@loaders.gl/terrain 3.1.0-alpha.4 → 3.1.0-alpha.5
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.d.ts +1 -0
- package/dist/dist.min.js +1 -1
- package/dist/dist.min.js.map +1 -1
- package/dist/es5/bundle.js +1 -1
- package/dist/es5/bundle.js.map +1 -1
- package/dist/es5/index.js +9 -43
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/lib/decode-quantized-mesh.js +106 -128
- package/dist/es5/lib/decode-quantized-mesh.js.map +1 -1
- package/dist/es5/lib/delatin/index.js +346 -379
- package/dist/es5/lib/delatin/index.js.map +1 -1
- package/dist/es5/lib/helpers/skirt.js +41 -55
- package/dist/es5/lib/helpers/skirt.js.map +1 -1
- package/dist/es5/lib/parse-quantized-mesh.js +44 -54
- package/dist/es5/lib/parse-quantized-mesh.js.map +1 -1
- package/dist/es5/lib/parse-terrain.js +78 -105
- package/dist/es5/lib/parse-terrain.js.map +1 -1
- package/dist/es5/lib/utils/version.js +1 -1
- package/dist/es5/lib/utils/version.js.map +1 -1
- package/dist/es5/quantized-mesh-loader.js +2 -2
- package/dist/es5/quantized-mesh-loader.js.map +1 -1
- package/dist/es5/terrain-loader.js +2 -2
- package/dist/es5/terrain-loader.js.map +1 -1
- package/dist/esm/lib/helpers/skirt.js.map +1 -1
- package/dist/esm/lib/utils/version.js +1 -1
- package/dist/index.d.ts +76 -0
- package/dist/lib/decode-quantized-mesh.d.ts +56 -0
- package/dist/lib/delatin/index.d.ts +37 -0
- package/dist/lib/helpers/skirt.d.ts +12 -0
- package/dist/lib/parse-quantized-mesh.d.ts +24 -0
- package/dist/lib/parse-terrain.d.ts +24 -0
- package/dist/lib/utils/version.d.ts +1 -0
- package/dist/quantized-mesh-loader.d.ts +20 -0
- package/dist/quantized-mesh-worker.js +1 -1
- package/dist/quantized-mesh-worker.js.map +1 -1
- package/dist/terrain-loader.d.ts +31 -0
- package/dist/terrain-worker.js +1 -1
- package/dist/terrain-worker.js.map +1 -1
- package/dist/workers/quantized-mesh-worker.d.ts +1 -0
- package/dist/workers/terrain-worker.d.ts +1 -0
- package/package.json +6 -5
- package/src/lib/helpers/skirt.js +4 -4
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@@ -7,12 +7,6 @@ Object.defineProperty(exports, "__esModule", {
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exports.default = loadTerrain;
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var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
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var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
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var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
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var _schema = require("@loaders.gl/schema");
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var _martini = _interopRequireDefault(require("@mapbox/martini"));
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@@ -22,29 +16,31 @@ var _delatin = _interopRequireDefault(require("./delatin"));
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var _skirt = require("./helpers/skirt");
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function getTerrain(imageData, width, height, elevationDecoder, tesselator) {
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const {
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rScaler,
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bScaler,
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gScaler,
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offset
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} = elevationDecoder;
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const terrain = new Float32Array((width + 1) * (height + 1));
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for (let i = 0, y = 0; y < height; y++) {
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for (let x = 0; x < width; x++, i++) {
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const k = i * 4;
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const r = imageData[k + 0];
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const g = imageData[k + 1];
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const b = imageData[k + 2];
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terrain[i + y] = r * rScaler + g * gScaler + b * bScaler + offset;
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}
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}
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if (tesselator === 'martini') {
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for (
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terrain[
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for (let i = (width + 1) * width, x = 0; x < width; x++, i++) {
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terrain[i] = terrain[i - width - 1];
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}
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for (
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terrain[
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for (let i = height, y = 0; y < height + 1; y++, i += height + 1) {
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terrain[i] = terrain[i - 1];
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}
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}
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}
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function getMeshAttributes(vertices, terrain, width, height, bounds) {
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var xScale = (maxX - minX) / width;
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var yScale = (maxY - minY) / height;
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for (var i = 0; i < numOfVerticies; i++) {
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var x = vertices[i * 2];
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var y = vertices[i * 2 + 1];
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var pixelIdx = y * gridSize + x;
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const gridSize = width + 1;
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const numOfVerticies = vertices.length / 2;
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const positions = new Float32Array(numOfVerticies * 3);
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const texCoords = new Float32Array(numOfVerticies * 2);
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const [minX, minY, maxX, maxY] = bounds || [0, 0, width, height];
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const xScale = (maxX - minX) / width;
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const yScale = (maxY - minY) / height;
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for (let i = 0; i < numOfVerticies; i++) {
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const x = vertices[i * 2];
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const y = vertices[i * 2 + 1];
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const pixelIdx = y * gridSize + x;
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positions[3 * i + 0] = x * xScale + minX;
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positions[3 * i + 1] = -y * yScale + maxY;
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positions[3 * i + 2] = terrain[pixelIdx];
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return null;
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}
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const {
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meshMaxError,
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bounds,
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elevationDecoder
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} = terrainOptions;
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const {
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data,
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width,
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height
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} = terrainImage;
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let terrain;
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let mesh;
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switch (terrainOptions.tesselator) {
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case 'martini':
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break;
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}
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const {
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vertices
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} = mesh;
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let {
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triangles
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} = mesh;
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let attributes = getMeshAttributes(vertices, terrain, width, height, bounds);
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const boundingBox = (0, _schema.getMeshBoundingBox)(attributes);
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if (terrainOptions.skirtHeight) {
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const {
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attributes: newAttributes,
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triangles: newTriangles
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} = (0, _skirt.addSkirt)(attributes, triangles, terrainOptions.skirtHeight);
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attributes = newAttributes;
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triangles = newTriangles;
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}
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},
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header: {
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vertexCount: triangles.length,
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boundingBox
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boundingBox
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},
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mode: 4,
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indices: {
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value: Uint32Array.from(triangles),
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size: 1
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},
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attributes
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};
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}
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function getMartiniTileMesh(meshMaxError, width, terrain) {
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const gridSize = width + 1;
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const martini = new _martini.default(gridSize);
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const tile = martini.createTile(terrain);
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const {
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vertices,
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triangles
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} = tile.getMesh(meshMaxError);
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return {
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vertices
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triangles
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vertices,
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triangles
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};
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}
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function getDelatinTileMesh(meshMaxError, width, height, terrain) {
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const tin = new _delatin.default(terrain, width + 1, height + 1);
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tin.run(meshMaxError);
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const {
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} = tin;
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const vertices = coords;
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return {
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vertices
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triangles
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vertices,
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triangles
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};
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}
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function loadTerrain(
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_loadTerrain = (0, _asyncToGenerator2.default)(_regenerator.default.mark(function _callee(arrayBuffer, options, context) {
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var image;
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return _regenerator.default.wrap(function _callee$(_context) {
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while (1) {
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switch (_context.prev = _context.next) {
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case 0:
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options.image = options.image || {};
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options.image.type = 'data';
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_context.next = 4;
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return context.parse(arrayBuffer, options, options.baseUri);
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case 4:
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image = _context.sent;
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return _context.abrupt("return", getMesh(image, options.terrain));
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case 6:
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case "end":
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return _context.stop();
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}
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}
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}, _callee);
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}));
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return _loadTerrain.apply(this, arguments);
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async function loadTerrain(arrayBuffer, options, context) {
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options.image = options.image || {};
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options.image.type = 'data';
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const image = await context.parse(arrayBuffer, options, options.baseUri);
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return getMesh(image, options.terrain);
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}
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//# sourceMappingURL=parse-terrain.js.map
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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"],"file":"parse-terrain.js"}
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{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"],"file":"parse-terrain.js"}
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{"version":3,"sources":["../../../../src/lib/utils/version.js"],"names":["VERSION"],"mappings":";;;;;;AAGO,MAAMA,OAAO,GAAG,2BAAuB,WAAvB,qBAAmD,QAAnE","sourcesContent":["// 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"],"file":"version.js"}
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{"version":3,"sources":["../../src/quantized-mesh-loader.ts"],"names":["QuantizedMeshLoader","name","id","module","version","VERSION","worker","extensions","mimeTypes","options","bounds","skirtHeight","_typecheckQuantizedMeshLoader"],"mappings":";;;;;;;AACA;;AAKO,
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{"version":3,"sources":["../../src/quantized-mesh-loader.ts"],"names":["QuantizedMeshLoader","name","id","module","version","VERSION","worker","extensions","mimeTypes","options","bounds","skirtHeight","_typecheckQuantizedMeshLoader"],"mappings":";;;;;;;AACA;;AAKO,MAAMA,mBAAmB,GAAG;AACjCC,EAAAA,IAAI,EAAE,gBAD2B;AAEjCC,EAAAA,EAAE,EAAE,gBAF6B;AAGjCC,EAAAA,MAAM,EAAE,SAHyB;AAIjCC,EAAAA,OAAO,EAAEC,gBAJwB;AAKjCC,EAAAA,MAAM,EAAE,IALyB;AAMjCC,EAAAA,UAAU,EAAE,CAAC,SAAD,CANqB;AAOjCC,EAAAA,SAAS,EAAE,CAAC,gCAAD,CAPsB;AAQjCC,EAAAA,OAAO,EAAE;AACP,sBAAkB;AAChBC,MAAAA,MAAM,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADQ;AAEhBC,MAAAA,WAAW,EAAE;AAFG;AADX;AARwB,CAA5B;;AAgBA,MAAMC,6BAAqC,GAAGZ,mBAA9C","sourcesContent":["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"],"file":"quantized-mesh-loader.js"}
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{"version":3,"sources":["../../src/terrain-loader.ts"],"names":["TerrainLoader","name","id","module","version","VERSION","worker","extensions","mimeTypes","options","terrain","tesselator","bounds","meshMaxError","elevationDecoder","rScaler","gScaler","bScaler","offset","skirtHeight","_typecheckTerrainWorkerLoader"],"mappings":";;;;;;;AACA;;AAKO,
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{"version":3,"sources":["../../src/terrain-loader.ts"],"names":["TerrainLoader","name","id","module","version","VERSION","worker","extensions","mimeTypes","options","terrain","tesselator","bounds","meshMaxError","elevationDecoder","rScaler","gScaler","bScaler","offset","skirtHeight","_typecheckTerrainWorkerLoader"],"mappings":";;;;;;;AACA;;AAKO,MAAMA,aAAa,GAAG;AAC3BC,EAAAA,IAAI,EAAE,SADqB;AAE3BC,EAAAA,EAAE,EAAE,SAFuB;AAG3BC,EAAAA,MAAM,EAAE,SAHmB;AAI3BC,EAAAA,OAAO,EAAEC,gBAJkB;AAK3BC,EAAAA,MAAM,EAAE,IALmB;AAM3BC,EAAAA,UAAU,EAAE,CAAC,KAAD,EAAQ,QAAR,CANe;AAO3BC,EAAAA,SAAS,EAAE,CAAC,WAAD,CAPgB;AAQ3BC,EAAAA,OAAO,EAAE;AACPC,IAAAA,OAAO,EAAE;AACPC,MAAAA,UAAU,EAAE,MADL;AAEPC,MAAAA,MAAM,EAAE,IAFD;AAGPC,MAAAA,YAAY,EAAE,EAHP;AAIPC,MAAAA,gBAAgB,EAAE;AAChBC,QAAAA,OAAO,EAAE,CADO;AAEhBC,QAAAA,OAAO,EAAE,CAFO;AAGhBC,QAAAA,OAAO,EAAE,CAHO;AAIhBC,QAAAA,MAAM,EAAE;AAJQ,OAJX;AAUPC,MAAAA,WAAW,EAAE;AAVN;AADF;AARkB,CAAtB;;AA2BA,MAAMC,6BAAqC,GAAGpB,aAA9C","sourcesContent":["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"],"file":"terrain-loader.js"}
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{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"],"file":"skirt.js"}
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+
{"version":3,"sources":["../../../../src/lib/helpers/skirt.js"],"names":["concatenateTypedArrays","addSkirt","attributes","triangles","skirtHeight","outsideIndices","outsideEdges","getOutsideEdgesFromIndices","POSITION","value","getOutsideEdgesFromTriangles","newPosition","constructor","length","newTexcoord0","TEXCOORD_0","newTriangles","i","edge","updateAttributesForNewEdge","edgeIndex","resultTriangles","Array","concat","edges","push","sort","a","b","Math","min","max","index","indices","position","westIndices","eastIndices","southIndices","northIndices","indexGroup","positionsLength","vertex1Offset","vertex2Offset","set","subarray","triangle1Offset"],"mappings":"AAAA,SAAQA,sBAAR,QAAqC,0BAArC;AAUA,OAAO,SAASC,QAAT,CAAkBC,UAAlB,EAA8BC,SAA9B,EAAyCC,WAAzC,EAAsDC,cAAc,GAAG,IAAvE,EAA6E;AAClF,QAAMC,YAAY,GAAGD,cAAc,GAC/BE,0BAA0B,CAACF,cAAD,EAAiBH,UAAU,CAACM,QAAX,CAAoBC,KAArC,CADK,GAE/BC,4BAA4B,CAACP,SAAD,CAFhC;AAKA,QAAMQ,WAAW,GAAG,IAAIT,UAAU,CAACM,QAAX,CAAoBC,KAApB,CAA0BG,WAA9B,CAA0CN,YAAY,CAACO,MAAb,GAAsB,CAAhE,CAApB;AACA,QAAMC,YAAY,GAAG,IAAIZ,UAAU,CAACa,UAAX,CAAsBN,KAAtB,CAA4BG,WAAhC,CAA4CN,YAAY,CAACO,MAAb,GAAsB,CAAlE,CAArB;AAGA,QAAMG,YAAY,GAAG,IAAIb,SAAS,CAACS,WAAd,CAA0BN,YAAY,CAACO,MAAb,GAAsB,CAAhD,CAArB;;AAEA,OAAK,IAAII,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGX,YAAY,CAACO,MAAjC,EAAyCI,CAAC,EAA1C,EAA8C;AAC5C,UAAMC,IAAI,GAAGZ,YAAY,CAACW,CAAD,CAAzB;AAEAE,IAAAA,0BAA0B,CAAC;AACzBD,MAAAA,IADyB;AAEzBE,MAAAA,SAAS,EAAEH,CAFc;AAGzBf,MAAAA,UAHyB;AAIzBE,MAAAA,WAJyB;AAKzBO,MAAAA,WALyB;AAMzBG,MAAAA,YANyB;AAOzBE,MAAAA;AAPyB,KAAD,CAA1B;AASD;;AAEDd,EAAAA,UAAU,CAACM,QAAX,CAAoBC,KAApB,GAA4BT,sBAAsB,CAACE,UAAU,CAACM,QAAX,CAAoBC,KAArB,EAA4BE,WAA5B,CAAlD;AACAT,EAAAA,UAAU,CAACa,UAAX,CAAsBN,KAAtB,GAA8BT,sBAAsB,CAACE,UAAU,CAACa,UAAX,CAAsBN,KAAvB,EAA8BK,YAA9B,CAApD;AACA,QAAMO,eAAe,GACnBlB,SAAS,YAAYmB,KAArB,GACInB,SAAS,CAACoB,MAAV,CAAiBP,YAAjB,CADJ,GAEIhB,sBAAsB,CAACG,SAAD,EAAYa,YAAZ,CAH5B;AAKA,SAAO;AACLd,IAAAA,UADK;AAELC,IAAAA,SAAS,EAAEkB;AAFN,GAAP;AAID;;AAOD,SAASX,4BAAT,CAAsCP,SAAtC,EAAiD;AAC/C,QAAMqB,KAAK,GAAG,EAAd;;AACA,OAAK,IAAIP,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGd,SAAS,CAACU,MAA9B,EAAsCI,CAAC,IAAI,CAA3C,EAA8C;AAC5CO,IAAAA,KAAK,CAACC,IAAN,CAAW,CAACtB,SAAS,CAACc,CAAD,CAAV,EAAed,SAAS,CAACc,CAAC,GAAG,CAAL,CAAxB,CAAX;AACAO,IAAAA,KAAK,CAACC,IAAN,CAAW,CAACtB,SAAS,CAACc,CAAC,GAAG,CAAL,CAAV,EAAmBd,SAAS,CAACc,CAAC,GAAG,CAAL,CAA5B,CAAX;AACAO,IAAAA,KAAK,CAACC,IAAN,CAAW,CAACtB,SAAS,CAACc,CAAC,GAAG,CAAL,CAAV,EAAmBd,SAAS,CAACc,CAAD,CAA5B,CAAX;AACD;;AAEDO,EAAAA,KAAK,CAACE,IAAN,CAAW,CAACC,CAAD,EAAIC,CAAJ,KAAUC,IAAI,CAACC,GAAL,CAAS,GAAGH,CAAZ,IAAiBE,IAAI,CAACC,GAAL,CAAS,GAAGF,CAAZ,CAAjB,IAAmCC,IAAI,CAACE,GAAL,CAAS,GAAGJ,CAAZ,IAAiBE,IAAI,CAACE,GAAL,CAAS,GAAGH,CAAZ,CAAzE;AAEA,QAAMtB,YAAY,GAAG,EAArB;AACA,MAAI0B,KAAK,GAAG,CAAZ;;AACA,SAAOA,KAAK,GAAGR,KAAK,CAACX,MAArB,EAA6B;AAC3B,QAAIW,KAAK,CAACQ,KAAD,CAAL,CAAa,CAAb,MAAoBR,KAAK,CAACQ,KAAK,GAAG,CAAT,CAAL,CAAiB,CAAjB,CAApB,IAA2CR,KAAK,CAACQ,KAAD,CAAL,CAAa,CAAb,MAAoBR,KAAK,CAACQ,KAAK,GAAG,CAAT,CAAL,CAAiB,CAAjB,CAAnE,EAAwF;AACtFA,MAAAA,KAAK,IAAI,CAAT;AACD,KAFD,MAEO;AACL1B,MAAAA,YAAY,CAACmB,IAAb,CAAkBD,KAAK,CAACQ,KAAK,GAAG,CAAT,CAAvB;AACAA,MAAAA,KAAK;AACN;AACF;;AACD,SAAO1B,YAAP;AACD;;AAQD,SAASC,0BAAT,CAAoC0B,OAApC,EAA6CC,QAA7C,EAAuD;AAErDD,EAAAA,OAAO,CAACE,WAAR,CAAoBT,IAApB,CAAyB,CAACC,CAAD,EAAIC,CAAJ,KAAUM,QAAQ,CAAC,IAAIP,CAAJ,GAAQ,CAAT,CAAR,GAAsBO,QAAQ,CAAC,IAAIN,CAAJ,GAAQ,CAAT,CAAjE;AAEAK,EAAAA,OAAO,CAACG,WAAR,CAAoBV,IAApB,CAAyB,CAACC,CAAD,EAAIC,CAAJ,KAAUM,QAAQ,CAAC,IAAIN,CAAJ,GAAQ,CAAT,CAAR,GAAsBM,QAAQ,CAAC,IAAIP,CAAJ,GAAQ,CAAT,CAAjE;AACAM,EAAAA,OAAO,CAACI,YAAR,CAAqBX,IAArB,CAA0B,CAACC,CAAD,EAAIC,CAAJ,KAAUM,QAAQ,CAAC,IAAIN,CAAL,CAAR,GAAkBM,QAAQ,CAAC,IAAIP,CAAL,CAA9D;AAEAM,EAAAA,OAAO,CAACK,YAAR,CAAqBZ,IAArB,CAA0B,CAACC,CAAD,EAAIC,CAAJ,KAAUM,QAAQ,CAAC,IAAIP,CAAL,CAAR,GAAkBO,QAAQ,CAAC,IAAIN,CAAL,CAA9D;AAEA,QAAMJ,KAAK,GAAG,EAAd;;AACA,OAAK,MAAMQ,KAAX,IAAoBC,OAApB,EAA6B;AAC3B,UAAMM,UAAU,GAAGN,OAAO,CAACD,KAAD,CAA1B;;AACA,SAAK,IAAIf,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGsB,UAAU,CAAC1B,MAAX,GAAoB,CAAxC,EAA2CI,CAAC,EAA5C,EAAgD;AAC9CO,MAAAA,KAAK,CAACC,IAAN,CAAW,CAACc,UAAU,CAACtB,CAAD,CAAX,EAAgBsB,UAAU,CAACtB,CAAC,GAAG,CAAL,CAA1B,CAAX;AACD;AACF;;AACD,SAAOO,KAAP;AACD;;AAcD,SAASL,0BAAT,CAAoC;AAClCD,EAAAA,IADkC;AAElCE,EAAAA,SAFkC;AAGlClB,EAAAA,UAHkC;AAIlCE,EAAAA,WAJkC;AAKlCO,EAAAA,WALkC;AAMlCG,EAAAA,YANkC;AAOlCE,EAAAA;AAPkC,CAApC,EAQG;AACD,QAAMwB,eAAe,GAAGtC,UAAU,CAACM,QAAX,CAAoBC,KAApB,CAA0BI,MAAlD;AACA,QAAM4B,aAAa,GAAGrB,SAAS,GAAG,CAAlC;AACA,QAAMsB,aAAa,GAAGtB,SAAS,GAAG,CAAZ,GAAgB,CAAtC;AAGAT,EAAAA,WAAW,CAACgC,GAAZ,CACEzC,UAAU,CAACM,QAAX,CAAoBC,KAApB,CAA0BmC,QAA1B,CAAmC1B,IAAI,CAAC,CAAD,CAAJ,GAAU,CAA7C,EAAgDA,IAAI,CAAC,CAAD,CAAJ,GAAU,CAAV,GAAc,CAA9D,CADF,EAEEuB,aAAa,GAAG,CAFlB;AAIA9B,EAAAA,WAAW,CAAC8B,aAAa,GAAG,CAAhB,GAAoB,CAArB,CAAX,GAAqC9B,WAAW,CAAC8B,aAAa,GAAG,CAAhB,GAAoB,CAArB,CAAX,GAAqCrC,WAA1E;AAGAO,EAAAA,WAAW,CAACgC,GAAZ,CACEzC,UAAU,CAACM,QAAX,CAAoBC,KAApB,CAA0BmC,QAA1B,CAAmC1B,IAAI,CAAC,CAAD,CAAJ,GAAU,CAA7C,EAAgDA,IAAI,CAAC,CAAD,CAAJ,GAAU,CAAV,GAAc,CAA9D,CADF,EAEEwB,aAAa,GAAG,CAFlB;AAIA/B,EAAAA,WAAW,CAAC+B,aAAa,GAAG,CAAhB,GAAoB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{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 {import('modules/schema').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 {import('modules/schema').TypedArray} args.newPosition - POSITION array for skirt data\n * @param {import('modules/schema').TypedArray} args.newTexcoord0 - TEXCOORD_0 array for skirt data\n * @param {import('modules/schema').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"],"file":"skirt.js"}
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@@ -1,2 +1,2 @@
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1
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-
export const VERSION = typeof "3.1.0-alpha.
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1
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+
export const VERSION = typeof "3.1.0-alpha.5" !== 'undefined' ? "3.1.0-alpha.5" : 'latest';
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2
2
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//# sourceMappingURL=version.js.map
|
package/dist/index.d.ts
ADDED
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@@ -0,0 +1,76 @@
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1
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import type { LoaderWithParser } from '@loaders.gl/loader-utils';
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2
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+
import parseQuantizedMesh from './lib/parse-quantized-mesh';
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3
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+
import loadTerrain from './lib/parse-terrain';
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4
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+
import { TerrainLoader as TerrainWorkerLoader } from './terrain-loader';
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5
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+
import { QuantizedMeshLoader as QuantizedMeshWorkerLoader } from './quantized-mesh-loader';
|
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6
|
+
export { TerrainWorkerLoader };
|
|
7
|
+
export declare const TerrainLoader: {
|
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8
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+
parse: typeof loadTerrain;
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9
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+
name: string;
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10
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+
id: string;
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11
|
+
module: string;
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version: any;
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13
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worker: boolean;
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14
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extensions: string[];
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+
mimeTypes: string[];
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options: {
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terrain: {
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+
tesselator: string;
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+
bounds: null;
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20
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+
meshMaxError: number;
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21
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+
elevationDecoder: {
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22
|
+
rScaler: number;
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23
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+
gScaler: number;
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24
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+
bScaler: number;
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25
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+
offset: number;
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26
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+
};
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27
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+
skirtHeight: null;
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28
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+
};
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+
};
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30
|
+
};
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31
|
+
export declare const _typecheckTerrainLoader: LoaderWithParser;
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32
|
+
export { QuantizedMeshWorkerLoader };
|
|
33
|
+
/**
|
|
34
|
+
* Loader for quantized meshes
|
|
35
|
+
*/
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|
36
|
+
export declare const QuantizedMeshLoader: {
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|
+
parseSync: typeof parseQuantizedMesh;
|
|
38
|
+
parse: (arrayBuffer: any, options: any) => Promise<{
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+
loaderData: {
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|
+
header: {};
|
|
41
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+
};
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+
header: {
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43
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+
vertexCount: number;
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44
|
+
boundingBox: [[number, number, number], [number, number, number]];
|
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+
};
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46
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+
mode: number;
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+
indices: {
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+
value: Uint16Array | Uint32Array | undefined;
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size: number;
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+
};
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+
attributes: {
|
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+
POSITION: {
|
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53
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+
value: Float32Array;
|
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54
|
+
size: number;
|
|
55
|
+
};
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|
56
|
+
TEXCOORD_0: {
|
|
57
|
+
value: Float32Array;
|
|
58
|
+
size: number;
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|
59
|
+
};
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|
60
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+
};
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61
|
+
} | null>;
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+
name: string;
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63
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+
id: string;
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+
module: string;
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+
version: any;
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+
worker: boolean;
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+
extensions: string[];
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+
mimeTypes: string[];
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+
options: {
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|
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+
'quantized-mesh': {
|
|
71
|
+
bounds: number[];
|
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72
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+
skirtHeight: null;
|
|
73
|
+
};
|
|
74
|
+
};
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|
75
|
+
};
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76
|
+
export declare const _typecheckQuantizedMeshLoader: LoaderWithParser;
|
|
@@ -0,0 +1,56 @@
|
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|
1
|
+
export default function decode(data: any, userOptions: any): {
|
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2
|
+
header: {};
|
|
3
|
+
vertexData?: undefined;
|
|
4
|
+
triangleIndices?: undefined;
|
|
5
|
+
westIndices?: undefined;
|
|
6
|
+
northIndices?: undefined;
|
|
7
|
+
eastIndices?: undefined;
|
|
8
|
+
southIndices?: undefined;
|
|
9
|
+
extensions?: undefined;
|
|
10
|
+
} | {
|
|
11
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+
header: {};
|
|
12
|
+
vertexData: Uint16Array;
|
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13
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+
triangleIndices?: undefined;
|
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14
|
+
westIndices?: undefined;
|
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15
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+
northIndices?: undefined;
|
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16
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+
eastIndices?: undefined;
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17
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+
southIndices?: undefined;
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+
extensions?: undefined;
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+
} | {
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20
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+
header: {};
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+
vertexData: Uint16Array;
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22
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+
triangleIndices: Uint16Array | Uint32Array;
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23
|
+
westIndices?: undefined;
|
|
24
|
+
northIndices?: undefined;
|
|
25
|
+
eastIndices?: undefined;
|
|
26
|
+
southIndices?: undefined;
|
|
27
|
+
extensions?: undefined;
|
|
28
|
+
} | {
|
|
29
|
+
header: {};
|
|
30
|
+
vertexData: Uint16Array;
|
|
31
|
+
triangleIndices: Uint16Array | Uint32Array;
|
|
32
|
+
westIndices: Uint16Array | Uint32Array;
|
|
33
|
+
northIndices: Uint16Array | Uint32Array;
|
|
34
|
+
eastIndices: Uint16Array | Uint32Array;
|
|
35
|
+
southIndices: Uint16Array | Uint32Array;
|
|
36
|
+
extensions?: undefined;
|
|
37
|
+
} | {
|
|
38
|
+
header: {};
|
|
39
|
+
vertexData: Uint16Array;
|
|
40
|
+
triangleIndices: Uint16Array | Uint32Array;
|
|
41
|
+
westIndices: Uint16Array | Uint32Array;
|
|
42
|
+
northIndices: Uint16Array | Uint32Array;
|
|
43
|
+
eastIndices: Uint16Array | Uint32Array;
|
|
44
|
+
southIndices: Uint16Array | Uint32Array;
|
|
45
|
+
extensions: {
|
|
46
|
+
vertexNormals: Uint8Array;
|
|
47
|
+
waterMask: any;
|
|
48
|
+
};
|
|
49
|
+
};
|
|
50
|
+
export namespace DECODING_STEPS {
|
|
51
|
+
const header: number;
|
|
52
|
+
const vertices: number;
|
|
53
|
+
const triangleIndices: number;
|
|
54
|
+
const edgeIndices: number;
|
|
55
|
+
const extensions: number;
|
|
56
|
+
}
|
|
@@ -0,0 +1,37 @@
|
|
|
1
|
+
export default class Delatin {
|
|
2
|
+
constructor(data: any, width: any, height?: any);
|
|
3
|
+
data: any;
|
|
4
|
+
width: any;
|
|
5
|
+
height: any;
|
|
6
|
+
coords: any[];
|
|
7
|
+
triangles: any[];
|
|
8
|
+
_halfedges: any[];
|
|
9
|
+
_candidates: any[];
|
|
10
|
+
_queueIndices: any[];
|
|
11
|
+
_queue: any[];
|
|
12
|
+
_errors: any[];
|
|
13
|
+
_rms: any[];
|
|
14
|
+
_pending: any[];
|
|
15
|
+
_pendingLen: number;
|
|
16
|
+
_rmsSum: number;
|
|
17
|
+
run(maxError?: number): void;
|
|
18
|
+
refine(): void;
|
|
19
|
+
getMaxError(): any;
|
|
20
|
+
getRMSD(): number;
|
|
21
|
+
heightAt(x: any, y: any): any;
|
|
22
|
+
_flush(): void;
|
|
23
|
+
_findCandidate(p0x: any, p0y: any, p1x: any, p1y: any, p2x: any, p2y: any, t: any): void;
|
|
24
|
+
_step(): void;
|
|
25
|
+
_addPoint(x: any, y: any): number;
|
|
26
|
+
_addTriangle(a: any, b: any, c: any, ab: any, bc: any, ca: any, e?: number): number;
|
|
27
|
+
_legalize(a: any): void;
|
|
28
|
+
_handleCollinear(pn: any, a: any): void;
|
|
29
|
+
_queuePush(t: any, error: any, rms: any): void;
|
|
30
|
+
_queuePop(): any;
|
|
31
|
+
_queuePopBack(): any;
|
|
32
|
+
_queueRemove(t: any): void;
|
|
33
|
+
_queueLess(i: any, j: any): boolean;
|
|
34
|
+
_queueSwap(i: any, j: any): void;
|
|
35
|
+
_queueUp(j0: any): void;
|
|
36
|
+
_queueDown(i0: any, n: any): boolean;
|
|
37
|
+
}
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Add skirt to existing mesh
|
|
3
|
+
* @param {object} attributes - POSITION and TEXCOOD_0 attributes data
|
|
4
|
+
* @param {any} triangles - indices array of the mesh geometry
|
|
5
|
+
* @param {number} skirtHeight - height of the skirt geometry
|
|
6
|
+
* @param {object} outsideIndices - edge indices from quantized mesh data
|
|
7
|
+
* @returns - geometry data with added skirt
|
|
8
|
+
*/
|
|
9
|
+
export function addSkirt(attributes: object, triangles: any, skirtHeight: number, outsideIndices?: object): {
|
|
10
|
+
attributes: any;
|
|
11
|
+
triangles: any;
|
|
12
|
+
};
|