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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(['./defaultValue-135942ca', './Matrix3-ea964448', './Transforms-ac2d28a9', './ComponentDatatype-ebdce3ba', './Check-40d84a28', './GeometryAttribute-51d61732', './GeometryAttributes-899f8bd0', './IndexDatatype-fa75fe25', './Math-efde0c7b', './VertexFormat-1d6950e1', './WallGeometryLibrary-5d02f2d8', './Matrix2-f9f1b94b', './RuntimeError-f0dada00', './combine-462d91dd', './WebGLConstants-fcb70ee3', './arrayRemoveDuplicates-3fb00ed2', './PolylinePipeline-b636012e', './EllipsoidGeodesic-08772132', './EllipsoidRhumbLine-6161ec8c', './IntersectionTests-4ab30dca', './Plane-93af52b2'], (function (defaultValue, Matrix3, Transforms, ComponentDatatype, Check, GeometryAttribute, GeometryAttributes, IndexDatatype, Math, VertexFormat, WallGeometryLibrary, Matrix2, RuntimeError, combine, WebGLConstants, arrayRemoveDuplicates, PolylinePipeline, EllipsoidGeodesic, EllipsoidRhumbLine, IntersectionTests, Plane) { 'use strict';
const scratchCartesian3Position1 = new Matrix3.Cartesian3();
const scratchCartesian3Position2 = new Matrix3.Cartesian3();
const scratchCartesian3Position4 = new Matrix3.Cartesian3();
const scratchCartesian3Position5 = new Matrix3.Cartesian3();
const scratchBitangent = new Matrix3.Cartesian3();
const scratchTangent = new Matrix3.Cartesian3();
const scratchNormal = new Matrix3.Cartesian3();
/**
* A description of a wall, which is similar to a KML line string. A wall is defined by a series of points,
* which extrude down to the ground. Optionally, they can extrude downwards to a specified height.
*
* @alias WallGeometry
* @constructor
*
* @param {Object} options Object with the following properties:
* @param {Cartesian3[]} options.positions An array of Cartesian objects, which are the points of the wall.
* @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.maximumHeights] An array parallel to <code>positions</code> that give the maximum height of the
* wall at <code>positions</code>. If undefined, the height of each position in used.
* @param {Number[]} [options.minimumHeights] An array parallel to <code>positions</code> that give the minimum height of the
* wall at <code>positions</code>. If undefined, the height at each position is 0.0.
* @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid for coordinate manipulation
* @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
*
* @exception {DeveloperError} positions length must be greater than or equal to 2.
* @exception {DeveloperError} positions and maximumHeights must have the same length.
* @exception {DeveloperError} positions and minimumHeights must have the same length.
*
* @see WallGeometry#createGeometry
* @see WallGeometry#fromConstantHeight
*
* @demo {@link https://sandcastle.cesium.com/index.html?src=Wall.html|Cesium Sandcastle Wall Demo}
*
* @example
* // create a wall that spans from ground level to 10000 meters
* const wall = new Cesium.WallGeometry({
* positions : Cesium.Cartesian3.fromDegreesArrayHeights([
* 19.0, 47.0, 10000.0,
* 19.0, 48.0, 10000.0,
* 20.0, 48.0, 10000.0,
* 20.0, 47.0, 10000.0,
* 19.0, 47.0, 10000.0
* ])
* });
* const geometry = Cesium.WallGeometry.createGeometry(wall);
*/
function WallGeometry(options) {
options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT);
const wallPositions = options.positions;
const maximumHeights = options.maximumHeights;
const minimumHeights = options.minimumHeights;
//>>includeStart('debug', pragmas.debug);
if (!defaultValue.defined(wallPositions)) {
throw new Check.DeveloperError("options.positions is required.");
}
if (
defaultValue.defined(maximumHeights) &&
maximumHeights.length !== wallPositions.length
) {
throw new Check.DeveloperError(
"options.positions and options.maximumHeights must have the same length."
);
}
if (
defaultValue.defined(minimumHeights) &&
minimumHeights.length !== wallPositions.length
) {
throw new Check.DeveloperError(
"options.positions and options.minimumHeights must have the same length."
);
}
//>>includeEnd('debug');
const vertexFormat = defaultValue.defaultValue(options.vertexFormat, VertexFormat.VertexFormat.DEFAULT);
const granularity = defaultValue.defaultValue(
options.granularity,
Math.CesiumMath.RADIANS_PER_DEGREE
);
const ellipsoid = defaultValue.defaultValue(options.ellipsoid, Matrix3.Ellipsoid.WGS84);
this._positions = wallPositions;
this._minimumHeights = minimumHeights;
this._maximumHeights = maximumHeights;
this._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat);
this._granularity = granularity;
this._ellipsoid = Matrix3.Ellipsoid.clone(ellipsoid);
this._workerName = "createWallGeometry";
let numComponents = 1 + wallPositions.length * Matrix3.Cartesian3.packedLength + 2;
if (defaultValue.defined(minimumHeights)) {
numComponents += minimumHeights.length;
}
if (defaultValue.defined(maximumHeights)) {
numComponents += maximumHeights.length;
}
/**
* The number of elements used to pack the object into an array.
* @type {Number}
*/
this.packedLength =
numComponents + Matrix3.Ellipsoid.packedLength + VertexFormat.VertexFormat.packedLength + 1;
}
/**
* Stores the provided instance into the provided array.
*
* @param {WallGeometry} 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
*/
WallGeometry.pack = function (value, array, startingIndex) {
//>>includeStart('debug', pragmas.debug);
if (!defaultValue.defined(value)) {
throw new Check.DeveloperError("value is required");
}
if (!defaultValue.defined(array)) {
throw new Check.DeveloperError("array is required");
}
//>>includeEnd('debug');
startingIndex = defaultValue.defaultValue(startingIndex, 0);
let i;
const positions = value._positions;
let length = positions.length;
array[startingIndex++] = length;
for (i = 0; i < length; ++i, startingIndex += Matrix3.Cartesian3.packedLength) {
Matrix3.Cartesian3.pack(positions[i], array, startingIndex);
}
const minimumHeights = value._minimumHeights;
length = defaultValue.defined(minimumHeights) ? minimumHeights.length : 0;
array[startingIndex++] = length;
if (defaultValue.defined(minimumHeights)) {
for (i = 0; i < length; ++i) {
array[startingIndex++] = minimumHeights[i];
}
}
const maximumHeights = value._maximumHeights;
length = defaultValue.defined(maximumHeights) ? maximumHeights.length : 0;
array[startingIndex++] = length;
if (defaultValue.defined(maximumHeights)) {
for (i = 0; i < length; ++i) {
array[startingIndex++] = maximumHeights[i];
}
}
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;
return array;
};
const scratchEllipsoid = Matrix3.Ellipsoid.clone(Matrix3.Ellipsoid.UNIT_SPHERE);
const scratchVertexFormat = new VertexFormat.VertexFormat();
const scratchOptions = {
positions: undefined,
minimumHeights: undefined,
maximumHeights: undefined,
ellipsoid: scratchEllipsoid,
vertexFormat: scratchVertexFormat,
granularity: 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 {WallGeometry} [result] The object into which to store the result.
* @returns {WallGeometry} The modified result parameter or a new WallGeometry instance if one was not provided.
*/
WallGeometry.unpack = function (array, startingIndex, result) {
//>>includeStart('debug', pragmas.debug);
if (!defaultValue.defined(array)) {
throw new Check.DeveloperError("array is required");
}
//>>includeEnd('debug');
startingIndex = defaultValue.defaultValue(startingIndex, 0);
let i;
let length = array[startingIndex++];
const positions = new Array(length);
for (i = 0; i < length; ++i, startingIndex += Matrix3.Cartesian3.packedLength) {
positions[i] = Matrix3.Cartesian3.unpack(array, startingIndex);
}
length = array[startingIndex++];
let minimumHeights;
if (length > 0) {
minimumHeights = new Array(length);
for (i = 0; i < length; ++i) {
minimumHeights[i] = array[startingIndex++];
}
}
length = array[startingIndex++];
let maximumHeights;
if (length > 0) {
maximumHeights = new Array(length);
for (i = 0; i < length; ++i) {
maximumHeights[i] = array[startingIndex++];
}
}
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];
if (!defaultValue.defined(result)) {
scratchOptions.positions = positions;
scratchOptions.minimumHeights = minimumHeights;
scratchOptions.maximumHeights = maximumHeights;
scratchOptions.granularity = granularity;
return new WallGeometry(scratchOptions);
}
result._positions = positions;
result._minimumHeights = minimumHeights;
result._maximumHeights = maximumHeights;
result._ellipsoid = Matrix3.Ellipsoid.clone(ellipsoid, result._ellipsoid);
result._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat, result._vertexFormat);
result._granularity = granularity;
return result;
};
/**
* A description of a wall, which is similar to a KML line string. A wall is defined by a series of points,
* which extrude down to the ground. Optionally, they can extrude downwards to a specified height.
*
* @param {Object} options Object with the following properties:
* @param {Cartesian3[]} options.positions An array of Cartesian objects, which are the points of the wall.
* @param {Number} [options.maximumHeight] A constant that defines the maximum height of the
* wall at <code>positions</code>. If undefined, the height of each position in used.
* @param {Number} [options.minimumHeight] A constant that defines the minimum height of the
* wall at <code>positions</code>. If undefined, the height at each position is 0.0.
* @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid for coordinate manipulation
* @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
* @returns {WallGeometry}
*
*
* @example
* // create a wall that spans from 10000 meters to 20000 meters
* const wall = Cesium.WallGeometry.fromConstantHeights({
* positions : Cesium.Cartesian3.fromDegreesArray([
* 19.0, 47.0,
* 19.0, 48.0,
* 20.0, 48.0,
* 20.0, 47.0,
* 19.0, 47.0,
* ]),
* minimumHeight : 20000.0,
* maximumHeight : 10000.0
* });
* const geometry = Cesium.WallGeometry.createGeometry(wall);
*
* @see WallGeometry#createGeometry
*/
WallGeometry.fromConstantHeights = function (options) {
options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT);
const positions = options.positions;
//>>includeStart('debug', pragmas.debug);
if (!defaultValue.defined(positions)) {
throw new Check.DeveloperError("options.positions is required.");
}
//>>includeEnd('debug');
let minHeights;
let maxHeights;
const min = options.minimumHeight;
const max = options.maximumHeight;
const doMin = defaultValue.defined(min);
const doMax = defaultValue.defined(max);
if (doMin || doMax) {
const length = positions.length;
minHeights = doMin ? new Array(length) : undefined;
maxHeights = doMax ? new Array(length) : undefined;
for (let i = 0; i < length; ++i) {
if (doMin) {
minHeights[i] = min;
}
if (doMax) {
maxHeights[i] = max;
}
}
}
const newOptions = {
positions: positions,
maximumHeights: maxHeights,
minimumHeights: minHeights,
ellipsoid: options.ellipsoid,
vertexFormat: options.vertexFormat,
};
return new WallGeometry(newOptions);
};
/**
* Computes the geometric representation of a wall, including its vertices, indices, and a bounding sphere.
*
* @param {WallGeometry} wallGeometry A description of the wall.
* @returns {Geometry|undefined} The computed vertices and indices.
*/
WallGeometry.createGeometry = function (wallGeometry) {
const wallPositions = wallGeometry._positions;
const minimumHeights = wallGeometry._minimumHeights;
const maximumHeights = wallGeometry._maximumHeights;
const vertexFormat = wallGeometry._vertexFormat;
const granularity = wallGeometry._granularity;
const ellipsoid = wallGeometry._ellipsoid;
const pos = WallGeometryLibrary.WallGeometryLibrary.computePositions(
ellipsoid,
wallPositions,
maximumHeights,
minimumHeights,
granularity,
true
);
if (!defaultValue.defined(pos)) {
return;
}
const bottomPositions = pos.bottomPositions;
const topPositions = pos.topPositions;
const numCorners = pos.numCorners;
let length = topPositions.length;
let size = length * 2;
const positions = vertexFormat.position ? new Float64Array(size) : undefined;
const normals = vertexFormat.normal ? new Float32Array(size) : undefined;
const tangents = vertexFormat.tangent ? new Float32Array(size) : undefined;
const bitangents = vertexFormat.bitangent
? new Float32Array(size)
: undefined;
const textureCoordinates = vertexFormat.st
? new Float32Array((size / 3) * 2)
: undefined;
let positionIndex = 0;
let normalIndex = 0;
let bitangentIndex = 0;
let tangentIndex = 0;
let stIndex = 0;
// add lower and upper points one after the other, lower
// points being even and upper points being odd
let normal = scratchNormal;
let tangent = scratchTangent;
let bitangent = scratchBitangent;
let recomputeNormal = true;
length /= 3;
let i;
let s = 0;
const ds = 1 / (length - numCorners - 1);
for (i = 0; i < length; ++i) {
const i3 = i * 3;
const topPosition = Matrix3.Cartesian3.fromArray(
topPositions,
i3,
scratchCartesian3Position1
);
const bottomPosition = Matrix3.Cartesian3.fromArray(
bottomPositions,
i3,
scratchCartesian3Position2
);
if (vertexFormat.position) {
// insert the lower point
positions[positionIndex++] = bottomPosition.x;
positions[positionIndex++] = bottomPosition.y;
positions[positionIndex++] = bottomPosition.z;
// insert the upper point
positions[positionIndex++] = topPosition.x;
positions[positionIndex++] = topPosition.y;
positions[positionIndex++] = topPosition.z;
}
if (vertexFormat.st) {
textureCoordinates[stIndex++] = s;
textureCoordinates[stIndex++] = 0.0;
textureCoordinates[stIndex++] = s;
textureCoordinates[stIndex++] = 1.0;
}
if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) {
let nextTop = Matrix3.Cartesian3.clone(
Matrix3.Cartesian3.ZERO,
scratchCartesian3Position5
);
const groundPosition = Matrix3.Cartesian3.subtract(
topPosition,
ellipsoid.geodeticSurfaceNormal(
topPosition,
scratchCartesian3Position2
),
scratchCartesian3Position2
);
if (i + 1 < length) {
nextTop = Matrix3.Cartesian3.fromArray(
topPositions,
i3 + 3,
scratchCartesian3Position5
);
}
if (recomputeNormal) {
const scalednextPosition = Matrix3.Cartesian3.subtract(
nextTop,
topPosition,
scratchCartesian3Position4
);
const scaledGroundPosition = Matrix3.Cartesian3.subtract(
groundPosition,
topPosition,
scratchCartesian3Position1
);
normal = Matrix3.Cartesian3.normalize(
Matrix3.Cartesian3.cross(scaledGroundPosition, scalednextPosition, normal),
normal
);
recomputeNormal = false;
}
if (
Matrix3.Cartesian3.equalsEpsilon(topPosition, nextTop, Math.CesiumMath.EPSILON10)
) {
recomputeNormal = true;
} else {
s += ds;
if (vertexFormat.tangent) {
tangent = Matrix3.Cartesian3.normalize(
Matrix3.Cartesian3.subtract(nextTop, topPosition, tangent),
tangent
);
}
if (vertexFormat.bitangent) {
bitangent = Matrix3.Cartesian3.normalize(
Matrix3.Cartesian3.cross(normal, tangent, bitangent),
bitangent
);
}
}
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;
}
}
}
const attributes = new GeometryAttributes.GeometryAttributes();
if (vertexFormat.position) {
attributes.position = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
componentsPerAttribute: 3,
values: positions,
});
}
if (vertexFormat.normal) {
attributes.normal = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: normals,
});
}
if (vertexFormat.tangent) {
attributes.tangent = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: tangents,
});
}
if (vertexFormat.bitangent) {
attributes.bitangent = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: bitangents,
});
}
if (vertexFormat.st) {
attributes.st = new GeometryAttribute.GeometryAttribute({
componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
componentsPerAttribute: 2,
values: textureCoordinates,
});
}
// prepare the side walls, two triangles for each wall
//
// A (i+1) B (i+3) E
// +--------+-------+
// | / | /| triangles: A C B
// | / | / | B C D
// | / | / |
// | / | / |
// | / | / |
// | / | / |
// +--------+-------+
// C (i) D (i+2) F
//
const numVertices = size / 3;
size -= 6 * (numCorners + 1);
const indices = IndexDatatype.IndexDatatype.createTypedArray(numVertices, size);
let edgeIndex = 0;
for (i = 0; i < numVertices - 2; i += 2) {
const LL = i;
const LR = i + 2;
const pl = Matrix3.Cartesian3.fromArray(
positions,
LL * 3,
scratchCartesian3Position1
);
const pr = Matrix3.Cartesian3.fromArray(
positions,
LR * 3,
scratchCartesian3Position2
);
if (Matrix3.Cartesian3.equalsEpsilon(pl, pr, Math.CesiumMath.EPSILON10)) {
continue;
}
const UL = i + 1;
const UR = i + 3;
indices[edgeIndex++] = UL;
indices[edgeIndex++] = LL;
indices[edgeIndex++] = UR;
indices[edgeIndex++] = UR;
indices[edgeIndex++] = LL;
indices[edgeIndex++] = LR;
}
return new GeometryAttribute.Geometry({
attributes: attributes,
indices: indices,
primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES,
boundingSphere: new Transforms.BoundingSphere.fromVertices(positions),
});
};
function createWallGeometry(wallGeometry, offset) {
if (defaultValue.defined(offset)) {
wallGeometry = WallGeometry.unpack(wallGeometry, offset);
}
wallGeometry._ellipsoid = Matrix3.Ellipsoid.clone(wallGeometry._ellipsoid);
return WallGeometry.createGeometry(wallGeometry);
}
return createWallGeometry;
}));