UNPKG

cesium

Version:

CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.

982 lines (845 loc) 82.1 kB
/* This file is automatically rebuilt by the Cesium build process. */ define(['./when-e6e3e713', './Check-1df6b9a0', './Math-c5f6c994', './Cartesian2-1d7364fa', './Transforms-943e8463', './RuntimeError-717c34db', './WebGLConstants-7f7d68ac', './ComponentDatatype-2b8834a4', './GeometryAttribute-3a303898', './EncodedCartesian3-d723731d', './IntersectionTests-c05f88ce', './Plane-2e419ea5', './WebMercatorProjection-2eb538cc', './arrayRemoveDuplicates-11ba5123', './ArcType-4e1c0bc3', './EllipsoidRhumbLine-0dab698e', './EllipsoidGeodesic-8b33d834'], function (when, Check, _Math, Cartesian2, Transforms, RuntimeError, WebGLConstants, ComponentDatatype, GeometryAttribute, EncodedCartesian3, IntersectionTests, Plane, WebMercatorProjection, arrayRemoveDuplicates, ArcType, EllipsoidRhumbLine, EllipsoidGeodesic) { 'use strict'; /** * A tiling scheme for geometry referenced to a simple {@link GeographicProjection} where * longitude and latitude are directly mapped to X and Y. This projection is commonly * known as geographic, equirectangular, equidistant cylindrical, or plate carrée. * * @alias GeographicTilingScheme * @constructor * * @param {Object} [options] Object with the following properties: * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid whose surface is being tiled. Defaults to * the WGS84 ellipsoid. * @param {Rectangle} [options.rectangle=Rectangle.MAX_VALUE] The rectangle, in radians, covered by the tiling scheme. * @param {Number} [options.numberOfLevelZeroTilesX=2] The number of tiles in the X direction at level zero of * the tile tree. * @param {Number} [options.numberOfLevelZeroTilesY=1] The number of tiles in the Y direction at level zero of * the tile tree. */ function GeographicTilingScheme(options) { options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT); this._ellipsoid = when.defaultValue(options.ellipsoid, Cartesian2.Ellipsoid.WGS84); this._rectangle = when.defaultValue(options.rectangle, Cartesian2.Rectangle.MAX_VALUE); this._projection = new Transforms.GeographicProjection(this._ellipsoid); this._numberOfLevelZeroTilesX = when.defaultValue(options.numberOfLevelZeroTilesX, 2); this._numberOfLevelZeroTilesY = when.defaultValue(options.numberOfLevelZeroTilesY, 1); } Object.defineProperties(GeographicTilingScheme.prototype, { /** * Gets the ellipsoid that is tiled by this tiling scheme. * @memberof GeographicTilingScheme.prototype * @type {Ellipsoid} */ ellipsoid : { get : function() { return this._ellipsoid; } }, /** * Gets the rectangle, in radians, covered by this tiling scheme. * @memberof GeographicTilingScheme.prototype * @type {Rectangle} */ rectangle : { get : function() { return this._rectangle; } }, /** * Gets the map projection used by this tiling scheme. * @memberof GeographicTilingScheme.prototype * @type {MapProjection} */ projection : { get : function() { return this._projection; } } }); /** * Gets the total number of tiles in the X direction at a specified level-of-detail. * * @param {Number} level The level-of-detail. * @returns {Number} The number of tiles in the X direction at the given level. */ GeographicTilingScheme.prototype.getNumberOfXTilesAtLevel = function(level) { return this._numberOfLevelZeroTilesX << level; }; /** * Gets the total number of tiles in the Y direction at a specified level-of-detail. * * @param {Number} level The level-of-detail. * @returns {Number} The number of tiles in the Y direction at the given level. */ GeographicTilingScheme.prototype.getNumberOfYTilesAtLevel = function(level) { return this._numberOfLevelZeroTilesY << level; }; /** * Transforms a rectangle specified in geodetic radians to the native coordinate system * of this tiling scheme. * * @param {Rectangle} rectangle The rectangle to transform. * @param {Rectangle} [result] The instance to which to copy the result, or undefined if a new instance * should be created. * @returns {Rectangle} The specified 'result', or a new object containing the native rectangle if 'result' * is undefined. */ GeographicTilingScheme.prototype.rectangleToNativeRectangle = function(rectangle, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('rectangle', rectangle); //>>includeEnd('debug'); var west = _Math.CesiumMath.toDegrees(rectangle.west); var south = _Math.CesiumMath.toDegrees(rectangle.south); var east = _Math.CesiumMath.toDegrees(rectangle.east); var north = _Math.CesiumMath.toDegrees(rectangle.north); if (!when.defined(result)) { return new Cartesian2.Rectangle(west, south, east, north); } result.west = west; result.south = south; result.east = east; result.north = north; return result; }; /** * Converts tile x, y coordinates and level to a rectangle expressed in the native coordinates * of the tiling scheme. * * @param {Number} x The integer x coordinate of the tile. * @param {Number} y The integer y coordinate of the tile. * @param {Number} level The tile level-of-detail. Zero is the least detailed. * @param {Object} [result] The instance to which to copy the result, or undefined if a new instance * should be created. * @returns {Rectangle} The specified 'result', or a new object containing the rectangle * if 'result' is undefined. */ GeographicTilingScheme.prototype.tileXYToNativeRectangle = function(x, y, level, result) { var rectangleRadians = this.tileXYToRectangle(x, y, level, result); rectangleRadians.west = _Math.CesiumMath.toDegrees(rectangleRadians.west); rectangleRadians.south = _Math.CesiumMath.toDegrees(rectangleRadians.south); rectangleRadians.east = _Math.CesiumMath.toDegrees(rectangleRadians.east); rectangleRadians.north = _Math.CesiumMath.toDegrees(rectangleRadians.north); return rectangleRadians; }; /** * Converts tile x, y coordinates and level to a cartographic rectangle in radians. * * @param {Number} x The integer x coordinate of the tile. * @param {Number} y The integer y coordinate of the tile. * @param {Number} level The tile level-of-detail. Zero is the least detailed. * @param {Object} [result] The instance to which to copy the result, or undefined if a new instance * should be created. * @returns {Rectangle} The specified 'result', or a new object containing the rectangle * if 'result' is undefined. */ GeographicTilingScheme.prototype.tileXYToRectangle = function(x, y, level, result) { var rectangle = this._rectangle; var xTiles = this.getNumberOfXTilesAtLevel(level); var yTiles = this.getNumberOfYTilesAtLevel(level); var xTileWidth = rectangle.width / xTiles; var west = x * xTileWidth + rectangle.west; var east = (x + 1) * xTileWidth + rectangle.west; var yTileHeight = rectangle.height / yTiles; var north = rectangle.north - y * yTileHeight; var south = rectangle.north - (y + 1) * yTileHeight; if (!when.defined(result)) { result = new Cartesian2.Rectangle(west, south, east, north); } result.west = west; result.south = south; result.east = east; result.north = north; return result; }; /** * Calculates the tile x, y coordinates of the tile containing * a given cartographic position. * * @param {Cartographic} position The position. * @param {Number} level The tile level-of-detail. Zero is the least detailed. * @param {Cartesian2} [result] The instance to which to copy the result, or undefined if a new instance * should be created. * @returns {Cartesian2} The specified 'result', or a new object containing the tile x, y coordinates * if 'result' is undefined. */ GeographicTilingScheme.prototype.positionToTileXY = function(position, level, result) { var rectangle = this._rectangle; if (!Cartesian2.Rectangle.contains(rectangle, position)) { // outside the bounds of the tiling scheme return undefined; } var xTiles = this.getNumberOfXTilesAtLevel(level); var yTiles = this.getNumberOfYTilesAtLevel(level); var xTileWidth = rectangle.width / xTiles; var yTileHeight = rectangle.height / yTiles; var longitude = position.longitude; if (rectangle.east < rectangle.west) { longitude += _Math.CesiumMath.TWO_PI; } var xTileCoordinate = (longitude - rectangle.west) / xTileWidth | 0; if (xTileCoordinate >= xTiles) { xTileCoordinate = xTiles - 1; } var yTileCoordinate = (rectangle.north - position.latitude) / yTileHeight | 0; if (yTileCoordinate >= yTiles) { yTileCoordinate = yTiles - 1; } if (!when.defined(result)) { return new Cartesian2.Cartesian2(xTileCoordinate, yTileCoordinate); } result.x = xTileCoordinate; result.y = yTileCoordinate; return result; }; var scratchDiagonalCartesianNE = new Cartesian2.Cartesian3(); var scratchDiagonalCartesianSW = new Cartesian2.Cartesian3(); var scratchDiagonalCartographic = new Cartesian2.Cartographic(); var scratchCenterCartesian = new Cartesian2.Cartesian3(); var scratchSurfaceCartesian = new Cartesian2.Cartesian3(); var scratchBoundingSphere = new Transforms.BoundingSphere(); var tilingScheme = new GeographicTilingScheme(); var scratchCorners = [new Cartesian2.Cartographic(), new Cartesian2.Cartographic(), new Cartesian2.Cartographic(), new Cartesian2.Cartographic()]; var scratchTileXY = new Cartesian2.Cartesian2(); /** * A collection of functions for approximating terrain height * @private */ var ApproximateTerrainHeights = {}; /** * Initializes the minimum and maximum terrain heights * @return {Promise} */ ApproximateTerrainHeights.initialize = function() { var initPromise = ApproximateTerrainHeights._initPromise; if (when.defined(initPromise)) { return initPromise; } initPromise = Transforms.Resource.fetchJson(Transforms.buildModuleUrl('Assets/approximateTerrainHeights.json')) .then(function(json) { ApproximateTerrainHeights._terrainHeights = json; }); ApproximateTerrainHeights._initPromise = initPromise; return initPromise; }; /** * Computes the minimum and maximum terrain heights for a given rectangle * @param {Rectangle} rectangle The bounding rectangle * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid * @return {{minimumTerrainHeight: Number, maximumTerrainHeight: Number}} */ ApproximateTerrainHeights.getMinimumMaximumHeights = function(rectangle, ellipsoid) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('rectangle', rectangle); if (!when.defined(ApproximateTerrainHeights._terrainHeights)) { throw new Check.DeveloperError('You must call ApproximateTerrainHeights.initialize and wait for the promise to resolve before using this function'); } //>>includeEnd('debug'); ellipsoid = when.defaultValue(ellipsoid, Cartesian2.Ellipsoid.WGS84); var xyLevel = getTileXYLevel(rectangle); // Get the terrain min/max for that tile var minTerrainHeight = ApproximateTerrainHeights._defaultMinTerrainHeight; var maxTerrainHeight = ApproximateTerrainHeights._defaultMaxTerrainHeight; if (when.defined(xyLevel)) { var key = xyLevel.level + '-' + xyLevel.x + '-' + xyLevel.y; var heights = ApproximateTerrainHeights._terrainHeights[key]; if (when.defined(heights)) { minTerrainHeight = heights[0]; maxTerrainHeight = heights[1]; } // Compute min by taking the center of the NE->SW diagonal and finding distance to the surface ellipsoid.cartographicToCartesian(Cartesian2.Rectangle.northeast(rectangle, scratchDiagonalCartographic), scratchDiagonalCartesianNE); ellipsoid.cartographicToCartesian(Cartesian2.Rectangle.southwest(rectangle, scratchDiagonalCartographic), scratchDiagonalCartesianSW); Cartesian2.Cartesian3.midpoint(scratchDiagonalCartesianSW, scratchDiagonalCartesianNE, scratchCenterCartesian); var surfacePosition = ellipsoid.scaleToGeodeticSurface(scratchCenterCartesian, scratchSurfaceCartesian); if (when.defined(surfacePosition)) { var distance = Cartesian2.Cartesian3.distance(scratchCenterCartesian, surfacePosition); minTerrainHeight = Math.min(minTerrainHeight, -distance); } else { minTerrainHeight = ApproximateTerrainHeights._defaultMinTerrainHeight; } } minTerrainHeight = Math.max(ApproximateTerrainHeights._defaultMinTerrainHeight, minTerrainHeight); return { minimumTerrainHeight: minTerrainHeight, maximumTerrainHeight: maxTerrainHeight }; }; /** * Computes the bounding sphere based on the tile heights in the rectangle * @param {Rectangle} rectangle The bounding rectangle * @param {Ellipsoid} [ellipsoid=Ellipsoid.WGS84] The ellipsoid * @return {BoundingSphere} The result bounding sphere */ ApproximateTerrainHeights.getBoundingSphere = function(rectangle, ellipsoid) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('rectangle', rectangle); if (!when.defined(ApproximateTerrainHeights._terrainHeights)) { throw new Check.DeveloperError('You must call ApproximateTerrainHeights.initialize and wait for the promise to resolve before using this function'); } //>>includeEnd('debug'); ellipsoid = when.defaultValue(ellipsoid, Cartesian2.Ellipsoid.WGS84); var xyLevel = getTileXYLevel(rectangle); // Get the terrain max for that tile var maxTerrainHeight = ApproximateTerrainHeights._defaultMaxTerrainHeight; if (when.defined(xyLevel)) { var key = xyLevel.level + '-' + xyLevel.x + '-' + xyLevel.y; var heights = ApproximateTerrainHeights._terrainHeights[key]; if (when.defined(heights)) { maxTerrainHeight = heights[1]; } } var result = Transforms.BoundingSphere.fromRectangle3D(rectangle, ellipsoid, 0.0); Transforms.BoundingSphere.fromRectangle3D(rectangle, ellipsoid, maxTerrainHeight, scratchBoundingSphere); return Transforms.BoundingSphere.union(result, scratchBoundingSphere, result); }; function getTileXYLevel(rectangle) { Cartesian2.Cartographic.fromRadians(rectangle.east, rectangle.north, 0.0, scratchCorners[0]); Cartesian2.Cartographic.fromRadians(rectangle.west, rectangle.north, 0.0, scratchCorners[1]); Cartesian2.Cartographic.fromRadians(rectangle.east, rectangle.south, 0.0, scratchCorners[2]); Cartesian2.Cartographic.fromRadians(rectangle.west, rectangle.south, 0.0, scratchCorners[3]); // Determine which tile the bounding rectangle is in var lastLevelX = 0, lastLevelY = 0; var currentX = 0, currentY = 0; var maxLevel = ApproximateTerrainHeights._terrainHeightsMaxLevel; var i; for(i = 0; i <= maxLevel; ++i) { var failed = false; for(var j = 0; j < 4; ++j) { var corner = scratchCorners[j]; tilingScheme.positionToTileXY(corner, i, scratchTileXY); if (j === 0) { currentX = scratchTileXY.x; currentY = scratchTileXY.y; } else if(currentX !== scratchTileXY.x || currentY !== scratchTileXY.y) { failed = true; break; } } if (failed) { break; } lastLevelX = currentX; lastLevelY = currentY; } if (i === 0) { return undefined; } return { x : lastLevelX, y : lastLevelY, level : (i > maxLevel) ? maxLevel : (i - 1) }; } ApproximateTerrainHeights._terrainHeightsMaxLevel = 6; ApproximateTerrainHeights._defaultMaxTerrainHeight = 9000.0; ApproximateTerrainHeights._defaultMinTerrainHeight = -100000.0; ApproximateTerrainHeights._terrainHeights = undefined; ApproximateTerrainHeights._initPromise = undefined; Object.defineProperties(ApproximateTerrainHeights, { /** * Determines if the terrain heights are initialized and ready to use. To initialize the terrain heights, * call {@link ApproximateTerrainHeights#initialize} and wait for the returned promise to resolve. * @type {Boolean} * @readonly * @memberof ApproximateTerrainHeights */ initialized: { get: function() { return when.defined(ApproximateTerrainHeights._terrainHeights); } } }); var PROJECTIONS = [Transforms.GeographicProjection, WebMercatorProjection.WebMercatorProjection]; var PROJECTION_COUNT = PROJECTIONS.length; var MITER_BREAK_SMALL = Math.cos(_Math.CesiumMath.toRadians(30.0)); var MITER_BREAK_LARGE = Math.cos(_Math.CesiumMath.toRadians(150.0)); // Initial heights for constructing the wall. // Keeping WALL_INITIAL_MIN_HEIGHT near the ellipsoid surface helps // prevent precision problems with planes in the shader. // Putting the start point of a plane at ApproximateTerrainHeights._defaultMinTerrainHeight, // which is a highly conservative bound, usually puts the plane origin several thousands // of meters away from the actual terrain, causing floating point problems when checking // fragments on terrain against the plane. // Ellipsoid height is generally much closer. // The initial max height is arbitrary. // Both heights are corrected using ApproximateTerrainHeights for computing the actual volume geometry. var WALL_INITIAL_MIN_HEIGHT = 0.0; var WALL_INITIAL_MAX_HEIGHT = 1000.0; /** * A description of a polyline on terrain or 3D Tiles. Only to be used with {@link GroundPolylinePrimitive}. * * @alias GroundPolylineGeometry * @constructor * * @param {Object} options Options with the following properties: * @param {Cartesian3[]} options.positions An array of {@link Cartesian3} defining the polyline's points. Heights above the ellipsoid will be ignored. * @param {Number} [options.width=1.0] The screen space width in pixels. * @param {Number} [options.granularity=9999.0] The distance interval in meters used for interpolating options.points. Defaults to 9999.0 meters. Zero indicates no interpolation. * @param {Boolean} [options.loop=false] Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop. * @param {ArcType} [options.arcType=ArcType.GEODESIC] The type of line the polyline segments must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}. * * @exception {DeveloperError} At least two positions are required. * * @see GroundPolylinePrimitive * * @example * var positions = Cesium.Cartesian3.fromDegreesArray([ * -112.1340164450331, 36.05494287836128, * -112.08821010582645, 36.097804071380715, * -112.13296079730024, 36.168769146801104 * ]); * * var geometry = new Cesium.GroundPolylineGeometry({ * positions : positions * }); */ function GroundPolylineGeometry(options) { options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT); var positions = options.positions; //>>includeStart('debug', pragmas.debug); if ((!when.defined(positions)) || (positions.length < 2)) { throw new Check.DeveloperError('At least two positions are required.'); } if (when.defined(options.arcType) && options.arcType !== ArcType.ArcType.GEODESIC && options.arcType !== ArcType.ArcType.RHUMB) { throw new Check.DeveloperError('Valid options for arcType are ArcType.GEODESIC and ArcType.RHUMB.'); } //>>includeEnd('debug'); /** * The screen space width in pixels. * @type {Number} */ this.width = when.defaultValue(options.width, 1.0); // Doesn't get packed, not necessary for computing geometry. this._positions = positions; /** * The distance interval used for interpolating options.points. Zero indicates no interpolation. * Default of 9999.0 allows centimeter accuracy with 32 bit floating point. * @type {Boolean} * @default 9999.0 */ this.granularity = when.defaultValue(options.granularity, 9999.0); /** * Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop. * If the geometry has two positions this parameter will be ignored. * @type {Boolean} * @default false */ this.loop = when.defaultValue(options.loop, false); /** * The type of path the polyline must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}. * @type {ArcType} * @default ArcType.GEODESIC */ this.arcType = when.defaultValue(options.arcType, ArcType.ArcType.GEODESIC); this._ellipsoid = Cartesian2.Ellipsoid.WGS84; // MapProjections can't be packed, so store the index to a known MapProjection. this._projectionIndex = 0; this._workerName = 'createGroundPolylineGeometry'; // Used by GroundPolylinePrimitive to signal worker that scenemode is 3D only. this._scene3DOnly = false; } Object.defineProperties(GroundPolylineGeometry.prototype, { /** * The number of elements used to pack the object into an array. * @memberof GroundPolylineGeometry.prototype * @type {Number} * @readonly * @private */ packedLength: { get: function() { return 1.0 + this._positions.length * 3 + 1.0 + 1.0 + 1.0 + Cartesian2.Ellipsoid.packedLength + 1.0 + 1.0; } } }); /** * Set the GroundPolylineGeometry's projection and ellipsoid. * Used by GroundPolylinePrimitive to signal scene information to the geometry for generating 2D attributes. * * @param {GroundPolylineGeometry} groundPolylineGeometry GroundPolylinGeometry describing a polyline on terrain or 3D Tiles. * @param {Projection} mapProjection A MapProjection used for projecting cartographic coordinates to 2D. * @private */ GroundPolylineGeometry.setProjectionAndEllipsoid = function(groundPolylineGeometry, mapProjection) { var projectionIndex = 0; for (var i = 0; i < PROJECTION_COUNT; i++) { if (mapProjection instanceof PROJECTIONS[i]) { projectionIndex = i; break; } } groundPolylineGeometry._projectionIndex = projectionIndex; groundPolylineGeometry._ellipsoid = mapProjection.ellipsoid; }; var cart3Scratch1 = new Cartesian2.Cartesian3(); var cart3Scratch2 = new Cartesian2.Cartesian3(); var cart3Scratch3 = new Cartesian2.Cartesian3(); function computeRightNormal(start, end, maxHeight, ellipsoid, result) { var startBottom = getPosition(ellipsoid, start, 0.0, cart3Scratch1); var startTop = getPosition(ellipsoid, start, maxHeight, cart3Scratch2); var endBottom = getPosition(ellipsoid, end, 0.0, cart3Scratch3); var up = direction(startTop, startBottom, cart3Scratch2); var forward = direction(endBottom, startBottom, cart3Scratch3); Cartesian2.Cartesian3.cross(forward, up, result); return Cartesian2.Cartesian3.normalize(result, result); } var interpolatedCartographicScratch = new Cartesian2.Cartographic(); var interpolatedBottomScratch = new Cartesian2.Cartesian3(); var interpolatedTopScratch = new Cartesian2.Cartesian3(); var interpolatedNormalScratch = new Cartesian2.Cartesian3(); function interpolateSegment(start, end, minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray) { if (granularity === 0.0) { return; } var ellipsoidLine; if (arcType === ArcType.ArcType.GEODESIC) { ellipsoidLine = new EllipsoidGeodesic.EllipsoidGeodesic(start, end, ellipsoid); } else if (arcType === ArcType.ArcType.RHUMB) { ellipsoidLine = new EllipsoidRhumbLine.EllipsoidRhumbLine(start, end, ellipsoid); } var surfaceDistance = ellipsoidLine.surfaceDistance; if (surfaceDistance < granularity) { return; } // Compute rightwards normal applicable at all interpolated points var interpolatedNormal = computeRightNormal(start, end, maxHeight, ellipsoid, interpolatedNormalScratch); var segments = Math.ceil(surfaceDistance / granularity); var interpointDistance = surfaceDistance / segments; var distanceFromStart = interpointDistance; var pointsToAdd = segments - 1; var packIndex = normalsArray.length; for (var i = 0; i < pointsToAdd; i++) { var interpolatedCartographic = ellipsoidLine.interpolateUsingSurfaceDistance(distanceFromStart, interpolatedCartographicScratch); var interpolatedBottom = getPosition(ellipsoid, interpolatedCartographic, minHeight, interpolatedBottomScratch); var interpolatedTop = getPosition(ellipsoid, interpolatedCartographic, maxHeight, interpolatedTopScratch); Cartesian2.Cartesian3.pack(interpolatedNormal, normalsArray, packIndex); Cartesian2.Cartesian3.pack(interpolatedBottom, bottomPositionsArray, packIndex); Cartesian2.Cartesian3.pack(interpolatedTop, topPositionsArray, packIndex); cartographicsArray.push(interpolatedCartographic.latitude); cartographicsArray.push(interpolatedCartographic.longitude); packIndex += 3; distanceFromStart += interpointDistance; } } var heightlessCartographicScratch = new Cartesian2.Cartographic(); function getPosition(ellipsoid, cartographic, height, result) { Cartesian2.Cartographic.clone(cartographic, heightlessCartographicScratch); heightlessCartographicScratch.height = height; return Cartesian2.Cartographic.toCartesian(heightlessCartographicScratch, ellipsoid, result); } /** * Stores the provided instance into the provided array. * * @param {PolygonGeometry} 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 */ GroundPolylineGeometry.pack = function(value, array, startingIndex) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object('value', value); Check.Check.defined('array', array); //>>includeEnd('debug'); var index = when.defaultValue(startingIndex, 0); var positions = value._positions; var positionsLength = positions.length; array[index++] = positionsLength; for (var i = 0; i < positionsLength; ++i) { var cartesian = positions[i]; Cartesian2.Cartesian3.pack(cartesian, array, index); index += 3; } array[index++] = value.granularity; array[index++] = value.loop ? 1.0 : 0.0; array[index++] = value.arcType; Cartesian2.Ellipsoid.pack(value._ellipsoid, array, index); index += Cartesian2.Ellipsoid.packedLength; array[index++] = value._projectionIndex; array[index++] = value._scene3DOnly ? 1.0 : 0.0; 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 {PolygonGeometry} [result] The object into which to store the result. */ GroundPolylineGeometry.unpack = function(array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined('array', array); //>>includeEnd('debug'); var index = when.defaultValue(startingIndex, 0); var positionsLength = array[index++]; var positions = new Array(positionsLength); for (var i = 0; i < positionsLength; i++) { positions[i] = Cartesian2.Cartesian3.unpack(array, index); index += 3; } var granularity = array[index++]; var loop = array[index++] === 1.0; var arcType = array[index++]; var ellipsoid = Cartesian2.Ellipsoid.unpack(array, index); index += Cartesian2.Ellipsoid.packedLength; var projectionIndex = array[index++]; var scene3DOnly = (array[index++] === 1.0); if (!when.defined(result)) { result = new GroundPolylineGeometry({ positions : positions }); } result._positions = positions; result.granularity = granularity; result.loop = loop; result.arcType = arcType; result._ellipsoid = ellipsoid; result._projectionIndex = projectionIndex; result._scene3DOnly = scene3DOnly; return result; }; function direction(target, origin, result) { Cartesian2.Cartesian3.subtract(target, origin, result); Cartesian2.Cartesian3.normalize(result, result); return result; } function tangentDirection(target, origin, up, result) { result = direction(target, origin, result); // orthogonalize result = Cartesian2.Cartesian3.cross(result, up, result); result = Cartesian2.Cartesian3.normalize(result, result); result = Cartesian2.Cartesian3.cross(up, result, result); return result; } var toPreviousScratch = new Cartesian2.Cartesian3(); var toNextScratch = new Cartesian2.Cartesian3(); var forwardScratch = new Cartesian2.Cartesian3(); var vertexUpScratch = new Cartesian2.Cartesian3(); var cosine90 = 0.0; var cosine180 = -1.0; function computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, result) { var up = direction(vertexTop, vertexBottom, vertexUpScratch); // Compute vectors pointing towards neighboring points but tangent to this point on the ellipsoid var toPrevious = tangentDirection(previousBottom, vertexBottom, up, toPreviousScratch); var toNext = tangentDirection(nextBottom, vertexBottom, up, toNextScratch); // Check if tangents are almost opposite - if so, no need to miter. if (_Math.CesiumMath.equalsEpsilon(Cartesian2.Cartesian3.dot(toPrevious, toNext), cosine180, _Math.CesiumMath.EPSILON5)) { result = Cartesian2.Cartesian3.cross(up, toPrevious, result); result = Cartesian2.Cartesian3.normalize(result, result); return result; } // Average directions to previous and to next in the plane of Up result = Cartesian2.Cartesian3.add(toNext, toPrevious, result); result = Cartesian2.Cartesian3.normalize(result, result); // Flip the normal if it isn't pointing roughly bound right (aka if forward is pointing more "backwards") var forward = Cartesian2.Cartesian3.cross(up, result, forwardScratch); if (Cartesian2.Cartesian3.dot(toNext, forward) < cosine90) { result = Cartesian2.Cartesian3.negate(result, result); } return result; } var XZ_PLANE = Plane.Plane.fromPointNormal(Cartesian2.Cartesian3.ZERO, Cartesian2.Cartesian3.UNIT_Y); var previousBottomScratch = new Cartesian2.Cartesian3(); var vertexBottomScratch = new Cartesian2.Cartesian3(); var vertexTopScratch = new Cartesian2.Cartesian3(); var nextBottomScratch = new Cartesian2.Cartesian3(); var vertexNormalScratch = new Cartesian2.Cartesian3(); var intersectionScratch = new Cartesian2.Cartesian3(); var cartographicScratch0 = new Cartesian2.Cartographic(); var cartographicScratch1 = new Cartesian2.Cartographic(); var cartographicIntersectionScratch = new Cartesian2.Cartographic(); /** * Computes shadow volumes for the ground polyline, consisting of its vertices, indices, and a bounding sphere. * Vertices are "fat," packing all the data needed in each volume to describe a line on terrain or 3D Tiles. * Should not be called independent of {@link GroundPolylinePrimitive}. * * @param {GroundPolylineGeometry} groundPolylineGeometry * @private */ GroundPolylineGeometry.createGeometry = function(groundPolylineGeometry) { var compute2dAttributes = !groundPolylineGeometry._scene3DOnly; var loop = groundPolylineGeometry.loop; var ellipsoid = groundPolylineGeometry._ellipsoid; var granularity = groundPolylineGeometry.granularity; var arcType = groundPolylineGeometry.arcType; var projection = new PROJECTIONS[groundPolylineGeometry._projectionIndex](ellipsoid); var minHeight = WALL_INITIAL_MIN_HEIGHT; var maxHeight = WALL_INITIAL_MAX_HEIGHT; var index; var i; var positions = groundPolylineGeometry._positions; var positionsLength = positions.length; if (positionsLength === 2) { loop = false; } // Split positions across the IDL and the Prime Meridian as well. // Split across prime meridian because very large geometries crossing the Prime Meridian but not the IDL // may get split by the plane of IDL + Prime Meridian. var p0; var p1; var c0; var c1; var rhumbLine = new EllipsoidRhumbLine.EllipsoidRhumbLine(undefined, undefined, ellipsoid); var intersection; var intersectionCartographic; var intersectionLongitude; var splitPositions = [positions[0]]; for (i = 0; i < positionsLength - 1; i++) { p0 = positions[i]; p1 = positions[i + 1]; intersection = IntersectionTests.IntersectionTests.lineSegmentPlane(p0, p1, XZ_PLANE, intersectionScratch); if (when.defined(intersection) && !Cartesian2.Cartesian3.equalsEpsilon(intersection, p0, _Math.CesiumMath.EPSILON7) && !Cartesian2.Cartesian3.equalsEpsilon(intersection, p1, _Math.CesiumMath.EPSILON7)) { if (groundPolylineGeometry.arcType === ArcType.ArcType.GEODESIC) { splitPositions.push(Cartesian2.Cartesian3.clone(intersection)); } else if (groundPolylineGeometry.arcType === ArcType.ArcType.RHUMB) { intersectionLongitude = ellipsoid.cartesianToCartographic(intersection, cartographicScratch0).longitude; c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0); c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1); rhumbLine.setEndPoints(c0, c1); intersectionCartographic = rhumbLine.findIntersectionWithLongitude(intersectionLongitude, cartographicIntersectionScratch); intersection = ellipsoid.cartographicToCartesian(intersectionCartographic, intersectionScratch); if (when.defined(intersection) && !Cartesian2.Cartesian3.equalsEpsilon(intersection, p0, _Math.CesiumMath.EPSILON7) && !Cartesian2.Cartesian3.equalsEpsilon(intersection, p1, _Math.CesiumMath.EPSILON7)) { splitPositions.push(Cartesian2.Cartesian3.clone(intersection)); } } } splitPositions.push(p1); } if (loop) { p0 = positions[positionsLength - 1]; p1 = positions[0]; intersection = IntersectionTests.IntersectionTests.lineSegmentPlane(p0, p1, XZ_PLANE, intersectionScratch); if (when.defined(intersection) && !Cartesian2.Cartesian3.equalsEpsilon(intersection, p0, _Math.CesiumMath.EPSILON7) && !Cartesian2.Cartesian3.equalsEpsilon(intersection, p1, _Math.CesiumMath.EPSILON7)) { if (groundPolylineGeometry.arcType === ArcType.ArcType.GEODESIC) { splitPositions.push(Cartesian2.Cartesian3.clone(intersection)); } else if (groundPolylineGeometry.arcType === ArcType.ArcType.RHUMB) { intersectionLongitude = ellipsoid.cartesianToCartographic(intersection, cartographicScratch0).longitude; c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0); c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1); rhumbLine.setEndPoints(c0, c1); intersectionCartographic = rhumbLine.findIntersectionWithLongitude(intersectionLongitude, cartographicIntersectionScratch); intersection = ellipsoid.cartographicToCartesian(intersectionCartographic, intersectionScratch); if (when.defined(intersection) && !Cartesian2.Cartesian3.equalsEpsilon(intersection, p0, _Math.CesiumMath.EPSILON7) && !Cartesian2.Cartesian3.equalsEpsilon(intersection, p1, _Math.CesiumMath.EPSILON7)) { splitPositions.push(Cartesian2.Cartesian3.clone(intersection)); } } } } var cartographicsLength = splitPositions.length; var cartographics = new Array(cartographicsLength); for (i = 0; i < cartographicsLength; i++) { var cartographic = Cartesian2.Cartographic.fromCartesian(splitPositions[i], ellipsoid); cartographic.height = 0.0; cartographics[i] = cartographic; } cartographics = arrayRemoveDuplicates.arrayRemoveDuplicates(cartographics, Cartesian2.Cartographic.equalsEpsilon); cartographicsLength = cartographics.length; if (cartographicsLength < 2) { return undefined; } /**** Build heap-side arrays for positions, interpolated cartographics, and normals from which to compute vertices ****/ // We build a "wall" and then decompose it into separately connected component "volumes" because we need a lot // of information about the wall. Also, this simplifies interpolation. // Convention: "next" and "end" are locally forward to each segment of the wall, // and we are computing normals pointing towards the local right side of the vertices in each segment. var cartographicsArray = []; var normalsArray = []; var bottomPositionsArray = []; var topPositionsArray = []; var previousBottom = previousBottomScratch; var vertexBottom = vertexBottomScratch; var vertexTop = vertexTopScratch; var nextBottom = nextBottomScratch; var vertexNormal = vertexNormalScratch; // First point - either loop or attach a "perpendicular" normal var startCartographic = cartographics[0]; var nextCartographic = cartographics[1]; var prestartCartographic = cartographics[cartographicsLength - 1]; previousBottom = getPosition(ellipsoid, prestartCartographic, minHeight, previousBottom); nextBottom = getPosition(ellipsoid, nextCartographic, minHeight, nextBottom); vertexBottom = getPosition(ellipsoid, startCartographic, minHeight, vertexBottom); vertexTop = getPosition(ellipsoid, startCartographic, maxHeight, vertexTop); if (loop) { vertexNormal = computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, vertexNormal); } else { vertexNormal = computeRightNormal(startCartographic, nextCartographic, maxHeight, ellipsoid, vertexNormal); } Cartesian2.Cartesian3.pack(vertexNormal, normalsArray, 0); Cartesian2.Cartesian3.pack(vertexBottom, bottomPositionsArray, 0); Cartesian2.Cartesian3.pack(vertexTop, topPositionsArray, 0); cartographicsArray.push(startCartographic.latitude); cartographicsArray.push(startCartographic.longitude); interpolateSegment(startCartographic, nextCartographic, minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray); // All inbetween points for (i = 1; i < cartographicsLength - 1; ++i) { previousBottom = Cartesian2.Cartesian3.clone(vertexBottom, previousBottom); vertexBottom = Cartesian2.Cartesian3.clone(nextBottom, vertexBottom); var vertexCartographic = cartographics[i]; getPosition(ellipsoid, vertexCartographic, maxHeight, vertexTop); getPosition(ellipsoid, cartographics[i + 1], minHeight, nextBottom); computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, vertexNormal); index = normalsArray.length; Cartesian2.Cartesian3.pack(vertexNormal, normalsArray, index); Cartesian2.Cartesian3.pack(vertexBottom, bottomPositionsArray, index); Cartesian2.Cartesian3.pack(vertexTop, topPositionsArray, index); cartographicsArray.push(vertexCartographic.latitude); cartographicsArray.push(vertexCartographic.longitude); interpolateSegment(cartographics[i], cartographics[i + 1], minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray); } // Last point - either loop or attach a normal "perpendicular" to the wall. var endCartographic = cartographics[cartographicsLength - 1]; var preEndCartographic = cartographics[cartographicsLength - 2]; vertexBottom = getPosition(ellipsoid, endCartographic, minHeight, vertexBottom); vertexTop = getPosition(ellipsoid, endCartographic, maxHeight, vertexTop); if (loop) { var postEndCartographic = cartographics[0]; previousBottom = getPosition(ellipsoid, preEndCartographic, minHeight, previousBottom); nextBottom = getPosition(ellipsoid, postEndCartographic, minHeight, nextBottom); vertexNormal = computeVertexMiterNormal(previousBottom, vertexBottom, vertexTop, nextBottom, vertexNormal); } else { vertexNormal = computeRightNormal(preEndCartographic, endCartographic, maxHeight, ellipsoid, vertexNormal); } index = normalsArray.length; Cartesian2.Cartesian3.pack(vertexNormal, normalsArray, index); Cartesian2.Cartesian3.pack(vertexBottom, bottomPositionsArray, index); Cartesian2.Cartesian3.pack(vertexTop, topPositionsArray, index); cartographicsArray.push(endCartographic.latitude); cartographicsArray.push(endCartographic.longitude); if (loop) { interpolateSegment(endCartographic, startCartographic, minHeight, maxHeight, granularity, arcType, ellipsoid, normalsArray, bottomPositionsArray, topPositionsArray, cartographicsArray); index = normalsArray.length; for (i = 0; i < 3; ++i) { normalsArray[index + i] = normalsArray[i]; bottomPositionsArray[index + i] = bottomPositionsArray[i]; topPositionsArray[index + i] = topPositionsArray[i]; } cartographicsArray.push(startCartographic.latitude); cartographicsArray.push(startCartographic.longitude); } return generateGeometryAttributes(loop, projection, bottomPositionsArray, topPositionsArray, normalsArray, cartographicsArray, compute2dAttributes); }; // If the end normal angle is too steep compared to the direction of the line segment, // "break" the miter by rotating the normal 90 degrees around the "up" direction at the point // For ultra precision we would want to project into a plane, but in practice this is sufficient. var lineDirectionScratch = new Cartesian2.Cartesian3(); var matrix3Scratch = new Transforms.Matrix3(); var quaternionScratch = new Transforms.Quaternion(); function breakMiter(endGeometryNormal, startBottom, endBottom, endTop) { var lineDirection = direction(endBottom, startBottom, lineDirectionScratch); var dot = Cartesian2.Cartesian3.dot(lineDirection, endGeometryNormal); if (dot > MITER_BREAK_SMALL || dot < MITER_BREAK_LARGE) { var vertexUp = direction(endTop, endBottom, vertexUpScratch); var angle = dot < MITER_BREAK_LARGE ? _Math.CesiumMath.PI_OVER_TWO : -_Math.CesiumMath.PI_OVER_TWO; var quaternion = Transforms.Quaternion.fromAxisAngle(vertexUp, angle, quaternionScratch); var rotationMatrix = Transforms.Matrix3.fromQuaternion(quaternion, matrix3Scratch); Transforms.Matrix3.multiplyByVector(rotationMatrix, endGeometr