@cesium/engine
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
import AttributeCompression from "../Core/AttributeCompression.js";
import BoundingSphere from "../Core/BoundingSphere.js";
import Cartesian2 from "../Core/Cartesian2.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Cartographic from "../Core/Cartographic.js";
import defined from "../Core/defined.js";
import Ellipsoid from "../Core/Ellipsoid.js";
import EllipsoidalOccluder from "../Core/EllipsoidalOccluder.js";
import IndexDatatype from "../Core/IndexDatatype.js";
import Intersections2D from "../Core/Intersections2D.js";
import CesiumMath from "../Core/Math.js";
import OrientedBoundingBox from "../Core/OrientedBoundingBox.js";
import Rectangle from "../Core/Rectangle.js";
import TerrainEncoding from "../Core/TerrainEncoding.js";
import createTaskProcessorWorker from "./createTaskProcessorWorker.js";
const maxShort = 32767;
const halfMaxShort = (maxShort / 2) | 0;
const clipScratch = [];
const clipScratch2 = [];
const verticesScratch = [];
const cartographicScratch = new Cartographic();
let cartesian3Scratch = new Cartesian3();
const uScratch = [];
const vScratch = [];
const heightScratch = [];
const indicesScratch = [];
const normalsScratch = [];
const horizonOcclusionPointScratch = new Cartesian3();
const boundingSphereScratch = new BoundingSphere();
const orientedBoundingBoxScratch = new OrientedBoundingBox();
const decodeTexCoordsScratch = new Cartesian2();
const octEncodedNormalScratch = new Cartesian3();
function upsampleQuantizedTerrainMesh(parameters, transferableObjects) {
const isEastChild = parameters.isEastChild;
const isNorthChild = parameters.isNorthChild;
const minU = isEastChild ? halfMaxShort : 0;
const maxU = isEastChild ? maxShort : halfMaxShort;
const minV = isNorthChild ? halfMaxShort : 0;
const maxV = isNorthChild ? maxShort : halfMaxShort;
const uBuffer = uScratch;
const vBuffer = vScratch;
const heightBuffer = heightScratch;
const normalBuffer = normalsScratch;
uBuffer.length = 0;
vBuffer.length = 0;
heightBuffer.length = 0;
normalBuffer.length = 0;
const indices = indicesScratch;
indices.length = 0;
const vertexMap = {};
const parentVertices = parameters.vertices;
let parentIndices = parameters.indices;
parentIndices = parentIndices.subarray(0, parameters.indexCountWithoutSkirts);
const encoding = TerrainEncoding.clone(parameters.encoding);
const hasVertexNormals = encoding.hasVertexNormals;
let vertexCount = 0;
const quantizedVertexCount = parameters.vertexCountWithoutSkirts;
const parentMinimumHeight = parameters.minimumHeight;
const parentMaximumHeight = parameters.maximumHeight;
const parentUBuffer = new Array(quantizedVertexCount);
const parentVBuffer = new Array(quantizedVertexCount);
const parentHeightBuffer = new Array(quantizedVertexCount);
const parentNormalBuffer = hasVertexNormals
? new Array(quantizedVertexCount * 2)
: undefined;
const threshold = 20;
let height;
let i, n;
let u, v;
for (i = 0, n = 0; i < quantizedVertexCount; ++i, n += 2) {
const texCoords = encoding.decodeTextureCoordinates(
parentVertices,
i,
decodeTexCoordsScratch,
);
height = encoding.decodeHeight(parentVertices, i);
u = CesiumMath.clamp((texCoords.x * maxShort) | 0, 0, maxShort);
v = CesiumMath.clamp((texCoords.y * maxShort) | 0, 0, maxShort);
parentHeightBuffer[i] = CesiumMath.clamp(
(((height - parentMinimumHeight) /
(parentMaximumHeight - parentMinimumHeight)) *
maxShort) |
0,
0,
maxShort,
);
if (u < threshold) {
u = 0;
}
if (v < threshold) {
v = 0;
}
if (maxShort - u < threshold) {
u = maxShort;
}
if (maxShort - v < threshold) {
v = maxShort;
}
parentUBuffer[i] = u;
parentVBuffer[i] = v;
if (hasVertexNormals) {
const encodedNormal = encoding.getOctEncodedNormal(
parentVertices,
i,
octEncodedNormalScratch,
);
parentNormalBuffer[n] = encodedNormal.x;
parentNormalBuffer[n + 1] = encodedNormal.y;
}
if (
((isEastChild && u >= halfMaxShort) ||
(!isEastChild && u <= halfMaxShort)) &&
((isNorthChild && v >= halfMaxShort) ||
(!isNorthChild && v <= halfMaxShort))
) {
vertexMap[i] = vertexCount;
uBuffer.push(u);
vBuffer.push(v);
heightBuffer.push(parentHeightBuffer[i]);
if (hasVertexNormals) {
normalBuffer.push(parentNormalBuffer[n]);
normalBuffer.push(parentNormalBuffer[n + 1]);
}
++vertexCount;
}
}
const triangleVertices = [];
triangleVertices.push(new Vertex());
triangleVertices.push(new Vertex());
triangleVertices.push(new Vertex());
const clippedTriangleVertices = [];
clippedTriangleVertices.push(new Vertex());
clippedTriangleVertices.push(new Vertex());
clippedTriangleVertices.push(new Vertex());
let clippedIndex;
let clipped2;
for (i = 0; i < parentIndices.length; i += 3) {
const i0 = parentIndices[i];
const i1 = parentIndices[i + 1];
const i2 = parentIndices[i + 2];
const u0 = parentUBuffer[i0];
const u1 = parentUBuffer[i1];
const u2 = parentUBuffer[i2];
triangleVertices[0].initializeIndexed(
parentUBuffer,
parentVBuffer,
parentHeightBuffer,
parentNormalBuffer,
i0,
);
triangleVertices[1].initializeIndexed(
parentUBuffer,
parentVBuffer,
parentHeightBuffer,
parentNormalBuffer,
i1,
);
triangleVertices[2].initializeIndexed(
parentUBuffer,
parentVBuffer,
parentHeightBuffer,
parentNormalBuffer,
i2,
);
// Clip triangle on the east-west boundary.
const clipped = Intersections2D.clipTriangleAtAxisAlignedThreshold(
halfMaxShort,
isEastChild,
u0,
u1,
u2,
clipScratch,
);
// Get the first clipped triangle, if any.
clippedIndex = 0;
if (clippedIndex >= clipped.length) {
continue;
}
clippedIndex = clippedTriangleVertices[0].initializeFromClipResult(
clipped,
clippedIndex,
triangleVertices,
);
if (clippedIndex >= clipped.length) {
continue;
}
clippedIndex = clippedTriangleVertices[1].initializeFromClipResult(
clipped,
clippedIndex,
triangleVertices,
);
if (clippedIndex >= clipped.length) {
continue;
}
clippedIndex = clippedTriangleVertices[2].initializeFromClipResult(
clipped,
clippedIndex,
triangleVertices,
);
// Clip the triangle against the North-south boundary.
clipped2 = Intersections2D.clipTriangleAtAxisAlignedThreshold(
halfMaxShort,
isNorthChild,
clippedTriangleVertices[0].getV(),
clippedTriangleVertices[1].getV(),
clippedTriangleVertices[2].getV(),
clipScratch2,
);
addClippedPolygon(
uBuffer,
vBuffer,
heightBuffer,
normalBuffer,
indices,
vertexMap,
clipped2,
clippedTriangleVertices,
hasVertexNormals,
);
// If there's another vertex in the original clipped result,
// it forms a second triangle. Clip it as well.
if (clippedIndex < clipped.length) {
clippedTriangleVertices[2].clone(clippedTriangleVertices[1]);
clippedTriangleVertices[2].initializeFromClipResult(
clipped,
clippedIndex,
triangleVertices,
);
clipped2 = Intersections2D.clipTriangleAtAxisAlignedThreshold(
halfMaxShort,
isNorthChild,
clippedTriangleVertices[0].getV(),
clippedTriangleVertices[1].getV(),
clippedTriangleVertices[2].getV(),
clipScratch2,
);
addClippedPolygon(
uBuffer,
vBuffer,
heightBuffer,
normalBuffer,
indices,
vertexMap,
clipped2,
clippedTriangleVertices,
hasVertexNormals,
);
}
}
const uOffset = isEastChild ? -maxShort : 0;
const vOffset = isNorthChild ? -maxShort : 0;
const westIndices = [];
const southIndices = [];
const eastIndices = [];
const northIndices = [];
let minimumHeight = Number.MAX_VALUE;
let maximumHeight = -minimumHeight;
const cartesianVertices = verticesScratch;
cartesianVertices.length = 0;
const ellipsoid = Ellipsoid.clone(parameters.ellipsoid);
const rectangle = Rectangle.clone(parameters.childRectangle);
const north = rectangle.north;
const south = rectangle.south;
let east = rectangle.east;
const west = rectangle.west;
if (east < west) {
east += CesiumMath.TWO_PI;
}
for (i = 0; i < uBuffer.length; ++i) {
u = Math.round(uBuffer[i]);
if (u <= minU) {
westIndices.push(i);
u = 0;
} else if (u >= maxU) {
eastIndices.push(i);
u = maxShort;
} else {
u = u * 2 + uOffset;
}
uBuffer[i] = u;
v = Math.round(vBuffer[i]);
if (v <= minV) {
southIndices.push(i);
v = 0;
} else if (v >= maxV) {
northIndices.push(i);
v = maxShort;
} else {
v = v * 2 + vOffset;
}
vBuffer[i] = v;
height = CesiumMath.lerp(
parentMinimumHeight,
parentMaximumHeight,
heightBuffer[i] / maxShort,
);
if (height < minimumHeight) {
minimumHeight = height;
}
if (height > maximumHeight) {
maximumHeight = height;
}
heightBuffer[i] = height;
cartographicScratch.longitude = CesiumMath.lerp(west, east, u / maxShort);
cartographicScratch.latitude = CesiumMath.lerp(south, north, v / maxShort);
cartographicScratch.height = height;
ellipsoid.cartographicToCartesian(cartographicScratch, cartesian3Scratch);
cartesianVertices.push(cartesian3Scratch.x);
cartesianVertices.push(cartesian3Scratch.y);
cartesianVertices.push(cartesian3Scratch.z);
}
const boundingSphere = BoundingSphere.fromVertices(
cartesianVertices,
Cartesian3.ZERO,
3,
boundingSphereScratch,
);
const orientedBoundingBox = OrientedBoundingBox.fromRectangle(
rectangle,
minimumHeight,
maximumHeight,
ellipsoid,
orientedBoundingBoxScratch,
);
const occluder = new EllipsoidalOccluder(ellipsoid);
const horizonOcclusionPoint =
occluder.computeHorizonCullingPointFromVerticesPossiblyUnderEllipsoid(
boundingSphere.center,
cartesianVertices,
3,
boundingSphere.center,
minimumHeight,
horizonOcclusionPointScratch,
);
const heightRange = maximumHeight - minimumHeight;
const vertices = new Uint16Array(
uBuffer.length + vBuffer.length + heightBuffer.length,
);
for (i = 0; i < uBuffer.length; ++i) {
vertices[i] = uBuffer[i];
}
let start = uBuffer.length;
for (i = 0; i < vBuffer.length; ++i) {
vertices[start + i] = vBuffer[i];
}
start += vBuffer.length;
for (i = 0; i < heightBuffer.length; ++i) {
vertices[start + i] =
(maxShort * (heightBuffer[i] - minimumHeight)) / heightRange;
}
const indicesTypedArray = IndexDatatype.createTypedArray(
uBuffer.length,
indices,
);
let encodedNormals;
if (hasVertexNormals) {
const normalArray = new Uint8Array(normalBuffer);
transferableObjects.push(
vertices.buffer,
indicesTypedArray.buffer,
normalArray.buffer,
);
encodedNormals = normalArray.buffer;
} else {
transferableObjects.push(vertices.buffer, indicesTypedArray.buffer);
}
return {
vertices: vertices.buffer,
encodedNormals: encodedNormals,
indices: indicesTypedArray.buffer,
minimumHeight: minimumHeight,
maximumHeight: maximumHeight,
westIndices: westIndices,
southIndices: southIndices,
eastIndices: eastIndices,
northIndices: northIndices,
boundingSphere: boundingSphere,
orientedBoundingBox: orientedBoundingBox,
horizonOcclusionPoint: horizonOcclusionPoint,
};
}
function Vertex() {
this.vertexBuffer = undefined;
this.index = undefined;
this.first = undefined;
this.second = undefined;
this.ratio = undefined;
}
Vertex.prototype.clone = function (result) {
if (!defined(result)) {
result = new Vertex();
}
result.uBuffer = this.uBuffer;
result.vBuffer = this.vBuffer;
result.heightBuffer = this.heightBuffer;
result.normalBuffer = this.normalBuffer;
result.index = this.index;
result.first = this.first;
result.second = this.second;
result.ratio = this.ratio;
return result;
};
Vertex.prototype.initializeIndexed = function (
uBuffer,
vBuffer,
heightBuffer,
normalBuffer,
index,
) {
this.uBuffer = uBuffer;
this.vBuffer = vBuffer;
this.heightBuffer = heightBuffer;
this.normalBuffer = normalBuffer;
this.index = index;
this.first = undefined;
this.second = undefined;
this.ratio = undefined;
};
Vertex.prototype.initializeFromClipResult = function (
clipResult,
index,
vertices,
) {
let nextIndex = index + 1;
if (clipResult[index] !== -1) {
vertices[clipResult[index]].clone(this);
} else {
this.vertexBuffer = undefined;
this.index = undefined;
this.first = vertices[clipResult[nextIndex]];
++nextIndex;
this.second = vertices[clipResult[nextIndex]];
++nextIndex;
this.ratio = clipResult[nextIndex];
++nextIndex;
}
return nextIndex;
};
Vertex.prototype.getKey = function () {
if (this.isIndexed()) {
return this.index;
}
return JSON.stringify({
first: this.first.getKey(),
second: this.second.getKey(),
ratio: this.ratio,
});
};
Vertex.prototype.isIndexed = function () {
return defined(this.index);
};
Vertex.prototype.getH = function () {
if (defined(this.index)) {
return this.heightBuffer[this.index];
}
return CesiumMath.lerp(this.first.getH(), this.second.getH(), this.ratio);
};
Vertex.prototype.getU = function () {
if (defined(this.index)) {
return this.uBuffer[this.index];
}
return CesiumMath.lerp(this.first.getU(), this.second.getU(), this.ratio);
};
Vertex.prototype.getV = function () {
if (defined(this.index)) {
return this.vBuffer[this.index];
}
return CesiumMath.lerp(this.first.getV(), this.second.getV(), this.ratio);
};
let encodedScratch = new Cartesian2();
// An upsampled triangle may be clipped twice before it is assigned an index
// In this case, we need a buffer to handle the recursion of getNormalX() and getNormalY().
let depth = -1;
const cartesianScratch1 = [new Cartesian3(), new Cartesian3()];
const cartesianScratch2 = [new Cartesian3(), new Cartesian3()];
function lerpOctEncodedNormal(vertex, result) {
++depth;
let first = cartesianScratch1[depth];
let second = cartesianScratch2[depth];
first = AttributeCompression.octDecode(
vertex.first.getNormalX(),
vertex.first.getNormalY(),
first,
);
second = AttributeCompression.octDecode(
vertex.second.getNormalX(),
vertex.second.getNormalY(),
second,
);
cartesian3Scratch = Cartesian3.lerp(
first,
second,
vertex.ratio,
cartesian3Scratch,
);
Cartesian3.normalize(cartesian3Scratch, cartesian3Scratch);
AttributeCompression.octEncode(cartesian3Scratch, result);
--depth;
return result;
}
Vertex.prototype.getNormalX = function () {
if (defined(this.index)) {
return this.normalBuffer[this.index * 2];
}
encodedScratch = lerpOctEncodedNormal(this, encodedScratch);
return encodedScratch.x;
};
Vertex.prototype.getNormalY = function () {
if (defined(this.index)) {
return this.normalBuffer[this.index * 2 + 1];
}
encodedScratch = lerpOctEncodedNormal(this, encodedScratch);
return encodedScratch.y;
};
const polygonVertices = [];
polygonVertices.push(new Vertex());
polygonVertices.push(new Vertex());
polygonVertices.push(new Vertex());
polygonVertices.push(new Vertex());
function addClippedPolygon(
uBuffer,
vBuffer,
heightBuffer,
normalBuffer,
indices,
vertexMap,
clipped,
triangleVertices,
hasVertexNormals,
) {
if (clipped.length === 0) {
return;
}
let numVertices = 0;
let clippedIndex = 0;
while (clippedIndex < clipped.length) {
clippedIndex = polygonVertices[numVertices++].initializeFromClipResult(
clipped,
clippedIndex,
triangleVertices,
);
}
for (let i = 0; i < numVertices; ++i) {
const polygonVertex = polygonVertices[i];
if (!polygonVertex.isIndexed()) {
const key = polygonVertex.getKey();
if (defined(vertexMap[key])) {
polygonVertex.newIndex = vertexMap[key];
} else {
const newIndex = uBuffer.length;
uBuffer.push(polygonVertex.getU());
vBuffer.push(polygonVertex.getV());
heightBuffer.push(polygonVertex.getH());
if (hasVertexNormals) {
normalBuffer.push(polygonVertex.getNormalX());
normalBuffer.push(polygonVertex.getNormalY());
}
polygonVertex.newIndex = newIndex;
vertexMap[key] = newIndex;
}
} else {
polygonVertex.newIndex = vertexMap[polygonVertex.index];
polygonVertex.uBuffer = uBuffer;
polygonVertex.vBuffer = vBuffer;
polygonVertex.heightBuffer = heightBuffer;
if (hasVertexNormals) {
polygonVertex.normalBuffer = normalBuffer;
}
}
}
if (numVertices === 3) {
// A triangle.
indices.push(polygonVertices[0].newIndex);
indices.push(polygonVertices[1].newIndex);
indices.push(polygonVertices[2].newIndex);
} else if (numVertices === 4) {
// A quad - two triangles.
indices.push(polygonVertices[0].newIndex);
indices.push(polygonVertices[1].newIndex);
indices.push(polygonVertices[2].newIndex);
indices.push(polygonVertices[0].newIndex);
indices.push(polygonVertices[2].newIndex);
indices.push(polygonVertices[3].newIndex);
}
}
export default createTaskProcessorWorker(upsampleQuantizedTerrainMesh);