@kylebarron/snap-to-tin
v0.2.1
Published
Snap vector features to the faces of a triangulated irregular network (TIN).
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snap-to-tin
Snap vector features to the faces of a triangulated irregular network (TIN).
Overview
Given a TIN representing a terrain mesh, this snaps 2D Point
and LineString
features to the faces of that mesh.
For Point
features, this finds the triangle containing that point and linearly
interpolates from the heights of the triangle's vertices to find the point's
elevation.
For LineString
features, this finds the elevation of every vertex using the
same method as for Point
s, but also finds every intersection between each
LineString
segment and triangle edges. At each segment-edge intersection, a
new vertex is added to the resulting LineString
, so that every part of the
LineString
is attached to a face of the mesh.
Install
yarn add @kylebarron/snap-to-tin
# or
npm install @kylebarron/snap-to-tin
Usage
Note that the coordinates of the TIN and the vector features need to be in the same coordinate system.
import snapFeatures from '@kylebarron/snap-to-tin'
import {load} from '@loaders.gl/core';
import {TerrainLoader} from '@loaders.gl/terrain';
// Load and parse terrain mesh
const terrain = await load(terrainImage, TerrainLoader);
// Construct class
const snap = new SnapFeatures({
// triples of position indices that make up the faces of the terrain
indices: terrain.indices.value,
// x, y, z positions in space of each index
positions: terrain.attributes.POSITION.value,
// Optional bounding box to clip features to
bounds: [0, 0, 1, 1]
})
// array of GeoJSON features
const features = [...]
const snappedFeatures = snap.snapFeatures({features})
API
The default export is a class: SnapFeatures
.
SnapFeatures
constructor
Admits an object with the following keys:
indices
: a flat TypedArray with triples of indices referring topositions
of the triangles that make up the TIN. Each triple refers to a triangle face. So[1, 3, 4, ...]
would mean that the second, fourth, and fifth (since zero-indexed) set of coordinates inpositions
constitute a triangle face.positions
: a flat TypedArray with x, y, z coordinates of the triangles. So[0.25, 0.5, 625, ...]
would mean that the first position, i.e.0
inindices
, has positionx=0.25
,y=0.5
,z=625
in the given coordinate space.bounds
: (optional) an array of[minX, minY, maxX, maxY]
to be used for clipping features. This is used to clip vector features, since heights cannot be found for positions outside the extent defined by thepositions
array. If provided,bounds
will be intersected with the maximal bounds from thepositions
array. Default: maximum extent ofpositions
This is especially useful with features generated from vector tiles, since vector tiles usually have buffer outside the geographic extent it represents.
SnapFeatures.snapFeatures()
Snap GeoJSON Point
and LineString
features to the TIN. Admits an object with
the following keys:
features
: an array of GeoJSONFeature
s, containing 2DPoint
andLineString
geometries. Other geometry types will be silently skipped.
Returns new GeoJSON features with 3D coordinates.
SnapFeatures.snapPoints()
Snap a TypedArray of points to the TIN.
positions
: a flat TypedArray with positions of 2DPoint
geometries.Note that this is different from the
positions
given to the constructor, which are the positions of the triangles of the TIN. These are the positions ofPoint
s on the TIN.featureIds
: Optional, a flat TypedArray withfeatureIds
, one per vertex. If provided, a similar TypedArray will be returned. Since some input points can be omitted from the output (e.g. if outside the bounds of the TIN), this helps to keep track of which snapped point has which properties. This must be the same length as the number of vertices withinpositions
. So ifpositions
holds five 2D coordinates, the length ofpositions
should be 10 and the length offeatureIds
should be 5.
Returns:
{
// A flat TypedArray containing 3D coordinates for each point
positions: TypedArray,
// If provided as input, a mutated featureIds array for each snapped vertex
featureIds: TypedArray,
}
SnapFeatures.snapLines()
Snap a TypedArray of lines to the TIN.
positions
: a flat TypedArray with positions of 2DLineString
geometries.Note that this is different from the
positions
given to the constructor, which are the positions of the triangles of the TIN. These are the positions ofLineString
s on the TIN.pathIndices
: a flat TypedArray with indices of where each individualLineString
starts. For example, if there are 3 paths of 2, 3, and 4 vertices each,pathIndices
should be[0, 2, 5, 9]
. Note, this must have lengthn + 1
, wheren
is the number of vertices. If not provided, assumed the entirepositions
array constitutes a singleLineString
.featureIds
: Optional, a flat TypedArray withfeatureIds
, one per vertex. If provided, a similar TypedArray will be returned. Since some input lines can be omitted from the output (e.g. if outside the bounds of the TIN), this helps to keep track of which snapped vertex has which properties. This must be the same length as the number of vertices withinpositions
. So ifpositions
holds five 2D coordinates, the length ofpositions
should be 10 and the length offeatureIds
should be 5.
Returns:
{
// A flat TypedArray containing 3D coordinates for each point
positions: TypedArray,
// A flat TypedArray with indices of where each snapped `LineString` starts
pathIndices: TypedArray,
// If provided as input, a mutated featureIds array for each snapped vertex
featureIds: TypedArray,
}
Use with TypedArray
s
This library is designed to support TypedArray
s (through the snapPoints
and
snapLines
methods) in order to achieve maximum performance. When using web
workers, passing TypedArray
s is most efficient because it allows for bypassing
serialization and deserialization of the data. In the next release, loaders.gl
will have support for reading
Mapbox Vector Tiles directly into TypedArray
s. Deck.gl also
supports
passing binary TypedArray
s as data to its layers. So the process of
- Loading vector geometries
- Snapping features to the TIN
- Passing to deck.gl layers
should be quite fast, and additionally there would be little main-thread performance cost to doing #2 on a worker thread.