@loaders.gl/terrain 3.3.0-alpha.1 → 3.3.0-alpha.11

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
@@ -1,22 +1,19 @@
1
1
  "use strict";
2
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3
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  var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
-
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  Object.defineProperty(exports, "__esModule", {
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  value: true
7
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  });
8
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  exports.addSkirt = addSkirt;
9
-
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  var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray"));
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-
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  var _loaderUtils = require("@loaders.gl/loader-utils");
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-
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  function addSkirt(attributes, triangles, skirtHeight, outsideIndices) {
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  var outsideEdges = outsideIndices ? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value) : getOutsideEdgesFromTriangles(triangles);
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+
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  var newPosition = new attributes.POSITION.value.constructor(outsideEdges.length * 6);
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  var newTexcoord0 = new attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4);
18
- var newTriangles = new triangles.constructor(outsideEdges.length * 6);
19
15
 
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+ var newTriangles = new triangles.constructor(outsideEdges.length * 6);
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  for (var i = 0; i < outsideEdges.length; i++) {
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  var edge = outsideEdges[i];
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  updateAttributesForNewEdge({
@@ -29,7 +26,6 @@ function addSkirt(attributes, triangles, skirtHeight, outsideIndices) {
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  newTriangles: newTriangles
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  });
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  }
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-
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  attributes.POSITION.value = (0, _loaderUtils.concatenateTypedArrays)(attributes.POSITION.value, newPosition);
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  attributes.TEXCOORD_0.value = (0, _loaderUtils.concatenateTypedArrays)(attributes.TEXCOORD_0.value, newTexcoord0);
35
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  var resultTriangles = triangles instanceof Array ? triangles.concat(newTriangles) : (0, _loaderUtils.concatenateTypedArrays)(triangles, newTriangles);
@@ -41,22 +37,18 @@ function addSkirt(attributes, triangles, skirtHeight, outsideIndices) {
41
37
 
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  function getOutsideEdgesFromTriangles(triangles) {
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  var edges = [];
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-
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  for (var i = 0; i < triangles.length; i += 3) {
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  edges.push([triangles[i], triangles[i + 1]]);
47
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  edges.push([triangles[i + 1], triangles[i + 2]]);
48
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  edges.push([triangles[i + 2], triangles[i]]);
49
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  }
50
-
51
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  edges.sort(function (a, b) {
52
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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));
53
47
  });
54
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  var outsideEdges = [];
55
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  var index = 0;
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-
57
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  while (index < edges.length) {
58
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  var _edges, _edges2;
59
-
60
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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])) {
61
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  index += 2;
62
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  } else {
@@ -64,7 +56,6 @@ function getOutsideEdgesFromTriangles(triangles) {
64
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  index++;
65
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  }
66
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  }
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-
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  return outsideEdges;
69
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  }
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@@ -82,35 +73,36 @@ function getOutsideEdgesFromIndices(indices, position) {
82
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  return position[3 * a] - position[3 * b];
83
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  });
84
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  var edges = [];
85
-
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  for (var index in indices) {
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  var indexGroup = indices[index];
88
-
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  for (var i = 0; i < indexGroup.length - 1; i++) {
90
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  edges.push([indexGroup[i], indexGroup[i + 1]]);
91
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  }
92
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  }
93
-
94
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  return edges;
95
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  }
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97
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  function updateAttributesForNewEdge(_ref) {
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  var edge = _ref.edge,
99
- edgeIndex = _ref.edgeIndex,
100
- attributes = _ref.attributes,
101
- skirtHeight = _ref.skirtHeight,
102
- newPosition = _ref.newPosition,
103
- newTexcoord0 = _ref.newTexcoord0,
104
- newTriangles = _ref.newTriangles;
87
+ edgeIndex = _ref.edgeIndex,
88
+ attributes = _ref.attributes,
89
+ skirtHeight = _ref.skirtHeight,
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+ newPosition = _ref.newPosition,
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+ newTexcoord0 = _ref.newTexcoord0,
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+ newTriangles = _ref.newTriangles;
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  var positionsLength = attributes.POSITION.value.length;
106
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  var vertex1Offset = edgeIndex * 2;
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  var vertex2Offset = edgeIndex * 2 + 1;
96
+
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  newPosition.set(attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3), vertex1Offset * 3);
109
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  newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight;
99
+
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  newPosition.set(attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3), vertex2Offset * 3);
111
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  newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight;
102
+
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  newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2), vertex1Offset * 2);
113
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  newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2), vertex2Offset * 2);
105
+
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  var triangle1Offset = edgeIndex * 2 * 3;
115
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  newTriangles[triangle1Offset] = edge[0];
116
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  newTriangles[triangle1Offset + 1] = positionsLength / 3 + vertex2Offset;
@@ -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":["addSkirt","attributes","triangles","skirtHeight","outsideIndices","outsideEdges","getOutsideEdgesFromIndices","POSITION","value","getOutsideEdgesFromTriangles","newPosition","constructor","length","newTexcoord0","TEXCOORD_0","newTriangles","i","edge","updateAttributesForNewEdge","edgeIndex","concatenateTypedArrays","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 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@@ -1,42 +1,32 @@
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  "use strict";
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  var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
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-
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  var _typeof = require("@babel/runtime/helpers/typeof");
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  Object.defineProperty(exports, "__esModule", {
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  value: true
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  });
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  exports.default = loadQuantizedMesh;
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  var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
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  var _schema = require("@loaders.gl/schema");
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  var _decodeQuantizedMesh = _interopRequireWildcard(require("./decode-quantized-mesh"));
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  var _skirt = require("./helpers/skirt");
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  function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "function") return null; var cacheBabelInterop = new WeakMap(); var cacheNodeInterop = new WeakMap(); return (_getRequireWildcardCache = function _getRequireWildcardCache(nodeInterop) { return nodeInterop ? cacheNodeInterop : cacheBabelInterop; })(nodeInterop); }
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  function _interopRequireWildcard(obj, nodeInterop) { if (!nodeInterop && obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(nodeInterop); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (key !== "default" && Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
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  function getMeshAttributes(vertexData, header, bounds) {
25
16
  var minHeight = header.minHeight,
26
- maxHeight = header.maxHeight;
27
-
17
+ maxHeight = header.maxHeight;
28
18
  var _ref = bounds || [0, 0, 1, 1],
29
- _ref2 = (0, _slicedToArray2.default)(_ref, 4),
30
- minX = _ref2[0],
31
- minY = _ref2[1],
32
- maxX = _ref2[2],
33
- maxY = _ref2[3];
34
-
19
+ _ref2 = (0, _slicedToArray2.default)(_ref, 4),
20
+ minX = _ref2[0],
21
+ minY = _ref2[1],
22
+ maxX = _ref2[2],
23
+ maxY = _ref2[3];
35
24
  var xScale = maxX - minX;
36
25
  var yScale = maxY - minY;
37
26
  var zScale = maxHeight - minHeight;
38
27
  var nCoords = vertexData.length / 3;
39
28
  var positions = new Float32Array(nCoords * 3);
29
+
40
30
  var texCoords = new Float32Array(nCoords * 2);
41
31
 
42
32
  for (var i = 0; i < nCoords; i++) {
@@ -49,7 +39,6 @@ function getMeshAttributes(vertexData, header, bounds) {
49
39
  texCoords[2 * i + 0] = x;
50
40
  texCoords[2 * i + 1] = y;
51
41
  }
52
-
53
42
  return {
54
43
  POSITION: {
55
44
  value: positions,
@@ -66,36 +55,31 @@ function getTileMesh(arrayBuffer, options) {
66
55
  if (!arrayBuffer) {
67
56
  return null;
68
57
  }
69
-
70
58
  var bounds = options.bounds;
71
-
72
59
  var _decode = (0, _decodeQuantizedMesh.default)(arrayBuffer, _decodeQuantizedMesh.DECODING_STEPS.triangleIndices),
73
- header = _decode.header,
74
- vertexData = _decode.vertexData,
75
- originalTriangleIndices = _decode.triangleIndices,
76
- westIndices = _decode.westIndices,
77
- northIndices = _decode.northIndices,
78
- eastIndices = _decode.eastIndices,
79
- southIndices = _decode.southIndices;
80
-
60
+ header = _decode.header,
61
+ vertexData = _decode.vertexData,
62
+ originalTriangleIndices = _decode.triangleIndices,
63
+ westIndices = _decode.westIndices,
64
+ northIndices = _decode.northIndices,
65
+ eastIndices = _decode.eastIndices,
66
+ southIndices = _decode.southIndices;
81
67
  var triangleIndices = originalTriangleIndices;
82
68
  var attributes = getMeshAttributes(vertexData, header, bounds);
83
- var boundingBox = (0, _schema.getMeshBoundingBox)(attributes);
84
69
 
70
+ var boundingBox = (0, _schema.getMeshBoundingBox)(attributes);
85
71
  if (options.skirtHeight) {
86
72
  var _addSkirt = (0, _skirt.addSkirt)(attributes, triangleIndices, options.skirtHeight, {
87
- westIndices: westIndices,
88
- northIndices: northIndices,
89
- eastIndices: eastIndices,
90
- southIndices: southIndices
91
- }),
92
- newAttributes = _addSkirt.attributes,
93
- newTriangles = _addSkirt.triangles;
94
-
73
+ westIndices: westIndices,
74
+ northIndices: northIndices,
75
+ eastIndices: eastIndices,
76
+ southIndices: southIndices
77
+ }),
78
+ newAttributes = _addSkirt.attributes,
79
+ newTriangles = _addSkirt.triangles;
95
80
  attributes = newAttributes;
96
81
  triangleIndices = newTriangles;
97
82
  }
98
-
99
83
  return {
100
84
  loaderData: {
101
85
  header: {}
@@ -112,7 +96,6 @@ function getTileMesh(arrayBuffer, options) {
112
96
  attributes: attributes
113
97
  };
114
98
  }
115
-
116
99
  function loadQuantizedMesh(arrayBuffer, options) {
117
100
  return getTileMesh(arrayBuffer, options['quantized-mesh']);
118
101
  }
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1
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@@ -1,39 +1,27 @@
1
1
  "use strict";
2
2
 
3
3
  var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
4
-
5
4
  Object.defineProperty(exports, "__esModule", {
6
5
  value: true
7
6
  });
8
7
  exports.default = loadTerrain;
9
-
10
8
  var _regenerator = _interopRequireDefault(require("@babel/runtime/regenerator"));
11
-
12
9
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
13
-
14
10
  var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/asyncToGenerator"));
15
-
16
11
  var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
17
-
18
12
  var _schema = require("@loaders.gl/schema");
19
-
20
13
  var _martini = _interopRequireDefault(require("@mapbox/martini"));
21
-
22
14
  var _delatin = _interopRequireDefault(require("./delatin"));
23
-
24
15
  var _skirt = require("./helpers/skirt");
25
-
26
- function ownKeys(object, enumerableOnly) { var keys = Object.keys(object); if (Object.getOwnPropertySymbols) { var symbols = Object.getOwnPropertySymbols(object); if (enumerableOnly) { symbols = symbols.filter(function (sym) { return Object.getOwnPropertyDescriptor(object, sym).enumerable; }); } keys.push.apply(keys, symbols); } return keys; }
27
-
28
- function _objectSpread(target) { for (var i = 1; i < arguments.length; i++) { var source = arguments[i] != null ? arguments[i] : {}; if (i % 2) { ownKeys(Object(source), true).forEach(function (key) { (0, _defineProperty2.default)(target, key, source[key]); }); } else if (Object.getOwnPropertyDescriptors) { Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)); } else { ownKeys(Object(source)).forEach(function (key) { Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key)); }); } } return target; }
29
-
16
+ function ownKeys(object, enumerableOnly) { var keys = Object.keys(object); if (Object.getOwnPropertySymbols) { var symbols = Object.getOwnPropertySymbols(object); enumerableOnly && (symbols = symbols.filter(function (sym) { return Object.getOwnPropertyDescriptor(object, sym).enumerable; })), keys.push.apply(keys, symbols); } return keys; }
17
+ function _objectSpread(target) { for (var i = 1; i < arguments.length; i++) { var source = null != arguments[i] ? arguments[i] : {}; i % 2 ? ownKeys(Object(source), !0).forEach(function (key) { (0, _defineProperty2.default)(target, key, source[key]); }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)) : ownKeys(Object(source)).forEach(function (key) { Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key)); }); } return target; }
30
18
  function getTerrain(imageData, width, height, elevationDecoder, tesselator) {
31
19
  var rScaler = elevationDecoder.rScaler,
32
- bScaler = elevationDecoder.bScaler,
33
- gScaler = elevationDecoder.gScaler,
34
- offset = elevationDecoder.offset;
35
- var terrain = new Float32Array((width + 1) * (height + 1));
20
+ bScaler = elevationDecoder.bScaler,
21
+ gScaler = elevationDecoder.gScaler,
22
+ offset = elevationDecoder.offset;
36
23
 
24
+ var terrain = new Float32Array((width + 1) * (height + 1));
37
25
  for (var i = 0, y = 0; y < height; y++) {
38
26
  for (var x = 0; x < width; x++, i++) {
39
27
  var k = i * 4;
@@ -43,36 +31,29 @@ function getTerrain(imageData, width, height, elevationDecoder, tesselator) {
43
31
  terrain[i + y] = r * rScaler + g * gScaler + b * bScaler + offset;
44
32
  }
45
33
  }
46
-
47
34
  if (tesselator === 'martini') {
48
35
  for (var _i = (width + 1) * width, _x = 0; _x < width; _x++, _i++) {
49
36
  terrain[_i] = terrain[_i - width - 1];
50
37
  }
51
-
52
38
  for (var _i2 = height, _y = 0; _y < height + 1; _y++, _i2 += height + 1) {
53
39
  terrain[_i2] = terrain[_i2 - 1];
54
40
  }
55
41
  }
56
-
57
42
  return terrain;
58
43
  }
59
-
60
44
  function getMeshAttributes(vertices, terrain, width, height, bounds) {
61
45
  var gridSize = width + 1;
62
46
  var numOfVerticies = vertices.length / 2;
63
47
  var positions = new Float32Array(numOfVerticies * 3);
64
48
  var texCoords = new Float32Array(numOfVerticies * 2);
65
-
66
49
  var _ref = bounds || [0, 0, width, height],
67
- _ref2 = (0, _slicedToArray2.default)(_ref, 4),
68
- minX = _ref2[0],
69
- minY = _ref2[1],
70
- maxX = _ref2[2],
71
- maxY = _ref2[3];
72
-
50
+ _ref2 = (0, _slicedToArray2.default)(_ref, 4),
51
+ minX = _ref2[0],
52
+ minY = _ref2[1],
53
+ maxX = _ref2[2],
54
+ maxY = _ref2[3];
73
55
  var xScale = (maxX - minX) / width;
74
56
  var yScale = (maxY - minY) / height;
75
-
76
57
  for (var i = 0; i < numOfVerticies; i++) {
77
58
  var x = vertices[i * 2];
78
59
  var y = vertices[i * 2 + 1];
@@ -83,7 +64,6 @@ function getMeshAttributes(vertices, terrain, width, height, bounds) {
83
64
  texCoords[2 * i + 0] = x / width;
84
65
  texCoords[2 * i + 1] = y / height;
85
66
  }
86
-
87
67
  return {
88
68
  POSITION: {
89
69
  value: positions,
@@ -100,27 +80,23 @@ function getMesh(terrainImage, terrainOptions) {
100
80
  if (terrainImage === null) {
101
81
  return null;
102
82
  }
103
-
104
83
  var meshMaxError = terrainOptions.meshMaxError,
105
- bounds = terrainOptions.bounds,
106
- elevationDecoder = terrainOptions.elevationDecoder;
84
+ bounds = terrainOptions.bounds,
85
+ elevationDecoder = terrainOptions.elevationDecoder;
107
86
  var data = terrainImage.data,
108
- width = terrainImage.width,
109
- height = terrainImage.height;
87
+ width = terrainImage.width,
88
+ height = terrainImage.height;
110
89
  var terrain;
111
90
  var mesh;
112
-
113
91
  switch (terrainOptions.tesselator) {
114
92
  case 'martini':
115
93
  terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator);
116
94
  mesh = getMartiniTileMesh(meshMaxError, width, terrain);
117
95
  break;
118
-
119
96
  case 'delatin':
120
97
  terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator);
121
98
  mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);
122
99
  break;
123
-
124
100
  default:
125
101
  if (width === height && !(height & width - 1)) {
126
102
  terrain = getTerrain(data, width, height, elevationDecoder, 'martini');
@@ -129,26 +105,22 @@ function getMesh(terrainImage, terrainOptions) {
129
105
  terrain = getTerrain(data, width, height, elevationDecoder, 'delatin');
130
106
  mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);
131
107
  }
132
-
133
108
  break;
134
109
  }
135
-
136
110
  var _mesh = mesh,
137
- vertices = _mesh.vertices;
111
+ vertices = _mesh.vertices;
138
112
  var _mesh2 = mesh,
139
- triangles = _mesh2.triangles;
113
+ triangles = _mesh2.triangles;
140
114
  var attributes = getMeshAttributes(vertices, terrain, width, height, bounds);
141
- var boundingBox = (0, _schema.getMeshBoundingBox)(attributes);
142
115
 
116
+ var boundingBox = (0, _schema.getMeshBoundingBox)(attributes);
143
117
  if (terrainOptions.skirtHeight) {
144
118
  var _addSkirt = (0, _skirt.addSkirt)(attributes, triangles, terrainOptions.skirtHeight),
145
- newAttributes = _addSkirt.attributes,
146
- newTriangles = _addSkirt.triangles;
147
-
119
+ newAttributes = _addSkirt.attributes,
120
+ newTriangles = _addSkirt.triangles;
148
121
  attributes = newAttributes;
149
122
  triangles = newTriangles;
150
123
  }
151
-
152
124
  return {
153
125
  loaderData: {
154
126
  header: {}
@@ -170,11 +142,9 @@ function getMartiniTileMesh(meshMaxError, width, terrain) {
170
142
  var gridSize = width + 1;
171
143
  var martini = new _martini.default(gridSize);
172
144
  var tile = martini.createTile(terrain);
173
-
174
145
  var _tile$getMesh = tile.getMesh(meshMaxError),
175
- vertices = _tile$getMesh.vertices,
176
- triangles = _tile$getMesh.triangles;
177
-
146
+ vertices = _tile$getMesh.vertices,
147
+ triangles = _tile$getMesh.triangles;
178
148
  return {
179
149
  vertices: vertices,
180
150
  triangles: triangles
@@ -185,18 +155,16 @@ function getDelatinTileMesh(meshMaxError, width, height, terrain) {
185
155
  var tin = new _delatin.default(terrain, width + 1, height + 1);
186
156
  tin.run(meshMaxError);
187
157
  var coords = tin.coords,
188
- triangles = tin.triangles;
158
+ triangles = tin.triangles;
189
159
  var vertices = coords;
190
160
  return {
191
161
  vertices: vertices,
192
162
  triangles: triangles
193
163
  };
194
164
  }
195
-
196
165
  function loadTerrain(_x2, _x3, _x4) {
197
166
  return _loadTerrain.apply(this, arguments);
198
167
  }
199
-
200
168
  function _loadTerrain() {
201
169
  _loadTerrain = (0, _asyncToGenerator2.default)(_regenerator.default.mark(function _callee(arrayBuffer, options, context) {
202
170
  var loadImageOptions, image;
@@ -212,11 +180,9 @@ function _loadTerrain() {
212
180
  });
213
181
  _context.next = 3;
214
182
  return context.parse(arrayBuffer, loadImageOptions);
215
-
216
183
  case 3:
217
184
  image = _context.sent;
218
185
  return _context.abrupt("return", getMesh(image, options.terrain));
219
-
220
186
  case 5:
221
187
  case "end":
222
188
  return _context.stop();
@@ -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
+ {"version":3,"file":"parse-terrain.js","names":["getTerrain","imageData","width","height","elevationDecoder","tesselator","rScaler","bScaler","gScaler","offset","terrain","Float32Array","i","y","x","k","r","g","b","getMeshAttributes","vertices","bounds","gridSize","numOfVerticies","length","positions","texCoords","minX","minY","maxX","maxY","xScale","yScale","pixelIdx","POSITION","value","size","TEXCOORD_0","getMesh","terrainImage","terrainOptions","meshMaxError","data","mesh","getMartiniTileMesh","getDelatinTileMesh","triangles","attributes","boundingBox","getMeshBoundingBox","skirtHeight","addSkirt","newAttributes","newTriangles","loaderData","header","vertexCount","mode","indices","Uint32Array","from","martini","Martini","tile","createTile","tin","Delatin","run","coords","loadTerrain","arrayBuffer","options","context","loadImageOptions","mimeType","image","type","parse"],"sources":["../../../src/lib/parse-terrain.ts"],"sourcesContent":["import {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 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@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
4
4
  value: true
5
5
  });
6
6
  exports.VERSION = void 0;
7
- var VERSION = typeof "3.3.0-alpha.1" !== 'undefined' ? "3.3.0-alpha.1" : 'latest';
7
+ var VERSION = typeof "3.3.0-alpha.11" !== 'undefined' ? "3.3.0-alpha.11" : 'latest';
8
8
  exports.VERSION = VERSION;
9
9
  //# sourceMappingURL=version.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/lib/utils/version.ts"],"names":["VERSION"],"mappings":";;;;;;AAGO,IAAMA,OAAO,GAAG,2BAAuB,WAAvB,qBAAmD,QAAnE","sourcesContent":["// Version constant cannot be imported, it needs to correspond to the build version of **this** module.\n// __VERSION__ is injected by babel-plugin-version-inline\n// @ts-ignore TS2304: Cannot find name '__VERSION__'.\nexport const VERSION = typeof __VERSION__ !== 'undefined' ? __VERSION__ : 'latest';\n"],"file":"version.js"}
1
+ {"version":3,"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":";;;;;;AAGO,IAAMA,OAAO,GAAG,uBAAkB,KAAK,WAAW,sBAAiB,QAAQ;AAAC"}
@@ -4,9 +4,7 @@ Object.defineProperty(exports, "__esModule", {
4
4
  value: true
5
5
  });
6
6
  exports._typecheckQuantizedMeshLoader = exports.QuantizedMeshLoader = void 0;
7
-
8
7
  var _version = require("./lib/utils/version");
9
-
10
8
  var QuantizedMeshLoader = {
11
9
  name: 'Quantized Mesh',
12
10
  id: 'quantized-mesh',
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"quantized-mesh-loader.js","names":["QuantizedMeshLoader","name","id","module","version","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;AAKO,IAAMA,mBAAmB,GAAG;EACjCC,IAAI,EAAE,gBAAgB;EACtBC,EAAE,EAAE,gBAAgB;EACpBC,MAAM,EAAE,SAAS;EACjBC,OAAO,EAAEC,gBAAO;EAChBC,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;AAAC;AAEK,IAAMC,6BAAqC,GAAGZ,mBAAmB;AAAC"}