BoxGeometry-b7163cdb.js 26 KB

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  1. /* This file is automatically rebuilt by the Cesium build process. */
  2. define(['exports', './GeometryOffsetAttribute-3e8c299c', './Transforms-a076dbe6', './Matrix2-fc7e9822', './RuntimeError-c581ca93', './ComponentDatatype-4a60b8d6', './defaultValue-94c3e563', './GeometryAttribute-2ecf73f6', './GeometryAttributes-7df9bef6', './VertexFormat-e46f29d6'], (function (exports, GeometryOffsetAttribute, Transforms, Matrix2, RuntimeError, ComponentDatatype, defaultValue, GeometryAttribute, GeometryAttributes, VertexFormat) { 'use strict';
  3. const diffScratch = new Matrix2.Cartesian3();
  4. /**
  5. * Describes a cube centered at the origin.
  6. *
  7. * @alias BoxGeometry
  8. * @constructor
  9. *
  10. * @param {Object} options Object with the following properties:
  11. * @param {Cartesian3} options.minimum The minimum x, y, and z coordinates of the box.
  12. * @param {Cartesian3} options.maximum The maximum x, y, and z coordinates of the box.
  13. * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
  14. *
  15. * @see BoxGeometry.fromDimensions
  16. * @see BoxGeometry.createGeometry
  17. * @see Packable
  18. *
  19. * @demo {@link https://sandcastle.cesium.com/index.html?src=Box.html|Cesium Sandcastle Box Demo}
  20. *
  21. * @example
  22. * const box = new Cesium.BoxGeometry({
  23. * vertexFormat : Cesium.VertexFormat.POSITION_ONLY,
  24. * maximum : new Cesium.Cartesian3(250000.0, 250000.0, 250000.0),
  25. * minimum : new Cesium.Cartesian3(-250000.0, -250000.0, -250000.0)
  26. * });
  27. * const geometry = Cesium.BoxGeometry.createGeometry(box);
  28. */
  29. function BoxGeometry(options) {
  30. options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT);
  31. const min = options.minimum;
  32. const max = options.maximum;
  33. //>>includeStart('debug', pragmas.debug);
  34. RuntimeError.Check.typeOf.object("min", min);
  35. RuntimeError.Check.typeOf.object("max", max);
  36. if (
  37. defaultValue.defined(options.offsetAttribute) &&
  38. options.offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.TOP
  39. ) {
  40. throw new RuntimeError.DeveloperError(
  41. "GeometryOffsetAttribute.TOP is not a supported options.offsetAttribute for this geometry."
  42. );
  43. }
  44. //>>includeEnd('debug');
  45. const vertexFormat = defaultValue.defaultValue(options.vertexFormat, VertexFormat.VertexFormat.DEFAULT);
  46. this._minimum = Matrix2.Cartesian3.clone(min);
  47. this._maximum = Matrix2.Cartesian3.clone(max);
  48. this._vertexFormat = vertexFormat;
  49. this._offsetAttribute = options.offsetAttribute;
  50. this._workerName = "createBoxGeometry";
  51. }
  52. /**
  53. * Creates a cube centered at the origin given its dimensions.
  54. *
  55. * @param {Object} options Object with the following properties:
  56. * @param {Cartesian3} options.dimensions The width, depth, and height of the box stored in the x, y, and z coordinates of the <code>Cartesian3</code>, respectively.
  57. * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
  58. * @returns {BoxGeometry}
  59. *
  60. * @exception {DeveloperError} All dimensions components must be greater than or equal to zero.
  61. *
  62. *
  63. * @example
  64. * const box = Cesium.BoxGeometry.fromDimensions({
  65. * vertexFormat : Cesium.VertexFormat.POSITION_ONLY,
  66. * dimensions : new Cesium.Cartesian3(500000.0, 500000.0, 500000.0)
  67. * });
  68. * const geometry = Cesium.BoxGeometry.createGeometry(box);
  69. *
  70. * @see BoxGeometry.createGeometry
  71. */
  72. BoxGeometry.fromDimensions = function (options) {
  73. options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT);
  74. const dimensions = options.dimensions;
  75. //>>includeStart('debug', pragmas.debug);
  76. RuntimeError.Check.typeOf.object("dimensions", dimensions);
  77. RuntimeError.Check.typeOf.number.greaterThanOrEquals("dimensions.x", dimensions.x, 0);
  78. RuntimeError.Check.typeOf.number.greaterThanOrEquals("dimensions.y", dimensions.y, 0);
  79. RuntimeError.Check.typeOf.number.greaterThanOrEquals("dimensions.z", dimensions.z, 0);
  80. //>>includeEnd('debug');
  81. const corner = Matrix2.Cartesian3.multiplyByScalar(dimensions, 0.5, new Matrix2.Cartesian3());
  82. return new BoxGeometry({
  83. minimum: Matrix2.Cartesian3.negate(corner, new Matrix2.Cartesian3()),
  84. maximum: corner,
  85. vertexFormat: options.vertexFormat,
  86. offsetAttribute: options.offsetAttribute,
  87. });
  88. };
  89. /**
  90. * Creates a cube from the dimensions of an AxisAlignedBoundingBox.
  91. *
  92. * @param {AxisAlignedBoundingBox} boundingBox A description of the AxisAlignedBoundingBox.
  93. * @returns {BoxGeometry}
  94. *
  95. *
  96. *
  97. * @example
  98. * const aabb = Cesium.AxisAlignedBoundingBox.fromPoints(Cesium.Cartesian3.fromDegreesArray([
  99. * -72.0, 40.0,
  100. * -70.0, 35.0,
  101. * -75.0, 30.0,
  102. * -70.0, 30.0,
  103. * -68.0, 40.0
  104. * ]));
  105. * const box = Cesium.BoxGeometry.fromAxisAlignedBoundingBox(aabb);
  106. *
  107. * @see BoxGeometry.createGeometry
  108. */
  109. BoxGeometry.fromAxisAlignedBoundingBox = function (boundingBox) {
  110. //>>includeStart('debug', pragmas.debug);
  111. RuntimeError.Check.typeOf.object("boundingBox", boundingBox);
  112. //>>includeEnd('debug');
  113. return new BoxGeometry({
  114. minimum: boundingBox.minimum,
  115. maximum: boundingBox.maximum,
  116. });
  117. };
  118. /**
  119. * The number of elements used to pack the object into an array.
  120. * @type {Number}
  121. */
  122. BoxGeometry.packedLength =
  123. 2 * Matrix2.Cartesian3.packedLength + VertexFormat.VertexFormat.packedLength + 1;
  124. /**
  125. * Stores the provided instance into the provided array.
  126. *
  127. * @param {BoxGeometry} value The value to pack.
  128. * @param {Number[]} array The array to pack into.
  129. * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
  130. *
  131. * @returns {Number[]} The array that was packed into
  132. */
  133. BoxGeometry.pack = function (value, array, startingIndex) {
  134. //>>includeStart('debug', pragmas.debug);
  135. RuntimeError.Check.typeOf.object("value", value);
  136. RuntimeError.Check.defined("array", array);
  137. //>>includeEnd('debug');
  138. startingIndex = defaultValue.defaultValue(startingIndex, 0);
  139. Matrix2.Cartesian3.pack(value._minimum, array, startingIndex);
  140. Matrix2.Cartesian3.pack(
  141. value._maximum,
  142. array,
  143. startingIndex + Matrix2.Cartesian3.packedLength
  144. );
  145. VertexFormat.VertexFormat.pack(
  146. value._vertexFormat,
  147. array,
  148. startingIndex + 2 * Matrix2.Cartesian3.packedLength
  149. );
  150. array[
  151. startingIndex + 2 * Matrix2.Cartesian3.packedLength + VertexFormat.VertexFormat.packedLength
  152. ] = defaultValue.defaultValue(value._offsetAttribute, -1);
  153. return array;
  154. };
  155. const scratchMin = new Matrix2.Cartesian3();
  156. const scratchMax = new Matrix2.Cartesian3();
  157. const scratchVertexFormat = new VertexFormat.VertexFormat();
  158. const scratchOptions = {
  159. minimum: scratchMin,
  160. maximum: scratchMax,
  161. vertexFormat: scratchVertexFormat,
  162. offsetAttribute: undefined,
  163. };
  164. /**
  165. * Retrieves an instance from a packed array.
  166. *
  167. * @param {Number[]} array The packed array.
  168. * @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
  169. * @param {BoxGeometry} [result] The object into which to store the result.
  170. * @returns {BoxGeometry} The modified result parameter or a new BoxGeometry instance if one was not provided.
  171. */
  172. BoxGeometry.unpack = function (array, startingIndex, result) {
  173. //>>includeStart('debug', pragmas.debug);
  174. RuntimeError.Check.defined("array", array);
  175. //>>includeEnd('debug');
  176. startingIndex = defaultValue.defaultValue(startingIndex, 0);
  177. const min = Matrix2.Cartesian3.unpack(array, startingIndex, scratchMin);
  178. const max = Matrix2.Cartesian3.unpack(
  179. array,
  180. startingIndex + Matrix2.Cartesian3.packedLength,
  181. scratchMax
  182. );
  183. const vertexFormat = VertexFormat.VertexFormat.unpack(
  184. array,
  185. startingIndex + 2 * Matrix2.Cartesian3.packedLength,
  186. scratchVertexFormat
  187. );
  188. const offsetAttribute =
  189. array[
  190. startingIndex + 2 * Matrix2.Cartesian3.packedLength + VertexFormat.VertexFormat.packedLength
  191. ];
  192. if (!defaultValue.defined(result)) {
  193. scratchOptions.offsetAttribute =
  194. offsetAttribute === -1 ? undefined : offsetAttribute;
  195. return new BoxGeometry(scratchOptions);
  196. }
  197. result._minimum = Matrix2.Cartesian3.clone(min, result._minimum);
  198. result._maximum = Matrix2.Cartesian3.clone(max, result._maximum);
  199. result._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat, result._vertexFormat);
  200. result._offsetAttribute =
  201. offsetAttribute === -1 ? undefined : offsetAttribute;
  202. return result;
  203. };
  204. /**
  205. * Computes the geometric representation of a box, including its vertices, indices, and a bounding sphere.
  206. *
  207. * @param {BoxGeometry} boxGeometry A description of the box.
  208. * @returns {Geometry|undefined} The computed vertices and indices.
  209. */
  210. BoxGeometry.createGeometry = function (boxGeometry) {
  211. const min = boxGeometry._minimum;
  212. const max = boxGeometry._maximum;
  213. const vertexFormat = boxGeometry._vertexFormat;
  214. if (Matrix2.Cartesian3.equals(min, max)) {
  215. return;
  216. }
  217. const attributes = new GeometryAttributes.GeometryAttributes();
  218. let indices;
  219. let positions;
  220. if (
  221. vertexFormat.position &&
  222. (vertexFormat.st ||
  223. vertexFormat.normal ||
  224. vertexFormat.tangent ||
  225. vertexFormat.bitangent)
  226. ) {
  227. if (vertexFormat.position) {
  228. // 8 corner points. Duplicated 3 times each for each incident edge/face.
  229. positions = new Float64Array(6 * 4 * 3);
  230. // +z face
  231. positions[0] = min.x;
  232. positions[1] = min.y;
  233. positions[2] = max.z;
  234. positions[3] = max.x;
  235. positions[4] = min.y;
  236. positions[5] = max.z;
  237. positions[6] = max.x;
  238. positions[7] = max.y;
  239. positions[8] = max.z;
  240. positions[9] = min.x;
  241. positions[10] = max.y;
  242. positions[11] = max.z;
  243. // -z face
  244. positions[12] = min.x;
  245. positions[13] = min.y;
  246. positions[14] = min.z;
  247. positions[15] = max.x;
  248. positions[16] = min.y;
  249. positions[17] = min.z;
  250. positions[18] = max.x;
  251. positions[19] = max.y;
  252. positions[20] = min.z;
  253. positions[21] = min.x;
  254. positions[22] = max.y;
  255. positions[23] = min.z;
  256. // +x face
  257. positions[24] = max.x;
  258. positions[25] = min.y;
  259. positions[26] = min.z;
  260. positions[27] = max.x;
  261. positions[28] = max.y;
  262. positions[29] = min.z;
  263. positions[30] = max.x;
  264. positions[31] = max.y;
  265. positions[32] = max.z;
  266. positions[33] = max.x;
  267. positions[34] = min.y;
  268. positions[35] = max.z;
  269. // -x face
  270. positions[36] = min.x;
  271. positions[37] = min.y;
  272. positions[38] = min.z;
  273. positions[39] = min.x;
  274. positions[40] = max.y;
  275. positions[41] = min.z;
  276. positions[42] = min.x;
  277. positions[43] = max.y;
  278. positions[44] = max.z;
  279. positions[45] = min.x;
  280. positions[46] = min.y;
  281. positions[47] = max.z;
  282. // +y face
  283. positions[48] = min.x;
  284. positions[49] = max.y;
  285. positions[50] = min.z;
  286. positions[51] = max.x;
  287. positions[52] = max.y;
  288. positions[53] = min.z;
  289. positions[54] = max.x;
  290. positions[55] = max.y;
  291. positions[56] = max.z;
  292. positions[57] = min.x;
  293. positions[58] = max.y;
  294. positions[59] = max.z;
  295. // -y face
  296. positions[60] = min.x;
  297. positions[61] = min.y;
  298. positions[62] = min.z;
  299. positions[63] = max.x;
  300. positions[64] = min.y;
  301. positions[65] = min.z;
  302. positions[66] = max.x;
  303. positions[67] = min.y;
  304. positions[68] = max.z;
  305. positions[69] = min.x;
  306. positions[70] = min.y;
  307. positions[71] = max.z;
  308. attributes.position = new GeometryAttribute.GeometryAttribute({
  309. componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
  310. componentsPerAttribute: 3,
  311. values: positions,
  312. });
  313. }
  314. if (vertexFormat.normal) {
  315. const normals = new Float32Array(6 * 4 * 3);
  316. // +z face
  317. normals[0] = 0.0;
  318. normals[1] = 0.0;
  319. normals[2] = 1.0;
  320. normals[3] = 0.0;
  321. normals[4] = 0.0;
  322. normals[5] = 1.0;
  323. normals[6] = 0.0;
  324. normals[7] = 0.0;
  325. normals[8] = 1.0;
  326. normals[9] = 0.0;
  327. normals[10] = 0.0;
  328. normals[11] = 1.0;
  329. // -z face
  330. normals[12] = 0.0;
  331. normals[13] = 0.0;
  332. normals[14] = -1.0;
  333. normals[15] = 0.0;
  334. normals[16] = 0.0;
  335. normals[17] = -1.0;
  336. normals[18] = 0.0;
  337. normals[19] = 0.0;
  338. normals[20] = -1.0;
  339. normals[21] = 0.0;
  340. normals[22] = 0.0;
  341. normals[23] = -1.0;
  342. // +x face
  343. normals[24] = 1.0;
  344. normals[25] = 0.0;
  345. normals[26] = 0.0;
  346. normals[27] = 1.0;
  347. normals[28] = 0.0;
  348. normals[29] = 0.0;
  349. normals[30] = 1.0;
  350. normals[31] = 0.0;
  351. normals[32] = 0.0;
  352. normals[33] = 1.0;
  353. normals[34] = 0.0;
  354. normals[35] = 0.0;
  355. // -x face
  356. normals[36] = -1.0;
  357. normals[37] = 0.0;
  358. normals[38] = 0.0;
  359. normals[39] = -1.0;
  360. normals[40] = 0.0;
  361. normals[41] = 0.0;
  362. normals[42] = -1.0;
  363. normals[43] = 0.0;
  364. normals[44] = 0.0;
  365. normals[45] = -1.0;
  366. normals[46] = 0.0;
  367. normals[47] = 0.0;
  368. // +y face
  369. normals[48] = 0.0;
  370. normals[49] = 1.0;
  371. normals[50] = 0.0;
  372. normals[51] = 0.0;
  373. normals[52] = 1.0;
  374. normals[53] = 0.0;
  375. normals[54] = 0.0;
  376. normals[55] = 1.0;
  377. normals[56] = 0.0;
  378. normals[57] = 0.0;
  379. normals[58] = 1.0;
  380. normals[59] = 0.0;
  381. // -y face
  382. normals[60] = 0.0;
  383. normals[61] = -1.0;
  384. normals[62] = 0.0;
  385. normals[63] = 0.0;
  386. normals[64] = -1.0;
  387. normals[65] = 0.0;
  388. normals[66] = 0.0;
  389. normals[67] = -1.0;
  390. normals[68] = 0.0;
  391. normals[69] = 0.0;
  392. normals[70] = -1.0;
  393. normals[71] = 0.0;
  394. attributes.normal = new GeometryAttribute.GeometryAttribute({
  395. componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
  396. componentsPerAttribute: 3,
  397. values: normals,
  398. });
  399. }
  400. if (vertexFormat.st) {
  401. const texCoords = new Float32Array(6 * 4 * 2);
  402. // +z face
  403. texCoords[0] = 0.0;
  404. texCoords[1] = 0.0;
  405. texCoords[2] = 1.0;
  406. texCoords[3] = 0.0;
  407. texCoords[4] = 1.0;
  408. texCoords[5] = 1.0;
  409. texCoords[6] = 0.0;
  410. texCoords[7] = 1.0;
  411. // -z face
  412. texCoords[8] = 1.0;
  413. texCoords[9] = 0.0;
  414. texCoords[10] = 0.0;
  415. texCoords[11] = 0.0;
  416. texCoords[12] = 0.0;
  417. texCoords[13] = 1.0;
  418. texCoords[14] = 1.0;
  419. texCoords[15] = 1.0;
  420. //+x face
  421. texCoords[16] = 0.0;
  422. texCoords[17] = 0.0;
  423. texCoords[18] = 1.0;
  424. texCoords[19] = 0.0;
  425. texCoords[20] = 1.0;
  426. texCoords[21] = 1.0;
  427. texCoords[22] = 0.0;
  428. texCoords[23] = 1.0;
  429. // -x face
  430. texCoords[24] = 1.0;
  431. texCoords[25] = 0.0;
  432. texCoords[26] = 0.0;
  433. texCoords[27] = 0.0;
  434. texCoords[28] = 0.0;
  435. texCoords[29] = 1.0;
  436. texCoords[30] = 1.0;
  437. texCoords[31] = 1.0;
  438. // +y face
  439. texCoords[32] = 1.0;
  440. texCoords[33] = 0.0;
  441. texCoords[34] = 0.0;
  442. texCoords[35] = 0.0;
  443. texCoords[36] = 0.0;
  444. texCoords[37] = 1.0;
  445. texCoords[38] = 1.0;
  446. texCoords[39] = 1.0;
  447. // -y face
  448. texCoords[40] = 0.0;
  449. texCoords[41] = 0.0;
  450. texCoords[42] = 1.0;
  451. texCoords[43] = 0.0;
  452. texCoords[44] = 1.0;
  453. texCoords[45] = 1.0;
  454. texCoords[46] = 0.0;
  455. texCoords[47] = 1.0;
  456. attributes.st = new GeometryAttribute.GeometryAttribute({
  457. componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
  458. componentsPerAttribute: 2,
  459. values: texCoords,
  460. });
  461. }
  462. if (vertexFormat.tangent) {
  463. const tangents = new Float32Array(6 * 4 * 3);
  464. // +z face
  465. tangents[0] = 1.0;
  466. tangents[1] = 0.0;
  467. tangents[2] = 0.0;
  468. tangents[3] = 1.0;
  469. tangents[4] = 0.0;
  470. tangents[5] = 0.0;
  471. tangents[6] = 1.0;
  472. tangents[7] = 0.0;
  473. tangents[8] = 0.0;
  474. tangents[9] = 1.0;
  475. tangents[10] = 0.0;
  476. tangents[11] = 0.0;
  477. // -z face
  478. tangents[12] = -1.0;
  479. tangents[13] = 0.0;
  480. tangents[14] = 0.0;
  481. tangents[15] = -1.0;
  482. tangents[16] = 0.0;
  483. tangents[17] = 0.0;
  484. tangents[18] = -1.0;
  485. tangents[19] = 0.0;
  486. tangents[20] = 0.0;
  487. tangents[21] = -1.0;
  488. tangents[22] = 0.0;
  489. tangents[23] = 0.0;
  490. // +x face
  491. tangents[24] = 0.0;
  492. tangents[25] = 1.0;
  493. tangents[26] = 0.0;
  494. tangents[27] = 0.0;
  495. tangents[28] = 1.0;
  496. tangents[29] = 0.0;
  497. tangents[30] = 0.0;
  498. tangents[31] = 1.0;
  499. tangents[32] = 0.0;
  500. tangents[33] = 0.0;
  501. tangents[34] = 1.0;
  502. tangents[35] = 0.0;
  503. // -x face
  504. tangents[36] = 0.0;
  505. tangents[37] = -1.0;
  506. tangents[38] = 0.0;
  507. tangents[39] = 0.0;
  508. tangents[40] = -1.0;
  509. tangents[41] = 0.0;
  510. tangents[42] = 0.0;
  511. tangents[43] = -1.0;
  512. tangents[44] = 0.0;
  513. tangents[45] = 0.0;
  514. tangents[46] = -1.0;
  515. tangents[47] = 0.0;
  516. // +y face
  517. tangents[48] = -1.0;
  518. tangents[49] = 0.0;
  519. tangents[50] = 0.0;
  520. tangents[51] = -1.0;
  521. tangents[52] = 0.0;
  522. tangents[53] = 0.0;
  523. tangents[54] = -1.0;
  524. tangents[55] = 0.0;
  525. tangents[56] = 0.0;
  526. tangents[57] = -1.0;
  527. tangents[58] = 0.0;
  528. tangents[59] = 0.0;
  529. // -y face
  530. tangents[60] = 1.0;
  531. tangents[61] = 0.0;
  532. tangents[62] = 0.0;
  533. tangents[63] = 1.0;
  534. tangents[64] = 0.0;
  535. tangents[65] = 0.0;
  536. tangents[66] = 1.0;
  537. tangents[67] = 0.0;
  538. tangents[68] = 0.0;
  539. tangents[69] = 1.0;
  540. tangents[70] = 0.0;
  541. tangents[71] = 0.0;
  542. attributes.tangent = new GeometryAttribute.GeometryAttribute({
  543. componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
  544. componentsPerAttribute: 3,
  545. values: tangents,
  546. });
  547. }
  548. if (vertexFormat.bitangent) {
  549. const bitangents = new Float32Array(6 * 4 * 3);
  550. // +z face
  551. bitangents[0] = 0.0;
  552. bitangents[1] = 1.0;
  553. bitangents[2] = 0.0;
  554. bitangents[3] = 0.0;
  555. bitangents[4] = 1.0;
  556. bitangents[5] = 0.0;
  557. bitangents[6] = 0.0;
  558. bitangents[7] = 1.0;
  559. bitangents[8] = 0.0;
  560. bitangents[9] = 0.0;
  561. bitangents[10] = 1.0;
  562. bitangents[11] = 0.0;
  563. // -z face
  564. bitangents[12] = 0.0;
  565. bitangents[13] = 1.0;
  566. bitangents[14] = 0.0;
  567. bitangents[15] = 0.0;
  568. bitangents[16] = 1.0;
  569. bitangents[17] = 0.0;
  570. bitangents[18] = 0.0;
  571. bitangents[19] = 1.0;
  572. bitangents[20] = 0.0;
  573. bitangents[21] = 0.0;
  574. bitangents[22] = 1.0;
  575. bitangents[23] = 0.0;
  576. // +x face
  577. bitangents[24] = 0.0;
  578. bitangents[25] = 0.0;
  579. bitangents[26] = 1.0;
  580. bitangents[27] = 0.0;
  581. bitangents[28] = 0.0;
  582. bitangents[29] = 1.0;
  583. bitangents[30] = 0.0;
  584. bitangents[31] = 0.0;
  585. bitangents[32] = 1.0;
  586. bitangents[33] = 0.0;
  587. bitangents[34] = 0.0;
  588. bitangents[35] = 1.0;
  589. // -x face
  590. bitangents[36] = 0.0;
  591. bitangents[37] = 0.0;
  592. bitangents[38] = 1.0;
  593. bitangents[39] = 0.0;
  594. bitangents[40] = 0.0;
  595. bitangents[41] = 1.0;
  596. bitangents[42] = 0.0;
  597. bitangents[43] = 0.0;
  598. bitangents[44] = 1.0;
  599. bitangents[45] = 0.0;
  600. bitangents[46] = 0.0;
  601. bitangents[47] = 1.0;
  602. // +y face
  603. bitangents[48] = 0.0;
  604. bitangents[49] = 0.0;
  605. bitangents[50] = 1.0;
  606. bitangents[51] = 0.0;
  607. bitangents[52] = 0.0;
  608. bitangents[53] = 1.0;
  609. bitangents[54] = 0.0;
  610. bitangents[55] = 0.0;
  611. bitangents[56] = 1.0;
  612. bitangents[57] = 0.0;
  613. bitangents[58] = 0.0;
  614. bitangents[59] = 1.0;
  615. // -y face
  616. bitangents[60] = 0.0;
  617. bitangents[61] = 0.0;
  618. bitangents[62] = 1.0;
  619. bitangents[63] = 0.0;
  620. bitangents[64] = 0.0;
  621. bitangents[65] = 1.0;
  622. bitangents[66] = 0.0;
  623. bitangents[67] = 0.0;
  624. bitangents[68] = 1.0;
  625. bitangents[69] = 0.0;
  626. bitangents[70] = 0.0;
  627. bitangents[71] = 1.0;
  628. attributes.bitangent = new GeometryAttribute.GeometryAttribute({
  629. componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
  630. componentsPerAttribute: 3,
  631. values: bitangents,
  632. });
  633. }
  634. // 12 triangles: 6 faces, 2 triangles each.
  635. indices = new Uint16Array(6 * 2 * 3);
  636. // +z face
  637. indices[0] = 0;
  638. indices[1] = 1;
  639. indices[2] = 2;
  640. indices[3] = 0;
  641. indices[4] = 2;
  642. indices[5] = 3;
  643. // -z face
  644. indices[6] = 4 + 2;
  645. indices[7] = 4 + 1;
  646. indices[8] = 4 + 0;
  647. indices[9] = 4 + 3;
  648. indices[10] = 4 + 2;
  649. indices[11] = 4 + 0;
  650. // +x face
  651. indices[12] = 8 + 0;
  652. indices[13] = 8 + 1;
  653. indices[14] = 8 + 2;
  654. indices[15] = 8 + 0;
  655. indices[16] = 8 + 2;
  656. indices[17] = 8 + 3;
  657. // -x face
  658. indices[18] = 12 + 2;
  659. indices[19] = 12 + 1;
  660. indices[20] = 12 + 0;
  661. indices[21] = 12 + 3;
  662. indices[22] = 12 + 2;
  663. indices[23] = 12 + 0;
  664. // +y face
  665. indices[24] = 16 + 2;
  666. indices[25] = 16 + 1;
  667. indices[26] = 16 + 0;
  668. indices[27] = 16 + 3;
  669. indices[28] = 16 + 2;
  670. indices[29] = 16 + 0;
  671. // -y face
  672. indices[30] = 20 + 0;
  673. indices[31] = 20 + 1;
  674. indices[32] = 20 + 2;
  675. indices[33] = 20 + 0;
  676. indices[34] = 20 + 2;
  677. indices[35] = 20 + 3;
  678. } else {
  679. // Positions only - no need to duplicate corner points
  680. positions = new Float64Array(8 * 3);
  681. positions[0] = min.x;
  682. positions[1] = min.y;
  683. positions[2] = min.z;
  684. positions[3] = max.x;
  685. positions[4] = min.y;
  686. positions[5] = min.z;
  687. positions[6] = max.x;
  688. positions[7] = max.y;
  689. positions[8] = min.z;
  690. positions[9] = min.x;
  691. positions[10] = max.y;
  692. positions[11] = min.z;
  693. positions[12] = min.x;
  694. positions[13] = min.y;
  695. positions[14] = max.z;
  696. positions[15] = max.x;
  697. positions[16] = min.y;
  698. positions[17] = max.z;
  699. positions[18] = max.x;
  700. positions[19] = max.y;
  701. positions[20] = max.z;
  702. positions[21] = min.x;
  703. positions[22] = max.y;
  704. positions[23] = max.z;
  705. attributes.position = new GeometryAttribute.GeometryAttribute({
  706. componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
  707. componentsPerAttribute: 3,
  708. values: positions,
  709. });
  710. // 12 triangles: 6 faces, 2 triangles each.
  711. indices = new Uint16Array(6 * 2 * 3);
  712. // plane z = corner.Z
  713. indices[0] = 4;
  714. indices[1] = 5;
  715. indices[2] = 6;
  716. indices[3] = 4;
  717. indices[4] = 6;
  718. indices[5] = 7;
  719. // plane z = -corner.Z
  720. indices[6] = 1;
  721. indices[7] = 0;
  722. indices[8] = 3;
  723. indices[9] = 1;
  724. indices[10] = 3;
  725. indices[11] = 2;
  726. // plane x = corner.X
  727. indices[12] = 1;
  728. indices[13] = 6;
  729. indices[14] = 5;
  730. indices[15] = 1;
  731. indices[16] = 2;
  732. indices[17] = 6;
  733. // plane y = corner.Y
  734. indices[18] = 2;
  735. indices[19] = 3;
  736. indices[20] = 7;
  737. indices[21] = 2;
  738. indices[22] = 7;
  739. indices[23] = 6;
  740. // plane x = -corner.X
  741. indices[24] = 3;
  742. indices[25] = 0;
  743. indices[26] = 4;
  744. indices[27] = 3;
  745. indices[28] = 4;
  746. indices[29] = 7;
  747. // plane y = -corner.Y
  748. indices[30] = 0;
  749. indices[31] = 1;
  750. indices[32] = 5;
  751. indices[33] = 0;
  752. indices[34] = 5;
  753. indices[35] = 4;
  754. }
  755. const diff = Matrix2.Cartesian3.subtract(max, min, diffScratch);
  756. const radius = Matrix2.Cartesian3.magnitude(diff) * 0.5;
  757. if (defaultValue.defined(boxGeometry._offsetAttribute)) {
  758. const length = positions.length;
  759. const applyOffset = new Uint8Array(length / 3);
  760. const offsetValue =
  761. boxGeometry._offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.NONE ? 0 : 1;
  762. GeometryOffsetAttribute.arrayFill(applyOffset, offsetValue);
  763. attributes.applyOffset = new GeometryAttribute.GeometryAttribute({
  764. componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE,
  765. componentsPerAttribute: 1,
  766. values: applyOffset,
  767. });
  768. }
  769. return new GeometryAttribute.Geometry({
  770. attributes: attributes,
  771. indices: indices,
  772. primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES,
  773. boundingSphere: new Transforms.BoundingSphere(Matrix2.Cartesian3.ZERO, radius),
  774. offsetAttribute: boxGeometry._offsetAttribute,
  775. });
  776. };
  777. let unitBoxGeometry;
  778. /**
  779. * Returns the geometric representation of a unit box, including its vertices, indices, and a bounding sphere.
  780. * @returns {Geometry} The computed vertices and indices.
  781. *
  782. * @private
  783. */
  784. BoxGeometry.getUnitBox = function () {
  785. if (!defaultValue.defined(unitBoxGeometry)) {
  786. unitBoxGeometry = BoxGeometry.createGeometry(
  787. BoxGeometry.fromDimensions({
  788. dimensions: new Matrix2.Cartesian3(1.0, 1.0, 1.0),
  789. vertexFormat: VertexFormat.VertexFormat.POSITION_ONLY,
  790. })
  791. );
  792. }
  793. return unitBoxGeometry;
  794. };
  795. exports.BoxGeometry = BoxGeometry;
  796. }));