@loaders.gl/terrain 3.2.12 → 3.3.0-alpha.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (54) hide show
  1. package/dist/es5/bundle.js +0 -1
  2. package/dist/es5/bundle.js.map +1 -1
  3. package/dist/es5/index.js +10 -24
  4. package/dist/es5/index.js.map +1 -1
  5. package/dist/es5/lib/decode-quantized-mesh.js +18 -65
  6. package/dist/es5/lib/decode-quantized-mesh.js.map +1 -1
  7. package/dist/es5/lib/delatin/index.js +46 -104
  8. package/dist/es5/lib/delatin/index.js.map +1 -1
  9. package/dist/es5/lib/helpers/skirt.js +12 -20
  10. package/dist/es5/lib/helpers/skirt.js.map +1 -1
  11. package/dist/es5/lib/parse-quantized-mesh.js +22 -39
  12. package/dist/es5/lib/parse-quantized-mesh.js.map +1 -1
  13. package/dist/es5/lib/parse-terrain.js +23 -57
  14. package/dist/es5/lib/parse-terrain.js.map +1 -1
  15. package/dist/es5/lib/utils/version.js +1 -1
  16. package/dist/es5/lib/utils/version.js.map +1 -1
  17. package/dist/es5/quantized-mesh-loader.js +0 -2
  18. package/dist/es5/quantized-mesh-loader.js.map +1 -1
  19. package/dist/es5/terrain-loader.js +1 -2
  20. package/dist/es5/terrain-loader.js.map +1 -1
  21. package/dist/es5/workers/quantized-mesh-worker.js +0 -2
  22. package/dist/es5/workers/quantized-mesh-worker.js.map +1 -1
  23. package/dist/es5/workers/terrain-worker.js +0 -2
  24. package/dist/es5/workers/terrain-worker.js.map +1 -1
  25. package/dist/esm/bundle.js +1 -1
  26. package/dist/esm/bundle.js.map +1 -1
  27. package/dist/esm/index.js +7 -2
  28. package/dist/esm/index.js.map +1 -1
  29. package/dist/esm/lib/decode-quantized-mesh.js +6 -40
  30. package/dist/esm/lib/decode-quantized-mesh.js.map +1 -1
  31. package/dist/esm/lib/delatin/index.js +18 -98
  32. package/dist/esm/lib/delatin/index.js.map +1 -1
  33. package/dist/esm/lib/helpers/skirt.js +16 -19
  34. package/dist/esm/lib/helpers/skirt.js.map +1 -1
  35. package/dist/esm/lib/parse-quantized-mesh.js +2 -6
  36. package/dist/esm/lib/parse-quantized-mesh.js.map +1 -1
  37. package/dist/esm/lib/parse-terrain.js +6 -19
  38. package/dist/esm/lib/parse-terrain.js.map +1 -1
  39. package/dist/esm/lib/utils/version.js +2 -1
  40. package/dist/esm/lib/utils/version.js.map +1 -1
  41. package/dist/esm/quantized-mesh-loader.js +1 -0
  42. package/dist/esm/quantized-mesh-loader.js.map +1 -1
  43. package/dist/esm/terrain-loader.js +2 -0
  44. package/dist/esm/terrain-loader.js.map +1 -1
  45. package/dist/esm/workers/quantized-mesh-worker.js.map +1 -1
  46. package/dist/esm/workers/terrain-worker.js.map +1 -1
  47. package/dist/lib/decode-quantized-mesh.d.ts +1 -1
  48. package/dist/lib/decode-quantized-mesh.d.ts.map +1 -1
  49. package/dist/lib/helpers/skirt.d.ts +1 -1
  50. package/dist/lib/helpers/skirt.d.ts.map +1 -1
  51. package/dist/lib/parse-quantized-mesh.js +5 -1
  52. package/dist/quantized-mesh-worker.js +1 -1
  53. package/dist/terrain-worker.js +1 -1
  54. package/package.json +4 -4
@@ -1 +1 @@
1
- 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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] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 2] = edge[1];\n\n newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 4] = edge[0];\n newTriangles[triangle1Offset + 5] = positionsLength / 3 + vertex1Offset;\n}\n"],"file":"skirt.js"}
1
+ {"version":3,"file":"skirt.js","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"],"sources":["../../../../src/lib/helpers/skirt.ts"],"sourcesContent":["import {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] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 2] = edge[1];\n\n newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 4] = edge[0];\n newTriangles[triangle1Offset + 5] = positionsLength / 3 + 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@@ -1,7 +1,6 @@
1
1
  import { getMeshBoundingBox } from '@loaders.gl/schema';
2
2
  import decode, { DECODING_STEPS } from './decode-quantized-mesh';
3
3
  import { addSkirt } from './helpers/skirt';
4
-
5
4
  function getMeshAttributes(vertexData, header, bounds) {
6
5
  const {
7
6
  minHeight,
@@ -13,6 +12,7 @@ function getMeshAttributes(vertexData, header, bounds) {
13
12
  const zScale = maxHeight - minHeight;
14
13
  const nCoords = vertexData.length / 3;
15
14
  const positions = new Float32Array(nCoords * 3);
15
+
16
16
  const texCoords = new Float32Array(nCoords * 2);
17
17
 
18
18
  for (let i = 0; i < nCoords; i++) {
@@ -25,7 +25,6 @@ function getMeshAttributes(vertexData, header, bounds) {
25
25
  texCoords[2 * i + 0] = x;
26
26
  texCoords[2 * i + 1] = y;
27
27
  }
28
-
29
28
  return {
30
29
  POSITION: {
31
30
  value: positions,
@@ -42,7 +41,6 @@ function getTileMesh(arrayBuffer, options) {
42
41
  if (!arrayBuffer) {
43
42
  return null;
44
43
  }
45
-
46
44
  const {
47
45
  bounds
48
46
  } = options;
@@ -57,8 +55,8 @@ function getTileMesh(arrayBuffer, options) {
57
55
  } = decode(arrayBuffer, DECODING_STEPS.triangleIndices);
58
56
  let triangleIndices = originalTriangleIndices;
59
57
  let attributes = getMeshAttributes(vertexData, header, bounds);
60
- const boundingBox = getMeshBoundingBox(attributes);
61
58
 
59
+ const boundingBox = getMeshBoundingBox(attributes);
62
60
  if (options.skirtHeight) {
63
61
  const {
64
62
  attributes: newAttributes,
@@ -72,7 +70,6 @@ function getTileMesh(arrayBuffer, options) {
72
70
  attributes = newAttributes;
73
71
  triangleIndices = newTriangles;
74
72
  }
75
-
76
73
  return {
77
74
  loaderData: {
78
75
  header: {}
@@ -89,7 +86,6 @@ function getTileMesh(arrayBuffer, options) {
89
86
  attributes
90
87
  };
91
88
  }
92
-
93
89
  export default function loadQuantizedMesh(arrayBuffer, options) {
94
90
  return getTileMesh(arrayBuffer, options['quantized-mesh']);
95
91
  }
@@ -1 +1 @@
1
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all u, then all v, then all heights\n for (let i = 0; i < nCoords; i++) {\n const x = vertexData[i] / 32767;\n const y = vertexData[i + nCoords] / 32767;\n const z = vertexData[i + nCoords * 2] / 32767;\n\n positions[3 * i + 0] = x * xScale + minX;\n positions[3 * i + 1] = y * yScale + minY;\n positions[3 * i + 2] = z * zScale + minHeight;\n\n texCoords[2 * i + 0] = x;\n texCoords[2 * i + 1] = y;\n }\n\n return {\n POSITION: {value: positions, size: 3},\n TEXCOORD_0: {value: texCoords, size: 2}\n // TODO: Parse normals if they exist in the file\n // NORMAL: {}, - optional, but creates the high poly look with lighting\n };\n}\n\nfunction getTileMesh(arrayBuffer, options) {\n if (!arrayBuffer) {\n return null;\n }\n const {bounds} = options;\n // Don't parse edge indices or format extensions\n const {\n header,\n vertexData,\n triangleIndices: originalTriangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n } = decode(arrayBuffer, DECODING_STEPS.triangleIndices);\n let triangleIndices = originalTriangleIndices;\n let attributes = getMeshAttributes(vertexData, header, bounds);\n\n // Compute bounding box before adding skirt so that z values are not skewed\n // TODO: Find bounding box from header, instead of doing extra pass over\n // vertices.\n const boundingBox = getMeshBoundingBox(attributes);\n\n if (options.skirtHeight) {\n const {attributes: newAttributes, triangles: newTriangles} = addSkirt(\n attributes,\n triangleIndices,\n options.skirtHeight,\n {\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n }\n );\n attributes = newAttributes;\n triangleIndices = newTriangles;\n }\n\n return {\n // Data return by this loader implementation\n loaderData: {\n header: {}\n },\n header: {\n // @ts-ignore\n vertexCount: triangleIndices.length,\n boundingBox\n },\n mode: 4, // TRIANGLES\n indices: {value: triangleIndices, size: 1},\n attributes\n };\n}\n\nexport default function loadQuantizedMesh(arrayBuffer, options) {\n return getTileMesh(arrayBuffer, options['quantized-mesh']);\n}\n"],"file":"parse-quantized-mesh.js"}
1
+ {"version":3,"file":"parse-quantized-mesh.js","names":["getMeshBoundingBox","decode","DECODING_STEPS","addSkirt","getMeshAttributes","vertexData","header","bounds","minHeight","maxHeight","minX","minY","maxX","maxY","xScale","yScale","zScale","nCoords","length","positions","Float32Array","texCoords","i","x","y","z","POSITION","value","size","TEXCOORD_0","getTileMesh","arrayBuffer","options","triangleIndices","originalTriangleIndices","westIndices","northIndices","eastIndices","southIndices","attributes","boundingBox","skirtHeight","newAttributes","triangles","newTriangles","loaderData","vertexCount","mode","indices","loadQuantizedMesh"],"sources":["../../../src/lib/parse-quantized-mesh.ts"],"sourcesContent":["import {getMeshBoundingBox} from '@loaders.gl/schema';\nimport decode, {DECODING_STEPS} from './decode-quantized-mesh';\nimport {addSkirt} from './helpers/skirt';\n\nfunction getMeshAttributes(vertexData, header, bounds) {\n const {minHeight, maxHeight} = header;\n const [minX, minY, maxX, maxY] = bounds || [0, 0, 1, 1];\n const xScale = maxX - minX;\n const yScale = maxY - minY;\n const zScale = maxHeight - minHeight;\n\n const nCoords = vertexData.length / 3;\n // vec3. x, y defined by bounds, z in meters\n const positions = new Float32Array(nCoords * 3);\n\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(nCoords * 2);\n\n // Data is not interleaved; all u, then all v, then all heights\n for (let i = 0; i < nCoords; i++) {\n const x = vertexData[i] / 32767;\n const y = vertexData[i + nCoords] / 32767;\n const z = vertexData[i + nCoords * 2] / 32767;\n\n positions[3 * i + 0] = x * xScale + minX;\n positions[3 * i + 1] = y * yScale + minY;\n positions[3 * i + 2] = z * zScale + minHeight;\n\n texCoords[2 * i + 0] = x;\n texCoords[2 * i + 1] = y;\n }\n\n return {\n POSITION: {value: positions, size: 3},\n TEXCOORD_0: {value: texCoords, size: 2}\n // TODO: Parse normals if they exist in the file\n // NORMAL: {}, - optional, but creates the high poly look with lighting\n };\n}\n\nfunction getTileMesh(arrayBuffer, options) {\n if (!arrayBuffer) {\n return null;\n }\n const {bounds} = options;\n // Don't parse edge indices or format extensions\n const {\n header,\n vertexData,\n triangleIndices: originalTriangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n } = decode(arrayBuffer, DECODING_STEPS.triangleIndices);\n let triangleIndices = originalTriangleIndices;\n let attributes = getMeshAttributes(vertexData, header, bounds);\n\n // Compute bounding box before adding skirt so that z values are not skewed\n // TODO: Find bounding box from header, instead of doing extra pass over\n // vertices.\n const boundingBox = getMeshBoundingBox(attributes);\n\n if (options.skirtHeight) {\n const {attributes: newAttributes, triangles: newTriangles} = addSkirt(\n attributes,\n triangleIndices,\n options.skirtHeight,\n {\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n }\n );\n attributes = newAttributes;\n triangleIndices = newTriangles;\n }\n\n return {\n // Data return by this loader implementation\n loaderData: {\n header: {}\n },\n header: {\n // @ts-ignore\n vertexCount: triangleIndices.length,\n boundingBox\n },\n mode: 4, // TRIANGLES\n indices: {value: triangleIndices, size: 1},\n attributes\n };\n}\n\nexport default function loadQuantizedMesh(arrayBuffer, options) {\n return getTileMesh(arrayBuffer, options['quantized-mesh']);\n}\n"],"mappings":"AAAA,SAAQA,kBAAkB,QAAO,oBAAoB;AACrD,OAAOC,MAAM,IAAGC,cAAc,QAAO,yBAAyB;AAC9D,SAAQC,QAAQ,QAAO,iBAAiB;AAExC,SAASC,iBAAiB,CAACC,UAAU,EAAEC,MAAM,EAAEC,MAAM,EAAE;EACrD,MAAM;IAACC,SAAS;IAAEC;EAAS,CAAC,GAAGH,MAAM;EACrC,MAAM,CAACI,IAAI,EAAEC,IAAI,EAAEC,IAAI,EAAEC,IAAI,CAAC,GAAGN,MAAM,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;EACvD,MAAMO,MAAM,GAAGF,IAAI,GAAGF,IAAI;EAC1B,MAAMK,MAAM,GAAGF,IAAI,GAAGF,IAAI;EAC1B,MAAMK,MAAM,GAAGP,SAAS,GAAGD,SAAS;EAEpC,MAAMS,OAAO,GAAGZ,UAAU,CAACa,MAAM,GAAG,CAAC;EAErC,MAAMC,SAAS,GAAG,IAAIC,YAAY,CAACH,OAAO,GAAG,CAAC,CAAC;;EAG/C,MAAMI,SAAS,GAAG,IAAID,YAAY,CAACH,OAAO,GAAG,CAAC,CAAC;;EAG/C,KAAK,IAAIK,CAAC,GAAG,CAAC,EAAEA,CAAC,GAAGL,OAAO,EAAEK,CAAC,EAAE,EAAE;IAChC,MAAMC,CAAC,GAAGlB,UAAU,CAACiB,CAAC,CAAC,GAAG,KAAK;IAC/B,MAAME,CAAC,GAAGnB,UAAU,CAACiB,CAAC,GAAGL,OAAO,CAAC,GAAG,KAAK;IACzC,MAAMQ,CAAC,GAAGpB,UAAU,CAACiB,CAAC,GAAGL,OAAO,GAAG,CAAC,CAAC,GAAG,KAAK;IAE7CE,SAAS,CAAC,CAAC,GAAGG,CAAC,GAAG,CAAC,CAAC,GAAGC,CAAC,GAAGT,MAAM,GAAGJ,IAAI;IACxCS,SAAS,CAAC,CAAC,GAAGG,CAAC,GAAG,CAAC,CAAC,GAAGE,CAAC,GAAGT,MAAM,GAAGJ,IAAI;IACxCQ,SAAS,CAAC,CAAC,GAAGG,CAAC,GAAG,CAAC,CAAC,GAAGG,CAAC,GAAGT,MAAM,GAAGR,SAAS;IAE7Ca,SAAS,CAAC,CAAC,GAAGC,CAAC,GAAG,CAAC,CAAC,GAAGC,CAAC;IACxBF,SAAS,CAAC,CAAC,GAAGC,CAAC,GAAG,CAAC,CAAC,GAAGE,CAAC;EAC1B;EAEA,OAAO;IACLE,QAAQ,EAAE;MAACC,KAAK,EAAER,SAAS;MAAES,IAAI,EAAE;IAAC,CAAC;IACrCC,UAAU,EAAE;MAACF,KAAK,EAAEN,SAAS;MAAEO,IAAI,EAAE;IAAC;EAGxC,CAAC;AACH;;AAEA,SAASE,WAAW,CAACC,WAAW,EAAEC,OAAO,EAAE;EACzC,IAAI,CAACD,WAAW,EAAE;IAChB,OAAO,IAAI;EACb;EACA,MAAM;IAACxB;EAAM,CAAC,GAAGyB,OAAO;EAExB,MAAM;IACJ1B,MAAM;IACND,UAAU;IACV4B,eAAe,EAAEC,uBAAuB;IACxCC,WAAW;IACXC,YAAY;IACZC,WAAW;IACXC;EACF,CAAC,GAAGrC,MAAM,CAAC8B,WAAW,EAAE7B,cAAc,CAAC+B,eAAe,CAAC;EACvD,IAAIA,eAAe,GAAGC,uBAAuB;EAC7C,IAAIK,UAAU,GAAGnC,iBAAiB,CAACC,UAAU,EAAEC,MAAM,EAAEC,MAAM,CAAC;;EAK9D,MAAMiC,WAAW,GAAGxC,kBAAkB,CAACuC,UAAU,CAAC;EAElD,IAAIP,OAAO,CAACS,WAAW,EAAE;IACvB,MAAM;MAACF,UAAU,EAAEG,aAAa;MAAEC,SAAS,EAAEC;IAAY,CAAC,GAAGzC,QAAQ,CACnEoC,UAAU,EACVN,eAAe,EACfD,OAAO,CAACS,WAAW,EACnB;MACEN,WAAW;MACXC,YAAY;MACZC,WAAW;MACXC;IACF,CAAC,CACF;IACDC,UAAU,GAAGG,aAAa;IAC1BT,eAAe,GAAGW,YAAY;EAChC;EAEA,OAAO;IAELC,UAAU,EAAE;MACVvC,MAAM,EAAE,CAAC;IACX,CAAC;IACDA,MAAM,EAAE;MAENwC,WAAW,EAAEb,eAAe,CAACf,MAAM;MACnCsB;IACF,CAAC;IACDO,IAAI,EAAE,CAAC;IACPC,OAAO,EAAE;MAACrB,KAAK,EAAEM,eAAe;MAAEL,IAAI,EAAE;IAAC,CAAC;IAC1CW;EACF,CAAC;AACH;AAEA,eAAe,SAASU,iBAAiB,CAAClB,WAAW,EAAEC,OAAO,EAAE;EAC9D,OAAOF,WAAW,CAACC,WAAW,EAAEC,OAAO,CAAC,gBAAgB,CAAC,CAAC;AAC5D"}
@@ -2,7 +2,6 @@ import { getMeshBoundingBox } from '@loaders.gl/schema';
2
2
  import Martini from '@mapbox/martini';
3
3
  import Delatin from './delatin';
4
4
  import { addSkirt } from './helpers/skirt';
5
-
6
5
  function getTerrain(imageData, width, height, elevationDecoder, tesselator) {
7
6
  const {
8
7
  rScaler,
@@ -10,8 +9,8 @@ function getTerrain(imageData, width, height, elevationDecoder, tesselator) {
10
9
  gScaler,
11
10
  offset
12
11
  } = elevationDecoder;
13
- const terrain = new Float32Array((width + 1) * (height + 1));
14
12
 
13
+ const terrain = new Float32Array((width + 1) * (height + 1));
15
14
  for (let i = 0, y = 0; y < height; y++) {
16
15
  for (let x = 0; x < width; x++, i++) {
17
16
  const k = i * 4;
@@ -21,20 +20,16 @@ function getTerrain(imageData, width, height, elevationDecoder, tesselator) {
21
20
  terrain[i + y] = r * rScaler + g * gScaler + b * bScaler + offset;
22
21
  }
23
22
  }
24
-
25
23
  if (tesselator === 'martini') {
26
24
  for (let i = (width + 1) * width, x = 0; x < width; x++, i++) {
27
25
  terrain[i] = terrain[i - width - 1];
28
26
  }
29
-
30
27
  for (let i = height, y = 0; y < height + 1; y++, i += height + 1) {
31
28
  terrain[i] = terrain[i - 1];
32
29
  }
33
30
  }
34
-
35
31
  return terrain;
36
32
  }
37
-
38
33
  function getMeshAttributes(vertices, terrain, width, height, bounds) {
39
34
  const gridSize = width + 1;
40
35
  const numOfVerticies = vertices.length / 2;
@@ -43,7 +38,6 @@ function getMeshAttributes(vertices, terrain, width, height, bounds) {
43
38
  const [minX, minY, maxX, maxY] = bounds || [0, 0, width, height];
44
39
  const xScale = (maxX - minX) / width;
45
40
  const yScale = (maxY - minY) / height;
46
-
47
41
  for (let i = 0; i < numOfVerticies; i++) {
48
42
  const x = vertices[i * 2];
49
43
  const y = vertices[i * 2 + 1];
@@ -54,7 +48,6 @@ function getMeshAttributes(vertices, terrain, width, height, bounds) {
54
48
  texCoords[2 * i + 0] = x / width;
55
49
  texCoords[2 * i + 1] = y / height;
56
50
  }
57
-
58
51
  return {
59
52
  POSITION: {
60
53
  value: positions,
@@ -71,7 +64,6 @@ function getMesh(terrainImage, terrainOptions) {
71
64
  if (terrainImage === null) {
72
65
  return null;
73
66
  }
74
-
75
67
  const {
76
68
  meshMaxError,
77
69
  bounds,
@@ -84,18 +76,15 @@ function getMesh(terrainImage, terrainOptions) {
84
76
  } = terrainImage;
85
77
  let terrain;
86
78
  let mesh;
87
-
88
79
  switch (terrainOptions.tesselator) {
89
80
  case 'martini':
90
81
  terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator);
91
82
  mesh = getMartiniTileMesh(meshMaxError, width, terrain);
92
83
  break;
93
-
94
84
  case 'delatin':
95
85
  terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator);
96
86
  mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);
97
87
  break;
98
-
99
88
  default:
100
89
  if (width === height && !(height & width - 1)) {
101
90
  terrain = getTerrain(data, width, height, elevationDecoder, 'martini');
@@ -104,10 +93,8 @@ function getMesh(terrainImage, terrainOptions) {
104
93
  terrain = getTerrain(data, width, height, elevationDecoder, 'delatin');
105
94
  mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);
106
95
  }
107
-
108
96
  break;
109
97
  }
110
-
111
98
  const {
112
99
  vertices
113
100
  } = mesh;
@@ -115,8 +102,8 @@ function getMesh(terrainImage, terrainOptions) {
115
102
  triangles
116
103
  } = mesh;
117
104
  let attributes = getMeshAttributes(vertices, terrain, width, height, bounds);
118
- const boundingBox = getMeshBoundingBox(attributes);
119
105
 
106
+ const boundingBox = getMeshBoundingBox(attributes);
120
107
  if (terrainOptions.skirtHeight) {
121
108
  const {
122
109
  attributes: newAttributes,
@@ -125,7 +112,6 @@ function getMesh(terrainImage, terrainOptions) {
125
112
  attributes = newAttributes;
126
113
  triangles = newTriangles;
127
114
  }
128
-
129
115
  return {
130
116
  loaderData: {
131
117
  header: {}
@@ -170,11 +156,12 @@ function getDelatinTileMesh(meshMaxError, width, height, terrain) {
170
156
  triangles
171
157
  };
172
158
  }
173
-
174
159
  export default async function loadTerrain(arrayBuffer, options, context) {
175
- const loadImageOptions = { ...options,
160
+ const loadImageOptions = {
161
+ ...options,
176
162
  mimeType: 'application/x.image',
177
- image: { ...options.image,
163
+ image: {
164
+ ...options.image,
178
165
  type: 'data'
179
166
  }
180
167
  };
@@ -1 +1 @@
1
- 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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 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"}
1
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'@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 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@@ -1,2 +1,3 @@
1
- export const VERSION = typeof "3.2.12" !== 'undefined' ? "3.2.12" : 'latest';
1
+
2
+ export const VERSION = typeof "3.3.0-alpha.10" !== 'undefined' ? "3.3.0-alpha.10" : 'latest';
2
3
  //# sourceMappingURL=version.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/lib/utils/version.ts"],"names":["VERSION"],"mappings":"AAGA,OAAO,MAAMA,OAAO,GAAG,oBAAuB,WAAvB,cAAmD,QAAnE","sourcesContent":["// Version constant cannot be imported, it needs to correspond to the build version of **this** module.\n// __VERSION__ is injected by babel-plugin-version-inline\n// @ts-ignore TS2304: Cannot find name '__VERSION__'.\nexport const VERSION = typeof __VERSION__ !== 'undefined' ? __VERSION__ : 'latest';\n"],"file":"version.js"}
1
+ {"version":3,"file":"version.js","names":["VERSION"],"sources":["../../../../src/lib/utils/version.ts"],"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"],"mappings":";AAGA,OAAO,MAAMA,OAAO,GAAG,uBAAkB,KAAK,WAAW,sBAAiB,QAAQ"}
@@ -1,4 +1,5 @@
1
1
  import { VERSION } from './lib/utils/version';
2
+
2
3
  export const QuantizedMeshLoader = {
3
4
  name: 'Quantized Mesh',
4
5
  id: 'quantized-mesh',
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/quantized-mesh-loader.ts"],"names":["VERSION","QuantizedMeshLoader","name","id","module","version","worker","extensions","mimeTypes","options","bounds","skirtHeight","_typecheckQuantizedMeshLoader"],"mappings":"AACA,SAAQA,OAAR,QAAsB,qBAAtB;AAKA,OAAO,MAAMC,mBAAmB,GAAG;AACjCC,EAAAA,IAAI,EAAE,gBAD2B;AAEjCC,EAAAA,EAAE,EAAE,gBAF6B;AAGjCC,EAAAA,MAAM,EAAE,SAHyB;AAIjCC,EAAAA,OAAO,EAAEL,OAJwB;AAKjCM,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;AAgBP,OAAO,MAAMC,6BAAqC,GAAGX,mBAA9C","sourcesContent":["import type {Loader} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\n\n/**\n * Worker loader for quantized meshes\n */\nexport const QuantizedMeshLoader = {\n name: 'Quantized Mesh',\n id: 'quantized-mesh',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['terrain'],\n mimeTypes: ['application/vnd.quantized-mesh'],\n options: {\n 'quantized-mesh': {\n bounds: [0, 0, 1, 1],\n skirtHeight: null\n }\n }\n};\n\nexport const _typecheckQuantizedMeshLoader: Loader = QuantizedMeshLoader;\n"],"file":"quantized-mesh-loader.js"}
1
+ {"version":3,"file":"quantized-mesh-loader.js","names":["VERSION","QuantizedMeshLoader","name","id","module","version","worker","extensions","mimeTypes","options","bounds","skirtHeight","_typecheckQuantizedMeshLoader"],"sources":["../../src/quantized-mesh-loader.ts"],"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"],"mappings":"AACA,SAAQA,OAAO,QAAO,qBAAqB;;AAK3C,OAAO,MAAMC,mBAAmB,GAAG;EACjCC,IAAI,EAAE,gBAAgB;EACtBC,EAAE,EAAE,gBAAgB;EACpBC,MAAM,EAAE,SAAS;EACjBC,OAAO,EAAEL,OAAO;EAChBM,MAAM,EAAE,IAAI;EACZC,UAAU,EAAE,CAAC,SAAS,CAAC;EACvBC,SAAS,EAAE,CAAC,gCAAgC,CAAC;EAC7CC,OAAO,EAAE;IACP,gBAAgB,EAAE;MAChBC,MAAM,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;MACpBC,WAAW,EAAE;IACf;EACF;AACF,CAAC;AAED,OAAO,MAAMC,6BAAqC,GAAGX,mBAAmB"}
@@ -1,4 +1,5 @@
1
1
  import { VERSION } from './lib/utils/version';
2
+
2
3
  export const TerrainLoader = {
3
4
  name: 'Terrain',
4
5
  id: 'terrain',
@@ -22,5 +23,6 @@ export const TerrainLoader = {
22
23
  }
23
24
  }
24
25
  };
26
+
25
27
  export const _typecheckTerrainWorkerLoader = TerrainLoader;
26
28
  //# sourceMappingURL=terrain-loader.js.map
@@ -1 +1 @@
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"}
1
+ {"version":3,"file":"terrain-loader.js","names":["VERSION","TerrainLoader","name","id","module","version","worker","extensions","mimeTypes","options","terrain","tesselator","bounds","meshMaxError","elevationDecoder","rScaler","gScaler","bScaler","offset","skirtHeight","_typecheckTerrainWorkerLoader"],"sources":["../../src/terrain-loader.ts"],"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"],"mappings":"AACA,SAAQA,OAAO,QAAO,qBAAqB;;AAK3C,OAAO,MAAMC,aAAa,GAAG;EAC3BC,IAAI,EAAE,SAAS;EACfC,EAAE,EAAE,SAAS;EACbC,MAAM,EAAE,SAAS;EACjBC,OAAO,EAAEL,OAAO;EAChBM,MAAM,EAAE,IAAI;EACZC,UAAU,EAAE,CAAC,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC;EAClEC,SAAS,EAAE,CAAC,WAAW,EAAE,YAAY,EAAE,WAAW,EAAE,YAAY,EAAE,WAAW,CAAC;EAC9EC,OAAO,EAAE;IACPC,OAAO,EAAE;MACPC,UAAU,EAAE,MAAM;MAClBC,MAAM,EAAE,IAAI;MACZC,YAAY,EAAE,EAAE;MAChBC,gBAAgB,EAAE;QAChBC,OAAO,EAAE,CAAC;QACVC,OAAO,EAAE,CAAC;QACVC,OAAO,EAAE,CAAC;QACVC,MAAM,EAAE;MACV,CAAC;MACDC,WAAW,EAAE;IACf;EACF;AACF,CAAC;;AAKD,OAAO,MAAMC,6BAAqC,GAAGnB,aAAa"}
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/workers/quantized-mesh-worker.ts"],"names":["createLoaderWorker","QuantizedMeshLoader"],"mappings":"AAAA,SAAQA,kBAAR,QAAiC,0BAAjC;AACA,SAAQC,mBAAR,QAAkC,UAAlC;AAEAD,kBAAkB,CAACC,mBAAD,CAAlB","sourcesContent":["import {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {QuantizedMeshLoader} from '../index';\n\ncreateLoaderWorker(QuantizedMeshLoader);\n"],"file":"quantized-mesh-worker.js"}
1
+ {"version":3,"file":"quantized-mesh-worker.js","names":["createLoaderWorker","QuantizedMeshLoader"],"sources":["../../../src/workers/quantized-mesh-worker.ts"],"sourcesContent":["import {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {QuantizedMeshLoader} from '../index';\n\ncreateLoaderWorker(QuantizedMeshLoader);\n"],"mappings":"AAAA,SAAQA,kBAAkB,QAAO,0BAA0B;AAC3D,SAAQC,mBAAmB,QAAO,UAAU;AAE5CD,kBAAkB,CAACC,mBAAmB,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/workers/terrain-worker.ts"],"names":["createLoaderWorker","TerrainLoader"],"mappings":"AAAA,SAAQA,kBAAR,QAAiC,0BAAjC;AACA,SAAQC,aAAR,QAA4B,UAA5B;AAEAD,kBAAkB,CAACC,aAAD,CAAlB","sourcesContent":["import {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {TerrainLoader} from '../index';\n\ncreateLoaderWorker(TerrainLoader);\n"],"file":"terrain-worker.js"}
1
+ {"version":3,"file":"terrain-worker.js","names":["createLoaderWorker","TerrainLoader"],"sources":["../../../src/workers/terrain-worker.ts"],"sourcesContent":["import {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {TerrainLoader} from '../index';\n\ncreateLoaderWorker(TerrainLoader);\n"],"mappings":"AAAA,SAAQA,kBAAkB,QAAO,0BAA0B;AAC3D,SAAQC,aAAa,QAAO,UAAU;AAEtCD,kBAAkB,CAACC,aAAa,CAAC"}
@@ -1,4 +1,4 @@
1
- declare type Extensions = {
1
+ type Extensions = {
2
2
  vertexNormals?: any;
3
3
  waterMask?: any;
4
4
  };
@@ -1 +1 @@
1
- {"version":3,"file":"decode-quantized-mesh.d.ts","sourceRoot":"","sources":["../../src/lib/decode-quantized-mesh.ts"],"names":[],"mappings":"AAuNA,aAAK,UAAU,GAAG;IAChB,aAAa,CAAC,EAAE,GAAG,CAAC;IACpB,SAAS,CAAC,EAAE,GAAG,CAAC;CACjB,CAAC;AA0CF,eAAO,MAAM,cAAc;;;;;;CAM1B,CAAC;AAMF,MAAM,CAAC,OAAO,UAAU,MAAM,CAAC,IAAI,KAAA,EAAE,WAAW,KAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoD/C"}
1
+ {"version":3,"file":"decode-quantized-mesh.d.ts","sourceRoot":"","sources":["../../src/lib/decode-quantized-mesh.ts"],"names":[],"mappings":"AAuNA,KAAK,UAAU,GAAG;IAChB,aAAa,CAAC,EAAE,GAAG,CAAC;IACpB,SAAS,CAAC,EAAE,GAAG,CAAC;CACjB,CAAC;AA0CF,eAAO,MAAM,cAAc;;;;;;CAM1B,CAAC;AAMF,MAAM,CAAC,OAAO,UAAU,MAAM,CAAC,IAAI,KAAA,EAAE,WAAW,KAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoD/C"}
@@ -1,4 +1,4 @@
1
- export declare type EdgeIndices = {
1
+ export type EdgeIndices = {
2
2
  westIndices: number[];
3
3
  northIndices: number[];
4
4
  eastIndices: number[];
@@ -1 +1 @@
1
- {"version":3,"file":"skirt.d.ts","sourceRoot":"","sources":["../../../src/lib/helpers/skirt.ts"],"names":[],"mappings":"AAEA,oBAAY,WAAW,GAAG;IACxB,WAAW,EAAE,MAAM,EAAE,CAAC;IACtB,YAAY,EAAE,MAAM,EAAE,CAAC;IACvB,WAAW,EAAE,MAAM,EAAE,CAAC;IACtB,YAAY,EAAE,MAAM,EAAE,CAAC;CACxB,CAAC;AAEF;;;;;;;GAOG;AACH,wBAAgB,QAAQ,CAAC,UAAU,KAAA,EAAE,SAAS,KAAA,EAAE,WAAW,EAAE,MAAM,EAAE,cAAc,CAAC,EAAE,WAAW;;;EAqChG"}
1
+ {"version":3,"file":"skirt.d.ts","sourceRoot":"","sources":["../../../src/lib/helpers/skirt.ts"],"names":[],"mappings":"AAEA,MAAM,MAAM,WAAW,GAAG;IACxB,WAAW,EAAE,MAAM,EAAE,CAAC;IACtB,YAAY,EAAE,MAAM,EAAE,CAAC;IACvB,WAAW,EAAE,MAAM,EAAE,CAAC;IACtB,YAAY,EAAE,MAAM,EAAE,CAAC;CACxB,CAAC;AAEF;;;;;;;GAOG;AACH,wBAAgB,QAAQ,CAAC,UAAU,KAAA,EAAE,SAAS,KAAA,EAAE,WAAW,EAAE,MAAM,EAAE,cAAc,CAAC,EAAE,WAAW;;;EAqChG"}
@@ -1,7 +1,11 @@
1
1
  "use strict";
2
2
  var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
3
3
  if (k2 === undefined) k2 = k;
4
- Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } });
4
+ var desc = Object.getOwnPropertyDescriptor(m, k);
5
+ if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
6
+ desc = { enumerable: true, get: function() { return m[k]; } };
7
+ }
8
+ Object.defineProperty(o, k2, desc);
5
9
  }) : (function(o, m, k, k2) {
6
10
  if (k2 === undefined) k2 = k;
7
11
  o[k2] = m[k];
@@ -1193,7 +1193,7 @@
1193
1193
  }
1194
1194
 
1195
1195
  // src/lib/utils/version.ts
1196
- var VERSION = true ? "3.2.12" : "latest";
1196
+ var VERSION = true ? "3.3.0-alpha.10" : "latest";
1197
1197
 
1198
1198
  // src/terrain-loader.ts
1199
1199
  var TerrainLoader = {
@@ -1193,7 +1193,7 @@
1193
1193
  }
1194
1194
 
1195
1195
  // src/lib/utils/version.ts
1196
- var VERSION = true ? "3.2.12" : "latest";
1196
+ var VERSION = true ? "3.3.0-alpha.10" : "latest";
1197
1197
 
1198
1198
  // src/terrain-loader.ts
1199
1199
  var TerrainLoader = {
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@loaders.gl/terrain",
3
- "version": "3.2.12",
3
+ "version": "3.3.0-alpha.10",
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": "3.2.12",
39
- "@loaders.gl/schema": "3.2.12",
38
+ "@loaders.gl/loader-utils": "3.3.0-alpha.10",
39
+ "@loaders.gl/schema": "3.3.0-alpha.10",
40
40
  "@mapbox/martini": "^0.2.0"
41
41
  },
42
- "gitHead": "7d46e4ff10047e479374e9b3411f5142a79df15f"
42
+ "gitHead": "53bc8d3f18fbc3445a00f8509038479119895c78"
43
43
  }