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casic-smartcity-well-front / static / Cesium / Workers / createWallGeometry.js
[wangxitong] on 8 Jul 2021 21 KB mars3d总览
/* This file is automatically rebuilt by the Cesium build process. */
define(['./when-9f8cafad', './Cartesian2-ea36f114', './Transforms-0a60c469', './ComponentDatatype-ec57da04', './Check-c23b5bd5', './GeometryAttribute-abbafb10', './GeometryAttributes-fcb70320', './IndexDatatype-d65a2d74', './Math-cf2f57e0', './VertexFormat-acf66ec0', './WallGeometryLibrary-22c0718a', './RuntimeError-40167735', './WebGLConstants-daaa9be0', './arrayRemoveDuplicates-f36d7951', './PolylinePipeline-489d0ce2', './EllipsoidGeodesic-d513d32d', './EllipsoidRhumbLine-992a2129', './IntersectionTests-b2d4b64d', './Plane-ed60195c'], function (when, Cartesian2, Transforms, ComponentDatatype, Check, GeometryAttribute, GeometryAttributes, IndexDatatype, _Math, VertexFormat, WallGeometryLibrary, RuntimeError, WebGLConstants, arrayRemoveDuplicates, PolylinePipeline, EllipsoidGeodesic, EllipsoidRhumbLine, IntersectionTests, Plane) { 'use strict';

  var scratchCartesian3Position1 = new Cartesian2.Cartesian3();
  var scratchCartesian3Position2 = new Cartesian2.Cartesian3();
  var scratchCartesian3Position4 = new Cartesian2.Cartesian3();
  var scratchCartesian3Position5 = new Cartesian2.Cartesian3();
  var scratchBitangent = new Cartesian2.Cartesian3();
  var scratchTangent = new Cartesian2.Cartesian3();
  var scratchNormal = new Cartesian2.Cartesian3();

  /**
   * A description of a wall, which is similar to a KML line string. A wall is defined by a series of points,
   * which extrude down to the ground. Optionally, they can extrude downwards to a specified height.
   *
   * @alias WallGeometry
   * @constructor
   *
   * @param {Object} options Object with the following properties:
   * @param {Cartesian3[]} options.positions An array of Cartesian objects, which are the points of the wall.
   * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
   * @param {Number[]} [options.maximumHeights] An array parallel to <code>positions</code> that give the maximum height of the
   *        wall at <code>positions</code>. If undefined, the height of each position in used.
   * @param {Number[]} [options.minimumHeights] An array parallel to <code>positions</code> that give the minimum height of the
   *        wall at <code>positions</code>. If undefined, the height at each position is 0.0.
   * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid for coordinate manipulation
   * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
   *
   * @exception {DeveloperError} positions length must be greater than or equal to 2.
   * @exception {DeveloperError} positions and maximumHeights must have the same length.
   * @exception {DeveloperError} positions and minimumHeights must have the same length.
   *
   * @see WallGeometry#createGeometry
   * @see WallGeometry#fromConstantHeight
   *
   * @demo {@link https://sandcastle.cesium.com/index.html?src=Wall.html|Cesium Sandcastle Wall Demo}
   *
   * @example
   * // create a wall that spans from ground level to 10000 meters
   * var wall = new Cesium.WallGeometry({
   *   positions : Cesium.Cartesian3.fromDegreesArrayHeights([
   *     19.0, 47.0, 10000.0,
   *     19.0, 48.0, 10000.0,
   *     20.0, 48.0, 10000.0,
   *     20.0, 47.0, 10000.0,
   *     19.0, 47.0, 10000.0
   *   ])
   * });
   * var geometry = Cesium.WallGeometry.createGeometry(wall);
   */
  function WallGeometry(options) {
    options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);

    var wallPositions = options.positions;
    var maximumHeights = options.maximumHeights;
    var minimumHeights = options.minimumHeights;

    //>>includeStart('debug', pragmas.debug);
    if (!when.defined(wallPositions)) {
      throw new Check.DeveloperError("options.positions is required.");
    }
    if (
      when.defined(maximumHeights) &&
      maximumHeights.length !== wallPositions.length
    ) {
      throw new Check.DeveloperError(
        "options.positions and options.maximumHeights must have the same length."
      );
    }
    if (
      when.defined(minimumHeights) &&
      minimumHeights.length !== wallPositions.length
    ) {
      throw new Check.DeveloperError(
        "options.positions and options.minimumHeights must have the same length."
      );
    }
    //>>includeEnd('debug');

    var vertexFormat = when.defaultValue(options.vertexFormat, VertexFormat.VertexFormat.DEFAULT);
    var granularity = when.defaultValue(
      options.granularity,
      _Math.CesiumMath.RADIANS_PER_DEGREE
    );
    var ellipsoid = when.defaultValue(options.ellipsoid, Cartesian2.Ellipsoid.WGS84);

    this._positions = wallPositions;
    this._minimumHeights = minimumHeights;
    this._maximumHeights = maximumHeights;
    this._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat);
    this._granularity = granularity;
    this._ellipsoid = Cartesian2.Ellipsoid.clone(ellipsoid);
    this._workerName = "createWallGeometry";

    var numComponents = 1 + wallPositions.length * Cartesian2.Cartesian3.packedLength + 2;
    if (when.defined(minimumHeights)) {
      numComponents += minimumHeights.length;
    }
    if (when.defined(maximumHeights)) {
      numComponents += maximumHeights.length;
    }

    /**
     * The number of elements used to pack the object into an array.
     * @type {Number}
     */
    this.packedLength =
      numComponents + Cartesian2.Ellipsoid.packedLength + VertexFormat.VertexFormat.packedLength + 1;
  }

  /**
   * Stores the provided instance into the provided array.
   *
   * @param {WallGeometry} value The value to pack.
   * @param {Number[]} array The array to pack into.
   * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
   *
   * @returns {Number[]} The array that was packed into
   */
  WallGeometry.pack = function (value, array, startingIndex) {
    //>>includeStart('debug', pragmas.debug);
    if (!when.defined(value)) {
      throw new Check.DeveloperError("value is required");
    }
    if (!when.defined(array)) {
      throw new Check.DeveloperError("array is required");
    }
    //>>includeEnd('debug');

    startingIndex = when.defaultValue(startingIndex, 0);

    var i;

    var positions = value._positions;
    var length = positions.length;
    array[startingIndex++] = length;

    for (i = 0; i < length; ++i, startingIndex += Cartesian2.Cartesian3.packedLength) {
      Cartesian2.Cartesian3.pack(positions[i], array, startingIndex);
    }

    var minimumHeights = value._minimumHeights;
    length = when.defined(minimumHeights) ? minimumHeights.length : 0;
    array[startingIndex++] = length;

    if (when.defined(minimumHeights)) {
      for (i = 0; i < length; ++i) {
        array[startingIndex++] = minimumHeights[i];
      }
    }

    var maximumHeights = value._maximumHeights;
    length = when.defined(maximumHeights) ? maximumHeights.length : 0;
    array[startingIndex++] = length;

    if (when.defined(maximumHeights)) {
      for (i = 0; i < length; ++i) {
        array[startingIndex++] = maximumHeights[i];
      }
    }

    Cartesian2.Ellipsoid.pack(value._ellipsoid, array, startingIndex);
    startingIndex += Cartesian2.Ellipsoid.packedLength;

    VertexFormat.VertexFormat.pack(value._vertexFormat, array, startingIndex);
    startingIndex += VertexFormat.VertexFormat.packedLength;

    array[startingIndex] = value._granularity;

    return array;
  };

  var scratchEllipsoid = Cartesian2.Ellipsoid.clone(Cartesian2.Ellipsoid.UNIT_SPHERE);
  var scratchVertexFormat = new VertexFormat.VertexFormat();
  var scratchOptions = {
    positions: undefined,
    minimumHeights: undefined,
    maximumHeights: undefined,
    ellipsoid: scratchEllipsoid,
    vertexFormat: scratchVertexFormat,
    granularity: undefined,
  };

  /**
   * Retrieves an instance from a packed array.
   *
   * @param {Number[]} array The packed array.
   * @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
   * @param {WallGeometry} [result] The object into which to store the result.
   * @returns {WallGeometry} The modified result parameter or a new WallGeometry instance if one was not provided.
   */
  WallGeometry.unpack = function (array, startingIndex, result) {
    //>>includeStart('debug', pragmas.debug);
    if (!when.defined(array)) {
      throw new Check.DeveloperError("array is required");
    }
    //>>includeEnd('debug');

    startingIndex = when.defaultValue(startingIndex, 0);

    var i;

    var length = array[startingIndex++];
    var positions = new Array(length);

    for (i = 0; i < length; ++i, startingIndex += Cartesian2.Cartesian3.packedLength) {
      positions[i] = Cartesian2.Cartesian3.unpack(array, startingIndex);
    }

    length = array[startingIndex++];
    var minimumHeights;

    if (length > 0) {
      minimumHeights = new Array(length);
      for (i = 0; i < length; ++i) {
        minimumHeights[i] = array[startingIndex++];
      }
    }

    length = array[startingIndex++];
    var maximumHeights;

    if (length > 0) {
      maximumHeights = new Array(length);
      for (i = 0; i < length; ++i) {
        maximumHeights[i] = array[startingIndex++];
      }
    }

    var ellipsoid = Cartesian2.Ellipsoid.unpack(array, startingIndex, scratchEllipsoid);
    startingIndex += Cartesian2.Ellipsoid.packedLength;

    var vertexFormat = VertexFormat.VertexFormat.unpack(
      array,
      startingIndex,
      scratchVertexFormat
    );
    startingIndex += VertexFormat.VertexFormat.packedLength;

    var granularity = array[startingIndex];

    if (!when.defined(result)) {
      scratchOptions.positions = positions;
      scratchOptions.minimumHeights = minimumHeights;
      scratchOptions.maximumHeights = maximumHeights;
      scratchOptions.granularity = granularity;
      return new WallGeometry(scratchOptions);
    }

    result._positions = positions;
    result._minimumHeights = minimumHeights;
    result._maximumHeights = maximumHeights;
    result._ellipsoid = Cartesian2.Ellipsoid.clone(ellipsoid, result._ellipsoid);
    result._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat, result._vertexFormat);
    result._granularity = granularity;

    return result;
  };

  /**
   * A description of a wall, which is similar to a KML line string. A wall is defined by a series of points,
   * which extrude down to the ground. Optionally, they can extrude downwards to a specified height.
   *
   * @param {Object} options Object with the following properties:
   * @param {Cartesian3[]} options.positions An array of Cartesian objects, which are the points of the wall.
   * @param {Number} [options.maximumHeight] A constant that defines the maximum height of the
   *        wall at <code>positions</code>. If undefined, the height of each position in used.
   * @param {Number} [options.minimumHeight] A constant that defines the minimum height of the
   *        wall at <code>positions</code>. If undefined, the height at each position is 0.0.
   * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid for coordinate manipulation
   * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
   * @returns {WallGeometry}
   *
   *
   * @example
   * // create a wall that spans from 10000 meters to 20000 meters
   * var wall = Cesium.WallGeometry.fromConstantHeights({
   *   positions : Cesium.Cartesian3.fromDegreesArray([
   *     19.0, 47.0,
   *     19.0, 48.0,
   *     20.0, 48.0,
   *     20.0, 47.0,
   *     19.0, 47.0,
   *   ]),
   *   minimumHeight : 20000.0,
   *   maximumHeight : 10000.0
   * });
   * var geometry = Cesium.WallGeometry.createGeometry(wall);
   *
   * @see WallGeometry#createGeometry
   */
  WallGeometry.fromConstantHeights = function (options) {
    options = when.defaultValue(options, when.defaultValue.EMPTY_OBJECT);
    var positions = options.positions;

    //>>includeStart('debug', pragmas.debug);
    if (!when.defined(positions)) {
      throw new Check.DeveloperError("options.positions is required.");
    }
    //>>includeEnd('debug');

    var minHeights;
    var maxHeights;

    var min = options.minimumHeight;
    var max = options.maximumHeight;

    var doMin = when.defined(min);
    var doMax = when.defined(max);
    if (doMin || doMax) {
      var length = positions.length;
      minHeights = doMin ? new Array(length) : undefined;
      maxHeights = doMax ? new Array(length) : undefined;

      for (var i = 0; i < length; ++i) {
        if (doMin) {
          minHeights[i] = min;
        }

        if (doMax) {
          maxHeights[i] = max;
        }
      }
    }

    var newOptions = {
      positions: positions,
      maximumHeights: maxHeights,
      minimumHeights: minHeights,
      ellipsoid: options.ellipsoid,
      vertexFormat: options.vertexFormat,
    };
    return new WallGeometry(newOptions);
  };

  /**
   * Computes the geometric representation of a wall, including its vertices, indices, and a bounding sphere.
   *
   * @param {WallGeometry} wallGeometry A description of the wall.
   * @returns {Geometry|undefined} The computed vertices and indices.
   */
  WallGeometry.createGeometry = function (wallGeometry) {
    var wallPositions = wallGeometry._positions;
    var minimumHeights = wallGeometry._minimumHeights;
    var maximumHeights = wallGeometry._maximumHeights;
    var vertexFormat = wallGeometry._vertexFormat;
    var granularity = wallGeometry._granularity;
    var ellipsoid = wallGeometry._ellipsoid;

    var pos = WallGeometryLibrary.WallGeometryLibrary.computePositions(
      ellipsoid,
      wallPositions,
      maximumHeights,
      minimumHeights,
      granularity,
      true
    );
    if (!when.defined(pos)) {
      return;
    }

    var bottomPositions = pos.bottomPositions;
    var topPositions = pos.topPositions;
    var numCorners = pos.numCorners;

    var length = topPositions.length;
    var size = length * 2;

    var positions = vertexFormat.position ? new Float64Array(size) : undefined;
    var normals = vertexFormat.normal ? new Float32Array(size) : undefined;
    var tangents = vertexFormat.tangent ? new Float32Array(size) : undefined;
    var bitangents = vertexFormat.bitangent ? new Float32Array(size) : undefined;
    var textureCoordinates = vertexFormat.st
      ? new Float32Array((size / 3) * 2)
      : undefined;

    var positionIndex = 0;
    var normalIndex = 0;
    var bitangentIndex = 0;
    var tangentIndex = 0;
    var stIndex = 0;

    // add lower and upper points one after the other, lower
    // points being even and upper points being odd
    var normal = scratchNormal;
    var tangent = scratchTangent;
    var bitangent = scratchBitangent;
    var recomputeNormal = true;
    length /= 3;
    var i;
    var s = 0;
    var ds = 1 / (length - numCorners - 1);
    for (i = 0; i < length; ++i) {
      var i3 = i * 3;
      var topPosition = Cartesian2.Cartesian3.fromArray(
        topPositions,
        i3,
        scratchCartesian3Position1
      );
      var bottomPosition = Cartesian2.Cartesian3.fromArray(
        bottomPositions,
        i3,
        scratchCartesian3Position2
      );
      if (vertexFormat.position) {
        // insert the lower point
        positions[positionIndex++] = bottomPosition.x;
        positions[positionIndex++] = bottomPosition.y;
        positions[positionIndex++] = bottomPosition.z;

        // insert the upper point
        positions[positionIndex++] = topPosition.x;
        positions[positionIndex++] = topPosition.y;
        positions[positionIndex++] = topPosition.z;
      }

      if (vertexFormat.st) {
        textureCoordinates[stIndex++] = s;
        textureCoordinates[stIndex++] = 0.0;

        textureCoordinates[stIndex++] = s;
        textureCoordinates[stIndex++] = 1.0;
      }

      if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) {
        var nextTop = Cartesian2.Cartesian3.clone(
          Cartesian2.Cartesian3.ZERO,
          scratchCartesian3Position5
        );
        var groundPosition = Cartesian2.Cartesian3.subtract(
          topPosition,
          ellipsoid.geodeticSurfaceNormal(
            topPosition,
            scratchCartesian3Position2
          ),
          scratchCartesian3Position2
        );
        if (i + 1 < length) {
          nextTop = Cartesian2.Cartesian3.fromArray(
            topPositions,
            i3 + 3,
            scratchCartesian3Position5
          );
        }

        if (recomputeNormal) {
          var scalednextPosition = Cartesian2.Cartesian3.subtract(
            nextTop,
            topPosition,
            scratchCartesian3Position4
          );
          var scaledGroundPosition = Cartesian2.Cartesian3.subtract(
            groundPosition,
            topPosition,
            scratchCartesian3Position1
          );
          normal = Cartesian2.Cartesian3.normalize(
            Cartesian2.Cartesian3.cross(scaledGroundPosition, scalednextPosition, normal),
            normal
          );
          recomputeNormal = false;
        }

        if (
          Cartesian2.Cartesian3.equalsEpsilon(topPosition, nextTop, _Math.CesiumMath.EPSILON10)
        ) {
          recomputeNormal = true;
        } else {
          s += ds;
          if (vertexFormat.tangent) {
            tangent = Cartesian2.Cartesian3.normalize(
              Cartesian2.Cartesian3.subtract(nextTop, topPosition, tangent),
              tangent
            );
          }
          if (vertexFormat.bitangent) {
            bitangent = Cartesian2.Cartesian3.normalize(
              Cartesian2.Cartesian3.cross(normal, tangent, bitangent),
              bitangent
            );
          }
        }

        if (vertexFormat.normal) {
          normals[normalIndex++] = normal.x;
          normals[normalIndex++] = normal.y;
          normals[normalIndex++] = normal.z;

          normals[normalIndex++] = normal.x;
          normals[normalIndex++] = normal.y;
          normals[normalIndex++] = normal.z;
        }

        if (vertexFormat.tangent) {
          tangents[tangentIndex++] = tangent.x;
          tangents[tangentIndex++] = tangent.y;
          tangents[tangentIndex++] = tangent.z;

          tangents[tangentIndex++] = tangent.x;
          tangents[tangentIndex++] = tangent.y;
          tangents[tangentIndex++] = tangent.z;
        }

        if (vertexFormat.bitangent) {
          bitangents[bitangentIndex++] = bitangent.x;
          bitangents[bitangentIndex++] = bitangent.y;
          bitangents[bitangentIndex++] = bitangent.z;

          bitangents[bitangentIndex++] = bitangent.x;
          bitangents[bitangentIndex++] = bitangent.y;
          bitangents[bitangentIndex++] = bitangent.z;
        }
      }
    }

    var attributes = new GeometryAttributes.GeometryAttributes();

    if (vertexFormat.position) {
      attributes.position = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
        componentsPerAttribute: 3,
        values: positions,
      });
    }

    if (vertexFormat.normal) {
      attributes.normal = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: normals,
      });
    }

    if (vertexFormat.tangent) {
      attributes.tangent = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: tangents,
      });
    }

    if (vertexFormat.bitangent) {
      attributes.bitangent = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: bitangents,
      });
    }

    if (vertexFormat.st) {
      attributes.st = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 2,
        values: textureCoordinates,
      });
    }

    // prepare the side walls, two triangles for each wall
    //
    //    A (i+1)  B (i+3) E
    //    +--------+-------+
    //    |      / |      /|    triangles:  A C B
    //    |     /  |     / |                B C D
    //    |    /   |    /  |
    //    |   /    |   /   |
    //    |  /     |  /    |
    //    | /      | /     |
    //    +--------+-------+
    //    C (i)    D (i+2) F
    //

    var numVertices = size / 3;
    size -= 6 * (numCorners + 1);
    var indices = IndexDatatype.IndexDatatype.createTypedArray(numVertices, size);

    var edgeIndex = 0;
    for (i = 0; i < numVertices - 2; i += 2) {
      var LL = i;
      var LR = i + 2;
      var pl = Cartesian2.Cartesian3.fromArray(
        positions,
        LL * 3,
        scratchCartesian3Position1
      );
      var pr = Cartesian2.Cartesian3.fromArray(
        positions,
        LR * 3,
        scratchCartesian3Position2
      );
      if (Cartesian2.Cartesian3.equalsEpsilon(pl, pr, _Math.CesiumMath.EPSILON10)) {
        continue;
      }
      var UL = i + 1;
      var UR = i + 3;

      indices[edgeIndex++] = UL;
      indices[edgeIndex++] = LL;
      indices[edgeIndex++] = UR;
      indices[edgeIndex++] = UR;
      indices[edgeIndex++] = LL;
      indices[edgeIndex++] = LR;
    }

    return new GeometryAttribute.Geometry({
      attributes: attributes,
      indices: indices,
      primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES,
      boundingSphere: new Transforms.BoundingSphere.fromVertices(positions),
    });
  };

  function createWallGeometry(wallGeometry, offset) {
    if (when.defined(offset)) {
      wallGeometry = WallGeometry.unpack(wallGeometry, offset);
    }
    wallGeometry._ellipsoid = Cartesian2.Ellipsoid.clone(wallGeometry._ellipsoid);
    return WallGeometry.createGeometry(wallGeometry);
  }

  return createWallGeometry;

});