@gisatcz/deckgl-geolib 2.5.0-dev.2 → 2.5.0-dev.3

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package/dist/cjs/index.js CHANGED
@@ -4874,6 +4874,7 @@ const DefaultGeoImageOptions = {
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  useChannelIndex: null,
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  noDataValue: undefined,
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  multiplier: 1.0,
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+ verticalExaggeration: 1.0,
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  numOfChannels: undefined,
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  planarConfig: undefined,
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  // --- Mesh generation (terrain only) ---
@@ -5548,25 +5549,31 @@ function addSkirt(attributes, triangles, skirtHeight, outsideIndices) {
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  * @returns {number[][]} - outside edges data
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  */
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  function getOutsideEdgesFromTriangles(triangles) {
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- const edges = [];
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- for (let i = 0; i < triangles.length; i += 3) {
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- edges.push([triangles[i], triangles[i + 1]]);
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- edges.push([triangles[i + 1], triangles[i + 2]]);
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- edges.push([triangles[i + 2], triangles[i]]);
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- }
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- edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));
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- const outsideEdges = [];
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- let index = 0;
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- while (index < edges.length) {
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- if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) {
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- index += 2;
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+ // Use integer keys instead of strings: min * 70000 + max is collision-free
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+ // for any grid 257×257 (66,049 vertices < 70,000)
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+ const edgeMap = new Map();
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+ const processEdge = (a, b) => {
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+ const min = Math.min(a, b);
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+ const max = Math.max(a, b);
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+ // Integer key: no string allocation per edge
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+ const key = min * 70000 + max;
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+ if (edgeMap.has(key)) {
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+ edgeMap.delete(key); // Interior edge, remove
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  }
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  else {
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- outsideEdges.push(edges[index]);
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- index++;
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+ edgeMap.set(key, [a, b]);
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  }
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+ };
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+ for (let i = 0; i < triangles.length; i += 3) {
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+ const v0 = triangles[i];
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+ const v1 = triangles[i + 1];
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+ const v2 = triangles[i + 2];
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+ // Process each edge inline — no temporary array allocation per triangle
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+ processEdge(v0, v1);
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+ processEdge(v1, v2);
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+ processEdge(v2, v0);
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  }
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- return outsideEdges;
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+ return Array.from(edgeMap.values());
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  }
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  /**
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  * Get geometry edges that located on a border of the mesh
@@ -6284,7 +6291,7 @@ class TerrainGenerator {
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  const meshWidth = isKernel ? 257 : width;
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  const meshHeight = isKernel ? 257 : height;
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  // 2. Tesselate (Generate Mesh)
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- const { terrainSkirtHeight } = options;
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+ const { terrainSkirtHeight, verticalExaggeration = 1.0 } = options;
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  let mesh;
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  switch (options.tesselator) {
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  case 'martini':
@@ -6300,13 +6307,17 @@ class TerrainGenerator {
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  }
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  const { vertices } = mesh;
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  let { triangles } = mesh;
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- let attributes = this.getMeshAttributes(vertices, meshTerrain, meshWidth, meshHeight, input.bounds);
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+ let attributes = this.getMeshAttributes(vertices, meshTerrain, meshWidth, meshHeight, input.bounds, verticalExaggeration);
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  // Compute bounding box before adding skirt so that z values are not skewed
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  const boundingBox = schema.getMeshBoundingBox(attributes);
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  if (terrainSkirtHeight) {
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- const { attributes: newAttributes, triangles: newTriangles } = addSkirt(attributes, triangles, terrainSkirtHeight);
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- attributes = newAttributes;
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- triangles = newTriangles;
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+ const scaledSkirtHeight = terrainSkirtHeight * verticalExaggeration;
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+ // Skip skirt generation if scaled height is zero (e.g., verticalExaggeration = 0)
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+ if (scaledSkirtHeight > 0) {
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+ const { attributes: newAttributes, triangles: newTriangles } = addSkirt(attributes, triangles, scaledSkirtHeight);
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+ attributes = newAttributes;
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+ triangles = newTriangles;
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+ }
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  }
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  const map = {
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  // Data return by this loader implementation
@@ -6502,10 +6513,10 @@ class TerrainGenerator {
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  const vertices = coords;
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  return { vertices, triangles };
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  }
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- static getMeshAttributes(vertices, terrain, width, height, bounds) {
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+ static getMeshAttributes(vertices, terrain, width, height, bounds, verticalExaggeration = 1.0) {
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  const gridSize = width === 257 ? 257 : width + 1;
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  const numOfVerticies = vertices.length / 2;
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- // vec3. x, y in pixels, z in meters
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+ // vec3. x, y in pixels, z in meters (scaled by verticalExaggeration)
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  const positions = new Float32Array(numOfVerticies * 3);
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  // vec2. 1 to 1 relationship with position. represents the uv on the texture image. 0,0 to 1,1.
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  const texCoords = new Float32Array(numOfVerticies * 2);
@@ -6522,7 +6533,7 @@ class TerrainGenerator {
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  const pixelIdx = y * gridSize + x;
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  positions[3 * i] = x * xScale + minX;
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  positions[3 * i + 1] = -y * yScale + maxY;
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- positions[3 * i + 2] = terrain[pixelIdx];
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+ positions[3 * i + 2] = terrain[pixelIdx] * verticalExaggeration;
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  texCoords[2 * i] = x / effectiveWidth;
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  texCoords[2 * i + 1] = y / effectiveHeight;
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  }