323 lines
11 KiB
JavaScript
323 lines
11 KiB
JavaScript
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/**
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* Cesium - https://github.com/CesiumGS/cesium
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*
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* Copyright 2011-2020 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/CesiumGS/cesium/blob/master/LICENSE.md for full licensing details.
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*/
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define(['exports', './when-8d13db60', './Check-70bec281'], function (exports, when, Check) { 'use strict';
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/**
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* A vertex format defines what attributes make up a vertex. A VertexFormat can be provided
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* to a {@link Geometry} to request that certain properties be computed, e.g., just position,
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* position and normal, etc.
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*
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* @param {Object} [options] An object with boolean properties corresponding to VertexFormat properties as shown in the code example.
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*
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* @alias VertexFormat
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* @constructor
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*
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* @example
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* // Create a vertex format with position and 2D texture coordinate attributes.
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* var format = new Cesium.VertexFormat({
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* position : true,
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* st : true
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* });
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*
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* @see Geometry#attributes
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* @see Packable
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*/
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function VertexFormat(options) {
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options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
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/**
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* When <code>true</code>, the vertex has a 3D position attribute.
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* <p>
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* 64-bit floating-point (for precision). 3 components per attribute.
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* </p>
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*
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* @type Boolean
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*
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* @default false
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*/
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this.position = when.defaultValue(options.position, false);
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/**
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* When <code>true</code>, the vertex has a normal attribute (normalized), which is commonly used for lighting.
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* <p>
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* 32-bit floating-point. 3 components per attribute.
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* </p>
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*
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* @type Boolean
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*
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* @default false
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*/
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this.normal = when.defaultValue(options.normal, false);
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/**
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* When <code>true</code>, the vertex has a 2D texture coordinate attribute.
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* <p>
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* 32-bit floating-point. 2 components per attribute
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* </p>
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*
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* @type Boolean
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*
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* @default false
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*/
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this.st = when.defaultValue(options.st, false);
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/**
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* When <code>true</code>, the vertex has a bitangent attribute (normalized), which is used for tangent-space effects like bump mapping.
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* <p>
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* 32-bit floating-point. 3 components per attribute.
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* </p>
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*
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* @type Boolean
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*
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* @default false
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*/
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this.bitangent = when.defaultValue(options.bitangent, false);
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/**
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* When <code>true</code>, the vertex has a tangent attribute (normalized), which is used for tangent-space effects like bump mapping.
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* <p>
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* 32-bit floating-point. 3 components per attribute.
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* </p>
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*
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* @type Boolean
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*
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* @default false
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*/
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this.tangent = when.defaultValue(options.tangent, false);
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/**
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* When <code>true</code>, the vertex has an RGB color attribute.
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* <p>
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* 8-bit unsigned byte. 3 components per attribute.
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* </p>
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*
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* @type Boolean
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*
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* @default false
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*/
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this.color = when.defaultValue(options.color, false);
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}
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/**
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* An immutable vertex format with only a position attribute.
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*
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* @type {VertexFormat}
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* @constant
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*
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* @see VertexFormat#position
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*/
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VertexFormat.POSITION_ONLY = Object.freeze(new VertexFormat({
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position : true
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}));
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/**
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* An immutable vertex format with position and normal attributes.
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* This is compatible with per-instance color appearances like {@link PerInstanceColorAppearance}.
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*
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* @type {VertexFormat}
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* @constant
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*
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* @see VertexFormat#position
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* @see VertexFormat#normal
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*/
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VertexFormat.POSITION_AND_NORMAL = Object.freeze(new VertexFormat({
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position : true,
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normal : true
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}));
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/**
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* An immutable vertex format with position, normal, and st attributes.
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* This is compatible with {@link MaterialAppearance} when {@link MaterialAppearance#materialSupport}
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* is <code>TEXTURED/code>.
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*
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* @type {VertexFormat}
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* @constant
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*
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* @see VertexFormat#position
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* @see VertexFormat#normal
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* @see VertexFormat#st
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*/
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VertexFormat.POSITION_NORMAL_AND_ST = Object.freeze(new VertexFormat({
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position : true,
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normal : true,
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st : true
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}));
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/**
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* An immutable vertex format with position and st attributes.
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* This is compatible with {@link EllipsoidSurfaceAppearance}.
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*
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* @type {VertexFormat}
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* @constant
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*
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* @see VertexFormat#position
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* @see VertexFormat#st
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*/
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VertexFormat.POSITION_AND_ST = Object.freeze(new VertexFormat({
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position : true,
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st : true
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}));
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/**
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* An immutable vertex format with position and color attributes.
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*
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* @type {VertexFormat}
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* @constant
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*
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* @see VertexFormat#position
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* @see VertexFormat#color
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*/
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VertexFormat.POSITION_AND_COLOR = Object.freeze(new VertexFormat({
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position : true,
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color : true
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}));
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/**
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* An immutable vertex format with well-known attributes: position, normal, st, tangent, and bitangent.
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*
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* @type {VertexFormat}
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* @constant
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*
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* @see VertexFormat#position
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* @see VertexFormat#normal
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* @see VertexFormat#st
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* @see VertexFormat#tangent
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* @see VertexFormat#bitangent
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*/
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VertexFormat.ALL = Object.freeze(new VertexFormat({
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position : true,
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normal : true,
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st : true,
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tangent : true,
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bitangent : true
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}));
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/**
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* An immutable vertex format with position, normal, and st attributes.
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* This is compatible with most appearances and materials; however
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* normal and st attributes are not always required. When this is
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* known in advance, another <code>VertexFormat</code> should be used.
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*
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* @type {VertexFormat}
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* @constant
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*
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* @see VertexFormat#position
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* @see VertexFormat#normal
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*/
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VertexFormat.DEFAULT = VertexFormat.POSITION_NORMAL_AND_ST;
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/**
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* The number of elements used to pack the object into an array.
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* @type {Number}
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*/
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VertexFormat.packedLength = 6;
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/**
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* Stores the provided instance into the provided array.
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*
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* @param {VertexFormat} value The value to pack.
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* @param {Number[]} array The array to pack into.
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* @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
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*
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* @returns {Number[]} The array that was packed into
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*/
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VertexFormat.pack = function(value, array, startingIndex) {
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//>>includeStart('debug', pragmas.debug);
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if (!when.defined(value)) {
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throw new Check.DeveloperError('value is required');
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}
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if (!when.defined(array)) {
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throw new Check.DeveloperError('array is required');
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}
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//>>includeEnd('debug');
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startingIndex = when.defaultValue(startingIndex, 0);
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array[startingIndex++] = value.position ? 1.0 : 0.0;
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array[startingIndex++] = value.normal ? 1.0 : 0.0;
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array[startingIndex++] = value.st ? 1.0 : 0.0;
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array[startingIndex++] = value.tangent ? 1.0 : 0.0;
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array[startingIndex++] = value.bitangent ? 1.0 : 0.0;
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array[startingIndex] = value.color ? 1.0 : 0.0;
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return array;
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};
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/**
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* Retrieves an instance from a packed array.
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*
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* @param {Number[]} array The packed array.
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* @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
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* @param {VertexFormat} [result] The object into which to store the result.
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* @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided.
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*/
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VertexFormat.unpack = function(array, startingIndex, result) {
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//>>includeStart('debug', pragmas.debug);
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if (!when.defined(array)) {
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throw new Check.DeveloperError('array is required');
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}
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//>>includeEnd('debug');
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startingIndex = when.defaultValue(startingIndex, 0);
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if (!when.defined(result)) {
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result = new VertexFormat();
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}
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result.position = array[startingIndex++] === 1.0;
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result.normal = array[startingIndex++] === 1.0;
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result.st = array[startingIndex++] === 1.0;
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result.tangent = array[startingIndex++] === 1.0;
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result.bitangent = array[startingIndex++] === 1.0;
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result.color = array[startingIndex] === 1.0;
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return result;
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};
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/**
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* Duplicates a VertexFormat instance.
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*
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* @param {VertexFormat} vertexFormat The vertex format to duplicate.
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* @param {VertexFormat} [result] The object onto which to store the result.
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* @returns {VertexFormat} The modified result parameter or a new VertexFormat instance if one was not provided. (Returns undefined if vertexFormat is undefined)
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*/
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VertexFormat.clone = function(vertexFormat, result) {
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if (!when.defined(vertexFormat)) {
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return undefined;
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}
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if (!when.defined(result)) {
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result = new VertexFormat();
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}
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result.position = vertexFormat.position;
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result.normal = vertexFormat.normal;
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result.st = vertexFormat.st;
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result.tangent = vertexFormat.tangent;
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result.bitangent = vertexFormat.bitangent;
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result.color = vertexFormat.color;
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return result;
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};
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exports.VertexFormat = VertexFormat;
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});
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