/** * 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', './Matrix2-265d9610', './RuntimeError-5b082e8f', './when-4bbc8319', './WebGLConstants-508b9636', './Transforms-8b90e17c'], (function (exports, Matrix2, RuntimeError, when, WebGLConstants, Transforms) { 'use strict'; /** * @private */ const GeometryType = { NONE: 0, TRIANGLES: 1, LINES: 2, POLYLINES: 3, }; var GeometryType$1 = Object.freeze(GeometryType); /** * The type of a geometric primitive, i.e., points, lines, and triangles. * * @enum {Number} */ const PrimitiveType = { /** * Points primitive where each vertex (or index) is a separate point. * * @type {Number} * @constant */ POINTS: WebGLConstants.WebGLConstants.POINTS, /** * Lines primitive where each two vertices (or indices) is a line segment. Line segments are not necessarily connected. * * @type {Number} * @constant */ LINES: WebGLConstants.WebGLConstants.LINES, /** * Line loop primitive where each vertex (or index) after the first connects a line to * the previous vertex, and the last vertex implicitly connects to the first. * * @type {Number} * @constant */ LINE_LOOP: WebGLConstants.WebGLConstants.LINE_LOOP, /** * Line strip primitive where each vertex (or index) after the first connects a line to the previous vertex. * * @type {Number} * @constant */ LINE_STRIP: WebGLConstants.WebGLConstants.LINE_STRIP, /** * Triangles primitive where each three vertices (or indices) is a triangle. Triangles do not necessarily share edges. * * @type {Number} * @constant */ TRIANGLES: WebGLConstants.WebGLConstants.TRIANGLES, /** * Triangle strip primitive where each vertex (or index) after the first two connect to * the previous two vertices forming a triangle. For example, this can be used to model a wall. * * @type {Number} * @constant */ TRIANGLE_STRIP: WebGLConstants.WebGLConstants.TRIANGLE_STRIP, /** * Triangle fan primitive where each vertex (or index) after the first two connect to * the previous vertex and the first vertex forming a triangle. For example, this can be used * to model a cone or circle. * * @type {Number} * @constant */ TRIANGLE_FAN: WebGLConstants.WebGLConstants.TRIANGLE_FAN, }; /** * @private */ PrimitiveType.validate = function (primitiveType) { return ( primitiveType === PrimitiveType.POINTS || primitiveType === PrimitiveType.LINES || primitiveType === PrimitiveType.LINE_LOOP || primitiveType === PrimitiveType.LINE_STRIP || primitiveType === PrimitiveType.TRIANGLES || primitiveType === PrimitiveType.TRIANGLE_STRIP || primitiveType === PrimitiveType.TRIANGLE_FAN ); }; var PrimitiveType$1 = Object.freeze(PrimitiveType); /** * A geometry representation with attributes forming vertices and optional index data * defining primitives. Geometries and an {@link Appearance}, which describes the shading, * can be assigned to a {@link Primitive} for visualization. A Primitive can * be created from many heterogeneous - in many cases - geometries for performance. *

* Geometries can be transformed and optimized using functions in {@link GeometryPipeline}. *

* * @alias Geometry * @constructor * * @param {Object} options Object with the following properties: * @param {GeometryAttributes} options.attributes Attributes, which make up the geometry's vertices. * @param {PrimitiveType} [options.primitiveType=PrimitiveType.TRIANGLES] The type of primitives in the geometry. * @param {Uint16Array|Uint32Array} [options.indices] Optional index data that determines the primitives in the geometry. * @param {BoundingSphere} [options.boundingSphere] An optional bounding sphere that fully enclosed the geometry. * * @see PolygonGeometry * @see RectangleGeometry * @see EllipseGeometry * @see CircleGeometry * @see WallGeometry * @see SimplePolylineGeometry * @see BoxGeometry * @see EllipsoidGeometry * * @demo {@link https://sandcastle.cesium.com/index.html?src=Geometry%20and%20Appearances.html|Geometry and Appearances Demo} * * @example * // Create geometry with a position attribute and indexed lines. * const positions = new Float64Array([ * 0.0, 0.0, 0.0, * 7500000.0, 0.0, 0.0, * 0.0, 7500000.0, 0.0 * ]); * * const geometry = new Cesium.Geometry({ * attributes : { * position : new Cesium.GeometryAttribute({ * componentDatatype : Cesium.ComponentDatatype.DOUBLE, * componentsPerAttribute : 3, * values : positions * }) * }, * indices : new Uint16Array([0, 1, 1, 2, 2, 0]), * primitiveType : Cesium.PrimitiveType.LINES, * boundingSphere : Cesium.BoundingSphere.fromVertices(positions) * }); */ function Geometry(options) { options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT); //>>includeStart('debug', pragmas.debug); RuntimeError.Check.typeOf.object("options.attributes", options.attributes); //>>includeEnd('debug'); /** * Attributes, which make up the geometry's vertices. Each property in this object corresponds to a * {@link GeometryAttribute} containing the attribute's data. *

* Attributes are always stored non-interleaved in a Geometry. *

*

* There are reserved attribute names with well-known semantics. The following attributes * are created by a Geometry (depending on the provided {@link VertexFormat}. *

*

*

* The following attribute names are generally not created by a Geometry, but are added * to a Geometry by a {@link Primitive} or {@link GeometryPipeline} functions to prepare * the geometry for rendering. *

*

* * @type GeometryAttributes * * @default undefined * * * @example * geometry.attributes.position = new Cesium.GeometryAttribute({ * componentDatatype : Cesium.ComponentDatatype.FLOAT, * componentsPerAttribute : 3, * values : new Float32Array(0) * }); * * @see GeometryAttribute * @see VertexFormat */ this.attributes = options.attributes; /** * Optional index data that - along with {@link Geometry#primitiveType} - * determines the primitives in the geometry. * * @type Array * * @default undefined */ this.indices = options.indices; /** * The type of primitives in the geometry. This is most often {@link PrimitiveType.TRIANGLES}, * but can varying based on the specific geometry. * * @type PrimitiveType * * @default undefined */ this.primitiveType = when.defaultValue( options.primitiveType, PrimitiveType$1.TRIANGLES ); /** * An optional bounding sphere that fully encloses the geometry. This is * commonly used for culling. * * @type BoundingSphere * * @default undefined */ this.boundingSphere = options.boundingSphere; /** * @private */ this.geometryType = when.defaultValue(options.geometryType, GeometryType$1.NONE); /** * @private */ this.boundingSphereCV = options.boundingSphereCV; /** * Used for computing the bounding sphere for geometry using the applyOffset vertex attribute * @private */ this.offsetAttribute = options.offsetAttribute; } /** * Computes the number of vertices in a geometry. The runtime is linear with * respect to the number of attributes in a vertex, not the number of vertices. * * @param {Geometry} geometry The geometry. * @returns {Number} The number of vertices in the geometry. * * @example * const numVertices = Cesium.Geometry.computeNumberOfVertices(geometry); */ Geometry.computeNumberOfVertices = function (geometry) { //>>includeStart('debug', pragmas.debug); RuntimeError.Check.typeOf.object("geometry", geometry); //>>includeEnd('debug'); let numberOfVertices = -1; for (const property in geometry.attributes) { if ( geometry.attributes.hasOwnProperty(property) && when.defined(geometry.attributes[property]) && when.defined(geometry.attributes[property].values) ) { const attribute = geometry.attributes[property]; const num = attribute.values.length / attribute.componentsPerAttribute; //>>includeStart('debug', pragmas.debug); if (numberOfVertices !== num && numberOfVertices !== -1) { throw new RuntimeError.DeveloperError( "All attribute lists must have the same number of attributes." ); } //>>includeEnd('debug'); numberOfVertices = num; } } return numberOfVertices; }; const rectangleCenterScratch = new Matrix2.Cartographic(); const enuCenterScratch = new Matrix2.Cartesian3(); const fixedFrameToEnuScratch = new Matrix2.Matrix4(); const boundingRectanglePointsCartographicScratch = [ new Matrix2.Cartographic(), new Matrix2.Cartographic(), new Matrix2.Cartographic(), ]; const boundingRectanglePointsEnuScratch = [ new Matrix2.Cartesian2(), new Matrix2.Cartesian2(), new Matrix2.Cartesian2(), ]; const points2DScratch = [new Matrix2.Cartesian2(), new Matrix2.Cartesian2(), new Matrix2.Cartesian2()]; const pointEnuScratch = new Matrix2.Cartesian3(); const enuRotationScratch = new Transforms.Quaternion(); const enuRotationMatrixScratch = new Matrix2.Matrix4(); const rotation2DScratch = new Matrix2.Matrix2(); /** * For remapping texture coordinates when rendering GroundPrimitives with materials. * GroundPrimitive texture coordinates are computed to align with the cartographic coordinate system on the globe. * However, EllipseGeometry, RectangleGeometry, and PolygonGeometry all bake rotations to per-vertex texture coordinates * using different strategies. * * This method is used by EllipseGeometry and PolygonGeometry to approximate the same visual effect. * We encapsulate rotation and scale by computing a "transformed" texture coordinate system and computing * a set of reference points from which "cartographic" texture coordinates can be remapped to the "transformed" * system using distances to lines in 2D. * * This approximation becomes less accurate as the covered area increases, especially for GroundPrimitives near the poles, * but is generally reasonable for polygons and ellipses around the size of USA states. * * RectangleGeometry has its own version of this method that computes remapping coordinates using cartographic space * as an intermediary instead of local ENU, which is more accurate for large-area rectangles. * * @param {Cartesian3[]} positions Array of positions outlining the geometry * @param {Number} stRotation Texture coordinate rotation. * @param {Ellipsoid} ellipsoid Ellipsoid for projecting and generating local vectors. * @param {Rectangle} boundingRectangle Bounding rectangle around the positions. * @returns {Number[]} An array of 6 numbers specifying [minimum point, u extent, v extent] as points in the "cartographic" system. * @private */ Geometry._textureCoordinateRotationPoints = function ( positions, stRotation, ellipsoid, boundingRectangle ) { let i; // Create a local east-north-up coordinate system centered on the polygon's bounding rectangle. // Project the southwest, northwest, and southeast corners of the bounding rectangle into the plane of ENU as 2D points. // These are the equivalents of (0,0), (0,1), and (1,0) in the texture coordiante system computed in ShadowVolumeAppearanceFS, // aka "ENU texture space." const rectangleCenter = Matrix2.Rectangle.center( boundingRectangle, rectangleCenterScratch ); const enuCenter = Matrix2.Cartographic.toCartesian( rectangleCenter, ellipsoid, enuCenterScratch ); const enuToFixedFrame = Transforms.Transforms.eastNorthUpToFixedFrame( enuCenter, ellipsoid, fixedFrameToEnuScratch ); const fixedFrameToEnu = Matrix2.Matrix4.inverse( enuToFixedFrame, fixedFrameToEnuScratch ); const boundingPointsEnu = boundingRectanglePointsEnuScratch; const boundingPointsCarto = boundingRectanglePointsCartographicScratch; boundingPointsCarto[0].longitude = boundingRectangle.west; boundingPointsCarto[0].latitude = boundingRectangle.south; boundingPointsCarto[1].longitude = boundingRectangle.west; boundingPointsCarto[1].latitude = boundingRectangle.north; boundingPointsCarto[2].longitude = boundingRectangle.east; boundingPointsCarto[2].latitude = boundingRectangle.south; let posEnu = pointEnuScratch; for (i = 0; i < 3; i++) { Matrix2.Cartographic.toCartesian(boundingPointsCarto[i], ellipsoid, posEnu); posEnu = Matrix2.Matrix4.multiplyByPointAsVector(fixedFrameToEnu, posEnu, posEnu); boundingPointsEnu[i].x = posEnu.x; boundingPointsEnu[i].y = posEnu.y; } // Rotate each point in the polygon around the up vector in the ENU by -stRotation and project into ENU as 2D. // Compute the bounding box of these rotated points in the 2D ENU plane. // Rotate the corners back by stRotation, then compute their equivalents in the ENU texture space using the corners computed earlier. const rotation = Transforms.Quaternion.fromAxisAngle( Matrix2.Cartesian3.UNIT_Z, -stRotation, enuRotationScratch ); const textureMatrix = Matrix2.Matrix3.fromQuaternion( rotation, enuRotationMatrixScratch ); const positionsLength = positions.length; let enuMinX = Number.POSITIVE_INFINITY; let enuMinY = Number.POSITIVE_INFINITY; let enuMaxX = Number.NEGATIVE_INFINITY; let enuMaxY = Number.NEGATIVE_INFINITY; for (i = 0; i < positionsLength; i++) { posEnu = Matrix2.Matrix4.multiplyByPointAsVector( fixedFrameToEnu, positions[i], posEnu ); posEnu = Matrix2.Matrix3.multiplyByVector(textureMatrix, posEnu, posEnu); enuMinX = Math.min(enuMinX, posEnu.x); enuMinY = Math.min(enuMinY, posEnu.y); enuMaxX = Math.max(enuMaxX, posEnu.x); enuMaxY = Math.max(enuMaxY, posEnu.y); } const toDesiredInComputed = Matrix2.Matrix2.fromRotation( stRotation, rotation2DScratch ); const points2D = points2DScratch; points2D[0].x = enuMinX; points2D[0].y = enuMinY; points2D[1].x = enuMinX; points2D[1].y = enuMaxY; points2D[2].x = enuMaxX; points2D[2].y = enuMinY; const boundingEnuMin = boundingPointsEnu[0]; const boundingPointsWidth = boundingPointsEnu[2].x - boundingEnuMin.x; const boundingPointsHeight = boundingPointsEnu[1].y - boundingEnuMin.y; for (i = 0; i < 3; i++) { const point2D = points2D[i]; // rotate back Matrix2.Matrix2.multiplyByVector(toDesiredInComputed, point2D, point2D); // Convert point into east-north texture coordinate space point2D.x = (point2D.x - boundingEnuMin.x) / boundingPointsWidth; point2D.y = (point2D.y - boundingEnuMin.y) / boundingPointsHeight; } const minXYCorner = points2D[0]; const maxYCorner = points2D[1]; const maxXCorner = points2D[2]; const result = new Array(6); Matrix2.Cartesian2.pack(minXYCorner, result); Matrix2.Cartesian2.pack(maxYCorner, result, 2); Matrix2.Cartesian2.pack(maxXCorner, result, 4); return result; }; /** * Values and type information for geometry attributes. A {@link Geometry} * generally contains one or more attributes. All attributes together form * the geometry's vertices. * * @alias GeometryAttribute * @constructor * * @param {Object} [options] Object with the following properties: * @param {ComponentDatatype} [options.componentDatatype] The datatype of each component in the attribute, e.g., individual elements in values. * @param {Number} [options.componentsPerAttribute] A number between 1 and 4 that defines the number of components in an attributes. * @param {Boolean} [options.normalize=false] When true and componentDatatype is an integer format, indicate that the components should be mapped to the range [0, 1] (unsigned) or [-1, 1] (signed) when they are accessed as floating-point for rendering. * @param {number[]|Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array} [options.values] The values for the attributes stored in a typed array. * * @exception {DeveloperError} options.componentsPerAttribute must be between 1 and 4. * * * @example * const geometry = new Cesium.Geometry({ * attributes : { * position : new Cesium.GeometryAttribute({ * componentDatatype : Cesium.ComponentDatatype.FLOAT, * componentsPerAttribute : 3, * values : new Float32Array([ * 0.0, 0.0, 0.0, * 7500000.0, 0.0, 0.0, * 0.0, 7500000.0, 0.0 * ]) * }) * }, * primitiveType : Cesium.PrimitiveType.LINE_LOOP * }); * * @see Geometry */ function GeometryAttribute(options) { options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT); //>>includeStart('debug', pragmas.debug); if (!when.defined(options.componentDatatype)) { throw new RuntimeError.DeveloperError("options.componentDatatype is required."); } if (!when.defined(options.componentsPerAttribute)) { throw new RuntimeError.DeveloperError("options.componentsPerAttribute is required."); } if ( options.componentsPerAttribute < 1 || options.componentsPerAttribute > 4 ) { throw new RuntimeError.DeveloperError( "options.componentsPerAttribute must be between 1 and 4." ); } if (!when.defined(options.values)) { throw new RuntimeError.DeveloperError("options.values is required."); } //>>includeEnd('debug'); /** * The datatype of each component in the attribute, e.g., individual elements in * {@link GeometryAttribute#values}. * * @type ComponentDatatype * * @default undefined */ this.componentDatatype = options.componentDatatype; /** * A number between 1 and 4 that defines the number of components in an attributes. * For example, a position attribute with x, y, and z components would have 3 as * shown in the code example. * * @type Number * * @default undefined * * @example * attribute.componentDatatype = Cesium.ComponentDatatype.FLOAT; * attribute.componentsPerAttribute = 3; * attribute.values = new Float32Array([ * 0.0, 0.0, 0.0, * 7500000.0, 0.0, 0.0, * 0.0, 7500000.0, 0.0 * ]); */ this.componentsPerAttribute = options.componentsPerAttribute; /** * When true and componentDatatype is an integer format, * indicate that the components should be mapped to the range [0, 1] (unsigned) * or [-1, 1] (signed) when they are accessed as floating-point for rendering. *

* This is commonly used when storing colors using {@link ComponentDatatype.UNSIGNED_BYTE}. *

* * @type Boolean * * @default false * * @example * attribute.componentDatatype = Cesium.ComponentDatatype.UNSIGNED_BYTE; * attribute.componentsPerAttribute = 4; * attribute.normalize = true; * attribute.values = new Uint8Array([ * Cesium.Color.floatToByte(color.red), * Cesium.Color.floatToByte(color.green), * Cesium.Color.floatToByte(color.blue), * Cesium.Color.floatToByte(color.alpha) * ]); */ this.normalize = when.defaultValue(options.normalize, false); /** * The values for the attributes stored in a typed array. In the code example, * every three elements in values defines one attributes since * componentsPerAttribute is 3. * * @type {number[]|Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array} * * @default undefined * * @example * attribute.componentDatatype = Cesium.ComponentDatatype.FLOAT; * attribute.componentsPerAttribute = 3; * attribute.values = new Float32Array([ * 0.0, 0.0, 0.0, * 7500000.0, 0.0, 0.0, * 0.0, 7500000.0, 0.0 * ]); */ this.values = options.values; } exports.Geometry = Geometry; exports.GeometryAttribute = GeometryAttribute; exports.GeometryType = GeometryType$1; exports.PrimitiveType = PrimitiveType$1; })); //# sourceMappingURL=GeometryAttribute-4bcb785f.js.map