3013 lines
125 KiB
JavaScript
3013 lines
125 KiB
JavaScript
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/**
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* Cesium - https://github.com/AnalyticalGraphicsInc/cesium
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*
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* Copyright 2011-2017 Cesium Contributors
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* Columbus View (Pat. Pend.)
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*
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* Portions licensed separately.
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* See https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md for full licensing details.
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*/
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define(['exports', './when-8d13db60', './Check-70bec281', './Math-61ede240', './Cartographic-fe4be337', './Cartesian2-85064f09', './BoundingSphere-775c5788', './Cartesian4-5af5bb24', './ComponentDatatype-5862616f', './GeometryAttribute-91704ebb', './PrimitiveType-97893bc7', './AttributeCompression-84a90a13', './EncodedCartesian3-a569cba8', './IndexDatatype-9435b55f', './IntersectionTests-397d9494', './Plane-8390418f'], function (exports, when, Check, _Math, Cartographic, Cartesian2, BoundingSphere, Cartesian4, ComponentDatatype, GeometryAttribute, PrimitiveType, AttributeCompression, EncodedCartesian3, IndexDatatype, IntersectionTests, Plane) { 'use strict';
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var scratchCartesian1 = new Cartographic.Cartesian3();
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var scratchCartesian2 = new Cartographic.Cartesian3();
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var scratchCartesian3 = new Cartographic.Cartesian3();
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/**
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* Computes the barycentric coordinates for a point with respect to a triangle.
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*
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* @exports barycentricCoordinates
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*
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* @param {Cartesian2|Cartesian3} point The point to test.
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* @param {Cartesian2|Cartesian3} p0 The first point of the triangle, corresponding to the barycentric x-axis.
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* @param {Cartesian2|Cartesian3} p1 The second point of the triangle, corresponding to the barycentric y-axis.
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* @param {Cartesian2|Cartesian3} p2 The third point of the triangle, corresponding to the barycentric z-axis.
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* @param {Cartesian3} [result] The object onto which to store the result.
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* @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
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*
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* @example
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* // Returns Cartesian3.UNIT_X
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* var p = new Cesium.Cartesian3(-1.0, 0.0, 0.0);
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* var b = Cesium.barycentricCoordinates(p,
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* new Cesium.Cartesian3(-1.0, 0.0, 0.0),
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* new Cesium.Cartesian3( 1.0, 0.0, 0.0),
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* new Cesium.Cartesian3( 0.0, 1.0, 1.0));
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*/
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function barycentricCoordinates(point, p0, p1, p2, result) {
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//>>includeStart('debug', pragmas.debug);
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Check.Check.defined('point', point);
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Check.Check.defined('p0', p0);
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Check.Check.defined('p1', p1);
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Check.Check.defined('p2', p2);
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//>>includeEnd('debug');
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if (!when.defined(result)) {
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result = new Cartographic.Cartesian3();
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}
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// Implementation based on http://www.blackpawn.com/texts/pointinpoly/default.html.
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var v0;
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var v1;
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var v2;
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var dot00;
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var dot01;
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var dot02;
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var dot11;
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var dot12;
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if(!when.defined(p0.z)) {
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if (Cartesian2.Cartesian2.equalsEpsilon(point, p0, _Math.CesiumMath.EPSILON14)) {
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return Cartographic.Cartesian3.clone(Cartographic.Cartesian3.UNIT_X, result);
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}
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if (Cartesian2.Cartesian2.equalsEpsilon(point, p1, _Math.CesiumMath.EPSILON14)) {
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return Cartographic.Cartesian3.clone(Cartographic.Cartesian3.UNIT_Y, result);
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}
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if (Cartesian2.Cartesian2.equalsEpsilon(point, p2, _Math.CesiumMath.EPSILON14)) {
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return Cartographic.Cartesian3.clone(Cartographic.Cartesian3.UNIT_Z, result);
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}
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v0 = Cartesian2.Cartesian2.subtract(p1, p0, scratchCartesian1);
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v1 = Cartesian2.Cartesian2.subtract(p2, p0, scratchCartesian2);
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v2 = Cartesian2.Cartesian2.subtract(point, p0, scratchCartesian3);
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dot00 = Cartesian2.Cartesian2.dot(v0, v0);
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dot01 = Cartesian2.Cartesian2.dot(v0, v1);
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dot02 = Cartesian2.Cartesian2.dot(v0, v2);
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dot11 = Cartesian2.Cartesian2.dot(v1, v1);
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dot12 = Cartesian2.Cartesian2.dot(v1, v2);
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} else {
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if (Cartographic.Cartesian3.equalsEpsilon(point, p0, _Math.CesiumMath.EPSILON14)) {
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return Cartographic.Cartesian3.clone(Cartographic.Cartesian3.UNIT_X, result);
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}
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if (Cartographic.Cartesian3.equalsEpsilon(point, p1, _Math.CesiumMath.EPSILON14)) {
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return Cartographic.Cartesian3.clone(Cartographic.Cartesian3.UNIT_Y, result);
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}
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if (Cartographic.Cartesian3.equalsEpsilon(point, p2, _Math.CesiumMath.EPSILON14)) {
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return Cartographic.Cartesian3.clone(Cartographic.Cartesian3.UNIT_Z, result);
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}
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v0 = Cartographic.Cartesian3.subtract(p1, p0, scratchCartesian1);
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v1 = Cartographic.Cartesian3.subtract(p2, p0, scratchCartesian2);
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v2 = Cartographic.Cartesian3.subtract(point, p0, scratchCartesian3);
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dot00 = Cartographic.Cartesian3.dot(v0, v0);
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dot01 = Cartographic.Cartesian3.dot(v0, v1);
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dot02 = Cartographic.Cartesian3.dot(v0, v2);
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dot11 = Cartographic.Cartesian3.dot(v1, v1);
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dot12 = Cartographic.Cartesian3.dot(v1, v2);
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}
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result.y = (dot11 * dot02 - dot01 * dot12);
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result.z = (dot00 * dot12 - dot01 * dot02);
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var q = dot00 * dot11 - dot01 * dot01;
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// This is done to avoid dividing by infinity causing a NaN
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if (result.y !== 0) {
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result.y /= q;
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}
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if (result.z !== 0) {
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result.z /= q;
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}
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result.x = 1.0 - result.y - result.z;
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return result;
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}
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/**
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* Encapsulates an algorithm to optimize triangles for the post
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* vertex-shader cache. This is based on the 2007 SIGGRAPH paper
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* 'Fast Triangle Reordering for Vertex Locality and Reduced Overdraw.'
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* The runtime is linear but several passes are made.
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*
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* @exports Tipsify
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*
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* @see <a href='http://gfx.cs.princeton.edu/pubs/Sander_2007_%3ETR/tipsy.pdf'>
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* Fast Triangle Reordering for Vertex Locality and Reduced Overdraw</a>
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* by Sander, Nehab, and Barczak
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*
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* @private
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*/
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var Tipsify = {};
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/**
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* Calculates the average cache miss ratio (ACMR) for a given set of indices.
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*
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* @param {Object} options Object with the following properties:
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* @param {Number[]} options.indices Lists triads of numbers corresponding to the indices of the vertices
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* in the vertex buffer that define the geometry's triangles.
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* @param {Number} [options.maximumIndex] The maximum value of the elements in <code>args.indices</code>.
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* If not supplied, this value will be computed.
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* @param {Number} [options.cacheSize=24] The number of vertices that can be stored in the cache at any one time.
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* @returns {Number} The average cache miss ratio (ACMR).
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*
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* @exception {DeveloperError} indices length must be a multiple of three.
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* @exception {DeveloperError} cacheSize must be greater than two.
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*
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* @example
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* var indices = [0, 1, 2, 3, 4, 5];
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* var maxIndex = 5;
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* var cacheSize = 3;
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* var acmr = Cesium.Tipsify.calculateACMR({indices : indices, maxIndex : maxIndex, cacheSize : cacheSize});
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*/
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Tipsify.calculateACMR = function(options) {
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options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
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var indices = options.indices;
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var maximumIndex = options.maximumIndex;
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var cacheSize = when.defaultValue(options.cacheSize, 24);
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//>>includeStart('debug', pragmas.debug);
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if (!when.defined(indices)) {
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throw new Check.DeveloperError('indices is required.');
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}
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//>>includeEnd('debug');
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var numIndices = indices.length;
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//>>includeStart('debug', pragmas.debug);
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if (numIndices < 3 || numIndices % 3 !== 0) {
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throw new Check.DeveloperError('indices length must be a multiple of three.');
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}
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if (maximumIndex <= 0) {
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throw new Check.DeveloperError('maximumIndex must be greater than zero.');
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}
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if (cacheSize < 3) {
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throw new Check.DeveloperError('cacheSize must be greater than two.');
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}
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//>>includeEnd('debug');
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// Compute the maximumIndex if not given
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if (!when.defined(maximumIndex)) {
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maximumIndex = 0;
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var currentIndex = 0;
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var intoIndices = indices[currentIndex];
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while (currentIndex < numIndices) {
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if (intoIndices > maximumIndex) {
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maximumIndex = intoIndices;
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}
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++currentIndex;
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intoIndices = indices[currentIndex];
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}
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}
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// Vertex time stamps
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var vertexTimeStamps = [];
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for ( var i = 0; i < maximumIndex + 1; i++) {
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vertexTimeStamps[i] = 0;
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}
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// Cache processing
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var s = cacheSize + 1;
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for ( var j = 0; j < numIndices; ++j) {
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if ((s - vertexTimeStamps[indices[j]]) > cacheSize) {
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vertexTimeStamps[indices[j]] = s;
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++s;
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}
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}
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return (s - cacheSize + 1) / (numIndices / 3);
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};
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/**
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* Optimizes triangles for the post-vertex shader cache.
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*
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* @param {Object} options Object with the following properties:
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* @param {Number[]} options.indices Lists triads of numbers corresponding to the indices of the vertices
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* in the vertex buffer that define the geometry's triangles.
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* @param {Number} [options.maximumIndex] The maximum value of the elements in <code>args.indices</code>.
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* If not supplied, this value will be computed.
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* @param {Number} [options.cacheSize=24] The number of vertices that can be stored in the cache at any one time.
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* @returns {Number[]} A list of the input indices in an optimized order.
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*
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* @exception {DeveloperError} indices length must be a multiple of three.
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* @exception {DeveloperError} cacheSize must be greater than two.
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*
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* @example
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* var indices = [0, 1, 2, 3, 4, 5];
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* var maxIndex = 5;
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* var cacheSize = 3;
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* var reorderedIndices = Cesium.Tipsify.tipsify({indices : indices, maxIndex : maxIndex, cacheSize : cacheSize});
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*/
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Tipsify.tipsify = function(options) {
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options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
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var indices = options.indices;
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var maximumIndex = options.maximumIndex;
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var cacheSize = when.defaultValue(options.cacheSize, 24);
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var cursor;
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function skipDeadEnd(vertices, deadEnd, indices, maximumIndexPlusOne) {
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while (deadEnd.length >= 1) {
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// while the stack is not empty
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var d = deadEnd[deadEnd.length - 1]; // top of the stack
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deadEnd.splice(deadEnd.length - 1, 1); // pop the stack
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if (vertices[d].numLiveTriangles > 0) {
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return d;
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}
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}
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while (cursor < maximumIndexPlusOne) {
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if (vertices[cursor].numLiveTriangles > 0) {
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++cursor;
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return cursor - 1;
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}
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++cursor;
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}
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return -1;
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}
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function getNextVertex(indices, cacheSize, oneRing, vertices, s, deadEnd, maximumIndexPlusOne) {
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var n = -1;
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var p;
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var m = -1;
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var itOneRing = 0;
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while (itOneRing < oneRing.length) {
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var index = oneRing[itOneRing];
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if (vertices[index].numLiveTriangles) {
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p = 0;
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if ((s - vertices[index].timeStamp + (2 * vertices[index].numLiveTriangles)) <= cacheSize) {
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p = s - vertices[index].timeStamp;
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}
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if ((p > m) || (m === -1)) {
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m = p;
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n = index;
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}
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}
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++itOneRing;
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}
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if (n === -1) {
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return skipDeadEnd(vertices, deadEnd, indices, maximumIndexPlusOne);
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}
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return n;
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}
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//>>includeStart('debug', pragmas.debug);
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if (!when.defined(indices)) {
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throw new Check.DeveloperError('indices is required.');
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}
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//>>includeEnd('debug');
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var numIndices = indices.length;
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//>>includeStart('debug', pragmas.debug);
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if (numIndices < 3 || numIndices % 3 !== 0) {
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throw new Check.DeveloperError('indices length must be a multiple of three.');
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}
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if (maximumIndex <= 0) {
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throw new Check.DeveloperError('maximumIndex must be greater than zero.');
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}
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if (cacheSize < 3) {
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throw new Check.DeveloperError('cacheSize must be greater than two.');
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}
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//>>includeEnd('debug');
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// Determine maximum index
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var maximumIndexPlusOne = 0;
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var currentIndex = 0;
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var intoIndices = indices[currentIndex];
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var endIndex = numIndices;
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if (when.defined(maximumIndex)) {
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maximumIndexPlusOne = maximumIndex + 1;
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} else {
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while (currentIndex < endIndex) {
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if (intoIndices > maximumIndexPlusOne) {
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maximumIndexPlusOne = intoIndices;
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}
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++currentIndex;
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intoIndices = indices[currentIndex];
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}
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if (maximumIndexPlusOne === -1) {
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return 0;
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}
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++maximumIndexPlusOne;
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}
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// Vertices
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var vertices = [];
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var i;
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for (i = 0; i < maximumIndexPlusOne; i++) {
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vertices[i] = {
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numLiveTriangles : 0,
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timeStamp : 0,
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vertexTriangles : []
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};
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}
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currentIndex = 0;
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var triangle = 0;
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while (currentIndex < endIndex) {
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vertices[indices[currentIndex]].vertexTriangles.push(triangle);
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++(vertices[indices[currentIndex]]).numLiveTriangles;
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vertices[indices[currentIndex + 1]].vertexTriangles.push(triangle);
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++(vertices[indices[currentIndex + 1]]).numLiveTriangles;
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vertices[indices[currentIndex + 2]].vertexTriangles.push(triangle);
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++(vertices[indices[currentIndex + 2]]).numLiveTriangles;
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++triangle;
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currentIndex += 3;
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}
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// Starting index
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var f = 0;
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// Time Stamp
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||
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var s = cacheSize + 1;
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cursor = 1;
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// Process
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var oneRing = [];
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var deadEnd = []; //Stack
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var vertex;
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var intoVertices;
|
||
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var currentOutputIndex = 0;
|
||
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var outputIndices = [];
|
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var numTriangles = numIndices / 3;
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var triangleEmitted = [];
|
||
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for (i = 0; i < numTriangles; i++) {
|
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triangleEmitted[i] = false;
|
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}
|
||
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var index;
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var limit;
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while (f !== -1) {
|
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oneRing = [];
|
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intoVertices = vertices[f];
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limit = intoVertices.vertexTriangles.length;
|
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for ( var k = 0; k < limit; ++k) {
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triangle = intoVertices.vertexTriangles[k];
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if (!triangleEmitted[triangle]) {
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triangleEmitted[triangle] = true;
|
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currentIndex = triangle + triangle + triangle;
|
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for ( var j = 0; j < 3; ++j) {
|
||
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// Set this index as a possible next index
|
||
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index = indices[currentIndex];
|
||
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oneRing.push(index);
|
||
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deadEnd.push(index);
|
||
|
|
||
|
// Output index
|
||
|
outputIndices[currentOutputIndex] = index;
|
||
|
++currentOutputIndex;
|
||
|
|
||
|
// Cache processing
|
||
|
vertex = vertices[index];
|
||
|
--vertex.numLiveTriangles;
|
||
|
if ((s - vertex.timeStamp) > cacheSize) {
|
||
|
vertex.timeStamp = s;
|
||
|
++s;
|
||
|
}
|
||
|
++currentIndex;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
f = getNextVertex(indices, cacheSize, oneRing, vertices, s, deadEnd, maximumIndexPlusOne);
|
||
|
}
|
||
|
|
||
|
return outputIndices;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Content pipeline functions for geometries.
|
||
|
*
|
||
|
* @exports GeometryPipeline
|
||
|
*
|
||
|
* @see Geometry
|
||
|
*/
|
||
|
var GeometryPipeline = {};
|
||
|
|
||
|
function addTriangle(lines, index, i0, i1, i2) {
|
||
|
lines[index++] = i0;
|
||
|
lines[index++] = i1;
|
||
|
|
||
|
lines[index++] = i1;
|
||
|
lines[index++] = i2;
|
||
|
|
||
|
lines[index++] = i2;
|
||
|
lines[index] = i0;
|
||
|
}
|
||
|
|
||
|
function trianglesToLines(triangles) {
|
||
|
var count = triangles.length;
|
||
|
var size = (count / 3) * 6;
|
||
|
var lines = IndexDatatype.IndexDatatype.createTypedArray(count, size);
|
||
|
|
||
|
var index = 0;
|
||
|
for ( var i = 0; i < count; i += 3, index += 6) {
|
||
|
addTriangle(lines, index, triangles[i], triangles[i + 1], triangles[i + 2]);
|
||
|
}
|
||
|
|
||
|
return lines;
|
||
|
}
|
||
|
|
||
|
function triangleStripToLines(triangles) {
|
||
|
var count = triangles.length;
|
||
|
if (count >= 3) {
|
||
|
var size = (count - 2) * 6;
|
||
|
var lines = IndexDatatype.IndexDatatype.createTypedArray(count, size);
|
||
|
|
||
|
addTriangle(lines, 0, triangles[0], triangles[1], triangles[2]);
|
||
|
var index = 6;
|
||
|
|
||
|
for ( var i = 3; i < count; ++i, index += 6) {
|
||
|
addTriangle(lines, index, triangles[i - 1], triangles[i], triangles[i - 2]);
|
||
|
}
|
||
|
|
||
|
return lines;
|
||
|
}
|
||
|
|
||
|
return new Uint16Array();
|
||
|
}
|
||
|
|
||
|
function triangleFanToLines(triangles) {
|
||
|
if (triangles.length > 0) {
|
||
|
var count = triangles.length - 1;
|
||
|
var size = (count - 1) * 6;
|
||
|
var lines = IndexDatatype.IndexDatatype.createTypedArray(count, size);
|
||
|
|
||
|
var base = triangles[0];
|
||
|
var index = 0;
|
||
|
for ( var i = 1; i < count; ++i, index += 6) {
|
||
|
addTriangle(lines, index, base, triangles[i], triangles[i + 1]);
|
||
|
}
|
||
|
|
||
|
return lines;
|
||
|
}
|
||
|
|
||
|
return new Uint16Array();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Converts a geometry's triangle indices to line indices. If the geometry has an <code>indices</code>
|
||
|
* and its <code>primitiveType</code> is <code>TRIANGLES</code>, <code>TRIANGLE_STRIP</code>,
|
||
|
* <code>TRIANGLE_FAN</code>, it is converted to <code>LINES</code>; otherwise, the geometry is not changed.
|
||
|
* <p>
|
||
|
* This is commonly used to create a wireframe geometry for visual debugging.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param {Geometry} geometry The geometry to modify.
|
||
|
* @returns {Geometry} The modified <code>geometry</code> argument, with its triangle indices converted to lines.
|
||
|
*
|
||
|
* @exception {DeveloperError} geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN.
|
||
|
*
|
||
|
* @example
|
||
|
* geometry = Cesium.GeometryPipeline.toWireframe(geometry);
|
||
|
*/
|
||
|
GeometryPipeline.toWireframe = function(geometry) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var indices = geometry.indices;
|
||
|
if (when.defined(indices)) {
|
||
|
switch (geometry.primitiveType) {
|
||
|
case PrimitiveType.PrimitiveType.TRIANGLES:
|
||
|
geometry.indices = trianglesToLines(indices);
|
||
|
break;
|
||
|
case PrimitiveType.PrimitiveType.TRIANGLE_STRIP:
|
||
|
geometry.indices = triangleStripToLines(indices);
|
||
|
break;
|
||
|
case PrimitiveType.PrimitiveType.TRIANGLE_FAN:
|
||
|
geometry.indices = triangleFanToLines(indices);
|
||
|
break;
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
default:
|
||
|
throw new Check.DeveloperError('geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN.');
|
||
|
//>>includeEnd('debug');
|
||
|
}
|
||
|
|
||
|
geometry.primitiveType = PrimitiveType.PrimitiveType.LINES;
|
||
|
}
|
||
|
|
||
|
return geometry;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Creates a new {@link Geometry} with <code>LINES</code> representing the provided
|
||
|
* attribute (<code>attributeName</code>) for the provided geometry. This is used to
|
||
|
* visualize vector attributes like normals, tangents, and bitangents.
|
||
|
*
|
||
|
* @param {Geometry} geometry The <code>Geometry</code> instance with the attribute.
|
||
|
* @param {String} [attributeName='normal'] The name of the attribute.
|
||
|
* @param {Number} [length=10000.0] The length of each line segment in meters. This can be negative to point the vector in the opposite direction.
|
||
|
* @returns {Geometry} A new <code>Geometry</code> instance with line segments for the vector.
|
||
|
*
|
||
|
* @exception {DeveloperError} geometry.attributes must have an attribute with the same name as the attributeName parameter.
|
||
|
*
|
||
|
* @example
|
||
|
* var geometry = Cesium.GeometryPipeline.createLineSegmentsForVectors(instance.geometry, 'bitangent', 100000.0);
|
||
|
*/
|
||
|
GeometryPipeline.createLineSegmentsForVectors = function(geometry, attributeName, length) {
|
||
|
attributeName = when.defaultValue(attributeName, 'normal');
|
||
|
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
if (!when.defined(geometry.attributes.position)) {
|
||
|
throw new Check.DeveloperError('geometry.attributes.position is required.');
|
||
|
}
|
||
|
if (!when.defined(geometry.attributes[attributeName])) {
|
||
|
throw new Check.DeveloperError('geometry.attributes must have an attribute with the same name as the attributeName parameter, ' + attributeName + '.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
length = when.defaultValue(length, 10000.0);
|
||
|
|
||
|
var positions = geometry.attributes.position.values;
|
||
|
var vectors = geometry.attributes[attributeName].values;
|
||
|
var positionsLength = positions.length;
|
||
|
|
||
|
var newPositions = new Float64Array(2 * positionsLength);
|
||
|
|
||
|
var j = 0;
|
||
|
for (var i = 0; i < positionsLength; i += 3) {
|
||
|
newPositions[j++] = positions[i];
|
||
|
newPositions[j++] = positions[i + 1];
|
||
|
newPositions[j++] = positions[i + 2];
|
||
|
|
||
|
newPositions[j++] = positions[i] + (vectors[i] * length);
|
||
|
newPositions[j++] = positions[i + 1] + (vectors[i + 1] * length);
|
||
|
newPositions[j++] = positions[i + 2] + (vectors[i + 2] * length);
|
||
|
}
|
||
|
|
||
|
var newBoundingSphere;
|
||
|
var bs = geometry.boundingSphere;
|
||
|
if (when.defined(bs)) {
|
||
|
newBoundingSphere = new BoundingSphere.BoundingSphere(bs.center, bs.radius + length);
|
||
|
}
|
||
|
|
||
|
return new GeometryAttribute.Geometry({
|
||
|
attributes : {
|
||
|
position : new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : ComponentDatatype.ComponentDatatype.DOUBLE,
|
||
|
componentsPerAttribute : 3,
|
||
|
values : newPositions
|
||
|
})
|
||
|
},
|
||
|
primitiveType : PrimitiveType.PrimitiveType.LINES,
|
||
|
boundingSphere : newBoundingSphere
|
||
|
});
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Creates an object that maps attribute names to unique locations (indices)
|
||
|
* for matching vertex attributes and shader programs.
|
||
|
*
|
||
|
* @param {Geometry} geometry The geometry, which is not modified, to create the object for.
|
||
|
* @returns {Object} An object with attribute name / index pairs.
|
||
|
*
|
||
|
* @example
|
||
|
* var attributeLocations = Cesium.GeometryPipeline.createAttributeLocations(geometry);
|
||
|
* // Example output
|
||
|
* // {
|
||
|
* // 'position' : 0,
|
||
|
* // 'normal' : 1
|
||
|
* // }
|
||
|
*/
|
||
|
GeometryPipeline.createAttributeLocations = function(geometry) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
//>>includeEnd('debug')
|
||
|
|
||
|
// There can be a WebGL performance hit when attribute 0 is disabled, so
|
||
|
// assign attribute locations to well-known attributes.
|
||
|
var semantics = [
|
||
|
'position',
|
||
|
'positionHigh',
|
||
|
'positionLow',
|
||
|
|
||
|
// From VertexFormat.position - after 2D projection and high-precision encoding
|
||
|
'position3DHigh',
|
||
|
'position3DLow',
|
||
|
'position2DHigh',
|
||
|
'position2DLow',
|
||
|
|
||
|
// From Primitive
|
||
|
'pickColor',
|
||
|
|
||
|
// From VertexFormat
|
||
|
'normal',
|
||
|
'st',
|
||
|
'tangent',
|
||
|
'bitangent',
|
||
|
|
||
|
// For shadow volumes
|
||
|
'extrudeDirection',
|
||
|
|
||
|
// From compressing texture coordinates and normals
|
||
|
'compressedAttributes'
|
||
|
];
|
||
|
|
||
|
var attributes = geometry.attributes;
|
||
|
var indices = {};
|
||
|
var j = 0;
|
||
|
var i;
|
||
|
var len = semantics.length;
|
||
|
|
||
|
// Attribute locations for well-known attributes
|
||
|
for (i = 0; i < len; ++i) {
|
||
|
var semantic = semantics[i];
|
||
|
|
||
|
if (when.defined(attributes[semantic])) {
|
||
|
indices[semantic] = j++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Locations for custom attributes
|
||
|
for (var name in attributes) {
|
||
|
if (attributes.hasOwnProperty(name) && (!when.defined(indices[name]))) {
|
||
|
indices[name] = j++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return indices;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Reorders a geometry's attributes and <code>indices</code> to achieve better performance from the GPU's pre-vertex-shader cache.
|
||
|
*
|
||
|
* @param {Geometry} geometry The geometry to modify.
|
||
|
* @returns {Geometry} The modified <code>geometry</code> argument, with its attributes and indices reordered for the GPU's pre-vertex-shader cache.
|
||
|
*
|
||
|
* @exception {DeveloperError} Each attribute array in geometry.attributes must have the same number of attributes.
|
||
|
*
|
||
|
*
|
||
|
* @example
|
||
|
* geometry = Cesium.GeometryPipeline.reorderForPreVertexCache(geometry);
|
||
|
*
|
||
|
* @see GeometryPipeline.reorderForPostVertexCache
|
||
|
*/
|
||
|
GeometryPipeline.reorderForPreVertexCache = function(geometry) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var numVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
|
||
|
|
||
|
var indices = geometry.indices;
|
||
|
if (when.defined(indices)) {
|
||
|
var indexCrossReferenceOldToNew = new Int32Array(numVertices);
|
||
|
for ( var i = 0; i < numVertices; i++) {
|
||
|
indexCrossReferenceOldToNew[i] = -1;
|
||
|
}
|
||
|
|
||
|
// Construct cross reference and reorder indices
|
||
|
var indicesIn = indices;
|
||
|
var numIndices = indicesIn.length;
|
||
|
var indicesOut = IndexDatatype.IndexDatatype.createTypedArray(numVertices, numIndices);
|
||
|
|
||
|
var intoIndicesIn = 0;
|
||
|
var intoIndicesOut = 0;
|
||
|
var nextIndex = 0;
|
||
|
var tempIndex;
|
||
|
while (intoIndicesIn < numIndices) {
|
||
|
tempIndex = indexCrossReferenceOldToNew[indicesIn[intoIndicesIn]];
|
||
|
if (tempIndex !== -1) {
|
||
|
indicesOut[intoIndicesOut] = tempIndex;
|
||
|
} else {
|
||
|
tempIndex = indicesIn[intoIndicesIn];
|
||
|
indexCrossReferenceOldToNew[tempIndex] = nextIndex;
|
||
|
|
||
|
indicesOut[intoIndicesOut] = nextIndex;
|
||
|
++nextIndex;
|
||
|
}
|
||
|
++intoIndicesIn;
|
||
|
++intoIndicesOut;
|
||
|
}
|
||
|
geometry.indices = indicesOut;
|
||
|
|
||
|
// Reorder attributes
|
||
|
var attributes = geometry.attributes;
|
||
|
for ( var property in attributes) {
|
||
|
if (attributes.hasOwnProperty(property) &&
|
||
|
when.defined(attributes[property]) &&
|
||
|
when.defined(attributes[property].values)) {
|
||
|
|
||
|
var attribute = attributes[property];
|
||
|
var elementsIn = attribute.values;
|
||
|
var intoElementsIn = 0;
|
||
|
var numComponents = attribute.componentsPerAttribute;
|
||
|
var elementsOut = ComponentDatatype.ComponentDatatype.createTypedArray(attribute.componentDatatype, nextIndex * numComponents);
|
||
|
while (intoElementsIn < numVertices) {
|
||
|
var temp = indexCrossReferenceOldToNew[intoElementsIn];
|
||
|
if (temp !== -1) {
|
||
|
for (var j = 0; j < numComponents; j++) {
|
||
|
elementsOut[numComponents * temp + j] = elementsIn[numComponents * intoElementsIn + j];
|
||
|
}
|
||
|
}
|
||
|
++intoElementsIn;
|
||
|
}
|
||
|
attribute.values = elementsOut;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return geometry;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Reorders a geometry's <code>indices</code> to achieve better performance from the GPU's
|
||
|
* post vertex-shader cache by using the Tipsify algorithm. If the geometry <code>primitiveType</code>
|
||
|
* is not <code>TRIANGLES</code> or the geometry does not have an <code>indices</code>, this function has no effect.
|
||
|
*
|
||
|
* @param {Geometry} geometry The geometry to modify.
|
||
|
* @param {Number} [cacheCapacity=24] The number of vertices that can be held in the GPU's vertex cache.
|
||
|
* @returns {Geometry} The modified <code>geometry</code> argument, with its indices reordered for the post-vertex-shader cache.
|
||
|
*
|
||
|
* @exception {DeveloperError} cacheCapacity must be greater than two.
|
||
|
*
|
||
|
*
|
||
|
* @example
|
||
|
* geometry = Cesium.GeometryPipeline.reorderForPostVertexCache(geometry);
|
||
|
*
|
||
|
* @see GeometryPipeline.reorderForPreVertexCache
|
||
|
* @see {@link http://gfx.cs.princ0eton.edu/pubs/Sander_2007_%3ETR/tipsy.pdf|Fast Triangle Reordering for Vertex Locality and Reduced Overdraw}
|
||
|
* by Sander, Nehab, and Barczak
|
||
|
*/
|
||
|
GeometryPipeline.reorderForPostVertexCache = function(geometry, cacheCapacity) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var indices = geometry.indices;
|
||
|
if ((geometry.primitiveType === PrimitiveType.PrimitiveType.TRIANGLES) && (when.defined(indices))) {
|
||
|
var numIndices = indices.length;
|
||
|
var maximumIndex = 0;
|
||
|
for ( var j = 0; j < numIndices; j++) {
|
||
|
if (indices[j] > maximumIndex) {
|
||
|
maximumIndex = indices[j];
|
||
|
}
|
||
|
}
|
||
|
geometry.indices = Tipsify.tipsify({
|
||
|
indices : indices,
|
||
|
maximumIndex : maximumIndex,
|
||
|
cacheSize : cacheCapacity
|
||
|
});
|
||
|
}
|
||
|
|
||
|
return geometry;
|
||
|
};
|
||
|
|
||
|
function copyAttributesDescriptions(attributes) {
|
||
|
var newAttributes = {};
|
||
|
|
||
|
for ( var attribute in attributes) {
|
||
|
if (attributes.hasOwnProperty(attribute) &&
|
||
|
when.defined(attributes[attribute]) &&
|
||
|
when.defined(attributes[attribute].values)) {
|
||
|
|
||
|
var attr = attributes[attribute];
|
||
|
newAttributes[attribute] = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : attr.componentDatatype,
|
||
|
componentsPerAttribute : attr.componentsPerAttribute,
|
||
|
normalize : attr.normalize,
|
||
|
values : []
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return newAttributes;
|
||
|
}
|
||
|
|
||
|
function copyVertex(destinationAttributes, sourceAttributes, index) {
|
||
|
for ( var attribute in sourceAttributes) {
|
||
|
if (sourceAttributes.hasOwnProperty(attribute) &&
|
||
|
when.defined(sourceAttributes[attribute]) &&
|
||
|
when.defined(sourceAttributes[attribute].values)) {
|
||
|
|
||
|
var attr = sourceAttributes[attribute];
|
||
|
|
||
|
for ( var k = 0; k < attr.componentsPerAttribute; ++k) {
|
||
|
destinationAttributes[attribute].values.push(attr.values[(index * attr.componentsPerAttribute) + k]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Splits a geometry into multiple geometries, if necessary, to ensure that indices in the
|
||
|
* <code>indices</code> fit into unsigned shorts. This is used to meet the WebGL requirements
|
||
|
* when unsigned int indices are not supported.
|
||
|
* <p>
|
||
|
* If the geometry does not have any <code>indices</code>, this function has no effect.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param {Geometry} geometry The geometry to be split into multiple geometries.
|
||
|
* @returns {Geometry[]} An array of geometries, each with indices that fit into unsigned shorts.
|
||
|
*
|
||
|
* @exception {DeveloperError} geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS
|
||
|
* @exception {DeveloperError} All geometry attribute lists must have the same number of attributes.
|
||
|
*
|
||
|
* @example
|
||
|
* var geometries = Cesium.GeometryPipeline.fitToUnsignedShortIndices(geometry);
|
||
|
*/
|
||
|
GeometryPipeline.fitToUnsignedShortIndices = function(geometry) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
if ((when.defined(geometry.indices)) &&
|
||
|
((geometry.primitiveType !== PrimitiveType.PrimitiveType.TRIANGLES) &&
|
||
|
(geometry.primitiveType !== PrimitiveType.PrimitiveType.LINES) &&
|
||
|
(geometry.primitiveType !== PrimitiveType.PrimitiveType.POINTS))) {
|
||
|
throw new Check.DeveloperError('geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var geometries = [];
|
||
|
|
||
|
// If there's an index list and more than 64K attributes, it is possible that
|
||
|
// some indices are outside the range of unsigned short [0, 64K - 1]
|
||
|
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
|
||
|
if (when.defined(geometry.indices) && (numberOfVertices >= _Math.CesiumMath.SIXTY_FOUR_KILOBYTES)) {
|
||
|
var oldToNewIndex = [];
|
||
|
var newIndices = [];
|
||
|
var currentIndex = 0;
|
||
|
var newAttributes = copyAttributesDescriptions(geometry.attributes);
|
||
|
|
||
|
var originalIndices = geometry.indices;
|
||
|
var numberOfIndices = originalIndices.length;
|
||
|
|
||
|
var indicesPerPrimitive;
|
||
|
|
||
|
if (geometry.primitiveType === PrimitiveType.PrimitiveType.TRIANGLES) {
|
||
|
indicesPerPrimitive = 3;
|
||
|
} else if (geometry.primitiveType === PrimitiveType.PrimitiveType.LINES) {
|
||
|
indicesPerPrimitive = 2;
|
||
|
} else if (geometry.primitiveType === PrimitiveType.PrimitiveType.POINTS) {
|
||
|
indicesPerPrimitive = 1;
|
||
|
}
|
||
|
|
||
|
for ( var j = 0; j < numberOfIndices; j += indicesPerPrimitive) {
|
||
|
for (var k = 0; k < indicesPerPrimitive; ++k) {
|
||
|
var x = originalIndices[j + k];
|
||
|
var i = oldToNewIndex[x];
|
||
|
if (!when.defined(i)) {
|
||
|
i = currentIndex++;
|
||
|
oldToNewIndex[x] = i;
|
||
|
copyVertex(newAttributes, geometry.attributes, x);
|
||
|
}
|
||
|
newIndices.push(i);
|
||
|
}
|
||
|
|
||
|
if (currentIndex + indicesPerPrimitive >= _Math.CesiumMath.SIXTY_FOUR_KILOBYTES) {
|
||
|
geometries.push(new GeometryAttribute.Geometry({
|
||
|
attributes : newAttributes,
|
||
|
indices : newIndices,
|
||
|
primitiveType : geometry.primitiveType,
|
||
|
boundingSphere : geometry.boundingSphere,
|
||
|
boundingSphereCV : geometry.boundingSphereCV
|
||
|
}));
|
||
|
|
||
|
// Reset for next vertex-array
|
||
|
oldToNewIndex = [];
|
||
|
newIndices = [];
|
||
|
currentIndex = 0;
|
||
|
newAttributes = copyAttributesDescriptions(geometry.attributes);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (newIndices.length !== 0) {
|
||
|
geometries.push(new GeometryAttribute.Geometry({
|
||
|
attributes : newAttributes,
|
||
|
indices : newIndices,
|
||
|
primitiveType : geometry.primitiveType,
|
||
|
boundingSphere : geometry.boundingSphere,
|
||
|
boundingSphereCV : geometry.boundingSphereCV
|
||
|
}));
|
||
|
}
|
||
|
} else {
|
||
|
// No need to split into multiple geometries
|
||
|
geometries.push(geometry);
|
||
|
}
|
||
|
|
||
|
return geometries;
|
||
|
};
|
||
|
|
||
|
var scratchProjectTo2DCartesian3 = new Cartographic.Cartesian3();
|
||
|
var scratchProjectTo2DCartographic = new Cartographic.Cartographic();
|
||
|
|
||
|
/**
|
||
|
* Projects a geometry's 3D <code>position</code> attribute to 2D, replacing the <code>position</code>
|
||
|
* attribute with separate <code>position3D</code> and <code>position2D</code> attributes.
|
||
|
* <p>
|
||
|
* If the geometry does not have a <code>position</code>, this function has no effect.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param {Geometry} geometry The geometry to modify.
|
||
|
* @param {String} attributeName The name of the attribute.
|
||
|
* @param {String} attributeName3D The name of the attribute in 3D.
|
||
|
* @param {String} attributeName2D The name of the attribute in 2D.
|
||
|
* @param {Object} [projection=new GeographicProjection()] The projection to use.
|
||
|
* @returns {Geometry} The modified <code>geometry</code> argument with <code>position3D</code> and <code>position2D</code> attributes.
|
||
|
*
|
||
|
* @exception {DeveloperError} geometry must have attribute matching the attributeName argument.
|
||
|
* @exception {DeveloperError} The attribute componentDatatype must be ComponentDatatype.DOUBLE.
|
||
|
* @exception {DeveloperError} Could not project a point to 2D.
|
||
|
*
|
||
|
* @example
|
||
|
* geometry = Cesium.GeometryPipeline.projectTo2D(geometry, 'position', 'position3D', 'position2D');
|
||
|
*/
|
||
|
GeometryPipeline.projectTo2D = function(geometry, attributeName, attributeName3D, attributeName2D, projection) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
if (!when.defined(attributeName)) {
|
||
|
throw new Check.DeveloperError('attributeName is required.');
|
||
|
}
|
||
|
if (!when.defined(attributeName3D)) {
|
||
|
throw new Check.DeveloperError('attributeName3D is required.');
|
||
|
}
|
||
|
if (!when.defined(attributeName2D)) {
|
||
|
throw new Check.DeveloperError('attributeName2D is required.');
|
||
|
}
|
||
|
if (!when.defined(geometry.attributes[attributeName])) {
|
||
|
throw new Check.DeveloperError('geometry must have attribute matching the attributeName argument: ' + attributeName + '.');
|
||
|
}
|
||
|
if (geometry.attributes[attributeName].componentDatatype !== ComponentDatatype.ComponentDatatype.DOUBLE) {
|
||
|
throw new Check.DeveloperError('The attribute componentDatatype must be ComponentDatatype.DOUBLE.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var attribute = geometry.attributes[attributeName];
|
||
|
projection = (when.defined(projection)) ? projection : new BoundingSphere.GeographicProjection();
|
||
|
var ellipsoid = projection.ellipsoid;
|
||
|
|
||
|
// Project original values to 2D.
|
||
|
var values3D = attribute.values;
|
||
|
var projectedValues = new Float64Array(values3D.length);
|
||
|
var index = 0;
|
||
|
|
||
|
for ( var i = 0; i < values3D.length; i += 3) {
|
||
|
var value = Cartographic.Cartesian3.fromArray(values3D, i, scratchProjectTo2DCartesian3);
|
||
|
|
||
|
var lonLat = ellipsoid.cartesianToCartographic(value, scratchProjectTo2DCartographic);
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(lonLat)) {
|
||
|
throw new Check.DeveloperError('Could not project point (' + value.x + ', ' + value.y + ', ' + value.z + ') to 2D.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var projectedLonLat = projection.project(lonLat, scratchProjectTo2DCartesian3);
|
||
|
|
||
|
projectedValues[index++] = projectedLonLat.x;
|
||
|
projectedValues[index++] = projectedLonLat.y;
|
||
|
projectedValues[index++] = projectedLonLat.z;
|
||
|
}
|
||
|
|
||
|
// Rename original cartesians to WGS84 cartesians.
|
||
|
geometry.attributes[attributeName3D] = attribute;
|
||
|
|
||
|
// Replace original cartesians with 2D projected cartesians
|
||
|
geometry.attributes[attributeName2D] = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : ComponentDatatype.ComponentDatatype.DOUBLE,
|
||
|
componentsPerAttribute : 3,
|
||
|
values : projectedValues
|
||
|
});
|
||
|
delete geometry.attributes[attributeName];
|
||
|
|
||
|
return geometry;
|
||
|
};
|
||
|
|
||
|
var encodedResult = {
|
||
|
high : 0.0,
|
||
|
low : 0.0
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Encodes floating-point geometry attribute values as two separate attributes to improve
|
||
|
* rendering precision.
|
||
|
* <p>
|
||
|
* This is commonly used to create high-precision position vertex attributes.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param {Geometry} geometry The geometry to modify.
|
||
|
* @param {String} attributeName The name of the attribute.
|
||
|
* @param {String} attributeHighName The name of the attribute for the encoded high bits.
|
||
|
* @param {String} attributeLowName The name of the attribute for the encoded low bits.
|
||
|
* @returns {Geometry} The modified <code>geometry</code> argument, with its encoded attribute.
|
||
|
*
|
||
|
* @exception {DeveloperError} geometry must have attribute matching the attributeName argument.
|
||
|
* @exception {DeveloperError} The attribute componentDatatype must be ComponentDatatype.DOUBLE.
|
||
|
*
|
||
|
* @example
|
||
|
* geometry = Cesium.GeometryPipeline.encodeAttribute(geometry, 'position3D', 'position3DHigh', 'position3DLow');
|
||
|
*/
|
||
|
GeometryPipeline.encodeAttribute = function(geometry, attributeName, attributeHighName, attributeLowName) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
if (!when.defined(attributeName)) {
|
||
|
throw new Check.DeveloperError('attributeName is required.');
|
||
|
}
|
||
|
if (!when.defined(attributeHighName)) {
|
||
|
throw new Check.DeveloperError('attributeHighName is required.');
|
||
|
}
|
||
|
if (!when.defined(attributeLowName)) {
|
||
|
throw new Check.DeveloperError('attributeLowName is required.');
|
||
|
}
|
||
|
if (!when.defined(geometry.attributes[attributeName])) {
|
||
|
throw new Check.DeveloperError('geometry must have attribute matching the attributeName argument: ' + attributeName + '.');
|
||
|
}
|
||
|
if (geometry.attributes[attributeName].componentDatatype !== ComponentDatatype.ComponentDatatype.DOUBLE) {
|
||
|
throw new Check.DeveloperError('The attribute componentDatatype must be ComponentDatatype.DOUBLE.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var attribute = geometry.attributes[attributeName];
|
||
|
var values = attribute.values;
|
||
|
var length = values.length;
|
||
|
var highValues = new Float32Array(length);
|
||
|
var lowValues = new Float32Array(length);
|
||
|
|
||
|
for (var i = 0; i < length; ++i) {
|
||
|
EncodedCartesian3.EncodedCartesian3.encode(values[i], encodedResult);
|
||
|
highValues[i] = encodedResult.high;
|
||
|
lowValues[i] = encodedResult.low;
|
||
|
}
|
||
|
|
||
|
var componentsPerAttribute = attribute.componentsPerAttribute;
|
||
|
|
||
|
geometry.attributes[attributeHighName] = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : ComponentDatatype.ComponentDatatype.FLOAT,
|
||
|
componentsPerAttribute : componentsPerAttribute,
|
||
|
values : highValues
|
||
|
});
|
||
|
geometry.attributes[attributeLowName] = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : ComponentDatatype.ComponentDatatype.FLOAT,
|
||
|
componentsPerAttribute : componentsPerAttribute,
|
||
|
values : lowValues
|
||
|
});
|
||
|
delete geometry.attributes[attributeName];
|
||
|
|
||
|
return geometry;
|
||
|
};
|
||
|
|
||
|
var scratchCartesian3$1 = new Cartographic.Cartesian3();
|
||
|
|
||
|
function transformPoint(matrix, attribute) {
|
||
|
if (when.defined(attribute)) {
|
||
|
var values = attribute.values;
|
||
|
var length = values.length;
|
||
|
for (var i = 0; i < length; i += 3) {
|
||
|
Cartographic.Cartesian3.unpack(values, i, scratchCartesian3$1);
|
||
|
BoundingSphere.Matrix4.multiplyByPoint(matrix, scratchCartesian3$1, scratchCartesian3$1);
|
||
|
Cartographic.Cartesian3.pack(scratchCartesian3$1, values, i);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function transformVector(matrix, attribute) {
|
||
|
if (when.defined(attribute)) {
|
||
|
var values = attribute.values;
|
||
|
var length = values.length;
|
||
|
for (var i = 0; i < length; i += 3) {
|
||
|
Cartographic.Cartesian3.unpack(values, i, scratchCartesian3$1);
|
||
|
BoundingSphere.Matrix3.multiplyByVector(matrix, scratchCartesian3$1, scratchCartesian3$1);
|
||
|
scratchCartesian3$1 = Cartographic.Cartesian3.normalize(scratchCartesian3$1, scratchCartesian3$1);
|
||
|
Cartographic.Cartesian3.pack(scratchCartesian3$1, values, i);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var inverseTranspose = new BoundingSphere.Matrix4();
|
||
|
var normalMatrix = new BoundingSphere.Matrix3();
|
||
|
|
||
|
/**
|
||
|
* Transforms a geometry instance to world coordinates. This changes
|
||
|
* the instance's <code>modelMatrix</code> to {@link Matrix4.IDENTITY} and transforms the
|
||
|
* following attributes if they are present: <code>position</code>, <code>normal</code>,
|
||
|
* <code>tangent</code>, and <code>bitangent</code>.
|
||
|
*
|
||
|
* @param {GeometryInstance} instance The geometry instance to modify.
|
||
|
* @returns {GeometryInstance} The modified <code>instance</code> argument, with its attributes transforms to world coordinates.
|
||
|
*
|
||
|
* @example
|
||
|
* Cesium.GeometryPipeline.transformToWorldCoordinates(instance);
|
||
|
*/
|
||
|
GeometryPipeline.transformToWorldCoordinates = function(instance) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(instance)) {
|
||
|
throw new Check.DeveloperError('instance is required.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var modelMatrix = instance.modelMatrix;
|
||
|
|
||
|
if (BoundingSphere.Matrix4.equals(modelMatrix, BoundingSphere.Matrix4.IDENTITY)) {
|
||
|
// Already in world coordinates
|
||
|
return instance;
|
||
|
}
|
||
|
|
||
|
var attributes = instance.geometry.attributes;
|
||
|
|
||
|
// Transform attributes in known vertex formats
|
||
|
transformPoint(modelMatrix, attributes.position);
|
||
|
transformPoint(modelMatrix, attributes.prevPosition);
|
||
|
transformPoint(modelMatrix, attributes.nextPosition);
|
||
|
|
||
|
if ((when.defined(attributes.normal)) ||
|
||
|
(when.defined(attributes.tangent)) ||
|
||
|
(when.defined(attributes.bitangent))) {
|
||
|
|
||
|
BoundingSphere.Matrix4.inverse(modelMatrix, inverseTranspose);
|
||
|
BoundingSphere.Matrix4.transpose(inverseTranspose, inverseTranspose);
|
||
|
BoundingSphere.Matrix4.getRotation(inverseTranspose, normalMatrix);
|
||
|
|
||
|
transformVector(normalMatrix, attributes.normal);
|
||
|
transformVector(normalMatrix, attributes.tangent);
|
||
|
transformVector(normalMatrix, attributes.bitangent);
|
||
|
}
|
||
|
|
||
|
var boundingSphere = instance.geometry.boundingSphere;
|
||
|
if (when.defined(boundingSphere)) {
|
||
|
instance.geometry.boundingSphere = BoundingSphere.BoundingSphere.transform(boundingSphere, modelMatrix, boundingSphere);
|
||
|
}
|
||
|
|
||
|
instance.modelMatrix = BoundingSphere.Matrix4.clone(BoundingSphere.Matrix4.IDENTITY);
|
||
|
|
||
|
return instance;
|
||
|
};
|
||
|
|
||
|
function findAttributesInAllGeometries(instances, propertyName) {
|
||
|
var length = instances.length;
|
||
|
|
||
|
var attributesInAllGeometries = {};
|
||
|
|
||
|
var attributes0 = instances[0][propertyName].attributes;
|
||
|
var name;
|
||
|
|
||
|
for (name in attributes0) {
|
||
|
if (attributes0.hasOwnProperty(name) &&
|
||
|
when.defined(attributes0[name]) &&
|
||
|
when.defined(attributes0[name].values)) {
|
||
|
|
||
|
var attribute = attributes0[name];
|
||
|
var numberOfComponents = attribute.values.length;
|
||
|
var inAllGeometries = true;
|
||
|
|
||
|
// Does this same attribute exist in all geometries?
|
||
|
for (var i = 1; i < length; ++i) {
|
||
|
var otherAttribute = instances[i][propertyName].attributes[name];
|
||
|
|
||
|
if ((!when.defined(otherAttribute)) ||
|
||
|
(attribute.componentDatatype !== otherAttribute.componentDatatype) ||
|
||
|
(attribute.componentsPerAttribute !== otherAttribute.componentsPerAttribute) ||
|
||
|
(attribute.normalize !== otherAttribute.normalize)) {
|
||
|
|
||
|
inAllGeometries = false;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
numberOfComponents += otherAttribute.values.length;
|
||
|
}
|
||
|
|
||
|
if (inAllGeometries) {
|
||
|
attributesInAllGeometries[name] = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : attribute.componentDatatype,
|
||
|
componentsPerAttribute : attribute.componentsPerAttribute,
|
||
|
normalize : attribute.normalize,
|
||
|
values : ComponentDatatype.ComponentDatatype.createTypedArray(attribute.componentDatatype, numberOfComponents)
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return attributesInAllGeometries;
|
||
|
}
|
||
|
|
||
|
var tempScratch = new Cartographic.Cartesian3();
|
||
|
|
||
|
function combineGeometries(instances, propertyName) {
|
||
|
var length = instances.length;
|
||
|
|
||
|
var name;
|
||
|
var i;
|
||
|
var j;
|
||
|
var k;
|
||
|
|
||
|
var m = instances[0].modelMatrix;
|
||
|
var haveIndices = (when.defined(instances[0][propertyName].indices));
|
||
|
var primitiveType = instances[0][propertyName].primitiveType;
|
||
|
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
for (i = 1; i < length; ++i) {
|
||
|
if (!BoundingSphere.Matrix4.equals(instances[i].modelMatrix, m)) {
|
||
|
throw new Check.DeveloperError('All instances must have the same modelMatrix.');
|
||
|
}
|
||
|
if ((when.defined(instances[i][propertyName].indices)) !== haveIndices) {
|
||
|
throw new Check.DeveloperError('All instance geometries must have an indices or not have one.');
|
||
|
}
|
||
|
if (instances[i][propertyName].primitiveType !== primitiveType) {
|
||
|
throw new Check.DeveloperError('All instance geometries must have the same primitiveType.');
|
||
|
}
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
// Find subset of attributes in all geometries
|
||
|
var attributes = findAttributesInAllGeometries(instances, propertyName);
|
||
|
var values;
|
||
|
var sourceValues;
|
||
|
var sourceValuesLength;
|
||
|
|
||
|
// Combine attributes from each geometry into a single typed array
|
||
|
for (name in attributes) {
|
||
|
if (attributes.hasOwnProperty(name)) {
|
||
|
values = attributes[name].values;
|
||
|
|
||
|
k = 0;
|
||
|
for (i = 0; i < length; ++i) {
|
||
|
sourceValues = instances[i][propertyName].attributes[name].values;
|
||
|
sourceValuesLength = sourceValues.length;
|
||
|
|
||
|
for (j = 0; j < sourceValuesLength; ++j) {
|
||
|
values[k++] = sourceValues[j];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Combine index lists
|
||
|
var indices;
|
||
|
|
||
|
if (haveIndices) {
|
||
|
var numberOfIndices = 0;
|
||
|
for (i = 0; i < length; ++i) {
|
||
|
numberOfIndices += instances[i][propertyName].indices.length;
|
||
|
}
|
||
|
|
||
|
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(new GeometryAttribute.Geometry({
|
||
|
attributes : attributes,
|
||
|
primitiveType : PrimitiveType.PrimitiveType.POINTS
|
||
|
}));
|
||
|
var destIndices = IndexDatatype.IndexDatatype.createTypedArray(numberOfVertices, numberOfIndices);
|
||
|
|
||
|
var destOffset = 0;
|
||
|
var offset = 0;
|
||
|
|
||
|
for (i = 0; i < length; ++i) {
|
||
|
var sourceIndices = instances[i][propertyName].indices;
|
||
|
var sourceIndicesLen = sourceIndices.length;
|
||
|
|
||
|
for (k = 0; k < sourceIndicesLen; ++k) {
|
||
|
destIndices[destOffset++] = offset + sourceIndices[k];
|
||
|
}
|
||
|
|
||
|
offset += GeometryAttribute.Geometry.computeNumberOfVertices(instances[i][propertyName]);
|
||
|
}
|
||
|
|
||
|
indices = destIndices;
|
||
|
}
|
||
|
|
||
|
// Create bounding sphere that includes all instances
|
||
|
var center = new Cartographic.Cartesian3();
|
||
|
var radius = 0.0;
|
||
|
var bs;
|
||
|
|
||
|
for (i = 0; i < length; ++i) {
|
||
|
bs = instances[i][propertyName].boundingSphere;
|
||
|
if (!when.defined(bs)) {
|
||
|
// If any geometries have an undefined bounding sphere, then so does the combined geometry
|
||
|
center = undefined;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
Cartographic.Cartesian3.add(bs.center, center, center);
|
||
|
}
|
||
|
|
||
|
if (when.defined(center)) {
|
||
|
Cartographic.Cartesian3.divideByScalar(center, length, center);
|
||
|
|
||
|
for (i = 0; i < length; ++i) {
|
||
|
bs = instances[i][propertyName].boundingSphere;
|
||
|
var tempRadius = Cartographic.Cartesian3.magnitude(Cartographic.Cartesian3.subtract(bs.center, center, tempScratch)) + bs.radius;
|
||
|
|
||
|
if (tempRadius > radius) {
|
||
|
radius = tempRadius;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return new GeometryAttribute.Geometry({
|
||
|
attributes : attributes,
|
||
|
indices : indices,
|
||
|
primitiveType : primitiveType,
|
||
|
boundingSphere : (when.defined(center)) ? new BoundingSphere.BoundingSphere(center, radius) : undefined
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Combines geometry from several {@link GeometryInstance} objects into one geometry.
|
||
|
* This concatenates the attributes, concatenates and adjusts the indices, and creates
|
||
|
* a bounding sphere encompassing all instances.
|
||
|
* <p>
|
||
|
* If the instances do not have the same attributes, a subset of attributes common
|
||
|
* to all instances is used, and the others are ignored.
|
||
|
* </p>
|
||
|
* <p>
|
||
|
* This is used by {@link Primitive} to efficiently render a large amount of static data.
|
||
|
* </p>
|
||
|
*
|
||
|
* @private
|
||
|
*
|
||
|
* @param {GeometryInstance[]} [instances] The array of {@link GeometryInstance} objects whose geometry will be combined.
|
||
|
* @returns {Geometry} A single geometry created from the provided geometry instances.
|
||
|
*
|
||
|
* @exception {DeveloperError} All instances must have the same modelMatrix.
|
||
|
* @exception {DeveloperError} All instance geometries must have an indices or not have one.
|
||
|
* @exception {DeveloperError} All instance geometries must have the same primitiveType.
|
||
|
*
|
||
|
*
|
||
|
* @example
|
||
|
* for (var i = 0; i < instances.length; ++i) {
|
||
|
* Cesium.GeometryPipeline.transformToWorldCoordinates(instances[i]);
|
||
|
* }
|
||
|
* var geometries = Cesium.GeometryPipeline.combineInstances(instances);
|
||
|
*
|
||
|
* @see GeometryPipeline.transformToWorldCoordinates
|
||
|
*/
|
||
|
GeometryPipeline.combineInstances = function(instances) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if ((!when.defined(instances)) || (instances.length < 1)) {
|
||
|
throw new Check.DeveloperError('instances is required and must have length greater than zero.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var instanceGeometry = [];
|
||
|
var instanceSplitGeometry = [];
|
||
|
var length = instances.length;
|
||
|
for (var i = 0; i < length; ++i) {
|
||
|
var instance = instances[i];
|
||
|
|
||
|
if (when.defined(instance.geometry)) {
|
||
|
instanceGeometry.push(instance);
|
||
|
} else if (when.defined(instance.westHemisphereGeometry) && when.defined(instance.eastHemisphereGeometry)) {
|
||
|
instanceSplitGeometry.push(instance);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var geometries = [];
|
||
|
if (instanceGeometry.length > 0) {
|
||
|
geometries.push(combineGeometries(instanceGeometry, 'geometry'));
|
||
|
}
|
||
|
|
||
|
if (instanceSplitGeometry.length > 0) {
|
||
|
geometries.push(combineGeometries(instanceSplitGeometry, 'westHemisphereGeometry'));
|
||
|
geometries.push(combineGeometries(instanceSplitGeometry, 'eastHemisphereGeometry'));
|
||
|
}
|
||
|
|
||
|
return geometries;
|
||
|
};
|
||
|
|
||
|
var normal = new Cartographic.Cartesian3();
|
||
|
var v0 = new Cartographic.Cartesian3();
|
||
|
var v1 = new Cartographic.Cartesian3();
|
||
|
var v2 = new Cartographic.Cartesian3();
|
||
|
|
||
|
/**
|
||
|
* Computes per-vertex normals for a geometry containing <code>TRIANGLES</code> by averaging the normals of
|
||
|
* all triangles incident to the vertex. The result is a new <code>normal</code> attribute added to the geometry.
|
||
|
* This assumes a counter-clockwise winding order.
|
||
|
*
|
||
|
* @param {Geometry} geometry The geometry to modify.
|
||
|
* @returns {Geometry} The modified <code>geometry</code> argument with the computed <code>normal</code> attribute.
|
||
|
*
|
||
|
* @exception {DeveloperError} geometry.indices length must be greater than 0 and be a multiple of 3.
|
||
|
* @exception {DeveloperError} geometry.primitiveType must be {@link PrimitiveType.TRIANGLES}.
|
||
|
*
|
||
|
* @example
|
||
|
* Cesium.GeometryPipeline.computeNormal(geometry);
|
||
|
*/
|
||
|
GeometryPipeline.computeNormal = function(geometry) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
if (!when.defined(geometry.attributes.position) || !when.defined(geometry.attributes.position.values)) {
|
||
|
throw new Check.DeveloperError('geometry.attributes.position.values is required.');
|
||
|
}
|
||
|
if (!when.defined(geometry.indices)) {
|
||
|
throw new Check.DeveloperError('geometry.indices is required.');
|
||
|
}
|
||
|
if (geometry.indices.length < 2 || geometry.indices.length % 3 !== 0) {
|
||
|
throw new Check.DeveloperError('geometry.indices length must be greater than 0 and be a multiple of 3.');
|
||
|
}
|
||
|
if (geometry.primitiveType !== PrimitiveType.PrimitiveType.TRIANGLES) {
|
||
|
throw new Check.DeveloperError('geometry.primitiveType must be PrimitiveType.TRIANGLES.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var indices = geometry.indices;
|
||
|
var attributes = geometry.attributes;
|
||
|
var vertices = attributes.position.values;
|
||
|
var numVertices = attributes.position.values.length / 3;
|
||
|
var numIndices = indices.length;
|
||
|
var normalsPerVertex = new Array(numVertices);
|
||
|
var normalsPerTriangle = new Array(numIndices / 3);
|
||
|
var normalIndices = new Array(numIndices);
|
||
|
var i;
|
||
|
for ( i = 0; i < numVertices; i++) {
|
||
|
normalsPerVertex[i] = {
|
||
|
indexOffset : 0,
|
||
|
count : 0,
|
||
|
currentCount : 0
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var j = 0;
|
||
|
for (i = 0; i < numIndices; i += 3) {
|
||
|
var i0 = indices[i];
|
||
|
var i1 = indices[i + 1];
|
||
|
var i2 = indices[i + 2];
|
||
|
var i03 = i0 * 3;
|
||
|
var i13 = i1 * 3;
|
||
|
var i23 = i2 * 3;
|
||
|
|
||
|
v0.x = vertices[i03];
|
||
|
v0.y = vertices[i03 + 1];
|
||
|
v0.z = vertices[i03 + 2];
|
||
|
v1.x = vertices[i13];
|
||
|
v1.y = vertices[i13 + 1];
|
||
|
v1.z = vertices[i13 + 2];
|
||
|
v2.x = vertices[i23];
|
||
|
v2.y = vertices[i23 + 1];
|
||
|
v2.z = vertices[i23 + 2];
|
||
|
|
||
|
normalsPerVertex[i0].count++;
|
||
|
normalsPerVertex[i1].count++;
|
||
|
normalsPerVertex[i2].count++;
|
||
|
|
||
|
Cartographic.Cartesian3.subtract(v1, v0, v1);
|
||
|
Cartographic.Cartesian3.subtract(v2, v0, v2);
|
||
|
normalsPerTriangle[j] = Cartographic.Cartesian3.cross(v1, v2, new Cartographic.Cartesian3());
|
||
|
j++;
|
||
|
}
|
||
|
|
||
|
var indexOffset = 0;
|
||
|
for (i = 0; i < numVertices; i++) {
|
||
|
normalsPerVertex[i].indexOffset += indexOffset;
|
||
|
indexOffset += normalsPerVertex[i].count;
|
||
|
}
|
||
|
|
||
|
j = 0;
|
||
|
var vertexNormalData;
|
||
|
for (i = 0; i < numIndices; i += 3) {
|
||
|
vertexNormalData = normalsPerVertex[indices[i]];
|
||
|
var index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
|
||
|
normalIndices[index] = j;
|
||
|
vertexNormalData.currentCount++;
|
||
|
|
||
|
vertexNormalData = normalsPerVertex[indices[i + 1]];
|
||
|
index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
|
||
|
normalIndices[index] = j;
|
||
|
vertexNormalData.currentCount++;
|
||
|
|
||
|
vertexNormalData = normalsPerVertex[indices[i + 2]];
|
||
|
index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
|
||
|
normalIndices[index] = j;
|
||
|
vertexNormalData.currentCount++;
|
||
|
|
||
|
j++;
|
||
|
}
|
||
|
|
||
|
var normalValues = new Float32Array(numVertices * 3);
|
||
|
for (i = 0; i < numVertices; i++) {
|
||
|
var i3 = i * 3;
|
||
|
vertexNormalData = normalsPerVertex[i];
|
||
|
Cartographic.Cartesian3.clone(Cartographic.Cartesian3.ZERO, normal);
|
||
|
if (vertexNormalData.count > 0) {
|
||
|
for (j = 0; j < vertexNormalData.count; j++) {
|
||
|
Cartographic.Cartesian3.add(normal, normalsPerTriangle[normalIndices[vertexNormalData.indexOffset + j]], normal);
|
||
|
}
|
||
|
|
||
|
// We can run into an issue where a vertex is used with 2 primitives that have opposite winding order.
|
||
|
if (Cartographic.Cartesian3.equalsEpsilon(Cartographic.Cartesian3.ZERO, normal, _Math.CesiumMath.EPSILON10)) {
|
||
|
Cartographic.Cartesian3.clone(normalsPerTriangle[normalIndices[vertexNormalData.indexOffset]], normal);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// We end up with a zero vector probably because of a degenerate triangle
|
||
|
if (Cartographic.Cartesian3.equalsEpsilon(Cartographic.Cartesian3.ZERO, normal, _Math.CesiumMath.EPSILON10)) {
|
||
|
// Default to (0,0,1)
|
||
|
normal.z = 1.0;
|
||
|
}
|
||
|
|
||
|
Cartographic.Cartesian3.normalize(normal, normal);
|
||
|
normalValues[i3] = normal.x;
|
||
|
normalValues[i3 + 1] = normal.y;
|
||
|
normalValues[i3 + 2] = normal.z;
|
||
|
}
|
||
|
|
||
|
geometry.attributes.normal = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : ComponentDatatype.ComponentDatatype.FLOAT,
|
||
|
componentsPerAttribute : 3,
|
||
|
values : normalValues
|
||
|
});
|
||
|
|
||
|
return geometry;
|
||
|
};
|
||
|
|
||
|
var normalScratch = new Cartographic.Cartesian3();
|
||
|
var normalScale = new Cartographic.Cartesian3();
|
||
|
var tScratch = new Cartographic.Cartesian3();
|
||
|
|
||
|
/**
|
||
|
* Computes per-vertex tangents and bitangents for a geometry containing <code>TRIANGLES</code>.
|
||
|
* The result is new <code>tangent</code> and <code>bitangent</code> attributes added to the geometry.
|
||
|
* This assumes a counter-clockwise winding order.
|
||
|
* <p>
|
||
|
* Based on <a href="http://www.terathon.com/code/tangent.html">Computing Tangent Space Basis Vectors
|
||
|
* for an Arbitrary Mesh</a> by Eric Lengyel.
|
||
|
* </p>
|
||
|
*
|
||
|
* @param {Geometry} geometry The geometry to modify.
|
||
|
* @returns {Geometry} The modified <code>geometry</code> argument with the computed <code>tangent</code> and <code>bitangent</code> attributes.
|
||
|
*
|
||
|
* @exception {DeveloperError} geometry.indices length must be greater than 0 and be a multiple of 3.
|
||
|
* @exception {DeveloperError} geometry.primitiveType must be {@link PrimitiveType.TRIANGLES}.
|
||
|
*
|
||
|
* @example
|
||
|
* Cesium.GeometryPipeline.computeTangentAndBiTangent(geometry);
|
||
|
*/
|
||
|
GeometryPipeline.computeTangentAndBitangent = function(geometry) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var attributes = geometry.attributes;
|
||
|
var indices = geometry.indices;
|
||
|
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(attributes.position) || !when.defined(attributes.position.values)) {
|
||
|
throw new Check.DeveloperError('geometry.attributes.position.values is required.');
|
||
|
}
|
||
|
if (!when.defined(attributes.normal) || !when.defined(attributes.normal.values)) {
|
||
|
throw new Check.DeveloperError('geometry.attributes.normal.values is required.');
|
||
|
}
|
||
|
if (!when.defined(attributes.st) || !when.defined(attributes.st.values)) {
|
||
|
throw new Check.DeveloperError('geometry.attributes.st.values is required.');
|
||
|
}
|
||
|
if (!when.defined(indices)) {
|
||
|
throw new Check.DeveloperError('geometry.indices is required.');
|
||
|
}
|
||
|
if (indices.length < 2 || indices.length % 3 !== 0) {
|
||
|
throw new Check.DeveloperError('geometry.indices length must be greater than 0 and be a multiple of 3.');
|
||
|
}
|
||
|
if (geometry.primitiveType !== PrimitiveType.PrimitiveType.TRIANGLES) {
|
||
|
throw new Check.DeveloperError('geometry.primitiveType must be PrimitiveType.TRIANGLES.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var vertices = geometry.attributes.position.values;
|
||
|
var normals = geometry.attributes.normal.values;
|
||
|
var st = geometry.attributes.st.values;
|
||
|
|
||
|
var numVertices = geometry.attributes.position.values.length / 3;
|
||
|
var numIndices = indices.length;
|
||
|
var tan1 = new Array(numVertices * 3);
|
||
|
|
||
|
var i;
|
||
|
for ( i = 0; i < tan1.length; i++) {
|
||
|
tan1[i] = 0;
|
||
|
}
|
||
|
|
||
|
var i03;
|
||
|
var i13;
|
||
|
var i23;
|
||
|
for (i = 0; i < numIndices; i += 3) {
|
||
|
var i0 = indices[i];
|
||
|
var i1 = indices[i + 1];
|
||
|
var i2 = indices[i + 2];
|
||
|
i03 = i0 * 3;
|
||
|
i13 = i1 * 3;
|
||
|
i23 = i2 * 3;
|
||
|
var i02 = i0 * 2;
|
||
|
var i12 = i1 * 2;
|
||
|
var i22 = i2 * 2;
|
||
|
|
||
|
var ux = vertices[i03];
|
||
|
var uy = vertices[i03 + 1];
|
||
|
var uz = vertices[i03 + 2];
|
||
|
|
||
|
var wx = st[i02];
|
||
|
var wy = st[i02 + 1];
|
||
|
var t1 = st[i12 + 1] - wy;
|
||
|
var t2 = st[i22 + 1] - wy;
|
||
|
|
||
|
var r = 1.0 / ((st[i12] - wx) * t2 - (st[i22] - wx) * t1);
|
||
|
var sdirx = (t2 * (vertices[i13] - ux) - t1 * (vertices[i23] - ux)) * r;
|
||
|
var sdiry = (t2 * (vertices[i13 + 1] - uy) - t1 * (vertices[i23 + 1] - uy)) * r;
|
||
|
var sdirz = (t2 * (vertices[i13 + 2] - uz) - t1 * (vertices[i23 + 2] - uz)) * r;
|
||
|
|
||
|
tan1[i03] += sdirx;
|
||
|
tan1[i03 + 1] += sdiry;
|
||
|
tan1[i03 + 2] += sdirz;
|
||
|
|
||
|
tan1[i13] += sdirx;
|
||
|
tan1[i13 + 1] += sdiry;
|
||
|
tan1[i13 + 2] += sdirz;
|
||
|
|
||
|
tan1[i23] += sdirx;
|
||
|
tan1[i23 + 1] += sdiry;
|
||
|
tan1[i23 + 2] += sdirz;
|
||
|
}
|
||
|
|
||
|
var tangentValues = new Float32Array(numVertices * 3);
|
||
|
var bitangentValues = new Float32Array(numVertices * 3);
|
||
|
|
||
|
for (i = 0; i < numVertices; i++) {
|
||
|
i03 = i * 3;
|
||
|
i13 = i03 + 1;
|
||
|
i23 = i03 + 2;
|
||
|
|
||
|
var n = Cartographic.Cartesian3.fromArray(normals, i03, normalScratch);
|
||
|
var t = Cartographic.Cartesian3.fromArray(tan1, i03, tScratch);
|
||
|
var scalar = Cartographic.Cartesian3.dot(n, t);
|
||
|
Cartographic.Cartesian3.multiplyByScalar(n, scalar, normalScale);
|
||
|
Cartographic.Cartesian3.normalize(Cartographic.Cartesian3.subtract(t, normalScale, t), t);
|
||
|
|
||
|
tangentValues[i03] = t.x;
|
||
|
tangentValues[i13] = t.y;
|
||
|
tangentValues[i23] = t.z;
|
||
|
|
||
|
Cartographic.Cartesian3.normalize(Cartographic.Cartesian3.cross(n, t, t), t);
|
||
|
|
||
|
bitangentValues[i03] = t.x;
|
||
|
bitangentValues[i13] = t.y;
|
||
|
bitangentValues[i23] = t.z;
|
||
|
}
|
||
|
|
||
|
geometry.attributes.tangent = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : ComponentDatatype.ComponentDatatype.FLOAT,
|
||
|
componentsPerAttribute : 3,
|
||
|
values : tangentValues
|
||
|
});
|
||
|
|
||
|
geometry.attributes.bitangent = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : ComponentDatatype.ComponentDatatype.FLOAT,
|
||
|
componentsPerAttribute : 3,
|
||
|
values : bitangentValues
|
||
|
});
|
||
|
|
||
|
return geometry;
|
||
|
};
|
||
|
|
||
|
var scratchCartesian2$1 = new Cartesian2.Cartesian2();
|
||
|
var toEncode1 = new Cartographic.Cartesian3();
|
||
|
var toEncode2 = new Cartographic.Cartesian3();
|
||
|
var toEncode3 = new Cartographic.Cartesian3();
|
||
|
var encodeResult2 = new Cartesian2.Cartesian2();
|
||
|
/**
|
||
|
* Compresses and packs geometry normal attribute values to save memory.
|
||
|
*
|
||
|
* @param {Geometry} geometry The geometry to modify.
|
||
|
* @returns {Geometry} The modified <code>geometry</code> argument, with its normals compressed and packed.
|
||
|
*
|
||
|
* @example
|
||
|
* geometry = Cesium.GeometryPipeline.compressVertices(geometry);
|
||
|
*/
|
||
|
GeometryPipeline.compressVertices = function(geometry) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(geometry)) {
|
||
|
throw new Check.DeveloperError('geometry is required.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var extrudeAttribute = geometry.attributes.extrudeDirection;
|
||
|
var i;
|
||
|
var numVertices;
|
||
|
if (when.defined(extrudeAttribute)) {
|
||
|
//only shadow volumes use extrudeDirection, and shadow volumes use vertexFormat: POSITION_ONLY so we don't need to check other attributes
|
||
|
var extrudeDirections = extrudeAttribute.values;
|
||
|
numVertices = extrudeDirections.length / 3.0;
|
||
|
var compressedDirections = new Float32Array(numVertices * 2);
|
||
|
|
||
|
var i2 = 0;
|
||
|
for (i = 0; i < numVertices; ++i) {
|
||
|
Cartographic.Cartesian3.fromArray(extrudeDirections, i * 3.0, toEncode1);
|
||
|
if (Cartographic.Cartesian3.equals(toEncode1, Cartographic.Cartesian3.ZERO)) {
|
||
|
i2 += 2;
|
||
|
continue;
|
||
|
}
|
||
|
encodeResult2 = AttributeCompression.AttributeCompression.octEncodeInRange(toEncode1, 65535, encodeResult2);
|
||
|
compressedDirections[i2++] = encodeResult2.x;
|
||
|
compressedDirections[i2++] = encodeResult2.y;
|
||
|
}
|
||
|
|
||
|
geometry.attributes.compressedAttributes = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : ComponentDatatype.ComponentDatatype.FLOAT,
|
||
|
componentsPerAttribute : 2,
|
||
|
values : compressedDirections
|
||
|
});
|
||
|
delete geometry.attributes.extrudeDirection;
|
||
|
return geometry;
|
||
|
}
|
||
|
|
||
|
var normalAttribute = geometry.attributes.normal;
|
||
|
var stAttribute = geometry.attributes.st;
|
||
|
|
||
|
var hasNormal = when.defined(normalAttribute);
|
||
|
var hasSt = when.defined(stAttribute);
|
||
|
if (!hasNormal && !hasSt) {
|
||
|
return geometry;
|
||
|
}
|
||
|
|
||
|
var tangentAttribute = geometry.attributes.tangent;
|
||
|
var bitangentAttribute = geometry.attributes.bitangent;
|
||
|
|
||
|
var hasTangent = when.defined(tangentAttribute);
|
||
|
var hasBitangent = when.defined(bitangentAttribute);
|
||
|
|
||
|
var normals;
|
||
|
var st;
|
||
|
var tangents;
|
||
|
var bitangents;
|
||
|
|
||
|
if (hasNormal) {
|
||
|
normals = normalAttribute.values;
|
||
|
}
|
||
|
if (hasSt) {
|
||
|
st = stAttribute.values;
|
||
|
}
|
||
|
if (hasTangent) {
|
||
|
tangents = tangentAttribute.values;
|
||
|
}
|
||
|
if (hasBitangent) {
|
||
|
bitangents = bitangentAttribute.values;
|
||
|
}
|
||
|
|
||
|
var length = hasNormal ? normals.length : st.length;
|
||
|
var numComponents = hasNormal ? 3.0 : 2.0;
|
||
|
numVertices = length / numComponents;
|
||
|
|
||
|
var compressedLength = numVertices;
|
||
|
var numCompressedComponents = hasSt && hasNormal ? 2.0 : 1.0;
|
||
|
numCompressedComponents += hasTangent || hasBitangent ? 1.0 : 0.0;
|
||
|
compressedLength *= numCompressedComponents;
|
||
|
|
||
|
var compressedAttributes = new Float32Array(compressedLength);
|
||
|
|
||
|
var normalIndex = 0;
|
||
|
for (i = 0; i < numVertices; ++i) {
|
||
|
if (hasSt) {
|
||
|
Cartesian2.Cartesian2.fromArray(st, i * 2.0, scratchCartesian2$1);
|
||
|
compressedAttributes[normalIndex++] = AttributeCompression.AttributeCompression.compressTextureCoordinates(scratchCartesian2$1);
|
||
|
}
|
||
|
|
||
|
var index = i * 3.0;
|
||
|
if (hasNormal && when.defined(tangents) && when.defined(bitangents)) {
|
||
|
Cartographic.Cartesian3.fromArray(normals, index, toEncode1);
|
||
|
Cartographic.Cartesian3.fromArray(tangents, index, toEncode2);
|
||
|
Cartographic.Cartesian3.fromArray(bitangents, index, toEncode3);
|
||
|
|
||
|
AttributeCompression.AttributeCompression.octPack(toEncode1, toEncode2, toEncode3, scratchCartesian2$1);
|
||
|
compressedAttributes[normalIndex++] = scratchCartesian2$1.x;
|
||
|
compressedAttributes[normalIndex++] = scratchCartesian2$1.y;
|
||
|
} else {
|
||
|
if (hasNormal) {
|
||
|
Cartographic.Cartesian3.fromArray(normals, index, toEncode1);
|
||
|
compressedAttributes[normalIndex++] = AttributeCompression.AttributeCompression.octEncodeFloat(toEncode1);
|
||
|
}
|
||
|
|
||
|
if (hasTangent) {
|
||
|
Cartographic.Cartesian3.fromArray(tangents, index, toEncode1);
|
||
|
compressedAttributes[normalIndex++] = AttributeCompression.AttributeCompression.octEncodeFloat(toEncode1);
|
||
|
}
|
||
|
|
||
|
if (hasBitangent) {
|
||
|
Cartographic.Cartesian3.fromArray(bitangents, index, toEncode1);
|
||
|
compressedAttributes[normalIndex++] = AttributeCompression.AttributeCompression.octEncodeFloat(toEncode1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
geometry.attributes.compressedAttributes = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : ComponentDatatype.ComponentDatatype.FLOAT,
|
||
|
componentsPerAttribute : numCompressedComponents,
|
||
|
values : compressedAttributes
|
||
|
});
|
||
|
|
||
|
if (hasNormal) {
|
||
|
delete geometry.attributes.normal;
|
||
|
}
|
||
|
if (hasSt) {
|
||
|
delete geometry.attributes.st;
|
||
|
}
|
||
|
if (hasBitangent) {
|
||
|
delete geometry.attributes.bitangent;
|
||
|
}
|
||
|
if (hasTangent) {
|
||
|
delete geometry.attributes.tangent;
|
||
|
}
|
||
|
|
||
|
return geometry;
|
||
|
};
|
||
|
|
||
|
function indexTriangles(geometry) {
|
||
|
if (when.defined(geometry.indices)) {
|
||
|
return geometry;
|
||
|
}
|
||
|
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
|
||
|
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (numberOfVertices < 3) {
|
||
|
throw new Check.DeveloperError('The number of vertices must be at least three.');
|
||
|
}
|
||
|
if (numberOfVertices % 3 !== 0) {
|
||
|
throw new Check.DeveloperError('The number of vertices must be a multiple of three.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var indices = IndexDatatype.IndexDatatype.createTypedArray(numberOfVertices, numberOfVertices);
|
||
|
for (var i = 0; i < numberOfVertices; ++i) {
|
||
|
indices[i] = i;
|
||
|
}
|
||
|
|
||
|
geometry.indices = indices;
|
||
|
return geometry;
|
||
|
}
|
||
|
|
||
|
function indexTriangleFan(geometry) {
|
||
|
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
|
||
|
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (numberOfVertices < 3) {
|
||
|
throw new Check.DeveloperError('The number of vertices must be at least three.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var indices = IndexDatatype.IndexDatatype.createTypedArray(numberOfVertices, (numberOfVertices - 2) * 3);
|
||
|
indices[0] = 1;
|
||
|
indices[1] = 0;
|
||
|
indices[2] = 2;
|
||
|
|
||
|
var indicesIndex = 3;
|
||
|
for (var i = 3; i < numberOfVertices; ++i) {
|
||
|
indices[indicesIndex++] = i - 1;
|
||
|
indices[indicesIndex++] = 0;
|
||
|
indices[indicesIndex++] = i;
|
||
|
}
|
||
|
|
||
|
geometry.indices = indices;
|
||
|
geometry.primitiveType = PrimitiveType.PrimitiveType.TRIANGLES;
|
||
|
return geometry;
|
||
|
}
|
||
|
|
||
|
function indexTriangleStrip(geometry) {
|
||
|
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
|
||
|
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (numberOfVertices < 3) {
|
||
|
throw new Check.DeveloperError('The number of vertices must be at least 3.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var indices = IndexDatatype.IndexDatatype.createTypedArray(numberOfVertices, (numberOfVertices - 2) * 3);
|
||
|
indices[0] = 0;
|
||
|
indices[1] = 1;
|
||
|
indices[2] = 2;
|
||
|
|
||
|
if (numberOfVertices > 3) {
|
||
|
indices[3] = 0;
|
||
|
indices[4] = 2;
|
||
|
indices[5] = 3;
|
||
|
}
|
||
|
|
||
|
var indicesIndex = 6;
|
||
|
for (var i = 3; i < numberOfVertices - 1; i += 2) {
|
||
|
indices[indicesIndex++] = i;
|
||
|
indices[indicesIndex++] = i - 1;
|
||
|
indices[indicesIndex++] = i + 1;
|
||
|
|
||
|
if (i + 2 < numberOfVertices) {
|
||
|
indices[indicesIndex++] = i;
|
||
|
indices[indicesIndex++] = i + 1;
|
||
|
indices[indicesIndex++] = i + 2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
geometry.indices = indices;
|
||
|
geometry.primitiveType = PrimitiveType.PrimitiveType.TRIANGLES;
|
||
|
return geometry;
|
||
|
}
|
||
|
|
||
|
function indexLines(geometry) {
|
||
|
if (when.defined(geometry.indices)) {
|
||
|
return geometry;
|
||
|
}
|
||
|
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
|
||
|
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (numberOfVertices < 2) {
|
||
|
throw new Check.DeveloperError('The number of vertices must be at least two.');
|
||
|
}
|
||
|
if (numberOfVertices % 2 !== 0) {
|
||
|
throw new Check.DeveloperError('The number of vertices must be a multiple of 2.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var indices = IndexDatatype.IndexDatatype.createTypedArray(numberOfVertices, numberOfVertices);
|
||
|
for (var i = 0; i < numberOfVertices; ++i) {
|
||
|
indices[i] = i;
|
||
|
}
|
||
|
|
||
|
geometry.indices = indices;
|
||
|
return geometry;
|
||
|
}
|
||
|
|
||
|
function indexLineStrip(geometry) {
|
||
|
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
|
||
|
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (numberOfVertices < 2) {
|
||
|
throw new Check.DeveloperError('The number of vertices must be at least two.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var indices = IndexDatatype.IndexDatatype.createTypedArray(numberOfVertices, (numberOfVertices - 1) * 2);
|
||
|
indices[0] = 0;
|
||
|
indices[1] = 1;
|
||
|
var indicesIndex = 2;
|
||
|
for (var i = 2; i < numberOfVertices; ++i) {
|
||
|
indices[indicesIndex++] = i - 1;
|
||
|
indices[indicesIndex++] = i;
|
||
|
}
|
||
|
|
||
|
geometry.indices = indices;
|
||
|
geometry.primitiveType = PrimitiveType.PrimitiveType.LINES;
|
||
|
return geometry;
|
||
|
}
|
||
|
|
||
|
function indexLineLoop(geometry) {
|
||
|
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
|
||
|
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (numberOfVertices < 2) {
|
||
|
throw new Check.DeveloperError('The number of vertices must be at least two.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var indices = IndexDatatype.IndexDatatype.createTypedArray(numberOfVertices, numberOfVertices * 2);
|
||
|
|
||
|
indices[0] = 0;
|
||
|
indices[1] = 1;
|
||
|
|
||
|
var indicesIndex = 2;
|
||
|
for (var i = 2; i < numberOfVertices; ++i) {
|
||
|
indices[indicesIndex++] = i - 1;
|
||
|
indices[indicesIndex++] = i;
|
||
|
}
|
||
|
|
||
|
indices[indicesIndex++] = numberOfVertices - 1;
|
||
|
indices[indicesIndex] = 0;
|
||
|
|
||
|
geometry.indices = indices;
|
||
|
geometry.primitiveType = PrimitiveType.PrimitiveType.LINES;
|
||
|
return geometry;
|
||
|
}
|
||
|
|
||
|
function indexPrimitive(geometry) {
|
||
|
switch (geometry.primitiveType) {
|
||
|
case PrimitiveType.PrimitiveType.TRIANGLE_FAN:
|
||
|
return indexTriangleFan(geometry);
|
||
|
case PrimitiveType.PrimitiveType.TRIANGLE_STRIP:
|
||
|
return indexTriangleStrip(geometry);
|
||
|
case PrimitiveType.PrimitiveType.TRIANGLES:
|
||
|
return indexTriangles(geometry);
|
||
|
case PrimitiveType.PrimitiveType.LINE_STRIP:
|
||
|
return indexLineStrip(geometry);
|
||
|
case PrimitiveType.PrimitiveType.LINE_LOOP:
|
||
|
return indexLineLoop(geometry);
|
||
|
case PrimitiveType.PrimitiveType.LINES:
|
||
|
return indexLines(geometry);
|
||
|
}
|
||
|
|
||
|
return geometry;
|
||
|
}
|
||
|
|
||
|
function offsetPointFromXZPlane(p, isBehind) {
|
||
|
if (Math.abs(p.y) < _Math.CesiumMath.EPSILON6){
|
||
|
if (isBehind) {
|
||
|
p.y = -_Math.CesiumMath.EPSILON6;
|
||
|
} else {
|
||
|
p.y = _Math.CesiumMath.EPSILON6;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function offsetTriangleFromXZPlane(p0, p1, p2) {
|
||
|
if (p0.y !== 0.0 && p1.y !== 0.0 && p2.y !== 0.0) {
|
||
|
offsetPointFromXZPlane(p0, p0.y < 0.0);
|
||
|
offsetPointFromXZPlane(p1, p1.y < 0.0);
|
||
|
offsetPointFromXZPlane(p2, p2.y < 0.0);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
var p0y = Math.abs(p0.y);
|
||
|
var p1y = Math.abs(p1.y);
|
||
|
var p2y = Math.abs(p2.y);
|
||
|
|
||
|
var sign;
|
||
|
if (p0y > p1y) {
|
||
|
if (p0y > p2y) {
|
||
|
sign = _Math.CesiumMath.sign(p0.y);
|
||
|
} else {
|
||
|
sign = _Math.CesiumMath.sign(p2.y);
|
||
|
}
|
||
|
} else if (p1y > p2y) {
|
||
|
sign = _Math.CesiumMath.sign(p1.y);
|
||
|
} else {
|
||
|
sign = _Math.CesiumMath.sign(p2.y);
|
||
|
}
|
||
|
|
||
|
var isBehind = sign < 0.0;
|
||
|
offsetPointFromXZPlane(p0, isBehind);
|
||
|
offsetPointFromXZPlane(p1, isBehind);
|
||
|
offsetPointFromXZPlane(p2, isBehind);
|
||
|
}
|
||
|
|
||
|
var c3 = new Cartographic.Cartesian3();
|
||
|
function getXZIntersectionOffsetPoints(p, p1, u1, v1) {
|
||
|
Cartographic.Cartesian3.add(p, Cartographic.Cartesian3.multiplyByScalar(Cartographic.Cartesian3.subtract(p1, p, c3), p.y/(p.y-p1.y), c3), u1);
|
||
|
Cartographic.Cartesian3.clone(u1, v1);
|
||
|
offsetPointFromXZPlane(u1, true);
|
||
|
offsetPointFromXZPlane(v1, false);
|
||
|
}
|
||
|
|
||
|
var u1 = new Cartographic.Cartesian3();
|
||
|
var u2 = new Cartographic.Cartesian3();
|
||
|
var q1 = new Cartographic.Cartesian3();
|
||
|
var q2 = new Cartographic.Cartesian3();
|
||
|
|
||
|
var splitTriangleResult = {
|
||
|
positions : new Array(7),
|
||
|
indices : new Array(3 * 3)
|
||
|
};
|
||
|
|
||
|
function splitTriangle(p0, p1, p2) {
|
||
|
// In WGS84 coordinates, for a triangle approximately on the
|
||
|
// ellipsoid to cross the IDL, first it needs to be on the
|
||
|
// negative side of the plane x = 0.
|
||
|
if ((p0.x >= 0.0) || (p1.x >= 0.0) || (p2.x >= 0.0)) {
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
offsetTriangleFromXZPlane(p0, p1, p2);
|
||
|
|
||
|
var p0Behind = p0.y < 0.0;
|
||
|
var p1Behind = p1.y < 0.0;
|
||
|
var p2Behind = p2.y < 0.0;
|
||
|
|
||
|
var numBehind = 0;
|
||
|
numBehind += p0Behind ? 1 : 0;
|
||
|
numBehind += p1Behind ? 1 : 0;
|
||
|
numBehind += p2Behind ? 1 : 0;
|
||
|
|
||
|
var indices = splitTriangleResult.indices;
|
||
|
|
||
|
if (numBehind === 1) {
|
||
|
indices[1] = 3;
|
||
|
indices[2] = 4;
|
||
|
indices[5] = 6;
|
||
|
indices[7] = 6;
|
||
|
indices[8] = 5;
|
||
|
|
||
|
if (p0Behind) {
|
||
|
getXZIntersectionOffsetPoints(p0, p1, u1, q1);
|
||
|
getXZIntersectionOffsetPoints(p0, p2, u2, q2);
|
||
|
|
||
|
indices[0] = 0;
|
||
|
indices[3] = 1;
|
||
|
indices[4] = 2;
|
||
|
indices[6] = 1;
|
||
|
} else if (p1Behind) {
|
||
|
getXZIntersectionOffsetPoints(p1, p2, u1, q1);
|
||
|
getXZIntersectionOffsetPoints(p1, p0, u2, q2);
|
||
|
|
||
|
indices[0] = 1;
|
||
|
indices[3] = 2;
|
||
|
indices[4] = 0;
|
||
|
indices[6] = 2;
|
||
|
} else if (p2Behind) {
|
||
|
getXZIntersectionOffsetPoints(p2, p0, u1, q1);
|
||
|
getXZIntersectionOffsetPoints(p2, p1, u2, q2);
|
||
|
|
||
|
indices[0] = 2;
|
||
|
indices[3] = 0;
|
||
|
indices[4] = 1;
|
||
|
indices[6] = 0;
|
||
|
}
|
||
|
} else if (numBehind === 2) {
|
||
|
indices[2] = 4;
|
||
|
indices[4] = 4;
|
||
|
indices[5] = 3;
|
||
|
indices[7] = 5;
|
||
|
indices[8] = 6;
|
||
|
|
||
|
if (!p0Behind) {
|
||
|
getXZIntersectionOffsetPoints(p0, p1, u1, q1);
|
||
|
getXZIntersectionOffsetPoints(p0, p2, u2, q2);
|
||
|
|
||
|
indices[0] = 1;
|
||
|
indices[1] = 2;
|
||
|
indices[3] = 1;
|
||
|
indices[6] = 0;
|
||
|
} else if (!p1Behind) {
|
||
|
getXZIntersectionOffsetPoints(p1, p2, u1, q1);
|
||
|
getXZIntersectionOffsetPoints(p1, p0, u2, q2);
|
||
|
|
||
|
indices[0] = 2;
|
||
|
indices[1] = 0;
|
||
|
indices[3] = 2;
|
||
|
indices[6] = 1;
|
||
|
} else if (!p2Behind) {
|
||
|
getXZIntersectionOffsetPoints(p2, p0, u1, q1);
|
||
|
getXZIntersectionOffsetPoints(p2, p1, u2, q2);
|
||
|
|
||
|
indices[0] = 0;
|
||
|
indices[1] = 1;
|
||
|
indices[3] = 0;
|
||
|
indices[6] = 2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var positions = splitTriangleResult.positions;
|
||
|
positions[0] = p0;
|
||
|
positions[1] = p1;
|
||
|
positions[2] = p2;
|
||
|
positions.length = 3;
|
||
|
|
||
|
if (numBehind === 1 || numBehind === 2) {
|
||
|
positions[3] = u1;
|
||
|
positions[4] = u2;
|
||
|
positions[5] = q1;
|
||
|
positions[6] = q2;
|
||
|
positions.length = 7;
|
||
|
}
|
||
|
|
||
|
return splitTriangleResult;
|
||
|
}
|
||
|
|
||
|
function updateGeometryAfterSplit(geometry, computeBoundingSphere) {
|
||
|
var attributes = geometry.attributes;
|
||
|
|
||
|
if (attributes.position.values.length === 0) {
|
||
|
return undefined;
|
||
|
}
|
||
|
|
||
|
for (var property in attributes) {
|
||
|
if (attributes.hasOwnProperty(property) &&
|
||
|
when.defined(attributes[property]) &&
|
||
|
when.defined(attributes[property].values)) {
|
||
|
|
||
|
var attribute = attributes[property];
|
||
|
attribute.values = ComponentDatatype.ComponentDatatype.createTypedArray(attribute.componentDatatype, attribute.values);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var numberOfVertices = GeometryAttribute.Geometry.computeNumberOfVertices(geometry);
|
||
|
geometry.indices = IndexDatatype.IndexDatatype.createTypedArray(numberOfVertices, geometry.indices);
|
||
|
|
||
|
if (computeBoundingSphere) {
|
||
|
geometry.boundingSphere = BoundingSphere.BoundingSphere.fromVertices(attributes.position.values);
|
||
|
}
|
||
|
|
||
|
return geometry;
|
||
|
}
|
||
|
|
||
|
function copyGeometryForSplit(geometry) {
|
||
|
var attributes = geometry.attributes;
|
||
|
var copiedAttributes = {};
|
||
|
|
||
|
for (var property in attributes) {
|
||
|
if (attributes.hasOwnProperty(property) &&
|
||
|
when.defined(attributes[property]) &&
|
||
|
when.defined(attributes[property].values)) {
|
||
|
|
||
|
var attribute = attributes[property];
|
||
|
copiedAttributes[property] = new GeometryAttribute.GeometryAttribute({
|
||
|
componentDatatype : attribute.componentDatatype,
|
||
|
componentsPerAttribute : attribute.componentsPerAttribute,
|
||
|
normalize : attribute.normalize,
|
||
|
values : []
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return new GeometryAttribute.Geometry({
|
||
|
attributes : copiedAttributes,
|
||
|
indices : [],
|
||
|
primitiveType : geometry.primitiveType
|
||
|
});
|
||
|
}
|
||
|
|
||
|
function updateInstanceAfterSplit(instance, westGeometry, eastGeometry) {
|
||
|
var computeBoundingSphere = when.defined(instance.geometry.boundingSphere);
|
||
|
|
||
|
westGeometry = updateGeometryAfterSplit(westGeometry, computeBoundingSphere);
|
||
|
eastGeometry = updateGeometryAfterSplit(eastGeometry, computeBoundingSphere);
|
||
|
|
||
|
if (when.defined(eastGeometry) && !when.defined(westGeometry)) {
|
||
|
instance.geometry = eastGeometry;
|
||
|
} else if (!when.defined(eastGeometry) && when.defined(westGeometry)) {
|
||
|
instance.geometry = westGeometry;
|
||
|
} else {
|
||
|
instance.westHemisphereGeometry = westGeometry;
|
||
|
instance.eastHemisphereGeometry = eastGeometry;
|
||
|
instance.geometry = undefined;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function generateBarycentricInterpolateFunction(CartesianType, numberOfComponents) {
|
||
|
var v0Scratch = new CartesianType();
|
||
|
var v1Scratch = new CartesianType();
|
||
|
var v2Scratch = new CartesianType();
|
||
|
|
||
|
return function(i0, i1, i2, coords, sourceValues, currentValues, insertedIndex, normalize) {
|
||
|
var v0 = CartesianType.fromArray(sourceValues, i0 * numberOfComponents, v0Scratch);
|
||
|
var v1 = CartesianType.fromArray(sourceValues, i1 * numberOfComponents, v1Scratch);
|
||
|
var v2 = CartesianType.fromArray(sourceValues, i2 * numberOfComponents, v2Scratch);
|
||
|
|
||
|
CartesianType.multiplyByScalar(v0, coords.x, v0);
|
||
|
CartesianType.multiplyByScalar(v1, coords.y, v1);
|
||
|
CartesianType.multiplyByScalar(v2, coords.z, v2);
|
||
|
|
||
|
var value = CartesianType.add(v0, v1, v0);
|
||
|
CartesianType.add(value, v2, value);
|
||
|
|
||
|
if (normalize) {
|
||
|
CartesianType.normalize(value, value);
|
||
|
}
|
||
|
|
||
|
CartesianType.pack(value, currentValues, insertedIndex * numberOfComponents);
|
||
|
};
|
||
|
}
|
||
|
|
||
|
var interpolateAndPackCartesian4 = generateBarycentricInterpolateFunction(Cartesian4.Cartesian4, 4);
|
||
|
var interpolateAndPackCartesian3 = generateBarycentricInterpolateFunction(Cartographic.Cartesian3, 3);
|
||
|
var interpolateAndPackCartesian2 = generateBarycentricInterpolateFunction(Cartesian2.Cartesian2, 2);
|
||
|
var interpolateAndPackBoolean = function(i0, i1, i2, coords, sourceValues, currentValues, insertedIndex) {
|
||
|
var v1 = sourceValues[i0] * coords.x;
|
||
|
var v2 = sourceValues[i1] * coords.y;
|
||
|
var v3 = sourceValues[i2] * coords.z;
|
||
|
currentValues[insertedIndex] = (v1 + v2 + v3) > _Math.CesiumMath.EPSILON6 ? 1 : 0;
|
||
|
};
|
||
|
|
||
|
var p0Scratch = new Cartographic.Cartesian3();
|
||
|
var p1Scratch = new Cartographic.Cartesian3();
|
||
|
var p2Scratch = new Cartographic.Cartesian3();
|
||
|
var barycentricScratch = new Cartographic.Cartesian3();
|
||
|
|
||
|
function computeTriangleAttributes(i0, i1, i2, point, positions, normals, tangents, bitangents, texCoords, extrudeDirections, applyOffset, currentAttributes, customAttributeNames, customAttributesLength, allAttributes, insertedIndex) {
|
||
|
if (!when.defined(normals) && !when.defined(tangents) && !when.defined(bitangents) && !when.defined(texCoords) && !when.defined(extrudeDirections) && customAttributesLength === 0) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
var p0 = Cartographic.Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
|
||
|
var p1 = Cartographic.Cartesian3.fromArray(positions, i1 * 3, p1Scratch);
|
||
|
var p2 = Cartographic.Cartesian3.fromArray(positions, i2 * 3, p2Scratch);
|
||
|
var coords = barycentricCoordinates(point, p0, p1, p2, barycentricScratch);
|
||
|
|
||
|
if (when.defined(normals)) {
|
||
|
interpolateAndPackCartesian3(i0, i1, i2, coords, normals, currentAttributes.normal.values, insertedIndex, true);
|
||
|
}
|
||
|
|
||
|
if (when.defined(extrudeDirections)) {
|
||
|
var d0 = Cartographic.Cartesian3.fromArray(extrudeDirections, i0 * 3, p0Scratch);
|
||
|
var d1 = Cartographic.Cartesian3.fromArray(extrudeDirections, i1 * 3, p1Scratch);
|
||
|
var d2 = Cartographic.Cartesian3.fromArray(extrudeDirections, i2 * 3, p2Scratch);
|
||
|
|
||
|
Cartographic.Cartesian3.multiplyByScalar(d0, coords.x, d0);
|
||
|
Cartographic.Cartesian3.multiplyByScalar(d1, coords.y, d1);
|
||
|
Cartographic.Cartesian3.multiplyByScalar(d2, coords.z, d2);
|
||
|
|
||
|
var direction;
|
||
|
if (!Cartographic.Cartesian3.equals(d0, Cartographic.Cartesian3.ZERO) || !Cartographic.Cartesian3.equals(d1, Cartographic.Cartesian3.ZERO) || !Cartographic.Cartesian3.equals(d2, Cartographic.Cartesian3.ZERO)) {
|
||
|
direction = Cartographic.Cartesian3.add(d0, d1, d0);
|
||
|
Cartographic.Cartesian3.add(direction, d2, direction);
|
||
|
Cartographic.Cartesian3.normalize(direction, direction);
|
||
|
} else {
|
||
|
direction = p0Scratch;
|
||
|
direction.x = 0;
|
||
|
direction.y = 0;
|
||
|
direction.z = 0;
|
||
|
}
|
||
|
Cartographic.Cartesian3.pack(direction, currentAttributes.extrudeDirection.values, insertedIndex * 3);
|
||
|
}
|
||
|
|
||
|
if (when.defined(applyOffset)) {
|
||
|
interpolateAndPackBoolean(i0, i1, i2, coords, applyOffset, currentAttributes.applyOffset.values, insertedIndex);
|
||
|
}
|
||
|
|
||
|
if (when.defined(tangents)) {
|
||
|
interpolateAndPackCartesian3(i0, i1, i2, coords, tangents, currentAttributes.tangent.values, insertedIndex, true);
|
||
|
}
|
||
|
|
||
|
if (when.defined(bitangents)) {
|
||
|
interpolateAndPackCartesian3(i0, i1, i2, coords, bitangents, currentAttributes.bitangent.values, insertedIndex, true);
|
||
|
}
|
||
|
|
||
|
if (when.defined(texCoords)) {
|
||
|
interpolateAndPackCartesian2(i0, i1, i2, coords, texCoords, currentAttributes.st.values, insertedIndex);
|
||
|
}
|
||
|
|
||
|
if (customAttributesLength > 0) {
|
||
|
for (var i = 0; i < customAttributesLength; i++) {
|
||
|
var attributeName = customAttributeNames[i];
|
||
|
genericInterpolate(i0, i1, i2, coords, insertedIndex, allAttributes[attributeName], currentAttributes[attributeName]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function genericInterpolate(i0, i1, i2, coords, insertedIndex, sourceAttribute, currentAttribute) {
|
||
|
var componentsPerAttribute = sourceAttribute.componentsPerAttribute;
|
||
|
var sourceValues = sourceAttribute.values;
|
||
|
var currentValues = currentAttribute.values;
|
||
|
switch(componentsPerAttribute) {
|
||
|
case 4:
|
||
|
interpolateAndPackCartesian4(i0, i1, i2, coords, sourceValues, currentValues, insertedIndex, false);
|
||
|
break;
|
||
|
case 3:
|
||
|
interpolateAndPackCartesian3(i0, i1, i2, coords, sourceValues, currentValues, insertedIndex, false);
|
||
|
break;
|
||
|
case 2:
|
||
|
interpolateAndPackCartesian2(i0, i1, i2, coords, sourceValues, currentValues, insertedIndex, false);
|
||
|
break;
|
||
|
default:
|
||
|
currentValues[insertedIndex] = sourceValues[i0] * coords.x + sourceValues[i1] * coords.y + sourceValues[i2] * coords.z;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, currentIndex, point) {
|
||
|
var insertIndex = currentAttributes.position.values.length / 3;
|
||
|
|
||
|
if (currentIndex !== -1) {
|
||
|
var prevIndex = indices[currentIndex];
|
||
|
var newIndex = currentIndexMap[prevIndex];
|
||
|
|
||
|
if (newIndex === -1) {
|
||
|
currentIndexMap[prevIndex] = insertIndex;
|
||
|
currentAttributes.position.values.push(point.x, point.y, point.z);
|
||
|
currentIndices.push(insertIndex);
|
||
|
return insertIndex;
|
||
|
}
|
||
|
|
||
|
currentIndices.push(newIndex);
|
||
|
return newIndex;
|
||
|
}
|
||
|
|
||
|
currentAttributes.position.values.push(point.x, point.y, point.z);
|
||
|
currentIndices.push(insertIndex);
|
||
|
return insertIndex;
|
||
|
}
|
||
|
|
||
|
var NAMED_ATTRIBUTES = {
|
||
|
position : true,
|
||
|
normal : true,
|
||
|
bitangent : true,
|
||
|
tangent : true,
|
||
|
st : true,
|
||
|
extrudeDirection : true,
|
||
|
applyOffset: true
|
||
|
};
|
||
|
function splitLongitudeTriangles(instance) {
|
||
|
var geometry = instance.geometry;
|
||
|
var attributes = geometry.attributes;
|
||
|
var positions = attributes.position.values;
|
||
|
var normals = (when.defined(attributes.normal)) ? attributes.normal.values : undefined;
|
||
|
var bitangents = (when.defined(attributes.bitangent)) ? attributes.bitangent.values : undefined;
|
||
|
var tangents = (when.defined(attributes.tangent)) ? attributes.tangent.values : undefined;
|
||
|
var texCoords = (when.defined(attributes.st)) ? attributes.st.values : undefined;
|
||
|
var extrudeDirections = (when.defined(attributes.extrudeDirection)) ? attributes.extrudeDirection.values : undefined;
|
||
|
var applyOffset = when.defined(attributes.applyOffset) ? attributes.applyOffset.values : undefined;
|
||
|
var indices = geometry.indices;
|
||
|
|
||
|
var customAttributeNames = [];
|
||
|
for (var attributeName in attributes) {
|
||
|
if (attributes.hasOwnProperty(attributeName) && !NAMED_ATTRIBUTES[attributeName] && when.defined(attributes[attributeName])) {
|
||
|
customAttributeNames.push(attributeName);
|
||
|
}
|
||
|
}
|
||
|
var customAttributesLength = customAttributeNames.length;
|
||
|
|
||
|
var eastGeometry = copyGeometryForSplit(geometry);
|
||
|
var westGeometry = copyGeometryForSplit(geometry);
|
||
|
|
||
|
var currentAttributes;
|
||
|
var currentIndices;
|
||
|
var currentIndexMap;
|
||
|
var insertedIndex;
|
||
|
var i;
|
||
|
|
||
|
var westGeometryIndexMap = [];
|
||
|
westGeometryIndexMap.length = positions.length / 3;
|
||
|
|
||
|
var eastGeometryIndexMap = [];
|
||
|
eastGeometryIndexMap.length = positions.length / 3;
|
||
|
|
||
|
for (i = 0; i < westGeometryIndexMap.length; ++i) {
|
||
|
westGeometryIndexMap[i] = -1;
|
||
|
eastGeometryIndexMap[i] = -1;
|
||
|
}
|
||
|
|
||
|
var len = indices.length;
|
||
|
for (i = 0; i < len; i += 3) {
|
||
|
var i0 = indices[i];
|
||
|
var i1 = indices[i + 1];
|
||
|
var i2 = indices[i + 2];
|
||
|
|
||
|
var p0 = Cartographic.Cartesian3.fromArray(positions, i0 * 3);
|
||
|
var p1 = Cartographic.Cartesian3.fromArray(positions, i1 * 3);
|
||
|
var p2 = Cartographic.Cartesian3.fromArray(positions, i2 * 3);
|
||
|
|
||
|
var result = splitTriangle(p0, p1, p2);
|
||
|
if (when.defined(result) && result.positions.length > 3) {
|
||
|
var resultPositions = result.positions;
|
||
|
var resultIndices = result.indices;
|
||
|
var resultLength = resultIndices.length;
|
||
|
|
||
|
for (var j = 0; j < resultLength; ++j) {
|
||
|
var resultIndex = resultIndices[j];
|
||
|
var point = resultPositions[resultIndex];
|
||
|
|
||
|
if (point.y < 0.0) {
|
||
|
currentAttributes = westGeometry.attributes;
|
||
|
currentIndices = westGeometry.indices;
|
||
|
currentIndexMap = westGeometryIndexMap;
|
||
|
} else {
|
||
|
currentAttributes = eastGeometry.attributes;
|
||
|
currentIndices = eastGeometry.indices;
|
||
|
currentIndexMap = eastGeometryIndexMap;
|
||
|
}
|
||
|
|
||
|
insertedIndex = insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, resultIndex < 3 ? i + resultIndex : -1, point);
|
||
|
computeTriangleAttributes(i0, i1, i2, point, positions, normals, tangents, bitangents, texCoords, extrudeDirections, applyOffset, currentAttributes, customAttributeNames, customAttributesLength, attributes, insertedIndex);
|
||
|
}
|
||
|
} else {
|
||
|
if (when.defined(result)) {
|
||
|
p0 = result.positions[0];
|
||
|
p1 = result.positions[1];
|
||
|
p2 = result.positions[2];
|
||
|
}
|
||
|
|
||
|
if (p0.y < 0.0) {
|
||
|
currentAttributes = westGeometry.attributes;
|
||
|
currentIndices = westGeometry.indices;
|
||
|
currentIndexMap = westGeometryIndexMap;
|
||
|
} else {
|
||
|
currentAttributes = eastGeometry.attributes;
|
||
|
currentIndices = eastGeometry.indices;
|
||
|
currentIndexMap = eastGeometryIndexMap;
|
||
|
}
|
||
|
|
||
|
insertedIndex = insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, i, p0);
|
||
|
computeTriangleAttributes(i0, i1, i2, p0, positions, normals, tangents, bitangents, texCoords, extrudeDirections, applyOffset, currentAttributes, customAttributeNames, customAttributesLength, attributes, insertedIndex);
|
||
|
|
||
|
insertedIndex = insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, i + 1, p1);
|
||
|
computeTriangleAttributes(i0, i1, i2, p1, positions, normals, tangents, bitangents, texCoords, extrudeDirections, applyOffset, currentAttributes, customAttributeNames, customAttributesLength, attributes, insertedIndex);
|
||
|
|
||
|
insertedIndex = insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, i + 2, p2);
|
||
|
computeTriangleAttributes(i0, i1, i2, p2, positions, normals, tangents, bitangents, texCoords, extrudeDirections, applyOffset, currentAttributes, customAttributeNames, customAttributesLength, attributes, insertedIndex);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
|
||
|
}
|
||
|
|
||
|
var xzPlane = Plane.Plane.fromPointNormal(Cartographic.Cartesian3.ZERO, Cartographic.Cartesian3.UNIT_Y);
|
||
|
|
||
|
var offsetScratch = new Cartographic.Cartesian3();
|
||
|
var offsetPointScratch = new Cartographic.Cartesian3();
|
||
|
|
||
|
function computeLineAttributes(i0, i1, point, positions, insertIndex, currentAttributes, applyOffset) {
|
||
|
if (!when.defined(applyOffset)) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
var p0 = Cartographic.Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
|
||
|
if (Cartographic.Cartesian3.equalsEpsilon(p0, point, _Math.CesiumMath.EPSILON10)) {
|
||
|
currentAttributes.applyOffset.values[insertIndex] = applyOffset[i0];
|
||
|
} else {
|
||
|
currentAttributes.applyOffset.values[insertIndex] = applyOffset[i1];
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function splitLongitudeLines(instance) {
|
||
|
var geometry = instance.geometry;
|
||
|
var attributes = geometry.attributes;
|
||
|
var positions = attributes.position.values;
|
||
|
var applyOffset = when.defined(attributes.applyOffset) ? attributes.applyOffset.values : undefined;
|
||
|
var indices = geometry.indices;
|
||
|
|
||
|
var eastGeometry = copyGeometryForSplit(geometry);
|
||
|
var westGeometry = copyGeometryForSplit(geometry);
|
||
|
|
||
|
var i;
|
||
|
var length = indices.length;
|
||
|
|
||
|
var westGeometryIndexMap = [];
|
||
|
westGeometryIndexMap.length = positions.length / 3;
|
||
|
|
||
|
var eastGeometryIndexMap = [];
|
||
|
eastGeometryIndexMap.length = positions.length / 3;
|
||
|
|
||
|
for (i = 0; i < westGeometryIndexMap.length; ++i) {
|
||
|
westGeometryIndexMap[i] = -1;
|
||
|
eastGeometryIndexMap[i] = -1;
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < length; i += 2) {
|
||
|
var i0 = indices[i];
|
||
|
var i1 = indices[i + 1];
|
||
|
|
||
|
var p0 = Cartographic.Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
|
||
|
var p1 = Cartographic.Cartesian3.fromArray(positions, i1 * 3, p1Scratch);
|
||
|
var insertIndex;
|
||
|
|
||
|
if (Math.abs(p0.y) < _Math.CesiumMath.EPSILON6){
|
||
|
if (p0.y < 0.0) {
|
||
|
p0.y = -_Math.CesiumMath.EPSILON6;
|
||
|
} else {
|
||
|
p0.y = _Math.CesiumMath.EPSILON6;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (Math.abs(p1.y) < _Math.CesiumMath.EPSILON6){
|
||
|
if (p1.y < 0.0) {
|
||
|
p1.y = -_Math.CesiumMath.EPSILON6;
|
||
|
} else {
|
||
|
p1.y = _Math.CesiumMath.EPSILON6;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var p0Attributes = eastGeometry.attributes;
|
||
|
var p0Indices = eastGeometry.indices;
|
||
|
var p0IndexMap = eastGeometryIndexMap;
|
||
|
var p1Attributes = westGeometry.attributes;
|
||
|
var p1Indices = westGeometry.indices;
|
||
|
var p1IndexMap = westGeometryIndexMap;
|
||
|
|
||
|
var intersection = IntersectionTests.IntersectionTests.lineSegmentPlane(p0, p1, xzPlane, p2Scratch);
|
||
|
if (when.defined(intersection)) {
|
||
|
// move point on the xz-plane slightly away from the plane
|
||
|
var offset = Cartographic.Cartesian3.multiplyByScalar(Cartographic.Cartesian3.UNIT_Y, 5.0 * _Math.CesiumMath.EPSILON9, offsetScratch);
|
||
|
if (p0.y < 0.0) {
|
||
|
Cartographic.Cartesian3.negate(offset, offset);
|
||
|
|
||
|
p0Attributes = westGeometry.attributes;
|
||
|
p0Indices = westGeometry.indices;
|
||
|
p0IndexMap = westGeometryIndexMap;
|
||
|
p1Attributes = eastGeometry.attributes;
|
||
|
p1Indices = eastGeometry.indices;
|
||
|
p1IndexMap = eastGeometryIndexMap;
|
||
|
}
|
||
|
|
||
|
var offsetPoint = Cartographic.Cartesian3.add(intersection, offset, offsetPointScratch);
|
||
|
|
||
|
insertIndex = insertSplitPoint(p0Attributes, p0Indices, p0IndexMap, indices, i, p0);
|
||
|
computeLineAttributes(i0, i1, p0, positions, insertIndex, p0Attributes, applyOffset);
|
||
|
|
||
|
insertIndex = insertSplitPoint(p0Attributes, p0Indices, p0IndexMap, indices, -1, offsetPoint);
|
||
|
computeLineAttributes(i0, i1, offsetPoint, positions, insertIndex, p0Attributes, applyOffset);
|
||
|
|
||
|
Cartographic.Cartesian3.negate(offset, offset);
|
||
|
Cartographic.Cartesian3.add(intersection, offset, offsetPoint);
|
||
|
insertIndex = insertSplitPoint(p1Attributes, p1Indices, p1IndexMap, indices, -1, offsetPoint);
|
||
|
computeLineAttributes(i0, i1, offsetPoint, positions, insertIndex, p1Attributes, applyOffset);
|
||
|
|
||
|
insertIndex = insertSplitPoint(p1Attributes, p1Indices, p1IndexMap, indices, i + 1, p1);
|
||
|
computeLineAttributes(i0, i1, p1, positions, insertIndex, p1Attributes, applyOffset);
|
||
|
} else {
|
||
|
var currentAttributes;
|
||
|
var currentIndices;
|
||
|
var currentIndexMap;
|
||
|
|
||
|
if (p0.y < 0.0) {
|
||
|
currentAttributes = westGeometry.attributes;
|
||
|
currentIndices = westGeometry.indices;
|
||
|
currentIndexMap = westGeometryIndexMap;
|
||
|
} else {
|
||
|
currentAttributes = eastGeometry.attributes;
|
||
|
currentIndices = eastGeometry.indices;
|
||
|
currentIndexMap = eastGeometryIndexMap;
|
||
|
}
|
||
|
|
||
|
insertIndex = insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, i, p0);
|
||
|
computeLineAttributes(i0, i1, p0, positions, insertIndex, currentAttributes, applyOffset);
|
||
|
|
||
|
insertIndex = insertSplitPoint(currentAttributes, currentIndices, currentIndexMap, indices, i + 1, p1);
|
||
|
computeLineAttributes(i0, i1, p1, positions, insertIndex, currentAttributes, applyOffset);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
|
||
|
}
|
||
|
|
||
|
var cartesian2Scratch0 = new Cartesian2.Cartesian2();
|
||
|
var cartesian2Scratch1 = new Cartesian2.Cartesian2();
|
||
|
|
||
|
var cartesian3Scratch0 = new Cartographic.Cartesian3();
|
||
|
var cartesian3Scratch2 = new Cartographic.Cartesian3();
|
||
|
var cartesian3Scratch3 = new Cartographic.Cartesian3();
|
||
|
var cartesian3Scratch4 = new Cartographic.Cartesian3();
|
||
|
var cartesian3Scratch5 = new Cartographic.Cartesian3();
|
||
|
var cartesian3Scratch6 = new Cartographic.Cartesian3();
|
||
|
var cartesian3Scratch7 = new Cartographic.Cartesian3();
|
||
|
|
||
|
var cartesian4Scratch0 = new Cartesian4.Cartesian4();
|
||
|
|
||
|
function updateAdjacencyAfterSplit(geometry) {
|
||
|
var attributes = geometry.attributes;
|
||
|
var positions = attributes.position.values;
|
||
|
var prevPositions = attributes.prevPosition.values;
|
||
|
var nextPositions = attributes.nextPosition.values;
|
||
|
|
||
|
var length = positions.length;
|
||
|
for (var j = 0; j < length; j += 3) {
|
||
|
var position = Cartographic.Cartesian3.unpack(positions, j, cartesian3Scratch0);
|
||
|
if (position.x > 0.0) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
var prevPosition = Cartographic.Cartesian3.unpack(prevPositions, j, cartesian3Scratch2);
|
||
|
if ((position.y < 0.0 && prevPosition.y > 0.0) || (position.y > 0.0 && prevPosition.y < 0.0)) {
|
||
|
if (j - 3 > 0) {
|
||
|
prevPositions[j] = positions[j - 3];
|
||
|
prevPositions[j + 1] = positions[j - 2];
|
||
|
prevPositions[j + 2] = positions[j - 1];
|
||
|
} else {
|
||
|
Cartographic.Cartesian3.pack(position, prevPositions, j);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var nextPosition = Cartographic.Cartesian3.unpack(nextPositions, j, cartesian3Scratch3);
|
||
|
if ((position.y < 0.0 && nextPosition.y > 0.0) || (position.y > 0.0 && nextPosition.y < 0.0)) {
|
||
|
if (j + 3 < length) {
|
||
|
nextPositions[j] = positions[j + 3];
|
||
|
nextPositions[j + 1] = positions[j + 4];
|
||
|
nextPositions[j + 2] = positions[j + 5];
|
||
|
} else {
|
||
|
Cartographic.Cartesian3.pack(position, nextPositions, j);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var offsetScalar = 5.0 * _Math.CesiumMath.EPSILON9;
|
||
|
var coplanarOffset = _Math.CesiumMath.EPSILON6;
|
||
|
|
||
|
function splitLongitudePolyline(instance) {
|
||
|
var geometry = instance.geometry;
|
||
|
var attributes = geometry.attributes;
|
||
|
var positions = attributes.position.values;
|
||
|
var prevPositions = attributes.prevPosition.values;
|
||
|
var nextPositions = attributes.nextPosition.values;
|
||
|
var expandAndWidths = attributes.expandAndWidth.values;
|
||
|
|
||
|
var texCoords = (when.defined(attributes.st)) ? attributes.st.values : undefined;
|
||
|
var colors = (when.defined(attributes.color)) ? attributes.color.values : undefined;
|
||
|
var dist = (when.defined(attributes.dist)) ? attributes.dist.values : undefined;
|
||
|
|
||
|
var eastGeometry = copyGeometryForSplit(geometry);
|
||
|
var westGeometry = copyGeometryForSplit(geometry);
|
||
|
|
||
|
var i;
|
||
|
var j;
|
||
|
var index;
|
||
|
|
||
|
var intersectionFound = false;
|
||
|
|
||
|
var length = positions.length / 3;
|
||
|
for (i = 0; i < length; i += 4) {
|
||
|
var i0 = i;
|
||
|
var i2 = i + 2;
|
||
|
|
||
|
var p0 = Cartographic.Cartesian3.fromArray(positions, i0 * 3, cartesian3Scratch0);
|
||
|
var p2 = Cartographic.Cartesian3.fromArray(positions, i2 * 3, cartesian3Scratch2);
|
||
|
|
||
|
// Offset points that are close to the 180 longitude and change the previous/next point
|
||
|
// to be the same offset point so it can be projected to 2D. There is special handling in the
|
||
|
// shader for when position == prevPosition || position == nextPosition.
|
||
|
if (Math.abs(p0.y) < coplanarOffset) {
|
||
|
p0.y = coplanarOffset * (p2.y < 0.0 ? -1.0 : 1.0);
|
||
|
positions[i * 3 + 1] = p0.y;
|
||
|
positions[(i + 1) * 3 + 1] = p0.y;
|
||
|
|
||
|
for (j = i0 * 3; j < i0 * 3 + 4 * 3; j += 3) {
|
||
|
prevPositions[j] = positions[i * 3];
|
||
|
prevPositions[j + 1] = positions[i * 3 + 1];
|
||
|
prevPositions[j + 2] = positions[i * 3 + 2];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Do the same but for when the line crosses 180 longitude in the opposite direction.
|
||
|
if (Math.abs(p2.y) < coplanarOffset) {
|
||
|
p2.y = coplanarOffset * (p0.y < 0.0 ? -1.0 : 1.0);
|
||
|
positions[(i + 2) * 3 + 1] = p2.y;
|
||
|
positions[(i + 3) * 3 + 1] = p2.y;
|
||
|
|
||
|
for (j = i0 * 3; j < i0 * 3 + 4 * 3; j += 3) {
|
||
|
nextPositions[j] = positions[(i + 2) * 3];
|
||
|
nextPositions[j + 1] = positions[(i + 2) * 3 + 1];
|
||
|
nextPositions[j + 2] = positions[(i + 2) * 3 + 2];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var p0Attributes = eastGeometry.attributes;
|
||
|
var p0Indices = eastGeometry.indices;
|
||
|
var p2Attributes = westGeometry.attributes;
|
||
|
var p2Indices = westGeometry.indices;
|
||
|
|
||
|
var intersection = IntersectionTests.IntersectionTests.lineSegmentPlane(p0, p2, xzPlane, cartesian3Scratch4);
|
||
|
if (when.defined(intersection)) {
|
||
|
intersectionFound = true;
|
||
|
|
||
|
// move point on the xz-plane slightly away from the plane
|
||
|
var offset = Cartographic.Cartesian3.multiplyByScalar(Cartographic.Cartesian3.UNIT_Y, offsetScalar, cartesian3Scratch5);
|
||
|
if (p0.y < 0.0) {
|
||
|
Cartographic.Cartesian3.negate(offset, offset);
|
||
|
p0Attributes = westGeometry.attributes;
|
||
|
p0Indices = westGeometry.indices;
|
||
|
p2Attributes = eastGeometry.attributes;
|
||
|
p2Indices = eastGeometry.indices;
|
||
|
}
|
||
|
|
||
|
var offsetPoint = Cartographic.Cartesian3.add(intersection, offset, cartesian3Scratch6);
|
||
|
p0Attributes.position.values.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z);
|
||
|
p0Attributes.position.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
p0Attributes.position.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
|
||
|
p0Attributes.prevPosition.values.push(prevPositions[i0 * 3], prevPositions[i0 * 3 + 1], prevPositions[i0 * 3 + 2]);
|
||
|
p0Attributes.prevPosition.values.push(prevPositions[i0 * 3 + 3], prevPositions[i0 * 3 + 4], prevPositions[i0 * 3 + 5]);
|
||
|
p0Attributes.prevPosition.values.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z);
|
||
|
|
||
|
p0Attributes.nextPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
p0Attributes.nextPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
p0Attributes.nextPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
p0Attributes.nextPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
|
||
|
Cartographic.Cartesian3.negate(offset, offset);
|
||
|
Cartographic.Cartesian3.add(intersection, offset, offsetPoint);
|
||
|
p2Attributes.position.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
p2Attributes.position.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
p2Attributes.position.values.push(p2.x, p2.y, p2.z, p2.x, p2.y, p2.z);
|
||
|
|
||
|
p2Attributes.prevPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
p2Attributes.prevPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
p2Attributes.prevPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
p2Attributes.prevPosition.values.push(offsetPoint.x, offsetPoint.y, offsetPoint.z);
|
||
|
|
||
|
p2Attributes.nextPosition.values.push(p2.x, p2.y, p2.z, p2.x, p2.y, p2.z);
|
||
|
p2Attributes.nextPosition.values.push(nextPositions[i2 * 3], nextPositions[i2 * 3 + 1], nextPositions[i2 * 3 + 2]);
|
||
|
p2Attributes.nextPosition.values.push(nextPositions[i2 * 3 + 3], nextPositions[i2 * 3 + 4], nextPositions[i2 * 3 + 5]);
|
||
|
|
||
|
var ew0 = Cartesian2.Cartesian2.fromArray(expandAndWidths, i0 * 2, cartesian2Scratch0);
|
||
|
var width = Math.abs(ew0.y);
|
||
|
|
||
|
p0Attributes.expandAndWidth.values.push(-1, width, 1, width);
|
||
|
p0Attributes.expandAndWidth.values.push(-1, -width, 1, -width);
|
||
|
p2Attributes.expandAndWidth.values.push(-1, width, 1, width);
|
||
|
p2Attributes.expandAndWidth.values.push(-1, -width, 1, -width);
|
||
|
|
||
|
var t = Cartographic.Cartesian3.magnitudeSquared(Cartographic.Cartesian3.subtract(intersection, p0, cartesian3Scratch3));
|
||
|
t /= Cartographic.Cartesian3.magnitudeSquared(Cartographic.Cartesian3.subtract(p2, p0, cartesian3Scratch3));
|
||
|
|
||
|
if (when.defined(colors)) {
|
||
|
var c0 = Cartesian4.Cartesian4.fromArray(colors, i0 * 4, cartesian4Scratch0);
|
||
|
var c2 = Cartesian4.Cartesian4.fromArray(colors, i2 * 4, cartesian4Scratch0);
|
||
|
|
||
|
var r = _Math.CesiumMath.lerp(c0.x, c2.x, t);
|
||
|
var g = _Math.CesiumMath.lerp(c0.y, c2.y, t);
|
||
|
var b = _Math.CesiumMath.lerp(c0.z, c2.z, t);
|
||
|
var a = _Math.CesiumMath.lerp(c0.w, c2.w, t);
|
||
|
|
||
|
for (j = i0 * 4; j < i0 * 4 + 2 * 4; ++j) {
|
||
|
p0Attributes.color.values.push(colors[j]);
|
||
|
}
|
||
|
p0Attributes.color.values.push(r, g, b, a);
|
||
|
p0Attributes.color.values.push(r, g, b, a);
|
||
|
p2Attributes.color.values.push(r, g, b, a);
|
||
|
p2Attributes.color.values.push(r, g, b, a);
|
||
|
for (j = i2 * 4; j < i2 * 4 + 2 * 4; ++j) {
|
||
|
p2Attributes.color.values.push(colors[j]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (when.defined(texCoords)) {
|
||
|
var s0 = Cartesian2.Cartesian2.fromArray(texCoords, i0 * 2, cartesian2Scratch0);
|
||
|
var s3 = Cartesian2.Cartesian2.fromArray(texCoords, (i + 3) * 2, cartesian2Scratch1);
|
||
|
|
||
|
var sx = _Math.CesiumMath.lerp(s0.x, s3.x, t);
|
||
|
|
||
|
for (j = i0 * 2; j < i0 * 2 + 2 * 2; ++j) {
|
||
|
p0Attributes.st.values.push(texCoords[j]);
|
||
|
}
|
||
|
p0Attributes.st.values.push(sx, s0.y);
|
||
|
p0Attributes.st.values.push(sx, s3.y);
|
||
|
p2Attributes.st.values.push(sx, s0.y);
|
||
|
p2Attributes.st.values.push(sx, s3.y);
|
||
|
for (j = i2 * 2; j < i2 * 2 + 2 * 2; ++j) {
|
||
|
p2Attributes.st.values.push(texCoords[j]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (when.defined(dist)) {
|
||
|
var d0 = Cartographic.Cartesian3.fromArray(dist, i0 * 3, cartesian3Scratch7);
|
||
|
var d1 = Cartographic.Cartesian3.fromArray(dist, i2 * 3, cartesian3Scratch7);
|
||
|
|
||
|
var disFrom = _Math.CesiumMath.lerp(d0.x, d1.x, t);
|
||
|
|
||
|
for (j = i0 * 3; j < i0 * 3 + 2 * 3; ++j) {
|
||
|
p0Attributes.dist.values.push(dist[j]);
|
||
|
}
|
||
|
p0Attributes.dist.values.push(disFrom, d0.y, d0.z);
|
||
|
p0Attributes.dist.values.push(disFrom, d0.y, d0.z);
|
||
|
p2Attributes.dist.values.push(disFrom, d1.y, d1.z);
|
||
|
p2Attributes.dist.values.push(disFrom, d1.y, d1.z);
|
||
|
for (j = i2 * 3; j < i2 * 3 + 2 * 3; ++j) {
|
||
|
p2Attributes.dist.values.push(dist[j]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
index = p0Attributes.position.values.length / 3 - 4;
|
||
|
p0Indices.push(index, index + 2, index + 1);
|
||
|
p0Indices.push(index + 1, index + 2, index + 3);
|
||
|
|
||
|
index = p2Attributes.position.values.length / 3 - 4;
|
||
|
p2Indices.push(index, index + 2, index + 1);
|
||
|
p2Indices.push(index + 1, index + 2, index + 3);
|
||
|
} else {
|
||
|
var currentAttributes;
|
||
|
var currentIndices;
|
||
|
|
||
|
if (p0.y < 0.0) {
|
||
|
currentAttributes = westGeometry.attributes;
|
||
|
currentIndices = westGeometry.indices;
|
||
|
} else {
|
||
|
currentAttributes = eastGeometry.attributes;
|
||
|
currentIndices = eastGeometry.indices;
|
||
|
}
|
||
|
|
||
|
currentAttributes.position.values.push(p0.x, p0.y, p0.z);
|
||
|
currentAttributes.position.values.push(p0.x, p0.y, p0.z);
|
||
|
currentAttributes.position.values.push(p2.x, p2.y, p2.z);
|
||
|
currentAttributes.position.values.push(p2.x, p2.y, p2.z);
|
||
|
|
||
|
for (j = i * 3; j < i * 3 + 4 * 3; ++j) {
|
||
|
currentAttributes.prevPosition.values.push(prevPositions[j]);
|
||
|
currentAttributes.nextPosition.values.push(nextPositions[j]);
|
||
|
}
|
||
|
|
||
|
for (j = i * 2; j < i * 2 + 4 * 2; ++j) {
|
||
|
currentAttributes.expandAndWidth.values.push(expandAndWidths[j]);
|
||
|
if (when.defined(texCoords)) {
|
||
|
currentAttributes.st.values.push(texCoords[j]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (when.defined(colors)) {
|
||
|
for (j = i * 4; j < i * 4 + 4 * 4; ++j) {
|
||
|
currentAttributes.color.values.push(colors[j]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (when.defined(dist)) {
|
||
|
for (j = i * 3; j < i * 3 + 4 * 3; ++j) {
|
||
|
currentAttributes.dist.values.push(dist[j]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
index = currentAttributes.position.values.length / 3 - 4;
|
||
|
currentIndices.push(index, index + 2, index + 1);
|
||
|
currentIndices.push(index + 1, index + 2, index + 3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (intersectionFound) {
|
||
|
updateAdjacencyAfterSplit(westGeometry);
|
||
|
updateAdjacencyAfterSplit(eastGeometry);
|
||
|
}
|
||
|
|
||
|
updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Splits the instances's geometry, by introducing new vertices and indices,that
|
||
|
* intersect the International Date Line and Prime Meridian so that no primitives cross longitude
|
||
|
* -180/180 degrees. This is not required for 3D drawing, but is required for
|
||
|
* correcting drawing in 2D and Columbus view.
|
||
|
*
|
||
|
* @private
|
||
|
*
|
||
|
* @param {GeometryInstance} instance The instance to modify.
|
||
|
* @returns {GeometryInstance} The modified <code>instance</code> argument, with it's geometry split at the International Date Line.
|
||
|
*
|
||
|
* @example
|
||
|
* instance = Cesium.GeometryPipeline.splitLongitude(instance);
|
||
|
*/
|
||
|
GeometryPipeline.splitLongitude = function(instance) {
|
||
|
//>>includeStart('debug', pragmas.debug);
|
||
|
if (!when.defined(instance)) {
|
||
|
throw new Check.DeveloperError('instance is required.');
|
||
|
}
|
||
|
//>>includeEnd('debug');
|
||
|
|
||
|
var geometry = instance.geometry;
|
||
|
var boundingSphere = geometry.boundingSphere;
|
||
|
if (when.defined(boundingSphere)) {
|
||
|
var minX = boundingSphere.center.x - boundingSphere.radius;
|
||
|
if (minX > 0 || BoundingSphere.BoundingSphere.intersectPlane(boundingSphere, Plane.Plane.ORIGIN_ZX_PLANE) !== BoundingSphere.Intersect.INTERSECTING) {
|
||
|
return instance;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (geometry.geometryType !== GeometryAttribute.GeometryType.NONE) {
|
||
|
switch (geometry.geometryType) {
|
||
|
case GeometryAttribute.GeometryType.POLYLINES:
|
||
|
splitLongitudePolyline(instance);
|
||
|
break;
|
||
|
case GeometryAttribute.GeometryType.TRIANGLES:
|
||
|
splitLongitudeTriangles(instance);
|
||
|
break;
|
||
|
case GeometryAttribute.GeometryType.LINES:
|
||
|
splitLongitudeLines(instance);
|
||
|
break;
|
||
|
}
|
||
|
} else {
|
||
|
indexPrimitive(geometry);
|
||
|
if (geometry.primitiveType === PrimitiveType.PrimitiveType.TRIANGLES) {
|
||
|
splitLongitudeTriangles(instance);
|
||
|
} else if (geometry.primitiveType === PrimitiveType.PrimitiveType.LINES) {
|
||
|
splitLongitudeLines(instance);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return instance;
|
||
|
};
|
||
|
|
||
|
exports.GeometryPipeline = GeometryPipeline;
|
||
|
|
||
|
});
|