@loaders.gl/terrain 4.2.0-alpha.3 → 4.2.0-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/dist.dev.js +189 -162
- package/dist/dist.min.js +9 -0
- package/dist/index.cjs +39 -122
- package/dist/index.cjs.map +7 -0
- package/dist/index.d.ts +2 -2
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +23 -20
- package/dist/lib/decode-quantized-mesh.js +198 -203
- package/dist/lib/delatin/index.js +386 -333
- package/dist/lib/helpers/skirt.js +116 -79
- package/dist/lib/parse-quantized-mesh.js +66 -78
- package/dist/lib/parse-terrain.js +132 -134
- package/dist/lib/utils/version.js +7 -2
- package/dist/quantized-mesh-loader.js +18 -13
- package/dist/quantized-mesh-worker.js +1 -1
- package/dist/terrain-loader.d.ts +1 -1
- package/dist/terrain-loader.d.ts.map +1 -1
- package/dist/terrain-loader.js +26 -21
- package/dist/terrain-worker.js +1 -1
- package/dist/workers/quantized-mesh-worker.js +3 -1
- package/dist/workers/terrain-worker.js +3 -1
- package/package.json +11 -8
- package/src/lib/parse-terrain.ts +1 -1
- package/dist/index.js.map +0 -1
- package/dist/lib/decode-quantized-mesh.js.map +0 -1
- package/dist/lib/delatin/index.js.map +0 -1
- package/dist/lib/helpers/skirt.js.map +0 -1
- package/dist/lib/parse-quantized-mesh.js.map +0 -1
- package/dist/lib/parse-terrain.js.map +0 -1
- package/dist/lib/utils/version.js.map +0 -1
- package/dist/quantized-mesh-loader.js.map +0 -1
- package/dist/terrain-loader.js.map +0 -1
- package/dist/workers/quantized-mesh-worker.js.map +0 -1
- package/dist/workers/terrain-worker.js.map +0 -1
package/dist/dist.min.js
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"use strict";var __exports__=(()=>{var de=Object.create;var U=Object.defineProperty;var fe=Object.getOwnPropertyDescriptor;var me=Object.getOwnPropertyNames;var ge=Object.getPrototypeOf,_e=Object.prototype.hasOwnProperty;var pe=(s,e)=>()=>(e||s((e={exports:{}}).exports,e),e.exports),Ee=(s,e)=>{for(var r in e)U(s,r,{get:e[r],enumerable:!0})},q=(s,e,r,t)=>{if(e&&typeof e=="object"||typeof e=="function")for(let n of me(e))!_e.call(s,n)&&n!==r&&U(s,n,{get:()=>e[n],enumerable:!(t=fe(e,n))||t.enumerable});return s},D=(s,e,r)=>(q(s,e,"default"),r&&q(r,e,"default")),Te=(s,e,r)=>(r=s!=null?de(ge(s)):{},q(e||!s||!s.__esModule?U(r,"default",{value:s,enumerable:!0}):r,s)),xe=s=>q(U({},"__esModule",{value:!0}),s);var se=pe((Re,ne)=>{ne.exports=globalThis.loaders});var v={};Ee(v,{QuantizedMeshLoader:()=>ke,QuantizedMeshWorkerLoader:()=>te,TerrainLoader:()=>ce,TerrainWorkerLoader:()=>ee,parseTerrain:()=>le});D(v,Te(se(),1));async function $(s,e,r,t){return t._parse(s,e,r,t)}function B(...s){let e=s,r=e&&e.length>1&&e[0].constructor||null;if(!r)throw new Error('"concatenateTypedArrays" - incorrect quantity of arguments or arguments have incompatible data types');let t=e.reduce((o,a)=>o+a.length,0),n=new r(t),i=0;for(let o of e)n.set(o,i),i+=o.length;return n}function L(s){let e=1/0,r=1/0,t=1/0,n=-1/0,i=-1/0,o=-1/0,a=s.POSITION?s.POSITION.value:[],l=a&&a.length;for(let c=0;c<l;c+=3){let h=a[c],u=a[c+1],f=a[c+2];e=h<e?h:e,r=u<r?u:r,t=f<t?f:t,n=h>n?h:n,i=u>i?u:i,o=f>o?f:o}return[[e,r,t],[n,i,o]]}var ye=new 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t=this._pending[r],n=2*this.triangles[t*3+0],i=2*this.triangles[t*3+1],o=2*this.triangles[t*3+2];this._findCandidate(e[n],e[n+1],e[i],e[i+1],e[o],e[o+1],t)}this._pendingLen=0}_findCandidate(e,r,t,n,i,o,a){let l=Math.min(e,t,i),c=Math.min(r,n,o),h=Math.max(e,t,i),u=Math.max(r,n,o),f=M(t,n,i,o,l,c),d=M(i,o,e,r,l,c),g=M(e,r,t,n,l,c),m=n-r,_=e-t,E=o-n,p=t-i,T=r-o,x=i-e,y=M(e,r,t,n,i,o),S=this.heightAt(e,r)/y,A=this.heightAt(t,n)/y,he=this.heightAt(i,o)/y,z=0,P=0,w=0,W=0;for(let k=c;k<=u;k++){let I=0;f<0&&E!==0&&(I=Math.max(I,Math.floor(-f/E))),d<0&&T!==0&&(I=Math.max(I,Math.floor(-d/T))),g<0&&m!==0&&(I=Math.max(I,Math.floor(-g/m)));let Q=f+E*I,j=d+T*I,Z=g+m*I,re=!1;for(let C=l+I;C<=h;C++){if(Q>=0&&j>=0&&Z>=0){re=!0;let ue=S*Q+A*j+he*Z,R=Math.abs(ue-this.heightAt(C,k));W+=R*R,R>z&&(z=R,P=C,w=k)}else if(re)break;Q+=E,j+=T,Z+=m}f+=p,d+=x,g+=_}(P===e&&w===r||P===t&&w===n||P===i&&w===o)&&(z=0),this._candidates[2*a]=P,this._candidates[2*a+1]=w,this._rms[a]=W,this._queuePush(a,z,W)}_step(){let e=this._queuePop(),r=e*3+0,t=e*3+1,n=e*3+2,i=this.triangles[r],o=this.triangles[t],a=this.triangles[n],l=this.coords[2*i],c=this.coords[2*i+1],h=this.coords[2*o],u=this.coords[2*o+1],f=this.coords[2*a],d=this.coords[2*a+1],g=this._candidates[2*e],m=this._candidates[2*e+1],_=this._addPoint(g,m);if(M(l,c,h,u,g,m)===0)this._handleCollinear(_,r);else if(M(h,u,f,d,g,m)===0)this._handleCollinear(_,t);else if(M(f,d,l,c,g,m)===0)this._handleCollinear(_,n);else{let E=this._halfedges[r],p=this._halfedges[t],T=this._halfedges[n],x=this._addTriangle(i,o,_,E,-1,-1,r),y=this._addTriangle(o,a,_,p,-1,x+1),S=this._addTriangle(a,i,_,T,x+2,y+1);this._legalize(x),this._legalize(y),this._legalize(S)}}_addPoint(e,r){let t=this.coords.length>>1;return this.coords.push(e,r),t}_addTriangle(e,r,t,n,i,o,a=this.triangles.length){let l=a/3;return this.triangles[a+0]=e,this.triangles[a+1]=r,this.triangles[a+2]=t,this._halfedges[a+0]=n,this._halfedges[a+1]=i,this._halfedges[a+2]=o,n>=0&&(this._halfedges[n]=a+0),i>=0&&(this._halfedges[i]=a+1),o>=0&&(this._halfedges[o]=a+2),this._candidates[2*l+0]=0,this._candidates[2*l+1]=0,this._queueIndices[l]=-1,this._rms[l]=0,this._pending[this._pendingLen++]=l,a}_legalize(e){let r=this._halfedges[e];if(r<0)return;let t=e-e%3,n=r-r%3,i=t+(e+1)%3,o=t+(e+2)%3,a=n+(r+2)%3,l=n+(r+1)%3,c=this.triangles[o],h=this.triangles[e],u=this.triangles[i],f=this.triangles[a],d=this.coords;if(!ve(d[2*c],d[2*c+1],d[2*h],d[2*h+1],d[2*u],d[2*u+1],d[2*f],d[2*f+1]))return;let g=this._halfedges[i],m=this._halfedges[o],_=this._halfedges[a],E=this._halfedges[l];this._queueRemove(t/3),this._queueRemove(n/3);let p=this._addTriangle(c,f,u,-1,_,g,t),T=this._addTriangle(f,c,h,p,m,E,n);this._legalize(p+1),this._legalize(T+2)}_handleCollinear(e,r){let t=r-r%3,n=t+(r+1)%3,i=t+(r+2)%3,o=this.triangles[i],a=this.triangles[r],l=this.triangles[n],c=this._halfedges[n],h=this._halfedges[i],u=this._halfedges[r];if(u<0){let S=this._addTriangle(e,o,a,-1,h,-1,t),A=this._addTriangle(o,e,l,S,-1,c);this._legalize(S+1),this._legalize(A+2);return}let f=u-u%3,d=f+(u+2)%3,g=f+(u+1)%3,m=this.triangles[d],_=this._halfedges[d],E=this._halfedges[g];this._queueRemove(f/3);let p=this._addTriangle(o,a,e,h,-1,-1,t),T=this._addTriangle(a,m,e,E,-1,p+1,f),x=this._addTriangle(m,l,e,_,-1,T+1),y=this._addTriangle(l,o,e,c,p+2,x+1);this._legalize(p),this._legalize(T),this._legalize(x),this._legalize(y)}_queuePush(e,r,t){let n=this._queue.length;this._queueIndices[e]=n,this._queue.push(e),this._errors.push(r),this._rmsSum+=t,this._queueUp(n)}_queuePop(){let e=this._queue.length-1;return this._queueSwap(0,e),this._queueDown(0,e),this._queuePopBack()}_queuePopBack(){let e=this._queue.pop();return this._errors.pop(),this._rmsSum-=this._rms[e],this._queueIndices[e]=-1,e}_queueRemove(e){let r=this._queueIndices[e];if(r<0){let n=this._pending.indexOf(e);if(n!==-1)this._pending[n]=this._pending[--this._pendingLen];else throw new Error("Broken triangulation (something went wrong).");return}let t=this._queue.length-1;t!==r&&(this._queueSwap(r,t),this._queueDown(r,t)||this._queueUp(r)),this._queuePopBack()}_queueLess(e,r){return this._errors[e]>this._errors[r]}_queueSwap(e,r){let t=this._queue[e],n=this._queue[r];this._queue[e]=n,this._queue[r]=t,this._queueIndices[t]=r,this._queueIndices[n]=e;let i=this._errors[e];this._errors[e]=this._errors[r],this._errors[r]=i}_queueUp(e){let r=e;for(;;){let t=r-1>>1;if(t===r||!this._queueLess(r,t))break;this._queueSwap(t,r),r=t}}_queueDown(e,r){let t=e;for(;;){let n=2*t+1;if(n>=r||n<0)break;let i=n+1,o=n;if(i<r&&this._queueLess(i,n)&&(o=i),!this._queueLess(o,t))break;this._queueSwap(t,o),t=o}return t>e}};function M(s,e,r,t,n,i){return(r-n)*(e-i)-(t-i)*(s-n)}function ve(s,e,r,t,n,i,o,a){let l=s-o,c=e-a,h=r-o,u=t-a,f=n-o,d=i-a,g=l*l+c*c,m=h*h+u*u,_=f*f+d*d;return l*(u*_-m*d)-c*(h*_-m*f)+g*(h*d-u*f)<0}function ae(s,e){let{meshMaxError:r,bounds:t,elevationDecoder:n}=e,{data:i,width:o,height:a}=s,l,c;switch(e.tesselator){case"martini":l=X(i,o,a,n,e.tesselator),c=oe(r,o,l);break;case"delatin":l=X(i,o,a,n,e.tesselator),c=ie(r,o,a,l);break;default:o===a&&!(a&o-1)?(l=X(i,o,a,n,"martini"),c=oe(r,o,l)):(l=X(i,o,a,n,"delatin"),c=ie(r,o,a,l));break}let{vertices:h}=c,{triangles:u}=c,f=ze(h,l,o,a,t),d=L(f);if(e.skirtHeight){let{attributes:g,triangles:m}=Y(f,u,e.skirtHeight);f=g,u=m}return{loaderData:{header:{}},header:{vertexCount:u.length,boundingBox:d},mode:4,indices:{value:Uint32Array.from(u),size:1},attributes:f}}function oe(s,e,r){let t=e+1,i=new N(t).createTile(r),{vertices:o,triangles:a}=i.getMesh(s);return{vertices:o,triangles:a}}function ie(s,e,r,t){let n=new O(t,e+1,r+1);n.run(s);let{coords:i,triangles:o}=n;return{vertices:i,triangles:o}}function X(s,e,r,t,n){let{rScaler:i,bScaler:o,gScaler:a,offset:l}=t,c=new Float32Array((e+1)*(r+1));for(let h=0,u=0;u<r;u++)for(let f=0;f<e;f++,h++){let d=h*4,g=s[d+0],m=s[d+1],_=s[d+2];c[h+u]=g*i+m*a+_*o+l}if(n==="martini"){for(let h=(e+1)*e,u=0;u<e;u++,h++)c[h]=c[h-e-1];for(let h=r,u=0;u<r+1;u++,h+=r+1)c[h]=c[h-1]}return c}function ze(s,e,r,t,n){let i=r+1,o=s.length/2,a=new Float32Array(o*3),l=new Float32Array(o*2),[c,h,u,f]=n||[0,0,r,t],d=(u-c)/r,g=(f-h)/t;for(let m=0;m<o;m++){let _=s[m*2],E=s[m*2+1],p=E*i+_;a[3*m+0]=_*d+c,a[3*m+1]=-E*g+f,a[3*m+2]=e[p],l[2*m+0]=_/r,l[2*m+1]=E/t}return{POSITION:{value:a,size:3},TEXCOORD_0:{value:l,size:2}}}var H="4.2.0-alpha.4";var ee={name:"Terrain",id:"terrain",module:"terrain",version:H,worker:!0,extensions:["png","pngraw","jpg","jpeg","gif","webp","bmp"],mimeTypes:["image/png","image/jpeg","image/gif","image/webp","image/bmp"],options:{terrain:{tesselator:"auto",bounds:void 0,meshMaxError:10,elevationDecoder:{rScaler:1,gScaler:0,bScaler:0,offset:0},skirtHeight:void 0}}};var te={name:"Quantized Mesh",id:"quantized-mesh",module:"terrain",version:H,worker:!0,extensions:["terrain"],mimeTypes:["application/vnd.quantized-mesh"],options:{"quantized-mesh":{bounds:[0,0,1,1],skirtHeight:null}}};var ce={...ee,parse:le};async function le(s,e,r){let t={...e,mimeType:"application/x.image",image:{...e?.image,type:"data"}},n=await $(s,[],t,r),i={...ce.options.terrain,...e?.terrain};return ae(n,i)}var ke={...te,parseSync:(s,e)=>V(s,e?.["quantized-mesh"]),parse:async(s,e)=>V(s,e?.["quantized-mesh"])};return xe(v);})();
|
|
8
|
+
return __exports__;
|
|
9
|
+
});
|
package/dist/index.cjs
CHANGED
|
@@ -27,22 +27,22 @@ var __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__ge
|
|
|
27
27
|
));
|
|
28
28
|
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
|
|
29
29
|
|
|
30
|
-
//
|
|
31
|
-
var
|
|
32
|
-
__export(
|
|
30
|
+
// dist/index.js
|
|
31
|
+
var dist_exports = {};
|
|
32
|
+
__export(dist_exports, {
|
|
33
33
|
QuantizedMeshLoader: () => QuantizedMeshLoader2,
|
|
34
34
|
QuantizedMeshWorkerLoader: () => QuantizedMeshLoader,
|
|
35
35
|
TerrainLoader: () => TerrainLoader2,
|
|
36
36
|
TerrainWorkerLoader: () => TerrainLoader,
|
|
37
37
|
parseTerrain: () => parseTerrain
|
|
38
38
|
});
|
|
39
|
-
module.exports = __toCommonJS(
|
|
39
|
+
module.exports = __toCommonJS(dist_exports);
|
|
40
40
|
var import_loader_utils2 = require("@loaders.gl/loader-utils");
|
|
41
41
|
|
|
42
|
-
//
|
|
42
|
+
// dist/lib/parse-quantized-mesh.js
|
|
43
43
|
var import_schema = require("@loaders.gl/schema");
|
|
44
44
|
|
|
45
|
-
//
|
|
45
|
+
// dist/lib/decode-quantized-mesh.js
|
|
46
46
|
var QUANTIZED_MESH_HEADER = /* @__PURE__ */ new Map([
|
|
47
47
|
["centerX", Float64Array.BYTES_PER_ELEMENT],
|
|
48
48
|
["centerY", Float64Array.BYTES_PER_ELEMENT],
|
|
@@ -87,9 +87,7 @@ function decodeVertexData(dataView, headerEndPosition) {
|
|
|
87
87
|
for (let i = 0; i < vertexCount; i++) {
|
|
88
88
|
u += decodeZigZag(dataView.getUint16(uArrayStartPosition + bytesPerArrayElement * i, true));
|
|
89
89
|
v += decodeZigZag(dataView.getUint16(vArrayStartPosition + bytesPerArrayElement * i, true));
|
|
90
|
-
height += decodeZigZag(
|
|
91
|
-
dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true)
|
|
92
|
-
);
|
|
90
|
+
height += decodeZigZag(dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true));
|
|
93
91
|
vertexData[i] = u;
|
|
94
92
|
vertexData[i + vertexCount] = v;
|
|
95
93
|
vertexData[i + vertexCount * 2] = height;
|
|
@@ -128,12 +126,7 @@ function decodeTriangleIndices(dataView, vertexData, vertexDataEndPosition) {
|
|
|
128
126
|
const triangleCount = dataView.getUint32(position, true);
|
|
129
127
|
position += Uint32Array.BYTES_PER_ELEMENT;
|
|
130
128
|
const triangleIndicesCount = triangleCount * 3;
|
|
131
|
-
const triangleIndices = decodeIndex(
|
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132
|
-
dataView.buffer,
|
|
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|
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position,
|
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134
|
-
triangleIndicesCount,
|
|
135
|
-
bytesPerIndex
|
|
136
|
-
);
|
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129
|
+
const triangleIndices = decodeIndex(dataView.buffer, position, triangleIndicesCount, bytesPerIndex);
|
|
137
130
|
position += triangleIndicesCount * bytesPerIndex;
|
|
138
131
|
return {
|
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139
132
|
triangleIndicesEndPosition: position,
|
|
@@ -151,13 +144,7 @@ function decodeEdgeIndices(dataView, vertexData, triangleIndicesEndPosition) {
|
|
|
151
144
|
position += westVertexCount * bytesPerIndex;
|
|
152
145
|
const southVertexCount = dataView.getUint32(position, true);
|
|
153
146
|
position += Uint32Array.BYTES_PER_ELEMENT;
|
|
154
|
-
const southIndices = decodeIndex(
|
|
155
|
-
dataView.buffer,
|
|
156
|
-
position,
|
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157
|
-
southVertexCount,
|
|
158
|
-
bytesPerIndex,
|
|
159
|
-
false
|
|
160
|
-
);
|
|
147
|
+
const southIndices = decodeIndex(dataView.buffer, position, southVertexCount, bytesPerIndex, false);
|
|
161
148
|
position += southVertexCount * bytesPerIndex;
|
|
162
149
|
const eastVertexCount = dataView.getUint32(position, true);
|
|
163
150
|
position += Uint32Array.BYTES_PER_ELEMENT;
|
|
@@ -165,13 +152,7 @@ function decodeEdgeIndices(dataView, vertexData, triangleIndicesEndPosition) {
|
|
|
165
152
|
position += eastVertexCount * bytesPerIndex;
|
|
166
153
|
const northVertexCount = dataView.getUint32(position, true);
|
|
167
154
|
position += Uint32Array.BYTES_PER_ELEMENT;
|
|
168
|
-
const northIndices = decodeIndex(
|
|
169
|
-
dataView.buffer,
|
|
170
|
-
position,
|
|
171
|
-
northVertexCount,
|
|
172
|
-
bytesPerIndex,
|
|
173
|
-
false
|
|
174
|
-
);
|
|
155
|
+
const northIndices = decodeIndex(dataView.buffer, position, northVertexCount, bytesPerIndex, false);
|
|
175
156
|
position += northVertexCount * bytesPerIndex;
|
|
176
157
|
return {
|
|
177
158
|
edgeIndicesEndPosition: position,
|
|
@@ -182,17 +163,10 @@ function decodeEdgeIndices(dataView, vertexData, triangleIndicesEndPosition) {
|
|
|
182
163
|
};
|
|
183
164
|
}
|
|
184
165
|
function decodeVertexNormalsExtension(extensionDataView) {
|
|
185
|
-
return new Uint8Array(
|
|
186
|
-
extensionDataView.buffer,
|
|
187
|
-
extensionDataView.byteOffset,
|
|
188
|
-
extensionDataView.byteLength
|
|
189
|
-
);
|
|
166
|
+
return new Uint8Array(extensionDataView.buffer, extensionDataView.byteOffset, extensionDataView.byteLength);
|
|
190
167
|
}
|
|
191
168
|
function decodeWaterMaskExtension(extensionDataView) {
|
|
192
|
-
return extensionDataView.buffer.slice(
|
|
193
|
-
extensionDataView.byteOffset,
|
|
194
|
-
extensionDataView.byteOffset + extensionDataView.byteLength
|
|
195
|
-
);
|
|
169
|
+
return extensionDataView.buffer.slice(extensionDataView.byteOffset, extensionDataView.byteOffset + extensionDataView.byteLength);
|
|
196
170
|
}
|
|
197
171
|
function decodeExtensions(dataView, indicesEndPosition) {
|
|
198
172
|
const extensions = {};
|
|
@@ -243,11 +217,7 @@ function decode(data, userOptions) {
|
|
|
243
217
|
if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) {
|
|
244
218
|
return { header, vertexData };
|
|
245
219
|
}
|
|
246
|
-
const { triangleIndices, triangleIndicesEndPosition } = decodeTriangleIndices(
|
|
247
|
-
view,
|
|
248
|
-
vertexData,
|
|
249
|
-
vertexDataEndPosition
|
|
250
|
-
);
|
|
220
|
+
const { triangleIndices, triangleIndicesEndPosition } = decodeTriangleIndices(view, vertexData, vertexDataEndPosition);
|
|
251
221
|
if (options.maxDecodingStep < DECODING_STEPS.edgeIndices) {
|
|
252
222
|
return { header, vertexData, triangleIndices };
|
|
253
223
|
}
|
|
@@ -276,7 +246,7 @@ function decode(data, userOptions) {
|
|
|
276
246
|
};
|
|
277
247
|
}
|
|
278
248
|
|
|
279
|
-
//
|
|
249
|
+
// dist/lib/helpers/skirt.js
|
|
280
250
|
var import_loader_utils = require("@loaders.gl/loader-utils");
|
|
281
251
|
function addSkirt(attributes, triangles, skirtHeight, outsideIndices) {
|
|
282
252
|
const outsideEdges = outsideIndices ? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value) : getOutsideEdgesFromTriangles(triangles);
|
|
@@ -338,36 +308,16 @@ function getOutsideEdgesFromIndices(indices, position) {
|
|
|
338
308
|
}
|
|
339
309
|
return edges;
|
|
340
310
|
}
|
|
341
|
-
function updateAttributesForNewEdge({
|
|
342
|
-
edge,
|
|
343
|
-
edgeIndex,
|
|
344
|
-
attributes,
|
|
345
|
-
skirtHeight,
|
|
346
|
-
newPosition,
|
|
347
|
-
newTexcoord0,
|
|
348
|
-
newTriangles
|
|
349
|
-
}) {
|
|
311
|
+
function updateAttributesForNewEdge({ edge, edgeIndex, attributes, skirtHeight, newPosition, newTexcoord0, newTriangles }) {
|
|
350
312
|
const positionsLength = attributes.POSITION.value.length;
|
|
351
313
|
const vertex1Offset = edgeIndex * 2;
|
|
352
314
|
const vertex2Offset = edgeIndex * 2 + 1;
|
|
353
|
-
newPosition.set(
|
|
354
|
-
attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3),
|
|
355
|
-
vertex1Offset * 3
|
|
356
|
-
);
|
|
315
|
+
newPosition.set(attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3), vertex1Offset * 3);
|
|
357
316
|
newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight;
|
|
358
|
-
newPosition.set(
|
|
359
|
-
attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3),
|
|
360
|
-
vertex2Offset * 3
|
|
361
|
-
);
|
|
317
|
+
newPosition.set(attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3), vertex2Offset * 3);
|
|
362
318
|
newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight;
|
|
363
|
-
newTexcoord0.set(
|
|
364
|
-
|
|
365
|
-
vertex1Offset * 2
|
|
366
|
-
);
|
|
367
|
-
newTexcoord0.set(
|
|
368
|
-
attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2),
|
|
369
|
-
vertex2Offset * 2
|
|
370
|
-
);
|
|
319
|
+
newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2), vertex1Offset * 2);
|
|
320
|
+
newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2), vertex2Offset * 2);
|
|
371
321
|
const triangle1Offset = edgeIndex * 2 * 3;
|
|
372
322
|
newTriangles[triangle1Offset] = edge[0];
|
|
373
323
|
newTriangles[triangle1Offset + 1] = positionsLength / 3 + vertex2Offset;
|
|
@@ -377,33 +327,20 @@ function updateAttributesForNewEdge({
|
|
|
377
327
|
newTriangles[triangle1Offset + 5] = positionsLength / 3 + vertex1Offset;
|
|
378
328
|
}
|
|
379
329
|
|
|
380
|
-
//
|
|
330
|
+
// dist/lib/parse-quantized-mesh.js
|
|
381
331
|
function parseQuantizedMesh(arrayBuffer, options = {}) {
|
|
382
332
|
const { bounds } = options;
|
|
383
|
-
const {
|
|
384
|
-
header,
|
|
385
|
-
vertexData,
|
|
386
|
-
triangleIndices: originalTriangleIndices,
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|
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// dist/lib/parse-terrain.js
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function makeTerrainMeshFromImage(terrainImage, terrainOptions) {
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@@ -869,11 +789,7 @@ function makeTerrainMeshFromImage(terrainImage, terrainOptions) {
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|
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|
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const { attributes: newAttributes, triangles: newTriangles } = addSkirt(attributes, triangles, terrainOptions.skirtHeight);
|
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|
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|
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|
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@@ -953,10 +869,10 @@ function getMeshAttributes2(vertices, terrain, width, height, bounds) {
|
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|
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|
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//
|
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|
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var VERSION =
|
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// dist/lib/utils/version.js
|
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|
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var VERSION = true ? "4.2.0-alpha.4" : "latest";
|
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|
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|
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//
|
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|
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// dist/terrain-loader.js
|
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|
var TerrainLoader = {
|
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|
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|
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@@ -981,7 +897,7 @@ var TerrainLoader = {
|
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|
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|
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//
|
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// dist/quantized-mesh-loader.js
|
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|
var QuantizedMeshLoader = {
|
|
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|
name: "Quantized Mesh",
|
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|
id: "quantized-mesh",
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@@ -998,7 +914,7 @@ var QuantizedMeshLoader = {
|
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|
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|
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|
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|
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|
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//
|
|
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|
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// dist/index.js
|
|
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|
var TerrainLoader2 = {
|
|
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|
...TerrainLoader,
|
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|
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|
|
@@ -1018,3 +934,4 @@ var QuantizedMeshLoader2 = {
|
|
|
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|
parseSync: (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options == null ? void 0 : options["quantized-mesh"]),
|
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|
parse: async (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options == null ? void 0 : options["quantized-mesh"])
|
|
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|
};
|
|
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|
+
//# sourceMappingURL=index.cjs.map
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
{
|
|
2
|
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"version": 3,
|
|
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|
+
"sources": ["index.js", "lib/parse-quantized-mesh.js", "lib/decode-quantized-mesh.js", "lib/helpers/skirt.js", "lib/parse-terrain.js", "lib/delatin/index.js", "lib/utils/version.js", "terrain-loader.js", "quantized-mesh-loader.js"],
|
|
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|
+
"sourcesContent": ["// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { parseFromContext } from '@loaders.gl/loader-utils';\nimport { parseQuantizedMesh } from \"./lib/parse-quantized-mesh.js\";\nimport { makeTerrainMeshFromImage } from \"./lib/parse-terrain.js\";\nimport { TerrainLoader as TerrainWorkerLoader } from \"./terrain-loader.js\";\nimport { QuantizedMeshLoader as QuantizedMeshWorkerLoader } from \"./quantized-mesh-loader.js\";\n// TerrainLoader\nexport { TerrainWorkerLoader };\nexport const TerrainLoader = {\n ...TerrainWorkerLoader,\n parse: parseTerrain\n};\nexport async function parseTerrain(arrayBuffer, options, context) {\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 };\n // @ts-expect-error sort out image typing asap\n return makeTerrainMeshFromImage(image, terrainOptions);\n}\n// QuantizedMeshLoader\nexport { QuantizedMeshWorkerLoader };\n/**\n * Loader for quantized meshes\n */\nexport const QuantizedMeshLoader = {\n ...QuantizedMeshWorkerLoader,\n parseSync: (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options?.['quantized-mesh']),\n parse: async (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options?.['quantized-mesh'])\n};\n", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { getMeshBoundingBox } from '@loaders.gl/schema';\nimport decode, { DECODING_STEPS } from \"./decode-quantized-mesh.js\";\nimport { addSkirt } from \"./helpers/skirt.js\";\nexport function parseQuantizedMesh(arrayBuffer, options = {}) {\n const { bounds } = options;\n // Don't parse edge indices or format extensions\n const { header, vertexData, triangleIndices: originalTriangleIndices, westIndices, northIndices, eastIndices, southIndices } = decode(arrayBuffer, DECODING_STEPS.triangleIndices);\n let triangleIndices = originalTriangleIndices;\n let attributes = getMeshAttributes(vertexData, header, bounds);\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 if (options?.skirtHeight) {\n const { attributes: newAttributes, triangles: newTriangles } = addSkirt(attributes, triangleIndices, options.skirtHeight, {\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n });\n attributes = newAttributes;\n triangleIndices = newTriangles;\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}\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 const nCoords = vertexData.length / 3;\n // vec3. x, y defined by bounds, z in meters\n const positions = new Float32Array(nCoords * 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(nCoords * 2);\n // Data is not interleaved; all u, then all v, then all heights\n for (let i = 0; i < nCoords; i++) {\n const x = vertexData[i] / 32767;\n const y = vertexData[i + nCoords] / 32767;\n const z = vertexData[i + nCoords * 2] / 32767;\n positions[3 * i + 0] = x * xScale + minX;\n positions[3 * i + 1] = y * yScale + minY;\n positions[3 * i + 2] = z * zScale + minHeight;\n texCoords[2 * i + 0] = x;\n texCoords[2 * i + 1] = y;\n }\n return {\n POSITION: { value: positions, size: 3 },\n TEXCOORD_0: { value: texCoords, size: 2 }\n // TODO: Parse normals if they exist in the file\n // NORMAL: {}, - optional, but creates the high poly look with lighting\n };\n}\n", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n// 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.\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 ['minHeight', Float32Array.BYTES_PER_ELEMENT],\n ['maxHeight', Float32Array.BYTES_PER_ELEMENT],\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 ['horizonOcclusionPointX', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointY', Float64Array.BYTES_PER_ELEMENT],\n ['horizonOcclusionPointZ', Float64Array.BYTES_PER_ELEMENT]\n]);\nfunction decodeZigZag(value) {\n return (value >> 1) ^ -(value & 1);\n}\nfunction decodeHeader(dataView) {\n let position = 0;\n const header = {};\n for (const [key, bytesCount] of QUANTIZED_MESH_HEADER) {\n const getter = bytesCount === 8 ? dataView.getFloat64 : dataView.getFloat32;\n header[key] = getter.call(dataView, position, true);\n position += bytesCount;\n }\n return { header, headerEndPosition: position };\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 position += Uint32Array.BYTES_PER_ELEMENT;\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 let u = 0;\n let v = 0;\n let height = 0;\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(dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true));\n vertexData[i] = u;\n vertexData[i + vertexCount] = v;\n vertexData[i + vertexCount * 2] = height;\n }\n position += elementArrayLength * 3;\n return { vertexData, vertexDataEndPosition: position };\n}\nfunction decodeIndex(buffer, position, indicesCount, bytesPerIndex, encoded = true) {\n let indices;\n if (bytesPerIndex === 2) {\n indices = new Uint16Array(buffer, position, indicesCount);\n }\n else {\n indices = new Uint32Array(buffer, position, indicesCount);\n }\n if (!encoded) {\n return indices;\n }\n let highest = 0;\n for (let i = 0; i < indices.length; ++i) {\n const code = indices[i];\n indices[i] = highest - code;\n if (code === 0) {\n ++highest;\n }\n }\n return indices;\n}\nfunction decodeTriangleIndices(dataView, vertexData, vertexDataEndPosition) {\n let position = vertexDataEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = vertexData.length / elementsPerVertex;\n const bytesPerIndex = vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT;\n if (position % bytesPerIndex !== 0) {\n position += bytesPerIndex - (position % bytesPerIndex);\n }\n const triangleCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n const triangleIndicesCount = triangleCount * 3;\n const triangleIndices = decodeIndex(dataView.buffer, position, triangleIndicesCount, bytesPerIndex);\n position += triangleIndicesCount * bytesPerIndex;\n return {\n triangleIndicesEndPosition: position,\n triangleIndices\n };\n}\nfunction decodeEdgeIndices(dataView, vertexData, triangleIndicesEndPosition) {\n let position = triangleIndicesEndPosition;\n const elementsPerVertex = 3;\n const vertexCount = vertexData.length / elementsPerVertex;\n const bytesPerIndex = vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT;\n const westVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n const westIndices = decodeIndex(dataView.buffer, position, westVertexCount, bytesPerIndex, false);\n position += westVertexCount * bytesPerIndex;\n const southVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n const southIndices = decodeIndex(dataView.buffer, position, southVertexCount, bytesPerIndex, false);\n position += southVertexCount * bytesPerIndex;\n const eastVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n const eastIndices = decodeIndex(dataView.buffer, position, eastVertexCount, bytesPerIndex, false);\n position += eastVertexCount * bytesPerIndex;\n const northVertexCount = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n const northIndices = decodeIndex(dataView.buffer, position, northVertexCount, bytesPerIndex, false);\n position += northVertexCount * bytesPerIndex;\n return {\n edgeIndicesEndPosition: position,\n westIndices,\n southIndices,\n eastIndices,\n northIndices\n };\n}\nfunction decodeVertexNormalsExtension(extensionDataView) {\n return new Uint8Array(extensionDataView.buffer, extensionDataView.byteOffset, extensionDataView.byteLength);\n}\nfunction decodeWaterMaskExtension(extensionDataView) {\n return extensionDataView.buffer.slice(extensionDataView.byteOffset, extensionDataView.byteOffset + extensionDataView.byteLength);\n}\nfunction decodeExtensions(dataView, indicesEndPosition) {\n const extensions = {};\n if (dataView.byteLength <= indicesEndPosition) {\n return { extensions, extensionsEndPosition: indicesEndPosition };\n }\n let position = indicesEndPosition;\n while (position < dataView.byteLength) {\n const extensionId = dataView.getUint8(position, true);\n position += Uint8Array.BYTES_PER_ELEMENT;\n const extensionLength = dataView.getUint32(position, true);\n position += Uint32Array.BYTES_PER_ELEMENT;\n const extensionView = new DataView(dataView.buffer, position, extensionLength);\n switch (extensionId) {\n case 1: {\n extensions.vertexNormals = decodeVertexNormalsExtension(extensionView);\n break;\n }\n case 2: {\n extensions.waterMask = decodeWaterMaskExtension(extensionView);\n break;\n }\n default: {\n // console.warn(`Unknown extension with id ${extensionId}`)\n }\n }\n position += extensionLength;\n }\n return { extensions, extensionsEndPosition: position };\n}\nexport const DECODING_STEPS = {\n header: 0,\n vertices: 1,\n triangleIndices: 2,\n edgeIndices: 3,\n extensions: 4\n};\nconst DEFAULT_OPTIONS = {\n maxDecodingStep: DECODING_STEPS.extensions\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 if (options.maxDecodingStep < DECODING_STEPS.vertices) {\n return { header };\n }\n const { vertexData, vertexDataEndPosition } = decodeVertexData(view, headerEndPosition);\n if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) {\n return { header, vertexData };\n }\n const { triangleIndices, triangleIndicesEndPosition } = decodeTriangleIndices(view, vertexData, vertexDataEndPosition);\n if (options.maxDecodingStep < DECODING_STEPS.edgeIndices) {\n return { header, vertexData, triangleIndices };\n }\n const { westIndices, southIndices, eastIndices, northIndices, edgeIndicesEndPosition } = decodeEdgeIndices(view, vertexData, triangleIndicesEndPosition);\n if (options.maxDecodingStep < DECODING_STEPS.extensions) {\n return {\n header,\n vertexData,\n triangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices\n };\n }\n const { extensions } = decodeExtensions(view, edgeIndicesEndPosition);\n return {\n header,\n vertexData,\n triangleIndices,\n westIndices,\n northIndices,\n eastIndices,\n southIndices,\n extensions\n };\n}\n", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { concatenateTypedArrays } from '@loaders.gl/loader-utils';\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, outsideIndices) {\n const outsideEdges = outsideIndices\n ? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value)\n : getOutsideEdgesFromTriangles(triangles);\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 // 2 new triangles for each outside edge\n const newTriangles = new triangles.constructor(outsideEdges.length * 6);\n for (let i = 0; i < outsideEdges.length; i++) {\n const edge = outsideEdges[i];\n updateAttributesForNewEdge({\n edge,\n edgeIndex: i,\n attributes,\n skirtHeight,\n newPosition,\n newTexcoord0,\n newTriangles\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 = triangles instanceof Array\n ? triangles.concat(newTriangles)\n : concatenateTypedArrays(triangles, newTriangles);\n return {\n attributes,\n triangles: resultTriangles\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 = [];\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 edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b));\n const outsideEdges = [];\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 }\n else {\n outsideEdges.push(edges[index]);\n index++;\n }\n }\n return outsideEdges;\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, 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 const edges = [];\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 * 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({ edge, edgeIndex, attributes, skirtHeight, newPosition, newTexcoord0, newTriangles }) {\n const positionsLength = attributes.POSITION.value.length;\n const vertex1Offset = edgeIndex * 2;\n const vertex2Offset = edgeIndex * 2 + 1;\n // Define POSITION for new 1st vertex\n newPosition.set(attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3), vertex1Offset * 3);\n newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n // Define POSITION for new 2nd vertex\n newPosition.set(attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3), vertex2Offset * 3);\n newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height\n // Use same TEXCOORDS for skirt vertices\n newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2), vertex1Offset * 2);\n newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2), vertex2Offset * 2);\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 newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset;\n newTriangles[triangle1Offset + 4] = edge[0];\n newTriangles[triangle1Offset + 5] = positionsLength / 3 + vertex1Offset;\n}\n", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { getMeshBoundingBox } from '@loaders.gl/schema';\nimport Martini from '@mapbox/martini';\nimport Delatin from \"./delatin/index.js\";\nimport { addSkirt } from \"./helpers/skirt.js\";\n/**\n * Returns generated mesh object from image data\n *\n * @param terrainImage terrain image data\n * @param terrainOptions terrain options\n * @returns mesh object\n */\nexport function makeTerrainMeshFromImage(terrainImage, terrainOptions) {\n const { meshMaxError, bounds, elevationDecoder } = terrainOptions;\n const { data, width, height } = terrainImage;\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 }\n else {\n terrain = getTerrain(data, width, height, elevationDecoder, 'delatin');\n mesh = getDelatinTileMesh(meshMaxError, width, height, terrain);\n }\n break;\n }\n const { vertices } = mesh;\n let { triangles } = mesh;\n let attributes = getMeshAttributes(vertices, terrain, width, height, bounds);\n // Compute bounding box before adding skirt so that z values are not skewed\n const boundingBox = getMeshBoundingBox(attributes);\n if (terrainOptions.skirtHeight) {\n const { attributes: newAttributes, triangles: newTriangles } = addSkirt(attributes, triangles, terrainOptions.skirtHeight);\n attributes = newAttributes;\n triangles = newTriangles;\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 * 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 return { vertices, triangles };\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}\nfunction getTerrain(imageData, width, height, elevationDecoder, tesselator) {\n const { rScaler, bScaler, gScaler, offset } = elevationDecoder;\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 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 return terrain;\n}\nfunction getMeshAttributes(vertices, terrain, width, height, bounds) {\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 const [minX, minY, maxX, maxY] = bounds || [0, 0, width, height];\n const xScale = (maxX - minX) / width;\n const yScale = (maxY - minY) / height;\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 positions[3 * i + 0] = x * xScale + minX;\n positions[3 * i + 1] = -y * yScale + maxY;\n positions[3 * i + 2] = terrain[pixelIdx];\n texCoords[2 * i + 0] = x / width;\n texCoords[2 * i + 1] = y / height;\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", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n// ISC License\n// Copyright(c) 2019, Michael Fogleman, Vladimir Agafonkin\n// @ts-nocheck\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 this.coords = []; // vertex coordinates (x, y)\n this.triangles = []; // mesh triangle indices\n // additional triangle data\n this._halfedges = [];\n this._candidates = [];\n this._queueIndices = [];\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 this._rmsSum = 0;\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 // 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 // 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 // refine the mesh with a single point\n refine() {\n this._step();\n this._flush();\n }\n // max error of the current mesh\n getMaxError() {\n return this._errors[0];\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 // height value at a given position\n heightAt(x, y) {\n return this.data[this.width * y + x];\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(coords[a], coords[a + 1], coords[b], coords[b + 1], coords[c], coords[c + 1], t);\n }\n this._pendingLen = 0;\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 // 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 // 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 // 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 let w0 = w00 + a12 * dx;\n let w1 = w01 + a20 * dx;\n let w2 = w02 + a01 * dx;\n let wasInside = false;\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 // 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 }\n else if (wasInside) {\n break;\n }\n w0 += a12;\n w1 += a20;\n w2 += a01;\n }\n w00 += b12;\n w01 += b20;\n w02 += b01;\n }\n if ((mx === p0x && my === p0y) || (mx === p1x && my === p1y) || (mx === p2x && my === p2y)) {\n maxError = 0;\n }\n // update triangle metadata\n this._candidates[2 * t] = mx;\n this._candidates[2 * t + 1] = my;\n this._rms[t] = rms;\n // add triangle to priority queue\n this._queuePush(t, maxError, rms);\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 const e0 = t * 3 + 0;\n const e1 = t * 3 + 1;\n const e2 = t * 3 + 2;\n const p0 = this.triangles[e0];\n const p1 = this.triangles[e1];\n const p2 = this.triangles[e2];\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 const pn = this._addPoint(px, py);\n if (orient(ax, ay, bx, by, px, py) === 0) {\n this._handleCollinear(pn, e0);\n }\n else if (orient(bx, by, cx, cy, px, py) === 0) {\n this._handleCollinear(pn, e1);\n }\n else if (orient(cx, cy, ax, ay, px, py) === 0) {\n this._handleCollinear(pn, e2);\n }\n else {\n const h0 = this._halfedges[e0];\n const h1 = this._halfedges[e1];\n const h2 = this._halfedges[e2];\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 this._legalize(t0);\n this._legalize(t1);\n this._legalize(t2);\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 // 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 // add triangle vertices\n this.triangles[e + 0] = a;\n this.triangles[e + 1] = b;\n this.triangles[e + 2] = c;\n // add triangle halfedges\n this._halfedges[e + 0] = ab;\n this._halfedges[e + 1] = bc;\n this._halfedges[e + 2] = ca;\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 // 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 // add triangle to pending queue for later rasterization\n this._pending[this._pendingLen++] = t;\n // return first halfedge index\n return e;\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 const b = this._halfedges[a];\n if (b < 0) {\n return;\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 if (!inCircle(coords[2 * p0], coords[2 * p0 + 1], coords[2 * pr], coords[2 * pr + 1], coords[2 * pl], coords[2 * pl + 1], coords[2 * p1], coords[2 * p1 + 1])) {\n return;\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 this._queueRemove(a0 / 3);\n this._queueRemove(b0 / 3);\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 this._legalize(t0 + 1);\n this._legalize(t1 + 2);\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 const b = this._halfedges[a];\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 const b0 = b - 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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 _queueLess(i, j) {\n return this._errors[i] > this._errors[j];\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 _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 _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}\nfunction orient(ax, ay, bx, by, cx, cy) {\n return (bx - cx) * (ay - cy) - (by - cy) * (ax - cx);\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 const ap = dx * dx + dy * dy;\n const bp = ex * ex + ey * ey;\n const cp = fx * fx + fy * fy;\n return dx * (ey * cp - bp * fy) - dy * (ex * cp - bp * fx) + ap * (ex * fy - ey * fx) < 0;\n}\n", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\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 \"4.2.0-alpha.4\" !== 'undefined' ? \"4.2.0-alpha.4\" : 'latest';\n", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { VERSION } from \"./lib/utils/version.js\";\n/**\n * Worker loader for image encoded terrain\n */\nexport const TerrainLoader = {\n name: 'Terrain',\n id: 'terrain',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'],\n mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'],\n options: {\n terrain: {\n tesselator: 'auto',\n bounds: 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", "// loaders.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { VERSION } from \"./lib/utils/version.js\";\n/**\n * Worker loader for quantized meshes\n */\nexport const QuantizedMeshLoader = {\n name: 'Quantized Mesh',\n id: 'quantized-mesh',\n module: 'terrain',\n version: VERSION,\n worker: true,\n extensions: ['terrain'],\n mimeTypes: ['application/vnd.quantized-mesh'],\n options: {\n 'quantized-mesh': {\n bounds: [0, 0, 1, 1],\n skirtHeight: null\n }\n }\n};\n"],
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|
|
6
|
+
"names": ["QuantizedMeshLoader", "TerrainLoader", "import_loader_utils", "import_schema", "t0", "t1", "getMeshAttributes", "Martini", "TerrainLoader", "QuantizedMeshLoader"]
|
|
7
|
+
}
|
package/dist/index.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import type { LoaderContext, LoaderWithParser } from '@loaders.gl/loader-utils';
|
|
2
|
-
import { TerrainLoader as TerrainWorkerLoader, TerrainLoaderOptions } from
|
|
3
|
-
import { QuantizedMeshLoader as QuantizedMeshWorkerLoader, QuantizedMeshLoaderOptions } from
|
|
2
|
+
import { TerrainLoader as TerrainWorkerLoader, TerrainLoaderOptions } from "./terrain-loader.js";
|
|
3
|
+
import { QuantizedMeshLoader as QuantizedMeshWorkerLoader, QuantizedMeshLoaderOptions } from "./quantized-mesh-loader.js";
|
|
4
4
|
export { TerrainWorkerLoader };
|
|
5
5
|
export declare const TerrainLoader: LoaderWithParser<any, never, TerrainLoaderOptions>;
|
|
6
6
|
export declare function parseTerrain(arrayBuffer: ArrayBuffer, options?: TerrainLoaderOptions, context?: LoaderContext): Promise<{
|
package/dist/index.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAC,aAAa,EAAE,gBAAgB,EAAC,MAAM,0BAA0B,CAAC;AAK9E,OAAO,EAAC,aAAa,IAAI,mBAAmB,EAAE,oBAAoB,EAAC,
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAC,aAAa,EAAE,gBAAgB,EAAC,MAAM,0BAA0B,CAAC;AAK9E,OAAO,EAAC,aAAa,IAAI,mBAAmB,EAAE,oBAAoB,EAAC,4BAAyB;AAC5F,OAAO,EACL,mBAAmB,IAAI,yBAAyB,EAChD,0BAA0B,EAC3B,mCAAgC;AAIjC,OAAO,EAAC,mBAAmB,EAAC,CAAC;AAE7B,eAAO,MAAM,aAAa,EAAE,gBAAgB,CAAC,GAAG,EAAE,KAAK,EAAE,oBAAoB,CAG5E,CAAC;AAEF,wBAAsB,YAAY,CAChC,WAAW,EAAE,WAAW,EACxB,OAAO,CAAC,EAAE,oBAAoB,EAC9B,OAAO,CAAC,EAAE,aAAa;;;;;;;;;;;;;;;;;;;;;;;GAYxB;AAID,OAAO,EAAC,yBAAyB,EAAC,CAAC;AAEnC;;GAEG;AACH,eAAO,MAAM,mBAAmB,EAAE,gBAAgB,CAAC,GAAG,EAAE,KAAK,EAAE,0BAA0B,CAKxF,CAAC"}
|
package/dist/index.js
CHANGED
|
@@ -1,33 +1,36 @@
|
|
|
1
|
+
// loaders.gl
|
|
2
|
+
// SPDX-License-Identifier: MIT
|
|
3
|
+
// Copyright (c) vis.gl contributors
|
|
1
4
|
import { parseFromContext } from '@loaders.gl/loader-utils';
|
|
2
5
|
import { parseQuantizedMesh } from "./lib/parse-quantized-mesh.js";
|
|
3
6
|
import { makeTerrainMeshFromImage } from "./lib/parse-terrain.js";
|
|
4
7
|
import { TerrainLoader as TerrainWorkerLoader } from "./terrain-loader.js";
|
|
5
8
|
import { QuantizedMeshLoader as QuantizedMeshWorkerLoader } from "./quantized-mesh-loader.js";
|
|
9
|
+
// TerrainLoader
|
|
6
10
|
export { TerrainWorkerLoader };
|
|
7
11
|
export const TerrainLoader = {
|
|
8
|
-
|
|
9
|
-
|
|
12
|
+
...TerrainWorkerLoader,
|
|
13
|
+
parse: parseTerrain
|
|
10
14
|
};
|
|
11
15
|
export async function parseTerrain(arrayBuffer, options, context) {
|
|
12
|
-
|
|
13
|
-
|
|
14
|
-
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
|
|
18
|
-
|
|
19
|
-
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
...TerrainLoader.options.terrain,
|
|
23
|
-
...(options === null || options === void 0 ? void 0 : options.terrain)
|
|
24
|
-
};
|
|
25
|
-
return makeTerrainMeshFromImage(image, terrainOptions);
|
|
16
|
+
const loadImageOptions = {
|
|
17
|
+
...options,
|
|
18
|
+
mimeType: 'application/x.image',
|
|
19
|
+
image: { ...options?.image, type: 'data' }
|
|
20
|
+
};
|
|
21
|
+
const image = await parseFromContext(arrayBuffer, [], loadImageOptions, context);
|
|
22
|
+
// Extend function to support additional mesh generation options (square grid or delatin)
|
|
23
|
+
const terrainOptions = { ...TerrainLoader.options.terrain, ...options?.terrain };
|
|
24
|
+
// @ts-expect-error sort out image typing asap
|
|
25
|
+
return makeTerrainMeshFromImage(image, terrainOptions);
|
|
26
26
|
}
|
|
27
|
+
// QuantizedMeshLoader
|
|
27
28
|
export { QuantizedMeshWorkerLoader };
|
|
29
|
+
/**
|
|
30
|
+
* Loader for quantized meshes
|
|
31
|
+
*/
|
|
28
32
|
export const QuantizedMeshLoader = {
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
33
|
+
...QuantizedMeshWorkerLoader,
|
|
34
|
+
parseSync: (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options?.['quantized-mesh']),
|
|
35
|
+
parse: async (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options?.['quantized-mesh'])
|
|
32
36
|
};
|
|
33
|
-
//# sourceMappingURL=index.js.map
|