cesium
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Cesium is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
1,240 lines (1,076 loc) • 100 kB
JavaScript
/*global define*/
define([
'./AttributeCompression',
'./barycentricCoordinates',
'./BoundingSphere',
'./Cartesian2',
'./Cartesian3',
'./Cartesian4',
'./Cartographic',
'./ComponentDatatype',
'./defaultValue',
'./defined',
'./DeveloperError',
'./EncodedCartesian3',
'./GeographicProjection',
'./Geometry',
'./GeometryAttribute',
'./GeometryInstance',
'./GeometryType',
'./IndexDatatype',
'./Intersect',
'./IntersectionTests',
'./Math',
'./Matrix3',
'./Matrix4',
'./Plane',
'./PrimitiveType',
'./Tipsify'
], function(
AttributeCompression,
barycentricCoordinates,
BoundingSphere,
Cartesian2,
Cartesian3,
Cartesian4,
Cartographic,
ComponentDatatype,
defaultValue,
defined,
DeveloperError,
EncodedCartesian3,
GeographicProjection,
Geometry,
GeometryAttribute,
GeometryInstance,
GeometryType,
IndexDatatype,
Intersect,
IntersectionTests,
CesiumMath,
Matrix3,
Matrix4,
Plane,
PrimitiveType,
Tipsify) {
'use strict';
/**
* Content pipeline functions for geometries.
*
* @exports 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.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.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.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 <code>indices</code>
* and its <code>primitiveType</code> is <code>TRIANGLES</code>, <code>TRIANGLE_STRIP</code>,
* <code>TRIANGLE_FAN</code>, it is converted to <code>LINES</code>; otherwise, the geometry is not changed.
* <p>
* This is commonly used to create a wireframe geometry for visual debugging.
* </p>
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified <code>geometry</code> 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 (!defined(geometry)) {
throw new DeveloperError('geometry is required.');
}
//>>includeEnd('debug');
var indices = geometry.indices;
if (defined(indices)) {
switch (geometry.primitiveType) {
case PrimitiveType.TRIANGLES:
geometry.indices = trianglesToLines(indices);
break;
case PrimitiveType.TRIANGLE_STRIP:
geometry.indices = triangleStripToLines(indices);
break;
case PrimitiveType.TRIANGLE_FAN:
geometry.indices = triangleFanToLines(indices);
break;
default:
throw new DeveloperError('geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN.');
}
geometry.primitiveType = PrimitiveType.LINES;
}
return geometry;
};
/**
* Creates a new {@link Geometry} with <code>LINES</code> representing the provided
* attribute (<code>attributeName</code>) for the provided geometry. This is used to
* visualize vector attributes like normals, binormals, and tangents.
*
* @param {Geometry} geometry The <code>Geometry</code> 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 <code>Geometry</code> 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, 'binormal', 100000.0);
*/
GeometryPipeline.createLineSegmentsForVectors = function(geometry, attributeName, length) {
attributeName = defaultValue(attributeName, 'normal');
//>>includeStart('debug', pragmas.debug);
if (!defined(geometry)) {
throw new DeveloperError('geometry is required.');
}
if (!defined(geometry.attributes.position)) {
throw new DeveloperError('geometry.attributes.position is required.');
}
if (!defined(geometry.attributes[attributeName])) {
throw new DeveloperError('geometry.attributes must have an attribute with the same name as the attributeName parameter, ' + attributeName + '.');
}
//>>includeEnd('debug');
length = 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 (defined(bs)) {
newBoundingSphere = new BoundingSphere(bs.center, bs.radius + length);
}
return new Geometry({
attributes : {
position : new GeometryAttribute({
componentDatatype : ComponentDatatype.DOUBLE,
componentsPerAttribute : 3,
values : newPositions
})
},
primitiveType : 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 (!defined(geometry)) {
throw new 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',
'binormal',
'tangent',
// 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 (defined(attributes[semantic])) {
indices[semantic] = j++;
}
}
// Locations for custom attributes
for (var name in attributes) {
if (attributes.hasOwnProperty(name) && (!defined(indices[name]))) {
indices[name] = j++;
}
}
return indices;
};
/**
* Reorders a geometry's attributes and <code>indices</code> to achieve better performance from the GPU's pre-vertex-shader cache.
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified <code>geometry</code> 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 (!defined(geometry)) {
throw new DeveloperError('geometry is required.');
}
//>>includeEnd('debug');
var numVertices = Geometry.computeNumberOfVertices(geometry);
var indices = geometry.indices;
if (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.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) &&
defined(attributes[property]) &&
defined(attributes[property].values)) {
var attribute = attributes[property];
var elementsIn = attribute.values;
var intoElementsIn = 0;
var numComponents = attribute.componentsPerAttribute;
var elementsOut = ComponentDatatype.createTypedArray(attribute.componentDatatype, nextIndex * numComponents);
while (intoElementsIn < numVertices) {
var temp = indexCrossReferenceOldToNew[intoElementsIn];
if (temp !== -1) {
for (i = 0; i < numComponents; i++) {
elementsOut[numComponents * temp + i] = elementsIn[numComponents * intoElementsIn + i];
}
}
++intoElementsIn;
}
attribute.values = elementsOut;
}
}
}
return geometry;
};
/**
* Reorders a geometry's <code>indices</code> to achieve better performance from the GPU's
* post vertex-shader cache by using the Tipsify algorithm. If the geometry <code>primitiveType</code>
* is not <code>TRIANGLES</code> or the geometry does not have an <code>indices</code>, 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 <code>geometry</code> 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 (!defined(geometry)) {
throw new DeveloperError('geometry is required.');
}
//>>includeEnd('debug');
var indices = geometry.indices;
if ((geometry.primitiveType === PrimitiveType.TRIANGLES) && (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) &&
defined(attributes[attribute]) &&
defined(attributes[attribute].values)) {
var attr = attributes[attribute];
newAttributes[attribute] = new 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) &&
defined(sourceAttributes[attribute]) &&
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
* <code>indices</code> fit into unsigned shorts. This is used to meet the WebGL requirements
* when unsigned int indices are not supported.
* <p>
* If the geometry does not have any <code>indices</code>, this function has no effect.
* </p>
*
* @param {Geometry} geometry The geometry to be split into multiple geometries.
* @returns {Geometry[]} An array of geometries, each with indices that fit into unsigned shorts.
*
* @exception {DeveloperError} geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS
* @exception {DeveloperError} All geometry attribute lists must have the same number of attributes.
*
* @example
* var geometries = Cesium.GeometryPipeline.fitToUnsignedShortIndices(geometry);
*/
GeometryPipeline.fitToUnsignedShortIndices = function(geometry) {
//>>includeStart('debug', pragmas.debug);
if (!defined(geometry)) {
throw new DeveloperError('geometry is required.');
}
if ((defined(geometry.indices)) &&
((geometry.primitiveType !== PrimitiveType.TRIANGLES) &&
(geometry.primitiveType !== PrimitiveType.LINES) &&
(geometry.primitiveType !== PrimitiveType.POINTS))) {
throw new DeveloperError('geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS.');
}
//>>includeEnd('debug');
var geometries = [];
// If there's an index list and more than 64K attributes, it is possible that
// some indices are outside the range of unsigned short [0, 64K - 1]
var numberOfVertices = Geometry.computeNumberOfVertices(geometry);
if (defined(geometry.indices) && (numberOfVertices >= CesiumMath.SIXTY_FOUR_KILOBYTES)) {
var oldToNewIndex = [];
var newIndices = [];
var currentIndex = 0;
var newAttributes = copyAttributesDescriptions(geometry.attributes);
var originalIndices = geometry.indices;
var numberOfIndices = originalIndices.length;
var indicesPerPrimitive;
if (geometry.primitiveType === PrimitiveType.TRIANGLES) {
indicesPerPrimitive = 3;
} else if (geometry.primitiveType === PrimitiveType.LINES) {
indicesPerPrimitive = 2;
} else if (geometry.primitiveType === PrimitiveType.POINTS) {
indicesPerPrimitive = 1;
}
for ( var j = 0; j < numberOfIndices; j += indicesPerPrimitive) {
for (var k = 0; k < indicesPerPrimitive; ++k) {
var x = originalIndices[j + k];
var i = oldToNewIndex[x];
if (!defined(i)) {
i = currentIndex++;
oldToNewIndex[x] = i;
copyVertex(newAttributes, geometry.attributes, x);
}
newIndices.push(i);
}
if (currentIndex + indicesPerPrimitive >= CesiumMath.SIXTY_FOUR_KILOBYTES) {
geometries.push(new Geometry({
attributes : newAttributes,
indices : newIndices,
primitiveType : geometry.primitiveType,
boundingSphere : geometry.boundingSphere,
boundingSphereCV : geometry.boundingSphereCV
}));
// Reset for next vertex-array
oldToNewIndex = [];
newIndices = [];
currentIndex = 0;
newAttributes = copyAttributesDescriptions(geometry.attributes);
}
}
if (newIndices.length !== 0) {
geometries.push(new Geometry({
attributes : newAttributes,
indices : newIndices,
primitiveType : geometry.primitiveType,
boundingSphere : geometry.boundingSphere,
boundingSphereCV : geometry.boundingSphereCV
}));
}
} else {
// No need to split into multiple geometries
geometries.push(geometry);
}
return geometries;
};
var scratchProjectTo2DCartesian3 = new Cartesian3();
var scratchProjectTo2DCartographic = new Cartographic();
/**
* Projects a geometry's 3D <code>position</code> attribute to 2D, replacing the <code>position</code>
* attribute with separate <code>position3D</code> and <code>position2D</code> attributes.
* <p>
* If the geometry does not have a <code>position</code>, this function has no effect.
* </p>
*
* @param {Geometry} geometry The geometry to modify.
* @param {String} attributeName The name of the attribute.
* @param {String} attributeName3D The name of the attribute in 3D.
* @param {String} attributeName2D The name of the attribute in 2D.
* @param {Object} [projection=new GeographicProjection()] The projection to use.
* @returns {Geometry} The modified <code>geometry</code> argument with <code>position3D</code> and <code>position2D</code> 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 (!defined(geometry)) {
throw new DeveloperError('geometry is required.');
}
if (!defined(attributeName)) {
throw new DeveloperError('attributeName is required.');
}
if (!defined(attributeName3D)) {
throw new DeveloperError('attributeName3D is required.');
}
if (!defined(attributeName2D)) {
throw new DeveloperError('attributeName2D is required.');
}
if (!defined(geometry.attributes[attributeName])) {
throw new DeveloperError('geometry must have attribute matching the attributeName argument: ' + attributeName + '.');
}
if (geometry.attributes[attributeName].componentDatatype !== ComponentDatatype.DOUBLE) {
throw new DeveloperError('The attribute componentDatatype must be ComponentDatatype.DOUBLE.');
}
//>>includeEnd('debug');
var attribute = geometry.attributes[attributeName];
projection = (defined(projection)) ? projection : new 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 = Cartesian3.fromArray(values3D, i, scratchProjectTo2DCartesian3);
var lonLat = ellipsoid.cartesianToCartographic(value, scratchProjectTo2DCartographic);
if (!defined(lonLat)) {
throw new DeveloperError('Could not project point (' + value.x + ', ' + value.y + ', ' + value.z + ') to 2D.');
}
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({
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.
* <p>
* This is commonly used to create high-precision position vertex attributes.
* </p>
*
* @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 modified <code>geometry</code> 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 (!defined(geometry)) {
throw new DeveloperError('geometry is required.');
}
if (!defined(attributeName)) {
throw new DeveloperError('attributeName is required.');
}
if (!defined(attributeHighName)) {
throw new DeveloperError('attributeHighName is required.');
}
if (!defined(attributeLowName)) {
throw new DeveloperError('attributeLowName is required.');
}
if (!defined(geometry.attributes[attributeName])) {
throw new DeveloperError('geometry must have attribute matching the attributeName argument: ' + attributeName + '.');
}
if (geometry.attributes[attributeName].componentDatatype !== ComponentDatatype.DOUBLE) {
throw new 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.encode(values[i], encodedResult);
highValues[i] = encodedResult.high;
lowValues[i] = encodedResult.low;
}
var componentsPerAttribute = attribute.componentsPerAttribute;
geometry.attributes[attributeHighName] = new GeometryAttribute({
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : componentsPerAttribute,
values : highValues
});
geometry.attributes[attributeLowName] = new GeometryAttribute({
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : componentsPerAttribute,
values : lowValues
});
delete geometry.attributes[attributeName];
return geometry;
};
var scratchCartesian3 = new Cartesian3();
function transformPoint(matrix, attribute) {
if (defined(attribute)) {
var values = attribute.values;
var length = values.length;
for (var i = 0; i < length; i += 3) {
Cartesian3.unpack(values, i, scratchCartesian3);
Matrix4.multiplyByPoint(matrix, scratchCartesian3, scratchCartesian3);
Cartesian3.pack(scratchCartesian3, values, i);
}
}
}
function transformVector(matrix, attribute) {
if (defined(attribute)) {
var values = attribute.values;
var length = values.length;
for (var i = 0; i < length; i += 3) {
Cartesian3.unpack(values, i, scratchCartesian3);
Matrix3.multiplyByVector(matrix, scratchCartesian3, scratchCartesian3);
scratchCartesian3 = Cartesian3.normalize(scratchCartesian3, scratchCartesian3);
Cartesian3.pack(scratchCartesian3, values, i);
}
}
}
var inverseTranspose = new Matrix4();
var normalMatrix = new Matrix3();
/**
* Transforms a geometry instance to world coordinates. This changes
* the instance's <code>modelMatrix</code> to {@link Matrix4.IDENTITY} and transforms the
* following attributes if they are present: <code>position</code>, <code>normal</code>,
* <code>binormal</code>, and <code>tangent</code>.
*
* @param {GeometryInstance} instance The geometry instance to modify.
* @returns {GeometryInstance} The modified <code>instance</code> argument, with its attributes transforms to world coordinates.
*
* @example
* Cesium.GeometryPipeline.transformToWorldCoordinates(instance);
*/
GeometryPipeline.transformToWorldCoordinates = function(instance) {
//>>includeStart('debug', pragmas.debug);
if (!defined(instance)) {
throw new DeveloperError('instance is required.');
}
//>>includeEnd('debug');
var modelMatrix = instance.modelMatrix;
if (Matrix4.equals(modelMatrix, 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 ((defined(attributes.normal)) ||
(defined(attributes.binormal)) ||
(defined(attributes.tangent))) {
Matrix4.inverse(modelMatrix, inverseTranspose);
Matrix4.transpose(inverseTranspose, inverseTranspose);
Matrix4.getRotation(inverseTranspose, normalMatrix);
transformVector(normalMatrix, attributes.normal);
transformVector(normalMatrix, attributes.binormal);
transformVector(normalMatrix, attributes.tangent);
}
var boundingSphere = instance.geometry.boundingSphere;
if (defined(boundingSphere)) {
instance.geometry.boundingSphere = BoundingSphere.transform(boundingSphere, modelMatrix, boundingSphere);
}
instance.modelMatrix = Matrix4.clone(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) &&
defined(attributes0[name]) &&
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 ((!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({
componentDatatype : attribute.componentDatatype,
componentsPerAttribute : attribute.componentsPerAttribute,
normalize : attribute.normalize,
values : ComponentDatatype.createTypedArray(attribute.componentDatatype, numberOfComponents)
});
}
}
}
return attributesInAllGeometries;
}
var tempScratch = new Cartesian3();
function combineGeometries(instances, propertyName) {
var length = instances.length;
var name;
var i;
var j;
var k;
var m = instances[0].modelMatrix;
var haveIndices = (defined(instances[0][propertyName].indices));
var primitiveType = instances[0][propertyName].primitiveType;
//>>includeStart('debug', pragmas.debug);
for (i = 1; i < length; ++i) {
if (!Matrix4.equals(instances[i].modelMatrix, m)) {
throw new DeveloperError('All instances must have the same modelMatrix.');
}
if ((defined(instances[i][propertyName].indices)) !== haveIndices) {
throw new DeveloperError('All instance geometries must have an indices or not have one.');
}
if (instances[i][propertyName].primitiveType !== primitiveType) {
throw new 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 = Geometry.computeNumberOfVertices(new Geometry({
attributes : attributes,
primitiveType : PrimitiveType.POINTS
}));
var destIndices = 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 += Geometry.computeNumberOfVertices(instances[i][propertyName]);
}
indices = destIndices;
}
// Create bounding sphere that includes all instances
var center = new Cartesian3();
var radius = 0.0;
var bs;
for (i = 0; i < length; ++i) {
bs = instances[i][propertyName].boundingSphere;
if (!defined(bs)) {
// If any geometries have an undefined bounding sphere, then so does the combined geometry
center = undefined;
break;
}
Cartesian3.add(bs.center, center, center);
}
if (defined(center)) {
Cartesian3.divideByScalar(center, length, center);
for (i = 0; i < length; ++i) {
bs = instances[i][propertyName].boundingSphere;
var tempRadius = Cartesian3.magnitude(Cartesian3.subtract(bs.center, center, tempScratch)) + bs.radius;
if (tempRadius > radius) {
radius = tempRadius;
}
}
}
return new Geometry({
attributes : attributes,
indices : indices,
primitiveType : primitiveType,
boundingSphere : (defined(center)) ? new 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.
* <p>
* If the instances do not have the same attributes, a subset of attributes common
* to all instances is used, and the others are ignored.
* </p>
* <p>
* This is used by {@link Primitive} to efficiently render a large amount of static data.
* </p>
*
* @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 ((!defined(instances)) || (instances.length < 1)) {
throw new 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 (defined(instance.geometry)) {
instanceGeometry.push(instance);
} else {
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 Cartesian3();
var v0 = new Cartesian3();
var v1 = new Cartesian3();
var v2 = new Cartesian3();
/**
* Computes per-vertex normals for a geometry containing <code>TRIANGLES</code> by averaging the normals of
* all triangles incident to the vertex. The result is a new <code>normal</code> attribute added to the geometry.
* This assumes a counter-clockwise winding order.
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified <code>geometry</code> argument with the computed <code>normal</code> 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 (!defined(geometry)) {
throw new DeveloperError('geometry is required.');
}
if (!defined(geometry.attributes.position) || !defined(geometry.attributes.position.values)) {
throw new DeveloperError('geometry.attributes.position.values is required.');
}
if (!defined(geometry.indices)) {
throw new DeveloperError('geometry.indices is required.');
}
if (geometry.indices.length < 2 || geometry.indices.length % 3 !== 0) {
throw new DeveloperError('geometry.indices length must be greater than 0 and be a multiple of 3.');
}
if (geometry.primitiveType !== PrimitiveType.TRIANGLES) {
throw new 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);
for ( var 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++;
Cartesian3.subtract(v1, v0, v1);
Cartesian3.subtract(v2, v0, v2);
normalsPerTriangle[j] = Cartesian3.cross(v1, v2, new 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];
if (vertexNormalData.count > 0) {
Cartesian3.clone(Cartesian3.ZERO, normal);
for (j = 0; j < vertexNormalData.count; j++) {
Cartesian3.add(normal, normalsPerTriangle[normalIndices[vertexNormalData.indexOffset + j]], normal);
}
Cartesian3.normalize(normal, normal);
normalValues[i3] = normal.x;
normalValues[i3 + 1] = normal.y;
normalValues[i3 + 2] = normal.z;
} else {
normalValues[i3] = 0.0;
normalValues[i3 + 1] = 0.0;
normalValues[i3 + 2] = 1.0;
}
}
geometry.attributes.normal = new GeometryAttribute({
componentDatatype : ComponentDatatype.FLOAT,
componentsPerAttribute : 3,
values : normalValues
});
return geometry;
};
var normalScratch = new Cartesian3();
var normalScale = new Cartesian3();
var tScratch = new Cartesian3();
/**
* Computes per-vertex binormals and tangents for a geometry containing <code>TRIANGLES</code>.
* The result is new <code>binormal</code> and <code>tangent</code> attributes added to the geometry.
* This assumes a counter-clockwise winding order.
* <p>
* Based on <a href="http://www.terathon.com/code/tangent.html">Computing Tangent Space Basis Vectors
* for an Arbitrary Mesh</a> by Eric Lengyel.
* </p>
*
* @param {Geometry} geometry The geometry to modify.
* @returns {Geometry} The modified <code>geometry</code> argument with the computed <code>binormal</code> and <code>tangent</code> 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.computeBinormalAndTangent(geometry);
*/
GeometryPipeline.computeBinormalAndTangent = function(geometry) {
//>>includeStart('debug', pragmas.debug);
if (!defined(geometry)) {
throw new DeveloperError('geometry is required.');
}
//>>includeEnd('debug');
var attributes = geometry.attributes;
var indices = geometry.indices;
//>>includeStart('debug', pragmas.debug);
if (!defined(attributes.position) || !defined(attributes.position.values)) {
throw new DeveloperError('geometry.attributes.position.values is required.');
}
if (!defined(attributes.normal) || !defined(attributes.normal.values)) {
throw new DeveloperError('geometry.attributes.normal.values is required.');
}
if (!defined(attributes.st) || !defined(attributes.st.values)) {
throw new DeveloperError('geometry.attributes.st.values is required.');
}
if (!defined(indices)) {
throw new DeveloperError('geometry.indices is required.');
}
if (indices.length < 2 || indices.length % 3 !== 0) {
throw new DeveloperError('geometry.ind