@loaders.gl/terrain 3.1.0-alpha.4 → 3.1.0-beta.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (89) hide show
  1. package/dist/bundle.d.ts +2 -0
  2. package/dist/bundle.d.ts.map +1 -0
  3. package/dist/bundle.js +1181 -0
  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/es5/workers/quantized-mesh-worker.js +7 -3
  25. package/dist/es5/workers/quantized-mesh-worker.js.map +1 -0
  26. package/dist/es5/workers/terrain-worker.js +7 -3
  27. package/dist/es5/workers/terrain-worker.js.map +1 -0
  28. package/dist/esm/lib/decode-quantized-mesh.js.map +1 -1
  29. package/dist/esm/lib/delatin/index.js.map +1 -1
  30. package/dist/esm/lib/helpers/skirt.js +1 -1
  31. package/dist/esm/lib/helpers/skirt.js.map +1 -1
  32. package/dist/esm/lib/parse-quantized-mesh.js.map +1 -1
  33. package/dist/esm/lib/parse-terrain.js.map +1 -1
  34. package/dist/esm/lib/utils/version.js +1 -1
  35. package/dist/esm/lib/utils/version.js.map +1 -1
  36. package/dist/esm/workers/quantized-mesh-worker.js +3 -3
  37. package/dist/esm/workers/quantized-mesh-worker.js.map +1 -0
  38. package/dist/esm/workers/terrain-worker.js +3 -3
  39. package/dist/esm/workers/terrain-worker.js.map +1 -0
  40. package/dist/index.d.ts +77 -0
  41. package/dist/index.d.ts.map +1 -0
  42. package/dist/index.js +26 -0
  43. package/dist/lib/decode-quantized-mesh.d.ts +59 -0
  44. package/dist/lib/decode-quantized-mesh.d.ts.map +1 -0
  45. package/dist/lib/decode-quantized-mesh.js +227 -0
  46. package/dist/lib/delatin/index.d.ts +24 -0
  47. package/dist/lib/delatin/index.d.ts.map +1 -0
  48. package/dist/lib/delatin/index.js +418 -0
  49. package/dist/lib/helpers/skirt.d.ts +19 -0
  50. package/dist/lib/helpers/skirt.d.ts.map +1 -0
  51. package/dist/lib/helpers/skirt.js +127 -0
  52. package/dist/lib/parse-quantized-mesh.d.ts +25 -0
  53. package/dist/lib/parse-quantized-mesh.d.ts.map +1 -0
  54. package/dist/lib/parse-quantized-mesh.js +95 -0
  55. package/dist/lib/parse-terrain.d.ts +25 -0
  56. package/dist/lib/parse-terrain.d.ts.map +1 -0
  57. package/dist/lib/parse-terrain.js +162 -0
  58. package/dist/lib/utils/version.d.ts +2 -0
  59. package/dist/lib/utils/version.d.ts.map +1 -0
  60. package/dist/lib/utils/version.js +7 -0
  61. package/dist/quantized-mesh-loader.d.ts +21 -0
  62. package/dist/quantized-mesh-loader.d.ts.map +1 -0
  63. package/dist/quantized-mesh-loader.js +23 -0
  64. package/dist/quantized-mesh-worker.js +1218 -2
  65. package/dist/terrain-loader.d.ts +32 -0
  66. package/dist/terrain-loader.d.ts.map +1 -0
  67. package/dist/terrain-loader.js +34 -0
  68. package/dist/terrain-worker.js +1218 -2
  69. package/dist/workers/quantized-mesh-worker.d.ts +2 -0
  70. package/dist/workers/quantized-mesh-worker.d.ts.map +1 -0
  71. package/dist/workers/quantized-mesh-worker.js +5 -0
  72. package/dist/workers/terrain-worker.d.ts +2 -0
  73. package/dist/workers/terrain-worker.d.ts.map +1 -0
  74. package/dist/workers/terrain-worker.js +5 -0
  75. package/package.json +8 -8
  76. package/src/lib/{decode-quantized-mesh.js → decode-quantized-mesh.ts} +6 -1
  77. package/src/lib/delatin/{index.js → index.ts} +2 -0
  78. package/src/lib/helpers/{skirt.js → skirt.ts} +14 -7
  79. package/src/lib/{parse-quantized-mesh.js → parse-quantized-mesh.ts} +0 -0
  80. package/src/lib/{parse-terrain.js → parse-terrain.ts} +37 -3
  81. package/src/lib/utils/{version.js → version.ts} +0 -0
  82. package/src/workers/quantized-mesh-worker.js +0 -1
  83. package/src/workers/quantized-mesh-worker.ts +4 -0
  84. package/src/workers/terrain-worker.js +0 -1
  85. package/src/workers/terrain-worker.ts +4 -0
  86. package/dist/dist.min.js +0 -2
  87. package/dist/dist.min.js.map +0 -1
  88. package/dist/quantized-mesh-worker.js.map +0 -1
  89. package/dist/terrain-worker.js.map +0 -1
@@ -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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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(\n vertices,\n terrain: Uint8Array,\n width: number,\n height: number,\n bounds: number[]\n) {\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: TerrainImage, terrainOptions: 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 // @ts-expect-error\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-beta.3" !== 'undefined' ? "3.1.0-beta.3" : '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.ts"],"names":["VERSION"],"mappings":";;;;;;AAGO,MAAMA,OAAO,GAAG,0BAAuB,WAAvB,oBAAmD,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
- {"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,IAAMA,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,IAAMC,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"}
1
+ {"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"}
@@ -1,4 +1,8 @@
1
- import {createLoaderWorker} from '@loaders.gl/loader-utils';
2
- import {QuantizedMeshLoader} from '../index';
1
+ "use strict";
3
2
 
4
- createLoaderWorker(QuantizedMeshLoader);
3
+ var _loaderUtils = require("@loaders.gl/loader-utils");
4
+
5
+ var _index = require("../index");
6
+
7
+ (0, _loaderUtils.createLoaderWorker)(_index.QuantizedMeshLoader);
8
+ //# sourceMappingURL=quantized-mesh-worker.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../src/workers/quantized-mesh-worker.ts"],"names":["QuantizedMeshLoader"],"mappings":";;AAAA;;AACA;;AAEA,qCAAmBA,0BAAnB","sourcesContent":["import {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {QuantizedMeshLoader} from '../index';\n\ncreateLoaderWorker(QuantizedMeshLoader);\n"],"file":"quantized-mesh-worker.js"}
@@ -1,4 +1,8 @@
1
- import {createLoaderWorker} from '@loaders.gl/loader-utils';
2
- import {TerrainLoader} from '../index';
1
+ "use strict";
3
2
 
4
- createLoaderWorker(TerrainLoader);
3
+ var _loaderUtils = require("@loaders.gl/loader-utils");
4
+
5
+ var _index = require("../index");
6
+
7
+ (0, _loaderUtils.createLoaderWorker)(_index.TerrainLoader);
8
+ //# sourceMappingURL=terrain-worker.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../src/workers/terrain-worker.ts"],"names":["TerrainLoader"],"mappings":";;AAAA;;AACA;;AAEA,qCAAmBA,oBAAnB","sourcesContent":["import {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {TerrainLoader} from '../index';\n\ncreateLoaderWorker(TerrainLoader);\n"],"file":"terrain-worker.js"}
@@ -1 +1 @@
1
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Copyright (C) 2018-2019 HERE Europe B.V.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n// SOFTWARE.\n\nconst QUANTIZED_MESH_HEADER = new Map([\n ['centerX', Float64Array.BYTES_PER_ELEMENT],\n ['centerY', Float64Array.BYTES_PER_ELEMENT],\n ['centerZ', Float64Array.BYTES_PER_ELEMENT],\n\n ['minHeight', Float32Array.BYTES_PER_ELEMENT],\n ['maxHeight', Float32Array.BYTES_PER_ELEMENT],\n\n ['boundingSphereCenterX', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereCenterY', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereCenterZ', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereRadius', Float64Array.BYTES_PER_ELEMENT],\n\n ['horizonOcclusionPointX', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointY', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointZ', Float64Array.BYTES_PER_ELEMENT]\n]);\n\nfunction decodeZigZag(value) {\n return (value >> 1) ^ -(value & 1);\n}\n\nfunction decodeHeader(dataView) {\n let position = 0;\n const header = {};\n\n for (const [key, bytesCount] of QUANTIZED_MESH_HEADER) {\n const getter = bytesCount === 8 ? dataView.getFloat64 : dataView.getFloat32;\n\n header[key] = getter.call(dataView, position, true);\n position += bytesCount;\n }\n\n return {header, headerEndPosition: position};\n}\n\nfunction decodeVertexData(dataView, headerEndPosition) {\n let position = headerEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = dataView.getUint32(position, true);\n const vertexData = new Uint16Array(vertexCount * elementsPerVertex);\n\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const bytesPerArrayElement = Uint16Array.BYTES_PER_ELEMENT;\n const elementArrayLength = vertexCount * bytesPerArrayElement;\n const uArrayStartPosition = position;\n const vArrayStartPosition = uArrayStartPosition + elementArrayLength;\n const heightArrayStartPosition = vArrayStartPosition + elementArrayLength;\n\n let u = 0;\n let v = 0;\n let height = 0;\n\n for (let i = 0; i < vertexCount; i++) {\n u += decodeZigZag(dataView.getUint16(uArrayStartPosition + bytesPerArrayElement * i, true));\n v += decodeZigZag(dataView.getUint16(vArrayStartPosition + bytesPerArrayElement * i, true));\n height += decodeZigZag(\n dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true)\n );\n\n vertexData[i] = u;\n vertexData[i + vertexCount] = v;\n vertexData[i + vertexCount * 2] = height;\n }\n\n position += elementArrayLength * 3;\n\n return {vertexData, vertexDataEndPosition: position};\n}\n\nfunction decodeIndex(buffer, position, indicesCount, bytesPerIndex, encoded = true) {\n let indices;\n\n if (bytesPerIndex === 2) {\n indices = new Uint16Array(buffer, position, indicesCount);\n } else {\n indices = new Uint32Array(buffer, position, indicesCount);\n }\n\n if (!encoded) {\n return indices;\n }\n\n let highest = 0;\n\n for (let i = 0; i < indices.length; ++i) {\n const code = indices[i];\n\n indices[i] = highest - code;\n\n if (code === 0) {\n ++highest;\n }\n }\n\n return indices;\n}\n\nfunction decodeTriangleIndices(dataView, vertexData, vertexDataEndPosition) {\n let position = vertexDataEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = vertexData.length / elementsPerVertex;\n const bytesPerIndex =\n vertexCount > 65536 ? 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Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT;\n\n const westVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const westIndices = decodeIndex(dataView.buffer, position, westVertexCount, bytesPerIndex, false);\n position += westVertexCount * bytesPerIndex;\n\n const southVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const southIndices = decodeIndex(\n dataView.buffer,\n position,\n southVertexCount,\n bytesPerIndex,\n false\n );\n position += southVertexCount * bytesPerIndex;\n\n const eastVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const eastIndices = decodeIndex(dataView.buffer, position, eastVertexCount, bytesPerIndex, false);\n position += eastVertexCount * bytesPerIndex;\n\n const northVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const northIndices = decodeIndex(\n dataView.buffer,\n position,\n northVertexCount,\n bytesPerIndex,\n false\n );\n position += northVertexCount * bytesPerIndex;\n\n return {\n edgeIndicesEndPosition: position,\n westIndices,\n southIndices,\n eastIndices,\n northIndices\n };\n}\n\nfunction decodeVertexNormalsExtension(extensionDataView) {\n return new Uint8Array(\n extensionDataView.buffer,\n extensionDataView.byteOffset,\n extensionDataView.byteLength\n );\n}\n\nfunction decodeWaterMaskExtension(extensionDataView) {\n return extensionDataView.buffer.slice(\n extensionDataView.byteOffset,\n extensionDataView.byteOffset + extensionDataView.byteLength\n );\n}\n\nfunction decodeExtensions(dataView, indicesEndPosition) {\n const extensions = {};\n\n if (dataView.byteLength <= indicesEndPosition) {\n return {extensions, extensionsEndPosition: indicesEndPosition};\n }\n\n let position = indicesEndPosition;\n\n while (position < dataView.byteLength) {\n const extensionId = dataView.getUint8(position, true);\n position += Uint8Array.BYTES_PER_ELEMENT;\n\n const extensionLength = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const extensionView = new DataView(dataView.buffer, position, extensionLength);\n\n switch (extensionId) {\n case 1: {\n extensions.vertexNormals = decodeVertexNormalsExtension(extensionView);\n\n break;\n }\n case 2: {\n extensions.waterMask = decodeWaterMaskExtension(extensionView);\n\n break;\n }\n default: {\n // console.warn(`Unknown extension with id ${extensionId}`)\n }\n }\n\n position += extensionLength;\n }\n\n return {extensions, extensionsEndPosition: position};\n}\n\nexport const DECODING_STEPS = {\n header: 0,\n vertices: 1,\n triangleIndices: 2,\n edgeIndices: 3,\n extensions: 4\n};\n\nconst DEFAULT_OPTIONS = {\n maxDecodingStep: DECODING_STEPS.extensions\n};\n\nexport default function decode(data, userOptions) {\n const options = Object.assign({}, DEFAULT_OPTIONS, userOptions);\n const view = new DataView(data);\n const {header, headerEndPosition} = decodeHeader(view);\n\n if (options.maxDecodingStep < DECODING_STEPS.vertices) {\n return {header};\n }\n\n const {vertexData, vertexDataEndPosition} = decodeVertexData(view, headerEndPosition);\n\n if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) {\n return {header, vertexData};\n }\n\n const {triangleIndices, triangleIndicesEndPosition} = decodeTriangleIndices(\n view,\n vertexData,\n vertexDataEndPosition\n );\n\n if (options.maxDecodingStep < DECODING_STEPS.edgeIndices) {\n return {header, vertexData, triangleIndices};\n }\n\n const {westIndices, southIndices, eastIndices, northIndices, edgeIndicesEndPosition} =\n decodeEdgeIndices(view, vertexData, triangleIndicesEndPosition);\n\n if (options.maxDecodingStep < DECODING_STEPS.extensions) {\n return {\n header,\n vertexData,\n triangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n };\n }\n\n const {extensions} = decodeExtensions(view, edgeIndicesEndPosition);\n\n return {\n header,\n vertexData,\n triangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices,\n extensions\n };\n}\n"],"file":"decode-quantized-mesh.js"}
1
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Copyright (C) 2018-2019 HERE Europe B.V.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n// SOFTWARE.\n\nconst QUANTIZED_MESH_HEADER = new Map([\n ['centerX', Float64Array.BYTES_PER_ELEMENT],\n ['centerY', Float64Array.BYTES_PER_ELEMENT],\n ['centerZ', Float64Array.BYTES_PER_ELEMENT],\n\n ['minHeight', Float32Array.BYTES_PER_ELEMENT],\n ['maxHeight', Float32Array.BYTES_PER_ELEMENT],\n\n ['boundingSphereCenterX', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereCenterY', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereCenterZ', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereRadius', Float64Array.BYTES_PER_ELEMENT],\n\n ['horizonOcclusionPointX', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointY', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointZ', Float64Array.BYTES_PER_ELEMENT]\n]);\n\nfunction decodeZigZag(value) {\n return (value >> 1) ^ -(value & 1);\n}\n\nfunction decodeHeader(dataView) {\n let position = 0;\n const header = {};\n\n for (const [key, bytesCount] of QUANTIZED_MESH_HEADER) {\n const getter = bytesCount === 8 ? dataView.getFloat64 : dataView.getFloat32;\n\n header[key] = getter.call(dataView, position, true);\n position += bytesCount;\n }\n\n return {header, headerEndPosition: position};\n}\n\nfunction decodeVertexData(dataView, headerEndPosition) {\n let position = headerEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = dataView.getUint32(position, true);\n const vertexData = new Uint16Array(vertexCount * elementsPerVertex);\n\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const bytesPerArrayElement = Uint16Array.BYTES_PER_ELEMENT;\n const elementArrayLength = vertexCount * bytesPerArrayElement;\n const uArrayStartPosition = position;\n const vArrayStartPosition = uArrayStartPosition + elementArrayLength;\n const heightArrayStartPosition = vArrayStartPosition + elementArrayLength;\n\n let u = 0;\n let v = 0;\n let height = 0;\n\n for (let i = 0; i < vertexCount; i++) {\n u += decodeZigZag(dataView.getUint16(uArrayStartPosition + bytesPerArrayElement * i, true));\n v += decodeZigZag(dataView.getUint16(vArrayStartPosition + bytesPerArrayElement * i, true));\n height += decodeZigZag(\n dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true)\n );\n\n vertexData[i] = u;\n vertexData[i + vertexCount] = v;\n vertexData[i + vertexCount * 2] = height;\n }\n\n position += elementArrayLength * 3;\n\n return {vertexData, vertexDataEndPosition: position};\n}\n\nfunction decodeIndex(buffer, position, indicesCount, bytesPerIndex, encoded = true) {\n let indices;\n\n if (bytesPerIndex === 2) {\n indices = new Uint16Array(buffer, position, indicesCount);\n } else {\n indices = new Uint32Array(buffer, position, indicesCount);\n }\n\n if (!encoded) {\n return indices;\n }\n\n let highest = 0;\n\n for (let i = 0; i < indices.length; ++i) {\n const code = indices[i];\n\n indices[i] = highest - code;\n\n if (code === 0) {\n ++highest;\n }\n }\n\n return indices;\n}\n\nfunction decodeTriangleIndices(dataView, vertexData, vertexDataEndPosition) {\n let position = vertexDataEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = vertexData.length / elementsPerVertex;\n const bytesPerIndex =\n vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT;\n\n if (position % bytesPerIndex !== 0) {\n position += bytesPerIndex - (position % bytesPerIndex);\n }\n\n const triangleCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const triangleIndicesCount = triangleCount * 3;\n const triangleIndices = decodeIndex(\n dataView.buffer,\n position,\n triangleIndicesCount,\n bytesPerIndex\n );\n position += triangleIndicesCount * bytesPerIndex;\n\n return {\n triangleIndicesEndPosition: position,\n triangleIndices\n };\n}\n\nfunction decodeEdgeIndices(dataView, vertexData, triangleIndicesEndPosition) {\n let position = triangleIndicesEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = vertexData.length / elementsPerVertex;\n const bytesPerIndex =\n vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT;\n\n const westVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const westIndices = decodeIndex(dataView.buffer, position, westVertexCount, bytesPerIndex, false);\n position += westVertexCount * bytesPerIndex;\n\n const southVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const southIndices = decodeIndex(\n dataView.buffer,\n position,\n southVertexCount,\n bytesPerIndex,\n false\n );\n position += southVertexCount * bytesPerIndex;\n\n const eastVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const eastIndices = decodeIndex(dataView.buffer, position, eastVertexCount, bytesPerIndex, false);\n position += eastVertexCount * bytesPerIndex;\n\n const northVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const northIndices = decodeIndex(\n dataView.buffer,\n position,\n northVertexCount,\n bytesPerIndex,\n false\n );\n position += northVertexCount * bytesPerIndex;\n\n return {\n edgeIndicesEndPosition: position,\n westIndices,\n southIndices,\n eastIndices,\n northIndices\n };\n}\n\nfunction decodeVertexNormalsExtension(extensionDataView) {\n return new Uint8Array(\n extensionDataView.buffer,\n extensionDataView.byteOffset,\n extensionDataView.byteLength\n );\n}\n\nfunction decodeWaterMaskExtension(extensionDataView) {\n return extensionDataView.buffer.slice(\n extensionDataView.byteOffset,\n extensionDataView.byteOffset + extensionDataView.byteLength\n );\n}\n\ntype Extensions = {\n vertexNormals?: any;\n waterMask?: any;\n};\n\nfunction decodeExtensions(dataView, indicesEndPosition) {\n const extensions: Extensions = {};\n\n if (dataView.byteLength <= indicesEndPosition) {\n return {extensions, extensionsEndPosition: indicesEndPosition};\n }\n\n let position = indicesEndPosition;\n\n while (position < dataView.byteLength) {\n const extensionId = dataView.getUint8(position, true);\n position += Uint8Array.BYTES_PER_ELEMENT;\n\n const extensionLength = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const extensionView = new DataView(dataView.buffer, position, extensionLength);\n\n switch (extensionId) {\n case 1: {\n extensions.vertexNormals = decodeVertexNormalsExtension(extensionView);\n\n break;\n }\n case 2: {\n extensions.waterMask = decodeWaterMaskExtension(extensionView);\n\n break;\n }\n default: {\n // console.warn(`Unknown extension with id ${extensionId}`)\n }\n }\n\n position += extensionLength;\n }\n\n return {extensions, extensionsEndPosition: position};\n}\n\nexport const DECODING_STEPS = {\n header: 0,\n vertices: 1,\n triangleIndices: 2,\n edgeIndices: 3,\n extensions: 4\n};\n\nconst DEFAULT_OPTIONS = {\n maxDecodingStep: DECODING_STEPS.extensions\n};\n\nexport default function decode(data, userOptions) {\n const options = Object.assign({}, DEFAULT_OPTIONS, userOptions);\n const view = new DataView(data);\n const {header, headerEndPosition} = decodeHeader(view);\n\n if (options.maxDecodingStep < DECODING_STEPS.vertices) {\n return {header};\n }\n\n const {vertexData, vertexDataEndPosition} = decodeVertexData(view, headerEndPosition);\n\n if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) {\n return {header, vertexData};\n }\n\n const {triangleIndices, triangleIndicesEndPosition} = decodeTriangleIndices(\n view,\n vertexData,\n vertexDataEndPosition\n );\n\n if (options.maxDecodingStep < DECODING_STEPS.edgeIndices) {\n return {header, vertexData, triangleIndices};\n }\n\n const {westIndices, southIndices, eastIndices, northIndices, edgeIndicesEndPosition} =\n decodeEdgeIndices(view, vertexData, triangleIndicesEndPosition);\n\n if (options.maxDecodingStep < DECODING_STEPS.extensions) {\n return {\n header,\n vertexData,\n triangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n };\n }\n\n const {extensions} = decodeExtensions(view, edgeIndicesEndPosition);\n\n return {\n header,\n vertexData,\n triangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices,\n extensions\n };\n}\n"],"file":"decode-quantized-mesh.js"}