UNPKG

@loaders.gl/tiles

Version:

Common components for different tiles loaders.

1,873 lines (1,856 loc) 259 kB
(function webpackUniversalModuleDefinition(root, factory) { if (typeof exports === 'object' && typeof module === 'object') module.exports = factory(); else if (typeof define === 'function' && define.amd) define([], factory); 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) => { for (var name in all) __defProp(target, name, { get: all[name], enumerable: true }); }; var __copyProps = (to, from, except, desc) => { if (from && typeof from === "object" || typeof from === "function") { for (let key of __getOwnPropNames(from)) if (!__hasOwnProp.call(to, key) && key !== except) __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable }); } return to; }; 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); // 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, { LOD_METRIC_TYPE: () => LOD_METRIC_TYPE, TILESET_TYPE: () => TILESET_TYPE, TILE_CONTENT_STATE: () => TILE_CONTENT_STATE, TILE_REFINEMENT: () => TILE_REFINEMENT, TILE_TYPE: () => TILE_TYPE, Tile3D: () => Tile3D, Tileset3D: () => Tileset3D, TilesetCache: () => TilesetCache, TilesetTraverser: () => TilesetTraverser, calculateTransformProps: () => calculateTransformProps, createBoundingVolume: () => createBoundingVolume, getFrameState: () => getFrameState, getLodStatus: () => getLodStatus }); __reExport(bundle_exports, __toESM(require_core(), 1)); // ../../node_modules/@math.gl/core/dist/lib/common.js var RADIANS_TO_DEGREES = 1 / Math.PI * 180; var DEGREES_TO_RADIANS = 1 / 180 * Math.PI; var DEFAULT_CONFIG = { EPSILON: 1e-12, debug: false, precision: 4, printTypes: false, printDegrees: false, printRowMajor: true, _cartographicRadians: false }; globalThis.mathgl = globalThis.mathgl || { config: { ...DEFAULT_CONFIG } }; var config = globalThis.mathgl.config; function formatValue(value, { precision = config.precision } = {}) { value = round(value); return `${parseFloat(value.toPrecision(precision))}`; } function isArray(value) { return Array.isArray(value) || ArrayBuffer.isView(value) && !(value instanceof DataView); } function toRadians(degrees2) { return radians(degrees2); } function toDegrees(radians2) { return degrees(radians2); } function radians(degrees2, result) { return map(degrees2, (degrees3) => degrees3 * DEGREES_TO_RADIANS, result); } function degrees(radians2, result) { return map(radians2, (radians3) => radians3 * RADIANS_TO_DEGREES, result); } function equals(a, b, epsilon) { const oldEpsilon = config.EPSILON; if (epsilon) { config.EPSILON = epsilon; } try { if (a === b) { return true; } if (isArray(a) && isArray(b)) { if (a.length !== b.length) { return false; } for (let i = 0; i < a.length; ++i) { if (!equals(a[i], b[i])) { return false; } } return true; } if (a && a.equals) { return a.equals(b); } if (b && b.equals) { return b.equals(a); } if (typeof a === "number" && typeof b === "number") { return Math.abs(a - b) <= config.EPSILON * Math.max(1, Math.abs(a), Math.abs(b)); } return false; } finally { config.EPSILON = oldEpsilon; } } function round(value) { return Math.round(value / config.EPSILON) * config.EPSILON; } function duplicateArray(array) { return array.clone ? array.clone() : new Array(array.length); } function map(value, func, result) { if (isArray(value)) { const array = value; result = result || duplicateArray(array); for (let i = 0; i < result.length && i < array.length; ++i) { const val = typeof value === "number" ? value : value[i]; result[i] = func(val, i, result); } return result; } return func(value); } // ../../node_modules/@math.gl/core/dist/classes/base/math-array.js var MathArray = class extends Array { // Common methods /** * Clone the current object * @returns a new copy of this object */ clone() { return new this.constructor().copy(this); } fromArray(array, offset = 0) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] = array[i + offset]; } return this.check(); } toArray(targetArray = [], offset = 0) { for (let i = 0; i < this.ELEMENTS; ++i) { targetArray[offset + i] = this[i]; } return targetArray; } toObject(targetObject) { return targetObject; } from(arrayOrObject) { return Array.isArray(arrayOrObject) ? this.copy(arrayOrObject) : ( // @ts-ignore this.fromObject(arrayOrObject) ); } to(arrayOrObject) { if (arrayOrObject === this) { return this; } return isArray(arrayOrObject) ? this.toArray(arrayOrObject) : this.toObject(arrayOrObject); } toTarget(target) { return target ? this.to(target) : this; } /** @deprecated */ toFloat32Array() { return new Float32Array(this); } toString() { return this.formatString(config); } /** Formats string according to options */ formatString(opts) { let string = ""; for (let i = 0; i < this.ELEMENTS; ++i) { string += (i > 0 ? ", " : "") + formatValue(this[i], opts); } return `${opts.printTypes ? this.constructor.name : ""}[${string}]`; } equals(array) { if (!array || this.length !== array.length) { return false; } for (let i = 0; i < this.ELEMENTS; ++i) { if (!equals(this[i], array[i])) { return false; } } return true; } exactEquals(array) { if (!array || this.length !== array.length) { return false; } for (let i = 0; i < this.ELEMENTS; ++i) { if (this[i] !== array[i]) { return false; } } return true; } // Modifiers /** Negates all values in this object */ negate() { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] = -this[i]; } return this.check(); } lerp(a, b, t) { if (t === void 0) { return this.lerp(this, a, b); } for (let i = 0; i < this.ELEMENTS; ++i) { const ai = a[i]; const endValue = typeof b === "number" ? b : b[i]; this[i] = ai + t * (endValue - ai); } return this.check(); } /** Minimal */ min(vector) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] = Math.min(vector[i], this[i]); } return this.check(); } /** Maximal */ max(vector) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] = Math.max(vector[i], this[i]); } return this.check(); } clamp(minVector, maxVector) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] = Math.min(Math.max(this[i], minVector[i]), maxVector[i]); } return this.check(); } add(...vectors) { for (const vector of vectors) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] += vector[i]; } } return this.check(); } subtract(...vectors) { for (const vector of vectors) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] -= vector[i]; } } return this.check(); } scale(scale6) { if (typeof scale6 === "number") { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] *= scale6; } } else { for (let i = 0; i < this.ELEMENTS && i < scale6.length; ++i) { this[i] *= scale6[i]; } } return this.check(); } /** * Multiplies all elements by `scale` * Note: `Matrix4.multiplyByScalar` only scales its 3x3 "minor" */ multiplyByScalar(scalar) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] *= scalar; } return this.check(); } // Debug checks /** Throws an error if array length is incorrect or contains illegal values */ check() { if (config.debug && !this.validate()) { throw new Error(`math.gl: ${this.constructor.name} some fields set to invalid numbers'`); } return this; } /** Returns false if the array length is incorrect or contains illegal values */ validate() { let valid = this.length === this.ELEMENTS; for (let i = 0; i < this.ELEMENTS; ++i) { valid = valid && Number.isFinite(this[i]); } return valid; } // three.js compatibility /** @deprecated */ sub(a) { return this.subtract(a); } /** @deprecated */ setScalar(a) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] = a; } return this.check(); } /** @deprecated */ addScalar(a) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] += a; } return this.check(); } /** @deprecated */ subScalar(a) { return this.addScalar(-a); } /** @deprecated */ multiplyScalar(scalar) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] *= scalar; } return this.check(); } /** @deprecated */ divideScalar(a) { return this.multiplyByScalar(1 / a); } /** @deprecated */ clampScalar(min2, max2) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] = Math.min(Math.max(this[i], min2), max2); } return this.check(); } /** @deprecated */ get elements() { return this; } }; // ../../node_modules/@math.gl/core/dist/lib/validators.js function validateVector(v, length4) { if (v.length !== length4) { return false; } for (let i = 0; i < v.length; ++i) { if (!Number.isFinite(v[i])) { return false; } } return true; } function checkNumber(value) { if (!Number.isFinite(value)) { throw new Error(`Invalid number ${JSON.stringify(value)}`); } return value; } function checkVector(v, length4, callerName = "") { if (config.debug && !validateVector(v, length4)) { throw new Error(`math.gl: ${callerName} some fields set to invalid numbers'`); } return v; } // ../../node_modules/@math.gl/core/dist/lib/assert.js function assert(condition, message) { if (!condition) { throw new Error(`math.gl assertion ${message}`); } } // ../../node_modules/@math.gl/core/dist/classes/base/vector.js var Vector = class extends MathArray { // ACCESSORS get x() { return this[0]; } set x(value) { this[0] = checkNumber(value); } get y() { return this[1]; } set y(value) { this[1] = checkNumber(value); } /** * Returns the length of the vector from the origin to the point described by this vector * * @note `length` is a reserved word for Arrays, so `v.length()` will return number of elements * Instead we provide `len` and `magnitude` */ len() { return Math.sqrt(this.lengthSquared()); } /** * Returns the length of the vector from the origin to the point described by this vector */ magnitude() { return this.len(); } /** * Returns the squared length of the vector from the origin to the point described by this vector */ lengthSquared() { let length4 = 0; for (let i = 0; i < this.ELEMENTS; ++i) { length4 += this[i] * this[i]; } return length4; } /** * Returns the squared length of the vector from the origin to the point described by this vector */ magnitudeSquared() { return this.lengthSquared(); } distance(mathArray) { return Math.sqrt(this.distanceSquared(mathArray)); } distanceSquared(mathArray) { let length4 = 0; for (let i = 0; i < this.ELEMENTS; ++i) { const dist2 = this[i] - mathArray[i]; length4 += dist2 * dist2; } return checkNumber(length4); } dot(mathArray) { let product = 0; for (let i = 0; i < this.ELEMENTS; ++i) { product += this[i] * mathArray[i]; } return checkNumber(product); } // MODIFIERS normalize() { const length4 = this.magnitude(); if (length4 !== 0) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] /= length4; } } return this.check(); } multiply(...vectors) { for (const vector of vectors) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] *= vector[i]; } } return this.check(); } divide(...vectors) { for (const vector of vectors) { for (let i = 0; i < this.ELEMENTS; ++i) { this[i] /= vector[i]; } } return this.check(); } // THREE.js compatibility lengthSq() { return this.lengthSquared(); } distanceTo(vector) { return this.distance(vector); } distanceToSquared(vector) { return this.distanceSquared(vector); } getComponent(i) { assert(i >= 0 && i < this.ELEMENTS, "index is out of range"); return checkNumber(this[i]); } setComponent(i, value) { assert(i >= 0 && i < this.ELEMENTS, "index is out of range"); this[i] = value; return this.check(); } addVectors(a, b) { return this.copy(a).add(b); } subVectors(a, b) { return this.copy(a).subtract(b); } multiplyVectors(a, b) { return this.copy(a).multiply(b); } addScaledVector(a, b) { return this.add(new this.constructor(a).multiplyScalar(b)); } }; // ../../node_modules/@math.gl/core/dist/gl-matrix/common.js var EPSILON = 1e-6; var ARRAY_TYPE = typeof Float32Array !== "undefined" ? Float32Array : Array; var RANDOM = Math.random; function round2(a) { if (a >= 0) return Math.round(a); return a % 0.5 === 0 ? Math.floor(a) : Math.round(a); } var degree = Math.PI / 180; // ../../node_modules/@math.gl/core/dist/gl-matrix/vec2.js function create() { const out = new ARRAY_TYPE(2); if (ARRAY_TYPE != Float32Array) { out[0] = 0; out[1] = 0; } return out; } function transformMat3(out, a, m) { const x = a[0]; const y = a[1]; out[0] = m[0] * x + m[3] * y + m[6]; out[1] = m[1] * x + m[4] * y + m[7]; return out; } function transformMat4(out, a, m) { const x = a[0]; const y = a[1]; out[0] = m[0] * x + m[4] * y + m[12]; out[1] = m[1] * x + m[5] * y + m[13]; return out; } var forEach = function() { const vec = create(); return function(a, stride, offset, count, fn, arg) { let i; let l; if (!stride) { stride = 2; } if (!offset) { offset = 0; } if (count) { l = Math.min(count * stride + offset, a.length); } else { l = a.length; } for (i = offset; i < l; i += stride) { vec[0] = a[i]; vec[1] = a[i + 1]; fn(vec, vec, arg); a[i] = vec[0]; a[i + 1] = vec[1]; } return a; }; }(); // ../../node_modules/@math.gl/core/dist/lib/gl-matrix-extras.js function vec2_transformMat4AsVector(out, a, m) { const x = a[0]; const y = a[1]; const w = m[3] * x + m[7] * y || 1; out[0] = (m[0] * x + m[4] * y) / w; out[1] = (m[1] * x + m[5] * y) / w; return out; } function vec3_transformMat4AsVector(out, a, m) { const x = a[0]; const y = a[1]; const z = a[2]; const w = m[3] * x + m[7] * y + m[11] * z || 1; out[0] = (m[0] * x + m[4] * y + m[8] * z) / w; out[1] = (m[1] * x + m[5] * y + m[9] * z) / w; out[2] = (m[2] * x + m[6] * y + m[10] * z) / w; return out; } function vec3_transformMat2(out, a, m) { const x = a[0]; const y = a[1]; out[0] = m[0] * x + m[2] * y; out[1] = m[1] * x + m[3] * y; out[2] = a[2]; return out; } function vec4_transformMat2(out, a, m) { const x = a[0]; const y = a[1]; out[0] = m[0] * x + m[2] * y; out[1] = m[1] * x + m[3] * y; out[2] = a[2]; out[3] = a[3]; return out; } function vec4_transformMat3(out, a, m) { const x = a[0]; const y = a[1]; const z = a[2]; out[0] = m[0] * x + m[3] * y + m[6] * z; out[1] = m[1] * x + m[4] * y + m[7] * z; out[2] = m[2] * x + m[5] * y + m[8] * z; out[3] = a[3]; return out; } // ../../node_modules/@math.gl/core/dist/gl-matrix/vec3.js var vec3_exports = {}; __export(vec3_exports, { add: () => add, angle: () => angle, bezier: () => bezier, ceil: () => ceil, clone: () => clone, copy: () => copy, create: () => create2, cross: () => cross, dist: () => dist, distance: () => distance, div: () => div, divide: () => divide, dot: () => dot, equals: () => equals2, exactEquals: () => exactEquals, floor: () => floor, forEach: () => forEach2, fromValues: () => fromValues, hermite: () => hermite, inverse: () => inverse, len: () => len, length: () => length, lerp: () => lerp, max: () => max, min: () => min, mul: () => mul, multiply: () => multiply, negate: () => negate, normalize: () => normalize, random: () => random, rotateX: () => rotateX, rotateY: () => rotateY, rotateZ: () => rotateZ, round: () => round3, scale: () => scale, scaleAndAdd: () => scaleAndAdd, set: () => set, slerp: () => slerp, sqrDist: () => sqrDist, sqrLen: () => sqrLen, squaredDistance: () => squaredDistance, squaredLength: () => squaredLength, str: () => str, sub: () => sub, subtract: () => subtract, transformMat3: () => transformMat32, transformMat4: () => transformMat42, transformQuat: () => transformQuat, zero: () => zero }); function create2() { const out = new ARRAY_TYPE(3); if (ARRAY_TYPE != Float32Array) { out[0] = 0; out[1] = 0; out[2] = 0; } return out; } function clone(a) { const out = new ARRAY_TYPE(3); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; } function length(a) { const x = a[0]; const y = a[1]; const z = a[2]; return Math.sqrt(x * x + y * y + z * z); } function fromValues(x, y, z) { const out = new ARRAY_TYPE(3); out[0] = x; out[1] = y; out[2] = z; return out; } function copy(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; } function set(out, x, y, z) { out[0] = x; out[1] = y; out[2] = z; return out; } function add(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; return out; } function subtract(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; return out; } function multiply(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; out[2] = a[2] * b[2]; return out; } function divide(out, a, b) { out[0] = a[0] / b[0]; out[1] = a[1] / b[1]; out[2] = a[2] / b[2]; return out; } function ceil(out, a) { out[0] = Math.ceil(a[0]); out[1] = Math.ceil(a[1]); out[2] = Math.ceil(a[2]); return out; } function floor(out, a) { out[0] = Math.floor(a[0]); out[1] = Math.floor(a[1]); out[2] = Math.floor(a[2]); return out; } function min(out, a, b) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); out[2] = Math.min(a[2], b[2]); return out; } function max(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); out[2] = Math.max(a[2], b[2]); return out; } function round3(out, a) { out[0] = round2(a[0]); out[1] = round2(a[1]); out[2] = round2(a[2]); return out; } function scale(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; return out; } function scaleAndAdd(out, a, b, scale6) { out[0] = a[0] + b[0] * scale6; out[1] = a[1] + b[1] * scale6; out[2] = a[2] + b[2] * scale6; return out; } function distance(a, b) { const x = b[0] - a[0]; const y = b[1] - a[1]; const z = b[2] - a[2]; return Math.sqrt(x * x + y * y + z * z); } function squaredDistance(a, b) { const x = b[0] - a[0]; const y = b[1] - a[1]; const z = b[2] - a[2]; return x * x + y * y + z * z; } function squaredLength(a) { const x = a[0]; const y = a[1]; const z = a[2]; return x * x + y * y + z * z; } function negate(out, a) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; return out; } function inverse(out, a) { out[0] = 1 / a[0]; out[1] = 1 / a[1]; out[2] = 1 / a[2]; return out; } function normalize(out, a) { const x = a[0]; const y = a[1]; const z = a[2]; let len2 = x * x + y * y + z * z; if (len2 > 0) { len2 = 1 / Math.sqrt(len2); } out[0] = a[0] * len2; out[1] = a[1] * len2; out[2] = a[2] * len2; return out; } function dot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } function cross(out, a, b) { const ax = a[0]; const ay = a[1]; const az = a[2]; const bx = b[0]; const by = b[1]; const bz = b[2]; out[0] = ay * bz - az * by; out[1] = az * bx - ax * bz; out[2] = ax * by - ay * bx; return out; } function lerp(out, a, b, t) { const ax = a[0]; const ay = a[1]; const az = a[2]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); out[2] = az + t * (b[2] - az); return out; } function slerp(out, a, b, t) { const angle2 = Math.acos(Math.min(Math.max(dot(a, b), -1), 1)); const sinTotal = Math.sin(angle2); const ratioA = Math.sin((1 - t) * angle2) / sinTotal; const ratioB = Math.sin(t * angle2) / sinTotal; out[0] = ratioA * a[0] + ratioB * b[0]; out[1] = ratioA * a[1] + ratioB * b[1]; out[2] = ratioA * a[2] + ratioB * b[2]; return out; } function hermite(out, a, b, c, d, t) { const factorTimes2 = t * t; const factor1 = factorTimes2 * (2 * t - 3) + 1; const factor2 = factorTimes2 * (t - 2) + t; const factor3 = factorTimes2 * (t - 1); const factor4 = factorTimes2 * (3 - 2 * t); out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; return out; } function bezier(out, a, b, c, d, t) { const inverseFactor = 1 - t; const inverseFactorTimesTwo = inverseFactor * inverseFactor; const factorTimes2 = t * t; const factor1 = inverseFactorTimesTwo * inverseFactor; const factor2 = 3 * t * inverseFactorTimesTwo; const factor3 = 3 * factorTimes2 * inverseFactor; const factor4 = factorTimes2 * t; out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; return out; } function random(out, scale6) { scale6 = scale6 === void 0 ? 1 : scale6; const r = RANDOM() * 2 * Math.PI; const z = RANDOM() * 2 - 1; const zScale = Math.sqrt(1 - z * z) * scale6; out[0] = Math.cos(r) * zScale; out[1] = Math.sin(r) * zScale; out[2] = z * scale6; return out; } function transformMat42(out, a, m) { const x = a[0]; const y = a[1]; const z = a[2]; let w = m[3] * x + m[7] * y + m[11] * z + m[15]; w = w || 1; out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w; out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w; out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w; return out; } function transformMat32(out, a, m) { const x = a[0]; const y = a[1]; const z = a[2]; out[0] = x * m[0] + y * m[3] + z * m[6]; out[1] = x * m[1] + y * m[4] + z * m[7]; out[2] = x * m[2] + y * m[5] + z * m[8]; return out; } function transformQuat(out, a, q) { const qx = q[0]; const qy = q[1]; const qz = q[2]; const qw = q[3]; const x = a[0]; const y = a[1]; const z = a[2]; let uvx = qy * z - qz * y; let uvy = qz * x - qx * z; let uvz = qx * y - qy * x; let uuvx = qy * uvz - qz * uvy; let uuvy = qz * uvx - qx * uvz; let uuvz = qx * uvy - qy * uvx; const w2 = qw * 2; uvx *= w2; uvy *= w2; uvz *= w2; uuvx *= 2; uuvy *= 2; uuvz *= 2; out[0] = x + uvx + uuvx; out[1] = y + uvy + uuvy; out[2] = z + uvz + uuvz; return out; } function rotateX(out, a, b, rad) { const p = []; const r = []; p[0] = a[0] - b[0]; p[1] = a[1] - b[1]; p[2] = a[2] - b[2]; r[0] = p[0]; r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad); r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad); out[0] = r[0] + b[0]; out[1] = r[1] + b[1]; out[2] = r[2] + b[2]; return out; } function rotateY(out, a, b, rad) { const p = []; const r = []; p[0] = a[0] - b[0]; p[1] = a[1] - b[1]; p[2] = a[2] - b[2]; r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad); r[1] = p[1]; r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad); out[0] = r[0] + b[0]; out[1] = r[1] + b[1]; out[2] = r[2] + b[2]; return out; } function rotateZ(out, a, b, rad) { const p = []; const r = []; p[0] = a[0] - b[0]; p[1] = a[1] - b[1]; p[2] = a[2] - b[2]; r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad); r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad); r[2] = p[2]; out[0] = r[0] + b[0]; out[1] = r[1] + b[1]; out[2] = r[2] + b[2]; return out; } function angle(a, b) { const ax = a[0]; const ay = a[1]; const az = a[2]; const bx = b[0]; const by = b[1]; const bz = b[2]; const mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz)); const cosine = mag && dot(a, b) / mag; return Math.acos(Math.min(Math.max(cosine, -1), 1)); } function zero(out) { out[0] = 0; out[1] = 0; out[2] = 0; return out; } function str(a) { return `vec3(${a[0]}, ${a[1]}, ${a[2]})`; } function exactEquals(a, b) { return a[0] === b[0] && a[1] === b[1] && a[2] === b[2]; } function equals2(a, b) { const a0 = a[0]; const a1 = a[1]; const a2 = a[2]; const b0 = b[0]; const b1 = b[1]; const b2 = b[2]; return Math.abs(a0 - b0) <= EPSILON * Math.max(1, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1, Math.abs(a2), Math.abs(b2)); } var sub = subtract; var mul = multiply; var div = divide; var dist = distance; var sqrDist = squaredDistance; var len = length; var sqrLen = squaredLength; var forEach2 = function() { const vec = create2(); return function(a, stride, offset, count, fn, arg) { let i; let l; if (!stride) { stride = 3; } if (!offset) { offset = 0; } if (count) { l = Math.min(count * stride + offset, a.length); } else { l = a.length; } for (i = offset; i < l; i += stride) { vec[0] = a[i]; vec[1] = a[i + 1]; vec[2] = a[i + 2]; fn(vec, vec, arg); a[i] = vec[0]; a[i + 1] = vec[1]; a[i + 2] = vec[2]; } return a; }; }(); // ../../node_modules/@math.gl/core/dist/classes/vector3.js var ORIGIN = [0, 0, 0]; var ZERO; var Vector3 = class extends Vector { static get ZERO() { if (!ZERO) { ZERO = new Vector3(0, 0, 0); Object.freeze(ZERO); } return ZERO; } /** * @class * @param x * @param y * @param z */ constructor(x = 0, y = 0, z = 0) { super(-0, -0, -0); if (arguments.length === 1 && isArray(x)) { this.copy(x); } else { if (config.debug) { checkNumber(x); checkNumber(y); checkNumber(z); } this[0] = x; this[1] = y; this[2] = z; } } set(x, y, z) { this[0] = x; this[1] = y; this[2] = z; return this.check(); } copy(array) { this[0] = array[0]; this[1] = array[1]; this[2] = array[2]; return this.check(); } fromObject(object) { if (config.debug) { checkNumber(object.x); checkNumber(object.y); checkNumber(object.z); } this[0] = object.x; this[1] = object.y; this[2] = object.z; return this.check(); } toObject(object) { object.x = this[0]; object.y = this[1]; object.z = this[2]; return object; } // Getters/setters get ELEMENTS() { return 3; } get z() { return this[2]; } set z(value) { this[2] = checkNumber(value); } // ACCESSORS angle(vector) { return angle(this, vector); } // MODIFIERS cross(vector) { cross(this, this, vector); return this.check(); } rotateX({ radians: radians2, origin = ORIGIN }) { rotateX(this, this, origin, radians2); return this.check(); } rotateY({ radians: radians2, origin = ORIGIN }) { rotateY(this, this, origin, radians2); return this.check(); } rotateZ({ radians: radians2, origin = ORIGIN }) { rotateZ(this, this, origin, radians2); return this.check(); } // Transforms // transforms as point (4th component is implicitly 1) transform(matrix4) { return this.transformAsPoint(matrix4); } // transforms as point (4th component is implicitly 1) transformAsPoint(matrix4) { transformMat42(this, this, matrix4); return this.check(); } // transforms as vector (4th component is implicitly 0, ignores translation. slightly faster) transformAsVector(matrix4) { vec3_transformMat4AsVector(this, this, matrix4); return this.check(); } transformByMatrix3(matrix3) { transformMat32(this, this, matrix3); return this.check(); } transformByMatrix2(matrix2) { vec3_transformMat2(this, this, matrix2); return this.check(); } transformByQuaternion(quaternion) { transformQuat(this, this, quaternion); return this.check(); } }; // ../../node_modules/@math.gl/core/dist/classes/vector4.js var ZERO2; var Vector4 = class extends Vector { static get ZERO() { if (!ZERO2) { ZERO2 = new Vector4(0, 0, 0, 0); Object.freeze(ZERO2); } return ZERO2; } constructor(x = 0, y = 0, z = 0, w = 0) { super(-0, -0, -0, -0); if (isArray(x) && arguments.length === 1) { this.copy(x); } else { if (config.debug) { checkNumber(x); checkNumber(y); checkNumber(z); checkNumber(w); } this[0] = x; this[1] = y; this[2] = z; this[3] = w; } } set(x, y, z, w) { this[0] = x; this[1] = y; this[2] = z; this[3] = w; return this.check(); } copy(array) { this[0] = array[0]; this[1] = array[1]; this[2] = array[2]; this[3] = array[3]; return this.check(); } fromObject(object) { if (config.debug) { checkNumber(object.x); checkNumber(object.y); checkNumber(object.z); checkNumber(object.w); } this[0] = object.x; this[1] = object.y; this[2] = object.z; this[3] = object.w; return this; } toObject(object) { object.x = this[0]; object.y = this[1]; object.z = this[2]; object.w = this[3]; return object; } // Getters/setters /* eslint-disable no-multi-spaces, brace-style, no-return-assign */ get ELEMENTS() { return 4; } get z() { return this[2]; } set z(value) { this[2] = checkNumber(value); } get w() { return this[3]; } set w(value) { this[3] = checkNumber(value); } transform(matrix4) { transformMat42(this, this, matrix4); return this.check(); } transformByMatrix3(matrix3) { vec4_transformMat3(this, this, matrix3); return this.check(); } transformByMatrix2(matrix2) { vec4_transformMat2(this, this, matrix2); return this.check(); } transformByQuaternion(quaternion) { transformQuat(this, this, quaternion); return this.check(); } // three.js compatibility applyMatrix4(m) { m.transform(this, this); return this; } }; // ../../node_modules/@math.gl/core/dist/classes/base/matrix.js var Matrix = class extends MathArray { // fromObject(object) { // const array = object.elements; // return this.fromRowMajor(array); // } // toObject(object) { // const array = object.elements; // this.toRowMajor(array); // return object; // } // TODO better override formatString? toString() { let string = "["; if (config.printRowMajor) { string += "row-major:"; for (let row = 0; row < this.RANK; ++row) { for (let col = 0; col < this.RANK; ++col) { string += ` ${this[col * this.RANK + row]}`; } } } else { string += "column-major:"; for (let i = 0; i < this.ELEMENTS; ++i) { string += ` ${this[i]}`; } } string += "]"; return string; } getElementIndex(row, col) { return col * this.RANK + row; } // By default assumes row major indices getElement(row, col) { return this[col * this.RANK + row]; } // By default assumes row major indices setElement(row, col, value) { this[col * this.RANK + row] = checkNumber(value); return this; } getColumn(columnIndex, result = new Array(this.RANK).fill(-0)) { const firstIndex = columnIndex * this.RANK; for (let i = 0; i < this.RANK; ++i) { result[i] = this[firstIndex + i]; } return result; } setColumn(columnIndex, columnVector) { const firstIndex = columnIndex * this.RANK; for (let i = 0; i < this.RANK; ++i) { this[firstIndex + i] = columnVector[i]; } return this; } }; // ../../node_modules/@math.gl/core/dist/gl-matrix/mat3.js function create3() { const out = new ARRAY_TYPE(9); if (ARRAY_TYPE != Float32Array) { out[1] = 0; out[2] = 0; out[3] = 0; out[5] = 0; out[6] = 0; out[7] = 0; } out[0] = 1; out[4] = 1; out[8] = 1; return out; } function transpose(out, a) { if (out === a) { const a01 = a[1]; const a02 = a[2]; const a12 = a[5]; out[1] = a[3]; out[2] = a[6]; out[3] = a01; out[5] = a[7]; out[6] = a02; out[7] = a12; } else { out[0] = a[0]; out[1] = a[3]; out[2] = a[6]; out[3] = a[1]; out[4] = a[4]; out[5] = a[7]; out[6] = a[2]; out[7] = a[5]; out[8] = a[8]; } return out; } function invert(out, a) { const a00 = a[0]; const a01 = a[1]; const a02 = a[2]; const a10 = a[3]; const a11 = a[4]; const a12 = a[5]; const a20 = a[6]; const a21 = a[7]; const a22 = a[8]; const b01 = a22 * a11 - a12 * a21; const b11 = -a22 * a10 + a12 * a20; const b21 = a21 * a10 - a11 * a20; let det = a00 * b01 + a01 * b11 + a02 * b21; if (!det) { return null; } det = 1 / det; out[0] = b01 * det; out[1] = (-a22 * a01 + a02 * a21) * det; out[2] = (a12 * a01 - a02 * a11) * det; out[3] = b11 * det; out[4] = (a22 * a00 - a02 * a20) * det; out[5] = (-a12 * a00 + a02 * a10) * det; out[6] = b21 * det; out[7] = (-a21 * a00 + a01 * a20) * det; out[8] = (a11 * a00 - a01 * a10) * det; return out; } function determinant(a) { const a00 = a[0]; const a01 = a[1]; const a02 = a[2]; const a10 = a[3]; const a11 = a[4]; const a12 = a[5]; const a20 = a[6]; const a21 = a[7]; const a22 = a[8]; return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); } function multiply2(out, a, b) { const a00 = a[0]; const a01 = a[1]; const a02 = a[2]; const a10 = a[3]; const a11 = a[4]; const a12 = a[5]; const a20 = a[6]; const a21 = a[7]; const a22 = a[8]; const b00 = b[0]; const b01 = b[1]; const b02 = b[2]; const b10 = b[3]; const b11 = b[4]; const b12 = b[5]; const b20 = b[6]; const b21 = b[7]; const b22 = b[8]; out[0] = b00 * a00 + b01 * a10 + b02 * a20; out[1] = b00 * a01 + b01 * a11 + b02 * a21; out[2] = b00 * a02 + b01 * a12 + b02 * a22; out[3] = b10 * a00 + b11 * a10 + b12 * a20; out[4] = b10 * a01 + b11 * a11 + b12 * a21; out[5] = b10 * a02 + b11 * a12 + b12 * a22; out[6] = b20 * a00 + b21 * a10 + b22 * a20; out[7] = b20 * a01 + b21 * a11 + b22 * a21; out[8] = b20 * a02 + b21 * a12 + b22 * a22; return out; } function translate(out, a, v) { const a00 = a[0]; const a01 = a[1]; const a02 = a[2]; const a10 = a[3]; const a11 = a[4]; const a12 = a[5]; const a20 = a[6]; const a21 = a[7]; const a22 = a[8]; const x = v[0]; const y = v[1]; out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a10; out[4] = a11; out[5] = a12; out[6] = x * a00 + y * a10 + a20; out[7] = x * a01 + y * a11 + a21; out[8] = x * a02 + y * a12 + a22; return out; } function rotate(out, a, rad) { const a00 = a[0]; const a01 = a[1]; const a02 = a[2]; const a10 = a[3]; const a11 = a[4]; const a12 = a[5]; const a20 = a[6]; const a21 = a[7]; const a22 = a[8]; const s = Math.sin(rad); const c = Math.cos(rad); out[0] = c * a00 + s * a10; out[1] = c * a01 + s * a11; out[2] = c * a02 + s * a12; out[3] = c * a10 - s * a00; out[4] = c * a11 - s * a01; out[5] = c * a12 - s * a02; out[6] = a20; out[7] = a21; out[8] = a22; return out; } function scale2(out, a, v) { const x = v[0]; const y = v[1]; out[0] = x * a[0]; out[1] = x * a[1]; out[2] = x * a[2]; out[3] = y * a[3]; out[4] = y * a[4]; out[5] = y * a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; return out; } function fromQuat(out, q) { const x = q[0]; const y = q[1]; const z = q[2]; const w = q[3]; const x2 = x + x; const y2 = y + y; const z2 = z + z; const xx = x * x2; const yx = y * x2; const yy = y * y2; const zx = z * x2; const zy = z * y2; const zz = z * z2; const wx = w * x2; const wy = w * y2; const wz = w * z2; out[0] = 1 - yy - zz; out[3] = yx - wz; out[6] = zx + wy; out[1] = yx + wz; out[4] = 1 - xx - zz; out[7] = zy - wx; out[2] = zx - wy; out[5] = zy + wx; out[8] = 1 - xx - yy; return out; } // ../../node_modules/@math.gl/core/dist/classes/matrix3.js var INDICES; (function(INDICES3) { INDICES3[INDICES3["COL0ROW0"] = 0] = "COL0ROW0"; INDICES3[INDICES3["COL0ROW1"] = 1] = "COL0ROW1"; INDICES3[INDICES3["COL0ROW2"] = 2] = "COL0ROW2"; INDICES3[INDICES3["COL1ROW0"] = 3] = "COL1ROW0"; INDICES3[INDICES3["COL1ROW1"] = 4] = "COL1ROW1"; INDICES3[INDICES3["COL1ROW2"] = 5] = "COL1ROW2"; INDICES3[INDICES3["COL2ROW0"] = 6] = "COL2ROW0"; INDICES3[INDICES3["COL2ROW1"] = 7] = "COL2ROW1"; INDICES3[INDICES3["COL2ROW2"] = 8] = "COL2ROW2"; })(INDICES || (INDICES = {})); var IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 1, 0, 0, 0, 1]); var Matrix3 = class extends Matrix { static get IDENTITY() { return getIdentityMatrix(); } static get ZERO() { return getZeroMatrix(); } get ELEMENTS() { return 9; } get RANK() { return 3; } get INDICES() { return INDICES; } constructor(array, ...args) { super(-0, -0, -0, -0, -0, -0, -0, -0, -0); if (arguments.length === 1 && Array.isArray(array)) { this.copy(array); } else if (args.length > 0) { this.copy([array, ...args]); } else { this.identity(); } } copy(array) { this[0] = array[0]; this[1] = array[1]; this[2] = array[2]; this[3] = array[3]; this[4] = array[4]; this[5] = array[5]; this[6] = array[6]; this[7] = array[7]; this[8] = array[8]; return this.check(); } // Constructors identity() { return this.copy(IDENTITY_MATRIX); } /** * * @param object * @returns self */ // eslint-disable-next-line @typescript-eslint/no-unused-vars fromObject(object) { return this.check(); } /** Calculates a 3x3 matrix from the given quaternion * q quat Quaternion to create matrix from */ fromQuaternion(q) { fromQuat(this, q); return this.check(); } /** * accepts column major order, stores in column major order */ // eslint-disable-next-line max-params set(m00, m10, m20, m01, m11, m21, m02, m12, m22) { this[0] = m00; this[1] = m10; this[2] = m20; this[3] = m01; this[4] = m11; this[5] = m21; this[6] = m02; this[7] = m12; this[8] = m22; return this.check(); } /** * accepts row major order, stores as column major */ // eslint-disable-next-line max-params setRowMajor(m00, m01, m02, m10, m11, m12, m20, m21, m22) { this[0] = m00; this[1] = m10; this[2] = m20; this[3] = m01; this[4] = m11; this[5] = m21; this[6] = m02; this[7] = m12; this[8] = m22; return this.check(); } // Accessors determinant() { return determinant(this); } // Modifiers transpose() { transpose(this, this); return this.check(); } /** Invert a matrix. Note that this can fail if the matrix is not invertible */ invert() { invert(this, this); return this.check(); } // Operations multiplyLeft(a) { multiply2(this, a, this); return this.check(); } multiplyRight(a) { multiply2(this, this, a); return this.check(); } rotate(radians2) { rotate(this, this, radians2); return this.check(); } scale(factor) { if (Array.isArray(factor)) { scale2(this, this, factor); } else { scale2(this, this, [factor, factor]); } return this.check(); } translate(vec) { translate(this, this, vec); return this.check(); } // Transforms transform(vector, result) { let out; switch (vector.length) { case 2: out = transformMat3(result || [-0, -0], vector, this); break; case 3: out = transformMat32(result || [-0, -0, -0], vector, this); break; case 4: out = vec4_transformMat3(result || [-0, -0, -0, -0], vector, this); break; default: throw new Error("Illegal vector"); } checkVector(out, vector.length); return out; } /** @deprecated */ transformVector(vector, result) { return this.transform(vector, result); } /** @deprecated */ transformVector2(vector, result) { return this.transform(vector, result); } /** @deprecated */ transformVector3(vector, result) { return this.transform(vector, result); } }; var ZERO_MATRIX3; var IDENTITY_MATRIX3 = null; function getZeroMatrix() { if (!ZERO_MATRIX3) { ZERO_MATRIX3 = new Matrix3([0, 0, 0, 0, 0, 0, 0, 0, 0]); Object.freeze(ZERO_MATRIX3); } return ZERO_MATRIX3; } function getIdentityMatrix() { if (!IDENTITY_MATRIX3) { IDENTITY_MATRIX3 = new Matrix3(); Object.freeze(IDENTITY_MATRIX3); } return IDENTITY_MATRIX3; } // ../../node_modules/@math.gl/core/dist/gl-matrix/mat4.js var mat4_exports = {}; __export(mat4_exports, { add: () => add2, adjoint: () => adjoint, clone: () => clone2, copy: () => copy2, create: () => create4, decompose: () => decompose, determinant: () => determinant2, equals: () => equals3, exactEquals: () => exactEquals2, frob: () => frob, fromQuat: () => fromQuat3, fromQuat2: () => fromQuat2, fromRotation: () => fromRotation, fromRotationTranslation: () => fromRotationTranslation, fromRotationTranslationScale: () => fromRotationTranslationScale, fromRotationTranslationScaleOrigin: () => fromRotationTranslationScaleOrigin, fromScaling: () => fromScaling, fromTranslation: () => fromTranslation, fromValues: () => fromValues2, fromXRotation: () => fromXRotation, fromYRotation: () => fromYRotation, fromZRotation: () => fromZRotation, frustum: () => frustum, getRotation: () => getRotation, getScaling: () => getScaling, getTranslation: () => getTranslation, identity: () => identity, invert: () => invert2, lookAt: () => lookAt, mul: () => mul2, multiply: () => multiply3, multiplyScalar: () => multiplyScalar, multiplyScalarAndAdd: () => multiplyScalarAndAdd, ortho: () => ortho, orthoNO: () => orthoNO, orthoZO: () => orthoZO, perspective: () => perspective, perspectiveFromFieldOfView: () => perspectiveFromFieldOfView, perspectiveNO: () => perspectiveNO, perspectiveZO: () => perspectiveZO, rotate: () => rotate2, rotateX: () => rotateX2, rotateY: () => rotateY2, rotateZ: () => rotateZ2, scale: () => scale3, set: () => set2, str: () => str2, sub: () => sub2, subtract: () => subtract2, targetTo: () => targetTo, translate: () => translate2, transpose: () => transpose2 }); function create4() { const out = new ARRAY_TYPE(16); if (ARRAY_TYPE != Float32Array) { out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; } out[0] = 1; out[5] = 1; out[10] = 1; out[15] = 1; return out; } function clone2(a) { const out = new ARRAY_TYPE(16); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; } function copy2(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; } function fromValues2(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { const out = new ARRAY_TYPE(16); out[0] = m00; out[1] = m01; out[2] = m02; out[3] = m03; out[4] = m10; out[5] = m11; out[6] = m12; out[7] = m13; out[8] = m20; out[9] = m21; out[10] = m22; out[11] = m23; out[12] = m30; out[13] = m31; out[14] = m32; out[15] = m33; return out; } function set2(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { out[0] = m00; out[1] = m01; out[2] = m02; ou