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
import Cartesian3 from "../Core/Cartesian3.js";
import Cartesian4 from "../Core/Cartesian4.js";
import AlphaMode from "./AlphaMode.js";
/**
* Components for building models.
*
* @namespace ModelComponents
*
* @private
*/
var ModelComponents = {};
/**
* Information about the quantized attribute.
*
* @alias ModelComponents.Quantization
* @constructor
*
* @private
*/
function Quantization() {
/**
* Whether the quantized attribute is oct-encoded.
*
* @type {Boolean}
* @private
*/
this.octEncoded = false;
/**
* The range used to convert buffer values to normalized values [0.0, 1.0]
* This is typically computed as (1 << quantizationBits) - 1
*
* @type {Number}
* @private
*/
this.normalizationRange = undefined;
/**
* The bottom-left corner of the quantization volume. Not applicable for oct encoded attributes.
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.quantizedVolumeOffset = undefined;
/**
* The dimensions of the quantization volume. Not applicable for oct encoded attributes.
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.quantizedVolumeDimensions = undefined;
/**
* The component data type of the quantized attribute, e.g. ComponentDatatype.UNSIGNED_SHORT.
*
* @type {ComponentDatatype}
* @private
*/
this.componentDatatype = undefined;
/**
* The type of the quantized attribute, e.g. AttributeType.VEC2 for oct-encoded normals.
*
* @type {AttributeType}
* @private
*/
this.type = undefined;
}
/**
* A per-vertex or per-instance attribute.
*
* @alias ModelComponents.Attribute
* @constructor
*
* @private
*/
function Attribute() {
/**
* The attribute semantic. The following semantics have defined behavior:
* <ul>
* <li>POSITION: per-vertex position</li>
* <li>NORMAL: per-vertex normal</li>
* <li>TANGENT: per-vertex tangent</li>
* <li>TEXCOORD_0: per-vertex texture coordinates (first set)</li>
* <li>TEXCOORD_1: per-vertex texture coordinates (second set)</li>
* <li>COLOR_0: per-vertex colors</li>
* <li>JOINTS_0: per-vertex joint IDs for skinning</li>
* <li>WEIGHTS_0: per-vertex joint weights for skinning</li>
* <li>_FEATURE_ID_0: per-vertex or per-instance feature IDs (first set)</li>
* <li>_FEATURE_ID_1: per-vertex or per-instance feature IDs (second set)</li>
* <li>TRANSLATION: per-instance translation</li>
* <li>ROTATION: per-instance rotation</li>
* <li>SCALE: per-instance scale</li>
* </ul>
*
* @type {String}
* @private
*/
this.semantic = undefined;
/**
* The component data type of the attribute, e.g. ComponentDatatype.FLOAT.
*
* @type {ComponentDatatype}
* @private
*/
this.componentDatatype = undefined;
/**
* The type of the attribute, e.g. AttributeType.VEC3.
*
* @type {AttributeType}
* @private
*/
this.type = undefined;
/**
* Whether the attribute is normalized.
*
* @type {Boolean}
* @default false
* @private
*/
this.normalized = false;
/**
* The number of elements.
*
* @type {Number}
* @private
*/
this.count = undefined;
/**
* Minimum value of each component in the attribute.
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.min = undefined;
/**
* Maximum value of each component in the attribute.
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.max = undefined;
/**
* A constant value used for all elements when typed array and buffer are undefined.
*
* @type {Number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
* @private
*/
this.constant = undefined;
/**
* Information about the quantized attribute.
*
* @type {ModelComponents.Quantization}
* @private
*/
this.quantization = undefined;
/**
* A typed array containing tightly-packed attribute values.
*
* @type {Uint8Array|Int8Array|Uint16Array|Int16Array|Uint32Array|Int32Array|Float32Array}
* @private
*/
this.typedArray = undefined;
/**
* A vertex buffer containing attribute values. Attribute values are accessed using byteOffset and byteStride.
*
* @type {Buffer}
* @private
*/
this.buffer = undefined;
/**
* The byte offset of elements in the buffer.
*
* @type {Number}
* @default 0
* @private
*/
this.byteOffset = 0;
/**
* The byte stride of elements in the buffer. When undefined the elements are tightly packed.
*
* @type {Number}
* @private
*/
this.byteStride = undefined;
}
/**
* Indices used to select vertices for rendering.
*
* @alias ModelComponents.Indices
* @constructor
*
* @private
*/
function Indices() {
/**
* The index data type of the attribute, e.g. IndexDatatype.UNSIGNED_SHORT.
*
* @type {IndexDatatype}
* @private
*/
this.indexDatatype = undefined;
/**
* The number of indices.
*
* @type {Number}
* @private
*/
this.count = undefined;
/**
* An index buffer containing indices.
*
* @type {Buffer}
* @private
*/
this.buffer = undefined;
}
/**
* Maps per-vertex or per-instance feature IDs to a feature table. Feature IDs
* may be stored in an attribute or implicitly defined by a constant and stride.
*
* @alias ModelComponents.FeatureIdAttribute
* @constructor
*
* @private
*/
function FeatureIdAttribute() {
/**
* The ID of the feature table that feature IDs index into.
*
* @type {String}
* @private
*/
this.featureTableId = undefined;
/**
* The semantic of the attribute containing feature IDs, e.g. "_FEATURE_ID_0".
*
* @type {String}
* @private
*/
this.semantic = undefined;
/**
* A constant feature ID to use when semantic is undefined.
*
* @type {Number}
* @default 0
* @private
*/
this.constant = 0;
/**
* The rate at which feature IDs increment when semantic is undefined.
*
* @type {Number}
* @default 0
* @private
*/
this.divisor = 0;
}
/**
* A texture that contains per-texel feature IDs that index into a feature table.
*
* @alias ModelComponents.FeatureIdTexture
* @constructor
*
* @private
*/
function FeatureIdTexture() {
/**
* The ID of the feature table that feature IDs index into.
*
* @type {String}
* @private
*/
this.featureTableId = undefined;
/**
* The texture channel containing feature IDs, may be "r", "g", "b", or "a".
*
* @type {String}
* @private
*/
this.channel = undefined;
/**
* The texture containing feature IDs.
*
* @type {ModelComponents.Texture}
* @private
*/
this.texture = undefined;
}
/**
* A morph target where each attribute contains attribute displacement data.
*
* @alias ModelComponents.MorphTarget
* @constructor
*
* @private
*/
function MorphTarget() {
/**
* Attributes that are part of the morph target, e.g. positions, normals, and tangents.
*
* @type {ModelComponents.Attribute[]}
* @private
*/
this.attributes = [];
}
/**
* Geometry to be rendered with a material.
*
* @alias ModelComponents.Primitive
* @constructor
*
* @private
*/
function Primitive() {
/**
* The vertex attributes, e.g. positions, normals, etc.
*
* @type {ModelComponents.Attribute[]}
* @private
*/
this.attributes = [];
/**
* The morph targets.
*
* @type {ModelComponents.MorphTarget[]}
* @private
*/
this.morphTargets = [];
/**
* An array of weights to be applied to morph targets.
*
* @type {Number[]}
* @private
*/
this.morphWeights = [];
/**
* The indices.
*
* @type {ModelComponents.Indices}
* @private
*/
this.indices = undefined;
/**
* The material.
*
* @type {ModelComponents.Material}
* @private
*/
this.material = undefined;
/**
* The primitive type, e.g. PrimitiveType.TRIANGLES.
*
* @type {PrimitiveType}
* @private
*/
this.primitiveType = undefined;
/**
* The feature ID attributes.
*
* @type {ModelComponents.FeatureIdAttribute[]}
* @private
*/
this.featureIdAttributes = [];
/**
* The feature ID textures.
*
* @type {ModelComponents.FeatureIdTexture[]}
* @private
*/
this.featureIdTextures = [];
/**
* The feature texture IDs.
*
* @type {String[]}
* @private
*/
this.featureTextureIds = [];
}
/**
* Position and metadata information for instances of a node.
*
* @alias ModelComponents.Primitive
* @constructor
*
* @private
*/
function Instances() {
/**
* The instance attributes, e.g. translation, rotation, scale, feature id, etc.
*
* @type {ModelComponents.Attribute[]}
* @private
*/
this.attributes = [];
/**
* The feature ID attributes.
*
* @type {ModelComponents.FeatureIdAttribute[]}
* @private
*/
this.featureIdAttributes = [];
}
/**
* Joints and matrices defining a skin.
*
* @alias ModelComponents.Skin
* @constructor
*
* @private
*/
function Skin() {
/**
* The joints.
*
* @type {ModelComponents.Node[]}
* @private
*/
this.joints = undefined;
/**
* The inverse bind matrices of the joints.
*
* @type {Matrix4[]}
* @private
*/
this.inverseBindMatrices = undefined;
}
/**
* A node in the node hierarchy.
*
* @alias ModelComponents.Node
* @constructor
*
* @private
*/
function Node() {
/**
* The children nodes.
*
* @type {ModelComponents.Node[]}
* @private
*/
this.children = [];
/**
* The mesh primitives.
*
* @type {ModelComponents.Primitive[]}
* @private
*/
this.primitives = [];
/**
* Instances of this node.
*
* @type {ModelComponents.Instances}
* @private
*/
this.instances = undefined;
/**
* The skin.
*
* @type {ModelComponents.Skin}
* @private
*/
this.skin = undefined;
/**
* The local transformation matrix. When matrix is defined translation,
* rotation, and scale must be undefined. When matrix is undefined
* translation, rotation, and scale must all be defined.
*
* @type {Matrix4}
* @private
*/
this.matrix = undefined;
/**
* The local translation.
*
* @type {Cartesian3}
* @private
*/
this.translation = undefined;
/**
* The local rotation.
*
* @type {Quaternion}
* @private
*/
this.rotation = undefined;
/**
* The local scale.
*
* @type {Cartesian3}
* @private
*/
this.scale = undefined;
}
/**
* A scene containing nodes.
*
* @alias ModelComponents.Scene
* @constructor
*
* @private
*/
function Scene() {
/**
* The nodes belonging to the scene.
*
* @type {ModelComponents.Node[]}
* @private
*/
this.nodes = [];
}
/**
* The components that make up a model.
*
* @alias ModelComponents.Components
* @constructor
*
* @private
*/
function Components() {
/**
* The default scene.
*
* @type {ModelComponents.Scene}
* @private
*/
this.scene = undefined;
/**
* All nodes in the model.
*
* @type {ModelComponents.Node[]}
*/
this.nodes = undefined;
/**
* Feature metadata containing the schema, feature tables, and feature textures.
*
* @type {FeatureMetadata}
* @private
*/
this.featureMetadata = undefined;
}
/**
* A texture.
*
* @alias ModelComponents.Texture
* @constructor
*
* @private
*/
function Texture() {
/**
* The underlying GPU texture.
*
* @type {Texture}
* @private
*/
this.texture = undefined;
/**
* The texture coordinate set.
*
* @type {Number}
* @default 0
* @private
*/
this.texCoord = 0;
/**
* The sampler.
*
* @type {Sampler}
* @private
*/
this.sampler = undefined;
}
/**
* Material properties for the PBR metallic roughness shading model.
*
* @alias ModelComponents.MetallicRoughness
* @constructor
*
* @private
*/
function MetallicRoughness() {
/**
* The base color texture.
*
* @type {ModelComponents.Texture}
* @private
*/
this.baseColorTexture = undefined;
/**
* The metallic roughness texture.
*
* @type {ModelComponents.Texture}
* @private
*/
this.metallicRoughnessTexture = undefined;
/**
* The base color factor.
*
* @type {Cartesian4}
* @default new Cartesian4(1.0, 1.0, 1.0, 1.0)
* @private
*/
this.baseColorFactor = new Cartesian4(1.0, 1.0, 1.0, 1.0);
/**
* The metallic factor.
*
* @type {Number}
* @default 1.0
* @private
*/
this.metallicFactor = 1.0;
/**
* The roughness factor.
*
* @type {Number}
* @default 1.0
* @private
*/
this.roughnessFactor = 1.0;
}
/**
* Material properties for the PBR specular glossiness shading model.
*
* @alias ModelComponents.function SpecularGlossiness
* @constructor
*
* @private
*/
function SpecularGlossiness() {
/**
* The diffuse texture.
*
* @type {ModelComponents.Texture}
* @private
*/
this.diffuseTexture = undefined;
/**
* The specular glossiness texture.
*
* @type {ModelComponents.Texture}
* @private
*/
this.specularGlossinessTexture = undefined;
/**
* The diffuse factor.
*
* @type {Cartesian4}
* @default new Cartesian4(1.0, 1.0, 1.0, 1.0)
* @private
*/
this.diffuseFactor = new Cartesian4(1.0, 1.0, 1.0, 1.0);
/**
* The specular factor.
*
* @type {Cartesian3}
* @default new Cartesian3(1.0, 1.0, 1.0, 1.0)
* @private
*/
this.specularFactor = new Cartesian3(1.0, 1.0, 1.0);
/**
* The glossiness factor.
*
* @type {Number}
* @default 1.0
* @private
*/
this.glossinessFactor = 1.0;
}
/**
* The material appearance of a primitive.
*
* @alias ModelComponent.Material
* @constructor
*
* @private
*/
function Material() {
/**
* Material properties for the PBR metallic roughness shading model.
*
* @type {ModelComponents.MetallicRoughness}
* @private
*/
this.metallicRoughness = undefined;
/**
* Material properties for the PBR specular glossiness shading model.
*
* @type {ModelComponents.SpecularGlossiness}
* @private
*/
this.specularGlossiness = undefined;
/**
* The emissive texture.
*
* @type {ModelComponents.Texture}
* @private
*/
this.emissiveTexture = undefined;
/**
* The normal texture.
*
* @type {ModelComponents.Texture}
* @private
*/
this.normalTexture = undefined;
/**
* The occlusion texture.
*
* @type {ModelComponents.Texture}
* @private
*/
this.occlusionTexture = undefined;
/**
* The emissive factor.
*
* @type {Cartesian3}
* @default Cartesian3.ZERO
* @private
*/
this.emissiveFactor = new Cartesian3(0.0, 0.0, 0.0);
/**
* The alpha mode.
*
* @type {AlphaMode}
* @default AlphaMode.OPAQUE
* @private
*/
this.alphaMode = AlphaMode.OPAQUE;
/**
* The alpha cutoff value of the material for the MASK alpha mode.
*
* @type {Number}
* @default 0.5
* @private
*/
this.alphaCutoff = 0.5;
/**
* Specifies whether the material is double sided.
*
* @type {Boolean}
* @default false
* @private
*/
this.doubleSided = false;
/**
* Specifies whether the material is unlit.
*
* @type {Boolean}
* @default false
* @private
*/
this.unlit = false;
}
ModelComponents.Quantization = Quantization;
ModelComponents.Attribute = Attribute;
ModelComponents.Indices = Indices;
ModelComponents.FeatureIdAttribute = FeatureIdAttribute;
ModelComponents.FeatureIdTexture = FeatureIdTexture;
ModelComponents.MorphTarget = MorphTarget;
ModelComponents.Primitive = Primitive;
ModelComponents.Instances = Instances;
ModelComponents.Skin = Skin;
ModelComponents.Node = Node;
ModelComponents.Scene = Scene;
ModelComponents.Components = Components;
ModelComponents.Texture = Texture;
ModelComponents.MetallicRoughness = MetallicRoughness;
ModelComponents.SpecularGlossiness = SpecularGlossiness;
ModelComponents.Material = Material;
export default ModelComponents;