@loaders.gl/terrain 3.1.0-alpha.2 → 4.0.0-alpha.3
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/dist/bundle.js +2 -4
- package/dist/bundle.js.map +1 -1
- package/dist/lib/decode-quantized-mesh.js.map +1 -1
- package/dist/lib/delatin/index.js.map +1 -1
- package/dist/lib/helpers/skirt.js +1 -1
- package/dist/lib/helpers/skirt.js.map +1 -1
- package/dist/lib/parse-quantized-mesh.js.map +1 -1
- package/dist/lib/parse-terrain.js.map +1 -1
- package/dist/lib/utils/version.js +1 -1
- package/dist/quantized-mesh-worker.js +1218 -2
- package/dist/terrain-worker.js +1218 -2
- package/dist/workers/quantized-mesh-worker.js +3 -3
- package/dist/workers/quantized-mesh-worker.js.map +1 -0
- package/dist/workers/terrain-worker.js +3 -3
- package/dist/workers/terrain-worker.js.map +1 -0
- package/package.json +7 -7
- package/src/bundle.ts +2 -3
- package/src/lib/decode-quantized-mesh.ts +325 -0
- package/src/lib/delatin/index.js +2 -0
- package/src/lib/helpers/skirt.ts +168 -0
- package/src/lib/parse-quantized-mesh.ts +98 -0
- package/src/lib/parse-terrain.ts +212 -0
- package/src/workers/quantized-mesh-worker.ts +4 -0
- package/src/workers/terrain-worker.ts +4 -0
- package/dist/dist.min.js +0 -2
- package/dist/dist.min.js.map +0 -1
- package/dist/quantized-mesh-worker.js.map +0 -1
- package/dist/terrain-worker.js.map +0 -1
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module.exports, module.exports.__esModule = true;","/**\n * Copyright (c) 2014-present, Facebook, Inc.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n */\n\nvar runtime = (function (exports) {\n \"use strict\";\n\n var Op = Object.prototype;\n var hasOwn = Op.hasOwnProperty;\n var undefined; // More compressible than void 0.\n var $Symbol = typeof Symbol === \"function\" ? Symbol : {};\n var iteratorSymbol = $Symbol.iterator || \"@@iterator\";\n var asyncIteratorSymbol = $Symbol.asyncIterator || \"@@asyncIterator\";\n var toStringTagSymbol = $Symbol.toStringTag || \"@@toStringTag\";\n\n function define(obj, key, value) {\n Object.defineProperty(obj, key, {\n value: value,\n enumerable: true,\n configurable: true,\n writable: true\n });\n return obj[key];\n }\n try {\n // IE 8 has a broken Object.defineProperty that only works on DOM objects.\n define({}, \"\");\n } catch (err) {\n define = function(obj, key, value) {\n return obj[key] = value;\n };\n }\n\n function wrap(innerFn, outerFn, self, tryLocsList) {\n // If outerFn provided and outerFn.prototype is a Generator, then outerFn.prototype instanceof Generator.\n var protoGenerator = outerFn && outerFn.prototype instanceof Generator ? outerFn : Generator;\n var generator = Object.create(protoGenerator.prototype);\n var context = new Context(tryLocsList || []);\n\n // The ._invoke method unifies the implementations of the .next,\n // .throw, and .return methods.\n generator._invoke = makeInvokeMethod(innerFn, self, context);\n\n return generator;\n }\n exports.wrap = wrap;\n\n // Try/catch helper to minimize deoptimizations. 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If\n // enqueue has not been called before, then it is important to\n // call invoke immediately, without waiting on a callback to fire,\n // so that the async generator function has the opportunity to do\n // any necessary setup in a predictable way. This predictability\n // is why the Promise constructor synchronously invokes its\n // executor callback, and why async functions synchronously\n // execute code before the first await. Since we implement simple\n // async functions in terms of async generators, it is especially\n // important to get this right, even though it requires care.\n previousPromise ? previousPromise.then(\n callInvokeWithMethodAndArg,\n // Avoid propagating failures to Promises returned by later\n // invocations of the iterator.\n callInvokeWithMethodAndArg\n ) : callInvokeWithMethodAndArg();\n }\n\n // Define the unified helper method that is used to implement .next,\n // .throw, and .return (see defineIteratorMethods).\n this._invoke = enqueue;\n }\n\n defineIteratorMethods(AsyncIterator.prototype);\n AsyncIterator.prototype[asyncIteratorSymbol] = function () {\n return this;\n };\n exports.AsyncIterator = AsyncIterator;\n\n // Note that simple async functions are implemented on top of\n // AsyncIterator objects; they just return a Promise for the value of\n // the final result produced by the iterator.\n exports.async = function(innerFn, outerFn, self, tryLocsList, PromiseImpl) {\n if (PromiseImpl === void 0) PromiseImpl = Promise;\n\n var iter = new AsyncIterator(\n wrap(innerFn, outerFn, self, tryLocsList),\n PromiseImpl\n );\n\n return exports.isGeneratorFunction(outerFn)\n ? iter // If outerFn is a generator, return the full iterator.\n : iter.next().then(function(result) {\n return result.done ? result.value : iter.next();\n });\n };\n\n function makeInvokeMethod(innerFn, self, context) {\n var state = GenStateSuspendedStart;\n\n return function invoke(method, arg) {\n if (state === GenStateExecuting) {\n throw new Error(\"Generator is already running\");\n }\n\n if (state === GenStateCompleted) {\n if (method === \"throw\") {\n throw arg;\n }\n\n // Be forgiving, per 25.3.3.3.3 of the spec:\n // https://people.mozilla.org/~jorendorff/es6-draft.html#sec-generatorresume\n return doneResult();\n }\n\n context.method = method;\n context.arg = arg;\n\n while (true) {\n var delegate = context.delegate;\n if (delegate) {\n var delegateResult = maybeInvokeDelegate(delegate, context);\n if (delegateResult) {\n if (delegateResult === ContinueSentinel) continue;\n return delegateResult;\n }\n }\n\n if (context.method === \"next\") {\n // Setting context._sent for legacy support of Babel's\n // function.sent implementation.\n context.sent = context._sent = context.arg;\n\n } else if (context.method === \"throw\") {\n if (state === GenStateSuspendedStart) {\n state = GenStateCompleted;\n throw context.arg;\n }\n\n context.dispatchException(context.arg);\n\n } else if (context.method === \"return\") {\n context.abrupt(\"return\", context.arg);\n }\n\n state = GenStateExecuting;\n\n var record = tryCatch(innerFn, self, context);\n if (record.type === \"normal\") {\n // If an exception is thrown from innerFn, we leave state ===\n // GenStateExecuting and loop back for another invocation.\n state = context.done\n ? GenStateCompleted\n : GenStateSuspendedYield;\n\n if (record.arg === ContinueSentinel) {\n continue;\n }\n\n return {\n value: record.arg,\n done: context.done\n };\n\n } else if (record.type === \"throw\") {\n state = GenStateCompleted;\n // Dispatch the exception by looping back around to the\n // context.dispatchException(context.arg) call above.\n context.method = \"throw\";\n context.arg = record.arg;\n }\n }\n };\n }\n\n // Call delegate.iterator[context.method](context.arg) and handle the\n // result, either by returning a { value, done } result from the\n // delegate iterator, or by modifying context.method and context.arg,\n // setting context.delegate to null, and returning the ContinueSentinel.\n function maybeInvokeDelegate(delegate, context) {\n var method = delegate.iterator[context.method];\n if (method === undefined) {\n // A .throw or .return when the delegate iterator has no .throw\n // method always terminates the yield* loop.\n context.delegate = null;\n\n if (context.method === \"throw\") {\n // Note: [\"return\"] must be used for ES3 parsing compatibility.\n if (delegate.iterator[\"return\"]) {\n // If the delegate iterator has a return method, give it a\n // chance to clean up.\n context.method = \"return\";\n context.arg = undefined;\n maybeInvokeDelegate(delegate, context);\n\n if (context.method === \"throw\") {\n // If maybeInvokeDelegate(context) changed context.method from\n // \"return\" to \"throw\", let that override the TypeError below.\n return ContinueSentinel;\n }\n }\n\n context.method = \"throw\";\n context.arg = new TypeError(\n \"The iterator does not provide a 'throw' method\");\n }\n\n return ContinueSentinel;\n }\n\n var record = tryCatch(method, delegate.iterator, context.arg);\n\n if (record.type === \"throw\") {\n context.method = \"throw\";\n context.arg = record.arg;\n context.delegate = null;\n return ContinueSentinel;\n }\n\n var info = record.arg;\n\n if (! info) {\n context.method = \"throw\";\n context.arg = new TypeError(\"iterator result is not an object\");\n context.delegate = null;\n return ContinueSentinel;\n }\n\n if (info.done) {\n // Assign the result of the finished delegate to the temporary\n // variable specified by delegate.resultName (see delegateYield).\n context[delegate.resultName] = info.value;\n\n // Resume execution at the desired location (see delegateYield).\n context.next = delegate.nextLoc;\n\n // If context.method was \"throw\" but the delegate handled the\n // exception, let the outer generator proceed normally. If\n // context.method was \"next\", forget context.arg since it has been\n // \"consumed\" by the delegate iterator. If context.method was\n // \"return\", allow the original .return call to continue in the\n // outer generator.\n if (context.method !== \"return\") {\n context.method = \"next\";\n context.arg = undefined;\n }\n\n } else {\n // Re-yield the result returned by the delegate method.\n return info;\n }\n\n // The delegate iterator is finished, so forget it and continue with\n // the outer generator.\n context.delegate = null;\n return ContinueSentinel;\n }\n\n // Define Generator.prototype.{next,throw,return} in terms of the\n // unified ._invoke helper method.\n defineIteratorMethods(Gp);\n\n define(Gp, toStringTagSymbol, \"Generator\");\n\n // A Generator should always return itself as the iterator object when the\n // @@iterator function is called on it. Some browsers' implementations of the\n // iterator prototype chain incorrectly implement this, causing the Generator\n // object to not be returned from this call. This ensures that doesn't happen.\n // See https://github.com/facebook/regenerator/issues/274 for more details.\n Gp[iteratorSymbol] = function() {\n return this;\n };\n\n Gp.toString = function() {\n return \"[object Generator]\";\n };\n\n function pushTryEntry(locs) {\n var entry = { tryLoc: locs[0] };\n\n if (1 in locs) {\n entry.catchLoc = locs[1];\n }\n\n if (2 in locs) {\n entry.finallyLoc = locs[2];\n entry.afterLoc = locs[3];\n }\n\n this.tryEntries.push(entry);\n }\n\n function resetTryEntry(entry) {\n var record = entry.completion || {};\n record.type = \"normal\";\n delete record.arg;\n entry.completion = record;\n }\n\n function Context(tryLocsList) {\n // The root entry object (effectively a try statement without a catch\n // or a finally block) gives us a place to store values thrown from\n // locations where there is no enclosing try statement.\n this.tryEntries = [{ tryLoc: \"root\" }];\n tryLocsList.forEach(pushTryEntry, this);\n this.reset(true);\n }\n\n exports.keys = function(object) {\n var keys = [];\n for (var key in object) {\n keys.push(key);\n }\n keys.reverse();\n\n // Rather than returning an object with a next method, we keep\n // things simple and return the next function itself.\n return function next() {\n while (keys.length) {\n var key = keys.pop();\n if (key in object) {\n next.value = key;\n next.done = false;\n return next;\n }\n }\n\n // To avoid creating an additional object, we just hang the .value\n // and .done properties off the next function object itself. This\n // also ensures that the minifier will not anonymize the function.\n next.done = true;\n return next;\n };\n };\n\n function values(iterable) {\n if (iterable) {\n var iteratorMethod = iterable[iteratorSymbol];\n if (iteratorMethod) {\n return iteratorMethod.call(iterable);\n }\n\n if (typeof iterable.next === \"function\") {\n return iterable;\n }\n\n if (!isNaN(iterable.length)) {\n var i = -1, next = function next() {\n while (++i < iterable.length) {\n if (hasOwn.call(iterable, i)) {\n next.value = iterable[i];\n next.done = false;\n return next;\n }\n }\n\n next.value = undefined;\n next.done = true;\n\n return next;\n };\n\n return next.next = next;\n }\n }\n\n // Return an iterator with no values.\n return { next: doneResult };\n }\n exports.values = values;\n\n function doneResult() {\n return { value: undefined, done: true };\n }\n\n Context.prototype = {\n constructor: Context,\n\n reset: function(skipTempReset) {\n this.prev = 0;\n this.next = 0;\n // Resetting context._sent for legacy support of Babel's\n // function.sent implementation.\n this.sent = this._sent = undefined;\n this.done = false;\n this.delegate = null;\n\n this.method = \"next\";\n this.arg = undefined;\n\n this.tryEntries.forEach(resetTryEntry);\n\n if (!skipTempReset) {\n for (var name in this) {\n // Not sure about the optimal order of these conditions:\n if (name.charAt(0) === \"t\" &&\n hasOwn.call(this, name) &&\n !isNaN(+name.slice(1))) {\n this[name] = undefined;\n }\n }\n }\n },\n\n stop: function() {\n this.done = true;\n\n var rootEntry = this.tryEntries[0];\n var rootRecord = rootEntry.completion;\n if (rootRecord.type === \"throw\") {\n throw rootRecord.arg;\n }\n\n return this.rval;\n },\n\n dispatchException: function(exception) {\n if (this.done) {\n throw exception;\n }\n\n var context = this;\n function handle(loc, caught) {\n record.type = \"throw\";\n record.arg = exception;\n context.next = loc;\n\n if (caught) {\n // If the dispatched exception was caught by a catch block,\n // then let that catch block handle the exception normally.\n context.method = \"next\";\n context.arg = undefined;\n }\n\n return !! caught;\n }\n\n for (var i = this.tryEntries.length - 1; i >= 0; --i) {\n var entry = this.tryEntries[i];\n var record = entry.completion;\n\n if (entry.tryLoc === \"root\") {\n // Exception thrown outside of any try block that could handle\n // it, so set the completion value of the entire function to\n // throw the exception.\n return handle(\"end\");\n }\n\n if (entry.tryLoc <= this.prev) {\n var hasCatch = hasOwn.call(entry, \"catchLoc\");\n var hasFinally = hasOwn.call(entry, \"finallyLoc\");\n\n if (hasCatch && hasFinally) {\n if (this.prev < entry.catchLoc) {\n return handle(entry.catchLoc, true);\n } else if (this.prev < entry.finallyLoc) {\n return handle(entry.finallyLoc);\n }\n\n } else if (hasCatch) {\n if (this.prev < entry.catchLoc) {\n return handle(entry.catchLoc, true);\n }\n\n } else if (hasFinally) {\n if (this.prev < entry.finallyLoc) {\n return handle(entry.finallyLoc);\n }\n\n } else {\n throw new Error(\"try statement without catch or finally\");\n }\n }\n }\n },\n\n abrupt: function(type, arg) {\n for (var i = this.tryEntries.length - 1; i >= 0; --i) {\n var entry = this.tryEntries[i];\n if (entry.tryLoc <= this.prev &&\n hasOwn.call(entry, \"finallyLoc\") &&\n this.prev < entry.finallyLoc) {\n var finallyEntry = entry;\n break;\n }\n }\n\n if (finallyEntry &&\n (type === \"break\" ||\n type === \"continue\") &&\n finallyEntry.tryLoc <= arg &&\n arg <= finallyEntry.finallyLoc) {\n // Ignore the finally entry if control is not jumping to a\n // location outside the try/catch block.\n finallyEntry = null;\n }\n\n var record = finallyEntry ? finallyEntry.completion : {};\n record.type = type;\n record.arg = arg;\n\n if (finallyEntry) {\n this.method = \"next\";\n this.next = finallyEntry.finallyLoc;\n return ContinueSentinel;\n }\n\n return this.complete(record);\n },\n\n complete: function(record, afterLoc) {\n if (record.type === \"throw\") {\n throw record.arg;\n }\n\n if (record.type === \"break\" ||\n record.type === \"continue\") {\n this.next = record.arg;\n } else if (record.type === \"return\") {\n this.rval = this.arg = record.arg;\n this.method = \"return\";\n this.next = \"end\";\n } else if (record.type === \"normal\" && afterLoc) {\n this.next = afterLoc;\n }\n\n return ContinueSentinel;\n },\n\n finish: function(finallyLoc) {\n for (var i = this.tryEntries.length - 1; i >= 0; --i) {\n var entry = this.tryEntries[i];\n if (entry.finallyLoc === finallyLoc) {\n this.complete(entry.completion, entry.afterLoc);\n resetTryEntry(entry);\n return ContinueSentinel;\n }\n }\n },\n\n \"catch\": function(tryLoc) {\n for (var i = this.tryEntries.length - 1; i >= 0; --i) {\n var entry = this.tryEntries[i];\n if (entry.tryLoc === tryLoc) {\n var record = entry.completion;\n if (record.type === \"throw\") {\n var thrown = record.arg;\n resetTryEntry(entry);\n }\n return thrown;\n }\n }\n\n // The context.catch method must only be called with a location\n // argument that corresponds to a known catch block.\n throw new Error(\"illegal catch attempt\");\n },\n\n delegateYield: function(iterable, resultName, nextLoc) {\n this.delegate = {\n iterator: values(iterable),\n resultName: resultName,\n nextLoc: nextLoc\n };\n\n if (this.method === \"next\") {\n // Deliberately forget the last sent value so that we don't\n // accidentally pass it on to the delegate.\n this.arg = undefined;\n }\n\n return ContinueSentinel;\n }\n };\n\n // Regardless of whether this script is executing as a CommonJS module\n // or not, return the runtime object so that we can declare the variable\n // regeneratorRuntime in the outer scope, which allows this module to be\n // injected easily by `bin/regenerator --include-runtime script.js`.\n return exports;\n\n}(\n // If this script is executing as a CommonJS module, use module.exports\n // as the regeneratorRuntime namespace. Otherwise create a new empty\n // object. Either way, the resulting object will be used to initialize\n // the regeneratorRuntime variable at the top of this file.\n typeof module === \"object\" ? module.exports : {}\n));\n\ntry {\n regeneratorRuntime = runtime;\n} catch (accidentalStrictMode) {\n // This module should not be running in strict mode, so the above\n // assignment should always work unless something is misconfigured. Just\n // in case runtime.js accidentally runs in strict mode, we can escape\n // strict mode using a global Function call. This could conceivably fail\n // if a Content Security Policy forbids using Function, but in that case\n // the proper solution is to fix the accidental strict mode problem. If\n // you've misconfigured your bundler to force strict mode and applied a\n // CSP to forbid Function, and you're not willing to fix either of those\n // problems, please detail your unique predicament in a GitHub issue.\n Function(\"r\", \"regeneratorRuntime = r\")(runtime);\n}\n","function _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\n\nmodule.exports = _arrayWithHoles;\nmodule.exports[\"default\"] = module.exports, module.exports.__esModule = true;","function _iterableToArrayLimit(arr, i) {\n var _i = arr && (typeof Symbol !== \"undefined\" && arr[Symbol.iterator] || arr[\"@@iterator\"]);\n\n if (_i == null) return;\n var _arr = [];\n var _n = true;\n var _d = false;\n\n var _s, _e;\n\n try {\n for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n}\n\nmodule.exports = _iterableToArrayLimit;\nmodule.exports[\"default\"] = module.exports, module.exports.__esModule = true;","function _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nmodule.exports = _nonIterableRest;\nmodule.exports[\"default\"] = module.exports, module.exports.__esModule = true;","var arrayLikeToArray = require(\"./arrayLikeToArray.js\");\n\nfunction _arrayWithoutHoles(arr) {\n if (Array.isArray(arr)) return arrayLikeToArray(arr);\n}\n\nmodule.exports = _arrayWithoutHoles;\nmodule.exports[\"default\"] = module.exports, module.exports.__esModule = true;","function _iterableToArray(iter) {\n if (typeof Symbol !== \"undefined\" && iter[Symbol.iterator] != null || iter[\"@@iterator\"] != null) return Array.from(iter);\n}\n\nmodule.exports = _iterableToArray;\nmodule.exports[\"default\"] = module.exports, module.exports.__esModule = true;","function _nonIterableSpread() {\n throw new TypeError(\"Invalid attempt to spread non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n}\n\nmodule.exports = _nonIterableSpread;\nmodule.exports[\"default\"] = module.exports, module.exports.__esModule = true;","// NOTE - there is a copy of this function is both in core and loader-utils\n// core does not need all the utils in loader-utils, just this one.\n\n/**\n * Returns an array of Transferrable objects that can be used with postMessage\n * https://developer.mozilla.org/en-US/docs/Web/API/Worker/postMessage\n * @param object data to be sent via postMessage\n * @param recursive - not for application use\n * @param transfers - not for application use\n * @returns a transfer list that can be passed to postMessage\n */\nexport function getTransferList(\n object: any,\n recursive: boolean = true,\n transfers?: Set<any>\n): Transferable[] {\n // Make sure that items in the transfer list is unique\n const transfersSet = transfers || new Set();\n\n if (!object) {\n // ignore\n } else if (isTransferable(object)) {\n transfersSet.add(object);\n } else if (isTransferable(object.buffer)) {\n // Typed array\n transfersSet.add(object.buffer);\n } else if (ArrayBuffer.isView(object)) {\n // object is a TypeArray viewing into a SharedArrayBuffer (not transferable)\n // Do not iterate through the content in this case\n } else if (recursive && typeof object === 'object') {\n for (const key in object) {\n // Avoid perf hit - only go one level deep\n getTransferList(object[key], recursive, transfersSet);\n }\n }\n\n // If transfers is defined, is internal recursive call\n // Otherwise it's called by the user\n return transfers === undefined ? Array.from(transfersSet) : [];\n}\n\n// https://developer.mozilla.org/en-US/docs/Web/API/Transferable\nfunction isTransferable(object) {\n if (!object) {\n return false;\n }\n if (object instanceof ArrayBuffer) {\n return true;\n }\n if (typeof MessagePort !== 'undefined' && object instanceof MessagePort) {\n return true;\n }\n if (typeof ImageBitmap !== 'undefined' && object instanceof ImageBitmap) {\n return true;\n }\n // @ts-ignore\n if (typeof OffscreenCanvas !== 'undefined' && object instanceof OffscreenCanvas) {\n return true;\n }\n return false;\n}\n","import type {WorkerMessageData, WorkerMessageType, WorkerMessagePayload} from '../../types';\nimport {getTransferList} from '../worker-utils/get-transfer-list';\n\nconst onMessageWrapperMap = new Map();\n\n/**\n * Type safe wrapper for worker code\n */\nexport default class WorkerBody {\n /*\n * (type: WorkerMessageType, payload: WorkerMessagePayload) => any\n */\n static set onmessage(onMessage: (type: WorkerMessageType, payload: WorkerMessagePayload) => any) {\n // eslint-disable-next-line no-restricted-globals\n self.onmessage = (message) => {\n if (!isKnownMessage(message)) {\n return;\n }\n\n // Confusingly the message itself also has a 'type' field which is always set to 'message'\n const {type, payload} = message.data;\n onMessage(type, payload);\n };\n }\n\n static addEventListener(\n onMessage: (type: WorkerMessageType, payload: WorkerMessagePayload) => any\n ) {\n let onMessageWrapper = onMessageWrapperMap.get(onMessage);\n\n if (!onMessageWrapper) {\n onMessageWrapper = (message) => {\n if (!isKnownMessage(message)) {\n return;\n }\n\n // Confusingly the message itself also has a 'type' field which is always set to 'message'\n const {type, payload} = message.data;\n onMessage(type, payload);\n };\n }\n\n // eslint-disable-next-line no-restricted-globals\n self.addEventListener('message', onMessageWrapper);\n }\n\n static removeEventListener(\n onMessage: (type: WorkerMessageType, payload: WorkerMessagePayload) => any\n ) {\n const onMessageWrapper = onMessageWrapperMap.get(onMessage);\n onMessageWrapperMap.delete(onMessage);\n // eslint-disable-next-line no-restricted-globals\n self.removeEventListener('message', onMessageWrapper);\n }\n\n /**\n * Send a message from a worker to creating thread (main thread)\n * @param type\n * @param payload\n */\n static postMessage(type: WorkerMessageType, payload: WorkerMessagePayload): void {\n if (self) {\n const data: WorkerMessageData = {source: 'loaders.gl', type, payload};\n const transferList = getTransferList(payload);\n // eslint-disable-next-line no-restricted-globals\n // @ts-ignore\n self.postMessage(data, transferList);\n }\n }\n}\n\n// Filter out noise messages sent to workers\nfunction isKnownMessage(message) {\n const {type, data} = message;\n return (\n type === 'message' &&\n data &&\n typeof data.source === 'string' &&\n data.source.startsWith('loaders.gl')\n );\n}\n","/* eslint-disable no-restricted-globals */\nimport type {LoaderWithParser} from '../../types';\nimport {WorkerBody} from '@loaders.gl/worker-utils';\n// import {validateLoaderVersion} from './validate-loader-version';\n\nlet requestId = 0;\n\n/**\n * Set up a WebWorkerGlobalScope to talk with the main thread\n * @param loader\n */\nexport function createLoaderWorker(loader: LoaderWithParser) {\n // Check that we are actually in a worker thread\n if (typeof self === 'undefined') {\n return;\n }\n\n WorkerBody.onmessage = async (type, payload) => {\n switch (type) {\n case 'process':\n try {\n // validateLoaderVersion(loader, data.source.split('@')[1]);\n\n const {input, options = {}} = payload;\n\n const result = await parseData({\n loader,\n arrayBuffer: input,\n options,\n context: {\n parse: parseOnMainThread\n }\n });\n WorkerBody.postMessage('done', {result});\n } catch (error) {\n const message = error instanceof Error ? error.message : '';\n WorkerBody.postMessage('error', {error: message});\n }\n break;\n default:\n }\n };\n}\n\nfunction parseOnMainThread(arrayBuffer: ArrayBuffer, options: {[key: string]: any}): Promise<void> {\n return new Promise((resolve, reject) => {\n const id = requestId++;\n\n /**\n */\n const onMessage = (type, payload) => {\n if (payload.id !== id) {\n // not ours\n return;\n }\n\n switch (type) {\n case 'done':\n WorkerBody.removeEventListener(onMessage);\n resolve(payload.result);\n break;\n\n case 'error':\n WorkerBody.removeEventListener(onMessage);\n reject(payload.error);\n break;\n\n default:\n // ignore\n }\n };\n\n WorkerBody.addEventListener(onMessage);\n\n // Ask the main thread to decode data\n const payload = {id, input: arrayBuffer, options};\n WorkerBody.postMessage('process', payload);\n });\n}\n\n// TODO - Support byteOffset and byteLength (enabling parsing of embedded binaries without copies)\n// TODO - Why not support async loader.parse* funcs here?\n// TODO - Why not reuse a common function instead of reimplementing loader.parse* selection logic? Keeping loader small?\n// TODO - Lack of appropriate parser functions can be detected when we create worker, no need to wait until parse\nasync function parseData({loader, arrayBuffer, options, context}) {\n let data;\n let parser;\n if (loader.parseSync || loader.parse) {\n data = arrayBuffer;\n parser = loader.parseSync || loader.parse;\n } else if (loader.parseTextSync) {\n const textDecoder = new TextDecoder();\n data = textDecoder.decode(arrayBuffer);\n parser = loader.parseTextSync;\n } else {\n throw new Error(`Could not load data with ${loader.name} loader`);\n }\n\n // TODO - proper merge in of loader options...\n options = {\n ...options,\n modules: (loader && loader.options && loader.options.modules) || {},\n worker: false\n };\n\n return await parser(data, {...options}, context, loader);\n}\n","// Mesh category utilities\n// TODO - move to mesh category module, or to math.gl/geometry module\nimport {TypedArray} from '../../types';\nimport {MeshAttributes} from './mesh-types';\n\ntype TypedArrays = {[key: string]: TypedArray};\n\n/**\n * Holds an axis aligned bounding box\n * TODO - make sure AxisAlignedBoundingBox in math.gl/culling understands this format (or change this format)\n */\ntype BoundingBox = [[number, number, number], [number, number, number]];\n\n/**\n * Get number of vertices in mesh\n * @param attributes\n */\nexport function getMeshSize(attributes: TypedArrays): number {\n let size = 0;\n for (const attributeName in attributes) {\n const attribute = attributes[attributeName];\n if (ArrayBuffer.isView(attribute)) {\n // @ts-ignore DataView doesn't have BYTES_PER_ELEMENT\n size += attribute.byteLength * attribute.BYTES_PER_ELEMENT;\n }\n }\n return size;\n}\n\n/**\n * Get the (axis aligned) bounding box of a mesh\n * @param attributes\n * @returns array of two vectors representing the axis aligned bounding box\n */\n// eslint-disable-next-line complexity\nexport function getMeshBoundingBox(attributes: MeshAttributes): BoundingBox {\n let minX = Infinity;\n let minY = Infinity;\n let minZ = Infinity;\n let maxX = -Infinity;\n let maxY = -Infinity;\n let maxZ = -Infinity;\n\n const positions = attributes.POSITION ? attributes.POSITION.value : [];\n const len = positions && positions.length;\n\n for (let i = 0; i < len; i += 3) {\n const x = positions[i];\n const y = positions[i + 1];\n const z = positions[i + 2];\n\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n minZ = z < minZ ? z : minZ;\n\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n maxZ = z > maxZ ? z : maxZ;\n }\n return [\n [minX, minY, minZ],\n [maxX, maxY, maxZ]\n ];\n}\n","// Copyright (C) 2018-2019 HERE Europe B.V.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n// SOFTWARE.\n\nconst QUANTIZED_MESH_HEADER = new Map([\n ['centerX', Float64Array.BYTES_PER_ELEMENT],\n ['centerY', Float64Array.BYTES_PER_ELEMENT],\n ['centerZ', Float64Array.BYTES_PER_ELEMENT],\n\n ['minHeight', Float32Array.BYTES_PER_ELEMENT],\n ['maxHeight', Float32Array.BYTES_PER_ELEMENT],\n\n ['boundingSphereCenterX', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereCenterY', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereCenterZ', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereRadius', Float64Array.BYTES_PER_ELEMENT],\n\n ['horizonOcclusionPointX', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointY', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointZ', Float64Array.BYTES_PER_ELEMENT]\n]);\n\nfunction decodeZigZag(value) {\n return (value >> 1) ^ -(value & 1);\n}\n\nfunction decodeHeader(dataView) {\n let position = 0;\n const header = {};\n\n for (const [key, bytesCount] of QUANTIZED_MESH_HEADER) {\n const getter = bytesCount === 8 ? dataView.getFloat64 : dataView.getFloat32;\n\n header[key] = getter.call(dataView, position, true);\n position += bytesCount;\n }\n\n return {header, headerEndPosition: position};\n}\n\nfunction decodeVertexData(dataView, headerEndPosition) {\n let position = headerEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = dataView.getUint32(position, true);\n const vertexData = new Uint16Array(vertexCount * elementsPerVertex);\n\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const bytesPerArrayElement = Uint16Array.BYTES_PER_ELEMENT;\n const elementArrayLength = vertexCount * bytesPerArrayElement;\n const uArrayStartPosition = position;\n const vArrayStartPosition = uArrayStartPosition + elementArrayLength;\n const heightArrayStartPosition = vArrayStartPosition + elementArrayLength;\n\n let u = 0;\n let v = 0;\n let height = 0;\n\n for (let i = 0; i < vertexCount; i++) {\n u += decodeZigZag(dataView.getUint16(uArrayStartPosition + bytesPerArrayElement * i, true));\n v += decodeZigZag(dataView.getUint16(vArrayStartPosition + bytesPerArrayElement * i, true));\n height += decodeZigZag(\n dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true)\n );\n\n vertexData[i] = u;\n vertexData[i + vertexCount] = v;\n vertexData[i + vertexCount * 2] = height;\n }\n\n position += elementArrayLength * 3;\n\n return {vertexData, vertexDataEndPosition: position};\n}\n\nfunction decodeIndex(buffer, position, indicesCount, bytesPerIndex, encoded = true) {\n let indices;\n\n if (bytesPerIndex === 2) {\n indices = new Uint16Array(buffer, position, indicesCount);\n } else {\n indices = new Uint32Array(buffer, position, indicesCount);\n }\n\n if (!encoded) {\n return indices;\n }\n\n let highest = 0;\n\n for (let i = 0; i < indices.length; ++i) {\n const code = indices[i];\n\n indices[i] = highest - code;\n\n if (code === 0) {\n ++highest;\n }\n }\n\n return indices;\n}\n\nfunction decodeTriangleIndices(dataView, vertexData, vertexDataEndPosition) {\n let position = vertexDataEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = vertexData.length / elementsPerVertex;\n const bytesPerIndex =\n vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT;\n\n if (position % bytesPerIndex !== 0) {\n position += bytesPerIndex - (position % bytesPerIndex);\n }\n\n const triangleCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const triangleIndicesCount = triangleCount * 3;\n const triangleIndices = decodeIndex(\n dataView.buffer,\n position,\n triangleIndicesCount,\n bytesPerIndex\n );\n position += triangleIndicesCount * bytesPerIndex;\n\n return {\n triangleIndicesEndPosition: position,\n triangleIndices\n };\n}\n\nfunction decodeEdgeIndices(dataView, vertexData, triangleIndicesEndPosition) {\n let position = triangleIndicesEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = vertexData.length / elementsPerVertex;\n const bytesPerIndex =\n vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT;\n\n const westVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const westIndices = decodeIndex(dataView.buffer, position, westVertexCount, bytesPerIndex, false);\n position += westVertexCount * bytesPerIndex;\n\n const southVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const southIndices = decodeIndex(\n dataView.buffer,\n position,\n southVertexCount,\n bytesPerIndex,\n false\n );\n position += southVertexCount * bytesPerIndex;\n\n const eastVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const eastIndices = decodeIndex(dataView.buffer, position, eastVertexCount, bytesPerIndex, false);\n position += eastVertexCount * bytesPerIndex;\n\n const northVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const northIndices = decodeIndex(\n dataView.buffer,\n position,\n northVertexCount,\n bytesPerIndex,\n false\n );\n position += northVertexCount * bytesPerIndex;\n\n return {\n edgeIndicesEndPosition: position,\n westIndices,\n southIndices,\n eastIndices,\n northIndices\n };\n}\n\nfunction decodeVertexNormalsExtension(extensionDataView) {\n return new Uint8Array(\n extensionDataView.buffer,\n extensionDataView.byteOffset,\n extensionDataView.byteLength\n );\n}\n\nfunction decodeWaterMaskExtension(extensionDataView) {\n return extensionDataView.buffer.slice(\n extensionDataView.byteOffset,\n extensionDataView.byteOffset + extensionDataView.byteLength\n );\n}\n\nfunction decodeExtensions(dataView, indicesEndPosition) {\n const extensions = {};\n\n if (dataView.byteLength <= indicesEndPosition) {\n return {extensions, extensionsEndPosition: indicesEndPosition};\n }\n\n let position = indicesEndPosition;\n\n while (position < dataView.byteLength) {\n const extensionId = dataView.getUint8(position, true);\n position += Uint8Array.BYTES_PER_ELEMENT;\n\n const extensionLength = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const extensionView = new DataView(dataView.buffer, position, extensionLength);\n\n switch (extensionId) {\n case 1: {\n extensions.vertexNormals = decodeVertexNormalsExtension(extensionView);\n\n break;\n }\n case 2: {\n extensions.waterMask = decodeWaterMaskExtension(extensionView);\n\n break;\n }\n default: {\n // console.warn(`Unknown extension with id ${extensionId}`)\n }\n }\n\n position += extensionLength;\n }\n\n return {extensions, extensionsEndPosition: position};\n}\n\nexport const DECODING_STEPS = {\n header: 0,\n vertices: 1,\n triangleIndices: 2,\n edgeIndices: 3,\n extensions: 4\n};\n\nconst DEFAULT_OPTIONS = {\n maxDecodingStep: DECODING_STEPS.extensions\n};\n\nexport default function decode(data, userOptions) {\n const options = Object.assign({}, DEFAULT_OPTIONS, userOptions);\n const view = new DataView(data);\n const {header, headerEndPosition} = decodeHeader(view);\n\n if (options.maxDecodingStep < DECODING_STEPS.vertices) {\n return {header};\n }\n\n const {vertexData, vertexDataEndPosition} = decodeVertexData(view, headerEndPosition);\n\n if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) {\n return {header, vertexData};\n }\n\n const {triangleIndices, triangleIndicesEndPosition} = decodeTriangleIndices(\n view,\n vertexData,\n vertexDataEndPosition\n );\n\n if (options.maxDecodingStep < DECODING_STEPS.edgeIndices) {\n return {header, vertexData, triangleIndices};\n }\n\n const {westIndices, southIndices, eastIndices, northIndices, edgeIndicesEndPosition} =\n decodeEdgeIndices(view, vertexData, triangleIndicesEndPosition);\n\n if (options.maxDecodingStep < DECODING_STEPS.extensions) {\n return {\n header,\n vertexData,\n triangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n };\n }\n\n const {extensions} = decodeExtensions(view, edgeIndicesEndPosition);\n\n return {\n header,\n vertexData,\n triangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices,\n extensions\n };\n}\n","import {TypedArray} from '../../types';\nimport {isBuffer, bufferToArrayBuffer} from './buffer-utils';\n\n/**\n * Convert an object to an array buffer\n */\nexport function toArrayBuffer(data: any): ArrayBuffer {\n // Note: Should be called first, Buffers can trigger other detections below\n if (isBuffer(data)) {\n return bufferToArrayBuffer(data);\n }\n\n if (data instanceof ArrayBuffer) {\n return data;\n }\n\n // Careful - Node Buffers look like Uint8Arrays (keep after isBuffer)\n if (ArrayBuffer.isView(data)) {\n if (data.byteOffset === 0 && data.byteLength === data.buffer.byteLength) {\n return data.buffer;\n }\n return data.buffer.slice(data.byteOffset, data.byteOffset + data.byteLength);\n }\n\n if (typeof data === 'string') {\n const text = data;\n const uint8Array = new TextEncoder().encode(text);\n return uint8Array.buffer;\n }\n\n // HACK to support Blob polyfill\n if (data && typeof data === 'object' && data._toArrayBuffer) {\n return data._toArrayBuffer();\n }\n\n throw new Error('toArrayBuffer');\n}\n\n/**\n * compare two binary arrays for equality\n * @param {ArrayBuffer} a\n * @param {ArrayBuffer} b\n * @param {number} byteLength\n */\nexport function compareArrayBuffers(\n arrayBuffer1: ArrayBuffer,\n arrayBuffer2: ArrayBuffer,\n byteLength?: number\n): boolean {\n byteLength = byteLength || arrayBuffer1.byteLength;\n if (arrayBuffer1.byteLength < byteLength || arrayBuffer2.byteLength < byteLength) {\n return false;\n }\n const array1 = new Uint8Array(arrayBuffer1);\n const array2 = new Uint8Array(arrayBuffer2);\n for (let i = 0; i < array1.length; ++i) {\n if (array1[i] !== array2[i]) {\n return false;\n }\n }\n return true;\n}\n\n/**\n * Concatenate a sequence of ArrayBuffers\n * @return A concatenated ArrayBuffer\n */\nexport function concatenateArrayBuffers(...sources: (ArrayBuffer | Uint8Array)[]): ArrayBuffer {\n // Make sure all inputs are wrapped in typed arrays\n const sourceArrays = sources.map((source2) =>\n source2 instanceof ArrayBuffer ? new Uint8Array(source2) : source2\n );\n\n // Get length of all inputs\n const byteLength = sourceArrays.reduce((length, typedArray) => length + typedArray.byteLength, 0);\n\n // Allocate array with space for all inputs\n const result = new Uint8Array(byteLength);\n\n // Copy the subarrays\n let offset = 0;\n for (const sourceArray of sourceArrays) {\n result.set(sourceArray, offset);\n offset += sourceArray.byteLength;\n }\n\n // We work with ArrayBuffers, discard the typed array wrapper\n return result.buffer;\n}\n\n/**\n * Concatenate arbitrary count of typed arrays\n * https://developer.mozilla.org/en-US/docs/Web/JavaScript/Typed_arrays\n * @param {...*} arrays - list of arrays. All arrays should be the same type\n * @return A concatenated TypedArray\n */\nexport function concatenateTypedArrays<T>(...typedArrays: T[]): T {\n // @ts-ignore\n const arrays = typedArrays as TypedArray[];\n // @ts-ignore\n const TypedArrayConstructor = (arrays && arrays.length > 1 && arrays[0].constructor) || null;\n if (!TypedArrayConstructor) {\n throw new Error(\n '\"concatenateTypedArrays\" - incorrect quantity of arguments or arguments have incompatible data types'\n );\n }\n\n const sumLength = arrays.reduce((acc, value) => acc + value.length, 0);\n // @ts-ignore typescript does not like dynamic constructors\n const result = new TypedArrayConstructor(sumLength);\n let offset = 0;\n for (const array of arrays) {\n result.set(array, offset);\n offset += array.length;\n }\n return result;\n}\n\n/**\n * Copy a view of an ArrayBuffer into new ArrayBuffer with byteOffset = 0\n * @param arrayBuffer\n * @param byteOffset\n * @param byteLength\n */\nexport function sliceArrayBuffer(\n arrayBuffer: ArrayBuffer,\n byteOffset: number,\n byteLength?: number\n): ArrayBuffer {\n const subArray =\n byteLength !== undefined\n ? new Uint8Array(arrayBuffer).subarray(byteOffset, byteOffset + byteLength)\n : new Uint8Array(arrayBuffer).subarray(byteOffset);\n const arrayCopy = new Uint8Array(subArray);\n return arrayCopy.buffer;\n}\n","import {concatenateTypedArrays} from '@loaders.gl/loader-utils';\n\n/**\n * Add skirt to existing mesh\n * @param {object} attributes - POSITION and TEXCOOD_0 attributes data\n * @param {any} triangles - indices array of the mesh geometry\n * @param {number} skirtHeight - height of the skirt geometry\n * @param {object} outsideIndices - edge indices from quantized mesh data\n * @returns - geometry data with added skirt\n */\nexport function addSkirt(attributes, triangles, skirtHeight, outsideIndices = null) {\n const outsideEdges = outsideIndices\n ? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value)\n : getOutsideEdgesFromTriangles(triangles);\n\n // 2 new vertices for each outside edge\n const newPosition = new attributes.POSITION.value.constructor(outsideEdges.length * 6);\n const newTexcoord0 = new attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4);\n\n // 2 new triangles for each outside edge\n const newTriangles = new triangles.constructor(outsideEdges.length * 6);\n\n for (let i = 0; i < outsideEdges.length; i++) {\n const edge = outsideEdges[i];\n\n updateAttributesForNewEdge({\n edge,\n edgeIndex: i,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n });\n }\n\n attributes.POSITION.value = concatenateTypedArrays(attributes.POSITION.value, newPosition);\n attributes.TEXCOORD_0.value = concatenateTypedArrays(attributes.TEXCOORD_0.value, newTexcoord0);\n const resultTriangles =\n triangles instanceof Array\n ? triangles.concat(newTriangles)\n : concatenateTypedArrays(triangles, newTriangles);\n\n return {\n attributes,\n triangles: resultTriangles\n };\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {any} triangles - indices array of the mesh geometry\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromTriangles(triangles) {\n const edges = [];\n for (let i = 0; i < triangles.length; i += 3) {\n edges.push([triangles[i], triangles[i + 1]]);\n edges.push([triangles[i + 1], triangles[i + 2]]);\n edges.push([triangles[i + 2], triangles[i]]);\n }\n\n edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));\n\n const outsideEdges = [];\n let index = 1;\n while (index < edges.length) {\n if (edges[index][0] === edges[index - 1][1] && edges[index][1] === edges[index - 1][0]) {\n index += 2;\n } else {\n outsideEdges.push(edges[index - 1]);\n index++;\n }\n }\n return outsideEdges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} indices - edge indices from quantized mesh data\n * @param {TypedArray} position - position attribute geometry data\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromIndices(indices, position) {\n // Sort skirt indices to create adjacent triangles\n indices.westIndices.sort((a, b) => position[3 * a + 1] - position[3 * b + 1]);\n // Reverse (b - a) to match triangle winding\n indices.eastIndices.sort((a, b) => position[3 * b + 1] - position[3 * a + 1]);\n indices.southIndices.sort((a, b) => position[3 * b] - position[3 * a]);\n // Reverse (b - a) to match triangle winding\n indices.northIndices.sort((a, b) => position[3 * a] - position[3 * b]);\n\n const edges = [];\n for (const index in indices) {\n const indexGroup = indices[index];\n for (let i = 0; i < indexGroup.length - 1; i++) {\n edges.push([indexGroup[i], indexGroup[i + 1]]);\n }\n }\n return edges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} args\n * @param {number[]} args.edge - edge indices in geometry\n * @param {number} args.edgeIndex - edge index in outsideEdges array\n * @param {object} args.attributes - POSITION and TEXCOORD_0 attributes\n * @param {number} args.skirtHeight - height of the skirt geometry\n * @param {TypedArray} args.newPosition - POSITION array for skirt data\n * @param {TypedArray} args.newTexcoord0 - TEXCOORD_0 array for skirt data\n * @param {TypedArray | Array} args.newTriangles - trinagle indices array for skirt data\n * @returns {void}\n */\nfunction updateAttributesForNewEdge({\n edge,\n edgeIndex,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n}) {\n const positionsLength = attributes.POSITION.value.length;\n const vertex1Offset = edgeIndex * 2;\n const vertex2Offset = edgeIndex * 2 + 1;\n\n // Define POSITION for new 1st vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3),\n vertex1Offset * 3\n );\n newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Define POSITION for new 2nd vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3),\n vertex2Offset * 3\n );\n newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Use same TEXCOORDS for skirt vertices\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2),\n vertex1Offset * 2\n );\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2),\n vertex2Offset * 2\n );\n\n // Define new triangles\n const triangle1Offset = edgeIndex * 2 * 3;\n newTriangles[triangle1Offset] = edge[0];\n newTriangles[triangle1Offset + 1] = edge[1];\n newTriangles[triangle1Offset + 2] = positionsLength / 3 + vertex2Offset;\n\n newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 4] = positionsLength / 3 + vertex1Offset;\n newTriangles[triangle1Offset + 5] = edge[0];\n}\n","import {getMeshBoundingBox} from '@loaders.gl/schema';\nimport decode, {DECODING_STEPS} from './decode-quantized-mesh';\nimport {addSkirt} from './helpers/skirt';\n\nfunction getMeshAttributes(vertexData, header, bounds) {\n const {minHeight, maxHeight} = header;\n const [minX, minY, maxX, maxY] = bounds || [0, 0, 1, 1];\n const xScale = maxX - minX;\n const yScale = maxY - minY;\n const zScale = maxHeight - minHeight;\n\n const nCoords = vertexData.length / 3;\n // vec3. x, y defined by bounds, z in meters\n const positions = new Float32Array(nCoords * 3);\n\n // vec2. 1 to 1 relationship with position. represents the uv on the texture image. 0,0 to 1,1.\n const texCoords = new Float32Array(nCoords * 2);\n\n // Data is not interleaved; all u, then all v, then all heights\n for (let i = 0; i < nCoords; i++) {\n const x = vertexData[i] / 32767;\n const y = vertexData[i + nCoords] / 32767;\n const z = vertexData[i + nCoords * 2] / 32767;\n\n positions[3 * i + 0] = x * xScale + minX;\n positions[3 * i + 1] = y * yScale + minY;\n positions[3 * i + 2] = z * zScale + minHeight;\n\n texCoords[2 * i + 0] = x;\n texCoords[2 * i + 1] = y;\n }\n\n return {\n POSITION: {value: positions, size: 3},\n TEXCOORD_0: {value: texCoords, size: 2}\n // TODO: Parse normals if they exist in the file\n // NORMAL: {}, - optional, but creates the high poly look with lighting\n };\n}\n\nfunction getTileMesh(arrayBuffer, options) {\n if (!arrayBuffer) {\n return null;\n }\n const {bounds} = options;\n // Don't parse edge indices or format extensions\n const {\n header,\n vertexData,\n triangleIndices: originalTriangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n } = decode(arrayBuffer, DECODING_STEPS.triangleIndices);\n let triangleIndices = originalTriangleIndices;\n let attributes = getMeshAttributes(vertexData, header, bounds);\n\n // Compute bounding box before adding skirt so that z values are not skewed\n // TODO: Find bounding box from header, instead of doing extra pass over\n // vertices.\n const boundingBox = getMeshBoundingBox(attributes);\n\n if (options.skirtHeight) {\n const {attributes: newAttributes, triangles: newTriangles} = addSkirt(\n attributes,\n triangleIndices,\n options.skirtHeight,\n {\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n }\n );\n attributes = newAttributes;\n triangleIndices = newTriangles;\n }\n\n return {\n // Data return by this loader implementation\n loaderData: {\n header: {}\n },\n header: {\n // @ts-ignore\n vertexCount: triangleIndices.length,\n boundingBox\n },\n mode: 4, // TRIANGLES\n indices: {value: triangleIndices, size: 1},\n attributes\n };\n}\n\nexport default function loadQuantizedMesh(arrayBuffer, options) {\n return getTileMesh(arrayBuffer, options['quantized-mesh']);\n}\n","\nexport default class Martini {\n constructor(gridSize = 257) {\n this.gridSize = gridSize;\n const tileSize = gridSize - 1;\n if (tileSize & (tileSize - 1)) throw new Error(\n `Expected grid size to be 2^n+1, got ${gridSize}.`);\n\n this.numTriangles = tileSize * tileSize * 2 - 2;\n this.numParentTriangles = this.numTriangles - tileSize * tileSize;\n\n this.indices = new Uint32Array(this.gridSize * this.gridSize);\n\n // coordinates for all possible triangles in an RTIN tile\n this.coords = new Uint16Array(this.numTriangles * 4);\n\n // get triangle coordinates from its index in an implicit binary tree\n for (let i = 0; i < this.numTriangles; i++) {\n let id = i + 2;\n let ax = 0, ay = 0, bx = 0, by = 0, cx = 0, cy = 0;\n if (id & 1) {\n bx = by = cx = tileSize; // bottom-left triangle\n } else {\n ax = ay = cy = tileSize; // top-right triangle\n }\n while ((id >>= 1) > 1) {\n const mx = (ax + bx) >> 1;\n const my = (ay + by) >> 1;\n\n if (id & 1) { // left half\n bx = ax; by = ay;\n ax = cx; ay = cy;\n } else { // right half\n ax = bx; ay = by;\n bx = cx; by = cy;\n }\n cx = mx; cy = my;\n }\n const k = i * 4;\n this.coords[k + 0] = ax;\n this.coords[k + 1] = ay;\n this.coords[k + 2] = bx;\n this.coords[k + 3] = by;\n }\n }\n\n createTile(terrain) {\n return new Tile(terrain, this);\n }\n}\n\nclass Tile {\n constructor(terrain, martini) {\n const size = martini.gridSize;\n if (terrain.length !== size * size) throw new Error(\n `Expected terrain data of length ${size * size} (${size} x ${size}), got ${terrain.length}.`);\n\n this.terrain = terrain;\n this.martini = martini;\n this.errors = new Float32Array(terrain.length);\n this.update();\n }\n\n update() {\n const {numTriangles, numParentTriangles, coords, gridSize: size} = this.martini;\n const {terrain, errors} = this;\n\n // iterate over all possible triangles, starting from the smallest level\n for (let i = numTriangles - 1; i >= 0; i--) {\n const k = i * 4;\n const ax = coords[k + 0];\n const ay = coords[k + 1];\n const bx = coords[k + 2];\n const by = coords[k + 3];\n const mx = (ax + bx) >> 1;\n const my = (ay + by) >> 1;\n const cx = mx + my - ay;\n const cy = my + ax - mx;\n\n // calculate error in the middle of the long edge of the triangle\n const interpolatedHeight = (terrain[ay * size + ax] + terrain[by * size + bx]) / 2;\n const middleIndex = my * size + mx;\n const middleError = Math.abs(interpolatedHeight - terrain[middleIndex]);\n\n errors[middleIndex] = Math.max(errors[middleIndex], middleError);\n\n if (i < numParentTriangles) { // bigger triangles; accumulate error with children\n const leftChildIndex = ((ay + cy) >> 1) * size + ((ax + cx) >> 1);\n const rightChildIndex = ((by + cy) >> 1) * size + ((bx + cx) >> 1);\n errors[middleIndex] = Math.max(errors[middleIndex], errors[leftChildIndex], errors[rightChildIndex]);\n }\n }\n }\n\n getMesh(maxError = 0) {\n const {gridSize: size, indices} = this.martini;\n const {errors} = this;\n let numVertices = 0;\n let numTriangles = 0;\n const max = size - 1;\n\n // use an index grid to keep track of vertices that were already used to avoid duplication\n indices.fill(0);\n\n // retrieve mesh in two stages that both traverse the error map:\n // - countElements: find used vertices (and assign each an index), and count triangles (for minimum allocation)\n // - processTriangle: fill the allocated vertices & triangles typed arrays\n\n function countElements(ax, ay, bx, by, cx, cy) {\n const mx = (ax + bx) >> 1;\n const my = (ay + by) >> 1;\n\n if (Math.abs(ax - cx) + Math.abs(ay - cy) > 1 && errors[my * size + mx] > maxError) {\n countElements(cx, cy, ax, ay, mx, my);\n countElements(bx, by, cx, cy, mx, my);\n } else {\n indices[ay * size + ax] = indices[ay * size + ax] || ++numVertices;\n indices[by * size + bx] = indices[by * size + bx] || ++numVertices;\n indices[cy * size + cx] = indices[cy * size + cx] || ++numVertices;\n numTriangles++;\n }\n }\n countElements(0, 0, max, max, max, 0);\n countElements(max, max, 0, 0, 0, max);\n\n const vertices = new Uint16Array(numVertices * 2);\n const triangles = new Uint32Array(numTriangles * 3);\n let triIndex = 0;\n\n function processTriangle(ax, ay, bx, by, cx, cy) {\n const mx = (ax + bx) >> 1;\n const my = (ay + by) >> 1;\n\n if (Math.abs(ax - cx) + Math.abs(ay - cy) > 1 && errors[my * size + mx] > maxError) {\n // triangle doesn't approximate the surface well enough; drill down further\n processTriangle(cx, cy, ax, ay, mx, my);\n processTriangle(bx, by, cx, cy, mx, my);\n\n } else {\n // add a triangle\n const a = indices[ay * size + ax] - 1;\n const b = indices[by * size + bx] - 1;\n const c = indices[cy * size + cx] - 1;\n\n vertices[2 * a] = ax;\n vertices[2 * a + 1] = ay;\n\n vertices[2 * b] = bx;\n vertices[2 * b + 1] = by;\n\n vertices[2 * c] = cx;\n vertices[2 * c + 1] = cy;\n\n triangles[triIndex++] = a;\n triangles[triIndex++] = b;\n triangles[triIndex++] = c;\n }\n }\n processTriangle(0, 0, max, max, max, 0);\n processTriangle(max, max, 0, 0, 0, max);\n\n return {vertices, triangles};\n }\n}\n","// ISC License\n\n// Copyright(c) 2019, Michael Fogleman, Vladimir Agafonkin\n\n// Permission to use, copy, modify, and / or distribute this software for any purpose\n// with or without fee is hereby granted, provided that the above copyright notice\n// and this permission notice appear in all copies.\n\n// THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n// REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n// FITNESS.IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n// INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n// OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n// TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n// THIS SOFTWARE.\n\n/* eslint-disable complexity, max-params, max-statements, max-depth, no-constant-condition */\nexport default class Delatin {\n constructor(data, width, height = width) {\n this.data = data; // height data\n this.width = width;\n this.height = height;\n\n this.coords = []; // vertex coordinates (x, y)\n this.triangles = []; // mesh triangle indices\n\n // additional triangle data\n this._halfedges = [];\n this._candidates = [];\n this._queueIndices = [];\n\n this._queue = []; // queue of added triangles\n this._errors = [];\n this._rms = [];\n this._pending = []; // triangles pending addition to queue\n this._pendingLen = 0;\n\n this._rmsSum = 0;\n\n const x1 = width - 1;\n const y1 = height - 1;\n const p0 = this._addPoint(0, 0);\n const p1 = this._addPoint(x1, 0);\n const p2 = this._addPoint(0, y1);\n const p3 = this._addPoint(x1, y1);\n\n // add initial two triangles\n const t0 = this._addTriangle(p3, p0, p2, -1, -1, -1);\n this._addTriangle(p0, p3, p1, t0, -1, -1);\n this._flush();\n }\n\n // refine the mesh until its maximum error gets below the given one\n run(maxError = 1) {\n while (this.getMaxError() > maxError) {\n this.refine();\n }\n }\n\n // refine the mesh with a single point\n refine() {\n this._step();\n this._flush();\n }\n\n // max error of the current mesh\n getMaxError() {\n return this._errors[0];\n }\n\n // root-mean-square deviation of the current mesh\n getRMSD() {\n return this._rmsSum > 0 ? Math.sqrt(this._rmsSum / (this.width * this.height)) : 0;\n }\n\n // height value at a given position\n heightAt(x, y) {\n return this.data[this.width * y + x];\n }\n\n // rasterize and queue all triangles that got added or updated in _step\n _flush() {\n const coords = this.coords;\n for (let i = 0; i < this._pendingLen; i++) {\n const t = this._pending[i];\n // rasterize triangle to find maximum pixel error\n const a = 2 * this.triangles[t * 3 + 0];\n const b = 2 * this.triangles[t * 3 + 1];\n const c = 2 * this.triangles[t * 3 + 2];\n this._findCandidate(\n coords[a],\n coords[a + 1],\n coords[b],\n coords[b + 1],\n coords[c],\n coords[c + 1],\n t\n );\n }\n this._pendingLen = 0;\n }\n\n // rasterize a triangle, find its max error, and queue it for processing\n _findCandidate(p0x, p0y, p1x, p1y, p2x, p2y, t) {\n // triangle bounding box\n const minX = Math.min(p0x, p1x, p2x);\n const minY = Math.min(p0y, p1y, p2y);\n const maxX = Math.max(p0x, p1x, p2x);\n const maxY = Math.max(p0y, p1y, p2y);\n\n // forward differencing variables\n let w00 = orient(p1x, p1y, p2x, p2y, minX, minY);\n let w01 = orient(p2x, p2y, p0x, p0y, minX, minY);\n let w02 = orient(p0x, p0y, p1x, p1y, minX, minY);\n const a01 = p1y - p0y;\n const b01 = p0x - p1x;\n const a12 = p2y - p1y;\n const b12 = p1x - p2x;\n const a20 = p0y - p2y;\n const b20 = p2x - p0x;\n\n // pre-multiplied z values at vertices\n const a = orient(p0x, p0y, p1x, p1y, p2x, p2y);\n const z0 = this.heightAt(p0x, p0y) / a;\n const z1 = this.heightAt(p1x, p1y) / a;\n const z2 = this.heightAt(p2x, p2y) / a;\n\n // iterate over pixels in bounding box\n let maxError = 0;\n let mx = 0;\n let my = 0;\n let rms = 0;\n for (let y = minY; y <= maxY; y++) {\n // compute starting offset\n let dx = 0;\n if (w00 < 0 && a12 !== 0) {\n dx = Math.max(dx, Math.floor(-w00 / a12));\n }\n if (w01 < 0 && a20 !== 0) {\n dx = Math.max(dx, Math.floor(-w01 / a20));\n }\n if (w02 < 0 && a01 !== 0) {\n dx = Math.max(dx, Math.floor(-w02 / a01));\n }\n\n let w0 = w00 + a12 * dx;\n let w1 = w01 + a20 * dx;\n let w2 = w02 + a01 * dx;\n\n let wasInside = false;\n\n for (let x = minX + dx; x <= maxX; x++) {\n // check if inside triangle\n if (w0 >= 0 && w1 >= 0 && w2 >= 0) {\n wasInside = true;\n\n // compute z using barycentric coordinates\n const z = z0 * w0 + z1 * w1 + z2 * w2;\n const dz = Math.abs(z - this.heightAt(x, y));\n rms += dz * dz;\n if (dz > maxError) {\n maxError = dz;\n mx = x;\n my = y;\n }\n } else if (wasInside) {\n break;\n }\n\n w0 += a12;\n w1 += a20;\n w2 += a01;\n }\n\n w00 += b12;\n w01 += b20;\n w02 += b01;\n }\n\n if ((mx === p0x && my === p0y) || (mx === p1x && my === p1y) || (mx === p2x && my === p2y)) {\n maxError = 0;\n }\n\n // update triangle metadata\n this._candidates[2 * t] = mx;\n this._candidates[2 * t + 1] = my;\n this._rms[t] = rms;\n\n // add triangle to priority queue\n this._queuePush(t, maxError, rms);\n }\n\n // process the next triangle in the queue, splitting it with a new point\n _step() {\n // pop triangle with highest error from priority queue\n const t = this._queuePop();\n\n const e0 = t * 3 + 0;\n const e1 = t * 3 + 1;\n const e2 = t * 3 + 2;\n\n const p0 = this.triangles[e0];\n const p1 = this.triangles[e1];\n const p2 = this.triangles[e2];\n\n const ax = this.coords[2 * p0];\n const ay = this.coords[2 * p0 + 1];\n const bx = this.coords[2 * p1];\n const by = this.coords[2 * p1 + 1];\n const cx = this.coords[2 * p2];\n const cy = this.coords[2 * p2 + 1];\n const px = this._candidates[2 * t];\n const py = this._candidates[2 * t + 1];\n\n const pn = this._addPoint(px, py);\n\n if (orient(ax, ay, bx, by, px, py) === 0) {\n this._handleCollinear(pn, e0);\n } else if (orient(bx, by, cx, cy, px, py) === 0) {\n this._handleCollinear(pn, e1);\n } else if (orient(cx, cy, ax, ay, px, py) === 0) {\n this._handleCollinear(pn, e2);\n } else {\n const h0 = this._halfedges[e0];\n const h1 = this._halfedges[e1];\n const h2 = this._halfedges[e2];\n\n const t0 = this._addTriangle(p0, p1, pn, h0, -1, -1, e0);\n const t1 = this._addTriangle(p1, p2, pn, h1, -1, t0 + 1);\n const t2 = this._addTriangle(p2, p0, pn, h2, t0 + 2, t1 + 1);\n\n this._legalize(t0);\n this._legalize(t1);\n this._legalize(t2);\n }\n }\n\n // add coordinates for a new vertex\n _addPoint(x, y) {\n const i = this.coords.length >> 1;\n this.coords.push(x, y);\n return i;\n }\n\n // add or update a triangle in the mesh\n _addTriangle(a, b, c, ab, bc, ca, e = this.triangles.length) {\n const t = e / 3; // new triangle index\n\n // add triangle vertices\n this.triangles[e + 0] = a;\n this.triangles[e + 1] = b;\n this.triangles[e + 2] = c;\n\n // add triangle halfedges\n this._halfedges[e + 0] = ab;\n this._halfedges[e + 1] = bc;\n this._halfedges[e + 2] = ca;\n\n // link neighboring halfedges\n if (ab >= 0) {\n this._halfedges[ab] = e + 0;\n }\n if (bc >= 0) {\n this._halfedges[bc] = e + 1;\n }\n if (ca >= 0) {\n this._halfedges[ca] = e + 2;\n }\n\n // init triangle metadata\n this._candidates[2 * t + 0] = 0;\n this._candidates[2 * t + 1] = 0;\n this._queueIndices[t] = -1;\n this._rms[t] = 0;\n\n // add triangle to pending queue for later rasterization\n this._pending[this._pendingLen++] = t;\n\n // return first halfedge index\n return e;\n }\n\n _legalize(a) {\n // if the pair of triangles doesn't satisfy the Delaunay condition\n // (p1 is inside the circumcircle of [p0, pl, pr]), flip them,\n // then do the same check/flip recursively for the new pair of triangles\n //\n // pl pl\n // /||\\ / \\\n // al/ || \\bl al/ \\a\n // / || \\ / \\\n // / a||b \\ flip /___ar___\\\n // p0\\ || /p1 => p0\\---bl---/p1\n // \\ || / \\ /\n // ar\\ || /br b\\ /br\n // \\||/ \\ /\n // pr pr\n\n const b = this._halfedges[a];\n\n if (b < 0) {\n return;\n }\n\n const a0 = a - (a % 3);\n const b0 = b - (b % 3);\n const al = a0 + ((a + 1) % 3);\n const ar = a0 + ((a + 2) % 3);\n const bl = b0 + ((b + 2) % 3);\n const br = b0 + ((b + 1) % 3);\n const p0 = this.triangles[ar];\n const pr = this.triangles[a];\n const pl = this.triangles[al];\n const p1 = this.triangles[bl];\n const coords = this.coords;\n\n if (\n !inCircle(\n coords[2 * p0],\n coords[2 * p0 + 1],\n coords[2 * pr],\n coords[2 * pr + 1],\n coords[2 * pl],\n coords[2 * pl + 1],\n coords[2 * p1],\n coords[2 * p1 + 1]\n )\n ) {\n return;\n }\n\n const hal = this._halfedges[al];\n const har = this._halfedges[ar];\n const hbl = this._halfedges[bl];\n const hbr = this._halfedges[br];\n\n this._queueRemove(a0 / 3);\n this._queueRemove(b0 / 3);\n\n const t0 = this._addTriangle(p0, p1, pl, -1, hbl, hal, a0);\n const t1 = this._addTriangle(p1, p0, pr, t0, har, hbr, b0);\n\n this._legalize(t0 + 1);\n this._legalize(t1 + 2);\n }\n\n // handle a case where new vertex is on the edge of a triangle\n _handleCollinear(pn, a) {\n const a0 = a - (a % 3);\n const al = a0 + ((a + 1) % 3);\n const ar = a0 + ((a + 2) % 3);\n const p0 = this.triangles[ar];\n const pr = this.triangles[a];\n const pl = this.triangles[al];\n const hal = this._halfedges[al];\n const har = this._halfedges[ar];\n\n const b = this._halfedges[a];\n\n if (b < 0) {\n const t0 = this._addTriangle(pn, p0, pr, -1, har, -1, a0);\n const t1 = this._addTriangle(p0, pn, pl, t0, -1, hal);\n this._legalize(t0 + 1);\n this._legalize(t1 + 2);\n return;\n }\n\n const b0 = b - (b % 3);\n const bl = b0 + ((b + 2) % 3);\n const br = b0 + ((b + 1) % 3);\n const p1 = this.triangles[bl];\n const hbl = this._halfedges[bl];\n const hbr = this._halfedges[br];\n\n this._queueRemove(b0 / 3);\n\n const t0 = this._addTriangle(p0, pr, pn, har, -1, -1, a0);\n const t1 = this._addTriangle(pr, p1, pn, hbr, -1, t0 + 1, b0);\n const t2 = this._addTriangle(p1, pl, pn, hbl, -1, t1 + 1);\n const t3 = this._addTriangle(pl, p0, pn, hal, t0 + 2, t2 + 1);\n\n this._legalize(t0);\n this._legalize(t1);\n this._legalize(t2);\n this._legalize(t3);\n }\n\n // priority queue methods\n\n _queuePush(t, error, rms) {\n const i = this._queue.length;\n this._queueIndices[t] = i;\n this._queue.push(t);\n this._errors.push(error);\n this._rmsSum += rms;\n this._queueUp(i);\n }\n\n _queuePop() {\n const n = this._queue.length - 1;\n this._queueSwap(0, n);\n this._queueDown(0, n);\n return this._queuePopBack();\n }\n\n _queuePopBack() {\n const t = this._queue.pop();\n this._errors.pop();\n this._rmsSum -= this._rms[t];\n this._queueIndices[t] = -1;\n return t;\n }\n\n _queueRemove(t) {\n const i = this._queueIndices[t];\n if (i < 0) {\n const it = this._pending.indexOf(t);\n if (it !== -1) {\n this._pending[it] = this._pending[--this._pendingLen];\n } else {\n throw new Error('Broken triangulation (something went wrong).');\n }\n return;\n }\n const n = this._queue.length - 1;\n if (n !== i) {\n this._queueSwap(i, n);\n if (!this._queueDown(i, n)) {\n this._queueUp(i);\n }\n }\n this._queuePopBack();\n }\n\n _queueLess(i, j) {\n return this._errors[i] > this._errors[j];\n }\n\n _queueSwap(i, j) {\n const pi = this._queue[i];\n const pj = this._queue[j];\n this._queue[i] = pj;\n this._queue[j] = pi;\n this._queueIndices[pi] = j;\n this._queueIndices[pj] = i;\n const e = this._errors[i];\n this._errors[i] = this._errors[j];\n this._errors[j] = e;\n }\n\n _queueUp(j0) {\n let j = j0;\n while (true) {\n const i = (j - 1) >> 1;\n if (i === j || !this._queueLess(j, i)) {\n break;\n }\n this._queueSwap(i, j);\n j = i;\n }\n }\n\n _queueDown(i0, n) {\n let i = i0;\n while (true) {\n const j1 = 2 * i + 1;\n if (j1 >= n || j1 < 0) {\n break;\n }\n const j2 = j1 + 1;\n let j = j1;\n if (j2 < n && this._queueLess(j2, j1)) {\n j = j2;\n }\n if (!this._queueLess(j, i)) {\n break;\n }\n this._queueSwap(i, j);\n i = j;\n }\n return i > i0;\n }\n}\n\nfunction orient(ax, ay, bx, by, cx, cy) {\n return (bx - cx) * (ay - cy) - (by - cy) * (ax - cx);\n}\n\nfunction inCircle(ax, ay, bx, by, cx, cy, px, py) {\n const dx = ax - px;\n const dy = ay - py;\n const ex = bx - px;\n const ey = by - py;\n const fx = cx - px;\n const fy = cy - py;\n\n const ap = dx * dx + dy * dy;\n const bp = ex * ex + ey * ey;\n const cp = fx * fx + fy * fy;\n\n return dx * (ey * cp - bp * fy) - dy * (ex * cp - bp * fx) + ap * (ex * fy - ey * fx) < 0;\n}\n","import {getMeshBoundingBox} from '@loaders.gl/schema';\nimport Martini from '@mapbox/martini';\nimport Delatin from './delatin';\nimport {addSkirt} from './helpers/skirt';\n\nfunction getTerrain(imageData, width, height, elevationDecoder, tesselator) {\n const {rScaler, bScaler, gScaler, offset} = elevationDecoder;\n\n // From Martini demo\n // https://observablehq.com/@mourner/martin-real-time-rtin-terrain-mesh\n const terrain = new Float32Array((width + 1) * (height + 1));\n // decode terrain values\n for (let i = 0, y = 0; y < height; y++) {\n for (let x = 0; x < width; x++, i++) {\n const k = i * 4;\n const r = imageData[k + 0];\n const g = imageData[k + 1];\n const b = imageData[k + 2];\n terrain[i + y] = r * rScaler + g * gScaler + b * bScaler + offset;\n }\n }\n\n if (tesselator === 'martini') {\n // backfill bottom border\n for (let i = (width + 1) * width, x = 0; x < width; x++, i++) {\n terrain[i] = terrain[i - width - 1];\n }\n // backfill right border\n for (let i = height, y = 0; y < height + 1; y++, i += height + 1) {\n terrain[i] = terrain[i - 1];\n }\n }\n\n return terrain;\n}\n\nfunction getMeshAttributes(vertices, terrain, width, height, bounds) {\n const gridSize = width + 1;\n const numOfVerticies = vertices.length / 2;\n // vec3. x, y in pixels, z in meters\n const positions = new Float32Array(numOfVerticies * 3);\n // vec2. 1 to 1 relationship with position. represents the uv on the texture image. 0,0 to 1,1.\n const texCoords = new Float32Array(numOfVerticies * 2);\n\n const [minX, minY, maxX, maxY] = bounds || [0, 0, width, height];\n const xScale = (maxX - minX) / width;\n const yScale = (maxY - minY) / height;\n\n for (let i = 0; i < numOfVerticies; i++) {\n const x = vertices[i * 2];\n const y = vertices[i * 2 + 1];\n const pixelIdx = y * gridSize + x;\n\n positions[3 * i + 0] = x * xScale + minX;\n positions[3 * i + 1] = -y * yScale + maxY;\n positions[3 * i + 2] = terrain[pixelIdx];\n\n texCoords[2 * i + 0] = x / width;\n texCoords[2 * i + 1] = y / height;\n }\n\n return {\n POSITION: {value: positions, size: 3},\n TEXCOORD_0: {value: texCoords, size: 2}\n // NORMAL: {}, - optional, but creates the high poly look with lighting\n };\n}\n\n/**\n * Returns generated mesh object from image data\n *\n * @param {object} terrainImage terrain image data\n * @param {object} terrainOptions terrain options\n * @returns mesh object\n */\nfunction getMesh(terrainImage, terrainOptions) {\n if (terrainImage === null) {\n return null;\n }\n const {meshMaxError, bounds, elevationDecoder} = terrainOptions;\n\n const {data, width, height} = terrainImage;\n\n let terrain;\n let mesh;\n switch (terrainOptions.tesselator) {\n case 'martini':\n terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator);\n mesh = getMartiniTileMesh(meshMaxError, width, terrain);\n break;\n case 'delatin':\n terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator);\n mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);\n break;\n // auto\n default:\n if (width === height && !(height & (width - 1))) {\n terrain = getTerrain(data, width, height, elevationDecoder, 'martini');\n mesh = getMartiniTileMesh(meshMaxError, width, terrain);\n } else {\n terrain = getTerrain(data, width, height, elevationDecoder, 'delatin');\n mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);\n }\n break;\n }\n\n const {vertices} = mesh;\n let {triangles} = mesh;\n let attributes = getMeshAttributes(vertices, terrain, width, height, bounds);\n\n // Compute bounding box before adding skirt so that z values are not skewed\n const boundingBox = getMeshBoundingBox(attributes);\n\n if (terrainOptions.skirtHeight) {\n const {attributes: newAttributes, triangles: newTriangles} = addSkirt(\n attributes,\n triangles,\n terrainOptions.skirtHeight\n );\n attributes = newAttributes;\n triangles = newTriangles;\n }\n\n return {\n // Data return by this loader implementation\n loaderData: {\n header: {}\n },\n header: {\n vertexCount: triangles.length,\n boundingBox\n },\n mode: 4, // TRIANGLES\n indices: {value: Uint32Array.from(triangles), size: 1},\n attributes\n };\n}\n\n/**\n * Get Martini generated vertices and triangles\n *\n * @param {number} meshMaxError threshold for simplifying mesh\n * @param {number} width width of the input data\n * @param {number[] | Float32Array} terrain elevation data\n * @returns {{vertices: Uint16Array, triangles: Uint32Array}} vertices and triangles data\n */\nfunction getMartiniTileMesh(meshMaxError, width, terrain) {\n const gridSize = width + 1;\n const martini = new Martini(gridSize);\n const tile = martini.createTile(terrain);\n const {vertices, triangles} = tile.getMesh(meshMaxError);\n\n return {vertices, triangles};\n}\n\n/**\n * Get Delatin generated vertices and triangles\n *\n * @param {number} meshMaxError threshold for simplifying mesh\n * @param {number} width width of the input data array\n * @param {number} height height of the input data array\n * @param {number[] | Float32Array} terrain elevation data\n * @returns {{vertices: number[], triangles: number[]}} vertices and triangles data\n */\nfunction getDelatinTileMesh(meshMaxError, width, height, terrain) {\n const tin = new Delatin(terrain, width + 1, height + 1);\n tin.run(meshMaxError);\n const {coords, triangles} = tin;\n const vertices = coords;\n return {vertices, triangles};\n}\n\nexport default async function loadTerrain(arrayBuffer, options, context) {\n options.image = options.image || {};\n options.image.type = 'data';\n const image = await context.parse(arrayBuffer, options, options.baseUri);\n // Extend function to support additional mesh generation options (square grid or delatin)\n return getMesh(image, options.terrain);\n}\n","// Version constant cannot be imported, it needs to correspond to the build version of **this** module.\n// __VERSION__ is injected by babel-plugin-version-inline\n// @ts-ignore TS2304: Cannot find name '__VERSION__'.\nexport const VERSION = typeof __VERSION__ !== 'undefined' ? __VERSION__ : 'latest';\n","import type {Loader} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\n\n/**\n * Worker loader for quantized meshes\n */\nexport const TerrainLoader = {\n name: 'Terrain',\n id: 'terrain',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['png', 'pngraw'],\n mimeTypes: ['image/png'],\n options: {\n terrain: {\n tesselator: 'auto',\n bounds: null,\n meshMaxError: 10,\n elevationDecoder: {\n rScaler: 1,\n gScaler: 0,\n bScaler: 0,\n offset: 0\n },\n skirtHeight: null\n }\n }\n};\n\n/**\n * Loader for quantized meshes\n */\nexport const _typecheckTerrainWorkerLoader: Loader = TerrainLoader;\n","import type {Loader} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\n\n/**\n * Worker loader for quantized meshes\n */\nexport const QuantizedMeshLoader = {\n name: 'Quantized Mesh',\n id: 'quantized-mesh',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['terrain'],\n mimeTypes: ['application/vnd.quantized-mesh'],\n options: {\n 'quantized-mesh': {\n bounds: [0, 0, 1, 1],\n skirtHeight: null\n }\n }\n};\n\nexport const _typecheckQuantizedMeshLoader: Loader = QuantizedMeshLoader;\n","import type {LoaderWithParser} from '@loaders.gl/loader-utils';\nimport parseQuantizedMesh from './lib/parse-quantized-mesh';\nimport loadTerrain from './lib/parse-terrain';\n\nimport {TerrainLoader as TerrainWorkerLoader} from './terrain-loader';\nimport {QuantizedMeshLoader as QuantizedMeshWorkerLoader} from './quantized-mesh-loader';\n\n// TerrainLoader\n\nexport {TerrainWorkerLoader};\n\nexport const TerrainLoader = {\n ...TerrainWorkerLoader,\n parse: loadTerrain\n};\n\nexport const _typecheckTerrainLoader: LoaderWithParser = TerrainLoader; // eslint-disable-line\n\n// QuantizedMeshLoader\n\nexport {QuantizedMeshWorkerLoader};\n\n/**\n * Loader for quantized meshes\n */\nexport const QuantizedMeshLoader = {\n ...QuantizedMeshWorkerLoader,\n parseSync: parseQuantizedMesh,\n parse: async (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options)\n};\n\nexport const _typecheckQuantizedMeshLoader: LoaderWithParser = QuantizedMeshLoader;\n","import {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {QuantizedMeshLoader} from '../index';\n\ncreateLoaderWorker(QuantizedMeshLoader);\n"],"sourceRoot":""}
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