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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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/* This file is automatically rebuilt by the Cesium build process. */ define(['exports', './when-e6e3e713', './Check-1df6b9a0', './Cartesian2-1d7364fa', './Transforms-943e8463', './WebGLConstants-7f7d68ac'], function (exports, when, Check, Cartesian2, Transforms, WebGLConstants) { 'use strict'; /** * @private */ var GeometryType = { NONE : 0, TRIANGLES : 1, LINES : 2, POLYLINES : 3 }; var GeometryType$1 = Object.freeze(GeometryType); /** * A 2x2 matrix, indexable as a column-major order array. * Constructor parameters are in row-major order for code readability. * @alias Matrix2 * @constructor * * @param {Number} [column0Row0=0.0] The value for column 0, row 0. * @param {Number} [column1Row0=0.0] The value for column 1, row 0. * @param {Number} [column0Row1=0.0] The value for column 0, row 1. * @param {Number} [column1Row1=0.0] The value for column 1, row 1. * * @see Matrix2.fromColumnMajorArray * @see Matrix2.fromRowMajorArray * @see Matrix2.fromScale * @see Matrix2.fromUniformScale * @see Matrix3 * @see Matrix4 */ function Matrix2(column0Row0, column1Row0, column0Row1, column1Row1) { this[0] = when.defaultValue(column0Row0, 0.0); this[1] = when.defaultValue(column0Row1, 0.0); this[2] = when.defaultValue(column1Row0, 0.0); this[3] = when.defaultValue(column1Row1, 0.0); } /** * The number of elements used to pack the object into an array. * @type {Number} */ Matrix2.packedLength = 4; /** * Stores the provided instance into the provided array. * * @param {Matrix2} 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 */ Matrix2.pack = function(value, array, startingIndex) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('value', value); Check.Check.defined('array', array); //>>includeEnd('debug'); startingIndex = when.defaultValue(startingIndex, 0); array[startingIndex++] = value[0]; array[startingIndex++] = value[1]; array[startingIndex++] = value[2]; array[startingIndex++] = value[3]; return array; }; /** * 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 {Matrix2} [result] The object into which to store the result. * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided. */ Matrix2.unpack = function(array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('array', array); //>>includeEnd('debug'); startingIndex = when.defaultValue(startingIndex, 0); if (!when.defined(result)) { result = new Matrix2(); } result[0] = array[startingIndex++]; result[1] = array[startingIndex++]; result[2] = array[startingIndex++]; result[3] = array[startingIndex++]; return result; }; /** * Duplicates a Matrix2 instance. * * @param {Matrix2} matrix The matrix to duplicate. * @param {Matrix2} [result] The object onto which to store the result. * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided. (Returns undefined if matrix is undefined) */ Matrix2.clone = function(matrix, result) { if (!when.defined(matrix)) { return undefined; } if (!when.defined(result)) { return new Matrix2(matrix[0], matrix[2], matrix[1], matrix[3]); } result[0] = matrix[0]; result[1] = matrix[1]; result[2] = matrix[2]; result[3] = matrix[3]; return result; }; /** * Creates a Matrix2 from 4 consecutive elements in an array. * * @param {Number[]} array The array whose 4 consecutive elements correspond to the positions of the matrix. Assumes column-major order. * @param {Number} [startingIndex=0] The offset into the array of the first element, which corresponds to first column first row position in the matrix. * @param {Matrix2} [result] The object onto which to store the result. * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided. * * @example * // Create the Matrix2: * // [1.0, 2.0] * // [1.0, 2.0] * * var v = [1.0, 1.0, 2.0, 2.0]; * var m = Cesium.Matrix2.fromArray(v); * * // Create same Matrix2 with using an offset into an array * var v2 = [0.0, 0.0, 1.0, 1.0, 2.0, 2.0]; * var m2 = Cesium.Matrix2.fromArray(v2, 2); */ Matrix2.fromArray = function(array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('array', array); //>>includeEnd('debug'); startingIndex = when.defaultValue(startingIndex, 0); if (!when.defined(result)) { result = new Matrix2(); } result[0] = array[startingIndex]; result[1] = array[startingIndex + 1]; result[2] = array[startingIndex + 2]; result[3] = array[startingIndex + 3]; return result; }; /** * Creates a Matrix2 instance from a column-major order array. * * @param {Number[]} values The column-major order array. * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided. */ Matrix2.fromColumnMajorArray = function(values, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('values', values); //>>includeEnd('debug'); return Matrix2.clone(values, result); }; /** * Creates a Matrix2 instance from a row-major order array. * The resulting matrix will be in column-major order. * * @param {Number[]} values The row-major order array. * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided. */ Matrix2.fromRowMajorArray = function(values, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('values', values); //>>includeEnd('debug'); if (!when.defined(result)) { return new Matrix2(values[0], values[1], values[2], values[3]); } result[0] = values[0]; result[1] = values[2]; result[2] = values[1]; result[3] = values[3]; return result; }; /** * Computes a Matrix2 instance representing a non-uniform scale. * * @param {Cartesian2} scale The x and y scale factors. * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided. * * @example * // Creates * // [7.0, 0.0] * // [0.0, 8.0] * var m = Cesium.Matrix2.fromScale(new Cesium.Cartesian2(7.0, 8.0)); */ Matrix2.fromScale = function(scale, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('scale', scale); //>>includeEnd('debug'); if (!when.defined(result)) { return new Matrix2( scale.x, 0.0, 0.0, scale.y); } result[0] = scale.x; result[1] = 0.0; result[2] = 0.0; result[3] = scale.y; return result; }; /** * Computes a Matrix2 instance representing a uniform scale. * * @param {Number} scale The uniform scale factor. * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided. * * @example * // Creates * // [2.0, 0.0] * // [0.0, 2.0] * var m = Cesium.Matrix2.fromUniformScale(2.0); */ Matrix2.fromUniformScale = function(scale, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.number('scale', scale); //>>includeEnd('debug'); if (!when.defined(result)) { return new Matrix2( scale, 0.0, 0.0, scale); } result[0] = scale; result[1] = 0.0; result[2] = 0.0; result[3] = scale; return result; }; /** * Creates a rotation matrix. * * @param {Number} angle The angle, in radians, of the rotation. Positive angles are counterclockwise. * @param {Matrix2} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix2} The modified result parameter, or a new Matrix2 instance if one was not provided. * * @example * // Rotate a point 45 degrees counterclockwise. * var p = new Cesium.Cartesian2(5, 6); * var m = Cesium.Matrix2.fromRotation(Cesium.Math.toRadians(45.0)); * var rotated = Cesium.Matrix2.multiplyByVector(m, p, new Cesium.Cartesian2()); */ Matrix2.fromRotation = function(angle, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.number('angle', angle); //>>includeEnd('debug'); var cosAngle = Math.cos(angle); var sinAngle = Math.sin(angle); if (!when.defined(result)) { return new Matrix2( cosAngle, -sinAngle, sinAngle, cosAngle); } result[0] = cosAngle; result[1] = sinAngle; result[2] = -sinAngle; result[3] = cosAngle; return result; }; /** * Creates an Array from the provided Matrix2 instance. * The array will be in column-major order. * * @param {Matrix2} matrix The matrix to use.. * @param {Number[]} [result] The Array onto which to store the result. * @returns {Number[]} The modified Array parameter or a new Array instance if one was not provided. */ Matrix2.toArray = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); //>>includeEnd('debug'); if (!when.defined(result)) { return [matrix[0], matrix[1], matrix[2], matrix[3]]; } result[0] = matrix[0]; result[1] = matrix[1]; result[2] = matrix[2]; result[3] = matrix[3]; return result; }; /** * Computes the array index of the element at the provided row and column. * * @param {Number} row The zero-based index of the row. * @param {Number} column The zero-based index of the column. * @returns {Number} The index of the element at the provided row and column. * * @exception {DeveloperError} row must be 0 or 1. * @exception {DeveloperError} column must be 0 or 1. * * @example * var myMatrix = new Cesium.Matrix2(); * var column1Row0Index = Cesium.Matrix2.getElementIndex(1, 0); * var column1Row0 = myMatrix[column1Row0Index] * myMatrix[column1Row0Index] = 10.0; */ Matrix2.getElementIndex = function(column, row) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.number.greaterThanOrEquals('row', row, 0); Check.Check.typeOf.number.lessThanOrEquals('row', row, 1); Check.Check.typeOf.number.greaterThanOrEquals('column', column, 0); Check.Check.typeOf.number.lessThanOrEquals('column', column, 1); //>>includeEnd('debug'); return column * 2 + row; }; /** * Retrieves a copy of the matrix column at the provided index as a Cartesian2 instance. * * @param {Matrix2} matrix The matrix to use. * @param {Number} index The zero-based index of the column to retrieve. * @param {Cartesian2} result The object onto which to store the result. * @returns {Cartesian2} The modified result parameter. * * @exception {DeveloperError} index must be 0 or 1. */ Matrix2.getColumn = function(matrix, index, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.Check.typeOf.number.lessThanOrEquals('index', index, 1); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var startIndex = index * 2; var x = matrix[startIndex]; var y = matrix[startIndex + 1]; result.x = x; result.y = y; return result; }; /** * Computes a new matrix that replaces the specified column in the provided matrix with the provided Cartesian2 instance. * * @param {Matrix2} matrix The matrix to use. * @param {Number} index The zero-based index of the column to set. * @param {Cartesian2} cartesian The Cartesian whose values will be assigned to the specified column. * @param {Cartesian2} result The object onto which to store the result. * @returns {Matrix2} The modified result parameter. * * @exception {DeveloperError} index must be 0 or 1. */ Matrix2.setColumn = function(matrix, index, cartesian, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.Check.typeOf.number.lessThanOrEquals('index', index, 1); Check.Check.typeOf.object('cartesian', cartesian); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result = Matrix2.clone(matrix, result); var startIndex = index * 2; result[startIndex] = cartesian.x; result[startIndex + 1] = cartesian.y; return result; }; /** * Retrieves a copy of the matrix row at the provided index as a Cartesian2 instance. * * @param {Matrix2} matrix The matrix to use. * @param {Number} index The zero-based index of the row to retrieve. * @param {Cartesian2} result The object onto which to store the result. * @returns {Cartesian2} The modified result parameter. * * @exception {DeveloperError} index must be 0 or 1. */ Matrix2.getRow = function(matrix, index, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.Check.typeOf.number.lessThanOrEquals('index', index, 1); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var x = matrix[index]; var y = matrix[index + 2]; result.x = x; result.y = y; return result; }; /** * Computes a new matrix that replaces the specified row in the provided matrix with the provided Cartesian2 instance. * * @param {Matrix2} matrix The matrix to use. * @param {Number} index The zero-based index of the row to set. * @param {Cartesian2} cartesian The Cartesian whose values will be assigned to the specified row. * @param {Matrix2} result The object onto which to store the result. * @returns {Matrix2} The modified result parameter. * * @exception {DeveloperError} index must be 0 or 1. */ Matrix2.setRow = function(matrix, index, cartesian, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.Check.typeOf.number.lessThanOrEquals('index', index, 1); Check.Check.typeOf.object('cartesian', cartesian); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result = Matrix2.clone(matrix, result); result[index] = cartesian.x; result[index + 2] = cartesian.y; return result; }; var scratchColumn = new Cartesian2.Cartesian2(); /** * Extracts the non-uniform scale assuming the matrix is an affine transformation. * * @param {Matrix2} matrix The matrix. * @param {Cartesian2} result The object onto which to store the result. * @returns {Cartesian2} The modified result parameter. */ Matrix2.getScale = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result.x = Cartesian2.Cartesian2.magnitude(Cartesian2.Cartesian2.fromElements(matrix[0], matrix[1], scratchColumn)); result.y = Cartesian2.Cartesian2.magnitude(Cartesian2.Cartesian2.fromElements(matrix[2], matrix[3], scratchColumn)); return result; }; var scratchScale = new Cartesian2.Cartesian2(); /** * Computes the maximum scale assuming the matrix is an affine transformation. * The maximum scale is the maximum length of the column vectors. * * @param {Matrix2} matrix The matrix. * @returns {Number} The maximum scale. */ Matrix2.getMaximumScale = function(matrix) { Matrix2.getScale(matrix, scratchScale); return Cartesian2.Cartesian2.maximumComponent(scratchScale); }; /** * Computes the product of two matrices. * * @param {Matrix2} left The first matrix. * @param {Matrix2} right The second matrix. * @param {Matrix2} result The object onto which to store the result. * @returns {Matrix2} The modified result parameter. */ Matrix2.multiply = function(left, right, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('left', left); Check.Check.typeOf.object('right', right); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var column0Row0 = left[0] * right[0] + left[2] * right[1]; var column1Row0 = left[0] * right[2] + left[2] * right[3]; var column0Row1 = left[1] * right[0] + left[3] * right[1]; var column1Row1 = left[1] * right[2] + left[3] * right[3]; result[0] = column0Row0; result[1] = column0Row1; result[2] = column1Row0; result[3] = column1Row1; return result; }; /** * Computes the sum of two matrices. * * @param {Matrix2} left The first matrix. * @param {Matrix2} right The second matrix. * @param {Matrix2} result The object onto which to store the result. * @returns {Matrix2} The modified result parameter. */ Matrix2.add = function(left, right, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('left', left); Check.Check.typeOf.object('right', right); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = left[0] + right[0]; result[1] = left[1] + right[1]; result[2] = left[2] + right[2]; result[3] = left[3] + right[3]; return result; }; /** * Computes the difference of two matrices. * * @param {Matrix2} left The first matrix. * @param {Matrix2} right The second matrix. * @param {Matrix2} result The object onto which to store the result. * @returns {Matrix2} The modified result parameter. */ Matrix2.subtract = function(left, right, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('left', left); Check.Check.typeOf.object('right', right); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = left[0] - right[0]; result[1] = left[1] - right[1]; result[2] = left[2] - right[2]; result[3] = left[3] - right[3]; return result; }; /** * Computes the product of a matrix and a column vector. * * @param {Matrix2} matrix The matrix. * @param {Cartesian2} cartesian The column. * @param {Cartesian2} result The object onto which to store the result. * @returns {Cartesian2} The modified result parameter. */ Matrix2.multiplyByVector = function(matrix, cartesian, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('cartesian', cartesian); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var x = matrix[0] * cartesian.x + matrix[2] * cartesian.y; var y = matrix[1] * cartesian.x + matrix[3] * cartesian.y; result.x = x; result.y = y; return result; }; /** * Computes the product of a matrix and a scalar. * * @param {Matrix2} matrix The matrix. * @param {Number} scalar The number to multiply by. * @param {Matrix2} result The object onto which to store the result. * @returns {Matrix2} The modified result parameter. */ Matrix2.multiplyByScalar = function(matrix, scalar, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.number('scalar', scalar); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = matrix[0] * scalar; result[1] = matrix[1] * scalar; result[2] = matrix[2] * scalar; result[3] = matrix[3] * scalar; return result; }; /** * Computes the product of a matrix times a (non-uniform) scale, as if the scale were a scale matrix. * * @param {Matrix2} matrix The matrix on the left-hand side. * @param {Cartesian2} scale The non-uniform scale on the right-hand side. * @param {Matrix2} result The object onto which to store the result. * @returns {Matrix2} The modified result parameter. * * * @example * // Instead of Cesium.Matrix2.multiply(m, Cesium.Matrix2.fromScale(scale), m); * Cesium.Matrix2.multiplyByScale(m, scale, m); * * @see Matrix2.fromScale * @see Matrix2.multiplyByUniformScale */ Matrix2.multiplyByScale = function(matrix, scale, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('scale', scale); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = matrix[0] * scale.x; result[1] = matrix[1] * scale.x; result[2] = matrix[2] * scale.y; result[3] = matrix[3] * scale.y; return result; }; /** * Creates a negated copy of the provided matrix. * * @param {Matrix2} matrix The matrix to negate. * @param {Matrix2} result The object onto which to store the result. * @returns {Matrix2} The modified result parameter. */ Matrix2.negate = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = -matrix[0]; result[1] = -matrix[1]; result[2] = -matrix[2]; result[3] = -matrix[3]; return result; }; /** * Computes the transpose of the provided matrix. * * @param {Matrix2} matrix The matrix to transpose. * @param {Matrix2} result The object onto which to store the result. * @returns {Matrix2} The modified result parameter. */ Matrix2.transpose = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); var column0Row0 = matrix[0]; var column0Row1 = matrix[2]; var column1Row0 = matrix[1]; var column1Row1 = matrix[3]; result[0] = column0Row0; result[1] = column0Row1; result[2] = column1Row0; result[3] = column1Row1; return result; }; /** * Computes a matrix, which contains the absolute (unsigned) values of the provided matrix's elements. * * @param {Matrix2} matrix The matrix with signed elements. * @param {Matrix2} result The object onto which to store the result. * @returns {Matrix2} The modified result parameter. */ Matrix2.abs = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('matrix', matrix); Check.Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = Math.abs(matrix[0]); result[1] = Math.abs(matrix[1]); result[2] = Math.abs(matrix[2]); result[3] = Math.abs(matrix[3]); return result; }; /** * Compares the provided matrices componentwise and returns * <code>true</code> if they are equal, <code>false</code> otherwise. * * @param {Matrix2} [left] The first matrix. * @param {Matrix2} [right] The second matrix. * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise. */ Matrix2.equals = function(left, right) { return (left === right) || (when.defined(left) && when.defined(right) && left[0] === right[0] && left[1] === right[1] && left[2] === right[2] && left[3] === right[3]); }; /** * @private */ Matrix2.equalsArray = function(matrix, array, offset) { return matrix[0] === array[offset] && matrix[1] === array[offset + 1] && matrix[2] === array[offset + 2] && matrix[3] === array[offset + 3]; }; /** * Compares the provided matrices componentwise and returns * <code>true</code> if they are within the provided epsilon, * <code>false</code> otherwise. * * @param {Matrix2} [left] The first matrix. * @param {Matrix2} [right] The second matrix. * @param {Number} epsilon The epsilon to use for equality testing. * @returns {Boolean} <code>true</code> if left and right are within the provided epsilon, <code>false</code> otherwise. */ Matrix2.equalsEpsilon = function(left, right, epsilon) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.number('epsilon', epsilon); //>>includeEnd('debug'); return (left === right) || (when.defined(left) && when.defined(right) && Math.abs(left[0] - right[0]) <= epsilon && Math.abs(left[1] - right[1]) <= epsilon && Math.abs(left[2] - right[2]) <= epsilon && Math.abs(left[3] - right[3]) <= epsilon); }; /** * An immutable Matrix2 instance initialized to the identity matrix. * * @type {Matrix2} * @constant */ Matrix2.IDENTITY = Object.freeze(new Matrix2(1.0, 0.0, 0.0, 1.0)); /** * An immutable Matrix2 instance initialized to the zero matrix. * * @type {Matrix2} * @constant */ Matrix2.ZERO = Object.freeze(new Matrix2(0.0, 0.0, 0.0, 0.0)); /** * The index into Matrix2 for column 0, row 0. * * @type {Number} * @constant * * @example * var matrix = new Cesium.Matrix2(); * matrix[Cesium.Matrix2.COLUMN0ROW0] = 5.0; // set column 0, row 0 to 5.0 */ Matrix2.COLUMN0ROW0 = 0; /** * The index into Matrix2 for column 0, row 1. * * @type {Number} * @constant * * @example * var matrix = new Cesium.Matrix2(); * matrix[Cesium.Matrix2.COLUMN0ROW1] = 5.0; // set column 0, row 1 to 5.0 */ Matrix2.COLUMN0ROW1 = 1; /** * The index into Matrix2 for column 1, row 0. * * @type {Number} * @constant * * @example * var matrix = new Cesium.Matrix2(); * matrix[Cesium.Matrix2.COLUMN1ROW0] = 5.0; // set column 1, row 0 to 5.0 */ Matrix2.COLUMN1ROW0 = 2; /** * The index into Matrix2 for column 1, row 1. * * @type {Number} * @constant * * @example * var matrix = new Cesium.Matrix2(); * matrix[Cesium.Matrix2.COLUMN1ROW1] = 5.0; // set column 1, row 1 to 5.0 */ Matrix2.COLUMN1ROW1 = 3; Object.defineProperties(Matrix2.prototype, { /** * Gets the number of items in the collection. * @memberof Matrix2.prototype * * @type {Number} */ length : { get : function() { return Matrix2.packedLength; } } }); /** * Duplicates the provided Matrix2 instance. * * @param {Matrix2} [result] The object onto which to store the result. * @returns {Matrix2} The modified result parameter or a new Matrix2 instance if one was not provided. */ Matrix2.prototype.clone = function(result) { return Matrix2.clone(this, result); }; /** * Compares this matrix to the provided matrix componentwise and returns * <code>true</code> if they are equal, <code>false</code> otherwise. * * @param {Matrix2} [right] The right hand side matrix. * @returns {Boolean} <code>true</code> if they are equal, <code>false</code> otherwise. */ Matrix2.prototype.equals = function(right) { return Matrix2.equals(this, right); }; /** * Compares this matrix to the provided matrix componentwise and returns * <code>true</code> if they are within the provided epsilon, * <code>false</code> otherwise. * * @param {Matrix2} [right] The right hand side matrix. * @param {Number} epsilon The epsilon to use for equality testing. * @returns {Boolean} <code>true</code> if they are within the provided epsilon, <code>false</code> otherwise. */ Matrix2.prototype.equalsEpsilon = function(right, epsilon) { return Matrix2.equalsEpsilon(this, right, epsilon); }; /** * Creates a string representing this Matrix with each row being * on a separate line and in the format '(column0, column1)'. * * @returns {String} A string representing the provided Matrix with each row being on a separate line and in the format '(column0, column1)'. */ Matrix2.prototype.toString = function() { return '(' + this[0] + ', ' + this[2] + ')\n' + '(' + this[1] + ', ' + this[3] + ')'; }; /** * The type of a geometric primitive, i.e., points, lines, and triangles. * * @exports PrimitiveType */ var PrimitiveType = { /** * Points primitive where each vertex (or index) is a separate point. * * @type {Number} * @constant */ POINTS : WebGLConstants.WebGLConstants.POINTS, /** * Lines primitive where each two vertices (or indices) is a line segment. Line segments are not necessarily connected. * * @type {Number} * @constant */ LINES : WebGLConstants.WebGLConstants.LINES, /** * Line loop primitive where each vertex (or index) after the first connects a line to * the previous vertex, and the last vertex implicitly connects to the first. * * @type {Number} * @constant */ LINE_LOOP : WebGLConstants.WebGLConstants.LINE_LOOP, /** * Line strip primitive where each vertex (or index) after the first connects a line to the previous vertex. * * @type {Number} * @constant */ LINE_STRIP : WebGLConstants.WebGLConstants.LINE_STRIP, /** * Triangles primitive where each three vertices (or indices) is a triangle. Triangles do not necessarily share edges. * * @type {Number} * @constant */ TRIANGLES : WebGLConstants.WebGLConstants.TRIANGLES, /** * Triangle strip primitive where each vertex (or index) after the first two connect to * the previous two vertices forming a triangle. For example, this can be used to model a wall. * * @type {Number} * @constant */ TRIANGLE_STRIP : WebGLConstants.WebGLConstants.TRIANGLE_STRIP, /** * Triangle fan primitive where each vertex (or index) after the first two connect to * the previous vertex and the first vertex forming a triangle. For example, this can be used * to model a cone or circle. * * @type {Number} * @constant */ TRIANGLE_FAN : WebGLConstants.WebGLConstants.TRIANGLE_FAN, /** * @private */ validate : function(primitiveType) { return primitiveType === PrimitiveType.POINTS || primitiveType === PrimitiveType.LINES || primitiveType === PrimitiveType.LINE_LOOP || primitiveType === PrimitiveType.LINE_STRIP || primitiveType === PrimitiveType.TRIANGLES || primitiveType === PrimitiveType.TRIANGLE_STRIP || primitiveType === PrimitiveType.TRIANGLE_FAN; } }; var PrimitiveType$1 = Object.freeze(PrimitiveType); /** * A geometry representation with attributes forming vertices and optional index data * defining primitives. Geometries and an {@link Appearance}, which describes the shading, * can be assigned to a {@link Primitive} for visualization. A <code>Primitive</code> can * be created from many heterogeneous - in many cases - geometries for performance. * <p> * Geometries can be transformed and optimized using functions in {@link GeometryPipeline}. * </p> * * @alias Geometry * @constructor * * @param {Object} options Object with the following properties: * @param {GeometryAttributes} options.attributes Attributes, which make up the geometry's vertices. * @param {PrimitiveType} [options.primitiveType=PrimitiveType.TRIANGLES] The type of primitives in the geometry. * @param {Uint16Array|Uint32Array} [options.indices] Optional index data that determines the primitives in the geometry. * @param {BoundingSphere} [options.boundingSphere] An optional bounding sphere that fully enclosed the geometry. * * @see PolygonGeometry * @see RectangleGeometry * @see EllipseGeometry * @see CircleGeometry * @see WallGeometry * @see SimplePolylineGeometry * @see BoxGeometry * @see EllipsoidGeometry * * @demo {@link https://sandcastle.cesium.com/index.html?src=Geometry%20and%20Appearances.html|Geometry and Appearances Demo} * * @example * // Create geometry with a position attribute and indexed lines. * var positions = new Float64Array([ * 0.0, 0.0, 0.0, * 7500000.0, 0.0, 0.0, * 0.0, 7500000.0, 0.0 * ]); * * var geometry = new Cesium.Geometry({ * attributes : { * position : new Cesium.GeometryAttribute({ * componentDatatype : Cesium.ComponentDatatype.DOUBLE, * componentsPerAttribute : 3, * values : positions * }) * }, * indices : new Uint16Array([0, 1, 1, 2, 2, 0]), * primitiveType : Cesium.PrimitiveType.LINES, * boundingSphere : Cesium.BoundingSphere.fromVertices(positions) * }); */ function Geometry(options) { options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT); //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('options.attributes', options.attributes); //>>includeEnd('debug'); /** * Attributes, which make up the geometry's vertices. Each property in this object corresponds to a * {@link GeometryAttribute} containing the attribute's data. * <p> * Attributes are always stored non-interleaved in a Geometry. * </p> * <p> * There are reserved attribute names with well-known semantics. The following attributes * are created by a Geometry (depending on the provided {@link VertexFormat}. * <ul> * <li><code>position</code> - 3D vertex position. 64-bit floating-point (for precision). 3 components per attribute. See {@link VertexFormat#position}.</li> * <li><code>normal</code> - Normal (normalized), commonly used for lighting. 32-bit floating-point. 3 components per attribute. See {@link VertexFormat#normal}.</li> * <li><code>st</code> - 2D texture coordinate. 32-bit floating-point. 2 components per attribute. See {@link VertexFormat#st}.</li> * <li><code>bitangent</code> - Bitangent (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. See {@link VertexFormat#bitangent}.</li> * <li><code>tangent</code> - Tangent (normalized), used for tangent-space effects like bump mapping. 32-bit floating-point. 3 components per attribute. See {@link VertexFormat#tangent}.</li> * </ul> * </p> * <p> * The following attribute names are generally not created by a Geometry, but are added * to a Geometry by a {@link Primitive} or {@link GeometryPipeline} functions to prepare * the geometry for rendering. * <ul> * <li><code>position3DHigh</code> - High 32 bits for encoded 64-bit position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.</li> * <li><code>position3DLow</code> - Low 32 bits for encoded 64-bit position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.</li> * <li><code>position3DHigh</code> - High 32 bits for encoded 64-bit 2D (Columbus view) position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.</li> * <li><code>position2DLow</code> - Low 32 bits for encoded 64-bit 2D (Columbus view) position computed with {@link GeometryPipeline.encodeAttribute}. 32-bit floating-point. 4 components per attribute.</li> * <li><code>color</code> - RGBA color (normalized) usually from {@link GeometryInstance#color}. 32-bit floating-point. 4 components per attribute.</li> * <li><code>pickColor</code> - RGBA color used for picking. 32-bit floating-point. 4 components per attribute.</li> * </ul> * </p> * * @type GeometryAttributes * * @default undefined * * * @example * geometry.attributes.position = new Cesium.GeometryAttribute({ * componentDatatype : Cesium.ComponentDatatype.FLOAT, * componentsPerAttribute : 3, * values : new Float32Array(0) * }); * * @see GeometryAttribute * @see VertexFormat */ this.attributes = options.attributes; /** * Optional index data that - along with {@link Geometry#primitiveType} - * determines the primitives in the geometry. * * @type Array * * @default undefined */ this.indices = options.indices; /** * The type of primitives in the geometry. This is most often {@link PrimitiveType.TRIANGLES}, * but can varying based on the specific geometry. * * @type PrimitiveType * * @default undefined */ this.primitiveType = when.defaultValue(options.primitiveType, PrimitiveType$1.TRIANGLES); /** * An optional bounding sphere that fully encloses the geometry. This is * commonly used for culling. * * @type BoundingSphere * * @default undefined */ this.boundingSphere = options.boundingSphere; /** * @private */ this.geometryType = when.defaultValue(options.geometryType, GeometryType$1.NONE); /** * @private */ this.boundingSphereCV = options.boundingSphereCV; /** * @private * Used for computing the bounding sphere for geometry using the applyOffset vertex attribute */ this.offsetAttribute = options.offsetAttribute; } /** * Computes the number of vertices in a geometry. The runtime is linear with * respect to the number of attributes in a vertex, not the number of vertices. * * @param {Geometry} geometry The geometry. * @returns {Number} The number of vertices in the geometry. * * @example * var numVertices = Cesium.Geometry.computeNumberOfVertices(geometry); */ Geometry.computeNumberOfVertices = function(geometry) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('geometry', geometry); //>>includeEnd('debug'); var numberOfVertices = -1; for ( var property in geometry.attributes) { if (geometry.attributes.hasOwnProperty(property) && when.defined(geometry.attributes[property]) && when.defined(geometry.attributes[property].values)) { var attribute = geometry.attributes[property]; var num = attribute.values.length / attribute.componentsPerAttribute; //>>includeStart('debug', pragmas.debug); if ((numberOfVertices !== num) && (numberOfVertices !== -1)) { throw new Check.DeveloperError('All attribute lists must have the same number of attributes.'); } //>>includeEnd('debug'); numberOfVertices = num; } } return numberOfVertices; }; var rectangleCenterScratch = new Cartesian2.Cartographic(); var enuCenterScratch = new Cartesian2.Cartesian3(); var fixedFrameToEnuScratch = new Transforms.Matrix4(); var boundingRectanglePointsCartographicScratch = [new Cartesian2.Cartographic(), new Cartesian2.Cartographic(), new Cartesian2.Cartographic()]; var boundingRectanglePointsEnuScratch = [new Cartesian2.Cartesian2(), new Cartesian2.Cartesian2(), new Cartesian2.Cartesian2()]; var points2DScratch = [new Cartesian2.Cartesian2(), new Cartesian2.Cartesian2(), new Cartesian2.Cartesian2()]; var pointEnuScratch = new Cartesian2.Cartesian3(); var enuRotationScratch = new Transforms.Quaternion(); var enuRotationMatrixScratch = new Transforms.Matrix4(); var rotation2DScratch = new Matrix2(); /** * For remapping texture coordinates when rendering GroundPrimitives with materials. * GroundPrimitive texture coordinates are computed to align with the cartographic coordinate system on the globe. * However, EllipseGeometry, RectangleGeometry, and PolygonGeometry all bake rotations to per-vertex texture coordinates * using different strategies. * * This method is used by EllipseGeometry and PolygonGeometry to approximate the same visual effect. * We encapsulate rotation and scale by computing a "transformed" texture coordinate system and computing * a set of reference points from which "cartographic" texture coordinates can be remapped to the "transformed" * system using distances to lines in 2D. * * This approximation becomes less accurate as the covered area increases, especially for GroundPrimitives near the poles, * but is generally reasonable for polygons and ellipses around the size of USA states. * * RectangleGeometry has its own version of this method that computes remapping coordinates using cartographic space * as an intermediary instead of local ENU, which is more accurate for large-area rectangles. * * @param {Cartesian3[]} positions Array of positions outlining the geometry * @param {Number} stRotation Texture coordinate rotation. * @param {Ellipsoid} ellipsoid Ellipsoid for projecting and generating local vectors. * @param {Rectangle} boundingRectangle Bounding rectangle around the positions. * @returns {Number[]} An array of 6 numbers specifying [minimum point, u extent, v extent] as points in the "cartographic" system. * @private */ Geometry._textureCoordinateRotationPoints = function(positions, stRotation, ellipsoid,