{"version":3,"file":"GeometryAttribute-4bcb785f.js","sources":["../../../../Source/Core/GeometryType.js","../../../../Source/Core/PrimitiveType.js","../../../../Source/Core/Geometry.js","../../../../Source/Core/GeometryAttribute.js"],"sourcesContent":["/**\n * @private\n */\nconst GeometryType = {\n NONE: 0,\n TRIANGLES: 1,\n LINES: 2,\n POLYLINES: 3,\n};\nexport default Object.freeze(GeometryType);\n","import WebGLConstants from \"./WebGLConstants.js\";\n\n/**\n * The type of a geometric primitive, i.e., points, lines, and triangles.\n *\n * @enum {Number}\n */\nconst PrimitiveType = {\n /**\n * Points primitive where each vertex (or index) is a separate point.\n *\n * @type {Number}\n * @constant\n */\n POINTS: WebGLConstants.POINTS,\n\n /**\n * Lines primitive where each two vertices (or indices) is a line segment. Line segments are not necessarily connected.\n *\n * @type {Number}\n * @constant\n */\n LINES: WebGLConstants.LINES,\n\n /**\n * Line loop primitive where each vertex (or index) after the first connects a line to\n * the previous vertex, and the last vertex implicitly connects to the first.\n *\n * @type {Number}\n * @constant\n */\n LINE_LOOP: WebGLConstants.LINE_LOOP,\n\n /**\n * Line strip primitive where each vertex (or index) after the first connects a line to the previous vertex.\n *\n * @type {Number}\n * @constant\n */\n LINE_STRIP: WebGLConstants.LINE_STRIP,\n\n /**\n * Triangles primitive where each three vertices (or indices) is a triangle. Triangles do not necessarily share edges.\n *\n * @type {Number}\n * @constant\n */\n TRIANGLES: WebGLConstants.TRIANGLES,\n\n /**\n * Triangle strip primitive where each vertex (or index) after the first two connect to\n * the previous two vertices forming a triangle. For example, this can be used to model a wall.\n *\n * @type {Number}\n * @constant\n */\n TRIANGLE_STRIP: WebGLConstants.TRIANGLE_STRIP,\n\n /**\n * Triangle fan primitive where each vertex (or index) after the first two connect to\n * the previous vertex and the first vertex forming a triangle. For example, this can be used\n * to model a cone or circle.\n *\n * @type {Number}\n * @constant\n */\n TRIANGLE_FAN: WebGLConstants.TRIANGLE_FAN,\n};\n\n/**\n * @private\n */\nPrimitiveType.validate = function (primitiveType) {\n return (\n primitiveType === PrimitiveType.POINTS ||\n primitiveType === PrimitiveType.LINES ||\n primitiveType === PrimitiveType.LINE_LOOP ||\n primitiveType === PrimitiveType.LINE_STRIP ||\n primitiveType === PrimitiveType.TRIANGLES ||\n primitiveType === PrimitiveType.TRIANGLE_STRIP ||\n primitiveType === PrimitiveType.TRIANGLE_FAN\n );\n};\n\nexport default Object.freeze(PrimitiveType);\n","import Cartesian2 from \"./Cartesian2.js\";\nimport Cartesian3 from \"./Cartesian3.js\";\nimport Cartographic from \"./Cartographic.js\";\nimport Check from \"./Check.js\";\nimport defaultValue from \"./defaultValue.js\";\nimport defined from \"./defined.js\";\nimport DeveloperError from \"./DeveloperError.js\";\nimport GeometryType from \"./GeometryType.js\";\nimport Matrix2 from \"./Matrix2.js\";\nimport Matrix3 from \"./Matrix3.js\";\nimport Matrix4 from \"./Matrix4.js\";\nimport PrimitiveType from \"./PrimitiveType.js\";\nimport Quaternion from \"./Quaternion.js\";\nimport Rectangle from \"./Rectangle.js\";\nimport Transforms from \"./Transforms.js\";\n\n/**\n * A geometry representation with attributes forming vertices and optional index data\n * defining primitives. Geometries and an {@link Appearance}, which describes the shading,\n * can be assigned to a {@link Primitive} for visualization. A Primitive
can\n * be created from many heterogeneous - in many cases - geometries for performance.\n *
\n * Geometries can be transformed and optimized using functions in {@link GeometryPipeline}.\n *
\n *\n * @alias Geometry\n * @constructor\n *\n * @param {Object} options Object with the following properties:\n * @param {GeometryAttributes} options.attributes Attributes, which make up the geometry's vertices.\n * @param {PrimitiveType} [options.primitiveType=PrimitiveType.TRIANGLES] The type of primitives in the geometry.\n * @param {Uint16Array|Uint32Array} [options.indices] Optional index data that determines the primitives in the geometry.\n * @param {BoundingSphere} [options.boundingSphere] An optional bounding sphere that fully enclosed the geometry.\n *\n * @see PolygonGeometry\n * @see RectangleGeometry\n * @see EllipseGeometry\n * @see CircleGeometry\n * @see WallGeometry\n * @see SimplePolylineGeometry\n * @see BoxGeometry\n * @see EllipsoidGeometry\n *\n * @demo {@link https://sandcastle.cesium.com/index.html?src=Geometry%20and%20Appearances.html|Geometry and Appearances Demo}\n *\n * @example\n * // Create geometry with a position attribute and indexed lines.\n * const positions = new Float64Array([\n * 0.0, 0.0, 0.0,\n * 7500000.0, 0.0, 0.0,\n * 0.0, 7500000.0, 0.0\n * ]);\n *\n * const geometry = new Cesium.Geometry({\n * attributes : {\n * position : new Cesium.GeometryAttribute({\n * componentDatatype : Cesium.ComponentDatatype.DOUBLE,\n * componentsPerAttribute : 3,\n * values : positions\n * })\n * },\n * indices : new Uint16Array([0, 1, 1, 2, 2, 0]),\n * primitiveType : Cesium.PrimitiveType.LINES,\n * boundingSphere : Cesium.BoundingSphere.fromVertices(positions)\n * });\n */\nfunction Geometry(options) {\n options = defaultValue(options, defaultValue.EMPTY_OBJECT);\n\n //>>includeStart('debug', pragmas.debug);\n Check.typeOf.object(\"options.attributes\", options.attributes);\n //>>includeEnd('debug');\n\n /**\n * Attributes, which make up the geometry's vertices. Each property in this object corresponds to a\n * {@link GeometryAttribute} containing the attribute's data.\n *\n * Attributes are always stored non-interleaved in a Geometry.\n *
\n *\n * There are reserved attribute names with well-known semantics. The following attributes\n * are created by a Geometry (depending on the provided {@link VertexFormat}.\n *
position
- 3D vertex position. 64-bit floating-point (for precision). 3 components per attribute. See {@link VertexFormat#position}.normal
- Normal (normalized), commonly used for lighting. 32-bit floating-point. 3 components per attribute. See {@link VertexFormat#normal}.st
- 2D texture coordinate. 32-bit floating-point. 2 components per attribute. See {@link VertexFormat#st}.bitangent
- Bitangent (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. See {@link VertexFormat#bitangent}.tangent
- Tangent (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. See {@link VertexFormat#tangent}.\n * The following attribute names are generally not created by a Geometry, but are added\n * to a Geometry by a {@link Primitive} or {@link GeometryPipeline} functions to prepare\n * the geometry for rendering.\n *
position3DHigh
- High 32 bits for encoded 64-bit position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.position3DLow
- Low 32 bits for encoded 64-bit position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.position3DHigh
- High 32 bits for encoded 64-bit 2D (Columbus view) position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.position2DLow
- Low 32 bits for encoded 64-bit 2D (Columbus view) position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.color
- RGBA color (normalized) usually from {@link GeometryInstance#color}. 32-bit floating-point. 4 components per attribute.pickColor
- RGBA color used for picking. 32-bit floating-point. 4 components per attribute.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.\n * @param {number[]|Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array} [options.values] The values for the attributes stored in a typed array.\n *\n * @exception {DeveloperError} options.componentsPerAttribute must be between 1 and 4.\n *\n *\n * @example\n * const geometry = new Cesium.Geometry({\n * attributes : {\n * position : new Cesium.GeometryAttribute({\n * componentDatatype : Cesium.ComponentDatatype.FLOAT,\n * componentsPerAttribute : 3,\n * values : new Float32Array([\n * 0.0, 0.0, 0.0,\n * 7500000.0, 0.0, 0.0,\n * 0.0, 7500000.0, 0.0\n * ])\n * })\n * },\n * primitiveType : Cesium.PrimitiveType.LINE_LOOP\n * });\n *\n * @see Geometry\n */\nfunction GeometryAttribute(options) {\n options = defaultValue(options, defaultValue.EMPTY_OBJECT);\n\n //>>includeStart('debug', pragmas.debug);\n if (!defined(options.componentDatatype)) {\n throw new DeveloperError(\"options.componentDatatype is required.\");\n }\n if (!defined(options.componentsPerAttribute)) {\n throw new DeveloperError(\"options.componentsPerAttribute is required.\");\n }\n if (\n options.componentsPerAttribute < 1 ||\n options.componentsPerAttribute > 4\n ) {\n throw new DeveloperError(\n \"options.componentsPerAttribute must be between 1 and 4.\"\n );\n }\n if (!defined(options.values)) {\n throw new DeveloperError(\"options.values is required.\");\n }\n //>>includeEnd('debug');\n\n /**\n * The datatype of each component in the attribute, e.g., individual elements in\n * {@link GeometryAttribute#values}.\n *\n * @type ComponentDatatype\n *\n * @default undefined\n */\n this.componentDatatype = options.componentDatatype;\n\n /**\n * A number between 1 and 4 that defines the number of components in an attributes.\n * For example, a position attribute with x, y, and z components would have 3 as\n * shown in the code example.\n *\n * @type Number\n *\n * @default undefined\n *\n * @example\n * attribute.componentDatatype = Cesium.ComponentDatatype.FLOAT;\n * attribute.componentsPerAttribute = 3;\n * attribute.values = new Float32Array([\n * 0.0, 0.0, 0.0,\n * 7500000.0, 0.0, 0.0,\n * 0.0, 7500000.0, 0.0\n * ]);\n */\n this.componentsPerAttribute = options.componentsPerAttribute;\n\n /**\n * When true
and componentDatatype
is an integer format,\n * indicate that the components should be mapped to the range [0, 1] (unsigned)\n * or [-1, 1] (signed) when they are accessed as floating-point for rendering.\n * \n * This is commonly used when storing colors using {@link ComponentDatatype.UNSIGNED_BYTE}.\n *
\n *\n * @type Boolean\n *\n * @default false\n *\n * @example\n * attribute.componentDatatype = Cesium.ComponentDatatype.UNSIGNED_BYTE;\n * attribute.componentsPerAttribute = 4;\n * attribute.normalize = true;\n * attribute.values = new Uint8Array([\n * Cesium.Color.floatToByte(color.red),\n * Cesium.Color.floatToByte(color.green),\n * Cesium.Color.floatToByte(color.blue),\n * Cesium.Color.floatToByte(color.alpha)\n * ]);\n */\n this.normalize = defaultValue(options.normalize, false);\n\n /**\n * The values for the attributes stored in a typed array. In the code example,\n * every three elements invalues
defines one attributes since\n * componentsPerAttribute
is 3.\n *\n * @type {number[]|Int8Array|Uint8Array|Int16Array|Uint16Array|Int32Array|Uint32Array|Float32Array|Float64Array}\n *\n * @default undefined\n *\n * @example\n * attribute.componentDatatype = Cesium.ComponentDatatype.FLOAT;\n * attribute.componentsPerAttribute = 3;\n * attribute.values = new Float32Array([\n * 0.0, 0.0, 0.0,\n * 7500000.0, 0.0, 0.0,\n * 0.0, 7500000.0, 0.0\n * ]);\n */\n this.values = options.values;\n}\nexport default 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