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@vtx/cs-map

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React components for Vortex

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports["default"] = void 0; var _cesium = require("cesium"); var radiusScratch = new _cesium.Cartesian2(); var normalScratch = new _cesium.Cartesian3(); var bitangentScratch = new _cesium.Cartesian3(); var tangentScratch = new _cesium.Cartesian3(); var positionScratch = new _cesium.Cartesian3(); var getPositions = function getPositions(topRadius, slices) { var positions = new Float64Array(slices * 2); var i; var index = 0; var angleStep = 2 * Math.PI / slices; // 每个切片的角 for (i = 0; i < slices; i++) { var angle = i * angleStep; var x = Math.cos(angle) * 0.25 + 0.25; var y = Math.sin(angle) * 0.25 + 0.75; positions[index++] = x; positions[index++] = y; } console.log("positions:", positions); return positions; }; /** * A description of a cylinder. * * @alias CylinderGeometry * @constructor * * @param {Object} options Object with the following properties: * @param {Number} options.length The length of the cylinder. * @param {Number} options.topRadius The radius of the top of the cylinder. * @param {Number} options.bottomRadius The radius of the bottom of the cylinder. * @param {Number} [options.slices=128] The number of edges around the perimeter of the cylinder. * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed. * * @exception {DeveloperError} options.slices must be greater than or equal to 3. * * @see CylinderGeometry.createGeometry * * @example * // create cylinder geometry * const cylinder = new Cesium.CylinderGeometry({ * length: 200000, * topRadius: 80000, * bottomRadius: 200000, * }); * const geometry = Cesium.CylinderGeometry.createGeometry(cylinder); */ function CylinderGeometry(options) { options = (0, _cesium.defaultValue)(options, _cesium.defaultValue.EMPTY_OBJECT); var length = options.length; var topRadius = options.topRadius; var bottomRadius = options.bottomRadius; var vertexFormat = (0, _cesium.defaultValue)(options.vertexFormat, _cesium.VertexFormat.DEFAULT); var slices = (0, _cesium.defaultValue)(options.slices, 128); //>>includeStart('debug', pragmas.debug); if (!(0, _cesium.defined)(length)) { throw new _cesium.DeveloperError("options.length must be defined."); } if (!(0, _cesium.defined)(topRadius)) { throw new _cesium.DeveloperError("options.topRadius must be defined."); } if (!(0, _cesium.defined)(bottomRadius)) { throw new _cesium.DeveloperError("options.bottomRadius must be defined."); } if (slices < 3) { throw new _cesium.DeveloperError("options.slices must be greater than or equal to 3."); } if ((0, _cesium.defined)(options.offsetAttribute) && options.offsetAttribute === _cesium.GeometryOffsetAttribute.TOP) { throw new _cesium.DeveloperError("GeometryOffsetAttribute.TOP is not a supported options.offsetAttribute for this geometry."); } //>>includeEnd('debug'); this._length = length; this._topRadius = topRadius; this._bottomRadius = bottomRadius; this._vertexFormat = _cesium.VertexFormat.clone(vertexFormat); this._slices = slices; this._offsetAttribute = options.offsetAttribute; this._workerName = "createCylinderGeometry"; } /** * The number of elements used to pack the object into an array. * @type {Number} */ CylinderGeometry.packedLength = _cesium.VertexFormat.packedLength + 5; /** * Stores the provided instance into the provided array. * * @param {CylinderGeometry} value The value to pack. * @param {Number[]} array The array to pack into. * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements. * * @returns {Number[]} The array that was packed into */ CylinderGeometry.pack = function (value, array, startingIndex) { //>>includeStart('debug', pragmas.debug); if (!(0, _cesium.defined)(value)) { throw new _cesium.DeveloperError("value is required"); } if (!(0, _cesium.defined)(array)) { throw new _cesium.DeveloperError("array is required"); } //>>includeEnd('debug'); startingIndex = (0, _cesium.defaultValue)(startingIndex, 0); _cesium.VertexFormat.pack(value._vertexFormat, array, startingIndex); startingIndex += _cesium.VertexFormat.packedLength; array[startingIndex++] = value._length; array[startingIndex++] = value._topRadius; array[startingIndex++] = value._bottomRadius; array[startingIndex++] = value._slices; array[startingIndex] = (0, _cesium.defaultValue)(value._offsetAttribute, -1); return array; }; var scratchVertexFormat = new _cesium.VertexFormat(); var scratchOptions = { vertexFormat: scratchVertexFormat, length: undefined, topRadius: undefined, bottomRadius: undefined, slices: undefined, offsetAttribute: undefined }; /** * Retrieves an instance from a packed array. * * @param {Number[]} array The packed array. * @param {Number} [startingIndex=0] The starting index of the element to be unpacked. * @param {CylinderGeometry} [result] The object into which to store the result. * @returns {CylinderGeometry} The modified result parameter or a new CylinderGeometry instance if one was not provided. */ CylinderGeometry.unpack = function (array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); if (!(0, _cesium.defined)(array)) { throw new _cesium.DeveloperError("array is required"); } //>>includeEnd('debug'); startingIndex = (0, _cesium.defaultValue)(startingIndex, 0); var vertexFormat = _cesium.VertexFormat.unpack(array, startingIndex, scratchVertexFormat); startingIndex += _cesium.VertexFormat.packedLength; var length = array[startingIndex++]; var topRadius = array[startingIndex++]; var bottomRadius = array[startingIndex++]; var slices = array[startingIndex++]; var offsetAttribute = array[startingIndex]; if (!(0, _cesium.defined)(result)) { scratchOptions.length = length; scratchOptions.topRadius = topRadius; scratchOptions.bottomRadius = bottomRadius; scratchOptions.slices = slices; scratchOptions.offsetAttribute = offsetAttribute === -1 ? undefined : offsetAttribute; return new CylinderGeometry(scratchOptions); } result._vertexFormat = _cesium.VertexFormat.clone(vertexFormat, result._vertexFormat); result._length = length; result._topRadius = topRadius; result._bottomRadius = bottomRadius; result._slices = slices; result._offsetAttribute = offsetAttribute === -1 ? undefined : offsetAttribute; return result; }; /** * Computes the geometric representation of a cylinder, including its vertices, indices, and a bounding sphere. * * @param {CylinderGeometry} cylinderGeometry A description of the cylinder. * @returns {Geometry|undefined} The computed vertices and indices. */ CylinderGeometry.createGeometry = function (cylinderGeometry) { var length = cylinderGeometry._length; var topRadius = cylinderGeometry._topRadius; var bottomRadius = cylinderGeometry._bottomRadius; var vertexFormat = cylinderGeometry._vertexFormat; var slices = cylinderGeometry._slices; if (length <= 0 || topRadius < 0 || bottomRadius < 0 || topRadius === 0 && bottomRadius === 0) { return; } /** * slices 表示圆柱体侧面的切片数。 * twoSlices 是 slices 的两倍,即 2 * slices。 * 这个值通常用于表示圆柱体侧面的顶点数,因为每个切片有两个顶点(一个在底部,一个在顶部) */ var twoSlices = slices + slices; /** * threeSlices 是 slices 加上 twoSlices,即 3 * slices。 * 这个值可能用于表示圆柱体侧面加上顶面或底面的顶点数。具体用途取决于后续的逻辑 */ var threeSlices = slices + twoSlices; /** * numVertices 是 twoSlices 的两倍,即 4 * slices。 * 这个值表示圆柱体侧面的顶点数。每个切片有两个顶点(一个在底部,一个在顶部),因此总共有 2 * slices 个顶点在底部,2 * slices 个顶点在顶部,合计 4 * slices 个顶点。 */ var numVertices = twoSlices + twoSlices; var positions = _cesium.CylinderGeometryLibrary.computePositions(length, topRadius, bottomRadius, slices, true); var st = vertexFormat.st ? new Float32Array(numVertices * 2) : undefined; var normals = vertexFormat.normal ? new Float32Array(numVertices * 3) : undefined; var tangents = vertexFormat.tangent ? new Float32Array(numVertices * 3) : undefined; var bitangents = vertexFormat.bitangent ? new Float32Array(numVertices * 3) : undefined; var i; var computeNormal = vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent; if (computeNormal) { var computeTangent = vertexFormat.tangent || vertexFormat.bitangent; var normalIndex = 0; var tangentIndex = 0; var bitangentIndex = 0; var theta = Math.atan2(bottomRadius - topRadius, length); var normal = normalScratch; normal.z = Math.sin(theta); var normalScale = Math.cos(theta); var tangent = tangentScratch; var bitangent = bitangentScratch; // 计算圆柱体侧面的法线(normal)、切线(tangent)和副切线(bitangent)向量 for (i = 0; i < slices; i++) { var angle = i / slices * _cesium.Math.TWO_PI; var x = normalScale * Math.cos(angle); var y = normalScale * Math.sin(angle); if (computeNormal) { normal.x = x; normal.y = y; if (computeTangent) { tangent = _cesium.Cartesian3.normalize(_cesium.Cartesian3.cross(_cesium.Cartesian3.UNIT_Z, normal, tangent), tangent); } if (vertexFormat.normal) { normals[normalIndex++] = normal.x; normals[normalIndex++] = normal.y; normals[normalIndex++] = normal.z; normals[normalIndex++] = normal.x; normals[normalIndex++] = normal.y; normals[normalIndex++] = normal.z; } if (vertexFormat.tangent) { tangents[tangentIndex++] = tangent.x; tangents[tangentIndex++] = tangent.y; tangents[tangentIndex++] = tangent.z; tangents[tangentIndex++] = tangent.x; tangents[tangentIndex++] = tangent.y; tangents[tangentIndex++] = tangent.z; } if (vertexFormat.bitangent) { bitangent = _cesium.Cartesian3.normalize(_cesium.Cartesian3.cross(normal, tangent, bitangent), bitangent); bitangents[bitangentIndex++] = bitangent.x; bitangents[bitangentIndex++] = bitangent.y; bitangents[bitangentIndex++] = bitangent.z; bitangents[bitangentIndex++] = bitangent.x; bitangents[bitangentIndex++] = bitangent.y; bitangents[bitangentIndex++] = bitangent.z; } } } // 计算圆柱体顶面的法线(normal)、切线(tangent)和副切线(bitangent)向量 for (i = 0; i < slices; i++) { if (vertexFormat.normal) { normals[normalIndex++] = 0; normals[normalIndex++] = 0; normals[normalIndex++] = -1; } if (vertexFormat.tangent) { tangents[tangentIndex++] = 1; tangents[tangentIndex++] = 0; tangents[tangentIndex++] = 0; } if (vertexFormat.bitangent) { bitangents[bitangentIndex++] = 0; bitangents[bitangentIndex++] = -1; bitangents[bitangentIndex++] = 0; } } // 计算圆柱体底面的法线(normal)、切线(tangent)和副切线(bitangent)向量 for (i = 0; i < slices; i++) { if (vertexFormat.normal) { normals[normalIndex++] = 0; normals[normalIndex++] = 0; normals[normalIndex++] = 1; } if (vertexFormat.tangent) { tangents[tangentIndex++] = 1; tangents[tangentIndex++] = 0; tangents[tangentIndex++] = 0; } if (vertexFormat.bitangent) { bitangents[bitangentIndex++] = 0; bitangents[bitangentIndex++] = 1; bitangents[bitangentIndex++] = 0; } } } var numIndices = 12 * slices - 12; var indices = _cesium.IndexDatatype.createTypedArray(numVertices, numIndices); var index = 0; var j = 0; for (i = 0; i < slices - 1; i++) { indices[index++] = j; indices[index++] = j + 2; indices[index++] = j + 3; indices[index++] = j; indices[index++] = j + 3; indices[index++] = j + 1; j += 2; } indices[index++] = twoSlices - 2; indices[index++] = 0; indices[index++] = 1; indices[index++] = twoSlices - 2; indices[index++] = 1; indices[index++] = twoSlices - 1; for (i = 1; i < slices - 1; i++) { indices[index++] = twoSlices + i + 1; indices[index++] = twoSlices + i; indices[index++] = twoSlices; } for (i = 1; i < slices - 1; i++) { indices[index++] = threeSlices; indices[index++] = threeSlices + i; indices[index++] = threeSlices + i + 1; } var textureCoordIndex = 0; if (vertexFormat.st) { // 填充侧面纹理坐标 for (var _i = 0; _i < slices; _i++) { var u = _i / slices; // U 坐标从 0 到 1 var v = 0; // V 坐标为 0,表示底部 st[textureCoordIndex++] = u; st[textureCoordIndex++] = v; var v2 = 0.5; // V 坐标为 0.5,表示顶部 st[textureCoordIndex++] = u; st[textureCoordIndex++] = v2; } // 填充顶面纹理坐标 for (var _i2 = 0; _i2 < slices; _i2++) { var _u = _i2 / slices; // U 坐标从 0 到 1 var _v = 0.5 + 0.5 * (_i2 / slices); // V 坐标从 0.5 到 0.75,表示顶面 st[textureCoordIndex++] = _u; st[textureCoordIndex++] = _v; } // 填充顶面纹理坐标 var po = getPositions(topRadius, slices); for (i = 0; i < po.length; i++) { var s = po[i]; st[textureCoordIndex++] = s; } } var attributes = new _cesium.GeometryAttributes(); if (vertexFormat.position) { attributes.position = new _cesium.GeometryAttribute({ componentDatatype: _cesium.ComponentDatatype.DOUBLE, componentsPerAttribute: 3, values: positions }); } if (vertexFormat.normal) { attributes.normal = new _cesium.GeometryAttribute({ componentDatatype: _cesium.ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: normals }); } if (vertexFormat.tangent) { attributes.tangent = new _cesium.GeometryAttribute({ componentDatatype: _cesium.ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: tangents }); } if (vertexFormat.bitangent) { attributes.bitangent = new _cesium.GeometryAttribute({ componentDatatype: _cesium.ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: bitangents }); } if (vertexFormat.st) { attributes.st = new _cesium.GeometryAttribute({ componentDatatype: _cesium.ComponentDatatype.FLOAT, componentsPerAttribute: 2, values: st }); } radiusScratch.x = length * 0.5; radiusScratch.y = Math.max(bottomRadius, topRadius); var boundingSphere = new _cesium.BoundingSphere(_cesium.Cartesian3.ZERO, _cesium.Cartesian2.magnitude(radiusScratch)); if ((0, _cesium.defined)(cylinderGeometry._offsetAttribute)) { length = positions.length; var applyOffset = new Uint8Array(length / 3); var offsetValue = cylinderGeometry._offsetAttribute === _cesium.GeometryOffsetAttribute.NONE ? 0 : 1; (0, _cesium.arrayFill)(applyOffset, offsetValue); attributes.applyOffset = new _cesium.GeometryAttribute({ componentDatatype: _cesium.ComponentDatatype.UNSIGNED_BYTE, componentsPerAttribute: 1, values: applyOffset }); } return new _cesium.Geometry({ attributes: attributes, indices: indices, primitiveType: _cesium.PrimitiveType.TRIANGLES, boundingSphere: boundingSphere, offsetAttribute: cylinderGeometry._offsetAttribute }); }; var unitCylinderGeometry; /** * Returns the geometric representation of a unit cylinder, including its vertices, indices, and a bounding sphere. * @returns {Geometry} The computed vertices and indices. * * @private */ CylinderGeometry.getUnitCylinder = function () { if (!(0, _cesium.defined)(unitCylinderGeometry)) { unitCylinderGeometry = CylinderGeometry.createGeometry(new CylinderGeometry({ topRadius: 1.0, bottomRadius: 1.0, length: 1.0, vertexFormat: _cesium.VertexFormat.POSITION_ONLY })); } return unitCylinderGeometry; }; var _default = exports["default"] = CylinderGeometry; //# sourceMappingURL=Well.js.map