import {lerp} from '@math.gl/core'; const DEFAULT_INDICES = new Uint32Array([0, 2, 1, 0, 3, 2]); const DEFAULT_TEX_COORDS = new Float32Array([0, 1, 0, 0, 1, 0, 1, 1]); /* 1 ---- 2 | | | | 0 ---- 3 */ /* eslint-disable max-statements */ export default function createMesh(bounds, resolution) { if (!resolution) { return createQuad(bounds); } const maxXSpan = Math.max( Math.abs(bounds[0][0] - bounds[3][0]), Math.abs(bounds[1][0] - bounds[2][0]) ); const maxYSpan = Math.max( Math.abs(bounds[1][1] - bounds[0][1]), Math.abs(bounds[2][1] - bounds[3][1]) ); const uCount = Math.ceil(maxXSpan / resolution) + 1; const vCount = Math.ceil(maxYSpan / resolution) + 1; const vertexCount = (uCount - 1) * (vCount - 1) * 6; const indices = new Uint32Array(vertexCount); const texCoords = new Float32Array(uCount * vCount * 2); const positions = new Float64Array(uCount * vCount * 3); // Tesselate let vertex = 0; let index = 0; for (let u = 0; u < uCount; u++) { const ut = u / (uCount - 1); for (let v = 0; v < vCount; v++) { const vt = v / (vCount - 1); const p = interpolateQuad(bounds, ut, vt); positions[vertex * 3 + 0] = p[0]; positions[vertex * 3 + 1] = p[1]; positions[vertex * 3 + 2] = p[2] || 0; texCoords[vertex * 2 + 0] = ut; texCoords[vertex * 2 + 1] = 1 - vt; if (u > 0 && v > 0) { indices[index++] = vertex - vCount; indices[index++] = vertex - vCount - 1; indices[index++] = vertex - 1; indices[index++] = vertex - vCount; indices[index++] = vertex - 1; indices[index++] = vertex; } vertex++; } } return { vertexCount, positions, indices, texCoords }; } function createQuad(bounds) { const positions = new Float64Array(12); // [[minX, minY], [minX, maxY], [maxX, maxY], [maxX, minY]] for (let i = 0; i < bounds.length; i++) { positions[i * 3 + 0] = bounds[i][0]; positions[i * 3 + 1] = bounds[i][1]; positions[i * 3 + 2] = bounds[i][2] || 0; } return { vertexCount: 6, positions, indices: DEFAULT_INDICES, texCoords: DEFAULT_TEX_COORDS }; } function interpolateQuad(quad, ut, vt) { return lerp(lerp(quad[0], quad[1], vt), lerp(quad[3], quad[2], vt), ut); }