@cesium/engine 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1731) hide show
  1. package/Build/ThirdParty/Workers/basis_transcoder.js +2233 -0
  2. package/Build/ThirdParty/Workers/draco_decoder_nodejs.js +1872 -0
  3. package/Build/ThirdParty/Workers/package.json +1 -0
  4. package/Build/ThirdParty/Workers/pako_deflate.min.js +589 -0
  5. package/Build/ThirdParty/Workers/pako_inflate.min.js +798 -0
  6. package/Build/ThirdParty/Workers/z-worker-pako.js +503 -0
  7. package/Build/ThirdParty/basis_transcoder.wasm +0 -0
  8. package/Build/ThirdParty/draco_decoder.wasm +0 -0
  9. package/Build/ThirdParty/google-earth-dbroot-parser.js +8019 -0
  10. package/Build/Widget/CesiumWidget.css +120 -0
  11. package/Build/Widget/lighter.css +13 -0
  12. package/Build/Workers/ArcType-ce2e50ab.js +37 -0
  13. package/Build/Workers/AttributeCompression-4589338a.js +716 -0
  14. package/Build/Workers/AxisAlignedBoundingBox-bfb1234f.js +258 -0
  15. package/Build/Workers/BoundingRectangle-7ffc2153.js +369 -0
  16. package/Build/Workers/BoxGeometry-93f344a3.js +884 -0
  17. package/Build/Workers/Check-666ab1a0.js +290 -0
  18. package/Build/Workers/Color-0c5aaf47.js +2262 -0
  19. package/Build/Workers/ComponentDatatype-f7b11d02.js +341 -0
  20. package/Build/Workers/CoplanarPolygonGeometryLibrary-6597982a.js +132 -0
  21. package/Build/Workers/CorridorGeometryLibrary-2119580e.js +498 -0
  22. package/Build/Workers/CylinderGeometry-f9503c6d.js +467 -0
  23. package/Build/Workers/CylinderGeometryLibrary-372c07d8.js +63 -0
  24. package/Build/Workers/EllipseGeometry-fedf72d5.js +1304 -0
  25. package/Build/Workers/EllipseGeometryLibrary-4ea68687.js +366 -0
  26. package/Build/Workers/EllipseOutlineGeometry-e2ae6a35.js +443 -0
  27. package/Build/Workers/EllipsoidGeodesic-16de63ea.js +520 -0
  28. package/Build/Workers/EllipsoidGeometry-95c0330e.js +637 -0
  29. package/Build/Workers/EllipsoidOutlineGeometry-d6d2ceec.js +454 -0
  30. package/Build/Workers/EllipsoidRhumbLine-ae5e65e0.js +741 -0
  31. package/Build/Workers/EllipsoidTangentPlane-bfc674bf.js +373 -0
  32. package/Build/Workers/EncodedCartesian3-f473ea18.js +171 -0
  33. package/Build/Workers/FrustumGeometry-3bf2e4eb.js +2512 -0
  34. package/Build/Workers/GeometryAttribute-df5f473e.js +619 -0
  35. package/Build/Workers/GeometryAttributes-f06a2792.js +91 -0
  36. package/Build/Workers/GeometryInstance-aa75b4cf.js +121 -0
  37. package/Build/Workers/GeometryOffsetAttribute-04332ce7.js +16 -0
  38. package/Build/Workers/GeometryPipeline-f0e46c42.js +3690 -0
  39. package/Build/Workers/IndexDatatype-a55ceaa1.js +200 -0
  40. package/Build/Workers/IntersectionTests-9de29d51.js +1836 -0
  41. package/Build/Workers/Math-2dbd6b93.js +1330 -0
  42. package/Build/Workers/Matrix2-ce637455.js +7084 -0
  43. package/Build/Workers/Matrix3-4f4df527.js +4282 -0
  44. package/Build/Workers/OrientedBoundingBox-d3ff3d4d.js +1257 -0
  45. package/Build/Workers/Plane-b81241c2.js +309 -0
  46. package/Build/Workers/PolygonGeometryLibrary-6f4937bb.js +1074 -0
  47. package/Build/Workers/PolygonPipeline-774a8aaf.js +1341 -0
  48. package/Build/Workers/PolylinePipeline-2e2b015c.js +573 -0
  49. package/Build/Workers/PolylineVolumeGeometryLibrary-7ee1d449.js +781 -0
  50. package/Build/Workers/PrimitivePipeline-a9b7aae0.js +966 -0
  51. package/Build/Workers/RectangleGeometryLibrary-9aa6c8f6.js +280 -0
  52. package/Build/Workers/RuntimeError-06c93819.js +68 -0
  53. package/Build/Workers/TerrainEncoding-b52dcfc5.js +1227 -0
  54. package/Build/Workers/Transforms-2f755df8.js +14683 -0
  55. package/Build/Workers/VertexFormat-6b480673.js +312 -0
  56. package/Build/Workers/WallGeometryLibrary-ab19a93d.js +211 -0
  57. package/Build/Workers/WebGLConstants-a8cc3e8c.js +620 -0
  58. package/Build/Workers/WebMercatorProjection-9f25de49.js +151 -0
  59. package/Build/Workers/arrayRemoveDuplicates-c2038105.js +129 -0
  60. package/Build/Workers/cesiumWorkerBootstrapper.js +1273 -0
  61. package/Build/Workers/combine-ca22a614.js +82 -0
  62. package/Build/Workers/combineGeometry.js +17 -0
  63. package/Build/Workers/createBoxGeometry.js +12 -0
  64. package/Build/Workers/createBoxOutlineGeometry.js +313 -0
  65. package/Build/Workers/createCircleGeometry.js +213 -0
  66. package/Build/Workers/createCircleOutlineGeometry.js +160 -0
  67. package/Build/Workers/createCoplanarPolygonGeometry.js +586 -0
  68. package/Build/Workers/createCoplanarPolygonOutlineGeometry.js +236 -0
  69. package/Build/Workers/createCorridorGeometry.js +1407 -0
  70. package/Build/Workers/createCorridorOutlineGeometry.js +603 -0
  71. package/Build/Workers/createCylinderGeometry.js +12 -0
  72. package/Build/Workers/createCylinderOutlineGeometry.js +265 -0
  73. package/Build/Workers/createEllipseGeometry.js +14 -0
  74. package/Build/Workers/createEllipseOutlineGeometry.js +14 -0
  75. package/Build/Workers/createEllipsoidGeometry.js +12 -0
  76. package/Build/Workers/createEllipsoidOutlineGeometry.js +15 -0
  77. package/Build/Workers/createFrustumGeometry.js +12 -0
  78. package/Build/Workers/createFrustumOutlineGeometry.js +251 -0
  79. package/Build/Workers/createGeometry.js +55 -0
  80. package/Build/Workers/createGroundPolylineGeometry.js +2134 -0
  81. package/Build/Workers/createPlaneGeometry.js +250 -0
  82. package/Build/Workers/createPlaneOutlineGeometry.js +115 -0
  83. package/Build/Workers/createPolygonGeometry.js +1420 -0
  84. package/Build/Workers/createPolygonOutlineGeometry.js +683 -0
  85. package/Build/Workers/createPolylineGeometry.js +571 -0
  86. package/Build/Workers/createPolylineVolumeGeometry.js +411 -0
  87. package/Build/Workers/createPolylineVolumeOutlineGeometry.js +301 -0
  88. package/Build/Workers/createRectangleGeometry.js +1476 -0
  89. package/Build/Workers/createRectangleOutlineGeometry.js +535 -0
  90. package/Build/Workers/createSimplePolylineGeometry.js +458 -0
  91. package/Build/Workers/createSphereGeometry.js +123 -0
  92. package/Build/Workers/createSphereOutlineGeometry.js +126 -0
  93. package/Build/Workers/createTaskProcessorWorker.js +127 -0
  94. package/Build/Workers/createVectorTileClampedPolylines.js +535 -0
  95. package/Build/Workers/createVectorTileGeometries.js +445 -0
  96. package/Build/Workers/createVectorTilePoints.js +79 -0
  97. package/Build/Workers/createVectorTilePolygons.js +406 -0
  98. package/Build/Workers/createVectorTilePolylines.js +254 -0
  99. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +640 -0
  100. package/Build/Workers/createVerticesFromHeightmap.js +2707 -0
  101. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +994 -0
  102. package/Build/Workers/createWallGeometry.js +623 -0
  103. package/Build/Workers/createWallOutlineGeometry.js +432 -0
  104. package/Build/Workers/decodeDraco.js +381 -0
  105. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +3668 -0
  106. package/Build/Workers/decodeI3S.js +1040 -0
  107. package/Build/Workers/defaultValue-0a909f67.js +51 -0
  108. package/Build/Workers/package.js +2 -0
  109. package/Build/Workers/transcodeKTX2.js +1516 -0
  110. package/Build/Workers/transferTypedArrayTest.js +18 -0
  111. package/Build/Workers/upsampleQuantizedTerrainMesh.js +1023 -0
  112. package/LICENSE.md +933 -0
  113. package/README.md +58 -0
  114. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_0.json +1 -0
  115. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_1.json +1 -0
  116. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_10.json +1 -0
  117. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_11.json +1 -0
  118. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_12.json +1 -0
  119. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_13.json +1 -0
  120. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_14.json +1 -0
  121. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_15.json +1 -0
  122. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_16.json +1 -0
  123. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_17.json +1 -0
  124. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_18.json +1 -0
  125. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_19.json +1 -0
  126. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_2.json +1 -0
  127. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_20.json +1 -0
  128. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_21.json +1 -0
  129. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_22.json +1 -0
  130. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_23.json +1 -0
  131. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_24.json +1 -0
  132. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_25.json +1 -0
  133. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_26.json +1 -0
  134. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_27.json +1 -0
  135. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_3.json +1 -0
  136. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_4.json +1 -0
  137. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_5.json +1 -0
  138. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_6.json +1 -0
  139. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_7.json +1 -0
  140. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_8.json +1 -0
  141. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_9.json +1 -0
  142. package/Source/Assets/Images/bing_maps_credit.png +0 -0
  143. package/Source/Assets/Images/cesium_credit.png +0 -0
  144. package/Source/Assets/Images/google_earth_credit.png +0 -0
  145. package/Source/Assets/Images/ion-credit.png +0 -0
  146. package/Source/Assets/Textures/LensFlare/DirtMask.jpg +0 -0
  147. package/Source/Assets/Textures/LensFlare/StarBurst.jpg +0 -0
  148. package/Source/Assets/Textures/NaturalEarthII/0/0/0.jpg +0 -0
  149. package/Source/Assets/Textures/NaturalEarthII/0/1/0.jpg +0 -0
  150. package/Source/Assets/Textures/NaturalEarthII/1/0/0.jpg +0 -0
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  190. package/Source/Assets/Textures/NaturalEarthII/tilemapresource.xml +14 -0
  191. package/Source/Assets/Textures/SkyBox/tycho2t3_80_mx.jpg +0 -0
  192. package/Source/Assets/Textures/SkyBox/tycho2t3_80_my.jpg +0 -0
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  197. package/Source/Assets/Textures/maki/airfield.png +0 -0
  198. package/Source/Assets/Textures/maki/airport.png +0 -0
  199. package/Source/Assets/Textures/maki/alcohol-shop.png +0 -0
  200. package/Source/Assets/Textures/maki/america-football.png +0 -0
  201. package/Source/Assets/Textures/maki/art-gallery.png +0 -0
  202. package/Source/Assets/Textures/maki/bakery.png +0 -0
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  204. package/Source/Assets/Textures/maki/bar.png +0 -0
  205. package/Source/Assets/Textures/maki/baseball.png +0 -0
  206. package/Source/Assets/Textures/maki/basketball.png +0 -0
  207. package/Source/Assets/Textures/maki/beer.png +0 -0
  208. package/Source/Assets/Textures/maki/bicycle.png +0 -0
  209. package/Source/Assets/Textures/maki/building.png +0 -0
  210. package/Source/Assets/Textures/maki/bus.png +0 -0
  211. package/Source/Assets/Textures/maki/cafe.png +0 -0
  212. package/Source/Assets/Textures/maki/camera.png +0 -0
  213. package/Source/Assets/Textures/maki/campsite.png +0 -0
  214. package/Source/Assets/Textures/maki/car.png +0 -0
  215. package/Source/Assets/Textures/maki/cemetery.png +0 -0
  216. package/Source/Assets/Textures/maki/cesium.png +0 -0
  217. package/Source/Assets/Textures/maki/chemist.png +0 -0
  218. package/Source/Assets/Textures/maki/cinema.png +0 -0
  219. package/Source/Assets/Textures/maki/circle-stroked.png +0 -0
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  221. package/Source/Assets/Textures/maki/city.png +0 -0
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  223. package/Source/Assets/Textures/maki/college.png +0 -0
  224. package/Source/Assets/Textures/maki/commercial.png +0 -0
  225. package/Source/Assets/Textures/maki/cricket.png +0 -0
  226. package/Source/Assets/Textures/maki/cross.png +0 -0
  227. package/Source/Assets/Textures/maki/dam.png +0 -0
  228. package/Source/Assets/Textures/maki/danger.png +0 -0
  229. package/Source/Assets/Textures/maki/disability.png +0 -0
  230. package/Source/Assets/Textures/maki/dog-park.png +0 -0
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  232. package/Source/Assets/Textures/maki/emergency-telephone.png +0 -0
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  237. package/Source/Assets/Textures/maki/fire-station.png +0 -0
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  1658. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +87 -0
  1659. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1660. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
  1661. package/Source/Shaders/VectorTileVS.glsl +9 -0
  1662. package/Source/Shaders/VectorTileVS.js +11 -0
  1663. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
  1664. package/Source/Shaders/ViewportQuadFS.js +18 -0
  1665. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
  1666. package/Source/Shaders/ViewportQuadVS.js +12 -0
  1667. package/Source/ThirdParty/Workers/basis_transcoder.js +21 -0
  1668. package/Source/ThirdParty/Workers/draco_decoder_nodejs.js +118 -0
  1669. package/Source/ThirdParty/Workers/package.json +1 -0
  1670. package/Source/ThirdParty/Workers/pako_deflate.min.js +2 -0
  1671. package/Source/ThirdParty/Workers/pako_inflate.min.js +2 -0
  1672. package/Source/ThirdParty/Workers/z-worker-pako.js +1 -0
  1673. package/Source/ThirdParty/basis_transcoder.wasm +0 -0
  1674. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  1675. package/Source/ThirdParty/google-earth-dbroot-parser.js +8337 -0
  1676. package/Source/Widget/CesiumWidget.css +124 -0
  1677. package/Source/Widget/CesiumWidget.js +807 -0
  1678. package/Source/Widget/lighter.css +14 -0
  1679. package/Source/Workers/cesiumWorkerBootstrapper.js +2290 -0
  1680. package/Source/Workers/package.json +1 -0
  1681. package/Source/Workers/transferTypedArrayTest.js +22 -0
  1682. package/Source/WorkersES6/combineGeometry.js +14 -0
  1683. package/Source/WorkersES6/createBoxGeometry.js +10 -0
  1684. package/Source/WorkersES6/createBoxOutlineGeometry.js +10 -0
  1685. package/Source/WorkersES6/createCircleGeometry.js +18 -0
  1686. package/Source/WorkersES6/createCircleOutlineGeometry.js +18 -0
  1687. package/Source/WorkersES6/createCoplanarPolygonGeometry.js +10 -0
  1688. package/Source/WorkersES6/createCoplanarPolygonOutlineGeometry.js +15 -0
  1689. package/Source/WorkersES6/createCorridorGeometry.js +12 -0
  1690. package/Source/WorkersES6/createCorridorOutlineGeometry.js +17 -0
  1691. package/Source/WorkersES6/createCylinderGeometry.js +10 -0
  1692. package/Source/WorkersES6/createCylinderOutlineGeometry.js +10 -0
  1693. package/Source/WorkersES6/createEllipseGeometry.js +14 -0
  1694. package/Source/WorkersES6/createEllipseOutlineGeometry.js +14 -0
  1695. package/Source/WorkersES6/createEllipsoidGeometry.js +10 -0
  1696. package/Source/WorkersES6/createEllipsoidOutlineGeometry.js +13 -0
  1697. package/Source/WorkersES6/createFrustumGeometry.js +10 -0
  1698. package/Source/WorkersES6/createFrustumOutlineGeometry.js +10 -0
  1699. package/Source/WorkersES6/createGeometry.js +52 -0
  1700. package/Source/WorkersES6/createGroundPolylineGeometry.js +16 -0
  1701. package/Source/WorkersES6/createPlaneGeometry.js +10 -0
  1702. package/Source/WorkersES6/createPlaneOutlineGeometry.js +10 -0
  1703. package/Source/WorkersES6/createPolygonGeometry.js +12 -0
  1704. package/Source/WorkersES6/createPolygonOutlineGeometry.js +12 -0
  1705. package/Source/WorkersES6/createPolylineGeometry.js +12 -0
  1706. package/Source/WorkersES6/createPolylineVolumeGeometry.js +17 -0
  1707. package/Source/WorkersES6/createPolylineVolumeOutlineGeometry.js +22 -0
  1708. package/Source/WorkersES6/createRectangleGeometry.js +14 -0
  1709. package/Source/WorkersES6/createRectangleOutlineGeometry.js +17 -0
  1710. package/Source/WorkersES6/createSimplePolylineGeometry.js +17 -0
  1711. package/Source/WorkersES6/createSphereGeometry.js +10 -0
  1712. package/Source/WorkersES6/createSphereOutlineGeometry.js +10 -0
  1713. package/Source/WorkersES6/createTaskProcessorWorker.js +129 -0
  1714. package/Source/WorkersES6/createVectorTileClampedPolylines.js +541 -0
  1715. package/Source/WorkersES6/createVectorTileGeometries.js +414 -0
  1716. package/Source/WorkersES6/createVectorTilePoints.js +81 -0
  1717. package/Source/WorkersES6/createVectorTilePolygons.js +412 -0
  1718. package/Source/WorkersES6/createVectorTilePolylines.js +210 -0
  1719. package/Source/WorkersES6/createVerticesFromGoogleEarthEnterpriseBuffer.js +653 -0
  1720. package/Source/WorkersES6/createVerticesFromHeightmap.js +53 -0
  1721. package/Source/WorkersES6/createVerticesFromQuantizedTerrainMesh.js +549 -0
  1722. package/Source/WorkersES6/createWallGeometry.js +12 -0
  1723. package/Source/WorkersES6/createWallOutlineGeometry.js +12 -0
  1724. package/Source/WorkersES6/decodeDraco.js +381 -0
  1725. package/Source/WorkersES6/decodeGoogleEarthEnterprisePacket.js +268 -0
  1726. package/Source/WorkersES6/decodeI3S.js +1044 -0
  1727. package/Source/WorkersES6/transcodeKTX2.js +316 -0
  1728. package/Source/WorkersES6/upsampleQuantizedTerrainMesh.js +680 -0
  1729. package/index.d.ts +41767 -0
  1730. package/index.js +1085 -0
  1731. package/package.json +73 -0
@@ -0,0 +1,1710 @@
1
+ import BoundingRectangle from "../Core/BoundingRectangle.js";
2
+ import Cartesian2 from "../Core/Cartesian2.js";
3
+ import Cartesian3 from "../Core/Cartesian3.js";
4
+ import Cartesian4 from "../Core/Cartesian4.js";
5
+ import Cartographic from "../Core/Cartographic.js";
6
+ import Color from "../Core/Color.js";
7
+ import defaultValue from "../Core/defaultValue.js";
8
+ import defined from "../Core/defined.js";
9
+ import Ellipsoid from "../Core/Ellipsoid.js";
10
+ import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
11
+ import CesiumMath from "../Core/Math.js";
12
+ import Matrix3 from "../Core/Matrix3.js";
13
+ import Matrix4 from "../Core/Matrix4.js";
14
+ import OrthographicFrustum from "../Core/OrthographicFrustum.js";
15
+ import Simon1994PlanetaryPositions from "../Core/Simon1994PlanetaryPositions.js";
16
+ import Transforms from "../Core/Transforms.js";
17
+ import SceneMode from "../Scene/SceneMode.js";
18
+ import SunLight from "../Scene/SunLight.js";
19
+
20
+ /**
21
+ * @private
22
+ * @constructor
23
+ */
24
+ function UniformState() {
25
+ /**
26
+ * @type {Texture}
27
+ */
28
+ this.globeDepthTexture = undefined;
29
+ /**
30
+ * @type {Number}
31
+ */
32
+ this.gamma = undefined;
33
+
34
+ this._viewport = new BoundingRectangle();
35
+ this._viewportCartesian4 = new Cartesian4();
36
+ this._viewportDirty = false;
37
+ this._viewportOrthographicMatrix = Matrix4.clone(Matrix4.IDENTITY);
38
+ this._viewportTransformation = Matrix4.clone(Matrix4.IDENTITY);
39
+
40
+ this._model = Matrix4.clone(Matrix4.IDENTITY);
41
+ this._view = Matrix4.clone(Matrix4.IDENTITY);
42
+ this._inverseView = Matrix4.clone(Matrix4.IDENTITY);
43
+ this._projection = Matrix4.clone(Matrix4.IDENTITY);
44
+ this._infiniteProjection = Matrix4.clone(Matrix4.IDENTITY);
45
+ this._entireFrustum = new Cartesian2();
46
+ this._currentFrustum = new Cartesian2();
47
+ this._frustumPlanes = new Cartesian4();
48
+ this._farDepthFromNearPlusOne = undefined;
49
+ this._log2FarDepthFromNearPlusOne = undefined;
50
+ this._oneOverLog2FarDepthFromNearPlusOne = undefined;
51
+
52
+ this._frameState = undefined;
53
+ this._temeToPseudoFixed = Matrix3.clone(Matrix4.IDENTITY);
54
+
55
+ // Derived members
56
+ this._view3DDirty = true;
57
+ this._view3D = new Matrix4();
58
+
59
+ this._inverseView3DDirty = true;
60
+ this._inverseView3D = new Matrix4();
61
+
62
+ this._inverseModelDirty = true;
63
+ this._inverseModel = new Matrix4();
64
+
65
+ this._inverseTransposeModelDirty = true;
66
+ this._inverseTransposeModel = new Matrix3();
67
+
68
+ this._viewRotation = new Matrix3();
69
+ this._inverseViewRotation = new Matrix3();
70
+
71
+ this._viewRotation3D = new Matrix3();
72
+ this._inverseViewRotation3D = new Matrix3();
73
+
74
+ this._inverseProjectionDirty = true;
75
+ this._inverseProjection = new Matrix4();
76
+
77
+ this._modelViewDirty = true;
78
+ this._modelView = new Matrix4();
79
+
80
+ this._modelView3DDirty = true;
81
+ this._modelView3D = new Matrix4();
82
+
83
+ this._modelViewRelativeToEyeDirty = true;
84
+ this._modelViewRelativeToEye = new Matrix4();
85
+
86
+ this._inverseModelViewDirty = true;
87
+ this._inverseModelView = new Matrix4();
88
+
89
+ this._inverseModelView3DDirty = true;
90
+ this._inverseModelView3D = new Matrix4();
91
+
92
+ this._viewProjectionDirty = true;
93
+ this._viewProjection = new Matrix4();
94
+
95
+ this._inverseViewProjectionDirty = true;
96
+ this._inverseViewProjection = new Matrix4();
97
+
98
+ this._modelViewProjectionDirty = true;
99
+ this._modelViewProjection = new Matrix4();
100
+
101
+ this._inverseModelViewProjectionDirty = true;
102
+ this._inverseModelViewProjection = new Matrix4();
103
+
104
+ this._modelViewProjectionRelativeToEyeDirty = true;
105
+ this._modelViewProjectionRelativeToEye = new Matrix4();
106
+
107
+ this._modelViewInfiniteProjectionDirty = true;
108
+ this._modelViewInfiniteProjection = new Matrix4();
109
+
110
+ this._normalDirty = true;
111
+ this._normal = new Matrix3();
112
+
113
+ this._normal3DDirty = true;
114
+ this._normal3D = new Matrix3();
115
+
116
+ this._inverseNormalDirty = true;
117
+ this._inverseNormal = new Matrix3();
118
+
119
+ this._inverseNormal3DDirty = true;
120
+ this._inverseNormal3D = new Matrix3();
121
+
122
+ this._encodedCameraPositionMCDirty = true;
123
+ this._encodedCameraPositionMC = new EncodedCartesian3();
124
+ this._cameraPosition = new Cartesian3();
125
+
126
+ this._sunPositionWC = new Cartesian3();
127
+ this._sunPositionColumbusView = new Cartesian3();
128
+ this._sunDirectionWC = new Cartesian3();
129
+ this._sunDirectionEC = new Cartesian3();
130
+ this._moonDirectionEC = new Cartesian3();
131
+
132
+ this._lightDirectionWC = new Cartesian3();
133
+ this._lightDirectionEC = new Cartesian3();
134
+ this._lightColor = new Cartesian3();
135
+ this._lightColorHdr = new Cartesian3();
136
+
137
+ this._pass = undefined;
138
+ this._mode = undefined;
139
+ this._mapProjection = undefined;
140
+ this._ellipsoid = undefined;
141
+ this._cameraDirection = new Cartesian3();
142
+ this._cameraRight = new Cartesian3();
143
+ this._cameraUp = new Cartesian3();
144
+ this._frustum2DWidth = 0.0;
145
+ this._eyeHeight = 0.0;
146
+ this._eyeHeight2D = new Cartesian2();
147
+ this._pixelRatio = 1.0;
148
+ this._orthographicIn3D = false;
149
+ this._backgroundColor = new Color();
150
+
151
+ this._brdfLut = undefined;
152
+ this._environmentMap = undefined;
153
+
154
+ this._sphericalHarmonicCoefficients = undefined;
155
+ this._specularEnvironmentMaps = undefined;
156
+ this._specularEnvironmentMapsDimensions = new Cartesian2();
157
+ this._specularEnvironmentMapsMaximumLOD = undefined;
158
+
159
+ this._fogDensity = undefined;
160
+
161
+ this._invertClassificationColor = undefined;
162
+
163
+ this._splitPosition = 0.0;
164
+ this._pixelSizePerMeter = undefined;
165
+ this._geometricToleranceOverMeter = undefined;
166
+
167
+ this._minimumDisableDepthTestDistance = undefined;
168
+ }
169
+
170
+ Object.defineProperties(UniformState.prototype, {
171
+ /**
172
+ * @memberof UniformState.prototype
173
+ * @type {FrameState}
174
+ * @readonly
175
+ */
176
+ frameState: {
177
+ get: function () {
178
+ return this._frameState;
179
+ },
180
+ },
181
+ /**
182
+ * @memberof UniformState.prototype
183
+ * @type {BoundingRectangle}
184
+ */
185
+ viewport: {
186
+ get: function () {
187
+ return this._viewport;
188
+ },
189
+ set: function (viewport) {
190
+ if (!BoundingRectangle.equals(viewport, this._viewport)) {
191
+ BoundingRectangle.clone(viewport, this._viewport);
192
+
193
+ const v = this._viewport;
194
+ const vc = this._viewportCartesian4;
195
+ vc.x = v.x;
196
+ vc.y = v.y;
197
+ vc.z = v.width;
198
+ vc.w = v.height;
199
+
200
+ this._viewportDirty = true;
201
+ }
202
+ },
203
+ },
204
+
205
+ /**
206
+ * @memberof UniformState.prototype
207
+ * @private
208
+ */
209
+ viewportCartesian4: {
210
+ get: function () {
211
+ return this._viewportCartesian4;
212
+ },
213
+ },
214
+
215
+ viewportOrthographic: {
216
+ get: function () {
217
+ cleanViewport(this);
218
+ return this._viewportOrthographicMatrix;
219
+ },
220
+ },
221
+
222
+ viewportTransformation: {
223
+ get: function () {
224
+ cleanViewport(this);
225
+ return this._viewportTransformation;
226
+ },
227
+ },
228
+
229
+ /**
230
+ * @memberof UniformState.prototype
231
+ * @type {Matrix4}
232
+ */
233
+ model: {
234
+ get: function () {
235
+ return this._model;
236
+ },
237
+ set: function (matrix) {
238
+ Matrix4.clone(matrix, this._model);
239
+
240
+ this._modelView3DDirty = true;
241
+ this._inverseModelView3DDirty = true;
242
+ this._inverseModelDirty = true;
243
+ this._inverseTransposeModelDirty = true;
244
+ this._modelViewDirty = true;
245
+ this._inverseModelViewDirty = true;
246
+ this._modelViewRelativeToEyeDirty = true;
247
+ this._inverseModelViewDirty = true;
248
+ this._modelViewProjectionDirty = true;
249
+ this._inverseModelViewProjectionDirty = true;
250
+ this._modelViewProjectionRelativeToEyeDirty = true;
251
+ this._modelViewInfiniteProjectionDirty = true;
252
+ this._normalDirty = true;
253
+ this._inverseNormalDirty = true;
254
+ this._normal3DDirty = true;
255
+ this._inverseNormal3DDirty = true;
256
+ this._encodedCameraPositionMCDirty = true;
257
+ },
258
+ },
259
+
260
+ /**
261
+ * @memberof UniformState.prototype
262
+ * @type {Matrix4}
263
+ */
264
+ inverseModel: {
265
+ get: function () {
266
+ if (this._inverseModelDirty) {
267
+ this._inverseModelDirty = false;
268
+
269
+ Matrix4.inverse(this._model, this._inverseModel);
270
+ }
271
+
272
+ return this._inverseModel;
273
+ },
274
+ },
275
+
276
+ /**
277
+ * @memberof UniformState.prototype
278
+ * @private
279
+ */
280
+ inverseTransposeModel: {
281
+ get: function () {
282
+ const m = this._inverseTransposeModel;
283
+ if (this._inverseTransposeModelDirty) {
284
+ this._inverseTransposeModelDirty = false;
285
+
286
+ Matrix4.getMatrix3(this.inverseModel, m);
287
+ Matrix3.transpose(m, m);
288
+ }
289
+
290
+ return m;
291
+ },
292
+ },
293
+
294
+ /**
295
+ * @memberof UniformState.prototype
296
+ * @type {Matrix4}
297
+ */
298
+ view: {
299
+ get: function () {
300
+ return this._view;
301
+ },
302
+ },
303
+
304
+ /**
305
+ * The 3D view matrix. In 3D mode, this is identical to {@link UniformState#view},
306
+ * but in 2D and Columbus View it is a synthetic matrix based on the equivalent position
307
+ * of the camera in the 3D world.
308
+ * @memberof UniformState.prototype
309
+ * @type {Matrix4}
310
+ */
311
+ view3D: {
312
+ get: function () {
313
+ updateView3D(this);
314
+ return this._view3D;
315
+ },
316
+ },
317
+
318
+ /**
319
+ * The 3x3 rotation matrix of the current view matrix ({@link UniformState#view}).
320
+ * @memberof UniformState.prototype
321
+ * @type {Matrix3}
322
+ */
323
+ viewRotation: {
324
+ get: function () {
325
+ updateView3D(this);
326
+ return this._viewRotation;
327
+ },
328
+ },
329
+
330
+ /**
331
+ * @memberof UniformState.prototype
332
+ * @type {Matrix3}
333
+ */
334
+ viewRotation3D: {
335
+ get: function () {
336
+ updateView3D(this);
337
+ return this._viewRotation3D;
338
+ },
339
+ },
340
+
341
+ /**
342
+ * @memberof UniformState.prototype
343
+ * @type {Matrix4}
344
+ */
345
+ inverseView: {
346
+ get: function () {
347
+ return this._inverseView;
348
+ },
349
+ },
350
+
351
+ /**
352
+ * the 4x4 inverse-view matrix that transforms from eye to 3D world coordinates. In 3D mode, this is
353
+ * identical to {@link UniformState#inverseView}, but in 2D and Columbus View it is a synthetic matrix
354
+ * based on the equivalent position of the camera in the 3D world.
355
+ * @memberof UniformState.prototype
356
+ * @type {Matrix4}
357
+ */
358
+ inverseView3D: {
359
+ get: function () {
360
+ updateInverseView3D(this);
361
+ return this._inverseView3D;
362
+ },
363
+ },
364
+
365
+ /**
366
+ * @memberof UniformState.prototype
367
+ * @type {Matrix3}
368
+ */
369
+ inverseViewRotation: {
370
+ get: function () {
371
+ return this._inverseViewRotation;
372
+ },
373
+ },
374
+
375
+ /**
376
+ * The 3x3 rotation matrix of the current 3D inverse-view matrix ({@link UniformState#inverseView3D}).
377
+ * @memberof UniformState.prototype
378
+ * @type {Matrix3}
379
+ */
380
+ inverseViewRotation3D: {
381
+ get: function () {
382
+ updateInverseView3D(this);
383
+ return this._inverseViewRotation3D;
384
+ },
385
+ },
386
+
387
+ /**
388
+ * @memberof UniformState.prototype
389
+ * @type {Matrix4}
390
+ */
391
+ projection: {
392
+ get: function () {
393
+ return this._projection;
394
+ },
395
+ },
396
+
397
+ /**
398
+ * @memberof UniformState.prototype
399
+ * @type {Matrix4}
400
+ */
401
+ inverseProjection: {
402
+ get: function () {
403
+ cleanInverseProjection(this);
404
+ return this._inverseProjection;
405
+ },
406
+ },
407
+
408
+ /**
409
+ * @memberof UniformState.prototype
410
+ * @type {Matrix4}
411
+ */
412
+ infiniteProjection: {
413
+ get: function () {
414
+ return this._infiniteProjection;
415
+ },
416
+ },
417
+
418
+ /**
419
+ * @memberof UniformState.prototype
420
+ * @type {Matrix4}
421
+ */
422
+ modelView: {
423
+ get: function () {
424
+ cleanModelView(this);
425
+ return this._modelView;
426
+ },
427
+ },
428
+
429
+ /**
430
+ * The 3D model-view matrix. In 3D mode, this is equivalent to {@link UniformState#modelView}. In 2D and
431
+ * Columbus View, however, it is a synthetic matrix based on the equivalent position of the camera in the 3D world.
432
+ * @memberof UniformState.prototype
433
+ * @type {Matrix4}
434
+ */
435
+ modelView3D: {
436
+ get: function () {
437
+ cleanModelView3D(this);
438
+ return this._modelView3D;
439
+ },
440
+ },
441
+
442
+ /**
443
+ * Model-view relative to eye matrix.
444
+ *
445
+ * @memberof UniformState.prototype
446
+ * @type {Matrix4}
447
+ */
448
+ modelViewRelativeToEye: {
449
+ get: function () {
450
+ cleanModelViewRelativeToEye(this);
451
+ return this._modelViewRelativeToEye;
452
+ },
453
+ },
454
+
455
+ /**
456
+ * @memberof UniformState.prototype
457
+ * @type {Matrix4}
458
+ */
459
+ inverseModelView: {
460
+ get: function () {
461
+ cleanInverseModelView(this);
462
+ return this._inverseModelView;
463
+ },
464
+ },
465
+
466
+ /**
467
+ * The inverse of the 3D model-view matrix. In 3D mode, this is equivalent to {@link UniformState#inverseModelView}.
468
+ * In 2D and Columbus View, however, it is a synthetic matrix based on the equivalent position of the camera in the 3D world.
469
+ * @memberof UniformState.prototype
470
+ * @type {Matrix4}
471
+ */
472
+ inverseModelView3D: {
473
+ get: function () {
474
+ cleanInverseModelView3D(this);
475
+ return this._inverseModelView3D;
476
+ },
477
+ },
478
+
479
+ /**
480
+ * @memberof UniformState.prototype
481
+ * @type {Matrix4}
482
+ */
483
+ viewProjection: {
484
+ get: function () {
485
+ cleanViewProjection(this);
486
+ return this._viewProjection;
487
+ },
488
+ },
489
+
490
+ /**
491
+ * @memberof UniformState.prototype
492
+ * @type {Matrix4}
493
+ */
494
+ inverseViewProjection: {
495
+ get: function () {
496
+ cleanInverseViewProjection(this);
497
+ return this._inverseViewProjection;
498
+ },
499
+ },
500
+
501
+ /**
502
+ * @memberof UniformState.prototype
503
+ * @type {Matrix4}
504
+ */
505
+ modelViewProjection: {
506
+ get: function () {
507
+ cleanModelViewProjection(this);
508
+ return this._modelViewProjection;
509
+ },
510
+ },
511
+
512
+ /**
513
+ * @memberof UniformState.prototype
514
+ * @type {Matrix4}
515
+ */
516
+ inverseModelViewProjection: {
517
+ get: function () {
518
+ cleanInverseModelViewProjection(this);
519
+ return this._inverseModelViewProjection;
520
+ },
521
+ },
522
+
523
+ /**
524
+ * Model-view-projection relative to eye matrix.
525
+ *
526
+ * @memberof UniformState.prototype
527
+ * @type {Matrix4}
528
+ */
529
+ modelViewProjectionRelativeToEye: {
530
+ get: function () {
531
+ cleanModelViewProjectionRelativeToEye(this);
532
+ return this._modelViewProjectionRelativeToEye;
533
+ },
534
+ },
535
+
536
+ /**
537
+ * @memberof UniformState.prototype
538
+ * @type {Matrix4}
539
+ */
540
+ modelViewInfiniteProjection: {
541
+ get: function () {
542
+ cleanModelViewInfiniteProjection(this);
543
+ return this._modelViewInfiniteProjection;
544
+ },
545
+ },
546
+
547
+ /**
548
+ * A 3x3 normal transformation matrix that transforms normal vectors in model coordinates to
549
+ * eye coordinates.
550
+ * @memberof UniformState.prototype
551
+ * @type {Matrix3}
552
+ */
553
+ normal: {
554
+ get: function () {
555
+ cleanNormal(this);
556
+ return this._normal;
557
+ },
558
+ },
559
+
560
+ /**
561
+ * A 3x3 normal transformation matrix that transforms normal vectors in 3D model
562
+ * coordinates to eye coordinates. In 3D mode, this is identical to
563
+ * {@link UniformState#normal}, but in 2D and Columbus View it represents the normal transformation
564
+ * matrix as if the camera were at an equivalent location in 3D mode.
565
+ * @memberof UniformState.prototype
566
+ * @type {Matrix3}
567
+ */
568
+ normal3D: {
569
+ get: function () {
570
+ cleanNormal3D(this);
571
+ return this._normal3D;
572
+ },
573
+ },
574
+
575
+ /**
576
+ * An inverse 3x3 normal transformation matrix that transforms normal vectors in model coordinates
577
+ * to eye coordinates.
578
+ * @memberof UniformState.prototype
579
+ * @type {Matrix3}
580
+ */
581
+ inverseNormal: {
582
+ get: function () {
583
+ cleanInverseNormal(this);
584
+ return this._inverseNormal;
585
+ },
586
+ },
587
+
588
+ /**
589
+ * An inverse 3x3 normal transformation matrix that transforms normal vectors in eye coordinates
590
+ * to 3D model coordinates. In 3D mode, this is identical to
591
+ * {@link UniformState#inverseNormal}, but in 2D and Columbus View it represents the normal transformation
592
+ * matrix as if the camera were at an equivalent location in 3D mode.
593
+ * @memberof UniformState.prototype
594
+ * @type {Matrix3}
595
+ */
596
+ inverseNormal3D: {
597
+ get: function () {
598
+ cleanInverseNormal3D(this);
599
+ return this._inverseNormal3D;
600
+ },
601
+ },
602
+
603
+ /**
604
+ * The near distance (<code>x</code>) and the far distance (<code>y</code>) of the frustum defined by the camera.
605
+ * This is the largest possible frustum, not an individual frustum used for multi-frustum rendering.
606
+ * @memberof UniformState.prototype
607
+ * @type {Cartesian2}
608
+ */
609
+ entireFrustum: {
610
+ get: function () {
611
+ return this._entireFrustum;
612
+ },
613
+ },
614
+
615
+ /**
616
+ * The near distance (<code>x</code>) and the far distance (<code>y</code>) of the frustum defined by the camera.
617
+ * This is the individual frustum used for multi-frustum rendering.
618
+ * @memberof UniformState.prototype
619
+ * @type {Cartesian2}
620
+ */
621
+ currentFrustum: {
622
+ get: function () {
623
+ return this._currentFrustum;
624
+ },
625
+ },
626
+
627
+ /**
628
+ * The distances to the frustum planes. The top, bottom, left and right distances are
629
+ * the x, y, z, and w components, respectively.
630
+ * @memberof UniformState.prototype
631
+ * @type {Cartesian4}
632
+ */
633
+ frustumPlanes: {
634
+ get: function () {
635
+ return this._frustumPlanes;
636
+ },
637
+ },
638
+
639
+ /**
640
+ * The far plane's distance from the near plane, plus 1.0.
641
+ *
642
+ * @memberof UniformState.prototype
643
+ * @type {Number}
644
+ */
645
+ farDepthFromNearPlusOne: {
646
+ get: function () {
647
+ return this._farDepthFromNearPlusOne;
648
+ },
649
+ },
650
+
651
+ /**
652
+ * The log2 of {@link UniformState#farDepthFromNearPlusOne}.
653
+ *
654
+ * @memberof UniformState.prototype
655
+ * @type {Number}
656
+ */
657
+ log2FarDepthFromNearPlusOne: {
658
+ get: function () {
659
+ return this._log2FarDepthFromNearPlusOne;
660
+ },
661
+ },
662
+
663
+ /**
664
+ * 1.0 divided by {@link UniformState#log2FarDepthFromNearPlusOne}.
665
+ *
666
+ * @memberof UniformState.prototype
667
+ * @type {Number}
668
+ */
669
+ oneOverLog2FarDepthFromNearPlusOne: {
670
+ get: function () {
671
+ return this._oneOverLog2FarDepthFromNearPlusOne;
672
+ },
673
+ },
674
+
675
+ /**
676
+ * The height in meters of the eye (camera) above or below the ellipsoid.
677
+ * @memberof UniformState.prototype
678
+ * @type {Number}
679
+ */
680
+ eyeHeight: {
681
+ get: function () {
682
+ return this._eyeHeight;
683
+ },
684
+ },
685
+
686
+ /**
687
+ * The height (<code>x</code>) and the height squared (<code>y</code>)
688
+ * in meters of the eye (camera) above the 2D world plane. This uniform is only valid
689
+ * when the {@link SceneMode} is <code>SCENE2D</code>.
690
+ * @memberof UniformState.prototype
691
+ * @type {Cartesian2}
692
+ */
693
+ eyeHeight2D: {
694
+ get: function () {
695
+ return this._eyeHeight2D;
696
+ },
697
+ },
698
+
699
+ /**
700
+ * The sun position in 3D world coordinates at the current scene time.
701
+ * @memberof UniformState.prototype
702
+ * @type {Cartesian3}
703
+ */
704
+ sunPositionWC: {
705
+ get: function () {
706
+ return this._sunPositionWC;
707
+ },
708
+ },
709
+
710
+ /**
711
+ * The sun position in 2D world coordinates at the current scene time.
712
+ * @memberof UniformState.prototype
713
+ * @type {Cartesian3}
714
+ */
715
+ sunPositionColumbusView: {
716
+ get: function () {
717
+ return this._sunPositionColumbusView;
718
+ },
719
+ },
720
+
721
+ /**
722
+ * A normalized vector to the sun in 3D world coordinates at the current scene time. Even in 2D or
723
+ * Columbus View mode, this returns the direction to the sun in the 3D scene.
724
+ * @memberof UniformState.prototype
725
+ * @type {Cartesian3}
726
+ */
727
+ sunDirectionWC: {
728
+ get: function () {
729
+ return this._sunDirectionWC;
730
+ },
731
+ },
732
+
733
+ /**
734
+ * A normalized vector to the sun in eye coordinates at the current scene time. In 3D mode, this
735
+ * returns the actual vector from the camera position to the sun position. In 2D and Columbus View, it returns
736
+ * the vector from the equivalent 3D camera position to the position of the sun in the 3D scene.
737
+ * @memberof UniformState.prototype
738
+ * @type {Cartesian3}
739
+ */
740
+ sunDirectionEC: {
741
+ get: function () {
742
+ return this._sunDirectionEC;
743
+ },
744
+ },
745
+
746
+ /**
747
+ * A normalized vector to the moon in eye coordinates at the current scene time. In 3D mode, this
748
+ * returns the actual vector from the camera position to the moon position. In 2D and Columbus View, it returns
749
+ * the vector from the equivalent 3D camera position to the position of the moon in the 3D scene.
750
+ * @memberof UniformState.prototype
751
+ * @type {Cartesian3}
752
+ */
753
+ moonDirectionEC: {
754
+ get: function () {
755
+ return this._moonDirectionEC;
756
+ },
757
+ },
758
+
759
+ /**
760
+ * A normalized vector to the scene's light source in 3D world coordinates. Even in 2D or
761
+ * Columbus View mode, this returns the direction to the light in the 3D scene.
762
+ * @memberof UniformState.prototype
763
+ * @type {Cartesian3}
764
+ */
765
+ lightDirectionWC: {
766
+ get: function () {
767
+ return this._lightDirectionWC;
768
+ },
769
+ },
770
+
771
+ /**
772
+ * A normalized vector to the scene's light source in eye coordinates. In 3D mode, this
773
+ * returns the actual vector from the camera position to the light. In 2D and Columbus View, it returns
774
+ * the vector from the equivalent 3D camera position in the 3D scene.
775
+ * @memberof UniformState.prototype
776
+ * @type {Cartesian3}
777
+ */
778
+ lightDirectionEC: {
779
+ get: function () {
780
+ return this._lightDirectionEC;
781
+ },
782
+ },
783
+
784
+ /**
785
+ * The color of light emitted by the scene's light source. This is equivalent to the light
786
+ * color multiplied by the light intensity limited to a maximum luminance of 1.0 suitable
787
+ * for non-HDR lighting.
788
+ * @memberof UniformState.prototype
789
+ * @type {Cartesian3}
790
+ */
791
+ lightColor: {
792
+ get: function () {
793
+ return this._lightColor;
794
+ },
795
+ },
796
+
797
+ /**
798
+ * The high dynamic range color of light emitted by the scene's light source. This is equivalent to
799
+ * the light color multiplied by the light intensity suitable for HDR lighting.
800
+ * @memberof UniformState.prototype
801
+ * @type {Cartesian3}
802
+ */
803
+ lightColorHdr: {
804
+ get: function () {
805
+ return this._lightColorHdr;
806
+ },
807
+ },
808
+
809
+ /**
810
+ * The high bits of the camera position.
811
+ * @memberof UniformState.prototype
812
+ * @type {Cartesian3}
813
+ */
814
+ encodedCameraPositionMCHigh: {
815
+ get: function () {
816
+ cleanEncodedCameraPositionMC(this);
817
+ return this._encodedCameraPositionMC.high;
818
+ },
819
+ },
820
+
821
+ /**
822
+ * The low bits of the camera position.
823
+ * @memberof UniformState.prototype
824
+ * @type {Cartesian3}
825
+ */
826
+ encodedCameraPositionMCLow: {
827
+ get: function () {
828
+ cleanEncodedCameraPositionMC(this);
829
+ return this._encodedCameraPositionMC.low;
830
+ },
831
+ },
832
+
833
+ /**
834
+ * A 3x3 matrix that transforms from True Equator Mean Equinox (TEME) axes to the
835
+ * pseudo-fixed axes at the Scene's current time.
836
+ * @memberof UniformState.prototype
837
+ * @type {Matrix3}
838
+ */
839
+ temeToPseudoFixedMatrix: {
840
+ get: function () {
841
+ return this._temeToPseudoFixed;
842
+ },
843
+ },
844
+
845
+ /**
846
+ * Gets the scaling factor for transforming from the canvas
847
+ * pixel space to canvas coordinate space.
848
+ * @memberof UniformState.prototype
849
+ * @type {Number}
850
+ */
851
+ pixelRatio: {
852
+ get: function () {
853
+ return this._pixelRatio;
854
+ },
855
+ },
856
+
857
+ /**
858
+ * A scalar used to mix a color with the fog color based on the distance to the camera.
859
+ * @memberof UniformState.prototype
860
+ * @type {Number}
861
+ */
862
+ fogDensity: {
863
+ get: function () {
864
+ return this._fogDensity;
865
+ },
866
+ },
867
+
868
+ /**
869
+ * A scalar that represents the geometric tolerance per meter
870
+ * @memberof UniformState.prototype
871
+ * @type {Number}
872
+ */
873
+ geometricToleranceOverMeter: {
874
+ get: function () {
875
+ return this._geometricToleranceOverMeter;
876
+ },
877
+ },
878
+
879
+ /**
880
+ * @memberof UniformState.prototype
881
+ * @type {Pass}
882
+ */
883
+ pass: {
884
+ get: function () {
885
+ return this._pass;
886
+ },
887
+ },
888
+
889
+ /**
890
+ * The current background color
891
+ * @memberof UniformState.prototype
892
+ * @type {Color}
893
+ */
894
+ backgroundColor: {
895
+ get: function () {
896
+ return this._backgroundColor;
897
+ },
898
+ },
899
+
900
+ /**
901
+ * The look up texture used to find the BRDF for a material
902
+ * @memberof UniformState.prototype
903
+ * @type {Texture}
904
+ */
905
+ brdfLut: {
906
+ get: function () {
907
+ return this._brdfLut;
908
+ },
909
+ },
910
+
911
+ /**
912
+ * The environment map of the scene
913
+ * @memberof UniformState.prototype
914
+ * @type {CubeMap}
915
+ */
916
+ environmentMap: {
917
+ get: function () {
918
+ return this._environmentMap;
919
+ },
920
+ },
921
+
922
+ /**
923
+ * The spherical harmonic coefficients of the scene.
924
+ * @memberof UniformState.prototype
925
+ * @type {Cartesian3[]}
926
+ */
927
+ sphericalHarmonicCoefficients: {
928
+ get: function () {
929
+ return this._sphericalHarmonicCoefficients;
930
+ },
931
+ },
932
+
933
+ /**
934
+ * The specular environment map atlas of the scene.
935
+ * @memberof UniformState.prototype
936
+ * @type {Texture}
937
+ */
938
+ specularEnvironmentMaps: {
939
+ get: function () {
940
+ return this._specularEnvironmentMaps;
941
+ },
942
+ },
943
+
944
+ /**
945
+ * The dimensions of the specular environment map atlas of the scene.
946
+ * @memberof UniformState.prototype
947
+ * @type {Cartesian2}
948
+ */
949
+ specularEnvironmentMapsDimensions: {
950
+ get: function () {
951
+ return this._specularEnvironmentMapsDimensions;
952
+ },
953
+ },
954
+
955
+ /**
956
+ * The maximum level-of-detail of the specular environment map atlas of the scene.
957
+ * @memberof UniformState.prototype
958
+ * @type {Number}
959
+ */
960
+ specularEnvironmentMapsMaximumLOD: {
961
+ get: function () {
962
+ return this._specularEnvironmentMapsMaximumLOD;
963
+ },
964
+ },
965
+
966
+ /**
967
+ * The splitter position to use when rendering with a splitter. This will be in pixel coordinates relative to the canvas.
968
+ * @memberof UniformState.prototype
969
+ * @type {Number}
970
+ */
971
+ splitPosition: {
972
+ get: function () {
973
+ return this._splitPosition;
974
+ },
975
+ },
976
+
977
+ /**
978
+ * The distance from the camera at which to disable the depth test of billboards, labels and points
979
+ * to, for example, prevent clipping against terrain. When set to zero, the depth test should always
980
+ * be applied. When less than zero, the depth test should never be applied.
981
+ *
982
+ * @memberof UniformState.prototype
983
+ * @type {Number}
984
+ */
985
+ minimumDisableDepthTestDistance: {
986
+ get: function () {
987
+ return this._minimumDisableDepthTestDistance;
988
+ },
989
+ },
990
+
991
+ /**
992
+ * The highlight color of unclassified 3D Tiles.
993
+ *
994
+ * @memberof UniformState.prototype
995
+ * @type {Color}
996
+ */
997
+ invertClassificationColor: {
998
+ get: function () {
999
+ return this._invertClassificationColor;
1000
+ },
1001
+ },
1002
+
1003
+ /**
1004
+ * Whether or not the current projection is orthographic in 3D.
1005
+ *
1006
+ * @memberOf UniformState.prototype
1007
+ * @type {Boolean}
1008
+ */
1009
+ orthographicIn3D: {
1010
+ get: function () {
1011
+ return this._orthographicIn3D;
1012
+ },
1013
+ },
1014
+
1015
+ /**
1016
+ * The current ellipsoid.
1017
+ *
1018
+ * @memberOf UniformState.prototype
1019
+ * @type {Ellipsoid}
1020
+ */
1021
+ ellipsoid: {
1022
+ get: function () {
1023
+ return defaultValue(this._ellipsoid, Ellipsoid.WGS84);
1024
+ },
1025
+ },
1026
+ });
1027
+
1028
+ function setView(uniformState, matrix) {
1029
+ Matrix4.clone(matrix, uniformState._view);
1030
+ Matrix4.getMatrix3(matrix, uniformState._viewRotation);
1031
+
1032
+ uniformState._view3DDirty = true;
1033
+ uniformState._inverseView3DDirty = true;
1034
+ uniformState._modelViewDirty = true;
1035
+ uniformState._modelView3DDirty = true;
1036
+ uniformState._modelViewRelativeToEyeDirty = true;
1037
+ uniformState._inverseModelViewDirty = true;
1038
+ uniformState._inverseModelView3DDirty = true;
1039
+ uniformState._viewProjectionDirty = true;
1040
+ uniformState._inverseViewProjectionDirty = true;
1041
+ uniformState._modelViewProjectionDirty = true;
1042
+ uniformState._modelViewProjectionRelativeToEyeDirty = true;
1043
+ uniformState._modelViewInfiniteProjectionDirty = true;
1044
+ uniformState._normalDirty = true;
1045
+ uniformState._inverseNormalDirty = true;
1046
+ uniformState._normal3DDirty = true;
1047
+ uniformState._inverseNormal3DDirty = true;
1048
+ }
1049
+
1050
+ function setInverseView(uniformState, matrix) {
1051
+ Matrix4.clone(matrix, uniformState._inverseView);
1052
+ Matrix4.getMatrix3(matrix, uniformState._inverseViewRotation);
1053
+ }
1054
+
1055
+ function setProjection(uniformState, matrix) {
1056
+ Matrix4.clone(matrix, uniformState._projection);
1057
+
1058
+ uniformState._inverseProjectionDirty = true;
1059
+ uniformState._viewProjectionDirty = true;
1060
+ uniformState._inverseViewProjectionDirty = true;
1061
+ uniformState._modelViewProjectionDirty = true;
1062
+ uniformState._modelViewProjectionRelativeToEyeDirty = true;
1063
+ }
1064
+
1065
+ function setInfiniteProjection(uniformState, matrix) {
1066
+ Matrix4.clone(matrix, uniformState._infiniteProjection);
1067
+
1068
+ uniformState._modelViewInfiniteProjectionDirty = true;
1069
+ }
1070
+
1071
+ function setCamera(uniformState, camera) {
1072
+ Cartesian3.clone(camera.positionWC, uniformState._cameraPosition);
1073
+ Cartesian3.clone(camera.directionWC, uniformState._cameraDirection);
1074
+ Cartesian3.clone(camera.rightWC, uniformState._cameraRight);
1075
+ Cartesian3.clone(camera.upWC, uniformState._cameraUp);
1076
+
1077
+ const positionCartographic = camera.positionCartographic;
1078
+ if (!defined(positionCartographic)) {
1079
+ uniformState._eyeHeight = -uniformState._ellipsoid.maximumRadius;
1080
+ } else {
1081
+ uniformState._eyeHeight = positionCartographic.height;
1082
+ }
1083
+
1084
+ uniformState._encodedCameraPositionMCDirty = true;
1085
+ }
1086
+
1087
+ let transformMatrix = new Matrix3();
1088
+ const sunCartographicScratch = new Cartographic();
1089
+ function setSunAndMoonDirections(uniformState, frameState) {
1090
+ if (
1091
+ !defined(
1092
+ Transforms.computeIcrfToFixedMatrix(frameState.time, transformMatrix)
1093
+ )
1094
+ ) {
1095
+ transformMatrix = Transforms.computeTemeToPseudoFixedMatrix(
1096
+ frameState.time,
1097
+ transformMatrix
1098
+ );
1099
+ }
1100
+
1101
+ let position = Simon1994PlanetaryPositions.computeSunPositionInEarthInertialFrame(
1102
+ frameState.time,
1103
+ uniformState._sunPositionWC
1104
+ );
1105
+ Matrix3.multiplyByVector(transformMatrix, position, position);
1106
+
1107
+ Cartesian3.normalize(position, uniformState._sunDirectionWC);
1108
+
1109
+ position = Matrix3.multiplyByVector(
1110
+ uniformState.viewRotation3D,
1111
+ position,
1112
+ uniformState._sunDirectionEC
1113
+ );
1114
+ Cartesian3.normalize(position, position);
1115
+
1116
+ position = Simon1994PlanetaryPositions.computeMoonPositionInEarthInertialFrame(
1117
+ frameState.time,
1118
+ uniformState._moonDirectionEC
1119
+ );
1120
+ Matrix3.multiplyByVector(transformMatrix, position, position);
1121
+ Matrix3.multiplyByVector(uniformState.viewRotation3D, position, position);
1122
+ Cartesian3.normalize(position, position);
1123
+
1124
+ const projection = frameState.mapProjection;
1125
+ const ellipsoid = projection.ellipsoid;
1126
+ const sunCartographic = ellipsoid.cartesianToCartographic(
1127
+ uniformState._sunPositionWC,
1128
+ sunCartographicScratch
1129
+ );
1130
+ projection.project(sunCartographic, uniformState._sunPositionColumbusView);
1131
+ }
1132
+
1133
+ /**
1134
+ * Synchronizes the frustum's state with the camera state. This is called
1135
+ * by the {@link Scene} when rendering to ensure that automatic GLSL uniforms
1136
+ * are set to the right value.
1137
+ *
1138
+ * @param {Object} camera The camera to synchronize with.
1139
+ */
1140
+ UniformState.prototype.updateCamera = function (camera) {
1141
+ setView(this, camera.viewMatrix);
1142
+ setInverseView(this, camera.inverseViewMatrix);
1143
+ setCamera(this, camera);
1144
+
1145
+ this._entireFrustum.x = camera.frustum.near;
1146
+ this._entireFrustum.y = camera.frustum.far;
1147
+ this.updateFrustum(camera.frustum);
1148
+
1149
+ this._orthographicIn3D =
1150
+ this._mode !== SceneMode.SCENE2D &&
1151
+ camera.frustum instanceof OrthographicFrustum;
1152
+ };
1153
+
1154
+ /**
1155
+ * Synchronizes the frustum's state with the uniform state. This is called
1156
+ * by the {@link Scene} when rendering to ensure that automatic GLSL uniforms
1157
+ * are set to the right value.
1158
+ *
1159
+ * @param {Object} frustum The frustum to synchronize with.
1160
+ */
1161
+ UniformState.prototype.updateFrustum = function (frustum) {
1162
+ setProjection(this, frustum.projectionMatrix);
1163
+ if (defined(frustum.infiniteProjectionMatrix)) {
1164
+ setInfiniteProjection(this, frustum.infiniteProjectionMatrix);
1165
+ }
1166
+ this._currentFrustum.x = frustum.near;
1167
+ this._currentFrustum.y = frustum.far;
1168
+
1169
+ this._farDepthFromNearPlusOne = frustum.far - frustum.near + 1.0;
1170
+ this._log2FarDepthFromNearPlusOne = CesiumMath.log2(
1171
+ this._farDepthFromNearPlusOne
1172
+ );
1173
+ this._oneOverLog2FarDepthFromNearPlusOne =
1174
+ 1.0 / this._log2FarDepthFromNearPlusOne;
1175
+
1176
+ if (defined(frustum._offCenterFrustum)) {
1177
+ frustum = frustum._offCenterFrustum;
1178
+ }
1179
+
1180
+ this._frustumPlanes.x = frustum.top;
1181
+ this._frustumPlanes.y = frustum.bottom;
1182
+ this._frustumPlanes.z = frustum.left;
1183
+ this._frustumPlanes.w = frustum.right;
1184
+ };
1185
+
1186
+ UniformState.prototype.updatePass = function (pass) {
1187
+ this._pass = pass;
1188
+ };
1189
+
1190
+ const EMPTY_ARRAY = [];
1191
+ const defaultLight = new SunLight();
1192
+
1193
+ /**
1194
+ * Synchronizes frame state with the uniform state. This is called
1195
+ * by the {@link Scene} when rendering to ensure that automatic GLSL uniforms
1196
+ * are set to the right value.
1197
+ *
1198
+ * @param {FrameState} frameState The frameState to synchronize with.
1199
+ */
1200
+ UniformState.prototype.update = function (frameState) {
1201
+ this._mode = frameState.mode;
1202
+ this._mapProjection = frameState.mapProjection;
1203
+ this._ellipsoid = frameState.mapProjection.ellipsoid;
1204
+ this._pixelRatio = frameState.pixelRatio;
1205
+
1206
+ const camera = frameState.camera;
1207
+ this.updateCamera(camera);
1208
+
1209
+ if (frameState.mode === SceneMode.SCENE2D) {
1210
+ this._frustum2DWidth = camera.frustum.right - camera.frustum.left;
1211
+ this._eyeHeight2D.x = this._frustum2DWidth * 0.5;
1212
+ this._eyeHeight2D.y = this._eyeHeight2D.x * this._eyeHeight2D.x;
1213
+ } else {
1214
+ this._frustum2DWidth = 0.0;
1215
+ this._eyeHeight2D.x = 0.0;
1216
+ this._eyeHeight2D.y = 0.0;
1217
+ }
1218
+
1219
+ setSunAndMoonDirections(this, frameState);
1220
+
1221
+ const light = defaultValue(frameState.light, defaultLight);
1222
+ if (light instanceof SunLight) {
1223
+ this._lightDirectionWC = Cartesian3.clone(
1224
+ this._sunDirectionWC,
1225
+ this._lightDirectionWC
1226
+ );
1227
+ this._lightDirectionEC = Cartesian3.clone(
1228
+ this._sunDirectionEC,
1229
+ this._lightDirectionEC
1230
+ );
1231
+ } else {
1232
+ this._lightDirectionWC = Cartesian3.normalize(
1233
+ Cartesian3.negate(light.direction, this._lightDirectionWC),
1234
+ this._lightDirectionWC
1235
+ );
1236
+ this._lightDirectionEC = Matrix3.multiplyByVector(
1237
+ this.viewRotation3D,
1238
+ this._lightDirectionWC,
1239
+ this._lightDirectionEC
1240
+ );
1241
+ }
1242
+
1243
+ const lightColor = light.color;
1244
+ let lightColorHdr = Cartesian3.fromElements(
1245
+ lightColor.red,
1246
+ lightColor.green,
1247
+ lightColor.blue,
1248
+ this._lightColorHdr
1249
+ );
1250
+ lightColorHdr = Cartesian3.multiplyByScalar(
1251
+ lightColorHdr,
1252
+ light.intensity,
1253
+ lightColorHdr
1254
+ );
1255
+ const maximumComponent = Cartesian3.maximumComponent(lightColorHdr);
1256
+ if (maximumComponent > 1.0) {
1257
+ Cartesian3.divideByScalar(
1258
+ lightColorHdr,
1259
+ maximumComponent,
1260
+ this._lightColor
1261
+ );
1262
+ } else {
1263
+ Cartesian3.clone(lightColorHdr, this._lightColor);
1264
+ }
1265
+
1266
+ const brdfLutGenerator = frameState.brdfLutGenerator;
1267
+ const brdfLut = defined(brdfLutGenerator)
1268
+ ? brdfLutGenerator.colorTexture
1269
+ : undefined;
1270
+ this._brdfLut = brdfLut;
1271
+
1272
+ this._environmentMap = defaultValue(
1273
+ frameState.environmentMap,
1274
+ frameState.context.defaultCubeMap
1275
+ );
1276
+
1277
+ // IE 11 doesn't optimize out uniforms that are #ifdef'd out. So undefined values for the spherical harmonic
1278
+ // coefficients and specular environment map atlas dimensions cause a crash.
1279
+ this._sphericalHarmonicCoefficients = defaultValue(
1280
+ frameState.sphericalHarmonicCoefficients,
1281
+ EMPTY_ARRAY
1282
+ );
1283
+ this._specularEnvironmentMaps = frameState.specularEnvironmentMaps;
1284
+ this._specularEnvironmentMapsMaximumLOD =
1285
+ frameState.specularEnvironmentMapsMaximumLOD;
1286
+
1287
+ if (defined(this._specularEnvironmentMaps)) {
1288
+ Cartesian2.clone(
1289
+ this._specularEnvironmentMaps.dimensions,
1290
+ this._specularEnvironmentMapsDimensions
1291
+ );
1292
+ }
1293
+
1294
+ this._fogDensity = frameState.fog.density;
1295
+
1296
+ this._invertClassificationColor = frameState.invertClassificationColor;
1297
+
1298
+ this._frameState = frameState;
1299
+ this._temeToPseudoFixed = Transforms.computeTemeToPseudoFixedMatrix(
1300
+ frameState.time,
1301
+ this._temeToPseudoFixed
1302
+ );
1303
+
1304
+ // Convert the relative splitPosition to absolute pixel coordinates
1305
+ this._splitPosition =
1306
+ frameState.splitPosition * frameState.context.drawingBufferWidth;
1307
+ const fov = camera.frustum.fov;
1308
+ const viewport = this._viewport;
1309
+ let pixelSizePerMeter;
1310
+ if (defined(fov)) {
1311
+ if (viewport.height > viewport.width) {
1312
+ pixelSizePerMeter = (Math.tan(0.5 * fov) * 2.0) / viewport.height;
1313
+ } else {
1314
+ pixelSizePerMeter = (Math.tan(0.5 * fov) * 2.0) / viewport.width;
1315
+ }
1316
+ } else {
1317
+ pixelSizePerMeter = 1.0 / Math.max(viewport.width, viewport.height);
1318
+ }
1319
+
1320
+ this._geometricToleranceOverMeter =
1321
+ pixelSizePerMeter * frameState.maximumScreenSpaceError;
1322
+ Color.clone(frameState.backgroundColor, this._backgroundColor);
1323
+
1324
+ this._minimumDisableDepthTestDistance =
1325
+ frameState.minimumDisableDepthTestDistance;
1326
+ this._minimumDisableDepthTestDistance *= this._minimumDisableDepthTestDistance;
1327
+ if (this._minimumDisableDepthTestDistance === Number.POSITIVE_INFINITY) {
1328
+ this._minimumDisableDepthTestDistance = -1.0;
1329
+ }
1330
+ };
1331
+
1332
+ function cleanViewport(uniformState) {
1333
+ if (uniformState._viewportDirty) {
1334
+ const v = uniformState._viewport;
1335
+ Matrix4.computeOrthographicOffCenter(
1336
+ v.x,
1337
+ v.x + v.width,
1338
+ v.y,
1339
+ v.y + v.height,
1340
+ 0.0,
1341
+ 1.0,
1342
+ uniformState._viewportOrthographicMatrix
1343
+ );
1344
+ Matrix4.computeViewportTransformation(
1345
+ v,
1346
+ 0.0,
1347
+ 1.0,
1348
+ uniformState._viewportTransformation
1349
+ );
1350
+ uniformState._viewportDirty = false;
1351
+ }
1352
+ }
1353
+
1354
+ function cleanInverseProjection(uniformState) {
1355
+ if (uniformState._inverseProjectionDirty) {
1356
+ uniformState._inverseProjectionDirty = false;
1357
+
1358
+ if (
1359
+ uniformState._mode !== SceneMode.SCENE2D &&
1360
+ uniformState._mode !== SceneMode.MORPHING &&
1361
+ !uniformState._orthographicIn3D
1362
+ ) {
1363
+ Matrix4.inverse(
1364
+ uniformState._projection,
1365
+ uniformState._inverseProjection
1366
+ );
1367
+ } else {
1368
+ Matrix4.clone(Matrix4.ZERO, uniformState._inverseProjection);
1369
+ }
1370
+ }
1371
+ }
1372
+
1373
+ // Derived
1374
+ function cleanModelView(uniformState) {
1375
+ if (uniformState._modelViewDirty) {
1376
+ uniformState._modelViewDirty = false;
1377
+
1378
+ Matrix4.multiplyTransformation(
1379
+ uniformState._view,
1380
+ uniformState._model,
1381
+ uniformState._modelView
1382
+ );
1383
+ }
1384
+ }
1385
+
1386
+ function cleanModelView3D(uniformState) {
1387
+ if (uniformState._modelView3DDirty) {
1388
+ uniformState._modelView3DDirty = false;
1389
+
1390
+ Matrix4.multiplyTransformation(
1391
+ uniformState.view3D,
1392
+ uniformState._model,
1393
+ uniformState._modelView3D
1394
+ );
1395
+ }
1396
+ }
1397
+
1398
+ function cleanInverseModelView(uniformState) {
1399
+ if (uniformState._inverseModelViewDirty) {
1400
+ uniformState._inverseModelViewDirty = false;
1401
+
1402
+ Matrix4.inverse(uniformState.modelView, uniformState._inverseModelView);
1403
+ }
1404
+ }
1405
+
1406
+ function cleanInverseModelView3D(uniformState) {
1407
+ if (uniformState._inverseModelView3DDirty) {
1408
+ uniformState._inverseModelView3DDirty = false;
1409
+
1410
+ Matrix4.inverse(uniformState.modelView3D, uniformState._inverseModelView3D);
1411
+ }
1412
+ }
1413
+
1414
+ function cleanViewProjection(uniformState) {
1415
+ if (uniformState._viewProjectionDirty) {
1416
+ uniformState._viewProjectionDirty = false;
1417
+
1418
+ Matrix4.multiply(
1419
+ uniformState._projection,
1420
+ uniformState._view,
1421
+ uniformState._viewProjection
1422
+ );
1423
+ }
1424
+ }
1425
+
1426
+ function cleanInverseViewProjection(uniformState) {
1427
+ if (uniformState._inverseViewProjectionDirty) {
1428
+ uniformState._inverseViewProjectionDirty = false;
1429
+
1430
+ Matrix4.inverse(
1431
+ uniformState.viewProjection,
1432
+ uniformState._inverseViewProjection
1433
+ );
1434
+ }
1435
+ }
1436
+
1437
+ function cleanModelViewProjection(uniformState) {
1438
+ if (uniformState._modelViewProjectionDirty) {
1439
+ uniformState._modelViewProjectionDirty = false;
1440
+
1441
+ Matrix4.multiply(
1442
+ uniformState._projection,
1443
+ uniformState.modelView,
1444
+ uniformState._modelViewProjection
1445
+ );
1446
+ }
1447
+ }
1448
+
1449
+ function cleanModelViewRelativeToEye(uniformState) {
1450
+ if (uniformState._modelViewRelativeToEyeDirty) {
1451
+ uniformState._modelViewRelativeToEyeDirty = false;
1452
+
1453
+ const mv = uniformState.modelView;
1454
+ const mvRte = uniformState._modelViewRelativeToEye;
1455
+ mvRte[0] = mv[0];
1456
+ mvRte[1] = mv[1];
1457
+ mvRte[2] = mv[2];
1458
+ mvRte[3] = mv[3];
1459
+ mvRte[4] = mv[4];
1460
+ mvRte[5] = mv[5];
1461
+ mvRte[6] = mv[6];
1462
+ mvRte[7] = mv[7];
1463
+ mvRte[8] = mv[8];
1464
+ mvRte[9] = mv[9];
1465
+ mvRte[10] = mv[10];
1466
+ mvRte[11] = mv[11];
1467
+ mvRte[12] = 0.0;
1468
+ mvRte[13] = 0.0;
1469
+ mvRte[14] = 0.0;
1470
+ mvRte[15] = mv[15];
1471
+ }
1472
+ }
1473
+
1474
+ function cleanInverseModelViewProjection(uniformState) {
1475
+ if (uniformState._inverseModelViewProjectionDirty) {
1476
+ uniformState._inverseModelViewProjectionDirty = false;
1477
+
1478
+ Matrix4.inverse(
1479
+ uniformState.modelViewProjection,
1480
+ uniformState._inverseModelViewProjection
1481
+ );
1482
+ }
1483
+ }
1484
+
1485
+ function cleanModelViewProjectionRelativeToEye(uniformState) {
1486
+ if (uniformState._modelViewProjectionRelativeToEyeDirty) {
1487
+ uniformState._modelViewProjectionRelativeToEyeDirty = false;
1488
+
1489
+ Matrix4.multiply(
1490
+ uniformState._projection,
1491
+ uniformState.modelViewRelativeToEye,
1492
+ uniformState._modelViewProjectionRelativeToEye
1493
+ );
1494
+ }
1495
+ }
1496
+
1497
+ function cleanModelViewInfiniteProjection(uniformState) {
1498
+ if (uniformState._modelViewInfiniteProjectionDirty) {
1499
+ uniformState._modelViewInfiniteProjectionDirty = false;
1500
+
1501
+ Matrix4.multiply(
1502
+ uniformState._infiniteProjection,
1503
+ uniformState.modelView,
1504
+ uniformState._modelViewInfiniteProjection
1505
+ );
1506
+ }
1507
+ }
1508
+
1509
+ function cleanNormal(uniformState) {
1510
+ if (uniformState._normalDirty) {
1511
+ uniformState._normalDirty = false;
1512
+
1513
+ const m = uniformState._normal;
1514
+ Matrix4.getMatrix3(uniformState.inverseModelView, m);
1515
+ Matrix3.getRotation(m, m);
1516
+ Matrix3.transpose(m, m);
1517
+ }
1518
+ }
1519
+
1520
+ function cleanNormal3D(uniformState) {
1521
+ if (uniformState._normal3DDirty) {
1522
+ uniformState._normal3DDirty = false;
1523
+
1524
+ const m = uniformState._normal3D;
1525
+ Matrix4.getMatrix3(uniformState.inverseModelView3D, m);
1526
+ Matrix3.getRotation(m, m);
1527
+ Matrix3.transpose(m, m);
1528
+ }
1529
+ }
1530
+
1531
+ function cleanInverseNormal(uniformState) {
1532
+ if (uniformState._inverseNormalDirty) {
1533
+ uniformState._inverseNormalDirty = false;
1534
+ Matrix4.getMatrix3(
1535
+ uniformState.inverseModelView,
1536
+ uniformState._inverseNormal
1537
+ );
1538
+ Matrix3.getRotation(
1539
+ uniformState._inverseNormal,
1540
+ uniformState._inverseNormal
1541
+ );
1542
+ }
1543
+ }
1544
+
1545
+ function cleanInverseNormal3D(uniformState) {
1546
+ if (uniformState._inverseNormal3DDirty) {
1547
+ uniformState._inverseNormal3DDirty = false;
1548
+ Matrix4.getMatrix3(
1549
+ uniformState.inverseModelView3D,
1550
+ uniformState._inverseNormal3D
1551
+ );
1552
+ Matrix3.getRotation(
1553
+ uniformState._inverseNormal3D,
1554
+ uniformState._inverseNormal3D
1555
+ );
1556
+ }
1557
+ }
1558
+
1559
+ const cameraPositionMC = new Cartesian3();
1560
+
1561
+ function cleanEncodedCameraPositionMC(uniformState) {
1562
+ if (uniformState._encodedCameraPositionMCDirty) {
1563
+ uniformState._encodedCameraPositionMCDirty = false;
1564
+
1565
+ Matrix4.multiplyByPoint(
1566
+ uniformState.inverseModel,
1567
+ uniformState._cameraPosition,
1568
+ cameraPositionMC
1569
+ );
1570
+ EncodedCartesian3.fromCartesian(
1571
+ cameraPositionMC,
1572
+ uniformState._encodedCameraPositionMC
1573
+ );
1574
+ }
1575
+ }
1576
+
1577
+ const view2Dto3DPScratch = new Cartesian3();
1578
+ const view2Dto3DRScratch = new Cartesian3();
1579
+ const view2Dto3DUScratch = new Cartesian3();
1580
+ const view2Dto3DDScratch = new Cartesian3();
1581
+ const view2Dto3DCartographicScratch = new Cartographic();
1582
+ const view2Dto3DCartesian3Scratch = new Cartesian3();
1583
+ const view2Dto3DMatrix4Scratch = new Matrix4();
1584
+
1585
+ function view2Dto3D(
1586
+ position2D,
1587
+ direction2D,
1588
+ right2D,
1589
+ up2D,
1590
+ frustum2DWidth,
1591
+ mode,
1592
+ projection,
1593
+ result
1594
+ ) {
1595
+ // The camera position and directions are expressed in the 2D coordinate system where the Y axis is to the East,
1596
+ // the Z axis is to the North, and the X axis is out of the map. Express them instead in the ENU axes where
1597
+ // X is to the East, Y is to the North, and Z is out of the local horizontal plane.
1598
+ const p = view2Dto3DPScratch;
1599
+ p.x = position2D.y;
1600
+ p.y = position2D.z;
1601
+ p.z = position2D.x;
1602
+
1603
+ const r = view2Dto3DRScratch;
1604
+ r.x = right2D.y;
1605
+ r.y = right2D.z;
1606
+ r.z = right2D.x;
1607
+
1608
+ const u = view2Dto3DUScratch;
1609
+ u.x = up2D.y;
1610
+ u.y = up2D.z;
1611
+ u.z = up2D.x;
1612
+
1613
+ const d = view2Dto3DDScratch;
1614
+ d.x = direction2D.y;
1615
+ d.y = direction2D.z;
1616
+ d.z = direction2D.x;
1617
+
1618
+ // In 2D, the camera height is always 12.7 million meters.
1619
+ // The apparent height is equal to half the frustum width.
1620
+ if (mode === SceneMode.SCENE2D) {
1621
+ p.z = frustum2DWidth * 0.5;
1622
+ }
1623
+
1624
+ // Compute the equivalent camera position in the real (3D) world.
1625
+ // In 2D and Columbus View, the camera can travel outside the projection, and when it does so
1626
+ // there's not really any corresponding location in the real world. So clamp the unprojected
1627
+ // longitude and latitude to their valid ranges.
1628
+ const cartographic = projection.unproject(p, view2Dto3DCartographicScratch);
1629
+ cartographic.longitude = CesiumMath.clamp(
1630
+ cartographic.longitude,
1631
+ -Math.PI,
1632
+ Math.PI
1633
+ );
1634
+ cartographic.latitude = CesiumMath.clamp(
1635
+ cartographic.latitude,
1636
+ -CesiumMath.PI_OVER_TWO,
1637
+ CesiumMath.PI_OVER_TWO
1638
+ );
1639
+ const ellipsoid = projection.ellipsoid;
1640
+ const position3D = ellipsoid.cartographicToCartesian(
1641
+ cartographic,
1642
+ view2Dto3DCartesian3Scratch
1643
+ );
1644
+
1645
+ // Compute the rotation from the local ENU at the real world camera position to the fixed axes.
1646
+ const enuToFixed = Transforms.eastNorthUpToFixedFrame(
1647
+ position3D,
1648
+ ellipsoid,
1649
+ view2Dto3DMatrix4Scratch
1650
+ );
1651
+
1652
+ // Transform each camera direction to the fixed axes.
1653
+ Matrix4.multiplyByPointAsVector(enuToFixed, r, r);
1654
+ Matrix4.multiplyByPointAsVector(enuToFixed, u, u);
1655
+ Matrix4.multiplyByPointAsVector(enuToFixed, d, d);
1656
+
1657
+ // Compute the view matrix based on the new fixed-frame camera position and directions.
1658
+ if (!defined(result)) {
1659
+ result = new Matrix4();
1660
+ }
1661
+
1662
+ result[0] = r.x;
1663
+ result[1] = u.x;
1664
+ result[2] = -d.x;
1665
+ result[3] = 0.0;
1666
+ result[4] = r.y;
1667
+ result[5] = u.y;
1668
+ result[6] = -d.y;
1669
+ result[7] = 0.0;
1670
+ result[8] = r.z;
1671
+ result[9] = u.z;
1672
+ result[10] = -d.z;
1673
+ result[11] = 0.0;
1674
+ result[12] = -Cartesian3.dot(r, position3D);
1675
+ result[13] = -Cartesian3.dot(u, position3D);
1676
+ result[14] = Cartesian3.dot(d, position3D);
1677
+ result[15] = 1.0;
1678
+
1679
+ return result;
1680
+ }
1681
+
1682
+ function updateView3D(that) {
1683
+ if (that._view3DDirty) {
1684
+ if (that._mode === SceneMode.SCENE3D) {
1685
+ Matrix4.clone(that._view, that._view3D);
1686
+ } else {
1687
+ view2Dto3D(
1688
+ that._cameraPosition,
1689
+ that._cameraDirection,
1690
+ that._cameraRight,
1691
+ that._cameraUp,
1692
+ that._frustum2DWidth,
1693
+ that._mode,
1694
+ that._mapProjection,
1695
+ that._view3D
1696
+ );
1697
+ }
1698
+ Matrix4.getMatrix3(that._view3D, that._viewRotation3D);
1699
+ that._view3DDirty = false;
1700
+ }
1701
+ }
1702
+
1703
+ function updateInverseView3D(that) {
1704
+ if (that._inverseView3DDirty) {
1705
+ Matrix4.inverseTransformation(that.view3D, that._inverseView3D);
1706
+ Matrix4.getMatrix3(that._inverseView3D, that._inverseViewRotation3D);
1707
+ that._inverseView3DDirty = false;
1708
+ }
1709
+ }
1710
+ export default UniformState;