cesium
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
969 lines (855 loc) • 42.8 kB
JavaScript
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;
});