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
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  2073. package/Source/Workers/decodeDraco.js +383 -0
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  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 +1,972 @@
1
+ import defined from "../../Core/defined.js";
2
+ import DeveloperError from "../../Core/DeveloperError.js";
3
+ import Matrix4 from "../../Core/Matrix4.js";
4
+ import Check from "../../Core/Check.js";
5
+ import destroyObject from "../../Core/destroyObject.js";
6
+
7
+ import ImageryState from "../ImageryState.js";
8
+ import ImageryCoverage from "./ImageryCoverage.js";
9
+ import ModelImageryMapping from "./ModelImageryMapping.js";
10
+ import ModelUtility from "./ModelUtility.js";
11
+ import MappedPositions from "./MappedPositions.js";
12
+
13
+ import Buffer from "../../Renderer/Buffer.js";
14
+ import BufferUsage from "../../Renderer/BufferUsage.js";
15
+
16
+ /**
17
+ * A class managing the draping of imagery on a single model primitive.
18
+ *
19
+ * The <code>ModelImagery</code> class creates one instance of this
20
+ * class for each primitive that appears in the model.
21
+ *
22
+ * It is responsible for computing
23
+ * - the mapped (cartographic) positions of the primitive
24
+ * - the imagery tiles that are covered by these mapped positions
25
+ * - the texture coordinates (attributes) that correspond to these mapped positions
26
+ *
27
+ * @private
28
+ */
29
+ class ModelPrimitiveImagery {
30
+ /**
31
+ * Creates a new instance
32
+ *
33
+ * @param {Model} model The model
34
+ * @param {ModelRuntimeNode} runtimeNode The node that the primitive is attached to
35
+ * @param {ModelRuntimePrimitive} runtimePrimitive The primitive
36
+ * @throws {DeveloperError} If any argument is not defined
37
+ */
38
+ constructor(model, runtimeNode, runtimePrimitive) {
39
+ //>>includeStart('debug', pragmas.debug);
40
+ Check.defined("model", model);
41
+ Check.defined("runtimeNode", runtimeNode);
42
+ Check.defined("runtimePrimitive", runtimePrimitive);
43
+ //>>includeEnd('debug');
44
+
45
+ /**
46
+ * The model that this instance was created for.
47
+ *
48
+ * @type {Model}
49
+ * @readonly
50
+ * @private
51
+ */
52
+ this._model = model;
53
+
54
+ /**
55
+ * The node that the primitive is attached to
56
+ *
57
+ * @type {ModelRuntimeNode}
58
+ * @readonly
59
+ * @private
60
+ */
61
+ this._runtimeNode = runtimeNode;
62
+
63
+ /**
64
+ * The primitive that this instance was created for.
65
+ *
66
+ * @type {ModelRuntimePrimitive}
67
+ * @readonly
68
+ * @private
69
+ */
70
+ this._runtimePrimitive = runtimePrimitive;
71
+
72
+ /**
73
+ * The <code>MappedPositions</code> objects, one for each ellipsoid
74
+ * of one of the imagery layers
75
+ *
76
+ * These objects are just plain structures that summarize the
77
+ * cartographic positions of the primitive for one specific
78
+ * ellipsoid
79
+ *
80
+ * @type {MappedPositions[]|undefined}
81
+ * @private
82
+ */
83
+ this._mappedPositionsPerEllipsoid = undefined;
84
+
85
+ /**
86
+ * The last <code>model.modelMatrix</code> for which the mapped
87
+ * positions have been computed.
88
+ *
89
+ * This is used for detecting changes in the model matrix that
90
+ * make it necessary to re-compute the mapped positions.
91
+ *
92
+ * @type {Matrix4}
93
+ * @readonly
94
+ * @private
95
+ */
96
+ this._mappedPositionsModelMatrix = new Matrix4();
97
+
98
+ /**
99
+ * The value that the <code>Cesium3DTileset.imageryLayersModificationCounter</code>
100
+ * had during the last update call. This is used for triggering updates when the
101
+ * imagery layer collection in the tileset changes.
102
+ */
103
+ this._lastImageryLayersModificationCounter = 0;
104
+
105
+ /**
106
+ * The texture coordinate attributes, one for each projection.
107
+ *
108
+ * This contains one <code>ModelComponents.Attribute</code> for each
109
+ * unique projection that is used in the imagery layers. These
110
+ * texture coordinate attributes are computed based on the mapped
111
+ * positions for the respective ellipsoid of that projection.
112
+ */
113
+ this._imageryTexCoordAttributesPerProjection = undefined;
114
+
115
+ /**
116
+ * The current imagery layers.
117
+ *
118
+ * This is initialized when the _coveragesPerLayer are computed,
119
+ * and tracked to that the reference counters of the imageries
120
+ * can be decreased when the coverages per layer are deleted.
121
+ *
122
+ * @type {ImageryLayer[]|undefined}
123
+ * @private
124
+ */
125
+ this._currentImageryLayers = undefined;
126
+
127
+ /**
128
+ * Information about the imagery tiles that are covered by the positions
129
+ * of the primitive.
130
+ *
131
+ * This is computed in the <code>update</code> function, based on the
132
+ * mapped positions of the primitive. After this computation,
133
+ * <code>_coveragesPerLayer[layerIndex]</code> is an array that contains
134
+ * the <code>ImageryCoverage</code> objects that describe the imagery
135
+ * tiles that are covered, including their texture coordinate rectangle.
136
+ *
137
+ * @type {ImageryCoverage[][]|undefined}
138
+ * @private
139
+ */
140
+ this._coveragesPerLayer = undefined;
141
+
142
+ /**
143
+ * A flag indicating whether all imagery objects that are covered
144
+ * are "ready".
145
+ *
146
+ * This is initially <code>false</code>. During the calls to the
147
+ * <code>update</code> function (which are triggered from the
148
+ * <code>Model.update</code> function, each frame), the
149
+ * <code>_updateImageries</code> function will be called, and
150
+ * process the imagery tiles, until all them them are in a
151
+ * state like <code>ImageryState.READY</code>, at which point
152
+ * this flag is set to <code>true</code>.
153
+ *
154
+ * @type {boolean}
155
+ * @private
156
+ */
157
+ this._allImageriesReady = false;
158
+ }
159
+
160
+ /**
161
+ * Returns the <code>ImageryCoverage</code> array that has been
162
+ * computed for the given imagery layer.
163
+ *
164
+ * This assumes that the given imagery layer is part of the
165
+ * imagery layer collection of the model, and that this
166
+ * model primitive imagery is "ready", meaning that the
167
+ * coverages have already been computed.
168
+ *
169
+ * Clients may <b>not</b> modify the returned array or any
170
+ * of its objects!
171
+ *
172
+ * @param {ImageryLayer} imageryLayer The imagery layer
173
+ * @returns {ImageryCoverage[]} The coverage information
174
+ */
175
+ coveragesForImageryLayer(imageryLayer) {
176
+ const model = this._model;
177
+ const imageryLayers = model.imageryLayers;
178
+ const index = imageryLayers.indexOf(imageryLayer);
179
+ if (index === -1) {
180
+ throw new DeveloperError("Imagery layer is not part of the model");
181
+ }
182
+ const coveragesPerLayer = this._coveragesPerLayer;
183
+ if (!defined(coveragesPerLayer)) {
184
+ throw new DeveloperError(
185
+ `The coveragesPerLayer have not been computed yet`,
186
+ );
187
+ }
188
+ return coveragesPerLayer[index];
189
+ }
190
+
191
+ /**
192
+ * Update the state of this instance.
193
+ *
194
+ * This is called as part of <code>ModelImagery.update</code>, which in
195
+ * turn is part of the <code>Model.update</code> that is called in each
196
+ * frame.
197
+ *
198
+ * This will perform the computations that are required to establish
199
+ * the mapping between the imagery and the primitive. It will...
200
+ * <ul>
201
+ * <li>
202
+ * Compute the <code>MappedPositions</code> of the primitive,
203
+ * one instance for each ellipsoid
204
+ * </li>
205
+ * <li>
206
+ * Compute the "coverages per layer", containing the information
207
+ * about which parts of the respective imagery layer are covered
208
+ * by the mapped positions
209
+ * </li>
210
+ * <li>
211
+ * Compute the texture coordinate attributes for the imagery, one
212
+ * for each projection, and store them as the
213
+ * <code>_imageryTexCoordAttributesPerProjection</code>
214
+ * </li>
215
+ * <li>
216
+ * Update the imageries (i.e. processing their state machine by
217
+ * calling <code>Imagery.processStateMachine</code>) until they
218
+ * are in the <code>ImageryState.READY</code> state
219
+ * </li>
220
+ * </ul>
221
+ *
222
+ * @param {FrameState} frameState The frame state
223
+ */
224
+ update(frameState) {
225
+ //>>includeStart('debug', pragmas.debug);
226
+ Check.defined("frameState", frameState);
227
+ //>>includeEnd('debug');
228
+
229
+ // If the imagery layers have been modified since the last call
230
+ // to this function, then re-build everything
231
+ const model = this._model;
232
+ const content = model.content;
233
+ const tileset = content.tileset;
234
+ const modificationCounter = tileset.imageryLayersModificationCounter;
235
+ if (this._lastImageryLayersModificationCounter !== modificationCounter) {
236
+ delete this._mappedPositionsPerEllipsoid;
237
+ this._lastImageryLayersModificationCounter = modificationCounter;
238
+ }
239
+
240
+ if (this._mappedPositionsNeedUpdate) {
241
+ model.resetDrawCommands();
242
+ this._mappedPositionsPerEllipsoid =
243
+ this._computeMappedPositionsPerEllipsoid();
244
+ this._deleteCoveragesPerLayer();
245
+ this._destroyImageryTexCoordAttributes();
246
+ }
247
+
248
+ if (!defined(this._imageryTexCoordAttributesPerProjection)) {
249
+ this._imageryTexCoordAttributesPerProjection =
250
+ this._computeImageryTexCoordsAttributesPerProjection();
251
+ this._uploadImageryTexCoordAttributes(frameState.context);
252
+ }
253
+
254
+ if (!defined(this._coveragesPerLayer)) {
255
+ this._computeCoveragesPerLayer();
256
+ this._allImageriesReady = false;
257
+ }
258
+ if (!this._allImageriesReady) {
259
+ this._updateImageries(frameState);
260
+ }
261
+ }
262
+
263
+ /**
264
+ * Delete the <code>_coveragesPerLayer</code> if they are defined.
265
+ *
266
+ * This will call <code>deleteCoverages</code> for each set of coverages,
267
+ * and eventually delete the <code>_coveragesPerLayer</code>.
268
+ *
269
+ * This will cause the reference counters of the imageries to be
270
+ * decreased.
271
+ */
272
+ _deleteCoveragesPerLayer() {
273
+ const coveragesPerLayer = this._coveragesPerLayer;
274
+ if (!defined(coveragesPerLayer)) {
275
+ return;
276
+ }
277
+ const imageryLayers = this._currentImageryLayers;
278
+ const length = coveragesPerLayer.length;
279
+ for (let i = 0; i < length; i++) {
280
+ const imageryLayer = imageryLayers[i];
281
+ const coverages = coveragesPerLayer[i];
282
+ this._deleteCoverages(imageryLayer, coverages);
283
+ }
284
+ delete this._currentImageryLayers;
285
+ delete this._coveragesPerLayer;
286
+ }
287
+
288
+ /**
289
+ * Delete the given imagery coverage objects for the given imagery
290
+ * layer, meaning that it will cause the reference counters of the
291
+ * imageries to be decreased.
292
+ *
293
+ * If the imagery layer already has been destroyed, then nothing
294
+ * will be done.
295
+ *
296
+ * @param {ImageryLayer} imageryLayer The imagery layer
297
+ * @param {ImageryCoverage[]} coverages The coverages
298
+ */
299
+ _deleteCoverages(imageryLayer, coverages) {
300
+ if (imageryLayer.isDestroyed()) {
301
+ return;
302
+ }
303
+ const length = coverages.length;
304
+ for (let i = 0; i < length; i++) {
305
+ const coverage = coverages[i];
306
+ const imagery = coverage.imagery;
307
+ imagery.releaseReference();
308
+ }
309
+ }
310
+
311
+ /**
312
+ * Create the GPU buffers for the typed arrays that are contained
313
+ * in the <code>_imageryTexCoordAttributesPerProjection</code>
314
+ *
315
+ * @param {Context} context The GL context
316
+ */
317
+ _uploadImageryTexCoordAttributes(context) {
318
+ //>>includeStart('debug', pragmas.debug);
319
+ Check.defined("context", context);
320
+ //>>includeEnd('debug');
321
+
322
+ const attributes = this._imageryTexCoordAttributesPerProjection;
323
+ if (!defined(attributes)) {
324
+ return;
325
+ }
326
+ const n = attributes.length;
327
+ for (let i = 0; i < n; i++) {
328
+ const attribute = attributes[i];
329
+
330
+ // Allocate the GL resources for the new attribute
331
+ const imageryTexCoordBuffer = Buffer.createVertexBuffer({
332
+ context: context,
333
+ typedArray: attribute.typedArray,
334
+ usage: BufferUsage.STATIC_DRAW,
335
+ });
336
+
337
+ // TODO_DRAPING Review this. Probably, some cleanup
338
+ // has to happen somewhere else after setting this.
339
+ // Check that the call to "destroy" in
340
+ // _destroyImageryTexCoordAttributes is the right
341
+ // thing to do here.
342
+ imageryTexCoordBuffer.vertexArrayDestroyable = false;
343
+
344
+ attribute.buffer = imageryTexCoordBuffer;
345
+ }
346
+ }
347
+
348
+ /**
349
+ * Destroy the <code>_imageryTexCoordAttributesPerProjection</code>
350
+ * array.
351
+ *
352
+ * This is called for cleaning up the allocated GPU resources, before
353
+ * they are supposed to be re-computed with
354
+ * <code>_computeImageryTexCoordsAttributesPerProjection</code>
355
+ */
356
+ _destroyImageryTexCoordAttributes() {
357
+ const attributes = this._imageryTexCoordAttributesPerProjection;
358
+ if (!defined(attributes)) {
359
+ return;
360
+ }
361
+ const n = attributes.length;
362
+ for (let i = 0; i < n; i++) {
363
+ const attribute = attributes[i];
364
+ if (defined(attribute)) {
365
+ if (defined(attribute.buffer)) {
366
+ if (!attribute.buffer.isDestroyed()) {
367
+ attribute.buffer.destroy();
368
+ }
369
+ }
370
+ attributes[i] = undefined;
371
+ }
372
+ }
373
+ delete this._imageryTexCoordAttributesPerProjection;
374
+ }
375
+
376
+ /**
377
+ * Returns whether the <code>MappedPositions</code> have to be
378
+ * re-computed with <code>_computeMappedPositionsPerEllipsoid</code>.
379
+ *
380
+ * This is <code>true</code> when the positions have not yet been
381
+ * computed, or when the <code>modelMatrix</code> of the model
382
+ * changed since the previous call.
383
+ *
384
+ * @returns {boolean} Whether the mapped positions need an update
385
+ * @private
386
+ */
387
+ get _mappedPositionsNeedUpdate() {
388
+ if (!defined(this._mappedPositionsPerEllipsoid)) {
389
+ return true;
390
+ }
391
+ const model = this._model;
392
+ const lastModelMatrix = this._mappedPositionsModelMatrix;
393
+ if (!Matrix4.equals(model.modelMatrix, lastModelMatrix)) {
394
+ return true;
395
+ }
396
+ return false;
397
+ }
398
+
399
+ /**
400
+ * Computes the mapped positions of the primitive, one for each ellipsoid.
401
+ *
402
+ * This computes the <i>unique</i> ellipsoids that appear in the imagery
403
+ * layers of the model, and creates one <code>MappedPositions</code>
404
+ * object for each of them.
405
+ *
406
+ * The respective <code>MappedPositions</code> objects will contain
407
+ * the cartographic positions that are computed from the positions
408
+ * of the primitive. These will serve as the basis for computing the
409
+ * part of the imagery that is covered by the primitive.
410
+ *
411
+ * These mapped positions depend on the current <code>modelMatrix</code>
412
+ * of the model. So they have to be re-computed when the model matrix
413
+ * changes.
414
+ *
415
+ * @returns {MappedPositions[]} The mapped positions
416
+ * @private
417
+ */
418
+ _computeMappedPositionsPerEllipsoid() {
419
+ const model = this._model;
420
+ const runtimeNode = this._runtimeNode;
421
+ const runtimePrimitive = this._runtimePrimitive;
422
+
423
+ const primitivePositionAttribute =
424
+ ModelPrimitiveImagery._obtainPrimitivePositionAttribute(
425
+ runtimePrimitive.primitive,
426
+ );
427
+ const numPositions = primitivePositionAttribute.count;
428
+
429
+ const primitivePositionTransform =
430
+ ModelPrimitiveImagery._computePrimitivePositionTransform(
431
+ model,
432
+ runtimeNode,
433
+ undefined,
434
+ );
435
+
436
+ const mappedPositionsPerEllipsoid = [];
437
+ const ellipsoids = ModelPrimitiveImagery._computeUniqueEllipsoids(
438
+ model.imageryLayers,
439
+ );
440
+
441
+ const length = ellipsoids.length;
442
+ for (let i = 0; i < length; i++) {
443
+ const ellipsoid = ellipsoids[i];
444
+ const cartographicPositions =
445
+ ModelImageryMapping.createCartographicPositions(
446
+ primitivePositionAttribute,
447
+ primitivePositionTransform,
448
+ ellipsoid,
449
+ );
450
+ const cartographicBoundingRectangle =
451
+ ModelImageryMapping.computeCartographicBoundingRectangle(
452
+ cartographicPositions,
453
+ );
454
+
455
+ const mappedPositions = new MappedPositions(
456
+ cartographicPositions,
457
+ numPositions,
458
+ cartographicBoundingRectangle,
459
+ ellipsoid,
460
+ );
461
+ mappedPositionsPerEllipsoid.push(mappedPositions);
462
+ }
463
+ Matrix4.clone(model.modelMatrix, this._mappedPositionsModelMatrix);
464
+ return mappedPositionsPerEllipsoid;
465
+ }
466
+
467
+ /**
468
+ * Computes an array containing the <i>unique</i> ellipsoids that
469
+ * appear in the imagery layers of the given collection.
470
+ *
471
+ * @param {ImageryLayerCollection} imageryLayers
472
+ * @returns {Ellipsoid[]} The ellipsoids
473
+ * @private
474
+ */
475
+ static _computeUniqueEllipsoids(imageryLayers) {
476
+ //>>includeStart('debug', pragmas.debug);
477
+ Check.defined("imageryLayers", imageryLayers);
478
+ //>>includeEnd('debug');
479
+
480
+ const ellipsoidsSet = new Set();
481
+ const length = imageryLayers.length;
482
+ for (let i = 0; i < length; i++) {
483
+ const imageryLayer = imageryLayers.get(i);
484
+ const ellipsoid = ModelPrimitiveImagery._getEllipsoid(imageryLayer);
485
+ ellipsoidsSet.add(ellipsoid);
486
+ }
487
+ return [...ellipsoidsSet];
488
+ }
489
+
490
+ /**
491
+ * Computes one coordinate attribute for each unique projection
492
+ * that is used in the imagery layers.
493
+ *
494
+ * This is taking the mapped positions, projecting them with
495
+ * the respective projection, and creating a texture coordinate
496
+ * attribute that describes the texture coordinates of these
497
+ * positions, relative to the cartographic bounding rectangle
498
+ * of the mapped positions.
499
+ *
500
+ * @returns {ModelComponents.Attribute[]} The attributes
501
+ */
502
+ _computeImageryTexCoordsAttributesPerProjection() {
503
+ const model = this._model;
504
+ const imageryLayers = model.imageryLayers;
505
+
506
+ // Compute the arrays containing ALL projections and the array
507
+ // containing the UNIQUE projections from the imagery layers.
508
+ // Texture coordinate attributes only have to be created once
509
+ // for each projection.
510
+ const allProjections =
511
+ ModelPrimitiveImagery._extractProjections(imageryLayers);
512
+ const uniqueProjections = [...new Set(allProjections)];
513
+
514
+ // Create one texture coordinate attribute for each distinct
515
+ // projection that is used in the imagery layers
516
+ const attributes = this._createImageryTexCoordAttributes(uniqueProjections);
517
+ return attributes;
518
+ }
519
+
520
+ /**
521
+ * Computes an array containing the projections that are used in
522
+ * the given imagery layers.
523
+ *
524
+ * (Note that this array may contain duplicates)
525
+ *
526
+ * @param {ImageryLayerCollection} imageryLayers The imagery layers
527
+ * @returns {MapProjection[]} The projections
528
+ * @private
529
+ */
530
+ static _extractProjections(imageryLayers) {
531
+ //>>includeStart('debug', pragmas.debug);
532
+ Check.defined("imageryLayers", imageryLayers);
533
+ //>>includeEnd('debug');
534
+
535
+ const projections = [];
536
+ const length = imageryLayers.length;
537
+ for (let i = 0; i < length; i++) {
538
+ const imageryLayer = imageryLayers.get(i);
539
+ const projection = ModelPrimitiveImagery._getProjection(imageryLayer);
540
+ projections.push(projection);
541
+ }
542
+ return projections;
543
+ }
544
+
545
+ /**
546
+ * Returns the projection of the given imagery layer.
547
+ *
548
+ * This only exists to hide a train wreck
549
+ *
550
+ * @param {ImageryLayer} imageryLayer The imagery layer
551
+ * @returns {MapProjection} The projection
552
+ * @private
553
+ */
554
+ static _getProjection(imageryLayer) {
555
+ //>>includeStart('debug', pragmas.debug);
556
+ Check.defined("imageryLayer", imageryLayer);
557
+ //>>includeEnd('debug');
558
+ const projection = imageryLayer.imageryProvider.tilingScheme.projection;
559
+ return projection;
560
+ }
561
+
562
+ /**
563
+ * Create texture coordinates, one for each projection.
564
+ *
565
+ * This will create a texture coordinate attribute for each of the given projections,
566
+ * using <code>ModelImageryMapping.createTextureCoordinatesAttributeForMappedPositions</code>,
567
+ *
568
+ * (This means that the given projections should indeed be unique,
569
+ * i.e. contain no duplicates)
570
+ *
571
+ * @param {MapProjection[]} uniqueProjections The projections
572
+ * @returns {ModelComponents.Attribute[]} The attributes
573
+ */
574
+ _createImageryTexCoordAttributes(uniqueProjections) {
575
+ //>>includeStart('debug', pragmas.debug);
576
+ Check.defined("uniqueProjections", uniqueProjections);
577
+ //>>includeEnd('debug');
578
+
579
+ const imageryTexCoordAttributePerUniqueProjection = [];
580
+ const length = uniqueProjections.length;
581
+ for (let i = 0; i < length; i++) {
582
+ // Obtain the mapped positions for the ellipsoid that is used
583
+ // in the projection (i.e. the cartographic positions of the
584
+ // primitive, for the respective ellipsoid)
585
+ const projection = uniqueProjections[i];
586
+ const ellipsoid = projection.ellipsoid;
587
+ const mappedPositions = this.mappedPositionsForEllipsoid(ellipsoid);
588
+
589
+ // Create the actual attribute
590
+ const imageryTexCoordAttribute =
591
+ ModelImageryMapping.createTextureCoordinatesAttributeForMappedPositions(
592
+ mappedPositions,
593
+ projection,
594
+ );
595
+ imageryTexCoordAttributePerUniqueProjection.push(
596
+ imageryTexCoordAttribute,
597
+ );
598
+ }
599
+ return imageryTexCoordAttributePerUniqueProjection;
600
+ }
601
+
602
+ /**
603
+ * Compute the coverage information for the primitive, based on the
604
+ * imagery layers that are associated with the model.
605
+ *
606
+ * This updates the <code>_coveragesPerLayer[layerIndex]</code>, which
607
+ * is an array that contains the <code>ImageryCoverage</code> objects that
608
+ * describe the imagery tiles that are covered by the primitive, including
609
+ * their texture coordinate rectangle.
610
+ *
611
+ * This has to be called after the mapped positions for the primitive
612
+ * have been computed with <code>_computeMappedPositionsPerEllipsoid</code>.
613
+ *
614
+ * @private
615
+ */
616
+ _computeCoveragesPerLayer() {
617
+ const coveragesPerLayer = [];
618
+ const currentImageryLayers = [];
619
+
620
+ const model = this._model;
621
+ const imageryLayers = model.imageryLayers;
622
+ const length = imageryLayers.length;
623
+ for (let i = 0; i < length; i++) {
624
+ const imageryLayer = imageryLayers.get(i);
625
+ const coverages = this._computeCoverage(imageryLayer);
626
+ coveragesPerLayer.push(coverages);
627
+ currentImageryLayers.push(imageryLayer);
628
+ }
629
+
630
+ this._coveragesPerLayer = coveragesPerLayer;
631
+ this._currentImageryLayers = currentImageryLayers;
632
+ }
633
+
634
+ /**
635
+ * Compute the coverage information for the primitive, based on the
636
+ * given imagery layer.
637
+ *
638
+ * This returns an array that contains the <code>ImageryCoverage</code>
639
+ * objects that describe the imagery tiles that are covered by the
640
+ * primitive, including their texture coordinate rectangle.
641
+ *
642
+ * This has to be called after the mapped positions for the primitive
643
+ * have been computed with <code>_computeMappedPositionsPerEllipsoid</code>.
644
+ *
645
+ * @param {ImageryLayer} imageryLayer The imagery layer
646
+ * @returns {ImageryCoverage[]} The coverage information
647
+ * @private
648
+ */
649
+ _computeCoverage(imageryLayer) {
650
+ const mappedPositions = this.mappedPositionsForImageryLayer(imageryLayer);
651
+ const cartographicBoundingRectangle =
652
+ mappedPositions.cartographicBoundingRectangle;
653
+
654
+ const imageryLevel = this._computeImageryLevel(
655
+ imageryLayer,
656
+ cartographicBoundingRectangle,
657
+ );
658
+
659
+ const coverages = ImageryCoverage.createImageryCoverages(
660
+ cartographicBoundingRectangle,
661
+ imageryLayer,
662
+ imageryLevel,
663
+ );
664
+ return coverages;
665
+ }
666
+
667
+ /**
668
+ * Compute a <code>level</code> for accessing the imagery from the given
669
+ * imagery layer that is suitable for a primitive with the given bounding
670
+ * rectangle.
671
+ *
672
+ * @param {ImageryLayer} imageryLayer The imagery layer
673
+ * @param {Rectangle} cartographicBoundingRectangle The cartographic
674
+ * bounding rectangle, as obtained from the MappedPositions for
675
+ * the given imagery layer
676
+ * @returns {number} The imagery level
677
+ */
678
+ _computeImageryLevel(imageryLayer, cartographicBoundingRectangle) {
679
+ const imageryProvider = imageryLayer.imageryProvider;
680
+ const tilingScheme = imageryProvider.tilingScheme;
681
+ const rectangle = tilingScheme.rectangle;
682
+
683
+ // The number of tiles covered by the boundingRectangle (b)
684
+ // for a certain level, based on the tiling scheme rectangle (r) is
685
+ // numberOfTilesCovered = b / (r / 2^level)
686
+ // Solving for "level" yields
687
+ // level = log2( numberOfTilesCovered * r / b)
688
+
689
+ // The goal here is to drape approximately (!) one imagery
690
+ // tile on each primitive. In practice, it may be more
691
+ // (up to 9 in theory)
692
+ const desiredNumberOfTilesCovered = 1;
693
+
694
+ // Perform the computation of the desired level, based on the
695
+ // number of tiles that should be covered (by whatever is
696
+ // larger, the width or the height)
697
+ let boundingRectangleSize = cartographicBoundingRectangle.width;
698
+ let rectangleSize = rectangle.width;
699
+ if (
700
+ cartographicBoundingRectangle.height > cartographicBoundingRectangle.width
701
+ ) {
702
+ boundingRectangleSize = cartographicBoundingRectangle.height;
703
+ rectangleSize = rectangle.height;
704
+ }
705
+ const desiredLevel = Math.log2(
706
+ (desiredNumberOfTilesCovered * rectangleSize) / boundingRectangleSize,
707
+ );
708
+
709
+ // Clamp the level to a valid range, and an integer value
710
+ const imageryLevel = ImageryCoverage._clampImageryLevel(
711
+ imageryProvider,
712
+ desiredLevel,
713
+ );
714
+ return imageryLevel;
715
+ }
716
+
717
+ /**
718
+ * Update all <code>Imagery</code> objects.
719
+ *
720
+ * This is called as part of <code>update</code>, until all required
721
+ * imagery tiles are "ready", as indicated by their <code>state</code>
722
+ * being <code>ImageryState.READY</code>.
723
+ *
724
+ * This is called after it has been determined which imagery tiles are
725
+ * covered by the primitive (i.e. after the <code>_coveragesPerLayer</code>
726
+ * have been computed by calling <code>_computeCoverages</code>).
727
+ *
728
+ * For each covered imagery tile, this will call
729
+ * <code>Imagery.processStateMachine</code> until they are either
730
+ * READY, FAILED, or INVALID.
731
+ *
732
+ * Once they all are in one of these final states, it will set the
733
+ * <code>_allImageriesReady</code> flag to <code>true</code>.
734
+ *
735
+ * @param {FrameState} frameState The frame state, to be passed to
736
+ * <code>imagery.processStateMachine</code>
737
+ * @private
738
+ */
739
+ _updateImageries(frameState) {
740
+ const model = this._model;
741
+ const coveragesPerLayer = this._coveragesPerLayer;
742
+ const length = coveragesPerLayer.length;
743
+ let allImageriesReady = true;
744
+ for (let i = 0; i < length; i++) {
745
+ const coverages = coveragesPerLayer[i];
746
+ const n = coverages.length;
747
+ for (let j = 0; j < n; j++) {
748
+ const coverage = coverages[j];
749
+ const imagery = coverage.imagery;
750
+
751
+ // In the context of loading the imagery for draping
752
+ // it over the primitive, the imagery counts as "ready"
753
+ // when it is really ready, but also when it failed
754
+ // or was invalid (otherwise, the primitive would
755
+ // never turn "ready"
756
+ const countsAsReady =
757
+ imagery.state === ImageryState.READY ||
758
+ imagery.state === ImageryState.FAILED ||
759
+ imagery.state === ImageryState.INVALID;
760
+ if (!countsAsReady) {
761
+ allImageriesReady = false;
762
+ imagery.processStateMachine(frameState, false, false);
763
+ }
764
+ }
765
+ }
766
+
767
+ // When the imageries turned ready, reset the draw commands
768
+ // to trigger a rendering with the updated draw commands
769
+ // that include the imagery now.
770
+ if (allImageriesReady) {
771
+ model.resetDrawCommands();
772
+ }
773
+ this._allImageriesReady = allImageriesReady;
774
+ }
775
+
776
+ /**
777
+ * Returns the <code>MappedPositions</code> object that contains
778
+ * information about the primitive positions that have been computed
779
+ * for the given imagery layer.
780
+ *
781
+ * This assumes that <code>_computeMappedPositionsPerEllipsoid</code> has
782
+ * already been called.
783
+ *
784
+ * @param {ImageryLayer} imageryLayer The imageryLayer
785
+ * @returns {MappedPositions} The mapped positions
786
+ * @throws {DeveloperError} If the mapped positions for the
787
+ * ellipsoid could not be found.
788
+ */
789
+ mappedPositionsForImageryLayer(imageryLayer) {
790
+ const ellipsoid = ModelPrimitiveImagery._getEllipsoid(imageryLayer);
791
+ return this.mappedPositionsForEllipsoid(ellipsoid);
792
+ }
793
+
794
+ /**
795
+ * Returns the <code>MappedPositions</code> object that contains
796
+ * information about the primitive positions that have been computed
797
+ * from the given ellipsoid.
798
+ *
799
+ * This assumes that <code>_computeMappedPositions</code> has
800
+ * already been called.
801
+ *
802
+ * @param {Ellipsoid} ellipsoid The ellipsoid
803
+ * @returns {MappedPositions} The mapped positions
804
+ * @throws {DeveloperError} If the mapped positions for the
805
+ * given ellipsoid could not be found.
806
+ */
807
+ mappedPositionsForEllipsoid(ellipsoid) {
808
+ const mappedPositionsPerEllipsoid = this._mappedPositionsPerEllipsoid;
809
+ if (!defined(mappedPositionsPerEllipsoid)) {
810
+ throw new DeveloperError(
811
+ `The mappedPositions have not been computed yet`,
812
+ );
813
+ }
814
+
815
+ const length = mappedPositionsPerEllipsoid.length;
816
+ for (let i = 0; i < length; i++) {
817
+ const mappedPositions = mappedPositionsPerEllipsoid[i];
818
+ if (mappedPositions.ellipsoid === ellipsoid) {
819
+ return mappedPositions;
820
+ }
821
+ }
822
+ throw new DeveloperError(
823
+ `Could not find mapped positions for ellipsoid ${ellipsoid}`,
824
+ );
825
+ }
826
+
827
+ /**
828
+ * Returns the texture coordinate attributes for the primitive that
829
+ * are used for draping the imagery.
830
+ *
831
+ * This will be available when this object is <code>ready</code>, and
832
+ * will contain one attribute for each unique projection that appears
833
+ * in the imagery layers.
834
+ *
835
+ * @returns {ModelComponents.Attribute[]} The attributes
836
+ */
837
+ imageryTexCoordAttributesPerProjection() {
838
+ const imageryTexCoordAttributesPerProjection =
839
+ this._imageryTexCoordAttributesPerProjection;
840
+ if (!defined(imageryTexCoordAttributesPerProjection)) {
841
+ throw new DeveloperError(
842
+ `The imagery texture coordinate attributes have not been computed yet`,
843
+ );
844
+ }
845
+ return this._imageryTexCoordAttributesPerProjection;
846
+ }
847
+
848
+ /**
849
+ * Returns whether the draping computations are "ready".
850
+ *
851
+ * This means that the <code>coveragesPerLayer</code> information
852
+ * has been computed, which describes the set of imagery tiles
853
+ * that are covered by the primitive, <b>and</b> that all the
854
+ * covered imagery tiles are in a state that counts as "ready"
855
+ * (i.e. <code>ImageryState.READY</code>, <code>FAILED</code>,
856
+ * or <code>INVALID</code>).
857
+ *
858
+ * @returns {boolean} Whether the draping computations are ready
859
+ */
860
+ get ready() {
861
+ const coveragesPerLayer = this._coveragesPerLayer;
862
+ if (!defined(coveragesPerLayer)) {
863
+ return false;
864
+ }
865
+ return this._allImageriesReady;
866
+ }
867
+
868
+ /**
869
+ * Returns whether this object was destroyed.
870
+ *
871
+ * If this object was destroyed, calling any function other than
872
+ * <code>isDestroyed</code> will result in a {@link DeveloperError}.
873
+ *
874
+ * @returns {boolean} Whether this object was destroyed
875
+ */
876
+ isDestroyed() {
877
+ return false;
878
+ }
879
+
880
+ /**
881
+ * Destroys this object and all its resources.
882
+ */
883
+ destroy() {
884
+ if (this.isDestroyed()) {
885
+ return;
886
+ }
887
+ this._deleteCoveragesPerLayer();
888
+ this._destroyImageryTexCoordAttributes();
889
+ return destroyObject(this);
890
+ }
891
+
892
+ /**
893
+ * Compute the transform that apparently has to be applied to
894
+ * the positions attribute of a primitive, to compute the
895
+ * actual, final positions in ECEF coordinates.
896
+ *
897
+ * This is based on the computation of the bounding
898
+ * sphere that is done at the end of buildDrawCommands
899
+ *
900
+ * @param {Model} model The model
901
+ * @param {ModelComponents.Node} runtimeNode The runtime node
902
+ * that the primitive is attached to
903
+ * @param {Matrix4} [result] The result
904
+ * @returns {Matrix4} The result
905
+ * @private
906
+ */
907
+ static _computePrimitivePositionTransform(model, runtimeNode, result) {
908
+ //>>includeStart('debug', pragmas.debug);
909
+ Check.defined("model", model);
910
+ Check.defined("runtimeNode", runtimeNode);
911
+ //>>includeEnd('debug');
912
+
913
+ if (!defined(result)) {
914
+ result = new Matrix4();
915
+ }
916
+
917
+ const modelSceneGraph = model.sceneGraph;
918
+
919
+ Matrix4.clone(Matrix4.IDENTITY, result);
920
+ Matrix4.multiply(result, model.modelMatrix, result);
921
+ Matrix4.multiply(result, modelSceneGraph.components.transform, result);
922
+ Matrix4.multiply(result, modelSceneGraph.axisCorrectionMatrix, result);
923
+ Matrix4.multiply(result, runtimeNode.computedTransform, result);
924
+ return result;
925
+ }
926
+
927
+ /**
928
+ * Returns the <code>"POSITION"</code> attribute from the given primitive.
929
+ *
930
+ * The <code>"POSITION"</code> attribute is required. If it is not
931
+ * defined for the given primitive, then a <code>DeveloperError</code>
932
+ * is thrown.
933
+ *
934
+ * @param {ModelComponents.Primitive} primitive The primitive
935
+ * @returns {ModelComponents.Attribute} The position attribute
936
+ * @throws {DeveloperError} If there is no position attribute
937
+ * @private
938
+ */
939
+ static _obtainPrimitivePositionAttribute(primitive) {
940
+ //>>includeStart('debug', pragmas.debug);
941
+ Check.defined("primitive", primitive);
942
+ //>>includeEnd('debug');
943
+
944
+ const primitivePositionAttribute = ModelUtility.getAttributeBySemantic(
945
+ primitive,
946
+ "POSITION",
947
+ );
948
+ if (!defined(primitivePositionAttribute)) {
949
+ throw new DeveloperError(
950
+ "The primitive does not have a POSITION attribute",
951
+ );
952
+ }
953
+ return primitivePositionAttribute;
954
+ }
955
+
956
+ /**
957
+ * Returns the ellipsoid of the given imagery layer.
958
+ *
959
+ * This only exists to hide a train wreck
960
+ *
961
+ * @param {ImageryLayer} imageryLayer The imagery layer
962
+ * @returns {Ellipsoid} The ellipsoid
963
+ * @private
964
+ */
965
+ static _getEllipsoid(imageryLayer) {
966
+ const ellipsoid =
967
+ imageryLayer.imageryProvider.tilingScheme.projection.ellipsoid;
968
+ return ellipsoid;
969
+ }
970
+ }
971
+
972
+ export default ModelPrimitiveImagery;