@loaders.gl/terrain 4.0.0-alpha.4 → 4.0.0-alpha.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/bundle.d.ts +2 -0
- package/dist/bundle.d.ts.map +1 -0
- package/dist/dist.min.js +1181 -0
- package/dist/index.d.ts +77 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/lib/decode-quantized-mesh.d.ts +59 -0
- package/dist/lib/decode-quantized-mesh.d.ts.map +1 -0
- package/dist/lib/delatin/index.d.ts +24 -0
- package/dist/lib/delatin/index.d.ts.map +1 -0
- package/dist/lib/delatin/index.js.map +1 -1
- package/dist/lib/helpers/skirt.d.ts +19 -0
- package/dist/lib/helpers/skirt.d.ts.map +1 -0
- package/dist/lib/parse-quantized-mesh.d.ts +25 -0
- package/dist/lib/parse-quantized-mesh.d.ts.map +1 -0
- package/dist/lib/parse-terrain.d.ts +25 -0
- package/dist/lib/parse-terrain.d.ts.map +1 -0
- package/dist/lib/parse-terrain.js.map +1 -1
- package/dist/lib/utils/version.d.ts +2 -0
- package/dist/lib/utils/version.d.ts.map +1 -0
- package/dist/lib/utils/version.js +1 -1
- package/dist/lib/utils/version.js.map +1 -1
- package/dist/quantized-mesh-loader.d.ts +21 -0
- package/dist/quantized-mesh-loader.d.ts.map +1 -0
- package/dist/quantized-mesh-worker.js +3 -3
- package/dist/terrain-loader.d.ts +32 -0
- package/dist/terrain-loader.d.ts.map +1 -0
- package/dist/terrain-worker.js +3 -3
- package/dist/workers/quantized-mesh-worker.d.ts +2 -0
- package/dist/workers/quantized-mesh-worker.d.ts.map +1 -0
- package/dist/workers/terrain-worker.d.ts +2 -0
- package/dist/workers/terrain-worker.d.ts.map +1 -0
- package/package.json +8 -8
- package/src/lib/delatin/{index.js → index.ts} +0 -0
- package/src/lib/parse-terrain.ts +1 -0
- package/src/lib/utils/{version.js → version.ts} +0 -0
- package/src/workers/quantized-mesh-worker.js +0 -1
- package/src/workers/terrain-worker.js +0 -1
- package/src/lib/decode-quantized-mesh.js +0 -320
- package/src/lib/helpers/skirt.js +0 -161
- package/src/lib/parse-quantized-mesh.js +0 -98
- package/src/lib/parse-terrain.js +0 -179
package/dist/index.d.ts
ADDED
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@@ -0,0 +1,77 @@
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import type { LoaderWithParser } from '@loaders.gl/loader-utils';
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import parseQuantizedMesh from './lib/parse-quantized-mesh';
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import loadTerrain from './lib/parse-terrain';
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import { TerrainLoader as TerrainWorkerLoader } from './terrain-loader';
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import { QuantizedMeshLoader as QuantizedMeshWorkerLoader } from './quantized-mesh-loader';
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export { TerrainWorkerLoader };
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export declare const TerrainLoader: {
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parse: typeof loadTerrain;
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name: string;
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id: string;
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module: string;
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version: any;
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worker: boolean;
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extensions: string[];
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mimeTypes: string[];
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options: {
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terrain: {
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tesselator: string;
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bounds: null;
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meshMaxError: number;
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elevationDecoder: {
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rScaler: number;
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gScaler: number;
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bScaler: number;
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offset: number;
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};
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skirtHeight: null;
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};
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};
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};
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export declare const _typecheckTerrainLoader: LoaderWithParser;
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export { QuantizedMeshWorkerLoader };
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/**
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* Loader for quantized meshes
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*/
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export declare const QuantizedMeshLoader: {
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parseSync: typeof parseQuantizedMesh;
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parse: (arrayBuffer: any, options: any) => Promise<{
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loaderData: {
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header: {};
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};
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header: {
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vertexCount: any;
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boundingBox: [[number, number, number], [number, number, number]];
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};
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mode: number;
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indices: {
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value: any;
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size: number;
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};
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attributes: {
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POSITION: {
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value: Float32Array;
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size: number;
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};
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TEXCOORD_0: {
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value: Float32Array;
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size: number;
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};
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};
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} | null>;
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name: string;
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id: string;
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module: string;
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version: any;
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worker: boolean;
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extensions: string[];
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mimeTypes: string[];
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options: {
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'quantized-mesh': {
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bounds: number[];
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skirtHeight: null;
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};
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};
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};
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export declare const _typecheckQuantizedMeshLoader: LoaderWithParser;
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//# sourceMappingURL=index.d.ts.map
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAC,gBAAgB,EAAC,MAAM,0BAA0B,CAAC;AAC/D,OAAO,kBAAkB,MAAM,4BAA4B,CAAC;AAC5D,OAAO,WAAW,MAAM,qBAAqB,CAAC;AAE9C,OAAO,EAAC,aAAa,IAAI,mBAAmB,EAAC,MAAM,kBAAkB,CAAC;AACtE,OAAO,EAAC,mBAAmB,IAAI,yBAAyB,EAAC,MAAM,yBAAyB,CAAC;AAIzF,OAAO,EAAC,mBAAmB,EAAC,CAAC;AAE7B,eAAO,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;;;;CAGzB,CAAC;AAEF,eAAO,MAAM,uBAAuB,EAAE,gBAAgC,CAAC;AAIvE,OAAO,EAAC,yBAAyB,EAAC,CAAC;AAEnC;;GAEG;AACH,eAAO,MAAM,mBAAmB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAI/B,CAAC;AAEF,eAAO,MAAM,6BAA6B,EAAE,gBAAsC,CAAC"}
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declare type Extensions = {
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vertexNormals?: any;
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waterMask?: any;
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};
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export declare const DECODING_STEPS: {
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header: number;
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vertices: number;
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triangleIndices: number;
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edgeIndices: number;
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extensions: number;
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};
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export default function decode(data: any, userOptions: any): {
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header: {};
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vertexData?: undefined;
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triangleIndices?: undefined;
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westIndices?: undefined;
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northIndices?: undefined;
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eastIndices?: undefined;
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southIndices?: undefined;
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extensions?: undefined;
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} | {
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header: {};
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vertexData: Uint16Array;
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triangleIndices?: undefined;
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westIndices?: undefined;
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northIndices?: undefined;
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eastIndices?: undefined;
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southIndices?: undefined;
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extensions?: undefined;
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} | {
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header: {};
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vertexData: Uint16Array;
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triangleIndices: any;
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westIndices?: undefined;
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northIndices?: undefined;
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eastIndices?: undefined;
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southIndices?: undefined;
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extensions?: undefined;
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} | {
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header: {};
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vertexData: Uint16Array;
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triangleIndices: any;
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westIndices: any;
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northIndices: any;
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eastIndices: any;
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southIndices: any;
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extensions?: undefined;
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} | {
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header: {};
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vertexData: Uint16Array;
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triangleIndices: any;
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westIndices: any;
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northIndices: any;
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eastIndices: any;
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southIndices: any;
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extensions: Extensions;
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};
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export {};
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//# sourceMappingURL=decode-quantized-mesh.d.ts.map
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{"version":3,"file":"decode-quantized-mesh.d.ts","sourceRoot":"","sources":["../../src/lib/decode-quantized-mesh.ts"],"names":[],"mappings":"AAuNA,aAAK,UAAU,GAAG;IAChB,aAAa,CAAC,EAAE,GAAG,CAAC;IACpB,SAAS,CAAC,EAAE,GAAG,CAAC;CACjB,CAAC;AA0CF,eAAO,MAAM,cAAc;;;;;;CAM1B,CAAC;AAMF,MAAM,CAAC,OAAO,UAAU,MAAM,CAAC,IAAI,KAAA,EAAE,WAAW,KAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoD/C"}
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export default class Delatin {
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constructor(data: any, width: any, height?: any);
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run(maxError?: number): void;
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refine(): void;
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getMaxError(): any;
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getRMSD(): number;
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heightAt(x: any, y: any): any;
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_flush(): void;
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_findCandidate(p0x: any, p0y: any, p1x: any, p1y: any, p2x: any, p2y: any, t: any): void;
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_step(): void;
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_addPoint(x: any, y: any): number;
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_addTriangle(a: any, b: any, c: any, ab: any, bc: any, ca: any, e?: any): any;
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_legalize(a: any): void;
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_handleCollinear(pn: any, a: any): void;
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_queuePush(t: any, error: any, rms: any): void;
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_queuePop(): any;
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_queuePopBack(): any;
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_queueRemove(t: any): void;
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_queueLess(i: any, j: any): boolean;
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_queueSwap(i: any, j: any): void;
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_queueUp(j0: any): void;
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_queueDown(i0: any, n: any): boolean;
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}
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//# sourceMappingURL=index.d.ts.map
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/lib/delatin/index.ts"],"names":[],"mappings":"AAmBA,MAAM,CAAC,OAAO,OAAO,OAAO;gBACd,IAAI,KAAA,EAAE,KAAK,KAAA,EAAE,MAAM,MAAQ;IAmCvC,GAAG,CAAC,QAAQ,SAAI;IAOhB,MAAM;IAMN,WAAW;IAKX,OAAO;IAKP,QAAQ,CAAC,CAAC,KAAA,EAAE,CAAC,KAAA;IAKb,MAAM;IAsBN,cAAc,CAAC,GAAG,KAAA,EAAE,GAAG,KAAA,EAAE,GAAG,KAAA,EAAE,GAAG,KAAA,EAAE,GAAG,KAAA,EAAE,GAAG,KAAA,EAAE,CAAC,KAAA;IA0F9C,KAAK;IA6CL,SAAS,CAAC,CAAC,KAAA,EAAE,CAAC,KAAA;IAOd,YAAY,CAAC,CAAC,KAAA,EAAE,CAAC,KAAA,EAAE,CAAC,KAAA,EAAE,EAAE,KAAA,EAAE,EAAE,KAAA,EAAE,EAAE,KAAA,EAAE,CAAC,MAAwB;IAqC3D,SAAS,CAAC,CAAC,KAAA;IAiEX,gBAAgB,CAAC,EAAE,KAAA,EAAE,CAAC,KAAA;IA0CtB,UAAU,CAAC,CAAC,KAAA,EAAE,KAAK,KAAA,EAAE,GAAG,KAAA;IASxB,SAAS;IAOT,aAAa;IAQb,YAAY,CAAC,CAAC,KAAA;IAqBd,UAAU,CAAC,CAAC,KAAA,EAAE,CAAC,KAAA;IAIf,UAAU,CAAC,CAAC,KAAA,EAAE,CAAC,KAAA;IAYf,QAAQ,CAAC,EAAE,KAAA;IAYX,UAAU,CAAC,EAAE,KAAA,EAAE,CAAC,KAAA;CAoBjB"}
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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) < 0;\n}\n"],"file":"index.js"}
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1
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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) < 0;\n}\n"],"file":"index.js"}
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export declare type EdgeIndices = {
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westIndices: number[];
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northIndices: number[];
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eastIndices: number[];
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southIndices: number[];
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};
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/**
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* Add skirt to existing mesh
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* @param {object} attributes - POSITION and TEXCOOD_0 attributes data
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* @param skirtHeight - height of the skirt geometry
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* @returns - geometry data with added skirt
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*/
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export declare function addSkirt(attributes: any, triangles: any, skirtHeight: number, outsideIndices?: EdgeIndices): {
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{"version":3,"file":"skirt.d.ts","sourceRoot":"","sources":["../../../src/lib/helpers/skirt.ts"],"names":[],"mappings":"AAEA,oBAAY,WAAW,GAAG;IACxB,WAAW,EAAE,MAAM,EAAE,CAAC;IACtB,YAAY,EAAE,MAAM,EAAE,CAAC;IACvB,WAAW,EAAE,MAAM,EAAE,CAAC;IACtB,YAAY,EAAE,MAAM,EAAE,CAAC;CACxB,CAAC;AAEF;;;;;;;GAOG;AACH,wBAAgB,QAAQ,CAAC,UAAU,KAAA,EAAE,SAAS,KAAA,EAAE,WAAW,EAAE,MAAM,EAAE,cAAc,CAAC,EAAE,WAAW;;;EAqChG"}
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export default function loadQuantizedMesh(arrayBuffer: any, options: any): {
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loaderData: {
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header: {};
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};
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header: {
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vertexCount: any;
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boundingBox: [[number, number, number], [number, number, number]];
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};
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mode: number;
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indices: {
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value: any;
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size: number;
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};
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attributes: {
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POSITION: {
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value: Float32Array;
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size: number;
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};
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TEXCOORD_0: {
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value: Float32Array;
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size: number;
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{"version":3,"file":"parse-quantized-mesh.d.ts","sourceRoot":"","sources":["../../src/lib/parse-quantized-mesh.ts"],"names":[],"mappings":"AA+FA,MAAM,CAAC,OAAO,UAAU,iBAAiB,CAAC,WAAW,KAAA,EAAE,OAAO,KAAA;;;;;;;;;;;;;;;;;;;;;;;SAE7D"}
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export default function loadTerrain(arrayBuffer: any, options: any, context: any): Promise<{
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loaderData: {
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header: {};
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header: {
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vertexCount: any;
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boundingBox: [[number, number, number], [number, number, number]];
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};
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mode: number;
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};
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attributes: {
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POSITION: {
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value: Float32Array;
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{"version":3,"file":"parse-terrain.d.ts","sourceRoot":"","sources":["../../src/lib/parse-terrain.ts"],"names":[],"mappings":"AA8MA,wBAA8B,WAAW,CAAC,WAAW,KAAA,EAAE,OAAO,KAAA,EAAE,OAAO,KAAA;;;;;;;;;;;;;;;;;;;;;;;UAMtE"}
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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 const {coords, triangles} = tin;\n const vertices = coords;\n return {vertices, triangles};\n}\n\nexport default async function loadTerrain(arrayBuffer, options, context) {\n options.image = options.image || {};\n options.image.type = 'data';\n const image = await context.parse(arrayBuffer, options, options.baseUri);\n // Extend function to support additional mesh generation options (square grid or delatin)\n return getMesh(image, options.terrain);\n}\n"],"file":"parse-terrain.js"}
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{getMeshBoundingBox} from '@loaders.gl/schema';\nimport Martini from '@mapbox/martini';\nimport Delatin from './delatin';\nimport {addSkirt} from './helpers/skirt';\n\ntype TerrainOptions = {\n meshMaxError: number;\n bounds: number[];\n elevationDecoder: ElevationDecoder;\n tesselator: 'martini' | 'delatin';\n skirtHeight?: number;\n};\n\ntype TerrainImage = {\n data: Uint8Array;\n width: number;\n height: number;\n};\n\ntype ElevationDecoder = {\n rScaler: any;\n bScaler: any;\n gScaler: any;\n offset: number;\n};\n\nfunction getTerrain(\n imageData: Uint8Array,\n width: number,\n height: number,\n elevationDecoder: ElevationDecoder,\n tesselator: 'martini' | 'delatin'\n) {\n const {rScaler, bScaler, gScaler, offset} = elevationDecoder;\n\n // From Martini demo\n // https://observablehq.com/@mourner/martin-real-time-rtin-terrain-mesh\n const terrain = new Float32Array((width + 1) * (height + 1));\n // decode terrain values\n for (let i = 0, y = 0; y < height; y++) {\n for (let x = 0; x < width; x++, i++) {\n const k = i * 4;\n const r = imageData[k + 0];\n const g = imageData[k + 1];\n const b = imageData[k + 2];\n terrain[i + y] = r * rScaler + g * gScaler + b * bScaler + offset;\n }\n }\n\n if (tesselator === 'martini') {\n // backfill bottom border\n for (let i = (width + 1) * width, x = 0; x < width; x++, i++) {\n terrain[i] = terrain[i - width - 1];\n }\n // backfill right border\n for (let i = height, y = 0; y < height + 1; y++, i += height + 1) {\n terrain[i] = terrain[i - 1];\n }\n }\n\n return terrain;\n}\n\nfunction getMeshAttributes(\n vertices,\n terrain: Uint8Array,\n width: number,\n height: number,\n bounds: number[]\n) {\n const gridSize = width + 1;\n const numOfVerticies = vertices.length / 2;\n // vec3. x, y in pixels, z in meters\n const positions = new Float32Array(numOfVerticies * 3);\n // vec2. 1 to 1 relationship with position. represents the uv on the texture image. 0,0 to 1,1.\n const texCoords = new Float32Array(numOfVerticies * 2);\n\n const [minX, minY, maxX, maxY] = bounds || [0, 0, width, height];\n const xScale = (maxX - minX) / width;\n const yScale = (maxY - minY) / height;\n\n for (let i = 0; i < numOfVerticies; i++) {\n const x = vertices[i * 2];\n const y = vertices[i * 2 + 1];\n const pixelIdx = y * gridSize + x;\n\n positions[3 * i + 0] = x * xScale + minX;\n positions[3 * i + 1] = -y * yScale + maxY;\n positions[3 * i + 2] = terrain[pixelIdx];\n\n texCoords[2 * i + 0] = x / width;\n texCoords[2 * i + 1] = y / height;\n }\n\n return {\n POSITION: {value: positions, size: 3},\n TEXCOORD_0: {value: texCoords, size: 2}\n // NORMAL: {}, - optional, but creates the high poly look with lighting\n };\n}\n\n/**\n * Returns generated mesh object from image data\n *\n * @param {object} terrainImage terrain image data\n * @param {object} terrainOptions terrain options\n * @returns mesh object\n */\nfunction getMesh(terrainImage: TerrainImage, terrainOptions: TerrainOptions) {\n if (terrainImage === null) {\n return null;\n }\n const {meshMaxError, bounds, elevationDecoder} = terrainOptions;\n\n const {data, width, height} = terrainImage;\n\n let terrain;\n let mesh;\n switch (terrainOptions.tesselator) {\n case 'martini':\n terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator);\n mesh = getMartiniTileMesh(meshMaxError, width, terrain);\n break;\n case 'delatin':\n terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator);\n mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);\n break;\n // auto\n default:\n if (width === height && !(height & (width - 1))) {\n terrain = getTerrain(data, width, height, elevationDecoder, 'martini');\n mesh = getMartiniTileMesh(meshMaxError, width, terrain);\n } else {\n terrain = getTerrain(data, width, height, elevationDecoder, 'delatin');\n mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);\n }\n break;\n }\n\n const {vertices} = mesh;\n let {triangles} = mesh;\n let attributes = getMeshAttributes(vertices, terrain, width, height, bounds);\n\n // Compute bounding box before adding skirt so that z values are not skewed\n const boundingBox = getMeshBoundingBox(attributes);\n\n if (terrainOptions.skirtHeight) {\n const {attributes: newAttributes, triangles: newTriangles} = addSkirt(\n attributes,\n triangles,\n terrainOptions.skirtHeight\n );\n attributes = newAttributes;\n triangles = newTriangles;\n }\n\n return {\n // Data return by this loader implementation\n loaderData: {\n header: {}\n },\n header: {\n vertexCount: triangles.length,\n boundingBox\n },\n mode: 4, // TRIANGLES\n indices: {value: Uint32Array.from(triangles), size: 1},\n attributes\n };\n}\n\n/**\n * Get Martini generated vertices and triangles\n *\n * @param {number} meshMaxError threshold for simplifying mesh\n * @param {number} width width of the input data\n * @param {number[] | Float32Array} terrain elevation data\n * @returns {{vertices: Uint16Array, triangles: Uint32Array}} vertices and triangles data\n */\nfunction getMartiniTileMesh(meshMaxError, width, terrain) {\n const gridSize = width + 1;\n const martini = new Martini(gridSize);\n const tile = martini.createTile(terrain);\n const {vertices, triangles} = tile.getMesh(meshMaxError);\n\n return {vertices, triangles};\n}\n\n/**\n * Get Delatin generated vertices and triangles\n *\n * @param {number} meshMaxError threshold for simplifying mesh\n * @param {number} width width of the input data array\n * @param {number} height height of the input data array\n * @param {number[] | Float32Array} terrain elevation data\n * @returns {{vertices: number[], triangles: number[]}} vertices and triangles data\n */\nfunction getDelatinTileMesh(meshMaxError, width, height, terrain) {\n const tin = new Delatin(terrain, width + 1, height + 1);\n tin.run(meshMaxError);\n // @ts-expect-error\n const {coords, triangles} = tin;\n const vertices = coords;\n return {vertices, triangles};\n}\n\nexport default async function loadTerrain(arrayBuffer, options, context) {\n options.image = options.image || {};\n options.image.type = 'data';\n const image = await context.parse(arrayBuffer, options, options.baseUri);\n // Extend function to support additional mesh generation options (square grid or delatin)\n return getMesh(image, options.terrain);\n}\n"],"file":"parse-terrain.js"}
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{"version":3,"file":"version.d.ts","sourceRoot":"","sources":["../../../src/lib/utils/version.ts"],"names":[],"mappings":"AAGA,eAAO,MAAM,OAAO,KAA8D,CAAC"}
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export const VERSION = typeof "4.0.0-alpha.5" !== 'undefined' ? "4.0.0-alpha.5" : 'latest';
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{"version":3,"sources":["../../../src/lib/utils/version.
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{"version":3,"sources":["../../../src/lib/utils/version.ts"],"names":["VERSION"],"mappings":"AAGA,OAAO,MAAMA,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"}
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import type { Loader } from '@loaders.gl/loader-utils';
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/**
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export declare const QuantizedMeshLoader: {
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name: string;
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id: string;
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bounds: number[];
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skirtHeight: null;
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{"version":3,"file":"quantized-mesh-loader.d.ts","sourceRoot":"","sources":["../src/quantized-mesh-loader.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAC,MAAM,EAAC,MAAM,0BAA0B,CAAC;AAGrD;;GAEG;AACH,eAAO,MAAM,mBAAmB;;;;;;;;;;;;;;CAc/B,CAAC;AAEF,eAAO,MAAM,6BAA6B,EAAE,MAA4B,CAAC"}
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|
+
options: {
|
|
14
|
+
terrain: {
|
|
15
|
+
tesselator: string;
|
|
16
|
+
bounds: null;
|
|
17
|
+
meshMaxError: number;
|
|
18
|
+
elevationDecoder: {
|
|
19
|
+
rScaler: number;
|
|
20
|
+
gScaler: number;
|
|
21
|
+
bScaler: number;
|
|
22
|
+
offset: number;
|
|
23
|
+
};
|
|
24
|
+
skirtHeight: null;
|
|
25
|
+
};
|
|
26
|
+
};
|
|
27
|
+
};
|
|
28
|
+
/**
|
|
29
|
+
* Loader for quantized meshes
|
|
30
|
+
*/
|
|
31
|
+
export declare const _typecheckTerrainWorkerLoader: Loader;
|
|
32
|
+
//# sourceMappingURL=terrain-loader.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"terrain-loader.d.ts","sourceRoot":"","sources":["../src/terrain-loader.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAC,MAAM,EAAC,MAAM,0BAA0B,CAAC;AAGrD;;GAEG;AACH,eAAO,MAAM,aAAa;;;;;;;;;;;;;;;;;;;;;;CAsBzB,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,6BAA6B,EAAE,MAAsB,CAAC"}
|
package/dist/terrain-worker.js
CHANGED
|
@@ -688,7 +688,7 @@
|
|
|
688
688
|
}
|
|
689
689
|
};
|
|
690
690
|
|
|
691
|
-
// src/lib/delatin/index.
|
|
691
|
+
// src/lib/delatin/index.ts
|
|
692
692
|
var Delatin = class {
|
|
693
693
|
constructor(data, width, height = width) {
|
|
694
694
|
this.data = data;
|
|
@@ -1157,8 +1157,8 @@
|
|
|
1157
1157
|
return getMesh(image, options.terrain);
|
|
1158
1158
|
}
|
|
1159
1159
|
|
|
1160
|
-
// src/lib/utils/version.
|
|
1161
|
-
var VERSION =
|
|
1160
|
+
// src/lib/utils/version.ts
|
|
1161
|
+
var VERSION = true ? "4.0.0-alpha.5" : "latest";
|
|
1162
1162
|
|
|
1163
1163
|
// src/terrain-loader.ts
|
|
1164
1164
|
var TerrainLoader = {
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"quantized-mesh-worker.d.ts","sourceRoot":"","sources":["../../src/workers/quantized-mesh-worker.ts"],"names":[],"mappings":""}
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"terrain-worker.d.ts","sourceRoot":"","sources":["../../src/workers/terrain-worker.ts"],"names":[],"mappings":""}
|