globe.gl 2.45.1 → 2.45.2

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package/dist/globe.gl.js CHANGED
@@ -1,4 +1,4 @@
1
- // Version 2.45.1 globe.gl - https://github.com/vasturiano/globe.gl
1
+ // Version 2.45.2 globe.gl - https://github.com/vasturiano/globe.gl
2
2
  (function (global, factory) {
3
3
  typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
4
4
  typeof define === 'function' && define.amd ? define(factory) :
@@ -65127,13 +65127,6 @@ void main() {
65127
65127
  obj.children.forEach(_deallocate$1);
65128
65128
  }
65129
65129
  };
65130
- var emptyObject$1 = function emptyObject(obj) {
65131
- if (obj && obj.children) while (obj.children.length) {
65132
- var childObj = obj.children[0];
65133
- obj.remove(childObj);
65134
- _deallocate$1(childObj);
65135
- }
65136
- };
65137
65130
 
65138
65131
  function polar2Cartesian$3(lat, lng, r) {
65139
65132
  var phi = (90 - lat) * Math.PI / 180;
@@ -65284,7 +65277,7 @@ void main() {
65284
65277
  l.forEach(function (d) {
65285
65278
  if (d.obj) {
65286
65279
  _this.remove(d.obj);
65287
- emptyObject$1(d.obj);
65280
+ _deallocate$1(d.obj);
65288
65281
  delete d.obj;
65289
65282
  }
65290
65283
  });
@@ -65352,7 +65345,7 @@ void main() {
65352
65345
  _classPrivateFieldGet2$2(_tilesMeta, this)[l] && _classPrivateFieldGet2$2(_tilesMeta, this)[l].forEach(function (d) {
65353
65346
  if (d.obj) {
65354
65347
  _this2.remove(d.obj);
65355
- emptyObject$1(d.obj);
65348
+ _deallocate$1(d.obj);
65356
65349
  delete d.obj;
65357
65350
  }
65358
65351
  });
@@ -69448,7 +69441,7 @@ void main() {
69448
69441
  const splitter = 134217729;
69449
69442
  const resulterrbound = (3 + 8 * epsilon$1) * epsilon$1;
69450
69443
 
69451
- // fast_expansion_sum_zeroelim routine from oritinal code
69444
+ // fast_expansion_sum_zeroelim routine from original code
69452
69445
  function sum(elen, e, flen, f, h) {
69453
69446
  let Q, Qnew, hh, bvirt;
69454
69447
  let enow = e[0];
@@ -69713,8 +69706,19 @@ void main() {
69713
69706
  const EPSILON$1 = Math.pow(2, -52);
69714
69707
  const EDGE_STACK = new Uint32Array(512);
69715
69708
 
69709
+ /** @template {ArrayLike<number>} T */
69716
69710
  class Delaunator {
69717
69711
 
69712
+ /**
69713
+ * Constructs a delaunay triangulation object given an array of points (`[x, y]` by default).
69714
+ * `getX` and `getY` are optional functions of the form `(point) => value` for custom point formats.
69715
+ *
69716
+ * @template P
69717
+ * @param {P[]} points
69718
+ * @param {(p: P) => number} [getX]
69719
+ * @param {(p: P) => number} [getY]
69720
+ */
69721
+ // @ts-expect-error TS2322
69718
69722
  static from(points, getX = defaultGetX, getY = defaultGetY) {
69719
69723
  const n = points.length;
69720
69724
  const coords = new Float64Array(n * 2);
@@ -69728,6 +69732,12 @@ void main() {
69728
69732
  return new Delaunator(coords);
69729
69733
  }
69730
69734
 
69735
+ /**
69736
+ * Constructs a delaunay triangulation object given an array of point coordinates of the form:
69737
+ * `[x0, y0, x1, y1, ...]` (use a typed array for best performance). Duplicate points are skipped.
69738
+ *
69739
+ * @param {T} coords
69740
+ */
69731
69741
  constructor(coords) {
69732
69742
  const n = coords.length >> 1;
69733
69743
  if (n > 0 && typeof coords[0] !== 'number') throw new Error('Expected coords to contain numbers.');
@@ -69736,23 +69746,44 @@ void main() {
69736
69746
 
69737
69747
  // arrays that will store the triangulation graph
69738
69748
  const maxTriangles = Math.max(2 * n - 5, 0);
69739
- this._triangles = new Uint32Array(maxTriangles * 3);
69740
- this._halfedges = new Int32Array(maxTriangles * 3);
69749
+ /** @private */ this._triangles = new Uint32Array(maxTriangles * 3);
69750
+ /** @private */ this._halfedges = new Int32Array(maxTriangles * 3);
69741
69751
 
69742
69752
  // temporary arrays for tracking the edges of the advancing convex hull
69743
- this._hashSize = Math.ceil(Math.sqrt(n));
69744
- this._hullPrev = new Uint32Array(n); // edge to prev edge
69745
- this._hullNext = new Uint32Array(n); // edge to next edge
69746
- this._hullTri = new Uint32Array(n); // edge to adjacent triangle
69747
- this._hullHash = new Int32Array(this._hashSize); // angular edge hash
69753
+ /** @private */ this._hashSize = Math.ceil(Math.sqrt(n));
69754
+ /** @private */ this._hullPrev = new Uint32Array(n); // edge to prev edge
69755
+ /** @private */ this._hullNext = new Uint32Array(n); // edge to next edge
69756
+ /** @private */ this._hullTri = new Uint32Array(n); // edge to adjacent triangle
69757
+ /** @private */ this._hullHash = new Int32Array(this._hashSize); // angular edge hash
69748
69758
 
69749
69759
  // temporary arrays for sorting points
69750
- this._ids = new Uint32Array(n);
69751
- this._dists = new Float64Array(n);
69760
+ /** @private */ this._ids = new Uint32Array(n);
69761
+ /** @private */ this._dists = new Float64Array(n);
69762
+
69763
+ /** @private */ this.trianglesLen = 0;
69764
+ /** @private */ this._cx = 0;
69765
+ /** @private */ this._cy = 0;
69766
+ /** @private */ this._hullStart = 0;
69767
+
69768
+
69769
+ /** A `Uint32Array` array of indices that reference points on the convex hull of the input data, counter-clockwise. */
69770
+ this.hull = this._triangles;
69771
+ /** A `Uint32Array` array of triangle vertex indices (each group of three numbers forms a triangle). All triangles are directed counterclockwise. */
69772
+ this.triangles = this._triangles;
69773
+ /**
69774
+ * A `Int32Array` array of triangle half-edge indices that allows you to traverse the triangulation.
69775
+ * `i`-th half-edge in the array corresponds to vertex `triangles[i]` the half-edge is coming from.
69776
+ * `halfedges[i]` is the index of a twin half-edge in an adjacent triangle (or `-1` for outer half-edges on the convex hull).
69777
+ */
69778
+ this.halfedges = this._halfedges;
69752
69779
 
69753
69780
  this.update();
69754
69781
  }
69755
69782
 
69783
+ /**
69784
+ * Updates the triangulation if you modified `delaunay.coords` values in place, avoiding expensive memory allocations.
69785
+ * Useful for iterative relaxation algorithms such as Lloyd's.
69786
+ */
69756
69787
  update() {
69757
69788
  const {coords, _hullPrev: hullPrev, _hullNext: hullNext, _hullTri: hullTri, _hullHash: hullHash} = this;
69758
69789
  const n = coords.length >> 1;
@@ -69775,7 +69806,7 @@ void main() {
69775
69806
  const cx = (minX + maxX) / 2;
69776
69807
  const cy = (minY + maxY) / 2;
69777
69808
 
69778
- let i0, i1, i2;
69809
+ let i0 = 0, i1 = 0, i2 = 0;
69779
69810
 
69780
69811
  // pick a seed point close to the center
69781
69812
  for (let i = 0, minDist = Infinity; i < n; i++) {
@@ -69833,7 +69864,7 @@ void main() {
69833
69864
  }
69834
69865
  this.hull = hull.subarray(0, j);
69835
69866
  this.triangles = new Uint32Array(0);
69836
- this.halfedges = new Uint32Array(0);
69867
+ this.halfedges = new Int32Array(0);
69837
69868
  return;
69838
69869
  }
69839
69870
 
@@ -69881,7 +69912,7 @@ void main() {
69881
69912
  this.trianglesLen = 0;
69882
69913
  this._addTriangle(i0, i1, i2, -1, -1, -1);
69883
69914
 
69884
- for (let k = 0, xp, yp; k < this._ids.length; k++) {
69915
+ for (let k = 0, xp = 0, yp = 0; k < this._ids.length; k++) {
69885
69916
  const i = this._ids[k];
69886
69917
  const x = coords[2 * i];
69887
69918
  const y = coords[2 * i + 1];
@@ -69963,10 +69994,23 @@ void main() {
69963
69994
  this.halfedges = this._halfedges.subarray(0, this.trianglesLen);
69964
69995
  }
69965
69996
 
69997
+ /**
69998
+ * Calculate an angle-based key for the edge hash used for advancing convex hull.
69999
+ *
70000
+ * @param {number} x
70001
+ * @param {number} y
70002
+ * @private
70003
+ */
69966
70004
  _hashKey(x, y) {
69967
70005
  return Math.floor(pseudoAngle(x - this._cx, y - this._cy) * this._hashSize) % this._hashSize;
69968
70006
  }
69969
70007
 
70008
+ /**
70009
+ * Flip an edge in a pair of triangles if it doesn't satisfy the Delaunay condition.
70010
+ *
70011
+ * @param {number} a
70012
+ * @private
70013
+ */
69970
70014
  _legalize(a) {
69971
70015
  const {_triangles: triangles, _halfedges: halfedges, coords} = this;
69972
70016
 
@@ -70022,7 +70066,7 @@ void main() {
70022
70066
 
70023
70067
  const hbl = halfedges[bl];
70024
70068
 
70025
- // edge swapped on the other side of the hull (rare); fix the halfedge reference
70069
+ // edge swapped on the other side of the hull (rare); fix the half-edge reference
70026
70070
  if (hbl === -1) {
70027
70071
  let e = this._hullStart;
70028
70072
  do {
@@ -70052,12 +70096,28 @@ void main() {
70052
70096
  return ar;
70053
70097
  }
70054
70098
 
70099
+ /**
70100
+ * Link two half-edges to each other.
70101
+ * @param {number} a
70102
+ * @param {number} b
70103
+ * @private
70104
+ */
70055
70105
  _link(a, b) {
70056
70106
  this._halfedges[a] = b;
70057
70107
  if (b !== -1) this._halfedges[b] = a;
70058
70108
  }
70059
70109
 
70060
- // add a new triangle given vertex indices and adjacent half-edge ids
70110
+ /**
70111
+ * Add a new triangle given vertex indices and adjacent half-edge ids.
70112
+ *
70113
+ * @param {number} i0
70114
+ * @param {number} i1
70115
+ * @param {number} i2
70116
+ * @param {number} a
70117
+ * @param {number} b
70118
+ * @param {number} c
70119
+ * @private
70120
+ */
70061
70121
  _addTriangle(i0, i1, i2, a, b, c) {
70062
70122
  const t = this.trianglesLen;
70063
70123
 
@@ -70075,18 +70135,43 @@ void main() {
70075
70135
  }
70076
70136
  }
70077
70137
 
70078
- // monotonically increases with real angle, but doesn't need expensive trigonometry
70138
+ /**
70139
+ * Monotonically increases with real angle, but doesn't need expensive trigonometry.
70140
+ *
70141
+ * @param {number} dx
70142
+ * @param {number} dy
70143
+ */
70079
70144
  function pseudoAngle(dx, dy) {
70080
70145
  const p = dx / (Math.abs(dx) + Math.abs(dy));
70081
70146
  return (dy > 0 ? 3 - p : 1 + p) / 4; // [0..1]
70082
70147
  }
70083
70148
 
70149
+ /**
70150
+ * Squared distance between two points.
70151
+ *
70152
+ * @param {number} ax
70153
+ * @param {number} ay
70154
+ * @param {number} bx
70155
+ * @param {number} by
70156
+ */
70084
70157
  function dist(ax, ay, bx, by) {
70085
70158
  const dx = ax - bx;
70086
70159
  const dy = ay - by;
70087
70160
  return dx * dx + dy * dy;
70088
70161
  }
70089
70162
 
70163
+ /**
70164
+ * Check whether point P is inside a circle formed by points A, B, C.
70165
+ *
70166
+ * @param {number} ax
70167
+ * @param {number} ay
70168
+ * @param {number} bx
70169
+ * @param {number} by
70170
+ * @param {number} cx
70171
+ * @param {number} cy
70172
+ * @param {number} px
70173
+ * @param {number} py
70174
+ */
70090
70175
  function inCircle(ax, ay, bx, by, cx, cy, px, py) {
70091
70176
  const dx = ax - px;
70092
70177
  const dy = ay - py;
@@ -70104,6 +70189,16 @@ void main() {
70104
70189
  ap * (ex * fy - ey * fx) < 0;
70105
70190
  }
70106
70191
 
70192
+ /**
70193
+ * Squared radius of the circle formed by points A, B, C.
70194
+ *
70195
+ * @param {number} ax
70196
+ * @param {number} ay
70197
+ * @param {number} bx
70198
+ * @param {number} by
70199
+ * @param {number} cx
70200
+ * @param {number} cy
70201
+ */
70107
70202
  function circumradius(ax, ay, bx, by, cx, cy) {
70108
70203
  const dx = bx - ax;
70109
70204
  const dy = by - ay;
@@ -70120,6 +70215,16 @@ void main() {
70120
70215
  return x * x + y * y;
70121
70216
  }
70122
70217
 
70218
+ /**
70219
+ * Get coordinates of a circumcenter for points A, B, C.
70220
+ *
70221
+ * @param {number} ax
70222
+ * @param {number} ay
70223
+ * @param {number} bx
70224
+ * @param {number} by
70225
+ * @param {number} cx
70226
+ * @param {number} cy
70227
+ */
70123
70228
  function circumcenter(ax, ay, bx, by, cx, cy) {
70124
70229
  const dx = bx - ax;
70125
70230
  const dy = by - ay;
@@ -70136,6 +70241,14 @@ void main() {
70136
70241
  return {x, y};
70137
70242
  }
70138
70243
 
70244
+ /**
70245
+ * Sort points by distance via an array of point indices and an array of calculated distances.
70246
+ *
70247
+ * @param {Uint32Array} ids
70248
+ * @param {Float64Array} dists
70249
+ * @param {number} left
70250
+ * @param {number} right
70251
+ */
70139
70252
  function quicksort(ids, dists, left, right) {
70140
70253
  if (right - left <= 20) {
70141
70254
  for (let i = left + 1; i <= right; i++) {
@@ -70175,15 +70288,22 @@ void main() {
70175
70288
  }
70176
70289
  }
70177
70290
 
70291
+ /**
70292
+ * @param {Uint32Array} arr
70293
+ * @param {number} i
70294
+ * @param {number} j
70295
+ */
70178
70296
  function swap(arr, i, j) {
70179
70297
  const tmp = arr[i];
70180
70298
  arr[i] = arr[j];
70181
70299
  arr[j] = tmp;
70182
70300
  }
70183
70301
 
70302
+ /** @param {[number, number]} p */
70184
70303
  function defaultGetX(p) {
70185
70304
  return p[0];
70186
70305
  }
70306
+ /** @param {[number, number]} p */
70187
70307
  function defaultGetY(p) {
70188
70308
  return p[1];
70189
70309
  }
@@ -169685,9 +169805,9 @@ var<${access}> ${ name } : ${ structName };`;
169685
169805
  state.tileEngine.clearTiles();
169686
169806
  },
169687
169807
  _destructor: function _destructor(state) {
169688
- emptyObject(state.globeObj);
169689
- emptyObject(state.tileEngine);
169690
- emptyObject(state.graticulesObj);
169808
+ _deallocate(state.globeObj);
169809
+ _deallocate(state.tileEngine);
169810
+ _deallocate(state.graticulesObj);
169691
169811
  }
169692
169812
  },
169693
169813
  stateInit: function stateInit() {
@@ -169750,7 +169870,9 @@ var<${access}> ${ name } : ${ structName };`;
169750
169870
  !globeMaterial.color && (globeMaterial.color = new THREE$h.Color(0x000000));
169751
169871
  } else {
169752
169872
  new THREE$h.TextureLoader().load(state.globeImageUrl, function (texture) {
169873
+ var _globeMaterial$map;
169753
169874
  texture.colorSpace = THREE$h.SRGBColorSpace;
169875
+ (_globeMaterial$map = globeMaterial.map) === null || _globeMaterial$map === void 0 || _globeMaterial$map.dispose(); // GC previous texture
169754
169876
  globeMaterial.map = texture;
169755
169877
  globeMaterial.color = null;
169756
169878
  globeMaterial.needsUpdate = true;
@@ -169766,6 +169888,8 @@ var<${access}> ${ name } : ${ structName };`;
169766
169888
  globeMaterial.needsUpdate = true;
169767
169889
  } else {
169768
169890
  state.bumpImageUrl && new THREE$h.TextureLoader().load(state.bumpImageUrl, function (texture) {
169891
+ var _globeMaterial$bumpMa;
169892
+ (_globeMaterial$bumpMa = globeMaterial.bumpMap) === null || _globeMaterial$bumpMa === void 0 || _globeMaterial$bumpMa.dispose(); // GC previous texture
169769
169893
  globeMaterial.bumpMap = texture;
169770
169894
  globeMaterial.needsUpdate = true;
169771
169895
  });
@@ -169775,7 +169899,7 @@ var<${access}> ${ name } : ${ structName };`;
169775
169899
  if (state.atmosphereObj) {
169776
169900
  // recycle previous atmosphere object
169777
169901
  state.scene.remove(state.atmosphereObj);
169778
- emptyObject(state.atmosphereObj);
169902
+ _deallocate(state.atmosphereObj);
169779
169903
  }
169780
169904
  if (state.atmosphereColor && state.atmosphereAltitude) {
169781
169905
  var obj = state.atmosphereObj = new GlowMesh(state.globeObj.geometry, {
@@ -169910,7 +170034,7 @@ var<${access}> ${ name } : ${ structName };`;
169910
170034
  fn(obj, dId);
169911
170035
  var removeFn = function removeFn() {
169912
170036
  _this3.scene.remove(obj);
169913
- emptyObject(obj);
170037
+ _deallocate(obj);
169914
170038
  delete d[_classPrivateFieldGet2(_objBindAttr, _this3)];
169915
170039
  };
169916
170040
  _classPrivateFieldGet2(_removeDelay, _this3) ? setTimeout(removeFn, _classPrivateFieldGet2(_removeDelay, _this3)) : removeFn();
@@ -179944,7 +180068,7 @@ var<${access}> ${ name } : ${ structName };`;
179944
180068
  return [event.pageX, event.pageY];
179945
180069
  }
179946
180070
 
179947
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179948
180072
 
179949
180073
  function _arrayLikeToArray$1(r, a) {
179950
180074
  (null == a || a > r.length) && (a = r.length);
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180047
180171
  var _reactElement2VNode = function reactElement2VNode(el) {
180048
180172
  // Among other things, react VNodes (and all its children) need to have constructor: undefined attributes in order to be recognised, cloneElement (applied recursively) does the necessary conversion
180049
180173
  if (!(_typeof(el) === 'object')) return el;
180050
- var res = Q(el);
180174
+ var res = W(el);
180051
180175
  if (res.props) {
180052
180176
  var _res$props;
180053
180177
  res.props = _objectSpread2({}, res.props);
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180058
180182
  return res;
180059
180183
  };
180060
180184
  var isReactRenderable = function isReactRenderable(o) {
180061
- return t(Q(o));
180185
+ return t(W(o));
180062
180186
  };
180063
180187
  var render = function render(jsx, domEl) {
180064
180188
  delete domEl.__k; // Wipe traces of previous preact renders
180065
- J(_reactElement2VNode(jsx), domEl);
180189
+ R(_reactElement2VNode(jsx), domEl);
180066
180190
  };
180067
180191
 
180068
180192
  function styleInject$1(css, ref) {
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180448
180572
  } else {
180449
180573
  var camPos = Object.assign({}, camera.position);
180450
180574
  var camLookAt = getLookAt();
180451
- state.tweenGroup.add(new Tween(camPos).to(finalPos, transitionDuration).easing(Easing.Quadratic.Out).onUpdate(setCameraPos).start());
180575
+ state.tweenGroup.add(new Tween(camPos).to(finalPos, transitionDuration).easing(Easing.Quadratic.Out).onUpdate(setCameraPos).onComplete(function () {
180576
+ state.tweenGroup.remove(this);
180577
+ }).start());
180452
180578
 
180453
180579
  // Face direction in 1/3rd of time
180454
- state.tweenGroup.add(new Tween(camLookAt).to(finalLookAt, transitionDuration / 3).easing(Easing.Quadratic.Out).onUpdate(setLookAt).start());
180580
+ state.tweenGroup.add(new Tween(camLookAt).to(finalLookAt, transitionDuration / 3).easing(Easing.Quadratic.Out).onUpdate(setLookAt).onComplete(function () {
180581
+ state.tweenGroup.remove(this);
180582
+ }).start());
180455
180583
  }
180456
180584
  return this;
180457
180585
  }