the internal state of cpuAggregator for testing\n aggregatorState: this.state.cpuAggregator.updateState(opts, {\n viewport: this.context.viewport,\n attributes: this.getAttributes(),\n numInstances: this.getNumInstances(opts.props)\n })\n });\n }\n\n getPickingInfo({info}) {\n return this.state.cpuAggregator.getPickingInfo({info});\n }\n\n // create a method for testing\n _onGetSublayerColor(cell) {\n return this.state.cpuAggregator.getAccessor('fillColor')(cell);\n }\n\n // create a method for testing\n _onGetSublayerElevation(cell) {\n return this.state.cpuAggregator.getAccessor('elevation')(cell);\n }\n\n _getSublayerUpdateTriggers() {\n return this.state.cpuAggregator.getUpdateTriggers(this.props);\n }\n\n renderLayers() {\n const {elevationScale, extruded, cellSize, coverage, material, transitions} = this.props;\n const {cpuAggregator} = this.state;\n const SubLayerClass = this.getSubLayerClass('grid-cell', GridCellLayer);\n const updateTriggers = this._getSublayerUpdateTriggers();\n\n return new SubLayerClass(\n {\n cellSize,\n coverage,\n material,\n elevationScale,\n extruded,\n\n getFillColor: this._onGetSublayerColor.bind(this),\n getElevation: this._onGetSublayerElevation.bind(this),\n transitions: transitions && {\n getFillColor: transitions.getColorValue || transitions.getColorWeight,\n getElevation: transitions.getElevationValue || transitions.getElevationWeight\n }\n },\n this.getSubLayerProps({\n id: 'grid-cell',\n updateTriggers\n }),\n {\n data: cpuAggregator.state.layerData.data\n }\n );\n }\n}\n\nCPUGridLayer.layerName = 'CPUGridLayer';\nCPUGridLayer.defaultProps = defaultProps;\n"],"file":"cpu-grid-layer.js"}
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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport GL from '@luma.gl/constants';\nimport {GridCellLayer} from '@deck.gl/layers';\nimport {Accessor, AccessorFunction, Color, Position, Material, DefaultProps} from '@deck.gl/core';\n\nimport {defaultColorRange} from '../utils/color-utils';\nimport {pointToDensityGridDataCPU} from './grid-aggregator';\nimport CPUAggregator from '../utils/cpu-aggregator';\nimport AggregationLayer, {AggregationLayerProps} from '../aggregation-layer';\n\nimport Layer, {UpdateParameters} from 'modules/core/src/lib/layer';\nimport {GetPickingInfoParams, PickingInfo} from 'modules/core/src/lib/picking/pick-info';\nimport {AggregateAccessor} from '../types';\n\n// eslint-disable-next-line @typescript-eslint/no-empty-function\nfunction nop() {}\n\nconst defaultProps: DefaultProps<CPUGridLayerProps> = {\n // color\n colorDomain: null,\n colorRange: defaultColorRange,\n getColorValue: {type: 'accessor', value: null}, // default value is calculated from `getColorWeight` and `colorAggregation`\n getColorWeight: {type: 'accessor', value: 1},\n colorAggregation: 'SUM',\n lowerPercentile: {type: 'number', min: 0, max: 100, value: 0},\n upperPercentile: {type: 'number', min: 0, max: 100, value: 100},\n colorScaleType: 'quantize',\n onSetColorDomain: nop,\n\n // elevation\n elevationDomain: null,\n elevationRange: [0, 1000],\n getElevationValue: {type: 'accessor', value: null}, // default value is calculated from `getElevationWeight` and `elevationAggregation`\n getElevationWeight: {type: 'accessor', value: 1},\n elevationAggregation: 'SUM',\n elevationLowerPercentile: {type: 'number', min: 0, max: 100, value: 0},\n elevationUpperPercentile: {type: 'number', min: 0, max: 100, value: 100},\n elevationScale: {type: 'number', min: 0, value: 1},\n elevationScaleType: 'linear',\n onSetElevationDomain: nop,\n\n gridAggregator: pointToDensityGridDataCPU,\n\n // grid\n cellSize: {type: 'number', min: 0, max: 1000, value: 1000},\n coverage: {type: 'number', min: 0, max: 1, value: 1},\n getPosition: {type: 'accessor', value: x => x.position},\n extruded: false,\n\n // Optional material for 'lighting' shader module\n material: true,\n\n // data filter\n _filterData: {type: 'function', value: null, optional: true}\n};\n\n/** All properties supported by CPUGridLayer. */\nexport type CPUGridLayerProps<DataT = any> = _CPUGridLayerProps<DataT> &\n AggregationLayerProps<DataT>;\n\n/** Properties added by CPUGridLayer. */\nexport type _CPUGridLayerProps<DataT> = {\n /**\n * Size of each cell in meters.\n * @default 1000\n */\n cellSize?: number;\n\n /**\n * Color scale domain, default is set to the extent of aggregated weights in each cell.\n * @default [min(colorWeight), max(colorWeight)]\n */\n colorDomain?: [number, number] | null;\n\n /**\n * Default: [colorbrewer](http://colorbrewer2.org/#type=sequential&scheme=YlOrRd&n=6) `6-class YlOrRd`\n */\n colorRange?: Color[];\n\n /**\n * Cell size multiplier, clamped between 0 - 1.\n * @default 1\n */\n coverage?: number;\n\n /**\n * Elevation scale input domain, default is set to between 0 and the max of aggregated weights in each cell.\n * @default [0, max(elevationWeight)]\n */\n elevationDomain?: [number, number] | null;\n\n /**\n * Elevation scale output range.\n * @default [0, 1000]\n */\n elevationRange?: [number, number];\n\n /**\n * Cell elevation multiplier.\n * @default 1\n */\n elevationScale?: number;\n\n /**\n * Whether to enable cell elevation. If set to false, all cell will be flat.\n * @default true\n */\n extruded?: boolean;\n\n /**\n * Filter cells and re-calculate color by `upperPercentile`.\n * Cells with value arger than the upperPercentile will be hidden.\n * @default 100\n */\n upperPercentile?: number;\n\n /**\n * Filter cells and re-calculate color by `lowerPercentile`.\n * Cells with value smaller than the lowerPercentile will be hidden.\n * @default 0\n */\n lowerPercentile?: number;\n\n /**\n * Filter cells and re-calculate elevation by `elevationUpperPercentile`.\n * Cells with elevation value larger than the `elevationUpperPercentile` will be hidden.\n * @default 100\n */\n elevationUpperPercentile?: number;\n\n /**\n * Filter cells and re-calculate elevation by `elevationLowerPercentile`.\n * Cells with elevation value larger than the `elevationLowerPercentile` will be hidden.\n * @default 0\n */\n elevationLowerPercentile?: number;\n\n /**\n * Scaling function used to determine the color of the grid cell, default value is 'quantize'.\n * Supported Values are 'quantize', 'linear', 'quantile' and 'ordinal'.\n * @default 'quantize'\n */\n colorScaleType?: 'quantize' | 'linear' | 'quantile' | 'ordinal';\n\n /**\n * Scaling function used to determine the elevation of the grid cell, only supports 'linear'.\n */\n elevationScaleType?: 'linear';\n\n // TODO - document\n gridAggregator?: (props: any, params: any) => any;\n\n /**\n * Material settings for lighting effect. Applies if `extruded: true`.\n *\n * @default true\n * @see https://deck.gl/docs/developer-guide/using-lighting\n */\n material?: Material;\n\n /**\n * Defines the operation used to aggregate all data object weights to calculate a cell's color value.\n * @default 'SUM'\n */\n colorAggregation?: 'SUM' | 'MEAN' | 'MIN' | 'MAX';\n\n /**\n * Defines the operation used to aggregate all data object weights to calculate a cell's elevation value.\n * @default 'SUM'\n */\n elevationAggregation?: 'SUM' | 'MEAN' | 'MIN' | 'MAX';\n\n /**\n * Method called to retrieve the position of each object.\n * @default object => object.position\n */\n getPosition?: AccessorFunction<DataT, Position>;\n\n /**\n * The weight of a data object used to calculate the color value for a cell.\n * @default 1\n */\n getColorWeight?: Accessor<DataT, number>;\n\n /**\n * After data objects are aggregated into cells, this accessor is called on each cell to get the value that its color is based on.\n * @default null\n */\n getColorValue?: AggregateAccessor<DataT> | null;\n\n /**\n * The weight of a data object used to calculate the elevation value for a cell.\n * @default 1\n */\n getElevationWeight?: Accessor<DataT, number>;\n\n /**\n * After data objects are aggregated into cells, this accessor is called on each cell to get the value that its elevation is based on.\n * @default null\n */\n getElevationValue?: AggregateAccessor<DataT> | null;\n\n /**\n * This callback will be called when bin color domain has been calculated.\n * @default () => {}\n */\n onSetColorDomain?: (minMax: [number, number]) => void;\n\n /**\n * This callback will be called when bin elevation domain has been calculated.\n * @default () => {}\n */\n onSetElevationDomain?: (minMax: [number, number]) => void;\n\n /**\n * (Experimental) Filter data objects\n */\n _filterData: null | ((d: DataT) => boolean);\n};\n\nexport default class CPUGridLayer<DataT = any, ExtraPropsT = {}> extends AggregationLayer<\n ExtraPropsT & Required<_CPUGridLayerProps<DataT>>\n> {\n static layerName = 'CPUGridLayer';\n static defaultProps = defaultProps;\n\n initializeState(): void {\n const cpuAggregator = new CPUAggregator({\n getAggregator: props => props.gridAggregator,\n getCellSize: props => props.cellSize\n });\n\n this.state = {\n cpuAggregator,\n aggregatorState: cpuAggregator.state\n };\n const attributeManager = this.getAttributeManager()!;\n attributeManager.add({\n positions: {size: 3, type: GL.DOUBLE, accessor: 'getPosition'}\n });\n // color and elevation attributes can't be added as attributes\n // they are calcualted using 'getValue' accessor that takes an array of pints.\n }\n\n updateState(opts: UpdateParameters<this>) {\n super.updateState(opts);\n this.setState({\n // make a copy of the internal state of cpuAggregator for testing\n aggregatorState: this.state.cpuAggregator.updateState(opts, {\n viewport: this.context.viewport,\n attributes: this.getAttributes(),\n numInstances: this.getNumInstances()\n })\n });\n }\n\n getPickingInfo({info}: GetPickingInfoParams): PickingInfo {\n return this.state.cpuAggregator.getPickingInfo({info});\n }\n\n // create a method for testing\n _onGetSublayerColor(cell) {\n return this.state.cpuAggregator.getAccessor('fillColor')(cell);\n }\n\n // create a method for testing\n _onGetSublayerElevation(cell) {\n return this.state.cpuAggregator.getAccessor('elevation')(cell);\n }\n\n _getSublayerUpdateTriggers() {\n return this.state.cpuAggregator.getUpdateTriggers(this.props);\n }\n\n renderLayers(): Layer {\n const {elevationScale, extruded, cellSize, coverage, material, transitions} = this.props;\n const {cpuAggregator} = this.state;\n const SubLayerClass = this.getSubLayerClass('grid-cell', GridCellLayer);\n const updateTriggers = this._getSublayerUpdateTriggers();\n\n return new SubLayerClass(\n {\n cellSize,\n coverage,\n material,\n elevationScale,\n extruded,\n\n getFillColor: this._onGetSublayerColor.bind(this),\n getElevation: this._onGetSublayerElevation.bind(this),\n transitions: transitions && {\n getFillColor: transitions.getColorValue || transitions.getColorWeight,\n getElevation: transitions.getElevationValue || transitions.getElevationWeight\n }\n },\n this.getSubLayerProps({\n id: 'grid-cell',\n updateTriggers\n }),\n {\n data: cpuAggregator.state.layerData.data\n }\n );\n }\n}\n"],"file":"cpu-grid-layer.js"}
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.js"],"names":[],"mappings":"AAoBA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vColor;\n fragColor = picking_filterColor(fragColor);\n}\n`;\n"],"file":"gpu-grid-cell-layer-fragment.glsl.js"}
1
+ {"version":3,"sources":["../../../src/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.ts"],"names":[],"mappings":"AAoBA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vColor;\n fragColor = picking_filterColor(fragColor);\n}\n`;\n"],"file":"gpu-grid-cell-layer-fragment.glsl.js"}
@@ -1,2 +1,2 @@
1
- export default "#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 normals;\n\nin vec4 colors;\nin vec4 elevations;\nin vec3 instancePickingColors;\nuniform vec2 offset;\nuniform bool extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\nuniform ivec2 gridSize;\nuniform vec2 gridOrigin;\nuniform vec2 gridOriginLow;\nuniform vec2 gridOffset;\nuniform vec2 gridOffsetLow;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 elevationRange;\nuniform vec2 colorDomain;\nuniform bool colorDomainValid;\nuniform vec2 elevationDomain;\nuniform bool elevationDomainValid;\n\nlayout(std140) uniform;\nuniform ColorData\n{\n vec4 maxMinCount;\n} colorData;\nuniform ElevationData\n{\n vec4 maxMinCount;\n} elevationData;\n\n#define EPSILON 0.00001\nout vec4 vColor;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n float domainRange = domain.y - domain.x;\n if (domainRange <= 0.) {\n outColor = colorRange[0];\n } else {\n float rangeCount = float(RANGE_COUNT);\n float rangeStep = domainRange / rangeCount;\n float idx = floor((value - domain.x) / rangeStep);\n idx = clamp(idx, 0., rangeCount - 1.);\n int intIdx = int(idx);\n outColor = colorRange[intIdx];\n }\n }\n return outColor;\n}\n\nfloat linearScale(vec2 domain, vec2 range, float value) {\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;\n }\n return -1.;\n}\n\nvoid main(void) {\n vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);\n vec4 color = quantizeScale(clrDomain, colorRange, colors.r);\n\n float elevation = 0.0;\n\n if (extruded) {\n vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);\n elevation = linearScale(elvDomain, elevationRange, elevations.r);\n elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;\n }\n float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);\n float dotRadius = cellSize / 2. * coverage * shouldRender;\n\n int yIndex = (gl_InstanceID / gridSize[0]);\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));\n instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));\n vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));\n instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));\n\n vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);\n vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);\n geometry.worldPosition = centroidPosition;\n vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, normals_commonspace);\n vColor = vec4(lightColor, color.a * opacity) / 255.;\n } else {\n vColor = vec4(color.rgb, color.a * opacity) / 255.;\n }\n}\n";
1
+ export default "#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 normals;\n\nin vec4 colors;\nin vec4 elevations;\nin vec3 instancePickingColors;\n\n// Custom uniforms\nuniform vec2 offset;\nuniform bool extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\nuniform ivec2 gridSize;\nuniform vec2 gridOrigin;\nuniform vec2 gridOriginLow;\nuniform vec2 gridOffset;\nuniform vec2 gridOffsetLow;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 elevationRange;\n\n// Domain uniforms\nuniform vec2 colorDomain;\nuniform bool colorDomainValid;\nuniform vec2 elevationDomain;\nuniform bool elevationDomainValid;\n\nlayout(std140) uniform;\nuniform ColorData\n{\n vec4 maxMinCount;\n} colorData;\nuniform ElevationData\n{\n vec4 maxMinCount;\n} elevationData;\n\n#define EPSILON 0.00001\n\n// Result\nout vec4 vColor;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n float domainRange = domain.y - domain.x;\n if (domainRange <= 0.) {\n outColor = colorRange[0];\n } else {\n float rangeCount = float(RANGE_COUNT);\n float rangeStep = domainRange / rangeCount;\n float idx = floor((value - domain.x) / rangeStep);\n idx = clamp(idx, 0., rangeCount - 1.);\n int intIdx = int(idx);\n outColor = colorRange[intIdx];\n }\n }\n return outColor;\n}\n\nfloat linearScale(vec2 domain, vec2 range, float value) {\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;\n }\n return -1.;\n}\n\nvoid main(void) {\n vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);\n vec4 color = quantizeScale(clrDomain, colorRange, colors.r);\n\n float elevation = 0.0;\n\n if (extruded) {\n vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);\n elevation = linearScale(elvDomain, elevationRange, elevations.r);\n elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;\n }\n\n // if aggregated color or elevation is 0 do not render\n float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);\n float dotRadius = cellSize / 2. * coverage * shouldRender;\n\n int yIndex = (gl_InstanceID / gridSize[0]);\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));\n instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));\n vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));\n instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));\n\n vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);\n vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);\n geometry.worldPosition = centroidPosition;\n vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);\n\n // Light calculations\n // Worldspace is the linear space after Mercator projection\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, normals_commonspace);\n vColor = vec4(lightColor, color.a * opacity) / 255.;\n } else {\n vColor = vec4(color.rgb, color.a * opacity) / 255.;\n }\n}\n";
2
2
  //# sourceMappingURL=gpu-grid-cell-layer-vertex.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js"],"names":[],"mappings":"AAsBA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n// Inspired by screen-grid-layer vertex shader in deck.gl\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 normals;\n\nin vec4 colors;\nin vec4 elevations;\nin vec3 instancePickingColors;\n\n// Custom uniforms\nuniform vec2 offset;\nuniform bool extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\nuniform ivec2 gridSize;\nuniform vec2 gridOrigin;\nuniform vec2 gridOriginLow;\nuniform vec2 gridOffset;\nuniform vec2 gridOffsetLow;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 elevationRange;\n\n// Domain uniforms\nuniform vec2 colorDomain;\nuniform bool colorDomainValid;\nuniform vec2 elevationDomain;\nuniform bool elevationDomainValid;\n\nlayout(std140) uniform;\nuniform ColorData\n{\n vec4 maxMinCount;\n} colorData;\nuniform ElevationData\n{\n vec4 maxMinCount;\n} elevationData;\n\n#define EPSILON 0.00001\n\n// Result\nout vec4 vColor;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n float domainRange = domain.y - domain.x;\n if (domainRange <= 0.) {\n outColor = colorRange[0];\n } else {\n float rangeCount = float(RANGE_COUNT);\n float rangeStep = domainRange / rangeCount;\n float idx = floor((value - domain.x) / rangeStep);\n idx = clamp(idx, 0., rangeCount - 1.);\n int intIdx = int(idx);\n outColor = colorRange[intIdx];\n }\n }\n return outColor;\n}\n\nfloat linearScale(vec2 domain, vec2 range, float value) {\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;\n }\n return -1.;\n}\n\nvoid main(void) {\n vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);\n vec4 color = quantizeScale(clrDomain, colorRange, colors.r);\n\n float elevation = 0.0;\n\n if (extruded) {\n vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);\n elevation = linearScale(elvDomain, elevationRange, elevations.r);\n elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;\n }\n\n // if aggregated color or elevation is 0 do not render\n float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);\n float dotRadius = cellSize / 2. * coverage * shouldRender;\n\n int yIndex = (gl_InstanceID / gridSize[0]);\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));\n instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));\n vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));\n instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));\n\n vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);\n vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);\n geometry.worldPosition = centroidPosition;\n vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);\n\n // Light calculations\n // Worldspace is the linear space after Mercator projection\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, normals_commonspace);\n vColor = vec4(lightColor, color.a * opacity) / 255.;\n } else {\n vColor = vec4(color.rgb, color.a * opacity) / 255.;\n }\n}\n`;\n"],"file":"gpu-grid-cell-layer-vertex.glsl.js"}
1
+ {"version":3,"sources":["../../../src/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.ts"],"names":[],"mappings":"AAsBA","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n// Inspired by screen-grid-layer vertex shader in deck.gl\n\nexport default `\\\n#version 300 es\n#define SHADER_NAME gpu-grid-cell-layer-vertex-shader\n#define RANGE_COUNT 6\n\nin vec3 positions;\nin vec3 normals;\n\nin vec4 colors;\nin vec4 elevations;\nin vec3 instancePickingColors;\n\n// Custom uniforms\nuniform vec2 offset;\nuniform bool extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\nuniform ivec2 gridSize;\nuniform vec2 gridOrigin;\nuniform vec2 gridOriginLow;\nuniform vec2 gridOffset;\nuniform vec2 gridOffsetLow;\nuniform vec4 colorRange[RANGE_COUNT];\nuniform vec2 elevationRange;\n\n// Domain uniforms\nuniform vec2 colorDomain;\nuniform bool colorDomainValid;\nuniform vec2 elevationDomain;\nuniform bool elevationDomainValid;\n\nlayout(std140) uniform;\nuniform ColorData\n{\n vec4 maxMinCount;\n} colorData;\nuniform ElevationData\n{\n vec4 maxMinCount;\n} elevationData;\n\n#define EPSILON 0.00001\n\n// Result\nout vec4 vColor;\n\nvec4 quantizeScale(vec2 domain, vec4 range[RANGE_COUNT], float value) {\n vec4 outColor = vec4(0., 0., 0., 0.);\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n float domainRange = domain.y - domain.x;\n if (domainRange <= 0.) {\n outColor = colorRange[0];\n } else {\n float rangeCount = float(RANGE_COUNT);\n float rangeStep = domainRange / rangeCount;\n float idx = floor((value - domain.x) / rangeStep);\n idx = clamp(idx, 0., rangeCount - 1.);\n int intIdx = int(idx);\n outColor = colorRange[intIdx];\n }\n }\n return outColor;\n}\n\nfloat linearScale(vec2 domain, vec2 range, float value) {\n if (value >= (domain.x - EPSILON) && value <= (domain.y + EPSILON)) {\n return ((value - domain.x) / (domain.y - domain.x)) * (range.y - range.x) + range.x;\n }\n return -1.;\n}\n\nvoid main(void) {\n vec2 clrDomain = colorDomainValid ? colorDomain : vec2(colorData.maxMinCount.a, colorData.maxMinCount.r);\n vec4 color = quantizeScale(clrDomain, colorRange, colors.r);\n\n float elevation = 0.0;\n\n if (extruded) {\n vec2 elvDomain = elevationDomainValid ? elevationDomain : vec2(elevationData.maxMinCount.a, elevationData.maxMinCount.r);\n elevation = linearScale(elvDomain, elevationRange, elevations.r);\n elevation = elevation * (positions.z + 1.0) / 2.0 * elevationScale;\n }\n\n // if aggregated color or elevation is 0 do not render\n float shouldRender = float(color.r > 0.0 && elevations.r >= 0.0);\n float dotRadius = cellSize / 2. * coverage * shouldRender;\n\n int yIndex = (gl_InstanceID / gridSize[0]);\n int xIndex = gl_InstanceID - (yIndex * gridSize[0]);\n\n vec2 instancePositionXFP64 = mul_fp64(vec2(gridOffset[0], gridOffsetLow[0]), vec2(float(xIndex), 0.));\n instancePositionXFP64 = sum_fp64(instancePositionXFP64, vec2(gridOrigin[0], gridOriginLow[0]));\n vec2 instancePositionYFP64 = mul_fp64(vec2(gridOffset[1], gridOffsetLow[1]), vec2(float(yIndex), 0.));\n instancePositionYFP64 = sum_fp64(instancePositionYFP64, vec2(gridOrigin[1], gridOriginLow[1]));\n\n vec3 centroidPosition = vec3(instancePositionXFP64[0], instancePositionYFP64[0], elevation);\n vec3 centroidPosition64Low = vec3(instancePositionXFP64[1], instancePositionYFP64[1], 0.0);\n geometry.worldPosition = centroidPosition;\n vec3 pos = vec3(project_size(positions.xy + offset) * dotRadius, 0.);\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);\n\n // Light calculations\n // Worldspace is the linear space after Mercator projection\n\n vec3 normals_commonspace = project_normal(normals);\n\n if (extruded) {\n vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, normals_commonspace);\n vColor = vec4(lightColor, color.a * opacity) / 255.;\n } else {\n vColor = vec4(color.rgb, color.a * opacity) / 255.;\n }\n}\n`;\n"],"file":"gpu-grid-cell-layer-vertex.glsl.js"}
@@ -1,3 +1,4 @@
1
+ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
1
2
  import { Layer, fp64LowPart, project32, gouraudLighting, picking } from '@deck.gl/core';
2
3
  import { Model, CubeGeometry } from '@luma.gl/core';
3
4
  import { fp64arithmetic } from '@luma.gl/shadertools';
@@ -18,17 +19,14 @@ const defaultProps = {
18
19
  },
19
20
  gridSize: {
20
21
  type: 'array',
21
- min: 0,
22
22
  value: [1, 1]
23
23
  },
24
24
  gridOrigin: {
25
25
  type: 'array',
26
- min: 0,
27
26
  value: [0, 0]
28
27
  },
29
28
  gridOffset: {
30
29
  type: 'array',
31
- min: 0,
32
30
  value: [0, 0]
33
31
  },
34
32
  cellSize: {
@@ -39,7 +37,6 @@ const defaultProps = {
39
37
  },
40
38
  offset: {
41
39
  type: 'array',
42
- min: 0,
43
40
  value: [1, 1]
44
41
  },
45
42
  coverage: {
@@ -60,10 +57,9 @@ export default class GPUGridCellLayer extends Layer {
60
57
  });
61
58
  }
62
59
 
63
- initializeState() {
64
- const {
65
- gl
66
- } = this.context;
60
+ initializeState({
61
+ gl
62
+ }) {
67
63
  const attributeManager = this.getAttributeManager();
68
64
  attributeManager.addInstanced({
69
65
  colors: {
@@ -187,6 +183,8 @@ export default class GPUGridCellLayer extends Layer {
187
183
  }
188
184
 
189
185
  }
190
- GPUGridCellLayer.layerName = 'GPUGridCellLayer';
191
- GPUGridCellLayer.defaultProps = defaultProps;
186
+
187
+ _defineProperty(GPUGridCellLayer, "layerName", 'GPUGridCellLayer');
188
+
189
+ _defineProperty(GPUGridCellLayer, "defaultProps", defaultProps);
192
190
  //# sourceMappingURL=gpu-grid-cell-layer.js.map