@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.
@@ -0,0 +1,9 @@
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+ (function webpackUniversalModuleDefinition(root, factory) {
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+ if (typeof exports === 'object' && typeof module === 'object')
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+ module.exports = factory();
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+ else if (typeof define === 'function' && define.amd) define([], factory);
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+ else if (typeof exports === 'object') exports['loaders'] = factory();
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+ else root['loaders'] = factory();})(globalThis, function () {
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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 Map([["centerX",Float64Array.BYTES_PER_ELEMENT],["centerY",Float64Array.BYTES_PER_ELEMENT],["centerZ",Float64Array.BYTES_PER_ELEMENT],["minHeight",Float32Array.BYTES_PER_ELEMENT],["maxHeight",Float32Array.BYTES_PER_ELEMENT],["boundingSphereCenterX",Float64Array.BYTES_PER_ELEMENT],["boundingSphereCenterY",Float64Array.BYTES_PER_ELEMENT],["boundingSphereCenterZ",Float64Array.BYTES_PER_ELEMENT],["boundingSphereRadius",Float64Array.BYTES_PER_ELEMENT],["horizonOcclusionPointX",Float64Array.BYTES_PER_ELEMENT],["horizonOcclusionPointY",Float64Array.BYTES_PER_ELEMENT],["horizonOcclusionPointZ",Float64Array.BYTES_PER_ELEMENT]]);function G(s){return s>>1^-(s&1)}function Se(s){let e=0,r={};for(let[t,n]of ye){let i=n===8?s.getFloat64:s.getFloat32;r[t]=i.call(s,e,!0),e+=n}return{header:r,headerEndPosition:e}}function Ie(s,e){let r=e,t=3,n=s.getUint32(r,!0),i=new Uint16Array(n*t);r+=Uint32Array.BYTES_PER_ELEMENT;let o=Uint16Array.BYTES_PER_ELEMENT,a=n*o,l=r,c=l+a,h=c+a,u=0,f=0,d=0;for(let g=0;g<n;g++)u+=G(s.getUint16(l+o*g,!0)),f+=G(s.getUint16(c+o*g,!0)),d+=G(s.getUint16(h+o*g,!0)),i[g]=u,i[g+n]=f,i[g+n*2]=d;return r+=a*3,{vertexData:i,vertexDataEndPosition:r}}function F(s,e,r,t,n=!0){let i;if(t===2?i=new Uint16Array(s,e,r):i=new Uint32Array(s,e,r),!n)return i;let o=0;for(let a=0;a<i.length;++a){let l=i[a];i[a]=o-l,l===0&&++o}return i}function Ae(s,e,r){let t=r,n=3,o=e.length/n>65536?Uint32Array.BYTES_PER_ELEMENT:Uint16Array.BYTES_PER_ELEMENT;t%o!==0&&(t+=o-t%o);let a=s.getUint32(t,!0);t+=Uint32Array.BYTES_PER_ELEMENT;let l=a*3,c=F(s.buffer,t,l,o);return t+=l*o,{triangleIndicesEndPosition:t,triangleIndices:c}}function be(s,e,r){let t=r,n=3,o=e.length/n>65536?Uint32Array.BYTES_PER_ELEMENT:Uint16Array.BYTES_PER_ELEMENT,a=s.getUint32(t,!0);t+=Uint32Array.BYTES_PER_ELEMENT;let l=F(s.buffer,t,a,o,!1);t+=a*o;let c=s.getUint32(t,!0);t+=Uint32Array.BYTES_PER_ELEMENT;let h=F(s.buffer,t,c,o,!1);t+=c*o;let u=s.getUint32(t,!0);t+=Uint32Array.BYTES_PER_ELEMENT;let f=F(s.buffer,t,u,o,!1);t+=u*o;let d=s.getUint32(t,!0);t+=Uint32Array.BYTES_PER_ELEMENT;let g=F(s.buffer,t,d,o,!1);return t+=d*o,{edgeIndicesEndPosition:t,westIndices:l,southIndices:h,eastIndices:f,northIndices:g}}function Me(s){return new Uint8Array(s.buffer,s.byteOffset,s.byteLength)}function Pe(s){return s.buffer.slice(s.byteOffset,s.byteOffset+s.byteLength)}function we(s,e){let r={};if(s.byteLength<=e)return{extensions:r,extensionsEndPosition:e};let t=e;for(;t<s.byteLength;){let n=s.getUint8(t,!0);t+=Uint8Array.BYTES_PER_ELEMENT;let i=s.getUint32(t,!0);t+=Uint32Array.BYTES_PER_ELEMENT;let o=new DataView(s.buffer,t,i);switch(n){case 1:{r.vertexNormals=Me(o);break}case 2:{r.waterMask=Pe(o);break}default:}t+=i}return{extensions:r,extensionsEndPosition:t}}var b={header:0,vertices:1,triangleIndices:2,edgeIndices:3,extensions:4},Be={maxDecodingStep:b.extensions};function J(s,e){let r=Object.assign({},Be,e),t=new DataView(s),{header:n,headerEndPosition:i}=Se(t);if(r.maxDecodingStep<b.vertices)return{header:n};let{vertexData:o,vertexDataEndPosition:a}=Ie(t,i);if(r.maxDecodingStep<b.triangleIndices)return{header:n,vertexData:o};let{triangleIndices:l,triangleIndicesEndPosition:c}=Ae(t,o,a);if(r.maxDecodingStep<b.edgeIndices)return{header:n,vertexData:o,triangleIndices:l};let{westIndices:h,southIndices:u,eastIndices:f,northIndices:d,edgeIndicesEndPosition:g}=be(t,o,c);if(r.maxDecodingStep<b.extensions)return{header:n,vertexData:o,triangleIndices:l,westIndices:h,northIndices:d,eastIndices:f,southIndices:u};let{extensions:m}=we(t,g);return{header:n,vertexData:o,triangleIndices:l,westIndices:h,northIndices:d,eastIndices:f,southIndices:u,extensions:m}}function Y(s,e,r,t){let n=t?Fe(t,s.POSITION.value):Le(e),i=new s.POSITION.value.constructor(n.length*6),o=new s.TEXCOORD_0.value.constructor(n.length*4),a=new e.constructor(n.length*6);for(let c=0;c<n.length;c++){let h=n[c];Ne({edge:h,edgeIndex:c,attributes:s,skirtHeight:r,newPosition:i,newTexcoord0:o,newTriangles:a})}s.POSITION.value=B(s.POSITION.value,i),s.TEXCOORD_0.value=B(s.TEXCOORD_0.value,o);let l=e instanceof Array?e.concat(a):B(e,a);return{attributes:s,triangles:l}}function Le(s){let e=[];for(let n=0;n<s.length;n+=3)e.push([s[n],s[n+1]]),e.push([s[n+1],s[n+2]]),e.push([s[n+2],s[n]]);e.sort((n,i)=>Math.min(...n)-Math.min(...i)||Math.max(...n)-Math.max(...i));let r=[],t=0;for(;t<e.length;)e[t][0]===e[t+1]?.[1]&&e[t][1]===e[t+1]?.[0]?t+=2:(r.push(e[t]),t++);return r}function Fe(s,e){s.westIndices.sort((t,n)=>e[3*t+1]-e[3*n+1]),s.eastIndices.sort((t,n)=>e[3*n+1]-e[3*t+1]),s.southIndices.sort((t,n)=>e[3*n]-e[3*t]),s.northIndices.sort((t,n)=>e[3*t]-e[3*n]);let r=[];for(let t in s){let n=s[t];for(let i=0;i<n.length-1;i++)r.push([n[i],n[i+1]])}return r}function Ne({edge:s,edgeIndex:e,attributes:r,skirtHeight:t,newPosition:n,newTexcoord0:i,newTriangles:o}){let a=r.POSITION.value.length,l=e*2,c=e*2+1;n.set(r.POSITION.value.subarray(s[0]*3,s[0]*3+3),l*3),n[l*3+2]=n[l*3+2]-t,n.set(r.POSITION.value.subarray(s[1]*3,s[1]*3+3),c*3),n[c*3+2]=n[c*3+2]-t,i.set(r.TEXCOORD_0.value.subarray(s[0]*2,s[0]*2+2),l*2),i.set(r.TEXCOORD_0.value.subarray(s[1]*2,s[1]*2+2),c*2);let h=e*2*3;o[h]=s[0],o[h+1]=a/3+c,o[h+2]=s[1],o[h+3]=a/3+c,o[h+4]=s[0],o[h+5]=a/3+l}function V(s,e={}){let{bounds:r}=e,{header:t,vertexData:n,triangleIndices:i,westIndices:o,northIndices:a,eastIndices:l,southIndices:c}=J(s,b.triangleIndices),h=i,u=Oe(n,t,r),f=L(u);if(e?.skirtHeight){let{attributes:d,triangles:g}=Y(u,h,e.skirtHeight,{westIndices:o,northIndices:a,eastIndices:l,southIndices:c});u=d,h=g}return{loaderData:{header:{}},header:{vertexCount:h.length,boundingBox:f},schema:void 0,topology:"triangle-list",mode:4,indices:{value:h,size:1},attributes:u}}function Oe(s,e,r){let{minHeight:t,maxHeight:n}=e,[i,o,a,l]=r||[0,0,1,1],c=a-i,h=l-o,u=n-t,f=s.length/3,d=new Float32Array(f*3),g=new Float32Array(f*2);for(let m=0;m<f;m++){let _=s[m]/32767,E=s[m+f]/32767,p=s[m+f*2]/32767;d[3*m+0]=_*c+i,d[3*m+1]=E*h+o,d[3*m+2]=p*u+t,g[2*m+0]=_,g[2*m+1]=E}return{POSITION:{value:d,size:3},TEXCOORD_0:{value:g,size:2}}}var N=class{constructor(e=257){this.gridSize=e;let r=e-1;if(r&r-1)throw new Error(`Expected grid size to be 2^n+1, got ${e}.`);this.numTriangles=r*r*2-2,this.numParentTriangles=this.numTriangles-r*r,this.indices=new Uint32Array(this.gridSize*this.gridSize),this.coords=new Uint16Array(this.numTriangles*4);for(let t=0;t<this.numTriangles;t++){let n=t+2,i=0,o=0,a=0,l=0,c=0,h=0;for(n&1?a=l=c=r:i=o=h=r;(n>>=1)>1;){let f=i+a>>1,d=o+l>>1;n&1?(a=i,l=o,i=c,o=h):(i=a,o=l,a=c,l=h),c=f,h=d}let u=t*4;this.coords[u+0]=i,this.coords[u+1]=o,this.coords[u+2]=a,this.coords[u+3]=l}}createTile(e){return new K(e,this)}},K=class{constructor(e,r){let t=r.gridSize;if(e.length!==t*t)throw new Error(`Expected terrain data of length ${t*t} (${t} x ${t}), got ${e.length}.`);this.terrain=e,this.martini=r,this.errors=new Float32Array(e.length),this.update()}update(){let{numTriangles:e,numParentTriangles:r,coords:t,gridSize:n}=this.martini,{terrain:i,errors:o}=this;for(let a=e-1;a>=0;a--){let l=a*4,c=t[l+0],h=t[l+1],u=t[l+2],f=t[l+3],d=c+u>>1,g=h+f>>1,m=d+g-h,_=g+c-d,E=(i[h*n+c]+i[f*n+u])/2,p=g*n+d,T=Math.abs(E-i[p]);if(o[p]=Math.max(o[p],T),a<r){let x=(h+_>>1)*n+(c+m>>1),y=(f+_>>1)*n+(u+m>>1);o[p]=Math.max(o[p],o[x],o[y])}}}getMesh(e=0){let{gridSize:r,indices:t}=this.martini,{errors:n}=this,i=0,o=0,a=r-1;t.fill(0);function l(d,g,m,_,E,p){let T=d+m>>1,x=g+_>>1;Math.abs(d-E)+Math.abs(g-p)>1&&n[x*r+T]>e?(l(E,p,d,g,T,x),l(m,_,E,p,T,x)):(t[g*r+d]=t[g*r+d]||++i,t[_*r+m]=t[_*r+m]||++i,t[p*r+E]=t[p*r+E]||++i,o++)}l(0,0,a,a,a,0),l(a,a,0,0,0,a);let c=new Uint16Array(i*2),h=new Uint32Array(o*3),u=0;function f(d,g,m,_,E,p){let T=d+m>>1,x=g+_>>1;if(Math.abs(d-E)+Math.abs(g-p)>1&&n[x*r+T]>e)f(E,p,d,g,T,x),f(m,_,E,p,T,x);else{let y=t[g*r+d]-1,S=t[_*r+m]-1,A=t[p*r+E]-1;c[2*y]=d,c[2*y+1]=g,c[2*S]=m,c[2*S+1]=_,c[2*A]=E,c[2*A+1]=p,h[u++]=y,h[u++]=S,h[u++]=A}}return f(0,0,a,a,a,0),f(a,a,0,0,0,a),{vertices:c,triangles:h}}};var O=class{constructor(e,r,t=r){this.data=e,this.width=r,this.height=t,this.coords=[],this.triangles=[],this._halfedges=[],this._candidates=[],this._queueIndices=[],this._queue=[],this._errors=[],this._rms=[],this._pending=[],this._pendingLen=0,this._rmsSum=0;let n=r-1,i=t-1,o=this._addPoint(0,0),a=this._addPoint(n,0),l=this._addPoint(0,i),c=this._addPoint(n,i),h=this._addTriangle(c,o,l,-1,-1,-1);this._addTriangle(o,c,a,h,-1,-1),this._flush()}run(e=1){for(;this.getMaxError()>e;)this.refine()}refine(){this._step(),this._flush()}getMaxError(){return this._errors[0]}getRMSD(){return this._rmsSum>0?Math.sqrt(this._rmsSum/(this.width*this.height)):0}heightAt(e,r){return this.data[this.width*r+e]}_flush(){let e=this.coords;for(let r=0;r<this._pendingLen;r++){let 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
- // src/index.ts
31
- var src_exports = {};
32
- __export(src_exports, {
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(src_exports);
39
+ module.exports = __toCommonJS(dist_exports);
40
40
  var import_loader_utils2 = require("@loaders.gl/loader-utils");
41
41
 
42
- // src/lib/parse-quantized-mesh.ts
42
+ // dist/lib/parse-quantized-mesh.js
43
43
  var import_schema = require("@loaders.gl/schema");
44
44
 
45
- // src/lib/decode-quantized-mesh.ts
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(
132
- dataView.buffer,
133
- position,
134
- triangleIndicesCount,
135
- bytesPerIndex
136
- );
129
+ const triangleIndices = decodeIndex(dataView.buffer, position, triangleIndicesCount, bytesPerIndex);
137
130
  position += triangleIndicesCount * bytesPerIndex;
138
131
  return {
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,
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
- // src/lib/helpers/skirt.ts
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
- attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2),
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
- // src/lib/parse-quantized-mesh.ts
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,
387
- westIndices,
388
- northIndices,
389
- eastIndices,
390
- southIndices
391
- } = decode(arrayBuffer, DECODING_STEPS.triangleIndices);
333
+ const { header, vertexData, triangleIndices: originalTriangleIndices, westIndices, northIndices, eastIndices, southIndices } = decode(arrayBuffer, DECODING_STEPS.triangleIndices);
392
334
  let triangleIndices = originalTriangleIndices;
393
335
  let attributes = getMeshAttributes(vertexData, header, bounds);
394
336
  const boundingBox = (0, import_schema.getMeshBoundingBox)(attributes);
395
337
  if (options == null ? void 0 : options.skirtHeight) {
396
- const { attributes: newAttributes, triangles: newTriangles } = addSkirt(
397
- attributes,
398
- triangleIndices,
399
- options.skirtHeight,
400
- {
401
- westIndices,
402
- northIndices,
403
- eastIndices,
404
- southIndices
405
- }
406
- );
338
+ const { attributes: newAttributes, triangles: newTriangles } = addSkirt(attributes, triangleIndices, options.skirtHeight, {
339
+ westIndices,
340
+ northIndices,
341
+ eastIndices,
342
+ southIndices
343
+ });
407
344
  attributes = newAttributes;
408
345
  triangleIndices = newTriangles;
409
346
  }
@@ -453,11 +390,11 @@ function getMeshAttributes(vertexData, header, bounds) {
453
390
  };
454
391
  }
455
392
 
456
- // src/lib/parse-terrain.ts
393
+ // dist/lib/parse-terrain.js
457
394
  var import_schema2 = require("@loaders.gl/schema");
458
395
  var import_martini = __toESM(require("@mapbox/martini"), 1);
459
396
 
460
- // src/lib/delatin/index.ts
397
+ // dist/lib/delatin/index.js
461
398
  var Delatin = class {
462
399
  constructor(data, width, height = width) {
463
400
  this.data = data;
@@ -515,15 +452,7 @@ var Delatin = class {
515
452
  const a = 2 * this.triangles[t * 3 + 0];
516
453
  const b = 2 * this.triangles[t * 3 + 1];
517
454
  const c = 2 * this.triangles[t * 3 + 2];
518
- this._findCandidate(
519
- coords[a],
520
- coords[a + 1],
521
- coords[b],
522
- coords[b + 1],
523
- coords[c],
524
- coords[c + 1],
525
- t
526
- );
455
+ this._findCandidate(coords[a], coords[a + 1], coords[b], coords[b + 1], coords[c], coords[c + 1], t);
527
456
  }
528
457
  this._pendingLen = 0;
529
458
  }
@@ -678,16 +607,7 @@ var Delatin = class {
678
607
  const pl = this.triangles[al];
679
608
  const p1 = this.triangles[bl];
680
609
  const coords = this.coords;
681
- if (!inCircle(
682
- coords[2 * p0],
683
- coords[2 * p0 + 1],
684
- coords[2 * pr],
685
- coords[2 * pr + 1],
686
- coords[2 * pl],
687
- coords[2 * pl + 1],
688
- coords[2 * p1],
689
- coords[2 * p1 + 1]
690
- )) {
610
+ 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])) {
691
611
  return;
692
612
  }
693
613
  const hal = this._halfedges[al];
@@ -839,7 +759,7 @@ function inCircle(ax, ay, bx, by, cx, cy, px, py) {
839
759
  return dx * (ey * cp - bp * fy) - dy * (ex * cp - bp * fx) + ap * (ex * fy - ey * fx) < 0;
840
760
  }
841
761
 
842
- // src/lib/parse-terrain.ts
762
+ // dist/lib/parse-terrain.js
843
763
  function makeTerrainMeshFromImage(terrainImage, terrainOptions) {
844
764
  const { meshMaxError, bounds, elevationDecoder } = terrainOptions;
845
765
  const { data, width, height } = terrainImage;
@@ -869,11 +789,7 @@ function makeTerrainMeshFromImage(terrainImage, terrainOptions) {
869
789
  let attributes = getMeshAttributes2(vertices, terrain, width, height, bounds);
870
790
  const boundingBox = (0, import_schema2.getMeshBoundingBox)(attributes);
871
791
  if (terrainOptions.skirtHeight) {
872
- const { attributes: newAttributes, triangles: newTriangles } = addSkirt(
873
- attributes,
874
- triangles,
875
- terrainOptions.skirtHeight
876
- );
792
+ const { attributes: newAttributes, triangles: newTriangles } = addSkirt(attributes, triangles, terrainOptions.skirtHeight);
877
793
  attributes = newAttributes;
878
794
  triangles = newTriangles;
879
795
  }
@@ -953,10 +869,10 @@ function getMeshAttributes2(vertices, terrain, width, height, bounds) {
953
869
  };
954
870
  }
955
871
 
956
- // src/lib/utils/version.ts
957
- var VERSION = typeof __VERSION__ !== "undefined" ? __VERSION__ : "latest";
872
+ // dist/lib/utils/version.js
873
+ var VERSION = true ? "4.2.0-alpha.4" : "latest";
958
874
 
959
- // src/terrain-loader.ts
875
+ // dist/terrain-loader.js
960
876
  var TerrainLoader = {
961
877
  name: "Terrain",
962
878
  id: "terrain",
@@ -981,7 +897,7 @@ var TerrainLoader = {
981
897
  }
982
898
  };
983
899
 
984
- // src/quantized-mesh-loader.ts
900
+ // dist/quantized-mesh-loader.js
985
901
  var QuantizedMeshLoader = {
986
902
  name: "Quantized Mesh",
987
903
  id: "quantized-mesh",
@@ -998,7 +914,7 @@ var QuantizedMeshLoader = {
998
914
  }
999
915
  };
1000
916
 
1001
- // src/index.ts
917
+ // dist/index.js
1002
918
  var TerrainLoader2 = {
1003
919
  ...TerrainLoader,
1004
920
  parse: parseTerrain
@@ -1018,3 +934,4 @@ var QuantizedMeshLoader2 = {
1018
934
  parseSync: (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options == null ? void 0 : options["quantized-mesh"]),
1019
935
  parse: async (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options == null ? void 0 : options["quantized-mesh"])
1020
936
  };
937
+ //# sourceMappingURL=index.cjs.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "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"],
4
+ "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 - (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 this._queueRemove(b0 / 3);\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 this._legalize(t0);\n this._legalize(t1);\n this._legalize(t2);\n this._legalize(t3);\n }\n // priority queue methods\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 _queuePop() {\n const n = this._queue.length - 1;\n this._queueSwap(0, n);\n this._queueDown(0, n);\n return this._queuePopBack();\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 _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 }\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 _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"],
5
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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 './terrain-loader';
3
- import { QuantizedMeshLoader as QuantizedMeshWorkerLoader, QuantizedMeshLoaderOptions } from './quantized-mesh-loader';
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<{
@@ -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,MAAM,kBAAkB,CAAC;AAC5F,OAAO,EACL,mBAAmB,IAAI,yBAAyB,EAChD,0BAA0B,EAC3B,MAAM,yBAAyB,CAAC;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"}
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
- ...TerrainWorkerLoader,
9
- parse: parseTerrain
12
+ ...TerrainWorkerLoader,
13
+ parse: parseTerrain
10
14
  };
11
15
  export async function parseTerrain(arrayBuffer, options, context) {
12
- const loadImageOptions = {
13
- ...options,
14
- mimeType: 'application/x.image',
15
- image: {
16
- ...(options === null || options === void 0 ? void 0 : options.image),
17
- type: 'data'
18
- }
19
- };
20
- const image = await parseFromContext(arrayBuffer, [], loadImageOptions, context);
21
- const terrainOptions = {
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
- ...QuantizedMeshWorkerLoader,
30
- parseSync: (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options === null || options === void 0 ? void 0 : options['quantized-mesh']),
31
- parse: async (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options === null || options === void 0 ? void 0 : options['quantized-mesh'])
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