@hztxi/cesium-engine 25.0.0

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Files changed (1964) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +640 -0
  2. package/Build/Workers/chunk-3GCPDH2L.js +102 -0
  3. package/Build/Workers/chunk-3MADNO4X.js +1067 -0
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  67. package/Build/Workers/createCorridorGeometry.js +1258 -0
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  96. package/Build/Workers/createVectorTilePolylines.js +262 -0
  97. package/Build/Workers/createVerticesFromCesium3DTilesTerrain.js +92 -0
  98. package/Build/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +566 -0
  99. package/Build/Workers/createVerticesFromHeightmap.js +2256 -0
  100. package/Build/Workers/createVerticesFromQuantizedTerrainMesh.js +500 -0
  101. package/Build/Workers/createWallGeometry.js +487 -0
  102. package/Build/Workers/createWallOutlineGeometry.js +335 -0
  103. package/Build/Workers/decodeDraco.js +369 -0
  104. package/Build/Workers/decodeGoogleEarthEnterprisePacket.js +2666 -0
  105. package/Build/Workers/decodeI3S.js +1339 -0
  106. package/Build/Workers/gaussianSplatSorter.js +62 -0
  107. package/Build/Workers/gaussianSplatTextureGenerator.js +68 -0
  108. package/Build/Workers/incrementallyBuildTerrainPicker.js +129 -0
  109. package/Build/Workers/transcodeKTX2.js +3466 -0
  110. package/Build/Workers/transferTypedArrayTest.js +41 -0
  111. package/Build/Workers/upsampleQuantizedTerrainMesh.js +821 -0
  112. package/Build/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +96 -0
  113. package/LICENSE.md +928 -0
  114. package/README.md +76 -0
  115. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_0.json +1 -0
  116. package/Source/Assets/IAU2006_XYS/IAU2006_XYS_1.json +1 -0
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  143. package/Source/Assets/Images/bing_maps_credit.png +0 -0
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  145. package/Source/Assets/Images/google_earth_credit.png +0 -0
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  1964. package/package.json +83 -0
@@ -0,0 +1,1947 @@
1
+ import BoundingSphere from "../Core/BoundingSphere.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";
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+ import Color from "../Core/Color.js";
7
+ import combine from "../Core/combine.js";
8
+ import ComponentDatatype from "../Core/ComponentDatatype.js";
9
+ import Frozen from "../Core/Frozen.js";
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+ import defined from "../Core/defined.js";
11
+ import destroyObject from "../Core/destroyObject.js";
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+ import DeveloperError from "../Core/DeveloperError.js";
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+ import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
14
+ import IndexDatatype from "../Core/IndexDatatype.js";
15
+ import Intersect from "../Core/Intersect.js";
16
+ import CesiumMath from "../Core/Math.js";
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+ import Matrix4 from "../Core/Matrix4.js";
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+ import Plane from "../Core/Plane.js";
19
+ import RuntimeError from "../Core/RuntimeError.js";
20
+ import Buffer from "../Renderer/Buffer.js";
21
+ import BufferUsage from "../Renderer/BufferUsage.js";
22
+ import ContextLimits from "../Renderer/ContextLimits.js";
23
+ import DrawCommand from "../Renderer/DrawCommand.js";
24
+ import Pass from "../Renderer/Pass.js";
25
+ import RenderState from "../Renderer/RenderState.js";
26
+ import ShaderProgram from "../Renderer/ShaderProgram.js";
27
+ import ShaderSource from "../Renderer/ShaderSource.js";
28
+ import Texture from "../Renderer/Texture.js";
29
+ import VertexArray from "../Renderer/VertexArray.js";
30
+ import PolylineCommon from "../Shaders/PolylineCommon.js";
31
+ import PolylineFS from "../Shaders/PolylineFS.js";
32
+ import PolylineVS from "../Shaders/PolylineVS.js";
33
+ import BatchTable from "./BatchTable.js";
34
+ import BlendingState from "./BlendingState.js";
35
+ import Material from "./Material.js";
36
+ import Polyline from "./Polyline.js";
37
+ import SceneMode from "./SceneMode.js";
38
+
39
+ const SHOW_INDEX = Polyline.SHOW_INDEX;
40
+ const WIDTH_INDEX = Polyline.WIDTH_INDEX;
41
+ const POSITION_INDEX = Polyline.POSITION_INDEX;
42
+ const MATERIAL_INDEX = Polyline.MATERIAL_INDEX;
43
+ //POSITION_SIZE_INDEX is needed for when the polyline's position array changes size.
44
+ //When it does, we need to recreate the indicesBuffer.
45
+ const POSITION_SIZE_INDEX = Polyline.POSITION_SIZE_INDEX;
46
+ const DISTANCE_DISPLAY_CONDITION = Polyline.DISTANCE_DISPLAY_CONDITION;
47
+ const NUMBER_OF_PROPERTIES = Polyline.NUMBER_OF_PROPERTIES;
48
+
49
+ const attributeLocations = {
50
+ texCoordExpandAndBatchIndex: 0,
51
+ position3DHigh: 1,
52
+ position3DLow: 2,
53
+ position2DHigh: 3,
54
+ position2DLow: 4,
55
+ prevPosition3DHigh: 5,
56
+ prevPosition3DLow: 6,
57
+ prevPosition2DHigh: 7,
58
+ prevPosition2DLow: 8,
59
+ nextPosition3DHigh: 9,
60
+ nextPosition3DLow: 10,
61
+ nextPosition2DHigh: 11,
62
+ nextPosition2DLow: 12,
63
+ };
64
+
65
+ /**
66
+ * A renderable collection of polylines.
67
+ * <br /><br />
68
+ * <div align="center">
69
+ * <img src="Images/Polyline.png" width="400" height="300" /><br />
70
+ * Example polylines
71
+ * </div>
72
+ * <br /><br />
73
+ * Polylines are added and removed from the collection using {@link PolylineCollection#add}
74
+ * and {@link PolylineCollection#remove}.
75
+ *
76
+ * @alias PolylineCollection
77
+ * @constructor
78
+ *
79
+ * @param {object} [options] Object with the following properties:
80
+ * @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms each polyline from model to world coordinates.
81
+ * @param {boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
82
+ * @param {boolean} [options.show=true] Determines if the polylines in the collection will be shown.
83
+ *
84
+ * @performance For best performance, prefer a few collections, each with many polylines, to
85
+ * many collections with only a few polylines each. Organize collections so that polylines
86
+ * with the same update frequency are in the same collection, i.e., polylines that do not
87
+ * change should be in one collection; polylines that change every frame should be in another
88
+ * collection; and so on.
89
+ *
90
+ * @see PolylineCollection#add
91
+ * @see PolylineCollection#remove
92
+ * @see Polyline
93
+ * @see LabelCollection
94
+ *
95
+ * @example
96
+ * // Create a polyline collection with two polylines
97
+ * const polylines = new Cesium.PolylineCollection();
98
+ * polylines.add({
99
+ * positions : Cesium.Cartesian3.fromDegreesArray([
100
+ * -75.10, 39.57,
101
+ * -77.02, 38.53,
102
+ * -80.50, 35.14,
103
+ * -80.12, 25.46]),
104
+ * width : 2
105
+ * });
106
+ *
107
+ * polylines.add({
108
+ * positions : Cesium.Cartesian3.fromDegreesArray([
109
+ * -73.10, 37.57,
110
+ * -75.02, 36.53,
111
+ * -78.50, 33.14,
112
+ * -78.12, 23.46]),
113
+ * width : 4
114
+ * });
115
+ */
116
+ function PolylineCollection(options) {
117
+ options = options ?? Frozen.EMPTY_OBJECT;
118
+
119
+ /**
120
+ * Determines if polylines in this collection will be shown.
121
+ *
122
+ * @type {boolean}
123
+ * @default true
124
+ */
125
+ this.show = options.show ?? true;
126
+
127
+ /**
128
+ * The 4x4 transformation matrix that transforms each polyline in this collection from model to world coordinates.
129
+ * When this is the identity matrix, the polylines are drawn in world coordinates, i.e., Earth's WGS84 coordinates.
130
+ * Local reference frames can be used by providing a different transformation matrix, like that returned
131
+ * by {@link Transforms.eastNorthUpToFixedFrame}.
132
+ *
133
+ * @type {Matrix4}
134
+ * @default {@link Matrix4.IDENTITY}
135
+ */
136
+ this.modelMatrix = Matrix4.clone(options.modelMatrix ?? Matrix4.IDENTITY);
137
+ this._modelMatrix = Matrix4.clone(Matrix4.IDENTITY);
138
+
139
+ /**
140
+ * This property is for debugging only; it is not for production use nor is it optimized.
141
+ * <p>
142
+ * Draws the bounding sphere for each draw command in the primitive.
143
+ * </p>
144
+ *
145
+ * @type {boolean}
146
+ *
147
+ * @default false
148
+ */
149
+ this.debugShowBoundingVolume = options.debugShowBoundingVolume ?? false;
150
+
151
+ this._opaqueRS = undefined;
152
+ this._translucentRS = undefined;
153
+
154
+ this._colorCommands = [];
155
+
156
+ this._polylinesUpdated = false;
157
+ this._polylinesRemoved = false;
158
+ this._createVertexArray = false;
159
+ this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES);
160
+ this._polylines = [];
161
+ this._polylineBuckets = {};
162
+
163
+ // The buffer usage is determined based on the usage of the attribute over time.
164
+ this._positionBufferUsage = {
165
+ bufferUsage: BufferUsage.STATIC_DRAW,
166
+ frameCount: 0,
167
+ };
168
+
169
+ this._mode = undefined;
170
+
171
+ this._polylinesToUpdate = [];
172
+ this._vertexArrays = [];
173
+ this._positionBuffer = undefined;
174
+ this._texCoordExpandAndBatchIndexBuffer = undefined;
175
+
176
+ this._batchTable = undefined;
177
+ this._createBatchTable = false;
178
+
179
+ // Only used by Vector3DTilePoints
180
+ this._useHighlightColor = false;
181
+ this._highlightColor = Color.clone(Color.WHITE);
182
+
183
+ const that = this;
184
+ this._uniformMap = {
185
+ u_highlightColor: function () {
186
+ return that._highlightColor;
187
+ },
188
+ };
189
+ }
190
+
191
+ Object.defineProperties(PolylineCollection.prototype, {
192
+ /**
193
+ * Returns the number of polylines in this collection. This is commonly used with
194
+ * {@link PolylineCollection#get} to iterate over all the polylines
195
+ * in the collection.
196
+ * @memberof PolylineCollection.prototype
197
+ * @type {number}
198
+ */
199
+ length: {
200
+ get: function () {
201
+ removePolylines(this);
202
+ return this._polylines.length;
203
+ },
204
+ },
205
+ });
206
+
207
+ /**
208
+ * Creates and adds a polyline with the specified initial properties to the collection.
209
+ * The added polyline is returned so it can be modified or removed from the collection later.
210
+ *
211
+ * @param {object}[options] A template describing the polyline's properties as shown in Example 1.
212
+ * @returns {Polyline} The polyline that was added to the collection.
213
+ *
214
+ * @performance After calling <code>add</code>, {@link PolylineCollection#update} is called and
215
+ * the collection's vertex buffer is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead.
216
+ * For best performance, add as many polylines as possible before calling <code>update</code>.
217
+ *
218
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
219
+ *
220
+ *
221
+ * @example
222
+ * // Example 1: Add a polyline, specifying all the default values.
223
+ * const p = polylines.add({
224
+ * show : true,
225
+ * positions : ellipsoid.cartographicArrayToCartesianArray([
226
+ Cesium.Cartographic.fromDegrees(-75.10, 39.57),
227
+ Cesium.Cartographic.fromDegrees(-77.02, 38.53)]),
228
+ * width : 1
229
+ * });
230
+ *
231
+ * @see PolylineCollection#remove
232
+ * @see PolylineCollection#removeAll
233
+ * @see PolylineCollection#update
234
+ */
235
+ PolylineCollection.prototype.add = function (options) {
236
+ const p = new Polyline(options, this);
237
+ p._index = this._polylines.length;
238
+ this._polylines.push(p);
239
+ this._createVertexArray = true;
240
+ this._createBatchTable = true;
241
+ return p;
242
+ };
243
+
244
+ /**
245
+ * Removes a polyline from the collection.
246
+ *
247
+ * @param {Polyline} polyline The polyline to remove.
248
+ * @returns {boolean} <code>true</code> if the polyline was removed; <code>false</code> if the polyline was not found in the collection.
249
+ *
250
+ * @performance After calling <code>remove</code>, {@link PolylineCollection#update} is called and
251
+ * the collection's vertex buffer is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead.
252
+ * For best performance, remove as many polylines as possible before calling <code>update</code>.
253
+ * If you intend to temporarily hide a polyline, it is usually more efficient to call
254
+ * {@link Polyline#show} instead of removing and re-adding the polyline.
255
+ *
256
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
257
+ *
258
+ *
259
+ * @example
260
+ * const p = polylines.add(...);
261
+ * polylines.remove(p); // Returns true
262
+ *
263
+ * @see PolylineCollection#add
264
+ * @see PolylineCollection#removeAll
265
+ * @see PolylineCollection#update
266
+ * @see Polyline#show
267
+ */
268
+ PolylineCollection.prototype.remove = function (polyline) {
269
+ if (this.contains(polyline)) {
270
+ this._polylinesRemoved = true;
271
+ this._createVertexArray = true;
272
+ this._createBatchTable = true;
273
+ if (defined(polyline._bucket)) {
274
+ const bucket = polyline._bucket;
275
+ bucket.shaderProgram =
276
+ bucket.shaderProgram && bucket.shaderProgram.destroy();
277
+ }
278
+ polyline._destroy();
279
+ return true;
280
+ }
281
+
282
+ return false;
283
+ };
284
+
285
+ /**
286
+ * Removes all polylines from the collection.
287
+ *
288
+ * @performance <code>O(n)</code>. It is more efficient to remove all the polylines
289
+ * from a collection and then add new ones than to create a new collection entirely.
290
+ *
291
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
292
+ *
293
+ *
294
+ * @example
295
+ * polylines.add(...);
296
+ * polylines.add(...);
297
+ * polylines.removeAll();
298
+ *
299
+ * @see PolylineCollection#add
300
+ * @see PolylineCollection#remove
301
+ * @see PolylineCollection#update
302
+ */
303
+ PolylineCollection.prototype.removeAll = function () {
304
+ releaseShaders(this);
305
+ destroyPolylines(this);
306
+ this._polylineBuckets = {};
307
+ this._polylinesRemoved = false;
308
+ this._polylines.length = 0;
309
+ this._polylinesToUpdate.length = 0;
310
+ this._createVertexArray = true;
311
+ };
312
+
313
+ /**
314
+ * Determines if this collection contains the specified polyline.
315
+ *
316
+ * @param {Polyline} polyline The polyline to check for.
317
+ * @returns {boolean} true if this collection contains the polyline, false otherwise.
318
+ *
319
+ * @see PolylineCollection#get
320
+ */
321
+ PolylineCollection.prototype.contains = function (polyline) {
322
+ return defined(polyline) && polyline._polylineCollection === this;
323
+ };
324
+
325
+ /**
326
+ * Returns the polyline in the collection at the specified index. Indices are zero-based
327
+ * and increase as polylines are added. Removing a polyline shifts all polylines after
328
+ * it to the left, changing their indices. This function is commonly used with
329
+ * {@link PolylineCollection#length} to iterate over all the polylines
330
+ * in the collection.
331
+ *
332
+ * @param {number} index The zero-based index of the polyline.
333
+ * @returns {Polyline} The polyline at the specified index.
334
+ *
335
+ * @performance If polylines were removed from the collection and
336
+ * {@link PolylineCollection#update} was not called, an implicit <code>O(n)</code>
337
+ * operation is performed.
338
+ *
339
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
340
+ *
341
+ * @example
342
+ * // Toggle the show property of every polyline in the collection
343
+ * const len = polylines.length;
344
+ * for (let i = 0; i < len; ++i) {
345
+ * const p = polylines.get(i);
346
+ * p.show = !p.show;
347
+ * }
348
+ *
349
+ * @see PolylineCollection#length
350
+ */
351
+ PolylineCollection.prototype.get = function (index) {
352
+ //>>includeStart('debug', pragmas.debug);
353
+ if (!defined(index)) {
354
+ throw new DeveloperError("index is required.");
355
+ }
356
+ //>>includeEnd('debug');
357
+
358
+ removePolylines(this);
359
+ return this._polylines[index];
360
+ };
361
+
362
+ function createBatchTable(collection, context) {
363
+ if (defined(collection._batchTable)) {
364
+ collection._batchTable.destroy();
365
+ }
366
+
367
+ const attributes = [
368
+ {
369
+ functionName: "batchTable_getWidthAndShow",
370
+ componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
371
+ componentsPerAttribute: 2,
372
+ },
373
+ {
374
+ functionName: "batchTable_getPickColor",
375
+ componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
376
+ componentsPerAttribute: 4,
377
+ normalize: true,
378
+ },
379
+ {
380
+ functionName: "batchTable_getCenterHigh",
381
+ componentDatatype: ComponentDatatype.FLOAT,
382
+ componentsPerAttribute: 3,
383
+ },
384
+ {
385
+ functionName: "batchTable_getCenterLowAndRadius",
386
+ componentDatatype: ComponentDatatype.FLOAT,
387
+ componentsPerAttribute: 4,
388
+ },
389
+ {
390
+ functionName: "batchTable_getDistanceDisplayCondition",
391
+ componentDatatype: ComponentDatatype.FLOAT,
392
+ componentsPerAttribute: 2,
393
+ },
394
+ ];
395
+
396
+ collection._batchTable = new BatchTable(
397
+ context,
398
+ attributes,
399
+ collection._polylines.length,
400
+ );
401
+ }
402
+
403
+ const scratchUpdatePolylineEncodedCartesian = new EncodedCartesian3();
404
+ const scratchUpdatePolylineCartesian4 = new Cartesian4();
405
+ const scratchNearFarCartesian2 = new Cartesian2();
406
+
407
+ /**
408
+ * Called when {@link Viewer} or {@link CesiumWidget} render the scene to
409
+ * get the draw commands needed to render this primitive.
410
+ * <p>
411
+ * Do not call this function directly. This is documented just to
412
+ * list the exceptions that may be propagated when the scene is rendered:
413
+ * </p>
414
+ *
415
+ * @exception {RuntimeError} Vertex texture fetch support is required to render primitives with per-instance attributes. The maximum number of vertex texture image units must be greater than zero.
416
+ */
417
+ PolylineCollection.prototype.update = function (frameState) {
418
+ removePolylines(this);
419
+
420
+ if (this._polylines.length === 0 || !this.show) {
421
+ return;
422
+ }
423
+
424
+ updateMode(this, frameState);
425
+
426
+ const context = frameState.context;
427
+ const projection = frameState.mapProjection;
428
+ let polyline;
429
+ let properties = this._propertiesChanged;
430
+
431
+ if (this._createBatchTable) {
432
+ if (ContextLimits.maximumVertexTextureImageUnits === 0) {
433
+ throw new RuntimeError(
434
+ "Vertex texture fetch support is required to render polylines. The maximum number of vertex texture image units must be greater than zero.",
435
+ );
436
+ }
437
+ createBatchTable(this, context);
438
+ this._createBatchTable = false;
439
+ }
440
+
441
+ if (this._createVertexArray || computeNewBuffersUsage(this)) {
442
+ createVertexArrays(this, context, projection);
443
+ } else if (this._polylinesUpdated) {
444
+ // Polylines were modified, but no polylines were added or removed.
445
+ const polylinesToUpdate = this._polylinesToUpdate;
446
+ if (this._mode !== SceneMode.SCENE3D) {
447
+ const updateLength = polylinesToUpdate.length;
448
+ for (let i = 0; i < updateLength; ++i) {
449
+ polyline = polylinesToUpdate[i];
450
+ polyline.update();
451
+ }
452
+ }
453
+
454
+ // if a polyline's positions size changes, we need to recreate the vertex arrays and vertex buffers because the indices will be different.
455
+ // if a polyline's material changes, we need to recreate the VAOs and VBOs because they will be batched differently.
456
+ if (properties[POSITION_SIZE_INDEX] || properties[MATERIAL_INDEX]) {
457
+ createVertexArrays(this, context, projection);
458
+ } else {
459
+ const length = polylinesToUpdate.length;
460
+ const polylineBuckets = this._polylineBuckets;
461
+ for (let ii = 0; ii < length; ++ii) {
462
+ polyline = polylinesToUpdate[ii];
463
+ properties = polyline._propertiesChanged;
464
+ const bucket = polyline._bucket;
465
+ let index = 0;
466
+ for (const x in polylineBuckets) {
467
+ if (polylineBuckets.hasOwnProperty(x)) {
468
+ if (polylineBuckets[x] === bucket) {
469
+ if (properties[POSITION_INDEX]) {
470
+ bucket.writeUpdate(
471
+ index,
472
+ polyline,
473
+ this._positionBuffer,
474
+ projection,
475
+ );
476
+ }
477
+ break;
478
+ }
479
+ index += polylineBuckets[x].lengthOfPositions;
480
+ }
481
+ }
482
+
483
+ if (properties[SHOW_INDEX] || properties[WIDTH_INDEX]) {
484
+ this._batchTable.setBatchedAttribute(
485
+ polyline._index,
486
+ 0,
487
+ new Cartesian2(polyline._width, polyline._show),
488
+ );
489
+ }
490
+
491
+ if (this._batchTable.attributes.length > 2) {
492
+ if (properties[POSITION_INDEX] || properties[POSITION_SIZE_INDEX]) {
493
+ const boundingSphere =
494
+ frameState.mode === SceneMode.SCENE2D
495
+ ? polyline._boundingVolume2D
496
+ : polyline._boundingVolumeWC;
497
+ const encodedCenter = EncodedCartesian3.fromCartesian(
498
+ boundingSphere.center,
499
+ scratchUpdatePolylineEncodedCartesian,
500
+ );
501
+ const low = Cartesian4.fromElements(
502
+ encodedCenter.low.x,
503
+ encodedCenter.low.y,
504
+ encodedCenter.low.z,
505
+ boundingSphere.radius,
506
+ scratchUpdatePolylineCartesian4,
507
+ );
508
+ this._batchTable.setBatchedAttribute(
509
+ polyline._index,
510
+ 2,
511
+ encodedCenter.high,
512
+ );
513
+ this._batchTable.setBatchedAttribute(polyline._index, 3, low);
514
+ }
515
+
516
+ if (properties[DISTANCE_DISPLAY_CONDITION]) {
517
+ const nearFarCartesian = scratchNearFarCartesian2;
518
+ nearFarCartesian.x = 0.0;
519
+ nearFarCartesian.y = Number.MAX_VALUE;
520
+
521
+ const distanceDisplayCondition = polyline.distanceDisplayCondition;
522
+ if (defined(distanceDisplayCondition)) {
523
+ nearFarCartesian.x = distanceDisplayCondition.near;
524
+ nearFarCartesian.y = distanceDisplayCondition.far;
525
+ }
526
+
527
+ this._batchTable.setBatchedAttribute(
528
+ polyline._index,
529
+ 4,
530
+ nearFarCartesian,
531
+ );
532
+ }
533
+ }
534
+
535
+ polyline._clean();
536
+ }
537
+ }
538
+ polylinesToUpdate.length = 0;
539
+ this._polylinesUpdated = false;
540
+ }
541
+
542
+ properties = this._propertiesChanged;
543
+ for (let k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
544
+ properties[k] = 0;
545
+ }
546
+
547
+ let modelMatrix = Matrix4.IDENTITY;
548
+ if (frameState.mode === SceneMode.SCENE3D) {
549
+ modelMatrix = this.modelMatrix;
550
+ }
551
+
552
+ const pass = frameState.passes;
553
+ const useDepthTest = frameState.morphTime !== 0.0;
554
+
555
+ if (
556
+ !defined(this._opaqueRS) ||
557
+ this._opaqueRS.depthTest.enabled !== useDepthTest
558
+ ) {
559
+ this._opaqueRS = RenderState.fromCache({
560
+ depthMask: useDepthTest,
561
+ depthTest: {
562
+ enabled: useDepthTest,
563
+ },
564
+ });
565
+ }
566
+
567
+ if (
568
+ !defined(this._translucentRS) ||
569
+ this._translucentRS.depthTest.enabled !== useDepthTest
570
+ ) {
571
+ this._translucentRS = RenderState.fromCache({
572
+ blending: BlendingState.ALPHA_BLEND,
573
+ depthMask: !useDepthTest,
574
+ depthTest: {
575
+ enabled: useDepthTest,
576
+ },
577
+ });
578
+ }
579
+
580
+ this._batchTable.update(frameState);
581
+
582
+ if (pass.render || pass.pick) {
583
+ const colorList = this._colorCommands;
584
+ createCommandLists(this, frameState, colorList, modelMatrix);
585
+ }
586
+ };
587
+
588
+ const boundingSphereScratch = new BoundingSphere();
589
+ const boundingSphereScratch2 = new BoundingSphere();
590
+
591
+ function createCommandLists(
592
+ polylineCollection,
593
+ frameState,
594
+ commands,
595
+ modelMatrix,
596
+ ) {
597
+ const context = frameState.context;
598
+ const commandList = frameState.commandList;
599
+
600
+ const commandsLength = commands.length;
601
+ let commandIndex = 0;
602
+ let cloneBoundingSphere = true;
603
+
604
+ const vertexArrays = polylineCollection._vertexArrays;
605
+ const debugShowBoundingVolume = polylineCollection.debugShowBoundingVolume;
606
+
607
+ const batchTable = polylineCollection._batchTable;
608
+ const uniformCallback = batchTable.getUniformMapCallback();
609
+
610
+ const length = vertexArrays.length;
611
+ for (let m = 0; m < length; ++m) {
612
+ const va = vertexArrays[m];
613
+ const buckets = va.buckets;
614
+ const bucketLength = buckets.length;
615
+
616
+ for (let n = 0; n < bucketLength; ++n) {
617
+ const bucketLocator = buckets[n];
618
+
619
+ let offset = bucketLocator.offset;
620
+ const sp = bucketLocator.bucket.shaderProgram;
621
+
622
+ const polylines = bucketLocator.bucket.polylines;
623
+ const polylineLength = polylines.length;
624
+ let currentId;
625
+ let currentMaterial;
626
+ let count = 0;
627
+ let command;
628
+ let uniformMap;
629
+
630
+ for (let s = 0; s < polylineLength; ++s) {
631
+ const polyline = polylines[s];
632
+ const mId = createMaterialId(polyline._material);
633
+ if (mId !== currentId) {
634
+ if (defined(currentId) && count > 0) {
635
+ const translucent = currentMaterial.isTranslucent();
636
+
637
+ if (commandIndex >= commandsLength) {
638
+ command = new DrawCommand({
639
+ owner: polylineCollection,
640
+ });
641
+ commands.push(command);
642
+ } else {
643
+ command = commands[commandIndex];
644
+ }
645
+
646
+ ++commandIndex;
647
+
648
+ uniformMap = combine(
649
+ uniformCallback(currentMaterial._uniforms),
650
+ polylineCollection._uniformMap,
651
+ );
652
+
653
+ command.boundingVolume = BoundingSphere.clone(
654
+ boundingSphereScratch,
655
+ command.boundingVolume,
656
+ );
657
+ command.modelMatrix = modelMatrix;
658
+ command.shaderProgram = sp;
659
+ command.vertexArray = va.va;
660
+ command.renderState = translucent
661
+ ? polylineCollection._translucentRS
662
+ : polylineCollection._opaqueRS;
663
+ command.pass = translucent ? Pass.TRANSLUCENT : Pass.OPAQUE;
664
+ command.debugShowBoundingVolume = debugShowBoundingVolume;
665
+ command.pickId = "v_pickColor";
666
+
667
+ command.uniformMap = uniformMap;
668
+ command.count = count;
669
+ command.offset = offset;
670
+
671
+ offset += count;
672
+ count = 0;
673
+ cloneBoundingSphere = true;
674
+
675
+ commandList.push(command);
676
+ }
677
+
678
+ currentMaterial = polyline._material;
679
+ currentMaterial.update(context);
680
+ currentId = mId;
681
+ }
682
+
683
+ const locators = polyline._locatorBuckets;
684
+ const locatorLength = locators.length;
685
+ for (let t = 0; t < locatorLength; ++t) {
686
+ const locator = locators[t];
687
+ if (locator.locator === bucketLocator) {
688
+ count += locator.count;
689
+ }
690
+ }
691
+
692
+ let boundingVolume;
693
+ if (frameState.mode === SceneMode.SCENE3D) {
694
+ boundingVolume = polyline._boundingVolumeWC;
695
+ } else if (frameState.mode === SceneMode.COLUMBUS_VIEW) {
696
+ boundingVolume = polyline._boundingVolume2D;
697
+ } else if (frameState.mode === SceneMode.SCENE2D) {
698
+ if (defined(polyline._boundingVolume2D)) {
699
+ boundingVolume = BoundingSphere.clone(
700
+ polyline._boundingVolume2D,
701
+ boundingSphereScratch2,
702
+ );
703
+ boundingVolume.center.x = 0.0;
704
+ }
705
+ } else if (
706
+ defined(polyline._boundingVolumeWC) &&
707
+ defined(polyline._boundingVolume2D)
708
+ ) {
709
+ boundingVolume = BoundingSphere.union(
710
+ polyline._boundingVolumeWC,
711
+ polyline._boundingVolume2D,
712
+ boundingSphereScratch2,
713
+ );
714
+ }
715
+
716
+ if (cloneBoundingSphere) {
717
+ cloneBoundingSphere = false;
718
+ BoundingSphere.clone(boundingVolume, boundingSphereScratch);
719
+ } else {
720
+ BoundingSphere.union(
721
+ boundingVolume,
722
+ boundingSphereScratch,
723
+ boundingSphereScratch,
724
+ );
725
+ }
726
+ }
727
+
728
+ if (defined(currentId) && count > 0) {
729
+ if (commandIndex >= commandsLength) {
730
+ command = new DrawCommand({
731
+ owner: polylineCollection,
732
+ });
733
+ commands.push(command);
734
+ } else {
735
+ command = commands[commandIndex];
736
+ }
737
+
738
+ ++commandIndex;
739
+
740
+ uniformMap = combine(
741
+ uniformCallback(currentMaterial._uniforms),
742
+ polylineCollection._uniformMap,
743
+ );
744
+
745
+ command.boundingVolume = BoundingSphere.clone(
746
+ boundingSphereScratch,
747
+ command.boundingVolume,
748
+ );
749
+ command.modelMatrix = modelMatrix;
750
+ command.shaderProgram = sp;
751
+ command.vertexArray = va.va;
752
+ command.renderState = currentMaterial.isTranslucent()
753
+ ? polylineCollection._translucentRS
754
+ : polylineCollection._opaqueRS;
755
+ command.pass = currentMaterial.isTranslucent()
756
+ ? Pass.TRANSLUCENT
757
+ : Pass.OPAQUE;
758
+ command.debugShowBoundingVolume = debugShowBoundingVolume;
759
+ command.pickId = "v_pickColor";
760
+
761
+ command.uniformMap = uniformMap;
762
+ command.count = count;
763
+ command.offset = offset;
764
+
765
+ cloneBoundingSphere = true;
766
+
767
+ commandList.push(command);
768
+ }
769
+
770
+ currentId = undefined;
771
+ }
772
+ }
773
+
774
+ commands.length = commandIndex;
775
+ }
776
+
777
+ /**
778
+ * Returns true if this object was destroyed; otherwise, false.
779
+ * <br /><br />
780
+ * If this object was destroyed, it should not be used; calling any function other than
781
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
782
+ *
783
+ * @returns {boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
784
+ *
785
+ * @see PolylineCollection#destroy
786
+ */
787
+ PolylineCollection.prototype.isDestroyed = function () {
788
+ return false;
789
+ };
790
+
791
+ /**
792
+ * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
793
+ * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
794
+ * <br /><br />
795
+ * Once an object is destroyed, it should not be used; calling any function other than
796
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
797
+ * assign the return value (<code>undefined</code>) to the object as done in the example.
798
+ *
799
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
800
+ *
801
+ *
802
+ * @example
803
+ * polylines = polylines && polylines.destroy();
804
+ *
805
+ * @see PolylineCollection#isDestroyed
806
+ */
807
+ PolylineCollection.prototype.destroy = function () {
808
+ destroyVertexArrays(this);
809
+ releaseShaders(this);
810
+ destroyPolylines(this);
811
+ this._batchTable = this._batchTable && this._batchTable.destroy();
812
+ return destroyObject(this);
813
+ };
814
+
815
+ function computeNewBuffersUsage(collection) {
816
+ let usageChanged = false;
817
+ const properties = collection._propertiesChanged;
818
+ const bufferUsage = collection._positionBufferUsage;
819
+ if (properties[POSITION_INDEX]) {
820
+ if (bufferUsage.bufferUsage !== BufferUsage.STREAM_DRAW) {
821
+ usageChanged = true;
822
+ bufferUsage.bufferUsage = BufferUsage.STREAM_DRAW;
823
+ bufferUsage.frameCount = 100;
824
+ } else {
825
+ bufferUsage.frameCount = 100;
826
+ }
827
+ } else if (bufferUsage.bufferUsage !== BufferUsage.STATIC_DRAW) {
828
+ if (bufferUsage.frameCount === 0) {
829
+ usageChanged = true;
830
+ bufferUsage.bufferUsage = BufferUsage.STATIC_DRAW;
831
+ } else {
832
+ bufferUsage.frameCount--;
833
+ }
834
+ }
835
+
836
+ return usageChanged;
837
+ }
838
+
839
+ const emptyVertexBuffer = [0.0, 0.0, 0.0];
840
+
841
+ function createVertexArrays(collection, context, projection) {
842
+ collection._createVertexArray = false;
843
+ releaseShaders(collection);
844
+ destroyVertexArrays(collection);
845
+ sortPolylinesIntoBuckets(collection);
846
+
847
+ //stores all of the individual indices arrays.
848
+ const totalIndices = [[]];
849
+ let indices = totalIndices[0];
850
+
851
+ const batchTable = collection._batchTable;
852
+ const useHighlightColor = collection._useHighlightColor;
853
+
854
+ //used to determine the vertexBuffer offset if the indicesArray goes over 64k.
855
+ //if it's the same polyline while it goes over 64k, the offset needs to backtrack componentsPerAttribute * componentDatatype bytes
856
+ //so that the polyline looks contiguous.
857
+ //if the polyline ends at the 64k mark, then the offset is just 64k * componentsPerAttribute * componentDatatype
858
+ const vertexBufferOffset = [0];
859
+ let offset = 0;
860
+ const vertexArrayBuckets = [[]];
861
+ let totalLength = 0;
862
+ const polylineBuckets = collection._polylineBuckets;
863
+ let x;
864
+ let bucket;
865
+ for (x in polylineBuckets) {
866
+ if (polylineBuckets.hasOwnProperty(x)) {
867
+ bucket = polylineBuckets[x];
868
+ bucket.updateShader(context, batchTable, useHighlightColor);
869
+ totalLength += bucket.lengthOfPositions;
870
+ }
871
+ }
872
+
873
+ if (totalLength > 0) {
874
+ const mode = collection._mode;
875
+
876
+ const positionArray = new Float32Array(6 * totalLength * 3);
877
+ const texCoordExpandAndBatchIndexArray = new Float32Array(totalLength * 4);
878
+ let position3DArray;
879
+
880
+ let positionIndex = 0;
881
+ let colorIndex = 0;
882
+ let texCoordExpandAndBatchIndexIndex = 0;
883
+ for (x in polylineBuckets) {
884
+ if (polylineBuckets.hasOwnProperty(x)) {
885
+ bucket = polylineBuckets[x];
886
+ bucket.write(
887
+ positionArray,
888
+ texCoordExpandAndBatchIndexArray,
889
+ positionIndex,
890
+ colorIndex,
891
+ texCoordExpandAndBatchIndexIndex,
892
+ batchTable,
893
+ context,
894
+ projection,
895
+ );
896
+
897
+ if (mode === SceneMode.MORPHING) {
898
+ if (!defined(position3DArray)) {
899
+ position3DArray = new Float32Array(6 * totalLength * 3);
900
+ }
901
+ bucket.writeForMorph(position3DArray, positionIndex);
902
+ }
903
+
904
+ const bucketLength = bucket.lengthOfPositions;
905
+ positionIndex += 6 * bucketLength * 3;
906
+ colorIndex += bucketLength * 4;
907
+ texCoordExpandAndBatchIndexIndex += bucketLength * 4;
908
+ offset = bucket.updateIndices(
909
+ totalIndices,
910
+ vertexBufferOffset,
911
+ vertexArrayBuckets,
912
+ offset,
913
+ );
914
+ }
915
+ }
916
+
917
+ const positionBufferUsage = collection._positionBufferUsage.bufferUsage;
918
+ const texCoordExpandAndBatchIndexBufferUsage = BufferUsage.STATIC_DRAW;
919
+
920
+ collection._positionBuffer = Buffer.createVertexBuffer({
921
+ context: context,
922
+ typedArray: positionArray,
923
+ usage: positionBufferUsage,
924
+ });
925
+ let position3DBuffer;
926
+ if (defined(position3DArray)) {
927
+ position3DBuffer = Buffer.createVertexBuffer({
928
+ context: context,
929
+ typedArray: position3DArray,
930
+ usage: positionBufferUsage,
931
+ });
932
+ }
933
+ collection._texCoordExpandAndBatchIndexBuffer = Buffer.createVertexBuffer({
934
+ context: context,
935
+ typedArray: texCoordExpandAndBatchIndexArray,
936
+ usage: texCoordExpandAndBatchIndexBufferUsage,
937
+ });
938
+
939
+ const positionSizeInBytes = 3 * Float32Array.BYTES_PER_ELEMENT;
940
+ const texCoordExpandAndBatchIndexSizeInBytes =
941
+ 4 * Float32Array.BYTES_PER_ELEMENT;
942
+
943
+ let vbo = 0;
944
+ const numberOfIndicesArrays = totalIndices.length;
945
+ for (let k = 0; k < numberOfIndicesArrays; ++k) {
946
+ indices = totalIndices[k];
947
+
948
+ if (indices.length > 0) {
949
+ const indicesArray = new Uint16Array(indices);
950
+ const indexBuffer = Buffer.createIndexBuffer({
951
+ context: context,
952
+ typedArray: indicesArray,
953
+ usage: BufferUsage.STATIC_DRAW,
954
+ indexDatatype: IndexDatatype.UNSIGNED_SHORT,
955
+ });
956
+
957
+ vbo += vertexBufferOffset[k];
958
+
959
+ const positionHighOffset =
960
+ 6 *
961
+ (k * (positionSizeInBytes * CesiumMath.SIXTY_FOUR_KILOBYTES) -
962
+ vbo * positionSizeInBytes); //componentsPerAttribute(3) * componentDatatype(4)
963
+ const positionLowOffset = positionSizeInBytes + positionHighOffset;
964
+ const prevPositionHighOffset = positionSizeInBytes + positionLowOffset;
965
+ const prevPositionLowOffset =
966
+ positionSizeInBytes + prevPositionHighOffset;
967
+ const nextPositionHighOffset =
968
+ positionSizeInBytes + prevPositionLowOffset;
969
+ const nextPositionLowOffset =
970
+ positionSizeInBytes + nextPositionHighOffset;
971
+ const vertexTexCoordExpandAndBatchIndexBufferOffset =
972
+ k *
973
+ (texCoordExpandAndBatchIndexSizeInBytes *
974
+ CesiumMath.SIXTY_FOUR_KILOBYTES) -
975
+ vbo * texCoordExpandAndBatchIndexSizeInBytes;
976
+
977
+ const attributes = [
978
+ {
979
+ index: attributeLocations.position3DHigh,
980
+ componentsPerAttribute: 3,
981
+ componentDatatype: ComponentDatatype.FLOAT,
982
+ offsetInBytes: positionHighOffset,
983
+ strideInBytes: 6 * positionSizeInBytes,
984
+ },
985
+ {
986
+ index: attributeLocations.position3DLow,
987
+ componentsPerAttribute: 3,
988
+ componentDatatype: ComponentDatatype.FLOAT,
989
+ offsetInBytes: positionLowOffset,
990
+ strideInBytes: 6 * positionSizeInBytes,
991
+ },
992
+ {
993
+ index: attributeLocations.position2DHigh,
994
+ componentsPerAttribute: 3,
995
+ componentDatatype: ComponentDatatype.FLOAT,
996
+ offsetInBytes: positionHighOffset,
997
+ strideInBytes: 6 * positionSizeInBytes,
998
+ },
999
+ {
1000
+ index: attributeLocations.position2DLow,
1001
+ componentsPerAttribute: 3,
1002
+ componentDatatype: ComponentDatatype.FLOAT,
1003
+ offsetInBytes: positionLowOffset,
1004
+ strideInBytes: 6 * positionSizeInBytes,
1005
+ },
1006
+ {
1007
+ index: attributeLocations.prevPosition3DHigh,
1008
+ componentsPerAttribute: 3,
1009
+ componentDatatype: ComponentDatatype.FLOAT,
1010
+ offsetInBytes: prevPositionHighOffset,
1011
+ strideInBytes: 6 * positionSizeInBytes,
1012
+ },
1013
+ {
1014
+ index: attributeLocations.prevPosition3DLow,
1015
+ componentsPerAttribute: 3,
1016
+ componentDatatype: ComponentDatatype.FLOAT,
1017
+ offsetInBytes: prevPositionLowOffset,
1018
+ strideInBytes: 6 * positionSizeInBytes,
1019
+ },
1020
+ {
1021
+ index: attributeLocations.prevPosition2DHigh,
1022
+ componentsPerAttribute: 3,
1023
+ componentDatatype: ComponentDatatype.FLOAT,
1024
+ offsetInBytes: prevPositionHighOffset,
1025
+ strideInBytes: 6 * positionSizeInBytes,
1026
+ },
1027
+ {
1028
+ index: attributeLocations.prevPosition2DLow,
1029
+ componentsPerAttribute: 3,
1030
+ componentDatatype: ComponentDatatype.FLOAT,
1031
+ offsetInBytes: prevPositionLowOffset,
1032
+ strideInBytes: 6 * positionSizeInBytes,
1033
+ },
1034
+ {
1035
+ index: attributeLocations.nextPosition3DHigh,
1036
+ componentsPerAttribute: 3,
1037
+ componentDatatype: ComponentDatatype.FLOAT,
1038
+ offsetInBytes: nextPositionHighOffset,
1039
+ strideInBytes: 6 * positionSizeInBytes,
1040
+ },
1041
+ {
1042
+ index: attributeLocations.nextPosition3DLow,
1043
+ componentsPerAttribute: 3,
1044
+ componentDatatype: ComponentDatatype.FLOAT,
1045
+ offsetInBytes: nextPositionLowOffset,
1046
+ strideInBytes: 6 * positionSizeInBytes,
1047
+ },
1048
+ {
1049
+ index: attributeLocations.nextPosition2DHigh,
1050
+ componentsPerAttribute: 3,
1051
+ componentDatatype: ComponentDatatype.FLOAT,
1052
+ offsetInBytes: nextPositionHighOffset,
1053
+ strideInBytes: 6 * positionSizeInBytes,
1054
+ },
1055
+ {
1056
+ index: attributeLocations.nextPosition2DLow,
1057
+ componentsPerAttribute: 3,
1058
+ componentDatatype: ComponentDatatype.FLOAT,
1059
+ offsetInBytes: nextPositionLowOffset,
1060
+ strideInBytes: 6 * positionSizeInBytes,
1061
+ },
1062
+ {
1063
+ index: attributeLocations.texCoordExpandAndBatchIndex,
1064
+ componentsPerAttribute: 4,
1065
+ componentDatatype: ComponentDatatype.FLOAT,
1066
+ vertexBuffer: collection._texCoordExpandAndBatchIndexBuffer,
1067
+ offsetInBytes: vertexTexCoordExpandAndBatchIndexBufferOffset,
1068
+ },
1069
+ ];
1070
+
1071
+ let bufferProperty3D;
1072
+ let buffer3D;
1073
+ let buffer2D;
1074
+ let bufferProperty2D;
1075
+
1076
+ if (mode === SceneMode.SCENE3D) {
1077
+ buffer3D = collection._positionBuffer;
1078
+ bufferProperty3D = "vertexBuffer";
1079
+ buffer2D = emptyVertexBuffer;
1080
+ bufferProperty2D = "value";
1081
+ } else if (
1082
+ mode === SceneMode.SCENE2D ||
1083
+ mode === SceneMode.COLUMBUS_VIEW
1084
+ ) {
1085
+ buffer3D = emptyVertexBuffer;
1086
+ bufferProperty3D = "value";
1087
+ buffer2D = collection._positionBuffer;
1088
+ bufferProperty2D = "vertexBuffer";
1089
+ } else {
1090
+ buffer3D = position3DBuffer;
1091
+ bufferProperty3D = "vertexBuffer";
1092
+ buffer2D = collection._positionBuffer;
1093
+ bufferProperty2D = "vertexBuffer";
1094
+ }
1095
+
1096
+ attributes[0][bufferProperty3D] = buffer3D;
1097
+ attributes[1][bufferProperty3D] = buffer3D;
1098
+ attributes[2][bufferProperty2D] = buffer2D;
1099
+ attributes[3][bufferProperty2D] = buffer2D;
1100
+ attributes[4][bufferProperty3D] = buffer3D;
1101
+ attributes[5][bufferProperty3D] = buffer3D;
1102
+ attributes[6][bufferProperty2D] = buffer2D;
1103
+ attributes[7][bufferProperty2D] = buffer2D;
1104
+ attributes[8][bufferProperty3D] = buffer3D;
1105
+ attributes[9][bufferProperty3D] = buffer3D;
1106
+ attributes[10][bufferProperty2D] = buffer2D;
1107
+ attributes[11][bufferProperty2D] = buffer2D;
1108
+
1109
+ const va = new VertexArray({
1110
+ context: context,
1111
+ attributes: attributes,
1112
+ indexBuffer: indexBuffer,
1113
+ });
1114
+ collection._vertexArrays.push({
1115
+ va: va,
1116
+ buckets: vertexArrayBuckets[k],
1117
+ });
1118
+ }
1119
+ }
1120
+ }
1121
+ }
1122
+
1123
+ function replacer(key, value) {
1124
+ if (value instanceof Texture) {
1125
+ return value.id;
1126
+ }
1127
+
1128
+ return value;
1129
+ }
1130
+
1131
+ const scratchUniformArray = [];
1132
+ function createMaterialId(material) {
1133
+ const uniforms = Material._uniformList[material.type];
1134
+ const length = uniforms.length;
1135
+ scratchUniformArray.length = 2.0 * length;
1136
+
1137
+ let index = 0;
1138
+ for (let i = 0; i < length; ++i) {
1139
+ const uniform = uniforms[i];
1140
+ scratchUniformArray[index] = uniform;
1141
+ scratchUniformArray[index + 1] = material._uniforms[uniform]();
1142
+ index += 2;
1143
+ }
1144
+
1145
+ return `${material.type}:${JSON.stringify(scratchUniformArray, replacer)}`;
1146
+ }
1147
+
1148
+ function sortPolylinesIntoBuckets(collection) {
1149
+ const mode = collection._mode;
1150
+ const modelMatrix = collection._modelMatrix;
1151
+
1152
+ const polylineBuckets = (collection._polylineBuckets = {});
1153
+ const polylines = collection._polylines;
1154
+ const length = polylines.length;
1155
+ for (let i = 0; i < length; ++i) {
1156
+ const p = polylines[i];
1157
+ if (p._actualPositions.length > 1) {
1158
+ p.update();
1159
+ const material = p.material;
1160
+ let value = polylineBuckets[material.type];
1161
+ if (!defined(value)) {
1162
+ value = polylineBuckets[material.type] = new PolylineBucket(
1163
+ material,
1164
+ mode,
1165
+ modelMatrix,
1166
+ );
1167
+ }
1168
+ value.addPolyline(p);
1169
+ }
1170
+ }
1171
+ }
1172
+
1173
+ function updateMode(collection, frameState) {
1174
+ const mode = frameState.mode;
1175
+
1176
+ if (
1177
+ collection._mode !== mode ||
1178
+ !Matrix4.equals(collection._modelMatrix, collection.modelMatrix)
1179
+ ) {
1180
+ collection._mode = mode;
1181
+ collection._modelMatrix = Matrix4.clone(collection.modelMatrix);
1182
+ collection._createVertexArray = true;
1183
+ }
1184
+ }
1185
+
1186
+ function removePolylines(collection) {
1187
+ if (collection._polylinesRemoved) {
1188
+ collection._polylinesRemoved = false;
1189
+ const definedPolylines = [];
1190
+ const definedPolylinesToUpdate = [];
1191
+ let polyIndex = 0;
1192
+ let polyline;
1193
+
1194
+ const length = collection._polylines.length;
1195
+ for (let i = 0; i < length; ++i) {
1196
+ polyline = collection._polylines[i];
1197
+ if (!polyline.isDestroyed) {
1198
+ polyline._index = polyIndex++;
1199
+ definedPolylinesToUpdate.push(polyline);
1200
+ definedPolylines.push(polyline);
1201
+ }
1202
+ }
1203
+
1204
+ collection._polylines = definedPolylines;
1205
+ collection._polylinesToUpdate = definedPolylinesToUpdate;
1206
+ }
1207
+ }
1208
+
1209
+ function releaseShaders(collection) {
1210
+ const polylines = collection._polylines;
1211
+ const length = polylines.length;
1212
+ for (let i = 0; i < length; ++i) {
1213
+ if (!polylines[i].isDestroyed) {
1214
+ const bucket = polylines[i]._bucket;
1215
+ if (defined(bucket)) {
1216
+ bucket.shaderProgram =
1217
+ bucket.shaderProgram && bucket.shaderProgram.destroy();
1218
+ }
1219
+ }
1220
+ }
1221
+ }
1222
+
1223
+ function destroyVertexArrays(collection) {
1224
+ const length = collection._vertexArrays.length;
1225
+ for (let t = 0; t < length; ++t) {
1226
+ collection._vertexArrays[t].va.destroy();
1227
+ }
1228
+ collection._vertexArrays.length = 0;
1229
+ }
1230
+
1231
+ PolylineCollection.prototype._updatePolyline = function (
1232
+ polyline,
1233
+ propertyChanged,
1234
+ ) {
1235
+ this._polylinesUpdated = true;
1236
+ if (!polyline._dirty) {
1237
+ this._polylinesToUpdate.push(polyline);
1238
+ }
1239
+ ++this._propertiesChanged[propertyChanged];
1240
+ };
1241
+
1242
+ function destroyPolylines(collection) {
1243
+ const polylines = collection._polylines;
1244
+ const length = polylines.length;
1245
+ for (let i = 0; i < length; ++i) {
1246
+ if (!polylines[i].isDestroyed) {
1247
+ polylines[i]._destroy();
1248
+ }
1249
+ }
1250
+ }
1251
+
1252
+ function VertexArrayBucketLocator(count, offset, bucket) {
1253
+ this.count = count;
1254
+ this.offset = offset;
1255
+ this.bucket = bucket;
1256
+ }
1257
+
1258
+ function PolylineBucket(material, mode, modelMatrix) {
1259
+ this.polylines = [];
1260
+ this.lengthOfPositions = 0;
1261
+ this.material = material;
1262
+ this.shaderProgram = undefined;
1263
+ this.mode = mode;
1264
+ this.modelMatrix = modelMatrix;
1265
+ }
1266
+
1267
+ PolylineBucket.prototype.addPolyline = function (p) {
1268
+ const polylines = this.polylines;
1269
+ polylines.push(p);
1270
+ p._actualLength = this.getPolylinePositionsLength(p);
1271
+ this.lengthOfPositions += p._actualLength;
1272
+ p._bucket = this;
1273
+ };
1274
+
1275
+ PolylineBucket.prototype.updateShader = function (
1276
+ context,
1277
+ batchTable,
1278
+ useHighlightColor,
1279
+ ) {
1280
+ if (defined(this.shaderProgram)) {
1281
+ return;
1282
+ }
1283
+
1284
+ const defines = ["DISTANCE_DISPLAY_CONDITION"];
1285
+ if (useHighlightColor) {
1286
+ defines.push("VECTOR_TILE");
1287
+ }
1288
+
1289
+ // Check for use of v_polylineAngle in material shader
1290
+ if (
1291
+ this.material.shaderSource.search(/in\s+float\s+v_polylineAngle;/g) !== -1
1292
+ ) {
1293
+ defines.push("POLYLINE_DASH");
1294
+ }
1295
+
1296
+ defines.push("CLIP_POLYLINE");
1297
+
1298
+ const fs = new ShaderSource({
1299
+ defines: defines,
1300
+ sources: ["in vec4 v_pickColor;\n", this.material.shaderSource, PolylineFS],
1301
+ });
1302
+
1303
+ const vsSource = batchTable.getVertexShaderCallback()(PolylineVS);
1304
+ const vs = new ShaderSource({
1305
+ defines: defines,
1306
+ sources: [PolylineCommon, vsSource],
1307
+ });
1308
+
1309
+ this.shaderProgram = ShaderProgram.fromCache({
1310
+ context: context,
1311
+ vertexShaderSource: vs,
1312
+ fragmentShaderSource: fs,
1313
+ attributeLocations: attributeLocations,
1314
+ });
1315
+ };
1316
+
1317
+ function intersectsIDL(polyline) {
1318
+ return (
1319
+ Cartesian3.dot(Cartesian3.UNIT_X, polyline._boundingVolume.center) < 0 ||
1320
+ polyline._boundingVolume.intersectPlane(Plane.ORIGIN_ZX_PLANE) ===
1321
+ Intersect.INTERSECTING
1322
+ );
1323
+ }
1324
+
1325
+ PolylineBucket.prototype.getPolylinePositionsLength = function (polyline) {
1326
+ let length;
1327
+ if (this.mode === SceneMode.SCENE3D || !intersectsIDL(polyline)) {
1328
+ length = polyline._actualPositions.length;
1329
+ return length * 4.0 - 4.0;
1330
+ }
1331
+
1332
+ let count = 0;
1333
+ const segmentLengths = polyline._segments.lengths;
1334
+ length = segmentLengths.length;
1335
+ for (let i = 0; i < length; ++i) {
1336
+ count += segmentLengths[i] * 4.0 - 4.0;
1337
+ }
1338
+
1339
+ return count;
1340
+ };
1341
+
1342
+ const scratchWritePosition = new Cartesian3();
1343
+ const scratchWritePrevPosition = new Cartesian3();
1344
+ const scratchWriteNextPosition = new Cartesian3();
1345
+ const scratchWriteVector = new Cartesian3();
1346
+ const scratchPickColorCartesian = new Cartesian4();
1347
+ const scratchWidthShowCartesian = new Cartesian2();
1348
+
1349
+ PolylineBucket.prototype.write = function (
1350
+ positionArray,
1351
+ texCoordExpandAndBatchIndexArray,
1352
+ positionIndex,
1353
+ colorIndex,
1354
+ texCoordExpandAndBatchIndexIndex,
1355
+ batchTable,
1356
+ context,
1357
+ projection,
1358
+ ) {
1359
+ const mode = this.mode;
1360
+ const maxLon = projection.ellipsoid.maximumRadius * CesiumMath.PI;
1361
+
1362
+ const polylines = this.polylines;
1363
+ const length = polylines.length;
1364
+ for (let i = 0; i < length; ++i) {
1365
+ const polyline = polylines[i];
1366
+ const width = polyline.width;
1367
+ const show = polyline.show && width > 0.0;
1368
+ const polylineBatchIndex = polyline._index;
1369
+ const segments = this.getSegments(polyline, projection);
1370
+ const positions = segments.positions;
1371
+ const lengths = segments.lengths;
1372
+ const positionsLength = positions.length;
1373
+
1374
+ const pickColor = polyline.getPickId(context).color;
1375
+
1376
+ let segmentIndex = 0;
1377
+ let count = 0;
1378
+ let position;
1379
+
1380
+ for (let j = 0; j < positionsLength; ++j) {
1381
+ if (j === 0) {
1382
+ if (polyline._loop) {
1383
+ position = positions[positionsLength - 2];
1384
+ } else {
1385
+ position = scratchWriteVector;
1386
+ Cartesian3.subtract(positions[0], positions[1], position);
1387
+ Cartesian3.add(positions[0], position, position);
1388
+ }
1389
+ } else {
1390
+ position = positions[j - 1];
1391
+ }
1392
+
1393
+ Cartesian3.clone(position, scratchWritePrevPosition);
1394
+ Cartesian3.clone(positions[j], scratchWritePosition);
1395
+
1396
+ if (j === positionsLength - 1) {
1397
+ if (polyline._loop) {
1398
+ position = positions[1];
1399
+ } else {
1400
+ position = scratchWriteVector;
1401
+ Cartesian3.subtract(
1402
+ positions[positionsLength - 1],
1403
+ positions[positionsLength - 2],
1404
+ position,
1405
+ );
1406
+ Cartesian3.add(positions[positionsLength - 1], position, position);
1407
+ }
1408
+ } else {
1409
+ position = positions[j + 1];
1410
+ }
1411
+
1412
+ Cartesian3.clone(position, scratchWriteNextPosition);
1413
+
1414
+ const segmentLength = lengths[segmentIndex];
1415
+ if (j === count + segmentLength) {
1416
+ count += segmentLength;
1417
+ ++segmentIndex;
1418
+ }
1419
+
1420
+ const segmentStart = j - count === 0;
1421
+ const segmentEnd = j === count + lengths[segmentIndex] - 1;
1422
+
1423
+ if (mode === SceneMode.SCENE2D) {
1424
+ scratchWritePrevPosition.z = 0.0;
1425
+ scratchWritePosition.z = 0.0;
1426
+ scratchWriteNextPosition.z = 0.0;
1427
+ }
1428
+
1429
+ if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
1430
+ if (
1431
+ (segmentStart || segmentEnd) &&
1432
+ maxLon - Math.abs(scratchWritePosition.x) < 1.0
1433
+ ) {
1434
+ if (
1435
+ (scratchWritePosition.x < 0.0 &&
1436
+ scratchWritePrevPosition.x > 0.0) ||
1437
+ (scratchWritePosition.x > 0.0 && scratchWritePrevPosition.x < 0.0)
1438
+ ) {
1439
+ Cartesian3.clone(scratchWritePosition, scratchWritePrevPosition);
1440
+ }
1441
+
1442
+ if (
1443
+ (scratchWritePosition.x < 0.0 &&
1444
+ scratchWriteNextPosition.x > 0.0) ||
1445
+ (scratchWritePosition.x > 0.0 && scratchWriteNextPosition.x < 0.0)
1446
+ ) {
1447
+ Cartesian3.clone(scratchWritePosition, scratchWriteNextPosition);
1448
+ }
1449
+ }
1450
+ }
1451
+
1452
+ const startK = segmentStart ? 2 : 0;
1453
+ const endK = segmentEnd ? 2 : 4;
1454
+
1455
+ for (let k = startK; k < endK; ++k) {
1456
+ EncodedCartesian3.writeElements(
1457
+ scratchWritePosition,
1458
+ positionArray,
1459
+ positionIndex,
1460
+ );
1461
+ EncodedCartesian3.writeElements(
1462
+ scratchWritePrevPosition,
1463
+ positionArray,
1464
+ positionIndex + 6,
1465
+ );
1466
+ EncodedCartesian3.writeElements(
1467
+ scratchWriteNextPosition,
1468
+ positionArray,
1469
+ positionIndex + 12,
1470
+ );
1471
+
1472
+ const direction = k - 2 < 0 ? -1.0 : 1.0;
1473
+ texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex] =
1474
+ j / (positionsLength - 1); // s tex coord
1475
+ texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex + 1] =
1476
+ 2 * (k % 2) - 1; // expand direction
1477
+ texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex + 2] =
1478
+ direction;
1479
+ texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex + 3] =
1480
+ polylineBatchIndex;
1481
+
1482
+ positionIndex += 6 * 3;
1483
+ texCoordExpandAndBatchIndexIndex += 4;
1484
+ }
1485
+ }
1486
+
1487
+ const colorCartesian = scratchPickColorCartesian;
1488
+ colorCartesian.x = Color.floatToByte(pickColor.red);
1489
+ colorCartesian.y = Color.floatToByte(pickColor.green);
1490
+ colorCartesian.z = Color.floatToByte(pickColor.blue);
1491
+ colorCartesian.w = Color.floatToByte(pickColor.alpha);
1492
+
1493
+ const widthShowCartesian = scratchWidthShowCartesian;
1494
+ widthShowCartesian.x = width;
1495
+ widthShowCartesian.y = show ? 1.0 : 0.0;
1496
+
1497
+ const boundingSphere =
1498
+ mode === SceneMode.SCENE2D
1499
+ ? polyline._boundingVolume2D
1500
+ : polyline._boundingVolumeWC;
1501
+ const encodedCenter = EncodedCartesian3.fromCartesian(
1502
+ boundingSphere.center,
1503
+ scratchUpdatePolylineEncodedCartesian,
1504
+ );
1505
+ const high = encodedCenter.high;
1506
+ const low = Cartesian4.fromElements(
1507
+ encodedCenter.low.x,
1508
+ encodedCenter.low.y,
1509
+ encodedCenter.low.z,
1510
+ boundingSphere.radius,
1511
+ scratchUpdatePolylineCartesian4,
1512
+ );
1513
+
1514
+ const nearFarCartesian = scratchNearFarCartesian2;
1515
+ nearFarCartesian.x = 0.0;
1516
+ nearFarCartesian.y = Number.MAX_VALUE;
1517
+
1518
+ const distanceDisplayCondition = polyline.distanceDisplayCondition;
1519
+ if (defined(distanceDisplayCondition)) {
1520
+ nearFarCartesian.x = distanceDisplayCondition.near;
1521
+ nearFarCartesian.y = distanceDisplayCondition.far;
1522
+ }
1523
+
1524
+ batchTable.setBatchedAttribute(polylineBatchIndex, 0, widthShowCartesian);
1525
+ batchTable.setBatchedAttribute(polylineBatchIndex, 1, colorCartesian);
1526
+
1527
+ if (batchTable.attributes.length > 2) {
1528
+ batchTable.setBatchedAttribute(polylineBatchIndex, 2, high);
1529
+ batchTable.setBatchedAttribute(polylineBatchIndex, 3, low);
1530
+ batchTable.setBatchedAttribute(polylineBatchIndex, 4, nearFarCartesian);
1531
+ }
1532
+ }
1533
+ };
1534
+
1535
+ const morphPositionScratch = new Cartesian3();
1536
+ const morphPrevPositionScratch = new Cartesian3();
1537
+ const morphNextPositionScratch = new Cartesian3();
1538
+ const morphVectorScratch = new Cartesian3();
1539
+
1540
+ PolylineBucket.prototype.writeForMorph = function (
1541
+ positionArray,
1542
+ positionIndex,
1543
+ ) {
1544
+ const modelMatrix = this.modelMatrix;
1545
+ const polylines = this.polylines;
1546
+ const length = polylines.length;
1547
+ for (let i = 0; i < length; ++i) {
1548
+ const polyline = polylines[i];
1549
+ const positions = polyline._segments.positions;
1550
+ const lengths = polyline._segments.lengths;
1551
+ const positionsLength = positions.length;
1552
+
1553
+ let segmentIndex = 0;
1554
+ let count = 0;
1555
+
1556
+ for (let j = 0; j < positionsLength; ++j) {
1557
+ let prevPosition;
1558
+ if (j === 0) {
1559
+ if (polyline._loop) {
1560
+ prevPosition = positions[positionsLength - 2];
1561
+ } else {
1562
+ prevPosition = morphVectorScratch;
1563
+ Cartesian3.subtract(positions[0], positions[1], prevPosition);
1564
+ Cartesian3.add(positions[0], prevPosition, prevPosition);
1565
+ }
1566
+ } else {
1567
+ prevPosition = positions[j - 1];
1568
+ }
1569
+
1570
+ prevPosition = Matrix4.multiplyByPoint(
1571
+ modelMatrix,
1572
+ prevPosition,
1573
+ morphPrevPositionScratch,
1574
+ );
1575
+
1576
+ const position = Matrix4.multiplyByPoint(
1577
+ modelMatrix,
1578
+ positions[j],
1579
+ morphPositionScratch,
1580
+ );
1581
+
1582
+ let nextPosition;
1583
+ if (j === positionsLength - 1) {
1584
+ if (polyline._loop) {
1585
+ nextPosition = positions[1];
1586
+ } else {
1587
+ nextPosition = morphVectorScratch;
1588
+ Cartesian3.subtract(
1589
+ positions[positionsLength - 1],
1590
+ positions[positionsLength - 2],
1591
+ nextPosition,
1592
+ );
1593
+ Cartesian3.add(
1594
+ positions[positionsLength - 1],
1595
+ nextPosition,
1596
+ nextPosition,
1597
+ );
1598
+ }
1599
+ } else {
1600
+ nextPosition = positions[j + 1];
1601
+ }
1602
+
1603
+ nextPosition = Matrix4.multiplyByPoint(
1604
+ modelMatrix,
1605
+ nextPosition,
1606
+ morphNextPositionScratch,
1607
+ );
1608
+
1609
+ const segmentLength = lengths[segmentIndex];
1610
+ if (j === count + segmentLength) {
1611
+ count += segmentLength;
1612
+ ++segmentIndex;
1613
+ }
1614
+
1615
+ const segmentStart = j - count === 0;
1616
+ const segmentEnd = j === count + lengths[segmentIndex] - 1;
1617
+
1618
+ const startK = segmentStart ? 2 : 0;
1619
+ const endK = segmentEnd ? 2 : 4;
1620
+
1621
+ for (let k = startK; k < endK; ++k) {
1622
+ EncodedCartesian3.writeElements(position, positionArray, positionIndex);
1623
+ EncodedCartesian3.writeElements(
1624
+ prevPosition,
1625
+ positionArray,
1626
+ positionIndex + 6,
1627
+ );
1628
+ EncodedCartesian3.writeElements(
1629
+ nextPosition,
1630
+ positionArray,
1631
+ positionIndex + 12,
1632
+ );
1633
+
1634
+ positionIndex += 6 * 3;
1635
+ }
1636
+ }
1637
+ }
1638
+ };
1639
+
1640
+ const scratchSegmentLengths = new Array(1);
1641
+
1642
+ PolylineBucket.prototype.updateIndices = function (
1643
+ totalIndices,
1644
+ vertexBufferOffset,
1645
+ vertexArrayBuckets,
1646
+ offset,
1647
+ ) {
1648
+ let vaCount = vertexArrayBuckets.length - 1;
1649
+ let bucketLocator = new VertexArrayBucketLocator(0, offset, this);
1650
+ vertexArrayBuckets[vaCount].push(bucketLocator);
1651
+ let count = 0;
1652
+ let indices = totalIndices[totalIndices.length - 1];
1653
+ let indicesCount = 0;
1654
+ if (indices.length > 0) {
1655
+ indicesCount = indices[indices.length - 1] + 1;
1656
+ }
1657
+ const polylines = this.polylines;
1658
+ const length = polylines.length;
1659
+ for (let i = 0; i < length; ++i) {
1660
+ const polyline = polylines[i];
1661
+ polyline._locatorBuckets = [];
1662
+
1663
+ let segments;
1664
+ if (this.mode === SceneMode.SCENE3D) {
1665
+ segments = scratchSegmentLengths;
1666
+ const positionsLength = polyline._actualPositions.length;
1667
+ if (positionsLength > 0) {
1668
+ segments[0] = positionsLength;
1669
+ } else {
1670
+ continue;
1671
+ }
1672
+ } else {
1673
+ segments = polyline._segments.lengths;
1674
+ }
1675
+
1676
+ const numberOfSegments = segments.length;
1677
+ if (numberOfSegments > 0) {
1678
+ let segmentIndexCount = 0;
1679
+ for (let j = 0; j < numberOfSegments; ++j) {
1680
+ const segmentLength = segments[j] - 1.0;
1681
+ for (let k = 0; k < segmentLength; ++k) {
1682
+ if (indicesCount + 4 > CesiumMath.SIXTY_FOUR_KILOBYTES) {
1683
+ polyline._locatorBuckets.push({
1684
+ locator: bucketLocator,
1685
+ count: segmentIndexCount,
1686
+ });
1687
+ segmentIndexCount = 0;
1688
+ vertexBufferOffset.push(4);
1689
+ indices = [];
1690
+ totalIndices.push(indices);
1691
+ indicesCount = 0;
1692
+ bucketLocator.count = count;
1693
+ count = 0;
1694
+ offset = 0;
1695
+ bucketLocator = new VertexArrayBucketLocator(0, 0, this);
1696
+ vertexArrayBuckets[++vaCount] = [bucketLocator];
1697
+ }
1698
+
1699
+ indices.push(indicesCount, indicesCount + 2, indicesCount + 1);
1700
+ indices.push(indicesCount + 1, indicesCount + 2, indicesCount + 3);
1701
+
1702
+ segmentIndexCount += 6;
1703
+ count += 6;
1704
+ offset += 6;
1705
+ indicesCount += 4;
1706
+ }
1707
+ }
1708
+
1709
+ polyline._locatorBuckets.push({
1710
+ locator: bucketLocator,
1711
+ count: segmentIndexCount,
1712
+ });
1713
+
1714
+ if (indicesCount + 4 > CesiumMath.SIXTY_FOUR_KILOBYTES) {
1715
+ vertexBufferOffset.push(0);
1716
+ indices = [];
1717
+ totalIndices.push(indices);
1718
+ indicesCount = 0;
1719
+ bucketLocator.count = count;
1720
+ offset = 0;
1721
+ count = 0;
1722
+ bucketLocator = new VertexArrayBucketLocator(0, 0, this);
1723
+ vertexArrayBuckets[++vaCount] = [bucketLocator];
1724
+ }
1725
+ }
1726
+ polyline._clean();
1727
+ }
1728
+ bucketLocator.count = count;
1729
+ return offset;
1730
+ };
1731
+
1732
+ PolylineBucket.prototype.getPolylineStartIndex = function (polyline) {
1733
+ const polylines = this.polylines;
1734
+ let positionIndex = 0;
1735
+ const length = polylines.length;
1736
+ for (let i = 0; i < length; ++i) {
1737
+ const p = polylines[i];
1738
+ if (p === polyline) {
1739
+ break;
1740
+ }
1741
+ positionIndex += p._actualLength;
1742
+ }
1743
+ return positionIndex;
1744
+ };
1745
+
1746
+ const scratchSegments = {
1747
+ positions: undefined,
1748
+ lengths: undefined,
1749
+ };
1750
+ const scratchLengths = new Array(1);
1751
+ const pscratch = new Cartesian3();
1752
+ const scratchCartographic = new Cartographic();
1753
+
1754
+ PolylineBucket.prototype.getSegments = function (polyline, projection) {
1755
+ let positions = polyline._actualPositions;
1756
+
1757
+ if (this.mode === SceneMode.SCENE3D) {
1758
+ scratchLengths[0] = positions.length;
1759
+ scratchSegments.positions = positions;
1760
+ scratchSegments.lengths = scratchLengths;
1761
+ return scratchSegments;
1762
+ }
1763
+
1764
+ if (intersectsIDL(polyline)) {
1765
+ positions = polyline._segments.positions;
1766
+ }
1767
+
1768
+ const ellipsoid = projection.ellipsoid;
1769
+ const newPositions = [];
1770
+ const modelMatrix = this.modelMatrix;
1771
+ const length = positions.length;
1772
+ let position;
1773
+ let p = pscratch;
1774
+
1775
+ for (let n = 0; n < length; ++n) {
1776
+ position = positions[n];
1777
+ p = Matrix4.multiplyByPoint(modelMatrix, position, p);
1778
+ newPositions.push(
1779
+ projection.project(
1780
+ ellipsoid.cartesianToCartographic(p, scratchCartographic),
1781
+ ),
1782
+ );
1783
+ }
1784
+
1785
+ if (newPositions.length > 0) {
1786
+ polyline._boundingVolume2D = BoundingSphere.fromPoints(
1787
+ newPositions,
1788
+ polyline._boundingVolume2D,
1789
+ );
1790
+ const center2D = polyline._boundingVolume2D.center;
1791
+ polyline._boundingVolume2D.center = new Cartesian3(
1792
+ center2D.z,
1793
+ center2D.x,
1794
+ center2D.y,
1795
+ );
1796
+ }
1797
+
1798
+ scratchSegments.positions = newPositions;
1799
+ scratchSegments.lengths = polyline._segments.lengths;
1800
+ return scratchSegments;
1801
+ };
1802
+
1803
+ let scratchPositionsArray;
1804
+
1805
+ PolylineBucket.prototype.writeUpdate = function (
1806
+ index,
1807
+ polyline,
1808
+ positionBuffer,
1809
+ projection,
1810
+ ) {
1811
+ const mode = this.mode;
1812
+ const maxLon = projection.ellipsoid.maximumRadius * CesiumMath.PI;
1813
+
1814
+ let positionsLength = polyline._actualLength;
1815
+ if (positionsLength) {
1816
+ index += this.getPolylineStartIndex(polyline);
1817
+
1818
+ let positionArray = scratchPositionsArray;
1819
+ const positionsArrayLength = 6 * positionsLength * 3;
1820
+
1821
+ if (
1822
+ !defined(positionArray) ||
1823
+ positionArray.length < positionsArrayLength
1824
+ ) {
1825
+ positionArray = scratchPositionsArray = new Float32Array(
1826
+ positionsArrayLength,
1827
+ );
1828
+ } else if (positionArray.length > positionsArrayLength) {
1829
+ positionArray = new Float32Array(
1830
+ positionArray.buffer,
1831
+ 0,
1832
+ positionsArrayLength,
1833
+ );
1834
+ }
1835
+
1836
+ const segments = this.getSegments(polyline, projection);
1837
+ const positions = segments.positions;
1838
+ const lengths = segments.lengths;
1839
+
1840
+ let positionIndex = 0;
1841
+ let segmentIndex = 0;
1842
+ let count = 0;
1843
+ let position;
1844
+
1845
+ positionsLength = positions.length;
1846
+ for (let i = 0; i < positionsLength; ++i) {
1847
+ if (i === 0) {
1848
+ if (polyline._loop) {
1849
+ position = positions[positionsLength - 2];
1850
+ } else {
1851
+ position = scratchWriteVector;
1852
+ Cartesian3.subtract(positions[0], positions[1], position);
1853
+ Cartesian3.add(positions[0], position, position);
1854
+ }
1855
+ } else {
1856
+ position = positions[i - 1];
1857
+ }
1858
+
1859
+ Cartesian3.clone(position, scratchWritePrevPosition);
1860
+ Cartesian3.clone(positions[i], scratchWritePosition);
1861
+
1862
+ if (i === positionsLength - 1) {
1863
+ if (polyline._loop) {
1864
+ position = positions[1];
1865
+ } else {
1866
+ position = scratchWriteVector;
1867
+ Cartesian3.subtract(
1868
+ positions[positionsLength - 1],
1869
+ positions[positionsLength - 2],
1870
+ position,
1871
+ );
1872
+ Cartesian3.add(positions[positionsLength - 1], position, position);
1873
+ }
1874
+ } else {
1875
+ position = positions[i + 1];
1876
+ }
1877
+
1878
+ Cartesian3.clone(position, scratchWriteNextPosition);
1879
+
1880
+ const segmentLength = lengths[segmentIndex];
1881
+ if (i === count + segmentLength) {
1882
+ count += segmentLength;
1883
+ ++segmentIndex;
1884
+ }
1885
+
1886
+ const segmentStart = i - count === 0;
1887
+ const segmentEnd = i === count + lengths[segmentIndex] - 1;
1888
+
1889
+ if (mode === SceneMode.SCENE2D) {
1890
+ scratchWritePrevPosition.z = 0.0;
1891
+ scratchWritePosition.z = 0.0;
1892
+ scratchWriteNextPosition.z = 0.0;
1893
+ }
1894
+
1895
+ if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
1896
+ if (
1897
+ (segmentStart || segmentEnd) &&
1898
+ maxLon - Math.abs(scratchWritePosition.x) < 1.0
1899
+ ) {
1900
+ if (
1901
+ (scratchWritePosition.x < 0.0 &&
1902
+ scratchWritePrevPosition.x > 0.0) ||
1903
+ (scratchWritePosition.x > 0.0 && scratchWritePrevPosition.x < 0.0)
1904
+ ) {
1905
+ Cartesian3.clone(scratchWritePosition, scratchWritePrevPosition);
1906
+ }
1907
+
1908
+ if (
1909
+ (scratchWritePosition.x < 0.0 &&
1910
+ scratchWriteNextPosition.x > 0.0) ||
1911
+ (scratchWritePosition.x > 0.0 && scratchWriteNextPosition.x < 0.0)
1912
+ ) {
1913
+ Cartesian3.clone(scratchWritePosition, scratchWriteNextPosition);
1914
+ }
1915
+ }
1916
+ }
1917
+
1918
+ const startJ = segmentStart ? 2 : 0;
1919
+ const endJ = segmentEnd ? 2 : 4;
1920
+
1921
+ for (let j = startJ; j < endJ; ++j) {
1922
+ EncodedCartesian3.writeElements(
1923
+ scratchWritePosition,
1924
+ positionArray,
1925
+ positionIndex,
1926
+ );
1927
+ EncodedCartesian3.writeElements(
1928
+ scratchWritePrevPosition,
1929
+ positionArray,
1930
+ positionIndex + 6,
1931
+ );
1932
+ EncodedCartesian3.writeElements(
1933
+ scratchWriteNextPosition,
1934
+ positionArray,
1935
+ positionIndex + 12,
1936
+ );
1937
+ positionIndex += 6 * 3;
1938
+ }
1939
+ }
1940
+
1941
+ positionBuffer.copyFromArrayView(
1942
+ positionArray,
1943
+ 6 * 3 * Float32Array.BYTES_PER_ELEMENT * index,
1944
+ );
1945
+ }
1946
+ };
1947
+ export default PolylineCollection;