@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.
Files changed (42) hide show
  1. package/dist/bundle.d.ts +1 -0
  2. package/dist/dist.min.js +1 -1
  3. package/dist/dist.min.js.map +1 -1
  4. package/dist/es5/bundle.js +1 -1
  5. package/dist/es5/bundle.js.map +1 -1
  6. package/dist/es5/index.js +9 -43
  7. package/dist/es5/index.js.map +1 -1
  8. package/dist/es5/lib/decode-quantized-mesh.js +106 -128
  9. package/dist/es5/lib/decode-quantized-mesh.js.map +1 -1
  10. package/dist/es5/lib/delatin/index.js +346 -379
  11. package/dist/es5/lib/delatin/index.js.map +1 -1
  12. package/dist/es5/lib/helpers/skirt.js +41 -55
  13. package/dist/es5/lib/helpers/skirt.js.map +1 -1
  14. package/dist/es5/lib/parse-quantized-mesh.js +44 -54
  15. package/dist/es5/lib/parse-quantized-mesh.js.map +1 -1
  16. package/dist/es5/lib/parse-terrain.js +78 -105
  17. package/dist/es5/lib/parse-terrain.js.map +1 -1
  18. package/dist/es5/lib/utils/version.js +1 -1
  19. package/dist/es5/lib/utils/version.js.map +1 -1
  20. package/dist/es5/quantized-mesh-loader.js +2 -2
  21. package/dist/es5/quantized-mesh-loader.js.map +1 -1
  22. package/dist/es5/terrain-loader.js +2 -2
  23. package/dist/es5/terrain-loader.js.map +1 -1
  24. package/dist/esm/lib/helpers/skirt.js.map +1 -1
  25. package/dist/esm/lib/utils/version.js +1 -1
  26. package/dist/index.d.ts +76 -0
  27. package/dist/lib/decode-quantized-mesh.d.ts +56 -0
  28. package/dist/lib/delatin/index.d.ts +37 -0
  29. package/dist/lib/helpers/skirt.d.ts +12 -0
  30. package/dist/lib/parse-quantized-mesh.d.ts +24 -0
  31. package/dist/lib/parse-terrain.d.ts +24 -0
  32. package/dist/lib/utils/version.d.ts +1 -0
  33. package/dist/quantized-mesh-loader.d.ts +20 -0
  34. package/dist/quantized-mesh-worker.js +1 -1
  35. package/dist/quantized-mesh-worker.js.map +1 -1
  36. package/dist/terrain-loader.d.ts +31 -0
  37. package/dist/terrain-worker.js +1 -1
  38. package/dist/terrain-worker.js.map +1 -1
  39. package/dist/workers/quantized-mesh-worker.d.ts +1 -0
  40. package/dist/workers/terrain-worker.d.ts +1 -0
  41. package/package.json +6 -5
  42. package/src/lib/helpers/skirt.js +4 -4
@@ -7,12 +7,6 @@ Object.defineProperty(exports, "__esModule", {
7
7
  });
8
8
  exports.default = loadTerrain;
9
9
 
10
- var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
11
-
12
- var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
13
-
14
- var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
15
-
16
10
  var _schema = require("@loaders.gl/schema");
17
11
 
18
12
  var _martini = _interopRequireDefault(require("@mapbox/martini"));
@@ -22,29 +16,31 @@ var _delatin = _interopRequireDefault(require("./delatin"));
22
16
  var _skirt = require("./helpers/skirt");
23
17
 
24
18
  function getTerrain(imageData, width, height, elevationDecoder, tesselator) {
25
- var rScaler = elevationDecoder.rScaler,
26
- bScaler = elevationDecoder.bScaler,
27
- gScaler = elevationDecoder.gScaler,
28
- offset = elevationDecoder.offset;
29
- var terrain = new Float32Array((width + 1) * (height + 1));
30
-
31
- for (var i = 0, y = 0; y < height; y++) {
32
- for (var x = 0; x < width; x++, i++) {
33
- var k = i * 4;
34
- var r = imageData[k + 0];
35
- var g = imageData[k + 1];
36
- var b = imageData[k + 2];
19
+ const {
20
+ rScaler,
21
+ bScaler,
22
+ gScaler,
23
+ offset
24
+ } = elevationDecoder;
25
+ const terrain = new Float32Array((width + 1) * (height + 1));
26
+
27
+ for (let i = 0, y = 0; y < height; y++) {
28
+ for (let x = 0; x < width; x++, i++) {
29
+ const k = i * 4;
30
+ const r = imageData[k + 0];
31
+ const g = imageData[k + 1];
32
+ const b = imageData[k + 2];
37
33
  terrain[i + y] = r * rScaler + g * gScaler + b * bScaler + offset;
38
34
  }
39
35
  }
40
36
 
41
37
  if (tesselator === 'martini') {
42
- for (var _i = (width + 1) * width, _x = 0; _x < width; _x++, _i++) {
43
- terrain[_i] = terrain[_i - width - 1];
38
+ for (let i = (width + 1) * width, x = 0; x < width; x++, i++) {
39
+ terrain[i] = terrain[i - width - 1];
44
40
  }
45
41
 
46
- for (var _i2 = height, _y = 0; _y < height + 1; _y++, _i2 += height + 1) {
47
- terrain[_i2] = terrain[_i2 - 1];
42
+ for (let i = height, y = 0; y < height + 1; y++, i += height + 1) {
43
+ terrain[i] = terrain[i - 1];
48
44
  }
49
45
  }
50
46
 
@@ -52,25 +48,18 @@ function getTerrain(imageData, width, height, elevationDecoder, tesselator) {
52
48
  }
53
49
 
54
50
  function getMeshAttributes(vertices, terrain, width, height, bounds) {
55
- var gridSize = width + 1;
56
- var numOfVerticies = vertices.length / 2;
57
- var positions = new Float32Array(numOfVerticies * 3);
58
- var texCoords = new Float32Array(numOfVerticies * 2);
59
-
60
- var _ref = bounds || [0, 0, width, height],
61
- _ref2 = (0, _slicedToArray2.default)(_ref, 4),
62
- minX = _ref2[0],
63
- minY = _ref2[1],
64
- maxX = _ref2[2],
65
- maxY = _ref2[3];
66
-
67
- var xScale = (maxX - minX) / width;
68
- var yScale = (maxY - minY) / height;
69
-
70
- for (var i = 0; i < numOfVerticies; i++) {
71
- var x = vertices[i * 2];
72
- var y = vertices[i * 2 + 1];
73
- var pixelIdx = y * gridSize + x;
51
+ const gridSize = width + 1;
52
+ const numOfVerticies = vertices.length / 2;
53
+ const positions = new Float32Array(numOfVerticies * 3);
54
+ const texCoords = new Float32Array(numOfVerticies * 2);
55
+ const [minX, minY, maxX, maxY] = bounds || [0, 0, width, height];
56
+ const xScale = (maxX - minX) / width;
57
+ const yScale = (maxY - minY) / height;
58
+
59
+ for (let i = 0; i < numOfVerticies; i++) {
60
+ const x = vertices[i * 2];
61
+ const y = vertices[i * 2 + 1];
62
+ const pixelIdx = y * gridSize + x;
74
63
  positions[3 * i + 0] = x * xScale + minX;
75
64
  positions[3 * i + 1] = -y * yScale + maxY;
76
65
  positions[3 * i + 2] = terrain[pixelIdx];
@@ -95,14 +84,18 @@ function getMesh(terrainImage, terrainOptions) {
95
84
  return null;
96
85
  }
97
86
 
98
- var meshMaxError = terrainOptions.meshMaxError,
99
- bounds = terrainOptions.bounds,
100
- elevationDecoder = terrainOptions.elevationDecoder;
101
- var data = terrainImage.data,
102
- width = terrainImage.width,
103
- height = terrainImage.height;
104
- var terrain;
105
- var mesh;
87
+ const {
88
+ meshMaxError,
89
+ bounds,
90
+ elevationDecoder
91
+ } = terrainOptions;
92
+ const {
93
+ data,
94
+ width,
95
+ height
96
+ } = terrainImage;
97
+ let terrain;
98
+ let mesh;
106
99
 
107
100
  switch (terrainOptions.tesselator) {
108
101
  case 'martini':
@@ -127,18 +120,20 @@ function getMesh(terrainImage, terrainOptions) {
127
120
  break;
128
121
  }
129
122
 
130
- var _mesh = mesh,
131
- vertices = _mesh.vertices;
132
- var _mesh2 = mesh,
133
- triangles = _mesh2.triangles;
134
- var attributes = getMeshAttributes(vertices, terrain, width, height, bounds);
135
- var boundingBox = (0, _schema.getMeshBoundingBox)(attributes);
123
+ const {
124
+ vertices
125
+ } = mesh;
126
+ let {
127
+ triangles
128
+ } = mesh;
129
+ let attributes = getMeshAttributes(vertices, terrain, width, height, bounds);
130
+ const boundingBox = (0, _schema.getMeshBoundingBox)(attributes);
136
131
 
137
132
  if (terrainOptions.skirtHeight) {
138
- var _addSkirt = (0, _skirt.addSkirt)(attributes, triangles, terrainOptions.skirtHeight),
139
- newAttributes = _addSkirt.attributes,
140
- newTriangles = _addSkirt.triangles;
141
-
133
+ const {
134
+ attributes: newAttributes,
135
+ triangles: newTriangles
136
+ } = (0, _skirt.addSkirt)(attributes, triangles, terrainOptions.skirtHeight);
142
137
  attributes = newAttributes;
143
138
  triangles = newTriangles;
144
139
  }
@@ -149,71 +144,49 @@ function getMesh(terrainImage, terrainOptions) {
149
144
  },
150
145
  header: {
151
146
  vertexCount: triangles.length,
152
- boundingBox: boundingBox
147
+ boundingBox
153
148
  },
154
149
  mode: 4,
155
150
  indices: {
156
151
  value: Uint32Array.from(triangles),
157
152
  size: 1
158
153
  },
159
- attributes: attributes
154
+ attributes
160
155
  };
161
156
  }
162
157
 
163
158
  function getMartiniTileMesh(meshMaxError, width, terrain) {
164
- var gridSize = width + 1;
165
- var martini = new _martini.default(gridSize);
166
- var tile = martini.createTile(terrain);
167
-
168
- var _tile$getMesh = tile.getMesh(meshMaxError),
169
- vertices = _tile$getMesh.vertices,
170
- triangles = _tile$getMesh.triangles;
171
-
159
+ const gridSize = width + 1;
160
+ const martini = new _martini.default(gridSize);
161
+ const tile = martini.createTile(terrain);
162
+ const {
163
+ vertices,
164
+ triangles
165
+ } = tile.getMesh(meshMaxError);
172
166
  return {
173
- vertices: vertices,
174
- triangles: triangles
167
+ vertices,
168
+ triangles
175
169
  };
176
170
  }
177
171
 
178
172
  function getDelatinTileMesh(meshMaxError, width, height, terrain) {
179
- var tin = new _delatin.default(terrain, width + 1, height + 1);
173
+ const tin = new _delatin.default(terrain, width + 1, height + 1);
180
174
  tin.run(meshMaxError);
181
- var coords = tin.coords,
182
- triangles = tin.triangles;
183
- var vertices = coords;
175
+ const {
176
+ coords,
177
+ triangles
178
+ } = tin;
179
+ const vertices = coords;
184
180
  return {
185
- vertices: vertices,
186
- triangles: triangles
181
+ vertices,
182
+ triangles
187
183
  };
188
184
  }
189
185
 
190
- function loadTerrain(_x2, _x3, _x4) {
191
- return _loadTerrain.apply(this, arguments);
192
- }
193
-
194
- function _loadTerrain() {
195
- _loadTerrain = (0, _asyncToGenerator2.default)(_regenerator.default.mark(function _callee(arrayBuffer, options, context) {
196
- var image;
197
- return _regenerator.default.wrap(function _callee$(_context) {
198
- while (1) {
199
- switch (_context.prev = _context.next) {
200
- case 0:
201
- options.image = options.image || {};
202
- options.image.type = 'data';
203
- _context.next = 4;
204
- return context.parse(arrayBuffer, options, options.baseUri);
205
-
206
- case 4:
207
- image = _context.sent;
208
- return _context.abrupt("return", getMesh(image, options.terrain));
209
-
210
- case 6:
211
- case "end":
212
- return _context.stop();
213
- }
214
- }
215
- }, _callee);
216
- }));
217
- return _loadTerrain.apply(this, arguments);
186
+ async function loadTerrain(arrayBuffer, options, context) {
187
+ options.image = options.image || {};
188
+ options.image.type = 'data';
189
+ const image = await context.parse(arrayBuffer, options, options.baseUri);
190
+ return getMesh(image, options.terrain);
218
191
  }
219
192
  //# sourceMappingURL=parse-terrain.js.map
@@ -1 +1 @@
1
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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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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"}
@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
4
4
  value: true
5
5
  });
6
6
  exports.VERSION = void 0;
7
- var VERSION = typeof "3.1.0-alpha.4" !== 'undefined' ? "3.1.0-alpha.4" : 'latest';
7
+ const VERSION = typeof "3.1.0-alpha.5" !== 'undefined' ? "3.1.0-alpha.5" : 'latest';
8
8
  exports.VERSION = VERSION;
9
9
  //# sourceMappingURL=version.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/lib/utils/version.js"],"names":["VERSION"],"mappings":";;;;;;AAGO,IAAMA,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"}
1
+ {"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"}
@@ -7,7 +7,7 @@ exports._typecheckQuantizedMeshLoader = exports.QuantizedMeshLoader = void 0;
7
7
 
8
8
  var _version = require("./lib/utils/version");
9
9
 
10
- var QuantizedMeshLoader = {
10
+ const QuantizedMeshLoader = {
11
11
  name: 'Quantized Mesh',
12
12
  id: 'quantized-mesh',
13
13
  module: 'terrain',
@@ -23,6 +23,6 @@ var QuantizedMeshLoader = {
23
23
  }
24
24
  };
25
25
  exports.QuantizedMeshLoader = QuantizedMeshLoader;
26
- var _typecheckQuantizedMeshLoader = QuantizedMeshLoader;
26
+ const _typecheckQuantizedMeshLoader = QuantizedMeshLoader;
27
27
  exports._typecheckQuantizedMeshLoader = _typecheckQuantizedMeshLoader;
28
28
  //# sourceMappingURL=quantized-mesh-loader.js.map
@@ -1 +1 @@
1
- {"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,IAAMA,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,IAAMC,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"}
1
+ {"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"}
@@ -7,7 +7,7 @@ exports._typecheckTerrainWorkerLoader = exports.TerrainLoader = void 0;
7
7
 
8
8
  var _version = require("./lib/utils/version");
9
9
 
10
- var TerrainLoader = {
10
+ const TerrainLoader = {
11
11
  name: 'Terrain',
12
12
  id: 'terrain',
13
13
  module: 'terrain',
@@ -31,6 +31,6 @@ var TerrainLoader = {
31
31
  }
32
32
  };
33
33
  exports.TerrainLoader = TerrainLoader;
34
- var _typecheckTerrainWorkerLoader = TerrainLoader;
34
+ const _typecheckTerrainWorkerLoader = TerrainLoader;
35
35
  exports._typecheckTerrainWorkerLoader = _typecheckTerrainWorkerLoader;
36
36
  //# sourceMappingURL=terrain-loader.js.map
@@ -1 +1 @@
1
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@@ -1 +1 @@
1
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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"}
1
+ 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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"}
@@ -1,2 +1,2 @@
1
- export const VERSION = typeof "3.1.0-alpha.4" !== 'undefined' ? "3.1.0-alpha.4" : 'latest';
1
+ export const VERSION = typeof "3.1.0-alpha.5" !== 'undefined' ? "3.1.0-alpha.5" : 'latest';
2
2
  //# sourceMappingURL=version.js.map
@@ -0,0 +1,76 @@
1
+ import type { LoaderWithParser } from '@loaders.gl/loader-utils';
2
+ import parseQuantizedMesh from './lib/parse-quantized-mesh';
3
+ import loadTerrain from './lib/parse-terrain';
4
+ import { TerrainLoader as TerrainWorkerLoader } from './terrain-loader';
5
+ import { QuantizedMeshLoader as QuantizedMeshWorkerLoader } from './quantized-mesh-loader';
6
+ export { TerrainWorkerLoader };
7
+ export declare const TerrainLoader: {
8
+ parse: typeof loadTerrain;
9
+ name: string;
10
+ id: string;
11
+ module: string;
12
+ version: any;
13
+ worker: boolean;
14
+ extensions: string[];
15
+ mimeTypes: string[];
16
+ options: {
17
+ terrain: {
18
+ tesselator: string;
19
+ bounds: null;
20
+ meshMaxError: number;
21
+ elevationDecoder: {
22
+ rScaler: number;
23
+ gScaler: number;
24
+ bScaler: number;
25
+ offset: number;
26
+ };
27
+ skirtHeight: null;
28
+ };
29
+ };
30
+ };
31
+ export declare const _typecheckTerrainLoader: LoaderWithParser;
32
+ export { QuantizedMeshWorkerLoader };
33
+ /**
34
+ * Loader for quantized meshes
35
+ */
36
+ export declare const QuantizedMeshLoader: {
37
+ parseSync: typeof parseQuantizedMesh;
38
+ parse: (arrayBuffer: any, options: any) => Promise<{
39
+ loaderData: {
40
+ header: {};
41
+ };
42
+ header: {
43
+ vertexCount: number;
44
+ boundingBox: [[number, number, number], [number, number, number]];
45
+ };
46
+ mode: number;
47
+ indices: {
48
+ value: Uint16Array | Uint32Array | undefined;
49
+ size: number;
50
+ };
51
+ attributes: {
52
+ POSITION: {
53
+ value: Float32Array;
54
+ size: number;
55
+ };
56
+ TEXCOORD_0: {
57
+ value: Float32Array;
58
+ size: number;
59
+ };
60
+ };
61
+ } | null>;
62
+ name: string;
63
+ id: string;
64
+ module: string;
65
+ version: any;
66
+ worker: boolean;
67
+ extensions: string[];
68
+ mimeTypes: string[];
69
+ options: {
70
+ 'quantized-mesh': {
71
+ bounds: number[];
72
+ skirtHeight: null;
73
+ };
74
+ };
75
+ };
76
+ export declare const _typecheckQuantizedMeshLoader: LoaderWithParser;
@@ -0,0 +1,56 @@
1
+ export default function decode(data: any, userOptions: any): {
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
+ header: {};
12
+ vertexData: Uint16Array;
13
+ triangleIndices?: undefined;
14
+ westIndices?: undefined;
15
+ northIndices?: undefined;
16
+ eastIndices?: undefined;
17
+ southIndices?: undefined;
18
+ extensions?: undefined;
19
+ } | {
20
+ header: {};
21
+ vertexData: Uint16Array;
22
+ triangleIndices: Uint16Array | Uint32Array;
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
+ };