@loaders.gl/terrain 3.1.0-beta.5 → 3.1.1
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/es5/bundle.js +1 -1
- package/dist/es5/bundle.js.map +1 -1
- package/dist/es5/index.js +43 -9
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/lib/decode-quantized-mesh.js +128 -106
- package/dist/es5/lib/decode-quantized-mesh.js.map +1 -1
- package/dist/es5/lib/delatin/index.js +379 -346
- package/dist/es5/lib/delatin/index.js.map +1 -1
- package/dist/es5/lib/helpers/skirt.js +53 -40
- package/dist/es5/lib/helpers/skirt.js.map +1 -1
- package/dist/es5/lib/parse-quantized-mesh.js +54 -44
- package/dist/es5/lib/parse-quantized-mesh.js.map +1 -1
- package/dist/es5/lib/parse-terrain.js +105 -78
- package/dist/es5/lib/parse-terrain.js.map +1 -1
- package/dist/es5/lib/utils/version.js +1 -1
- package/dist/es5/lib/utils/version.js.map +1 -1
- package/dist/es5/quantized-mesh-loader.js +2 -2
- package/dist/es5/quantized-mesh-loader.js.map +1 -1
- package/dist/es5/terrain-loader.js +2 -2
- package/dist/es5/terrain-loader.js.map +1 -1
- package/dist/esm/lib/utils/version.js +1 -1
- package/dist/esm/lib/utils/version.js.map +1 -1
- package/package.json +4 -4
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@@ -7,6 +7,12 @@ Object.defineProperty(exports, "__esModule", {
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exports.default = loadTerrain;
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var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
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var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
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var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
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var _schema = require("@loaders.gl/schema");
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var _martini = _interopRequireDefault(require("@mapbox/martini"));
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@@ -16,31 +22,29 @@ 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 g = imageData[k + 1];
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const b = imageData[k + 2];
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var rScaler = elevationDecoder.rScaler,
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bScaler = elevationDecoder.bScaler,
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gScaler = elevationDecoder.gScaler,
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offset = elevationDecoder.offset;
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var terrain = new Float32Array((width + 1) * (height + 1));
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for (var i = 0, y = 0; y < height; y++) {
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for (var x = 0; x < width; x++, i++) {
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var k = i * 4;
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var r = imageData[k + 0];
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var g = imageData[k + 1];
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var 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 (var _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 (var _i2 = height, _y = 0; _y < height + 1; _y++, _i2 += height + 1) {
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terrain[_i2] = terrain[_i2 - 1];
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}
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}
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@@ -48,18 +52,25 @@ function getTerrain(imageData, width, height, elevationDecoder, tesselator) {
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}
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function getMeshAttributes(vertices, terrain, width, height, bounds) {
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var gridSize = width + 1;
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var numOfVerticies = vertices.length / 2;
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var positions = new Float32Array(numOfVerticies * 3);
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var texCoords = new Float32Array(numOfVerticies * 2);
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var _ref = bounds || [0, 0, width, height],
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_ref2 = (0, _slicedToArray2.default)(_ref, 4),
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minX = _ref2[0],
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minY = _ref2[1],
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maxX = _ref2[2],
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maxY = _ref2[3];
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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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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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@@ -84,18 +95,14 @@ function getMesh(terrainImage, terrainOptions) {
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return null;
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}
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} = terrainImage;
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let terrain;
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let mesh;
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var meshMaxError = terrainOptions.meshMaxError,
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bounds = terrainOptions.bounds,
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elevationDecoder = terrainOptions.elevationDecoder;
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var data = terrainImage.data,
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width = terrainImage.width,
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height = terrainImage.height;
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var terrain;
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var 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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let attributes = getMeshAttributes(vertices, terrain, width, height, bounds);
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const boundingBox = (0, _schema.getMeshBoundingBox)(attributes);
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var _mesh = mesh,
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vertices = _mesh.vertices;
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var _mesh2 = mesh,
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triangles = _mesh2.triangles;
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var attributes = getMeshAttributes(vertices, terrain, width, height, bounds);
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var boundingBox = (0, _schema.getMeshBoundingBox)(attributes);
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if (terrainOptions.skirtHeight) {
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var _addSkirt = (0, _skirt.addSkirt)(attributes, triangles, terrainOptions.skirtHeight),
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newAttributes = _addSkirt.attributes,
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newTriangles = _addSkirt.triangles;
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attributes = newAttributes;
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triangles = newTriangles;
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}
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},
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header: {
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vertexCount: triangles.length,
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boundingBox
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boundingBox: 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: attributes
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};
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}
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function getMartiniTileMesh(meshMaxError, width, terrain) {
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var gridSize = width + 1;
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var martini = new _martini.default(gridSize);
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var tile = martini.createTile(terrain);
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var _tile$getMesh = tile.getMesh(meshMaxError),
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vertices = _tile$getMesh.vertices,
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triangles = _tile$getMesh.triangles;
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return {
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vertices,
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triangles
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vertices: vertices,
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triangles: triangles
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};
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}
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function getDelatinTileMesh(meshMaxError, width, height, terrain) {
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var 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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const vertices = coords;
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var coords = tin.coords,
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triangles = tin.triangles;
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var vertices = coords;
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return {
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triangles
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vertices: vertices,
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triangles: triangles
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};
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}
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function loadTerrain(_x2, _x3, _x4) {
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return _loadTerrain.apply(this, arguments);
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}
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function _loadTerrain() {
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_loadTerrain = (0, _asyncToGenerator2.default)(_regenerator.default.mark(function _callee(arrayBuffer, options, context) {
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var image;
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return _regenerator.default.wrap(function _callee$(_context) {
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while (1) {
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switch (_context.prev = _context.next) {
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case 0:
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options.image = options.image || {};
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options.image.type = 'data';
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_context.next = 4;
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return context.parse(arrayBuffer, options, options.baseUri);
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case 4:
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image = _context.sent;
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return _context.abrupt("return", getMesh(image, options.terrain));
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case 6:
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case "end":
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return _context.stop();
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}
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}
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}, _callee);
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}));
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return _loadTerrain.apply(this, arguments);
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}
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//# sourceMappingURL=parse-terrain.js.map
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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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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,IAAMA,OAAO,GAAG,mBAAuB,WAAvB,aAAmD,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,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"}
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var TerrainLoader = {
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|
id: 'terrain',
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13
13
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module: 'terrain',
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@@ -31,6 +31,6 @@ const TerrainLoader = {
|
|
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31
31
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}
|
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32
32
|
};
|
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33
33
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exports.TerrainLoader = TerrainLoader;
|
|
34
|
-
|
|
34
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+
var _typecheckTerrainWorkerLoader = TerrainLoader;
|
|
35
35
|
exports._typecheckTerrainWorkerLoader = _typecheckTerrainWorkerLoader;
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36
36
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//# sourceMappingURL=terrain-loader.js.map
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@@ -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,
|
|
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"}
|
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
export const VERSION = typeof "3.1.
|
|
1
|
+
export const VERSION = typeof "3.1.1" !== 'undefined' ? "3.1.1" : 'latest';
|
|
2
2
|
//# sourceMappingURL=version.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"sources":["../../../../src/lib/utils/version.ts"],"names":["VERSION"],"mappings":"AAGA,OAAO,MAAMA,OAAO,GAAG,
|
|
1
|
+
{"version":3,"sources":["../../../../src/lib/utils/version.ts"],"names":["VERSION"],"mappings":"AAGA,OAAO,MAAMA,OAAO,GAAG,mBAAuB,WAAvB,aAAmD,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"}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@loaders.gl/terrain",
|
|
3
|
-
"version": "3.1.
|
|
3
|
+
"version": "3.1.1",
|
|
4
4
|
"description": "Framework-independent loader for terrain raster formats",
|
|
5
5
|
"license": "MIT",
|
|
6
6
|
"publishConfig": {
|
|
@@ -35,9 +35,9 @@
|
|
|
35
35
|
},
|
|
36
36
|
"dependencies": {
|
|
37
37
|
"@babel/runtime": "^7.3.1",
|
|
38
|
-
"@loaders.gl/loader-utils": "3.1.
|
|
39
|
-
"@loaders.gl/schema": "3.1.
|
|
38
|
+
"@loaders.gl/loader-utils": "3.1.1",
|
|
39
|
+
"@loaders.gl/schema": "3.1.1",
|
|
40
40
|
"@mapbox/martini": "^0.2.0"
|
|
41
41
|
},
|
|
42
|
-
"gitHead": "
|
|
42
|
+
"gitHead": "ed3c238bcb68ab5a2d4ddc64319f6f4c02a20df7"
|
|
43
43
|
}
|