globe.gl 2.34.4 → 2.34.5
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/globe.gl.js +54 -38
- package/dist/globe.gl.js.map +1 -1
- package/dist/globe.gl.min.js +4 -4
- package/package.json +1 -1
package/dist/globe.gl.js
CHANGED
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@@ -1,4 +1,4 @@
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1
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-
// Version 2.34.
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1
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+
// Version 2.34.5 globe.gl - https://github.com/vasturiano/globe.gl
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2
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(function (global, factory) {
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3
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typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
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typeof define === 'function' && define.amd ? define(factory) :
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@@ -17445,7 +17445,7 @@
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}
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-
queue.sort( compareX
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17448
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queue.sort( compareX );
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// process holes from left to right
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for ( i = 0; i < queue.length; i ++ ) {
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@@ -17458,7 +17458,7 @@
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}
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function compareX
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function compareX( a, b ) {
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return a.x - b.x;
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@@ -42394,16 +42394,16 @@ void main() {
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// now make sure we don't have other points inside the potential ear
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const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
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// triangle bbox
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const x0 =
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y0 =
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x1 =
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y1 =
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// triangle bbox
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const x0 = Math.min(ax, bx, cx),
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y0 = Math.min(ay, by, cy),
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x1 = Math.max(ax, bx, cx),
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y1 = Math.max(ay, by, cy);
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let p = c.next;
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while (p !== a) {
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if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
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-
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pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
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area(p.prev, p, p.next) >= 0) return false;
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p = p.next;
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}
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@@ -42420,11 +42420,11 @@ void main() {
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const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
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// triangle bbox
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const x0 =
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y0 =
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x1 =
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y1 =
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// triangle bbox
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const x0 = Math.min(ax, bx, cx),
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y0 = Math.min(ay, by, cy),
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x1 = Math.max(ax, bx, cx),
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y1 = Math.max(ay, by, cy);
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// z-order range for the current triangle bbox;
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const minZ = zOrder(x0, y0, minX, minY, invSize),
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@@ -42436,25 +42436,25 @@ void main() {
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// look for points inside the triangle in both directions
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while (p && p.z >= minZ && n && n.z <= maxZ) {
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if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
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-
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pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
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p = p.prevZ;
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if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
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-
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pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
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n = n.nextZ;
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}
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// look for remaining points in decreasing z-order
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while (p && p.z >= minZ) {
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if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
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-
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pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
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p = p.prevZ;
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}
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// look for remaining points in increasing z-order
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while (n && n.z <= maxZ) {
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if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
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-
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pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
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n = n.nextZ;
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}
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@@ -42522,7 +42522,7 @@ void main() {
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queue.push(getLeftmost(list));
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}
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-
queue.sort(
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queue.sort(compareXYSlope);
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// process holes from left to right
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for (let i = 0; i < queue.length; i++) {
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@@ -42532,8 +42532,19 @@ void main() {
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return outerNode;
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}
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-
function
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-
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function compareXYSlope(a, b) {
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let result = a.x - b.x;
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// when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
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// the bridge to the outer shell is always the point that they meet at.
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if (result === 0) {
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result = a.y - b.y;
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if (result === 0) {
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const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
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const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
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result = aSlope - bSlope;
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}
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}
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return result;
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}
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// find a bridge between vertices that connects hole with an outer ring and and link it
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// find a segment intersected by a ray from the hole's leftmost point to the left;
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// segment's endpoint with lesser x will be potential connection point
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// unless they intersect at a vertex, then choose the vertex
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if (equals$1(hole, p)) return p;
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do {
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if (
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if (equals$1(hole, p.next)) return p.next;
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else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
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const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
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if (x <= hx && x > qx) {
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qx = x;
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(bx - px) * (cy - py) >= (cx - px) * (by - py);
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}
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// check if a point lies within a convex triangle but false if its equal to the first point of the triangle
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function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
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return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
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}
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// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
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function isValidDiagonal(a, b) {
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return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges
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@@ -48798,10 +48817,7 @@ void main() {
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var dataIdsMap = new Map(data.map(function (d) {
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return [_classPrivateFieldGet2$1(_id$8, _this).call(_this, d), d];
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}));
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_classPrivateFieldGet2$1(_dataMap, this).
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var _ref4 = _slicedToArray$4(_ref3, 2),
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dId = _ref4[0],
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o = _ref4[1];
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_classPrivateFieldGet2$1(_dataMap, this).forEach(function (o, dId) {
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if (!dataIdsMap.has(dId)) {
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_classPrivateFieldGet2$1(_removeObj, _this).call(_this, o, dId);
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_classPrivateFieldGet2$1(_dataMap, _this)["delete"](dId);
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_this3.scene.remove(obj);
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emptyObject(obj);
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delete d[_classPrivateFieldGet2(_objBindAttr, _this3)];
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delete d.__currentTargetD;
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};
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_classPrivateFieldGet2(_removeDelay, _this3) ? setTimeout(removeFn, _classPrivateFieldGet2(_removeDelay, _this3)) : removeFn();
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}]);
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obj.geometry.setAttribute('color', vertexColorArray);
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obj.geometry.setAttribute('relDistance', vertexRelDistanceArray);
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var applyUpdate = function applyUpdate(td) {
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var
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stroke =
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curveD = _objectWithoutProperties(
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var _group$__currentTarge = group.__currentTargetD = td,
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stroke = _group$__currentTarge.stroke,
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curveD = _objectWithoutProperties(_group$__currentTarge, _excluded$1);
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var curve = calcCurve(curveD);
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if (useTube) {
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obj.geometry && obj.geometry.dispose();
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@@ -70462,7 +70477,7 @@ void main() {
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endLat: +endLatAccessor(arc),
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endLng: +endLngAccessor(arc)
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};
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var currentTargetD =
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var currentTargetD = group.__currentTargetD || Object.assign({}, targetD, {
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altAutoScale: -1e-3
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});
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if (Object.keys(targetD).some(function (k) {
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}
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// animate from start to finish by default
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var pointsInterpolator = interpolateVectors(
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var pointsInterpolator = interpolateVectors(group.__currentTargetD && group.__currentTargetD.points || [points[0]], points);
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var applyUpdate = function applyUpdate(td) {
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var
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stroke =
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interpolK =
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var kPoints =
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var _group$__currentTarge = group.__currentTargetD = td,
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stroke = _group$__currentTarge.stroke,
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interpolK = _group$__currentTarge.interpolK;
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var kPoints = group.__currentTargetD.points = pointsInterpolator(interpolK);
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if (useFatLine) {
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var _ref4;
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obj.geometry.setPositions((_ref4 = []).concat.apply(_ref4, _toConsumableArray$1(kPoints.map(function (_ref5) {
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stroke: stroke,
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interpolK: 1
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};
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var currentTargetD = Object.assign({},
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var currentTargetD = Object.assign({}, group.__currentTargetD || targetD, {
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interpolK: 0
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});
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if (Object.keys(targetD).some(function (k) {
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var latAccessor = index$1(state.ringLat);
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var lngAccessor = index$1(state.ringLng);
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var altitudeAccessor = index$1(state.ringAltitude);
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var globeCenter = new THREE$3.Vector3(0, 0, 0);
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var globeCenter = state.scene.localToWorld(new THREE$3.Vector3(0, 0, 0)); // translate from local to world coords
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state.dataMapper.onUpdateObj(function (obj, d) {
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var lat = latAccessor(d);
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var lng = lngAccessor(d);
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