Agriculture-front-end/public/libs/deck.gl/5.1.3/deck.gl.min.js
2023-06-22 06:50:23 +08:00

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/*!
*
* deck.gl.js (https://github.com/SuperMap/deck.gl.git)
* license: MIT
*
* origin: 'https://github.com/uber/deck.gl.git'
* fork: 'https://github.com/SuperMap/deck.gl.git'
* branch: 'https://github.com/SuperMap/deck.gl/tree/deck.gl-for-iclient'
*
*
*/
/*! For license information please see main.js.LICENSE.txt */
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this._timerQueryStart(),this.program.draw({parameters:o,drawMode:this.getDrawMode(),vertexCount:this.getVertexCount(),vertexArray:a,transformFeedback:i,isIndexed:f,indexType:d,isInstanced:h,instanceCount:p}),this._timerQueryEnd(),this.onAfterRender(),this.unsetProgramState(),this.setNeedsRedraw(!1),s.b.groupEnd(2,">>> RENDERING MODEL "+this.id),this}},{key:"setProgramState",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t=e.vertexArray,n=void 0===t?null:t,r=this.program;return r.use(),this.drawParams={},r.setBuffers(this.buffers,{drawParams:this.drawParams}),r.checkAttributeBindings({vertexArray:n}),r.setUniforms(this.uniforms,this.samplers),this}},{key:"unsetProgramState",value:function(){return this.program.unsetBuffers(),this}},{key:"addViewUniforms",value:function(e){var t=e.camera,n=e.viewMatrix,r=e.modelMatrix,i=t?t.getUniforms():{},o=n?this.getCoordinateUniforms(n,r):{};return Object.assign({},e,i,o)}},{key:"_initializeProgram",value:function(e){var t=e.vs,i=e.fs,o=e.modules,a=e.defines,s=(e.moduleSettings,e.defaultUniforms,e.program),l=e.shaderCache,f=e.varyings,d=e.bufferMode;if(this.getModuleUniforms=function(e){},!s){t||(t=u.a.vs),i||(i=u.a.fs);var p=n.i(c.a)(this.gl,{vs:t,fs:i,modules:o,defines:a});t=p.vs,i=p.fs,s=l?l.getProgram(this.gl,{vs:t,fs:i,id:this.id}):new r.Program(this.gl,{vs:t,fs:i,varyings:f,bufferMode:d});var v=p.getUniforms;this.getModuleUniforms=v||function(e){}}this.program=s,h()(this.program instanceof r.Program,"Model needs a program")}},{key:"_checkForDeprecatedUniforms",value:function(e){m.forEach((function(t){t in e&&s.b.deprecated(t,"use picking shader module and Model class updateModuleSettings()")}))}},{key:"_timerQueryStart",value:function(){!0===this.timerQueryEnabled&&(this.timeElapsedQuery||(this.timeElapsedQuery=new 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this._onPanStart(e);case"panmove":return this._onPan(e);case"panend":return this._onPanEnd(e);case"pinchstart":return this._onPinchStart(e);case"pinchmove":return this._onPinch(e);case"pinchend":return this._onPinchEnd(e);case"doubletap":return this._onDoubleTap(e);case"wheel":return this._onWheel(e);case"keydown":return this._onKeyDown(e);default:return!1}}},{key:"getCenter",value:function(e){var t=e.offsetCenter;return[t.x,t.y]}},{key:"isFunctionKeyPressed",value:function(e){var t=e.srcEvent;return Boolean(t.metaKey||t.altKey||t.ctrlKey||t.shiftKey)}},{key:"isDragging",value:function(){return this._state.isDragging}},{key:"setOptions",value:function(e){var t=e.onViewportChange,n=e.onStateChange,r=void 0===n?this.onStateChange:n,i=e.eventManager,o=void 0===i?this.eventManager:i,a=e.scrollZoom,s=void 0===a||a,u=e.dragPan,c=void 0===u||u,l=e.dragRotate,f=void 0===l||l,y=e.doubleClickZoom,_=void 0===y||y,m=e.touchZoom,b=void 0===m||m,E=e.touchRotate,w=void 0!==E&&E,P=e.keyboard,S=void 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0!==arguments[2]?arguments[2]:{},r=this.viewportState.getViewportProps(),i=Object.assign({},e.getViewportProps(),t);if(this.onViewportChange&&Object.keys(i).some((function(e){return r[e]!==i[e]}))){var o=this.viewportState.getViewport?this.viewportState.getViewport():null;this.onViewportChange(i,o)}this.setState(Object.assign({},e.getInteractiveState(),n))}},{key:"_onPanStart",value:function(e){var t=this.getCenter(e),n=this.viewportState.panStart({pos:t}).rotateStart({pos:t});return this.updateViewport(n,l,{isDragging:!0})}},{key:"_onPan",value:function(e){return this.isFunctionKeyPressed(e)||e.rightButton?this._onPanRotate(e):this._onPanMove(e)}},{key:"_onPanEnd",value:function(e){var t=this.viewportState.panEnd().rotateEnd();return this.updateViewport(t,null,{isDragging:!1})}},{key:"_onPanMove",value:function(e){if(!this.dragPan)return!1;var t=this.getCenter(e),n=this.viewportState.pan({pos:t});return this.updateViewport(n,l,{isDragging:!0})}},{key:"_onPanRotate",value:function(e){return!!this.dragRotate&&(this.viewportState instanceof i.default?this._onPanRotateMap(e):this._onPanRotateStandard(e))}},{key:"_onPanRotateStandard",value:function(e){var t=e.deltaX,n=e.deltaY,r=this.viewportState.getViewportProps(),i=t/r.width,o=n/r.height,a=this.viewportState.rotate({deltaScaleX:i,deltaScaleY:o});return this.updateViewport(a,l,{isDragging:!0})}},{key:"_onPanRotateMap",value:function(e){var t=e.deltaX,n=e.deltaY,r=function(e,t){if(Array.isArray(e))return e;if(Symbol.iterator in Object(e))return function(e,t){var n=[],r=!0,i=!1,o=void 0;try{for(var a,s=e[Symbol.iterator]();!(r=(a=s.next()).done)&&(n.push(a.value),!t||n.length!==t);r=!0);}catch(e){i=!0,o=e}finally{try{!r&&s.return&&s.return()}finally{if(i)throw o}}return n}(e,t);throw new TypeError("Invalid attempt to destructure non-iterable instance")}(this.getCenter(e),2)[1],i=r-n,o=this.viewportState.getViewportProps(),a=o.width,s=o.height,u=t/a,c=0;n>0?Math.abs(s-i)>5&&(c=n/(i-s)*1.2):n<0&&i>5&&(c=1-r/i),c=Math.min(1,Math.max(-1,c));var f=this.viewportState.rotate({deltaScaleX:u,deltaScaleY:c});return this.updateViewport(f,l,{isDragging:!0})}},{key:"_onWheel",value:function(e){if(!this.scrollZoom)return!1;var t=this.getCenter(e),n=e.delta,r=2/(1+Math.exp(-Math.abs(.01*n)));n<0&&0!==r&&(r=1/r);var i=this.viewportState.zoom({pos:t,scale:r});return this.updateViewport(i,l)}},{key:"_onPinchStart",value:function(e){var t=this.getCenter(e),n=this.viewportState.zoomStart({pos:t}).rotateStart({pos:t});return this._state.startPinchRotation=e.rotation,this.updateViewport(n,l,{isDragging:!0})}},{key:"_onPinch",value:function(e){if(!this.touchZoom&&!this.touchRotate)return!1;var t=this.viewportState;if(this.touchZoom){var n=e.scale,r=this.getCenter(e);t=t.zoom({pos:r,scale:n})}if(this.touchRotate){var i=e.rotation,o=this._state.startPinchRotation;t=t.rotate({deltaScaleX:-(i-o)/180})}return this.updateViewport(t,l,{isDragging:!0})}},{key:"_onPinchEnd",value:function(e){var t=this.viewportState.zoomEnd().rotateEnd();return this._state.startPinchRotation=0,this.updateViewport(t,null,{isDragging:!1})}},{key:"_onDoubleTap",value:function(e){if(!this.doubleClickZoom)return!1;var t=this.getCenter(e),n=this.isFunctionKeyPressed(e),r=this.viewportState.zoom({pos:t,scale:n?.5:2});return this.updateViewport(r,f)}},{key:"_onKeyDown",value:function(e){if(!this.keyboard)return!1;var t=this.isFunctionKeyPressed(e),n=this.viewportState,r=void 0;switch(e.srcEvent.keyCode){case 189:r=t?n.zoomOut().zoomOut():n.zoomOut();break;case 187:r=t?n.zoomIn().zoomIn():n.zoomIn();break;case 37:r=t?n.rotateLeft():n.moveLeft();break;case 39:r=t?n.rotateRight():n.moveRight();break;case 38:r=t?n.rotateUp():n.moveUp();break;case 40:r=t?n.rotateDown():n.moveDown();break;default:return!1}return this.updateViewport(r,f)}}]),e}();t.default=y},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=0,o=function(){function e(){!function(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}(this,e),this.id="effect",this.count=i++,this.visible=!0,this.priority=0,this.needsRedraw=!1}return r(e,[{key:"initialize",value:function(e){e.gl,e.layerManager}},{key:"finalize",value:function(e){e.gl,e.layerManager}},{key:"preDraw",value:function(e){e.gl,e.layerManager}},{key:"draw",value:function(e){e.gl,e.layerManager}},{key:"setNeedsRedraw",value:function(){var e=!(arguments.length>0&&void 0!==arguments[0])||arguments[0];this.needsRedraw=e}}]),e}();t.default=o},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=n(70),o=p(n(182)),a=p(n(185)),s=n(194),u=p(n(17)),c=n(340),l=n(187),f=n(124),d=n(12),h=p(n(1));function p(e){return e&&e.__esModule?e:{default:e}}function v(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}var g=Object.freeze({}),y=function(){},_={dataComparator:null,updateTriggers:{},numInstances:void 0,visible:!0,pickable:!1,opacity:.8,onHover:y,onClick:y,coordinateSystem:i.COORDINATE_SYSTEM.LNGLAT,coordinateOrigin:[0,0,0],parameters:{},uniforms:{},framebuffer:null,animation:null,getPolygonOffset:function(e){return[0,100*-e.layerIndex]},highlightedObjectIndex:null,autoHighlight:!1,highlightColor:[0,0,128,128]},m=0,b=function(){function e(){v(this,e),this.props=c.createProps.apply(this,arguments),this.id=this.props.id,this.oldProps=g,this.count=m++,this.lifecycle=i.LIFECYCLE.NO_STATE,this.state=null,this.context=null,this.parentLayer=null,this.internalState=null,Object.seal(this)}return r(e,[{key:"clone",value:function(e){return new this.constructor(Object.assign({},this.props,e))}},{key:"toString",value:function(){return(this.constructor.layerName||this.constructor.name)+"({id: '"+this.props.id+"'})"}},{key:"setState",value:function(e){Object.assign(this.state,e),this.state.needsRedraw=!0}},{key:"setNeedsRedraw",value:function(){var e=!(arguments.length>0&&void 0!==arguments[0])||arguments[0];this.state&&(this.state.needsRedraw=e)}},{key:"getNeedsRedraw",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t=e.clearRedrawFlags,n=void 0!==t&&t;return this._getNeedsRedraw(n)}},{key:"getModels",value:function(){return this.state.models||(this.state.model?[this.state.model]:[])}},{key:"needsUpdate",value:function(){return this.shouldUpdateState(this._getUpdateParams())}},{key:"isPickable",value:function(){return this.props.pickable&&this.props.visible}},{key:"getAttributeManager",value:function(){return this.state&&this.state.attributeManager}},{key:"getFirstObject",value:function(){var e=this.props.data,t=!0,n=!1,r=void 0;try{for(var i,o=e[Symbol.iterator]();!(t=(i=o.next()).done);t=!0)return i.value}catch(e){n=!0,r=e}finally{try{!t&&o.return&&o.return()}finally{if(n)throw r}}return null}},{key:"project",value:function(e){var t=this.context.viewport;return(0,h.default)(Array.isArray(e),"Layer.project needs [lng,lat]"),t.project(e)}},{key:"unproject",value:function(e){var t=this.context.viewport;return(0,h.default)(Array.isArray(e),"Layer.unproject needs [x,y]"),t.unproject(e)}},{key:"projectFlat",value:function(e){var t=this.context.viewport;return(0,h.default)(Array.isArray(e),"Layer.project needs [lng,lat]"),t.projectFlat(e)}},{key:"unprojectFlat",value:function(e){var t=this.context.viewport;return(0,h.default)(Array.isArray(e),"Layer.unproject needs [x,y]"),t.unprojectFlat(e)}},{key:"screenToDevicePixels",value:function(e){return u.default.deprecated("screenToDevicePixels","DeckGL prop useDevicePixels for conversion"),e*("undefined"!=typeof window?window.devicePixelRatio:1)}},{key:"nullPickingColor",value:function(){return[0,0,0]}},{key:"encodePickingColor",value:function(e){return(0,h.default)(0==(e+1>>24&255),"index out of picking color range"),[e+1&255,e+1>>8&255,e+1>>8>>8&255]}},{key:"decodePickingColor",value:function(e){(0,h.default)(e instanceof Uint8Array);var t=function(e,t){if(Array.isArray(e))return e;if(Symbol.iterator in Object(e))return function(e,t){var n=[],r=!0,i=!1,o=void 0;try{for(var a,s=e[Symbol.iterator]();!(r=(a=s.next()).done)&&(n.push(a.value),!t||n.length!==t);r=!0);}catch(e){i=!0,o=e}finally{try{!r&&s.return&&s.return()}finally{if(i)throw o}}return n}(e,t);throw new TypeError("Invalid attempt to destructure non-iterable instance")}(e,3);return t[0]+256*t[1]+65536*t[2]-1}},{key:"initializeState",value:function(){throw new Error("Layer "+this+" has not defined initializeState")}},{key:"shouldUpdateState",value:function(e){return e.oldProps,e.props,e.oldContext,e.context,e.changeFlags.propsOrDataChanged}},{key:"updateState",value:function(e){e.oldProps,e.props,e.oldContext,e.context;var t=e.changeFlags,n=this.getAttributeManager();t.dataChanged&&n&&n.invalidateAll()}},{key:"finalizeState",value:function(){}},{key:"updateTransition",value:function(){var e=this.state,t=e.model,n=e.attributeManager,r=n&&n.updateTransition();t&&r&&t.setAttributes(n.getChangedAttributes({transition:!0}))}},{key:"draw",value:function(e){var t=!0,n=!1,r=void 0;try{for(var i,o=this.getModels()[Symbol.iterator]();!(t=(i=o.next()).done);t=!0)i.value.draw(e)}catch(e){n=!0,r=e}finally{try{!t&&o.return&&o.return()}finally{if(n)throw r}}}},{key:"getPickingInfo",value:function(e){var t=e.info,n=(e.mode,t.index);return n>=0&&Array.isArray(this.props.data)&&(t.object=this.props.data[n]),t}},{key:"invalidateAttribute",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:"all",t=arguments.length>1&&void 0!==arguments[1]?arguments[1]:"",n=this.getAttributeManager();n&&("all"===e?(u.default.log(1,"updateTriggers invalidating all attributes: "+t),n.invalidateAll()):(u.default.log(1,"updateTriggers invalidating attribute "+e+": "+t),n.invalidate(e)))}},{key:"updateAttributes",value:function(e){var t=this.getAttributeManager();if(t){var n=this.getNumInstances(e);t.update({data:e.data,numInstances:n,props:e,transitions:e.transitions,buffers:e,context:this,ignoreUnknownAttributes:!0});var r=this.state.model;if(r){var i=t.getChangedAttributes({clearChangedFlags:!0});r.setAttributes(i)}}}},{key:"calculateInstancePickingColors",value:function(e,t){for(var n=t.numInstances,r=e.value,i=e.size,o=0;o<n;o++){var a=this.encodePickingColor(o);r[o*i+0]=a[0],r[o*i+1]=a[1],r[o*i+2]=a[2]}}},{key:"getNumInstances",value:function(e){if(e=e||this.props,this.state&&void 0!==this.state.numInstances)return this.state.numInstances;if(void 0!==e.numInstances)return e.numInstances;var t=e.data;return(0,s.count)(t)}},{key:"_initialize",value:function(){(0,h.default)(0===arguments.length),(0,h.default)(this.context.gl),(0,h.default)(!this.state);var e=new o.default(this.context.gl,{id:this.props.id});e.addInstanced({instancePickingColors:{type:d.GL.UNSIGNED_BYTE,size:3,update:this.calculateInstancePickingColors}}),this.internalState={subLayers:null,stats:new a.default({id:"draw"})},this.state={attributeManager:e,model:null,needsRedraw:!0},this.initializeState(this.context),this.setChangeFlags({dataChanged:!0,propsChanged:!0,viewportChanged:!0}),this._updateState(this._getUpdateParams()),this.isComposite&&this._renderLayers(!0);var t=this.state.model;t&&(t.id=this.props.id,t.program.id=this.props.id+"-program",t.geometry.id=this.props.id+"-geometry",t.setAttributes(e.getAttributes())),this.isComposite&&this._renderLayers(),this.clearChangeFlags()}},{key:"_update",value:function(){(0,h.default)(0===arguments.length);var e=this.needsUpdate(),t=this._getUpdateParams();e&&this._updateState(t),this.isComposite&&this._renderLayers(e),this.clearChangeFlags(),this.oldProps=g}},{key:"_updateState",value:function(e){this.updateState(e),this.updateAttributes(this.props),this._updateBaseUniforms(),this._updateModuleSettings(),this.state.model&&this.state.model.setInstanceCount(this.getNumInstances())}},{key:"_finalize",value:function(){(0,h.default)(0===arguments.length),this.finalizeState(this.context),(0,f.removeLayerInSeer)(this.id)}},{key:"drawLayer",value:function(e){var t=this,n=e.moduleParameters,r=void 0===n?null:n,i=e.uniforms,o=void 0===i?{}:i,a=e.parameters,s=void 0===a?{}:a;if(o.picking_uActive||this.updateTransition(),r){var u=!0,c=!1,l=void 0;try{for(var f,h=this.getModels()[Symbol.iterator]();!(u=(f=h.next()).done);u=!0)f.value.updateModuleSettings(r)}catch(e){c=!0,l=e}finally{try{!u&&h.return&&h.return()}finally{if(c)throw l}}}var p=this.props.getPolygonOffset,v=p&&p(o)||[0,0];s.polygonOffset=v,(0,d.withParameters)(this.context.gl,s,(function(){t.draw({moduleParameters:r,uniforms:o,parameters:s,context:t.context})}))}},{key:"pickLayer",value:function(e){return this.getPickingInfo(e)}},{key:"getChangeFlags",value:function(){return this.internalState.changeFlags}},{key:"setChangeFlags",value:function(e){var t=this;this.internalState.changeFlags=this.internalState.changeFlags||{};var n=this.internalState.changeFlags;e.dataChanged&&!n.dataChanged&&(n.dataChanged=e.dataChanged,u.default.log(2,(function(){return"dataChanged: "+e.dataChanged+" in 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e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t=e.data,n=e.numInstances,r=e.transitions,i=e.props,o=void 0===i?{}:i,a=e.buffers,s=void 0===a?{}:a,u=e.context,c=void 0===u?{}:u,l=e.ignoreUnknownAttributes,f=void 0!==l&&l;this._checkExternalBuffers({buffers:s,ignoreUnknownAttributes:f}),this._setExternalBuffers(s),this._analyzeBuffers({numInstances:n})&&(h.onUpdateStart({level:1,id:this.id,numInstances:n}),this.stats.timeStart(),this._updateBuffers({numInstances:n,data:t,props:o,context:c}),this.stats.timeEnd(),h.onUpdateEnd({level:1,id:this.id,numInstances:n})),this.attributeTransitionManger.update(this.attributes,r)}},{key:"getAttributes",value:function(){return this.attributes}},{key:"getChangedAttributes",value:function(e){var t=e.transition,n=void 0!==t&&t,r=e.clearChangedFlags,i=void 0!==r&&r,o=this.attributes,a=this.attributeTransitionManger;if(n)return a.getAttributes();var s={};for(var u in o){var 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t=e.numInstances,n=e.data,r=e.props,i=e.context,o=this.attributes,s=Math.max(t,1);for(var u in o){var c=o[u];if(c.needsAlloc){var l=d(c.type||a.GL.FLOAT);c.value=new l(c.size*s),h.onUpdate({level:2,message:u+" allocated "+s,id:this.id}),c.needsAlloc=!1,c.needsUpdate=!0}}for(var f in o){var p=o[f];p.needsUpdate&&this._updateBuffer({attribute:p,attributeName:f,numInstances:t,data:n,props:r,context:i})}this.allocedInstances=s}},{key:"_updateBuffer",value:function(e){var t=e.attribute,n=e.attributeName,r=e.numInstances,i=e.data,o=e.props,a=e.context,s=t.update,u=t.accessor,c=new Date;s?(s.call(a,t,{data:i,props:o,numInstances:r}),this._checkAttributeArray(t,n)):u?(this._updateBufferViaStandardAccessor({attribute:t,data:i,props:o}),this._checkAttributeArray(t,n)):h.onUpdate({level:2,message:n+" missing update function",id:this.id});var l=Math.round(new Date-c)+"ms";h.onUpdate({level:2,message:n+" updated "+r+" 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n=t.viewport,r=t.pixelRatio,i=e.canvas?e.canvas.clientHeight:100,o=n;return[o.x*r,(i-o.y-o.height)*r,o.width*r,o.height*r]}(e,{viewport:o,pixelRatio:y}),m={totalCount:n.length,visibleCount:0,compositeCount:0,pickableCount:0};(0,r.setParameters)(e,f||{}),n.forEach((function(t,n){var r=t.props.visible;c&&(r=r&&t.props.pickable),r&&d&&(r=d({layer:t,viewport:o,isPicking:c})),r&&t.props.pickable&&m.pickableCount++,t.isComposite&&m.compositeCount++,r&&(t.isComposite||m.visibleCount++,function(e){var t=e.layer,n=e.layerIndex,r=e.drawPickingColors,i=e.glViewport,o=e.parameters,a=Object.assign({},t.props,{viewport:t.context.viewport,pickingActive:r?1:0}),s=Object.assign({},t.context.uniforms,{layerIndex:n}),u=Object.assign({},t.props.parameters||{},o);Object.assign(u,{viewport:i}),r?Object.assign(u,{blendColor:[0,0,0,(n+1)/255]}):Object.assign(a,function(e){return Number.isInteger(e.props.highlightedObjectIndex)?{pickingSelectedColor:e.props.highlightedObjectIndex>=0?e.encodePickingColor(e.props.highlightedObjectIndex):null}:null}(t)),t.drawLayer({moduleParameters:a,uniforms:s,parameters:u})}({gl:e,layer:t,layerIndex:n,drawPickingColors:c,glViewport:_,parameters:f}))})),s++,function(e){var t=e.renderStats,n=e.pass,r=e.redrawReason;if(i.default.priority>=2){var o=t.totalCount,a=t.visibleCount,u=t.compositeCount,c=t.pickableCount,l=o-u-a,f="";f+="RENDER #"+s+" "+a+" (of "+o+" layers) to "+n+" because "+r+" ",i.default.priority>2&&(f+="("+l+" hidden, "+u+" composite "+c+" unpickable)"),i.default.log(2,f)}}({renderStats:m,pass:p,redrawReason:g})}(e,{layers:n,viewport:l,useDevicePixels:c,drawPickingColors:f,deviceRect:h,parameters:v,layerFilter:y,pass:m,redrawReason:E})}))}},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=g(n(1)),o=n(12),a=g(n(173)),s=g(n(123)),u=n(183),c=n(339),l=n(70),f=g(n(42)),d=g(n(86)),h=g(n(17)),p=n(126),v=n(124);function g(e){return e&&e.__esModule?e:{default:e}}function y(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}var _={uniforms:{},viewports:[],viewport:null,layerFilter:null,viewportChanged:!0,pickingFBO:null,useDevicePixels:!0,lastPickedInfo:{index:-1,layerId:null}},m=function(e){return e instanceof s.default?""+e:e?"invalid":"null"},b=function(){function e(t){var n=arguments.length>1&&void 0!==arguments[1]?arguments[1]:{},r=n.eventManager,i=n.isGeographicCoordinateSystem;y(this,e),this.lastRenderedLayers=[],this.prevLayers=[],this.layers=[],this.oldContext={},this.context=Object.assign({},_,{gl:t,shaderCache:new o.ShaderCache({gl:t,_cachePrograms:!0})}),this.width=100,this.height=100,this.viewDescriptors=[],this.viewDescriptorsChanged=!0,this.viewports=[],this._needsRedraw="Initial render",this._pickingRadius=0,this._eventManager=null,this._onLayerClick=null,this._onLayerHover=null,this._onClick=this._onClick.bind(this),this._onPointerMove=this._onPointerMove.bind(this),this._onPointerLeave=this._onPointerLeave.bind(this),this._pickAndCallback=this._pickAndCallback.bind(this),this._initSeer=this._initSeer.bind(this),this._editSeer=this._editSeer.bind(this),(0,v.seerInitListener)(this._initSeer),(0,v.layerEditListener)(this._editSeer),Object.seal(this),r&&this._initEventHandling(r),this.setViewports([new d.default({width:1,height:1,latitude:0,longitude:0,zoom:1,isGeographicCoordinateSystem:i})])}return r(e,[{key:"finalize",value:function(){a.default.removeListener(this._initSeer),a.default.removeListener(this._editSeer)}},{key:"needsRedraw",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t=e.clearRedrawFlags,n=void 0===t||t;return this._checkIfNeedsRedraw(n)}},{key:"setNeedsRedraw",value:function(e){this._needsRedraw=this._needsRedraw||e}},{key:"getLayers",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t=e.layerIds,n=void 0===t?null:t;return n?this.layers.filter((function(e){return n.find((function(t){return 0===e.id.indexOf(t)}))})):this.layers}},{key:"getViewports",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t=e.width,n=e.height;return(t!==this.width||n!==this.height||this.viewDescriptorsChanged)&&(this._rebuildViewportsFromViews({viewDescriptors:this.viewDescriptors,width:t,height:n}),this.width=t,this.height=n),this.viewports}},{key:"setParameters",value:function(e){"eventManager"in e&&this._initEventHandling(e.eventManager),("pickingRadius"in e||"onLayerClick"in e||"onLayerHover"in e)&&this._setEventHandlingParameters(e),"layers"in e&&this.setLayers(e.layers),"viewports"in e&&this.setViewports(e.viewports),"layerFilter"in e&&(this.context.layerFilter=e.layerFilter,this.context.layerFilter!==e.layerFilter&&this.setNeedsRedraw("layerFilter changed")),"drawPickingColors"in e&&this.context.drawPickingColors!==e.drawPickingColors&&this.setNeedsRedraw("drawPickingColors changed"),Object.assign(this.context,e)}},{key:"setViewports",value:function(e){var t=(0,p.flatten)(e,{filter:Boolean}).map((function(e){return e instanceof f.default?{viewport:e}:e}));this.viewDescriptorsChanged=this.viewDescriptorsChanged||this._diffViews(t,this.viewDescriptors),this.viewDescriptorsChanged&&(this.viewDescriptors=t,this._rebuildViewportsFromViews({viewDescriptors:this.viewDescriptors}),this.viewDescriptorsChanged=!1)}},{key:"setLayers",value:function(e){if((0,i.default)(this.context.viewport,"LayerManager.updateLayers: viewport not set"),e===this.lastRenderedLayers)return h.default.log(3,"Ignoring layer update due to layer array not changed"),this;this.lastRenderedLayers=e,e=(0,p.flatten)(e,{filter:Boolean});var t=!0,n=!1,r=void 0;try{for(var o,a=e[Symbol.iterator]();!(t=(o=a.next()).done);t=!0)o.value.context=this.context}catch(e){n=!0,r=e}finally{try{!t&&a.return&&a.return()}finally{if(n)throw r}}this.prevLayers=this.layers;var s=this._updateLayers({oldLayers:this.prevLayers,newLayers:e}),u=s.error,c=s.generatedLayers;if(this.layers=c,u)throw u;return this}},{key:"drawLayers",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t=e.pass,n=void 0===t?"render to screen":t,r=e.redrawReason,i=void 0===r?"unknown reason":r,o=this.context,a=o.gl,s=o.useDevicePixels,c=o.drawPickingColors;(0,u.drawLayers)(a,{layers:this.layers,viewports:this.getViewports(),onViewportActive:this._activateViewport.bind(this),useDevicePixels:s,drawPickingColors:c,pass:n,layerFilter:this.context.layerFilter,redrawReason:i})}},{key:"pickObject",value:function(e){var t=e.x,n=e.y,r=e.mode,i=e.radius,o=void 0===i?0:i,a=e.layerIds,s=e.layerFilter,u=this.context,l=u.gl,f=u.useDevicePixels,d=this.getLayers({layerIds:a});return(0,c.pickObject)(l,{x:t,y:n,radius:o,layers:d,mode:r,layerFilter:s,viewports:this.getViewports(),onViewportActive:this._activateViewport.bind(this),pickingFBO:this._getPickingBuffer(),lastPickedInfo:this.context.lastPickedInfo,useDevicePixels:f})}},{key:"pickObjects",value:function(e){var t=e.x,n=e.y,r=e.width,i=e.height,o=e.layerIds,a=e.layerFilter,s=this.context,u=s.gl,l=s.useDevicePixels,f=this.getLayers({layerIds:o});return(0,c.pickVisibleObjects)(u,{x:t,y:n,width:r,height:i,layers:f,layerFilter:a,mode:"pickObjects",viewport:this.context.viewport,viewports:this.getViewports(),onViewportActive:this._activateViewport.bind(this),pickingFBO:this._getPickingBuffer(),useDevicePixels:l})}},{key:"updateLayers",value:function(e){var t=e.newLayers;h.default.deprecated("updateLayers","setLayers"),this.setLayers(t)}},{key:"setViewport",value:function(e){return h.default.deprecated("setViewport","setViewports"),this.setViewports([e]),this}},{key:"_checkIfNeedsRedraw",value:function(e){var t=this._needsRedraw;e&&(this._needsRedraw=!1);var n=!0,r=!1,i=void 0;try{for(var o,a=this.layers[Symbol.iterator]();!(n=(o=a.next()).done);n=!0){var s=o.value.getNeedsRedraw({clearRedrawFlags:e});t=t||s}}catch(e){r=!0,i=e}finally{try{!n&&a.return&&a.return()}finally{if(r)throw i}}return t}},{key:"_rebuildViewportsFromViews",value:function(e){var t=this,n=e.viewDescriptors,r=e.width,o=e.height,a=n.map((function(e){return e.viewport instanceof f.default?e.viewport:t._makeViewportFromViewDescriptor({viewDescriptor:e,width:r,height:o})}));this.setNeedsRedraw("Viewport(s) changed");var s=a[0];(0,i.default)(s instanceof f.default,"Invalid viewport"),this.context.viewports=a,this._activateViewport(s),this.viewports=a,this.viewDescriptorsChanged=!1}},{key:"_makeViewportFromViewDescriptor",value:function(e){var t=e.viewDescriptor,n=(e.width,e.height,t.type),r=t.viewState,i=this._getViewDimensions({viewDescriptor:t});return new n(Object.assign({},t,i,r))}},{key:"_diffViews",value:function(e,t){var n=this;return e.length!==t.length||e.some((function(r,i){return n._diffView(e[i],t[i])}))}},{key:"_diffView",value:function(e,t){return e.viewport?!t.viewport||!e.viewport.equals(t.viewport):e!==t}},{key:"_getViewDimensions",value:function(e){var t=e.viewDescriptor,n=(e.width,e.height,function(e,t){return e});return{x:n(t.x),y:n(t.y),width:n(t.width),height:n(t.height)}}},{key:"_initEventHandling",value:function(e){this._eventManager=e,this._eventManager.on({click:this._onClick,pointermove:this._onPointerMove,pointerleave:this._onPointerLeave})}},{key:"_setEventHandlingParameters",value:function(e){var t=e.pickingRadius,n=e.onLayerClick,r=e.onLayerHover;isNaN(t)||(this._pickingRadius=t),void 0!==n&&(this._onLayerClick=n),void 0!==r&&(this._onLayerHover=r),this._validateEventHandling()}},{key:"_activateViewport",value:function(e){if(Object.assign(this.oldContext,this.context),this.context.viewport=e,this.context.viewportChanged=!0,this.context.uniforms={},(0,h.default)(4,e),this.context.viewportChanged){var t=!0,n=!1,r=void 0;try{for(var o,a=this.layers[Symbol.iterator]();!(t=(o=a.next()).done);t=!0){var s=o.value;s.setChangeFlags({viewportChanged:"Viewport changed"}),this._updateLayer(s)}}catch(e){n=!0,r=e}finally{try{!t&&a.return&&a.return()}finally{if(n)throw r}}}return(0,i.default)(this.context.viewport,"LayerManager: viewport not set"),this}},{key:"_getPickingBuffer",value:function(){var e=this.context.gl;return this.context.pickingFBO=this.context.pickingFBO||new o.Framebuffer(e),this.context.pickingFBO.resize({width:e.canvas.width,height:e.canvas.height}),this.context.pickingFBO}},{key:"_updateLayers",value:function(e){var t=e.oldLayers,n=e.newLayers,r={},i=!0,o=!1,a=void 0;try{for(var s,u=t[Symbol.iterator]();!(i=(s=u.next()).done);i=!0){var c=s.value;r[c.id]?h.default.warn("Multiple old layers with same id "+m(c)):r[c.id]=c}}catch(e){o=!0,a=e}finally{try{!i&&u.return&&u.return()}finally{if(o)throw a}}var l=[],f=this._updateSublayersRecursively({newLayers:n,oldLayerMap:r,generatedLayers:l}),d=this._finalizeOldLayers(r);return{error:f||d,generatedLayers:l}}},{key:"_updateSublayersRecursively",value:function(e){var t=e.newLayers,n=e.oldLayerMap,r=e.generatedLayers,i=null,o=!0,a=!1,s=void 0;try{for(var u,c=t[Symbol.iterator]();!(o=(u=c.next()).done);o=!0){var l=u.value;l.context=this.context;var f=n[l.id];null===f&&h.default.warn("Multiple new layers with same id "+m(l)),n[l.id]=null;var d=null;try{f?(this._transferLayerState(f,l),this._updateLayer(l),(0,v.updateLayerInSeer)(l)):(this._initializeLayer(l),(0,v.initLayerInSeer)(l)),r.push(l),d=l.isComposite&&l.getSubLayers()}catch(e){h.default.warn("error during matching of 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supplied a top-level input event handler (e.g. `onLayerClick`), but none of your layers have set the `pickable` flag.")}},{key:"_onClick",value:function(e){e.offsetCenter&&this._pickAndCallback({callback:this._onLayerClick,event:e,mode:"click"})}},{key:"_onPointerMove",value:function(e){e.leftButton||e.rightButton||this._pickAndCallback({callback:this._onLayerHover,event:e,mode:"hover"})}},{key:"_onPointerLeave",value:function(e){this.pickObject({x:-1,y:-1,radius:this._pickingRadius,mode:"hover"})}},{key:"_pickAndCallback",value:function(e){var t=e.event.offsetCenter,n=this._pickingRadius,r=this.pickObject({x:t.x,y:t.y,radius:n,mode:e.mode});if(e.callback){var i=r.find((function(e){return 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segmentIndex = positions.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n\n // if it's the first point, use next - current as direction\n // otherwise use current - prev\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n vec2 curr_pos_modelspace[4];\n\n get_pos_fp64(projected_source_coord, projected_target_coord, segmentRatio,\n curr_pos_modelspace);\n\n vec2 next_pos_modelspace[4];\n\n get_pos_fp64(projected_source_coord, projected_target_coord, nextSegmentRatio,\n next_pos_modelspace);\n\n vec4 curr_pos_clipspace = project_to_clipspace_fp64(curr_pos_modelspace);\n vec4 next_pos_clipspace = project_to_clipspace_fp64(next_pos_modelspace);\n\n vec2 offset = getExtrusionOffset(next_pos_clipspace.xy - curr_pos_clipspace.xy, positions.y);\n\n gl_Position = curr_pos_clipspace + vec4(offset, 0.0, 0.0);\n\n vec4 color = mix(instanceSourceColors, instanceTargetColors, segmentRatio) / 255.;\n vColor = vec4(color.rgb, color.a * opacity);\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME arc-layer-vertex-shader\n\nattribute vec3 positions;\nattribute vec4 instanceSourceColors;\nattribute vec4 instanceTargetColors;\nattribute vec4 instancePositions;\nattribute vec3 instancePickingColors;\n\nuniform float numSegments;\nuniform float strokeWidth;\nuniform float opacity;\n\nvarying vec4 vColor;\n\nfloat paraboloid(vec2 source, vec2 target, float ratio) {\n\n vec2 x = mix(source, target, ratio);\n vec2 center = mix(source, target, 0.5);\n\n float dSourceCenter = distance(source, center);\n float dXCenter = distance(x, center);\n return (dSourceCenter + dXCenter) * (dSourceCenter - dXCenter);\n}\n\n// offset vector by strokeWidth pixels\n// offset_direction is -1 (left) or 1 (right)\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace * project_uViewportSize);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset_screenspace = dir_screenspace * offset_direction * strokeWidth / 2.0;\n vec2 offset_clipspace = project_pixel_to_clipspace(offset_screenspace).xy;\n\n return offset_clipspace;\n}\n\nfloat getSegmentRatio(float index) {\n return smoothstep(0.0, 1.0, index / (numSegments - 1.0));\n}\n\nvec3 getPos(vec2 source, vec2 target, float segmentRatio) {\n float vertex_height = paraboloid(source, target, segmentRatio);\n\n return vec3(\n mix(source, target, segmentRatio),\n sqrt(max(0.0, vertex_height))\n );\n}\n\nvoid main(void) {\n vec2 source = project_position(instancePositions.xy);\n vec2 target = project_position(instancePositions.zw);\n\n float segmentIndex = positions.x;\n float segmentRatio = getSegmentRatio(segmentIndex);\n // if it's the first point, use next - current as direction\n // otherwise use current - prev\n float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));\n float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir);\n\n vec3 currPos = getPos(source, target, segmentRatio);\n vec3 nextPos = getPos(source, target, nextSegmentRatio);\n vec4 curr = project_to_clipspace(vec4(currPos, 1.0));\n vec4 next = project_to_clipspace(vec4(nextPos, 1.0));\n\n // extrude\n vec2 offset = getExtrusionOffset((next.xy - curr.xy) * indexDir, positions.y);\n gl_Position = curr + vec4(offset, 0.0, 0.0);\n\n vec4 color = mix(instanceSourceColors, instanceTargetColors, segmentRatio) / 255.;\n vColor = vec4(color.rgb, color.a * opacity);\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=function e(t,n,r){null===t&&(t=Function.prototype);var i=Object.getOwnPropertyDescriptor(t,n);if(void 0===i){var o=Object.getPrototypeOf(t);return null===o?void 0:e(o,n,r)}if("value"in i)return i.value;var a=i.get;return void 0!==a?a.call(r):void 0},o=n(13),a=n(12),s=l(n(291)),u=l(n(290)),c=l(n(289));function l(e){return e&&e.__esModule?e:{default:e}}function f(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function d(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}var h=o.experimental.fp64LowPart,p=o.experimental.enable64bitSupport,v=[0,0,0,255],g={strokeWidth:1,fp64:!1,getSourcePosition:function(e){return e.sourcePosition},getTargetPosition:function(e){return e.targetPosition},getSourceColor:function(e){return e.color||v},getTargetColor:function(e){return e.color||v}},y=function(e){function t(){return f(this,t),d(this,(t.__proto__||Object.getPrototypeOf(t)).apply(this,arguments))}return function(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}(t,e),r(t,[{key:"getShaders",value:function(){return p(this.props)?{vs:u.default,fs:c.default,modules:["project64","picking"]}:{vs:s.default,fs:c.default,modules:["picking"]}}},{key:"initializeState",value:function(){this.getAttributeManager().addInstanced({instancePositions:{size:4,transition:!0,accessor:["getSourcePosition","getTargetPosition"],update:this.calculateInstancePositions},instanceSourceColors:{size:4,type:a.GL.UNSIGNED_BYTE,transition:!0,accessor:"getSourceColor",update:this.calculateInstanceSourceColors},instanceTargetColors:{size:4,type:a.GL.UNSIGNED_BYTE,transition:!0,accessor:"getTargetColor",update:this.calculateInstanceTargetColors}})}},{key:"updateAttribute",value:function(e){var t=e.props,n=e.oldProps;if(e.changeFlags,t.fp64!==n.fp64){var r=this.getAttributeManager();r.invalidateAll(),t.fp64&&t.coordinateSystem===o.COORDINATE_SYSTEM.LNGLAT?r.addInstanced({instancePositions64Low:{size:4,accessor:["getSourcePosition","getTargetPosition"],update:this.calculateInstancePositions64Low}}):r.remove(["instancePositions64Low"])}}},{key:"updateState",value:function(e){var n=e.props,r=e.oldProps,o=e.changeFlags;if(i(t.prototype.__proto__||Object.getPrototypeOf(t.prototype),"updateState",this).call(this,{props:n,oldProps:r,changeFlags:o}),n.fp64!==r.fp64){var a=this.context.gl;this.setState({model:this._getModel(a)})}this.updateAttribute({props:n,oldProps:r,changeFlags:o})}},{key:"draw",value:function(e){var t=e.uniforms,n=this.props.strokeWidth;this.state.model.render(Object.assign({},t,{strokeWidth:n}))}},{key:"_getModel",value:function(e){for(var t=[],n=0;n<50;n++)t=t.concat([n,-1,0,n,1,0]);var r=new a.Model(e,Object.assign({},this.getShaders(),{id:this.props.id,geometry:new a.Geometry({drawMode:a.GL.TRIANGLE_STRIP,attributes:{positions:new Float32Array(t)}}),isInstanced:!0,shaderCache:this.context.shaderCache}));return r.setUniforms({numSegments:50}),r}},{key:"calculateInstancePositions",value:function(e){var t=this.props,n=t.data,r=t.getSourcePosition,i=t.getTargetPosition,o=e.value,a=e.size,s=0,u=!0,c=!1,l=void 0;try{for(var f,d=n[Symbol.iterator]();!(u=(f=d.next()).done);u=!0){var h=f.value,p=r(h),v=i(h);o[s+0]=p[0],o[s+1]=p[1],o[s+2]=v[0],o[s+3]=v[1],s+=a}}catch(e){c=!0,l=e}finally{try{!u&&d.return&&d.return()}finally{if(c)throw l}}}},{key:"calculateInstancePositions64Low",value:function(e){var t=this.props,n=t.data,r=t.getSourcePosition,i=t.getTargetPosition,o=e.value,a=e.size,s=0,u=!0,c=!1,l=void 0;try{for(var f,d=n[Symbol.iterator]();!(u=(f=d.next()).done);u=!0){var p=f.value,v=r(p),g=i(p);o[s+0]=h(v[0]),o[s+1]=h(v[1]),o[s+2]=h(g[0]),o[s+3]=h(g[1]),s+=a}}catch(e){c=!0,l=e}finally{try{!u&&d.return&&d.return()}finally{if(c)throw l}}}},{key:"calculateInstanceSourceColors",value:function(e){var t=this.props,n=t.data,r=t.getSourceColor,i=e.value,o=e.size,a=0,s=!0,u=!1,c=void 0;try{for(var l,f=n[Symbol.iterator]();!(s=(l=f.next()).done);s=!0){var d=r(l.value);i[a+0]=d[0],i[a+1]=d[1],i[a+2]=d[2],i[a+3]=isNaN(d[3])?255:d[3],a+=o}}catch(e){u=!0,c=e}finally{try{!s&&f.return&&f.return()}finally{if(u)throw c}}}},{key:"calculateInstanceTargetColors",value:function(e){var t=this.props,n=t.data,r=t.getTargetColor,i=e.value,o=e.size,a=0,s=!0,u=!1,c=void 0;try{for(var l,f=n[Symbol.iterator]();!(s=(l=f.next()).done);s=!0){var d=r(l.value);i[a+0]=d[0],i[a+1]=d[1],i[a+2]=d[2],i[a+3]=isNaN(d[3])?255:d[3],a+=o}}catch(e){u=!0,c=e}finally{try{!s&&f.return&&f.return()}finally{if(u)throw c}}}}]),t}(o.Layer);t.default=y,y.layerName="ArcLayer",y.defaultProps=g},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=n(13),o=c(n(176)),a=c(n(119)),s=c(n(177)),u=n(294);function c(e){return e&&e.__esModule?e:{default:e}}function l(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function f(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}var d=i.experimental.get,h=[0,0,0,255],p=[0,0,0,255],v={stroked:!0,filled:!0,extruded:!1,wireframe:!1,lineWidthScale:1,lineWidthMinPixels:0,lineWidthMaxPixels:Number.MAX_SAFE_INTEGER,lineJointRounded:!1,lineMiterLimit:4,elevationScale:1,pointRadiusScale:1,pointRadiusMinPixels:0,pointRadiusMaxPixels:Number.MAX_SAFE_INTEGER,fp64:!1,getLineColor:function(e){return d(e,"properties.lineColor")||h},getFillColor:function(e){return d(e,"properties.fillColor")||p},getRadius:function(e){return d(e,"properties.radius")||d(e,"properties.size")||1},getLineWidth:function(e){return d(e,"properties.lineWidth")||1},getElevation:function(e){return d(e,"properties.elevation")||1e3},subLayers:{PointLayer:o.default,LineLayer:a.default,PolygonLayer:s.default},lightSettings:{lightsPosition:[-122.45,37.75,8e3,-122,38,5e3],ambientRatio:.05,diffuseRatio:.6,specularRatio:.8,lightsStrength:[2,0,0,0],numberOfLights:2}},g=function(e){return e.geometry.coordinates},y=function(e){function t(){return l(this,t),f(this,(t.__proto__||Object.getPrototypeOf(t)).apply(this,arguments))}return function(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}(t,e),r(t,[{key:"initializeState",value:function(){this.state={features:{}}}},{key:"updateState",value:function(e){if(e.oldProps,e.props,e.changeFlags.dataChanged){var t=this.props.data,n=(0,u.getGeojsonFeatures)(t);this.state.features=(0,u.separateGeojsonFeatures)(n)}}},{key:"getPickingInfo",value:function(e){var t=e.info;return Object.assign(t,{object:t.object&&t.object.feature||t.object})}},{key:"renderLayers",value:function(){var e=this.state.features,t=e.pointFeatures,n=e.lineFeatures,r=e.polygonFeatures,i=e.polygonOutlineFeatures,o=this.props,a=o.stroked,s=o.filled,u=o.extruded,c=o.wireframe,l=o.subLayers,f=o.lightSettings,d=this.props,h=d.lineWidthScale,p=d.lineWidthMinPixels,v=d.lineWidthMaxPixels,y=d.lineJointRounded,_=d.lineMiterLimit,m=d.pointRadiusScale,b=d.pointRadiusMinPixels,E=d.pointRadiusMaxPixels,w=d.elevationScale,P=d.fp64,S=this.props,T=S.getLineColor,A=S.getFillColor,x=S.getRadius,O=S.getLineWidth,R=S.getElevation,C=S.updateTriggers,M=t&&t.length>0,k=n&&n.length>0,L=i&&i.length>0,I=r&&r.length>0,N=s&&I&&new l.PolygonLayer(this.getSubLayerProps({id:"polygon-fill",updateTriggers:{getElevation:C.getElevation,getColor:C.getFillColor}}),{data:r,fp64:P,extruded:u,elevationScale:w,wireframe:!1,lightSettings:f,getPolygon:g,getElevation:R,getColor:A});return[!u&&N,c&&u&&I&&new l.PolygonLayer(this.getSubLayerProps({id:"polygon-wireframe",updateTriggers:{getElevation:C.getElevation,getColor:C.getLineColor}}),{data:r,fp64:P,extruded:u,elevationScale:w,wireframe:!0,getPolygon:g,getElevation:R,getColor:T}),!u&&a&&L&&new l.LineLayer(this.getSubLayerProps({id:"polygon-outline",updateTriggers:{getColor:C.getLineColor,getWidth:C.getLineWidth}}),{data:i,fp64:P,widthScale:h,widthMinPixels:p,widthMaxPixels:v,rounded:y,miterLimit:_,getPath:g,getColor:T,getWidth:O}),k&&new l.LineLayer(this.getSubLayerProps({id:"line-paths",updateTriggers:{getColor:C.getLineColor,getWidth:C.getLineWidth}}),{data:n,fp64:P,widthScale:h,widthMinPixels:p,widthMaxPixels:v,rounded:y,miterLimit:_,getPath:g,getColor:T,getWidth:O}),M&&new l.PointLayer(this.getSubLayerProps({id:"points",updateTriggers:{getColor:C.getFillColor,getRadius:C.getRadius}}),{data:t,fp64:P,radiusScale:m,radiusMinPixels:b,radiusMaxPixels:E,getPosition:g,getColor:A,getRadius:x}),u&&N]}}]),t}(i.CompositeLayer);t.default=y,y.layerName="GeoJsonLayer",y.defaultProps=v},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.getGeojsonFeatures=function(e){if(Array.isArray(e))return e;switch((0,i.default)(e.type,"GeoJSON does not have type"),e.type){case"GeometryCollection":return(0,i.default)(Array.isArray(e.geometries),"GeoJSON does not have geometries array"),e.geometries.map((function(e){return{geometry:e}}));case"Feature":return[e];case"FeatureCollection":return(0,i.default)(Array.isArray(e.features),"GeoJSON does not have features array"),e.features;default:return[{geometry:e}]}},t.separateGeojsonFeatures=function(e){var t=[],n=[],r=[],a=[];return e.forEach((function(e){(0,i.default)(e&&e.geometry,"GeoJSON does not have geometry");var s=e.geometry,u=s.type,c=s.coordinates,l=e.properties;switch(function(e,t){var n=o[e];for((0,i.default)(n,"Unknown GeoJSON type "+e);t&&--n>0;)t=t[0];(0,i.default)(t&&Number.isFinite(t[0]),e+" coordinates are malformed")}(u,c),u){case"Point":t.push(e);break;case"MultiPoint":c.forEach((function(n){t.push({geometry:{coordinates:n},properties:l,feature:e})}));break;case"LineString":n.push(e);break;case"MultiLineString":c.forEach((function(t){n.push({geometry:{coordinates:t},properties:l,feature:e})}));break;case"Polygon":r.push(e),c.forEach((function(t){a.push({geometry:{coordinates:t},properties:l,feature:e})}));break;case"MultiPolygon":c.forEach((function(t){r.push({geometry:{coordinates:t},properties:l,feature:e}),t.forEach((function(t){a.push({geometry:{coordinates:t},properties:l,feature:e})}))}))}})),{pointFeatures:t,lineFeatures:n,polygonFeatures:r,polygonOutlineFeatures:a}};var r,i=(r=n(1))&&r.__esModule?r:{default:r},o={Point:1,MultiPoint:2,LineString:2,MultiLineString:3,Polygon:3,MultiPolygon:4}},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME grid-cell-layer-fragment-shader\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec4 vColor;\n\nvoid main(void) {\n gl_FragColor = vColor;\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME grid-cell-layer-vertex-shader-64\n\nattribute vec3 positions;\nattribute vec3 normals;\n\nattribute vec4 instancePositions;\nattribute vec2 instancePositions64xyLow;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\n// Custom uniforms\nuniform float extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\n// A magic number to scale elevation so that 1 unit approximate to 1 meter\n#define ELEVATION_SCALE 0.8\n\n// Result\nvarying vec4 vColor;\n\nvoid main(void) {\n vec4 instancePositions64xy = vec4(\n instancePositions.x,\n instancePositions64xyLow.x,\n instancePositions.y,\n instancePositions64xyLow.y);\n\n vec2 projected_coord_xy[2];\n project_position_fp64(instancePositions64xy, projected_coord_xy);\n\n // if ahpha == 0.0 or z < 0.0, do not render element\n float noRender = float(instanceColors.a == 0.0 || instancePositions.w < 0.0);\n float finalCellSize = cellSize * mix(1.0, 0.0, noRender);\n\n projected_coord_xy[0] = sum_fp64(projected_coord_xy[0],\n vec2((positions.x * coverage + 1.0) * finalCellSize / 2.0, 0.0));\n projected_coord_xy[1] = sum_fp64(projected_coord_xy[1],\n vec2((positions.y * coverage - 1.0) * finalCellSize / 2.0, 0.0));\n\n float elevation = 0.0;\n\n if (extruded > 0.5) {\n elevation = project_scale(instancePositions.w * (positions.z + 1.0) *\n ELEVATION_SCALE * elevationScale) + 1.0;\n }\n\n vec2 vertex_pos_modelspace[4];\n vertex_pos_modelspace[0] = projected_coord_xy[0];\n vertex_pos_modelspace[1] = projected_coord_xy[1];\n vertex_pos_modelspace[2] = vec2(elevation, 0.0);\n vertex_pos_modelspace[3] = vec2(1.0, 0.0);\n\n vec4 position_worldspace = vec4(\n vertex_pos_modelspace[0].x, vertex_pos_modelspace[1].x,\n vertex_pos_modelspace[2].x, vertex_pos_modelspace[3].x);\n\n gl_Position = project_to_clipspace_fp64(vertex_pos_modelspace);\n\n float lightWeight = 1.0;\n\n if (extruded > 0.5) {\n lightWeight = getLightWeight(\n position_worldspace.xyz, // the w component is always 1.0\n normals\n );\n }\n\n vec3 lightWeightedColor = lightWeight * instanceColors.rgb;\n vec4 color = vec4(lightWeightedColor, instanceColors.a * opacity) / 255.0;\n vColor = color;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME grid-cell-layer-vertex-shader\n\nattribute vec3 positions;\nattribute vec3 normals;\n\nattribute vec4 instancePositions;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\n// Custom uniforms\nuniform float extruded;\nuniform float cellSize;\nuniform float coverage;\nuniform float opacity;\nuniform float elevationScale;\n\n// A magic number to scale elevation so that 1 unit approximate to 1 meter\n#define ELEVATION_SCALE 0.8\n\n// Result\nvarying vec4 vColor;\n\nvoid main(void) {\n\n vec2 topLeftPos = project_position(instancePositions.xy);\n\n // if ahpha == 0.0 or z < 0.0, do not render element\n float noRender = float(instanceColors.a == 0.0 || instancePositions.w < 0.0);\n float finalCellSize = cellSize * mix(1.0, 0.0, noRender);\n\n // cube gemoetry vertics are between -1 to 1, scale and transform it to between 0, 1\n vec2 pos = topLeftPos + vec2(\n (positions.x * coverage + 1.0) / 2.0 * finalCellSize,\n (positions.y * coverage - 1.0) / 2.0 * finalCellSize);\n\n float elevation = 0.0;\n\n if (extruded > 0.5) {\n elevation = project_scale(instancePositions.w * (positions.z + 1.0) *\n ELEVATION_SCALE * elevationScale);\n }\n\n // extrude positions\n vec3 extrudedPosition = vec3(pos.xy, elevation + 1.0);\n vec4 position_worldspace = vec4(extrudedPosition, 1.0);\n gl_Position = project_to_clipspace(position_worldspace);\n\n float lightWeight = 1.0;\n\n if (extruded > 0.5) {\n lightWeight = getLightWeight(\n position_worldspace.xyz, // the w component is always 1.0\n normals\n );\n }\n\n vec3 lightWeightedColor = lightWeight * instanceColors.rgb;\n vec4 color = vec4(lightWeightedColor, instanceColors.a * opacity) / 255.0;\n vColor = color;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.pointToDensityGridData=function(e,t,n){var r=function(){for(var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:[],t=arguments[1],n=arguments[2],r=1/0,o=-1/0,a=void 0,s=0;s<e.length;s++)a=n(e[s])[1],Number.isFinite(a)&&(r=a<r?a:r,o=a>o?a:o);var u=i(t,(r+o)/2);if(u.xOffset<=0||u.yOffset<=0)return{gridHash:{},gridOffset:u};var c=e.reduce((function(e,t){var r=n(t)[1],i=n(t)[0];if(!Number.isFinite(r)||!Number.isFinite(i))return e;var o=Math.floor((r+90)/u.yOffset)+"-"+Math.floor((i+180)/u.xOffset);return e[o]=e[o]||{count:0,points:[]},e[o].count+=1,e[o].points.push(t),e}),{});return{gridHash:c,gridOffset:u}}(e,t,n),o=r.gridHash,a=r.gridOffset,s=function(e,t){return Object.keys(e).reduce((function(n,r,i){var o=r.split("-"),a=parseInt(o[0],10),s=parseInt(o[1],10);return n.push(Object.assign({index:i,position:[t.xOffset*s-180,t.yOffset*a-90]},e[r])),n}),[])}(o,a);return{gridOffset:a,layerData:s}};var r=6378e3;function i(e,t){var n;return{yOffset:e/r*(180/Math.PI),xOffset:(n=t,e/r*(180/Math.PI)/Math.cos(n*Math.PI/180))}}},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r,i=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),o=function e(t,n,r){null===t&&(t=Function.prototype);var i=Object.getOwnPropertyDescriptor(t,n);if(void 0===i){var o=Object.getPrototypeOf(t);return null===o?void 0:e(o,n,r)}if("value"in i)return i.value;var a=i.get;return void 0!==a?a.call(r):void 0},a=n(13),s=(r=n(174))&&r.__esModule?r:{default:r},u=n(298);function c(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function l(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}var f=a.experimental.BinSorter,d=a.experimental.defaultColorRange,h=a.experimental.getQuantizeScale,p=a.experimental.getLinearScale;function v(){}var g={colorDomain:null,colorRange:d,getColorValue:function(e){return e.length},lowerPercentile:0,upperPercentile:100,onSetColorDomain:v,elevationDomain:null,elevationRange:[0,1e3],getElevationValue:function(e){return e.length},elevationLowerPercentile:0,elevationUpperPercentile:100,elevationScale:1,onSetElevationDomain:v,cellSize:1e3,coverage:1,getPosition:function(e){return e.position},extruded:!1,fp64:!1,lightSettings:{lightsPosition:[-122.45,37.75,8e3,-122,38,5e3],ambientRatio:.05,diffuseRatio:.6,specularRatio:.8,lightsStrength:[2,0,0,0],numberOfLights:2}},y=function(e){function t(){return c(this,t),l(this,(t.__proto__||Object.getPrototypeOf(t)).apply(this,arguments))}return function(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}(t,e),i(t,[{key:"initializeState",value:function(){this.state={layerData:[],sortedColorBins:null,sortedElevationBins:null,colorValueDomain:null,elevationValueDomain:null,colorScaleFunc:v,elevationScaleFunc:v,dimensionUpdaters:this.getDimensionUpdaters()}}},{key:"updateState",value:function(e){var t=this,n=e.oldProps,r=e.props,i=e.changeFlags,o=this.getDimensionChanges(n,r);i.dataChanged||this.needsReProjectPoints(n,r)?this.getLayerData():o&&o.forEach((function(e){return"function"==typeof e&&e.apply(t)}))}},{key:"needsReProjectPoints",value:function(e,t){return e.cellSize!==t.cellSize}},{key:"getDimensionUpdaters",value:function(){return{getColor:[{id:"value",triggers:["getColorValue"],updater:this.getSortedColorBins},{id:"domain",triggers:["lowerPercentile","upperPercentile"],updater:this.getColorValueDomain},{id:"scaleFunc",triggers:["colorDomain","colorRange"],updater:this.getColorScale}],getElevation:[{id:"value",triggers:["getElevationValue"],updater:this.getSortedElevationBins},{id:"domain",triggers:["elevationLowerPercentile","elevationUpperPercentile"],updater:this.getElevationValueDomain},{id:"scaleFunc",triggers:["elevationDomain","elevationRange"],updater:this.getElevationScale}]}}},{key:"getDimensionChanges",value:function(e,t){var n=this.state.dimensionUpdaters,r=[];for(var i in n){var o=n[i].find((function(n){return n.triggers.some((function(n){return e[n]!==t[n]}))}));o&&r.push(o.updater)}return r.length?r:null}},{key:"getPickingInfo",value:function(e){var t=e.info,n=this.state,r=n.sortedColorBins,i=n.sortedElevationBins,o=null;if(t.picked&&t.index>-1){var a=this.state.layerData[t.index],s=r.binMap[a.index]&&r.binMap[a.index].value,u=i.binMap[a.index]&&i.binMap[a.index].value;o=Object.assign({colorValue:s,elevationValue:u},a)}return Object.assign(t,{picked:Boolean(o),object:o})}},{key:"getUpdateTriggers",value:function(){var e=this,t=this.state.dimensionUpdaters,n={},r=function(r){n[r]={};var i=!0,o=!1,a=void 0;try{for(var s,u=t[r][Symbol.iterator]();!(i=(s=u.next()).done);i=!0)s.value.triggers.forEach((function(t){n[r][t]=e.props[t]}))}catch(e){o=!0,a=e}finally{try{!i&&u.return&&u.return()}finally{if(o)throw a}}};for(var i in t)r(i);return n}},{key:"getLayerData",value:function(){var e=this.props,t=e.data,n=e.cellSize,r=e.getPosition,i=(0,u.pointToDensityGridData)(t,n,r).layerData;this.setState({layerData:i}),this.getSortedBins()}},{key:"getValueDomain",value:function(){this.getColorValueDomain(),this.getElevationValueDomain()}},{key:"getSortedBins",value:function(){this.getSortedColorBins(),this.getSortedElevationBins()}},{key:"getSortedColorBins",value:function(){var e=this.props.getColorValue,t=new f(this.state.layerData||[],e);this.setState({sortedColorBins:t}),this.getColorValueDomain()}},{key:"getSortedElevationBins",value:function(){var e=this.props.getElevationValue,t=new f(this.state.layerData||[],e);this.setState({sortedElevationBins:t}),this.getElevationValueDomain()}},{key:"getColorValueDomain",value:function(){var e=this.props,t=e.lowerPercentile,n=e.upperPercentile,r=e.onSetColorDomain;this.state.colorValueDomain=this.state.sortedColorBins.getValueRange([t,n]),"function"==typeof r&&r(this.state.colorValueDomain),this.getColorScale()}},{key:"getElevationValueDomain",value:function(){var e=this.props,t=e.elevationLowerPercentile,n=e.elevationUpperPercentile,r=e.onSetElevationDomain;this.state.elevationValueDomain=this.state.sortedElevationBins.getValueRange([t,n]),"function"==typeof r&&r(this.state.elevationValueDomain),this.getElevationScale()}},{key:"getColorScale",value:function(){var e=this.props.colorRange,t=this.props.colorDomain||this.state.colorValueDomain;this.state.colorScaleFunc=h(t,e)}},{key:"getElevationScale",value:function(){var e=this.props.elevationRange,t=this.props.elevationDomain||this.state.elevationValueDomain;this.state.elevationScaleFunc=p(t,e)}},{key:"_onGetSublayerColor",value:function(e){var t=this.state,n=t.sortedColorBins,r=t.colorScaleFunc,i=t.colorValueDomain,o=n.binMap[e.index]&&n.binMap[e.index].value,a=this.props.colorDomain||i,s=o>=a[0]&&o<=a[a.length-1]?r(o):[0,0,0,0];return s[3]=Number.isFinite(s[3])?s[3]:255,s}},{key:"_onGetSublayerElevation",value:function(e){var t=this.state,n=t.sortedElevationBins,r=t.elevationScaleFunc,i=t.elevationValueDomain,o=n.binMap[e.index]&&n.binMap[e.index].value,a=this.props.elevationDomain||i;return o>=a[0]&&o<=a[a.length-1]?r(o):-1}},{key:"getSubLayerProps",value:function(){var e=this.props,n=e.elevationScale,r=e.fp64,i=e.extruded,a=e.cellSize,s=e.coverage,u=e.lightSettings;return o(t.prototype.__proto__||Object.getPrototypeOf(t.prototype),"getSubLayerProps",this).call(this,{id:"grid-cell",data:this.state.layerData,fp64:r,cellSize:a,coverage:s,lightSettings:u,elevationScale:n,extruded:i,getColor:this._onGetSublayerColor.bind(this),getElevation:this._onGetSublayerElevation.bind(this),updateTriggers:this.getUpdateTriggers()})}},{key:"getSubLayerClass",value:function(){return s.default}},{key:"renderLayers",value:function(){return new(this.getSubLayerClass())(this.getSubLayerProps())}}]),t}(a.CompositeLayer);t.default=y,y.layerName="GridLayer",y.defaultProps=g},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME hexagon-cell-layer-fragment-shader\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec4 vColor;\n\nvoid main(void) {\n gl_FragColor = vColor;\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME hexagon-cell-layer-vertex-shader-64\n\nattribute vec3 positions;\nattribute vec3 normals;\n\nattribute vec3 instancePositions;\nattribute vec2 instancePositions64xyLow;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\n// Custom uniforms\nuniform float opacity;\nuniform float radius;\nuniform float angle;\nuniform float extruded;\nuniform float coverage;\nuniform float elevationScale;\n\n// Result\nvarying vec4 vColor;\n\n// A magic number to scale elevation so that 1 unit approximate to 1 meter.\n#define ELEVATION_SCALE 0.8\n\nvoid main(void) {\n\n // rotate primitive position and normal\n mat2 rotationMatrix = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));\n\n vec2 rPos = rotationMatrix * positions.xz;\n vec2 rNorm = rotationMatrix * normals.xz; // the hexagon cells has y axis as the vertical axis\n\n vec3 rotatedPositions = vec3(rPos.x, positions.y, rPos.y);\n vec3 rotatedNormals = vec3(rNorm.x, rNorm.y, normals.y);\n\n // calculate elevation, if 3d not enabled set to 0\n // cylindar gemoetry height are between -0.5 to 0.5, transform it to between 0, 1\n float elevation = 0.0;\n\n if (extruded > 0.5) {\n elevation = project_scale(instancePositions.z * (positions.y + 0.5) *\n ELEVATION_SCALE * elevationScale);\n }\n\n // if alpha == 0.0 or z < 0.0, do not render element\n float noRender = float(instanceColors.a == 0.0 || instancePositions.z < 0.0);\n float dotRadius = radius * mix(coverage, 0.0, noRender);\n\n // project center of hexagon\n\n vec4 instancePositions64xy = vec4(\n instancePositions.x, instancePositions64xyLow.x,\n instancePositions.y, instancePositions64xyLow.y);\n\n vec2 projected_coord_xy[2];\n project_position_fp64(instancePositions64xy, projected_coord_xy);\n\n vec2 vertex_pos_localspace[4];\n vec4_fp64(vec4(rotatedPositions.xz * dotRadius, 0.0, 1.0), vertex_pos_localspace);\n\n vec2 vertex_pos_modelspace[4];\n vertex_pos_modelspace[0] = sum_fp64(vertex_pos_localspace[0], projected_coord_xy[0]);\n vertex_pos_modelspace[1] = sum_fp64(vertex_pos_localspace[1], projected_coord_xy[1]);\n vertex_pos_modelspace[2] = sum_fp64(vertex_pos_localspace[2], vec2(elevation, 0.0));\n vertex_pos_modelspace[3] = vec2(1.0, 0.0);\n\n vec4 position_worldspace = vec4(\n vertex_pos_modelspace[0].x, vertex_pos_modelspace[1].x,\n vertex_pos_modelspace[2].x, vertex_pos_modelspace[3].x);\n\n gl_Position = project_to_clipspace_fp64(vertex_pos_modelspace);\n\n // Light calculations\n // Worldspace is the linear space after Mercator projection\n\n vec3 normals_worldspace = rotatedNormals;\n\n float lightWeight = 1.0;\n\n if (extruded > 0.5) {\n lightWeight = getLightWeight(\n position_worldspace.xyz, // the w component is always 1.0\n normals_worldspace\n );\n }\n\n vec3 lightWeightedColor = lightWeight * instanceColors.rgb;\n\n // Color: Either opacity-multiplied instance color, or picking color\n vColor = vec4(lightWeightedColor, opacity * instanceColors.a) / 255.0;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="\n#define SHADER_NAME hexagon-cell-layer-vertex-shader\n\nattribute vec3 positions;\nattribute vec3 normals;\n\nattribute vec3 instancePositions;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\n// Custom uniforms\nuniform float opacity;\nuniform float radius;\nuniform float angle;\nuniform float extruded;\nuniform float coverage;\nuniform float elevationScale;\n\n// Result\nvarying vec4 vColor;\n\n// A magic number to scale elevation so that 1 unit approximate to 1 meter.\n#define ELEVATION_SCALE 0.8\n\nvoid main(void) {\n\n // rotate primitive position and normal\n mat2 rotationMatrix = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));\n\n vec2 rPos = rotationMatrix * positions.xz;\n vec2 rNorm = rotationMatrix * normals.xz; // the hexagon cells has y axis as the vertical axis\n\n vec3 rotatedPositions = vec3(rPos.x, positions.y, rPos.y);\n vec3 rotatedNormals = vec3(rNorm.x, rNorm.y, normals.y);\n\n // calculate elevation, if 3d not enabled set to 0\n // cylindar gemoetry height are between -0.5 to 0.5, transform it to between 0, 1\n float elevation = 0.0;\n\n if (extruded > 0.5) {\n elevation = project_scale(instancePositions.z * (positions.y + 0.5) *\n ELEVATION_SCALE * elevationScale);\n }\n\n // if ahpha == 0.0 or z < 0.0, do not render element\n float noRender = float(instanceColors.a == 0.0 || instancePositions.z < 0.0);\n float dotRadius = radius * mix(coverage, 0.0, noRender);\n\n // project center of hexagon\n vec4 centroidPosition = vec4(project_position(instancePositions.xy), elevation, 0.0);\n\n vec4 position_worldspace = centroidPosition + vec4(vec2(rotatedPositions.xz * dotRadius), 0., 1.);\n\n gl_Position = project_to_clipspace(position_worldspace);\n\n // Light calculations\n // Worldspace is the linear space after Mercator projection\n\n vec3 normals_worldspace = rotatedNormals;\n\n float lightWeight = 1.0;\n\n if (extruded > 0.5) {\n lightWeight = getLightWeight(\n position_worldspace.xyz, // the w component is always 1.0\n normals_worldspace\n );\n }\n\n vec3 lightWeightedColor = lightWeight * instanceColors.rgb;\n\n // opacity-multiplied instance color\n vColor = vec4(lightWeightedColor, opacity * instanceColors.a) / 255.0;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.pointToHexbin=function(e,t){var n=e.data,o=e.radius,a=e.getPosition,s=i(o,t),u=n.map((function(e){return Object.assign({screenCoord:t.projectFlat(a(e))},e)}));return{hexagons:(0,r.hexbin)().radius(s).x((function(e){return e.screenCoord[0]})).y((function(e){return e.screenCoord[1]}))(u).map((function(e,n){return{centroid:t.unprojectFlat([e.x,e.y]),points:e,index:n}}))}},t.getRadiusInPixel=i;var r=n(567);function i(e,t){return e*t.getDistanceScales().pixelsPerMeter[0]}},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r,i=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),o=function e(t,n,r){null===t&&(t=Function.prototype);var i=Object.getOwnPropertyDescriptor(t,n);if(void 0===i){var o=Object.getPrototypeOf(t);return null===o?void 0:e(o,n,r)}if("value"in i)return i.value;var a=i.get;return void 0!==a?a.call(r):void 0},a=n(13),s=(r=n(175))&&r.__esModule?r:{default:r},u=n(303),c=a.experimental.log,l=a.experimental.BinSorter,f=a.experimental.getQuantizeScale,d=a.experimental.getLinearScale;function h(){}var p={colorDomain:null,colorRange:a.experimental.defaultColorRange,getColorValue:function(e){return e.length},lowerPercentile:0,upperPercentile:100,onSetColorDomain:h,elevationDomain:null,elevationRange:[0,1e3],getElevationValue:function(e){return e.length},elevationLowerPercentile:0,elevationUpperPercentile:100,elevationScale:1,onSetElevationDomain:h,radius:1e3,coverage:1,extruded:!1,hexagonAggregator:u.pointToHexbin,getPosition:function(e){return e.position},fp64:!1,lightSettings:{lightsPosition:[-122.45,37.75,8e3,-122,38,5e3],ambientRatio:.05,diffuseRatio:.6,specularRatio:.8,lightsStrength:[2,0,0,0],numberOfLights:2}},v=function(e){function t(e){return function(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}(this,t),e.hexagonAggregator||e.radius||(c.once(0,"HexagonLayer: Default hexagonAggregator requires radius prop to be set, Now using 1000 meter as default"),e.radius=p.radius),Number.isFinite(e.upperPercentile)&&(e.upperPercentile>100||e.upperPercentile<0)&&(c.once(0,"HexagonLayer: upperPercentile should be between 0 and 100. Assign to 100 by default"),e.upperPercentile=p.upperPercentile),Number.isFinite(e.lowerPercentile)&&(e.lowerPercentile>100||e.lowerPercentile<0)&&(c.once(0,"HexagonLayer: lowerPercentile should be between 0 and 100. Assign to 0 by default"),e.lowerPercentile=p.upperPercentile),e.lowerPercentile>=e.upperPercentile&&(c.once(0,"HexagonLayer: lowerPercentile should not be bigger than upperPercentile. Assign to 0 by default"),e.lowerPercentile=p.lowerPercentile),function(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}(this,(t.__proto__||Object.getPrototypeOf(t)).call(this,e))}return function(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}(t,e),i(t,[{key:"initializeState",value:function(){this.state={hexagons:[],hexagonVertices:null,sortedColorBins:null,sortedElevationBins:null,colorValueDomain:null,elevationValueDomain:null,colorScaleFunc:h,elevationScaleFunc:h,dimensionUpdaters:this.getDimensionUpdaters()}}},{key:"updateState",value:function(e){var t=this,n=e.oldProps,r=e.props,i=e.changeFlags,o=this.getDimensionChanges(n,r);i.dataChanged||this.needsReProjectPoints(n,r)?this.getHexagons():o&&o.forEach((function(e){return"function"==typeof e&&e.apply(t)}))}},{key:"needsReProjectPoints",value:function(e,t){return e.radius!==t.radius||e.hexagonAggregator!==t.hexagonAggregator}},{key:"getDimensionUpdaters",value:function(){return{getColor:[{id:"value",triggers:["getColorValue"],updater:this.getSortedColorBins},{id:"domain",triggers:["lowerPercentile","upperPercentile"],updater:this.getColorValueDomain},{id:"scaleFunc",triggers:["colorDomain","colorRange"],updater:this.getColorScale}],getElevation:[{id:"value",triggers:["getElevationValue"],updater:this.getSortedElevationBins},{id:"domain",triggers:["elevationLowerPercentile","elevationUpperPercentile"],updater:this.getElevationValueDomain},{id:"scaleFunc",triggers:["elevationDomain","elevationRange"],updater:this.getElevationScale}]}}},{key:"getDimensionChanges",value:function(e,t){var n=this.state.dimensionUpdaters,r=[];for(var i in n){var o=n[i].find((function(n){return n.triggers.some((function(n){return e[n]!==t[n]}))}));o&&r.push(o.updater)}return r.length?r:null}},{key:"getHexagons",value:function(){var e=this.props.hexagonAggregator,t=this.context.viewport,n=e(this.props,t),r=n.hexagons,i=n.hexagonVertices;this.setState({hexagons:r,hexagonVertices:i}),this.getSortedBins()}},{key:"getPickingInfo",value:function(e){var t=e.info,n=this.state,r=n.sortedColorBins,i=n.sortedElevationBins,o=null;if(t.picked&&t.index>-1){var a=this.state.hexagons[t.index],s=r.binMap[a.index]&&r.binMap[a.index].value,u=i.binMap[a.index]&&i.binMap[a.index].value;o=Object.assign({colorValue:s,elevationValue:u},a)}return Object.assign(t,{picked:Boolean(o),object:o})}},{key:"getUpdateTriggers",value:function(){var e=this,t=this.state.dimensionUpdaters,n={},r=function(r){n[r]={};var i=!0,o=!1,a=void 0;try{for(var s,u=t[r][Symbol.iterator]();!(i=(s=u.next()).done);i=!0)s.value.triggers.forEach((function(t){n[r][t]=e.props[t]}))}catch(e){o=!0,a=e}finally{try{!i&&u.return&&u.return()}finally{if(o)throw a}}};for(var i in t)r(i);return n}},{key:"getValueDomain",value:function(){this.getColorValueDomain(),this.getElevationValueDomain()}},{key:"getSortedBins",value:function(){this.getSortedColorBins(),this.getSortedElevationBins()}},{key:"getSortedColorBins",value:function(){var e=this.props.getColorValue,t=new l(this.state.hexagons||[],e);this.setState({sortedColorBins:t}),this.getColorValueDomain()}},{key:"getSortedElevationBins",value:function(){var e=this.props.getElevationValue,t=new l(this.state.hexagons||[],e);this.setState({sortedElevationBins:t}),this.getElevationValueDomain()}},{key:"getColorValueDomain",value:function(){var e=this.props,t=e.lowerPercentile,n=e.upperPercentile,r=e.onSetColorDomain;this.state.colorValueDomain=this.state.sortedColorBins.getValueRange([t,n]),"function"==typeof r&&r(this.state.colorValueDomain),this.getColorScale()}},{key:"getElevationValueDomain",value:function(){var e=this.props,t=e.elevationLowerPercentile,n=e.elevationUpperPercentile,r=e.onSetElevationDomain;this.state.elevationValueDomain=this.state.sortedElevationBins.getValueRange([t,n]),"function"==typeof r&&r(this.state.elevationValueDomain),this.getElevationScale()}},{key:"getColorScale",value:function(){var e=this.props.colorRange,t=this.props.colorDomain||this.state.colorValueDomain;this.state.colorScaleFunc=f(t,e)}},{key:"getElevationScale",value:function(){var e=this.props.elevationRange,t=this.props.elevationDomain||this.state.elevationValueDomain;this.state.elevationScaleFunc=d(t,e)}},{key:"_onGetSublayerColor",value:function(e){var t=this.state,n=t.sortedColorBins,r=t.colorScaleFunc,i=t.colorValueDomain,o=n.binMap[e.index]&&n.binMap[e.index].value,a=this.props.colorDomain||i,s=o>=a[0]&&o<=a[a.length-1]?r(o):[0,0,0,0];return s[3]=Number.isFinite(s[3])?s[3]:255,s}},{key:"_onGetSublayerElevation",value:function(e){var t=this.state,n=t.sortedElevationBins,r=t.elevationScaleFunc,i=t.elevationValueDomain,o=n.binMap[e.index]&&n.binMap[e.index].value,a=this.props.elevationDomain||i;return o>=a[0]&&o<=a[a.length-1]?r(o):-1}},{key:"getSubLayerProps",value:function(){var e=this.props,n=e.radius,r=e.elevationScale,i=e.extruded,a=e.coverage,s=e.lightSettings,u=e.fp64;return o(t.prototype.__proto__||Object.getPrototypeOf(t.prototype),"getSubLayerProps",this).call(this,{id:"hexagon-cell",data:this.state.hexagons,fp64:u,hexagonVertices:this.state.hexagonVertices,radius:n,elevationScale:r,angle:Math.PI,extruded:i,coverage:a,lightSettings:s,getColor:this._onGetSublayerColor.bind(this),getElevation:this._onGetSublayerElevation.bind(this),updateTriggers:this.getUpdateTriggers()})}},{key:"getSubLayerClass",value:function(){return s.default}},{key:"renderLayers",value:function(){return new(this.getSubLayerClass())(this.getSubLayerProps())}}]),t}(a.CompositeLayer);t.default=v,v.layerName="HexagonLayer",v.defaultProps=p},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME icon-layer-fragment-shader\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform float opacity;\nuniform sampler2D iconsTexture;\n\nvarying float vColorMode;\nvarying vec4 vColor;\nvarying vec2 vTextureCoords;\n\nconst float MIN_ALPHA = 0.05;\n\nvoid main(void) {\n vec4 texColor = texture2D(iconsTexture, vTextureCoords);\n\n // if colorMode == 0, use pixel color from the texture\n // if colorMode == 1 or rendering picking buffer, use texture as transparency mask\n vec3 color = mix(texColor.rgb, vColor.rgb, vColorMode);\n float a = texColor.a * opacity * mix(1.0, vColor.a, vColorMode);\n\n if (a < MIN_ALPHA) {\n discard;\n }\n\n gl_FragColor = vec4(color, a);\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default='#define SHADER_NAME icon-layer-vertex-shader-64\n\nattribute vec2 positions;\n\nattribute vec3 instancePositions;\nattribute vec2 instancePositions64xyLow;\nattribute float instanceSizes;\nattribute float instanceAngles;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\nattribute vec4 instanceIconFrames;\nattribute float instanceColorModes;\nattribute vec2 instanceOffsets;\n\nuniform float sizeScale;\nuniform vec2 iconsTextureDim;\n\nvarying float vColorMode;\nvarying vec4 vColor;\nvarying vec2 vTextureCoords;\n\nvec2 rotate_by_angle(vec2 vertex, float angle) {\n float angle_radian = angle * PI / 180.0;\n float cos_angle = cos(angle_radian);\n float sin_angle = sin(angle_radian);\n mat2 rotationMatrix = mat2(cos_angle, -sin_angle, sin_angle, cos_angle);\n return rotationMatrix * vertex;\n}\n\nvoid main(void) {\n vec2 iconSize = instanceIconFrames.zw;\n // scale icon height to match instanceSize\n float instanceScale = iconSize.y == 0.0 ? 0.0 : instanceSizes / iconSize.y;\n\n // scale and rotate vertex in "pixel" value and convert back to fraction in clipspace\n vec2 pixelOffset = positions / 2.0 * iconSize + instanceOffsets;\n pixelOffset = rotate_by_angle(pixelOffset, instanceAngles) * sizeScale * instanceScale;\n pixelOffset.y *= -1.0;\n\n vec4 instancePositions64xy = vec4(\n instancePositions.x, instancePositions64xyLow.x,\n instancePositions.y, instancePositions64xyLow.y);\n\n vec2 projected_coord_xy[2];\n project_position_fp64(instancePositions64xy, projected_coord_xy);\n\n vec2 vertex_pos_modelspace[4];\n vertex_pos_modelspace[0] = projected_coord_xy[0];\n vertex_pos_modelspace[1] = projected_coord_xy[1];\n vertex_pos_modelspace[2] = vec2(project_scale(instancePositions.z), 0.0);\n vertex_pos_modelspace[3] = vec2(1.0, 0.0);\n\n gl_Position = project_to_clipspace_fp64(vertex_pos_modelspace);\n gl_Position += project_pixel_to_clipspace(pixelOffset);\n\n vTextureCoords = mix(\n instanceIconFrames.xy,\n instanceIconFrames.xy + iconSize,\n (positions.xy + 1.0) / 2.0\n ) / iconsTextureDim;\n\n vTextureCoords.y = 1.0 - vTextureCoords.y;\n\n vColor = instanceColors / 255.;\n\n vColorMode = instanceColorModes;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n'},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default='#define SHADER_NAME icon-layer-vertex-shader\n\nattribute vec2 positions;\n\nattribute vec3 instancePositions;\nattribute float instanceSizes;\nattribute float instanceAngles;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\nattribute vec4 instanceIconFrames;\nattribute float instanceColorModes;\nattribute vec2 instanceOffsets;\n\nuniform float sizeScale;\nuniform vec2 iconsTextureDim;\n\nvarying float vColorMode;\nvarying vec4 vColor;\nvarying vec2 vTextureCoords;\n\nvec2 rotate_by_angle(vec2 vertex, float angle) {\n float angle_radian = angle * PI / 180.0;\n float cos_angle = cos(angle_radian);\n float sin_angle = sin(angle_radian);\n mat2 rotationMatrix = mat2(cos_angle, -sin_angle, sin_angle, cos_angle);\n return rotationMatrix * vertex;\n}\n\nvoid main(void) {\n vec2 iconSize = instanceIconFrames.zw;\n // scale icon height to match instanceSize\n float instanceScale = iconSize.y == 0.0 ? 0.0 : instanceSizes / iconSize.y;\n\n // scale and rotate vertex in "pixel" value and convert back to fraction in clipspace\n vec2 pixelOffset = positions / 2.0 * iconSize + instanceOffsets;\n pixelOffset = rotate_by_angle(pixelOffset, instanceAngles) * sizeScale * instanceScale;\n pixelOffset.y *= -1.0;\n\n vec3 center = project_position(instancePositions);\n gl_Position = project_to_clipspace(vec4(center, 1.0));\n gl_Position += project_pixel_to_clipspace(pixelOffset);\n\n vTextureCoords = mix(\n instanceIconFrames.xy,\n instanceIconFrames.xy + iconSize,\n (positions.xy + 1.0) / 2.0\n ) / iconsTextureDim;\n\n vTextureCoords.y = 1.0 - vTextureCoords.y;\n\n vColor = instanceColors / 255.;\n\n vColorMode = instanceColorModes;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n'},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=function e(t,n,r){null===t&&(t=Function.prototype);var i=Object.getOwnPropertyDescriptor(t,n);if(void 0===i){var o=Object.getPrototypeOf(t);return null===o?void 0:e(o,n,r)}if("value"in i)return i.value;var a=i.get;return void 0!==a?a.call(r):void 0},o=n(13),a=n(12),s=l(n(307)),u=l(n(306)),c=l(n(305));function l(e){return e&&e.__esModule?e:{default:e}}function f(e,t,n){return t in e?Object.defineProperty(e,t,{value:n,enumerable:!0,configurable:!0,writable:!0}):e[t]=n,e}function d(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function h(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}var p=o.experimental.fp64LowPart,v=o.experimental.enable64bitSupport,g=[0,0,0,255],y=a.GL.LINEAR_MIPMAP_LINEAR,_=a.GL.LINEAR,m={iconAtlas:null,iconMapping:{},sizeScale:1,fp64:!1,getPosition:function(e){return e.position},getIcon:function(e){return e.icon},getColor:function(e){return e.color||g},getSize:function(e){return e.size||1},getAngle:function(e){return e.angle||0}},b=function(e){function t(){return d(this,t),h(this,(t.__proto__||Object.getPrototypeOf(t)).apply(this,arguments))}return function(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}(t,e),r(t,[{key:"getShaders",value:function(){return v(this.props)?{vs:u.default,fs:c.default,modules:["project64","picking"]}:{vs:s.default,fs:c.default,modules:["picking"]}}},{key:"initializeState",value:function(){this.getAttributeManager().addInstanced({instancePositions:{size:3,transition:!0,accessor:"getPosition",update:this.calculateInstancePositions},instanceSizes:{size:1,transition:!0,accessor:"getSize",update:this.calculateInstanceSizes},instanceOffsets:{size:2,accessor:"getIcon",update:this.calculateInstanceOffsets},instanceIconFrames:{size:4,accessor:"getIcon",update:this.calculateInstanceIconFrames},instanceColorModes:{size:1,type:a.GL.UNSIGNED_BYTE,accessor:"getIcon",update:this.calculateInstanceColorMode},instanceColors:{size:4,type:a.GL.UNSIGNED_BYTE,transition:!0,accessor:"getColor",update:this.calculateInstanceColors},instanceAngles:{size:1,transition:!0,accessor:"getAngle",update:this.calculateInstanceAngles}})}},{key:"updateAttribute",value:function(e){var t=e.props,n=e.oldProps;if(e.changeFlags,t.fp64!==n.fp64){var r=this.getAttributeManager();r.invalidateAll(),t.fp64&&t.coordinateSystem===o.COORDINATE_SYSTEM.LNGLAT?r.addInstanced({instancePositions64xyLow:{size:2,accessor:"getPosition",update:this.calculateInstancePositions64xyLow}}):r.remove(["instancePositions64xyLow"])}}},{key:"updateState",value:function(e){var n=this,r=e.oldProps,o=e.props,s=e.changeFlags;i(t.prototype.__proto__||Object.getPrototypeOf(t.prototype),"updateState",this).call(this,{props:o,oldProps:r,changeFlags:s});var u,c=o.iconAtlas,l=o.iconMapping;if(r.iconMapping!==l){var d=this.getAttributeManager();d.invalidate("instanceOffsets"),d.invalidate("instanceIconFrames"),d.invalidate("instanceColorModes")}if(r.iconAtlas!==c&&(c instanceof a.Texture2D?(c.setParameters((f(u={},a.GL.TEXTURE_MIN_FILTER,y),f(u,a.GL.TEXTURE_MAG_FILTER,_),u)),this.setState({iconsTexture:c})):"string"==typeof c&&(0,a.loadTextures)(this.context.gl,{urls:[c]}).then((function(e){var t,r=function(e,t){if(Array.isArray(e))return e;if(Symbol.iterator in Object(e))return function(e,t){var n=[],r=!0,i=!1,o=void 0;try{for(var a,s=e[Symbol.iterator]();!(r=(a=s.next()).done)&&(n.push(a.value),!t||n.length!==t);r=!0);}catch(e){i=!0,o=e}finally{try{!r&&s.return&&s.return()}finally{if(i)throw o}}return n}(e,t);throw new TypeError("Invalid attempt to destructure non-iterable instance")}(e,1)[0];r.setParameters((f(t={},a.GL.TEXTURE_MIN_FILTER,y),f(t,a.GL.TEXTURE_MAG_FILTER,_),t)),n.setState({iconsTexture:r})}))),o.fp64!==r.fp64){var h=this.context.gl;this.setState({model:this._getModel(h)})}this.updateAttribute({props:o,oldProps:r,changeFlags:s})}},{key:"draw",value:function(e){var t=e.uniforms,n=this.props.sizeScale,r=this.state.iconsTexture;r&&this.state.model.render(Object.assign({},t,{iconsTexture:r,iconsTextureDim:[r.width,r.height],sizeScale:n}))}},{key:"_getModel",value:function(e){return new a.Model(e,Object.assign({},this.getShaders(),{id:this.props.id,geometry:new a.Geometry({drawMode:a.GL.TRIANGLE_FAN,attributes:{positions:new Float32Array([-1,-1,0,-1,1,0,1,1,0,1,-1,0])}}),isInstanced:!0,shaderCache:this.context.shaderCache}))}},{key:"calculateInstancePositions",value:function(e){var t=this.props,n=t.data,r=t.getPosition,i=e.value,o=0,a=!0,s=!1,u=void 0;try{for(var c,l=n[Symbol.iterator]();!(a=(c=l.next()).done);a=!0){var f=r(c.value);i[o++]=f[0],i[o++]=f[1],i[o++]=f[2]||0}}catch(e){s=!0,u=e}finally{try{!a&&l.return&&l.return()}finally{if(s)throw u}}}},{key:"calculateInstancePositions64xyLow",value:function(e){var t=this.props,n=t.data,r=t.getPosition,i=e.value,o=0,a=!0,s=!1,u=void 0;try{for(var c,l=n[Symbol.iterator]();!(a=(c=l.next()).done);a=!0){var f=r(c.value);i[o++]=p(f[0]),i[o++]=p(f[1])}}catch(e){s=!0,u=e}finally{try{!a&&l.return&&l.return()}finally{if(s)throw u}}}},{key:"calculateInstanceSizes",value:function(e){var t=this.props,n=t.data,r=t.getSize,i=e.value,o=0,a=!0,s=!1,u=void 0;try{for(var c,l=n[Symbol.iterator]();!(a=(c=l.next()).done);a=!0){var f=c.value;i[o++]=r(f)}}catch(e){s=!0,u=e}finally{try{!a&&l.return&&l.return()}finally{if(s)throw u}}}},{key:"calculateInstanceAngles",value:function(e){var t=this.props,n=t.data,r=t.getAngle,i=e.value,o=0,a=!0,s=!1,u=void 0;try{for(var c,l=n[Symbol.iterator]();!(a=(c=l.next()).done);a=!0){var f=c.value;i[o++]=r(f)}}catch(e){s=!0,u=e}finally{try{!a&&l.return&&l.return()}finally{if(s)throw u}}}},{key:"calculateInstanceColors",value:function(e){var t=this.props,n=t.data,r=t.getColor,i=e.value,o=0,a=!0,s=!1,u=void 0;try{for(var c,l=n[Symbol.iterator]();!(a=(c=l.next()).done);a=!0){var f=r(c.value);i[o++]=f[0],i[o++]=f[1],i[o++]=f[2],i[o++]=isNaN(f[3])?255:f[3]}}catch(e){s=!0,u=e}finally{try{!a&&l.return&&l.return()}finally{if(s)throw u}}}},{key:"calculateInstanceOffsets",value:function(e){var t=this.props,n=t.data,r=t.iconMapping,i=t.getIcon,o=e.value,a=0,s=!0,u=!1,c=void 0;try{for(var l,f=n[Symbol.iterator]();!(s=(l=f.next()).done);s=!0){var d=r[i(l.value)]||{};o[a++]=d.width/2-d.anchorX||0,o[a++]=d.height/2-d.anchorY||0}}catch(e){u=!0,c=e}finally{try{!s&&f.return&&f.return()}finally{if(u)throw c}}}},{key:"calculateInstanceColorMode",value:function(e){var t=this.props,n=t.data,r=t.iconMapping,i=t.getIcon,o=e.value,a=0,s=!0,u=!1,c=void 0;try{for(var l,f=n[Symbol.iterator]();!(s=(l=f.next()).done);s=!0){var d=i(l.value),h=r[d]&&r[d].mask;o[a++]=h?1:0}}catch(e){u=!0,c=e}finally{try{!s&&f.return&&f.return()}finally{if(u)throw c}}}},{key:"calculateInstanceIconFrames",value:function(e){var t=this.props,n=t.data,r=t.iconMapping,i=t.getIcon,o=e.value,a=0,s=!0,u=!1,c=void 0;try{for(var l,f=n[Symbol.iterator]();!(s=(l=f.next()).done);s=!0){var d=r[i(l.value)]||{};o[a++]=d.x||0,o[a++]=d.y||0,o[a++]=d.width||0,o[a++]=d.height||0}}catch(e){u=!0,c=e}finally{try{!s&&f.return&&f.return()}finally{if(u)throw c}}}}]),t}(o.Layer);t.default=b,b.layerName="IconLayer",b.defaultProps=m},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=n(292);Object.defineProperty(t,"ArcLayer",{enumerable:!0,get:function(){return g(r).default}});var i=n(308);Object.defineProperty(t,"IconLayer",{enumerable:!0,get:function(){return g(i).default}});var o=n(313);Object.defineProperty(t,"LineLayer",{enumerable:!0,get:function(){return g(o).default}});var a=n(320);Object.defineProperty(t,"PointCloudLayer",{enumerable:!0,get:function(){return g(a).default}});var s=n(176);Object.defineProperty(t,"ScatterplotLayer",{enumerable:!0,get:function(){return g(s).default}});var u=n(327);Object.defineProperty(t,"ScreenGridLayer",{enumerable:!0,get:function(){return g(u).default}});var c=n(299);Object.defineProperty(t,"GridLayer",{enumerable:!0,get:function(){return g(c).default}});var l=n(174);Object.defineProperty(t,"GridCellLayer",{enumerable:!0,get:function(){return g(l).default}});var f=n(304);Object.defineProperty(t,"HexagonLayer",{enumerable:!0,get:function(){return g(f).default}});var d=n(175);Object.defineProperty(t,"HexagonCellLayer",{enumerable:!0,get:function(){return g(d).default}});var h=n(119);Object.defineProperty(t,"PathLayer",{enumerable:!0,get:function(){return g(h).default}});var p=n(321);Object.defineProperty(t,"PolygonLayer",{enumerable:!0,get:function(){return g(p).default}});var v=n(293);function g(e){return e&&e.__esModule?e:{default:e}}Object.defineProperty(t,"GeoJsonLayer",{enumerable:!0,get:function(){return g(v).default}})},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME line-layer-fragment-shader\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec4 vColor;\n\nvoid main(void) {\n gl_FragColor = vColor;\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME line-layer-vertex-shader-64\n\nattribute vec3 positions;\nattribute vec3 instanceSourcePositions;\nattribute vec3 instanceTargetPositions;\nattribute vec4 instanceSourceTargetPositions64xyLow;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\nuniform float strokeWidth;\nuniform float opacity;\n\nvarying vec4 vColor;\n\n// offset vector by strokeWidth pixels\n// offset_direction is -1 (left) or 1 (right)\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace * project_uViewportSize);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset_screenspace = dir_screenspace * offset_direction * strokeWidth / 2.0;\n vec2 offset_clipspace = project_pixel_to_clipspace(offset_screenspace).xy;\n\n return offset_clipspace;\n}\n\nvoid main(void) {\n // Position\n vec4 instanceSourcePositions64 = vec4(\n instanceSourcePositions.x, instanceSourceTargetPositions64xyLow.x,\n instanceSourcePositions.y, instanceSourceTargetPositions64xyLow.y);\n\n vec4 instanceTargetPositions64 = vec4(\n instanceTargetPositions.x, instanceSourceTargetPositions64xyLow.z,\n instanceTargetPositions.y, instanceSourceTargetPositions64xyLow.w);\n\n vec2 projected_source_coord[2];\n vec2 projected_target_coord[2];\n\n project_position_fp64(instanceSourcePositions64, projected_source_coord);\n project_position_fp64(instanceTargetPositions64, projected_target_coord);\n\n vec2 source_pos_modelspace[4];\n source_pos_modelspace[0] = projected_source_coord[0];\n source_pos_modelspace[1] = projected_source_coord[1];\n source_pos_modelspace[2] = vec2(project_scale(instanceSourcePositions.z), 0.0);\n source_pos_modelspace[3] = vec2(1.0, 0.0);\n\n vec4 source_pos_clipspace = project_to_clipspace_fp64(source_pos_modelspace);\n\n vec2 target_pos_modelspace[4];\n target_pos_modelspace[0] = projected_target_coord[0];\n target_pos_modelspace[1] = projected_target_coord[1];\n target_pos_modelspace[2] = vec2(project_scale(instanceTargetPositions.z), 0.0);\n target_pos_modelspace[3] = vec2(1.0, 0.0);\n\n vec4 target_pos_clipspace = project_to_clipspace_fp64(target_pos_modelspace);\n\n float segmentIndex = positions.x;\n vec4 p = mix(source_pos_clipspace, target_pos_clipspace, segmentIndex);\n\n vec2 offset = getExtrusionOffset(target_pos_clipspace.xy - source_pos_clipspace.xy, positions.y);\n\n gl_Position = p + vec4(offset, 0.0, 0.0);\n\n // Color\n vColor = vec4(instanceColors.rgb, instanceColors.a * opacity) / 255.;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME line-layer-vertex-shader\n\nattribute vec3 positions;\nattribute vec3 instanceSourcePositions;\nattribute vec3 instanceTargetPositions;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\nuniform float strokeWidth;\nuniform float opacity;\n\nvarying vec4 vColor;\n\n// offset vector by strokeWidth pixels\n// offset_direction is -1 (left) or 1 (right)\nvec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) {\n // normalized direction of the line\n vec2 dir_screenspace = normalize(line_clipspace * project_uViewportSize);\n // rotate by 90 degrees\n dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);\n\n vec2 offset_screenspace = dir_screenspace * offset_direction * strokeWidth / 2.0;\n vec2 offset_clipspace = project_pixel_to_clipspace(offset_screenspace).xy;\n\n return offset_clipspace;\n}\n\nvoid main(void) {\n // Position\n vec3 sourcePos = project_position(instanceSourcePositions);\n vec3 targetPos = project_position(instanceTargetPositions);\n vec4 source = project_to_clipspace(vec4(sourcePos, 1.0));\n vec4 target = project_to_clipspace(vec4(targetPos, 1.0));\n\n // linear interpolation of source & target to pick right coord\n float segmentIndex = positions.x;\n vec4 p = mix(source, target, segmentIndex);\n\n // extrude\n vec2 offset = getExtrusionOffset(target.xy - source.xy, positions.y);\n gl_Position = p + vec4(offset, 0.0, 0.0);\n\n // Color\n vColor = vec4(instanceColors.rgb, instanceColors.a * opacity) / 255.;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=function e(t,n,r){null===t&&(t=Function.prototype);var i=Object.getOwnPropertyDescriptor(t,n);if(void 0===i){var o=Object.getPrototypeOf(t);return null===o?void 0:e(o,n,r)}if("value"in i)return i.value;var a=i.get;return void 0!==a?a.call(r):void 0},o=n(13),a=n(12),s=l(n(312)),u=l(n(311)),c=l(n(310));function l(e){return e&&e.__esModule?e:{default:e}}function f(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function d(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}var h=o.experimental.fp64LowPart,p=o.experimental.enable64bitSupport,v=[0,0,0,255],g={strokeWidth:1,fp64:!1,getSourcePosition:function(e){return e.sourcePosition},getTargetPosition:function(e){return e.targetPosition},getColor:function(e){return e.color||v}},y=function(e){function t(){return f(this,t),d(this,(t.__proto__||Object.getPrototypeOf(t)).apply(this,arguments))}return function(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}(t,e),r(t,[{key:"getShaders",value:function(){return p(this.props)?{vs:u.default,fs:c.default,modules:["project64","picking"]}:{vs:s.default,fs:c.default,modules:["picking"]}}},{key:"initializeState",value:function(){this.getAttributeManager().addInstanced({instanceSourcePositions:{size:3,transition:!0,accessor:"getSourcePosition",update:this.calculateInstanceSourcePositions},instanceTargetPositions:{size:3,transition:!0,accessor:"getTargetPosition",update:this.calculateInstanceTargetPositions},instanceColors:{size:4,type:a.GL.UNSIGNED_BYTE,transition:!0,accessor:"getColor",update:this.calculateInstanceColors}})}},{key:"updateAttribute",value:function(e){var t=e.props,n=e.oldProps;if(e.changeFlags,t.fp64!==n.fp64){var r=this.getAttributeManager();r.invalidateAll(),t.fp64&&t.coordinateSystem===o.COORDINATE_SYSTEM.LNGLAT?r.addInstanced({instanceSourceTargetPositions64xyLow:{size:4,accessor:["getSourcePosition","getTargetPosition"],update:this.calculateInstanceSourceTargetPositions64xyLow}}):r.remove(["instanceSourceTargetPositions64xyLow"])}}},{key:"updateState",value:function(e){var n=e.props,r=e.oldProps,o=e.changeFlags;if(i(t.prototype.__proto__||Object.getPrototypeOf(t.prototype),"updateState",this).call(this,{props:n,oldProps:r,changeFlags:o}),n.fp64!==r.fp64){var a=this.context.gl;this.setState({model:this._getModel(a)})}this.updateAttribute({props:n,oldProps:r,changeFlags:o})}},{key:"draw",value:function(e){var t=e.uniforms,n=this.props.strokeWidth;this.state.model.render(Object.assign({},t,{strokeWidth:n}))}},{key:"_getModel",value:function(e){return new a.Model(e,Object.assign({},this.getShaders(),{id:this.props.id,geometry:new a.Geometry({drawMode:a.GL.TRIANGLE_STRIP,attributes:{positions:new Float32Array([0,-1,0,0,1,0,1,-1,0,1,1,0])}}),isInstanced:!0,shaderCache:this.context.shaderCache}))}},{key:"calculateInstanceSourcePositions",value:function(e){var t=this.props,n=t.data,r=t.getSourcePosition,i=e.value,o=e.size,a=0,s=!0,u=!1,c=void 0;try{for(var l,f=n[Symbol.iterator]();!(s=(l=f.next()).done);s=!0){var d=r(l.value);i[a+0]=d[0],i[a+1]=d[1],i[a+2]=isNaN(d[2])?0:d[2],a+=o}}catch(e){u=!0,c=e}finally{try{!s&&f.return&&f.return()}finally{if(u)throw c}}}},{key:"calculateInstanceTargetPositions",value:function(e){var t=this.props,n=t.data,r=t.getTargetPosition,i=e.value,o=e.size,a=0,s=!0,u=!1,c=void 0;try{for(var l,f=n[Symbol.iterator]();!(s=(l=f.next()).done);s=!0){var d=r(l.value);i[a+0]=d[0],i[a+1]=d[1],i[a+2]=isNaN(d[2])?0:d[2],a+=o}}catch(e){u=!0,c=e}finally{try{!s&&f.return&&f.return()}finally{if(u)throw c}}}},{key:"calculateInstanceSourceTargetPositions64xyLow",value:function(e){var t=this.props,n=t.data,r=t.getSourcePosition,i=t.getTargetPosition,o=e.value,a=e.size,s=0,u=!0,c=!1,l=void 0;try{for(var f,d=n[Symbol.iterator]();!(u=(f=d.next()).done);u=!0){var p=f.value,v=r(p),g=i(p);o[s+0]=h(v[0]),o[s+1]=h(v[1]),o[s+2]=h(g[0]),o[s+3]=h(g[1]),s+=a}}catch(e){c=!0,l=e}finally{try{!u&&d.return&&d.return()}finally{if(c)throw l}}}},{key:"calculateInstanceColors",value:function(e){var t=this.props,n=t.data,r=t.getColor,i=e.value,o=e.size,a=0,s=!0,u=!1,c=void 0;try{for(var l,f=n[Symbol.iterator]();!(s=(l=f.next()).done);s=!0){var d=r(l.value);i[a+0]=d[0],i[a+1]=d[1],i[a+2]=d[2],i[a+3]=isNaN(d[3])?255:d[3],a+=o}}catch(e){u=!0,c=e}finally{try{!s&&f.return&&f.return()}finally{if(u)throw c}}}}]),t}(o.Layer);t.default=y,y.layerName="LineLayer",y.defaultProps=g},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME path-layer-fragment-shader\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform float jointType;\nuniform float miterLimit;\nuniform float alignMode;\n\nvarying vec4 vColor;\nvarying vec2 vCornerOffset;\nvarying float vMiterLength;\nvarying vec2 vDashArray;\nvarying float vPathPosition;\nvarying float vPathLength;\n\n// mod doesn't work correctly for negative numbers\nfloat mod2(float a, float b) {\n return a - floor(a / b) * b;\n}\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n\n// if given position is in the gap part of the dashed line\n// dashArray.x: solid stroke length, relative to width\n// dashArray.y: gap length, relative to width\n// alignMode:\n// 0 - no adjustment\n// o---- ---- ---- ---- o---- -o---- ---- o\n// 1 - stretch to fit, draw half dash at each end for nicer joints\n// o-- ---- ---- ---- --o-- --o-- ---- --o\nbool dash_isFragInGap() {\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n\n float unitLength = solidLength + gapLength;\n\n if (unitLength == 0.0) {\n return false;\n }\n\n unitLength = mix(\n unitLength,\n vPathLength / round(vPathLength / unitLength),\n alignMode\n );\n\n float offset = alignMode * solidLength / 2.0;\n\n return gapLength > 0.0 &&\n vPathPosition >= 0.0 &&\n vPathPosition <= vPathLength &&\n mod2(vPathPosition + offset, unitLength) > solidLength;\n}\n\nvoid main(void) {\n // if joint is rounded, test distance from the corner\n if (jointType > 0.0 && vMiterLength > 0.0 && length(vCornerOffset) > 1.0) {\n // Enable to debug joints\n // gl_FragColor = vec4(0., 1., 0., 1.);\n // return;\n discard;\n }\n if (jointType == 0.0 && vMiterLength > miterLimit) {\n // Enable to debug joints\n // gl_FragColor = vec4(0., 0., 1., 1.);\n // return;\n discard;\n }\n if (vColor.a == 0.0 || dash_isFragInGap()) {\n // Enable to debug joints\n // gl_FragColor = vec4(0., 1., 1., 1.);\n // return;\n discard;\n }\n gl_FragColor = vColor;\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="\n#define SHADER_NAME path-layer-vertex-shader\n\nattribute vec3 positions;\n\nattribute vec3 instanceStartPositions;\nattribute vec3 instanceEndPositions;\nattribute vec4 instanceStartEndPositions64xyLow;\nattribute vec3 instanceLeftDeltas;\nattribute vec3 instanceRightDeltas;\nattribute float instanceStrokeWidths;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\nattribute vec2 instanceDashArrays;\n\nuniform float widthScale;\nuniform float widthMinPixels;\nuniform float widthMaxPixels;\nuniform float jointType;\nuniform float miterLimit;\n\nuniform float opacity;\n\nvarying vec4 vColor;\nvarying vec2 vCornerOffset;\nvarying float vMiterLength;\nvarying vec2 vDashArray;\nvarying float vPathPosition;\nvarying float vPathLength;\n\nconst float EPSILON = 0.001;\nconst float PIXEL_EPSILON = 0.1;\n\nfloat flipIfTrue(bool flag) {\n return -(float(flag) * 2. - 1.);\n}\n\nvec3 lineJoin(vec2 prevPoint64[2], vec2 currPoint64[2], vec2 nextPoint64[2]) {\n\n float width = clamp(project_scale(instanceStrokeWidths * widthScale),\n widthMinPixels, widthMaxPixels) / 2.0;\n\n vec2 deltaA64[2];\n vec2 deltaB64[2];\n\n vec2_sub_fp64(currPoint64, prevPoint64, deltaA64);\n vec2_sub_fp64(nextPoint64, currPoint64, deltaB64);\n\n vec2 lengthA64 = vec2_length_fp64(deltaA64);\n vec2 lengthB64 = vec2_length_fp64(deltaB64);\n\n vec2 deltaA = vec2(deltaA64[0].x, deltaA64[1].x);\n vec2 deltaB = vec2(deltaB64[0].x, deltaB64[1].x);\n\n float lenA = lengthA64.x;\n float lenB = lengthB64.x;\n\n vec2 offsetVec;\n float offsetScale;\n float offsetDirection;\n\n // when two points are closer than PIXEL_EPSILON in pixels,\n // assume they are the same point to avoid precision issue\n lenA = lenA > PIXEL_EPSILON ? lenA : 0.0;\n lenB = lenB > PIXEL_EPSILON ? lenB : 0.0;\n vec2 dirA = lenA > 0. ? deltaA / lenA : vec2(0.0, 0.0);\n vec2 dirB = lenB > 0. ? deltaB / lenB : vec2(0.0, 0.0);\n\n vec2 perpA = vec2(-dirA.y, dirA.x);\n vec2 perpB = vec2(-dirB.y, dirB.x);\n\n // tangent of the corner\n vec2 tangent = vec2(dirA + dirB);\n tangent = length(tangent) > 0. ? normalize(tangent) : perpA;\n // direction of the corner\n vec2 miterVec = vec2(-tangent.y, tangent.x);\n // width offset from current position\n vec2 perp = mix(perpB, perpA, positions.x);\n float L = mix(lenB, lenA, positions.x);\n\n // cap super sharp angles\n float sinHalfA = abs(dot(miterVec, perp));\n float cosHalfA = abs(dot(dirA, miterVec));\n bool turnsRight = dirA.x * dirB.y > dirA.y * dirB.x;\n\n // relative position to the corner:\n // -1: inside (smaller side of the angle)\n // 0: center\n // 1: outside (bigger side of the angle)\n float cornerPosition = mix(\n flipIfTrue(turnsRight == (positions.y > 0.0)),\n 0.0,\n positions.z\n );\n\n offsetScale = 1.0 / max(sinHalfA, EPSILON);\n\n // do not bevel if line segment is too short\n cornerPosition *= float(cornerPosition <= 0.0 || sinHalfA < min(lenA, lenB) / width * cosHalfA);\n // trim if inside corner extends further than the line segment\n offsetScale = mix(\n offsetScale,\n min(offsetScale, L / width / max(cosHalfA, EPSILON)),\n float(cornerPosition < 0.0)\n );\n\n vMiterLength = mix(\n offsetScale * cornerPosition,\n mix(offsetScale, 0.0, cornerPosition),\n step(0.0, cornerPosition)\n ) - sinHalfA * jointType;\n offsetDirection = mix(\n positions.y,\n mix(\n flipIfTrue(turnsRight),\n positions.y * flipIfTrue(turnsRight == (positions.x == 1.)),\n cornerPosition\n ),\n step(0.0, cornerPosition)\n );\n offsetVec = mix(miterVec, -tangent, step(0.5, cornerPosition));\n offsetScale = mix(offsetScale, 1.0 / max(cosHalfA, 0.001), step(0.5, cornerPosition));\n\n // special treatment for start cap and end cap\n // using a small number as the limit for determining if the lenA or lenB is 0\n float isStartCap = step(lenA, 1.0e-5);\n float isEndCap = step(lenB, 1.0e-5);\n float isCap = max(isStartCap, isEndCap);\n\n // 0: center, 1: side\n cornerPosition = isCap * (1.0 - positions.z);\n\n // start of path: use next - curr\n offsetVec = mix(offsetVec, mix(dirB, perpB, cornerPosition), isStartCap);\n // end of path: use curr - prev\n offsetVec = mix(offsetVec, mix(dirA, perpA, cornerPosition), isEndCap);\n\n // extend out a triangle to envelope the round cap\n offsetScale = mix(\n offsetScale,\n mix(4.0 * jointType, 1.0, cornerPosition),\n isCap\n );\n vMiterLength = mix(vMiterLength, 1.0 - cornerPosition, isCap);\n\n offsetDirection = mix(\n offsetDirection,\n mix(flipIfTrue(isStartCap > 0.), positions.y, cornerPosition),\n isCap\n );\n\n vCornerOffset = offsetVec * offsetDirection * offsetScale;\n\n // Generate variables for dash calculation\n vDashArray = instanceDashArrays;\n vPathLength = L / width;\n float isEnd = positions.x;\n vec2 offsetFromStartOfPath = mix(vCornerOffset, vCornerOffset + deltaA / width, isEnd);\n vec2 dir = mix(dirB, dirA, isEnd);\n vPathPosition = dot(offsetFromStartOfPath, dir);\n\n return vec3(vCornerOffset * width, 0.0);\n}\n\nvoid main() {\n vColor = vec4(instanceColors.rgb, instanceColors.a * opacity) / 255.;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n\n float isEnd = positions.x;\n\n // Calculate current position\n vec3 currPosition = mix(instanceStartPositions, instanceEndPositions, isEnd);\n currPosition = project_position(currPosition);\n\n // Calculate current position 64bit\n\n vec2 instanceStartPositions64[2];\n instanceStartPositions64[0] = vec2(instanceStartPositions.x, instanceStartEndPositions64xyLow.x);\n instanceStartPositions64[1] = vec2(instanceStartPositions.y, instanceStartEndPositions64xyLow.y);\n\n vec2 instanceEndPositions64[2];\n instanceEndPositions64[0] = vec2(instanceEndPositions.x, instanceStartEndPositions64xyLow.z);\n instanceEndPositions64[1] = vec2(instanceEndPositions.y, instanceStartEndPositions64xyLow.w);\n\n vec2 tempCurrPosition64[2];\n vec2_mix_fp64(instanceStartPositions64, instanceEndPositions64, isEnd, tempCurrPosition64);\n\n vec4 currPosition64 = vec4(tempCurrPosition64[0].xy, tempCurrPosition64[1].xy);\n\n vec2 projected_curr_position[2];\n project_position_fp64(currPosition64, projected_curr_position);\n float projected_curr_position_z = project_scale(currPosition.z);\n\n // Calculate previous position\n\n vec3 prevPosition = mix(-instanceLeftDeltas, vec3(0.0), isEnd);\n\n // Calculate prev position 64bit\n\n vec2 tempPrevPosition64[2];\n tempPrevPosition64[0] = sum_fp64(vec2(prevPosition.x, 0.0), instanceStartPositions64[0]);\n tempPrevPosition64[1] = sum_fp64(vec2(prevPosition.y, 0.0), instanceStartPositions64[1]);\n\n vec4 prevPosition64 = vec4(tempPrevPosition64[0].xy, tempPrevPosition64[1].xy);\n\n vec2 projected_prev_position[2];\n project_position_fp64(prevPosition64, projected_prev_position);\n\n // Calculate next positions\n vec3 nextPosition = mix(vec3(0.0), instanceRightDeltas, isEnd);\n\n // Calculate next position 64bit\n\n vec2 tempNextPosition64[2];\n tempNextPosition64[0] = sum_fp64(vec2(nextPosition.x, 0.0), instanceEndPositions64[0]);\n tempNextPosition64[1] = sum_fp64(vec2(nextPosition.y, 0.0), instanceEndPositions64[1]);\n\n vec4 nextPosition64 = vec4(tempNextPosition64[0].xy, tempNextPosition64[1].xy);\n\n vec2 projected_next_position[2];\n project_position_fp64(nextPosition64, projected_next_position);\n\n vec3 pos = lineJoin(projected_prev_position, projected_curr_position, projected_next_position);\n vec2 vertex_pos_modelspace[4];\n\n vertex_pos_modelspace[0] = sum_fp64(vec2(pos.x, 0.0), projected_curr_position[0]);\n vertex_pos_modelspace[1] = sum_fp64(vec2(pos.y, 0.0), projected_curr_position[1]);\n vertex_pos_modelspace[2] = vec2(pos.z + projected_curr_position_z, 0.0);\n vertex_pos_modelspace[3] = vec2(1.0, 0.0);\n\n gl_Position = project_to_clipspace_fp64(vertex_pos_modelspace);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME path-layer-vertex-shader-64\n\nattribute vec3 positions;\n\nattribute vec3 instanceStartPositions;\nattribute vec3 instanceEndPositions;\nattribute vec3 instanceLeftDeltas;\nattribute vec3 instanceRightDeltas;\nattribute float instanceStrokeWidths;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\nattribute vec2 instanceDashArrays;\n\nuniform float widthScale;\nuniform float widthMinPixels;\nuniform float widthMaxPixels;\nuniform float jointType;\nuniform float miterLimit;\n\nuniform float opacity;\n\nvarying vec4 vColor;\nvarying vec2 vCornerOffset;\nvarying float vMiterLength;\nvarying vec2 vDashArray;\nvarying float vPathPosition;\nvarying float vPathLength;\n\nconst float EPSILON = 0.001;\nconst float PIXEL_EPSILON = 0.1;\n\nfloat flipIfTrue(bool flag) {\n return -(float(flag) * 2. - 1.);\n}\n\n// calculate line join positions\nvec3 lineJoin(\n vec3 prevPoint, vec3 currPoint, vec3 nextPoint,\n float relativePosition, bool isEnd, bool isJoint,\n float width\n) {\n vec2 deltaA = currPoint.xy - prevPoint.xy;\n vec2 deltaB = nextPoint.xy - currPoint.xy;\n\n float lenA = length(deltaA);\n float lenB = length(deltaB);\n\n // when two points are closer than PIXEL_EPSILON in pixels,\n // assume they are the same point to avoid precision issue\n lenA = lenA > PIXEL_EPSILON ? lenA : 0.0;\n lenB = lenB > PIXEL_EPSILON ? lenB : 0.0;\n\n vec2 dirA = lenA > 0. ? normalize(deltaA) : vec2(0.0, 0.0);\n vec2 dirB = lenB > 0. ? normalize(deltaB) : vec2(0.0, 0.0);\n\n vec2 perpA = vec2(-dirA.y, dirA.x);\n vec2 perpB = vec2(-dirB.y, dirB.x);\n\n // tangent of the corner\n vec2 tangent = vec2(dirA + dirB);\n tangent = length(tangent) > 0. ? normalize(tangent) : perpA;\n // direction of the corner\n vec2 miterVec = vec2(-tangent.y, tangent.x);\n // width offset from current position\n vec2 perp = isEnd ? perpA : perpB;\n float L = isEnd ? lenA : lenB;\n\n // cap super sharp angles\n float sinHalfA = abs(dot(miterVec, perp));\n float cosHalfA = abs(dot(dirA, miterVec));\n\n bool turnsRight = dirA.x * dirB.y > dirA.y * dirB.x;\n\n float offsetScale = 1.0 / max(sinHalfA, EPSILON);\n\n float cornerPosition = isJoint ?\n 0.0 :\n flipIfTrue(turnsRight == (relativePosition > 0.0));\n\n // do not bevel if line segment is too short\n cornerPosition *=\n float(cornerPosition <= 0.0 || sinHalfA < min(lenA, lenB) / width * cosHalfA);\n\n // trim if inside corner extends further than the line segment\n if (cornerPosition < 0.0) {\n offsetScale = min(offsetScale, L / width / max(cosHalfA, EPSILON));\n }\n\n vMiterLength = cornerPosition >= 0.0 ?\n mix(offsetScale, 0.0, cornerPosition) :\n offsetScale * cornerPosition;\n vMiterLength -= sinHalfA * jointType;\n\n float offsetDirection = mix(\n positions.y,\n mix(\n flipIfTrue(turnsRight),\n positions.y * flipIfTrue(turnsRight == (positions.x == 1.)),\n cornerPosition\n ),\n step(0.0, cornerPosition)\n );\n\n vec2 offsetVec = mix(miterVec, -tangent, step(0.5, cornerPosition));\n offsetScale = mix(offsetScale, 1.0 / max(cosHalfA, 0.001), step(0.5, cornerPosition));\n\n // special treatment for start cap and end cap\n // TODO - This has an issue. len is always positive because it is length.\n // Step returns zero if -lenA<0, so practically this is a comparison of\n // lenA with zero, with lots of problems because of the -lenA. Can we use EPSILON?\n bool isStartCap = step(0.0, -lenA) > 0.5;\n bool isEndCap = step(0.0, -lenB) > 0.5;\n bool isCap = isStartCap || isEndCap;\n\n // 0: center, 1: side\n cornerPosition = isCap ? (1.0 - positions.z) : 0.;\n\n // start of path: use next - curr\n if (isStartCap) {\n offsetVec = mix(dirB, perpB, cornerPosition);\n }\n\n // end of path: use curr - prev\n if (isEndCap) {\n offsetVec = mix(dirA, perpA, cornerPosition);\n }\n\n // extend out a triangle to envelope the round cap\n if (isCap) {\n offsetScale = mix(4.0 * jointType, 1.0, cornerPosition);\n vMiterLength = 1.0 - cornerPosition;\n offsetDirection = mix(flipIfTrue(isStartCap), positions.y, cornerPosition);\n }\n\n vCornerOffset = offsetVec * offsetDirection * offsetScale;\n\n // Generate variables for dash calculation\n vDashArray = instanceDashArrays;\n vPathLength = L / width;\n // vec2 offsetFromStartOfPath = isEnd ? vCornerOffset + deltaA / width : vCornerOffset;\n vec2 offsetFromStartOfPath = vCornerOffset;\n if (isEnd) {\n offsetFromStartOfPath += deltaA / width;\n }\n vec2 dir = isEnd ? dirA : dirB;\n vPathPosition = dot(offsetFromStartOfPath, dir);\n\n return currPoint + vec3(vCornerOffset * width, 0.0);\n}\n\n// calculate line join positions\n// extract params from attributes and uniforms\nvec3 lineJoin(vec3 prevPoint, vec3 currPoint, vec3 nextPoint) {\n\n // relative position to the corner:\n // -1: inside (smaller side of the angle)\n // 0: center\n // 1: outside (bigger side of the angle)\n\n float relativePosition = positions.y;\n bool isEnd = positions.x > EPSILON;\n bool isJoint = positions.z > EPSILON;\n\n float width = clamp(project_scale(instanceStrokeWidths * widthScale),\n widthMinPixels, widthMaxPixels) / 2.0;\n\n return lineJoin(\n prevPoint, currPoint, nextPoint,\n relativePosition, isEnd, isJoint,\n width\n );\n}\n\nvoid main() {\n vColor = vec4(instanceColors.rgb, instanceColors.a * opacity) / 255.;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n\n float isEnd = positions.x;\n\n vec3 prevPosition = mix(-instanceLeftDeltas, vec3(0.0), isEnd) + instanceStartPositions;\n prevPosition = project_position(prevPosition);\n\n vec3 currPosition = mix(instanceStartPositions, instanceEndPositions, isEnd);\n currPosition = project_position(currPosition);\n\n vec3 nextPosition = mix(vec3(0.0), instanceRightDeltas, isEnd) + instanceEndPositions;\n nextPosition = project_position(nextPosition);\n\n vec3 pos = lineJoin(prevPosition, currPosition, nextPosition);\n\n gl_Position = project_to_clipspace(vec4(pos, 1.0));\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME point-cloud-layer-fragment-shader\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec4 vColor;\nvarying vec2 unitPosition;\n\nvoid main(void) {\n\n float distToCenter = length(unitPosition);\n\n if (distToCenter > 1.0) {\n discard;\n }\n\n gl_FragColor = vColor;\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME point-cloud-layer-vertex-shader-64\n\nattribute vec3 positions;\n\nattribute vec3 instancePositions;\nattribute vec2 instancePositions64xyLow;\nattribute vec3 instanceNormals;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\nuniform float opacity;\nuniform float radiusPixels;\n\nvarying vec4 vColor;\nvarying vec2 unitPosition;\n\nvoid main(void) {\n // position on the containing square in [-1, 1] space\n unitPosition = positions.xy;\n\n vec4 instancePositions64xy = vec4(\n instancePositions.x, instancePositions64xyLow.x,\n instancePositions.y, instancePositions64xyLow.y);\n\n vec2 projected_coord_xy[2];\n project_position_fp64(instancePositions64xy, projected_coord_xy);\n\n vec2 vertex_pos_modelspace[4];\n vertex_pos_modelspace[0] = projected_coord_xy[0];\n vertex_pos_modelspace[1] = projected_coord_xy[1];\n vertex_pos_modelspace[2] = vec2(project_scale(instancePositions.z), 0.0);\n vertex_pos_modelspace[3] = vec2(1.0, 0.0);\n\n gl_Position = project_to_clipspace_fp64(vertex_pos_modelspace);\n gl_Position += project_pixel_to_clipspace(positions.xy * radiusPixels);\n\n vec4 position_worldspace = vec4(\n projected_coord_xy[0].x, projected_coord_xy[1].x,\n project_scale(instancePositions.z), 1.0);\n\n // Apply lighting\n float lightWeight = getLightWeight(position_worldspace.xyz, // the w component is always 1.0\n instanceNormals);\n\n // Apply opacity to instance color, or return instance picking color\n vColor = vec4(lightWeight * instanceColors.rgb, instanceColors.a * opacity) / 255.;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME point-cloud-layer-vertex-shader\n\nattribute vec3 positions;\n\nattribute vec3 instancePositions;\nattribute vec3 instanceNormals;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\nuniform float opacity;\nuniform float radiusPixels;\n\nvarying vec4 vColor;\nvarying vec2 unitPosition;\n\nvoid main(void) {\n // position on the containing square in [-1, 1] space\n unitPosition = positions.xy;\n\n // Find the center of the point and add the current vertex\n vec4 position_worldspace = vec4(project_position(instancePositions), 1.0);\n gl_Position = project_to_clipspace(position_worldspace) ;\n gl_Position += project_pixel_to_clipspace(positions.xy * radiusPixels);\n\n // Apply lighting\n float lightWeight = getLightWeight(position_worldspace.xyz, // the w component is always 1.0\n instanceNormals);\n\n // Apply opacity to instance color, or return instance picking color\n vColor = vec4(lightWeight * instanceColors.rgb, instanceColors.a * opacity) / 255.;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=function e(t,n,r){null===t&&(t=Function.prototype);var i=Object.getOwnPropertyDescriptor(t,n);if(void 0===i){var o=Object.getPrototypeOf(t);return null===o?void 0:e(o,n,r)}if("value"in i)return i.value;var a=i.get;return void 0!==a?a.call(r):void 0},o=n(13),a=n(12),s=l(n(319)),u=l(n(318)),c=l(n(317));function l(e){return e&&e.__esModule?e:{default:e}}function f(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function d(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}var h=o.experimental.fp64LowPart,p=o.experimental.enable64bitSupport,v=[0,0,0,255],g={radiusPixels:10,fp64:!1,getPosition:function(e){return e.position},getNormal:function(e){return e.normal},getColor:function(e){return e.color||v},lightSettings:{lightsPosition:[0,0,5e3,-1e3,1e3,8e3,5e3,-5e3,1e3],ambientRatio:.2,diffuseRatio:.6,specularRatio:.8,lightsStrength:[1,0,.8,0,.4,0],numberOfLights:3}},y=function(e){function t(){return f(this,t),d(this,(t.__proto__||Object.getPrototypeOf(t)).apply(this,arguments))}return function(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}(t,e),r(t,[{key:"getShaders",value:function(e){var t=this.context.shaderCache;return p(this.props)?{vs:u.default,fs:c.default,modules:["project64","lighting","picking"],shaderCache:t}:{vs:s.default,fs:c.default,modules:["lighting","picking"],shaderCache:t}}},{key:"initializeState",value:function(){this.state.attributeManager.addInstanced({instancePositions:{size:3,transition:!0,accessor:"getPosition",update:this.calculateInstancePositions},instanceNormals:{size:3,transition:!0,accessor:"getNormal",defaultValue:1,update:this.calculateInstanceNormals},instanceColors:{size:4,type:a.GL.UNSIGNED_BYTE,transition:!0,accessor:"getColor",update:this.calculateInstanceColors}})}},{key:"updateAttribute",value:function(e){var t=e.props,n=e.oldProps;if(e.changeFlags,t.fp64!==n.fp64){var r=this.getAttributeManager();r.invalidateAll(),t.fp64&&t.coordinateSystem===o.COORDINATE_SYSTEM.LNGLAT?r.addInstanced({instancePositions64xyLow:{size:2,accessor:"getPosition",update:this.calculateInstancePositions64xyLow}}):r.remove(["instancePositions64xyLow"])}}},{key:"updateState",value:function(e){var n=e.props,r=e.oldProps,o=e.changeFlags;if(i(t.prototype.__proto__||Object.getPrototypeOf(t.prototype),"updateState",this).call(this,{props:n,oldProps:r,changeFlags:o}),n.fp64!==r.fp64){var a=this.context.gl;this.setState({model:this._getModel(a)})}this.updateAttribute({props:n,oldProps:r,changeFlags:o})}},{key:"draw",value:function(e){var t=e.uniforms,n=this.props,r=n.radiusPixels,i=n.lightSettings;this.state.model.render(Object.assign({},t,{radiusPixels:r},i))}},{key:"_getModel",value:function(e){for(var t=[],n=0;n<3;n++){var r=n/3*Math.PI*2;t.push(2*Math.cos(r),2*Math.sin(r),0)}return new a.Model(e,Object.assign({},this.getShaders(),{id:this.props.id,geometry:new a.Geometry({drawMode:a.GL.TRIANGLES,attributes:{positions:new Float32Array(t)}}),isInstanced:!0,shaderCache:this.context.shaderCache}))}},{key:"calculateInstancePositions",value:function(e){var t=this.props,n=t.data,r=t.getPosition,i=e.value,o=0,a=!0,s=!1,u=void 0;try{for(var c,l=n[Symbol.iterator]();!(a=(c=l.next()).done);a=!0){var f=r(c.value);i[o++]=f[0],i[o++]=f[1],i[o++]=f[2]||0}}catch(e){s=!0,u=e}finally{try{!a&&l.return&&l.return()}finally{if(s)throw u}}}},{key:"calculateInstancePositions64xyLow",value:function(e){var t=this.props,n=t.data,r=t.getPosition,i=e.value,o=0,a=!0,s=!1,u=void 0;try{for(var c,l=n[Symbol.iterator]();!(a=(c=l.next()).done);a=!0){var f=r(c.value);i[o++]=h(f[0]),i[o++]=h(f[1])}}catch(e){s=!0,u=e}finally{try{!a&&l.return&&l.return()}finally{if(s)throw u}}}},{key:"calculateInstanceNormals",value:function(e){var t=this.props,n=t.data,r=t.getNormal,i=e.value,o=0,a=!0,s=!1,u=void 0;try{for(var c,l=n[Symbol.iterator]();!(a=(c=l.next()).done);a=!0){var f=r(c.value);i[o++]=f[0],i[o++]=f[1],i[o++]=f[2]}}catch(e){s=!0,u=e}finally{try{!a&&l.return&&l.return()}finally{if(s)throw u}}}},{key:"calculateInstanceColors",value:function(e){var t=this.props,n=t.data,r=t.getColor,i=e.value,o=0,a=!0,s=!1,u=void 0;try{for(var c,l=n[Symbol.iterator]();!(a=(c=l.next()).done);a=!0){var f=r(c.value);i[o++]=f[0],i[o++]=f[1],i[o++]=f[2],i[o++]=isNaN(f[3])?255:f[3]}}catch(e){s=!0,u=e}finally{try{!a&&l.return&&l.return()}finally{if(s)throw u}}}}]),t}(o.Layer);t.default=y,y.layerName="PointCloudLayer",y.defaultProps=g},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=n(13),o=u(n(177)),a=u(n(119)),s=function(e){if(e&&e.__esModule)return e;var t={};if(null!=e)for(var n in e)Object.prototype.hasOwnProperty.call(e,n)&&(t[n]=e[n]);return t.default=e,t}(n(120));function u(e){return e&&e.__esModule?e:{default:e}}function c(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function l(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}var f=i.experimental.get,d=[0,0,0,255],h=[0,0,0,255],p={stroked:!0,filled:!0,extruded:!1,elevationScale:1,wireframe:!1,lineWidthScale:1,lineWidthMinPixels:0,lineWidthMaxPixels:Number.MAX_SAFE_INTEGER,lineJointRounded:!1,lineMiterLimit:4,lineDashJustified:!1,fp64:!1,getPolygon:function(e){return f(e,"polygon")},getFillColor:function(e){return f(e,"fillColor")||h},getLineColor:function(e){return f(e,"lineColor")||d},getLineWidth:function(e){return f(e,"lineWidth")||1},getLineDashArray:null,getElevation:function(e){return f(e,"elevation")||1e3},lightSettings:{lightsPosition:[-122.45,37.75,8e3,-122,38,5e3],ambientRatio:.05,diffuseRatio:.6,specularRatio:.8,lightsStrength:[2,0,0,0],numberOfLights:2}},v=function(e){function t(){return c(this,t),l(this,(t.__proto__||Object.getPrototypeOf(t)).apply(this,arguments))}return function(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}(t,e),r(t,[{key:"initializeState",value:function(){this.state={paths:[]}}},{key:"updateState",value:function(e){var t=this,n=(e.oldProps,e.props,e.changeFlags);if(n.dataChanged||n.updateTriggersChanged&&(n.updateTriggersChanged.all||n.updateTriggersChanged.getPolygon)){var r=this.props,i=r.data,o=r.getPolygon;this.state.paths=[],i.forEach((function(e){s.normalize(o(e)).forEach((function(n){return t.state.paths.push({path:n,object:e})}))}))}}},{key:"getPickingInfo",value:function(e){var t=e.info;return Object.assign(t,{object:t.object&&t.object.object||t.object})}},{key:"renderLayers",value:function(){var e=this.props,t=e.data,n=e.stroked,r=e.filled,i=e.extruded,s=e.wireframe,u=e.elevationScale,c=this.props,l=c.lineWidthScale,f=c.lineWidthMinPixels,d=c.lineWidthMaxPixels,h=c.lineJointRounded,p=c.lineMiterLimit,v=c.lineDashJustified,g=c.fp64,y=this.props,_=y.getFillColor,m=y.getLineColor,b=y.getLineWidth,E=y.getLineDashArray,w=y.getElevation,P=y.getPolygon,S=y.updateTriggers,T=y.lightSettings,A=this.state.paths,x=t&&t.length>0,O=r&&x&&new o.default(this.getSubLayerProps({id:"fill",updateTriggers:{getElevation:S.getElevation,getColor:S.getFillColor}}),{data:t,extruded:i,elevationScale:u,fp64:g,wireframe:!1,getPolygon:P,getElevation:w,getColor:_,lightSettings:T});return[!i&&O,i&&s&&x&&new o.default(this.getSubLayerProps({id:"wireframe",updateTriggers:{getElevation:S.getElevation,getColor:S.getLineColor}}),{data:t,fp64:g,extruded:!0,elevationScale:u,wireframe:!0,getPolygon:P,getElevation:w,getColor:m}),!i&&n&&x&&new a.default(this.getSubLayerProps({id:"stroke",updateTriggers:{getWidth:S.getLineWidth,getColor:S.getLineColor,getDashArray:S.getLineDashArray}}),{data:A,fp64:g,widthScale:l,widthMinPixels:f,widthMaxPixels:d,rounded:h,miterLimit:p,dashJustified:v,getPath:function(e){return e.path},getColor:function(e){return m(e.object)},getWidth:function(e){return b(e.object)},getDashArray:E&&function(e){return E(e.object)}}),i&&O]}}]),t}(i.CompositeLayer);t.default=v,v.layerName="PolygonLayer",v.defaultProps=p},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME scatterplot-layer-fragment-shader\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec4 vColor;\nvarying vec2 unitPosition;\nvarying float innerUnitRadius;\n\nvoid main(void) {\n\n float distToCenter = length(unitPosition);\n\n if (distToCenter > 1.0 || distToCenter < innerUnitRadius) {\n discard;\n }\n gl_FragColor = vColor;\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME scatterplot-layer-vertex-shader-64\n\nattribute vec3 positions;\n\nattribute vec3 instancePositions;\nattribute vec2 instancePositions64xyLow;\nattribute float instanceRadius;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\n// Only one-dimensional arrays may be declared in GLSL ES 1.0. specs p.24\nuniform float opacity;\nuniform float radiusScale;\nuniform float radiusMinPixels;\nuniform float radiusMaxPixels;\nuniform float outline;\nuniform float strokeWidth;\n\nvarying vec4 vColor;\nvarying vec2 unitPosition;\nvarying float innerUnitRadius;\n\nvoid main(void) {\n // Multiply out radius and clamp to limits\n float outerRadiusPixels = clamp(\n project_scale(radiusScale * instanceRadius),\n radiusMinPixels, radiusMaxPixels\n );\n\n // outline is centered at the radius\n // outer radius needs to offset by half stroke width\n outerRadiusPixels += outline * strokeWidth / 2.0;\n\n // position on the containing square in [-1, 1] space\n unitPosition = positions.xy;\n // 0 - solid circle, 1 - stroke with lineWidth=0\n innerUnitRadius = outline * (1.0 - strokeWidth / outerRadiusPixels);\n\n vec4 instancePositions64xy = vec4(\n instancePositions.x, instancePositions64xyLow.x,\n instancePositions.y, instancePositions64xyLow.y);\n\n vec2 projected_coord_xy[2];\n project_position_fp64(instancePositions64xy, projected_coord_xy);\n\n vec2 vertex_pos_localspace[4];\n vec4_fp64(vec4(positions * outerRadiusPixels, 0.0), vertex_pos_localspace);\n\n vec2 vertex_pos_modelspace[4];\n vertex_pos_modelspace[0] = sum_fp64(vertex_pos_localspace[0], projected_coord_xy[0]);\n vertex_pos_modelspace[1] = sum_fp64(vertex_pos_localspace[1], projected_coord_xy[1]);\n vertex_pos_modelspace[2] = sum_fp64(vertex_pos_localspace[2],\n vec2(project_scale(instancePositions.z), 0.0));\n vertex_pos_modelspace[3] = vec2(1.0, 0.0);\n\n gl_Position = project_to_clipspace_fp64(vertex_pos_modelspace);\n\n vColor = vec4(instanceColors.rgb, instanceColors.a * opacity) / 255.;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME scatterplot-layer-vertex-shader\n\nattribute vec3 positions;\n\nattribute vec3 instancePositions;\nattribute float instanceRadius;\nattribute vec4 instanceColors;\nattribute vec3 instancePickingColors;\n\nuniform float opacity;\nuniform float radiusScale;\nuniform float radiusMinPixels;\nuniform float radiusMaxPixels;\nuniform float outline;\nuniform float strokeWidth;\n\nvarying vec4 vColor;\nvarying vec2 unitPosition;\nvarying float innerUnitRadius;\n\nvoid main(void) {\n // Multiply out radius and clamp to limits\n float outerRadiusPixels = clamp(\n project_scale(radiusScale * instanceRadius),\n radiusMinPixels, radiusMaxPixels\n );\n // outline is centered at the radius\n // outer radius needs to offset by half stroke width\n outerRadiusPixels += outline * strokeWidth / 2.0;\n\n // position on the containing square in [-1, 1] space\n unitPosition = positions.xy;\n // 0 - solid circle, 1 - stroke with lineWidth=0\n innerUnitRadius = outline * (1.0 - strokeWidth / outerRadiusPixels);\n\n // Find the center of the point and add the current vertex\n vec3 center = project_position(instancePositions);\n vec3 vertex = positions * outerRadiusPixels;\n gl_Position = project_to_clipspace(vec4(center + vertex, 1.0));\n\n // Apply opacity to instance color, or return instance picking color\n vColor = vec4(instanceColors.rgb, instanceColors.a * opacity) / 255.;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME screen-grid-layer-fragment-shader\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec4 vColor;\n\nvoid main(void) {\n gl_FragColor = vColor;\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME screen-grid-layer-vertex-shader\n\nattribute vec3 vertices;\nattribute vec3 instancePositions;\nattribute float instanceCount;\nattribute vec3 instancePickingColors;\n\nuniform float maxCount;\nuniform float opacity;\nuniform vec4 minColor;\nuniform vec4 maxColor;\nuniform vec3 cellScale;\n\nvarying vec4 vColor;\n\nvoid main(void) {\n vec4 color = mix(minColor, maxColor, instanceCount / maxCount) / 255.;\n\n vColor = vec4(color.rgb, color.a * opacity);\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(instancePickingColors);\n\n gl_Position = vec4(instancePositions + vertices * cellScale, 1.);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=function e(t,n,r){null===t&&(t=Function.prototype);var i=Object.getOwnPropertyDescriptor(t,n);if(void 0===i){var o=Object.getPrototypeOf(t);return null===o?void 0:e(o,n,r)}if("value"in i)return i.value;var a=i.get;return void 0!==a?a.call(r):void 0},o=n(13),a=n(12),s=c(n(326)),u=c(n(325));function c(e){return e&&e.__esModule?e:{default:e}}function l(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function f(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}var d=function(e){function t(){return l(this,t),f(this,(t.__proto__||Object.getPrototypeOf(t)).apply(this,arguments))}return function(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof t);e.prototype=Object.create(t&&t.prototype,{constructor:{value:e,enumerable:!1,writable:!0,configurable:!0}}),t&&(Object.setPrototypeOf?Object.setPrototypeOf(e,t):e.__proto__=t)}(t,e),r(t,[{key:"getShaders",value:function(){return{vs:s.default,fs:u.default,modules:["picking"]}}},{key:"initializeState",value:function(){var e=this.getAttributeManager(),t=this.context.gl;e.addInstanced({instancePositions:{size:3,update:this.calculateInstancePositions},instanceCount:{size:1,accessor:["getPosition","getWeight"],update:this.calculateInstanceCount}}),this.setState({model:this._getModel(t)})}},{key:"shouldUpdateState",value:function(e){return e.changeFlags.somethingChanged}},{key:"updateState",value:function(e){var n=e.oldProps,r=e.props,o=e.changeFlags;i(t.prototype.__proto__||Object.getPrototypeOf(t.prototype),"updateState",this).call(this,{props:r,oldProps:n,changeFlags:o}),(r.cellSizePixels!==n.cellSizePixels||o.viewportChanged)&&this.updateCell()}},{key:"draw",value:function(e){var t=e.uniforms,n=this.props,r=n.minColor,i=n.maxColor,o=n.parameters,a=void 0===o?{}:o,s=this.state,u=s.model,c=s.cellScale,l=s.maxCount;t=Object.assign({},t,{minColor:r,maxColor:i,cellScale:c,maxCount:l}),u.draw({uniforms:t,parameters:Object.assign({depthTest:!1,depthMask:!1},a)})}},{key:"_getModel",value:function(e){return new a.Model(e,Object.assign({},this.getShaders(),{id:this.props.id,geometry:new a.Geometry({drawMode:a.GL.TRIANGLE_FAN,attributes:{vertices:new Float32Array([0,0,0,1,0,0,1,1,0,0,1,0])}}),isInstanced:!0,shaderCache:this.context.shaderCache}))}},{key:"updateCell",value:function(){var e=this.context.viewport,t=e.width,n=e.height,r=this.props.cellSizePixels,i=new Float32Array([(r-2)/t*2,-(r-2)/n*2,1]),o=Math.ceil(t/r),a=Math.ceil(n/r);this.setState({cellScale:i,numCol:o,numRow:a,numInstances:o*a}),this.getAttributeManager().invalidateAll()}},{key:"calculateInstancePositions",value:function(e,t){for(var n=t.numInstances,r=this.context.viewport,i=r.width,o=r.height,a=this.props.cellSizePixels,s=this.state.numCol,u=e.value,c=e.size,l=0;l<n;l++){var f=l%s,d=Math.floor(l/s);u[l*c+0]=f*a/i*2-1,u[l*c+1]=1-d*a/o*2,u[l*c+2]=0}}},{key:"calculateInstanceCount",value:function(e){var t=this.props,n=t.data,r=t.cellSizePixels,i=t.getPosition,o=t.getWeight,a=this.state,s=a.numCol,u=a.numRow,c=e.value,l=0;c.fill(0);var f=!0,d=!1,h=void 0;try{for(var p,v=n[Symbol.iterator]();!(f=(p=v.next()).done);f=!0){var g=p.value,y=this.project(i(g)),_=Math.floor(y[0]/r),m=Math.floor(y[1]/r);if(_>=0&&_<s&&m>=0&&m<u){var b=_+m*s;c[b]+=o(g),c[b]>l&&(l=c[b])}}}catch(e){d=!0,h=e}finally{try{!f&&v.return&&v.return()}finally{if(d)throw h}}this.setState({maxCount:l})}}]),t}(o.Layer);t.default=d,d.layerName="ScreenGridLayer",d.defaultProps={cellSizePixels:100,minColor:[0,0,0,255],maxColor:[0,255,0,255],getPosition:function(e){return e.position},getWeight:function(e){return 1}}},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.PolygonTesselatorExtruded=void 0;var r,i=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),o=function(e){if(e&&e.__esModule)return e;var t={};if(null!=e)for(var n in e)Object.prototype.hasOwnProperty.call(e,n)&&(t[n]=e[n]);return t.default=e,t}(n(120)),a=n(13),s=(r=n(232))&&r.__esModule?r:{default:r},u=a.experimental.fp64LowPart,c=a.experimental.fillArray;function l(e,t){for(var n=t.length,r=e.length,i=0;i<n;i++)e[r++]=t[i];return e}function f(e,t){var n=arguments.length>2&&void 0!==arguments[2]?arguments[2]:[];return t>1?e.forEach((function(e){return f(e,t-1,n)})):l(n,e),n}var d=[0,0,0,255];function h(e){var t=e.groupedVertices,n=e.wireframe,r=void 0!==n&&n,i=r?2:5,a=[];t.reduce((function(e,t){return a.push(e),e+o.getVertexCount(t)*i}),0);var u=t.map((function(e,t){return r?function(e,t){var n=o.getVertexCount(e),r=[];return e.forEach((function(e){r.push(t);for(var i=e.length,o=1;o<i-1;o++)r.push(o+t,o+t);r.push(t);for(var a=0;a<i-1;a++)r.push(a+t,a+n+t);t+=i})),r}(e,a[t]):function(e,t){var n=o.getVertexCount(e),r=null,i=e.length-1;if(i){r=[];for(var a=0,u=0;u<i;u++)a+=e[u].length,r[u]=a}var c=(0,s.default)(f(e,3),r,3).map((function(e){return e+t}));return e.forEach((function(e){for(var r=e.length,i=0;i<r-1;i++)_(c,t+i,n);t+=r})),c}(e,a[t])}));return new Uint32Array(f(u,2))}function p(e,t){var n=void 0;if(t){var r=e.length/3;n=new Float32Array(2*r);for(var i=0;i<r;i++)n[2*i+0]=u(e[3*i+0]),n[2*i+1]=u(e[3*i+1])}return{positions:e,positions64xyLow:n}}function v(e){var t=e.groupedVertices,n=e.pointCount,r=e.wireframe,i=[0,0,1],a=r?2:5,s=new Float32Array(3*n*a),u=0;return r?c({target:s,source:i,count:n*a}):(t.map((function(e,t){var n=o.getVertexCount(e);c({target:s,source:i,start:u,count:n}),u+=3*n;var r=[],a=[];e.forEach((function(e){var t=function(e){var t,n,r=[],i=null,o=!0,a=!1,s=void 0;try{for(var u,c=e[Symbol.iterator]();!(o=(u=c.next()).done);o=!0){var f=u.value;i&&l(r,(n=f,[(t=i)[1]-n[1],n[0]-t[0],0])),i=f}}catch(e){a=!0,s=e}finally{try{!o&&c.return&&c.return()}finally{if(a)throw s}}return r}(e),n=t.slice(0,3);l(r,t),l(r,n),l(a,n),l(a,t)})),c({target:s,start:u,count:2,source:r.concat(a)}),u+=3*n*4})),s)}function g(e){var t=e.groupedVertices,n=e.pointCount,r=e.getColor,i=e.wireframe,a=void 0!==i&&i?2:5,s=new Uint8ClampedArray(4*n*a),u=0;return t.forEach((function(e,t){var n=r(t);n[3]=Number.isFinite(n[3])?n[3]:255;var i=o.getVertexCount(e);c({target:s,source:n,start:u,count:i*a}),u+=n.length*i*a})),s}function y(e){var t=e.groupedVertices,n=e.pointCount,r=e.wireframe,i=void 0!==r&&r?2:5,a=new Uint8ClampedArray(3*n*i),s=0;return t.forEach((function(e,t){var n,r=o.getVertexCount(e),u=[(n=t)+1&255,n+1>>8&255,n+1>>8>>8&255];c({target:a,source:u,start:s,count:r*i}),s+=u.length*r*i})),a}function _(e,t,n){e.push(t+n,t+3*n,t+2*n+1,t+2*n+1,t+3*n,t+4*n+1)}t.PolygonTesselatorExtruded=function(){function e(t){var n=t.polygons,r=t.getHeight,i=void 0===r?function(e){return 1e3}:r,a=(t.getColor,t.wireframe),s=void 0!==a&&a,u=t.fp64,l=void 0!==u&&u;!function(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}(this,e),this.fp64=l;var d=n=n.map((function(e,t){var n=i(t)||0;return o.normalize(e).map((function(e){return e.map((function(e){return[e[0],e[1],n]}))}))}));this.groupedVertices=n;var g=function(e){return e.reduce((function(e,t){return e+o.getVertexCount(t)}),0)}(n);this.pointCount=g,this.wireframe=s,this.attributes={};var _=function(e){var t=e.groupedVertices,n=e.wireframe,r=void 0!==n&&n,i=r?2:5,o=new Float32Array(3*e.pointCount*i),a=0;return t.forEach((function(e){for(var t=f(e,3),n=t.slice(0),s=t.length-1;s>0;)n[s]=0,s-=3;var u=t.length;r?(c({target:o,source:t,start:a}),c({target:o,source:n,start:a+u})):(c({target:o,source:t,start:a,count:3}),c({target:o,source:n,start:a+3*u,count:2})),a+=u*i})),o}({groupedVertices:d,pointCount:g,wireframe:s});Object.assign(this.attributes,{positions:p(_,this.fp64),indices:h({groupedVertices:d,wireframe:s}),normals:v({groupedVertices:d,pointCount:g,wireframe:s}),pickingColors:y({groupedVertices:d,pointCount:g,wireframe:s})})}return i(e,[{key:"indices",value:function(){return this.attributes.indices}},{key:"positions",value:function(){return this.attributes.positions}},{key:"normals",value:function(){return this.attributes.normals}},{key:"colors",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t=e.getColor,n=void 0===t?function(e){return d}:t,r=this.groupedVertices,i=this.pointCount,o=this.wireframe;return g({groupedVertices:r,pointCount:i,wireframe:o,getColor:n})}},{key:"pickingColors",value:function(){return this.attributes.pickingColors}}]),e}()},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.PolygonTesselator=void 0;var r,i=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),o=function(e){if(e&&e.__esModule)return e;var t={};if(null!=e)for(var n in e)Object.prototype.hasOwnProperty.call(e,n)&&(t[n]=e[n]);return t.default=e,t}(n(120)),a=(r=n(232))&&r.__esModule?r:{default:r},s=n(13),u=s.experimental.fp64LowPart,c=s.experimental.flattenVertices,l=s.experimental.fillArray,f=[0,0,0,255];function d(e){var t=e.polygons,n=e.pointCount,r=e.getColor,i=new Uint8ClampedArray(4*n),a=0;return t.forEach((function(e,t){var n=r(t);n[3]=Number.isFinite(n[3])?n[3]:255;var s=o.getVertexCount(e);l({target:i,source:n,start:a,count:s}),a+=n.length*s})),i}t.PolygonTesselator=function(){function e(t){var n=t.polygons,r=t.fp64,i=void 0!==r&&r;!function(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}(this,e),this.polygons=n.map((function(e){return o.normalize(e)})),this.pointCount=function(e){return e.reduce((function(e,t){return e+o.getVertexCount(t)}),0)}(this.polygons),this.fp64=i}return i(e,[{key:"indices",value:function(){return function(e){var t=e.polygons,n=e.IndexType,r=void 0===n?Uint32Array:n,i=3*function(e){return e.reduce((function(e,t){return e+o.getTriangleCount(t)}),0)}(t),s=function(e){var t=new Array(e.length+1);t[0]=0;var n=0;return e.forEach((function(e,r){n+=o.getVertexCount(e),t[r+1]=n})),t}(t);if(r===Uint16Array&&i>65535)throw new Error("Vertex count exceeds browser's limit");var u=new r(i),l=0;return t.forEach((function(e,t){var n,r,i,o=!0,f=!1,d=void 0;try{for(var h,p=(n=e,void 0,void 0,r=function(e){var t=null;if(e.length>1){var n=0;t=[],e.forEach((function(e){n+=e.length,t.push(n)})),t.pop()}return t}(n),i=c(n),(0,a.default)(i,r,3))[Symbol.iterator]();!(o=(h=p.next()).done);o=!0){var v=h.value;u[l++]=v+s[t]}}catch(e){f=!0,d=e}finally{try{!o&&p.return&&p.return()}finally{if(f)throw d}}})),u}({polygons:this.polygons,indexCount:this.indexCount})}},{key:"positions",value:function(){return function(e){var t=e.polygons,n=e.pointCount,r=e.fp64,i=new Float32Array(3*n),a=void 0;r&&(a=new Float32Array(2*n));var s=0,c=0,l=!0,f=!1,d=void 0;try{for(var h,p=t[Symbol.iterator]();!(l=(h=p.next()).done);l=!0){var v=h.value;o.forEachVertex(v,(function(e){var t=e[0],n=e[1],o=e[2]||0;i[s++]=t,i[s++]=n,i[s++]=o,r&&(a[c++]=u(t),a[c++]=u(n))}))}}catch(e){f=!0,d=e}finally{try{!l&&p.return&&p.return()}finally{if(f)throw d}}return{positions:i,positions64xyLow:a}}({polygons:this.polygons,pointCount:this.pointCount,fp64:this.fp64})}},{key:"normals",value:function(){return e={polygons:this.polygons,pointCount:this.pointCount},new Float32Array(3*e.pointCount);var e}},{key:"colors",value:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:{},t=e.getColor,n=void 0===t?function(e){return f}:t,r=this.polygons,i=this.pointCount;return d({polygons:r,pointCount:i,getColor:n})}},{key:"pickingColors",value:function(){return e={polygons:this.polygons,pointCount:this.pointCount},t=e.polygons,n=new Uint8ClampedArray(3*e.pointCount),r=0,t.forEach((function(e,t){var i,a=[((i=t)+1)%256,Math.floor((i+1)/256)%256,Math.floor((i+1)/256/256)%256],s=o.getVertexCount(e);l({target:n,source:a,start:r,count:s}),r+=a.length*s})),n;var e,t,n,r}}]),e}()},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME solid-polygon-layer-fragment-shader\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec4 vColor;\n\nvoid main(void) {\n gl_FragColor = vColor;\n\n // use highlight color if this fragment belongs to the selected object.\n gl_FragColor = picking_filterHighlightColor(gl_FragColor);\n\n // use picking color if rendering to picking FBO.\n gl_FragColor = picking_filterPickingColor(gl_FragColor);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME solid-polygon-layer-vertex-shader-64\n\nattribute vec3 positions;\nattribute vec2 positions64xyLow;\nattribute vec3 normals;\nattribute vec4 colors;\nattribute vec3 pickingColors;\n\nuniform float extruded;\nuniform float elevationScale;\nuniform float opacity;\n\nvarying vec4 vColor;\n\nvoid main(void) {\n vec4 positions64xy = vec4(positions.x, positions64xyLow.x, positions.y, positions64xyLow.y);\n\n vec2 projected_coord_xy[2];\n project_position_fp64(positions64xy, projected_coord_xy);\n\n vec2 vertex_pos_modelspace[4];\n vertex_pos_modelspace[0] = projected_coord_xy[0];\n vertex_pos_modelspace[1] = projected_coord_xy[1];\n vertex_pos_modelspace[2] = vec2(project_scale(positions.z * elevationScale), 0.0);\n vertex_pos_modelspace[3] = vec2(1.0, 0.0);\n\n gl_Position = project_to_clipspace_fp64(vertex_pos_modelspace);\n\n vec4 position_worldspace = vec4(\n vertex_pos_modelspace[0].x, vertex_pos_modelspace[1].x,\n vertex_pos_modelspace[2].x, vertex_pos_modelspace[3].x);\n\n float lightWeight = 1.0;\n\n if (extruded > 0.5) {\n lightWeight = getLightWeight(\n position_worldspace.xyz, // the w component is always 1.0\n project_normal(normals)\n );\n }\n\n vec3 lightWeightedColor = lightWeight * colors.rgb;\n vColor = vec4(lightWeightedColor, colors.a * opacity) / 255.0;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(pickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define SHADER_NAME solid-polygon-layer-vertex-shader\n\nattribute vec3 positions;\nattribute vec3 normals;\nattribute vec4 colors;\nattribute vec3 pickingColors;\n\nuniform float extruded;\nuniform float elevationScale;\nuniform float opacity;\n\nvarying vec4 vColor;\n\nvoid main(void) {\n \n vec4 position_worldspace = vec4(project_position(\n vec3(positions.x, positions.y, positions.z * elevationScale)),\n 1.0\n );\n gl_Position = project_to_clipspace(position_worldspace);\n\n float lightWeight = 1.0;\n \n if (extruded > 0.5) {\n // Here, the input parameters should be\n // position_worldspace.xyz / position_worldspace.w.\n // However, this calculation generates all zeros on\n // MacBook Pro with Intel Iris Pro GPUs for unclear reasons.\n // (see https://github.com/uber/deck.gl/issues/559)\n // Since the w component is always 1.0 in our shaders,\n // we decided to just provide xyz component of position_worldspace\n // to the getLightWeight() function\n lightWeight = getLightWeight(\n position_worldspace.xyz,\n project_normal(normals)\n );\n }\n\n vec3 lightWeightedColor = lightWeight * colors.rgb;\n vColor = vec4(lightWeightedColor, colors.a * opacity) / 255.0;\n\n // Set color to be rendered to picking fbo (also used to check for selection highlight).\n picking_setPickingColor(pickingColors);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0});var r=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}(),i=s(n(180)),o=n(16),a=s(n(1));function s(e){return e&&e.__esModule?e:{default:e}}function u(e,t){return Number.isFinite(e)?e:t}var c=function(e){function t(e){var n=e.width,r=e.height,i=e.position,o=e.bearing,a=e.pitch,s=e.longitude,u=e.latitude,c=e.zoom,l=(e.syncBearing,e.bounds,e.startPanEventPosition),f=e.startPanPosition,d=e.startRotateCenter,h=e.startRotateViewport,p=e.startZoomPos,v=e.startZoom;!function(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}(this,t);var g=function(e,t){if(!e)throw new ReferenceError("this hasn't been initialised - super() hasn't been called");return!t||"object"!=typeof t&&"function"!=typeof t?e:t}(this,(t.__proto__||Object.getPrototypeOf(t)).call(this,{width:n,height:r,position:i,bearing:o,pitch:a,longitude:s,latitude:u,zoom:c}));return g._interactiveState={startPanEventPosition:l,startPanPosition:f,startRotateCenter:d,startRotateViewport:h,startZoomPos:p,startZoom:v},g}return function(e,t){if("function"!=typeof t&&null!==t)throw new TypeError("Super expression must either be null or a function, not "+typeof 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t=e,n=t.layers,r=t.pickingRadius,i=t.onLayerClick,o=t.onLayerHover,a=t.useDevicePixels,u=t.drawPickingColors,c=t.layerFilter,l=e.viewports||e.viewport;if(!l){var f=e,d=f.width,h=f.height,p=f.latitude,v=f.longitude,g=f.zoom,y=f.pitch,_=f.bearing;l=[new s.default({width:d,height:h,latitude:p,longitude:v,zoom:g,pitch:y,bearing:_,isGeographicCoordinateSystem:e.isGeographicCoordinateSystem})]}this.layerManager.setParameters({layers:n,viewports:l,useDevicePixels:a,drawPickingColors:u,layerFilter:c,pickingRadius:r,onLayerClick:i,onLayerHover:o}),this.animationLoop.setViewParameters({useDevicePixels:a})}}},{key:"finalize",value:function(){this.animationLoop.stop(),this.animationLoop=null,this.layerManager&&(this.layerManager.finalize(),this.layerManager=null)}},{key:"pickObject",value:function(e){var t=e.x,n=e.y,r=e.radius,i=void 0===r?0:r,o=e.layerIds,a=void 0===o?null:o,s=this.layerManager.pickObject({x:t,y:n,radius:i,layerIds:a,mode:"query"});return 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u.EventManager(n),isGeographicCoordinateSystem:e.isGeographicCoordinateSystem}),this.effectManager=new o.default({gl:t,layerManager:this.layerManager});var r=!0,a=!1,s=void 0;try{for(var l,f=this.props.effects[Symbol.iterator]();!(r=(l=f.next()).done);r=!0){var d=l.value;this.effectManager.addEffect(d)}}catch(e){a=!0,s=e}finally{try{!r&&f.return&&f.return()}finally{if(a)throw s}}this.setProps(this.props)}},{key:"_onRenderFrame",value:function(e){var t=e.gl,n=this.layerManager.needsRedraw({clearRedrawFlags:!0});n&&(this.props.onBeforeRender({gl:t}),this.layerManager.drawLayers({pass:"screen",redrawReason:n,drawPickingColors:this.props.drawPickingColors}),this.props.onAfterRender({gl:t}))}}]),e}();t.default=v,v.propTypes=h,v.defaultProps=p},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="#define NUM_OF_LIGHTS 2\n\n// TODO these should be using lighting_ prefix\nuniform vec3 lightsPosition[16];\nuniform vec2 lightsStrength[16];\nuniform float ambientRatio;\nuniform float diffuseRatio;\nuniform float specularRatio;\n\nfloat lighting_getLightWeight(vec3 position_worldspace_vec3, vec3 normals_worldspace) {\n float lightWeight = 0.0;\n\n vec3 normals_worldspace_vec3 = normals_worldspace.xyz;\n\n vec3 camera_pos_worldspace = project_uCameraPosition;\n vec3 view_direction = normalize(camera_pos_worldspace - position_worldspace_vec3);\n\n for (int i = 0; i < NUM_OF_LIGHTS; i++) {\n vec3 light_position_worldspace = project_position(lightsPosition[i]);\n vec3 light_direction = normalize(light_position_worldspace - position_worldspace_vec3);\n\n vec3 halfway_direction = normalize(light_direction + view_direction);\n float lambertian = dot(light_direction, normals_worldspace_vec3);\n float specular = 0.0;\n if (lambertian > 0.0) {\n float specular_angle = max(dot(normals_worldspace_vec3, halfway_direction), 0.0);\n specular = pow(specular_angle, 32.0);\n }\n lambertian = max(lambertian, 0.0);\n lightWeight += (ambientRatio + lambertian * diffuseRatio + specular * specularRatio) *\n lightsStrength[i].x;\n\n }\n\n return lightWeight;\n}\n\n// DEPRECATED - Backwards compatibility\n\nfloat getLightWeight(vec3 position_worldspace_vec3, vec3 normals_worldspace) {\n return lighting_getLightWeight(position_worldspace_vec3, normals_worldspace);\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default="\nconst vec2 WORLD_SCALE_FP64 = vec2(81.4873275756836, 0.0000032873668232014097);\n\nuniform vec2 project64_uScale;\nuniform vec2 project_uViewProjectionMatrixFP64[16];\n\n// longitude: lnglat_fp64.xy; latitude: lnglat_fp64.zw\nvoid mercatorProject_fp64(vec4 lnglat_fp64, out vec2 out_val[2]) {\n\n#if defined(NVIDIA_FP64_WORKAROUND)\n out_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64 * ONE);\n#else\n out_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64);\n#endif\n out_val[1] = sub_fp64(PI_FP64,\n log_fp64(tan_fp64(sum_fp64(PI_4_FP64, radians_fp64(lnglat_fp64.zw) / 2.0))));\n return;\n}\n\nvoid project_position_fp64(vec4 position_fp64, out vec2 out_val[2]) {\n vec2 pos_fp64[2];\n mercatorProject_fp64(position_fp64, pos_fp64);\n vec2 x_fp64 = mul_fp64(pos_fp64[0], project64_uScale);\n vec2 y_fp64 = mul_fp64(pos_fp64[1], project64_uScale);\n out_val[0] = mul_fp64(x_fp64, WORLD_SCALE_FP64);\n out_val[1] = mul_fp64(y_fp64, WORLD_SCALE_FP64);\n\n return;\n}\n\nvec4 project_to_clipspace_fp64(vec2 vertex_pos_modelspace[4]) {\n vec2 vertex_pos_clipspace[4];\n mat4_vec4_mul_fp64(project_uViewProjectionMatrixFP64, vertex_pos_modelspace,\n vertex_pos_clipspace);\n return vec4(\n vertex_pos_clipspace[0].x,\n vertex_pos_clipspace[1].x,\n vertex_pos_clipspace[2].x,\n vertex_pos_clipspace[3].x\n );\n}\n"},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.default='// EXTERNAL CONSTANTS: these must match JavaScript constants in "src/core/lib/constants.js"\nconst float COORDINATE_SYSTEM_IDENTITY = 0.;\nconst float COORDINATE_SYSTEM_LNG_LAT = 1.;\nconst float COORDINATE_SYSTEM_METER_OFFSETS = 2.;\nconst float COORDINATE_SYSTEM_LNGLAT_OFFSETS = 3.;\n\nuniform float project_uCoordinateSystem;\nuniform float project_uScale;\nuniform vec3 project_uPixelsPerMeter;\nuniform vec3 project_uPixelsPerDegree;\nuniform vec3 project_uPixelsPerUnit;\nuniform vec3 project_uPixelsPerUnit2;\nuniform vec4 project_uCenter;\nuniform mat4 project_uModelMatrix;\nuniform mat4 project_uViewProjectionMatrix;\nuniform vec2 project_uViewportSize;\nuniform float project_uDevicePixelRatio;\nuniform float project_uFocalDistance;\nuniform vec3 project_uCameraPosition;\n\nconst float TILE_SIZE = 512.0;\nconst float PI = 3.1415926536;\nconst float WORLD_SCALE = TILE_SIZE / (PI * 2.0);\n\n//\n// Scaling offsets - scales meters to "pixels"\n// Note the scalar version of project_scale is for scaling the z component only\n//\nfloat project_scale(float meters) {\n return meters * project_uPixelsPerMeter.z;\n}\n\nvec2 project_scale(vec2 meters) {\n return meters * project_uPixelsPerMeter.xy;\n}\n\nvec3 project_scale(vec3 meters) {\n return meters * project_uPixelsPerMeter;\n}\n\nvec4 project_scale(vec4 meters) {\n return vec4(meters.xyz * project_uPixelsPerMeter, meters.w);\n}\n\n//\n// Projecting normal - transform deltas from current coordinate system to\n// normals in the worldspace\n//\nvec3 project_normal(vec3 vector) {\n if (project_uCoordinateSystem == COORDINATE_SYSTEM_LNG_LAT ||\n project_uCoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSETS) {\n return normalize(vector * project_uPixelsPerDegree);\n }\n return normalize(vector * project_uPixelsPerMeter);\n}\n\nvec4 project_offset_(vec4 offset) {\n vec3 pixelsPerUnit = project_uPixelsPerUnit + project_uPixelsPerUnit2 * offset.y;\n return vec4(offset.xyz * pixelsPerUnit, offset.w);\n}\n\n//\n// Projecting positions - non-linear projection: lnglats => unit tile [0-1, 0-1]\n//\nvec2 project_mercator_(vec2 lnglat) {\n return vec2(\n radians(lnglat.x) + PI,\n PI - log(tan_fp32(PI * 0.25 + radians(lnglat.y) * 0.5))\n );\n}\n\n//\n// Projects lnglats (or meter offsets, depending on mode) to pixels\n//\nvec4 project_position(vec4 position) {\n // TODO - why not simply subtract center and fall through?\n if (project_uCoordinateSystem == COORDINATE_SYSTEM_LNG_LAT) {\n return project_uModelMatrix * vec4(\n project_mercator_(position.xy) * WORLD_SCALE * project_uScale,\n project_scale(position.z),\n position.w\n );\n }\n\n if (project_uCoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSETS) {\n return project_offset_(position);\n }\n\n // METER_OFFSETS or IDENTITY\n // Apply model matrix\n vec4 position_modelspace = project_uModelMatrix * position;\n return project_offset_(position_modelspace);\n}\n\nvec3 project_position(vec3 position) {\n vec4 projected_position = project_position(vec4(position, 1.0));\n return projected_position.xyz;\n}\n\nvec2 project_position(vec2 position) {\n vec4 projected_position = project_position(vec4(position, 0.0, 1.0));\n return projected_position.xy;\n}\n\n//\n// Projects from "world" coordinates to clip space.\n// Uses project_uViewProjectionMatrix\n//\nvec4 project_to_clipspace(vec4 position) {\n if (project_uCoordinateSystem == COORDINATE_SYSTEM_METER_OFFSETS ||\n project_uCoordinateSystem == COORDINATE_SYSTEM_LNGLAT_OFFSETS) {\n // Needs to be divided with project_uPixelsPerMeter\n position.w *= project_uPixelsPerMeter.z;\n }\n return project_uViewProjectionMatrix * position + project_uCenter;\n}\n\n// Returns a clip space offset that corresponds to a given number of **non-device** pixels\nvec4 project_pixel_to_clipspace(vec2 pixels) {\n vec2 offset = pixels / project_uViewportSize * project_uDevicePixelRatio;\n return vec4(offset * project_uFocalDistance, 0.0, 0.0);\n}\n'},function(e,t,n){"use strict";Object.defineProperty(t,"__esModule",{value:!0}),t.getUniformsFromViewport=function(){var e=arguments.length>0&&void 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textureCubeLodEXT\n#define texture2DGrad texture2DGradEXT\n#define texture2DProjGrad texture2DProjGradEXT\n#define texture2DProjGrad texture2DProjGradEXT\n#define textureCubeGrad textureCubeGradEXT\n#endif\n"),t};var r=n(61),i=n(108);function o(e,t){var n=e.vendor,r=e.renderer,i=void 0;switch(t){case"nvidia":i=n.match(/NVIDIA/i)||r.match(/NVIDIA/i);break;case"intel":i=n.match(/INTEL/i)||r.match(/INTEL/i);break;case"amd":i=n.match(/AMD/i)||r.match(/AMD/i)||n.match(/ATI/i)||r.match(/ATI/i);break;default:i=!1}return i}},function(e,t,n){"use strict";var r={diffuseTexture:null,diffuseColor:[.5,.5,.5,1]};t.a={name:"diffuse",getUniforms:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:r,t={};return void 0!==e.diffuseTexture&&(t.diffuse_uHasTexture=Boolean(e.diffuseTexture),t.diffuse_uTexture=e.diffuseTexture),void 0!==e.diffuseColor&&(t.diffuse_uColor=e.diffuseColor),t},vs:"varying vec2 diffuse_vTexCoord;\n\n/* Set the UV coordinate from attributes */\nvoid diffuse_setTextureCoordinate(vec2 uv) {\n diffuse_vTexCoord = uv;\n}\n",fs:"uniform vec4 diffuse_uColor;\nuniform bool diffuse_uHasTexture;\nuniform sampler2D diffuse_uTexture;\n\nvarying vec2 diffuse_vTexCoord;\n\n// Gets diffuse color of material from uniform\n// If we have a standard (diffuse) texture, set color to texture\n// return (vec4) - rgba\n//\nvec4 diffuse_getColor() {\n vec2 texCoord = diffuse_vTexCoord;\n return diffuse_uHasTexture ?\n texture2D(diffuse_uTexture, vec2(texCoord.s, texCoord.t)) :\n diffuse_uColor;\n}\n\nvec4 diffuse_filterColor(vec4 color) {\n return diffuse_getColor();\n}\n"}},function(e,t,n){"use strict";var r=n(260),i={lightDirection:new Float32Array([1,1,2])};t.a={name:"dirlight",vs:null,fs:"uniform vec3 dirlight_uLightDirection;\n\n/*\n * Returns color attenuated by angle from light source\n */\nvec4 dirlight_filterColor(vec4 color) {\n vec3 normal = project_getNormal_World();\n float d = abs(dot(normalize(normal), normalize(dirlight_uLightDirection)));\n return vec4(color.rgb * d, color.a);\n}\n",getUniforms:function(){var e=arguments.length>0&&void 0!==arguments[0]?arguments[0]:i,t={};return e.lightDirection&&(t.dirlight_uLightDirection=e.lightDirection),t},dependencies:[r.a]}},function(e,t,n){"use strict";t.a={name:"fp32",vs:"#ifdef LUMA_FP32_TAN_PRECISION_WORKAROUND\n\n// All these functions are for substituting tan() function from Intel GPU only\nconst float TWO_PI = 6.2831854820251465;\nconst float PI_2 = 1.5707963705062866;\nconst float PI_16 = 0.1963495463132858;\n\nconst float SIN_TABLE_0 = 0.19509032368659973;\nconst float SIN_TABLE_1 = 0.3826834261417389;\nconst float SIN_TABLE_2 = 0.5555702447891235;\nconst float SIN_TABLE_3 = 0.7071067690849304;\n\nconst float COS_TABLE_0 = 0.9807852506637573;\nconst float COS_TABLE_1 = 0.9238795042037964;\nconst float COS_TABLE_2 = 0.8314695954322815;\nconst float COS_TABLE_3 = 0.7071067690849304;\n\nconst float INVERSE_FACTORIAL_3 = 1.666666716337204e-01; // 1/3!\nconst float INVERSE_FACTORIAL_5 = 8.333333767950535e-03; // 1/5!\nconst float INVERSE_FACTORIAL_7 = 1.9841270113829523e-04; // 1/7!\nconst float INVERSE_FACTORIAL_9 = 2.75573188446287533e-06; // 1/9!\n\nfloat sin_taylor_fp32(float a) {\n float r, s, t, x;\n\n if (a == 0.0) {\n return 0.0;\n }\n\n x = -a * a;\n s = a;\n r = a;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_3;\n s = s + t;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_5;\n s = s + t;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_7;\n s = s + t;\n\n r = r * x;\n t = r * INVERSE_FACTORIAL_9;\n s = s + t;\n\n return s;\n}\n\nvoid sincos_taylor_fp32(float a, out float sin_t, out float cos_t) {\n if (a == 0.0) {\n sin_t = 0.0;\n cos_t = 1.0;\n }\n sin_t = sin_taylor_fp32(a);\n cos_t = sqrt(1.0 - sin_t * sin_t);\n}\n\nfloat tan_taylor_fp32(float a) {\n float sin_a;\n float cos_a;\n\n if (a == 0.0) {\n return 0.0;\n }\n\n // 2pi range reduction\n float z = floor(a / TWO_PI);\n float r = a - TWO_PI * z;\n\n float t;\n float q = floor(r / PI_2 + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return 0.0 / 0.0;\n }\n\n t = r - PI_2 * q;\n\n q = floor(t / PI_16 + 0.5);\n int k = int(q);\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return 0.0 / 0.0;\n } else {\n t = t - PI_16 * q;\n }\n\n float u = 0.0;\n float v = 0.0;\n\n float sin_t, cos_t;\n float s, c;\n sincos_taylor_fp32(t, sin_t, cos_t);\n\n if (k == 0) {\n s = sin_t;\n c = cos_t;\n } else {\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0;\n v = SIN_TABLE_0;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1;\n v = SIN_TABLE_1;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2;\n v = SIN_TABLE_2;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3;\n v = SIN_TABLE_3;\n }\n if (k > 0) {\n s = u * sin_t + v * cos_t;\n c = u * cos_t - v * sin_t;\n } else {\n s = u * sin_t - v * cos_t;\n c = u * cos_t + v * sin_t;\n }\n }\n\n if (j == 0) {\n sin_a = s;\n cos_a = c;\n } else if (j == 1) {\n sin_a = c;\n cos_a = -s;\n } else if (j == -1) {\n sin_a = -c;\n cos_a = s;\n } else {\n sin_a = -s;\n cos_a = -c;\n }\n return sin_a / cos_a;\n}\n#endif\n\nfloat tan_fp32(float a) {\n#ifdef LUMA_FP32_TAN_PRECISION_WORKAROUND\n return tan_taylor_fp32(a);\n#else\n return tan(a);\n#endif\n}\n",fs:null}},function(e,t,n){"use strict";t.a="uniform float ONE;\n\n/*\nAbout LUMA_FP64_CODE_ELIMINATION_WORKAROUND\n\nThe purpose of this workaround is to prevent shader compilers from\noptimizing away necessary arithmetic operations by swapping their sequences\nor transform the equation to some 'equivalent' from.\n\nThe method is to multiply an artifical variable, ONE, which will be known to\nthe compiler to be 1 only at runtime. The whole expression is then represented\nas a polynomial with respective to ONE. In the coefficients of all terms, only one a\nand one b should appear\n\nerr = (a + b) * ONE^6 - a * ONE^5 - (a + b) * ONE^4 + a * ONE^3 - b - (a + b) * ONE^2 + a * ONE\n*/\n\n// Divide float number to high and low floats to extend fraction bits\nvec2 split(float a) {\n const float SPLIT = 4097.0;\n float t = a * SPLIT;\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float a_hi = t * ONE - (t - a);\n float a_lo = a * ONE - a_hi;\n#else\n float a_hi = t - (t - a);\n float a_lo = a - a_hi;\n#endif\n return vec2(a_hi, a_lo);\n}\n\n// Divide float number again when high float uses too many fraction bits\nvec2 split2(vec2 a) {\n vec2 b = split(a.x);\n b.y += a.y;\n return b;\n}\n\n// Special sum operation when a > b\nvec2 quickTwoSum(float a, float b) {\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float sum = (a + b) * ONE;\n float err = b - (sum - a) * ONE;\n#else\n float sum = a + b;\n float err = b - (sum - a);\n#endif\n return vec2(sum, err);\n}\n\n// General sum operation\nvec2 twoSum(float a, float b) {\n float s = (a + b);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float v = (s * ONE - a) * ONE;\n float err = (a - (s - v) * ONE) * ONE * ONE * ONE + (b - v);\n#else\n float v = s - a;\n float err = (a - (s - v)) + (b - v);\n#endif\n return vec2(s, err);\n}\n\nvec2 twoSub(float a, float b) {\n float s = (a - b);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float v = (s * ONE - a) * ONE;\n float err = (a - (s - v) * ONE) * ONE * ONE * ONE - (b + v);\n#else\n float v = s - a;\n float err = (a - (s - v)) - (b + v);\n#endif\n return vec2(s, err);\n}\n\nvec2 twoSqr(float a) {\n float prod = a * a;\n vec2 a_fp64 = split(a);\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n float err = ((a_fp64.x * a_fp64.x - prod) * ONE + 2.0 * a_fp64.x *\n a_fp64.y * ONE * ONE) + a_fp64.y * a_fp64.y * ONE * ONE * ONE;\n#else\n float err = ((a_fp64.x * a_fp64.x - prod) + 2.0 * a_fp64.x * a_fp64.y) + a_fp64.y * a_fp64.y;\n#endif\n return vec2(prod, err);\n}\n\nvec2 twoProd(float a, float b) {\n float prod = a * b;\n vec2 a_fp64 = split(a);\n vec2 b_fp64 = split(b);\n float err = ((a_fp64.x * b_fp64.x - prod) + a_fp64.x * b_fp64.y +\n a_fp64.y * b_fp64.x) + a_fp64.y * b_fp64.y;\n return vec2(prod, err);\n}\n\nvec2 sum_fp64(vec2 a, vec2 b) {\n vec2 s, t;\n s = twoSum(a.x, b.x);\n t = twoSum(a.y, b.y);\n s.y += t.x;\n s = quickTwoSum(s.x, s.y);\n s.y += t.y;\n s = quickTwoSum(s.x, s.y);\n return s;\n}\n\nvec2 sub_fp64(vec2 a, vec2 b) {\n vec2 s, t;\n s = twoSub(a.x, b.x);\n t = twoSub(a.y, b.y);\n s.y += t.x;\n s = quickTwoSum(s.x, s.y);\n s.y += t.y;\n s = quickTwoSum(s.x, s.y);\n return s;\n}\n\nvec2 mul_fp64(vec2 a, vec2 b) {\n vec2 prod = twoProd(a.x, b.x);\n // y component is for the error\n prod.y += a.x * b.y;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n prod = split2(prod);\n#endif\n prod = quickTwoSum(prod.x, prod.y);\n prod.y += a.y * b.x;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n prod = split2(prod);\n#endif\n prod = quickTwoSum(prod.x, prod.y);\n return prod;\n}\n\nvec2 div_fp64(vec2 a, vec2 b) {\n float xn = 1.0 / b.x;\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n vec2 yn = mul_fp64(a, vec2(xn, 0));\n#else\n vec2 yn = a * xn;\n#endif\n float diff = (sub_fp64(a, mul_fp64(b, yn))).x;\n vec2 prod = twoProd(xn, diff);\n return sum_fp64(yn, prod);\n}\n\nvec2 sqrt_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) return vec2(0.0, 0.0);\n if (a.x < 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0);\n\n float x = 1.0 / sqrt(a.x);\n float yn = a.x * x;\n#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)\n vec2 yn_sqr = twoSqr(yn) * ONE;\n#else\n vec2 yn_sqr = twoSqr(yn);\n#endif\n float diff = sub_fp64(a, yn_sqr).x;\n vec2 prod = twoProd(x * 0.5, diff);\n#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND)\n return sum_fp64(split(yn), prod);\n#else\n return sum_fp64(vec2(yn, 0.0), prod);\n#endif\n}\n"},function(e,t,n){"use strict";t.a="const vec2 E_FP64 = vec2(2.7182817459106445e+00, 8.254840366817007e-08);\nconst vec2 LOG2_FP64 = vec2(0.6931471824645996e+00, -1.9046542121259336e-09);\nconst vec2 PI_FP64 = vec2(3.1415927410125732, -8.742278012618954e-8);\nconst vec2 TWO_PI_FP64 = vec2(6.2831854820251465, -1.7484556025237907e-7);\nconst vec2 PI_2_FP64 = vec2(1.5707963705062866, -4.371139006309477e-8);\nconst vec2 PI_4_FP64 = vec2(0.7853981852531433, -2.1855695031547384e-8);\nconst vec2 PI_16_FP64 = vec2(0.19634954631328583, -5.463923757886846e-9);\nconst vec2 PI_16_2_FP64 = vec2(0.39269909262657166, -1.0927847515773692e-8);\nconst vec2 PI_16_3_FP64 = vec2(0.5890486240386963, -1.4906100798128818e-9);\nconst vec2 PI_180_FP64 = vec2(0.01745329238474369, 1.3519960498364902e-10);\n\nconst vec2 SIN_TABLE_0_FP64 = vec2(0.19509032368659973, -1.6704714833615242e-9);\nconst vec2 SIN_TABLE_1_FP64 = vec2(0.3826834261417389, 6.22335089017767e-9);\nconst vec2 SIN_TABLE_2_FP64 = vec2(0.5555702447891235, -1.1769521357507529e-8);\nconst vec2 SIN_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617041793133e-8);\n\nconst vec2 COS_TABLE_0_FP64 = vec2(0.9807852506637573, 2.9739473106360492e-8);\nconst vec2 COS_TABLE_1_FP64 = vec2(0.9238795042037964, 2.8307490351764386e-8);\nconst vec2 COS_TABLE_2_FP64 = vec2(0.8314695954322815, 1.6870263741530778e-8);\nconst vec2 COS_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617152815436e-8);\n\nconst vec2 INVERSE_FACTORIAL_3_FP64 = vec2(1.666666716337204e-01, -4.967053879312289e-09); // 1/3!\nconst vec2 INVERSE_FACTORIAL_4_FP64 = vec2(4.16666679084301e-02, -1.2417634698280722e-09); // 1/4!\nconst vec2 INVERSE_FACTORIAL_5_FP64 = vec2(8.333333767950535e-03, -4.34617203337595e-10); // 1/5!\nconst vec2 INVERSE_FACTORIAL_6_FP64 = vec2(1.3888889225199819e-03, -3.3631094437103215e-11); // 1/6!\nconst vec2 INVERSE_FACTORIAL_7_FP64 = vec2(1.9841270113829523e-04, -2.725596874933456e-12); // 1/7!\nconst vec2 INVERSE_FACTORIAL_8_FP64 = vec2(2.4801587642286904e-05, -3.406996025904184e-13); // 1/8!\nconst vec2 INVERSE_FACTORIAL_9_FP64 = vec2(2.75573188446287533e-06, 3.7935713937038186e-14); // 1/9!\nconst vec2 INVERSE_FACTORIAL_10_FP64 = vec2(2.755731998149713e-07, -7.575112367869873e-15); // 1/10!\n\nfloat nint(float d) {\n if (d == floor(d)) return d;\n return floor(d + 0.5);\n}\n\nvec2 nint_fp64(vec2 a) {\n float hi = nint(a.x);\n float lo;\n vec2 tmp;\n if (hi == a.x) {\n lo = nint(a.y);\n tmp = quickTwoSum(hi, lo);\n } else {\n lo = 0.0;\n if (abs(hi - a.x) == 0.5 && a.y < 0.0) {\n hi -= 1.0;\n }\n tmp = vec2(hi, lo);\n }\n return tmp;\n}\n\n/* k_power controls how much range reduction we would like to have\nRange reduction uses the following method:\nassume a = k_power * r + m * log(2), k and m being integers.\nSet k_power = 4 (we can choose other k to trade accuracy with performance.\nwe only need to calculate exp(r) and using exp(a) = 2^m * exp(r)^k_power;\n*/\n\nvec2 exp_fp64(vec2 a) {\n // We need to make sure these two numbers match\n // as bit-wise shift is not available in GLSL 1.0\n const int k_power = 4;\n const float k = 16.0;\n\n const float inv_k = 1.0 / k;\n\n if (a.x <= -88.0) return vec2(0.0, 0.0);\n if (a.x >= 88.0) return vec2(1.0 / 0.0, 1.0 / 0.0);\n if (a.x == 0.0 && a.y == 0.0) return vec2(1.0, 0.0);\n if (a.x == 1.0 && a.y == 0.0) return E_FP64;\n\n float m = floor(a.x / LOG2_FP64.x + 0.5);\n vec2 r = sub_fp64(a, mul_fp64(LOG2_FP64, vec2(m, 0.0))) * inv_k;\n vec2 s, t, p;\n\n p = mul_fp64(r, r);\n s = sum_fp64(r, p * 0.5);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_3_FP64);\n\n s = sum_fp64(s, t);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_4_FP64);\n\n s = sum_fp64(s, t);\n p = mul_fp64(p, r);\n t = mul_fp64(p, INVERSE_FACTORIAL_5_FP64);\n\n // s = sum_fp64(s, t);\n // p = mul_fp64(p, r);\n // t = mul_fp64(p, INVERSE_FACTORIAL_6_FP64);\n\n // s = sum_fp64(s, t);\n // p = mul_fp64(p, r);\n // t = mul_fp64(p, INVERSE_FACTORIAL_7_FP64);\n\n s = sum_fp64(s, t);\n\n\n // At this point, s = exp(r) - 1; but after following 4 recursions, we will get exp(r) ^ 512 - 1.\n for (int i = 0; i < k_power; i++) {\n s = sum_fp64(s * 2.0, mul_fp64(s, s));\n }\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n s = sum_fp64(s, vec2(ONE, 0.0));\n#else\n s = sum_fp64(s, vec2(1.0, 0.0));\n#endif\n\n return s * pow(2.0, m);\n// return r;\n}\n\nvec2 log_fp64(vec2 a)\n{\n if (a.x == 1.0 && a.y == 0.0) return vec2(0.0, 0.0);\n if (a.x <= 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0);\n vec2 x = vec2(log(a.x), 0.0);\n vec2 s;\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n s = vec2(ONE, 0.0);\n#else\n s = vec2(1.0, 0.0);\n#endif\n\n x = sub_fp64(sum_fp64(x, mul_fp64(a, exp_fp64(-x))), s);\n return x;\n}\n\nvec2 sin_taylor_fp64(vec2 a) {\n vec2 r, s, t, x;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n x = -mul_fp64(a, a);\n s = a;\n r = a;\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_3_FP64);\n s = sum_fp64(s, t);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_5_FP64);\n s = sum_fp64(s, t);\n\n /* keep the following commented code in case we need them\n for extra accuracy from the Taylor expansion*/\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_7_FP64);\n // s = sum_fp64(s, t);\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_9_FP64);\n // s = sum_fp64(s, t);\n\n return s;\n}\n\nvec2 cos_taylor_fp64(vec2 a) {\n vec2 r, s, t, x;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(1.0, 0.0);\n }\n\n x = -mul_fp64(a, a);\n r = x;\n s = sum_fp64(vec2(1.0, 0.0), r * 0.5);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_4_FP64);\n s = sum_fp64(s, t);\n\n r = mul_fp64(r, x);\n t = mul_fp64(r, INVERSE_FACTORIAL_6_FP64);\n s = sum_fp64(s, t);\n\n /* keep the following commented code in case we need them\n for extra accuracy from the Taylor expansion*/\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_8_FP64);\n // s = sum_fp64(s, t);\n\n // r = mul_fp64(r, x);\n // t = mul_fp64(r, INVERSE_FACTORIAL_10_FP64);\n // s = sum_fp64(s, t);\n\n return s;\n}\n\nvoid sincos_taylor_fp64(vec2 a, out vec2 sin_t, out vec2 cos_t) {\n if (a.x == 0.0 && a.y == 0.0) {\n sin_t = vec2(0.0, 0.0);\n cos_t = vec2(1.0, 0.0);\n }\n\n sin_t = sin_taylor_fp64(a);\n cos_t = sqrt_fp64(sub_fp64(vec2(1.0, 0.0), mul_fp64(sin_t, sin_t)));\n}\n\nvec2 sin_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n\n if (k == 0) {\n if (j == 0) {\n return sin_taylor_fp64(t);\n } else if (j == 1) {\n return cos_taylor_fp64(t);\n } else if (j == -1) {\n return -cos_taylor_fp64(t);\n } else {\n return -sin_taylor_fp64(t);\n }\n }\n\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n\n vec2 sin_t, cos_t;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n\n\n vec2 result = vec2(0.0, 0.0);\n if (j == 0) {\n if (k > 0) {\n result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n }\n } else if (j == 1) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n } else if (j == -1) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n } else {\n result = -sum_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n }\n } else {\n if (k > 0) {\n result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));\n }\n }\n\n return result;\n}\n\nvec2 cos_fp64(vec2 a) {\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(1.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n\n if (k == 0) {\n if (j == 0) {\n return cos_taylor_fp64(t);\n } else if (j == 1) {\n return -sin_taylor_fp64(t);\n } else if (j == -1) {\n return sin_taylor_fp64(t);\n } else {\n return -cos_taylor_fp64(t);\n }\n }\n\n int abs_k = int(abs(float(k)));\n\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n\n vec2 sin_t, cos_t;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n vec2 result = vec2(0.0, 0.0);\n if (j == 0) {\n if (k > 0) {\n result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n } else if (j == 1) {\n if (k > 0) {\n result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));\n }\n } else if (j == -1) {\n if (k > 0) {\n result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n } else {\n result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n }\n } else {\n if (k > 0) {\n result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));\n } else {\n result = -sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n }\n\n return result;\n}\n\nvec2 tan_fp64(vec2 a) {\n vec2 sin_a;\n vec2 cos_a;\n\n if (a.x == 0.0 && a.y == 0.0) {\n return vec2(0.0, 0.0);\n }\n\n // 2pi range reduction\n vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));\n vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));\n\n vec2 t;\n float q = floor(r.x / PI_2_FP64.x + 0.5);\n int j = int(q);\n\n\n if (j < -2 || j > 2) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n }\n\n t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));\n\n q = floor(t.x / PI_16_FP64.x + 0.5);\n int k = int(q);\n int abs_k = int(abs(float(k)));\n\n // We just can't get PI/16 * 3.0 very accurately.\n // so let's just store it\n if (abs_k > 4) {\n return vec2(0.0 / 0.0, 0.0 / 0.0);\n } else {\n t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));\n }\n\n\n vec2 u = vec2(0.0, 0.0);\n vec2 v = vec2(0.0, 0.0);\n\n vec2 sin_t, cos_t;\n vec2 s, c;\n sincos_taylor_fp64(t, sin_t, cos_t);\n\n if (k == 0) {\n s = sin_t;\n c = cos_t;\n } else {\n#if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)\n if (abs(float(abs_k) - 1.0) < 0.5) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs(float(abs_k) - 2.0) < 0.5) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs(float(abs_k) - 3.0) < 0.5) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs(float(abs_k) - 4.0) < 0.5) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#else\n if (abs_k == 1) {\n u = COS_TABLE_0_FP64;\n v = SIN_TABLE_0_FP64;\n } else if (abs_k == 2) {\n u = COS_TABLE_1_FP64;\n v = SIN_TABLE_1_FP64;\n } else if (abs_k == 3) {\n u = COS_TABLE_2_FP64;\n v = SIN_TABLE_2_FP64;\n } else if (abs_k == 4) {\n u = COS_TABLE_3_FP64;\n v = SIN_TABLE_3_FP64;\n }\n#endif\n if (k > 0) {\n s = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n c = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n } else {\n s = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));\n c = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));\n }\n }\n\n if (j == 0) {\n sin_a = s;\n cos_a = c;\n } else if (j == 1) {\n sin_a = c;\n cos_a = -s;\n } else if (j == -1) {\n sin_a = -c;\n cos_a = s;\n } else {\n sin_a = -s;\n cos_a = -c;\n }\n return div_fp64(sin_a, cos_a);\n}\n\nvec2 radians_fp64(vec2 degree) {\n return mul_fp64(degree, PI_180_FP64);\n}\n\nvec2 mix_fp64(vec2 a, vec2 b, float x) {\n vec2 range = sub_fp64(b, a);\n return sum_fp64(a, mul_fp64(range, vec2(x, 0.0)));\n}\n\n// Vector functions\n// vec2 functions\nvoid vec2_sum_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = sum_fp64(a[0], b[0]);\n out_val[1] = sum_fp64(a[1], b[1]);\n}\n\nvoid vec2_sub_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = sub_fp64(a[0], b[0]);\n out_val[1] = sub_fp64(a[1], b[1]);\n}\n\nvoid vec2_mul_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = mul_fp64(a[0], b[0]);\n out_val[1] = mul_fp64(a[1], b[1]);\n}\n\nvoid vec2_div_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {\n out_val[0] = div_fp64(a[0], b[0]);\n out_val[1] = div_fp64(a[1], b[1]);\n}\n\nvoid vec2_mix_fp64(vec2 x[2], vec2 y[2], float a, out vec2 out_val[2]) {\n vec2 range[2];\n vec2_sub_fp64(y, x, range);\n vec2 portion[2];\n portion[0] = range[0] * a;\n portion[1] = range[1] * a;\n vec2_sum_fp64(x, portion, out_val);\n}\n\nvec2 vec2_length_fp64(vec2 x[2]) {\n return sqrt_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])));\n}\n\nvoid vec2_normalize_fp64(vec2 x[2], out vec2 out_val[2]) {\n vec2 length = vec2_length_fp64(x);\n vec2 length_vec2[2];\n length_vec2[0] = length;\n length_vec2[1] = length;\n\n vec2_div_fp64(x, length_vec2, out_val);\n}\n\nvec2 vec2_distance_fp64(vec2 x[2], vec2 y[2]) {\n vec2 diff[2];\n vec2_sub_fp64(x, y, diff);\n return vec2_length_fp64(diff);\n}\n\nvec2 vec2_dot_fp64(vec2 a[2], vec2 b[2]) {\n vec2 v[2];\n\n v[0] = mul_fp64(a[0], b[0]);\n v[1] = mul_fp64(a[1], b[1]);\n\n return sum_fp64(v[0], v[1]);\n}\n\n// vec3 functions\nvoid vec3_sub_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {\n for (int i = 0; i < 3; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvoid vec3_sum_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {\n for (int i = 0; i < 3; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvec2 vec3_length_fp64(vec2 x[3]) {\n return sqrt_fp64(sum_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])),\n mul_fp64(x[2], x[2])));\n}\n\nvec2 vec3_distance_fp64(vec2 x[3], vec2 y[3]) {\n vec2 diff[3];\n vec3_sub_fp64(x, y, diff);\n return vec3_length_fp64(diff);\n}\n\n// vec4 functions\nvoid vec4_fp64(vec4 a, out vec2 out_val[4]) {\n out_val[0].x = a[0];\n out_val[0].y = 0.0;\n\n out_val[1].x = a[1];\n out_val[1].y = 0.0;\n\n out_val[2].x = a[2];\n out_val[2].y = 0.0;\n\n out_val[3].x = a[3];\n out_val[3].y = 0.0;\n}\n\nvoid vec4_scalar_mul_fp64(vec2 a[4], vec2 b, out vec2 out_val[4]) {\n out_val[0] = mul_fp64(a[0], b);\n out_val[1] = mul_fp64(a[1], b);\n out_val[2] = mul_fp64(a[2], b);\n out_val[3] = mul_fp64(a[3], b);\n}\n\nvoid vec4_sum_fp64(vec2 a[4], vec2 b[4], out vec2 out_val[4]) {\n for (int i = 0; i < 4; i++) {\n out_val[i] = sum_fp64(a[i], b[i]);\n }\n}\n\nvoid vec4_dot_fp64(vec2 a[4], vec2 b[4], out vec2 out_val) {\n vec2 v[4];\n\n v[0] = mul_fp64(a[0], b[0]);\n v[1] = mul_fp64(a[1], b[1]);\n v[2] = mul_fp64(a[2], b[2]);\n v[3] = mul_fp64(a[3], b[3]);\n\n out_val = sum_fp64(sum_fp64(v[0], v[1]), sum_fp64(v[2], v[3]));\n}\n\nvoid mat4_vec4_mul_fp64(vec2 b[16], vec2 a[4], out vec2 out_val[4]) {\n vec2 tmp[4];\n\n for (int i = 0; i < 4; i++)\n {\n for (int j = 0; j < 4; j++)\n {\n tmp[j] = b[j + i * 4];\n }\n vec4_dot_fp64(a, tmp, out_val[i]);\n }\n}\n"},function(e,t,n){},function(e,t,n){"use strict";n(649);var r=n(647),i=n(648),o=r.a+"\n"+i.a;t.a={name:"fp64",vs:o,fs:null},r.a},function(e,t,n){"use strict";t.a=" // empty\n"},function(e,t,n){"use strict";t.a="#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define LIGHT_MAX 4\n\nvarying vec3 lighting_vLightWeighting;\n\nvec4 lighting_apply(vec4 color) {\n // set color from texture\n return vec4(color.rgb * lighting_vLightWeighting, color.a);\n}\n\n// spec-map.fs\n\nuniform mat4 viewMatrix;\n\n\nvarying vec4 lighting_vColor;\nvarying vec4 lighting_vTransformedNormal;\nvarying vec4 lighting_vPosition;\n\nuniform float shininess;\nuniform bool enableSpecularMap;\nuniform bool enableLights;\n\nuniform vec3 ambientColor;\nuniform vec3 directionalColor;\nuniform vec3 lightingDirection;\n\nuniform vec3 lighting_uPointLocation[LIGHT_MAX];\nuniform vec3 lighting_uPointColor[LIGHT_MAX];\nuniform float lighting_uPointSpecularEnable[LIGHT_MAX];\nuniform vec3 lighting_uPointSpecularColor[LIGHT_MAX];\nuniform int numberPoints;\n\n\nvec3 lighting__calculate_light_weighting() {\n\treturn lighting__calculate_light_weighting(shininess);\n}\n\nvec3 lighting__calculate_light_weighting(shininess) {\n vec3 normal = vTransformedNormal.xyz;\n vec3 eyeDirection = normalize(-vPosition.xyz);\n\n vec3 specularLight = vec3(0., 0., 0.);\n vec3 diffuseLight = vec3(0., 0., 0.);\n\n for (int i = 0; i < LIGHT_MAX; i++) {\n if (i < numberPoints) {\n vec3 transformedPointLocation = (viewMatrix * vec4(lighting_uPointLocation[i], 1.0)).xyz;\n vec3 lightDirection = normalize(transformedPointLocation - vPosition.xyz);\n\n if (lighting_uPointSpecularEnable > 0.) {\n vec3 reflectionDirection = reflect(-lightDirection, normal);\n float specularLightWeighting =\n pow(max(dot(reflectionDirection, eyeDirection), 0.0), shininessVal);\n specularLight += specularLightWeighting * lighting_uPointSpecularColor[i];\n }\n\n float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);\n diffuseLight += diffuseLightWeighting * lighting_uPointColor[i];\n } else {\n break;\n }\n }\n\n return ambientColor + diffuseLight + specularLight;\n}\n\nvoid lighting_filterColor(fragmentColor) {\n if (!lighting_enable) {\n \treturn fragmentColor;\n } else {\n \tvec3 lightWeighting = lighting__calculate_light_weighting();\n \treturn vec4(fragmentColor.rgb * lightWeighting, fragmentColor.a);\n }\n}\n\n// render-tex.fs\n\nuniform vec3 material_uAmbientColor;\nuniform vec3 material_uDiffuseColor;\nuniform vec3 material_uSpecularColor;\nuniform vec3 material_uEmissiveColor;\n\nuniform bool hasTexture1;\nuniform sampler2D sampler1;\n\nuniform mat4 viewMatrix;\n\nvoid apply_lighting(color) {\n vec3 ambientLightWeighting = ambientColor;\n\n vec3 normal = vTransformedNormal.xyz;\n vec3 eyeDirection = normalize(-vPosition.xyz);\n\n vec3 specularLight = vec3(0.0, 0.0, 0.0);\n vec3 diffuseLight = vec3(0.0, 0.0, 0.0);\n\n for (int i = 0; i < LIGHT_MAX; i++) {\n if (i < numberPoints) {\n vec3 transformedPointLocation = (viewMatrix * vec4(pointLocation[i], 1.0)).xyz;\n vec3 lightDirection = normalize(transformedPointLocation - vPosition.xyz);\n\n if (enableSpecularHighlights) {\n vec3 reflectionDirection = reflect(-lightDirection, normal);\n float specularLightWeighting =\n pow(max(dot(reflectionDirection, eyeDirection), 0.0), shininess);\n specularLight += specularLightWeighting * pointSpecularColor[i];\n }\n\n float diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);\n diffuseLight += diffuseLightWeighting * pointColor[i];\n } else {\n break;\n }\n }\n\n vec3 matAmbientColor = material_uAmbientColor * color.rgb;\n vec3 matDiffuseColor = material_uDiffuseColor * color.rgb;\n vec3 matSpecularColor = material_uSpecularColor * color.rgb;\n vec3 matEmissiveColor = material_uEmissiveColor * color.rgb;\n gl_FragColor = vec4(\n matAmbientColor * ambientLightWeighting\n + matDiffuseColor * diffuseLightWeighting\n + matSpecularColor * specularLightWeighting\n + matEmissiveColor,\n color.a\n );\n}\n\n/// frag-lighting\n\n vec3 lightWeighting;\n if (!enableLights) {\n lightWeighting = vec3(1.0, 1.0, 1.0);\n } else {\n vec3 lightDirection;\n float specularLightWeighting = 0.0;\n float diffuseLightWeighting = 0.0;\n vec3 specularLight = vec3(0.0, 0.0, 0.0);\n vec3 diffuseLight = vec3(0.0, 0.0, 0.0);\n\n vec3 transformedPointLocation;\n vec3 normal = vTransformedNormal.xyz;\n\n vec3 eyeDirection = normalize(-vPosition.xyz);\n vec3 reflectionDirection;\n\n vec3 pointWeight = vec3(0.0, 0.0, 0.0);\n\n for (int i = 0; i < LIGHT_MAX; i++) {\n if (i < numberPoints) {\n transformedPointLocation = (viewMatrix * vec4(pointLocation[i], 1.0)).xyz;\n lightDirection = normalize(transformedPointLocation - vPosition.xyz);\n\n if (enableSpecular[i] > 0.0) {\n reflectionDirection = reflect(-lightDirection, normal);\n specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), shininess);\n specularLight += specularLightWeighting * pointSpecularColor[i];\n }\n\n diffuseLightWeighting = max(dot(normal, lightDirection), 0.0);\n diffuseLight += diffuseLightWeighting * pointColor[i];\n } else {\n break;\n }\n }\n\n lightWeighting = ambientColor + diffuseLight + specularLight;\n }\n\n// reflection / refraction configs\nuniform float reflection;\nuniform float refraction;\n\n///\n // has cube texture then apply reflection\n // if (hasTextureCube1) {\n // vec3 nReflection = normalize(vReflection);\n // vec3 reflectionValue;\n // if (refraction > 0.0) {\n // reflectionValue = refract(nReflection, vNormal.xyz, refraction);\n // } else {\n // reflectionValue = -reflect(nReflection, vNormal.xyz);\n // }\n\n // // TODO(nico): check whether this is right.\n // vec4 cubeColor = textureCube(samplerCube1,\n // vec3(-reflectionValue.x, -reflectionValue.y, reflectionValue.z));\n // gl_FragColor = vec4(mix(gl_FragColor.xyz, cubeColor.xyz, reflection), 1.0);\n // }\n"},function(e,t,n){"use strict";t.a="#define LIGHT_MAX 4\n\n/*\n// lighting configuration\nuniform bool enableLights;\nuniform vec3 ambientColor;\nuniform vec3 directionalColor;\nuniform vec3 lightingDirection;\n\n// point lights configuration\nuniform vec3 pointLocation[LIGHT_MAX];\nuniform vec3 pointColor[LIGHT_MAX];\nuniform int numberPoints;\n\n// reflection / refraction configuration\nuniform bool useReflection;\n*/\n\nuniform bool lighting_uEnableLights;\nuniform vec3 lighting_uAmbientColor;\nuniform vec3 lighting_uDirection;\nuniform vec3 lighting_uDirectionalColor;\n\n// point lights configuration\nuniform int lighting_uPointCount;\nuniform vec3 lighting_uPointLocation[LIGHT_MAX];\nuniform vec3 lighting_uPointColor[LIGHT_MAX];\n\n// reflection / refraction configuration\nuniform bool lighting_uEnableReflections;\n\n// varyings\nvarying vec4 lighting_vPosition;\nvarying vec4 lighting_vNormal;\nvarying vec3 lighting_vColor;\nvarying vec3 lighting_vLightWeighting;\nvarying vec3 lighting_vReflection;\n\nvoid lighting_setPositionAndNormal(vec3 position, vec3 normal) {\n 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e.element.removeEventListener(t,e.handleEvent)}))}},{key:"enableEventType",value:function(e,t){e===s&&(this.enableDownEvent=t),e===u&&(this.enableUpEvent=t)}},{key:"handleEvent",value:function(e){var t=e.target||e.srcElement;"INPUT"===t.tagName&&"text"===t.type||"TEXTAREA"===t.tagName||(this.enableDownEvent&&"keydown"===e.type&&this.callback({type:s,srcEvent:e,key:e.key,target:e.target}),this.enableUpEvent&&"keyup"===e.type&&this.callback({type:u,srcEvent:e,key:e.key,target:e.target}))}}]),e}();t.a=c},function(e,t,n){"use strict";var r=n(114),i=function(){function e(e,t){for(var n=0;n<t.length;n++){var r=t[n];r.enumerable=r.enumerable||!1,r.configurable=!0,"value"in r&&(r.writable=!0),Object.defineProperty(e,r.key,r)}}return function(t,n,r){return n&&e(t.prototype,n),r&&e(t,r),t}}();function o(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}var a=r.g.MOUSE_EVENTS,s="pointermove",u="pointerleave",c=function(){function e(t,n){var 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n=this.type,r=this.timeout,o=this.lastValue,a=this.time,u=(i.window&&i.window.performance||Date).now(),c=u-(a||0);this.wheelPosition={x:e.clientX,y:e.clientY},a=u,0!==t&&t%l==0?(n="wheel",t=Math.floor(t/l)):0!==t&&Math.abs(t)<4?n="trackpad":c>400?(n=null,o=t,r=i.window.setTimeout(function(){this._onWheel(e,-o,this.wheelPosition),n="wheel"}.bind(this),40)):n||(n=Math.abs(c*t)<200?"trackpad":"wheel",r&&(i.window.clearTimeout(r),r=null,t+=o)),e.shiftKey&&t&&(t*=.25),n&&this._onWheel(e,-t,this.wheelPosition)}}},{key:"_onWheel",value:function(e,t,n){this.callback({type:c,center:n,delta:t,srcEvent:e,pointerType:"mouse",target:e.target})}}]),e}();t.a=f},function(e,t,n){"use strict";t.a=function(e){var t=r[e.srcEvent.type];if(!t)return null;var n=e.srcEvent,i=n.buttons,o=n.button,a=n.which,s=!1,u=!1,c=!1;return 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t=r[e.type];1&t&&e.button>=0&&(this.pressed=!0),2&t&&0===e.which&&(t=4),this.pressed&&(4&t&&(this.pressed=!1),this.callback(this.manager,t,{pointers:[e],changedPointers:[e],pointerType:"mouse",srcEvent:e}))}};var r={mousedown:1,mousemove:2,mouseup:4}},function(e,t,n){"use strict";var r=n(74),i=n(101),o=n(172);e.exports=function(){function e(e,t,n,r,a,s){s!==o&&i(!1,"Calling PropTypes validators directly is not supported by the `prop-types` package. 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a=e.getParameter(e.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS);for(i=0;i<a;++i)e.bindBufferBase(e.TRANSFORM_FEEDBACK_BUFFER,i,null);var s=e.getParameter(e.MAX_UNIFORM_BUFFER_BINDINGS);for(i=0;i<s;++i)e.bindBufferBase(e.UNIFORM_BUFFER,i,null);e.disable(e.RASTERIZER_DISCARD),e.pixelStorei(e.UNPACK_IMAGE_HEIGHT,0),e.pixelStorei(e.UNPACK_SKIP_IMAGES,0),e.pixelStorei(e.UNPACK_ROW_LENGTH,0),e.pixelStorei(e.UNPACK_SKIP_ROWS,0),e.pixelStorei(e.UNPACK_SKIP_PIXELS,0),e.pixelStorei(e.PACK_ROW_LENGTH,0),e.pixelStorei(e.PACK_SKIP_ROWS,0),e.pixelStorei(e.PACK_SKIP_PIXELS,0),e.hint(e.FRAGMENT_SHADER_DERIVATIVE_HINT,e.DONT_CARE)}for(;e.getError(););}return{init:o,mightBeEnum:function(e){return a(),void 0!==r[e]},glEnumToString:s,glFunctionArgToString:u,glFunctionArgsToString:function(e,t){for(var n="",r=t.length,i=0;i<r;++i)n+=(0==i?"":", ")+u(e,r,i,t[i]);return n},makeDebugContext:function t(n,r,i,a){a=a||n,o(n),r=r||function(t,n,r){for(var i="",o=r.length,a=0;a<o;++a)i+=(0==a?"":", ")+u(n,o,a,r[a]);var c;c="WebGL error "+s(t)+" in "+n+"("+i+")",e.console&&e.console.error?e.console.error(c):function(t){e.console&&e.console.log&&e.console.log(t)}(c)};var l={};function f(e,t){return function(){i&&i(t,arguments);var n=e[t].apply(e,arguments),o=a.getError();return 0!=o&&(l[o]=!0,r(o,t,arguments)),n}}var d={};for(var h in n)if("function"==typeof n[h])if("getExtension"!=h)d[h]=f(n,h);else{var p=f(n,h);d[h]=function(){var e=p.apply(n,arguments);return e?t(e,r,i,a):null}}else c(d,n,h);return d.getError=function(){for(var e in l)if(l.hasOwnProperty(e)&&l[e])return l[e]=!1,e;return n.NO_ERROR},d},makeLostContextSimulatingCanvas:function(t){var n,r,i,o=[],a=[],s={},u=1,f=!1,d=[],h=0,p=0,v=!1,g=0,y={};function _(e){return"function"==typeof e?e:function(t){e.handleEvent(t)}}t.getContext=(i=t.getContext,function(){var o=i.apply(t,arguments);if(o instanceof WebGLRenderingContext||e.WebGL2RenderingContext&&o instanceof WebGL2RenderingContext){if(o!=n){if(n)throw"got different 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listener did not call event.preventDefault";!function(){for(var e=0;e<d.length;++e){var t=d[e];t instanceof WebGLBuffer?n.deleteBuffer(t):t instanceof WebGLFramebuffer?n.deleteFramebuffer(t):t instanceof WebGLProgram?n.deleteProgram(t):t instanceof WebGLRenderbuffer?n.deleteRenderbuffer(t):t instanceof WebGLShader?n.deleteShader(t):t instanceof WebGLTexture?n.deleteTexture(t):r&&(t instanceof WebGLQuery?n.deleteQuery(t):t instanceof WebGLSampler?n.deleteSampler(t):t instanceof WebGLSync?n.deleteSync(t):t instanceof WebGLTransformFeedback?n.deleteTransformFeedback(t):t instanceof WebGLVertexArrayObject&&n.deleteVertexArray(t))}}(),l(n),f=!1,p=0,v=!1;for(var e=a.slice(),t=P("context restored"),i=0;i<e.length;++i)e[i](t)}),0)},t.loseContextInNCalls=function(e){if(f)throw"You can not ask a lost contet to be lost";h=p+e},t.getNumCalls=function(){return p},t.setRestoreTimeout=function(e){g=e},t;function S(e){for(var t in e)"function"==typeof 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l=["getActiveAttrib","getActiveUniform","getBufferParameter","getContextAttributes","getAttachedShaders","getFramebufferAttachmentParameter","getParameter","getProgramParameter","getProgramInfoLog","getRenderbufferParameter","getShaderParameter","getShaderInfoLog","getShaderSource","getTexParameter","getUniform","getUniformLocation","getVertexAttrib"];for(r&&l.push("getInternalformatParameter","getQuery","getQueryParameter","getSamplerParameter","getSyncParameter","getTransformFeedbackVarying","getIndexedParameter","getUniformIndices","getActiveUniforms","getActiveUniformBlockParameter","getActiveUniformBlockName"),o=0;o<l.length;++o)a=l[o],s[a]=function(t){return function(){return E(),f?null:t.apply(e,arguments)}}(s[a]);var h=["isBuffer","isEnabled","isFramebuffer","isProgram","isRenderbuffer","isShader","isTexture"];for(r&&h.push("isQuery","isSampler","isSync","isTransformFeedback","isVertexArray"),o=0;o<h.length;++o)a=h[o],s[a]=function(t){return function(){return E(),!f&&t.apply(e,arguments)}}(s[a]);return s.checkFramebufferStatus=function(t){return function(){return E(),f?s.FRAMEBUFFER_UNSUPPORTED:t.apply(e,arguments)}}(s.checkFramebufferStatus),s.getAttribLocation=function(t){return function(){return E(),f?-1:t.apply(e,arguments)}}(s.getAttribLocation),s.getVertexAttribOffset=function(t){return function(){return E(),f?0:t.apply(e,arguments)}}(s.getVertexAttribOffset),s.isContextLost=function(){return f},r&&(s.getFragDataLocation=function(t){return function(){return E(),f?-1:t.apply(e,arguments)}}(s.getFragDataLocation),s.clientWaitSync=function(t){return function(){return E(),f?s.WAIT_FAILED:t.apply(e,arguments)}}(s.clientWaitSync),s.getUniformBlockIndex=function(t){return function(){return E(),f?s.INVALID_INDEX:t.apply(e,arguments)}}(s.getUniformBlockIndex)),s}},resetToInitialState:l}}(),e.exports=WebGLDebugUtils}).call(t,n(47))}])},e.exports=t()}},t={};!function n(r){var i=t[r];if(void 0!==i)return i.exports;var o=t[r]={exports:{}};return e[r].call(o.exports,o,o.exports,n),o.exports}(138)})();