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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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define([ './BoundingSphere', './Cartesian2', './Cartesian3', './Cartographic', './Check', './ComponentDatatype', './defaultValue', './defined', './defineProperties', './DeveloperError', './Ellipsoid', './Geometry', './GeometryAttribute', './GeometryAttributes', './GeometryInstance', './GeometryPipeline', './IndexDatatype', './Math', './Matrix2', './Matrix3', './PolygonPipeline', './PrimitiveType', './Quaternion', './Rectangle', './RectangleGeometryLibrary', './VertexFormat' ], function( BoundingSphere, Cartesian2, Cartesian3, Cartographic, Check, ComponentDatatype, defaultValue, defined, defineProperties, DeveloperError, Ellipsoid, Geometry, GeometryAttribute, GeometryAttributes, GeometryInstance, GeometryPipeline, IndexDatatype, CesiumMath, Matrix2, Matrix3, PolygonPipeline, PrimitiveType, Quaternion, Rectangle, RectangleGeometryLibrary, VertexFormat) { 'use strict'; var positionScratch = new Cartesian3(); var normalScratch = new Cartesian3(); var tangentScratch = new Cartesian3(); var bitangentScratch = new Cartesian3(); var rectangleScratch = new Rectangle(); var stScratch = new Cartesian2(); var bottomBoundingSphere = new BoundingSphere(); var topBoundingSphere = new BoundingSphere(); function createAttributes(vertexFormat, attributes) { var geo = new Geometry({ attributes : new GeometryAttributes(), primitiveType : PrimitiveType.TRIANGLES }); geo.attributes.position = new GeometryAttribute({ componentDatatype : ComponentDatatype.DOUBLE, componentsPerAttribute : 3, values : attributes.positions }); if (vertexFormat.normal) { geo.attributes.normal = new GeometryAttribute({ componentDatatype : ComponentDatatype.FLOAT, componentsPerAttribute : 3, values : attributes.normals }); } if (vertexFormat.tangent) { geo.attributes.tangent = new GeometryAttribute({ componentDatatype : ComponentDatatype.FLOAT, componentsPerAttribute : 3, values : attributes.tangents }); } if (vertexFormat.bitangent) { geo.attributes.bitangent = new GeometryAttribute({ componentDatatype : ComponentDatatype.FLOAT, componentsPerAttribute : 3, values : attributes.bitangents }); } return geo; } function calculateAttributes(positions, vertexFormat, ellipsoid, tangentRotationMatrix) { var length = positions.length; var normals = (vertexFormat.normal) ? new Float32Array(length) : undefined; var tangents = (vertexFormat.tangent) ? new Float32Array(length) : undefined; var bitangents = (vertexFormat.bitangent) ? new Float32Array(length) : undefined; var attrIndex = 0; var bitangent = bitangentScratch; var tangent = tangentScratch; var normal = normalScratch; if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) { for (var i = 0; i < length; i += 3) { var p = Cartesian3.fromArray(positions, i, positionScratch); var attrIndex1 = attrIndex + 1; var attrIndex2 = attrIndex + 2; normal = ellipsoid.geodeticSurfaceNormal(p, normal); if (vertexFormat.tangent || vertexFormat.bitangent) { Cartesian3.cross(Cartesian3.UNIT_Z, normal, tangent); Matrix3.multiplyByVector(tangentRotationMatrix, tangent, tangent); Cartesian3.normalize(tangent, tangent); if (vertexFormat.bitangent) { Cartesian3.normalize(Cartesian3.cross(normal, tangent, bitangent), bitangent); } } if (vertexFormat.normal) { normals[attrIndex] = normal.x; normals[attrIndex1] = normal.y; normals[attrIndex2] = normal.z; } if (vertexFormat.tangent) { tangents[attrIndex] = tangent.x; tangents[attrIndex1] = tangent.y; tangents[attrIndex2] = tangent.z; } if (vertexFormat.bitangent) { bitangents[attrIndex] = bitangent.x; bitangents[attrIndex1] = bitangent.y; bitangents[attrIndex2] = bitangent.z; } attrIndex += 3; } } return createAttributes(vertexFormat, { positions : positions, normals : normals, tangents : tangents, bitangents : bitangents }); } var v1Scratch = new Cartesian3(); var v2Scratch = new Cartesian3(); function calculateAttributesWall(positions, vertexFormat, ellipsoid) { var length = positions.length; var normals = (vertexFormat.normal) ? new Float32Array(length) : undefined; var tangents = (vertexFormat.tangent) ? new Float32Array(length) : undefined; var bitangents = (vertexFormat.bitangent) ? new Float32Array(length) : undefined; var normalIndex = 0; var tangentIndex = 0; var bitangentIndex = 0; var recomputeNormal = true; var bitangent = bitangentScratch; var tangent = tangentScratch; var normal = normalScratch; if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) { for (var i = 0; i < length; i += 6) { var p = Cartesian3.fromArray(positions, i, positionScratch); var p1 = Cartesian3.fromArray(positions, (i + 6) % length, v1Scratch); if (recomputeNormal) { var p2 = Cartesian3.fromArray(positions, (i + 3) % length, v2Scratch); Cartesian3.subtract(p1, p, p1); Cartesian3.subtract(p2, p, p2); normal = Cartesian3.normalize(Cartesian3.cross(p2, p1, normal), normal); recomputeNormal = false; } if (Cartesian3.equalsEpsilon(p1, p, CesiumMath.EPSILON10)) { // if we've reached a corner recomputeNormal = true; } if (vertexFormat.tangent || vertexFormat.bitangent) { bitangent = ellipsoid.geodeticSurfaceNormal(p, bitangent); if (vertexFormat.tangent) { tangent = Cartesian3.normalize(Cartesian3.cross(bitangent, 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) { bitangents[bitangentIndex++] = bitangent.x; bitangents[bitangentIndex++] = bitangent.y; bitangents[bitangentIndex++] = bitangent.z; bitangents[bitangentIndex++] = bitangent.x; bitangents[bitangentIndex++] = bitangent.y; bitangents[bitangentIndex++] = bitangent.z; } } } return createAttributes(vertexFormat, { positions : positions, normals : normals, tangents : tangents, bitangents : bitangents }); } function constructRectangle(options) { var vertexFormat = options.vertexFormat; var ellipsoid = options.ellipsoid; var size = options.size; var height = options.height; var width = options.width; var positions = (vertexFormat.position) ? new Float64Array(size * 3) : undefined; var textureCoordinates = (vertexFormat.st) ? new Float32Array(size * 2) : undefined; var posIndex = 0; var stIndex = 0; var position = positionScratch; var st = stScratch; var minX = Number.MAX_VALUE; var minY = Number.MAX_VALUE; var maxX = -Number.MAX_VALUE; var maxY = -Number.MAX_VALUE; for (var row = 0; row < height; ++row) { for (var col = 0; col < width; ++col) { RectangleGeometryLibrary.computePosition(options, row, col, position, st); positions[posIndex++] = position.x; positions[posIndex++] = position.y; positions[posIndex++] = position.z; if (vertexFormat.st) { textureCoordinates[stIndex++] = st.x; textureCoordinates[stIndex++] = st.y; minX = Math.min(minX, st.x); minY = Math.min(minY, st.y); maxX = Math.max(maxX, st.x); maxY = Math.max(maxY, st.y); } } } if (vertexFormat.st && (minX < 0.0 || minY < 0.0 || maxX > 1.0 || maxY > 1.0)) { for (var k = 0; k < textureCoordinates.length; k += 2) { textureCoordinates[k] = (textureCoordinates[k] - minX) / (maxX - minX); textureCoordinates[k + 1] = (textureCoordinates[k + 1] - minY) / (maxY - minY); } } var geo = calculateAttributes(positions, vertexFormat, ellipsoid, options.tangentRotationMatrix); var indicesSize = 6 * (width - 1) * (height - 1); var indices = IndexDatatype.createTypedArray(size, indicesSize); var index = 0; var indicesIndex = 0; for (var i = 0; i < height - 1; ++i) { for (var j = 0; j < width - 1; ++j) { var upperLeft = index; var lowerLeft = upperLeft + width; var lowerRight = lowerLeft + 1; var upperRight = upperLeft + 1; indices[indicesIndex++] = upperLeft; indices[indicesIndex++] = lowerLeft; indices[indicesIndex++] = upperRight; indices[indicesIndex++] = upperRight; indices[indicesIndex++] = lowerLeft; indices[indicesIndex++] = lowerRight; ++index; } ++index; } geo.indices = indices; if (vertexFormat.st) { geo.attributes.st = new GeometryAttribute({ componentDatatype : ComponentDatatype.FLOAT, componentsPerAttribute : 2, values : textureCoordinates }); } return geo; } function addWallPositions(wallPositions, posIndex, i, topPositions, bottomPositions) { wallPositions[posIndex++] = topPositions[i]; wallPositions[posIndex++] = topPositions[i + 1]; wallPositions[posIndex++] = topPositions[i + 2]; wallPositions[posIndex++] = bottomPositions[i]; wallPositions[posIndex++] = bottomPositions[i + 1]; wallPositions[posIndex++] = bottomPositions[i + 2]; return wallPositions; } function addWallTextureCoordinates(wallTextures, stIndex, i, st) { wallTextures[stIndex++] = st[i]; wallTextures[stIndex++] = st[i + 1]; wallTextures[stIndex++] = st[i]; wallTextures[stIndex++] = st[i + 1]; return wallTextures; } var scratchVertexFormat = new VertexFormat(); function constructExtrudedRectangle(options) { var shadowVolume = options.shadowVolume; var vertexFormat = options.vertexFormat; var minHeight = options.extrudedHeight; var maxHeight = options.surfaceHeight; var height = options.height; var width = options.width; var ellipsoid = options.ellipsoid; var i; if (shadowVolume) { options.vertexFormat = VertexFormat.clone(vertexFormat, scratchVertexFormat); options.vertexFormat.normal = true; } var topBottomGeo = constructRectangle(options); var topPositions = PolygonPipeline.scaleToGeodeticHeight(topBottomGeo.attributes.position.values, maxHeight, ellipsoid, false); topPositions = new Float64Array(topPositions); var length = topPositions.length; var newLength = length * 2; var positions = new Float64Array(newLength); positions.set(topPositions); var bottomPositions = PolygonPipeline.scaleToGeodeticHeight(topBottomGeo.attributes.position.values, minHeight, ellipsoid); positions.set(bottomPositions, length); topBottomGeo.attributes.position.values = positions; var normals = (vertexFormat.normal) ? new Float32Array(newLength) : undefined; var tangents = (vertexFormat.tangent) ? new Float32Array(newLength) : undefined; var bitangents = (vertexFormat.bitangent) ? new Float32Array(newLength) : undefined; var textures = (vertexFormat.st) ? new Float32Array(newLength / 3 * 2) : undefined; var topSt; var topNormals; if (vertexFormat.normal) { topNormals = topBottomGeo.attributes.normal.values; normals.set(topNormals); for (i = 0; i < length; i++) { topNormals[i] = -topNormals[i]; } normals.set(topNormals, length); topBottomGeo.attributes.normal.values = normals; } if (shadowVolume) { topNormals = topBottomGeo.attributes.normal.values; if (!vertexFormat.normal) { topBottomGeo.attributes.normal = undefined; } var extrudeNormals = new Float32Array(newLength); for (i = 0; i < length; i++) { topNormals[i] = -topNormals[i]; } extrudeNormals.set(topNormals, length); //only get normals for bottom layer that's going to be pushed down topBottomGeo.attributes.extrudeDirection = new GeometryAttribute({ componentDatatype : ComponentDatatype.FLOAT, componentsPerAttribute : 3, values : extrudeNormals }); } if (vertexFormat.tangent) { var topTangents = topBottomGeo.attributes.tangent.values; tangents.set(topTangents); for (i = 0; i < length; i++) { topTangents[i] = -topTangents[i]; } tangents.set(topTangents, length); topBottomGeo.attributes.tangent.values = tangents; } if (vertexFormat.bitangent) { var topBitangents = topBottomGeo.attributes.bitangent.values; bitangents.set(topBitangents); bitangents.set(topBitangents, length); topBottomGeo.attributes.bitangent.values = bitangents; } if (vertexFormat.st) { topSt = topBottomGeo.attributes.st.values; textures.set(topSt); textures.set(topSt, length / 3 * 2); topBottomGeo.attributes.st.values = textures; } var indices = topBottomGeo.indices; var indicesLength = indices.length; var posLength = length / 3; var newIndices = IndexDatatype.createTypedArray(newLength / 3, indicesLength * 2); newIndices.set(indices); for (i = 0; i < indicesLength; i += 3) { newIndices[i + indicesLength] = indices[i + 2] + posLength; newIndices[i + 1 + indicesLength] = indices[i + 1] + posLength; newIndices[i + 2 + indicesLength] = indices[i] + posLength; } topBottomGeo.indices = newIndices; var perimeterPositions = 2 * width + 2 * height - 4; var wallCount = (perimeterPositions + 4) * 2; var wallPositions = new Float64Array(wallCount * 3); var wallExtrudeNormals = shadowVolume ? new Float32Array(wallCount * 3) : undefined; var wallTextures = (vertexFormat.st) ? new Float32Array(wallCount * 2) : undefined; var posIndex = 0; var stIndex = 0; var extrudeNormalIndex = 0; var area = width * height; var threeI; for (i = 0; i < area; i += width) { threeI = i * 3; wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions); posIndex += 6; if (vertexFormat.st) { wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt); stIndex += 4; } if (shadowVolume) { extrudeNormalIndex += 3; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]; } } for (i = area - width; i < area; i++) { threeI = i * 3; wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions); posIndex += 6; if (vertexFormat.st) { wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt); stIndex += 4; } if (shadowVolume) { extrudeNormalIndex += 3; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]; } } for (i = area - 1; i > 0; i -= width) { threeI = i * 3; wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions); posIndex += 6; if (vertexFormat.st) { wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt); stIndex += 4; } if (shadowVolume) { extrudeNormalIndex += 3; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]; } } for (i = width - 1; i >= 0; i--) { threeI = i * 3; wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions); posIndex += 6; if (vertexFormat.st) { wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt); stIndex += 4; } if (shadowVolume) { extrudeNormalIndex += 3; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]; } } var geo = calculateAttributesWall(wallPositions, vertexFormat, ellipsoid); if (vertexFormat.st) { geo.attributes.st = new GeometryAttribute({ componentDatatype : ComponentDatatype.FLOAT, componentsPerAttribute : 2, values : wallTextures }); } if (shadowVolume) { geo.attributes.extrudeDirection = new GeometryAttribute({ componentDatatype : ComponentDatatype.FLOAT, componentsPerAttribute : 3, values : wallExtrudeNormals }); } var wallIndices = IndexDatatype.createTypedArray(wallCount, perimeterPositions * 6); var upperLeft; var lowerLeft; var lowerRight; var upperRight; length = wallPositions.length / 3; var index = 0; for (i = 0; i < length - 1; i += 2) { upperLeft = i; upperRight = (upperLeft + 2) % length; var p1 = Cartesian3.fromArray(wallPositions, upperLeft * 3, v1Scratch); var p2 = Cartesian3.fromArray(wallPositions, upperRight * 3, v2Scratch); if (Cartesian3.equalsEpsilon(p1, p2, CesiumMath.EPSILON10)) { continue; } lowerLeft = (upperLeft + 1) % length; lowerRight = (lowerLeft + 2) % length; wallIndices[index++] = upperLeft; wallIndices[index++] = lowerLeft; wallIndices[index++] = upperRight; wallIndices[index++] = upperRight; wallIndices[index++] = lowerLeft; wallIndices[index++] = lowerRight; } geo.indices = wallIndices; geo = GeometryPipeline.combineInstances([ new GeometryInstance({ geometry : topBottomGeo }), new GeometryInstance({ geometry : geo }) ]); return geo[0]; } var scratchRectanglePoints = [new Cartesian3(), new Cartesian3(), new Cartesian3(), new Cartesian3()]; var nwScratch = new Cartographic(); var stNwScratch = new Cartographic(); function computeRectangle(rectangleGeometry) { if (rectangleGeometry._rotation === 0.0) { return Rectangle.clone(rectangleGeometry._rectangle); } var rectangle = Rectangle.clone(rectangleGeometry._rectangle, rectangleScratch); var options = RectangleGeometryLibrary.computeOptions(rectangleGeometry, rectangle, nwScratch, stNwScratch); var height = options.height; var width = options.width; var positions = scratchRectanglePoints; RectangleGeometryLibrary.computePosition(options, 0, 0, positions[0], stScratch); RectangleGeometryLibrary.computePosition(options, 0, width - 1, positions[1], stScratch); RectangleGeometryLibrary.computePosition(options, height - 1, 0, positions[2], stScratch); RectangleGeometryLibrary.computePosition(options, height - 1, width - 1, positions[3], stScratch); return Rectangle.fromCartesianArray(positions, rectangleGeometry._ellipsoid); } /** * A description of a cartographic rectangle on an ellipsoid centered at the origin. Rectangle geometry can be rendered with both {@link Primitive} and {@link GroundPrimitive}. * * @alias RectangleGeometry * @constructor * * @param {Object} options Object with the following properties: * @param {Rectangle} options.rectangle A cartographic rectangle with north, south, east and west properties in radians. * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed. * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the rectangle lies. * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer. * @param {Number} [options.height=0.0] The distance in meters between the rectangle and the ellipsoid surface. * @param {Number} [options.rotation=0.0] The rotation of the rectangle, in radians. A positive rotation is counter-clockwise. * @param {Number} [options.stRotation=0.0] The rotation of the texture coordinates, in radians. A positive rotation is counter-clockwise. * @param {Number} [options.extrudedHeight] The distance in meters between the rectangle's extruded face and the ellipsoid surface. * * @exception {DeveloperError} <code>options.rectangle.north</code> must be in the interval [<code>-Pi/2</code>, <code>Pi/2</code>]. * @exception {DeveloperError} <code>options.rectangle.south</code> must be in the interval [<code>-Pi/2</code>, <code>Pi/2</code>]. * @exception {DeveloperError} <code>options.rectangle.east</code> must be in the interval [<code>-Pi</code>, <code>Pi</code>]. * @exception {DeveloperError} <code>options.rectangle.west</code> must be in the interval [<code>-Pi</code>, <code>Pi</code>]. * @exception {DeveloperError} <code>options.rectangle.north</code> must be greater than <code>options.rectangle.south</code>. * * @see RectangleGeometry#createGeometry * * @demo {@link https://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Rectangle.html|Cesium Sandcastle Rectangle Demo} * * @example * // 1. create a rectangle * var rectangle = new Cesium.RectangleGeometry({ * ellipsoid : Cesium.Ellipsoid.WGS84, * rectangle : Cesium.Rectangle.fromDegrees(-80.0, 39.0, -74.0, 42.0), * height : 10000.0 * }); * var geometry = Cesium.RectangleGeometry.createGeometry(rectangle); * * // 2. create an extruded rectangle without a top * var rectangle = new Cesium.RectangleGeometry({ * ellipsoid : Cesium.Ellipsoid.WGS84, * rectangle : Cesium.Rectangle.fromDegrees(-80.0, 39.0, -74.0, 42.0), * height : 10000.0, * extrudedHeight: 300000 * }); * var geometry = Cesium.RectangleGeometry.createGeometry(rectangle); */ function RectangleGeometry(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); var rectangle = options.rectangle; //>>includeStart('debug', pragmas.debug); Check.typeOf.object('rectangle', rectangle); Rectangle.validate(rectangle); if (rectangle.north < rectangle.south) { throw new DeveloperError('options.rectangle.north must be greater than or equal to options.rectangle.south'); } //>>includeEnd('debug'); var height = defaultValue(options.height, 0.0); var extrudedHeight = defaultValue(options.extrudedHeight, height); this._rectangle = rectangle; this._granularity = defaultValue(options.granularity, CesiumMath.RADIANS_PER_DEGREE); this._ellipsoid = Ellipsoid.clone(defaultValue(options.ellipsoid, Ellipsoid.WGS84)); this._surfaceHeight = Math.max(height, extrudedHeight); this._rotation = defaultValue(options.rotation, 0.0); this._stRotation = defaultValue(options.stRotation, 0.0); this._vertexFormat = VertexFormat.clone(defaultValue(options.vertexFormat, VertexFormat.DEFAULT)); this._extrudedHeight = Math.min(height, extrudedHeight); this._shadowVolume = defaultValue(options.shadowVolume, false); this._workerName = 'createRectangleGeometry'; this._rotatedRectangle = undefined; this._textureCoordinateRotationPoints = undefined; } /** * The number of elements used to pack the object into an array. * @type {Number} */ RectangleGeometry.packedLength = Rectangle.packedLength + Ellipsoid.packedLength + VertexFormat.packedLength + 6; /** * Stores the provided instance into the provided array. * * @param {RectangleGeometry} 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 */ RectangleGeometry.pack = function(value, array, startingIndex) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('value', value); Check.defined('array', array); //>>includeEnd('debug'); startingIndex = defaultValue(startingIndex, 0); Rectangle.pack(value._rectangle, array, startingIndex); startingIndex += Rectangle.packedLength; Ellipsoid.pack(value._ellipsoid, array, startingIndex); startingIndex += Ellipsoid.packedLength; VertexFormat.pack(value._vertexFormat, array, startingIndex); startingIndex += VertexFormat.packedLength; array[startingIndex++] = value._granularity; array[startingIndex++] = value._surfaceHeight; array[startingIndex++] = value._rotation; array[startingIndex++] = value._stRotation; array[startingIndex++] = value._extrudedHeight; array[startingIndex] = value._shadowVolume ? 1.0 : 0.0; return array; }; var scratchRectangle = new Rectangle(); var scratchEllipsoid = Ellipsoid.clone(Ellipsoid.UNIT_SPHERE); var scratchOptions = { rectangle : scratchRectangle, ellipsoid : scratchEllipsoid, vertexFormat : scratchVertexFormat, granularity : undefined, height : undefined, rotation : undefined, stRotation : undefined, extrudedHeight : undefined, shadowVolume : 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 {RectangleGeometry} [result] The object into which to store the result. * @returns {RectangleGeometry} The modified result parameter or a new RectangleGeometry instance if one was not provided. */ RectangleGeometry.unpack = function(array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); Check.defined('array', array); //>>includeEnd('debug'); startingIndex = defaultValue(startingIndex, 0); var rectangle = Rectangle.unpack(array, startingIndex, scratchRectangle); startingIndex += Rectangle.packedLength; var ellipsoid = Ellipsoid.unpack(array, startingIndex, scratchEllipsoid); startingIndex += Ellipsoid.packedLength; var vertexFormat = VertexFormat.unpack(array, startingIndex, scratchVertexFormat); startingIndex += VertexFormat.packedLength; var granularity = array[startingIndex++]; var surfaceHeight = array[startingIndex++]; var rotation = array[startingIndex++]; var stRotation = array[startingIndex++]; var extrudedHeight = array[startingIndex++]; var shadowVolume = array[startingIndex] === 1.0; if (!defined(result)) { scratchOptions.granularity = granularity; scratchOptions.height = surfaceHeight; scratchOptions.rotation = rotation; scratchOptions.stRotation = stRotation; scratchOptions.extrudedHeight = extrudedHeight; scratchOptions.shadowVolume = shadowVolume; return new RectangleGeometry(scratchOptions); } result._rectangle = Rectangle.clone(rectangle, result._rectangle); result._ellipsoid = Ellipsoid.clone(ellipsoid, result._ellipsoid); result._vertexFormat = VertexFormat.clone(vertexFormat, result._vertexFormat); result._granularity = granularity; result._surfaceHeight = surfaceHeight; result._rotation = rotation; result._stRotation = stRotation; result._extrudedHeight = extrudedHeight; result._shadowVolume = shadowVolume; return result; }; var tangentRotationMatrixScratch = new Matrix3(); var quaternionScratch = new Quaternion(); var centerScratch = new Cartographic(); /** * Computes the geometric representation of a rectangle, including its vertices, indices, and a bounding sphere. * * @param {RectangleGeometry} rectangleGeometry A description of the rectangle. * @returns {Geometry|undefined} The computed vertices and indices. * * @exception {DeveloperError} Rotated rectangle is invalid. */ RectangleGeometry.createGeometry = function(rectangleGeometry) { if ((CesiumMath.equalsEpsilon(rectangleGeometry._rectangle.north, rectangleGeometry._rectangle.south, CesiumMath.EPSILON10) || (CesiumMath.equalsEpsilon(rectangleGeometry._rectangle.east, rectangleGeometry._rectangle.west, CesiumMath.EPSILON10)))) { return undefined; } var rectangle = Rectangle.clone(rectangleGeometry._rectangle, rectangleScratch); var ellipsoid = rectangleGeometry._ellipsoid; var rotation = rectangleGeometry._rotation; var stRotation = rectangleGeometry._stRotation; var vertexFormat = rectangleGeometry._vertexFormat; var options = RectangleGeometryLibrary.computeOptions(rectangleGeometry, rectangle, nwScratch, stNwScratch); var tangentRotationMatrix = tangentRotationMatrixScratch; if (stRotation !== 0 || rotation !== 0) { var center = Rectangle.center(rectangle, centerScratch); var axis = ellipsoid.geodeticSurfaceNormalCartographic(center, v1Scratch); Quaternion.fromAxisAngle(axis, -stRotation, quaternionScratch); Matrix3.fromQuaternion(quaternionScratch, tangentRotationMatrix); } else { Matrix3.clone(Matrix3.IDENTITY, tangentRotationMatrix); } var surfaceHeight = rectangleGeometry._surfaceHeight; var extrudedHeight = rectangleGeometry._extrudedHeight; var extrude = !CesiumMath.equalsEpsilon(surfaceHeight, extrudedHeight, 0, CesiumMath.EPSILON2); options.lonScalar = 1.0 / rectangleGeometry._rectangle.width; options.latScalar = 1.0 / rectangleGeometry._rectangle.height; options.vertexFormat = vertexFormat; options.rotation = rotation; options.stRotation = stRotation; options.tangentRotationMatrix = tangentRotationMatrix; options.size = options.width * options.height; var geometry; var boundingSphere; rectangle = rectangleGeometry._rectangle; if (extrude) { options.shadowVolume = rectangleGeometry._shadowVolume; geometry = constructExtrudedRectangle(options); var topBS = BoundingSphere.fromRectangle3D(rectangle, ellipsoid, surfaceHeight, topBoundingSphere); var bottomBS = BoundingSphere.fromRectangle3D(rectangle, ellipsoid, extrudedHeight, bottomBoundingSphere); boundingSphere = BoundingSphere.union(topBS, bottomBS); } else { geometry = constructRectangle(options); geometry.attributes.position.values = PolygonPipeline.scaleToGeodeticHeight(geometry.attributes.position.values, surfaceHeight, ellipsoid, false); boundingSphere = BoundingSphere.fromRectangle3D(rectangle, ellipsoid, surfaceHeight); } if (!vertexFormat.position) { delete geometry.attributes.position; } return new Geometry({ attributes : geometry.attributes, indices : geometry.indices, primitiveType : geometry.primitiveType, boundingSphere : boundingSphere }); }; /** * @private */ RectangleGeometry.createShadowVolume = function(rectangleGeometry, minHeightFunc, maxHeightFunc) { var granularity = rectangleGeometry._granularity; var ellipsoid = rectangleGeometry._ellipsoid; var minHeight = minHeightFunc(granularity, ellipsoid); var maxHeight = maxHeightFunc(granularity, ellipsoid); // TODO: stRotation return new RectangleGeometry({ rectangle : rectangleGeometry._rectangle, rotation : rectangleGeometry._rotation, ellipsoid : ellipsoid, stRotation : rectangleGeometry._stRotation, granularity : granularity, extrudedHeight : maxHeight, height : minHeight, vertexFormat : VertexFormat.POSITION_ONLY, shadowVolume : true }); }; var scratchRectangleGeometry = new RectangleGeometry({ rectangle : new Rectangle() }); var unrotatedTextureRectangleScratch = new Rectangle(); var points2DScratch = [new Cartesian2(), new Cartesian2(), new Cartesian2()]; var rotation2DScratch = new Matrix2(); var rectangleCenterScratch = new Cartographic(); function textureCoordinateRotationPoints(rectangleGeometry) { if (rectangleGeometry._stRotation === 0.0) { return [0, 0, 0, 1, 1, 0]; } // Compute rectangle if rectangleGeometry was rotated so that the texture coordinate system lined up with ENU var rotatedRectangle = scratchRectangleGeometry; rotatedRectangle._rectangle = Rectangle.clone(rectangleGeometry._rectangle, rotatedRectangle._rectangle); rotatedRectangle._granularity = rectangleGeometry._granularity; rotatedRectangle._ellipsoid = Ellipsoid.clone(rectangleGeometry._ellipsoid, rotatedRectangle._ellipsoid); rotatedRectangle._surfaceHeight = rectangleGeometry._surfaceHeight; // Rotate to align the texture coordinates with ENU rotatedRectangle._rotation = rectangleGeometry._rotation - rectangleGeometry._stRotation; var unrotatedTextureRectangle = computeRectangle(rotatedRectangle, unrotatedTextureRectangleScratch); // Assume a computed "east-north" texture coordinate system based on spherical or planar tricks, bounded by `boundingRectangle`. // The "desired" texture coordinate system forms an oriented rectangle (un-oriented computed) around the geometry that completely and tightly bounds it. // We want to map from the "east-north" texture coordinate system into the "desired" system using a pair of lines (analagous planes in 2D) // Compute 3 corners of the "desired" texture coordinate system in "east-north" texture space by the following in cartographic space: // - rotate 3 of the corners in unrotatedTextureRectangle by stRotation around the center of the bounding rectangle // - apply the "east-north" system's normalization formula to the rotated cartographics, even though this is likely to produce values outside [0-1]. // This gives us a set of points in the "east-north" texture coordinate system that can be used to map "east-north" texture coordinates to "desired." var points2D = points2DScratch; points2D[0].x = unrotatedTextureRectangle.west; points2D[0].y = unrotatedTextureRectangle.south; points2D[1].x = unrotatedTextureRectangle.west; points2D[1].y = unrotatedTextureRectangle.north; points2D[2].x = unrotatedTextureRectangle.east; points2D[2].y = unrotatedTextureRectangle.south; var boundingRectangle = rectangleGeometry.rectangle; var toDesiredInComputed = Matrix2.fromRotation(rectangleGeometry._stRotation, rotation2DScratch); var boundingRectangleCenter = Rectangle.center(boundingRectangle, rectangleCenterScratch); for (var i = 0; i < 3; ++i) { var point2D = points2D[i]; point2D.x -= boundingRectangleCenter.longitude; point2D.y -= boundingRectangleCenter.latitude; Matrix2.multiplyByVector(toDesiredInComputed, point2D, point2D); point2D.x += boundingRectangleCenter.longitude; point2D.y += boundingRectangleCenter.latitude; // Convert point into east-north texture coordinate space point2D.x = (point2D.x - boundingRectangle.west) / boundingRectangle.width; point2D.y = (point2D.y - boundingRectangle.south) / boundingRectangle.height; } var minXYCorner = points2D[0]; var maxYCorner = points2D[1]; var maxXCorner = points2D[2]; var result = new Array(6); Cartesian2.pack(minXYCorner, result); Cartesian2.pack(maxYCorner, result, 2); Cartesian2.pack(maxXCorner, result, 4); return result; } defineProperties(RectangleGeometry.prototype, { /** * @private */ rectangle : { get : function() { if (!defined(this._rotatedRectangle)) { this._rotatedRectangle = computeRectangle(this); } return this._rotatedRectangle; } }, /** * For remapping texture coordinates when rendering RectangleGeometries as GroundPrimitives. * This version permits skew in textures by computing offsets directly in cartographic space and * more accurately approximates rendering RectangleGeometries with height as standard Primitives. * @see Geometry#_textureCoordinateRotationPoints * @private */ textureCoordinateRotationPoints : { get : function() { if (!defined(this._textureCoordinateRotationPoints)) { this._textureCoordinateRotationPoints = textureCoordinateRotationPoints(this); } return this._textureCoordinateRotationPoints; } } }); return RectangleGeometry; });