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@deck.gl/core

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deck.gl core library

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import type { CoordinateSystem } from "../../lib/constants.js"; import type Viewport from "../../viewports/viewport.js"; import type { NumericArray } from "../../types/types.js"; /** Get the common space position from world coordinates in the given coordinate system */ export declare function getWorldPosition(position: number[], { viewport, modelMatrix, coordinateSystem, coordinateOrigin, offsetMode }: { viewport: Viewport; modelMatrix?: NumericArray | null; coordinateSystem: CoordinateSystem; coordinateOrigin: [number, number, number]; offsetMode?: boolean; }): [number, number, number]; /** * Equivalent to project_position in project.glsl * projects a user supplied position to world position directly with or without * a reference coordinate system */ export declare function projectPosition(position: number[], params: { /** The current viewport */ viewport: Viewport; /** The reference coordinate system used to align world position */ coordinateSystem: CoordinateSystem; /** The reference coordinate origin used to align world position */ coordinateOrigin: [number, number, number]; /** The model matrix of the supplied position */ modelMatrix?: NumericArray | null; /** The coordinate system that the supplied position is in. Default to the same as `coordinateSystem`. */ fromCoordinateSystem?: CoordinateSystem; /** The coordinate origin that the supplied position is in. Default to the same as `coordinateOrigin`. */ fromCoordinateOrigin?: [number, number, number]; /** Whether to apply offset mode automatically as does the project shader module. * Offset mode places the origin of the common space at the given viewport's center. It is used in some use cases * to improve precision in the vertex shader due to the fp32 float limitation. * Use `autoOffset:false` if the returned position should not be dependent on the current viewport. * Default `true` */ autoOffset?: boolean; }): [number, number, number]; //# sourceMappingURL=project-functions.d.ts.map