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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', './AttributeCompression-4d18cc04', './Matrix2-fc7e9822', './RuntimeError-c581ca93', './defaultValue-94c3e563', './ComponentDatatype-4a60b8d6', './Transforms-3ac41eb6', './EncodedCartesian3-d3e254ea', './GeometryAttribute-a441ff32', './IndexDatatype-db156785', './IntersectionTests-68fbc42d', './Plane-e20fba8c'], (function (exports, AttributeCompression, Matrix2, RuntimeError, defaultValue, ComponentDatatype, Transforms, EncodedCartesian3, GeometryAttribute, IndexDatatype, IntersectionTests, Plane) { 'use strict'; const scratchCartesian1 = new Matrix2.Cartesian3(); const scratchCartesian2$1 = new Matrix2.Cartesian3(); const scratchCartesian3$1 = new Matrix2.Cartesian3(); /** * Computes the barycentric coordinates for a point with respect to a triangle. * * @function * * @param {Cartesian2|Cartesian3} point The point to test. * @param {Cartesian2|Cartesian3} p0 The first point of the triangle, corresponding to the barycentric x-axis. * @param {Cartesian2|Cartesian3} p1 The second point of the triangle, corresponding to the barycentric y-axis. * @param {Cartesian2|Cartesian3} p2 The third point of the triangle, corresponding to the barycentric z-axis. * @param {Cartesian3} [result] The object onto which to store the result. * @returns {Cartesian3|undefined} The modified result parameter or a new Cartesian3 instance if one was not provided. If the triangle is degenerate the function will return undefined. * * @example * // Returns Cartesian3.UNIT_X * const p = new Cesium.Cartesian3(-1.0, 0.0, 0.0); * const b = Cesium.barycentricCoordinates(p, * new Cesium.Cartesian3(-1.0, 0.0, 0.0), * new Cesium.Cartesian3( 1.0, 0.0, 0.0), * new Cesium.Cartesian3( 0.0, 1.0, 1.0)); */ function barycentricCoordinates(point, p0, p1, p2, result) { //>>includeStart('debug', pragmas.debug); RuntimeError.Check.defined("point", point); RuntimeError.Check.defined("p0", p0); RuntimeError.Check.defined("p1", p1); RuntimeError.Check.defined("p2", p2); //>>includeEnd('debug'); if (!defaultValue.defined(result)) { result = new Matrix2.Cartesian3(); } // Implementation based on http://www.blackpawn.com/texts/pointinpoly/default.html. let v0; let v1; let v2; let dot00; let dot01; let dot02; let dot11; let dot12; if (!defaultValue.defined(p0.z)) { if (Matrix2.Cartesian2.equalsEpsilon(point, p0, ComponentDatatype.CesiumMath.EPSILON14)) { return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_X, result); } if (Matrix2.Cartesian2.equalsEpsilon(point, p1, ComponentDatatype.CesiumMath.EPSILON14)) { return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_Y, result); } if (Matrix2.Cartesian2.equalsEpsilon(point, p2, ComponentDatatype.CesiumMath.EPSILON14)) { return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_Z, result); } v0 = Matrix2.Cartesian2.subtract(p1, p0, scratchCartesian1); v1 = Matrix2.Cartesian2.subtract(p2, p0, scratchCartesian2$1); v2 = Matrix2.Cartesian2.subtract(point, p0, scratchCartesian3$1); dot00 = Matrix2.Cartesian2.dot(v0, v0); dot01 = Matrix2.Cartesian2.dot(v0, v1); dot02 = Matrix2.Cartesian2.dot(v0, v2); dot11 = Matrix2.Cartesian2.dot(v1, v1); dot12 = Matrix2.Cartesian2.dot(v1, v2); } else { if (Matrix2.Cartesian3.equalsEpsilon(point, p0, ComponentDatatype.CesiumMath.EPSILON14)) { return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_X, result); } if (Matrix2.Cartesian3.equalsEpsilon(point, p1, ComponentDatatype.CesiumMath.EPSILON14)) { return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_Y, result); } if (Matrix2.Cartesian3.equalsEpsilon(point, p2, ComponentDatatype.CesiumMath.EPSILON14)) { return Matrix2.Cartesian3.clone(Matrix2.Cartesian3.UNIT_Z, result); } v0 = Matrix2.Cartesian3.subtract(p1, p0, scratchCartesian1); v1 = Matrix2.Cartesian3.subtract(p2, p0, scratchCartesian2$1); v2 = Matrix2.Cartesian3.subtract(point, p0, scratchCartesian3$1); dot00 = Matrix2.Cartesian3.dot(v0, v0); dot01 = Matrix2.Cartesian3.dot(v0, v1); dot02 = Matrix2.Cartesian3.dot(v0, v2); dot11 = Matrix2.Cartesian3.dot(v1, v1); dot12 = Matrix2.Cartesian3.dot(v1, v2); } result.y = dot11 * dot02 - dot01 * dot12; result.z = dot00 * dot12 - dot01 * dot02; const q = dot00 * dot11 - dot01 * dot01; // Triangle is degenerate if (q === 0) { return undefined; } result.y /= q; result.z /= q; result.x = 1.0 - result.y - result.z; return result; } /** * Encapsulates an algorithm to optimize triangles for the post * vertex-shader cache. This is based on the 2007 SIGGRAPH paper * 'Fast Triangle Reordering for Vertex Locality and Reduced Overdraw.' * The runtime is linear but several passes are made. * * @namespace Tipsify * * @see <a href='http://gfx.cs.princeton.edu/pubs/Sander_2007_%3ETR/tipsy.pdf'> * Fast Triangle Reordering for Vertex Locality and Reduced Overdraw</a> * by Sander, Nehab, and Barczak * * @private */ const Tipsify = {}; /** * Calculates the average cache miss ratio (ACMR) for a given set of indices. * * @param {Object} options Object with the following properties: * @param {Number[]} options.indices Lists triads of numbers corresponding to the indices of the vertices * in the vertex buffer that define the geometry's triangles. * @param {Number} [options.maximumIndex] The maximum value of the elements in <code>args.indices</code>. * If not supplied, this value will be computed. * @param {Number} [options.cacheSize=24] The number of vertices that can be stored in the cache at any one time. * @returns {Number} The average cache miss ratio (ACMR). * * @exception {DeveloperError} indices length must be a multiple of three. * @exception {DeveloperError} cacheSize must be greater than two. * * @example * const indices = [0, 1, 2, 3, 4, 5]; * const maxIndex = 5; * const cacheSize = 3; * const acmr = Cesium.Tipsify.calculateACMR({indices : indices, maxIndex : maxIndex, cacheSize : cacheSize}); */ Tipsify.calculateACMR = function (options) { options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT); const indices = options.indices; let maximumIndex = options.maximumIndex; const cacheSize = defaultValue.defaultValue(options.cacheSize, 24); //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(indices)) { throw new RuntimeError.DeveloperError("indices is required."); } //>>includeEnd('debug'); const numIndices = indices.length; //>>includeStart('debug', pragmas.debug); if (numIndices < 3 || numIndices % 3 !== 0) { throw new RuntimeError.DeveloperError("indices length must be a multiple of three."); } if (maximumIndex <= 0) { throw new RuntimeError.DeveloperError("maximumIndex must be greater than zero."); } if (cacheSize < 3) { throw new RuntimeError.DeveloperError("cacheSize must be greater than two."); } //>>includeEnd('debug'); // Compute the maximumIndex if not given if (!defaultValue.defined(maximumIndex)) { maximumIndex = 0; let currentIndex = 0; let intoIndices = indices[currentIndex]; while (currentIndex < numIndices) { if (intoIndices > maximumIndex) { maximumIndex = intoIndices; } ++currentIndex; intoIndices = indices[currentIndex]; } } // Vertex time stamps const vertexTimeStamps = []; for (let i = 0; i < maximumIndex + 1; i++) { vertexTimeStamps[i] = 0; } // Cache processing let s = cacheSize + 1; for (let j = 0; j < numIndices; ++j) { if (s - vertexTimeStamps[indices[j]] > cacheSize) { vertexTimeStamps[indices[j]] = s; ++s; } } return (s - cacheSize + 1) / (numIndices / 3); }; /** * Optimizes triangles for the post-vertex shader cache. * * @param {Object} options Object with the following properties: * @param {Number[]} options.indices Lists triads of numbers corresponding to the indices of the vertices * in the vertex buffer that define the geometry's triangles. * @param {Number} [options.maximumIndex] The maximum value of the elements in <code>args.indices</code>. * If not supplied, this value will be computed. * @param {Number} [options.cacheSize=24] The number of vertices that can be stored in the cache at any one time. * @returns {Number[]} A list of the input indices in an optimized order. * * @exception {DeveloperError} indices length must be a multiple of three. * @exception {DeveloperError} cacheSize must be greater than two. * * @example * const indices = [0, 1, 2, 3, 4, 5]; * const maxIndex = 5; * const cacheSize = 3; * const reorderedIndices = Cesium.Tipsify.tipsify({indices : indices, maxIndex : maxIndex, cacheSize : cacheSize}); */ Tipsify.tipsify = function (options) { options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT); const indices = options.indices; const maximumIndex = options.maximumIndex; const cacheSize = defaultValue.defaultValue(options.cacheSize, 24); let cursor; function skipDeadEnd(vertices, deadEnd, indices, maximumIndexPlusOne) { while (deadEnd.length >= 1) { // while the stack is not empty const d = deadEnd[deadEnd.length - 1]; // top of the stack deadEnd.splice(deadEnd.length - 1, 1); // pop the stack if (vertices[d].numLiveTriangles > 0) { return d; } } while (cursor < maximumIndexPlusOne) { if (vertices[cursor].numLiveTriangles > 0) { ++cursor; return cursor - 1; } ++cursor; } return -1; } function getNextVertex( indices, cacheSize, oneRing, vertices, s, deadEnd, maximumIndexPlusOne ) { let n = -1; let p; let m = -1; let itOneRing = 0; while (itOneRing < oneRing.length) { const index = oneRing[itOneRing]; if (vertices[index].numLiveTriangles) { p = 0; if ( s - vertices[index].timeStamp + 2 * vertices[index].numLiveTriangles <= cacheSize ) { p = s - vertices[index].timeStamp; } if (p > m || m === -1) { m = p; n = index; } } ++itOneRing; } if (n === -1) { return skipDeadEnd(vertices, deadEnd, indices, maximumIndexPlusOne); } return n; } //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(indices)) { throw new RuntimeError.DeveloperError("indices is required."); } //>>includeEnd('debug'); const numIndices = indices.length; //>>includeStart('debug', pragmas.debug); if (numIndices < 3 || numIndices % 3 !== 0) { throw new RuntimeError.DeveloperError("indices length must be a multiple of three."); } if (maximumIndex <= 0) { throw new RuntimeError.DeveloperError("maximumIndex must be greater than zero."); } if (cacheSize < 3) { throw new RuntimeError.DeveloperError("cacheSize must be greater than two."); } //>>includeEnd('debug'); // Determine maximum index let maximumIndexPlusOne = 0; let currentIndex = 0; let intoIndices = indices[currentIndex]; const endIndex = numIndices; if (defaultValue.defined(maximumIndex)) { maximumIndexPlusOne = maximumIndex + 1; } else { while (currentIndex < endIndex) { if (intoIndices > maximumIndexPlusOne) { maximumIndexPlusOne = intoIndices; } ++currentIndex; intoIndices = indices[currentIndex]; } if (maximumIndexPlusOne === -1) { return 0; } ++maximumIndexPlusOne; } // Vertices const vertices = []; let i; for (i = 0; i < maximumIndexPlusOne; i++) { vertices[i] = { numLiveTriangles: 0, timeStamp: 0, vertexTriangles: [], }; } currentIndex = 0; let triangle = 0; while (currentIndex < endIndex) { vertices[indices[currentIndex]].vertexTriangles.push(triangle); ++vertices[indices[currentIndex]].numLiveTriangles; vertices[indices[currentIndex + 1]].vertexTriangles.push(triangle); ++vertices[indices[currentIndex + 1]].numLiveTriangles; vertices[indices[currentIndex + 2]].vertexTriangles.push(triangle); ++vertices[indices[currentIndex + 2]].numLiveTriangles; ++triangle; currentIndex += 3; } // Starting index let f = 0; // Time Stamp let s = cacheSize + 1; cursor = 1; // Process let oneRing = []; const deadEnd = []; //Stack let vertex; let intoVertices; let currentOutputIndex = 0; const outputIndices = []; const numTriangles = numIndices / 3; const triangleEmitted = []; for (i = 0; i < numTriangles; i++) { triangleEmitted[i] = false; } let index; let limit; while (f !== -1) { oneRing = []; intoVertices = vertices[f]; limit = intoVertices.vertexTriangles.length; for (let k = 0; k < limit; ++k) { triangle = intoVertices.vertexTriangles[k]; if (!triangleEmitted[triangle]) { triangleEmitted[triangle] = true; currentIndex = triangle + triangle + triangle; for (let j = 0; j < 3; ++j) { // Set this index as a possible next index index = indices[currentIndex]; oneRing.push(index); deadEnd.push(index); // Output index outputIndices[currentOutputIndex] = index; ++currentOutputIndex; // Cache processing vertex = vertices[index]; --vertex.numLiveTriangles; if (s - vertex.timeStamp > cacheSize) { vertex.timeStamp = s; ++s; } ++currentIndex; } } } f = getNextVertex( indices, cacheSize, oneRing, vertices, s, deadEnd, maximumIndexPlusOne ); } return outputIndices; }; /** * Content pipeline functions for geometries. * * @namespace GeometryPipeline * * @see Geometry */ const GeometryPipeline = {}; function addTriangle(lines, index, i0, i1, i2) { lines[index++] = i0; lines[index++] = i1; lines[index++] = i1; lines[index++] = i2; lines[index++] = i2; lines[index] = i0; } function trianglesToLines(triangles) { const count = triangles.length; const size = (count / 3) * 6; const lines = IndexDatatype.IndexDatatype.createTypedArray(count, size); let index = 0; for (let i = 0; i < count; i += 3, index += 6) { addTriangle(lines, index, triangles[i], triangles[i + 1], triangles[i + 2]); } return lines; } function triangleStripToLines(triangles) { const count = triangles.length; if (count >= 3) { const size = (count - 2) * 6; const lines = IndexDatatype.IndexDatatype.createTypedArray(count, size); addTriangle(lines, 0, triangles[0], triangles[1], triangles[2]); let index = 6; for (let i = 3; i < count; ++i, index += 6) { addTriangle( lines, index, triangles[i - 1], triangles[i], triangles[i - 2] ); } return lines; } return new Uint16Array(); } function triangleFanToLines(triangles) { if (triangles.length > 0) { const count = triangles.length - 1; const size = (count - 1) * 6; const lines = IndexDatatype.IndexDatatype.createTypedArray(count, size); const base = triangles[0]; let index = 0; for (let i = 1; i < count; ++i, index += 6) { addTriangle(lines, index, base, triangles[i], triangles[i + 1]); } return lines; } return new Uint16Array(); } /** * Converts a geometry's triangle indices to line indices. If the geometry has an <code>indices</code> * and its <code>primitiveType</code> is <code>TRIANGLES</code>, <code>TRIANGLE_STRIP</code>, * <code>TRIANGLE_FAN</code>, it is converted to <code>LINES</code>; otherwise, the geometry is not changed. * <p> * This is commonly used to create a wireframe geometry for visual debugging. * </p> * * @param {Geometry} geometry The geometry to modify. * @returns {Geometry} The modified <code>geometry</code> argument, with its triangle indices converted to lines. * * @exception {DeveloperError} geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN. * * @example * geometry = Cesium.GeometryPipeline.toWireframe(geometry); */ GeometryPipeline.toWireframe = function (geometry) { //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(geometry)) { throw new RuntimeError.DeveloperError("geometry is required."); } //>>includeEnd('debug'); const indices = geometry.indices; if (defaultValue.defined(indices)) { switch (geometry.primitiveType) { case GeometryAttribute.PrimitiveType.TRIANGLES: geometry.indices = trianglesToLines(indices); break; case GeometryAttribute.PrimitiveType.TRIANGLE_STRIP: geometry.indices = triangleStripToLines(indices); break; case GeometryAttribute.PrimitiveType.TRIANGLE_FAN: geometry.indices = triangleFanToLines(indices); break; //>>includeStart('debug', pragmas.debug); default: throw new RuntimeError.DeveloperError( "geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN." ); //>>includeEnd('debug'); } geometry.primitiveType = GeometryAttribute.PrimitiveType.LINES; } return geometry; }; /** * Creates a new {@link Geometry} with <code>LINES</code> representing the provided * attribute (<code>attributeName</code>) for the provided geometry. This is used to * visualize vector attributes like normals, tangents, and bitangents. * * @param {Geometry} geometry The <code>Geometry</code> instance with the attribute. * @param {String} [attributeName='normal'] The name of the attribute. * @param {Number} [length=10000.0] The length of each line segment in meters. This can be negative to point the vector in the opposite direction. * @returns {Geometry} A new <code>Geometry</code> instance with line segments for the vector. * * @exception {DeveloperError} geometry.attributes must have an attribute with the same name as the attributeName parameter. * * @example * const geometry = Cesium.GeometryPipeline.createLineSegmentsForVectors(instance.geometry, 'bitangent', 100000.0); */ GeometryPipeline.createLineSegmentsForVectors = function ( geometry, attributeName, length ) { attributeName = defaultValue.defaultValue(attributeName, "normal"); //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(geometry)) { throw new RuntimeError.DeveloperError("geometry is required."); } if (!defaultValue.defined(geometry.attributes.position)) { throw new RuntimeError.DeveloperError("geometry.attributes.position is required."); } if (!defaultValue.defined(geometry.attributes[attributeName])) { throw new RuntimeError.DeveloperError( `geometry.attributes must have an attribute with the same name as the attributeName parameter, ${attributeName}.` ); } //>>includeEnd('debug'); length = defaultValue.defaultValue(length, 10000.0); const positions = geometry.attributes.position.values; const vectors = geometry.attributes[attributeName].values; const positionsLength = positions.length; const newPositions = new Float64Array(2 * positionsLength); let j = 0; for (let i = 0; i < positionsLength; i += 3) { newPositions[j++] = positions[i]; newPositions[j++] = positions[i + 1]; newPositions[j++] = positions[i + 2]; newPositions[j++] = positions[i] + vectors[i] * length; newPositions[j++] = positions[i + 1] + vectors[i + 1] * length; newPositions[j++] = positions[i + 2] + vectors[i + 2] * length; } let newBoundingSphere; const bs = geometry.boundingSphere; if (defaultValue.defined(bs)) { newBoundingSphere = new Transforms.BoundingSphere(bs.center, bs.radius + length); } return new GeometryAttribute.Geometry({ attributes: { position: new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE, componentsPerAttribute: 3, values: newPositions, }), }, primitiveType: GeometryAttribute.PrimitiveType.LINES, boundingSphere: newBoundingSphere, }); }; /** * Creates an object that maps attribute names to unique locations (indices) * for matching vertex attributes and shader programs. * * @param {Geometry} geometry The geometry, which is not modified, to create the object for. * @returns {Object} An object with attribute name / index pairs. * * @example * const attributeLocations = Cesium.GeometryPipeline.createAttributeLocations(geometry); * // Example output * // { * // 'position' : 0, * // 'normal' : 1 * // } */ GeometryPipeline.createAttributeLocations = function (geometry) { //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(geometry)) { throw new RuntimeError.DeveloperError("geometry is required."); } //>>includeEnd('debug') // There can be a WebGL performance hit when attribute 0 is disabled, so // assign attribute locations to well-known attributes. const semantics = [ "position", "positionHigh", "positionLow", // From VertexFormat.position - after 2D projection and high-precision encoding "position3DHigh", "position3DLow", "position2DHigh", "position2DLow", // From Primitive "pickColor", // From VertexFormat "normal", "st", "tangent", "bitangent", // For shadow volumes "extrudeDirection", // From compressing texture coordinates and normals "compressedAttributes", ]; const attributes = geometry.attributes; const indices = {}; let j = 0; let i; const len = semantics.length; // Attribute locations for well-known attributes for (i = 0; i < len; ++i) { const semantic = semantics[i]; if (defaultValue.defined(attributes[semantic])) { indices[semantic] = j++; } } // Locations for custom attributes for (const name in attributes) { if (attributes.hasOwnProperty(name) && !defaultValue.defined(indices[name])) { indices[name] = j++; } } return indices; }; /** * Reorders a geometry's attributes and <code>indices</code> to achieve better performance from the GPU's pre-vertex-shader cache. * * @param {Geometry} geometry The geometry to modify. * @returns {Geometry} The modified <code>geometry</code> argument, with its attributes and indices reordered for the GPU's pre-vertex-shader cache. * * @exception {DeveloperError} Each attribute array in geometry.attributes must have the same number of attributes. * * * @example * geometry = Cesium.GeometryPipeline.reorderForPreVertexCache(geometry); * * @see GeometryPipeline.reorderForPostVertexCache */ GeometryPipeline.reorderForPreVertexCache = function (geometry) { //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(geometry)) { throw new RuntimeError.DeveloperError("geometry is required."); } //>>includeEnd('debug'); const numVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry); const indices = geometry.indices; if (defaultValue.defined(indices)) { const indexCrossReferenceOldToNew = new Int32Array(numVertices); for (let i = 0; i < numVertices; i++) { indexCrossReferenceOldToNew[i] = -1; } // Construct cross reference and reorder indices const indicesIn = indices; const numIndices = indicesIn.length; const indicesOut = IndexDatatype.IndexDatatype.createTypedArray(numVertices, numIndices); let intoIndicesIn = 0; let intoIndicesOut = 0; let nextIndex = 0; let tempIndex; while (intoIndicesIn < numIndices) { tempIndex = indexCrossReferenceOldToNew[indicesIn[intoIndicesIn]]; if (tempIndex !== -1) { indicesOut[intoIndicesOut] = tempIndex; } else { tempIndex = indicesIn[intoIndicesIn]; indexCrossReferenceOldToNew[tempIndex] = nextIndex; indicesOut[intoIndicesOut] = nextIndex; ++nextIndex; } ++intoIndicesIn; ++intoIndicesOut; } geometry.indices = indicesOut; // Reorder attributes const attributes = geometry.attributes; for (const property in attributes) { if ( attributes.hasOwnProperty(property) && defaultValue.defined(attributes[property]) && defaultValue.defined(attributes[property].values) ) { const attribute = attributes[property]; const elementsIn = attribute.values; let intoElementsIn = 0; const numComponents = attribute.componentsPerAttribute; const elementsOut = ComponentDatatype.ComponentDatatype.createTypedArray( attribute.componentDatatype, nextIndex * numComponents ); while (intoElementsIn < numVertices) { const temp = indexCrossReferenceOldToNew[intoElementsIn]; if (temp !== -1) { for (let j = 0; j < numComponents; j++) { elementsOut[numComponents * temp + j] = elementsIn[numComponents * intoElementsIn + j]; } } ++intoElementsIn; } attribute.values = elementsOut; } } } return geometry; }; /** * Reorders a geometry's <code>indices</code> to achieve better performance from the GPU's * post vertex-shader cache by using the Tipsify algorithm. If the geometry <code>primitiveType</code> * is not <code>TRIANGLES</code> or the geometry does not have an <code>indices</code>, this function has no effect. * * @param {Geometry} geometry The geometry to modify. * @param {Number} [cacheCapacity=24] The number of vertices that can be held in the GPU's vertex cache. * @returns {Geometry} The modified <code>geometry</code> argument, with its indices reordered for the post-vertex-shader cache. * * @exception {DeveloperError} cacheCapacity must be greater than two. * * * @example * geometry = Cesium.GeometryPipeline.reorderForPostVertexCache(geometry); * * @see GeometryPipeline.reorderForPreVertexCache * @see {@link http://gfx.cs.princ0eton.edu/pubs/Sander_2007_%3ETR/tipsy.pdf|Fast Triangle Reordering for Vertex Locality and Reduced Overdraw} * by Sander, Nehab, and Barczak */ GeometryPipeline.reorderForPostVertexCache = function ( geometry, cacheCapacity ) { //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(geometry)) { throw new RuntimeError.DeveloperError("geometry is required."); } //>>includeEnd('debug'); const indices = geometry.indices; if (geometry.primitiveType === GeometryAttribute.PrimitiveType.TRIANGLES && defaultValue.defined(indices)) { const numIndices = indices.length; let maximumIndex = 0; for (let j = 0; j < numIndices; j++) { if (indices[j] > maximumIndex) { maximumIndex = indices[j]; } } geometry.indices = Tipsify.tipsify({ indices: indices, maximumIndex: maximumIndex, cacheSize: cacheCapacity, }); } return geometry; }; function copyAttributesDescriptions(attributes) { const newAttributes = {}; for (const attribute in attributes) { if ( attributes.hasOwnProperty(attribute) && defaultValue.defined(attributes[attribute]) && defaultValue.defined(attributes[attribute].values) ) { const attr = attributes[attribute]; newAttributes[attribute] = new GeometryAttribute.GeometryAttribute({ componentDatatype: attr.componentDatatype, componentsPerAttribute: attr.componentsPerAttribute, normalize: attr.normalize, values: [], }); } } return newAttributes; } function copyVertex(destinationAttributes, sourceAttributes, index) { for (const attribute in sourceAttributes) { if ( sourceAttributes.hasOwnProperty(attribute) && defaultValue.defined(sourceAttributes[attribute]) && defaultValue.defined(sourceAttributes[attribute].values) ) { const attr = sourceAttributes[attribute]; for (let k = 0; k < attr.componentsPerAttribute; ++k) { destinationAttributes[attribute].values.push( attr.values[index * attr.componentsPerAttribute + k] ); } } } } /** * Splits a geometry into multiple geometries, if necessary, to ensure that indices in the * <code>indices</code> fit into unsigned shorts. This is used to meet the WebGL requirements * when unsigned int indices are not supported. * <p> * If the geometry does not have any <code>indices</code>, this function has no effect. * </p> * * @param {Geometry} geometry The geometry to be split into multiple geometries. * @returns {Geometry[]} An array of geometries, each with indices that fit into unsigned shorts. * * @exception {DeveloperError} geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS * @exception {DeveloperError} All geometry attribute lists must have the same number of attributes. * * @example * const geometries = Cesium.GeometryPipeline.fitToUnsignedShortIndices(geometry); */ GeometryPipeline.fitToUnsignedShortIndices = function (geometry) { //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(geometry)) { throw new RuntimeError.DeveloperError("geometry is required."); } if ( defaultValue.defined(geometry.indices) && geometry.primitiveType !== GeometryAttribute.PrimitiveType.TRIANGLES && geometry.primitiveType !== GeometryAttribute.PrimitiveType.LINES && geometry.primitiveType !== GeometryAttribute.PrimitiveType.POINTS ) { throw new RuntimeError.DeveloperError( "geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS." ); } //>>includeEnd('debug'); const geometries = []; // If there's an index list and more than 64K attributes, it is possible that // some indices are outside the range of unsigned short [0, 64K - 1] const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry); if ( defaultValue.defined(geometry.indices) && numberOfVertices >= ComponentDatatype.CesiumMath.SIXTY_FOUR_KILOBYTES ) { let oldToNewIndex = []; let newIndices = []; let currentIndex = 0; let newAttributes = copyAttributesDescriptions(geometry.attributes); const originalIndices = geometry.indices; const numberOfIndices = originalIndices.length; let indicesPerPrimitive; if (geometry.primitiveType === GeometryAttribute.PrimitiveType.TRIANGLES) { indicesPerPrimitive = 3; } else if (geometry.primitiveType === GeometryAttribute.PrimitiveType.LINES) { indicesPerPrimitive = 2; } else if (geometry.primitiveType === GeometryAttribute.PrimitiveType.POINTS) { indicesPerPrimitive = 1; } for (let j = 0; j < numberOfIndices; j += indicesPerPrimitive) { for (let k = 0; k < indicesPerPrimitive; ++k) { const x = originalIndices[j + k]; let i = oldToNewIndex[x]; if (!defaultValue.defined(i)) { i = currentIndex++; oldToNewIndex[x] = i; copyVertex(newAttributes, geometry.attributes, x); } newIndices.push(i); } if ( currentIndex + indicesPerPrimitive >= ComponentDatatype.CesiumMath.SIXTY_FOUR_KILOBYTES ) { geometries.push( new GeometryAttribute.Geometry({ attributes: newAttributes, indices: newIndices, primitiveType: geometry.primitiveType, boundingSphere: geometry.boundingSphere, boundingSphereCV: geometry.boundingSphereCV, }) ); // Reset for next vertex-array oldToNewIndex = []; newIndices = []; currentIndex = 0; newAttributes = copyAttributesDescriptions(geometry.attributes); } } if (newIndices.length !== 0) { geometries.push( new GeometryAttribute.Geometry({ attributes: newAttributes, indices: newIndices, primitiveType: geometry.primitiveType, boundingSphere: geometry.boundingSphere, boundingSphereCV: geometry.boundingSphereCV, }) ); } } else { // No need to split into multiple geometries geometries.push(geometry); } return geometries; }; const scratchProjectTo2DCartesian3 = new Matrix2.Cartesian3(); const scratchProjectTo2DCartographic = new Matrix2.Cartographic(); /** * Projects a geometry's 3D <code>position</code> attribute to 2D, replacing the <code>position</code> * attribute with separate <code>position3D</code> and <code>position2D</code> attributes. * <p> * If the geometry does not have a <code>position</code>, this function has no effect. * </p> * * @param {Geometry} geometry The geometry to modify. * @param {String} attributeName The name of the attribute. * @param {String} attributeName3D The name of the attribute in 3D. * @param {String} attributeName2D The name of the attribute in 2D. * @param {Object} [projection=new GeographicProjection()] The projection to use. * @returns {Geometry} The modified <code>geometry</code> argument with <code>position3D</code> and <code>position2D</code> attributes. * * @exception {DeveloperError} geometry must have attribute matching the attributeName argument. * @exception {DeveloperError} The attribute componentDatatype must be ComponentDatatype.DOUBLE. * @exception {DeveloperError} Could not project a point to 2D. * * @example * geometry = Cesium.GeometryPipeline.projectTo2D(geometry, 'position', 'position3D', 'position2D'); */ GeometryPipeline.projectTo2D = function ( geometry, attributeName, attributeName3D, attributeName2D, projection ) { //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(geometry)) { throw new RuntimeError.DeveloperError("geometry is required."); } if (!defaultValue.defined(attributeName)) { throw new RuntimeError.DeveloperError("attributeName is required."); } if (!defaultValue.defined(attributeName3D)) { throw new RuntimeError.DeveloperError("attributeName3D is required."); } if (!defaultValue.defined(attributeName2D)) { throw new RuntimeError.DeveloperError("attributeName2D is required."); } if (!defaultValue.defined(geometry.attributes[attributeName])) { throw new RuntimeError.DeveloperError( `geometry must have attribute matching the attributeName argument: ${attributeName}.` ); } if ( geometry.attributes[attributeName].componentDatatype !== ComponentDatatype.ComponentDatatype.DOUBLE ) { throw new RuntimeError.DeveloperError( "The attribute componentDatatype must be ComponentDatatype.DOUBLE." ); } //>>includeEnd('debug'); const attribute = geometry.attributes[attributeName]; projection = defaultValue.defined(projection) ? projection : new Transforms.GeographicProjection(); const ellipsoid = projection.ellipsoid; // Project original values to 2D. const values3D = attribute.values; const projectedValues = new Float64Array(values3D.length); let index = 0; for (let i = 0; i < values3D.length; i += 3) { const value = Matrix2.Cartesian3.fromArray( values3D, i, scratchProjectTo2DCartesian3 ); const lonLat = ellipsoid.cartesianToCartographic( value, scratchProjectTo2DCartographic ); //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(lonLat)) { throw new RuntimeError.DeveloperError( `Could not project point (${value.x}, ${value.y}, ${value.z}) to 2D.` ); } //>>includeEnd('debug'); const projectedLonLat = projection.project( lonLat, scratchProjectTo2DCartesian3 ); projectedValues[index++] = projectedLonLat.x; projectedValues[index++] = projectedLonLat.y; projectedValues[index++] = projectedLonLat.z; } // Rename original cartesians to WGS84 cartesians. geometry.attributes[attributeName3D] = attribute; // Replace original cartesians with 2D projected cartesians geometry.attributes[attributeName2D] = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE, componentsPerAttribute: 3, values: projectedValues, }); delete geometry.attributes[attributeName]; return geometry; }; const encodedResult = { high: 0.0, low: 0.0, }; /** * Encodes floating-point geometry attribute values as two separate attributes to improve * rendering precision. * <p> * This is commonly used to create high-precision position vertex attributes. * </p> * * @param {Geometry} geometry The geometry to modify. * @param {String} attributeName The name of the attribute. * @param {String} attributeHighName The name of the attribute for the encoded high bits. * @param {String} attributeLowName The name of the attribute for the encoded low bits. * @returns {Geometry} The modified <code>geometry</code> argument, with its encoded attribute. * * @exception {DeveloperError} geometry must have attribute matching the attributeName argument. * @exception {DeveloperError} The attribute componentDatatype must be ComponentDatatype.DOUBLE. * * @example * geometry = Cesium.GeometryPipeline.encodeAttribute(geometry, 'position3D', 'position3DHigh', 'position3DLow'); */ GeometryPipeline.encodeAttribute = function ( geometry, attributeName, attributeHighName, attributeLowName ) { //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(geometry)) { throw new RuntimeError.DeveloperError("geometry is required."); } if (!defaultValue.defined(attributeName)) { throw new RuntimeError.DeveloperError("attributeName is required."); } if (!defaultValue.defined(attributeHighName)) { throw new RuntimeError.DeveloperError("attributeHighName is required."); } if (!defaultValue.defined(attributeLowName)) { throw new RuntimeError.DeveloperError("attributeLowName is required."); } if (!defaultValue.defined(geometry.attributes[attributeName])) { throw new RuntimeError.DeveloperError( `geometry must have attribute matching the attributeName argument: ${attributeName}.` ); } if ( geometry.attributes[attributeName].componentDatatype !== ComponentDatatype.ComponentDatatype.DOUBLE ) { throw new RuntimeError.DeveloperError( "The attribute componentDatatype must be ComponentDatatype.DOUBLE." ); } //>>includeEnd('debug'); const attribute = geometry.attributes[attributeName]; const values = attribute.values; const length = values.length; const highValues = new Float32Array(length); const lowValues = new Float32Array(length); for (let i = 0; i < length; ++i) { EncodedCartesian3.EncodedCartesian3.encode(values[i], encodedResult); highValues[i] = encodedResult.high; lowValues[i] = encodedResult.low; } const componentsPerAttribute = attribute.componentsPerAttribute; geometry.attributes[attributeHighName] = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT, componentsPerAttribute: componentsPerAttribute, values: highValues, }); geometry.attributes[attributeLowName] = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT, componentsPerAttribute: componentsPerAttribute, values: lowValues, }); delete geometry.attributes[attributeName]; return geometry; }; let scratchCartesian3 = new Matrix2.Cartesian3(); function transformPoint(matrix, attribute) { if (defaultValue.defined(attribute)) { const values = attribute.values; const length = values.length; for (let i = 0; i < length; i += 3) { Matrix2.Cartesian3.unpack(values, i, scratchCartesian3); Matrix2.Matrix4.multiplyByPoint(matrix, scratchCartesian3, scratchCartesian3); Matrix2.Cartesian3.pack(scratchCartesian3, values, i); } } } function transformVector(matrix, attribute) { if (defaultValue.defined(attribute)) { const values = attribute.values; const length = values.length; for (let i = 0; i < length; i += 3) { Matrix2.Cartesian3.unpack(values, i, scratchCartesian3); Matrix2.Matrix3.multiplyByVector(matrix, scratchCartesian3, scratchCartesian3); scratchCartesian3 = Matrix2.Cartesian3.normalize( scratchCartesian3, scratchCartesian3 ); Matrix2.Cartesian3.pack(scratchCartesian3, values, i); } } } const inverseTranspose = new Matrix2.Matrix4(); const normalMatrix = new Matrix2.Matrix3(); /** * Transforms a geometry instance to world coordinates. This changes * the instance's <code>modelMatrix</code> to {@link Matrix4.IDENTITY} and transforms the * following attributes if they are present: <code>position</code>, <code>normal</code>, * <code>tangent</code>, and <code>bitangent</code>. * * @param {GeometryInstance} instance The geometry instance to modify. * @returns {GeometryInstance} The modified <code>instance</code> argument, with its attributes transforms to world coordinates. * * @example * Cesium.GeometryPipeline.transformToWorldCoordinates(instance); */ GeometryPipeline.transformToWorldCoordinates = function (instance) { //>>includeStart('debug', pragmas.debug); if (!defaultValue.defined(instance)) { throw new RuntimeError.DeveloperError("instance is required."); } //>>includeEnd('debug'); const modelMatrix = instance.modelMatrix; if (Matrix2.Matrix4.equals(modelMatrix, Matrix2.Matrix4.IDENTITY)) { // Already in world coordinates return instance; } const attributes = instance.geometry.attributes; // Transform attributes in known vertex formats transformPoint(modelMatrix, attributes.position); transformPoint(modelMatrix, attributes.prevPosition); transformPoint(modelMatrix, attributes.nextPosition); if ( defaultValue.defined(attributes.normal) || defaultValue.defined(attributes.tangent) || defaultValue.defined(attributes.bitangent) ) { Matrix2.Matrix4.inverse(modelMatrix, inverseTranspose); Matrix2.Matrix4.transpose(inverseTranspose, inverseTranspose); Matrix2.Matrix4.getMatrix3(inverseTranspose, normalMatrix); transformVector(normalMatrix, attributes.normal); transformVector(normalMatrix, attributes.tangent); transformVector(normalMatrix, attributes.bitangent); } const boundingSphere = instance.geometry.boundingSphere; if (defaultValue.defined(boundingSphere)) { instance.geometry.boundingSphere = Transforms.BoundingSphere.transform( boundingSphere, modelMatrix, boundingSphere ); } instance.modelMatrix = Matrix2.Matrix4.clone(Matrix2.Matrix4.IDENTITY); return instance; }; function findAttributesInAllGeometries(instances, propertyName) { const length = instances.length; const attributesInAllGeometries = {}; const attributes0 = instances[0][propertyName].attributes; let name; for (name in attributes0) { if ( attributes0.hasOwnProperty(name) && defaultValue.defined(attributes0[name]) && defaultValue.defined(attributes0[name].values) ) { const attribute = attributes0[name]; let numberOfComponents = attribute.values.length; let inAllGeometries = true; // Does this same attribute exist in all geometries? for (let i = 1; i < length; ++i) { const otherAttribute = instances[i][propertyName].attributes[name]; if ( !defaultValue.defined(otherAttribute) || attribute.componentDatatype !== otherAttribute.componentDatatype || attribute.componentsPerAttribute !== otherAttribute.componentsPerAttribute || attribute.normalize !== otherAttribute.normalize ) { inAllGeometries = false; break; } numberOfComponents += otherAttribute.values.length; } if (inAllGeometries) { attributesInAllGeometries[name] = new GeometryAttribute.GeometryAttribute({ componentDatatype: attribute.componentDatatype, componentsPerAttribute: attribute.componentsPerAttribute, normalize: attribute.normalize, values: ComponentDatatype.ComponentDatatype.createTypedArray( attribute.componentDatatype, numberOfComponents ), }); } } } return attributesInAllGeometries; } const tempScratch = new Matrix2.Cartesian3(); function combineGeometries(instances, propertyName) { const length = instances.length; let name; let i; let j; let k; const m = instances[0].modelMatrix; const haveIndices = defaultValue.defined(instances[0][propertyName].indices); const primitiveType = instances[0][propertyName].primitiveType; //>>includeStart('debug', pragmas.debug); for (i = 1; i < length; ++i) { if (!Matrix2.Matrix4.equals(instances[i].modelMatrix, m)) { throw new RuntimeError.DeveloperError("All instances must have the same modelMatrix."); } if (defaultValue.defined(instances[i][propertyName].indices) !== haveIndices) { throw new RuntimeError.DeveloperError( "All instance geometries must have an indices or not have one." ); } if (instances[i][propertyName].primitiveType !== primitiveType) { throw new RuntimeError.DeveloperError( "All instance geometries must have the same primitiveType." ); } } //>>includeEnd('debug'); // Find subset of attributes in all geometries const attributes = findAttributesInAllGeometries(instances, propertyName); let values; let sourceValues; let sourceValuesLength; // Combine attributes from each geometry into a single typed array for (name in attributes) { if (attributes.hasOwnProperty(name)) { values = attributes[name].values; k = 0; for (i = 0; i < length; ++i) { sourceValues = instances[i][propertyName].attributes[name].values; sourceValuesLength = sourceValues.length; for (j = 0; j < sourceValuesLength; ++j) { values[k++] = sourceValues[j]; } } } } // Combine index lists let indices; if (haveIndices) { let numberOfIndices = 0; for (i = 0; i < length; ++i) { numberOfIndices += instances[i][propertyName].indices.length; } const numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices( new GeometryAttribute.Geometry({ attributes: attributes, primitiveType: GeometryAttribute.PrimitiveType.POINTS, }) ); const destIndices = IndexDatatype.IndexDatatype.createTypedArray( numberOfVertices, numberOfIndices ); let destOffset = 0; let offset = 0; for (i = 0; i < length; ++i) { const sourceIndices = instances[i][propertyName].indices; const sourceIndicesLen = sourceIndices.length; for (k = 0; k < sourceIndicesLen; ++k) { destIndices[destOffset++] = offset + sourceIndices[k]; } offset += GeometryAttribute.Geometry.computeNumberOfVertices(instances[i][propertyName]); } indices = destIndices; } // Create bounding sphere that includes all instances let center = new Ma