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- import BoundingSphere from "../Core/BoundingSphere.js";
- import buildModuleUrl from "../Core/buildModuleUrl.js";
- import Cartesian3 from "../Core/Cartesian3.js";
- import Cartographic from "../Core/Cartographic.js";
- import Color from "../Core/Color.js";
- import defaultValue from "../Core/defaultValue.js";
- import defined from "../Core/defined.js";
- import destroyObject from "../Core/destroyObject.js";
- import DeveloperError from "../Core/DeveloperError.js";
- import Ellipsoid from "../Core/Ellipsoid.js";
- import EllipsoidTerrainProvider from "../Core/EllipsoidTerrainProvider.js";
- import Event from "../Core/Event.js";
- import IntersectionTests from "../Core/IntersectionTests.js";
- import NearFarScalar from "../Core/NearFarScalar.js";
- import Ray from "../Core/Ray.js";
- import Rectangle from "../Core/Rectangle.js";
- import Resource from "../Core/Resource.js";
- import ShaderSource from "../Renderer/ShaderSource.js";
- import Texture from "../Renderer/Texture.js";
- import GlobeFS from "../Shaders/GlobeFS.js";
- import GlobeVS from "../Shaders/GlobeVS.js";
- import GroundAtmosphere from "../Shaders/GroundAtmosphere.js";
- import when from "../ThirdParty/when.js";
- import GlobeSurfaceShaderSet from "./GlobeSurfaceShaderSet.js";
- import GlobeSurfaceTileProvider from "./GlobeSurfaceTileProvider.js";
- import GlobeTranslucency from "./GlobeTranslucency.js";
- import ImageryLayerCollection from "./ImageryLayerCollection.js";
- import QuadtreePrimitive from "./QuadtreePrimitive.js";
- import SceneMode from "./SceneMode.js";
- import ShadowMode from "./ShadowMode.js";
- /**
- * The globe rendered in the scene, including its terrain ({@link Globe#terrainProvider})
- * and imagery layers ({@link Globe#imageryLayers}). Access the globe using {@link Scene#globe}.
- *
- * @alias Globe
- * @constructor
- *
- * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] Determines the size and shape of the
- * globe.
- */
- function Globe(ellipsoid) {
- ellipsoid = defaultValue(ellipsoid, Ellipsoid.WGS84);
- var terrainProvider = new EllipsoidTerrainProvider({
- ellipsoid: ellipsoid,
- });
- var imageryLayerCollection = new ImageryLayerCollection();
- this._ellipsoid = ellipsoid;
- this._imageryLayerCollection = imageryLayerCollection;
- this._surfaceShaderSet = new GlobeSurfaceShaderSet();
- this._material = undefined;
- this._surface = new QuadtreePrimitive({
- tileProvider: new GlobeSurfaceTileProvider({
- terrainProvider: terrainProvider,
- imageryLayers: imageryLayerCollection,
- surfaceShaderSet: this._surfaceShaderSet,
- }),
- });
- this._terrainProvider = terrainProvider;
- this._terrainProviderChanged = new Event();
- this._undergroundColor = Color.clone(Color.BLACK);
- this._undergroundColorAlphaByDistance = new NearFarScalar(
- ellipsoid.maximumRadius / 1000.0,
- 0.0,
- ellipsoid.maximumRadius / 5.0,
- 1.0
- );
- this._translucency = new GlobeTranslucency();
- makeShadersDirty(this);
- /**
- * Determines if the globe will be shown.
- *
- * @type {Boolean}
- * @default true
- */
- this.show = true;
- this._oceanNormalMapResourceDirty = true;
- this._oceanNormalMapResource = new Resource({
- url: buildModuleUrl("Assets/Textures/waterNormalsSmall.jpg"),
- });
- /**
- * The maximum screen-space error used to drive level-of-detail refinement. Higher
- * values will provide better performance but lower visual quality.
- *
- * @type {Number}
- * @default 2
- */
- this.maximumScreenSpaceError = 2;
- /**
- * The size of the terrain tile cache, expressed as a number of tiles. Any additional
- * tiles beyond this number will be freed, as long as they aren't needed for rendering
- * this frame. A larger number will consume more memory but will show detail faster
- * when, for example, zooming out and then back in.
- *
- * @type {Number}
- * @default 100
- */
- this.tileCacheSize = 100;
- /**
- * Gets or sets the number of loading descendant tiles that is considered "too many".
- * If a tile has too many loading descendants, that tile will be loaded and rendered before any of
- * its descendants are loaded and rendered. This means more feedback for the user that something
- * is happening at the cost of a longer overall load time. Setting this to 0 will cause each
- * tile level to be loaded successively, significantly increasing load time. Setting it to a large
- * number (e.g. 1000) will minimize the number of tiles that are loaded but tend to make
- * detail appear all at once after a long wait.
- * @type {Number}
- * @default 20
- */
- this.loadingDescendantLimit = 20;
- /**
- * Gets or sets a value indicating whether the ancestors of rendered tiles should be preloaded.
- * Setting this to true optimizes the zoom-out experience and provides more detail in
- * newly-exposed areas when panning. The down side is that it requires loading more tiles.
- * @type {Boolean}
- * @default true
- */
- this.preloadAncestors = true;
- /**
- * Gets or sets a value indicating whether the siblings of rendered tiles should be preloaded.
- * Setting this to true causes tiles with the same parent as a rendered tile to be loaded, even
- * if they are culled. Setting this to true may provide a better panning experience at the
- * cost of loading more tiles.
- * @type {Boolean}
- * @default false
- */
- this.preloadSiblings = false;
- /**
- * The color to use to highlight terrain fill tiles. If undefined, fill tiles are not
- * highlighted at all. The alpha value is used to alpha blend with the tile's
- * actual color. Because terrain fill tiles do not represent the actual terrain surface,
- * it may be useful in some applications to indicate visually that they are not to be trusted.
- * @type {Color}
- * @default undefined
- */
- this.fillHighlightColor = undefined;
- /**
- * Enable lighting the globe with the scene's light source.
- *
- * @type {Boolean}
- * @default false
- */
- this.enableLighting = false;
- /**
- * Enable dynamic lighting effects on atmosphere and fog. This only takes effect
- * when <code>enableLighting</code> is <code>true</code>.
- *
- * @type {Boolean}
- * @default true
- */
- this.dynamicAtmosphereLighting = true;
- /**
- * Whether dynamic atmosphere lighting uses the sun direction instead of the scene's
- * light direction. This only takes effect when <code>enableLighting</code> and
- * <code>dynamicAtmosphereLighting</code> are <code>true</code>.
- *
- * @type {Boolean}
- * @default false
- */
- this.dynamicAtmosphereLightingFromSun = false;
- /**
- * Enable the ground atmosphere, which is drawn over the globe when viewed from a distance between <code>lightingFadeInDistance</code> and <code>lightingFadeOutDistance</code>.
- *
- * @demo {@link https://sandcastle.cesium.com/index.html?src=Ground%20Atmosphere.html|Ground atmosphere demo in Sandcastle}
- *
- * @type {Boolean}
- * @default true
- */
- this.showGroundAtmosphere = true;
- /**
- * The distance where everything becomes lit. This only takes effect
- * when <code>enableLighting</code> or <code>showGroundAtmosphere</code> is <code>true</code>.
- *
- * @type {Number}
- * @default 10000000.0
- */
- this.lightingFadeOutDistance = 1.0e7;
- /**
- * The distance where lighting resumes. This only takes effect
- * when <code>enableLighting</code> or <code>showGroundAtmosphere</code> is <code>true</code>.
- *
- * @type {Number}
- * @default 20000000.0
- */
- this.lightingFadeInDistance = 2.0e7;
- /**
- * The distance where the darkness of night from the ground atmosphere fades out to a lit ground atmosphere.
- * This only takes effect when <code>showGroundAtmosphere</code>, <code>enableLighting</code>, and
- * <code>dynamicAtmosphereLighting</code> are <code>true</code>.
- *
- * @type {Number}
- * @default 10000000.0
- */
- this.nightFadeOutDistance = 1.0e7;
- /**
- * The distance where the darkness of night from the ground atmosphere fades in to an unlit ground atmosphere.
- * This only takes effect when <code>showGroundAtmosphere</code>, <code>enableLighting</code>, and
- * <code>dynamicAtmosphereLighting</code> are <code>true</code>.
- *
- * @type {Number}
- * @default 50000000.0
- */
- this.nightFadeInDistance = 5.0e7;
- /**
- * True if an animated wave effect should be shown in areas of the globe
- * covered by water; otherwise, false. This property is ignored if the
- * <code>terrainProvider</code> does not provide a water mask.
- *
- * @type {Boolean}
- * @default true
- */
- this.showWaterEffect = true;
- /**
- * True if primitives such as billboards, polylines, labels, etc. should be depth-tested
- * against the terrain surface, or false if such primitives should always be drawn on top
- * of terrain unless they're on the opposite side of the globe. The disadvantage of depth
- * testing primitives against terrain is that slight numerical noise or terrain level-of-detail
- * switched can sometimes make a primitive that should be on the surface disappear underneath it.
- *
- * @type {Boolean}
- * @default false
- *
- */
- this.depthTestAgainstTerrain = false;
- /**
- * Determines whether the globe casts or receives shadows from light sources. Setting the globe
- * to cast shadows may impact performance since the terrain is rendered again from the light's perspective.
- * Currently only terrain that is in view casts shadows. By default the globe does not cast shadows.
- *
- * @type {ShadowMode}
- * @default ShadowMode.RECEIVE_ONLY
- */
- this.shadows = ShadowMode.RECEIVE_ONLY;
- /**
- * The hue shift to apply to the atmosphere. Defaults to 0.0 (no shift).
- * A hue shift of 1.0 indicates a complete rotation of the hues available.
- * @type {Number}
- * @default 0.0
- */
- this.atmosphereHueShift = 0.0;
- /**
- * The saturation shift to apply to the atmosphere. Defaults to 0.0 (no shift).
- * A saturation shift of -1.0 is monochrome.
- * @type {Number}
- * @default 0.0
- */
- this.atmosphereSaturationShift = 0.0;
- /**
- * The brightness shift to apply to the atmosphere. Defaults to 0.0 (no shift).
- * A brightness shift of -1.0 is complete darkness, which will let space show through.
- * @type {Number}
- * @default 0.0
- */
- this.atmosphereBrightnessShift = 0.0;
- /**
- * Whether to show terrain skirts. Terrain skirts are geometry extending downwards from a tile's edges used to hide seams between neighboring tiles.
- * Skirts are always hidden when the camera is underground or translucency is enabled.
- *
- * @type {Boolean}
- * @default true
- */
- this.showSkirts = true;
- /**
- * Whether to cull back-facing terrain. Back faces are not culled when the camera is underground or translucency is enabled.
- *
- * @type {Boolean}
- * @default true
- */
- this.backFaceCulling = true;
- this._oceanNormalMap = undefined;
- this._zoomedOutOceanSpecularIntensity = undefined;
- }
- Object.defineProperties(Globe.prototype, {
- /**
- * Gets an ellipsoid describing the shape of this globe.
- * @memberof Globe.prototype
- * @type {Ellipsoid}
- */
- ellipsoid: {
- get: function () {
- return this._ellipsoid;
- },
- },
- /**
- * Gets the collection of image layers that will be rendered on this globe.
- * @memberof Globe.prototype
- * @type {ImageryLayerCollection}
- */
- imageryLayers: {
- get: function () {
- return this._imageryLayerCollection;
- },
- },
- /**
- * Gets an event that's raised when an imagery layer is added, shown, hidden, moved, or removed.
- *
- * @memberof Globe.prototype
- * @type {Event}
- * @readonly
- */
- imageryLayersUpdatedEvent: {
- get: function () {
- return this._surface.tileProvider.imageryLayersUpdatedEvent;
- },
- },
- /**
- * Returns <code>true</code> when the tile load queue is empty, <code>false</code> otherwise. When the load queue is empty,
- * all terrain and imagery for the current view have been loaded.
- * @memberof Globe.prototype
- * @type {Boolean}
- * @readonly
- */
- tilesLoaded: {
- get: function () {
- if (!defined(this._surface)) {
- return true;
- }
- return (
- this._surface.tileProvider.ready &&
- this._surface._tileLoadQueueHigh.length === 0 &&
- this._surface._tileLoadQueueMedium.length === 0 &&
- this._surface._tileLoadQueueLow.length === 0
- );
- },
- },
- /**
- * Gets or sets the color of the globe when no imagery is available.
- * @memberof Globe.prototype
- * @type {Color}
- */
- baseColor: {
- get: function () {
- return this._surface.tileProvider.baseColor;
- },
- set: function (value) {
- this._surface.tileProvider.baseColor = value;
- },
- },
- /**
- * A property specifying a {@link ClippingPlaneCollection} used to selectively disable rendering on the outside of each plane.
- *
- * @memberof Globe.prototype
- * @type {ClippingPlaneCollection}
- */
- clippingPlanes: {
- get: function () {
- return this._surface.tileProvider.clippingPlanes;
- },
- set: function (value) {
- this._surface.tileProvider.clippingPlanes = value;
- },
- },
- /**
- * A property specifying a {@link Rectangle} used to limit globe rendering to a cartographic area.
- * Defaults to the maximum extent of cartographic coordinates.
- *
- * @memberof Globe.prototype
- * @type {Rectangle}
- * @default {@link Rectangle.MAX_VALUE}
- */
- cartographicLimitRectangle: {
- get: function () {
- return this._surface.tileProvider.cartographicLimitRectangle;
- },
- set: function (value) {
- if (!defined(value)) {
- value = Rectangle.clone(Rectangle.MAX_VALUE);
- }
- this._surface.tileProvider.cartographicLimitRectangle = value;
- },
- },
- /**
- * The normal map to use for rendering waves in the ocean. Setting this property will
- * only have an effect if the configured terrain provider includes a water mask.
- * @memberof Globe.prototype
- * @type {String}
- * @default buildModuleUrl('Assets/Textures/waterNormalsSmall.jpg')
- */
- oceanNormalMapUrl: {
- get: function () {
- return this._oceanNormalMapResource.url;
- },
- set: function (value) {
- this._oceanNormalMapResource.url = value;
- this._oceanNormalMapResourceDirty = true;
- },
- },
- /**
- * The terrain provider providing surface geometry for this globe.
- * @type {TerrainProvider}
- *
- * @memberof Globe.prototype
- * @type {TerrainProvider}
- *
- */
- terrainProvider: {
- get: function () {
- return this._terrainProvider;
- },
- set: function (value) {
- if (value !== this._terrainProvider) {
- this._terrainProvider = value;
- this._terrainProviderChanged.raiseEvent(value);
- if (defined(this._material)) {
- makeShadersDirty(this);
- }
- }
- },
- },
- /**
- * Gets an event that's raised when the terrain provider is changed
- *
- * @memberof Globe.prototype
- * @type {Event}
- * @readonly
- */
- terrainProviderChanged: {
- get: function () {
- return this._terrainProviderChanged;
- },
- },
- /**
- * Gets an event that's raised when the length of the tile load queue has changed since the last render frame. When the load queue is empty,
- * all terrain and imagery for the current view have been loaded. The event passes the new length of the tile load queue.
- *
- * @memberof Globe.prototype
- * @type {Event}
- */
- tileLoadProgressEvent: {
- get: function () {
- return this._surface.tileLoadProgressEvent;
- },
- },
- /**
- * Gets or sets the material appearance of the Globe. This can be one of several built-in {@link Material} objects or a custom material, scripted with
- * {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric}.
- * @memberof Globe.prototype
- * @type {Material}
- */
- material: {
- get: function () {
- return this._material;
- },
- set: function (material) {
- if (this._material !== material) {
- this._material = material;
- makeShadersDirty(this);
- }
- },
- },
- /**
- * The color to render the back side of the globe when the camera is underground or the globe is translucent,
- * blended with the globe color based on the camera's distance.
- * <br /><br />
- * To disable underground coloring, set <code>undergroundColor</code> to <code>undefined</code>.
- *
- * @memberof Globe.prototype
- * @type {Color}
- * @default {@link Color.BLACK}
- *
- * @see Globe#undergroundColorAlphaByDistance
- */
- undergroundColor: {
- get: function () {
- return this._undergroundColor;
- },
- set: function (value) {
- this._undergroundColor = Color.clone(value, this._undergroundColor);
- },
- },
- /**
- * Gets or sets the near and far distance for blending {@link Globe#undergroundColor} with the globe color.
- * The alpha will interpolate between the {@link NearFarScalar#nearValue} and
- * {@link NearFarScalar#farValue} while the camera distance falls within the lower and upper bounds
- * of the specified {@link NearFarScalar#near} and {@link NearFarScalar#far}.
- * Outside of these ranges the alpha remains clamped to the nearest bound. If undefined,
- * the underground color will not be blended with the globe color.
- * <br /> <br />
- * When the camera is above the ellipsoid the distance is computed from the nearest
- * point on the ellipsoid instead of the camera's position.
- *
- * @memberof Globe.prototype
- * @type {NearFarScalar}
- *
- * @see Globe#undergroundColor
- *
- */
- undergroundColorAlphaByDistance: {
- get: function () {
- return this._undergroundColorAlphaByDistance;
- },
- set: function (value) {
- //>>includeStart('debug', pragmas.debug);
- if (defined(value) && value.far < value.near) {
- throw new DeveloperError(
- "far distance must be greater than near distance."
- );
- }
- //>>includeEnd('debug');
- this._undergroundColorAlphaByDistance = NearFarScalar.clone(
- value,
- this._undergroundColorAlphaByDistance
- );
- },
- },
- /**
- * Properties for controlling globe translucency.
- *
- * @memberof Globe.prototype
- * @type {GlobeTranslucency}
- */
- translucency: {
- get: function () {
- return this._translucency;
- },
- },
- });
- function makeShadersDirty(globe) {
- var defines = [];
- var requireNormals =
- defined(globe._material) &&
- (globe._material.shaderSource.match(/slope/) ||
- globe._material.shaderSource.match("normalEC"));
- var fragmentSources = [GroundAtmosphere];
- if (
- defined(globe._material) &&
- (!requireNormals || globe._terrainProvider.requestVertexNormals)
- ) {
- fragmentSources.push(globe._material.shaderSource);
- defines.push("APPLY_MATERIAL");
- globe._surface._tileProvider.materialUniformMap = globe._material._uniforms;
- } else {
- globe._surface._tileProvider.materialUniformMap = undefined;
- }
- fragmentSources.push(GlobeFS);
- globe._surfaceShaderSet.baseVertexShaderSource = new ShaderSource({
- sources: [GroundAtmosphere, GlobeVS],
- defines: defines,
- });
- globe._surfaceShaderSet.baseFragmentShaderSource = new ShaderSource({
- sources: fragmentSources,
- defines: defines,
- });
- globe._surfaceShaderSet.material = globe._material;
- }
- function createComparePickTileFunction(rayOrigin) {
- return function (a, b) {
- var aDist = BoundingSphere.distanceSquaredTo(
- a.pickBoundingSphere,
- rayOrigin
- );
- var bDist = BoundingSphere.distanceSquaredTo(
- b.pickBoundingSphere,
- rayOrigin
- );
- return aDist - bDist;
- };
- }
- var scratchArray = [];
- var scratchSphereIntersectionResult = {
- start: 0.0,
- stop: 0.0,
- };
- /**
- * Find an intersection between a ray and the globe surface that was rendered. The ray must be given in world coordinates.
- *
- * @param {Ray} ray The ray to test for intersection.
- * @param {Scene} scene The scene.
- * @param {Boolean} [cullBackFaces=true] Set to true to not pick back faces.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3|undefined} The intersection or <code>undefined</code> if none was found. The returned position is in projected coordinates for 2D and Columbus View.
- *
- * @private
- */
- Globe.prototype.pickWorldCoordinates = function (
- ray,
- scene,
- cullBackFaces,
- result
- ) {
- //>>includeStart('debug', pragmas.debug);
- if (!defined(ray)) {
- throw new DeveloperError("ray is required");
- }
- if (!defined(scene)) {
- throw new DeveloperError("scene is required");
- }
- //>>includeEnd('debug');
- cullBackFaces = defaultValue(cullBackFaces, true);
- var mode = scene.mode;
- var projection = scene.mapProjection;
- var sphereIntersections = scratchArray;
- sphereIntersections.length = 0;
- var tilesToRender = this._surface._tilesToRender;
- var length = tilesToRender.length;
- var tile;
- var i;
- for (i = 0; i < length; ++i) {
- tile = tilesToRender[i];
- var surfaceTile = tile.data;
- if (!defined(surfaceTile)) {
- continue;
- }
- var boundingVolume = surfaceTile.pickBoundingSphere;
- if (mode !== SceneMode.SCENE3D) {
- surfaceTile.pickBoundingSphere = boundingVolume = BoundingSphere.fromRectangleWithHeights2D(
- tile.rectangle,
- projection,
- surfaceTile.tileBoundingRegion.minimumHeight,
- surfaceTile.tileBoundingRegion.maximumHeight,
- boundingVolume
- );
- Cartesian3.fromElements(
- boundingVolume.center.z,
- boundingVolume.center.x,
- boundingVolume.center.y,
- boundingVolume.center
- );
- } else if (defined(surfaceTile.renderedMesh)) {
- BoundingSphere.clone(
- surfaceTile.renderedMesh.boundingSphere3D,
- boundingVolume
- );
- } else {
- // So wait how did we render this thing then? It shouldn't be possible to get here.
- continue;
- }
- var boundingSphereIntersection = IntersectionTests.raySphere(
- ray,
- boundingVolume,
- scratchSphereIntersectionResult
- );
- if (defined(boundingSphereIntersection)) {
- sphereIntersections.push(surfaceTile);
- }
- }
- sphereIntersections.sort(createComparePickTileFunction(ray.origin));
- var intersection;
- length = sphereIntersections.length;
- for (i = 0; i < length; ++i) {
- intersection = sphereIntersections[i].pick(
- ray,
- scene.mode,
- scene.mapProjection,
- cullBackFaces,
- result
- );
- if (defined(intersection)) {
- break;
- }
- }
- return intersection;
- };
- var cartoScratch = new Cartographic();
- /**
- * Find an intersection between a ray and the globe surface that was rendered. The ray must be given in world coordinates.
- *
- * @param {Ray} ray The ray to test for intersection.
- * @param {Scene} scene The scene.
- * @param {Cartesian3} [result] The object onto which to store the result.
- * @returns {Cartesian3|undefined} The intersection or <code>undefined</code> if none was found.
- *
- * @example
- * // find intersection of ray through a pixel and the globe
- * var ray = viewer.camera.getPickRay(windowCoordinates);
- * var intersection = globe.pick(ray, scene);
- */
- Globe.prototype.pick = function (ray, scene, result) {
- result = this.pickWorldCoordinates(ray, scene, true, result);
- if (defined(result) && scene.mode !== SceneMode.SCENE3D) {
- result = Cartesian3.fromElements(result.y, result.z, result.x, result);
- var carto = scene.mapProjection.unproject(result, cartoScratch);
- result = scene.globe.ellipsoid.cartographicToCartesian(carto, result);
- }
- return result;
- };
- var scratchGetHeightCartesian = new Cartesian3();
- var scratchGetHeightIntersection = new Cartesian3();
- var scratchGetHeightCartographic = new Cartographic();
- var scratchGetHeightRay = new Ray();
- function tileIfContainsCartographic(tile, cartographic) {
- return defined(tile) && Rectangle.contains(tile.rectangle, cartographic)
- ? tile
- : undefined;
- }
- /**
- * Get the height of the surface at a given cartographic.
- *
- * @param {Cartographic} cartographic The cartographic for which to find the height.
- * @returns {Number|undefined} The height of the cartographic or undefined if it could not be found.
- */
- Globe.prototype.getHeight = function (cartographic) {
- //>>includeStart('debug', pragmas.debug);
- if (!defined(cartographic)) {
- throw new DeveloperError("cartographic is required");
- }
- //>>includeEnd('debug');
- var levelZeroTiles = this._surface._levelZeroTiles;
- if (!defined(levelZeroTiles)) {
- return;
- }
- var tile;
- var i;
- var length = levelZeroTiles.length;
- for (i = 0; i < length; ++i) {
- tile = levelZeroTiles[i];
- if (Rectangle.contains(tile.rectangle, cartographic)) {
- break;
- }
- }
- if (i >= length) {
- return undefined;
- }
- var tileWithMesh = tile;
- while (defined(tile)) {
- tile =
- tileIfContainsCartographic(tile._southwestChild, cartographic) ||
- tileIfContainsCartographic(tile._southeastChild, cartographic) ||
- tileIfContainsCartographic(tile._northwestChild, cartographic) ||
- tile._northeastChild;
- if (
- defined(tile) &&
- defined(tile.data) &&
- defined(tile.data.renderedMesh)
- ) {
- tileWithMesh = tile;
- }
- }
- tile = tileWithMesh;
- // This tile was either rendered or culled.
- // It is sometimes useful to get a height from a culled tile,
- // e.g. when we're getting a height in order to place a billboard
- // on terrain, and the camera is looking at that same billboard.
- // The culled tile must have a valid mesh, though.
- if (
- !defined(tile) ||
- !defined(tile.data) ||
- !defined(tile.data.renderedMesh)
- ) {
- // Tile was not rendered (culled).
- return undefined;
- }
- var ellipsoid = this._surface._tileProvider.tilingScheme.ellipsoid;
- //cartesian has to be on the ellipsoid surface for `ellipsoid.geodeticSurfaceNormal`
- var cartesian = Cartesian3.fromRadians(
- cartographic.longitude,
- cartographic.latitude,
- 0.0,
- ellipsoid,
- scratchGetHeightCartesian
- );
- var ray = scratchGetHeightRay;
- var surfaceNormal = ellipsoid.geodeticSurfaceNormal(cartesian, ray.direction);
- // Try to find the intersection point between the surface normal and z-axis.
- // minimum height (-11500.0) for the terrain set, need to get this information from the terrain provider
- var rayOrigin = ellipsoid.getSurfaceNormalIntersectionWithZAxis(
- cartesian,
- 11500.0,
- ray.origin
- );
- // Theoretically, not with Earth datums, the intersection point can be outside the ellipsoid
- if (!defined(rayOrigin)) {
- // intersection point is outside the ellipsoid, try other value
- // minimum height (-11500.0) for the terrain set, need to get this information from the terrain provider
- var minimumHeight;
- if (defined(tile.data.tileBoundingRegion)) {
- minimumHeight = tile.data.tileBoundingRegion.minimumHeight;
- }
- var magnitude = Math.min(defaultValue(minimumHeight, 0.0), -11500.0);
- // multiply by the *positive* value of the magnitude
- var vectorToMinimumPoint = Cartesian3.multiplyByScalar(
- surfaceNormal,
- Math.abs(magnitude) + 1,
- scratchGetHeightIntersection
- );
- Cartesian3.subtract(cartesian, vectorToMinimumPoint, ray.origin);
- }
- var intersection = tile.data.pick(
- ray,
- undefined,
- undefined,
- false,
- scratchGetHeightIntersection
- );
- if (!defined(intersection)) {
- return undefined;
- }
- return ellipsoid.cartesianToCartographic(
- intersection,
- scratchGetHeightCartographic
- ).height;
- };
- /**
- * @private
- */
- Globe.prototype.update = function (frameState) {
- if (!this.show) {
- return;
- }
- if (frameState.passes.render) {
- this._surface.update(frameState);
- }
- };
- /**
- * @private
- */
- Globe.prototype.beginFrame = function (frameState) {
- var surface = this._surface;
- var tileProvider = surface.tileProvider;
- var terrainProvider = this.terrainProvider;
- var hasWaterMask =
- this.showWaterEffect &&
- terrainProvider.ready &&
- terrainProvider.hasWaterMask;
- if (hasWaterMask && this._oceanNormalMapResourceDirty) {
- // url changed, load new normal map asynchronously
- this._oceanNormalMapResourceDirty = false;
- var oceanNormalMapResource = this._oceanNormalMapResource;
- var oceanNormalMapUrl = oceanNormalMapResource.url;
- if (defined(oceanNormalMapUrl)) {
- var that = this;
- when(oceanNormalMapResource.fetchImage(), function (image) {
- if (oceanNormalMapUrl !== that._oceanNormalMapResource.url) {
- // url changed while we were loading
- return;
- }
- that._oceanNormalMap =
- that._oceanNormalMap && that._oceanNormalMap.destroy();
- that._oceanNormalMap = new Texture({
- context: frameState.context,
- source: image,
- });
- });
- } else {
- this._oceanNormalMap =
- this._oceanNormalMap && this._oceanNormalMap.destroy();
- }
- }
- var pass = frameState.passes;
- var mode = frameState.mode;
- if (pass.render) {
- if (this.showGroundAtmosphere) {
- this._zoomedOutOceanSpecularIntensity = 0.4;
- } else {
- this._zoomedOutOceanSpecularIntensity = 0.5;
- }
- surface.maximumScreenSpaceError = this.maximumScreenSpaceError;
- surface.tileCacheSize = this.tileCacheSize;
- surface.loadingDescendantLimit = this.loadingDescendantLimit;
- surface.preloadAncestors = this.preloadAncestors;
- surface.preloadSiblings = this.preloadSiblings;
- tileProvider.terrainProvider = this.terrainProvider;
- tileProvider.lightingFadeOutDistance = this.lightingFadeOutDistance;
- tileProvider.lightingFadeInDistance = this.lightingFadeInDistance;
- tileProvider.nightFadeOutDistance = this.nightFadeOutDistance;
- tileProvider.nightFadeInDistance = this.nightFadeInDistance;
- tileProvider.zoomedOutOceanSpecularIntensity =
- mode === SceneMode.SCENE3D ? this._zoomedOutOceanSpecularIntensity : 0.0;
- tileProvider.hasWaterMask = hasWaterMask;
- tileProvider.oceanNormalMap = this._oceanNormalMap;
- tileProvider.enableLighting = this.enableLighting;
- tileProvider.dynamicAtmosphereLighting = this.dynamicAtmosphereLighting;
- tileProvider.dynamicAtmosphereLightingFromSun = this.dynamicAtmosphereLightingFromSun;
- tileProvider.showGroundAtmosphere = this.showGroundAtmosphere;
- tileProvider.shadows = this.shadows;
- tileProvider.hueShift = this.atmosphereHueShift;
- tileProvider.saturationShift = this.atmosphereSaturationShift;
- tileProvider.brightnessShift = this.atmosphereBrightnessShift;
- tileProvider.fillHighlightColor = this.fillHighlightColor;
- tileProvider.showSkirts = this.showSkirts;
- tileProvider.backFaceCulling = this.backFaceCulling;
- tileProvider.undergroundColor = this._undergroundColor;
- tileProvider.undergroundColorAlphaByDistance = this._undergroundColorAlphaByDistance;
- surface.beginFrame(frameState);
- }
- };
- /**
- * @private
- */
- Globe.prototype.render = function (frameState) {
- if (!this.show) {
- return;
- }
- if (defined(this._material)) {
- this._material.update(frameState.context);
- }
- this._surface.render(frameState);
- };
- /**
- * @private
- */
- Globe.prototype.endFrame = function (frameState) {
- if (!this.show) {
- return;
- }
- if (frameState.passes.render) {
- this._surface.endFrame(frameState);
- }
- };
- /**
- * Returns true if this object was destroyed; otherwise, false.
- * <br /><br />
- * If this object was destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
- *
- * @returns {Boolean} True if this object was destroyed; otherwise, false.
- *
- * @see Globe#destroy
- */
- Globe.prototype.isDestroyed = function () {
- return false;
- };
- /**
- * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
- * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
- * <br /><br />
- * Once an object is destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
- * assign the return value (<code>undefined</code>) to the object as done in the example.
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- *
- * @example
- * globe = globe && globe.destroy();
- *
- * @see Globe#isDestroyed
- */
- Globe.prototype.destroy = function () {
- this._surfaceShaderSet =
- this._surfaceShaderSet && this._surfaceShaderSet.destroy();
- this._surface = this._surface && this._surface.destroy();
- this._oceanNormalMap = this._oceanNormalMap && this._oceanNormalMap.destroy();
- return destroyObject(this);
- };
- export default Globe;
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