@loaders.gl/terrain 3.1.3 → 3.1.7
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/dist.min.js +11 -8
- package/dist/es5/lib/helpers/skirt.js +5 -3
- package/dist/es5/lib/helpers/skirt.js.map +1 -1
- package/dist/es5/lib/parse-terrain.js +18 -8
- package/dist/es5/lib/parse-terrain.js.map +1 -1
- package/dist/es5/lib/utils/version.js +1 -1
- package/dist/es5/terrain-loader.js +2 -2
- package/dist/es5/terrain-loader.js.map +1 -1
- package/dist/esm/lib/helpers/skirt.js +5 -3
- package/dist/esm/lib/helpers/skirt.js.map +1 -1
- package/dist/esm/lib/parse-terrain.js +7 -3
- package/dist/esm/lib/parse-terrain.js.map +1 -1
- package/dist/esm/lib/utils/version.js +1 -1
- package/dist/esm/terrain-loader.js +2 -2
- package/dist/esm/terrain-loader.js.map +1 -1
- package/dist/lib/helpers/skirt.js +3 -3
- package/dist/lib/parse-terrain.d.ts.map +1 -1
- package/dist/lib/parse-terrain.js +6 -3
- package/dist/quantized-mesh-worker.js +13 -10
- package/dist/terrain-loader.d.ts +2 -2
- package/dist/terrain-loader.js +4 -4
- package/dist/terrain-worker.js +13 -10
- package/package.json +6 -6
- package/src/lib/helpers/skirt.ts +3 -3
- package/src/lib/parse-terrain.ts +6 -3
- package/src/terrain-loader.ts +4 -4
- package/src/workers/quantized-mesh-worker.js +0 -3
- package/src/workers/terrain-worker.js +0 -3
package/dist/dist.min.js
CHANGED
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@@ -323,12 +323,12 @@
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}
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edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));
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const outsideEdges = [];
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let index =
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let index = 0;
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while (index < edges.length) {
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if (edges[index][0] === edges[index
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if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) {
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index += 2;
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} else {
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outsideEdges.push(edges[index
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outsideEdges.push(edges[index]);
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index++;
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}
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}
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@@ -1062,9 +1062,12 @@
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return { vertices, triangles };
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}
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async function loadTerrain(arrayBuffer, options, context) {
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const loadImageOptions = {
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...options,
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mimeType: "application/x.image",
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image: { ...options.image, type: "data" }
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};
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const image = await context.parse(arrayBuffer, loadImageOptions);
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return getMesh(image, options.terrain);
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}
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var init_parse_terrain = __esm({
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@@ -1095,8 +1098,8 @@
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module: "terrain",
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version: VERSION,
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worker: true,
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extensions: ["png", "pngraw"],
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mimeTypes: ["image/png"],
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extensions: ["png", "pngraw", "jpg", "jpeg", "gif", "webp", "bmp"],
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mimeTypes: ["image/png", "image/jpeg", "image/gif", "image/webp", "image/bmp"],
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options: {
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terrain: {
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tesselator: "auto",
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@@ -52,13 +52,15 @@ function getOutsideEdgesFromTriangles(triangles) {
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return Math.min.apply(Math, (0, _toConsumableArray2.default)(a)) - Math.min.apply(Math, (0, _toConsumableArray2.default)(b)) || Math.max.apply(Math, (0, _toConsumableArray2.default)(a)) - Math.max.apply(Math, (0, _toConsumableArray2.default)(b));
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});
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var outsideEdges = [];
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var index =
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var index = 0;
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while (index < edges.length) {
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var _edges, _edges2;
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if (edges[index][0] === ((_edges = edges[index + 1]) === null || _edges === void 0 ? void 0 : _edges[1]) && edges[index][1] === ((_edges2 = edges[index + 1]) === null || _edges2 === void 0 ? void 0 : _edges2[0])) {
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index += 2;
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} else {
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outsideEdges.push(edges[index
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outsideEdges.push(edges[index]);
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index++;
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}
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}
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{concatenateTypedArrays} from '@loaders.gl/loader-utils';\n\nexport type EdgeIndices = {\n westIndices: number[];\n northIndices: number[];\n eastIndices: number[];\n southIndices: number[];\n};\n\n/**\n * Add skirt to existing mesh\n * @param {object} attributes - POSITION and TEXCOOD_0 attributes data\n * @param {any} triangles - indices array of the mesh geometry\n * @param skirtHeight - height of the skirt geometry\n * @param outsideIndices - edge indices from quantized mesh data\n * @returns - geometry data with added skirt\n */\nexport function addSkirt(attributes, triangles, skirtHeight: number, outsideIndices?: EdgeIndices) {\n const outsideEdges = outsideIndices\n ? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value)\n : getOutsideEdgesFromTriangles(triangles);\n\n // 2 new vertices for each outside edge\n const newPosition = new attributes.POSITION.value.constructor(outsideEdges.length * 6);\n const newTexcoord0 = new attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4);\n\n // 2 new triangles for each outside edge\n const newTriangles = new triangles.constructor(outsideEdges.length * 6);\n\n for (let i = 0; i < outsideEdges.length; i++) {\n const edge = outsideEdges[i];\n\n updateAttributesForNewEdge({\n edge,\n edgeIndex: i,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n });\n }\n\n attributes.POSITION.value = concatenateTypedArrays(attributes.POSITION.value, newPosition);\n attributes.TEXCOORD_0.value = concatenateTypedArrays(attributes.TEXCOORD_0.value, newTexcoord0);\n const resultTriangles =\n triangles instanceof Array\n ? triangles.concat(newTriangles)\n : concatenateTypedArrays(triangles, newTriangles);\n\n return {\n attributes,\n triangles: resultTriangles\n };\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {any} triangles - indices array of the mesh geometry\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromTriangles(triangles) {\n const edges: number[][] = [];\n for (let i = 0; i < triangles.length; i += 3) {\n edges.push([triangles[i], triangles[i + 1]]);\n edges.push([triangles[i + 1], triangles[i + 2]]);\n edges.push([triangles[i + 2], triangles[i]]);\n }\n\n edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));\n\n const outsideEdges: number[][] = [];\n let index = 1;\n while (index < edges.length) {\n if (edges[index][0] === edges[index - 1][1] && edges[index][1] === edges[index - 1][0]) {\n index += 2;\n } else {\n outsideEdges.push(edges[index - 1]);\n index++;\n }\n }\n return outsideEdges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} indices - edge indices from quantized mesh data\n * @param {TypedArray} position - position attribute geometry data\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromIndices(indices: EdgeIndices, position) {\n // Sort skirt indices to create adjacent triangles\n indices.westIndices.sort((a, b) => position[3 * a + 1] - position[3 * b + 1]);\n // Reverse (b - a) to match triangle winding\n indices.eastIndices.sort((a, b) => position[3 * b + 1] - position[3 * a + 1]);\n indices.southIndices.sort((a, b) => position[3 * b] - position[3 * a]);\n // Reverse (b - a) to match triangle winding\n indices.northIndices.sort((a, b) => position[3 * a] - position[3 * b]);\n\n const edges: number[][] = [];\n for (const index in indices) {\n const indexGroup = indices[index];\n for (let i = 0; i < indexGroup.length - 1; i++) {\n edges.push([indexGroup[i], indexGroup[i + 1]]);\n }\n }\n return edges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} args\n * @param {number[]} args.edge - edge indices in geometry\n * @param {number} args.edgeIndex - edge index in outsideEdges array\n * @param {object} args.attributes - POSITION and TEXCOORD_0 attributes\n * @param {number} args.skirtHeight - height of the skirt geometry\n * @param {TypedArray} args.newPosition - POSITION array for skirt data\n * @param {TypedArray} args.newTexcoord0 - TEXCOORD_0 array for skirt data\n * @param {TypedArray | Array} args.newTriangles - trinagle indices array for skirt data\n * @returns {void}\n */\nfunction updateAttributesForNewEdge({\n edge,\n edgeIndex,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n}) {\n const positionsLength = attributes.POSITION.value.length;\n const vertex1Offset = edgeIndex * 2;\n const vertex2Offset = edgeIndex * 2 + 1;\n\n // Define POSITION for new 1st vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3),\n vertex1Offset * 3\n );\n newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Define POSITION for new 2nd vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3),\n vertex2Offset * 3\n );\n newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Use same TEXCOORDS for skirt vertices\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2),\n vertex1Offset * 2\n );\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2),\n vertex2Offset * 2\n );\n\n // Define new triangles\n const triangle1Offset = edgeIndex * 2 * 3;\n newTriangles[triangle1Offset] = edge[0];\n newTriangles[triangle1Offset + 1] = edge[1];\n newTriangles[triangle1Offset + 2] = positionsLength / 3 + vertex2Offset;\n\n newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 4] = positionsLength / 3 + vertex1Offset;\n newTriangles[triangle1Offset + 5] = edge[0];\n}\n"],"file":"skirt.js"}
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{concatenateTypedArrays} from '@loaders.gl/loader-utils';\n\nexport type EdgeIndices = {\n westIndices: number[];\n northIndices: number[];\n eastIndices: number[];\n southIndices: number[];\n};\n\n/**\n * Add skirt to existing mesh\n * @param {object} attributes - POSITION and TEXCOOD_0 attributes data\n * @param {any} triangles - indices array of the mesh geometry\n * @param skirtHeight - height of the skirt geometry\n * @param outsideIndices - edge indices from quantized mesh data\n * @returns - geometry data with added skirt\n */\nexport function addSkirt(attributes, triangles, skirtHeight: number, outsideIndices?: EdgeIndices) {\n const outsideEdges = outsideIndices\n ? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value)\n : getOutsideEdgesFromTriangles(triangles);\n\n // 2 new vertices for each outside edge\n const newPosition = new attributes.POSITION.value.constructor(outsideEdges.length * 6);\n const newTexcoord0 = new attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4);\n\n // 2 new triangles for each outside edge\n const newTriangles = new triangles.constructor(outsideEdges.length * 6);\n\n for (let i = 0; i < outsideEdges.length; i++) {\n const edge = outsideEdges[i];\n\n updateAttributesForNewEdge({\n edge,\n edgeIndex: i,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n });\n }\n\n attributes.POSITION.value = concatenateTypedArrays(attributes.POSITION.value, newPosition);\n attributes.TEXCOORD_0.value = concatenateTypedArrays(attributes.TEXCOORD_0.value, newTexcoord0);\n const resultTriangles =\n triangles instanceof Array\n ? triangles.concat(newTriangles)\n : concatenateTypedArrays(triangles, newTriangles);\n\n return {\n attributes,\n triangles: resultTriangles\n };\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {any} triangles - indices array of the mesh geometry\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromTriangles(triangles) {\n const edges: number[][] = [];\n for (let i = 0; i < triangles.length; i += 3) {\n edges.push([triangles[i], triangles[i + 1]]);\n edges.push([triangles[i + 1], triangles[i + 2]]);\n edges.push([triangles[i + 2], triangles[i]]);\n }\n\n edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));\n\n const outsideEdges: number[][] = [];\n let index = 0;\n while (index < edges.length) {\n if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) {\n index += 2;\n } else {\n outsideEdges.push(edges[index]);\n index++;\n }\n }\n return outsideEdges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} indices - edge indices from quantized mesh data\n * @param {TypedArray} position - position attribute geometry data\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromIndices(indices: EdgeIndices, position) {\n // Sort skirt indices to create adjacent triangles\n indices.westIndices.sort((a, b) => position[3 * a + 1] - position[3 * b + 1]);\n // Reverse (b - a) to match triangle winding\n indices.eastIndices.sort((a, b) => position[3 * b + 1] - position[3 * a + 1]);\n indices.southIndices.sort((a, b) => position[3 * b] - position[3 * a]);\n // Reverse (b - a) to match triangle winding\n indices.northIndices.sort((a, b) => position[3 * a] - position[3 * b]);\n\n const edges: number[][] = [];\n for (const index in indices) {\n const indexGroup = indices[index];\n for (let i = 0; i < indexGroup.length - 1; i++) {\n edges.push([indexGroup[i], indexGroup[i + 1]]);\n }\n }\n return edges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} args\n * @param {number[]} args.edge - edge indices in geometry\n * @param {number} args.edgeIndex - edge index in outsideEdges array\n * @param {object} args.attributes - POSITION and TEXCOORD_0 attributes\n * @param {number} args.skirtHeight - height of the skirt geometry\n * @param {TypedArray} args.newPosition - POSITION array for skirt data\n * @param {TypedArray} args.newTexcoord0 - TEXCOORD_0 array for skirt data\n * @param {TypedArray | Array} args.newTriangles - trinagle indices array for skirt data\n * @returns {void}\n */\nfunction updateAttributesForNewEdge({\n edge,\n edgeIndex,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n}) {\n const positionsLength = attributes.POSITION.value.length;\n const vertex1Offset = edgeIndex * 2;\n const vertex2Offset = edgeIndex * 2 + 1;\n\n // Define POSITION for new 1st vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3),\n vertex1Offset * 3\n );\n newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Define POSITION for new 2nd vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3),\n vertex2Offset * 3\n );\n newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Use same TEXCOORDS for skirt vertices\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2),\n vertex1Offset * 2\n );\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2),\n vertex2Offset * 2\n );\n\n // Define new triangles\n const triangle1Offset = edgeIndex * 2 * 3;\n newTriangles[triangle1Offset] = edge[0];\n newTriangles[triangle1Offset + 1] = edge[1];\n newTriangles[triangle1Offset + 2] = positionsLength / 3 + vertex2Offset;\n\n newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 4] = positionsLength / 3 + vertex1Offset;\n newTriangles[triangle1Offset + 5] = edge[0];\n}\n"],"file":"skirt.js"}
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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"}
|
|
1
|
+
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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 const loadImageOptions = {\n ...options,\n mimeType: 'application/x.image',\n image: {...options.image, type: 'data'}\n };\n const image = await context.parse(arrayBuffer, loadImageOptions);\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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@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
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value: true
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});
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exports.VERSION = void 0;
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var VERSION = typeof "3.1.
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var VERSION = typeof "3.1.7" !== 'undefined' ? "3.1.7" : 'latest';
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exports.VERSION = VERSION;
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//# sourceMappingURL=version.js.map
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@@ -13,8 +13,8 @@ var TerrainLoader = {
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version: _version.VERSION,
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worker: true,
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extensions: ['png', 'pngraw'],
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mimeTypes: ['image/png'],
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extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'],
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mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'],
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options: {
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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,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
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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,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,EAAkB,KAAlB,EAAyB,MAAzB,EAAiC,KAAjC,EAAwC,MAAxC,EAAgD,KAAhD,CANe;AAO3BC,EAAAA,SAAS,EAAE,CAAC,WAAD,EAAc,YAAd,EAA4B,WAA5B,EAAyC,YAAzC,EAAuD,WAAvD,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 color-encoded images\n */\nexport const TerrainLoader = {\n name: 'Terrain',\n id: 'terrain',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'],\n mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'],\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 color-encoded images\n */\nexport const _typecheckTerrainWorkerLoader: Loader = TerrainLoader;\n"],"file":"terrain-loader.js"}
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{"version":3,"sources":["../../../../src/lib/helpers/skirt.ts"],"names":["concatenateTypedArrays","addSkirt","attributes","triangles","skirtHeight","outsideIndices","outsideEdges","getOutsideEdgesFromIndices","POSITION","value","getOutsideEdgesFromTriangles","newPosition","constructor","length","newTexcoord0","TEXCOORD_0","newTriangles","i","edge","updateAttributesForNewEdge","edgeIndex","resultTriangles","Array","concat","edges","push","sort","a","b","Math","min","max","index","indices","position","westIndices","eastIndices","southIndices","northIndices","indexGroup","positionsLength","vertex1Offset","vertex2Offset","set","subarray","triangle1Offset"],"mappings":"AAAA,SAAQA,sBAAR,QAAqC,0BAArC;AAiBA,OAAO,SAASC,QAAT,CAAkBC,UAAlB,EAA8BC,SAA9B,EAAyCC,WAAzC,EAA8DC,cAA9D,EAA4F;AACjG,QAAMC,YAAY,GAAGD,cAAc,GAC/BE,0BAA0B,CAACF,cAAD,EAAiBH,UAAU,CAACM,QAAX,CAAoBC,KAArC,CADK,GAE/BC,4BAA4B,CAACP,SAAD,CAFhC;AAKA,QAAMQ,WAAW,GAAG,IAAIT,UAAU,CAACM,QAAX,CAAoBC,KAApB,CAA0BG,WAA9B,CAA0CN,YAAY,CAACO,MAAb,GAAsB,CAAhE,CAApB;AACA,QAAMC,YAAY,GAAG,IAAIZ,UAAU,CAACa,UAAX,CAAsBN,KAAtB,CAA4BG,WAAhC,CAA4CN,YAAY,CAACO,MAAb,GAAsB,CAAlE,CAArB;AAGA,QAAMG,YAAY,GAAG,IAAIb,SAAS,CAACS,WAAd,CAA0BN,YAAY,CAACO,MAAb,GAAsB,CAAhD,CAArB;;AAEA,OAAK,IAAII,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGX,YAAY,CAACO,MAAjC,EAAyCI,CAAC,EAA1C,EAA8C;AAC5C,UAAMC,IAAI,GAAGZ,YAAY,CAACW,CAAD,CAAzB;AAEAE,IAAAA,0BAA0B,CAAC;AACzBD,MAAAA,IADyB;AAEzBE,MAAAA,SAAS,EAAEH,CAFc;AAGzBf,MAAAA,UAHyB;AAIzBE,MAAAA,WAJyB;AAKzBO,MAAAA,WALyB;AAMzBG,MAAAA,YANyB;AAOzBE,MAAAA;AAPyB,KAAD,CAA1B;AASD;;AAEDd,EAAAA,UAAU,CAACM,QAAX,CAAoBC,KAApB,GAA4BT,sBAAsB,CAACE,UAAU,CAACM,QAAX,CAAoBC,KAArB,EAA4BE,WAA5B,CAAlD;AACAT,EAAAA,UAAU,CAACa,UAAX,CAAsBN,KAAtB,GAA8BT,sBAAsB,CAACE,UAAU,CAACa,UAAX,CAAsBN,KAAvB,EAA8BK,YAA9B,CAApD;AACA,QAAMO,eAAe,GACnBlB,SAAS,YAAYmB,KAArB,GACInB,SAAS,CAACoB,MAAV,CAAiBP,YAAjB,CADJ,GAEIhB,sBAAsB,CAACG,SAAD,EAAYa,YAAZ,CAH5B;AAKA,SAAO;AACLd,IAAAA,UADK;AAELC,IAAAA,SAAS,EAAEkB;AAFN,GAAP;AAID;;AAOD,SAASX,4BAAT,CAAsCP,SAAtC,EAAiD;AAC/C,QAAMqB,KAAiB,GAAG,EAA1B;;AACA,OAAK,IAAIP,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGd,SAAS,CAACU,MAA9B,EAAsCI,CAAC,IAAI,CAA3C,EAA8C;AAC5CO,IAAAA,KAAK,CAACC,IAAN,CAAW,CAACtB,SAAS,CAACc,CAAD,CAAV,EAAed,SAAS,CAACc,CAAC,GAAG,CAAL,CAAxB,CAAX;AACAO,IAAAA,KAAK,CAACC,IAAN,CAAW,CAACtB,SAAS,CAACc,CAAC,GAAG,CAAL,CAAV,EAAmBd,SAAS,CAACc,CAAC,GAAG,CAAL,CAA5B,CAAX;AACAO,IAAAA,KAAK,CAACC,IAAN,CAAW,CAACtB,SAAS,CAACc,CAAC,GAAG,CAAL,CAAV,EAAmBd,SAAS,CAACc,CAAD,CAA5B,CAAX;AACD;;AAEDO,EAAAA,KAAK,CAACE,IAAN,CAAW,CAACC,CAAD,EAAIC,CAAJ,KAAUC,IAAI,CAACC,GAAL,CAAS,GAAGH,CAAZ,IAAiBE,IAAI,CAACC,GAAL,CAAS,GAAGF,CAAZ,CAAjB,IAAmCC,IAAI,CAACE,GAAL,CAAS,GAAGJ,CAAZ,IAAiBE,IAAI,CAACE,GAAL,CAAS,GAAGH,CAAZ,CAAzE;AAEA,QAAMtB,YAAwB,GAAG,EAAjC;AACA,MAAI0B,KAAK,GAAG,CAAZ;;AACA,SAAOA,KAAK,GAAGR,KAAK,CAACX,MAArB,EAA6B;AAC3B,QAAIW,KAAK,CAACQ,KAAD,CAAL,CAAa,CAAb,MAAoBR,KAAK,CAACQ,KAAK,GAAG,CAAT,CAAL,CAAiB,CAAjB,CAApB,IAA2CR,KAAK,CAACQ,KAAD,CAAL,CAAa,CAAb,MAAoBR,KAAK,CAACQ,KAAK,GAAG,CAAT,CAAL,CAAiB,CAAjB,CAAnE,EAAwF;AACtFA,MAAAA,KAAK,IAAI,CAAT;AACD,KAFD,MAEO;AACL1B,MAAAA,YAAY,CAACmB,IAAb,CAAkBD,KAAK,CAACQ,KAAK,GAAG,CAAT,CAAvB;AACAA,MAAAA,KAAK;AACN;AACF;;AACD,SAAO1B,YAAP;AACD;;AAQD,SAASC,0BAAT,CAAoC0B,OAApC,EAA0DC,QAA1D,EAAoE;AAElED,EAAAA,OAAO,CAACE,WAAR,CAAoBT,IAApB,CAAyB,CAACC,CAAD,EAAIC,CAAJ,KAAUM,QAAQ,CAAC,IAAIP,CAAJ,GAAQ,CAAT,CAAR,GAAsBO,QAAQ,CAAC,IAAIN,CAAJ,GAAQ,CAAT,CAAjE;AAEAK,EAAAA,OAAO,CAACG,WAAR,CAAoBV,IAApB,CAAyB,CAACC,CAAD,EAAIC,CAAJ,KAAUM,QAAQ,CAAC,IAAIN,CAAJ,GAAQ,CAAT,CAAR,GAAsBM,QAAQ,CAAC,IAAIP,CAAJ,GAAQ,CAAT,CAAjE;AACAM,EAAAA,OAAO,CAACI,YAAR,CAAqBX,IAArB,CAA0B,CAACC,CAAD,EAAIC,CAAJ,KAAUM,QAAQ,CAAC,IAAIN,CAAL,CAAR,GAAkBM,QAAQ,CAAC,IAAIP,CAAL,CAA9D;AAEAM,EAAAA,OAAO,CAACK,YAAR,CAAqBZ,IAArB,CAA0B,CAACC,CAAD,EAAIC,CAAJ,KAAUM,QAAQ,CAAC,IAAIP,CAAL,CAAR,GAAkBO,QAAQ,CAAC,IAAIN,CAAL,CAA9D;AAEA,QAAMJ,KAAiB,GAAG,EAA1B;;AACA,OAAK,MAAMQ,KAAX,IAAoBC,OAApB,EAA6B;AAC3B,UAAMM,UAAU,GAAGN,OAAO,CAACD,KAAD,CAA1B;;AACA,SAAK,IAAIf,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGsB,UAAU,CAAC1B,MAAX,GAAoB,CAAxC,EAA2CI,CAAC,EAA5C,EAAgD;AAC9CO,MAAAA,KAAK,CAACC,IAAN,CAAW,CAACc,UAAU,CAACtB,CAAD,CAAX,EAAgBsB,UAAU,CAACtB,CAAC,GAAG,CAAL,CAA1B,CAAX;AACD;AACF;;AACD,SAAOO,KAAP;AACD;;AAcD,SAASL,0BAAT,CAAoC;AAClCD,EAAAA,IADkC;AAElCE,EAAAA,SAFkC;AAGlClB,EAAAA,UAHkC;AAIlCE,EAAAA,WAJkC;AAKlCO,EAAAA,WALkC;AAMlCG,EAAAA,YANkC;AAOlCE,EAAAA;AAPkC,CAApC,EAQG;AACD,QAAMwB,eAAe,GAAGtC,UAAU,CAACM,QAAX,CAAoBC,KAApB,CAA0BI,MAAlD;AACA,QAAM4B,aAAa,GAAGrB,SAAS,GAAG,CAAlC;AACA,QAAMsB,aAAa,GAAGtB,SAAS,GAAG,CAAZ,GAAgB,CAAtC;AAGAT,EAAAA,WAAW,CAACgC,GAAZ,CACEzC,UAAU,CAACM,QAAX,CAAoBC,KAApB,CAA0BmC,QAA1B,CAAmC1B,IAAI,CAAC,CAAD,CAAJ,GAAU,CAA7C,EAAgDA,IAAI,CAAC,CAAD,CAAJ,GAAU,CAAV,GAAc,CAA9D,CADF,EAEEuB,aAAa,GAAG,CAFlB;AAIA9B,EAAAA,WAAW,CAAC8B,aAAa,GAAG,CAAhB,GAAoB,CAArB,CAAX,GAAqC9B,WAAW,CAAC8B,aAAa,GAAG,CAAhB,GAAoB,CAArB,CAAX,GAAqCrC,WAA1E;AAGAO,EAAAA,WAAW,CAACgC,GAAZ,CACEzC,UAAU,CAACM,QAAX,CAAoBC,KAApB,CAA0BmC,QAA1B,CAAmC1B,IAAI,CAAC,CAAD,CAAJ,GAAU,CAA7C,EAAgDA,IAAI,CAAC,CAAD,CAAJ,GAAU,CAAV,GAAc,CAA9D,CADF,EAEEwB,aAAa,GAAG,CAFlB;AAIA/B,EAAAA,WAAW,CAAC+B,aAAa,GAAG,CAAhB,GAAoB,CAA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attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4);\n\n // 2 new triangles for each outside edge\n const newTriangles = new triangles.constructor(outsideEdges.length * 6);\n\n for (let i = 0; i < outsideEdges.length; i++) {\n const edge = outsideEdges[i];\n\n updateAttributesForNewEdge({\n edge,\n edgeIndex: i,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n });\n }\n\n attributes.POSITION.value = concatenateTypedArrays(attributes.POSITION.value, newPosition);\n attributes.TEXCOORD_0.value = concatenateTypedArrays(attributes.TEXCOORD_0.value, newTexcoord0);\n const resultTriangles =\n triangles instanceof Array\n ? triangles.concat(newTriangles)\n : concatenateTypedArrays(triangles, newTriangles);\n\n return {\n attributes,\n triangles: resultTriangles\n };\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {any} triangles - indices array of the mesh geometry\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromTriangles(triangles) {\n const edges: number[][] = [];\n for (let i = 0; i < triangles.length; i += 3) {\n edges.push([triangles[i], triangles[i + 1]]);\n edges.push([triangles[i + 1], triangles[i + 2]]);\n edges.push([triangles[i + 2], triangles[i]]);\n }\n\n edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));\n\n const outsideEdges: number[][] = [];\n let index = 1;\n while (index < edges.length) {\n if (edges[index][0] === edges[index - 1][1] && edges[index][1] === edges[index - 1][0]) {\n index += 2;\n } else {\n outsideEdges.push(edges[index - 1]);\n index++;\n }\n }\n return outsideEdges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} indices - edge indices from quantized mesh data\n * @param {TypedArray} position - position attribute geometry data\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromIndices(indices: EdgeIndices, position) {\n // Sort skirt indices to create adjacent triangles\n indices.westIndices.sort((a, b) => position[3 * a + 1] - position[3 * b + 1]);\n // Reverse (b - a) to match triangle winding\n indices.eastIndices.sort((a, b) => position[3 * b + 1] - position[3 * a + 1]);\n indices.southIndices.sort((a, b) => position[3 * b] - position[3 * a]);\n // Reverse (b - a) to match triangle winding\n indices.northIndices.sort((a, b) => position[3 * a] - position[3 * b]);\n\n const edges: number[][] = [];\n for (const index in indices) {\n const indexGroup = indices[index];\n for (let i = 0; i < indexGroup.length - 1; i++) {\n edges.push([indexGroup[i], indexGroup[i + 1]]);\n }\n }\n return edges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} args\n * @param {number[]} args.edge - edge indices in geometry\n * @param {number} args.edgeIndex - edge index in outsideEdges array\n * @param {object} args.attributes - POSITION and TEXCOORD_0 attributes\n * @param {number} args.skirtHeight - height of the skirt geometry\n * @param {TypedArray} args.newPosition - POSITION array for skirt data\n * @param {TypedArray} args.newTexcoord0 - TEXCOORD_0 array for skirt data\n * @param {TypedArray | Array} args.newTriangles - trinagle indices array for skirt data\n * @returns {void}\n */\nfunction updateAttributesForNewEdge({\n edge,\n edgeIndex,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n}) {\n const positionsLength = attributes.POSITION.value.length;\n const vertex1Offset = edgeIndex * 2;\n const vertex2Offset = edgeIndex * 2 + 1;\n\n // Define POSITION for new 1st vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3),\n vertex1Offset * 3\n );\n newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Define POSITION for new 2nd vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3),\n vertex2Offset * 3\n );\n newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Use same TEXCOORDS for skirt vertices\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2),\n vertex1Offset * 2\n );\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2),\n vertex2Offset * 2\n );\n\n // Define new triangles\n const triangle1Offset = edgeIndex * 2 * 3;\n newTriangles[triangle1Offset] = edge[0];\n newTriangles[triangle1Offset + 1] = edge[1];\n newTriangles[triangle1Offset + 2] = positionsLength / 3 + vertex2Offset;\n\n newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 4] = positionsLength / 3 + vertex1Offset;\n newTriangles[triangle1Offset + 5] = edge[0];\n}\n"],"file":"skirt.js"}
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+
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attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4);\n\n // 2 new triangles for each outside edge\n const newTriangles = new triangles.constructor(outsideEdges.length * 6);\n\n for (let i = 0; i < outsideEdges.length; i++) {\n const edge = outsideEdges[i];\n\n updateAttributesForNewEdge({\n edge,\n edgeIndex: i,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n });\n }\n\n attributes.POSITION.value = concatenateTypedArrays(attributes.POSITION.value, newPosition);\n attributes.TEXCOORD_0.value = concatenateTypedArrays(attributes.TEXCOORD_0.value, newTexcoord0);\n const resultTriangles =\n triangles instanceof Array\n ? triangles.concat(newTriangles)\n : concatenateTypedArrays(triangles, newTriangles);\n\n return {\n attributes,\n triangles: resultTriangles\n };\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {any} triangles - indices array of the mesh geometry\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromTriangles(triangles) {\n const edges: number[][] = [];\n for (let i = 0; i < triangles.length; i += 3) {\n edges.push([triangles[i], triangles[i + 1]]);\n edges.push([triangles[i + 1], triangles[i + 2]]);\n edges.push([triangles[i + 2], triangles[i]]);\n }\n\n edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));\n\n const outsideEdges: number[][] = [];\n let index = 0;\n while (index < edges.length) {\n if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) {\n index += 2;\n } else {\n outsideEdges.push(edges[index]);\n index++;\n }\n }\n return outsideEdges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} indices - edge indices from quantized mesh data\n * @param {TypedArray} position - position attribute geometry data\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromIndices(indices: EdgeIndices, position) {\n // Sort skirt indices to create adjacent triangles\n indices.westIndices.sort((a, b) => position[3 * a + 1] - position[3 * b + 1]);\n // Reverse (b - a) to match triangle winding\n indices.eastIndices.sort((a, b) => position[3 * b + 1] - position[3 * a + 1]);\n indices.southIndices.sort((a, b) => position[3 * b] - position[3 * a]);\n // Reverse (b - a) to match triangle winding\n indices.northIndices.sort((a, b) => position[3 * a] - position[3 * b]);\n\n const edges: number[][] = [];\n for (const index in indices) {\n const indexGroup = indices[index];\n for (let i = 0; i < indexGroup.length - 1; i++) {\n edges.push([indexGroup[i], indexGroup[i + 1]]);\n }\n }\n return edges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} args\n * @param {number[]} args.edge - edge indices in geometry\n * @param {number} args.edgeIndex - edge index in outsideEdges array\n * @param {object} args.attributes - POSITION and TEXCOORD_0 attributes\n * @param {number} args.skirtHeight - height of the skirt geometry\n * @param {TypedArray} args.newPosition - POSITION array for skirt data\n * @param {TypedArray} args.newTexcoord0 - TEXCOORD_0 array for skirt data\n * @param {TypedArray | Array} args.newTriangles - trinagle indices array for skirt data\n * @returns {void}\n */\nfunction updateAttributesForNewEdge({\n edge,\n edgeIndex,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n}) {\n const positionsLength = attributes.POSITION.value.length;\n const vertex1Offset = edgeIndex * 2;\n const vertex2Offset = edgeIndex * 2 + 1;\n\n // Define POSITION for new 1st vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3),\n vertex1Offset * 3\n );\n newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Define POSITION for new 2nd vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3),\n vertex2Offset * 3\n );\n newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Use same TEXCOORDS for skirt vertices\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2),\n vertex1Offset * 2\n );\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2),\n vertex2Offset * 2\n );\n\n // Define new triangles\n const triangle1Offset = edgeIndex * 2 * 3;\n newTriangles[triangle1Offset] = edge[0];\n newTriangles[triangle1Offset + 1] = edge[1];\n newTriangles[triangle1Offset + 2] = positionsLength / 3 + vertex2Offset;\n\n newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 4] = positionsLength / 3 + vertex1Offset;\n newTriangles[triangle1Offset + 5] = edge[0];\n}\n"],"file":"skirt.js"}
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{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 const loadImageOptions = {\n ...options,\n mimeType: 'application/x.image',\n image: {...options.image, type: 'data'}\n };\n const image = await context.parse(arrayBuffer, loadImageOptions);\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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@@ -1,2 +1,2 @@
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1
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-
export const VERSION = typeof "3.1.
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1
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+
export const VERSION = typeof "3.1.7" !== 'undefined' ? "3.1.7" : 'latest';
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2
2
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//# sourceMappingURL=version.js.map
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@@ -5,8 +5,8 @@ export const TerrainLoader = {
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5
5
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module: 'terrain',
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6
6
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version: VERSION,
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7
7
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worker: true,
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8
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-
extensions: ['png', 'pngraw'],
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9
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-
mimeTypes: ['image/png'],
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8
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+
extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'],
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9
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mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'],
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10
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options: {
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11
11
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terrain: {
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12
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tesselator: 'auto',
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@@ -1 +1 @@
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1
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-
{"version":3,"sources":["../../src/terrain-loader.ts"],"names":["VERSION","TerrainLoader","name","id","module","version","worker","extensions","mimeTypes","options","terrain","tesselator","bounds","meshMaxError","elevationDecoder","rScaler","gScaler","bScaler","offset","skirtHeight","_typecheckTerrainWorkerLoader"],"mappings":"AACA,SAAQA,OAAR,QAAsB,qBAAtB;AAKA,OAAO,MAAMC,aAAa,GAAG;AAC3BC,EAAAA,IAAI,EAAE,SADqB;AAE3BC,EAAAA,EAAE,EAAE,SAFuB;AAG3BC,EAAAA,MAAM,EAAE,SAHmB;AAI3BC,EAAAA,OAAO,EAAEL,OAJkB;AAK3BM,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;AA2BP,OAAO,MAAMC,6BAAqC,GAAGnB,aAA9C","sourcesContent":["import type {Loader} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\n\n/**\n * Worker loader for
|
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1
|
+
{"version":3,"sources":["../../src/terrain-loader.ts"],"names":["VERSION","TerrainLoader","name","id","module","version","worker","extensions","mimeTypes","options","terrain","tesselator","bounds","meshMaxError","elevationDecoder","rScaler","gScaler","bScaler","offset","skirtHeight","_typecheckTerrainWorkerLoader"],"mappings":"AACA,SAAQA,OAAR,QAAsB,qBAAtB;AAKA,OAAO,MAAMC,aAAa,GAAG;AAC3BC,EAAAA,IAAI,EAAE,SADqB;AAE3BC,EAAAA,EAAE,EAAE,SAFuB;AAG3BC,EAAAA,MAAM,EAAE,SAHmB;AAI3BC,EAAAA,OAAO,EAAEL,OAJkB;AAK3BM,EAAAA,MAAM,EAAE,IALmB;AAM3BC,EAAAA,UAAU,EAAE,CAAC,KAAD,EAAQ,QAAR,EAAkB,KAAlB,EAAyB,MAAzB,EAAiC,KAAjC,EAAwC,MAAxC,EAAgD,KAAhD,CANe;AAO3BC,EAAAA,SAAS,EAAE,CAAC,WAAD,EAAc,YAAd,EAA4B,WAA5B,EAAyC,YAAzC,EAAuD,WAAvD,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;AA2BP,OAAO,MAAMC,6BAAqC,GAAGnB,aAA9C","sourcesContent":["import type {Loader} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\n\n/**\n * Worker loader for color-encoded images\n */\nexport const TerrainLoader = {\n name: 'Terrain',\n id: 'terrain',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'],\n mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'],\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 color-encoded images\n */\nexport const _typecheckTerrainWorkerLoader: Loader = TerrainLoader;\n"],"file":"terrain-loader.js"}
|
|
@@ -56,13 +56,13 @@ function getOutsideEdgesFromTriangles(triangles) {
|
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|
}
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edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));
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if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) {
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}
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"parse-terrain.d.ts","sourceRoot":"","sources":["../../src/lib/parse-terrain.ts"],"names":[],"mappings":"AA8MA,wBAA8B,WAAW,CAAC,WAAW,KAAA,EAAE,OAAO,KAAA,EAAE,OAAO,KAAA;;;;;;;;;;;;;;;;;;;;;;;
|
|
1
|
+
{"version":3,"file":"parse-terrain.d.ts","sourceRoot":"","sources":["../../src/lib/parse-terrain.ts"],"names":[],"mappings":"AA8MA,wBAA8B,WAAW,CAAC,WAAW,KAAA,EAAE,OAAO,KAAA,EAAE,OAAO,KAAA;;;;;;;;;;;;;;;;;;;;;;;UAStE"}
|
|
@@ -153,9 +153,12 @@ function getDelatinTileMesh(meshMaxError, width, height, terrain) {
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return { vertices, triangles };
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async function loadTerrain(arrayBuffer, options, context) {
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...options,
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mimeType: 'application/x.image',
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image: { ...options.image, type: 'data' }
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};
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const image = await context.parse(arrayBuffer, loadImageOptions);
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// Extend function to support additional mesh generation options (square grid or delatin)
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return getMesh(image, options.terrain);
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@@ -434,12 +434,12 @@
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}
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edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));
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const outsideEdges = [];
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let index =
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let index = 0;
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while (index < edges.length) {
|
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-
if (edges[index][0] === edges[index
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if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) {
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} else {
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outsideEdges.push(edges[index
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outsideEdges.push(edges[index]);
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index++;
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|
}
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}
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@@ -1151,14 +1151,17 @@
|
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1151
|
return { vertices, triangles };
|
|
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|
}
|
|
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1153
|
async function loadTerrain(arrayBuffer, options, context) {
|
|
1154
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-
|
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|
-
|
|
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-
|
|
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|
+
const loadImageOptions = {
|
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|
+
...options,
|
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|
+
mimeType: "application/x.image",
|
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|
+
image: { ...options.image, type: "data" }
|
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|
+
};
|
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|
+
const image = await context.parse(arrayBuffer, loadImageOptions);
|
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|
return getMesh(image, options.terrain);
|
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|
}
|
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// src/lib/utils/version.ts
|
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|
-
var VERSION =
|
|
1164
|
+
var VERSION = true ? "3.1.7" : "latest";
|
|
1162
1165
|
|
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1163
1166
|
// src/terrain-loader.ts
|
|
1164
1167
|
var TerrainLoader = {
|
|
@@ -1167,8 +1170,8 @@
|
|
|
1167
1170
|
module: "terrain",
|
|
1168
1171
|
version: VERSION,
|
|
1169
1172
|
worker: true,
|
|
1170
|
-
extensions: ["png", "pngraw"],
|
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|
-
mimeTypes: ["image/png"],
|
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|
+
extensions: ["png", "pngraw", "jpg", "jpeg", "gif", "webp", "bmp"],
|
|
1174
|
+
mimeTypes: ["image/png", "image/jpeg", "image/gif", "image/webp", "image/bmp"],
|
|
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|
options: {
|
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1173
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|
terrain: {
|
|
1174
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|
tesselator: "auto",
|
|
@@ -1213,6 +1216,6 @@
|
|
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1213
1216
|
parse: async (arrayBuffer, options) => loadQuantizedMesh(arrayBuffer, options)
|
|
1214
1217
|
};
|
|
1215
1218
|
|
|
1216
|
-
// src/workers/quantized-mesh-worker.
|
|
1219
|
+
// src/workers/quantized-mesh-worker.ts
|
|
1217
1220
|
createLoaderWorker(QuantizedMeshLoader2);
|
|
1218
1221
|
})();
|
package/dist/terrain-loader.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import type { Loader } from '@loaders.gl/loader-utils';
|
|
2
2
|
/**
|
|
3
|
-
* Worker loader for
|
|
3
|
+
* Worker loader for color-encoded images
|
|
4
4
|
*/
|
|
5
5
|
export declare const TerrainLoader: {
|
|
6
6
|
name: string;
|
|
@@ -26,7 +26,7 @@ export declare const TerrainLoader: {
|
|
|
26
26
|
};
|
|
27
27
|
};
|
|
28
28
|
/**
|
|
29
|
-
* Loader for
|
|
29
|
+
* Loader for color-encoded images
|
|
30
30
|
*/
|
|
31
31
|
export declare const _typecheckTerrainWorkerLoader: Loader;
|
|
32
32
|
//# sourceMappingURL=terrain-loader.d.ts.map
|
package/dist/terrain-loader.js
CHANGED
|
@@ -3,7 +3,7 @@ Object.defineProperty(exports, "__esModule", { value: true });
|
|
|
3
3
|
exports._typecheckTerrainWorkerLoader = exports.TerrainLoader = void 0;
|
|
4
4
|
const version_1 = require("./lib/utils/version");
|
|
5
5
|
/**
|
|
6
|
-
* Worker loader for
|
|
6
|
+
* Worker loader for color-encoded images
|
|
7
7
|
*/
|
|
8
8
|
exports.TerrainLoader = {
|
|
9
9
|
name: 'Terrain',
|
|
@@ -11,8 +11,8 @@ exports.TerrainLoader = {
|
|
|
11
11
|
module: 'terrain',
|
|
12
12
|
version: version_1.VERSION,
|
|
13
13
|
worker: true,
|
|
14
|
-
extensions: ['png', 'pngraw'],
|
|
15
|
-
mimeTypes: ['image/png'],
|
|
14
|
+
extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'],
|
|
15
|
+
mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'],
|
|
16
16
|
options: {
|
|
17
17
|
terrain: {
|
|
18
18
|
tesselator: 'auto',
|
|
@@ -29,6 +29,6 @@ exports.TerrainLoader = {
|
|
|
29
29
|
}
|
|
30
30
|
};
|
|
31
31
|
/**
|
|
32
|
-
* Loader for
|
|
32
|
+
* Loader for color-encoded images
|
|
33
33
|
*/
|
|
34
34
|
exports._typecheckTerrainWorkerLoader = exports.TerrainLoader;
|
package/dist/terrain-worker.js
CHANGED
|
@@ -434,12 +434,12 @@
|
|
|
434
434
|
}
|
|
435
435
|
edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));
|
|
436
436
|
const outsideEdges = [];
|
|
437
|
-
let index =
|
|
437
|
+
let index = 0;
|
|
438
438
|
while (index < edges.length) {
|
|
439
|
-
if (edges[index][0] === edges[index
|
|
439
|
+
if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) {
|
|
440
440
|
index += 2;
|
|
441
441
|
} else {
|
|
442
|
-
outsideEdges.push(edges[index
|
|
442
|
+
outsideEdges.push(edges[index]);
|
|
443
443
|
index++;
|
|
444
444
|
}
|
|
445
445
|
}
|
|
@@ -1151,14 +1151,17 @@
|
|
|
1151
1151
|
return { vertices, triangles };
|
|
1152
1152
|
}
|
|
1153
1153
|
async function loadTerrain(arrayBuffer, options, context) {
|
|
1154
|
-
|
|
1155
|
-
|
|
1156
|
-
|
|
1154
|
+
const loadImageOptions = {
|
|
1155
|
+
...options,
|
|
1156
|
+
mimeType: "application/x.image",
|
|
1157
|
+
image: { ...options.image, type: "data" }
|
|
1158
|
+
};
|
|
1159
|
+
const image = await context.parse(arrayBuffer, loadImageOptions);
|
|
1157
1160
|
return getMesh(image, options.terrain);
|
|
1158
1161
|
}
|
|
1159
1162
|
|
|
1160
1163
|
// src/lib/utils/version.ts
|
|
1161
|
-
var VERSION =
|
|
1164
|
+
var VERSION = true ? "3.1.7" : "latest";
|
|
1162
1165
|
|
|
1163
1166
|
// src/terrain-loader.ts
|
|
1164
1167
|
var TerrainLoader = {
|
|
@@ -1167,8 +1170,8 @@
|
|
|
1167
1170
|
module: "terrain",
|
|
1168
1171
|
version: VERSION,
|
|
1169
1172
|
worker: true,
|
|
1170
|
-
extensions: ["png", "pngraw"],
|
|
1171
|
-
mimeTypes: ["image/png"],
|
|
1173
|
+
extensions: ["png", "pngraw", "jpg", "jpeg", "gif", "webp", "bmp"],
|
|
1174
|
+
mimeTypes: ["image/png", "image/jpeg", "image/gif", "image/webp", "image/bmp"],
|
|
1172
1175
|
options: {
|
|
1173
1176
|
terrain: {
|
|
1174
1177
|
tesselator: "auto",
|
|
@@ -1213,6 +1216,6 @@
|
|
|
1213
1216
|
parse: async (arrayBuffer, options) => loadQuantizedMesh(arrayBuffer, options)
|
|
1214
1217
|
};
|
|
1215
1218
|
|
|
1216
|
-
// src/workers/terrain-worker.
|
|
1219
|
+
// src/workers/terrain-worker.ts
|
|
1217
1220
|
createLoaderWorker(TerrainLoader2);
|
|
1218
1221
|
})();
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@loaders.gl/terrain",
|
|
3
|
-
"version": "3.1.
|
|
3
|
+
"version": "3.1.7",
|
|
4
4
|
"description": "Framework-independent loader for terrain raster formats",
|
|
5
5
|
"license": "MIT",
|
|
6
6
|
"publishConfig": {
|
|
@@ -30,14 +30,14 @@
|
|
|
30
30
|
"scripts": {
|
|
31
31
|
"pre-build": "npm run build-worker && npm run build-worker2 && npm run build-bundle",
|
|
32
32
|
"build-bundle": "esbuild src/bundle.ts --bundle --outfile=dist/dist.min.js",
|
|
33
|
-
"build-worker": "esbuild src/workers/terrain-worker.
|
|
34
|
-
"build-worker2": "esbuild src/workers/quantized-mesh-worker.
|
|
33
|
+
"build-worker": "esbuild src/workers/terrain-worker.ts --bundle --outfile=dist/terrain-worker.js --define:__VERSION__=\\\"$npm_package_version\\\"",
|
|
34
|
+
"build-worker2": "esbuild src/workers/quantized-mesh-worker.ts --bundle --outfile=dist/quantized-mesh-worker.js --define:__VERSION__=\\\"$npm_package_version\\\""
|
|
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": "3.1.7",
|
|
39
|
+
"@loaders.gl/schema": "3.1.7",
|
|
40
40
|
"@mapbox/martini": "^0.2.0"
|
|
41
41
|
},
|
|
42
|
-
"gitHead": "
|
|
42
|
+
"gitHead": "e48d29e426e9f23879875763e73efc5c58345be1"
|
|
43
43
|
}
|
package/src/lib/helpers/skirt.ts
CHANGED
|
@@ -70,12 +70,12 @@ function getOutsideEdgesFromTriangles(triangles) {
|
|
|
70
70
|
edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));
|
|
71
71
|
|
|
72
72
|
const outsideEdges: number[][] = [];
|
|
73
|
-
let index =
|
|
73
|
+
let index = 0;
|
|
74
74
|
while (index < edges.length) {
|
|
75
|
-
if (edges[index][0] === edges[index
|
|
75
|
+
if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) {
|
|
76
76
|
index += 2;
|
|
77
77
|
} else {
|
|
78
|
-
outsideEdges.push(edges[index
|
|
78
|
+
outsideEdges.push(edges[index]);
|
|
79
79
|
index++;
|
|
80
80
|
}
|
|
81
81
|
}
|
package/src/lib/parse-terrain.ts
CHANGED
|
@@ -205,9 +205,12 @@ function getDelatinTileMesh(meshMaxError, width, height, terrain) {
|
|
|
205
205
|
}
|
|
206
206
|
|
|
207
207
|
export default async function loadTerrain(arrayBuffer, options, context) {
|
|
208
|
-
|
|
209
|
-
|
|
210
|
-
|
|
208
|
+
const loadImageOptions = {
|
|
209
|
+
...options,
|
|
210
|
+
mimeType: 'application/x.image',
|
|
211
|
+
image: {...options.image, type: 'data'}
|
|
212
|
+
};
|
|
213
|
+
const image = await context.parse(arrayBuffer, loadImageOptions);
|
|
211
214
|
// Extend function to support additional mesh generation options (square grid or delatin)
|
|
212
215
|
return getMesh(image, options.terrain);
|
|
213
216
|
}
|
package/src/terrain-loader.ts
CHANGED
|
@@ -2,7 +2,7 @@ import type {Loader} from '@loaders.gl/loader-utils';
|
|
|
2
2
|
import {VERSION} from './lib/utils/version';
|
|
3
3
|
|
|
4
4
|
/**
|
|
5
|
-
* Worker loader for
|
|
5
|
+
* Worker loader for color-encoded images
|
|
6
6
|
*/
|
|
7
7
|
export const TerrainLoader = {
|
|
8
8
|
name: 'Terrain',
|
|
@@ -10,8 +10,8 @@ export const TerrainLoader = {
|
|
|
10
10
|
module: 'terrain',
|
|
11
11
|
version: VERSION,
|
|
12
12
|
worker: true,
|
|
13
|
-
extensions: ['png', 'pngraw'],
|
|
14
|
-
mimeTypes: ['image/png'],
|
|
13
|
+
extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'],
|
|
14
|
+
mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'],
|
|
15
15
|
options: {
|
|
16
16
|
terrain: {
|
|
17
17
|
tesselator: 'auto',
|
|
@@ -29,6 +29,6 @@ export const TerrainLoader = {
|
|
|
29
29
|
};
|
|
30
30
|
|
|
31
31
|
/**
|
|
32
|
-
* Loader for
|
|
32
|
+
* Loader for color-encoded images
|
|
33
33
|
*/
|
|
34
34
|
export const _typecheckTerrainWorkerLoader: Loader = TerrainLoader;
|