qd-changjing/public/static/Build/CesiumUnminified/Workers/GeometryPipeline-e93f6439.js

3713 lines
116 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', './AttributeCompression-442278a0', './Matrix2-265d9610', './RuntimeError-5b082e8f', './when-4bbc8319', './ComponentDatatype-aad54330', './Transforms-8b90e17c', './EncodedCartesian3-da8f96bc', './GeometryAttribute-4bcb785f', './IndexDatatype-6739e544', './IntersectionTests-596e31ec', './Plane-616c9c0a'], (function (exports, AttributeCompression, Matrix2, RuntimeError, when, ComponentDatatype, Transforms, EncodedCartesian3, GeometryAttribute, IndexDatatype, IntersectionTests, Plane) { 'use strict';
const scratchCartesian1 = new Matrix2.Cartesian3();
const scratchCartesian2$1 = new Matrix2.Cartesian3();
const scratchCartesian3$1 = new Matrix2.Cartesian3();
/**
* Computes the barycentric coordinates for a point with respect to a triangle.
*
* @function
*
* @param {Cartesian2|Cartesian3} point The point to test.
* @param {Cartesian2|Cartesian3} p0 The first point of the triangle, corresponding to the barycentric x-axis.
* @param {Cartesian2|Cartesian3} p1 The second point of the triangle, corresponding to the barycentric y-axis.
* @param {Cartesian2|Cartesian3} p2 The third point of the triangle, corresponding to the barycentric z-axis.
* @param {Cartesian3} [result] The object onto which to store the result.
* @returns {Cartesian3|undefined} The modified result parameter or a new Cartesian3 instance if one was not provided. If the triangle is degenerate the function will return undefined.
*
* @example
* // Returns Cartesian3.UNIT_X
* const p = new Cesium.Cartesian3(-1.0, 0.0, 0.0);
* const b = Cesium.barycentricCoordinates(p,
* new Cesium.Cartesian3(-1.0, 0.0, 0.0),
* new Cesium.Cartesian3( 1.0, 0.0, 0.0),
* new Cesium.Cartesian3( 0.0, 1.0, 1.0));
*/
function barycentricCoordinates(point, p0, p1, p2, result) {
//>>includeStart('debug', pragmas.debug);
RuntimeError.Check.defined("point", point);
RuntimeError.Check.defined("p0", p0);
RuntimeError.Check.defined("p1", p1);
RuntimeError.Check.defined("p2", p2);
//>>includeEnd('debug');
if (!when.defined(result)) {
result = new Matrix2.Cartesian3();
}
// Implementation based on http://www.blackpawn.com/texts/pointinpoly/default.html.
let v0;
let v1;
let v2;
let dot00;
let dot01;
let dot02;
let dot11;
let dot12;
if (!when.defined(p0.z)) {
if (Matrix2.Cartesian2.equalsEpsilon(point, p0, ComponentDatatype.CesiumMath.EPSILON14)) {
return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_X, result);
}
if (Matrix2.Cartesian2.equalsEpsilon(point, p1, ComponentDatatype.CesiumMath.EPSILON14)) {
return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_Y, result);
}
if (Matrix2.Cartesian2.equalsEpsilon(point, p2, ComponentDatatype.CesiumMath.EPSILON14)) {
return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_Z, result);
}
v0 = Matrix2.Cartesian2.subtract(p1, p0, scratchCartesian1);
v1 = Matrix2.Cartesian2.subtract(p2, p0, scratchCartesian2$1);
v2 = Matrix2.Cartesian2.subtract(point, p0, scratchCartesian3$1);
dot00 = Matrix2.Cartesian2.dot(v0, v0);
dot01 = Matrix2.Cartesian2.dot(v0, v1);
dot02 = Matrix2.Cartesian2.dot(v0, v2);
dot11 = Matrix2.Cartesian2.dot(v1, v1);
dot12 = Matrix2.Cartesian2.dot(v1, v2);
} else {
if (Matrix2.Cartesian3.equalsEpsilon(point, p0, ComponentDatatype.CesiumMath.EPSILON14)) {
return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_X, result);
}
if (Matrix2.Cartesian3.equalsEpsilon(point, p1, ComponentDatatype.CesiumMath.EPSILON14)) {
return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_Y, result);
}
if (Matrix2.Cartesian3.equalsEpsilon(point, p2, ComponentDatatype.CesiumMath.EPSILON14)) {
return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_Z, result);
}
v0 = Matrix2.Cartesian3.subtract(p1, p0, scratchCartesian1);
v1 = Matrix2.Cartesian3.subtract(p2, p0, scratchCartesian2$1);
v2 = Matrix2.Cartesian3.subtract(point, p0, scratchCartesian3$1);
dot00 = Matrix2.Cartesian3.dot(v0, v0);
dot01 = Matrix2.Cartesian3.dot(v0, v1);
dot02 = Matrix2.Cartesian3.dot(v0, v2);
dot11 = Matrix2.Cartesian3.dot(v1, v1);
dot12 = Matrix2.Cartesian3.dot(v1, v2);
}
result.y = dot11 * dot02 - dot01 * dot12;
result.z = dot00 * dot12 - dot01 * dot02;
const q = dot00 * dot11 - dot01 * dot01;
// Triangle is degenerate
if (q === 0) {
return undefined;
}
result.y /= q;
result.z /= q;
result.x = 1.0 - result.y - result.z;
return result;
}
/**
* Encapsulates an algorithm to optimize triangles for the post
* vertex-shader cache. This is based on the 2007 SIGGRAPH paper
* 'Fast Triangle Reordering for Vertex Locality and Reduced Overdraw.'
* The runtime is linear but several passes are made.
*
* @namespace Tipsify
*
* @see <a href='http://gfx.cs.princeton.edu/pubs/Sander_2007_%3ETR/tipsy.pdf'>
* Fast Triangle Reordering for Vertex Locality and Reduced Overdraw</a>
* by Sander, Nehab, and Barczak
*
* @private
*/
const Tipsify = {};
/**
* Calculates the average cache miss ratio (ACMR) for a given set of indices.
*
* @param {Object} options Object with the following properties:
* @param {Number[]} options.indices Lists triads of numbers corresponding to the indices of the vertices
* in the vertex buffer that define the geometry's triangles.
* @param {Number} [options.maximumIndex] The maximum value of the elements in <code>args.indices</code>.
* If not supplied, this value will be computed.
* @param {Number} [options.cacheSize=24] The number of vertices that can be stored in the cache at any one time.
* @returns {Number} The average cache miss ratio (ACMR).
*
* @exception {DeveloperError} indices length must be a multiple of three.
* @exception {DeveloperError} cacheSize must be greater than two.
*
* @example
* const indices = [0, 1, 2, 3, 4, 5];
* const maxIndex = 5;
* const cacheSize = 3;
* const acmr = Cesium.Tipsify.calculateACMR({indices : indices, maxIndex : maxIndex, cacheSize : cacheSize});
*/
Tipsify.calculateACMR = function (options) {
options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
const indices = options.indices;
let maximumIndex = options.maximumIndex;
const cacheSize = when.defaultValue(options.cacheSize, 24);
//>>includeStart('debug', pragmas.debug);
if (!when.defined(indices)) {
throw new RuntimeError.DeveloperError("indices is required.");
}
//>>includeEnd('debug');
const numIndices = indices.length;
//>>includeStart('debug', pragmas.debug);
if (numIndices < 3 || numIndices % 3 !== 0) {
throw new RuntimeError.DeveloperError("indices length must be a multiple of three.");
}
if (maximumIndex <= 0) {
throw new RuntimeError.DeveloperError("maximumIndex must be greater than zero.");
}
if (cacheSize < 3) {
throw new RuntimeError.DeveloperError("cacheSize must be greater than two.");
}
//>>includeEnd('debug');
// Compute the maximumIndex if not given
if (!when.defined(maximumIndex)) {
maximumIndex = 0;
let currentIndex = 0;
let intoIndices = indices[currentIndex];
while (currentIndex < numIndices) {
if (intoIndices > maximumIndex) {
maximumIndex = intoIndices;
}
++currentIndex;
intoIndices = indices[currentIndex];
}
}
// Vertex time stamps
const vertexTimeStamps = [];
for (let i = 0; i < maximumIndex + 1; i++) {
vertexTimeStamps[i] = 0;
}
// Cache processing
let s = cacheSize + 1;
for (let j = 0; j < numIndices; ++j) {
if (s - vertexTimeStamps[indices[j]] > cacheSize) {
vertexTimeStamps[indices[j]] = s;
++s;
}
}
return (s - cacheSize + 1) / (numIndices / 3);
};
/**
* Optimizes triangles for the post-vertex shader cache.
*
* @param {Object} options Object with the following properties:
* @param {Number[]} options.indices Lists triads of numbers corresponding to the indices of the vertices
* in the vertex buffer that define the geometry's triangles.
* @param {Number} [options.maximumIndex] The maximum value of the elements in <code>args.indices</code>.
* If not supplied, this value will be computed.
* @param {Number} [options.cacheSize=24] The number of vertices that can be stored in the cache at any one time.
* @returns {Number[]} A list of the input indices in an optimized order.
*
* @exception {DeveloperError} indices length must be a multiple of three.
* @exception {DeveloperError} cacheSize must be greater than two.
*
* @example
* const indices = [0, 1, 2, 3, 4, 5];
* const maxIndex = 5;
* const cacheSize = 3;
* const reorderedIndices = Cesium.Tipsify.tipsify({indices : indices, maxIndex : maxIndex, cacheSize : cacheSize});
*/
Tipsify.tipsify = function (options) {
options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
const indices = options.indices;
const maximumIndex = options.maximumIndex;
const cacheSize = when.defaultValue(options.cacheSize, 24);
let cursor;
function skipDeadEnd(vertices, deadEnd, indices, maximumIndexPlusOne) {
while (deadEnd.length >= 1) {
// while the stack is not empty
const d = deadEnd[deadEnd.length - 1]; // top of the stack
deadEnd.splice(deadEnd.length - 1, 1); // pop the stack
if (vertices[d].numLiveTriangles > 0) {
return d;
}
}
while (cursor < maximumIndexPlusOne) {
if (vertices[cursor].numLiveTriangles > 0) {
++cursor;
return cursor - 1;
}
++cursor;
}
return -1;
}
function getNextVertex(
indices,
cacheSize,
oneRing,
vertices,
s,
deadEnd,
maximumIndexPlusOne
) {
let n = -1;
let p;
let m = -1;
let itOneRing = 0;
while (itOneRing < oneRing.length) {
const index = oneRing[itOneRing];
if (vertices[index].numLiveTriangles) {
p = 0;
if (
s -
vertices[index].timeStamp +
2 * vertices[index].numLiveTriangles <=
cacheSize
) {
p = s - vertices[index].timeStamp;
}
if (p > m || m === -1) {
m = p;
n = index;
}
}
++itOneRing;
}
if (n === -1) {
return skipDeadEnd(vertices, deadEnd, indices, maximumIndexPlusOne);
}
return n;
}
//>>includeStart('debug', pragmas.debug);
if (!when.defined(indices)) {
throw new RuntimeError.DeveloperError("indices is required.");
}
//>>includeEnd('debug');
const numIndices = indices.length;
//>>includeStart('debug', pragmas.debug);
if (numIndices < 3 || numIndices % 3 !== 0) {
throw new RuntimeError.DeveloperError("indices length must be a multiple of three.");
}
if (maximumIndex <= 0) {
throw new RuntimeError.DeveloperError("maximumIndex must be greater than zero.");
}
if (cacheSize < 3) {
throw new RuntimeError.DeveloperError("cacheSize must be greater than two.");
}
//>>includeEnd('debug');
// Determine maximum index
let maximumIndexPlusOne = 0;
let currentIndex = 0;
let intoIndices = indices[currentIndex];
const endIndex = numIndices;
if (when.defined(maximumIndex)) {
maximumIndexPlusOne = maximumIndex + 1;
} else {
while (currentIndex < endIndex) {
if (intoIndices > maximumIndexPlusOne) {
maximumIndexPlusOne = intoIndices;
}
++currentIndex;
intoIndices = indices[currentIndex];
}
if (maximumIndexPlusOne === -1) {
return 0;
}
++maximumIndexPlusOne;
}
// Vertices
const vertices = [];
let i;
for (i = 0; i < maximumIndexPlusOne; i++) {
vertices[i] = {
numLiveTriangles: 0,
timeStamp: 0,
vertexTriangles: [],
};
}
currentIndex = 0;
let triangle = 0;
while (currentIndex < endIndex) {
vertices[indices[currentIndex]].vertexTriangles.push(triangle);
++vertices[indices[currentIndex]].numLiveTriangles;
vertices[indices[currentIndex + 1]].vertexTriangles.push(triangle);
++vertices[indices[currentIndex + 1]].numLiveTriangles;
vertices[indices[currentIndex + 2]].vertexTriangles.push(triangle);
++vertices[indices[currentIndex + 2]].numLiveTriangles;
++triangle;
currentIndex += 3;
}
// Starting index
let f = 0;
// Time Stamp
let s = cacheSize + 1;
cursor = 1;
// Process
let oneRing = [];
const deadEnd = []; //Stack
let vertex;
let intoVertices;
let currentOutputIndex = 0;
const outputIndices = [];
const numTriangles = numIndices / 3;
const triangleEmitted = [];
for (i = 0; i < numTriangles; i++) {
triangleEmitted[i] = false;
}
let index;
let limit;
while (f !== -1) {
oneRing = [];
intoVertices = vertices[f];
limit = intoVertices.vertexTriangles.length;
for (let k = 0; k < limit; ++k) {
triangle = intoVertices.vertexTriangles[k];
if (!triangleEmitted[triangle]) {
triangleEmitted[triangle] = true;
currentIndex = triangle + triangle + triangle;
for (let j = 0; j < 3; ++j) {
// Set this index as a possible next index
index = indices[currentIndex];
oneRing.push(index);
deadEnd.push(index);
// Output index
outputIndices[currentOutputIndex] = index;
++currentOutputIndex;
// Cache processing
vertex = vertices[index];
--vertex.numLiveTriangles;
if (s - vertex.timeStamp > cacheSize) {
vertex.timeStamp = s;
++s;
}
++currentIndex;
}
}
}
f = getNextVertex(
indices,
cacheSize,
oneRing,
vertices,
s,
deadEnd,
maximumIndexPlusOne
);
}
return outputIndices;
};
/**
* Content pipeline functions for geometries.
*
* @namespace GeometryPipeline
*
* @see Geometry
*/
const GeometryPipeline = {};
function addTriangle(lines, index, i0, i1, i2) {
lines[index++] = i0;
lines[index++] = i1;
lines[index++] = i1;
lines[index++] = i2;
lines[index++] = i2;
lines[index] = i0;
}
function trianglesToLines(triangles) {
const count = triangles.length;
const size = (count / 3) * 6;
const lines = IndexDatatype.IndexDatatype.createTypedArray(count, size);
let index = 0;
for (let i = 0; i < count; i += 3, index += 6) {
addTriangle(lines, index, triangles[i], triangles[i + 1], triangles[i + 2]);
}
return lines;
}
function triangleStripToLines(triangles) {
const count = triangles.length;
if (count >= 3) {
const size = (count - 2) * 6;
const lines = IndexDatatype.IndexDatatype.createTypedArray(count, size);
addTriangle(lines, 0, triangles[0], triangles[1], triangles[2]);
let index = 6;
for (let i = 3; i < count; ++i, index += 6) {
addTriangle(
lines,
index,
triangles[i - 1],
triangles[i],
triangles[i - 2]
);
}
return lines;
}
return new Uint16Array();
}
function triangleFanToLines(triangles) {
if (triangles.length > 0) {
const count = triangles.length - 1;
const size = (count - 1) * 6;
const lines = IndexDatatype.IndexDatatype.createTypedArray(count, size);
const base = triangles[0];
let index = 0;
for (let i = 1; i < count; ++i, index += 6) {
addTriangle(lines, index, base, triangles[i], triangles[i + 1]);
}
return lines;
}
return new Uint16Array();
}
/**
* Converts a geometry's triangle indices to line indices. If the geometry has an <code>indices</code>
* and its <code>primitiveType</code> is <code>TRIANGLES</code>, <code>TRIANGLE_STRIP</code>,
* <code>TRIANGLE_FAN</code>, it is converted to <code>LINES</code>; otherwise, the geometry is not changed.
* <p>
* This is commonly used to create a wireframe geometry for visual debugging.
* </p>
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified <code>geometry</code> argument, with its triangle indices converted to lines.
*
* @exception {DeveloperError} geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN.
*
* @example
* geometry = Cesium.GeometryPipeline.toWireframe(geometry);
*/
GeometryPipeline.toWireframe = function (geometry) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
//>>includeEnd('debug');
const indices = geometry.indices;
if (when.defined(indices)) {
switch (geometry.primitiveType) {
case GeometryAttribute.PrimitiveType.TRIANGLES:
geometry.indices = trianglesToLines(indices);
break;
case GeometryAttribute.PrimitiveType.TRIANGLE_STRIP:
geometry.indices = triangleStripToLines(indices);
break;
case GeometryAttribute.PrimitiveType.TRIANGLE_FAN:
geometry.indices = triangleFanToLines(indices);
break;
//>>includeStart('debug', pragmas.debug);
default:
throw new RuntimeError.DeveloperError(
"geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN."
);
//>>includeEnd('debug');
}
geometry.primitiveType = GeometryAttribute.PrimitiveType.LINES;
}
return geometry;
};
/**
* Creates a new {@link Geometry} with <code>LINES</code> representing the provided
* attribute (<code>attributeName</code>) for the provided geometry. This is used to
* visualize vector attributes like normals, tangents, and bitangents.
*
* @param {Geometry} geometry The <code>Geometry</code> instance with the attribute.
* @param {String} [attributeName='normal'] The name of the attribute.
* @param {Number} [length=10000.0] The length of each line segment in meters. This can be negative to point the vector in the opposite direction.
* @returns {Geometry} A new <code>Geometry</code> instance with line segments for the vector.
*
* @exception {DeveloperError} geometry.attributes must have an attribute with the same name as the attributeName parameter.
*
* @example
* const geometry = Cesium.GeometryPipeline.createLineSegmentsForVectors(instance.geometry, 'bitangent', 100000.0);
*/
GeometryPipeline.createLineSegmentsForVectors = function (
geometry,
attributeName,
length
) {
attributeName = when.defaultValue(attributeName, "normal");
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
if (!when.defined(geometry.attributes.position)) {
throw new RuntimeError.DeveloperError("geometry.attributes.position is required.");
}
if (!when.defined(geometry.attributes[attributeName])) {
throw new RuntimeError.DeveloperError(
`geometry.attributes must have an attribute with the same name as the attributeName parameter, ${attributeName}.`
);
}
//>>includeEnd('debug');
length = when.defaultValue(length, 10000.0);
const positions = geometry.attributes.position.values;
const vectors = geometry.attributes[attributeName].values;
const positionsLength = positions.length;
const newPositions = new Float64Array(2 * positionsLength);
let j = 0;
for (let i = 0; i < positionsLength; i += 3) {
newPositions[j++] = positions[i];
newPositions[j++] = positions[i + 1];
newPositions[j++] = positions[i + 2];
newPositions[j++] = positions[i] + vectors[i] * length;
newPositions[j++] = positions[i + 1] + vectors[i + 1] * length;
newPositions[j++] = positions[i + 2] + vectors[i + 2] * length;
}
let newBoundingSphere;
const bs = geometry.boundingSphere;
if (when.defined(bs)) {
newBoundingSphere = new Transforms.BoundingSphere(bs.center, bs.radius + length);
}
return new GeometryAttribute.Geometry({
attributes: {
position: new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
componentsPerAttribute: 3,
values: newPositions,
}),
},
primitiveType: GeometryAttribute.PrimitiveType.LINES,
boundingSphere: newBoundingSphere,
});
};
/**
* Creates an object that maps attribute names to unique locations (indices)
* for matching vertex attributes and shader programs.
*
* @param {Geometry} geometry The geometry, which is not modified, to create the object for.
* @returns {Object} An object with attribute name / index pairs.
*
* @example
* const attributeLocations = Cesium.GeometryPipeline.createAttributeLocations(geometry);
* // Example output
* // {
* // 'position' : 0,
* // 'normal' : 1
* // }
*/
GeometryPipeline.createAttributeLocations = function (geometry) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
//>>includeEnd('debug')
// There can be a WebGL performance hit when attribute 0 is disabled, so
// assign attribute locations to well-known attributes.
const semantics = [
"position",
"positionHigh",
"positionLow",
// From VertexFormat.position - after 2D projection and high-precision encoding
"position3DHigh",
"position3DLow",
"position2DHigh",
"position2DLow",
// From Primitive
"pickColor",
// From VertexFormat
"normal",
"st",
"tangent",
"bitangent",
// For shadow volumes
"extrudeDirection",
// From compressing texture coordinates and normals
"compressedAttributes",
];
const attributes = geometry.attributes;
const indices = {};
let j = 0;
let i;
const len = semantics.length;
// Attribute locations for well-known attributes
for (i = 0; i < len; ++i) {
const semantic = semantics[i];
if (when.defined(attributes[semantic])) {
indices[semantic] = j++;
}
}
// Locations for custom attributes
for (const name in attributes) {
if (attributes.hasOwnProperty(name) && !when.defined(indices[name])) {
indices[name] = j++;
}
}
return indices;
};
/**
* Reorders a geometry's attributes and <code>indices</code> to achieve better performance from the GPU's pre-vertex-shader cache.
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified <code>geometry</code> argument, with its attributes and indices reordered for the GPU's pre-vertex-shader cache.
*
* @exception {DeveloperError} Each attribute array in geometry.attributes must have the same number of attributes.
*
*
* @example
* geometry = Cesium.GeometryPipeline.reorderForPreVertexCache(geometry);
*
* @see GeometryPipeline.reorderForPostVertexCache
*/
GeometryPipeline.reorderForPreVertexCache = function (geometry) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
//>>includeEnd('debug');
const numVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
const indices = geometry.indices;
if (when.defined(indices)) {
const indexCrossReferenceOldToNew = new Int32Array(numVertices);
for (let i = 0; i < numVertices; i++) {
indexCrossReferenceOldToNew[i] = -1;
}
// Construct cross reference and reorder indices
const indicesIn = indices;
const numIndices = indicesIn.length;
const indicesOut = IndexDatatype.IndexDatatype.createTypedArray(numVertices, numIndices);
let intoIndicesIn = 0;
let intoIndicesOut = 0;
let nextIndex = 0;
let tempIndex;
while (intoIndicesIn < numIndices) {
tempIndex = indexCrossReferenceOldToNew[indicesIn[intoIndicesIn]];
if (tempIndex !== -1) {
indicesOut[intoIndicesOut] = tempIndex;
} else {
tempIndex = indicesIn[intoIndicesIn];
indexCrossReferenceOldToNew[tempIndex] = nextIndex;
indicesOut[intoIndicesOut] = nextIndex;
++nextIndex;
}
++intoIndicesIn;
++intoIndicesOut;
}
geometry.indices = indicesOut;
// Reorder attributes
const attributes = geometry.attributes;
for (const property in attributes) {
if (
attributes.hasOwnProperty(property) &&
when.defined(attributes[property]) &&
when.defined(attributes[property].values)
) {
const attribute = attributes[property];
const elementsIn = attribute.values;
let intoElementsIn = 0;
const numComponents = attribute.componentsPerAttribute;
const elementsOut = ComponentDatatype.ComponentDatatype.createTypedArray(
attribute.componentDatatype,
nextIndex * numComponents
);
while (intoElementsIn < numVertices) {
const temp = indexCrossReferenceOldToNew[intoElementsIn];
if (temp !== -1) {
for (let j = 0; j < numComponents; j++) {
elementsOut[numComponents * temp + j] =
elementsIn[numComponents * intoElementsIn + j];
}
}
++intoElementsIn;
}
attribute.values = elementsOut;
}
}
}
return geometry;
};
/**
* Reorders a geometry's <code>indices</code> to achieve better performance from the GPU's
* post vertex-shader cache by using the Tipsify algorithm. If the geometry <code>primitiveType</code>
* is not <code>TRIANGLES</code> or the geometry does not have an <code>indices</code>, this function has no effect.
*
* @param {Geometry} geometry The geometry to modify.
* @param {Number} [cacheCapacity=24] The number of vertices that can be held in the GPU's vertex cache.
* @returns {Geometry} The modified <code>geometry</code> argument, with its indices reordered for the post-vertex-shader cache.
*
* @exception {DeveloperError} cacheCapacity must be greater than two.
*
*
* @example
* geometry = Cesium.GeometryPipeline.reorderForPostVertexCache(geometry);
*
* @see GeometryPipeline.reorderForPreVertexCache
* @see {@link http://gfx.cs.princ0eton.edu/pubs/Sander_2007_%3ETR/tipsy.pdf|Fast Triangle Reordering for Vertex Locality and Reduced Overdraw}
* by Sander, Nehab, and Barczak
*/
GeometryPipeline.reorderForPostVertexCache = function (
geometry,
cacheCapacity
) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
//>>includeEnd('debug');
const indices = geometry.indices;
if (geometry.primitiveType === GeometryAttribute.PrimitiveType.TRIANGLES && when.defined(indices)) {
const numIndices = indices.length;
let maximumIndex = 0;
for (let j = 0; j < numIndices; j++) {
if (indices[j] > maximumIndex) {
maximumIndex = indices[j];
}
}
geometry.indices = Tipsify.tipsify({
indices: indices,
maximumIndex: maximumIndex,
cacheSize: cacheCapacity,
});
}
return geometry;
};
function copyAttributesDescriptions(attributes) {
const newAttributes = {};
for (const attribute in attributes) {
if (
attributes.hasOwnProperty(attribute) &&
when.defined(attributes[attribute]) &&
when.defined(attributes[attribute].values)
) {
const attr = attributes[attribute];
newAttributes[attribute] = new GeometryAttribute.GeometryAttribute({
componentDatatype: attr.componentDatatype,
componentsPerAttribute: attr.componentsPerAttribute,
normalize: attr.normalize,
values: [],
});
}
}
return newAttributes;
}
function copyVertex(destinationAttributes, sourceAttributes, index) {
for (const attribute in sourceAttributes) {
if (
sourceAttributes.hasOwnProperty(attribute) &&
when.defined(sourceAttributes[attribute]) &&
when.defined(sourceAttributes[attribute].values)
) {
const attr = sourceAttributes[attribute];
for (let k = 0; k < attr.componentsPerAttribute; ++k) {
destinationAttributes[attribute].values.push(
attr.values[index * attr.componentsPerAttribute + k]
);
}
}
}
}
/**
* Splits a geometry into multiple geometries, if necessary, to ensure that indices in the
* <code>indices</code> fit into unsigned shorts. This is used to meet the WebGL requirements
* when unsigned int indices are not supported.
* <p>
* If the geometry does not have any <code>indices</code>, this function has no effect.
* </p>
*
* @param {Geometry} geometry The geometry to be split into multiple geometries.
* @returns {Geometry[]} An array of geometries, each with indices that fit into unsigned shorts.
*
* @exception {DeveloperError} geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS
* @exception {DeveloperError} All geometry attribute lists must have the same number of attributes.
*
* @example
* const geometries = Cesium.GeometryPipeline.fitToUnsignedShortIndices(geometry);
*/
GeometryPipeline.fitToUnsignedShortIndices = function (geometry) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
if (
when.defined(geometry.indices) &&
geometry.primitiveType !== GeometryAttribute.PrimitiveType.TRIANGLES &&
geometry.primitiveType !== GeometryAttribute.PrimitiveType.LINES &&
geometry.primitiveType !== GeometryAttribute.PrimitiveType.POINTS
) {
throw new RuntimeError.DeveloperError(
"geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS."
);
}
//>>includeEnd('debug');
const geometries = [];
// If there's an index list and more than 64K attributes, it is possible that
// some indices are outside the range of unsigned short [0, 64K - 1]
const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
if (
when.defined(geometry.indices) &&
numberOfVertices >= ComponentDatatype.CesiumMath.SIXTY_FOUR_KILOBYTES
) {
let oldToNewIndex = [];
let newIndices = [];
let currentIndex = 0;
let newAttributes = copyAttributesDescriptions(geometry.attributes);
const originalIndices = geometry.indices;
const numberOfIndices = originalIndices.length;
let indicesPerPrimitive;
if (geometry.primitiveType === GeometryAttribute.PrimitiveType.TRIANGLES) {
indicesPerPrimitive = 3;
} else if (geometry.primitiveType === GeometryAttribute.PrimitiveType.LINES) {
indicesPerPrimitive = 2;
} else if (geometry.primitiveType === GeometryAttribute.PrimitiveType.POINTS) {
indicesPerPrimitive = 1;
}
for (let j = 0; j < numberOfIndices; j += indicesPerPrimitive) {
for (let k = 0; k < indicesPerPrimitive; ++k) {
const x = originalIndices[j + k];
let i = oldToNewIndex[x];
if (!when.defined(i)) {
i = currentIndex++;
oldToNewIndex[x] = i;
copyVertex(newAttributes, geometry.attributes, x);
}
newIndices.push(i);
}
if (
currentIndex + indicesPerPrimitive >=
ComponentDatatype.CesiumMath.SIXTY_FOUR_KILOBYTES
) {
geometries.push(
new GeometryAttribute.Geometry({
attributes: newAttributes,
indices: newIndices,
primitiveType: geometry.primitiveType,
boundingSphere: geometry.boundingSphere,
boundingSphereCV: geometry.boundingSphereCV,
})
);
// Reset for next vertex-array
oldToNewIndex = [];
newIndices = [];
currentIndex = 0;
newAttributes = copyAttributesDescriptions(geometry.attributes);
}
}
if (newIndices.length !== 0) {
geometries.push(
new GeometryAttribute.Geometry({
attributes: newAttributes,
indices: newIndices,
primitiveType: geometry.primitiveType,
boundingSphere: geometry.boundingSphere,
boundingSphereCV: geometry.boundingSphereCV,
})
);
}
} else {
// No need to split into multiple geometries
geometries.push(geometry);
}
return geometries;
};
const scratchProjectTo2DCartesian3 = new Matrix2.Cartesian3();
const scratchProjectTo2DCartographic = new Matrix2.Cartographic();
/**
* Projects a geometry's 3D <code>position</code> attribute to 2D, replacing the <code>position</code>
* attribute with separate <code>position3D</code> and <code>position2D</code> attributes.
* <p>
* If the geometry does not have a <code>position</code>, this function has no effect.
* </p>
*
* @param {Geometry} geometry The geometry to modify.
* @param {String} attributeName The name of the attribute.
* @param {String} attributeName3D The name of the attribute in 3D.
* @param {String} attributeName2D The name of the attribute in 2D.
* @param {Object} [projection=new GeographicProjection()] The projection to use.
* @returns {Geometry} The modified <code>geometry</code> argument with <code>position3D</code> and <code>position2D</code> attributes.
*
* @exception {DeveloperError} geometry must have attribute matching the attributeName argument.
* @exception {DeveloperError} The attribute componentDatatype must be ComponentDatatype.DOUBLE.
* @exception {DeveloperError} Could not project a point to 2D.
*
* @example
* geometry = Cesium.GeometryPipeline.projectTo2D(geometry, 'position', 'position3D', 'position2D');
*/
GeometryPipeline.projectTo2D = function (
geometry,
attributeName,
attributeName3D,
attributeName2D,
projection
) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
if (!when.defined(attributeName)) {
throw new RuntimeError.DeveloperError("attributeName is required.");
}
if (!when.defined(attributeName3D)) {
throw new RuntimeError.DeveloperError("attributeName3D is required.");
}
if (!when.defined(attributeName2D)) {
throw new RuntimeError.DeveloperError("attributeName2D is required.");
}
if (!when.defined(geometry.attributes[attributeName])) {
throw new RuntimeError.DeveloperError(
`geometry must have attribute matching the attributeName argument: ${attributeName}.`
);
}
if (
geometry.attributes[attributeName].componentDatatype !==
ComponentDatatype.ComponentDatatype.DOUBLE
) {
throw new RuntimeError.DeveloperError(
"The attribute componentDatatype must be ComponentDatatype.DOUBLE."
);
}
//>>includeEnd('debug');
const attribute = geometry.attributes[attributeName];
projection = when.defined(projection) ? projection : new Transforms.GeographicProjection();
const ellipsoid = projection.ellipsoid;
// Project original values to 2D.
const values3D = attribute.values;
const projectedValues = new Float64Array(values3D.length);
let index = 0;
for (let i = 0; i < values3D.length; i += 3) {
const value = Matrix2.Cartesian3.fromArray(
values3D,
i,
scratchProjectTo2DCartesian3
);
const lonLat = ellipsoid.cartesianToCartographic(
value,
scratchProjectTo2DCartographic
);
//>>includeStart('debug', pragmas.debug);
if (!when.defined(lonLat)) {
throw new RuntimeError.DeveloperError(
`Could not project point (${value.x}, ${value.y}, ${value.z}) to 2D.`
);
}
//>>includeEnd('debug');
const projectedLonLat = projection.project(
lonLat,
scratchProjectTo2DCartesian3
);
projectedValues[index++] = projectedLonLat.x;
projectedValues[index++] = projectedLonLat.y;
projectedValues[index++] = projectedLonLat.z;
}
// Rename original cartesians to WGS84 cartesians.
geometry.attributes[attributeName3D] = attribute;
// Replace original cartesians with 2D projected cartesians
geometry.attributes[attributeName2D] = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
componentsPerAttribute: 3,
values: projectedValues,
});
delete geometry.attributes[attributeName];
return geometry;
};
const encodedResult = {
high: 0.0,
low: 0.0,
};
/**
* Encodes floating-point geometry attribute values as two separate attributes to improve
* rendering precision.
* <p>
* This is commonly used to create high-precision position vertex attributes.
* </p>
*
* @param {Geometry} geometry The geometry to modify.
* @param {String} attributeName The name of the attribute.
* @param {String} attributeHighName The name of the attribute for the encoded high bits.
* @param {String} attributeLowName The name of the attribute for the encoded low bits.
* @returns {Geometry} The modified <code>geometry</code> argument, with its encoded attribute.
*
* @exception {DeveloperError} geometry must have attribute matching the attributeName argument.
* @exception {DeveloperError} The attribute componentDatatype must be ComponentDatatype.DOUBLE.
*
* @example
* geometry = Cesium.GeometryPipeline.encodeAttribute(geometry, 'position3D', 'position3DHigh', 'position3DLow');
*/
GeometryPipeline.encodeAttribute = function (
geometry,
attributeName,
attributeHighName,
attributeLowName
) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
if (!when.defined(attributeName)) {
throw new RuntimeError.DeveloperError("attributeName is required.");
}
if (!when.defined(attributeHighName)) {
throw new RuntimeError.DeveloperError("attributeHighName is required.");
}
if (!when.defined(attributeLowName)) {
throw new RuntimeError.DeveloperError("attributeLowName is required.");
}
if (!when.defined(geometry.attributes[attributeName])) {
throw new RuntimeError.DeveloperError(
`geometry must have attribute matching the attributeName argument: ${attributeName}.`
);
}
if (
geometry.attributes[attributeName].componentDatatype !==
ComponentDatatype.ComponentDatatype.DOUBLE
) {
throw new RuntimeError.DeveloperError(
"The attribute componentDatatype must be ComponentDatatype.DOUBLE."
);
}
//>>includeEnd('debug');
const attribute = geometry.attributes[attributeName];
const values = attribute.values;
const length = values.length;
const highValues = new Float32Array(length);
const lowValues = new Float32Array(length);
for (let i = 0; i < length; ++i) {
EncodedCartesian3.EncodedCartesian3.encode(values[i], encodedResult);
highValues[i] = encodedResult.high;
lowValues[i] = encodedResult.low;
}
const componentsPerAttribute = attribute.componentsPerAttribute;
geometry.attributes[attributeHighName] = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: componentsPerAttribute,
values: highValues,
});
geometry.attributes[attributeLowName] = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: componentsPerAttribute,
values: lowValues,
});
delete geometry.attributes[attributeName];
return geometry;
};
let scratchCartesian3 = new Matrix2.Cartesian3();
function transformPoint(matrix, attribute) {
if (when.defined(attribute)) {
const values = attribute.values;
const length = values.length;
for (let i = 0; i < length; i += 3) {
Matrix2.Cartesian3.unpack(values, i, scratchCartesian3);
Matrix2.Matrix4.multiplyByPoint(matrix, scratchCartesian3, scratchCartesian3);
Matrix2.Cartesian3.pack(scratchCartesian3, values, i);
}
}
}
function transformVector(matrix, attribute) {
if (when.defined(attribute)) {
const values = attribute.values;
const length = values.length;
for (let i = 0; i < length; i += 3) {
Matrix2.Cartesian3.unpack(values, i, scratchCartesian3);
Matrix2.Matrix3.multiplyByVector(matrix, scratchCartesian3, scratchCartesian3);
scratchCartesian3 = Matrix2.Cartesian3.normalize(
scratchCartesian3,
scratchCartesian3
);
Matrix2.Cartesian3.pack(scratchCartesian3, values, i);
}
}
}
const inverseTranspose = new Matrix2.Matrix4();
const normalMatrix = new Matrix2.Matrix3();
/**
* Transforms a geometry instance to world coordinates. This changes
* the instance's <code>modelMatrix</code> to {@link Matrix4.IDENTITY} and transforms the
* following attributes if they are present: <code>position</code>, <code>normal</code>,
* <code>tangent</code>, and <code>bitangent</code>.
*
* @param {GeometryInstance} instance The geometry instance to modify.
* @returns {GeometryInstance} The modified <code>instance</code> argument, with its attributes transforms to world coordinates.
*
* @example
* Cesium.GeometryPipeline.transformToWorldCoordinates(instance);
*/
GeometryPipeline.transformToWorldCoordinates = function (instance) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(instance)) {
throw new RuntimeError.DeveloperError("instance is required.");
}
//>>includeEnd('debug');
const modelMatrix = instance.modelMatrix;
if (Matrix2.Matrix4.equals(modelMatrix, Matrix2.Matrix4.IDENTITY)) {
// Already in world coordinates
return instance;
}
const attributes = instance.geometry.attributes;
// Transform attributes in known vertex formats
transformPoint(modelMatrix, attributes.position);
transformPoint(modelMatrix, attributes.prevPosition);
transformPoint(modelMatrix, attributes.nextPosition);
if (
when.defined(attributes.normal) ||
when.defined(attributes.tangent) ||
when.defined(attributes.bitangent)
) {
Matrix2.Matrix4.inverse(modelMatrix, inverseTranspose);
Matrix2.Matrix4.transpose(inverseTranspose, inverseTranspose);
Matrix2.Matrix4.getMatrix3(inverseTranspose, normalMatrix);
transformVector(normalMatrix, attributes.normal);
transformVector(normalMatrix, attributes.tangent);
transformVector(normalMatrix, attributes.bitangent);
}
const boundingSphere = instance.geometry.boundingSphere;
if (when.defined(boundingSphere)) {
instance.geometry.boundingSphere = Transforms.BoundingSphere.transform(
boundingSphere,
modelMatrix,
boundingSphere
);
}
instance.modelMatrix = Matrix2.Matrix4.clone(Matrix2.Matrix4.IDENTITY);
return instance;
};
function findAttributesInAllGeometries(instances, propertyName) {
const length = instances.length;
const attributesInAllGeometries = {};
const attributes0 = instances[0][propertyName].attributes;
let name;
for (name in attributes0) {
if (
attributes0.hasOwnProperty(name) &&
when.defined(attributes0[name]) &&
when.defined(attributes0[name].values)
) {
const attribute = attributes0[name];
let numberOfComponents = attribute.values.length;
let inAllGeometries = true;
// Does this same attribute exist in all geometries?
for (let i = 1; i < length; ++i) {
const otherAttribute = instances[i][propertyName].attributes[name];
if (
!when.defined(otherAttribute) ||
attribute.componentDatatype !== otherAttribute.componentDatatype ||
attribute.componentsPerAttribute !==
otherAttribute.componentsPerAttribute ||
attribute.normalize !== otherAttribute.normalize
) {
inAllGeometries = false;
break;
}
numberOfComponents += otherAttribute.values.length;
}
if (inAllGeometries) {
attributesInAllGeometries[name] = new GeometryAttribute.GeometryAttribute({
componentDatatype: attribute.componentDatatype,
componentsPerAttribute: attribute.componentsPerAttribute,
normalize: attribute.normalize,
values: ComponentDatatype.ComponentDatatype.createTypedArray(
attribute.componentDatatype,
numberOfComponents
),
});
}
}
}
return attributesInAllGeometries;
}
const tempScratch = new Matrix2.Cartesian3();
function combineGeometries(instances, propertyName) {
const length = instances.length;
let name;
let i;
let j;
let k;
const m = instances[0].modelMatrix;
const haveIndices = when.defined(instances[0][propertyName].indices);
const primitiveType = instances[0][propertyName].primitiveType;
//>>includeStart('debug', pragmas.debug);
for (i = 1; i < length; ++i) {
if (!Matrix2.Matrix4.equals(instances[i].modelMatrix, m)) {
throw new RuntimeError.DeveloperError("All instances must have the same modelMatrix.");
}
if (when.defined(instances[i][propertyName].indices) !== haveIndices) {
throw new RuntimeError.DeveloperError(
"All instance geometries must have an indices or not have one."
);
}
if (instances[i][propertyName].primitiveType !== primitiveType) {
throw new RuntimeError.DeveloperError(
"All instance geometries must have the same primitiveType."
);
}
}
//>>includeEnd('debug');
// Find subset of attributes in all geometries
const attributes = findAttributesInAllGeometries(instances, propertyName);
let values;
let sourceValues;
let sourceValuesLength;
// Combine attributes from each geometry into a single typed array
for (name in attributes) {
if (attributes.hasOwnProperty(name)) {
values = attributes[name].values;
k = 0;
for (i = 0; i < length; ++i) {
sourceValues = instances[i][propertyName].attributes[name].values;
sourceValuesLength = sourceValues.length;
for (j = 0; j < sourceValuesLength; ++j) {
values[k++] = sourceValues[j];
}
}
}
}
// Combine index lists
let indices;
if (haveIndices) {
let numberOfIndices = 0;
for (i = 0; i < length; ++i) {
numberOfIndices += instances[i][propertyName].indices.length;
}
const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(
new GeometryAttribute.Geometry({
attributes: attributes,
primitiveType: GeometryAttribute.PrimitiveType.POINTS,
})
);
const destIndices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
numberOfIndices
);
let destOffset = 0;
let offset = 0;
for (i = 0; i < length; ++i) {
const sourceIndices = instances[i][propertyName].indices;
const sourceIndicesLen = sourceIndices.length;
for (k = 0; k < sourceIndicesLen; ++k) {
destIndices[destOffset++] = offset + sourceIndices[k];
}
offset += GeometryAttribute.Geometry.computeNumberOfVertices(instances[i][propertyName]);
}
indices = destIndices;
}
// Create bounding sphere that includes all instances
let center = new Matrix2.Cartesian3();
let radius = 0.0;
let bs;
for (i = 0; i < length; ++i) {
bs = instances[i][propertyName].boundingSphere;
if (!when.defined(bs)) {
// If any geometries have an undefined bounding sphere, then so does the combined geometry
center = undefined;
break;
}
Matrix2.Cartesian3.add(bs.center, center, center);
}
if (when.defined(center)) {
Matrix2.Cartesian3.divideByScalar(center, length, center);
for (i = 0; i < length; ++i) {
bs = instances[i][propertyName].boundingSphere;
const tempRadius =
Matrix2.Cartesian3.magnitude(
Matrix2.Cartesian3.subtract(bs.center, center, tempScratch)
) + bs.radius;
if (tempRadius > radius) {
radius = tempRadius;
}
}
}
return new GeometryAttribute.Geometry({
attributes: attributes,
indices: indices,
primitiveType: primitiveType,
boundingSphere: when.defined(center)
? new Transforms.BoundingSphere(center, radius)
: undefined,
});
}
/**
* Combines geometry from several {@link GeometryInstance} objects into one geometry.
* This concatenates the attributes, concatenates and adjusts the indices, and creates
* a bounding sphere encompassing all instances.
* <p>
* If the instances do not have the same attributes, a subset of attributes common
* to all instances is used, and the others are ignored.
* </p>
* <p>
* This is used by {@link Primitive} to efficiently render a large amount of static data.
* </p>
*
* @private
*
* @param {GeometryInstance[]} [instances] The array of {@link GeometryInstance} objects whose geometry will be combined.
* @returns {Geometry} A single geometry created from the provided geometry instances.
*
* @exception {DeveloperError} All instances must have the same modelMatrix.
* @exception {DeveloperError} All instance geometries must have an indices or not have one.
* @exception {DeveloperError} All instance geometries must have the same primitiveType.
*
*
* @example
* for (let i = 0; i < instances.length; ++i) {
* Cesium.GeometryPipeline.transformToWorldCoordinates(instances[i]);
* }
* const geometries = Cesium.GeometryPipeline.combineInstances(instances);
*
* @see GeometryPipeline.transformToWorldCoordinates
*/
GeometryPipeline.combineInstances = function (instances) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(instances) || instances.length < 1) {
throw new RuntimeError.DeveloperError(
"instances is required and must have length greater than zero."
);
}
//>>includeEnd('debug');
const instanceGeometry = [];
const instanceSplitGeometry = [];
const length = instances.length;
for (let i = 0; i < length; ++i) {
const instance = instances[i];
if (when.defined(instance.geometry)) {
instanceGeometry.push(instance);
} else if (
when.defined(instance.westHemisphereGeometry) &&
when.defined(instance.eastHemisphereGeometry)
) {
instanceSplitGeometry.push(instance);
}
}
const geometries = [];
if (instanceGeometry.length > 0) {
geometries.push(combineGeometries(instanceGeometry, "geometry"));
}
if (instanceSplitGeometry.length > 0) {
geometries.push(
combineGeometries(instanceSplitGeometry, "westHemisphereGeometry")
);
geometries.push(
combineGeometries(instanceSplitGeometry, "eastHemisphereGeometry")
);
}
return geometries;
};
const normal = new Matrix2.Cartesian3();
const v0 = new Matrix2.Cartesian3();
const v1 = new Matrix2.Cartesian3();
const v2 = new Matrix2.Cartesian3();
/**
* Computes per-vertex normals for a geometry containing <code>TRIANGLES</code> by averaging the normals of
* all triangles incident to the vertex. The result is a new <code>normal</code> attribute added to the geometry.
* This assumes a counter-clockwise winding order.
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified <code>geometry</code> argument with the computed <code>normal</code> attribute.
*
* @exception {DeveloperError} geometry.indices length must be greater than 0 and be a multiple of 3.
* @exception {DeveloperError} geometry.primitiveType must be {@link PrimitiveType.TRIANGLES}.
*
* @example
* Cesium.GeometryPipeline.computeNormal(geometry);
*/
GeometryPipeline.computeNormal = function (geometry) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
if (
!when.defined(geometry.attributes.position) ||
!when.defined(geometry.attributes.position.values)
) {
throw new RuntimeError.DeveloperError(
"geometry.attributes.position.values is required."
);
}
if (!when.defined(geometry.indices)) {
throw new RuntimeError.DeveloperError("geometry.indices is required.");
}
if (geometry.indices.length < 2 || geometry.indices.length % 3 !== 0) {
throw new RuntimeError.DeveloperError(
"geometry.indices length must be greater than 0 and be a multiple of 3."
);
}
if (geometry.primitiveType !== GeometryAttribute.PrimitiveType.TRIANGLES) {
throw new RuntimeError.DeveloperError(
"geometry.primitiveType must be PrimitiveType.TRIANGLES."
);
}
//>>includeEnd('debug');
const indices = geometry.indices;
const attributes = geometry.attributes;
const vertices = attributes.position.values;
const numVertices = attributes.position.values.length / 3;
const numIndices = indices.length;
const normalsPerVertex = new Array(numVertices);
const normalsPerTriangle = new Array(numIndices / 3);
const normalIndices = new Array(numIndices);
let i;
for (i = 0; i < numVertices; i++) {
normalsPerVertex[i] = {
indexOffset: 0,
count: 0,
currentCount: 0,
};
}
let j = 0;
for (i = 0; i < numIndices; i += 3) {
const i0 = indices[i];
const i1 = indices[i + 1];
const i2 = indices[i + 2];
const i03 = i0 * 3;
const i13 = i1 * 3;
const i23 = i2 * 3;
v0.x = vertices[i03];
v0.y = vertices[i03 + 1];
v0.z = vertices[i03 + 2];
v1.x = vertices[i13];
v1.y = vertices[i13 + 1];
v1.z = vertices[i13 + 2];
v2.x = vertices[i23];
v2.y = vertices[i23 + 1];
v2.z = vertices[i23 + 2];
normalsPerVertex[i0].count++;
normalsPerVertex[i1].count++;
normalsPerVertex[i2].count++;
Matrix2.Cartesian3.subtract(v1, v0, v1);
Matrix2.Cartesian3.subtract(v2, v0, v2);
normalsPerTriangle[j] = Matrix2.Cartesian3.cross(v1, v2, new Matrix2.Cartesian3());
j++;
}
let indexOffset = 0;
for (i = 0; i < numVertices; i++) {
normalsPerVertex[i].indexOffset += indexOffset;
indexOffset += normalsPerVertex[i].count;
}
j = 0;
let vertexNormalData;
for (i = 0; i < numIndices; i += 3) {
vertexNormalData = normalsPerVertex[indices[i]];
let index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
normalIndices[index] = j;
vertexNormalData.currentCount++;
vertexNormalData = normalsPerVertex[indices[i + 1]];
index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
normalIndices[index] = j;
vertexNormalData.currentCount++;
vertexNormalData = normalsPerVertex[indices[i + 2]];
index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
normalIndices[index] = j;
vertexNormalData.currentCount++;
j++;
}
const normalValues = new Float32Array(numVertices * 3);
for (i = 0; i < numVertices; i++) {
const i3 = i * 3;
vertexNormalData = normalsPerVertex[i];
Matrix2.Cartesian3.clone(Matrix2.Cartesian3.ZERO, normal);
if (vertexNormalData.count > 0) {
for (j = 0; j < vertexNormalData.count; j++) {
Matrix2.Cartesian3.add(
normal,
normalsPerTriangle[normalIndices[vertexNormalData.indexOffset + j]],
normal
);
}
// We can run into an issue where a vertex is used with 2 primitives that have opposite winding order.
if (
Matrix2.Cartesian3.equalsEpsilon(Matrix2.Cartesian3.ZERO, normal, ComponentDatatype.CesiumMath.EPSILON10)
) {
Matrix2.Cartesian3.clone(
normalsPerTriangle[normalIndices[vertexNormalData.indexOffset]],
normal
);
}
}
// We end up with a zero vector probably because of a degenerate triangle
if (
Matrix2.Cartesian3.equalsEpsilon(Matrix2.Cartesian3.ZERO, normal, ComponentDatatype.CesiumMath.EPSILON10)
) {
// Default to (0,0,1)
normal.z = 1.0;
}
Matrix2.Cartesian3.normalize(normal, normal);
normalValues[i3] = normal.x;
normalValues[i3 + 1] = normal.y;
normalValues[i3 + 2] = normal.z;
}
geometry.attributes.normal = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: normalValues,
});
return geometry;
};
const normalScratch = new Matrix2.Cartesian3();
const normalScale = new Matrix2.Cartesian3();
const tScratch = new Matrix2.Cartesian3();
/**
* Computes per-vertex tangents and bitangents for a geometry containing <code>TRIANGLES</code>.
* The result is new <code>tangent</code> and <code>bitangent</code> attributes added to the geometry.
* This assumes a counter-clockwise winding order.
* <p>
* Based on <a href="http://www.terathon.com/code/tangent.html">Computing Tangent Space Basis Vectors
* for an Arbitrary Mesh</a> by Eric Lengyel.
* </p>
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified <code>geometry</code> argument with the computed <code>tangent</code> and <code>bitangent</code> attributes.
*
* @exception {DeveloperError} geometry.indices length must be greater than 0 and be a multiple of 3.
* @exception {DeveloperError} geometry.primitiveType must be {@link PrimitiveType.TRIANGLES}.
*
* @example
* Cesium.GeometryPipeline.computeTangentAndBiTangent(geometry);
*/
GeometryPipeline.computeTangentAndBitangent = function (geometry) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
//>>includeEnd('debug');
const attributes = geometry.attributes;
const indices = geometry.indices;
//>>includeStart('debug', pragmas.debug);
if (!when.defined(attributes.position) || !when.defined(attributes.position.values)) {
throw new RuntimeError.DeveloperError(
"geometry.attributes.position.values is required."
);
}
if (!when.defined(attributes.normal) || !when.defined(attributes.normal.values)) {
throw new RuntimeError.DeveloperError("geometry.attributes.normal.values is required.");
}
if (!when.defined(attributes.st) || !when.defined(attributes.st.values)) {
throw new RuntimeError.DeveloperError("geometry.attributes.st.values is required.");
}
if (!when.defined(indices)) {
throw new RuntimeError.DeveloperError("geometry.indices is required.");
}
if (indices.length < 2 || indices.length % 3 !== 0) {
throw new RuntimeError.DeveloperError(
"geometry.indices length must be greater than 0 and be a multiple of 3."
);
}
if (geometry.primitiveType !== GeometryAttribute.PrimitiveType.TRIANGLES) {
throw new RuntimeError.DeveloperError(
"geometry.primitiveType must be PrimitiveType.TRIANGLES."
);
}
//>>includeEnd('debug');
const vertices = geometry.attributes.position.values;
const normals = geometry.attributes.normal.values;
const st = geometry.attributes.st.values;
const numVertices = geometry.attributes.position.values.length / 3;
const numIndices = indices.length;
const tan1 = new Array(numVertices * 3);
let i;
for (i = 0; i < tan1.length; i++) {
tan1[i] = 0;
}
let i03;
let i13;
let i23;
for (i = 0; i < numIndices; i += 3) {
const i0 = indices[i];
const i1 = indices[i + 1];
const i2 = indices[i + 2];
i03 = i0 * 3;
i13 = i1 * 3;
i23 = i2 * 3;
const i02 = i0 * 2;
const i12 = i1 * 2;
const i22 = i2 * 2;
const ux = vertices[i03];
const uy = vertices[i03 + 1];
const uz = vertices[i03 + 2];
const wx = st[i02];
const wy = st[i02 + 1];
const t1 = st[i12 + 1] - wy;
const t2 = st[i22 + 1] - wy;
const r = 1.0 / ((st[i12] - wx) * t2 - (st[i22] - wx) * t1);
const sdirx = (t2 * (vertices[i13] - ux) - t1 * (vertices[i23] - ux)) * r;
const sdiry =
(t2 * (vertices[i13 + 1] - uy) - t1 * (vertices[i23 + 1] - uy)) * r;
const sdirz =
(t2 * (vertices[i13 + 2] - uz) - t1 * (vertices[i23 + 2] - uz)) * r;
tan1[i03] += sdirx;
tan1[i03 + 1] += sdiry;
tan1[i03 + 2] += sdirz;
tan1[i13] += sdirx;
tan1[i13 + 1] += sdiry;
tan1[i13 + 2] += sdirz;
tan1[i23] += sdirx;
tan1[i23 + 1] += sdiry;
tan1[i23 + 2] += sdirz;
}
const tangentValues = new Float32Array(numVertices * 3);
const bitangentValues = new Float32Array(numVertices * 3);
for (i = 0; i < numVertices; i++) {
i03 = i * 3;
i13 = i03 + 1;
i23 = i03 + 2;
const n = Matrix2.Cartesian3.fromArray(normals, i03, normalScratch);
const t = Matrix2.Cartesian3.fromArray(tan1, i03, tScratch);
const scalar = Matrix2.Cartesian3.dot(n, t);
Matrix2.Cartesian3.multiplyByScalar(n, scalar, normalScale);
Matrix2.Cartesian3.normalize(Matrix2.Cartesian3.subtract(t, normalScale, t), t);
tangentValues[i03] = t.x;
tangentValues[i13] = t.y;
tangentValues[i23] = t.z;
Matrix2.Cartesian3.normalize(Matrix2.Cartesian3.cross(n, t, t), t);
bitangentValues[i03] = t.x;
bitangentValues[i13] = t.y;
bitangentValues[i23] = t.z;
}
geometry.attributes.tangent = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: tangentValues,
});
geometry.attributes.bitangent = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: bitangentValues,
});
return geometry;
};
const scratchCartesian2 = new Matrix2.Cartesian2();
const toEncode1 = new Matrix2.Cartesian3();
const toEncode2 = new Matrix2.Cartesian3();
const toEncode3 = new Matrix2.Cartesian3();
let encodeResult2 = new Matrix2.Cartesian2();
/**
* Compresses and packs geometry normal attribute values to save memory.
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified <code>geometry</code> argument, with its normals compressed and packed.
*
* @example
* geometry = Cesium.GeometryPipeline.compressVertices(geometry);
*/
GeometryPipeline.compressVertices = function (geometry) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(geometry)) {
throw new RuntimeError.DeveloperError("geometry is required.");
}
//>>includeEnd('debug');
const extrudeAttribute = geometry.attributes.extrudeDirection;
let i;
let numVertices;
if (when.defined(extrudeAttribute)) {
//only shadow volumes use extrudeDirection, and shadow volumes use vertexFormat: POSITION_ONLY so we don't need to check other attributes
const extrudeDirections = extrudeAttribute.values;
numVertices = extrudeDirections.length / 3.0;
const compressedDirections = new Float32Array(numVertices * 2);
let i2 = 0;
for (i = 0; i < numVertices; ++i) {
Matrix2.Cartesian3.fromArray(extrudeDirections, i * 3.0, toEncode1);
if (Matrix2.Cartesian3.equals(toEncode1, Matrix2.Cartesian3.ZERO)) {
i2 += 2;
continue;
}
encodeResult2 = AttributeCompression.AttributeCompression.octEncodeInRange(
toEncode1,
65535,
encodeResult2
);
compressedDirections[i2++] = encodeResult2.x;
compressedDirections[i2++] = encodeResult2.y;
}
geometry.attributes.compressedAttributes = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 2,
values: compressedDirections,
});
delete geometry.attributes.extrudeDirection;
return geometry;
}
const normalAttribute = geometry.attributes.normal;
const stAttribute = geometry.attributes.st;
const hasNormal = when.defined(normalAttribute);
const hasSt = when.defined(stAttribute);
if (!hasNormal && !hasSt) {
return geometry;
}
const tangentAttribute = geometry.attributes.tangent;
const bitangentAttribute = geometry.attributes.bitangent;
const hasTangent = when.defined(tangentAttribute);
const hasBitangent = when.defined(bitangentAttribute);
let normals;
let st;
let tangents;
let bitangents;
if (hasNormal) {
normals = normalAttribute.values;
}
if (hasSt) {
st = stAttribute.values;
}
if (hasTangent) {
tangents = tangentAttribute.values;
}
if (hasBitangent) {
bitangents = bitangentAttribute.values;
}
const length = hasNormal ? normals.length : st.length;
const numComponents = hasNormal ? 3.0 : 2.0;
numVertices = length / numComponents;
let compressedLength = numVertices;
let numCompressedComponents = hasSt && hasNormal ? 2.0 : 1.0;
numCompressedComponents += hasTangent || hasBitangent ? 1.0 : 0.0;
compressedLength *= numCompressedComponents;
const compressedAttributes = new Float32Array(compressedLength);
let normalIndex = 0;
for (i = 0; i < numVertices; ++i) {
if (hasSt) {
Matrix2.Cartesian2.fromArray(st, i * 2.0, scratchCartesian2);
compressedAttributes[
normalIndex++
] = AttributeCompression.AttributeCompression.compressTextureCoordinates(scratchCartesian2);
}
const index = i * 3.0;
if (hasNormal && when.defined(tangents) && when.defined(bitangents)) {
Matrix2.Cartesian3.fromArray(normals, index, toEncode1);
Matrix2.Cartesian3.fromArray(tangents, index, toEncode2);
Matrix2.Cartesian3.fromArray(bitangents, index, toEncode3);
AttributeCompression.AttributeCompression.octPack(
toEncode1,
toEncode2,
toEncode3,
scratchCartesian2
);
compressedAttributes[normalIndex++] = scratchCartesian2.x;
compressedAttributes[normalIndex++] = scratchCartesian2.y;
} else {
if (hasNormal) {
Matrix2.Cartesian3.fromArray(normals, index, toEncode1);
compressedAttributes[
normalIndex++
] = AttributeCompression.AttributeCompression.octEncodeFloat(toEncode1);
}
if (hasTangent) {
Matrix2.Cartesian3.fromArray(tangents, index, toEncode1);
compressedAttributes[
normalIndex++
] = AttributeCompression.AttributeCompression.octEncodeFloat(toEncode1);
}
if (hasBitangent) {
Matrix2.Cartesian3.fromArray(bitangents, index, toEncode1);
compressedAttributes[
normalIndex++
] = AttributeCompression.AttributeCompression.octEncodeFloat(toEncode1);
}
}
}
geometry.attributes.compressedAttributes = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: numCompressedComponents,
values: compressedAttributes,
});
if (hasNormal) {
delete geometry.attributes.normal;
}
if (hasSt) {
delete geometry.attributes.st;
}
if (hasBitangent) {
delete geometry.attributes.bitangent;
}
if (hasTangent) {
delete geometry.attributes.tangent;
}
return geometry;
};
function indexTriangles(geometry) {
if (when.defined(geometry.indices)) {
return geometry;
}
const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 3) {
throw new RuntimeError.DeveloperError("The number of vertices must be at least three.");
}
if (numberOfVertices % 3 !== 0) {
throw new RuntimeError.DeveloperError(
"The number of vertices must be a multiple of three."
);
}
//>>includeEnd('debug');
const indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
numberOfVertices
);
for (let i = 0; i < numberOfVertices; ++i) {
indices[i] = i;
}
geometry.indices = indices;
return geometry;
}
function indexTriangleFan(geometry) {
const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 3) {
throw new RuntimeError.DeveloperError("The number of vertices must be at least three.");
}
//>>includeEnd('debug');
const indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
(numberOfVertices - 2) * 3
);
indices[0] = 1;
indices[1] = 0;
indices[2] = 2;
let indicesIndex = 3;
for (let i = 3; i < numberOfVertices; ++i) {
indices[indicesIndex++] = i - 1;
indices[indicesIndex++] = 0;
indices[indicesIndex++] = i;
}
geometry.indices = indices;
geometry.primitiveType = GeometryAttribute.PrimitiveType.TRIANGLES;
return geometry;
}
function indexTriangleStrip(geometry) {
const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 3) {
throw new RuntimeError.DeveloperError("The number of vertices must be at least 3.");
}
//>>includeEnd('debug');
const indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
(numberOfVertices - 2) * 3
);
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
if (numberOfVertices > 3) {
indices[3] = 0;
indices[4] = 2;
indices[5] = 3;
}
let indicesIndex = 6;
for (let i = 3; i < numberOfVertices - 1; i += 2) {
indices[indicesIndex++] = i;
indices[indicesIndex++] = i - 1;
indices[indicesIndex++] = i + 1;
if (i + 2 < numberOfVertices) {
indices[indicesIndex++] = i;
indices[indicesIndex++] = i + 1;
indices[indicesIndex++] = i + 2;
}
}
geometry.indices = indices;
geometry.primitiveType = GeometryAttribute.PrimitiveType.TRIANGLES;
return geometry;
}
function indexLines(geometry) {
if (when.defined(geometry.indices)) {
return geometry;
}
const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 2) {
throw new RuntimeError.DeveloperError("The number of vertices must be at least two.");
}
if (numberOfVertices % 2 !== 0) {
throw new RuntimeError.DeveloperError("The number of vertices must be a multiple of 2.");
}
//>>includeEnd('debug');
const indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
numberOfVertices
);
for (let i = 0; i < numberOfVertices; ++i) {
indices[i] = i;
}
geometry.indices = indices;
return geometry;
}
function indexLineStrip(geometry) {
const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 2) {
throw new RuntimeError.DeveloperError("The number of vertices must be at least two.");
}
//>>includeEnd('debug');
const indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
(numberOfVertices - 1) * 2
);
indices[0] = 0;
indices[1] = 1;
let indicesIndex = 2;
for (let i = 2; i < numberOfVertices; ++i) {
indices[indicesIndex++] = i - 1;
indices[indicesIndex++] = i;
}
geometry.indices = indices;
geometry.primitiveType = GeometryAttribute.PrimitiveType.LINES;
return geometry;
}
function indexLineLoop(geometry) {
const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 2) {
throw new RuntimeError.DeveloperError("The number of vertices must be at least two.");
}
//>>includeEnd('debug');
const indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
numberOfVertices * 2
);
indices[0] = 0;
indices[1] = 1;
let indicesIndex = 2;
for (let i = 2; i < numberOfVertices; ++i) {
indices[indicesIndex++] = i - 1;
indices[indicesIndex++] = i;
}
indices[indicesIndex++] = numberOfVertices - 1;
indices[indicesIndex] = 0;
geometry.indices = indices;
geometry.primitiveType = GeometryAttribute.PrimitiveType.LINES;
return geometry;
}
function indexPrimitive(geometry) {
switch (geometry.primitiveType) {
case GeometryAttribute.PrimitiveType.TRIANGLE_FAN:
return indexTriangleFan(geometry);
case GeometryAttribute.PrimitiveType.TRIANGLE_STRIP:
return indexTriangleStrip(geometry);
case GeometryAttribute.PrimitiveType.TRIANGLES:
return indexTriangles(geometry);
case GeometryAttribute.PrimitiveType.LINE_STRIP:
return indexLineStrip(geometry);
case GeometryAttribute.PrimitiveType.LINE_LOOP:
return indexLineLoop(geometry);
case GeometryAttribute.PrimitiveType.LINES:
return indexLines(geometry);
}
return geometry;
}
function offsetPointFromXZPlane(p, isBehind) {
if (Math.abs(p.y) < ComponentDatatype.CesiumMath.EPSILON6) {
if (isBehind) {
p.y = -ComponentDatatype.CesiumMath.EPSILON6;
} else {
p.y = ComponentDatatype.CesiumMath.EPSILON6;
}
}
}
function offsetTriangleFromXZPlane(p0, p1, p2) {
if (p0.y !== 0.0 && p1.y !== 0.0 && p2.y !== 0.0) {
offsetPointFromXZPlane(p0, p0.y < 0.0);
offsetPointFromXZPlane(p1, p1.y < 0.0);
offsetPointFromXZPlane(p2, p2.y < 0.0);
return;
}
const p0y = Math.abs(p0.y);
const p1y = Math.abs(p1.y);
const p2y = Math.abs(p2.y);
let sign;
if (p0y > p1y) {
if (p0y > p2y) {
sign = ComponentDatatype.CesiumMath.sign(p0.y);
} else {
sign = ComponentDatatype.CesiumMath.sign(p2.y);
}
} else if (p1y > p2y) {
sign = ComponentDatatype.CesiumMath.sign(p1.y);
} else {
sign = ComponentDatatype.CesiumMath.sign(p2.y);
}
const isBehind = sign < 0.0;
offsetPointFromXZPlane(p0, isBehind);
offsetPointFromXZPlane(p1, isBehind);
offsetPointFromXZPlane(p2, isBehind);
}
const c3 = new Matrix2.Cartesian3();
function getXZIntersectionOffsetPoints(p, p1, u1, v1) {
Matrix2.Cartesian3.add(
p,
Matrix2.Cartesian3.multiplyByScalar(
Matrix2.Cartesian3.subtract(p1, p, c3),
p.y / (p.y - p1.y),
c3
),
u1
);
Matrix2.Cartesian3.clone(u1, v1);
offsetPointFromXZPlane(u1, true);
offsetPointFromXZPlane(v1, false);
}
const u1 = new Matrix2.Cartesian3();
const u2 = new Matrix2.Cartesian3();
const q1 = new Matrix2.Cartesian3();
const q2 = new Matrix2.Cartesian3();
const splitTriangleResult = {
positions: new Array(7),
indices: new Array(3 * 3),
};
function splitTriangle(p0, p1, p2) {
// In WGS84 coordinates, for a triangle approximately on the
// ellipsoid to cross the IDL, first it needs to be on the
// negative side of the plane x = 0.
if (p0.x >= 0.0 || p1.x >= 0.0 || p2.x >= 0.0) {
return undefined;
}
offsetTriangleFromXZPlane(p0, p1, p2);
const p0Behind = p0.y < 0.0;
const p1Behind = p1.y < 0.0;
const p2Behind = p2.y < 0.0;
let numBehind = 0;
numBehind += p0Behind ? 1 : 0;
numBehind += p1Behind ? 1 : 0;
numBehind += p2Behind ? 1 : 0;
const indices = splitTriangleResult.indices;
if (numBehind === 1) {
indices[1] = 3;
indices[2] = 4;
indices[5] = 6;
indices[7] = 6;
indices[8] = 5;
if (p0Behind) {
getXZIntersectionOffsetPoints(p0, p1, u1, q1);
getXZIntersectionOffsetPoints(p0, p2, u2, q2);
indices[0] = 0;
indices[3] = 1;
indices[4] = 2;
indices[6] = 1;
} else if (p1Behind) {
getXZIntersectionOffsetPoints(p1, p2, u1, q1);
getXZIntersectionOffsetPoints(p1, p0, u2, q2);
indices[0] = 1;
indices[3] = 2;
indices[4] = 0;
indices[6] = 2;
} else if (p2Behind) {
getXZIntersectionOffsetPoints(p2, p0, u1, q1);
getXZIntersectionOffsetPoints(p2, p1, u2, q2);
indices[0] = 2;
indices[3] = 0;
indices[4] = 1;
indices[6] = 0;
}
} else if (numBehind === 2) {
indices[2] = 4;
indices[4] = 4;
indices[5] = 3;
indices[7] = 5;
indices[8] = 6;
if (!p0Behind) {
getXZIntersectionOffsetPoints(p0, p1, u1, q1);
getXZIntersectionOffsetPoints(p0, p2, u2, q2);
indices[0] = 1;
indices[1] = 2;
indices[3] = 1;
indices[6] = 0;
} else if (!p1Behind) {
getXZIntersectionOffsetPoints(p1, p2, u1, q1);
getXZIntersectionOffsetPoints(p1, p0, u2, q2);
indices[0] = 2;
indices[1] = 0;
indices[3] = 2;
indices[6] = 1;
} else if (!p2Behind) {
getXZIntersectionOffsetPoints(p2, p0, u1, q1);
getXZIntersectionOffsetPoints(p2, p1, u2, q2);
indices[0] = 0;
indices[1] = 1;
indices[3] = 0;
indices[6] = 2;
}
}
const positions = splitTriangleResult.positions;
positions[0] = p0;
positions[1] = p1;
positions[2] = p2;
positions.length = 3;
if (numBehind === 1 || numBehind === 2) {
positions[3] = u1;
positions[4] = u2;
positions[5] = q1;
positions[6] = q2;
positions.length = 7;
}
return splitTriangleResult;
}
function updateGeometryAfterSplit(geometry, computeBoundingSphere) {
const attributes = geometry.attributes;
if (attributes.position.values.length === 0) {
return undefined;
}
for (const property in attributes) {
if (
attributes.hasOwnProperty(property) &&
when.defined(attributes[property]) &&
when.defined(attributes[property].values)
) {
const attribute = attributes[property];
attribute.values = ComponentDatatype.ComponentDatatype.createTypedArray(
attribute.componentDatatype,
attribute.values
);
}
}
const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
geometry.indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
geometry.indices
);
if (computeBoundingSphere) {
geometry.boundingSphere = Transforms.BoundingSphere.fromVertices(
attributes.position.values
);
}
return geometry;
}
function copyGeometryForSplit(geometry) {
const attributes = geometry.attributes;
const copiedAttributes = {};
for (const property in attributes) {
if (
attributes.hasOwnProperty(property) &&
when.defined(attributes[property]) &&
when.defined(attributes[property].values)
) {
const attribute = attributes[property];
copiedAttributes[property] = new GeometryAttribute.GeometryAttribute({
componentDatatype: attribute.componentDatatype,
componentsPerAttribute: attribute.componentsPerAttribute,
normalize: attribute.normalize,
values: [],
});
}
}
return new GeometryAttribute.Geometry({
attributes: copiedAttributes,
indices: [],
primitiveType: geometry.primitiveType,
});
}
function updateInstanceAfterSplit(instance, westGeometry, eastGeometry) {
const computeBoundingSphere = when.defined(instance.geometry.boundingSphere);
westGeometry = updateGeometryAfterSplit(westGeometry, computeBoundingSphere);
eastGeometry = updateGeometryAfterSplit(eastGeometry, computeBoundingSphere);
if (when.defined(eastGeometry) && !when.defined(westGeometry)) {
instance.geometry = eastGeometry;
} else if (!when.defined(eastGeometry) && when.defined(westGeometry)) {
instance.geometry = westGeometry;
} else {
instance.westHemisphereGeometry = westGeometry;
instance.eastHemisphereGeometry = eastGeometry;
instance.geometry = undefined;
}
}
function generateBarycentricInterpolateFunction(
CartesianType,
numberOfComponents
) {
const v0Scratch = new CartesianType();
const v1Scratch = new CartesianType();
const v2Scratch = new CartesianType();
return function (
i0,
i1,
i2,
coords,
sourceValues,
currentValues,
insertedIndex,
normalize
) {
const v0 = CartesianType.fromArray(
sourceValues,
i0 * numberOfComponents,
v0Scratch
);
const v1 = CartesianType.fromArray(
sourceValues,
i1 * numberOfComponents,
v1Scratch
);
const v2 = CartesianType.fromArray(
sourceValues,
i2 * numberOfComponents,
v2Scratch
);
CartesianType.multiplyByScalar(v0, coords.x, v0);
CartesianType.multiplyByScalar(v1, coords.y, v1);
CartesianType.multiplyByScalar(v2, coords.z, v2);
const value = CartesianType.add(v0, v1, v0);
CartesianType.add(value, v2, value);
if (normalize) {
CartesianType.normalize(value, value);
}
CartesianType.pack(
value,
currentValues,
insertedIndex * numberOfComponents
);
};
}
const interpolateAndPackCartesian4 = generateBarycentricInterpolateFunction(
Matrix2.Cartesian4,
4
);
const interpolateAndPackCartesian3 = generateBarycentricInterpolateFunction(
Matrix2.Cartesian3,
3
);
const interpolateAndPackCartesian2 = generateBarycentricInterpolateFunction(
Matrix2.Cartesian2,
2
);
const interpolateAndPackBoolean = function (
i0,
i1,
i2,
coords,
sourceValues,
currentValues,
insertedIndex
) {
const v1 = sourceValues[i0] * coords.x;
const v2 = sourceValues[i1] * coords.y;
const v3 = sourceValues[i2] * coords.z;
currentValues[insertedIndex] = v1 + v2 + v3 > ComponentDatatype.CesiumMath.EPSILON6 ? 1 : 0;
};
const p0Scratch = new Matrix2.Cartesian3();
const p1Scratch = new Matrix2.Cartesian3();
const p2Scratch = new Matrix2.Cartesian3();
const barycentricScratch = new Matrix2.Cartesian3();
function computeTriangleAttributes(
i0,
i1,
i2,
point,
positions,
normals,
tangents,
bitangents,
texCoords,
extrudeDirections,
applyOffset,
currentAttributes,
customAttributeNames,
customAttributesLength,
allAttributes,
insertedIndex
) {
if (
!when.defined(normals) &&
!when.defined(tangents) &&
!when.defined(bitangents) &&
!when.defined(texCoords) &&
!when.defined(extrudeDirections) &&
customAttributesLength === 0
) {
return;
}
const p0 = Matrix2.Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
const p1 = Matrix2.Cartesian3.fromArray(positions, i1 * 3, p1Scratch);
const p2 = Matrix2.Cartesian3.fromArray(positions, i2 * 3, p2Scratch);
const coords = barycentricCoordinates(point, p0, p1, p2, barycentricScratch);
if (!when.defined(coords)) {
return;
}
if (when.defined(normals)) {
interpolateAndPackCartesian3(
i0,
i1,
i2,
coords,
normals,
currentAttributes.normal.values,
insertedIndex,
true
);
}
if (when.defined(extrudeDirections)) {
const d0 = Matrix2.Cartesian3.fromArray(extrudeDirections, i0 * 3, p0Scratch);
const d1 = Matrix2.Cartesian3.fromArray(extrudeDirections, i1 * 3, p1Scratch);
const d2 = Matrix2.Cartesian3.fromArray(extrudeDirections, i2 * 3, p2Scratch);
Matrix2.Cartesian3.multiplyByScalar(d0, coords.x, d0);
Matrix2.Cartesian3.multiplyByScalar(d1, coords.y, d1);
Matrix2.Cartesian3.multiplyByScalar(d2, coords.z, d2);
let direction;
if (
!Matrix2.Cartesian3.equals(d0, Matrix2.Cartesian3.ZERO) ||
!Matrix2.Cartesian3.equals(d1, Matrix2.Cartesian3.ZERO) ||
!Matrix2.Cartesian3.equals(d2, Matrix2.Cartesian3.ZERO)
) {
direction = Matrix2.Cartesian3.add(d0, d1, d0);
Matrix2.Cartesian3.add(direction, d2, direction);
Matrix2.Cartesian3.normalize(direction, direction);
} else {
direction = p0Scratch;
direction.x = 0;
direction.y = 0;
direction.z = 0;
}
Matrix2.Cartesian3.pack(
direction,
currentAttributes.extrudeDirection.values,
insertedIndex * 3
);
}
if (when.defined(applyOffset)) {
interpolateAndPackBoolean(
i0,
i1,
i2,
coords,
applyOffset,
currentAttributes.applyOffset.values,
insertedIndex
);
}
if (when.defined(tangents)) {
interpolateAndPackCartesian3(
i0,
i1,
i2,
coords,
tangents,
currentAttributes.tangent.values,
insertedIndex,
true
);
}
if (when.defined(bitangents)) {
interpolateAndPackCartesian3(
i0,
i1,
i2,
coords,
bitangents,
currentAttributes.bitangent.values,
insertedIndex,
true
);
}
if (when.defined(texCoords)) {
interpolateAndPackCartesian2(
i0,
i1,
i2,
coords,
texCoords,
currentAttributes.st.values,
insertedIndex
);
}
if (customAttributesLength > 0) {
for (let i = 0; i < customAttributesLength; i++) {
const attributeName = customAttributeNames[i];
genericInterpolate(
i0,
i1,
i2,
coords,
insertedIndex,
allAttributes[attributeName],
currentAttributes[attributeName]
);
}
}
}
function genericInterpolate(
i0,
i1,
i2,
coords,
insertedIndex,
sourceAttribute,
currentAttribute
) {
const componentsPerAttribute = sourceAttribute.componentsPerAttribute;
const sourceValues = sourceAttribute.values;
const currentValues = currentAttribute.values;
switch (componentsPerAttribute) {
case 4:
interpolateAndPackCartesian4(
i0,
i1,
i2,
coords,
sourceValues,
currentValues,
insertedIndex,
false
);
break;
case 3:
interpolateAndPackCartesian3(
i0,
i1,
i2,
coords,
sourceValues,
currentValues,
insertedIndex,
false
);
break;
case 2:
interpolateAndPackCartesian2(
i0,
i1,
i2,
coords,
sourceValues,
currentValues,
insertedIndex,
false
);
break;
default:
currentValues[insertedIndex] =
sourceValues[i0] * coords.x +
sourceValues[i1] * coords.y +
sourceValues[i2] * coords.z;
}
}
function insertSplitPoint(
currentAttributes,
currentIndices,
currentIndexMap,
indices,
currentIndex,
point
) {
const insertIndex = currentAttributes.position.values.length / 3;
if (currentIndex !== -1) {
const prevIndex = indices[currentIndex];
const newIndex = currentIndexMap[prevIndex];
if (newIndex === -1) {
currentIndexMap[prevIndex] = insertIndex;
currentAttributes.position.values.push(point.x, point.y, point.z);
currentIndices.push(insertIndex);
return insertIndex;
}
currentIndices.push(newIndex);
return newIndex;
}
currentAttributes.position.values.push(point.x, point.y, point.z);
currentIndices.push(insertIndex);
return insertIndex;
}
const NAMED_ATTRIBUTES = {
position: true,
normal: true,
bitangent: true,
tangent: true,
st: true,
extrudeDirection: true,
applyOffset: true,
};
function splitLongitudeTriangles(instance) {
const geometry = instance.geometry;
const attributes = geometry.attributes;
const positions = attributes.position.values;
const normals = when.defined(attributes.normal)
? attributes.normal.values
: undefined;
const bitangents = when.defined(attributes.bitangent)
? attributes.bitangent.values
: undefined;
const tangents = when.defined(attributes.tangent)
? attributes.tangent.values
: undefined;
const texCoords = when.defined(attributes.st) ? attributes.st.values : undefined;
const extrudeDirections = when.defined(attributes.extrudeDirection)
? attributes.extrudeDirection.values
: undefined;
const applyOffset = when.defined(attributes.applyOffset)
? attributes.applyOffset.values
: undefined;
const indices = geometry.indices;
const customAttributeNames = [];
for (const attributeName in attributes) {
if (
attributes.hasOwnProperty(attributeName) &&
!NAMED_ATTRIBUTES[attributeName] &&
when.defined(attributes[attributeName])
) {
customAttributeNames.push(attributeName);
}
}
const customAttributesLength = customAttributeNames.length;
const eastGeometry = copyGeometryForSplit(geometry);
const westGeometry = copyGeometryForSplit(geometry);
let currentAttributes;
let currentIndices;
let currentIndexMap;
let insertedIndex;
let i;
const westGeometryIndexMap = [];
westGeometryIndexMap.length = positions.length / 3;
const eastGeometryIndexMap = [];
eastGeometryIndexMap.length = positions.length / 3;
for (i = 0; i < westGeometryIndexMap.length; ++i) {
westGeometryIndexMap[i] = -1;
eastGeometryIndexMap[i] = -1;
}
const len = indices.length;
for (i = 0; i < len; i += 3) {
const i0 = indices[i];
const i1 = indices[i + 1];
const i2 = indices[i + 2];
let p0 = Matrix2.Cartesian3.fromArray(positions, i0 * 3);
let p1 = Matrix2.Cartesian3.fromArray(positions, i1 * 3);
let p2 = Matrix2.Cartesian3.fromArray(positions, i2 * 3);
const result = splitTriangle(p0, p1, p2);
if (when.defined(result) && result.positions.length > 3) {
const resultPositions = result.positions;
const resultIndices = result.indices;
const resultLength = resultIndices.length;
for (let j = 0; j < resultLength; ++j) {
const resultIndex = resultIndices[j];
const point = resultPositions[resultIndex];
if (point.y < 0.0) {
currentAttributes = westGeometry.attributes;
currentIndices = westGeometry.indices;
currentIndexMap = westGeometryIndexMap;
} else {
currentAttributes = eastGeometry.attributes;
currentIndices = eastGeometry.indices;
currentIndexMap = eastGeometryIndexMap;
}
insertedIndex = insertSplitPoint(
currentAttributes,
currentIndices,
currentIndexMap,
indices,
resultIndex < 3 ? i + resultIndex : -1,
point
);
computeTriangleAttributes(
i0,
i1,
i2,
point,
positions,
normals,
tangents,
bitangents,
texCoords,
extrudeDirections,
applyOffset,
currentAttributes,
customAttributeNames,
customAttributesLength,
attributes,
insertedIndex
);
}
} else {
if (when.defined(result)) {
p0 = result.positions[0];
p1 = result.positions[1];
p2 = result.positions[2];
}
if (p0.y < 0.0) {
currentAttributes = westGeometry.attributes;
currentIndices = westGeometry.indices;
currentIndexMap = westGeometryIndexMap;
} else {
currentAttributes = eastGeometry.attributes;
currentIndices = eastGeometry.indices;
currentIndexMap = eastGeometryIndexMap;
}
insertedIndex = insertSplitPoint(
currentAttributes,
currentIndices,
currentIndexMap,
indices,
i,
p0
);
computeTriangleAttributes(
i0,
i1,
i2,
p0,
positions,
normals,
tangents,
bitangents,
texCoords,
extrudeDirections,
applyOffset,
currentAttributes,
customAttributeNames,
customAttributesLength,
attributes,
insertedIndex
);
insertedIndex = insertSplitPoint(
currentAttributes,
currentIndices,
currentIndexMap,
indices,
i + 1,
p1
);
computeTriangleAttributes(
i0,
i1,
i2,
p1,
positions,
normals,
tangents,
bitangents,
texCoords,
extrudeDirections,
applyOffset,
currentAttributes,
customAttributeNames,
customAttributesLength,
attributes,
insertedIndex
);
insertedIndex = insertSplitPoint(
currentAttributes,
currentIndices,
currentIndexMap,
indices,
i + 2,
p2
);
computeTriangleAttributes(
i0,
i1,
i2,
p2,
positions,
normals,
tangents,
bitangents,
texCoords,
extrudeDirections,
applyOffset,
currentAttributes,
customAttributeNames,
customAttributesLength,
attributes,
insertedIndex
);
}
}
updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
}
const xzPlane = Plane.Plane.fromPointNormal(Matrix2.Cartesian3.ZERO, Matrix2.Cartesian3.UNIT_Y);
const offsetScratch = new Matrix2.Cartesian3();
const offsetPointScratch = new Matrix2.Cartesian3();
function computeLineAttributes(
i0,
i1,
point,
positions,
insertIndex,
currentAttributes,
applyOffset
) {
if (!when.defined(applyOffset)) {
return;
}
const p0 = Matrix2.Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
if (Matrix2.Cartesian3.equalsEpsilon(p0, point, ComponentDatatype.CesiumMath.EPSILON10)) {
currentAttributes.applyOffset.values[insertIndex] = applyOffset[i0];
} else {
currentAttributes.applyOffset.values[insertIndex] = applyOffset[i1];
}
}
function splitLongitudeLines(instance) {
const geometry = instance.geometry;
const attributes = geometry.attributes;
const positions = attributes.position.values;
const applyOffset = when.defined(attributes.applyOffset)
? attributes.applyOffset.values
: undefined;
const indices = geometry.indices;
const eastGeometry = copyGeometryForSplit(geometry);
const westGeometry = copyGeometryForSplit(geometry);
let i;
const length = indices.length;
const westGeometryIndexMap = [];
westGeometryIndexMap.length = positions.length / 3;
const eastGeometryIndexMap = [];
eastGeometryIndexMap.length = positions.length / 3;
for (i = 0; i < westGeometryIndexMap.length; ++i) {
westGeometryIndexMap[i] = -1;
eastGeometryIndexMap[i] = -1;
}
for (i = 0; i < length; i += 2) {
const i0 = indices[i];
const i1 = indices[i + 1];
const p0 = Matrix2.Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
const p1 = Matrix2.Cartesian3.fromArray(positions, i1 * 3, p1Scratch);
let insertIndex;
if (Math.abs(p0.y) < ComponentDatatype.CesiumMath.EPSILON6) {
if (p0.y < 0.0) {
p0.y = -ComponentDatatype.CesiumMath.EPSILON6;
} else {
p0.y = ComponentDatatype.CesiumMath.EPSILON6;
}
}
if (Math.abs(p1.y) < ComponentDatatype.CesiumMath.EPSILON6) {
if (p1.y < 0.0) {
p1.y = -ComponentDatatype.CesiumMath.EPSILON6;
} else {
p1.y = ComponentDatatype.CesiumMath.EPSILON6;
}
}
let p0Attributes = eastGeometry.attributes;
let p0Indices = eastGeometry.indices;
let p0IndexMap = eastGeometryIndexMap;
let p1Attributes = westGeometry.attributes;
let p1Indices = westGeometry.indices;
let p1IndexMap = westGeometryIndexMap;
const intersection = IntersectionTests.IntersectionTests.lineSegmentPlane(
p0,
p1,
xzPlane,
p2Scratch
);
if (when.defined(intersection)) {
// move point on the xz-plane slightly away from the plane
const offset = Matrix2.Cartesian3.multiplyByScalar(
Matrix2.Cartesian3.UNIT_Y,
5.0 * ComponentDatatype.CesiumMath.EPSILON9,
offsetScratch
);
if (p0.y < 0.0) {
Matrix2.Cartesian3.negate(offset, offset);
p0Attributes = westGeometry.attributes;
p0Indices = westGeometry.indices;
p0IndexMap = westGeometryIndexMap;
p1Attributes = eastGeometry.attributes;
p1Indices = eastGeometry.indices;
p1IndexMap = eastGeometryIndexMap;
}
const offsetPoint = Matrix2.Cartesian3.add(
intersection,
offset,
offsetPointScratch
);
insertIndex = insertSplitPoint(
p0Attributes,
p0Indices,
p0IndexMap,
indices,
i,
p0
);
computeLineAttributes(
i0,
i1,
p0,
positions,
insertIndex,
p0Attributes,
applyOffset
);
insertIndex = insertSplitPoint(
p0Attributes,
p0Indices,
p0IndexMap,
indices,
-1,
offsetPoint
);
computeLineAttributes(
i0,
i1,
offsetPoint,
positions,
insertIndex,
p0Attributes,
applyOffset
);
Matrix2.Cartesian3.negate(offset, offset);
Matrix2.Cartesian3.add(intersection, offset, offsetPoint);
insertIndex = insertSplitPoint(
p1Attributes,
p1Indices,
p1IndexMap,
indices,
-1,
offsetPoint
);
computeLineAttributes(
i0,
i1,
offsetPoint,
positions,
insertIndex,
p1Attributes,
applyOffset
);
insertIndex = insertSplitPoint(
p1Attributes,
p1Indices,
p1IndexMap,
indices,
i + 1,
p1
);
computeLineAttributes(
i0,
i1,
p1,
positions,
insertIndex,
p1Attributes,
applyOffset
);
} else {
let currentAttributes;
let currentIndices;
let currentIndexMap;
if (p0.y < 0.0) {
currentAttributes = westGeometry.attributes;
currentIndices = westGeometry.indices;
currentIndexMap = westGeometryIndexMap;
} else {
currentAttributes = eastGeometry.attributes;
currentIndices = eastGeometry.indices;
currentIndexMap = eastGeometryIndexMap;
}
insertIndex = insertSplitPoint(
currentAttributes,
currentIndices,
currentIndexMap,
indices,
i,
p0
);
computeLineAttributes(
i0,
i1,
p0,
positions,
insertIndex,
currentAttributes,
applyOffset
);
insertIndex = insertSplitPoint(
currentAttributes,
currentIndices,
currentIndexMap,
indices,
i + 1,
p1
);
computeLineAttributes(
i0,
i1,
p1,
positions,
insertIndex,
currentAttributes,
applyOffset
);
}
}
updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
}
const cartesian2Scratch0 = new Matrix2.Cartesian2();
const cartesian2Scratch1 = new Matrix2.Cartesian2();
const cartesian3Scratch0 = new Matrix2.Cartesian3();
const cartesian3Scratch2 = new Matrix2.Cartesian3();
const cartesian3Scratch3 = new Matrix2.Cartesian3();
const cartesian3Scratch4 = new Matrix2.Cartesian3();
const cartesian3Scratch5 = new Matrix2.Cartesian3();
const cartesian3Scratch6 = new Matrix2.Cartesian3();
const cartesian4Scratch0 = new Matrix2.Cartesian4();
function updateAdjacencyAfterSplit(geometry) {
const attributes = geometry.attributes;
const positions = attributes.position.values;
const prevPositions = attributes.prevPosition.values;
const nextPositions = attributes.nextPosition.values;
const length = positions.length;
for (let j = 0; j < length; j += 3) {
const position = Matrix2.Cartesian3.unpack(positions, j, cartesian3Scratch0);
if (position.x > 0.0) {
continue;
}
const prevPosition = Matrix2.Cartesian3.unpack(
prevPositions,
j,
cartesian3Scratch2
);
if (
(position.y < 0.0 && prevPosition.y > 0.0) ||
(position.y > 0.0 && prevPosition.y < 0.0)
) {
if (j - 3 > 0) {
prevPositions[j] = positions[j - 3];
prevPositions[j + 1] = positions[j - 2];
prevPositions[j + 2] = positions[j - 1];
} else {
Matrix2.Cartesian3.pack(position, prevPositions, j);
}
}
const nextPosition = Matrix2.Cartesian3.unpack(
nextPositions,
j,
cartesian3Scratch3
);
if (
(position.y < 0.0 && nextPosition.y > 0.0) ||
(position.y > 0.0 && nextPosition.y < 0.0)
) {
if (j + 3 < length) {
nextPositions[j] = positions[j + 3];
nextPositions[j + 1] = positions[j + 4];
nextPositions[j + 2] = positions[j + 5];
} else {
Matrix2.Cartesian3.pack(position, nextPositions, j);
}
}
}
}
const offsetScalar = 5.0 * ComponentDatatype.CesiumMath.EPSILON9;
const coplanarOffset = ComponentDatatype.CesiumMath.EPSILON6;
function splitLongitudePolyline(instance) {
const geometry = instance.geometry;
const attributes = geometry.attributes;
const positions = attributes.position.values;
const prevPositions = attributes.prevPosition.values;
const nextPositions = attributes.nextPosition.values;
const expandAndWidths = attributes.expandAndWidth.values;
const texCoords = when.defined(attributes.st) ? attributes.st.values : undefined;
const colors = when.defined(attributes.color)
? attributes.color.values
: undefined;
const eastGeometry = copyGeometryForSplit(geometry);
const westGeometry = copyGeometryForSplit(geometry);
let i;
let j;
let index;
let intersectionFound = false;
const length = positions.length / 3;
for (i = 0; i < length; i += 4) {
const i0 = i;
const i2 = i + 2;
const p0 = Matrix2.Cartesian3.fromArray(positions, i0 * 3, cartesian3Scratch0);
const p2 = Matrix2.Cartesian3.fromArray(positions, i2 * 3, cartesian3Scratch2);
// Offset points that are close to the 180 longitude and change the previous/next point
// to be the same offset point so it can be projected to 2D. There is special handling in the
// shader for when position == prevPosition || position == nextPosition.
if (Math.abs(p0.y) < coplanarOffset) {
p0.y = coplanarOffset * (p2.y < 0.0 ? -1.0 : 1.0);
positions[i * 3 + 1] = p0.y;
positions[(i + 1) * 3 + 1] = p0.y;
for (j = i0 * 3; j < i0 * 3 + 4 * 3; j += 3) {
prevPositions[j] = positions[i * 3];
prevPositions[j + 1] = positions[i * 3 + 1];
prevPositions[j + 2] = positions[i * 3 + 2];
}
}
// Do the same but for when the line crosses 180 longitude in the opposite direction.
if (Math.abs(p2.y) < coplanarOffset) {
p2.y = coplanarOffset * (p0.y < 0.0 ? -1.0 : 1.0);
positions[(i + 2) * 3 + 1] = p2.y;
positions[(i + 3) * 3 + 1] = p2.y;
for (j = i0 * 3; j < i0 * 3 + 4 * 3; j += 3) {
nextPositions[j] = positions[(i + 2) * 3];
nextPositions[j + 1] = positions[(i + 2) * 3 + 1];
nextPositions[j + 2] = positions[(i + 2) * 3 + 2];
}
}
let p0Attributes = eastGeometry.attributes;
let p0Indices = eastGeometry.indices;
let p2Attributes = westGeometry.attributes;
let p2Indices = westGeometry.indices;
const intersection = IntersectionTests.IntersectionTests.lineSegmentPlane(
p0,
p2,
xzPlane,
cartesian3Scratch4
);
if (when.defined(intersection)) {
intersectionFound = true;
// move point on the xz-plane slightly away from the plane
const offset = Matrix2.Cartesian3.multiplyByScalar(
Matrix2.Cartesian3.UNIT_Y,
offsetScalar,
cartesian3Scratch5
);
if (p0.y < 0.0) {
Matrix2.Cartesian3.negate(offset, offset);
p0Attributes = westGeometry.attributes;
p0Indices = westGeometry.indices;
p2Attributes = eastGeometry.attributes;
p2Indices = eastGeometry.indices;
}
const offsetPoint = Matrix2.Cartesian3.add(
intersection,
offset,
cartesian3Scratch6
);
p0Attributes.position.values.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z);
p0Attributes.position.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p0Attributes.position.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p0Attributes.prevPosition.values.push(
prevPositions[i0 * 3],
prevPositions[i0 * 3 + 1],
prevPositions[i0 * 3 + 2]
);
p0Attributes.prevPosition.values.push(
prevPositions[i0 * 3 + 3],
prevPositions[i0 * 3 + 4],
prevPositions[i0 * 3 + 5]
);
p0Attributes.prevPosition.values.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z);
p0Attributes.nextPosition.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p0Attributes.nextPosition.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p0Attributes.nextPosition.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p0Attributes.nextPosition.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
Matrix2.Cartesian3.negate(offset, offset);
Matrix2.Cartesian3.add(intersection, offset, offsetPoint);
p2Attributes.position.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p2Attributes.position.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p2Attributes.position.values.push(p2.x, p2.y, p2.z, p2.x, p2.y, p2.z);
p2Attributes.prevPosition.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p2Attributes.prevPosition.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p2Attributes.prevPosition.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p2Attributes.prevPosition.values.push(
offsetPoint.x,
offsetPoint.y,
offsetPoint.z
);
p2Attributes.nextPosition.values.push(p2.x, p2.y, p2.z, p2.x, p2.y, p2.z);
p2Attributes.nextPosition.values.push(
nextPositions[i2 * 3],
nextPositions[i2 * 3 + 1],
nextPositions[i2 * 3 + 2]
);
p2Attributes.nextPosition.values.push(
nextPositions[i2 * 3 + 3],
nextPositions[i2 * 3 + 4],
nextPositions[i2 * 3 + 5]
);
const ew0 = Matrix2.Cartesian2.fromArray(
expandAndWidths,
i0 * 2,
cartesian2Scratch0
);
const width = Math.abs(ew0.y);
p0Attributes.expandAndWidth.values.push(-1, width, 1, width);
p0Attributes.expandAndWidth.values.push(-1, -width, 1, -width);
p2Attributes.expandAndWidth.values.push(-1, width, 1, width);
p2Attributes.expandAndWidth.values.push(-1, -width, 1, -width);
let t = Matrix2.Cartesian3.magnitudeSquared(
Matrix2.Cartesian3.subtract(intersection, p0, cartesian3Scratch3)
);
t /= Matrix2.Cartesian3.magnitudeSquared(
Matrix2.Cartesian3.subtract(p2, p0, cartesian3Scratch3)
);
if (when.defined(colors)) {
const c0 = Matrix2.Cartesian4.fromArray(colors, i0 * 4, cartesian4Scratch0);
const c2 = Matrix2.Cartesian4.fromArray(colors, i2 * 4, cartesian4Scratch0);
const r = ComponentDatatype.CesiumMath.lerp(c0.x, c2.x, t);
const g = ComponentDatatype.CesiumMath.lerp(c0.y, c2.y, t);
const b = ComponentDatatype.CesiumMath.lerp(c0.z, c2.z, t);
const a = ComponentDatatype.CesiumMath.lerp(c0.w, c2.w, t);
for (j = i0 * 4; j < i0 * 4 + 2 * 4; ++j) {
p0Attributes.color.values.push(colors[j]);
}
p0Attributes.color.values.push(r, g, b, a);
p0Attributes.color.values.push(r, g, b, a);
p2Attributes.color.values.push(r, g, b, a);
p2Attributes.color.values.push(r, g, b, a);
for (j = i2 * 4; j < i2 * 4 + 2 * 4; ++j) {
p2Attributes.color.values.push(colors[j]);
}
}
if (when.defined(texCoords)) {
const s0 = Matrix2.Cartesian2.fromArray(texCoords, i0 * 2, cartesian2Scratch0);
const s3 = Matrix2.Cartesian2.fromArray(
texCoords,
(i + 3) * 2,
cartesian2Scratch1
);
const sx = ComponentDatatype.CesiumMath.lerp(s0.x, s3.x, t);
for (j = i0 * 2; j < i0 * 2 + 2 * 2; ++j) {
p0Attributes.st.values.push(texCoords[j]);
}
p0Attributes.st.values.push(sx, s0.y);
p0Attributes.st.values.push(sx, s3.y);
p2Attributes.st.values.push(sx, s0.y);
p2Attributes.st.values.push(sx, s3.y);
for (j = i2 * 2; j < i2 * 2 + 2 * 2; ++j) {
p2Attributes.st.values.push(texCoords[j]);
}
}
index = p0Attributes.position.values.length / 3 - 4;
p0Indices.push(index, index + 2, index + 1);
p0Indices.push(index + 1, index + 2, index + 3);
index = p2Attributes.position.values.length / 3 - 4;
p2Indices.push(index, index + 2, index + 1);
p2Indices.push(index + 1, index + 2, index + 3);
} else {
let currentAttributes;
let currentIndices;
if (p0.y < 0.0) {
currentAttributes = westGeometry.attributes;
currentIndices = westGeometry.indices;
} else {
currentAttributes = eastGeometry.attributes;
currentIndices = eastGeometry.indices;
}
currentAttributes.position.values.push(p0.x, p0.y, p0.z);
currentAttributes.position.values.push(p0.x, p0.y, p0.z);
currentAttributes.position.values.push(p2.x, p2.y, p2.z);
currentAttributes.position.values.push(p2.x, p2.y, p2.z);
for (j = i * 3; j < i * 3 + 4 * 3; ++j) {
currentAttributes.prevPosition.values.push(prevPositions[j]);
currentAttributes.nextPosition.values.push(nextPositions[j]);
}
for (j = i * 2; j < i * 2 + 4 * 2; ++j) {
currentAttributes.expandAndWidth.values.push(expandAndWidths[j]);
if (when.defined(texCoords)) {
currentAttributes.st.values.push(texCoords[j]);
}
}
if (when.defined(colors)) {
for (j = i * 4; j < i * 4 + 4 * 4; ++j) {
currentAttributes.color.values.push(colors[j]);
}
}
index = currentAttributes.position.values.length / 3 - 4;
currentIndices.push(index, index + 2, index + 1);
currentIndices.push(index + 1, index + 2, index + 3);
}
}
if (intersectionFound) {
updateAdjacencyAfterSplit(westGeometry);
updateAdjacencyAfterSplit(eastGeometry);
}
updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
}
/**
* Splits the instances's geometry, by introducing new vertices and indices,that
* intersect the International Date Line and Prime Meridian so that no primitives cross longitude
* -180/180 degrees. This is not required for 3D drawing, but is required for
* correcting drawing in 2D and Columbus view.
*
* @private
*
* @param {GeometryInstance} instance The instance to modify.
* @returns {GeometryInstance} The modified <code>instance</code> argument, with it's geometry split at the International Date Line.
*
* @example
* instance = Cesium.GeometryPipeline.splitLongitude(instance);
*/
GeometryPipeline.splitLongitude = function (instance) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(instance)) {
throw new RuntimeError.DeveloperError("instance is required.");
}
//>>includeEnd('debug');
const geometry = instance.geometry;
const boundingSphere = geometry.boundingSphere;
if (when.defined(boundingSphere)) {
const minX = boundingSphere.center.x - boundingSphere.radius;
if (
minX > 0 ||
Transforms.BoundingSphere.intersectPlane(boundingSphere, Plane.Plane.ORIGIN_ZX_PLANE) !==
Transforms.Intersect.INTERSECTING
) {
return instance;
}
}
if (geometry.geometryType !== GeometryAttribute.GeometryType.NONE) {
switch (geometry.geometryType) {
case GeometryAttribute.GeometryType.POLYLINES:
splitLongitudePolyline(instance);
break;
case GeometryAttribute.GeometryType.TRIANGLES:
splitLongitudeTriangles(instance);
break;
case GeometryAttribute.GeometryType.LINES:
splitLongitudeLines(instance);
break;
}
} else {
indexPrimitive(geometry);
if (geometry.primitiveType === GeometryAttribute.PrimitiveType.TRIANGLES) {
splitLongitudeTriangles(instance);
} else if (geometry.primitiveType === GeometryAttribute.PrimitiveType.LINES) {
splitLongitudeLines(instance);
}
}
return instance;
};
exports.GeometryPipeline = GeometryPipeline;
}));
//# sourceMappingURL=GeometryPipeline-e93f6439.js.map