@loaders.gl/terrain 3.4.0-alpha.1 → 3.4.0-alpha.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (42) hide show
  1. package/dist/es5/index.js +6 -9
  2. package/dist/es5/index.js.map +1 -1
  3. package/dist/es5/lib/decode-quantized-mesh.js +2 -4
  4. package/dist/es5/lib/decode-quantized-mesh.js.map +1 -1
  5. package/dist/es5/lib/delatin/index.js +12 -52
  6. package/dist/es5/lib/delatin/index.js.map +1 -1
  7. package/dist/es5/lib/helpers/skirt.js +0 -9
  8. package/dist/es5/lib/helpers/skirt.js.map +1 -1
  9. package/dist/es5/lib/parse-quantized-mesh.js +0 -4
  10. package/dist/es5/lib/parse-quantized-mesh.js.map +1 -1
  11. package/dist/es5/lib/parse-terrain.js +16 -23
  12. package/dist/es5/lib/parse-terrain.js.map +1 -1
  13. package/dist/es5/lib/utils/version.js +1 -1
  14. package/dist/es5/lib/utils/version.js.map +1 -1
  15. package/dist/es5/quantized-mesh-loader.js.map +1 -1
  16. package/dist/es5/terrain-loader.js +0 -1
  17. package/dist/es5/terrain-loader.js.map +1 -1
  18. package/dist/es5/workers/quantized-mesh-worker.js.map +1 -1
  19. package/dist/es5/workers/terrain-worker.js.map +1 -1
  20. package/dist/esm/bundle.js +0 -1
  21. package/dist/esm/bundle.js.map +1 -1
  22. package/dist/esm/index.js +0 -3
  23. package/dist/esm/index.js.map +1 -1
  24. package/dist/esm/lib/decode-quantized-mesh.js +1 -4
  25. package/dist/esm/lib/decode-quantized-mesh.js.map +1 -1
  26. package/dist/esm/lib/delatin/index.js +0 -29
  27. package/dist/esm/lib/delatin/index.js.map +1 -1
  28. package/dist/esm/lib/helpers/skirt.js +0 -9
  29. package/dist/esm/lib/helpers/skirt.js.map +1 -1
  30. package/dist/esm/lib/parse-quantized-mesh.js +0 -4
  31. package/dist/esm/lib/parse-quantized-mesh.js.map +1 -1
  32. package/dist/esm/lib/parse-terrain.js +0 -5
  33. package/dist/esm/lib/parse-terrain.js.map +1 -1
  34. package/dist/esm/lib/utils/version.js +1 -2
  35. package/dist/esm/lib/utils/version.js.map +1 -1
  36. package/dist/esm/quantized-mesh-loader.js +0 -1
  37. package/dist/esm/quantized-mesh-loader.js.map +1 -1
  38. package/dist/esm/terrain-loader.js +0 -2
  39. package/dist/esm/terrain-loader.js.map +1 -1
  40. package/dist/quantized-mesh-worker.js +1 -1
  41. package/dist/terrain-worker.js +1 -1
  42. package/package.json +4 -4
package/dist/es5/index.js CHANGED
@@ -33,21 +33,18 @@ var TerrainLoader = _objectSpread(_objectSpread({}, _terrainLoader.TerrainLoader
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  });
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  exports.TerrainLoader = TerrainLoader;
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  var _typecheckTerrainLoader = TerrainLoader;
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-
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  exports._typecheckTerrainLoader = _typecheckTerrainLoader;
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  var QuantizedMeshLoader = _objectSpread(_objectSpread({}, _quantizedMeshLoader.QuantizedMeshLoader), {}, {
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  parseSync: _parseQuantizedMesh.default,
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  parse: function () {
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  var _parse = (0, _asyncToGenerator2.default)(_regenerator.default.mark(function _callee(arrayBuffer, options) {
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  return _regenerator.default.wrap(function _callee$(_context) {
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- while (1) {
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- switch (_context.prev = _context.next) {
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- case 0:
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- return _context.abrupt("return", (0, _parseQuantizedMesh.default)(arrayBuffer, options));
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- case 1:
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- case "end":
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- return _context.stop();
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- }
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+ while (1) switch (_context.prev = _context.next) {
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+ case 0:
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+ return _context.abrupt("return", (0, _parseQuantizedMesh.default)(arrayBuffer, options));
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+ case 1:
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+ case "end":
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+ return _context.stop();
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  }
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  }, _callee);
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  }));
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","names":["TerrainLoader","TerrainWorkerLoader","parse","loadTerrain","_typecheckTerrainLoader","QuantizedMeshLoader","QuantizedMeshWorkerLoader","parseSync","parseQuantizedMesh","arrayBuffer","options","_typecheckQuantizedMeshLoader"],"sources":["../../src/index.ts"],"sourcesContent":["import type {LoaderWithParser} from '@loaders.gl/loader-utils';\nimport parseQuantizedMesh from './lib/parse-quantized-mesh';\nimport loadTerrain from './lib/parse-terrain';\n\nimport {TerrainLoader as TerrainWorkerLoader} from './terrain-loader';\nimport {QuantizedMeshLoader as QuantizedMeshWorkerLoader} from './quantized-mesh-loader';\n\n// TerrainLoader\n\nexport {TerrainWorkerLoader};\n\nexport const TerrainLoader = {\n ...TerrainWorkerLoader,\n parse: loadTerrain\n};\n\nexport const _typecheckTerrainLoader: LoaderWithParser = TerrainLoader; // eslint-disable-line\n\n// QuantizedMeshLoader\n\nexport {QuantizedMeshWorkerLoader};\n\n/**\n * Loader for quantized meshes\n */\nexport const QuantizedMeshLoader = {\n ...QuantizedMeshWorkerLoader,\n parseSync: parseQuantizedMesh,\n parse: async (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options)\n};\n\nexport const _typecheckQuantizedMeshLoader: LoaderWithParser = QuantizedMeshLoader;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AACA;AACA;AAEA;AACA;AAAyF;AAAA;AAMlF,IAAMA,aAAa,mCACrBC,4BAAmB;EACtBC,KAAK,EAAEC;AAAW,EACnB;AAAC;AAEK,IAAMC,uBAAyC,GAAGJ,aAAa;;AAAC;AAShE,IAAMK,mBAAmB,mCAC3BC,wCAAyB;EAC5BC,SAAS,EAAEC,2BAAkB;EAC7BN,KAAK;IAAA,uEAAE,iBAAOO,WAAW,EAAEC,OAAO;MAAA;QAAA;UAAA;YAAA;cAAA,iCAAK,IAAAF,2BAAkB,EAACC,WAAW,EAAEC,OAAO,CAAC;YAAA;YAAA;cAAA;UAAA;QAAA;MAAA;IAAA;IAAA;MAAA;IAAA;IAAA;EAAA;AAAA,EAChF;AAAC;AAEK,IAAMC,6BAA+C,GAAGN,mBAAmB;AAAC"}
1
+ {"version":3,"file":"index.js","names":["_parseQuantizedMesh","_interopRequireDefault","require","_parseTerrain","_terrainLoader","_quantizedMeshLoader","ownKeys","object","enumerableOnly","keys","Object","getOwnPropertySymbols","symbols","filter","sym","getOwnPropertyDescriptor","enumerable","push","apply","_objectSpread","target","i","arguments","length","source","forEach","key","_defineProperty2","default","getOwnPropertyDescriptors","defineProperties","defineProperty","TerrainLoader","TerrainWorkerLoader","parse","loadTerrain","exports","_typecheckTerrainLoader","QuantizedMeshLoader","QuantizedMeshWorkerLoader","parseSync","parseQuantizedMesh","_parse","_asyncToGenerator2","_regenerator","mark","_callee","arrayBuffer","options","wrap","_callee$","_context","prev","next","abrupt","stop","_x","_x2","_typecheckQuantizedMeshLoader"],"sources":["../../src/index.ts"],"sourcesContent":["import type {LoaderWithParser} from '@loaders.gl/loader-utils';\nimport parseQuantizedMesh from './lib/parse-quantized-mesh';\nimport loadTerrain from './lib/parse-terrain';\n\nimport {TerrainLoader as TerrainWorkerLoader} from './terrain-loader';\nimport {QuantizedMeshLoader as QuantizedMeshWorkerLoader} from './quantized-mesh-loader';\n\n// TerrainLoader\n\nexport {TerrainWorkerLoader};\n\nexport const TerrainLoader = {\n ...TerrainWorkerLoader,\n parse: loadTerrain\n};\n\nexport const _typecheckTerrainLoader: LoaderWithParser = TerrainLoader; // eslint-disable-line\n\n// QuantizedMeshLoader\n\nexport {QuantizedMeshWorkerLoader};\n\n/**\n * Loader for quantized meshes\n */\nexport const QuantizedMeshLoader = {\n ...QuantizedMeshWorkerLoader,\n parseSync: parseQuantizedMesh,\n parse: async (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options)\n};\n\nexport const _typecheckQuantizedMeshLoader: LoaderWithParser = QuantizedMeshLoader;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AACA,IAAAA,mBAAA,GAAAC,sBAAA,CAAAC,OAAA;AACA,IAAAC,aAAA,GAAAF,sBAAA,CAAAC,OAAA;AAEA,IAAAE,cAAA,GAAAF,OAAA;AACA,IAAAG,oBAAA,GAAAH,OAAA;AAAyF,SAAAI,QAAAC,MAAA,EAAAC,cAAA,QAAAC,IAAA,GAAAC,MAAA,CAAAD,IAAA,CAAAF,MAAA,OAAAG,MAAA,CAAAC,qBAAA,QAAAC,OAAA,GAAAF,MAAA,CAAAC,qBAAA,CAAAJ,MAAA,GAAAC,cAAA,KAAAI,OAAA,GAAAA,OAAA,CAAAC,MAAA,WAAAC,GAAA,WAAAJ,MAAA,CAAAK,wBAAA,CAAAR,MAAA,EAAAO,GAAA,EAAAE,UAAA,OAAAP,IAAA,CAAAQ,IAAA,CAAAC,KAAA,CAAAT,IAAA,EAAAG,OAAA,YAAAH,IAAA;AAAA,SAAAU,cAAAC,MAAA,aAAAC,CAAA,MAAAA,CAAA,GAAAC,SAAA,CAAAC,MAAA,EAAAF,CAAA,UAAAG,MAAA,WAAAF,SAAA,CAAAD,CAAA,IAAAC,SAAA,CAAAD,CAAA,QAAAA,CAAA,OAAAf,OAAA,CAAAI,MAAA,CAAAc,MAAA,OAAAC,OAAA,WAAAC,GAAA,QAAAC,gBAAA,CAAAC,OAAA,EAAAR,MAAA,EAAAM,GAAA,EAAAF,MAAA,CAAAE,GAAA,SAAAhB,MAAA,CAAAmB,yBAAA,GAAAnB,MAAA,CAAAoB,gBAAA,CAAAV,MAAA,EAAAV,MAAA,CAAAmB,yBAAA,CAAAL,MAAA,KAAAlB,OAAA,CAAAI,MAAA,CAAAc,MAAA,GAAAC,OAAA,WAAAC,GAAA,IAAAhB,MAAA,CAAAqB,cAAA,CAAAX,MAAA,EAAAM,GAAA,EAAAhB,MAAA,CAAAK,wBAAA,CAAAS,MAAA,EAAAE,GAAA,iBAAAN,MAAA;AAMlF,IAAMY,aAAa,GAAAb,aAAA,CAAAA,aAAA,KACrBc,4BAAmB;EACtBC,KAAK,EAAEC;AAAW,EACnB;AAACC,OAAA,CAAAJ,aAAA,GAAAA,aAAA;AAEK,IAAMK,uBAAyC,GAAGL,aAAa;AAACI,OAAA,CAAAC,uBAAA,GAAAA,uBAAA;AAShE,IAAMC,mBAAmB,GAAAnB,aAAA,CAAAA,aAAA,KAC3BoB,wCAAyB;EAC5BC,SAAS,EAAEC,2BAAkB;EAC7BP,KAAK;IAAA,IAAAQ,MAAA,OAAAC,kBAAA,CAAAf,OAAA,EAAAgB,YAAA,CAAAhB,OAAA,CAAAiB,IAAA,CAAE,SAAAC,QAAOC,WAAW,EAAEC,OAAO;MAAA,OAAAJ,YAAA,CAAAhB,OAAA,CAAAqB,IAAA,UAAAC,SAAAC,QAAA;QAAA,kBAAAA,QAAA,CAAAC,IAAA,GAAAD,QAAA,CAAAE,IAAA;UAAA;YAAA,OAAAF,QAAA,CAAAG,MAAA,WAAK,IAAAb,2BAAkB,EAACM,WAAW,EAAEC,OAAO,CAAC;UAAA;UAAA;YAAA,OAAAG,QAAA,CAAAI,IAAA;QAAA;MAAA,GAAAT,OAAA;IAAA;IAAA,SAAAZ,MAAAsB,EAAA,EAAAC,GAAA;MAAA,OAAAf,MAAA,CAAAxB,KAAA,OAAAI,SAAA;IAAA;IAAA,OAAAY,KAAA;EAAA;AAAA,EAChF;AAACE,OAAA,CAAAE,mBAAA,GAAAA,mBAAA;AAEK,IAAMoB,6BAA+C,GAAGpB,mBAAmB;AAACF,OAAA,CAAAsB,6BAAA,GAAAA,6BAAA"}
@@ -9,8 +9,7 @@ exports.default = decode;
9
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  var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
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  function _createForOfIteratorHelper(o, allowArrayLike) { var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"]; if (!it) { if (Array.isArray(o) || (it = _unsupportedIterableToArray(o)) || allowArrayLike && o && typeof o.length === "number") { if (it) o = it; var i = 0; var F = function F() {}; return { s: F, n: function n() { if (i >= o.length) return { done: true }; return { done: false, value: o[i++] }; }, e: function e(_e) { throw _e; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var normalCompletion = true, didErr = false, err; return { s: function s() { it = it.call(o); }, n: function n() { var step = it.next(); normalCompletion = step.done; return step; }, e: function e(_e2) { didErr = true; err = _e2; }, f: function f() { try { if (!normalCompletion && it.return != null) it.return(); } finally { if (didErr) throw err; } } }; }
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  function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === "string") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === "Object" && o.constructor) n = o.constructor.name; if (n === "Map" || n === "Set") return Array.from(o); if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }
12
- function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }
13
-
12
+ function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i]; return arr2; }
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  var QUANTIZED_MESH_HEADER = new Map([['centerX', Float64Array.BYTES_PER_ELEMENT], ['centerY', Float64Array.BYTES_PER_ELEMENT], ['centerZ', Float64Array.BYTES_PER_ELEMENT], ['minHeight', Float32Array.BYTES_PER_ELEMENT], ['maxHeight', Float32Array.BYTES_PER_ELEMENT], ['boundingSphereCenterX', Float64Array.BYTES_PER_ELEMENT], ['boundingSphereCenterY', Float64Array.BYTES_PER_ELEMENT], ['boundingSphereCenterZ', Float64Array.BYTES_PER_ELEMENT], ['boundingSphereRadius', Float64Array.BYTES_PER_ELEMENT], ['horizonOcclusionPointX', Float64Array.BYTES_PER_ELEMENT], ['horizonOcclusionPointY', Float64Array.BYTES_PER_ELEMENT], ['horizonOcclusionPointZ', Float64Array.BYTES_PER_ELEMENT]]);
15
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  function decodeZigZag(value) {
16
15
  return value >> 1 ^ -(value & 1);
@@ -168,8 +167,7 @@ function decodeExtensions(dataView, indicesEndPosition) {
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  break;
169
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  }
170
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  default:
171
- {
172
- }
170
+ {}
173
171
  }
174
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  position += extensionLength;
175
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  }
@@ -1 +1 @@
1
- {"version":3,"file":"decode-quantized-mesh.js","names":["QUANTIZED_MESH_HEADER","Map","Float64Array","BYTES_PER_ELEMENT","Float32Array","decodeZigZag","value","decodeHeader","dataView","position","header","key","bytesCount","getter","getFloat64","getFloat32","call","headerEndPosition","decodeVertexData","elementsPerVertex","vertexCount","getUint32","vertexData","Uint16Array","Uint32Array","bytesPerArrayElement","elementArrayLength","uArrayStartPosition","vArrayStartPosition","heightArrayStartPosition","u","v","height","i","getUint16","vertexDataEndPosition","decodeIndex","buffer","indicesCount","bytesPerIndex","encoded","indices","highest","length","code","decodeTriangleIndices","triangleCount","triangleIndicesCount","triangleIndices","triangleIndicesEndPosition","decodeEdgeIndices","westVertexCount","westIndices","southVertexCount","southIndices","eastVertexCount","eastIndices","northVertexCount","northIndices","edgeIndicesEndPosition","decodeVertexNormalsExtension","extensionDataView","Uint8Array","byteOffset","byteLength","decodeWaterMaskExtension","slice","decodeExtensions","indicesEndPosition","extensions","extensionsEndPosition","extensionId","getUint8","extensionLength","extensionView","DataView","vertexNormals","waterMask","DECODING_STEPS","vertices","edgeIndices","DEFAULT_OPTIONS","maxDecodingStep","decode","data","userOptions","options","Object","assign","view"],"sources":["../../../src/lib/decode-quantized-mesh.ts"],"sourcesContent":["// Copyright (C) 2018-2019 HERE Europe B.V.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n// SOFTWARE.\n\nconst QUANTIZED_MESH_HEADER = new Map([\n ['centerX', Float64Array.BYTES_PER_ELEMENT],\n ['centerY', Float64Array.BYTES_PER_ELEMENT],\n ['centerZ', Float64Array.BYTES_PER_ELEMENT],\n\n ['minHeight', Float32Array.BYTES_PER_ELEMENT],\n ['maxHeight', Float32Array.BYTES_PER_ELEMENT],\n\n ['boundingSphereCenterX', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereCenterY', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereCenterZ', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereRadius', Float64Array.BYTES_PER_ELEMENT],\n\n ['horizonOcclusionPointX', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointY', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointZ', Float64Array.BYTES_PER_ELEMENT]\n]);\n\nfunction decodeZigZag(value) {\n return (value >> 1) ^ -(value & 1);\n}\n\nfunction decodeHeader(dataView) {\n let position = 0;\n const header = {};\n\n for (const [key, bytesCount] of QUANTIZED_MESH_HEADER) {\n const getter = bytesCount === 8 ? dataView.getFloat64 : dataView.getFloat32;\n\n header[key] = getter.call(dataView, position, true);\n position += bytesCount;\n }\n\n return {header, headerEndPosition: position};\n}\n\nfunction decodeVertexData(dataView, headerEndPosition) {\n let position = headerEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = dataView.getUint32(position, true);\n const vertexData = new Uint16Array(vertexCount * elementsPerVertex);\n\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const bytesPerArrayElement = Uint16Array.BYTES_PER_ELEMENT;\n const elementArrayLength = vertexCount * bytesPerArrayElement;\n const uArrayStartPosition = position;\n const vArrayStartPosition = uArrayStartPosition + elementArrayLength;\n const heightArrayStartPosition = vArrayStartPosition + elementArrayLength;\n\n let u = 0;\n let v = 0;\n let height = 0;\n\n for (let i = 0; i < vertexCount; i++) {\n u += decodeZigZag(dataView.getUint16(uArrayStartPosition + bytesPerArrayElement * i, true));\n v += decodeZigZag(dataView.getUint16(vArrayStartPosition + bytesPerArrayElement * i, true));\n height += decodeZigZag(\n dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true)\n );\n\n vertexData[i] = u;\n vertexData[i + vertexCount] = v;\n vertexData[i + vertexCount * 2] = height;\n }\n\n position += elementArrayLength * 3;\n\n return {vertexData, vertexDataEndPosition: position};\n}\n\nfunction decodeIndex(buffer, position, indicesCount, bytesPerIndex, encoded = true) {\n let indices;\n\n if (bytesPerIndex === 2) {\n indices = new Uint16Array(buffer, position, indicesCount);\n } else {\n indices = new Uint32Array(buffer, position, indicesCount);\n }\n\n if (!encoded) {\n return indices;\n }\n\n let highest = 0;\n\n for (let i = 0; i < indices.length; ++i) {\n const code = indices[i];\n\n indices[i] = highest - code;\n\n if (code === 0) {\n ++highest;\n }\n }\n\n return indices;\n}\n\nfunction decodeTriangleIndices(dataView, vertexData, vertexDataEndPosition) {\n let position = vertexDataEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = vertexData.length / elementsPerVertex;\n const bytesPerIndex =\n vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT;\n\n if (position % bytesPerIndex !== 0) {\n position += bytesPerIndex - (position % bytesPerIndex);\n }\n\n const triangleCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const triangleIndicesCount = triangleCount * 3;\n const triangleIndices = decodeIndex(\n dataView.buffer,\n position,\n triangleIndicesCount,\n bytesPerIndex\n );\n position += triangleIndicesCount * bytesPerIndex;\n\n return {\n triangleIndicesEndPosition: position,\n triangleIndices\n };\n}\n\nfunction decodeEdgeIndices(dataView, vertexData, triangleIndicesEndPosition) {\n let position = triangleIndicesEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = vertexData.length / elementsPerVertex;\n const bytesPerIndex =\n vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT;\n\n const westVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const westIndices = decodeIndex(dataView.buffer, position, westVertexCount, bytesPerIndex, false);\n position += westVertexCount * bytesPerIndex;\n\n const southVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const southIndices = decodeIndex(\n dataView.buffer,\n position,\n southVertexCount,\n bytesPerIndex,\n false\n );\n position += southVertexCount * bytesPerIndex;\n\n const eastVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const eastIndices = decodeIndex(dataView.buffer, position, eastVertexCount, bytesPerIndex, false);\n position += eastVertexCount * bytesPerIndex;\n\n const northVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const northIndices = decodeIndex(\n dataView.buffer,\n position,\n northVertexCount,\n bytesPerIndex,\n false\n );\n position += northVertexCount * bytesPerIndex;\n\n return {\n edgeIndicesEndPosition: position,\n westIndices,\n southIndices,\n eastIndices,\n northIndices\n };\n}\n\nfunction decodeVertexNormalsExtension(extensionDataView) {\n return new Uint8Array(\n extensionDataView.buffer,\n extensionDataView.byteOffset,\n extensionDataView.byteLength\n );\n}\n\nfunction decodeWaterMaskExtension(extensionDataView) {\n return extensionDataView.buffer.slice(\n extensionDataView.byteOffset,\n extensionDataView.byteOffset + extensionDataView.byteLength\n );\n}\n\ntype Extensions = {\n vertexNormals?: any;\n waterMask?: any;\n};\n\nfunction decodeExtensions(dataView, indicesEndPosition) {\n const extensions: Extensions = {};\n\n if (dataView.byteLength <= indicesEndPosition) {\n return {extensions, extensionsEndPosition: indicesEndPosition};\n }\n\n let position = indicesEndPosition;\n\n while (position < dataView.byteLength) {\n const extensionId = dataView.getUint8(position, true);\n position += Uint8Array.BYTES_PER_ELEMENT;\n\n const extensionLength = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const extensionView = new DataView(dataView.buffer, position, extensionLength);\n\n switch (extensionId) {\n case 1: {\n extensions.vertexNormals = decodeVertexNormalsExtension(extensionView);\n\n break;\n }\n case 2: {\n extensions.waterMask = decodeWaterMaskExtension(extensionView);\n\n break;\n }\n default: {\n // console.warn(`Unknown extension with id ${extensionId}`)\n }\n }\n\n position += extensionLength;\n }\n\n return {extensions, extensionsEndPosition: position};\n}\n\nexport const DECODING_STEPS = {\n header: 0,\n vertices: 1,\n triangleIndices: 2,\n edgeIndices: 3,\n extensions: 4\n};\n\nconst DEFAULT_OPTIONS = {\n maxDecodingStep: DECODING_STEPS.extensions\n};\n\nexport default function decode(data, userOptions) {\n const options = Object.assign({}, DEFAULT_OPTIONS, userOptions);\n const view = new DataView(data);\n const {header, headerEndPosition} = decodeHeader(view);\n\n if (options.maxDecodingStep < DECODING_STEPS.vertices) {\n return {header};\n }\n\n const {vertexData, vertexDataEndPosition} = decodeVertexData(view, headerEndPosition);\n\n if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) {\n return {header, vertexData};\n }\n\n const {triangleIndices, triangleIndicesEndPosition} = decodeTriangleIndices(\n view,\n vertexData,\n vertexDataEndPosition\n );\n\n if (options.maxDecodingStep < DECODING_STEPS.edgeIndices) {\n return {header, vertexData, triangleIndices};\n }\n\n const {westIndices, southIndices, eastIndices, northIndices, edgeIndicesEndPosition} =\n decodeEdgeIndices(view, vertexData, triangleIndicesEndPosition);\n\n if (options.maxDecodingStep < DECODING_STEPS.extensions) {\n return {\n header,\n vertexData,\n triangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n 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IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n// SOFTWARE.\n\nconst QUANTIZED_MESH_HEADER = new Map([\n ['centerX', Float64Array.BYTES_PER_ELEMENT],\n ['centerY', Float64Array.BYTES_PER_ELEMENT],\n ['centerZ', Float64Array.BYTES_PER_ELEMENT],\n\n ['minHeight', Float32Array.BYTES_PER_ELEMENT],\n ['maxHeight', Float32Array.BYTES_PER_ELEMENT],\n\n ['boundingSphereCenterX', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereCenterY', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereCenterZ', Float64Array.BYTES_PER_ELEMENT],\n ['boundingSphereRadius', Float64Array.BYTES_PER_ELEMENT],\n\n ['horizonOcclusionPointX', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointY', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointZ', Float64Array.BYTES_PER_ELEMENT]\n]);\n\nfunction decodeZigZag(value) {\n return (value >> 1) ^ -(value & 1);\n}\n\nfunction decodeHeader(dataView) {\n let position = 0;\n const header = {};\n\n for (const [key, bytesCount] of QUANTIZED_MESH_HEADER) {\n const getter = bytesCount === 8 ? dataView.getFloat64 : dataView.getFloat32;\n\n header[key] = getter.call(dataView, position, true);\n position += bytesCount;\n }\n\n return {header, headerEndPosition: position};\n}\n\nfunction decodeVertexData(dataView, headerEndPosition) {\n let position = headerEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = dataView.getUint32(position, true);\n const vertexData = new Uint16Array(vertexCount * elementsPerVertex);\n\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const bytesPerArrayElement = Uint16Array.BYTES_PER_ELEMENT;\n const elementArrayLength = vertexCount * bytesPerArrayElement;\n const uArrayStartPosition = position;\n const vArrayStartPosition = uArrayStartPosition + elementArrayLength;\n const heightArrayStartPosition = vArrayStartPosition + elementArrayLength;\n\n let u = 0;\n let v = 0;\n let height = 0;\n\n for (let i = 0; i < vertexCount; i++) {\n u += decodeZigZag(dataView.getUint16(uArrayStartPosition + bytesPerArrayElement * i, true));\n v += decodeZigZag(dataView.getUint16(vArrayStartPosition + bytesPerArrayElement * i, true));\n height += decodeZigZag(\n dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true)\n );\n\n vertexData[i] = u;\n vertexData[i + vertexCount] = v;\n vertexData[i + vertexCount * 2] = height;\n }\n\n position += elementArrayLength * 3;\n\n return {vertexData, vertexDataEndPosition: position};\n}\n\nfunction decodeIndex(buffer, position, indicesCount, bytesPerIndex, encoded = true) {\n let indices;\n\n if (bytesPerIndex === 2) {\n indices = new Uint16Array(buffer, position, indicesCount);\n } else {\n indices = new Uint32Array(buffer, position, indicesCount);\n }\n\n if (!encoded) {\n return indices;\n }\n\n let highest = 0;\n\n for (let i = 0; i < indices.length; ++i) {\n const code = indices[i];\n\n indices[i] = highest - code;\n\n if (code === 0) {\n ++highest;\n }\n }\n\n return indices;\n}\n\nfunction decodeTriangleIndices(dataView, vertexData, vertexDataEndPosition) {\n let position = vertexDataEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = vertexData.length / elementsPerVertex;\n const bytesPerIndex =\n vertexCount > 65536 ? 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decodeIndex(\n dataView.buffer,\n position,\n northVertexCount,\n bytesPerIndex,\n false\n );\n position += northVertexCount * bytesPerIndex;\n\n return {\n edgeIndicesEndPosition: position,\n westIndices,\n southIndices,\n eastIndices,\n northIndices\n };\n}\n\nfunction decodeVertexNormalsExtension(extensionDataView) {\n return new Uint8Array(\n extensionDataView.buffer,\n extensionDataView.byteOffset,\n extensionDataView.byteLength\n );\n}\n\nfunction decodeWaterMaskExtension(extensionDataView) {\n return extensionDataView.buffer.slice(\n extensionDataView.byteOffset,\n extensionDataView.byteOffset + extensionDataView.byteLength\n );\n}\n\ntype Extensions = {\n vertexNormals?: any;\n waterMask?: any;\n};\n\nfunction decodeExtensions(dataView, indicesEndPosition) {\n const extensions: Extensions = {};\n\n if (dataView.byteLength <= indicesEndPosition) {\n return {extensions, extensionsEndPosition: indicesEndPosition};\n }\n\n let position = indicesEndPosition;\n\n while (position < dataView.byteLength) {\n const extensionId = dataView.getUint8(position, true);\n position += Uint8Array.BYTES_PER_ELEMENT;\n\n const extensionLength = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n\n const extensionView = new DataView(dataView.buffer, position, extensionLength);\n\n switch (extensionId) {\n case 1: {\n extensions.vertexNormals = decodeVertexNormalsExtension(extensionView);\n\n break;\n }\n case 2: {\n extensions.waterMask = decodeWaterMaskExtension(extensionView);\n\n break;\n }\n default: {\n // console.warn(`Unknown extension with id ${extensionId}`)\n }\n }\n\n position += extensionLength;\n }\n\n return {extensions, extensionsEndPosition: position};\n}\n\nexport const DECODING_STEPS = {\n header: 0,\n vertices: 1,\n triangleIndices: 2,\n edgeIndices: 3,\n extensions: 4\n};\n\nconst DEFAULT_OPTIONS = {\n maxDecodingStep: DECODING_STEPS.extensions\n};\n\nexport default function decode(data, userOptions) {\n const options = Object.assign({}, DEFAULT_OPTIONS, userOptions);\n const view = new DataView(data);\n const {header, headerEndPosition} = decodeHeader(view);\n\n if (options.maxDecodingStep < DECODING_STEPS.vertices) {\n return {header};\n }\n\n const {vertexData, vertexDataEndPosition} = decodeVertexData(view, headerEndPosition);\n\n if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) {\n return {header, vertexData};\n }\n\n const {triangleIndices, triangleIndicesEndPosition} = decodeTriangleIndices(\n view,\n vertexData,\n vertexDataEndPosition\n );\n\n if (options.maxDecodingStep < DECODING_STEPS.edgeIndices) {\n return {header, vertexData, triangleIndices};\n }\n\n const {westIndices, southIndices, eastIndices, northIndices, edgeIndicesEndPosition} =\n decodeEdgeIndices(view, vertexData, triangleIndicesEndPosition);\n\n if (options.maxDecodingStep < DECODING_STEPS.extensions) {\n return {\n header,\n vertexData,\n triangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n 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@@ -16,7 +16,6 @@ var Delatin = function () {
16
16
  this.height = height;
17
17
  this.coords = [];
18
18
  this.triangles = [];
19
-
20
19
  this._halfedges = [];
21
20
  this._candidates = [];
22
21
  this._queueIndices = [];
@@ -32,55 +31,42 @@ var Delatin = function () {
32
31
  var p1 = this._addPoint(x1, 0);
33
32
  var p2 = this._addPoint(0, y1);
34
33
  var p3 = this._addPoint(x1, y1);
35
-
36
34
  var t0 = this._addTriangle(p3, p0, p2, -1, -1, -1);
37
35
  this._addTriangle(p0, p3, p1, t0, -1, -1);
38
36
  this._flush();
39
37
  }
40
-
41
38
  (0, _createClass2.default)(Delatin, [{
42
39
  key: "run",
43
- value:
44
- function run() {
40
+ value: function run() {
45
41
  var maxError = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;
46
42
  while (this.getMaxError() > maxError) {
47
43
  this.refine();
48
44
  }
49
45
  }
50
-
51
46
  }, {
52
47
  key: "refine",
53
- value:
54
- function refine() {
48
+ value: function refine() {
55
49
  this._step();
56
50
  this._flush();
57
51
  }
58
-
59
52
  }, {
60
53
  key: "getMaxError",
61
- value:
62
- function getMaxError() {
54
+ value: function getMaxError() {
63
55
  return this._errors[0];
64
56
  }
65
-
66
57
  }, {
67
58
  key: "getRMSD",
68
- value:
69
- function getRMSD() {
59
+ value: function getRMSD() {
70
60
  return this._rmsSum > 0 ? Math.sqrt(this._rmsSum / (this.width * this.height)) : 0;
71
61
  }
72
-
73
62
  }, {
74
63
  key: "heightAt",
75
- value:
76
- function heightAt(x, y) {
64
+ value: function heightAt(x, y) {
77
65
  return this.data[this.width * y + x];
78
66
  }
79
-
80
67
  }, {
81
68
  key: "_flush",
82
- value:
83
- function _flush() {
69
+ value: function _flush() {
84
70
  var coords = this.coords;
85
71
  for (var i = 0; i < this._pendingLen; i++) {
86
72
  var t = this._pending[i];
@@ -91,16 +77,13 @@ var Delatin = function () {
91
77
  }
92
78
  this._pendingLen = 0;
93
79
  }
94
-
95
80
  }, {
96
81
  key: "_findCandidate",
97
- value:
98
- function _findCandidate(p0x, p0y, p1x, p1y, p2x, p2y, t) {
82
+ value: function _findCandidate(p0x, p0y, p1x, p1y, p2x, p2y, t) {
99
83
  var minX = Math.min(p0x, p1x, p2x);
100
84
  var minY = Math.min(p0y, p1y, p2y);
101
85
  var maxX = Math.max(p0x, p1x, p2x);
102
86
  var maxY = Math.max(p0y, p1y, p2y);
103
-
104
87
  var w00 = orient(p1x, p1y, p2x, p2y, minX, minY);
105
88
  var w01 = orient(p2x, p2y, p0x, p0y, minX, minY);
106
89
  var w02 = orient(p0x, p0y, p1x, p1y, minX, minY);
@@ -110,12 +93,10 @@ var Delatin = function () {
110
93
  var b12 = p1x - p2x;
111
94
  var a20 = p0y - p2y;
112
95
  var b20 = p2x - p0x;
113
-
114
96
  var a = orient(p0x, p0y, p1x, p1y, p2x, p2y);
115
97
  var z0 = this.heightAt(p0x, p0y) / a;
116
98
  var z1 = this.heightAt(p1x, p1y) / a;
117
99
  var z2 = this.heightAt(p2x, p2y) / a;
118
-
119
100
  var maxError = 0;
120
101
  var mx = 0;
121
102
  var my = 0;
@@ -138,7 +119,6 @@ var Delatin = function () {
138
119
  for (var x = minX + dx; x <= maxX; x++) {
139
120
  if (w0 >= 0 && w1 >= 0 && w2 >= 0) {
140
121
  wasInside = true;
141
-
142
122
  var z = z0 * w0 + z1 * w1 + z2 * w2;
143
123
  var dz = Math.abs(z - this.heightAt(x, y));
144
124
  rms += dz * dz;
@@ -161,18 +141,14 @@ var Delatin = function () {
161
141
  if (mx === p0x && my === p0y || mx === p1x && my === p1y || mx === p2x && my === p2y) {
162
142
  maxError = 0;
163
143
  }
164
-
165
144
  this._candidates[2 * t] = mx;
166
145
  this._candidates[2 * t + 1] = my;
167
146
  this._rms[t] = rms;
168
-
169
147
  this._queuePush(t, maxError, rms);
170
148
  }
171
-
172
149
  }, {
173
150
  key: "_step",
174
- value:
175
- function _step() {
151
+ value: function _step() {
176
152
  var t = this._queuePop();
177
153
  var e0 = t * 3 + 0;
178
154
  var e1 = t * 3 + 1;
@@ -207,31 +183,24 @@ var Delatin = function () {
207
183
  this._legalize(t2);
208
184
  }
209
185
  }
210
-
211
186
  }, {
212
187
  key: "_addPoint",
213
- value:
214
- function _addPoint(x, y) {
188
+ value: function _addPoint(x, y) {
215
189
  var i = this.coords.length >> 1;
216
190
  this.coords.push(x, y);
217
191
  return i;
218
192
  }
219
-
220
193
  }, {
221
194
  key: "_addTriangle",
222
- value:
223
- function _addTriangle(a, b, c, ab, bc, ca) {
195
+ value: function _addTriangle(a, b, c, ab, bc, ca) {
224
196
  var e = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : this.triangles.length;
225
197
  var t = e / 3;
226
-
227
198
  this.triangles[e + 0] = a;
228
199
  this.triangles[e + 1] = b;
229
200
  this.triangles[e + 2] = c;
230
-
231
201
  this._halfedges[e + 0] = ab;
232
202
  this._halfedges[e + 1] = bc;
233
203
  this._halfedges[e + 2] = ca;
234
-
235
204
  if (ab >= 0) {
236
205
  this._halfedges[ab] = e + 0;
237
206
  }
@@ -241,20 +210,16 @@ var Delatin = function () {
241
210
  if (ca >= 0) {
242
211
  this._halfedges[ca] = e + 2;
243
212
  }
244
-
245
213
  this._candidates[2 * t + 0] = 0;
246
214
  this._candidates[2 * t + 1] = 0;
247
215
  this._queueIndices[t] = -1;
248
216
  this._rms[t] = 0;
249
-
250
217
  this._pending[this._pendingLen++] = t;
251
-
252
218
  return e;
253
219
  }
254
220
  }, {
255
221
  key: "_legalize",
256
222
  value: function _legalize(a) {
257
-
258
223
  var b = this._halfedges[a];
259
224
  if (b < 0) {
260
225
  return;
@@ -284,11 +249,9 @@ var Delatin = function () {
284
249
  this._legalize(t0 + 1);
285
250
  this._legalize(t1 + 2);
286
251
  }
287
-
288
252
  }, {
289
253
  key: "_handleCollinear",
290
- value:
291
- function _handleCollinear(pn, a) {
254
+ value: function _handleCollinear(pn, a) {
292
255
  var a0 = a - a % 3;
293
256
  var al = a0 + (a + 1) % 3;
294
257
  var ar = a0 + (a + 2) % 3;
@@ -321,12 +284,9 @@ var Delatin = function () {
321
284
  this._legalize(t2);
322
285
  this._legalize(t3);
323
286
  }
324
-
325
287
  }, {
326
288
  key: "_queuePush",
327
- value:
328
-
329
- function _queuePush(t, error, rms) {
289
+ value: function _queuePush(t, error, rms) {
330
290
  var i = this._queue.length;
331
291
  this._queueIndices[t] = i;
332
292
  this._queue.push(t);
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","names":["Delatin","data","width","height","coords","triangles","_halfedges","_candidates","_queueIndices","_queue","_errors","_rms","_pending","_pendingLen","_rmsSum","x1","y1","p0","_addPoint","p1","p2","p3","t0","_addTriangle","_flush","maxError","getMaxError","refine","_step","Math","sqrt","x","y","i","t","a","b","c","_findCandidate","p0x","p0y","p1x","p1y","p2x","p2y","minX","min","minY","maxX","max","maxY","w00","orient","w01","w02","a01","b01","a12","b12","a20","b20","z0","heightAt","z1","z2","mx","my","rms","dx","floor","w0","w1","w2","wasInside","z","dz","abs","_queuePush","_queuePop","e0","e1","e2","ax","ay","bx","by","cx","cy","px","py","pn","_handleCollinear","h0","h1","h2","t1","t2","_legalize","length","push","ab","bc","ca","e","a0","b0","al","ar","bl","br","pr","pl","inCircle","hal","har","hbl","hbr","_queueRemove","t3","error","_queueUp","n","_queueSwap","_queueDown","_queuePopBack","pop","it","indexOf","Error","j","pi","pj","j0","_queueLess","i0","j1","j2","dy","ex","ey","fx","fy","ap","bp","cp"],"sources":["../../../../src/lib/delatin/index.ts"],"sourcesContent":["// ISC License\n\n// Copyright(c) 2019, Michael Fogleman, Vladimir Agafonkin\n\n// Permission to use, copy, modify, and / or distribute this software for any purpose\n// with or without fee is hereby granted, provided that the above copyright notice\n// and this permission notice appear in all copies.\n\n// THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n// REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n// FITNESS.IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n// INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n// OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n// TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n// THIS SOFTWARE.\n\n// @ts-nocheck\n\n/* eslint-disable complexity, max-params, max-statements, max-depth, no-constant-condition */\nexport default class Delatin {\n constructor(data, width, height = width) {\n this.data = data; // height data\n this.width = width;\n this.height = height;\n\n this.coords = []; // vertex coordinates (x, y)\n this.triangles = []; // mesh triangle indices\n\n // additional triangle data\n this._halfedges = [];\n this._candidates = [];\n this._queueIndices = [];\n\n this._queue = []; // queue of added triangles\n this._errors = [];\n this._rms = [];\n this._pending = []; // triangles pending addition to queue\n this._pendingLen = 0;\n\n this._rmsSum = 0;\n\n const x1 = width - 1;\n const y1 = height - 1;\n const p0 = this._addPoint(0, 0);\n const p1 = this._addPoint(x1, 0);\n const p2 = this._addPoint(0, y1);\n const p3 = this._addPoint(x1, y1);\n\n // add initial two triangles\n const t0 = this._addTriangle(p3, p0, p2, -1, -1, -1);\n this._addTriangle(p0, p3, p1, t0, -1, -1);\n this._flush();\n }\n\n // refine the mesh until its maximum error gets below the given one\n run(maxError = 1) {\n while (this.getMaxError() > maxError) {\n this.refine();\n }\n }\n\n // refine the mesh with a single point\n refine() {\n this._step();\n this._flush();\n }\n\n // max error of the current mesh\n getMaxError() {\n return this._errors[0];\n }\n\n // root-mean-square deviation of the current mesh\n getRMSD() {\n return this._rmsSum > 0 ? Math.sqrt(this._rmsSum / (this.width * this.height)) : 0;\n }\n\n // height value at a given position\n heightAt(x, y) {\n return this.data[this.width * y + x];\n }\n\n // rasterize and queue all triangles that got added or updated in _step\n _flush() {\n const coords = this.coords;\n for (let i = 0; i < this._pendingLen; i++) {\n const t = this._pending[i];\n // rasterize triangle to find maximum pixel error\n const a = 2 * this.triangles[t * 3 + 0];\n const b = 2 * this.triangles[t * 3 + 1];\n const c = 2 * this.triangles[t * 3 + 2];\n this._findCandidate(\n coords[a],\n coords[a + 1],\n coords[b],\n coords[b + 1],\n coords[c],\n coords[c + 1],\n t\n );\n }\n this._pendingLen = 0;\n }\n\n // rasterize a triangle, find its max error, and queue it for processing\n _findCandidate(p0x, p0y, p1x, p1y, p2x, p2y, t) {\n // triangle bounding box\n const minX = Math.min(p0x, p1x, p2x);\n const minY = Math.min(p0y, p1y, p2y);\n const maxX = Math.max(p0x, p1x, p2x);\n const maxY = Math.max(p0y, p1y, p2y);\n\n // forward differencing variables\n let w00 = orient(p1x, p1y, p2x, p2y, minX, minY);\n let w01 = orient(p2x, p2y, p0x, p0y, minX, minY);\n let w02 = orient(p0x, p0y, p1x, p1y, minX, minY);\n const a01 = p1y - p0y;\n const b01 = p0x - p1x;\n const a12 = p2y - p1y;\n const b12 = p1x - p2x;\n const a20 = p0y - p2y;\n const b20 = p2x - p0x;\n\n // pre-multiplied z values at vertices\n const a = orient(p0x, p0y, p1x, p1y, p2x, p2y);\n const z0 = this.heightAt(p0x, p0y) / a;\n const z1 = this.heightAt(p1x, p1y) / a;\n const z2 = this.heightAt(p2x, p2y) / a;\n\n // iterate over pixels in bounding box\n let maxError = 0;\n let mx = 0;\n let my = 0;\n let rms = 0;\n for (let y = minY; y <= maxY; y++) {\n // compute starting offset\n let dx = 0;\n if (w00 < 0 && a12 !== 0) {\n dx = Math.max(dx, Math.floor(-w00 / a12));\n }\n if (w01 < 0 && a20 !== 0) {\n dx = Math.max(dx, Math.floor(-w01 / a20));\n }\n if (w02 < 0 && a01 !== 0) {\n dx = Math.max(dx, Math.floor(-w02 / a01));\n }\n\n let w0 = w00 + a12 * dx;\n let w1 = w01 + a20 * dx;\n let w2 = w02 + a01 * dx;\n\n let wasInside = false;\n\n for (let x = minX + dx; x <= maxX; x++) {\n // check if inside triangle\n if (w0 >= 0 && w1 >= 0 && w2 >= 0) {\n wasInside = true;\n\n // compute z using barycentric coordinates\n const z = z0 * w0 + z1 * w1 + z2 * w2;\n const dz = Math.abs(z - this.heightAt(x, y));\n rms += dz * dz;\n if (dz > maxError) {\n maxError = dz;\n mx = x;\n my = y;\n }\n } else if (wasInside) {\n break;\n }\n\n w0 += a12;\n w1 += a20;\n w2 += a01;\n }\n\n w00 += b12;\n w01 += b20;\n w02 += b01;\n }\n\n if ((mx === p0x && my === p0y) || (mx === p1x && my === p1y) || (mx === p2x && my === p2y)) {\n maxError = 0;\n }\n\n // update triangle metadata\n this._candidates[2 * t] = mx;\n this._candidates[2 * t + 1] = my;\n this._rms[t] = rms;\n\n // add triangle to priority queue\n this._queuePush(t, maxError, rms);\n }\n\n // process the next triangle in the queue, splitting it with a new point\n _step() {\n // pop triangle with highest error from priority queue\n const t = this._queuePop();\n\n const e0 = t * 3 + 0;\n const e1 = t * 3 + 1;\n const e2 = t * 3 + 2;\n\n const p0 = this.triangles[e0];\n const p1 = this.triangles[e1];\n const p2 = this.triangles[e2];\n\n const ax = this.coords[2 * p0];\n const ay = this.coords[2 * p0 + 1];\n const bx = this.coords[2 * p1];\n const by = this.coords[2 * p1 + 1];\n const cx = this.coords[2 * p2];\n const cy = this.coords[2 * p2 + 1];\n const px = this._candidates[2 * t];\n const py = this._candidates[2 * t + 1];\n\n const pn = this._addPoint(px, py);\n\n if (orient(ax, ay, bx, by, px, py) === 0) {\n this._handleCollinear(pn, e0);\n } else if (orient(bx, by, cx, cy, px, py) === 0) {\n this._handleCollinear(pn, e1);\n } else if (orient(cx, cy, ax, ay, px, py) === 0) {\n this._handleCollinear(pn, e2);\n } else {\n const h0 = this._halfedges[e0];\n const h1 = this._halfedges[e1];\n const h2 = this._halfedges[e2];\n\n const t0 = this._addTriangle(p0, p1, pn, h0, -1, -1, e0);\n const t1 = this._addTriangle(p1, p2, pn, h1, -1, t0 + 1);\n const t2 = this._addTriangle(p2, p0, pn, h2, t0 + 2, t1 + 1);\n\n this._legalize(t0);\n this._legalize(t1);\n this._legalize(t2);\n }\n }\n\n // add coordinates for a new vertex\n _addPoint(x, y) {\n const i = this.coords.length >> 1;\n this.coords.push(x, y);\n return i;\n }\n\n // add or update a triangle in the mesh\n _addTriangle(a, b, c, ab, bc, ca, e = this.triangles.length) {\n const t = e / 3; // new triangle index\n\n // add triangle vertices\n this.triangles[e + 0] = a;\n this.triangles[e + 1] = b;\n this.triangles[e + 2] = c;\n\n // add triangle halfedges\n this._halfedges[e + 0] = ab;\n this._halfedges[e + 1] = bc;\n this._halfedges[e + 2] = ca;\n\n // link neighboring halfedges\n if (ab >= 0) {\n this._halfedges[ab] = e + 0;\n }\n if (bc >= 0) {\n this._halfedges[bc] = e + 1;\n }\n if (ca >= 0) {\n this._halfedges[ca] = e + 2;\n }\n\n // init triangle metadata\n this._candidates[2 * t + 0] = 0;\n this._candidates[2 * t + 1] = 0;\n this._queueIndices[t] = -1;\n this._rms[t] = 0;\n\n // add triangle to pending queue for later rasterization\n this._pending[this._pendingLen++] = t;\n\n // return first halfedge index\n return e;\n }\n\n _legalize(a) {\n // if the pair of triangles doesn't satisfy the Delaunay condition\n // (p1 is inside the circumcircle of [p0, pl, pr]), flip them,\n // then do the same check/flip recursively for the new pair of triangles\n //\n // pl pl\n // /||\\ / \\\n // al/ || \\bl al/ \\a\n // / || \\ / \\\n // / a||b \\ flip /___ar___\\\n // p0\\ || /p1 => p0\\---bl---/p1\n // \\ || / \\ /\n // ar\\ || /br b\\ /br\n // \\||/ \\ /\n // pr pr\n\n const b = this._halfedges[a];\n\n if (b < 0) {\n return;\n }\n\n const a0 = a - (a % 3);\n const b0 = b - (b % 3);\n const al = a0 + ((a + 1) % 3);\n const ar = a0 + ((a + 2) % 3);\n const bl = b0 + ((b + 2) % 3);\n const br = b0 + ((b + 1) % 3);\n const p0 = this.triangles[ar];\n const pr = this.triangles[a];\n const pl = this.triangles[al];\n const p1 = this.triangles[bl];\n const coords = this.coords;\n\n if (\n !inCircle(\n coords[2 * p0],\n coords[2 * p0 + 1],\n coords[2 * pr],\n coords[2 * pr + 1],\n coords[2 * pl],\n coords[2 * pl + 1],\n coords[2 * p1],\n coords[2 * p1 + 1]\n )\n ) {\n return;\n }\n\n const hal = this._halfedges[al];\n const har = this._halfedges[ar];\n const hbl = this._halfedges[bl];\n const hbr = this._halfedges[br];\n\n this._queueRemove(a0 / 3);\n this._queueRemove(b0 / 3);\n\n const t0 = this._addTriangle(p0, p1, pl, -1, hbl, hal, a0);\n const t1 = this._addTriangle(p1, p0, pr, t0, har, hbr, b0);\n\n this._legalize(t0 + 1);\n this._legalize(t1 + 2);\n }\n\n // handle a case where new vertex is on the edge of a triangle\n _handleCollinear(pn, a) {\n const a0 = a - (a % 3);\n const al = a0 + ((a + 1) % 3);\n const ar = a0 + ((a + 2) % 3);\n const p0 = this.triangles[ar];\n const pr = this.triangles[a];\n const pl = this.triangles[al];\n const hal = this._halfedges[al];\n const har = this._halfedges[ar];\n\n const b = this._halfedges[a];\n\n if (b < 0) {\n const t0 = this._addTriangle(pn, p0, pr, -1, har, -1, a0);\n const t1 = this._addTriangle(p0, pn, pl, t0, -1, hal);\n this._legalize(t0 + 1);\n this._legalize(t1 + 2);\n return;\n }\n\n const b0 = b - (b % 3);\n const bl = b0 + ((b + 2) % 3);\n const br = b0 + ((b + 1) % 3);\n const p1 = this.triangles[bl];\n const hbl = this._halfedges[bl];\n const hbr = this._halfedges[br];\n\n this._queueRemove(b0 / 3);\n\n const t0 = this._addTriangle(p0, pr, pn, har, -1, -1, a0);\n const t1 = this._addTriangle(pr, p1, pn, hbr, -1, t0 + 1, b0);\n const t2 = this._addTriangle(p1, pl, pn, hbl, -1, t1 + 1);\n const t3 = this._addTriangle(pl, p0, pn, hal, t0 + 2, t2 + 1);\n\n this._legalize(t0);\n this._legalize(t1);\n this._legalize(t2);\n this._legalize(t3);\n }\n\n // priority queue methods\n\n _queuePush(t, error, rms) {\n const i = this._queue.length;\n this._queueIndices[t] = i;\n this._queue.push(t);\n this._errors.push(error);\n this._rmsSum += rms;\n this._queueUp(i);\n }\n\n _queuePop() {\n const n = this._queue.length - 1;\n this._queueSwap(0, n);\n this._queueDown(0, n);\n return this._queuePopBack();\n }\n\n _queuePopBack() {\n const t = this._queue.pop();\n this._errors.pop();\n this._rmsSum -= this._rms[t];\n this._queueIndices[t] = -1;\n return t;\n }\n\n _queueRemove(t) {\n const i = this._queueIndices[t];\n if (i < 0) {\n const it = this._pending.indexOf(t);\n if (it !== -1) {\n this._pending[it] = this._pending[--this._pendingLen];\n } else {\n throw new Error('Broken triangulation (something went wrong).');\n }\n return;\n }\n const n = this._queue.length - 1;\n if (n !== i) {\n this._queueSwap(i, n);\n if (!this._queueDown(i, n)) {\n this._queueUp(i);\n }\n }\n this._queuePopBack();\n }\n\n _queueLess(i, j) {\n return this._errors[i] > this._errors[j];\n }\n\n _queueSwap(i, j) {\n const pi = this._queue[i];\n const pj = this._queue[j];\n this._queue[i] = pj;\n this._queue[j] = pi;\n this._queueIndices[pi] = j;\n this._queueIndices[pj] = i;\n const e = this._errors[i];\n this._errors[i] = this._errors[j];\n this._errors[j] = e;\n }\n\n _queueUp(j0) {\n let j = j0;\n while (true) {\n const i = (j - 1) >> 1;\n if (i === j || !this._queueLess(j, i)) {\n break;\n }\n this._queueSwap(i, j);\n j = i;\n }\n }\n\n _queueDown(i0, n) {\n let i = i0;\n while (true) {\n const j1 = 2 * i + 1;\n if (j1 >= n || j1 < 0) {\n break;\n }\n const j2 = j1 + 1;\n let j = j1;\n if (j2 < n && this._queueLess(j2, j1)) {\n j = j2;\n }\n if (!this._queueLess(j, i)) {\n break;\n }\n this._queueSwap(i, j);\n i = j;\n }\n return i > i0;\n }\n}\n\nfunction orient(ax, ay, bx, by, cx, cy) {\n return (bx - cx) * (ay - cy) - (by - cy) * (ax - cx);\n}\n\nfunction inCircle(ax, ay, bx, by, cx, cy, px, py) {\n const dx = ax - px;\n const dy = ay - py;\n const ex = bx - px;\n const ey = by - py;\n const fx = cx - px;\n const fy = cy - py;\n\n const ap = dx * dx + dy * dy;\n const bp = ex * ex + ey * ey;\n const cp = fx * fx + fy * fy;\n\n return dx * (ey * cp - bp * fy) - dy * (ex * cp - bp * fx) + ap * (ex * fy - ey * fx) < 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Math.sqrt(this._rmsSum / (this.width * this.height)) : 0;\n }\n\n // height value at a given position\n heightAt(x, y) {\n return this.data[this.width * y + x];\n }\n\n // rasterize and queue all triangles that got added or updated in _step\n _flush() {\n const coords = this.coords;\n for (let i = 0; i < this._pendingLen; i++) {\n const t = this._pending[i];\n // rasterize triangle to find maximum pixel error\n const a = 2 * this.triangles[t * 3 + 0];\n const b = 2 * this.triangles[t * 3 + 1];\n const c = 2 * this.triangles[t * 3 + 2];\n this._findCandidate(\n coords[a],\n coords[a + 1],\n coords[b],\n coords[b + 1],\n coords[c],\n coords[c + 1],\n t\n );\n }\n this._pendingLen = 0;\n }\n\n // rasterize a triangle, find its max error, and queue it for processing\n _findCandidate(p0x, p0y, p1x, p1y, p2x, p2y, t) {\n // triangle bounding box\n const minX = Math.min(p0x, p1x, p2x);\n const minY = Math.min(p0y, p1y, p2y);\n const maxX = Math.max(p0x, p1x, p2x);\n const maxY = Math.max(p0y, 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@@ -9,10 +9,8 @@ var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers
9
9
  var _loaderUtils = require("@loaders.gl/loader-utils");
10
10
  function addSkirt(attributes, triangles, skirtHeight, outsideIndices) {
11
11
  var outsideEdges = outsideIndices ? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value) : getOutsideEdgesFromTriangles(triangles);
12
-
13
12
  var newPosition = new attributes.POSITION.value.constructor(outsideEdges.length * 6);
14
13
  var newTexcoord0 = new attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4);
15
-
16
14
  var newTriangles = new triangles.constructor(outsideEdges.length * 6);
17
15
  for (var i = 0; i < outsideEdges.length; i++) {
18
16
  var edge = outsideEdges[i];
@@ -34,7 +32,6 @@ function addSkirt(attributes, triangles, skirtHeight, outsideIndices) {
34
32
  triangles: resultTriangles
35
33
  };
36
34
  }
37
-
38
35
  function getOutsideEdgesFromTriangles(triangles) {
39
36
  var edges = [];
40
37
  for (var i = 0; i < triangles.length; i += 3) {
@@ -58,7 +55,6 @@ function getOutsideEdgesFromTriangles(triangles) {
58
55
  }
59
56
  return outsideEdges;
60
57
  }
61
-
62
58
  function getOutsideEdgesFromIndices(indices, position) {
63
59
  indices.westIndices.sort(function (a, b) {
64
60
  return position[3 * a + 1] - position[3 * b + 1];
@@ -81,7 +77,6 @@ function getOutsideEdgesFromIndices(indices, position) {
81
77
  }
82
78
  return edges;
83
79
  }
84
-
85
80
  function updateAttributesForNewEdge(_ref) {
86
81
  var edge = _ref.edge,
87
82
  edgeIndex = _ref.edgeIndex,
@@ -93,16 +88,12 @@ function updateAttributesForNewEdge(_ref) {
93
88
  var positionsLength = attributes.POSITION.value.length;
94
89
  var vertex1Offset = edgeIndex * 2;
95
90
  var vertex2Offset = edgeIndex * 2 + 1;
96
-
97
91
  newPosition.set(attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3), vertex1Offset * 3);
98
92
  newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight;
99
-
100
93
  newPosition.set(attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3), vertex2Offset * 3);
101
94
  newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight;
102
-
103
95
  newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2), vertex1Offset * 2);
104
96
  newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2), vertex2Offset * 2);
105
-
106
97
  var triangle1Offset = edgeIndex * 2 * 3;
107
98
  newTriangles[triangle1Offset] = edge[0];
108
99
  newTriangles[triangle1Offset + 1] = positionsLength / 3 + vertex2Offset;