@deck.gl/geo-layers 8.8.0 → 8.8.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/dist.dev.js CHANGED
@@ -54542,7 +54542,7 @@ __webpack_require__.r(__webpack_exports__);
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- const VERSION = true ? "8.8.0" : undefined;
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+ const VERSION = true ? "8.8.3" : undefined;
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  const isBrowser = Object(_lib_is_browser__WEBPACK_IMPORTED_MODULE_0__["default"])();
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  //# sourceMappingURL=globals.js.map
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@@ -65151,7 +65151,7 @@ __webpack_require__.r(__webpack_exports__);
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- const VERSION = true ? "8.8.0" : undefined;
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+ const VERSION = true ? "8.8.3" : undefined;
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  const isBrowser = Object(_env_is_browser__WEBPACK_IMPORTED_MODULE_0__["default"])();
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  //# sourceMappingURL=globals.js.map
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@@ -66653,7 +66653,11 @@ class MeshLayer extends _deck_gl_mesh_layers__WEBPACK_IMPORTED_MODULE_3__["Simpl
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  id,
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  pbrMaterial
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  } = this.props;
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- const materialParser = this.parseMaterial(pbrMaterial, mesh);
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+ const materialParser = this.parseMaterial(pbrMaterial, mesh); // Keep material parser to explicitly remove textures
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+
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+ this.setState({
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+ materialParser
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+ });
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  const shaders = this.getShaders();
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  validateGeometryAttributes(mesh.attributes);
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  const model = new _luma_gl_core__WEBPACK_IMPORTED_MODULE_1__["Model"](this.context.gl, { ...this.getShaders(),
@@ -66678,14 +66682,20 @@ class MeshLayer extends _deck_gl_mesh_layers__WEBPACK_IMPORTED_MODULE_3__["Simpl
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  const {
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  mesh
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  } = this.props;
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- const materialParser = this.parseMaterial(pbrMaterial, mesh);
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+ const materialParser = this.parseMaterial(pbrMaterial, mesh); // Keep material parser to explicitly remove textures
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+
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+ this.setState({
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+ materialParser
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+ });
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  model.setUniforms(materialParser.uniforms);
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  }
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  }
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  parseMaterial(pbrMaterial, mesh) {
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- const unlit = Boolean(pbrMaterial.pbrMetallicRoughness && pbrMaterial.pbrMetallicRoughness.baseColorTexture);
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- const materialParser = new _luma_gl_experimental__WEBPACK_IMPORTED_MODULE_0__["GLTFMaterialParser"](this.context.gl, {
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+ const unlit = Boolean(pbrMaterial.pbrMetallicRoughness && pbrMaterial.pbrMetallicRoughness.baseColorTexture); // @ts-expect-error - Need to add delete method to the luma gltf-material-parser.d.ts
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+
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+ this.state.materialParser?.delete();
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+ return new _luma_gl_experimental__WEBPACK_IMPORTED_MODULE_0__["GLTFMaterialParser"](this.context.gl, {
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  attributes: {
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  NORMAL: mesh.attributes.normals,
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  TEXCOORD_0: mesh.attributes.texCoords
@@ -66699,7 +66709,6 @@ class MeshLayer extends _deck_gl_mesh_layers__WEBPACK_IMPORTED_MODULE_3__["Simpl
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  lights: true,
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  useTangents: false
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  });
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- return materialParser;
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  }
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  calculateFeatureIdsPickingColors(attribute) {
@@ -66718,6 +66727,15 @@ class MeshLayer extends _deck_gl_mesh_layers__WEBPACK_IMPORTED_MODULE_3__["Simpl
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  attribute.value = value;
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  }
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+ finalizeState(context) {
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+ super.finalizeState(context); // @ts-expect-error - Need to add delete method to the luma gltf-material-parser.d.ts
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+
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+ this.state.materialParser?.delete();
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+ this.setState({
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+ materialParser: null
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+ });
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+ }
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+
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  }
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  _defineProperty(MeshLayer, "layerName", 'MeshLayer');
@@ -134,6 +134,9 @@ var MeshLayer = function (_SimpleMeshLayer) {
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  id = _this$props.id,
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  pbrMaterial = _this$props.pbrMaterial;
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  var materialParser = this.parseMaterial(pbrMaterial, mesh);
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+ this.setState({
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+ materialParser: materialParser
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+ });
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  var shaders = this.getShaders();
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  validateGeometryAttributes(mesh.attributes);
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  var model = new _core.Model(this.context.gl, _objectSpread(_objectSpread({}, this.getShaders()), {}, {
@@ -155,14 +158,20 @@ var MeshLayer = function (_SimpleMeshLayer) {
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  if (model) {
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  var mesh = this.props.mesh;
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  var materialParser = this.parseMaterial(pbrMaterial, mesh);
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+ this.setState({
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+ materialParser: materialParser
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+ });
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  model.setUniforms(materialParser.uniforms);
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  }
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  }
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  }, {
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  key: "parseMaterial",
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  value: function parseMaterial(pbrMaterial, mesh) {
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+ var _this$state$materialP;
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+
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  var unlit = Boolean(pbrMaterial.pbrMetallicRoughness && pbrMaterial.pbrMetallicRoughness.baseColorTexture);
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- var materialParser = new _experimental.GLTFMaterialParser(this.context.gl, {
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+ (_this$state$materialP = this.state.materialParser) === null || _this$state$materialP === void 0 ? void 0 : _this$state$materialP.delete();
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+ return new _experimental.GLTFMaterialParser(this.context.gl, {
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  attributes: {
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  NORMAL: mesh.attributes.normals,
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  TEXCOORD_0: mesh.attributes.texCoords
@@ -175,7 +184,6 @@ var MeshLayer = function (_SimpleMeshLayer) {
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  lights: true,
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  useTangents: false
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  });
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- return materialParser;
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  }
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  }, {
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  key: "calculateFeatureIdsPickingColors",
@@ -193,6 +201,17 @@ var MeshLayer = function (_SimpleMeshLayer) {
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  attribute.value = value;
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  }
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+ }, {
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+ key: "finalizeState",
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+ value: function finalizeState(context) {
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+ var _this$state$materialP2;
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+
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+ (0, _get2.default)((0, _getPrototypeOf2.default)(MeshLayer.prototype), "finalizeState", this).call(this, context);
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+ (_this$state$materialP2 = this.state.materialParser) === null || _this$state$materialP2 === void 0 ? void 0 : _this$state$materialP2.delete();
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+ this.setState({
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+ materialParser: null
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+ });
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+ }
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  }]);
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  return MeshLayer;
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  }(_meshLayers.SimpleMeshLayer);
@@ -1 +1 @@
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- 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type {NumericArray} from '@math.gl/core';\nimport {GLTFMaterialParser} from '@luma.gl/experimental';\nimport {Model, pbr} from '@luma.gl/core';\nimport GL from '@luma.gl/constants';\nimport type {MeshAttribute, MeshAttributes} from '@loaders.gl/schema';\nimport type {UpdateParameters, DefaultProps} from '@deck.gl/core';\nimport {SimpleMeshLayer, SimpleMeshLayerProps} from '@deck.gl/mesh-layers';\n\nimport vs from './mesh-layer-vertex.glsl';\nimport fs from './mesh-layer-fragment.glsl';\n\nexport type Mesh = {\n attributes: MeshAttributes;\n indices?: MeshAttribute;\n};\n\nfunction validateGeometryAttributes(attributes) {\n const hasColorAttribute = attributes.COLOR_0 || attributes.colors;\n if (!hasColorAttribute) {\n attributes.colors = {constant: true, value: new Float32Array([1, 1, 1])};\n }\n}\n\nconst defaultProps: DefaultProps<MeshLayerProps> = {\n pbrMaterial: {type: 'object', value: null},\n featureIds: {type: 'array', value: null, optional: true}\n};\n\n/** All properties supported by MeshLayer. */\nexport type MeshLayerProps<DataT = any> = _MeshLayerProps<DataT> & SimpleMeshLayerProps<DataT>;\n\n/** Properties added by MeshLayer. */\ntype _MeshLayerProps<DataT> = {\n /**\n * PBR material object. _lighting must be pbr for this to work\n */\n pbrMaterial?: any; // TODO add type when converting Tile3DLayer\n\n /**\n * List of feature ids.\n */\n featureIds?: NumericArray | null;\n};\n\nexport default class MeshLayer<DataT = any, ExtraProps = {}> extends SimpleMeshLayer<\n DataT,\n Required<_MeshLayerProps<DataT>> & ExtraProps\n> {\n static layerName = 'MeshLayer';\n static defaultProps = defaultProps;\n\n getShaders() {\n const shaders = super.getShaders();\n const modules = shaders.modules;\n modules.push(pbr);\n return {...shaders, vs, fs};\n }\n\n initializeState() {\n const {featureIds} = this.props;\n super.initializeState();\n\n const attributeManager = this.getAttributeManager();\n if (featureIds) {\n // attributeManager is always defined in a primitive layer\n attributeManager!.add({\n featureIdsPickingColors: {\n type: GL.UNSIGNED_BYTE,\n size: 3,\n noAlloc: true,\n // eslint-disable-next-line @typescript-eslint/unbound-method\n update: this.calculateFeatureIdsPickingColors\n }\n });\n }\n }\n\n updateState(params: UpdateParameters<this>) {\n super.updateState(params);\n\n const {props, oldProps} = params;\n if (props.pbrMaterial !== oldProps.pbrMaterial) {\n this.updatePbrMaterialUniforms(props.pbrMaterial);\n }\n }\n\n draw(opts) {\n const {featureIds} = this.props;\n if (!this.state.model) {\n return;\n }\n this.state.model.setUniforms({\n // Needed for PBR (TODO: find better way to get it)\n // eslint-disable-next-line camelcase\n u_Camera: this.state.model.getUniforms().project_uCameraPosition,\n pickFeatureIds: Boolean(featureIds)\n });\n\n super.draw(opts);\n }\n\n protected getModel(mesh: Mesh): Model {\n const {id, pbrMaterial} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n const shaders = this.getShaders();\n validateGeometryAttributes(mesh.attributes);\n const model = new Model(this.context.gl, {\n ...this.getShaders(),\n id,\n geometry: mesh,\n defines: {\n ...shaders.defines,\n ...materialParser?.defines,\n HAS_UV_REGIONS: mesh.attributes.uvRegions\n },\n parameters: materialParser?.parameters,\n isInstanced: true\n });\n\n return model;\n }\n\n updatePbrMaterialUniforms(pbrMaterial) {\n const {model} = this.state;\n if (model) {\n const {mesh} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n model.setUniforms(materialParser.uniforms);\n }\n }\n\n parseMaterial(pbrMaterial, mesh) {\n const unlit = Boolean(\n pbrMaterial.pbrMetallicRoughness && pbrMaterial.pbrMetallicRoughness.baseColorTexture\n );\n const materialParser = new GLTFMaterialParser(this.context.gl, {\n attributes: {NORMAL: mesh.attributes.normals, TEXCOORD_0: mesh.attributes.texCoords},\n material: {unlit, ...pbrMaterial},\n pbrDebug: false,\n imageBasedLightingEnvironment: null,\n lights: true,\n useTangents: false\n });\n return materialParser;\n }\n\n calculateFeatureIdsPickingColors(attribute) {\n // This updater is only called if featureIds is not null\n const featureIds = this.props.featureIds!;\n const value = new Uint8ClampedArray(featureIds.length * attribute.size);\n\n const pickingColor = [];\n for (let index = 0; index < featureIds.length; index++) {\n this.encodePickingColor(featureIds[index], pickingColor);\n\n value[index * 3] = pickingColor[0];\n value[index * 3 + 1] = pickingColor[1];\n value[index * 3 + 2] = pickingColor[2];\n }\n\n attribute.value = value;\n }\n}\n"],"file":"mesh-layer.js"}
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1
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1
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number;\n tile: Tile2DHeader<DataT>;\n }\n ) => Layer | null | LayersList;\n /**\n * If supplied, `getTileData` is called to retrieve the data of each tile.\n */\n getTileData?: ((props: TileLoadProps) => Promise<DataT> | DataT) | null;\n\n /** Called when all tiles in the current viewport are loaded. */\n onViewportLoad?: ((tiles: Tile2DHeader<DataT>[]) => void) | null;\n\n /** Called when a tile successfully loads. */\n onTileLoad?: (tile: Tile2DHeader<DataT>) => void;\n\n /** Called when a tile is cleared from cache. */\n onTileUnload?: (tile: Tile2DHeader<DataT>) => void;\n\n /** Called when a tile failed to load. */\n onTileError?: (err: any) => void;\n\n /** The bounding box of the layer's data. */\n extent?: number[] | null;\n\n /** The pixel dimension of the tiles, usually a power of 2. */\n tileSize?: number;\n\n /** The max zoom level of the layer's data.\n * @default null\n */\n maxZoom?: number | null;\n\n /** The min zoom level of the layer's data.\n * @default 0\n */\n minZoom?: number | null;\n\n /** The maximum number of tiles that can be cached. */\n maxCacheSize?: number | null;\n\n /**\n * The maximum memory used for caching tiles.\n *\n * @default null\n */\n maxCacheByteSize?: number | null;\n\n /**\n * How the tile layer refines the visibility of tiles.\n *\n * @default 'best-available'\n */\n refinementStrategy?: RefinementStrategy;\n\n /** Range of minimum and maximum heights in the tile. */\n zRange?: ZRange | null;\n\n /**\n * The maximum number of concurrent getTileData calls.\n *\n * @default 6\n */\n maxRequests?: number;\n\n /**\n * This offset changes the zoom level at which the tiles are fetched.\n *\n * Needs to be an integer.\n *\n * @default 0\n */\n zoomOffset?: number;\n};\n\nexport type TiledPickingInfo<DataT = any> = PickingInfo & {\n tile?: Tile2DHeader<DataT>;\n};\n\n/**\n * The TileLayer is a composite layer that makes it possible to visualize very large datasets.\n *\n * Instead of fetching the entire dataset, it only loads and renders what's visible in the current viewport.\n */\nexport default class TileLayer<DataT = any, ExtraPropsT = {}> extends CompositeLayer<\n ExtraPropsT & Required<_TileLayerProps<DataT>>\n> {\n static defaultProps = defaultProps as any;\n static layerName = 'TileLayer';\n\n initializeState() {\n this.state = {\n tileset: null,\n isLoaded: false\n };\n }\n\n finalizeState() {\n this.state?.tileset?.finalize();\n }\n\n get isLoaded(): boolean {\n return this.state?.tileset?.selectedTiles.every(\n tile => tile.isLoaded && tile.layers && tile.layers.every(layer => layer.isLoaded)\n );\n }\n\n shouldUpdateState({changeFlags}): boolean {\n return changeFlags.somethingChanged;\n }\n\n updateState({changeFlags}: UpdateParameters<this>) {\n let {tileset} = this.state;\n const propsChanged = changeFlags.propsOrDataChanged || changeFlags.updateTriggersChanged;\n const dataChanged =\n changeFlags.dataChanged ||\n (changeFlags.updateTriggersChanged &&\n (changeFlags.updateTriggersChanged.all || changeFlags.updateTriggersChanged.getTileData));\n\n if (!tileset) {\n tileset = new this.props.TilesetClass(this._getTilesetOptions());\n this.setState({tileset});\n } else if (propsChanged) {\n tileset.setOptions(this._getTilesetOptions());\n\n if (dataChanged) {\n // reload all tiles\n // use cached layers until new content is loaded\n tileset.reloadAll();\n } else {\n // some render options changed, regenerate sub layers now\n this.state.tileset.tiles.forEach(tile => {\n tile.layers = null;\n });\n }\n }\n\n this._updateTileset();\n }\n\n _getTilesetOptions(): Tileset2DProps {\n const {\n tileSize,\n maxCacheSize,\n maxCacheByteSize,\n refinementStrategy,\n extent,\n maxZoom,\n minZoom,\n maxRequests,\n zoomOffset\n } = this.props;\n\n return {\n maxCacheSize,\n maxCacheByteSize,\n maxZoom,\n minZoom,\n tileSize,\n refinementStrategy,\n extent,\n maxRequests,\n zoomOffset,\n\n getTileData: this.getTileData.bind(this),\n onTileLoad: this._onTileLoad.bind(this),\n onTileError: this._onTileError.bind(this),\n onTileUnload: this._onTileUnload.bind(this)\n };\n }\n\n private _updateTileset(): void {\n const {tileset} = this.state;\n const {zRange, modelMatrix} = this.props;\n const frameNumber = tileset.update(this.context.viewport, {zRange, modelMatrix});\n const {isLoaded} = tileset;\n\n const loadingStateChanged = this.state.isLoaded !== isLoaded;\n const tilesetChanged = this.state.frameNumber !== frameNumber;\n\n if (isLoaded && (loadingStateChanged || tilesetChanged)) {\n this._onViewportLoad();\n }\n\n if (tilesetChanged) {\n // Save the tileset frame number - trigger a rerender\n this.setState({frameNumber});\n }\n // Save the loaded state - should not trigger a rerender\n this.state.isLoaded = isLoaded;\n }\n\n _onViewportLoad(): void {\n const {tileset} = this.state;\n const {onViewportLoad} = this.props;\n\n if (onViewportLoad) {\n onViewportLoad(tileset.selectedTiles);\n }\n }\n\n _onTileLoad(tile: Tile2DHeader<DataT>): void {\n this.props.onTileLoad(tile);\n tile.layers = null;\n\n this.setNeedsUpdate();\n }\n\n _onTileError(error: any, tile: Tile2DHeader<DataT>) {\n this.props.onTileError(error);\n tile.layers = null;\n\n this.setNeedsUpdate();\n }\n\n _onTileUnload(tile: Tile2DHeader<DataT>) {\n this.props.onTileUnload(tile);\n }\n\n // Methods for subclass to override\n\n getTileData(tile: TileLoadProps): Promise<DataT> | DataT | null {\n const {data, getTileData, fetch} = this.props;\n const {signal} = tile;\n\n tile.url =\n typeof data === 'string' || Array.isArray(data) ? getURLFromTemplate(data, tile) : null;\n\n if (getTileData) {\n return getTileData(tile);\n }\n if (fetch && tile.url) {\n return fetch(tile.url, {propName: 'data', layer: this, signal});\n }\n return null;\n }\n\n renderSubLayers(\n props: TileLayer['props'] & {\n id: string;\n data: DataT;\n _offset: number;\n tile: Tile2DHeader<DataT>;\n }\n ): Layer | null | LayersList {\n return this.props.renderSubLayers(props);\n }\n\n getSubLayerPropsByTile(tile: Tile2DHeader): Partial<LayerProps> | null {\n return null;\n }\n\n getPickingInfo({info, sourceLayer}: GetPickingInfoParams): TiledPickingInfo<DataT> {\n (info as any).tile = (sourceLayer as any).props.tile;\n return info;\n }\n\n protected _updateAutoHighlight(info: PickingInfo): void {\n if (info.sourceLayer) {\n info.sourceLayer.updateAutoHighlight(info);\n }\n }\n\n renderLayers(): Layer | null | LayersList {\n return this.state.tileset.tiles.map((tile: Tile2DHeader) => {\n const subLayerProps = this.getSubLayerPropsByTile(tile);\n // cache the rendered layer in the tile\n if (!tile.isLoaded && !tile.content) {\n // nothing to show\n } else if (!tile.layers) {\n const layers = this.renderSubLayers({\n ...this.props,\n id: `${this.id}-${tile.id}`,\n data: tile.content,\n _offset: 0,\n tile\n });\n tile.layers = (flatten(layers, Boolean) as Layer<{tile?: Tile2DHeader}>[]).map(layer =>\n layer.clone({\n tile,\n ...subLayerProps\n })\n );\n } else if (\n subLayerProps &&\n tile.layers[0] &&\n Object.keys(subLayerProps).some(\n propName => tile.layers![0].props[propName] !== subLayerProps[propName]\n )\n ) {\n tile.layers = tile.layers.map(layer => layer.clone(subLayerProps));\n }\n return tile.layers;\n });\n }\n\n filterSubLayer({layer, cullRect}: FilterContext) {\n const {tile} = (layer as Layer<{tile: Tile2DHeader}>).props;\n return this.state.tileset.isTileVisible(tile, cullRect);\n }\n}\n"],"file":"tile-layer.js"}
@@ -91,6 +91,9 @@ export default class MeshLayer extends SimpleMeshLayer {
91
91
  pbrMaterial
92
92
  } = this.props;
93
93
  const materialParser = this.parseMaterial(pbrMaterial, mesh);
94
+ this.setState({
95
+ materialParser
96
+ });
94
97
  const shaders = this.getShaders();
95
98
  validateGeometryAttributes(mesh.attributes);
96
99
  const model = new Model(this.context.gl, { ...this.getShaders(),
@@ -116,13 +119,19 @@ export default class MeshLayer extends SimpleMeshLayer {
116
119
  mesh
117
120
  } = this.props;
118
121
  const materialParser = this.parseMaterial(pbrMaterial, mesh);
122
+ this.setState({
123
+ materialParser
124
+ });
119
125
  model.setUniforms(materialParser.uniforms);
120
126
  }
121
127
  }
122
128
 
123
129
  parseMaterial(pbrMaterial, mesh) {
130
+ var _this$state$materialP;
131
+
124
132
  const unlit = Boolean(pbrMaterial.pbrMetallicRoughness && pbrMaterial.pbrMetallicRoughness.baseColorTexture);
125
- const materialParser = new GLTFMaterialParser(this.context.gl, {
133
+ (_this$state$materialP = this.state.materialParser) === null || _this$state$materialP === void 0 ? void 0 : _this$state$materialP.delete();
134
+ return new GLTFMaterialParser(this.context.gl, {
126
135
  attributes: {
127
136
  NORMAL: mesh.attributes.normals,
128
137
  TEXCOORD_0: mesh.attributes.texCoords
@@ -136,7 +145,6 @@ export default class MeshLayer extends SimpleMeshLayer {
136
145
  lights: true,
137
146
  useTangents: false
138
147
  });
139
- return materialParser;
140
148
  }
141
149
 
142
150
  calculateFeatureIdsPickingColors(attribute) {
@@ -154,6 +162,16 @@ export default class MeshLayer extends SimpleMeshLayer {
154
162
  attribute.value = value;
155
163
  }
156
164
 
165
+ finalizeState(context) {
166
+ var _this$state$materialP2;
167
+
168
+ super.finalizeState(context);
169
+ (_this$state$materialP2 = this.state.materialParser) === null || _this$state$materialP2 === void 0 ? void 0 : _this$state$materialP2.delete();
170
+ this.setState({
171
+ materialParser: null
172
+ });
173
+ }
174
+
157
175
  }
158
176
 
159
177
  _defineProperty(MeshLayer, "layerName", 'MeshLayer');
@@ -1 +1 @@
1
- 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type {NumericArray} from '@math.gl/core';\nimport {GLTFMaterialParser} from '@luma.gl/experimental';\nimport {Model, pbr} from '@luma.gl/core';\nimport GL from '@luma.gl/constants';\nimport type {MeshAttribute, MeshAttributes} from '@loaders.gl/schema';\nimport type {UpdateParameters, DefaultProps} from '@deck.gl/core';\nimport {SimpleMeshLayer, SimpleMeshLayerProps} from '@deck.gl/mesh-layers';\n\nimport vs from './mesh-layer-vertex.glsl';\nimport fs from './mesh-layer-fragment.glsl';\n\nexport type Mesh = {\n attributes: MeshAttributes;\n indices?: MeshAttribute;\n};\n\nfunction validateGeometryAttributes(attributes) {\n const hasColorAttribute = attributes.COLOR_0 || attributes.colors;\n if (!hasColorAttribute) {\n attributes.colors = {constant: true, value: new Float32Array([1, 1, 1])};\n }\n}\n\nconst defaultProps: DefaultProps<MeshLayerProps> = {\n pbrMaterial: {type: 'object', value: null},\n featureIds: {type: 'array', value: null, optional: true}\n};\n\n/** All properties supported by MeshLayer. */\nexport type MeshLayerProps<DataT = any> = _MeshLayerProps<DataT> & SimpleMeshLayerProps<DataT>;\n\n/** Properties added by MeshLayer. */\ntype _MeshLayerProps<DataT> = {\n /**\n * PBR material object. _lighting must be pbr for this to work\n */\n pbrMaterial?: any; // TODO add type when converting Tile3DLayer\n\n /**\n * List of feature ids.\n */\n featureIds?: NumericArray | null;\n};\n\nexport default class MeshLayer<DataT = any, ExtraProps = {}> extends SimpleMeshLayer<\n DataT,\n Required<_MeshLayerProps<DataT>> & ExtraProps\n> {\n static layerName = 'MeshLayer';\n static defaultProps = defaultProps;\n\n getShaders() {\n const shaders = super.getShaders();\n const modules = shaders.modules;\n modules.push(pbr);\n return {...shaders, vs, fs};\n }\n\n initializeState() {\n const {featureIds} = this.props;\n super.initializeState();\n\n const attributeManager = this.getAttributeManager();\n if (featureIds) {\n // attributeManager is always defined in a primitive layer\n attributeManager!.add({\n featureIdsPickingColors: {\n type: GL.UNSIGNED_BYTE,\n size: 3,\n noAlloc: true,\n // eslint-disable-next-line @typescript-eslint/unbound-method\n update: this.calculateFeatureIdsPickingColors\n }\n });\n }\n }\n\n updateState(params: UpdateParameters<this>) {\n super.updateState(params);\n\n const {props, oldProps} = params;\n if (props.pbrMaterial !== oldProps.pbrMaterial) {\n this.updatePbrMaterialUniforms(props.pbrMaterial);\n }\n }\n\n draw(opts) {\n const {featureIds} = this.props;\n if (!this.state.model) {\n return;\n }\n this.state.model.setUniforms({\n // Needed for PBR (TODO: find better way to get it)\n // eslint-disable-next-line camelcase\n u_Camera: this.state.model.getUniforms().project_uCameraPosition,\n pickFeatureIds: Boolean(featureIds)\n });\n\n super.draw(opts);\n }\n\n protected getModel(mesh: Mesh): Model {\n const {id, pbrMaterial} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n const 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imageBasedLightingEnvironment: null,\n lights: true,\n useTangents: false\n });\n return materialParser;\n }\n\n calculateFeatureIdsPickingColors(attribute) {\n // This updater is only called if featureIds is not null\n const featureIds = this.props.featureIds!;\n const value = new Uint8ClampedArray(featureIds.length * attribute.size);\n\n const pickingColor = [];\n for (let index = 0; index < featureIds.length; index++) {\n this.encodePickingColor(featureIds[index], pickingColor);\n\n value[index * 3] = pickingColor[0];\n value[index * 3 + 1] = pickingColor[1];\n value[index * 3 + 2] = pickingColor[2];\n }\n\n attribute.value = value;\n }\n}\n"],"file":"mesh-layer.js"}
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{\n CompositeLayer,\n CompositeLayerProps,\n Layer,\n LayerProps,\n UpdateParameters,\n PickingInfo,\n GetPickingInfoParams,\n DefaultProps,\n FilterContext,\n _flatten as flatten\n} from '@deck.gl/core';\nimport {GeoJsonLayer} from '@deck.gl/layers';\nimport {LayersList} from 'modules/core/src/lib/layer-manager';\nimport Tile2DHeader from './tile-2d-header';\n\nimport Tileset2D, {RefinementStrategy, STRATEGY_DEFAULT, Tileset2DProps} from './tileset-2d';\nimport {TileLoadProps, ZRange} from './types';\nimport {urlType, getURLFromTemplate} from './utils';\n\nconst defaultProps: DefaultProps<TileLayerProps> = {\n TilesetClass: Tileset2D,\n data: {type: 'data', value: []},\n dataComparator: urlType.equals,\n renderSubLayers: {type: 'function', value: props => new GeoJsonLayer(props), compare: false},\n getTileData: {type: 'function', optional: true, value: null, compare: false},\n // TODO - change to onViewportLoad to align with Tile3DLayer\n onViewportLoad: {type: 'function', optional: true, value: null, compare: false},\n onTileLoad: {type: 'function', value: tile => {}, compare: false},\n onTileUnload: {type: 'function', value: tile => {}, compare: false},\n // eslint-disable-next-line\n onTileError: {type: 'function', value: err => console.error(err), compare: false},\n extent: {type: 'array', optional: true, value: null, compare: true},\n tileSize: 512,\n maxZoom: null,\n minZoom: 0,\n maxCacheSize: null,\n maxCacheByteSize: null,\n refinementStrategy: STRATEGY_DEFAULT,\n zRange: null,\n maxRequests: 6,\n zoomOffset: 0\n};\n\n/** All props supported by the TileLayer */\nexport type TileLayerProps<DataT = any> = CompositeLayerProps<any> & _TileLayerProps<DataT>;\n\n/** Props added by the TileLayer */\ntype _TileLayerProps<DataT> = {\n /**\n * Optionally implement a custom indexing scheme.\n */\n TilesetClass: typeof Tileset2D;\n /**\n * Renders one or an array of Layer instances.\n */\n renderSubLayers?: (\n props: TileLayerProps<DataT> & {\n id: string;\n data: DataT;\n _offset: number;\n tile: Tile2DHeader<DataT>;\n }\n ) => Layer | null | LayersList;\n /**\n * If supplied, `getTileData` is called to retrieve the data of each tile.\n */\n getTileData?: ((props: TileLoadProps) => Promise<DataT> | DataT) | null;\n\n /** Called when all tiles in the current viewport are loaded. */\n onViewportLoad?: ((tiles: Tile2DHeader<DataT>[]) => void) | null;\n\n /** Called when a tile successfully loads. */\n onTileLoad?: (tile: Tile2DHeader<DataT>) => void;\n\n /** Called when a tile is cleared from cache. */\n onTileUnload?: (tile: Tile2DHeader<DataT>) => void;\n\n /** Called when a tile failed to load. */\n onTileError?: (err: any) => void;\n\n /** The bounding box of the layer's data. */\n extent?: number[] | null;\n\n /** The pixel dimension of the tiles, usually a power of 2. */\n tileSize?: number;\n\n /** The max zoom level of the layer's data.\n * @default null\n */\n maxZoom?: number | null;\n\n /** The min zoom level of the layer's data.\n * @default 0\n */\n minZoom?: number | null;\n\n /** The maximum number of tiles that can be cached. */\n maxCacheSize?: number | null;\n\n /**\n * The maximum memory used for caching tiles.\n *\n * @default null\n */\n maxCacheByteSize?: number | null;\n\n /**\n * How the tile layer refines the visibility of tiles.\n *\n * @default 'best-available'\n */\n refinementStrategy?: RefinementStrategy;\n\n /** Range of minimum and maximum heights in the tile. */\n zRange?: ZRange | null;\n\n /**\n * The maximum number of concurrent getTileData calls.\n *\n * @default 6\n */\n maxRequests?: number;\n\n /**\n * This offset changes the zoom level at which the tiles are fetched.\n *\n * Needs to be an integer.\n *\n * @default 0\n */\n zoomOffset?: number;\n};\n\nexport type TiledPickingInfo<DataT = any> = PickingInfo & {\n tile?: Tile2DHeader<DataT>;\n};\n\n/**\n * The TileLayer is a composite layer that makes it possible to visualize very large datasets.\n *\n * Instead of fetching the entire dataset, it only loads and renders what's visible in the current viewport.\n */\nexport default class TileLayer<DataT = any, ExtraPropsT = {}> extends CompositeLayer<\n ExtraPropsT & Required<_TileLayerProps<DataT>>\n> {\n static defaultProps = defaultProps as any;\n static layerName = 'TileLayer';\n\n initializeState() {\n this.state = {\n tileset: null,\n isLoaded: false\n };\n }\n\n finalizeState() {\n this.state?.tileset?.finalize();\n }\n\n get isLoaded(): boolean {\n return this.state?.tileset?.selectedTiles.every(\n tile => tile.isLoaded && tile.layers && tile.layers.every(layer => layer.isLoaded)\n );\n }\n\n shouldUpdateState({changeFlags}): boolean {\n return changeFlags.somethingChanged;\n }\n\n updateState({changeFlags}: UpdateParameters<this>) {\n let {tileset} = this.state;\n const propsChanged = changeFlags.propsOrDataChanged || changeFlags.updateTriggersChanged;\n const dataChanged =\n changeFlags.dataChanged ||\n (changeFlags.updateTriggersChanged &&\n (changeFlags.updateTriggersChanged.all || changeFlags.updateTriggersChanged.getTileData));\n\n if (!tileset) {\n tileset = new this.props.TilesetClass(this._getTilesetOptions());\n this.setState({tileset});\n } else if (propsChanged) {\n tileset.setOptions(this._getTilesetOptions());\n\n if (dataChanged) {\n // reload all tiles\n // use cached layers until new content is loaded\n tileset.reloadAll();\n } else {\n // some render options changed, regenerate sub layers now\n this.state.tileset.tiles.forEach(tile => {\n tile.layers = null;\n });\n }\n }\n\n this._updateTileset();\n }\n\n _getTilesetOptions(): Tileset2DProps {\n const {\n tileSize,\n maxCacheSize,\n maxCacheByteSize,\n refinementStrategy,\n extent,\n maxZoom,\n minZoom,\n maxRequests,\n zoomOffset\n } = this.props;\n\n return {\n maxCacheSize,\n maxCacheByteSize,\n maxZoom,\n minZoom,\n tileSize,\n refinementStrategy,\n extent,\n maxRequests,\n zoomOffset,\n\n getTileData: this.getTileData.bind(this),\n onTileLoad: 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1
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compare: false},\n onTileLoad: {type: 'function', value: tile => {}, compare: false},\n onTileUnload: {type: 'function', value: tile => {}, compare: false},\n // eslint-disable-next-line\n onTileError: {type: 'function', value: err => console.error(err), compare: false},\n extent: {type: 'array', optional: true, value: null, compare: true},\n tileSize: 512,\n maxZoom: null,\n minZoom: 0,\n maxCacheSize: null,\n maxCacheByteSize: null,\n refinementStrategy: STRATEGY_DEFAULT,\n zRange: null,\n maxRequests: 6,\n zoomOffset: 0\n};\n\n/** All props supported by the TileLayer */\nexport type TileLayerProps<DataT = any> = CompositeLayerProps<any> & _TileLayerProps<DataT>;\n\n/** Props added by the TileLayer */\ntype _TileLayerProps<DataT> = {\n /**\n * Optionally implement a custom indexing scheme.\n */\n TilesetClass: typeof Tileset2D;\n /**\n * Renders one or an array of Layer instances.\n */\n renderSubLayers?: (\n props: TileLayerProps<DataT> & {\n id: string;\n data: DataT;\n _offset: 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minZoom?: number | null;\n\n /** The maximum number of tiles that can be cached. */\n maxCacheSize?: number | null;\n\n /**\n * The maximum memory used for caching tiles.\n *\n * @default null\n */\n maxCacheByteSize?: number | null;\n\n /**\n * How the tile layer refines the visibility of tiles.\n *\n * @default 'best-available'\n */\n refinementStrategy?: RefinementStrategy;\n\n /** Range of minimum and maximum heights in the tile. */\n zRange?: ZRange | null;\n\n /**\n * The maximum number of concurrent getTileData calls.\n *\n * @default 6\n */\n maxRequests?: number;\n\n /**\n * This offset changes the zoom level at which the tiles are fetched.\n *\n * Needs to be an integer.\n *\n * @default 0\n */\n zoomOffset?: number;\n};\n\nexport type TiledPickingInfo<DataT = any> = PickingInfo & {\n tile?: Tile2DHeader<DataT>;\n};\n\n/**\n * The TileLayer is a composite layer that makes it possible to visualize very large datasets.\n *\n * Instead of fetching the entire dataset, it only loads and renders what's visible in the current viewport.\n */\nexport default class TileLayer<DataT = any, ExtraPropsT = {}> extends CompositeLayer<\n ExtraPropsT & Required<_TileLayerProps<DataT>>\n> {\n static defaultProps = defaultProps as any;\n static layerName = 'TileLayer';\n\n initializeState() {\n this.state = {\n tileset: null,\n isLoaded: false\n };\n }\n\n finalizeState() {\n this.state?.tileset?.finalize();\n }\n\n get isLoaded(): boolean {\n return this.state?.tileset?.selectedTiles.every(\n tile => tile.isLoaded && tile.layers && tile.layers.every(layer => layer.isLoaded)\n );\n }\n\n shouldUpdateState({changeFlags}): boolean {\n return changeFlags.somethingChanged;\n }\n\n updateState({changeFlags}: UpdateParameters<this>) {\n let {tileset} = this.state;\n const propsChanged = changeFlags.propsOrDataChanged || changeFlags.updateTriggersChanged;\n const dataChanged =\n changeFlags.dataChanged ||\n (changeFlags.updateTriggersChanged &&\n (changeFlags.updateTriggersChanged.all || changeFlags.updateTriggersChanged.getTileData));\n\n if (!tileset) {\n tileset = new this.props.TilesetClass(this._getTilesetOptions());\n this.setState({tileset});\n } else if (propsChanged) {\n tileset.setOptions(this._getTilesetOptions());\n\n if (dataChanged) {\n // reload all tiles\n // use cached layers until new content is loaded\n tileset.reloadAll();\n } else {\n // some render options changed, regenerate sub layers now\n this.state.tileset.tiles.forEach(tile => {\n tile.layers = null;\n });\n }\n }\n\n this._updateTileset();\n }\n\n _getTilesetOptions(): Tileset2DProps {\n const {\n tileSize,\n maxCacheSize,\n maxCacheByteSize,\n refinementStrategy,\n extent,\n maxZoom,\n minZoom,\n maxRequests,\n zoomOffset\n } = this.props;\n\n return {\n maxCacheSize,\n maxCacheByteSize,\n maxZoom,\n minZoom,\n tileSize,\n refinementStrategy,\n extent,\n maxRequests,\n zoomOffset,\n\n getTileData: this.getTileData.bind(this),\n onTileLoad: this._onTileLoad.bind(this),\n onTileError: this._onTileError.bind(this),\n onTileUnload: this._onTileUnload.bind(this)\n };\n }\n\n private _updateTileset(): void {\n const {tileset} = this.state;\n const {zRange, modelMatrix} = this.props;\n const frameNumber = tileset.update(this.context.viewport, {zRange, modelMatrix});\n const {isLoaded} = tileset;\n\n const loadingStateChanged = this.state.isLoaded !== isLoaded;\n const tilesetChanged = this.state.frameNumber !== frameNumber;\n\n if (isLoaded && (loadingStateChanged || tilesetChanged)) {\n this._onViewportLoad();\n }\n\n if (tilesetChanged) {\n // Save the tileset frame number - trigger a rerender\n this.setState({frameNumber});\n }\n // Save the loaded state - should not trigger a rerender\n this.state.isLoaded = isLoaded;\n }\n\n _onViewportLoad(): void {\n const {tileset} = this.state;\n const {onViewportLoad} = this.props;\n\n if (onViewportLoad) {\n onViewportLoad(tileset.selectedTiles);\n }\n }\n\n _onTileLoad(tile: Tile2DHeader<DataT>): void {\n this.props.onTileLoad(tile);\n tile.layers = null;\n\n this.setNeedsUpdate();\n }\n\n _onTileError(error: any, tile: Tile2DHeader<DataT>) {\n this.props.onTileError(error);\n tile.layers = null;\n\n this.setNeedsUpdate();\n }\n\n _onTileUnload(tile: Tile2DHeader<DataT>) {\n this.props.onTileUnload(tile);\n }\n\n // Methods for subclass to override\n\n getTileData(tile: TileLoadProps): Promise<DataT> | DataT | null {\n const {data, getTileData, fetch} = this.props;\n const {signal} = tile;\n\n tile.url =\n typeof data === 'string' || Array.isArray(data) ? getURLFromTemplate(data, tile) : null;\n\n if (getTileData) {\n return getTileData(tile);\n }\n if (fetch && tile.url) {\n return fetch(tile.url, {propName: 'data', layer: this, signal});\n }\n return null;\n }\n\n renderSubLayers(\n props: TileLayer['props'] & {\n id: string;\n data: DataT;\n _offset: number;\n tile: Tile2DHeader<DataT>;\n }\n ): Layer | null | LayersList {\n return this.props.renderSubLayers(props);\n }\n\n getSubLayerPropsByTile(tile: Tile2DHeader): Partial<LayerProps> | null {\n return null;\n }\n\n getPickingInfo({info, sourceLayer}: GetPickingInfoParams): TiledPickingInfo<DataT> {\n (info as any).tile = (sourceLayer as any).props.tile;\n return info;\n }\n\n protected _updateAutoHighlight(info: PickingInfo): void {\n if (info.sourceLayer) {\n info.sourceLayer.updateAutoHighlight(info);\n }\n }\n\n renderLayers(): Layer | null | LayersList {\n return this.state.tileset.tiles.map((tile: Tile2DHeader) => {\n const subLayerProps = this.getSubLayerPropsByTile(tile);\n // cache the rendered layer in the tile\n if (!tile.isLoaded && !tile.content) {\n // nothing to show\n } else if (!tile.layers) {\n const layers = this.renderSubLayers({\n ...this.props,\n id: `${this.id}-${tile.id}`,\n data: tile.content,\n _offset: 0,\n tile\n });\n tile.layers = (flatten(layers, Boolean) as Layer<{tile?: Tile2DHeader}>[]).map(layer =>\n layer.clone({\n tile,\n ...subLayerProps\n })\n );\n } else if (\n subLayerProps &&\n tile.layers[0] &&\n Object.keys(subLayerProps).some(\n propName => tile.layers![0].props[propName] !== subLayerProps[propName]\n )\n ) {\n tile.layers = tile.layers.map(layer => layer.clone(subLayerProps));\n }\n return tile.layers;\n });\n }\n\n filterSubLayer({layer, cullRect}: FilterContext) {\n const {tile} = (layer as Layer<{tile: Tile2DHeader}>).props;\n return this.state.tileset.isTileVisible(tile, cullRect);\n }\n}\n"],"file":"tile-layer.js"}