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
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  2043. package/Source/Workers/createEllipsoidGeometry.js +10 -0
  2044. package/Source/Workers/createEllipsoidOutlineGeometry.js +13 -0
  2045. package/Source/Workers/createFrustumGeometry.js +10 -0
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  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 +1,1948 @@
1
+ import BoundingRectangle from "../Core/BoundingRectangle.js";
2
+ import Cartesian2 from "../Core/Cartesian2.js";
3
+ import Cartesian3 from "../Core/Cartesian3.js";
4
+ import Cartesian4 from "../Core/Cartesian4.js";
5
+ import Cartographic from "../Core/Cartographic.js";
6
+ import Color from "../Core/Color.js";
7
+ import defined from "../Core/defined.js";
8
+ import Ellipsoid from "../Core/Ellipsoid.js";
9
+ import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
10
+ import CesiumMath from "../Core/Math.js";
11
+ import Matrix3 from "../Core/Matrix3.js";
12
+ import Matrix4 from "../Core/Matrix4.js";
13
+ import OrthographicFrustum from "../Core/OrthographicFrustum.js";
14
+ import Simon1994PlanetaryPositions from "../Core/Simon1994PlanetaryPositions.js";
15
+ import Transforms from "../Core/Transforms.js";
16
+ import SceneMode from "../Scene/SceneMode.js";
17
+ import SunLight from "../Scene/SunLight.js";
18
+
19
+ /**
20
+ * @private
21
+ * @constructor
22
+ */
23
+ function UniformState() {
24
+ /**
25
+ * @type {Texture}
26
+ */
27
+ this.globeDepthTexture = undefined;
28
+ /**
29
+ * @type {Texture}
30
+ */
31
+ this.edgeIdTexture = undefined;
32
+ /**
33
+ * @type {Texture}
34
+ */
35
+ this.edgeColorTexture = undefined;
36
+ /**
37
+ * @type {Texture}
38
+ */
39
+ this.edgeDepthTexture = undefined; // packed depth color attachment from edge pass
40
+ /**
41
+ * @type {number}
42
+ */
43
+ this.gamma = undefined;
44
+
45
+ this._viewport = new BoundingRectangle();
46
+ this._viewportCartesian4 = new Cartesian4();
47
+ this._viewportDirty = false;
48
+ this._viewportOrthographicMatrix = Matrix4.clone(Matrix4.IDENTITY);
49
+ this._viewportTransformation = Matrix4.clone(Matrix4.IDENTITY);
50
+
51
+ this._model = Matrix4.clone(Matrix4.IDENTITY);
52
+ this._view = Matrix4.clone(Matrix4.IDENTITY);
53
+ this._inverseView = Matrix4.clone(Matrix4.IDENTITY);
54
+ this._projection = Matrix4.clone(Matrix4.IDENTITY);
55
+ this._infiniteProjection = Matrix4.clone(Matrix4.IDENTITY);
56
+ this._entireFrustum = new Cartesian2();
57
+ this._currentFrustum = new Cartesian2();
58
+ this._frustumPlanes = new Cartesian4();
59
+ this._farDepthFromNearPlusOne = undefined;
60
+ this._log2FarDepthFromNearPlusOne = undefined;
61
+ this._oneOverLog2FarDepthFromNearPlusOne = undefined;
62
+
63
+ this._frameState = undefined;
64
+ this._temeToPseudoFixed = Matrix3.clone(Matrix4.IDENTITY);
65
+
66
+ // Derived members
67
+ this._view3DDirty = true;
68
+ this._view3D = new Matrix4();
69
+
70
+ this._inverseView3DDirty = true;
71
+ this._inverseView3D = new Matrix4();
72
+
73
+ this._inverseModelDirty = true;
74
+ this._inverseModel = new Matrix4();
75
+
76
+ this._inverseTransposeModelDirty = true;
77
+ this._inverseTransposeModel = new Matrix3();
78
+
79
+ this._viewRotation = new Matrix3();
80
+ this._inverseViewRotation = new Matrix3();
81
+
82
+ this._viewRotation3D = new Matrix3();
83
+ this._inverseViewRotation3D = new Matrix3();
84
+
85
+ this._inverseProjectionDirty = true;
86
+ this._inverseProjection = new Matrix4();
87
+
88
+ this._modelViewDirty = true;
89
+ this._modelView = new Matrix4();
90
+
91
+ this._modelView3DDirty = true;
92
+ this._modelView3D = new Matrix4();
93
+
94
+ this._modelViewRelativeToEyeDirty = true;
95
+ this._modelViewRelativeToEye = new Matrix4();
96
+
97
+ this._inverseModelViewDirty = true;
98
+ this._inverseModelView = new Matrix4();
99
+
100
+ this._inverseModelView3DDirty = true;
101
+ this._inverseModelView3D = new Matrix4();
102
+
103
+ this._viewProjectionDirty = true;
104
+ this._viewProjection = new Matrix4();
105
+
106
+ this._inverseViewProjectionDirty = true;
107
+ this._inverseViewProjection = new Matrix4();
108
+
109
+ this._modelViewProjectionDirty = true;
110
+ this._modelViewProjection = new Matrix4();
111
+
112
+ this._inverseModelViewProjectionDirty = true;
113
+ this._inverseModelViewProjection = new Matrix4();
114
+
115
+ this._modelViewProjectionRelativeToEyeDirty = true;
116
+ this._modelViewProjectionRelativeToEye = new Matrix4();
117
+
118
+ this._modelViewInfiniteProjectionDirty = true;
119
+ this._modelViewInfiniteProjection = new Matrix4();
120
+
121
+ this._normalDirty = true;
122
+ this._normal = new Matrix3();
123
+
124
+ this._normal3DDirty = true;
125
+ this._normal3D = new Matrix3();
126
+
127
+ this._inverseNormalDirty = true;
128
+ this._inverseNormal = new Matrix3();
129
+
130
+ this._inverseNormal3DDirty = true;
131
+ this._inverseNormal3D = new Matrix3();
132
+
133
+ this._encodedCameraPositionMCDirty = true;
134
+ this._encodedCameraPositionMC = new EncodedCartesian3();
135
+ this._cameraPosition = new Cartesian3();
136
+
137
+ this._sunPositionWC = new Cartesian3();
138
+ this._sunPositionColumbusView = new Cartesian3();
139
+ this._sunDirectionWC = new Cartesian3();
140
+ this._sunDirectionEC = new Cartesian3();
141
+ this._moonDirectionEC = new Cartesian3();
142
+
143
+ this._lightDirectionWC = new Cartesian3();
144
+ this._lightDirectionEC = new Cartesian3();
145
+ this._lightColor = new Cartesian3();
146
+ this._lightColorHdr = new Cartesian3();
147
+
148
+ this._pass = undefined;
149
+ this._mode = undefined;
150
+ this._mapProjection = undefined;
151
+ this._ellipsoid = undefined;
152
+ this._cameraDirection = new Cartesian3();
153
+ this._cameraRight = new Cartesian3();
154
+ this._cameraUp = new Cartesian3();
155
+ this._frustum2DWidth = 0.0;
156
+ this._eyeHeight = 0.0;
157
+ this._eyeHeight2D = new Cartesian2();
158
+ this._eyeEllipsoidNormalEC = new Cartesian3();
159
+ this._eyeEllipsoidCurvature = new Cartesian2();
160
+ this._modelToEnu = new Matrix4();
161
+ this._enuToModel = new Matrix4();
162
+ this._pixelRatio = 1.0;
163
+ this._orthographicIn3D = false;
164
+ this._backgroundColor = new Color();
165
+
166
+ this._brdfLut = undefined;
167
+ this._environmentMap = undefined;
168
+
169
+ this._sphericalHarmonicCoefficients = undefined;
170
+ this._specularEnvironmentMaps = undefined;
171
+ this._specularEnvironmentMapsMaximumLOD = undefined;
172
+
173
+ this._fogDensity = undefined;
174
+ this._fogVisualDensityScalar = undefined;
175
+ this._fogMinimumBrightness = undefined;
176
+
177
+ this._atmosphereHsbShift = undefined;
178
+ this._atmosphereLightIntensity = undefined;
179
+ this._atmosphereRayleighCoefficient = new Cartesian3();
180
+ this._atmosphereRayleighScaleHeight = new Cartesian3();
181
+ this._atmosphereMieCoefficient = new Cartesian3();
182
+ this._atmosphereMieScaleHeight = undefined;
183
+ this._atmosphereMieAnisotropy = undefined;
184
+ this._atmosphereDynamicLighting = undefined;
185
+
186
+ this._invertClassificationColor = undefined;
187
+
188
+ this._splitPosition = 0.0;
189
+ this._pixelSizePerMeter = undefined;
190
+ this._geometricToleranceOverMeter = undefined;
191
+
192
+ this._minimumDisableDepthTestDistance = undefined;
193
+ }
194
+
195
+ Object.defineProperties(UniformState.prototype, {
196
+ /**
197
+ * @memberof UniformState.prototype
198
+ * @type {FrameState}
199
+ * @readonly
200
+ */
201
+ frameState: {
202
+ get: function () {
203
+ return this._frameState;
204
+ },
205
+ },
206
+ /**
207
+ * @memberof UniformState.prototype
208
+ * @type {BoundingRectangle}
209
+ */
210
+ viewport: {
211
+ get: function () {
212
+ return this._viewport;
213
+ },
214
+ set: function (viewport) {
215
+ if (!BoundingRectangle.equals(viewport, this._viewport)) {
216
+ BoundingRectangle.clone(viewport, this._viewport);
217
+
218
+ const v = this._viewport;
219
+ const vc = this._viewportCartesian4;
220
+ vc.x = v.x;
221
+ vc.y = v.y;
222
+ vc.z = v.width;
223
+ vc.w = v.height;
224
+
225
+ this._viewportDirty = true;
226
+ }
227
+ },
228
+ },
229
+
230
+ /**
231
+ * @memberof UniformState.prototype
232
+ * @private
233
+ */
234
+ viewportCartesian4: {
235
+ get: function () {
236
+ return this._viewportCartesian4;
237
+ },
238
+ },
239
+
240
+ viewportOrthographic: {
241
+ get: function () {
242
+ cleanViewport(this);
243
+ return this._viewportOrthographicMatrix;
244
+ },
245
+ },
246
+
247
+ viewportTransformation: {
248
+ get: function () {
249
+ cleanViewport(this);
250
+ return this._viewportTransformation;
251
+ },
252
+ },
253
+
254
+ /**
255
+ * @memberof UniformState.prototype
256
+ * @type {Matrix4}
257
+ */
258
+ model: {
259
+ get: function () {
260
+ return this._model;
261
+ },
262
+ set: function (matrix) {
263
+ Matrix4.clone(matrix, this._model);
264
+
265
+ this._modelView3DDirty = true;
266
+ this._inverseModelView3DDirty = true;
267
+ this._inverseModelDirty = true;
268
+ this._inverseTransposeModelDirty = true;
269
+ this._modelViewDirty = true;
270
+ this._inverseModelViewDirty = true;
271
+ this._modelViewRelativeToEyeDirty = true;
272
+ this._inverseModelViewDirty = true;
273
+ this._modelViewProjectionDirty = true;
274
+ this._inverseModelViewProjectionDirty = true;
275
+ this._modelViewProjectionRelativeToEyeDirty = true;
276
+ this._modelViewInfiniteProjectionDirty = true;
277
+ this._normalDirty = true;
278
+ this._inverseNormalDirty = true;
279
+ this._normal3DDirty = true;
280
+ this._inverseNormal3DDirty = true;
281
+ this._encodedCameraPositionMCDirty = true;
282
+ },
283
+ },
284
+
285
+ /**
286
+ * @memberof UniformState.prototype
287
+ * @type {Matrix4}
288
+ */
289
+ inverseModel: {
290
+ get: function () {
291
+ if (this._inverseModelDirty) {
292
+ this._inverseModelDirty = false;
293
+
294
+ Matrix4.inverse(this._model, this._inverseModel);
295
+ }
296
+
297
+ return this._inverseModel;
298
+ },
299
+ },
300
+
301
+ /**
302
+ * @memberof UniformState.prototype
303
+ * @private
304
+ */
305
+ inverseTransposeModel: {
306
+ get: function () {
307
+ const m = this._inverseTransposeModel;
308
+ if (this._inverseTransposeModelDirty) {
309
+ this._inverseTransposeModelDirty = false;
310
+
311
+ Matrix4.getMatrix3(this.inverseModel, m);
312
+ Matrix3.transpose(m, m);
313
+ }
314
+
315
+ return m;
316
+ },
317
+ },
318
+
319
+ /**
320
+ * @memberof UniformState.prototype
321
+ * @type {Matrix4}
322
+ */
323
+ view: {
324
+ get: function () {
325
+ return this._view;
326
+ },
327
+ },
328
+
329
+ /**
330
+ * The 3D view matrix. In 3D mode, this is identical to {@link UniformState#view},
331
+ * but in 2D and Columbus View it is a synthetic matrix based on the equivalent position
332
+ * of the camera in the 3D world.
333
+ * @memberof UniformState.prototype
334
+ * @type {Matrix4}
335
+ */
336
+ view3D: {
337
+ get: function () {
338
+ updateView3D(this);
339
+ return this._view3D;
340
+ },
341
+ },
342
+
343
+ /**
344
+ * The 3x3 rotation matrix of the current view matrix ({@link UniformState#view}).
345
+ * @memberof UniformState.prototype
346
+ * @type {Matrix3}
347
+ */
348
+ viewRotation: {
349
+ get: function () {
350
+ updateView3D(this);
351
+ return this._viewRotation;
352
+ },
353
+ },
354
+
355
+ /**
356
+ * @memberof UniformState.prototype
357
+ * @type {Matrix3}
358
+ */
359
+ viewRotation3D: {
360
+ get: function () {
361
+ updateView3D(this);
362
+ return this._viewRotation3D;
363
+ },
364
+ },
365
+
366
+ /**
367
+ * @memberof UniformState.prototype
368
+ * @type {Matrix4}
369
+ */
370
+ inverseView: {
371
+ get: function () {
372
+ return this._inverseView;
373
+ },
374
+ },
375
+
376
+ /**
377
+ * the 4x4 inverse-view matrix that transforms from eye to 3D world coordinates. In 3D mode, this is
378
+ * identical to {@link UniformState#inverseView}, but in 2D and Columbus View it is a synthetic matrix
379
+ * based on the equivalent position of the camera in the 3D world.
380
+ * @memberof UniformState.prototype
381
+ * @type {Matrix4}
382
+ */
383
+ inverseView3D: {
384
+ get: function () {
385
+ updateInverseView3D(this);
386
+ return this._inverseView3D;
387
+ },
388
+ },
389
+
390
+ /**
391
+ * @memberof UniformState.prototype
392
+ * @type {Matrix3}
393
+ */
394
+ inverseViewRotation: {
395
+ get: function () {
396
+ return this._inverseViewRotation;
397
+ },
398
+ },
399
+
400
+ /**
401
+ * The 3x3 rotation matrix of the current 3D inverse-view matrix ({@link UniformState#inverseView3D}).
402
+ * @memberof UniformState.prototype
403
+ * @type {Matrix3}
404
+ */
405
+ inverseViewRotation3D: {
406
+ get: function () {
407
+ updateInverseView3D(this);
408
+ return this._inverseViewRotation3D;
409
+ },
410
+ },
411
+
412
+ /**
413
+ * @memberof UniformState.prototype
414
+ * @type {Matrix4}
415
+ */
416
+ projection: {
417
+ get: function () {
418
+ return this._projection;
419
+ },
420
+ },
421
+
422
+ /**
423
+ * @memberof UniformState.prototype
424
+ * @type {Matrix4}
425
+ */
426
+ inverseProjection: {
427
+ get: function () {
428
+ cleanInverseProjection(this);
429
+ return this._inverseProjection;
430
+ },
431
+ },
432
+
433
+ /**
434
+ * @memberof UniformState.prototype
435
+ * @type {Matrix4}
436
+ */
437
+ infiniteProjection: {
438
+ get: function () {
439
+ return this._infiniteProjection;
440
+ },
441
+ },
442
+
443
+ /**
444
+ * @memberof UniformState.prototype
445
+ * @type {Matrix4}
446
+ */
447
+ modelView: {
448
+ get: function () {
449
+ cleanModelView(this);
450
+ return this._modelView;
451
+ },
452
+ },
453
+
454
+ /**
455
+ * The 3D model-view matrix. In 3D mode, this is equivalent to {@link UniformState#modelView}. In 2D and
456
+ * Columbus View, however, it is a synthetic matrix based on the equivalent position of the camera in the 3D world.
457
+ * @memberof UniformState.prototype
458
+ * @type {Matrix4}
459
+ */
460
+ modelView3D: {
461
+ get: function () {
462
+ cleanModelView3D(this);
463
+ return this._modelView3D;
464
+ },
465
+ },
466
+
467
+ /**
468
+ * Model-view relative to eye matrix.
469
+ *
470
+ * @memberof UniformState.prototype
471
+ * @type {Matrix4}
472
+ */
473
+ modelViewRelativeToEye: {
474
+ get: function () {
475
+ cleanModelViewRelativeToEye(this);
476
+ return this._modelViewRelativeToEye;
477
+ },
478
+ },
479
+
480
+ /**
481
+ * @memberof UniformState.prototype
482
+ * @type {Matrix4}
483
+ */
484
+ inverseModelView: {
485
+ get: function () {
486
+ cleanInverseModelView(this);
487
+ return this._inverseModelView;
488
+ },
489
+ },
490
+
491
+ /**
492
+ * The inverse of the 3D model-view matrix. In 3D mode, this is equivalent to {@link UniformState#inverseModelView}.
493
+ * In 2D and Columbus View, however, it is a synthetic matrix based on the equivalent position of the camera in the 3D world.
494
+ * @memberof UniformState.prototype
495
+ * @type {Matrix4}
496
+ */
497
+ inverseModelView3D: {
498
+ get: function () {
499
+ cleanInverseModelView3D(this);
500
+ return this._inverseModelView3D;
501
+ },
502
+ },
503
+
504
+ /**
505
+ * @memberof UniformState.prototype
506
+ * @type {Matrix4}
507
+ */
508
+ viewProjection: {
509
+ get: function () {
510
+ cleanViewProjection(this);
511
+ return this._viewProjection;
512
+ },
513
+ },
514
+
515
+ /**
516
+ * @memberof UniformState.prototype
517
+ * @type {Matrix4}
518
+ */
519
+ inverseViewProjection: {
520
+ get: function () {
521
+ cleanInverseViewProjection(this);
522
+ return this._inverseViewProjection;
523
+ },
524
+ },
525
+
526
+ /**
527
+ * @memberof UniformState.prototype
528
+ * @type {Matrix4}
529
+ */
530
+ modelViewProjection: {
531
+ get: function () {
532
+ cleanModelViewProjection(this);
533
+ return this._modelViewProjection;
534
+ },
535
+ },
536
+
537
+ /**
538
+ * @memberof UniformState.prototype
539
+ * @type {Matrix4}
540
+ */
541
+ inverseModelViewProjection: {
542
+ get: function () {
543
+ cleanInverseModelViewProjection(this);
544
+ return this._inverseModelViewProjection;
545
+ },
546
+ },
547
+
548
+ /**
549
+ * Model-view-projection relative to eye matrix.
550
+ *
551
+ * @memberof UniformState.prototype
552
+ * @type {Matrix4}
553
+ */
554
+ modelViewProjectionRelativeToEye: {
555
+ get: function () {
556
+ cleanModelViewProjectionRelativeToEye(this);
557
+ return this._modelViewProjectionRelativeToEye;
558
+ },
559
+ },
560
+
561
+ /**
562
+ * @memberof UniformState.prototype
563
+ * @type {Matrix4}
564
+ */
565
+ modelViewInfiniteProjection: {
566
+ get: function () {
567
+ cleanModelViewInfiniteProjection(this);
568
+ return this._modelViewInfiniteProjection;
569
+ },
570
+ },
571
+
572
+ /**
573
+ * A 3x3 normal transformation matrix that transforms normal vectors in model coordinates to
574
+ * eye coordinates.
575
+ * @memberof UniformState.prototype
576
+ * @type {Matrix3}
577
+ */
578
+ normal: {
579
+ get: function () {
580
+ cleanNormal(this);
581
+ return this._normal;
582
+ },
583
+ },
584
+
585
+ /**
586
+ * A 3x3 normal transformation matrix that transforms normal vectors in 3D model
587
+ * coordinates to eye coordinates. In 3D mode, this is identical to
588
+ * {@link UniformState#normal}, but in 2D and Columbus View it represents the normal transformation
589
+ * matrix as if the camera were at an equivalent location in 3D mode.
590
+ * @memberof UniformState.prototype
591
+ * @type {Matrix3}
592
+ */
593
+ normal3D: {
594
+ get: function () {
595
+ cleanNormal3D(this);
596
+ return this._normal3D;
597
+ },
598
+ },
599
+
600
+ /**
601
+ * An inverse 3x3 normal transformation matrix that transforms normal vectors in model coordinates
602
+ * to eye coordinates.
603
+ * @memberof UniformState.prototype
604
+ * @type {Matrix3}
605
+ */
606
+ inverseNormal: {
607
+ get: function () {
608
+ cleanInverseNormal(this);
609
+ return this._inverseNormal;
610
+ },
611
+ },
612
+
613
+ /**
614
+ * An inverse 3x3 normal transformation matrix that transforms normal vectors in eye coordinates
615
+ * to 3D model coordinates. In 3D mode, this is identical to
616
+ * {@link UniformState#inverseNormal}, but in 2D and Columbus View it represents the normal transformation
617
+ * matrix as if the camera were at an equivalent location in 3D mode.
618
+ * @memberof UniformState.prototype
619
+ * @type {Matrix3}
620
+ */
621
+ inverseNormal3D: {
622
+ get: function () {
623
+ cleanInverseNormal3D(this);
624
+ return this._inverseNormal3D;
625
+ },
626
+ },
627
+
628
+ /**
629
+ * The near distance (<code>x</code>) and the far distance (<code>y</code>) of the frustum defined by the camera.
630
+ * This is the largest possible frustum, not an individual frustum used for multi-frustum rendering.
631
+ * @memberof UniformState.prototype
632
+ * @type {Cartesian2}
633
+ */
634
+ entireFrustum: {
635
+ get: function () {
636
+ return this._entireFrustum;
637
+ },
638
+ },
639
+
640
+ /**
641
+ * The near distance (<code>x</code>) and the far distance (<code>y</code>) of the frustum defined by the camera.
642
+ * This is the individual frustum used for multi-frustum rendering.
643
+ * @memberof UniformState.prototype
644
+ * @type {Cartesian2}
645
+ */
646
+ currentFrustum: {
647
+ get: function () {
648
+ return this._currentFrustum;
649
+ },
650
+ },
651
+
652
+ /**
653
+ * The distances to the frustum planes. The top, bottom, left and right distances are
654
+ * the x, y, z, and w components, respectively.
655
+ * @memberof UniformState.prototype
656
+ * @type {Cartesian4}
657
+ */
658
+ frustumPlanes: {
659
+ get: function () {
660
+ return this._frustumPlanes;
661
+ },
662
+ },
663
+
664
+ /**
665
+ * The far plane's distance from the near plane, plus 1.0.
666
+ *
667
+ * @memberof UniformState.prototype
668
+ * @type {number}
669
+ */
670
+ farDepthFromNearPlusOne: {
671
+ get: function () {
672
+ return this._farDepthFromNearPlusOne;
673
+ },
674
+ },
675
+
676
+ /**
677
+ * The log2 of {@link UniformState#farDepthFromNearPlusOne}.
678
+ *
679
+ * @memberof UniformState.prototype
680
+ * @type {number}
681
+ */
682
+ log2FarDepthFromNearPlusOne: {
683
+ get: function () {
684
+ return this._log2FarDepthFromNearPlusOne;
685
+ },
686
+ },
687
+
688
+ /**
689
+ * 1.0 divided by {@link UniformState#log2FarDepthFromNearPlusOne}.
690
+ *
691
+ * @memberof UniformState.prototype
692
+ * @type {number}
693
+ */
694
+ oneOverLog2FarDepthFromNearPlusOne: {
695
+ get: function () {
696
+ return this._oneOverLog2FarDepthFromNearPlusOne;
697
+ },
698
+ },
699
+
700
+ /**
701
+ * The height in meters of the eye (camera) above or below the ellipsoid.
702
+ * @memberof UniformState.prototype
703
+ * @type {number}
704
+ */
705
+ eyeHeight: {
706
+ get: function () {
707
+ return this._eyeHeight;
708
+ },
709
+ },
710
+
711
+ /**
712
+ * The height (<code>x</code>) and the height squared (<code>y</code>)
713
+ * in meters of the eye (camera) above the 2D world plane. This uniform is only valid
714
+ * when the {@link SceneMode} is <code>SCENE2D</code>.
715
+ * @memberof UniformState.prototype
716
+ * @type {Cartesian2}
717
+ */
718
+ eyeHeight2D: {
719
+ get: function () {
720
+ return this._eyeHeight2D;
721
+ },
722
+ },
723
+
724
+ /**
725
+ * The ellipsoid surface normal at the camera position, in model coordinates.
726
+ * @memberof UniformState.prototype
727
+ * @type {Cartesian3}
728
+ */
729
+ eyeEllipsoidNormalEC: {
730
+ get: function () {
731
+ return this._eyeEllipsoidNormalEC;
732
+ },
733
+ },
734
+
735
+ /**
736
+ * The ellipsoid radii of curvature at the camera position.
737
+ * The .x component is the prime vertical radius, .y is the meridional.
738
+ * @memberof UniformState.prototype
739
+ * @type {Cartesian2}
740
+ */
741
+ eyeEllipsoidCurvature: {
742
+ get: function () {
743
+ return this._eyeEllipsoidCurvature;
744
+ },
745
+ },
746
+
747
+ /**
748
+ * A transform from model coordinates to an east-north-up coordinate system
749
+ * centered at the position on the ellipsoid below the camera
750
+ * @memberof UniformState.prototype
751
+ * @type {Matrix4}
752
+ */
753
+ modelToEnu: {
754
+ get: function () {
755
+ return this._modelToEnu;
756
+ },
757
+ },
758
+
759
+ /**
760
+ * The inverse of {@link UniformState.prototype.modelToEnu}
761
+ * @memberof UniformState.prototype
762
+ * @type {Matrix4}
763
+ */
764
+ enuToModel: {
765
+ get: function () {
766
+ return this._enuToModel;
767
+ },
768
+ },
769
+
770
+ /**
771
+ * The sun position in 3D world coordinates at the current scene time.
772
+ * @memberof UniformState.prototype
773
+ * @type {Cartesian3}
774
+ */
775
+ sunPositionWC: {
776
+ get: function () {
777
+ return this._sunPositionWC;
778
+ },
779
+ },
780
+
781
+ /**
782
+ * The sun position in 2D world coordinates at the current scene time.
783
+ * @memberof UniformState.prototype
784
+ * @type {Cartesian3}
785
+ */
786
+ sunPositionColumbusView: {
787
+ get: function () {
788
+ return this._sunPositionColumbusView;
789
+ },
790
+ },
791
+
792
+ /**
793
+ * A normalized vector to the sun in 3D world coordinates at the current scene time. Even in 2D or
794
+ * Columbus View mode, this returns the direction to the sun in the 3D scene.
795
+ * @memberof UniformState.prototype
796
+ * @type {Cartesian3}
797
+ */
798
+ sunDirectionWC: {
799
+ get: function () {
800
+ return this._sunDirectionWC;
801
+ },
802
+ },
803
+
804
+ /**
805
+ * A normalized vector to the sun in eye coordinates at the current scene time. In 3D mode, this
806
+ * returns the actual vector from the camera position to the sun position. In 2D and Columbus View, it returns
807
+ * the vector from the equivalent 3D camera position to the position of the sun in the 3D scene.
808
+ * @memberof UniformState.prototype
809
+ * @type {Cartesian3}
810
+ */
811
+ sunDirectionEC: {
812
+ get: function () {
813
+ return this._sunDirectionEC;
814
+ },
815
+ },
816
+
817
+ /**
818
+ * A normalized vector to the moon in eye coordinates at the current scene time. In 3D mode, this
819
+ * returns the actual vector from the camera position to the moon position. In 2D and Columbus View, it returns
820
+ * the vector from the equivalent 3D camera position to the position of the moon in the 3D scene.
821
+ * @memberof UniformState.prototype
822
+ * @type {Cartesian3}
823
+ */
824
+ moonDirectionEC: {
825
+ get: function () {
826
+ return this._moonDirectionEC;
827
+ },
828
+ },
829
+
830
+ /**
831
+ * A normalized vector to the scene's light source in 3D world coordinates. Even in 2D or
832
+ * Columbus View mode, this returns the direction to the light in the 3D scene.
833
+ * @memberof UniformState.prototype
834
+ * @type {Cartesian3}
835
+ */
836
+ lightDirectionWC: {
837
+ get: function () {
838
+ return this._lightDirectionWC;
839
+ },
840
+ },
841
+
842
+ /**
843
+ * A normalized vector to the scene's light source in eye coordinates. In 3D mode, this
844
+ * returns the actual vector from the camera position to the light. In 2D and Columbus View, it returns
845
+ * the vector from the equivalent 3D camera position in the 3D scene.
846
+ * @memberof UniformState.prototype
847
+ * @type {Cartesian3}
848
+ */
849
+ lightDirectionEC: {
850
+ get: function () {
851
+ return this._lightDirectionEC;
852
+ },
853
+ },
854
+
855
+ /**
856
+ * The color of light emitted by the scene's light source. This is equivalent to the light
857
+ * color multiplied by the light intensity limited to a maximum luminance of 1.0 suitable
858
+ * for non-HDR lighting.
859
+ * @memberof UniformState.prototype
860
+ * @type {Cartesian3}
861
+ */
862
+ lightColor: {
863
+ get: function () {
864
+ return this._lightColor;
865
+ },
866
+ },
867
+
868
+ /**
869
+ * The high dynamic range color of light emitted by the scene's light source. This is equivalent to
870
+ * the light color multiplied by the light intensity suitable for HDR lighting.
871
+ * @memberof UniformState.prototype
872
+ * @type {Cartesian3}
873
+ */
874
+ lightColorHdr: {
875
+ get: function () {
876
+ return this._lightColorHdr;
877
+ },
878
+ },
879
+
880
+ /**
881
+ * The high bits of the camera position.
882
+ * @memberof UniformState.prototype
883
+ * @type {Cartesian3}
884
+ */
885
+ encodedCameraPositionMCHigh: {
886
+ get: function () {
887
+ cleanEncodedCameraPositionMC(this);
888
+ return this._encodedCameraPositionMC.high;
889
+ },
890
+ },
891
+
892
+ /**
893
+ * The low bits of the camera position.
894
+ * @memberof UniformState.prototype
895
+ * @type {Cartesian3}
896
+ */
897
+ encodedCameraPositionMCLow: {
898
+ get: function () {
899
+ cleanEncodedCameraPositionMC(this);
900
+ return this._encodedCameraPositionMC.low;
901
+ },
902
+ },
903
+
904
+ /**
905
+ * A 3x3 matrix that transforms from True Equator Mean Equinox (TEME) axes to the
906
+ * pseudo-fixed axes at the Scene's current time.
907
+ * @memberof UniformState.prototype
908
+ * @type {Matrix3}
909
+ */
910
+ temeToPseudoFixedMatrix: {
911
+ get: function () {
912
+ return this._temeToPseudoFixed;
913
+ },
914
+ },
915
+
916
+ /**
917
+ * Gets the scaling factor for transforming from the canvas
918
+ * pixel space to canvas coordinate space.
919
+ * @memberof UniformState.prototype
920
+ * @type {number}
921
+ */
922
+ pixelRatio: {
923
+ get: function () {
924
+ return this._pixelRatio;
925
+ },
926
+ },
927
+
928
+ /**
929
+ * A scalar used to mix a color with the fog color based on the distance to the camera.
930
+ * @memberof UniformState.prototype
931
+ * @type {number}
932
+ */
933
+ fogDensity: {
934
+ get: function () {
935
+ return this._fogDensity;
936
+ },
937
+ },
938
+
939
+ /**
940
+ * A scalar used to mix a color with the fog color based on the distance to the camera.
941
+ * @memberof UniformState.prototype
942
+ * @type {number}
943
+ */
944
+ fogVisualDensityScalar: {
945
+ get: function () {
946
+ return this._fogVisualDensityScalar;
947
+ },
948
+ },
949
+
950
+ /**
951
+ * A scalar used as a minimum value when brightening fog
952
+ * @memberof UniformState.prototype
953
+ * @type {number}
954
+ */
955
+ fogMinimumBrightness: {
956
+ get: function () {
957
+ return this._fogMinimumBrightness;
958
+ },
959
+ },
960
+
961
+ /**
962
+ * A color shift to apply to the atmosphere color in HSB.
963
+ * @memberof UniformState.prototype
964
+ * @type {Cartesian3}
965
+ */
966
+ atmosphereHsbShift: {
967
+ get: function () {
968
+ return this._atmosphereHsbShift;
969
+ },
970
+ },
971
+ /**
972
+ * The intensity of the light that is used for computing the atmosphere color
973
+ * @memberof UniformState.prototype
974
+ * @type {number}
975
+ */
976
+ atmosphereLightIntensity: {
977
+ get: function () {
978
+ return this._atmosphereLightIntensity;
979
+ },
980
+ },
981
+ /**
982
+ * The Rayleigh scattering coefficient used in the atmospheric scattering equations for the sky atmosphere.
983
+ * @memberof UniformState.prototype
984
+ * @type {Cartesian3}
985
+ */
986
+ atmosphereRayleighCoefficient: {
987
+ get: function () {
988
+ return this._atmosphereRayleighCoefficient;
989
+ },
990
+ },
991
+ /**
992
+ * The Rayleigh scale height used in the atmospheric scattering equations for the sky atmosphere, in meters.
993
+ * @memberof UniformState.prototype
994
+ * @type {number}
995
+ */
996
+ atmosphereRayleighScaleHeight: {
997
+ get: function () {
998
+ return this._atmosphereRayleighScaleHeight;
999
+ },
1000
+ },
1001
+ /**
1002
+ * The Mie scattering coefficient used in the atmospheric scattering equations for the sky atmosphere.
1003
+ * @memberof UniformState.prototype
1004
+ * @type {Cartesian3}
1005
+ */
1006
+ atmosphereMieCoefficient: {
1007
+ get: function () {
1008
+ return this._atmosphereMieCoefficient;
1009
+ },
1010
+ },
1011
+ /**
1012
+ * The Mie scale height used in the atmospheric scattering equations for the sky atmosphere, in meters.
1013
+ * @memberof UniformState.prototype
1014
+ * @type {number}
1015
+ */
1016
+ atmosphereMieScaleHeight: {
1017
+ get: function () {
1018
+ return this._atmosphereMieScaleHeight;
1019
+ },
1020
+ },
1021
+ /**
1022
+ * The anisotropy of the medium to consider for Mie scattering.
1023
+ * @memberof UniformState.prototype
1024
+ * @type {number}
1025
+ */
1026
+ atmosphereMieAnisotropy: {
1027
+ get: function () {
1028
+ return this._atmosphereMieAnisotropy;
1029
+ },
1030
+ },
1031
+ /**
1032
+ * Which light source to use for dynamically lighting the atmosphere
1033
+ *
1034
+ * @memberof UniformState.prototype
1035
+ * @type {DynamicAtmosphereLightingType}
1036
+ */
1037
+ atmosphereDynamicLighting: {
1038
+ get: function () {
1039
+ return this._atmosphereDynamicLighting;
1040
+ },
1041
+ },
1042
+
1043
+ /**
1044
+ * A scalar that represents the geometric tolerance per meter
1045
+ * @memberof UniformState.prototype
1046
+ * @type {number}
1047
+ */
1048
+ geometricToleranceOverMeter: {
1049
+ get: function () {
1050
+ return this._geometricToleranceOverMeter;
1051
+ },
1052
+ },
1053
+
1054
+ /**
1055
+ * @memberof UniformState.prototype
1056
+ * @type {Pass}
1057
+ */
1058
+ pass: {
1059
+ get: function () {
1060
+ return this._pass;
1061
+ },
1062
+ },
1063
+
1064
+ /**
1065
+ * The current background color
1066
+ * @memberof UniformState.prototype
1067
+ * @type {Color}
1068
+ */
1069
+ backgroundColor: {
1070
+ get: function () {
1071
+ return this._backgroundColor;
1072
+ },
1073
+ },
1074
+
1075
+ /**
1076
+ * The look up texture used to find the BRDF for a material
1077
+ * @memberof UniformState.prototype
1078
+ * @type {Texture}
1079
+ */
1080
+ brdfLut: {
1081
+ get: function () {
1082
+ return this._brdfLut;
1083
+ },
1084
+ },
1085
+
1086
+ /**
1087
+ * The environment map of the scene
1088
+ * @memberof UniformState.prototype
1089
+ * @type {CubeMap}
1090
+ */
1091
+ environmentMap: {
1092
+ get: function () {
1093
+ return this._environmentMap;
1094
+ },
1095
+ },
1096
+
1097
+ /**
1098
+ * The spherical harmonic coefficients of the scene.
1099
+ * @memberof UniformState.prototype
1100
+ * @type {Cartesian3[]}
1101
+ */
1102
+ sphericalHarmonicCoefficients: {
1103
+ get: function () {
1104
+ return this._sphericalHarmonicCoefficients;
1105
+ },
1106
+ },
1107
+
1108
+ /**
1109
+ * The specular environment cube map of the scene.
1110
+ * @memberof UniformState.prototype
1111
+ * @type {Texture}
1112
+ */
1113
+ specularEnvironmentMaps: {
1114
+ get: function () {
1115
+ return this._specularEnvironmentMaps;
1116
+ },
1117
+ },
1118
+
1119
+ /**
1120
+ * The maximum level-of-detail of the specular environment cube map of the scene.
1121
+ * @memberof UniformState.prototype
1122
+ * @type {number}
1123
+ */
1124
+ specularEnvironmentMapsMaximumLOD: {
1125
+ get: function () {
1126
+ return this._specularEnvironmentMapsMaximumLOD;
1127
+ },
1128
+ },
1129
+
1130
+ /**
1131
+ * The splitter position to use when rendering with a splitter. This will be in pixel coordinates relative to the canvas.
1132
+ * @memberof UniformState.prototype
1133
+ * @type {number}
1134
+ */
1135
+ splitPosition: {
1136
+ get: function () {
1137
+ return this._splitPosition;
1138
+ },
1139
+ },
1140
+
1141
+ /**
1142
+ * The distance from the camera at which to disable the depth test of billboards, labels and points
1143
+ * to, for example, prevent clipping against terrain. When set to zero, the depth test should always
1144
+ * be applied. When less than zero, the depth test should never be applied.
1145
+ *
1146
+ * @memberof UniformState.prototype
1147
+ * @type {number}
1148
+ */
1149
+ minimumDisableDepthTestDistance: {
1150
+ get: function () {
1151
+ return this._minimumDisableDepthTestDistance;
1152
+ },
1153
+ },
1154
+
1155
+ /**
1156
+ * The highlight color of unclassified 3D Tiles.
1157
+ *
1158
+ * @memberof UniformState.prototype
1159
+ * @type {Color}
1160
+ */
1161
+ invertClassificationColor: {
1162
+ get: function () {
1163
+ return this._invertClassificationColor;
1164
+ },
1165
+ },
1166
+
1167
+ /**
1168
+ * Whether or not the current projection is orthographic in 3D.
1169
+ *
1170
+ * @memberOf UniformState.prototype
1171
+ * @type {boolean}
1172
+ */
1173
+ orthographicIn3D: {
1174
+ get: function () {
1175
+ return this._orthographicIn3D;
1176
+ },
1177
+ },
1178
+
1179
+ /**
1180
+ * The current ellipsoid.
1181
+ *
1182
+ * @memberOf UniformState.prototype
1183
+ * @type {Ellipsoid}
1184
+ */
1185
+ ellipsoid: {
1186
+ get: function () {
1187
+ return this._ellipsoid ?? Ellipsoid.default;
1188
+ },
1189
+ },
1190
+ });
1191
+
1192
+ function setView(uniformState, matrix) {
1193
+ Matrix4.clone(matrix, uniformState._view);
1194
+ Matrix4.getMatrix3(matrix, uniformState._viewRotation);
1195
+
1196
+ uniformState._view3DDirty = true;
1197
+ uniformState._inverseView3DDirty = true;
1198
+ uniformState._modelViewDirty = true;
1199
+ uniformState._modelView3DDirty = true;
1200
+ uniformState._modelViewRelativeToEyeDirty = true;
1201
+ uniformState._inverseModelViewDirty = true;
1202
+ uniformState._inverseModelView3DDirty = true;
1203
+ uniformState._viewProjectionDirty = true;
1204
+ uniformState._inverseViewProjectionDirty = true;
1205
+ uniformState._modelViewProjectionDirty = true;
1206
+ uniformState._modelViewProjectionRelativeToEyeDirty = true;
1207
+ uniformState._modelViewInfiniteProjectionDirty = true;
1208
+ uniformState._normalDirty = true;
1209
+ uniformState._inverseNormalDirty = true;
1210
+ uniformState._normal3DDirty = true;
1211
+ uniformState._inverseNormal3DDirty = true;
1212
+ }
1213
+
1214
+ function setInverseView(uniformState, matrix) {
1215
+ Matrix4.clone(matrix, uniformState._inverseView);
1216
+ Matrix4.getMatrix3(matrix, uniformState._inverseViewRotation);
1217
+ }
1218
+
1219
+ function setProjection(uniformState, matrix) {
1220
+ Matrix4.clone(matrix, uniformState._projection);
1221
+
1222
+ uniformState._inverseProjectionDirty = true;
1223
+ uniformState._viewProjectionDirty = true;
1224
+ uniformState._inverseViewProjectionDirty = true;
1225
+ uniformState._modelViewProjectionDirty = true;
1226
+ uniformState._modelViewProjectionRelativeToEyeDirty = true;
1227
+ }
1228
+
1229
+ function setInfiniteProjection(uniformState, matrix) {
1230
+ Matrix4.clone(matrix, uniformState._infiniteProjection);
1231
+
1232
+ uniformState._modelViewInfiniteProjectionDirty = true;
1233
+ }
1234
+
1235
+ const surfacePositionScratch = new Cartesian3();
1236
+ const enuTransformScratch = new Matrix4();
1237
+
1238
+ function setCamera(uniformState, camera) {
1239
+ Cartesian3.clone(camera.positionWC, uniformState._cameraPosition);
1240
+ Cartesian3.clone(camera.directionWC, uniformState._cameraDirection);
1241
+ Cartesian3.clone(camera.rightWC, uniformState._cameraRight);
1242
+ Cartesian3.clone(camera.upWC, uniformState._cameraUp);
1243
+
1244
+ const ellipsoid = uniformState._ellipsoid;
1245
+ let surfacePosition;
1246
+
1247
+ const positionCartographic = camera.positionCartographic;
1248
+ if (!defined(positionCartographic)) {
1249
+ uniformState._eyeHeight = -ellipsoid.maximumRadius;
1250
+ if (Cartesian3.magnitude(camera.positionWC) > 0.0) {
1251
+ uniformState._eyeEllipsoidNormalEC = Cartesian3.normalize(
1252
+ camera.positionWC,
1253
+ uniformState._eyeEllipsoidNormalEC,
1254
+ );
1255
+ }
1256
+ surfacePosition = ellipsoid.scaleToGeodeticSurface(
1257
+ camera.positionWC,
1258
+ surfacePositionScratch,
1259
+ );
1260
+ } else {
1261
+ uniformState._eyeHeight = positionCartographic.height;
1262
+ uniformState._eyeEllipsoidNormalEC =
1263
+ ellipsoid.geodeticSurfaceNormalCartographic(
1264
+ positionCartographic,
1265
+ uniformState._eyeEllipsoidNormalEC,
1266
+ );
1267
+ surfacePosition = Cartesian3.fromRadians(
1268
+ positionCartographic.longitude,
1269
+ positionCartographic.latitude,
1270
+ 0.0,
1271
+ ellipsoid,
1272
+ surfacePositionScratch,
1273
+ );
1274
+ }
1275
+
1276
+ uniformState._encodedCameraPositionMCDirty = true;
1277
+
1278
+ if (!defined(surfacePosition)) {
1279
+ return;
1280
+ }
1281
+
1282
+ uniformState._eyeEllipsoidNormalEC = Matrix3.multiplyByVector(
1283
+ uniformState._viewRotation,
1284
+ uniformState._eyeEllipsoidNormalEC,
1285
+ uniformState._eyeEllipsoidNormalEC,
1286
+ );
1287
+
1288
+ const enuToWorld = Transforms.eastNorthUpToFixedFrame(
1289
+ surfacePosition,
1290
+ ellipsoid,
1291
+ enuTransformScratch,
1292
+ );
1293
+ uniformState._enuToModel = Matrix4.multiplyTransformation(
1294
+ uniformState.inverseModel,
1295
+ enuToWorld,
1296
+ uniformState._enuToModel,
1297
+ );
1298
+ uniformState._modelToEnu = Matrix4.inverseTransformation(
1299
+ uniformState._enuToModel,
1300
+ uniformState._modelToEnu,
1301
+ );
1302
+
1303
+ if (
1304
+ !CesiumMath.equalsEpsilon(
1305
+ ellipsoid._radii.x,
1306
+ ellipsoid._radii.y,
1307
+ CesiumMath.EPSILON15,
1308
+ )
1309
+ ) {
1310
+ // Ellipsoid curvature calculations assume radii.x === radii.y as is true for WGS84
1311
+ return;
1312
+ }
1313
+
1314
+ uniformState._eyeEllipsoidCurvature = ellipsoid.getLocalCurvature(
1315
+ surfacePosition,
1316
+ uniformState._eyeEllipsoidCurvature,
1317
+ );
1318
+ }
1319
+
1320
+ const transformMatrix = new Matrix3();
1321
+ const sunCartographicScratch = new Cartographic();
1322
+ function setSunAndMoonDirections(uniformState, frameState) {
1323
+ Transforms.computeIcrfToCentralBodyFixedMatrix(
1324
+ frameState.time,
1325
+ transformMatrix,
1326
+ );
1327
+
1328
+ let position =
1329
+ Simon1994PlanetaryPositions.computeSunPositionInEarthInertialFrame(
1330
+ frameState.time,
1331
+ uniformState._sunPositionWC,
1332
+ );
1333
+ Matrix3.multiplyByVector(transformMatrix, position, position);
1334
+
1335
+ Cartesian3.normalize(position, uniformState._sunDirectionWC);
1336
+
1337
+ position = Matrix3.multiplyByVector(
1338
+ uniformState.viewRotation3D,
1339
+ position,
1340
+ uniformState._sunDirectionEC,
1341
+ );
1342
+ Cartesian3.normalize(position, position);
1343
+
1344
+ position =
1345
+ Simon1994PlanetaryPositions.computeMoonPositionInEarthInertialFrame(
1346
+ frameState.time,
1347
+ uniformState._moonDirectionEC,
1348
+ );
1349
+ Matrix3.multiplyByVector(transformMatrix, position, position);
1350
+ Matrix3.multiplyByVector(uniformState.viewRotation3D, position, position);
1351
+ Cartesian3.normalize(position, position);
1352
+
1353
+ const projection = frameState.mapProjection;
1354
+ const ellipsoid = projection.ellipsoid;
1355
+ const sunCartographic = ellipsoid.cartesianToCartographic(
1356
+ uniformState._sunPositionWC,
1357
+ sunCartographicScratch,
1358
+ );
1359
+ projection.project(sunCartographic, uniformState._sunPositionColumbusView);
1360
+ }
1361
+
1362
+ /**
1363
+ * Synchronizes the frustum's state with the camera state. This is called
1364
+ * by the {@link Scene} when rendering to ensure that automatic GLSL uniforms
1365
+ * are set to the right value.
1366
+ *
1367
+ * @param {object} camera The camera to synchronize with.
1368
+ */
1369
+ UniformState.prototype.updateCamera = function (camera) {
1370
+ setView(this, camera.viewMatrix);
1371
+ setInverseView(this, camera.inverseViewMatrix);
1372
+ setCamera(this, camera);
1373
+
1374
+ this._entireFrustum.x = camera.frustum.near;
1375
+ this._entireFrustum.y = camera.frustum.far;
1376
+ this.updateFrustum(camera.frustum);
1377
+
1378
+ this._orthographicIn3D =
1379
+ this._mode !== SceneMode.SCENE2D &&
1380
+ camera.frustum instanceof OrthographicFrustum;
1381
+ };
1382
+
1383
+ /**
1384
+ * Synchronizes the frustum's state with the uniform state. This is called
1385
+ * by the {@link Scene} when rendering to ensure that automatic GLSL uniforms
1386
+ * are set to the right value.
1387
+ *
1388
+ * @param {object} frustum The frustum to synchronize with.
1389
+ */
1390
+ UniformState.prototype.updateFrustum = function (frustum) {
1391
+ // If any frustum parameters have changed, calling the frustum.projectionMatrix
1392
+ // getter will recompute the projection before it is copied.
1393
+ setProjection(this, frustum.projectionMatrix);
1394
+
1395
+ if (defined(frustum.infiniteProjectionMatrix)) {
1396
+ setInfiniteProjection(this, frustum.infiniteProjectionMatrix);
1397
+ }
1398
+ this._currentFrustum.x = frustum.near;
1399
+ this._currentFrustum.y = frustum.far;
1400
+
1401
+ this._farDepthFromNearPlusOne = frustum.far - frustum.near + 1.0;
1402
+ this._log2FarDepthFromNearPlusOne = CesiumMath.log2(
1403
+ this._farDepthFromNearPlusOne,
1404
+ );
1405
+ this._oneOverLog2FarDepthFromNearPlusOne =
1406
+ 1.0 / this._log2FarDepthFromNearPlusOne;
1407
+
1408
+ const offCenterFrustum = frustum.offCenterFrustum;
1409
+ if (defined(offCenterFrustum)) {
1410
+ frustum = offCenterFrustum;
1411
+ }
1412
+
1413
+ this._frustumPlanes.x = frustum.top;
1414
+ this._frustumPlanes.y = frustum.bottom;
1415
+ this._frustumPlanes.z = frustum.left;
1416
+ this._frustumPlanes.w = frustum.right;
1417
+ };
1418
+
1419
+ UniformState.prototype.updatePass = function (pass) {
1420
+ this._pass = pass;
1421
+ };
1422
+
1423
+ const EMPTY_ARRAY = [];
1424
+ const defaultLight = new SunLight();
1425
+
1426
+ /**
1427
+ * Synchronizes frame state with the uniform state. This is called
1428
+ * by the {@link Scene} when rendering to ensure that automatic GLSL uniforms
1429
+ * are set to the right value.
1430
+ *
1431
+ * @param {FrameState} frameState The frameState to synchronize with.
1432
+ */
1433
+ UniformState.prototype.update = function (frameState) {
1434
+ this._mode = frameState.mode;
1435
+ this._mapProjection = frameState.mapProjection;
1436
+ this._ellipsoid = frameState.mapProjection.ellipsoid;
1437
+ this._pixelRatio = frameState.pixelRatio;
1438
+
1439
+ const camera = frameState.camera;
1440
+ this.updateCamera(camera);
1441
+
1442
+ if (frameState.mode === SceneMode.SCENE2D) {
1443
+ this._frustum2DWidth = camera.frustum.right - camera.frustum.left;
1444
+ this._eyeHeight2D.x = this._frustum2DWidth * 0.5;
1445
+ this._eyeHeight2D.y = this._eyeHeight2D.x * this._eyeHeight2D.x;
1446
+ } else {
1447
+ this._frustum2DWidth = 0.0;
1448
+ this._eyeHeight2D.x = 0.0;
1449
+ this._eyeHeight2D.y = 0.0;
1450
+ }
1451
+
1452
+ setSunAndMoonDirections(this, frameState);
1453
+
1454
+ const light = frameState.light ?? defaultLight;
1455
+ if (light instanceof SunLight) {
1456
+ this._lightDirectionWC = Cartesian3.clone(
1457
+ this._sunDirectionWC,
1458
+ this._lightDirectionWC,
1459
+ );
1460
+ this._lightDirectionEC = Cartesian3.clone(
1461
+ this._sunDirectionEC,
1462
+ this._lightDirectionEC,
1463
+ );
1464
+ } else {
1465
+ this._lightDirectionWC = Cartesian3.normalize(
1466
+ Cartesian3.negate(light.direction, this._lightDirectionWC),
1467
+ this._lightDirectionWC,
1468
+ );
1469
+ this._lightDirectionEC = Matrix3.multiplyByVector(
1470
+ this.viewRotation3D,
1471
+ this._lightDirectionWC,
1472
+ this._lightDirectionEC,
1473
+ );
1474
+ }
1475
+
1476
+ const lightColor = light.color;
1477
+ let lightColorHdr = Cartesian3.fromElements(
1478
+ lightColor.red,
1479
+ lightColor.green,
1480
+ lightColor.blue,
1481
+ this._lightColorHdr,
1482
+ );
1483
+ lightColorHdr = Cartesian3.multiplyByScalar(
1484
+ lightColorHdr,
1485
+ light.intensity,
1486
+ lightColorHdr,
1487
+ );
1488
+ const maximumComponent = Cartesian3.maximumComponent(lightColorHdr);
1489
+ if (maximumComponent > 1.0) {
1490
+ Cartesian3.divideByScalar(
1491
+ lightColorHdr,
1492
+ maximumComponent,
1493
+ this._lightColor,
1494
+ );
1495
+ } else {
1496
+ Cartesian3.clone(lightColorHdr, this._lightColor);
1497
+ }
1498
+
1499
+ const brdfLutGenerator = frameState.brdfLutGenerator;
1500
+ const brdfLut = defined(brdfLutGenerator)
1501
+ ? brdfLutGenerator.colorTexture
1502
+ : undefined;
1503
+ this._brdfLut = brdfLut;
1504
+
1505
+ this._environmentMap =
1506
+ frameState.environmentMap ?? frameState.context.defaultCubeMap;
1507
+
1508
+ // IE 11 doesn't optimize out uniforms that are #ifdef'd out. So undefined values for the spherical harmonic
1509
+ // coefficients cause a crash.
1510
+ this._sphericalHarmonicCoefficients =
1511
+ frameState.sphericalHarmonicCoefficients ?? EMPTY_ARRAY;
1512
+ this._specularEnvironmentMaps = frameState.specularEnvironmentMaps;
1513
+ this._specularEnvironmentMapsMaximumLOD =
1514
+ frameState.specularEnvironmentMapsMaximumLOD;
1515
+
1516
+ this._fogDensity = frameState.fog.density;
1517
+ this._fogVisualDensityScalar = frameState.fog.visualDensityScalar;
1518
+ this._fogMinimumBrightness = frameState.fog.minimumBrightness;
1519
+
1520
+ const atmosphere = frameState.atmosphere;
1521
+ if (defined(atmosphere)) {
1522
+ this._atmosphereHsbShift = Cartesian3.fromElements(
1523
+ atmosphere.hueShift,
1524
+ atmosphere.saturationShift,
1525
+ atmosphere.brightnessShift,
1526
+ this._atmosphereHsbShift,
1527
+ );
1528
+ this._atmosphereLightIntensity = atmosphere.lightIntensity;
1529
+ this._atmosphereRayleighCoefficient = Cartesian3.clone(
1530
+ atmosphere.rayleighCoefficient,
1531
+ this._atmosphereRayleighCoefficient,
1532
+ );
1533
+ this._atmosphereRayleighScaleHeight = atmosphere.rayleighScaleHeight;
1534
+ this._atmosphereMieCoefficient = Cartesian3.clone(
1535
+ atmosphere.mieCoefficient,
1536
+ this._atmosphereMieCoefficient,
1537
+ );
1538
+ this._atmosphereMieScaleHeight = atmosphere.mieScaleHeight;
1539
+ this._atmosphereMieAnisotropy = atmosphere.mieAnisotropy;
1540
+ this._atmosphereDynamicLighting = atmosphere.dynamicLighting;
1541
+ }
1542
+
1543
+ this._invertClassificationColor = frameState.invertClassificationColor;
1544
+
1545
+ this._frameState = frameState;
1546
+ this._temeToPseudoFixed = Transforms.computeTemeToPseudoFixedMatrix(
1547
+ frameState.time,
1548
+ this._temeToPseudoFixed,
1549
+ );
1550
+
1551
+ // Convert the relative splitPosition to absolute pixel coordinates
1552
+ this._splitPosition =
1553
+ frameState.splitPosition * frameState.context.drawingBufferWidth;
1554
+ const fov = camera.frustum.fov;
1555
+ const viewport = this._viewport;
1556
+ let pixelSizePerMeter;
1557
+ if (defined(fov)) {
1558
+ if (viewport.height > viewport.width) {
1559
+ pixelSizePerMeter = (Math.tan(0.5 * fov) * 2.0) / viewport.height;
1560
+ } else {
1561
+ pixelSizePerMeter = (Math.tan(0.5 * fov) * 2.0) / viewport.width;
1562
+ }
1563
+ } else {
1564
+ pixelSizePerMeter = 1.0 / Math.max(viewport.width, viewport.height);
1565
+ }
1566
+
1567
+ this._geometricToleranceOverMeter =
1568
+ pixelSizePerMeter * frameState.maximumScreenSpaceError;
1569
+ Color.clone(frameState.backgroundColor, this._backgroundColor);
1570
+
1571
+ this._minimumDisableDepthTestDistance =
1572
+ frameState.minimumDisableDepthTestDistance;
1573
+ this._minimumDisableDepthTestDistance *=
1574
+ this._minimumDisableDepthTestDistance;
1575
+ if (this._minimumDisableDepthTestDistance === Number.POSITIVE_INFINITY) {
1576
+ this._minimumDisableDepthTestDistance = -1.0;
1577
+ }
1578
+ };
1579
+
1580
+ function cleanViewport(uniformState) {
1581
+ if (uniformState._viewportDirty) {
1582
+ const v = uniformState._viewport;
1583
+ Matrix4.computeOrthographicOffCenter(
1584
+ v.x,
1585
+ v.x + v.width,
1586
+ v.y,
1587
+ v.y + v.height,
1588
+ 0.0,
1589
+ 1.0,
1590
+ uniformState._viewportOrthographicMatrix,
1591
+ );
1592
+ Matrix4.computeViewportTransformation(
1593
+ v,
1594
+ 0.0,
1595
+ 1.0,
1596
+ uniformState._viewportTransformation,
1597
+ );
1598
+ uniformState._viewportDirty = false;
1599
+ }
1600
+ }
1601
+
1602
+ function cleanInverseProjection(uniformState) {
1603
+ if (uniformState._inverseProjectionDirty) {
1604
+ uniformState._inverseProjectionDirty = false;
1605
+
1606
+ if (
1607
+ uniformState._mode !== SceneMode.SCENE2D &&
1608
+ uniformState._mode !== SceneMode.MORPHING &&
1609
+ !uniformState._orthographicIn3D
1610
+ ) {
1611
+ Matrix4.inverse(
1612
+ uniformState._projection,
1613
+ uniformState._inverseProjection,
1614
+ );
1615
+ } else {
1616
+ Matrix4.clone(Matrix4.ZERO, uniformState._inverseProjection);
1617
+ }
1618
+ }
1619
+ }
1620
+
1621
+ // Derived
1622
+ function cleanModelView(uniformState) {
1623
+ if (uniformState._modelViewDirty) {
1624
+ uniformState._modelViewDirty = false;
1625
+
1626
+ Matrix4.multiplyTransformation(
1627
+ uniformState._view,
1628
+ uniformState._model,
1629
+ uniformState._modelView,
1630
+ );
1631
+ }
1632
+ }
1633
+
1634
+ function cleanModelView3D(uniformState) {
1635
+ if (uniformState._modelView3DDirty) {
1636
+ uniformState._modelView3DDirty = false;
1637
+
1638
+ Matrix4.multiplyTransformation(
1639
+ uniformState.view3D,
1640
+ uniformState._model,
1641
+ uniformState._modelView3D,
1642
+ );
1643
+ }
1644
+ }
1645
+
1646
+ function cleanInverseModelView(uniformState) {
1647
+ if (uniformState._inverseModelViewDirty) {
1648
+ uniformState._inverseModelViewDirty = false;
1649
+
1650
+ Matrix4.inverse(uniformState.modelView, uniformState._inverseModelView);
1651
+ }
1652
+ }
1653
+
1654
+ function cleanInverseModelView3D(uniformState) {
1655
+ if (uniformState._inverseModelView3DDirty) {
1656
+ uniformState._inverseModelView3DDirty = false;
1657
+
1658
+ Matrix4.inverse(uniformState.modelView3D, uniformState._inverseModelView3D);
1659
+ }
1660
+ }
1661
+
1662
+ function cleanViewProjection(uniformState) {
1663
+ if (uniformState._viewProjectionDirty) {
1664
+ uniformState._viewProjectionDirty = false;
1665
+
1666
+ Matrix4.multiply(
1667
+ uniformState._projection,
1668
+ uniformState._view,
1669
+ uniformState._viewProjection,
1670
+ );
1671
+ }
1672
+ }
1673
+
1674
+ function cleanInverseViewProjection(uniformState) {
1675
+ if (uniformState._inverseViewProjectionDirty) {
1676
+ uniformState._inverseViewProjectionDirty = false;
1677
+
1678
+ Matrix4.inverse(
1679
+ uniformState.viewProjection,
1680
+ uniformState._inverseViewProjection,
1681
+ );
1682
+ }
1683
+ }
1684
+
1685
+ function cleanModelViewProjection(uniformState) {
1686
+ if (uniformState._modelViewProjectionDirty) {
1687
+ uniformState._modelViewProjectionDirty = false;
1688
+
1689
+ Matrix4.multiply(
1690
+ uniformState._projection,
1691
+ uniformState.modelView,
1692
+ uniformState._modelViewProjection,
1693
+ );
1694
+ }
1695
+ }
1696
+
1697
+ function cleanModelViewRelativeToEye(uniformState) {
1698
+ if (uniformState._modelViewRelativeToEyeDirty) {
1699
+ uniformState._modelViewRelativeToEyeDirty = false;
1700
+
1701
+ const mv = uniformState.modelView;
1702
+ const mvRte = uniformState._modelViewRelativeToEye;
1703
+ mvRte[0] = mv[0];
1704
+ mvRte[1] = mv[1];
1705
+ mvRte[2] = mv[2];
1706
+ mvRte[3] = mv[3];
1707
+ mvRte[4] = mv[4];
1708
+ mvRte[5] = mv[5];
1709
+ mvRte[6] = mv[6];
1710
+ mvRte[7] = mv[7];
1711
+ mvRte[8] = mv[8];
1712
+ mvRte[9] = mv[9];
1713
+ mvRte[10] = mv[10];
1714
+ mvRte[11] = mv[11];
1715
+ mvRte[12] = 0.0;
1716
+ mvRte[13] = 0.0;
1717
+ mvRte[14] = 0.0;
1718
+ mvRte[15] = mv[15];
1719
+ }
1720
+ }
1721
+
1722
+ function cleanInverseModelViewProjection(uniformState) {
1723
+ if (uniformState._inverseModelViewProjectionDirty) {
1724
+ uniformState._inverseModelViewProjectionDirty = false;
1725
+
1726
+ Matrix4.inverse(
1727
+ uniformState.modelViewProjection,
1728
+ uniformState._inverseModelViewProjection,
1729
+ );
1730
+ }
1731
+ }
1732
+
1733
+ function cleanModelViewProjectionRelativeToEye(uniformState) {
1734
+ if (uniformState._modelViewProjectionRelativeToEyeDirty) {
1735
+ uniformState._modelViewProjectionRelativeToEyeDirty = false;
1736
+
1737
+ Matrix4.multiply(
1738
+ uniformState._projection,
1739
+ uniformState.modelViewRelativeToEye,
1740
+ uniformState._modelViewProjectionRelativeToEye,
1741
+ );
1742
+ }
1743
+ }
1744
+
1745
+ function cleanModelViewInfiniteProjection(uniformState) {
1746
+ if (uniformState._modelViewInfiniteProjectionDirty) {
1747
+ uniformState._modelViewInfiniteProjectionDirty = false;
1748
+
1749
+ Matrix4.multiply(
1750
+ uniformState._infiniteProjection,
1751
+ uniformState.modelView,
1752
+ uniformState._modelViewInfiniteProjection,
1753
+ );
1754
+ }
1755
+ }
1756
+
1757
+ function cleanNormal(uniformState) {
1758
+ if (uniformState._normalDirty) {
1759
+ uniformState._normalDirty = false;
1760
+
1761
+ const m = uniformState._normal;
1762
+ Matrix4.getMatrix3(uniformState.inverseModelView, m);
1763
+ Matrix3.transpose(m, m);
1764
+ }
1765
+ }
1766
+
1767
+ function cleanNormal3D(uniformState) {
1768
+ if (uniformState._normal3DDirty) {
1769
+ uniformState._normal3DDirty = false;
1770
+
1771
+ const m = uniformState._normal3D;
1772
+ Matrix4.getMatrix3(uniformState.inverseModelView3D, m);
1773
+ Matrix3.transpose(m, m);
1774
+ }
1775
+ }
1776
+
1777
+ function cleanInverseNormal(uniformState) {
1778
+ if (uniformState._inverseNormalDirty) {
1779
+ uniformState._inverseNormalDirty = false;
1780
+
1781
+ const m = uniformState._inverseNormal;
1782
+ Matrix4.getMatrix3(uniformState.modelView, m);
1783
+ Matrix3.transpose(m, m);
1784
+ }
1785
+ }
1786
+
1787
+ function cleanInverseNormal3D(uniformState) {
1788
+ if (uniformState._inverseNormal3DDirty) {
1789
+ uniformState._inverseNormal3DDirty = false;
1790
+
1791
+ const m = uniformState._inverseNormal3D;
1792
+ Matrix4.getMatrix3(uniformState.modelView3D, m);
1793
+ Matrix3.transpose(m, m);
1794
+ }
1795
+ }
1796
+
1797
+ const cameraPositionMC = new Cartesian3();
1798
+
1799
+ function cleanEncodedCameraPositionMC(uniformState) {
1800
+ if (uniformState._encodedCameraPositionMCDirty) {
1801
+ uniformState._encodedCameraPositionMCDirty = false;
1802
+
1803
+ Matrix4.multiplyByPoint(
1804
+ uniformState.inverseModel,
1805
+ uniformState._cameraPosition,
1806
+ cameraPositionMC,
1807
+ );
1808
+ EncodedCartesian3.fromCartesian(
1809
+ cameraPositionMC,
1810
+ uniformState._encodedCameraPositionMC,
1811
+ );
1812
+ }
1813
+ }
1814
+
1815
+ const view2Dto3DPScratch = new Cartesian3();
1816
+ const view2Dto3DRScratch = new Cartesian3();
1817
+ const view2Dto3DUScratch = new Cartesian3();
1818
+ const view2Dto3DDScratch = new Cartesian3();
1819
+ const view2Dto3DCartographicScratch = new Cartographic();
1820
+ const view2Dto3DCartesian3Scratch = new Cartesian3();
1821
+ const view2Dto3DMatrix4Scratch = new Matrix4();
1822
+
1823
+ function view2Dto3D(
1824
+ position2D,
1825
+ direction2D,
1826
+ right2D,
1827
+ up2D,
1828
+ frustum2DWidth,
1829
+ mode,
1830
+ projection,
1831
+ result,
1832
+ ) {
1833
+ // The camera position and directions are expressed in the 2D coordinate system where the Y axis is to the East,
1834
+ // the Z axis is to the North, and the X axis is out of the map. Express them instead in the ENU axes where
1835
+ // X is to the East, Y is to the North, and Z is out of the local horizontal plane.
1836
+ const p = view2Dto3DPScratch;
1837
+ p.x = position2D.y;
1838
+ p.y = position2D.z;
1839
+ p.z = position2D.x;
1840
+
1841
+ const r = view2Dto3DRScratch;
1842
+ r.x = right2D.y;
1843
+ r.y = right2D.z;
1844
+ r.z = right2D.x;
1845
+
1846
+ const u = view2Dto3DUScratch;
1847
+ u.x = up2D.y;
1848
+ u.y = up2D.z;
1849
+ u.z = up2D.x;
1850
+
1851
+ const d = view2Dto3DDScratch;
1852
+ d.x = direction2D.y;
1853
+ d.y = direction2D.z;
1854
+ d.z = direction2D.x;
1855
+
1856
+ // In 2D, the camera height is always 12.7 million meters.
1857
+ // The apparent height is equal to half the frustum width.
1858
+ if (mode === SceneMode.SCENE2D) {
1859
+ p.z = frustum2DWidth * 0.5;
1860
+ }
1861
+
1862
+ // Compute the equivalent camera position in the real (3D) world.
1863
+ // In 2D and Columbus View, the camera can travel outside the projection, and when it does so
1864
+ // there's not really any corresponding location in the real world. So clamp the unprojected
1865
+ // longitude and latitude to their valid ranges.
1866
+ const cartographic = projection.unproject(p, view2Dto3DCartographicScratch);
1867
+ cartographic.longitude = CesiumMath.clamp(
1868
+ cartographic.longitude,
1869
+ -Math.PI,
1870
+ Math.PI,
1871
+ );
1872
+ cartographic.latitude = CesiumMath.clamp(
1873
+ cartographic.latitude,
1874
+ -CesiumMath.PI_OVER_TWO,
1875
+ CesiumMath.PI_OVER_TWO,
1876
+ );
1877
+ const ellipsoid = projection.ellipsoid;
1878
+ const position3D = ellipsoid.cartographicToCartesian(
1879
+ cartographic,
1880
+ view2Dto3DCartesian3Scratch,
1881
+ );
1882
+
1883
+ // Compute the rotation from the local ENU at the real world camera position to the fixed axes.
1884
+ const enuToFixed = Transforms.eastNorthUpToFixedFrame(
1885
+ position3D,
1886
+ ellipsoid,
1887
+ view2Dto3DMatrix4Scratch,
1888
+ );
1889
+
1890
+ // Transform each camera direction to the fixed axes.
1891
+ Matrix4.multiplyByPointAsVector(enuToFixed, r, r);
1892
+ Matrix4.multiplyByPointAsVector(enuToFixed, u, u);
1893
+ Matrix4.multiplyByPointAsVector(enuToFixed, d, d);
1894
+
1895
+ // Compute the view matrix based on the new fixed-frame camera position and directions.
1896
+ if (!defined(result)) {
1897
+ result = new Matrix4();
1898
+ }
1899
+
1900
+ result[0] = r.x;
1901
+ result[1] = u.x;
1902
+ result[2] = -d.x;
1903
+ result[3] = 0.0;
1904
+ result[4] = r.y;
1905
+ result[5] = u.y;
1906
+ result[6] = -d.y;
1907
+ result[7] = 0.0;
1908
+ result[8] = r.z;
1909
+ result[9] = u.z;
1910
+ result[10] = -d.z;
1911
+ result[11] = 0.0;
1912
+ result[12] = -Cartesian3.dot(r, position3D);
1913
+ result[13] = -Cartesian3.dot(u, position3D);
1914
+ result[14] = Cartesian3.dot(d, position3D);
1915
+ result[15] = 1.0;
1916
+
1917
+ return result;
1918
+ }
1919
+
1920
+ function updateView3D(that) {
1921
+ if (that._view3DDirty) {
1922
+ if (that._mode === SceneMode.SCENE3D) {
1923
+ Matrix4.clone(that._view, that._view3D);
1924
+ } else {
1925
+ view2Dto3D(
1926
+ that._cameraPosition,
1927
+ that._cameraDirection,
1928
+ that._cameraRight,
1929
+ that._cameraUp,
1930
+ that._frustum2DWidth,
1931
+ that._mode,
1932
+ that._mapProjection,
1933
+ that._view3D,
1934
+ );
1935
+ }
1936
+ Matrix4.getMatrix3(that._view3D, that._viewRotation3D);
1937
+ that._view3DDirty = false;
1938
+ }
1939
+ }
1940
+
1941
+ function updateInverseView3D(that) {
1942
+ if (that._inverseView3DDirty) {
1943
+ Matrix4.inverseTransformation(that.view3D, that._inverseView3D);
1944
+ Matrix4.getMatrix3(that._inverseView3D, that._inverseViewRotation3D);
1945
+ that._inverseView3DDirty = false;
1946
+ }
1947
+ }
1948
+ export default UniformState;