@loaders.gl/terrain
Advanced tools
Comparing version 4.2.0-alpha.4 to 4.2.0-alpha.5
@@ -5,10 +5,15 @@ (function webpackUniversalModuleDefinition(root, factory) { | ||
else if (typeof define === 'function' && define.amd) define([], factory); | ||
else if (typeof exports === 'object') exports['loader'] = factory(); | ||
else root['loader'] = factory();})(globalThis, function () { | ||
else if (typeof exports === 'object') exports['loaders'] = factory(); | ||
else root['loaders'] = factory();})(globalThis, function () { | ||
"use strict"; | ||
var __exports__ = (() => { | ||
var __create = Object.create; | ||
var __defProp = Object.defineProperty; | ||
var __getOwnPropDesc = Object.getOwnPropertyDescriptor; | ||
var __getOwnPropNames = Object.getOwnPropertyNames; | ||
var __getProtoOf = Object.getPrototypeOf; | ||
var __hasOwnProp = Object.prototype.hasOwnProperty; | ||
var __commonJS = (cb, mod) => function __require() { | ||
return mod || (0, cb[__getOwnPropNames(cb)[0]])((mod = { exports: {} }).exports, mod), mod.exports; | ||
}; | ||
var __export = (target, all) => { | ||
@@ -26,7 +31,23 @@ for (var name in all) | ||
}; | ||
var __reExport = (target, mod, secondTarget) => (__copyProps(target, mod, "default"), secondTarget && __copyProps(secondTarget, mod, "default")); | ||
var __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps( | ||
// If the importer is in node compatibility mode or this is not an ESM | ||
// file that has been converted to a CommonJS file using a Babel- | ||
// compatible transform (i.e. "__esModule" has not been set), then set | ||
// "default" to the CommonJS "module.exports" for node compatibility. | ||
isNodeMode || !mod || !mod.__esModule ? __defProp(target, "default", { value: mod, enumerable: true }) : target, | ||
mod | ||
)); | ||
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod); | ||
// src/index.ts | ||
var src_exports = {}; | ||
__export(src_exports, { | ||
// external-global-plugin:@loaders.gl/core | ||
var require_core = __commonJS({ | ||
"external-global-plugin:@loaders.gl/core"(exports, module) { | ||
module.exports = globalThis.loaders; | ||
} | ||
}); | ||
// bundle.ts | ||
var bundle_exports = {}; | ||
__export(bundle_exports, { | ||
QuantizedMeshLoader: () => QuantizedMeshLoader2, | ||
@@ -38,2 +59,3 @@ QuantizedMeshWorkerLoader: () => QuantizedMeshLoader, | ||
}); | ||
__reExport(bundle_exports, __toESM(require_core(), 1)); | ||
@@ -50,3 +72,5 @@ // ../loader-utils/src/loader-types.ts | ||
if (!TypedArrayConstructor) { | ||
throw new Error('"concatenateTypedArrays" - incorrect quantity of arguments or arguments have incompatible data types'); | ||
throw new Error( | ||
'"concatenateTypedArrays" - incorrect quantity of arguments or arguments have incompatible data types' | ||
); | ||
} | ||
@@ -84,7 +108,23 @@ const sumLength = arrays.reduce((acc, value) => acc + value.length, 0); | ||
} | ||
return [[minX, minY, minZ], [maxX, maxY, maxZ]]; | ||
return [ | ||
[minX, minY, minZ], | ||
[maxX, maxY, maxZ] | ||
]; | ||
} | ||
// src/lib/decode-quantized-mesh.ts | ||
var QUANTIZED_MESH_HEADER = /* @__PURE__ */ 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]]); | ||
var QUANTIZED_MESH_HEADER = /* @__PURE__ */ 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 decodeZigZag(value) { | ||
@@ -101,6 +141,3 @@ return value >> 1 ^ -(value & 1); | ||
} | ||
return { | ||
header, | ||
headerEndPosition: position | ||
}; | ||
return { header, headerEndPosition: position }; | ||
} | ||
@@ -124,3 +161,5 @@ function decodeVertexData(dataView, headerEndPosition) { | ||
v += decodeZigZag(dataView.getUint16(vArrayStartPosition + bytesPerArrayElement * i, true)); | ||
height += decodeZigZag(dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true)); | ||
height += decodeZigZag( | ||
dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true) | ||
); | ||
vertexData[i] = u; | ||
@@ -131,6 +170,3 @@ vertexData[i + vertexCount] = v; | ||
position += elementArrayLength * 3; | ||
return { | ||
vertexData, | ||
vertexDataEndPosition: position | ||
}; | ||
return { vertexData, vertexDataEndPosition: position }; | ||
} | ||
@@ -168,3 +204,8 @@ function decodeIndex(buffer, position, indicesCount, bytesPerIndex, encoded = true) { | ||
const triangleIndicesCount = triangleCount * 3; | ||
const triangleIndices = decodeIndex(dataView.buffer, position, triangleIndicesCount, bytesPerIndex); | ||
const triangleIndices = decodeIndex( | ||
dataView.buffer, | ||
position, | ||
triangleIndicesCount, | ||
bytesPerIndex | ||
); | ||
position += triangleIndicesCount * bytesPerIndex; | ||
@@ -187,3 +228,9 @@ return { | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const southIndices = decodeIndex(dataView.buffer, position, southVertexCount, bytesPerIndex, false); | ||
const southIndices = decodeIndex( | ||
dataView.buffer, | ||
position, | ||
southVertexCount, | ||
bytesPerIndex, | ||
false | ||
); | ||
position += southVertexCount * bytesPerIndex; | ||
@@ -196,3 +243,9 @@ const eastVertexCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const northIndices = decodeIndex(dataView.buffer, position, northVertexCount, bytesPerIndex, false); | ||
const northIndices = decodeIndex( | ||
dataView.buffer, | ||
position, | ||
northVertexCount, | ||
bytesPerIndex, | ||
false | ||
); | ||
position += northVertexCount * bytesPerIndex; | ||
@@ -208,6 +261,13 @@ return { | ||
function decodeVertexNormalsExtension(extensionDataView) { | ||
return new Uint8Array(extensionDataView.buffer, extensionDataView.byteOffset, extensionDataView.byteLength); | ||
return new Uint8Array( | ||
extensionDataView.buffer, | ||
extensionDataView.byteOffset, | ||
extensionDataView.byteLength | ||
); | ||
} | ||
function decodeWaterMaskExtension(extensionDataView) { | ||
return extensionDataView.buffer.slice(extensionDataView.byteOffset, extensionDataView.byteOffset + extensionDataView.byteLength); | ||
return extensionDataView.buffer.slice( | ||
extensionDataView.byteOffset, | ||
extensionDataView.byteOffset + extensionDataView.byteLength | ||
); | ||
} | ||
@@ -217,6 +277,3 @@ function decodeExtensions(dataView, indicesEndPosition) { | ||
if (dataView.byteLength <= indicesEndPosition) { | ||
return { | ||
extensions, | ||
extensionsEndPosition: indicesEndPosition | ||
}; | ||
return { extensions, extensionsEndPosition: indicesEndPosition }; | ||
} | ||
@@ -244,6 +301,3 @@ let position = indicesEndPosition; | ||
} | ||
return { | ||
extensions, | ||
extensionsEndPosition: position | ||
}; | ||
return { extensions, extensionsEndPosition: position }; | ||
} | ||
@@ -263,39 +317,19 @@ var DECODING_STEPS = { | ||
const view = new DataView(data); | ||
const { | ||
header, | ||
headerEndPosition | ||
} = decodeHeader(view); | ||
const { header, headerEndPosition } = decodeHeader(view); | ||
if (options.maxDecodingStep < DECODING_STEPS.vertices) { | ||
return { | ||
header | ||
}; | ||
return { header }; | ||
} | ||
const { | ||
const { vertexData, vertexDataEndPosition } = decodeVertexData(view, headerEndPosition); | ||
if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) { | ||
return { header, vertexData }; | ||
} | ||
const { triangleIndices, triangleIndicesEndPosition } = decodeTriangleIndices( | ||
view, | ||
vertexData, | ||
vertexDataEndPosition | ||
} = decodeVertexData(view, headerEndPosition); | ||
if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) { | ||
return { | ||
header, | ||
vertexData | ||
}; | ||
} | ||
const { | ||
triangleIndices, | ||
triangleIndicesEndPosition | ||
} = decodeTriangleIndices(view, vertexData, vertexDataEndPosition); | ||
); | ||
if (options.maxDecodingStep < DECODING_STEPS.edgeIndices) { | ||
return { | ||
header, | ||
vertexData, | ||
triangleIndices | ||
}; | ||
return { header, vertexData, triangleIndices }; | ||
} | ||
const { | ||
westIndices, | ||
southIndices, | ||
eastIndices, | ||
northIndices, | ||
edgeIndicesEndPosition | ||
} = decodeEdgeIndices(view, vertexData, triangleIndicesEndPosition); | ||
const { westIndices, southIndices, eastIndices, northIndices, edgeIndicesEndPosition } = decodeEdgeIndices(view, vertexData, triangleIndicesEndPosition); | ||
if (options.maxDecodingStep < DECODING_STEPS.extensions) { | ||
@@ -312,5 +346,3 @@ return { | ||
} | ||
const { | ||
extensions | ||
} = decodeExtensions(view, edgeIndicesEndPosition); | ||
const { extensions } = decodeExtensions(view, edgeIndicesEndPosition); | ||
return { | ||
@@ -400,8 +432,20 @@ header, | ||
const vertex2Offset = edgeIndex * 2 + 1; | ||
newPosition.set(attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3), vertex1Offset * 3); | ||
newPosition.set( | ||
attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3), | ||
vertex1Offset * 3 | ||
); | ||
newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; | ||
newPosition.set(attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3), vertex2Offset * 3); | ||
newPosition.set( | ||
attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3), | ||
vertex2Offset * 3 | ||
); | ||
newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; | ||
newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2), vertex1Offset * 2); | ||
newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2), vertex2Offset * 2); | ||
newTexcoord0.set( | ||
attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2), | ||
vertex1Offset * 2 | ||
); | ||
newTexcoord0.set( | ||
attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2), | ||
vertex2Offset * 2 | ||
); | ||
const triangle1Offset = edgeIndex * 2 * 3; | ||
@@ -418,6 +462,4 @@ newTriangles[triangle1Offset] = edge[0]; | ||
function parseQuantizedMesh(arrayBuffer, options = {}) { | ||
const { bounds } = options; | ||
const { | ||
bounds | ||
} = options; | ||
const { | ||
header, | ||
@@ -435,11 +477,13 @@ vertexData, | ||
if (options?.skirtHeight) { | ||
const { | ||
attributes: newAttributes, | ||
triangles: newTriangles | ||
} = addSkirt(attributes, triangleIndices, options.skirtHeight, { | ||
westIndices, | ||
northIndices, | ||
eastIndices, | ||
southIndices | ||
}); | ||
const { attributes: newAttributes, triangles: newTriangles } = addSkirt( | ||
attributes, | ||
triangleIndices, | ||
options.skirtHeight, | ||
{ | ||
westIndices, | ||
northIndices, | ||
eastIndices, | ||
southIndices | ||
} | ||
); | ||
attributes = newAttributes; | ||
@@ -449,2 +493,3 @@ triangleIndices = newTriangles; | ||
return { | ||
// Data return by this loader implementation | ||
loaderData: { | ||
@@ -454,12 +499,12 @@ header: {} | ||
header: { | ||
// @ts-ignore | ||
vertexCount: triangleIndices.length, | ||
boundingBox | ||
}, | ||
// TODO | ||
schema: void 0, | ||
topology: "triangle-list", | ||
mode: 4, | ||
indices: { | ||
value: triangleIndices, | ||
size: 1 | ||
}, | ||
// TRIANGLES | ||
indices: { value: triangleIndices, size: 1 }, | ||
attributes | ||
@@ -469,6 +514,3 @@ }; | ||
function getMeshAttributes(vertexData, header, bounds) { | ||
const { | ||
minHeight, | ||
maxHeight | ||
} = header; | ||
const { minHeight, maxHeight } = header; | ||
const [minX, minY, maxX, maxY] = bounds || [0, 0, 1, 1]; | ||
@@ -492,10 +534,6 @@ const xScale = maxX - minX; | ||
return { | ||
POSITION: { | ||
value: positions, | ||
size: 3 | ||
}, | ||
TEXCOORD_0: { | ||
value: texCoords, | ||
size: 2 | ||
} | ||
POSITION: { value: positions, size: 3 }, | ||
TEXCOORD_0: { value: texCoords, size: 2 } | ||
// TODO: Parse normals if they exist in the file | ||
// NORMAL: {}, - optional, but creates the high poly look with lighting | ||
}; | ||
@@ -668,2 +706,3 @@ } | ||
} | ||
// refine the mesh until its maximum error gets below the given one | ||
run(maxError = 1) { | ||
@@ -674,2 +713,3 @@ while (this.getMaxError() > maxError) { | ||
} | ||
// refine the mesh with a single point | ||
refine() { | ||
@@ -679,11 +719,15 @@ this._step(); | ||
} | ||
// max error of the current mesh | ||
getMaxError() { | ||
return this._errors[0]; | ||
} | ||
// root-mean-square deviation of the current mesh | ||
getRMSD() { | ||
return this._rmsSum > 0 ? Math.sqrt(this._rmsSum / (this.width * this.height)) : 0; | ||
} | ||
// height value at a given position | ||
heightAt(x, y) { | ||
return this.data[this.width * y + x]; | ||
} | ||
// rasterize and queue all triangles that got added or updated in _step | ||
_flush() { | ||
@@ -696,6 +740,15 @@ const coords = this.coords; | ||
const c = 2 * this.triangles[t * 3 + 2]; | ||
this._findCandidate(coords[a], coords[a + 1], coords[b], coords[b + 1], coords[c], coords[c + 1], t); | ||
this._findCandidate( | ||
coords[a], | ||
coords[a + 1], | ||
coords[b], | ||
coords[b + 1], | ||
coords[c], | ||
coords[c + 1], | ||
t | ||
); | ||
} | ||
this._pendingLen = 0; | ||
} | ||
// rasterize a triangle, find its max error, and queue it for processing | ||
_findCandidate(p0x, p0y, p1x, p1y, p2x, p2y, t) { | ||
@@ -768,2 +821,3 @@ const minX = Math.min(p0x, p1x, p2x); | ||
} | ||
// process the next triangle in the queue, splitting it with a new point | ||
_step() { | ||
@@ -804,2 +858,3 @@ const t = this._queuePop(); | ||
} | ||
// add coordinates for a new vertex | ||
_addPoint(x, y) { | ||
@@ -810,2 +865,3 @@ const i = this.coords.length >> 1; | ||
} | ||
// add or update a triangle in the mesh | ||
_addTriangle(a, b, c, ab, bc, ca, e = this.triangles.length) { | ||
@@ -851,3 +907,12 @@ const t = e / 3; | ||
const coords = this.coords; | ||
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])) { | ||
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] | ||
)) { | ||
return; | ||
@@ -866,2 +931,3 @@ } | ||
} | ||
// handle a case where new vertex is on the edge of a triangle | ||
_handleCollinear(pn, a) { | ||
@@ -900,2 +966,3 @@ const a0 = a - a % 3; | ||
} | ||
// priority queue methods | ||
_queuePush(t, error, rms) { | ||
@@ -1006,12 +1073,4 @@ const i = this._queue.length; | ||
function makeTerrainMeshFromImage(terrainImage, terrainOptions) { | ||
const { | ||
meshMaxError, | ||
bounds, | ||
elevationDecoder | ||
} = terrainOptions; | ||
const { | ||
data, | ||
width, | ||
height | ||
} = terrainImage; | ||
const { meshMaxError, bounds, elevationDecoder } = terrainOptions; | ||
const { data, width, height } = terrainImage; | ||
let terrain; | ||
@@ -1038,15 +1097,12 @@ let mesh; | ||
} | ||
const { | ||
vertices | ||
} = mesh; | ||
let { | ||
triangles | ||
} = mesh; | ||
const { vertices } = mesh; | ||
let { triangles } = mesh; | ||
let attributes = getMeshAttributes2(vertices, terrain, width, height, bounds); | ||
const boundingBox = getMeshBoundingBox(attributes); | ||
if (terrainOptions.skirtHeight) { | ||
const { | ||
attributes: newAttributes, | ||
triangles: newTriangles | ||
} = addSkirt(attributes, triangles, terrainOptions.skirtHeight); | ||
const { attributes: newAttributes, triangles: newTriangles } = addSkirt( | ||
attributes, | ||
triangles, | ||
terrainOptions.skirtHeight | ||
); | ||
attributes = newAttributes; | ||
@@ -1056,2 +1112,3 @@ triangles = newTriangles; | ||
return { | ||
// Data return by this loader implementation | ||
loaderData: { | ||
@@ -1065,6 +1122,4 @@ header: {} | ||
mode: 4, | ||
indices: { | ||
value: Uint32Array.from(triangles), | ||
size: 1 | ||
}, | ||
// TRIANGLES | ||
indices: { value: Uint32Array.from(triangles), size: 1 }, | ||
attributes | ||
@@ -1077,10 +1132,4 @@ }; | ||
const tile = martini.createTile(terrain); | ||
const { | ||
vertices, | ||
triangles | ||
} = tile.getMesh(meshMaxError); | ||
return { | ||
vertices, | ||
triangles | ||
}; | ||
const { vertices, triangles } = tile.getMesh(meshMaxError); | ||
return { vertices, triangles }; | ||
} | ||
@@ -1090,19 +1139,8 @@ function getDelatinTileMesh(meshMaxError, width, height, terrain) { | ||
tin.run(meshMaxError); | ||
const { | ||
coords, | ||
triangles | ||
} = tin; | ||
const { coords, triangles } = tin; | ||
const vertices = coords; | ||
return { | ||
vertices, | ||
triangles | ||
}; | ||
return { vertices, triangles }; | ||
} | ||
function getTerrain(imageData, width, height, elevationDecoder, tesselator) { | ||
const { | ||
rScaler, | ||
bScaler, | ||
gScaler, | ||
offset | ||
} = elevationDecoder; | ||
const { rScaler, bScaler, gScaler, offset } = elevationDecoder; | ||
const terrain = new Float32Array((width + 1) * (height + 1)); | ||
@@ -1147,10 +1185,5 @@ for (let i = 0, y = 0; y < height; y++) { | ||
return { | ||
POSITION: { | ||
value: positions, | ||
size: 3 | ||
}, | ||
TEXCOORD_0: { | ||
value: texCoords, | ||
size: 2 | ||
} | ||
POSITION: { value: positions, size: 3 }, | ||
TEXCOORD_0: { value: texCoords, size: 2 } | ||
// NORMAL: {}, - optional, but creates the high poly look with lighting | ||
}; | ||
@@ -1160,3 +1193,3 @@ } | ||
// src/lib/utils/version.ts | ||
var VERSION = true ? "4.2.0-alpha.4" : "latest"; | ||
var VERSION = typeof __VERSION__ !== "undefined" ? __VERSION__ : "latest"; | ||
@@ -1214,12 +1247,6 @@ // src/terrain-loader.ts | ||
mimeType: "application/x.image", | ||
image: { | ||
...options?.image, | ||
type: "data" | ||
} | ||
image: { ...options?.image, type: "data" } | ||
}; | ||
const image = await parseFromContext(arrayBuffer, [], loadImageOptions, context); | ||
const terrainOptions = { | ||
...TerrainLoader2.options.terrain, | ||
...options?.terrain | ||
}; | ||
const terrainOptions = { ...TerrainLoader2.options.terrain, ...options?.terrain }; | ||
return makeTerrainMeshFromImage(image, terrainOptions); | ||
@@ -1232,5 +1259,5 @@ } | ||
}; | ||
return __toCommonJS(src_exports); | ||
return __toCommonJS(bundle_exports); | ||
})(); | ||
return __exports__; | ||
}); |
import type { LoaderContext, LoaderWithParser } from '@loaders.gl/loader-utils'; | ||
import { TerrainLoader as TerrainWorkerLoader, TerrainLoaderOptions } from './terrain-loader'; | ||
import { QuantizedMeshLoader as QuantizedMeshWorkerLoader, QuantizedMeshLoaderOptions } from './quantized-mesh-loader'; | ||
import { TerrainLoader as TerrainWorkerLoader, TerrainLoaderOptions } from "./terrain-loader.js"; | ||
import { QuantizedMeshLoader as QuantizedMeshWorkerLoader, QuantizedMeshLoaderOptions } from "./quantized-mesh-loader.js"; | ||
export { TerrainWorkerLoader }; | ||
@@ -5,0 +5,0 @@ export declare const TerrainLoader: LoaderWithParser<any, never, TerrainLoaderOptions>; |
@@ -0,1 +1,4 @@ | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
import { parseFromContext } from '@loaders.gl/loader-utils'; | ||
@@ -6,29 +9,29 @@ import { parseQuantizedMesh } from "./lib/parse-quantized-mesh.js"; | ||
import { QuantizedMeshLoader as QuantizedMeshWorkerLoader } from "./quantized-mesh-loader.js"; | ||
// TerrainLoader | ||
export { TerrainWorkerLoader }; | ||
export const TerrainLoader = { | ||
...TerrainWorkerLoader, | ||
parse: parseTerrain | ||
...TerrainWorkerLoader, | ||
parse: parseTerrain | ||
}; | ||
export async function parseTerrain(arrayBuffer, options, context) { | ||
const loadImageOptions = { | ||
...options, | ||
mimeType: 'application/x.image', | ||
image: { | ||
...(options === null || options === void 0 ? void 0 : options.image), | ||
type: 'data' | ||
} | ||
}; | ||
const image = await parseFromContext(arrayBuffer, [], loadImageOptions, context); | ||
const terrainOptions = { | ||
...TerrainLoader.options.terrain, | ||
...(options === null || options === void 0 ? void 0 : options.terrain) | ||
}; | ||
return makeTerrainMeshFromImage(image, terrainOptions); | ||
const loadImageOptions = { | ||
...options, | ||
mimeType: 'application/x.image', | ||
image: { ...options?.image, type: 'data' } | ||
}; | ||
const image = await parseFromContext(arrayBuffer, [], loadImageOptions, context); | ||
// Extend function to support additional mesh generation options (square grid or delatin) | ||
const terrainOptions = { ...TerrainLoader.options.terrain, ...options?.terrain }; | ||
// @ts-expect-error sort out image typing asap | ||
return makeTerrainMeshFromImage(image, terrainOptions); | ||
} | ||
// QuantizedMeshLoader | ||
export { QuantizedMeshWorkerLoader }; | ||
/** | ||
* Loader for quantized meshes | ||
*/ | ||
export const QuantizedMeshLoader = { | ||
...QuantizedMeshWorkerLoader, | ||
parseSync: (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options === null || options === void 0 ? void 0 : options['quantized-mesh']), | ||
parse: async (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options === null || options === void 0 ? void 0 : options['quantized-mesh']) | ||
...QuantizedMeshWorkerLoader, | ||
parseSync: (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options?.['quantized-mesh']), | ||
parse: async (arrayBuffer, options) => parseQuantizedMesh(arrayBuffer, options?.['quantized-mesh']) | ||
}; | ||
//# sourceMappingURL=index.js.map |
@@ -1,231 +0,226 @@ | ||
const QUANTIZED_MESH_HEADER = 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]]); | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
// Copyright (C) 2018-2019 HERE Europe B.V. | ||
// | ||
// Permission is hereby granted, free of charge, to any person obtaining a copy | ||
// of this software and associated documentation files (the "Software"), to deal | ||
// in the Software without restriction, including without limitation the rights | ||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
// copies of the Software, and to permit persons to whom the Software is | ||
// furnished to do so, subject to the following conditions: | ||
// | ||
// The above copyright notice and this permission notice shall be included in | ||
// all copies or substantial portions of the Software. | ||
// | ||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
// SOFTWARE. | ||
const QUANTIZED_MESH_HEADER = 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 decodeZigZag(value) { | ||
return value >> 1 ^ -(value & 1); | ||
return (value >> 1) ^ -(value & 1); | ||
} | ||
function decodeHeader(dataView) { | ||
let position = 0; | ||
const header = {}; | ||
for (const [key, bytesCount] of QUANTIZED_MESH_HEADER) { | ||
const getter = bytesCount === 8 ? dataView.getFloat64 : dataView.getFloat32; | ||
header[key] = getter.call(dataView, position, true); | ||
position += bytesCount; | ||
} | ||
return { | ||
header, | ||
headerEndPosition: position | ||
}; | ||
let position = 0; | ||
const header = {}; | ||
for (const [key, bytesCount] of QUANTIZED_MESH_HEADER) { | ||
const getter = bytesCount === 8 ? dataView.getFloat64 : dataView.getFloat32; | ||
header[key] = getter.call(dataView, position, true); | ||
position += bytesCount; | ||
} | ||
return { header, headerEndPosition: position }; | ||
} | ||
function decodeVertexData(dataView, headerEndPosition) { | ||
let position = headerEndPosition; | ||
const elementsPerVertex = 3; | ||
const vertexCount = dataView.getUint32(position, true); | ||
const vertexData = new Uint16Array(vertexCount * elementsPerVertex); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const bytesPerArrayElement = Uint16Array.BYTES_PER_ELEMENT; | ||
const elementArrayLength = vertexCount * bytesPerArrayElement; | ||
const uArrayStartPosition = position; | ||
const vArrayStartPosition = uArrayStartPosition + elementArrayLength; | ||
const heightArrayStartPosition = vArrayStartPosition + elementArrayLength; | ||
let u = 0; | ||
let v = 0; | ||
let height = 0; | ||
for (let i = 0; i < vertexCount; i++) { | ||
u += decodeZigZag(dataView.getUint16(uArrayStartPosition + bytesPerArrayElement * i, true)); | ||
v += decodeZigZag(dataView.getUint16(vArrayStartPosition + bytesPerArrayElement * i, true)); | ||
height += decodeZigZag(dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true)); | ||
vertexData[i] = u; | ||
vertexData[i + vertexCount] = v; | ||
vertexData[i + vertexCount * 2] = height; | ||
} | ||
position += elementArrayLength * 3; | ||
return { | ||
vertexData, | ||
vertexDataEndPosition: position | ||
}; | ||
let position = headerEndPosition; | ||
const elementsPerVertex = 3; | ||
const vertexCount = dataView.getUint32(position, true); | ||
const vertexData = new Uint16Array(vertexCount * elementsPerVertex); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const bytesPerArrayElement = Uint16Array.BYTES_PER_ELEMENT; | ||
const elementArrayLength = vertexCount * bytesPerArrayElement; | ||
const uArrayStartPosition = position; | ||
const vArrayStartPosition = uArrayStartPosition + elementArrayLength; | ||
const heightArrayStartPosition = vArrayStartPosition + elementArrayLength; | ||
let u = 0; | ||
let v = 0; | ||
let height = 0; | ||
for (let i = 0; i < vertexCount; i++) { | ||
u += decodeZigZag(dataView.getUint16(uArrayStartPosition + bytesPerArrayElement * i, true)); | ||
v += decodeZigZag(dataView.getUint16(vArrayStartPosition + bytesPerArrayElement * i, true)); | ||
height += decodeZigZag(dataView.getUint16(heightArrayStartPosition + bytesPerArrayElement * i, true)); | ||
vertexData[i] = u; | ||
vertexData[i + vertexCount] = v; | ||
vertexData[i + vertexCount * 2] = height; | ||
} | ||
position += elementArrayLength * 3; | ||
return { vertexData, vertexDataEndPosition: position }; | ||
} | ||
function decodeIndex(buffer, position, indicesCount, bytesPerIndex) { | ||
let encoded = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : true; | ||
let indices; | ||
if (bytesPerIndex === 2) { | ||
indices = new Uint16Array(buffer, position, indicesCount); | ||
} else { | ||
indices = new Uint32Array(buffer, position, indicesCount); | ||
} | ||
if (!encoded) { | ||
function decodeIndex(buffer, position, indicesCount, bytesPerIndex, encoded = true) { | ||
let indices; | ||
if (bytesPerIndex === 2) { | ||
indices = new Uint16Array(buffer, position, indicesCount); | ||
} | ||
else { | ||
indices = new Uint32Array(buffer, position, indicesCount); | ||
} | ||
if (!encoded) { | ||
return indices; | ||
} | ||
let highest = 0; | ||
for (let i = 0; i < indices.length; ++i) { | ||
const code = indices[i]; | ||
indices[i] = highest - code; | ||
if (code === 0) { | ||
++highest; | ||
} | ||
} | ||
return indices; | ||
} | ||
let highest = 0; | ||
for (let i = 0; i < indices.length; ++i) { | ||
const code = indices[i]; | ||
indices[i] = highest - code; | ||
if (code === 0) { | ||
++highest; | ||
} | ||
} | ||
return indices; | ||
} | ||
function decodeTriangleIndices(dataView, vertexData, vertexDataEndPosition) { | ||
let position = vertexDataEndPosition; | ||
const elementsPerVertex = 3; | ||
const vertexCount = vertexData.length / elementsPerVertex; | ||
const bytesPerIndex = vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT; | ||
if (position % bytesPerIndex !== 0) { | ||
position += bytesPerIndex - position % bytesPerIndex; | ||
} | ||
const triangleCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const triangleIndicesCount = triangleCount * 3; | ||
const triangleIndices = decodeIndex(dataView.buffer, position, triangleIndicesCount, bytesPerIndex); | ||
position += triangleIndicesCount * bytesPerIndex; | ||
return { | ||
triangleIndicesEndPosition: position, | ||
triangleIndices | ||
}; | ||
let position = vertexDataEndPosition; | ||
const elementsPerVertex = 3; | ||
const vertexCount = vertexData.length / elementsPerVertex; | ||
const bytesPerIndex = vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT; | ||
if (position % bytesPerIndex !== 0) { | ||
position += bytesPerIndex - (position % bytesPerIndex); | ||
} | ||
const triangleCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const triangleIndicesCount = triangleCount * 3; | ||
const triangleIndices = decodeIndex(dataView.buffer, position, triangleIndicesCount, bytesPerIndex); | ||
position += triangleIndicesCount * bytesPerIndex; | ||
return { | ||
triangleIndicesEndPosition: position, | ||
triangleIndices | ||
}; | ||
} | ||
function decodeEdgeIndices(dataView, vertexData, triangleIndicesEndPosition) { | ||
let position = triangleIndicesEndPosition; | ||
const elementsPerVertex = 3; | ||
const vertexCount = vertexData.length / elementsPerVertex; | ||
const bytesPerIndex = vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT; | ||
const westVertexCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const westIndices = decodeIndex(dataView.buffer, position, westVertexCount, bytesPerIndex, false); | ||
position += westVertexCount * bytesPerIndex; | ||
const southVertexCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const southIndices = decodeIndex(dataView.buffer, position, southVertexCount, bytesPerIndex, false); | ||
position += southVertexCount * bytesPerIndex; | ||
const eastVertexCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const eastIndices = decodeIndex(dataView.buffer, position, eastVertexCount, bytesPerIndex, false); | ||
position += eastVertexCount * bytesPerIndex; | ||
const northVertexCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const northIndices = decodeIndex(dataView.buffer, position, northVertexCount, bytesPerIndex, false); | ||
position += northVertexCount * bytesPerIndex; | ||
return { | ||
edgeIndicesEndPosition: position, | ||
westIndices, | ||
southIndices, | ||
eastIndices, | ||
northIndices | ||
}; | ||
let position = triangleIndicesEndPosition; | ||
const elementsPerVertex = 3; | ||
const vertexCount = vertexData.length / elementsPerVertex; | ||
const bytesPerIndex = vertexCount > 65536 ? Uint32Array.BYTES_PER_ELEMENT : Uint16Array.BYTES_PER_ELEMENT; | ||
const westVertexCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const westIndices = decodeIndex(dataView.buffer, position, westVertexCount, bytesPerIndex, false); | ||
position += westVertexCount * bytesPerIndex; | ||
const southVertexCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const southIndices = decodeIndex(dataView.buffer, position, southVertexCount, bytesPerIndex, false); | ||
position += southVertexCount * bytesPerIndex; | ||
const eastVertexCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const eastIndices = decodeIndex(dataView.buffer, position, eastVertexCount, bytesPerIndex, false); | ||
position += eastVertexCount * bytesPerIndex; | ||
const northVertexCount = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const northIndices = decodeIndex(dataView.buffer, position, northVertexCount, bytesPerIndex, false); | ||
position += northVertexCount * bytesPerIndex; | ||
return { | ||
edgeIndicesEndPosition: position, | ||
westIndices, | ||
southIndices, | ||
eastIndices, | ||
northIndices | ||
}; | ||
} | ||
function decodeVertexNormalsExtension(extensionDataView) { | ||
return new Uint8Array(extensionDataView.buffer, extensionDataView.byteOffset, extensionDataView.byteLength); | ||
return new Uint8Array(extensionDataView.buffer, extensionDataView.byteOffset, extensionDataView.byteLength); | ||
} | ||
function decodeWaterMaskExtension(extensionDataView) { | ||
return extensionDataView.buffer.slice(extensionDataView.byteOffset, extensionDataView.byteOffset + extensionDataView.byteLength); | ||
return extensionDataView.buffer.slice(extensionDataView.byteOffset, extensionDataView.byteOffset + extensionDataView.byteLength); | ||
} | ||
function decodeExtensions(dataView, indicesEndPosition) { | ||
const extensions = {}; | ||
if (dataView.byteLength <= indicesEndPosition) { | ||
return { | ||
extensions, | ||
extensionsEndPosition: indicesEndPosition | ||
}; | ||
} | ||
let position = indicesEndPosition; | ||
while (position < dataView.byteLength) { | ||
const extensionId = dataView.getUint8(position, true); | ||
position += Uint8Array.BYTES_PER_ELEMENT; | ||
const extensionLength = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const extensionView = new DataView(dataView.buffer, position, extensionLength); | ||
switch (extensionId) { | ||
case 1: | ||
{ | ||
extensions.vertexNormals = decodeVertexNormalsExtension(extensionView); | ||
break; | ||
const extensions = {}; | ||
if (dataView.byteLength <= indicesEndPosition) { | ||
return { extensions, extensionsEndPosition: indicesEndPosition }; | ||
} | ||
let position = indicesEndPosition; | ||
while (position < dataView.byteLength) { | ||
const extensionId = dataView.getUint8(position, true); | ||
position += Uint8Array.BYTES_PER_ELEMENT; | ||
const extensionLength = dataView.getUint32(position, true); | ||
position += Uint32Array.BYTES_PER_ELEMENT; | ||
const extensionView = new DataView(dataView.buffer, position, extensionLength); | ||
switch (extensionId) { | ||
case 1: { | ||
extensions.vertexNormals = decodeVertexNormalsExtension(extensionView); | ||
break; | ||
} | ||
case 2: { | ||
extensions.waterMask = decodeWaterMaskExtension(extensionView); | ||
break; | ||
} | ||
default: { | ||
// console.warn(`Unknown extension with id ${extensionId}`) | ||
} | ||
} | ||
case 2: | ||
{ | ||
extensions.waterMask = decodeWaterMaskExtension(extensionView); | ||
break; | ||
} | ||
default: | ||
{} | ||
position += extensionLength; | ||
} | ||
position += extensionLength; | ||
} | ||
return { | ||
extensions, | ||
extensionsEndPosition: position | ||
}; | ||
return { extensions, extensionsEndPosition: position }; | ||
} | ||
export const DECODING_STEPS = { | ||
header: 0, | ||
vertices: 1, | ||
triangleIndices: 2, | ||
edgeIndices: 3, | ||
extensions: 4 | ||
header: 0, | ||
vertices: 1, | ||
triangleIndices: 2, | ||
edgeIndices: 3, | ||
extensions: 4 | ||
}; | ||
const DEFAULT_OPTIONS = { | ||
maxDecodingStep: DECODING_STEPS.extensions | ||
maxDecodingStep: DECODING_STEPS.extensions | ||
}; | ||
export default function decode(data, userOptions) { | ||
const options = Object.assign({}, DEFAULT_OPTIONS, userOptions); | ||
const view = new DataView(data); | ||
const { | ||
header, | ||
headerEndPosition | ||
} = decodeHeader(view); | ||
if (options.maxDecodingStep < DECODING_STEPS.vertices) { | ||
const options = Object.assign({}, DEFAULT_OPTIONS, userOptions); | ||
const view = new DataView(data); | ||
const { header, headerEndPosition } = decodeHeader(view); | ||
if (options.maxDecodingStep < DECODING_STEPS.vertices) { | ||
return { header }; | ||
} | ||
const { vertexData, vertexDataEndPosition } = decodeVertexData(view, headerEndPosition); | ||
if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) { | ||
return { header, vertexData }; | ||
} | ||
const { triangleIndices, triangleIndicesEndPosition } = decodeTriangleIndices(view, vertexData, vertexDataEndPosition); | ||
if (options.maxDecodingStep < DECODING_STEPS.edgeIndices) { | ||
return { header, vertexData, triangleIndices }; | ||
} | ||
const { westIndices, southIndices, eastIndices, northIndices, edgeIndicesEndPosition } = decodeEdgeIndices(view, vertexData, triangleIndicesEndPosition); | ||
if (options.maxDecodingStep < DECODING_STEPS.extensions) { | ||
return { | ||
header, | ||
vertexData, | ||
triangleIndices, | ||
westIndices, | ||
northIndices, | ||
eastIndices, | ||
southIndices | ||
}; | ||
} | ||
const { extensions } = decodeExtensions(view, edgeIndicesEndPosition); | ||
return { | ||
header | ||
header, | ||
vertexData, | ||
triangleIndices, | ||
westIndices, | ||
northIndices, | ||
eastIndices, | ||
southIndices, | ||
extensions | ||
}; | ||
} | ||
const { | ||
vertexData, | ||
vertexDataEndPosition | ||
} = decodeVertexData(view, headerEndPosition); | ||
if (options.maxDecodingStep < DECODING_STEPS.triangleIndices) { | ||
return { | ||
header, | ||
vertexData | ||
}; | ||
} | ||
const { | ||
triangleIndices, | ||
triangleIndicesEndPosition | ||
} = decodeTriangleIndices(view, vertexData, vertexDataEndPosition); | ||
if (options.maxDecodingStep < DECODING_STEPS.edgeIndices) { | ||
return { | ||
header, | ||
vertexData, | ||
triangleIndices | ||
}; | ||
} | ||
const { | ||
westIndices, | ||
southIndices, | ||
eastIndices, | ||
northIndices, | ||
edgeIndicesEndPosition | ||
} = decodeEdgeIndices(view, vertexData, triangleIndicesEndPosition); | ||
if (options.maxDecodingStep < DECODING_STEPS.extensions) { | ||
return { | ||
header, | ||
vertexData, | ||
triangleIndices, | ||
westIndices, | ||
northIndices, | ||
eastIndices, | ||
southIndices | ||
}; | ||
} | ||
const { | ||
extensions | ||
} = decodeExtensions(view, edgeIndicesEndPosition); | ||
return { | ||
header, | ||
vertexData, | ||
triangleIndices, | ||
westIndices, | ||
northIndices, | ||
eastIndices, | ||
southIndices, | ||
extensions | ||
}; | ||
} | ||
//# sourceMappingURL=decode-quantized-mesh.js.map |
@@ -0,355 +1,408 @@ | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
// ISC License | ||
// Copyright(c) 2019, Michael Fogleman, Vladimir Agafonkin | ||
// @ts-nocheck | ||
/* eslint-disable complexity, max-params, max-statements, max-depth, no-constant-condition */ | ||
export default class Delatin { | ||
constructor(data, width) { | ||
let height = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : width; | ||
this.data = data; | ||
this.width = width; | ||
this.height = height; | ||
this.coords = []; | ||
this.triangles = []; | ||
this._halfedges = []; | ||
this._candidates = []; | ||
this._queueIndices = []; | ||
this._queue = []; | ||
this._errors = []; | ||
this._rms = []; | ||
this._pending = []; | ||
this._pendingLen = 0; | ||
this._rmsSum = 0; | ||
const x1 = width - 1; | ||
const y1 = height - 1; | ||
const p0 = this._addPoint(0, 0); | ||
const p1 = this._addPoint(x1, 0); | ||
const p2 = this._addPoint(0, y1); | ||
const p3 = this._addPoint(x1, y1); | ||
const t0 = this._addTriangle(p3, p0, p2, -1, -1, -1); | ||
this._addTriangle(p0, p3, p1, t0, -1, -1); | ||
this._flush(); | ||
} | ||
run() { | ||
let maxError = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1; | ||
while (this.getMaxError() > maxError) { | ||
this.refine(); | ||
constructor(data, width, height = width) { | ||
this.data = data; // height data | ||
this.width = width; | ||
this.height = height; | ||
this.coords = []; // vertex coordinates (x, y) | ||
this.triangles = []; // mesh triangle indices | ||
// additional triangle data | ||
this._halfedges = []; | ||
this._candidates = []; | ||
this._queueIndices = []; | ||
this._queue = []; // queue of added triangles | ||
this._errors = []; | ||
this._rms = []; | ||
this._pending = []; // triangles pending addition to queue | ||
this._pendingLen = 0; | ||
this._rmsSum = 0; | ||
const x1 = width - 1; | ||
const y1 = height - 1; | ||
const p0 = this._addPoint(0, 0); | ||
const p1 = this._addPoint(x1, 0); | ||
const p2 = this._addPoint(0, y1); | ||
const p3 = this._addPoint(x1, y1); | ||
// add initial two triangles | ||
const t0 = this._addTriangle(p3, p0, p2, -1, -1, -1); | ||
this._addTriangle(p0, p3, p1, t0, -1, -1); | ||
this._flush(); | ||
} | ||
} | ||
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(x, y) { | ||
return this.data[this.width * y + x]; | ||
} | ||
_flush() { | ||
const coords = this.coords; | ||
for (let i = 0; i < this._pendingLen; i++) { | ||
const t = this._pending[i]; | ||
const a = 2 * this.triangles[t * 3 + 0]; | ||
const b = 2 * this.triangles[t * 3 + 1]; | ||
const c = 2 * this.triangles[t * 3 + 2]; | ||
this._findCandidate(coords[a], coords[a + 1], coords[b], coords[b + 1], coords[c], coords[c + 1], t); | ||
} | ||
this._pendingLen = 0; | ||
} | ||
_findCandidate(p0x, p0y, p1x, p1y, p2x, p2y, t) { | ||
const minX = Math.min(p0x, p1x, p2x); | ||
const minY = Math.min(p0y, p1y, p2y); | ||
const maxX = Math.max(p0x, p1x, p2x); | ||
const maxY = Math.max(p0y, p1y, p2y); | ||
let w00 = orient(p1x, p1y, p2x, p2y, minX, minY); | ||
let w01 = orient(p2x, p2y, p0x, p0y, minX, minY); | ||
let w02 = orient(p0x, p0y, p1x, p1y, minX, minY); | ||
const a01 = p1y - p0y; | ||
const b01 = p0x - p1x; | ||
const a12 = p2y - p1y; | ||
const b12 = p1x - p2x; | ||
const a20 = p0y - p2y; | ||
const b20 = p2x - p0x; | ||
const a = orient(p0x, p0y, p1x, p1y, p2x, p2y); | ||
const z0 = this.heightAt(p0x, p0y) / a; | ||
const z1 = this.heightAt(p1x, p1y) / a; | ||
const z2 = this.heightAt(p2x, p2y) / a; | ||
let maxError = 0; | ||
let mx = 0; | ||
let my = 0; | ||
let rms = 0; | ||
for (let y = minY; y <= maxY; y++) { | ||
let dx = 0; | ||
if (w00 < 0 && a12 !== 0) { | ||
dx = Math.max(dx, Math.floor(-w00 / a12)); | ||
} | ||
if (w01 < 0 && a20 !== 0) { | ||
dx = Math.max(dx, Math.floor(-w01 / a20)); | ||
} | ||
if (w02 < 0 && a01 !== 0) { | ||
dx = Math.max(dx, Math.floor(-w02 / a01)); | ||
} | ||
let w0 = w00 + a12 * dx; | ||
let w1 = w01 + a20 * dx; | ||
let w2 = w02 + a01 * dx; | ||
let wasInside = false; | ||
for (let x = minX + dx; x <= maxX; x++) { | ||
if (w0 >= 0 && w1 >= 0 && w2 >= 0) { | ||
wasInside = true; | ||
const z = z0 * w0 + z1 * w1 + z2 * w2; | ||
const dz = Math.abs(z - this.heightAt(x, y)); | ||
rms += dz * dz; | ||
if (dz > maxError) { | ||
maxError = dz; | ||
mx = x; | ||
my = y; | ||
} | ||
} else if (wasInside) { | ||
break; | ||
// refine the mesh until its maximum error gets below the given one | ||
run(maxError = 1) { | ||
while (this.getMaxError() > maxError) { | ||
this.refine(); | ||
} | ||
w0 += a12; | ||
w1 += a20; | ||
w2 += a01; | ||
} | ||
w00 += b12; | ||
w01 += b20; | ||
w02 += b01; | ||
} | ||
if (mx === p0x && my === p0y || mx === p1x && my === p1y || mx === p2x && my === p2y) { | ||
maxError = 0; | ||
// refine the mesh with a single point | ||
refine() { | ||
this._step(); | ||
this._flush(); | ||
} | ||
this._candidates[2 * t] = mx; | ||
this._candidates[2 * t + 1] = my; | ||
this._rms[t] = rms; | ||
this._queuePush(t, maxError, rms); | ||
} | ||
_step() { | ||
const t = this._queuePop(); | ||
const e0 = t * 3 + 0; | ||
const e1 = t * 3 + 1; | ||
const e2 = t * 3 + 2; | ||
const p0 = this.triangles[e0]; | ||
const p1 = this.triangles[e1]; | ||
const p2 = this.triangles[e2]; | ||
const ax = this.coords[2 * p0]; | ||
const ay = this.coords[2 * p0 + 1]; | ||
const bx = this.coords[2 * p1]; | ||
const by = this.coords[2 * p1 + 1]; | ||
const cx = this.coords[2 * p2]; | ||
const cy = this.coords[2 * p2 + 1]; | ||
const px = this._candidates[2 * t]; | ||
const py = this._candidates[2 * t + 1]; | ||
const pn = this._addPoint(px, py); | ||
if (orient(ax, ay, bx, by, px, py) === 0) { | ||
this._handleCollinear(pn, e0); | ||
} else if (orient(bx, by, cx, cy, px, py) === 0) { | ||
this._handleCollinear(pn, e1); | ||
} else if (orient(cx, cy, ax, ay, px, py) === 0) { | ||
this._handleCollinear(pn, e2); | ||
} else { | ||
const h0 = this._halfedges[e0]; | ||
const h1 = this._halfedges[e1]; | ||
const h2 = this._halfedges[e2]; | ||
const t0 = this._addTriangle(p0, p1, pn, h0, -1, -1, e0); | ||
const t1 = this._addTriangle(p1, p2, pn, h1, -1, t0 + 1); | ||
const t2 = this._addTriangle(p2, p0, pn, h2, t0 + 2, t1 + 1); | ||
this._legalize(t0); | ||
this._legalize(t1); | ||
this._legalize(t2); | ||
// max error of the current mesh | ||
getMaxError() { | ||
return this._errors[0]; | ||
} | ||
} | ||
_addPoint(x, y) { | ||
const i = this.coords.length >> 1; | ||
this.coords.push(x, y); | ||
return i; | ||
} | ||
_addTriangle(a, b, c, ab, bc, ca) { | ||
let e = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : this.triangles.length; | ||
const t = e / 3; | ||
this.triangles[e + 0] = a; | ||
this.triangles[e + 1] = b; | ||
this.triangles[e + 2] = c; | ||
this._halfedges[e + 0] = ab; | ||
this._halfedges[e + 1] = bc; | ||
this._halfedges[e + 2] = ca; | ||
if (ab >= 0) { | ||
this._halfedges[ab] = e + 0; | ||
// root-mean-square deviation of the current mesh | ||
getRMSD() { | ||
return this._rmsSum > 0 ? Math.sqrt(this._rmsSum / (this.width * this.height)) : 0; | ||
} | ||
if (bc >= 0) { | ||
this._halfedges[bc] = e + 1; | ||
// height value at a given position | ||
heightAt(x, y) { | ||
return this.data[this.width * y + x]; | ||
} | ||
if (ca >= 0) { | ||
this._halfedges[ca] = e + 2; | ||
// rasterize and queue all triangles that got added or updated in _step | ||
_flush() { | ||
const coords = this.coords; | ||
for (let i = 0; i < this._pendingLen; i++) { | ||
const t = this._pending[i]; | ||
// rasterize triangle to find maximum pixel error | ||
const a = 2 * this.triangles[t * 3 + 0]; | ||
const b = 2 * this.triangles[t * 3 + 1]; | ||
const c = 2 * this.triangles[t * 3 + 2]; | ||
this._findCandidate(coords[a], coords[a + 1], coords[b], coords[b + 1], coords[c], coords[c + 1], t); | ||
} | ||
this._pendingLen = 0; | ||
} | ||
this._candidates[2 * t + 0] = 0; | ||
this._candidates[2 * t + 1] = 0; | ||
this._queueIndices[t] = -1; | ||
this._rms[t] = 0; | ||
this._pending[this._pendingLen++] = t; | ||
return e; | ||
} | ||
_legalize(a) { | ||
const b = this._halfedges[a]; | ||
if (b < 0) { | ||
return; | ||
// rasterize a triangle, find its max error, and queue it for processing | ||
_findCandidate(p0x, p0y, p1x, p1y, p2x, p2y, t) { | ||
// triangle bounding box | ||
const minX = Math.min(p0x, p1x, p2x); | ||
const minY = Math.min(p0y, p1y, p2y); | ||
const maxX = Math.max(p0x, p1x, p2x); | ||
const maxY = Math.max(p0y, p1y, p2y); | ||
// forward differencing variables | ||
let w00 = orient(p1x, p1y, p2x, p2y, minX, minY); | ||
let w01 = orient(p2x, p2y, p0x, p0y, minX, minY); | ||
let w02 = orient(p0x, p0y, p1x, p1y, minX, minY); | ||
const a01 = p1y - p0y; | ||
const b01 = p0x - p1x; | ||
const a12 = p2y - p1y; | ||
const b12 = p1x - p2x; | ||
const a20 = p0y - p2y; | ||
const b20 = p2x - p0x; | ||
// pre-multiplied z values at vertices | ||
const a = orient(p0x, p0y, p1x, p1y, p2x, p2y); | ||
const z0 = this.heightAt(p0x, p0y) / a; | ||
const z1 = this.heightAt(p1x, p1y) / a; | ||
const z2 = this.heightAt(p2x, p2y) / a; | ||
// iterate over pixels in bounding box | ||
let maxError = 0; | ||
let mx = 0; | ||
let my = 0; | ||
let rms = 0; | ||
for (let y = minY; y <= maxY; y++) { | ||
// compute starting offset | ||
let dx = 0; | ||
if (w00 < 0 && a12 !== 0) { | ||
dx = Math.max(dx, Math.floor(-w00 / a12)); | ||
} | ||
if (w01 < 0 && a20 !== 0) { | ||
dx = Math.max(dx, Math.floor(-w01 / a20)); | ||
} | ||
if (w02 < 0 && a01 !== 0) { | ||
dx = Math.max(dx, Math.floor(-w02 / a01)); | ||
} | ||
let w0 = w00 + a12 * dx; | ||
let w1 = w01 + a20 * dx; | ||
let w2 = w02 + a01 * dx; | ||
let wasInside = false; | ||
for (let x = minX + dx; x <= maxX; x++) { | ||
// check if inside triangle | ||
if (w0 >= 0 && w1 >= 0 && w2 >= 0) { | ||
wasInside = true; | ||
// compute z using barycentric coordinates | ||
const z = z0 * w0 + z1 * w1 + z2 * w2; | ||
const dz = Math.abs(z - this.heightAt(x, y)); | ||
rms += dz * dz; | ||
if (dz > maxError) { | ||
maxError = dz; | ||
mx = x; | ||
my = y; | ||
} | ||
} | ||
else if (wasInside) { | ||
break; | ||
} | ||
w0 += a12; | ||
w1 += a20; | ||
w2 += a01; | ||
} | ||
w00 += b12; | ||
w01 += b20; | ||
w02 += b01; | ||
} | ||
if ((mx === p0x && my === p0y) || (mx === p1x && my === p1y) || (mx === p2x && my === p2y)) { | ||
maxError = 0; | ||
} | ||
// update triangle metadata | ||
this._candidates[2 * t] = mx; | ||
this._candidates[2 * t + 1] = my; | ||
this._rms[t] = rms; | ||
// add triangle to priority queue | ||
this._queuePush(t, maxError, rms); | ||
} | ||
const a0 = a - a % 3; | ||
const b0 = b - b % 3; | ||
const al = a0 + (a + 1) % 3; | ||
const ar = a0 + (a + 2) % 3; | ||
const bl = b0 + (b + 2) % 3; | ||
const br = b0 + (b + 1) % 3; | ||
const p0 = this.triangles[ar]; | ||
const pr = this.triangles[a]; | ||
const pl = this.triangles[al]; | ||
const p1 = this.triangles[bl]; | ||
const coords = this.coords; | ||
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])) { | ||
return; | ||
// process the next triangle in the queue, splitting it with a new point | ||
_step() { | ||
// pop triangle with highest error from priority queue | ||
const t = this._queuePop(); | ||
const e0 = t * 3 + 0; | ||
const e1 = t * 3 + 1; | ||
const e2 = t * 3 + 2; | ||
const p0 = this.triangles[e0]; | ||
const p1 = this.triangles[e1]; | ||
const p2 = this.triangles[e2]; | ||
const ax = this.coords[2 * p0]; | ||
const ay = this.coords[2 * p0 + 1]; | ||
const bx = this.coords[2 * p1]; | ||
const by = this.coords[2 * p1 + 1]; | ||
const cx = this.coords[2 * p2]; | ||
const cy = this.coords[2 * p2 + 1]; | ||
const px = this._candidates[2 * t]; | ||
const py = this._candidates[2 * t + 1]; | ||
const pn = this._addPoint(px, py); | ||
if (orient(ax, ay, bx, by, px, py) === 0) { | ||
this._handleCollinear(pn, e0); | ||
} | ||
else if (orient(bx, by, cx, cy, px, py) === 0) { | ||
this._handleCollinear(pn, e1); | ||
} | ||
else if (orient(cx, cy, ax, ay, px, py) === 0) { | ||
this._handleCollinear(pn, e2); | ||
} | ||
else { | ||
const h0 = this._halfedges[e0]; | ||
const h1 = this._halfedges[e1]; | ||
const h2 = this._halfedges[e2]; | ||
const t0 = this._addTriangle(p0, p1, pn, h0, -1, -1, e0); | ||
const t1 = this._addTriangle(p1, p2, pn, h1, -1, t0 + 1); | ||
const t2 = this._addTriangle(p2, p0, pn, h2, t0 + 2, t1 + 1); | ||
this._legalize(t0); | ||
this._legalize(t1); | ||
this._legalize(t2); | ||
} | ||
} | ||
const hal = this._halfedges[al]; | ||
const har = this._halfedges[ar]; | ||
const hbl = this._halfedges[bl]; | ||
const hbr = this._halfedges[br]; | ||
this._queueRemove(a0 / 3); | ||
this._queueRemove(b0 / 3); | ||
const t0 = this._addTriangle(p0, p1, pl, -1, hbl, hal, a0); | ||
const t1 = this._addTriangle(p1, p0, pr, t0, har, hbr, b0); | ||
this._legalize(t0 + 1); | ||
this._legalize(t1 + 2); | ||
} | ||
_handleCollinear(pn, a) { | ||
const a0 = a - a % 3; | ||
const al = a0 + (a + 1) % 3; | ||
const ar = a0 + (a + 2) % 3; | ||
const p0 = this.triangles[ar]; | ||
const pr = this.triangles[a]; | ||
const pl = this.triangles[al]; | ||
const hal = this._halfedges[al]; | ||
const har = this._halfedges[ar]; | ||
const b = this._halfedges[a]; | ||
if (b < 0) { | ||
const t0 = this._addTriangle(pn, p0, pr, -1, har, -1, a0); | ||
const t1 = this._addTriangle(p0, pn, pl, t0, -1, hal); | ||
this._legalize(t0 + 1); | ||
this._legalize(t1 + 2); | ||
return; | ||
// add coordinates for a new vertex | ||
_addPoint(x, y) { | ||
const i = this.coords.length >> 1; | ||
this.coords.push(x, y); | ||
return i; | ||
} | ||
const b0 = b - b % 3; | ||
const bl = b0 + (b + 2) % 3; | ||
const br = b0 + (b + 1) % 3; | ||
const p1 = this.triangles[bl]; | ||
const hbl = this._halfedges[bl]; | ||
const hbr = this._halfedges[br]; | ||
this._queueRemove(b0 / 3); | ||
const t0 = this._addTriangle(p0, pr, pn, har, -1, -1, a0); | ||
const t1 = this._addTriangle(pr, p1, pn, hbr, -1, t0 + 1, b0); | ||
const t2 = this._addTriangle(p1, pl, pn, hbl, -1, t1 + 1); | ||
const t3 = this._addTriangle(pl, p0, pn, hal, t0 + 2, t2 + 1); | ||
this._legalize(t0); | ||
this._legalize(t1); | ||
this._legalize(t2); | ||
this._legalize(t3); | ||
} | ||
_queuePush(t, error, rms) { | ||
const i = this._queue.length; | ||
this._queueIndices[t] = i; | ||
this._queue.push(t); | ||
this._errors.push(error); | ||
this._rmsSum += rms; | ||
this._queueUp(i); | ||
} | ||
_queuePop() { | ||
const n = this._queue.length - 1; | ||
this._queueSwap(0, n); | ||
this._queueDown(0, n); | ||
return this._queuePopBack(); | ||
} | ||
_queuePopBack() { | ||
const t = this._queue.pop(); | ||
this._errors.pop(); | ||
this._rmsSum -= this._rms[t]; | ||
this._queueIndices[t] = -1; | ||
return t; | ||
} | ||
_queueRemove(t) { | ||
const i = this._queueIndices[t]; | ||
if (i < 0) { | ||
const it = this._pending.indexOf(t); | ||
if (it !== -1) { | ||
this._pending[it] = this._pending[--this._pendingLen]; | ||
} else { | ||
throw new Error('Broken triangulation (something went wrong).'); | ||
} | ||
return; | ||
// add or update a triangle in the mesh | ||
_addTriangle(a, b, c, ab, bc, ca, e = this.triangles.length) { | ||
const t = e / 3; // new triangle index | ||
// add triangle vertices | ||
this.triangles[e + 0] = a; | ||
this.triangles[e + 1] = b; | ||
this.triangles[e + 2] = c; | ||
// add triangle halfedges | ||
this._halfedges[e + 0] = ab; | ||
this._halfedges[e + 1] = bc; | ||
this._halfedges[e + 2] = ca; | ||
// link neighboring halfedges | ||
if (ab >= 0) { | ||
this._halfedges[ab] = e + 0; | ||
} | ||
if (bc >= 0) { | ||
this._halfedges[bc] = e + 1; | ||
} | ||
if (ca >= 0) { | ||
this._halfedges[ca] = e + 2; | ||
} | ||
// init triangle metadata | ||
this._candidates[2 * t + 0] = 0; | ||
this._candidates[2 * t + 1] = 0; | ||
this._queueIndices[t] = -1; | ||
this._rms[t] = 0; | ||
// add triangle to pending queue for later rasterization | ||
this._pending[this._pendingLen++] = t; | ||
// return first halfedge index | ||
return e; | ||
} | ||
const n = this._queue.length - 1; | ||
if (n !== i) { | ||
this._queueSwap(i, n); | ||
if (!this._queueDown(i, n)) { | ||
_legalize(a) { | ||
// if the pair of triangles doesn't satisfy the Delaunay condition | ||
// (p1 is inside the circumcircle of [p0, pl, pr]), flip them, | ||
// then do the same check/flip recursively for the new pair of triangles | ||
// | ||
// pl pl | ||
// /||\ / \ | ||
// al/ || \bl al/ \a | ||
// / || \ / \ | ||
// / a||b \ flip /___ar___\ | ||
// p0\ || /p1 => p0\---bl---/p1 | ||
// \ || / \ / | ||
// ar\ || /br b\ /br | ||
// \||/ \ / | ||
// pr pr | ||
const b = this._halfedges[a]; | ||
if (b < 0) { | ||
return; | ||
} | ||
const a0 = a - (a % 3); | ||
const b0 = b - (b % 3); | ||
const al = a0 + ((a + 1) % 3); | ||
const ar = a0 + ((a + 2) % 3); | ||
const bl = b0 + ((b + 2) % 3); | ||
const br = b0 + ((b + 1) % 3); | ||
const p0 = this.triangles[ar]; | ||
const pr = this.triangles[a]; | ||
const pl = this.triangles[al]; | ||
const p1 = this.triangles[bl]; | ||
const coords = this.coords; | ||
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])) { | ||
return; | ||
} | ||
const hal = this._halfedges[al]; | ||
const har = this._halfedges[ar]; | ||
const hbl = this._halfedges[bl]; | ||
const hbr = this._halfedges[br]; | ||
this._queueRemove(a0 / 3); | ||
this._queueRemove(b0 / 3); | ||
const t0 = this._addTriangle(p0, p1, pl, -1, hbl, hal, a0); | ||
const t1 = this._addTriangle(p1, p0, pr, t0, har, hbr, b0); | ||
this._legalize(t0 + 1); | ||
this._legalize(t1 + 2); | ||
} | ||
// handle a case where new vertex is on the edge of a triangle | ||
_handleCollinear(pn, a) { | ||
const a0 = a - (a % 3); | ||
const al = a0 + ((a + 1) % 3); | ||
const ar = a0 + ((a + 2) % 3); | ||
const p0 = this.triangles[ar]; | ||
const pr = this.triangles[a]; | ||
const pl = this.triangles[al]; | ||
const hal = this._halfedges[al]; | ||
const har = this._halfedges[ar]; | ||
const b = this._halfedges[a]; | ||
if (b < 0) { | ||
const t0 = this._addTriangle(pn, p0, pr, -1, har, -1, a0); | ||
const t1 = this._addTriangle(p0, pn, pl, t0, -1, hal); | ||
this._legalize(t0 + 1); | ||
this._legalize(t1 + 2); | ||
return; | ||
} | ||
const b0 = b - (b % 3); | ||
const bl = b0 + ((b + 2) % 3); | ||
const br = b0 + ((b + 1) % 3); | ||
const p1 = this.triangles[bl]; | ||
const hbl = this._halfedges[bl]; | ||
const hbr = this._halfedges[br]; | ||
this._queueRemove(b0 / 3); | ||
const t0 = this._addTriangle(p0, pr, pn, har, -1, -1, a0); | ||
const t1 = this._addTriangle(pr, p1, pn, hbr, -1, t0 + 1, b0); | ||
const t2 = this._addTriangle(p1, pl, pn, hbl, -1, t1 + 1); | ||
const t3 = this._addTriangle(pl, p0, pn, hal, t0 + 2, t2 + 1); | ||
this._legalize(t0); | ||
this._legalize(t1); | ||
this._legalize(t2); | ||
this._legalize(t3); | ||
} | ||
// priority queue methods | ||
_queuePush(t, error, rms) { | ||
const i = this._queue.length; | ||
this._queueIndices[t] = i; | ||
this._queue.push(t); | ||
this._errors.push(error); | ||
this._rmsSum += rms; | ||
this._queueUp(i); | ||
} | ||
} | ||
this._queuePopBack(); | ||
} | ||
_queueLess(i, j) { | ||
return this._errors[i] > this._errors[j]; | ||
} | ||
_queueSwap(i, j) { | ||
const pi = this._queue[i]; | ||
const pj = this._queue[j]; | ||
this._queue[i] = pj; | ||
this._queue[j] = pi; | ||
this._queueIndices[pi] = j; | ||
this._queueIndices[pj] = i; | ||
const e = this._errors[i]; | ||
this._errors[i] = this._errors[j]; | ||
this._errors[j] = e; | ||
} | ||
_queueUp(j0) { | ||
let j = j0; | ||
while (true) { | ||
const i = j - 1 >> 1; | ||
if (i === j || !this._queueLess(j, i)) { | ||
break; | ||
} | ||
this._queueSwap(i, j); | ||
j = i; | ||
_queuePop() { | ||
const n = this._queue.length - 1; | ||
this._queueSwap(0, n); | ||
this._queueDown(0, n); | ||
return this._queuePopBack(); | ||
} | ||
} | ||
_queueDown(i0, n) { | ||
let i = i0; | ||
while (true) { | ||
const j1 = 2 * i + 1; | ||
if (j1 >= n || j1 < 0) { | ||
break; | ||
} | ||
const j2 = j1 + 1; | ||
let j = j1; | ||
if (j2 < n && this._queueLess(j2, j1)) { | ||
j = j2; | ||
} | ||
if (!this._queueLess(j, i)) { | ||
break; | ||
} | ||
this._queueSwap(i, j); | ||
i = j; | ||
_queuePopBack() { | ||
const t = this._queue.pop(); | ||
this._errors.pop(); | ||
this._rmsSum -= this._rms[t]; | ||
this._queueIndices[t] = -1; | ||
return t; | ||
} | ||
return i > i0; | ||
} | ||
_queueRemove(t) { | ||
const i = this._queueIndices[t]; | ||
if (i < 0) { | ||
const it = this._pending.indexOf(t); | ||
if (it !== -1) { | ||
this._pending[it] = this._pending[--this._pendingLen]; | ||
} | ||
else { | ||
throw new Error('Broken triangulation (something went wrong).'); | ||
} | ||
return; | ||
} | ||
const n = this._queue.length - 1; | ||
if (n !== i) { | ||
this._queueSwap(i, n); | ||
if (!this._queueDown(i, n)) { | ||
this._queueUp(i); | ||
} | ||
} | ||
this._queuePopBack(); | ||
} | ||
_queueLess(i, j) { | ||
return this._errors[i] > this._errors[j]; | ||
} | ||
_queueSwap(i, j) { | ||
const pi = this._queue[i]; | ||
const pj = this._queue[j]; | ||
this._queue[i] = pj; | ||
this._queue[j] = pi; | ||
this._queueIndices[pi] = j; | ||
this._queueIndices[pj] = i; | ||
const e = this._errors[i]; | ||
this._errors[i] = this._errors[j]; | ||
this._errors[j] = e; | ||
} | ||
_queueUp(j0) { | ||
let j = j0; | ||
while (true) { | ||
const i = (j - 1) >> 1; | ||
if (i === j || !this._queueLess(j, i)) { | ||
break; | ||
} | ||
this._queueSwap(i, j); | ||
j = i; | ||
} | ||
} | ||
_queueDown(i0, n) { | ||
let i = i0; | ||
while (true) { | ||
const j1 = 2 * i + 1; | ||
if (j1 >= n || j1 < 0) { | ||
break; | ||
} | ||
const j2 = j1 + 1; | ||
let j = j1; | ||
if (j2 < n && this._queueLess(j2, j1)) { | ||
j = j2; | ||
} | ||
if (!this._queueLess(j, i)) { | ||
break; | ||
} | ||
this._queueSwap(i, j); | ||
i = j; | ||
} | ||
return i > i0; | ||
} | ||
} | ||
function orient(ax, ay, bx, by, cx, cy) { | ||
return (bx - cx) * (ay - cy) - (by - cy) * (ax - cx); | ||
return (bx - cx) * (ay - cy) - (by - cy) * (ax - cx); | ||
} | ||
function inCircle(ax, ay, bx, by, cx, cy, px, py) { | ||
const dx = ax - px; | ||
const dy = ay - py; | ||
const ex = bx - px; | ||
const ey = by - py; | ||
const fx = cx - px; | ||
const fy = cy - py; | ||
const ap = dx * dx + dy * dy; | ||
const bp = ex * ex + ey * ey; | ||
const cp = fx * fx + fy * fy; | ||
return dx * (ey * cp - bp * fy) - dy * (ex * cp - bp * fx) + ap * (ex * fy - ey * fx) < 0; | ||
const dx = ax - px; | ||
const dy = ay - py; | ||
const ex = bx - px; | ||
const ey = by - py; | ||
const fx = cx - px; | ||
const fy = cy - py; | ||
const ap = dx * dx + dy * dy; | ||
const bp = ex * ex + ey * ey; | ||
const cp = fx * fx + fy * fy; | ||
return dx * (ey * cp - bp * fy) - dy * (ex * cp - bp * fx) + ap * (ex * fy - ey * fx) < 0; | ||
} | ||
//# sourceMappingURL=index.js.map |
@@ -0,89 +1,126 @@ | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
import { concatenateTypedArrays } from '@loaders.gl/loader-utils'; | ||
/** | ||
* Add skirt to existing mesh | ||
* @param {object} attributes - POSITION and TEXCOOD_0 attributes data | ||
* @param {any} triangles - indices array of the mesh geometry | ||
* @param skirtHeight - height of the skirt geometry | ||
* @param outsideIndices - edge indices from quantized mesh data | ||
* @returns - geometry data with added skirt | ||
*/ | ||
export function addSkirt(attributes, triangles, skirtHeight, outsideIndices) { | ||
const outsideEdges = outsideIndices ? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value) : getOutsideEdgesFromTriangles(triangles); | ||
const newPosition = new attributes.POSITION.value.constructor(outsideEdges.length * 6); | ||
const newTexcoord0 = new attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4); | ||
const newTriangles = new triangles.constructor(outsideEdges.length * 6); | ||
for (let i = 0; i < outsideEdges.length; i++) { | ||
const edge = outsideEdges[i]; | ||
updateAttributesForNewEdge({ | ||
edge, | ||
edgeIndex: i, | ||
attributes, | ||
skirtHeight, | ||
newPosition, | ||
newTexcoord0, | ||
newTriangles | ||
}); | ||
} | ||
attributes.POSITION.value = concatenateTypedArrays(attributes.POSITION.value, newPosition); | ||
attributes.TEXCOORD_0.value = concatenateTypedArrays(attributes.TEXCOORD_0.value, newTexcoord0); | ||
const resultTriangles = triangles instanceof Array ? triangles.concat(newTriangles) : concatenateTypedArrays(triangles, newTriangles); | ||
return { | ||
attributes, | ||
triangles: resultTriangles | ||
}; | ||
const outsideEdges = outsideIndices | ||
? getOutsideEdgesFromIndices(outsideIndices, attributes.POSITION.value) | ||
: getOutsideEdgesFromTriangles(triangles); | ||
// 2 new vertices for each outside edge | ||
const newPosition = new attributes.POSITION.value.constructor(outsideEdges.length * 6); | ||
const newTexcoord0 = new attributes.TEXCOORD_0.value.constructor(outsideEdges.length * 4); | ||
// 2 new triangles for each outside edge | ||
const newTriangles = new triangles.constructor(outsideEdges.length * 6); | ||
for (let i = 0; i < outsideEdges.length; i++) { | ||
const edge = outsideEdges[i]; | ||
updateAttributesForNewEdge({ | ||
edge, | ||
edgeIndex: i, | ||
attributes, | ||
skirtHeight, | ||
newPosition, | ||
newTexcoord0, | ||
newTriangles | ||
}); | ||
} | ||
attributes.POSITION.value = concatenateTypedArrays(attributes.POSITION.value, newPosition); | ||
attributes.TEXCOORD_0.value = concatenateTypedArrays(attributes.TEXCOORD_0.value, newTexcoord0); | ||
const resultTriangles = triangles instanceof Array | ||
? triangles.concat(newTriangles) | ||
: concatenateTypedArrays(triangles, newTriangles); | ||
return { | ||
attributes, | ||
triangles: resultTriangles | ||
}; | ||
} | ||
/** | ||
* Get geometry edges that located on a border of the mesh | ||
* @param {any} triangles - indices array of the mesh geometry | ||
* @returns {number[][]} - outside edges data | ||
*/ | ||
function getOutsideEdgesFromTriangles(triangles) { | ||
const edges = []; | ||
for (let i = 0; i < triangles.length; i += 3) { | ||
edges.push([triangles[i], triangles[i + 1]]); | ||
edges.push([triangles[i + 1], triangles[i + 2]]); | ||
edges.push([triangles[i + 2], triangles[i]]); | ||
} | ||
edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b)); | ||
const outsideEdges = []; | ||
let index = 0; | ||
while (index < edges.length) { | ||
var _edges, _edges2; | ||
if (edges[index][0] === ((_edges = edges[index + 1]) === null || _edges === void 0 ? void 0 : _edges[1]) && edges[index][1] === ((_edges2 = edges[index + 1]) === null || _edges2 === void 0 ? void 0 : _edges2[0])) { | ||
index += 2; | ||
} else { | ||
outsideEdges.push(edges[index]); | ||
index++; | ||
const edges = []; | ||
for (let i = 0; i < triangles.length; i += 3) { | ||
edges.push([triangles[i], triangles[i + 1]]); | ||
edges.push([triangles[i + 1], triangles[i + 2]]); | ||
edges.push([triangles[i + 2], triangles[i]]); | ||
} | ||
} | ||
return outsideEdges; | ||
edges.sort((a, b) => Math.min(...a) - Math.min(...b) || Math.max(...a) - Math.max(...b)); | ||
const outsideEdges = []; | ||
let index = 0; | ||
while (index < edges.length) { | ||
if (edges[index][0] === edges[index + 1]?.[1] && edges[index][1] === edges[index + 1]?.[0]) { | ||
index += 2; | ||
} | ||
else { | ||
outsideEdges.push(edges[index]); | ||
index++; | ||
} | ||
} | ||
return outsideEdges; | ||
} | ||
/** | ||
* Get geometry edges that located on a border of the mesh | ||
* @param {object} indices - edge indices from quantized mesh data | ||
* @param {TypedArray} position - position attribute geometry data | ||
* @returns {number[][]} - outside edges data | ||
*/ | ||
function getOutsideEdgesFromIndices(indices, position) { | ||
indices.westIndices.sort((a, b) => position[3 * a + 1] - position[3 * b + 1]); | ||
indices.eastIndices.sort((a, b) => position[3 * b + 1] - position[3 * a + 1]); | ||
indices.southIndices.sort((a, b) => position[3 * b] - position[3 * a]); | ||
indices.northIndices.sort((a, b) => position[3 * a] - position[3 * b]); | ||
const edges = []; | ||
for (const index in indices) { | ||
const indexGroup = indices[index]; | ||
for (let i = 0; i < indexGroup.length - 1; i++) { | ||
edges.push([indexGroup[i], indexGroup[i + 1]]); | ||
// Sort skirt indices to create adjacent triangles | ||
indices.westIndices.sort((a, b) => position[3 * a + 1] - position[3 * b + 1]); | ||
// Reverse (b - a) to match triangle winding | ||
indices.eastIndices.sort((a, b) => position[3 * b + 1] - position[3 * a + 1]); | ||
indices.southIndices.sort((a, b) => position[3 * b] - position[3 * a]); | ||
// Reverse (b - a) to match triangle winding | ||
indices.northIndices.sort((a, b) => position[3 * a] - position[3 * b]); | ||
const edges = []; | ||
for (const index in indices) { | ||
const indexGroup = indices[index]; | ||
for (let i = 0; i < indexGroup.length - 1; i++) { | ||
edges.push([indexGroup[i], indexGroup[i + 1]]); | ||
} | ||
} | ||
} | ||
return edges; | ||
return edges; | ||
} | ||
function updateAttributesForNewEdge(_ref) { | ||
let { | ||
edge, | ||
edgeIndex, | ||
attributes, | ||
skirtHeight, | ||
newPosition, | ||
newTexcoord0, | ||
newTriangles | ||
} = _ref; | ||
const positionsLength = attributes.POSITION.value.length; | ||
const vertex1Offset = edgeIndex * 2; | ||
const vertex2Offset = edgeIndex * 2 + 1; | ||
newPosition.set(attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3), vertex1Offset * 3); | ||
newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; | ||
newPosition.set(attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3), vertex2Offset * 3); | ||
newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; | ||
newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2), vertex1Offset * 2); | ||
newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2), vertex2Offset * 2); | ||
const triangle1Offset = edgeIndex * 2 * 3; | ||
newTriangles[triangle1Offset] = edge[0]; | ||
newTriangles[triangle1Offset + 1] = positionsLength / 3 + vertex2Offset; | ||
newTriangles[triangle1Offset + 2] = edge[1]; | ||
newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset; | ||
newTriangles[triangle1Offset + 4] = edge[0]; | ||
newTriangles[triangle1Offset + 5] = positionsLength / 3 + vertex1Offset; | ||
/** | ||
* Get geometry edges that located on a border of the mesh | ||
* @param {object} args | ||
* @param {number[]} args.edge - edge indices in geometry | ||
* @param {number} args.edgeIndex - edge index in outsideEdges array | ||
* @param {object} args.attributes - POSITION and TEXCOORD_0 attributes | ||
* @param {number} args.skirtHeight - height of the skirt geometry | ||
* @param {TypedArray} args.newPosition - POSITION array for skirt data | ||
* @param {TypedArray} args.newTexcoord0 - TEXCOORD_0 array for skirt data | ||
* @param {TypedArray | Array} args.newTriangles - trinagle indices array for skirt data | ||
* @returns {void} | ||
*/ | ||
function updateAttributesForNewEdge({ edge, edgeIndex, attributes, skirtHeight, newPosition, newTexcoord0, newTriangles }) { | ||
const positionsLength = attributes.POSITION.value.length; | ||
const vertex1Offset = edgeIndex * 2; | ||
const vertex2Offset = edgeIndex * 2 + 1; | ||
// Define POSITION for new 1st vertex | ||
newPosition.set(attributes.POSITION.value.subarray(edge[0] * 3, edge[0] * 3 + 3), vertex1Offset * 3); | ||
newPosition[vertex1Offset * 3 + 2] = newPosition[vertex1Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height | ||
// Define POSITION for new 2nd vertex | ||
newPosition.set(attributes.POSITION.value.subarray(edge[1] * 3, edge[1] * 3 + 3), vertex2Offset * 3); | ||
newPosition[vertex2Offset * 3 + 2] = newPosition[vertex2Offset * 3 + 2] - skirtHeight; // put down elevation on the skirt height | ||
// Use same TEXCOORDS for skirt vertices | ||
newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[0] * 2, edge[0] * 2 + 2), vertex1Offset * 2); | ||
newTexcoord0.set(attributes.TEXCOORD_0.value.subarray(edge[1] * 2, edge[1] * 2 + 2), vertex2Offset * 2); | ||
// Define new triangles | ||
const triangle1Offset = edgeIndex * 2 * 3; | ||
newTriangles[triangle1Offset] = edge[0]; | ||
newTriangles[triangle1Offset + 1] = positionsLength / 3 + vertex2Offset; | ||
newTriangles[triangle1Offset + 2] = edge[1]; | ||
newTriangles[triangle1Offset + 3] = positionsLength / 3 + vertex2Offset; | ||
newTriangles[triangle1Offset + 4] = edge[0]; | ||
newTriangles[triangle1Offset + 5] = positionsLength / 3 + vertex1Offset; | ||
} | ||
//# sourceMappingURL=skirt.js.map |
@@ -0,85 +1,73 @@ | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
import { getMeshBoundingBox } from '@loaders.gl/schema'; | ||
import decode, { DECODING_STEPS } from "./decode-quantized-mesh.js"; | ||
import { addSkirt } from "./helpers/skirt.js"; | ||
export function parseQuantizedMesh(arrayBuffer) { | ||
let options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; | ||
const { | ||
bounds | ||
} = options; | ||
const { | ||
header, | ||
vertexData, | ||
triangleIndices: originalTriangleIndices, | ||
westIndices, | ||
northIndices, | ||
eastIndices, | ||
southIndices | ||
} = decode(arrayBuffer, DECODING_STEPS.triangleIndices); | ||
let triangleIndices = originalTriangleIndices; | ||
let attributes = getMeshAttributes(vertexData, header, bounds); | ||
const boundingBox = getMeshBoundingBox(attributes); | ||
if (options !== null && options !== void 0 && options.skirtHeight) { | ||
const { | ||
attributes: newAttributes, | ||
triangles: newTriangles | ||
} = addSkirt(attributes, triangleIndices, options.skirtHeight, { | ||
westIndices, | ||
northIndices, | ||
eastIndices, | ||
southIndices | ||
}); | ||
attributes = newAttributes; | ||
triangleIndices = newTriangles; | ||
} | ||
return { | ||
loaderData: { | ||
header: {} | ||
}, | ||
header: { | ||
vertexCount: triangleIndices.length, | ||
boundingBox | ||
}, | ||
schema: undefined, | ||
topology: 'triangle-list', | ||
mode: 4, | ||
indices: { | ||
value: triangleIndices, | ||
size: 1 | ||
}, | ||
attributes | ||
}; | ||
export function parseQuantizedMesh(arrayBuffer, options = {}) { | ||
const { bounds } = options; | ||
// Don't parse edge indices or format extensions | ||
const { header, vertexData, triangleIndices: originalTriangleIndices, westIndices, northIndices, eastIndices, southIndices } = decode(arrayBuffer, DECODING_STEPS.triangleIndices); | ||
let triangleIndices = originalTriangleIndices; | ||
let attributes = getMeshAttributes(vertexData, header, bounds); | ||
// Compute bounding box before adding skirt so that z values are not skewed | ||
// TODO: Find bounding box from header, instead of doing extra pass over | ||
// vertices. | ||
const boundingBox = getMeshBoundingBox(attributes); | ||
if (options?.skirtHeight) { | ||
const { attributes: newAttributes, triangles: newTriangles } = addSkirt(attributes, triangleIndices, options.skirtHeight, { | ||
westIndices, | ||
northIndices, | ||
eastIndices, | ||
southIndices | ||
}); | ||
attributes = newAttributes; | ||
triangleIndices = newTriangles; | ||
} | ||
return { | ||
// Data return by this loader implementation | ||
loaderData: { | ||
header: {} | ||
}, | ||
header: { | ||
// @ts-ignore | ||
vertexCount: triangleIndices.length, | ||
boundingBox | ||
}, | ||
// TODO | ||
schema: undefined, | ||
topology: 'triangle-list', | ||
mode: 4, // TRIANGLES | ||
indices: { value: triangleIndices, size: 1 }, | ||
attributes | ||
}; | ||
} | ||
function getMeshAttributes(vertexData, header, bounds) { | ||
const { | ||
minHeight, | ||
maxHeight | ||
} = header; | ||
const [minX, minY, maxX, maxY] = bounds || [0, 0, 1, 1]; | ||
const xScale = maxX - minX; | ||
const yScale = maxY - minY; | ||
const zScale = maxHeight - minHeight; | ||
const nCoords = vertexData.length / 3; | ||
const positions = new Float32Array(nCoords * 3); | ||
const texCoords = new Float32Array(nCoords * 2); | ||
for (let i = 0; i < nCoords; i++) { | ||
const x = vertexData[i] / 32767; | ||
const y = vertexData[i + nCoords] / 32767; | ||
const z = vertexData[i + nCoords * 2] / 32767; | ||
positions[3 * i + 0] = x * xScale + minX; | ||
positions[3 * i + 1] = y * yScale + minY; | ||
positions[3 * i + 2] = z * zScale + minHeight; | ||
texCoords[2 * i + 0] = x; | ||
texCoords[2 * i + 1] = y; | ||
} | ||
return { | ||
POSITION: { | ||
value: positions, | ||
size: 3 | ||
}, | ||
TEXCOORD_0: { | ||
value: texCoords, | ||
size: 2 | ||
const { minHeight, maxHeight } = header; | ||
const [minX, minY, maxX, maxY] = bounds || [0, 0, 1, 1]; | ||
const xScale = maxX - minX; | ||
const yScale = maxY - minY; | ||
const zScale = maxHeight - minHeight; | ||
const nCoords = vertexData.length / 3; | ||
// vec3. x, y defined by bounds, z in meters | ||
const positions = new Float32Array(nCoords * 3); | ||
// vec2. 1 to 1 relationship with position. represents the uv on the texture image. 0,0 to 1,1. | ||
const texCoords = new Float32Array(nCoords * 2); | ||
// Data is not interleaved; all u, then all v, then all heights | ||
for (let i = 0; i < nCoords; i++) { | ||
const x = vertexData[i] / 32767; | ||
const y = vertexData[i + nCoords] / 32767; | ||
const z = vertexData[i + nCoords * 2] / 32767; | ||
positions[3 * i + 0] = x * xScale + minX; | ||
positions[3 * i + 1] = y * yScale + minY; | ||
positions[3 * i + 2] = z * zScale + minHeight; | ||
texCoords[2 * i + 0] = x; | ||
texCoords[2 * i + 1] = y; | ||
} | ||
}; | ||
return { | ||
POSITION: { value: positions, size: 3 }, | ||
TEXCOORD_0: { value: texCoords, size: 2 } | ||
// TODO: Parse normals if they exist in the file | ||
// NORMAL: {}, - optional, but creates the high poly look with lighting | ||
}; | ||
} | ||
//# sourceMappingURL=parse-quantized-mesh.js.map |
@@ -0,1 +1,4 @@ | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
import { getMeshBoundingBox } from '@loaders.gl/schema'; | ||
@@ -5,148 +8,143 @@ import Martini from '@mapbox/martini'; | ||
import { addSkirt } from "./helpers/skirt.js"; | ||
/** | ||
* Returns generated mesh object from image data | ||
* | ||
* @param terrainImage terrain image data | ||
* @param terrainOptions terrain options | ||
* @returns mesh object | ||
*/ | ||
export function makeTerrainMeshFromImage(terrainImage, terrainOptions) { | ||
const { | ||
meshMaxError, | ||
bounds, | ||
elevationDecoder | ||
} = terrainOptions; | ||
const { | ||
data, | ||
width, | ||
height | ||
} = terrainImage; | ||
let terrain; | ||
let mesh; | ||
switch (terrainOptions.tesselator) { | ||
case 'martini': | ||
terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator); | ||
mesh = getMartiniTileMesh(meshMaxError, width, terrain); | ||
break; | ||
case 'delatin': | ||
terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator); | ||
mesh = getDelatinTileMesh(meshMaxError, width, height, terrain); | ||
break; | ||
default: | ||
if (width === height && !(height & width - 1)) { | ||
terrain = getTerrain(data, width, height, elevationDecoder, 'martini'); | ||
mesh = getMartiniTileMesh(meshMaxError, width, terrain); | ||
} else { | ||
terrain = getTerrain(data, width, height, elevationDecoder, 'delatin'); | ||
mesh = getDelatinTileMesh(meshMaxError, width, height, terrain); | ||
} | ||
break; | ||
} | ||
const { | ||
vertices | ||
} = mesh; | ||
let { | ||
triangles | ||
} = mesh; | ||
let attributes = getMeshAttributes(vertices, terrain, width, height, bounds); | ||
const boundingBox = getMeshBoundingBox(attributes); | ||
if (terrainOptions.skirtHeight) { | ||
const { | ||
attributes: newAttributes, | ||
triangles: newTriangles | ||
} = addSkirt(attributes, triangles, terrainOptions.skirtHeight); | ||
attributes = newAttributes; | ||
triangles = newTriangles; | ||
} | ||
return { | ||
loaderData: { | ||
header: {} | ||
}, | ||
header: { | ||
vertexCount: triangles.length, | ||
boundingBox | ||
}, | ||
mode: 4, | ||
indices: { | ||
value: Uint32Array.from(triangles), | ||
size: 1 | ||
}, | ||
attributes | ||
}; | ||
const { meshMaxError, bounds, elevationDecoder } = terrainOptions; | ||
const { data, width, height } = terrainImage; | ||
let terrain; | ||
let mesh; | ||
switch (terrainOptions.tesselator) { | ||
case 'martini': | ||
terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator); | ||
mesh = getMartiniTileMesh(meshMaxError, width, terrain); | ||
break; | ||
case 'delatin': | ||
terrain = getTerrain(data, width, height, elevationDecoder, terrainOptions.tesselator); | ||
mesh = getDelatinTileMesh(meshMaxError, width, height, terrain); | ||
break; | ||
// auto | ||
default: | ||
if (width === height && !(height & (width - 1))) { | ||
terrain = getTerrain(data, width, height, elevationDecoder, 'martini'); | ||
mesh = getMartiniTileMesh(meshMaxError, width, terrain); | ||
} | ||
else { | ||
terrain = getTerrain(data, width, height, elevationDecoder, 'delatin'); | ||
mesh = getDelatinTileMesh(meshMaxError, width, height, terrain); | ||
} | ||
break; | ||
} | ||
const { vertices } = mesh; | ||
let { triangles } = mesh; | ||
let attributes = getMeshAttributes(vertices, terrain, width, height, bounds); | ||
// Compute bounding box before adding skirt so that z values are not skewed | ||
const boundingBox = getMeshBoundingBox(attributes); | ||
if (terrainOptions.skirtHeight) { | ||
const { attributes: newAttributes, triangles: newTriangles } = addSkirt(attributes, triangles, terrainOptions.skirtHeight); | ||
attributes = newAttributes; | ||
triangles = newTriangles; | ||
} | ||
return { | ||
// Data return by this loader implementation | ||
loaderData: { | ||
header: {} | ||
}, | ||
header: { | ||
vertexCount: triangles.length, | ||
boundingBox | ||
}, | ||
mode: 4, // TRIANGLES | ||
indices: { value: Uint32Array.from(triangles), size: 1 }, | ||
attributes | ||
}; | ||
} | ||
/** | ||
* Get Martini generated vertices and triangles | ||
* | ||
* @param {number} meshMaxError threshold for simplifying mesh | ||
* @param {number} width width of the input data | ||
* @param {number[] | Float32Array} terrain elevation data | ||
* @returns {{vertices: Uint16Array, triangles: Uint32Array}} vertices and triangles data | ||
*/ | ||
function getMartiniTileMesh(meshMaxError, width, terrain) { | ||
const gridSize = width + 1; | ||
const martini = new Martini(gridSize); | ||
const tile = martini.createTile(terrain); | ||
const { | ||
vertices, | ||
triangles | ||
} = tile.getMesh(meshMaxError); | ||
return { | ||
vertices, | ||
triangles | ||
}; | ||
const gridSize = width + 1; | ||
const martini = new Martini(gridSize); | ||
const tile = martini.createTile(terrain); | ||
const { vertices, triangles } = tile.getMesh(meshMaxError); | ||
return { vertices, triangles }; | ||
} | ||
/** | ||
* Get Delatin generated vertices and triangles | ||
* | ||
* @param {number} meshMaxError threshold for simplifying mesh | ||
* @param {number} width width of the input data array | ||
* @param {number} height height of the input data array | ||
* @param {number[] | Float32Array} terrain elevation data | ||
* @returns {{vertices: number[], triangles: number[]}} vertices and triangles data | ||
*/ | ||
function getDelatinTileMesh(meshMaxError, width, height, terrain) { | ||
const tin = new Delatin(terrain, width + 1, height + 1); | ||
tin.run(meshMaxError); | ||
const { | ||
coords, | ||
triangles | ||
} = tin; | ||
const vertices = coords; | ||
return { | ||
vertices, | ||
triangles | ||
}; | ||
const tin = new Delatin(terrain, width + 1, height + 1); | ||
tin.run(meshMaxError); | ||
// @ts-expect-error | ||
const { coords, triangles } = tin; | ||
const vertices = coords; | ||
return { vertices, triangles }; | ||
} | ||
function getTerrain(imageData, width, height, elevationDecoder, tesselator) { | ||
const { | ||
rScaler, | ||
bScaler, | ||
gScaler, | ||
offset | ||
} = elevationDecoder; | ||
const terrain = new Float32Array((width + 1) * (height + 1)); | ||
for (let i = 0, y = 0; y < height; y++) { | ||
for (let x = 0; x < width; x++, i++) { | ||
const k = i * 4; | ||
const r = imageData[k + 0]; | ||
const g = imageData[k + 1]; | ||
const b = imageData[k + 2]; | ||
terrain[i + y] = r * rScaler + g * gScaler + b * bScaler + offset; | ||
const { rScaler, bScaler, gScaler, offset } = elevationDecoder; | ||
// From Martini demo | ||
// https://observablehq.com/@mourner/martin-real-time-rtin-terrain-mesh | ||
const terrain = new Float32Array((width + 1) * (height + 1)); | ||
// decode terrain values | ||
for (let i = 0, y = 0; y < height; y++) { | ||
for (let x = 0; x < width; x++, i++) { | ||
const k = i * 4; | ||
const r = imageData[k + 0]; | ||
const g = imageData[k + 1]; | ||
const b = imageData[k + 2]; | ||
terrain[i + y] = r * rScaler + g * gScaler + b * bScaler + offset; | ||
} | ||
} | ||
} | ||
if (tesselator === 'martini') { | ||
for (let i = (width + 1) * width, x = 0; x < width; x++, i++) { | ||
terrain[i] = terrain[i - width - 1]; | ||
if (tesselator === 'martini') { | ||
// backfill bottom border | ||
for (let i = (width + 1) * width, x = 0; x < width; x++, i++) { | ||
terrain[i] = terrain[i - width - 1]; | ||
} | ||
// backfill right border | ||
for (let i = height, y = 0; y < height + 1; y++, i += height + 1) { | ||
terrain[i] = terrain[i - 1]; | ||
} | ||
} | ||
for (let i = height, y = 0; y < height + 1; y++, i += height + 1) { | ||
terrain[i] = terrain[i - 1]; | ||
} | ||
} | ||
return terrain; | ||
return terrain; | ||
} | ||
function getMeshAttributes(vertices, terrain, width, height, bounds) { | ||
const gridSize = width + 1; | ||
const numOfVerticies = vertices.length / 2; | ||
const positions = new Float32Array(numOfVerticies * 3); | ||
const texCoords = new Float32Array(numOfVerticies * 2); | ||
const [minX, minY, maxX, maxY] = bounds || [0, 0, width, height]; | ||
const xScale = (maxX - minX) / width; | ||
const yScale = (maxY - minY) / height; | ||
for (let i = 0; i < numOfVerticies; i++) { | ||
const x = vertices[i * 2]; | ||
const y = vertices[i * 2 + 1]; | ||
const pixelIdx = y * gridSize + x; | ||
positions[3 * i + 0] = x * xScale + minX; | ||
positions[3 * i + 1] = -y * yScale + maxY; | ||
positions[3 * i + 2] = terrain[pixelIdx]; | ||
texCoords[2 * i + 0] = x / width; | ||
texCoords[2 * i + 1] = y / height; | ||
} | ||
return { | ||
POSITION: { | ||
value: positions, | ||
size: 3 | ||
}, | ||
TEXCOORD_0: { | ||
value: texCoords, | ||
size: 2 | ||
const gridSize = width + 1; | ||
const numOfVerticies = vertices.length / 2; | ||
// vec3. x, y in pixels, z in meters | ||
const positions = new Float32Array(numOfVerticies * 3); | ||
// vec2. 1 to 1 relationship with position. represents the uv on the texture image. 0,0 to 1,1. | ||
const texCoords = new Float32Array(numOfVerticies * 2); | ||
const [minX, minY, maxX, maxY] = bounds || [0, 0, width, height]; | ||
const xScale = (maxX - minX) / width; | ||
const yScale = (maxY - minY) / height; | ||
for (let i = 0; i < numOfVerticies; i++) { | ||
const x = vertices[i * 2]; | ||
const y = vertices[i * 2 + 1]; | ||
const pixelIdx = y * gridSize + x; | ||
positions[3 * i + 0] = x * xScale + minX; | ||
positions[3 * i + 1] = -y * yScale + maxY; | ||
positions[3 * i + 2] = terrain[pixelIdx]; | ||
texCoords[2 * i + 0] = x / width; | ||
texCoords[2 * i + 1] = y / height; | ||
} | ||
}; | ||
return { | ||
POSITION: { value: positions, size: 3 }, | ||
TEXCOORD_0: { value: texCoords, size: 2 } | ||
// NORMAL: {}, - optional, but creates the high poly look with lighting | ||
}; | ||
} | ||
//# sourceMappingURL=parse-terrain.js.map |
@@ -0,2 +1,7 @@ | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
// Version constant cannot be imported, it needs to correspond to the build version of **this** module. | ||
// __VERSION__ is injected by babel-plugin-version-inline | ||
// @ts-ignore TS2304: Cannot find name '__VERSION__'. | ||
export const VERSION = typeof "4.2.0-alpha.4" !== 'undefined' ? "4.2.0-alpha.4" : 'latest'; | ||
//# sourceMappingURL=version.js.map |
@@ -0,17 +1,22 @@ | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
import { VERSION } from "./lib/utils/version.js"; | ||
/** | ||
* Worker loader for quantized meshes | ||
*/ | ||
export const QuantizedMeshLoader = { | ||
name: 'Quantized Mesh', | ||
id: 'quantized-mesh', | ||
module: 'terrain', | ||
version: VERSION, | ||
worker: true, | ||
extensions: ['terrain'], | ||
mimeTypes: ['application/vnd.quantized-mesh'], | ||
options: { | ||
'quantized-mesh': { | ||
bounds: [0, 0, 1, 1], | ||
skirtHeight: null | ||
name: 'Quantized Mesh', | ||
id: 'quantized-mesh', | ||
module: 'terrain', | ||
version: VERSION, | ||
worker: true, | ||
extensions: ['terrain'], | ||
mimeTypes: ['application/vnd.quantized-mesh'], | ||
options: { | ||
'quantized-mesh': { | ||
bounds: [0, 0, 1, 1], | ||
skirtHeight: null | ||
} | ||
} | ||
} | ||
}; | ||
//# sourceMappingURL=quantized-mesh-loader.js.map |
import type { Loader } from '@loaders.gl/loader-utils'; | ||
import type { ImageLoaderOptions } from '@loaders.gl/images'; | ||
import { TerrainOptions } from './lib/parse-terrain'; | ||
import { TerrainOptions } from "./lib/parse-terrain.js"; | ||
import { Mesh } from '@loaders.gl/schema'; | ||
@@ -5,0 +5,0 @@ export type TerrainLoaderOptions = ImageLoaderOptions & { |
@@ -0,25 +1,30 @@ | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
import { VERSION } from "./lib/utils/version.js"; | ||
/** | ||
* Worker loader for image encoded terrain | ||
*/ | ||
export const TerrainLoader = { | ||
name: 'Terrain', | ||
id: 'terrain', | ||
module: 'terrain', | ||
version: VERSION, | ||
worker: true, | ||
extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'], | ||
mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'], | ||
options: { | ||
terrain: { | ||
tesselator: 'auto', | ||
bounds: undefined, | ||
meshMaxError: 10, | ||
elevationDecoder: { | ||
rScaler: 1, | ||
gScaler: 0, | ||
bScaler: 0, | ||
offset: 0 | ||
}, | ||
skirtHeight: undefined | ||
name: 'Terrain', | ||
id: 'terrain', | ||
module: 'terrain', | ||
version: VERSION, | ||
worker: true, | ||
extensions: ['png', 'pngraw', 'jpg', 'jpeg', 'gif', 'webp', 'bmp'], | ||
mimeTypes: ['image/png', 'image/jpeg', 'image/gif', 'image/webp', 'image/bmp'], | ||
options: { | ||
terrain: { | ||
tesselator: 'auto', | ||
bounds: undefined, | ||
meshMaxError: 10, | ||
elevationDecoder: { | ||
rScaler: 1, | ||
gScaler: 0, | ||
bScaler: 0, | ||
offset: 0 | ||
}, | ||
skirtHeight: undefined | ||
} | ||
} | ||
} | ||
}; | ||
//# sourceMappingURL=terrain-loader.js.map |
@@ -0,4 +1,6 @@ | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
import { createLoaderWorker } from '@loaders.gl/loader-utils'; | ||
import { QuantizedMeshLoader } from "../index.js"; | ||
createLoaderWorker(QuantizedMeshLoader); | ||
//# sourceMappingURL=quantized-mesh-worker.js.map |
@@ -0,4 +1,6 @@ | ||
// loaders.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
import { createLoaderWorker } from '@loaders.gl/loader-utils'; | ||
import { TerrainLoader } from "../index.js"; | ||
createLoaderWorker(TerrainLoader); | ||
//# sourceMappingURL=terrain-worker.js.map |
{ | ||
"name": "@loaders.gl/terrain", | ||
"version": "4.2.0-alpha.4", | ||
"version": "4.2.0-alpha.5", | ||
"description": "Framework-independent loader for terrain raster formats", | ||
@@ -39,4 +39,5 @@ "license": "MIT", | ||
"scripts": { | ||
"pre-build": "npm run build-worker && npm run build-worker2 && npm run build-bundle && npm run build-bundle -- --env=dev", | ||
"build-bundle": "ocular-bundle ./src/index.ts", | ||
"pre-build": "npm run build-worker && npm run build-worker2 && npm run build-bundle && npm run build-bundle-dev", | ||
"build-bundle": "ocular-bundle ./bundle.ts --output=dist/dist.min.js", | ||
"build-bundle-dev": "ocular-bundle ./bundle.ts --env=dev --output=dist/dist.dev.js", | ||
"build-worker": "esbuild src/workers/terrain-worker.ts --bundle --outfile=dist/terrain-worker.js --define:__VERSION__=\\\"$npm_package_version\\\"", | ||
@@ -46,9 +47,11 @@ "build-worker2": "esbuild src/workers/quantized-mesh-worker.ts --bundle --outfile=dist/quantized-mesh-worker.js --define:__VERSION__=\\\"$npm_package_version\\\"" | ||
"dependencies": { | ||
"@babel/runtime": "^7.3.1", | ||
"@loaders.gl/images": "4.2.0-alpha.4", | ||
"@loaders.gl/loader-utils": "4.2.0-alpha.4", | ||
"@loaders.gl/schema": "4.2.0-alpha.4", | ||
"@loaders.gl/images": "4.2.0-alpha.5", | ||
"@loaders.gl/loader-utils": "4.2.0-alpha.5", | ||
"@loaders.gl/schema": "4.2.0-alpha.5", | ||
"@mapbox/martini": "^0.2.0" | ||
}, | ||
"gitHead": "6c52dee5c3f005648a394cc4aee7fc37005c8e83" | ||
"peerDependencies": { | ||
"@loaders.gl/core": "^4.0.0" | ||
}, | ||
"gitHead": "32d95a81971f104e4dfeb88ab57065f05321a76a" | ||
} |
@@ -7,3 +7,3 @@ // loaders.gl | ||
import Martini from '@mapbox/martini'; | ||
import Delatin from './delatin'; | ||
import Delatin from './delatin/index'; | ||
import {addSkirt} from './helpers/skirt'; | ||
@@ -10,0 +10,0 @@ |
Sorry, the diff of this file is not supported yet
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License Policy Violation
LicenseThis package is not allowed per your license policy. Review the package's license to ensure compliance.
Found 1 instance in 1 package
License Policy Violation
LicenseThis package is not allowed per your license policy. Review the package's license to ensure compliance.
Found 1 instance in 1 package
354074
7441
53
+ Added@loaders.gl/core@4.3.2(transitive)
+ Added@loaders.gl/images@4.2.0-alpha.5(transitive)
+ Added@loaders.gl/loader-utils@4.2.0-alpha.54.3.2(transitive)
+ Added@loaders.gl/schema@4.2.0-alpha.54.3.2(transitive)
+ Added@loaders.gl/worker-utils@4.2.0-alpha.54.3.2(transitive)
+ Added@probe.gl/env@4.0.9(transitive)
+ Added@probe.gl/log@4.0.9(transitive)
- Removed@babel/runtime@^7.3.1
- Removed@babel/runtime@7.26.0(transitive)
- Removed@loaders.gl/images@4.2.0-alpha.4(transitive)
- Removed@loaders.gl/loader-utils@4.2.0-alpha.4(transitive)
- Removed@loaders.gl/schema@4.2.0-alpha.4(transitive)
- Removed@loaders.gl/worker-utils@4.2.0-alpha.4(transitive)
- Removedregenerator-runtime@0.14.1(transitive)