@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.
- package/dist/bundle.d.ts +2 -0
- package/dist/bundle.d.ts.map +1 -0
- package/dist/bundle.js +1181 -0
- package/dist/es5/bundle.js +1 -1
- package/dist/es5/bundle.js.map +1 -1
- package/dist/es5/index.js +9 -43
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/lib/decode-quantized-mesh.js +106 -128
- package/dist/es5/lib/decode-quantized-mesh.js.map +1 -1
- package/dist/es5/lib/delatin/index.js +346 -379
- package/dist/es5/lib/delatin/index.js.map +1 -1
- package/dist/es5/lib/helpers/skirt.js +41 -55
- package/dist/es5/lib/helpers/skirt.js.map +1 -1
- package/dist/es5/lib/parse-quantized-mesh.js +44 -54
- package/dist/es5/lib/parse-quantized-mesh.js.map +1 -1
- package/dist/es5/lib/parse-terrain.js +78 -105
- package/dist/es5/lib/parse-terrain.js.map +1 -1
- package/dist/es5/lib/utils/version.js +1 -1
- package/dist/es5/lib/utils/version.js.map +1 -1
- package/dist/es5/quantized-mesh-loader.js +2 -2
- package/dist/es5/quantized-mesh-loader.js.map +1 -1
- package/dist/es5/terrain-loader.js +2 -2
- package/dist/es5/terrain-loader.js.map +1 -1
- package/dist/es5/workers/quantized-mesh-worker.js +7 -3
- package/dist/es5/workers/quantized-mesh-worker.js.map +1 -0
- package/dist/es5/workers/terrain-worker.js +7 -3
- package/dist/es5/workers/terrain-worker.js.map +1 -0
- package/dist/esm/lib/decode-quantized-mesh.js.map +1 -1
- package/dist/esm/lib/delatin/index.js.map +1 -1
- package/dist/esm/lib/helpers/skirt.js +1 -1
- package/dist/esm/lib/helpers/skirt.js.map +1 -1
- package/dist/esm/lib/parse-quantized-mesh.js.map +1 -1
- package/dist/esm/lib/parse-terrain.js.map +1 -1
- package/dist/esm/lib/utils/version.js +1 -1
- package/dist/esm/lib/utils/version.js.map +1 -1
- package/dist/esm/workers/quantized-mesh-worker.js +3 -3
- package/dist/esm/workers/quantized-mesh-worker.js.map +1 -0
- package/dist/esm/workers/terrain-worker.js +3 -3
- package/dist/esm/workers/terrain-worker.js.map +1 -0
- package/dist/index.d.ts +77 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +26 -0
- package/dist/lib/decode-quantized-mesh.d.ts +59 -0
- package/dist/lib/decode-quantized-mesh.d.ts.map +1 -0
- package/dist/lib/decode-quantized-mesh.js +227 -0
- package/dist/lib/delatin/index.d.ts +24 -0
- package/dist/lib/delatin/index.d.ts.map +1 -0
- package/dist/lib/delatin/index.js +418 -0
- package/dist/lib/helpers/skirt.d.ts +19 -0
- package/dist/lib/helpers/skirt.d.ts.map +1 -0
- package/dist/lib/helpers/skirt.js +127 -0
- package/dist/lib/parse-quantized-mesh.d.ts +25 -0
- package/dist/lib/parse-quantized-mesh.d.ts.map +1 -0
- package/dist/lib/parse-quantized-mesh.js +95 -0
- package/dist/lib/parse-terrain.d.ts +25 -0
- package/dist/lib/parse-terrain.d.ts.map +1 -0
- package/dist/lib/parse-terrain.js +162 -0
- package/dist/lib/utils/version.d.ts +2 -0
- package/dist/lib/utils/version.d.ts.map +1 -0
- package/dist/lib/utils/version.js +7 -0
- package/dist/quantized-mesh-loader.d.ts +21 -0
- package/dist/quantized-mesh-loader.d.ts.map +1 -0
- package/dist/quantized-mesh-loader.js +23 -0
- package/dist/quantized-mesh-worker.js +1218 -2
- package/dist/terrain-loader.d.ts +32 -0
- package/dist/terrain-loader.d.ts.map +1 -0
- package/dist/terrain-loader.js +34 -0
- package/dist/terrain-worker.js +1218 -2
- package/dist/workers/quantized-mesh-worker.d.ts +2 -0
- package/dist/workers/quantized-mesh-worker.d.ts.map +1 -0
- package/dist/workers/quantized-mesh-worker.js +5 -0
- package/dist/workers/terrain-worker.d.ts +2 -0
- package/dist/workers/terrain-worker.d.ts.map +1 -0
- package/dist/workers/terrain-worker.js +5 -0
- package/package.json +8 -8
- package/src/lib/{decode-quantized-mesh.js → decode-quantized-mesh.ts} +6 -1
- package/src/lib/delatin/{index.js → index.ts} +2 -0
- package/src/lib/helpers/{skirt.js → skirt.ts} +14 -7
- package/src/lib/{parse-quantized-mesh.js → parse-quantized-mesh.ts} +0 -0
- package/src/lib/{parse-terrain.js → parse-terrain.ts} +37 -3
- package/src/lib/utils/{version.js → version.ts} +0 -0
- package/src/workers/quantized-mesh-worker.js +0 -1
- package/src/workers/quantized-mesh-worker.ts +4 -0
- package/src/workers/terrain-worker.js +0 -1
- package/src/workers/terrain-worker.ts +4 -0
- package/dist/dist.min.js +0 -2
- package/dist/dist.min.js.map +0 -1
- package/dist/quantized-mesh-worker.js.map +0 -1
- package/dist/terrain-worker.js.map +0 -1
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exports.default = loadTerrain;
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var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
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var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
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var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
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var _schema = require("@loaders.gl/schema");
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var _martini = _interopRequireDefault(require("@mapbox/martini"));
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@@ -22,29 +16,31 @@ var _delatin = _interopRequireDefault(require("./delatin"));
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var _skirt = require("./helpers/skirt");
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function getTerrain(imageData, width, height, elevationDecoder, tesselator) {
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const {
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rScaler,
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bScaler,
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gScaler,
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offset
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} = elevationDecoder;
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const terrain = new Float32Array((width + 1) * (height + 1));
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for (let i = 0, y = 0; y < height; y++) {
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for (let x = 0; x < width; x++, i++) {
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const k = i * 4;
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const r = imageData[k + 0];
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const g = imageData[k + 1];
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const b = imageData[k + 2];
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terrain[i + y] = r * rScaler + g * gScaler + b * bScaler + offset;
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}
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}
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if (tesselator === 'martini') {
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for (
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terrain[
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for (let i = (width + 1) * width, x = 0; x < width; x++, i++) {
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terrain[i] = terrain[i - width - 1];
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}
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for (
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terrain[
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for (let i = height, y = 0; y < height + 1; y++, i += height + 1) {
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terrain[i] = terrain[i - 1];
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}
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}
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}
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function getMeshAttributes(vertices, terrain, width, height, bounds) {
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var xScale = (maxX - minX) / width;
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var yScale = (maxY - minY) / height;
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for (var i = 0; i < numOfVerticies; i++) {
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var x = vertices[i * 2];
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var y = vertices[i * 2 + 1];
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var pixelIdx = y * gridSize + x;
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const gridSize = width + 1;
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const numOfVerticies = vertices.length / 2;
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const positions = new Float32Array(numOfVerticies * 3);
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const texCoords = new Float32Array(numOfVerticies * 2);
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const [minX, minY, maxX, maxY] = bounds || [0, 0, width, height];
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const xScale = (maxX - minX) / width;
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const yScale = (maxY - minY) / height;
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for (let i = 0; i < numOfVerticies; i++) {
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const x = vertices[i * 2];
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const y = vertices[i * 2 + 1];
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const pixelIdx = y * gridSize + x;
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positions[3 * i + 0] = x * xScale + minX;
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positions[3 * i + 1] = -y * yScale + maxY;
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positions[3 * i + 2] = terrain[pixelIdx];
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return null;
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}
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const {
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bounds,
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elevationDecoder
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} = terrainOptions;
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const {
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data,
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width,
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height
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} = terrainImage;
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let terrain;
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let mesh;
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switch (terrainOptions.tesselator) {
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case 'martini':
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break;
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}
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const {
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vertices
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} = mesh;
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let {
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triangles
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} = mesh;
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let attributes = getMeshAttributes(vertices, terrain, width, height, bounds);
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const boundingBox = (0, _schema.getMeshBoundingBox)(attributes);
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if (terrainOptions.skirtHeight) {
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const {
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attributes: newAttributes,
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triangles: newTriangles
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} = (0, _skirt.addSkirt)(attributes, triangles, terrainOptions.skirtHeight);
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attributes = newAttributes;
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},
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header: {
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vertexCount: triangles.length,
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boundingBox
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boundingBox
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},
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mode: 4,
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indices: {
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value: Uint32Array.from(triangles),
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size: 1
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},
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attributes
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function getMartiniTileMesh(meshMaxError, width, terrain) {
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const gridSize = width + 1;
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const martini = new _martini.default(gridSize);
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const tile = martini.createTile(terrain);
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const {
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} = tile.getMesh(meshMaxError);
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return {
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};
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}
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function getDelatinTileMesh(meshMaxError, width, height, terrain) {
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const tin = new _delatin.default(terrain, width + 1, height + 1);
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tin.run(meshMaxError);
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} = tin;
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vertices,
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}
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_loadTerrain = (0, _asyncToGenerator2.default)(_regenerator.default.mark(function _callee(arrayBuffer, options, context) {
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while (1) {
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async function loadTerrain(arrayBuffer, options, context) {
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return getMesh(image, options.terrain);
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//# sourceMappingURL=parse-terrain.js.map
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y < height + 1; y++, i += height + 1) {\n terrain[i] = terrain[i - 1];\n }\n }\n\n return terrain;\n}\n\nfunction getMeshAttributes(vertices, terrain, width, height, bounds) {\n const gridSize = width + 1;\n const numOfVerticies = vertices.length / 2;\n // vec3. x, y in pixels, z in meters\n const positions = new Float32Array(numOfVerticies * 3);\n // vec2. 1 to 1 relationship with position. represents the uv on the texture image. 0,0 to 1,1.\n const texCoords = new Float32Array(numOfVerticies * 2);\n\n const [minX, minY, maxX, maxY] = bounds || [0, 0, width, height];\n const xScale = (maxX - minX) / width;\n const yScale = (maxY - minY) / height;\n\n for (let i = 0; i < numOfVerticies; i++) {\n const x = vertices[i * 2];\n const y = vertices[i * 2 + 1];\n const pixelIdx = y * gridSize + x;\n\n positions[3 * i + 0] = x * xScale + minX;\n positions[3 * i + 1] = -y * yScale + maxY;\n positions[3 * i + 2] = terrain[pixelIdx];\n\n texCoords[2 * i + 0] = x / width;\n texCoords[2 * i + 1] = y / height;\n }\n\n return {\n POSITION: {value: positions, size: 3},\n TEXCOORD_0: {value: texCoords, size: 2}\n // NORMAL: {}, - optional, but creates the high poly look with lighting\n };\n}\n\n/**\n * Returns generated mesh object from image data\n *\n * @param {object} terrainImage terrain image data\n * @param {object} terrainOptions terrain options\n * @returns mesh object\n */\nfunction getMesh(terrainImage, terrainOptions) {\n if (terrainImage === null) {\n return null;\n }\n const {meshMaxError, bounds, elevationDecoder} = terrainOptions;\n\n const {data, width, height} = terrainImage;\n\n let terrain;\n let mesh;\n switch (terrainOptions.tesselator) {\n case 'martini':\n terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator);\n mesh = getMartiniTileMesh(meshMaxError, width, terrain);\n break;\n case 'delatin':\n terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator);\n mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);\n break;\n // auto\n default:\n if (width === height && !(height & (width - 1))) {\n terrain = getTerrain(data, width, height, elevationDecoder, 'martini');\n mesh = getMartiniTileMesh(meshMaxError, width, terrain);\n } else {\n terrain = getTerrain(data, width, height, elevationDecoder, 'delatin');\n mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);\n }\n break;\n }\n\n const {vertices} = mesh;\n let {triangles} = mesh;\n let attributes = getMeshAttributes(vertices, terrain, width, height, bounds);\n\n // Compute bounding box before adding skirt so that z values are not skewed\n const boundingBox = getMeshBoundingBox(attributes);\n\n if (terrainOptions.skirtHeight) {\n const {attributes: newAttributes, triangles: newTriangles} = addSkirt(\n attributes,\n triangles,\n terrainOptions.skirtHeight\n );\n attributes = newAttributes;\n triangles = newTriangles;\n }\n\n return {\n // Data return by this loader implementation\n loaderData: {\n header: {}\n },\n header: {\n vertexCount: triangles.length,\n boundingBox\n },\n mode: 4, // TRIANGLES\n indices: {value: Uint32Array.from(triangles), size: 1},\n attributes\n };\n}\n\n/**\n * Get Martini generated vertices and triangles\n *\n * @param {number} meshMaxError threshold for simplifying mesh\n * @param {number} width width of the input data\n * @param {number[] | Float32Array} terrain elevation data\n * @returns {{vertices: Uint16Array, triangles: Uint32Array}} vertices and triangles data\n */\nfunction getMartiniTileMesh(meshMaxError, width, terrain) {\n const gridSize = width + 1;\n const martini = new Martini(gridSize);\n const tile = martini.createTile(terrain);\n const {vertices, triangles} = tile.getMesh(meshMaxError);\n\n return {vertices, triangles};\n}\n\n/**\n * Get Delatin generated vertices and triangles\n *\n * @param {number} meshMaxError threshold for simplifying mesh\n * @param {number} width width of the input data array\n * @param {number} height height of the input data array\n * @param {number[] | Float32Array} terrain elevation data\n * @returns {{vertices: number[], triangles: number[]}} vertices and triangles data\n */\nfunction getDelatinTileMesh(meshMaxError, width, height, terrain) {\n const tin = new Delatin(terrain, width + 1, height + 1);\n tin.run(meshMaxError);\n const {coords, triangles} = tin;\n const vertices = coords;\n return {vertices, triangles};\n}\n\nexport default async function loadTerrain(arrayBuffer, options, context) {\n options.image = options.image || {};\n options.image.type = 'data';\n const image = await context.parse(arrayBuffer, options, options.baseUri);\n // Extend function to support additional mesh generation options (square grid or delatin)\n return getMesh(image, options.terrain);\n}\n"],"file":"parse-terrain.js"}
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{getMeshBoundingBox} from '@loaders.gl/schema';\nimport Martini from '@mapbox/martini';\nimport Delatin from './delatin';\nimport {addSkirt} from './helpers/skirt';\n\ntype TerrainOptions = {\n meshMaxError: number;\n bounds: number[];\n elevationDecoder: ElevationDecoder;\n tesselator: 'martini' | 'delatin';\n skirtHeight?: number;\n};\n\ntype TerrainImage = {\n data: Uint8Array;\n width: number;\n height: number;\n};\n\ntype ElevationDecoder = {\n rScaler: any;\n bScaler: any;\n gScaler: any;\n offset: number;\n};\n\nfunction getTerrain(\n imageData: Uint8Array,\n width: number,\n height: number,\n elevationDecoder: ElevationDecoder,\n tesselator: 'martini' | 'delatin'\n) {\n const {rScaler, bScaler, gScaler, offset} = elevationDecoder;\n\n // From Martini demo\n // https://observablehq.com/@mourner/martin-real-time-rtin-terrain-mesh\n const terrain = new Float32Array((width + 1) * (height + 1));\n // decode terrain values\n for (let i = 0, y = 0; y < height; y++) {\n for (let x = 0; x < width; x++, i++) {\n const k = i * 4;\n const r = imageData[k + 0];\n const g = imageData[k + 1];\n const b = imageData[k + 2];\n terrain[i + y] = r * rScaler + g * gScaler + b * bScaler + offset;\n }\n }\n\n if (tesselator === 'martini') {\n // backfill bottom border\n for (let i = (width + 1) * width, x = 0; x < width; x++, i++) {\n terrain[i] = terrain[i - width - 1];\n }\n // backfill right border\n for (let i = height, y = 0; y < height + 1; y++, i += height + 1) {\n terrain[i] = terrain[i - 1];\n }\n }\n\n return terrain;\n}\n\nfunction getMeshAttributes(\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"}
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{"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"}
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{"version":3,"sources":["../../src/quantized-mesh-loader.ts"],"names":["QuantizedMeshLoader","name","id","module","version","VERSION","worker","extensions","mimeTypes","options","bounds","skirtHeight","_typecheckQuantizedMeshLoader"],"mappings":";;;;;;;AACA;;AAKO,
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{"version":3,"sources":["../../src/quantized-mesh-loader.ts"],"names":["QuantizedMeshLoader","name","id","module","version","VERSION","worker","extensions","mimeTypes","options","bounds","skirtHeight","_typecheckQuantizedMeshLoader"],"mappings":";;;;;;;AACA;;AAKO,MAAMA,mBAAmB,GAAG;AACjCC,EAAAA,IAAI,EAAE,gBAD2B;AAEjCC,EAAAA,EAAE,EAAE,gBAF6B;AAGjCC,EAAAA,MAAM,EAAE,SAHyB;AAIjCC,EAAAA,OAAO,EAAEC,gBAJwB;AAKjCC,EAAAA,MAAM,EAAE,IALyB;AAMjCC,EAAAA,UAAU,EAAE,CAAC,SAAD,CANqB;AAOjCC,EAAAA,SAAS,EAAE,CAAC,gCAAD,CAPsB;AAQjCC,EAAAA,OAAO,EAAE;AACP,sBAAkB;AAChBC,MAAAA,MAAM,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADQ;AAEhBC,MAAAA,WAAW,EAAE;AAFG;AADX;AARwB,CAA5B;;AAgBA,MAAMC,6BAAqC,GAAGZ,mBAA9C","sourcesContent":["import type {Loader} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\n\n/**\n * Worker loader for quantized meshes\n */\nexport const QuantizedMeshLoader = {\n name: 'Quantized Mesh',\n id: 'quantized-mesh',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['terrain'],\n mimeTypes: ['application/vnd.quantized-mesh'],\n options: {\n 'quantized-mesh': {\n bounds: [0, 0, 1, 1],\n skirtHeight: null\n }\n }\n};\n\nexport const _typecheckQuantizedMeshLoader: Loader = QuantizedMeshLoader;\n"],"file":"quantized-mesh-loader.js"}
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{"version":3,"sources":["../../src/terrain-loader.ts"],"names":["TerrainLoader","name","id","module","version","VERSION","worker","extensions","mimeTypes","options","terrain","tesselator","bounds","meshMaxError","elevationDecoder","rScaler","gScaler","bScaler","offset","skirtHeight","_typecheckTerrainWorkerLoader"],"mappings":";;;;;;;AACA;;AAKO,
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1
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+
{"version":3,"sources":["../../src/terrain-loader.ts"],"names":["TerrainLoader","name","id","module","version","VERSION","worker","extensions","mimeTypes","options","terrain","tesselator","bounds","meshMaxError","elevationDecoder","rScaler","gScaler","bScaler","offset","skirtHeight","_typecheckTerrainWorkerLoader"],"mappings":";;;;;;;AACA;;AAKO,MAAMA,aAAa,GAAG;AAC3BC,EAAAA,IAAI,EAAE,SADqB;AAE3BC,EAAAA,EAAE,EAAE,SAFuB;AAG3BC,EAAAA,MAAM,EAAE,SAHmB;AAI3BC,EAAAA,OAAO,EAAEC,gBAJkB;AAK3BC,EAAAA,MAAM,EAAE,IALmB;AAM3BC,EAAAA,UAAU,EAAE,CAAC,KAAD,EAAQ,QAAR,CANe;AAO3BC,EAAAA,SAAS,EAAE,CAAC,WAAD,CAPgB;AAQ3BC,EAAAA,OAAO,EAAE;AACPC,IAAAA,OAAO,EAAE;AACPC,MAAAA,UAAU,EAAE,MADL;AAEPC,MAAAA,MAAM,EAAE,IAFD;AAGPC,MAAAA,YAAY,EAAE,EAHP;AAIPC,MAAAA,gBAAgB,EAAE;AAChBC,QAAAA,OAAO,EAAE,CADO;AAEhBC,QAAAA,OAAO,EAAE,CAFO;AAGhBC,QAAAA,OAAO,EAAE,CAHO;AAIhBC,QAAAA,MAAM,EAAE;AAJQ,OAJX;AAUPC,MAAAA,WAAW,EAAE;AAVN;AADF;AARkB,CAAtB;;AA2BA,MAAMC,6BAAqC,GAAGpB,aAA9C","sourcesContent":["import type {Loader} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\n\n/**\n * Worker loader for quantized meshes\n */\nexport const TerrainLoader = {\n name: 'Terrain',\n id: 'terrain',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['png', 'pngraw'],\n mimeTypes: ['image/png'],\n options: {\n terrain: {\n tesselator: 'auto',\n bounds: null,\n meshMaxError: 10,\n elevationDecoder: {\n rScaler: 1,\n gScaler: 0,\n bScaler: 0,\n offset: 0\n },\n skirtHeight: null\n }\n }\n};\n\n/**\n * Loader for quantized meshes\n */\nexport const _typecheckTerrainWorkerLoader: Loader = TerrainLoader;\n"],"file":"terrain-loader.js"}
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import {QuantizedMeshLoader} from '../index';
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"use strict";
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var _loaderUtils = require("@loaders.gl/loader-utils");
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var _index = require("../index");
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(0, _loaderUtils.createLoaderWorker)(_index.QuantizedMeshLoader);
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//# sourceMappingURL=quantized-mesh-worker.js.map
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{"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"}
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1
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import {TerrainLoader} from '../index';
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"use strict";
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2
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var _loaderUtils = require("@loaders.gl/loader-utils");
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var _index = require("../index");
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(0, _loaderUtils.createLoaderWorker)(_index.TerrainLoader);
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//# sourceMappingURL=terrain-worker.js.map
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{"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"}
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@@ -1 +1 @@
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-
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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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+
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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"}
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