@itwin/core-frontend 4.7.0-dev.0 → 4.7.0-dev.11
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +16 -1
- package/lib/cjs/CheckpointConnection.js +2 -2
- package/lib/cjs/CheckpointConnection.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js +0 -10
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/render/RealityMeshParams.d.ts +2 -2
- package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -1
- package/lib/cjs/render/RealityMeshParams.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/RealityTile.d.ts +2 -2
- package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTile.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.d.ts +4 -0
- package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +1 -0
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileGeometryCollector.d.ts +2 -2
- package/lib/cjs/tile/TileGeometryCollector.d.ts.map +1 -1
- package/lib/cjs/tile/TileGeometryCollector.js.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js +7 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.js +1 -0
- package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.d.ts +4 -0
- package/lib/cjs/tile/map/TerrainMeshProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/TerrainMeshProvider.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.d.ts +8 -0
- package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +11 -0
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/CheckpointConnection.js +2 -2
- package/lib/esm/CheckpointConnection.js.map +1 -1
- package/lib/esm/extension/ExtensionRuntime.js +0 -12
- package/lib/esm/extension/ExtensionRuntime.js.map +1 -1
- package/lib/esm/render/RealityMeshParams.d.ts +2 -2
- package/lib/esm/render/RealityMeshParams.d.ts.map +1 -1
- package/lib/esm/render/RealityMeshParams.js.map +1 -1
- package/lib/esm/tile/GltfReader.d.ts.map +1 -1
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/RealityTile.d.ts +2 -2
- package/lib/esm/tile/RealityTile.d.ts.map +1 -1
- package/lib/esm/tile/RealityTile.js.map +1 -1
- package/lib/esm/tile/TileAdmin.d.ts +4 -0
- package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
- package/lib/esm/tile/TileAdmin.js +1 -0
- package/lib/esm/tile/TileAdmin.js.map +1 -1
- package/lib/esm/tile/TileGeometryCollector.d.ts +2 -2
- package/lib/esm/tile/TileGeometryCollector.d.ts.map +1 -1
- package/lib/esm/tile/TileGeometryCollector.js.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.js +7 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/esm/tile/map/MapTileTree.js +1 -0
- package/lib/esm/tile/map/MapTileTree.js.map +1 -1
- package/lib/esm/tile/map/TerrainMeshProvider.d.ts +4 -0
- package/lib/esm/tile/map/TerrainMeshProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/TerrainMeshProvider.js.map +1 -1
- package/lib/esm/tools/ToolAdmin.d.ts +8 -0
- package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/esm/tools/ToolAdmin.js +11 -0
- package/lib/esm/tools/ToolAdmin.js.map +1 -1
- package/lib/public/scripts/parse-imdl-worker.js +1 -1
- package/lib/workers/webpack/parse-imdl-worker.js +1 -1
- package/package.json +20 -20
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Tiles\n */\nimport { assert, BeDuration, BeTimePoint, ByteStream, JsonUtils, utf8ToString } from \"@itwin/core-bentley\";\nimport { Point2d, Point3d, Range1d, Vector3d } from \"@itwin/core-geometry\";\nimport { CesiumTerrainAssetId, nextPoint3d64FromByteStream, OctEncodedNormal, QPoint2d } from \"@itwin/core-common\";\nimport { MessageSeverity } from \"@itwin/appui-abstract\";\nimport { request, RequestOptions } from \"../../request/Request\";\nimport { ApproximateTerrainHeights } from \"../../ApproximateTerrainHeights\";\nimport { IModelApp } from \"../../IModelApp\";\nimport { RealityMeshParams, RealityMeshParamsBuilder } from \"../../render/RealityMeshParams\";\nimport {\n GeographicTilingScheme, MapTile, MapTilingScheme, QuadId, ReadMeshArgs, RequestMeshDataArgs, TerrainMeshProvider,\n TerrainMeshProviderOptions, Tile, TileAvailability,\n} from \"../internal\";\n\n/** @internal */\nenum QuantizedMeshExtensionIds {\n OctEncodedNormals = 1,\n WaterMask = 2,\n Metadata = 4,\n}\n\n/** Return the URL for a Cesium ION asset from its asset ID and request Key.\n * @public\n */\nexport function getCesiumAssetUrl(osmAssetId: number, requestKey: string): string {\n return `$CesiumIonAsset=${osmAssetId}:${requestKey}`;\n}\n/** @internal */\nexport function getCesiumOSMBuildingsUrl(): string | undefined {\n const key = IModelApp.tileAdmin.cesiumIonKey;\n if (undefined === key)\n return undefined;\n\n const osmBuildingAssetId = 96188;\n return getCesiumAssetUrl(osmBuildingAssetId, key);\n}\n\n/** @internal */\nexport async function getCesiumAccessTokenAndEndpointUrl(assetId: string, requestKey?: string): Promise<{ token?: string, url?: string }> {\n if (undefined === requestKey) {\n requestKey = IModelApp.tileAdmin.cesiumIonKey;\n if (undefined === requestKey)\n return {};\n }\n\n const requestTemplate = `https://api.cesium.com/v1/assets/${assetId}/endpoint?access_token={CesiumRequestToken}`;\n const apiUrl: string = requestTemplate.replace(\"{CesiumRequestToken}\", requestKey);\n\n try {\n const apiResponse = await request(apiUrl, \"json\");\n if (undefined === apiResponse || undefined === apiResponse.url) {\n assert(false);\n return {};\n }\n return { token: apiResponse.accessToken, url: apiResponse.url };\n } catch (error) {\n assert(false);\n return {};\n }\n}\n\nlet notifiedTerrainError = false;\n\n// Notify - once per session - of failure to obtain Cesium terrain provider.\nfunction notifyTerrainError(detailedDescription?: string): void {\n if (notifiedTerrainError)\n return;\n\n notifiedTerrainError = true;\n IModelApp.notifications.displayMessage(MessageSeverity.Information, IModelApp.localization.getLocalizedString(`iModelJs:BackgroundMap.CannotObtainTerrain`), detailedDescription);\n}\n\n/** @internal */\nexport async function getCesiumTerrainProvider(opts: TerrainMeshProviderOptions): Promise<TerrainMeshProvider | undefined> {\n const accessTokenAndEndpointUrl = await getCesiumAccessTokenAndEndpointUrl(opts.dataSource || CesiumTerrainAssetId.Default);\n if (!accessTokenAndEndpointUrl.token || !accessTokenAndEndpointUrl.url) {\n notifyTerrainError(IModelApp.localization.getLocalizedString(`iModelJs:BackgroundMap.MissingCesiumToken`));\n return undefined;\n }\n\n let layers;\n try {\n const layerRequestOptions: RequestOptions = { headers: { authorization: `Bearer ${accessTokenAndEndpointUrl.token}` } };\n const layerUrl = `${accessTokenAndEndpointUrl.url}layer.json`;\n layers = await request(layerUrl, \"json\", layerRequestOptions);\n } catch (error) {\n notifyTerrainError();\n return undefined;\n }\n\n if (undefined === layers || undefined === layers.tiles || undefined === layers.version) {\n notifyTerrainError();\n return undefined;\n }\n\n const tilingScheme = new GeographicTilingScheme();\n let tileAvailability;\n if (undefined !== layers.available) {\n const availableTiles = layers.available;\n tileAvailability = new TileAvailability(tilingScheme, availableTiles.length);\n for (let level = 0; level < layers.available.length; level++) {\n const rangesAtLevel = availableTiles[level];\n for (const range of rangesAtLevel) {\n tileAvailability.addAvailableTileRange(level, range.startX, range.startY, range.endX, range.endY);\n }\n }\n }\n\n let tileUrlTemplate = accessTokenAndEndpointUrl.url + layers.tiles[0].replace(\"{version}\", layers.version);\n if (opts.wantNormals)\n tileUrlTemplate = tileUrlTemplate.replace(\"?\", \"?extensions=octvertexnormals-watermask-metadata&\");\n\n const maxDepth = JsonUtils.asInt(layers.maxzoom, 19);\n\n // TBD -- When we have an API extract the heights for the project from the terrain tiles - for use temporary Bing elevation.\n return new CesiumTerrainProvider(opts, accessTokenAndEndpointUrl.token, tileUrlTemplate, maxDepth, tilingScheme, tileAvailability, layers.metadataAvailability);\n}\n\nfunction zigZagDecode(value: number) {\n return (value >> 1) ^ (-(value & 1));\n}\n\n/**\n * Decodes delta and ZigZag encoded vertices. This modifies the buffers in place.\n *\n * @see {@link https://github.com/AnalyticalGraphicsInc/quantized-mesh|quantized-mesh-1.0 terrain format}\n */\nfunction zigZagDeltaDecode(uBuffer: Uint16Array, vBuffer: Uint16Array, heightBuffer: Uint16Array) {\n const count = uBuffer.length;\n let u = 0;\n let v = 0;\n let height = 0;\n\n for (let i = 0; i < count; ++i) {\n u += zigZagDecode(uBuffer[i]);\n v += zigZagDecode(vBuffer[i]);\n\n uBuffer[i] = u;\n vBuffer[i] = v;\n\n height += zigZagDecode(heightBuffer[i]);\n heightBuffer[i] = height;\n }\n}\n\n/** @internal */\nclass CesiumTerrainProvider extends TerrainMeshProvider {\n private _accessToken: string;\n private readonly _tileUrlTemplate: string;\n private readonly _maxDepth: number;\n private readonly _wantSkirts: boolean;\n private readonly _tilingScheme: MapTilingScheme;\n private readonly _tileAvailability?: TileAvailability;\n private readonly _metaDataAvailableLevel?: number;\n private readonly _exaggeration: number;\n private readonly _assetId: string;\n\n private static _scratchQPoint2d = QPoint2d.fromScalars(0, 0);\n private static _scratchPoint2d = Point2d.createZero();\n private static _scratchPoint = Point3d.createZero();\n private static _scratchNormal = Vector3d.createZero();\n private static _scratchHeightRange = Range1d.createNull();\n private static _tokenTimeoutInterval = BeDuration.fromSeconds(60 * 30); // Request a new access token every 30 minutes...\n private _tokenTimeOut: BeTimePoint;\n\n public override forceTileLoad(tile: Tile): boolean {\n // Force loading of the metadata availability tiles as these are required for determining the availability of descendants.\n const mapTile = tile as MapTile;\n return undefined !== this._metaDataAvailableLevel && mapTile.quadId.level === this._metaDataAvailableLevel && !mapTile.everLoaded;\n }\n\n constructor(opts: TerrainMeshProviderOptions, accessToken: string, tileUrlTemplate: string, maxDepth: number, tilingScheme: MapTilingScheme,\n tileAvailability: TileAvailability | undefined, metaDataAvailableLevel: number | undefined) {\n super();\n this._wantSkirts = opts.wantSkirts;\n this._exaggeration = opts.exaggeration;\n\n this._accessToken = accessToken;\n this._tileUrlTemplate = tileUrlTemplate;\n this._maxDepth = maxDepth;\n this._tilingScheme = tilingScheme;\n this._tileAvailability = tileAvailability;\n this._metaDataAvailableLevel = metaDataAvailableLevel;\n this._assetId = opts.dataSource || CesiumTerrainAssetId.Default;\n\n this._tokenTimeOut = BeTimePoint.now().plus(CesiumTerrainProvider._tokenTimeoutInterval);\n }\n\n public override addLogoCards(cards: HTMLTableElement): void {\n if (cards.dataset.cesiumIonLogoCard)\n return;\n\n cards.dataset.cesiumIonLogoCard = \"true\";\n let notice = IModelApp.localization.getLocalizedString(\"iModelJs:BackgroundMap.CesiumWorldTerrainAttribution\");\n if (this._assetId === CesiumTerrainAssetId.Bathymetry)\n notice = `${notice}\\n${IModelApp.localization.getLocalizedString(\"iModelJs:BackgroundMap.CesiumBathymetryAttribution\")}`;\n\n const card = IModelApp.makeLogoCard({ iconSrc: `${IModelApp.publicPath}images/cesium-ion.svg`, heading: \"Cesium Ion\", notice });\n cards.appendChild(card);\n }\n\n public get maxDepth(): number { return this._maxDepth; }\n public get tilingScheme(): MapTilingScheme { return this._tilingScheme; }\n\n public override isTileAvailable(quadId: QuadId) {\n if (quadId.level > this.maxDepth)\n return false;\n\n return this._tileAvailability ? this._tileAvailability.isTileAvailable(quadId.level, quadId.column, quadId.row) : true;\n }\n\n public override async requestMeshData(args: RequestMeshDataArgs): Promise<Uint8Array | undefined> {\n const tile = args.tile;\n const quadId = tile.quadId;\n const tileUrl = this.constructUrl(quadId.row, quadId.column, quadId.level);\n const requestOptions: RequestOptions = {\n headers: {\n authorization: `Bearer ${this._accessToken}`,\n accept: \"application/vnd.quantized-mesh;\" /* extensions=octvertexnormals, */ + \"application/octet-stream;q=0.9,*/*;q=0.01\",\n },\n };\n\n try {\n const response = await request(tileUrl, \"arraybuffer\", requestOptions);\n return new Uint8Array(response);\n } catch (_) {\n return undefined;\n }\n }\n\n public override async readMesh(args: ReadMeshArgs): Promise<RealityMeshParams | undefined> {\n // ###TODO why does he update the access token when reading the mesh instead of when requesting it?\n // This function only returns undefined if it fails to acquire token - but it doesn't need the token...\n if (BeTimePoint.now().milliseconds > this._tokenTimeOut.milliseconds) {\n const accessTokenAndEndpointUrl = await getCesiumAccessTokenAndEndpointUrl(this._assetId);\n if (!accessTokenAndEndpointUrl.token || args.isCanceled())\n return undefined;\n\n this._accessToken = accessTokenAndEndpointUrl.token;\n this._tokenTimeOut = BeTimePoint.now().plus(CesiumTerrainProvider._tokenTimeoutInterval);\n }\n\n const { data, tile } = args;\n assert(data instanceof Uint8Array);\n assert(tile instanceof MapTile);\n\n const blob = data;\n const streamBuffer = ByteStream.fromUint8Array(blob);\n const center = nextPoint3d64FromByteStream(streamBuffer);\n const quadId = QuadId.createFromContentId(tile.contentId);\n const skirtHeight = this.getLevelMaximumGeometricError(quadId.level + 1) * 10.0; // Add 1 to level to restore height calculation to before the quadId level was from root. (4326 unification)\n const minHeight = this._exaggeration * streamBuffer.readFloat32();\n const maxHeight = this._exaggeration * streamBuffer.readFloat32();\n const boundCenter = nextPoint3d64FromByteStream(streamBuffer);\n const boundRadius = streamBuffer.readFloat64();\n const horizonOcclusion = nextPoint3d64FromByteStream(streamBuffer);\n const terrainTile = tile;\n\n terrainTile.adjustHeights(minHeight, maxHeight);\n\n if (undefined === center || undefined === boundCenter || undefined === boundRadius || undefined === horizonOcclusion) { }\n const pointCount = streamBuffer.readUint32();\n const encodedVertexBuffer = new Uint16Array(blob.buffer, streamBuffer.curPos, pointCount * 3);\n streamBuffer.advance(pointCount * 6);\n\n const uBuffer = encodedVertexBuffer.subarray(0, pointCount);\n const vBuffer = encodedVertexBuffer.subarray(pointCount, 2 * pointCount);\n const heightBuffer = encodedVertexBuffer.subarray(pointCount * 2, 3 * pointCount);\n\n zigZagDeltaDecode(uBuffer, vBuffer, heightBuffer);\n\n // ###TODO: This alleges to handle 32-bit indices, but RealityMeshParams uses a Uint16Array to store indices...\n const typedArray = pointCount > 0xffff ? Uint32Array : Uint16Array;\n const bytesPerIndex = typedArray.BYTES_PER_ELEMENT;\n const triangleElements = 3;\n\n // skip over any additional padding that was added for 2/4 byte alignment\n if (streamBuffer.curPos % bytesPerIndex !== 0)\n streamBuffer.advance(bytesPerIndex - (streamBuffer.curPos % bytesPerIndex));\n\n const triangleCount = streamBuffer.readUint32();\n const indexCount = triangleCount * triangleElements;\n\n const getIndexArray = (numIndices: number) => {\n const indexArray = new typedArray(streamBuffer.arrayBuffer, streamBuffer.curPos, numIndices);\n streamBuffer.advance(numIndices * bytesPerIndex);\n return indexArray;\n };\n\n const indices = getIndexArray(indexCount);\n\n // High water mark decoding based on decompressIndices_ in webgl-loader's loader.js.\n // https://code.google.com/p/webgl-loader/source/browse/trunk/samples/loader.js?r=99#55\n // Copyright 2012 Google Inc., Apache 2.0 license.\n let highest = 0;\n const length = indices.length;\n for (let i = 0; i < length; ++i) {\n const code = indices[i];\n indices[i] = highest - code;\n if (code === 0) {\n ++highest;\n }\n }\n\n CesiumTerrainProvider._scratchHeightRange.low = minHeight - skirtHeight;\n CesiumTerrainProvider._scratchHeightRange.high = maxHeight;\n const projection = terrainTile.getProjection(CesiumTerrainProvider._scratchHeightRange);\n const uvScale = 1.0 / 32767.0;\n const heightScale = uvScale * (maxHeight - minHeight);\n\n const westCount = streamBuffer.readUint32(),\n westIndices = getIndexArray(westCount),\n southCount = streamBuffer.readUint32(),\n southIndices = getIndexArray(southCount),\n eastCount = streamBuffer.readUint32(),\n eastIndices = getIndexArray(eastCount),\n northCount = streamBuffer.readUint32(),\n northIndices = getIndexArray(northCount);\n\n // Extensions...\n let encodedNormalsBuffer;\n while (streamBuffer.curPos < streamBuffer.length) {\n const extensionId = streamBuffer.readUint8();\n const extensionLength = streamBuffer.readUint32();\n switch (extensionId) {\n case QuantizedMeshExtensionIds.OctEncodedNormals:\n assert(pointCount * 2 === extensionLength);\n encodedNormalsBuffer = new Uint8Array(streamBuffer.arrayBuffer, streamBuffer.curPos, extensionLength);\n streamBuffer.advance(extensionLength);\n break;\n\n case QuantizedMeshExtensionIds.Metadata:\n const stringLength = streamBuffer.readUint32();\n if (stringLength > 0) {\n const strData = streamBuffer.nextBytes(stringLength);\n const str = utf8ToString(strData);\n if (undefined !== str) {\n const metaData = JSON.parse(str);\n if (undefined !== metaData.available && undefined !== this._tileAvailability) {\n const availableTiles = metaData.available;\n for (let offset = 0; offset < availableTiles.length; ++offset) {\n const availableLevel = tile.depth + offset; // Our depth is includes root (1 + cesium Depth)\n const rangesAtLevel = availableTiles[offset];\n\n for (const range of rangesAtLevel)\n this._tileAvailability.addAvailableTileRange(availableLevel, range.startX, range.startY, range.endX, range.endY);\n }\n }\n }\n }\n\n break;\n default:\n streamBuffer.advance(extensionLength);\n break;\n }\n }\n\n let initialIndexCapacity = indexCount;\n let initialVertexCapacity = pointCount;\n if (this._wantSkirts) {\n initialIndexCapacity += 6 * (Math.max(0, northCount - 1) + Math.max(0, southCount - 1) + Math.max(0, eastCount - 1) + Math.max(0, westCount - 1));\n initialVertexCapacity += (northCount + southCount + eastCount + westCount);\n }\n\n const wantNormals = undefined !== encodedNormalsBuffer;\n const builder = new RealityMeshParamsBuilder({\n positionRange: projection.localRange,\n initialIndexCapacity,\n initialVertexCapacity,\n wantNormals,\n });\n\n for (let i = 0; i < indexCount; i += 3)\n builder.addTriangle(indices[i], indices[i + 1], indices[i + 2]);\n\n const position = new Point3d();\n const uv = new QPoint2d();\n const normal = new Vector3d();\n const worldToEcef = tile.iModel.getEcefTransform().matrix;\n for (let i = 0; i < pointCount; i++) {\n const u = uBuffer[i];\n const v = vBuffer[i];\n projection.getPoint(uvScale * u, uvScale * v, minHeight + heightBuffer[i] * heightScale, position);\n uv.setFromScalars(u * 2, v * 2);\n let oen;\n if (encodedNormalsBuffer) {\n const normalIndex = i * 2;\n OctEncodedNormal.decodeValue(encodedNormalsBuffer[normalIndex + 1] << 8 | encodedNormalsBuffer[normalIndex], normal);\n worldToEcef.multiplyTransposeVector(normal, normal);\n oen = OctEncodedNormal.encode(normal);\n }\n\n builder.addVertex(position, uv, oen);\n }\n\n if (!this._wantSkirts)\n return builder.finish();\n\n westIndices.sort((a, b) => vBuffer[a] - vBuffer[b]);\n eastIndices.sort((a, b) => vBuffer[a] - vBuffer[b]);\n northIndices.sort((a, b) => uBuffer[a] - uBuffer[b]);\n southIndices.sort((a, b) => uBuffer[a] - uBuffer[b]);\n\n const generateSkirts = (indexes: Uint16Array | Uint32Array) => {\n const quv = new QPoint2d();\n const param = new Point2d();\n for (let i = 0; i < indexes.length; i++) {\n const index = indexes[i];\n const uvIndex = index * 2;\n const height = minHeight + heightBuffer[index] * heightScale;\n\n quv.setFromScalars(builder.uvs.buffer.at(uvIndex), builder.uvs.buffer.at(uvIndex + 1));\n builder.uvs.params.unquantize(quv.x, quv.y, param);\n\n const oen = wantNormals && builder.normals ? builder.normals.at(index) : undefined;\n builder.addVertex(projection.getPoint(param.x, param.y, height - skirtHeight), quv, oen);\n\n if (i !== 0) {\n const nextPointIndex = builder.positions.length;\n builder.addTriangle(index, indexes[i - 1], nextPointIndex - 2);\n builder.addTriangle(index, nextPointIndex - 2, nextPointIndex - 1);\n }\n }\n };\n\n generateSkirts(westIndices);\n generateSkirts(eastIndices);\n generateSkirts(southIndices);\n generateSkirts(northIndices);\n\n return builder.finish();\n }\n\n public constructUrl(row: number, column: number, zoomLevel: number): string {\n return this._tileUrlTemplate.replace(\"{z}\", zoomLevel.toString()).replace(\"{x}\", column.toString()).replace(\"{y}\", row.toString());\n }\n\n /**\n * Specifies the quality of terrain created from heightmaps. A value of 1.0 will\n * ensure that adjacent heightmap vertices are separated by no more than\n * screen pixels and will probably go very slowly.\n * A value of 0.5 will cut the estimated level zero geometric error in half, allowing twice the\n * screen pixels between adjacent heightmap vertices and thus rendering more quickly.\n * @type {Number}\n */\n public readonly heightmapTerrainQuality = 0.25;\n\n /**\n * Determines an appropriate geometric error estimate when the geometry comes from a heightmap.\n *\n * @param {Ellipsoid} ellipsoid The ellipsoid to which the terrain is attached.\n * @param {Number} tileImageWidth The width, in pixels, of the heightmap associated with a single tile.\n * @param {Number} numberOfTilesAtLevelZero The number of tiles in the horizontal direction at tile level zero.\n * @returns {Number} An estimated geometric error.\n */\n public getEstimatedLevelZeroGeometricErrorForAHeightmap(ellipsoidMaximumRadius = 6378137, tileImageWidth = 65, numberOfTilesAtLevelZero = 2) {\n return ellipsoidMaximumRadius * 2 * Math.PI * this.heightmapTerrainQuality / (tileImageWidth * numberOfTilesAtLevelZero);\n }\n\n public getLevelMaximumGeometricError(level: number) {\n return this.getEstimatedLevelZeroGeometricErrorForAHeightmap() / (1 << level);\n }\n\n public getHeightRange(parentRange: Range1d, quadId: QuadId): Range1d {\n const heightRange = quadId.level <= 6 ? ApproximateTerrainHeights.instance.getTileHeightRange(quadId) : undefined;\n\n return undefined === heightRange ? parentRange : heightRange;\n }\n}\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n\n/** @packageDocumentation\n * @module Tiles\n */\nimport { assert, BeDuration, BeTimePoint, ByteStream, JsonUtils, utf8ToString } from \"@itwin/core-bentley\";\nimport { Point2d, Point3d, Range1d, Vector3d } from \"@itwin/core-geometry\";\nimport { CesiumTerrainAssetId, nextPoint3d64FromByteStream, OctEncodedNormal, QPoint2d } from \"@itwin/core-common\";\nimport { MessageSeverity } from \"@itwin/appui-abstract\";\nimport { request, RequestOptions } from \"../../request/Request\";\nimport { ApproximateTerrainHeights } from \"../../ApproximateTerrainHeights\";\nimport { IModelApp } from \"../../IModelApp\";\nimport { RealityMeshParams, RealityMeshParamsBuilder } from \"../../render/RealityMeshParams\";\nimport {\n GeographicTilingScheme, MapTile, MapTilingScheme, QuadId, ReadMeshArgs, RequestMeshDataArgs, TerrainMeshProvider,\n TerrainMeshProviderOptions, Tile, TileAvailability,\n} from \"../internal\";\n\n/** @internal */\nenum QuantizedMeshExtensionIds {\n OctEncodedNormals = 1,\n WaterMask = 2,\n Metadata = 4,\n}\n\n/** Return the URL for a Cesium ION asset from its asset ID and request Key.\n * @public\n */\nexport function getCesiumAssetUrl(osmAssetId: number, requestKey: string): string {\n return `$CesiumIonAsset=${osmAssetId}:${requestKey}`;\n}\n/** @internal */\nexport function getCesiumOSMBuildingsUrl(): string | undefined {\n const key = IModelApp.tileAdmin.cesiumIonKey;\n if (undefined === key)\n return undefined;\n\n const osmBuildingAssetId = 96188;\n return getCesiumAssetUrl(osmBuildingAssetId, key);\n}\n\n/** @internal */\nexport async function getCesiumAccessTokenAndEndpointUrl(assetId: string, requestKey?: string): Promise<{ token?: string, url?: string }> {\n if (undefined === requestKey) {\n requestKey = IModelApp.tileAdmin.cesiumIonKey;\n if (undefined === requestKey)\n return {};\n }\n\n const requestTemplate = `https://api.cesium.com/v1/assets/${assetId}/endpoint?access_token={CesiumRequestToken}`;\n const apiUrl: string = requestTemplate.replace(\"{CesiumRequestToken}\", requestKey);\n\n try {\n const apiResponse = await request(apiUrl, \"json\");\n if (undefined === apiResponse || undefined === apiResponse.url) {\n assert(false);\n return {};\n }\n return { token: apiResponse.accessToken, url: apiResponse.url };\n } catch (error) {\n assert(false);\n return {};\n }\n}\n\nlet notifiedTerrainError = false;\n\n// Notify - once per session - of failure to obtain Cesium terrain provider.\nfunction notifyTerrainError(detailedDescription?: string): void {\n if (notifiedTerrainError)\n return;\n\n notifiedTerrainError = true;\n IModelApp.notifications.displayMessage(MessageSeverity.Information, IModelApp.localization.getLocalizedString(`iModelJs:BackgroundMap.CannotObtainTerrain`), detailedDescription);\n}\n\n/** @internal */\nexport async function getCesiumTerrainProvider(opts: TerrainMeshProviderOptions): Promise<TerrainMeshProvider | undefined> {\n const accessTokenAndEndpointUrl = await getCesiumAccessTokenAndEndpointUrl(opts.dataSource || CesiumTerrainAssetId.Default);\n if (!accessTokenAndEndpointUrl.token || !accessTokenAndEndpointUrl.url) {\n notifyTerrainError(IModelApp.localization.getLocalizedString(`iModelJs:BackgroundMap.MissingCesiumToken`));\n return undefined;\n }\n\n let layers;\n try {\n const layerRequestOptions: RequestOptions = { headers: { authorization: `Bearer ${accessTokenAndEndpointUrl.token}` } };\n const layerUrl = `${accessTokenAndEndpointUrl.url}layer.json`;\n layers = await request(layerUrl, \"json\", layerRequestOptions);\n } catch (error) {\n notifyTerrainError();\n return undefined;\n }\n\n if (undefined === layers || undefined === layers.tiles || undefined === layers.version) {\n notifyTerrainError();\n return undefined;\n }\n\n const tilingScheme = new GeographicTilingScheme();\n let tileAvailability;\n // When collecting tiles, only the highest resolution tiles are downloaded.\n // Because of that, the tile availability is often only populated by the\n // \"layer\" metadata. (i.e. not from higher resolution tiles metadata).\n // Unfortunately the \"layer\" metadata only cover the first 16 levels,\n // preventing the geometry collector from accessing to higher resolution tiles.\n // For now, the solution is to turn off tile availability check when collecting geometries.\n if (undefined !== layers.available && !opts.produceGeometry) {\n const availableTiles = layers.available;\n tileAvailability = new TileAvailability(tilingScheme, availableTiles.length);\n for (let level = 0; level < layers.available.length; level++) {\n const rangesAtLevel = availableTiles[level];\n for (const range of rangesAtLevel) {\n tileAvailability.addAvailableTileRange(level, range.startX, range.startY, range.endX, range.endY);\n }\n }\n }\n\n let tileUrlTemplate = accessTokenAndEndpointUrl.url + layers.tiles[0].replace(\"{version}\", layers.version);\n if (opts.wantNormals)\n tileUrlTemplate = tileUrlTemplate.replace(\"?\", \"?extensions=octvertexnormals-watermask-metadata&\");\n\n const maxDepth = JsonUtils.asInt(layers.maxzoom, 19);\n\n // TBD -- When we have an API extract the heights for the project from the terrain tiles - for use temporary Bing elevation.\n return new CesiumTerrainProvider(opts, accessTokenAndEndpointUrl.token, tileUrlTemplate, maxDepth, tilingScheme, tileAvailability, layers.metadataAvailability);\n}\n\nfunction zigZagDecode(value: number) {\n return (value >> 1) ^ (-(value & 1));\n}\n\n/**\n * Decodes delta and ZigZag encoded vertices. This modifies the buffers in place.\n *\n * @see {@link https://github.com/AnalyticalGraphicsInc/quantized-mesh|quantized-mesh-1.0 terrain format}\n */\nfunction zigZagDeltaDecode(uBuffer: Uint16Array, vBuffer: Uint16Array, heightBuffer: Uint16Array) {\n const count = uBuffer.length;\n let u = 0;\n let v = 0;\n let height = 0;\n\n for (let i = 0; i < count; ++i) {\n u += zigZagDecode(uBuffer[i]);\n v += zigZagDecode(vBuffer[i]);\n\n uBuffer[i] = u;\n vBuffer[i] = v;\n\n height += zigZagDecode(heightBuffer[i]);\n heightBuffer[i] = height;\n }\n}\n\n/** @internal */\nclass CesiumTerrainProvider extends TerrainMeshProvider {\n private _accessToken: string;\n private readonly _tileUrlTemplate: string;\n private readonly _maxDepth: number;\n private readonly _wantSkirts: boolean;\n private readonly _tilingScheme: MapTilingScheme;\n private readonly _tileAvailability?: TileAvailability;\n private readonly _metaDataAvailableLevel?: number;\n private readonly _exaggeration: number;\n private readonly _assetId: string;\n\n private static _scratchQPoint2d = QPoint2d.fromScalars(0, 0);\n private static _scratchPoint2d = Point2d.createZero();\n private static _scratchPoint = Point3d.createZero();\n private static _scratchNormal = Vector3d.createZero();\n private static _scratchHeightRange = Range1d.createNull();\n private static _tokenTimeoutInterval = BeDuration.fromSeconds(60 * 30); // Request a new access token every 30 minutes...\n private _tokenTimeOut: BeTimePoint;\n\n public override forceTileLoad(tile: Tile): boolean {\n // Force loading of the metadata availability tiles as these are required for determining the availability of descendants.\n const mapTile = tile as MapTile;\n return undefined !== this._metaDataAvailableLevel && mapTile.quadId.level === this._metaDataAvailableLevel && !mapTile.everLoaded;\n }\n\n constructor(opts: TerrainMeshProviderOptions, accessToken: string, tileUrlTemplate: string, maxDepth: number, tilingScheme: MapTilingScheme,\n tileAvailability: TileAvailability | undefined, metaDataAvailableLevel: number | undefined) {\n super();\n this._wantSkirts = opts.wantSkirts;\n this._exaggeration = opts.exaggeration;\n\n this._accessToken = accessToken;\n this._tileUrlTemplate = tileUrlTemplate;\n this._maxDepth = maxDepth;\n this._tilingScheme = tilingScheme;\n this._tileAvailability = tileAvailability;\n this._metaDataAvailableLevel = metaDataAvailableLevel;\n this._assetId = opts.dataSource || CesiumTerrainAssetId.Default;\n\n this._tokenTimeOut = BeTimePoint.now().plus(CesiumTerrainProvider._tokenTimeoutInterval);\n }\n\n public override addLogoCards(cards: HTMLTableElement): void {\n if (cards.dataset.cesiumIonLogoCard)\n return;\n\n cards.dataset.cesiumIonLogoCard = \"true\";\n let notice = IModelApp.localization.getLocalizedString(\"iModelJs:BackgroundMap.CesiumWorldTerrainAttribution\");\n if (this._assetId === CesiumTerrainAssetId.Bathymetry)\n notice = `${notice}\\n${IModelApp.localization.getLocalizedString(\"iModelJs:BackgroundMap.CesiumBathymetryAttribution\")}`;\n\n const card = IModelApp.makeLogoCard({ iconSrc: `${IModelApp.publicPath}images/cesium-ion.svg`, heading: \"Cesium Ion\", notice });\n cards.appendChild(card);\n }\n\n public get maxDepth(): number { return this._maxDepth; }\n public get tilingScheme(): MapTilingScheme { return this._tilingScheme; }\n\n public override isTileAvailable(quadId: QuadId) {\n if (quadId.level > this.maxDepth)\n return false;\n\n return this._tileAvailability ? this._tileAvailability.isTileAvailable(quadId.level, quadId.column, quadId.row) : true;\n }\n\n public override async requestMeshData(args: RequestMeshDataArgs): Promise<Uint8Array | undefined> {\n const tile = args.tile;\n const quadId = tile.quadId;\n const tileUrl = this.constructUrl(quadId.row, quadId.column, quadId.level);\n const requestOptions: RequestOptions = {\n headers: {\n authorization: `Bearer ${this._accessToken}`,\n accept: \"application/vnd.quantized-mesh;\" /* extensions=octvertexnormals, */ + \"application/octet-stream;q=0.9,*/*;q=0.01\",\n },\n };\n\n try {\n const response = await request(tileUrl, \"arraybuffer\", requestOptions);\n return new Uint8Array(response);\n } catch (_) {\n return undefined;\n }\n }\n\n public override async readMesh(args: ReadMeshArgs): Promise<RealityMeshParams | undefined> {\n // ###TODO why does he update the access token when reading the mesh instead of when requesting it?\n // This function only returns undefined if it fails to acquire token - but it doesn't need the token...\n if (BeTimePoint.now().milliseconds > this._tokenTimeOut.milliseconds) {\n const accessTokenAndEndpointUrl = await getCesiumAccessTokenAndEndpointUrl(this._assetId);\n if (!accessTokenAndEndpointUrl.token || args.isCanceled())\n return undefined;\n\n this._accessToken = accessTokenAndEndpointUrl.token;\n this._tokenTimeOut = BeTimePoint.now().plus(CesiumTerrainProvider._tokenTimeoutInterval);\n }\n\n const { data, tile } = args;\n assert(data instanceof Uint8Array);\n assert(tile instanceof MapTile);\n\n const blob = data;\n const streamBuffer = ByteStream.fromUint8Array(blob);\n const center = nextPoint3d64FromByteStream(streamBuffer);\n const quadId = QuadId.createFromContentId(tile.contentId);\n const skirtHeight = this.getLevelMaximumGeometricError(quadId.level + 1) * 10.0; // Add 1 to level to restore height calculation to before the quadId level was from root. (4326 unification)\n const minHeight = this._exaggeration * streamBuffer.readFloat32();\n const maxHeight = this._exaggeration * streamBuffer.readFloat32();\n const boundCenter = nextPoint3d64FromByteStream(streamBuffer);\n const boundRadius = streamBuffer.readFloat64();\n const horizonOcclusion = nextPoint3d64FromByteStream(streamBuffer);\n const terrainTile = tile;\n\n terrainTile.adjustHeights(minHeight, maxHeight);\n\n if (undefined === center || undefined === boundCenter || undefined === boundRadius || undefined === horizonOcclusion) { }\n const pointCount = streamBuffer.readUint32();\n const encodedVertexBuffer = new Uint16Array(blob.buffer, streamBuffer.curPos, pointCount * 3);\n streamBuffer.advance(pointCount * 6);\n\n const uBuffer = encodedVertexBuffer.subarray(0, pointCount);\n const vBuffer = encodedVertexBuffer.subarray(pointCount, 2 * pointCount);\n const heightBuffer = encodedVertexBuffer.subarray(pointCount * 2, 3 * pointCount);\n\n zigZagDeltaDecode(uBuffer, vBuffer, heightBuffer);\n\n // ###TODO: This alleges to handle 32-bit indices, but RealityMeshParams uses a Uint16Array to store indices...\n const typedArray = pointCount > 0xffff ? Uint32Array : Uint16Array;\n const bytesPerIndex = typedArray.BYTES_PER_ELEMENT;\n const triangleElements = 3;\n\n // skip over any additional padding that was added for 2/4 byte alignment\n if (streamBuffer.curPos % bytesPerIndex !== 0)\n streamBuffer.advance(bytesPerIndex - (streamBuffer.curPos % bytesPerIndex));\n\n const triangleCount = streamBuffer.readUint32();\n const indexCount = triangleCount * triangleElements;\n\n const getIndexArray = (numIndices: number) => {\n const indexArray = new typedArray(streamBuffer.arrayBuffer, streamBuffer.curPos, numIndices);\n streamBuffer.advance(numIndices * bytesPerIndex);\n return indexArray;\n };\n\n const indices = getIndexArray(indexCount);\n\n // High water mark decoding based on decompressIndices_ in webgl-loader's loader.js.\n // https://code.google.com/p/webgl-loader/source/browse/trunk/samples/loader.js?r=99#55\n // Copyright 2012 Google Inc., Apache 2.0 license.\n let highest = 0;\n const length = indices.length;\n for (let i = 0; i < length; ++i) {\n const code = indices[i];\n indices[i] = highest - code;\n if (code === 0) {\n ++highest;\n }\n }\n\n CesiumTerrainProvider._scratchHeightRange.low = minHeight - skirtHeight;\n CesiumTerrainProvider._scratchHeightRange.high = maxHeight;\n const projection = terrainTile.getProjection(CesiumTerrainProvider._scratchHeightRange);\n const uvScale = 1.0 / 32767.0;\n const heightScale = uvScale * (maxHeight - minHeight);\n\n const westCount = streamBuffer.readUint32(),\n westIndices = getIndexArray(westCount),\n southCount = streamBuffer.readUint32(),\n southIndices = getIndexArray(southCount),\n eastCount = streamBuffer.readUint32(),\n eastIndices = getIndexArray(eastCount),\n northCount = streamBuffer.readUint32(),\n northIndices = getIndexArray(northCount);\n\n // Extensions...\n let encodedNormalsBuffer;\n while (streamBuffer.curPos < streamBuffer.length) {\n const extensionId = streamBuffer.readUint8();\n const extensionLength = streamBuffer.readUint32();\n switch (extensionId) {\n case QuantizedMeshExtensionIds.OctEncodedNormals:\n assert(pointCount * 2 === extensionLength);\n encodedNormalsBuffer = new Uint8Array(streamBuffer.arrayBuffer, streamBuffer.curPos, extensionLength);\n streamBuffer.advance(extensionLength);\n break;\n\n case QuantizedMeshExtensionIds.Metadata:\n const stringLength = streamBuffer.readUint32();\n if (stringLength > 0) {\n const strData = streamBuffer.nextBytes(stringLength);\n const str = utf8ToString(strData);\n if (undefined !== str) {\n const metaData = JSON.parse(str);\n if (undefined !== metaData.available && undefined !== this._tileAvailability) {\n const availableTiles = metaData.available;\n for (let offset = 0; offset < availableTiles.length; ++offset) {\n const availableLevel = tile.depth + offset; // Our depth is includes root (1 + cesium Depth)\n const rangesAtLevel = availableTiles[offset];\n\n for (const range of rangesAtLevel)\n this._tileAvailability.addAvailableTileRange(availableLevel, range.startX, range.startY, range.endX, range.endY);\n }\n }\n }\n }\n\n break;\n default:\n streamBuffer.advance(extensionLength);\n break;\n }\n }\n\n let initialIndexCapacity = indexCount;\n let initialVertexCapacity = pointCount;\n if (this._wantSkirts) {\n initialIndexCapacity += 6 * (Math.max(0, northCount - 1) + Math.max(0, southCount - 1) + Math.max(0, eastCount - 1) + Math.max(0, westCount - 1));\n initialVertexCapacity += (northCount + southCount + eastCount + westCount);\n }\n\n const wantNormals = undefined !== encodedNormalsBuffer;\n const builder = new RealityMeshParamsBuilder({\n positionRange: projection.localRange,\n initialIndexCapacity,\n initialVertexCapacity,\n wantNormals,\n });\n\n for (let i = 0; i < indexCount; i += 3)\n builder.addTriangle(indices[i], indices[i + 1], indices[i + 2]);\n\n const position = new Point3d();\n const uv = new QPoint2d();\n const normal = new Vector3d();\n const worldToEcef = tile.iModel.getEcefTransform().matrix;\n for (let i = 0; i < pointCount; i++) {\n const u = uBuffer[i];\n const v = vBuffer[i];\n projection.getPoint(uvScale * u, uvScale * v, minHeight + heightBuffer[i] * heightScale, position);\n uv.setFromScalars(u * 2, v * 2);\n let oen;\n if (encodedNormalsBuffer) {\n const normalIndex = i * 2;\n OctEncodedNormal.decodeValue(encodedNormalsBuffer[normalIndex + 1] << 8 | encodedNormalsBuffer[normalIndex], normal);\n worldToEcef.multiplyTransposeVector(normal, normal);\n oen = OctEncodedNormal.encode(normal);\n }\n\n builder.addVertex(position, uv, oen);\n }\n\n if (!this._wantSkirts)\n return builder.finish();\n\n westIndices.sort((a, b) => vBuffer[a] - vBuffer[b]);\n eastIndices.sort((a, b) => vBuffer[a] - vBuffer[b]);\n northIndices.sort((a, b) => uBuffer[a] - uBuffer[b]);\n southIndices.sort((a, b) => uBuffer[a] - uBuffer[b]);\n\n const generateSkirts = (indexes: Uint16Array | Uint32Array) => {\n const quv = new QPoint2d();\n const param = new Point2d();\n for (let i = 0; i < indexes.length; i++) {\n const index = indexes[i];\n const uvIndex = index * 2;\n const height = minHeight + heightBuffer[index] * heightScale;\n\n quv.setFromScalars(builder.uvs.buffer.at(uvIndex), builder.uvs.buffer.at(uvIndex + 1));\n builder.uvs.params.unquantize(quv.x, quv.y, param);\n\n const oen = wantNormals && builder.normals ? builder.normals.at(index) : undefined;\n builder.addVertex(projection.getPoint(param.x, param.y, height - skirtHeight), quv, oen);\n\n if (i !== 0) {\n const nextPointIndex = builder.positions.length;\n builder.addTriangle(index, indexes[i - 1], nextPointIndex - 2);\n builder.addTriangle(index, nextPointIndex - 2, nextPointIndex - 1);\n }\n }\n };\n\n generateSkirts(westIndices);\n generateSkirts(eastIndices);\n generateSkirts(southIndices);\n generateSkirts(northIndices);\n\n return builder.finish();\n }\n\n public constructUrl(row: number, column: number, zoomLevel: number): string {\n return this._tileUrlTemplate.replace(\"{z}\", zoomLevel.toString()).replace(\"{x}\", column.toString()).replace(\"{y}\", row.toString());\n }\n\n /**\n * Specifies the quality of terrain created from heightmaps. A value of 1.0 will\n * ensure that adjacent heightmap vertices are separated by no more than\n * screen pixels and will probably go very slowly.\n * A value of 0.5 will cut the estimated level zero geometric error in half, allowing twice the\n * screen pixels between adjacent heightmap vertices and thus rendering more quickly.\n * @type {Number}\n */\n public readonly heightmapTerrainQuality = 0.25;\n\n /**\n * Determines an appropriate geometric error estimate when the geometry comes from a heightmap.\n *\n * @param {Ellipsoid} ellipsoid The ellipsoid to which the terrain is attached.\n * @param {Number} tileImageWidth The width, in pixels, of the heightmap associated with a single tile.\n * @param {Number} numberOfTilesAtLevelZero The number of tiles in the horizontal direction at tile level zero.\n * @returns {Number} An estimated geometric error.\n */\n public getEstimatedLevelZeroGeometricErrorForAHeightmap(ellipsoidMaximumRadius = 6378137, tileImageWidth = 65, numberOfTilesAtLevelZero = 2) {\n return ellipsoidMaximumRadius * 2 * Math.PI * this.heightmapTerrainQuality / (tileImageWidth * numberOfTilesAtLevelZero);\n }\n\n public getLevelMaximumGeometricError(level: number) {\n return this.getEstimatedLevelZeroGeometricErrorForAHeightmap() / (1 << level);\n }\n\n public getHeightRange(parentRange: Range1d, quadId: QuadId): Range1d {\n const heightRange = quadId.level <= 6 ? ApproximateTerrainHeights.instance.getTileHeightRange(quadId) : undefined;\n\n return undefined === heightRange ? parentRange : heightRange;\n }\n}\n"]}
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@@ -549,6 +549,7 @@ class MapTreeSupplier {
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exaggeration: id.terrainExaggeration,
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wantNormals: id.wantNormals,
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dataSource: id.terrainDataSource,
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+
produceGeometry: id.produceGeometry,
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};
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if (id.applyTerrain) {
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await ApproximateTerrainHeights_1.ApproximateTerrainHeights.instance.initialize();
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