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
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  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
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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 +1,800 @@
1
+ import Buffer from "../../Renderer/Buffer.js";
2
+ import BufferUsage from "../../Renderer/BufferUsage.js";
3
+ import VertexArray from "../../Renderer/VertexArray.js";
4
+ import defined from "../../Core/defined.js";
5
+ import IndexDatatype from "../../Core/IndexDatatype.js";
6
+ import ComponentDatatype from "../../Core/ComponentDatatype.js";
7
+ import PrimitiveType from "../../Core/PrimitiveType.js";
8
+ import Cartesian3 from "../../Core/Cartesian3.js";
9
+ import Pass from "../../Renderer/Pass.js";
10
+ import ShaderDestination from "../../Renderer/ShaderDestination.js";
11
+ import EdgeVisibilityStageFS from "../../Shaders/Model/EdgeVisibilityStageFS.js";
12
+ import ModelUtility from "./ModelUtility.js";
13
+ import ModelReader from "./ModelReader.js";
14
+ import VertexAttributeSemantic from "../VertexAttributeSemantic.js";
15
+
16
+ /**
17
+ * Builds derived line geometry for model edges using EXT_mesh_primitive_edge_visibility data.
18
+ * It parses the encoded edge visibility bits, creates a separate edge-domain vertex array with
19
+ * per-edge attributes (edge type, optional feature ID, silhouette normal, adjacent face normals),
20
+ * sets up the required shader defines / varyings, and stores the resulting line list geometry on
21
+ * the render resources for a later edge rendering pass.
22
+ *
23
+ * @namespace EdgeVisibilityPipelineStage
24
+ * @private
25
+ */
26
+ const EdgeVisibilityPipelineStage = {
27
+ name: "EdgeVisibilityPipelineStage",
28
+ };
29
+
30
+ /**
31
+ * Process a primitive to derive edge geometry and shader bindings. This modifies the render resources by:
32
+ * <ul>
33
+ * <li>Adding shader defines (<code>HAS_EDGE_VISIBILITY</code>, <code>HAS_EDGE_VISIBILITY_MRT</code>)</li>
34
+ * <li>Injecting the fragment shader logic that outputs edge color / feature information</li>
35
+ * <li>Adding per-vertex attributes: edge type, optional feature ID, silhouette normal, and adjacent face normals</li>
36
+ * <li>Adding varyings to pass these attributes to the fragment stage</li>
37
+ * <li>Creating and storing a derived line list vertex array in <code>renderResources.edgeGeometry</code></li>
38
+ * </ul>
39
+ * If the primitive does not contain edge visibility data, the function returns early.
40
+ *
41
+ * @param {PrimitiveRenderResources} renderResources The render resources for the primitive
42
+ * @param {ModelComponents.Primitive} primitive The primitive to be rendered
43
+ * @param {FrameState} frameState The frame state
44
+ * @private
45
+ */
46
+ EdgeVisibilityPipelineStage.process = function (
47
+ renderResources,
48
+ primitive,
49
+ frameState,
50
+ ) {
51
+ if (!defined(primitive.edgeVisibility)) {
52
+ return;
53
+ }
54
+
55
+ // Fallback request: mark that edge visibility is needed this frame.
56
+ frameState.edgeVisibilityRequested = true;
57
+
58
+ const shaderBuilder = renderResources.shaderBuilder;
59
+
60
+ // Add shader defines and fragment code
61
+ shaderBuilder.addDefine(
62
+ "HAS_EDGE_VISIBILITY",
63
+ undefined,
64
+ ShaderDestination.BOTH,
65
+ );
66
+ shaderBuilder.addDefine(
67
+ "HAS_EDGE_VISIBILITY_MRT",
68
+ undefined,
69
+ ShaderDestination.FRAGMENT,
70
+ );
71
+ shaderBuilder.addFragmentLines(EdgeVisibilityStageFS);
72
+
73
+ // Add a uniform to distinguish between original geometry pass and edge pass
74
+ shaderBuilder.addUniform("bool", "u_isEdgePass", ShaderDestination.BOTH);
75
+
76
+ // Add edge type attribute and varying
77
+ const edgeTypeLocation = shaderBuilder.addAttribute("float", "a_edgeType");
78
+ shaderBuilder.addVarying("float", "v_edgeType", "flat");
79
+
80
+ // Add edge feature ID attribute and varying
81
+ const edgeFeatureIdLocation = shaderBuilder.addAttribute(
82
+ "float",
83
+ "a_edgeFeatureId",
84
+ );
85
+
86
+ // Add silhouette normal attribute and varying for silhouette edges
87
+ const silhouetteNormalLocation = shaderBuilder.addAttribute(
88
+ "vec3",
89
+ "a_silhouetteNormal",
90
+ );
91
+ shaderBuilder.addVarying("vec3", "v_silhouetteNormalView", "flat");
92
+
93
+ // Add face normal attributes for silhouette detection
94
+ const faceNormalALocation = shaderBuilder.addAttribute(
95
+ "vec3",
96
+ "a_faceNormalA",
97
+ );
98
+ const faceNormalBLocation = shaderBuilder.addAttribute(
99
+ "vec3",
100
+ "a_faceNormalB",
101
+ );
102
+ shaderBuilder.addVarying("vec3", "v_faceNormalAView", "flat");
103
+ shaderBuilder.addVarying("vec3", "v_faceNormalBView", "flat");
104
+
105
+ // Add varying for view space position for perspective-correct silhouette detection
106
+
107
+ // Pass edge type, silhouette normal, and face normals from vertex to fragment shader
108
+ shaderBuilder.addFunctionLines("setDynamicVaryingsVS", [
109
+ "#ifdef HAS_EDGE_VISIBILITY",
110
+ " if (u_isEdgePass) {",
111
+ " v_edgeType = a_edgeType;",
112
+ "#ifdef HAS_EDGE_FEATURE_ID",
113
+ " v_featureId_0 = a_edgeFeatureId;",
114
+ "#endif",
115
+ " // Transform normals from model space to view space",
116
+ " v_silhouetteNormalView = czm_normal * a_silhouetteNormal;",
117
+ " v_faceNormalAView = czm_normal * a_faceNormalA;",
118
+ " v_faceNormalBView = czm_normal * a_faceNormalB;",
119
+ " }",
120
+ "#endif",
121
+ ]);
122
+
123
+ // Build triangle adjacency (mapping edges to adjacent triangles) and compute per-triangle face normals.
124
+ const adjacencyData = buildTriangleAdjacency(primitive);
125
+
126
+ const edgeResult = extractVisibleEdges(primitive);
127
+
128
+ if (
129
+ !defined(edgeResult) ||
130
+ !defined(edgeResult.edgeIndices) ||
131
+ edgeResult.edgeIndices.length === 0
132
+ ) {
133
+ return;
134
+ }
135
+
136
+ // Generate paired face normals for each unique edge (used to classify silhouette edges in the shader).
137
+ const edgeFaceNormals = generateEdgeFaceNormals(
138
+ adjacencyData,
139
+ edgeResult.edgeIndices,
140
+ );
141
+
142
+ // Create edge-domain line list geometry (2 vertices per edge) with all required attributes.
143
+ const edgeGeometry = createCPULineEdgeGeometry(
144
+ edgeResult.edgeIndices,
145
+ edgeResult.edgeData,
146
+ renderResources,
147
+ frameState.context,
148
+ edgeTypeLocation,
149
+ silhouetteNormalLocation,
150
+ faceNormalALocation,
151
+ faceNormalBLocation,
152
+ edgeFeatureIdLocation,
153
+ primitive.edgeVisibility,
154
+ edgeFaceNormals,
155
+ );
156
+
157
+ if (!defined(edgeGeometry)) {
158
+ return;
159
+ }
160
+
161
+ if (edgeGeometry.hasEdgeFeatureIds) {
162
+ shaderBuilder.addDefine(
163
+ "HAS_EDGE_FEATURE_ID",
164
+ undefined,
165
+ ShaderDestination.BOTH,
166
+ );
167
+ }
168
+
169
+ // Set default value for u_isEdgePass uniform (false for original geometry pass). A later pass overrides this.
170
+ renderResources.uniformMap.u_isEdgePass = function () {
171
+ return false;
172
+ };
173
+
174
+ // Store edge geometry metadata so the renderer can issue a separate edges pass.
175
+ renderResources.edgeGeometry = {
176
+ vertexArray: edgeGeometry.vertexArray,
177
+ indexCount: edgeGeometry.indexCount,
178
+ primitiveType: PrimitiveType.LINES,
179
+ pass: Pass.CESIUM_3D_TILE_EDGES,
180
+ };
181
+ };
182
+
183
+ /**
184
+ * Build triangle adjacency information and per-triangle face normals in model space.
185
+ * The adjacency map associates an undirected edge (minIndex,maxIndex) with the indices
186
+ * of up to two adjacent triangles. Face normals are normalized and stored sequentially.
187
+ *
188
+ * @param {ModelComponents.Primitive} primitive The primitive containing triangle index + position data
189
+ * @returns {{edgeMap:Map<string, number[]>, faceNormals:Float32Array, triangleCount:number}}
190
+ * @private
191
+ */
192
+ function buildTriangleAdjacency(primitive) {
193
+ const indices = primitive.indices;
194
+ if (!defined(indices)) {
195
+ return {
196
+ edgeMap: new Map(),
197
+ faceNormals: new Float32Array(0),
198
+ triangleCount: 0,
199
+ };
200
+ }
201
+
202
+ const triangleIndexArray = indices.typedArray;
203
+ const triangleCount = Math.floor(triangleIndexArray.length / 3);
204
+
205
+ // Get vertex positions for face normal calculation
206
+ const positionAttribute = ModelUtility.getAttributeBySemantic(
207
+ primitive,
208
+ VertexAttributeSemantic.POSITION,
209
+ );
210
+
211
+ // Retrieve raw (possibly quantized) position data. If the attribute is quantized
212
+ // we must dequantize on the CPU here because we compute face normals and silhouette
213
+ // classification data before the vertex shader's dequantization stage runs.
214
+ let positions = defined(positionAttribute.typedArray)
215
+ ? positionAttribute.typedArray
216
+ : ModelReader.readAttributeAsTypedArray(positionAttribute);
217
+
218
+ const quantization = positionAttribute.quantization;
219
+ if (defined(quantization) && !quantization.octEncoded) {
220
+ const count = positions.length; // length is 3 * vertexCount
221
+ const dequantized = new Float32Array(count);
222
+ const offset = quantization.quantizedVolumeOffset;
223
+ const step = quantization.quantizedVolumeStepSize;
224
+ for (let i = 0; i < count; i += 3) {
225
+ dequantized[i] = offset.x + positions[i] * step.x;
226
+ dequantized[i + 1] = offset.y + positions[i + 1] * step.y;
227
+ dequantized[i + 2] = offset.z + positions[i + 2] * step.z;
228
+ }
229
+ positions = dequantized;
230
+ }
231
+
232
+ // Build edge map: key = "min,max", value = [triangleA, triangleB?]
233
+ const edgeMap = new Map();
234
+
235
+ // Calculate face normals for each triangle (model space)
236
+ const faceNormals = new Float32Array(triangleCount * 3);
237
+
238
+ // Scratch vectors to avoid heap allocations per triangle
239
+ const scratchP0 = new Cartesian3();
240
+ const scratchP1 = new Cartesian3();
241
+ const scratchP2 = new Cartesian3();
242
+ const scratchE1 = new Cartesian3();
243
+ const scratchE2 = new Cartesian3();
244
+ const scratchCross = new Cartesian3();
245
+
246
+ function processEdge(a, b, triIndex) {
247
+ const edgeKey = `${a < b ? a : b},${a < b ? b : a}`;
248
+ let list = edgeMap.get(edgeKey);
249
+ if (!defined(list)) {
250
+ list = [];
251
+ edgeMap.set(edgeKey, list);
252
+ }
253
+ if (list.length < 2) {
254
+ list.push(triIndex);
255
+ }
256
+ }
257
+
258
+ for (let t = 0; t < triangleCount; t++) {
259
+ const base = t * 3;
260
+ const i0 = triangleIndexArray[base];
261
+ const i1 = triangleIndexArray[base + 1];
262
+ const i2 = triangleIndexArray[base + 2];
263
+
264
+ const i0o = i0 * 3;
265
+ const i1o = i1 * 3;
266
+ const i2o = i2 * 3;
267
+
268
+ scratchP0.x = positions[i0o];
269
+ scratchP0.y = positions[i0o + 1];
270
+ scratchP0.z = positions[i0o + 2];
271
+ scratchP1.x = positions[i1o];
272
+ scratchP1.y = positions[i1o + 1];
273
+ scratchP1.z = positions[i1o + 2];
274
+ scratchP2.x = positions[i2o];
275
+ scratchP2.y = positions[i2o + 1];
276
+ scratchP2.z = positions[i2o + 2];
277
+
278
+ Cartesian3.subtract(scratchP1, scratchP0, scratchE1);
279
+ Cartesian3.subtract(scratchP2, scratchP0, scratchE2);
280
+ Cartesian3.cross(scratchE1, scratchE2, scratchCross);
281
+ Cartesian3.normalize(scratchCross, scratchCross);
282
+
283
+ faceNormals[base] = scratchCross.x;
284
+ faceNormals[base + 1] = scratchCross.y;
285
+ faceNormals[base + 2] = scratchCross.z;
286
+
287
+ // Edges
288
+ processEdge(i0, i1, t);
289
+ processEdge(i1, i2, t);
290
+ processEdge(i2, i0, t);
291
+ }
292
+
293
+ return { edgeMap, faceNormals, triangleCount };
294
+ }
295
+
296
+ /**
297
+ * For each unique edge produce a pair of face normals (A,B). For boundary edges where only a single
298
+ * adjacent triangle exists, the second normal is synthesized as the negation of the first to allow
299
+ * the shader to reason about front/back facing transitions uniformly.
300
+ *
301
+ * @param {{edgeMap:Map<string,number[]>, faceNormals:Float32Array}} adjacencyData The adjacency data from buildTriangleAdjacency
302
+ * @param {number[]} edgeIndices Packed array of 2 vertex indices per edge
303
+ * @returns {Float32Array} Packed array: 6 floats per edge (normalA.xyz, normalB.xyz)
304
+ * @private
305
+ */
306
+ function generateEdgeFaceNormals(adjacencyData, edgeIndices) {
307
+ const { edgeMap, faceNormals } = adjacencyData;
308
+ const numEdges = edgeIndices.length / 2;
309
+
310
+ // Each edge needs 2 face normals (left and right side)
311
+ const edgeFaceNormals = new Float32Array(numEdges * 6); // 2 normals * 3 components each
312
+
313
+ for (let i = 0; i < numEdges; i++) {
314
+ const a = edgeIndices[i * 2];
315
+ const b = edgeIndices[i * 2 + 1];
316
+ const edgeKey = `${a < b ? a : b},${a < b ? b : a}`;
317
+ const triangleList = edgeMap.get(edgeKey);
318
+
319
+ // Expect at least one triangle; silently skip if not found (defensive)
320
+ if (!defined(triangleList) || triangleList.length === 0) {
321
+ continue;
322
+ }
323
+
324
+ const tA = triangleList[0];
325
+ const aBase = tA * 3;
326
+ const nAx = faceNormals[aBase];
327
+ const nAy = faceNormals[aBase + 1];
328
+ const nAz = faceNormals[aBase + 2];
329
+
330
+ let nBx;
331
+ let nBy;
332
+ let nBz;
333
+ if (triangleList.length > 1) {
334
+ const tB = triangleList[1];
335
+ const bBase = tB * 3;
336
+ nBx = faceNormals[bBase];
337
+ nBy = faceNormals[bBase + 1];
338
+ nBz = faceNormals[bBase + 2];
339
+ } else {
340
+ // Boundary edge – synthesize opposite normal
341
+ nBx = -nAx;
342
+ nBy = -nAy;
343
+ nBz = -nAz;
344
+ }
345
+
346
+ const baseIdx = i * 6;
347
+ edgeFaceNormals[baseIdx] = nAx;
348
+ edgeFaceNormals[baseIdx + 1] = nAy;
349
+ edgeFaceNormals[baseIdx + 2] = nAz;
350
+ edgeFaceNormals[baseIdx + 3] = nBx;
351
+ edgeFaceNormals[baseIdx + 4] = nBy;
352
+ edgeFaceNormals[baseIdx + 5] = nBz;
353
+ }
354
+
355
+ return edgeFaceNormals;
356
+ }
357
+
358
+ /**
359
+ * Parse the EXT_mesh_primitive_edge_visibility 2-bit edge encoding and extract
360
+ * a unique set of edges that should be considered for rendering. Edge types:
361
+ * <ul>
362
+ * <li>0 HIDDEN - skipped</li>
363
+ * <li>1 SILHOUETTE - candidates for conditional display based on facing</li>
364
+ * <li>2 HARD - always displayed</li>
365
+ * <li>3 REPEATED - secondary encoding for a hard edge (treated same as 2)</li>
366
+ * </ul>
367
+ * Deduplicates edges shared by adjacent triangles and records per-edge metadata.
368
+ *
369
+ * @param {ModelComponents.Primitive} primitive The primitive with EXT_mesh_primitive_edge_visibility data
370
+ * @returns {{edgeIndices:number[], edgeData:Object[], silhouetteEdgeCount:number}} Edge extraction result
371
+ * @private
372
+ */
373
+ function extractVisibleEdges(primitive) {
374
+ const edgeVisibility = primitive.edgeVisibility;
375
+ const visibility = edgeVisibility.visibility;
376
+ const indices = primitive.indices;
377
+
378
+ if (!defined(visibility) || !defined(indices)) {
379
+ return [];
380
+ }
381
+
382
+ const triangleIndexArray = indices.typedArray;
383
+ const vertexCount = primitive.attributes[0].count;
384
+ const edgeIndices = [];
385
+ const edgeData = [];
386
+ const seenEdgeHashes = new Set();
387
+ let silhouetteEdgeCount = 0;
388
+
389
+ // Process triangles and extract edges (2 bits per edge)
390
+ let edgeIndex = 0;
391
+ const totalIndices = triangleIndexArray.length;
392
+
393
+ for (let i = 0; i + 2 < totalIndices; i += 3) {
394
+ const v0 = triangleIndexArray[i];
395
+ const v1 = triangleIndexArray[i + 1];
396
+ const v2 = triangleIndexArray[i + 2];
397
+ for (let e = 0; e < 3; e++) {
398
+ let a, b;
399
+ if (e === 0) {
400
+ a = v0;
401
+ b = v1;
402
+ } else if (e === 1) {
403
+ a = v1;
404
+ b = v2;
405
+ } else if (e === 2) {
406
+ a = v2;
407
+ b = v0;
408
+ }
409
+ const byteIndex = Math.floor(edgeIndex / 4);
410
+ const bitPairOffset = (edgeIndex % 4) * 2;
411
+ edgeIndex++;
412
+
413
+ if (byteIndex >= visibility.length) {
414
+ break;
415
+ }
416
+
417
+ const byte = visibility[byteIndex];
418
+ const visibility2Bit = (byte >> bitPairOffset) & 0x3;
419
+
420
+ // Only include visible edge types according to EXT_mesh_primitive_edge_visibility spec
421
+ let shouldIncludeEdge = false;
422
+ switch (visibility2Bit) {
423
+ case 0: // HIDDEN - never draw
424
+ shouldIncludeEdge = false;
425
+ break;
426
+ case 1: // SILHOUETTE - conditionally visible (front-facing vs back-facing)
427
+ shouldIncludeEdge = true;
428
+ break;
429
+ case 2: // HARD - always draw (primary encoding)
430
+ shouldIncludeEdge = true;
431
+ break;
432
+ case 3: // REPEATED - always draw (secondary encoding of a hard edge already encoded as 2)
433
+ shouldIncludeEdge = true;
434
+ break;
435
+ }
436
+
437
+ if (shouldIncludeEdge) {
438
+ const small = Math.min(a, b);
439
+ const big = Math.max(a, b);
440
+ const hash = small * vertexCount + big;
441
+
442
+ if (!seenEdgeHashes.has(hash)) {
443
+ seenEdgeHashes.add(hash);
444
+ edgeIndices.push(a, b);
445
+
446
+ let mateVertexIndex = -1;
447
+ if (visibility2Bit === 1) {
448
+ mateVertexIndex = silhouetteEdgeCount;
449
+ silhouetteEdgeCount++;
450
+ }
451
+
452
+ edgeData.push({
453
+ edgeType: visibility2Bit,
454
+ triangleIndex: Math.floor(i / 3),
455
+ edgeIndex: e,
456
+ mateVertexIndex: mateVertexIndex,
457
+ currentTriangleVertices: [v0, v1, v2],
458
+ });
459
+ }
460
+ }
461
+ }
462
+ }
463
+
464
+ return { edgeIndices, edgeData, silhouetteEdgeCount };
465
+ }
466
+
467
+ /**
468
+ * Create a derived line list geometry representing edges. A new vertex domain is used so we can pack
469
+ * per-edge attributes (silhouette normal, face normal pair, edge type, optional feature ID) without
470
+ * modifying or duplicating the original triangle mesh. Two vertices are generated per unique edge.
471
+ *
472
+ * @param {number[]} edgeIndices Packed array [a0,b0, a1,b1, ...] of vertex indices into the source mesh
473
+ * @param {Object[]} edgeData Array of edge metadata including edge type and silhouette normal lookup index
474
+ * @param {PrimitiveRenderResources} renderResources The render resources for the primitive
475
+ * @param {Context} context The WebGL rendering context
476
+ * @param {number} edgeTypeLocation Shader attribute location for the edge type
477
+ * @param {number} silhouetteNormalLocation Shader attribute location for input silhouette normal
478
+ * @param {number} faceNormalALocation Shader attribute location for face normal A
479
+ * @param {number} faceNormalBLocation Shader attribute location for face normal B
480
+ * @param {number} edgeFeatureIdLocation Shader attribute location for optional edge feature ID
481
+ * @param {Object} edgeVisibility Edge visibility extension object (may contain silhouetteNormals[])
482
+ * @param {Float32Array} edgeFaceNormals Packed face normals (6 floats per edge)
483
+ * @returns {Object|undefined} Object with {vertexArray, indexBuffer, indexCount} or undefined on failure
484
+ * @private
485
+ */
486
+ function createCPULineEdgeGeometry(
487
+ edgeIndices,
488
+ edgeData,
489
+ renderResources,
490
+ context,
491
+ edgeTypeLocation,
492
+ silhouetteNormalLocation,
493
+ faceNormalALocation,
494
+ faceNormalBLocation,
495
+ edgeFeatureIdLocation,
496
+ edgeVisibility,
497
+ edgeFaceNormals,
498
+ ) {
499
+ if (!defined(edgeIndices) || edgeIndices.length === 0) {
500
+ return undefined;
501
+ }
502
+
503
+ const numEdges = edgeData.length;
504
+ const vertsPerEdge = 2;
505
+ const totalVerts = numEdges * vertsPerEdge;
506
+
507
+ // Always use location 0 for position to avoid conflicts
508
+ const positionLocation = 0;
509
+
510
+ // Get original vertex positions
511
+ const positionAttribute = ModelUtility.getAttributeBySemantic(
512
+ renderResources.runtimePrimitive.primitive,
513
+ VertexAttributeSemantic.POSITION,
514
+ );
515
+ const srcPos = defined(positionAttribute.typedArray)
516
+ ? positionAttribute.typedArray
517
+ : ModelReader.readAttributeAsTypedArray(positionAttribute);
518
+
519
+ // Create edge-domain vertices (2 per edge)
520
+ const edgePosArray = new Float32Array(totalVerts * 3);
521
+ const edgeTypeArray = new Float32Array(totalVerts);
522
+ const silhouetteNormalArray = new Float32Array(totalVerts * 3);
523
+ const faceNormalAArray = new Float32Array(totalVerts * 3);
524
+ const faceNormalBArray = new Float32Array(totalVerts * 3);
525
+ let p = 0;
526
+
527
+ const maxSrcVertex = srcPos.length / 3 - 1;
528
+
529
+ for (let i = 0; i < numEdges; i++) {
530
+ const a = edgeIndices[i * 2];
531
+ const b = edgeIndices[i * 2 + 1];
532
+
533
+ // Validate vertex indices
534
+ if (a < 0 || b < 0 || a > maxSrcVertex || b > maxSrcVertex) {
535
+ // Fill with zeros to maintain indexing
536
+ edgePosArray[p++] = 0;
537
+ edgePosArray[p++] = 0;
538
+ edgePosArray[p++] = 0;
539
+ edgePosArray[p++] = 0;
540
+ edgePosArray[p++] = 0;
541
+ edgePosArray[p++] = 0;
542
+ edgeTypeArray[i * 2] = 0;
543
+ edgeTypeArray[i * 2 + 1] = 0;
544
+ // Fill with default values
545
+ const normalIdx = i * 2;
546
+ silhouetteNormalArray[normalIdx * 3] = 0;
547
+ silhouetteNormalArray[normalIdx * 3 + 1] = 0;
548
+ silhouetteNormalArray[normalIdx * 3 + 2] = 1;
549
+ silhouetteNormalArray[(normalIdx + 1) * 3] = 0;
550
+ silhouetteNormalArray[(normalIdx + 1) * 3 + 1] = 0;
551
+ silhouetteNormalArray[(normalIdx + 1) * 3 + 2] = 1;
552
+
553
+ // Fill face normals with default values
554
+ faceNormalAArray[normalIdx * 3] = 0;
555
+ faceNormalAArray[normalIdx * 3 + 1] = 0;
556
+ faceNormalAArray[normalIdx * 3 + 2] = 1;
557
+ faceNormalAArray[(normalIdx + 1) * 3] = 0;
558
+ faceNormalAArray[(normalIdx + 1) * 3 + 1] = 0;
559
+ faceNormalAArray[(normalIdx + 1) * 3 + 2] = 1;
560
+
561
+ faceNormalBArray[normalIdx * 3] = 0;
562
+ faceNormalBArray[normalIdx * 3 + 1] = 0;
563
+ faceNormalBArray[normalIdx * 3 + 2] = 1;
564
+ faceNormalBArray[(normalIdx + 1) * 3] = 0;
565
+ faceNormalBArray[(normalIdx + 1) * 3 + 1] = 0;
566
+ faceNormalBArray[(normalIdx + 1) * 3 + 2] = 1;
567
+ continue;
568
+ }
569
+
570
+ const ax = srcPos[a * 3];
571
+ const ay = srcPos[a * 3 + 1];
572
+ const az = srcPos[a * 3 + 2];
573
+ const bx = srcPos[b * 3];
574
+ const by = srcPos[b * 3 + 1];
575
+ const bz = srcPos[b * 3 + 2];
576
+
577
+ // Add edge endpoints
578
+ edgePosArray[p++] = ax;
579
+ edgePosArray[p++] = ay;
580
+ edgePosArray[p++] = az;
581
+ edgePosArray[p++] = bx;
582
+ edgePosArray[p++] = by;
583
+ edgePosArray[p++] = bz;
584
+
585
+ const rawType = edgeData[i].edgeType;
586
+ const t = rawType / 255.0;
587
+
588
+ edgeTypeArray[i * 2] = t;
589
+ edgeTypeArray[i * 2 + 1] = t;
590
+
591
+ // Add silhouette normal for silhouette edges (type 1)
592
+ let normalX = 0,
593
+ normalY = 0,
594
+ normalZ = 1; // Default normal pointing up
595
+
596
+ if (rawType === 1 && defined(edgeVisibility.silhouetteNormals)) {
597
+ const mateVertexIndex = edgeData[i].mateVertexIndex;
598
+ if (
599
+ mateVertexIndex >= 0 &&
600
+ mateVertexIndex < edgeVisibility.silhouetteNormals.length
601
+ ) {
602
+ const silhouetteNormals = edgeVisibility.silhouetteNormals;
603
+ const normal = silhouetteNormals[mateVertexIndex];
604
+
605
+ if (defined(normal)) {
606
+ normalX = normal.x;
607
+ normalY = normal.y;
608
+ normalZ = normal.z;
609
+ }
610
+ }
611
+ }
612
+
613
+ // Set silhouette normal for both edge endpoints
614
+ const normalIdx = i * 2;
615
+ silhouetteNormalArray[normalIdx * 3] = normalX;
616
+ silhouetteNormalArray[normalIdx * 3 + 1] = normalY;
617
+ silhouetteNormalArray[normalIdx * 3 + 2] = normalZ;
618
+ silhouetteNormalArray[(normalIdx + 1) * 3] = normalX;
619
+ silhouetteNormalArray[(normalIdx + 1) * 3 + 1] = normalY;
620
+ silhouetteNormalArray[(normalIdx + 1) * 3 + 2] = normalZ;
621
+
622
+ // Set face normals for both edge endpoints
623
+ const faceNormalIdx = i * 6; // 6 floats per edge (2 normals * 3 components)
624
+ const normalAX = edgeFaceNormals[faceNormalIdx];
625
+ const normalAY = edgeFaceNormals[faceNormalIdx + 1];
626
+ const normalAZ = edgeFaceNormals[faceNormalIdx + 2];
627
+ const normalBX = edgeFaceNormals[faceNormalIdx + 3];
628
+ const normalBY = edgeFaceNormals[faceNormalIdx + 4];
629
+ const normalBZ = edgeFaceNormals[faceNormalIdx + 5];
630
+
631
+ // Face normal A for both endpoints
632
+ faceNormalAArray[normalIdx * 3] = normalAX;
633
+ faceNormalAArray[normalIdx * 3 + 1] = normalAY;
634
+ faceNormalAArray[normalIdx * 3 + 2] = normalAZ;
635
+ faceNormalAArray[(normalIdx + 1) * 3] = normalAX;
636
+ faceNormalAArray[(normalIdx + 1) * 3 + 1] = normalAY;
637
+ faceNormalAArray[(normalIdx + 1) * 3 + 2] = normalAZ;
638
+
639
+ // Face normal B for both endpoints
640
+ faceNormalBArray[normalIdx * 3] = normalBX;
641
+ faceNormalBArray[normalIdx * 3 + 1] = normalBY;
642
+ faceNormalBArray[normalIdx * 3 + 2] = normalBZ;
643
+ faceNormalBArray[(normalIdx + 1) * 3] = normalBX;
644
+ faceNormalBArray[(normalIdx + 1) * 3 + 1] = normalBY;
645
+ faceNormalBArray[(normalIdx + 1) * 3 + 2] = normalBZ;
646
+ }
647
+
648
+ // Create vertex buffers
649
+ const edgePosBuffer = Buffer.createVertexBuffer({
650
+ context,
651
+ typedArray: edgePosArray,
652
+ usage: BufferUsage.STATIC_DRAW,
653
+ });
654
+ const edgeTypeBuffer = Buffer.createVertexBuffer({
655
+ context,
656
+ typedArray: edgeTypeArray,
657
+ usage: BufferUsage.STATIC_DRAW,
658
+ });
659
+ const silhouetteNormalBuffer = Buffer.createVertexBuffer({
660
+ context,
661
+ typedArray: silhouetteNormalArray,
662
+ usage: BufferUsage.STATIC_DRAW,
663
+ });
664
+ const faceNormalABuffer = Buffer.createVertexBuffer({
665
+ context,
666
+ typedArray: faceNormalAArray,
667
+ usage: BufferUsage.STATIC_DRAW,
668
+ });
669
+ const faceNormalBBuffer = Buffer.createVertexBuffer({
670
+ context,
671
+ typedArray: faceNormalBArray,
672
+ usage: BufferUsage.STATIC_DRAW,
673
+ });
674
+
675
+ // Create sequential indices for line pairs
676
+ const useU32 = totalVerts > 65534;
677
+ const idx = new Array(totalVerts);
678
+ for (let i = 0; i < totalVerts; i++) {
679
+ idx[i] = i;
680
+ }
681
+
682
+ const indexBuffer = Buffer.createIndexBuffer({
683
+ context,
684
+ typedArray: useU32 ? new Uint32Array(idx) : new Uint16Array(idx),
685
+ usage: BufferUsage.STATIC_DRAW,
686
+ indexDatatype: useU32
687
+ ? IndexDatatype.UNSIGNED_INT
688
+ : IndexDatatype.UNSIGNED_SHORT,
689
+ });
690
+
691
+ // Create vertex array with position, edge type, silhouette normal, and face normal attributes
692
+ const attributes = [
693
+ {
694
+ index: positionLocation,
695
+ vertexBuffer: edgePosBuffer,
696
+ componentsPerAttribute: 3,
697
+ componentDatatype: ComponentDatatype.FLOAT,
698
+ normalize: false,
699
+ },
700
+ {
701
+ index: edgeTypeLocation,
702
+ vertexBuffer: edgeTypeBuffer,
703
+ componentsPerAttribute: 1,
704
+ componentDatatype: ComponentDatatype.FLOAT,
705
+ normalize: false,
706
+ },
707
+ {
708
+ index: silhouetteNormalLocation,
709
+ vertexBuffer: silhouetteNormalBuffer,
710
+ componentsPerAttribute: 3,
711
+ componentDatatype: ComponentDatatype.FLOAT,
712
+ normalize: false,
713
+ },
714
+ {
715
+ index: faceNormalALocation,
716
+ vertexBuffer: faceNormalABuffer,
717
+ componentsPerAttribute: 3,
718
+ componentDatatype: ComponentDatatype.FLOAT,
719
+ normalize: false,
720
+ },
721
+ {
722
+ index: faceNormalBLocation,
723
+ vertexBuffer: faceNormalBBuffer,
724
+ componentsPerAttribute: 3,
725
+ componentDatatype: ComponentDatatype.FLOAT,
726
+ normalize: false,
727
+ },
728
+ ];
729
+
730
+ // Get feature ID from original geometry
731
+ const primitive = renderResources.runtimePrimitive.primitive;
732
+ const getFeatureIdForEdge = function () {
733
+ // Try to get the first feature ID from the original primitive
734
+ if (defined(primitive.featureIds) && primitive.featureIds.length > 0) {
735
+ const firstFeatureIdSet = primitive.featureIds[0];
736
+
737
+ // Handle FeatureIdAttribute objects directly using setIndex
738
+ if (defined(firstFeatureIdSet.setIndex)) {
739
+ const featureIdAttribute = primitive.attributes.find(
740
+ (attr) =>
741
+ attr.semantic === VertexAttributeSemantic.FEATURE_ID &&
742
+ attr.setIndex === firstFeatureIdSet.setIndex,
743
+ );
744
+
745
+ if (defined(featureIdAttribute)) {
746
+ const featureIds = defined(featureIdAttribute.typedArray)
747
+ ? featureIdAttribute.typedArray
748
+ : ModelReader.readAttributeAsTypedArray(featureIdAttribute);
749
+
750
+ // Create edge feature ID buffer based on edge indices
751
+ const edgeFeatureIds = new Float32Array(totalVerts);
752
+ for (let i = 0; i < numEdges; i++) {
753
+ const a = edgeIndices[i * 2];
754
+ const featureId = a < featureIds.length ? featureIds[a] : 0;
755
+ edgeFeatureIds[i * 2] = featureId;
756
+ edgeFeatureIds[i * 2 + 1] = featureId;
757
+ }
758
+
759
+ return edgeFeatureIds;
760
+ }
761
+ }
762
+ }
763
+
764
+ return undefined;
765
+ };
766
+
767
+ const edgeFeatureIds = getFeatureIdForEdge();
768
+ const hasEdgeFeatureIds = defined(edgeFeatureIds);
769
+
770
+ if (hasEdgeFeatureIds) {
771
+ const edgeFeatureIdBuffer = Buffer.createVertexBuffer({
772
+ context,
773
+ typedArray: edgeFeatureIds,
774
+ usage: BufferUsage.STATIC_DRAW,
775
+ });
776
+
777
+ attributes.push({
778
+ index: edgeFeatureIdLocation,
779
+ vertexBuffer: edgeFeatureIdBuffer,
780
+ componentsPerAttribute: 1,
781
+ componentDatatype: ComponentDatatype.FLOAT,
782
+ normalize: false,
783
+ });
784
+ }
785
+
786
+ const vertexArray = new VertexArray({ context, indexBuffer, attributes });
787
+
788
+ if (!vertexArray || totalVerts === 0 || totalVerts % 2 !== 0) {
789
+ return undefined;
790
+ }
791
+
792
+ return {
793
+ vertexArray,
794
+ indexBuffer,
795
+ indexCount: totalVerts,
796
+ hasEdgeFeatureIds,
797
+ };
798
+ }
799
+
800
+ export default EdgeVisibilityPipelineStage;