feat(editable-layers): non-geospatial coordinate system#537
feat(editable-layers): non-geospatial coordinate system#537eKerney wants to merge 4 commits intovisgl:copilot/start-work-on-issue-496from
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Great proof of concept here - we certainly want to have the updated coordinate system be baked into the core modes - not create new ones per coordinate system - this would multiply our bug surface and make maintenance nearly impossible. Consider how we can update the current mode to work with non geo coordinates. or how we can pass the coordinate system into the core layer , or make a new master layer type |
…6' into copilot/start-work-on-issue-496 pull updates from DeckGL Community to sync local branch
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Yes I agree with @charlieforward9
I haven't tried actually running the code from there. |
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@eKerney you could try putting an agent on it and directing it towards the feedback |
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@charlieforward9 made a very small change by swapping |
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Sweet, simple change!
Id say the real work with this coordinate task is to pull the edit mode widget into the no map example and show all the relevant modes with non-geographic values.
Basically have the editable layer operations be controlled by the active deck coordinate system
- if geo - work as is
- if non geo - handle that maths without turf.js.
Non non geo situation could have editable layers pulling in way less dependencies
Related to RFC: Non-geospatial coordinate support for editable-layers #496
Discussion here at: feat(editable-layers): EditModeCoordinateSystem abstraction aligned with deck.gl COORDINATE_SYSTEM #516
Replaced TranslateMode with TranslateModeEx from @xinaesthete thank you!
Added OrthographicView, adjusted background image bounds and INITIAL_VIEW_STATE accordingly.
Added
COORDINATE_SYSTEM.CARTESIANto background and editableLayers.Changed selected feature color to make more obvious to user.
Note: Running
yarn start-localresulted inFailed to resolve importerror, resolved by commenting line 22 invite.config.local.mjsno-map-editable.mp4