@deck.gl/extensions 8.9.0-beta.2 → 8.9.0-beta.4

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 (109) hide show
  1. package/dist/dist.dev.js +281 -460
  2. package/dist/es5/{collide/collide-effect.js → collision-filter/collision-filter-effect.js} +79 -72
  3. package/dist/es5/collision-filter/collision-filter-effect.js.map +1 -0
  4. package/dist/es5/{collide/collide-pass.js → collision-filter/collision-filter-pass.js} +13 -13
  5. package/dist/es5/collision-filter/collision-filter-pass.js.map +1 -0
  6. package/dist/es5/{collide/collide.js → collision-filter/collision-filter.js} +30 -30
  7. package/dist/es5/collision-filter/collision-filter.js.map +1 -0
  8. package/dist/es5/collision-filter/shader-module.js +39 -0
  9. package/dist/es5/collision-filter/shader-module.js.map +1 -0
  10. package/dist/es5/data-filter/data-filter.js +1 -1
  11. package/dist/es5/data-filter/data-filter.js.map +1 -1
  12. package/dist/es5/index.js +4 -4
  13. package/dist/es5/index.js.map +1 -1
  14. package/dist/es5/mask/mask-effect.js +17 -8
  15. package/dist/es5/mask/mask-effect.js.map +1 -1
  16. package/dist/es5/terrain/height-map-builder.js +1 -1
  17. package/dist/es5/terrain/height-map-builder.js.map +1 -1
  18. package/dist/es5/terrain/shader-module.js.map +1 -1
  19. package/dist/es5/terrain/terrain-cover.js +1 -1
  20. package/dist/es5/terrain/terrain-cover.js.map +1 -1
  21. package/dist/es5/terrain/terrain-effect.js +5 -5
  22. package/dist/es5/terrain/terrain-effect.js.map +1 -1
  23. package/dist/es5/terrain/terrain.js +7 -7
  24. package/dist/es5/terrain/terrain.js.map +1 -1
  25. package/dist/es5/{common → utils}/projection-utils.js +3 -1
  26. package/dist/es5/utils/projection-utils.js.map +1 -0
  27. package/dist/esm/{collide/collide-effect.js → collision-filter/collision-filter-effect.js} +69 -64
  28. package/dist/esm/collision-filter/collision-filter-effect.js.map +1 -0
  29. package/dist/esm/{collide/collide-pass.js → collision-filter/collision-filter-pass.js} +5 -5
  30. package/dist/esm/collision-filter/collision-filter-pass.js.map +1 -0
  31. package/dist/esm/collision-filter/collision-filter.js +78 -0
  32. package/dist/esm/collision-filter/collision-filter.js.map +1 -0
  33. package/dist/esm/collision-filter/shader-module.js +32 -0
  34. package/dist/esm/collision-filter/shader-module.js.map +1 -0
  35. package/dist/esm/data-filter/data-filter.js +1 -1
  36. package/dist/esm/data-filter/data-filter.js.map +1 -1
  37. package/dist/esm/index.js +2 -2
  38. package/dist/esm/index.js.map +1 -1
  39. package/dist/esm/mask/mask-effect.js +14 -8
  40. package/dist/esm/mask/mask-effect.js.map +1 -1
  41. package/dist/esm/terrain/height-map-builder.js +1 -1
  42. package/dist/esm/terrain/height-map-builder.js.map +1 -1
  43. package/dist/esm/terrain/shader-module.js.map +1 -1
  44. package/dist/esm/terrain/terrain-cover.js +1 -1
  45. package/dist/esm/terrain/terrain-cover.js.map +1 -1
  46. package/dist/esm/terrain/terrain-effect.js +5 -5
  47. package/dist/esm/terrain/terrain-effect.js.map +1 -1
  48. package/dist/esm/terrain/terrain.js +7 -7
  49. package/dist/esm/terrain/terrain.js.map +1 -1
  50. package/dist/esm/{common → utils}/projection-utils.js +3 -1
  51. package/dist/esm/utils/projection-utils.js.map +1 -0
  52. package/dist.min.js +59 -62
  53. package/package.json +2 -2
  54. package/src/{collide/collide-effect.ts → collision-filter/collision-filter-effect.ts} +81 -78
  55. package/src/{collide/collide-pass.ts → collision-filter/collision-filter-pass.ts} +6 -6
  56. package/src/collision-filter/collision-filter.ts +83 -0
  57. package/src/collision-filter/shader-module.ts +113 -0
  58. package/src/data-filter/data-filter.ts +1 -1
  59. package/src/index.ts +3 -3
  60. package/src/mask/mask-effect.ts +32 -13
  61. package/src/terrain/height-map-builder.ts +2 -2
  62. package/src/terrain/shader-module.ts +4 -1
  63. package/src/terrain/terrain-cover.ts +2 -2
  64. package/src/terrain/terrain-effect.ts +5 -5
  65. package/src/terrain/terrain.ts +10 -10
  66. package/src/{common → utils}/projection-utils.ts +4 -2
  67. package/typed/collision-filter/collision-filter-effect.d.ts +28 -0
  68. package/typed/collision-filter/collision-filter-effect.d.ts.map +1 -0
  69. package/typed/collision-filter/collision-filter-pass.d.ts +14 -0
  70. package/typed/collision-filter/collision-filter-pass.d.ts.map +1 -0
  71. package/typed/collision-filter/collision-filter.d.ts +41 -0
  72. package/typed/collision-filter/collision-filter.d.ts.map +1 -0
  73. package/typed/collision-filter/shader-module.d.ts +4 -0
  74. package/typed/collision-filter/shader-module.d.ts.map +1 -0
  75. package/typed/data-filter/data-filter.d.ts +1 -1
  76. package/typed/index.d.ts +3 -3
  77. package/typed/index.d.ts.map +1 -1
  78. package/typed/mask/mask-effect.d.ts +2 -2
  79. package/typed/mask/mask-effect.d.ts.map +1 -1
  80. package/typed/terrain/height-map-builder.d.ts +2 -2
  81. package/typed/terrain/height-map-builder.d.ts.map +1 -1
  82. package/typed/terrain/shader-module.d.ts +1 -1
  83. package/typed/terrain/shader-module.d.ts.map +1 -1
  84. package/typed/terrain/terrain-cover.d.ts +2 -2
  85. package/typed/terrain/terrain-cover.d.ts.map +1 -1
  86. package/typed/terrain/terrain.d.ts +2 -2
  87. package/typed/terrain/terrain.d.ts.map +1 -1
  88. package/typed/utils/projection-utils.d.ts +27 -0
  89. package/typed/utils/projection-utils.d.ts.map +1 -0
  90. package/dist/es5/collide/collide-effect.js.map +0 -1
  91. package/dist/es5/collide/collide-pass.js.map +0 -1
  92. package/dist/es5/collide/collide.js.map +0 -1
  93. package/dist/es5/collide/shader-module.js +0 -39
  94. package/dist/es5/collide/shader-module.js.map +0 -1
  95. package/dist/es5/common/projection-utils.js.map +0 -1
  96. package/dist/es5/mask/utils.js +0 -136
  97. package/dist/es5/mask/utils.js.map +0 -1
  98. package/dist/esm/collide/collide-effect.js.map +0 -1
  99. package/dist/esm/collide/collide-pass.js.map +0 -1
  100. package/dist/esm/collide/collide.js +0 -78
  101. package/dist/esm/collide/collide.js.map +0 -1
  102. package/dist/esm/collide/shader-module.js +0 -32
  103. package/dist/esm/collide/shader-module.js.map +0 -1
  104. package/dist/esm/common/projection-utils.js.map +0 -1
  105. package/dist/esm/mask/utils.js +0 -109
  106. package/dist/esm/mask/utils.js.map +0 -1
  107. package/src/collide/collide.ts +0 -79
  108. package/src/collide/shader-module.ts +0 -113
  109. package/src/mask/utils.ts +0 -148
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/terrain/terrain.ts"],"names":["defaultProps","terrainFittingMode","undefined","TerrainExtension","modules","terrainModule","context","deck","_addDefaultEffect","TerrainEffect","params","props","oldProps","state","extruded","is3d","attributes","getAttributeManager","hasAnchor","setState","terrainCoverNeedsRedraw","LayerExtension"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AACA;;;;;;AAIA,IAAMA,YAAY,GAAG;AACnBC,EAAAA,kBAAkB,EAAEC;AADD,CAArB;;IAoBqBC,gB;;;;;;;;;;;;WAInB,sBAAoD;AAClD,aAAO;AACLC,QAAAA,OAAO,EAAE,CAACC,2BAAD;AADJ,OAAP;AAGD;;;WAED,2BAAoD;AAAA;;AAClD,iCAAKC,OAAL,CAAaC,IAAb,0EAAmBC,iBAAnB,CAAqC,IAAIC,4BAAJ,EAArC;AACD;;;WAED,qBAEEC,MAFF,EAGE;AACA,UAAOC,KAAP,GAA0BD,MAA1B,CAAOC,KAAP;AAAA,UAAcC,QAAd,GAA0BF,MAA1B,CAAcE,QAAd;;AAEA,UACE,KAAKC,KAAL,CAAWZ,kBAAX,IACAU,KAAK,CAACV,kBAAN,KAA6BW,QAAQ,CAACX,kBADtC,IAGAU,KAAK,CAACG,QAAN,KAAmBF,QAAQ,CAACE,QAJ9B,EAKE;AACA;AACD;;AAED,UAAKb,kBAAL,GAA2BU,KAA3B,CAAKV,kBAAL;;AACA,UAAI,CAACA,kBAAL,EAAyB;AAAA;;AAGvB,YAAMc,IAAI,GAAG,KAAKJ,KAAL,CAAWG,QAAxB;AACA,YAAME,UAAU,4BAAG,KAAKC,mBAAL,EAAH,0DAAG,sBAA4BD,UAA/C;AACA,YAAME,SAAS,GAAGF,UAAU,IAAI,uBAAuBA,UAAvD;AACAf,QAAAA,kBAAkB,GAAGc,IAAI,IAAIG,SAAR,GAAoB,QAApB,GAA+B,OAApD;AACD;;AACD,WAAKC,QAAL,CAAc;AAAClB,QAAAA,kBAAkB,EAAlBA;AAAD,OAAd;AACD;;;WAED,yBAAqC;AACnC,UAAMY,KAAK,GAAG,KAAKA,KAAnB;;AACA,UAAIA,KAAK,CAACZ,kBAAN,KAA6B,OAAjC,EAA0C;AACxCY,QAAAA,KAAK,CAACO,uBAAN,GAAgC,IAAhC;AACD;AACF;;;EA9C2CC,oB;;;8BAAzBlB,gB,kBACGH,Y;8BADHG,gB,mBAEI,kB","sourcesContent":["import {LayerExtension, UpdateParameters} from '@deck.gl/core';\nimport {TerrainEffect} from './terrain-effect';\nimport {terrainModule} from './shader-module';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n terrainFittingMode: undefined\n};\n\nexport type TerrainExtensionProps = {\n /**\n * controls whether an object is drawn over the terrain surface by its anchor (usually defined by an accessor called `getPosition`, e.g. icon, scatterplot) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n terrainFittingMode?: 'offset' | 'drape';\n};\n\ntype TerrainExtensionState = {\n /** Resolved fitting mode */\n terrainFittingMode: 'offset' | 'drape';\n /** Set when a layer is flagged as needs redraw */\n terrainCoverNeedsRedraw: boolean;\n};\n\n/** Allows layers to show/hide objects by a geofence. */\nexport default class TerrainExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'TerrainExtension';\n\n getShaders(this: Layer<TerrainExtensionProps>): any {\n return {\n modules: [terrainModule]\n };\n }\n\n initializeState(this: Layer<TerrainExtensionProps>) {\n this.context.deck?._addDefaultEffect(new TerrainEffect());\n }\n\n updateState(\n this: Layer<TerrainExtensionProps>,\n params: UpdateParameters<Layer<TerrainExtensionProps>>\n ) {\n const {props, oldProps} = params;\n\n if (\n this.state.terrainFittingMode &&\n props.terrainFittingMode === oldProps.terrainFittingMode &&\n // @ts-ignore `extruded` may not exist in props\n props.extruded === oldProps.extruded\n ) {\n return;\n }\n\n let {terrainFittingMode} = props;\n if (!terrainFittingMode) {\n // props.extruded is used as an indication that the layer is 2.5D\n // @ts-ignore `extruded` may not exist in props\n const is3d = this.props.extruded as boolean;\n const attributes = this.getAttributeManager()?.attributes;\n const hasAnchor = attributes && 'instancePositions' in attributes;\n terrainFittingMode = is3d || hasAnchor ? 'offset' : 'drape';\n }\n this.setState({terrainFittingMode});\n }\n\n onNeedsRedraw(this: Layer<{}>): void {\n const state = this.state as TerrainExtensionState;\n if (state.terrainFittingMode === 'drape') {\n state.terrainCoverNeedsRedraw = true;\n }\n }\n}\n"],"file":"terrain.js"}
1
+ {"version":3,"sources":["../../../src/terrain/terrain.ts"],"names":["defaultProps","terrainDrawMode","undefined","TerrainExtension","modules","terrainModule","context","deck","_addDefaultEffect","TerrainEffect","params","props","oldProps","state","extruded","is3d","attributes","getAttributeManager","hasAnchor","setState","terrainCoverNeedsRedraw","LayerExtension"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AACA;;;;;;AAIA,IAAMA,YAAY,GAAG;AACnBC,EAAAA,eAAe,EAAEC;AADE,CAArB;;IAoBqBC,gB;;;;;;;;;;;;WAInB,sBAAoD;AAClD,aAAO;AACLC,QAAAA,OAAO,EAAE,CAACC,2BAAD;AADJ,OAAP;AAGD;;;WAED,2BAAoD;AAAA;;AAClD,iCAAKC,OAAL,CAAaC,IAAb,0EAAmBC,iBAAnB,CAAqC,IAAIC,4BAAJ,EAArC;AACD;;;WAED,qBAEEC,MAFF,EAGE;AACA,UAAOC,KAAP,GAA0BD,MAA1B,CAAOC,KAAP;AAAA,UAAcC,QAAd,GAA0BF,MAA1B,CAAcE,QAAd;;AAEA,UACE,KAAKC,KAAL,CAAWZ,eAAX,IACAU,KAAK,CAACV,eAAN,KAA0BW,QAAQ,CAACX,eADnC,IAGAU,KAAK,CAACG,QAAN,KAAmBF,QAAQ,CAACE,QAJ9B,EAKE;AACA;AACD;;AAED,UAAKb,eAAL,GAAwBU,KAAxB,CAAKV,eAAL;;AACA,UAAI,CAACA,eAAL,EAAsB;AAAA;;AAGpB,YAAMc,IAAI,GAAG,KAAKJ,KAAL,CAAWG,QAAxB;AACA,YAAME,UAAU,4BAAG,KAAKC,mBAAL,EAAH,0DAAG,sBAA4BD,UAA/C;AACA,YAAME,SAAS,GAAGF,UAAU,IAAI,uBAAuBA,UAAvD;AACAf,QAAAA,eAAe,GAAGc,IAAI,IAAIG,SAAR,GAAoB,QAApB,GAA+B,OAAjD;AACD;;AACD,WAAKC,QAAL,CAAc;AAAClB,QAAAA,eAAe,EAAfA;AAAD,OAAd;AACD;;;WAED,yBAAqC;AACnC,UAAMY,KAAK,GAAG,KAAKA,KAAnB;;AACA,UAAIA,KAAK,CAACZ,eAAN,KAA0B,OAA9B,EAAuC;AACrCY,QAAAA,KAAK,CAACO,uBAAN,GAAgC,IAAhC;AACD;AACF;;;EA9C2CC,oB;;;8BAAzBlB,gB,kBACGH,Y;8BADHG,gB,mBAEI,kB","sourcesContent":["import {LayerExtension, UpdateParameters} from '@deck.gl/core';\nimport {TerrainEffect} from './terrain-effect';\nimport {terrainModule} from './shader-module';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n terrainDrawMode: undefined\n};\n\nexport type TerrainExtensionProps = {\n /**\n * controls whether an object is drawn over the terrain surface by its anchor (usually defined by an accessor called `getPosition`, e.g. icon, scatterplot) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n terrainDrawMode?: 'offset' | 'drape';\n};\n\ntype TerrainExtensionState = {\n /** Resolved fitting mode */\n terrainDrawMode: 'offset' | 'drape';\n /** Set when a layer is flagged as needs redraw */\n terrainCoverNeedsRedraw: boolean;\n};\n\n/** Allows layers to show/hide objects by a geofence. */\nexport default class TerrainExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'TerrainExtension';\n\n getShaders(this: Layer<TerrainExtensionProps>): any {\n return {\n modules: [terrainModule]\n };\n }\n\n initializeState(this: Layer<TerrainExtensionProps>) {\n this.context.deck?._addDefaultEffect(new TerrainEffect());\n }\n\n updateState(\n this: Layer<TerrainExtensionProps>,\n params: UpdateParameters<Layer<TerrainExtensionProps>>\n ) {\n const {props, oldProps} = params;\n\n if (\n this.state.terrainDrawMode &&\n props.terrainDrawMode === oldProps.terrainDrawMode &&\n // @ts-ignore `extruded` may not exist in props\n props.extruded === oldProps.extruded\n ) {\n return;\n }\n\n let {terrainDrawMode} = props;\n if (!terrainDrawMode) {\n // props.extruded is used as an indication that the layer is 2.5D\n // @ts-ignore `extruded` may not exist in props\n const is3d = this.props.extruded as boolean;\n const attributes = this.getAttributeManager()?.attributes;\n const hasAnchor = attributes && 'instancePositions' in attributes;\n terrainDrawMode = is3d || hasAnchor ? 'offset' : 'drape';\n }\n this.setState({terrainDrawMode});\n }\n\n onNeedsRedraw(this: Layer<{}>): void {\n const state = this.state as TerrainExtensionState;\n if (state.terrainDrawMode === 'drape') {\n state.terrainCoverNeedsRedraw = true;\n }\n }\n}\n"],"file":"terrain.js"}
@@ -73,12 +73,13 @@ function makeViewport(opts) {
73
73
  }
74
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75
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  var centerWorld = viewport.unprojectPosition([(bounds[0] + bounds[2]) / 2, (bounds[1] + bounds[3]) / 2, 0]);
76
- var maxSize = MAX_VIEWPORT_SIZE - border * 2;
77
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  var width = opts.width,
78
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  height = opts.height,
79
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  zoom = opts.zoom;
80
79
 
81
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  if (zoom === undefined) {
81
+ width = width - border * 2;
82
+ height = height - border * 2;
82
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  var scale = Math.min(width / (bounds[2] - bounds[0]), height / (bounds[3] - bounds[1]));
83
84
  zoom = Math.min(Math.log2(scale), 20);
84
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  } else if (!width || !height) {
@@ -86,6 +87,7 @@ function makeViewport(opts) {
86
87
 
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  width = Math.round(Math.abs(bounds[2] - bounds[0]) * _scale);
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  height = Math.round(Math.abs(bounds[3] - bounds[1]) * _scale);
90
+ var maxSize = MAX_VIEWPORT_SIZE - border * 2;
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  if (width > maxSize || height > maxSize) {
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  var r = maxSize / Math.max(width, height);
@@ -0,0 +1 @@
1
+ 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{WebMercatorViewport, OrthographicViewport} from '@deck.gl/core';\nimport type {Layer, Viewport} from '@deck.gl/core';\n\n/** Bounds in CARTESIAN coordinates */\nexport type Bounds = [minX: number, minY: number, maxX: number, maxY: number];\n\n/*\n * Compute the union of bounds from multiple layers\n * Returns bounds in CARTESIAN coordinates\n */\nexport function joinLayerBounds(\n /** The layers to combine */\n layers: Layer[],\n /** A Viewport instance that is used to determine the type of the view */\n viewport: Viewport\n): Bounds | null {\n // Join the bounds of layer data\n const bounds: Bounds = [Infinity, Infinity, -Infinity, -Infinity];\n for (const layer of layers) {\n const layerBounds = layer.getBounds();\n if (layerBounds) {\n const bottomLeftCommon = layer.projectPosition(layerBounds[0], {viewport, autoOffset: false});\n const topRightCommon = layer.projectPosition(layerBounds[1], {viewport, autoOffset: false});\n\n bounds[0] = Math.min(bounds[0], bottomLeftCommon[0]);\n bounds[1] = Math.min(bounds[1], bottomLeftCommon[1]);\n bounds[2] = Math.max(bounds[2], topRightCommon[0]);\n bounds[3] = Math.max(bounds[3], topRightCommon[1]);\n }\n }\n\n if (Number.isFinite(bounds[0])) {\n return bounds;\n }\n return null;\n}\n\nconst MAX_VIEWPORT_SIZE = 2048;\n\n/** Construct a viewport that just covers the target bounds. Used for rendering to common space indexed texture. */\nexport function makeViewport(opts: {\n /** The cartesian bounds of layers that will render into this texture */\n bounds: Bounds;\n /** Target width. If not specified, will be deduced from zoom */\n width?: number;\n /** Target height. If not specified, will be deduced from zoom */\n height?: number;\n /** Target zoom. If not specified, will be deduced from width and height */\n zoom?: number;\n /** Border around the viewport in pixels */\n border?: number;\n /** A viewport used to determine the output type */\n viewport: Viewport;\n}): Viewport | null {\n const {bounds, viewport, border = 0} = opts;\n const {isGeospatial} = viewport;\n\n if (bounds[2] <= bounds[0] || bounds[3] <= bounds[1]) {\n return null;\n }\n\n const centerWorld = viewport.unprojectPosition([\n (bounds[0] + bounds[2]) / 2,\n (bounds[1] + bounds[3]) / 2,\n 0\n ]);\n\n let {width, height, zoom} = opts;\n if (zoom === undefined) {\n // Use width and height to determine zoom\n width = width! - border * 2;\n height = height! - border * 2;\n const scale = Math.min(width / (bounds[2] - bounds[0]), height / (bounds[3] - bounds[1]));\n zoom = Math.min(Math.log2(scale), 20);\n } else if (!width || !height) {\n // Use zoom to determine width and height\n const scale = 2 ** zoom;\n width = Math.round(Math.abs(bounds[2] - bounds[0]) * scale);\n height = Math.round(Math.abs(bounds[3] - bounds[1]) * scale);\n const maxSize = MAX_VIEWPORT_SIZE - border * 2;\n if (width > maxSize || height > maxSize) {\n const r = maxSize / Math.max(width, height);\n width = Math.round(width * r);\n height = Math.round(height * r);\n zoom += Math.log2(r);\n }\n }\n\n // TODO - find a more generic way to construct this viewport\n // Geospatial viewports may not be web-mercator\n return isGeospatial\n ? new WebMercatorViewport({\n x: border,\n y: border,\n width,\n height,\n longitude: centerWorld[0],\n latitude: centerWorld[1],\n zoom,\n orthographic: true\n })\n : new OrthographicViewport({\n x: border,\n y: border,\n width,\n height,\n target: centerWorld,\n zoom,\n flipY: false\n });\n}\n\n/** Returns viewport bounds in CARTESIAN coordinates */\nexport function getViewportBounds(viewport: Viewport, zRange?: [number, number]): Bounds {\n // Viewport bounds in world coordinates\n let viewportBoundsWorld: Bounds;\n if (zRange && zRange.length === 2) {\n const [minZ, maxZ] = zRange;\n const bounds0 = viewport.getBounds({z: minZ});\n const bounds1 = viewport.getBounds({z: maxZ});\n viewportBoundsWorld = [\n Math.min(bounds0[0], bounds1[0]),\n Math.min(bounds0[1], bounds1[1]),\n Math.max(bounds0[2], bounds1[2]),\n Math.max(bounds0[3], bounds1[3])\n ];\n } else {\n viewportBoundsWorld = viewport.getBounds();\n }\n\n // Viewport bounds in cartesian coordinates\n const viewportBottomLeftCommon = viewport.projectPosition(viewportBoundsWorld.slice(0, 2));\n const viewportTopRightCommon = viewport.projectPosition(viewportBoundsWorld.slice(2, 4));\n return [\n viewportBottomLeftCommon[0],\n viewportBottomLeftCommon[1],\n viewportTopRightCommon[0],\n viewportTopRightCommon[1]\n ];\n}\n\n/*\n * Determine the common space bounds that best cover the given data for the given viewport\n * Returns bounds in CARTESIAN coordinates\n */\nexport function getRenderBounds(\n layerBounds: Bounds,\n viewport: Viewport,\n zRange?: [number, number]\n): Bounds {\n if (!layerBounds) {\n return [0, 0, 1, 1];\n }\n\n const viewportBounds = getViewportBounds(viewport, zRange);\n // Expand viewport bounds by 2X. Heurestically chosen to avoid masking\n // errors when mask is partially out of view\n const paddedBounds = doubleBounds(viewportBounds);\n\n // When bounds of the layers are smaller than the viewport bounds simply use\n // mask bounds, so as to maximize resolution & avoid rerenders\n if (\n layerBounds[2] - layerBounds[0] <= paddedBounds[2] - paddedBounds[0] &&\n layerBounds[3] - layerBounds[1] <= paddedBounds[3] - paddedBounds[1]\n ) {\n return layerBounds;\n }\n\n // As viewport shrinks, to avoid pixelation along mask edges\n // we need to reduce the bounds and only render the visible portion\n // of the mask.\n // We pad the viewport bounds to capture the section\n // of the mask just outside the viewport to correctly maskByInstance.\n // Intersect mask & padded viewport bounds\n return [\n Math.max(layerBounds[0], paddedBounds[0]),\n Math.max(layerBounds[1], paddedBounds[1]),\n Math.min(layerBounds[2], paddedBounds[2]),\n Math.min(layerBounds[3], paddedBounds[3])\n ];\n}\n\nfunction doubleBounds(bounds: Bounds): Bounds {\n const dx = bounds[2] - bounds[0];\n const dy = bounds[3] - bounds[1];\n const centerX = (bounds[0] + bounds[2]) / 2;\n const centerY = (bounds[1] + bounds[3]) / 2;\n return [centerX - dx, centerY - dy, centerX + dx, centerY + dy];\n}\n"],"file":"projection-utils.js"}
@@ -2,12 +2,12 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
2
  import { Framebuffer, Renderbuffer, Texture2D, cssToDeviceRatio } from '@luma.gl/core';
3
3
  import { equals } from '@math.gl/core';
4
4
  import { _deepEqual as deepEqual } from '@deck.gl/core';
5
- import CollidePass from './collide-pass';
5
+ import CollisionFilterPass from './collision-filter-pass';
6
6
  import MaskEffect from '../mask/mask-effect';
7
7
  const DOWNSCALE = 2;
8
- export default class CollideEffect {
8
+ export default class CollisionFilterEffect {
9
9
  constructor() {
10
- _defineProperty(this, "id", 'collide-effect');
10
+ _defineProperty(this, "id", 'collision-filter-effect');
11
11
 
12
12
  _defineProperty(this, "props", null);
13
13
 
@@ -17,11 +17,11 @@ export default class CollideEffect {
17
17
 
18
18
  _defineProperty(this, "channels", {});
19
19
 
20
- _defineProperty(this, "collidePass", void 0);
20
+ _defineProperty(this, "collisionFilterPass", void 0);
21
21
 
22
- _defineProperty(this, "collideFBOs", {});
22
+ _defineProperty(this, "collisionFBOs", {});
23
23
 
24
- _defineProperty(this, "dummyCollideMap", void 0);
24
+ _defineProperty(this, "dummyCollisionMap", void 0);
25
25
 
26
26
  _defineProperty(this, "lastViewport", void 0);
27
27
  }
@@ -38,8 +38,8 @@ export default class CollideEffect {
38
38
  }) {
39
39
  var _preRenderStats$mask;
40
40
 
41
- if (!this.dummyCollideMap) {
42
- this.dummyCollideMap = new Texture2D(gl, {
41
+ if (!this.dummyCollisionMap) {
42
+ this.dummyCollisionMap = new Texture2D(gl, {
43
43
  width: 1,
44
44
  height: 1
45
45
  });
@@ -49,36 +49,36 @@ export default class CollideEffect {
49
49
  return;
50
50
  }
51
51
 
52
- const collideLayers = layers.filter(({
52
+ const collisionLayers = layers.filter(({
53
53
  props: {
54
54
  visible,
55
- collideEnabled
55
+ collisionEnabled
56
56
  }
57
- }) => visible && collideEnabled);
57
+ }) => visible && collisionEnabled);
58
58
 
59
- if (collideLayers.length === 0) {
59
+ if (collisionLayers.length === 0) {
60
60
  this.channels = {};
61
61
  return;
62
62
  }
63
63
 
64
- if (!this.collidePass) {
65
- this.collidePass = new CollidePass(gl, {
66
- id: 'default-collide'
64
+ if (!this.collisionFilterPass) {
65
+ this.collisionFilterPass = new CollisionFilterPass(gl, {
66
+ id: 'default-collision-filter'
67
67
  });
68
68
  }
69
69
 
70
70
  const effects = allEffects === null || allEffects === void 0 ? void 0 : allEffects.filter(e => e.constructor === MaskEffect);
71
71
  const maskEffectRendered = (_preRenderStats$mask = preRenderStats['mask-effect']) === null || _preRenderStats$mask === void 0 ? void 0 : _preRenderStats$mask.didRender;
72
72
 
73
- const channels = this._groupByCollideGroup(gl, collideLayers);
73
+ const channels = this._groupByCollisionGroup(gl, collisionLayers);
74
74
 
75
75
  const viewport = viewports[0];
76
76
  const viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;
77
77
 
78
- for (const collideGroup in channels) {
79
- const collideFBO = this.collideFBOs[collideGroup];
80
- const renderInfo = channels[collideGroup];
81
- collideFBO.resize({
78
+ for (const collisionGroup in channels) {
79
+ const collisionFBO = this.collisionFBOs[collisionGroup];
80
+ const renderInfo = channels[collisionGroup];
81
+ collisionFBO.resize({
82
82
  width: gl.canvas.width / DOWNSCALE,
83
83
  height: gl.canvas.height / DOWNSCALE
84
84
  });
@@ -103,22 +103,22 @@ export default class CollideEffect {
103
103
  viewportChanged
104
104
  }) {
105
105
  const {
106
- collideGroup
106
+ collisionGroup
107
107
  } = renderInfo;
108
- const oldRenderInfo = this.channels[collideGroup];
108
+ const oldRenderInfo = this.channels[collisionGroup];
109
109
 
110
110
  if (!oldRenderInfo) {
111
111
  return;
112
112
  }
113
113
 
114
- const needsRender = viewportChanged || renderInfo === oldRenderInfo || !deepEqual(oldRenderInfo.layers, renderInfo.layers, 0) || renderInfo.layerBounds.some((b, i) => !equals(b, oldRenderInfo.layerBounds[i]));
115
- this.channels[collideGroup] = renderInfo;
114
+ const needsRender = viewportChanged || renderInfo === oldRenderInfo || !deepEqual(oldRenderInfo.layers, renderInfo.layers, 1) || renderInfo.layerBounds.some((b, i) => !equals(b, oldRenderInfo.layerBounds[i])) || renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded || renderInfo.layers.some(layer => layer.props.transitions);
115
+ this.channels[collisionGroup] = renderInfo;
116
116
 
117
117
  if (needsRender) {
118
118
  this.lastViewport = viewport;
119
- const collideFBO = this.collideFBOs[collideGroup];
120
- this.collidePass.renderCollideMap(collideFBO, {
121
- pass: 'collide',
119
+ const collisionFBO = this.collisionFBOs[collisionGroup];
120
+ this.collisionFilterPass.renderCollisionMap(collisionFBO, {
121
+ pass: 'collision-filter',
122
122
  isPicking: true,
123
123
  layers: renderInfo.layers,
124
124
  effects,
@@ -127,48 +127,53 @@ export default class CollideEffect {
127
127
  onViewportActive,
128
128
  views,
129
129
  moduleParameters: {
130
- dummyCollideMap: this.dummyCollideMap,
131
- devicePixelRatio: cssToDeviceRatio(collideFBO.gl) / DOWNSCALE
130
+ dummyCollisionMap: this.dummyCollisionMap,
131
+ devicePixelRatio: cssToDeviceRatio(collisionFBO.gl) / DOWNSCALE
132
132
  }
133
133
  });
134
134
  }
135
135
  }
136
136
 
137
- _groupByCollideGroup(gl, collideLayers) {
137
+ _groupByCollisionGroup(gl, collisionLayers) {
138
138
  const channelMap = {};
139
139
 
140
- for (const layer of collideLayers) {
140
+ for (const layer of collisionLayers) {
141
141
  const {
142
- collideGroup
142
+ collisionGroup
143
143
  } = layer.props;
144
- let channelInfo = channelMap[collideGroup];
144
+ let channelInfo = channelMap[collisionGroup];
145
145
 
146
146
  if (!channelInfo) {
147
147
  channelInfo = {
148
- collideGroup,
148
+ collisionGroup,
149
149
  layers: [],
150
- layerBounds: []
150
+ layerBounds: [],
151
+ allLayersLoaded: true
151
152
  };
152
- channelMap[collideGroup] = channelInfo;
153
+ channelMap[collisionGroup] = channelInfo;
153
154
  }
154
155
 
155
156
  channelInfo.layers.push(layer);
156
157
  channelInfo.layerBounds.push(layer.getBounds());
158
+
159
+ if (!layer.isLoaded) {
160
+ channelInfo.allLayersLoaded = false;
161
+ }
157
162
  }
158
163
 
159
- for (const collideGroup of Object.keys(channelMap)) {
160
- if (!this.collideFBOs[collideGroup]) {
161
- this.createFBO(gl, collideGroup);
164
+ for (const collisionGroup of Object.keys(channelMap)) {
165
+ if (!this.collisionFBOs[collisionGroup]) {
166
+ this.createFBO(gl, collisionGroup);
162
167
  }
163
168
 
164
- if (!this.channels[collideGroup]) {
165
- this.channels[collideGroup] = channelMap[collideGroup];
169
+ if (!this.channels[collisionGroup]) {
170
+ this.channels[collisionGroup] = channelMap[collisionGroup];
166
171
  }
167
172
  }
168
173
 
169
- for (const collideGroup of Object.keys(this.collideFBOs)) {
170
- if (!channelMap[collideGroup]) {
171
- this.destroyFBO(collideGroup);
174
+ for (const collisionGroup of Object.keys(this.collisionFBOs)) {
175
+ if (!channelMap[collisionGroup]) {
176
+ this.destroyFBO(collisionGroup);
172
177
  }
173
178
  }
174
179
 
@@ -177,40 +182,40 @@ export default class CollideEffect {
177
182
 
178
183
  getModuleParameters(layer) {
179
184
  const {
180
- collideGroup
185
+ collisionGroup
181
186
  } = layer.props;
182
187
  const {
183
- collideFBOs,
184
- dummyCollideMap
188
+ collisionFBOs,
189
+ dummyCollisionMap
185
190
  } = this;
186
191
  return {
187
- collideFBO: collideFBOs[collideGroup],
188
- dummyCollideMap
192
+ collisionFBO: collisionFBOs[collisionGroup],
193
+ dummyCollisionMap
189
194
  };
190
195
  }
191
196
 
192
197
  cleanup() {
193
- if (this.dummyCollideMap) {
194
- this.dummyCollideMap.delete();
195
- this.dummyCollideMap = undefined;
198
+ if (this.dummyCollisionMap) {
199
+ this.dummyCollisionMap.delete();
200
+ this.dummyCollisionMap = undefined;
196
201
  }
197
202
 
198
203
  this.channels = {};
199
204
 
200
- for (const collideGroup of Object.keys(this.collideFBOs)) {
201
- this.destroyFBO(collideGroup);
205
+ for (const collisionGroup of Object.keys(this.collisionFBOs)) {
206
+ this.destroyFBO(collisionGroup);
202
207
  }
203
208
 
204
- this.collideFBOs = {};
209
+ this.collisionFBOs = {};
205
210
  this.lastViewport = undefined;
206
211
  }
207
212
 
208
- createFBO(gl, collideGroup) {
213
+ createFBO(gl, collisionGroup) {
209
214
  const {
210
215
  width,
211
216
  height
212
217
  } = gl.canvas;
213
- const collideMap = new Texture2D(gl, {
218
+ const collisionMap = new Texture2D(gl, {
214
219
  width,
215
220
  height,
216
221
  parameters: {
@@ -225,27 +230,27 @@ export default class CollideEffect {
225
230
  width,
226
231
  height
227
232
  });
228
- this.collideFBOs[collideGroup] = new Framebuffer(gl, {
229
- id: "Collide-".concat(collideGroup),
233
+ this.collisionFBOs[collisionGroup] = new Framebuffer(gl, {
234
+ id: "Collision-".concat(collisionGroup),
230
235
  width,
231
236
  height,
232
237
  attachments: {
233
- [36064]: collideMap,
238
+ [36064]: collisionMap,
234
239
  [36096]: depthBuffer
235
240
  }
236
241
  });
237
242
  }
238
243
 
239
- destroyFBO(collideGroup) {
240
- const fbo = this.collideFBOs[collideGroup];
244
+ destroyFBO(collisionGroup) {
245
+ const fbo = this.collisionFBOs[collisionGroup];
241
246
 
242
247
  for (const attachment of Object.values(fbo.attachments)) {
243
248
  attachment.delete();
244
249
  }
245
250
 
246
251
  fbo.delete();
247
- delete this.collideFBOs[collideGroup];
252
+ delete this.collisionFBOs[collisionGroup];
248
253
  }
249
254
 
250
255
  }
251
- //# sourceMappingURL=collide-effect.js.map
256
+ //# sourceMappingURL=collision-filter-effect.js.map
@@ -0,0 +1 @@
1
+ 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{Framebuffer, Renderbuffer, Texture2D, cssToDeviceRatio} from '@luma.gl/core';\nimport {equals} from '@math.gl/core';\nimport {_deepEqual as deepEqual} from '@deck.gl/core';\nimport type {Effect, Layer, PreRenderOptions, Viewport} from '@deck.gl/core';\nimport CollisionFilterPass from './collision-filter-pass';\nimport MaskEffect, {MaskPreRenderStats} from '../mask/mask-effect';\n// import {debugFBO} from '../utils/debug';\n\ntype CollisionFilterExtensionProps = {\n collisionTestProps?: {};\n collisionGroup: string;\n};\n\n// Factor by which to downscale Collision FBO relative to canvas\nconst DOWNSCALE = 2;\n\ntype RenderInfo = {\n collisionGroup: string;\n layers: Layer<CollisionFilterExtensionProps>[];\n layerBounds: ([number[], number[]] | null)[];\n allLayersLoaded: boolean;\n};\n\nexport default class CollisionFilterEffect implements Effect {\n id = 'collision-filter-effect';\n props = null;\n useInPicking = true;\n order = 1;\n\n private channels: Record<string, RenderInfo> = {};\n private collisionFilterPass?: CollisionFilterPass;\n private collisionFBOs: Record<string, Framebuffer> = {};\n private dummyCollisionMap?: Texture2D;\n private lastViewport?: Viewport;\n\n preRender(\n gl: WebGLRenderingContext,\n {\n effects: allEffects,\n layers,\n layerFilter,\n viewports,\n onViewportActive,\n views,\n isPicking,\n preRenderStats = {}\n }: PreRenderOptions\n ): void {\n if (!this.dummyCollisionMap) {\n this.dummyCollisionMap = new Texture2D(gl, {width: 1, height: 1});\n }\n\n if (isPicking) {\n // Do not update on picking pass\n return;\n }\n\n const collisionLayers = layers.filter(\n // @ts-ignore\n ({props: {visible, collisionEnabled}}) => visible && collisionEnabled\n ) as Layer<CollisionFilterExtensionProps>[];\n if (collisionLayers.length === 0) {\n this.channels = {};\n return;\n }\n\n if (!this.collisionFilterPass) {\n this.collisionFilterPass = new CollisionFilterPass(gl, {id: 'default-collision-filter'});\n }\n\n // Detect if mask has rendered. TODO: better dependency system for Effects\n const effects = allEffects?.filter(e => e.constructor === MaskEffect);\n const maskEffectRendered = (preRenderStats['mask-effect'] as MaskPreRenderStats)?.didRender;\n\n // Collect layers to render\n const channels = this._groupByCollisionGroup(gl, collisionLayers);\n\n const viewport = viewports[0];\n const viewportChanged =\n !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;\n\n // Resize framebuffers to match canvas\n for (const collisionGroup in channels) {\n const collisionFBO = this.collisionFBOs[collisionGroup];\n const renderInfo = channels[collisionGroup];\n collisionFBO.resize({\n width: gl.canvas.width / DOWNSCALE,\n height: gl.canvas.height / DOWNSCALE\n });\n this._render(renderInfo, {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n }\n\n // debugFBO(this.collisionFBOs[Object.keys(channels)[0]], {minimap: true});\n }\n\n private _render(\n renderInfo: RenderInfo,\n {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n }: {\n effects: PreRenderOptions['effects'];\n layerFilter: PreRenderOptions['layerFilter'];\n onViewportActive: PreRenderOptions['onViewportActive'];\n views: PreRenderOptions['views'];\n viewport: Viewport;\n viewportChanged: boolean;\n }\n ) {\n const {collisionGroup} = renderInfo;\n const oldRenderInfo = this.channels[collisionGroup];\n if (!oldRenderInfo) {\n return;\n }\n\n const needsRender =\n viewportChanged ||\n // If render info is new\n renderInfo === oldRenderInfo ||\n // If sublayers have changed\n !deepEqual(oldRenderInfo.layers, renderInfo.layers, 1) ||\n // If a sublayer's bounds have been updated\n renderInfo.layerBounds.some((b, i) => !equals(b, oldRenderInfo.layerBounds[i])) ||\n // If a sublayer's isLoaded state has been updated\n renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded ||\n // Some prop is in transition\n renderInfo.layers.some(layer => layer.props.transitions);\n\n this.channels[collisionGroup] = renderInfo;\n\n if (needsRender) {\n this.lastViewport = viewport;\n const collisionFBO = this.collisionFBOs[collisionGroup];\n\n // Rerender collision FBO\n this.collisionFilterPass!.renderCollisionMap(collisionFBO, {\n pass: 'collision-filter',\n isPicking: true,\n layers: renderInfo.layers,\n effects,\n layerFilter,\n viewports: viewport ? [viewport] : [],\n onViewportActive,\n views,\n moduleParameters: {\n // To avoid feedback loop forming between Framebuffer and active Texture.\n dummyCollisionMap: this.dummyCollisionMap,\n devicePixelRatio: cssToDeviceRatio(collisionFBO.gl) / DOWNSCALE\n }\n });\n }\n }\n\n /**\n * Group layers by collisionGroup\n * Returns a map from collisionGroup to render info\n */\n private _groupByCollisionGroup(\n gl: WebGLRenderingContext,\n collisionLayers: Layer<CollisionFilterExtensionProps>[]\n ): Record<string, RenderInfo> {\n const channelMap = {};\n for (const layer of collisionLayers) {\n const {collisionGroup} = layer.props;\n let channelInfo = channelMap[collisionGroup];\n if (!channelInfo) {\n channelInfo = {collisionGroup, layers: [], layerBounds: [], allLayersLoaded: true};\n channelMap[collisionGroup] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n if (!layer.isLoaded) {\n channelInfo.allLayersLoaded = false;\n }\n }\n\n // Create any new passes and remove any old ones\n for (const collisionGroup of Object.keys(channelMap)) {\n if (!this.collisionFBOs[collisionGroup]) {\n this.createFBO(gl, collisionGroup);\n }\n if (!this.channels[collisionGroup]) {\n this.channels[collisionGroup] = channelMap[collisionGroup];\n }\n }\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n if (!channelMap[collisionGroup]) {\n this.destroyFBO(collisionGroup);\n }\n }\n\n return channelMap;\n }\n\n getModuleParameters(layer: Layer): {\n collisionFBO: Framebuffer;\n dummyCollisionMap: Texture2D;\n } {\n const {collisionGroup} = (layer as Layer<CollisionFilterExtensionProps>).props;\n const {collisionFBOs, dummyCollisionMap} = this;\n return {collisionFBO: collisionFBOs[collisionGroup], dummyCollisionMap};\n }\n\n cleanup(): void {\n if (this.dummyCollisionMap) {\n this.dummyCollisionMap.delete();\n this.dummyCollisionMap = undefined;\n }\n this.channels = {};\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n this.destroyFBO(collisionGroup);\n }\n this.collisionFBOs = {};\n this.lastViewport = undefined;\n }\n\n createFBO(gl: WebGLRenderingContext, collisionGroup: string) {\n const {width, height} = gl.canvas;\n const collisionMap = new Texture2D(gl, {\n width,\n height,\n parameters: {\n [gl.TEXTURE_MIN_FILTER]: gl.NEAREST,\n [gl.TEXTURE_MAG_FILTER]: gl.NEAREST,\n [gl.TEXTURE_WRAP_S]: gl.CLAMP_TO_EDGE,\n [gl.TEXTURE_WRAP_T]: gl.CLAMP_TO_EDGE\n }\n });\n\n const depthBuffer = new Renderbuffer(gl, {format: gl.DEPTH_COMPONENT16, width, height});\n this.collisionFBOs[collisionGroup] = new Framebuffer(gl, {\n id: `Collision-${collisionGroup}`,\n width,\n height,\n attachments: {\n [gl.COLOR_ATTACHMENT0]: collisionMap,\n [gl.DEPTH_ATTACHMENT]: depthBuffer\n }\n });\n }\n\n destroyFBO(collisionGroup: string) {\n const fbo = this.collisionFBOs[collisionGroup];\n for (const attachment of Object.values(fbo.attachments as Texture2D[])) {\n attachment.delete();\n }\n fbo.delete();\n delete this.collisionFBOs[collisionGroup];\n }\n}\n"],"file":"collision-filter-effect.js"}
@@ -1,7 +1,7 @@
1
1
  import { withParameters } from '@luma.gl/core';
2
2
  import { _LayersPass as LayersPass } from '@deck.gl/core';
3
- export default class CollidePass extends LayersPass {
4
- renderCollideMap(target, options) {
3
+ export default class CollisionFilterPass extends LayersPass {
4
+ renderCollisionMap(target, options) {
5
5
  const gl = this.gl;
6
6
  const padding = 1;
7
7
  return withParameters(gl, {
@@ -13,13 +13,13 @@ export default class CollidePass extends LayersPass {
13
13
  depthRange: [0, 1]
14
14
  }, () => this.render({ ...options,
15
15
  target,
16
- pass: 'collide'
16
+ pass: 'collision'
17
17
  }));
18
18
  }
19
19
 
20
20
  getModuleParameters() {
21
21
  return {
22
- drawToCollideMap: true,
22
+ drawToCollisionMap: true,
23
23
  pickingActive: 1,
24
24
  pickingAttribute: false,
25
25
  lightSources: {}
@@ -27,4 +27,4 @@ export default class CollidePass extends LayersPass {
27
27
  }
28
28
 
29
29
  }
30
- //# sourceMappingURL=collide-pass.js.map
30
+ //# sourceMappingURL=collision-filter-pass.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../src/collision-filter/collision-filter-pass.ts"],"names":["withParameters","_LayersPass","LayersPass","CollisionFilterPass","renderCollisionMap","target","options","gl","padding","scissorTest","scissor","width","height","clearColor","blend","depthTest","depthRange","render","pass","getModuleParameters","drawToCollisionMap","pickingActive","pickingAttribute","lightSources"],"mappings":"AAAA,SAAqBA,cAArB,QAA0C,eAA1C;AACA,SAAQC,WAAW,IAAIC,UAAvB,QAAiE,eAAjE;AAIA,eAAe,MAAMC,mBAAN,SAAkCD,UAAlC,CAA6C;AAC1DE,EAAAA,kBAAkB,CAACC,MAAD,EAAsBC,OAAtB,EAAiE;AACjF,UAAMC,EAAE,GAAG,KAAKA,EAAhB;AAEA,UAAMC,OAAO,GAAG,CAAhB;AAEA,WAAOR,cAAc,CACnBO,EADmB,EAEnB;AACEE,MAAAA,WAAW,EAAE,IADf;AAEEC,MAAAA,OAAO,EAAE,CAACF,OAAD,EAAUA,OAAV,EAAmBH,MAAM,CAACM,KAAP,GAAe,IAAIH,OAAtC,EAA+CH,MAAM,CAACO,MAAP,GAAgB,IAAIJ,OAAnE,CAFX;AAGEK,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAHd;AAIEC,MAAAA,KAAK,EAAE,KAJT;AAKEC,MAAAA,SAAS,EAAE,IALb;AAMEC,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ;AANd,KAFmB,EAUnB,MAAM,KAAKC,MAAL,CAAY,EAAC,GAAGX,OAAJ;AAAaD,MAAAA,MAAb;AAAqBa,MAAAA,IAAI,EAAE;AAA3B,KAAZ,CAVa,CAArB;AAYD;;AAEDC,EAAAA,mBAAmB,GAAG;AAEpB,WAAO;AACLC,MAAAA,kBAAkB,EAAE,IADf;AAELC,MAAAA,aAAa,EAAE,CAFV;AAGLC,MAAAA,gBAAgB,EAAE,KAHb;AAILC,MAAAA,YAAY,EAAE;AAJT,KAAP;AAMD;;AA5ByD","sourcesContent":["import {Framebuffer, withParameters} from '@luma.gl/core';\nimport {_LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\n\ntype CollisionFilterPassRenderOptions = LayersPassRenderOptions & {};\n\nexport default class CollisionFilterPass extends LayersPass {\n renderCollisionMap(target: Framebuffer, options: CollisionFilterPassRenderOptions) {\n const gl = this.gl;\n\n const padding = 1;\n\n return withParameters(\n gl,\n {\n scissorTest: true,\n scissor: [padding, padding, target.width - 2 * padding, target.height - 2 * padding],\n clearColor: [0, 0, 0, 0],\n blend: false,\n depthTest: true,\n depthRange: [0, 1]\n },\n () => this.render({...options, target, pass: 'collision'})\n );\n }\n\n getModuleParameters() {\n // Draw picking colors into collision FBO\n return {\n drawToCollisionMap: true,\n pickingActive: 1,\n pickingAttribute: false,\n lightSources: {}\n };\n }\n}\n"],"file":"collision-filter-pass.js"}
@@ -0,0 +1,78 @@
1
+ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
+ import { LayerExtension } from '@deck.gl/core';
3
+ import collision from './shader-module';
4
+ import CollisionFilterEffect from './collision-filter-effect';
5
+ const defaultProps = {
6
+ getCollisionPriority: {
7
+ type: 'accessor',
8
+ value: 0
9
+ },
10
+ collisionEnabled: true,
11
+ collisionGroup: {
12
+ type: 'string',
13
+ value: 'default'
14
+ },
15
+ collisionTestProps: {}
16
+ };
17
+ export default class CollisionFilterExtension extends LayerExtension {
18
+ getShaders() {
19
+ return {
20
+ modules: [collision]
21
+ };
22
+ }
23
+
24
+ draw({
25
+ uniforms,
26
+ context,
27
+ moduleParameters
28
+ }) {
29
+ const {
30
+ collisionEnabled
31
+ } = this.props;
32
+ const {
33
+ collisionFBO,
34
+ drawToCollisionMap
35
+ } = moduleParameters;
36
+ const enabled = collisionEnabled && Boolean(collisionFBO);
37
+ uniforms.collision_enabled = enabled;
38
+
39
+ if (drawToCollisionMap) {
40
+ this.props = this.clone(this.props.collisionTestProps).props;
41
+ }
42
+ }
43
+
44
+ initializeState(context, extension) {
45
+ var _this$context$deck;
46
+
47
+ if (this.getAttributeManager() === null) {
48
+ return;
49
+ }
50
+
51
+ (_this$context$deck = this.context.deck) === null || _this$context$deck === void 0 ? void 0 : _this$context$deck._addDefaultEffect(new CollisionFilterEffect());
52
+ const attributeManager = this.getAttributeManager();
53
+ attributeManager.add({
54
+ collisionPriorities: {
55
+ size: 1,
56
+ accessor: 'getCollisionPriority',
57
+ shaderAttributes: {
58
+ collisionPriorities: {
59
+ divisor: 0
60
+ },
61
+ instanceCollisionPriorities: {
62
+ divisor: 1
63
+ }
64
+ }
65
+ }
66
+ });
67
+ }
68
+
69
+ getNeedsPickingBuffer() {
70
+ return this.props.collisionEnabled;
71
+ }
72
+
73
+ }
74
+
75
+ _defineProperty(CollisionFilterExtension, "defaultProps", defaultProps);
76
+
77
+ _defineProperty(CollisionFilterExtension, "extensionName", 'CollisionFilterExtension');
78
+ //# sourceMappingURL=collision-filter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../src/collision-filter/collision-filter.ts"],"names":["LayerExtension","collision","CollisionFilterEffect","defaultProps","getCollisionPriority","type","value","collisionEnabled","collisionGroup","collisionTestProps","CollisionFilterExtension","getShaders","modules","draw","uniforms","context","moduleParameters","props","collisionFBO","drawToCollisionMap","enabled","Boolean","collision_enabled","clone","initializeState","extension","getAttributeManager","deck","_addDefaultEffect","attributeManager","add","collisionPriorities","size","accessor","shaderAttributes","divisor","instanceCollisionPriorities","getNeedsPickingBuffer"],"mappings":";AAAA,SAAuCA,cAAvC,QAA4D,eAA5D;AACA,OAAOC,SAAP,MAAsB,iBAAtB;AACA,OAAOC,qBAAP,MAAkC,2BAAlC;AAEA,MAAMC,YAAY,GAAG;AACnBC,EAAAA,oBAAoB,EAAE;AAACC,IAAAA,IAAI,EAAE,UAAP;AAAmBC,IAAAA,KAAK,EAAE;AAA1B,GADH;AAEnBC,EAAAA,gBAAgB,EAAE,IAFC;AAGnBC,EAAAA,cAAc,EAAE;AAACH,IAAAA,IAAI,EAAE,QAAP;AAAiBC,IAAAA,KAAK,EAAE;AAAxB,GAHG;AAInBG,EAAAA,kBAAkB,EAAE;AAJD,CAArB;AA+BA,eAAe,MAAMC,wBAAN,SAAuCV,cAAvC,CAAsD;AAInEW,EAAAA,UAAU,GAAkD;AAC1D,WAAO;AAACC,MAAAA,OAAO,EAAE,CAACX,SAAD;AAAV,KAAP;AACD;;AAGDY,EAAAA,IAAI,CAA6C;AAACC,IAAAA,QAAD;AAAWC,IAAAA,OAAX;AAAoBC,IAAAA;AAApB,GAA7C,EAAyF;AAC3F,UAAM;AAACT,MAAAA;AAAD,QAAqB,KAAKU,KAAhC;AACA,UAAM;AAACC,MAAAA,YAAD;AAAeC,MAAAA;AAAf,QAAqCH,gBAA3C;AACA,UAAMI,OAAO,GAAGb,gBAAgB,IAAIc,OAAO,CAACH,YAAD,CAA3C;AACAJ,IAAAA,QAAQ,CAACQ,iBAAT,GAA6BF,OAA7B;;AAEA,QAAID,kBAAJ,EAAwB;AAGtB,WAAKF,KAAL,GAAa,KAAKM,KAAL,CAAW,KAAKN,KAAL,CAAWR,kBAAtB,EAA0CQ,KAAvD;AACD;AACF;;AAEDO,EAAAA,eAAe,CAEbT,OAFa,EAGbU,SAHa,EAIb;AAAA;;AACA,QAAI,KAAKC,mBAAL,OAA+B,IAAnC,EAAyC;AACvC;AACD;;AACD,+BAAKX,OAAL,CAAaY,IAAb,0EAAmBC,iBAAnB,CAAqC,IAAI1B,qBAAJ,EAArC;AACA,UAAM2B,gBAAgB,GAAG,KAAKH,mBAAL,EAAzB;AACAG,IAAAA,gBAAgB,CAAEC,GAAlB,CAAsB;AACpBC,MAAAA,mBAAmB,EAAE;AACnBC,QAAAA,IAAI,EAAE,CADa;AAEnBC,QAAAA,QAAQ,EAAE,sBAFS;AAGnBC,QAAAA,gBAAgB,EAAE;AAChBH,UAAAA,mBAAmB,EAAE;AAACI,YAAAA,OAAO,EAAE;AAAV,WADL;AAEhBC,UAAAA,2BAA2B,EAAE;AAACD,YAAAA,OAAO,EAAE;AAAV;AAFb;AAHC;AADD,KAAtB;AAUD;;AAEDE,EAAAA,qBAAqB,GAAsD;AACzE,WAAO,KAAKpB,KAAL,CAAWV,gBAAlB;AACD;;AA9CkE;;gBAAhDG,wB,kBACGP,Y;;gBADHO,wB,mBAEI,0B","sourcesContent":["import {Accessor, Layer, LayerContext, LayerExtension} from '@deck.gl/core';\nimport collision from './shader-module';\nimport CollisionFilterEffect from './collision-filter-effect';\n\nconst defaultProps = {\n getCollisionPriority: {type: 'accessor', value: 0},\n collisionEnabled: true,\n collisionGroup: {type: 'string', value: 'default'},\n collisionTestProps: {}\n};\n\nexport type CollisionFilterExtensionProps<DataT = any> = {\n /**\n * Accessor for collision priority. Must return a number in the range -1000 -> 1000. Features with higher values are shown preferentially.\n */\n getCollisionPriority?: Accessor<DataT, number>;\n\n /**\n * Enable/disable collisions. If collisions are disabled, all objects are rendered.\n * @default true\n */\n collisionEnabled: boolean;\n\n /**\n * Collision group this layer belongs to. If it is not set, the 'default' collision group is used\n */\n collisionGroup?: string;\n\n /**\n * Props to override when rendering collision map\n */\n collisionTestProps?: {};\n};\n\n/** Allows layers to hide overlapping objects. */\nexport default class CollisionFilterExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'CollisionFilterExtension';\n\n getShaders(this: Layer<CollisionFilterExtensionProps>): any {\n return {modules: [collision]};\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<CollisionFilterExtensionProps>, {uniforms, context, moduleParameters}: any) {\n const {collisionEnabled} = this.props;\n const {collisionFBO, drawToCollisionMap} = moduleParameters;\n const enabled = collisionEnabled && Boolean(collisionFBO);\n uniforms.collision_enabled = enabled;\n\n if (drawToCollisionMap) {\n // Override any props with those defined in collisionTestProps\n // @ts-ignore\n this.props = this.clone(this.props.collisionTestProps).props;\n }\n }\n\n initializeState(\n this: Layer<CollisionFilterExtensionProps>,\n context: LayerContext,\n extension: this\n ) {\n if (this.getAttributeManager() === null) {\n return;\n }\n this.context.deck?._addDefaultEffect(new CollisionFilterEffect());\n const attributeManager = this.getAttributeManager();\n attributeManager!.add({\n collisionPriorities: {\n size: 1,\n accessor: 'getCollisionPriority',\n shaderAttributes: {\n collisionPriorities: {divisor: 0},\n instanceCollisionPriorities: {divisor: 1}\n }\n }\n });\n }\n\n getNeedsPickingBuffer(this: Layer<CollisionFilterExtensionProps>): boolean {\n return this.props.collisionEnabled;\n }\n}\n"],"file":"collision-filter.js"}
@@ -0,0 +1,32 @@
1
+ import { project } from '@deck.gl/core';
2
+ const vs = "\n#ifdef NON_INSTANCED_MODEL\nattribute float collisionPriorities;\n#else\nattribute float instanceCollisionPriorities;\n#endif\n\nuniform sampler2D collision_texture;\nuniform bool collision_sort;\nuniform bool collision_enabled;\n\nvec2 collision_getCoords(vec4 position) {\n vec4 collision_clipspace = project_common_position_to_clipspace(position);\n return (1.0 + collision_clipspace.xy / collision_clipspace.w) / 2.0;\n}\n\nfloat collision_match(vec2 tex, vec3 pickingColor) {\n vec4 collision_pickingColor = texture2D(collision_texture, tex);\n float delta = dot(abs(collision_pickingColor.rgb - pickingColor), vec3(1.0));\n float e = 0.001;\n return step(delta, e);\n}\n\nfloat collision_isVisible(vec2 texCoords, vec3 pickingColor) {\n if (!collision_enabled) {\n return 1.0;\n }\n\n // Visibility test, sample area of 5x5 pixels in order to fade in/out.\n // Due to the locality, the lookups will be cached\n // This reduces the flicker present when objects are shown/hidden\n const int N = 2;\n float accumulator = 0.0;\n vec2 step = vec2(1.0 / project_uViewportSize);\n\n const float floatN = float(N);\n vec2 delta = -floatN * step;\n for(int i = -N; i <= N; i++) {\n delta.x = -step.x * floatN;\n for(int j = -N; j <= N; j++) {\n accumulator += collision_match(texCoords + delta, pickingColor);\n delta.x += step.x;\n }\n delta.y += step.y;\n }\n\n float W = 2.0 * floatN + 1.0;\n return pow(accumulator / (W * W), 2.2);\n}\n";
3
+ const inject = {
4
+ 'vs:#decl': "\n float collision_fade = 1.0;\n",
5
+ 'vs:DECKGL_FILTER_GL_POSITION': "\n if (collision_sort) {\n #ifdef NON_INSTANCED_MODEL\n float collisionPriority = collisionPriorities;\n #else\n float collisionPriority = instanceCollisionPriorities;\n #endif\n position.z = -0.001 * collisionPriority * position.w; // Support range -1000 -> 1000\n }\n\n if (collision_enabled) {\n vec4 collision_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n vec2 collision_texCoords = collision_getCoords(collision_common_position);\n collision_fade = collision_isVisible(collision_texCoords, geometry.pickingColor / 255.0);\n if (collision_fade < 0.0001) {\n position = vec4(0.);\n }\n }\n ",
6
+ 'vs:DECKGL_FILTER_COLOR': "\n color.a *= collision_fade;\n "
7
+ };
8
+
9
+ const getCollisionUniforms = (opts, uniforms) => {
10
+ if (!opts || !('dummyCollisionMap' in opts)) {
11
+ return {};
12
+ }
13
+
14
+ const {
15
+ collisionFBO,
16
+ drawToCollisionMap,
17
+ dummyCollisionMap
18
+ } = opts;
19
+ return {
20
+ collision_sort: Boolean(drawToCollisionMap),
21
+ collision_texture: !drawToCollisionMap && collisionFBO ? collisionFBO : dummyCollisionMap
22
+ };
23
+ };
24
+
25
+ export default {
26
+ name: 'collision',
27
+ dependencies: [project],
28
+ vs,
29
+ inject,
30
+ getUniforms: getCollisionUniforms
31
+ };
32
+ //# sourceMappingURL=shader-module.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../src/collision-filter/shader-module.ts"],"names":["project","vs","inject","getCollisionUniforms","opts","uniforms","collisionFBO","drawToCollisionMap","dummyCollisionMap","collision_sort","Boolean","collision_texture","name","dependencies","getUniforms"],"mappings":"AACA,SAAQA,OAAR,QAAsB,eAAtB;AAGA,MAAMC,EAAE,i9CAAR;AAmDA,MAAMC,MAAM,GAAG;AACb,iDADa;AAIb,2rBAJa;AAuBb;AAvBa,CAAf;;AAqCA,MAAMC,oBAAoB,GAAG,CAC3BC,IAD2B,EAE3BC,QAF2B,KAGL;AACtB,MAAI,CAACD,IAAD,IAAS,EAAE,uBAAuBA,IAAzB,CAAb,EAA6C;AAC3C,WAAO,EAAP;AACD;;AACD,QAAM;AAACE,IAAAA,YAAD;AAAeC,IAAAA,kBAAf;AAAmCC,IAAAA;AAAnC,MAAwDJ,IAA9D;AACA,SAAO;AACLK,IAAAA,cAAc,EAAEC,OAAO,CAACH,kBAAD,CADlB;AAELI,IAAAA,iBAAiB,EAAE,CAACJ,kBAAD,IAAuBD,YAAvB,GAAsCA,YAAtC,GAAqDE;AAFnE,GAAP;AAID,CAZD;;AAcA,eAAe;AACbI,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACb,OAAD,CAFD;AAGbC,EAAAA,EAHa;AAIbC,EAAAA,MAJa;AAKbY,EAAAA,WAAW,EAAEX;AALA,CAAf","sourcesContent":["import {Framebuffer, Texture2D} from '@luma.gl/core';\nimport {project} from '@deck.gl/core';\nimport type {_ShaderModule as ShaderModule} from '@deck.gl/core';\n\nconst vs = `\n#ifdef NON_INSTANCED_MODEL\nattribute float collisionPriorities;\n#else\nattribute float instanceCollisionPriorities;\n#endif\n\nuniform sampler2D collision_texture;\nuniform bool collision_sort;\nuniform bool collision_enabled;\n\nvec2 collision_getCoords(vec4 position) {\n vec4 collision_clipspace = project_common_position_to_clipspace(position);\n return (1.0 + collision_clipspace.xy / collision_clipspace.w) / 2.0;\n}\n\nfloat collision_match(vec2 tex, vec3 pickingColor) {\n vec4 collision_pickingColor = texture2D(collision_texture, tex);\n float delta = dot(abs(collision_pickingColor.rgb - pickingColor), vec3(1.0));\n float e = 0.001;\n return step(delta, e);\n}\n\nfloat collision_isVisible(vec2 texCoords, vec3 pickingColor) {\n if (!collision_enabled) {\n return 1.0;\n }\n\n // Visibility test, sample area of 5x5 pixels in order to fade in/out.\n // Due to the locality, the lookups will be cached\n // This reduces the flicker present when objects are shown/hidden\n const int N = 2;\n float accumulator = 0.0;\n vec2 step = vec2(1.0 / project_uViewportSize);\n\n const float floatN = float(N);\n vec2 delta = -floatN * step;\n for(int i = -N; i <= N; i++) {\n delta.x = -step.x * floatN;\n for(int j = -N; j <= N; j++) {\n accumulator += collision_match(texCoords + delta, pickingColor);\n delta.x += step.x;\n }\n delta.y += step.y;\n }\n\n float W = 2.0 * floatN + 1.0;\n return pow(accumulator / (W * W), 2.2);\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\n float collision_fade = 1.0;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n if (collision_sort) {\n #ifdef NON_INSTANCED_MODEL\n float collisionPriority = collisionPriorities;\n #else\n float collisionPriority = instanceCollisionPriorities;\n #endif\n position.z = -0.001 * collisionPriority * position.w; // Support range -1000 -> 1000\n }\n\n if (collision_enabled) {\n vec4 collision_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n vec2 collision_texCoords = collision_getCoords(collision_common_position);\n collision_fade = collision_isVisible(collision_texCoords, geometry.pickingColor / 255.0);\n if (collision_fade < 0.0001) {\n position = vec4(0.);\n }\n }\n `,\n 'vs:DECKGL_FILTER_COLOR': `\n color.a *= collision_fade;\n `\n};\n\ntype CollisionModuleSettings = {\n collisionFBO?: Framebuffer;\n drawToCollisionMap?: boolean;\n dummyCollisionMap?: Texture2D;\n};\n\n/* eslint-disable camelcase */\ntype CollisionUniforms = {collision_sort?: boolean; collision_texture?: Framebuffer | Texture2D};\n\nconst getCollisionUniforms = (\n opts: CollisionModuleSettings | {},\n uniforms: Record<string, any>\n): CollisionUniforms => {\n if (!opts || !('dummyCollisionMap' in opts)) {\n return {};\n }\n const {collisionFBO, drawToCollisionMap, dummyCollisionMap} = opts;\n return {\n collision_sort: Boolean(drawToCollisionMap),\n collision_texture: !drawToCollisionMap && collisionFBO ? collisionFBO : dummyCollisionMap\n };\n};\n\nexport default {\n name: 'collision',\n dependencies: [project],\n vs,\n inject,\n getUniforms: getCollisionUniforms\n} as ShaderModule;\n"],"file":"shader-module.js"}
@@ -11,7 +11,7 @@ const defaultProps = {
11
11
  onFilteredItemsChange: {
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  type: 'function',
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  value: null,
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- compare: false
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+ optional: true
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  },
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  filterEnabled: true,
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  filterRange: [-1, 1],