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
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  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 +1,1659 @@
1
+ import ApproximateTerrainHeights from "./ApproximateTerrainHeights.js";
2
+ import ArcType from "./ArcType.js";
3
+ import arrayRemoveDuplicates from "./arrayRemoveDuplicates.js";
4
+ import BoundingSphere from "./BoundingSphere.js";
5
+ import Cartesian3 from "./Cartesian3.js";
6
+ import Cartographic from "./Cartographic.js";
7
+ import Check from "./Check.js";
8
+ import ComponentDatatype from "./ComponentDatatype.js";
9
+ import Frozen from "./Frozen.js";
10
+ import defined from "./defined.js";
11
+ import DeveloperError from "./DeveloperError.js";
12
+ import Ellipsoid from "./Ellipsoid.js";
13
+ import EllipsoidGeodesic from "./EllipsoidGeodesic.js";
14
+ import EllipsoidRhumbLine from "./EllipsoidRhumbLine.js";
15
+ import EncodedCartesian3 from "./EncodedCartesian3.js";
16
+ import GeographicProjection from "./GeographicProjection.js";
17
+ import Geometry from "./Geometry.js";
18
+ import GeometryAttribute from "./GeometryAttribute.js";
19
+ import IntersectionTests from "./IntersectionTests.js";
20
+ import CesiumMath from "./Math.js";
21
+ import Matrix3 from "./Matrix3.js";
22
+ import Plane from "./Plane.js";
23
+ import Quaternion from "./Quaternion.js";
24
+ import Rectangle from "./Rectangle.js";
25
+ import WebMercatorProjection from "./WebMercatorProjection.js";
26
+
27
+ const PROJECTIONS = [GeographicProjection, WebMercatorProjection];
28
+ const PROJECTION_COUNT = PROJECTIONS.length;
29
+
30
+ const MITER_BREAK_SMALL = Math.cos(CesiumMath.toRadians(30.0));
31
+ const MITER_BREAK_LARGE = Math.cos(CesiumMath.toRadians(150.0));
32
+
33
+ // Initial heights for constructing the wall.
34
+ // Keeping WALL_INITIAL_MIN_HEIGHT near the ellipsoid surface helps
35
+ // prevent precision problems with planes in the shader.
36
+ // Putting the start point of a plane at ApproximateTerrainHeights._defaultMinTerrainHeight,
37
+ // which is a highly conservative bound, usually puts the plane origin several thousands
38
+ // of meters away from the actual terrain, causing floating point problems when checking
39
+ // fragments on terrain against the plane.
40
+ // Ellipsoid height is generally much closer.
41
+ // The initial max height is arbitrary.
42
+ // Both heights are corrected using ApproximateTerrainHeights for computing the actual volume geometry.
43
+ const WALL_INITIAL_MIN_HEIGHT = 0.0;
44
+ const WALL_INITIAL_MAX_HEIGHT = 1000.0;
45
+
46
+ /**
47
+ * A description of a polyline on terrain or 3D Tiles. Only to be used with {@link GroundPolylinePrimitive}.
48
+ *
49
+ * @alias GroundPolylineGeometry
50
+ * @constructor
51
+ *
52
+ * @param {object} options Options with the following properties:
53
+ * @param {Cartesian3[]} options.positions An array of {@link Cartesian3} defining the polyline's points. Heights above the ellipsoid will be ignored.
54
+ * @param {number} [options.width=1.0] The screen space width in pixels.
55
+ * @param {number} [options.granularity=9999.0] The distance interval in meters used for interpolating options.points. Defaults to 9999.0 meters. Zero indicates no interpolation.
56
+ * @param {boolean} [options.loop=false] Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop.
57
+ * @param {ArcType} [options.arcType=ArcType.GEODESIC] The type of line the polyline segments must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}.
58
+ *
59
+ * @exception {DeveloperError} At least two positions are required.
60
+ *
61
+ * @see GroundPolylinePrimitive
62
+ *
63
+ * @example
64
+ * const positions = Cesium.Cartesian3.fromDegreesArray([
65
+ * -112.1340164450331, 36.05494287836128,
66
+ * -112.08821010582645, 36.097804071380715,
67
+ * -112.13296079730024, 36.168769146801104
68
+ * ]);
69
+ *
70
+ * const geometry = new Cesium.GroundPolylineGeometry({
71
+ * positions : positions
72
+ * });
73
+ */
74
+ function GroundPolylineGeometry(options) {
75
+ options = options ?? Frozen.EMPTY_OBJECT;
76
+ const positions = options.positions;
77
+
78
+ //>>includeStart('debug', pragmas.debug);
79
+ if (!defined(positions) || positions.length < 2) {
80
+ throw new DeveloperError("At least two positions are required.");
81
+ }
82
+ if (
83
+ defined(options.arcType) &&
84
+ options.arcType !== ArcType.GEODESIC &&
85
+ options.arcType !== ArcType.RHUMB
86
+ ) {
87
+ throw new DeveloperError(
88
+ "Valid options for arcType are ArcType.GEODESIC and ArcType.RHUMB.",
89
+ );
90
+ }
91
+ //>>includeEnd('debug');
92
+
93
+ /**
94
+ * The screen space width in pixels.
95
+ * @type {number}
96
+ */
97
+ this.width = options.width ?? 1.0; // Doesn't get packed, not necessary for computing geometry.
98
+
99
+ this._positions = positions;
100
+
101
+ /**
102
+ * The distance interval used for interpolating options.points. Zero indicates no interpolation.
103
+ * Default of 9999.0 allows centimeter accuracy with 32 bit floating point.
104
+ * @type {boolean}
105
+ * @default 9999.0
106
+ */
107
+ this.granularity = options.granularity ?? 9999.0;
108
+
109
+ /**
110
+ * Whether during geometry creation a line segment will be added between the last and first line positions to make this Polyline a loop.
111
+ * If the geometry has two positions this parameter will be ignored.
112
+ * @type {boolean}
113
+ * @default false
114
+ */
115
+ this.loop = options.loop ?? false;
116
+
117
+ /**
118
+ * The type of path the polyline must follow. Valid options are {@link ArcType.GEODESIC} and {@link ArcType.RHUMB}.
119
+ * @type {ArcType}
120
+ * @default ArcType.GEODESIC
121
+ */
122
+ this.arcType = options.arcType ?? ArcType.GEODESIC;
123
+
124
+ this._ellipsoid = Ellipsoid.default;
125
+
126
+ // MapProjections can't be packed, so store the index to a known MapProjection.
127
+ this._projectionIndex = 0;
128
+ this._workerName = "createGroundPolylineGeometry";
129
+
130
+ // Used by GroundPolylinePrimitive to signal worker that scenemode is 3D only.
131
+ this._scene3DOnly = false;
132
+ }
133
+
134
+ Object.defineProperties(GroundPolylineGeometry.prototype, {
135
+ /**
136
+ * The number of elements used to pack the object into an array.
137
+ * @memberof GroundPolylineGeometry.prototype
138
+ * @type {number}
139
+ * @readonly
140
+ * @private
141
+ */
142
+ packedLength: {
143
+ get: function () {
144
+ return (
145
+ 1.0 +
146
+ this._positions.length * 3 +
147
+ 1.0 +
148
+ 1.0 +
149
+ 1.0 +
150
+ Ellipsoid.packedLength +
151
+ 1.0 +
152
+ 1.0
153
+ );
154
+ },
155
+ },
156
+ });
157
+
158
+ /**
159
+ * Set the GroundPolylineGeometry's projection and ellipsoid.
160
+ * Used by GroundPolylinePrimitive to signal scene information to the geometry for generating 2D attributes.
161
+ *
162
+ * @param {GroundPolylineGeometry} groundPolylineGeometry GroundPolylinGeometry describing a polyline on terrain or 3D Tiles.
163
+ * @param {Projection} mapProjection A MapProjection used for projecting cartographic coordinates to 2D.
164
+ * @private
165
+ */
166
+ GroundPolylineGeometry.setProjectionAndEllipsoid = function (
167
+ groundPolylineGeometry,
168
+ mapProjection,
169
+ ) {
170
+ let projectionIndex = 0;
171
+ for (let i = 0; i < PROJECTION_COUNT; i++) {
172
+ if (mapProjection instanceof PROJECTIONS[i]) {
173
+ projectionIndex = i;
174
+ break;
175
+ }
176
+ }
177
+
178
+ groundPolylineGeometry._projectionIndex = projectionIndex;
179
+ groundPolylineGeometry._ellipsoid = mapProjection.ellipsoid;
180
+ };
181
+
182
+ const cart3Scratch1 = new Cartesian3();
183
+ const cart3Scratch2 = new Cartesian3();
184
+ const cart3Scratch3 = new Cartesian3();
185
+ function computeRightNormal(start, end, maxHeight, ellipsoid, result) {
186
+ const startBottom = getPosition(ellipsoid, start, 0.0, cart3Scratch1);
187
+ const startTop = getPosition(ellipsoid, start, maxHeight, cart3Scratch2);
188
+ const endBottom = getPosition(ellipsoid, end, 0.0, cart3Scratch3);
189
+
190
+ const up = direction(startTop, startBottom, cart3Scratch2);
191
+ const forward = direction(endBottom, startBottom, cart3Scratch3);
192
+
193
+ Cartesian3.cross(forward, up, result);
194
+ return Cartesian3.normalize(result, result);
195
+ }
196
+
197
+ const interpolatedCartographicScratch = new Cartographic();
198
+ const interpolatedBottomScratch = new Cartesian3();
199
+ const interpolatedTopScratch = new Cartesian3();
200
+ const interpolatedNormalScratch = new Cartesian3();
201
+ function interpolateSegment(
202
+ start,
203
+ end,
204
+ minHeight,
205
+ maxHeight,
206
+ granularity,
207
+ arcType,
208
+ ellipsoid,
209
+ normalsArray,
210
+ bottomPositionsArray,
211
+ topPositionsArray,
212
+ cartographicsArray,
213
+ ) {
214
+ if (granularity === 0.0) {
215
+ return;
216
+ }
217
+
218
+ let ellipsoidLine;
219
+ if (arcType === ArcType.GEODESIC) {
220
+ ellipsoidLine = new EllipsoidGeodesic(start, end, ellipsoid);
221
+ } else if (arcType === ArcType.RHUMB) {
222
+ ellipsoidLine = new EllipsoidRhumbLine(start, end, ellipsoid);
223
+ }
224
+
225
+ const surfaceDistance = ellipsoidLine.surfaceDistance;
226
+ if (surfaceDistance < granularity) {
227
+ return;
228
+ }
229
+
230
+ // Compute rightwards normal applicable at all interpolated points
231
+ const interpolatedNormal = computeRightNormal(
232
+ start,
233
+ end,
234
+ maxHeight,
235
+ ellipsoid,
236
+ interpolatedNormalScratch,
237
+ );
238
+
239
+ const segments = Math.ceil(surfaceDistance / granularity);
240
+ const interpointDistance = surfaceDistance / segments;
241
+ let distanceFromStart = interpointDistance;
242
+ const pointsToAdd = segments - 1;
243
+ let packIndex = normalsArray.length;
244
+ for (let i = 0; i < pointsToAdd; i++) {
245
+ const interpolatedCartographic =
246
+ ellipsoidLine.interpolateUsingSurfaceDistance(
247
+ distanceFromStart,
248
+ interpolatedCartographicScratch,
249
+ );
250
+ const interpolatedBottom = getPosition(
251
+ ellipsoid,
252
+ interpolatedCartographic,
253
+ minHeight,
254
+ interpolatedBottomScratch,
255
+ );
256
+ const interpolatedTop = getPosition(
257
+ ellipsoid,
258
+ interpolatedCartographic,
259
+ maxHeight,
260
+ interpolatedTopScratch,
261
+ );
262
+
263
+ Cartesian3.pack(interpolatedNormal, normalsArray, packIndex);
264
+ Cartesian3.pack(interpolatedBottom, bottomPositionsArray, packIndex);
265
+ Cartesian3.pack(interpolatedTop, topPositionsArray, packIndex);
266
+ cartographicsArray.push(interpolatedCartographic.latitude);
267
+ cartographicsArray.push(interpolatedCartographic.longitude);
268
+
269
+ packIndex += 3;
270
+ distanceFromStart += interpointDistance;
271
+ }
272
+ }
273
+
274
+ const heightlessCartographicScratch = new Cartographic();
275
+ function getPosition(ellipsoid, cartographic, height, result) {
276
+ Cartographic.clone(cartographic, heightlessCartographicScratch);
277
+ heightlessCartographicScratch.height = height;
278
+ return Cartographic.toCartesian(
279
+ heightlessCartographicScratch,
280
+ ellipsoid,
281
+ result,
282
+ );
283
+ }
284
+
285
+ /**
286
+ * Stores the provided instance into the provided array.
287
+ *
288
+ * @param {PolygonGeometry} value The value to pack.
289
+ * @param {number[]} array The array to pack into.
290
+ * @param {number} [startingIndex=0] The index into the array at which to start packing the elements.
291
+ *
292
+ * @returns {number[]} The array that was packed into
293
+ */
294
+ GroundPolylineGeometry.pack = function (value, array, startingIndex) {
295
+ //>>includeStart('debug', pragmas.debug);
296
+ Check.typeOf.object("value", value);
297
+ Check.defined("array", array);
298
+ //>>includeEnd('debug');
299
+
300
+ let index = startingIndex ?? 0;
301
+
302
+ const positions = value._positions;
303
+ const positionsLength = positions.length;
304
+
305
+ array[index++] = positionsLength;
306
+
307
+ for (let i = 0; i < positionsLength; ++i) {
308
+ const cartesian = positions[i];
309
+ Cartesian3.pack(cartesian, array, index);
310
+ index += 3;
311
+ }
312
+
313
+ array[index++] = value.granularity;
314
+ array[index++] = value.loop ? 1.0 : 0.0;
315
+ array[index++] = value.arcType;
316
+
317
+ Ellipsoid.pack(value._ellipsoid, array, index);
318
+ index += Ellipsoid.packedLength;
319
+
320
+ array[index++] = value._projectionIndex;
321
+ array[index++] = value._scene3DOnly ? 1.0 : 0.0;
322
+
323
+ return array;
324
+ };
325
+
326
+ /**
327
+ * Retrieves an instance from a packed array.
328
+ *
329
+ * @param {number[]} array The packed array.
330
+ * @param {number} [startingIndex=0] The starting index of the element to be unpacked.
331
+ * @param {PolygonGeometry} [result] The object into which to store the result.
332
+ */
333
+ GroundPolylineGeometry.unpack = function (array, startingIndex, result) {
334
+ //>>includeStart('debug', pragmas.debug);
335
+ Check.defined("array", array);
336
+ //>>includeEnd('debug');
337
+
338
+ let index = startingIndex ?? 0;
339
+ const positionsLength = array[index++];
340
+ const positions = new Array(positionsLength);
341
+
342
+ for (let i = 0; i < positionsLength; i++) {
343
+ positions[i] = Cartesian3.unpack(array, index);
344
+ index += 3;
345
+ }
346
+
347
+ const granularity = array[index++];
348
+ const loop = array[index++] === 1.0;
349
+ const arcType = array[index++];
350
+
351
+ const ellipsoid = Ellipsoid.unpack(array, index);
352
+ index += Ellipsoid.packedLength;
353
+
354
+ const projectionIndex = array[index++];
355
+ const scene3DOnly = array[index++] === 1.0;
356
+
357
+ if (!defined(result)) {
358
+ result = new GroundPolylineGeometry({
359
+ positions: positions,
360
+ });
361
+ }
362
+
363
+ result._positions = positions;
364
+ result.granularity = granularity;
365
+ result.loop = loop;
366
+ result.arcType = arcType;
367
+ result._ellipsoid = ellipsoid;
368
+ result._projectionIndex = projectionIndex;
369
+ result._scene3DOnly = scene3DOnly;
370
+
371
+ return result;
372
+ };
373
+
374
+ function direction(target, origin, result) {
375
+ Cartesian3.subtract(target, origin, result);
376
+ Cartesian3.normalize(result, result);
377
+ return result;
378
+ }
379
+
380
+ function tangentDirection(target, origin, up, result) {
381
+ result = direction(target, origin, result);
382
+
383
+ // orthogonalize
384
+ result = Cartesian3.cross(result, up, result);
385
+ result = Cartesian3.normalize(result, result);
386
+ result = Cartesian3.cross(up, result, result);
387
+ return result;
388
+ }
389
+
390
+ const toPreviousScratch = new Cartesian3();
391
+ const toNextScratch = new Cartesian3();
392
+ const forwardScratch = new Cartesian3();
393
+ const vertexUpScratch = new Cartesian3();
394
+ const cosine90 = 0.0;
395
+ const cosine180 = -1.0;
396
+ function computeVertexMiterNormal(
397
+ previousBottom,
398
+ vertexBottom,
399
+ vertexTop,
400
+ nextBottom,
401
+ result,
402
+ ) {
403
+ const up = direction(vertexTop, vertexBottom, vertexUpScratch);
404
+
405
+ // Compute vectors pointing towards neighboring points but tangent to this point on the ellipsoid
406
+ const toPrevious = tangentDirection(
407
+ previousBottom,
408
+ vertexBottom,
409
+ up,
410
+ toPreviousScratch,
411
+ );
412
+ const toNext = tangentDirection(nextBottom, vertexBottom, up, toNextScratch);
413
+
414
+ // Check if tangents are almost opposite - if so, no need to miter.
415
+ if (
416
+ CesiumMath.equalsEpsilon(
417
+ Cartesian3.dot(toPrevious, toNext),
418
+ cosine180,
419
+ CesiumMath.EPSILON5,
420
+ )
421
+ ) {
422
+ result = Cartesian3.cross(up, toPrevious, result);
423
+ result = Cartesian3.normalize(result, result);
424
+ return result;
425
+ }
426
+
427
+ // Average directions to previous and to next in the plane of Up
428
+ result = Cartesian3.add(toNext, toPrevious, result);
429
+ result = Cartesian3.normalize(result, result);
430
+
431
+ // Flip the normal if it isn't pointing roughly bound right (aka if forward is pointing more "backwards")
432
+ const forward = Cartesian3.cross(up, result, forwardScratch);
433
+ if (Cartesian3.dot(toNext, forward) < cosine90) {
434
+ result = Cartesian3.negate(result, result);
435
+ }
436
+
437
+ return result;
438
+ }
439
+
440
+ const XZ_PLANE = Plane.fromPointNormal(Cartesian3.ZERO, Cartesian3.UNIT_Y);
441
+
442
+ const previousBottomScratch = new Cartesian3();
443
+ const vertexBottomScratch = new Cartesian3();
444
+ const vertexTopScratch = new Cartesian3();
445
+ const nextBottomScratch = new Cartesian3();
446
+ const vertexNormalScratch = new Cartesian3();
447
+ const intersectionScratch = new Cartesian3();
448
+ const cartographicScratch0 = new Cartographic();
449
+ const cartographicScratch1 = new Cartographic();
450
+ const cartographicIntersectionScratch = new Cartographic();
451
+ /**
452
+ * Computes shadow volumes for the ground polyline, consisting of its vertices, indices, and a bounding sphere.
453
+ * Vertices are "fat," packing all the data needed in each volume to describe a line on terrain or 3D Tiles.
454
+ * Should not be called independent of {@link GroundPolylinePrimitive}.
455
+ *
456
+ * @param {GroundPolylineGeometry} groundPolylineGeometry
457
+ * @private
458
+ */
459
+ GroundPolylineGeometry.createGeometry = function (groundPolylineGeometry) {
460
+ const compute2dAttributes = !groundPolylineGeometry._scene3DOnly;
461
+ let loop = groundPolylineGeometry.loop;
462
+ const ellipsoid = groundPolylineGeometry._ellipsoid;
463
+ const granularity = groundPolylineGeometry.granularity;
464
+ const arcType = groundPolylineGeometry.arcType;
465
+ const projection = new PROJECTIONS[groundPolylineGeometry._projectionIndex](
466
+ ellipsoid,
467
+ );
468
+
469
+ const minHeight = WALL_INITIAL_MIN_HEIGHT;
470
+ const maxHeight = WALL_INITIAL_MAX_HEIGHT;
471
+
472
+ let index;
473
+ let i;
474
+
475
+ const positions = groundPolylineGeometry._positions;
476
+ const positionsLength = positions.length;
477
+
478
+ if (positionsLength === 2) {
479
+ loop = false;
480
+ }
481
+
482
+ // Split positions across the IDL and the Prime Meridian as well.
483
+ // Split across prime meridian because very large geometries crossing the Prime Meridian but not the IDL
484
+ // may get split by the plane of IDL + Prime Meridian.
485
+ let p0;
486
+ let p1;
487
+ let c0;
488
+ let c1;
489
+ const rhumbLine = new EllipsoidRhumbLine(undefined, undefined, ellipsoid);
490
+ let intersection;
491
+ let intersectionCartographic;
492
+ let intersectionLongitude;
493
+ const splitPositions = [positions[0]];
494
+ for (i = 0; i < positionsLength - 1; i++) {
495
+ p0 = positions[i];
496
+ p1 = positions[i + 1];
497
+ intersection = IntersectionTests.lineSegmentPlane(
498
+ p0,
499
+ p1,
500
+ XZ_PLANE,
501
+ intersectionScratch,
502
+ );
503
+ if (
504
+ defined(intersection) &&
505
+ !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
506
+ !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
507
+ ) {
508
+ if (groundPolylineGeometry.arcType === ArcType.GEODESIC) {
509
+ splitPositions.push(Cartesian3.clone(intersection));
510
+ } else if (groundPolylineGeometry.arcType === ArcType.RHUMB) {
511
+ intersectionLongitude = ellipsoid.cartesianToCartographic(
512
+ intersection,
513
+ cartographicScratch0,
514
+ ).longitude;
515
+ c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0);
516
+ c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1);
517
+ rhumbLine.setEndPoints(c0, c1);
518
+ intersectionCartographic = rhumbLine.findIntersectionWithLongitude(
519
+ intersectionLongitude,
520
+ cartographicIntersectionScratch,
521
+ );
522
+ intersection = ellipsoid.cartographicToCartesian(
523
+ intersectionCartographic,
524
+ intersectionScratch,
525
+ );
526
+ if (
527
+ defined(intersection) &&
528
+ !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
529
+ !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
530
+ ) {
531
+ splitPositions.push(Cartesian3.clone(intersection));
532
+ }
533
+ }
534
+ }
535
+ splitPositions.push(p1);
536
+ }
537
+
538
+ if (loop) {
539
+ p0 = positions[positionsLength - 1];
540
+ p1 = positions[0];
541
+ intersection = IntersectionTests.lineSegmentPlane(
542
+ p0,
543
+ p1,
544
+ XZ_PLANE,
545
+ intersectionScratch,
546
+ );
547
+ if (
548
+ defined(intersection) &&
549
+ !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
550
+ !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
551
+ ) {
552
+ if (groundPolylineGeometry.arcType === ArcType.GEODESIC) {
553
+ splitPositions.push(Cartesian3.clone(intersection));
554
+ } else if (groundPolylineGeometry.arcType === ArcType.RHUMB) {
555
+ intersectionLongitude = ellipsoid.cartesianToCartographic(
556
+ intersection,
557
+ cartographicScratch0,
558
+ ).longitude;
559
+ c0 = ellipsoid.cartesianToCartographic(p0, cartographicScratch0);
560
+ c1 = ellipsoid.cartesianToCartographic(p1, cartographicScratch1);
561
+ rhumbLine.setEndPoints(c0, c1);
562
+ intersectionCartographic = rhumbLine.findIntersectionWithLongitude(
563
+ intersectionLongitude,
564
+ cartographicIntersectionScratch,
565
+ );
566
+ intersection = ellipsoid.cartographicToCartesian(
567
+ intersectionCartographic,
568
+ intersectionScratch,
569
+ );
570
+ if (
571
+ defined(intersection) &&
572
+ !Cartesian3.equalsEpsilon(intersection, p0, CesiumMath.EPSILON7) &&
573
+ !Cartesian3.equalsEpsilon(intersection, p1, CesiumMath.EPSILON7)
574
+ ) {
575
+ splitPositions.push(Cartesian3.clone(intersection));
576
+ }
577
+ }
578
+ }
579
+ }
580
+ let cartographicsLength = splitPositions.length;
581
+
582
+ let cartographics = new Array(cartographicsLength);
583
+ for (i = 0; i < cartographicsLength; i++) {
584
+ const cartographic = Cartographic.fromCartesian(
585
+ splitPositions[i],
586
+ ellipsoid,
587
+ );
588
+ cartographic.height = 0.0;
589
+ cartographics[i] = cartographic;
590
+ }
591
+
592
+ cartographics = arrayRemoveDuplicates(
593
+ cartographics,
594
+ Cartographic.equalsEpsilon,
595
+ );
596
+ cartographicsLength = cartographics.length;
597
+
598
+ if (cartographicsLength < 2) {
599
+ return undefined;
600
+ }
601
+
602
+ /**** Build heap-side arrays for positions, interpolated cartographics, and normals from which to compute vertices ****/
603
+ // We build a "wall" and then decompose it into separately connected component "volumes" because we need a lot
604
+ // of information about the wall. Also, this simplifies interpolation.
605
+ // Convention: "next" and "end" are locally forward to each segment of the wall,
606
+ // and we are computing normals pointing towards the local right side of the vertices in each segment.
607
+ const cartographicsArray = [];
608
+ const normalsArray = [];
609
+ const bottomPositionsArray = [];
610
+ const topPositionsArray = [];
611
+
612
+ let previousBottom = previousBottomScratch;
613
+ let vertexBottom = vertexBottomScratch;
614
+ let vertexTop = vertexTopScratch;
615
+ let nextBottom = nextBottomScratch;
616
+ let vertexNormal = vertexNormalScratch;
617
+
618
+ // First point - either loop or attach a "perpendicular" normal
619
+ const startCartographic = cartographics[0];
620
+ const nextCartographic = cartographics[1];
621
+
622
+ const prestartCartographic = cartographics[cartographicsLength - 1];
623
+ previousBottom = getPosition(
624
+ ellipsoid,
625
+ prestartCartographic,
626
+ minHeight,
627
+ previousBottom,
628
+ );
629
+ nextBottom = getPosition(ellipsoid, nextCartographic, minHeight, nextBottom);
630
+ vertexBottom = getPosition(
631
+ ellipsoid,
632
+ startCartographic,
633
+ minHeight,
634
+ vertexBottom,
635
+ );
636
+ vertexTop = getPosition(ellipsoid, startCartographic, maxHeight, vertexTop);
637
+
638
+ if (loop) {
639
+ vertexNormal = computeVertexMiterNormal(
640
+ previousBottom,
641
+ vertexBottom,
642
+ vertexTop,
643
+ nextBottom,
644
+ vertexNormal,
645
+ );
646
+ } else {
647
+ vertexNormal = computeRightNormal(
648
+ startCartographic,
649
+ nextCartographic,
650
+ maxHeight,
651
+ ellipsoid,
652
+ vertexNormal,
653
+ );
654
+ }
655
+
656
+ Cartesian3.pack(vertexNormal, normalsArray, 0);
657
+ Cartesian3.pack(vertexBottom, bottomPositionsArray, 0);
658
+ Cartesian3.pack(vertexTop, topPositionsArray, 0);
659
+ cartographicsArray.push(startCartographic.latitude);
660
+ cartographicsArray.push(startCartographic.longitude);
661
+
662
+ interpolateSegment(
663
+ startCartographic,
664
+ nextCartographic,
665
+ minHeight,
666
+ maxHeight,
667
+ granularity,
668
+ arcType,
669
+ ellipsoid,
670
+ normalsArray,
671
+ bottomPositionsArray,
672
+ topPositionsArray,
673
+ cartographicsArray,
674
+ );
675
+
676
+ // All inbetween points
677
+ for (i = 1; i < cartographicsLength - 1; ++i) {
678
+ previousBottom = Cartesian3.clone(vertexBottom, previousBottom);
679
+ vertexBottom = Cartesian3.clone(nextBottom, vertexBottom);
680
+ const vertexCartographic = cartographics[i];
681
+ getPosition(ellipsoid, vertexCartographic, maxHeight, vertexTop);
682
+ getPosition(ellipsoid, cartographics[i + 1], minHeight, nextBottom);
683
+
684
+ computeVertexMiterNormal(
685
+ previousBottom,
686
+ vertexBottom,
687
+ vertexTop,
688
+ nextBottom,
689
+ vertexNormal,
690
+ );
691
+
692
+ index = normalsArray.length;
693
+ Cartesian3.pack(vertexNormal, normalsArray, index);
694
+ Cartesian3.pack(vertexBottom, bottomPositionsArray, index);
695
+ Cartesian3.pack(vertexTop, topPositionsArray, index);
696
+ cartographicsArray.push(vertexCartographic.latitude);
697
+ cartographicsArray.push(vertexCartographic.longitude);
698
+
699
+ interpolateSegment(
700
+ cartographics[i],
701
+ cartographics[i + 1],
702
+ minHeight,
703
+ maxHeight,
704
+ granularity,
705
+ arcType,
706
+ ellipsoid,
707
+ normalsArray,
708
+ bottomPositionsArray,
709
+ topPositionsArray,
710
+ cartographicsArray,
711
+ );
712
+ }
713
+
714
+ // Last point - either loop or attach a normal "perpendicular" to the wall.
715
+ const endCartographic = cartographics[cartographicsLength - 1];
716
+ const preEndCartographic = cartographics[cartographicsLength - 2];
717
+
718
+ vertexBottom = getPosition(
719
+ ellipsoid,
720
+ endCartographic,
721
+ minHeight,
722
+ vertexBottom,
723
+ );
724
+ vertexTop = getPosition(ellipsoid, endCartographic, maxHeight, vertexTop);
725
+
726
+ if (loop) {
727
+ const postEndCartographic = cartographics[0];
728
+ previousBottom = getPosition(
729
+ ellipsoid,
730
+ preEndCartographic,
731
+ minHeight,
732
+ previousBottom,
733
+ );
734
+ nextBottom = getPosition(
735
+ ellipsoid,
736
+ postEndCartographic,
737
+ minHeight,
738
+ nextBottom,
739
+ );
740
+
741
+ vertexNormal = computeVertexMiterNormal(
742
+ previousBottom,
743
+ vertexBottom,
744
+ vertexTop,
745
+ nextBottom,
746
+ vertexNormal,
747
+ );
748
+ } else {
749
+ vertexNormal = computeRightNormal(
750
+ preEndCartographic,
751
+ endCartographic,
752
+ maxHeight,
753
+ ellipsoid,
754
+ vertexNormal,
755
+ );
756
+ }
757
+
758
+ index = normalsArray.length;
759
+ Cartesian3.pack(vertexNormal, normalsArray, index);
760
+ Cartesian3.pack(vertexBottom, bottomPositionsArray, index);
761
+ Cartesian3.pack(vertexTop, topPositionsArray, index);
762
+ cartographicsArray.push(endCartographic.latitude);
763
+ cartographicsArray.push(endCartographic.longitude);
764
+
765
+ if (loop) {
766
+ interpolateSegment(
767
+ endCartographic,
768
+ startCartographic,
769
+ minHeight,
770
+ maxHeight,
771
+ granularity,
772
+ arcType,
773
+ ellipsoid,
774
+ normalsArray,
775
+ bottomPositionsArray,
776
+ topPositionsArray,
777
+ cartographicsArray,
778
+ );
779
+ index = normalsArray.length;
780
+ for (i = 0; i < 3; ++i) {
781
+ normalsArray[index + i] = normalsArray[i];
782
+ bottomPositionsArray[index + i] = bottomPositionsArray[i];
783
+ topPositionsArray[index + i] = topPositionsArray[i];
784
+ }
785
+ cartographicsArray.push(startCartographic.latitude);
786
+ cartographicsArray.push(startCartographic.longitude);
787
+ }
788
+
789
+ return generateGeometryAttributes(
790
+ loop,
791
+ projection,
792
+ bottomPositionsArray,
793
+ topPositionsArray,
794
+ normalsArray,
795
+ cartographicsArray,
796
+ compute2dAttributes,
797
+ );
798
+ };
799
+
800
+ // If the end normal angle is too steep compared to the direction of the line segment,
801
+ // "break" the miter by rotating the normal 90 degrees around the "up" direction at the point
802
+ // For ultra precision we would want to project into a plane, but in practice this is sufficient.
803
+ const lineDirectionScratch = new Cartesian3();
804
+ const matrix3Scratch = new Matrix3();
805
+ const quaternionScratch = new Quaternion();
806
+ function breakMiter(endGeometryNormal, startBottom, endBottom, endTop) {
807
+ const lineDirection = direction(endBottom, startBottom, lineDirectionScratch);
808
+
809
+ const dot = Cartesian3.dot(lineDirection, endGeometryNormal);
810
+ if (dot > MITER_BREAK_SMALL || dot < MITER_BREAK_LARGE) {
811
+ const vertexUp = direction(endTop, endBottom, vertexUpScratch);
812
+ const angle =
813
+ dot < MITER_BREAK_LARGE
814
+ ? CesiumMath.PI_OVER_TWO
815
+ : -CesiumMath.PI_OVER_TWO;
816
+ const quaternion = Quaternion.fromAxisAngle(
817
+ vertexUp,
818
+ angle,
819
+ quaternionScratch,
820
+ );
821
+ const rotationMatrix = Matrix3.fromQuaternion(quaternion, matrix3Scratch);
822
+ Matrix3.multiplyByVector(
823
+ rotationMatrix,
824
+ endGeometryNormal,
825
+ endGeometryNormal,
826
+ );
827
+ return true;
828
+ }
829
+ return false;
830
+ }
831
+
832
+ const endPosCartographicScratch = new Cartographic();
833
+ const normalStartpointScratch = new Cartesian3();
834
+ const normalEndpointScratch = new Cartesian3();
835
+ function projectNormal(
836
+ projection,
837
+ cartographic,
838
+ normal,
839
+ projectedPosition,
840
+ result,
841
+ ) {
842
+ const position = Cartographic.toCartesian(
843
+ cartographic,
844
+ projection._ellipsoid,
845
+ normalStartpointScratch,
846
+ );
847
+ let normalEndpoint = Cartesian3.add(position, normal, normalEndpointScratch);
848
+ let flipNormal = false;
849
+
850
+ const ellipsoid = projection._ellipsoid;
851
+ let normalEndpointCartographic = ellipsoid.cartesianToCartographic(
852
+ normalEndpoint,
853
+ endPosCartographicScratch,
854
+ );
855
+ // If normal crosses the IDL, go the other way and flip the result.
856
+ // In practice this almost never happens because the cartographic start
857
+ // and end points of each segment are "nudged" to be on the same side
858
+ // of the IDL and slightly away from the IDL.
859
+ if (
860
+ Math.abs(cartographic.longitude - normalEndpointCartographic.longitude) >
861
+ CesiumMath.PI_OVER_TWO
862
+ ) {
863
+ flipNormal = true;
864
+ normalEndpoint = Cartesian3.subtract(
865
+ position,
866
+ normal,
867
+ normalEndpointScratch,
868
+ );
869
+ normalEndpointCartographic = ellipsoid.cartesianToCartographic(
870
+ normalEndpoint,
871
+ endPosCartographicScratch,
872
+ );
873
+ }
874
+
875
+ normalEndpointCartographic.height = 0.0;
876
+ const normalEndpointProjected = projection.project(
877
+ normalEndpointCartographic,
878
+ result,
879
+ );
880
+ result = Cartesian3.subtract(
881
+ normalEndpointProjected,
882
+ projectedPosition,
883
+ result,
884
+ );
885
+ result.z = 0.0;
886
+ result = Cartesian3.normalize(result, result);
887
+ if (flipNormal) {
888
+ Cartesian3.negate(result, result);
889
+ }
890
+ return result;
891
+ }
892
+
893
+ const adjustHeightNormalScratch = new Cartesian3();
894
+ const adjustHeightOffsetScratch = new Cartesian3();
895
+ function adjustHeights(
896
+ bottom,
897
+ top,
898
+ minHeight,
899
+ maxHeight,
900
+ adjustHeightBottom,
901
+ adjustHeightTop,
902
+ ) {
903
+ // bottom and top should be at WALL_INITIAL_MIN_HEIGHT and WALL_INITIAL_MAX_HEIGHT, respectively
904
+ const adjustHeightNormal = Cartesian3.subtract(
905
+ top,
906
+ bottom,
907
+ adjustHeightNormalScratch,
908
+ );
909
+ Cartesian3.normalize(adjustHeightNormal, adjustHeightNormal);
910
+
911
+ const distanceForBottom = minHeight - WALL_INITIAL_MIN_HEIGHT;
912
+ let adjustHeightOffset = Cartesian3.multiplyByScalar(
913
+ adjustHeightNormal,
914
+ distanceForBottom,
915
+ adjustHeightOffsetScratch,
916
+ );
917
+ Cartesian3.add(bottom, adjustHeightOffset, adjustHeightBottom);
918
+
919
+ const distanceForTop = maxHeight - WALL_INITIAL_MAX_HEIGHT;
920
+ adjustHeightOffset = Cartesian3.multiplyByScalar(
921
+ adjustHeightNormal,
922
+ distanceForTop,
923
+ adjustHeightOffsetScratch,
924
+ );
925
+ Cartesian3.add(top, adjustHeightOffset, adjustHeightTop);
926
+ }
927
+
928
+ const nudgeDirectionScratch = new Cartesian3();
929
+ function nudgeXZ(start, end) {
930
+ const startToXZdistance = Plane.getPointDistance(XZ_PLANE, start);
931
+ const endToXZdistance = Plane.getPointDistance(XZ_PLANE, end);
932
+ let offset = nudgeDirectionScratch;
933
+ // Larger epsilon than what's used in GeometryPipeline, a centimeter in world space
934
+ if (CesiumMath.equalsEpsilon(startToXZdistance, 0.0, CesiumMath.EPSILON2)) {
935
+ offset = direction(end, start, offset);
936
+ Cartesian3.multiplyByScalar(offset, CesiumMath.EPSILON2, offset);
937
+ Cartesian3.add(start, offset, start);
938
+ } else if (
939
+ CesiumMath.equalsEpsilon(endToXZdistance, 0.0, CesiumMath.EPSILON2)
940
+ ) {
941
+ offset = direction(start, end, offset);
942
+ Cartesian3.multiplyByScalar(offset, CesiumMath.EPSILON2, offset);
943
+ Cartesian3.add(end, offset, end);
944
+ }
945
+ }
946
+
947
+ // "Nudge" cartographic coordinates so start and end are on the same side of the IDL.
948
+ // Nudge amounts are tiny, basically just an IDL flip.
949
+ // Only used for 2D/CV.
950
+ function nudgeCartographic(start, end) {
951
+ const absStartLon = Math.abs(start.longitude);
952
+ const absEndLon = Math.abs(end.longitude);
953
+ if (
954
+ CesiumMath.equalsEpsilon(absStartLon, CesiumMath.PI, CesiumMath.EPSILON11)
955
+ ) {
956
+ const endSign = CesiumMath.sign(end.longitude);
957
+ start.longitude = endSign * (absStartLon - CesiumMath.EPSILON11);
958
+ return 1;
959
+ } else if (
960
+ CesiumMath.equalsEpsilon(absEndLon, CesiumMath.PI, CesiumMath.EPSILON11)
961
+ ) {
962
+ const startSign = CesiumMath.sign(start.longitude);
963
+ end.longitude = startSign * (absEndLon - CesiumMath.EPSILON11);
964
+ return 2;
965
+ }
966
+ return 0;
967
+ }
968
+
969
+ const startCartographicScratch = new Cartographic();
970
+ const endCartographicScratch = new Cartographic();
971
+
972
+ const segmentStartTopScratch = new Cartesian3();
973
+ const segmentEndTopScratch = new Cartesian3();
974
+ const segmentStartBottomScratch = new Cartesian3();
975
+ const segmentEndBottomScratch = new Cartesian3();
976
+ const segmentStartNormalScratch = new Cartesian3();
977
+ const segmentEndNormalScratch = new Cartesian3();
978
+
979
+ const getHeightCartographics = [
980
+ startCartographicScratch,
981
+ endCartographicScratch,
982
+ ];
983
+ const getHeightRectangleScratch = new Rectangle();
984
+
985
+ const adjustHeightStartTopScratch = new Cartesian3();
986
+ const adjustHeightEndTopScratch = new Cartesian3();
987
+ const adjustHeightStartBottomScratch = new Cartesian3();
988
+ const adjustHeightEndBottomScratch = new Cartesian3();
989
+
990
+ const segmentStart2DScratch = new Cartesian3();
991
+ const segmentEnd2DScratch = new Cartesian3();
992
+ const segmentStartNormal2DScratch = new Cartesian3();
993
+ const segmentEndNormal2DScratch = new Cartesian3();
994
+
995
+ const offsetScratch = new Cartesian3();
996
+ const startUpScratch = new Cartesian3();
997
+ const endUpScratch = new Cartesian3();
998
+ const rightScratch = new Cartesian3();
999
+ const startPlaneNormalScratch = new Cartesian3();
1000
+ const endPlaneNormalScratch = new Cartesian3();
1001
+ const encodeScratch = new EncodedCartesian3();
1002
+
1003
+ const encodeScratch2D = new EncodedCartesian3();
1004
+ const forwardOffset2DScratch = new Cartesian3();
1005
+ const right2DScratch = new Cartesian3();
1006
+
1007
+ const normalNudgeScratch = new Cartesian3();
1008
+
1009
+ const scratchBoundingSpheres = [new BoundingSphere(), new BoundingSphere()];
1010
+
1011
+ // Winding order is reversed so each segment's volume is inside-out
1012
+ const REFERENCE_INDICES = [
1013
+ 0,
1014
+ 2,
1015
+ 1,
1016
+ 0,
1017
+ 3,
1018
+ 2, // right
1019
+ 0,
1020
+ 7,
1021
+ 3,
1022
+ 0,
1023
+ 4,
1024
+ 7, // start
1025
+ 0,
1026
+ 5,
1027
+ 4,
1028
+ 0,
1029
+ 1,
1030
+ 5, // bottom
1031
+ 5,
1032
+ 7,
1033
+ 4,
1034
+ 5,
1035
+ 6,
1036
+ 7, // left
1037
+ 5,
1038
+ 2,
1039
+ 6,
1040
+ 5,
1041
+ 1,
1042
+ 2, // end
1043
+ 3,
1044
+ 6,
1045
+ 2,
1046
+ 3,
1047
+ 7,
1048
+ 6, // top
1049
+ ];
1050
+ const REFERENCE_INDICES_LENGTH = REFERENCE_INDICES.length;
1051
+
1052
+ // Decompose the "wall" into a series of shadow volumes.
1053
+ // Each shadow volume's vertices encode a description of the line it contains,
1054
+ // including mitering planes at the end points, a plane along the line itself,
1055
+ // and attributes for computing length-wise texture coordinates.
1056
+ function generateGeometryAttributes(
1057
+ loop,
1058
+ projection,
1059
+ bottomPositionsArray,
1060
+ topPositionsArray,
1061
+ normalsArray,
1062
+ cartographicsArray,
1063
+ compute2dAttributes,
1064
+ ) {
1065
+ let i;
1066
+ let index;
1067
+ const ellipsoid = projection._ellipsoid;
1068
+
1069
+ // Each segment will have 8 vertices
1070
+ const segmentCount = bottomPositionsArray.length / 3 - 1;
1071
+ const vertexCount = segmentCount * 8;
1072
+ const arraySizeVec4 = vertexCount * 4;
1073
+ const indexCount = segmentCount * 36;
1074
+
1075
+ const indices =
1076
+ vertexCount > 65535
1077
+ ? new Uint32Array(indexCount)
1078
+ : new Uint16Array(indexCount);
1079
+ const positionsArray = new Float64Array(vertexCount * 3);
1080
+
1081
+ const startHiAndForwardOffsetX = new Float32Array(arraySizeVec4);
1082
+ const startLoAndForwardOffsetY = new Float32Array(arraySizeVec4);
1083
+ const startNormalAndForwardOffsetZ = new Float32Array(arraySizeVec4);
1084
+ const endNormalAndTextureCoordinateNormalizationX = new Float32Array(
1085
+ arraySizeVec4,
1086
+ );
1087
+ const rightNormalAndTextureCoordinateNormalizationY = new Float32Array(
1088
+ arraySizeVec4,
1089
+ );
1090
+
1091
+ let startHiLo2D;
1092
+ let offsetAndRight2D;
1093
+ let startEndNormals2D;
1094
+ let texcoordNormalization2D;
1095
+
1096
+ if (compute2dAttributes) {
1097
+ startHiLo2D = new Float32Array(arraySizeVec4);
1098
+ offsetAndRight2D = new Float32Array(arraySizeVec4);
1099
+ startEndNormals2D = new Float32Array(arraySizeVec4);
1100
+ texcoordNormalization2D = new Float32Array(vertexCount * 2);
1101
+ }
1102
+
1103
+ /*** Compute total lengths for texture coordinate normalization ***/
1104
+ // 2D
1105
+ const cartographicsLength = cartographicsArray.length / 2;
1106
+ let length2D = 0.0;
1107
+
1108
+ const startCartographic = startCartographicScratch;
1109
+ startCartographic.height = 0.0;
1110
+ const endCartographic = endCartographicScratch;
1111
+ endCartographic.height = 0.0;
1112
+
1113
+ let segmentStartCartesian = segmentStartTopScratch;
1114
+ let segmentEndCartesian = segmentEndTopScratch;
1115
+
1116
+ if (compute2dAttributes) {
1117
+ index = 0;
1118
+ for (i = 1; i < cartographicsLength; i++) {
1119
+ // Don't clone anything from previous segment b/c possible IDL touch
1120
+ startCartographic.latitude = cartographicsArray[index];
1121
+ startCartographic.longitude = cartographicsArray[index + 1];
1122
+ endCartographic.latitude = cartographicsArray[index + 2];
1123
+ endCartographic.longitude = cartographicsArray[index + 3];
1124
+
1125
+ segmentStartCartesian = projection.project(
1126
+ startCartographic,
1127
+ segmentStartCartesian,
1128
+ );
1129
+ segmentEndCartesian = projection.project(
1130
+ endCartographic,
1131
+ segmentEndCartesian,
1132
+ );
1133
+ length2D += Cartesian3.distance(
1134
+ segmentStartCartesian,
1135
+ segmentEndCartesian,
1136
+ );
1137
+ index += 2;
1138
+ }
1139
+ }
1140
+
1141
+ // 3D
1142
+ const positionsLength = topPositionsArray.length / 3;
1143
+ segmentEndCartesian = Cartesian3.unpack(
1144
+ topPositionsArray,
1145
+ 0,
1146
+ segmentEndCartesian,
1147
+ );
1148
+ let length3D = 0.0;
1149
+
1150
+ index = 3;
1151
+ for (i = 1; i < positionsLength; i++) {
1152
+ segmentStartCartesian = Cartesian3.clone(
1153
+ segmentEndCartesian,
1154
+ segmentStartCartesian,
1155
+ );
1156
+ segmentEndCartesian = Cartesian3.unpack(
1157
+ topPositionsArray,
1158
+ index,
1159
+ segmentEndCartesian,
1160
+ );
1161
+ length3D += Cartesian3.distance(segmentStartCartesian, segmentEndCartesian);
1162
+ index += 3;
1163
+ }
1164
+
1165
+ /*** Generate segments ***/
1166
+ let j;
1167
+ index = 3;
1168
+ let cartographicsIndex = 0;
1169
+ let vec2sWriteIndex = 0;
1170
+ let vec3sWriteIndex = 0;
1171
+ let vec4sWriteIndex = 0;
1172
+ let miterBroken = false;
1173
+
1174
+ let endBottom = Cartesian3.unpack(
1175
+ bottomPositionsArray,
1176
+ 0,
1177
+ segmentEndBottomScratch,
1178
+ );
1179
+ let endTop = Cartesian3.unpack(topPositionsArray, 0, segmentEndTopScratch);
1180
+ let endGeometryNormal = Cartesian3.unpack(
1181
+ normalsArray,
1182
+ 0,
1183
+ segmentEndNormalScratch,
1184
+ );
1185
+
1186
+ if (loop) {
1187
+ const preEndBottom = Cartesian3.unpack(
1188
+ bottomPositionsArray,
1189
+ bottomPositionsArray.length - 6,
1190
+ segmentStartBottomScratch,
1191
+ );
1192
+ if (breakMiter(endGeometryNormal, preEndBottom, endBottom, endTop)) {
1193
+ // Miter broken as if for the last point in the loop, needs to be inverted for first point (clone of endBottom)
1194
+ endGeometryNormal = Cartesian3.negate(
1195
+ endGeometryNormal,
1196
+ endGeometryNormal,
1197
+ );
1198
+ }
1199
+ }
1200
+
1201
+ let lengthSoFar3D = 0.0;
1202
+ let lengthSoFar2D = 0.0;
1203
+
1204
+ // For translating bounding volume
1205
+ let sumHeights = 0.0;
1206
+
1207
+ for (i = 0; i < segmentCount; i++) {
1208
+ const startBottom = Cartesian3.clone(endBottom, segmentStartBottomScratch);
1209
+ const startTop = Cartesian3.clone(endTop, segmentStartTopScratch);
1210
+ let startGeometryNormal = Cartesian3.clone(
1211
+ endGeometryNormal,
1212
+ segmentStartNormalScratch,
1213
+ );
1214
+
1215
+ if (miterBroken) {
1216
+ startGeometryNormal = Cartesian3.negate(
1217
+ startGeometryNormal,
1218
+ startGeometryNormal,
1219
+ );
1220
+ }
1221
+
1222
+ endBottom = Cartesian3.unpack(
1223
+ bottomPositionsArray,
1224
+ index,
1225
+ segmentEndBottomScratch,
1226
+ );
1227
+ endTop = Cartesian3.unpack(topPositionsArray, index, segmentEndTopScratch);
1228
+ endGeometryNormal = Cartesian3.unpack(
1229
+ normalsArray,
1230
+ index,
1231
+ segmentEndNormalScratch,
1232
+ );
1233
+
1234
+ miterBroken = breakMiter(endGeometryNormal, startBottom, endBottom, endTop);
1235
+
1236
+ // 2D - don't clone anything from previous segment b/c possible IDL touch
1237
+ startCartographic.latitude = cartographicsArray[cartographicsIndex];
1238
+ startCartographic.longitude = cartographicsArray[cartographicsIndex + 1];
1239
+ endCartographic.latitude = cartographicsArray[cartographicsIndex + 2];
1240
+ endCartographic.longitude = cartographicsArray[cartographicsIndex + 3];
1241
+ let start2D;
1242
+ let end2D;
1243
+ let startGeometryNormal2D;
1244
+ let endGeometryNormal2D;
1245
+
1246
+ if (compute2dAttributes) {
1247
+ const nudgeResult = nudgeCartographic(startCartographic, endCartographic);
1248
+ start2D = projection.project(startCartographic, segmentStart2DScratch);
1249
+ end2D = projection.project(endCartographic, segmentEnd2DScratch);
1250
+ const direction2D = direction(end2D, start2D, forwardOffset2DScratch);
1251
+ direction2D.y = Math.abs(direction2D.y);
1252
+
1253
+ startGeometryNormal2D = segmentStartNormal2DScratch;
1254
+ endGeometryNormal2D = segmentEndNormal2DScratch;
1255
+ if (
1256
+ nudgeResult === 0 ||
1257
+ Cartesian3.dot(direction2D, Cartesian3.UNIT_Y) > MITER_BREAK_SMALL
1258
+ ) {
1259
+ // No nudge - project the original normal
1260
+ // Or, if the line's angle relative to the IDL is very acute,
1261
+ // in which case snapping will produce oddly shaped volumes.
1262
+ startGeometryNormal2D = projectNormal(
1263
+ projection,
1264
+ startCartographic,
1265
+ startGeometryNormal,
1266
+ start2D,
1267
+ segmentStartNormal2DScratch,
1268
+ );
1269
+ endGeometryNormal2D = projectNormal(
1270
+ projection,
1271
+ endCartographic,
1272
+ endGeometryNormal,
1273
+ end2D,
1274
+ segmentEndNormal2DScratch,
1275
+ );
1276
+ } else if (nudgeResult === 1) {
1277
+ // Start is close to IDL - snap start normal to align with IDL
1278
+ endGeometryNormal2D = projectNormal(
1279
+ projection,
1280
+ endCartographic,
1281
+ endGeometryNormal,
1282
+ end2D,
1283
+ segmentEndNormal2DScratch,
1284
+ );
1285
+ startGeometryNormal2D.x = 0.0;
1286
+ // If start longitude is negative and end longitude is less negative, relative right is unit -Y
1287
+ // If start longitude is positive and end longitude is less positive, relative right is unit +Y
1288
+ startGeometryNormal2D.y = CesiumMath.sign(
1289
+ startCartographic.longitude - Math.abs(endCartographic.longitude),
1290
+ );
1291
+ startGeometryNormal2D.z = 0.0;
1292
+ } else {
1293
+ // End is close to IDL - snap end normal to align with IDL
1294
+ startGeometryNormal2D = projectNormal(
1295
+ projection,
1296
+ startCartographic,
1297
+ startGeometryNormal,
1298
+ start2D,
1299
+ segmentStartNormal2DScratch,
1300
+ );
1301
+ endGeometryNormal2D.x = 0.0;
1302
+ // If end longitude is negative and start longitude is less negative, relative right is unit Y
1303
+ // If end longitude is positive and start longitude is less positive, relative right is unit -Y
1304
+ endGeometryNormal2D.y = CesiumMath.sign(
1305
+ startCartographic.longitude - endCartographic.longitude,
1306
+ );
1307
+ endGeometryNormal2D.z = 0.0;
1308
+ }
1309
+ }
1310
+
1311
+ /****************************************
1312
+ * Geometry descriptors of a "line on terrain,"
1313
+ * as opposed to the "shadow volume used to draw
1314
+ * the line on terrain":
1315
+ * - position of start + offset to end
1316
+ * - start, end, and right-facing planes
1317
+ * - encoded texture coordinate offsets
1318
+ ****************************************/
1319
+
1320
+ /* 3D */
1321
+ const segmentLength3D = Cartesian3.distance(startTop, endTop);
1322
+
1323
+ const encodedStart = EncodedCartesian3.fromCartesian(
1324
+ startBottom,
1325
+ encodeScratch,
1326
+ );
1327
+ const forwardOffset = Cartesian3.subtract(
1328
+ endBottom,
1329
+ startBottom,
1330
+ offsetScratch,
1331
+ );
1332
+ const forward = Cartesian3.normalize(forwardOffset, rightScratch);
1333
+
1334
+ let startUp = Cartesian3.subtract(startTop, startBottom, startUpScratch);
1335
+ startUp = Cartesian3.normalize(startUp, startUp);
1336
+ let rightNormal = Cartesian3.cross(forward, startUp, rightScratch);
1337
+ rightNormal = Cartesian3.normalize(rightNormal, rightNormal);
1338
+
1339
+ let startPlaneNormal = Cartesian3.cross(
1340
+ startUp,
1341
+ startGeometryNormal,
1342
+ startPlaneNormalScratch,
1343
+ );
1344
+ startPlaneNormal = Cartesian3.normalize(startPlaneNormal, startPlaneNormal);
1345
+
1346
+ let endUp = Cartesian3.subtract(endTop, endBottom, endUpScratch);
1347
+ endUp = Cartesian3.normalize(endUp, endUp);
1348
+ let endPlaneNormal = Cartesian3.cross(
1349
+ endGeometryNormal,
1350
+ endUp,
1351
+ endPlaneNormalScratch,
1352
+ );
1353
+ endPlaneNormal = Cartesian3.normalize(endPlaneNormal, endPlaneNormal);
1354
+
1355
+ const texcoordNormalization3DX = segmentLength3D / length3D;
1356
+ const texcoordNormalization3DY = lengthSoFar3D / length3D;
1357
+
1358
+ /* 2D */
1359
+ let segmentLength2D = 0.0;
1360
+ let encodedStart2D;
1361
+ let forwardOffset2D;
1362
+ let right2D;
1363
+ let texcoordNormalization2DX = 0.0;
1364
+ let texcoordNormalization2DY = 0.0;
1365
+ if (compute2dAttributes) {
1366
+ segmentLength2D = Cartesian3.distance(start2D, end2D);
1367
+
1368
+ encodedStart2D = EncodedCartesian3.fromCartesian(
1369
+ start2D,
1370
+ encodeScratch2D,
1371
+ );
1372
+ forwardOffset2D = Cartesian3.subtract(
1373
+ end2D,
1374
+ start2D,
1375
+ forwardOffset2DScratch,
1376
+ );
1377
+
1378
+ // Right direction is just forward direction rotated by -90 degrees around Z
1379
+ // Similarly with plane normals
1380
+ right2D = Cartesian3.normalize(forwardOffset2D, right2DScratch);
1381
+ const swap = right2D.x;
1382
+ right2D.x = right2D.y;
1383
+ right2D.y = -swap;
1384
+
1385
+ texcoordNormalization2DX = segmentLength2D / length2D;
1386
+ texcoordNormalization2DY = lengthSoFar2D / length2D;
1387
+ }
1388
+ /** Pack **/
1389
+ for (j = 0; j < 8; j++) {
1390
+ const vec4Index = vec4sWriteIndex + j * 4;
1391
+ const vec2Index = vec2sWriteIndex + j * 2;
1392
+ const wIndex = vec4Index + 3;
1393
+
1394
+ // Encode sidedness of vertex relative to right plane in texture coordinate normalization X,
1395
+ // whether vertex is top or bottom of volume in sign/magnitude of normalization Y.
1396
+ const rightPlaneSide = j < 4 ? 1.0 : -1.0;
1397
+ const topBottomSide =
1398
+ j === 2 || j === 3 || j === 6 || j === 7 ? 1.0 : -1.0;
1399
+
1400
+ // 3D
1401
+ Cartesian3.pack(encodedStart.high, startHiAndForwardOffsetX, vec4Index);
1402
+ startHiAndForwardOffsetX[wIndex] = forwardOffset.x;
1403
+
1404
+ Cartesian3.pack(encodedStart.low, startLoAndForwardOffsetY, vec4Index);
1405
+ startLoAndForwardOffsetY[wIndex] = forwardOffset.y;
1406
+
1407
+ Cartesian3.pack(
1408
+ startPlaneNormal,
1409
+ startNormalAndForwardOffsetZ,
1410
+ vec4Index,
1411
+ );
1412
+ startNormalAndForwardOffsetZ[wIndex] = forwardOffset.z;
1413
+
1414
+ Cartesian3.pack(
1415
+ endPlaneNormal,
1416
+ endNormalAndTextureCoordinateNormalizationX,
1417
+ vec4Index,
1418
+ );
1419
+ endNormalAndTextureCoordinateNormalizationX[wIndex] =
1420
+ texcoordNormalization3DX * rightPlaneSide;
1421
+
1422
+ Cartesian3.pack(
1423
+ rightNormal,
1424
+ rightNormalAndTextureCoordinateNormalizationY,
1425
+ vec4Index,
1426
+ );
1427
+
1428
+ let texcoordNormalization = texcoordNormalization3DY * topBottomSide;
1429
+ if (texcoordNormalization === 0.0 && topBottomSide < 0.0) {
1430
+ texcoordNormalization = 9.0; // some value greater than 1.0
1431
+ }
1432
+ rightNormalAndTextureCoordinateNormalizationY[wIndex] =
1433
+ texcoordNormalization;
1434
+
1435
+ // 2D
1436
+ if (compute2dAttributes) {
1437
+ startHiLo2D[vec4Index] = encodedStart2D.high.x;
1438
+ startHiLo2D[vec4Index + 1] = encodedStart2D.high.y;
1439
+ startHiLo2D[vec4Index + 2] = encodedStart2D.low.x;
1440
+ startHiLo2D[vec4Index + 3] = encodedStart2D.low.y;
1441
+
1442
+ startEndNormals2D[vec4Index] = -startGeometryNormal2D.y;
1443
+ startEndNormals2D[vec4Index + 1] = startGeometryNormal2D.x;
1444
+ startEndNormals2D[vec4Index + 2] = endGeometryNormal2D.y;
1445
+ startEndNormals2D[vec4Index + 3] = -endGeometryNormal2D.x;
1446
+
1447
+ offsetAndRight2D[vec4Index] = forwardOffset2D.x;
1448
+ offsetAndRight2D[vec4Index + 1] = forwardOffset2D.y;
1449
+ offsetAndRight2D[vec4Index + 2] = right2D.x;
1450
+ offsetAndRight2D[vec4Index + 3] = right2D.y;
1451
+
1452
+ texcoordNormalization2D[vec2Index] =
1453
+ texcoordNormalization2DX * rightPlaneSide;
1454
+
1455
+ texcoordNormalization = texcoordNormalization2DY * topBottomSide;
1456
+ if (texcoordNormalization === 0.0 && topBottomSide < 0.0) {
1457
+ texcoordNormalization = 9.0; // some value greater than 1.0
1458
+ }
1459
+ texcoordNormalization2D[vec2Index + 1] = texcoordNormalization;
1460
+ }
1461
+ }
1462
+
1463
+ // Adjust height of volume in 3D
1464
+ const adjustHeightStartBottom = adjustHeightStartBottomScratch;
1465
+ const adjustHeightEndBottom = adjustHeightEndBottomScratch;
1466
+ const adjustHeightStartTop = adjustHeightStartTopScratch;
1467
+ const adjustHeightEndTop = adjustHeightEndTopScratch;
1468
+
1469
+ const getHeightsRectangle = Rectangle.fromCartographicArray(
1470
+ getHeightCartographics,
1471
+ getHeightRectangleScratch,
1472
+ );
1473
+ const minMaxHeights = ApproximateTerrainHeights.getMinimumMaximumHeights(
1474
+ getHeightsRectangle,
1475
+ ellipsoid,
1476
+ );
1477
+ const minHeight = minMaxHeights.minimumTerrainHeight;
1478
+ const maxHeight = minMaxHeights.maximumTerrainHeight;
1479
+
1480
+ // Sum using abs() to properly account for negative eleavtions in calculating bounding sphere radius
1481
+ sumHeights += Math.abs(minHeight);
1482
+ sumHeights += Math.abs(maxHeight);
1483
+
1484
+ adjustHeights(
1485
+ startBottom,
1486
+ startTop,
1487
+ minHeight,
1488
+ maxHeight,
1489
+ adjustHeightStartBottom,
1490
+ adjustHeightStartTop,
1491
+ );
1492
+ adjustHeights(
1493
+ endBottom,
1494
+ endTop,
1495
+ minHeight,
1496
+ maxHeight,
1497
+ adjustHeightEndBottom,
1498
+ adjustHeightEndTop,
1499
+ );
1500
+
1501
+ // Nudge the positions away from the "polyline" a little bit to prevent errors in GeometryPipeline
1502
+ let normalNudge = Cartesian3.multiplyByScalar(
1503
+ rightNormal,
1504
+ CesiumMath.EPSILON5,
1505
+ normalNudgeScratch,
1506
+ );
1507
+ Cartesian3.add(
1508
+ adjustHeightStartBottom,
1509
+ normalNudge,
1510
+ adjustHeightStartBottom,
1511
+ );
1512
+ Cartesian3.add(adjustHeightEndBottom, normalNudge, adjustHeightEndBottom);
1513
+ Cartesian3.add(adjustHeightStartTop, normalNudge, adjustHeightStartTop);
1514
+ Cartesian3.add(adjustHeightEndTop, normalNudge, adjustHeightEndTop);
1515
+
1516
+ // If the segment is very close to the XZ plane, nudge the vertices slightly to avoid touching it.
1517
+ nudgeXZ(adjustHeightStartBottom, adjustHeightEndBottom);
1518
+ nudgeXZ(adjustHeightStartTop, adjustHeightEndTop);
1519
+
1520
+ Cartesian3.pack(adjustHeightStartBottom, positionsArray, vec3sWriteIndex);
1521
+ Cartesian3.pack(adjustHeightEndBottom, positionsArray, vec3sWriteIndex + 3);
1522
+ Cartesian3.pack(adjustHeightEndTop, positionsArray, vec3sWriteIndex + 6);
1523
+ Cartesian3.pack(adjustHeightStartTop, positionsArray, vec3sWriteIndex + 9);
1524
+
1525
+ normalNudge = Cartesian3.multiplyByScalar(
1526
+ rightNormal,
1527
+ -2.0 * CesiumMath.EPSILON5,
1528
+ normalNudgeScratch,
1529
+ );
1530
+ Cartesian3.add(
1531
+ adjustHeightStartBottom,
1532
+ normalNudge,
1533
+ adjustHeightStartBottom,
1534
+ );
1535
+ Cartesian3.add(adjustHeightEndBottom, normalNudge, adjustHeightEndBottom);
1536
+ Cartesian3.add(adjustHeightStartTop, normalNudge, adjustHeightStartTop);
1537
+ Cartesian3.add(adjustHeightEndTop, normalNudge, adjustHeightEndTop);
1538
+
1539
+ nudgeXZ(adjustHeightStartBottom, adjustHeightEndBottom);
1540
+ nudgeXZ(adjustHeightStartTop, adjustHeightEndTop);
1541
+
1542
+ Cartesian3.pack(
1543
+ adjustHeightStartBottom,
1544
+ positionsArray,
1545
+ vec3sWriteIndex + 12,
1546
+ );
1547
+ Cartesian3.pack(
1548
+ adjustHeightEndBottom,
1549
+ positionsArray,
1550
+ vec3sWriteIndex + 15,
1551
+ );
1552
+ Cartesian3.pack(adjustHeightEndTop, positionsArray, vec3sWriteIndex + 18);
1553
+ Cartesian3.pack(adjustHeightStartTop, positionsArray, vec3sWriteIndex + 21);
1554
+
1555
+ cartographicsIndex += 2;
1556
+ index += 3;
1557
+
1558
+ vec2sWriteIndex += 16;
1559
+ vec3sWriteIndex += 24;
1560
+ vec4sWriteIndex += 32;
1561
+
1562
+ lengthSoFar3D += segmentLength3D;
1563
+ lengthSoFar2D += segmentLength2D;
1564
+ }
1565
+
1566
+ index = 0;
1567
+ let indexOffset = 0;
1568
+ for (i = 0; i < segmentCount; i++) {
1569
+ for (j = 0; j < REFERENCE_INDICES_LENGTH; j++) {
1570
+ indices[index + j] = REFERENCE_INDICES[j] + indexOffset;
1571
+ }
1572
+ indexOffset += 8;
1573
+ index += REFERENCE_INDICES_LENGTH;
1574
+ }
1575
+
1576
+ const boundingSpheres = scratchBoundingSpheres;
1577
+ BoundingSphere.fromVertices(
1578
+ bottomPositionsArray,
1579
+ Cartesian3.ZERO,
1580
+ 3,
1581
+ boundingSpheres[0],
1582
+ );
1583
+ BoundingSphere.fromVertices(
1584
+ topPositionsArray,
1585
+ Cartesian3.ZERO,
1586
+ 3,
1587
+ boundingSpheres[1],
1588
+ );
1589
+ const boundingSphere = BoundingSphere.fromBoundingSpheres(boundingSpheres);
1590
+
1591
+ // Adjust bounding sphere height and radius to cover more of the volume
1592
+ boundingSphere.radius += sumHeights / (segmentCount * 2.0);
1593
+
1594
+ const attributes = {
1595
+ position: new GeometryAttribute({
1596
+ componentDatatype: ComponentDatatype.DOUBLE,
1597
+ componentsPerAttribute: 3,
1598
+ normalize: false,
1599
+ values: positionsArray,
1600
+ }),
1601
+ startHiAndForwardOffsetX: getVec4GeometryAttribute(
1602
+ startHiAndForwardOffsetX,
1603
+ ),
1604
+ startLoAndForwardOffsetY: getVec4GeometryAttribute(
1605
+ startLoAndForwardOffsetY,
1606
+ ),
1607
+ startNormalAndForwardOffsetZ: getVec4GeometryAttribute(
1608
+ startNormalAndForwardOffsetZ,
1609
+ ),
1610
+ endNormalAndTextureCoordinateNormalizationX: getVec4GeometryAttribute(
1611
+ endNormalAndTextureCoordinateNormalizationX,
1612
+ ),
1613
+ rightNormalAndTextureCoordinateNormalizationY: getVec4GeometryAttribute(
1614
+ rightNormalAndTextureCoordinateNormalizationY,
1615
+ ),
1616
+ };
1617
+
1618
+ if (compute2dAttributes) {
1619
+ attributes.startHiLo2D = getVec4GeometryAttribute(startHiLo2D);
1620
+ attributes.offsetAndRight2D = getVec4GeometryAttribute(offsetAndRight2D);
1621
+ attributes.startEndNormals2D = getVec4GeometryAttribute(startEndNormals2D);
1622
+ attributes.texcoordNormalization2D = new GeometryAttribute({
1623
+ componentDatatype: ComponentDatatype.FLOAT,
1624
+ componentsPerAttribute: 2,
1625
+ normalize: false,
1626
+ values: texcoordNormalization2D,
1627
+ });
1628
+ }
1629
+
1630
+ return new Geometry({
1631
+ attributes: attributes,
1632
+ indices: indices,
1633
+ boundingSphere: boundingSphere,
1634
+ });
1635
+ }
1636
+
1637
+ function getVec4GeometryAttribute(typedArray) {
1638
+ return new GeometryAttribute({
1639
+ componentDatatype: ComponentDatatype.FLOAT,
1640
+ componentsPerAttribute: 4,
1641
+ normalize: false,
1642
+ values: typedArray,
1643
+ });
1644
+ }
1645
+
1646
+ /**
1647
+ * Approximates an ellipsoid-tangent vector in 2D by projecting the end point into 2D.
1648
+ * Exposed for testing.
1649
+ *
1650
+ * @param {MapProjection} projection Map Projection for projecting coordinates to 2D.
1651
+ * @param {Cartographic} cartographic The cartographic origin point of the normal.
1652
+ * Used to check if the normal crosses the IDL during projection.
1653
+ * @param {Cartesian3} normal The normal in 3D.
1654
+ * @param {Cartesian3} projectedPosition The projected origin point of the normal in 2D.
1655
+ * @param {Cartesian3} result Result parameter on which to store the projected normal.
1656
+ * @private
1657
+ */
1658
+ GroundPolylineGeometry._projectNormal = projectNormal;
1659
+ export default GroundPolylineGeometry;