@deck.gl/aggregation-layers 8.9.17 → 8.9.19

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Files changed (51) hide show
  1. package/package.json +2 -2
  2. package/typed/aggregation-layer.js +151 -0
  3. package/typed/contour-layer/contour-layer.js +234 -0
  4. package/typed/contour-layer/contour-utils.js +64 -0
  5. package/typed/contour-layer/marching-squares-codes.js +337 -0
  6. package/typed/contour-layer/marching-squares.js +147 -0
  7. package/typed/cpu-grid-layer/cpu-grid-layer.js +129 -0
  8. package/typed/cpu-grid-layer/grid-aggregator.js +141 -0
  9. package/typed/gpu-grid-layer/gpu-grid-cell-layer-fragment.glsl.js +34 -0
  10. package/typed/gpu-grid-layer/gpu-grid-cell-layer-vertex.glsl.js +141 -0
  11. package/typed/gpu-grid-layer/gpu-grid-cell-layer.js +143 -0
  12. package/typed/gpu-grid-layer/gpu-grid-layer.js +289 -0
  13. package/typed/grid-aggregation-layer.js +172 -0
  14. package/typed/grid-layer/grid-layer.js +60 -0
  15. package/typed/heatmap-layer/heatmap-layer-utils.js +78 -0
  16. package/typed/heatmap-layer/heatmap-layer.js +478 -0
  17. package/typed/heatmap-layer/max-fs.glsl.js +7 -0
  18. package/typed/heatmap-layer/max-vs.glsl.js +12 -0
  19. package/typed/heatmap-layer/triangle-layer-fragment.glsl.js +58 -0
  20. package/typed/heatmap-layer/triangle-layer-vertex.glsl.js +51 -0
  21. package/typed/heatmap-layer/triangle-layer.js +67 -0
  22. package/typed/heatmap-layer/weights-fs.glsl.js +19 -0
  23. package/typed/heatmap-layer/weights-vs.glsl.js +23 -0
  24. package/typed/hexagon-layer/hexagon-aggregator.js +112 -0
  25. package/typed/hexagon-layer/hexagon-layer.js +171 -0
  26. package/typed/index.js +33 -0
  27. package/typed/screen-grid-layer/screen-grid-cell-layer.js +159 -0
  28. package/typed/screen-grid-layer/screen-grid-layer-fragment.glsl.js +37 -0
  29. package/typed/screen-grid-layer/screen-grid-layer-vertex.glsl.js +83 -0
  30. package/typed/screen-grid-layer/screen-grid-layer.js +216 -0
  31. package/typed/types.js +1 -0
  32. package/typed/utils/aggregation-operation-utils.js +94 -0
  33. package/typed/utils/bin-sorter.js +167 -0
  34. package/typed/utils/color-utils.js +53 -0
  35. package/typed/utils/cpu-aggregator.js +417 -0
  36. package/typed/utils/gpu-grid-aggregation/aggregate-all-fs.glsl.js +39 -0
  37. package/typed/utils/gpu-grid-aggregation/aggregate-all-vs.glsl.js +53 -0
  38. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-fs.glsl.js +31 -0
  39. package/typed/utils/gpu-grid-aggregation/aggregate-to-grid-vs.glsl.js +77 -0
  40. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator-constants.js +41 -0
  41. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator-utils.js +1 -0
  42. package/typed/utils/gpu-grid-aggregation/gpu-grid-aggregator.js +562 -0
  43. package/typed/utils/gpu-grid-aggregation/transform-mean-vs.glsl.js +36 -0
  44. package/typed/utils/grid-aggregation-utils.js +114 -0
  45. package/typed/utils/prop-utils.js +28 -0
  46. package/typed/utils/resource-utils.js +40 -0
  47. package/typed/utils/scale-utils.js +184 -0
  48. package/typed/heatmap-layer/heatmap-layer.orig.d.ts +0 -116
  49. package/typed/heatmap-layer/heatmap-layer.orig.d.ts.map +0 -1
  50. package/typed/heatmap-layer/heatmap-layer.patched.d.ts +0 -116
  51. package/typed/heatmap-layer/heatmap-layer.patched.d.ts.map +0 -1
@@ -0,0 +1,337 @@
1
+ // Code to Offsets Map needed to implement Marching Squares algorithm
2
+ // Ref: https://en.wikipedia.org/wiki/Marching_squares
3
+ // Table to map code to the intersection offsets
4
+ // All offsets are relative to the center of marching cell (which is top right corner of grid-cell, and center of marching-square)
5
+ const HALF = 0.5;
6
+ const ONE6TH = 1 / 6;
7
+ const OFFSET = {
8
+ N: [0, HALF],
9
+ E: [HALF, 0],
10
+ S: [0, -HALF],
11
+ W: [-HALF, 0],
12
+ // CORNERS
13
+ NE: [HALF, HALF],
14
+ NW: [-HALF, HALF],
15
+ SE: [HALF, -HALF],
16
+ SW: [-HALF, -HALF]
17
+ };
18
+ // NOTE: vertices are ordered in CCW direction, starting from NW corner
19
+ // Triangles
20
+ const SW_TRIANGLE = [OFFSET.W, OFFSET.SW, OFFSET.S];
21
+ const SE_TRIANGLE = [OFFSET.S, OFFSET.SE, OFFSET.E];
22
+ const NE_TRIANGLE = [OFFSET.E, OFFSET.NE, OFFSET.N];
23
+ const NW_TRIANGLE = [OFFSET.NW, OFFSET.W, OFFSET.N];
24
+ // Trapezoids
25
+ const SW_TRAPEZOID = [
26
+ [-HALF, ONE6TH],
27
+ [-HALF, -ONE6TH],
28
+ [-ONE6TH, -HALF],
29
+ [ONE6TH, -HALF]
30
+ ];
31
+ const SE_TRAPEZOID = [
32
+ [-ONE6TH, -HALF],
33
+ [ONE6TH, -HALF],
34
+ [HALF, -ONE6TH],
35
+ [HALF, ONE6TH]
36
+ ];
37
+ const NE_TRAPEZOID = [
38
+ [HALF, -ONE6TH],
39
+ [HALF, ONE6TH],
40
+ [ONE6TH, HALF],
41
+ [-ONE6TH, HALF]
42
+ ];
43
+ const NW_TRAPEZOID = [
44
+ [-HALF, ONE6TH],
45
+ [-HALF, -ONE6TH],
46
+ [ONE6TH, HALF],
47
+ [-ONE6TH, HALF]
48
+ ];
49
+ // Rectangles
50
+ const S_RECTANGLE = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.E];
51
+ const E_RECTANGLE = [OFFSET.S, OFFSET.SE, OFFSET.NE, OFFSET.N];
52
+ const N_RECTANGLE = [OFFSET.NW, OFFSET.W, OFFSET.E, OFFSET.NE];
53
+ const W_RECTANGLE = [OFFSET.NW, OFFSET.SW, OFFSET.S, OFFSET.N];
54
+ const EW_RECTANGEL = [
55
+ [-HALF, ONE6TH],
56
+ [-HALF, -ONE6TH],
57
+ [HALF, -ONE6TH],
58
+ [HALF, ONE6TH]
59
+ ];
60
+ const SN_RECTANGEL = [
61
+ [-ONE6TH, -HALF],
62
+ [ONE6TH, -HALF],
63
+ [ONE6TH, HALF],
64
+ [-ONE6TH, HALF]
65
+ ];
66
+ // Square
67
+ const SQUARE = [OFFSET.NW, OFFSET.SW, OFFSET.SE, OFFSET.NE];
68
+ // Pentagons
69
+ const SW_PENTAGON = [OFFSET.NW, OFFSET.SW, OFFSET.SE, OFFSET.E, OFFSET.N];
70
+ const SE_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.NE, OFFSET.N];
71
+ const NE_PENTAGON = [OFFSET.NW, OFFSET.W, OFFSET.S, OFFSET.SE, OFFSET.NE];
72
+ const NW_PENTAGON = [OFFSET.NW, OFFSET.SW, OFFSET.S, OFFSET.E, OFFSET.NE];
73
+ const NW_N_PENTAGON = [OFFSET.NW, OFFSET.W, [HALF, -ONE6TH], [HALF, ONE6TH], OFFSET.N];
74
+ const NE_E_PENTAGON = [[-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.E, OFFSET.NE, OFFSET.N];
75
+ const SE_S_PENTAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.S, OFFSET.SE, OFFSET.E];
76
+ const SW_W_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, [ONE6TH, HALF], [-ONE6TH, HALF]];
77
+ const NW_W_PENTAGON = [OFFSET.NW, OFFSET.W, [-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.N];
78
+ const NE_N_PENTAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.E, OFFSET.NE, OFFSET.N];
79
+ const SE_E_PENTAGON = [OFFSET.S, OFFSET.SE, OFFSET.E, [ONE6TH, HALF], [-ONE6TH, HALF]];
80
+ const SW_S_PENTAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, [HALF, -ONE6TH], [HALF, ONE6TH]];
81
+ // Hexagon
82
+ const S_HEXAGON = [OFFSET.W, OFFSET.SW, OFFSET.SE, OFFSET.E, [ONE6TH, HALF], [-ONE6TH, HALF]];
83
+ const E_HEXAGON = [[-HALF, ONE6TH], [-HALF, -ONE6TH], OFFSET.S, OFFSET.SE, OFFSET.NE, OFFSET.N];
84
+ const N_HEXAGON = [OFFSET.NW, OFFSET.W, [-ONE6TH, -HALF], [ONE6TH, -HALF], OFFSET.E, OFFSET.NE];
85
+ const W_HEXAGON = [OFFSET.NW, OFFSET.SW, OFFSET.S, [HALF, -ONE6TH], [HALF, ONE6TH], OFFSET.N];
86
+ const SW_NE_HEXAGON = [OFFSET.W, OFFSET.SW, OFFSET.S, OFFSET.E, OFFSET.NE, OFFSET.N];
87
+ const NW_SE_HEXAGON = [OFFSET.NW, OFFSET.W, OFFSET.S, OFFSET.SE, OFFSET.E, OFFSET.N];
88
+ // Heptagon (7-sided)
89
+ const NE_HEPTAGON = [
90
+ [-HALF, ONE6TH],
91
+ [-HALF, -ONE6TH],
92
+ [-ONE6TH, -HALF],
93
+ [ONE6TH, -HALF],
94
+ OFFSET.E,
95
+ OFFSET.NE,
96
+ OFFSET.N
97
+ ];
98
+ const SW_HEPTAGON = [
99
+ OFFSET.W,
100
+ OFFSET.SW,
101
+ OFFSET.S,
102
+ [HALF, -ONE6TH],
103
+ [HALF, ONE6TH],
104
+ [ONE6TH, HALF],
105
+ [-ONE6TH, HALF]
106
+ ];
107
+ const NW_HEPTAGON = [
108
+ OFFSET.NW,
109
+ OFFSET.W,
110
+ [-ONE6TH, -HALF],
111
+ [ONE6TH, -HALF],
112
+ [HALF, -ONE6TH],
113
+ [HALF, ONE6TH],
114
+ OFFSET.N
115
+ ];
116
+ const SE_HEPTAGON = [
117
+ [-HALF, ONE6TH],
118
+ [-HALF, -ONE6TH],
119
+ OFFSET.S,
120
+ OFFSET.SE,
121
+ OFFSET.E,
122
+ [ONE6TH, HALF],
123
+ [-ONE6TH, HALF]
124
+ ];
125
+ // Octagon
126
+ const OCTAGON = [
127
+ [-HALF, ONE6TH],
128
+ [-HALF, -ONE6TH],
129
+ [-ONE6TH, -HALF],
130
+ [ONE6TH, -HALF],
131
+ [HALF, -ONE6TH],
132
+ [HALF, ONE6TH],
133
+ [ONE6TH, HALF],
134
+ [-ONE6TH, HALF]
135
+ ];
136
+ // Note: above wiki page invertes white/black dots for generating the code, we don't
137
+ export const ISOLINES_CODE_OFFSET_MAP = {
138
+ // key is equal to the code of 4 vertices (invert the code specified in wiki)
139
+ // value can be an array or an Object
140
+ // Array : [line] or [line, line], where each line is [start-point, end-point], and each point is [x, y]
141
+ // Object : to handle saddle cases, whos output depends on mean value of all 4 corners
142
+ // key: code of mean value (0 or 1)
143
+ // value: Array , as above defines one or two line segments
144
+ 0: [],
145
+ 1: [[OFFSET.W, OFFSET.S]],
146
+ 2: [[OFFSET.S, OFFSET.E]],
147
+ 3: [[OFFSET.W, OFFSET.E]],
148
+ 4: [[OFFSET.N, OFFSET.E]],
149
+ 5: {
150
+ 0: [
151
+ [OFFSET.W, OFFSET.S],
152
+ [OFFSET.N, OFFSET.E]
153
+ ],
154
+ 1: [
155
+ [OFFSET.W, OFFSET.N],
156
+ [OFFSET.S, OFFSET.E]
157
+ ]
158
+ },
159
+ 6: [[OFFSET.N, OFFSET.S]],
160
+ 7: [[OFFSET.W, OFFSET.N]],
161
+ 8: [[OFFSET.W, OFFSET.N]],
162
+ 9: [[OFFSET.N, OFFSET.S]],
163
+ 10: {
164
+ 0: [
165
+ [OFFSET.W, OFFSET.N],
166
+ [OFFSET.S, OFFSET.E]
167
+ ],
168
+ 1: [
169
+ [OFFSET.W, OFFSET.S],
170
+ [OFFSET.N, OFFSET.E]
171
+ ]
172
+ },
173
+ 11: [[OFFSET.N, OFFSET.E]],
174
+ 12: [[OFFSET.W, OFFSET.E]],
175
+ 13: [[OFFSET.S, OFFSET.E]],
176
+ 14: [[OFFSET.W, OFFSET.S]],
177
+ 15: []
178
+ };
179
+ function ternaryToIndex(ternary) {
180
+ return parseInt(ternary, 4);
181
+ }
182
+ export const ISOBANDS_CODE_OFFSET_MAP = {
183
+ // Below list of cases, follow the same order as in above mentioned wiki page.
184
+ // Each case has its code on first commented line // T,TR,R,C
185
+ // where T: Top, TR: Top-right, R: Right and C: current, each will be either 0, 1 or 2
186
+ // final code is binary representation of above code , where takes 2 digits
187
+ // for example: code 2-2-2-1 => 10-10-10-01 => 10101001 => 169
188
+ // no contours
189
+ [ternaryToIndex('0000')]: [],
190
+ [ternaryToIndex('2222')]: [],
191
+ // single triangle
192
+ [ternaryToIndex('2221')]: [SW_TRIANGLE],
193
+ [ternaryToIndex('2212')]: [SE_TRIANGLE],
194
+ [ternaryToIndex('2122')]: [NE_TRIANGLE],
195
+ [ternaryToIndex('1222')]: [NW_TRIANGLE],
196
+ [ternaryToIndex('0001')]: [SW_TRIANGLE],
197
+ [ternaryToIndex('0010')]: [SE_TRIANGLE],
198
+ [ternaryToIndex('0100')]: [NE_TRIANGLE],
199
+ [ternaryToIndex('1000')]: [NW_TRIANGLE],
200
+ // single trapezoid
201
+ [ternaryToIndex('2220')]: [SW_TRAPEZOID],
202
+ [ternaryToIndex('2202')]: [SE_TRAPEZOID],
203
+ [ternaryToIndex('2022')]: [NE_TRAPEZOID],
204
+ [ternaryToIndex('0222')]: [NW_TRAPEZOID],
205
+ [ternaryToIndex('0002')]: [SW_TRAPEZOID],
206
+ [ternaryToIndex('0020')]: [SE_TRAPEZOID],
207
+ [ternaryToIndex('0200')]: [NE_TRAPEZOID],
208
+ [ternaryToIndex('2000')]: [NW_TRAPEZOID],
209
+ // single rectangle
210
+ [ternaryToIndex('0011')]: [S_RECTANGLE],
211
+ [ternaryToIndex('0110')]: [E_RECTANGLE],
212
+ [ternaryToIndex('1100')]: [N_RECTANGLE],
213
+ [ternaryToIndex('1001')]: [W_RECTANGLE],
214
+ [ternaryToIndex('2211')]: [S_RECTANGLE],
215
+ [ternaryToIndex('2112')]: [E_RECTANGLE],
216
+ [ternaryToIndex('1122')]: [N_RECTANGLE],
217
+ [ternaryToIndex('1221')]: [W_RECTANGLE],
218
+ [ternaryToIndex('2200')]: [EW_RECTANGEL],
219
+ [ternaryToIndex('2002')]: [SN_RECTANGEL],
220
+ [ternaryToIndex('0022')]: [EW_RECTANGEL],
221
+ [ternaryToIndex('0220')]: [SN_RECTANGEL],
222
+ // single square
223
+ // 1111
224
+ [ternaryToIndex('1111')]: [SQUARE],
225
+ // single pentagon
226
+ [ternaryToIndex('1211')]: [SW_PENTAGON],
227
+ [ternaryToIndex('2111')]: [SE_PENTAGON],
228
+ [ternaryToIndex('1112')]: [NE_PENTAGON],
229
+ [ternaryToIndex('1121')]: [NW_PENTAGON],
230
+ [ternaryToIndex('1011')]: [SW_PENTAGON],
231
+ [ternaryToIndex('0111')]: [SE_PENTAGON],
232
+ [ternaryToIndex('1110')]: [NE_PENTAGON],
233
+ [ternaryToIndex('1101')]: [NW_PENTAGON],
234
+ [ternaryToIndex('1200')]: [NW_N_PENTAGON],
235
+ [ternaryToIndex('0120')]: [NE_E_PENTAGON],
236
+ [ternaryToIndex('0012')]: [SE_S_PENTAGON],
237
+ [ternaryToIndex('2001')]: [SW_W_PENTAGON],
238
+ [ternaryToIndex('1022')]: [NW_N_PENTAGON],
239
+ [ternaryToIndex('2102')]: [NE_E_PENTAGON],
240
+ [ternaryToIndex('2210')]: [SE_S_PENTAGON],
241
+ [ternaryToIndex('0221')]: [SW_W_PENTAGON],
242
+ [ternaryToIndex('1002')]: [NW_W_PENTAGON],
243
+ [ternaryToIndex('2100')]: [NE_N_PENTAGON],
244
+ [ternaryToIndex('0210')]: [SE_E_PENTAGON],
245
+ [ternaryToIndex('0021')]: [SW_S_PENTAGON],
246
+ [ternaryToIndex('1220')]: [NW_W_PENTAGON],
247
+ [ternaryToIndex('0122')]: [NE_N_PENTAGON],
248
+ [ternaryToIndex('2012')]: [SE_E_PENTAGON],
249
+ [ternaryToIndex('2201')]: [SW_S_PENTAGON],
250
+ // single hexagon
251
+ [ternaryToIndex('0211')]: [S_HEXAGON],
252
+ [ternaryToIndex('2110')]: [E_HEXAGON],
253
+ [ternaryToIndex('1102')]: [N_HEXAGON],
254
+ [ternaryToIndex('1021')]: [W_HEXAGON],
255
+ [ternaryToIndex('2011')]: [S_HEXAGON],
256
+ [ternaryToIndex('0112')]: [E_HEXAGON],
257
+ [ternaryToIndex('1120')]: [N_HEXAGON],
258
+ [ternaryToIndex('1201')]: [W_HEXAGON],
259
+ [ternaryToIndex('2101')]: [SW_NE_HEXAGON],
260
+ [ternaryToIndex('0121')]: [SW_NE_HEXAGON],
261
+ [ternaryToIndex('1012')]: [NW_SE_HEXAGON],
262
+ [ternaryToIndex('1210')]: [NW_SE_HEXAGON],
263
+ // 6-sided polygons based on mean weight
264
+ // NOTE: merges mean value codes for extreme changes (as per above Wiki doc)
265
+ [ternaryToIndex('0101')]: {
266
+ 0: [SW_TRIANGLE, NE_TRIANGLE],
267
+ 1: [SW_NE_HEXAGON],
268
+ 2: [SW_NE_HEXAGON]
269
+ },
270
+ [ternaryToIndex('1010')]: {
271
+ 0: [NW_TRIANGLE, SE_TRIANGLE],
272
+ 1: [NW_SE_HEXAGON],
273
+ 2: [NW_SE_HEXAGON]
274
+ },
275
+ [ternaryToIndex('2121')]: {
276
+ 0: [SW_NE_HEXAGON],
277
+ 1: [SW_NE_HEXAGON],
278
+ 2: [SW_TRIANGLE, NE_TRIANGLE]
279
+ },
280
+ [ternaryToIndex('1212')]: {
281
+ 0: [NW_SE_HEXAGON],
282
+ 1: [NW_SE_HEXAGON],
283
+ 2: [NW_TRIANGLE, SE_TRIANGLE]
284
+ },
285
+ // 7-sided polygons based on mean weight
286
+ [ternaryToIndex('2120')]: {
287
+ 0: [NE_HEPTAGON],
288
+ 1: [NE_HEPTAGON],
289
+ 2: [SW_TRAPEZOID, NE_TRIANGLE]
290
+ },
291
+ [ternaryToIndex('2021')]: {
292
+ 0: [SW_HEPTAGON],
293
+ 1: [SW_HEPTAGON],
294
+ 2: [SW_TRIANGLE, NE_TRAPEZOID]
295
+ },
296
+ [ternaryToIndex('1202')]: {
297
+ 0: [NW_HEPTAGON],
298
+ 1: [NW_HEPTAGON],
299
+ 2: [NW_TRIANGLE, SE_TRAPEZOID]
300
+ },
301
+ [ternaryToIndex('0212')]: {
302
+ 0: [SE_HEPTAGON],
303
+ 1: [SE_HEPTAGON],
304
+ 2: [SE_TRIANGLE, NW_TRAPEZOID]
305
+ },
306
+ [ternaryToIndex('0102')]: {
307
+ 0: [SW_TRAPEZOID, NE_TRIANGLE],
308
+ 1: [NE_HEPTAGON],
309
+ 2: [NE_HEPTAGON]
310
+ },
311
+ [ternaryToIndex('0201')]: {
312
+ 0: [SW_TRIANGLE, NE_TRAPEZOID],
313
+ 1: [SW_HEPTAGON],
314
+ 2: [SW_HEPTAGON]
315
+ },
316
+ [ternaryToIndex('1020')]: {
317
+ 0: [NW_TRIANGLE, SE_TRAPEZOID],
318
+ 1: [NW_HEPTAGON],
319
+ 2: [NW_HEPTAGON]
320
+ },
321
+ [ternaryToIndex('2010')]: {
322
+ 0: [SE_TRIANGLE, NW_TRAPEZOID],
323
+ 1: [SE_HEPTAGON],
324
+ 2: [SE_HEPTAGON]
325
+ },
326
+ // 8-sided polygons based on mean weight
327
+ [ternaryToIndex('2020')]: {
328
+ 0: [NW_TRAPEZOID, SE_TRAPEZOID],
329
+ 1: [OCTAGON],
330
+ 2: [SW_TRAPEZOID, NE_TRAPEZOID]
331
+ },
332
+ [ternaryToIndex('0202')]: {
333
+ 0: [NE_TRAPEZOID, SW_TRAPEZOID],
334
+ 1: [OCTAGON],
335
+ 2: [NW_TRAPEZOID, SE_TRAPEZOID]
336
+ }
337
+ };
@@ -0,0 +1,147 @@
1
+ // All utility methods needed to implement Marching Squares algorithm
2
+ // Ref: https://en.wikipedia.org/wiki/Marching_squares
3
+ import { log } from '@deck.gl/core';
4
+ import { ISOLINES_CODE_OFFSET_MAP, ISOBANDS_CODE_OFFSET_MAP } from './marching-squares-codes';
5
+ export const CONTOUR_TYPE = {
6
+ ISO_LINES: 1,
7
+ ISO_BANDS: 2
8
+ };
9
+ const DEFAULT_THRESHOLD_DATA = {
10
+ zIndex: 0,
11
+ zOffset: 0.005
12
+ };
13
+ // Utility methods
14
+ function getVertexCode(weight, threshold) {
15
+ // threshold must be a single value or a range (array of size 2)
16
+ // Iso-bands
17
+ if (Array.isArray(threshold)) {
18
+ if (weight < threshold[0]) {
19
+ return 0;
20
+ }
21
+ return weight < threshold[1] ? 1 : 2;
22
+ }
23
+ // Iso-lines
24
+ return weight >= threshold ? 1 : 0;
25
+ }
26
+ // Returns marching square code for given cell
27
+ /* eslint-disable complexity, max-statements*/
28
+ export function getCode(opts) {
29
+ // Assumptions
30
+ // Origin is on bottom-left , and X increase to right, Y to top
31
+ // When processing one cell, we process 4 cells, by extending row to top and on column to right
32
+ // to create a 2X2 cell grid
33
+ const { cellWeights, x, y, width, height } = opts;
34
+ let threshold = opts.threshold;
35
+ if (opts.thresholdValue) {
36
+ log.deprecated('thresholdValue', 'threshold')();
37
+ threshold = opts.thresholdValue;
38
+ }
39
+ const isLeftBoundary = x < 0;
40
+ const isRightBoundary = x >= width - 1;
41
+ const isBottomBoundary = y < 0;
42
+ const isTopBoundary = y >= height - 1;
43
+ const isBoundary = isLeftBoundary || isRightBoundary || isBottomBoundary || isTopBoundary;
44
+ const weights = {};
45
+ const codes = {};
46
+ // TOP
47
+ if (isLeftBoundary || isTopBoundary) {
48
+ codes.top = 0;
49
+ }
50
+ else {
51
+ weights.top = cellWeights[(y + 1) * width + x];
52
+ codes.top = getVertexCode(weights.top, threshold);
53
+ }
54
+ // TOP-RIGHT
55
+ if (isRightBoundary || isTopBoundary) {
56
+ codes.topRight = 0;
57
+ }
58
+ else {
59
+ weights.topRight = cellWeights[(y + 1) * width + x + 1];
60
+ codes.topRight = getVertexCode(weights.topRight, threshold);
61
+ }
62
+ // RIGHT
63
+ if (isRightBoundary || isBottomBoundary) {
64
+ codes.right = 0;
65
+ }
66
+ else {
67
+ weights.right = cellWeights[y * width + x + 1];
68
+ codes.right = getVertexCode(weights.right, threshold);
69
+ }
70
+ // CURRENT
71
+ if (isLeftBoundary || isBottomBoundary) {
72
+ codes.current = 0;
73
+ }
74
+ else {
75
+ weights.current = cellWeights[y * width + x];
76
+ codes.current = getVertexCode(weights.current, threshold);
77
+ }
78
+ const { top, topRight, right, current } = codes;
79
+ let code = -1;
80
+ if (Number.isFinite(threshold)) {
81
+ code = (top << 3) | (topRight << 2) | (right << 1) | current;
82
+ }
83
+ if (Array.isArray(threshold)) {
84
+ code = (top << 6) | (topRight << 4) | (right << 2) | current;
85
+ }
86
+ let meanCode = 0;
87
+ // meanCode is only needed for saddle cases, and they should
88
+ // only occur when we are not processing a cell on boundary
89
+ // because when on a boundary either, bottom-row, top-row, left-column or right-column will have both 0 codes
90
+ if (!isBoundary) {
91
+ meanCode = getVertexCode((weights.top + weights.topRight + weights.right + weights.current) / 4, threshold);
92
+ }
93
+ return { code, meanCode };
94
+ }
95
+ /* eslint-enable complexity, max-statements*/
96
+ // Returns intersection vertices for given cellindex
97
+ // [x, y] refers current marching cell, reference vertex is always top-right corner
98
+ export function getVertices(opts) {
99
+ const { gridOrigin, cellSize, x, y, code, meanCode, type = CONTOUR_TYPE.ISO_LINES } = opts;
100
+ const thresholdData = { ...DEFAULT_THRESHOLD_DATA, ...opts.thresholdData };
101
+ let offsets = type === CONTOUR_TYPE.ISO_BANDS
102
+ ? ISOBANDS_CODE_OFFSET_MAP[code]
103
+ : ISOLINES_CODE_OFFSET_MAP[code];
104
+ // handle saddle cases
105
+ if (!Array.isArray(offsets)) {
106
+ offsets = offsets[meanCode];
107
+ }
108
+ // Reference vertex is at top-right move to top-right corner
109
+ const vZ = thresholdData.zIndex * thresholdData.zOffset;
110
+ const rX = (x + 1) * cellSize[0];
111
+ const rY = (y + 1) * cellSize[1];
112
+ const refVertexX = gridOrigin[0] + rX;
113
+ const refVertexY = gridOrigin[1] + rY;
114
+ // offsets format
115
+ // ISO_LINES: [[1A, 1B], [2A, 2B]],
116
+ // ISO_BANDS: [[1A, 1B, 1C, ...], [2A, 2B, 2C, ...]],
117
+ // vertices format
118
+ // ISO_LINES: [[x1A, y1A], [x1B, y1B], [x2A, x2B], ...],
119
+ // ISO_BANDS: => confirms to SolidPolygonLayer's simple polygon format
120
+ // [
121
+ // [[x1A, y1A], [x1B, y1B], [x1C, y1C] ... ],
122
+ // ...
123
+ // ]
124
+ if (type === CONTOUR_TYPE.ISO_BANDS) {
125
+ const polygons = [];
126
+ offsets.forEach(polygonOffsets => {
127
+ const polygon = [];
128
+ polygonOffsets.forEach(xyOffset => {
129
+ const vX = refVertexX + xyOffset[0] * cellSize[0];
130
+ const vY = refVertexY + xyOffset[1] * cellSize[1];
131
+ polygon.push([vX, vY, vZ]);
132
+ });
133
+ polygons.push(polygon);
134
+ });
135
+ return polygons;
136
+ }
137
+ // default case is ISO_LINES
138
+ const lines = [];
139
+ offsets.forEach(xyOffsets => {
140
+ xyOffsets.forEach(offset => {
141
+ const vX = refVertexX + offset[0] * cellSize[0];
142
+ const vY = refVertexY + offset[1] * cellSize[1];
143
+ lines.push([vX, vY, vZ]);
144
+ });
145
+ });
146
+ return lines;
147
+ }
@@ -0,0 +1,129 @@
1
+ // Copyright (c) 2015 - 2017 Uber Technologies, Inc.
2
+ //
3
+ // Permission is hereby granted, free of charge, to any person obtaining a copy
4
+ // of this software and associated documentation files (the "Software"), to deal
5
+ // in the Software without restriction, including without limitation the rights
6
+ // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7
+ // copies of the Software, and to permit persons to whom the Software is
8
+ // furnished to do so, subject to the following conditions:
9
+ //
10
+ // The above copyright notice and this permission notice shall be included in
11
+ // all copies or substantial portions of the Software.
12
+ //
13
+ // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14
+ // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15
+ // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16
+ // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17
+ // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18
+ // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
19
+ // THE SOFTWARE.
20
+ import GL from '@luma.gl/constants';
21
+ import { GridCellLayer } from '@deck.gl/layers';
22
+ import { defaultColorRange } from '../utils/color-utils';
23
+ import { pointToDensityGridDataCPU } from './grid-aggregator';
24
+ import CPUAggregator from '../utils/cpu-aggregator';
25
+ import AggregationLayer from '../aggregation-layer';
26
+ // eslint-disable-next-line @typescript-eslint/no-empty-function
27
+ function nop() { }
28
+ const defaultProps = {
29
+ // color
30
+ colorDomain: null,
31
+ colorRange: defaultColorRange,
32
+ getColorValue: { type: 'accessor', value: null },
33
+ getColorWeight: { type: 'accessor', value: 1 },
34
+ colorAggregation: 'SUM',
35
+ lowerPercentile: { type: 'number', min: 0, max: 100, value: 0 },
36
+ upperPercentile: { type: 'number', min: 0, max: 100, value: 100 },
37
+ colorScaleType: 'quantize',
38
+ onSetColorDomain: nop,
39
+ // elevation
40
+ elevationDomain: null,
41
+ elevationRange: [0, 1000],
42
+ getElevationValue: { type: 'accessor', value: null },
43
+ getElevationWeight: { type: 'accessor', value: 1 },
44
+ elevationAggregation: 'SUM',
45
+ elevationLowerPercentile: { type: 'number', min: 0, max: 100, value: 0 },
46
+ elevationUpperPercentile: { type: 'number', min: 0, max: 100, value: 100 },
47
+ elevationScale: { type: 'number', min: 0, value: 1 },
48
+ elevationScaleType: 'linear',
49
+ onSetElevationDomain: nop,
50
+ gridAggregator: pointToDensityGridDataCPU,
51
+ // grid
52
+ cellSize: { type: 'number', min: 0, max: 1000, value: 1000 },
53
+ coverage: { type: 'number', min: 0, max: 1, value: 1 },
54
+ getPosition: { type: 'accessor', value: x => x.position },
55
+ extruded: false,
56
+ // Optional material for 'lighting' shader module
57
+ material: true,
58
+ // data filter
59
+ _filterData: { type: 'function', value: null, optional: true }
60
+ };
61
+ export default class CPUGridLayer extends AggregationLayer {
62
+ initializeState() {
63
+ const cpuAggregator = new CPUAggregator({
64
+ getAggregator: props => props.gridAggregator,
65
+ getCellSize: props => props.cellSize
66
+ });
67
+ this.state = {
68
+ cpuAggregator,
69
+ aggregatorState: cpuAggregator.state
70
+ };
71
+ const attributeManager = this.getAttributeManager();
72
+ attributeManager.add({
73
+ positions: { size: 3, type: GL.DOUBLE, accessor: 'getPosition' }
74
+ });
75
+ // color and elevation attributes can't be added as attributes
76
+ // they are calcualted using 'getValue' accessor that takes an array of pints.
77
+ }
78
+ updateState(opts) {
79
+ super.updateState(opts);
80
+ this.setState({
81
+ // make a copy of the internal state of cpuAggregator for testing
82
+ aggregatorState: this.state.cpuAggregator.updateState(opts, {
83
+ viewport: this.context.viewport,
84
+ attributes: this.getAttributes(),
85
+ numInstances: this.getNumInstances()
86
+ })
87
+ });
88
+ }
89
+ getPickingInfo({ info }) {
90
+ return this.state.cpuAggregator.getPickingInfo({ info });
91
+ }
92
+ // create a method for testing
93
+ _onGetSublayerColor(cell) {
94
+ return this.state.cpuAggregator.getAccessor('fillColor')(cell);
95
+ }
96
+ // create a method for testing
97
+ _onGetSublayerElevation(cell) {
98
+ return this.state.cpuAggregator.getAccessor('elevation')(cell);
99
+ }
100
+ _getSublayerUpdateTriggers() {
101
+ return this.state.cpuAggregator.getUpdateTriggers(this.props);
102
+ }
103
+ renderLayers() {
104
+ const { elevationScale, extruded, cellSize, coverage, material, transitions } = this.props;
105
+ const { cpuAggregator } = this.state;
106
+ const SubLayerClass = this.getSubLayerClass('grid-cell', GridCellLayer);
107
+ const updateTriggers = this._getSublayerUpdateTriggers();
108
+ return new SubLayerClass({
109
+ cellSize,
110
+ coverage,
111
+ material,
112
+ elevationScale,
113
+ extruded,
114
+ getFillColor: this._onGetSublayerColor.bind(this),
115
+ getElevation: this._onGetSublayerElevation.bind(this),
116
+ transitions: transitions && {
117
+ getFillColor: transitions.getColorValue || transitions.getColorWeight,
118
+ getElevation: transitions.getElevationValue || transitions.getElevationWeight
119
+ }
120
+ }, this.getSubLayerProps({
121
+ id: 'grid-cell',
122
+ updateTriggers
123
+ }), {
124
+ data: cpuAggregator.state.layerData.data
125
+ });
126
+ }
127
+ }
128
+ CPUGridLayer.layerName = 'CPUGridLayer';
129
+ CPUGridLayer.defaultProps = defaultProps;