qd-changjing/public/static/Build/CesiumUnminified/Workers/createVectorTileGeometries....

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{"version":3,"file":"createVectorTileGeometries.js","sources":["../../../../Source/Scene/Vector3DTileBatch.js","../../../../Source/WorkersES6/createVectorTileGeometries.js"],"sourcesContent":["/**\n * Describes a renderable batch of geometry.\n *\n * @alias Vector3DTileBatch\n * @constructor\n *\n * @param {Object} options An object with the following properties:\n * @param {Number} options.offset The offset of the batch into the indices buffer.\n * @param {Number} options.count The number of indices in the batch.\n * @param {Color} options.color The color of the geometry in the batch.\n * @param {Number[]} options.batchIds An array where each element is the batch id of the geometry in the batch.\n *\n * @private\n */\nfunction Vector3DTileBatch(options) {\n /**\n * The offset of the batch into the indices buffer.\n * @type {Number}\n */\n this.offset = options.offset;\n /**\n * The number of indices in the batch.\n * @type {Number}\n */\n this.count = options.count;\n /**\n * The color of the geometry in the batch.\n * @type {Color}\n */\n this.color = options.color;\n /**\n * An array where each element is the batch id of the geometry in the batch.\n * @type {Number[]}\n */\n this.batchIds = options.batchIds;\n}\nexport default Vector3DTileBatch;\n","import BoundingSphere from \"../Core/BoundingSphere.js\";\nimport BoxGeometry from \"../Core/BoxGeometry.js\";\nimport Cartesian3 from \"../Core/Cartesian3.js\";\nimport Color from \"../Core/Color.js\";\nimport CylinderGeometry from \"../Core/CylinderGeometry.js\";\nimport defined from \"../Core/defined.js\";\nimport EllipsoidGeometry from \"../Core/EllipsoidGeometry.js\";\nimport IndexDatatype from \"../Core/IndexDatatype.js\";\nimport Matrix4 from \"../Core/Matrix4.js\";\nimport Vector3DTileBatch from \"../Scene/Vector3DTileBatch.js\";\nimport createTaskProcessorWorker from \"./createTaskProcessorWorker.js\";\n\nconst scratchCartesian = new Cartesian3();\n\nconst packedBoxLength = Matrix4.packedLength + Cartesian3.packedLength;\nconst packedCylinderLength = Matrix4.packedLength + 2;\nconst packedEllipsoidLength = Matrix4.packedLength + Cartesian3.packedLength;\nconst packedSphereLength = Cartesian3.packedLength + 1;\n\nconst scratchModelMatrixAndBV = {\n modelMatrix: new Matrix4(),\n boundingVolume: new BoundingSphere(),\n};\n\nfunction boxModelMatrixAndBoundingVolume(boxes, index) {\n let boxIndex = index * packedBoxLength;\n\n const dimensions = Cartesian3.unpack(boxes, boxIndex, scratchCartesian);\n boxIndex += Cartesian3.packedLength;\n\n const boxModelMatrix = Matrix4.unpack(\n boxes,\n boxIndex,\n scratchModelMatrixAndBV.modelMatrix\n );\n Matrix4.multiplyByScale(boxModelMatrix, dimensions, boxModelMatrix);\n\n const boundingVolume = scratchModelMatrixAndBV.boundingVolume;\n Cartesian3.clone(Cartesian3.ZERO, boundingVolume.center);\n boundingVolume.radius = Math.sqrt(3.0);\n\n return scratchModelMatrixAndBV;\n}\n\nfunction cylinderModelMatrixAndBoundingVolume(cylinders, index) {\n let cylinderIndex = index * packedCylinderLength;\n\n const cylinderRadius = cylinders[cylinderIndex++];\n const length = cylinders[cylinderIndex++];\n const scale = Cartesian3.fromElements(\n cylinderRadius,\n cylinderRadius,\n length,\n scratchCartesian\n );\n\n const cylinderModelMatrix = Matrix4.unpack(\n cylinders,\n cylinderIndex,\n scratchModelMatrixAndBV.modelMatrix\n );\n Matrix4.multiplyByScale(cylinderModelMatrix, scale, cylinderModelMatrix);\n\n const boundingVolume = scratchModelMatrixAndBV.boundingVolume;\n Cartesian3.clone(Cartesian3.ZERO, boundingVolume.center);\n boundingVolume.radius = Math.sqrt(2.0);\n\n return scratchModelMatrixAndBV;\n}\n\nfunction ellipsoidModelMatrixAndBoundingVolume(ellipsoids, index) {\n let ellipsoidIndex = index * packedEllipsoidLength;\n\n const radii = Cartesian3.unpack(ellipsoids, ellipsoidIndex, scratchCartesian);\n ellipsoidIndex += Cartesian3.packedLength;\n\n const ellipsoidModelMatrix = Matrix4.unpack(\n ellipsoids,\n ellipsoidIndex,\n scratchModelMatrixAndBV.modelMatrix\n );\n Matrix4.multiplyByScale(ellipsoidModelMatrix, radii, ellipsoidModelMatrix);\n\n const boundingVolume = scratchModelMatrixAndBV.boundingVolume;\n Cartesian3.clone(Cartesian3.ZERO, boundingVolume.center);\n boundingVolume.radius = 1.0;\n\n return scratchModelMatrixAndBV;\n}\n\nfunction sphereModelMatrixAndBoundingVolume(spheres, index) {\n let sphereIndex = index * packedSphereLength;\n\n const sphereRadius = spheres[sphereIndex++];\n\n const sphereTranslation = Cartesian3.unpack(\n spheres,\n sphereIndex,\n scratchCartesian\n );\n const sphereModelMatrix = Matrix4.fromTranslation(\n sphereTranslation,\n scratchModelMatrixAndBV.modelMatrix\n );\n Matrix4.multiplyByUniformScale(\n sphereModelMatrix,\n sphereRadius,\n sphereModelMatrix\n );\n\n const boundingVolume = scratchModelMatrixAndBV.boundingVolume;\n Cartesian3.clone(Cartesian3.ZERO, boundingVolume.center);\n boundingVolume.radius = 1.0;\n\n return scratchModelMatrixAndBV;\n}\n\nconst scratchPosition = new Cartesian3();\n\nfunction createPrimitive(\n options,\n primitive,\n primitiveBatchIds,\n geometry,\n getModelMatrixAndBoundingVolume\n) {\n if (!defined(primitive)) {\n return;\n }\n\n const numberOfPrimitives = primitiveBatchIds.length;\n const geometryPositions = geometry.attributes.position.values;\n const geometryIndices = geometry.indices;\n\n const positions = options.positions;\n const vertexBatchIds = options.vertexBatchIds;\n const indices = options.indices;\n\n const batchIds = options.batchIds;\n const batchTableColors = options.batchTableColors;\n const batchedIndices = options.batchedIndices;\n const indexOffsets = options.indexOffsets;\n const indexCounts = options.indexCounts;\n const boundingVolumes = options.boundingVolumes;\n\n const modelMatrix = options.modelMatrix;\n const center = options.center;\n\n let positionOffset = options.positionOffset;\n let batchIdIndex = options.batchIdIndex;\n let indexOffset = options.indexOffset;\n const batchedIndicesOffset = options.batchedIndicesOffset;\n\n for (let i = 0; i < numberOfPrimitives; ++i) {\n const primitiveModelMatrixAndBV = getModelMatrixAndBoundingVolume(\n primitive,\n i\n );\n const primitiveModelMatrix = primitiveModelMatrixAndBV.modelMatrix;\n Matrix4.multiply(modelMatrix, primitiveModelMatrix, primitiveModelMatrix);\n\n const batchId = primitiveBatchIds[i];\n\n const positionsLength = geometryPositions.length;\n for (let j = 0; j < positionsLength; j += 3) {\n const position = Cartesian3.unpack(geometryPositions, j, scratchPosition);\n Matrix4.multiplyByPoint(primitiveModelMatrix, position, position);\n Cartesian3.subtract(position, center, position);\n\n Cartesian3.pack(position, positions, positionOffset * 3 + j);\n vertexBatchIds[batchIdIndex++] = batchId;\n }\n\n const indicesLength = geometryIndices.length;\n for (let k = 0; k < indicesLength; ++k) {\n indices[indexOffset + k] = geometryIndices[k] + positionOffset;\n }\n\n const offset = i + batchedIndicesOffset;\n batchedIndices[offset] = new Vector3DTileBatch({\n offset: indexOffset,\n count: indicesLength,\n color: Color.fromRgba(batchTableColors[batchId]),\n batchIds: [batchId],\n });\n batchIds[offset] = batchId;\n indexOffsets[offset] = indexOffset;\n indexCounts[offset] = indicesLength;\n boundingVolumes[offset] = BoundingSphere.transform(\n primitiveModelMatrixAndBV.boundingVolume,\n primitiveModelMatrix\n );\n\n positionOffset += positionsLength / 3;\n indexOffset += indicesLength;\n }\n\n options.positionOffset = positionOffset;\n options.batchIdIndex = batchIdIndex;\n options.indexOffset = indexOffset;\n options.batchedIndicesOffset += numberOfPrimitives;\n}\n\nconst scratchCenter = new Cartesian3();\nconst scratchMatrix4 = new Matrix4();\n\nfunction unpackBuffer(buffer) {\n const packedBuffer = new Float64Array(buffer);\n\n let offset = 0;\n Cartesian3.unpack(packedBuffer, offset, scratchCenter);\n offset += Cartesian3.packedLength;\n\n Matrix4.unpack(packedBuffer, offset, scratchMatrix4);\n}\n\nfunction packedBatchedIndicesLength(batchedIndices) {\n const length = batchedIndices.length;\n let count = 0;\n for (let i = 0; i < length; ++i) {\n count += Color.packedLength + 3 + batchedIndices[i].batchIds.length;\n }\n return count;\n}\n\nfunction packBuffer(indicesBytesPerElement, batchedIndices, boundingVolumes) {\n const numBVs = boundingVolumes.length;\n const length =\n 1 +\n 1 +\n numBVs * BoundingSphere.packedLength +\n 1 +\n packedBatchedIndicesLength(batchedIndices);\n\n const packedBuffer = new Float64Array(length);\n\n let offset = 0;\n packedBuffer[offset++] = indicesBytesPerElement;\n packedBuffer[offset++] = numBVs;\n\n for (let i = 0; i < numBVs; ++i) {\n BoundingSphere.pack(boundingVolumes[i], packedBuffer, offset);\n offset += BoundingSphere.packedLength;\n }\n\n const indicesLength = batchedIndices.length;\n packedBuffer[offset++] = indicesLength;\n\n for (let j = 0; j < indicesLength; ++j) {\n const batchedIndex = batchedIndices[j];\n\n Color.pack(batchedIndex.color, packedBuffer, offset);\n offset += Color.packedLength;\n\n packedBuffer[offset++] = batchedIndex.offset;\n packedBuffer[offset++] = batchedIndex.count;\n\n const batchIds = batchedIndex.batchIds;\n const batchIdsLength = batchIds.length;\n packedBuffer[offset++] = batchIdsLength;\n\n for (let k = 0; k < batchIdsLength; ++k) {\n packedBuffer[offset++] = batchIds[k];\n }\n }\n\n return packedBuffer;\n}\n\nfunction createVectorTileGeometries(parameters, transferableObjects) {\n const boxes = defined(parameters.boxes)\n ? new Float32Array(parameters.boxes)\n : undefined;\n const boxBatchIds = defined(parameters.boxBatchIds)\n ? new Uint16Array(parameters.boxBatchIds)\n : undefined;\n const cylinders = defined(parameters.cylinders)\n ? new Float32Array(parameters.cylinders)\n : undefined;\n const cylinderBatchIds = defined(parameters.cylinderBatchIds)\n ? new Uint16Array(parameters.cylinderBatchIds)\n : undefined;\n const ellipsoids = defined(parameters.ellipsoids)\n ? new Float32Array(parameters.ellipsoids)\n : undefined;\n const ellipsoidBatchIds = defined(parameters.ellipsoidBatchIds)\n ? new Uint16Array(parameters.ellipsoidBatchIds)\n : undefined;\n const spheres = defined(parameters.spheres)\n ? new Float32Array(parameters.spheres)\n : undefined;\n const sphereBatchIds = defined(parameters.sphereBatchIds)\n ? new Uint16Array(parameters.sphereBatchIds)\n : undefined;\n\n const numberOfBoxes = defined(boxes) ? boxBatchIds.length : 0;\n const numberOfCylinders = defined(cylinders) ? cylinderBatchIds.length : 0;\n const numberOfEllipsoids = defined(ellipsoids) ? ellipsoidBatchIds.length : 0;\n const numberOfSpheres = defined(spheres) ? sphereBatchIds.length : 0;\n\n const boxGeometry = BoxGeometry.getUnitBox();\n const cylinderGeometry = CylinderGeometry.getUnitCylinder();\n const ellipsoidGeometry = EllipsoidGeometry.getUnitEllipsoid();\n\n const boxPositions = boxGeometry.attributes.position.values;\n const cylinderPositions = cylinderGeometry.attributes.position.values;\n const ellipsoidPositions = ellipsoidGeometry.attributes.position.values;\n\n let numberOfPositions = boxPositions.length * numberOfBoxes;\n numberOfPositions += cylinderPositions.length * numberOfCylinders;\n numberOfPositions +=\n ellipsoidPositions.length * (numberOfEllipsoids + numberOfSpheres);\n\n const boxIndices = boxGeometry.indices;\n const cylinderIndices = cylinderGeometry.indices;\n const ellipsoidIndices = ellipsoidGeometry.indices;\n\n let numberOfIndices = boxIndices.length * numberOfBoxes;\n numberOfIndices += cylinderIndices.length * numberOfCylinders;\n numberOfIndices +=\n ellipsoidIndices.length * (numberOfEllipsoids + numberOfSpheres);\n\n const positions = new Float32Array(numberOfPositions);\n const vertexBatchIds = new Uint16Array(numberOfPositions / 3);\n const indices = IndexDatatype.createTypedArray(\n numberOfPositions / 3,\n numberOfIndices\n );\n\n const numberOfGeometries =\n numberOfBoxes + numberOfCylinders + numberOfEllipsoids + numberOfSpheres;\n const batchIds = new Uint16Array(numberOfGeometries);\n const batchedIndices = new Array(numberOfGeometries);\n const indexOffsets = new Uint32Array(numberOfGeometries);\n const indexCounts = new Uint32Array(numberOfGeometries);\n const boundingVolumes = new Array(numberOfGeometries);\n\n unpackBuffer(parameters.packedBuffer);\n\n const options = {\n batchTableColors: new Uint32Array(parameters.batchTableColors),\n positions: positions,\n vertexBatchIds: vertexBatchIds,\n indices: indices,\n batchIds: batchIds,\n batchedIndices: batchedIndices,\n indexOffsets: indexOffsets,\n indexCounts: indexCounts,\n boundingVolumes: boundingVolumes,\n positionOffset: 0,\n batchIdIndex: 0,\n indexOffset: 0,\n batchedIndicesOffset: 0,\n modelMatrix: scratchMatrix4,\n center: scratchCenter,\n };\n\n createPrimitive(\n options,\n boxes,\n boxBatchIds,\n boxGeometry,\n boxModelMatrixAndBoundingVolume\n );\n createPrimitive(\n options,\n cylinders,\n cylinderBatchIds,\n cylinderGeometry,\n cylinderModelMatrixAndBoundingVolume\n );\n createPrimitive(\n options,\n ellipsoids,\n ellipsoidBatchIds,\n ellipsoidGeometry,\n ellipsoidModelMatrixAndBoundingVolume\n );\n createPrimitive(\n options,\n spheres,\n sphereBatchIds,\n ellipsoidGeometry,\n sphereModelMatrixAndBoundingVolume\n );\n\n const packedBuffer = packBuffer(\n indices.BYTES_PER_ELEMENT,\n batchedIndices,\n boundingVolumes\n );\n transferableObjects.push(\n positions.buffer,\n vertexBatchIds.buffer,\n indices.buffer\n );\n transferableObjects.push(\n batchIds.buffer,\n indexOffsets.buffer,\n indexCounts.buffer\n );\n transferableObjects.push(packedBuffer.buffer);\n\n return {\n positions: positions.buffer,\n vertexBatchIds: vertexBatchIds.buffer,\n indices: indices.buffer,\n indexOffsets: indexOffsets.buffer,\n indexCounts: indexCounts.buffer,\n batchIds: batchIds.buffer,\n packedBuffer: packedBuffer.buffer,\n };\n}\nexport default 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