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

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{"version":3,"file":"VertexFormat-07539138.js","sources":["../../../../Source/Core/VertexFormat.js"],"sourcesContent":["import defaultValue from \"./defaultValue.js\";\nimport defined from \"./defined.js\";\nimport DeveloperError from \"./DeveloperError.js\";\n\n/**\n * A vertex format defines what attributes make up a vertex. A VertexFormat can be provided\n * to a {@link Geometry} to request that certain properties be computed, e.g., just position,\n * position and normal, etc.\n *\n * @param {Object} [options] An object with boolean properties corresponding to VertexFormat properties as shown in the code example.\n *\n * @alias VertexFormat\n * @constructor\n *\n * @example\n * // Create a vertex format with position and 2D texture coordinate attributes.\n * const format = new Cesium.VertexFormat({\n * position : true,\n * st : true\n * });\n *\n * @see Geometry#attributes\n * @see Packable\n */\nfunction VertexFormat(options) {\n options = defaultValue(options, defaultValue.EMPTY_OBJECT);\n\n /**\n * When <code>true</code>, the vertex has a 3D position attribute.\n * <p>\n * 64-bit floating-point (for precision). 3 components per attribute.\n * </p>\n *\n * @type Boolean\n *\n * @default false\n */\n this.position = defaultValue(options.position, false);\n\n /**\n * When <code>true</code>, the vertex has a normal attribute (normalized), which is commonly used for lighting.\n * <p>\n * 32-bit floating-point. 3 components per attribute.\n * </p>\n *\n * @type Boolean\n *\n * @default false\n */\n this.normal = defaultValue(options.normal, false);\n\n /**\n * When <code>true</code>, the vertex has a 2D texture coordinate attribute.\n * <p>\n * 32-bit floating-point. 2 components per attribute\n * </p>\n *\n * @type Boolean\n *\n * @default false\n */\n this.st = defaultValue(options.st, false);\n\n /**\n * When <code>true</code>, the vertex has a bitangent attribute (normalized), which is used for tangent-space effects like bump mapping.\n * <p>\n * 32-bit floating-point. 3 components per attribute.\n * </p>\n *\n * @type Boolean\n *\n * @default false\n */\n this.bitangent = defaultValue(options.bitangent, false);\n\n /**\n * When <code>true</code>, the vertex has a tangent attribute (normalized), which is used for tangent-space effects like bump mapping.\n * <p>\n * 32-bit floating-point. 3 components per attribute.\n * </p>\n *\n * @type Boolean\n *\n * @default false\n */\n this.tangent = defaultValue(options.tangent, false);\n\n /**\n * When <code>true</code>, the vertex has an RGB color attribute.\n * <p>\n * 8-bit unsigned byte. 3 components per attribute.\n * </p>\n *\n * @type Boolean\n *\n * @default false\n */\n this.color = defaultValue(options.color, false);\n}\n\n/**\n * An immutable vertex format with only a position attribute.\n *\n * @type {VertexFormat}\n * @constant\n *\n * @see VertexFormat#position\n */\nVertexFormat.POSITION_ONLY = Object.freeze(\n new VertexFormat({\n position: true,\n })\n);\n\n/**\n * An immutable vertex format with position and normal attributes.\n * This is compatible with per-instance color appearances like {@link PerInstanceColorAppearance}.\n *\n * @type {VertexFormat}\n * @constant\n *\n * @see VertexFormat#position\n * @see VertexFormat#normal\n */\nVertexFormat.POSITION_AND_NORMAL = Object.freeze(\n new VertexFormat({\n position: true,\n normal: true,\n })\n);\n\n/**\n * An immutable vertex format with position, normal, and st attributes.\n * This is compatible with {@link MaterialAppearance} when {@link MaterialAppearance#materialSupport}\n * is <code>TEXTURED/code>.\n *\n * @type {VertexFormat}\n * @constant\n *\n * @see VertexFormat#position\n * @see VertexFormat#normal\n * @see VertexFormat#st\n */\nVertexFormat.POSITION_NORMAL_AND_ST = Object.freeze(\n new VertexFormat({\n position: true,\n normal: true,\n st: true,\n })\n);\n\n/**\n * An immutable vertex format with position and st attributes.\n * This is compatible with {@link EllipsoidSurfaceAppearance}.\n *\n * @type {VertexFormat}\n * @constant\n *\n * @see VertexFormat#position\n * @see VertexFormat#st\n */\nVertexFormat.POSITION_AND_ST = Object.freeze(\n new VertexFormat({\n position: true,\n st: true,\n })\n);\n\n/**\n * An immutable vertex format with position and color attributes.\n *\n * @type {VertexFormat}\n * @constant\n *\n * @see VertexFormat#position\n * @see VertexFormat#color\n */\nVertexFormat.POSITION_AND_COLOR = Object.freeze(\n new VertexFormat({\n position: true,\n color: true,\n })\n);\n\n/**\n * An immutable vertex format with well-known attributes: position, normal, st, tangent, and bitangent.\n *\n * @type {VertexFormat}\n * @constant\n *\n * @see VertexFormat#position\n * @see VertexFormat#normal\n * @see VertexFormat#st\n * @see VertexFormat#tangent\n * @see VertexFormat#bitangent\n */\nVertexFormat.ALL = Object.freeze(\n new VertexFormat({\n position: true,\n normal: true,\n st: true,\n tangent: true,\n bitangent: true,\n })\n);\n\n/**\n * An immutable vertex format with position, normal, and st attributes.\n * This is compatible with most appearances and materials; however\n * normal and st attributes are not always required. When this is\n * known in advance, another <code>VertexFormat</code> should be used.\n *\n * @type {VertexFormat}\n * @constant\n *\n * @see VertexFormat#position\n * @see VertexFormat#normal\n */\nVertexFormat.DEFAULT = VertexFormat.POSITION_NORMAL_AND_ST;\n\n/**\n * The number of elements used to pack the object into an array.\n * @type {Number}\n */\nVertexFormat.packedLength = 6;\n\n/**\n * Stores the provided instance into the provided array.\n *\n * @param {VertexFormat} value The value to pack.\n * @param {Number[]} array The array to pack into.\n * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.\n *\n * @returns {Number[]} The array that was packed into\n */\nVertexFormat.pack = function (value, array, startingIndex) {\n //>>includeStart('debug', pragmas.debug);\n if (!defined(value)) {\n throw new DeveloperError(\"value is required\");\n }\n if (!defined(array)) {\n throw new DeveloperError(\"array is required\");\n }\n //>>includeEnd('debug');\n\n startingIndex = defaultValue(startingIndex, 0);\n\n array[startingIndex++] = value.position ? 1.0 : 0.0;\n array[startingIndex++] = value.normal ? 1.0 : 0.0;\n array[startingIndex++] = value.st ? 1.0 : 0.0;\n array[startingIndex++] = value.tangent ? 1.0 : 0.0;\n array[startingIndex++] = value.bitangent ? 1.0 : 0.0;\n array[startingIndex] = value.color ? 1.0 : 0.0;\n\n return array;\n};\n\n/**\n * Retrieves an instance from a packed array.\n *\n * @param {Number[]} array The packed array.\n * @param {Number} [startingIndex=0] The starting index of the element to be unpacked.\n * @param {VertexFormat} [result] The object into which to store the result.\n * @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided.\n */\nVertexFormat.unpack = function (array, startingIndex, result) {\n //>>includeStart('debug', pragmas.debug);\n if (!defined(array)) {\n throw new DeveloperError(\"array is required\");\n }\n //>>includeEnd('debug');\n\n startingIndex = defaultValue(startingIndex, 0);\n\n if (!defined(result)) {\n result = new VertexFormat();\n }\n\n result.position = array[startingIndex++] === 1.0;\n result.normal = array[startingIndex++] === 1.0;\n result.st = array[startingIndex++] === 1.0;\n result.tangent = array[startingIndex++] === 1.0;\n result.bitangent = array[startingIndex++] === 1.0;\n result.color = array[startingIndex] === 1.0;\n return result;\n};\n\n/**\n * Duplicates a VertexFormat instance.\n *\n * @param {VertexFormat} vertexFormat The vertex format to duplicate.\n * @param {VertexFormat} [result] The object onto which to store the result.\n * @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided. 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