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/**
* @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(['exports', './Transforms-ac2d28a9', './Matrix3-ea964448', './Check-40d84a28', './ComponentDatatype-ebdce3ba', './defaultValue-135942ca', './GeometryAttribute-51d61732', './GeometryAttributes-899f8bd0', './GeometryOffsetAttribute-d3a42805', './VertexFormat-1d6950e1'], (function (exports, Transforms, Matrix3, Check, ComponentDatatype, defaultValue, GeometryAttribute, GeometryAttributes, GeometryOffsetAttribute, VertexFormat) { 'use strict';
const diffScratch = new Matrix3.Cartesian3();
/**
* Describes a cube centered at the origin.
*
* @alias BoxGeometry
* @constructor
*
* @param {Object} options Object with the following properties:
* @param {Cartesian3} options.minimum The minimum x, y, and z coordinates of the box.
* @param {Cartesian3} options.maximum The maximum x, y, and z coordinates of the box.
* @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
*
* @see BoxGeometry.fromDimensions
* @see BoxGeometry.createGeometry
* @see Packable
*
* @demo {@link https://sandcastle.cesium.com/index.html?src=Box.html|Cesium Sandcastle Box Demo}
*
* @example
* const box = new Cesium.BoxGeometry({
* vertexFormat : Cesium.VertexFormat.POSITION_ONLY,
* maximum : new Cesium.Cartesian3(250000.0, 250000.0, 250000.0),
* minimum : new Cesium.Cartesian3(-250000.0, -250000.0, -250000.0)
* });
* const geometry = Cesium.BoxGeometry.createGeometry(box);
*/
function BoxGeometry(options) {
options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT);
const min = options.minimum;
const max = options.maximum;
//>>includeStart('debug', pragmas.debug);
Check.Check.typeOf.object("min", min);
Check.Check.typeOf.object("max", max);
if (
defaultValue.defined(options.offsetAttribute) &&
options.offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.TOP
) {
throw new Check.DeveloperError(
"GeometryOffsetAttribute.TOP is not a supported options.offsetAttribute for this geometry."
);
}
//>>includeEnd('debug');
const vertexFormat = defaultValue.defaultValue(options.vertexFormat, VertexFormat.VertexFormat.DEFAULT);
this._minimum = Matrix3.Cartesian3.clone(min);
this._maximum = Matrix3.Cartesian3.clone(max);
this._vertexFormat = vertexFormat;
this._offsetAttribute = options.offsetAttribute;
this._workerName = "createBoxGeometry";
}
/**
* Creates a cube centered at the origin given its dimensions.
*
* @param {Object} options Object with the following properties:
* @param {Cartesian3} options.dimensions The width, depth, and height of the box stored in the x, y, and z coordinates of the <code>Cartesian3</code>, respectively.
* @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
* @returns {BoxGeometry}
*
* @exception {DeveloperError} All dimensions components must be greater than or equal to zero.
*
*
* @example
* const box = Cesium.BoxGeometry.fromDimensions({
* vertexFormat : Cesium.VertexFormat.POSITION_ONLY,
* dimensions : new Cesium.Cartesian3(500000.0, 500000.0, 500000.0)
* });
* const geometry = Cesium.BoxGeometry.createGeometry(box);
*
* @see BoxGeometry.createGeometry
*/
BoxGeometry.fromDimensions = function (options) {
options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT);
const dimensions = options.dimensions;
//>>includeStart('debug', pragmas.debug);
Check.Check.typeOf.object("dimensions", dimensions);
Check.Check.typeOf.number.greaterThanOrEquals("dimensions.x", dimensions.x, 0);
Check.Check.typeOf.number.greaterThanOrEquals("dimensions.y", dimensions.y, 0);
Check.Check.typeOf.number.greaterThanOrEquals("dimensions.z", dimensions.z, 0);
//>>includeEnd('debug');
const corner = Matrix3.Cartesian3.multiplyByScalar(dimensions, 0.5, new Matrix3.Cartesian3());
return new BoxGeometry({
minimum: Matrix3.Cartesian3.negate(corner, new Matrix3.Cartesian3()),
maximum: corner,
vertexFormat: options.vertexFormat,
offsetAttribute: options.offsetAttribute,
});
};
/**
* Creates a cube from the dimensions of an AxisAlignedBoundingBox.
*
* @param {AxisAlignedBoundingBox} boundingBox A description of the AxisAlignedBoundingBox.
* @returns {BoxGeometry}
*
*
*
* @example
* const aabb = Cesium.AxisAlignedBoundingBox.fromPoints(Cesium.Cartesian3.fromDegreesArray([
* -72.0, 40.0,
* -70.0, 35.0,
* -75.0, 30.0,
* -70.0, 30.0,
* -68.0, 40.0
* ]));
* const box = Cesium.BoxGeometry.fromAxisAlignedBoundingBox(aabb);
*
* @see BoxGeometry.createGeometry
*/
BoxGeometry.fromAxisAlignedBoundingBox = function (boundingBox) {
//>>includeStart('debug', pragmas.debug);
Check.Check.typeOf.object("boundingBox", boundingBox);
//>>includeEnd('debug');
return new BoxGeometry({
minimum: boundingBox.minimum,
maximum: boundingBox.maximum,
});
};
/**
* The number of elements used to pack the object into an array.
* @type {Number}
*/
BoxGeometry.packedLength =
2 * Matrix3.Cartesian3.packedLength + VertexFormat.VertexFormat.packedLength + 1;
/**
* Stores the provided instance into the provided array.
*
* @param {BoxGeometry} 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
*/
BoxGeometry.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);
Matrix3.Cartesian3.pack(value._minimum, array, startingIndex);
Matrix3.Cartesian3.pack(
value._maximum,
array,
startingIndex + Matrix3.Cartesian3.packedLength
);
VertexFormat.VertexFormat.pack(
value._vertexFormat,
array,
startingIndex + 2 * Matrix3.Cartesian3.packedLength
);
array[
startingIndex + 2 * Matrix3.Cartesian3.packedLength + VertexFormat.VertexFormat.packedLength
] = defaultValue.defaultValue(value._offsetAttribute, -1);
return array;
};
const scratchMin = new Matrix3.Cartesian3();
const scratchMax = new Matrix3.Cartesian3();
const scratchVertexFormat = new VertexFormat.VertexFormat();
const scratchOptions = {
minimum: scratchMin,
maximum: scratchMax,
vertexFormat: scratchVertexFormat,
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 {BoxGeometry} [result] The object into which to store the result.
* @returns {BoxGeometry} The modified result parameter or a new BoxGeometry instance if one was not provided.
*/
BoxGeometry.unpack = function (array, startingIndex, result) {
//>>includeStart('debug', pragmas.debug);
Check.Check.defined("array", array);
//>>includeEnd('debug');
startingIndex = defaultValue.defaultValue(startingIndex, 0);
const min = Matrix3.Cartesian3.unpack(array, startingIndex, scratchMin);
const max = Matrix3.Cartesian3.unpack(
array,
startingIndex + Matrix3.Cartesian3.packedLength,
scratchMax
);
const vertexFormat = VertexFormat.VertexFormat.unpack(
array,
startingIndex + 2 * Matrix3.Cartesian3.packedLength,
scratchVertexFormat
);
const offsetAttribute =
array[
startingIndex + 2 * Matrix3.Cartesian3.packedLength + VertexFormat.VertexFormat.packedLength
];
if (!defaultValue.defined(result)) {
scratchOptions.offsetAttribute =
offsetAttribute === -1 ? undefined : offsetAttribute;
return new BoxGeometry(scratchOptions);
}
result._minimum = Matrix3.Cartesian3.clone(min, result._minimum);
result._maximum = Matrix3.Cartesian3.clone(max, result._maximum);
result._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat, result._vertexFormat);
result._offsetAttribute =
offsetAttribute === -1 ? undefined : offsetAttribute;
return result;
};
/**
* Computes the geometric representation of a box, including its vertices, indices, and a bounding sphere.
*
* @param {BoxGeometry} boxGeometry A description of the box.
* @returns {Geometry|undefined} The computed vertices and indices.
*/
BoxGeometry.createGeometry = function (boxGeometry) {
const min = boxGeometry._minimum;
const max = boxGeometry._maximum;
const vertexFormat = boxGeometry._vertexFormat;
if (Matrix3.Cartesian3.equals(min, max)) {
return;
}
const attributes = new GeometryAttributes.GeometryAttributes();
let indices;
let positions;
if (
vertexFormat.position &&
(vertexFormat.st ||
vertexFormat.normal ||
vertexFormat.tangent ||
vertexFormat.bitangent)
) {
if (vertexFormat.position) {
// 8 corner points. Duplicated 3 times each for each incident edge/face.
positions = new Float64Array(6 * 4 * 3);
// +z face
positions[0] = min.x;
positions[1] = min.y;
positions[2] = max.z;
positions[3] = max.x;
positions[4] = min.y;
positions[5] = max.z;
positions[6] = max.x;
positions[7] = max.y;
positions[8] = max.z;
positions[9] = min.x;
positions[10] = max.y;
positions[11] = max.z;
// -z face
positions[12] = min.x;
positions[13] = min.y;
positions[14] = min.z;
positions[15] = max.x;
positions[16] = min.y;
positions[17] = min.z;
positions[18] = max.x;
positions[19] = max.y;
positions[20] = min.z;
positions[21] = min.x;
positions[22] = max.y;
positions[23] = min.z;
// +x face
positions[24] = max.x;
positions[25] = min.y;
positions[26] = min.z;
positions[27] = max.x;
positions[28] = max.y;
positions[29] = min.z;
positions[30] = max.x;
positions[31] = max.y;
positions[32] = max.z;
positions[33] = max.x;
positions[34] = min.y;
positions[35] = max.z;
// -x face
positions[36] = min.x;
positions[37] = min.y;
positions[38] = min.z;
positions[39] = min.x;
positions[40] = max.y;
positions[41] = min.z;
positions[42] = min.x;
positions[43] = max.y;
positions[44] = max.z;
positions[45] = min.x;
positions[46] = min.y;
positions[47] = max.z;
// +y face
positions[48] = min.x;
positions[49] = max.y;
positions[50] = min.z;
positions[51] = max.x;
positions[52] = max.y;
positions[53] = min.z;
positions[54] = max.x;
positions[55] = max.y;
positions[56] = max.z;
positions[57] = min.x;
positions[58] = max.y;
positions[59] = max.z;
// -y face
positions[60] = min.x;
positions[61] = min.y;
positions[62] = min.z;
positions[63] = max.x;
positions[64] = min.y;
positions[65] = min.z;
positions[66] = max.x;
positions[67] = min.y;
positions[68] = max.z;
positions[69] = min.x;
positions[70] = min.y;
positions[71] = max.z;
attributes.position = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
componentsPerAttribute: 3,
values: positions,
});
}
if (vertexFormat.normal) {
const normals = new Float32Array(6 * 4 * 3);
// +z face
normals[0] = 0.0;
normals[1] = 0.0;
normals[2] = 1.0;
normals[3] = 0.0;
normals[4] = 0.0;
normals[5] = 1.0;
normals[6] = 0.0;
normals[7] = 0.0;
normals[8] = 1.0;
normals[9] = 0.0;
normals[10] = 0.0;
normals[11] = 1.0;
// -z face
normals[12] = 0.0;
normals[13] = 0.0;
normals[14] = -1.0;
normals[15] = 0.0;
normals[16] = 0.0;
normals[17] = -1.0;
normals[18] = 0.0;
normals[19] = 0.0;
normals[20] = -1.0;
normals[21] = 0.0;
normals[22] = 0.0;
normals[23] = -1.0;
// +x face
normals[24] = 1.0;
normals[25] = 0.0;
normals[26] = 0.0;
normals[27] = 1.0;
normals[28] = 0.0;
normals[29] = 0.0;
normals[30] = 1.0;
normals[31] = 0.0;
normals[32] = 0.0;
normals[33] = 1.0;
normals[34] = 0.0;
normals[35] = 0.0;
// -x face
normals[36] = -1.0;
normals[37] = 0.0;
normals[38] = 0.0;
normals[39] = -1.0;
normals[40] = 0.0;
normals[41] = 0.0;
normals[42] = -1.0;
normals[43] = 0.0;
normals[44] = 0.0;
normals[45] = -1.0;
normals[46] = 0.0;
normals[47] = 0.0;
// +y face
normals[48] = 0.0;
normals[49] = 1.0;
normals[50] = 0.0;
normals[51] = 0.0;
normals[52] = 1.0;
normals[53] = 0.0;
normals[54] = 0.0;
normals[55] = 1.0;
normals[56] = 0.0;
normals[57] = 0.0;
normals[58] = 1.0;
normals[59] = 0.0;
// -y face
normals[60] = 0.0;
normals[61] = -1.0;
normals[62] = 0.0;
normals[63] = 0.0;
normals[64] = -1.0;
normals[65] = 0.0;
normals[66] = 0.0;
normals[67] = -1.0;
normals[68] = 0.0;
normals[69] = 0.0;
normals[70] = -1.0;
normals[71] = 0.0;
attributes.normal = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: normals,
});
}
if (vertexFormat.st) {
const texCoords = new Float32Array(6 * 4 * 2);
// +z face
texCoords[0] = 0.0;
texCoords[1] = 0.0;
texCoords[2] = 1.0;
texCoords[3] = 0.0;
texCoords[4] = 1.0;
texCoords[5] = 1.0;
texCoords[6] = 0.0;
texCoords[7] = 1.0;
// -z face
texCoords[8] = 1.0;
texCoords[9] = 0.0;
texCoords[10] = 0.0;
texCoords[11] = 0.0;
texCoords[12] = 0.0;
texCoords[13] = 1.0;
texCoords[14] = 1.0;
texCoords[15] = 1.0;
//+x face
texCoords[16] = 0.0;
texCoords[17] = 0.0;
texCoords[18] = 1.0;
texCoords[19] = 0.0;
texCoords[20] = 1.0;
texCoords[21] = 1.0;
texCoords[22] = 0.0;
texCoords[23] = 1.0;
// -x face
texCoords[24] = 1.0;
texCoords[25] = 0.0;
texCoords[26] = 0.0;
texCoords[27] = 0.0;
texCoords[28] = 0.0;
texCoords[29] = 1.0;
texCoords[30] = 1.0;
texCoords[31] = 1.0;
// +y face
texCoords[32] = 1.0;
texCoords[33] = 0.0;
texCoords[34] = 0.0;
texCoords[35] = 0.0;
texCoords[36] = 0.0;
texCoords[37] = 1.0;
texCoords[38] = 1.0;
texCoords[39] = 1.0;
// -y face
texCoords[40] = 0.0;
texCoords[41] = 0.0;
texCoords[42] = 1.0;
texCoords[43] = 0.0;
texCoords[44] = 1.0;
texCoords[45] = 1.0;
texCoords[46] = 0.0;
texCoords[47] = 1.0;
attributes.st = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 2,
values: texCoords,
});
}
if (vertexFormat.tangent) {
const tangents = new Float32Array(6 * 4 * 3);
// +z face
tangents[0] = 1.0;
tangents[1] = 0.0;
tangents[2] = 0.0;
tangents[3] = 1.0;
tangents[4] = 0.0;
tangents[5] = 0.0;
tangents[6] = 1.0;
tangents[7] = 0.0;
tangents[8] = 0.0;
tangents[9] = 1.0;
tangents[10] = 0.0;
tangents[11] = 0.0;
// -z face
tangents[12] = -1.0;
tangents[13] = 0.0;
tangents[14] = 0.0;
tangents[15] = -1.0;
tangents[16] = 0.0;
tangents[17] = 0.0;
tangents[18] = -1.0;
tangents[19] = 0.0;
tangents[20] = 0.0;
tangents[21] = -1.0;
tangents[22] = 0.0;
tangents[23] = 0.0;
// +x face
tangents[24] = 0.0;
tangents[25] = 1.0;
tangents[26] = 0.0;
tangents[27] = 0.0;
tangents[28] = 1.0;
tangents[29] = 0.0;
tangents[30] = 0.0;
tangents[31] = 1.0;
tangents[32] = 0.0;
tangents[33] = 0.0;
tangents[34] = 1.0;
tangents[35] = 0.0;
// -x face
tangents[36] = 0.0;
tangents[37] = -1.0;
tangents[38] = 0.0;
tangents[39] = 0.0;
tangents[40] = -1.0;
tangents[41] = 0.0;
tangents[42] = 0.0;
tangents[43] = -1.0;
tangents[44] = 0.0;
tangents[45] = 0.0;
tangents[46] = -1.0;
tangents[47] = 0.0;
// +y face
tangents[48] = -1.0;
tangents[49] = 0.0;
tangents[50] = 0.0;
tangents[51] = -1.0;
tangents[52] = 0.0;
tangents[53] = 0.0;
tangents[54] = -1.0;
tangents[55] = 0.0;
tangents[56] = 0.0;
tangents[57] = -1.0;
tangents[58] = 0.0;
tangents[59] = 0.0;
// -y face
tangents[60] = 1.0;
tangents[61] = 0.0;
tangents[62] = 0.0;
tangents[63] = 1.0;
tangents[64] = 0.0;
tangents[65] = 0.0;
tangents[66] = 1.0;
tangents[67] = 0.0;
tangents[68] = 0.0;
tangents[69] = 1.0;
tangents[70] = 0.0;
tangents[71] = 0.0;
attributes.tangent = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: tangents,
});
}
if (vertexFormat.bitangent) {
const bitangents = new Float32Array(6 * 4 * 3);
// +z face
bitangents[0] = 0.0;
bitangents[1] = 1.0;
bitangents[2] = 0.0;
bitangents[3] = 0.0;
bitangents[4] = 1.0;
bitangents[5] = 0.0;
bitangents[6] = 0.0;
bitangents[7] = 1.0;
bitangents[8] = 0.0;
bitangents[9] = 0.0;
bitangents[10] = 1.0;
bitangents[11] = 0.0;
// -z face
bitangents[12] = 0.0;
bitangents[13] = 1.0;
bitangents[14] = 0.0;
bitangents[15] = 0.0;
bitangents[16] = 1.0;
bitangents[17] = 0.0;
bitangents[18] = 0.0;
bitangents[19] = 1.0;
bitangents[20] = 0.0;
bitangents[21] = 0.0;
bitangents[22] = 1.0;
bitangents[23] = 0.0;
// +x face
bitangents[24] = 0.0;
bitangents[25] = 0.0;
bitangents[26] = 1.0;
bitangents[27] = 0.0;
bitangents[28] = 0.0;
bitangents[29] = 1.0;
bitangents[30] = 0.0;
bitangents[31] = 0.0;
bitangents[32] = 1.0;
bitangents[33] = 0.0;
bitangents[34] = 0.0;
bitangents[35] = 1.0;
// -x face
bitangents[36] = 0.0;
bitangents[37] = 0.0;
bitangents[38] = 1.0;
bitangents[39] = 0.0;
bitangents[40] = 0.0;
bitangents[41] = 1.0;
bitangents[42] = 0.0;
bitangents[43] = 0.0;
bitangents[44] = 1.0;
bitangents[45] = 0.0;
bitangents[46] = 0.0;
bitangents[47] = 1.0;
// +y face
bitangents[48] = 0.0;
bitangents[49] = 0.0;
bitangents[50] = 1.0;
bitangents[51] = 0.0;
bitangents[52] = 0.0;
bitangents[53] = 1.0;
bitangents[54] = 0.0;
bitangents[55] = 0.0;
bitangents[56] = 1.0;
bitangents[57] = 0.0;
bitangents[58] = 0.0;
bitangents[59] = 1.0;
// -y face
bitangents[60] = 0.0;
bitangents[61] = 0.0;
bitangents[62] = 1.0;
bitangents[63] = 0.0;
bitangents[64] = 0.0;
bitangents[65] = 1.0;
bitangents[66] = 0.0;
bitangents[67] = 0.0;
bitangents[68] = 1.0;
bitangents[69] = 0.0;
bitangents[70] = 0.0;
bitangents[71] = 1.0;
attributes.bitangent = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: bitangents,
});
}
// 12 triangles: 6 faces, 2 triangles each.
indices = new Uint16Array(6 * 2 * 3);
// +z face
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 0;
indices[4] = 2;
indices[5] = 3;
// -z face
indices[6] = 4 + 2;
indices[7] = 4 + 1;
indices[8] = 4 + 0;
indices[9] = 4 + 3;
indices[10] = 4 + 2;
indices[11] = 4 + 0;
// +x face
indices[12] = 8 + 0;
indices[13] = 8 + 1;
indices[14] = 8 + 2;
indices[15] = 8 + 0;
indices[16] = 8 + 2;
indices[17] = 8 + 3;
// -x face
indices[18] = 12 + 2;
indices[19] = 12 + 1;
indices[20] = 12 + 0;
indices[21] = 12 + 3;
indices[22] = 12 + 2;
indices[23] = 12 + 0;
// +y face
indices[24] = 16 + 2;
indices[25] = 16 + 1;
indices[26] = 16 + 0;
indices[27] = 16 + 3;
indices[28] = 16 + 2;
indices[29] = 16 + 0;
// -y face
indices[30] = 20 + 0;
indices[31] = 20 + 1;
indices[32] = 20 + 2;
indices[33] = 20 + 0;
indices[34] = 20 + 2;
indices[35] = 20 + 3;
} else {
// Positions only - no need to duplicate corner points
positions = new Float64Array(8 * 3);
positions[0] = min.x;
positions[1] = min.y;
positions[2] = min.z;
positions[3] = max.x;
positions[4] = min.y;
positions[5] = min.z;
positions[6] = max.x;
positions[7] = max.y;
positions[8] = min.z;
positions[9] = min.x;
positions[10] = max.y;
positions[11] = min.z;
positions[12] = min.x;
positions[13] = min.y;
positions[14] = max.z;
positions[15] = max.x;
positions[16] = min.y;
positions[17] = max.z;
positions[18] = max.x;
positions[19] = max.y;
positions[20] = max.z;
positions[21] = min.x;
positions[22] = max.y;
positions[23] = max.z;
attributes.position = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
componentsPerAttribute: 3,
values: positions,
});
// 12 triangles: 6 faces, 2 triangles each.
indices = new Uint16Array(6 * 2 * 3);
// plane z = corner.Z
indices[0] = 4;
indices[1] = 5;
indices[2] = 6;
indices[3] = 4;
indices[4] = 6;
indices[5] = 7;
// plane z = -corner.Z
indices[6] = 1;
indices[7] = 0;
indices[8] = 3;
indices[9] = 1;
indices[10] = 3;
indices[11] = 2;
// plane x = corner.X
indices[12] = 1;
indices[13] = 6;
indices[14] = 5;
indices[15] = 1;
indices[16] = 2;
indices[17] = 6;
// plane y = corner.Y
indices[18] = 2;
indices[19] = 3;
indices[20] = 7;
indices[21] = 2;
indices[22] = 7;
indices[23] = 6;
// plane x = -corner.X
indices[24] = 3;
indices[25] = 0;
indices[26] = 4;
indices[27] = 3;
indices[28] = 4;
indices[29] = 7;
// plane y = -corner.Y
indices[30] = 0;
indices[31] = 1;
indices[32] = 5;
indices[33] = 0;
indices[34] = 5;
indices[35] = 4;
}
const diff = Matrix3.Cartesian3.subtract(max, min, diffScratch);
const radius = Matrix3.Cartesian3.magnitude(diff) * 0.5;
if (defaultValue.defined(boxGeometry._offsetAttribute)) {
const length = positions.length;
const offsetValue =
boxGeometry._offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.NONE ? 0 : 1;
const applyOffset = new Uint8Array(length / 3).fill(offsetValue);
attributes.applyOffset = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE,
componentsPerAttribute: 1,
values: applyOffset,
});
}
return new GeometryAttribute.Geometry({
attributes: attributes,
indices: indices,
primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES,
boundingSphere: new Transforms.BoundingSphere(Matrix3.Cartesian3.ZERO, radius),
offsetAttribute: boxGeometry._offsetAttribute,
});
};
let unitBoxGeometry;
/**
* Returns the geometric representation of a unit box, including its vertices, indices, and a bounding sphere.
* @returns {Geometry} The computed vertices and indices.
*
* @private
*/
BoxGeometry.getUnitBox = function () {
if (!defaultValue.defined(unitBoxGeometry)) {
unitBoxGeometry = BoxGeometry.createGeometry(
BoxGeometry.fromDimensions({
dimensions: new Matrix3.Cartesian3(1.0, 1.0, 1.0),
vertexFormat: VertexFormat.VertexFormat.POSITION_ONLY,
})
);
}
return unitBoxGeometry;
};
exports.BoxGeometry = BoxGeometry;
}));