@loaders.gl/terrain 4.2.0 → 4.2.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/dist.min.js CHANGED
@@ -4,6 +4,6 @@
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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 J(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 $(s){return s>>1^-(s&1)}function Se(s){let e=0,r={};for(let[t,n]of ye){let i=n===8?s.getFloat64:s.getFloat32;r[t]=i.call(s,e,!0),e+=n}return{header:r,headerEndPosition:e}}function Ie(s,e){let r=e,t=3,n=s.getUint32(r,!0),i=new Uint16Array(n*t);r+=Uint32Array.BYTES_PER_ELEMENT;let o=Uint16Array.BYTES_PER_ELEMENT,a=n*o,l=r,c=l+a,h=c+a,u=0,f=0,d=0;for(let g=0;g<n;g++)u+=$(s.getUint16(l+o*g,!0)),f+=$(s.getUint16(c+o*g,!0)),d+=$(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 N(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=N(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=N(s.buffer,t,a,o,!1);t+=a*o;let c=s.getUint32(t,!0);t+=Uint32Array.BYTES_PER_ELEMENT;let h=N(s.buffer,t,c,o,!1);t+=c*o;let u=s.getUint32(t,!0);t+=Uint32Array.BYTES_PER_ELEMENT;let f=N(s.buffer,t,u,o,!1);t+=u*o;let d=s.getUint32(t,!0);t+=Uint32Array.BYTES_PER_ELEMENT;let g=N(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 G(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?Ne(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];Fe({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 Ne(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 Fe({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}=G(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 F=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 F(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-beta.2";var ee={dataType:null,batchType:null,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={dataType:null,batchType:null,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 J(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);})();
7
+ "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 J(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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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 F=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 F(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";var ee={dataType:null,batchType:null,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={dataType:null,batchType:null,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 J(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
8
  return __exports__;
9
9
  });
package/dist/index.cjs CHANGED
@@ -870,7 +870,7 @@ function getMeshAttributes2(vertices, terrain, width, height, bounds) {
870
870
  }
871
871
 
872
872
  // dist/lib/utils/version.js
873
- var VERSION = true ? "4.2.0-beta.2" : "latest";
873
+ var VERSION = true ? "4.2.0" : "latest";
874
874
 
875
875
  // dist/terrain-loader.js
876
876
  var TerrainLoader = {
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
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-beta.2\" !== 'undefined' ? \"4.2.0-beta.2\" : '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 dataType: null,\n batchType: null,\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 dataType: null, // Mesh,\n batchType: null,\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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+ "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\" !== 'undefined' ? \"4.2.0\" : '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 dataType: null,\n batchType: null,\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 dataType: null, // Mesh,\n batchType: null,\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
6
  "names": ["QuantizedMeshLoader", "TerrainLoader", "import_loader_utils", "import_schema", "t0", "t1", "getMeshAttributes", "Martini", "TerrainLoader", "QuantizedMeshLoader"]
7
7
  }
@@ -4,4 +4,4 @@
4
4
  // Version constant cannot be imported, it needs to correspond to the build version of **this** module.
5
5
  // __VERSION__ is injected by babel-plugin-version-inline
6
6
  // @ts-ignore TS2304: Cannot find name '__VERSION__'.
7
- export const VERSION = typeof "4.2.0-beta.2" !== 'undefined' ? "4.2.0-beta.2" : 'latest';
7
+ export const VERSION = typeof "4.2.0" !== 'undefined' ? "4.2.0" : 'latest';
@@ -1293,7 +1293,7 @@
1293
1293
  }
1294
1294
 
1295
1295
  // src/lib/utils/version.ts
1296
- var VERSION = true ? "4.2.0-beta.2" : "latest";
1296
+ var VERSION = true ? "4.2.0" : "latest";
1297
1297
 
1298
1298
  // src/terrain-loader.ts
1299
1299
  var TerrainLoader = {
@@ -1293,7 +1293,7 @@
1293
1293
  }
1294
1294
 
1295
1295
  // src/lib/utils/version.ts
1296
- var VERSION = true ? "4.2.0-beta.2" : "latest";
1296
+ var VERSION = true ? "4.2.0" : "latest";
1297
1297
 
1298
1298
  // src/terrain-loader.ts
1299
1299
  var TerrainLoader = {
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@loaders.gl/terrain",
3
- "version": "4.2.0",
3
+ "version": "4.2.1",
4
4
  "description": "Framework-independent loader for terrain raster formats",
5
5
  "license": "MIT",
6
6
  "type": "module",
@@ -43,13 +43,13 @@
43
43
  "build-worker2": "esbuild src/workers/quantized-mesh-worker.ts --bundle --outfile=dist/quantized-mesh-worker.js --define:__VERSION__=\\\"$npm_package_version\\\""
44
44
  },
45
45
  "dependencies": {
46
- "@loaders.gl/images": "4.2.0",
47
- "@loaders.gl/loader-utils": "4.2.0",
48
- "@loaders.gl/schema": "4.2.0",
46
+ "@loaders.gl/images": "4.2.1",
47
+ "@loaders.gl/loader-utils": "4.2.1",
48
+ "@loaders.gl/schema": "4.2.1",
49
49
  "@mapbox/martini": "^0.2.0"
50
50
  },
51
51
  "peerDependencies": {
52
52
  "@loaders.gl/core": "^4.0.0"
53
53
  },
54
- "gitHead": "0d9f54fca98dd1fae8998ef5829004af01feaaff"
54
+ "gitHead": "b2ea799ff9f233ab8af0a6c3696e28ddf6e3c5a3"
55
55
  }