qd-changjing/public/static/Build/CesiumUnminified/Workers/CylinderGeometry-2bf20aa7.js

493 lines
17 KiB
JavaScript

/**
* 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', './GeometryOffsetAttribute-7e016332', './Transforms-8b90e17c', './Matrix2-265d9610', './ComponentDatatype-aad54330', './CylinderGeometryLibrary-bedde1c3', './when-4bbc8319', './RuntimeError-5b082e8f', './GeometryAttribute-4bcb785f', './GeometryAttributes-7827a6c2', './IndexDatatype-6739e544', './VertexFormat-07539138'], (function (exports, GeometryOffsetAttribute, Transforms, Matrix2, ComponentDatatype, CylinderGeometryLibrary, when, RuntimeError, GeometryAttribute, GeometryAttributes, IndexDatatype, VertexFormat) { 'use strict';
const radiusScratch = new Matrix2.Cartesian2();
const normalScratch = new Matrix2.Cartesian3();
const bitangentScratch = new Matrix2.Cartesian3();
const tangentScratch = new Matrix2.Cartesian3();
const positionScratch = new Matrix2.Cartesian3();
/**
* A description of a cylinder.
*
* @alias CylinderGeometry
* @constructor
*
* @param {Object} options Object with the following properties:
* @param {Number} options.length The length of the cylinder.
* @param {Number} options.topRadius The radius of the top of the cylinder.
* @param {Number} options.bottomRadius The radius of the bottom of the cylinder.
* @param {Number} [options.slices=128] The number of edges around the perimeter of the cylinder.
* @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
*
* @exception {DeveloperError} options.slices must be greater than or equal to 3.
*
* @see CylinderGeometry.createGeometry
*
* @example
* // create cylinder geometry
* const cylinder = new Cesium.CylinderGeometry({
* length: 200000,
* topRadius: 80000,
* bottomRadius: 200000,
* });
* const geometry = Cesium.CylinderGeometry.createGeometry(cylinder);
*/
function CylinderGeometry(options) {
options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
const length = options.length;
const topRadius = options.topRadius;
const bottomRadius = options.bottomRadius;
const vertexFormat = when.defaultValue(options.vertexFormat, VertexFormat.VertexFormat.DEFAULT);
const slices = when.defaultValue(options.slices, 128);
//>>includeStart('debug', pragmas.debug);
if (!when.defined(length)) {
throw new RuntimeError.DeveloperError("options.length must be defined.");
}
if (!when.defined(topRadius)) {
throw new RuntimeError.DeveloperError("options.topRadius must be defined.");
}
if (!when.defined(bottomRadius)) {
throw new RuntimeError.DeveloperError("options.bottomRadius must be defined.");
}
if (slices < 3) {
throw new RuntimeError.DeveloperError(
"options.slices must be greater than or equal to 3."
);
}
if (
when.defined(options.offsetAttribute) &&
options.offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.TOP
) {
throw new RuntimeError.DeveloperError(
"GeometryOffsetAttribute.TOP is not a supported options.offsetAttribute for this geometry."
);
}
//>>includeEnd('debug');
this._length = length;
this._topRadius = topRadius;
this._bottomRadius = bottomRadius;
this._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat);
this._slices = slices;
this._offsetAttribute = options.offsetAttribute;
this._workerName = "createCylinderGeometry";
}
/**
* The number of elements used to pack the object into an array.
* @type {Number}
*/
CylinderGeometry.packedLength = VertexFormat.VertexFormat.packedLength + 5;
/**
* Stores the provided instance into the provided array.
*
* @param {CylinderGeometry} 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
*/
CylinderGeometry.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);
VertexFormat.VertexFormat.pack(value._vertexFormat, array, startingIndex);
startingIndex += VertexFormat.VertexFormat.packedLength;
array[startingIndex++] = value._length;
array[startingIndex++] = value._topRadius;
array[startingIndex++] = value._bottomRadius;
array[startingIndex++] = value._slices;
array[startingIndex] = when.defaultValue(value._offsetAttribute, -1);
return array;
};
const scratchVertexFormat = new VertexFormat.VertexFormat();
const scratchOptions = {
vertexFormat: scratchVertexFormat,
length: undefined,
topRadius: undefined,
bottomRadius: undefined,
slices: undefined,
offsetAttribute: undefined,
};
/**
* 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 {CylinderGeometry} [result] The object into which to store the result.
* @returns {CylinderGeometry} The modified result parameter or a new CylinderGeometry instance if one was not provided.
*/
CylinderGeometry.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);
const vertexFormat = VertexFormat.VertexFormat.unpack(
array,
startingIndex,
scratchVertexFormat
);
startingIndex += VertexFormat.VertexFormat.packedLength;
const length = array[startingIndex++];
const topRadius = array[startingIndex++];
const bottomRadius = array[startingIndex++];
const slices = array[startingIndex++];
const offsetAttribute = array[startingIndex];
if (!when.defined(result)) {
scratchOptions.length = length;
scratchOptions.topRadius = topRadius;
scratchOptions.bottomRadius = bottomRadius;
scratchOptions.slices = slices;
scratchOptions.offsetAttribute =
offsetAttribute === -1 ? undefined : offsetAttribute;
return new CylinderGeometry(scratchOptions);
}
result._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat, result._vertexFormat);
result._length = length;
result._topRadius = topRadius;
result._bottomRadius = bottomRadius;
result._slices = slices;
result._offsetAttribute =
offsetAttribute === -1 ? undefined : offsetAttribute;
return result;
};
/**
* Computes the geometric representation of a cylinder, including its vertices, indices, and a bounding sphere.
*
* @param {CylinderGeometry} cylinderGeometry A description of the cylinder.
* @returns {Geometry|undefined} The computed vertices and indices.
*/
CylinderGeometry.createGeometry = function (cylinderGeometry) {
let length = cylinderGeometry._length;
const topRadius = cylinderGeometry._topRadius;
const bottomRadius = cylinderGeometry._bottomRadius;
const vertexFormat = cylinderGeometry._vertexFormat;
const slices = cylinderGeometry._slices;
if (
length <= 0 ||
topRadius < 0 ||
bottomRadius < 0 ||
(topRadius === 0 && bottomRadius === 0)
) {
return;
}
const twoSlices = slices + slices;
const threeSlices = slices + twoSlices;
const numVertices = twoSlices + twoSlices;
const positions = CylinderGeometryLibrary.CylinderGeometryLibrary.computePositions(
length,
topRadius,
bottomRadius,
slices,
true
);
const st = vertexFormat.st ? new Float32Array(numVertices * 2) : undefined;
const normals = vertexFormat.normal
? new Float32Array(numVertices * 3)
: undefined;
const tangents = vertexFormat.tangent
? new Float32Array(numVertices * 3)
: undefined;
const bitangents = vertexFormat.bitangent
? new Float32Array(numVertices * 3)
: undefined;
let i;
const computeNormal =
vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent;
if (computeNormal) {
const computeTangent = vertexFormat.tangent || vertexFormat.bitangent;
let normalIndex = 0;
let tangentIndex = 0;
let bitangentIndex = 0;
const theta = Math.atan2(bottomRadius - topRadius, length);
const normal = normalScratch;
normal.z = Math.sin(theta);
const normalScale = Math.cos(theta);
let tangent = tangentScratch;
let bitangent = bitangentScratch;
for (i = 0; i < slices; i++) {
const angle = (i / slices) * ComponentDatatype.CesiumMath.TWO_PI;
const x = normalScale * Math.cos(angle);
const y = normalScale * Math.sin(angle);
if (computeNormal) {
normal.x = x;
normal.y = y;
if (computeTangent) {
tangent = Matrix2.Cartesian3.normalize(
Matrix2.Cartesian3.cross(Matrix2.Cartesian3.UNIT_Z, normal, tangent),
tangent
);
}
if (vertexFormat.normal) {
normals[normalIndex++] = normal.x;
normals[normalIndex++] = normal.y;
normals[normalIndex++] = normal.z;
normals[normalIndex++] = normal.x;
normals[normalIndex++] = normal.y;
normals[normalIndex++] = normal.z;
}
if (vertexFormat.tangent) {
tangents[tangentIndex++] = tangent.x;
tangents[tangentIndex++] = tangent.y;
tangents[tangentIndex++] = tangent.z;
tangents[tangentIndex++] = tangent.x;
tangents[tangentIndex++] = tangent.y;
tangents[tangentIndex++] = tangent.z;
}
if (vertexFormat.bitangent) {
bitangent = Matrix2.Cartesian3.normalize(
Matrix2.Cartesian3.cross(normal, tangent, bitangent),
bitangent
);
bitangents[bitangentIndex++] = bitangent.x;
bitangents[bitangentIndex++] = bitangent.y;
bitangents[bitangentIndex++] = bitangent.z;
bitangents[bitangentIndex++] = bitangent.x;
bitangents[bitangentIndex++] = bitangent.y;
bitangents[bitangentIndex++] = bitangent.z;
}
}
}
for (i = 0; i < slices; i++) {
if (vertexFormat.normal) {
normals[normalIndex++] = 0;
normals[normalIndex++] = 0;
normals[normalIndex++] = -1;
}
if (vertexFormat.tangent) {
tangents[tangentIndex++] = 1;
tangents[tangentIndex++] = 0;
tangents[tangentIndex++] = 0;
}
if (vertexFormat.bitangent) {
bitangents[bitangentIndex++] = 0;
bitangents[bitangentIndex++] = -1;
bitangents[bitangentIndex++] = 0;
}
}
for (i = 0; i < slices; i++) {
if (vertexFormat.normal) {
normals[normalIndex++] = 0;
normals[normalIndex++] = 0;
normals[normalIndex++] = 1;
}
if (vertexFormat.tangent) {
tangents[tangentIndex++] = 1;
tangents[tangentIndex++] = 0;
tangents[tangentIndex++] = 0;
}
if (vertexFormat.bitangent) {
bitangents[bitangentIndex++] = 0;
bitangents[bitangentIndex++] = 1;
bitangents[bitangentIndex++] = 0;
}
}
}
const numIndices = 12 * slices - 12;
const indices = IndexDatatype.IndexDatatype.createTypedArray(numVertices, numIndices);
let index = 0;
let j = 0;
for (i = 0; i < slices - 1; i++) {
indices[index++] = j;
indices[index++] = j + 2;
indices[index++] = j + 3;
indices[index++] = j;
indices[index++] = j + 3;
indices[index++] = j + 1;
j += 2;
}
indices[index++] = twoSlices - 2;
indices[index++] = 0;
indices[index++] = 1;
indices[index++] = twoSlices - 2;
indices[index++] = 1;
indices[index++] = twoSlices - 1;
for (i = 1; i < slices - 1; i++) {
indices[index++] = twoSlices + i + 1;
indices[index++] = twoSlices + i;
indices[index++] = twoSlices;
}
for (i = 1; i < slices - 1; i++) {
indices[index++] = threeSlices;
indices[index++] = threeSlices + i;
indices[index++] = threeSlices + i + 1;
}
let textureCoordIndex = 0;
if (vertexFormat.st) {
const rad = Math.max(topRadius, bottomRadius);
for (i = 0; i < numVertices; i++) {
const position = Matrix2.Cartesian3.fromArray(positions, i * 3, positionScratch);
st[textureCoordIndex++] = (position.x + rad) / (2.0 * rad);
st[textureCoordIndex++] = (position.y + rad) / (2.0 * rad);
}
}
const attributes = new GeometryAttributes.GeometryAttributes();
if (vertexFormat.position) {
attributes.position = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
componentsPerAttribute: 3,
values: positions,
});
}
if (vertexFormat.normal) {
attributes.normal = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: normals,
});
}
if (vertexFormat.tangent) {
attributes.tangent = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: tangents,
});
}
if (vertexFormat.bitangent) {
attributes.bitangent = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: bitangents,
});
}
if (vertexFormat.st) {
attributes.st = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 2,
values: st,
});
}
radiusScratch.x = length * 0.5;
radiusScratch.y = Math.max(bottomRadius, topRadius);
const boundingSphere = new Transforms.BoundingSphere(
Matrix2.Cartesian3.ZERO,
Matrix2.Cartesian2.magnitude(radiusScratch)
);
if (when.defined(cylinderGeometry._offsetAttribute)) {
length = positions.length;
const applyOffset = new Uint8Array(length / 3);
const offsetValue =
cylinderGeometry._offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.NONE
? 0
: 1;
GeometryOffsetAttribute.arrayFill(applyOffset, offsetValue);
attributes.applyOffset = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE,
componentsPerAttribute: 1,
values: applyOffset,
});
}
return new GeometryAttribute.Geometry({
attributes: attributes,
indices: indices,
primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES,
boundingSphere: boundingSphere,
offsetAttribute: cylinderGeometry._offsetAttribute,
});
};
let unitCylinderGeometry;
/**
* Returns the geometric representation of a unit cylinder, including its vertices, indices, and a bounding sphere.
* @returns {Geometry} The computed vertices and indices.
*
* @private
*/
CylinderGeometry.getUnitCylinder = function () {
if (!when.defined(unitCylinderGeometry)) {
unitCylinderGeometry = CylinderGeometry.createGeometry(
new CylinderGeometry({
topRadius: 1.0,
bottomRadius: 1.0,
length: 1.0,
vertexFormat: VertexFormat.VertexFormat.POSITION_ONLY,
})
);
}
return unitCylinderGeometry;
};
exports.CylinderGeometry = CylinderGeometry;
}));
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