cesium
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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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JavaScript
/* 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', './AttributeCompression-d68d64ef', './IndexDatatype-e2961542', './IntersectionTests-c05f88ce', './Plane-2e419ea5', './createTaskProcessorWorker', './EllipsoidTangentPlane-c3f1b2da', './OrientedBoundingBox-02d47ca6', './TerrainEncoding-e37552cb'], function (when, Check, _Math, Cartesian2, Transforms, RuntimeError, WebGLConstants, ComponentDatatype, AttributeCompression, IndexDatatype, IntersectionTests, Plane, createTaskProcessorWorker, EllipsoidTangentPlane, OrientedBoundingBox, TerrainEncoding) { 'use strict';
/**
* Contains functions for operating on 2D triangles.
*
* @exports Intersections2D
*/
var Intersections2D = {};
/**
* Splits a 2D triangle at given axis-aligned threshold value and returns the resulting
* polygon on a given side of the threshold. The resulting polygon may have 0, 1, 2,
* 3, or 4 vertices.
*
* @param {Number} threshold The threshold coordinate value at which to clip the triangle.
* @param {Boolean} keepAbove true to keep the portion of the triangle above the threshold, or false
* to keep the portion below.
* @param {Number} u0 The coordinate of the first vertex in the triangle, in counter-clockwise order.
* @param {Number} u1 The coordinate of the second vertex in the triangle, in counter-clockwise order.
* @param {Number} u2 The coordinate of the third vertex in the triangle, in counter-clockwise order.
* @param {Number[]} [result] The array into which to copy the result. If this parameter is not supplied,
* a new array is constructed and returned.
* @returns {Number[]} The polygon that results after the clip, specified as a list of
* vertices. The vertices are specified in counter-clockwise order.
* Each vertex is either an index from the existing list (identified as
* a 0, 1, or 2) or -1 indicating a new vertex not in the original triangle.
* For new vertices, the -1 is followed by three additional numbers: the
* index of each of the two original vertices forming the line segment that
* the new vertex lies on, and the fraction of the distance from the first
* vertex to the second one.
*
* @example
* var result = Cesium.Intersections2D.clipTriangleAtAxisAlignedThreshold(0.5, false, 0.2, 0.6, 0.4);
* // result === [2, 0, -1, 1, 0, 0.25, -1, 1, 2, 0.5]
*/
Intersections2D.clipTriangleAtAxisAlignedThreshold = function(threshold, keepAbove, u0, u1, u2, result) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(threshold)) {
throw new Check.DeveloperError('threshold is required.');
}
if (!when.defined(keepAbove)) {
throw new Check.DeveloperError('keepAbove is required.');
}
if (!when.defined(u0)) {
throw new Check.DeveloperError('u0 is required.');
}
if (!when.defined(u1)) {
throw new Check.DeveloperError('u1 is required.');
}
if (!when.defined(u2)) {
throw new Check.DeveloperError('u2 is required.');
}
//>>includeEnd('debug');
if (!when.defined(result)) {
result = [];
} else {
result.length = 0;
}
var u0Behind;
var u1Behind;
var u2Behind;
if (keepAbove) {
u0Behind = u0 < threshold;
u1Behind = u1 < threshold;
u2Behind = u2 < threshold;
} else {
u0Behind = u0 > threshold;
u1Behind = u1 > threshold;
u2Behind = u2 > threshold;
}
var numBehind = u0Behind + u1Behind + u2Behind;
var u01Ratio;
var u02Ratio;
var u12Ratio;
var u10Ratio;
var u20Ratio;
var u21Ratio;
if (numBehind === 1) {
if (u0Behind) {
u01Ratio = (threshold - u0) / (u1 - u0);
u02Ratio = (threshold - u0) / (u2 - u0);
result.push(1);
result.push(2);
if (u02Ratio !== 1.0) {
result.push(-1);
result.push(0);
result.push(2);
result.push(u02Ratio);
}
if (u01Ratio !== 1.0) {
result.push(-1);
result.push(0);
result.push(1);
result.push(u01Ratio);
}
} else if (u1Behind) {
u12Ratio = (threshold - u1) / (u2 - u1);
u10Ratio = (threshold - u1) / (u0 - u1);
result.push(2);
result.push(0);
if (u10Ratio !== 1.0) {
result.push(-1);
result.push(1);
result.push(0);
result.push(u10Ratio);
}
if (u12Ratio !== 1.0) {
result.push(-1);
result.push(1);
result.push(2);
result.push(u12Ratio);
}
} else if (u2Behind) {
u20Ratio = (threshold - u2) / (u0 - u2);
u21Ratio = (threshold - u2) / (u1 - u2);
result.push(0);
result.push(1);
if (u21Ratio !== 1.0) {
result.push(-1);
result.push(2);
result.push(1);
result.push(u21Ratio);
}
if (u20Ratio !== 1.0) {
result.push(-1);
result.push(2);
result.push(0);
result.push(u20Ratio);
}
}
} else if (numBehind === 2) {
if (!u0Behind && u0 !== threshold) {
u10Ratio = (threshold - u1) / (u0 - u1);
u20Ratio = (threshold - u2) / (u0 - u2);
result.push(0);
result.push(-1);
result.push(1);
result.push(0);
result.push(u10Ratio);
result.push(-1);
result.push(2);
result.push(0);
result.push(u20Ratio);
} else if (!u1Behind && u1 !== threshold) {
u21Ratio = (threshold - u2) / (u1 - u2);
u01Ratio = (threshold - u0) / (u1 - u0);
result.push(1);
result.push(-1);
result.push(2);
result.push(1);
result.push(u21Ratio);
result.push(-1);
result.push(0);
result.push(1);
result.push(u01Ratio);
} else if (!u2Behind && u2 !== threshold) {
u02Ratio = (threshold - u0) / (u2 - u0);
u12Ratio = (threshold - u1) / (u2 - u1);
result.push(2);
result.push(-1);
result.push(0);
result.push(2);
result.push(u02Ratio);
result.push(-1);
result.push(1);
result.push(2);
result.push(u12Ratio);
}
} else if (numBehind !== 3) {
// Completely in front of threshold
result.push(0);
result.push(1);
result.push(2);
}
// else Completely behind threshold
return result;
};
/**
* Compute the barycentric coordinates of a 2D position within a 2D triangle.
*
* @param {Number} x The x coordinate of the position for which to find the barycentric coordinates.
* @param {Number} y The y coordinate of the position for which to find the barycentric coordinates.
* @param {Number} x1 The x coordinate of the triangle's first vertex.
* @param {Number} y1 The y coordinate of the triangle's first vertex.
* @param {Number} x2 The x coordinate of the triangle's second vertex.
* @param {Number} y2 The y coordinate of the triangle's second vertex.
* @param {Number} x3 The x coordinate of the triangle's third vertex.
* @param {Number} y3 The y coordinate of the triangle's third vertex.
* @param {Cartesian3} [result] The instance into to which to copy the result. If this parameter
* is undefined, a new instance is created and returned.
* @returns {Cartesian3} The barycentric coordinates of the position within the triangle.
*
* @example
* var result = Cesium.Intersections2D.computeBarycentricCoordinates(0.0, 0.0, 0.0, 1.0, -1, -0.5, 1, -0.5);
* // result === new Cesium.Cartesian3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0);
*/
Intersections2D.computeBarycentricCoordinates = function(x, y, x1, y1, x2, y2, x3, y3, result) {
//>>includeStart('debug', pragmas.debug);
if (!when.defined(x)) {
throw new Check.DeveloperError('x is required.');
}
if (!when.defined(y)) {
throw new Check.DeveloperError('y is required.');
}
if (!when.defined(x1)) {
throw new Check.DeveloperError('x1 is required.');
}
if (!when.defined(y1)) {
throw new Check.DeveloperError('y1 is required.');
}
if (!when.defined(x2)) {
throw new Check.DeveloperError('x2 is required.');
}
if (!when.defined(y2)) {
throw new Check.DeveloperError('y2 is required.');
}
if (!when.defined(x3)) {
throw new Check.DeveloperError('x3 is required.');
}
if (!when.defined(y3)) {
throw new Check.DeveloperError('y3 is required.');
}
//>>includeEnd('debug');
var x1mx3 = x1 - x3;
var x3mx2 = x3 - x2;
var y2my3 = y2 - y3;
var y1my3 = y1 - y3;
var inverseDeterminant = 1.0 / (y2my3 * x1mx3 + x3mx2 * y1my3);
var ymy3 = y - y3;
var xmx3 = x - x3;
var l1 = (y2my3 * xmx3 + x3mx2 * ymy3) * inverseDeterminant;
var l2 = (-y1my3 * xmx3 + x1mx3 * ymy3) * inverseDeterminant;
var l3 = 1.0 - l1 - l2;
if (when.defined(result)) {
result.x = l1;
result.y = l2;
result.z = l3;
return result;
}
return new Cartesian2.Cartesian3(l1, l2, l3);
};
/**
* Compute the intersection between 2 line segments
*
* @param {Number} x00 The x coordinate of the first line's first vertex.
* @param {Number} y00 The y coordinate of the first line's first vertex.
* @param {Number} x01 The x coordinate of the first line's second vertex.
* @param {Number} y01 The y coordinate of the first line's second vertex.
* @param {Number} x10 The x coordinate of the second line's first vertex.
* @param {Number} y10 The y coordinate of the second line's first vertex.
* @param {Number} x11 The x coordinate of the second line's second vertex.
* @param {Number} y11 The y coordinate of the second line's second vertex.
* @param {Cartesian2} [result] The instance into to which to copy the result. If this parameter
* is undefined, a new instance is created and returned.
* @returns {Cartesian2} The intersection point, undefined if there is no intersection point or lines are coincident.
*
* @example
* var result = Cesium.Intersections2D.computeLineSegmentLineSegmentIntersection(0.0, 0.0, 0.0, 2.0, -1, 1, 1, 1);
* // result === new Cesium.Cartesian2(0.0, 1.0);
*/
Intersections2D.computeLineSegmentLineSegmentIntersection = function(x00, y00, x01, y01, x10, y10, x11, y11, result) {
//>>includeStart('debug', pragmas.debug);
Check.Check.typeOf.number('x00', x00);
Check.Check.typeOf.number('y00', y00);
Check.Check.typeOf.number('x01', x01);
Check.Check.typeOf.number('y01', y01);
Check.Check.typeOf.number('x10', x10);
Check.Check.typeOf.number('y10', y10);
Check.Check.typeOf.number('x11', x11);
Check.Check.typeOf.number('y11', y11);
//>>includeEnd('debug');
var numerator1A = (x11 - x10) * (y00 - y10) - (y11 - y10) * (x00 - x10);
var numerator1B = (x01 - x00) * (y00 - y10) - (y01 - y00) * (x00 - x10);
var denominator1 = (y11 - y10) * (x01 - x00) - (x11 - x10) * (y01 - y00);
// If denominator = 0, then lines are parallel. If denominator = 0 and both numerators are 0, then coincident
if (denominator1 === 0) {
return;
}
var ua1 = numerator1A / denominator1;
var ub1 = numerator1B / denominator1;
if (ua1 >= 0 && ua1 <= 1 && ub1 >= 0 && ub1 <= 1) {
if (!when.defined(result)) {
result = new Cartesian2.Cartesian2();
}
result.x = x00 + ua1 * (x01 - x00);
result.y = y00 + ua1 * (y01 - y00);
return result;
}
};
var maxShort = 32767;
var halfMaxShort = (maxShort / 2) | 0;
var clipScratch = [];
var clipScratch2 = [];
var verticesScratch = [];
var cartographicScratch = new Cartesian2.Cartographic();
var cartesian3Scratch = new Cartesian2.Cartesian3();
var uScratch = [];
var vScratch = [];
var heightScratch = [];
var indicesScratch = [];
var normalsScratch = [];
var horizonOcclusionPointScratch = new Cartesian2.Cartesian3();
var boundingSphereScratch = new Transforms.BoundingSphere();
var orientedBoundingBoxScratch = new OrientedBoundingBox.OrientedBoundingBox();
var decodeTexCoordsScratch = new Cartesian2.Cartesian2();
var octEncodedNormalScratch = new Cartesian2.Cartesian3();
function upsampleQuantizedTerrainMesh(parameters, transferableObjects) {
var isEastChild = parameters.isEastChild;
var isNorthChild = parameters.isNorthChild;
var minU = isEastChild ? halfMaxShort : 0;
var maxU = isEastChild ? maxShort : halfMaxShort;
var minV = isNorthChild ? halfMaxShort : 0;
var maxV = isNorthChild ? maxShort : halfMaxShort;
var uBuffer = uScratch;
var vBuffer = vScratch;
var heightBuffer = heightScratch;
var normalBuffer = normalsScratch;
uBuffer.length = 0;
vBuffer.length = 0;
heightBuffer.length = 0;
normalBuffer.length = 0;
var indices = indicesScratch;
indices.length = 0;
var vertexMap = {};
var parentVertices = parameters.vertices;
var parentIndices = parameters.indices;
parentIndices = parentIndices.subarray(0, parameters.indexCountWithoutSkirts);
var encoding = TerrainEncoding.TerrainEncoding.clone(parameters.encoding);
var hasVertexNormals = encoding.hasVertexNormals;
var exaggeration = parameters.exaggeration;
var vertexCount = 0;
var quantizedVertexCount = parameters.vertexCountWithoutSkirts;
var parentMinimumHeight = parameters.minimumHeight;
var parentMaximumHeight = parameters.maximumHeight;
var parentUBuffer = new Array(quantizedVertexCount);
var parentVBuffer = new Array(quantizedVertexCount);
var parentHeightBuffer = new Array(quantizedVertexCount);
var parentNormalBuffer = hasVertexNormals ? new Array(quantizedVertexCount * 2) : undefined;
var threshold = 20;
var height;
var i, n;
var u, v;
for (i = 0, n = 0; i < quantizedVertexCount; ++i, n += 2) {
var texCoords = encoding.decodeTextureCoordinates(parentVertices, i, decodeTexCoordsScratch);
height = encoding.decodeHeight(parentVertices, i) / exaggeration;
u = _Math.CesiumMath.clamp((texCoords.x * maxShort) | 0, 0, maxShort);
v = _Math.CesiumMath.clamp((texCoords.y * maxShort) | 0, 0, maxShort);
parentHeightBuffer[i] = _Math.CesiumMath.clamp((((height - parentMinimumHeight) / (parentMaximumHeight - parentMinimumHeight)) * maxShort) | 0, 0, maxShort);
if (u < threshold) {
u = 0;
}
if (v < threshold) {
v = 0;
}
if (maxShort - u < threshold) {
u = maxShort;
}
if (maxShort - v < threshold) {
v = maxShort;
}
parentUBuffer[i] = u;
parentVBuffer[i] = v;
if (hasVertexNormals) {
var encodedNormal = encoding.getOctEncodedNormal(parentVertices, i, octEncodedNormalScratch);
parentNormalBuffer[n] = encodedNormal.x;
parentNormalBuffer[n + 1] = encodedNormal.y;
}
if ((isEastChild && u >= halfMaxShort || !isEastChild && u <= halfMaxShort) &&
(isNorthChild && v >= halfMaxShort || !isNorthChild && v <= halfMaxShort)) {
vertexMap[i] = vertexCount;
uBuffer.push(u);
vBuffer.push(v);
heightBuffer.push(parentHeightBuffer[i]);
if (hasVertexNormals) {
normalBuffer.push(parentNormalBuffer[n]);
normalBuffer.push(parentNormalBuffer[n + 1]);
}
++vertexCount;
}
}
var triangleVertices = [];
triangleVertices.push(new Vertex());
triangleVertices.push(new Vertex());
triangleVertices.push(new Vertex());
var clippedTriangleVertices = [];
clippedTriangleVertices.push(new Vertex());
clippedTriangleVertices.push(new Vertex());
clippedTriangleVertices.push(new Vertex());
var clippedIndex;
var clipped2;
for (i = 0; i < parentIndices.length; i += 3) {
var i0 = parentIndices[i];
var i1 = parentIndices[i + 1];
var i2 = parentIndices[i + 2];
var u0 = parentUBuffer[i0];
var u1 = parentUBuffer[i1];
var u2 = parentUBuffer[i2];
triangleVertices[0].initializeIndexed(parentUBuffer, parentVBuffer, parentHeightBuffer, parentNormalBuffer, i0);
triangleVertices[1].initializeIndexed(parentUBuffer, parentVBuffer, parentHeightBuffer, parentNormalBuffer, i1);
triangleVertices[2].initializeIndexed(parentUBuffer, parentVBuffer, parentHeightBuffer, parentNormalBuffer, i2);
// Clip triangle on the east-west boundary.
var clipped = Intersections2D.clipTriangleAtAxisAlignedThreshold(halfMaxShort, isEastChild, u0, u1, u2, clipScratch);
// Get the first clipped triangle, if any.
clippedIndex = 0;
if (clippedIndex >= clipped.length) {
continue;
}
clippedIndex = clippedTriangleVertices[0].initializeFromClipResult(clipped, clippedIndex, triangleVertices);
if (clippedIndex >= clipped.length) {
continue;
}
clippedIndex = clippedTriangleVertices[1].initializeFromClipResult(clipped, clippedIndex, triangleVertices);
if (clippedIndex >= clipped.length) {
continue;
}
clippedIndex = clippedTriangleVertices[2].initializeFromClipResult(clipped, clippedIndex, triangleVertices);
// Clip the triangle against the North-south boundary.
clipped2 = Intersections2D.clipTriangleAtAxisAlignedThreshold(halfMaxShort, isNorthChild, clippedTriangleVertices[0].getV(), clippedTriangleVertices[1].getV(), clippedTriangleVertices[2].getV(), clipScratch2);
addClippedPolygon(uBuffer, vBuffer, heightBuffer, normalBuffer, indices, vertexMap, clipped2, clippedTriangleVertices, hasVertexNormals);
// If there's another vertex in the original clipped result,
// it forms a second triangle. Clip it as well.
if (clippedIndex < clipped.length) {
clippedTriangleVertices[2].clone(clippedTriangleVertices[1]);
clippedTriangleVertices[2].initializeFromClipResult(clipped, clippedIndex, triangleVertices);
clipped2 = Intersections2D.clipTriangleAtAxisAlignedThreshold(halfMaxShort, isNorthChild, clippedTriangleVertices[0].getV(), clippedTriangleVertices[1].getV(), clippedTriangleVertices[2].getV(), clipScratch2);
addClippedPolygon(uBuffer, vBuffer, heightBuffer, normalBuffer, indices, vertexMap, clipped2, clippedTriangleVertices, hasVertexNormals);
}
}
var uOffset = isEastChild ? -maxShort : 0;
var vOffset = isNorthChild ? -maxShort : 0;
var westIndices = [];
var southIndices = [];
var eastIndices = [];
var northIndices = [];
var minimumHeight = Number.MAX_VALUE;
var maximumHeight = -minimumHeight;
var cartesianVertices = verticesScratch;
cartesianVertices.length = 0;
var ellipsoid = Cartesian2.Ellipsoid.clone(parameters.ellipsoid);
var rectangle = Cartesian2.Rectangle.clone(parameters.childRectangle);
var north = rectangle.north;
var south = rectangle.south;
var east = rectangle.east;
var west = rectangle.west;
if (east < west) {
east += _Math.CesiumMath.TWO_PI;
}
for (i = 0; i < uBuffer.length; ++i) {
u = Math.round(uBuffer[i]);
if (u <= minU) {
westIndices.push(i);
u = 0;
} else if (u >= maxU) {
eastIndices.push(i);
u = maxShort;
} else {
u = u * 2 + uOffset;
}
uBuffer[i] = u;
v = Math.round(vBuffer[i]);
if (v <= minV) {
southIndices.push(i);
v = 0;
} else if (v >= maxV) {
northIndices.push(i);
v = maxShort;
} else {
v = v * 2 + vOffset;
}
vBuffer[i] = v;
height = _Math.CesiumMath.lerp(parentMinimumHeight, parentMaximumHeight, heightBuffer[i] / maxShort);
if (height < minimumHeight) {
minimumHeight = height;
}
if (height > maximumHeight) {
maximumHeight = height;
}
heightBuffer[i] = height;
cartographicScratch.longitude = _Math.CesiumMath.lerp(west, east, u / maxShort);
cartographicScratch.latitude = _Math.CesiumMath.lerp(south, north, v / maxShort);
cartographicScratch.height = height;
ellipsoid.cartographicToCartesian(cartographicScratch, cartesian3Scratch);
cartesianVertices.push(cartesian3Scratch.x);
cartesianVertices.push(cartesian3Scratch.y);
cartesianVertices.push(cartesian3Scratch.z);
}
var boundingSphere = Transforms.BoundingSphere.fromVertices(cartesianVertices, Cartesian2.Cartesian3.ZERO, 3, boundingSphereScratch);
var orientedBoundingBox = OrientedBoundingBox.OrientedBoundingBox.fromRectangle(rectangle, minimumHeight, maximumHeight, ellipsoid, orientedBoundingBoxScratch);
var occluder = new TerrainEncoding.EllipsoidalOccluder(ellipsoid);
var horizonOcclusionPoint = occluder.computeHorizonCullingPointFromVerticesPossiblyUnderEllipsoid(boundingSphere.center, cartesianVertices, 3, boundingSphere.center, minimumHeight, horizonOcclusionPointScratch);
var heightRange = maximumHeight - minimumHeight;
var vertices = new Uint16Array(uBuffer.length + vBuffer.length + heightBuffer.length);
for (i = 0; i < uBuffer.length; ++i) {
vertices[i] = uBuffer[i];
}
var start = uBuffer.length;
for (i = 0; i < vBuffer.length; ++i) {
vertices[start + i] = vBuffer[i];
}
start += vBuffer.length;
for (i = 0; i < heightBuffer.length; ++i) {
vertices[start + i] = maxShort * (heightBuffer[i] - minimumHeight) / heightRange;
}
var indicesTypedArray = IndexDatatype.IndexDatatype.createTypedArray(uBuffer.length, indices);
var encodedNormals;
if (hasVertexNormals) {
var normalArray = new Uint8Array(normalBuffer);
transferableObjects.push(vertices.buffer, indicesTypedArray.buffer, normalArray.buffer);
encodedNormals = normalArray.buffer;
} else {
transferableObjects.push(vertices.buffer, indicesTypedArray.buffer);
}
return {
vertices : vertices.buffer,
encodedNormals : encodedNormals,
indices : indicesTypedArray.buffer,
minimumHeight : minimumHeight,
maximumHeight : maximumHeight,
westIndices : westIndices,
southIndices : southIndices,
eastIndices : eastIndices,
northIndices : northIndices,
boundingSphere : boundingSphere,
orientedBoundingBox : orientedBoundingBox,
horizonOcclusionPoint : horizonOcclusionPoint
};
}
function Vertex() {
this.vertexBuffer = undefined;
this.index = undefined;
this.first = undefined;
this.second = undefined;
this.ratio = undefined;
}
Vertex.prototype.clone = function(result) {
if (!when.defined(result)) {
result = new Vertex();
}
result.uBuffer = this.uBuffer;
result.vBuffer = this.vBuffer;
result.heightBuffer = this.heightBuffer;
result.normalBuffer = this.normalBuffer;
result.index = this.index;
result.first = this.first;
result.second = this.second;
result.ratio = this.ratio;
return result;
};
Vertex.prototype.initializeIndexed = function(uBuffer, vBuffer, heightBuffer, normalBuffer, index) {
this.uBuffer = uBuffer;
this.vBuffer = vBuffer;
this.heightBuffer = heightBuffer;
this.normalBuffer = normalBuffer;
this.index = index;
this.first = undefined;
this.second = undefined;
this.ratio = undefined;
};
Vertex.prototype.initializeFromClipResult = function(clipResult, index, vertices) {
var nextIndex = index + 1;
if (clipResult[index] !== -1) {
vertices[clipResult[index]].clone(this);
} else {
this.vertexBuffer = undefined;
this.index = undefined;
this.first = vertices[clipResult[nextIndex]];
++nextIndex;
this.second = vertices[clipResult[nextIndex]];
++nextIndex;
this.ratio = clipResult[nextIndex];
++nextIndex;
}
return nextIndex;
};
Vertex.prototype.getKey = function() {
if (this.isIndexed()) {
return this.index;
}
return JSON.stringify({
first : this.first.getKey(),
second : this.second.getKey(),
ratio : this.ratio
});
};
Vertex.prototype.isIndexed = function() {
return when.defined(this.index);
};
Vertex.prototype.getH = function() {
if (when.defined(this.index)) {
return this.heightBuffer[this.index];
}
return _Math.CesiumMath.lerp(this.first.getH(), this.second.getH(), this.ratio);
};
Vertex.prototype.getU = function() {
if (when.defined(this.index)) {
return this.uBuffer[this.index];
}
return _Math.CesiumMath.lerp(this.first.getU(), this.second.getU(), this.ratio);
};
Vertex.prototype.getV = function() {
if (when.defined(this.index)) {
return this.vBuffer[this.index];
}
return _Math.CesiumMath.lerp(this.first.getV(), this.second.getV(), this.ratio);
};
var encodedScratch = new Cartesian2.Cartesian2();
// An upsampled triangle may be clipped twice before it is assigned an index
// In this case, we need a buffer to handle the recursion of getNormalX() and getNormalY().
var depth = -1;
var cartesianScratch1 = [new Cartesian2.Cartesian3(), new Cartesian2.Cartesian3()];
var cartesianScratch2 = [new Cartesian2.Cartesian3(), new Cartesian2.Cartesian3()];
function lerpOctEncodedNormal(vertex, result) {
++depth;
var first = cartesianScratch1[depth];
var second = cartesianScratch2[depth];
first = AttributeCompression.AttributeCompression.octDecode(vertex.first.getNormalX(), vertex.first.getNormalY(), first);
second = AttributeCompression.AttributeCompression.octDecode(vertex.second.getNormalX(), vertex.second.getNormalY(), second);
cartesian3Scratch = Cartesian2.Cartesian3.lerp(first, second, vertex.ratio, cartesian3Scratch);
Cartesian2.Cartesian3.normalize(cartesian3Scratch, cartesian3Scratch);
AttributeCompression.AttributeCompression.octEncode(cartesian3Scratch, result);
--depth;
return result;
}
Vertex.prototype.getNormalX = function() {
if (when.defined(this.index)) {
return this.normalBuffer[this.index * 2];
}
encodedScratch = lerpOctEncodedNormal(this, encodedScratch);
return encodedScratch.x;
};
Vertex.prototype.getNormalY = function() {
if (when.defined(this.index)) {
return this.normalBuffer[this.index * 2 + 1];
}
encodedScratch = lerpOctEncodedNormal(this, encodedScratch);
return encodedScratch.y;
};
var polygonVertices = [];
polygonVertices.push(new Vertex());
polygonVertices.push(new Vertex());
polygonVertices.push(new Vertex());
polygonVertices.push(new Vertex());
function addClippedPolygon(uBuffer, vBuffer, heightBuffer, normalBuffer, indices, vertexMap, clipped, triangleVertices, hasVertexNormals) {
if (clipped.length === 0) {
return;
}
var numVertices = 0;
var clippedIndex = 0;
while (clippedIndex < clipped.length) {
clippedIndex = polygonVertices[numVertices++].initializeFromClipResult(clipped, clippedIndex, triangleVertices);
}
for (var i = 0; i < numVertices; ++i) {
var polygonVertex = polygonVertices[i];
if (!polygonVertex.isIndexed()) {
var key = polygonVertex.getKey();
if (when.defined(vertexMap[key])) {
polygonVertex.newIndex = vertexMap[key];
} else {
var newIndex = uBuffer.length;
uBuffer.push(polygonVertex.getU());
vBuffer.push(polygonVertex.getV());
heightBuffer.push(polygonVertex.getH());
if (hasVertexNormals) {
normalBuffer.push(polygonVertex.getNormalX());
normalBuffer.push(polygonVertex.getNormalY());
}
polygonVertex.newIndex = newIndex;
vertexMap[key] = newIndex;
}
} else {
polygonVertex.newIndex = vertexMap[polygonVertex.index];
polygonVertex.uBuffer = uBuffer;
polygonVertex.vBuffer = vBuffer;
polygonVertex.heightBuffer = heightBuffer;
if (hasVertexNormals) {
polygonVertex.normalBuffer = normalBuffer;
}
}
}
if (numVertices === 3) {
// A triangle.
indices.push(polygonVertices[0].newIndex);
indices.push(polygonVertices[1].newIndex);
indices.push(polygonVertices[2].newIndex);
} else if (numVertices === 4) {
// A quad - two triangles.
indices.push(polygonVertices[0].newIndex);
indices.push(polygonVertices[1].newIndex);
indices.push(polygonVertices[2].newIndex);
indices.push(polygonVertices[0].newIndex);
indices.push(polygonVertices[2].newIndex);
indices.push(polygonVertices[3].newIndex);
}
}
var upsampleQuantizedTerrainMesh$1 = createTaskProcessorWorker(upsampleQuantizedTerrainMesh);
return upsampleQuantizedTerrainMesh$1;
});