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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  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
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  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
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  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
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  2077. package/Source/Workers/gaussianSplatTextureGenerator.js +39 -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 +1,1950 @@
1
+ import BoundingSphere from "../Core/BoundingSphere.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 combine from "../Core/combine.js";
8
+ import ComponentDatatype from "../Core/ComponentDatatype.js";
9
+ import Frozen from "../Core/Frozen.js";
10
+ import defined from "../Core/defined.js";
11
+ import destroyObject from "../Core/destroyObject.js";
12
+ import DeveloperError from "../Core/DeveloperError.js";
13
+ import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
14
+ import FeatureDetection from "../Core/FeatureDetection.js";
15
+ import IndexDatatype from "../Core/IndexDatatype.js";
16
+ import Intersect from "../Core/Intersect.js";
17
+ import CesiumMath from "../Core/Math.js";
18
+ import Matrix4 from "../Core/Matrix4.js";
19
+ import Plane from "../Core/Plane.js";
20
+ import RuntimeError from "../Core/RuntimeError.js";
21
+ import Buffer from "../Renderer/Buffer.js";
22
+ import BufferUsage from "../Renderer/BufferUsage.js";
23
+ import ContextLimits from "../Renderer/ContextLimits.js";
24
+ import DrawCommand from "../Renderer/DrawCommand.js";
25
+ import Pass from "../Renderer/Pass.js";
26
+ import RenderState from "../Renderer/RenderState.js";
27
+ import ShaderProgram from "../Renderer/ShaderProgram.js";
28
+ import ShaderSource from "../Renderer/ShaderSource.js";
29
+ import Texture from "../Renderer/Texture.js";
30
+ import VertexArray from "../Renderer/VertexArray.js";
31
+ import PolylineCommon from "../Shaders/PolylineCommon.js";
32
+ import PolylineFS from "../Shaders/PolylineFS.js";
33
+ import PolylineVS from "../Shaders/PolylineVS.js";
34
+ import BatchTable from "./BatchTable.js";
35
+ import BlendingState from "./BlendingState.js";
36
+ import Material from "./Material.js";
37
+ import Polyline from "./Polyline.js";
38
+ import SceneMode from "./SceneMode.js";
39
+
40
+ const SHOW_INDEX = Polyline.SHOW_INDEX;
41
+ const WIDTH_INDEX = Polyline.WIDTH_INDEX;
42
+ const POSITION_INDEX = Polyline.POSITION_INDEX;
43
+ const MATERIAL_INDEX = Polyline.MATERIAL_INDEX;
44
+ //POSITION_SIZE_INDEX is needed for when the polyline's position array changes size.
45
+ //When it does, we need to recreate the indicesBuffer.
46
+ const POSITION_SIZE_INDEX = Polyline.POSITION_SIZE_INDEX;
47
+ const DISTANCE_DISPLAY_CONDITION = Polyline.DISTANCE_DISPLAY_CONDITION;
48
+ const NUMBER_OF_PROPERTIES = Polyline.NUMBER_OF_PROPERTIES;
49
+
50
+ const attributeLocations = {
51
+ texCoordExpandAndBatchIndex: 0,
52
+ position3DHigh: 1,
53
+ position3DLow: 2,
54
+ position2DHigh: 3,
55
+ position2DLow: 4,
56
+ prevPosition3DHigh: 5,
57
+ prevPosition3DLow: 6,
58
+ prevPosition2DHigh: 7,
59
+ prevPosition2DLow: 8,
60
+ nextPosition3DHigh: 9,
61
+ nextPosition3DLow: 10,
62
+ nextPosition2DHigh: 11,
63
+ nextPosition2DLow: 12,
64
+ };
65
+
66
+ /**
67
+ * A renderable collection of polylines.
68
+ * <br /><br />
69
+ * <div align="center">
70
+ * <img src="Images/Polyline.png" width="400" height="300" /><br />
71
+ * Example polylines
72
+ * </div>
73
+ * <br /><br />
74
+ * Polylines are added and removed from the collection using {@link PolylineCollection#add}
75
+ * and {@link PolylineCollection#remove}.
76
+ *
77
+ * @alias PolylineCollection
78
+ * @constructor
79
+ *
80
+ * @param {object} [options] Object with the following properties:
81
+ * @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms each polyline from model to world coordinates.
82
+ * @param {boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
83
+ * @param {boolean} [options.show=true] Determines if the polylines in the collection will be shown.
84
+ *
85
+ * @performance For best performance, prefer a few collections, each with many polylines, to
86
+ * many collections with only a few polylines each. Organize collections so that polylines
87
+ * with the same update frequency are in the same collection, i.e., polylines that do not
88
+ * change should be in one collection; polylines that change every frame should be in another
89
+ * collection; and so on.
90
+ *
91
+ * @see PolylineCollection#add
92
+ * @see PolylineCollection#remove
93
+ * @see Polyline
94
+ * @see LabelCollection
95
+ *
96
+ * @example
97
+ * // Create a polyline collection with two polylines
98
+ * const polylines = new Cesium.PolylineCollection();
99
+ * polylines.add({
100
+ * positions : Cesium.Cartesian3.fromDegreesArray([
101
+ * -75.10, 39.57,
102
+ * -77.02, 38.53,
103
+ * -80.50, 35.14,
104
+ * -80.12, 25.46]),
105
+ * width : 2
106
+ * });
107
+ *
108
+ * polylines.add({
109
+ * positions : Cesium.Cartesian3.fromDegreesArray([
110
+ * -73.10, 37.57,
111
+ * -75.02, 36.53,
112
+ * -78.50, 33.14,
113
+ * -78.12, 23.46]),
114
+ * width : 4
115
+ * });
116
+ */
117
+ function PolylineCollection(options) {
118
+ options = options ?? Frozen.EMPTY_OBJECT;
119
+
120
+ /**
121
+ * Determines if polylines in this collection will be shown.
122
+ *
123
+ * @type {boolean}
124
+ * @default true
125
+ */
126
+ this.show = options.show ?? true;
127
+
128
+ /**
129
+ * The 4x4 transformation matrix that transforms each polyline in this collection from model to world coordinates.
130
+ * When this is the identity matrix, the polylines are drawn in world coordinates, i.e., Earth's WGS84 coordinates.
131
+ * Local reference frames can be used by providing a different transformation matrix, like that returned
132
+ * by {@link Transforms.eastNorthUpToFixedFrame}.
133
+ *
134
+ * @type {Matrix4}
135
+ * @default {@link Matrix4.IDENTITY}
136
+ */
137
+ this.modelMatrix = Matrix4.clone(options.modelMatrix ?? Matrix4.IDENTITY);
138
+ this._modelMatrix = Matrix4.clone(Matrix4.IDENTITY);
139
+
140
+ /**
141
+ * This property is for debugging only; it is not for production use nor is it optimized.
142
+ * <p>
143
+ * Draws the bounding sphere for each draw command in the primitive.
144
+ * </p>
145
+ *
146
+ * @type {boolean}
147
+ *
148
+ * @default false
149
+ */
150
+ this.debugShowBoundingVolume = options.debugShowBoundingVolume ?? false;
151
+
152
+ this._opaqueRS = undefined;
153
+ this._translucentRS = undefined;
154
+
155
+ this._colorCommands = [];
156
+
157
+ this._polylinesUpdated = false;
158
+ this._polylinesRemoved = false;
159
+ this._createVertexArray = false;
160
+ this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES);
161
+ this._polylines = [];
162
+ this._polylineBuckets = {};
163
+
164
+ // The buffer usage is determined based on the usage of the attribute over time.
165
+ this._positionBufferUsage = {
166
+ bufferUsage: BufferUsage.STATIC_DRAW,
167
+ frameCount: 0,
168
+ };
169
+
170
+ this._mode = undefined;
171
+
172
+ this._polylinesToUpdate = [];
173
+ this._vertexArrays = [];
174
+ this._positionBuffer = undefined;
175
+ this._texCoordExpandAndBatchIndexBuffer = undefined;
176
+
177
+ this._batchTable = undefined;
178
+ this._createBatchTable = false;
179
+
180
+ // Only used by Vector3DTilePoints
181
+ this._useHighlightColor = false;
182
+ this._highlightColor = Color.clone(Color.WHITE);
183
+
184
+ const that = this;
185
+ this._uniformMap = {
186
+ u_highlightColor: function () {
187
+ return that._highlightColor;
188
+ },
189
+ };
190
+ }
191
+
192
+ Object.defineProperties(PolylineCollection.prototype, {
193
+ /**
194
+ * Returns the number of polylines in this collection. This is commonly used with
195
+ * {@link PolylineCollection#get} to iterate over all the polylines
196
+ * in the collection.
197
+ * @memberof PolylineCollection.prototype
198
+ * @type {number}
199
+ */
200
+ length: {
201
+ get: function () {
202
+ removePolylines(this);
203
+ return this._polylines.length;
204
+ },
205
+ },
206
+ });
207
+
208
+ /**
209
+ * Creates and adds a polyline with the specified initial properties to the collection.
210
+ * The added polyline is returned so it can be modified or removed from the collection later.
211
+ *
212
+ * @param {object}[options] A template describing the polyline's properties as shown in Example 1.
213
+ * @returns {Polyline} The polyline that was added to the collection.
214
+ *
215
+ * @performance After calling <code>add</code>, {@link PolylineCollection#update} is called and
216
+ * the collection's vertex buffer is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead.
217
+ * For best performance, add as many polylines as possible before calling <code>update</code>.
218
+ *
219
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
220
+ *
221
+ *
222
+ * @example
223
+ * // Example 1: Add a polyline, specifying all the default values.
224
+ * const p = polylines.add({
225
+ * show : true,
226
+ * positions : ellipsoid.cartographicArrayToCartesianArray([
227
+ Cesium.Cartographic.fromDegrees(-75.10, 39.57),
228
+ Cesium.Cartographic.fromDegrees(-77.02, 38.53)]),
229
+ * width : 1
230
+ * });
231
+ *
232
+ * @see PolylineCollection#remove
233
+ * @see PolylineCollection#removeAll
234
+ * @see PolylineCollection#update
235
+ */
236
+ PolylineCollection.prototype.add = function (options) {
237
+ const p = new Polyline(options, this);
238
+ p._index = this._polylines.length;
239
+ this._polylines.push(p);
240
+ this._createVertexArray = true;
241
+ this._createBatchTable = true;
242
+ return p;
243
+ };
244
+
245
+ /**
246
+ * Removes a polyline from the collection.
247
+ *
248
+ * @param {Polyline} polyline The polyline to remove.
249
+ * @returns {boolean} <code>true</code> if the polyline was removed; <code>false</code> if the polyline was not found in the collection.
250
+ *
251
+ * @performance After calling <code>remove</code>, {@link PolylineCollection#update} is called and
252
+ * the collection's vertex buffer is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead.
253
+ * For best performance, remove as many polylines as possible before calling <code>update</code>.
254
+ * If you intend to temporarily hide a polyline, it is usually more efficient to call
255
+ * {@link Polyline#show} instead of removing and re-adding the polyline.
256
+ *
257
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
258
+ *
259
+ *
260
+ * @example
261
+ * const p = polylines.add(...);
262
+ * polylines.remove(p); // Returns true
263
+ *
264
+ * @see PolylineCollection#add
265
+ * @see PolylineCollection#removeAll
266
+ * @see PolylineCollection#update
267
+ * @see Polyline#show
268
+ */
269
+ PolylineCollection.prototype.remove = function (polyline) {
270
+ if (this.contains(polyline)) {
271
+ this._polylinesRemoved = true;
272
+ this._createVertexArray = true;
273
+ this._createBatchTable = true;
274
+ if (defined(polyline._bucket)) {
275
+ const bucket = polyline._bucket;
276
+ bucket.shaderProgram =
277
+ bucket.shaderProgram && bucket.shaderProgram.destroy();
278
+ }
279
+ polyline._destroy();
280
+ return true;
281
+ }
282
+
283
+ return false;
284
+ };
285
+
286
+ /**
287
+ * Removes all polylines from the collection.
288
+ *
289
+ * @performance <code>O(n)</code>. It is more efficient to remove all the polylines
290
+ * from a collection and then add new ones than to create a new collection entirely.
291
+ *
292
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
293
+ *
294
+ *
295
+ * @example
296
+ * polylines.add(...);
297
+ * polylines.add(...);
298
+ * polylines.removeAll();
299
+ *
300
+ * @see PolylineCollection#add
301
+ * @see PolylineCollection#remove
302
+ * @see PolylineCollection#update
303
+ */
304
+ PolylineCollection.prototype.removeAll = function () {
305
+ releaseShaders(this);
306
+ destroyPolylines(this);
307
+ this._polylineBuckets = {};
308
+ this._polylinesRemoved = false;
309
+ this._polylines.length = 0;
310
+ this._polylinesToUpdate.length = 0;
311
+ this._createVertexArray = true;
312
+ };
313
+
314
+ /**
315
+ * Determines if this collection contains the specified polyline.
316
+ *
317
+ * @param {Polyline} polyline The polyline to check for.
318
+ * @returns {boolean} true if this collection contains the polyline, false otherwise.
319
+ *
320
+ * @see PolylineCollection#get
321
+ */
322
+ PolylineCollection.prototype.contains = function (polyline) {
323
+ return defined(polyline) && polyline._polylineCollection === this;
324
+ };
325
+
326
+ /**
327
+ * Returns the polyline in the collection at the specified index. Indices are zero-based
328
+ * and increase as polylines are added. Removing a polyline shifts all polylines after
329
+ * it to the left, changing their indices. This function is commonly used with
330
+ * {@link PolylineCollection#length} to iterate over all the polylines
331
+ * in the collection.
332
+ *
333
+ * @param {number} index The zero-based index of the polyline.
334
+ * @returns {Polyline} The polyline at the specified index.
335
+ *
336
+ * @performance If polylines were removed from the collection and
337
+ * {@link PolylineCollection#update} was not called, an implicit <code>O(n)</code>
338
+ * operation is performed.
339
+ *
340
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
341
+ *
342
+ * @example
343
+ * // Toggle the show property of every polyline in the collection
344
+ * const len = polylines.length;
345
+ * for (let i = 0; i < len; ++i) {
346
+ * const p = polylines.get(i);
347
+ * p.show = !p.show;
348
+ * }
349
+ *
350
+ * @see PolylineCollection#length
351
+ */
352
+ PolylineCollection.prototype.get = function (index) {
353
+ //>>includeStart('debug', pragmas.debug);
354
+ if (!defined(index)) {
355
+ throw new DeveloperError("index is required.");
356
+ }
357
+ //>>includeEnd('debug');
358
+
359
+ removePolylines(this);
360
+ return this._polylines[index];
361
+ };
362
+
363
+ function createBatchTable(collection, context) {
364
+ if (defined(collection._batchTable)) {
365
+ collection._batchTable.destroy();
366
+ }
367
+
368
+ const attributes = [
369
+ {
370
+ functionName: "batchTable_getWidthAndShow",
371
+ componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
372
+ componentsPerAttribute: 2,
373
+ },
374
+ {
375
+ functionName: "batchTable_getPickColor",
376
+ componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
377
+ componentsPerAttribute: 4,
378
+ normalize: true,
379
+ },
380
+ {
381
+ functionName: "batchTable_getCenterHigh",
382
+ componentDatatype: ComponentDatatype.FLOAT,
383
+ componentsPerAttribute: 3,
384
+ },
385
+ {
386
+ functionName: "batchTable_getCenterLowAndRadius",
387
+ componentDatatype: ComponentDatatype.FLOAT,
388
+ componentsPerAttribute: 4,
389
+ },
390
+ {
391
+ functionName: "batchTable_getDistanceDisplayCondition",
392
+ componentDatatype: ComponentDatatype.FLOAT,
393
+ componentsPerAttribute: 2,
394
+ },
395
+ ];
396
+
397
+ collection._batchTable = new BatchTable(
398
+ context,
399
+ attributes,
400
+ collection._polylines.length,
401
+ );
402
+ }
403
+
404
+ const scratchUpdatePolylineEncodedCartesian = new EncodedCartesian3();
405
+ const scratchUpdatePolylineCartesian4 = new Cartesian4();
406
+ const scratchNearFarCartesian2 = new Cartesian2();
407
+
408
+ /**
409
+ * Called when {@link Viewer} or {@link CesiumWidget} render the scene to
410
+ * get the draw commands needed to render this primitive.
411
+ * <p>
412
+ * Do not call this function directly. This is documented just to
413
+ * list the exceptions that may be propagated when the scene is rendered:
414
+ * </p>
415
+ *
416
+ * @exception {RuntimeError} Vertex texture fetch support is required to render primitives with per-instance attributes. The maximum number of vertex texture image units must be greater than zero.
417
+ */
418
+ PolylineCollection.prototype.update = function (frameState) {
419
+ removePolylines(this);
420
+
421
+ if (this._polylines.length === 0 || !this.show) {
422
+ return;
423
+ }
424
+
425
+ updateMode(this, frameState);
426
+
427
+ const context = frameState.context;
428
+ const projection = frameState.mapProjection;
429
+ let polyline;
430
+ let properties = this._propertiesChanged;
431
+
432
+ if (this._createBatchTable) {
433
+ if (ContextLimits.maximumVertexTextureImageUnits === 0) {
434
+ throw new RuntimeError(
435
+ "Vertex texture fetch support is required to render polylines. The maximum number of vertex texture image units must be greater than zero.",
436
+ );
437
+ }
438
+ createBatchTable(this, context);
439
+ this._createBatchTable = false;
440
+ }
441
+
442
+ if (this._createVertexArray || computeNewBuffersUsage(this)) {
443
+ createVertexArrays(this, context, projection);
444
+ } else if (this._polylinesUpdated) {
445
+ // Polylines were modified, but no polylines were added or removed.
446
+ const polylinesToUpdate = this._polylinesToUpdate;
447
+ if (this._mode !== SceneMode.SCENE3D) {
448
+ const updateLength = polylinesToUpdate.length;
449
+ for (let i = 0; i < updateLength; ++i) {
450
+ polyline = polylinesToUpdate[i];
451
+ polyline.update();
452
+ }
453
+ }
454
+
455
+ // if a polyline's positions size changes, we need to recreate the vertex arrays and vertex buffers because the indices will be different.
456
+ // if a polyline's material changes, we need to recreate the VAOs and VBOs because they will be batched differently.
457
+ if (properties[POSITION_SIZE_INDEX] || properties[MATERIAL_INDEX]) {
458
+ createVertexArrays(this, context, projection);
459
+ } else {
460
+ const length = polylinesToUpdate.length;
461
+ const polylineBuckets = this._polylineBuckets;
462
+ for (let ii = 0; ii < length; ++ii) {
463
+ polyline = polylinesToUpdate[ii];
464
+ properties = polyline._propertiesChanged;
465
+ const bucket = polyline._bucket;
466
+ let index = 0;
467
+ for (const x in polylineBuckets) {
468
+ if (polylineBuckets.hasOwnProperty(x)) {
469
+ if (polylineBuckets[x] === bucket) {
470
+ if (properties[POSITION_INDEX]) {
471
+ bucket.writeUpdate(
472
+ index,
473
+ polyline,
474
+ this._positionBuffer,
475
+ projection,
476
+ );
477
+ }
478
+ break;
479
+ }
480
+ index += polylineBuckets[x].lengthOfPositions;
481
+ }
482
+ }
483
+
484
+ if (properties[SHOW_INDEX] || properties[WIDTH_INDEX]) {
485
+ this._batchTable.setBatchedAttribute(
486
+ polyline._index,
487
+ 0,
488
+ new Cartesian2(polyline._width, polyline._show),
489
+ );
490
+ }
491
+
492
+ if (this._batchTable.attributes.length > 2) {
493
+ if (properties[POSITION_INDEX] || properties[POSITION_SIZE_INDEX]) {
494
+ const boundingSphere =
495
+ frameState.mode === SceneMode.SCENE2D
496
+ ? polyline._boundingVolume2D
497
+ : polyline._boundingVolumeWC;
498
+ const encodedCenter = EncodedCartesian3.fromCartesian(
499
+ boundingSphere.center,
500
+ scratchUpdatePolylineEncodedCartesian,
501
+ );
502
+ const low = Cartesian4.fromElements(
503
+ encodedCenter.low.x,
504
+ encodedCenter.low.y,
505
+ encodedCenter.low.z,
506
+ boundingSphere.radius,
507
+ scratchUpdatePolylineCartesian4,
508
+ );
509
+ this._batchTable.setBatchedAttribute(
510
+ polyline._index,
511
+ 2,
512
+ encodedCenter.high,
513
+ );
514
+ this._batchTable.setBatchedAttribute(polyline._index, 3, low);
515
+ }
516
+
517
+ if (properties[DISTANCE_DISPLAY_CONDITION]) {
518
+ const nearFarCartesian = scratchNearFarCartesian2;
519
+ nearFarCartesian.x = 0.0;
520
+ nearFarCartesian.y = Number.MAX_VALUE;
521
+
522
+ const distanceDisplayCondition = polyline.distanceDisplayCondition;
523
+ if (defined(distanceDisplayCondition)) {
524
+ nearFarCartesian.x = distanceDisplayCondition.near;
525
+ nearFarCartesian.y = distanceDisplayCondition.far;
526
+ }
527
+
528
+ this._batchTable.setBatchedAttribute(
529
+ polyline._index,
530
+ 4,
531
+ nearFarCartesian,
532
+ );
533
+ }
534
+ }
535
+
536
+ polyline._clean();
537
+ }
538
+ }
539
+ polylinesToUpdate.length = 0;
540
+ this._polylinesUpdated = false;
541
+ }
542
+
543
+ properties = this._propertiesChanged;
544
+ for (let k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
545
+ properties[k] = 0;
546
+ }
547
+
548
+ let modelMatrix = Matrix4.IDENTITY;
549
+ if (frameState.mode === SceneMode.SCENE3D) {
550
+ modelMatrix = this.modelMatrix;
551
+ }
552
+
553
+ const pass = frameState.passes;
554
+ const useDepthTest = frameState.morphTime !== 0.0;
555
+
556
+ if (
557
+ !defined(this._opaqueRS) ||
558
+ this._opaqueRS.depthTest.enabled !== useDepthTest
559
+ ) {
560
+ this._opaqueRS = RenderState.fromCache({
561
+ depthMask: useDepthTest,
562
+ depthTest: {
563
+ enabled: useDepthTest,
564
+ },
565
+ });
566
+ }
567
+
568
+ if (
569
+ !defined(this._translucentRS) ||
570
+ this._translucentRS.depthTest.enabled !== useDepthTest
571
+ ) {
572
+ this._translucentRS = RenderState.fromCache({
573
+ blending: BlendingState.ALPHA_BLEND,
574
+ depthMask: !useDepthTest,
575
+ depthTest: {
576
+ enabled: useDepthTest,
577
+ },
578
+ });
579
+ }
580
+
581
+ this._batchTable.update(frameState);
582
+
583
+ if (pass.render || pass.pick) {
584
+ const colorList = this._colorCommands;
585
+ createCommandLists(this, frameState, colorList, modelMatrix);
586
+ }
587
+ };
588
+
589
+ const boundingSphereScratch = new BoundingSphere();
590
+ const boundingSphereScratch2 = new BoundingSphere();
591
+
592
+ function createCommandLists(
593
+ polylineCollection,
594
+ frameState,
595
+ commands,
596
+ modelMatrix,
597
+ ) {
598
+ const context = frameState.context;
599
+ const commandList = frameState.commandList;
600
+
601
+ const commandsLength = commands.length;
602
+ let commandIndex = 0;
603
+ let cloneBoundingSphere = true;
604
+
605
+ const vertexArrays = polylineCollection._vertexArrays;
606
+ const debugShowBoundingVolume = polylineCollection.debugShowBoundingVolume;
607
+
608
+ const batchTable = polylineCollection._batchTable;
609
+ const uniformCallback = batchTable.getUniformMapCallback();
610
+
611
+ const length = vertexArrays.length;
612
+ for (let m = 0; m < length; ++m) {
613
+ const va = vertexArrays[m];
614
+ const buckets = va.buckets;
615
+ const bucketLength = buckets.length;
616
+
617
+ for (let n = 0; n < bucketLength; ++n) {
618
+ const bucketLocator = buckets[n];
619
+
620
+ let offset = bucketLocator.offset;
621
+ const sp = bucketLocator.bucket.shaderProgram;
622
+
623
+ const polylines = bucketLocator.bucket.polylines;
624
+ const polylineLength = polylines.length;
625
+ let currentId;
626
+ let currentMaterial;
627
+ let count = 0;
628
+ let command;
629
+ let uniformMap;
630
+
631
+ for (let s = 0; s < polylineLength; ++s) {
632
+ const polyline = polylines[s];
633
+ const mId = createMaterialId(polyline._material);
634
+ if (mId !== currentId) {
635
+ if (defined(currentId) && count > 0) {
636
+ const translucent = currentMaterial.isTranslucent();
637
+
638
+ if (commandIndex >= commandsLength) {
639
+ command = new DrawCommand({
640
+ owner: polylineCollection,
641
+ });
642
+ commands.push(command);
643
+ } else {
644
+ command = commands[commandIndex];
645
+ }
646
+
647
+ ++commandIndex;
648
+
649
+ uniformMap = combine(
650
+ uniformCallback(currentMaterial._uniforms),
651
+ polylineCollection._uniformMap,
652
+ );
653
+
654
+ command.boundingVolume = BoundingSphere.clone(
655
+ boundingSphereScratch,
656
+ command.boundingVolume,
657
+ );
658
+ command.modelMatrix = modelMatrix;
659
+ command.shaderProgram = sp;
660
+ command.vertexArray = va.va;
661
+ command.renderState = translucent
662
+ ? polylineCollection._translucentRS
663
+ : polylineCollection._opaqueRS;
664
+ command.pass = translucent ? Pass.TRANSLUCENT : Pass.OPAQUE;
665
+ command.debugShowBoundingVolume = debugShowBoundingVolume;
666
+ command.pickId = "v_pickColor";
667
+
668
+ command.uniformMap = uniformMap;
669
+ command.count = count;
670
+ command.offset = offset;
671
+
672
+ offset += count;
673
+ count = 0;
674
+ cloneBoundingSphere = true;
675
+
676
+ commandList.push(command);
677
+ }
678
+
679
+ currentMaterial = polyline._material;
680
+ currentMaterial.update(context);
681
+ currentId = mId;
682
+ }
683
+
684
+ const locators = polyline._locatorBuckets;
685
+ const locatorLength = locators.length;
686
+ for (let t = 0; t < locatorLength; ++t) {
687
+ const locator = locators[t];
688
+ if (locator.locator === bucketLocator) {
689
+ count += locator.count;
690
+ }
691
+ }
692
+
693
+ let boundingVolume;
694
+ if (frameState.mode === SceneMode.SCENE3D) {
695
+ boundingVolume = polyline._boundingVolumeWC;
696
+ } else if (frameState.mode === SceneMode.COLUMBUS_VIEW) {
697
+ boundingVolume = polyline._boundingVolume2D;
698
+ } else if (frameState.mode === SceneMode.SCENE2D) {
699
+ if (defined(polyline._boundingVolume2D)) {
700
+ boundingVolume = BoundingSphere.clone(
701
+ polyline._boundingVolume2D,
702
+ boundingSphereScratch2,
703
+ );
704
+ boundingVolume.center.x = 0.0;
705
+ }
706
+ } else if (
707
+ defined(polyline._boundingVolumeWC) &&
708
+ defined(polyline._boundingVolume2D)
709
+ ) {
710
+ boundingVolume = BoundingSphere.union(
711
+ polyline._boundingVolumeWC,
712
+ polyline._boundingVolume2D,
713
+ boundingSphereScratch2,
714
+ );
715
+ }
716
+
717
+ if (cloneBoundingSphere) {
718
+ cloneBoundingSphere = false;
719
+ BoundingSphere.clone(boundingVolume, boundingSphereScratch);
720
+ } else {
721
+ BoundingSphere.union(
722
+ boundingVolume,
723
+ boundingSphereScratch,
724
+ boundingSphereScratch,
725
+ );
726
+ }
727
+ }
728
+
729
+ if (defined(currentId) && count > 0) {
730
+ if (commandIndex >= commandsLength) {
731
+ command = new DrawCommand({
732
+ owner: polylineCollection,
733
+ });
734
+ commands.push(command);
735
+ } else {
736
+ command = commands[commandIndex];
737
+ }
738
+
739
+ ++commandIndex;
740
+
741
+ uniformMap = combine(
742
+ uniformCallback(currentMaterial._uniforms),
743
+ polylineCollection._uniformMap,
744
+ );
745
+
746
+ command.boundingVolume = BoundingSphere.clone(
747
+ boundingSphereScratch,
748
+ command.boundingVolume,
749
+ );
750
+ command.modelMatrix = modelMatrix;
751
+ command.shaderProgram = sp;
752
+ command.vertexArray = va.va;
753
+ command.renderState = currentMaterial.isTranslucent()
754
+ ? polylineCollection._translucentRS
755
+ : polylineCollection._opaqueRS;
756
+ command.pass = currentMaterial.isTranslucent()
757
+ ? Pass.TRANSLUCENT
758
+ : Pass.OPAQUE;
759
+ command.debugShowBoundingVolume = debugShowBoundingVolume;
760
+ command.pickId = "v_pickColor";
761
+
762
+ command.uniformMap = uniformMap;
763
+ command.count = count;
764
+ command.offset = offset;
765
+
766
+ cloneBoundingSphere = true;
767
+
768
+ commandList.push(command);
769
+ }
770
+
771
+ currentId = undefined;
772
+ }
773
+ }
774
+
775
+ commands.length = commandIndex;
776
+ }
777
+
778
+ /**
779
+ * Returns true if this object was destroyed; otherwise, false.
780
+ * <br /><br />
781
+ * If this object was destroyed, it should not be used; calling any function other than
782
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
783
+ *
784
+ * @returns {boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
785
+ *
786
+ * @see PolylineCollection#destroy
787
+ */
788
+ PolylineCollection.prototype.isDestroyed = function () {
789
+ return false;
790
+ };
791
+
792
+ /**
793
+ * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
794
+ * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
795
+ * <br /><br />
796
+ * Once an object is destroyed, it should not be used; calling any function other than
797
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
798
+ * assign the return value (<code>undefined</code>) to the object as done in the example.
799
+ *
800
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
801
+ *
802
+ *
803
+ * @example
804
+ * polylines = polylines && polylines.destroy();
805
+ *
806
+ * @see PolylineCollection#isDestroyed
807
+ */
808
+ PolylineCollection.prototype.destroy = function () {
809
+ destroyVertexArrays(this);
810
+ releaseShaders(this);
811
+ destroyPolylines(this);
812
+ this._batchTable = this._batchTable && this._batchTable.destroy();
813
+ return destroyObject(this);
814
+ };
815
+
816
+ function computeNewBuffersUsage(collection) {
817
+ let usageChanged = false;
818
+ const properties = collection._propertiesChanged;
819
+ const bufferUsage = collection._positionBufferUsage;
820
+ if (properties[POSITION_INDEX]) {
821
+ if (bufferUsage.bufferUsage !== BufferUsage.STREAM_DRAW) {
822
+ usageChanged = true;
823
+ bufferUsage.bufferUsage = BufferUsage.STREAM_DRAW;
824
+ bufferUsage.frameCount = 100;
825
+ } else {
826
+ bufferUsage.frameCount = 100;
827
+ }
828
+ } else if (bufferUsage.bufferUsage !== BufferUsage.STATIC_DRAW) {
829
+ if (bufferUsage.frameCount === 0) {
830
+ usageChanged = true;
831
+ bufferUsage.bufferUsage = BufferUsage.STATIC_DRAW;
832
+ } else {
833
+ bufferUsage.frameCount--;
834
+ }
835
+ }
836
+
837
+ return usageChanged;
838
+ }
839
+
840
+ const emptyVertexBuffer = [0.0, 0.0, 0.0];
841
+
842
+ function createVertexArrays(collection, context, projection) {
843
+ collection._createVertexArray = false;
844
+ releaseShaders(collection);
845
+ destroyVertexArrays(collection);
846
+ sortPolylinesIntoBuckets(collection);
847
+
848
+ //stores all of the individual indices arrays.
849
+ const totalIndices = [[]];
850
+ let indices = totalIndices[0];
851
+
852
+ const batchTable = collection._batchTable;
853
+ const useHighlightColor = collection._useHighlightColor;
854
+
855
+ //used to determine the vertexBuffer offset if the indicesArray goes over 64k.
856
+ //if it's the same polyline while it goes over 64k, the offset needs to backtrack componentsPerAttribute * componentDatatype bytes
857
+ //so that the polyline looks contiguous.
858
+ //if the polyline ends at the 64k mark, then the offset is just 64k * componentsPerAttribute * componentDatatype
859
+ const vertexBufferOffset = [0];
860
+ let offset = 0;
861
+ const vertexArrayBuckets = [[]];
862
+ let totalLength = 0;
863
+ const polylineBuckets = collection._polylineBuckets;
864
+ let x;
865
+ let bucket;
866
+ for (x in polylineBuckets) {
867
+ if (polylineBuckets.hasOwnProperty(x)) {
868
+ bucket = polylineBuckets[x];
869
+ bucket.updateShader(context, batchTable, useHighlightColor);
870
+ totalLength += bucket.lengthOfPositions;
871
+ }
872
+ }
873
+
874
+ if (totalLength > 0) {
875
+ const mode = collection._mode;
876
+
877
+ const positionArray = new Float32Array(6 * totalLength * 3);
878
+ const texCoordExpandAndBatchIndexArray = new Float32Array(totalLength * 4);
879
+ let position3DArray;
880
+
881
+ let positionIndex = 0;
882
+ let colorIndex = 0;
883
+ let texCoordExpandAndBatchIndexIndex = 0;
884
+ for (x in polylineBuckets) {
885
+ if (polylineBuckets.hasOwnProperty(x)) {
886
+ bucket = polylineBuckets[x];
887
+ bucket.write(
888
+ positionArray,
889
+ texCoordExpandAndBatchIndexArray,
890
+ positionIndex,
891
+ colorIndex,
892
+ texCoordExpandAndBatchIndexIndex,
893
+ batchTable,
894
+ context,
895
+ projection,
896
+ );
897
+
898
+ if (mode === SceneMode.MORPHING) {
899
+ if (!defined(position3DArray)) {
900
+ position3DArray = new Float32Array(6 * totalLength * 3);
901
+ }
902
+ bucket.writeForMorph(position3DArray, positionIndex);
903
+ }
904
+
905
+ const bucketLength = bucket.lengthOfPositions;
906
+ positionIndex += 6 * bucketLength * 3;
907
+ colorIndex += bucketLength * 4;
908
+ texCoordExpandAndBatchIndexIndex += bucketLength * 4;
909
+ offset = bucket.updateIndices(
910
+ totalIndices,
911
+ vertexBufferOffset,
912
+ vertexArrayBuckets,
913
+ offset,
914
+ );
915
+ }
916
+ }
917
+
918
+ const positionBufferUsage = collection._positionBufferUsage.bufferUsage;
919
+ const texCoordExpandAndBatchIndexBufferUsage = BufferUsage.STATIC_DRAW;
920
+
921
+ collection._positionBuffer = Buffer.createVertexBuffer({
922
+ context: context,
923
+ typedArray: positionArray,
924
+ usage: positionBufferUsage,
925
+ });
926
+ let position3DBuffer;
927
+ if (defined(position3DArray)) {
928
+ position3DBuffer = Buffer.createVertexBuffer({
929
+ context: context,
930
+ typedArray: position3DArray,
931
+ usage: positionBufferUsage,
932
+ });
933
+ }
934
+ collection._texCoordExpandAndBatchIndexBuffer = Buffer.createVertexBuffer({
935
+ context: context,
936
+ typedArray: texCoordExpandAndBatchIndexArray,
937
+ usage: texCoordExpandAndBatchIndexBufferUsage,
938
+ });
939
+
940
+ const positionSizeInBytes = 3 * Float32Array.BYTES_PER_ELEMENT;
941
+ const texCoordExpandAndBatchIndexSizeInBytes =
942
+ 4 * Float32Array.BYTES_PER_ELEMENT;
943
+
944
+ let vbo = 0;
945
+ const numberOfIndicesArrays = totalIndices.length;
946
+ for (let k = 0; k < numberOfIndicesArrays; ++k) {
947
+ indices = totalIndices[k];
948
+
949
+ if (indices.length > 0) {
950
+ const indicesArray = new Uint16Array(indices);
951
+ const indexBuffer = Buffer.createIndexBuffer({
952
+ context: context,
953
+ typedArray: indicesArray,
954
+ usage: BufferUsage.STATIC_DRAW,
955
+ indexDatatype: IndexDatatype.UNSIGNED_SHORT,
956
+ });
957
+
958
+ vbo += vertexBufferOffset[k];
959
+
960
+ const positionHighOffset =
961
+ 6 *
962
+ (k * (positionSizeInBytes * CesiumMath.SIXTY_FOUR_KILOBYTES) -
963
+ vbo * positionSizeInBytes); //componentsPerAttribute(3) * componentDatatype(4)
964
+ const positionLowOffset = positionSizeInBytes + positionHighOffset;
965
+ const prevPositionHighOffset = positionSizeInBytes + positionLowOffset;
966
+ const prevPositionLowOffset =
967
+ positionSizeInBytes + prevPositionHighOffset;
968
+ const nextPositionHighOffset =
969
+ positionSizeInBytes + prevPositionLowOffset;
970
+ const nextPositionLowOffset =
971
+ positionSizeInBytes + nextPositionHighOffset;
972
+ const vertexTexCoordExpandAndBatchIndexBufferOffset =
973
+ k *
974
+ (texCoordExpandAndBatchIndexSizeInBytes *
975
+ CesiumMath.SIXTY_FOUR_KILOBYTES) -
976
+ vbo * texCoordExpandAndBatchIndexSizeInBytes;
977
+
978
+ const attributes = [
979
+ {
980
+ index: attributeLocations.position3DHigh,
981
+ componentsPerAttribute: 3,
982
+ componentDatatype: ComponentDatatype.FLOAT,
983
+ offsetInBytes: positionHighOffset,
984
+ strideInBytes: 6 * positionSizeInBytes,
985
+ },
986
+ {
987
+ index: attributeLocations.position3DLow,
988
+ componentsPerAttribute: 3,
989
+ componentDatatype: ComponentDatatype.FLOAT,
990
+ offsetInBytes: positionLowOffset,
991
+ strideInBytes: 6 * positionSizeInBytes,
992
+ },
993
+ {
994
+ index: attributeLocations.position2DHigh,
995
+ componentsPerAttribute: 3,
996
+ componentDatatype: ComponentDatatype.FLOAT,
997
+ offsetInBytes: positionHighOffset,
998
+ strideInBytes: 6 * positionSizeInBytes,
999
+ },
1000
+ {
1001
+ index: attributeLocations.position2DLow,
1002
+ componentsPerAttribute: 3,
1003
+ componentDatatype: ComponentDatatype.FLOAT,
1004
+ offsetInBytes: positionLowOffset,
1005
+ strideInBytes: 6 * positionSizeInBytes,
1006
+ },
1007
+ {
1008
+ index: attributeLocations.prevPosition3DHigh,
1009
+ componentsPerAttribute: 3,
1010
+ componentDatatype: ComponentDatatype.FLOAT,
1011
+ offsetInBytes: prevPositionHighOffset,
1012
+ strideInBytes: 6 * positionSizeInBytes,
1013
+ },
1014
+ {
1015
+ index: attributeLocations.prevPosition3DLow,
1016
+ componentsPerAttribute: 3,
1017
+ componentDatatype: ComponentDatatype.FLOAT,
1018
+ offsetInBytes: prevPositionLowOffset,
1019
+ strideInBytes: 6 * positionSizeInBytes,
1020
+ },
1021
+ {
1022
+ index: attributeLocations.prevPosition2DHigh,
1023
+ componentsPerAttribute: 3,
1024
+ componentDatatype: ComponentDatatype.FLOAT,
1025
+ offsetInBytes: prevPositionHighOffset,
1026
+ strideInBytes: 6 * positionSizeInBytes,
1027
+ },
1028
+ {
1029
+ index: attributeLocations.prevPosition2DLow,
1030
+ componentsPerAttribute: 3,
1031
+ componentDatatype: ComponentDatatype.FLOAT,
1032
+ offsetInBytes: prevPositionLowOffset,
1033
+ strideInBytes: 6 * positionSizeInBytes,
1034
+ },
1035
+ {
1036
+ index: attributeLocations.nextPosition3DHigh,
1037
+ componentsPerAttribute: 3,
1038
+ componentDatatype: ComponentDatatype.FLOAT,
1039
+ offsetInBytes: nextPositionHighOffset,
1040
+ strideInBytes: 6 * positionSizeInBytes,
1041
+ },
1042
+ {
1043
+ index: attributeLocations.nextPosition3DLow,
1044
+ componentsPerAttribute: 3,
1045
+ componentDatatype: ComponentDatatype.FLOAT,
1046
+ offsetInBytes: nextPositionLowOffset,
1047
+ strideInBytes: 6 * positionSizeInBytes,
1048
+ },
1049
+ {
1050
+ index: attributeLocations.nextPosition2DHigh,
1051
+ componentsPerAttribute: 3,
1052
+ componentDatatype: ComponentDatatype.FLOAT,
1053
+ offsetInBytes: nextPositionHighOffset,
1054
+ strideInBytes: 6 * positionSizeInBytes,
1055
+ },
1056
+ {
1057
+ index: attributeLocations.nextPosition2DLow,
1058
+ componentsPerAttribute: 3,
1059
+ componentDatatype: ComponentDatatype.FLOAT,
1060
+ offsetInBytes: nextPositionLowOffset,
1061
+ strideInBytes: 6 * positionSizeInBytes,
1062
+ },
1063
+ {
1064
+ index: attributeLocations.texCoordExpandAndBatchIndex,
1065
+ componentsPerAttribute: 4,
1066
+ componentDatatype: ComponentDatatype.FLOAT,
1067
+ vertexBuffer: collection._texCoordExpandAndBatchIndexBuffer,
1068
+ offsetInBytes: vertexTexCoordExpandAndBatchIndexBufferOffset,
1069
+ },
1070
+ ];
1071
+
1072
+ let bufferProperty3D;
1073
+ let buffer3D;
1074
+ let buffer2D;
1075
+ let bufferProperty2D;
1076
+
1077
+ if (mode === SceneMode.SCENE3D) {
1078
+ buffer3D = collection._positionBuffer;
1079
+ bufferProperty3D = "vertexBuffer";
1080
+ buffer2D = emptyVertexBuffer;
1081
+ bufferProperty2D = "value";
1082
+ } else if (
1083
+ mode === SceneMode.SCENE2D ||
1084
+ mode === SceneMode.COLUMBUS_VIEW
1085
+ ) {
1086
+ buffer3D = emptyVertexBuffer;
1087
+ bufferProperty3D = "value";
1088
+ buffer2D = collection._positionBuffer;
1089
+ bufferProperty2D = "vertexBuffer";
1090
+ } else {
1091
+ buffer3D = position3DBuffer;
1092
+ bufferProperty3D = "vertexBuffer";
1093
+ buffer2D = collection._positionBuffer;
1094
+ bufferProperty2D = "vertexBuffer";
1095
+ }
1096
+
1097
+ attributes[0][bufferProperty3D] = buffer3D;
1098
+ attributes[1][bufferProperty3D] = buffer3D;
1099
+ attributes[2][bufferProperty2D] = buffer2D;
1100
+ attributes[3][bufferProperty2D] = buffer2D;
1101
+ attributes[4][bufferProperty3D] = buffer3D;
1102
+ attributes[5][bufferProperty3D] = buffer3D;
1103
+ attributes[6][bufferProperty2D] = buffer2D;
1104
+ attributes[7][bufferProperty2D] = buffer2D;
1105
+ attributes[8][bufferProperty3D] = buffer3D;
1106
+ attributes[9][bufferProperty3D] = buffer3D;
1107
+ attributes[10][bufferProperty2D] = buffer2D;
1108
+ attributes[11][bufferProperty2D] = buffer2D;
1109
+
1110
+ const va = new VertexArray({
1111
+ context: context,
1112
+ attributes: attributes,
1113
+ indexBuffer: indexBuffer,
1114
+ });
1115
+ collection._vertexArrays.push({
1116
+ va: va,
1117
+ buckets: vertexArrayBuckets[k],
1118
+ });
1119
+ }
1120
+ }
1121
+ }
1122
+ }
1123
+
1124
+ function replacer(key, value) {
1125
+ if (value instanceof Texture) {
1126
+ return value.id;
1127
+ }
1128
+
1129
+ return value;
1130
+ }
1131
+
1132
+ const scratchUniformArray = [];
1133
+ function createMaterialId(material) {
1134
+ const uniforms = Material._uniformList[material.type];
1135
+ const length = uniforms.length;
1136
+ scratchUniformArray.length = 2.0 * length;
1137
+
1138
+ let index = 0;
1139
+ for (let i = 0; i < length; ++i) {
1140
+ const uniform = uniforms[i];
1141
+ scratchUniformArray[index] = uniform;
1142
+ scratchUniformArray[index + 1] = material._uniforms[uniform]();
1143
+ index += 2;
1144
+ }
1145
+
1146
+ return `${material.type}:${JSON.stringify(scratchUniformArray, replacer)}`;
1147
+ }
1148
+
1149
+ function sortPolylinesIntoBuckets(collection) {
1150
+ const mode = collection._mode;
1151
+ const modelMatrix = collection._modelMatrix;
1152
+
1153
+ const polylineBuckets = (collection._polylineBuckets = {});
1154
+ const polylines = collection._polylines;
1155
+ const length = polylines.length;
1156
+ for (let i = 0; i < length; ++i) {
1157
+ const p = polylines[i];
1158
+ if (p._actualPositions.length > 1) {
1159
+ p.update();
1160
+ const material = p.material;
1161
+ let value = polylineBuckets[material.type];
1162
+ if (!defined(value)) {
1163
+ value = polylineBuckets[material.type] = new PolylineBucket(
1164
+ material,
1165
+ mode,
1166
+ modelMatrix,
1167
+ );
1168
+ }
1169
+ value.addPolyline(p);
1170
+ }
1171
+ }
1172
+ }
1173
+
1174
+ function updateMode(collection, frameState) {
1175
+ const mode = frameState.mode;
1176
+
1177
+ if (
1178
+ collection._mode !== mode ||
1179
+ !Matrix4.equals(collection._modelMatrix, collection.modelMatrix)
1180
+ ) {
1181
+ collection._mode = mode;
1182
+ collection._modelMatrix = Matrix4.clone(collection.modelMatrix);
1183
+ collection._createVertexArray = true;
1184
+ }
1185
+ }
1186
+
1187
+ function removePolylines(collection) {
1188
+ if (collection._polylinesRemoved) {
1189
+ collection._polylinesRemoved = false;
1190
+ const definedPolylines = [];
1191
+ const definedPolylinesToUpdate = [];
1192
+ let polyIndex = 0;
1193
+ let polyline;
1194
+
1195
+ const length = collection._polylines.length;
1196
+ for (let i = 0; i < length; ++i) {
1197
+ polyline = collection._polylines[i];
1198
+ if (!polyline.isDestroyed) {
1199
+ polyline._index = polyIndex++;
1200
+ definedPolylinesToUpdate.push(polyline);
1201
+ definedPolylines.push(polyline);
1202
+ }
1203
+ }
1204
+
1205
+ collection._polylines = definedPolylines;
1206
+ collection._polylinesToUpdate = definedPolylinesToUpdate;
1207
+ }
1208
+ }
1209
+
1210
+ function releaseShaders(collection) {
1211
+ const polylines = collection._polylines;
1212
+ const length = polylines.length;
1213
+ for (let i = 0; i < length; ++i) {
1214
+ if (!polylines[i].isDestroyed) {
1215
+ const bucket = polylines[i]._bucket;
1216
+ if (defined(bucket)) {
1217
+ bucket.shaderProgram =
1218
+ bucket.shaderProgram && bucket.shaderProgram.destroy();
1219
+ }
1220
+ }
1221
+ }
1222
+ }
1223
+
1224
+ function destroyVertexArrays(collection) {
1225
+ const length = collection._vertexArrays.length;
1226
+ for (let t = 0; t < length; ++t) {
1227
+ collection._vertexArrays[t].va.destroy();
1228
+ }
1229
+ collection._vertexArrays.length = 0;
1230
+ }
1231
+
1232
+ PolylineCollection.prototype._updatePolyline = function (
1233
+ polyline,
1234
+ propertyChanged,
1235
+ ) {
1236
+ this._polylinesUpdated = true;
1237
+ if (!polyline._dirty) {
1238
+ this._polylinesToUpdate.push(polyline);
1239
+ }
1240
+ ++this._propertiesChanged[propertyChanged];
1241
+ };
1242
+
1243
+ function destroyPolylines(collection) {
1244
+ const polylines = collection._polylines;
1245
+ const length = polylines.length;
1246
+ for (let i = 0; i < length; ++i) {
1247
+ if (!polylines[i].isDestroyed) {
1248
+ polylines[i]._destroy();
1249
+ }
1250
+ }
1251
+ }
1252
+
1253
+ function VertexArrayBucketLocator(count, offset, bucket) {
1254
+ this.count = count;
1255
+ this.offset = offset;
1256
+ this.bucket = bucket;
1257
+ }
1258
+
1259
+ function PolylineBucket(material, mode, modelMatrix) {
1260
+ this.polylines = [];
1261
+ this.lengthOfPositions = 0;
1262
+ this.material = material;
1263
+ this.shaderProgram = undefined;
1264
+ this.mode = mode;
1265
+ this.modelMatrix = modelMatrix;
1266
+ }
1267
+
1268
+ PolylineBucket.prototype.addPolyline = function (p) {
1269
+ const polylines = this.polylines;
1270
+ polylines.push(p);
1271
+ p._actualLength = this.getPolylinePositionsLength(p);
1272
+ this.lengthOfPositions += p._actualLength;
1273
+ p._bucket = this;
1274
+ };
1275
+
1276
+ PolylineBucket.prototype.updateShader = function (
1277
+ context,
1278
+ batchTable,
1279
+ useHighlightColor,
1280
+ ) {
1281
+ if (defined(this.shaderProgram)) {
1282
+ return;
1283
+ }
1284
+
1285
+ const defines = ["DISTANCE_DISPLAY_CONDITION"];
1286
+ if (useHighlightColor) {
1287
+ defines.push("VECTOR_TILE");
1288
+ }
1289
+
1290
+ // Check for use of v_polylineAngle in material shader
1291
+ if (
1292
+ this.material.shaderSource.search(/in\s+float\s+v_polylineAngle;/g) !== -1
1293
+ ) {
1294
+ defines.push("POLYLINE_DASH");
1295
+ }
1296
+
1297
+ if (!FeatureDetection.isInternetExplorer()) {
1298
+ defines.push("CLIP_POLYLINE");
1299
+ }
1300
+
1301
+ const fs = new ShaderSource({
1302
+ defines: defines,
1303
+ sources: ["in vec4 v_pickColor;\n", this.material.shaderSource, PolylineFS],
1304
+ });
1305
+
1306
+ const vsSource = batchTable.getVertexShaderCallback()(PolylineVS);
1307
+ const vs = new ShaderSource({
1308
+ defines: defines,
1309
+ sources: [PolylineCommon, vsSource],
1310
+ });
1311
+
1312
+ this.shaderProgram = ShaderProgram.fromCache({
1313
+ context: context,
1314
+ vertexShaderSource: vs,
1315
+ fragmentShaderSource: fs,
1316
+ attributeLocations: attributeLocations,
1317
+ });
1318
+ };
1319
+
1320
+ function intersectsIDL(polyline) {
1321
+ return (
1322
+ Cartesian3.dot(Cartesian3.UNIT_X, polyline._boundingVolume.center) < 0 ||
1323
+ polyline._boundingVolume.intersectPlane(Plane.ORIGIN_ZX_PLANE) ===
1324
+ Intersect.INTERSECTING
1325
+ );
1326
+ }
1327
+
1328
+ PolylineBucket.prototype.getPolylinePositionsLength = function (polyline) {
1329
+ let length;
1330
+ if (this.mode === SceneMode.SCENE3D || !intersectsIDL(polyline)) {
1331
+ length = polyline._actualPositions.length;
1332
+ return length * 4.0 - 4.0;
1333
+ }
1334
+
1335
+ let count = 0;
1336
+ const segmentLengths = polyline._segments.lengths;
1337
+ length = segmentLengths.length;
1338
+ for (let i = 0; i < length; ++i) {
1339
+ count += segmentLengths[i] * 4.0 - 4.0;
1340
+ }
1341
+
1342
+ return count;
1343
+ };
1344
+
1345
+ const scratchWritePosition = new Cartesian3();
1346
+ const scratchWritePrevPosition = new Cartesian3();
1347
+ const scratchWriteNextPosition = new Cartesian3();
1348
+ const scratchWriteVector = new Cartesian3();
1349
+ const scratchPickColorCartesian = new Cartesian4();
1350
+ const scratchWidthShowCartesian = new Cartesian2();
1351
+
1352
+ PolylineBucket.prototype.write = function (
1353
+ positionArray,
1354
+ texCoordExpandAndBatchIndexArray,
1355
+ positionIndex,
1356
+ colorIndex,
1357
+ texCoordExpandAndBatchIndexIndex,
1358
+ batchTable,
1359
+ context,
1360
+ projection,
1361
+ ) {
1362
+ const mode = this.mode;
1363
+ const maxLon = projection.ellipsoid.maximumRadius * CesiumMath.PI;
1364
+
1365
+ const polylines = this.polylines;
1366
+ const length = polylines.length;
1367
+ for (let i = 0; i < length; ++i) {
1368
+ const polyline = polylines[i];
1369
+ const width = polyline.width;
1370
+ const show = polyline.show && width > 0.0;
1371
+ const polylineBatchIndex = polyline._index;
1372
+ const segments = this.getSegments(polyline, projection);
1373
+ const positions = segments.positions;
1374
+ const lengths = segments.lengths;
1375
+ const positionsLength = positions.length;
1376
+
1377
+ const pickColor = polyline.getPickId(context).color;
1378
+
1379
+ let segmentIndex = 0;
1380
+ let count = 0;
1381
+ let position;
1382
+
1383
+ for (let j = 0; j < positionsLength; ++j) {
1384
+ if (j === 0) {
1385
+ if (polyline._loop) {
1386
+ position = positions[positionsLength - 2];
1387
+ } else {
1388
+ position = scratchWriteVector;
1389
+ Cartesian3.subtract(positions[0], positions[1], position);
1390
+ Cartesian3.add(positions[0], position, position);
1391
+ }
1392
+ } else {
1393
+ position = positions[j - 1];
1394
+ }
1395
+
1396
+ Cartesian3.clone(position, scratchWritePrevPosition);
1397
+ Cartesian3.clone(positions[j], scratchWritePosition);
1398
+
1399
+ if (j === positionsLength - 1) {
1400
+ if (polyline._loop) {
1401
+ position = positions[1];
1402
+ } else {
1403
+ position = scratchWriteVector;
1404
+ Cartesian3.subtract(
1405
+ positions[positionsLength - 1],
1406
+ positions[positionsLength - 2],
1407
+ position,
1408
+ );
1409
+ Cartesian3.add(positions[positionsLength - 1], position, position);
1410
+ }
1411
+ } else {
1412
+ position = positions[j + 1];
1413
+ }
1414
+
1415
+ Cartesian3.clone(position, scratchWriteNextPosition);
1416
+
1417
+ const segmentLength = lengths[segmentIndex];
1418
+ if (j === count + segmentLength) {
1419
+ count += segmentLength;
1420
+ ++segmentIndex;
1421
+ }
1422
+
1423
+ const segmentStart = j - count === 0;
1424
+ const segmentEnd = j === count + lengths[segmentIndex] - 1;
1425
+
1426
+ if (mode === SceneMode.SCENE2D) {
1427
+ scratchWritePrevPosition.z = 0.0;
1428
+ scratchWritePosition.z = 0.0;
1429
+ scratchWriteNextPosition.z = 0.0;
1430
+ }
1431
+
1432
+ if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
1433
+ if (
1434
+ (segmentStart || segmentEnd) &&
1435
+ maxLon - Math.abs(scratchWritePosition.x) < 1.0
1436
+ ) {
1437
+ if (
1438
+ (scratchWritePosition.x < 0.0 &&
1439
+ scratchWritePrevPosition.x > 0.0) ||
1440
+ (scratchWritePosition.x > 0.0 && scratchWritePrevPosition.x < 0.0)
1441
+ ) {
1442
+ Cartesian3.clone(scratchWritePosition, scratchWritePrevPosition);
1443
+ }
1444
+
1445
+ if (
1446
+ (scratchWritePosition.x < 0.0 &&
1447
+ scratchWriteNextPosition.x > 0.0) ||
1448
+ (scratchWritePosition.x > 0.0 && scratchWriteNextPosition.x < 0.0)
1449
+ ) {
1450
+ Cartesian3.clone(scratchWritePosition, scratchWriteNextPosition);
1451
+ }
1452
+ }
1453
+ }
1454
+
1455
+ const startK = segmentStart ? 2 : 0;
1456
+ const endK = segmentEnd ? 2 : 4;
1457
+
1458
+ for (let k = startK; k < endK; ++k) {
1459
+ EncodedCartesian3.writeElements(
1460
+ scratchWritePosition,
1461
+ positionArray,
1462
+ positionIndex,
1463
+ );
1464
+ EncodedCartesian3.writeElements(
1465
+ scratchWritePrevPosition,
1466
+ positionArray,
1467
+ positionIndex + 6,
1468
+ );
1469
+ EncodedCartesian3.writeElements(
1470
+ scratchWriteNextPosition,
1471
+ positionArray,
1472
+ positionIndex + 12,
1473
+ );
1474
+
1475
+ const direction = k - 2 < 0 ? -1.0 : 1.0;
1476
+ texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex] =
1477
+ j / (positionsLength - 1); // s tex coord
1478
+ texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex + 1] =
1479
+ 2 * (k % 2) - 1; // expand direction
1480
+ texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex + 2] =
1481
+ direction;
1482
+ texCoordExpandAndBatchIndexArray[texCoordExpandAndBatchIndexIndex + 3] =
1483
+ polylineBatchIndex;
1484
+
1485
+ positionIndex += 6 * 3;
1486
+ texCoordExpandAndBatchIndexIndex += 4;
1487
+ }
1488
+ }
1489
+
1490
+ const colorCartesian = scratchPickColorCartesian;
1491
+ colorCartesian.x = Color.floatToByte(pickColor.red);
1492
+ colorCartesian.y = Color.floatToByte(pickColor.green);
1493
+ colorCartesian.z = Color.floatToByte(pickColor.blue);
1494
+ colorCartesian.w = Color.floatToByte(pickColor.alpha);
1495
+
1496
+ const widthShowCartesian = scratchWidthShowCartesian;
1497
+ widthShowCartesian.x = width;
1498
+ widthShowCartesian.y = show ? 1.0 : 0.0;
1499
+
1500
+ const boundingSphere =
1501
+ mode === SceneMode.SCENE2D
1502
+ ? polyline._boundingVolume2D
1503
+ : polyline._boundingVolumeWC;
1504
+ const encodedCenter = EncodedCartesian3.fromCartesian(
1505
+ boundingSphere.center,
1506
+ scratchUpdatePolylineEncodedCartesian,
1507
+ );
1508
+ const high = encodedCenter.high;
1509
+ const low = Cartesian4.fromElements(
1510
+ encodedCenter.low.x,
1511
+ encodedCenter.low.y,
1512
+ encodedCenter.low.z,
1513
+ boundingSphere.radius,
1514
+ scratchUpdatePolylineCartesian4,
1515
+ );
1516
+
1517
+ const nearFarCartesian = scratchNearFarCartesian2;
1518
+ nearFarCartesian.x = 0.0;
1519
+ nearFarCartesian.y = Number.MAX_VALUE;
1520
+
1521
+ const distanceDisplayCondition = polyline.distanceDisplayCondition;
1522
+ if (defined(distanceDisplayCondition)) {
1523
+ nearFarCartesian.x = distanceDisplayCondition.near;
1524
+ nearFarCartesian.y = distanceDisplayCondition.far;
1525
+ }
1526
+
1527
+ batchTable.setBatchedAttribute(polylineBatchIndex, 0, widthShowCartesian);
1528
+ batchTable.setBatchedAttribute(polylineBatchIndex, 1, colorCartesian);
1529
+
1530
+ if (batchTable.attributes.length > 2) {
1531
+ batchTable.setBatchedAttribute(polylineBatchIndex, 2, high);
1532
+ batchTable.setBatchedAttribute(polylineBatchIndex, 3, low);
1533
+ batchTable.setBatchedAttribute(polylineBatchIndex, 4, nearFarCartesian);
1534
+ }
1535
+ }
1536
+ };
1537
+
1538
+ const morphPositionScratch = new Cartesian3();
1539
+ const morphPrevPositionScratch = new Cartesian3();
1540
+ const morphNextPositionScratch = new Cartesian3();
1541
+ const morphVectorScratch = new Cartesian3();
1542
+
1543
+ PolylineBucket.prototype.writeForMorph = function (
1544
+ positionArray,
1545
+ positionIndex,
1546
+ ) {
1547
+ const modelMatrix = this.modelMatrix;
1548
+ const polylines = this.polylines;
1549
+ const length = polylines.length;
1550
+ for (let i = 0; i < length; ++i) {
1551
+ const polyline = polylines[i];
1552
+ const positions = polyline._segments.positions;
1553
+ const lengths = polyline._segments.lengths;
1554
+ const positionsLength = positions.length;
1555
+
1556
+ let segmentIndex = 0;
1557
+ let count = 0;
1558
+
1559
+ for (let j = 0; j < positionsLength; ++j) {
1560
+ let prevPosition;
1561
+ if (j === 0) {
1562
+ if (polyline._loop) {
1563
+ prevPosition = positions[positionsLength - 2];
1564
+ } else {
1565
+ prevPosition = morphVectorScratch;
1566
+ Cartesian3.subtract(positions[0], positions[1], prevPosition);
1567
+ Cartesian3.add(positions[0], prevPosition, prevPosition);
1568
+ }
1569
+ } else {
1570
+ prevPosition = positions[j - 1];
1571
+ }
1572
+
1573
+ prevPosition = Matrix4.multiplyByPoint(
1574
+ modelMatrix,
1575
+ prevPosition,
1576
+ morphPrevPositionScratch,
1577
+ );
1578
+
1579
+ const position = Matrix4.multiplyByPoint(
1580
+ modelMatrix,
1581
+ positions[j],
1582
+ morphPositionScratch,
1583
+ );
1584
+
1585
+ let nextPosition;
1586
+ if (j === positionsLength - 1) {
1587
+ if (polyline._loop) {
1588
+ nextPosition = positions[1];
1589
+ } else {
1590
+ nextPosition = morphVectorScratch;
1591
+ Cartesian3.subtract(
1592
+ positions[positionsLength - 1],
1593
+ positions[positionsLength - 2],
1594
+ nextPosition,
1595
+ );
1596
+ Cartesian3.add(
1597
+ positions[positionsLength - 1],
1598
+ nextPosition,
1599
+ nextPosition,
1600
+ );
1601
+ }
1602
+ } else {
1603
+ nextPosition = positions[j + 1];
1604
+ }
1605
+
1606
+ nextPosition = Matrix4.multiplyByPoint(
1607
+ modelMatrix,
1608
+ nextPosition,
1609
+ morphNextPositionScratch,
1610
+ );
1611
+
1612
+ const segmentLength = lengths[segmentIndex];
1613
+ if (j === count + segmentLength) {
1614
+ count += segmentLength;
1615
+ ++segmentIndex;
1616
+ }
1617
+
1618
+ const segmentStart = j - count === 0;
1619
+ const segmentEnd = j === count + lengths[segmentIndex] - 1;
1620
+
1621
+ const startK = segmentStart ? 2 : 0;
1622
+ const endK = segmentEnd ? 2 : 4;
1623
+
1624
+ for (let k = startK; k < endK; ++k) {
1625
+ EncodedCartesian3.writeElements(position, positionArray, positionIndex);
1626
+ EncodedCartesian3.writeElements(
1627
+ prevPosition,
1628
+ positionArray,
1629
+ positionIndex + 6,
1630
+ );
1631
+ EncodedCartesian3.writeElements(
1632
+ nextPosition,
1633
+ positionArray,
1634
+ positionIndex + 12,
1635
+ );
1636
+
1637
+ positionIndex += 6 * 3;
1638
+ }
1639
+ }
1640
+ }
1641
+ };
1642
+
1643
+ const scratchSegmentLengths = new Array(1);
1644
+
1645
+ PolylineBucket.prototype.updateIndices = function (
1646
+ totalIndices,
1647
+ vertexBufferOffset,
1648
+ vertexArrayBuckets,
1649
+ offset,
1650
+ ) {
1651
+ let vaCount = vertexArrayBuckets.length - 1;
1652
+ let bucketLocator = new VertexArrayBucketLocator(0, offset, this);
1653
+ vertexArrayBuckets[vaCount].push(bucketLocator);
1654
+ let count = 0;
1655
+ let indices = totalIndices[totalIndices.length - 1];
1656
+ let indicesCount = 0;
1657
+ if (indices.length > 0) {
1658
+ indicesCount = indices[indices.length - 1] + 1;
1659
+ }
1660
+ const polylines = this.polylines;
1661
+ const length = polylines.length;
1662
+ for (let i = 0; i < length; ++i) {
1663
+ const polyline = polylines[i];
1664
+ polyline._locatorBuckets = [];
1665
+
1666
+ let segments;
1667
+ if (this.mode === SceneMode.SCENE3D) {
1668
+ segments = scratchSegmentLengths;
1669
+ const positionsLength = polyline._actualPositions.length;
1670
+ if (positionsLength > 0) {
1671
+ segments[0] = positionsLength;
1672
+ } else {
1673
+ continue;
1674
+ }
1675
+ } else {
1676
+ segments = polyline._segments.lengths;
1677
+ }
1678
+
1679
+ const numberOfSegments = segments.length;
1680
+ if (numberOfSegments > 0) {
1681
+ let segmentIndexCount = 0;
1682
+ for (let j = 0; j < numberOfSegments; ++j) {
1683
+ const segmentLength = segments[j] - 1.0;
1684
+ for (let k = 0; k < segmentLength; ++k) {
1685
+ if (indicesCount + 4 > CesiumMath.SIXTY_FOUR_KILOBYTES) {
1686
+ polyline._locatorBuckets.push({
1687
+ locator: bucketLocator,
1688
+ count: segmentIndexCount,
1689
+ });
1690
+ segmentIndexCount = 0;
1691
+ vertexBufferOffset.push(4);
1692
+ indices = [];
1693
+ totalIndices.push(indices);
1694
+ indicesCount = 0;
1695
+ bucketLocator.count = count;
1696
+ count = 0;
1697
+ offset = 0;
1698
+ bucketLocator = new VertexArrayBucketLocator(0, 0, this);
1699
+ vertexArrayBuckets[++vaCount] = [bucketLocator];
1700
+ }
1701
+
1702
+ indices.push(indicesCount, indicesCount + 2, indicesCount + 1);
1703
+ indices.push(indicesCount + 1, indicesCount + 2, indicesCount + 3);
1704
+
1705
+ segmentIndexCount += 6;
1706
+ count += 6;
1707
+ offset += 6;
1708
+ indicesCount += 4;
1709
+ }
1710
+ }
1711
+
1712
+ polyline._locatorBuckets.push({
1713
+ locator: bucketLocator,
1714
+ count: segmentIndexCount,
1715
+ });
1716
+
1717
+ if (indicesCount + 4 > CesiumMath.SIXTY_FOUR_KILOBYTES) {
1718
+ vertexBufferOffset.push(0);
1719
+ indices = [];
1720
+ totalIndices.push(indices);
1721
+ indicesCount = 0;
1722
+ bucketLocator.count = count;
1723
+ offset = 0;
1724
+ count = 0;
1725
+ bucketLocator = new VertexArrayBucketLocator(0, 0, this);
1726
+ vertexArrayBuckets[++vaCount] = [bucketLocator];
1727
+ }
1728
+ }
1729
+ polyline._clean();
1730
+ }
1731
+ bucketLocator.count = count;
1732
+ return offset;
1733
+ };
1734
+
1735
+ PolylineBucket.prototype.getPolylineStartIndex = function (polyline) {
1736
+ const polylines = this.polylines;
1737
+ let positionIndex = 0;
1738
+ const length = polylines.length;
1739
+ for (let i = 0; i < length; ++i) {
1740
+ const p = polylines[i];
1741
+ if (p === polyline) {
1742
+ break;
1743
+ }
1744
+ positionIndex += p._actualLength;
1745
+ }
1746
+ return positionIndex;
1747
+ };
1748
+
1749
+ const scratchSegments = {
1750
+ positions: undefined,
1751
+ lengths: undefined,
1752
+ };
1753
+ const scratchLengths = new Array(1);
1754
+ const pscratch = new Cartesian3();
1755
+ const scratchCartographic = new Cartographic();
1756
+
1757
+ PolylineBucket.prototype.getSegments = function (polyline, projection) {
1758
+ let positions = polyline._actualPositions;
1759
+
1760
+ if (this.mode === SceneMode.SCENE3D) {
1761
+ scratchLengths[0] = positions.length;
1762
+ scratchSegments.positions = positions;
1763
+ scratchSegments.lengths = scratchLengths;
1764
+ return scratchSegments;
1765
+ }
1766
+
1767
+ if (intersectsIDL(polyline)) {
1768
+ positions = polyline._segments.positions;
1769
+ }
1770
+
1771
+ const ellipsoid = projection.ellipsoid;
1772
+ const newPositions = [];
1773
+ const modelMatrix = this.modelMatrix;
1774
+ const length = positions.length;
1775
+ let position;
1776
+ let p = pscratch;
1777
+
1778
+ for (let n = 0; n < length; ++n) {
1779
+ position = positions[n];
1780
+ p = Matrix4.multiplyByPoint(modelMatrix, position, p);
1781
+ newPositions.push(
1782
+ projection.project(
1783
+ ellipsoid.cartesianToCartographic(p, scratchCartographic),
1784
+ ),
1785
+ );
1786
+ }
1787
+
1788
+ if (newPositions.length > 0) {
1789
+ polyline._boundingVolume2D = BoundingSphere.fromPoints(
1790
+ newPositions,
1791
+ polyline._boundingVolume2D,
1792
+ );
1793
+ const center2D = polyline._boundingVolume2D.center;
1794
+ polyline._boundingVolume2D.center = new Cartesian3(
1795
+ center2D.z,
1796
+ center2D.x,
1797
+ center2D.y,
1798
+ );
1799
+ }
1800
+
1801
+ scratchSegments.positions = newPositions;
1802
+ scratchSegments.lengths = polyline._segments.lengths;
1803
+ return scratchSegments;
1804
+ };
1805
+
1806
+ let scratchPositionsArray;
1807
+
1808
+ PolylineBucket.prototype.writeUpdate = function (
1809
+ index,
1810
+ polyline,
1811
+ positionBuffer,
1812
+ projection,
1813
+ ) {
1814
+ const mode = this.mode;
1815
+ const maxLon = projection.ellipsoid.maximumRadius * CesiumMath.PI;
1816
+
1817
+ let positionsLength = polyline._actualLength;
1818
+ if (positionsLength) {
1819
+ index += this.getPolylineStartIndex(polyline);
1820
+
1821
+ let positionArray = scratchPositionsArray;
1822
+ const positionsArrayLength = 6 * positionsLength * 3;
1823
+
1824
+ if (
1825
+ !defined(positionArray) ||
1826
+ positionArray.length < positionsArrayLength
1827
+ ) {
1828
+ positionArray = scratchPositionsArray = new Float32Array(
1829
+ positionsArrayLength,
1830
+ );
1831
+ } else if (positionArray.length > positionsArrayLength) {
1832
+ positionArray = new Float32Array(
1833
+ positionArray.buffer,
1834
+ 0,
1835
+ positionsArrayLength,
1836
+ );
1837
+ }
1838
+
1839
+ const segments = this.getSegments(polyline, projection);
1840
+ const positions = segments.positions;
1841
+ const lengths = segments.lengths;
1842
+
1843
+ let positionIndex = 0;
1844
+ let segmentIndex = 0;
1845
+ let count = 0;
1846
+ let position;
1847
+
1848
+ positionsLength = positions.length;
1849
+ for (let i = 0; i < positionsLength; ++i) {
1850
+ if (i === 0) {
1851
+ if (polyline._loop) {
1852
+ position = positions[positionsLength - 2];
1853
+ } else {
1854
+ position = scratchWriteVector;
1855
+ Cartesian3.subtract(positions[0], positions[1], position);
1856
+ Cartesian3.add(positions[0], position, position);
1857
+ }
1858
+ } else {
1859
+ position = positions[i - 1];
1860
+ }
1861
+
1862
+ Cartesian3.clone(position, scratchWritePrevPosition);
1863
+ Cartesian3.clone(positions[i], scratchWritePosition);
1864
+
1865
+ if (i === positionsLength - 1) {
1866
+ if (polyline._loop) {
1867
+ position = positions[1];
1868
+ } else {
1869
+ position = scratchWriteVector;
1870
+ Cartesian3.subtract(
1871
+ positions[positionsLength - 1],
1872
+ positions[positionsLength - 2],
1873
+ position,
1874
+ );
1875
+ Cartesian3.add(positions[positionsLength - 1], position, position);
1876
+ }
1877
+ } else {
1878
+ position = positions[i + 1];
1879
+ }
1880
+
1881
+ Cartesian3.clone(position, scratchWriteNextPosition);
1882
+
1883
+ const segmentLength = lengths[segmentIndex];
1884
+ if (i === count + segmentLength) {
1885
+ count += segmentLength;
1886
+ ++segmentIndex;
1887
+ }
1888
+
1889
+ const segmentStart = i - count === 0;
1890
+ const segmentEnd = i === count + lengths[segmentIndex] - 1;
1891
+
1892
+ if (mode === SceneMode.SCENE2D) {
1893
+ scratchWritePrevPosition.z = 0.0;
1894
+ scratchWritePosition.z = 0.0;
1895
+ scratchWriteNextPosition.z = 0.0;
1896
+ }
1897
+
1898
+ if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
1899
+ if (
1900
+ (segmentStart || segmentEnd) &&
1901
+ maxLon - Math.abs(scratchWritePosition.x) < 1.0
1902
+ ) {
1903
+ if (
1904
+ (scratchWritePosition.x < 0.0 &&
1905
+ scratchWritePrevPosition.x > 0.0) ||
1906
+ (scratchWritePosition.x > 0.0 && scratchWritePrevPosition.x < 0.0)
1907
+ ) {
1908
+ Cartesian3.clone(scratchWritePosition, scratchWritePrevPosition);
1909
+ }
1910
+
1911
+ if (
1912
+ (scratchWritePosition.x < 0.0 &&
1913
+ scratchWriteNextPosition.x > 0.0) ||
1914
+ (scratchWritePosition.x > 0.0 && scratchWriteNextPosition.x < 0.0)
1915
+ ) {
1916
+ Cartesian3.clone(scratchWritePosition, scratchWriteNextPosition);
1917
+ }
1918
+ }
1919
+ }
1920
+
1921
+ const startJ = segmentStart ? 2 : 0;
1922
+ const endJ = segmentEnd ? 2 : 4;
1923
+
1924
+ for (let j = startJ; j < endJ; ++j) {
1925
+ EncodedCartesian3.writeElements(
1926
+ scratchWritePosition,
1927
+ positionArray,
1928
+ positionIndex,
1929
+ );
1930
+ EncodedCartesian3.writeElements(
1931
+ scratchWritePrevPosition,
1932
+ positionArray,
1933
+ positionIndex + 6,
1934
+ );
1935
+ EncodedCartesian3.writeElements(
1936
+ scratchWriteNextPosition,
1937
+ positionArray,
1938
+ positionIndex + 12,
1939
+ );
1940
+ positionIndex += 6 * 3;
1941
+ }
1942
+ }
1943
+
1944
+ positionBuffer.copyFromArrayView(
1945
+ positionArray,
1946
+ 6 * 3 * Float32Array.BYTES_PER_ELEMENT * index,
1947
+ );
1948
+ }
1949
+ };
1950
+ export default PolylineCollection;