/** * @license * Cesium - https://github.com/CesiumGS/cesium * Version 1.99 * * Copyright 2011-2022 Cesium Contributors * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * Columbus View (Pat. Pend.) * * Portions licensed separately. * See https://github.com/CesiumGS/cesium/blob/main/LICENSE.md for full licensing details. */ define(['./defaultValue-135942ca', './Matrix3-ea964448', './Matrix2-f9f1b94b', './Transforms-ac2d28a9', './Check-40d84a28', './ComponentDatatype-ebdce3ba', './GeometryAttribute-51d61732', './GeometryAttributes-899f8bd0', './GeometryInstance-bb34b63f', './GeometryOffsetAttribute-d3a42805', './GeometryPipeline-576f16cd', './IndexDatatype-fa75fe25', './Math-efde0c7b', './PolygonPipeline-cf232713', './RectangleGeometryLibrary-0a9fd021', './VertexFormat-1d6950e1', './RuntimeError-f0dada00', './combine-462d91dd', './WebGLConstants-fcb70ee3', './AttributeCompression-53c7fda2', './EncodedCartesian3-4040c81e', './IntersectionTests-4ab30dca', './Plane-93af52b2', './EllipsoidRhumbLine-6161ec8c'], (function (defaultValue, Matrix3, Matrix2, Transforms, Check, ComponentDatatype, GeometryAttribute, GeometryAttributes, GeometryInstance, GeometryOffsetAttribute, GeometryPipeline, IndexDatatype, Math$1, PolygonPipeline, RectangleGeometryLibrary, VertexFormat, RuntimeError, combine, WebGLConstants, AttributeCompression, EncodedCartesian3, IntersectionTests, Plane, EllipsoidRhumbLine) { 'use strict'; const positionScratch = new Matrix3.Cartesian3(); const normalScratch = new Matrix3.Cartesian3(); const tangentScratch = new Matrix3.Cartesian3(); const bitangentScratch = new Matrix3.Cartesian3(); const rectangleScratch = new Matrix2.Rectangle(); const stScratch = new Matrix2.Cartesian2(); const bottomBoundingSphere = new Transforms.BoundingSphere(); const topBoundingSphere = new Transforms.BoundingSphere(); function createAttributes(vertexFormat, attributes) { const geo = new GeometryAttribute.Geometry({ attributes: new GeometryAttributes.GeometryAttributes(), primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES, }); geo.attributes.position = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE, componentsPerAttribute: 3, values: attributes.positions, }); if (vertexFormat.normal) { geo.attributes.normal = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: attributes.normals, }); } if (vertexFormat.tangent) { geo.attributes.tangent = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: attributes.tangents, }); } if (vertexFormat.bitangent) { geo.attributes.bitangent = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: attributes.bitangents, }); } return geo; } function calculateAttributes( positions, vertexFormat, ellipsoid, tangentRotationMatrix ) { const length = positions.length; const normals = vertexFormat.normal ? new Float32Array(length) : undefined; const tangents = vertexFormat.tangent ? new Float32Array(length) : undefined; const bitangents = vertexFormat.bitangent ? new Float32Array(length) : undefined; let attrIndex = 0; const bitangent = bitangentScratch; const tangent = tangentScratch; let normal = normalScratch; if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) { for (let i = 0; i < length; i += 3) { const p = Matrix3.Cartesian3.fromArray(positions, i, positionScratch); const attrIndex1 = attrIndex + 1; const attrIndex2 = attrIndex + 2; normal = ellipsoid.geodeticSurfaceNormal(p, normal); if (vertexFormat.tangent || vertexFormat.bitangent) { Matrix3.Cartesian3.cross(Matrix3.Cartesian3.UNIT_Z, normal, tangent); Matrix3.Matrix3.multiplyByVector(tangentRotationMatrix, tangent, tangent); Matrix3.Cartesian3.normalize(tangent, tangent); if (vertexFormat.bitangent) { Matrix3.Cartesian3.normalize( Matrix3.Cartesian3.cross(normal, tangent, bitangent), bitangent ); } } if (vertexFormat.normal) { normals[attrIndex] = normal.x; normals[attrIndex1] = normal.y; normals[attrIndex2] = normal.z; } if (vertexFormat.tangent) { tangents[attrIndex] = tangent.x; tangents[attrIndex1] = tangent.y; tangents[attrIndex2] = tangent.z; } if (vertexFormat.bitangent) { bitangents[attrIndex] = bitangent.x; bitangents[attrIndex1] = bitangent.y; bitangents[attrIndex2] = bitangent.z; } attrIndex += 3; } } return createAttributes(vertexFormat, { positions: positions, normals: normals, tangents: tangents, bitangents: bitangents, }); } const v1Scratch = new Matrix3.Cartesian3(); const v2Scratch = new Matrix3.Cartesian3(); function calculateAttributesWall(positions, vertexFormat, ellipsoid) { const length = positions.length; const normals = vertexFormat.normal ? new Float32Array(length) : undefined; const tangents = vertexFormat.tangent ? new Float32Array(length) : undefined; const bitangents = vertexFormat.bitangent ? new Float32Array(length) : undefined; let normalIndex = 0; let tangentIndex = 0; let bitangentIndex = 0; let recomputeNormal = true; let bitangent = bitangentScratch; let tangent = tangentScratch; let normal = normalScratch; if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) { for (let i = 0; i < length; i += 6) { const p = Matrix3.Cartesian3.fromArray(positions, i, positionScratch); const p1 = Matrix3.Cartesian3.fromArray(positions, (i + 6) % length, v1Scratch); if (recomputeNormal) { const p2 = Matrix3.Cartesian3.fromArray(positions, (i + 3) % length, v2Scratch); Matrix3.Cartesian3.subtract(p1, p, p1); Matrix3.Cartesian3.subtract(p2, p, p2); normal = Matrix3.Cartesian3.normalize(Matrix3.Cartesian3.cross(p2, p1, normal), normal); recomputeNormal = false; } if (Matrix3.Cartesian3.equalsEpsilon(p1, p, Math$1.CesiumMath.EPSILON10)) { // if we've reached a corner recomputeNormal = true; } if (vertexFormat.tangent || vertexFormat.bitangent) { bitangent = ellipsoid.geodeticSurfaceNormal(p, bitangent); if (vertexFormat.tangent) { tangent = Matrix3.Cartesian3.normalize( Matrix3.Cartesian3.cross(bitangent, normal, tangent), tangent ); } } if (vertexFormat.normal) { normals[normalIndex++] = normal.x; normals[normalIndex++] = normal.y; normals[normalIndex++] = normal.z; normals[normalIndex++] = normal.x; normals[normalIndex++] = normal.y; normals[normalIndex++] = normal.z; } if (vertexFormat.tangent) { tangents[tangentIndex++] = tangent.x; tangents[tangentIndex++] = tangent.y; tangents[tangentIndex++] = tangent.z; tangents[tangentIndex++] = tangent.x; tangents[tangentIndex++] = tangent.y; tangents[tangentIndex++] = tangent.z; } if (vertexFormat.bitangent) { bitangents[bitangentIndex++] = bitangent.x; bitangents[bitangentIndex++] = bitangent.y; bitangents[bitangentIndex++] = bitangent.z; bitangents[bitangentIndex++] = bitangent.x; bitangents[bitangentIndex++] = bitangent.y; bitangents[bitangentIndex++] = bitangent.z; } } } return createAttributes(vertexFormat, { positions: positions, normals: normals, tangents: tangents, bitangents: bitangents, }); } function constructRectangle(rectangleGeometry, computedOptions) { const vertexFormat = rectangleGeometry._vertexFormat; const ellipsoid = rectangleGeometry._ellipsoid; const height = computedOptions.height; const width = computedOptions.width; const northCap = computedOptions.northCap; const southCap = computedOptions.southCap; let rowStart = 0; let rowEnd = height; let rowHeight = height; let size = 0; if (northCap) { rowStart = 1; rowHeight -= 1; size += 1; } if (southCap) { rowEnd -= 1; rowHeight -= 1; size += 1; } size += width * rowHeight; const positions = vertexFormat.position ? new Float64Array(size * 3) : undefined; const textureCoordinates = vertexFormat.st ? new Float32Array(size * 2) : undefined; let posIndex = 0; let stIndex = 0; const position = positionScratch; const st = stScratch; let minX = Number.MAX_VALUE; let minY = Number.MAX_VALUE; let maxX = -Number.MAX_VALUE; let maxY = -Number.MAX_VALUE; for (let row = rowStart; row < rowEnd; ++row) { for (let col = 0; col < width; ++col) { RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition( computedOptions, ellipsoid, vertexFormat.st, row, col, position, st ); positions[posIndex++] = position.x; positions[posIndex++] = position.y; positions[posIndex++] = position.z; if (vertexFormat.st) { textureCoordinates[stIndex++] = st.x; textureCoordinates[stIndex++] = st.y; minX = Math.min(minX, st.x); minY = Math.min(minY, st.y); maxX = Math.max(maxX, st.x); maxY = Math.max(maxY, st.y); } } } if (northCap) { RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition( computedOptions, ellipsoid, vertexFormat.st, 0, 0, position, st ); positions[posIndex++] = position.x; positions[posIndex++] = position.y; positions[posIndex++] = position.z; if (vertexFormat.st) { textureCoordinates[stIndex++] = st.x; textureCoordinates[stIndex++] = st.y; minX = st.x; minY = st.y; maxX = st.x; maxY = st.y; } } if (southCap) { RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition( computedOptions, ellipsoid, vertexFormat.st, height - 1, 0, position, st ); positions[posIndex++] = position.x; positions[posIndex++] = position.y; positions[posIndex] = position.z; if (vertexFormat.st) { textureCoordinates[stIndex++] = st.x; textureCoordinates[stIndex] = st.y; minX = Math.min(minX, st.x); minY = Math.min(minY, st.y); maxX = Math.max(maxX, st.x); maxY = Math.max(maxY, st.y); } } if ( vertexFormat.st && (minX < 0.0 || minY < 0.0 || maxX > 1.0 || maxY > 1.0) ) { for (let k = 0; k < textureCoordinates.length; k += 2) { textureCoordinates[k] = (textureCoordinates[k] - minX) / (maxX - minX); textureCoordinates[k + 1] = (textureCoordinates[k + 1] - minY) / (maxY - minY); } } const geo = calculateAttributes( positions, vertexFormat, ellipsoid, computedOptions.tangentRotationMatrix ); let indicesSize = 6 * (width - 1) * (rowHeight - 1); if (northCap) { indicesSize += 3 * (width - 1); } if (southCap) { indicesSize += 3 * (width - 1); } const indices = IndexDatatype.IndexDatatype.createTypedArray(size, indicesSize); let index = 0; let indicesIndex = 0; let i; for (i = 0; i < rowHeight - 1; ++i) { for (let j = 0; j < width - 1; ++j) { const upperLeft = index; const lowerLeft = upperLeft + width; const lowerRight = lowerLeft + 1; const upperRight = upperLeft + 1; indices[indicesIndex++] = upperLeft; indices[indicesIndex++] = lowerLeft; indices[indicesIndex++] = upperRight; indices[indicesIndex++] = upperRight; indices[indicesIndex++] = lowerLeft; indices[indicesIndex++] = lowerRight; ++index; } ++index; } if (northCap || southCap) { let northIndex = size - 1; const southIndex = size - 1; if (northCap && southCap) { northIndex = size - 2; } let p1; let p2; index = 0; if (northCap) { for (i = 0; i < width - 1; i++) { p1 = index; p2 = p1 + 1; indices[indicesIndex++] = northIndex; indices[indicesIndex++] = p1; indices[indicesIndex++] = p2; ++index; } } if (southCap) { index = (rowHeight - 1) * width; for (i = 0; i < width - 1; i++) { p1 = index; p2 = p1 + 1; indices[indicesIndex++] = p1; indices[indicesIndex++] = southIndex; indices[indicesIndex++] = p2; ++index; } } } geo.indices = indices; if (vertexFormat.st) { geo.attributes.st = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT, componentsPerAttribute: 2, values: textureCoordinates, }); } return geo; } function addWallPositions( wallPositions, posIndex, i, topPositions, bottomPositions ) { wallPositions[posIndex++] = topPositions[i]; wallPositions[posIndex++] = topPositions[i + 1]; wallPositions[posIndex++] = topPositions[i + 2]; wallPositions[posIndex++] = bottomPositions[i]; wallPositions[posIndex++] = bottomPositions[i + 1]; wallPositions[posIndex] = bottomPositions[i + 2]; return wallPositions; } function addWallTextureCoordinates(wallTextures, stIndex, i, st) { wallTextures[stIndex++] = st[i]; wallTextures[stIndex++] = st[i + 1]; wallTextures[stIndex++] = st[i]; wallTextures[stIndex] = st[i + 1]; return wallTextures; } const scratchVertexFormat = new VertexFormat.VertexFormat(); function constructExtrudedRectangle(rectangleGeometry, computedOptions) { const shadowVolume = rectangleGeometry._shadowVolume; const offsetAttributeValue = rectangleGeometry._offsetAttribute; const vertexFormat = rectangleGeometry._vertexFormat; const minHeight = rectangleGeometry._extrudedHeight; const maxHeight = rectangleGeometry._surfaceHeight; const ellipsoid = rectangleGeometry._ellipsoid; const height = computedOptions.height; const width = computedOptions.width; let i; if (shadowVolume) { const newVertexFormat = VertexFormat.VertexFormat.clone( vertexFormat, scratchVertexFormat ); newVertexFormat.normal = true; rectangleGeometry._vertexFormat = newVertexFormat; } const topBottomGeo = constructRectangle(rectangleGeometry, computedOptions); if (shadowVolume) { rectangleGeometry._vertexFormat = vertexFormat; } let topPositions = PolygonPipeline.PolygonPipeline.scaleToGeodeticHeight( topBottomGeo.attributes.position.values, maxHeight, ellipsoid, false ); topPositions = new Float64Array(topPositions); let length = topPositions.length; const newLength = length * 2; const positions = new Float64Array(newLength); positions.set(topPositions); const bottomPositions = PolygonPipeline.PolygonPipeline.scaleToGeodeticHeight( topBottomGeo.attributes.position.values, minHeight, ellipsoid ); positions.set(bottomPositions, length); topBottomGeo.attributes.position.values = positions; const normals = vertexFormat.normal ? new Float32Array(newLength) : undefined; const tangents = vertexFormat.tangent ? new Float32Array(newLength) : undefined; const bitangents = vertexFormat.bitangent ? new Float32Array(newLength) : undefined; const textures = vertexFormat.st ? new Float32Array((newLength / 3) * 2) : undefined; let topSt; let topNormals; if (vertexFormat.normal) { topNormals = topBottomGeo.attributes.normal.values; normals.set(topNormals); for (i = 0; i < length; i++) { topNormals[i] = -topNormals[i]; } normals.set(topNormals, length); topBottomGeo.attributes.normal.values = normals; } if (shadowVolume) { topNormals = topBottomGeo.attributes.normal.values; if (!vertexFormat.normal) { topBottomGeo.attributes.normal = undefined; } const extrudeNormals = new Float32Array(newLength); for (i = 0; i < length; i++) { topNormals[i] = -topNormals[i]; } extrudeNormals.set(topNormals, length); //only get normals for bottom layer that's going to be pushed down topBottomGeo.attributes.extrudeDirection = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: extrudeNormals, }); } let offsetValue; const hasOffsets = defaultValue.defined(offsetAttributeValue); if (hasOffsets) { const size = (length / 3) * 2; let offsetAttribute = new Uint8Array(size); if (offsetAttributeValue === GeometryOffsetAttribute.GeometryOffsetAttribute.TOP) { offsetAttribute = offsetAttribute.fill(1, 0, size / 2); } else { offsetValue = offsetAttributeValue === GeometryOffsetAttribute.GeometryOffsetAttribute.NONE ? 0 : 1; offsetAttribute = offsetAttribute.fill(offsetValue); } topBottomGeo.attributes.applyOffset = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE, componentsPerAttribute: 1, values: offsetAttribute, }); } if (vertexFormat.tangent) { const topTangents = topBottomGeo.attributes.tangent.values; tangents.set(topTangents); for (i = 0; i < length; i++) { topTangents[i] = -topTangents[i]; } tangents.set(topTangents, length); topBottomGeo.attributes.tangent.values = tangents; } if (vertexFormat.bitangent) { const topBitangents = topBottomGeo.attributes.bitangent.values; bitangents.set(topBitangents); bitangents.set(topBitangents, length); topBottomGeo.attributes.bitangent.values = bitangents; } if (vertexFormat.st) { topSt = topBottomGeo.attributes.st.values; textures.set(topSt); textures.set(topSt, (length / 3) * 2); topBottomGeo.attributes.st.values = textures; } const indices = topBottomGeo.indices; const indicesLength = indices.length; const posLength = length / 3; const newIndices = IndexDatatype.IndexDatatype.createTypedArray( newLength / 3, indicesLength * 2 ); newIndices.set(indices); for (i = 0; i < indicesLength; i += 3) { newIndices[i + indicesLength] = indices[i + 2] + posLength; newIndices[i + 1 + indicesLength] = indices[i + 1] + posLength; newIndices[i + 2 + indicesLength] = indices[i] + posLength; } topBottomGeo.indices = newIndices; const northCap = computedOptions.northCap; const southCap = computedOptions.southCap; let rowHeight = height; let widthMultiplier = 2; let perimeterPositions = 0; let corners = 4; let dupliateCorners = 4; if (northCap) { widthMultiplier -= 1; rowHeight -= 1; perimeterPositions += 1; corners -= 2; dupliateCorners -= 1; } if (southCap) { widthMultiplier -= 1; rowHeight -= 1; perimeterPositions += 1; corners -= 2; dupliateCorners -= 1; } perimeterPositions += widthMultiplier * width + 2 * rowHeight - corners; const wallCount = (perimeterPositions + dupliateCorners) * 2; let wallPositions = new Float64Array(wallCount * 3); const wallExtrudeNormals = shadowVolume ? new Float32Array(wallCount * 3) : undefined; let wallOffsetAttribute = hasOffsets ? new Uint8Array(wallCount) : undefined; let wallTextures = vertexFormat.st ? new Float32Array(wallCount * 2) : undefined; const computeTopOffsets = offsetAttributeValue === GeometryOffsetAttribute.GeometryOffsetAttribute.TOP; if (hasOffsets && !computeTopOffsets) { offsetValue = offsetAttributeValue === GeometryOffsetAttribute.GeometryOffsetAttribute.ALL ? 1 : 0; wallOffsetAttribute = wallOffsetAttribute.fill(offsetValue); } let posIndex = 0; let stIndex = 0; let extrudeNormalIndex = 0; let wallOffsetIndex = 0; const area = width * rowHeight; let threeI; for (i = 0; i < area; i += width) { threeI = i * 3; wallPositions = addWallPositions( wallPositions, posIndex, threeI, topPositions, bottomPositions ); posIndex += 6; if (vertexFormat.st) { wallTextures = addWallTextureCoordinates( wallTextures, stIndex, i * 2, topSt ); stIndex += 4; } if (shadowVolume) { extrudeNormalIndex += 3; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]; } if (computeTopOffsets) { wallOffsetAttribute[wallOffsetIndex++] = 1; wallOffsetIndex += 1; } } if (!southCap) { for (i = area - width; i < area; i++) { threeI = i * 3; wallPositions = addWallPositions( wallPositions, posIndex, threeI, topPositions, bottomPositions ); posIndex += 6; if (vertexFormat.st) { wallTextures = addWallTextureCoordinates( wallTextures, stIndex, i * 2, topSt ); stIndex += 4; } if (shadowVolume) { extrudeNormalIndex += 3; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]; } if (computeTopOffsets) { wallOffsetAttribute[wallOffsetIndex++] = 1; wallOffsetIndex += 1; } } } else { const southIndex = northCap ? area + 1 : area; threeI = southIndex * 3; for (i = 0; i < 2; i++) { // duplicate corner points wallPositions = addWallPositions( wallPositions, posIndex, threeI, topPositions, bottomPositions ); posIndex += 6; if (vertexFormat.st) { wallTextures = addWallTextureCoordinates( wallTextures, stIndex, southIndex * 2, topSt ); stIndex += 4; } if (shadowVolume) { extrudeNormalIndex += 3; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]; } if (computeTopOffsets) { wallOffsetAttribute[wallOffsetIndex++] = 1; wallOffsetIndex += 1; } } } for (i = area - 1; i > 0; i -= width) { threeI = i * 3; wallPositions = addWallPositions( wallPositions, posIndex, threeI, topPositions, bottomPositions ); posIndex += 6; if (vertexFormat.st) { wallTextures = addWallTextureCoordinates( wallTextures, stIndex, i * 2, topSt ); stIndex += 4; } if (shadowVolume) { extrudeNormalIndex += 3; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]; } if (computeTopOffsets) { wallOffsetAttribute[wallOffsetIndex++] = 1; wallOffsetIndex += 1; } } if (!northCap) { for (i = width - 1; i >= 0; i--) { threeI = i * 3; wallPositions = addWallPositions( wallPositions, posIndex, threeI, topPositions, bottomPositions ); posIndex += 6; if (vertexFormat.st) { wallTextures = addWallTextureCoordinates( wallTextures, stIndex, i * 2, topSt ); stIndex += 4; } if (shadowVolume) { extrudeNormalIndex += 3; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]; } if (computeTopOffsets) { wallOffsetAttribute[wallOffsetIndex++] = 1; wallOffsetIndex += 1; } } } else { const northIndex = area; threeI = northIndex * 3; for (i = 0; i < 2; i++) { // duplicate corner points wallPositions = addWallPositions( wallPositions, posIndex, threeI, topPositions, bottomPositions ); posIndex += 6; if (vertexFormat.st) { wallTextures = addWallTextureCoordinates( wallTextures, stIndex, northIndex * 2, topSt ); stIndex += 4; } if (shadowVolume) { extrudeNormalIndex += 3; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]; wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]; } if (computeTopOffsets) { wallOffsetAttribute[wallOffsetIndex++] = 1; wallOffsetIndex += 1; } } } let geo = calculateAttributesWall(wallPositions, vertexFormat, ellipsoid); if (vertexFormat.st) { geo.attributes.st = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT, componentsPerAttribute: 2, values: wallTextures, }); } if (shadowVolume) { geo.attributes.extrudeDirection = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT, componentsPerAttribute: 3, values: wallExtrudeNormals, }); } if (hasOffsets) { geo.attributes.applyOffset = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE, componentsPerAttribute: 1, values: wallOffsetAttribute, }); } const wallIndices = IndexDatatype.IndexDatatype.createTypedArray( wallCount, perimeterPositions * 6 ); let upperLeft; let lowerLeft; let lowerRight; let upperRight; length = wallPositions.length / 3; let index = 0; for (i = 0; i < length - 1; i += 2) { upperLeft = i; upperRight = (upperLeft + 2) % length; const p1 = Matrix3.Cartesian3.fromArray(wallPositions, upperLeft * 3, v1Scratch); const p2 = Matrix3.Cartesian3.fromArray(wallPositions, upperRight * 3, v2Scratch); if (Matrix3.Cartesian3.equalsEpsilon(p1, p2, Math$1.CesiumMath.EPSILON10)) { continue; } lowerLeft = (upperLeft + 1) % length; lowerRight = (lowerLeft + 2) % length; wallIndices[index++] = upperLeft; wallIndices[index++] = lowerLeft; wallIndices[index++] = upperRight; wallIndices[index++] = upperRight; wallIndices[index++] = lowerLeft; wallIndices[index++] = lowerRight; } geo.indices = wallIndices; geo = GeometryPipeline.GeometryPipeline.combineInstances([ new GeometryInstance.GeometryInstance({ geometry: topBottomGeo, }), new GeometryInstance.GeometryInstance({ geometry: geo, }), ]); return geo[0]; } const scratchRectanglePoints = [ new Matrix3.Cartesian3(), new Matrix3.Cartesian3(), new Matrix3.Cartesian3(), new Matrix3.Cartesian3(), ]; const nwScratch = new Matrix3.Cartographic(); const stNwScratch = new Matrix3.Cartographic(); function computeRectangle(rectangle, granularity, rotation, ellipsoid, result) { if (rotation === 0.0) { return Matrix2.Rectangle.clone(rectangle, result); } const computedOptions = RectangleGeometryLibrary.RectangleGeometryLibrary.computeOptions( rectangle, granularity, rotation, 0, rectangleScratch, nwScratch ); const height = computedOptions.height; const width = computedOptions.width; const positions = scratchRectanglePoints; RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition( computedOptions, ellipsoid, false, 0, 0, positions[0] ); RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition( computedOptions, ellipsoid, false, 0, width - 1, positions[1] ); RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition( computedOptions, ellipsoid, false, height - 1, 0, positions[2] ); RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition( computedOptions, ellipsoid, false, height - 1, width - 1, positions[3] ); return Matrix2.Rectangle.fromCartesianArray(positions, ellipsoid, result); } /** * A description of a cartographic rectangle on an ellipsoid centered at the origin. Rectangle geometry can be rendered with both {@link Primitive} and {@link GroundPrimitive}. * * @alias RectangleGeometry * @constructor * * @param {Object} options Object with the following properties: * @param {Rectangle} options.rectangle A cartographic rectangle with north, south, east and west properties in radians. * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed. * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the rectangle lies. * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer. * @param {Number} [options.height=0.0] The distance in meters between the rectangle and the ellipsoid surface. * @param {Number} [options.rotation=0.0] The rotation of the rectangle, in radians. A positive rotation is counter-clockwise. * @param {Number} [options.stRotation=0.0] The rotation of the texture coordinates, in radians. A positive rotation is counter-clockwise. * @param {Number} [options.extrudedHeight] The distance in meters between the rectangle's extruded face and the ellipsoid surface. * * @exception {DeveloperError} options.rectangle.north must be in the interval [-Pi/2, Pi/2]. * @exception {DeveloperError} options.rectangle.south must be in the interval [-Pi/2, Pi/2]. * @exception {DeveloperError} options.rectangle.east must be in the interval [-Pi, Pi]. * @exception {DeveloperError} options.rectangle.west must be in the interval [-Pi, Pi]. * @exception {DeveloperError} options.rectangle.north must be greater than options.rectangle.south. * * @see RectangleGeometry#createGeometry * * @demo {@link https://sandcastle.cesium.com/index.html?src=Rectangle.html|Cesium Sandcastle Rectangle Demo} * * @example * // 1. create a rectangle * const rectangle = new Cesium.RectangleGeometry({ * ellipsoid : Cesium.Ellipsoid.WGS84, * rectangle : Cesium.Rectangle.fromDegrees(-80.0, 39.0, -74.0, 42.0), * height : 10000.0 * }); * const geometry = Cesium.RectangleGeometry.createGeometry(rectangle); * * // 2. create an extruded rectangle without a top * const rectangle = new Cesium.RectangleGeometry({ * ellipsoid : Cesium.Ellipsoid.WGS84, * rectangle : Cesium.Rectangle.fromDegrees(-80.0, 39.0, -74.0, 42.0), * height : 10000.0, * extrudedHeight: 300000 * }); * const geometry = Cesium.RectangleGeometry.createGeometry(rectangle); */ function RectangleGeometry(options) { options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT); const rectangle = options.rectangle; //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object("rectangle", rectangle); Matrix2.Rectangle.validate(rectangle); if (rectangle.north < rectangle.south) { throw new Check.DeveloperError( "options.rectangle.north must be greater than or equal to options.rectangle.south" ); } //>>includeEnd('debug'); const height = defaultValue.defaultValue(options.height, 0.0); const extrudedHeight = defaultValue.defaultValue(options.extrudedHeight, height); this._rectangle = Matrix2.Rectangle.clone(rectangle); this._granularity = defaultValue.defaultValue( options.granularity, Math$1.CesiumMath.RADIANS_PER_DEGREE ); this._ellipsoid = Matrix3.Ellipsoid.clone( defaultValue.defaultValue(options.ellipsoid, Matrix3.Ellipsoid.WGS84) ); this._surfaceHeight = Math.max(height, extrudedHeight); this._rotation = defaultValue.defaultValue(options.rotation, 0.0); this._stRotation = defaultValue.defaultValue(options.stRotation, 0.0); this._vertexFormat = VertexFormat.VertexFormat.clone( defaultValue.defaultValue(options.vertexFormat, VertexFormat.VertexFormat.DEFAULT) ); this._extrudedHeight = Math.min(height, extrudedHeight); this._shadowVolume = defaultValue.defaultValue(options.shadowVolume, false); this._workerName = "createRectangleGeometry"; this._offsetAttribute = options.offsetAttribute; this._rotatedRectangle = undefined; this._textureCoordinateRotationPoints = undefined; } /** * The number of elements used to pack the object into an array. * @type {Number} */ RectangleGeometry.packedLength = Matrix2.Rectangle.packedLength + Matrix3.Ellipsoid.packedLength + VertexFormat.VertexFormat.packedLength + 7; /** * Stores the provided instance into the provided array. * * @param {RectangleGeometry} 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 */ RectangleGeometry.pack = function (value, array, startingIndex) { //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object("value", value); Check.Check.defined("array", array); //>>includeEnd('debug'); startingIndex = defaultValue.defaultValue(startingIndex, 0); Matrix2.Rectangle.pack(value._rectangle, array, startingIndex); startingIndex += Matrix2.Rectangle.packedLength; Matrix3.Ellipsoid.pack(value._ellipsoid, array, startingIndex); startingIndex += Matrix3.Ellipsoid.packedLength; VertexFormat.VertexFormat.pack(value._vertexFormat, array, startingIndex); startingIndex += VertexFormat.VertexFormat.packedLength; array[startingIndex++] = value._granularity; array[startingIndex++] = value._surfaceHeight; array[startingIndex++] = value._rotation; array[startingIndex++] = value._stRotation; array[startingIndex++] = value._extrudedHeight; array[startingIndex++] = value._shadowVolume ? 1.0 : 0.0; array[startingIndex] = defaultValue.defaultValue(value._offsetAttribute, -1); return array; }; const scratchRectangle = new Matrix2.Rectangle(); const scratchEllipsoid = Matrix3.Ellipsoid.clone(Matrix3.Ellipsoid.UNIT_SPHERE); const scratchOptions = { rectangle: scratchRectangle, ellipsoid: scratchEllipsoid, vertexFormat: scratchVertexFormat, granularity: undefined, height: undefined, rotation: undefined, stRotation: undefined, extrudedHeight: undefined, shadowVolume: undefined, offsetAttribute: undefined, }; /** * 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 {RectangleGeometry} [result] The object into which to store the result. * @returns {RectangleGeometry} The modified result parameter or a new RectangleGeometry instance if one was not provided. */ RectangleGeometry.unpack = function (array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); Check.Check.defined("array", array); //>>includeEnd('debug'); startingIndex = defaultValue.defaultValue(startingIndex, 0); const rectangle = Matrix2.Rectangle.unpack(array, startingIndex, scratchRectangle); startingIndex += Matrix2.Rectangle.packedLength; const ellipsoid = Matrix3.Ellipsoid.unpack(array, startingIndex, scratchEllipsoid); startingIndex += Matrix3.Ellipsoid.packedLength; const vertexFormat = VertexFormat.VertexFormat.unpack( array, startingIndex, scratchVertexFormat ); startingIndex += VertexFormat.VertexFormat.packedLength; const granularity = array[startingIndex++]; const surfaceHeight = array[startingIndex++]; const rotation = array[startingIndex++]; const stRotation = array[startingIndex++]; const extrudedHeight = array[startingIndex++]; const shadowVolume = array[startingIndex++] === 1.0; const offsetAttribute = array[startingIndex]; if (!defaultValue.defined(result)) { scratchOptions.granularity = granularity; scratchOptions.height = surfaceHeight; scratchOptions.rotation = rotation; scratchOptions.stRotation = stRotation; scratchOptions.extrudedHeight = extrudedHeight; scratchOptions.shadowVolume = shadowVolume; scratchOptions.offsetAttribute = offsetAttribute === -1 ? undefined : offsetAttribute; return new RectangleGeometry(scratchOptions); } result._rectangle = Matrix2.Rectangle.clone(rectangle, result._rectangle); result._ellipsoid = Matrix3.Ellipsoid.clone(ellipsoid, result._ellipsoid); result._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat, result._vertexFormat); result._granularity = granularity; result._surfaceHeight = surfaceHeight; result._rotation = rotation; result._stRotation = stRotation; result._extrudedHeight = extrudedHeight; result._shadowVolume = shadowVolume; result._offsetAttribute = offsetAttribute === -1 ? undefined : offsetAttribute; return result; }; /** * Computes the bounding rectangle based on the provided options * * @param {Object} options Object with the following properties: * @param {Rectangle} options.rectangle A cartographic rectangle with north, south, east and west properties in radians. * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the rectangle lies. * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer. * @param {Number} [options.rotation=0.0] The rotation of the rectangle, in radians. A positive rotation is counter-clockwise. * @param {Rectangle} [result] An object in which to store the result. * * @returns {Rectangle} The result rectangle */ RectangleGeometry.computeRectangle = function (options, result) { options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT); const rectangle = options.rectangle; //>>includeStart('debug', pragmas.debug); Check.Check.typeOf.object("rectangle", rectangle); Matrix2.Rectangle.validate(rectangle); if (rectangle.north < rectangle.south) { throw new Check.DeveloperError( "options.rectangle.north must be greater than or equal to options.rectangle.south" ); } //>>includeEnd('debug'); const granularity = defaultValue.defaultValue( options.granularity, Math$1.CesiumMath.RADIANS_PER_DEGREE ); const ellipsoid = defaultValue.defaultValue(options.ellipsoid, Matrix3.Ellipsoid.WGS84); const rotation = defaultValue.defaultValue(options.rotation, 0.0); return computeRectangle(rectangle, granularity, rotation, ellipsoid, result); }; const tangentRotationMatrixScratch = new Matrix3.Matrix3(); const quaternionScratch = new Transforms.Quaternion(); const centerScratch = new Matrix3.Cartographic(); /** * Computes the geometric representation of a rectangle, including its vertices, indices, and a bounding sphere. * * @param {RectangleGeometry} rectangleGeometry A description of the rectangle. * @returns {Geometry|undefined} The computed vertices and indices. * * @exception {DeveloperError} Rotated rectangle is invalid. */ RectangleGeometry.createGeometry = function (rectangleGeometry) { if ( Math$1.CesiumMath.equalsEpsilon( rectangleGeometry._rectangle.north, rectangleGeometry._rectangle.south, Math$1.CesiumMath.EPSILON10 ) || Math$1.CesiumMath.equalsEpsilon( rectangleGeometry._rectangle.east, rectangleGeometry._rectangle.west, Math$1.CesiumMath.EPSILON10 ) ) { return undefined; } let rectangle = rectangleGeometry._rectangle; const ellipsoid = rectangleGeometry._ellipsoid; const rotation = rectangleGeometry._rotation; const stRotation = rectangleGeometry._stRotation; const vertexFormat = rectangleGeometry._vertexFormat; const computedOptions = RectangleGeometryLibrary.RectangleGeometryLibrary.computeOptions( rectangle, rectangleGeometry._granularity, rotation, stRotation, rectangleScratch, nwScratch, stNwScratch ); const tangentRotationMatrix = tangentRotationMatrixScratch; if (stRotation !== 0 || rotation !== 0) { const center = Matrix2.Rectangle.center(rectangle, centerScratch); const axis = ellipsoid.geodeticSurfaceNormalCartographic(center, v1Scratch); Transforms.Quaternion.fromAxisAngle(axis, -stRotation, quaternionScratch); Matrix3.Matrix3.fromQuaternion(quaternionScratch, tangentRotationMatrix); } else { Matrix3.Matrix3.clone(Matrix3.Matrix3.IDENTITY, tangentRotationMatrix); } const surfaceHeight = rectangleGeometry._surfaceHeight; const extrudedHeight = rectangleGeometry._extrudedHeight; const extrude = !Math$1.CesiumMath.equalsEpsilon( surfaceHeight, extrudedHeight, 0, Math$1.CesiumMath.EPSILON2 ); computedOptions.lonScalar = 1.0 / rectangleGeometry._rectangle.width; computedOptions.latScalar = 1.0 / rectangleGeometry._rectangle.height; computedOptions.tangentRotationMatrix = tangentRotationMatrix; let geometry; let boundingSphere; rectangle = rectangleGeometry._rectangle; if (extrude) { geometry = constructExtrudedRectangle(rectangleGeometry, computedOptions); const topBS = Transforms.BoundingSphere.fromRectangle3D( rectangle, ellipsoid, surfaceHeight, topBoundingSphere ); const bottomBS = Transforms.BoundingSphere.fromRectangle3D( rectangle, ellipsoid, extrudedHeight, bottomBoundingSphere ); boundingSphere = Transforms.BoundingSphere.union(topBS, bottomBS); } else { geometry = constructRectangle(rectangleGeometry, computedOptions); geometry.attributes.position.values = PolygonPipeline.PolygonPipeline.scaleToGeodeticHeight( geometry.attributes.position.values, surfaceHeight, ellipsoid, false ); if (defaultValue.defined(rectangleGeometry._offsetAttribute)) { const length = geometry.attributes.position.values.length; const offsetValue = rectangleGeometry._offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.NONE ? 0 : 1; const applyOffset = new Uint8Array(length / 3).fill(offsetValue); geometry.attributes.applyOffset = new GeometryAttribute.GeometryAttribute({ componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE, componentsPerAttribute: 1, values: applyOffset, }); } boundingSphere = Transforms.BoundingSphere.fromRectangle3D( rectangle, ellipsoid, surfaceHeight ); } if (!vertexFormat.position) { delete geometry.attributes.position; } return new GeometryAttribute.Geometry({ attributes: geometry.attributes, indices: geometry.indices, primitiveType: geometry.primitiveType, boundingSphere: boundingSphere, offsetAttribute: rectangleGeometry._offsetAttribute, }); }; /** * @private */ RectangleGeometry.createShadowVolume = function ( rectangleGeometry, minHeightFunc, maxHeightFunc ) { const granularity = rectangleGeometry._granularity; const ellipsoid = rectangleGeometry._ellipsoid; const minHeight = minHeightFunc(granularity, ellipsoid); const maxHeight = maxHeightFunc(granularity, ellipsoid); return new RectangleGeometry({ rectangle: rectangleGeometry._rectangle, rotation: rectangleGeometry._rotation, ellipsoid: ellipsoid, stRotation: rectangleGeometry._stRotation, granularity: granularity, extrudedHeight: maxHeight, height: minHeight, vertexFormat: VertexFormat.VertexFormat.POSITION_ONLY, shadowVolume: true, }); }; const unrotatedTextureRectangleScratch = new Matrix2.Rectangle(); const points2DScratch = [new Matrix2.Cartesian2(), new Matrix2.Cartesian2(), new Matrix2.Cartesian2()]; const rotation2DScratch = new Matrix2.Matrix2(); const rectangleCenterScratch = new Matrix3.Cartographic(); function textureCoordinateRotationPoints(rectangleGeometry) { if (rectangleGeometry._stRotation === 0.0) { return [0, 0, 0, 1, 1, 0]; } const rectangle = Matrix2.Rectangle.clone( rectangleGeometry._rectangle, unrotatedTextureRectangleScratch ); const granularity = rectangleGeometry._granularity; const ellipsoid = rectangleGeometry._ellipsoid; // Rotate to align the texture coordinates with ENU const rotation = rectangleGeometry._rotation - rectangleGeometry._stRotation; const unrotatedTextureRectangle = computeRectangle( rectangle, granularity, rotation, ellipsoid, unrotatedTextureRectangleScratch ); // Assume a computed "east-north" texture coordinate system based on spherical or planar tricks, bounded by `boundingRectangle`. // The "desired" texture coordinate system forms an oriented rectangle (un-oriented computed) around the geometry that completely and tightly bounds it. // We want to map from the "east-north" texture coordinate system into the "desired" system using a pair of lines (analagous planes in 2D) // Compute 3 corners of the "desired" texture coordinate system in "east-north" texture space by the following in cartographic space: // - rotate 3 of the corners in unrotatedTextureRectangle by stRotation around the center of the bounding rectangle // - apply the "east-north" system's normalization formula to the rotated cartographics, even though this is likely to produce values outside [0-1]. // This gives us a set of points in the "east-north" texture coordinate system that can be used to map "east-north" texture coordinates to "desired." const points2D = points2DScratch; points2D[0].x = unrotatedTextureRectangle.west; points2D[0].y = unrotatedTextureRectangle.south; points2D[1].x = unrotatedTextureRectangle.west; points2D[1].y = unrotatedTextureRectangle.north; points2D[2].x = unrotatedTextureRectangle.east; points2D[2].y = unrotatedTextureRectangle.south; const boundingRectangle = rectangleGeometry.rectangle; const toDesiredInComputed = Matrix2.Matrix2.fromRotation( rectangleGeometry._stRotation, rotation2DScratch ); const boundingRectangleCenter = Matrix2.Rectangle.center( boundingRectangle, rectangleCenterScratch ); for (let i = 0; i < 3; ++i) { const point2D = points2D[i]; point2D.x -= boundingRectangleCenter.longitude; point2D.y -= boundingRectangleCenter.latitude; Matrix2.Matrix2.multiplyByVector(toDesiredInComputed, point2D, point2D); point2D.x += boundingRectangleCenter.longitude; point2D.y += boundingRectangleCenter.latitude; // Convert point into east-north texture coordinate space point2D.x = (point2D.x - boundingRectangle.west) / boundingRectangle.width; point2D.y = (point2D.y - boundingRectangle.south) / boundingRectangle.height; } const minXYCorner = points2D[0]; const maxYCorner = points2D[1]; const maxXCorner = points2D[2]; const result = new Array(6); Matrix2.Cartesian2.pack(minXYCorner, result); Matrix2.Cartesian2.pack(maxYCorner, result, 2); Matrix2.Cartesian2.pack(maxXCorner, result, 4); return result; } Object.defineProperties(RectangleGeometry.prototype, { /** * @private */ rectangle: { get: function () { if (!defaultValue.defined(this._rotatedRectangle)) { this._rotatedRectangle = computeRectangle( this._rectangle, this._granularity, this._rotation, this._ellipsoid ); } return this._rotatedRectangle; }, }, /** * For remapping texture coordinates when rendering RectangleGeometries as GroundPrimitives. * This version permits skew in textures by computing offsets directly in cartographic space and * more accurately approximates rendering RectangleGeometries with height as standard Primitives. * @see Geometry#_textureCoordinateRotationPoints * @private */ textureCoordinateRotationPoints: { get: function () { if (!defaultValue.defined(this._textureCoordinateRotationPoints)) { this._textureCoordinateRotationPoints = textureCoordinateRotationPoints( this ); } return this._textureCoordinateRotationPoints; }, }, }); function createRectangleGeometry(rectangleGeometry, offset) { if (defaultValue.defined(offset)) { rectangleGeometry = RectangleGeometry.unpack(rectangleGeometry, offset); } rectangleGeometry._ellipsoid = Matrix3.Ellipsoid.clone(rectangleGeometry._ellipsoid); rectangleGeometry._rectangle = Matrix2.Rectangle.clone(rectangleGeometry._rectangle); return RectangleGeometry.createGeometry(rectangleGeometry); } return createRectangleGeometry; }));