@pirireis/webglobeplugins 1.2.2 → 1.2.3

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@@ -260,6 +260,14 @@ function filterEdgePointTriangles(indeces, edgePointIndices) {
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  }
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  return new Uint32Array(result);
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  }
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+ function roundTo7(n) {
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+ // Keep at most 7 digits after the decimal (degrees), then quantize to float32
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+ // to match GPU attribute precision and make identity comparisons stable.
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+ const rounded = Math.round(n * 1e7) / 1e7;
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+ return rounded;
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+ // return Math.round(rounded);
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+ // return Math.fround(n);
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+ }
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  // function createArcPointHarvestingMeta(): ArcPointHarvestingMeta {
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  // return {
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  // parallelCutIndices: [],
@@ -288,17 +296,17 @@ export function partialTessellation(triangleMeta, limits, innerCuts, calculateRe
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  */
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  const _f32 = /*@__PURE__*/ new Float32Array(1);
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  const _u32 = /*@__PURE__*/ new Uint32Array(_f32.buffer);
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- // const float32Bits = (n: number): number => {
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- // _f32[0] = n;
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- // return _u32[0];
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- // };
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+ const float32Bits = (n) => {
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+ _f32[0] = n;
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+ return _u32[0];
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+ };
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  const addPoint = (longLat, vec3, edgeIndex) => {
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- const xy = radianToMercatorXY(longLat);
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- const x = Math.fround(xy[0]);
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- const y = Math.fround(xy[1]);
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- // Use float32 bit patterns for an exact, stable key.
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- const key = `${xy[0].toFixed(8)},${xy[1].toFixed(8)}`;
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- // const key = `${float32Bits(x)},${float32Bits(y)}`;
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+ // Triangulate and render in Mercator XY (unscaled) space.
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+ // De-dupe using float32 bit patterns to exactly match GPU attribute precision.
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+ const merc = radianToMercatorXY(longLat);
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+ const x = Math.fround(merc[0]);
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+ const y = Math.fround(merc[1]);
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+ const key = `${float32Bits(x)},${float32Bits(y)}`;
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  let index = pointMap.get(key);
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  if (index !== undefined) {
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  if (edgeIndex !== undefined) {
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@pirireis/webglobeplugins",
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- "version": "1.2.2",
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+ "version": "1.2.3",
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  "main": "index.js",
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  "author": "Toprak Nihat Deniz Ozturk",
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  "license": "MIT",
@@ -484,6 +484,7 @@ function roundTo7(n) {
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  // Keep at most 7 digits after the decimal (degrees), then quantize to float32
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  // to match GPU attribute precision and make identity comparisons stable.
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  const rounded = Math.round(n * 1e7) / 1e7;
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- return Math.fround(rounded);
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+ return rounded;
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+ // return Math.round(rounded);
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  // return Math.fround(n);
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  }