qd-changjing/public/static/Build/CesiumUnminified/Workers/VertexFormat-07539138.js

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/**
* Cesium - https://github.com/CesiumGS/cesium
*
* Copyright 2011-2020 Cesium Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* Columbus View (Pat. Pend.)
*
* Portions licensed separately.
* See https://github.com/CesiumGS/cesium/blob/main/LICENSE.md for full licensing details.
*/
define(['exports', './when-4bbc8319', './RuntimeError-5b082e8f'], (function (exports, when, RuntimeError) { 'use strict';
/**
* A vertex format defines what attributes make up a vertex. A VertexFormat can be provided
* to a {@link Geometry} to request that certain properties be computed, e.g., just position,
* position and normal, etc.
*
* @param {Object} [options] An object with boolean properties corresponding to VertexFormat properties as shown in the code example.
*
* @alias VertexFormat
* @constructor
*
* @example
* // Create a vertex format with position and 2D texture coordinate attributes.
* const format = new Cesium.VertexFormat({
* position : true,
* st : true
* });
*
* @see Geometry#attributes
* @see Packable
*/
function VertexFormat(options) {
options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
/**
* When <code>true</code>, the vertex has a 3D position attribute.
* <p>
* 64-bit floating-point (for precision). 3 components per attribute.
* </p>
*
* @type Boolean
*
* @default false
*/
this.position = when.defaultValue(options.position, false);
/**
* When <code>true</code>, the vertex has a normal attribute (normalized), which is commonly used for lighting.
* <p>
* 32-bit floating-point. 3 components per attribute.
* </p>
*
* @type Boolean
*
* @default false
*/
this.normal = when.defaultValue(options.normal, false);
/**
* When <code>true</code>, the vertex has a 2D texture coordinate attribute.
* <p>
* 32-bit floating-point. 2 components per attribute
* </p>
*
* @type Boolean
*
* @default false
*/
this.st = when.defaultValue(options.st, false);
/**
* When <code>true</code>, the vertex has a bitangent attribute (normalized), which is used for tangent-space effects like bump mapping.
* <p>
* 32-bit floating-point. 3 components per attribute.
* </p>
*
* @type Boolean
*
* @default false
*/
this.bitangent = when.defaultValue(options.bitangent, false);
/**
* When <code>true</code>, the vertex has a tangent attribute (normalized), which is used for tangent-space effects like bump mapping.
* <p>
* 32-bit floating-point. 3 components per attribute.
* </p>
*
* @type Boolean
*
* @default false
*/
this.tangent = when.defaultValue(options.tangent, false);
/**
* When <code>true</code>, the vertex has an RGB color attribute.
* <p>
* 8-bit unsigned byte. 3 components per attribute.
* </p>
*
* @type Boolean
*
* @default false
*/
this.color = when.defaultValue(options.color, false);
}
/**
* An immutable vertex format with only a position attribute.
*
* @type {VertexFormat}
* @constant
*
* @see VertexFormat#position
*/
VertexFormat.POSITION_ONLY = Object.freeze(
new VertexFormat({
position: true,
})
);
/**
* An immutable vertex format with position and normal attributes.
* This is compatible with per-instance color appearances like {@link PerInstanceColorAppearance}.
*
* @type {VertexFormat}
* @constant
*
* @see VertexFormat#position
* @see VertexFormat#normal
*/
VertexFormat.POSITION_AND_NORMAL = Object.freeze(
new VertexFormat({
position: true,
normal: true,
})
);
/**
* An immutable vertex format with position, normal, and st attributes.
* This is compatible with {@link MaterialAppearance} when {@link MaterialAppearance#materialSupport}
* is <code>TEXTURED/code>.
*
* @type {VertexFormat}
* @constant
*
* @see VertexFormat#position
* @see VertexFormat#normal
* @see VertexFormat#st
*/
VertexFormat.POSITION_NORMAL_AND_ST = Object.freeze(
new VertexFormat({
position: true,
normal: true,
st: true,
})
);
/**
* An immutable vertex format with position and st attributes.
* This is compatible with {@link EllipsoidSurfaceAppearance}.
*
* @type {VertexFormat}
* @constant
*
* @see VertexFormat#position
* @see VertexFormat#st
*/
VertexFormat.POSITION_AND_ST = Object.freeze(
new VertexFormat({
position: true,
st: true,
})
);
/**
* An immutable vertex format with position and color attributes.
*
* @type {VertexFormat}
* @constant
*
* @see VertexFormat#position
* @see VertexFormat#color
*/
VertexFormat.POSITION_AND_COLOR = Object.freeze(
new VertexFormat({
position: true,
color: true,
})
);
/**
* An immutable vertex format with well-known attributes: position, normal, st, tangent, and bitangent.
*
* @type {VertexFormat}
* @constant
*
* @see VertexFormat#position
* @see VertexFormat#normal
* @see VertexFormat#st
* @see VertexFormat#tangent
* @see VertexFormat#bitangent
*/
VertexFormat.ALL = Object.freeze(
new VertexFormat({
position: true,
normal: true,
st: true,
tangent: true,
bitangent: true,
})
);
/**
* An immutable vertex format with position, normal, and st attributes.
* This is compatible with most appearances and materials; however
* normal and st attributes are not always required. When this is
* known in advance, another <code>VertexFormat</code> should be used.
*
* @type {VertexFormat}
* @constant
*
* @see VertexFormat#position
* @see VertexFormat#normal
*/
VertexFormat.DEFAULT = VertexFormat.POSITION_NORMAL_AND_ST;
/**
* The number of elements used to pack the object into an array.
* @type {Number}
*/
VertexFormat.packedLength = 6;
/**
* Stores the provided instance into the provided array.
*
* @param {VertexFormat} value The value to pack.
* @param {Number[]} array The array to pack into.
* @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
*
* @returns {Number[]} The array that was packed into
*/
VertexFormat.pack = function (value, array, startingIndex) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(value)) {
throw new RuntimeError.DeveloperError("value is required");
}
if (!when.defined(array)) {
throw new RuntimeError.DeveloperError("array is required");
}
//>>includeEnd('debug');
startingIndex = when.defaultValue(startingIndex, 0);
array[startingIndex++] = value.position ? 1.0 : 0.0;
array[startingIndex++] = value.normal ? 1.0 : 0.0;
array[startingIndex++] = value.st ? 1.0 : 0.0;
array[startingIndex++] = value.tangent ? 1.0 : 0.0;
array[startingIndex++] = value.bitangent ? 1.0 : 0.0;
array[startingIndex] = value.color ? 1.0 : 0.0;
return array;
};
/**
* Retrieves an instance from a packed array.
*
* @param {Number[]} array The packed array.
* @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
* @param {VertexFormat} [result] The object into which to store the result.
* @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided.
*/
VertexFormat.unpack = function (array, startingIndex, result) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(array)) {
throw new RuntimeError.DeveloperError("array is required");
}
//>>includeEnd('debug');
startingIndex = when.defaultValue(startingIndex, 0);
if (!when.defined(result)) {
result = new VertexFormat();
}
result.position = array[startingIndex++] === 1.0;
result.normal = array[startingIndex++] === 1.0;
result.st = array[startingIndex++] === 1.0;
result.tangent = array[startingIndex++] === 1.0;
result.bitangent = array[startingIndex++] === 1.0;
result.color = array[startingIndex] === 1.0;
return result;
};
/**
* Duplicates a VertexFormat instance.
*
* @param {VertexFormat} vertexFormat The vertex format to duplicate.
* @param {VertexFormat} [result] The object onto which to store the result.
* @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided. (Returns undefined if vertexFormat is undefined)
*/
VertexFormat.clone = function (vertexFormat, result) {
if (!when.defined(vertexFormat)) {
return undefined;
}
if (!when.defined(result)) {
result = new VertexFormat();
}
result.position = vertexFormat.position;
result.normal = vertexFormat.normal;
result.st = vertexFormat.st;
result.tangent = vertexFormat.tangent;
result.bitangent = vertexFormat.bitangent;
result.color = vertexFormat.color;
return result;
};
exports.VertexFormat = VertexFormat;
}));
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