@loaders.gl/terrain 4.0.3 → 4.1.0-alpha.1

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.
@@ -1 +1 @@
1
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package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","names":["parseFromContext","parseQuantizedMesh","makeTerrainMeshFromImage","TerrainLoader","TerrainWorkerLoader","QuantizedMeshLoader","QuantizedMeshWorkerLoader","parse","parseTerrain","arrayBuffer","options","context","loadImageOptions","mimeType","image","type","terrainOptions","terrain","parseSync"],"sources":["../src/index.ts"],"sourcesContent":["import type {LoaderContext, LoaderWithParser} from '@loaders.gl/loader-utils';\nimport {parseFromContext} from '@loaders.gl/loader-utils';\nimport {parseQuantizedMesh} from './lib/parse-quantized-mesh';\nimport {TerrainOptions, makeTerrainMeshFromImage} from './lib/parse-terrain';\n\nimport {TerrainLoader as TerrainWorkerLoader, TerrainLoaderOptions} from './terrain-loader';\nimport {\n QuantizedMeshLoader as QuantizedMeshWorkerLoader,\n QuantizedMeshLoaderOptions\n} from './quantized-mesh-loader';\n\n// TerrainLoader\n\nexport {TerrainWorkerLoader};\n\nexport const TerrainLoader: LoaderWithParser<any, never, TerrainLoaderOptions> = {\n ...TerrainWorkerLoader,\n parse: parseTerrain\n};\n\nexport async function parseTerrain(\n arrayBuffer: ArrayBuffer,\n options?: TerrainLoaderOptions,\n context?: LoaderContext\n) {\n const loadImageOptions = {\n ...options,\n mimeType: 'application/x.image',\n image: {...options?.image, type: 'data'}\n };\n const image = await parseFromContext(arrayBuffer, [], loadImageOptions, context!);\n // Extend function to support additional mesh generation options (square grid or delatin)\n const terrainOptions = {...TerrainLoader.options.terrain, ...options?.terrain} as TerrainOptions;\n // @ts-expect-error sort out image typing asap\n return makeTerrainMeshFromImage(image, terrainOptions);\n}\n\n// QuantizedMeshLoader\n\nexport {QuantizedMeshWorkerLoader};\n\n/**\n * Loader for quantized meshes\n */\nexport const QuantizedMeshLoader: LoaderWithParser<any, never, QuantizedMeshLoaderOptions> = {\n ...QuantizedMeshWorkerLoader,\n parseSync: (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options?.['quantized-mesh']),\n parse: async (arrayBuffer, options) =>\n parseQuantizedMesh(arrayBuffer, options?.['quantized-mesh'])\n};\n"],"mappings":"AACA,SAAQA,gBAAgB,QAAO,0BAA0B;AAAC,SAClDC,kBAAkB;AAAA,SACFC,wBAAwB;AAAA,SAExCC,aAAa,IAAIC,mBAAmB;AAAA,SAE1CC,mBAAmB,IAAIC,yBAAyB;AAMlD,SAAQF,mBAAmB;AAE3B,OAAO,MAAMD,aAAiE,GAAG;EAC/E,GAAGC,mBAAmB;EACtBG,KAAK,EAAEC;AACT,CAAC;AAED,OAAO,eAAeA,YAAYA,CAChCC,WAAwB,EACxBC,OAA8B,EAC9BC,OAAuB,EACvB;EACA,MAAMC,gBAAgB,GAAG;IACvB,GAAGF,OAAO;IACVG,QAAQ,EAAE,qBAAqB;IAC/BC,KAAK,EAAE;MAAC,IAAGJ,OAAO,aAAPA,OAAO,uBAAPA,OAAO,CAAEI,KAAK;MAAEC,IAAI,EAAE;IAAM;EACzC,CAAC;EACD,MAAMD,KAAK,GAAG,MAAMd,gBAAgB,CAACS,WAAW,EAAE,EAAE,EAAEG,gBAAgB,EAAED,OAAQ,CAAC;EAEjF,MAAMK,cAAc,GAAG;IAAC,GAAGb,aAAa,CAACO,OAAO,CAACO,OAAO;IAAE,IAAGP,OAAO,aAAPA,OAAO,uBAAPA,OAAO,CAAEO,OAAO;EAAA,CAAmB;EAEhG,OAAOf,wBAAwB,CAACY,KAAK,EAAEE,cAAc,CAAC;AACxD;AAIA,SAAQV,yBAAyB;AAKjC,OAAO,MAAMD,mBAA6E,GAAG;EAC3F,GAAGC,yBAAyB;EAC5BY,SAAS,EAAEA,CAACT,WAAW,EAAEC,OAAO,KAAKT,kBAAkB,CAACQ,WAAW,EAAEC,OAAO,aAAPA,OAAO,uBAAPA,OAAO,CAAG,gBAAgB,CAAC,CAAC;EACjGH,KAAK,EAAE,MAAAA,CAAOE,WAAW,EAAEC,OAAO,KAChCT,kBAAkB,CAACQ,WAAW,EAAEC,OAAO,aAAPA,OAAO,uBAAPA,OAAO,CAAG,gBAAgB,CAAC;AAC/D,CAAC"}
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@@ -1 +1 @@
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@@ -1 +1 @@
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- {"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","arguments","length","undefined","indices","highest","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 ? 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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 = 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1
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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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@@ -1 +1 @@
1
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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, 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 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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, 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 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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 = 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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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@@ -1 +1 @@
1
- {"version":3,"file":"skirt.js","names":["concatenateTypedArrays","addSkirt","attributes","triangles","skirtHeight","outsideIndices","outsideEdges","getOutsideEdgesFromIndices","POSITION","value","getOutsideEdgesFromTriangles","newPosition","constructor","length","newTexcoord0","TEXCOORD_0","newTriangles","i","edge","updateAttributesForNewEdge","edgeIndex","resultTriangles","Array","concat","edges","push","sort","a","b","Math","min","max","index","_edges","_edges2","indices","position","westIndices","eastIndices","southIndices","northIndices","indexGroup","_ref","positionsLength","vertex1Offset","vertex2Offset","set","subarray","triangle1Offset"],"sources":["../../../src/lib/helpers/skirt.ts"],"sourcesContent":["import {concatenateTypedArrays} from '@loaders.gl/loader-utils';\n\nexport type EdgeIndices = {\n westIndices: number[];\n northIndices: number[];\n eastIndices: number[];\n southIndices: number[];\n};\n\n/**\n * Add skirt to existing mesh\n * @param {object} attributes - POSITION and TEXCOOD_0 attributes data\n * @param {any} triangles - indices array of the mesh geometry\n * @param skirtHeight - height of the skirt geometry\n * @param outsideIndices - edge indices from quantized mesh data\n * @returns - geometry data with added skirt\n */\nexport function addSkirt(attributes, triangles, skirtHeight: number, outsideIndices?: EdgeIndices) {\n const outsideEdges = outsideIndices\n ? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value)\n : getOutsideEdgesFromTriangles(triangles);\n\n // 2 new vertices for each outside edge\n const newPosition = new attributes.POSITION.value.constructor(outsideEdges.length * 6);\n const newTexcoord0 = new attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4);\n\n // 2 new triangles for each outside edge\n const newTriangles = new triangles.constructor(outsideEdges.length * 6);\n\n for (let i = 0; i < outsideEdges.length; i++) {\n const edge = outsideEdges[i];\n\n updateAttributesForNewEdge({\n edge,\n edgeIndex: i,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n });\n }\n\n attributes.POSITION.value = concatenateTypedArrays(attributes.POSITION.value, newPosition);\n attributes.TEXCOORD_0.value = concatenateTypedArrays(attributes.TEXCOORD_0.value, newTexcoord0);\n const resultTriangles =\n triangles instanceof Array\n ? triangles.concat(newTriangles)\n : concatenateTypedArrays(triangles, newTriangles);\n\n return {\n attributes,\n triangles: resultTriangles\n };\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {any} triangles - indices array of the mesh geometry\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromTriangles(triangles) {\n const edges: number[][] = [];\n for (let i = 0; i < triangles.length; i += 3) {\n edges.push([triangles[i], triangles[i + 1]]);\n edges.push([triangles[i + 1], triangles[i + 2]]);\n edges.push([triangles[i + 2], triangles[i]]);\n }\n\n edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));\n\n const outsideEdges: number[][] = [];\n let index = 0;\n while (index < edges.length) {\n if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) {\n index += 2;\n } else {\n outsideEdges.push(edges[index]);\n index++;\n }\n }\n return outsideEdges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} indices - edge indices from quantized mesh data\n * @param {TypedArray} position - position attribute geometry data\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromIndices(indices: EdgeIndices, position) {\n // Sort skirt indices to create adjacent triangles\n indices.westIndices.sort((a, b) => position[3 * a + 1] - position[3 * b + 1]);\n // Reverse (b - a) to match triangle winding\n indices.eastIndices.sort((a, b) => position[3 * b + 1] - position[3 * a + 1]);\n indices.southIndices.sort((a, b) => position[3 * b] - position[3 * a]);\n // Reverse (b - a) to match triangle winding\n indices.northIndices.sort((a, b) => position[3 * a] - position[3 * b]);\n\n const edges: number[][] = [];\n for (const index in indices) {\n const indexGroup = indices[index];\n for (let i = 0; i < indexGroup.length - 1; i++) {\n edges.push([indexGroup[i], indexGroup[i + 1]]);\n }\n }\n return edges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} args\n * @param {number[]} args.edge - edge indices in geometry\n * @param {number} args.edgeIndex - edge index in outsideEdges array\n * @param {object} args.attributes - POSITION and TEXCOORD_0 attributes\n * @param {number} args.skirtHeight - height of the skirt geometry\n * @param {TypedArray} args.newPosition - POSITION array for skirt data\n * @param {TypedArray} args.newTexcoord0 - TEXCOORD_0 array for skirt data\n * @param {TypedArray | Array} args.newTriangles - trinagle indices array for skirt data\n * @returns {void}\n */\nfunction updateAttributesForNewEdge({\n edge,\n edgeIndex,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n}) {\n const positionsLength = attributes.POSITION.value.length;\n const vertex1Offset = edgeIndex * 2;\n const vertex2Offset = edgeIndex * 2 + 1;\n\n // Define POSITION for new 1st vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3),\n vertex1Offset * 3\n );\n newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Define POSITION for new 2nd vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3),\n vertex2Offset * 3\n );\n newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Use same TEXCOORDS for skirt vertices\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2),\n vertex1Offset * 2\n );\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2),\n vertex2Offset * 2\n );\n\n // Define new triangles\n const triangle1Offset = edgeIndex * 2 * 3;\n newTriangles[triangle1Offset] = edge[0];\n newTriangles[triangle1Offset + 1] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 2] = edge[1];\n\n newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 4] = edge[0];\n newTriangles[triangle1Offset + 5] = positionsLength / 3 + 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+ {"version":3,"file":"skirt.js","names":["concatenateTypedArrays","addSkirt","attributes","triangles","skirtHeight","outsideIndices","outsideEdges","getOutsideEdgesFromIndices","POSITION","value","getOutsideEdgesFromTriangles","newPosition","constructor","length","newTexcoord0","TEXCOORD_0","newTriangles","i","edge","updateAttributesForNewEdge","edgeIndex","resultTriangles","Array","concat","edges","push","sort","a","b","Math","min","max","index","_edges","_edges2","indices","position","westIndices","eastIndices","southIndices","northIndices","indexGroup","_ref","positionsLength","vertex1Offset","vertex2Offset","set","subarray","triangle1Offset"],"sources":["../../../src/lib/helpers/skirt.ts"],"sourcesContent":["// loaders.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {concatenateTypedArrays} from '@loaders.gl/loader-utils';\n\nexport type EdgeIndices = {\n westIndices: number[];\n northIndices: number[];\n eastIndices: number[];\n southIndices: number[];\n};\n\n/**\n * Add skirt to existing mesh\n * @param {object} attributes - POSITION and TEXCOOD_0 attributes data\n * @param {any} triangles - indices array of the mesh geometry\n * @param skirtHeight - height of the skirt geometry\n * @param outsideIndices - edge indices from quantized mesh data\n * @returns - geometry data with added skirt\n */\nexport function addSkirt(attributes, triangles, skirtHeight: number, outsideIndices?: EdgeIndices) {\n const outsideEdges = outsideIndices\n ? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value)\n : getOutsideEdgesFromTriangles(triangles);\n\n // 2 new vertices for each outside edge\n const newPosition = new attributes.POSITION.value.constructor(outsideEdges.length * 6);\n const newTexcoord0 = new attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4);\n\n // 2 new triangles for each outside edge\n const newTriangles = new triangles.constructor(outsideEdges.length * 6);\n\n for (let i = 0; i < outsideEdges.length; i++) {\n const edge = outsideEdges[i];\n\n updateAttributesForNewEdge({\n edge,\n edgeIndex: i,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n });\n }\n\n attributes.POSITION.value = concatenateTypedArrays(attributes.POSITION.value, newPosition);\n attributes.TEXCOORD_0.value = concatenateTypedArrays(attributes.TEXCOORD_0.value, newTexcoord0);\n const resultTriangles =\n triangles instanceof Array\n ? triangles.concat(newTriangles)\n : concatenateTypedArrays(triangles, newTriangles);\n\n return {\n attributes,\n triangles: resultTriangles\n };\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {any} triangles - indices array of the mesh geometry\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromTriangles(triangles) {\n const edges: number[][] = [];\n for (let i = 0; i < triangles.length; i += 3) {\n edges.push([triangles[i], triangles[i + 1]]);\n edges.push([triangles[i + 1], triangles[i + 2]]);\n edges.push([triangles[i + 2], triangles[i]]);\n }\n\n edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));\n\n const outsideEdges: number[][] = [];\n let index = 0;\n while (index < edges.length) {\n if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) {\n index += 2;\n } else {\n outsideEdges.push(edges[index]);\n index++;\n }\n }\n return outsideEdges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} indices - edge indices from quantized mesh data\n * @param {TypedArray} position - position attribute geometry data\n * @returns {number[][]} - outside edges data\n */\nfunction getOutsideEdgesFromIndices(indices: EdgeIndices, position) {\n // Sort skirt indices to create adjacent triangles\n indices.westIndices.sort((a, b) => position[3 * a + 1] - position[3 * b + 1]);\n // Reverse (b - a) to match triangle winding\n indices.eastIndices.sort((a, b) => position[3 * b + 1] - position[3 * a + 1]);\n indices.southIndices.sort((a, b) => position[3 * b] - position[3 * a]);\n // Reverse (b - a) to match triangle winding\n indices.northIndices.sort((a, b) => position[3 * a] - position[3 * b]);\n\n const edges: number[][] = [];\n for (const index in indices) {\n const indexGroup = indices[index];\n for (let i = 0; i < indexGroup.length - 1; i++) {\n edges.push([indexGroup[i], indexGroup[i + 1]]);\n }\n }\n return edges;\n}\n\n/**\n * Get geometry edges that located on a border of the mesh\n * @param {object} args\n * @param {number[]} args.edge - edge indices in geometry\n * @param {number} args.edgeIndex - edge index in outsideEdges array\n * @param {object} args.attributes - POSITION and TEXCOORD_0 attributes\n * @param {number} args.skirtHeight - height of the skirt geometry\n * @param {TypedArray} args.newPosition - POSITION array for skirt data\n * @param {TypedArray} args.newTexcoord0 - TEXCOORD_0 array for skirt data\n * @param {TypedArray | Array} args.newTriangles - trinagle indices array for skirt data\n * @returns {void}\n */\nfunction updateAttributesForNewEdge({\n edge,\n edgeIndex,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\n}) {\n const positionsLength = attributes.POSITION.value.length;\n const vertex1Offset = edgeIndex * 2;\n const vertex2Offset = edgeIndex * 2 + 1;\n\n // Define POSITION for new 1st vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3),\n vertex1Offset * 3\n );\n newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Define POSITION for new 2nd vertex\n newPosition.set(\n attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3),\n vertex2Offset * 3\n );\n newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n\n // Use same TEXCOORDS for skirt vertices\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2),\n vertex1Offset * 2\n );\n newTexcoord0.set(\n attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2),\n vertex2Offset * 2\n );\n\n // Define new triangles\n const triangle1Offset = edgeIndex * 2 * 3;\n newTriangles[triangle1Offset] = edge[0];\n newTriangles[triangle1Offset + 1] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 2] = edge[1];\n\n newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 4] = edge[0];\n newTriangles[triangle1Offset + 5] = positionsLength / 3 + 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+ {"version":3,"file":"parse-quantized-mesh.js","names":["getMeshBoundingBox","decode","DECODING_STEPS","addSkirt","parseQuantizedMesh","arrayBuffer","options","arguments","length","undefined","bounds","header","vertexData","triangleIndices","originalTriangleIndices","westIndices","northIndices","eastIndices","southIndices","attributes","getMeshAttributes","boundingBox","skirtHeight","newAttributes","triangles","newTriangles","loaderData","vertexCount","schema","topology","mode","indices","value","size","minHeight","maxHeight","minX","minY","maxX","maxY","xScale","yScale","zScale","nCoords","positions","Float32Array","texCoords","i","x","y","z","POSITION","TEXCOORD_0"],"sources":["../../src/lib/parse-quantized-mesh.ts"],"sourcesContent":["// loaders.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {Mesh, getMeshBoundingBox} from '@loaders.gl/schema';\nimport decode, {DECODING_STEPS} from './decode-quantized-mesh';\nimport {addSkirt} from './helpers/skirt';\n\nexport type ParseQuantizedMeshOptions = {\n bounds?: [number, number, number, number];\n skirtHeight?: number | null;\n};\n\nexport function parseQuantizedMesh(\n arrayBuffer: ArrayBuffer,\n options: ParseQuantizedMeshOptions = {}\n): Mesh {\n const {bounds} = options;\n // Don't parse edge indices or format extensions\n const {\n header,\n vertexData,\n triangleIndices: originalTriangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n } = decode(arrayBuffer, DECODING_STEPS.triangleIndices);\n let triangleIndices = originalTriangleIndices;\n let attributes = getMeshAttributes(vertexData, header, bounds);\n\n // Compute bounding box before adding skirt so that z values are not skewed\n // TODO: Find bounding box from header, instead of doing extra pass over\n // vertices.\n const boundingBox = getMeshBoundingBox(attributes);\n\n if (options?.skirtHeight) {\n const {attributes: newAttributes, triangles: newTriangles} = addSkirt(\n attributes,\n triangleIndices,\n options.skirtHeight,\n {\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n }\n );\n attributes = newAttributes;\n triangleIndices = newTriangles;\n }\n\n return {\n // Data return by this loader implementation\n loaderData: {\n header: {}\n },\n header: {\n // @ts-ignore\n vertexCount: triangleIndices.length,\n boundingBox\n },\n // TODO\n schema: undefined!,\n topology: 'triangle-list',\n mode: 4, // TRIANGLES\n indices: {value: triangleIndices, size: 1},\n attributes\n };\n}\n\nfunction getMeshAttributes(vertexData, header, bounds) {\n const {minHeight, maxHeight} = header;\n const [minX, minY, maxX, maxY] = bounds || [0, 0, 1, 1];\n const xScale = maxX - minX;\n const yScale = maxY - minY;\n const zScale = maxHeight - minHeight;\n\n const nCoords = vertexData.length / 3;\n // vec3. x, y defined by bounds, z in meters\n const positions = new Float32Array(nCoords * 3);\n\n // vec2. 1 to 1 relationship with position. represents the uv on the texture image. 0,0 to 1,1.\n const texCoords = new Float32Array(nCoords * 2);\n\n // Data is not interleaved; 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@@ -1 +1 @@
1
- {"version":3,"file":"version.d.ts","sourceRoot":"","sources":["../../../src/lib/utils/version.ts"],"names":[],"mappings":"AAGA,eAAO,MAAM,OAAO,KAA8D,CAAC"}
1
+ {"version":3,"file":"version.d.ts","sourceRoot":"","sources":["../../../src/lib/utils/version.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,OAAO,KAA8D,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"file":"version.js","names":["VERSION","__VERSION__"],"sources":["../../../src/lib/utils/version.ts"],"sourcesContent":["// Version constant cannot be imported, it needs to correspond to the build version of **this** module.\n// __VERSION__ is injected by babel-plugin-version-inline\n// @ts-ignore TS2304: Cannot find name '__VERSION__'.\nexport const VERSION = typeof __VERSION__ !== 'undefined' ? __VERSION__ : 'latest';\n"],"mappings":"AAGA,OAAO,MAAMA,OAAO,GAAG,OAAOC,WAAW,KAAK,WAAW,GAAGA,WAAW,GAAG,QAAQ"}
1
+ {"version":3,"file":"version.js","names":["VERSION","__VERSION__"],"sources":["../../../src/lib/utils/version.ts"],"sourcesContent":["// loaders.gl, MIT license\n// Copyright (c) vis.gl contributors\n\n// Version constant cannot be imported, it needs to correspond to the build version of **this** module.\n// __VERSION__ is injected by babel-plugin-version-inline\n// @ts-ignore TS2304: Cannot find name '__VERSION__'.\nexport const VERSION = typeof __VERSION__ !== 'undefined' ? __VERSION__ : 'latest';\n"],"mappings":"AAMA,OAAO,MAAMA,OAAO,GAAG,OAAOC,WAAW,KAAK,WAAW,GAAGA,WAAW,GAAG,QAAQ"}
@@ -1 +1 @@
1
- {"version":3,"file":"quantized-mesh-loader.d.ts","sourceRoot":"","sources":["../src/quantized-mesh-loader.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAC,MAAM,EAAE,aAAa,EAAC,MAAM,0BAA0B,CAAC;AAGpE,MAAM,MAAM,0BAA0B,GAAG,aAAa,GAAG;IACvD,gBAAgB,CAAC,EAAE;QACjB,MAAM,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAC1C,WAAW,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;KAC7B,CAAC;CACH,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,mBAAmB,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,0BAA0B,CAc9E,CAAC"}
1
+ {"version":3,"file":"quantized-mesh-loader.d.ts","sourceRoot":"","sources":["../src/quantized-mesh-loader.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,EAAC,MAAM,EAAE,aAAa,EAAC,MAAM,0BAA0B,CAAC;AAGpE,MAAM,MAAM,0BAA0B,GAAG,aAAa,GAAG;IACvD,gBAAgB,CAAC,EAAE;QACjB,MAAM,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;QAC1C,WAAW,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;KAC7B,CAAC;CACH,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,mBAAmB,EAAE,MAAM,CAAC,GAAG,EAAE,KAAK,EAAE,0BAA0B,CAc9E,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"file":"quantized-mesh-loader.js","names":["VERSION","QuantizedMeshLoader","name","id","module","version","worker","extensions","mimeTypes","options","bounds","skirtHeight"],"sources":["../src/quantized-mesh-loader.ts"],"sourcesContent":["import type {Loader, LoaderOptions} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\n\nexport type QuantizedMeshLoaderOptions = LoaderOptions & {\n 'quantized-mesh'?: {\n bounds?: [number, number, number, number];\n skirtHeight?: number | null;\n };\n};\n\n/**\n * Worker loader for quantized meshes\n */\nexport const QuantizedMeshLoader: Loader<any, never, QuantizedMeshLoaderOptions> = {\n name: 'Quantized Mesh',\n id: 'quantized-mesh',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['terrain'],\n mimeTypes: ['application/vnd.quantized-mesh'],\n options: {\n 'quantized-mesh': {\n bounds: [0, 0, 1, 1],\n skirtHeight: null\n }\n }\n};\n"],"mappings":"SACQA,OAAO;AAYf,OAAO,MAAMC,mBAAmE,GAAG;EACjFC,IAAI,EAAE,gBAAgB;EACtBC,EAAE,EAAE,gBAAgB;EACpBC,MAAM,EAAE,SAAS;EACjBC,OAAO,EAAEL,OAAO;EAChBM,MAAM,EAAE,IAAI;EACZC,UAAU,EAAE,CAAC,SAAS,CAAC;EACvBC,SAAS,EAAE,CAAC,gCAAgC,CAAC;EAC7CC,OAAO,EAAE;IACP,gBAAgB,EAAE;MAChBC,MAAM,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;MACpBC,WAAW,EAAE;IACf;EACF;AACF,CAAC"}
1
+ {"version":3,"file":"quantized-mesh-loader.js","names":["VERSION","QuantizedMeshLoader","name","id","module","version","worker","extensions","mimeTypes","options","bounds","skirtHeight"],"sources":["../src/quantized-mesh-loader.ts"],"sourcesContent":["// loaders.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {Loader, LoaderOptions} from '@loaders.gl/loader-utils';\nimport {VERSION} from './lib/utils/version';\n\nexport type QuantizedMeshLoaderOptions = LoaderOptions & {\n 'quantized-mesh'?: {\n bounds?: [number, number, number, number];\n skirtHeight?: number | null;\n };\n};\n\n/**\n * Worker loader for quantized meshes\n */\nexport const QuantizedMeshLoader: Loader<any, never, QuantizedMeshLoaderOptions> = {\n name: 'Quantized Mesh',\n id: 'quantized-mesh',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['terrain'],\n mimeTypes: ['application/vnd.quantized-mesh'],\n options: {\n 'quantized-mesh': {\n bounds: [0, 0, 1, 1],\n skirtHeight: null\n }\n }\n};\n"],"mappings":"SAIQA,OAAO;AAYf,OAAO,MAAMC,mBAAmE,GAAG;EACjFC,IAAI,EAAE,gBAAgB;EACtBC,EAAE,EAAE,gBAAgB;EACpBC,MAAM,EAAE,SAAS;EACjBC,OAAO,EAAEL,OAAO;EAChBM,MAAM,EAAE,IAAI;EACZC,UAAU,EAAE,CAAC,SAAS,CAAC;EACvBC,SAAS,EAAE,CAAC,gCAAgC,CAAC;EAC7CC,OAAO,EAAE;IACP,gBAAgB,EAAE;MAChBC,MAAM,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;MACpBC,WAAW,EAAE;IACf;EACF;AACF,CAAC"}
@@ -5,6 +5,9 @@
5
5
  return context._parse(data, loaders, options, context);
6
6
  }
7
7
 
8
+ // ../worker-utils/src/lib/node/worker_threads-browser.ts
9
+ var parentPort = null;
10
+
8
11
  // ../worker-utils/src/lib/worker-utils/get-transfer-list.ts
9
12
  function getTransferList(object, recursive = true, transfers) {
10
13
  const transfersSet = transfers || /* @__PURE__ */ new Set();
@@ -42,19 +45,6 @@
42
45
 
43
46
  // ../worker-utils/src/lib/worker-farm/worker-body.ts
44
47
  async function getParentPort() {
45
- let parentPort;
46
- try {
47
- eval("globalThis.parentPort = require('worker_threads').parentPort");
48
- parentPort = globalThis.parentPort;
49
- } catch {
50
- try {
51
- eval("globalThis.workerThreadsPromise = import('worker_threads')");
52
- const workerThreads = await globalThis.workerThreadsPromise;
53
- parentPort = workerThreads.parentPort;
54
- } catch (error) {
55
- console.error(error.message);
56
- }
57
- }
58
48
  return parentPort;
59
49
  }
60
50
  var onMessageWrapperMap = /* @__PURE__ */ new Map();
@@ -1301,7 +1291,7 @@
1301
1291
  }
1302
1292
 
1303
1293
  // src/lib/utils/version.ts
1304
- var VERSION = true ? "4.0.3" : "latest";
1294
+ var VERSION = true ? "4.1.0-alpha.1" : "latest";
1305
1295
 
1306
1296
  // src/terrain-loader.ts
1307
1297
  var TerrainLoader = {
@@ -1 +1 @@
1
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+ {"version":3,"file":"terrain-loader.d.ts","sourceRoot":"","sources":["../src/terrain-loader.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,EAAC,MAAM,EAAC,MAAM,0BAA0B,CAAC;AACrD,OAAO,KAAK,EAAC,kBAAkB,EAAC,MAAM,oBAAoB,CAAC;AAG3D,OAAO,EAAC,cAAc,EAAC,MAAM,qBAAqB,CAAC;AACnD,OAAO,EAAC,IAAI,EAAC,MAAM,oBAAoB,CAAC;AAExC,MAAM,MAAM,oBAAoB,GAAG,kBAAkB,GAAG;IACtD,OAAO,CAAC,EAAE,cAAc,CAAC;CAC1B,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,aAAa,EAAE,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,oBAAoB,CAsBnE,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"file":"terrain-loader.js","names":["VERSION","TerrainLoader","name","id","module","version","worker","extensions","mimeTypes","options","terrain","tesselator","bounds","undefined","meshMaxError","elevationDecoder","rScaler","gScaler","bScaler","offset","skirtHeight"],"sources":["../src/terrain-loader.ts"],"sourcesContent":["import type {Loader} from '@loaders.gl/loader-utils';\nimport type {ImageLoaderOptions} from '@loaders.gl/images';\nimport {VERSION} from './lib/utils/version';\n\nimport {TerrainOptions} from './lib/parse-terrain';\nimport {Mesh} from '@loaders.gl/schema';\n\nexport type TerrainLoaderOptions = ImageLoaderOptions & {\n terrain?: TerrainOptions;\n};\n\n/**\n * Worker loader for image encoded terrain\n */\nexport const TerrainLoader: Loader<Mesh, never, TerrainLoaderOptions> = {\n name: 'Terrain',\n id: 'terrain',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'],\n mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'],\n options: {\n terrain: {\n tesselator: 'auto',\n bounds: undefined!,\n meshMaxError: 10,\n elevationDecoder: {\n rScaler: 1,\n gScaler: 0,\n bScaler: 0,\n offset: 0\n },\n skirtHeight: undefined\n }\n }\n};\n"],"mappings":"SAEQA,OAAO;AAYf,OAAO,MAAMC,aAAwD,GAAG;EACtEC,IAAI,EAAE,SAAS;EACfC,EAAE,EAAE,SAAS;EACbC,MAAM,EAAE,SAAS;EACjBC,OAAO,EAAEL,OAAO;EAChBM,MAAM,EAAE,IAAI;EACZC,UAAU,EAAE,CAAC,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC;EAClEC,SAAS,EAAE,CAAC,WAAW,EAAE,YAAY,EAAE,WAAW,EAAE,YAAY,EAAE,WAAW,CAAC;EAC9EC,OAAO,EAAE;IACPC,OAAO,EAAE;MACPC,UAAU,EAAE,MAAM;MAClBC,MAAM,EAAEC,SAAU;MAClBC,YAAY,EAAE,EAAE;MAChBC,gBAAgB,EAAE;QAChBC,OAAO,EAAE,CAAC;QACVC,OAAO,EAAE,CAAC;QACVC,OAAO,EAAE,CAAC;QACVC,MAAM,EAAE;MACV,CAAC;MACDC,WAAW,EAAEP;IACf;EACF;AACF,CAAC"}
1
+ {"version":3,"file":"terrain-loader.js","names":["VERSION","TerrainLoader","name","id","module","version","worker","extensions","mimeTypes","options","terrain","tesselator","bounds","undefined","meshMaxError","elevationDecoder","rScaler","gScaler","bScaler","offset","skirtHeight"],"sources":["../src/terrain-loader.ts"],"sourcesContent":["// loaders.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {Loader} from '@loaders.gl/loader-utils';\nimport type {ImageLoaderOptions} from '@loaders.gl/images';\nimport {VERSION} from './lib/utils/version';\n\nimport {TerrainOptions} from './lib/parse-terrain';\nimport {Mesh} from '@loaders.gl/schema';\n\nexport type TerrainLoaderOptions = ImageLoaderOptions & {\n terrain?: TerrainOptions;\n};\n\n/**\n * Worker loader for image encoded terrain\n */\nexport const TerrainLoader: Loader<Mesh, never, TerrainLoaderOptions> = {\n name: 'Terrain',\n id: 'terrain',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'],\n mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'],\n options: {\n terrain: {\n tesselator: 'auto',\n bounds: undefined!,\n meshMaxError: 10,\n elevationDecoder: {\n rScaler: 1,\n gScaler: 0,\n bScaler: 0,\n offset: 0\n },\n skirtHeight: undefined\n }\n }\n};\n"],"mappings":"SAKQA,OAAO;AAYf,OAAO,MAAMC,aAAwD,GAAG;EACtEC,IAAI,EAAE,SAAS;EACfC,EAAE,EAAE,SAAS;EACbC,MAAM,EAAE,SAAS;EACjBC,OAAO,EAAEL,OAAO;EAChBM,MAAM,EAAE,IAAI;EACZC,UAAU,EAAE,CAAC,KAAK,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC;EAClEC,SAAS,EAAE,CAAC,WAAW,EAAE,YAAY,EAAE,WAAW,EAAE,YAAY,EAAE,WAAW,CAAC;EAC9EC,OAAO,EAAE;IACPC,OAAO,EAAE;MACPC,UAAU,EAAE,MAAM;MAClBC,MAAM,EAAEC,SAAU;MAClBC,YAAY,EAAE,EAAE;MAChBC,gBAAgB,EAAE;QAChBC,OAAO,EAAE,CAAC;QACVC,OAAO,EAAE,CAAC;QACVC,OAAO,EAAE,CAAC;QACVC,MAAM,EAAE;MACV,CAAC;MACDC,WAAW,EAAEP;IACf;EACF;AACF,CAAC"}
@@ -5,6 +5,9 @@
5
5
  return context._parse(data, loaders, options, context);
6
6
  }
7
7
 
8
+ // ../worker-utils/src/lib/node/worker_threads-browser.ts
9
+ var parentPort = null;
10
+
8
11
  // ../worker-utils/src/lib/worker-utils/get-transfer-list.ts
9
12
  function getTransferList(object, recursive = true, transfers) {
10
13
  const transfersSet = transfers || /* @__PURE__ */ new Set();
@@ -42,19 +45,6 @@
42
45
 
43
46
  // ../worker-utils/src/lib/worker-farm/worker-body.ts
44
47
  async function getParentPort() {
45
- let parentPort;
46
- try {
47
- eval("globalThis.parentPort = require('worker_threads').parentPort");
48
- parentPort = globalThis.parentPort;
49
- } catch {
50
- try {
51
- eval("globalThis.workerThreadsPromise = import('worker_threads')");
52
- const workerThreads = await globalThis.workerThreadsPromise;
53
- parentPort = workerThreads.parentPort;
54
- } catch (error) {
55
- console.error(error.message);
56
- }
57
- }
58
48
  return parentPort;
59
49
  }
60
50
  var onMessageWrapperMap = /* @__PURE__ */ new Map();
@@ -1301,7 +1291,7 @@
1301
1291
  }
1302
1292
 
1303
1293
  // src/lib/utils/version.ts
1304
- var VERSION = true ? "4.0.3" : "latest";
1294
+ var VERSION = true ? "4.1.0-alpha.1" : "latest";
1305
1295
 
1306
1296
  // src/terrain-loader.ts
1307
1297
  var TerrainLoader = {
@@ -1 +1 @@
1
- {"version":3,"file":"quantized-mesh-worker.js","names":["createLoaderWorker","QuantizedMeshLoader"],"sources":["../../src/workers/quantized-mesh-worker.ts"],"sourcesContent":["import {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {QuantizedMeshLoader} from '../index';\n\ncreateLoaderWorker(QuantizedMeshLoader);\n"],"mappings":"AAAA,SAAQA,kBAAkB,QAAO,0BAA0B;AAAC,SACpDC,mBAAmB;AAE3BD,kBAAkB,CAACC,mBAAmB,CAAC"}
1
+ {"version":3,"file":"quantized-mesh-worker.js","names":["createLoaderWorker","QuantizedMeshLoader"],"sources":["../../src/workers/quantized-mesh-worker.ts"],"sourcesContent":["// loaders.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {QuantizedMeshLoader} from '../index';\n\ncreateLoaderWorker(QuantizedMeshLoader);\n"],"mappings":"AAGA,SAAQA,kBAAkB,QAAO,0BAA0B;AAAC,SACpDC,mBAAmB;AAE3BD,kBAAkB,CAACC,mBAAmB,CAAC"}
@@ -1 +1 @@
1
- {"version":3,"file":"terrain-worker.js","names":["createLoaderWorker","TerrainLoader"],"sources":["../../src/workers/terrain-worker.ts"],"sourcesContent":["import {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {TerrainLoader} from '../index';\n\ncreateLoaderWorker(TerrainLoader);\n"],"mappings":"AAAA,SAAQA,kBAAkB,QAAO,0BAA0B;AAAC,SACpDC,aAAa;AAErBD,kBAAkB,CAACC,aAAa,CAAC"}
1
+ {"version":3,"file":"terrain-worker.js","names":["createLoaderWorker","TerrainLoader"],"sources":["../../src/workers/terrain-worker.ts"],"sourcesContent":["// loaders.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {createLoaderWorker} from '@loaders.gl/loader-utils';\nimport {TerrainLoader} from '../index';\n\ncreateLoaderWorker(TerrainLoader);\n"],"mappings":"AAGA,SAAQA,kBAAkB,QAAO,0BAA0B;AAAC,SACpDC,aAAa;AAErBD,kBAAkB,CAACC,aAAa,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@loaders.gl/terrain",
3
- "version": "4.0.3",
3
+ "version": "4.1.0-alpha.1",
4
4
  "description": "Framework-independent loader for terrain raster formats",
5
5
  "license": "MIT",
6
6
  "type": "module",
@@ -43,10 +43,10 @@
43
43
  },
44
44
  "dependencies": {
45
45
  "@babel/runtime": "^7.3.1",
46
- "@loaders.gl/images": "4.0.3",
47
- "@loaders.gl/loader-utils": "4.0.3",
48
- "@loaders.gl/schema": "4.0.3",
46
+ "@loaders.gl/images": "4.1.0-alpha.1",
47
+ "@loaders.gl/loader-utils": "4.1.0-alpha.1",
48
+ "@loaders.gl/schema": "4.1.0-alpha.1",
49
49
  "@mapbox/martini": "^0.2.0"
50
50
  },
51
- "gitHead": "03c871839b36c997249dabae1844df53a35d3760"
51
+ "gitHead": "6a4d3da93d45115ad99861474a43c3f4a0b280a7"
52
52
  }
package/src/index.ts CHANGED
@@ -1,3 +1,6 @@
1
+ // loaders.gl, MIT license
2
+ // Copyright (c) vis.gl contributors
3
+
1
4
  import type {LoaderContext, LoaderWithParser} from '@loaders.gl/loader-utils';
2
5
  import {parseFromContext} from '@loaders.gl/loader-utils';
3
6
  import {parseQuantizedMesh} from './lib/parse-quantized-mesh';
@@ -1,3 +1,6 @@
1
+ // loaders.gl, MIT license
2
+ // Copyright (c) vis.gl contributors
3
+
1
4
  // Copyright (C) 2018-2019 HERE Europe B.V.
2
5
  //
3
6
  // Permission is hereby granted, free of charge, to any person obtaining a copy
@@ -1,19 +1,9 @@
1
- // ISC License
1
+ // loaders.gl, MIT license
2
+ // Copyright (c) vis.gl contributors
2
3
 
4
+ // ISC License
3
5
  // Copyright(c) 2019, Michael Fogleman, Vladimir Agafonkin
4
6
 
5
- // Permission to use, copy, modify, and / or distribute this software for any purpose
6
- // with or without fee is hereby granted, provided that the above copyright notice
7
- // and this permission notice appear in all copies.
8
-
9
- // THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
10
- // REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
11
- // FITNESS.IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
12
- // INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
13
- // OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
14
- // TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
15
- // THIS SOFTWARE.
16
-
17
7
  // @ts-nocheck
18
8
 
19
9
  /* eslint-disable complexity, max-params, max-statements, max-depth, no-constant-condition */
@@ -1,3 +1,6 @@
1
+ // loaders.gl, MIT license
2
+ // Copyright (c) vis.gl contributors
3
+
1
4
  import {concatenateTypedArrays} from '@loaders.gl/loader-utils';
2
5
 
3
6
  export type EdgeIndices = {
@@ -1,3 +1,6 @@
1
+ // loaders.gl, MIT license
2
+ // Copyright (c) vis.gl contributors
3
+
1
4
  import {Mesh, getMeshBoundingBox} from '@loaders.gl/schema';
2
5
  import decode, {DECODING_STEPS} from './decode-quantized-mesh';
3
6
  import {addSkirt} from './helpers/skirt';
@@ -1,3 +1,6 @@
1
+ // loaders.gl, MIT license
2
+ // Copyright (c) vis.gl contributors
3
+
1
4
  // Version constant cannot be imported, it needs to correspond to the build version of **this** module.
2
5
  // __VERSION__ is injected by babel-plugin-version-inline
3
6
  // @ts-ignore TS2304: Cannot find name '__VERSION__'.
@@ -1,3 +1,6 @@
1
+ // loaders.gl, MIT license
2
+ // Copyright (c) vis.gl contributors
3
+
1
4
  import type {Loader, LoaderOptions} from '@loaders.gl/loader-utils';
2
5
  import {VERSION} from './lib/utils/version';
3
6
 
@@ -1,3 +1,6 @@
1
+ // loaders.gl, MIT license
2
+ // Copyright (c) vis.gl contributors
3
+
1
4
  import type {Loader} from '@loaders.gl/loader-utils';
2
5
  import type {ImageLoaderOptions} from '@loaders.gl/images';
3
6
  import {VERSION} from './lib/utils/version';
@@ -1,3 +1,6 @@
1
+ // loaders.gl, MIT license
2
+ // Copyright (c) vis.gl contributors
3
+
1
4
  import {createLoaderWorker} from '@loaders.gl/loader-utils';
2
5
  import {QuantizedMeshLoader} from '../index';
3
6
 
@@ -1,3 +1,6 @@
1
+ // loaders.gl, MIT license
2
+ // Copyright (c) vis.gl contributors
3
+
1
4
  import {createLoaderWorker} from '@loaders.gl/loader-utils';
2
5
  import {TerrainLoader} from '../index';
3
6