bruce-cesium 7.2.9 → 7.3.0
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.
- package/dist/bruce-cesium.es5.js +499 -22
- package/dist/bruce-cesium.es5.js.map +1 -1
- package/dist/bruce-cesium.umd.js +497 -20
- package/dist/bruce-cesium.umd.js.map +1 -1
- package/dist/lib/bruce-cesium.js +1 -1
- package/dist/lib/rendering/displaced-surface-primitive.js +468 -19
- package/dist/lib/rendering/displaced-surface-primitive.js.map +1 -1
- package/dist/lib/rendering/entity-render-engine-polygon.js +28 -0
- package/dist/lib/rendering/entity-render-engine-polygon.js.map +1 -1
- package/dist/types/bruce-cesium.d.ts +1 -1
- package/dist/types/rendering/displaced-surface-primitive.d.ts +42 -1
- package/dist/types/rendering/entity-render-engine-polygon.d.ts +15 -0
- package/package.json +1 -1
package/dist/lib/bruce-cesium.js
CHANGED
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@@ -83,7 +83,7 @@ __exportStar(require("./widgets/widget-info-view"), exports);
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__exportStar(require("./widgets/widget-left-panel"), exports);
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__exportStar(require("./widgets/widget-nav-compass"), exports);
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__exportStar(require("./widgets/widget-view-bar"), exports);
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-
exports.VERSION = "7.
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+
exports.VERSION = "7.3.0";
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/**
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* Updates the environment instance used by bruce-cesium to one specified.
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* This can be used to ensure that the instance a parent is referencing is shared between bruce-cesium, bruce-models, and the parent app.
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@@ -30,6 +30,17 @@ var DisplacedSurfacePrimitive;
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// Most-detailed would fetch every tile under a parcel that can be a hundred kilometres across.
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const GROUND_SAMPLE_LEVEL = 11;
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// Height window the packed ground texture covers, wide enough for any terrain on Earth.
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// Ground samples across the clearance regions rather than the whole extent.
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const MASK_GROUND_SAMPLES_PER_SIDE = 128;
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// Finest and coarsest terrain level a clearance raster is sampled at, and how many terrain tiles it is allowed to pull.
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const MASK_GROUND_LEVEL_MAX = 13;
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const MASK_GROUND_LEVEL_MIN = 8;
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const MASK_GROUND_TILE_BUDGET = 64;
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// Longest side of the rasterised region mask. The mask decides whether a texel is held up, so it
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// wants to be finer than the value raster it is compared against.
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const MASK_TEXTURE_MAX_SIDE = 1024;
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// Stands in for "no floor" and "no clearance", far below anything the sheet can reach.
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const NO_LIMIT_METRES = -1e6;
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const GROUND_MIN_METRES = -1000;
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const GROUND_MAX_METRES = 9000;
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const DEFAULT_LOW_COLOR = { red: 255, green: 255, blue: 255, alpha: 0.12 };
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@@ -52,6 +63,19 @@ uniform float u_skirtDepth;
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uniform float u_groundWeight;
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uniform vec2 u_groundRange;
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uniform vec2 u_groundSize;
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uniform sampler2D u_maskTexture;
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uniform sampler2D u_maskGroundTexture;
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uniform float u_maskWeight;
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uniform float u_maskGroundWeight;
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uniform float u_maskFill;
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uniform float u_maskFillValue;
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uniform float u_maskClearance;
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uniform float u_maskFloor;
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uniform vec2 u_maskGroundSize;
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// West, East, North, South in degrees, for the surface and for the sampled region box.
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uniform vec4 u_extentDegrees;
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uniform vec4 u_maskGroundDegrees;
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uniform float u_coverageCutoffVertex;
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out vec2 v_st;
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out float v_value;
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@@ -81,6 +105,46 @@ float sampleGround(vec2 uv) {
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return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y);
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}
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/*
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* Height of the terrain under a point of the surface, read from the region's own ground raster.
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*
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* Sampled over the regions rather than over the whole extent, so the raster is fine enough for a
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* clearance test to mean something.
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*/
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float sampleMaskGround(vec2 uv) {
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float longitude = mix(u_extentDegrees.x, u_extentDegrees.y, uv.x);
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float latitude = mix(u_extentDegrees.z, u_extentDegrees.w, uv.y);
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vec2 inBox = vec2(
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(longitude - u_maskGroundDegrees.x) / max(u_maskGroundDegrees.y - u_maskGroundDegrees.x, 1e-9),
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(u_maskGroundDegrees.z - latitude) / max(u_maskGroundDegrees.z - u_maskGroundDegrees.w, 1e-9));
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vec2 clamped = clamp(inBox, vec2(0.0), vec2(1.0));
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vec2 texel = 1.0 / u_maskGroundSize;
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vec2 coord = clamped * u_maskGroundSize - 0.5;
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vec2 base = floor(coord);
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vec2 f = coord - base;
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vec2 origin = (base + 0.5) * texel;
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vec4 t00 = texture(u_maskGroundTexture, origin);
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vec4 t10 = texture(u_maskGroundTexture, origin + vec2(texel.x, 0.0));
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vec4 t01 = texture(u_maskGroundTexture, origin + vec2(0.0, texel.y));
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vec4 t11 = texture(u_maskGroundTexture, origin + texel);
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// One unknown corner makes the interpolation meaningless, so the whole point is treated as
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// unsampled and answers low enough that no clearance built on it can win.
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float known = min(min(t00.a, t10.a), min(t01.a, t11.a));
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if (known < 0.5) {
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return u_groundRange.x;
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}
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vec3 p00 = t00.rgb * 255.0;
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vec3 p10 = t10.rgb * 255.0;
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vec3 p01 = t01.rgb * 255.0;
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vec3 p11 = t11.rgb * 255.0;
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vec3 weights = vec3(65536.0, 256.0, 1.0);
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float h00 = u_groundRange.x + dot(p00, weights) / 16777215.0 * (u_groundRange.y - u_groundRange.x);
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float h10 = u_groundRange.x + dot(p10, weights) / 16777215.0 * (u_groundRange.y - u_groundRange.x);
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float h01 = u_groundRange.x + dot(p01, weights) / 16777215.0 * (u_groundRange.y - u_groundRange.x);
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float h11 = u_groundRange.x + dot(p11, weights) / 16777215.0 * (u_groundRange.y - u_groundRange.x);
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return mix(mix(h00, h10, f.x), mix(h01, h11, f.x), f.y);
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}
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/*
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* The texel's normalised value, whichever way the archive packed it.
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*
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@@ -100,8 +164,16 @@ float decodeValue(vec4 texel) {
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void main() {
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vec4 texel = texture(u_valueTexture, st);
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v_st = st;
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-
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-
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+
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// Inside a region the scene knows is water, a texel with no value still has to paint, or the
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// hole the region exists to close is still a hole.
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// The value it paints is the shallowest the ramp is not transparent at.
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float inMask = u_maskWeight * texture(u_maskTexture, st).a;
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float hasData = step(u_coverageCutoffVertex, texel.a);
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float raw = decodeValue(texel);
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float filled = mix(u_maskFillValue, max(raw, u_maskFillValue), hasData);
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v_value = mix(raw, filled, inMask * u_maskFill);
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v_coverage = max(texel.a, inMask * u_maskFill);
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// Exaggeration stretches the span above the archive's minimum rather than the height itself. On an
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// elevation the height is measured from the ellipsoid, tens of metres from any of the data, so
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@@ -114,8 +186,14 @@ void main() {
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// Coverage scales the displacement only where it is measured from the terrain, because there a
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// zero means the surface sits on the ground.
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-
float coverageScale = mix(1.0,
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float
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float coverageScale = mix(1.0, v_coverage, u_groundWeight);
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float placed = u_baseHeight + ground + metres * coverageScale;
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// Held above whichever is higher, the region's own floor or the terrain under it plus a margin.
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// Only inside the region: lifting the whole sheet would raise it over dry land as well.
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float held = max(u_maskFloor, sampleMaskGround(st) * u_maskGroundWeight + u_maskClearance);
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float lifted = mix(placed, max(placed, held), step(0.5, inMask));
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float displacement = lifted - skirt * u_skirtDepth;
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// Added to the LOW half of the encoded position: a metre-scale offset added to the high half
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// would be lost to float32 rounding at an earth radius.
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@@ -350,6 +428,147 @@ void main() {
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Cesium.GeometryPipeline.encodeAttribute(geometry, "position", "position3DHigh", "position3DLow");
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return geometry;
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}
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/*
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* Where the ramp first paints something, as a normalised value.
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*
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* A style with a hidden floor is transparent over its lowest band, so filling a gap at zero would
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* fill it with nothing. This is the lowest value that actually shows.
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*/
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function firstOpaqueStop(ramp) {
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const stops = ramp.length / 4;
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for (let i = 0; i < stops; i++) {
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if (ramp[i * 4 + 3] > 0) {
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return stops > 1 ? i / (stops - 1) : 0;
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}
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}
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return 0;
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}
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/*
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* Rasterises the clearance regions into a mask over the surface's extent, alpha inside.
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*
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* Drawn north row first, matching the value raster's own row order, so one set of texture
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* coordinates indexes both.
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*/
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function rasteriseMask(extent, regions) {
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const spanX = extent.East - extent.West;
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const spanY = extent.North - extent.South;
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if (!(spanX > 0) || !(spanY > 0) || !regions.length) {
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return null;
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}
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// No document at all off the page, and the regions are still worth holding: the mask can be
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// rasterised the next time they are set, and until then the surface simply lifts nothing.
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if (typeof document === "undefined") {
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return null;
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}
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const wide = spanX >= spanY;
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const width = wide ? MASK_TEXTURE_MAX_SIDE : Math.max(1, Math.round(MASK_TEXTURE_MAX_SIDE * spanX / spanY));
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const height = wide ? Math.max(1, Math.round(MASK_TEXTURE_MAX_SIDE * spanY / spanX)) : MASK_TEXTURE_MAX_SIDE;
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const canvas = document.createElement("canvas");
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canvas.width = width;
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canvas.height = height;
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const ctx = canvas.getContext("2d", { willReadFrequently: true });
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if (!ctx) {
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return null;
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}
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ctx.clearRect(0, 0, width, height);
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ctx.fillStyle = "#ffffff";
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for (const region of regions) {
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const rings = region.rings || [];
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if (!rings.length) {
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continue;
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}
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ctx.beginPath();
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for (const ring of rings) {
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for (let i = 0; i + 1 < ring.length; i += 2) {
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const x = (ring[i] - extent.West) / spanX * width;
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const y = (extent.North - ring[i + 1]) / spanY * height;
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if (i === 0) {
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ctx.moveTo(x, y);
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}
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else {
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ctx.lineTo(x, y);
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}
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}
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ctx.closePath();
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}
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// Even odd, so a ring inside a ring is a hole without the caller having to wind them.
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ctx.fill("evenodd");
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}
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return { width, height, data: new Uint8Array(ctx.getImageData(0, 0, width, height).data.buffer.slice(0)) };
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}
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/*
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* The box every region fits inside, clipped to the surface, so the ground under them can be
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* sampled without sampling the whole extent.
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*/
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function boxOf(extent, regions) {
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let west = Infinity;
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let east = -Infinity;
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let south = Infinity;
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let north = -Infinity;
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for (const region of regions) {
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for (const ring of region.rings || []) {
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for (let i = 0; i + 1 < ring.length; i += 2) {
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west = Math.min(west, ring[i]);
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east = Math.max(east, ring[i]);
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south = Math.min(south, ring[i + 1]);
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north = Math.max(north, ring[i + 1]);
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}
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}
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}
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if (!isFinite(west) || !isFinite(south)) {
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return null;
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}
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return {
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West: Math.max(west, extent.West),
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East: Math.min(east, extent.East),
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South: Math.max(south, extent.South),
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North: Math.min(north, extent.North)
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};
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}
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/*
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* Packs sampled terrain heights into a texture's RGB, three bytes a height.
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*
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* A height needs more than eight bits to be useful and the surface reads it in the vertex shader,
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* where float textures are not guaranteed, so it goes in as a fixed point integer.
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*/
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function packHeights(sampled) {
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const pixels = new Uint8Array(sampled.length * 4);
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const span = GROUND_MAX_METRES - GROUND_MIN_METRES;
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for (let i = 0; i < sampled.length; i++) {
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const height = sampled[i] ? sampled[i].height : undefined;
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const known = typeof height === "number" && isFinite(height);
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const clamped = Math.min(GROUND_MAX_METRES, Math.max(GROUND_MIN_METRES, known ? height : 0));
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const packed = Math.round(((clamped - GROUND_MIN_METRES) / span) * 16777215);
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pixels[i * 4] = (packed >> 16) & 255;
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pixels[i * 4 + 1] = (packed >> 8) & 255;
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pixels[i * 4 + 2] = packed & 255;
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pixels[i * 4 + 3] = known ? 255 : 0;
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}
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return pixels;
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}
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/*
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* The finest terrain level a box can be sampled at inside the tile budget.
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551
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*
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552
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* Asked of the provider's own tiling scheme where it offers one, since a terrain set is free to
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553
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* tile the world differently from the default two by one.
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*/
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555
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function groundLevelFor(box, provider) {
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556
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const scheme = provider && provider.tilingScheme;
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for (let level = MASK_GROUND_LEVEL_MAX; level > MASK_GROUND_LEVEL_MIN; level--) {
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558
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const across = scheme && typeof scheme.getNumberOfXTilesAtLevel === "function"
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559
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? scheme.getNumberOfXTilesAtLevel(level)
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: Math.pow(2, level + 1);
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561
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const down = scheme && typeof scheme.getNumberOfYTilesAtLevel === "function"
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562
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? scheme.getNumberOfYTilesAtLevel(level)
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|
+
: Math.pow(2, level);
|
|
564
|
+
const tiles = Math.ceil((box.East - box.West) / (360 / across) + 1)
|
|
565
|
+
* Math.ceil((box.North - box.South) / (180 / down) + 1);
|
|
566
|
+
if (tiles <= MASK_GROUND_TILE_BUDGET) {
|
|
567
|
+
return level;
|
|
568
|
+
}
|
|
569
|
+
}
|
|
570
|
+
return MASK_GROUND_LEVEL_MIN;
|
|
571
|
+
}
|
|
353
572
|
class Surface {
|
|
354
573
|
constructor(options, hasCoverage) {
|
|
355
574
|
var _a, _b, _c, _d;
|
|
@@ -368,6 +587,14 @@ void main() {
|
|
|
368
587
|
this.groundTexture = null;
|
|
369
588
|
this.groundPixels = null;
|
|
370
589
|
this.groundRequested = false;
|
|
590
|
+
this.groundClearance = null;
|
|
591
|
+
this.maskTexture = null;
|
|
592
|
+
this.maskPixels = null;
|
|
593
|
+
this.maskGroundTexture = null;
|
|
594
|
+
this.maskGroundPixels = null;
|
|
595
|
+
this.maskGroundBox = null;
|
|
596
|
+
this.maskGroundRequested = false;
|
|
597
|
+
this.maskGroundLevel = 0;
|
|
371
598
|
this.followGround = Boolean(options.followGround);
|
|
372
599
|
this.terrainProvider = options.terrainProvider || null;
|
|
373
600
|
this.extent = options.extent;
|
|
@@ -380,7 +607,9 @@ void main() {
|
|
|
380
607
|
this.pixelPlacement = options.pixelPlacement;
|
|
381
608
|
this.tileSkirts = Boolean(options.tileSkirts);
|
|
382
609
|
this.rampPixels = (0, image_utils_1.RampLookup)(options.rampStops || null, options.lowColor || DEFAULT_LOW_COLOR, options.highColor || DEFAULT_HIGH_COLOR);
|
|
610
|
+
this.maskFillValue = firstOpaqueStop(this.rampPixels);
|
|
383
611
|
this.tiles = buildTiles(hasCoverage);
|
|
612
|
+
this.SetGroundClearance(options.groundClearance || null);
|
|
384
613
|
}
|
|
385
614
|
GetFollowsGround() {
|
|
386
615
|
return this.followGround;
|
|
@@ -403,6 +632,97 @@ void main() {
|
|
|
403
632
|
SetBaseHeight(baseHeight) {
|
|
404
633
|
this.baseHeight = baseHeight;
|
|
405
634
|
}
|
|
635
|
+
GetGroundClearance() {
|
|
636
|
+
return this.groundClearance;
|
|
637
|
+
}
|
|
638
|
+
/*
|
|
639
|
+
* The terrain level the clearance regions were sampled at, once they have been.
|
|
640
|
+
*
|
|
641
|
+
* Worth reading rather than assuming: the level is chosen from how big the regions are, so a
|
|
642
|
+
* region covering a whole sound gets a coarser test than a hand drawn harbour does.
|
|
643
|
+
*/
|
|
644
|
+
GetGroundClearanceLevel() {
|
|
645
|
+
return this.maskGroundLevel;
|
|
646
|
+
}
|
|
647
|
+
/*
|
|
648
|
+
* What the clearance regions were measured against, once they have been.
|
|
649
|
+
* The heights are read out of whatever the terrain stores, and a terrain referenced to sea
|
|
650
|
+
* level reads a geoid apart from an archive delivering ellipsoidal metres.
|
|
651
|
+
*/
|
|
652
|
+
GetGroundClearanceStats() {
|
|
653
|
+
if (!this.maskGroundPixels) {
|
|
654
|
+
return null;
|
|
655
|
+
}
|
|
656
|
+
const span = GROUND_MAX_METRES - GROUND_MIN_METRES;
|
|
657
|
+
let min = Infinity;
|
|
658
|
+
let max = -Infinity;
|
|
659
|
+
let samples = 0;
|
|
660
|
+
for (let i = 0; i < this.maskGroundPixels.length / 4; i++) {
|
|
661
|
+
if (!this.maskGroundPixels[i * 4 + 3]) {
|
|
662
|
+
continue;
|
|
663
|
+
}
|
|
664
|
+
const packed = (this.maskGroundPixels[i * 4] << 16)
|
|
665
|
+
+ (this.maskGroundPixels[i * 4 + 1] << 8) + this.maskGroundPixels[i * 4 + 2];
|
|
666
|
+
const height = GROUND_MIN_METRES + (packed / 16777215) * span;
|
|
667
|
+
min = Math.min(min, height);
|
|
668
|
+
max = Math.max(max, height);
|
|
669
|
+
samples++;
|
|
670
|
+
}
|
|
671
|
+
if (!samples) {
|
|
672
|
+
return null;
|
|
673
|
+
}
|
|
674
|
+
return { level: this.maskGroundLevel, min, max, samples };
|
|
675
|
+
}
|
|
676
|
+
/*
|
|
677
|
+
* The real world range the texture's 0 to 1 maps onto, so a caller can compare it against what
|
|
678
|
+
* the terrain says without having kept its own copy.
|
|
679
|
+
*/
|
|
680
|
+
GetValueRange() {
|
|
681
|
+
return { min: this.valueMin, max: this.valueMax };
|
|
682
|
+
}
|
|
683
|
+
/*
|
|
684
|
+
* Takes a different terrain to measure against.
|
|
685
|
+
* The clearance raster is sampled once and cached, so a scene that swaps its terrain would
|
|
686
|
+
* otherwise keep holding the sheet above heights read from the terrain it used to have.
|
|
687
|
+
*/
|
|
688
|
+
SetTerrainProvider(provider) {
|
|
689
|
+
if (provider === this.terrainProvider) {
|
|
690
|
+
return;
|
|
691
|
+
}
|
|
692
|
+
this.terrainProvider = provider;
|
|
693
|
+
this.groundPixels = null;
|
|
694
|
+
this.groundRequested = false;
|
|
695
|
+
this.maskGroundPixels = null;
|
|
696
|
+
this.maskGroundRequested = false;
|
|
697
|
+
this.maskGroundLevel = 0;
|
|
698
|
+
}
|
|
699
|
+
/*
|
|
700
|
+
* Takes a new set of clearance regions, or drops them.
|
|
701
|
+
* The mask is rasterised here rather than on the render thread, and the ground under the
|
|
702
|
+
* regions is re-requested, so a plugin can hand over regions the moment it has them.
|
|
703
|
+
*/
|
|
704
|
+
SetGroundClearance(clearance) {
|
|
705
|
+
this.groundClearance = clearance && clearance.regions && clearance.regions.length
|
|
706
|
+
? clearance
|
|
707
|
+
: null;
|
|
708
|
+
this.maskPixels = this.groundClearance
|
|
709
|
+
? rasteriseMask(this.extent, this.groundClearance.regions)
|
|
710
|
+
: null;
|
|
711
|
+
if (this.maskTexture) {
|
|
712
|
+
this.maskTexture.destroy();
|
|
713
|
+
this.maskTexture = null;
|
|
714
|
+
}
|
|
715
|
+
this.maskGroundPixels = null;
|
|
716
|
+
this.maskGroundRequested = false;
|
|
717
|
+
this.maskGroundLevel = 0;
|
|
718
|
+
this.maskGroundBox = this.groundClearance
|
|
719
|
+
? boxOf(this.extent, this.groundClearance.regions)
|
|
720
|
+
: null;
|
|
721
|
+
if (this.maskGroundTexture) {
|
|
722
|
+
this.maskGroundTexture.destroy();
|
|
723
|
+
this.maskGroundTexture = null;
|
|
724
|
+
}
|
|
725
|
+
}
|
|
406
726
|
/**
|
|
407
727
|
* Feeds the surface from an animated frame series.
|
|
408
728
|
* Height and colour advance with the clock without the caller having to push each frame in.
|
|
@@ -441,6 +761,8 @@ void main() {
|
|
|
441
761
|
this.syncRampTexture(context);
|
|
442
762
|
this.requestGround();
|
|
443
763
|
this.syncGroundTexture(context);
|
|
764
|
+
this.requestMaskGround();
|
|
765
|
+
this.syncMaskTextures(context);
|
|
444
766
|
// A tile needs one mesh before it has a bounding sphere to measure against.
|
|
445
767
|
for (const tile of this.tiles) {
|
|
446
768
|
if (!tile.centre) {
|
|
@@ -485,6 +807,14 @@ void main() {
|
|
|
485
807
|
this.groundTexture.destroy();
|
|
486
808
|
this.groundTexture = null;
|
|
487
809
|
}
|
|
810
|
+
if (this.maskTexture) {
|
|
811
|
+
this.maskTexture.destroy();
|
|
812
|
+
this.maskTexture = null;
|
|
813
|
+
}
|
|
814
|
+
if (this.maskGroundTexture) {
|
|
815
|
+
this.maskGroundTexture.destroy();
|
|
816
|
+
this.maskGroundTexture = null;
|
|
817
|
+
}
|
|
488
818
|
return undefined;
|
|
489
819
|
}
|
|
490
820
|
/*
|
|
@@ -517,24 +847,123 @@ void main() {
|
|
|
517
847
|
if (this.destroyed || !sampled) {
|
|
518
848
|
return;
|
|
519
849
|
}
|
|
520
|
-
|
|
521
|
-
const span = GROUND_MAX_METRES - GROUND_MIN_METRES;
|
|
522
|
-
for (let i = 0; i < sampled.length; i++) {
|
|
523
|
-
const height = sampled[i] && isFinite(sampled[i].height) ? sampled[i].height : 0;
|
|
524
|
-
const clamped = Math.min(GROUND_MAX_METRES, Math.max(GROUND_MIN_METRES, height));
|
|
525
|
-
const packed = Math.round(((clamped - GROUND_MIN_METRES) / span) * 16777215);
|
|
526
|
-
pixels[i * 4] = (packed >> 16) & 255;
|
|
527
|
-
pixels[i * 4 + 1] = (packed >> 8) & 255;
|
|
528
|
-
pixels[i * 4 + 2] = packed & 255;
|
|
529
|
-
pixels[i * 4 + 3] = 255;
|
|
530
|
-
}
|
|
531
|
-
this.groundPixels = pixels;
|
|
850
|
+
this.groundPixels = packHeights(sampled);
|
|
532
851
|
})
|
|
533
852
|
.catch(() => {
|
|
534
853
|
// Terrain that cannot be sampled leaves the surface on the ellipsoid, which is
|
|
535
854
|
// where a clamped polygon sat before this existed.
|
|
536
855
|
});
|
|
537
856
|
}
|
|
857
|
+
/*
|
|
858
|
+
* Samples the terrain under the clearance regions.
|
|
859
|
+
*
|
|
860
|
+
* Its own raster rather than the surface's, because the surface extent here is two degrees
|
|
861
|
+
* wide and the region is a few kilometres, and a clearance test needs the finer one.
|
|
862
|
+
*/
|
|
863
|
+
requestMaskGround() {
|
|
864
|
+
if (this.maskGroundRequested || !this.groundClearance || !this.maskGroundBox) {
|
|
865
|
+
return;
|
|
866
|
+
}
|
|
867
|
+
if (!(this.groundClearance.clearance > NO_LIMIT_METRES / 2)) {
|
|
868
|
+
return;
|
|
869
|
+
}
|
|
870
|
+
this.maskGroundRequested = true;
|
|
871
|
+
const sampler = Cesium.sampleTerrain;
|
|
872
|
+
if (!this.terrainProvider || typeof sampler !== "function") {
|
|
873
|
+
return;
|
|
874
|
+
}
|
|
875
|
+
const box = this.maskGroundBox;
|
|
876
|
+
const level = groundLevelFor(box, this.terrainProvider);
|
|
877
|
+
this.maskGroundLevel = level;
|
|
878
|
+
const total = MASK_GROUND_SAMPLES_PER_SIDE * MASK_GROUND_SAMPLES_PER_SIDE;
|
|
879
|
+
const scheme = this.terrainProvider.tilingScheme;
|
|
880
|
+
const asked = [];
|
|
881
|
+
// Which slot in the raster each asked-for position belongs to, since the ones the terrain
|
|
882
|
+
// does not cover are never asked for at all.
|
|
883
|
+
const slots = [];
|
|
884
|
+
for (let row = 0; row < MASK_GROUND_SAMPLES_PER_SIDE; row++) {
|
|
885
|
+
const fy = row / (MASK_GROUND_SAMPLES_PER_SIDE - 1);
|
|
886
|
+
const latitude = Cesium.Math.lerp(box.North, box.South, fy);
|
|
887
|
+
for (let col = 0; col < MASK_GROUND_SAMPLES_PER_SIDE; col++) {
|
|
888
|
+
const fx = col / (MASK_GROUND_SAMPLES_PER_SIDE - 1);
|
|
889
|
+
const at = Cesium.Cartographic.fromDegrees(Cesium.Math.lerp(box.West, box.East, fx), latitude);
|
|
890
|
+
// An imported terrain covers a survey area, so asking outside it answers 404 and
|
|
891
|
+
// fills the console with failures for points that were never going to have a height.
|
|
892
|
+
if (scheme && typeof this.terrainProvider.getTileDataAvailable === "function") {
|
|
893
|
+
const tile = scheme.positionToTileXY(at, level);
|
|
894
|
+
if (!tile || this.terrainProvider.getTileDataAvailable(tile.x, tile.y, level) === false) {
|
|
895
|
+
continue;
|
|
896
|
+
}
|
|
897
|
+
}
|
|
898
|
+
asked.push(at);
|
|
899
|
+
slots.push(row * MASK_GROUND_SAMPLES_PER_SIDE + col);
|
|
900
|
+
}
|
|
901
|
+
}
|
|
902
|
+
if (!asked.length) {
|
|
903
|
+
return;
|
|
904
|
+
}
|
|
905
|
+
Promise.resolve(sampler(this.terrainProvider, level, asked))
|
|
906
|
+
.then((sampled) => {
|
|
907
|
+
if (this.destroyed || !sampled) {
|
|
908
|
+
return;
|
|
909
|
+
}
|
|
910
|
+
const spread = new Array(total).fill(undefined);
|
|
911
|
+
for (let i = 0; i < slots.length; i++) {
|
|
912
|
+
spread[slots[i]] = sampled[i];
|
|
913
|
+
}
|
|
914
|
+
this.maskGroundPixels = packHeights(spread);
|
|
915
|
+
})
|
|
916
|
+
.catch(() => {
|
|
917
|
+
// Unsampled terrain leaves only the region's own floor to hold the sheet up,
|
|
918
|
+
// which is the behaviour a region with no clearance already has.
|
|
919
|
+
});
|
|
920
|
+
}
|
|
921
|
+
/*
|
|
922
|
+
* Uploads the region mask and the ground under it, with a one texel stand-in until they land
|
|
923
|
+
* so the shader always has something bound.
|
|
924
|
+
*/
|
|
925
|
+
syncMaskTextures(context) {
|
|
926
|
+
if (!this.maskTexture) {
|
|
927
|
+
const held = this.maskPixels;
|
|
928
|
+
this.maskTexture = new Cesium.Texture({
|
|
929
|
+
context,
|
|
930
|
+
pixelFormat: Cesium.PixelFormat.RGBA,
|
|
931
|
+
source: held
|
|
932
|
+
? { width: held.width, height: held.height, arrayBufferView: held.data }
|
|
933
|
+
: { width: 1, height: 1, arrayBufferView: new Uint8Array([0, 0, 0, 0]) },
|
|
934
|
+
flipY: false,
|
|
935
|
+
sampler: new Cesium.Sampler({
|
|
936
|
+
wrapS: Cesium.TextureWrap.CLAMP_TO_EDGE,
|
|
937
|
+
wrapT: Cesium.TextureWrap.CLAMP_TO_EDGE
|
|
938
|
+
})
|
|
939
|
+
});
|
|
940
|
+
}
|
|
941
|
+
if (this.maskGroundTexture && (!this.maskGroundPixels
|
|
942
|
+
|| this.maskGroundTexture.width === MASK_GROUND_SAMPLES_PER_SIDE)) {
|
|
943
|
+
return;
|
|
944
|
+
}
|
|
945
|
+
if (this.maskGroundTexture) {
|
|
946
|
+
this.maskGroundTexture.destroy();
|
|
947
|
+
}
|
|
948
|
+
const size = this.maskGroundPixels ? MASK_GROUND_SAMPLES_PER_SIDE : 1;
|
|
949
|
+
this.maskGroundTexture = new Cesium.Texture({
|
|
950
|
+
context,
|
|
951
|
+
pixelFormat: Cesium.PixelFormat.RGBA,
|
|
952
|
+
source: {
|
|
953
|
+
width: size,
|
|
954
|
+
height: size,
|
|
955
|
+
arrayBufferView: this.maskGroundPixels || packHeights([{ height: 0 }])
|
|
956
|
+
},
|
|
957
|
+
flipY: false,
|
|
958
|
+
sampler: new Cesium.Sampler({
|
|
959
|
+
wrapS: Cesium.TextureWrap.CLAMP_TO_EDGE,
|
|
960
|
+
wrapT: Cesium.TextureWrap.CLAMP_TO_EDGE,
|
|
961
|
+
// Nearest, because the shader interpolates decoded heights itself.
|
|
962
|
+
minificationFilter: Cesium.TextureMinificationFilter.NEAREST,
|
|
963
|
+
magnificationFilter: Cesium.TextureMagnificationFilter.NEAREST
|
|
964
|
+
})
|
|
965
|
+
});
|
|
966
|
+
}
|
|
538
967
|
/*
|
|
539
968
|
* Uploads whatever ground samples exist, and a flat stand-in until they arrive, so the
|
|
540
969
|
* shader always has a texture bound whether or not this surface follows the ground.
|
|
@@ -546,10 +975,8 @@ void main() {
|
|
|
546
975
|
if (this.groundTexture) {
|
|
547
976
|
this.groundTexture.destroy();
|
|
548
977
|
}
|
|
549
|
-
const zero = Math.round(((0 - GROUND_MIN_METRES) / (GROUND_MAX_METRES - GROUND_MIN_METRES)) * 16777215);
|
|
550
978
|
const size = this.groundPixels ? GROUND_SAMPLES_PER_SIDE : 1;
|
|
551
|
-
const arrayBufferView = this.groundPixels
|
|
552
|
-
|| new Uint8Array([(zero >> 16) & 255, (zero >> 8) & 255, zero & 255, 255]);
|
|
979
|
+
const arrayBufferView = this.groundPixels || packHeights([{ height: 0 }]);
|
|
553
980
|
this.groundTexture = new Cesium.Texture({
|
|
554
981
|
context,
|
|
555
982
|
pixelFormat: Cesium.PixelFormat.RGBA,
|
|
@@ -758,6 +1185,28 @@ void main() {
|
|
|
758
1185
|
u_groundWeight: () => (self.followGround && self.groundPixels ? 1 : 0),
|
|
759
1186
|
u_groundRange: () => new Cesium.Cartesian2(GROUND_MIN_METRES, GROUND_MAX_METRES),
|
|
760
1187
|
u_groundSize: () => new Cesium.Cartesian2(self.groundPixels ? GROUND_SAMPLES_PER_SIDE : 1, self.groundPixels ? GROUND_SAMPLES_PER_SIDE : 1),
|
|
1188
|
+
u_maskTexture: () => self.maskTexture,
|
|
1189
|
+
u_maskGroundTexture: () => self.maskGroundTexture,
|
|
1190
|
+
u_maskWeight: () => (self.groundClearance && self.maskPixels ? 1 : 0),
|
|
1191
|
+
u_maskGroundWeight: () => (self.maskGroundPixels ? 1 : 0),
|
|
1192
|
+
u_maskFill: () => (self.groundClearance && self.groundClearance.fillGaps ? 1 : 0),
|
|
1193
|
+
u_maskFillValue: () => self.maskFillValue,
|
|
1194
|
+
u_maskClearance: () => (self.groundClearance
|
|
1195
|
+
&& typeof self.groundClearance.clearance === "number"
|
|
1196
|
+
&& self.maskGroundPixels
|
|
1197
|
+
? self.groundClearance.clearance
|
|
1198
|
+
: NO_LIMIT_METRES),
|
|
1199
|
+
u_maskFloor: () => (self.groundClearance
|
|
1200
|
+
&& typeof self.groundClearance.floor === "number"
|
|
1201
|
+
? self.groundClearance.floor
|
|
1202
|
+
: NO_LIMIT_METRES),
|
|
1203
|
+
u_maskGroundSize: () => new Cesium.Cartesian2(self.maskGroundPixels ? MASK_GROUND_SAMPLES_PER_SIDE : 1, self.maskGroundPixels ? MASK_GROUND_SAMPLES_PER_SIDE : 1),
|
|
1204
|
+
u_extentDegrees: () => new Cesium.Cartesian4(self.extent.West, self.extent.East, self.extent.North, self.extent.South),
|
|
1205
|
+
u_maskGroundDegrees: () => {
|
|
1206
|
+
const box = self.maskGroundBox || self.extent;
|
|
1207
|
+
return new Cesium.Cartesian4(box.West, box.East, box.North, box.South);
|
|
1208
|
+
},
|
|
1209
|
+
u_coverageCutoffVertex: () => COVERAGE_CUTOFF,
|
|
761
1210
|
u_metresPerTexel: () => self.metresPerTexel(),
|
|
762
1211
|
u_valueMin: () => self.valueMin,
|
|
763
1212
|
u_valueRange: () => self.valueMax - self.valueMin,
|