/**
* 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/master/LICENSE.md for full licensing details.
*/
define(['exports', './when-54c2dc71', './Check-6c0211bc', './Math-1124a290', './Cartesian2-33d2657c', './Transforms-8be64844', './ComponentDatatype-a26dd044', './GeometryAttribute-e9a8b203', './AttributeCompression-75249b5e', './EncodedCartesian3-6c97231d', './IndexDatatype-25023891', './IntersectionTests-afc38163', './Plane-fa30fc46'], function (exports, when, Check, _Math, Cartesian2, Transforms, ComponentDatatype, GeometryAttribute, AttributeCompression, EncodedCartesian3, IndexDatatype, IntersectionTests, Plane) { 'use strict';
var scratchCartesian1 = new Cartesian2.Cartesian3();
var scratchCartesian2 = new Cartesian2.Cartesian3();
var scratchCartesian3 = new Cartesian2.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} The modified result parameter or a new Cartesian3 instance if one was not provided.
*
* @example
* // Returns Cartesian3.UNIT_X
* var p = new Cesium.Cartesian3(-1.0, 0.0, 0.0);
* var 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);
Check.Check.defined("point", point);
Check.Check.defined("p0", p0);
Check.Check.defined("p1", p1);
Check.Check.defined("p2", p2);
//>>includeEnd('debug');
if (!when.defined(result)) {
result = new Cartesian2.Cartesian3();
}
// Implementation based on http://www.blackpawn.com/texts/pointinpoly/default.html.
var v0;
var v1;
var v2;
var dot00;
var dot01;
var dot02;
var dot11;
var dot12;
if (!when.defined(p0.z)) {
if (Cartesian2.Cartesian2.equalsEpsilon(point, p0, _Math.CesiumMath.EPSILON14)) {
return Cartesian2.Cartesian3.clone(Cartesian2.Cartesian3.UNIT_X, result);
}
if (Cartesian2.Cartesian2.equalsEpsilon(point, p1, _Math.CesiumMath.EPSILON14)) {
return Cartesian2.Cartesian3.clone(Cartesian2.Cartesian3.UNIT_Y, result);
}
if (Cartesian2.Cartesian2.equalsEpsilon(point, p2, _Math.CesiumMath.EPSILON14)) {
return Cartesian2.Cartesian3.clone(Cartesian2.Cartesian3.UNIT_Z, result);
}
v0 = Cartesian2.Cartesian2.subtract(p1, p0, scratchCartesian1);
v1 = Cartesian2.Cartesian2.subtract(p2, p0, scratchCartesian2);
v2 = Cartesian2.Cartesian2.subtract(point, p0, scratchCartesian3);
dot00 = Cartesian2.Cartesian2.dot(v0, v0);
dot01 = Cartesian2.Cartesian2.dot(v0, v1);
dot02 = Cartesian2.Cartesian2.dot(v0, v2);
dot11 = Cartesian2.Cartesian2.dot(v1, v1);
dot12 = Cartesian2.Cartesian2.dot(v1, v2);
} else {
if (Cartesian2.Cartesian3.equalsEpsilon(point, p0, _Math.CesiumMath.EPSILON14)) {
return Cartesian2.Cartesian3.clone(Cartesian2.Cartesian3.UNIT_X, result);
}
if (Cartesian2.Cartesian3.equalsEpsilon(point, p1, _Math.CesiumMath.EPSILON14)) {
return Cartesian2.Cartesian3.clone(Cartesian2.Cartesian3.UNIT_Y, result);
}
if (Cartesian2.Cartesian3.equalsEpsilon(point, p2, _Math.CesiumMath.EPSILON14)) {
return Cartesian2.Cartesian3.clone(Cartesian2.Cartesian3.UNIT_Z, result);
}
v0 = Cartesian2.Cartesian3.subtract(p1, p0, scratchCartesian1);
v1 = Cartesian2.Cartesian3.subtract(p2, p0, scratchCartesian2);
v2 = Cartesian2.Cartesian3.subtract(point, p0, scratchCartesian3);
dot00 = Cartesian2.Cartesian3.dot(v0, v0);
dot01 = Cartesian2.Cartesian3.dot(v0, v1);
dot02 = Cartesian2.Cartesian3.dot(v0, v2);
dot11 = Cartesian2.Cartesian3.dot(v1, v1);
dot12 = Cartesian2.Cartesian3.dot(v1, v2);
}
result.y = dot11 * dot02 - dot01 * dot12;
result.z = dot00 * dot12 - dot01 * dot02;
var q = dot00 * dot11 - dot01 * dot01;
// This is done to avoid dividing by infinity causing a NaN
if (result.y !== 0) {
result.y /= q;
}
if (result.z !== 0) {
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
* Fast Triangle Reordering for Vertex Locality and Reduced Overdraw
* by Sander, Nehab, and Barczak
*
* @private
*/
var 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 args.indices
.
* 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
* var indices = [0, 1, 2, 3, 4, 5];
* var maxIndex = 5;
* var cacheSize = 3;
* var acmr = Cesium.Tipsify.calculateACMR({indices : indices, maxIndex : maxIndex, cacheSize : cacheSize});
*/
Tipsify.calculateACMR = function (options) {
options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
var indices = options.indices;
var maximumIndex = options.maximumIndex;
var cacheSize = when.defaultValue(options.cacheSize, 24);
//>>includeStart('debug', pragmas.debug);
if (!when.defined(indices)) {
throw new Check.DeveloperError("indices is required.");
}
//>>includeEnd('debug');
var numIndices = indices.length;
//>>includeStart('debug', pragmas.debug);
if (numIndices < 3 || numIndices % 3 !== 0) {
throw new Check.DeveloperError("indices length must be a multiple of three.");
}
if (maximumIndex <= 0) {
throw new Check.DeveloperError("maximumIndex must be greater than zero.");
}
if (cacheSize < 3) {
throw new Check.DeveloperError("cacheSize must be greater than two.");
}
//>>includeEnd('debug');
// Compute the maximumIndex if not given
if (!when.defined(maximumIndex)) {
maximumIndex = 0;
var currentIndex = 0;
var intoIndices = indices[currentIndex];
while (currentIndex < numIndices) {
if (intoIndices > maximumIndex) {
maximumIndex = intoIndices;
}
++currentIndex;
intoIndices = indices[currentIndex];
}
}
// Vertex time stamps
var vertexTimeStamps = [];
for (var i = 0; i < maximumIndex + 1; i++) {
vertexTimeStamps[i] = 0;
}
// Cache processing
var s = cacheSize + 1;
for (var 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 args.indices
.
* 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
* var indices = [0, 1, 2, 3, 4, 5];
* var maxIndex = 5;
* var cacheSize = 3;
* var reorderedIndices = Cesium.Tipsify.tipsify({indices : indices, maxIndex : maxIndex, cacheSize : cacheSize});
*/
Tipsify.tipsify = function (options) {
options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
var indices = options.indices;
var maximumIndex = options.maximumIndex;
var cacheSize = when.defaultValue(options.cacheSize, 24);
var cursor;
function skipDeadEnd(vertices, deadEnd, indices, maximumIndexPlusOne) {
while (deadEnd.length >= 1) {
// while the stack is not empty
var 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
) {
var n = -1;
var p;
var m = -1;
var itOneRing = 0;
while (itOneRing < oneRing.length) {
var 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 Check.DeveloperError("indices is required.");
}
//>>includeEnd('debug');
var numIndices = indices.length;
//>>includeStart('debug', pragmas.debug);
if (numIndices < 3 || numIndices % 3 !== 0) {
throw new Check.DeveloperError("indices length must be a multiple of three.");
}
if (maximumIndex <= 0) {
throw new Check.DeveloperError("maximumIndex must be greater than zero.");
}
if (cacheSize < 3) {
throw new Check.DeveloperError("cacheSize must be greater than two.");
}
//>>includeEnd('debug');
// Determine maximum index
var maximumIndexPlusOne = 0;
var currentIndex = 0;
var intoIndices = indices[currentIndex];
var 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
var vertices = [];
var i;
for (i = 0; i < maximumIndexPlusOne; i++) {
vertices[i] = {
numLiveTriangles: 0,
timeStamp: 0,
vertexTriangles: [],
};
}
currentIndex = 0;
var 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
var f = 0;
// Time Stamp
var s = cacheSize + 1;
cursor = 1;
// Process
var oneRing = [];
var deadEnd = []; //Stack
var vertex;
var intoVertices;
var currentOutputIndex = 0;
var outputIndices = [];
var numTriangles = numIndices / 3;
var triangleEmitted = [];
for (i = 0; i < numTriangles; i++) {
triangleEmitted[i] = false;
}
var index;
var limit;
while (f !== -1) {
oneRing = [];
intoVertices = vertices[f];
limit = intoVertices.vertexTriangles.length;
for (var k = 0; k < limit; ++k) {
triangle = intoVertices.vertexTriangles[k];
if (!triangleEmitted[triangle]) {
triangleEmitted[triangle] = true;
currentIndex = triangle + triangle + triangle;
for (var 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
*/
var 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) {
var count = triangles.length;
var size = (count / 3) * 6;
var lines = IndexDatatype.IndexDatatype.createTypedArray(count, size);
var index = 0;
for (var i = 0; i < count; i += 3, index += 6) {
addTriangle(lines, index, triangles[i], triangles[i + 1], triangles[i + 2]);
}
return lines;
}
function triangleStripToLines(triangles) {
var count = triangles.length;
if (count >= 3) {
var size = (count - 2) * 6;
var lines = IndexDatatype.IndexDatatype.createTypedArray(count, size);
addTriangle(lines, 0, triangles[0], triangles[1], triangles[2]);
var index = 6;
for (var 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) {
var count = triangles.length - 1;
var size = (count - 1) * 6;
var lines = IndexDatatype.IndexDatatype.createTypedArray(count, size);
var base = triangles[0];
var index = 0;
for (var 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 indices
* and its primitiveType
is TRIANGLES
, TRIANGLE_STRIP
,
* TRIANGLE_FAN
, it is converted to LINES
; otherwise, the geometry is not changed.
*
* This is commonly used to create a wireframe geometry for visual debugging. *
* * @param {Geometry} geometry The geometry to modify. * @returns {Geometry} The modifiedgeometry
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 Check.DeveloperError("geometry is required.");
}
//>>includeEnd('debug');
var 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 Check.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 LINES
representing the provided
* attribute (attributeName
) for the provided geometry. This is used to
* visualize vector attributes like normals, tangents, and bitangents.
*
* @param {Geometry} geometry The Geometry
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 Geometry
instance with line segments for the vector.
*
* @exception {DeveloperError} geometry.attributes must have an attribute with the same name as the attributeName parameter.
*
* @example
* var 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 Check.DeveloperError("geometry is required.");
}
if (!when.defined(geometry.attributes.position)) {
throw new Check.DeveloperError("geometry.attributes.position is required.");
}
if (!when.defined(geometry.attributes[attributeName])) {
throw new Check.DeveloperError(
"geometry.attributes must have an attribute with the same name as the attributeName parameter, " +
attributeName +
"."
);
}
//>>includeEnd('debug');
length = when.defaultValue(length, 10000.0);
var positions = geometry.attributes.position.values;
var vectors = geometry.attributes[attributeName].values;
var positionsLength = positions.length;
var newPositions = new Float64Array(2 * positionsLength);
var j = 0;
for (var 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;
}
var newBoundingSphere;
var 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
* var 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 Check.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.
var 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",
];
var attributes = geometry.attributes;
var indices = {};
var j = 0;
var i;
var len = semantics.length;
// Attribute locations for well-known attributes
for (i = 0; i < len; ++i) {
var semantic = semantics[i];
if (when.defined(attributes[semantic])) {
indices[semantic] = j++;
}
}
// Locations for custom attributes
for (var name in attributes) {
if (attributes.hasOwnProperty(name) && !when.defined(indices[name])) {
indices[name] = j++;
}
}
return indices;
};
/**
* Reorders a geometry's attributes and indices
to achieve better performance from the GPU's pre-vertex-shader cache.
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified geometry
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 Check.DeveloperError("geometry is required.");
}
//>>includeEnd('debug');
var numVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
var indices = geometry.indices;
if (when.defined(indices)) {
var indexCrossReferenceOldToNew = new Int32Array(numVertices);
for (var i = 0; i < numVertices; i++) {
indexCrossReferenceOldToNew[i] = -1;
}
// Construct cross reference and reorder indices
var indicesIn = indices;
var numIndices = indicesIn.length;
var indicesOut = IndexDatatype.IndexDatatype.createTypedArray(numVertices, numIndices);
var intoIndicesIn = 0;
var intoIndicesOut = 0;
var nextIndex = 0;
var 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
var attributes = geometry.attributes;
for (var property in attributes) {
if (
attributes.hasOwnProperty(property) &&
when.defined(attributes[property]) &&
when.defined(attributes[property].values)
) {
var attribute = attributes[property];
var elementsIn = attribute.values;
var intoElementsIn = 0;
var numComponents = attribute.componentsPerAttribute;
var elementsOut = ComponentDatatype.ComponentDatatype.createTypedArray(
attribute.componentDatatype,
nextIndex * numComponents
);
while (intoElementsIn < numVertices) {
var temp = indexCrossReferenceOldToNew[intoElementsIn];
if (temp !== -1) {
for (var j = 0; j < numComponents; j++) {
elementsOut[numComponents * temp + j] =
elementsIn[numComponents * intoElementsIn + j];
}
}
++intoElementsIn;
}
attribute.values = elementsOut;
}
}
}
return geometry;
};
/**
* Reorders a geometry's indices
to achieve better performance from the GPU's
* post vertex-shader cache by using the Tipsify algorithm. If the geometry primitiveType
* is not TRIANGLES
or the geometry does not have an indices
, 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 geometry
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 Check.DeveloperError("geometry is required.");
}
//>>includeEnd('debug');
var indices = geometry.indices;
if (geometry.primitiveType === GeometryAttribute.PrimitiveType.TRIANGLES && when.defined(indices)) {
var numIndices = indices.length;
var maximumIndex = 0;
for (var 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) {
var newAttributes = {};
for (var attribute in attributes) {
if (
attributes.hasOwnProperty(attribute) &&
when.defined(attributes[attribute]) &&
when.defined(attributes[attribute].values)
) {
var 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 (var attribute in sourceAttributes) {
if (
sourceAttributes.hasOwnProperty(attribute) &&
when.defined(sourceAttributes[attribute]) &&
when.defined(sourceAttributes[attribute].values)
) {
var attr = sourceAttributes[attribute];
for (var 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
* indices
fit into unsigned shorts. This is used to meet the WebGL requirements
* when unsigned int indices are not supported.
*
* If the geometry does not have any indices
, this function has no effect.
*
position
attribute to 2D, replacing the position
* attribute with separate position3D
and position2D
attributes.
*
* If the geometry does not have a position
, this function has no effect.
*
geometry
argument with position3D
and position2D
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 Check.DeveloperError("geometry is required.");
}
if (!when.defined(attributeName)) {
throw new Check.DeveloperError("attributeName is required.");
}
if (!when.defined(attributeName3D)) {
throw new Check.DeveloperError("attributeName3D is required.");
}
if (!when.defined(attributeName2D)) {
throw new Check.DeveloperError("attributeName2D is required.");
}
if (!when.defined(geometry.attributes[attributeName])) {
throw new Check.DeveloperError(
"geometry must have attribute matching the attributeName argument: " +
attributeName +
"."
);
}
if (
geometry.attributes[attributeName].componentDatatype !==
ComponentDatatype.ComponentDatatype.DOUBLE
) {
throw new Check.DeveloperError(
"The attribute componentDatatype must be ComponentDatatype.DOUBLE."
);
}
//>>includeEnd('debug');
var attribute = geometry.attributes[attributeName];
projection = when.defined(projection) ? projection : new Transforms.GeographicProjection();
var ellipsoid = projection.ellipsoid;
// Project original values to 2D.
var values3D = attribute.values;
var projectedValues = new Float64Array(values3D.length);
var index = 0;
for (var i = 0; i < values3D.length; i += 3) {
var value = Cartesian2.Cartesian3.fromArray(values3D, i, scratchProjectTo2DCartesian3);
var lonLat = ellipsoid.cartesianToCartographic(
value,
scratchProjectTo2DCartographic
);
//>>includeStart('debug', pragmas.debug);
if (!when.defined(lonLat)) {
throw new Check.DeveloperError(
"Could not project point (" +
value.x +
", " +
value.y +
", " +
value.z +
") to 2D."
);
}
//>>includeEnd('debug');
var 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;
};
var encodedResult = {
high: 0.0,
low: 0.0,
};
/**
* Encodes floating-point geometry attribute values as two separate attributes to improve
* rendering precision.
* * This is commonly used to create high-precision position vertex attributes. *
* * @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 modifiedgeometry
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 Check.DeveloperError("geometry is required.");
}
if (!when.defined(attributeName)) {
throw new Check.DeveloperError("attributeName is required.");
}
if (!when.defined(attributeHighName)) {
throw new Check.DeveloperError("attributeHighName is required.");
}
if (!when.defined(attributeLowName)) {
throw new Check.DeveloperError("attributeLowName is required.");
}
if (!when.defined(geometry.attributes[attributeName])) {
throw new Check.DeveloperError(
"geometry must have attribute matching the attributeName argument: " +
attributeName +
"."
);
}
if (
geometry.attributes[attributeName].componentDatatype !==
ComponentDatatype.ComponentDatatype.DOUBLE
) {
throw new Check.DeveloperError(
"The attribute componentDatatype must be ComponentDatatype.DOUBLE."
);
}
//>>includeEnd('debug');
var attribute = geometry.attributes[attributeName];
var values = attribute.values;
var length = values.length;
var highValues = new Float32Array(length);
var lowValues = new Float32Array(length);
for (var i = 0; i < length; ++i) {
EncodedCartesian3.EncodedCartesian3.encode(values[i], encodedResult);
highValues[i] = encodedResult.high;
lowValues[i] = encodedResult.low;
}
var 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;
};
var scratchCartesian3$1 = new Cartesian2.Cartesian3();
function transformPoint(matrix, attribute) {
if (when.defined(attribute)) {
var values = attribute.values;
var length = values.length;
for (var i = 0; i < length; i += 3) {
Cartesian2.Cartesian3.unpack(values, i, scratchCartesian3$1);
Transforms.Matrix4.multiplyByPoint(matrix, scratchCartesian3$1, scratchCartesian3$1);
Cartesian2.Cartesian3.pack(scratchCartesian3$1, values, i);
}
}
}
function transformVector(matrix, attribute) {
if (when.defined(attribute)) {
var values = attribute.values;
var length = values.length;
for (var i = 0; i < length; i += 3) {
Cartesian2.Cartesian3.unpack(values, i, scratchCartesian3$1);
Transforms.Matrix3.multiplyByVector(matrix, scratchCartesian3$1, scratchCartesian3$1);
scratchCartesian3$1 = Cartesian2.Cartesian3.normalize(
scratchCartesian3$1,
scratchCartesian3$1
);
Cartesian2.Cartesian3.pack(scratchCartesian3$1, values, i);
}
}
}
var inverseTranspose = new Transforms.Matrix4();
var normalMatrix = new Transforms.Matrix3();
/**
* Transforms a geometry instance to world coordinates. This changes
* the instance's modelMatrix
to {@link Matrix4.IDENTITY} and transforms the
* following attributes if they are present: position
, normal
,
* tangent
, and bitangent
.
*
* @param {GeometryInstance} instance The geometry instance to modify.
* @returns {GeometryInstance} The modified instance
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 Check.DeveloperError("instance is required.");
}
//>>includeEnd('debug');
var modelMatrix = instance.modelMatrix;
if (Transforms.Matrix4.equals(modelMatrix, Transforms.Matrix4.IDENTITY)) {
// Already in world coordinates
return instance;
}
var 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)
) {
Transforms.Matrix4.inverse(modelMatrix, inverseTranspose);
Transforms.Matrix4.transpose(inverseTranspose, inverseTranspose);
Transforms.Matrix4.getMatrix3(inverseTranspose, normalMatrix);
transformVector(normalMatrix, attributes.normal);
transformVector(normalMatrix, attributes.tangent);
transformVector(normalMatrix, attributes.bitangent);
}
var boundingSphere = instance.geometry.boundingSphere;
if (when.defined(boundingSphere)) {
instance.geometry.boundingSphere = Transforms.BoundingSphere.transform(
boundingSphere,
modelMatrix,
boundingSphere
);
}
instance.modelMatrix = Transforms.Matrix4.clone(Transforms.Matrix4.IDENTITY);
return instance;
};
function findAttributesInAllGeometries(instances, propertyName) {
var length = instances.length;
var attributesInAllGeometries = {};
var attributes0 = instances[0][propertyName].attributes;
var name;
for (name in attributes0) {
if (
attributes0.hasOwnProperty(name) &&
when.defined(attributes0[name]) &&
when.defined(attributes0[name].values)
) {
var attribute = attributes0[name];
var numberOfComponents = attribute.values.length;
var inAllGeometries = true;
// Does this same attribute exist in all geometries?
for (var i = 1; i < length; ++i) {
var 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;
}
var tempScratch = new Cartesian2.Cartesian3();
function combineGeometries(instances, propertyName) {
var length = instances.length;
var name;
var i;
var j;
var k;
var m = instances[0].modelMatrix;
var haveIndices = when.defined(instances[0][propertyName].indices);
var primitiveType = instances[0][propertyName].primitiveType;
//>>includeStart('debug', pragmas.debug);
for (i = 1; i < length; ++i) {
if (!Transforms.Matrix4.equals(instances[i].modelMatrix, m)) {
throw new Check.DeveloperError("All instances must have the same modelMatrix.");
}
if (when.defined(instances[i][propertyName].indices) !== haveIndices) {
throw new Check.DeveloperError(
"All instance geometries must have an indices or not have one."
);
}
if (instances[i][propertyName].primitiveType !== primitiveType) {
throw new Check.DeveloperError(
"All instance geometries must have the same primitiveType."
);
}
}
//>>includeEnd('debug');
// Find subset of attributes in all geometries
var attributes = findAttributesInAllGeometries(instances, propertyName);
var values;
var sourceValues;
var 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
var indices;
if (haveIndices) {
var numberOfIndices = 0;
for (i = 0; i < length; ++i) {
numberOfIndices += instances[i][propertyName].indices.length;
}
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(
new GeometryAttribute.Geometry({
attributes: attributes,
primitiveType: GeometryAttribute.PrimitiveType.POINTS,
})
);
var destIndices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
numberOfIndices
);
var destOffset = 0;
var offset = 0;
for (i = 0; i < length; ++i) {
var sourceIndices = instances[i][propertyName].indices;
var 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
var center = new Cartesian2.Cartesian3();
var radius = 0.0;
var 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;
}
Cartesian2.Cartesian3.add(bs.center, center, center);
}
if (when.defined(center)) {
Cartesian2.Cartesian3.divideByScalar(center, length, center);
for (i = 0; i < length; ++i) {
bs = instances[i][propertyName].boundingSphere;
var tempRadius =
Cartesian2.Cartesian3.magnitude(
Cartesian2.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.
* * If the instances do not have the same attributes, a subset of attributes common * to all instances is used, and the others are ignored. *
** This is used by {@link Primitive} to efficiently render a large amount of static data. *
* * @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 (var i = 0; i < instances.length; ++i) { * Cesium.GeometryPipeline.transformToWorldCoordinates(instances[i]); * } * var 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 Check.DeveloperError( "instances is required and must have length greater than zero." ); } //>>includeEnd('debug'); var instanceGeometry = []; var instanceSplitGeometry = []; var length = instances.length; for (var i = 0; i < length; ++i) { var instance = instances[i]; if (when.defined(instance.geometry)) { instanceGeometry.push(instance); } else if ( when.defined(instance.westHemisphereGeometry) && when.defined(instance.eastHemisphereGeometry) ) { instanceSplitGeometry.push(instance); } } var 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; }; var normal = new Cartesian2.Cartesian3(); var v0 = new Cartesian2.Cartesian3(); var v1 = new Cartesian2.Cartesian3(); var v2 = new Cartesian2.Cartesian3(); /** * Computes per-vertex normals for a geometry containingTRIANGLES
by averaging the normals of
* all triangles incident to the vertex. The result is a new normal
attribute added to the geometry.
* This assumes a counter-clockwise winding order.
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified geometry
argument with the computed normal
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 Check.DeveloperError("geometry is required.");
}
if (
!when.defined(geometry.attributes.position) ||
!when.defined(geometry.attributes.position.values)
) {
throw new Check.DeveloperError(
"geometry.attributes.position.values is required."
);
}
if (!when.defined(geometry.indices)) {
throw new Check.DeveloperError("geometry.indices is required.");
}
if (geometry.indices.length < 2 || geometry.indices.length % 3 !== 0) {
throw new Check.DeveloperError(
"geometry.indices length must be greater than 0 and be a multiple of 3."
);
}
if (geometry.primitiveType !== GeometryAttribute.PrimitiveType.TRIANGLES) {
throw new Check.DeveloperError(
"geometry.primitiveType must be PrimitiveType.TRIANGLES."
);
}
//>>includeEnd('debug');
var indices = geometry.indices;
var attributes = geometry.attributes;
var vertices = attributes.position.values;
var numVertices = attributes.position.values.length / 3;
var numIndices = indices.length;
var normalsPerVertex = new Array(numVertices);
var normalsPerTriangle = new Array(numIndices / 3);
var normalIndices = new Array(numIndices);
var i;
for (i = 0; i < numVertices; i++) {
normalsPerVertex[i] = {
indexOffset: 0,
count: 0,
currentCount: 0,
};
}
var j = 0;
for (i = 0; i < numIndices; i += 3) {
var i0 = indices[i];
var i1 = indices[i + 1];
var i2 = indices[i + 2];
var i03 = i0 * 3;
var i13 = i1 * 3;
var 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++;
Cartesian2.Cartesian3.subtract(v1, v0, v1);
Cartesian2.Cartesian3.subtract(v2, v0, v2);
normalsPerTriangle[j] = Cartesian2.Cartesian3.cross(v1, v2, new Cartesian2.Cartesian3());
j++;
}
var indexOffset = 0;
for (i = 0; i < numVertices; i++) {
normalsPerVertex[i].indexOffset += indexOffset;
indexOffset += normalsPerVertex[i].count;
}
j = 0;
var vertexNormalData;
for (i = 0; i < numIndices; i += 3) {
vertexNormalData = normalsPerVertex[indices[i]];
var 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++;
}
var normalValues = new Float32Array(numVertices * 3);
for (i = 0; i < numVertices; i++) {
var i3 = i * 3;
vertexNormalData = normalsPerVertex[i];
Cartesian2.Cartesian3.clone(Cartesian2.Cartesian3.ZERO, normal);
if (vertexNormalData.count > 0) {
for (j = 0; j < vertexNormalData.count; j++) {
Cartesian2.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 (
Cartesian2.Cartesian3.equalsEpsilon(Cartesian2.Cartesian3.ZERO, normal, _Math.CesiumMath.EPSILON10)
) {
Cartesian2.Cartesian3.clone(
normalsPerTriangle[normalIndices[vertexNormalData.indexOffset]],
normal
);
}
}
// We end up with a zero vector probably because of a degenerate triangle
if (
Cartesian2.Cartesian3.equalsEpsilon(Cartesian2.Cartesian3.ZERO, normal, _Math.CesiumMath.EPSILON10)
) {
// Default to (0,0,1)
normal.z = 1.0;
}
Cartesian2.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;
};
var normalScratch = new Cartesian2.Cartesian3();
var normalScale = new Cartesian2.Cartesian3();
var tScratch = new Cartesian2.Cartesian3();
/**
* Computes per-vertex tangents and bitangents for a geometry containing TRIANGLES
.
* The result is new tangent
and bitangent
attributes added to the geometry.
* This assumes a counter-clockwise winding order.
* * Based on Computing Tangent Space Basis Vectors * for an Arbitrary Mesh by Eric Lengyel. *
* * @param {Geometry} geometry The geometry to modify. * @returns {Geometry} The modifiedgeometry
argument with the computed tangent
and bitangent
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 Check.DeveloperError("geometry is required.");
}
//>>includeEnd('debug');
var attributes = geometry.attributes;
var indices = geometry.indices;
//>>includeStart('debug', pragmas.debug);
if (!when.defined(attributes.position) || !when.defined(attributes.position.values)) {
throw new Check.DeveloperError(
"geometry.attributes.position.values is required."
);
}
if (!when.defined(attributes.normal) || !when.defined(attributes.normal.values)) {
throw new Check.DeveloperError("geometry.attributes.normal.values is required.");
}
if (!when.defined(attributes.st) || !when.defined(attributes.st.values)) {
throw new Check.DeveloperError("geometry.attributes.st.values is required.");
}
if (!when.defined(indices)) {
throw new Check.DeveloperError("geometry.indices is required.");
}
if (indices.length < 2 || indices.length % 3 !== 0) {
throw new Check.DeveloperError(
"geometry.indices length must be greater than 0 and be a multiple of 3."
);
}
if (geometry.primitiveType !== GeometryAttribute.PrimitiveType.TRIANGLES) {
throw new Check.DeveloperError(
"geometry.primitiveType must be PrimitiveType.TRIANGLES."
);
}
//>>includeEnd('debug');
var vertices = geometry.attributes.position.values;
var normals = geometry.attributes.normal.values;
var st = geometry.attributes.st.values;
var numVertices = geometry.attributes.position.values.length / 3;
var numIndices = indices.length;
var tan1 = new Array(numVertices * 3);
var i;
for (i = 0; i < tan1.length; i++) {
tan1[i] = 0;
}
var i03;
var i13;
var i23;
for (i = 0; i < numIndices; i += 3) {
var i0 = indices[i];
var i1 = indices[i + 1];
var i2 = indices[i + 2];
i03 = i0 * 3;
i13 = i1 * 3;
i23 = i2 * 3;
var i02 = i0 * 2;
var i12 = i1 * 2;
var i22 = i2 * 2;
var ux = vertices[i03];
var uy = vertices[i03 + 1];
var uz = vertices[i03 + 2];
var wx = st[i02];
var wy = st[i02 + 1];
var t1 = st[i12 + 1] - wy;
var t2 = st[i22 + 1] - wy;
var r = 1.0 / ((st[i12] - wx) * t2 - (st[i22] - wx) * t1);
var sdirx = (t2 * (vertices[i13] - ux) - t1 * (vertices[i23] - ux)) * r;
var sdiry =
(t2 * (vertices[i13 + 1] - uy) - t1 * (vertices[i23 + 1] - uy)) * r;
var 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;
}
var tangentValues = new Float32Array(numVertices * 3);
var bitangentValues = new Float32Array(numVertices * 3);
for (i = 0; i < numVertices; i++) {
i03 = i * 3;
i13 = i03 + 1;
i23 = i03 + 2;
var n = Cartesian2.Cartesian3.fromArray(normals, i03, normalScratch);
var t = Cartesian2.Cartesian3.fromArray(tan1, i03, tScratch);
var scalar = Cartesian2.Cartesian3.dot(n, t);
Cartesian2.Cartesian3.multiplyByScalar(n, scalar, normalScale);
Cartesian2.Cartesian3.normalize(Cartesian2.Cartesian3.subtract(t, normalScale, t), t);
tangentValues[i03] = t.x;
tangentValues[i13] = t.y;
tangentValues[i23] = t.z;
Cartesian2.Cartesian3.normalize(Cartesian2.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;
};
var scratchCartesian2$1 = new Cartesian2.Cartesian2();
var toEncode1 = new Cartesian2.Cartesian3();
var toEncode2 = new Cartesian2.Cartesian3();
var toEncode3 = new Cartesian2.Cartesian3();
var encodeResult2 = new Cartesian2.Cartesian2();
/**
* Compresses and packs geometry normal attribute values to save memory.
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified geometry
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 Check.DeveloperError("geometry is required.");
}
//>>includeEnd('debug');
var extrudeAttribute = geometry.attributes.extrudeDirection;
var i;
var 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
var extrudeDirections = extrudeAttribute.values;
numVertices = extrudeDirections.length / 3.0;
var compressedDirections = new Float32Array(numVertices * 2);
var i2 = 0;
for (i = 0; i < numVertices; ++i) {
Cartesian2.Cartesian3.fromArray(extrudeDirections, i * 3.0, toEncode1);
if (Cartesian2.Cartesian3.equals(toEncode1, Cartesian2.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;
}
var normalAttribute = geometry.attributes.normal;
var stAttribute = geometry.attributes.st;
var hasNormal = when.defined(normalAttribute);
var hasSt = when.defined(stAttribute);
if (!hasNormal && !hasSt) {
return geometry;
}
var tangentAttribute = geometry.attributes.tangent;
var bitangentAttribute = geometry.attributes.bitangent;
var hasTangent = when.defined(tangentAttribute);
var hasBitangent = when.defined(bitangentAttribute);
var normals;
var st;
var tangents;
var bitangents;
if (hasNormal) {
normals = normalAttribute.values;
}
if (hasSt) {
st = stAttribute.values;
}
if (hasTangent) {
tangents = tangentAttribute.values;
}
if (hasBitangent) {
bitangents = bitangentAttribute.values;
}
var length = hasNormal ? normals.length : st.length;
var numComponents = hasNormal ? 3.0 : 2.0;
numVertices = length / numComponents;
var compressedLength = numVertices;
var numCompressedComponents = hasSt && hasNormal ? 2.0 : 1.0;
numCompressedComponents += hasTangent || hasBitangent ? 1.0 : 0.0;
compressedLength *= numCompressedComponents;
var compressedAttributes = new Float32Array(compressedLength);
var normalIndex = 0;
for (i = 0; i < numVertices; ++i) {
if (hasSt) {
Cartesian2.Cartesian2.fromArray(st, i * 2.0, scratchCartesian2$1);
compressedAttributes[
normalIndex++
] = AttributeCompression.AttributeCompression.compressTextureCoordinates(scratchCartesian2$1);
}
var index = i * 3.0;
if (hasNormal && when.defined(tangents) && when.defined(bitangents)) {
Cartesian2.Cartesian3.fromArray(normals, index, toEncode1);
Cartesian2.Cartesian3.fromArray(tangents, index, toEncode2);
Cartesian2.Cartesian3.fromArray(bitangents, index, toEncode3);
AttributeCompression.AttributeCompression.octPack(
toEncode1,
toEncode2,
toEncode3,
scratchCartesian2$1
);
compressedAttributes[normalIndex++] = scratchCartesian2$1.x;
compressedAttributes[normalIndex++] = scratchCartesian2$1.y;
} else {
if (hasNormal) {
Cartesian2.Cartesian3.fromArray(normals, index, toEncode1);
compressedAttributes[
normalIndex++
] = AttributeCompression.AttributeCompression.octEncodeFloat(toEncode1);
}
if (hasTangent) {
Cartesian2.Cartesian3.fromArray(tangents, index, toEncode1);
compressedAttributes[
normalIndex++
] = AttributeCompression.AttributeCompression.octEncodeFloat(toEncode1);
}
if (hasBitangent) {
Cartesian2.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;
}
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 3) {
throw new Check.DeveloperError("The number of vertices must be at least three.");
}
if (numberOfVertices % 3 !== 0) {
throw new Check.DeveloperError(
"The number of vertices must be a multiple of three."
);
}
//>>includeEnd('debug');
var indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
numberOfVertices
);
for (var i = 0; i < numberOfVertices; ++i) {
indices[i] = i;
}
geometry.indices = indices;
return geometry;
}
function indexTriangleFan(geometry) {
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 3) {
throw new Check.DeveloperError("The number of vertices must be at least three.");
}
//>>includeEnd('debug');
var indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
(numberOfVertices - 2) * 3
);
indices[0] = 1;
indices[1] = 0;
indices[2] = 2;
var indicesIndex = 3;
for (var 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) {
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 3) {
throw new Check.DeveloperError("The number of vertices must be at least 3.");
}
//>>includeEnd('debug');
var 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;
}
var indicesIndex = 6;
for (var 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;
}
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 2) {
throw new Check.DeveloperError("The number of vertices must be at least two.");
}
if (numberOfVertices % 2 !== 0) {
throw new Check.DeveloperError("The number of vertices must be a multiple of 2.");
}
//>>includeEnd('debug');
var indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
numberOfVertices
);
for (var i = 0; i < numberOfVertices; ++i) {
indices[i] = i;
}
geometry.indices = indices;
return geometry;
}
function indexLineStrip(geometry) {
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 2) {
throw new Check.DeveloperError("The number of vertices must be at least two.");
}
//>>includeEnd('debug');
var indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
(numberOfVertices - 1) * 2
);
indices[0] = 0;
indices[1] = 1;
var indicesIndex = 2;
for (var 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) {
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
//>>includeStart('debug', pragmas.debug);
if (numberOfVertices < 2) {
throw new Check.DeveloperError("The number of vertices must be at least two.");
}
//>>includeEnd('debug');
var indices = IndexDatatype.IndexDatatype.createTypedArray(
numberOfVertices,
numberOfVertices * 2
);
indices[0] = 0;
indices[1] = 1;
var indicesIndex = 2;
for (var 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) < _Math.CesiumMath.EPSILON6) {
if (isBehind) {
p.y = -_Math.CesiumMath.EPSILON6;
} else {
p.y = _Math.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;
}
var p0y = Math.abs(p0.y);
var p1y = Math.abs(p1.y);
var p2y = Math.abs(p2.y);
var sign;
if (p0y > p1y) {
if (p0y > p2y) {
sign = _Math.CesiumMath.sign(p0.y);
} else {
sign = _Math.CesiumMath.sign(p2.y);
}
} else if (p1y > p2y) {
sign = _Math.CesiumMath.sign(p1.y);
} else {
sign = _Math.CesiumMath.sign(p2.y);
}
var isBehind = sign < 0.0;
offsetPointFromXZPlane(p0, isBehind);
offsetPointFromXZPlane(p1, isBehind);
offsetPointFromXZPlane(p2, isBehind);
}
var c3 = new Cartesian2.Cartesian3();
function getXZIntersectionOffsetPoints(p, p1, u1, v1) {
Cartesian2.Cartesian3.add(
p,
Cartesian2.Cartesian3.multiplyByScalar(
Cartesian2.Cartesian3.subtract(p1, p, c3),
p.y / (p.y - p1.y),
c3
),
u1
);
Cartesian2.Cartesian3.clone(u1, v1);
offsetPointFromXZPlane(u1, true);
offsetPointFromXZPlane(v1, false);
}
var u1 = new Cartesian2.Cartesian3();
var u2 = new Cartesian2.Cartesian3();
var q1 = new Cartesian2.Cartesian3();
var q2 = new Cartesian2.Cartesian3();
var 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);
var p0Behind = p0.y < 0.0;
var p1Behind = p1.y < 0.0;
var p2Behind = p2.y < 0.0;
var numBehind = 0;
numBehind += p0Behind ? 1 : 0;
numBehind += p1Behind ? 1 : 0;
numBehind += p2Behind ? 1 : 0;
var 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;
}
}
var 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) {
var attributes = geometry.attributes;
if (attributes.position.values.length === 0) {
return undefined;
}
for (var property in attributes) {
if (
attributes.hasOwnProperty(property) &&
when.defined(attributes[property]) &&
when.defined(attributes[property].values)
) {
var attribute = attributes[property];
attribute.values = ComponentDatatype.ComponentDatatype.createTypedArray(
attribute.componentDatatype,
attribute.values
);
}
}
var 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) {
var attributes = geometry.attributes;
var copiedAttributes = {};
for (var property in attributes) {
if (
attributes.hasOwnProperty(property) &&
when.defined(attributes[property]) &&
when.defined(attributes[property].values)
) {
var 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) {
var 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
) {
var v0Scratch = new CartesianType();
var v1Scratch = new CartesianType();
var v2Scratch = new CartesianType();
return function (
i0,
i1,
i2,
coords,
sourceValues,
currentValues,
insertedIndex,
normalize
) {
var v0 = CartesianType.fromArray(
sourceValues,
i0 * numberOfComponents,
v0Scratch
);
var v1 = CartesianType.fromArray(
sourceValues,
i1 * numberOfComponents,
v1Scratch
);
var 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);
var value = CartesianType.add(v0, v1, v0);
CartesianType.add(value, v2, value);
if (normalize) {
CartesianType.normalize(value, value);
}
CartesianType.pack(
value,
currentValues,
insertedIndex * numberOfComponents
);
};
}
var interpolateAndPackCartesian4 = generateBarycentricInterpolateFunction(
Transforms.Cartesian4,
4
);
var interpolateAndPackCartesian3 = generateBarycentricInterpolateFunction(
Cartesian2.Cartesian3,
3
);
var interpolateAndPackCartesian2 = generateBarycentricInterpolateFunction(
Cartesian2.Cartesian2,
2
);
var interpolateAndPackBoolean = function (
i0,
i1,
i2,
coords,
sourceValues,
currentValues,
insertedIndex
) {
var v1 = sourceValues[i0] * coords.x;
var v2 = sourceValues[i1] * coords.y;
var v3 = sourceValues[i2] * coords.z;
currentValues[insertedIndex] = v1 + v2 + v3 > _Math.CesiumMath.EPSILON6 ? 1 : 0;
};
var p0Scratch = new Cartesian2.Cartesian3();
var p1Scratch = new Cartesian2.Cartesian3();
var p2Scratch = new Cartesian2.Cartesian3();
var barycentricScratch = new Cartesian2.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;
}
var p0 = Cartesian2.Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
var p1 = Cartesian2.Cartesian3.fromArray(positions, i1 * 3, p1Scratch);
var p2 = Cartesian2.Cartesian3.fromArray(positions, i2 * 3, p2Scratch);
var coords = barycentricCoordinates(point, p0, p1, p2, barycentricScratch);
if (when.defined(normals)) {
interpolateAndPackCartesian3(
i0,
i1,
i2,
coords,
normals,
currentAttributes.normal.values,
insertedIndex,
true
);
}
if (when.defined(extrudeDirections)) {
var d0 = Cartesian2.Cartesian3.fromArray(extrudeDirections, i0 * 3, p0Scratch);
var d1 = Cartesian2.Cartesian3.fromArray(extrudeDirections, i1 * 3, p1Scratch);
var d2 = Cartesian2.Cartesian3.fromArray(extrudeDirections, i2 * 3, p2Scratch);
Cartesian2.Cartesian3.multiplyByScalar(d0, coords.x, d0);
Cartesian2.Cartesian3.multiplyByScalar(d1, coords.y, d1);
Cartesian2.Cartesian3.multiplyByScalar(d2, coords.z, d2);
var direction;
if (
!Cartesian2.Cartesian3.equals(d0, Cartesian2.Cartesian3.ZERO) ||
!Cartesian2.Cartesian3.equals(d1, Cartesian2.Cartesian3.ZERO) ||
!Cartesian2.Cartesian3.equals(d2, Cartesian2.Cartesian3.ZERO)
) {
direction = Cartesian2.Cartesian3.add(d0, d1, d0);
Cartesian2.Cartesian3.add(direction, d2, direction);
Cartesian2.Cartesian3.normalize(direction, direction);
} else {
direction = p0Scratch;
direction.x = 0;
direction.y = 0;
direction.z = 0;
}
Cartesian2.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 (var i = 0; i < customAttributesLength; i++) {
var attributeName = customAttributeNames[i];
genericInterpolate(
i0,
i1,
i2,
coords,
insertedIndex,
allAttributes[attributeName],
currentAttributes[attributeName]
);
}
}
}
function genericInterpolate(
i0,
i1,
i2,
coords,
insertedIndex,
sourceAttribute,
currentAttribute
) {
var componentsPerAttribute = sourceAttribute.componentsPerAttribute;
var sourceValues = sourceAttribute.values;
var 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
) {
var insertIndex = currentAttributes.position.values.length / 3;
if (currentIndex !== -1) {
var prevIndex = indices[currentIndex];
var 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;
}
var NAMED_ATTRIBUTES = {
position: true,
normal: true,
bitangent: true,
tangent: true,
st: true,
extrudeDirection: true,
applyOffset: true,
};
function splitLongitudeTriangles(instance) {
var geometry = instance.geometry;
var attributes = geometry.attributes;
var positions = attributes.position.values;
var normals = when.defined(attributes.normal)
? attributes.normal.values
: undefined;
var bitangents = when.defined(attributes.bitangent)
? attributes.bitangent.values
: undefined;
var tangents = when.defined(attributes.tangent)
? attributes.tangent.values
: undefined;
var texCoords = when.defined(attributes.st) ? attributes.st.values : undefined;
var extrudeDirections = when.defined(attributes.extrudeDirection)
? attributes.extrudeDirection.values
: undefined;
var applyOffset = when.defined(attributes.applyOffset)
? attributes.applyOffset.values
: undefined;
var indices = geometry.indices;
var customAttributeNames = [];
for (var attributeName in attributes) {
if (
attributes.hasOwnProperty(attributeName) &&
!NAMED_ATTRIBUTES[attributeName] &&
when.defined(attributes[attributeName])
) {
customAttributeNames.push(attributeName);
}
}
var customAttributesLength = customAttributeNames.length;
var eastGeometry = copyGeometryForSplit(geometry);
var westGeometry = copyGeometryForSplit(geometry);
var currentAttributes;
var currentIndices;
var currentIndexMap;
var insertedIndex;
var i;
var westGeometryIndexMap = [];
westGeometryIndexMap.length = positions.length / 3;
var eastGeometryIndexMap = [];
eastGeometryIndexMap.length = positions.length / 3;
for (i = 0; i < westGeometryIndexMap.length; ++i) {
westGeometryIndexMap[i] = -1;
eastGeometryIndexMap[i] = -1;
}
var len = indices.length;
for (i = 0; i < len; i += 3) {
var i0 = indices[i];
var i1 = indices[i + 1];
var i2 = indices[i + 2];
var p0 = Cartesian2.Cartesian3.fromArray(positions, i0 * 3);
var p1 = Cartesian2.Cartesian3.fromArray(positions, i1 * 3);
var p2 = Cartesian2.Cartesian3.fromArray(positions, i2 * 3);
var result = splitTriangle(p0, p1, p2);
if (when.defined(result) && result.positions.length > 3) {
var resultPositions = result.positions;
var resultIndices = result.indices;
var resultLength = resultIndices.length;
for (var j = 0; j < resultLength; ++j) {
var resultIndex = resultIndices[j];
var 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);
}
var xzPlane = Plane.Plane.fromPointNormal(Cartesian2.Cartesian3.ZERO, Cartesian2.Cartesian3.UNIT_Y);
var offsetScratch = new Cartesian2.Cartesian3();
var offsetPointScratch = new Cartesian2.Cartesian3();
function computeLineAttributes(
i0,
i1,
point,
positions,
insertIndex,
currentAttributes,
applyOffset
) {
if (!when.defined(applyOffset)) {
return;
}
var p0 = Cartesian2.Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
if (Cartesian2.Cartesian3.equalsEpsilon(p0, point, _Math.CesiumMath.EPSILON10)) {
currentAttributes.applyOffset.values[insertIndex] = applyOffset[i0];
} else {
currentAttributes.applyOffset.values[insertIndex] = applyOffset[i1];
}
}
function splitLongitudeLines(instance) {
var geometry = instance.geometry;
var attributes = geometry.attributes;
var positions = attributes.position.values;
var applyOffset = when.defined(attributes.applyOffset)
? attributes.applyOffset.values
: undefined;
var indices = geometry.indices;
var eastGeometry = copyGeometryForSplit(geometry);
var westGeometry = copyGeometryForSplit(geometry);
var i;
var length = indices.length;
var westGeometryIndexMap = [];
westGeometryIndexMap.length = positions.length / 3;
var 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) {
var i0 = indices[i];
var i1 = indices[i + 1];
var p0 = Cartesian2.Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
var p1 = Cartesian2.Cartesian3.fromArray(positions, i1 * 3, p1Scratch);
var insertIndex;
if (Math.abs(p0.y) < _Math.CesiumMath.EPSILON6) {
if (p0.y < 0.0) {
p0.y = -_Math.CesiumMath.EPSILON6;
} else {
p0.y = _Math.CesiumMath.EPSILON6;
}
}
if (Math.abs(p1.y) < _Math.CesiumMath.EPSILON6) {
if (p1.y < 0.0) {
p1.y = -_Math.CesiumMath.EPSILON6;
} else {
p1.y = _Math.CesiumMath.EPSILON6;
}
}
var p0Attributes = eastGeometry.attributes;
var p0Indices = eastGeometry.indices;
var p0IndexMap = eastGeometryIndexMap;
var p1Attributes = westGeometry.attributes;
var p1Indices = westGeometry.indices;
var p1IndexMap = westGeometryIndexMap;
var intersection = IntersectionTests.IntersectionTests.lineSegmentPlane(
p0,
p1,
xzPlane,
p2Scratch
);
if (when.defined(intersection)) {
// move point on the xz-plane slightly away from the plane
var offset = Cartesian2.Cartesian3.multiplyByScalar(
Cartesian2.Cartesian3.UNIT_Y,
5.0 * _Math.CesiumMath.EPSILON9,
offsetScratch
);
if (p0.y < 0.0) {
Cartesian2.Cartesian3.negate(offset, offset);
p0Attributes = westGeometry.attributes;
p0Indices = westGeometry.indices;
p0IndexMap = westGeometryIndexMap;
p1Attributes = eastGeometry.attributes;
p1Indices = eastGeometry.indices;
p1IndexMap = eastGeometryIndexMap;
}
var offsetPoint = Cartesian2.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
);
Cartesian2.Cartesian3.negate(offset, offset);
Cartesian2.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 {
var currentAttributes;
var currentIndices;
var 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);
}
var cartesian2Scratch0 = new Cartesian2.Cartesian2();
var cartesian2Scratch1 = new Cartesian2.Cartesian2();
var cartesian3Scratch0 = new Cartesian2.Cartesian3();
var cartesian3Scratch2 = new Cartesian2.Cartesian3();
var cartesian3Scratch3 = new Cartesian2.Cartesian3();
var cartesian3Scratch4 = new Cartesian2.Cartesian3();
var cartesian3Scratch5 = new Cartesian2.Cartesian3();
var cartesian3Scratch6 = new Cartesian2.Cartesian3();
var cartesian4Scratch0 = new Transforms.Cartesian4();
function updateAdjacencyAfterSplit(geometry) {
var attributes = geometry.attributes;
var positions = attributes.position.values;
var prevPositions = attributes.prevPosition.values;
var nextPositions = attributes.nextPosition.values;
var length = positions.length;
for (var j = 0; j < length; j += 3) {
var position = Cartesian2.Cartesian3.unpack(positions, j, cartesian3Scratch0);
if (position.x > 0.0) {
continue;
}
var prevPosition = Cartesian2.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 {
Cartesian2.Cartesian3.pack(position, prevPositions, j);
}
}
var nextPosition = Cartesian2.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 {
Cartesian2.Cartesian3.pack(position, nextPositions, j);
}
}
}
}
var offsetScalar = 5.0 * _Math.CesiumMath.EPSILON9;
var coplanarOffset = _Math.CesiumMath.EPSILON6;
function splitLongitudePolyline(instance) {
var geometry = instance.geometry;
var attributes = geometry.attributes;
var positions = attributes.position.values;
var prevPositions = attributes.prevPosition.values;
var nextPositions = attributes.nextPosition.values;
var expandAndWidths = attributes.expandAndWidth.values;
var texCoords = when.defined(attributes.st) ? attributes.st.values : undefined;
var colors = when.defined(attributes.color) ? attributes.color.values : undefined;
var eastGeometry = copyGeometryForSplit(geometry);
var westGeometry = copyGeometryForSplit(geometry);
var i;
var j;
var index;
var intersectionFound = false;
var length = positions.length / 3;
for (i = 0; i < length; i += 4) {
var i0 = i;
var i2 = i + 2;
var p0 = Cartesian2.Cartesian3.fromArray(positions, i0 * 3, cartesian3Scratch0);
var p2 = Cartesian2.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];
}
}
var p0Attributes = eastGeometry.attributes;
var p0Indices = eastGeometry.indices;
var p2Attributes = westGeometry.attributes;
var p2Indices = westGeometry.indices;
var 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
var offset = Cartesian2.Cartesian3.multiplyByScalar(
Cartesian2.Cartesian3.UNIT_Y,
offsetScalar,
cartesian3Scratch5
);
if (p0.y < 0.0) {
Cartesian2.Cartesian3.negate(offset, offset);
p0Attributes = westGeometry.attributes;
p0Indices = westGeometry.indices;
p2Attributes = eastGeometry.attributes;
p2Indices = eastGeometry.indices;
}
var offsetPoint = Cartesian2.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
);
Cartesian2.Cartesian3.negate(offset, offset);
Cartesian2.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]
);
var ew0 = Cartesian2.Cartesian2.fromArray(
expandAndWidths,
i0 * 2,
cartesian2Scratch0
);
var 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);
var t = Cartesian2.Cartesian3.magnitudeSquared(
Cartesian2.Cartesian3.subtract(intersection, p0, cartesian3Scratch3)
);
t /= Cartesian2.Cartesian3.magnitudeSquared(
Cartesian2.Cartesian3.subtract(p2, p0, cartesian3Scratch3)
);
if (when.defined(colors)) {
var c0 = Transforms.Cartesian4.fromArray(colors, i0 * 4, cartesian4Scratch0);
var c2 = Transforms.Cartesian4.fromArray(colors, i2 * 4, cartesian4Scratch0);
var r = _Math.CesiumMath.lerp(c0.x, c2.x, t);
var g = _Math.CesiumMath.lerp(c0.y, c2.y, t);
var b = _Math.CesiumMath.lerp(c0.z, c2.z, t);
var a = _Math.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)) {
var s0 = Cartesian2.Cartesian2.fromArray(texCoords, i0 * 2, cartesian2Scratch0);
var s3 = Cartesian2.Cartesian2.fromArray(
texCoords,
(i + 3) * 2,
cartesian2Scratch1
);
var sx = _Math.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 {
var currentAttributes;
var 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 instance
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 Check.DeveloperError("instance is required.");
}
//>>includeEnd('debug');
var geometry = instance.geometry;
var boundingSphere = geometry.boundingSphere;
if (when.defined(boundingSphere)) {
var 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;
});
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