bruce-cesium 7.3.6 → 7.3.7

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@@ -1,6 +1,6 @@
1
1
  import * as Cesium from 'cesium';
2
- import { Cartographic, ColorMaterialProperty, Entity, Color, ConstantProperty, CallbackProperty, Primitive, Cesium3DTileFeature, HeightReference, DistanceDisplayCondition, Math as Math$1, Cartesian3, JulianDate, Quaternion, Transforms, HeadingPitchRoll, Matrix4, ColorBlendMode, ShadowMode, ClassificationType, Model, ArcType, CornerType, ConstantPositionProperty, ShaderSource, Ellipsoid, Geometry, GeometryAttribute, ComponentDatatype, PrimitiveType, BoundingSphere, GeometryPipeline, sampleTerrain, Texture, PixelFormat, Sampler, TextureWrap, TextureMinificationFilter, TextureMagnificationFilter, VertexArray, BufferUsage, ShaderProgram, RenderState, BlendingState, DrawCommand, Pass, Cartesian2, Cartesian4, ImageMaterialProperty, PolygonHierarchy, PolylineGraphics, Rectangle, HorizontalOrigin, VerticalOrigin, SceneTransforms, NearFarScalar, Matrix3, KmlDataSource, GeoJsonDataSource, SceneMode, Cesium3DTileStyle, HeadingPitchRange, Ion, IonResource, Cesium3DTileColorBlendMode, OrthographicFrustum, EasingFunction, EllipsoidTerrainProvider, IonImageryProvider, createWorldImagery, createWorldImageryAsync, BingMapsImageryProvider, BingMapsStyle, MapboxImageryProvider, MapboxStyleImageryProvider, ArcGisMapServerImageryProvider, OpenStreetMapImageryProvider, UrlTemplateImageryProvider, GridImageryProvider, GeographicTilingScheme, ImageryLayer, TileMapServiceImageryProvider, CesiumTerrainProvider, Cesium3DTileset, Intersect, CustomDataSource, PolygonPipeline, ModelGraphics, PolygonGraphics, CorridorGraphics, PointGraphics, BillboardGraphics, EllipseGraphics, PolylineDashMaterialProperty, EllipsoidGeodesic, sampleTerrainMostDetailed, defined, CesiumInspector, ClockRange, DynamicEnvironmentMapManager, GeometryInstance, ScreenSpaceEventHandler, ScreenSpaceEventType, Fullscreen, CzmlDataSource } from 'cesium';
3
- import { Cartes, LRUCache, ProjectViewTile, ENVIRONMENT, Calculator, ClientFile, Entity as Entity$1, EntityLod, EntityTag, EntityType, ObjectUtils, Style, Carto, Geometry as Geometry$1, Bounds, ClientFileValueMap, Color as Color$1, Api, MenuItem, ProjectView, ProjectViewBookmark, Tileset, ZoomControl, BruceEvent, EntityCoords, DataLab, DelayQueue, AccountConcept, BruceApi, EntityRelation, RecordChangeFeed, EntitySource, Camera, ProgramKey, ProjectViewLegacyTile, Account, AccountLimits, Session, UrlUtils, EntityAttachment, EntityAttachmentType, EntityAttribute, MathUtils, ProjectViewBookmarkGroup, EntityRelationType, EntityHistoricData } from 'bruce-models';
2
+ import { Cartographic, ColorMaterialProperty, Entity, Color, ConstantProperty, CallbackProperty, Primitive, Cesium3DTileFeature, HeightReference, ColorBlendMode, HeadingPitchRoll, Math as Math$1, Transforms, ShadowMode, Cartesian3, ClassificationType, Model, JulianDate, Quaternion, Matrix4, ArcType, CornerType, ConstantPositionProperty, HorizontalOrigin, VerticalOrigin, ShaderSource, Ellipsoid, Geometry, GeometryAttribute, ComponentDatatype, PrimitiveType, BoundingSphere, GeometryPipeline, Cartesian2, sampleTerrain, Texture, PixelFormat, Sampler, TextureWrap, TextureMinificationFilter, TextureMagnificationFilter, Cartesian4, VertexArray, BufferUsage, ShaderProgram, RenderState, BlendingState, DrawCommand, Pass, DistanceDisplayCondition, ImageMaterialProperty, SceneTransforms, PolygonHierarchy, PolylineGraphics, Rectangle, NearFarScalar, Matrix3, KmlDataSource, GeoJsonDataSource, SceneMode, Cesium3DTileStyle, Cesium3DTileColorBlendMode, HeadingPitchRange, Ion, IonResource, OrthographicFrustum, EasingFunction, Cesium3DTileset, EllipsoidTerrainProvider, IonImageryProvider, createWorldImagery, createWorldImageryAsync, BingMapsImageryProvider, BingMapsStyle, MapboxImageryProvider, MapboxStyleImageryProvider, ArcGisMapServerImageryProvider, OpenStreetMapImageryProvider, UrlTemplateImageryProvider, GridImageryProvider, GeographicTilingScheme, ImageryLayer, TileMapServiceImageryProvider, CesiumTerrainProvider, ModelGraphics, PolygonGraphics, CorridorGraphics, PointGraphics, BillboardGraphics, EllipseGraphics, PolylineDashMaterialProperty, Intersect, PolygonPipeline, EllipsoidGeodesic, sampleTerrainMostDetailed, defined, CesiumInspector, ClockRange, DynamicEnvironmentMapManager, GeometryInstance, CustomDataSource, ScreenSpaceEventHandler, ScreenSpaceEventType, Fullscreen, CzmlDataSource } from 'cesium';
3
+ import { Cartes, LRUCache, ProjectViewTile, ENVIRONMENT, Calculator, ClientFile, Entity as Entity$1, EntityLod, EntityTag, EntityType, ObjectUtils, Style, Carto, Geometry as Geometry$1, Api, ClientFileValueMap, Color as Color$1, Bounds, MenuItem, ProjectView, ProjectViewBookmark, Tileset, ZoomControl, BruceEvent, EntityCoords, DataLab, DelayQueue, AccountConcept, BruceApi, EntityRelation, EntitySource, RecordChangeFeed, Camera, ProgramKey, ProjectViewLegacyTile, Account, AccountLimits, Session, UrlUtils, ProjectViewBookmarkGroup, EntityAttachment, EntityAttachmentType, EntityAttribute, MathUtils, EntityRelationType, EntityHistoricData } from 'bruce-models';
4
4
 
5
5
  /**
6
6
  * Ensures a number is returned from a given value.
@@ -400,7 +400,7 @@ var DrawingUtils;
400
400
  function EnsurePosHeight(params) {
401
401
  let { pos3d, viewer, desiredHeightRef, heightRef } = params;
402
402
  const carto = Cartes.ValidateCartes3(pos3d) ? Cartographic.fromCartesian(pos3d) : null;
403
- if (!(carto === null || carto === void 0 ? void 0 : carto.latitude)) {
403
+ if (!carto) {
404
404
  return pos3d;
405
405
  }
406
406
  if (heightRef == null) {
@@ -3346,6 +3346,12 @@ var CesiumEntityStyler;
3346
3346
  }
3347
3347
  }
3348
3348
  CesiumEntityStyler.Refresh = Refresh;
3349
+ // Read the unselected colour even while a selection animation is running.
3350
+ function GetDefaultColor(viewer, graphic) {
3351
+ var _a;
3352
+ return (_a = getColor$1(viewer, "default", graphic)) === null || _a === void 0 ? void 0 : _a.clone();
3353
+ }
3354
+ CesiumEntityStyler.GetDefaultColor = GetDefaultColor;
3349
3355
  function BakeDefaultColor(params) {
3350
3356
  var _a, _b, _c, _d, _e, _f, _g, _h;
3351
3357
  let { viewer, entity, override, colors, refresh } = params;
@@ -43589,6 +43595,44 @@ var DisplacedSurfacePrimitive;
43589
43595
  const MASK_TEXTURE_MAX_SIDE = 1024;
43590
43596
  // Stands in for "no floor" and "no clearance", far below anything the sheet can reach.
43591
43597
  const NO_LIMIT_METRES = -1e6;
43598
+ // Ripple layers to cycle across the field's own repeat.
43599
+ const WATER_WAVES = [
43600
+ { x: 2, y: 1, amplitude: 6.4 },
43601
+ { x: 1, y: 4, amplitude: 3.9 },
43602
+ { x: -6, y: 4, amplitude: 2.5 },
43603
+ { x: 9, y: -9, amplitude: 1.6 },
43604
+ { x: -14, y: 18, amplitude: 1.0 },
43605
+ { x: 38, y: 15, amplitude: 0.63 },
43606
+ { x: -30, y: 68, amplitude: 0.39 },
43607
+ { x: 120, y: 57, amplitude: 0.245 }
43608
+ ];
43609
+ const waveCycles = (wave) => Math.hypot(wave.x, wave.y);
43610
+ // Which layer the wavelength setting names. The ladder runs either side of it.
43611
+ const WATER_BASE_WAVE = 4;
43612
+ // How many metres the field repeats over, as a multiple of the settings' own wavelength.
43613
+ const WATER_PERIOD_IN_WAVELENGTHS = waveCycles(WATER_WAVES[WATER_BASE_WAVE]);
43614
+ /*
43615
+ * How much of the surface's total slope each layer carries, which is its amplitude against its
43616
+ * wave number rather than its amplitude alone.
43617
+ */
43618
+ const WATER_WAVE_SLOPES = (() => {
43619
+ const raw = WATER_WAVES.map((wave) => wave.amplitude * waveCycles(wave));
43620
+ const total = raw.reduce((sum, value) => sum + value, 0);
43621
+ return raw.map((value) => value / total);
43622
+ })();
43623
+ // Screen pixels a ripple layer needs to span before it counts at all, and before it counts in
43624
+ // full. Below the first it is finer than the pixel grid and turns into moire that crawls as the
43625
+ // camera moves; the gap between the two is there so a layer leaves gradually rather than
43626
+ // stepping out and leaving a visible change in the surface.
43627
+ const WATER_MIN_PIXELS_PER_WAVE = 6;
43628
+ const WATER_FULL_PIXELS_PER_WAVE = 16;
43629
+ const DEFAULT_WATER_WAVELENGTH_METRES = 26;
43630
+ const DEFAULT_WATER_AMPLITUDE_METRES = 0.11;
43631
+ const DEFAULT_WATER_SPEED_METRES_PER_SECOND = 0.6;
43632
+ const DEFAULT_WATER_REFLECTIVITY = 0.72;
43633
+ const DEFAULT_WATER_GLOSSINESS = 140;
43634
+ const DEFAULT_WATER_SUN_INTENSITY = 1;
43635
+ const DEFAULT_WATER_SKY_COLOR = { red: 150, green: 186, blue: 214, alpha: 1 };
43592
43636
  const GROUND_MIN_METRES = -1000;
43593
43637
  const GROUND_MAX_METRES = 9000;
43594
43638
  const DEFAULT_LOW_COLOR = { red: 255, green: 255, blue: 255, alpha: 0.12 };
@@ -43624,10 +43668,17 @@ uniform vec2 u_maskGroundSize;
43624
43668
  uniform vec4 u_extentDegrees;
43625
43669
  uniform vec4 u_maskGroundDegrees;
43626
43670
  uniform float u_coverageCutoffVertex;
43671
+ uniform vec2 u_extentMetres;
43672
+ uniform vec2 u_waveOrigin;
43627
43673
 
43628
43674
  out vec2 v_st;
43629
43675
  out float v_value;
43630
43676
  out float v_coverage;
43677
+ out vec3 v_positionEC;
43678
+ out vec3 v_eastEC;
43679
+ out vec3 v_northEC;
43680
+ out vec3 v_upEC;
43681
+ out vec2 v_waveMetres;
43631
43682
 
43632
43683
  float decodeGround(vec2 uv) {
43633
43684
  // Channels arrive normalised to 0..1, so they go back to bytes before being reassembled.
@@ -43746,6 +43797,25 @@ void main() {
43746
43797
  // Added to the LOW half of the encoded position: a metre-scale offset added to the high half
43747
43798
  // would be lost to float32 rounding at an earth radius.
43748
43799
  vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow + normal * displacement);
43800
+
43801
+ // The local frame at this vertex so a shading normal built in east/north/up meters can be turned into something usable.
43802
+ v_upEC = czm_normal * normal;
43803
+ vec3 east = normalize(cross(vec3(0.0, 0.0, 1.0), normal));
43804
+ v_eastEC = czm_normal * east;
43805
+ v_northEC = czm_normal * cross(normal, east);
43806
+ v_positionEC = (czm_modelViewRelativeToEye * p).xyz;
43807
+
43808
+ /*
43809
+ * Where this vertex sits in the ripple field, in metres from an origin that follows the camera.
43810
+ *
43811
+ * Subtracted here rather than in the fragment shader because the position it is subtracted from
43812
+ * spans the whole archive, which over a sound is tens of kilometres. A wave number times that
43813
+ * is thousands of radians, and no fragment shader that may only have mediump can step through a
43814
+ * cosine at that magnitude: the ripples come out as a flat surface, which is what a first cut of
43815
+ * this did. What crosses into the fragment shader is a small number the camera is standing in.
43816
+ */
43817
+ v_waveMetres = st * u_extentMetres - u_waveOrigin;
43818
+
43749
43819
  gl_Position = czm_modelViewProjectionRelativeToEye * p;
43750
43820
  }
43751
43821
  `;
@@ -43758,10 +43828,27 @@ uniform float u_valuePacked;
43758
43828
  uniform float u_valueRange;
43759
43829
  uniform float u_exaggeration;
43760
43830
  uniform float u_metresPerTexel;
43831
+ uniform float u_waterOn;
43832
+ uniform float u_waterWavelength;
43833
+ uniform float u_waterAmplitude;
43834
+ uniform float u_waterReflectivity;
43835
+ uniform float u_waterGloss;
43836
+ uniform float u_waterSun;
43837
+ uniform vec3 u_waterSky;
43838
+ // One scrolled phase per ripple layer, wrapped into a turn on the CPU.
43839
+ uniform vec4 u_wavePhase;
43840
+ uniform vec4 u_wavePhaseB;
43841
+ // Metres the whole ripple field repeats over.
43842
+ uniform float u_wavePeriod;
43761
43843
 
43762
43844
  in vec2 v_st;
43763
43845
  in float v_value;
43764
43846
  in float v_coverage;
43847
+ in vec3 v_positionEC;
43848
+ in vec3 v_eastEC;
43849
+ in vec3 v_northEC;
43850
+ in vec3 v_upEC;
43851
+ in vec2 v_waveMetres;
43765
43852
 
43766
43853
  /*
43767
43854
  * Scaled per channel for the same reason the vertex shader's decode is: reassembling the pair reaches
@@ -43773,6 +43860,82 @@ float valueAt(vec2 uv) {
43773
43860
  return mix(texel.r, packed16, u_valuePacked);
43774
43861
  }
43775
43862
 
43863
+ /*
43864
+ * Slope of the ripple field at a point, in metres of rise per metre travelled.
43865
+ */
43866
+ vec2 rippleSlope(vec2 metres, float metresPerPixel, out float detail) {
43867
+ vec2 slope = vec2(0.0);
43868
+ detail = 0.0;
43869
+ float amplitude = u_waterAmplitude * 0.5;
43870
+ ${WATER_WAVES.map((wave, index) => {
43871
+ const cycles = waveCycles(wave);
43872
+ return `
43873
+ {
43874
+ vec2 lattice = vec2(${wave.x.toFixed(1)}, ${wave.y.toFixed(1)});
43875
+ float k = 6.2831853 * ${cycles.toFixed(4)} / u_wavePeriod;
43876
+ float pixels = u_wavePeriod / ${cycles.toFixed(4)} / max(metresPerPixel, 1e-6);
43877
+ float weight = smoothstep(${WATER_MIN_PIXELS_PER_WAVE.toFixed(1)},
43878
+ ${WATER_FULL_PIXELS_PER_WAVE.toFixed(1)}, pixels);
43879
+ vec2 direction = lattice / ${cycles.toFixed(4)};
43880
+ float phase = 6.2831853 * dot(lattice, metres) / u_wavePeriod
43881
+ + ${index < 4 ? `u_wavePhase[${index}]` : `u_wavePhaseB[${index - 4}]`};
43882
+ slope += direction * (amplitude * ${wave.amplitude.toFixed(4)} * k * cos(phase) * weight);
43883
+ detail += ${WATER_WAVE_SLOPES[index].toFixed(5)} * weight;
43884
+ }`;
43885
+ }).join("")}
43886
+ return slope;
43887
+ }
43888
+
43889
+ /*
43890
+ * The sheet shaded as a water surface: a flat body colour seen through a sun glint and a grazing
43891
+ * sky reflection, with the ripple field standing in for a geometry it is far too fine to carry.
43892
+ */
43893
+ vec4 water(vec3 relief, vec4 color) {
43894
+ float metresPerPixel = czm_metersPerPixel(vec4(v_positionEC, 1.0));
43895
+ float detail;
43896
+ vec2 slope = rippleSlope(v_waveMetres, metresPerPixel, detail);
43897
+
43898
+ // relief arrives normalised, so its horizontal part over its vertical part is the slope it means.
43899
+ vec2 reliefSlope = relief.xy / max(relief.z, 1e-3);
43900
+ vec3 local = normalize(vec3(-(slope + reliefSlope), 1.0));
43901
+ vec3 normalEC = normalize(local.x * v_eastEC + local.y * v_northEC + local.z * v_upEC);
43902
+
43903
+ vec3 view = normalize(-v_positionEC);
43904
+ // Drawn with culling off, so the underside of the sheet arrives with its normal pointing away.
43905
+ normalEC = dot(normalEC, view) < 0.0 ? -normalEC : normalEC;
43906
+ vec3 sun = normalize(czm_sunDirectionEC);
43907
+
43908
+ // Water at a grazing angle is almost a mirror and water looked straight down is almost clear.
43909
+ // That split is the single strongest cue that a blue surface is wet, more than any ripple is.
43910
+ float fresnel = u_waterReflectivity
43911
+ * (0.02 + 0.98 * pow(1.0 - clamp(dot(normalEC, view), 0.0, 1.0), 5.0));
43912
+
43913
+ // Softened by the roughness the shading has had to give up.
43914
+ fresnel *= mix(0.55, 1.0, detail);
43915
+
43916
+ // Where the ripples have faded out the surface is not smooth, it is rough below one pixel, so
43917
+ // the glint has to widen to cover what the normal no longer says.
43918
+ float gloss = mix(u_waterGloss * 0.12, u_waterGloss, detail);
43919
+ vec3 halfway = normalize(sun + view);
43920
+ // Weighted by the same reflectance as the sky, because a glint is a reflection too.
43921
+ float glint = pow(max(dot(normalEC, halfway), 0.0), gloss) * u_waterSun * fresnel;
43922
+ float lambert = clamp(dot(normalEC, sun), 0.0, 1.0);
43923
+
43924
+ vec3 body = color.rgb * (0.55 + 0.6 * lambert);
43925
+ vec3 lit = min(mix(body, u_waterSky, fresnel) + vec3(glint), vec3(1.0));
43926
+
43927
+ /*
43928
+ * The same fog the globe under it is already drawing with.
43929
+ */
43930
+ lit = czm_fog(length(v_positionEC), lit, u_waterSky);
43931
+
43932
+ // A reflection seen through a half-transparent sheet is not a reflection, so the surface is
43933
+ // allowed to close up exactly where it is being reflective.
43934
+ float alpha = color.a * v_coverage;
43935
+ alpha = clamp(alpha + (1.0 - alpha) * (fresnel * 0.55 + glint), 0.0, 1.0);
43936
+ return vec4(lit, alpha);
43937
+ }
43938
+
43776
43939
  void main() {
43777
43940
  if (v_coverage < u_coverageCutoff) {
43778
43941
  discard;
@@ -43793,6 +43956,12 @@ void main() {
43793
43956
  float up = valueAt(v_st + vec2(0.0, u_texelSize.y));
43794
43957
  float scale = u_valueRange * u_exaggeration;
43795
43958
  vec3 n = normalize(vec3((left - right) * scale, (down - up) * scale, 2.0 * u_metresPerTexel));
43959
+
43960
+ if (u_waterOn > 0.5) {
43961
+ out_FragColor = water(n, color);
43962
+ return;
43963
+ }
43964
+
43796
43965
  float lambert = clamp(dot(n, normalize(vec3(-0.5, -0.6, 0.62))), 0.0, 1.0);
43797
43966
  color.rgb *= 0.45 + 0.9 * lambert;
43798
43967
 
@@ -44143,6 +44312,9 @@ void main() {
44143
44312
  this.maskGroundBox = null;
44144
44313
  this.maskGroundRequested = false;
44145
44314
  this.maskGroundLevel = 0;
44315
+ this.water = null;
44316
+ this.waterStartMs = now();
44317
+ this.waveOrigin = new Cartesian2(0, 0);
44146
44318
  this.followGround = Boolean(options.followGround);
44147
44319
  this.terrainProvider = options.terrainProvider || null;
44148
44320
  this.extent = options.extent;
@@ -44158,6 +44330,23 @@ void main() {
44158
44330
  this.maskFillValue = firstOpaqueStop(this.rampPixels);
44159
44331
  this.tiles = buildTiles(hasCoverage);
44160
44332
  this.SetGroundClearance(options.groundClearance || null);
44333
+ this.SetWater(options.water || null);
44334
+ }
44335
+ GetWater() {
44336
+ return this.water;
44337
+ }
44338
+ /**
44339
+ * Shades the sheet as water, or stops. Null goes back to the relief shading.
44340
+ *
44341
+ * Nothing is rebuilt: no mesh, no texture and no shader, since the water path is a branch in
44342
+ * the fragment shader the whole scene already carries. So this is cheap enough to drive from
44343
+ * a control the user is dragging.
44344
+ */
44345
+ SetWater(water) {
44346
+ if (water && !this.water) {
44347
+ this.waterStartMs = now();
44348
+ }
44349
+ this.water = water;
44161
44350
  }
44162
44351
  GetFollowsGround() {
44163
44352
  return this.followGround;
@@ -44328,6 +44517,12 @@ void main() {
44328
44517
  const mesh = this.ensureMesh(context, tile, tile.tier);
44329
44518
  frameState.commandList.push(this.commandFor(context, tile, mesh));
44330
44519
  }
44520
+ if (this.water) {
44521
+ this.updateWaveOrigin(frameState);
44522
+ if (frameState.afterRender) {
44523
+ frameState.afterRender.push(() => true);
44524
+ }
44525
+ }
44331
44526
  }
44332
44527
  isDestroyed() {
44333
44528
  return this.destroyed;
@@ -44539,6 +44734,60 @@ void main() {
44539
44734
  })
44540
44735
  });
44541
44736
  }
44737
+ /*
44738
+ * Metres the extent spans west to east and north to south, which is what turns the shader's
44739
+ * 0..1 surface coordinate into the real distance the ripple wavelength is measured in.
44740
+ */
44741
+ extentMetres() {
44742
+ const southWest = Cartesian3.fromDegrees(this.extent.West, this.extent.South, 0);
44743
+ const southEast = Cartesian3.fromDegrees(this.extent.East, this.extent.South, 0);
44744
+ const northWest = Cartesian3.fromDegrees(this.extent.West, this.extent.North, 0);
44745
+ return new Cartesian2(Math.max(1, Cartesian3.distance(southWest, southEast)), Math.max(1, Cartesian3.distance(southWest, northWest)));
44746
+ }
44747
+ /*
44748
+ * Where each ripple layer has scrolled to, wrapped into one turn.
44749
+ */
44750
+ wavePhase(from) {
44751
+ var _a;
44752
+ const water = this.water;
44753
+ if (!water) {
44754
+ return new Cartesian4(0, 0, 0, 0);
44755
+ }
44756
+ const speed = (_a = water.speed) !== null && _a !== void 0 ? _a : DEFAULT_WATER_SPEED_METRES_PER_SECOND;
44757
+ const period = this.wavePeriod();
44758
+ const seconds = (now() - this.waterStartMs) / 1000;
44759
+ const base = waveCycles(WATER_WAVES[WATER_BASE_WAVE]);
44760
+ const phases = WATER_WAVES.slice(from, from + 4).map((wave) => {
44761
+ const cycles = waveCycles(wave);
44762
+ const waveNumber = 2 * Math.PI * cycles / period;
44763
+ const travels = Math.sqrt(base / cycles);
44764
+ const travelled = seconds * speed * travels * waveNumber;
44765
+ return travelled % (2 * Math.PI);
44766
+ });
44767
+ return new Cartesian4(phases[0] || 0, phases[1] || 0, phases[2] || 0, phases[3] || 0);
44768
+ }
44769
+ wavePeriod() {
44770
+ const wavelength = (this.water && this.water.wavelength) || DEFAULT_WATER_WAVELENGTH_METRES;
44771
+ return wavelength * WATER_PERIOD_IN_WAVELENGTHS;
44772
+ }
44773
+ /*
44774
+ * The point the ripple phase is measured from, kept near the camera and snapped to a whole
44775
+ * number of periods in each direction.
44776
+ */
44777
+ updateWaveOrigin(frameState) {
44778
+ const period = this.wavePeriod();
44779
+ const carto = Cartographic.fromCartesian(frameState.camera.positionWC);
44780
+ if (!carto) {
44781
+ return;
44782
+ }
44783
+ const metres = this.extentMetres();
44784
+ const longitude = Math$1.toDegrees(carto.longitude);
44785
+ const latitude = Math$1.toDegrees(carto.latitude);
44786
+ const u = (longitude - this.extent.West) / (this.extent.East - this.extent.West);
44787
+ // North is v zero, the way the vertex shader places the surface.
44788
+ const v = (this.extent.North - latitude) / (this.extent.North - this.extent.South);
44789
+ this.waveOrigin = new Cartesian2(Math.floor(u * metres.x / period) * period, Math.floor(v * metres.y / period) * period);
44790
+ }
44542
44791
  /*
44543
44792
  * Ground distance between neighbouring texels, so the shading normal is built from a real
44544
44793
  * slope rather than a made up one.
@@ -44765,7 +45014,33 @@ void main() {
44765
45014
  : 0,
44766
45015
  u_coverageCutoff: () => COVERAGE_CUTOFF,
44767
45016
  u_rampTexture: () => self.rampTexture,
44768
- u_texelSize: () => new Cartesian2(1 / self.source.width, 1 / self.source.height)
45017
+ u_texelSize: () => new Cartesian2(1 / self.source.width, 1 / self.source.height),
45018
+ u_waterOn: () => (self.water ? 1 : 0),
45019
+ u_waterWavelength: () => (self.water && self.water.wavelength)
45020
+ || DEFAULT_WATER_WAVELENGTH_METRES,
45021
+ u_waterAmplitude: () => {
45022
+ var _a;
45023
+ return (_a = (self.water && self.water.amplitude)) !== null && _a !== void 0 ? _a : DEFAULT_WATER_AMPLITUDE_METRES;
45024
+ },
45025
+ u_waterReflectivity: () => {
45026
+ var _a;
45027
+ return (_a = (self.water && self.water.reflectivity)) !== null && _a !== void 0 ? _a : DEFAULT_WATER_REFLECTIVITY;
45028
+ },
45029
+ u_waterGloss: () => (self.water && self.water.glossiness)
45030
+ || DEFAULT_WATER_GLOSSINESS,
45031
+ u_waterSun: () => {
45032
+ var _a;
45033
+ return (_a = (self.water && self.water.sunIntensity)) !== null && _a !== void 0 ? _a : DEFAULT_WATER_SUN_INTENSITY;
45034
+ },
45035
+ u_waterSky: () => {
45036
+ const sky = (self.water && self.water.skyColor) || DEFAULT_WATER_SKY_COLOR;
45037
+ return new Cartesian3(sky.red / 255, sky.green / 255, sky.blue / 255);
45038
+ },
45039
+ u_wavePhase: () => self.wavePhase(0),
45040
+ u_wavePhaseB: () => self.wavePhase(4),
45041
+ u_wavePeriod: () => self.wavePeriod(),
45042
+ u_waveOrigin: () => self.waveOrigin,
45043
+ u_extentMetres: () => self.extentMetres()
44769
45044
  }
44770
45045
  });
44771
45046
  }
@@ -45419,6 +45694,23 @@ var EntityRenderEnginePolygon;
45419
45694
  return touched;
45420
45695
  }
45421
45696
  EntityRenderEnginePolygon.SetGroundClearance = SetGroundClearance;
45697
+ /**
45698
+ * Shades every rendered polygon in a set as water rather than as a coloured surface.
45699
+ * @param cEntities
45700
+ * @param water Pass null to go back to the relief shading.
45701
+ */
45702
+ function SetWater(cEntities, water) {
45703
+ let touched = 0;
45704
+ for (const cEntity of cEntities || []) {
45705
+ const surface = GetDisplacedSurface(cEntity);
45706
+ if (surface) {
45707
+ surface.SetWater(water);
45708
+ touched++;
45709
+ }
45710
+ }
45711
+ return touched;
45712
+ }
45713
+ EntityRenderEnginePolygon.SetWater = SetWater;
45422
45714
  /**
45423
45715
  * Disposes a cEntity's TextureFrameSeriesAnimator.Animator (if any).
45424
45716
  */
@@ -45576,6 +45868,7 @@ function syncDisplacedSurface(params) {
45576
45868
  if (reusable && existingSurface.GetFollowsGround() === placement.followGround) {
45577
45869
  existingSurface.SetBaseHeight(placement.baseHeight);
45578
45870
  existingSurface.SetExaggeration(exaggerationFor(style));
45871
+ existingSurface.SetWater(waterFor(style));
45579
45872
  return;
45580
45873
  }
45581
45874
  disposeDisplacedSurface(cEntity, viewer);
@@ -45615,6 +45908,7 @@ function syncDisplacedSurface(params) {
45615
45908
  valueMax: extrusionArchive.metadata.ValueMax,
45616
45909
  packedValue: TextureFrameSeriesAnimator.IsPackedValue(extrusionArchive.metadata),
45617
45910
  exaggeration: exaggerationFor(style),
45911
+ water: waterFor(style),
45618
45912
  lowColor: mask ? Color$1.ColorFromStr(mask.minColor) : null,
45619
45913
  highColor: mask ? Color$1.ColorFromStr(mask.maxColor) : null,
45620
45914
  // Normalised the same way the animator normalises them, so the surface and the flat drape
@@ -45660,6 +45954,14 @@ function exaggerationFor(style) {
45660
45954
  }
45661
45955
  return 1;
45662
45956
  }
45957
+ const WATER_EFFECT = "WATER";
45958
+ /*
45959
+ * The water settings a style asks a displaced surface for, or null for the plain relief shading.
45960
+ */
45961
+ function waterFor(style) {
45962
+ var _a;
45963
+ return ((_a = style.effect) === null || _a === void 0 ? void 0 : _a.type) === WATER_EFFECT ? {} : null;
45964
+ }
45663
45965
  /*
45664
45966
  * The lon/lat bounding rectangle of a ring, which is the frame Cesium drapes an image material in.
45665
45967
  */
@@ -47532,7 +47834,7 @@ var StyleUtils;
47532
47834
  StyleUtils.ApplyTypeStyle = ApplyTypeStyle;
47533
47835
  })(StyleUtils || (StyleUtils = {}));
47534
47836
 
47535
- const VERSION = "7.3.6";
47837
+ const VERSION = "7.3.7";
47536
47838
  /**
47537
47839
  * Updates the environment instance used by bruce-cesium to one specified.
47538
47840
  * This can be used to ensure that the instance a parent is referencing is shared between bruce-cesium, bruce-models, and the parent app.