deeptwins-cesium-engine 0.0.3

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Files changed (2085) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +640 -0
  2. package/Build/Workers/chunk-2363JE27.js +163 -0
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  1974. package/Source/Shaders/SunVS.js +30 -0
  1975. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +48 -0
  1976. package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +50 -0
  1977. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +85 -0
  1978. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +87 -0
  1979. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1980. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
  1981. package/Source/Shaders/VectorTileVS.glsl +9 -0
  1982. package/Source/Shaders/VectorTileVS.js +11 -0
  1983. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
  1984. package/Source/Shaders/ViewportQuadFS.js +18 -0
  1985. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
  1986. package/Source/Shaders/ViewportQuadVS.js +12 -0
  1987. package/Source/Shaders/Voxels/IntersectBox.glsl +34 -0
  1988. package/Source/Shaders/Voxels/IntersectBox.js +36 -0
  1989. package/Source/Shaders/Voxels/IntersectCylinder.glsl +142 -0
  1990. package/Source/Shaders/Voxels/IntersectCylinder.js +144 -0
  1991. package/Source/Shaders/Voxels/IntersectDepth.glsl +27 -0
  1992. package/Source/Shaders/Voxels/IntersectDepth.js +29 -0
  1993. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +330 -0
  1994. package/Source/Shaders/Voxels/IntersectEllipsoid.js +332 -0
  1995. package/Source/Shaders/Voxels/IntersectLongitude.glsl +114 -0
  1996. package/Source/Shaders/Voxels/IntersectLongitude.js +116 -0
  1997. package/Source/Shaders/Voxels/IntersectPlane.glsl +80 -0
  1998. package/Source/Shaders/Voxels/IntersectPlane.js +82 -0
  1999. package/Source/Shaders/Voxels/Intersection.glsl +50 -0
  2000. package/Source/Shaders/Voxels/Intersection.js +52 -0
  2001. package/Source/Shaders/Voxels/IntersectionUtils.glsl +167 -0
  2002. package/Source/Shaders/Voxels/IntersectionUtils.js +169 -0
  2003. package/Source/Shaders/Voxels/Megatexture.glsl +123 -0
  2004. package/Source/Shaders/Voxels/Megatexture.js +125 -0
  2005. package/Source/Shaders/Voxels/Octree.glsl +257 -0
  2006. package/Source/Shaders/Voxels/Octree.js +259 -0
  2007. package/Source/Shaders/Voxels/VoxelFS.glsl +267 -0
  2008. package/Source/Shaders/Voxels/VoxelFS.js +269 -0
  2009. package/Source/Shaders/Voxels/VoxelUtils.glsl +12 -0
  2010. package/Source/Shaders/Voxels/VoxelUtils.js +14 -0
  2011. package/Source/Shaders/Voxels/VoxelVS.glsl +11 -0
  2012. package/Source/Shaders/Voxels/VoxelVS.js +13 -0
  2013. package/Source/Shaders/Voxels/convertLocalToBoxUv.glsl +30 -0
  2014. package/Source/Shaders/Voxels/convertLocalToBoxUv.js +32 -0
  2015. package/Source/Shaders/Voxels/convertLocalToCylinderUv.glsl +97 -0
  2016. package/Source/Shaders/Voxels/convertLocalToCylinderUv.js +99 -0
  2017. package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.glsl +193 -0
  2018. package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.js +195 -0
  2019. package/Source/ThirdParty/Workers/basis_transcoder.js +21 -0
  2020. package/Source/ThirdParty/Workers/package.json +1 -0
  2021. package/Source/ThirdParty/Workers/zip-web-worker.js +1 -0
  2022. package/Source/ThirdParty/basis_transcoder.wasm +0 -0
  2023. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  2024. package/Source/ThirdParty/google-earth-dbroot-parser.js +8337 -0
  2025. package/Source/ThirdParty/wasm_splats_bg.wasm +0 -0
  2026. package/Source/ThirdParty/zip-module.wasm +0 -0
  2027. package/Source/Widget/CesiumWidget.css +119 -0
  2028. package/Source/Widget/CesiumWidget.js +1606 -0
  2029. package/Source/Widget/lighter.css +14 -0
  2030. package/Source/Workers/combineGeometry.js +13 -0
  2031. package/Source/Workers/createBoxGeometry.js +10 -0
  2032. package/Source/Workers/createBoxOutlineGeometry.js +10 -0
  2033. package/Source/Workers/createCircleGeometry.js +18 -0
  2034. package/Source/Workers/createCircleOutlineGeometry.js +18 -0
  2035. package/Source/Workers/createCoplanarPolygonGeometry.js +10 -0
  2036. package/Source/Workers/createCoplanarPolygonOutlineGeometry.js +15 -0
  2037. package/Source/Workers/createCorridorGeometry.js +12 -0
  2038. package/Source/Workers/createCorridorOutlineGeometry.js +17 -0
  2039. package/Source/Workers/createCylinderGeometry.js +10 -0
  2040. package/Source/Workers/createCylinderOutlineGeometry.js +10 -0
  2041. package/Source/Workers/createEllipseGeometry.js +14 -0
  2042. package/Source/Workers/createEllipseOutlineGeometry.js +14 -0
  2043. package/Source/Workers/createEllipsoidGeometry.js +10 -0
  2044. package/Source/Workers/createEllipsoidOutlineGeometry.js +13 -0
  2045. package/Source/Workers/createFrustumGeometry.js +10 -0
  2046. package/Source/Workers/createFrustumOutlineGeometry.js +10 -0
  2047. package/Source/Workers/createGeometry.js +78 -0
  2048. package/Source/Workers/createGroundPolylineGeometry.js +16 -0
  2049. package/Source/Workers/createPlaneGeometry.js +10 -0
  2050. package/Source/Workers/createPlaneOutlineGeometry.js +10 -0
  2051. package/Source/Workers/createPolygonGeometry.js +12 -0
  2052. package/Source/Workers/createPolygonOutlineGeometry.js +12 -0
  2053. package/Source/Workers/createPolylineGeometry.js +12 -0
  2054. package/Source/Workers/createPolylineVolumeGeometry.js +17 -0
  2055. package/Source/Workers/createPolylineVolumeOutlineGeometry.js +22 -0
  2056. package/Source/Workers/createRectangleGeometry.js +14 -0
  2057. package/Source/Workers/createRectangleOutlineGeometry.js +17 -0
  2058. package/Source/Workers/createSimplePolylineGeometry.js +17 -0
  2059. package/Source/Workers/createSphereGeometry.js +10 -0
  2060. package/Source/Workers/createSphereOutlineGeometry.js +10 -0
  2061. package/Source/Workers/createTaskProcessorWorker.js +113 -0
  2062. package/Source/Workers/createVectorTileClampedPolylines.js +541 -0
  2063. package/Source/Workers/createVectorTileGeometries.js +414 -0
  2064. package/Source/Workers/createVectorTilePoints.js +81 -0
  2065. package/Source/Workers/createVectorTilePolygons.js +412 -0
  2066. package/Source/Workers/createVectorTilePolylines.js +210 -0
  2067. package/Source/Workers/createVerticesFromCesium3DTilesTerrain.js +46 -0
  2068. package/Source/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +651 -0
  2069. package/Source/Workers/createVerticesFromHeightmap.js +53 -0
  2070. package/Source/Workers/createVerticesFromQuantizedTerrainMesh.js +549 -0
  2071. package/Source/Workers/createWallGeometry.js +12 -0
  2072. package/Source/Workers/createWallOutlineGeometry.js +12 -0
  2073. package/Source/Workers/decodeDraco.js +383 -0
  2074. package/Source/Workers/decodeGoogleEarthEnterprisePacket.js +268 -0
  2075. package/Source/Workers/decodeI3S.js +1652 -0
  2076. package/Source/Workers/gaussianSplatSorter.js +34 -0
  2077. package/Source/Workers/gaussianSplatTextureGenerator.js +39 -0
  2078. package/Source/Workers/incrementallyBuildTerrainPicker.js +108 -0
  2079. package/Source/Workers/transcodeKTX2.js +308 -0
  2080. package/Source/Workers/transferTypedArrayTest.js +16 -0
  2081. package/Source/Workers/upsampleQuantizedTerrainMesh.js +681 -0
  2082. package/Source/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +55 -0
  2083. package/index.d.ts +46026 -0
  2084. package/index.js +1227 -0
  2085. package/package.json +79 -0
@@ -0,0 +1,3291 @@
1
+ import AttributeCompression from "./AttributeCompression.js";
2
+ import barycentricCoordinates from "./barycentricCoordinates.js";
3
+ import BoundingSphere from "./BoundingSphere.js";
4
+ import Cartesian2 from "./Cartesian2.js";
5
+ import Cartesian3 from "./Cartesian3.js";
6
+ import Cartesian4 from "./Cartesian4.js";
7
+ import Cartographic from "./Cartographic.js";
8
+ import ComponentDatatype from "./ComponentDatatype.js";
9
+ import defined from "./defined.js";
10
+ import DeveloperError from "./DeveloperError.js";
11
+ import EncodedCartesian3 from "./EncodedCartesian3.js";
12
+ import GeographicProjection from "./GeographicProjection.js";
13
+ import Geometry from "./Geometry.js";
14
+ import GeometryAttribute from "./GeometryAttribute.js";
15
+ import GeometryType from "./GeometryType.js";
16
+ import IndexDatatype from "./IndexDatatype.js";
17
+ import Intersect from "./Intersect.js";
18
+ import IntersectionTests from "./IntersectionTests.js";
19
+ import CesiumMath from "./Math.js";
20
+ import Matrix3 from "./Matrix3.js";
21
+ import Matrix4 from "./Matrix4.js";
22
+ import Plane from "./Plane.js";
23
+ import PrimitiveType from "./PrimitiveType.js";
24
+ import Tipsify from "./Tipsify.js";
25
+
26
+ /**
27
+ * Content pipeline functions for geometries.
28
+ *
29
+ * @namespace GeometryPipeline
30
+ *
31
+ * @see Geometry
32
+ */
33
+ const GeometryPipeline = {};
34
+
35
+ function addTriangle(lines, index, i0, i1, i2) {
36
+ lines[index++] = i0;
37
+ lines[index++] = i1;
38
+
39
+ lines[index++] = i1;
40
+ lines[index++] = i2;
41
+
42
+ lines[index++] = i2;
43
+ lines[index] = i0;
44
+ }
45
+
46
+ function trianglesToLines(triangles) {
47
+ const count = triangles.length;
48
+ const size = (count / 3) * 6;
49
+ const lines = IndexDatatype.createTypedArray(count, size);
50
+
51
+ let index = 0;
52
+ for (let i = 0; i < count; i += 3, index += 6) {
53
+ addTriangle(lines, index, triangles[i], triangles[i + 1], triangles[i + 2]);
54
+ }
55
+
56
+ return lines;
57
+ }
58
+
59
+ function triangleStripToLines(triangles) {
60
+ const count = triangles.length;
61
+ if (count >= 3) {
62
+ const size = (count - 2) * 6;
63
+ const lines = IndexDatatype.createTypedArray(count, size);
64
+
65
+ addTriangle(lines, 0, triangles[0], triangles[1], triangles[2]);
66
+ let index = 6;
67
+
68
+ for (let i = 3; i < count; ++i, index += 6) {
69
+ addTriangle(
70
+ lines,
71
+ index,
72
+ triangles[i - 1],
73
+ triangles[i],
74
+ triangles[i - 2],
75
+ );
76
+ }
77
+
78
+ return lines;
79
+ }
80
+
81
+ return new Uint16Array();
82
+ }
83
+
84
+ function triangleFanToLines(triangles) {
85
+ if (triangles.length > 0) {
86
+ const count = triangles.length - 1;
87
+ const size = (count - 1) * 6;
88
+ const lines = IndexDatatype.createTypedArray(count, size);
89
+
90
+ const base = triangles[0];
91
+ let index = 0;
92
+ for (let i = 1; i < count; ++i, index += 6) {
93
+ addTriangle(lines, index, base, triangles[i], triangles[i + 1]);
94
+ }
95
+
96
+ return lines;
97
+ }
98
+
99
+ return new Uint16Array();
100
+ }
101
+
102
+ /**
103
+ * Converts a geometry's triangle indices to line indices. If the geometry has an <code>indices</code>
104
+ * and its <code>primitiveType</code> is <code>TRIANGLES</code>, <code>TRIANGLE_STRIP</code>,
105
+ * <code>TRIANGLE_FAN</code>, it is converted to <code>LINES</code>; otherwise, the geometry is not changed.
106
+ * <p>
107
+ * This is commonly used to create a wireframe geometry for visual debugging.
108
+ * </p>
109
+ *
110
+ * @param {Geometry} geometry The geometry to modify.
111
+ * @returns {Geometry} The modified <code>geometry</code> argument, with its triangle indices converted to lines.
112
+ *
113
+ * @exception {DeveloperError} geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN.
114
+ *
115
+ * @example
116
+ * geometry = Cesium.GeometryPipeline.toWireframe(geometry);
117
+ */
118
+ GeometryPipeline.toWireframe = function (geometry) {
119
+ //>>includeStart('debug', pragmas.debug);
120
+ if (!defined(geometry)) {
121
+ throw new DeveloperError("geometry is required.");
122
+ }
123
+ //>>includeEnd('debug');
124
+
125
+ const indices = geometry.indices;
126
+ if (defined(indices)) {
127
+ switch (geometry.primitiveType) {
128
+ case PrimitiveType.TRIANGLES:
129
+ geometry.indices = trianglesToLines(indices);
130
+ break;
131
+ case PrimitiveType.TRIANGLE_STRIP:
132
+ geometry.indices = triangleStripToLines(indices);
133
+ break;
134
+ case PrimitiveType.TRIANGLE_FAN:
135
+ geometry.indices = triangleFanToLines(indices);
136
+ break;
137
+ //>>includeStart('debug', pragmas.debug);
138
+ default:
139
+ throw new DeveloperError(
140
+ "geometry.primitiveType must be TRIANGLES, TRIANGLE_STRIP, or TRIANGLE_FAN.",
141
+ );
142
+ //>>includeEnd('debug');
143
+ }
144
+
145
+ geometry.primitiveType = PrimitiveType.LINES;
146
+ }
147
+
148
+ return geometry;
149
+ };
150
+
151
+ /**
152
+ * Creates a new {@link Geometry} with <code>LINES</code> representing the provided
153
+ * attribute (<code>attributeName</code>) for the provided geometry. This is used to
154
+ * visualize vector attributes like normals, tangents, and bitangents.
155
+ *
156
+ * @param {Geometry} geometry The <code>Geometry</code> instance with the attribute.
157
+ * @param {string} [attributeName='normal'] The name of the attribute.
158
+ * @param {number} [length=10000.0] The length of each line segment in meters. This can be negative to point the vector in the opposite direction.
159
+ * @returns {Geometry} A new <code>Geometry</code> instance with line segments for the vector.
160
+ *
161
+ * @exception {DeveloperError} geometry.attributes must have an attribute with the same name as the attributeName parameter.
162
+ *
163
+ * @example
164
+ * const geometry = Cesium.GeometryPipeline.createLineSegmentsForVectors(instance.geometry, 'bitangent', 100000.0);
165
+ */
166
+ GeometryPipeline.createLineSegmentsForVectors = function (
167
+ geometry,
168
+ attributeName,
169
+ length,
170
+ ) {
171
+ attributeName = attributeName ?? "normal";
172
+
173
+ //>>includeStart('debug', pragmas.debug);
174
+ if (!defined(geometry)) {
175
+ throw new DeveloperError("geometry is required.");
176
+ }
177
+ if (!defined(geometry.attributes.position)) {
178
+ throw new DeveloperError("geometry.attributes.position is required.");
179
+ }
180
+ if (!defined(geometry.attributes[attributeName])) {
181
+ throw new DeveloperError(
182
+ `geometry.attributes must have an attribute with the same name as the attributeName parameter, ${attributeName}.`,
183
+ );
184
+ }
185
+ //>>includeEnd('debug');
186
+
187
+ length = length ?? 10000.0;
188
+
189
+ const positions = geometry.attributes.position.values;
190
+ const vectors = geometry.attributes[attributeName].values;
191
+ const positionsLength = positions.length;
192
+
193
+ const newPositions = new Float64Array(2 * positionsLength);
194
+
195
+ let j = 0;
196
+ for (let i = 0; i < positionsLength; i += 3) {
197
+ newPositions[j++] = positions[i];
198
+ newPositions[j++] = positions[i + 1];
199
+ newPositions[j++] = positions[i + 2];
200
+
201
+ newPositions[j++] = positions[i] + vectors[i] * length;
202
+ newPositions[j++] = positions[i + 1] + vectors[i + 1] * length;
203
+ newPositions[j++] = positions[i + 2] + vectors[i + 2] * length;
204
+ }
205
+
206
+ let newBoundingSphere;
207
+ const bs = geometry.boundingSphere;
208
+ if (defined(bs)) {
209
+ newBoundingSphere = new BoundingSphere(bs.center, bs.radius + length);
210
+ }
211
+
212
+ return new Geometry({
213
+ attributes: {
214
+ position: new GeometryAttribute({
215
+ componentDatatype: ComponentDatatype.DOUBLE,
216
+ componentsPerAttribute: 3,
217
+ values: newPositions,
218
+ }),
219
+ },
220
+ primitiveType: PrimitiveType.LINES,
221
+ boundingSphere: newBoundingSphere,
222
+ });
223
+ };
224
+
225
+ /**
226
+ * Creates an object that maps attribute names to unique locations (indices)
227
+ * for matching vertex attributes and shader programs.
228
+ *
229
+ * @param {Geometry} geometry The geometry, which is not modified, to create the object for.
230
+ * @returns {object} An object with attribute name / index pairs.
231
+ *
232
+ * @example
233
+ * const attributeLocations = Cesium.GeometryPipeline.createAttributeLocations(geometry);
234
+ * // Example output
235
+ * // {
236
+ * // 'position' : 0,
237
+ * // 'normal' : 1
238
+ * // }
239
+ */
240
+ GeometryPipeline.createAttributeLocations = function (geometry) {
241
+ //>>includeStart('debug', pragmas.debug);
242
+ if (!defined(geometry)) {
243
+ throw new DeveloperError("geometry is required.");
244
+ }
245
+ //>>includeEnd('debug');
246
+
247
+ // There can be a WebGL performance hit when attribute 0 is disabled, so
248
+ // assign attribute locations to well-known attributes.
249
+ const semantics = [
250
+ "position",
251
+ "positionHigh",
252
+ "positionLow",
253
+
254
+ // From VertexFormat.position - after 2D projection and high-precision encoding
255
+ "position3DHigh",
256
+ "position3DLow",
257
+ "position2DHigh",
258
+ "position2DLow",
259
+
260
+ // From Primitive
261
+ "pickColor",
262
+
263
+ // From VertexFormat
264
+ "normal",
265
+ "st",
266
+ "tangent",
267
+ "bitangent",
268
+
269
+ // For shadow volumes
270
+ "extrudeDirection",
271
+
272
+ // From compressing texture coordinates and normals
273
+ "compressedAttributes",
274
+ ];
275
+
276
+ const attributes = geometry.attributes;
277
+ const indices = {};
278
+ let j = 0;
279
+ let i;
280
+ const len = semantics.length;
281
+
282
+ // Attribute locations for well-known attributes
283
+ for (i = 0; i < len; ++i) {
284
+ const semantic = semantics[i];
285
+
286
+ if (defined(attributes[semantic])) {
287
+ indices[semantic] = j++;
288
+ }
289
+ }
290
+
291
+ // Locations for custom attributes
292
+ for (const name in attributes) {
293
+ if (attributes.hasOwnProperty(name) && !defined(indices[name])) {
294
+ indices[name] = j++;
295
+ }
296
+ }
297
+
298
+ return indices;
299
+ };
300
+
301
+ /**
302
+ * Reorders a geometry's attributes and <code>indices</code> to achieve better performance from the GPU's pre-vertex-shader cache.
303
+ *
304
+ * @param {Geometry} geometry The geometry to modify.
305
+ * @returns {Geometry} The modified <code>geometry</code> argument, with its attributes and indices reordered for the GPU's pre-vertex-shader cache.
306
+ *
307
+ * @exception {DeveloperError} Each attribute array in geometry.attributes must have the same number of attributes.
308
+ *
309
+ *
310
+ * @example
311
+ * geometry = Cesium.GeometryPipeline.reorderForPreVertexCache(geometry);
312
+ *
313
+ * @see GeometryPipeline.reorderForPostVertexCache
314
+ */
315
+ GeometryPipeline.reorderForPreVertexCache = function (geometry) {
316
+ //>>includeStart('debug', pragmas.debug);
317
+ if (!defined(geometry)) {
318
+ throw new DeveloperError("geometry is required.");
319
+ }
320
+ //>>includeEnd('debug');
321
+
322
+ const numVertices = Geometry.computeNumberOfVertices(geometry);
323
+
324
+ const indices = geometry.indices;
325
+ if (defined(indices)) {
326
+ const indexCrossReferenceOldToNew = new Int32Array(numVertices);
327
+ for (let i = 0; i < numVertices; i++) {
328
+ indexCrossReferenceOldToNew[i] = -1;
329
+ }
330
+
331
+ // Construct cross reference and reorder indices
332
+ const indicesIn = indices;
333
+ const numIndices = indicesIn.length;
334
+ const indicesOut = IndexDatatype.createTypedArray(numVertices, numIndices);
335
+
336
+ let intoIndicesIn = 0;
337
+ let intoIndicesOut = 0;
338
+ let nextIndex = 0;
339
+ let tempIndex;
340
+ while (intoIndicesIn < numIndices) {
341
+ tempIndex = indexCrossReferenceOldToNew[indicesIn[intoIndicesIn]];
342
+ if (tempIndex !== -1) {
343
+ indicesOut[intoIndicesOut] = tempIndex;
344
+ } else {
345
+ tempIndex = indicesIn[intoIndicesIn];
346
+ indexCrossReferenceOldToNew[tempIndex] = nextIndex;
347
+
348
+ indicesOut[intoIndicesOut] = nextIndex;
349
+ ++nextIndex;
350
+ }
351
+ ++intoIndicesIn;
352
+ ++intoIndicesOut;
353
+ }
354
+ geometry.indices = indicesOut;
355
+
356
+ // Reorder attributes
357
+ const attributes = geometry.attributes;
358
+ for (const property in attributes) {
359
+ if (
360
+ attributes.hasOwnProperty(property) &&
361
+ defined(attributes[property]) &&
362
+ defined(attributes[property].values)
363
+ ) {
364
+ const attribute = attributes[property];
365
+ const elementsIn = attribute.values;
366
+ let intoElementsIn = 0;
367
+ const numComponents = attribute.componentsPerAttribute;
368
+ const elementsOut = ComponentDatatype.createTypedArray(
369
+ attribute.componentDatatype,
370
+ nextIndex * numComponents,
371
+ );
372
+ while (intoElementsIn < numVertices) {
373
+ const temp = indexCrossReferenceOldToNew[intoElementsIn];
374
+ if (temp !== -1) {
375
+ for (let j = 0; j < numComponents; j++) {
376
+ elementsOut[numComponents * temp + j] =
377
+ elementsIn[numComponents * intoElementsIn + j];
378
+ }
379
+ }
380
+ ++intoElementsIn;
381
+ }
382
+ attribute.values = elementsOut;
383
+ }
384
+ }
385
+ }
386
+
387
+ return geometry;
388
+ };
389
+
390
+ /**
391
+ * Reorders a geometry's <code>indices</code> to achieve better performance from the GPU's
392
+ * post vertex-shader cache by using the Tipsify algorithm. If the geometry <code>primitiveType</code>
393
+ * is not <code>TRIANGLES</code> or the geometry does not have an <code>indices</code>, this function has no effect.
394
+ *
395
+ * @param {Geometry} geometry The geometry to modify.
396
+ * @param {number} [cacheCapacity=24] The number of vertices that can be held in the GPU's vertex cache.
397
+ * @returns {Geometry} The modified <code>geometry</code> argument, with its indices reordered for the post-vertex-shader cache.
398
+ *
399
+ * @exception {DeveloperError} cacheCapacity must be greater than two.
400
+ *
401
+ *
402
+ * @example
403
+ * geometry = Cesium.GeometryPipeline.reorderForPostVertexCache(geometry);
404
+ *
405
+ * @see GeometryPipeline.reorderForPreVertexCache
406
+ * @see {@link http://gfx.cs.princ0eton.edu/pubs/Sander_2007_%3ETR/tipsy.pdf|Fast Triangle Reordering for Vertex Locality and Reduced Overdraw}
407
+ * by Sander, Nehab, and Barczak
408
+ */
409
+ GeometryPipeline.reorderForPostVertexCache = function (
410
+ geometry,
411
+ cacheCapacity,
412
+ ) {
413
+ //>>includeStart('debug', pragmas.debug);
414
+ if (!defined(geometry)) {
415
+ throw new DeveloperError("geometry is required.");
416
+ }
417
+ //>>includeEnd('debug');
418
+
419
+ const indices = geometry.indices;
420
+ if (geometry.primitiveType === PrimitiveType.TRIANGLES && defined(indices)) {
421
+ const numIndices = indices.length;
422
+ let maximumIndex = 0;
423
+ for (let j = 0; j < numIndices; j++) {
424
+ if (indices[j] > maximumIndex) {
425
+ maximumIndex = indices[j];
426
+ }
427
+ }
428
+ geometry.indices = Tipsify.tipsify({
429
+ indices: indices,
430
+ maximumIndex: maximumIndex,
431
+ cacheSize: cacheCapacity,
432
+ });
433
+ }
434
+
435
+ return geometry;
436
+ };
437
+
438
+ function copyAttributesDescriptions(attributes) {
439
+ const newAttributes = {};
440
+
441
+ for (const attribute in attributes) {
442
+ if (
443
+ attributes.hasOwnProperty(attribute) &&
444
+ defined(attributes[attribute]) &&
445
+ defined(attributes[attribute].values)
446
+ ) {
447
+ const attr = attributes[attribute];
448
+ newAttributes[attribute] = new GeometryAttribute({
449
+ componentDatatype: attr.componentDatatype,
450
+ componentsPerAttribute: attr.componentsPerAttribute,
451
+ normalize: attr.normalize,
452
+ values: [],
453
+ });
454
+ }
455
+ }
456
+
457
+ return newAttributes;
458
+ }
459
+
460
+ function copyVertex(destinationAttributes, sourceAttributes, index) {
461
+ for (const attribute in sourceAttributes) {
462
+ if (
463
+ sourceAttributes.hasOwnProperty(attribute) &&
464
+ defined(sourceAttributes[attribute]) &&
465
+ defined(sourceAttributes[attribute].values)
466
+ ) {
467
+ const attr = sourceAttributes[attribute];
468
+
469
+ for (let k = 0; k < attr.componentsPerAttribute; ++k) {
470
+ destinationAttributes[attribute].values.push(
471
+ attr.values[index * attr.componentsPerAttribute + k],
472
+ );
473
+ }
474
+ }
475
+ }
476
+ }
477
+
478
+ /**
479
+ * Splits a geometry into multiple geometries, if necessary, to ensure that indices in the
480
+ * <code>indices</code> fit into unsigned shorts. This is used to meet the WebGL requirements
481
+ * when unsigned int indices are not supported.
482
+ * <p>
483
+ * If the geometry does not have any <code>indices</code>, this function has no effect.
484
+ * </p>
485
+ *
486
+ * @param {Geometry} geometry The geometry to be split into multiple geometries.
487
+ * @returns {Geometry[]} An array of geometries, each with indices that fit into unsigned shorts.
488
+ *
489
+ * @exception {DeveloperError} geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS
490
+ * @exception {DeveloperError} All geometry attribute lists must have the same number of attributes.
491
+ *
492
+ * @example
493
+ * const geometries = Cesium.GeometryPipeline.fitToUnsignedShortIndices(geometry);
494
+ */
495
+ GeometryPipeline.fitToUnsignedShortIndices = function (geometry) {
496
+ //>>includeStart('debug', pragmas.debug);
497
+ if (!defined(geometry)) {
498
+ throw new DeveloperError("geometry is required.");
499
+ }
500
+ if (
501
+ defined(geometry.indices) &&
502
+ geometry.primitiveType !== PrimitiveType.TRIANGLES &&
503
+ geometry.primitiveType !== PrimitiveType.LINES &&
504
+ geometry.primitiveType !== PrimitiveType.POINTS
505
+ ) {
506
+ throw new DeveloperError(
507
+ "geometry.primitiveType must equal to PrimitiveType.TRIANGLES, PrimitiveType.LINES, or PrimitiveType.POINTS.",
508
+ );
509
+ }
510
+ //>>includeEnd('debug');
511
+
512
+ const geometries = [];
513
+
514
+ // If there's an index list and more than 64K attributes, it is possible that
515
+ // some indices are outside the range of unsigned short [0, 64K - 1]
516
+ const numberOfVertices = Geometry.computeNumberOfVertices(geometry);
517
+ if (
518
+ defined(geometry.indices) &&
519
+ numberOfVertices >= CesiumMath.SIXTY_FOUR_KILOBYTES
520
+ ) {
521
+ let oldToNewIndex = [];
522
+ let newIndices = [];
523
+ let currentIndex = 0;
524
+ let newAttributes = copyAttributesDescriptions(geometry.attributes);
525
+
526
+ const originalIndices = geometry.indices;
527
+ const numberOfIndices = originalIndices.length;
528
+
529
+ let indicesPerPrimitive;
530
+
531
+ if (geometry.primitiveType === PrimitiveType.TRIANGLES) {
532
+ indicesPerPrimitive = 3;
533
+ } else if (geometry.primitiveType === PrimitiveType.LINES) {
534
+ indicesPerPrimitive = 2;
535
+ } else if (geometry.primitiveType === PrimitiveType.POINTS) {
536
+ indicesPerPrimitive = 1;
537
+ }
538
+
539
+ for (let j = 0; j < numberOfIndices; j += indicesPerPrimitive) {
540
+ for (let k = 0; k < indicesPerPrimitive; ++k) {
541
+ const x = originalIndices[j + k];
542
+ let i = oldToNewIndex[x];
543
+ if (!defined(i)) {
544
+ i = currentIndex++;
545
+ oldToNewIndex[x] = i;
546
+ copyVertex(newAttributes, geometry.attributes, x);
547
+ }
548
+ newIndices.push(i);
549
+ }
550
+
551
+ if (
552
+ currentIndex + indicesPerPrimitive >=
553
+ CesiumMath.SIXTY_FOUR_KILOBYTES
554
+ ) {
555
+ geometries.push(
556
+ new Geometry({
557
+ attributes: newAttributes,
558
+ indices: newIndices,
559
+ primitiveType: geometry.primitiveType,
560
+ boundingSphere: geometry.boundingSphere,
561
+ boundingSphereCV: geometry.boundingSphereCV,
562
+ }),
563
+ );
564
+
565
+ // Reset for next vertex-array
566
+ oldToNewIndex = [];
567
+ newIndices = [];
568
+ currentIndex = 0;
569
+ newAttributes = copyAttributesDescriptions(geometry.attributes);
570
+ }
571
+ }
572
+
573
+ if (newIndices.length !== 0) {
574
+ geometries.push(
575
+ new Geometry({
576
+ attributes: newAttributes,
577
+ indices: newIndices,
578
+ primitiveType: geometry.primitiveType,
579
+ boundingSphere: geometry.boundingSphere,
580
+ boundingSphereCV: geometry.boundingSphereCV,
581
+ }),
582
+ );
583
+ }
584
+ } else {
585
+ // No need to split into multiple geometries
586
+ geometries.push(geometry);
587
+ }
588
+
589
+ return geometries;
590
+ };
591
+
592
+ const scratchProjectTo2DCartesian3 = new Cartesian3();
593
+ const scratchProjectTo2DCartographic = new Cartographic();
594
+
595
+ /**
596
+ * Projects a geometry's 3D <code>position</code> attribute to 2D, replacing the <code>position</code>
597
+ * attribute with separate <code>position3D</code> and <code>position2D</code> attributes.
598
+ * <p>
599
+ * If the geometry does not have a <code>position</code>, this function has no effect.
600
+ * </p>
601
+ *
602
+ * @param {Geometry} geometry The geometry to modify.
603
+ * @param {string} attributeName The name of the attribute.
604
+ * @param {string} attributeName3D The name of the attribute in 3D.
605
+ * @param {string} attributeName2D The name of the attribute in 2D.
606
+ * @param {object} [projection=new GeographicProjection()] The projection to use.
607
+ * @returns {Geometry} The modified <code>geometry</code> argument with <code>position3D</code> and <code>position2D</code> attributes.
608
+ *
609
+ * @exception {DeveloperError} geometry must have attribute matching the attributeName argument.
610
+ * @exception {DeveloperError} The attribute componentDatatype must be ComponentDatatype.DOUBLE.
611
+ * @exception {DeveloperError} Could not project a point to 2D.
612
+ *
613
+ * @example
614
+ * geometry = Cesium.GeometryPipeline.projectTo2D(geometry, 'position', 'position3D', 'position2D');
615
+ */
616
+ GeometryPipeline.projectTo2D = function (
617
+ geometry,
618
+ attributeName,
619
+ attributeName3D,
620
+ attributeName2D,
621
+ projection,
622
+ ) {
623
+ //>>includeStart('debug', pragmas.debug);
624
+ if (!defined(geometry)) {
625
+ throw new DeveloperError("geometry is required.");
626
+ }
627
+ if (!defined(attributeName)) {
628
+ throw new DeveloperError("attributeName is required.");
629
+ }
630
+ if (!defined(attributeName3D)) {
631
+ throw new DeveloperError("attributeName3D is required.");
632
+ }
633
+ if (!defined(attributeName2D)) {
634
+ throw new DeveloperError("attributeName2D is required.");
635
+ }
636
+ if (!defined(geometry.attributes[attributeName])) {
637
+ throw new DeveloperError(
638
+ `geometry must have attribute matching the attributeName argument: ${attributeName}.`,
639
+ );
640
+ }
641
+ if (
642
+ geometry.attributes[attributeName].componentDatatype !==
643
+ ComponentDatatype.DOUBLE
644
+ ) {
645
+ throw new DeveloperError(
646
+ "The attribute componentDatatype must be ComponentDatatype.DOUBLE.",
647
+ );
648
+ }
649
+ //>>includeEnd('debug');
650
+
651
+ const attribute = geometry.attributes[attributeName];
652
+ projection = defined(projection) ? projection : new GeographicProjection();
653
+ const ellipsoid = projection.ellipsoid;
654
+
655
+ // Project original values to 2D.
656
+ const values3D = attribute.values;
657
+ const projectedValues = new Float64Array(values3D.length);
658
+ let index = 0;
659
+
660
+ for (let i = 0; i < values3D.length; i += 3) {
661
+ const value = Cartesian3.fromArray(
662
+ values3D,
663
+ i,
664
+ scratchProjectTo2DCartesian3,
665
+ );
666
+
667
+ const lonLat = ellipsoid.cartesianToCartographic(
668
+ value,
669
+ scratchProjectTo2DCartographic,
670
+ );
671
+ //>>includeStart('debug', pragmas.debug);
672
+ if (!defined(lonLat)) {
673
+ throw new DeveloperError(
674
+ `Could not project point (${value.x}, ${value.y}, ${value.z}) to 2D.`,
675
+ );
676
+ }
677
+ //>>includeEnd('debug');
678
+
679
+ const projectedLonLat = projection.project(
680
+ lonLat,
681
+ scratchProjectTo2DCartesian3,
682
+ );
683
+
684
+ projectedValues[index++] = projectedLonLat.x;
685
+ projectedValues[index++] = projectedLonLat.y;
686
+ projectedValues[index++] = projectedLonLat.z;
687
+ }
688
+
689
+ // Rename original cartesians to ellipsoid cartesians.
690
+ geometry.attributes[attributeName3D] = attribute;
691
+
692
+ // Replace original cartesians with 2D projected cartesians
693
+ geometry.attributes[attributeName2D] = new GeometryAttribute({
694
+ componentDatatype: ComponentDatatype.DOUBLE,
695
+ componentsPerAttribute: 3,
696
+ values: projectedValues,
697
+ });
698
+ delete geometry.attributes[attributeName];
699
+
700
+ return geometry;
701
+ };
702
+
703
+ const encodedResult = {
704
+ high: 0.0,
705
+ low: 0.0,
706
+ };
707
+
708
+ /**
709
+ * Encodes floating-point geometry attribute values as two separate attributes to improve
710
+ * rendering precision.
711
+ * <p>
712
+ * This is commonly used to create high-precision position vertex attributes.
713
+ * </p>
714
+ *
715
+ * @param {Geometry} geometry The geometry to modify.
716
+ * @param {string} attributeName The name of the attribute.
717
+ * @param {string} attributeHighName The name of the attribute for the encoded high bits.
718
+ * @param {string} attributeLowName The name of the attribute for the encoded low bits.
719
+ * @returns {Geometry} The modified <code>geometry</code> argument, with its encoded attribute.
720
+ *
721
+ * @exception {DeveloperError} geometry must have attribute matching the attributeName argument.
722
+ * @exception {DeveloperError} The attribute componentDatatype must be ComponentDatatype.DOUBLE.
723
+ *
724
+ * @example
725
+ * geometry = Cesium.GeometryPipeline.encodeAttribute(geometry, 'position3D', 'position3DHigh', 'position3DLow');
726
+ */
727
+ GeometryPipeline.encodeAttribute = function (
728
+ geometry,
729
+ attributeName,
730
+ attributeHighName,
731
+ attributeLowName,
732
+ ) {
733
+ //>>includeStart('debug', pragmas.debug);
734
+ if (!defined(geometry)) {
735
+ throw new DeveloperError("geometry is required.");
736
+ }
737
+ if (!defined(attributeName)) {
738
+ throw new DeveloperError("attributeName is required.");
739
+ }
740
+ if (!defined(attributeHighName)) {
741
+ throw new DeveloperError("attributeHighName is required.");
742
+ }
743
+ if (!defined(attributeLowName)) {
744
+ throw new DeveloperError("attributeLowName is required.");
745
+ }
746
+ if (!defined(geometry.attributes[attributeName])) {
747
+ throw new DeveloperError(
748
+ `geometry must have attribute matching the attributeName argument: ${attributeName}.`,
749
+ );
750
+ }
751
+ if (
752
+ geometry.attributes[attributeName].componentDatatype !==
753
+ ComponentDatatype.DOUBLE
754
+ ) {
755
+ throw new DeveloperError(
756
+ "The attribute componentDatatype must be ComponentDatatype.DOUBLE.",
757
+ );
758
+ }
759
+ //>>includeEnd('debug');
760
+
761
+ const attribute = geometry.attributes[attributeName];
762
+ const values = attribute.values;
763
+ const length = values.length;
764
+ const highValues = new Float32Array(length);
765
+ const lowValues = new Float32Array(length);
766
+
767
+ for (let i = 0; i < length; ++i) {
768
+ EncodedCartesian3.encode(values[i], encodedResult);
769
+ highValues[i] = encodedResult.high;
770
+ lowValues[i] = encodedResult.low;
771
+ }
772
+
773
+ const componentsPerAttribute = attribute.componentsPerAttribute;
774
+
775
+ geometry.attributes[attributeHighName] = new GeometryAttribute({
776
+ componentDatatype: ComponentDatatype.FLOAT,
777
+ componentsPerAttribute: componentsPerAttribute,
778
+ values: highValues,
779
+ });
780
+ geometry.attributes[attributeLowName] = new GeometryAttribute({
781
+ componentDatatype: ComponentDatatype.FLOAT,
782
+ componentsPerAttribute: componentsPerAttribute,
783
+ values: lowValues,
784
+ });
785
+ delete geometry.attributes[attributeName];
786
+
787
+ return geometry;
788
+ };
789
+
790
+ let scratchCartesian3 = new Cartesian3();
791
+
792
+ function transformPoint(matrix, attribute) {
793
+ if (defined(attribute)) {
794
+ const values = attribute.values;
795
+ const length = values.length;
796
+ for (let i = 0; i < length; i += 3) {
797
+ Cartesian3.unpack(values, i, scratchCartesian3);
798
+ Matrix4.multiplyByPoint(matrix, scratchCartesian3, scratchCartesian3);
799
+ Cartesian3.pack(scratchCartesian3, values, i);
800
+ }
801
+ }
802
+ }
803
+
804
+ function transformVector(matrix, attribute) {
805
+ if (defined(attribute)) {
806
+ const values = attribute.values;
807
+ const length = values.length;
808
+ for (let i = 0; i < length; i += 3) {
809
+ Cartesian3.unpack(values, i, scratchCartesian3);
810
+ Matrix3.multiplyByVector(matrix, scratchCartesian3, scratchCartesian3);
811
+ scratchCartesian3 = Cartesian3.normalize(
812
+ scratchCartesian3,
813
+ scratchCartesian3,
814
+ );
815
+ Cartesian3.pack(scratchCartesian3, values, i);
816
+ }
817
+ }
818
+ }
819
+
820
+ const inverseTranspose = new Matrix4();
821
+ const normalMatrix = new Matrix3();
822
+
823
+ /**
824
+ * Transforms a geometry instance to world coordinates. This changes
825
+ * the instance's <code>modelMatrix</code> to {@link Matrix4.IDENTITY} and transforms the
826
+ * following attributes if they are present: <code>position</code>, <code>normal</code>,
827
+ * <code>tangent</code>, and <code>bitangent</code>.
828
+ *
829
+ * @param {GeometryInstance} instance The geometry instance to modify.
830
+ * @returns {GeometryInstance} The modified <code>instance</code> argument, with its attributes transforms to world coordinates.
831
+ *
832
+ * @example
833
+ * Cesium.GeometryPipeline.transformToWorldCoordinates(instance);
834
+ */
835
+ GeometryPipeline.transformToWorldCoordinates = function (instance) {
836
+ //>>includeStart('debug', pragmas.debug);
837
+ if (!defined(instance)) {
838
+ throw new DeveloperError("instance is required.");
839
+ }
840
+ //>>includeEnd('debug');
841
+
842
+ const modelMatrix = instance.modelMatrix;
843
+
844
+ if (Matrix4.equals(modelMatrix, Matrix4.IDENTITY)) {
845
+ // Already in world coordinates
846
+ return instance;
847
+ }
848
+
849
+ const attributes = instance.geometry.attributes;
850
+
851
+ // Transform attributes in known vertex formats
852
+ transformPoint(modelMatrix, attributes.position);
853
+ transformPoint(modelMatrix, attributes.prevPosition);
854
+ transformPoint(modelMatrix, attributes.nextPosition);
855
+
856
+ if (
857
+ defined(attributes.normal) ||
858
+ defined(attributes.tangent) ||
859
+ defined(attributes.bitangent)
860
+ ) {
861
+ Matrix4.inverse(modelMatrix, inverseTranspose);
862
+ Matrix4.transpose(inverseTranspose, inverseTranspose);
863
+ Matrix4.getMatrix3(inverseTranspose, normalMatrix);
864
+
865
+ transformVector(normalMatrix, attributes.normal);
866
+ transformVector(normalMatrix, attributes.tangent);
867
+ transformVector(normalMatrix, attributes.bitangent);
868
+ }
869
+
870
+ const boundingSphere = instance.geometry.boundingSphere;
871
+ if (defined(boundingSphere)) {
872
+ instance.geometry.boundingSphere = BoundingSphere.transform(
873
+ boundingSphere,
874
+ modelMatrix,
875
+ boundingSphere,
876
+ );
877
+ }
878
+
879
+ instance.modelMatrix = Matrix4.clone(Matrix4.IDENTITY);
880
+
881
+ return instance;
882
+ };
883
+
884
+ function findAttributesInAllGeometries(instances, propertyName) {
885
+ const length = instances.length;
886
+
887
+ const attributesInAllGeometries = {};
888
+
889
+ const attributes0 = instances[0][propertyName].attributes;
890
+ let name;
891
+
892
+ for (name in attributes0) {
893
+ if (
894
+ attributes0.hasOwnProperty(name) &&
895
+ defined(attributes0[name]) &&
896
+ defined(attributes0[name].values)
897
+ ) {
898
+ const attribute = attributes0[name];
899
+ let numberOfComponents = attribute.values.length;
900
+ let inAllGeometries = true;
901
+
902
+ // Does this same attribute exist in all geometries?
903
+ for (let i = 1; i < length; ++i) {
904
+ const otherAttribute = instances[i][propertyName].attributes[name];
905
+
906
+ if (
907
+ !defined(otherAttribute) ||
908
+ attribute.componentDatatype !== otherAttribute.componentDatatype ||
909
+ attribute.componentsPerAttribute !==
910
+ otherAttribute.componentsPerAttribute ||
911
+ attribute.normalize !== otherAttribute.normalize
912
+ ) {
913
+ inAllGeometries = false;
914
+ break;
915
+ }
916
+
917
+ numberOfComponents += otherAttribute.values.length;
918
+ }
919
+
920
+ if (inAllGeometries) {
921
+ attributesInAllGeometries[name] = new GeometryAttribute({
922
+ componentDatatype: attribute.componentDatatype,
923
+ componentsPerAttribute: attribute.componentsPerAttribute,
924
+ normalize: attribute.normalize,
925
+ values: ComponentDatatype.createTypedArray(
926
+ attribute.componentDatatype,
927
+ numberOfComponents,
928
+ ),
929
+ });
930
+ }
931
+ }
932
+ }
933
+
934
+ return attributesInAllGeometries;
935
+ }
936
+
937
+ const tempScratch = new Cartesian3();
938
+
939
+ function combineGeometries(instances, propertyName) {
940
+ const length = instances.length;
941
+
942
+ let name;
943
+ let i;
944
+ let j;
945
+ let k;
946
+
947
+ const m = instances[0].modelMatrix;
948
+ const haveIndices = defined(instances[0][propertyName].indices);
949
+ const primitiveType = instances[0][propertyName].primitiveType;
950
+
951
+ //>>includeStart('debug', pragmas.debug);
952
+ for (i = 1; i < length; ++i) {
953
+ if (!Matrix4.equals(instances[i].modelMatrix, m)) {
954
+ throw new DeveloperError("All instances must have the same modelMatrix.");
955
+ }
956
+ if (defined(instances[i][propertyName].indices) !== haveIndices) {
957
+ throw new DeveloperError(
958
+ "All instance geometries must have an indices or not have one.",
959
+ );
960
+ }
961
+ if (instances[i][propertyName].primitiveType !== primitiveType) {
962
+ throw new DeveloperError(
963
+ "All instance geometries must have the same primitiveType.",
964
+ );
965
+ }
966
+ }
967
+ //>>includeEnd('debug');
968
+
969
+ // Find subset of attributes in all geometries
970
+ const attributes = findAttributesInAllGeometries(instances, propertyName);
971
+ let values;
972
+ let sourceValues;
973
+ let sourceValuesLength;
974
+
975
+ // Combine attributes from each geometry into a single typed array
976
+ for (name in attributes) {
977
+ if (attributes.hasOwnProperty(name)) {
978
+ values = attributes[name].values;
979
+
980
+ k = 0;
981
+ for (i = 0; i < length; ++i) {
982
+ sourceValues = instances[i][propertyName].attributes[name].values;
983
+ sourceValuesLength = sourceValues.length;
984
+
985
+ for (j = 0; j < sourceValuesLength; ++j) {
986
+ values[k++] = sourceValues[j];
987
+ }
988
+ }
989
+ }
990
+ }
991
+
992
+ // Combine index lists
993
+ let indices;
994
+
995
+ if (haveIndices) {
996
+ let numberOfIndices = 0;
997
+ for (i = 0; i < length; ++i) {
998
+ numberOfIndices += instances[i][propertyName].indices.length;
999
+ }
1000
+
1001
+ const numberOfVertices = Geometry.computeNumberOfVertices(
1002
+ new Geometry({
1003
+ attributes: attributes,
1004
+ primitiveType: PrimitiveType.POINTS,
1005
+ }),
1006
+ );
1007
+ const destIndices = IndexDatatype.createTypedArray(
1008
+ numberOfVertices,
1009
+ numberOfIndices,
1010
+ );
1011
+
1012
+ let destOffset = 0;
1013
+ let offset = 0;
1014
+
1015
+ for (i = 0; i < length; ++i) {
1016
+ const sourceIndices = instances[i][propertyName].indices;
1017
+ const sourceIndicesLen = sourceIndices.length;
1018
+
1019
+ for (k = 0; k < sourceIndicesLen; ++k) {
1020
+ destIndices[destOffset++] = offset + sourceIndices[k];
1021
+ }
1022
+
1023
+ offset += Geometry.computeNumberOfVertices(instances[i][propertyName]);
1024
+ }
1025
+
1026
+ indices = destIndices;
1027
+ }
1028
+
1029
+ // Create bounding sphere that includes all instances
1030
+ let center = new Cartesian3();
1031
+ let radius = 0.0;
1032
+ let bs;
1033
+
1034
+ for (i = 0; i < length; ++i) {
1035
+ bs = instances[i][propertyName].boundingSphere;
1036
+ if (!defined(bs)) {
1037
+ // If any geometries have an undefined bounding sphere, then so does the combined geometry
1038
+ center = undefined;
1039
+ break;
1040
+ }
1041
+
1042
+ Cartesian3.add(bs.center, center, center);
1043
+ }
1044
+
1045
+ if (defined(center)) {
1046
+ Cartesian3.divideByScalar(center, length, center);
1047
+
1048
+ for (i = 0; i < length; ++i) {
1049
+ bs = instances[i][propertyName].boundingSphere;
1050
+ const tempRadius =
1051
+ Cartesian3.magnitude(
1052
+ Cartesian3.subtract(bs.center, center, tempScratch),
1053
+ ) + bs.radius;
1054
+
1055
+ if (tempRadius > radius) {
1056
+ radius = tempRadius;
1057
+ }
1058
+ }
1059
+ }
1060
+
1061
+ return new Geometry({
1062
+ attributes: attributes,
1063
+ indices: indices,
1064
+ primitiveType: primitiveType,
1065
+ boundingSphere: defined(center)
1066
+ ? new BoundingSphere(center, radius)
1067
+ : undefined,
1068
+ });
1069
+ }
1070
+
1071
+ /**
1072
+ * Combines geometry from several {@link GeometryInstance} objects into one geometry.
1073
+ * This concatenates the attributes, concatenates and adjusts the indices, and creates
1074
+ * a bounding sphere encompassing all instances.
1075
+ * <p>
1076
+ * If the instances do not have the same attributes, a subset of attributes common
1077
+ * to all instances is used, and the others are ignored.
1078
+ * </p>
1079
+ * <p>
1080
+ * This is used by {@link Primitive} to efficiently render a large amount of static data.
1081
+ * </p>
1082
+ *
1083
+ * @private
1084
+ *
1085
+ * @param {GeometryInstance[]} [instances] The array of {@link GeometryInstance} objects whose geometry will be combined.
1086
+ * @returns {Geometry} A single geometry created from the provided geometry instances.
1087
+ *
1088
+ * @exception {DeveloperError} All instances must have the same modelMatrix.
1089
+ * @exception {DeveloperError} All instance geometries must have an indices or not have one.
1090
+ * @exception {DeveloperError} All instance geometries must have the same primitiveType.
1091
+ *
1092
+ *
1093
+ * @example
1094
+ * for (let i = 0; i < instances.length; ++i) {
1095
+ * Cesium.GeometryPipeline.transformToWorldCoordinates(instances[i]);
1096
+ * }
1097
+ * const geometries = Cesium.GeometryPipeline.combineInstances(instances);
1098
+ *
1099
+ * @see GeometryPipeline.transformToWorldCoordinates
1100
+ */
1101
+ GeometryPipeline.combineInstances = function (instances) {
1102
+ //>>includeStart('debug', pragmas.debug);
1103
+ if (!defined(instances) || instances.length < 1) {
1104
+ throw new DeveloperError(
1105
+ "instances is required and must have length greater than zero.",
1106
+ );
1107
+ }
1108
+ //>>includeEnd('debug');
1109
+
1110
+ const instanceGeometry = [];
1111
+ const instanceSplitGeometry = [];
1112
+ const length = instances.length;
1113
+ for (let i = 0; i < length; ++i) {
1114
+ const instance = instances[i];
1115
+
1116
+ if (defined(instance.geometry)) {
1117
+ instanceGeometry.push(instance);
1118
+ } else if (
1119
+ defined(instance.westHemisphereGeometry) &&
1120
+ defined(instance.eastHemisphereGeometry)
1121
+ ) {
1122
+ instanceSplitGeometry.push(instance);
1123
+ }
1124
+ }
1125
+
1126
+ const geometries = [];
1127
+ if (instanceGeometry.length > 0) {
1128
+ geometries.push(combineGeometries(instanceGeometry, "geometry"));
1129
+ }
1130
+
1131
+ if (instanceSplitGeometry.length > 0) {
1132
+ geometries.push(
1133
+ combineGeometries(instanceSplitGeometry, "westHemisphereGeometry"),
1134
+ );
1135
+ geometries.push(
1136
+ combineGeometries(instanceSplitGeometry, "eastHemisphereGeometry"),
1137
+ );
1138
+ }
1139
+
1140
+ return geometries;
1141
+ };
1142
+
1143
+ const normal = new Cartesian3();
1144
+ const v0 = new Cartesian3();
1145
+ const v1 = new Cartesian3();
1146
+ const v2 = new Cartesian3();
1147
+
1148
+ /**
1149
+ * Computes per-vertex normals for a geometry containing <code>TRIANGLES</code> by averaging the normals of
1150
+ * all triangles incident to the vertex. The result is a new <code>normal</code> attribute added to the geometry.
1151
+ * This assumes a counter-clockwise winding order.
1152
+ *
1153
+ * @param {Geometry} geometry The geometry to modify.
1154
+ * @returns {Geometry} The modified <code>geometry</code> argument with the computed <code>normal</code> attribute.
1155
+ *
1156
+ * @exception {DeveloperError} geometry.indices length must be greater than 0 and be a multiple of 3.
1157
+ * @exception {DeveloperError} geometry.primitiveType must be {@link PrimitiveType.TRIANGLES}.
1158
+ *
1159
+ * @example
1160
+ * Cesium.GeometryPipeline.computeNormal(geometry);
1161
+ */
1162
+ GeometryPipeline.computeNormal = function (geometry) {
1163
+ //>>includeStart('debug', pragmas.debug);
1164
+ if (!defined(geometry)) {
1165
+ throw new DeveloperError("geometry is required.");
1166
+ }
1167
+ if (
1168
+ !defined(geometry.attributes.position) ||
1169
+ !defined(geometry.attributes.position.values)
1170
+ ) {
1171
+ throw new DeveloperError(
1172
+ "geometry.attributes.position.values is required.",
1173
+ );
1174
+ }
1175
+ if (!defined(geometry.indices)) {
1176
+ throw new DeveloperError("geometry.indices is required.");
1177
+ }
1178
+ if (geometry.indices.length < 2 || geometry.indices.length % 3 !== 0) {
1179
+ throw new DeveloperError(
1180
+ "geometry.indices length must be greater than 0 and be a multiple of 3.",
1181
+ );
1182
+ }
1183
+ if (geometry.primitiveType !== PrimitiveType.TRIANGLES) {
1184
+ throw new DeveloperError(
1185
+ "geometry.primitiveType must be PrimitiveType.TRIANGLES.",
1186
+ );
1187
+ }
1188
+ //>>includeEnd('debug');
1189
+
1190
+ const indices = geometry.indices;
1191
+ const attributes = geometry.attributes;
1192
+ const vertices = attributes.position.values;
1193
+ const numVertices = attributes.position.values.length / 3;
1194
+ const numIndices = indices.length;
1195
+ const normalsPerVertex = new Array(numVertices);
1196
+ const normalsPerTriangle = new Array(numIndices / 3);
1197
+ const normalIndices = new Array(numIndices);
1198
+ let i;
1199
+ for (i = 0; i < numVertices; i++) {
1200
+ normalsPerVertex[i] = {
1201
+ indexOffset: 0,
1202
+ count: 0,
1203
+ currentCount: 0,
1204
+ };
1205
+ }
1206
+
1207
+ let j = 0;
1208
+ for (i = 0; i < numIndices; i += 3) {
1209
+ const i0 = indices[i];
1210
+ const i1 = indices[i + 1];
1211
+ const i2 = indices[i + 2];
1212
+ const i03 = i0 * 3;
1213
+ const i13 = i1 * 3;
1214
+ const i23 = i2 * 3;
1215
+
1216
+ v0.x = vertices[i03];
1217
+ v0.y = vertices[i03 + 1];
1218
+ v0.z = vertices[i03 + 2];
1219
+ v1.x = vertices[i13];
1220
+ v1.y = vertices[i13 + 1];
1221
+ v1.z = vertices[i13 + 2];
1222
+ v2.x = vertices[i23];
1223
+ v2.y = vertices[i23 + 1];
1224
+ v2.z = vertices[i23 + 2];
1225
+
1226
+ normalsPerVertex[i0].count++;
1227
+ normalsPerVertex[i1].count++;
1228
+ normalsPerVertex[i2].count++;
1229
+
1230
+ Cartesian3.subtract(v1, v0, v1);
1231
+ Cartesian3.subtract(v2, v0, v2);
1232
+ normalsPerTriangle[j] = Cartesian3.cross(v1, v2, new Cartesian3());
1233
+ j++;
1234
+ }
1235
+
1236
+ let indexOffset = 0;
1237
+ for (i = 0; i < numVertices; i++) {
1238
+ normalsPerVertex[i].indexOffset += indexOffset;
1239
+ indexOffset += normalsPerVertex[i].count;
1240
+ }
1241
+
1242
+ j = 0;
1243
+ let vertexNormalData;
1244
+ for (i = 0; i < numIndices; i += 3) {
1245
+ vertexNormalData = normalsPerVertex[indices[i]];
1246
+ let index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
1247
+ normalIndices[index] = j;
1248
+ vertexNormalData.currentCount++;
1249
+
1250
+ vertexNormalData = normalsPerVertex[indices[i + 1]];
1251
+ index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
1252
+ normalIndices[index] = j;
1253
+ vertexNormalData.currentCount++;
1254
+
1255
+ vertexNormalData = normalsPerVertex[indices[i + 2]];
1256
+ index = vertexNormalData.indexOffset + vertexNormalData.currentCount;
1257
+ normalIndices[index] = j;
1258
+ vertexNormalData.currentCount++;
1259
+
1260
+ j++;
1261
+ }
1262
+
1263
+ const normalValues = new Float32Array(numVertices * 3);
1264
+ for (i = 0; i < numVertices; i++) {
1265
+ const i3 = i * 3;
1266
+ vertexNormalData = normalsPerVertex[i];
1267
+ Cartesian3.clone(Cartesian3.ZERO, normal);
1268
+ if (vertexNormalData.count > 0) {
1269
+ for (j = 0; j < vertexNormalData.count; j++) {
1270
+ Cartesian3.add(
1271
+ normal,
1272
+ normalsPerTriangle[normalIndices[vertexNormalData.indexOffset + j]],
1273
+ normal,
1274
+ );
1275
+ }
1276
+
1277
+ // We can run into an issue where a vertex is used with 2 primitives that have opposite winding order.
1278
+ if (
1279
+ Cartesian3.equalsEpsilon(Cartesian3.ZERO, normal, CesiumMath.EPSILON10)
1280
+ ) {
1281
+ Cartesian3.clone(
1282
+ normalsPerTriangle[normalIndices[vertexNormalData.indexOffset]],
1283
+ normal,
1284
+ );
1285
+ }
1286
+ }
1287
+
1288
+ // We end up with a zero vector probably because of a degenerate triangle
1289
+ if (
1290
+ Cartesian3.equalsEpsilon(Cartesian3.ZERO, normal, CesiumMath.EPSILON10)
1291
+ ) {
1292
+ // Default to (0,0,1)
1293
+ normal.z = 1.0;
1294
+ }
1295
+
1296
+ Cartesian3.normalize(normal, normal);
1297
+ normalValues[i3] = normal.x;
1298
+ normalValues[i3 + 1] = normal.y;
1299
+ normalValues[i3 + 2] = normal.z;
1300
+ }
1301
+
1302
+ geometry.attributes.normal = new GeometryAttribute({
1303
+ componentDatatype: ComponentDatatype.FLOAT,
1304
+ componentsPerAttribute: 3,
1305
+ values: normalValues,
1306
+ });
1307
+
1308
+ return geometry;
1309
+ };
1310
+
1311
+ const normalScratch = new Cartesian3();
1312
+ const normalScale = new Cartesian3();
1313
+ const tScratch = new Cartesian3();
1314
+
1315
+ /**
1316
+ * Computes per-vertex tangents and bitangents for a geometry containing <code>TRIANGLES</code>.
1317
+ * The result is new <code>tangent</code> and <code>bitangent</code> attributes added to the geometry.
1318
+ * This assumes a counter-clockwise winding order.
1319
+ * <p>
1320
+ * Based on <a href="http://www.terathon.com/code/tangent.html">Computing Tangent Space Basis Vectors
1321
+ * for an Arbitrary Mesh</a> by Eric Lengyel.
1322
+ * </p>
1323
+ *
1324
+ * @param {Geometry} geometry The geometry to modify.
1325
+ * @returns {Geometry} The modified <code>geometry</code> argument with the computed <code>tangent</code> and <code>bitangent</code> attributes.
1326
+ *
1327
+ * @exception {DeveloperError} geometry.indices length must be greater than 0 and be a multiple of 3.
1328
+ * @exception {DeveloperError} geometry.primitiveType must be {@link PrimitiveType.TRIANGLES}.
1329
+ *
1330
+ * @example
1331
+ * Cesium.GeometryPipeline.computeTangentAndBiTangent(geometry);
1332
+ */
1333
+ GeometryPipeline.computeTangentAndBitangent = function (geometry) {
1334
+ //>>includeStart('debug', pragmas.debug);
1335
+ if (!defined(geometry)) {
1336
+ throw new DeveloperError("geometry is required.");
1337
+ }
1338
+ //>>includeEnd('debug');
1339
+
1340
+ const attributes = geometry.attributes;
1341
+ const indices = geometry.indices;
1342
+
1343
+ //>>includeStart('debug', pragmas.debug);
1344
+ if (!defined(attributes.position) || !defined(attributes.position.values)) {
1345
+ throw new DeveloperError(
1346
+ "geometry.attributes.position.values is required.",
1347
+ );
1348
+ }
1349
+ if (!defined(attributes.normal) || !defined(attributes.normal.values)) {
1350
+ throw new DeveloperError("geometry.attributes.normal.values is required.");
1351
+ }
1352
+ if (!defined(attributes.st) || !defined(attributes.st.values)) {
1353
+ throw new DeveloperError("geometry.attributes.st.values is required.");
1354
+ }
1355
+ if (!defined(indices)) {
1356
+ throw new DeveloperError("geometry.indices is required.");
1357
+ }
1358
+ if (indices.length < 2 || indices.length % 3 !== 0) {
1359
+ throw new DeveloperError(
1360
+ "geometry.indices length must be greater than 0 and be a multiple of 3.",
1361
+ );
1362
+ }
1363
+ if (geometry.primitiveType !== PrimitiveType.TRIANGLES) {
1364
+ throw new DeveloperError(
1365
+ "geometry.primitiveType must be PrimitiveType.TRIANGLES.",
1366
+ );
1367
+ }
1368
+ //>>includeEnd('debug');
1369
+
1370
+ const vertices = geometry.attributes.position.values;
1371
+ const normals = geometry.attributes.normal.values;
1372
+ const st = geometry.attributes.st.values;
1373
+
1374
+ const numVertices = geometry.attributes.position.values.length / 3;
1375
+ const numIndices = indices.length;
1376
+ const tan1 = new Array(numVertices * 3);
1377
+
1378
+ let i;
1379
+ for (i = 0; i < tan1.length; i++) {
1380
+ tan1[i] = 0;
1381
+ }
1382
+
1383
+ let i03;
1384
+ let i13;
1385
+ let i23;
1386
+ for (i = 0; i < numIndices; i += 3) {
1387
+ const i0 = indices[i];
1388
+ const i1 = indices[i + 1];
1389
+ const i2 = indices[i + 2];
1390
+ i03 = i0 * 3;
1391
+ i13 = i1 * 3;
1392
+ i23 = i2 * 3;
1393
+ const i02 = i0 * 2;
1394
+ const i12 = i1 * 2;
1395
+ const i22 = i2 * 2;
1396
+
1397
+ const ux = vertices[i03];
1398
+ const uy = vertices[i03 + 1];
1399
+ const uz = vertices[i03 + 2];
1400
+
1401
+ const wx = st[i02];
1402
+ const wy = st[i02 + 1];
1403
+ const t1 = st[i12 + 1] - wy;
1404
+ const t2 = st[i22 + 1] - wy;
1405
+
1406
+ const r = 1.0 / ((st[i12] - wx) * t2 - (st[i22] - wx) * t1);
1407
+ const sdirx = (t2 * (vertices[i13] - ux) - t1 * (vertices[i23] - ux)) * r;
1408
+ const sdiry =
1409
+ (t2 * (vertices[i13 + 1] - uy) - t1 * (vertices[i23 + 1] - uy)) * r;
1410
+ const sdirz =
1411
+ (t2 * (vertices[i13 + 2] - uz) - t1 * (vertices[i23 + 2] - uz)) * r;
1412
+
1413
+ tan1[i03] += sdirx;
1414
+ tan1[i03 + 1] += sdiry;
1415
+ tan1[i03 + 2] += sdirz;
1416
+
1417
+ tan1[i13] += sdirx;
1418
+ tan1[i13 + 1] += sdiry;
1419
+ tan1[i13 + 2] += sdirz;
1420
+
1421
+ tan1[i23] += sdirx;
1422
+ tan1[i23 + 1] += sdiry;
1423
+ tan1[i23 + 2] += sdirz;
1424
+ }
1425
+
1426
+ const tangentValues = new Float32Array(numVertices * 3);
1427
+ const bitangentValues = new Float32Array(numVertices * 3);
1428
+
1429
+ for (i = 0; i < numVertices; i++) {
1430
+ i03 = i * 3;
1431
+ i13 = i03 + 1;
1432
+ i23 = i03 + 2;
1433
+
1434
+ const n = Cartesian3.fromArray(normals, i03, normalScratch);
1435
+ const t = Cartesian3.fromArray(tan1, i03, tScratch);
1436
+ const scalar = Cartesian3.dot(n, t);
1437
+ Cartesian3.multiplyByScalar(n, scalar, normalScale);
1438
+ Cartesian3.normalize(Cartesian3.subtract(t, normalScale, t), t);
1439
+
1440
+ tangentValues[i03] = t.x;
1441
+ tangentValues[i13] = t.y;
1442
+ tangentValues[i23] = t.z;
1443
+
1444
+ Cartesian3.normalize(Cartesian3.cross(n, t, t), t);
1445
+
1446
+ bitangentValues[i03] = t.x;
1447
+ bitangentValues[i13] = t.y;
1448
+ bitangentValues[i23] = t.z;
1449
+ }
1450
+
1451
+ geometry.attributes.tangent = new GeometryAttribute({
1452
+ componentDatatype: ComponentDatatype.FLOAT,
1453
+ componentsPerAttribute: 3,
1454
+ values: tangentValues,
1455
+ });
1456
+
1457
+ geometry.attributes.bitangent = new GeometryAttribute({
1458
+ componentDatatype: ComponentDatatype.FLOAT,
1459
+ componentsPerAttribute: 3,
1460
+ values: bitangentValues,
1461
+ });
1462
+
1463
+ return geometry;
1464
+ };
1465
+
1466
+ const scratchCartesian2 = new Cartesian2();
1467
+ const toEncode1 = new Cartesian3();
1468
+ const toEncode2 = new Cartesian3();
1469
+ const toEncode3 = new Cartesian3();
1470
+ let encodeResult2 = new Cartesian2();
1471
+ /**
1472
+ * Compresses and packs geometry normal attribute values to save memory.
1473
+ *
1474
+ * @param {Geometry} geometry The geometry to modify.
1475
+ * @returns {Geometry} The modified <code>geometry</code> argument, with its normals compressed and packed.
1476
+ *
1477
+ * @example
1478
+ * geometry = Cesium.GeometryPipeline.compressVertices(geometry);
1479
+ */
1480
+ GeometryPipeline.compressVertices = function (geometry) {
1481
+ //>>includeStart('debug', pragmas.debug);
1482
+ if (!defined(geometry)) {
1483
+ throw new DeveloperError("geometry is required.");
1484
+ }
1485
+ //>>includeEnd('debug');
1486
+
1487
+ const extrudeAttribute = geometry.attributes.extrudeDirection;
1488
+ let i;
1489
+ let numVertices;
1490
+ if (defined(extrudeAttribute)) {
1491
+ //only shadow volumes use extrudeDirection, and shadow volumes use vertexFormat: POSITION_ONLY so we don't need to check other attributes
1492
+ const extrudeDirections = extrudeAttribute.values;
1493
+ numVertices = extrudeDirections.length / 3.0;
1494
+ const compressedDirections = new Float32Array(numVertices * 2);
1495
+
1496
+ let i2 = 0;
1497
+ for (i = 0; i < numVertices; ++i) {
1498
+ Cartesian3.fromArray(extrudeDirections, i * 3.0, toEncode1);
1499
+ if (Cartesian3.equals(toEncode1, Cartesian3.ZERO)) {
1500
+ i2 += 2;
1501
+ continue;
1502
+ }
1503
+ encodeResult2 = AttributeCompression.octEncodeInRange(
1504
+ toEncode1,
1505
+ 65535,
1506
+ encodeResult2,
1507
+ );
1508
+ compressedDirections[i2++] = encodeResult2.x;
1509
+ compressedDirections[i2++] = encodeResult2.y;
1510
+ }
1511
+
1512
+ geometry.attributes.compressedAttributes = new GeometryAttribute({
1513
+ componentDatatype: ComponentDatatype.FLOAT,
1514
+ componentsPerAttribute: 2,
1515
+ values: compressedDirections,
1516
+ });
1517
+ delete geometry.attributes.extrudeDirection;
1518
+ return geometry;
1519
+ }
1520
+
1521
+ const normalAttribute = geometry.attributes.normal;
1522
+ const stAttribute = geometry.attributes.st;
1523
+
1524
+ const hasNormal = defined(normalAttribute);
1525
+ const hasSt = defined(stAttribute);
1526
+ if (!hasNormal && !hasSt) {
1527
+ return geometry;
1528
+ }
1529
+
1530
+ const tangentAttribute = geometry.attributes.tangent;
1531
+ const bitangentAttribute = geometry.attributes.bitangent;
1532
+
1533
+ const hasTangent = defined(tangentAttribute);
1534
+ const hasBitangent = defined(bitangentAttribute);
1535
+
1536
+ let normals;
1537
+ let st;
1538
+ let tangents;
1539
+ let bitangents;
1540
+
1541
+ if (hasNormal) {
1542
+ normals = normalAttribute.values;
1543
+ }
1544
+ if (hasSt) {
1545
+ st = stAttribute.values;
1546
+ }
1547
+ if (hasTangent) {
1548
+ tangents = tangentAttribute.values;
1549
+ }
1550
+ if (hasBitangent) {
1551
+ bitangents = bitangentAttribute.values;
1552
+ }
1553
+
1554
+ const length = hasNormal ? normals.length : st.length;
1555
+ const numComponents = hasNormal ? 3.0 : 2.0;
1556
+ numVertices = length / numComponents;
1557
+
1558
+ let compressedLength = numVertices;
1559
+ let numCompressedComponents = hasSt && hasNormal ? 2.0 : 1.0;
1560
+ numCompressedComponents += hasTangent || hasBitangent ? 1.0 : 0.0;
1561
+ compressedLength *= numCompressedComponents;
1562
+
1563
+ const compressedAttributes = new Float32Array(compressedLength);
1564
+
1565
+ let normalIndex = 0;
1566
+ for (i = 0; i < numVertices; ++i) {
1567
+ if (hasSt) {
1568
+ Cartesian2.fromArray(st, i * 2.0, scratchCartesian2);
1569
+ compressedAttributes[normalIndex++] =
1570
+ AttributeCompression.compressTextureCoordinates(scratchCartesian2);
1571
+ }
1572
+
1573
+ const index = i * 3.0;
1574
+ if (hasNormal && defined(tangents) && defined(bitangents)) {
1575
+ Cartesian3.fromArray(normals, index, toEncode1);
1576
+ Cartesian3.fromArray(tangents, index, toEncode2);
1577
+ Cartesian3.fromArray(bitangents, index, toEncode3);
1578
+
1579
+ AttributeCompression.octPack(
1580
+ toEncode1,
1581
+ toEncode2,
1582
+ toEncode3,
1583
+ scratchCartesian2,
1584
+ );
1585
+ compressedAttributes[normalIndex++] = scratchCartesian2.x;
1586
+ compressedAttributes[normalIndex++] = scratchCartesian2.y;
1587
+ } else {
1588
+ if (hasNormal) {
1589
+ Cartesian3.fromArray(normals, index, toEncode1);
1590
+ compressedAttributes[normalIndex++] =
1591
+ AttributeCompression.octEncodeFloat(toEncode1);
1592
+ }
1593
+
1594
+ if (hasTangent) {
1595
+ Cartesian3.fromArray(tangents, index, toEncode1);
1596
+ compressedAttributes[normalIndex++] =
1597
+ AttributeCompression.octEncodeFloat(toEncode1);
1598
+ }
1599
+
1600
+ if (hasBitangent) {
1601
+ Cartesian3.fromArray(bitangents, index, toEncode1);
1602
+ compressedAttributes[normalIndex++] =
1603
+ AttributeCompression.octEncodeFloat(toEncode1);
1604
+ }
1605
+ }
1606
+ }
1607
+
1608
+ geometry.attributes.compressedAttributes = new GeometryAttribute({
1609
+ componentDatatype: ComponentDatatype.FLOAT,
1610
+ componentsPerAttribute: numCompressedComponents,
1611
+ values: compressedAttributes,
1612
+ });
1613
+
1614
+ if (hasNormal) {
1615
+ delete geometry.attributes.normal;
1616
+ }
1617
+ if (hasSt) {
1618
+ delete geometry.attributes.st;
1619
+ }
1620
+ if (hasBitangent) {
1621
+ delete geometry.attributes.bitangent;
1622
+ }
1623
+ if (hasTangent) {
1624
+ delete geometry.attributes.tangent;
1625
+ }
1626
+
1627
+ return geometry;
1628
+ };
1629
+
1630
+ function indexTriangles(geometry) {
1631
+ if (defined(geometry.indices)) {
1632
+ return geometry;
1633
+ }
1634
+ const numberOfVertices = Geometry.computeNumberOfVertices(geometry);
1635
+
1636
+ //>>includeStart('debug', pragmas.debug);
1637
+ if (numberOfVertices < 3) {
1638
+ throw new DeveloperError("The number of vertices must be at least three.");
1639
+ }
1640
+ if (numberOfVertices % 3 !== 0) {
1641
+ throw new DeveloperError(
1642
+ "The number of vertices must be a multiple of three.",
1643
+ );
1644
+ }
1645
+ //>>includeEnd('debug');
1646
+
1647
+ const indices = IndexDatatype.createTypedArray(
1648
+ numberOfVertices,
1649
+ numberOfVertices,
1650
+ );
1651
+ for (let i = 0; i < numberOfVertices; ++i) {
1652
+ indices[i] = i;
1653
+ }
1654
+
1655
+ geometry.indices = indices;
1656
+ return geometry;
1657
+ }
1658
+
1659
+ function indexTriangleFan(geometry) {
1660
+ const numberOfVertices = Geometry.computeNumberOfVertices(geometry);
1661
+
1662
+ //>>includeStart('debug', pragmas.debug);
1663
+ if (numberOfVertices < 3) {
1664
+ throw new DeveloperError("The number of vertices must be at least three.");
1665
+ }
1666
+ //>>includeEnd('debug');
1667
+
1668
+ const indices = IndexDatatype.createTypedArray(
1669
+ numberOfVertices,
1670
+ (numberOfVertices - 2) * 3,
1671
+ );
1672
+ indices[0] = 1;
1673
+ indices[1] = 0;
1674
+ indices[2] = 2;
1675
+
1676
+ let indicesIndex = 3;
1677
+ for (let i = 3; i < numberOfVertices; ++i) {
1678
+ indices[indicesIndex++] = i - 1;
1679
+ indices[indicesIndex++] = 0;
1680
+ indices[indicesIndex++] = i;
1681
+ }
1682
+
1683
+ geometry.indices = indices;
1684
+ geometry.primitiveType = PrimitiveType.TRIANGLES;
1685
+ return geometry;
1686
+ }
1687
+
1688
+ function indexTriangleStrip(geometry) {
1689
+ const numberOfVertices = Geometry.computeNumberOfVertices(geometry);
1690
+
1691
+ //>>includeStart('debug', pragmas.debug);
1692
+ if (numberOfVertices < 3) {
1693
+ throw new DeveloperError("The number of vertices must be at least 3.");
1694
+ }
1695
+ //>>includeEnd('debug');
1696
+
1697
+ const indices = IndexDatatype.createTypedArray(
1698
+ numberOfVertices,
1699
+ (numberOfVertices - 2) * 3,
1700
+ );
1701
+ indices[0] = 0;
1702
+ indices[1] = 1;
1703
+ indices[2] = 2;
1704
+
1705
+ if (numberOfVertices > 3) {
1706
+ indices[3] = 0;
1707
+ indices[4] = 2;
1708
+ indices[5] = 3;
1709
+ }
1710
+
1711
+ let indicesIndex = 6;
1712
+ for (let i = 3; i < numberOfVertices - 1; i += 2) {
1713
+ indices[indicesIndex++] = i;
1714
+ indices[indicesIndex++] = i - 1;
1715
+ indices[indicesIndex++] = i + 1;
1716
+
1717
+ if (i + 2 < numberOfVertices) {
1718
+ indices[indicesIndex++] = i;
1719
+ indices[indicesIndex++] = i + 1;
1720
+ indices[indicesIndex++] = i + 2;
1721
+ }
1722
+ }
1723
+
1724
+ geometry.indices = indices;
1725
+ geometry.primitiveType = PrimitiveType.TRIANGLES;
1726
+ return geometry;
1727
+ }
1728
+
1729
+ function indexLines(geometry) {
1730
+ if (defined(geometry.indices)) {
1731
+ return geometry;
1732
+ }
1733
+ const numberOfVertices = Geometry.computeNumberOfVertices(geometry);
1734
+
1735
+ //>>includeStart('debug', pragmas.debug);
1736
+ if (numberOfVertices < 2) {
1737
+ throw new DeveloperError("The number of vertices must be at least two.");
1738
+ }
1739
+ if (numberOfVertices % 2 !== 0) {
1740
+ throw new DeveloperError("The number of vertices must be a multiple of 2.");
1741
+ }
1742
+ //>>includeEnd('debug');
1743
+
1744
+ const indices = IndexDatatype.createTypedArray(
1745
+ numberOfVertices,
1746
+ numberOfVertices,
1747
+ );
1748
+ for (let i = 0; i < numberOfVertices; ++i) {
1749
+ indices[i] = i;
1750
+ }
1751
+
1752
+ geometry.indices = indices;
1753
+ return geometry;
1754
+ }
1755
+
1756
+ function indexLineStrip(geometry) {
1757
+ const numberOfVertices = Geometry.computeNumberOfVertices(geometry);
1758
+
1759
+ //>>includeStart('debug', pragmas.debug);
1760
+ if (numberOfVertices < 2) {
1761
+ throw new DeveloperError("The number of vertices must be at least two.");
1762
+ }
1763
+ //>>includeEnd('debug');
1764
+
1765
+ const indices = IndexDatatype.createTypedArray(
1766
+ numberOfVertices,
1767
+ (numberOfVertices - 1) * 2,
1768
+ );
1769
+ indices[0] = 0;
1770
+ indices[1] = 1;
1771
+ let indicesIndex = 2;
1772
+ for (let i = 2; i < numberOfVertices; ++i) {
1773
+ indices[indicesIndex++] = i - 1;
1774
+ indices[indicesIndex++] = i;
1775
+ }
1776
+
1777
+ geometry.indices = indices;
1778
+ geometry.primitiveType = PrimitiveType.LINES;
1779
+ return geometry;
1780
+ }
1781
+
1782
+ function indexLineLoop(geometry) {
1783
+ const numberOfVertices = Geometry.computeNumberOfVertices(geometry);
1784
+
1785
+ //>>includeStart('debug', pragmas.debug);
1786
+ if (numberOfVertices < 2) {
1787
+ throw new DeveloperError("The number of vertices must be at least two.");
1788
+ }
1789
+ //>>includeEnd('debug');
1790
+
1791
+ const indices = IndexDatatype.createTypedArray(
1792
+ numberOfVertices,
1793
+ numberOfVertices * 2,
1794
+ );
1795
+
1796
+ indices[0] = 0;
1797
+ indices[1] = 1;
1798
+
1799
+ let indicesIndex = 2;
1800
+ for (let i = 2; i < numberOfVertices; ++i) {
1801
+ indices[indicesIndex++] = i - 1;
1802
+ indices[indicesIndex++] = i;
1803
+ }
1804
+
1805
+ indices[indicesIndex++] = numberOfVertices - 1;
1806
+ indices[indicesIndex] = 0;
1807
+
1808
+ geometry.indices = indices;
1809
+ geometry.primitiveType = PrimitiveType.LINES;
1810
+ return geometry;
1811
+ }
1812
+
1813
+ function indexPrimitive(geometry) {
1814
+ switch (geometry.primitiveType) {
1815
+ case PrimitiveType.TRIANGLE_FAN:
1816
+ return indexTriangleFan(geometry);
1817
+ case PrimitiveType.TRIANGLE_STRIP:
1818
+ return indexTriangleStrip(geometry);
1819
+ case PrimitiveType.TRIANGLES:
1820
+ return indexTriangles(geometry);
1821
+ case PrimitiveType.LINE_STRIP:
1822
+ return indexLineStrip(geometry);
1823
+ case PrimitiveType.LINE_LOOP:
1824
+ return indexLineLoop(geometry);
1825
+ case PrimitiveType.LINES:
1826
+ return indexLines(geometry);
1827
+ }
1828
+
1829
+ return geometry;
1830
+ }
1831
+
1832
+ function offsetPointFromXZPlane(p, isBehind) {
1833
+ if (Math.abs(p.y) < CesiumMath.EPSILON6) {
1834
+ if (isBehind) {
1835
+ p.y = -CesiumMath.EPSILON6;
1836
+ } else {
1837
+ p.y = CesiumMath.EPSILON6;
1838
+ }
1839
+ }
1840
+ }
1841
+
1842
+ function offsetTriangleFromXZPlane(p0, p1, p2) {
1843
+ if (p0.y !== 0.0 && p1.y !== 0.0 && p2.y !== 0.0) {
1844
+ offsetPointFromXZPlane(p0, p0.y < 0.0);
1845
+ offsetPointFromXZPlane(p1, p1.y < 0.0);
1846
+ offsetPointFromXZPlane(p2, p2.y < 0.0);
1847
+ return;
1848
+ }
1849
+
1850
+ const p0y = Math.abs(p0.y);
1851
+ const p1y = Math.abs(p1.y);
1852
+ const p2y = Math.abs(p2.y);
1853
+
1854
+ let sign;
1855
+ if (p0y > p1y) {
1856
+ if (p0y > p2y) {
1857
+ sign = CesiumMath.sign(p0.y);
1858
+ } else {
1859
+ sign = CesiumMath.sign(p2.y);
1860
+ }
1861
+ } else if (p1y > p2y) {
1862
+ sign = CesiumMath.sign(p1.y);
1863
+ } else {
1864
+ sign = CesiumMath.sign(p2.y);
1865
+ }
1866
+
1867
+ const isBehind = sign < 0.0;
1868
+ offsetPointFromXZPlane(p0, isBehind);
1869
+ offsetPointFromXZPlane(p1, isBehind);
1870
+ offsetPointFromXZPlane(p2, isBehind);
1871
+ }
1872
+
1873
+ const c3 = new Cartesian3();
1874
+ function getXZIntersectionOffsetPoints(p, p1, u1, v1) {
1875
+ Cartesian3.add(
1876
+ p,
1877
+ Cartesian3.multiplyByScalar(
1878
+ Cartesian3.subtract(p1, p, c3),
1879
+ p.y / (p.y - p1.y),
1880
+ c3,
1881
+ ),
1882
+ u1,
1883
+ );
1884
+ Cartesian3.clone(u1, v1);
1885
+ offsetPointFromXZPlane(u1, true);
1886
+ offsetPointFromXZPlane(v1, false);
1887
+ }
1888
+
1889
+ const u1 = new Cartesian3();
1890
+ const u2 = new Cartesian3();
1891
+ const q1 = new Cartesian3();
1892
+ const q2 = new Cartesian3();
1893
+
1894
+ const splitTriangleResult = {
1895
+ positions: new Array(7),
1896
+ indices: new Array(3 * 3),
1897
+ };
1898
+
1899
+ function splitTriangle(p0, p1, p2) {
1900
+ // In ellipsoid coordinates, for a triangle approximately on the
1901
+ // ellipsoid to cross the IDL, first it needs to be on the
1902
+ // negative side of the plane x = 0.
1903
+ if (p0.x >= 0.0 || p1.x >= 0.0 || p2.x >= 0.0) {
1904
+ return undefined;
1905
+ }
1906
+
1907
+ offsetTriangleFromXZPlane(p0, p1, p2);
1908
+
1909
+ const p0Behind = p0.y < 0.0;
1910
+ const p1Behind = p1.y < 0.0;
1911
+ const p2Behind = p2.y < 0.0;
1912
+
1913
+ let numBehind = 0;
1914
+ numBehind += p0Behind ? 1 : 0;
1915
+ numBehind += p1Behind ? 1 : 0;
1916
+ numBehind += p2Behind ? 1 : 0;
1917
+
1918
+ const indices = splitTriangleResult.indices;
1919
+
1920
+ if (numBehind === 1) {
1921
+ indices[1] = 3;
1922
+ indices[2] = 4;
1923
+ indices[5] = 6;
1924
+ indices[7] = 6;
1925
+ indices[8] = 5;
1926
+
1927
+ if (p0Behind) {
1928
+ getXZIntersectionOffsetPoints(p0, p1, u1, q1);
1929
+ getXZIntersectionOffsetPoints(p0, p2, u2, q2);
1930
+
1931
+ indices[0] = 0;
1932
+ indices[3] = 1;
1933
+ indices[4] = 2;
1934
+ indices[6] = 1;
1935
+ } else if (p1Behind) {
1936
+ getXZIntersectionOffsetPoints(p1, p2, u1, q1);
1937
+ getXZIntersectionOffsetPoints(p1, p0, u2, q2);
1938
+
1939
+ indices[0] = 1;
1940
+ indices[3] = 2;
1941
+ indices[4] = 0;
1942
+ indices[6] = 2;
1943
+ } else if (p2Behind) {
1944
+ getXZIntersectionOffsetPoints(p2, p0, u1, q1);
1945
+ getXZIntersectionOffsetPoints(p2, p1, u2, q2);
1946
+
1947
+ indices[0] = 2;
1948
+ indices[3] = 0;
1949
+ indices[4] = 1;
1950
+ indices[6] = 0;
1951
+ }
1952
+ } else if (numBehind === 2) {
1953
+ indices[2] = 4;
1954
+ indices[4] = 4;
1955
+ indices[5] = 3;
1956
+ indices[7] = 5;
1957
+ indices[8] = 6;
1958
+
1959
+ if (!p0Behind) {
1960
+ getXZIntersectionOffsetPoints(p0, p1, u1, q1);
1961
+ getXZIntersectionOffsetPoints(p0, p2, u2, q2);
1962
+
1963
+ indices[0] = 1;
1964
+ indices[1] = 2;
1965
+ indices[3] = 1;
1966
+ indices[6] = 0;
1967
+ } else if (!p1Behind) {
1968
+ getXZIntersectionOffsetPoints(p1, p2, u1, q1);
1969
+ getXZIntersectionOffsetPoints(p1, p0, u2, q2);
1970
+
1971
+ indices[0] = 2;
1972
+ indices[1] = 0;
1973
+ indices[3] = 2;
1974
+ indices[6] = 1;
1975
+ } else if (!p2Behind) {
1976
+ getXZIntersectionOffsetPoints(p2, p0, u1, q1);
1977
+ getXZIntersectionOffsetPoints(p2, p1, u2, q2);
1978
+
1979
+ indices[0] = 0;
1980
+ indices[1] = 1;
1981
+ indices[3] = 0;
1982
+ indices[6] = 2;
1983
+ }
1984
+ }
1985
+
1986
+ const positions = splitTriangleResult.positions;
1987
+ positions[0] = p0;
1988
+ positions[1] = p1;
1989
+ positions[2] = p2;
1990
+ positions.length = 3;
1991
+
1992
+ if (numBehind === 1 || numBehind === 2) {
1993
+ positions[3] = u1;
1994
+ positions[4] = u2;
1995
+ positions[5] = q1;
1996
+ positions[6] = q2;
1997
+ positions.length = 7;
1998
+ }
1999
+
2000
+ return splitTriangleResult;
2001
+ }
2002
+
2003
+ function updateGeometryAfterSplit(geometry, computeBoundingSphere) {
2004
+ const attributes = geometry.attributes;
2005
+
2006
+ if (attributes.position.values.length === 0) {
2007
+ return undefined;
2008
+ }
2009
+
2010
+ for (const property in attributes) {
2011
+ if (
2012
+ attributes.hasOwnProperty(property) &&
2013
+ defined(attributes[property]) &&
2014
+ defined(attributes[property].values)
2015
+ ) {
2016
+ const attribute = attributes[property];
2017
+ attribute.values = ComponentDatatype.createTypedArray(
2018
+ attribute.componentDatatype,
2019
+ attribute.values,
2020
+ );
2021
+ }
2022
+ }
2023
+
2024
+ const numberOfVertices = Geometry.computeNumberOfVertices(geometry);
2025
+ geometry.indices = IndexDatatype.createTypedArray(
2026
+ numberOfVertices,
2027
+ geometry.indices,
2028
+ );
2029
+
2030
+ if (computeBoundingSphere) {
2031
+ geometry.boundingSphere = BoundingSphere.fromVertices(
2032
+ attributes.position.values,
2033
+ );
2034
+ }
2035
+
2036
+ return geometry;
2037
+ }
2038
+
2039
+ function copyGeometryForSplit(geometry) {
2040
+ const attributes = geometry.attributes;
2041
+ const copiedAttributes = {};
2042
+
2043
+ for (const property in attributes) {
2044
+ if (
2045
+ attributes.hasOwnProperty(property) &&
2046
+ defined(attributes[property]) &&
2047
+ defined(attributes[property].values)
2048
+ ) {
2049
+ const attribute = attributes[property];
2050
+ copiedAttributes[property] = new GeometryAttribute({
2051
+ componentDatatype: attribute.componentDatatype,
2052
+ componentsPerAttribute: attribute.componentsPerAttribute,
2053
+ normalize: attribute.normalize,
2054
+ values: [],
2055
+ });
2056
+ }
2057
+ }
2058
+
2059
+ return new Geometry({
2060
+ attributes: copiedAttributes,
2061
+ indices: [],
2062
+ primitiveType: geometry.primitiveType,
2063
+ });
2064
+ }
2065
+
2066
+ function updateInstanceAfterSplit(instance, westGeometry, eastGeometry) {
2067
+ const computeBoundingSphere = defined(instance.geometry.boundingSphere);
2068
+
2069
+ westGeometry = updateGeometryAfterSplit(westGeometry, computeBoundingSphere);
2070
+ eastGeometry = updateGeometryAfterSplit(eastGeometry, computeBoundingSphere);
2071
+
2072
+ if (defined(eastGeometry) && !defined(westGeometry)) {
2073
+ instance.geometry = eastGeometry;
2074
+ } else if (!defined(eastGeometry) && defined(westGeometry)) {
2075
+ instance.geometry = westGeometry;
2076
+ } else {
2077
+ instance.westHemisphereGeometry = westGeometry;
2078
+ instance.eastHemisphereGeometry = eastGeometry;
2079
+ instance.geometry = undefined;
2080
+ }
2081
+ }
2082
+
2083
+ function generateBarycentricInterpolateFunction(
2084
+ CartesianType,
2085
+ numberOfComponents,
2086
+ ) {
2087
+ const v0Scratch = new CartesianType();
2088
+ const v1Scratch = new CartesianType();
2089
+ const v2Scratch = new CartesianType();
2090
+
2091
+ return function (
2092
+ i0,
2093
+ i1,
2094
+ i2,
2095
+ coords,
2096
+ sourceValues,
2097
+ currentValues,
2098
+ insertedIndex,
2099
+ normalize,
2100
+ ) {
2101
+ const v0 = CartesianType.fromArray(
2102
+ sourceValues,
2103
+ i0 * numberOfComponents,
2104
+ v0Scratch,
2105
+ );
2106
+ const v1 = CartesianType.fromArray(
2107
+ sourceValues,
2108
+ i1 * numberOfComponents,
2109
+ v1Scratch,
2110
+ );
2111
+ const v2 = CartesianType.fromArray(
2112
+ sourceValues,
2113
+ i2 * numberOfComponents,
2114
+ v2Scratch,
2115
+ );
2116
+
2117
+ CartesianType.multiplyByScalar(v0, coords.x, v0);
2118
+ CartesianType.multiplyByScalar(v1, coords.y, v1);
2119
+ CartesianType.multiplyByScalar(v2, coords.z, v2);
2120
+
2121
+ const value = CartesianType.add(v0, v1, v0);
2122
+ CartesianType.add(value, v2, value);
2123
+
2124
+ if (normalize) {
2125
+ CartesianType.normalize(value, value);
2126
+ }
2127
+
2128
+ CartesianType.pack(
2129
+ value,
2130
+ currentValues,
2131
+ insertedIndex * numberOfComponents,
2132
+ );
2133
+ };
2134
+ }
2135
+
2136
+ const interpolateAndPackCartesian4 = generateBarycentricInterpolateFunction(
2137
+ Cartesian4,
2138
+ 4,
2139
+ );
2140
+ const interpolateAndPackCartesian3 = generateBarycentricInterpolateFunction(
2141
+ Cartesian3,
2142
+ 3,
2143
+ );
2144
+ const interpolateAndPackCartesian2 = generateBarycentricInterpolateFunction(
2145
+ Cartesian2,
2146
+ 2,
2147
+ );
2148
+ const interpolateAndPackBoolean = function (
2149
+ i0,
2150
+ i1,
2151
+ i2,
2152
+ coords,
2153
+ sourceValues,
2154
+ currentValues,
2155
+ insertedIndex,
2156
+ ) {
2157
+ const v1 = sourceValues[i0] * coords.x;
2158
+ const v2 = sourceValues[i1] * coords.y;
2159
+ const v3 = sourceValues[i2] * coords.z;
2160
+ currentValues[insertedIndex] = v1 + v2 + v3 > CesiumMath.EPSILON6 ? 1 : 0;
2161
+ };
2162
+
2163
+ const p0Scratch = new Cartesian3();
2164
+ const p1Scratch = new Cartesian3();
2165
+ const p2Scratch = new Cartesian3();
2166
+ const barycentricScratch = new Cartesian3();
2167
+
2168
+ function computeTriangleAttributes(
2169
+ i0,
2170
+ i1,
2171
+ i2,
2172
+ point,
2173
+ positions,
2174
+ normals,
2175
+ tangents,
2176
+ bitangents,
2177
+ texCoords,
2178
+ extrudeDirections,
2179
+ applyOffset,
2180
+ currentAttributes,
2181
+ customAttributeNames,
2182
+ customAttributesLength,
2183
+ allAttributes,
2184
+ insertedIndex,
2185
+ ) {
2186
+ if (
2187
+ !defined(normals) &&
2188
+ !defined(tangents) &&
2189
+ !defined(bitangents) &&
2190
+ !defined(texCoords) &&
2191
+ !defined(extrudeDirections) &&
2192
+ customAttributesLength === 0
2193
+ ) {
2194
+ return;
2195
+ }
2196
+
2197
+ const p0 = Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
2198
+ const p1 = Cartesian3.fromArray(positions, i1 * 3, p1Scratch);
2199
+ const p2 = Cartesian3.fromArray(positions, i2 * 3, p2Scratch);
2200
+ const coords = barycentricCoordinates(point, p0, p1, p2, barycentricScratch);
2201
+ if (!defined(coords)) {
2202
+ return;
2203
+ }
2204
+
2205
+ if (defined(normals)) {
2206
+ interpolateAndPackCartesian3(
2207
+ i0,
2208
+ i1,
2209
+ i2,
2210
+ coords,
2211
+ normals,
2212
+ currentAttributes.normal.values,
2213
+ insertedIndex,
2214
+ true,
2215
+ );
2216
+ }
2217
+
2218
+ if (defined(extrudeDirections)) {
2219
+ const d0 = Cartesian3.fromArray(extrudeDirections, i0 * 3, p0Scratch);
2220
+ const d1 = Cartesian3.fromArray(extrudeDirections, i1 * 3, p1Scratch);
2221
+ const d2 = Cartesian3.fromArray(extrudeDirections, i2 * 3, p2Scratch);
2222
+
2223
+ Cartesian3.multiplyByScalar(d0, coords.x, d0);
2224
+ Cartesian3.multiplyByScalar(d1, coords.y, d1);
2225
+ Cartesian3.multiplyByScalar(d2, coords.z, d2);
2226
+
2227
+ let direction;
2228
+ if (
2229
+ !Cartesian3.equals(d0, Cartesian3.ZERO) ||
2230
+ !Cartesian3.equals(d1, Cartesian3.ZERO) ||
2231
+ !Cartesian3.equals(d2, Cartesian3.ZERO)
2232
+ ) {
2233
+ direction = Cartesian3.add(d0, d1, d0);
2234
+ Cartesian3.add(direction, d2, direction);
2235
+ Cartesian3.normalize(direction, direction);
2236
+ } else {
2237
+ direction = p0Scratch;
2238
+ direction.x = 0;
2239
+ direction.y = 0;
2240
+ direction.z = 0;
2241
+ }
2242
+ Cartesian3.pack(
2243
+ direction,
2244
+ currentAttributes.extrudeDirection.values,
2245
+ insertedIndex * 3,
2246
+ );
2247
+ }
2248
+
2249
+ if (defined(applyOffset)) {
2250
+ interpolateAndPackBoolean(
2251
+ i0,
2252
+ i1,
2253
+ i2,
2254
+ coords,
2255
+ applyOffset,
2256
+ currentAttributes.applyOffset.values,
2257
+ insertedIndex,
2258
+ );
2259
+ }
2260
+
2261
+ if (defined(tangents)) {
2262
+ interpolateAndPackCartesian3(
2263
+ i0,
2264
+ i1,
2265
+ i2,
2266
+ coords,
2267
+ tangents,
2268
+ currentAttributes.tangent.values,
2269
+ insertedIndex,
2270
+ true,
2271
+ );
2272
+ }
2273
+
2274
+ if (defined(bitangents)) {
2275
+ interpolateAndPackCartesian3(
2276
+ i0,
2277
+ i1,
2278
+ i2,
2279
+ coords,
2280
+ bitangents,
2281
+ currentAttributes.bitangent.values,
2282
+ insertedIndex,
2283
+ true,
2284
+ );
2285
+ }
2286
+
2287
+ if (defined(texCoords)) {
2288
+ interpolateAndPackCartesian2(
2289
+ i0,
2290
+ i1,
2291
+ i2,
2292
+ coords,
2293
+ texCoords,
2294
+ currentAttributes.st.values,
2295
+ insertedIndex,
2296
+ );
2297
+ }
2298
+
2299
+ if (customAttributesLength > 0) {
2300
+ for (let i = 0; i < customAttributesLength; i++) {
2301
+ const attributeName = customAttributeNames[i];
2302
+ genericInterpolate(
2303
+ i0,
2304
+ i1,
2305
+ i2,
2306
+ coords,
2307
+ insertedIndex,
2308
+ allAttributes[attributeName],
2309
+ currentAttributes[attributeName],
2310
+ );
2311
+ }
2312
+ }
2313
+ }
2314
+
2315
+ function genericInterpolate(
2316
+ i0,
2317
+ i1,
2318
+ i2,
2319
+ coords,
2320
+ insertedIndex,
2321
+ sourceAttribute,
2322
+ currentAttribute,
2323
+ ) {
2324
+ const componentsPerAttribute = sourceAttribute.componentsPerAttribute;
2325
+ const sourceValues = sourceAttribute.values;
2326
+ const currentValues = currentAttribute.values;
2327
+ switch (componentsPerAttribute) {
2328
+ case 4:
2329
+ interpolateAndPackCartesian4(
2330
+ i0,
2331
+ i1,
2332
+ i2,
2333
+ coords,
2334
+ sourceValues,
2335
+ currentValues,
2336
+ insertedIndex,
2337
+ false,
2338
+ );
2339
+ break;
2340
+ case 3:
2341
+ interpolateAndPackCartesian3(
2342
+ i0,
2343
+ i1,
2344
+ i2,
2345
+ coords,
2346
+ sourceValues,
2347
+ currentValues,
2348
+ insertedIndex,
2349
+ false,
2350
+ );
2351
+ break;
2352
+ case 2:
2353
+ interpolateAndPackCartesian2(
2354
+ i0,
2355
+ i1,
2356
+ i2,
2357
+ coords,
2358
+ sourceValues,
2359
+ currentValues,
2360
+ insertedIndex,
2361
+ false,
2362
+ );
2363
+ break;
2364
+ default:
2365
+ currentValues[insertedIndex] =
2366
+ sourceValues[i0] * coords.x +
2367
+ sourceValues[i1] * coords.y +
2368
+ sourceValues[i2] * coords.z;
2369
+ }
2370
+ }
2371
+
2372
+ function insertSplitPoint(
2373
+ currentAttributes,
2374
+ currentIndices,
2375
+ currentIndexMap,
2376
+ indices,
2377
+ currentIndex,
2378
+ point,
2379
+ ) {
2380
+ const insertIndex = currentAttributes.position.values.length / 3;
2381
+
2382
+ if (currentIndex !== -1) {
2383
+ const prevIndex = indices[currentIndex];
2384
+ const newIndex = currentIndexMap[prevIndex];
2385
+
2386
+ if (newIndex === -1) {
2387
+ currentIndexMap[prevIndex] = insertIndex;
2388
+ currentAttributes.position.values.push(point.x, point.y, point.z);
2389
+ currentIndices.push(insertIndex);
2390
+ return insertIndex;
2391
+ }
2392
+
2393
+ currentIndices.push(newIndex);
2394
+ return newIndex;
2395
+ }
2396
+
2397
+ currentAttributes.position.values.push(point.x, point.y, point.z);
2398
+ currentIndices.push(insertIndex);
2399
+ return insertIndex;
2400
+ }
2401
+
2402
+ const NAMED_ATTRIBUTES = {
2403
+ position: true,
2404
+ normal: true,
2405
+ bitangent: true,
2406
+ tangent: true,
2407
+ st: true,
2408
+ extrudeDirection: true,
2409
+ applyOffset: true,
2410
+ };
2411
+ function splitLongitudeTriangles(instance) {
2412
+ const geometry = instance.geometry;
2413
+ const attributes = geometry.attributes;
2414
+ const positions = attributes.position.values;
2415
+ const normals = defined(attributes.normal)
2416
+ ? attributes.normal.values
2417
+ : undefined;
2418
+ const bitangents = defined(attributes.bitangent)
2419
+ ? attributes.bitangent.values
2420
+ : undefined;
2421
+ const tangents = defined(attributes.tangent)
2422
+ ? attributes.tangent.values
2423
+ : undefined;
2424
+ const texCoords = defined(attributes.st) ? attributes.st.values : undefined;
2425
+ const extrudeDirections = defined(attributes.extrudeDirection)
2426
+ ? attributes.extrudeDirection.values
2427
+ : undefined;
2428
+ const applyOffset = defined(attributes.applyOffset)
2429
+ ? attributes.applyOffset.values
2430
+ : undefined;
2431
+ const indices = geometry.indices;
2432
+
2433
+ const customAttributeNames = [];
2434
+ for (const attributeName in attributes) {
2435
+ if (
2436
+ attributes.hasOwnProperty(attributeName) &&
2437
+ !NAMED_ATTRIBUTES[attributeName] &&
2438
+ defined(attributes[attributeName])
2439
+ ) {
2440
+ customAttributeNames.push(attributeName);
2441
+ }
2442
+ }
2443
+ const customAttributesLength = customAttributeNames.length;
2444
+
2445
+ const eastGeometry = copyGeometryForSplit(geometry);
2446
+ const westGeometry = copyGeometryForSplit(geometry);
2447
+
2448
+ let currentAttributes;
2449
+ let currentIndices;
2450
+ let currentIndexMap;
2451
+ let insertedIndex;
2452
+ let i;
2453
+
2454
+ const westGeometryIndexMap = [];
2455
+ westGeometryIndexMap.length = positions.length / 3;
2456
+
2457
+ const eastGeometryIndexMap = [];
2458
+ eastGeometryIndexMap.length = positions.length / 3;
2459
+
2460
+ for (i = 0; i < westGeometryIndexMap.length; ++i) {
2461
+ westGeometryIndexMap[i] = -1;
2462
+ eastGeometryIndexMap[i] = -1;
2463
+ }
2464
+
2465
+ const len = indices.length;
2466
+ for (i = 0; i < len; i += 3) {
2467
+ const i0 = indices[i];
2468
+ const i1 = indices[i + 1];
2469
+ const i2 = indices[i + 2];
2470
+
2471
+ let p0 = Cartesian3.fromArray(positions, i0 * 3);
2472
+ let p1 = Cartesian3.fromArray(positions, i1 * 3);
2473
+ let p2 = Cartesian3.fromArray(positions, i2 * 3);
2474
+
2475
+ const result = splitTriangle(p0, p1, p2);
2476
+ if (defined(result) && result.positions.length > 3) {
2477
+ const resultPositions = result.positions;
2478
+ const resultIndices = result.indices;
2479
+ const resultLength = resultIndices.length;
2480
+
2481
+ for (let j = 0; j < resultLength; ++j) {
2482
+ const resultIndex = resultIndices[j];
2483
+ const point = resultPositions[resultIndex];
2484
+
2485
+ if (point.y < 0.0) {
2486
+ currentAttributes = westGeometry.attributes;
2487
+ currentIndices = westGeometry.indices;
2488
+ currentIndexMap = westGeometryIndexMap;
2489
+ } else {
2490
+ currentAttributes = eastGeometry.attributes;
2491
+ currentIndices = eastGeometry.indices;
2492
+ currentIndexMap = eastGeometryIndexMap;
2493
+ }
2494
+
2495
+ insertedIndex = insertSplitPoint(
2496
+ currentAttributes,
2497
+ currentIndices,
2498
+ currentIndexMap,
2499
+ indices,
2500
+ resultIndex < 3 ? i + resultIndex : -1,
2501
+ point,
2502
+ );
2503
+ computeTriangleAttributes(
2504
+ i0,
2505
+ i1,
2506
+ i2,
2507
+ point,
2508
+ positions,
2509
+ normals,
2510
+ tangents,
2511
+ bitangents,
2512
+ texCoords,
2513
+ extrudeDirections,
2514
+ applyOffset,
2515
+ currentAttributes,
2516
+ customAttributeNames,
2517
+ customAttributesLength,
2518
+ attributes,
2519
+ insertedIndex,
2520
+ );
2521
+ }
2522
+ } else {
2523
+ if (defined(result)) {
2524
+ p0 = result.positions[0];
2525
+ p1 = result.positions[1];
2526
+ p2 = result.positions[2];
2527
+ }
2528
+
2529
+ if (p0.y < 0.0) {
2530
+ currentAttributes = westGeometry.attributes;
2531
+ currentIndices = westGeometry.indices;
2532
+ currentIndexMap = westGeometryIndexMap;
2533
+ } else {
2534
+ currentAttributes = eastGeometry.attributes;
2535
+ currentIndices = eastGeometry.indices;
2536
+ currentIndexMap = eastGeometryIndexMap;
2537
+ }
2538
+
2539
+ insertedIndex = insertSplitPoint(
2540
+ currentAttributes,
2541
+ currentIndices,
2542
+ currentIndexMap,
2543
+ indices,
2544
+ i,
2545
+ p0,
2546
+ );
2547
+ computeTriangleAttributes(
2548
+ i0,
2549
+ i1,
2550
+ i2,
2551
+ p0,
2552
+ positions,
2553
+ normals,
2554
+ tangents,
2555
+ bitangents,
2556
+ texCoords,
2557
+ extrudeDirections,
2558
+ applyOffset,
2559
+ currentAttributes,
2560
+ customAttributeNames,
2561
+ customAttributesLength,
2562
+ attributes,
2563
+ insertedIndex,
2564
+ );
2565
+
2566
+ insertedIndex = insertSplitPoint(
2567
+ currentAttributes,
2568
+ currentIndices,
2569
+ currentIndexMap,
2570
+ indices,
2571
+ i + 1,
2572
+ p1,
2573
+ );
2574
+ computeTriangleAttributes(
2575
+ i0,
2576
+ i1,
2577
+ i2,
2578
+ p1,
2579
+ positions,
2580
+ normals,
2581
+ tangents,
2582
+ bitangents,
2583
+ texCoords,
2584
+ extrudeDirections,
2585
+ applyOffset,
2586
+ currentAttributes,
2587
+ customAttributeNames,
2588
+ customAttributesLength,
2589
+ attributes,
2590
+ insertedIndex,
2591
+ );
2592
+
2593
+ insertedIndex = insertSplitPoint(
2594
+ currentAttributes,
2595
+ currentIndices,
2596
+ currentIndexMap,
2597
+ indices,
2598
+ i + 2,
2599
+ p2,
2600
+ );
2601
+ computeTriangleAttributes(
2602
+ i0,
2603
+ i1,
2604
+ i2,
2605
+ p2,
2606
+ positions,
2607
+ normals,
2608
+ tangents,
2609
+ bitangents,
2610
+ texCoords,
2611
+ extrudeDirections,
2612
+ applyOffset,
2613
+ currentAttributes,
2614
+ customAttributeNames,
2615
+ customAttributesLength,
2616
+ attributes,
2617
+ insertedIndex,
2618
+ );
2619
+ }
2620
+ }
2621
+
2622
+ updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
2623
+ }
2624
+
2625
+ const xzPlane = Plane.fromPointNormal(Cartesian3.ZERO, Cartesian3.UNIT_Y);
2626
+
2627
+ const offsetScratch = new Cartesian3();
2628
+ const offsetPointScratch = new Cartesian3();
2629
+
2630
+ function computeLineAttributes(
2631
+ i0,
2632
+ i1,
2633
+ point,
2634
+ positions,
2635
+ insertIndex,
2636
+ currentAttributes,
2637
+ applyOffset,
2638
+ ) {
2639
+ if (!defined(applyOffset)) {
2640
+ return;
2641
+ }
2642
+
2643
+ const p0 = Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
2644
+ if (Cartesian3.equalsEpsilon(p0, point, CesiumMath.EPSILON10)) {
2645
+ currentAttributes.applyOffset.values[insertIndex] = applyOffset[i0];
2646
+ } else {
2647
+ currentAttributes.applyOffset.values[insertIndex] = applyOffset[i1];
2648
+ }
2649
+ }
2650
+
2651
+ function splitLongitudeLines(instance) {
2652
+ const geometry = instance.geometry;
2653
+ const attributes = geometry.attributes;
2654
+ const positions = attributes.position.values;
2655
+ const applyOffset = defined(attributes.applyOffset)
2656
+ ? attributes.applyOffset.values
2657
+ : undefined;
2658
+ const indices = geometry.indices;
2659
+
2660
+ const eastGeometry = copyGeometryForSplit(geometry);
2661
+ const westGeometry = copyGeometryForSplit(geometry);
2662
+
2663
+ let i;
2664
+ const length = indices.length;
2665
+
2666
+ const westGeometryIndexMap = [];
2667
+ westGeometryIndexMap.length = positions.length / 3;
2668
+
2669
+ const eastGeometryIndexMap = [];
2670
+ eastGeometryIndexMap.length = positions.length / 3;
2671
+
2672
+ for (i = 0; i < westGeometryIndexMap.length; ++i) {
2673
+ westGeometryIndexMap[i] = -1;
2674
+ eastGeometryIndexMap[i] = -1;
2675
+ }
2676
+
2677
+ for (i = 0; i < length; i += 2) {
2678
+ const i0 = indices[i];
2679
+ const i1 = indices[i + 1];
2680
+
2681
+ const p0 = Cartesian3.fromArray(positions, i0 * 3, p0Scratch);
2682
+ const p1 = Cartesian3.fromArray(positions, i1 * 3, p1Scratch);
2683
+ let insertIndex;
2684
+
2685
+ if (Math.abs(p0.y) < CesiumMath.EPSILON6) {
2686
+ if (p0.y < 0.0) {
2687
+ p0.y = -CesiumMath.EPSILON6;
2688
+ } else {
2689
+ p0.y = CesiumMath.EPSILON6;
2690
+ }
2691
+ }
2692
+
2693
+ if (Math.abs(p1.y) < CesiumMath.EPSILON6) {
2694
+ if (p1.y < 0.0) {
2695
+ p1.y = -CesiumMath.EPSILON6;
2696
+ } else {
2697
+ p1.y = CesiumMath.EPSILON6;
2698
+ }
2699
+ }
2700
+
2701
+ let p0Attributes = eastGeometry.attributes;
2702
+ let p0Indices = eastGeometry.indices;
2703
+ let p0IndexMap = eastGeometryIndexMap;
2704
+ let p1Attributes = westGeometry.attributes;
2705
+ let p1Indices = westGeometry.indices;
2706
+ let p1IndexMap = westGeometryIndexMap;
2707
+
2708
+ const intersection = IntersectionTests.lineSegmentPlane(
2709
+ p0,
2710
+ p1,
2711
+ xzPlane,
2712
+ p2Scratch,
2713
+ );
2714
+ if (defined(intersection)) {
2715
+ // move point on the xz-plane slightly away from the plane
2716
+ const offset = Cartesian3.multiplyByScalar(
2717
+ Cartesian3.UNIT_Y,
2718
+ 5.0 * CesiumMath.EPSILON9,
2719
+ offsetScratch,
2720
+ );
2721
+ if (p0.y < 0.0) {
2722
+ Cartesian3.negate(offset, offset);
2723
+
2724
+ p0Attributes = westGeometry.attributes;
2725
+ p0Indices = westGeometry.indices;
2726
+ p0IndexMap = westGeometryIndexMap;
2727
+ p1Attributes = eastGeometry.attributes;
2728
+ p1Indices = eastGeometry.indices;
2729
+ p1IndexMap = eastGeometryIndexMap;
2730
+ }
2731
+
2732
+ const offsetPoint = Cartesian3.add(
2733
+ intersection,
2734
+ offset,
2735
+ offsetPointScratch,
2736
+ );
2737
+
2738
+ insertIndex = insertSplitPoint(
2739
+ p0Attributes,
2740
+ p0Indices,
2741
+ p0IndexMap,
2742
+ indices,
2743
+ i,
2744
+ p0,
2745
+ );
2746
+ computeLineAttributes(
2747
+ i0,
2748
+ i1,
2749
+ p0,
2750
+ positions,
2751
+ insertIndex,
2752
+ p0Attributes,
2753
+ applyOffset,
2754
+ );
2755
+
2756
+ insertIndex = insertSplitPoint(
2757
+ p0Attributes,
2758
+ p0Indices,
2759
+ p0IndexMap,
2760
+ indices,
2761
+ -1,
2762
+ offsetPoint,
2763
+ );
2764
+ computeLineAttributes(
2765
+ i0,
2766
+ i1,
2767
+ offsetPoint,
2768
+ positions,
2769
+ insertIndex,
2770
+ p0Attributes,
2771
+ applyOffset,
2772
+ );
2773
+
2774
+ Cartesian3.negate(offset, offset);
2775
+ Cartesian3.add(intersection, offset, offsetPoint);
2776
+ insertIndex = insertSplitPoint(
2777
+ p1Attributes,
2778
+ p1Indices,
2779
+ p1IndexMap,
2780
+ indices,
2781
+ -1,
2782
+ offsetPoint,
2783
+ );
2784
+ computeLineAttributes(
2785
+ i0,
2786
+ i1,
2787
+ offsetPoint,
2788
+ positions,
2789
+ insertIndex,
2790
+ p1Attributes,
2791
+ applyOffset,
2792
+ );
2793
+
2794
+ insertIndex = insertSplitPoint(
2795
+ p1Attributes,
2796
+ p1Indices,
2797
+ p1IndexMap,
2798
+ indices,
2799
+ i + 1,
2800
+ p1,
2801
+ );
2802
+ computeLineAttributes(
2803
+ i0,
2804
+ i1,
2805
+ p1,
2806
+ positions,
2807
+ insertIndex,
2808
+ p1Attributes,
2809
+ applyOffset,
2810
+ );
2811
+ } else {
2812
+ let currentAttributes;
2813
+ let currentIndices;
2814
+ let currentIndexMap;
2815
+
2816
+ if (p0.y < 0.0) {
2817
+ currentAttributes = westGeometry.attributes;
2818
+ currentIndices = westGeometry.indices;
2819
+ currentIndexMap = westGeometryIndexMap;
2820
+ } else {
2821
+ currentAttributes = eastGeometry.attributes;
2822
+ currentIndices = eastGeometry.indices;
2823
+ currentIndexMap = eastGeometryIndexMap;
2824
+ }
2825
+
2826
+ insertIndex = insertSplitPoint(
2827
+ currentAttributes,
2828
+ currentIndices,
2829
+ currentIndexMap,
2830
+ indices,
2831
+ i,
2832
+ p0,
2833
+ );
2834
+ computeLineAttributes(
2835
+ i0,
2836
+ i1,
2837
+ p0,
2838
+ positions,
2839
+ insertIndex,
2840
+ currentAttributes,
2841
+ applyOffset,
2842
+ );
2843
+
2844
+ insertIndex = insertSplitPoint(
2845
+ currentAttributes,
2846
+ currentIndices,
2847
+ currentIndexMap,
2848
+ indices,
2849
+ i + 1,
2850
+ p1,
2851
+ );
2852
+ computeLineAttributes(
2853
+ i0,
2854
+ i1,
2855
+ p1,
2856
+ positions,
2857
+ insertIndex,
2858
+ currentAttributes,
2859
+ applyOffset,
2860
+ );
2861
+ }
2862
+ }
2863
+
2864
+ updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
2865
+ }
2866
+
2867
+ const cartesian2Scratch0 = new Cartesian2();
2868
+ const cartesian2Scratch1 = new Cartesian2();
2869
+
2870
+ const cartesian3Scratch0 = new Cartesian3();
2871
+ const cartesian3Scratch2 = new Cartesian3();
2872
+ const cartesian3Scratch3 = new Cartesian3();
2873
+ const cartesian3Scratch4 = new Cartesian3();
2874
+ const cartesian3Scratch5 = new Cartesian3();
2875
+ const cartesian3Scratch6 = new Cartesian3();
2876
+
2877
+ const cartesian4Scratch0 = new Cartesian4();
2878
+
2879
+ function updateAdjacencyAfterSplit(geometry) {
2880
+ const attributes = geometry.attributes;
2881
+ const positions = attributes.position.values;
2882
+ const prevPositions = attributes.prevPosition.values;
2883
+ const nextPositions = attributes.nextPosition.values;
2884
+
2885
+ const length = positions.length;
2886
+ for (let j = 0; j < length; j += 3) {
2887
+ const position = Cartesian3.unpack(positions, j, cartesian3Scratch0);
2888
+ if (position.x > 0.0) {
2889
+ continue;
2890
+ }
2891
+
2892
+ const prevPosition = Cartesian3.unpack(
2893
+ prevPositions,
2894
+ j,
2895
+ cartesian3Scratch2,
2896
+ );
2897
+ if (
2898
+ (position.y < 0.0 && prevPosition.y > 0.0) ||
2899
+ (position.y > 0.0 && prevPosition.y < 0.0)
2900
+ ) {
2901
+ if (j - 3 > 0) {
2902
+ prevPositions[j] = positions[j - 3];
2903
+ prevPositions[j + 1] = positions[j - 2];
2904
+ prevPositions[j + 2] = positions[j - 1];
2905
+ } else {
2906
+ Cartesian3.pack(position, prevPositions, j);
2907
+ }
2908
+ }
2909
+
2910
+ const nextPosition = Cartesian3.unpack(
2911
+ nextPositions,
2912
+ j,
2913
+ cartesian3Scratch3,
2914
+ );
2915
+ if (
2916
+ (position.y < 0.0 && nextPosition.y > 0.0) ||
2917
+ (position.y > 0.0 && nextPosition.y < 0.0)
2918
+ ) {
2919
+ if (j + 3 < length) {
2920
+ nextPositions[j] = positions[j + 3];
2921
+ nextPositions[j + 1] = positions[j + 4];
2922
+ nextPositions[j + 2] = positions[j + 5];
2923
+ } else {
2924
+ Cartesian3.pack(position, nextPositions, j);
2925
+ }
2926
+ }
2927
+ }
2928
+ }
2929
+
2930
+ const offsetScalar = 5.0 * CesiumMath.EPSILON9;
2931
+ const coplanarOffset = CesiumMath.EPSILON6;
2932
+
2933
+ function splitLongitudePolyline(instance) {
2934
+ const geometry = instance.geometry;
2935
+ const attributes = geometry.attributes;
2936
+ const positions = attributes.position.values;
2937
+ const prevPositions = attributes.prevPosition.values;
2938
+ const nextPositions = attributes.nextPosition.values;
2939
+ const expandAndWidths = attributes.expandAndWidth.values;
2940
+
2941
+ const texCoords = defined(attributes.st) ? attributes.st.values : undefined;
2942
+ const colors = defined(attributes.color)
2943
+ ? attributes.color.values
2944
+ : undefined;
2945
+
2946
+ const eastGeometry = copyGeometryForSplit(geometry);
2947
+ const westGeometry = copyGeometryForSplit(geometry);
2948
+
2949
+ let i;
2950
+ let j;
2951
+ let index;
2952
+
2953
+ let intersectionFound = false;
2954
+
2955
+ const length = positions.length / 3;
2956
+ for (i = 0; i < length; i += 4) {
2957
+ const i0 = i;
2958
+ const i2 = i + 2;
2959
+
2960
+ const p0 = Cartesian3.fromArray(positions, i0 * 3, cartesian3Scratch0);
2961
+ const p2 = Cartesian3.fromArray(positions, i2 * 3, cartesian3Scratch2);
2962
+
2963
+ // Offset points that are close to the 180 longitude and change the previous/next point
2964
+ // to be the same offset point so it can be projected to 2D. There is special handling in the
2965
+ // shader for when position == prevPosition || position == nextPosition.
2966
+ if (Math.abs(p0.y) < coplanarOffset) {
2967
+ p0.y = coplanarOffset * (p2.y < 0.0 ? -1.0 : 1.0);
2968
+ positions[i * 3 + 1] = p0.y;
2969
+ positions[(i + 1) * 3 + 1] = p0.y;
2970
+
2971
+ for (j = i0 * 3; j < i0 * 3 + 4 * 3; j += 3) {
2972
+ prevPositions[j] = positions[i * 3];
2973
+ prevPositions[j + 1] = positions[i * 3 + 1];
2974
+ prevPositions[j + 2] = positions[i * 3 + 2];
2975
+ }
2976
+ }
2977
+
2978
+ // Do the same but for when the line crosses 180 longitude in the opposite direction.
2979
+ if (Math.abs(p2.y) < coplanarOffset) {
2980
+ p2.y = coplanarOffset * (p0.y < 0.0 ? -1.0 : 1.0);
2981
+ positions[(i + 2) * 3 + 1] = p2.y;
2982
+ positions[(i + 3) * 3 + 1] = p2.y;
2983
+
2984
+ for (j = i0 * 3; j < i0 * 3 + 4 * 3; j += 3) {
2985
+ nextPositions[j] = positions[(i + 2) * 3];
2986
+ nextPositions[j + 1] = positions[(i + 2) * 3 + 1];
2987
+ nextPositions[j + 2] = positions[(i + 2) * 3 + 2];
2988
+ }
2989
+ }
2990
+
2991
+ let p0Attributes = eastGeometry.attributes;
2992
+ let p0Indices = eastGeometry.indices;
2993
+ let p2Attributes = westGeometry.attributes;
2994
+ let p2Indices = westGeometry.indices;
2995
+
2996
+ const intersection = IntersectionTests.lineSegmentPlane(
2997
+ p0,
2998
+ p2,
2999
+ xzPlane,
3000
+ cartesian3Scratch4,
3001
+ );
3002
+ if (defined(intersection)) {
3003
+ intersectionFound = true;
3004
+
3005
+ // move point on the xz-plane slightly away from the plane
3006
+ const offset = Cartesian3.multiplyByScalar(
3007
+ Cartesian3.UNIT_Y,
3008
+ offsetScalar,
3009
+ cartesian3Scratch5,
3010
+ );
3011
+ if (p0.y < 0.0) {
3012
+ Cartesian3.negate(offset, offset);
3013
+ p0Attributes = westGeometry.attributes;
3014
+ p0Indices = westGeometry.indices;
3015
+ p2Attributes = eastGeometry.attributes;
3016
+ p2Indices = eastGeometry.indices;
3017
+ }
3018
+
3019
+ const offsetPoint = Cartesian3.add(
3020
+ intersection,
3021
+ offset,
3022
+ cartesian3Scratch6,
3023
+ );
3024
+ p0Attributes.position.values.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z);
3025
+ p0Attributes.position.values.push(
3026
+ offsetPoint.x,
3027
+ offsetPoint.y,
3028
+ offsetPoint.z,
3029
+ );
3030
+ p0Attributes.position.values.push(
3031
+ offsetPoint.x,
3032
+ offsetPoint.y,
3033
+ offsetPoint.z,
3034
+ );
3035
+
3036
+ p0Attributes.prevPosition.values.push(
3037
+ prevPositions[i0 * 3],
3038
+ prevPositions[i0 * 3 + 1],
3039
+ prevPositions[i0 * 3 + 2],
3040
+ );
3041
+ p0Attributes.prevPosition.values.push(
3042
+ prevPositions[i0 * 3 + 3],
3043
+ prevPositions[i0 * 3 + 4],
3044
+ prevPositions[i0 * 3 + 5],
3045
+ );
3046
+ p0Attributes.prevPosition.values.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z);
3047
+
3048
+ p0Attributes.nextPosition.values.push(
3049
+ offsetPoint.x,
3050
+ offsetPoint.y,
3051
+ offsetPoint.z,
3052
+ );
3053
+ p0Attributes.nextPosition.values.push(
3054
+ offsetPoint.x,
3055
+ offsetPoint.y,
3056
+ offsetPoint.z,
3057
+ );
3058
+ p0Attributes.nextPosition.values.push(
3059
+ offsetPoint.x,
3060
+ offsetPoint.y,
3061
+ offsetPoint.z,
3062
+ );
3063
+ p0Attributes.nextPosition.values.push(
3064
+ offsetPoint.x,
3065
+ offsetPoint.y,
3066
+ offsetPoint.z,
3067
+ );
3068
+
3069
+ Cartesian3.negate(offset, offset);
3070
+ Cartesian3.add(intersection, offset, offsetPoint);
3071
+ p2Attributes.position.values.push(
3072
+ offsetPoint.x,
3073
+ offsetPoint.y,
3074
+ offsetPoint.z,
3075
+ );
3076
+ p2Attributes.position.values.push(
3077
+ offsetPoint.x,
3078
+ offsetPoint.y,
3079
+ offsetPoint.z,
3080
+ );
3081
+ p2Attributes.position.values.push(p2.x, p2.y, p2.z, p2.x, p2.y, p2.z);
3082
+
3083
+ p2Attributes.prevPosition.values.push(
3084
+ offsetPoint.x,
3085
+ offsetPoint.y,
3086
+ offsetPoint.z,
3087
+ );
3088
+ p2Attributes.prevPosition.values.push(
3089
+ offsetPoint.x,
3090
+ offsetPoint.y,
3091
+ offsetPoint.z,
3092
+ );
3093
+ p2Attributes.prevPosition.values.push(
3094
+ offsetPoint.x,
3095
+ offsetPoint.y,
3096
+ offsetPoint.z,
3097
+ );
3098
+ p2Attributes.prevPosition.values.push(
3099
+ offsetPoint.x,
3100
+ offsetPoint.y,
3101
+ offsetPoint.z,
3102
+ );
3103
+
3104
+ p2Attributes.nextPosition.values.push(p2.x, p2.y, p2.z, p2.x, p2.y, p2.z);
3105
+ p2Attributes.nextPosition.values.push(
3106
+ nextPositions[i2 * 3],
3107
+ nextPositions[i2 * 3 + 1],
3108
+ nextPositions[i2 * 3 + 2],
3109
+ );
3110
+ p2Attributes.nextPosition.values.push(
3111
+ nextPositions[i2 * 3 + 3],
3112
+ nextPositions[i2 * 3 + 4],
3113
+ nextPositions[i2 * 3 + 5],
3114
+ );
3115
+
3116
+ const ew0 = Cartesian2.fromArray(
3117
+ expandAndWidths,
3118
+ i0 * 2,
3119
+ cartesian2Scratch0,
3120
+ );
3121
+ const width = Math.abs(ew0.y);
3122
+
3123
+ p0Attributes.expandAndWidth.values.push(-1, width, 1, width);
3124
+ p0Attributes.expandAndWidth.values.push(-1, -width, 1, -width);
3125
+ p2Attributes.expandAndWidth.values.push(-1, width, 1, width);
3126
+ p2Attributes.expandAndWidth.values.push(-1, -width, 1, -width);
3127
+
3128
+ let t = Cartesian3.magnitudeSquared(
3129
+ Cartesian3.subtract(intersection, p0, cartesian3Scratch3),
3130
+ );
3131
+ t /= Cartesian3.magnitudeSquared(
3132
+ Cartesian3.subtract(p2, p0, cartesian3Scratch3),
3133
+ );
3134
+
3135
+ if (defined(colors)) {
3136
+ const c0 = Cartesian4.fromArray(colors, i0 * 4, cartesian4Scratch0);
3137
+ const c2 = Cartesian4.fromArray(colors, i2 * 4, cartesian4Scratch0);
3138
+
3139
+ const r = CesiumMath.lerp(c0.x, c2.x, t);
3140
+ const g = CesiumMath.lerp(c0.y, c2.y, t);
3141
+ const b = CesiumMath.lerp(c0.z, c2.z, t);
3142
+ const a = CesiumMath.lerp(c0.w, c2.w, t);
3143
+
3144
+ for (j = i0 * 4; j < i0 * 4 + 2 * 4; ++j) {
3145
+ p0Attributes.color.values.push(colors[j]);
3146
+ }
3147
+ p0Attributes.color.values.push(r, g, b, a);
3148
+ p0Attributes.color.values.push(r, g, b, a);
3149
+ p2Attributes.color.values.push(r, g, b, a);
3150
+ p2Attributes.color.values.push(r, g, b, a);
3151
+ for (j = i2 * 4; j < i2 * 4 + 2 * 4; ++j) {
3152
+ p2Attributes.color.values.push(colors[j]);
3153
+ }
3154
+ }
3155
+
3156
+ if (defined(texCoords)) {
3157
+ const s0 = Cartesian2.fromArray(texCoords, i0 * 2, cartesian2Scratch0);
3158
+ const s3 = Cartesian2.fromArray(
3159
+ texCoords,
3160
+ (i + 3) * 2,
3161
+ cartesian2Scratch1,
3162
+ );
3163
+
3164
+ const sx = CesiumMath.lerp(s0.x, s3.x, t);
3165
+
3166
+ for (j = i0 * 2; j < i0 * 2 + 2 * 2; ++j) {
3167
+ p0Attributes.st.values.push(texCoords[j]);
3168
+ }
3169
+ p0Attributes.st.values.push(sx, s0.y);
3170
+ p0Attributes.st.values.push(sx, s3.y);
3171
+ p2Attributes.st.values.push(sx, s0.y);
3172
+ p2Attributes.st.values.push(sx, s3.y);
3173
+ for (j = i2 * 2; j < i2 * 2 + 2 * 2; ++j) {
3174
+ p2Attributes.st.values.push(texCoords[j]);
3175
+ }
3176
+ }
3177
+
3178
+ index = p0Attributes.position.values.length / 3 - 4;
3179
+ p0Indices.push(index, index + 2, index + 1);
3180
+ p0Indices.push(index + 1, index + 2, index + 3);
3181
+
3182
+ index = p2Attributes.position.values.length / 3 - 4;
3183
+ p2Indices.push(index, index + 2, index + 1);
3184
+ p2Indices.push(index + 1, index + 2, index + 3);
3185
+ } else {
3186
+ let currentAttributes;
3187
+ let currentIndices;
3188
+
3189
+ if (p0.y < 0.0) {
3190
+ currentAttributes = westGeometry.attributes;
3191
+ currentIndices = westGeometry.indices;
3192
+ } else {
3193
+ currentAttributes = eastGeometry.attributes;
3194
+ currentIndices = eastGeometry.indices;
3195
+ }
3196
+
3197
+ currentAttributes.position.values.push(p0.x, p0.y, p0.z);
3198
+ currentAttributes.position.values.push(p0.x, p0.y, p0.z);
3199
+ currentAttributes.position.values.push(p2.x, p2.y, p2.z);
3200
+ currentAttributes.position.values.push(p2.x, p2.y, p2.z);
3201
+
3202
+ for (j = i * 3; j < i * 3 + 4 * 3; ++j) {
3203
+ currentAttributes.prevPosition.values.push(prevPositions[j]);
3204
+ currentAttributes.nextPosition.values.push(nextPositions[j]);
3205
+ }
3206
+
3207
+ for (j = i * 2; j < i * 2 + 4 * 2; ++j) {
3208
+ currentAttributes.expandAndWidth.values.push(expandAndWidths[j]);
3209
+ if (defined(texCoords)) {
3210
+ currentAttributes.st.values.push(texCoords[j]);
3211
+ }
3212
+ }
3213
+
3214
+ if (defined(colors)) {
3215
+ for (j = i * 4; j < i * 4 + 4 * 4; ++j) {
3216
+ currentAttributes.color.values.push(colors[j]);
3217
+ }
3218
+ }
3219
+
3220
+ index = currentAttributes.position.values.length / 3 - 4;
3221
+ currentIndices.push(index, index + 2, index + 1);
3222
+ currentIndices.push(index + 1, index + 2, index + 3);
3223
+ }
3224
+ }
3225
+
3226
+ if (intersectionFound) {
3227
+ updateAdjacencyAfterSplit(westGeometry);
3228
+ updateAdjacencyAfterSplit(eastGeometry);
3229
+ }
3230
+
3231
+ updateInstanceAfterSplit(instance, westGeometry, eastGeometry);
3232
+ }
3233
+
3234
+ /**
3235
+ * Splits the instances's geometry, by introducing new vertices and indices,that
3236
+ * intersect the International Date Line and Prime Meridian so that no primitives cross longitude
3237
+ * -180/180 degrees. This is not required for 3D drawing, but is required for
3238
+ * correcting drawing in 2D and Columbus view.
3239
+ *
3240
+ * @private
3241
+ *
3242
+ * @param {GeometryInstance} instance The instance to modify.
3243
+ * @returns {GeometryInstance} The modified <code>instance</code> argument, with it's geometry split at the International Date Line.
3244
+ *
3245
+ * @example
3246
+ * instance = Cesium.GeometryPipeline.splitLongitude(instance);
3247
+ */
3248
+ GeometryPipeline.splitLongitude = function (instance) {
3249
+ //>>includeStart('debug', pragmas.debug);
3250
+ if (!defined(instance)) {
3251
+ throw new DeveloperError("instance is required.");
3252
+ }
3253
+ //>>includeEnd('debug');
3254
+
3255
+ const geometry = instance.geometry;
3256
+ const boundingSphere = geometry.boundingSphere;
3257
+ if (defined(boundingSphere)) {
3258
+ const minX = boundingSphere.center.x - boundingSphere.radius;
3259
+ if (
3260
+ minX > 0 ||
3261
+ BoundingSphere.intersectPlane(boundingSphere, Plane.ORIGIN_ZX_PLANE) !==
3262
+ Intersect.INTERSECTING
3263
+ ) {
3264
+ return instance;
3265
+ }
3266
+ }
3267
+
3268
+ if (geometry.geometryType !== GeometryType.NONE) {
3269
+ switch (geometry.geometryType) {
3270
+ case GeometryType.POLYLINES:
3271
+ splitLongitudePolyline(instance);
3272
+ break;
3273
+ case GeometryType.TRIANGLES:
3274
+ splitLongitudeTriangles(instance);
3275
+ break;
3276
+ case GeometryType.LINES:
3277
+ splitLongitudeLines(instance);
3278
+ break;
3279
+ }
3280
+ } else {
3281
+ indexPrimitive(geometry);
3282
+ if (geometry.primitiveType === PrimitiveType.TRIANGLES) {
3283
+ splitLongitudeTriangles(instance);
3284
+ } else if (geometry.primitiveType === PrimitiveType.LINES) {
3285
+ splitLongitudeLines(instance);
3286
+ }
3287
+ }
3288
+
3289
+ return instance;
3290
+ };
3291
+ export default GeometryPipeline;