itowns
Version:
A JS/WebGL framework for 3D geospatial data visualization
243 lines (194 loc) • 9.82 kB
JavaScript
;
var _typeof = require("@babel/runtime/helpers/typeof");
Object.defineProperty(exports, "__esModule", {
value: true
});
exports["default"] = computeBuffers;
var THREE = _interopRequireWildcard(require("three"));
function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "function") return null; var cacheBabelInterop = new WeakMap(); var cacheNodeInterop = new WeakMap(); return (_getRequireWildcardCache = function _getRequireWildcardCache(nodeInterop) { return nodeInterop ? cacheNodeInterop : cacheBabelInterop; })(nodeInterop); }
function _interopRequireWildcard(obj, nodeInterop) { if (!nodeInterop && obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { "default": obj }; } var cache = _getRequireWildcardCache(nodeInterop); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (key !== "default" && Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
function _createForOfIteratorHelper(o, allowArrayLike) { var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"]; if (!it) { if (Array.isArray(o) || (it = _unsupportedIterableToArray(o)) || allowArrayLike && o && typeof o.length === "number") { if (it) o = it; var i = 0; var F = function F() {}; return { s: F, n: function n() { if (i >= o.length) return { done: true }; return { done: false, value: o[i++] }; }, e: function e(_e) { throw _e; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var normalCompletion = true, didErr = false, err; return { s: function s() { it = it.call(o); }, n: function n() { var step = it.next(); normalCompletion = step.done; return step; }, e: function e(_e2) { didErr = true; err = _e2; }, f: function f() { try { if (!normalCompletion && it["return"] != null) it["return"](); } finally { if (didErr) throw err; } } }; }
function _unsupportedIterableToArray(o, minLen) { if (!o) return; if (typeof o === "string") return _arrayLikeToArray(o, minLen); var n = Object.prototype.toString.call(o).slice(8, -1); if (n === "Object" && o.constructor) n = o.constructor.name; if (n === "Map" || n === "Set") return Array.from(o); if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen); }
function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len = arr.length; for (var i = 0, arr2 = new Array(len); i < len; i++) { arr2[i] = arr[i]; } return arr2; }
function computeBuffers(params) {
// Create output buffers.
var outBuffers = {
index: null,
position: null,
normal: null,
// 2 UV set per tile: wgs84 (uv_0) and pm (uv_1)
// - wgs84: 1 texture per tile because tiles are using wgs84 projection
// - pm: use multiple textures per tile.
// +-------------------------+
// | |
// | Texture 0 |
// +-------------------------+
// | |
// | Texture 1 |
// +-------------------------+
// | |
// | Texture 2 |
// +-------------------------+
// * u = wgs84.u
// * v = textureid + v in builder texture
uvs: []
};
var computeUvs = [];
var builder = params.builder;
var nSeg = params.segment || 8; // segments count :
// Tile : (nSeg + 1) * (nSeg + 1)
// Skirt : 8 * (nSeg - 1)
var nVertex = (nSeg + 1) * (nSeg + 1) + (params.disableSkirt ? 0 : 4 * nSeg);
if (nVertex > Math.pow(2, 32)) {
throw new Error('Tile segments count is too big');
}
var triangles = nSeg * nSeg * 2 + (params.disableSkirt ? 0 : 4 * nSeg * 2);
outBuffers.position = new Float32Array(nVertex * 3);
outBuffers.normal = new Float32Array(nVertex * 3);
var uvCount = params.builder.uvCount;
if (uvCount > 1) {
outBuffers.uvs[1] = new Float32Array(nVertex);
}
computeUvs[0] = function () {};
if (params.buildIndexAndUv_0) {
if (nVertex < Math.pow(2, 8)) {
outBuffers.index = new Uint8Array(triangles * 3);
} else if (nVertex < Math.pow(2, 16)) {
outBuffers.index = new Uint16Array(triangles * 3);
} else if (nVertex < Math.pow(2, 32)) {
outBuffers.index = new Uint32Array(triangles * 3);
}
outBuffers.uvs[0] = new Float32Array(nVertex * 2);
computeUvs[0] = function (id, u, v) {
outBuffers.uvs[0][id * 2 + 0] = u;
outBuffers.uvs[0][id * 2 + 1] = v;
};
}
var widthSegments = Math.max(2, Math.floor(nSeg) || 2);
var heightSegments = Math.max(2, Math.floor(nSeg) || 2);
var idVertex = 0;
var vertices = [];
var skirt = [];
var skirtEnd = [];
builder.prepare(params);
for (var y = 0; y <= heightSegments; y++) {
var verticesRow = [];
var v = y / heightSegments;
builder.vProjecte(v, params);
if (uvCount > 1) {
(function () {
var u = builder.computeUvs[1](params);
computeUvs[1] = function (id) {
outBuffers.uvs[1][id] = u;
};
})();
}
for (var x = 0; x <= widthSegments; x++) {
var u = x / widthSegments;
var id_m3 = idVertex * 3;
builder.uProjecte(u, params);
var vertex = builder.vertexPosition(params, params.projected);
var normal = builder.vertexNormal(params); // move geometry to center world
vertex.sub(params.center); // align normal to z axis
if (params.quatNormalToZ) {
vertex.applyQuaternion(params.quatNormalToZ);
normal.applyQuaternion(params.quatNormalToZ);
}
vertex.toArray(outBuffers.position, id_m3);
normal.toArray(outBuffers.normal, id_m3);
var _iterator = _createForOfIteratorHelper(computeUvs),
_step;
try {
for (_iterator.s(); !(_step = _iterator.n()).done;) {
var computeUv = _step.value;
computeUv(idVertex, u, v);
}
} catch (err) {
_iterator.e(err);
} finally {
_iterator.f();
}
if (!params.disableSkirt) {
if (y !== 0 && y !== heightSegments) {
if (x === widthSegments) {
skirt.push(idVertex);
} else if (x === 0) {
skirtEnd.push(idVertex);
}
}
}
verticesRow.push(idVertex);
idVertex++;
}
vertices.push(verticesRow);
if (y === 0) {
skirt = skirt.concat(verticesRow);
} else if (y === heightSegments) {
skirt = skirt.concat(verticesRow.slice().reverse());
}
}
if (!params.disableSkirt) {
skirt = skirt.concat(skirtEnd.reverse());
}
function bufferize(va, vb, vc, idVertex) {
outBuffers.index[idVertex + 0] = va;
outBuffers.index[idVertex + 1] = vb;
outBuffers.index[idVertex + 2] = vc;
return idVertex + 3;
}
var idVertex2 = 0;
if (params.buildIndexAndUv_0) {
for (var _y = 0; _y < heightSegments; _y++) {
for (var _x = 0; _x < widthSegments; _x++) {
var v1 = vertices[_y][_x + 1];
var v2 = vertices[_y][_x];
var v3 = vertices[_y + 1][_x];
var v4 = vertices[_y + 1][_x + 1];
idVertex2 = bufferize(v4, v2, v1, idVertex2);
idVertex2 = bufferize(v4, v3, v2, idVertex2);
}
}
}
var iStart = idVertex; // TODO: WARNING beware skirt's size influences performance
// The size of the skirt is now a ratio of the size of the tile.
// To be perfect it should depend on the real elevation delta but too heavy to compute
if (!params.disableSkirt) {
// We compute the actual size of tile segment to use later for the skirt.
var segmentSize = new THREE.Vector3().fromArray(outBuffers.position).distanceTo(new THREE.Vector3().fromArray(outBuffers.position, 3));
var buildIndexSkirt = function () {};
var buildUVSkirt = function () {};
if (params.buildIndexAndUv_0) {
buildIndexSkirt = function (id, v1, v2, v3, v4) {
id = bufferize(v1, v2, v3, id);
id = bufferize(v1, v3, v4, id);
return id;
};
buildUVSkirt = function (id) {
outBuffers.uvs[0][idVertex * 2 + 0] = outBuffers.uvs[0][id * 2 + 0];
outBuffers.uvs[0][idVertex * 2 + 1] = outBuffers.uvs[0][id * 2 + 1];
};
}
for (var i = 0; i < skirt.length; i++) {
var id = skirt[i];
var _id_m = idVertex * 3;
var id2_m3 = id * 3;
outBuffers.position[_id_m + 0] = outBuffers.position[id2_m3 + 0] - outBuffers.normal[id2_m3 + 0] * segmentSize;
outBuffers.position[_id_m + 1] = outBuffers.position[id2_m3 + 1] - outBuffers.normal[id2_m3 + 1] * segmentSize;
outBuffers.position[_id_m + 2] = outBuffers.position[id2_m3 + 2] - outBuffers.normal[id2_m3 + 2] * segmentSize;
outBuffers.normal[_id_m + 0] = outBuffers.normal[id2_m3 + 0];
outBuffers.normal[_id_m + 1] = outBuffers.normal[id2_m3 + 1];
outBuffers.normal[_id_m + 2] = outBuffers.normal[id2_m3 + 2];
buildUVSkirt(id);
if (uvCount > 1) {
outBuffers.uvs[1][idVertex] = outBuffers.uvs[1][id];
}
var idf = (i + 1) % skirt.length;
var _v2 = idVertex;
var _v3 = idf === 0 ? iStart : idVertex + 1;
var _v4 = skirt[idf];
idVertex2 = buildIndexSkirt(idVertex2, id, _v2, _v3, _v4);
idVertex++;
}
}
return outBuffers;
}