@webviz/subsurface-viewer 0.0.1-alpha.1

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Files changed (501) hide show
  1. package/dist/DashSubsurfaceViewer.d.ts +56 -0
  2. package/dist/DashSubsurfaceViewer.js +160 -0
  3. package/dist/DashSubsurfaceViewer.js.map +1 -0
  4. package/dist/SubsurfaceViewer.d.ts +65 -0
  5. package/dist/SubsurfaceViewer.js +208 -0
  6. package/dist/SubsurfaceViewer.js.map +1 -0
  7. package/dist/assets/glTF/north_arrow/scene.bin +0 -0
  8. package/dist/assets/glTF/north_arrow/scene.gltf +315 -0
  9. package/dist/assets/glTF/north_arrow/textures/Arrow5_baseColor.png +0 -0
  10. package/dist/assets/glTF/north_arrow/textures/Arrow5_metallicRoughness.png +0 -0
  11. package/dist/assets/glTF/north_arrow/textures/Arrow5_normal.png +0 -0
  12. package/dist/components/ColorLegend.d.ts +26 -0
  13. package/dist/components/ColorLegend.js +19 -0
  14. package/dist/components/ColorLegend.js.map +1 -0
  15. package/dist/components/ColorLegends.d.ts +12 -0
  16. package/dist/components/ColorLegends.js +10 -0
  17. package/dist/components/ColorLegends.js.map +1 -0
  18. package/dist/components/DistanceScale.d.ts +12 -0
  19. package/dist/components/DistanceScale.js +45 -0
  20. package/dist/components/DistanceScale.js.map +1 -0
  21. package/dist/components/InfoCard.d.ts +11 -0
  22. package/dist/components/InfoCard.js +149 -0
  23. package/dist/components/InfoCard.js.map +1 -0
  24. package/dist/components/Map.d.ts +158 -0
  25. package/dist/components/Map.js +867 -0
  26. package/dist/components/Map.js.map +1 -0
  27. package/dist/components/StatusIndicator.d.ts +8 -0
  28. package/dist/components/StatusIndicator.js +20 -0
  29. package/dist/components/StatusIndicator.js.map +1 -0
  30. package/dist/components/ViewAnnotation.d.ts +7 -0
  31. package/dist/components/ViewAnnotation.js +13 -0
  32. package/dist/components/ViewAnnotation.js.map +1 -0
  33. package/dist/components/ViewFooter.d.ts +6 -0
  34. package/dist/components/ViewFooter.js +21 -0
  35. package/dist/components/ViewFooter.js.map +1 -0
  36. package/dist/components/settings/DrawModeSelector.d.ts +18 -0
  37. package/dist/components/settings/DrawModeSelector.js +20 -0
  38. package/dist/components/settings/DrawModeSelector.js.map +1 -0
  39. package/dist/components/settings/LayerProperty.d.ts +6 -0
  40. package/dist/components/settings/LayerProperty.js +39 -0
  41. package/dist/components/settings/LayerProperty.js.map +1 -0
  42. package/dist/components/settings/LayerSettingsButton.d.ts +7 -0
  43. package/dist/components/settings/LayerSettingsButton.js +51 -0
  44. package/dist/components/settings/LayerSettingsButton.js.map +1 -0
  45. package/dist/components/settings/LayersButton.d.ts +8 -0
  46. package/dist/components/settings/LayersButton.js +45 -0
  47. package/dist/components/settings/LayersButton.js.map +1 -0
  48. package/dist/components/settings/NumericInput.d.ts +20 -0
  49. package/dist/components/settings/NumericInput.js +25 -0
  50. package/dist/components/settings/NumericInput.js.map +1 -0
  51. package/dist/components/settings/Settings.d.ts +7 -0
  52. package/dist/components/settings/Settings.js +39 -0
  53. package/dist/components/settings/Settings.js.map +1 -0
  54. package/dist/components/settings/SliderInput.d.ts +29 -0
  55. package/dist/components/settings/SliderInput.js +21 -0
  56. package/dist/components/settings/SliderInput.js.map +1 -0
  57. package/dist/components/settings/ToggleButton.d.ts +17 -0
  58. package/dist/components/settings/ToggleButton.js +19 -0
  59. package/dist/components/settings/ToggleButton.js.map +1 -0
  60. package/dist/index.d.ts +2 -0
  61. package/dist/index.js +3 -0
  62. package/dist/index.js.map +1 -0
  63. package/dist/inputSchema/ColorTables.json +51 -0
  64. package/dist/inputSchema/FaultPolygons.json +80 -0
  65. package/dist/inputSchema/Grid.json +39 -0
  66. package/dist/inputSchema/PieChart.json +72 -0
  67. package/dist/inputSchema/WellLog.json +126 -0
  68. package/dist/inputSchema/WellLogTemplate.json +136 -0
  69. package/dist/inputSchema/WellLogs.json +5 -0
  70. package/dist/inputSchema/Wells.json +106 -0
  71. package/dist/inputSchema/schemaValidationUtil.d.ts +5 -0
  72. package/dist/inputSchema/schemaValidationUtil.js +48 -0
  73. package/dist/inputSchema/schemaValidationUtil.js.map +1 -0
  74. package/dist/inputSchema/validator.d.ts +1 -0
  75. package/dist/inputSchema/validator.js +64 -0
  76. package/dist/inputSchema/validator.js.map +1 -0
  77. package/dist/inputSchema/wellCompletions.json +108 -0
  78. package/dist/layers/BoxSelectionLayer/boxSelectionLayer.d.ts +37 -0
  79. package/dist/layers/BoxSelectionLayer/boxSelectionLayer.js +86 -0
  80. package/dist/layers/BoxSelectionLayer/boxSelectionLayer.js.map +1 -0
  81. package/dist/layers/axes/axes-fragment.glsl.d.ts +2 -0
  82. package/dist/layers/axes/axes-fragment.glsl.js +15 -0
  83. package/dist/layers/axes/axes-fragment.glsl.js.map +1 -0
  84. package/dist/layers/axes/axesLayer.d.ts +38 -0
  85. package/dist/layers/axes/axesLayer.js +485 -0
  86. package/dist/layers/axes/axesLayer.js.map +1 -0
  87. package/dist/layers/axes/boxLayer.d.ts +20 -0
  88. package/dist/layers/axes/boxLayer.js +52 -0
  89. package/dist/layers/axes/boxLayer.js.map +1 -0
  90. package/dist/layers/axes/grid-vertex.glsl.d.ts +2 -0
  91. package/dist/layers/axes/grid-vertex.glsl.js +14 -0
  92. package/dist/layers/axes/grid-vertex.glsl.js.map +1 -0
  93. package/dist/layers/axes2d/axes2DLayer.d.ts +58 -0
  94. package/dist/layers/axes2d/axes2DLayer.js +613 -0
  95. package/dist/layers/axes2d/axes2DLayer.js.map +1 -0
  96. package/dist/layers/axes2d/font-atlas.png +0 -0
  97. package/dist/layers/axes2d/label-fragment.glsl.d.ts +2 -0
  98. package/dist/layers/axes2d/label-fragment.glsl.js +38 -0
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  100. package/dist/layers/axes2d/label-vertex.glsl.d.ts +2 -0
  101. package/dist/layers/axes2d/label-vertex.glsl.js +21 -0
  102. package/dist/layers/axes2d/label-vertex.glsl.js.map +1 -0
  103. package/dist/layers/axes2d/line-fragment.glsl.d.ts +2 -0
  104. package/dist/layers/axes2d/line-fragment.glsl.js +15 -0
  105. package/dist/layers/axes2d/line-fragment.glsl.js.map +1 -0
  106. package/dist/layers/axes2d/line-vertex.glsl.d.ts +2 -0
  107. package/dist/layers/axes2d/line-vertex.glsl.js +14 -0
  108. package/dist/layers/axes2d/line-vertex.glsl.js.map +1 -0
  109. package/dist/layers/colormap/colormap.fs.glsl.d.ts +2 -0
  110. package/dist/layers/colormap/colormap.fs.glsl.js +42 -0
  111. package/dist/layers/colormap/colormap.fs.glsl.js.map +1 -0
  112. package/dist/layers/colormap/colormapLayer.d.ts +24 -0
  113. package/dist/layers/colormap/colormapLayer.js +150 -0
  114. package/dist/layers/colormap/colormapLayer.js.map +1 -0
  115. package/dist/layers/drawing/drawingLayer.d.ts +17 -0
  116. package/dist/layers/drawing/drawingLayer.js +202 -0
  117. package/dist/layers/drawing/drawingLayer.js.map +1 -0
  118. package/dist/layers/fault_polygons/faultPolygonsLayer.d.ts +9 -0
  119. package/dist/layers/fault_polygons/faultPolygonsLayer.js +43 -0
  120. package/dist/layers/fault_polygons/faultPolygonsLayer.js.map +1 -0
  121. package/dist/layers/grid3d/fragment.fs.glsl.d.ts +2 -0
  122. package/dist/layers/grid3d/fragment.fs.glsl.js +109 -0
  123. package/dist/layers/grid3d/fragment.fs.glsl.js.map +1 -0
  124. package/dist/layers/grid3d/fragment_lines.glsl.d.ts +2 -0
  125. package/dist/layers/grid3d/fragment_lines.glsl.js +21 -0
  126. package/dist/layers/grid3d/fragment_lines.glsl.js.map +1 -0
  127. package/dist/layers/grid3d/grid3dLayer.d.ts +73 -0
  128. package/dist/layers/grid3d/grid3dLayer.js +134 -0
  129. package/dist/layers/grid3d/grid3dLayer.js.map +1 -0
  130. package/dist/layers/grid3d/privateLayer.d.ts +73 -0
  131. package/dist/layers/grid3d/privateLayer.js +174 -0
  132. package/dist/layers/grid3d/privateLayer.js.map +1 -0
  133. package/dist/layers/grid3d/vertex.glsl.d.ts +2 -0
  134. package/dist/layers/grid3d/vertex.glsl.js +43 -0
  135. package/dist/layers/grid3d/vertex.glsl.js.map +1 -0
  136. package/dist/layers/grid3d/vertex_lines.glsl.d.ts +2 -0
  137. package/dist/layers/grid3d/vertex_lines.glsl.js +16 -0
  138. package/dist/layers/grid3d/vertex_lines.glsl.js.map +1 -0
  139. package/dist/layers/grid3d/webworker.d.ts +4 -0
  140. package/dist/layers/grid3d/webworker.js +140 -0
  141. package/dist/layers/grid3d/webworker.js.map +1 -0
  142. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.d.ts +2 -0
  143. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js +62 -0
  144. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js.map +1 -0
  145. package/dist/layers/hillshading2d/hillshading2dLayer.d.ts +22 -0
  146. package/dist/layers/hillshading2d/hillshading2dLayer.js +101 -0
  147. package/dist/layers/hillshading2d/hillshading2dLayer.js.map +1 -0
  148. package/dist/layers/index.d.ts +34 -0
  149. package/dist/layers/index.js +19 -0
  150. package/dist/layers/index.js.map +1 -0
  151. package/dist/layers/intersection/unfoldedGeoJsonLayer.d.ts +10 -0
  152. package/dist/layers/intersection/unfoldedGeoJsonLayer.js +64 -0
  153. package/dist/layers/intersection/unfoldedGeoJsonLayer.js.map +1 -0
  154. package/dist/layers/map/fragment.fs.glsl.d.ts +2 -0
  155. package/dist/layers/map/fragment.fs.glsl.js +127 -0
  156. package/dist/layers/map/fragment.fs.glsl.js.map +1 -0
  157. package/dist/layers/map/fragment_lines.glsl.d.ts +2 -0
  158. package/dist/layers/map/fragment_lines.glsl.js +21 -0
  159. package/dist/layers/map/fragment_lines.glsl.js.map +1 -0
  160. package/dist/layers/map/mapLayer.d.ts +120 -0
  161. package/dist/layers/map/mapLayer.js +275 -0
  162. package/dist/layers/map/mapLayer.js.map +1 -0
  163. package/dist/layers/map/privateMapLayer.d.ts +76 -0
  164. package/dist/layers/map/privateMapLayer.js +190 -0
  165. package/dist/layers/map/privateMapLayer.js.map +1 -0
  166. package/dist/layers/map/vertex.glsl.d.ts +2 -0
  167. package/dist/layers/map/vertex.glsl.js +45 -0
  168. package/dist/layers/map/vertex.glsl.js.map +1 -0
  169. package/dist/layers/map/vertex_lines.glsl.d.ts +2 -0
  170. package/dist/layers/map/vertex_lines.glsl.js +16 -0
  171. package/dist/layers/map/vertex_lines.glsl.js.map +1 -0
  172. package/dist/layers/map/webworker.d.ts +4 -0
  173. package/dist/layers/map/webworker.js +362 -0
  174. package/dist/layers/map/webworker.js.map +1 -0
  175. package/dist/layers/northarrow/northArrow3DLayer.d.ts +20 -0
  176. package/dist/layers/northarrow/northArrow3DLayer.js +144 -0
  177. package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -0
  178. package/dist/layers/northarrow/northarrow-fragment.glsl.d.ts +2 -0
  179. package/dist/layers/northarrow/northarrow-fragment.glsl.js +15 -0
  180. package/dist/layers/northarrow/northarrow-fragment.glsl.js.map +1 -0
  181. package/dist/layers/northarrow/northarrow-vertex.glsl.d.ts +2 -0
  182. package/dist/layers/northarrow/northarrow-vertex.glsl.js +14 -0
  183. package/dist/layers/northarrow/northarrow-vertex.glsl.js.map +1 -0
  184. package/dist/layers/piechart/fragment.glsl.d.ts +2 -0
  185. package/dist/layers/piechart/fragment.glsl.js +43 -0
  186. package/dist/layers/piechart/fragment.glsl.js.map +1 -0
  187. package/dist/layers/piechart/pieChartLayer.d.ts +40 -0
  188. package/dist/layers/piechart/pieChartLayer.js +174 -0
  189. package/dist/layers/piechart/pieChartLayer.js.map +1 -0
  190. package/dist/layers/piechart/vertex.glsl.d.ts +2 -0
  191. package/dist/layers/piechart/vertex.glsl.js +43 -0
  192. package/dist/layers/piechart/vertex.glsl.js.map +1 -0
  193. package/dist/layers/points/pointsLayer.d.ts +34 -0
  194. package/dist/layers/points/pointsLayer.js +78 -0
  195. package/dist/layers/points/pointsLayer.js.map +1 -0
  196. package/dist/layers/polylines/polylinesLayer.d.ts +50 -0
  197. package/dist/layers/polylines/polylinesLayer.js +157 -0
  198. package/dist/layers/polylines/polylinesLayer.js.map +1 -0
  199. package/dist/layers/selectable_geojson/selectableGeoJsonLayer.d.ts +6 -0
  200. package/dist/layers/selectable_geojson/selectableGeoJsonLayer.js +22 -0
  201. package/dist/layers/selectable_geojson/selectableGeoJsonLayer.js.map +1 -0
  202. package/dist/layers/shader_modules/decoder.d.ts +15 -0
  203. package/dist/layers/shader_modules/decoder.fs.glsl.d.ts +2 -0
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  208. package/dist/layers/shader_modules/index.d.ts +1 -0
  209. package/dist/layers/shader_modules/index.js +2 -0
  210. package/dist/layers/shader_modules/index.js.map +1 -0
  211. package/dist/layers/terrain/map3DLayer.d.ts +42 -0
  212. package/dist/layers/terrain/map3DLayer.js +324 -0
  213. package/dist/layers/terrain/map3DLayer.js.map +1 -0
  214. package/dist/layers/terrain/terrainMapLayer.d.ts +45 -0
  215. package/dist/layers/terrain/terrainMapLayer.js +183 -0
  216. package/dist/layers/terrain/terrainMapLayer.js.map +1 -0
  217. package/dist/layers/terrain/terrainmap.fs.glsl.d.ts +2 -0
  218. package/dist/layers/terrain/terrainmap.fs.glsl.js +134 -0
  219. package/dist/layers/terrain/terrainmap.fs.glsl.js.map +1 -0
  220. package/dist/layers/triangle/fragment.fs.glsl.d.ts +2 -0
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  222. package/dist/layers/triangle/fragment.fs.glsl.js.map +1 -0
  223. package/dist/layers/triangle/fragment_lines.glsl.d.ts +2 -0
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  226. package/dist/layers/triangle/privateTriangleLayer.d.ts +70 -0
  227. package/dist/layers/triangle/privateTriangleLayer.js +108 -0
  228. package/dist/layers/triangle/privateTriangleLayer.js.map +1 -0
  229. package/dist/layers/triangle/test_data/surfacePoints.d.ts +2 -0
  230. package/dist/layers/triangle/test_data/surfacePoints.js +4345 -0
  231. package/dist/layers/triangle/test_data/surfacePoints.js.map +1 -0
  232. package/dist/layers/triangle/test_data/surfaceTriangles.d.ts +2 -0
  233. package/dist/layers/triangle/test_data/surfaceTriangles.js +7393 -0
  234. package/dist/layers/triangle/test_data/surfaceTriangles.js.map +1 -0
  235. package/dist/layers/triangle/triangleLayer.d.ts +60 -0
  236. package/dist/layers/triangle/triangleLayer.js +170 -0
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  238. package/dist/layers/triangle/vertex.glsl.d.ts +2 -0
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  241. package/dist/layers/triangle/vertex_lines.glsl.d.ts +2 -0
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  244. package/dist/layers/triangle/webworker.d.ts +4 -0
  245. package/dist/layers/triangle/webworker.js +132 -0
  246. package/dist/layers/triangle/webworker.js.map +1 -0
  247. package/dist/layers/utils/layerTools.d.ts +52 -0
  248. package/dist/layers/utils/layerTools.js +91 -0
  249. package/dist/layers/utils/layerTools.js.map +1 -0
  250. package/dist/layers/utils/propertyMapTools.d.ts +8 -0
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  253. package/dist/layers/wells/utils/spline.d.ts +28 -0
  254. package/dist/layers/wells/utils/spline.js +236 -0
  255. package/dist/layers/wells/utils/spline.js.map +1 -0
  256. package/dist/layers/wells/wellsLayer.d.ts +89 -0
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  259. package/dist/package.json +35 -0
  260. package/dist/redux/actions.d.ts +1 -0
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  263. package/dist/redux/reducer.d.ts +11 -0
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  266. package/dist/redux/store.d.ts +4 -0
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  269. package/dist/redux/types.d.ts +43 -0
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  272. package/dist/storybook/SubsurfaceViewer.stories.d.ts +455 -0
  273. package/dist/storybook/SubsurfaceViewer.stories.js +537 -0
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  275. package/dist/storybook/components/InfoCard.stories.d.ts +48 -0
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  299. package/dist/storybook/schemaValidation/sampleData.d.ts +122 -0
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  305. package/dist/utils/configuration.d.ts +631 -0
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  308. package/dist/utils/fit-bounds.d.ts +15 -0
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  314. package/dist/utils/northArrow.d.ts +113 -0
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  317. package/dist/utils/specExtractor.d.ts +3 -0
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  320. package/dist/viewports/index.d.ts +1 -0
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  332. package/package.json +35 -0
  333. package/src/DashSubsurfaceViewer.tsx +270 -0
  334. package/src/SubsurfaceViewer.stories.tsx +449 -0
  335. package/src/SubsurfaceViewer.test.tsx +98 -0
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  343. package/src/components/ColorLegend.test.tsx +32 -0
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  501. package/tsconfig.json +7 -0
@@ -0,0 +1,134 @@
1
+ const fsShader = `#version 300 es
2
+ #define SHADER_NAME terrainmap-shader
3
+
4
+ precision highp float;
5
+
6
+ uniform bool hasTexture;
7
+ uniform sampler2D sampler;
8
+ uniform bool flatShading;
9
+ uniform float opacity;
10
+
11
+ uniform bool isContoursDepth;
12
+
13
+ uniform float contourReferencePoint;
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+ uniform float contourInterval;
15
+
16
+ in vec2 vTexCoord;
17
+ in vec3 cameraPosition;
18
+ in vec3 normals_commonspace;
19
+ in vec4 position_commonspace;
20
+ in vec4 vColor;
21
+ in vec4 positions;
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+
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+ out vec4 fragColor;
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+
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+ in vec3 worldPos; // we export this from vertex shader (by injecting into it).
26
+
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+ uniform sampler2D colormap;
28
+
29
+ uniform float valueRangeMin;
30
+ uniform float valueRangeMax;
31
+ uniform float colorMapRangeMin;
32
+ uniform float colorMapRangeMax;
33
+
34
+ uniform vec3 colorMapClampColor;
35
+ uniform bool isClampColor;
36
+ uniform bool isColorMapClampColorTransparent;
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+
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+
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+ void main(void) {
40
+ geometry.uv = vTexCoord;
41
+
42
+ vec3 normal;
43
+ if (flatShading) {
44
+ #ifdef DERIVATIVES_AVAILABLE
45
+ normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));
46
+ #else
47
+ normal = vec3(0.0, 0.0, 1.0);
48
+ #endif
49
+ } else {
50
+ normal = normals_commonspace;
51
+ }
52
+
53
+ vec4 color = hasTexture ? texture(sampler, vTexCoord) : vColor;
54
+
55
+ float texture_alpha = color.a;
56
+
57
+ // Discard transparent pixels.
58
+ if (!picking_uActive && color.w < 0.99) {
59
+ discard;
60
+ return;
61
+ }
62
+
63
+ // Picking pass.
64
+ if (picking_uActive) {
65
+ // Send texture coordinates.
66
+ float s = vTexCoord.x;
67
+ float t = vTexCoord.y;
68
+ float b = texture_alpha > 0.95 ? 255.0 : 0.0;
69
+
70
+ fragColor = vec4(s, t, b, 1.0);
71
+ return;
72
+ }
73
+
74
+ float propertyValue = 0.0;
75
+ if (hasTexture) {
76
+ float opcacity = color.w;
77
+ float floatScaler = 1.0 / (256.0 * 256.0 * 256.0 - 1.0);
78
+ vec3 rgb = color.rgb;
79
+ rgb *= vec3(16711680.0, 65280.0, 255.0); //255*256*256, 255*256, 255
80
+ float propertyValue_norm = (rgb.r + rgb.g + rgb.b) * floatScaler; // propertyValue_norm will be in range [0-1]
81
+
82
+ // If colorMapRangeMin/Max specified, color map will span this interval.
83
+ propertyValue = propertyValue_norm * (valueRangeMax - valueRangeMin) + valueRangeMin;
84
+ float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);
85
+ ;
86
+ if (x < 0.0 || x > 1.0) {
87
+ // Out of range. Use clampcolor.
88
+ if (isClampColor) {
89
+ color = vec4(colorMapClampColor.rgb, 1.0);
90
+
91
+ }
92
+ else if (isColorMapClampColorTransparent) {
93
+ discard;
94
+ return;
95
+ }
96
+ else {
97
+ // Use min/max color to clamp.
98
+ x = max(0.0, x);
99
+ x = min(1.0, x);
100
+
101
+ color = texture2D(colormap, vec2(x, 0.5));
102
+ color.a = opcacity;
103
+ }
104
+ }
105
+ else {
106
+ color = texture2D(colormap, vec2(x, 0.5));
107
+ color.a = opcacity;
108
+ }
109
+ }
110
+
111
+ bool is_contours = contourReferencePoint != -1.0 && contourInterval != -1.0;
112
+ if (is_contours) {
113
+ // Contours are made of either depths or properties.
114
+ float val = (hasTexture && !isContoursDepth) ? (propertyValue - contourReferencePoint) / contourInterval
115
+ : (abs(worldPos.z) - contourReferencePoint) / contourInterval;
116
+
117
+ float f = fract(val);
118
+ float df = fwidth(val);
119
+
120
+ // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance fronm contour line.
121
+ float c = smoothstep(0.0, df * 2.0, f);
122
+
123
+ color = color * vec4(c, c, c, 1.0);
124
+ }
125
+
126
+ // Use normal lighting.
127
+ vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
128
+ fragColor = vec4(lightColor, color.a * opacity);
129
+
130
+ DECKGL_FILTER_COLOR(fragColor, geometry);
131
+ }
132
+ `;
133
+ export default fsShader;
134
+ //# sourceMappingURL=terrainmap.fs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"terrainmap.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/terrain/terrainmap.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmIhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const fsShader = "#version 300 es\n#define SHADER_NAME terrainmap-shader\n\nprecision highp float;\n\nuniform bool isContoursDepth;\nuniform float contourReferencePoint;\nuniform float contourInterval;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec3 worldPos;\nin float property;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\nuniform vec4 uColor;\nuniform bool smoothShading;\n\n\nvec3 getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {\n \n vec3 halfway_direction = normalize(light_direction + view_direction); \n float lambertian = abs(dot(light_direction, normal_worldspace));\n\n float specular_angle = abs(dot(normal_worldspace, halfway_direction));\n\n float specular = pow(specular_angle, lighting_uShininess); \n return (lambertian * lighting_uDiffuse * surfaceColor + specular * lighting_uSpecularColor) * color; \n}\n\nvec3 getLightColor(vec3 surfaceColor,vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {\n\n vec3 lightColor = surfaceColor;\n\n if (lighting_uEnabled) {\n vec3 view_direction = normalize(cameraPosition - position_worldspace);\n lightColor = lighting_uAmbient * surfaceColor * lighting_uAmbientLight.color;\n\n for (int i = 0; i < MAX_LIGHTS; i++) {\n if (i >= lighting_uPointLightCount) {\n break;\n }\n PointLight pointLight = lighting_uPointLight[i];\n vec3 light_position_worldspace = pointLight.position;\n vec3 light_direction = normalize(light_position_worldspace - position_worldspace);\n lightColor += getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);\n }\n\n for (int i = 0; i < MAX_LIGHTS; i++) {\n if (i >= lighting_uDirectionalLightCount) {\n break;\n }\n DirectionalLight directionalLight = lighting_uDirectionalLight[i];\n lightColor += getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);\n }\n }\n return lightColor;\n}\n\nvoid main(void) {\n //geometry.uv = vTexCoord;\n\n vec3 normal = normals_commonspace;\n\n if (!smoothShading) {\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n } \n \n //Picking pass.\n if (picking_uActive) {\n // Readout is surface height (z value).\n float range = 10000.0; // May represent depths in range 0 - 10000 meter.\n\n // Express in 255 system.\n float depth = abs(worldPos.z);\n float depthScaled = (256.0 * 256.0 * 256.0) * (depth / range); // scaled to within max range in 256 system.\n\n float r = 0.0;\n float g = 0.0;\n float b = 0.0;\n\n if (depthScaled >= (256.0 * 256.0) - 1.0) {\n r = floor(depthScaled / (256.0 * 256.0));\n depthScaled -= r * (256.0 * 256.0);\n }\n\n if (depthScaled >= 256.0 - 1.0) {\n g = floor(depthScaled / 256.0);\n depthScaled -= g * 256.0;\n }\n\n b = floor(depthScaled);\n\n fragColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0);\n return;\n }\n\n vec4 color = uColor;\n\n bool is_contours = contourReferencePoint != -1.0 && contourInterval != -1.0;\n if (is_contours) {\n // Contours are made of either depths or properties.\n float val = (abs(worldPos.z) - contourReferencePoint) / contourInterval;\n\n float f = fract(val);\n float df = fwidth(val);\n\n // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance fronm contour line.\n float c = smoothstep(0.0, df * 2.0, f);\n\n color = color * vec4(c, c, c, 1.0);\n }\n\n // Use normal lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n fragColor = vec4(lightColor, 1.0);\n\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
+ export default fsShader;
@@ -0,0 +1,126 @@
1
+ const fsShader = `#version 300 es
2
+ #define SHADER_NAME terrainmap-shader
3
+
4
+ precision highp float;
5
+
6
+ uniform bool isContoursDepth;
7
+ uniform float contourReferencePoint;
8
+ uniform float contourInterval;
9
+
10
+ in vec2 vTexCoord;
11
+ in vec3 cameraPosition;
12
+ in vec3 normals_commonspace;
13
+ in vec4 position_commonspace;
14
+ in vec3 worldPos;
15
+ in float property;
16
+
17
+ out vec4 fragColor;
18
+
19
+ uniform sampler2D colormap;
20
+ uniform vec4 uColor;
21
+ uniform bool smoothShading;
22
+
23
+
24
+ vec3 getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {
25
+
26
+ vec3 halfway_direction = normalize(light_direction + view_direction);
27
+ float lambertian = abs(dot(light_direction, normal_worldspace));
28
+
29
+ float specular_angle = abs(dot(normal_worldspace, halfway_direction));
30
+
31
+ float specular = pow(specular_angle, lighting_uShininess);
32
+ return (lambertian * lighting_uDiffuse * surfaceColor + specular * lighting_uSpecularColor) * color;
33
+ }
34
+
35
+ vec3 getLightColor(vec3 surfaceColor,vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
36
+
37
+ vec3 lightColor = surfaceColor;
38
+
39
+ if (lighting_uEnabled) {
40
+ vec3 view_direction = normalize(cameraPosition - position_worldspace);
41
+ lightColor = lighting_uAmbient * surfaceColor * lighting_uAmbientLight.color;
42
+
43
+ for (int i = 0; i < MAX_LIGHTS; i++) {
44
+ if (i >= lighting_uPointLightCount) {
45
+ break;
46
+ }
47
+ PointLight pointLight = lighting_uPointLight[i];
48
+ vec3 light_position_worldspace = pointLight.position;
49
+ vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
50
+ lightColor += getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color);
51
+ }
52
+
53
+ for (int i = 0; i < MAX_LIGHTS; i++) {
54
+ if (i >= lighting_uDirectionalLightCount) {
55
+ break;
56
+ }
57
+ DirectionalLight directionalLight = lighting_uDirectionalLight[i];
58
+ lightColor += getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
59
+ }
60
+ }
61
+ return lightColor;
62
+ }
63
+
64
+ void main(void) {
65
+ //geometry.uv = vTexCoord;
66
+
67
+ vec3 normal = normals_commonspace;
68
+
69
+ if (!smoothShading) {
70
+ normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));
71
+ }
72
+
73
+ //Picking pass.
74
+ if (picking_uActive) {
75
+ // Readout is surface height (z value).
76
+ float range = 10000.0; // May represent depths in range 0 - 10000 meter.
77
+
78
+ // Express in 255 system.
79
+ float depth = abs(worldPos.z);
80
+ float depthScaled = (256.0 * 256.0 * 256.0) * (depth / range); // scaled to within max range in 256 system.
81
+
82
+ float r = 0.0;
83
+ float g = 0.0;
84
+ float b = 0.0;
85
+
86
+ if (depthScaled >= (256.0 * 256.0) - 1.0) {
87
+ r = floor(depthScaled / (256.0 * 256.0));
88
+ depthScaled -= r * (256.0 * 256.0);
89
+ }
90
+
91
+ if (depthScaled >= 256.0 - 1.0) {
92
+ g = floor(depthScaled / 256.0);
93
+ depthScaled -= g * 256.0;
94
+ }
95
+
96
+ b = floor(depthScaled);
97
+
98
+ fragColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0);
99
+ return;
100
+ }
101
+
102
+ vec4 color = uColor;
103
+
104
+ bool is_contours = contourReferencePoint != -1.0 && contourInterval != -1.0;
105
+ if (is_contours) {
106
+ // Contours are made of either depths or properties.
107
+ float val = (abs(worldPos.z) - contourReferencePoint) / contourInterval;
108
+
109
+ float f = fract(val);
110
+ float df = fwidth(val);
111
+
112
+ // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance fronm contour line.
113
+ float c = smoothstep(0.0, df * 2.0, f);
114
+
115
+ color = color * vec4(c, c, c, 1.0);
116
+ }
117
+
118
+ // Use normal lighting. This has no effect if "material" property is not set.
119
+ vec3 lightColor = getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
120
+ fragColor = vec4(lightColor, 1.0);
121
+
122
+ DECKGL_FILTER_COLOR(fragColor, geometry);
123
+ }
124
+ `;
125
+ export default fsShader;
126
+ //# sourceMappingURL=fragment.fs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fragment.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/fragment.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2HhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const fragmentShader = "#version 300 es\n#define SHADER_NAME graph-layer-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n \n // Picking pass.\n if (picking_uActive) {\n discard;\n return;\n }\n\n fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n}\n";
2
+ export default fragmentShader;
@@ -0,0 +1,21 @@
1
+ const fragmentShader = `\
2
+ #version 300 es
3
+ #define SHADER_NAME graph-layer-fragment-shader
4
+
5
+ precision highp float;
6
+
7
+ out vec4 fragColor;
8
+
9
+ void main(void) {
10
+
11
+ // Picking pass.
12
+ if (picking_uActive) {
13
+ discard;
14
+ return;
15
+ }
16
+
17
+ fragColor = vec4(0.0, 0.0, 0.0, 1.0);
18
+ }
19
+ `;
20
+ export default fragmentShader;
21
+ //# sourceMappingURL=fragment_lines.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fragment_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/triangle/fragment_lines.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,cAAc,GAAG;;;;;;;;;;;;;;;;;;CAkBtB,CAAC;AAEF,eAAe,cAAc,CAAC"}
@@ -0,0 +1,70 @@
1
+ import { Layer, PickingInfo, UpdateParameters, LayerContext } from "@deck.gl/core/typed";
2
+ import { LayerPickInfo } from "../utils/layerTools";
3
+ import { DeckGLLayerContext } from "../../components/Map";
4
+ import { ExtendedLayerProps } from "../utils/layerTools";
5
+ export type GeometryTriangles = {
6
+ drawMode: number;
7
+ attributes: {
8
+ positions: {
9
+ value: Float32Array;
10
+ size: number;
11
+ };
12
+ TEXCOORD_0?: {
13
+ value: Float32Array;
14
+ size: number;
15
+ };
16
+ normals: {
17
+ value: Float32Array;
18
+ size: number;
19
+ };
20
+ vertex_indexs: {
21
+ value: Int32Array;
22
+ size: number;
23
+ };
24
+ };
25
+ vertexCount: number;
26
+ indices: {
27
+ value: Uint32Array;
28
+ size: number;
29
+ };
30
+ };
31
+ export type GeometryLines = {
32
+ drawMode: number;
33
+ attributes: {
34
+ positions: {
35
+ value: Float32Array;
36
+ size: number;
37
+ };
38
+ };
39
+ vertexCount: number;
40
+ };
41
+ export type Material = {
42
+ ambient: number;
43
+ diffuse: number;
44
+ shininess: number;
45
+ specularColor: [number, number, number];
46
+ } | boolean;
47
+ export interface PrivateTriangleLayerProps<D> extends ExtendedLayerProps<D> {
48
+ geometryTriangles: GeometryTriangles;
49
+ geometryLines: GeometryLines;
50
+ contours: [number, number];
51
+ gridLines: boolean;
52
+ color: [number, number, number];
53
+ smoothShading: boolean;
54
+ depthTest: boolean;
55
+ }
56
+ export default class PrivateTriangleLayer extends Layer<PrivateTriangleLayerProps<unknown>> {
57
+ initializeState(context: DeckGLLayerContext): void;
58
+ shouldUpdateState({ props, oldProps, context, changeFlags, }: UpdateParameters<this>): boolean;
59
+ updateState({ context }: UpdateParameters<this>): void;
60
+ _getModels(gl: WebGLRenderingContext): [unknown, unknown];
61
+ draw(args: {
62
+ moduleParameters?: unknown;
63
+ uniforms: number[];
64
+ context: LayerContext;
65
+ }): void;
66
+ decodePickingColor(): number;
67
+ getPickingInfo({ info }: {
68
+ info: PickingInfo;
69
+ }): LayerPickInfo;
70
+ }
@@ -0,0 +1,108 @@
1
+ import { COORDINATE_SYSTEM, Layer, picking, project, phongLighting, } from "@deck.gl/core/typed";
2
+ import { createPropertyData, } from "../utils/layerTools";
3
+ import { Model, Geometry } from "@luma.gl/engine";
4
+ import vsShader from "./vertex.glsl";
5
+ import fsShader from "./fragment.fs.glsl";
6
+ import vsLineShader from "./vertex_lines.glsl";
7
+ import fsLineShader from "./fragment_lines.glsl";
8
+ import GL from "@luma.gl/constants";
9
+ const defaultProps = {
10
+ data: ["dummy"],
11
+ contours: [-1, -1],
12
+ isContoursDepth: true,
13
+ gridLines: false,
14
+ color: [100, 100, 255],
15
+ coordinateSystem: COORDINATE_SYSTEM.CARTESIAN,
16
+ depthTest: true,
17
+ };
18
+ // This is a private layer used only by the composite TriangleLayer
19
+ export default class PrivateTriangleLayer extends Layer {
20
+ initializeState(context) {
21
+ const { gl } = context;
22
+ const [triangleModel, lineMode] = this._getModels(gl);
23
+ this.setState({ models: [triangleModel, lineMode] });
24
+ }
25
+ shouldUpdateState({ props, oldProps, context, changeFlags, }) {
26
+ return (super.shouldUpdateState({
27
+ props,
28
+ oldProps,
29
+ context,
30
+ changeFlags,
31
+ }) || changeFlags.propsOrDataChanged);
32
+ }
33
+ updateState({ context }) {
34
+ this.initializeState(context);
35
+ }
36
+ _getModels(gl) {
37
+ const triangleModel = new Model(gl, {
38
+ id: `${this.props.id}-mesh`,
39
+ vs: vsShader,
40
+ fs: fsShader,
41
+ geometry: new Geometry(this.props.geometryTriangles),
42
+ modules: [project, picking, phongLighting],
43
+ isInstanced: false, // This only works when set to false.
44
+ });
45
+ const lineModel = new Model(gl, {
46
+ id: `${this.props.id}-lines`,
47
+ vs: vsLineShader,
48
+ fs: fsLineShader,
49
+ geometry: new Geometry(this.props.geometryLines),
50
+ modules: [project, picking],
51
+ isInstanced: false,
52
+ });
53
+ return [triangleModel, lineModel];
54
+ }
55
+ draw(args) {
56
+ var _a, _b;
57
+ if (!this.state["models"]) {
58
+ return;
59
+ }
60
+ const { uniforms, context } = args;
61
+ const { gl } = context;
62
+ const contourReferencePoint = (_a = this.props.contours[0]) !== null && _a !== void 0 ? _a : -1.0;
63
+ const contourInterval = (_b = this.props.contours[1]) !== null && _b !== void 0 ? _b : -1.0;
64
+ const [triangleModel, lineModel] = this.state["models"];
65
+ const smoothShading = this.props.smoothShading;
66
+ // Normalize to [0,1] range.
67
+ const uColor = this.props.color.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
68
+ uColor.push(1); // alpha channel.
69
+ if (!this.props.depthTest) {
70
+ gl.disable(GL.DEPTH_TEST);
71
+ }
72
+ gl.enable(GL.POLYGON_OFFSET_FILL);
73
+ gl.polygonOffset(1, 1);
74
+ triangleModel
75
+ .setUniforms(Object.assign(Object.assign({}, uniforms), { contourReferencePoint,
76
+ contourInterval,
77
+ smoothShading,
78
+ uColor }))
79
+ .draw();
80
+ gl.disable(GL.POLYGON_OFFSET_FILL);
81
+ if (this.props.gridLines) {
82
+ lineModel.draw();
83
+ }
84
+ if (!this.props.depthTest) {
85
+ gl.enable(GL.DEPTH_TEST);
86
+ }
87
+ }
88
+ decodePickingColor() {
89
+ return 0;
90
+ }
91
+ getPickingInfo({ info }) {
92
+ if (!info.color) {
93
+ return info;
94
+ }
95
+ const layer_properties = [];
96
+ // Note these colors are in the 0-255 range.
97
+ const r = info.color[0] * 256 * 256;
98
+ const g = info.color[1] * 256;
99
+ const b = info.color[2] * 1;
100
+ const depthRange = 10000;
101
+ const depth = depthRange * ((r + g + b) / (256 * 256 * 256));
102
+ layer_properties.push(createPropertyData("Depth", depth));
103
+ return Object.assign(Object.assign({}, info), { properties: layer_properties });
104
+ }
105
+ }
106
+ PrivateTriangleLayer.layerName = "privateTriangleLayer";
107
+ PrivateTriangleLayer.defaultProps = defaultProps;
108
+ //# sourceMappingURL=privateTriangleLayer.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"privateTriangleLayer.js","sourceRoot":"","sources":["../../../src/layers/triangle/privateTriangleLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EACH,iBAAiB,EACjB,KAAK,EACL,OAAO,EACP,OAAO,EACP,aAAa,GAIhB,MAAM,qBAAqB,CAAC;AAC7B,OAAO,EACH,kBAAkB,GAGrB,MAAM,qBAAqB,CAAC;AAC7B,OAAO,EAAE,KAAK,EAAE,QAAQ,EAAE,MAAM,iBAAiB,CAAC;AAGlD,OAAO,QAAQ,MAAM,eAAe,CAAC;AACrC,OAAO,QAAQ,MAAM,oBAAoB,CAAC;AAC1C,OAAO,YAAY,MAAM,qBAAqB,CAAC;AAC/C,OAAO,YAAY,MAAM,uBAAuB,CAAC;AACjD,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAyCpC,MAAM,YAAY,GAAG;IACjB,IAAI,EAAE,CAAC,OAAO,CAAC;IACf,QAAQ,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAClB,eAAe,EAAE,IAAI;IACrB,SAAS,EAAE,KAAK;IAChB,KAAK,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC;IACtB,gBAAgB,EAAE,iBAAiB,CAAC,SAAS;IAC7C,SAAS,EAAE,IAAI;CAClB,CAAC;AAEF,mEAAmE;AACnE,MAAM,CAAC,OAAO,OAAO,oBAAqB,SAAQ,KAEjD;IACG,eAAe,CAAC,OAA2B;QACvC,MAAM,EAAE,EAAE,EAAE,GAAG,OAAO,CAAC;QACvB,MAAM,CAAC,aAAa,EAAE,QAAQ,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC,CAAC;QACtD,IAAI,CAAC,QAAQ,CAAC,EAAE,MAAM,EAAE,CAAC,aAAa,EAAE,QAAQ,CAAC,EAAE,CAAC,CAAC;IACzD,CAAC;IAED,iBAAiB,CAAC,EACd,KAAK,EACL,QAAQ,EACR,OAAO,EACP,WAAW,GACU;QACrB,OAAO,CACH,KAAK,CAAC,iBAAiB,CAAC;YACpB,KAAK;YACL,QAAQ;YACR,OAAO;YACP,WAAW;SACd,CAAC,IAAI,WAAW,CAAC,kBAAkB,CACvC,CAAC;IACN,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA0B;QAC3C,IAAI,CAAC,eAAe,CAAC,OAA6B,CAAC,CAAC;IACxD,CAAC;IAED,UAAU,CAAC,EAAyB;QAChC,MAAM,aAAa,GAAG,IAAI,KAAK,CAAC,EAAE,EAAE;YAChC,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,OAAO;YAC3B,EAAE,EAAE,QAAQ;YACZ,EAAE,EAAE,QAAQ;YACZ,QAAQ,EAAE,IAAI,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC;YACpD,OAAO,EAAE,CAAC,OAAO,EAAE,OAAO,EAAE,aAAa,CAAC;YAC1C,WAAW,EAAE,KAAK,EAAE,qCAAqC;SAC5D,CAAC,CAAC;QAEH,MAAM,SAAS,GAAG,IAAI,KAAK,CAAC,EAAE,EAAE;YAC5B,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,QAAQ;YAC5B,EAAE,EAAE,YAAY;YAChB,EAAE,EAAE,YAAY;YAChB,QAAQ,EAAE,IAAI,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC;YAChD,OAAO,EAAE,CAAC,OAAO,EAAE,OAAO,CAAC;YAC3B,WAAW,EAAE,KAAK;SACrB,CAAC,CAAC;QAEH,OAAO,CAAC,aAAa,EAAE,SAAS,CAAC,CAAC;IACtC,CAAC;IAED,IAAI,CAAC,IAIJ;;QACG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,EAAE;YACvB,OAAO;SACV;QAED,MAAM,EAAE,QAAQ,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC;QACnC,MAAM,EAAE,EAAE,EAAE,GAAG,OAAO,CAAC;QAEvB,MAAM,qBAAqB,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,mCAAI,CAAC,GAAG,CAAC;QAC7D,MAAM,eAAe,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,mCAAI,CAAC,GAAG,CAAC;QAEvD,MAAM,CAAC,aAAa,EAAE,SAAS,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;QAExD,MAAM,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC;QAE/C,4BAA4B;QAC5B,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,aAAD,CAAC,cAAD,CAAC,GAAI,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC;QAC3D,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,iBAAiB;QAEjC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YACvB,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;SAC7B;QACD,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAClC,EAAE,CAAC,aAAa,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACvB,aAAa;aACR,WAAW,iCACL,QAAQ,KACX,qBAAqB;YACrB,eAAe;YACf,aAAa;YACb,MAAM,IACR;aACD,IAAI,EAAE,CAAC;QACZ,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAEnC,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YACtB,SAAS,CAAC,IAAI,EAAE,CAAC;SACpB;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE;YACvB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;SAC5B;IACL,CAAC;IAED,kBAAkB;QACd,OAAO,CAAC,CAAC;IACb,CAAC;IAED,cAAc,CAAC,EAAE,IAAI,EAAyB;QAC1C,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE;YACb,OAAO,IAAI,CAAC;SACf;QAED,MAAM,gBAAgB,GAAuB,EAAE,CAAC;QAEhD,6CAA6C;QAC7C,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,GAAG,GAAG,GAAG,CAAC;QACpC,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;QAC9B,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAE5B,MAAM,UAAU,GAAG,KAAK,CAAC;QACzB,MAAM,KAAK,GAAG,UAAU,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;QAE7D,gBAAgB,CAAC,IAAI,CAAC,kBAAkB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC,CAAC;QAE1D,uCACO,IAAI,KACP,UAAU,EAAE,gBAAgB,IAC9B;IACN,CAAC;CACJ;AAED,oBAAoB,CAAC,SAAS,GAAG,sBAAsB,CAAC;AACxD,oBAAoB,CAAC,YAAY,GAAG,YAAY,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const _default: number[];
2
+ export default _default;